TEXT: ITEM  BIBLE
  
  1
  ABOLETH GLYPHS
  LORDS OF MADNESS (3.5)
  DEEP
  Any air-breathing creature that approaches within 20 feet 
  of this glyph must make a DC 19 Fortitude save to avoid 
  having its lungs instantly fill with water.
  A creature whose lungs fill with water immediately begins 
  to drown.
  On the first round, its hit points drop to 0, and it falls 
  unconscious.
  On the following round, its hit points drop to –1, and on 
  the third round, it dies.
  Any effect that returns a drowning character to positive hit 
  points wakens the creature and allows it to cough up the 
  water in its lungs.
  Otherwise, only a DC 15 Heal check can empty the 
  creature’s lungs of water and save it from a watery death.
  Strong conjuration; CL 15th; Craft Aboleth Glyph, control 
  water; Price 120,000 gp.
  ENFEEBLEMENT
  All nonaboleths within 20 feet of this glyph are weakened 
  and debilitated, and take a –6 penalty to Strength, 
  Dexterity, and Constitution.
  The effect of this glyph persists for 1d4 rounds after a 
  creature exits the area of effect.
  A successful DC 16 Will save negates the effect completely.
  Moderate necromancy; CL 9th; Craft Aboleth Glyph, bestow 
  curse; Price 72,000 gp.
  EXTENSION
  Any aboleth within 20 feet of this glyph doubles the range 
  of its enslave special attack.
  Moderate transmutation; CL 9th; Craft Aboleth Glyph, 
  eagle’s splendor; Price 20,000 gp.
  LAW
  All nonlawful creatures within 30 feet of this glyph become 
  nervous and unsure of their abilities.
  These creatures take a –1 penalty on attack rolls, weapon 
  damage rolls, and saving throws.
  This effect cannot be resisted with a saving throw.
  Moderate abjuration; CL 9th; Craft Aboleth Glyph, magic 
  circle against law; Price 30,000 gp.
  SLAVE’S GLORY
  All creatures within 30 feet of this glyph and currently 
  under the effect of an aboleth’s enslave ability are filled 
  with feelings of pride for and loyalty to their aboleth 
  masters.
  The creatures gain a +2 morale bonus on Strength, 
  Constitution, and Will saving throws.
  If a slave attacks another aboleth while within the area of 
  this glyph, he takes 10d6 points of force damage (DC 16 
  Reflex save for half) and immediately loses all benefits of 
  the glyph until he leaves the area and reenters it.
  Moderate transmutation; CL 9th; Craft Aboleth Glyph, rage; 
  Price 40,000 gp.
  SLIME CURSE
  Within 30 feet of this glyph, any saving throws against an 
  aboleth’s slime special attack are made with a –4 penalty.
  A failed save indicates that transformation occurs in a 
  single round.
  Moderate transmutation; CL 9th; Craft Aboleth Glyph; 
  Price 25,000 gp.
  
  2
  ARMOR AND 
  SHIELD AUGMENT 
  CRYSTALS
  MAGIC ITEM 
  COMPENDIUM (3.5)
  ADAMANT ARMOR
  Price (Item Level): 300 gp (2nd) (least), 1,400 gp (5th) 
  (lesser), or 3,400 gp (8th) (greater)
  Body Slot: — (armor or shield crystal)
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Weight: —
  This clasp holds a small diamond orb with a sphere of steel at its 
  center.
  A crystal of adamant armor strengthens your armor or shield 
  against damage.
  Least: This augment crystal improves the hardness of a suit 
  of armor or shield by 2.
  Lesser: This augment crystal improves the hardness of a suit 
  of armor or shield by 5.
  Greater: This augment crystal improves the hardness of a 
  suit of armor or shield by 10.
  Prerequisites: Craft Magic Arms and Armor, diamondsteel (SC 
  64).
  Cost to Create: 150 gp, 12 XP, 1 day (least); 700 gp, 56 XP, 2 
  days (lesser); 1,700 gp, 136 XP, 4 days (greater).
  ADAPTATION
  Price (Item Level): 500 gp (3rd) (least); 1,500 gp (5th) 
  (lesser); or 3,000 gp (7th) (greater)
  Body Slot: — (armor crystal)
  Caster Level: 7th
  Aura: Moderate; (DC 18) necromancy
  Activation: —
  Weight: —
  This bright green, circular crystal is pleasantly warm to the touch.
  A crystal of adaptation protects you from hostile 
  environments, both terrestrial and extraplanar.
  Least: This augment crystal protects you from temperature
  extremes as an endure elements spell.
  Lesser: As the least crystal, and you are also protected from 
  all alignment traits of any plane (DMG 149).
  Greater: As the lesser crystal, and you are also protected 
  from the positive-dominant and negative-dominant traits of 
  any planes (DMG 149).
  Prerequisites: Craft Magic Arms and Armor, death ward, 
  endure elements, protection from chaos/good/evil/law.
  Cost to Create: 250 gp, 20 XP, 1 day (least); 750 gp, 60 XP, 2 
  days (lesser); 1,500 gp, 120 XP, 3 days (greater).
  AQUATIC ACTION
  Price (Item Level): 250 gp (2nd) (least), 1,000 gp (4th) 
  (lesser), or 3,000 gp (7th) (greater)
  Body Slot: — (armor crystal)
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: —
  This sea-green crystal always feels moist to the touch.
  A crystal of aquatic action aids the wearer while underwater.
  Least: Any armor bearing this augment crystal does not 
  impose an armor check penalty on your Swim checks.
  Lesser: As the least crystal, and you also gain a Swim speed 
  equal to one-half your land speed (round down to the next 
  5-foot increment).
  Greater: As the lesser crystal, and you also take no penalties 
  on attacks or movement while underwater (as if under the 
  effect of freedom of movement) and you can breathe water as 
  easily as air.
  Prerequisites: Craft Magic Arms and Armor, freedom of 
  movement, water breathing.
  Cost to Create: 125 gp, 10 XP, 1 day (least); 500 gp, 40 XP, 1 
  day (lesser); 1,500 gp, 120 XP, 3 days (greater).
  ARROW DEFLECTION
  Price (Item Level): 500 gp (3rd) (least), 2,500 gp (7th) 
  (lesser), or 5,000 gp (9th) (greater)
  Body Slot: — (shield crystal)
  Caster Level: 5th
  Aura: Faint; (DC 17) divination
  Activation: —
  Weight: —
  This blue sapphire is cut into a large cabochon.
  It contains a small flint arrowhead in its center.
  A crystal of arrow deflection protects you from ranged weapon 
  attacks.
  Least: This augment crystal grants you a +2 bonus to AC 
  against ranged attacks.
  Lesser: As the least crystal, except the bonus is +5.
  Greater: As the least crystal, and you can deflect one ranged 
  attack per round as if you had the Deflect Arrows feat.
  Prerequisites: Craft Magic Arms and Armor, shield.
  Cost to Create: 250 gp, 20 XP, 1 day (least); 1,250 gp, 100 XP, 3 
  days (lesser); 2,500 gp, 200 XP, 5 days (greater).
  BENT SIGHT
  Price (Item Level): 500 gp (3rd)
  Body Slot: — (shield crystal)
  Caster Level: 5th
  Aura: Faint; (DC 17) divination
  Activation: —
  Weight: —
  This small crystal is affixed to a plate of polished silver.
  A crystal of bent sight offers a great boon to any who face 
  creatures that have gaze attacks.
  When this augment crystal is attached to your shield, you 
  can avert your eyes from a creature that has a gaze attack 
  without suffering a miss chance on your attack rolls against 
  that creature.
  Prerequisites: Craft Magic Arms and Armor, 
  clairaudience/clairvoyance.
  
  3
  Cost to Create: 250 gp, 20 XP, 1 day.
  CLASP OF ENERGY PROTECTION
  Price (Item Level): 500 gp (3rd) (least), 1,500 gp (5th) 
  (lesser), or 3,000 gp (7th) (greater)
  Body Slot: — (shield crystal)
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration
  Activation: —
  Weight: —
  Fire Protection
  This fiery red crystal is slightly warm to the touch.
  Cold Protection
  This icy clear crystal is covered in a thin layer of frost.
  Acid Protection
  This hazy green crystal hisses faintly when exposed to the open air.
  Electricity Protection
  This brilliant blue-white crystal crackles with static discharge 
  when touched.
  Sonic Protection
  This deep purple crystal gives off a faint hum, and rings with a 
  sonorous chime when tapped.
  A crystal of energy protection protects against a specific form of 
  energy: acid, cold, electricity, fire, or sonic.
  Least: This augment crystal grants resistance 5 to the 
  designated energy type.
  Once the crystal has prevented a total of 25 points of energy 
  damage, it becomes inert until the following day.
  Lesser: As above, except the crystal grants resistance 10, up 
  to a maximum of 50 points per day.
  Greater: As above, except the crystal grants resistance 15, up 
  to a maximum of 75 points per day.
  Prerequisites: Craft Magic Arms and Armor, resist energy.
  Cost to Create: 250 gp, 20 XP, 1 day (least); 750 gp, 60 XP, 2 
  days (lesser); 1,500 gp, 120 XP, 3 days (greater).
  GLANCING BLOWS
  Price (Item Level): 500 gp (3rd) (least), 3,000 gp (7th) 
  (lesser), or 5,000 gp (9th) (greater)
  Body Slot: — (armor crystal)
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: —
  Weight: —
  All the hues of the rainbow—and many more—shimmer and 
  dance across the surface of this multifaceted crystal.
  A crystal of glancing blows causes your armor to turn aside 
  grasping attacks.
  Least: This augment crystal grants you a +2 competence 
  bonus on grapple checks to prevent a grapple from being 
  initiated (but not any other kind of grapple check, 
  including those to initiate or escape a grapple).
  Lesser: As the least crystal, but the bonus is +5.
  Greater: As the least crystal, but the bonus is +10.
  Prerequisites: Craft Magic Arms and Armor, freedom of 
  movement.
  Cost to Create: 250 gp, 20 XP, 1 day (least); 1,500 gp, 120 XP, 3 
  days (lesser); 2,500 gp, 200 XP, 5 days (greater)
  IRON WARD DIAMOND
  Price (Item Level): 500 gp (3rd) (least), 2,000 gp (6th) 
  (lesser), or 8,000 gp (11th) (greater)
  Body Slot: — (armor crystal)
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: —
  Weight: —
  This dun and ecru diamond is incredibly durable.
  An iron ward diamond lends its toughness to armor, helping 
  it absorb blows in combat.
  Least: The least version of this augment crystal grants you 
  damage reduction 1/—.
  This damage reduction stacks with similar damage 
  reduction granted by any other source.
  Once the clasp has prevented a total of 10 points of damage, 
  it becomes inert until the following day.
  Lesser: As the least crystal, except that it grants damage 
  reduction 3/— until it has prevented a total of 30 points of 
  damage.
  A lesser iron ward diamond functions only when attached to 
  medium or heavy armor.
  Greater: As the least crystal, except that it grants damage 
  reduction 5/— until it has prevented a total of 50 points of 
  damage.
  A greater iron ward diamond functions only when attached to 
  heavy armor.
  Prerequisites: Craft Magic Arms and Armor, stoneskin.
  Cost to Create: 250 gp, 20 XP, 1 day (least); 1,000 gp, 80 XP, 2 
  days (lesser); 4,000 gp, 320 XP, 8 days (greater).
  LIFEKEEPING
  Price (Item Level): 200 gp (2nd) (least), 1,000 gp (4th) 
  (lesser), or 5,000 gp (9th) (greater)
  Body Slot: — (armor crystal)
  Caster Level: 7th
  Aura: Moderate; (DC 18) necromancy
  Activation: —; see text
  Weight: —
  This bright crystal gleams and sparkles in the light.
  A crystal of lifekeeping wards you against necromantic and 
  death effects.
  Least: This augment crystal grants you a +1 competence 
  bonus on saving throws against energy drain attacks, inflict 
  spells, death spells, and death effects.
  Lesser: As the least crystal, except the bonus is +3.
  Greater: As the least crystal, except the bonus is +5.
  In addition, if you fail a save against any of these effects, 
  you can choose to reroll the save as an immediate (mental) 
  action.
  This ability functions once per day.
  Prerequisites: Craft Magic Arms and Armor, death ward.
  Cost to Create: 100 gp, 8 XP, 1 day (least); 500 gp, 40 XP, 1 day 
  (lesser); 2,500 gp, 200 XP, 5 days (greater).
  MIND CLOAKING
  Price (Item Level): 500 gp (3rd) (least), 4,000 gp (8th) 
  (lesser), or 10,000 gp (12th) (greater)
  Body Slot: — (armor crystal)
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration
  
  4
  Activation: —; see text
  Weight: —
  This crystal is black as a clouded night sky.
  A crystal of mind cloaking protects you against mental 
  infiltration.
  Least: This augment crystal grants you a +1 competence 
  bonus on saving throws against mind-affecting spells and 
  abilities.
  Lesser: As above, except the crystal grants a +3 competence 
  bonus.
  Greater: As above, except the crystal grants a +5 
  competence bonus.
  In addition, if you fail a save against a mind-affecting spell 
  or ability, you can choose to reroll the save as an immediate 
  (mental) action.
  This ability functions once per day.
  Prerequisites: Craft Magic Arms and Armor, resistance.
  Cost to Create: 250 gp, 20 XP, 1 day (least); 2,000 gp, 160 XP, 4 
  days (lesser); 5,000 gp, 400 XP, 10 days (greater).
  RESTFUL
  Price (Item Level): 500 gp (3rd)
  Body Slot: — (armor crystal)
  Caster Level: 5th
  Aura: Faint; (DC 17) enchantment
  Activation: —
  Weight: —
  This silver clasp is decorated with sparkling crystals shaped like 
  stars.
  A restful crystal is a great boon to any warrior who must stay 
  always at the ready.
  Sleeping in armor that has this augment crystal attached 
  does not make you fatigued.
  Prerequisites: Craft Magic Arms and Armor, sleep.
  Cost to Create: 250 gp, 20 XP, 1 day.
  RUBICUND FRENZY
  Price (Item Level): 500 gp (3rd) (least), 2,000 gp (6th) 
  (lesser), or 6,000 gp (10th) (greater)
  Body Slot: — (armor crystal)
  Caster Level: 11th
  Aura: Moderate; (DC 20) enchantment
  Activation: —
  Weight: —
  This ruby is cut into a torus—beveled on top, flat below.
  It is meant to be attached to a suit of armor.
  A rubicund frenzy drinks your blood when you are wounded, 
  whipping you into a savage frenzy.
  This item functions only for living creatures.
  Least: As long as your current hit point total is no greater 
  than half your full normal hit points, this augment crystal 
  grants you a +1 morale bonus on weapon damage rolls and 
  saves against fear.
  Lesser: As the least crystal, except it grants a +3 morale 
  bonus on weapon damage rolls and saves against fear.
  Greater: As the least crystal, except it grants a +5 morale 
  bonus on weapon damage rolls and saves against fear.
  Prerequisites: Craft Magic Arms and Armor, heroism.
  Cost to Create: 250 gp, 20 XP, 1 day (least); 1,000 gp, 80 XP, 2 
  days (lesser); 3,000 gp, 240 XP, 6 days (greater).
  SCREENING
  Price (Item Level): 400 gp (2nd) (least), 1,000 gp (4th) 
  (lesser), or 3,000 gp (7th) (greater)
  Body Slot: — (armor crystal)
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration
  Activation: —
  Weight: —
  This smooth, deep blue crystal is warm to the touch.
  A crystal of screening enhances a suit of armor with force, 
  enabling it to protect you against the attacks of incorporeal 
  foes.
  Least: This augment crystal imposes a –2 penalty on touch 
  attacks made against you by incorporeal creatures.
  Lesser: As the least crystal, except the penalty is –5.
  Greater: As the least crystal, except the penalty is –10.
  Prerequisites: Craft Magic Arms and Armor, mage armor.
  Cost to Create: 200 gp, 16 XP, 1 day (least); 500 gp, 40 XP, 1 
  day (lesser); 1,500 gp, 120 XP, 3 days (greater).
  STAMINA
  Price (Item Level): 300 gp (2nd) (least), 900 gp (4th) (lesser), 
  or 2,700 gp (7th) (greater)
  Body Slot: — (armor crystal)
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: —; see text
  Weight: —
  This dull red crystal pulses in time with your heartbeat.
  A crystal of stamina protects you from assaults against your 
  physical health.
  Least: This augment crystal grants you a +1 competence 
  bonus on saving throws against disease and poison.
  Lesser: As the least crystal, except the bonus is +3.
  Greater: As the least crystal, except the bonus is +5.
  In addition, if you fail a save against a poison or disease 
  effect, you can choose to reroll the save as an immediate 
  (mental) action.
  This ability functions once per day.
  Prerequisites: Craft Magic Arms and Armor, neutralize poison, 
  remove disease.
  Cost to Create: 150 gp, 12 XP, 1 day (least); 450 gp, 36 XP, 1 
  day (lesser); 1,350 gp, 108 XP, 3 days (greater).
  
  5
  ARMOR AND 
  SHIELD SPECIAL 
  ABILITIES
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  ACIDIC
  A suit of armor or shield with this ability has a slick sheen 
  and is constantly covered in a layer of lightly smoking acid.
  The wearer (and anything she carries) is immune to acid, 
  including that produced by the armor.
  Acidic armor deals 2d4 points of acid damage per round of 
  contact during a grapple; momentary touch attacks have no 
  effect.
  Objects not held by the wearer can be damaged by direct 
  contact with the armor for a full round.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor; 
  Melf’s acid arrow, resist elements; Market Price: +4 bonus.
  AQUATIC
  This armor appears streamlined and possesses a greenish 
  glint.
  Aquatic armor enables its wearer to move freely through 
  water without the need for Swim checks.
  Drowning rules still apply (see the Drowning Rule in 
  Chapter 3 of the DUNGEON MASTER’S Guide), unless the 
  wearer can breathe water.
  Rare versions of aquatic armor include a persistent water 
  breathing effect (as the spell, but affecting only the wearer).
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  freedom of movement, water breathing (when present); Market 
  Price: +2 bonus (+3 bonus with water breathing).
  ARROW CATCHING
  A shield with this quality attracts ranged weapons to it.
  It grants a +1 deflection bonus to Armor Class against 
  ranged weapons as projectiles and thrown weapons veer 
  toward the shield, not the shield bearer.
  Additionally, any projectile or thrown weapon aimed at a 
  target within 5 feet of the shield’s bearer diverts from its 
  original target and targets the shield’s bearer instead.
  (If the shield bearer has total cover with respect to the 
  attacker, the projectile or thrown weapon is not diverted).
  Projectiles and thrown weapons that have an enhancement 
  bonus higher than the shield’s total bonus to AC are not 
  diverted, but the shield’s increased AC bonus still applies 
  against attacks directed at the bearer.
  Those attacking the shield bearer with ranged weapons 
  ignore any miss chance that would normally apply due to 
  concealment or magical effects.
  The bearer activates this ability with a command word and 
  can shut it off by repeating it.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  entropic shield; Market Price: +1 bonus.
  BANE BLIND
  A favorite of rangers and bounty hunters, bane blind armor 
  grants improved invisibility to the wearer against a specific 
  creature type chosen when the armor is created.
  Creatures who are subject to the bane blind find that their 
  scent ability is likewise unable to detect the wearer, 
  although hearing, tremorsense, and other sensing methods 
  still work.
  Any category of creature on the ranger’s favored enemy list 
  can be chosen for the bane blind effect.
  The following table determines what type of creature a 
  random suit of bane blind armor affects.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  improved invisibility; Market Price: +3 bonus.
  BUFFERING
  Buffering armor and buffering shields are always dull black, 
  and they appear to possess depths that couldn’t exist.
  A suit of armor or a shield with this quality absorbs ability-
  draining and level-draining attacks.
  It can absorb as many points of ability damage or levels 
  drained per day as its enhancement bonus.
  It also allows Fortitude saves against energy-drain attacks 
  that normally don’t allow such saves.
  A successful save halves the effect.
  Buffering armor and buffering shields do not change saves 
  against attacks that already allow them.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  restoration; Market Price: +3 bonus.
  
  6
  COMMAND
  This armor or shield always appears brilliant and gleaming, 
  no matter what the conditions and despite all attempts to 
  paint over or obscure it.
  Coveted by military leaders of all sorts, it carries a powerful 
  aura that grants a +4 competence bonus on Charisma-based 
  skill checks and reaction checks.
  Furthermore, all allies within 30 feet of the wearer of the 
  armor or shield get a +2 morale bonus on Will saves.
  Command armor and command shields make their owners 
  very noticeable, imposing a –6 penalty on Hide checks.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  5 levels of spellcasting ability; Market Price: +2 bonus.
  DANCING
  The wearer can release a dancing shield as a standard action 
  and command it to protect a single character (possibly the 
  wearer himself).
  The dancing shield floats in the air in front of the protected 
  character, darting in the way of an opponent’s weapons and 
  providing cover against attacks from one opponent per 
  round.
  Treat the shield’s armor bonus (including its enhancement 
  bonus) as a cover bonus to Armor Class.
  At the end of 4 rounds, the dancing shield falls to the ground.
  It must be picked up and commanded for it to function 
  again.
  It ceases dancing before 4 rounds have passed if so 
  commanded.
  Only one dancing shield can protect a character at a time.
  It is half as effective (half the cover bonus to Armor Class) 
  when protecting a Large creature, and it cannot provide 
  meaningful cover for a Huge or bigger creature.
  A dancing shield functions only for a character that is 
  proficient with shields.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, animate objects; Market Price: +3 bonus.
  DAYLIGHT
  A suit of armor or a shield with this quality glows with the 
  brilliant light of a daylight spell for up to 30 minutes per 
  day.
  A command word, usually inscribed on the inside of the 
  armor or the back of the shield, activates and deactivates 
  the illumination.
  Except when glowing, this armor or shield appears 
  completely normal.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  daylight; Market Price: +2 bonus.
  DISTRACTING
  Armor or shields with this quality shimmer and glow 
  hypnotically.
  Anyone engaged in combat with the wearer must succeed 
  on a Will save each round or be affected by the daze spell.
  Once per day, the wearer can activate hypnotic pattern (as the 
  spell from a 9th-level caster).
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  daze, hypnotic pattern; Market Price: +3 bonus.
  FEARSOME
  This suit of armor or shield creates an aura of fear around 
  the wearer (as the fear spell from a 7th-level caster).
  This aura affects all opponents within 40 feet of the wearer.
  The armor or shield appears completely normal, except to 
  those who fail their save.
  The fearful see a creature from the their worst nightmares 
  in place of the wearer.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  fear; Market Price: +2 bonus.
  FEATHERED
  A suit of armor or a shield with this ability appears to be 
  created from thousands of iridescent feathers.
  This characteristic has no effect on the armor’s or shield’s 
  weight, armor check penalty, or other statistics.
  Feathered armor or a feathered shield allows the wearer to fly 
  up to 50 minutes per day (as the fly spell).
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  fly; Market Price: +2 bonus.
  SACRED
  A suit of armor or a shield with this quality assists only 
  wearers who have the ability to turn or rebuke undead.
  Sacred armor or a sacred shield increases the owner’s effective 
  level for the turning check by +2.
  Armor and shields with this ability are always specific to a 
  deity and prominently feature the god’s holy symbol.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  ability to turn or rebuke undead; Market Price: +2 bonus.
  WRAPPING
  A shield with this quality hinders foes who are struck by it.
  With a successful shield bash attack, the wrapping shield’s 
  bearer can make the shield magically bind itself to the 
  opponent.
  It will not move until the command words are uttered 
  (often “shield release”), the target dies, or the shield is 
  pulled off with a successful Strength check (DC 20).
  The bearer loses any benefit to Armor Class while the 
  shield is attached to the target.
  A wrapping shield does not function against Huge or larger 
  creatures.
  nor does it work on incorporeal foes.
  The wearer can loose himself from the shield normally.
  It is difficult for the opponent to perform any physical 
  actions while the shield is so attached, and it’s equally 
  difficult for the wrapping shield’s bearer to do much while 
  someone is wriggling against the shield.
  Both incur an additional armor check penalty of –5 (which 
  stacks with any existing armor check penalties, but applies 
  only to skill checks) and a –2 circumstance penalty on 
  attacks.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  make whole; Market Price: +1 bonus.
  
  7
  BOOK OF EXALTED DEEDS 
  (3.5)
  ANGELIC
  This armor or shield is adorned with feather-like patterns 
  and other heavenly motifs.
  The armor or shield increases the wearer’s enhancement 
  bonus to AC by +1 against attacks from evil creatures.
  It also grants its user a +4 sacred bonus on saving throws 
  against spells with the evil descriptor.
  An evil creature that dons the armor or uses the shield does 
  not gain its benefits.
  Moderate abjuration; CL 9th; Craft Magic Arms and Armor, 
  dispel evil, Phieran’s resolve, creator must be good; Price +2 
  bonus.
  EMPYREAL
  This exquisitely crafted armor or shield, favored by celestial 
  champions of good, is often set with precious gems and 
  adorned with images of powerful archons, eladrins, or 
  guardinals.
  The wearer can transfer all or part of its enhancement 
  bonus to a sacred bonus on saving throws.
  The wearer decides to make the transfer on his turn, and 
  the choice remains in effect until his next turn.
  Any evil creature wearing empyreal armor or holding an 
  empyreal shield is sickened (–2 penalty on attack rolls, 
  saving throws, ability checks, and skill checks) for as long 
  as the armor is worn or the shield is held (no saving throw).
  Moderate abjuration and necromancy [good]; CL 9th; Craft 
  Magic Arms and Armor, resistance, shield of faith, sicken evil;
  Price +2 bonus.
  EXALTED
  The wearer of this pristine armor, if good, takes only half of 
  the extra damage dealt by an unholy weapon (+1d6 instead 
  of +2d6) and gains the benefits of a constant protection from 
  evil spell.
  Furthermore, the armor negates the vile damage dealt by a 
  vile melee, ranged, or natural weapon (described in the 
  Book of Vile Darkness).
  Moderate abjuration; CL 9th; Craft Magic Arms and Armor, 
  protection from evil, creator must be good; Price +3 bonus.
  SACRED
  A suit of armor or a shield with this quality assists only 
  wearers who have the ability to turn or rebuke undead.
  Sacred armor or a sacred shield increases the owner’s 
  effective level for the turning check by +2.
  Armor and shields with this ability are always specific to a 
  deity and predominantly feature the god’s holy symbol.
  Moderate conjuration; CL 8th; Craft Magic Arms and 
  Armor, ability to turn or rebuke undead; Price +2 bonus.
  SOULFIRE
  This armor’s wearer is immune to all death spells, magical 
  death effects, and energy drain, and any negative energy 
  effects (such as from chill touch or inflict spells).
  Moderate abjuration; CL 7th; Craft Magic Arms and Armor, 
  death ward; Price +4 bonus.
  TWILIGHT
  This suit of armor, favored by eladrin spellcasters, becomes 
  semi-incorporeal and translucent when donned.
  It also possesses a faint sunset-colored sheen.
  The twilight armor reduces the chance of arcane spell 
  failure by –10%.
  Faint abjuration; CL 5th; Craft Magic Arms and Armor; 
  Price +1 bonus.
  BOOK OF VILE DARKNESS 
  (3.0)
  DARKSOUL PROTECTION
  This wearer of this armor, if of evil alignment, takes only 
  half damage from spells or effects that cause greater damage 
  to evil creatures, such as a holy smite spell, the smite evil 
  ability of a paladin, or the extra damage dealt by a holy 
  weapon.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  protection from good; Market Price: +1 bonus.
  DEMONMIGHT WARD
  This armor increases the wearer’s enhancement bonus to 
  Armor Class by +1 against attacks from creatures of good 
  alignment, or by +2 against attacks from good outsiders.
  Furthermore, it provides a +1 bonus on all saving throws 
  against spells and spell-like effects from good creatures, and 
  a +2 bonus on saving throws against spells with the good 
  descriptor.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  dispel good, unheavened; Market Price: +2 bonus.
  POISON SPIKE
  This special ability is identical to mundane armor spikes 
  except that the spikes retract into hidden compartments in 
  the armor.
  When they come out in response to a command word, they 
  deal 1d6 points of piercing damage (just as normal armor 
  spikes), and the spikes are coated with a dose of a poison 
  that deals 1d3 points of Strength damage as both initial and 
  secondary damage (Fort DC 16).
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  poison; Market Price: +1 bonus.
  
  8
  CHAMPIONS OF RUIN (3.5)
  GNASHING
  Armor with this property bites at a foe that grapples you.
  Lore: A character who makes a DC 20 Knowledge (history) 
  check knows that the first suit of gnashing armor was 
  created by the human cleric Ferstal, a worshiper of Tiamat.
  Her suit of gnashing full plate featured carvings of dragon 
  heads.
  Description: This armor has images of many different faces 
  carved into it.
  The visages show expressions of vicious cruelty.
  One bares its clenched teeth in a snarl; another’s mouth is 
  open as if to bite.
  In most cultures, gnashing armor is crafted to look like the 
  region’s main terrors: devils, demons, mythological 
  creatures, or popular local or regional villains.
  For instance, gnashing armor made by humans living in the 
  Nelanther Isles would show scarred and vicious reavers or 
  fearsome ogres.
  Activation: A suit of gnashing armor automatically bites 
  any opponent that is grappling the wearer.
  Effect: When the wearer of a suit of gnashing armor is 
  grappling, the carvings of faces animate and begin to bite, 
  striving to tear at the opponent.
  The suit deals 1d6 points of damage to each grappling foe.
  The damage is considered piercing, slashing, and 
  bludgeoning.
  Aura/Caster Level: Strong transmutation; CL 11th.
  Construction: Craft Magic Arms and Armor, animate objects, 
  variable gp, variable XP, variable days (depending on the 
  armor being improved).
  Weight: —.
  Price: +1 bonus.
  HIDEOUS
  A suit of armor or a shield with this property helps you 
  intimidate your enemies.
  Description: Armors or shields with this property are 
  embellished with scalps, skulls, bones, dried viscera, and 
  other countless horrors.
  This armor emits a faint odor of rancid meat and a faint 
  illusory miasma of flies.
  The flies give off a buzzing sound seem to taste the 
  embellishments of flesh and bone.
  Activation: Armor or a shield with the hideous special 
  ability automatically grants its wearer its bonus.
  Effect: Hideous armor provides a +5 competence bonus on 
  Intimidate checks and a –2 penalty on Diplomacy checks.
  Aura/Caster Level: Faint conjuration; CL 4th.
  Construction: Craft Magic Arms and Armor, creator must 
  have 5 ranks of Intimidate, +1,875 gp, +150 XP, +4 days (add 
  to the cost of the armor being improved).
  Variants: Two more powerful versions of the hideous 
  special ability are sometimes used.
  The improved version grants a +10 competence bonus on 
  Intimidate checks, costs +7,500 gp, +600 XP, +15 days and 
  has a market price of +15,000 gp.
  The greater special ability grants a +15 competence bonus 
  on Intimidate checks, costs +16,875 gp, +1,350 XP, +34 days 
  and has a market price of +33,750 gp.
  Weight: —.
  Price: +3,750 gp.
  OCULAR
  A suit of armor or a shield with this property grants all-
  around vision.
  Lore: A DC 25 Knowledge (religion) check yields the fact 
  that long ago, a small cult of humanoids living in Skullport 
  venerated the Great Mother and her progeny.
  These beholder worshipers endeavored to create a variety 
  of items to make them more like their idols.
  Description: Armor and shields with this property feature 
  multiple small eyes on stalks.
  At any one moment, some of the eyes are open and some 
  are closed.
  Activation: Armor or a shield with the ocular ability 
  automatically grants its wearer its bonus.
  Effect: This property grants the wearer all-around vision, 
  making her exceptionally alert.
  The many eyes provide a +4 competence bonus on Spot and 
  Search checks, and the wearer can’t be flanked.
  A blindness spell cast on the wearer negates this property.
  Aura/Caster Level: Strong abjuration; CL 15th.
  Construction: Craft Magic Arms and Armor, arcane eye, 
  variable gp, variable XP, variable days (depending on the 
  armor being improved).
  Weight: —.
  Price: +2 bonus.
  WARY
  A suit of armor or a shield with this property improves your 
  rogue-like ability to be responsive to flanking enemies.
  Description: Armors or shields with this property tend to 
  be nondescript.
  Prerequisite: Improved uncanny dodge ability.
  Activation: Armor or a shield with the wary ability only 
  functions if its wearer has improved uncanny dodge.
  Effect: This armor property increases your effective rogue 
  level by four with regard to being flanked.
  Aura/Caster Level: Faint transmutation; CL 5th.
  Construction: Craft Magic Arms and Armor, cat’s grace, 
  +2,500 gp, +200 XP, +5 days (add to the cost of the armor 
  being improved).
  Weight: —.
  Price: +5,000 gp.
  CITYSCAPE (3.5)
  SENTINEL
  Price: +15,120 gp
  Caster Level: 7th
  Aura: Moderate; (DC 13) divination
  Activation: Standard (command)
  This shield almost gleams, polished as it is to a mirror-like sheen.
  
  9
  The sentinel ability is almost always added to shields, 
  though it is technically possible to add it to the helm or 
  breastplate of a suit of armor.
  Each sentinel shield (or armor) is irrevocably tied to a small 
  mirror, which was created as part of the process at the same 
  time as the shield itself.
  As a standard action, the bearer of the shield can cause an 
  image of whatever the shield is facing to appear in the 
  mirror, not unlike a scrying spell.
  The person with the mirror sees everything in a 120-foot 
  cone in front of the shield (or less if the ambient light 
  reduces visibility below 120 feet).
  This effect is blocked by any effect that blocks scrying.
  The connection can be severed as a move action.
  This ability can be activated three times per day for up to 7 
  minutes at a time.
  If either part of the pair—the shield and the mirror—is 
  destroyed, this ability is lost.
  Prerequisites: Craft Magic Arms and Armor, scrying.
  Cost to Create: 7,560 gp, 605 XP.
  COMPLETE ADVENTURER 
  (3.5)
  BEASTSKIN
  First created by powerful druids, armor with this special 
  ability is particularly useful to characters of that sort.
  Whenever you use the wild shape class feature while 
  wearing a suit of armor with the beastskin property, you 
  can expend an additional daily use of your wild shape 
  ability to cause the armor to be transformed with you.
  When used in this manner, the beastskin armor becomes a 
  suit of armor fitted for your new form rather than simply 
  merging with your body.
  The armor continues to grant its armor bonus, applying the 
  appropriate armor check penalty, slowing your movement 
  rate, and otherwise functioning as a suit of armor fitted to 
  the new form.
  The armor’s weight increases or decreases to match your 
  new size (and shape, if you assume a quadrupedal form) and 
  therefore might affect your carrying capacity differently 
  than it does in your natural form.
  If in your natural form you are proficient with the type of 
  armor to which the beastskin quality has been supplied, 
  then you are proficient with the beastskin armor when you 
  are transformed, regardless of what shape you take.
  This special ability can be applied only to armor, not to 
  shields.
  Strong transmutation; CL 13th; Craft Magic Arms and 
  Armor, ironwood; Price +2 bonus.
  FOCUSED
  A focused shield helps you anticipate your enemy’s moves 
  in battle, helps you see through feints and similar moves, 
  and provides enhanced benefits when you are facing only 
  one creature.
  A focused shield grants a +10 circumstance bonus on your 
  Sense Motive check that opposes a Bluff check made to 
  feint.
  In addition, any time when you are threatened by only one 
  creature, the shield bonus to your AC provided by a focused 
  shield improves by 1.
  This special ability can be applied only to shields, not to 
  armor.
  Moderate abjuration; CL 11th; Craft Magic Arms and 
  Armor, shield; Price +1 bonus.
  COMPLETE ARCANE (3.5)
  DEATH WARD
  Once per day, someone wearing armor enhanced by this 
  special ability who is struck with a death effect (death 
  spells, magical death effects, energy drain, and any negative 
  energy effects such as those from inflict spells or chill touch) 
  can ignore the effect.
  Moderate necromancy; CL 7th; Craft Magic Arms and 
  Armor, death ward; Price +1 bonus.
  MAGIC-EATING
  This type of armor is normally decorated with spirals and 
  fanged mouths.
  It functions like armor of spell resistance with spell resistance 
  13, except that any spell that targets the wearer and fails to 
  overcome the armor’s spell resistance is consumed by the 
  armor, giving the wearer 1d8 temporary hit points to a 
  maximum of 8 temporary hit points at any time (no matter 
  how many spells the armor consumes).
  Temporary hit points gained in this fashion last for up to 1 
  hour.
  Strong transmutation; CL 16th; Craft Magic Arms and 
  Armor, limited wish, spell resistance; Price +3 bonus.
  PROOF AGAINST TRANSMUTATION
  A character wearing this armor is impervious to any 
  transmutation effect that would alter his form, including 
  polymorph and petrification effects, as well as 
  disintegration (disintegrate can still reduce the wearer to –10 
  hit points, but doesn’t turn his remains to dust).
  The wearer can choose to allow specific spells to bypass the 
  armor’s protection (so as to cast transmutation spells on 
  himself, for example, or to receive the benefit of polymorph 
  or enlarge person from an allied spellcaster).
  Strong abjuration; CL 12th; Craft Magic Arms and Armor, 
  spell immunity; Price +5 bonus.
  COMPLETE WARRIOR (3.5)
  ANTI-IMPACT
  Armor with the anti-impact quality is designed to cushion 
  the blow from massive blunt traumas.
  Anti-impact armor doesn’t give extra protection against 
  weapon damage (beyond its AC bonus), but bludgeoning 
  damage that affects all or most of the entire body (such as 
  constriction and falling damage) is halved.
  Faint Abjuration; CL 4th; Craft Magic Arms and Armor, 
  feather fall; Price +2,000 gp.
  
  10
  AXEBLOCK
  This armor is magically enhanced to turn away slashing 
  weapons such as axes and most swords.
  The wearer gains damage reduction 5/bludgeoning or 
  piercing.
  If a single shield or suit of armor has two of the three 
  blocking armor qualities (axeblock, hammerblock, and 
  spearblock), it grants its owner just 5 points of damage 
  reduction by whatever damage type appears twice.
  For example, a +1 chain shirt with the axeblock (DR 
  5/bludgeoning or piercing) and hammerblock (DR 
  5/piercing or slashing) special abilities only provides DR 
  5/piercing.
  Moderate abjuration; CL 11th; Craft Magic Arms and 
  Armor, polymorph any object; Price +2 bonus.
  HAMMERBLOCK
  Armor with this quality functions the same as axeblock 
  armor, except that it provides damage reduction of 
  5/piercing or slashing.
  Moderate abjuration; CL 11th; Craft Magic Arms and 
  Armor, polymorph any object; Price +2 bonus.
  SPEARBLOCK
  Armor with this quality functions the same as axeblock 
  armor, except that it provides damage reduction of 
  5/bludgeoning or slashing.
  Moderate abjuration; CL 11th; Craft Magic Arms and 
  Armor, polymorph any object; Price +2 bonus.
  DEFENDERS OF THE FAITH 
  (3.0)
  ABSORBING
  Armor and shields with this enchantment are always a dull 
  black, and appear to possess depths that couldn’t exist.
  A suit of armor or a shield with this enchantment absorbs 
  ability-draining and level-draining attacks.
  It can absorb as many points of ability damage or levels 
  drained per day as its enhancement bonus.
  It allows Fortitude saves against energy-drain attacks that 
  normally don’t allow such saves.
  A successful save means the attack has half effect.
  Absorbing armor or a shield does not change saves against 
  attacks that already allow them.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  restoration; Market Price: +3 bonus.
  ANTIPATHY
  A suit of armor or shield with this enchantment has the 
  supernatural ability set by its creator to affect creatures 
  either by alignment or by a specific creature type (see the 
  antipathy spell in the Player’s Handbook).
  The power is usable once per day as a standard action.
  Creatures of the specified type within 60 feet must make a 
  Will save (DC 24) or flee this zone and not voluntarily 
  reenter it for 2 hours.
  Affected creatures within the zone suffer a –4 penalty to 
  Dexterity as long as they remain in the affected area.
  The zone is mobile with the wearer.
  If the wearer moves so a creature that fled is once more in 
  the zone, then the creature is allowed another saving throw.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, antipathy; Market Price: +4 bonus.
  AQUATIC
  Armor and shields with this enchantment appear 
  streamlined and possess a greenish glint.
  A suit of armor or shield with this enchantment enables its 
  wearer to move freely through water without the need for 
  Swim checks.
  Drowning rules still apply (see The Drowning Rule, page 85 
  of the DUNGEON MASTER’S Guide), unless the item is also 
  enchanted with water breathing.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  freedom of movement, water breathing; Market Price: +2 bonus, 
  or +3 bonus with water breathing.
  BLINDING
  Armor and shields with this enchantment flash with a 
  brilliant light up to twice per day on command of the 
  wearer or wielder.
  All within 20 feet except the wearer or wielder must make a 
  Reflex saving throw (DC 14) or be blinded for 1d4 rounds.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  blindness/deafness, searing light; Market Price: +1 bonus.
  CALLED
  This powerful enchantment allows the owner to utter a 
  command word and call the armor or shield to her as a 
  standard action.
  Armor appears correctly donned at the end of the action, or 
  a shield appears on the proper arm.
  The armor or shield appears completely normal otherwise.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  teleport; Market Price: +1 bonus.
  CHARMING
  Armor or shields with this enchantment appear designed 
  with beauty in mind as well as functionality.
  The design of the armor enhances the physical beauty of 
  whoever wears it.
  An opponent who strikes the wearer of this armor or bearer 
  of this shield must save against the appropriate charm spell 
  (charm monster or charm person or animal) for the type of 
  opponent.
  An opponent who successfully strikes the wearer in melee 
  receives a +4 bonus on the save.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  charm monster, charm person or animal; Market Price: +3 bonus.
  
  11
  COMMAND
  This armor or shield always appears brilliant and gleaming, 
  no matter what the conditions and despite all attempts to 
  paint over or obscure it.
  Coveted by military leaders of all sorts, this armor or shield 
  carries a powerful aura that gives a +4 competence bonus to 
  Charisma and a +2 morale bonus on Will saves to all allies 
  within 30 feet.
  The enchantment also makes the possessor very noticeable, 
  giving a –6 penalty on Hide checks.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  5 levels of spellcasting ability; Market Price: +2 bonus.
  DAYLIGHT
  A suit of armor or a shield with this enchantment glows 
  with the brilliant light of a daylight spell for up to 30 
  minutes a day.
  A command word activates and deactivates the 
  enchantment, and is usually inscribed on the inside of the 
  armor or the back of the shield.
  Except when glowing, this armor or shield appears 
  completely normal.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  daylight; Market Price: +2 bonus.
  ENERGY DRAIN
  A suit of armor or a shield with this enchantment allows 
  the bearer to drain levels with the wearer’s touch attack (if 
  armor) or with a shield bash (if shield).
  Other than the requirement of a touch attack, the magical 
  effect is exactly like an enervation spell cast by a 7th-level 
  wizard.
  Such armor or shield always has the face of a snarling 
  vampire carved on the front of it.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  enervation; Market Price: +2 bonus.
  ETHEREAL
  The two variations on this enchantment are for suits of 
  armor or shields.
  The first allows the bearer to use the effect of an ethereal 
  jaunt spell as if cast by a 9th-level cleric.
  The second allows the bearer and anyone touching him to 
  become ethereal as if an 11th-level cleric cast etherealness.
  The armor or shield appears insubstantial and unreal, 
  except on the Ethereal Plane where it appears completely 
  normal.
  Self Only: Caster Level: 9th; Prerequisites: Craft Magic Arms 
  and Armor, ethereal jaunt; Market Price: +3 bonus.
  All in Contact: Caster Level: 11th; Prerequisites: Craft Magic 
  Arms and Armor, etherealness; Market Price: +4 bonus.
  FEARSOME
  A suit of armor or a shield with this enchantment creates an 
  aura of fear around the wearer as by a 7th-level wizard 
  casting fear.
  This aura affects all opponents within 40 feet of the wearer.
  This armor or shield appears completely normal, except to 
  those who fail their save.
  Then the bearer appears to be a creature from the 
  opponent’s worst nightmares.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  fear; Market Price: +2 bonus.
  FEATHERED
  A suit of armor or a shield with this enchantment appears 
  to be created from thousands of iridescent feathers.
  This characteristic has no effect on the armor’s or shield’s 
  weight, armor check penalty, or other statistics.
  The enchantment allows the wearer to fly up to 50 minutes 
  per day.
  In all other respects it functions as if the wearer cast fly on 
  herself, allowing a speed of 90 feet (or 60 feet if the armor is 
  medium or heavy) with good maneuverability.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  air walk; Market Price: +2 bonus.
  ICE
  A suit of armor or a shield with this enchantment appears 
  to be carved from ice.
  The enchantment has two effects.
  First, it simulates a slow spell cast by a 5th-level wizard.
  This affects the first five opponents to come within 30 feet 
  of the wearer.
  Second, the wearer may invoke a ray of frost as if a 5th-level 
  wizard, up to five times per day.
  The ray springs from the front of the armor or shield.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  slow, ray of frost; Market Price: +3 bonus.
  SACRED
  A suit of armor or a shield with this enchantment has no 
  effect unless the wearer has the ability to turn or rebuke 
  undead.
  In that case, the wearer turns or rebukes undead two levels 
  higher than she would without the enchantment.
  Armor or a shield with this enchantment is always specific 
  to a deity and features the deity’s holy symbol prominently.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  ability to turn or rebuke undead; Market Price: +2 bonus.
  SPEED
  This armor or shield enchantment provides a +4 haste 
  bonus to AC and gives the wearer an extra partial action 
  every round, as the haste spell.
  This armor seems to be constantly vibrating, always 
  appearing blurred.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  haste; Market Price: +3 bonus.
  UNDEAD CONTROLLING
  The wearer of a suit of armor or a shield with this 
  enchantment may control up to 26 HD of undead per day, 
  as the control undead spell.
  At dawn each day, the wearer loses control of any undead 
  still under his sway.
  
  12
  Armor or a shield with this power appears to be made of 
  bone; this feature is entirely decorative and has no other 
  effect on the armor.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, control undead; Market Price: +4 bonus.
  UNDEAD DISRUPTING
  The wearer of a suit of armor or a shield with this 
  enchantment may attack undead as with a disrupt undead 
  spell cast by a 5th-level wizard up to four times per day.
  Armor and shields with this ability usually display 
  prominently the holy symbol of a good deity.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  disrupt undead; Market Price: +2 bonus.
  DRAGONS OF FAERÛN 
  (3.5)
  COMMAND
  A suit of armor or a shield with this special ability bestows a 
  dignified and commanding aura upon its owner.
  The wearer gains a +2 competence bonus on all Charisma-
  based 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 (for example, more willing than normal to 
  follow a leader into battle against dangerous foes).
  Since the effect arises in great part from the distinctiveness 
  of the armor, if the wearer hides or conceals himself in 
  anyway, the command effect does not function.
  Strong enchantment; CL 15th; Craft Magic Arms and 
  Armor, mass charm monster; Price +3 bonus.
  FEARSOME
  This suit of armor or shield creates an aura of fear around 
  the wearer (as the fear spell, CL 7th).
  This aura affects all opponents within 40 feet of the wearer.
  The armor or shield appears completely normal, except to 
  those who fail their saves.
  Those afflicted see a creature from their worst nightmares 
  in place of the wearer.
  Moderate necromancy; CL 7th; Craft Magic Arms and 
  Armor, fear; Price +2 bonus.
  DROW OF THE 
  UNDERDARK (3.5)
  DARK
  Price: +8,000 gp
  Property: Armor
  Caster Level: 8th
  Aura: Moderate; (DC 19) illusion
  Activation: —
  This armor has a dull appearance.
  It does not reflect light, and it maintains its color regardless of 
  lighting conditions.
  Dark armor is specially crafted to blend in with its 
  surroundings when viewed with darkvision.
  You gain a +5 circumstance bonus on Hide checks made to 
  conceal yourself from creatures with darkvision.
  In addition (when fighting such creatures), you gain 
  concealment.
  You lose these benefits whenever you are in an area of 
  bright light.
  Prerequisite: Craft Magic Arms and Armor, invisibility.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  FEARSOME
  Price: +5,000 gp
  Property: Armor
  Caster Level: 3rd
  Aura: Faint; (DC 16) necromancy
  Activation: —
  This foul armor has a sinister appearance.
  It is dark, almost black, and covered with sharp barbs and spikes.
  Fearsome armor functions as if it has armor spikes (PH 124) 
  if the armor doesn’t have this feature already.
  In addition, when wearing this armor, you gain a +5 
  enhancement bonus on Intimidate checks, and you can 
  demoralize opponents (PH 76) as a move action instead of a 
  standard action.
  Prerequisite: Craft Magic Arms and Armor.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  SPIDER BOON
  Price: +9,000 gp
  Property: Armor
  Caster Level: 8th
  Aura: Moderate; (DC 20) transmutation
  Activation: Swift (command)
  This armor is etched with spiderweb patterns.
  It is slightly slippery to the touch.
  Spider boon armor allows you to navigate through the 
  sticky strands of webbing.
  You gain a +4 enhancement bonus on Climb and Escape 
  Artist checks.
  Also, the webs of monstrous spiders or spiderkin (such as 
  ettercaps) cannot affect you.
  Three times per day, you can increase the enhancement 
  bonus on Climb checks to +8 and gain a climb speed equal 
  to your base land speed.
  When under this effect, you can take 10 on Climb checks 
  even if rushed or threatened.
  This function lasts for 8 rounds.
  Prerequisite: Craft Magic Arms and Armor, freedom of 
  movement, spider climb, drow.
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  SPIDER BOUND
  Price: +2,500 gp (buckler), +5,000 gp (light shield), +10,000 
  gp (heavy shield), +15,000 gp (tower shield)
  Property: Shield
  Caster Level: 12th
  Aura: Strong; (DC 21) conjuration
  
  13
  Activation: Standard (command)
  This shield resembles a large spider.
  The small rubies used for its eyes burn with a hellish light.
  Once per day, you can speak a command word to cause 
  your shield to transform into a fiendish spider.
  The spider’s size depends on the type of shield, as shown on 
  the following table.
  The spider follows your mental commands.
  It remains for 10 rounds or until reduced to 0 hit points, at 
  which point it instantly reverts back to a shield.
  While the spider is activated, you lose your shield bonus to 
  AC.
  Prerequisite: Craft Magic Arms and Armor, summon monster I
  (buckler), summon monster II (light shield), summon monster 
  IV (heavy shield), summon monster VI (tower shield), drow.
  Cost to Create: 1,250 gp, 100 XP, 3 days (buckler); 2,500 gp, 
  200 XP, 5 days (light shield); 5,000 gp, 400 XP, 10 days 
  (heavy shield); 7,500 gp, 600 XP, 15 days (tower shield).
  DUNGEON MASTER’S 
  GUIDE 3.0 (3.0)
  ACID RESISTANCE
  A suit of armor or a shield with this enchantment normally 
  has a dull gray appearance.
  The armor absorbs the first 10 points of acid damage per 
  round that the wearer would normally take (similar to the 
  resist elements spell).
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  resist elements; Market Price: +3 bonus.
  ANIMATED
  Upon command, an animated shield floats within 2 feet of 
  the wielder, protecting her as if she were using it herself 
  but freeing up both her hands.
  Only one shield can protect a character at a time.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, animate objects; Market Price: +2 bonus.
  ARROW DEFLECTION
  This shield protects the wielder as if he had the Deflect 
  Arrows feat.
  Once per round when he would normally be struck by a 
  ranged weapon, he can make a Reflex saving throw (DC 
  20).
  If the ranged weapon has an enhancement bonus, the DC 
  increases by that amount.
  If he succeeds, the shield deflects the weapon.
  He must be aware of the attack and not flat-footed.
  Attempting to deflect a ranged weapon doesn’t count as an 
  action.
  Exceptional ranged weapons, such as boulders hurled by 
  giants or Melf’s acid arrows, can’t be deflected.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  shield; Market Price: +2 bonus.
  BASHING
  This shield is made to make a shield bash.
  No matter what the size of the attacker, a large bashing 
  shield deals 1d8 points of damage and a small bashing 
  shield deals 1d6 points of damage.
  The shield acts as a +1 weapon when used to bash.
  (Tower shields cannot be bashing shields).
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  bull’s strength; Market Price: +1 bonus.
  BLINDING
  A shield with this enchantment flashes with a brilliant 
  light up to twice per day upon command of the wielder.
  All within 20 feet except the wielder must make a Reflex 
  saving throw (DC 14) or be blinded for 1d4 rounds.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  blindness/deafness, searing light; Market Price: +1 bonus.
  COLD RESISTANCE
  A suit of armor or a shield with this enchantment normally 
  has a bluish, icy hue or is adorned with furs and shaggy 
  pelts.
  The armor absorbs the first 10 points of cold damage per 
  round that the wearer would normally take (similar to the 
  resist elements spell).
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  resist elements; Market Price: +3 bonus.
  ETHEREALNESS
  On command, this enchantment allows the wearer of the 
  armor to become ethereal (see the ethereal jaunt spell) once 
  per day.
  The character can remain ethereal for as long as desired, 
  but once he returns to normal, he cannot become ethereal 
  again that day.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, ethereal jaunt; Market Price: +5 bonus.
  FIRE RESISTANCE
  A suit of armor with this enchantment normally has a 
  reddish hue and often is decorated with a draconic motif.
  The armor absorbs the first 10 points of heat damage per 
  round that the wearer would normally take (similar to the 
  resist elements spell).
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  resist elements; Market Price: +3 bonus.
  
  14
  FORTIFICATION
  This suit of armor or shield produces a magical force that 
  protects vital areas of the wearer more effectively.
  When a critical hit or sneak attack is scored on the wearer, 
  there is a chance that the critical hit or sneak attack is 
  negated and damage is instead rolled normally:
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, limited wish or miracle; Market Price: Varies (see 
  above).
  GHOST TOUCH
  This armor or shield seems almost translucent.
  Both its enhancement bonus and its armor bonus count 
  against the attacks of incorporeal creatures.
  Further, it can be picked up, moved, and worn by 
  incorporeal creatures at any time.
  Incorporeal creatures gain the armor or shield’s 
  enhancement bonus against both corporeal and incorporeal 
  attacks, and they can still pass freely through solid objects.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, etherealness; Market Price: +3 bonus.
  GLAMERED
  A suit of armor with this capability appears normal.
  Upon command, the armor changes shape and form to 
  assume the appearance of a normal set of clothing.
  The armor retains all its properties (including weight) 
  when glamered.
  Only a true seeing spell or similar magic reveals the true 
  nature of the armor when disguised.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, alter self; Market Price: +1 bonus.
  INVULNERABILITY
  This suit of armor grants the wearer damage reduction of 
  5/+1.
  Caster Level: 18th; Prerequisites: Craft Magic Arms and 
  Armor, stoneskin, wish or miracle; Market Price: +3 bonus.
  LIGHTNING RESISTANCE
  A suit of armor or a shield with this enchantment normally 
  has a bluish hue and often bears a storm or lightning motif.
  The armor absorbs the first 10 points of electrical damage 
  per round that the wearer would normally take (similar to 
  the resist elements spell).
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  resist elements; Market Price: +3 bonus.
  REFLECTION
  This shield seems like a mirror.
  Its surface is completely reflective.
  Once per day as a free action, it can be called on to reflect a 
  spell back at its caster exactly like the spell turning spell.
  Caster Level: 14th; Prerequisites; Craft Magic Arms and 
  Armor, spell turning; Market Price: +5 bonus.
  SHADOW
  This type of armor is jet black and blurs the wearer 
  whenever she tries to hide, granting a +10 circumstance 
  bonus to Hide checks (essentially a bonus for an extremely 
  favorable condition).
  This bonus does not stack with the Hide bonus granted by a 
  cloak of elvenkind or obscuring or blinding-based Hide check 
  bonuses.
  (The armor’s armor check penalty still applies normally).
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  invisibility; Market Price: +1 bonus.
  SILENT MOVES
  This armor is well oiled and magically constructed so that it 
  not only makes little sound, but it dampens sound around 
  it.
  It adds a +10 circumstance bonus to its wearer’s Move 
  Silently checks.
  (The armor’s armor check penalty still applies normally).
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  silence; Market Price: +1 bonus.
  SLICK
  Slick armor seems coated at all times with a slightly greasy 
  oil.
  It adds a +10 circumstance bonus to its wearer’s Escape 
  Artist checks.
  (The armor’s armor check penalty still applies normally).
  Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, 
  grease; Market Price: +1 bonus.
  SONIC RESISTANCE
  A suit of armor or a shield with this enchantment normally 
  has a glistening appearance.
  The armor absorbs the first 10 points of sonic damage per 
  round that the wearer would normally take (similar to the 
  resist elements spell).
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  resist elements; Market Price: +3 bonus.
  SPELL RESISTANCE
  This enchantment grants the armor’s wearer spell 
  resistance while the armor is worn.
  The spell resistance can be SR 13, SR 15, SR 17, or SR 19, 
  depending on the armor.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, spell resistance; Market Price: +2 bonus (SR 13), +3 
  bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19).
  
  15
  DUNGEON MASTER’S 
  GUIDE 1 3.5 (3.5)
  ACID RESISTANCE
  A suit of armor or a shield with this property normally has a 
  dull gray appearance.
  The armor absorbs the first 10 points of acid damage per 
  attack that the wearer would normally take (similar to the 
  resist energy spell).
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, 
  resist energy; Price +18,000 gp.
  ACID RESISTANCE, IMPROVED
  As acid resistance, except it absorbs the first 20 points of 
  acid damage per attack.
  Moderate abjuration; CL 7th; Craft Magic Arms and Armor, 
  resist energy; Price +42,000 gp.
  ACID RESISTANCE, GREATER
  As acid resistance, except it absorbs the first 30 points of 
  acid damage per attack.
  Moderate abjuration; CL 11th; Craft Magic Arms and 
  Armor, resist energy; Price +66,000 gp.
  ANIMATED
  Upon command, an animated shield floats within 2 feet of 
  the wielder, protecting her as if she were using it herself 
  but freeing up both her hands.
  Only one shield can protect a character at a time.
  A character with an animated shield still takes any penalties 
  associated with shield use, such as armor check penalty, 
  arcane spell failure chance, and nonproficiency.
  Strong transmutation; CL 12th; Craft Magic Arms and 
  Armor, animate objects; Price +2 bonus.
  ARROW CATCHING
  A shield with this ability attracts ranged weapons to it.
  It has a deflection bonus of +1 against ranged weapons 
  because projectiles and thrown weapons veer toward it.
  Additionally, any projectile or thrown weapon aimed at a 
  target within 5 feet of the shield’s wearer diverts from its 
  original target and targets the shield’s bearer instead.
  (If the wielder has total cover relative to the attacker, the 
  projectile or thrown weapon is not diverted).
  Additionally, those attacking the wearer with ranged 
  weapons ignore any miss chances that would normally 
  apply.
  Projectiles and thrown weapons that have an enhancement 
  bonus higher than the shield’s base AC bonus are not 
  diverted to the wearer (but the shield’s increased AC bonus 
  still applies against these weapons).
  The wielder can activate or deactivate this ability with a 
  command word.
  Moderate abjuration; CL 8th; Craft Magic Arms and Armor, 
  entropic shield; Price +1 bonus.
  ARROW DEFLECTION
  This shield protects the wielder as if he had the Deflect 
  Arrows feat.
  Once per round when he would normally be struck by a 
  ranged weapon, he can make a DC 20 Reflex save.
  If the ranged weapon has an enhancement bonus, the DC 
  increases by that amount.
  If he succeeds, the shield deflects the weapon.
  He must be aware of the attack and not flat-footed.
  Attempting to deflect a ranged weapon doesn’t count as an 
  action.
  Exceptional ranged weapons, such as boulders hurled by 
  giants or Melf’s acid arrows, can’t be deflected.
  Faint abjuration; CL 5th; Craft Magic Arms and Armor, 
  shield; Price +2 bonus.
  BASHING
  A shield with this special ability is designed to perform a 
  shield bash.
  A bashing shield deals damage as if it were a weapon of two 
  size categories larger (a Medium light shield thus deals 1d6 
  points of damage and a Medium heavy shield deals 1d8 
  points of damage).
  The shield acts as a +1 weapon when used to bash.
  (Only light and heavy shields can have this ability).
  Moderate transmutation; CL 8th; Craft Magic Arms and 
  Armor, bull’s strength; Price +1 bonus.
  BLINDING
  A shield with this ability flashes with a brilliant light up to 
  twice per day upon command of the wielder.
  Anyone within 20 feet except the wielder must make a DC 
  14 Reflex save or be blinded for 1d4 rounds.
  Moderate evocation; CL 7th; Craft Magic Arms and Armor, 
  searing light; Price +1 bonus.
  COLD RESISTANCE
  A suit of armor or a shield with this property normally has a 
  bluish, icy hue or is adorned with furs and shaggy pelts.
  The armor absorbs the first 10 points of cold damage per 
  attack that the wearer would normally take (similar to the 
  resist energy spell).
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, 
  resist energy; Price +18,000 gp.
  COLD RESISTANCE, IMPROVED
  As cold resistance, except it absorbs the first 20 points of 
  cold damage per attack.
  Moderate abjuration; CL 7th; Craft Magic Arms and Armor, 
  resist energy; Price +42,000 gp.
  COLD RESISTANCE, GREATER
  As cold resistance, except it absorbs the first 30 points of 
  cold damage per attack.
  Moderate abjuration; CL 11th; Craft Magic Arms and 
  Armor, resist energy; Price +66,000 gp.
  
  16
  ELECTRICITY RESISTANCE
  A suit of armor or a shield with this property normally has a 
  bluish hue and often bears a storm or lightning motif.
  The armor absorbs the first 10 points of electricity damage 
  per attack that the wearer would normally take (similar to 
  the resist energy spell).
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, 
  resist energy; Price +18,000 gp.
  ELECTRICITY RESISTANCE, 
  IMPROVED
  As electricity resistance, except it absorbs the first 20 points 
  of electricity damage per attack.
  Moderate abjuration; CL 7th; Craft Magic Arms and Armor, 
  resist energy; Price +42,000 gp.
  ELECTRICITY RESISTANCE, GREATER
  As electricity resistance, except it absorbs the first 30 points 
  of electricity damage per attack.
  Moderate abjuration; CL 11th; Craft Magic Arms and 
  Armor, resist energy; Price +66,000 gp.
  ETHEREALNESS
  On command, this ability allows the wearer of the armor to 
  become ethereal (as the ethereal jaunt spell) once per day.
  The character can remain ethereal for as long as desired, 
  but once he returns to normal, he cannot become ethereal 
  again that day.
  Strong transmutation; CL 13th; Craft Magic Arms and 
  Armor, ethereal jaunt; Price +49,000 gp.
  FIRE RESISTANCE
  A suit of armor with this ability normally has a reddish hue 
  and often is decorated with a draconic motif.
  The armor absorbs the first 10 points of fire damage per 
  attack that the wearer would normally take (similar to the 
  resist energy spell).
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, 
  resist energy; Price +18,000 gp.
  FIRE RESISTANCE, IMPROVED
  As fire resistance, except it absorbs the first 20 points of fire 
  damage per attack.
  Moderate abjuration; CL 7th; Craft Magic Arms and Armor, 
  resist energy; Price +42,000 gp.
  FIRE RESISTANCE, GREATER
  As fire resistance, except it absorbs the first 30 points of fire 
  damage per attack.
  Moderate abjuration; CL 11th; Craft Magic Arms and 
  Armor, resist energy; Price +66,000 gp.
  FORTIFICATION
  This suit of armor or shield produces a magical force that 
  protects vital areas of the wearer more effectively.
  When a critical hit or sneak attack is scored on the wearer, 
  there is a chance that the critical hit or sneak attack is 
  negated and damage is instead rolled normally.
  Strong abjuration; CL 13th; Craft Magic Arms and Armor, 
  limited wish or miracle; Price varies (see above).
  GHOST TOUCH
  This armor or shield seems almost translucent.
  Both its enhancement bonus and its armor bonus count 
  against the attacks of incorporeal creatures.
  It can be picked up, moved, and worn by incorporeal 
  creatures at any time.
  Incorporeal creatures gain the armor or shield’s 
  enhancement bonus against both corporeal and incorporeal 
  attacks, and they can still pass freely through solid objects.
  Strong transmutation; CL 15th; Craft Magic Arms and 
  Armor, etherealness; Price +3 bonus.
  GLAMERED
  A suit of armor with this ability appears normal.
  Upon command, the armor changes shape and form to 
  assume the appearance of a normal set of clothing.
  The armor retains all its properties (including weight) 
  when glamered.
  Only a true seeing spell or similar magic reveals the true 
  nature of the armor when disguised.
  Moderate illusion; CL 10th; Craft Magic Arms and Armor, 
  disguise self; Price +2,700 gp.
  INVULNERABILITY
  This suit of armor grants the wearer damage reduction of 
  5/magic.
  Strong abjuration and perhaps evocation (if miracle is used);
  CL 18th; Craft Magic Arms and Armor, stoneskin, wish or 
  miracle; Price +3 bonus.
  REFLECTING
  This shield seems like a mirror.
  Its surface is completely reflective.
  Once per day, it can be called on to reflect a spell back at its 
  caster exactly like the spell turning spell.
  Strong abjuration; CL 14th; Craft Magic Arms and Armor, 
  spell turning; Price +5 bonus.
  SHADOW
  This armor is jet black and blurs the wearer whenever she 
  tries to hide, granting a +5 competence bonus on Hide 
  checks.
  (The armor’s armor check penalty still applies normally).
  Faint illusion; CL 5th; Craft Magic Arms and Armor, 
  invisibility; Price +3,750 gp.
  
  17
  SHADOW, IMPROVED
  As shadow, except it grants a +10 competence bonus on 
  Hide checks.
  Moderate illusion; CL 10th; Craft Magic Arms and Armor, 
  invisibility; Price +15,000 gp.
  SHADOW, GREATER
  As shadow, except it grants a +15 competence bonus on 
  Hide checks.
  Moderate illusion; CL 15th; Craft Magic Arms and Armor, 
  invisibility; Price +33,750 gp.
  SILENT MOVES
  This armor is well oiled and magically constructed so that it 
  not only makes little sound, but it dampens sound around 
  it.
  It provides a +5 competence bonus on its wearer’s Move 
  Silently checks.
  (The armor’s armor check penalty still applies normally).
  Faint illusion; CL 5th; Craft Magic Arms and Armor, silence;
  Price +3,750 gp.
  SILENT MOVES, IMPROVED
  As silent moves, except it grants a +10 competence bonus 
  on Move Silently checks.
  Moderate illusion; CL 10th; Craft Magic Arms and Armor, 
  silence; Price +15,000 gp.
  SILENT MOVES, GREATER
  As silent moves, except it grants a +15 competence bonus 
  on Move Silently checks.
  Moderate illusion; CL 15th; Craft Magic Arms and Armor, 
  silence; Price +33,750 gp.
  SLICK
  Slick armor seems coated at all times with a slightly greasy 
  oil.
  It provides a +5 competence bonus on its wearer’s Escape 
  Artist checks.
  (The armor’s armor check penalty still applies normally).
  Faint conjuration; CL 4th; Craft Magic Arms and Armor, 
  grease; Price +3,750 gp.
  SLICK, IMPROVED
  As slick, except it grants a +10 competence bonus on Escape 
  Artist checks.
  Moderate conjuration; CL 10th; Craft Magic Arms and 
  Armor, grease; Price +15,000 gp.
  SLICK, GREATER
  As slick, except it grants a +15 competence bonus on Escape 
  Artist checks.
  Moderate conjuration; CL 15th; Craft Magic Arms and 
  Armor, grease; Price +33,750 gp.
  SONIC RESISTANCE
  A suit of armor or a shield with this property normally has a 
  glistening appearance.
  The armor absorbs the first 10 points of sonic damage per 
  attack that the wearer would normally take (similar to the 
  resist energy spell).
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, 
  resist energy; Price +18,000 gp.
  SONIC RESISTANCE, IMPROVED
  As sonic resistance, except it absorbs the first 20 points of 
  sonic damage per attack.
  Moderate abjuration; CL 7th; Craft Magic Arms and Armor, 
  resist energy; Price +42,000 gp.
  SONIC RESISTANCE, GREATER
  As sonic resistance, except it absorbs the first 30 points of 
  sonic damage per attack.
  Moderate abjuration; CL 11th; Craft Magic Arms and 
  Armor, resist energy; Price +66,000 gp.
  SPELL RESISTANCE
  This property grants the armor’s wearer spell resistance 
  while the armor is worn.
  The spell resistance can be 13, 15, 17, or 19, depending on 
  the armor.
  Strong abjuration; CL 15th; Craft Magic Arms and Armor, 
  spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 
  bonus (SR 17), or +5 bonus (SR 19).
  UNDEAD CONTROLLING
  The wearer of a suit of armor or a shield with this property 
  may control up to 26 HD of undead per day, as the control 
  undead spell.
  At dawn each day, the wearer loses control of any undead 
  still under his sway.
  Armor or a shield with this ability appears to be made of 
  bone; this feature is entirely decorative and has no other 
  effect on the armor.
  Strong necromancy; CL 13th; Craft Magic Arms and 
  Armor, control undead; Price +49,000 gp.
  WILD
  The wearer of a suit of armor or a shield with this ability 
  preserves his armor bonus (and any enhancement bonus) 
  while in a wild shape.
  Armor and shields with this ability usually appear to be 
  made covered in leaf patterns.
  While the wearer is in a wild shape, the armor cannot be 
  seen.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, baleful polymorph; Price +3 bonus.
  
  18
  DUNGEON MASTER’S 
  GUIDE 2 (3.5)
  ENERGY DEFENSE [SYNERGY]
  This special ability enhances armor that already provides 
  potent protection against a certain type of energy.
  Specifically, any energy against which the armor would 
  normally provide protection is redirected to give the wearer 
  additional defensive capabilities against more mundane 
  attacks.
  Description: Energy defense armor bears a motif similar to 
  that of energy resistance armor.
  However, certain elements of the armor—such as flanges, 
  spikes, and other decorations—indicate that it has some 
  offensive capabilities as well.
  Upon activation, the energy defense ability wreathes the 
  wearer’s body in the element from which its energy 
  resistance property already provides protection.
  Creatures that attack the wearer in melee are struck by 
  leaping darts of energy that dance from the armor’s surface 
  to their weapons.
  Prerequisite: The energy defense ability can be added only 
  to armor or a shield that already has the energy resistance, 
  improved energy resistance, or greater energy resistance 
  special ability.
  Activation: The wearer activates the energy defense ability 
  as an immediate action in response to an attack that deals 
  energy damage of the type that her armor already resists.
  Thus, if a spell or effect that deals acid damage targets the 
  wearer of acid resistance armor that has the energy defense 
  ability, she can take an immediate action to generate an 
  acid shield around herself.
  When such an attack occurs, the wearer chooses whether 
  or not to activate the ability, and she can choose to activate 
  it even if she is flat-footed or unaware of the source of the 
  attack.
  She can also choose to activate it as a standard action in 
  preparation for an attack, if desired.
  (See page 237 for the definition of an immediate action).
  The wearer cannot activate the energy defense property in 
  response to an attack that deals no damage of the type that 
  the armor could normally resist.
  Effect: The energy defense ability increases the armor’s 
  energy resistance by 2.
  Thus, acid resistance armor that normally grants resistance 
  to acid 10 now grants resistance to acid 12.
  In addition, any creature that damages the wearer with a 
  natural or manufactured melee weapon deals normal 
  damage and also takes 1d6+10 points of energy damage of 
  the type from which the armor provides protection.
  Thus, in response to an attack that dealt acid damage, the 
  wearer would be wreathed in acidic energy, and any 
  creature that hit her with a natural or melee weapon would 
  deal normal damage, but also take 1d6+10 points of acid 
  damage.
  Attacks with weapons that have exceptional reach are 
  exempt from this damage.
  The energy defense effect is usable once per day, regardless 
  of its method of activation.
  The effect lasts for 10 rounds or until the wearer dismisses 
  it (though doing so wastes any unused duration).
  Once the effect ends, it is not available again for 24 hours.
  Aura/Caster Level: Moderate abjuration and evocation; CL 
  10th.
  Construction: Craft Magic Arms and Armor, fire shield, resist 
  energy.
  Price: +3 bonus.
  ENERGY IMMUNITY
  This armor renders the wearer impervious to a specific type 
  of energy damage determined on activation.
  Because the armor can be activated in response to such an 
  attack, it minimizes the wearer’s risk of taking energy 
  damage of any sort.
  Description: Armor with the energy immunity special 
  ability is decorated in elemental motifs.
  No particular element is favored in the design; waves, 
  flames, rock formations, and billows of wind are all 
  represented equally.
  When the energy immunity ability is activated, the wearer 
  feels a rush of its power.
  The exact nature of the effect depends upon which kind of 
  energy the wearer has invoked its protection against.
  He feels a rush of warmth if the armor is protecting him 
  from cold damage, or a chill wind if it is protecting him 
  against fire.
  A metallic tang fills his mouth and nostrils if electricity 
  protection is in force, and an acrid tang fills the air around 
  him if acid protection has been activated.
  Activation: The wearer can activate the energy immunity 
  ability as an immediate action in response to an attack that 
  deals energy damage.
  When such an attack occurs, he chooses whether or not to 
  activate the ability and can activate it even if he is flat-
  footed or unaware of the source of the attack.
  He can also activate the armor as a standard action in 
  preparation for an attack he knows is coming.
  (See page 237 for the definition of an immediate action).
  Effect: This armor functions normally until its energy 
  immunity ability is activated.
  At that point, the wearer gains immunity to damage from 
  his choice of the following energy types: acid, cold, 
  electricity, or fire.
  Once the choice has been made, it cannot be changed until 
  the ability is activated again.
  The energy immunity effect is usable once per day, 
  regardless of its method of activation.
  The effect lasts for 13 minutes or until the wearer dismisses 
  it.
  Once the effect expires or is dismissed, it is not available 
  again for 24 hours.
  Aura/Caster Level: Moderate abjuration; CL 13th.
  Construction: Craft Magic Arms and Armor, protection from 
  energy.
  Price: +3 bonus.
  FORTIFYING DEFENSE [SYNERGY]
  Fortification, already one of the most powerful armor 
  special abilities, becomes even more intriguing with the 
  addition of the fortifying defense synergy ability.
  
  19
  This power builds off the fortification quality by crippling 
  an enemy’s ability to deal damage—even against targets 
  other than the wearer.
  Description: Fortifying defense armor is built to make the 
  wearer look like an impregnable fortress of defense.
  Even light armor with this special ability looks sturdier 
  than normal.
  When armor with the fortifying defense ability negates a 
  critical hit or sneak attack, it seems to grow around the 
  wearer.
  In contrast, the creature that made the critical hit or sneak 
  attack against the wearer seems to wilt, as if the armor’s 
  increasing bulk were sapping its strength.
  Prerequisite: The fortifying defense ability can be added 
  only to armor or a shield that already has the light, 
  moderate, or heavy fortification special ability.
  Activation: When the armor negates the extra damage from 
  a critical hit or sneak attack as a result of its fortification 
  ability, the fortifying defense ability activates automatically.
  No action on the wearer’s part is required.
  Thus, the ability activates 25% of the time for light 
  fortification armor, 50% of the time for moderate 
  fortification armor, and 100% of the time for heavy 
  fortification armor.
  Effect: The creature whose extra damage was negated by 
  the armor’s fortification ability must immediately make a 
  DC 20 Will save.
  Failure means the armor saps some of the creature’s natural 
  combat prowess, negating its ability to deal extra damage 
  with a critical hit or sneak attack against any target for 1d4 
  rounds.
  The creature still deals normal damage with its weapons or 
  natural attacks, but any threat is treated as a normal hit—
  that is, no roll to confirm the critical hit is permitted.
  Likewise, the affected creature cannot deal sneak attack 
  damage for the duration of the effect, although it deals 
  normal damage for such attacks.
  Aura/Caster Level: Strong abjuration; CL 15th.
  Construction: Craft Magic Arms and Armor, limited wish or 
  miracle.
  Price: +3 bonus (light fortification armor), +4 bonus 
  (moderate fortification armor), or +5 bonus (heavy 
  fortification armor).
  SLIPPERY AURA [SYNERGY]
  Slippery aura armor expands on the slippery mind special 
  ability, granting its potent effects to the wearer’s allies for a 
  short time each day.
  Description: Armor with this ability features several 
  decorative studs that radiate outward from the surface.
  Runes of escape surround each stud, as if the armor’s power 
  might also affect creatures around the wearer.
  When the slippery aura is active, these studs seem to 
  twinkle softly, and the runes rotate slowly around the base 
  of each one.
  Prerequisite: The slippery aura ability can be added only to 
  armor or a shield that already has the slippery mind special 
  ability (see below).
  Activation: Activating the slippery aura is a standard action.
  Effect: When the slippery aura is activated, each ally within 
  a 10-foot-radius gains the slippery mind ability that slippery 
  mind armor normally provides only to the wearer.
  Thus, any ally within the area who fails a saving throw 
  against an enchantment spell or effect can attempt a second 
  save 1 round later at the same DC.
  If he fails the second save, the armor grants no further 
  retries.
  This special ability has no effect on an ally who already 
  possesses the slippery mind class ability.
  The ability is usable once per day.
  The effect lasts for 10 minutes, or until the wearer 
  dismisses it (though doing so wastes any unused duration).
  Once the effect ends, it is not available again for 24 hours.
  Aura/Caster Level: Strong abjuration; CL 15th.
  Construction: Craft Magic Arms and Armor, mind blank,
  +22,500 gp, +1,800 XP, +45 days.
  Price: +45,000 gp.
  SLIPPERY MIND
  A creature wearing armor with this ability wriggles free of 
  potent enchantment effects more easily than normal.
  Description: Armor with this special ability is engraved 
  with symbols and runes representing negation or escape.
  It looks like the crafter designed it specifically to aid the 
  wearer in escaping snares of some sort.
  When the ability activates, these runes and glyphs flash 
  with a dull, white light.
  Dwarf smiths create most of the armor with this ability, but 
  they prefer not to advertise its exact power to creatures that 
  use enchantment attacks.
  Thus, they tend to leave the symbols of negation that 
  decorate the armor’s surface somewhat vague.
  Activation: This armor special ability activates 
  automatically the round after the wearer fails a saving 
  throw against an enchantment spell or effect.
  No action on the wearer’s part is required.
  Effect: If the wearer fails a saving throw against an 
  enchantment spell or effect, she can attempt a second save 
  1 round later at the same DC.
  If the wearer fails the second save, the armor grants no 
  further retries.
  This special ability has no effect on a creature that already 
  possesses the slippery mind class ability.
  Aura/Caster Level: Strong abjuration; CL 15th.
  Construction: Craft Magic Arms and Armor, mind blank,
  +22,500 gp, +1,800 XP, +45 days.
  Price: +45,000 gp.
  SPELL TRAPPING [SYNERGY]
  When an opponent’s magical attack fails to overcome this 
  armor’s innate spell resistance, the incoming effect is stored 
  within the armor until the wearer chooses to unleash it at a 
  foe.
  Description: This armor features the familiar symbols of 
  warding that decorate spell resistance armor.
  These particular runes, however, also seem to indicate a 
  redirection of power—almost as if the armor could channel 
  or direct magical energy in some way.
  Spell trapping armor (or a spell trapping shield) is slightly 
  tacky to the touch, almost as if a fine paste covered its 
  surface.
  Touching it leaves no residue on the fingers, but no amount 
  of cleaning removes the film.
  
  20
  In fact, because of its slightly sticky quality, spell trapping 
  armor is difficult to clean at all.
  Prerequisite: The spell trapping ability can be added only to 
  armor or a shield that already has the spell resistance 
  quality.
  Activation: The increase in spell resistance provided by the 
  spell trapping ability is constantly active.
  Trapping a spell that fails to overcome the armor’s spell 
  resistance, however, requires an immediate action on the 
  wearer’s part.
  (See page 237 for the definition of an immediate action).
  Releasing a stored spell is a standard action that provokes 
  attacks of opportunity.
  The wearer cannot activate the spell trapping ability if a 
  spell fails to overcome spell resistance he has from another 
  source, such as race or some other item.
  Effect: The spell trapping ability increases the armor’s spell 
  resistance by 2.
  Thus, armor with spell resistance 15 now grants the wearer 
  spell resistance 17.
  In addition, when a spell of 5th level or lower that targets 
  the wearer fails to overcome the armor’s spell resistance, 
  the wearer can make an immediate action to trap it within 
  the armor.
  This ability is usable only once per day, regardless of the 
  level of spell trapped.
  The armor can hold one spell of up to 5th level at a time; 
  the wearer can dismiss a stored spell as a standard action to
  make room for another one.
  The stored spell is preserved as originally cast in every way, 
  and the wearer can release it at any time.
  Since the wearer cannot voluntarily fail a check to 
  overcome spell resistance, attempts to store a spell by 
  casting it directly into the armor are risky at best.
  Aura/Caster Level: Strong abjuration and evocation; CL 
  15th.
  Construction: Craft Magic Arms and Armor, spell resistance,
  imbue with spell ability.
  Price: +5 bonus.
  DUNGEONSCAPE (3.5)
  DURABLE
  To protect their valuable magic armor, many fighters add 
  this special ability to guard against familiar dungeon 
  hazards.
  Description: Durable armor is coated with special 
  substances that repel caustic attacks.
  The surface of the armor is slick to the touch, indicating the 
  special magical and alchemical treatments applied during 
  its manufacture.
  Prerequisite: Only metal armors can have this special 
  ability.
  Activation: The effects of durable armor automatically 
  come into effect when needed.
  No action on the wearer’s part is required.
  Effect: Durable armor has immunity to special attacks that 
  would cause it to dissolve or rust, including the effects of 
  rusting grasp (PH 273) and the touch of black puddings, gray 
  oozes, and rust monsters.
  Durable armor takes no damage from green slime or from 
  acid, though it does not extend this protection to the 
  wearer.
  Aura/Caster Level: Moderate abjuration; CL 7th.
  Construction: Craft Magic Arms and Armor, protection from 
  energy.
  Price: 500 gp.
  RESTFUL
  Armor with the restful special ability allows a warrior to 
  sleep peacefully, knowing that he will be prepared if 
  trouble finds him during the night.
  Description: Armor of any type can be constructed to have 
  this special ability, though medium and heavy armors are 
  the most common choices.
  Restful armor always seems designed for maximum 
  comfort, with additional padding and softened fastenings.
  When you sleep in restful armor, a dimly glowing circle of 
  blue runes encircles your head, emitting peaceful thoughts.
  Activation: The restful ability activities when you fall asleep 
  wearing the armor.
  No other action on your part is required.
  Effect: Sleeping in restful armor does not cause you to 
  become fatigued, even if the armor is medium or heavy.
  Further, you can make Listen checks with a penalty of only 
  –5 while sleeping in the armor.
  If you make a successful Listen check while sleeping, you 
  can choose to wake up or to remain asleep, depending on 
  the noise you hear.
  Aura/Caster Level: Faint abjuration; CL 5th.
  Construction: Craft Magic Arms and Armor, sleep, lullaby.
  Price: 500 gp.
  SWARMGUARD
  Any armor with this special ability protects its wearer from 
  the hundreds of bites or stings that result from being 
  overrun by a swarm of creatures.
  Description: Swarmguard armor is precisely crafted with a 
  bare minimum of gaps between pieces.
  Delicate script is engraved around each seam that is 
  absolutely necessary, warding it against intrusion by the 
  tiniest of vermin.
  When exposed to a swarm attack, the script glows bright 
  red, blocking creatures that try to penetrate the armor’s 
  defenses.
  Activation: The swarmguard ability activates automatically 
  when a creature of the swarm subtype enters your space.
  No action on your part is required.
  Effect: You gain damage reduction 5/– to the swarm attack 
  ability of any creature of the swarm subtype.
  You gain a bonus on Fortitude saving throws and on 
  Concentration checks to resist a swarm’s distraction ability 
  (MM 316).
  This bonus is equal to the armor bonus of the armor you are 
  wearing.
  Aura/Caster Level: Moderate abjuration; CL 7th.
  Construction: Craft Magic Arms and Armor, repel vermin.
  Price: +1 bonus.
  
  21
  EXPANDED PSIONICS 
  HANDBOOK (3.5)
  APORTER
  As a standard action, a suit of aporter armor or an aporter 
  shield transports the wearer and her equipment to any spot 
  within 800 feet that she can visualize or specify, as the 
  psionic dimension door power.
  The armor or shield can transport the wearer in this fashion 
  twice per day.
  Moderate psychoportation; ML 10th; Craft Psionic Arms 
  and Armor, psionic dimension door; Price +40,320 gp.
  AVERTER
  On command, up to three times per day, any creature to 
  whom the wearer presents an averter shield must succeed 
  on a DC 14 Will save or be overcome by a powerful 
  aversion to the wielder (actually the shield), and will not 
  approach within 30 feet.
  This is a mind-affecting compulsion effect, as the aversion 
  power.
  Faint telepathy; ML 5th; Craft Psionic Arms and Armor, 
  aversion; Price +12,960 gp.
  ECTOPLASMIC
  As a standard action, ectoplasmic armor converts itself, its 
  wearer, and all the wearer’s equipment into ectoplasmic form 
  for up to 5 minutes once per day, as the power of the same 
  name.
  In this semisolid state, the wearer gains damage reduction 
  10/psionics.
  Faint psychometabolism; ML 5th; Craft Psionic Arms and 
  Armor, ectoplasmic form; Price +10,800 gp.
  FLOATING
  This kind of armor is psionically buoyant in water or a 
  similar liquid, negating the normal penalty for wearing 
  armor when making Swim checks.
  Additionally, it grants a +4 circumstance bonus on Swim 
  checks.
  Faint psychoportation; ML 4th; Craft Psionic Arms and 
  Armor, float; Price +4,000 gp.
  GLEAMING
  This kind of armor is usually made of crystal, though it 
  doesn’t have to be.
  Gleams and flashes from the armor give the wearer and his 
  armor a “fuzzy” appearance, granting the wearer 
  concealment.
  Faint metacreativity; ML 5th; Craft Psionic Arms and 
  Armor, concealing amorpha; Price +3 bonus.
  HEARTENING
  This kind of shield grants the wearer up to 5 temporary hit 
  points per day on command.
  These temporary hit points fade after 4 minutes.
  The wearer can activate this power as an immediate action 
  at any time.
  Faint psychometabolism; ML 4th; Craft Psionic Arms and 
  Armor, vigor; Price +720 gp.
  LANDING
  A suit of armor with this capability allows the wearer to 
  ignore any damage dealt by the first 60 feet of a fall.
  Regardless of the height of a fall, the wearer always lands 
  on her feet.
  Faint psychoportation; ML 4th; Craft Psionic Arms and 
  Armor, catfall; Price +4,000 gp.
  LINKED
  This kind of armor or shield allows the wearer to form a 
  telepathic bond with other wearers of linked armor or 
  shields within 10 miles.
  This ability is otherwise similar to the mindlink power.
  Moderate telepathy; ML 6th; Craft Psionic Arms and 
  Armor, mindlink; Price +6,000 gp.
  MANIFESTER
  This kind of shield generates 3 power points once per day
  that the wearer can use when manifesting a power he 
  knows.
  These power points must all be used on the same power.
  As usual, a psionic character cannot pay a power’s cost with 
  power points from more than one source, so the power 
  points in the shield must be used for discrete 
  manifestations.
  Moderate clairsentience; ML 6th; Craft Psionic Arms and 
  Armor, knowledge of any 2nd-level power; Price +10,800 
  gp.
  MINDARMOR
  This kind of armor or shield grants the wearer a +3 insight 
  bonus on Will saving throws to resist all mind-affecting 
  and/or compulsion powers.
  Faint psychokinesis; ML 5th; Craft Psionic Arms and 
  Armor, empty mind; Price +24,000 gp.
  PHASING
  The wearer of this kind of armor can move through 
  wooden, plaster, or stone walls, but not other materials.
  The wearer can call on this special ability as a standard 
  action.
  When the phasing ability is active, the wearer can pass 
  through a wall or some other kind of appropriate object for 
  a total distance of 60 feet per day (see below), breaking this 
  distance up into several smaller passages or one long one, as 
  desired.
  A wearer who exceeds this daily distance limit while inside 
  solid material is ejected from the material at the point of 
  entry, ending up prone in front of the now-impassable 
  barrier.
  Phasing through a wall that separates two adjacent squares 
  on the grid counts as 5 feet of distance.
  
  22
  Phasing through a wall or barrier of any greater thickness 
  counts as a distance equal to the barrier’s thickness plus 5 
  feet; for example, phasing through a 10-foot-thick stone 
  wall counts as 15 feet of distance.
  Strong psychoportation; ML 13th; Craft Psionic Arms and 
  Armor, psionic phase door; Price +65,520 gp.
  POWER RESISTANCE
  This kind of armor or shield grants the wearer power 
  resistance while it is worn.
  The power resistance can be 13, 15, 17, or 19, depending on 
  the amount that was built into the armor or shield.
  Moderate clairsentience; ML 9th; Craft Psionic Arms and 
  Armor, power resistance; Price +2 bonus (PR 13); +3 bonus 
  (PR 15); +4 bonus (PR 17); or +5 bonus (PR 19).
  QUICKNESS
  This kind of armor increases the wearer’s speed by 5 feet.
  Thus, a character whose normal speed in armor is 20 feet 
  moves 25 feet in armor of quickness.
  Faint psychoportation; ML 4th; Craft Psionic Arms and 
  Armor, burst; Price +1 bonus.
  RADIANT
  The wearer of this kind of armor gains resistance 10 against 
  energy attacks (acid, cold, electricity, fire, or sonic).
  The armor absorbs the first 10 points of damage dealt by 
  any such attack, and this absorption causes it to radiate light 
  for a number of rounds equal to the points of damage 
  absorbed.
  This light is sufficient to illuminate a 60-foot-radius area.
  If the armor absorbs more damage while it is radiating 
  light, the newer radiant effect overlaps (does not stack 
  with) the effect that was already in place.
  For example, if the armor absorbs 4 points of damage from 
  one attack and another 6 points from an attack 2 rounds 
  later, the armor radiates light for a total of 8 consecutive 
  rounds.
  Likewise, if the armor absorbs 10 points of damage from 
  one attack and another 5 points from an attack 2 rounds 
  later, the armor radiates light for a total of 10 consecutive 
  rounds.
  Moderate psychokinesis; ML 9th; Craft Psionic Arms and 
  Armor; energy adaptation; Price +4 bonus.
  RANGED
  The wielder of a ranged shield can throw it in combat, with 
  a range increment of 30 feet.
  While in the air, the shield is treated in all ways as a ranged 
  weapon and cannot be blocked or grabbed except by those 
  with appropriate feats.
  No matter the size of the wielder, a buckler or light shield 
  deals 1d6 points of damage and a heavy one 1d8 points.
  (A tower shield cannot be created with this special ability).
  The wielder’s Strength modifier and the shield’s 
  enhancement bonus add to the base damage.
  A ranged shield flies through the air back to the creature 
  that threw it.
  It returns to the wielder just before the creature’s next turn 
  (and is therefore ready to use again in that turn).
  Catching a ranged shield when it comes back is a free 
  action.
  If the wielder can’t catch it, or if the wielder has moved 
  since throwing it, the shield drops to the ground in the 
  square from which it was thrown.
  Faint psychokinesis; ML 5th; Craft Psionic Arms and 
  Armor, far hand; Price +1 bonus.
  SEEING
  This kind of armor grants a wider than normal field of 
  vision, so that opponents flanking the wearer gain only a +1 
  bonus on their attack rolls instead of +2 (rogues still get 
  their full sneak attack damage because the wearer is still 
  flanked).
  The wearer gains a +1 enhancement bonus on Spot checks 
  but takes a –2 penalty on saves against gaze attacks.
  Faint clairsentience; ML 5th; Craft Psionic Arms and 
  Armor, ubiquitous vision; Price +6,000 gp.
  TIME BUTTRESS
  This kind of shield gives the wielder a chance to avoid 
  telling blows by using time itself as a shield.
  Once per day, the wielder can use timeless body as though 
  manifesting the power.
  Strong psychoportation; ML 17th; Craft Psionic Arms and 
  Armor, timeless body; Price +5 bonus.
  VANISHING
  On command, this suit of armor or shield renders its 
  wearer and all the wearer’s equipment invisible to the 
  minds of others, as if he had manifested the power cloud 
  mind.
  The wearer can use this ability twice per day.
  Faint psychokinesis; ML 5th; Craft Psionic Arms and 
  Armor, cloud mind; Price +3 bonus.
  WALL
  As a standard action once per day, the wielder can drop this 
  kind of shield at his feet and command a wall of ectoplasm (as 
  the power) to come into being, with the shield as the point 
  of origin for the effect.
  This effect forms a wall whose area is up to twelve 10-foot 
  squares or a sphere or hemisphere with a radius of up to 12 
  feet.
  The wall dissipates after 7 minutes, or sooner if the wielder 
  of the shield reclaims it (thus dismissing the effect).
  Strong metacreativity; ML 12th; Craft Psionic Arms and 
  Armor, wall of ectoplasm; Price +20,160 gp.
  FAITHS AND PANTHEONS
  (3.0)
  COMMAND
  This armor or shield always appears brilliant and gleaming, 
  no matter what the conditions and despite all attempts to 
  paint over or.
  
  23
  obscure it.
  Coveted by military leaders of all sorts, this armor or shield 
  carries a powerful aura that gives a +4 enhancement bonus 
  to Charisma and a +2 morale bonus on Will saves to all 
  allies within 30 feet.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  prayer; Market Price: +60,000 gp.
  DAYLIGHT
  A suit of armor or a shield with this special ability glows 
  with the brilliant light of a daylight spell for up to 30 
  minutes a day.
  A command word activates and deactivates the 
  enchantment, and is usually inscribed on the inside of the 
  armor or the back of the shield.
  Except when glowing, the armor or shield appears 
  completely normal.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  daylight; Market Price: +2,200 gp.
  EVERBRIGHT
  This quality can be applied only to metal armor.
  The armor is as bright and shiny as polished silver.
  The armor never tarnishes and is immune to acid and rust 
  attacks.
  The wearer gains acid resistance 5.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, spellcaster 12th level; Market Price: +1 bonus.
  STRENGTH
  A character wearing armor with this special ability gains a 
  +2 or +4 enhancement bonus to Strength.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, bull’s strength; Market Price: +2, add +8,000 gp; +4, add 
  +32,000 gp.
  GHOSTWALK (3.0)
  ABSORBING
  Armor and shields with this ability are always a dull black 
  and appear to possess depths that couldn’t exist.
  A suit of armor or a shield with this ability absorbs ability 
  drain and energy drain attacks.
  It can absorb as many points of ability scores or levels 
  drained per day as its enhancement bonus.
  It allows a Fortitude save (DC 10 + attacker’s Cha modifier) 
  against an energy drain attack that normally doesn’t allow 
  such a save.
  A successful save means the attack has half effect (and then 
  apply the armor’s absorbing ability).
  This property does not change saves against attacks that 
  already allow them.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  restoration; Market Price: +3 bonus.
  This special ability first appeared in Defenders of the Faith.
  DEATH WARD
  Once per day, armor enhanced by this special ability makes 
  the wearer immune to death effects, as if a death ward spell 
  had been cast by a 7th-level caster.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  death ward; Market Price: +2 bonus.
  This special ability first appeared in Magic of Faerûn.
  ENERGY DRAIN
  A suit of armor or a shield with this ability allows the bearer 
  to drain levels with the wearer’s touch attack (if armor) or 
  with a shield bash (if shield).
  Other than the requirement of a touch attack, the magical 
  effect is like an enervation spell cast by a 7th-level wizard.
  Such armor or shield usually has the face of a snarling 
  vampire carved on the front of it.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor,
  enervation; Market Price: +2 bonus.
  This special ability first appeared in Defenders of the Faith.
  GHOST DISRUPTING
  The wearer of a suit of armor or a shield with this ability 
  may attack ghosts (or other ectoplasm-based creatures) as 
  with a disrupt ectoplasm spell cast by a 5th-level wizard up to 
  four times per day.
  Armor and shields with this ability usually are decorated 
  with a lattice of gray lines.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  disrupt ectoplasm; Market Price: +2 bonus.
  NEGATIVE ENERGY PROTECTION
  Armor enhanced by this special ability grants the wearer 
  negative energy protection for 5 rounds the first time each day 
  the wearer is exposed to any negative energy attack.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  negative energy protection; Market Price: +2 bonus.
  This special ability first appeared in Magic of Faerûn.
  UNDEAD CONTROLLING
  The wearer of a suit of armor or a shield with this ability 
  may control up to 26 HD of undead per day, as with the 
  control undead spell.
  At dawn each day, the wearer loses control of any undead 
  still under his sway.
  Any armor or shield with this power is usually decorated 
  with bone.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, control undead; Market Price: +4 bonus.
  This special ability first appeared in Defenders of the Faith.
  UNDEAD DISRUPTING
  The wearer of a suit of armor or a shield with this ability 
  may attack undead as with a disrupt undead spell cast by a 
  5th-level wizard up to four times per day.
  Armor and shields with this ability usually display 
  prominently the holy symbol of a good deity.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  disrupt undead; Market Price: +2 bonus.
  
  24
  This special ability first appeared in Defenders of the Faith.
  HEROES OF BATTLE (3.5)
  EASY TRAVELING
  A suit of easy traveling armor makes overland movement 
  simpler to its wearer.
  The wearer can carry up to a medium load as if it were a 
  light load (ignoring the maximum Dexterity bonus, check 
  penalty, and reduced speed normally incurred by a medium 
  load).
  This applies only to the load carried by the character, not to 
  any reduction in speed caused by the armor itself.
  In addition, the wearer is able to walk for up to 10 hours in 
  a day before having to make Constitution checks to avoid 
  taking nonlethal damage (see page 164 of the Player’s 
  Handbook).
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  bear’s endurance; Price +1,500 gp.
  HERALDIC CRESTS
  A heraldic crest is a special magical property that can be 
  placed on any light, heavy, or tower shield with a +1 or 
  higher enhancement bonus.
  Each heraldic crest grants a minor benefit to the shield’s 
  bearer so long as the bearer meets one of the following 
  criteria.
  • Has the Leadership feat; or
  • Has one or more commander auras (see page 75); or
  • Has been specially granted the right to use the heraldic 
  crest by a lord, high priest, or similar ruler.
  The DM is the final arbiter as to whether any character 
  meets this prerequisite.
  Each shield bearing a heraldic crest has a more potent 
  ability that can be used once per day.
  Any character who meets at least one of the prerequisites 
  can activate the magical power of the shield’s heraldic crest 
  as a free action.
  Unless otherwise noted, the power affects the shield’s 
  bearer only.
  No shield can bear more than one heraldic crest.
  If a shield with a heraldic crest is imbued with a second 
  crest, the first crest vanishes.
  Crafting a Heraldic Crest
  In addition to the normal prerequisites for crafting a magic 
  item, the creator of a heraldic crest must meet at least one 
  of the prerequisites given above for activating the crest’s 
  special power.
  COURAGE
  This symbol depicts a pouncing lion.
  The bearer gains a +1 morale bonus on initiative checks.
  Once per day, on command, the shield casts aid on the 
  bearer.
  Faint enchantment; CL 5th; Craft Magic Arms and Armor, 
  aid; Price 4,000 gp.
  FEROCITY
  This heraldic crest depicts a charging boar.
  If the bearer has the rage class feature, its duration is 
  extended by 1 round.
  Once per day, on command, the shield casts rage on the 
  bearer (as the spell, with a duration of 5 rounds).
  Faint enchantment; CL 5th; Craft Magic Arms and Armor, 
  rage; Price 6,000 gp.
  GLORY
  This crest is emblazoned with a red sun rising above a 
  golden field.
  The bearer gains a +1 morale bonus on melee weapon 
  damage rolls.
  Once per day, on command, the shield casts heroism on the 
  bearer (as the spell, with a duration of 5 minutes).
  Faint enchantment; CL 5th; Craft Magic Arms and Armor, 
  heroism; Price 11,000 gp.
  HONOR
  This emblem depicts a noble stag.
  The bearer gains a +1 morale bonus on saves against chaotic 
  spells.
  Once per day, on command, the shield casts order’s wrath, 
  centered on the bearer.
  Moderate evocation; CL 8th; Craft Magic Arms and Armor, 
  order’s wrath; Price 12,000 gp.
  INSIGHT
  This crest shows a soaring owl.
  The bearer gains a +2 enhancement bonus on Spot checks.
  Once per day, on command, the shield casts see invisibility 
  on the bearer.
  Faint divination; CL 3rd; Craft Magic Arms and Armor, see 
  invisibility; Price 5,000 gp.
  VALIANT DEFENSE
  This crest shows a stone tower.
  The bearer gains a +1 deflection bonus to AC at all times.
  Once per day, on command, the shield casts shield other on a 
  designated creature within 30 feet of the bearer (treat this 
  as if the bearer were the caster of the spell).
  While this effect is active, the bearer loses the deflection 
  bonus granted by the shield.
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, 
  shield other; Price 6,000 gp.
  RETALIATION
  A suit of armor with this special ability strikes back at foes 
  who hit hard in melee.
  Each time the wearer takes 10 or more points of damage 
  from a single melee attack, the armor deals 1d6 points of 
  damage to the attacker.
  If the wearer is dropped to below 0 hit points by a melee 
  attack, the armor strikes the attacker for 3d6 points of 
  damage.
  The damage from retaliation armor is treated as magic for 
  the purpose of overcoming damage reduction.
  Strong evocation; CL 9th; Craft Magic Arms and Armor, 
  symbol of pain; Price +3 bonus.
  
  25
  LIBRIS MORTIS (3.5)
  ECTOPLASMIC FEEDBACK
  A suit of armor with this property creates a backlash of 
  positive energy when its wearer is hit by an incorporeal 
  melee touch attack.
  This deals 1d6 points of damage to the attacking creature 
  (no save).
  The armor’s property has no effect on corporeal creatures.
  Faint abjuration; CL 5th; Craft Magic Arms and Armor, 
  ectoplasmic feedback; Price +8,000 gp.
  GHOST WARD
  A suit of armor or shield with this property allows its 
  wearer to add the armor or shield’s enhancement bonus 
  (but not its armor or shield bonus) to his Armor Class 
  against incorporeal touch attacks (but not against other 
  touch attacks).
  Faint abjuration; CL 5th; Craft Magic Arms and Armor, 
  mage armor; Price +1 bonus.
  MAGIC ITEM 
  COMPENDIUM (3.5)
  ACIDIC
  Price: +1 bonus
  Property: Armor or shield
  Caster Level: 6th
  Aura: Moderate; (DC 18) conjuration
  Activation: —
  This item has a slick-looking, greenish sheen, and a light, acrid-
  smelling mist constantly rises from its surface.
  A thin film of acid continuously covers the surface of this 
  armor or shield, which is not damaged by this effect.
  An acidic suit of armor or shield deals 2d4 points of acid 
  damage per full round of contact to each opponent 
  grappling you, and to any object that remains in direct 
  contact with it (except objects you are holding) for that 
  amount of time.
  However, the acid deals no damage to creatures or objects 
  that remain in contact with it for less than a full round, 
  such as when a creature makes a melee attack against you.
  Prerequisites: Craft Magic Arms and Armor, Melf’s acid arrow.
  Cost to Create: Varies.
  AGILITY
  Price: +500 gp
  Property: Armor
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  This suit of armor appears more streamlined and elegant than 
  others of its type.
  It has a smoothly worked surface and no spikes or other 
  accoutrements.
  While wearing armor that has this property, you gain a +1 
  resistance bonus on Reflex saving throws.
  Prerequisites: Craft Magic Arms and Armor, cat’s grace, 
  resistance.
  Cost to Create: 250 gp, 20 XP, 1 day.
  AGILITY, GREATER [SYNERGY]
  Price: +8,000 gp
  Caster Level: 15th
  Aura: Strong; (DC 22) transmutation
  Synergy Prerequisite: Improved agility
  As agility, except the armor grants a +5 resistance bonus on 
  Reflex saving throws.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  AGILITY, IMPROVED [SYNERGY]
  Price: +4,000 gp
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Synergy Prerequisite: Agility
  As agility, except the armor grants a +3 resistance bonus on 
  Reflex saving throws.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  ANCHORING
  Price: +1 bonus
  Property: Armor or shield
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Several images of stylized anchors cover this strangely dense-
  looking armor.
  When wearing armor or a shield that has this property, you 
  are difficult to move from your position during a fight.
  You gain a +5 enhancement bonus on any ability check to 
  resist a bull rush, overrun, or trip attack.
  Prerequisites: Craft Magic Arms and Armor, bull’s strength.
  Cost to Create: Varies.
  ANCHORING, GREATER [SYNERGY]
  Price: +1 bonus
  Caster Level: 10th
  Aura: Moderate; (DC 20) transmutation
  Synergy Prerequisite: Anchoring
  A single stylized anchor covers the chest of this hulking armor.
  This armor functions as anchoring armor, except that it 
  grants a +10 enhancement bonus on ability checks against 
  bull rush, overrun, and trip attacks.
  Cost to Create: Varies.
  APORTER
  Price: +20,000 gp
  Property: Armor or shield
  Caster Level: 10th
  Aura: Moderate; (DC 20) conjuration
  Activation: Standard (mental)
  Your eyes skip around this aqua-tinged item, as if having difficulty 
  precisely locating it.
  
  26
  When it is activated, a suit of armor or shield that has this 
  property transports you and your equipment to any spot 
  within 800 feet that you can visualize or specify, as the 
  dimension door spell.
  The aporter property functions two times per day.
  Prerequisites: Craft Magic Arms and Armor, dimension door.
  Cost to Create: 10,000 gp, 800 XP, 20 days.
  AVERTER
  Price: +13,000 gp
  Property: Shield
  Caster Level: 5th
  Aura: Faint; (DC 17) enchantment
  Activation: Standard (mental)
  This finely wrought black shield emanates an aura of barely 
  contained menace.
  When you activate an averter shield, all enemies who can 
  see it must succeed on DC 14 Will saves or be overcome by 
  a powerful aversion to the shield.
  For the next 3 rounds, affected creatures do not approach 
  within 30 feet of you.
  This effect is a mindaffecting compulsion ability.
  The averter property functions three times per day.
  Prerequisites: Craft Magic Arms and Armor, suggestion or 
  aversion (EPH 79).
  Cost to Create: 6,500 gp, 520 XP, 13 days.
  AXEBLOCK
  Price: +2 bonus
  Property: Armor or shield
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: —
  The surface of this item appears serrated, sporting hundreds of tiny, 
  knifelike edges.
  An axeblock shield or suit of armor magically turns away 
  slashing weapons, such as axes and most swords.
  While wearing armor or carrying a shield that has this 
  property, you gain damage reduction 5/ bludgeoning or 
  piercing.
  Prerequisites: Craft Magic Arms and Armor, stoneskin.
  Cost to Create: Varies.
  BALANCE
  Price: +3,750 gp
  Property: Armor
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration
  Activation: —
  This elegant armor appears streamlined yet sturdy.
  Its surface is decorated with precise, perfectly symmetrical, 
  geometric designs.
  While wearing armor that has this property, you gain a +5 
  competence bonus on Balance checks.
  Prerequisites: Craft Magic Arms and Armor, balancing lorecall 
  (SC 23).
  Cost to Create: 1,875 gp, 150 XP, 4 days.
  BALANCE, GREATER [SYNERGY]
  Price: +18,750 gp
  Caster Level: 15th
  Aura: Strong; (DC 22) abjuration
  Synergy Prerequisite: Improved balance
  As the balance property, except the armor grants a +15 
  competence bonus on Balance checks.
  Cost to Create: 9,375 gp, 750 XP, 19 days.
  BALANCE, IMPROVED [SYNERGY]
  Price: +11,250 gp
  Caster Level: 10th
  Aura: Moderate; (DC 20) abjuration
  Synergy Prerequisite: Balance
  As the balance property, except the armor grants a +10 
  competence bonus on Balance checks.
  Cost to Create: 5,625 gp, 450 XP, 12 days.
  BANE BLIND
  Price: +15,000 gp
  Property: Armor
  Caster Level: 7th
  Aura: Moderate; (DC 18) illusion
  Activation: Swift (mental)
  This armor is patterned with muted colors, textures, and shading.
  On its chestpiece is an image of a beholder with its eyes closed.
  Originally designed for rangers and bounty hunters, bane 
  blind armor affects a specific type or subtype of creature.
  Three times per day while wearing this armor, you can 
  render yourself imperceptible to creatures of the 
  designated type or subtype.
  Such creatures cannot detect your presence using any 
  nonmagical sensory method (including scent, hearing, 
  tremorsense, blindsense, and the like).
  This effect lasts for 10 rounds or until you attack (as defined 
  for the purpose of the invisibility spell; PH 245).
  To randomly determine the armor’s designated creature, 
  roll d% and consult the following table.
  On a result of Humanoid or Outsider, the DM chooses the 
  specific subtype that this armor affects.
  
  27
  Prerequisites: Craft Magic Arms and Armor, greater 
  invisibility.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  BEASTSKIN
  Price: +2 bonus
  Property: Armor
  Caster Level: 13th
  Aura: Strong; (DC 21) transmutation
  Activation: —
  This armor is lightly patterned with lines resembling fur, scales, 
  and feathers.
  Its coloration continuously shifts among muted tones of brown, 
  green, and gray.
  First created by powerful druids, armor that has this 
  property is particularly useful to characters of that class.
  Whenever you use wild shape, you can expend one 
  additional daily use of that ability to transform your 
  beastskin armor along with you, rather than simply 
  allowing it to merge with your body.
  When you do so, the armor transforms into a suit of armor 
  of the same type, fitted for your new form.
  The armor’s weight changes to match your new size (and 
  shape, if you assume a form with a different body shape).
  If you are proficient with your suit of beastskin armor in 
  your natural form, then you are proficient with the 
  transformed version as well, regardless of what shape you 
  take.
  Prerequisites: Craft Magic Arms and Armor, ironwood.
  Cost to Create: Varies.
  BLINKING
  Price: +15,000 gp
  Property: Armor
  Caster Level: 10th
  Aura: Moderate; (DC 20) transmutation
  Activation: Standard (command)
  Parts of this semitransparent armor seem to fade in and out of 
  existence, there one moment and gone the next.
  When you activate armor that has this property, you can 
  “blink” back and forth between the Material Plane and the 
  Ethereal Plane, as if affected by a blink spell.
  The blinking property functions once per day, and the 
  effect lasts for 1 minute.
  Prerequisites: Craft Magic Arms and Armor, blink.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  BLUESHINE
  Price: +1,500 gp
  Property: Metal armor
  Caster Level: 12th
  Aura: Strong; (DC 21) abjuration
  Activation: —
  This armor glistens with a blue-black sheen, as if it were covered in 
  oily liquid sapphire.
  A suit of armor imbued with this property never tarnishes 
  and is immune to acid damage and rusting effects.
  While wearing blueshine armor, you gain a +2 competence 
  bonus on Hide checks.
  Prerequisites: Craft Magic Arms and Armor, Craft (alchemy) 
  5 ranks.
  Cost to Create: 750 gp, 60 XP, 2 days.
  BLURRING
  Price: +1 bonus
  Property: Armor
  Caster Level: 5th
  Aura: Faint; (DC 17) illusion
  Activation: Swift (command)
  This armor appears indistinct, as though its edges were smeared.
  When you activate this armor, your appearance becomes 
  distorted and hazy, as if you were affected by a blur spell.
  The blurring property functions three times per day, and 
  the effect lasts for 5 rounds.
  Prerequisites: Craft Magic Arms and Armor, blur.
  Cost to Create: Varies.
  BLURRING, GREATER [SYNERGY]
  Price: +2 bonus
  Caster Level: 12th
  Aura: Strong; (DC 21) illusion
  Synergy Prerequisite: Blurring
  A light mist surrounds this armor, obscuring its exact details.
  As blurring armor, except that the effect’s duration is 10 
  minutes, and you can activate the blurring property any 
  number of times per day.
  Cost to Create: Varies.
  BUOYANT
  Price: +4,000 gp
  Property: Armor
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  
  28
  Activation: —
  This bluish metal armor seems oddly light in your hands, with a 
  liquid sheen.
  This armor is buoyant in water or similar liquids.
  Armor that has this property does not apply an armor check 
  penalty on your Swim checks.
  Additionally, it grants you a +2 competence bonus on Swim 
  checks while you wear it.
  Prerequisites: Craft Magic Arms and Armor, swim (SC 217).
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  CALLED
  Price: +2,000 gp
  Property: Armor or shield
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Standard (command)
  At first glance, this armor or shield looks like any other item of its 
  kind.
  Closer inspection reveals a small image of a beckoning hand 
  inscribed on its surface.
  Provided that you and your called armor or shield are on 
  the same plane, you can call it to you by speaking the 
  proper command word, regardless of the intervening 
  distance.
  If you aren’t wearing armor at the time, a suit of called 
  armor appears on your body, as though you had donned it 
  in the normal fashion.
  If you are wearing other armor when you speak the 
  command word, the called armor appears in your space or 
  in an adjacent space you designate that is capable of 
  holding it.
  A called shield appears on the proper arm if you are not 
  already using another shield when you call it, or in your 
  space or a designated adjacent space if you are.
  If any other creature has worn your called armor or shield 
  since you last wore it, you can no longer call it until you 
  wear it again.
  Prerequisites: Craft Magic Arms and Armor, teleport.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  COMMANDER
  Price: +2,000 gp
  Property: Armor or shield
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  This item looks particularly clean and bright—in fact, it almost 
  seems to shine with its own light.
  A suit of armor or shield that has this property always 
  appears brilliant and gleaming, even in filthy or squalid 
  conditions, though it doesn’t shed any useful light.
  Attempts to paint over or obscure its finish do not diminish 
  its brightness.
  While wearing commander armor or carrying a 
  commander shield, you gain a +2 competence bonus on 
  Diplomacy checks, and each ally within 30 feet of you (not 
  including yourself) gains a +1 morale bonus on Will saves.
  However, the shiny finish makes you so noticeable that you 
  also take a –5 penalty on Hide checks (in addition to the 
  normal armor check penalty).
  Prerequisites: Craft Magic Arms and Armor, eagle’s splendor.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  DAYLIGHT
  Price: +3,000 gp
  Property: Armor or shield
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: Swift (command)
  This brightly polished item bears an image of the sun and has a 
  golden tinge.
  When activated, a suit of armor or a shield that has this 
  property glows with the brilliance of a daylight spell.
  This effect functions for up to 30 minutes per day, but the 
  duration need not be continuous; you can turn the effect 
  off with a swift action.
  Prerequisites: Craft Magic Arms and Armor, daylight.
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  DEATH WARD
  Price: +1 bonus
  Property: Armor or shield
  Caster Level: 7th
  Aura: Moderate; (DC 18) necromancy
  Activation: Immediate (mental)
  This black-enameled item has a translucent quality, as through it 
  were not entirely of this world.
  Small, white images of skulls decorate the armor’s shoulders, like 
  grotesque epaulets.
  Armor and shields that have this property are favored by 
  those dedicated to fighting the foul art of necromancy.
  While wearing or using death ward armor or a death ward 
  shield, you can activate the armor to ignore any death effect 
  (including death spells, magical death effects, and energy 
  drain) or negative energy effect (such as inflict spells or chill 
  touch).
  The death ward property functions once per day.
  Prerequisites: Craft Magic Arms and Armor, death ward.
  Cost to Create: Varies.
  DEEPDWELLER
  Price: +12,000 gp
  Property: Armor
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Dull black, the substance of this armor is flecked with tiny particles 
  and seems to swirl like the depths of the sea.
  While wearing deepdweller armor, you can breathe water 
  and are immune to damage from cold water and from 
  pressure in extreme depths.
  Armor that has this property does not apply an armor check 
  penalty on your Swim checks, and wearing deepdweller 
  armor allows you to converse with any water-breathing 
  creature that has a language.
  Additionally, you can see twice as far underwater as normal 
  (see DMG 93 for details on underwater effects and dangers).
  Prerequisites: Craft Magic Arms and Armor, darkvision, water 
  breathing.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  
  29
  DISPLACEMENT
  Price: +1 bonus
  Property: Armor
  Caster Level: 5th
  Aura: Faint; (DC 17) illusion
  Activation: Swift (command)
  The shoulder pieces of this armor are embossed with tiny arrows 
  pointing outward in opposite directions.
  When you activate displacement armor, you appear to be 
  standing right next to your actual location, as if affected by 
  a displacement spell.
  The displacement property functions once per day, and the 
  effect lasts for 5 rounds.
  Prerequisites: Craft Magic Arms and Armor, displacement.
  Cost to Create: Varies.
  DRAGONDODGER
  Price: +1 bonus
  Property: Light armor
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  This suit of light armor has a particularly hard and shiny finish.
  The protective glyphs that ring its collar and waist glow briefly 
  when it is donned.
  When wearing armor that has this property, you gain the 
  evasion ability (see the monk class feature, PH 41), but only 
  against breath weapons.
  Whenever a breath weapon would normally allow you a 
  Reflex saving throw for half damage, you instead take no 
  damage on a successful save.
  Prerequisites: Craft Magic Arms and Armor, cat’s grace.
  Cost to Create: Varies.
  EASY TRAVEL
  Price: +1,500 gp
  Property: Armor
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  This armor seems to weigh less than it should.
  When wearing armor that has this property, you can carry 
  up to a medium load as if it were a light load (ignoring the 
  maximum Dexterity bonus, check penalty, and reduced 
  speed normally incurred by a medium load).
  These reductions apply only to penalties for the load you 
  carry, not to any reduction in speed caused by the armor 
  itself.
  In addition, you can walk for up to 10 hours in a day before 
  having to make Constitution checks to avoid taking 
  nonlethal damage (PH 164).
  Prerequisites: Craft Magic Arms and Armor, bear’s endurance.
  Cost to Create: 750 gp, 60 XP, 2 days.
  ECTOPLASMIC FEEDBACK
  Price: +1 bonus
  Property: Armor
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration
  Activation: —
  This armor appears translucent.
  Holy symbols of a good-aligned deity decorate the armor, and they 
  glow with a soft white light when it is donned.
  A suit of armor that has this property creates a backlash of 
  positive energy against incorporeal attackers.
  Any time you are hit by an incorporeal touch attack while 
  wearing it, the armor deals 1d6 points of damage to the 
  attacker (with no miss chance for incorporealness).
  Prerequisites: Craft Magic Arms and Armor, ectoplasmic 
  feedback (SC 78).
  Cost to Create: Varies.
  ECTOPLASMIC WALL
  Price: +2 bonus
  Property: Shield
  Caster Level: 11th
  Aura: Moderate; (DC 20) conjuration
  Activation: Standard (command)
  Composed of a substance so pale as to be transparent, this shield 
  has four protrusions around the rim that hold it off the ground 
  even when it is laid face down.
  When you activate a shield that has this property and drop 
  it at your feet, a wall of ectoplasm comes into being, as 
  though created by the wall of ectoplasm psionic power.
  The wall has an area of up to ten 10-foot squares or forms a 
  sphere or hemisphere with a radius of up to 10 feet.
  The shield is the point of origin for the effect.
  Once created, the wall is stationary.
  The wall of ectoplasm is 2 inches thick and has 20 hit 
  points and hardness 5.
  The Strength check DC to break through the wall is 19.
  The wall can be dispelled, but checks to dispel it are made 
  with a –4 penalty.
  Spells, powers, and most effects can’t pass through the 
  opaque wall, nor can ethereal creatures, but it doesn’t block 
  teleportation.
  The ectoplasmic wall property functions once per day; the 
  effect lasts for 7 rounds or until you pick up the shield.
  Prerequisites: Craft Magic Arms and Armor, wall of iron or 
  wall of ectoplasm (EPH 140).
  Cost to Create: Varies.
  ENERGY DEFENSE [SYNERGY]
  Price: +1 bonus
  Property: Armor or shield
  Caster Level: 10th
  Aura: Moderate; (DC 20) evocation
  Activation: Immediate (command)
  Synergy Prerequisite: Energy resistance, improved energy 
  resistance, or greater energy resistance
  This item bears a stylized elemental motif.
  However, its flanges and spikes indicate that it has some offensive 
  capability as well.
  This armor continues to give you the benefit of its 
  prerequisite property.
  In addition, while wearing or using this kind of armor or 
  shield, you can wreathe it in the type of energy specified by 
  its energy resistance.
  While this effect is active, any creature that strikes you with 
  a natural weapon, unarmed attack, or nonreach 
  manufactured melee weapon deals normal damage but also 
  takes 1d6+10 points of energy damage of the specified type.
  
  30
  The energy defense property functions three times per day.
  The effect lasts for 5 rounds or until you dismiss it (a swift 
  action).
  Prerequisites: Craft Magic Arms and Armor, fire shield, resist 
  energy.
  Cost to Create: Varies.
  ENERGY IMMUNITY
  Price: +2 bonus
  Property: Armor or shield
  Caster Level: 13th
  Aura: Strong; (DC 21) abjuration
  Activation: Immediate (mental)
  This item is decorated with elemental motifs.
  No particular element is favored in the design; waves, flames, rock 
  formations, and billows of wind are all represented equally in 
  bright enamel.
  Upon activating armor or a shield that has this property, 
  you gain immunity to damage from one energy type of your 
  choice (acid, cold, electricity, or fire).
  Each type of energy immunity produces a corresponding 
  minor effect that does not alter the item’s function.
  For example, you feel a rush of warmth if the armor or 
  shield is protecting you against cold damage, or a chill wind 
  if it is protecting you against fire.
  A metallic tang fills your mouth and nostrils if electricity 
  protection is in force, and an acrid tang pervades the air 
  around you if acid protection has been activated.
  The energy immunity property functions once per day.
  The effect lasts for 1 minute or until you dismiss it (a swift 
  action).
  Prerequisites: Craft Magic Arms and Armor, protection from 
  energy.
  Cost to Create: Varies.
  FEARSOME
  Price: +15,000 gp
  Property: Armor or shield
  Caster Level: 7th
  Aura: Moderate; (DC 18) necromancy
  Activation: Swift (command)
  This item is dark in color, and anyone viewing it sees fleeting, 
  grotesque images on its surface.
  When you activate armor or a shield that has this property, 
  you create an aura of terror in a 20-foot radius around 
  yourself.
  Every creature in this area briefly perceives a creature from 
  its worst nightmare instead of you, becoming panicked for 
  1 round.
  On a successful DC 16 Will save, the creature is shaken for 
  1 round instead.
  The fearsome property functions three times per day.
  Prerequisites: Craft Magic Arms and Armor, fear.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  FREEDOM
  Price: +5 bonus
  Property: Armor
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: —
  This armor exudes a slick of fine oil, giving it a scintillating sheen 
  and a pungent scent.
  While wearing armor that has this property, you move and 
  attack normally, even under circumstances that impede 
  movement, as if affected by a freedom of movement spell.
  Prerequisites: Craft Magic Arms and Armor, freedom of 
  movement.
  Cost to Create: Varies.
  GHOST WARD
  Price: +1 bonus
  Property: Armor or shield
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration
  Activation: —
  This item appears normal at first glance, but closer examination 
  reveals the image of a ghostly face on its surface.
  A suit of armor or shield that has this property allows you 
  to add its enhancement bonus (but not its armor or shield 
  bonus) to your Armor Class against touch attacks 
  (including incorporeal touch attacks).
  Prerequisites: Craft Magic Arms and Armor, mage armor.
  Cost to Create: Varies.
  GILLED
  Price: +6,000 gp
  Property: Armor
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  A decorative fluted border surrounds the neck of this scale-etched 
  armor.
  A water-breathing wearer of gilled armor can breathe and 
  speak freely in air.
  Prerequisites: Craft Magic Arms and Armor, air breathing (SC 
  8).
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  HAMMERBLOCK
  Price: +2 bonus
  Property: Armor or shield
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: —
  The surface of this item is covered with a pattern of tiny 
  indentations.
  A hammerblock shield or suit of armor magically turns 
  away bludgeoning weapons, such as maces and clubs.
  While wearing armor or carrying a shield that has this 
  property, you gain damage reduction 5/piercing or 
  slashing.
  Prerequisites: Craft Magic Arms and Armor, stoneskin.
  Cost to Create: Varies.
  HEALING
  Price: +8,000 gp
  Property: Armor
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration
  Activation: Swift (command) and —; see text
  
  31
  This armor has a faint golden sheen, and its surface is embossed 
  with healing runes.
  On its breastplate is a depiction of an open eye.
  When activated, armor that has this property heals you of 
  2d8+5 points of damage.
  If your hit points are reduced to –1 to –9, this effect occurs 
  automatically, without requiring any action.
  The healing property functions once per day.
  Prerequisites: Craft Magic Arms and Armor, cure moderate 
  wounds.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  HEALING, GREATER [SYNERGY]
  Price: +24,000 gp
  Caster Level: 15th
  Aura: Strong; (DC 22) conjuration
  Synergy Prerequisite: Healing
  As healing armor, except that greater healing armor heals 
  you of 3d8+15 points of damage.
  The greater healing property functions twice per day.
  Prerequisites: Craft Magic Arms and Armor, cure serious 
  wounds.
  Cost to Create: 12,000 gp, 960 XP, 24 days.
  HEARTENING
  Price: +2,000 gp
  Property: Shield
  Caster Level: 5th
  Aura: Faint; (DC 17) necromancy
  Activation: Immediate (mental)
  This sturdy shield is reinforced with plates and rivets but is no 
  heavier than normal.
  When activated, a heartening shield grants you 5 
  temporary hit points, which last up to 5 minutes.
  These temporary hit points don’t stack with temporary hit 
  points from any other source.
  The heartening property functions two times per day.
  Prerequisites: Craft Magic Arms and Armor, false life.
  Cost to Create: 1,000 gp, 80 XP, 1 day.
  LANDING
  Price: +4,000 gp
  Property: Armor
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Although rotund in form, this silvery armor is no more 
  encumbering than usual for its type.
  A suit of armor that has this property allows you to ignore 
  any damage dealt by the first 60 feet of a fall.
  Regardless of how far you fall, you can always land on your 
  feet if you so choose.
  Prerequisites: Craft Magic Arms and Armor, feather fall.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  LINKED
  Price: +6,000 gp
  Property: Armor or shield
  Caster Level: 7th
  Aura: Moderate; (DC 18) divination
  Activation: Standard (mental)
  You sense this item’s inner power more with your mind than your 
  sight.
  When you activate a suit of armor or a shield that has this 
  property, you can form a telepathic bond with any or all 
  known wearers of other linked items within 10 miles.
  Wearers can communicate telepathically through the bond 
  even if they do not share a language.
  No special effect or influence is established as a result of 
  the bond.
  The linked property functions three times per day, and the 
  effect lasts for 1 hour.
  Prerequisites: Craft Magic Arms and Armor, Rary’s telepathic 
  bond or mindlink (EPH 120) Cost to Create: 3,000 gp, 240 XP, 6 
  days.
  MAGIC-EATING
  Price: +10,000 gp
  Property: Armor
  Caster Level: 16th
  Aura: Strong; (DC 23) abjuration
  Activation: —
  Spirals and reliefs of fanged mouths cover this dull-colored armor.
  While wearing magic-eating armor, whenever you succeed 
  on a saving throw against a spell that targets you, the armor 
  heals you of 1 point of damage per level of the spell.
  This healing occurs after the spell takes effect.
  Prerequisites: Craft Magic Arms and Armor, spell resistance.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  MANIFESTER
  Price: +6,000 gp
  Property: Shield
  Caster Level: 6th
  Aura: Moderate; (DC 18) abjuration
  Activation: Free (mental)
  Faintly glowing with inner power, this shield seems to invigorate 
  you.
  While using a shield that has this property, you can draw 3 
  power points from it to manifest a psionic power.
  You must use all these points on the same power, which 
  cannot use power points from any other source.
  The manifester property functions once per day.
  Prerequisites: Craft Magic Arms and Armor, any 2nd-level 
  psionic power.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  MASKING
  Price: +40,000 gp
  Property: Armor
  Caster Level: 10th
  Aura: Moderate; (DC 20) abjuration
  Activation: —
  Tendrils of dense black smoke stream from every opening in this 
  dark armor, obscuring all detail.
  Masking armor protects you and your gear from divination 
  spells and items (such as crystal balls) as if you were 
  constantly under the effect of a nondetection spell.
  Whenever a divination spell or effect is attempted against 
  you, the caster must succeed on a DC 25 caster level check 
  or the divination fails.
  
  32
  Prerequisites: Craft Magic Arms and Armor, nondetection.
  Cost to Create: 20,000 gp, 1,600 XP, 40 days.
  MENACING
  Price: +30,000 gp
  Property: Armor
  Caster Level: 9th
  Aura: Moderate; (DC 19) necromancy
  Activation: Standard (command)
  The realistic visage of a heavily scarred, horned demon covers 
  much of this armor.
  Seemingly crafted from fiendish flesh, the armor seems merely 
  grisly...until it twitches.
  When you activate menacing armor, you become 
  frightening.
  Any one creature (your choice) within 30 feet and with 
  fewer HD than you must make a successful Will saving 
  throw (DC 10 + 1/2 your HD + your Cha modifier) or be 
  panicked for 5 rounds.
  A creature that succeeds on the saving throw is shaken for 1 
  round instead, and is immune to further uses of this 
  property from the same suit of armor for 24 hours.
  The menacing property functions three times per day.
  Prerequisites: Craft Magic Arms and Armor, fear.
  Cost to Create: 15,000 gp, 1,200 XP, 30 days.
  MINDARMOR
  Price: +3,000 gp
  Property: Armor or shield
  Caster Level: 5th
  Aura: Faint; (DC 17) enchantment
  Activation: Immediate (mental)
  Constructed of seamless and tightly bound layers, this item steadies 
  your thoughts when worn.
  When activated, a suit of armor or a shield that has this 
  property grants you a +5 bonus on Will saves to resist 
  mindaffecting spells and abilities until the start of your 
  next turn.
  The mindarmor property functions three times per day.
  Prerequisites: Craft Magic Arms and Armor, heroism or empty 
  mind (EPH 99).
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  MOBILITY
  Price: +1 bonus
  Property: Light armor
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  This suit of light armor seems exceptionally slick and supple.
  An abstract tracery in a silvery metal decorates the limbs and torso.
  While wearing a suit of light armor that has this property, 
  you gain the benefit of the Mobility feat, even if you do not 
  meet its prerequisite.
  Prerequisites: Craft Magic Arms and Armor, cat’s grace.
  Cost to Create: Varies.
  NIMBLENESS
  Price: +1 bonus
  Property: Armor
  Caster Level: 8th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  This suit of armor looks much less restrictive than others of its type.
  A suit of armor that has this property has a maximum 
  Dexterity bonus 1 higher than normal, and its armor check 
  penalty is reduced by 2.
  Prerequisites: Craft Magic Arms and Armor, cat’s grace.
  Cost to Create: Varies.
  QUICKNESS
  Price: +5,000 gp
  Property: Armor
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  This silvery armor feels light and flexible to the touch.
  A suit of armor that has this property grants a +5-foot 
  enhancement bonus to your land speed.
  Prerequisites: Craft Magic Arms and Armor, longstrider.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  RADIANT
  Price: +4 bonus
  Property: Armor
  Caster Level: 9th
  Aura: Moderate; (DC 19) abjuration
  Activation: —
  This armor shimmers with a variety of hues, and it feels slick to 
  the touch.
  A suit of armor that has this property grants resistance 10 
  against all energy attacks (acid, cold, electricity, fire, and 
  sonic).
  When you are the subject of an energy attack, the armor 
  also radiates light for a number of rounds equal to the 
  points of damage absorbed (to a maximum of 10 rounds).
  This light is sufficient to brightly illuminate a 30-foot-
  radius area and casts shadowy illumination in a 60-foot-
  radius area.
  If the armor absorbs more energy damage while it is 
  radiating light, the first effect overlaps (does not stack with) 
  the effect that was already in place.
  For example, if the armor absorbs 4 points of damage from 
  one attack and another 6 points from an attack 2 rounds 
  later, it radiates light for a total of 8 consecutive rounds (4 –
  2 + 6).
  Likewise, if the armor absorbs 10 points from one attack 
  and another 5 points from an attack 2 rounds later, it 
  radiates light for 10 consecutive rounds (because 8 rounds 
  remain from the earlier effect, continuing past the end of 
  the second effect’s 5 rounds).
  Prerequisites: Craft Magic Arms and Armor, resist energy.
  Cost to Create: Varies.
  RANGED
  Price: +1 bonus
  Property: Shield (except a tower shields)
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  
  33
  This streamlined, gray metallic shield is keenly balanced and 
  features a razor-sharp edge.
  While using a ranged shield, you can throw it in combat.
  The thrown shield has a range increment of 30 feet.
  While in the air, the shield is treated in all ways as a ranged 
  weapon, and it cannot be blocked or grabbed except by 
  those with appropriate feats.
  Regardless of your size, a ranged buckler or ranged light 
  shield deals 1d6 points of slashing damage, and a ranged 
  heavy shield deals 1d8 points.
  You add your Strength modifier and the shield’s 
  enhancement bonus (but not its effective bonus from this 
  or other special properties) to this base damage.
  After you have thrown it, a ranged shield flies through the 
  air back to you.
  It returns just before your next turn (and is therefore ready 
  to use again on that turn).
  You do not benefit from its shield bonus to AC while it is 
  not in your possession.
  Catching a ranged shield when it comes back is a free 
  action.
  If you can’t catch it, or if you have moved since throwing it, 
  the shield drops to the ground in the square from which it 
  was thrown.
  Prerequisites: Craft Magic Arms and Armor, hurl (SC 117) or 
  far hand (EPH 106).
  Cost to Create: Varies.
  RETALIATION
  Price: +2 bonus
  Property: Armor
  Caster Level: 9th
  Aura: Moderate; (DC 19) necromancy
  Activation: —
  The surface of this armor roils with pent-up energy.
  A suit of armor that has this property strikes back at foes 
  who hit hard in melee.
  While wearing retaliation armor, each time you take 10 or 
  more points of damage from a single melee attack, the 
  armor deals 1d6 points of damage to the attacker.
  If a single melee attack drops your hit points below 0, the 
  armor strikes the attacker for 3d6 points of damage.
  Damage from retaliation armor is treated as magic for the 
  purpose of overcoming damage reduction.
  Prerequisites: Craft Magic Arms and Armor, symbol of pain.
  Cost to Create: Varies.
  ROARING
  Price: +3 bonus
  Property: Armor
  Caster Level: 13th
  Aura: Strong; (DC 21) divination
  Activation: —
  The sculpted visage of a dragon adorns the chestpiece of this 
  gleaming armor.
  Embellishments in the shapes of claws and draconic wings accent 
  the rest of its intimidating appearance.
  While you are wearing armor that has this property, you 
  gain some protection from ranged attacks.
  Whenever you are hit by a nonmagical projectile that 
  would deal 10 or fewer points of damage, you take no 
  damage from that attack.
  The armor automatically turns back the projectile to strike 
  the creature that fired it.
  Reroll the damage against the original attacker.
  While you wear this armor, the embossed dragon head 
  roars whenever battle is imminent, granting you a +4 
  competence bonus on initiative checks.
  Prerequisites: Craft Magic Arms and Armor, protection from 
  arrows, true seeing.
  Cost to Create: Varies.
  SOULBOUND
  Price: +1 bonus
  Property: Armor or shield
  Caster Level: 6th
  Aura: Moderate; (DC 18) abjuration
  Activation: Swift (mental)
  This looks like a normal item of its kind except for a faint blue 
  sheen.
  A soulbound shield or suit of armor serves as a receptacle 
  for your essentia, much like a soulmeld does.
  Every point of essentia invested in the shield or armor 
  increases its enhancement bonus to Armor Class by 1, up to 
  a maximum enhancement bonus of +3.
  Each soulbound shield or suit of armor has an essentia 
  capacity.
  The maximum number of essentia points that can be 
  invested in it equals this value or your normal essentia 
  capacity (see Table 2–1: Essentia Capacity, Magic of 
  Incarnum 19), whichever is lower.
  A soulbound shield or suit of armor has a maximum 
  essentia capacity of 2.
  Chakra Bind: A soulbound shield or suit of armor grants 
  bonuses when it is bound to a chakra, as described below.
  These effects function continuously, with no need for 
  activation.
  See Binding Items to Chakras (MoI 108) for more 
  information.
  Arms: Binding a soulbound shield to your arms chakra 
  grants you a +4 insight bonus on checks or rolls made to 
  avoid being bull rushed or overrun, or to avoid having the 
  item sundered.
  Soul: Binding soulbound armor to your soul chakra grants 
  you a +4 insight bonus on saves made against the attacks of 
  creatures whose alignments are opposed to yours in any 
  way.
  For example, a lawful good character would gain this bonus 
  against the spells, spell-like abilities, and supernatural 
  attacks of chaotic or evil creatures, while a neutral good 
  character would gain it only against the attacks of evil 
  creatures.
  Neutral characters gain no benefit from this chakra bind.
  Prerequisites: Craft Magic Arms and Armor, magic vestment, 
  essentia pool 2.
  Cost to Create: Varies.
  SOULBOUND, GREATER [SYNERGY]
  Price: +2 bonus
  Caster Level: 18th
  Aura: Strong; (DC 24) abjuration
  Synergy Prerequisite: Soulbound
  This property functions as the soulbound property, except a 
  greater soulbound shield or suit of armor has a maximum 
  
  34
  essentia capacity of 4, for a maximum enhancement bonus 
  to AC of +5.
  Prerequisites: Craft Magic Arms and Armor, magic vestment, 
  essentia pool 4.
  SPEARBLOCK
  Price: +2 bonus
  Property: Armor or shield
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: —
  The surface of this item appears rough, being covered with 
  hundreds of tiny points reminiscent of spearheads.
  A spearblock shield or suit of armor magically turns away 
  piercing weapons, such as spears and arrows.
  While wearing armor or carrying a shield that has this 
  property, you gain damage reduction 5/bludgeoning or 
  slashing.
  Prerequisites: Craft Magic Arms and Armor, stoneskin.
  Cost to Create: Varies.
  SPEED
  Price: +6,000 gp
  Property: Armor or shield
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (mental)
  This item is decorated with silvery arabesques and seems to vibrate 
  with restless energy.
  A suit of armor or shield that has this property can quicken 
  your movements.
  Three times per day, you can command it to produce a 
  haste effect on you (as the haste spell) that lasts for 1 round.
  Prerequisites: Craft Magic Arms and Armor, haste.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  STAMINA
  Price: +500 gp
  Property: Armor
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  This armor appears sturdier than other armor of its type.
  While wearing armor that has this property, you gain a +1 
  resistance bonus on Fortitude saving throws.
  Prerequisites: Craft Magic Arms and Armor, bear’s endurance, 
  resistance.
  Cost to Create: 250 gp, 20 XP, 1 day.
  STAMINA, GREATER [SYNERGY]
  Price: +8,000 gp
  Caster Level: 15th
  Aura: Strong; (DC 22) transmutation
  Synergy Prerequisite: Improved stamina
  As stamina, except the armor grants a +5 resistance bonus 
  on Fortitude saving throws.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  STAMINA, IMPROVED [SYNERGY]
  Price: +4,000 gp
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Synergy Prerequisite: Stamina
  As stamina, except the armor grants a +3 resistance bonus 
  on Fortitude saving throws.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  STYPTIC
  Price: +1 bonus
  Property: Armor
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: —
  This blood-red armor is lined with a chalky substance and has an 
  astringent scent.
  While wearing armor that has this property, you do not 
  suffer ongoing blood loss for any reason.
  Regardless of their source, bleeding wounds automatically 
  close.
  You sustain no further hit point loss and stabilize if you are 
  dying.
  In addition, you have a 25% chance to be unaffected by any 
  blood-draining attack that depletes Constitution, such as a 
  vampire’s or stirge’s blood drain ability, or the property of a 
  wounding weapon.
  Prerequisites: Craft Magic Arms and Armor, cure critical 
  wounds, Heal 10 ranks.
  Cost to Create: Varies.
  TIME BUTTRESS
  Price: +5 bonus
  Property: Shield
  Caster Level: 17th
  Aura: Strong; (DC 23) transmutation
  Activation: Standard (mental)
  This magnificent platinum shield seems to pulse with an air of 
  invincibility.
  When you activate a shield that has this property, you can 
  avoid injury by manipulating time.
  You are invulnerable to all attacks, spells, and powers (both 
  harmful and helpful), beginning immediately after you 
  activate the effect and ending at the end of your next turn.
  The time buttress property functions once per day.
  Prerequisites: Craft Magic Arms and Armor, temporal stasis or 
  timeless body (EPH 138).
  Cost to Create: Varies.
  TWILIGHT
  Price: +1 bonus
  Property: Armor
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  This armor possesses a faint, sunset-colored sheen.
  Armor that has this property is favored by elves and other 
  characters who mix arcane magic and melee combat.
  
  35
  A suit of twilight armor looks translucent and semi-
  incorporeal when donned, reducing the chance of arcane 
  spell failure by 10%.
  Prerequisites: Craft Magic Arms and Armor, cat’s grace.
  Cost to Create: Varies.
  VANISHING
  Price: +3 bonus
  Property: Armor or shield
  Caster Level: 5th
  Aura: Faint; (DC 17) enchantment
  Activation: Standard (mental)
  This dull gray item appears unremarkable.
  Indeed, your eye easily strays from it.
  A suit of armor or shield that has this property renders you 
  and all your equipment completely imperceptible to other 
  creatures.
  When you activate it, you become invisible and inaudible, 
  and you cannot be detected by any nonmagical sensory 
  method (including scent, hearing, tremorsense, blindsense, 
  and the like).
  Once activated, this effect lasts for 3 minutes or until you 
  attack (as defined for the purpose of the invisibility spell; PH 
  245).
  Creatures immune to mind-affecting spells and abilities can 
  perceive you normally.
  The vanishing property functions two times per day.
  Prerequisites: Craft Magic Arms and Armor, suggestion or 
  cloud mind (EPH 84).
  Cost to Create: Varies.
  VARIABLE
  Price: +1 bonus
  Property: Shield
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (mental)
  This shield is made up of many smooth, overlapping strips.
  A variable shield can change its size, becoming a buckler, 
  light shield, heavy shield, or tower shield (sized 
  appropriately for you) upon activation.
  All the rules for carrying items while using shields apply to 
  the new shield size (see Armor Descriptions, PH 124).
  Prerequisites: Craft Magic Arms and Armor, shrink item.
  Cost to Create: Varies.
  WOODWALK
  Price: +9,000 gp
  Property: Armor
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Standard (command)
  This armor’s surface is etched to look like a tree, with the chest 
  serving as the trunk and lower branches, and the arms as thick 
  boughs.
  If you have the woodland stride class feature, you can 
  activate woodwalk armor to step into a tree and exit from 
  another, as if affected by the tree stride spell.
  The woodwalk property functions three times per day, and 
  the effect lasts for 1 round.
  Prerequisites: Craft Magic Arms and Armor, tree stride.
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  MAGIC OF FAERÛN (3.0)
  BLUESHINE
  This quality can be applied only to metal armor, which 
  gains a blue-black color when so treated.
  The armor never tarnishes and is immune to acid and rust 
  attacks.
  The wearer also gains a +5 circumstance bonus on Hide 
  checks.
  This bonus does not stack with the Hide bonus granted by a 
  cloak of elvenkind.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, spellcaster 12th level+, 5+ ranks in Alchemy; Market 
  Price: +1 bonus.
  DEATH WARD
  Once per day, armor enhanced by this special ability makes 
  the wearer immune to death effects.
  The armor’s magic automatically confers death ward for a 
  period of 70 minutes the first time the wearer is exposed to 
  a death effect in the course of a day.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  death ward; Market Price: +2 bonus.
  EVERBRIGHT
  This quality can only be applied to metal armor.
  The armor is as bright and shiny as polished silver.
  The armor never tarnishes and is immune to acid and rust 
  attacks.
  The wearer gains acid resistance 5.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, spellcaster 12th level+; Market Price: +1 bonus.
  MAGIC EATING
  This type of armor is normally decorated with spirals and 
  fanged mouths.
  It functions exactly like armor of spell resistance with spell 
  resistance 13, except that if the spell resistance is effective 
  against a spell that targets only the wearer, the armor 
  consumes the spell and gives the wearer 1d8 temporary hit 
  points.
  These hit points do not stack, so it is impossible to have 
  more than 8 temporary hit points from the armor at any 
  time.
  Caster Level: 16th; Prerequisites: Craft Magic Arms and 
  Armor, the Simbul’s synostodweomer, spell resistance; Market 
  Price: +3 bonus.
  NEGATIVE ENERGY PROTECTION
  This armor’s magic automatically confers negative energy 
  protection once per day for a duration of 5 rounds the first 
  time the wearer is exposed to any negative energy attack in 
  the course of a day.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  negative energy protection; Market Price: +1 bonus.
  
  36
  NIMBLENESS
  This type of armor feels lighter and less restrictive than 
  other armor of its type.
  While the actual weight is unchanged, the maximum 
  Dexterity bonus increases by +2 and the armor check 
  penalty decreases by 1.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  cat’s grace; Market Price: +1 bonus.
  PROOF AGAINST TRANSMUTATION
  The character wearing this armor is impervious to 
  transmutation effects that alter his or her form, including 
  polymorph, petrification, and even disintegration.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, spell immunity; Market Price: +6 bonus.
  STRENGTH
  The character wearing this armor gains a +2 or +4 
  enhancement bonus to Strength.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, bull’s strength; Market Price: +2, add +8,000 gp; +4, add 
  +32,000 gp.
  MAGIC OF INCARNUM 
  (3.5)
  SOULBOUND ARMOR OR SHIELD
  A soulbound suit of armor or shield allows its wearer to 
  invest essentia to improve his Armor Class.
  Description: Soulbound armor and shields have no special 
  appearance except when essentia is invested in them, at 
  which point they take on a faint blue sheen.
  Prerequisite: Anyone can wear a soulbound shield or suit of 
  soulbound armor, though only those with an essentia pool 
  can take advantage of its full benefit.
  Activation: Investing essentia in or reallocating essentia 
  invested in a soulbound shield or suit of armor is part of the 
  swift action required to invest or reallocate essentia.
  Effect: A soulbound shield or suit of armor serves as a 
  receptacle for the wearer’s essentia much like a soulmeld.
  Every point of essentia invested in the shield or armor 
  increases its enhancement bonus to Armor Class by 1, up to 
  a maximum of +5.
  Soulbound armor and shields have an essentia capacity.
  Lesser soulbound armor or shields have a maximum 
  essentia capacity of 2, while greater soulbound armor or 
  shields have a maximum essentia capacity of 4.
  The maximum value of essentia that can be invested in the 
  armor or shield is equal to this capacity or the character’s 
  normal essentia capacity (see Table 2–1: Essentia Capacity), 
  whichever is less.
  Chakra Bind: Soulbound shields and suits of armor grant 
  bonuses when they are bound to chakras as described 
  below.
  Arms: If you bind a soulbound shield to your arms chakra, 
  you gain a +4 insight bonus on checks or rolls made to 
  avoid being bull rushed or overrun, or to avoid the shield 
  being sundered.
  Soul: If you bind soulbound armor to your soul chakra, you 
  gain a +4 insight bonus on saves made against the attacks of 
  creatures whose alignments are opposed to yours in any 
  way.
  For example, a lawful good character would gain this bonus 
  against the spells, spell-like abilities, and supernatural 
  attacks of chaotic or evil creatures, while a neutral good 
  character would gain the bonus only against the attacks of 
  evil creatures.
  Neutral characters gain no benefit from this chakra bind.
  Aura and Caster Level: Moderate abjuration (lesser) or 
  strong abjuration (greater); CL 6th (lesser) or 18th (greater).
  Construction: Craft Magic Arms and Armor, magic 
  vestment, essentia pool 2 (lesser) or 4 (greater).
  MASTERS OF THE WILD 
  (3.0)
  AQUATIC
  Armor and shields with this enchantment appear 
  streamlined and possess a greenish glint.
  A suit of armor or shield with this enchantment enables its 
  wearer to move freely through water without the need for 
  Swim checks.
  Drowning rules still apply unless the item is also enchanted 
  with water breathing.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  freedom of movement, water breathing; Market Price: +2 bonus, 
  or +3 bonus with water breathing.
  EASE
  A suit of armor with this enchantment allows its wearer to 
  rest comfortably overnight without removing it, regardless 
  of how heavy it is.
  The wearer can don ease armor in only 5 rounds, or remove 
  it in a single round.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  soften earth and stone; Market Price: +1 bonus.
  WILD
  The armor and enhancement bonuses of this item remain 
  in effect even while the wearer is in wild shape.
  Such items meld into the wearer’s wild shape and thus 
  cannot be seen in that form.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  meld into stone; Market Price: +3 bonus.
  
  37
  MINIATURES HANDBOOK 
  (3.5)
  PAIRED
  A shield with this special ability is ringed by a series of 
  scales that lock into a mesh when brought in contact with 
  an ally’s shield that possesses the same ability.
  The wielder of a paired shield gains a +1 enhancement 
  bonus to Armor Class for every adjacent ally also wielding a 
  paired shield.
  Faint abjuration; CL 5th; Craft Magic Arms and Armor; 
  Price +1 bonus
  ORIENTAL ADVENTURES 
  (3.0)
  AGILITY
  This armor gives its wielder a +2, +4, or +6 resistance bonus 
  on all Reflex saving throws made while wearing the armor.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  resistance, caster level must be three times armor’s bonus; 
  Market Price: +2,000 gp (+2), +8,000 gp (+4), or +18,000 (+6).
  BALANCE
  This armor gives its wielder a +8 competence bonus on all 
  Balance checks while wearing the armor.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  cat’s grace; Market Price: +1,280 gp.
  BLURRING
  This armor makes its wearer appear blurred and hazy, just 
  like the blur spell.
  It functions whenever the armor is worn.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  blur; Market Price: +50,000 gp.
  DISPLACEMENT
  This armor makes its wearer appear to be standing right 
  next to his actual location, just like the displacement spell.
  It functions whenever the armor is worn.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  displacement; Market Price: +100,000 gp.
  FEAR
  Three times per day, this armor allows the wearer to radiate 
  an aura of fear to a radius of 30 feet.
  All creatures within this radius must make a successful Will 
  save (DC 14) or become panicked.
  They suffer a –2 morale penalty on saving throws, and they 
  flee from you.
  A panicked creature has a 50% chance to drop what it’s 
  holding, chooses its path randomly (as long as it is getting 
  away from immediate danger), and flees any other dangers 
  that confront it.
  If cornered, a panicked creature cowers.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor,
  fear; Market Price: +3 bonus.
  HEALING
  Once per day, this armor heals the wearer as if casting cure 
  moderate wounds on him (healing 2d8+3 hit points).
  This occurs automatically the first time in a day the wearer 
  has been wounded to 20 points below his maximum hit 
  points or lower.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  cure moderate wounds, deathwatch; Market Price: +2 bonus.
  PRESENCE
  This armor provides the wearer with a +2 enhancement 
  bonus to Charisma.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, creator must be 12th level; Market Price: +2 bonus.
  SHAPESHIFTING
  This armor’s enhancement bonus becomes a deflection 
  bonus when the wearer changes shape by using polymorph 
  self or other magic.
  Thus, a hengeyokai wearing +2 shapeshifting brigandine 
  armor would gain a +2 deflection bonus to her AC in her 
  animal form.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  polymorph self; Market Price: +1 bonus.
  SIGNALING
  The bearer of this shield can cast whispering wind three 
  times per day.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  whispering wind; Market Price: +12,960 gp.
  STAMINA
  This armor gives its wielder a +2, +4, or +6 resistance bonus 
  on all Fortitude saving throws made while wearing the 
  armor.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  resistance, caster level must be three times armor’s bonus; 
  Market Price: +2,000 gp (+2), +8,000 gp (+4), or +18,000 (+6).
  WILD
  The wearer of a suit of armor or a shield with this 
  enchantment preserves his armor bonus (and any 
  enhancement bonus) while in her wild shape.
  Armor and shields with this ability usually appear to be 
  made covered in leaf patterns.
  While the wearer is in a wild shape, the armor cannot be 
  seen.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  meld into stone; Market Price: +2 bonus.
  
  38
  PLANAR HANDBOOK (3.5)
  AMPHIBIOUS
  This armor, often decorated with a wave motif, enables a 
  character to breathe water.
  The wearer also gains a +5 competence bonus on Swim 
  checks.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  water breathing; Price +21,000 gp.
  FIRE WARDING
  This armor negates the wearer’s vulnerability to fire.
  For example, a frost giant wearing this armor takes only 
  normal damage from fire.
  Moderate abjuration; CL 5th; Craft Magic Arms and Armor, 
  protection from energy, creator must have the cold subtype; 
  Price +24,000 gp.
  FROST WARDING
  This armor negates the wearer’s cold vulnerability.
  For example, a fire giant wearing this armor takes only 
  normal damage from cold.
  Moderate abjuration; CL 5th; Craft Magic Arms and Armor, 
  protection from energy, creator must have the fire subtype; 
  Price +24,000 gp.
  HAMATULA BARBS
  Any creature striking the wearer of this armor with a 
  handheld weapon or a natural weapon takes 1d8 points of 
  slashing and piercing damage from the armor’s barbs.
  This damage does not apply to attackers using reach 
  weapons, such as longspears.
  The wearer is not harmed by the armor’s barbs.
  Faint transmutation; CL 3rd; Craft Magic Arms and Armor, 
  hamatula barbs; Price +2 bonus.
  PLANAR TOLERANCE
  A suit of armor or a shield with this ability negates the 
  natural effects of all planes as if the wearer were affected by 
  a planar tolerance spell.
  Strong abjuration; CL 8th; Craft Magic Arms and Armor, 
  planar tolerance; Price +25,000 gp.
  SLIMY
  A suit of armor or a shield with this property always appears 
  tacky, as if in covered in partially dried, gooey red jelly.
  Up to three times per day, the wearer can speak a command 
  word to coat himself with the effect of a babau slime spell 
  (see page 95).
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  babau slime; Price 16,200 gp.
  STYPTIC
  The wearer of a suit of armor with this property does not 
  suffer ongoing blood loss such as from dying or infernal 
  wounds (see the infernal wound spell, page 99).
  The wounds will automatically close, preventing further hit 
  point loss and stabilizing a dying character.
  In addition, the wearer has a 25% chance of being 
  unaffected by a blood-draining attack that depletes 
  Constitution, such as a vampire’s or stirge’s blood drain 
  ability or the effect of a wounding weapon.
  Faint transmutation; CL 7th; Craft Magic Arms and Armor, 
  creator must have 10 ranks in Heal; Price +2 bonus.
  PLAYER’S GUIDE TO 
  FAERÛN (3.5)
  DEATH WARD
  This armor’s magic confers a death ward effect on the wearer 
  once per day for a duration of 7 minutes.
  The protection automatically takes effect the first time the 
  wearer is exposed to a negative energy or death effect in the 
  course of a day.
  This armor property replaces both the death ward and the 
  negative energy protection special abilities described in Magic 
  of Faerûn.
  Moderate necromancy; CL 7th; Craft Magic Arms and 
  Armor, death ward; Price +2 bonus.
  PLAYER’S HANDBOOK 2 
  (3.5)
  TWILIGHT
  This armor special ability, which first appeared in the Book 
  of Exalted Deeds supplement, is of particular use to 
  duskblades.
  Such armor becomes translucent when donned and 
  possesses a faint sunset-colored sheen.
  Twilight armor reduces the chance of arcane spell failure 
  by 10%.
  Faint abjuration; CL 5th; Craft Magic Arms and Armor; 
  Price +1 bonus.
  PSIONICS HANDBOOK 
  (3.0)
  APORTER
  As a move-equivalent action, this suit of armor or shield 
  instantly transports the wearer and her equipment to any 
  spot within 800 feet that she can visualize or specify, as the 
  dimension door power.
  The armor or shield can transport the wearer in this fashion 
  twice per day.
  
  39
  Manifester Level: 10th; Prerequisites: Craft Psionic Arms and 
  Armor, dimension door; Market Price: +3 bonus.
  AVERTER
  On command, up to three times per day, any creature to 
  whom the wearer presents this shield must succeed at a will 
  save (DC 13) or be overcome by a powerful aversion to the 
  wielder (actually the shield), and will not approach within 
  30 feet.
  This is a mind-affecting compulsion effect, as the aversion 
  power.
  Manifester Level: 12th; Prerequisites: craft Psionic Arms and 
  Armor, aversion; Market Price: +2 bonus.
  CRYSTALLINE
  This armor is made completely of crystal, although it 
  possess all the qualities of armor of its type.
  Gleams and flashes within the crystal give the wearer and 
  his armor a “fuzzy” appearance, granting the wearer one-
  half concealment.
  This concealment translates into a 20% miss chance for 
  each attack.
  Manifester Level: 15th; Prerequisites: Craft Psionic Arms 
  Armor, displacement; Market Price: +3 bonus.
  ECTOPLASMIC
  As a move-equivalent action, this armor converts itself, its 
  wearer, and all the wearer’s equipment into ectoplasmic 
  form for up to 15 minutes per day, similar to the power 
  ectoplasmic form (see the entry in Chapter 5: Powers for more 
  details).
  In this semiliquid state the wearer gains damage reduction 
  20/+1.
  The wearer can take on ectoplasmic form in increments of 
  up to 5 minutes, but even 1 round spent in ectoplasmic 
  form counts as one such increment.
  Manifester Level: 8th; Prerequisites: Craft Psionic Arms and 
  Armor, ectoplasmic form; Market Price: +3 bonus.
  FLOATING
  This armor is psionically buoyant in water or similar liquid, 
  negating the normal Swim check penalty for wearing 
  armor.
  Additionally, it grants a +4 circumstance bonus on Swim 
  checks.
  Manifester Level: 4th; Prerequisites: Craft Psionic Arms and 
  Armor, float; Market Price: +1 bonus.
  HEARTEN
  This shield grants the owner up to 5 temporary hit points 
  per day on command.
  These temporary hit points fade after 4 minutes.
  The wearer can activate this power as a free action at any 
  time.
  Manifester Level: 4th; Prerequisites: Craft Psionic Arms and 
  Armor, verve; Market Price: +1 bonus.
  LANDING
  A suit of armor with this capability appears normal.
  The wearer, however, automatically ignores any damage 
  dealt by the first 20 feet of a fall.
  Regardless of the height of the fall, the wearer always lands 
  on her feet.
  Manifester Level: 4th; Prerequisites: Craft Psionic Arms and 
  Armor, catfall; Market Price: +1 bonus.
  LINKED
  The wearer of this armor or shield forms a telepathic bond 
  with other wearers of linked armor or shields within 10 
  miles.
  This ability is otherwise similar to the mindlink power.
  Manifester Level: 6th; Prerequisites: Craft Psionic Arms and 
  Armor, mindlink; Market Price: +3 bonus.
  MANIFESTER
  This shield must have at least one other special quality with 
  a specified number of uses per day.
  It allows the wielder to use that ability more often than 
  otherwise allowed.
  For each additional use, the wielder pays 5 power points as 
  a standard action.
  Manifester Level: 18th; Prerequisites: Craft Psionic Arms and 
  Armor, psychic chirurgery; Market Price: +4 bonus.
  MINDARMOR
  This armor or shield grants the wearer a +4 bonus on Will 
  saving throws to resist all mind-affecting and/or 
  compulsion powers.
  Manifester Level: 5th; Prerequisites: Craft Psionic Arms and 
  Armor, negate psionics; Market Price: +3 bonus.
  PHASING
  The wearer of this armor can move through wooden, 
  plaster, or stone walls, but not other materials.
  Each day, the wearer can pass through a total length of 60 
  feet, breaking this distance up into several smaller passages 
  or one long one, as desired.
  A wearer who exceeds this daily allotment is ejected from 
  the material at the point of entry, ending up prone in front 
  of the now impassible wall.
  Manifester Level: 15th; Prerequisites: Craft Psionic Arms and 
  Armor, phase door; Market Price: +3 bonus.
  POWER RESISTANCE
  This ability grants the armor’s wearer power resistance 
  while the armor is worn.
  The power resistance can be PR 13, PR 15, PR 17, or PR 19, 
  depending on the armor.
  Manifester Level: 15th; Prerequisites: craft Psionic Arms and 
  Armor, power resistance; Market Price: +2 bonus (PR 13); +3 
  bonus (PR 15); +4 bonus (PR 17); +5 bonus (PR 19).
  
  40
  QUICKNESS
  This armor increases the wearer’s speed by 5 feet.
  Thus, a character whose normal speed in armor is 20 feet 
  moves 25 feet in armor of quickness.
  Manifester Level: 4th; Prerequisites: Craft Psionic Arms and 
  Armor, burst; Market Price: +1 bonus.
  RADIANT
  The wearer gains energy resistance 10 against energy 
  attacks (acid, cold, electricity, fire, and sonic).
  The armor absorbs the first 10 points of damage dealt by 
  any such attack, causing it to shine for a number of rounds 
  equal to the points of damage absorbed.
  This light is sufficient to illuminate a 60-foot-radius area.
  Manifester Level: 18th; Prerequisites: Craft Psionic Arms and 
  Armor, energy barrier; Market Price: +5 bonus.
  RANGED
  The wielder of this shield can throw it in combat, with a 
  range increment of 30 feet.
  While in the air, the shield is treated in all ways as a ranged 
  weapon and cannot be blocked or grabbed except by 
  appropriate feats.
  No matter the size of the wielder, a small shield deals 1d6 
  points of damage and a large one 1d8.
  The wielder’s Strength modifier (if within 30 feet of the 
  target) and the shield’s enhancement bonus, if any, add to 
  the base damage.
  Whether it misses or strikes its target, the shield returns 
  through the air to the wielder that threw it.
  It returns on the next move-equivalent action of the 
  wielder, who can also take a move-equivalent action as the 
  shield returns.
  If no clear route exists back to the wielder, the shield falls 
  to the ground.
  Manifester Level: 5th; Prerequisites: craft Psionic Arms and 
  Armor, far hand; Market Price: +1 bonus.
  REINFORCEMENT
  This suit of armor or shield produces a psionic force that 
  protects vital areas of the wearer more effectively.
  When a critical hit or sneak attack is scored on the wearer, 
  there is a chance that the critical or sneak attack is negated 
  and damage is instead rolled normally:
  Manifester Level: 13th; Prerequisites: Craft Psionic Arms and 
  Armor, iron body; Market Price: varies (see above).
  SEEING
  This armor grants a wider than normal field of vision, so 
  that opponents flanking the wearer gain only a +1 bonus on 
  their attack rolls instead of +2 (rogues still get their sneak 
  attack because the wearer is still partly flanked).
  The wearer gains a +1 enhancement bonus on all Spot 
  checks but concurrently suffers a –2 penalty on saves 
  against all gaze attacks.
  Manifester Level: 5th; Prerequisites: Craft Psionic Arms and 
  Armor, expanded vision; Market Price: +1 bonus.
  THOUGHT BASTION
  This shield protects the wielder as the Psychic Bastion feat.
  While holding the shield, the wielder gains mental 
  hardness +1 against a foe’s successful psionic attack—even 
  id insinuation.
  This bonus stacks with other mental hardness bonuses due 
  to the Psychic Bastion feat or through psionic defense 
  modes.
  Manifester Level: 5th; Prerequisites: Craft Psionic Arms and 
  Armor, Psychic Bastion, thought shield; Market Price: +2 
  bonus.
  TIME BUTTRESS
  This shield gives the wielder a chance to avoid telling blows 
  by reliving the last few moments of combat.
  Once per day, the wielder can use time regression as though 
  manifesting the power.
  Manifester Level: 15th; Prerequisites: Craft Psionic Arms and 
  Armor, time regression; Market Price: +5 bonus.
  VANISHING
  On command, this suit of armor or shield renders its 
  wearer and all the wearer’s equipment invisible.
  This invisibility is broken by the standard methods.
  The wearer can use this ability twice per day.
  Manifester Level: 5th; Prerequisites: Craft Psionic Arms and 
  Armor, invisibility; Market Price: +3 bonus.
  WALL
  As a standard action, the wielder can hold forth this shield 
  and command a wall of ectoplasm to grow from the edges of 
  the shield.
  This forms a wall whose area is up to 120 feet square or a 
  sphere or hemisphere with a radius of up to 12 feet.
  The shield remains part of the wall until the duration 
  elapses or until repossessed by the wearer, at which time 
  the wall of ectoplasm dissipates.
  Manifester Level: 12th; Prerequisites: Craft Psionic Arms and 
  Armor, wall of ectoplasm; Market Price: +3 bonus.
  RACES OF FAERÛN (3.0)
  COOLING
  This metal armor seems cool to the touch, no matter what 
  the environment.
  The wearer of such armor gains fire resistance 5.
  At the cost of increasing the armor’s cost by another +1 
  property, this ability can be upgraded to the fire resistance 
  ability described in the DUNGEON MASTER’S Guide.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  endure elements; Market Price: +1 bonus.
  
  41
  WARMING
  This metal armor seems warm to the touch, no matter what 
  the environment.
  The wearer of such armor gains cold resistance 5.
  At the cost of increasing the armor’s cost by another +1 
  property, this ability can be upgraded to the cold resistance 
  ability described in the DUNGEON MASTER’S Guide.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  endure elements; Market Price: +1 bonus.
  RACES OF THE WILD (3.5)
  WOODWALK
  Armor with this special ability allows the wearer to enter a 
  tree and exit from another tree as if under the effect of tree 
  stride, but only if he has the woodland stride ability.
  Using this ability is a free action, but the wearer can use it 
  only three times each day (that is, he can enter one tree and 
  exit from another one on three occasions in 24 hours).
  Woodwalk armor is a favorite among elf and raptoran 
  druids and rangers.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, tree stride; Price +9,000 gp.
  SANDSTORM (3.5)
  COOL
  This special ability can be placed only on a suit of armor.
  The suit’s wearer does not take the normal –4 penalty on 
  Fortitude saves to resist the effects of hot environments.
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, 
  endure elements; Price +2,400 gp.
  DESSICATION RESISTANCE
  This special ability can be placed only on a suit of armor.
  The armor absorbs the first 10 points of dessication damage 
  per attack that the wearer would normally take.
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, 
  protection from dessication; Price +9,000 gp.
  SCORPION CARAPACE
  This special ability can be placed only on a suit of armor.
  A favorite of many desert fighters, this suit of armor 
  contains the essence of and has a visual resemblance to a 
  desert scorpion.
  The wearer gains the benefit of the Scorpion’s Resolve and 
  Scorpion’s Sense feats (see page 53).
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, Scorpion’s Resolve and Scorpion’s Sense or 
  resistance, and creator must be 12th level; Price +32,000 gp.
  SHINING SOUTH (3.5)
  ANCHORING
  A character wearing a suit of armor or a shield with this 
  property is difficult to move from his position during a 
  fight.
  The wearer gains a +5 enhancement bonus on the 
  appropriate ability checks to resist bull rush, overrun, and 
  trip attacks.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  bull’s strength; Price +3,750 gp.
  ANCHORING, GREATER
  As anchoring, except it grants a +10 enhancement bonus on 
  the appropriate ability checks against bull rush, overrun, 
  and trip attacks.
  Moderate transmutation; CL 10th; Craft Magic Arms and 
  Armor, bull’s strength; Price +15,000 gp.
  BLINKING
  On command, a character wearing armor with this property 
  can blink back and forth from the Material Plane and the 
  Ethereal Plane (as the blink spell).
  This ability can be activated once per day and lasts for 1 
  minute.
  Faint transmutation; CL 10th; Craft Magic Arms and 
  Armor, blink; Price +15,000 gp.
  BLURRING
  The form of a creature wearing this type of armor or shield 
  shifts and wavers.
  This distortion grants the wearer concealment (20% miss 
  chance).
  Those who cannot see the wearer may ignore the effect, as 
  can someone under the effect of true seeing.
  Faint illusion; CL 3rd; Craft Arms and Armor, blur; Price 
  +36,000 gp.
  COMFORT
  Armor with this property allows its wearer to ignore the 
  effects of intense natural heat or cold.
  The character can exist comfortably in conditions between 
  –50 and 140 degrees Fahrenheit without having to make 
  Fortitude saves (as described on pages 302 and 303 of the 
  Dungeon Master’s Guide).
  The character’s other equipment is likewise protected.
  Faint abjuration; CL 5th; Craft Magic Arms and Armor, 
  endure elements; Price +5,000 gp.
  FREEDOM
  A character wearing armor with this property can act as if 
  continually under the effect of a freedom of movement 
  spell.
  Moderate abjuration; CL 7th; Craft Magic Arms and Armor, 
  freedom of movement; Price +60,000 gp.
  
  42
  HEALING
  When someone wearing armor with this property is 
  rendered disabled or dying from injuries, the armor heals 
  20 points of damage automatically (the wearer does not 
  need to activate the property).
  This ability functions once per day.
  Moderate evocation; CL 11th; Craft Magic Arms and 
  Armor, contingency, cure moderate wounds; Price +32,000 gp.
  HEALTH
  A character wearing a suit of armor or a shield with this 
  property is immune to all types of diseases, whether natural 
  or supernatural.
  Faint conjuration; CL 5th; Craft Magic Arms and Armor, 
  remove disease; Price +11,250 gp.
  MASKING
  A suit of armor or a shield with this ability protects its 
  wearer and his gear from divination spells and items (such 
  as crystal balls).
  If a divination is attempted on the wearer, the caster of the 
  divination must succeed on a DC 20 caster level check.
  Faint abjuration; CL 5th; Craft Magic Arms and Armor, 
  nondetection; Price +45,000 gp.
  MENACING
  Armor or shields with this property allow their users to 
  terrify foes.
  Three times per day, on command, the wearer becomes 
  frightening, forcing any opponent within 30 feet and with 
  fewer HD than she possesses to make a Will saving throw 
  (DC 10 + 1/2 the wearer’s HD + her Cha modifier).
  Those who fail become panicked for 10 rounds and cower if 
  cornered.
  Those who make the saving throw are shaken for 1 round, 
  but are immune to further uses of this ability from the same 
  menacing armor for 24 hours.
  Moderate necromancy; CL 9th; Craft Magic Arms and 
  Armor, Selective Spell, fear; Price +60,000 gp.
  MIRROR IMAGE
  On command, three times per day, a suit of armor or a 
  shield with this property allows the user create images of 
  himself such as those created by the mirror image spell.
  The ability creates six images that last for 6 minutes or until 
  they are struck, whichever comes first.
  Moderate illusion; CL 6th; Craft Magic Arms and Armor, 
  mirror image; Price +20,000 gp.
  PROOF AGAINST ENCHANTMENTS
  A character wearing a suit of armor or a shield that 
  possesses this property gains immunity to the first three 
  enchantment spells that would otherwise affect him each 
  day.
  Moderate abjuration; CL 9th; Craft Magic Arms and Armor, 
  break enchantment; Price +50,000 gp.
  SAILING
  The wearer of armor with this quality automatically 
  succeeds on Balance checks (up to DC 20) while on board a 
  ship.
  Though its weight does not change, the armor itself is 
  slightly buoyant, granting the wearer a +5 circumstance 
  bonus on Swim checks.
  Moderate transmutation; CL 6th; Craft Magic Arms and 
  Armor, sea legs, creator must have 5 ranks in the Swim skill; 
  Price +20,000 gp.
  SANCTUARY
  Three times per day, on command, a character wearing 
  armor or a shield with this property is protected as if by a 
  sanctuary spell (Will DC 11 negates).
  The effect lasts for 1 minute.
  Moderate abjuration; CL 10th; Craft Magic Arms and 
  Armor, sanctuary; Price +1 bonus.
  VERMIN CONTROLLING
  The wearer of a suit of armor or a shield with this property 
  may control up to 26 HD of vermin per day, similar to the 
  undead controlling property (see the Dungeon Master’s Guide
  for more details).
  At dawn each day, the wearer loses control of the vermin 
  still under his sway.
  Armor or shields with this ability appear to be made of 
  segmented body parts (such as an arachnid or an insect); 
  this feature is entirely decorative and has no other effect on 
  the armor.
  Strong enchantment; CL 15th; Craft Magic Arms and 
  Armor, mass charm monster; Price +49,000 gp.
  STORMWRACK (3.5)
  BUOYANT
  This special ability can be placed only on a suit of armor.
  Buoyant armor looks no different from a normal suit, but it 
  is much lighter.
  It weighs only half as much as normal, and its armor check 
  penalty is not doubled for Swim checks.
  The armor is no less awkward to wear, however, so medium 
  and heavy armors still slow the wearer.
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, freedom of movement; Price +1 bonus.
  DEEP
  This special ability can be placed only on a suit of armor.
  A suit of deep armor is a dull black color.
  The wearer gains the ability to breathe water and is 
  immune to damage from cold water and to pressure in 
  extreme depths of water.
  Additionally, he gains darkvision out to 60 feet.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, transformation of the deeps; Price +22,500 gp.
  
  43
  GILLED
  This special ability can be placed only on a suit of armor.
  Gilled armor has a decorative fluted border around the 
  neck.
  A water-breathing wearer of gilled armor can breathe and 
  speak freely in air.
  Moderate transmutation; CL 5th; Craft Magic Arms and 
  Armor, air breathing; Price +7,500 gp.
  NACREOUS
  A shield or suit of nacreous armor has a pearlescent sheen.
  The wearer has improved protection from piercing 
  weapons, gaining an additional +2 bonus to AC against such 
  attacks.
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, 
  mage armor; Price +1 bonus.
  SWORD AND FIST (3.0)
  ARROW CATCHING
  A shield with this ability attracts ranged weapons to it.
  It has a deflection bonus of +1 versus ranged weapons 
  because projectiles and thrown weapons veer toward it.
  Additionally, any projectile or thrown weapon aimed at a 
  target within 5 feet of the shield’s wearer diverts from its 
  original target and targets the shield’s bearer instead.
  (If the wielder has total cover with respect to the attacker, 
  the projectile or thrown weapon is not diverted).
  Additionally, those attacking the wearer with ranged 
  weapons ignore any miss chances that would normally 
  apply.
  Projectiles and thrown weapons that have an enhancement 
  bonus higher than the shield’s base AC bonus are not 
  diverted to the wearer (but the shield’s increased AC bonus 
  still applies against these weapons).
  The wielder activates this ability with a command word and 
  can shut it off by repeating the command word.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  entopic shield; Market Price: +1 bonus.
  DANCING
  The wearer can loose a dancing shield as a standard action 
  and command it to protect a single character (possibly the 
  wearer himself).
  The dancing shield floats in the air in front of the protected 
  character, darting in front of an opponent’s weapons and 
  providing with respect to the attacker, the projectile or 
  thrown cover against attacks from one opponent per round.
  (It provides cover against an attacker unless it has already 
  done so since its wielder’s last turn).
  Use the shield’s armor bonus (including its enhancement 
  bonus) as the cover bonus to AC.
  At the end of 4 rounds, the dancing shield falls to the 
  ground.
  The user must pick it up and command it for it to function 
  again.
  Only one dancing shield can protect a character.
  It is half as effective as normal (half the cover bonus to AC) 
  when protecting a Large-size creature, and it cannot 
  effectively provide cover for a Huge or bigger creature.
  The dancing shield only functions for a character that is 
  proficient with using shields.
  It ceases dancing before 4 rounds have passed if so 
  commanded.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, animate objects; Market Price: +3 bonus.
  UNDERDARK (3.5)
  DROWCRAFT
  Drowcraft armors were once common, but they have fallen 
  out of everyday use in many drow cities.
  Drowcraft armor provides a +2 deflection bonus to Armor 
  Class if the wearer is in an earth node or area of faerzress.
  Outside these areas, the deflection bonus is lost, but the 
  armor otherwise functions normally.
  Drowcraft armor that is exposed to sunlight must make a 
  DC 8 Fortitude save or dissolve utterly.
  A new save at the same DC is required for each day of 
  exposure.
  Covered armor and armor exposed to indirect light (such as 
  indoors) are still vulnerable to this effect, but a drowcraft 
  armor can be kept safe indefinitely inside a lead-lined case.
  A drowcraft armor treated with darkoil (see Special Items, 
  above) is immune to the effects of sunlight.
  Strong abjuration; CL 12th; Craft Magic Arms and Armor, 
  contingency, disintegrate, drow; Price +1 bonus.
  Halfweight: All halfweight armors are exceptionally crafted 
  works of art that use psionic circuitry, exceptional 
  materials, and unbelievable articulation engineering to 
  reduce the weight of normal armor to half its listed weight.
  A halfweight armor is treated as light armor in every way, 
  except that the protection it provides is not affected.
  Thus, +1 halfweight breastplate is light armor and can be used 
  without penalty by someone who has proficiency only with 
  light armor.
  Moderate transmutation; CL 8th; Craft Magic Arms and 
  Armor or Craft Psionic Arms and Armor, psionic creature; 
  Price +3 bonus (+2 bonus if used on illithidwrought armor).
  ILLITHIDWROUGHT
  Illithidwrought armors are common enough within the 
  confines of illithid-controlled areas, but they are little 
  known in the world beyond.
  Such armors sometimes seem to have minds of their own, 
  moving and shifting almost imperceptibly, even when not 
  worn.
  An illithidwrought armor grants any wearer a +1 insight 
  bonus to Armor Class.
  This bonus rises to +2 for a psionic creature.
  Moderate divination; CL 8th; Craft Magic Arms and Armor 
  or Craft Psionic Arms and Armor, psionic creature; Price +2 
  bonus.
  
  44
  MALLEABLE
  Malleable armor allows its wearer to move naturally in the 
  cramped quarters of caves and tunnels.
  The wearer of malleable armor ignores the speed reduction 
  for hampered movement when moving in a narrow space 
  (an area smaller than but at least one-half of the wearer’s 
  space) or a low space (an area shorter than but at least one-
  half of the wearer’s height).
  The wearer also retains his Dexterity bonus (if any) to his 
  Armor Class.
  If the space is both narrow and low, the wearer functions as 
  if only one of those conditions applied.
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, Tunnelrunner feat; Price +1 bonus.
  STARVER
  Armor created with this special ability is so named because 
  more than a few mind flayers have lost tentacles to its 
  slashing blades.
  Such armor incorporates a special defense against creatures 
  that attempt to grab or swallow the wearer.
  When an enemy attempts a grapple check against the 
  wearer, razor-sharp blades spring out in all directions, 
  dealing 2d6 points of slashing damage to the grappling 
  creature.
  The blades instantly retract if the wearer is released; 
  otherwise, they continue to deal 2d6 points of damage to 
  the grappling creature each round on the wearer’s turn.
  They also deal damage against any creature that has 
  swallowed the wearer.
  Should the wearer die, the blades become inert.
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor; Price +2 bonus.
  XORN MOVEMENT
  This property grants the wearer the benefit of the xorn 
  movement spell (see Chapter 4) for 9 rounds per day.
  This duration need not be used all at once.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, xorn movement; Price 36,000 gp more than the 
  armor’s normal price.
  
  45
  BONDING RITUALS
  DUNGEON MASTER’S 
  GUIDE 2 (3.5)
  BLOOD
  You forge a bond with your chosen weapon by using it to 
  defeat a powerful enemy.
  Prerequisite: Base attack bonus +3.
  Task: You must use the chosen weapon to strike the killing 
  blow against a living creature whose Challenge Rating is at 
  least 2 higher than your character level.
  The creature must be an aberration, animal, dragon, giant, 
  magical beast, monstrous humanoid, or vermin.
  Ceremony: Within 1 hour of completing the task, you must 
  complete a 15-minute ceremony of respect for the 
  vanquished foe, during which you anoint both yourself and 
  the weapon with the creature’s blood (or similar sort of 
  bodily fluid).
  Benefit: You gain a +2 bonus on Knowledge checks related 
  to creatures of the same type as the vanquished foe (see the 
  Knowledge skill description, page 78 of the Player’s 
  Handbook).
  For example, defeating a wyvern as part of the Ritual of 
  Blood grants you a +2 bonus on Knowledge (arcana) checks 
  regarding dragons.
  Truebond Benefit: You gain a +4 bonus on damage rolls 
  against creatures of the same type as the vanquished foe.
  Typical Items: This ritual can be used with any weapon.
  DREAD
  You forge a bond with your chosen weapon by overcoming 
  your natural fear of life-draining effects.
  Prerequisite: Intimidate 6 ranks.
  Task: You must use the chosen weapon to deliver the 
  killing blow against a creature with the energy drain special 
  attack (such as a vampire) whose Challenge Rating is at 
  least 2 higher than your character level.
  Ceremony: Within 1 minute of completing the task, you 
  must spend a full-round action to channel the dissipating 
  negative energy of your vanquished foe into yourself and 
  your weapon.
  This process bestows one negative level on you, which 
  must remain in effect for 24 hours.
  If the negative level is removed by any means during this 
  period, the ritual automatically fails.
  At the end of the 24-hour waiting period, the negative level 
  disappears as if you had successfully saved against it, and 
  the ceremony is complete.
  Benefit: You gain a +2 bonus on Fortitude saves made to 
  remove negative levels.
  Truebond Benefit: You can ignore the effects of a single 
  negative level, taking no penalties on rolls and losing 
  neither hit points nor spells.
  (You must still make the usual saving throw 24 hours later 
  to remove the negative level so that it does not become 
  permanent).
  If you have gained more than one negative level, you 
  function as if you had one less negative level than you 
  actually do.
  Typical Items: This ritual can be used with any weapon.
  FAITH
  You forge a bond with the chosen item by using it in battle 
  against an enemy of your faith.
  Prerequisites: Knowledge (religion) 3 ranks, able to cast 
  2nd-level divine spells.
  Task: While wielding or wearing the item, you must deliver 
  the killing blow to an outsider whose Challenge Rating is at 
  least 2 higher than your character level.
  At least one component of this outsider’s alignment must 
  be opposed to yours.
  For example, if you are lawful good, the outsider must be 
  either chaotic or evil.
  If you are neutral, neither component of the outsider’s 
  alignment can be neutral (that is, it must be lawful good, 
  chaotic good, lawful evil, or chaotic evil).
  Ceremony: Within 1 hour of completing the task, you must 
  begin an 8-hour ritual of prayer and concentration in a 
  temple or on a site dedicated to your patron deity.
  Benefit: You gain a +1 bonus on Will saves against spells or 
  spell-like abilities used by outsiders whose alignment does 
  not match your own.
  Truebond Benefit: The bonded item is considered to have 
  your alignment, and any effects it generates have alignment 
  aspects that match yours.
  Furthermore, if you have any abilities that affect your 
  alignment-based spells (such as the Good domain), these 
  abilities also affect the bonded item’s powers.
  Finally, any attack made by a bonded weapon that has this 
  benefit overcomes damage reduction of the appropriate 
  types.
  For example, if you are lawful good, your bonded weapon 
  overcomes damage reduction as if its attacks were both 
  good and lawful.
  Typical Items: This ritual can be used with any armor, 
  shield, staff, amulet, phylactery, or vestment.
  FIRE
  You forge a bond with your chosen item by enduring the 
  destructive power of a fiery conflagration.
  Prerequisite: Base attack bonus +3.
  Task: While holding the chosen item, you must voluntarily 
  fail a saving throw against a fire spell cast by an enemy 
  whose caster level equals or exceeds your character level.
  The spell must be capable of dealing damage equal to at 
  least half your full normal hit points.
  You may not use any means (including spells such as resist 
  energy) to protect yourself from the fire damage dealt by the 
  spell.
  You need not survive the damage to complete the task.
  Ceremony: Within 24 hours of completing the task, you 
  must complete a 1-hour ceremony of prayer in front of a 
  bonfire or similar conflagration.
  Benefit: You gain a +1 bonus on saving throws against spells 
  or effects with the fire descriptor.
  
  46
  Truebond Benefit: You gain resistance to fire 10.
  Typical Items: This ritual can be used with any armor, 
  shield, weapon, cloak, ring, or helm.
  HONOR
  You forge a bond with the chosen item by defeating an 
  enemy in honorable combat.
  Prerequisites: Diplomacy 6 ranks, any lawful alignment.
  Task: You must challenge and defeat a creature whose 
  Challenge Rating equals or exceeds your character level 
  and whose Intelligence score is 3 or higher.
  All damage dealt to the creature must be nonlethal, and 
  none of it may be dealt by any of your allies.
  Ceremony: Within 1 hour of completing the task, you must 
  begin a 10-minute ceremony of respect for the vanquished 
  foe.
  This ceremony must conclude with the bestowal of 
  sufficient healing (magical or otherwise) to restore the 
  creature to consciousness.
  Benefit: As long as the bonded item is stowed (not held, 
  worn, or otherwise immediately useable), you gain a +1 
  bonus on initiative checks.
  Truebond Benefit: You gain a +4 dodge bonus to AC against 
  attacks of opportunity made by creatures that you have not 
  yet attacked.
  Typical Items: This ritual can be used with any weapon, 
  armor, or shield.
  MAGIC
  You forge a bond with the chosen item by overcoming an 
  enemy spellcaster’s magical prowess.
  Prerequisite: Spellcraft 6 ranks.
  Task: You must successfully counter or dispel a spell cast by 
  an enemy whose caster level is at least 2 higher than your 
  own.
  Ceremony: Within 24 hours of completing the task, you 
  must meditate for 8 consecutive hours without 
  interruption.
  Benefit: You gain a +1 bonus on caster level checks made 
  while holding or wearing the bonded item.
  Truebond Benefit: You gain a +1 bonus on saving throws 
  against spells and spell-like abilities made while holding or 
  wearing the item.
  Typical Items: This ritual can be used with any rod, staff, 
  wand, amulet, cloak, or robe.
  PURITY
  You forge a bond with the chosen item by undergoing a 
  grueling ritual of bodily purification.
  Prerequisite: Concentration 6 ranks or Autohypnosis 6 
  ranks (see the Expanded Psionics Handbook).
  Task and Ceremony: You must meditate and fast for 14 
  consecutive days, eating no food and drinking only water.
  You may not use any means (either magical or mundane) to 
  heal the nonlethal damage dealt by starvation, nor may you 
  accept any assistance from another character in completing 
  (or surviving) this task.
  The item must be in your possession during the entire 
  process.
  Benefit: You gain a +1 bonus on Constitution checks and 
  Constitution-based skill checks.
  Truebond Benefit: You take no penalties to Strength or 
  Dexterity for fatigue.
  Typical Items: This ritual can be used with any weapon, 
  bracers, or cloak.
  SONG
  You forge a bond with the chosen item by using it to 
  demonstrate your talent for performance.
  Despite its name, this ritual applies to any kind of 
  performance, even one with no vocal components.
  Prerequisite: Perform (any) 6 ranks.
  Task and Ceremony: You must use Perform checks to earn 
  at least 1% of the gp cost for imbuing the bonded item with 
  its new ability.
  See the Perform skill description, page 79 of the Player’s 
  Handbook, for details.
  The item must be incorporated into each of these 
  performances in some way—perhaps as accompaniment to 
  a musical performance, or as a prop or costume accessory.
  Benefit: You gain a +1 bonus on Perform checks made 
  while holding or wearing the item.
  Truebond Benefit: You can add 1 to the caster level of any 
  spell you cast while holding or wearing the item, as long as 
  the spell has both a verbal and a somatic component.
  A spell cast without either or both of these components for 
  any reason—either because it does not require them or 
  because it is affected by a feat such as Still Spell—does not 
  gain this benefit.
  Typical Items: This ritual can be used with any amulet, 
  cloak, hat, instrument, or vest.
  THEFT
  You forge a bond with your chosen item by using it in 
  grand larceny.
  Prerequisites: Any three of the following skills (6 ranks 
  each): Bluff, Disable Device, Hide, Move Silently, Open 
  Lock, Search, or Sleight of Hand.
  Task: You must steal one or more objects that together are 
  worth at least as much as the gp cost of the ceremony (see 
  below) from a foe whose Challenge Rating is at least 2 
  higher than your character level.
  The foe need not be in physical possession of the objects at 
  the time of the theft, but he must be within 100 feet of 
  them.
  You must then use your chosen item in some fashion that 
  involves one of the same rolls or checks you made during 
  the theft.
  Ceremony: Within 1 hour of completing the task, you must 
  give away stolen treasure whose gp value equals or exceeds 
  the cost of imbuing the bonded item with its new abilities.
  Throughout the distribution of these items, you must 
  spread tales of your skill and cunning.
  Benefit: You gain a +1 bonus on any Open Lock check or 
  Search check on which you take 10.
  Truebond Benefit: You gain a +2 bonus on any Open Lock 
  or Search check on which you take 20, and on any Bluff, 
  Disable Device, or Sleight of Hand check on which you 
  take 10.
  Typical Items: This ritual can be used on any boots, cloak, 
  gloves, or container.
  
  47
  TRAVEL
  You forge a bond with the chosen item by carrying it with 
  you during a long journey.
  Prerequisite: Knowledge (geography) 6 ranks or Survival 6 
  ranks.
  Task: You must complete an overland trek of at least 50 
  miles per character level you possess.
  You can have company on this journey, but you must cover 
  the entire distance on foot.
  The chosen item must accompany you throughout this 
  task.
  Ceremony: At some point during each day of travel, you 
  must meditate for 1 hour.
  If this meditation is interrupted, you can begin meditating 
  again.
  However, if you let an entire 24 hours pass without 
  performing the required meditation, you must restart the 
  journey.
  Benefit: You gain a +1 bonus on Survival checks, as well as 
  on all checks and saves mentioned in the description of the 
  Endurance feat (see page 93 of the Player’s Handbook).
  Truebond Benefit: You can move at your normal speed 
  through difficult terrain that would normally halve your 
  speed, including undergrowth (but not heavy 
  undergrowth), shallow bogs, steep slopes, and dense rubble.
  Obstacles (such as low walls), as well as any magically 
  created difficult terrain, hamper your movement as normal.
  Typical Items: This ritual can be used on any boots, cloak, 
  or container.
  
  48
  CONSTRUCTS
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  EQUINE GOLEM CONSTRUCTION
  An equine golem’s body must be carved from a single 
  hardwood tree at least 100 years old.
  The golem costs 20,000 gp to create, which includes 400 gp 
  for the body.
  Assembling the body requires a successful Craft 
  (woodworking) check (DC 13).
  The creator must be 12th level and able to cast arcane spells.
  Completing the ritual drains 750 XP from the creator and 
  requires animate objects, geas/quest, limited wish, phantom 
  steed, and shatter.
  CITY OF SPLENDORS 
  WATERDEEP (3.5)
  GARGOYLE CONSTRUCTION
  A guardgoyle’s body is sculpted from granite or basalt and 
  coated with gem dust.
  The materials cost 1,000 gp.
  The creature’s master can assemble the body or hire 
  someone else to do the job.
  Creating the body requires a DC 20 Craft (sculpting) check 
  or a DC 20 Craft (stonemasonry) check.
  After the body is sculpted, the guardgoyle is animated 
  through an extended magical ritual that requires a specially 
  prepared laboratory or workroom, similar to an alchemist’s 
  laboratory and costing 500 gp to establish.
  If the creator is personally constructing the creature’s body, 
  the building and the ritual can be performed together.
  Damage to a guardgoyle can be repaired with a stone shape 
  spell; each such use restores 1d8 hit points to the creature.
  Repair damage spells also work.
  CL 7th; Craft Construct, alarm, fly, shout, stone shape, caster 
  must be at least 7th level; Price 4,000 gp; Cost 2,500 gp + 
  120 XP.
  SCALADAR CONSTRUCTION
  A scaladar’s body is sculpted from 2,000 pounds of pure 
  iron, smelted with rare tinctures and admixtures costing at 
  least 5,000 gp.
  Assembling the body requires a DC 20 Craft 
  (armorsmithing) check or a DC 20 Craft (weaponsmithing) 
  check.
  In addition, an existing ring of Trobriand must be employed 
  or a new one created as part of the process.
  (The cost of doing so is not included in the cost or price of 
  the construct).
  CL 13th; Craft Construct, arcane sight, limited wish, 
  polymorph any object, protection from energy, shield, caster must 
  be at least 13th level; Price 25,000 gp; Cost 15,000 gp + 800 
  XP.
  WALKING STATUE OF WATERDEEP 
  CONSTRUCTION
  A walking statue is a great colossus made of dense stone, 
  usually dolomite or andesite.
  It stands 40 feet tall and weighs about 1,000 tons.
  The stone must be of good quality, and costs 50,000 gp.
  Assembling the body requires a DC 25 Craft (sculpting) or 
  Craft (stonemasonry) check.
  CL 18th; Craft Construct, ethereal jaunt, Mordenkainen’s 
  disjunction, see invisibility; Price 250,000 gp; Cost 150,000 gp 
  + 8,000 XP.
  CITYSCAPE (3.5)
  SIEGE GOLEM CONSTRUCTION
  A siege golem’s body must be crafted from enormous 
  amounts of high-quality hardwoods, with iron joints and 
  leather fittings, costing a total of 3,000 gp.
  The catapult requires masterwork craftsmanship.
  The body must then be engraved with mystical sigils, and 
  treated with rare tinctures worth another 3,000 gp.
  Assembling the body requires a DC 15 Craft (carpentry) 
  check.
  CL 14th; Craft Construct, geas/quest, fabricate, limited wish,
  caster must be at least 14th level; Price 100,000 gp; Cost 
  56,000 gp + 4,000 XP.
  COMPLETE DIVINE (3.5)
  BOGUN CONSTRUCTION
  Unlike a homunculus, a bogun is created from natural 
  materials available in any forest.
  Thus, there is no gold piece cost for its creation.
  All materials used become permanent parts of the bogun.
  The creator must be at least 7th level and possess the Craft 
  Wondrous Item feat to make a bogun.
  Before casting any spells, a physical form must be woven 
  out of living (or once-living) vegetable matter to hold the 
  magical energy.
  A bit of the creator’s own body, such as a few strands of hair 
  or a drop of blood, must also be incorporated into this crude 
  mannequin.
  The creator may assemble the body personally or hire 
  someone else to do it.
  Creating the mannequin requires a Craft (basketweaving or 
  weaving) check (DC 12).
  Once the body is finished, the creator must animate it 
  through an extended magical ritual that requires a week to 
  complete.
  The creator must labor for at least 8 hours each day in 
  complete solitude in a forest grove; any interruption from 
  another sentient creature undoes the magic.
  
  49
  If the creator is personally weaving the creature’s body, that 
  process and the ritual can be performed together.
  When not actively working on the ritual, the creator must 
  rest and can perform no other activities except eating, 
  sleeping, or talking.
  Missing even one day causes the process to fail.
  At that point, the ritual must be started anew, though the 
  previously crafted body and the grove can be reused.
  On the final day of the ritual, the creator must personally 
  cast control plants, wood shape, and beget bogun.
  These spells can come from outside sources, such as scrolls, 
  rather than being prepared, if the creator prefers.
  COMPLETE WARRIOR (3.5)
  BLADE GUARDIAN CONSTRUCTION
  A blade guardian is built from wood, silver, stone, and steel.
  The materials cost 4,000 gp.
  The guardian’s master may assemble the body or hire 
  someone to do the job.
  Creating the body re quires a DC 16 Profession 
  (engineering) check.
  After the body is sculpted, the blade guardian is animated 
  through an extended magical ritual that requires a specially 
  prepared laboratory or workroom, similar to an alchemist’s 
  laboratory and costing 500 gp to establish.
  If the creator is personally constructing the creature’s body, 
  the building and the ritual can be performed together.
  A blade guardian with more than 8 Hit Dice can be created, 
  but each additional Hit Die adds 3,000 gp to the market 
  price, and the price increases by 15,000 gp if the creature’s 
  size increases to Large, modifying the cost to create 
  accordingly.
  Caster Level: 11th; Prerequisites: Craft Construct (see page 303 
  of the Monster Manual), fabricate, locate creature, Tenser’s 
  transformation; Market Price: 30,000 gp; Cost to Create: 18,000 
  gp + 1,200 XP.
  GAUNTLET GUARDIAN 
  CONSTRUCTION
  A gauntlet guardian is built from brass, stone, and steel.
  The materials cost 3,000 gp.
  The guardian’s master may assemble the body or hire 
  someone else to do the job.
  Creating the body requires a DC 16 Profession 
  (engineering) check.
  After the body is sculpted, the gauntlet guardian is 
  animated through an extended magical ritual that requires 
  a specially prepared laboratory or workroom, similar to an 
  alchemist’s laboratory and costing 500 gp to establish.
  If the creator is personally constructing the creature’s body, 
  the building and the ritual can be performed together.
  A gauntlet guardian with more than 4 Hit Dice can be 
  created, but each additional Hit Die adds 2,000 gp to the 
  market price, and the price increases by 10,000 gp if the 
  creature’s size increases to Medium, modifying the cost to 
  create accordingly.
  Caster Level: 9th; Prerequisites: Craft Construct (see page 303 
  of the Monster Manual), fabricate, locate creature, stone shape;
  Market Price: 20,000 gp; Cost to Create: 11,500 gp + 800 XP.
  SPARK GUARDIAN CONSTRUCTION
  A spark guardian is built from wood, leather, and copper.
  The materials cost 2,000 gp.
  The guardian’s master may assemble the body or hire 
  someone else to do the job.
  Creating the body requires a DC 16 Profession 
  (engineering) check.
  After the body is sculpted, the spark guardian is animated 
  through an extended magical ritual that requires a specially 
  prepared laboratory or workroom, similar to an alchemist’s 
  laboratory and costing 500 gp to establish.
  If the creator is personally constructing the creature’s body, 
  the building and the ritual can be performed together.
  A spark guardian with more than 2 Hit Dice can be created, 
  but each additional Hit Die adds 1,000 gp to the market 
  price, and the price increases by 5,000 gp if the creature’s 
  size increases to Medium, modifying the cost to create 
  accordingly.
  Caster Level: 7th; Prerequisites: Craft Construct (see page 303 
  of the Monster Manual), lightning bolt, locate creature, minor 
  creation; Market Price: 10,000 gp; Cost to Create: 7,000 gp + 400 
  XP.
  DRACONOMICON (3.5)
  DRAGONBONE GOLEM 
  CONSTRUCTION
  A dragonbone golem’s body must be crafted from the 
  skeletons of one or more dragons, strung together with 
  adamantine wire worth 5,000 gp.
  Creating the body requires a DC 20 Heal check.
  CL 13th; Craft Construct (see page 303 of the Monster 
  Manual), animate dead, cause fear, geas/quest, caster must be at 
  least 13th level; Price 115,000 gp; Cost 60,000 gp + 4,400 XP.
  DRAKESTONE GOLEM 
  CONSTRUCTION
  A drakestone golem’s body is intricately chiseled from a 
  single block of high-quality stone, usually granite, weighing 
  at least 3,000 pounds and costing 5,000 gp.
  It must also be polished with rare oils worth 10,000 gp.
  Assembling the body requires a DC 25 Craft (sculpting or 
  masonry) check.
  CL 16th; Craft Construct (see page 303 of the Monster 
  Manual), animate objects, antimagic field, flesh to stone,
  geas/quest, caster must be at least 16th level; Price 175,000 
  gp; Cost 95,000 gp + 6,400 XP.
  IRONWYRM GOLEM 
  CONSTRUCTION
  An ironwyrm golem is sculpted from 5,000 pounds of pure 
  iron, smelted with other rare components and elixirs 
  costing at least 25,000 gp.
  Assembling the body requires a DC 30 Craft 
  (armorsmithing or weaponsmithing) check.
  
  50
  CL 18th; Craft Construct (see page 303 of the Monster 
  Manual), animate objects, antimagic field, geas/quest, incendiary 
  cloud, limited wish, caster must be at least 18th level; Price 
  225,000 gp; Cost 125,000 gp + 8,000 XP.
  DROW OF THE 
  UNDERDARK (3.5)
  ADAMANTINE SPIDER 
  CONSTRUCTION
  An adamantine spider is assembled from exquisitely 
  wrought adamantine components.
  During the construction process, each component is bathed 
  in a mixture of venom, roper blood, and the tears of a dozen 
  slaves.
  The components and materials cost 450 gp, and 
  constructing the body requires a DC 18 Craft 
  (metalworking) check.
  In addition to the cost of materials, the creator must 
  purchase or craft the poison the construct uses separately.
  An adamantine spider can be constructed with more than 4 
  Hit Dice.
  Each additional Hit Die adds 3,000 gp to the cost.
  The creation cost also includes the materials for the 
  command amulet attuned to that adamantine spider.
  For the purpose of creation, the amulet is considered part of 
  the construct.
  It is not possible to recreate a destroyed amulet, nor to 
  bypass the amulet’s function to control the adamantine 
  spider without it.
  CL 12th; Craft Construct, animate objects, discern location;
  Price 10,900 gp; Cost 5,450 gp + 436 XP.
  EPIC LEVEL HANDBOOK 
  (3.0)
  ADAMANTINE GOLEM 
  CONSTRUCTION
  An adamantine golem’s body is sculpted from 45,000 
  pounds of pure iron and is then polymorphed into 
  adamantine (using wish).
  The golem costs 500,000 gold pieces to create, which 
  includes 25,000 gp for the body.
  Assembling the body requires a successful Craft 
  (armorsmithing) or Craft (weaponsmithing) check (DC 40).
  The creator must be 30th level, have the Craft Epic Magic 
  Arms and Armor feat, and be able to cast arcane spells.
  Completing the ritual drains 10,000 XP from the creator 
  and requires Bigby’s crushing hand, geas/quest, polymorph any 
  object, and wish.
  FLESH COLOSSUS CONSTRUCTION
  Only a master necromancer of surpassing power can create 
  a flesh colossus.
  The bodies of not less than three hundred previously 
  animated Medium-size humanoid creatures must be 
  stripped of their flesh and the bones, which are then 
  rendered in two great vats.
  The resulting semiliquid bone-paste is then cast into a new 
  articulated skeleton of great size, to which the rendered 
  flesh is applied like wet clay to shape the figure.
  Finally, the necromancer must bind a ghost of at least 10 
  HD (the more powerful the better) into the colossus to act 
  as its controlling spirit.
  Without the controlling spirit, the colossus is just an 
  oversized zombie; with it, it functions as a golem of great 
  size and repugnant appearance.
  If no ghost is available, the necromancer may occupy the 
  colossus himself by casting magic jar.
  The colossus costs 760,000 gp to create, which includes 
  100,000 gp for the body.
  Assembling the body takes no great skill, and many flesh 
  colossi reveal that fact in their uncouth forms.
  The creator must be 29th level and able to cast epic spells.
  Completing the ritual drains 30,600 XP from the creator 
  and requires magic jar, limited wish, polymorph any object, and 
  finger of death.
  IRON COLOSSUS CONSTRUCTION
  An iron colossus’s body is sculpted from 150,000 pounds of 
  pure iron.
  The colossus costs 1,000,000 gp to create, which includes 
  100,500 gp for the body.
  Assembling the body requires a successful Craft 
  (armorsmithing) or Craft (weaponsmithing) check (DC 42).
  The creator must be 35th level and able to cast epic spells.
  Completing the ritual drains 50,000 XP from the creator 
  and requires cloudkill, geas/quest, limited wish, and polymorph 
  any object.
  METAL DESTRIER
  Forged by Rary the Traitor, this construct resembles a 
  mechanical heavy warhorse with gleaming silver skin and 
  burning yellow eyes.
  It follows the orders of its creator, or whomever its creator 
  designates as its new master (currently Robilar).
  Caster Level: 16th; Prerequisites: Craft Magic Arms and 
  Armor, Craft Wondrous Item, cloudkill, geas/quest, limited 
  wish, polymorph any object, Craft (armor/smithing) check 
  (DC 20), 2 months of extended magical ritual to complete; 
  Market Price: 200,000 gp.
  
  51
  MYTHRAL GOLEM CONSTRUCTION
  A mithral golem’s body is sculpted from 8 1/2 tons of pure 
  iron and is then polymorphed into mithral (using wish).
  A mithral golem costs 250,000 gold pieces to create, which 
  includes 5,000 gp for the body.
  Assembling the body requires a successful Craft 
  (armorsmithing) or Craft (weaponsmithing) check (DC 30).
  The creator must be 25th level, have the Craft Epic Magic 
  Arms and Armor feat, and be able to cast arcane spells.
  Completing the ritual drains 5,000 XP from the creator and 
  requires geas/quest, haste, polymorph any object, and wish.
  STONE COLOSSUS CONSTRUCTION
  A stone colossus’s body is chiseled from a single block of 
  hard stone, such as granite, weighing at least 375,000 
  pounds.
  The colossus costs 760,000 gp to create, which includes 
  100,000 gp for the body.
  Assembling the body requires a successful Craft (sculpting) 
  or Craft (masonry) check (DC 37).
  The creator must be 25th level and able to cast epic spells.
  Completing the ritual drains 30,600 XP from the creator 
  and requires geas/quest, limited wish, polymorph any object, and 
  shatter.
  EXPANDED PSIONICS 
  HANDBOOK (3.5)
  PSION-KILLER CONSTRUCTION
  A psion-killer’s body is constructed from massive blocks of 
  quartz crystal with a total weight of at least 5,000 pounds 
  and costing at least 8,000 gp.
  Assembling the body requires a DC 20 Craft (sculpting) 
  check or a DC 20 Craft (stonemasonry) check.
  ML 16th; Craft Construct, bend reality, dispel psionics, 
  fabricate, mind seed, manifester must be at least 16th level; 
  Price 150,000 gp; Cost 79,000 gp + 5,680 XP.
  FIEND FOLIO (3.0)
  BLACKSTONE GIANT 
  CONSTRUCTION
  A blackstone gigant’s body is carved from a single block of 
  hard, black stone weighing at least 50,000 pounds.
  A blackstone gigant costs 200,000 gp to create, which 
  includes 5,000 gp for the body.
  Assembling the body requires a successful Craft (sculpting) 
  or Craft (stonemasonry) check (DC 25).
  The creator must be 20th level and be able to cast divine 
  spells.
  Completing the ritual drains 8,000 XP from the creator and 
  requires the Craft Wondrous Item feat, animate objects, flesh 
  to stone, geas/quest, and miracle.
  BLOOD GOLEM OF HEXTOR 
  CONSTRUCTION
  A blood golem’s semisolid body is created from the blood of 
  16 Medium-size humanoids sacrificed to Hextor.
  The golem costs 50,000 gp to create.
  Extracting the blood from the sacrificial victims requires a 
  Heal check (DC 15).
  The creator must be 14th level and able to cast divine spells.
  Completing the creation drains 1,000 XP from the creator 
  and requires animate objects, bull’s strength, gentle repose, and 
  heal.
  The magic armor of the golem costs the standard amount 
  for its kind, except that the materials cost for the 
  masterwork full plate costs more than the normal amount 
  because of the larger size and special requirements of the 
  golem’s physiology (total cost for the armor is 4,150 gp).
  The masterwork flails cost 315 gp each.
  Blood golems can be built with more powerful armors or 
  weapons.
  
  52
  BRAIN GOLEM CONSTRUCTION
  A brain golem’s body is formed from the brains of 
  intelligent creatures and topped off with a bud from a mind 
  flayer community’s elder brain to form the creature’s 
  “head”.
  Its skin is a membrane secreted by the elder brain bud.
  The golem costs 55,000 gp to create, which includes 1,000 
  gp for the construction of the body.
  Assembling the body requires a Heal check (DC 15).
  The creator must be 16th level and able to cast arcane spells.
  Completing the ritual drains 1,200 XP from the creator and 
  requires bull’s strength, feeblemind, geas/quest, limited wish,
  mage armor, and polymorph any object.
  DEMONFLESH GOLEM 
  CONSTRUCTION
  A demonflesh golem can be constructed only in the Abyss 
  or on another chaotic infernal plane (in the D&D 
  cosmology, this would include Pandemonium and Carceri; 
  see Manual of the Planes).
  Assembly requires access to a variety of demon bodies and 
  fiendish grafts (see Appendix 3), specifically including a 
  claw fiendish arm, a fast fiendish leg, a fear fiendish eye, 
  membranous fiendish wings, and a whip fiendish tail.
  The golem costs 130,000 gp to create, which includes 1,000 
  gp for the construction of the body.
  Assembling the body requires a Heal check (DC 15) and a 
  Knowledge (the planes) check (DC 20).
  The creator must be 18th level and able to cast both arcane 
  and divine spells.
  Completing the ritual drains 3,000 XP from the creator and 
  requires darkness, destruction, geas/quest, horrid wilting, planar 
  binding, poison, unholy aura, and unholy blight.
  HELLFIRE GOLEM CONSTRUCTION
  A hellfire golem can be constructed only on the Nine Hells 
  of Baator or another lawful infernal plane (in the D&D 
  cosmology, this would include Acheron and Gehenna; see 
  Manual of the Planes).
  The body is formed from special clays found only on such 
  planes, and it is suffused with unholy energy from its plane 
  of creation.
  The golem costs 125,000 gp to create, which includes 2,000 
  gp for the construction of the body.
  Assembling the body requires a Craft (sculpting) check 
  (DC 20).
  The creator must be 18th level and able to cast both arcane 
  and divine spells.
  Completing the ritual drains 2,500 XP from the creator and 
  requires burning hands, fireball, flame strike, flare, geas/quest,
  planar ally, and produce flame.
  MAUG CONSTRUCTION
  Only the Thulkarr understand the secrets of a maug’s 
  creation, but rumors persist that old ruins might conceal 
  ancient tablets describing that process and the rites by 
  which a whole race can be banished to Acheron.
  In addition to knowledge of the secret rites, it requires 
  10,000 gp and 500 XP to create a maug; the Thulkarr sell the 
  services of maug mercenaries for the express purpose of 
  garnering the funds necessary to build more of their kind.
  NECROPHIDIUS CONSTRUCTION
  To construct a necrophidius, the creator needs the Craft 
  Wondrous Item feat and must expend 5,000 gp in materials 
  and 100 XP.
  The cost includes the need for a skeleton of a Medium-size 
  snake, the skull of a humanoid creature, and all other 
  mundane ingredients.
  Assembling the body requires a successful Craft (sculpting) 
  check (DC 13).
  If the creator is a sorcerer or wizard, the construction 
  process requires geas/quest, hold person, hypnotism, and 
  Mordenkainen’s faithful hound.
  If the creator is a cleric, it requires animate objects, command, 
  geas/quest, and hold person.
  The process takes five days.
  Larger examples of this creature can be created, with each 
  additional Hit Die increasing the cost by 2,500 gp and 50 
  XP.
  WICKER MAN CONSTRUCTION
  A wicker man is made from green vines and branches cut 
  from ancient oak and darkwood trees; the total weight of 
  these materials must be at least 800 pounds.
  A wicker man costs 70,000 gp to create, which includes 
  3,000 gp for the wood and 20,000 gp for special alchemical 
  herbs and oils that must be used to treat the wood.
  Assembling the body requires a successful Craft 
  (woodworking) check (DC 17) and a successful Craft 
  (alchemy) check (DC 15).
  The creator must be 16th level and able to cast divine spells.
  Completing the ritual drains 2,800 XP from the creator and 
  requires entangle, liveoak, and protection from energy.
  FIENDISH CODEX 2 (3.5)
  HELLFIRE ENGINE CONSTRUCTION
  A hellfire engine is assembled from 40,000 pounds of cold 
  iron bathed in the blood of a dozen celestials and then 
  polished with a rare blend of brimstone, sulfur, and acids 
  found only in Hell, costing at least 80,000 gp.
  Assembling the body requires a DC 20 Craft 
  (armorsmithing) check or a DC 20 Craft (weaponsmithing) 
  check.
  CL 25th; Craft Construct (MM 303), hellfire storm, geas/quest,
  limited wish, polymorph any object, caster must be at least 25th 
  level and lawful evil; Price 320,000 gp; Cost 200,000 gp + 
  9,600 XP.
  HEROES OF BATTLE (3.5)
  BRASS STEED CONSTRUCTION
  A brass steed’s body is sculpted from 3,000 pounds of 
  copper and zinc smelted with rare tinctures and admixtures 
  costing at least 1,000 gp.
  
  53
  Creating the body requires a DC 12 Craft (armorsmithing) 
  check or a DC 12 Craft (weaponsmithing) check.
  CL 8th; Craft Construct, animate objects, bull’s strength, flame 
  arrow, geas/quest, haste, caster must be at least 8th level; Price 
  19,000 gp; Cost 10,000 gp + 720 XP.
  HEROES OF HORROR (3.5)
  CADAVER GOLEM CONSTRUCTION
  The pieces of a cadaver golem must come from normal 
  humanoid corpses that have not decayed significantly.
  Assembly requires a minimum of six different bodies—one 
  for each limb, the torso (including head), and the brain.
  In some cases, more bodies might be necessary.
  Special unguents and bindings worth 750 gp are also 
  required.
  Creating a flesh golem requires casting a spell with the evil 
  descriptor.
  This rite is used very infrequently, since few spellcasters 
  care to create a homicidal, sentient golem they cannot 
  control.
  Assembling the body requires a DC 16 Craft 
  (leatherworking) check or a DC 16 Heal check.
  CL 12th; Craft Construct, bull’s strength, create undead,
  geas/quest, limited wish, caster must be at least 12th level; 
  Price 30,000 gp; Cost 15,750 gp + 1,170 XP.
  LIBRIS MORTIS (3.5)
  GRAVE DIRT GOLEM 
  CONSTRUCTION
  A grave dirt golem’s body must be formed from a volume of 
  grave soil (soil dug from the immediate vicinity of a grave).
  This soil must weigh at least 1,000 pounds, and it must be 
  treated with rare oils and powders worth at least 1,500 gp.
  Creating the body requires a DC 15 Craft (sculpting) check.
  CL 11th; Craft Construct (see Monster Manual, page 303), 
  animate objects, commune, resurrection, caster must be at least 
  11th level; Price 36,500 gp; Cost 18,250 gp + 1,400 XP.
  TOMBSTONE GOLEM 
  CONSTRUCTION
  A stone golem becomes a tombstone golem with the 
  following substitutions.
  Rather than simple stone, the creature is made up of fused 
  grave headstones, inscribed with names in various 
  languages, often more than one name per headstone, along 
  with birth and death dates.
  Second, its supernatural ability to slow opponents is 
  replaced by the slay living ability.
  Finally, increase the Challenge Rating by 2.
  Substitute slay living (see below) for slow as a required 
  ingredient of the construction, and change the price to 
  135,000 gp and the cost to 70,000 gp + 5,200 XP.
  LORDS OF MADNESS (3.5)
  ELDER EIDOLON CONSTRUCTION
  Although the technique to build eidolons is ancient and, 
  for all practical purposes, lost to time, rules for creating 
  them are presented here.
  Discovering the secrets of creating eidolons could form the 
  core of a high-level adventure.
  The eidolon’s creator must have the Craft Construct feat.
  The eidolon’s body must be built from stone, and requires a 
  DC 25 Craft (sculpting or stonemasonry) check.
  Knowledge (architecture and engineering) can be 
  substituted for the Craft skill when building an eidolon.
  The cost of the eidolon’s body depends on its size:
  The market price is 6,000 gp per Hit Die of the eidolon, 
  plus the cost of its body.
  The cost to create is 3,000 gp and 240 XP per Hit Die, plus 
  the cost of the body.
  The minimum caster level to create an eidolon is equal to 
  its Hit Dice.
  For example, a Gargantuan eidolon with 20 Hit Dice has a 
  market price of 145,000 gp and requires 4,800 XP to create.
  The cost to create is 85,000 gp, and the caster must be at 
  least 20th level.
  LOST EMPIRES OF FAERÛN 
  (3.5)
  BATTLE HORROR CONSTRUCTION
  A battle horror is created in much the same manner as a 
  helmed horror, except that the armor acquires a +5 
  enhancement bonus.
  A battle horror with more than 20 Hit Dice can be created, 
  but each additional Hit Die adds +8,000 gp to the price.
  Strong transmutation; CL 18th; Craft Construct (see 
  Monster Manual), Craft Magic Arms and Armor, air walk or 
  fly, blink, dimension door, limited wish, magic missile, spell 
  turning; Price 150,000 gp; Cost 76,650 gp.
  CRAWLING CLAW CONSTRUCTION
  A swarm of crawling claws is created from the hands of 
  three hundred Medium or Small humanoids.
  
  54
  No assembly is required, but the hands must be treated 
  with unguents worth 250 gp.
  In addition to the hands, creating a crawling claw swarm 
  requires casting a spell with the evil descriptor.
  CL 7th; Craft Construct, animate dead, cat’s grace, lesser geas,
  caster must be at least 7th level; Price 18,000 gp; Cost 9,250 
  gp + 710 XP.
  HELMED HORROR CONSTRUCTION
  A helmed horror is built from a suit of masterwork full 
  plate armor.
  After procuring the armor, the creator must animate it via 
  an extended magical ritual that requires a specially 
  prepared laboratory or workroom that is similar to an 
  alchemist’s laboratory and costs 500 gp to establish.
  The ritual also gives the armor a +3 enhancement bonus.
  A helmed horror with more than 13 Hit Dice can be 
  created, but each additional Hit Die adds +5,000 gp to the 
  price.
  Strong transmutation; CL 15th; Craft Construct (see 
  Monster Manual), Craft Magic Arms and Armor, air walk or 
  fly, limited wish, spell turning; Price 75,000 gp; Cost 39,150 gp.
  TOMB TAPPER CONSTRUCTION
  While the secrets of thaalud construction have long been 
  lost to the world at large, the tomb tappers know the secret 
  of making more of their kind.
  They usually choose to replace destroyed individuals, but 
  they never increase their total number.
  Five thaalud cooperating with each other can fashion a new 
  tomb tapper in 100 days.
  The exact requirements of the ritual are not known, but the 
  tomb tappers must fashion the new individual’s body from 
  stone, iron, and at least 10,000 gp worth of adamantine.
  MAGIC OF INCARNUM 
  (3.5)
  INCARNUM GOLEM 
  CONSTRUCTION
  An incarnum golem’s body must be sculpted from 
  adamantine, iron, and plates of magically hardened glass.
  These materials cost a total of 7,500 gp.
  Creating the body requires a DC 15 Craft (sculpting) check.
  CL 11th; Craft Construct (see page 303 in the Monster 
  Manual), ability to shape a soulmeld, animate object, limited 
  wish, planar binding, caster must be at least 11th level; Price 
  47,500 gp; Cost 27,500 gp + 1,600 XP.
  MANUAL OF THE PLANES
  (3.0)
  ASTRAL CARRACK CONSTRUCTION
  This 100-foot-long astral ship has an open main deck and a 
  completely enclosed middle deck and bottom deck.
  It requires a crew of twenty, but generally runs on a crew of 
  forty, including an 11th-level captain, an 8th-level first 
  officer, and five 4th-level lieutenants.
  Astral ships are magically created craft of great utility on 
  the Astral Plane.
  They are certainly not creatures in their own right, but if 
  properly manned, they can be treated as colossal constructs 
  moving through the Astral Plane.
  MASTERS OF THE WILD 
  (3.0)
  BOGUN CONSTRUCTION
  Unlike a homunculus, a bogun is created from natural 
  materials available in any forest.
  Thus, there is no gold piece cost for its creation.
  All materials used become permanent parts of the bogun.
  The creator must be at least 7th level and possess the Craft 
  Wondrous Item feat to make a bogun.
  Before casting any spells, a physical form must be woven 
  out of living (or once-living) vegetable matter to hold the 
  magical energy.
  A bit of the creator’s own body, such as a few strands of hair 
  or a drop of blood, must also be incorporated into this crude 
  mannequin.
  The creator may assemble the body personally or hire 
  someone else to do it.
  Creating the mannequin requires a Craft (basketweaving or 
  weaving) check (DC 12).
  Once the body is finished, the creator must animate it 
  through an extended magical ritual that requires a week to 
  complete.
  The creator must labor for at least 8 hours each day in 
  complete solitude in a forest grove; any interruption from 
  another sentient creature undoes the magic.
  If the creator is personally weaving the creature’s body, that 
  process and the ritual can be performed together.
  When not actively working on the ritual, the creator must 
  rest and can perform no other activities except eating, 
  sleeping, or talking.
  Missing even one day causes the process to fail.
  At that point, the ritual must be started anew, though the 
  previously crafted body and the grove can be reused.
  On the final day of the ritual, the creator must personally 
  cast control plants, wood shape, and beget bogun.
  These spells can come from outside sources, such as scrolls, 
  rather than being prepared, if the creator prefers.
  
  55
  MONSTER MANUAL 1 3.0
  (3.0)
  CLAY GOLEM CONSTRUCTION
  A clay golem must be sculpted from one single block of 
  clay weighting at least 1,000 pounds.
  The golem costs 60,000 gp to create, including 1,500 gp for 
  the body and 30,000 gp for vestments, which can be reused.
  Creating the body requires a successful Craft (sculpting or 
  masonry) check (DC 15).
  The ritual requires a 16th-level creator who can cast divine 
  spells.
  Completing the ritual drains 1,200 XP from the creator and 
  requires animate objects, bless, commune, prayer, and 
  resurrection.
  FLESH GOLEM CONSTRUCTION
  The pieces of a flesh golem must come from normal human 
  corpses that have not decayed significantly.
  Assembly requires a minimum of six different bodies, one 
  for each limb, the torso (with head) and the brain.
  In some cases, more bodies may be necessary.
  The golem costs 50,000 gp to create, which includes 500 gp 
  for the construction of the body.
  Assembling the body requires a successful Craft 
  (leatherworking) or Heal check (DC 13).
  The creator must be 14th level and able to cast arcane spells.
  Completing the ritual drains 1,000 XP from the creator and 
  requires bull’s strength, geas/quest, limited wish, polymorph any 
  object, and protection from arrows.
  HOMUNCULUS CONSTRUCTION
  A homunculus costs 100 gp to create, including 20 gp for 
  the body.
  This cost includes all the materials and spell components 
  that are consumed by or become a permanent part of the 
  creation.
  The first task is shaping the creature from a mixture of clay, 
  ashes, mandrake root, spring water, and one pint of the 
  creator’s own blood.
  The creature’s master may assemble the body or hire 
  someone else to do the job.
  Creating the body requires a Craft (sculpture or masonry) 
  check (DC of 12).
  After the body is sculpted, it is animated through an 
  extended magical ritual that requires a 7th-level character 
  with the Craft Wondrous Item feat.
  This ritual requires a week to complete: The creator must 
  labor for at least 8 hours each day in a specially prepared 
  laboratory or workroom, similar to an alchemist’s 
  laboratory and costing 500 gp to establish.
  If the creator is personally constructing the creature’s body, 
  the building and ritual can be performed together.
  A character not actively working on the ritual must rest and 
  can perform no other activities except eating, sleeping, or 
  talking.
  If he or she misses a day, the process fails, and the ritual 
  must be started anew; any gp spent on the failed ritual is 
  lost (but not XP).
  The previously crafted body can be reused, as can the 
  laboratory.
  Completing the ritual requires casting arcane eye, mirror 
  image, and mending on the final day of the ritual and drains 
  25 XP from the creator.
  He or she must cast the spells personally, but they can 
  come from outside sources, such as scrolls.
  IRON GOLEM CONSTRUCTION
  An iron golem’s body is sculpted from 5,000 pounds of pure 
  iron.
  The golem costs 100,000 gp to create, which includes 1,500 
  gp for the body.
  Assembling the body requires a successful Craft 
  (armorsmithing or weaponsmithing) check (DC 20).
  The creator must be 16th level and able to cast arcane spells.
  Completing the ritual drains 2,000 XP from the creator and 
  requires cloudkill, geas/quest, limited wish, and polymorph any 
  object.
  SHIELD GUARDIAN CONSTRUCTION
  A shield guardian costs 100,000 gp to create.
  This cost includes the construct’s physical body, the keyed 
  amulet, and all the materials and spell components that are 
  consumed or become a permanent part of them.
  This cost includes 1,000 gp for the body and 500 gp for the 
  amulet.
  The first task is creating the body, a humanoid figure of 
  wood, bronze, stone and steel.
  The construct’s master can assemble the body or can hire 
  someone to do the job.
  Creating the body requires a successful Profession 
  (engineering) or Craft (sculpture) check (DC 16).
  The second requirement is creating the keyed amulet from 
  bronze, which requires a successful Craft (metalworking) 
  check (DC 12).
  After the body and amulet are fashioned, the creature must 
  be animated through an extended magical ritual that 
  requires a week to complete.
  Understanding the ritual requires a 12th-level character 
  with the Craft Wondrous Item feat.
  The creator must labor for at least 8 hours each day in a 
  specially prepared laboratory or workroom.
  The chamber is similar to both an alchemist’s laboratory 
  and a smithy and costs 1,000 gp to establish.
  When not working on the ritual, the character must rest 
  and can perform no other activities except eating, sleeping, 
  or talking.
  If personally constructing the creature’s body, the creator 
  can perform the building and ritual together.
  If the creator misses a day of the ritual, the process fails and 
  must be started again.
  Money spent is lost, but XP spent are not.
  The shield guardian’s body can be reused, as can the 
  chamber.
  Completing the ritual drains 2,000 XP from the creator and 
  requires limited wish, locate object, make whole, shield, and 
  shield other, which must be cast on the final day of the ritual.
  
  56
  The creator must cast the spells personally, but they can 
  come from outside sources, such as scrolls.
  Amulet: If the keyed amulet is destroyed, the guardian 
  ceases to function until a new one is created.
  If the wearer dies but the amulet is intact, the shield 
  guardian carries out the last command given.
  STONE GOLEM CONSTRUCTION
  A stone golem’s body is chiselled from a single block of 
  hard stone, such as granite, weighting at least 3,000 pounds.
  The golem costs 80,000 gp to create, which includes 1,000 
  gp for the body.
  Assembling the body requires a successful Craft (sculpting 
  or masonry) check (DC 17).
  The creator must be 16th level and able to cast arcane spells.
  Completing the ritual drains 1,600 XP from the creator and 
  requires geas/quest, limited wish, polymorph any object, and 
  slow.
  MONSTER MANUAL 1 3.5
  (3.5)
  CLAY GOLEM CONSTRUCTION
  A clay golem’s body must be sculpted from a single block of 
  clay weighing at least 1,000 pounds, treated with rare oils 
  and powders worth 1,500 gp.
  Creating the body requires a DC 15 Craft (sculpting) check 
  or a DC 15 Craft (pottery) check.
  CL 11th; Craft Construct (see page 303), animate objects,
  commune, resurrection, caster must be at least 11th level;
  Price 40,000 gp; Cost 21,500 gp + 1,540 XP.
  FLESH GOLEM CONSTRUCTION
  The pieces of a flesh golem must come from normal human 
  corpses that have not decayed significantly.
  Assembly requires a minimum of six different bodies—one 
  for each limb, the torso (including head), and the brain.
  In some cases, more bodies may be necessary.
  Special unguents and bindings worth 500 gp are also 
  required.
  Note that creating a flesh golem requires casting a spell 
  with the evil descriptor.
  Assembling the body requires a DC 13 Craft 
  (leatherworking) check or a DC 13 Heal check.
  CL 8th; Craft Construct (see page 303), animate dead, bull’s 
  strength, geas/quest, limited wish, caster must be at least 8th 
  level; Price 20,000 gp; Cost 10,500 gp + 780 XP.
  GREATER STONE GOLEM 
  CONSTRUCTION
  A greater stone golem is a colossus of granite, the largest 
  and most fearsome stone golem commonly created.
  These immensely powerful constructs are most often used 
  to guard royal tombs, magical armories, and similar places 
  of ancient power.
  A greater stone golem is 18 feet tall and weighs around 
  32,000 pounds.
  It resembles a typical stone golem in all respects, except 
  that the Will save DC is 31 against its slow ability.
  CL 14th; Craft Construct (see page 303), antimagic field,
  geas/quest, symbol of stunning, caster must be at least 14th 
  level; Price 196,000 gp; Cost 105,000 gp + 7,640 XP.
  HOMUNCULUS CONSTRUCTION
  A homunculus is shaped from a mixture of clay, ashes, 
  mandrake root, spring water, and one pint of the creator’s 
  own blood.
  The materials cost 50 gp.
  The creature’s master may assemble the body or hire 
  someone else to do the job.
  Creating the body requires a DC 12 Craft (sculpting) check 
  or a DC 12 Craft (pottery) check.
  After the body is sculpted, it is animated through an 
  extended magical ritual that requires a specially prepared 
  laboratory or workroom, similar to an alchemist’s 
  laboratory and costing 500 gp to establish.
  If the creator is personally constructing the creature’s body, 
  the building and ritual can be performed together.
  A homunculus with more than 2 Hit Dice can be created, 
  but each additional Hit Die adds +2,000 gp to the cost to 
  create.
  Craft Construct (see page 303), arcane eye, mirror image,
  mending, caster must be at least 4th level; Price — (never 
  sold); Cost 1,050 gp + 78 XP.
  IRON GOLEM CONSTRUCTION
  An iron golem’s body is sculpted from 5,000 pounds of pure 
  iron, smelted with rare tinctures and admixtures costing at 
  least 10,000 gp.
  Assembling the body requires a DC 20 Craft 
  (armorsmithing) check or a DC 20 Craft (weaponsmithing) 
  check.
  CL 16th; Craft Construct (see page 303), cloudkill, geas/quest,
  limited wish, polymorph any object, caster must be at least 16th 
  level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.
  SHIELD GUARDIAN CONSTRUCTION
  A shield guardian is built from wood, bronze, stone, and 
  steel.
  The materials cost 5,000 gp.
  The creature’s master may assemble the body or hire 
  someone else to do the job.
  Creating the body requires a DC 16 Craft (blacksmithing) 
  or Craft (carpentry) check.
  The keyed amulet is fashioned at the same time, and its cost 
  (20,000 gp) is included in the cost of the guardian.
  After the body is sculpted, the shield guardian is animated 
  through an extended magical ritual that requires a specially 
  prepared laboratory or workroom, similar to an alchemist’s 
  laboratory and costing 500 gp to establish.
  If the creator is personally constructing the creature’s body, 
  the building and the ritual can be performed together.
  A shield guardian with more than 15 Hit Dice can be 
  created, but each additional Hit Die adds +5,000 gp to the 
  market price, and the price increases by +20,000 gp if the 
  
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  creature’s size increases to Huge, modifying the cost to 
  create accordingly.
  CL 15th; Craft Construct (see page 303), limited wish, discern 
  location, shield, shield other, caster must be at least 15th level; 
  Price 120,000 gp; Cost 65,000 gp + 4,600 XP.
  Amulet: If a shield guardian’s amulet is destroyed, the 
  guardian ceases to function until a new one is created.
  If the wearer dies but the amulet is intact, the shield 
  guardian carries out the last command it was given.
  STONE GOLEM CONSTRUCTION
  A stone golem’s body is chiseled from a single block of hard 
  stone, such as granite, weighing at least 3,000 pounds.
  The stone must be of exceptional quality, and costs 5,000 
  gp.
  Assembling the body requires a DC 17 Craft (sculpting) 
  check or a DC 17 Craft (stonemasonry) check.
  CL 14th; Craft Construct (see page 303), antimagic field,
  geas/quest, symbol of stunning, caster must be at least 14th 
  level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP.
  MONSTER MANUAL 2 (3.0)
  BOGUN CONSTRUCTION
  Unlike a homunculus, a bogun is created from natural 
  materials available in any forest.
  Thus, there is no gold piece cost for its creation.
  All materials used become permanent parts of the bogun.
  The creator must be at least 7th level and possess the Craft 
  Wondrous Item feat to make a bogun.
  Before casting any spells, the creator must weave a physical 
  form out of living (or once-living) vegetable matter to hold 
  the magical energy.
  A bit of the creator’s own body, such as a few strands of hair 
  or a drop of blood, must also be incorporated into this crude 
  mannequin.
  The creator may assemble the body personally or hire 
  someone else to do it.
  Creating the mannequin requires a Craft (basketweaving) 
  or Craft (weaving) check (DC 12).
  Once the body is finished, the creator must animate it 
  through an extended magical ritual that requires a week to 
  complete.
  He or she must labor for at least 8 hours each day in 
  complete solitude in a forest grove; any interruption from 
  another sentient creature undoes the magic.
  If the creator is personally weaving the creature’s body, that 
  process and the ritual can be performed together.
  When not actively working on the ritual, the creator must 
  rest and can perform no other activities except eating, 
  sleeping, or talking.
  Missing even one day causes the process to fail.
  At that point, the ritual must be started anew, though the 
  previously crafted body and the grove can be reused.
  On the final day of the ritual, the creator must personally 
  cast control plants, wood shape, and beget bogun (see below).
  These spells can come from outside sources, such as scrolls, 
  rather than being prepared, if the creator prefers.
  BRASS GOLEM CONSTRUCTION
  A brass golem’s body is constructed from 1,000 pounds of 
  brass and costs 200,000 gp to create.
  (This amount includes 1,500 gp for the body and 32,320 gp 
  for the +3 wounding greataxe).
  Assembling the body requires one successful Craft 
  (armorsmithing) check (DC 25) and one successful Craft 
  (weaponsmithing) check (DC 25).
  The creator must be 16th level and able to cast arcane spells.
  Completing the ritual drains 4,000 XP from the creator and 
  requires the geas/quest, limited wish, maze, Mordenkainen’s 
  sword, and polymorph any object spells.
  BRONZE SERPENT CONSTRUCTION
  A bronze serpent’s body is constructed from 1,000 pounds 
  of bronze.
  The creator must be at least 16th level and able to cast 
  arcane spells.
  Completing the ritual drains 4,000 XP from the creator and 
  requires the spells geas/quest, limited wish, polymorph any 
  object, and shocking grasp.
  The serpent costs 200,000 gp to create, including 1,500 gp 
  for the body.
  Assembling the body requires a successful Craft 
  (armorsmithing) or Craft (weaponsmithing) check (DC 25).
  CLAY HALF-GOLEM 
  CONSTRUCTION
  A clay limb must be sculpted from a single block of clay 
  weighing at least 100 pounds.
  The sculpting requires a successful Craft (sculpting) or 
  Profession (mason) check (DC 20).
  The rituals cost 12,000 gp and 240 XP and require animate 
  objects and geas/quest.
  Attaching the limb requires the ability to cast 6th-level 
  divine spells.
  DRAGONFLESH GOLEM 
  CONSTRUCTION
  A drolem’s body is constructed from either an entire 
  dragon corpse, or enough parts of dragon corpses to 
  assemble a whole dragon.
  The drolem costs 200,000 gp to create.
  Assembling the body requires one successful Knowledge 
  (nature) check and one successful Heal check (both DC 25).
  The creator must be 16th level and able to cast arcane spells.
  Completing the ritual drains 4,000 XP from the creator and 
  requires the geas/quest, limited wish, and polymorph any object 
  spells.
  DREAD GUARD CONSTRUCTION
  A dread guard may be constructed from any suit of 
  masterwork heavy armor, and a Medium-size one may 
  wield any Medium-size or Large martial weapon.
  A Large dread guard may wield any Large or Huge martial 
  weapon.
  The cost of creating a dread guard is 40,000 gp.
  
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  This amount includes the cost of a masterwork suit of 
  heavy armor and, if desired, a masterwork shield.
  Construction requires a martial weapon, but it need not be 
  a masterwork weapon.
  Assembling the body requires a successful Craft 
  (armorsmithing) check (DC 25).
  The creator must be at least 15th level and able to cast 
  arcane spells.
  Completing the ritual drains 800 XP from the creator and 
  requires the fabricate, geas/quest, and polymorph any object 
  spells.
  FLESH HALF-GOLEM 
  CONSTRUCTION
  The pieces of a flesh golem must come from corpses of the 
  same size and type as the recipient (for instance, a Medium-
  size humanoid character cannot use Small animal limbs).
  The limbs must not have decayed significantly.
  “Construction” of the limb requires a successful Craft 
  (leatherworking) or Heal check (DC 20).
  The rituals cost 10,000 gp and 200 XP and require bull’s 
  strength and geas/quest.
  Attaching the limb requires the ability to cast 6th-level 
  arcane spells.
  IRON HALF-GOLEM 
  CONSTRUCTION
  An iron limb is sculpted from 500 pounds of pure iron.
  The sculpting requires a successful Craft (armorsmithing) 
  or Craft (weaponsmithing) check (DC 20).
  The rituals cost 20,000 gp and 400 XP and require cloudkill 
  and geas/quest.
  Attaching the limb requires the ability to cast 6th-level 
  arcane spells.
  JUGGERNAUT CONSTRUCTION
  Since a juggernaut is constructed from massive blocks of 
  granite and other dense stone, a typical specimen weighs at 
  least 50,000 pounds.
  It costs 70,000 gp to create, including 5,000 gp for the body.
  Assembling the body requires a successful Craft (sculpting) 
  or Profession (mason) check (DC 18).
  The creator must be 18th level and able to cast arcane spells.
  Completing the ritual drains 2,000 XP from the creator and 
  requires the bull’s strength, geas/quest, limited wish, polymorph 
  any object, forcecage, grease, hold monster, magic missile, slow,
  wall of force, and web spells.
  KYTHON CONSTRUCTION
  Kytons are the only beings known to be capable of creating 
  chain golems, and they go to great lengths to keep the 
  method of construction a secret from all other creatures—
  including other devils.
  Should another creature either develop or acquire the 
  method of chain golem creation, the kytons would spare no 
  effort to assassinate that individual before he or she could 
  spread the knowledge further.
  NIMBLEWRIGHT CONSTRUCTION
  A nimblewright’s body is a hollow humanoid shell made of 
  flexible precious metal alloys weighing 500 pounds.
  It costs 35,000 gp to create, which includes 15,000 gp for 
  the body.
  Assembling the body requires a successful Craft (sculpting) 
  or Profession (mason) check (DC 16).
  The creator must be 18th level and able to cast arcane spells.
  Completing the ritual drains 1,600 XP from the creator and 
  requires the geas/quest, haste, limited wish, and polymorph any 
  object spells.
  RUNIC GUARDIAN CONSTRUCTION
  The process for creating a runic guardian is nearly identical 
  with that for creating a shield guardian.
  A runic guardian costs 200,000 gp to create.
  This price includes the construct’s physical body, the keyed 
  piece of jewelry, and all the materials and spell components 
  that are consumed or become a permanent part of the 
  guardian.
  Creating the body requires a successful Profession 
  (engineer) or Craft (sculpting) check (DC 20).
  The creation of the keyed jewelry item requires a successful 
  Craft (metalworking) check (DC 15).
  This jewelry is always made of the same metals and other 
  materials as the guardian’s runes.
  After the body and jewelry are constructed, the creature 
  must be animated through magical rites that require one 
  month to complete.
  The creator must be at least 16th level and have the Craft 
  Wondrous Item feat.
  The creator must cast any spells he or she wishes to place 
  on the runic guardian personally at this time, though they 
  may come from an outside source such as a scroll.
  The creator must labor for at least 8 hours per day in a 
  specially prepared workroom or laboratory that costs 2,000 
  gp to establish.
  STAINED GLASS GOLEM 
  CONSTRUCTION
  A stained glass golem’s body is constructed from 50 pounds 
  of glass shards and costs 10,000 gp to create.
  Assembling the body requires a successful Craft 
  (glassmaking) check (DC 25).
  The creator must be 16th level and able to cast arcane spells.
  Completing the ritual drains 200 XP from the creator and 
  requires the geas/quest, limited wish, and polymorph any object 
  spells.
  STONE-HALF-GOLEM 
  CONSTRUCTION
  A stone limb must be chiseled from a single block of stone 
  weighing at least 300 pounds.
  The carving requires a successful Craft (stoneworking) 
  check (DC 20).
  The rituals cost 16,000 gp and 320 XP and require geas/quest 
  and stone to flesh.
  
  59
  Attaching the limb requires the ability to cast 6th-level 
  arcane spells.
  MONSTER MANUAL 3 (3.5)
  ALCHEMICAL GOLEM 
  CONSTRUCTION
  An alchemical golem’s body is made from a complex series 
  of noxious alchemical liquids poured into a tough, 
  humanoid-shaped membrane.
  The golem’s cost includes 2,000 gp for the construction of 
  the body.
  Creating the body is a complex task that requires a DC 20 
  Craft (alchemy) check.
  CL 14th; Craft Construct (see page 206), geas/quest, limited 
  wish, poison, and polymorph any object, caster must be at least 
  14th level; Price 70,000 gp; Cost 36,000 gp + 2,720 XP.
  GLOOM GOLEM CONSTRUCTION
  A gloom golem’s body is crafted from a single block of clay 
  taken from the banks of the River Styx as it flows through 
  the Gray Wastes of Hades.
  The block weighs at least 1,000 pounds and costs 10,000 gp.
  Assembling the body requires both a DC 21 Craft 
  (sculpting) check and a DC 21 Knowledge (the planes) 
  check.
  CL 11th; Craft Construct (see page 206), crushing despair,
  limited wish, planar binding, polymorph any object, caster must 
  be evil and at least 11th level; Price 40,000 gp; Cost 25,000 
  gp + 1,200 XP.
  GRIGSOL CONSTRUCTION
  A grisgol’s body is a haphazard collection of old magic 
  wands, staffs, potions, miscellaneous items, and, most 
  importantly, scraps of scrolls and magic tomes.
  This costs approximately 10,000 gp.
  Assembling the body requires a DC 25 Craft (bookbinding) 
  check.
  The creator of a grisgol must also capture a lich’s phylactery 
  and use it in the grisgol’s construction.
  The creator first must facilitate the destruction of the lich 
  whose phylactery he or she wants to use.
  After the lich’s body is destroyed, the creator of the grisgol 
  must finalize construction before the lich returns (usually 
  in 1d10 days).
  If the lich returns before the grisgol is completed, the lich 
  must be destroyed again.
  Animating the grisgol while the lich is still in limbo binds 
  the essence of the lich to the grisgol.
  
  60
  If a grisgol is to be given the ability to cast a spell with a 
  material component worth more than 100 gp or any XP 
  component, the creator must include 50 of that material 
  component or spend 50 times the XP cost as part of the 
  creation.
  If the grisgol is to be given the ability to cast a spell with a 
  focus, the creator must include the focus as part of the 
  creation.
  CL 19th; Craft Construct (see page 303 of the Monster 
  Manual), control undead, geas/quest, illusory script, insanity,
  limited wish, mending, polymorph any object, plus all spells to 
  be included in the grisgol, caster must be at least 19th level; 
  Price 210,000 gp; Cost 110,000 gp + 8,000 XP.
  HANGMAN GOLEM CONSTRUCTION
  A hangman golem’s body is crafted from numerous 
  magically treated ropes that cost 1,250 gp.
  Creating the body is a complex task that requires a DC 20 
  Craft (weaving) check.
  Five or more ranks in the Use Rope skill grants a +2 bonus 
  on the Craft check.
  CL 16th; Craft Construct (see page 206), animate rope,
  geas/quest, limited wish, polymorph any object, caster must be at 
  least 16th level; Price 144,000 gp; Cost 72,625 gp + 5,710 XP.
  MUD GOLEM CONSTRUCTION
  A mud golem’s body is made from special mud found in 
  magically charged areas or created through magical means.
  The golem cost includes 1,000 gp for the construction of 
  the body.
  Creating the body is a complex task that requires a DC 15 
  Craft (pottery) or a DC 15 Craft (sculpting) check.
  CL 14th; Craft Construct (see page 206), geas/quest, limited 
  wish, polymorph any object, transmute rock to mud, caster must 
  be at least 14th level; Price 65,000 gp; Cost 33,000 gp + 2,560 
  XP.
  PRISMATIC GOLEM CONSTRUCTION
  Crafted from gems exposed to the glorious light of Elysium, 
  a prismatic golem’s body costs 50,000 gp to construct.
  Assembling the body requires both a DC 22 Craft 
  (sculpting) check and a DC 22 Knowledge (the planes) 
  check.
  CL 17th; Craft Construct (see page 206), greater planar 
  binding, polymorph any object, prismatic sphere, wish, caster 
  must be good and at least 17th level; Price 250,000 gp; Cost 
  150,000 gp + 8,000 XP.
  SHADESTEEL GOLEM 
  CONSTRUCTION
  A shadesteel golem must be created entirely on the Plane of 
  Shadow, using 1,500 pounds of steel tempered with rare 
  shadow-liquids.
  This shadow-tempered steel costs 10,000 gp to create.
  The creator must then make a DC 30 Craft (armorsmithing) 
  check to forge the golem’s body.
  CL 17th; Craft Construct (see page 206), energy drain,
  geas/quest, limited wish, polymorph any object, shades, caster 
  must be at least 17th level; Price 130,000 gp; Cost 70,000 gp 
  + 4,800 XP.
  SHREDSTORM CONSTRUCTION
  Creating the “body” of a shredstorm costs 15,000 gp for the 
  adamantine blades.
  A successful DC 25 Craft (weapon smithing) check is 
  required to forge the blades from raw metal.
  CL 13th; Craft Construct, fly, geas/quest, greater magic weapon,
  lightning bolt, limited wish, caster must be at least 13th level; 
  Price 85,000 gp; Cost 50,000 gp + 2,800 XP.
  SLAUGHTERSTONE BEHEMOTH 
  CONSTRUCTION
  A slaughterstone behemoth’s body is chiseled from a single 
  block of hard stone, much like the body of a stone golem.
  The behemoth weighs at least 10,000 pounds.
  The stone must be of exceptional quality and costs 10,000 
  gp.
  Assembling the body requires a DC 25 Craft (sculpting) 
  check or a DC 25 Craft (stonemasonry) check.
  CL 18th; Craft Construct, geas/quest, sound burst, stoneskin,
  caster must be at least 18th level; Price 170,000 gp; Cost 
  90,000 gp + 6,400 XP.
  SLAUGHTERSTONE EVISCERATOR 
  CONSTRUCTION
  A slaughterstone eviscerator’s body is chiseled from a single 
  block of stone, much like the body of a stone golem.
  The eviscerator weighs at least 3,000 pounds.
  The stone must be of exceptional quality and costs 7,500 gp.
  Assembling the body requires a DC 20 Craft (sculpting) 
  check or a DC 20 Craft (stonemasonry) check.
  Creating an eviscerator also requires four Large +2 
  adamantine greatswords.
  These swords are forever melded into the form of the 
  eviscerator and are destroyed if it is.
  CL 16th; Craft Construct, keen edge, geas/quest, haste,
  stoneskin, caster must be at least 16th level; Price 127,500 gp; 
  Cost 67,500 gp + 4,800 XP.
  TOPIARY GUARDIAN 
  CONSTRUCTION
  Creating a topiary guardian begins with acquiring a 
  perfectly sculpted topiary of a boar, lion, or triceratops.
  Shaping the plant takes six weeks and requires a DC 25 
  Craft (gardening), Craft (sculpting), or Profession 
  (gardener) check.
  After the topiary has been properly crafted, the creator 
  must treat it with rare tinctures and oils costing 1/25th the 
  base price of the guardian (800 gp for a Medium topiary 
  guardian, 2,400 gp for a Large topiary guardian, or 4,600 gp 
  for a Huge topiary guardian).
  Once the topiary is properly treated, the animating ritual 
  can commence.
  The entire ritual for animation must take place outdoors, 
  since the shrub remains dependent on sun, rain, and soil 
  until the final day of the procedure.
  
  61
  CL 13th; Craft Construct, awaken, geas/quest, limited wish, 
  creator must be a 13th-level caster; Price 20,000 gp 
  (Medium), 60,000 gp (Large), 115,000 gp (Huge); Cost 
  10,800 + 800 XP (Medium), 32,400 gp + 2,400 XP (Large), 
  62,100 gp + 4,600 XP (Huge).
  WEB GOLEM CONSTRUCTION
  A web golem’s body is made from layer upon layer of 
  webbing harvested from monstrous spiders.
  The material costs 1,000 gp for construction of the body.
  Creating the body is a complex task that requires a 
  successful DC 20 Craft (weaving) or Profession (silk maker) 
  check.
  CL 14th; Craft Construct (see page 206), geas/quest, limited 
  wish, poison, polymorph any object, spider climb, web, caster 
  must be at least 14th level; Price 65,000 gp; Cost 33,000 gp + 
  2,560 XP.
  MONSTER MANUAL 4 (3.5)
  CLOCKROACH CONSTRUCTION
  A clockroach is crafted from metal plates that protect finely 
  wrought gears and other mechanical elements, with a total 
  cost of 75 gp.
  Constructing the body requires a DC 14 Craft 
  (metalworking) check.
  A clockroach with more than 1 Hit Die can be created, but 
  each additional Hit Die adds 2,000 gp to the cost.
  The creation cost also includes the materials for the 
  command amulet attuned to that clockroach.
  The amulet is part of the clockroach, not a mechanical key.
  It is not possible to recreate a destroyed amulet, not to 
  somehow bypass the amulet’s function and program the 
  clockroach without it.
  CL 4th; Craft Construct, arcane eye, Melf’s acid arrow, message;
  Price 2,150 gp; Cost 1,075 gp + 80 XP.
  CLOCKWORK MENDER 
  CONSTRUCTION
  A clockwork mender is made of bronze, steel, silver, gold, 
  and a pint of the creator’s blood.
  The materials cost 400 gp.
  Creating the body requires a DC 15 Craft (blacksmithing) 
  check.
  A clockwork mender with more than 1 Hit Die can be 
  created, but each additional Hit Die adds 2,000 gp to the 
  cost to create.
  CL 5th; Craft Construct, mending, repair light damage; Price 
  — (never sold); Cost 1,250 gp + 68 XP.
  CLOCKWORK STEED 
  CONSTRUCTION
  A clockwork steed’s body is constructed from finely 
  balanced gears, springs, and pistons treated with special 
  alchemical agents and made from rare alloys costing 150 gp.
  Assembling the body requires a DC 18 Craft 
  (blacksmithing) check.
  CL 4th; Craft Construct, animate objects, mount; Price 2,150 
  gp; Cost 1,150 gp + 80 XP.
  Upgrades increase the base cost as described below.
  CLOCKWORK STEED UPGRADES
  The following abilities can be added to a clockwork steed.
  Upgrades cost the same for both stallions and ponies.
  ARMOR PROFICIENCY
  The steed gains proficiency with all types of armor (but not 
  with shields).
  A clockwork steed without this upgrade that wears barding 
  takes the appropriate armor check penalty on attack rolls 
  and Strength-and Dexterity-based checks.
  Price 100 gp; Cost 50 gp + 4 XP.
  DAMAGE REDUCTION
  The steed gains damage reduction 5/magic or adamantine.
  Price 500 gp; Cost 250 gp + 20 XP.
  IMPROVED BATTLE READINESS
  This upgrade allows a skilled rider to use a swift action 
  instead of a move action to command the steed to take full-
  round actions.
  Price 500 gp; Cost 250 gp + 20 XP.
  IMPROVED BULL RUSH
  The steed gains the Improved Bull Rush feat and lets a rider 
  command it to make bull rush attempts.
  Price 150 gp; Cost 75 gp + 6 XP.
  IMPROVED OVERRUN
  The steed gains the Improved Overrun feat and lets a rider 
  command it to make overrun attempts.
  Price 150 gp; Cost 75 gp + 6 XP.
  IMPROVED TRIP
  The steed gains the Improved Trip feat and lets a rider 
  command it to make nip attempts.
  Price 200 gp; Cost 100 gp + 8 XP.
  TRAMPLE
  To qualify for this upgrade, the steed must have the 
  Improved Overrun upgrade.
  This upgrade allows a rider to use the Trample feat while 
  making overrun attempts with the steed.
  Price 150 gp; Cost 75 gp + 6 XP.
  FANG GOLEM CONSTRUCTION
  The cost to create a fang golem includes the cost of the 
  physical body and all the materials and spell components 
  that are consumed or become a permanent part of the 
  golem.
  Creating a golem is essentially similar to creating any sort 
  of magic item (DMG 282).
  However, a golem’s body includes costly material 
  components that require some extra preparation.
  
  62
  The golem’s creator can assemble the body or hire someone 
  else to do the job, but the builder must have the appropriate 
  skill, as described below.
  Completing the golem’s creation drains the indicated XP 
  from the creator and requires casting any spells on the final 
  day.
  The creator must cast the spells personally, but they can 
  come from outside sources such as scrolls.
  A fang golem’s body must be assembled from fangs, claws, 
  tusks, and the like, with a total weight of at least 1,000 
  pounds (more for larger specimens).
  These are bound with cords or strips of hide to wood laths, 
  all treated with preservative oils costing 500 gp.
  Creating the body requires a DC 15 Craft (sculpting) or 
  Craft (weaving, check.
  The market price of an advanced golem increases by 5,000 
  gp for each additional Hit Die.
  Add an additional 50,000 gp it the golem’s size increases.
  The XP cost for creating an advanced golem is equal to 1/25 
  the increased market price minus the cost of the special 
  materials required.
  CL 7th; Craft Construct, greater magic fang, reincarnate, spike 
  stones, caster must be at least 7th level; Price 15,000 gp; Cost 
  8,000 gp + 580 XP.
  MONSTER MANUAL 5 (3.5)
  FORCE GOLEM CONSTRUCTION
  A force golem’s metal body is composed of several different 
  alloys, blended together in a precise combination before 
  being poured into specially-created molds that cost 2,000 
  gp.
  Raw materials and supplies for this process cost 2,250 gp.
  A mold can be used only once; it is destroyed in the process 
  of creating the golem.
  Creating the body from the shaped pieces requires a DC 20 
  Craft (armorsmithing) check.
  Once the body is finished, the creator of a force golem must 
  lure an elemental spirit from the Elemental Plane of Earth.
  The spirit agrees to obey the creator in exchange for being 
  able to remain sentient, and the creator bonds the spirit 
  with the golem body.
  When the bonding process is complete, the elemental spirit 
  warps and shapes the body to its own liking.
  CL 12th; Craft Construct, animate objects, contact other plane,
  lesser planar binding, caster must be at least 12th level; Price 
  50,000 gp; Cost 29,250 gp + 2,000 XP.
  MAGMACORE GOLEM 
  CONSTRUCTION
  A magmacore golem’s body must be carved from a single 
  stone slab weighing no fewer than 2,000 pounds.
  Before carving, the slab is treated with rare oils and 
  powders worth 500 gp, and it is shaped by someone who 
  must succeed on a DC 10 Craft (sculpting) check.
  Then the armor is attached—a suit of masterwork full plate 
  specially crafted for the creation process at a cost of 1,650 
  gp.
  When the spirits of fire and earth are bound within the 
  armored body, the stone melts into a mass of molten rock.
  CL 9th; Craft Construct, animate objects, commune, lesser 
  planar binding, caster must be at least 9th level; Price 35,000 
  gp; Cost 19,650 gp + 1,400 XP.
  SCOURING SLINGER 
  CONSTRUCTION
  The secret druidic ritual for creating a scouring slinger 
  involves the initial creation of three shambling mounds 
  that are incorporated into the creature’s construction.
  CL 18th; Craft Construct, creeping doom, shambler; Price 
  117,000 gp; Cost 58,500 gp + 3,000 XP.
  SCOURING STANCHION 
  CONSTRUCTION
  The secret druidic ritual for creating a scouring stanchion 
  requires the participation of a treant willing to sacrifice its 
  life to become the construct.
  A druid must make a DC 25 Craft (woodcarving) check 
  after one day of working to inscribe special runes in the 
  treant’s trunk.
  CL 18th; Craft Construct, creeping doom, animate plants; Price 
  105,000 gp; Cost 52,500 gp + 3,000 XP.
  Variants: Larger scouring slingers and scouring stanchions 
  can be constructed.
  Each additional Hit Die adds 500 gp to the cost.
  Repairing a scouring construct follows the normal rules for 
  repairing constructs (see the Craft Construct feat.
  MM 303).
  SHARDSOUL SLAYER 
  CONSTRUCTION
  Three shardsoul slayer bodies must be created from 
  specially prepared alloys worth 1,500 gp.
  The constructs’ armored forms are forged in a process 
  requiring three days and a single successful DC 15 Craft 
  (armorsmithing) check.
  As each body is smelted and poured, the molten metal is 
  blended with quicksilver, then slowly cooled.
  This quicksilver costs 500 gp.
  The creator then calls and binds an elemental spirit from 
  the Elemental Plane of Earth.
  A finely crafted crystal prism worth 1,000 gp must be used
  in the fragmenting of the elemental spirit.
  This prism is consumed at the time of creation, cracked and 
  dulled by the process.
  CL 9th; Craft Construct, animate objects, lesser planar binding,
  shatter, caster must be at least 9th level; Price 70,000 gp; 
  Cost 41,000 gp + 2,800 XP.
  This process creates three shardsoul slayers.
  
  63
  MONSTERS OF FAERÛN 
  (3.0)
  DIAMOND GOLEM CONSTRUCTION
  The heart of a diamond golem is a perfect diamond that 
  must be worth at least 10,000 gp.
  The golem costs an additional 65,000 gp to create, which 
  includes 2,000 gp for the semiprecious stones that make up 
  the body.
  Assembling the body requires a successful Craft 
  (gemworking) or Heal check (DC 16).
  The creator must be 16th level and able to cast arcane spells.
  Completing the ritual drains 1,500 XP from the creator and 
  requires dispel magic, limited wish, polymorph any object, stone 
  shape, and sunbeam.
  EMERALD GOLEM CONSTRUCTION
  The heart of an emerald golem is a perfect emerald that 
  must be worth at least 10,000 gp.
  The golem costs an additional 60,000 gp to create, which 
  includes 2,000 gp for the semiprecious stones that make up 
  the body.
  Assembling the body requires a successful Craft 
  (gemworking) or Heal check (DC 15).
  The creator must be 17th level and able to cast arcane spells.
  Completing the ritual drains 1,500 XP from the creator and 
  requires dimensional anchor, polymorph any object, stone shape,
  and teleportation circle.
  RUBY GOLEM CONSTRUCTION
  The heart of a ruby golem is a great ruby that must be worth 
  at least 10,000 gp.
  The golem costs an additional 55,000 gp to create, which 
  includes 2,000 gp for the semiprecious stones that make up 
  the body.
  Assembling the body requires a successful Craft 
  (gemworking) or Heal check (DC 15).
  The creator must be 16th level and able to cast arcane spells.
  Completing the ritual drains 1,500 XP from the creator and 
  requires limited wish, move earth, polymorph any object, and 
  stone shape.
  THAYAN GOLEM CONSTRUCTION
  To date, no one outside of a few select Thayan wizards has 
  managed to deduce the means of constructing one of these 
  golems.
  There are examples of designs similar in function to the 
  Thayan golem in the history of Faerûn, but they are rare 
  indeed.
  PLANAR HANDBOOK (3.5)
  LIVING ASTRAL SHIP 
  CONSTRUCTION
  CR —; Colossal construct; HD 8d10+1d10 per 10 feet of 
  length; Init as the pilot – 4; Spd as the pilot (+30 ft. with 
  psychic sails) on the Astral Plane, fly 50 ft. (poor) in a 
  gravity well; AC varies (–8 size, +1 natural per HD); Atk as 
  cleric of level equal to the ship’s HD; Space/Reach 30 ft./10 
  ft. (or as ram); SA ram, mounted weapons; SQ construct 
  traits, hardness; AL n/a; SV as commoner of level equal to 
  the ship’s HD, with no ability score modifiers.
  Construct Traits: Like most constructs, living astral
  ships have immunity to mind-affecting spells and abilities, 
  poison, disease, and similar effects.
  They are not subject to extra damage from critical hits, 
  nonlethal damage, ability damage, ability drain, energy 
  drain, or death from massive damage.
  Hardness: A living astral ship is usually composed of 
  different materials but has an overall hardness of 5 to 10.
  An astral ship composed mainly of wood might have 
  hardness 5, while an astral ship made of iron would have 
  hardness 10.
  See Smashing an Object, page 165 of the Player’s Handbook, 
  for more information on hardness.
  Mounted Weapons: A living astral ship can be fitted with 
  heavy catapults, light catapults, and ballistas (see Siege 
  Engines, page 99 of the Dungeon Master’s Guide, for 
  statistics).
  An astral ship can have one mounted weapon for every 2 
  Hit Dice it possesses, although nonmilitary astral ships 
  typically forgo a full array of weapons in favor of having 
  cargo space.
  A heavy catapult counts as two weapons for the purpose of 
  determining how many weapons an astral ship can carry.
  Ram (Ex): In any round in which no ship-mounted weapons 
  are fired, a living astral ship can ram a Huge or larger 
  creature or object.
  If the prow of the astral ship is more than 50 feet away in a 
  straight line from a target, it can move up to double its 
  speed to deliver a ram attack using its regular attack bonus.
  The ram deals either bludgeoning or piercing damage, 
  depending on the shape of its prow.
  The damage dealt is 1d10 points per point of the astral 
  ship’s hardness.
  For example, an astral ship with hardness 10 deals 10d10 
  points of damage with a successful ram attack, or triple 
  damage on a critical hit (threat range 20).
  Building a living astral ship requires the Craft Construct 
  feat and 10 ranks in Knowledge (the planes).
  Flying the ship requires the pilot (who must have an 
  Intelligence score of 1 or higher) to sit in a specially 
  attuned chair called a helm.
  The helm allows the pilot to propel the ship by thought at a 
  speed (in feet) equal to 10 times the pilot’s Intelligence 
  score.
  When the ship passes within a gravity well, such as that 
  generated by a large chunk of drifting matter, it slows to a 
  speed of 50 feet.
  A living astral ship can move at double speed and running 
  speed.
  
  64
  Piloting the ship is always considered a full-round action, 
  and the pilot cannot engage in other activities while 
  controlling the ship.
  A pilot seated in the helm receives a 360-degree mental
  picture of the area around the ship, out to normal visibility
  range.
  The pilot feels as if he or she is flying directly over the ship 
  and able to look in all directions at once.
  The helm radiates strong transmutation magic under the 
  scrutiny of detect magic.
  It serves as a conduit between the pilot and the vessel and is 
  rooted to the ship.
  Destroying any part of it (the seat itself or the parts 
  connecting it to the rest of the ship) renders the vessel 
  powerless and inert.
  A helm has the same hardness as the rest of the astral ship 
  and hit points equal to three times the ship’s hardness.
  Rarely sold on the open market, living astral ships can find 
  their way into someone’s hands by theft or other means.
  PSIONICS HANDBOOK 
  (3.0)
  PSION-KILLER CONSTRUCTION
  A psion-killer’s body is constructed from massive blocks of 
  quartz crystal, with a total weight of at least 4,000 pounds.
  The golem costs 90,000 gp to create, which includes 10,000 
  gp for the body.
  Assembling the body requires a successful Craft (sculpting) 
  or profession (masonry) check (DC 17).
  The creator must be 18th level and able to manifest psionic 
  powers.
  Completing the construction drains 1,600 XP from the 
  creator and requires emulate power, matter manipulation, 
  negate psionics, and psychic chirurgery.
  SANDSTORM (3.5)
  SAND GOLEM CONSTRUCTION
  Only the Dusty Conclave of walkers in the waste has the 
  hidden knowledge of sand golem creation.
  A sand golem’s body must be formed from a mass of 
  shapesand (see page 25) having a volume of 1,000 cubic feet 
  (equivalent to a 10-foot cube), and treated with volcanic ash 
  and precious powders worth at least 2,000 gp.
  Creating the body requires a DC 15 Craft (sculpting) check.
  CL 14th; Craft Construct (see page 303 of the Monster 
  Manual), awaken sand, fuse sand (see page 116), geas/quest,
  caster must be at least 14th level; Price 50,000 gp; Cost 
  27,000 gp + 920 XP.
  SERPENT KINGDOMS (3.5)
  SERPENTFLESH GOLEM 
  CONSTRUCTION
  The parts for a serpentflesh golem must all come from 
  normal scaly corpses that have not decayed significantly.
  At least one body is needed per desired limb, plus one for 
  the torso and one for the brain.
  Special unguents and bindings worth 500 gp are also 
  required.
  Each additional arm beyond two raises the cost by 5,000 gp 
  and 100 XP.
  Creating a serpentflesh golem requires casting a spell with 
  the evil descriptor.
  Assembling the body requires a DC 13 Craft 
  (leatherworking) check or a DC 13 Heal check.
  CL 8th; Craft Construct (see page 303 in the Monster 
  Manual), animate dead, bull’s strength, geas/quest, limited wish, 
  caster must be at least 8th level; Price 20,000 gp; Cost 10,500 
  gp + 780 XP (or more, see above).
  SPELL COMPENDIUM (3.5)
  BOGUN CONSTRUCTION
  Unlike a homunculus, a bogun is created from natural 
  materials available in any forest.
  Thus, there is no gold piece cost for its creation.
  All materials used become permanent parts of the bogun.
  The creator must be at least 7th level and possess the Craft 
  Wondrous Item feat to make a bogun.
  Before casting any spells, the creator must weave a physical 
  form out of living (or once-living) vegetable matter to hold 
  the magical energy.
  A bit of the creator’s own body, such as a few strands of hair 
  or a drop of blood, must also be incorporated into this crude 
  mannequin.
  The creator can assemble the body personally or hire 
  someone else to do it.
  Creating this mannequin requires a DC 12 Craft 
  (basketweaving or weaving) check.
  Once the body is finished, the creator must animate it 
  through an extended magical ritual that requires a week to 
  complete.
  The creator must labor for at least 8 hours each day in 
  complete solitude in a forest grove; any interruption from 
  another sentient creature undoes the magic.
  If the creator is personally weaving the creature’s body, that 
  process and the ritual can be performed together.
  When not actively working on the ritual, the creator must 
  rest and can perform no other activities except eating, 
  sleeping, or talking.
  Missing even one day causes the process to fail.
  At that point, the ritual must be started anew, though the 
  previously crafted body and the grove can be reused.
  On the final day of the ritual, the creator must personally 
  cast control plants, wood shape, and beget bogun.
  These spells can come from outside sources, such as scrolls, 
  rather than being prepared, if the creator prefers.
  
  65
  STORMWRACK (3.5)
  CORAL GOLEM CONSTRUCTION
  A coral golem’s ornate body is sculpted from beds of 
  harvested coral.
  The raw materials needed to assemble a coral golem cost 
  16,000 gp.
  Assembling the body requires a DC 24 Craft (sculpting) 
  check.
  A coral golem with more than 16 Hit Dice can be created, 
  but each additional Hit Die adds +1,000 gp to the cost of 
  raw materials and +2,500 gp to the market price.
  CL 14th; Craft Construct, geas/quest, regenerate, symbol of 
  stunning, caster must be at least 14th level; Price 124,000 gp; 
  Cost 78,000 gp + 4,960 XP.
  
  66
  CURSED ITEM 
  SPECIAL ABILITIES
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  AWKWARD USE
  This curse applies only to items with the spell trigger or 
  command word activation methods.
  Activating the item requires awkward movements in 
  addition to the normal actions, and provokes attacks of 
  opportunity from threatening foes.
  DIVINATION RESISTANT
  When subjected to a Divination spell, including detect 
  magic, identify, and analyze dweomer, the item receives a Will 
  saving throw to resist the effect.
  If its saving throw is successful, the spell reveals no 
  information about the item.
  This curse usually comes into play only when the item is
  first discovered, and it might be overlooked as nonmagical 
  treasure.
  DRAWBACK
  The DUNGEON MASTER’s Guide lists a number of 
  drawbacks often found on otherwise beneficial items.
  When randomly generating a cursed item, roll d%: 01–65, 
  consult the table in the DUNGEON MASTER’s Guide; 66–
  100, consult the table below.
  
  67
  EXTRA SPACE
  The item uses up two magic item spaces on a character’s 
  body.
  A ring might use both a ring space and a bracer/bracelet 
  space (perhaps it includes a bracelet linked by fine gold 
  chain to the ring itself), a cloak might also use an amulet 
  space because it includes an elaborate brooch, or a helmet 
  might prevent a character from using eye lenses or goggles.
  FRAGILE
  The item has both a lower hardness than its material would 
  normally have (reduce hardness by 1) and fewer hit points 
  than it normally would (reduce hit points by 2).
  POSSESSED
  The item’s magical power comes not from the normal 
  process of making a magic item, but from a malevolent 
  spirit inhabiting it.
  The possessing creature may be a ghost, a devil, a demon, or 
  some other evil creature, at the DM’s discretion.
  The item does not radiate magic if detected for, but it might 
  radiate an aura of evil.
  A character who makes a successful Search check (DC 25) 
  while examining the possessed item can tell that there is 
  “something strange” about it.
  The spirit in the item is aware of what is going on around 
  the object: It can see and hear up to 60 feet away as if using 
  its normal senses (it does not gain blindsight).
  In any round in which it takes no other action (such as 
  using a spell-like ability), it can extend its senses to twice its 
  normal range (120 feet).
  The possessing creature is vulnerable to spells that 
  specifically affect creatures of its type or alignment (such as 
  holy word and holy smite, as well as chaos hammer or order’s 
  wrath) and mind-affecting spells or effects, but it is 
  unaffected by physical attacks or standard magical effects 
  (such as a fireball).
  Harming the object does not harm the possessing creature, 
  although if the object is destroyed the creature is forced 
  into an ethereal form.
  The possessing creature can use any ability it has that 
  requires no physical action, such as using a spell-like ability 
  or telepathy.
  It cannot cast spells (since it can neither speak nor move), 
  attack physically, or perform any other physical action.
  The creature possessing the object can attempt to hide its 
  presence by making a special Hide check.
  This “mental” Hide check uses the creature’s Intelligence 
  modifier instead of its Dexterity modifier.
  A successful check allows the creature to avoid virtually 
  anything that would betray its presence in the object: It can 
  pass through a magic circle against evil, enter a temple warded 
  by forbiddance, or escape detection via detect evil.
  The DC for this Hide check is the same as the saving throw 
  DC for the spell the creature is trying to avoid.
  The creature gains a +4 circumstance bonus on this check if 
  it is not controlling the possessed object at the time of the 
  check.
  Making this check is not an action; the possessing creature 
  can do it in response to another creature’s action (such as 
  casting detect evil).
  
  68
  The possessing creature has the ability to make the 
  possessed item radiate a corrupt and befouling nature.
  Anyone touching the object in this state must make a Will 
  save or fall under the effect of a bestow curse spell.
  The affected creature does not know that the curse came 
  from the item, and in fact might not know right away that 
  he or she is affected by the curse.
  Nothing about the object’s appearance suggests that it is 
  possessed.
  The curse lasts until it is removed, even if the creature 
  vacates the object it possessed.
  At the DM’s discretion, the creature inhabiting the object 
  may at some time attempt to possess a character who has 
  been carrying or using the object.
  If this occurs, the target receives a –1 penalty on the saving 
  throw to resist possession for each day the possessed item 
  has been on his person or in his use, to a maximum of –10.
  A possessed item’s powers function at the command of the 
  possessing spirit, not the item’s owner.
  Most of the time, possessing creatures find it convenient to 
  obey the commands of the owner, but occasionally a 
  creature might refuse to activate the power when 
  commanded, or activate it at an apparently random time.
  Possessed items may appear to have the simple curse of 
  intermittent functioning, while the truth is much worse.
  SHORT CIRCUIT
  This curse only applies to items with charges, including all 
  staffs and wands.
  Each time the item is activated, there is a 25% chance it 
  burns one additional charge, with no additional effect.
  On a d% roll of 100, however, the effect is actually doubled, 
  as if two charges of the item went off simultaneously.
  WON’T RESIZE
  Most magic items resize to fit whatever character tries to 
  wear them.
  These cursed items do not.
  If necessary, roll on the following table to determine what 
  size creature the item was made for.
  While this certainly seems like a curse to a player character 
  who wants an item but finds it to be the wrong size, 
  creatures such as giants think of it as something of a 
  blessing.
  They generally make no secret of the item’s properties, 
  hoping it will deter Medium-size thieves from coveting it.
  This curse does not apply to weapons, which normally do 
  not resize.
  DUNGEON MASTER’S 
  GUIDE 3.0 (3.0)
  COMPLETELY DIFFERENT EFFECT
  The DM should choose a negative effect for the item, 
  perhaps using the specific cursed items (see below) as 
  examples.
  The item may seem to be the item that was originally 
  determined, but at some juncture it displays different 
  properties altogether.
  DELUSION
  The user believes the item is what it appears to be, yet it 
  actually has no magical power other than to deceive.
  The user is mentally fooled into thinking the item is 
  functioning (making him invisible, emitting lightning 
  bolts, or whatever) and cannot be convinced otherwise 
  without the help of a remove curse.
  DRAWBACK
  Items with drawbacks are usually beneficial to the 
  possessor (for instance, a weapon with an enhancement 
  bonus still benefits its wielder in combat), but they also 
  carry some negative aspect.
  You might think of them as “give and take” items.
  Although sometimes drawbacks occur only when the item 
  is used (or held, in the case of some items such as weapons), 
  usually the drawback remains with the character for as long 
  as she has it.
  The following are drawbacks that remain in effect as long as 
  the item is in the character’s possession:
  
  69
  INTERMITTENT FUNCTIONING
  The three varieties of intermittent functioning items all 
  function perfectly as described-—at least some of the time.
  The three types include unreliable, dependent, and 
  uncontrolled items.
  DEPENDENT
  The item only functions in certain situations.
  To determine what the situation is, either select an 
  activation condition or roll on the following table.
  UNCONTROLLED
  An uncontrolled item occasionally activates at random 
  times.
  Roll d% every day.
  On a result of 01–05 (or whatever range the DM 
  determines as appropriate), the item activates at some 
  random point during that day.
  Results range from the humorous, such as when the wearer 
  of a ring of invisibility suddenly disappears right in the 
  middle of bargaining in the market, to the disastrous, such 
  as when the wielder’s wand of fireball discharges in the 
  middle of her friends—er, former friends.
  UNRELIABLE
  Each time the item is activated, there is a 5% chance (a 01–
  05 result on d%) that it does not function.
  At the DM’s option, the failure chance can be altered to be 
  anything from 1% to 10%, depending on the item and the 
  campaign.
  OPPOSITE EFFECT OR TARGET
  These cursed items malfunction, so that either they do the 
  opposite of what the creator intended, or they target the 
  user instead of someone else.
  For example, eyes of charming with the opposite effect 
  enrage targets rather than charm them.
  A rod of curing inflicts wounds.
  Eyes of petrification turn the wearer to stone.
  A magic arrow curves around to strike the archer.
  The interesting point to keep in mind here is that these 
  items aren’t always bad to have.
  A wand of lightning bolt that heals rather than harms can be 
  used as a potent healing item.
  Opposite-effect items include weapons that impose 
  penalties on attack and damage rolls rather than bonuses.
  Just as a character shouldn’t necessarily immediately know 
  what the bonus of a good magic item is, she shouldn’t 
  immediately know that the weapon is so cursed.
  
  70
  Once she knows, however, the item can be discarded unless 
  some sort of enchantment is placed upon it that compels 
  the wielder to keep and use it.
  In such cases, a remove curse spell is generally needed to get 
  rid of such an item.
  REQUIREMENT
  In a sense, a command word is a requirement.
  Nevertheless, some items have much more stringent 
  requirements to be used.
  To keep the item functioning, one (or more) of the 
  following conditions must be met.
  • Character must eat twice as much as normal.
  • Character must sleep twice as much as normal.
  • Character must undergo a specific quest (one time only, 
  and then item functions normally thereafter).
  • Character must sacrifice (destroy) 100 gp worth of 
  valuables per day.
  • Character must sacrifice (destroy) 2,000 gp worth of magic 
  items each week.
  • Character must swear fealty to a particular noble or his 
  family.
  • Character must discard all other magic items.
  • Character must worship a particular deity.
  • Character must change her name to a specific name.
  (The item only works for characters of that name.)
  • Character must change his class to a specific class if not of 
  that class already.
  • Character must have a minimum number of ranks in a 
  particular skill.
  • Character must sacrifice some part of her life energy (2 
  points of Constitution) one time.
  If the character gets the Constitution points back (such as 
  from restoration), the item ceases functioning.
  (The item does not cease functioning if the character 
  receives a Constitution increase caused by level gain, a wish,
  or the use of a magic item).
  • Item must be cleansed with holy water each day.
  • Item must be used to kill a living creature each day.
  • Item must be bathed in volcanic lava once per month.
  • Item must be used at least once a day, or it won’t function 
  again for its current possessor.
  • Item must draw blood when wielded (weapons only).
  It can’t be put away or exchanged for another weapon until 
  it has scored a hit.
  • Item must have a particular spell cast upon it each day 
  (such as bless, atonement, or animate objects).
  Requirements are so dependent upon suitability to the item 
  that they should never be determined randomly.
  An item with a requirement that is also intelligent often 
  imposes its requirement through its personality.
  If the requirement is not met, the item ceases to function.
  If it is met, usually the item functions for one day before 
  the requirement must be met again (although some 
  requirements are one-time-only, others monthly, and still 
  others continuous).
  DUNGEON MASTER’S 
  GUIDE 1 3.5 (3.5)
  COMPLETELY DIFFERENT EFFECT
  The DM should choose a negative effect for the item, 
  perhaps using the specific cursed items (see below) as 
  examples.
  The item may seem to be the item that was originally 
  determined, but at some juncture it displays different 
  properties altogether.
  DELUSION
  The user believes the item is what it appears to be, yet it 
  actually has no magical power other than to deceive.
  The user is mentally fooled into thinking the item is 
  functioning (making him invisible, emitting lightning 
  bolts, or whatever) and cannot be convinced otherwise 
  without the help of a remove curse spell.
  DRAWBACK
  Items with drawbacks are usually still beneficial to the 
  possessor (for instance, a weapon with an enhancement 
  bonus continues to benefit its wielder in combat), but they 
  also carry some negative aspect.
  You might think of them as “give and take” items.
  Although sometimes drawbacks occur only when the item 
  is used (or held, in the case of some items such as weapons), 
  usually the drawback remains with the character for as long 
  as she has the item.
  Roll on the table below to generate a drawback that (unless 
  otherwise indicated) remains in effect as long as the item is 
  in the character’s possession.
  
  71
  INTERMITTENT FUNCTIONING
  The three varieties of intermittent functioning items all 
  function perfectly as described—at least some of the time.
  The three varieties are unreliable, dependent, and 
  uncontrolled items.
  DEPENDENT
  The item only functions in certain situations.
  To determine what the situation is, either select a situation 
  or roll on the following table.
  UNCONTROLLED
  An uncontrolled item occasionally activates at random 
  times.
  Roll d% every day.
  On a result of 01–05 (or whatever range the DM decides is 
  appropriate), the item activates at some random point 
  during that day.
  Results range from the humorous, such as when the wearer 
  of a cursed ring of invisibility suddenly disappears right in 
  the middle of bargaining in the market, to the disastrous, 
  such as when the wielder’s wand of fireball discharges in the 
  midst of her friends—er, former friends.
  UNRELIABLE
  Each time the item is activated, there is a 5% chance (01–05 
  on d%) that it does not function.
  At the DM’s option, the failure chance can be altered to be 
  anything from 1% to 10%, depending on the item and the 
  campaign.
  OPPOSITE EFFECT OR TARGET
  These cursed items malfunction, so that either they do the 
  opposite of what the creator intended, or they target the 
  user instead of someone else.
  For example, eyes of charming with the opposite effect makes 
  targets hostile rather than charming them.
  A staff of healing causes wounds.
  Eyes of petrification turn the wearer to stone.
  A magic arrow curves around to strike the archer.
  The interesting point to keep in mind here is that these 
  items aren’t always bad to have.
  A wand of lightning bolt that heals rather than harms can be 
  used as a potent healing item.
  Opposite-effect items include weapons that impose 
  penalties on attack and damage rolls rather than bonuses.
  Just as a character shouldn’t necessarily immediately know 
  what the enhancement bonus of a noncursed magic item is, 
  she shouldn’t immediately know that a weapon is cursed.
  
  72
  Once she knows, however, the item can be discarded unless 
  some sort of compulsion is placed upon it that compels the 
  wielder to keep and use it.
  In such cases, a remove curse spell is generally needed to get 
  rid of the item.
  REQUIREMENT
  In a sense, a command word is a requirement.
  Nevertheless, some items have much more stringent 
  requirements that must be met for them to be usable.
  To keep an item with this kind of curse functioning, one or 
  more of the following conditions must be met.
  • Character must eat twice as much as normal.
  • Character must sleep twice as much as normal.
  • Character must undergo a specific quest (one time only, 
  and then item functions normally thereafter).
  • Character must sacrifice (destroy) 100 gp worth of 
  valuables per day.
  • Character must sacrifice (destroy) 2,000 gp worth of magic 
  items each week.
  • Character must swear fealty to a particular noble or his 
  family.
  • Character must discard all other magic items.
  • Character must worship a particular deity.
  • Character must change her name to a specific name.
  (The item only works for characters of that name).
  • Character must add a specific class at the next opportunity 
  if not of that class already.
  • Character must have a minimum number of ranks in a 
  particular skill.
  • Character must sacrifice some part of her life energy (2 
  points of Constitution) one time.
  If the character gets the Constitution points back (such as 
  from a restoration spell), the item ceases functioning.
  (The item does not cease functioning if the character 
  receives a Constitution increase caused by level gain, a wish,
  or the use of a magic item).
  • Item must be cleansed with holy water each day.
  • Item must be used to kill a living creature each day.
  • Item must be bathed in volcanic lava once per month.
  • Item must be used at least once a day, or it won’t function 
  again for its current possessor.
  • Item must draw blood when wielded (weapons only).
  It can’t be put away or exchanged for another weapon until 
  it has scored a hit.
  • Item must have a particular spell cast upon it each day 
  (such as bless, atonement, or animate objects).
  Requirements are so dependent upon suitability to the item 
  that they should never be determined randomly.
  An item with a requirement that is also intelligent often 
  imposes its requirement through its personality.
  If the requirement is not met, the item ceases to function.
  If it is met, usually the item functions for one day before 
  the requirement must be met again (although some 
  requirements are one time only, others monthly, and still 
  others continuous).
  EXPANDED PSIONICS 
  HANDBOOK (3.5)
  BACKFIRE
  The imbedded psionic effect of the cursed item targets the 
  user instead of its intended target.
  For example, a cursed crawling tattoo of concussion blast, when 
  activated, does not drop from the skin and attack the 
  opponent but instead springs at the wearer’s face and
  delivers its attack.
  EXHAUSTING
  A cursed item of this sort resembles a normal psionic item 
  with a power that can be freely activated, but it instead 
  drains the user of power points whenever he activates its 
  power.
  For instance, an exhausting torc appears to be a torc of free will 
  until a brain lock effect targets the wearer, who then loses 1 
  power point.
  Such items aren’t necessarily bad to possess.
  The above example is less useful than a true torc of free will,
  but still prevents its wearer from being affected by the 
  power.
  SUBVERSIVE
  A cursed item of this sort appears identical to a standard 
  psionic item.
  However, it holds an inner malice for the wearer, whose 
  saving throws take a constant –2 penalty.
  The owner isn’t instantly aware of this penalty but may 
  become aware after a while, when it becomes clear that he 
  fails saves that others make with the same result on the 
  saving throw.
  PSIONICS HANDBOOK 
  (3.0)
  BACKFIRE
  The imbedded psionic effect targets the user instead of its 
  intended target.
  For example, a cursed crawling tattoo of biocurrent when 
  tapped, does not drop from the skin and attack the 
  opponent but instead springs at the wearer’s face and 
  delivers the attack.
  EXHAUSTING
  The item resembles a normal psionic item with free 
  activation, but it instead drains the user of power points 
  whenever she activates its ability.
  For instance, an exhausting torc appears to be a torc of free will 
  until a brain lock effect targets the wearer, who loses 1 
  power point.
  Such items aren’t necessarily bad to find.
  
  73
  The above example is less useful than a true torc of free will 
  but still prevents in wearer from being dazed.
  SUBVERSIVE
  The item appears identical to one that would normally 
  grant mental hardness, such as an amulet of Psychic Bastion, 
  but when used actually makes the wearer more vulnerable 
  to psionic attack.
  (Mental hardness can’t be reduced below 0).
  Some cursed psionic items may require a power point 
  expenditure to remove, or to be rendered inactive by matter 
  manipulation.
  
  74
  DWEOMERED 
  DRAGON SCALES
  DRAGON MAGIC (3.5)
  AMBER PINWHEEL
  This apparent toy was first crafted by the jann, and later 
  shared with certain tribes of nomads dwelling in the Raurin 
  desert of Faerûn.
  They use it to protect themselves on long desert treks.
  Description: Resembling an ornate child’s toy, this brown 
  dragon scale is gilded with rose gold.
  It is pierced in the middle and fastened to a short silver rod, 
  allowing it to spin freely.
  Activation: An amber pinwheel has two abilities, both 
  activated by setting it into the ground and speaking a
  command word (a standard action).
  The effects last for up to 12 hours, though if the pinwheel is 
  dislodged from its location, its effects end immediately.
  Each command word can be used only once per day.
  Anyone who grasps an amber pinwheel receives mental
  instructions in Draconic on the effects of the item and how 
  to activate it.
  Effect: One command word causes an amber pinwheel to 
  create an invisible dome of force 10 feet high and 20 feet in 
  diameter.
  The dome blocks particulate matter (dust, sand, snow, and 
  the like) and nonmagic projectiles of any size.
  Magic projectiles, spells, water, gas attacks, and wind (but 
  not flying debris) can pass through the dome.
  This applies within the dome as well; for example, someone 
  inside the dome can’t fire nonmagical ranged attacks at a 
  foe on the outside.
  Any material covering the dome when this effect ends fills 
  the space formerly occupied by the dome.
  A second command word creates the illusion of a sand 
  dune with the same dimensions as the dome of force.
  Both abilities can be in effect at once.
  Aura/Caster Level: Moderate abjuration and illusion; CL 
  10th.
  Construction: Craft Wondrous Item, hallucinatory terrain, 
  wall of force, 1,950 gp, 156 XP, 4 days.
  Weight: 3 lb.
  Price: 3,900 gp.
  AZURE SKULLCAP
  In addition to their obvious protective qualities, these items 
  are popular among spellcasters for use as hidden weapons 
  for when all else fails.
  Description: This large, brilliant blue dragon scale is edged 
  in mithral and set with blue sapphires and tourmalines in a 
  decorative pattern.
  It fits snugly over the head, occupying space on the body as 
  a magic helm or hat.
  Activation: The resistance and bonus to natural armor 
  function continuously while worn.
  Once per day, the wearer can use lightning bolt with a purely 
  mental standard action.
  Anyone donning an azure skullcap receives mental 
  instructions in Draconic on the effects of the item and how 
  to activate it.
  Effect: An azure skullcap grants its wearer resistance to 
  electricity 5 and a +1 enhancement bonus to natural armor.
  In addition, the wearer can use it to produce a lightning 
  bolt effect.
  Aura/Caster Level: Moderate abjuration and evocation; CL 
  8th.
  Construction: Craft Wondrous Item, barkskin, lightning bolt, 
  resist energy, 7,500 gp, 600 XP, 15 days.
  Weight: 1 lb.
  Price: 15,000 gp.
  BERUTO OF THE CARP DRAGON
  This belt grants its wearer a swim speed and the ability to 
  breathe water.
  Description: Decorated with seashells, this hemp belt has a 
  buckle fashioned from a yu lung dragon scale.
  Activation: A beruto of the carp dragon functions 
  continuously while worn, occupying the same body slot as 
  a belt.
  When first donned, it telepathically instructs the wearer 
  (simultaneously in the Spirit Tongue and Draconic) on the 
  effects of the item and how to activate it.
  Effect: The wearer gains the ability to breathe water 
  normally but loses the ability to breathe air.
  He also gains a swim speed equal to his base land speed, 
  along with the other benefits of having a swim speed (see 
  Movement Modes, MM 311).
  After removing the beruto of the carp dragon, the wearer 
  resumes breathing air.
  Aura/Caster Level: Moderate transmutation; CL 7th.
  Construction: Craft Wondrous Item, water breathing, 1,100 
  gp, 88 XP, 3 days.
  Weight: 1 lb.
  Price: 2,200 gp.
  BRASSY BRACERS
  These bracers sear enemies with boiling heat while 
  diverting their attacks.
  Description: This pair of brass dragon scales, each about the 
  size and shape of a man’s fist, are edged in mithral and set 
  with moonstones in a spiral pattern.
  Affixed to the back of each is a buckle and leather strap so 
  they can be worn on the forearms.
  Activation: Once per day, the wearer can create a shield of 
  superheated air with a purely mental swift action.
  Anyone donning the brassy bracers receives mental 
  instructions in Draconic on the effects of the item and how 
  to activate it.
  Effect: Activating the brassy bracers surrounds the wearer in 
  a swirling shield of superheated air for up to 10 rounds.
  The shimmering heat waves provide concealment for him, 
  imposing a 20% miss chance on attacks made against him.
  The wearer can deactivate the effect as a standard action.
  
  75
  In addition, the heat deals 2d6 points of fire damage to any 
  creatures striking the wearer with a natural attack or 
  nonreach melee weapon.
  The wearer is immune to the heat damage of his own 
  bracers.
  Aura/Caster Level: Moderate abjuration and illusion; CL 
  10th.
  Construction: Craft Wondrous Item, blur, fire shield, 2,550 
  gp, 204 XP, 6 days.
  Weight: 1 lb.
  Price: 5,100 gp.
  BRONZED CUFF
  Anyone who wears this scale can summon a powerful whip 
  of pure energy.
  Description: Shaped to fit easily on a creature’s wrist, this 
  bronze dragon scale is set with a pair of tiger’s eye topazes 
  and rimmed with bronze studs.
  Activation: Twice per day, the wearer can summon the 
  whip with a swift action.
  It can be dismissed with a tree action.
  Anyone donning a bronzed cuff receives mental instructions 
  in Draconic on the effects of the item and how to activate it.
  A bronzed cuff can be worn with magic bracers on the same 
  arm without affecting the ability of either magic item, but it
  does not work when a magic ring is worn on the hand of 
  the same arm.
  Effect: When a bronzed cuff is activated, a +1 brilliant energy 
  shock whip appears in the hand of the arm wearing the cuff.
  (If that hand already holds an object, the cuff fails to 
  activate).
  The whip remains for 5 rounds or until dismissed; 
  otherwise, it cannot leave the hand of the wielder for any 
  reason.
  Aura/Caster Level: Strong conjuration; CL 16th.
  Construction: Craft Wondrous Item, call lightning or
  lightning bolt, continual flame, gaseous form, 9,000 gp, 720 XP, 
  18 days.
  Weight: —.
  Price: 18,000 gp.
  CRIMSON CLAW
  Easy to conceal from a casual search, a crimson claw is 
  another handy hidden weapon for any character.
  Description: This small red dragon scale resembles a false 
  fingernail for a finger or claw.
  It is decorated with a flame pattern in delicate gold leaf and 
  magically adheres to cover the wearer’s existing nail.
  A DC 15 Search check reveals that the crimson claw isn’t 
  simply a painted part of the wearer’s body.
  Activation: The resistance and bonus to natural armor 
  function continuously while worn (occupying space on the 
  body as a glove or gauntlet).
  Once per day, the wearer can produce a burning hands effect 
  with a purely mental standard action.
  Anyone donning a crimson claw receives mental 
  instructions in Draconic on the effects of the item and how 
  to activate it.
  Effect: A crimson claw grants its wearer resistance to fire 5 
  and a +1 enhancement bonus to natural armor.
  In addition, the wearer can use it to produce a burning hands 
  effect Aura/Caster Level: Faint abjuration and evocation; 
  CL 5th.
  Construction: Craft Wondrous Item, barkskin, burning 
  hands, resist energy, 5,000 gp, 400 XP, 10 days.
  Weight: —.
  Price: 10,000 gp.
  CUPRIC BROOCH
  Originally created by the dao to allow their most loyal 
  slaves to navigate the Elemental Plane of Earth and earthen 
  barriers on the Material Plane, these handy brooches have 
  slipped out into the world at large.
  Description: This small copper dragon scale is set in a 
  rectangular granite frame affixed to a metal pin.
  Activation: Three times per day, the wearer can activate a 
  cupric brooch as a full-round action.
  Anyone donning a cupric brooch receives mental 
  instructions in Draconic on the effects of the item and how 
  to activate it.
  Effect: When activated, a cupric brooch enables its wearer to 
  move and breathe freely when passing through any type of 
  stone or earth (but not magma or lava).
  This effect does not grant the wearer the ability to see 
  within stone or earth, and his speed is likely halved along 
  with the other effects of blindness.
  The wearer travels as though walking (or swimming, if that 
  would result in a taster movement rare) and can move in 
  any direction.
  He can’t use the brooch to pass through stone or earthen 
  creatures.
  The effect lasts for 1 minute.
  Aura/Caster Level: Moderate transmutation; CL 9th.
  Construction: Craft Wondrous Item, meld into stone, 
  passwall, 11,000 gp, 880 XP, 22 days.
  Weight: —.
  Price: 22,000 gp.
  DARK CLASP
  This innocuous item extends the reach of attacks, 
  surprising enemies who foolishly believe themselves 
  beyond danger.
  Description: This purple-black deep dragon scale comes in 
  two parts, which fit together to form a twining serpent.
  A dark clasp usually fastens a cloak, but it can secure any 
  type of clothing, occupying space on the body as an amulet.
  The wearer of a dark clasp gains a slightly ophidian feature, 
  usually vertical pupils.
  Activation: Three times per day, a dark clasp can be activated 
  with a swift action.
  Anyone who wears the clasp receives mental instructions 
  in Draconic on the effects of the item and how to activate it.
  Effect: The dark clasp allows its wearer to make a single 
  melee attack with a reach 5 feet longer than normal by 
  elongating the arm (or similar body part) delivering the 
  attack.
  The attack must be made with one limb, so the wearer 
  cannot gain greater reach with a weapon that is wielded in 
  two hands.
  Alternatively, the wearer can perform a single move action 
  or standard action (such as picking up a set of keys outside a 
  cell) with 5 additional feet of reach.
  
  76
  Again, this effect applies only to actions that can be 
  performed with one limb.
  Aura/Caster Level: Faint transmutation; CL 3rd.
  Construction: Craft Wondrous Item, mage hand, 1,200 gp, 
  96 XP, 3 days.
  Weight: —.
  Price: 2,400 gp.
  EBON MASK
  This mask provides minor defensive properties and also lets 
  its wearer avoid the dangers of drowning—useful when 
  exploring the marshy lairs of black dragons.
  Description: This dull black dragon scale is edged in iron.
  It is roughly triangular in shape and slightly larger than a 
  human fist when not worn.
  Activation: An ebon mask functions continuously while 
  worn, occupying space on the body as goggles or lenses.
  If held to the face, it magically adheres to cover the nose 
  and mouth.
  Anyone donning an ebon mask receives mental instructions 
  in Draconic on its effects.
  Only the wearer can remove an ebon mask unless he is 
  unconscious or killed, in which case it detaches easily.
  Effect: An ebon mask grants the ability to breathe water but 
  does not prevent the wearer from breathing air.
  It also grants resistance to acid 5 and a +1 enhancement 
  bonus to natural armor.
  While highly prized for its benefits, an ebon mask has a 
  drawback: It muffles speech, imposing a 20% chance of 
  spell failure when the wearer attempts to cast spells with 
  verbal components.
  Aura/Caster Level: Moderate abjuration and transmutation; 
  CL 6th.
  Construction: Craft Wondrous Item, barkskin, resist energy,
  water breathing, 4,500 gp, 360 XP, 9 days.
  Weight: 1 lb.
  Price: 9,000 gp.
  EMERALD EYE PATCH
  Prized by characters who explore dark forests and jungles, 
  this patch also comes in handy for anyone searching for 
  just the right herb or spice.
  Description: This scintillating green dragon scale is 2 
  inches in diameter and features a faceted emerald in its 
  center.
  Activation: Activating either effect of the emerald eye patch 
  requires a standard action.
  The rebuke/command plant creatures effect functions 
  three times per day, while the detect plants effect can be used 
  at will.
  If it is held to the face, the patch magically adheres to cover 
  one eye.
  Anyone donning an emerald eye patch receives mental 
  instructions in Draconic on the effects of the item and how 
  to activate it.
  Only the wearer can remove the patch unless she is 
  unconscious or killed, in which case it detaches easily.
  Effect: The wearer of an emerald eye patch can rebuke or 
  command plant creatures, just like the granted power of the 
  Plant domain, as a 10th-level cleric.
  In addition, the wearer can detect plants at will as if using the 
  detect animals or plants spell (PH 218).
  but this ability detects only plants.
  Aura/Caster Level: Moderate divination and transmutation; 
  CL 10th.
  Construction: Craft Wondrous Item, control plants.
  6,000 gp, 480 XP, 12 days.
  Weight: —.
  Price: 12,000 gp.
  FANGED RING
  This item is useful to any character who frequently finds 
  herself unarmed, though monks and similar martial artists 
  prize it most highly.
  Description: Protruding 3 inches above its setting, this gray 
  fang dragon scale is set in a heavy gold band.
  The ring appears cumbersome but does not interfere with 
  any actions.
  Activation: A fanged ring functions continuously while 
  worn.
  Anyone donning the ring receives mental instructions in 
  Draconic on the effects of the item and how to activate it.
  Effect: A fanged ring grants its wearer the Improved 
  Unarmed Strike feat and the Improved Natural Attack 
  (unarmed strike) feat.
  If the wearer deals a critical hit with an unarmed strike, he 
  also deals 1 point of Constitution damage to the creature 
  struck.
  Aura/Caster Level: Strong transmutation; CL 12th.
  Construction: Forge Ring, divine power, poison.
  5,000 gp, 400 XP, 10 days.
  Weight: —.
  Price: 10,000 gp.
  FIERY KABUTO OF THE CELESTIAL 
  DRAGON
  In addition to being a badge of honor and loyalty, this helm 
  grants immunity to cold and fire and burns would-be 
  attackers.
  Description: This extremely ornate helm is decorated with 
  red and yellow enamel and features a large t’ien lung 
  dragon scale as its central decoration.
  Prerequisite: While this item functions for any character, 
  wearing a kabuto is a right normally reserved for samurai 
  (see Oriental Adventures or Complete Warrior).
  Other characters who wear this item risk drawing the ire of 
  those who hold to such standards of honor.
  In campaigns that don’t include samurai, the fiery kabuto is 
  most appropriate for paladins, knights (see Player’s 
  Handbook II), and similarly honorable characters.
  Activation: Activating or turning of a fiery kabuto requires a 
  standard action; expanding the diameter of the sphere of 
  flame requires a full-round action.
  It functions once per day.
  When first donned, it telepathically instructs the wearer 
  (simultaneously in the Spirit Tongue and Draconic) on the 
  effects of the item and how to activate it.
  Effect: A fiery kabuto of the celestial dragon creates a sheath of 
  fire around its wearer that lasts for 10 rounds.
  The wearer is immune to the helm’s flames and also gains 
  immunity to cold and fire.
  
  77
  Furthermore, the flames deal 1d6 points of fire damage to 
  any creature that strikes the wearer with a natural weapon 
  or nonreach melee weapon.
  The wearer can attempt a DC 15 Concentration check as a 
  full-round action to expand the size of the flames to a 20-
  foot-radius sphere.
  Each creature within the sphere takes 2d6 points of fire 
  damage each round at the end of the wearer’s turn, but they 
  no longer take damage from striking him.
  Aura/Caster Level: Strong evocation; CL 13th.
  Construction: Craft Wondrous Item, fires of purity (Oriental 
  Adventures) or fire shield, 4,500 gp, 460 XP, 9 days.
  Weight: 3 lb.
  Price: 9,000 gp.
  GOLDEN VISOR
  When worn as part of a helm, this item grants its wearer 
  keen senses similar to those of a dragon, as well as a 
  menacing aura to keep foes at bay.
  Description: This gold dragon scale is edged in steel and 
  pierced with viewing slits, looking very much like the visor 
  of a helmet.
  Activation: A golden visor must be attached to a helm to 
  function, occupying space on the body as goggles or lenses.
  While the helm is worm, its darkvision and low-light vision 
  effects function continuously, and the wearer can activate 
  blindsense and the aura of menace each once per day as a 
  standard action.
  The wearer receives mental instructions in Draconic on the 
  effects of the item and how to activate it.
  Effect: The wearer of a helm fitted with a golden visor gains 
  darkvision out to 60 feet and a dragon’s low-light vision 
  (seeing four times as well as a human in low-light 
  conditions).
  Once per day, the visor also grants blindsense out to 30 feet.
  In addition, the wearer can generate an aura of menace 
  once per day.
  An enemy with fewer Hit Dice than the wearer who tries to 
  approach within 20 feet of him must succeed on a DC 20 
  Will save or be unable to approach for 1 round.
  It the wearer moves closer to an affected creature, the effect 
  is broken for that creature, and it gains immunity to the 
  aura for 24 hours.
  Aura/Caster Level: Moderate divination and enchantment; 
  CL 11th.
  Construction: Craft Wondrous Item, 
  clairaudience/clairvoyance, darkvision, invisibility purge, 
  repulsion, 12,000 gp, 960 XP, 24 days.
  Weight: 1 lb.
  Price: 24,000 gp.
  IYARINGU OF THE EARTH DRAGON
  This handy earring makes it easier for its wearer to cross 
  difficult terrain.
  Description: This large, gaudy earring is fashioned from a 
  peacock-like quill of a li lung dragon and decorated with 
  jade beads and pieces of red coral.
  Activation: An iyaringu functions continuously while worn, 
  occupying space on the body as a hat or headband.
  When first worn, it telepathically instructs the wearer 
  (simultaneously in the Spirit Tongue and Draconic) on the 
  effects of the item and how to activate it.
  Effect: An iyaringu of the earth dragon grants sure footing, 
  allowing the wearer to move at his normal speed through 
  bogs, rubble, and undergrowth (see DAJG Chapter 3 for 
  more details on terrain).
  He can remain standing even during an earthquake.
  The earring has the same effect when the wearer 
  encounters similar magical obstacles, but it does not negate 
  any damage that might be dealt.
  For example, the wearer is not reduced to half speed in the 
  area of a spike stones spell, but he still takes 1d8 points of 
  damage for every 5 feet of movement.
  Aura/Caster Level: Faint transmutation; CL 5th.
  Construction: Craft Wondrous Item, freedom of movement,
  3,750 gp, 300 XP, 8 days.
  Weight: —.
  Price: 7,500 gp.
  KODATE OF THE SPIRIT DRAGON
  This tiny shield is ideal for spies and.
  other stealthy characters who need to slip in or out of tight 
  spots.
  Description: This buckler is fashioned from silver-plated 
  steel and has a shen lung dragon scale embedded in its 
  center.
  Activation: The enhancement bonus and the ability to 
  speak and understand the Spirit Tongue function while the 
  kodate is held.
  Twice per day, the owner can become ethereal as a swift 
  action.
  When first held, the buckler telepathically instructs the 
  owner (simultaneously in the Spirit Tongue and Draconic) 
  on the effects of the item and how to activate it.
  Effect: A kodate of the spirit dragon functions as a +1 buckler,
  and its owner can speak and understand the Spirit Tongue.
  When activated, the item renders its owner ethereal for 1 
  round, similar to the ethereal jaunt spell (PH 227).
  Aura/Caster Level: Moderate abjuration and transmutation; 
  CL 10th.
  Construction: Craft Magic Arms and Armor, ethereal taunt,
  tongues, 3,165 gp, 240 XP, 6 days.
  Weight: 6 lb.
  Price: 6,165 gp.
  KURIBUNE OFTHE RIVER DRAGON
  Small enough to be carried in a box, this scale expands into 
  a full-size rowboat.
  Description: This 6-inch-diameter chiang lung dragon scale 
  is decorated with blue and green enamel, the interior 
  studded with freshwater pearls arranged like benches in a 
  tiny rowboat.
  It is usually stored in a watertight black lacquer box.
  Activation: To activate a kuribune, the owner must place it 
  in contact with water and speak the command word (a 
  standard action).
  He can return it to dragon scale form by sprinkling a 
  handful of sand or dirt into the boat (another standard 
  action).
  When first grasped, a kuribune telepathically instructs the 
  owner (simultaneously in the Spirit Tongue and Draconic) 
  on the effects of the item and how to activate it.
  
  78
  Effect: When activated, a kuribune of the river dragon 
  enlarges into a normal 12-foot rowboat that can hold up to 
  three Medium creatures.
  The boat obeys simple one-word commands (such as “start”, 
  “stop”, “left”, “right”, and so on) spoken by someone sitting 
  in the prow, and it travels at a constant speed of 10 feet per 
  round (subject to the current and rowing).
  Aura/Caster Level: Strong transmutation; CL 12th.
  Construction: Craft Wondrous Item, Craft (shipmaking) 5 
  ranks, contingency, fabricate, find the path, 1,500 gp, 240 XP, 3 
  days.
  Weight: 1 lb.
  Price: 3,000 gp.
  OPALESCENT AMULET
  Treasured by those who hunt in the frostfell.
  this item protects its owner from the common dangers of 
  that deadly realm.
  Description: This milky white dragon scale is framed by a 
  silver setting and hangs from a filigree chain.
  Tiny opals stud the surface of the scale in a snowflake 
  pattern.
  Activation: An opalescent amulet functions continuously 
  while worn.
  Anyone donning it receives mental instructions in 
  Draconic on its effects.
  Effect: An opalescent amulet grants the icewalking ability of a 
  white dragon, which functions as the spider climb spell (PH
  283) but only in icy areas.
  The wearer also gains resistance to cold 5 and a +1 
  enhancement bonus to natural armor.
  Aura/Caster Level: Moderate abjuration and transmutation; 
  CL 6th.
  Construction: Craft Wondrous Item, barkskin, resist energy,
  spider climb, 4,500 gp, 360 XP, 9 days.
  Weight: —.
  Price: 9,000 gp.
  PEARLY OKIMONO OF THE SEA 
  DRAGON
  Many ship captains keep a pearly okimono of the sea dragon in 
  their cabins, although smaller vessels have one mounted on 
  their bows for decoration.
  It is a mark of prestige to possess one, since these items 
  greatly benefit warships, exploratory vessels, and fishers 
  alike.
  Description: This ornate lung wang dragon scale is 12 
  inches in diameter and inlaid with mother-of-pearl, coral, 
  and white pearls depicting an ocean scene.
  Activation: An okimono functions continuously as long as it 
  is affixed to a water vessel.
  When first grasped, it telepathically instructs the owner 
  (simultaneously in the Spirit Tongue and Draconic) on the 
  effects of the item and how to activate it.
  Effect: When carried aboard a waterborne vessel, a pearly 
  okimono of the sea dragon grants a +5 bonus on any Profession 
  (sailor) checks made to control the ship by someone on the 
  vessel.
  It also increases the vessel’s hardness by 5 and halves any 
  chance that the ship will capsize in rough water.
  Aura/Caster Level: Moderate divination and transmutation; 
  CL 11th.
  Construction: Craft Wondrous Item, commune with nature 
  or commune with greater spirit (see Oriental Adventures),
  control winds, ironwood, 3,750 gp, 300 XP, 8 days.
  Weight: 6 lb.
  Price: 7,500 gp.
  SHADOWY DIADEM
  This headband can cloak its wearer in a sudden shroud of 
  darkness and protect him from the life-draining attacks of 
  undead.
  Description: This black iron headband is studded with onyx 
  and black sapphires, with a triangular shadow dragon scale 
  affixed to its center.
  Activation: A shadowy diadem can be activated three limes 
  per day as a swift action.
  Its effects last for 10 rounds, or until the wearer enters the 
  area of a spell of 3rd level or higher that has the light 
  descriptor.
  Anyone donning the headband receives mental 
  instructions in Draconic on the effects of the item and how 
  to activate it.
  Effect: A shadowy diadem cloaks its wearer in a swirling mass 
  of darkness that provides concealment and grants 
  immunity to energy drain effects.
  Aura/Caster Level: Moderate abjuration and illusion; CL 
  7th.
  Construction: Craft Wondrous Item, blur, death ward, 2,200 
  gp, 176 XP, 5 days.
  Weight: 1 lb.
  Price: 4,400 gp.
  SONOROUS SCALE
  Characters who are tired of having their prize jewelry 
  swiped by thieves will find that this scale to be a shocking 
  deterrent to would-be pickpockets.
  Description: This song dragon scale is decorated with a 
  variety of precious metals and gems with no discernible 
  pattern or form.
  Activation: Speaking a command word causes a sonorous 
  scale to transform into an attractive piece of jewelry of the 
  speaker’s choice, such as a brooch, pendant, bracelet, circlet, 
  or amulet.
  No matter what its shape, this item does not inhibit the 
  function of any other magic item in use by its owner.
  Alter donning the jewelry, the wearer can touch it safely, 
  but anyone else grabbing it will trigger the damage and 
  keening effects.
  The wearer can speak a second command word to 
  deactivate the keening, and a third to turn the jewelry back 
  into a dragon scale, which can be touched safely by anyone.
  Anyone who dons a sonorous scale receives mental 
  instructions in Draconic on the effects of the item and how 
  to activate it.
  Effect: When activated, a sonorous scale acts purely as a theft 
  deterrent.
  If someone tries to take the piece of jewelry from the 
  wearer, it deals 3d8 points of electricity damage to the thief 
  and emits a high-pitched keening sound that can be heard 
  with a DC-20 Listen check (making it clearly audible up to 
  300 feet away, assuming no barriers exist).
  
  79
  The noise stops only if the item is removed from the 
  wearer, if the wearer is slain, or if the wearer deactivates the 
  keening with a command word.
  Aura/Caster Level: Moderate evocation; CL 6th.
  Construction: Craft Wondrous Item, alarm, shocking grasp, 
  1,250 gp, 100 XP, 3 days.
  Weight: —.
  Price: 2,500 gp.
  STERLING COLLAR
  Anyone who wears this collar can walk gracefully through 
  the clouds like a silver dragon and also gains some of the 
  creature’s natural defenses.
  Description: This silver dragon scale is expertly shaped to 
  fit around the throat and is studded with chrysoberyls and 
  white pearls.
  Activation: The resistance to cold and natural armor bonus 
  granted by the sterling collar function continuously while 
  the item is worn.
  Once per day, the wearer can activate the ability to walk on 
  clouds (an immediate action) for up to 10 minutes.
  Effect: A sterling collar grants resistance to cold 5 and a +1 
  enhancement bonus to natural armor.
  In addition, the wearer can walk on clouds just as a silver 
  dragon does; treat this as an air walk spell (PH 196) that 
  works only in log or clouds.
  Aura/Caster Level: Moderate abjuration and transmutation; 
  CL 9th.
  Construction: Craft Wondrous Item, air walk, barkskin, resist 
  energy, 6,000 gp, 480 XP, 12 days.
  Weight: 1 lb.
  Price: 12,000 gp.
  TAREKAZARI OF THE COILED 
  DRAGON
  This jeweled amulet allows its owner to speak with a dead 
  creature or to prevent a fallen comrade from being 
  reanimated.
  Description: This amulet is fashioned from a pan lung 
  dragon scale decorated with silver and amethysts.
  It hangs from a silver chain and bears an inscription that 
  reads “Honor thine ancestors” in Draconic.
  Activation: To activate a tarekazari, its owner must place the 
  amulet on the remains of a creature and speak the 
  command word (a standard action).
  It functions once per day.
  When first grasped, the amulet telepathically instructs the 
  wearer (simultaneously in the Spirit Tongue and Draconic) 
  on its effects and how to activate it.
  Effect: When activated, a tarekazari of the coiled dragon first 
  recites the names of five generations of the dead creature’s 
  ancestors.
  It then allows three questions to be asked of the creature’s 
  spirit, subject to all the restrictions of a speak with dead spell 
  (PH 281) cast by a 7th-level caster.
  Alternatively, the creature’s remains can be rendered 
  immune to reanimation as an undead creature by any 
  effect.
  This immunity is permanent.
  The tarekazari does not permit questioning a creature’s 
  spirit and then rendering the same creature immune to 
  reanimation-—-one effect must be chosen.
  Aura/Caster Level: Moderate divination and transmutation; 
  CL 7th.
  Construction: Craft Wondrous Item, hallow or dispel taint 
  (see Oriental Adventures), legend lore, speak with dead, 1,800 
  gp, 144 XP, 4 days.
  Weight: —.
  Price: 3,600 gp.
  WATERY HACHIMAKI OF THE 
  TYPHOON DRAGON
  By channeling the mighty power of a run mi lung dragon, 
  this headband grants control of the wind and the rain.
  Description: This blue silk headband is sewn with black 
  pearls and features a tun mi lung dragon scale as its central 
  ornament.
  Activation: Activating the hachimaki requires a standard 
  action.
  Each of its effects functions once per day.
  When first donned, the item telepathically instructs the 
  wearer (simultaneously in the Spirit Tongue and Draconic) 
  on its effects and how to activate it.
  Effect: A hachimaki can be used to produce a control weather 
  el feet and a control winds effect, each once per day.
  Aura/Caster Level: Strong transmutation; CL 13th.
  Construction: Craft Wondrous Item, control weather, control 
  winds, 12,000 gp, 960 XP, 24 days.
  Weight: —.
  Price: 24,000 gp.
  
  80
  EPIC ARMOR AND 
  SHIELD SPECIAL 
  ABILITIES
  EPIC LEVEL HANDBOOK 
  (3.0)
  ACID WARDING
  A suit of armor or shield with this special ability normally 
  has a dull gray appearance.
  The armor absorbs the first 50 points of acid damage per 
  round that the wearer would normally take (similar to the 
  resist elements spell).
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, protection from elements;
  Market Price: +6 bonus.
  COLD WARDING
  A suit of armor or shield with this special ability normally 
  has a bluish, icy hue or is adorned with furs and shaggy 
  pelts.
  The armor absorbs the first 50 points of cold damage per 
  round that the wearer would normally take (similar to the 
  resist elements spell).
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, protection from elements;
  Market Price: +6 bonus.
  EXCEPTIONAL ARROW DEFLECTION
  This shield functions like a shield of arrow deflection (see 
  the DUNGEON MASTER’s Guide), except that it can deflect 
  any type of ranged attack (including spells that require a 
  ranged touch attack) as if it were an arrow.
  Any time the bearer would normally be struck by a ranged 
  attack, he can make a Reflex saving throw (DC 20).
  If the ranged attack has an enhancement bonus (or a spell 
  level), the DC increases by that amount.
  If he succeeds, the shield deflects the attack.
  The bearer must be aware of the attack and not flat-footed.
  Attempting to deflect a ranged attack doesn’t count as an 
  action.
  Caster Level: 23rd; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, shield, wall of 
  force; Market Price: +8 bonus.
  FIRE WARDING
  A suit of armor or shield with this special ability normally 
  has a reddish hue and often is decorated with a draconic or 
  fiery motif.
  The armor absorbs the first 50 points of fire damage per 
  round that the wearer would normally take (similar to the 
  resist elements spell).
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, protection from elements;
  Market Price; +6 bonus.
  GREAT INVULNERABILITY
  This suit of armor or shield grants the wearer damage 
  reduction.
  The damage reduction can be 10/+2, 15/+3, 20/+4, or 25/+5, 
  depending on the armor.
  Caster Level: 19th (10/+2), 20th (15/+3), 21st(20/+4), 22nd 
  (25/+5); Prerequisites: Craft Magic Arms and Armor, Craft 
  Epic Magic Arms and Armor, stoneskin, wish, or miracle;
  Market Price: +4 bonus (10/+2), +5 bonus (15/+3), +6 bonus 
  (20/+4), +7 bonus (25/+5).
  GREAT REFLECTION
  This mirror-like shield is completely reflective.
  Any time its bearer is targeted with a spell, it automatically 
  reflects the spell back at the caster (as the spell turning 
  spell).
  The wearer can lower or raise this effect as a free action 
  (thus allowing beneficial spells in as desired).
  Caster Level: 25th; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, spell turning;
  Market Price: +10 bonus.
  GREAT SPELL RESISTANCE
  This suit of armor or shield grants the wearer spell 
  resistance.
  The spell resistance can be 21, 23, 25, or 27, depending on 
  the armor.
  Caster Level: 21st (SR 21), 22nd (SR 23), 23rd (SR 25), 24th 
  (SR 27); Prerequisites: Craft Magic Arms and Armor, Craft 
  Epic Magic Arms and Armor, spell resistance; Market Price: +6 
  bonus (SR 21), +7 bonus (SR 23), +8 bonus (SR 25), +9 
  bonus (SR 27).
  INFINITE ARROW DEFLECTION
  This shield functions like a shield of arrow deflection (see the 
  DUNGEON MASTER’s Guide), though it can deflect any 
  number of projectiles or thrown weapons each round.
  Any time the bearer would normally be struck by a ranged 
  weapon, he can make a Reflex saving throw (DC 20).
  If the ranged weapon has an enhancement bonus, the DC 
  increases by that amount.
  If he succeeds, the shield deflects the weapon.
  He must he aware of the attack and not flat-footed.
  Attempting to deflect a ranged weapon doesn’t count as an 
  action.
  Exceptional ranged weapons, such as boulders hurled by 
  giants or Melf’s acid arrow, can’t be deflected.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, protection from arrows,
  shield; Market Price: +6 bonus.
  
  81
  LIGHTNING WARDING
  A suit of armor or shield with this special ability normally 
  has a bluish hue and often is decorated with a storm or 
  lightning motif.
  The armor absorbs the first 50 points of lightning damage 
  per round that the wearer would normally take (similar to 
  the resist elements spell).
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, protection from elements;
  Market Price: +6 bonus.
  NEGATING
  Immediately after the wearer of this armor is hit with a 
  magic weapon, the armor casts greater dispelling on the 
  weapon.
  (In the case of projectile weapons, the armor casts greater 
  dispelling on the weapon that fired the projectile if it is in 
  range.
  If it is out of range, the armor does nothing).
  No weapon can be affected by the armor more than once 
  per day (regardless of the success of the dispel check).
  Caster Level: 20th; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, greater dispelling;
  Market Price: +5 bonus.
  SONIC WARDING
  A suit of armor or shield with this special ability normally 
  has a glistening appearance.
  The armor absorbs the first 50 points of sonic damage per 
  round that the wearer would normally take (similar to the 
  resist elements spell).
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, protection from elements;
  Market Price: +6 bonus.
  
  82
  EPIC RINGS
  EPIC LEVEL HANDBOOK 
  (3.0)
  ADAMANT LAW
  The wearer of this blue-black ring is constantly sheathed in 
  a shield of law effect.
  It bestows one negative level on any chaotic creature that 
  puts it on.
  The negative level remains as long as the ring is worn and 
  disappears when the ring is removed.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the ring is worn.
  Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, 
  shield of law, creator must be lawful; Market Price: 250,000 gp.
  CHAOTIC FURY
  The wearer of this jagged metal ring is constantly sheathed 
  in a cloak of chaos effect.
  It bestows one negative level on any lawful creature that 
  puts it on.
  The negative level remains as long as the ring is worn and 
  disappears when the ring is removed.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the ring is worn.
  Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, 
  cloak of chaos, creator must be chaotic; Market Price: 250,000 
  gp.
  ELEMENTAL IMMUNITY
  This plain adamantine band continually provides the 
  wearer with immunity to a single type of energy: fire, cold, 
  electricity, acid, or sonic.
  The wearer takes no damage from the energy of the specific 
  type.
  Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, 
  protection from elements; Market Price: 240,000 gp.
  EPIC PROTECTION
  This ring offers continual magical protection in the form of 
  a deflection bonus to Armor Class of +6 or higher.
  Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, 
  shield of faith, creator’s caster level must be three times the 
  ring’s bonus; Market Price: 720,000 gp (+6), 980,000 gp (+7), 
  1,280,000 gp (+3), 1,620,000 gp (+9), 2,000,000 gp (+10).
  EPIC WIZARDRY
  Like the ring of wizardry, this special ring comes in a 
  variety of types useful only to arcane spellcasters.
  The wearer’s arcane spells per day are doubled for one 
  particular spell level.
  An epic ring of wizardry V doubles 5th-level spells, an epic ring 
  of wizardry VI doubles 6th-level spells, an epic ring of wizardry 
  VII doubles 7th-level spells, an epic ring of wizardry VIII 
  doubles 8th-level spells, and an epic ring of wizardry IX 
  doubles 9th-level spells.
  Bonus spells from high ability scores, school specialization, 
  or any other source are not doubled.
  Caster Level: 23rd (epic wizardry V), 26th (epic wizardry VI), 
  29th (epic wizardry VII), 32nd (epic wizardry VIII), 35th (epic 
  wizardry IX); Prerequisites: Forge Ring, Forge Epic Ring, wish;
  Market Price: 250,000 gp (epic wizardry V), 360,000 gp (epic 
  wizardry VI), 490,000 gp (epic wizardry VII), 640,000 gp (epic 
  wizardry VIII), 810,000 gp (epic wizardry IX).
  INEFFABLE EVIL
  The wearer of this crimson ring is constantly sheathed in 
  an unholy aura effect.
  It bestows one negative level on any good creature that puts 
  it on.
  The negative level remains as long as the ring is worn and 
  disappears when the ring is removed.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the ring is worn.
  Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, 
  unholy aura, creator must be evil; Market Price: 250,000 gp.
  IRONSKIN
  This plain band of black iron grants its wearer damage 
  reduction 10/+5.
  Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, 
  iron body; Market Price: 400,000 gp.
  RAPID HEALING
  The wearer of this ring of bone grants a living wearer fast 
  healing 3.
  It must be worn for 24 hours before its powers activate, and 
  if removed it will not function again until it has been worn 
  for 24 hours by the same individual.
  Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, 
  regenerate; Market Price: 300,000 gp.
  SEQUESTERING
  This crystalline ring becomes invisible when worn.
  Upon command, the wearer gains the benefits of a sequester 
  spell (though she does not become comatose as normal for 
  the spell).
  Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, 
  sequester; Market Price: 300,000 gp.
  UNIVERSAL ELEMENTAL IMMUNITY
  This ring appears to be fashioned from four lengths of pure 
  element: acid, fire, cold, electricity.
  The stone set in the band emits a rumble like distant 
  thunder once every day.
  
  83
  When worn, it functions as a ring of elemental immunity for 
  all types of energy—fire, cold, electricity, acid, and sonic.
  The wearer takes no damage from energy of any of these 
  types.
  Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, 
  protection from elements; Market Price: 2,160,000 gp.
  UNIVERSAL ELEMENTAL 
  RESISTANCE, MAJOR
  This ring functions as a ring of major elemental resistance for 
  all types of energy—fire, cold, electricity, acid, and sonic.
  When the wearer would normally take such damage, 
  subtract 30 points of damage per round from the amount 
  before applying.
  Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, 
  protection from elements; Market Price: 216,000 gp; Cost to 
  Create: 108,000 gp + 12,160 XP.
  VIRTUOUS GOOD
  The wearer of this pure golden ring is constantly sheathed 
  in a holy aura effect.
  It bestows one negative level on any evil creature that puts 
  it on.
  The negative level remains as long as the ring is worn and 
  disappears when the ring is removed.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the ring is worn.
  Caster level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, 
  holy aura, creator must be good; Market Price: 250,000 gp; 
  Cost to Create: 125,000 gp + 12,500 XP.
  WEAPONBREAKING
  A ring of weaponbreaking is identical to a ring of ironskin, and 
  has one additional power.
  Any weapon that successfully strikes the wearer must also 
  make a Fortitude saving throw (DC 20) or be shattered into 
  pieces.
  Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, 
  iron body, shatter; Market Price: 600,000 gp; Cost to Create:
  300,000 gp + 16,000 XP.
  
  84
  EPIC RODS
  EPIC LEVEL HANDBOOK 
  (3.0)
  BESIEGEMENT
  This rod functions as a +3 light mace.
  In addition, it is useful for besieging fortifications.
  Whenever the wielder makes a charge attack, the rod 
  improves to a +6 weapon.
  Twice per day, the rod can create a battering ram that lasts 
  for 24 rounds.
  This ram can strike once per round, dealing 20 points of 
  damage with each hit.
  It cannot be used to target individuals, only fortifications.
  It can be damaged by normal means (65 hp, AC 22), and 
  disintegrate or dispel magic destroys it.
  The rod also has the following powers:
  Siege Engine: One heavy catapult, two light catapults, or 
  three siege towers may be generated with each use of this 
  power.
  The power can be used three times per day.
  Ammunition for 20 shots is included with each weapon 
  created.
  See the Siege Engines section in Chapter 5 of the 
  DUNGEON MASTER’s Guide for more information.
  Each weapon created last for 12 hours.
  Transmute Rock to Mud: This power can be used three times 
  per day (caster level 24th, save DC 17).
  Caster Level: 24th; Prerequisites: Craft Rod, Craft Epic Rod, 
  Craft Magic Arms and Armor, Bigby’s clenched fist, 
  passwall, Rary’s telepathic bond, transmute rock to mud; 
  Market Price: 447,745 gp; Cost to Create: 224,025 gp + 14,474 
  XP.
  EPIC ABSORPTION
  Like a rod of absorption, this rod draws single-target or ray 
  spells and spell-like abilities into itself, nullifying the effect 
  and storing the potential spell levels until the wielder 
  releases the energy in the form of spells of her own.
  Spells of any level (including those boosted beyond 9th 
  level by metamagic) can be absorbed, although epic spells 
  cannot.
  The rod absorbs a maximum of 150 spell levels and can 
  thereafter only discharge any remaining potential it might 
  have.
  The rod cannot be recharged.
  Caster Level: 23rd; Prerequisites: Craft Rod, Craft Epic Rod, 
  Empower Spell, Maximize Spell, empowered maximized 
  spell turning; Market Price: 1,500,000 gp.
  EPIC CANCELLATION
  This rod is similar in appearance to a rod of cancellation, but 
  more powerful.
  Its touch drains an item of all magical properties, including 
  the magical energy in epic magic items (but not most 
  artifacts).
  The item touched gets a Will saving throw (DC 26).
  If a creature is holding the magic item at the time, then the 
  item can use the holder’s Will save bonus in place of its 
  own.
  In such cases, contact is established by making a melee 
  touch attack roll.
  Upon draining three items, the rod becomes brittle and 
  useless.
  Drained items can only be restored by wish, miracle, or epic 
  spells specifically designed to restore lost power.
  A rod of epic cancellation can neutralize a normal sphere of 
  annihilation without itself being cancelled.
  Caster Level: 25th; Prerequisites: Craft Rod, Craft Epic Rod, 
  dispel magic; Market Price: 330,000 gp.
  EPIC MIGHT
  This rod is similar to a rod of lordly might, although it is far 
  more powerful.
  It is larger than its normal counterpart, and it is constructed 
  of adamantine rather than normal metal.
  It has six buttons, several spell-like functions, and several 
  mundane uses, and it can also be used as a magic weapon of 
  various sorts.
  The following spell-like functions of the rod can each be 
  used once per day.
  • Dominate Person: Touched foe is recipient of a dominate 
  person spell, if the wielder so commands (Will save DC 24).
  The wielder must choose to use this power and then 
  succeed with a melee touch attack to activate the power, if 
  the attack fails, the effect is lost.
  • Stun: Upon command, all enemies viewing the rod are 
  stunned, as per the power word, stun spell (10-foot maximum 
  range, Will save DC 24).
  Invoking this power is a standard action.
  • Damage: Upon command, the rod deals 10d8 points of 
  damage to an opponent on a successful touch attack and 
  cures the wielder of a like amount of damage (Will save DC 
  26).
  The wielder must choose to use this power before 
  attacking, as with dominate person.
  The following weapon uses of the rod have no limits on 
  their use.
  • In its normal form, the rod can be used as a +6 heavy mace.
  • When button 1 is pushed, the rod becomes a +3 longsword 
  of fiery blasting.
  • When button 2 is pushed, the rod becomes a +8 battleaxe.
  • When button 3 is pushed, the rod becomes a +10 shortspear
  or +10 longspear.
  The following mundane uses of the rod also have no limits 
  on their use.
  • Climbing pole/ladder: When button 4 is pushed, a spike that 
  can anchor in granite is extruded from the ball, while the 
  other end sprouts three sharp hooks.
  The rod lengthens to anywhere between 5 and 150 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 10,000 pounds.
  The wielder can retract the pole by pushing button 5.
  
  85
  • 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 bonus of +24.
  • When button 6 is pushed, the rod indicates magnetic 
  north and gives the wielder a knowledge of his 
  approximate depth beneath the surface or height above it.
  Caster Level: 30th; Prerequisites: Craft Rod, Craft Epic Rod, 
  Craft Magic Arms and Armor.
  Craft Epic Magic Arms and Armor, cure critical wounds,
  inflict critical wounds, bull’s strength, fireball, dominate person,
  power word stun; Market Price: 4,293,432 gp; Cost to Create:
  2,151,372 gp + 52,841 XP.
  EPIC NEGATION
  This rod negates the spell or spell-like function or 
  functions of magic items, including epic magic items (but 
  not artifacts).
  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 negates any currently active item function and has 
  a 75% chance to negate any other spell or spell-like 
  functions of that device, regardless of the level or power of 
  the functions, for 2d4 rounds.
  To negate instantaneous effects, the rod wielder needs to 
  have readied an action.
  The target item gets no saving throw or means to resist this 
  effect.
  The rod can function three times per day.
  Caster Level: 24th; Prerequisites: Craft Rod, Craft Epic Rod, 
  dispel magic, limited wish or miracle; Market Price: 446,000 gp.
  EPIC RULERSHIP
  This rod appears to be a royal scepter worth at least 25,000 
  gp in materials and workmanship alone.
  The wielder can command the obedience and fealty of 
  creatures within 360 feet when she activates the device (a 
  standard action).
  Creatures totaling 900 Hit Dice can be ruled, but creatures 
  with Intelligence scores of 17 or higher are entitled to a 
  Will saving throw (DC 29) 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 1,500 total minutes before 
  crumbling to dust.
  This duration need not be continuous.
  Caster Level: 25th; Prerequisites: Craft Rod, Craft Epic Rod, 
  Improved Heighten Spell, improved heightened mass 
  charm; Market Price: 575,000 gp; Cost to Create: 300,000 gp + 
  15,500 XP.
  EPIC SPELLCASTER
  This magnificent adamantine rod grants its wielder a +10 
  insight bonus on Spellcraft checks made to cast epic spells 
  for as long as he holds or carries the rod.
  Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod; 
  Market Price: 245,400 gp.
  EPIC SPLENDOR
  This rod grants its wielder a +8 enhancement bonus to 
  Charisma for as long as she holds or carries the item.
  Three times per day, the rod creates and garbs her in 
  clothing of the finest fabrics, plus adornments of fur and 
  jewels.
  Apparel created by the rod can remain in existence up to 24 
  hours.
  The value of the garb ranges from 70,000 to 100,000 gp 
  (1d4+6 × 10,000 gp)—10,000 gp for the fabric, 50,000 gp for 
  the furs, and the rest for jewel trim (maximum of 40 gems, 
  maximum value 1,000 gp each).
  In addition, the rod can, once per week, create a palatial 
  mansion in any floor plan the user desires.
  The mansion is palatial, able to accommodate up to 250 
  people, housing them in private chambers and serving 
  them fine banquets.
  The mansion lasts for three days, after which time it, and 
  everything originally in it (including items removed from 
  the mansion), disappear.
  Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, 
  fabricate, Mordenkainen’s magnificent mansion; Market Price:
  297,400 gp; Cost to Create: 191,200 gp + 12,124 XP.
  EXCELLENT MAGIC
  This rod sports a shining adamantine headpiece.
  Once per day when casting a nonepic or epic spell that has 
  an experience point component, the rod supplies up to 
  2,000 XP, not the caster.
  If more experience points are required to cast the spell, the 
  caster provides them.
  As a special use of the rod, the caster can substitute the 
  power inherent in the rod for the experience point 
  development cost of an epic spell.
  Doing so drains all the power from the rod, rendering it 
  useless.
  Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod; 
  Market Price: 650,000 gp; Cost to Create: 325,000 gp + 26,000 
  XP.
  FORTIFICATION
  This rod functions as a +3 light mace.
  In addition, it is useful for the construction and defense of 
  fortifications.
  Whenever the wielder is benefiting from cover, the rod 
  improves that to nine-tenths cover (+10 cover AC bonus 
  and +4 cover Reflex save bonus; failure on the save results 
  in half damage and success results in no damage), Three 
  times per day, the rod can create food and water, as per the 
  cleric spell, for twenty-four people.
  The rod also has the following powers:
  Fortify: Four times per day, a stone wall can be created that 
  is 12 inches thick, 10 feet high, and 30 feet long.
  This wall has a parapet and battlements across the top.
  Alternatively, the power can be used to mend a broken 
  existing wall.
  The gap to be filled can be no more than 300 square feet in 
  area).
  In addition, once per day, a great door of iron can be 
  created that is set into one of the newly created walls.
  
  86
  This door, 4 inches thick, may be a double door, a 
  drawbridge, or a portcullis, as chosen by the wielder.
  Siege Engine: One heavy catapult, two light catapults, or 
  three ballistae may be generated with each use of this 
  power.
  The power can be used four times per day.
  Ammunition for 20 shots is included with each weapon 
  created.
  See the Siege Engines section in Chapter 5 of the 
  DUNGEON MASTER’s Guide for more information.
  Caster Level: 24th; Prerequisites: Craft Rod, Craft Epic Rod, 
  Craft Magic Arms and Armor, Bigby’s interposing hand, create 
  food and water, major creation, wall of iron, wall of stone; Market 
  Price: 465,665 gp; Cost to Create: 231,985 gp + 14,634 XP.
  INVULNERABILITY
  When held, this stout adamantine rod grants its wielder the 
  following powers.
  • +5 natural armor bonus.
  • +5 resistance bonus on saving throws.
  • Damage reduction 50/+3.
  • Immunity to critical hits.
  • Spell resistance 32.
  Caster Level: 20th; Prerequisites: Craft Rod, Craft Epic Rod, 
  iron body, resistance, spell resistance; Market Price: 600,000 gp.
  NIGHTMARES
  This rod is constructed of an ebony material and takes the 
  form of a horrible, writhing form with a skull-like 
  unearthly head that is unsettling to behold.
  Anyone who comes within 20 feet of the wielder feels a 
  grave sense of unease.
  Each person so affected must make a Will save (DC 17) or 
  At the effects of a nightmare spell the next time he falls 
  asleep.
  The wielder is immune to this effect.
  Three times per day, the wielder can utter a command word 
  that causes the rod to emit a horrid, inhuman scream.
  Up to twenty of the closest creatures within a 30-foot radius 
  who hear this terrible wail believe that their worst 
  nightmares have become reality and suffer the effects of a 
  wail of the banshee spell (DC 23).
  Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, 
  nightmare, permanency, wail of the banshee; Market Price:
  284,000 gp.
  PARADISE
  This item creates a nondimensional space, similar in effect 
  to a rod of security.
  However, the rod’s possessor and up to 999 other creatures 
  can stay in complete safety for up to 1,000 days divided by 
  the number of creatures affected.
  Natural healing takes place at five times the normal pace.
  The rod functions like its nonepic counterpart in all other 
  ways (see the DUNGEON MASTER’s Guide).
  Caster Level: 24th; Prerequisites: Craft Rod, Craft Epic Rod, 
  Improved Heighten Spell, improved heightened gate;
  Market Price: 610,000 gp.
  PATH
  This rod appears as a shillelagh of darkened, polished oak.
  It serves as an aid to trailblazing and travel.
  It grants the wielder a +30 enhancement bonus on 
  Wilderness Lore checks for tracking and Intuit Direction 
  checks.
  The handle of the rod is hollow, functioning like a 
  telescope.
  When the wielder peers through it, the limits of vision are 
  three times normal (and spotting distances for encounters 
  are tripled; see Table 3–1 in the DUNGEON MASTER’s 
  Guide).
  In addition, the telescoping handle enables the wielder to 
  view things as though affected by a true seeing spell.
  The rod also has the following powers.
  Map: Three times per day a section of the rod unrolls like a 
  scroll from a tube, revealing a map of the surrounding area, 
  centered on the location of the rod.
  The area shown on the map covers an area as small as 50 
  feet in radius to as large as 24 miles in radius, zooming in or 
  out with a set of command words.
  The map reveals natural topography and all types of 
  structures (even hidden ones), but it will not show the 
  location of creatures.
  Passage: Three times per day, this power allows the wielder 
  and up to five others in a 20-foot radius to move 
  unhindered through natural plant growth or bodies of 
  water (as per the freedom of movement spell).
  Bridge: Once per day, this power allows the user to create a 
  5-foot-wide, 40-foot-long stone causeway across chasms and 
  canyons.
  The bridge created lasts for 1 hour.
  Pass without Trace: Once per day, this power can be used on 
  the wielder and twenty others, for 21 minutes.
  It is otherwise as the spell of the same name (caster level 
  24th).
  Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, 
  find the path, freedom of movement, pass without trace, wall of 
  stone; Market Price: 306,870 gp.
  RESTLESS DEATH
  The holder of this rod can rebuke or control undead as if he 
  were four levels higher.
  (The rod doesn’t grant the ability to rebuke or control 
  undead if you don’t already have it).
  In addition, the wielder may speak a command word to cast 
  animate dead.
  Any skeletons or zombies animated by the rod’s power are 
  automatically controlled by the rod, up to the rod’s 
  maximum limit of 42 HD, and they follow the orders of the 
  rod’s wielder.
  These undead don’t count toward the wielder’s limit of 
  controlled undead.
  Finally, the wielder can speak a second command word to 
  cast slay living (heightened to 10th level; DC 25).
  Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, 
  animate dead, control undead, slay living; Market Price: 625,000 
  gp.
  
  87
  WYRM
  Any of the various rods in this series functions as a +5 
  quarterstaff.
  Upon casting the rod to the ground (a standard action) and 
  uttering a command word, the rod grows into a specific 
  type of dragon (depending on the specific type of rod) by 
  the end of the round.
  The dragon created is a wyrm (see the Monster Manual for 
  full details) and obeys the commands of the owner.
  The dragon returns to rod form (a full-round action) 
  whenever the wielder desires, or whenever it moves farther 
  than 500 feet from the owner.
  If the dragon form is slain, it returns to rod form and 
  cannot be activated again for three days.
  A wyrm rod only functions if the possessor is of the same 
  alignment as the dragon type.
  Caster Level: 34th (white or brass), 35th (black or copper), 
  36th (green or bronze), 37th (blue or silver), 38th (red or 
  gold; Prerequisites: Craft Rod, Craft Epic Rod, Craft Magic 
  Arms and Armor, Craft Epic Magic Arms and Armor, 
  Improved Heighten Spell, improved heightened polymorph 
  other, creator must be same alignment as dragon type; 
  Market Price: 1,458,200 gp (brass or white), 1,562,600 gp 
  (black or copper), 1,670,600 gp (bronze or green), 1,782,200 
  gp (blue or silver), 1,897,400 gp (gold or red); Cost to Create:
  729,400 gp + 24,576 XP (brass or white), 781,600 gp + 25,620 
  XP (black or copper), 835,600 gp + 26,700 XP (bronze or 
  green), 891,400 gp + 27,816 XP (blue or silver), 949,000 gp + 
  28,968 XP (gold or red).
  
  88
  EPIC SPECIFIC 
  ARMORS AND 
  SHIELDS
  DRACONOMICON (3.5)
  DRAGONARMOR OF INVINCIBILITY
  This is a set of +5 halfplate armor (barding) designed to fit a 
  dragon of a specific size.
  It adjusts to fit any individual dragon within a specific size 
  category, size Medium or bigger.
  In addition to its +12 armor bonus, the armor is fitted with 
  spikes and blades designed to enhance the dragon’s attacks, 
  granting a +5 enhancement bonus to each of the dragon’s 
  natural weapon attacks (as if by use of the spell superior 
  magic fang).
  Strong transmutation; CL 15th; Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor [an epic feat 
  available only to characters who have at least 28 ranks in 
  both Knowledge (arcana) and Spellcraft], superior magic fang;
  Price 276,350 gp (Medium), 327,500 gp (Large), 379,950 gp 
  (Huge), 434,750 gp (Gargantuan), 444,350 gp (Colossal); 
  Cost 138,850 gp + 11,000 XP (Medium), 165,050 gp + 13,000 
  XP (Large), 192,450 gp + 15,000 XP (Huge), 222,250 gp + 
  17,000 XP (Gargantuan), 231,850 gp + 17,000 XP (Colossal); 
  Weight 50 lb. (Medium), 100 lb. (Large), 250 lb. (Huge), 500 
  lb. (Gargantuan), 1,000 lb. (Colossal).
  EPIC LEVEL HANDBOOK 
  (3.0)
  ANTIMAGIC ARMOR
  This +1 negating full plate armor of invulnerability is crafted of 
  adamantine (and thus has a natural enhancement bonus of 
  +3).
  The armor provides a –5 penalty on dispel checks made 
  against it or its wearer.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, greater dispelling,
  stoneskin, wish or miracle; Market Price: 871,500 gp; Cost to 
  Create: 436,500 gp + 18,700 XP.
  ARMOR OF THE ABYSSAL HORDE
  This crimson and black suit of +6 full plate armor is 
  fashioned to make the wearer appear demonic, The helmet 
  is shaped to look like a horned demon head, and its wearer 
  looks out of the open, tooth-filled mouth.
  The armor’s clawed gauntlets are effectively +4 keen 
  weapons (1d10/19–20) that afflict the target as if she had 
  been struck by an energy drain spell (Fortitude negates DC 
  23).
  The armor bestows two negative levels on any nonevil 
  creature wearing it.
  These negative levels persist as long as the armor is worn 
  and disappear when the armor is removed.
  The negative levels never result in actual level loss, but they 
  cannot be overcome in any way (including restoration spells) 
  while the armor is worn.
  Caster Level: 20th; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, creator must be 
  evil, energy drain; Market Price: 768,260 gp; Cost to Create:
  385,260 gp + 17,660 XP.
  ARMOR OF THE CELESTIAL 
  BATTALION
  This bright silver or gold +7 chainmail is so fine and light 
  that it can be worn under normal clothing without 
  revealing its presence, though most owners wear it openly 
  and with pride.
  It has a maximum Dexterity bonus of +10, no armor check 
  penalty, and an arcane spell failure chance of 10%.
  It is considered light armor, and it allows the wearer to fly 
  at will (as the fly spell).
  Furthermore, the wearer is at all times surrounded by a 
  magic circle against evil effect (as the spell) which, if 
  dispelled, can be created again as a free action.
  Caster Level: 20th; Prerequisites: Craft Magic Arms and
  Armor, Craft Epic Magic Arms and Armor, creator must be 
  good, magic circle against evil; Market Price: 616,300 gp; Cost to 
  Create: 308,300 gp + 16,160 XP.
  BULWARK OF THE GREAT DRAGON
  This +6 large shield is made from the scales of a great wyrm 
  dragon and bears the graven image of a dragon’s head.
  Three times per day, the bearer of the shield can command 
  it to belch forth a breath weapon of the appropriate type.
  The range of this breath weapon is 80 feet (if a line) or 40 
  feet (if a cone).
  Regardless of the type, the breath weapon deals 20d6 points 
  of damage.
  In addition, the shield provides the bearer with resistance 
  50 to the energy type that matches its breath weapon.
  To determine what type of dragon shield is found, roll and 
  consult the following table:
  Caster level: 20th; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, protection from elements;
  Market Price: 1,612,970 gp; Cost to Create: 806,570 gp + 26,128 
  XP.
  
  89
  DRAGONSKIN ARMOR
  This +5 full plate armor is crafted from the hide of a great 
  wyrm dragon.
  At the wearer’s command, the armor sprouts enormous 
  dragon wings, slowing the wearer to fly at a speed of 90 feet 
  (clumsy) for a total of 4 hours each day.
  The armor also grants immunity to a specific type of 
  energy, based on the color of dragon that supplied the 
  armor.
  Roll d% on the following table to determine the color and 
  immunity.
  The wearer of the armor takes a –4 circumstance penalty on 
  Diplomacy checks with dragons, but gains a +4 
  circumstance bonus on Intimidate checks against dragons.
  Caster Level: 24th; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, protection from 
  elements, shapechange; Market Price: 564,550 gp; Cost to Create:
  283,250 gp + 15,629 XP.
  SHAPESHIFTER’S ARMOR
  This suit of +6 hide armor grants its full Armor Class bonus 
  regardless of any form the wearer takes (with polymorph self,
  shapechange, wild shape, or similar abilities).
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, shapechange or wild shape 
  ability; Market Price: 400,165 gp; Cost to Create: 200,165 gp + 
  14,000 XP.
  WARLORD’S BREASTPLATE
  This +6 mithral breastplate has an armor check penalty of –1, 
  a maximum Dexterity bonus of +5, and an arcane spell 
  failure chance of 10%.
  It is considered light armor and weighs 15 pounds.
  It grants the wearer a +4 enhancement bonus to Charisma 
  and allows the wearer to attract and lead a number of 
  followers as if he had the Leadership feat (though this 
  power doesn’t allow the wearer to attract a cohort).
  If the wearer already has the Leadership feat, this armor has 
  no cumulative effect on his followers.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, charm monster, sympathy;
  Market Price: 416,200 gp; Cost to Create: 210,200 gp + 14,120 
  XP.
  
  90
  EPIC SPECIFIC 
  WEAPONS
  EPIC LEVEL HANDBOOK 
  (3.0)
  BACKSTABBER
  This +6 short sword adds +2d6 to the wielder’s sneak attack 
  damage.
  If the wielder does not have the sneak attack ability, this 
  weapon does not grant it.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, inflict moderate wounds;
  Market Price: 770,310 gp; Cost to Create: 385,310 gp + 17,700 
  XP.
  CHAOSBRINGER
  This +6 greataxe of chaotic power grants its wielder the ability 
  to fly into a rage (identical to a barbarian’s rage) once per 
  day (or one additional time per day if the wielder already 
  has the rage class feature).
  If the wielder has the greater rage class feature, the weapon 
  also grants the wielder the Incite Rage epic feat.
  Caster Level: 23rd; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, emotion, mass 
  charm; Market Price: 4,025,350 gp; Cost to Create: 2,012,850 gp 
  + 50,250 XP.
  ELVEN GREATBOW
  In the hands of any nonelf, this bow performs only as a +2 
  composite longbow.
  In the hands of an elf, this weapon functions as a +5 mighty 
  composite longbow of unerring accuracy.
  Its “pull” (the Strength bonus of its mighty aspect) matches 
  its elven wielder’s current Strength at all times.
  Furthermore, any arrows loosed from the bow are 
  considered keen, regardless of the enhancement bonus of 
  the arrow fired.
  Caster Level: 23rd; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, bull’s strength,
  keen edge, true seeing; Market Price: 2,900,400 gp; Cost to Create:
  1,450,400 gp + 39,400 XP.
  EVERWHIRLING CHAIN
  This +4 defending everdancing spiked chain of speed 
  continuously twitches in its wielder’s hands, as if it is ready 
  to spring to the attack (or defense) of its own accord.
  The wielder of the everwhirling chain can use it to make any 
  number of attacks of opportunity per round (as if he had 
  the Improved Combat Reflexes feat).
  Caster Level: 23rd; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, animate objects,
  haste, shield (or shield of faith); Market Price: 5,220,325 gp; Cost 
  to Create: 2,610,325 gp + 52,200 XP.
  FINALDEATH
  This +5 undead dread ghost touch morningstar also grants its 
  wielder immunity to energy drain attacks.
  Furthermore, if its wielder is capable of turning undead, he 
  gains the Positive Energy Aura feat.
  Caster Level: 22nd; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, negative energy 
  protection, plane shift, summon monster IX, creator must be 
  able to turn undead; Market Price: 3,580,308 gp; Cost to 
  Create: 1,790,308 gp + 45,800 XP.
  GRIPSOUL
  This terrible weapon is enruned with green, glowing sigils, 
  and is set with a jet-black pearl on the crossguard.
  Gripsoul is a +6 keen longsword, but instead of dealing 
  additional damage on a critical hit, the weapon imprisons 
  the victim in a gem set in the pommel of the sword as per a 
  binding spell heightened to 16th level (DC 30).
  The same is true of any blow that would otherwise kill a foe 
  or knock him unconscious.
  Only one creature can be so held, but the wielder can 
  release the bound soul at any time with a command word.
  Caster Level: 27th; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, binding; Market 
  Price: 1,856,500 gp; Cost to Create: 934,500 gp + 28,440 XP.
  HOLY DEVASTATOR
  In the hands of any character other than a paladin, this 
  sword performs as a +3 holy longsword.
  In the hands of a paladin, this weapon functions as a +7 
  longsword of holy power and grants a +5 sacred bonus on the 
  wielder’s saving throws against spells with the evil 
  descriptor or spells cast by evil characters.
  If the paladin wielder smites evil with the holy devastator, 
  she adds twice her paladin level to damage (rather than her 
  paladin level).
  Caster Level: 23rd; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, holy aura, holy 
  smite, holy word; Market Price: 4,620,315 gp; Cost to Create:
  2,310,315 gp + 56,200 XP.
  MACE OF RUIN
  This +7 heavy mace ignores the hardness or damage 
  reduction of any object or creature it strikes.
  Furthermore, the weapon can deal critical hits to objects 
  and constructs as if they were living creatures.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, disintegrate; Market Price:
  1,000,312 gp; Cost to Create: 500,312 gp + 20,000 XP.
  QUARTERSTAFF OF ALACRITY
  Both ends of this +5 quarterstaff of speed have equal 
  enhancement and special powers, meaning that it allows an 
  additional attack with each end every round.
  
  91
  While the quarterstaff of alacrity is held, it grants its wielder a 
  +5 resistance bonus on Reflex saves.
  It also deflects ranged weapons as if the wielder had the 
  Deflect Arrows and Infinite Deflection feats.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, protection from 
  arrows, shield; Market Price: 462,600 gp; Cost to Create: 231,600 
  gp +14,620 XP.
  SOULDRINKER
  This +5 bastard sword bestows 2d4 negative levels on its 
  target whenever it deals damage, just as if its target had 
  been struck by the energy drain spell.
  Each negative level bestowed grants the wielder 5 
  temporary hit points.
  One day after being struck, the subject must make a 
  Fortitude save (DC 25) for each negative level or lose a 
  level.
  If this sword’s power causes a character to have negative 
  levels at least equal to her current level, the character is 
  instantly slain and the wielder gains an additional 10 
  temporary hit points.
  Temporary hit points gained from this weapon last for a 
  maximum of 1 hour.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor.
  Spell Focus (Necromancy), energy drain; Market Price:
  478,335 gp; Cost to Create: 239,315 gp + 14,780 XP.
  STORMBRAND
  This +4 thundering shocking burst greatsword allows its wielder 
  to fly at will (as the fly spell).
  Furthermore, the wielder can move normally (including 
  flying) even in the strongest winds.
  When the weapon is drawn, the wielder gains electricity 
  resistance 30 and sonic resistance 30.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, blindness/deafness, call 
  lightning or lightning bolt, control winds, fly, protection from 
  elements; Market Price: 235,350 gp; Cost to Create: 117,850 gp + 
  12,350 XP.
  UNHOLY DESPOILER
  In the hands of any character other than a blackguard, this 
  sword performs as a +3 unholy longsword.
  In the hands of a blackguard, this weapon functions as a +7 
  longsword of unholy power and grants a +5 profane bonus on 
  the wielder’s saving throws it spells with the good 
  descriptor or spells cast by good characters.
  If a blackguard wielder smites good with the unholy 
  despoiler, she adds twice her blackguard level to damage 
  (rather than her blackguard level).
  Caster Level: 23rd; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, blasphemy,
  unholy aura, unholy blight; Market Price: 4,650,315 gp; Cost to 
  Create: 2,325,315 gp + 56,500 XP.
  
  92
  EPIC STAFFS
  EPIC LEVEL HANDBOOK 
  (3.0)
  COSMOS
  This smooth staff is crafted from a jet-black stone.
  Staring into its surface reveals a shimmering, wavering star 
  field with the occasional comet, nebula, or solar flare 
  visible.
  It allows use of the following spells.
  • Chain lightning (intensified, 1 charge, DC 29)
  • Meteor swarm (intensified, 1 charge, DC 34)
  • Sunburst (intensified, 1 charge, DC 32)
  Caster Level: 27th; Prerequisites: Craft Staff, Craft Epic Staff, 
  Intensify Spell, chain lightning, meteor swarm, sunburst;
  Market Price: 683,437 gp.
  DOMINATION
  This staff is short (about 4 feet long) and thick (about 4 
  inches in diameter) with iron bands encircling it like 
  shackles at regular intervals.
  It allows use of the following heightened spells.
  • Dominate monster (1 charge, DC 33)
  • Demand (1 charge, DC 32)
  • Mass charm (1 charge, DC 32)
  • Geas (heightened, 1 charge, DC 33)
  Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, 
  Heighten Spell, demand, dominate monster, geas, mass charm;
  Market Price: 464,400 gp.
  FIERY POWER
  This +5 flaming quarterstaff grants its wielder fire resistance 
  30 whenever held.
  In addition, it has the following powers.
  • Wall of fire (extended, 1 charge, DC 18)
  • Delayed blast fireball (intensified to 240 points of damage, 2 
  charges, DC 22)
  • Meteor swarm (heightened to 12th, 2 charges, DC 30)
  • Summon monster IX (extended, 2 charges, elder fire 
  elemental only)
  A staff of fiery power can be broken in a retributive strike.
  The breaking of the staff must be purposeful and declared 
  by the wielder.
  All charges currently in the staff are instantly released in a 
  30-foot-radius globe.
  All within 10 feet of the broken staff take points of damage 
  equal to eight times the number of charges in the staff, 
  those between 11 feet and 20 feet away take six times the 
  number of charges in damage, and those 21 feet to 30 feet 
  distant take four times the number of charges in damage.
  Successful Reflex saving throws (DC 17) reduce the damage 
  sustained by half.
  The character breaking the staff has a 50% chance of 
  traveling to another plane of existence; if he does not, the 
  explosive release of spell energy destroys him.
  After all charges are used up from the staff, it remains a +5 
  quarterstaff with no special abilities.
  (Once empty of charges, it cannot be broken in a 
  retributive strike).
  Caster Level: 25th; Prerequisites: Craft Staff, Craft Epic Staff, 
  Extend Spell, Heighten Spell, Improved Heighten Spell, 
  Intensify Spell, Spell Focus (Evocation), continual flame,
  delayed blast fireball, meteor swarm, protection from elements,
  summon monster IX, wall of fire; Market Price: 500,000 gp.
  HIEROPHANTS
  This gnarled, age-darkened walking stick is carved in vines 
  and allows use of the following spells.
  • Creeping doom (enlarged, extended, 1 charge, DC 23)
  • Command plants (enlarged, extended, 1 charge, DC 25)
  • Elemental swarm (intensified, 2 charges, DC 34)
  • Shambler (intensified, 2 charges, DC 34)
  Caster Level: 27th; Prerequisites: Craft Staff, Craft Epic Staff, 
  Enlarge Spell, Extend Spell, Intensify Spell, creeping doom,
  command plants, elemental swarm, shambler; Market Price:
  501,187 gp.
  MIGHTY FORCE
  This platinum-shod staff has three powers.
  • Shield (quickened, 1 charge, may be activated once per 
  round)
  • Forcecage (1 charge)
  • Bigby’s crushing hand (1 charge)
  Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, 
  Quicken Spell, Bigby’s crushing hand, forcecage, shield; Marker 
  Price: 265,000 gp.
  NATURE’S FURY
  This +5 aberration bane quarterstaff is made from a single 
  gnarled piece of oak that has been struck by lightning.
  It allows use of the following spells.
  • Earthquake (1 charge)
  • Whirlwind (heightened to 10th level, 1 charge, DC 25)
  • Fire storm (heightened to 10th level, 1 charge, DC 25)
  After all charges are used up from a staff of nature’s fury, it 
  remains a +5 quarterstaff with no special abilities.
  Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, 
  Heighten Spell, Improved Heighten Spell, earthquake, fire 
  storm, summon monster I (or summon nature’s ally I),
  whirlwind; Market Price: 500,000 gp.
  NECROMANCY
  This staff seems to be a series of finger bones fused 
  together.
  It allows use of the following spells.
  • Circle of death (intensified, 2 charges, DC 29)
  • Create greater undead (1 charge)
  • Finger of death (improved heightened to 16th, 2 charges, 
  DC 34)
  • Soul bind (improved heightened to 16th, 2 charges, DC 34)
  The soul trapped through the use of the soul bind spell is 
  trapped in the staff rather than a gem.
  
  93
  Only by breaking the staff can the souls be freed.
  Caster Level: 27th; Prerequisites: Craft Staff, Craft Epic Staff, 
  Intensify Spell, Heighten Spell, Improved Heighten Spell, 
  circle of death, create greater undead, finger of death, soul bind;
  Market Price: 1,505,312 gp; Cost to Create: 1,290,156 gp + 
  14,303 XP.
  PLANAR MIGHT
  The wielder of this powerful staff is immune to the effects 
  of any planar alignment traits, as well as the positive-
  dominant and negative-dominant traits (as described in 
  Manual of the Planes).
  It also allows use of the following spells.
  • Greater planar ally (1 charge)
  • Greater planar binding (1 charge)
  • Gate (1 charge)
  When using the greater planar ally power, you must still 
  bargain with the called creature.
  In addition to its other powers, a staff of planar might is a +5 
  outsider bane quarterstaff (roll 1d4 to determine what 
  alignment of outsiders the staff’s bane power works against: 
  1=chaotic, 2=evil, 3=good, 4=lawful).
  After all charges are used up from a staff of planar might, it 
  remains a +5 quarterstaff with no special abilities.
  Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, 
  gate, greater planar ally, greater planar binding, protection from 
  elements; Market Price: 460,000 gp.
  PRISM
  This staff stands 6 feet tall, is made of crystal, and has three 
  flat sides rather than being round.
  It allows use of the following spells.
  • Prismatic sphere (extended, 1 charge, DC 25)
  • Prismatic spray (extended, 1 charge, DC 22)
  • Prismatic wall (extended, 1 charge, DC 23)
  Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, 
  Extend Spell, prismatic sphere, prismatic spray, prismatic wall;
  Market Price: 326,812 gp.
  RAPID BARRAGE
  Either of the rod’s two powers can be activated as a free 
  action (though the staff may only be activated once per 
  round).
  • Magic missile (intensified, quickened, 1 charge, 5 missiles 
  dealing 10 points of damage each)
  • Fireball (heightened to 6th, enhanced, quickened, 1 
  charge, 20d6 damage, DC 19)
  Caster Level: 25th; Prerequisites: Craft Staff.
  Craft Epic Staff, Enhance Spell, Heighten Spell, Intensify 
  Spell, Quicken Spell, fireball, magic missile; Market Price:
  417,750 gp.
  SPHERES
  This wooden staff is shod in iron and has a 5-inch-diameter 
  iron ball adorning its top.
  It allows use of the following spells.
  • Otiluke’s freezing sphere (1 charge, DC 19)
  • Otiluke’s resilient sphere (1 charge, DC 16)
  • Otiluke’s telekinetic sphere (1 charge, DC 22)
  Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, 
  Otiluke’s freezing sphere, Otiluke’s resilient sphere, Otiluke’s 
  telekinetic sphere; Market Price: 228,375 gp.
  WALLS
  This staff is not round, but rather a square metallic pillar 6 
  feet tall, 2 inches on a side.
  It has a square stone headpiece, inset with a clear diamond.
  It allows use of the following spells.
  • Wall of iron (1 charge)
  • Wall of stone (1 charge)
  • Wall of force (1 charge)
  Caster Level: 30th; Prerequisites: Craft Staff, Staff Craft Epic 
  Staff, Extend Spell, extended wall of force, wall of iron, wall of 
  stone; Market Price: 275,625 gp.
  WINTER
  This steel pole is constantly coated with a thin layer of frost.
  It has a circular metallic headpiece 6 inches in diameter, 
  through which a scene of a raging snowstorm is always 
  visible.
  The staff allows the use of the following spells.
  • Cone of cold (intensified, 2 charges, DC 28)
  • Ice storm (intensified, 2 charges, DC 26)
  • Otiluke’s freezing sphere (intensified, 2 charges, DC 29)
  • Wall of ice (1 charge)
  Caster Level: 24th; Prerequisites: Craft Staff, Craft Epic Staff, 
  Extend Spell, Intensify Spell, cone of cold, ice storm, Otiluke’s 
  freezing sphere, wall of ice; Market Price: 292,500 gp.
  
  94
  EPIC UNIVERSAL 
  ITEMS
  EPIC LEVEL HANDBOOK 
  (3.0)
  RING OF EPIC PSIONICS
  This special crystal ring comes in a variety of types useful 
  only to psionic characters (characters who have power 
  points per day).
  The wearer’s total power points per day are increased, 
  depending on the ring.
  The points granted are not bonus points—while the ring is 
  worn, it actually increases the wearer’s points per day, but a 
  night’s rest is required before gaining access to the 
  increased power point per day total.
  (Power points are not actually stored in the ring, as would 
  be the case for a crystal capacitor.
  Instead, the ring grants power points by magnifying the 
  manifester’s own power).
  A ring of epic psionics V increases the wearer’s daily power 
  points by 43 points, a ring of epic psionics VI grants 63 power 
  points, a ring of epic psionics VII grants 87 power points, a 
  ring of epic psionics VIII grants 115 points, and a ring of epic 
  psionics IX grants 147 power points.
  Manifester Level: 23rd (epic psionics V), 26th (epic psionics VI), 
  29th (epic psionics VII), 32nd (epic psionics VIII), 35th (epic 
  psionics IX); Prerequisites: Craft Universal Item, Craft Epic 
  Universal Item, great emulation; Market Price: 250,000 gp 
  (epic psionics V), 360,000 gp (epic psionics VI), 490,000 gp (epic 
  psionics VII), 640,000 gp (epic psionics VIII), 810,000 gp (epic 
  psionics IX).
  
  95
  EPIC WEAPON 
  SPECIAL ABILITIES
  EPIC LEVEL HANDBOOK 
  (3.0)
  ACIDIC BLAST
  On command, an acidic blast weapon drips a potent acid 
  (though this deals no damage to the wielder).
  On any hit, this acid splashes the creature struck, dealing 
  +3d6 points of bonus acid damage.
  On a successful critical hit it instead deals +6d6 points of 
  acid damage (or +9d6 if the critical multiplier is ×3, or 
  +12d6 if the critical multiplier is ×4).
  Bows, crossbows, and slings with this special ability bestow 
  the bonus acid damage upon their ammunition.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, acid fog; Market Price: +6 
  bonus.
  CHAOTIC POWER
  A weapon of chaotic power is chaotically aligned and 
  infused with the power of chaos.
  When it strikes a lawful target, this power erupts forth and 
  deals +3d6 points of bonus chaotic damage to the target, 
  and the target gains one negative level (Fortitude DC 23 to 
  remove 24 hours later).
  On a successful critical hit it instead deals +6d6 points of 
  chaotic damage and bestows two negative levels (or +9d6 
  and three negative levels if the critical multiplier is ×3, or 
  +12d6 and four negative levels if the critical multiplier is 
  ×4).
  The weapon bestows three negative levels on any lawful 
  creature attempting to wield it.
  These negative levels remain as long as the weapon is in 
  hand and disappear when the weapon 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 weapon is wielded.
  Bows, crossbows, and slings with this special ability bestow 
  the chaotic power upon their ammunition.
  This special ability does not stack with the chaotic special 
  ability described in the DUNGEON MASTER’s Guide.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, word of chaos; Market 
  Price: +8 bonus.
  DISTANT SHOT
  A distant shot weapon can be used against any target within 
  line of sight at no penalty for range.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, discern location; Market 
  Price: +6 bonus.
  DREAD
  A dread weapon excels at attacking one type of creature.
  Against its designated foe, its effective enhancement bonus 
  is +4 better than its normal enhancement bonus (so a +3 
  dread longsword is a +7 longsword against its foe).
  Further, it deals +4d6 points of bonus damage against the 
  foe, and if it scores a successful critical hit against the foe, 
  that creature must make a Fortitude save (DC 27) or be 
  destroyed instantly and turned to dust.
  (This even affects creatures immune to critical hits or death 
  magic).
  To randomly determine a dread weapon’s designated foe, 
  roll on the following table.
  Caster Level: 22nd; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, summon monster 
  IX; Market Price: +7 bonus.
  EVERDANCING
  An everdancing weapon is much like a dancing weapon, 
  though it can be loosed with a free action and will fight as 
  long as desired.
  It can move up to 60 feet away from its owner.
  Its owner can instruct it to move to a different target as a 
  move-equivalent action.
  If its owner is rendered unconscious or otherwise unable to 
  direct it, it will fight the same opponent as long as that 
  opponent is conscious and within range.
  The owner of an everdancing weapon can grasp it again as a 
  free action (assuming it is within reach).
  Caster Level: 23rd; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, animate objects;
  Market Price: +8 bonus.
  FIERY BLAST
  On command, a fiery blast weapon is sheathed in fire 
  (though this deals no damage to the welder;.
  
  96
  On any hit, this fire engulfs the creature struck, dealing 
  +3d6 points of bonus fire damage.
  On a successful critical hit it instead deals +6d6 points of 
  fire damage (or +9d6 it the critical multiplier is ×3, or +12d6 
  if the critical multiplier is ×4).
  Bows, crossbows, and slings with this special ability bestow 
  the bonus fire damage upon their ammunition.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, fireball; Market Price: +6 
  bonus.
  HOLY POWER
  A weapon of holy power is good aligned and blessed with 
  holy power.
  When it strikes an evil target, this power erupts forth and 
  deals +3d6 points of bonus holy (good) damage to the 
  target, and the target gains one negative level (Fortitude DC 
  23 to remove 24 hours later).
  On a successful critical hit it instead deals +6d6 points of 
  holy (good) damage and bestows two negative levels (or 
  +9d6 and three negative levels if the critical multiplier is ×3, 
  or +12d6 and four negative levels if the critical multiplier is 
  ×4).
  The weapon bestows three negative levels on any evil 
  creature attempting to wield it.
  These negative levels remain as long as the weapon is in 
  hand and disappear when the weapon 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 weapon is wielded.
  Bows, crossbows, and slings with this special ability bestow 
  the holy power upon their ammunition.
  This special ability does not stack with the holy special 
  ability described in the DUNGEON MASTER’s Guide.
  Caster Level: 23rd; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, holy word;
  Market Price: +8 bonus.
  ICY BLAST
  On command, an icy blast weapon is sheathed in icy cold 
  (though this deals no damage to the wielder).
  On any hit, this cold washes over the creature struck, 
  dealing +3d6 points of bonus cold damage.
  On a successful critical hit it instead deals +6d6 points of 
  cold damage (or +9d6 if the critical multiplier is ×3, or 
  +12d6 if the critical multiplier is ×4).
  Bows, crossbows, and slings with this special ability bestow 
  the bonus cold damage upon their ammunition.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, cone of cold; Market Price:
  +6 bonus.
  LAWFUL POWER
  A weapon of lawful power is lawfully aligned and infused 
  with the power of law.
  When it strikes a chaotic target, this power erupts forth and 
  deals +3d6 points of bonus lawful damage to the target, and 
  the target gains one negative level (Fortitude DC 23 to 
  remove 24 hours later).
  On a successful critical hit it instead deals +6d6 points of 
  lawful damage and bestows two negative levels (or +9d6 
  and three negative levels if the critical multiplier is ×3, or 
  +12d6 and four negative levels if the critical multiplier is 
  ×4).
  The weapon bestows three negative levels on any chaotic 
  creature attempting to wield it.
  These negative levels remain as long as the weapon is in 
  hand and disappear when the weapon is no longer wielded.
  These negative levels never result in actual level loss, hut 
  they cannot he overcome in any way (including restoration 
  spells) while the weapon is wielded.
  Bows, crossbows, and slings with this special ability bestow 
  the lawful power upon their ammunition.
  This special ability does not stack with the lawful special 
  ability described in the DUNGEON MASTER’s Guide.
  Caster Level: 23rd; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, dictum; Market 
  Price: +8 bonus.
  LIGHTNING BLAST
  On command, a lightning blast weapon crackles with 
  electrical energy (though this deals no damage to the 
  wielder).
  On any hit, lightning coruscates around the creature 
  struck, dealing +3d6 points of bonus electricity damage.
  On a successful critical hit it instead deals +6d6 points of 
  electricity damage (or +9d6 if the critical multiplier is ×3, or 
  +12d6 if the critical multiplier is ×4).
  Bows, crossbows, and slings with this special ability bestow 
  the bonus electricity damage upon their ammunition.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, lightning bolt; Market 
  Price: +6 bonus.
  MIGHTY DISRUPTION
  Like the weapon of disruption, this type of weapon is the 
  bane of all undead.
  Any undead creature struck in combat must succeed at a 
  Fortitude save (DC 21) or be destroyed.
  A weapon of mighty disruption must be a bludgeoning 
  weapon.
  (If you roll this property randomly for a piercing or 
  slashing weapon, reroll).
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, true resurrection; Market 
  Price: +6 bonus.
  SONIC BLAST
  On command, a sonic blast weapon emits a low thrumming 
  hum (though this deals no damage to the wielder).
  On any hit, this becomes a thunderous roar that deals + 3d6 
  points of bonus sonic damage to the creature struck.
  On a successful critical hit instead deals +6d6 points of 
  sonic damage (or +9d6 if the critical multiplier is ×3, or 
  +12d6 if the critical multiplier is ×4).
  Bows, crossbows, and slings with this special ability bestow 
  the bonus sonic damage upon their ammunition.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, shout; Market Price: +6 
  bonus.
  
  97
  TRIPLE-THROW
  This special ability can only be placed on a weapon that can 
  be thrown.
  (If you roll this properety randomly for a weapon that 
  cannot be thrown, reroll).
  A triple-throw weapon creates two duplicates of itself when 
  thrown.
  Both the original and the duplicate weapons attack 
  separately (at the same attack bonus).
  Regardless of the success of any of the attacks, the 
  duplicates immediately disappear after the attack is 
  completed.
  Any bonuses on damage due to accuracy or precision 
  including those from sneak attacks, the Precise Shot feat 
  the ranger’s favored enemy bonus) apply only to the 
  original weapon’s damage, not to the duplicates.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, shades; Market Price: +6 
  bonus.
  UNERRING ACCURACY
  A weapon of unerring accuracy negates any cover or 
  concealment bonuses (short of total cover or total 
  concealment) of its target.
  Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, 
  Craft Epic Magic Arms and Armor, true seeing; Market Price:
  +6 bonus.
  UNHOLY POWER
  A weapon of unholy power is evilly aligned and blessed 
  with unholy power.
  When it strikes a good target, this power erupts forth and 
  deals + 3d6 points of bonus unholy (evil) damage to the 
  target, and the target gains one negative level (Fortitude DC 
  23 to remove 24 hours later).
  On a successful critical hit it instead deals +6d6 points of 
  unholy (evil) damage and bestows two negative levels (or 
  +9d6 and three negative levels if the critical multiplier is ×3, 
  or +12d6 and four negative levels if the critical multiplier is 
  ×4).
  The weapon bestows three negative levels on any good 
  creature attempting to wield it.
  These negative levels remain as long as the weapon is in 
  hand and disappear when the weapon 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 weapon is wielded.
  Bows, crossbows, and slings with this special ability bestow 
  the unholy power upon their ammunition.
  This special ability does not stack with the unholy special 
  ability described in the DUNGEON MASTER’s Guide.
  Caster Level: 23rd; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, unholy word;
  Market Price: +8 bonus.
  
  98
  EPIC WONDROUS 
  ITEMS
  EPIC LEVEL HANDBOOK 
  (3.0)
  AMULET OF EPIC NATURAL ARMOR
  This amulet, usually crafted from dragon scales, toughens 
  the wearer’s body and flesh, giving him a natural armor 
  bonus to his AC of +6 or higher, depending on the type of 
  amulet.
  Caster Level: 20th; Prerequisites: Craft Wondrous Item.
  Craft Epic Wondrous Item, barkskin, creator’s caster level 
  must be three times the amulet’s bonus; Market Price:
  720,000 gp (+6), 980,000 gp (+7), 1,280,000 gp (+8), 
  1,620,000 gp (+9), 2,000,000 gp (+10); Weight: —.
  BELT OF EPIC STRENGTH
  This wide belt is made of thick hide and studded with 
  adamantine.
  The belt adds an enhancement bonus of +8 or higher to the 
  wearer’s Strength score.
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft 
  Epic Wondrous Item, bull’s strength; Market Price: 640,000 gp 
  (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: 1 lb.
  BOOTS OF SWIFTNESS
  These soft-soled leather shoes grant their wearer a +6 
  enhancement bonus to Dexterity.
  The wearer’s speed doubles (this does not stack with any 
  magical or supernatural enhancement to speed), she gains 
  the evasion ability (as the rogue class feature), and the 
  wearer’s jumping distance is not limited by her height.
  The wearer gains a +20 competence bonus on Balance, 
  Climb, Jump, and Tumble checks.
  Three times per day, the wearer can utter a command word 
  to activate the boots’ haste power (as the haste spell, lasts 20 
  rounds).
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft 
  Epic Wondrous Item, cat’s grace, expeditious retreat, haste,
  jump; Market Price: 256,000 gp; Weight: 1 lb.
  BRACERS OF EPIC ARMOR
  These items appear to be wrist or arm guards.
  They surround the wearer with an invisible but tangible 
  field of force; granting him an armor bonus of +11 or 
  higher, just as though he were wearing armor.
  Both bracers must be worn for the magic to be effective.
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft 
  Epic Wondrous Item, mage armor, creator’s caster level 
  must be twice the bracers’ bonus; Market Price: 1,210,000 
  (+11), 1,440,000 (+12), 1,690,000 gp (+13), 1,960,000 (+14), 
  2,250,000 gp (+15); Weight: 1 lb.
  BRACERS OF EPIC HEALTH
  These platinum arm bands usually bear the image of a 
  dragon or other powerful creature.
  They grant the wearer an enhancement bonus of +8 or 
  higher to Constitution.
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft 
  Epic Wondrous Item, endurance; Market Price: 640,000 
  gp(+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: 1 lb.
  BRACERS OF RELENTLESS MIGHT
  These adamantine tracers grant a +12 enhancement bonus 
  to the wearer’s Strength and Constitution.
  The wearer is treated as two size categories larger than 
  normal (to a maximum of Colossal) for purposes of combat-
  related opposed checks that apply a modifier based on size, 
  such as bull rush, grapple, and trip.
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft 
  Epic Wondrous Item, bull’s strength, endurance, enlarge;
  Market Price: 4,384,000 gp; Weight: 1 lb.
  CABINET OF FEASTING
  This extraordinary cabinet has the ability to produce a 
  delicious feast for up to forty people, three times per day.
  Merely opening the doors of the cabinet reveals platters of 
  food of all types and flavors of the very freshest sort.
  The meal has all the qualities and benefits of that produced 
  by a heroes’ feast spell.
  Caster Level: 40th; Prerequisites: Craft Wondrous Item, Craft 
  Epic Wondrous Item, heroes’ feast; Market Price: 288,000 gp; 
  Weight: 20 lb.
  CLOAK OF EPIC CHARISMA
  This lightweight and fashionable cloak has a decorative 
  gold trim.
  When worn, it grants a +8 or higher enhancement bonus a 
  character’s Charisma score.
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft 
  Epic Wondrous Item, charm monster; Market Price: 640,000 
  gp (+8), 10,000 gp (+10), 1,440,000 gp (+12); Weight: 1 lb.
  CLOAK OF EPIC RESISTANCE
  These garments offer magic protection in the form of a +6 
  or higher resistance bonus on all saving throws (Fortitude, 
  Reflex, and Will).
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft 
  Epic Wondrous Item, resistance, creator’s caster level must 
  be three times the cloak’s bonus; Market Price: 360,000 (+6), 
  490,000 (+7), 640,000 gp (+8), 810,000 (+9), 1,000,000 gp 
  (+10); Weight: 1 lb.
  ELMINSTER’S EVERSMOKING PIPE
  This powerful magic item appears as nothing more than an 
  ordinary tool for smoking pipeweed.
  
  99
  It carries a number of powerful magics, however, placed 
  there by an archmage who enjoys adopting an innocuous 
  guise despite his great power.
  The pipe can be lit or extinguished by the use of a 
  command word.
  Its smoke keeps all Tiny or smaller vermin at least 10 feet 
  from the smoker and automatically turns all magic missile 
  attacks against the smoker back upon their caster.
  The smoker can exhale forcefully from the pipe to 
  extinguish it and fire a single flame as if from a produce flame 
  spell.
  The pipe can create pyrotechnics once every 3 rounds, 
  without extinguishing the pipeweed within.
  Elminster can summon the pipe as if with Drawmij’s instant 
  summons without needing components, form the smoke 
  into simple nonmagical symbols that last up to 5 rounds, 
  and dimension door nine times per day with the pipe.
  Finally, the pipe gives water breathing to its bearer for 2 
  hours per day.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, 
  Craft Epic Wondrous Item, repel vermin, produce flame,
  pyrotechnics, Drawmij’s instant summons, silent image, protection 
  from arrows, shield, water breathing, dimension door; Market 
  Price: 421,200 gp; Weight: 1 lb.
  GATE KEY
  This small tube has a series of rotating rings and small 
  buttons along its length.
  When properly operated, it can be used to attune any 
  bounded space, such as a doorway or a cave opening, to 
  another bounded space on another plane of existence 
  previously visited by the wielder.
  When two bounded spaces are attuned, an 
  interdimensional portal springs up at each location, and the 
  two portals are connected.
  When the wielder creates a pair of portals, he also 
  establishes the necessary key that travelers must have to 
  access the portal.
  Possible keys include nothing, a pearl, a particular hair 
  color, or even the gate key itself.
  Up to sixty different pairs of portals can be attuned in this 
  manner.
  Once all sixty pairs of portals are created, the key cannot 
  create additional gates, though it may still be the necessary 
  key to access some or all of the portals.
  To any creature without the proper key, the 
  interdimensional portals are not visible (through true seeing 
  or similar magic reveals their presence).
  Caster Level: 21st; Prerequisites: Craft Wondrous Item, Craft 
  Epic Wondrous Item, gate; Market Price: 378,000 gp; Weight:
  1 lb.
  GLOVES OF EPIC DEXTERITY
  These tightfitting, thin leather gloves are very flexible and 
  allow for delicate manipulation.
  They add an enhancement bonus of +8 or higher to the 
  wearer’s Dexterity score.
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft 
  Epic Wondrous Item, cat’s grace; Market Price: 640,000 gp 
  (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: —.
  HEADBAND OF EPIC INTELLECT
  This device is a light cord with a small diamond set so that 
  it rests upon the forehead of the wearer.
  The headband adds an enhancement bonus of +8 or higher 
  to the wearer’s Intelligence score.
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft 
  Epic Wondrous Item, commune or legend lore; Market Price:
  640,000 gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); 
  Weight: —.
  HORSESHOES OF THE PEERLESS 
  STEED
  These horseshoes magically adhere to the feet of any 
  hoofed creature.
  Anyone riding the creature gains a +10 competence bonus 
  on Ride checks and is treated as having ranks in the 
  appropriate Ride skill (and thus does not take the –5 
  penalty for riding an unfamiliar mount).
  The horseshoes grant the creature (or its rider, as 
  appropriate) the effects of the Trample, Ride-By Attack, and 
  Spirited Charge feats.
  The wearer of the horseshoes gains spell resistance 32 
  against enchantment effects.
  In addition, the ground speed of the creature wearing the 
  horseshoes doubles.
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft 
  Epic Wondrous Item, Ride skill, haste, spell resistance; Market 
  Price: 217,000 gp; Weight: 1 lb.
  each.
  MANTLE OF EPIC SPELL RESISTANCE
  This embroidered garment is worn over normal clothing or 
  armor.
  It grants the wearer spell resistance 40.
  Caster Level: 29th; Prerequisites: Craft Wondrous Item, Craft 
  Epic Wondrous Item, spell resistance; Market Price: 290,000 
  gp; Weight: 1 lb.
  MANTLE OF GREAT STEALTH
  The wearer of this neutral gray cloak gains a +30 bonus on 
  Hide and Move Silently checks.
  The wearer’s outline is blurry and indistinct, granting one-
  half concealment (20% miss chance) at all times (as the blur 
  spell).
  The mantle also grants nondetection to its wearer (as the 
  spell).
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft 
  Epic Wondrous Item, blur, invisibility, nondetection, silence;
  Market Price: 242,000 gp; Weight: 1 lb.
  PERIAPT OF EPIC WISDOM
  This large pearl set on a platinum chain grants an 
  enhancement bonus of +8 or higher to the wearer’s 
  Wisdom score.
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft 
  Epic Wondrous Item, commune or legend lore; Market Price:
  640,000 gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); 
  Weight: —.
  
  100
  FORBIDDEN TOMES
  UNEARTHED ARCANA (3.5)
  
  101
  GRAFTS
  FIEND FOLIO (3.5)
  ABOLETH
  ABOLETH TENTACLE
  An aboleth tentacle typically replaces an arm or forelimb 
  on the grafted creature, though sometimes it is attached 
  just above a forelimb or below an arm.
  The creature gains a +4 bonus to Strength when using the 
  tentacle for any purpose, including attacking.
  A successful natural attack with the tentacle deals 1d6 
  points of damage plus the grafted creature’s adjusted 
  Strength bonus, and can cause the struck creature to 
  transform.
  Affected creatures must succeed on a Fortitude save (DC 10 
  + 1/2 grafted creature’s HD + grafted creature’s Con 
  modifier) or begin to transform as if struck by an aboleth’s 
  tentacle (see the Monster Manual).
  Prerequisite: Graft Flesh, creator must be an aboleth; Market 
  Price: 50,000 gp.
  MUCUS SHEATH
  A mucus sheath actually involves extensive skin grafts, 
  resulting in the subject being constantly coated in a thin 
  layer of mucus.
  This sheath adds 10 feet to the creature’s swim speed and 
  gives it a +10 circumstance bonus on Escape Artist checks.
  It also serves as a focus for certain psionic abilities to better 
  affect the subject: The grafted creature takes a –4 penalty on 
  Will saves against mind-affecting effects.
  The mucus also doubles the range at which an aboleth can 
  effectively control a slave, to 2 miles.
  Prerequisite: Graft Flesh, creator must be an aboleth; Market 
  Price: 5,000 gp.
  SKUM EYES
  Skum eyes are bulbous and fish-like.
  This graft cannot be added to skum, since they already have 
  its abilities.
  The grafted creature gains a +2 racial bonus on Spot checks, 
  increasing to +4 while it is underwater.
  Prerequisite: Graft Flesh, creator must be an aboleth; Market 
  Price: 600 gp.
  SKUM TAIL
  This graft cannot be added to skum, since they already have 
  an identical appendage.
  A skum tail is slender and muscular, and it gives the 
  creature a natural swim speed of 40 feet.
  Like any creature with a natural swim speed, the grafted 
  creature need not make Swim checks to move at its swim 
  speed underwater, and gains a +8 racial bonus on Swim 
  checks made to perform some special action or avoid a 
  hazard.
  The grafted creature can always choose to take 10 on a 
  Swim check, even if rushed or threatened when swimming, 
  and can use the run action while swimming, if it swims in a 
  straight line.
  Prerequisite: Graft Flesh, creator must be an aboleth; Market 
  Price: 6,000 gp.
  BEHOLDER
  CROWN OF EYES
  A crown of eyes consists of six small eyes that are set into a 
  creature’s skull all around its circumference.
  Their vision is poor (half normal range), but they have 
  darkvision with a range of 60 feet and confer all-around 
  vision on the grafted creature.
  This gives the grafted creature a +4 racial bonus on Search 
  and Spot checks and prevents it from being flanked.
  Prerequisite: Graft Flesh; Market Price: 60,000 gp.
  EYE STALK
  An eye stalk is grafted onto a creature’s head and connected 
  to its nervous system.
  The creature can use it to produce an eye ray as a standard 
  action three times per day; the effect exactly duplicates one 
  of a beholder’s smaller eye rays.
  An individual eye stalk can produce only one kind of ray.
  The grafted creature uses its own attack bonus to determine 
  whether the ray hits its target, but the effect’s save DC is 
  always 18.
  The ray has a range of 150 feet.
  Prerequisite: Graft Flesh plus one of the following spells: 
  charm monster, charm person, disintegrate, fear, finger of death,
  flesh to stone, inflict moderate wounds, sleep, slow, or telekinesis;
  Market Price: 195,000 gp.
  GAZING EYE
  This graft replaces one of the creature’s own eyes and gives 
  it a gaze attack.
  This attack can charm monster, cause sleep, petrify, or cause 
  fear.
  It has a range of 30 feet and a save DC of 16 (including a +2 
  bonus because only one of the grafted creature’s eyes can 
  make the attack), but otherwise functions like a beholder’s 
  eye rays.
  Prerequisite: Graft Flesh plus one of the following spells: 
  cause fear, charm monster, flesh to stone, or sleep; Market Price:
  195,000 gp.
  PLATED SKIN
  A plated skin graft covers the creature’s vulnerable body 
  parts with bony plates like those that protect a beholder.
  The creature’s natural armor bonus increases by +4.
  Prerequisite: Graft Flesh, barkskin; Market Price: 64,000 gp.
  REPLACEMENT EYE
  A replacement eye is grafted into the creature’s skull in 
  place of one of its own eyes.
  The grafted creature can use it to produce an eye ray as a 
  standard action three times per day; the effect exactly 
  duplicates one of a beholder’s smaller eye rays.
  
  102
  An individual replacement eye can produce only one kind 
  of ray.
  The grafted creature uses its own attack bonus to determine 
  whether the ray hits its target, but the save DC is always 18.
  The ray has a range of 50 feet.
  Prerequisite: Graft Flesh plus one of the following spells: 
  charm monster, charm person, disintegrate, fear, finger of death,
  flesh to stone, inflict moderate wounds, sleep, slow, or telekinesis;
  Market Price: 195,000 gp.
  THIRD EYE
  Implanted in the forehead above the creature’s normal 
  eyes, a third eye duplicates the effects of a beholder’s large 
  central eye, producing an antimagic cone similar to an 
  antimagic field cast by a 13th-level sorcerer.
  This small eye only affects a 50-foot cone, however.
  It functions three times per day.
  Prerequisite: Graft Flesh, antimagic field; Market Price: 165,000 
  gp.
  FIENDISH
  CHARMING EYE
  This eye has a golden iris and an hourglass-shaped pupil 
  like a goat’s.
  The grafted creature gains the ability to see perfectly in 
  darkness of any kind, even magical darkness.
  In addition, the grafted creature gains a charming gaze 
  attack.
  Anyone within 30 feet of the grafted creature that meets its 
  eyes must make a Will saving throw (DC 14) or be charmed
  for one day per total Hit Dice of the grafted creature.
  The save DC against this effect reflects a +2 bonus because 
  only one of the grafted creature’s eyes can make the attack.
  The grafted creature is immune to its own gaze attack.
  Prerequisites: Graft Flesh, charm monster, true seeing, creator 
  must be a fiend; Market Price: 120,000 gp.
  CLAWED ARM
  A clawed arm is muscular and sinewy, with a large, clawed 
  hand.
  The grafted creature gains a +4 bonus to Strength when 
  using the arm for any purpose, including attacking.
  If it is not holding anything or being used to perform 
  another action, the grafted creature can direct the clawed 
  arm to make one natural attack per round, using the 
  creature’s base attack bonus and adjusted Strength 
  modifier.
  This attack is in addition to the creature’s normal actions in 
  a round.
  A successful attack deals damage based on the creature’s 
  size (see Table A2–1) plus the creature’s adjusted Strength 
  bonus.
  Prerequisites: Graft Flesh, bull’s strength, haste, creator must be 
  a fiend; Market Price: 50,000 gp.
  FAST LEG
  Long and agile, a fast leg increases the creature’s speed by 
  10 feet when not wearing heavy armor or carrying a heavy 
  load.
  Further, the creature gains a +5 competence bonus on 
  Climb and Jump checks.
  Prerequisites: Graft Flesh, expeditious retreat, jump, creator 
  must be a fiend; Market Price: 4,000 gp.
  FEARSOME EYE
  This eye is bright red in color and has a black iris.
  The grafted creature gains the ability to continuously see 
  invisibility as the spell from a 20th-level caster.
  In addition, the grafted creature gains a fear gaze attack.
  Anyone within 30 feet of the grafted creature that meets its 
  eyes must make a Will saving throw (DC 14) or be 
  paralyzed with fear for 1d4 rounds.
  The save DC against this effect reflects a +2 bonus because 
  only one of the grafted creature’s eyes can make the attack.
  The grafted creature is immune to its own gaze attack.
  Prerequisites: Graft Flesh, fear, see invisibility, creator must be 
  a fiend; Market Price: 120,000 gp.
  FEATHERED WINGS
  Feathered wings resemble those of a vrock or erinyes: large 
  and bird-like, though often bearing claws at the top joint.
  The grafted creature can fly at a speed equal to twice its 
  normal land speed, with average maneuverability.
  When not flying, the grafted creature can use the wings to 
  buffet and disorient its opponents.
  Each round, in addition to its normal attacks, it can make a 
  Bluff check (opposed by its opponent’s Sense Motive 
  check).
  If this check is successful, the grafted creature’s attacks in 
  that round gain a +2 circumstance bonus.
  Prerequisites: Graft Flesh, fly, creator must be a fiend; Market 
  Price: 10,000 gp.
  FIENDISH EAR
  A fiendish ear is large and fan-shaped, with sharp spikes 
  connected by thick membranous skin.
  A creature with a fiendish ear receives a +4 racial bonus on 
  Listen checks and gains the benefit of the Blind-Fight feat.
  Any time the grafted creature rolls a natural 1 on a Listen 
  check, the ear transmits sound from the Windswept 
  Depths of Pandemonium.
  The grafted creature is deafened for 1d4+1 rounds and 
  suffers the effects of a confusion spell for the same duration.
  While deafened, it loses the benefit of the Blind-Fight feat.
  Prerequisites: Graft Flesh, creator must be a fiend; Market 
  Price: 2,500 gp.
  
  103
  FIENDISH JAW
  This is a large, heavy jawbone covered in thick, scaly skin.
  Two large tusks protrude from a row of sharp, crooked 
  teeth.
  These tusks allow the grafted creature to make a gore 
  natural attack, dealing damage based on the grafted 
  creature’s size (see Table A2–1).
  Prerequisites: Graft Flesh, creator must be a fiend; Market 
  Price: 2,000 gp.
  FIENDISH SKIN
  Fiendish skin improves the grafted creature’s natural armor 
  bonus by +1 and grants it a +2 inherent bonus to Dexterity.
  In addition, the grafted creature gains darkvision with a 
  range of 60 feet.
  Once per day, the grafted creature can use poison as the spell 
  from a 16th-level caster (Fort save DC 18 + grafted 
  creature’s Cha modifier).
  Prerequisites: Graft Flesh, barkskin, cat’s grace, poison, creator 
  must be a fiend; Market Price: 55,000 gp.
  FLEXIBLE ARM
  A flexible arm is long and flexible like a tentacle, with a 
  crude, three-fingered claw at the end.
  If it is not holding anything or being used to perform 
  another action, the grafted creature can direct the arm to 
  make one natural attack per round, using the grafted 
  creature’s base attack bonus and Strength modifier.
  This attack is in addition to the grafted creature’s normal 
  actions in a round.
  A successful attack deals damage based on the grafted 
  creature’s size (see Table A2–1) plus its Strength bonus.
  If the grafted creature uses the flexible arm to wield a 
  weapon, all attacks with that weapon take a –2 penalty.
  Once per day, as a standard action, the grafted creature can 
  direct the arm to cast magic missile as a 5th-level caster.
  Prerequisites: Graft Flesh, haste, magic missile, creator must be 
  a fiend; Market Price: 27,000 gp.
  GRAPPLING TENTACLE
  A grappling tentacle strongly resembles a flexible arm—it 
  is a long tentacle with barbed hooks instead of fingers or 
  claws at the end.
  It cannot use a weapon effectively, though it can perform 
  gross manipulation such as pulling a large lever or lifting a 
  portcullis.
  The grafted creature gains a +4 bonus to Strength when 
  using the tentacle for any purpose.
  When the grafted creature grapples, it uses its adjusted 
  Strength score (with the tentacle’s bonus) and gains an 
  additional +4 bonus on its grapple checks made to hold, 
  pin, or damage an opponent.
  It does not gain this special bonus when trying to break 
  free of a grapple.
  The grappling tentacle can be used to make natural attacks, 
  dealing damage based on the grafted creature’s size (see 
  Table A2–1) plus its adjusted Strength bonus.
  It does not confer the benefits of the improved grab special 
  attack.
  Prerequisites: Graft Flesh, bull’s strength, creator must be a 
  fiend; Market Price: 20,000 gp.
  LONG ARM
  A long arm is thin and wiry, and unusually long for the 
  grafted creature’s size.
  The grafted creature’s natural reach for attacks made with 
  the arm or weapons held in the arm increases by 5 feet.
  Though it cannot take independent action, the arm can be 
  used to make natural attacks, dealing damage based on the 
  grafted creature’s size (see Table A2–1).
  Prerequisites: Graft Flesh, creator must be a fiend; Market 
  Price: 5,000 gp.
  MEMBRANOUS WINGS
  Membranous wings resemble those of a succubus, pit fiend, 
  or bat.
  The grafted creature can fly at a speed equal to twice its 
  normal land speed, with average maneuverability.
  The grafted creature gains fire and cold resistance 10.
  Prerequisites: Graft Flesh, fly, protection from energy, creator 
  must be a fiend; Market Price: 50,000 gp.
  SPRINGING LEG
  This extremely long leg is bent, either forward (like a frog’s) 
  or backward (like a grasshopper’s).
  The creature gains a +30 competence bonus on Jump 
  checks.
  The creature’s normal land speed is reduced by 10 feet, 
  however, because of the discrepancy between its two legs.
  Prerequisites: Graft Flesh, jump, creator must be a fiend; 
  Market Price: 35,000 gp.
  STING TAIL
  A sting tail is long and thick, with a segmented, chitinous 
  appearance and a stinger like that of a scorpion at the end.
  The grafted creature can direct the sting tail to make one 
  natural attack per round, using the grafted creature’s base 
  attack bonus and Strength modifier.
  This attack is in addition to the grafted creature’s normal 
  actions in a round.
  A successful attack deals 2d4 points of damage (regardless 
  of the grafted creature’s size) plus the grafted creature’s 
  Strength bonus.
  In addition, the stinging tail delivers a poison (Fort DC 14 
  negates) with each successful attack.
  Initial and secondary damage are the same (1d6 Str).
  Prerequisites: Graft Flesh, haste, poison, creator must be a 
  fiend; Market Price: 50,000 gp.
  STRONG LEG
  A strong leg is thick and muscular.
  A creature with this leg gains a +2 inherent bonus to its 
  Constitution score.
  Prerequisites: Graft Flesh, endurance, creator must be a fiend; 
  Market Price: 8,000 gp.
  TRAMPLING LEG
  A trampling leg is short and thick, ending in a stump-like 
  foot similar to an elephant’s.
  As a standard action during its turn each round, the grafted 
  creature can move up to its speed and literally run over 
  opponents at least one size category smaller than itself.
  
  104
  This attack deals bludgeoning damage based on the grafted 
  creature’s size (see Table A2–1).
  A trampled opponent can attempt either an attack of 
  opportunity at a –4 penalty or a Reflex save (DC 10 + 1/2 
  the grafted creature’s HD + grafted creature’s Str modifier) 
  for half damage.
  Prerequisites: Graft Flesh, bull’s strength, polymorph other,
  creator must be a fiend; Market Price: 5,000 gp.
  WHIP TAIL
  A whip tail is long and thin, and lashes around behind the 
  grafted creature as if of its own volition.
  As a full-round action, the grafted creature can direct the 
  tail to attack one creature within a radius equal to the 
  creature’s natural reach plus 10 feet.
  The tail uses the grafted creature’s base attack and size 
  modifier and adds a Strength modifier of +2, dealing 1d6+3 
  points of damage on a successful hit (regardless of the 
  grafted creature’s size and Strength).
  Wounds from the whip tail burn fiercely, causing the 
  struck creature to be dazed for 1 round unless it makes a 
  successful Fortitude save (DC 11).
  Prerequisites: Graft Flesh, ghoul touch, creator must be a fiend; 
  Market Price: 8,000 gp.
  ILLITHID
  ANTENNAE GRAFT
  A pair of long antennae sprout from the grafted creature’s 
  head, and hundreds of inch-long hairs are embedded into 
  its shoulders and arms.
  The combined effect of these complex sensory organs is to 
  give the grafted creature tremorsense, allowing it to sense 
  the location of anything within 60 feet that is in contact 
  with the ground.
  Prerequisites: Graft Flesh, creator must be an illithid; Market 
  Price: 20,000 gp.
  CLIMBING LEGS
  Climbing legs jut out from the creature’s body.
  Each has a knee that bends to the creature’s side, and ends 
  in a splayed foot with large, sticky pads on the four toes.
  The overall effect strongly resembles the legs and feet of a 
  gecko.
  The creature can walk up walls and even upside down on 
  ceilings at a speed of 15 feet, as if wearing slippers of spider 
  climbing.
  Prerequisites: Graft Flesh, creator must be an illithid; Market 
  Price: 4,000 gp.
  GORING HORN
  This graft alters the entire facial structure of the creature,
  lengthening its face into a bestial muzzle and attaching a 
  long, sharp horn.
  The grafted creature can make a natural attack with the 
  horn, dealing piercing damage based on the grafted 
  creature’s size (see Table A2–2).
  The creature also gains the benefit of the Improved Bull 
  Rush feat.
  Prerequisites: Graft Flesh, creator must be an illithid; Market 
  Price: 8,000 gp.
  GRASPING MANDIBLES
  These are a huge pair of chitinous mandibles strongly 
  resembling those of an umber hulk, grafted onto either side 
  of the creature’s mouth (with accompanying enlargement 
  of the jaw and its muscles).
  The grafted creature deals slashing damage with its bite 
  attack based on the grafted creature’s size (see Table A2–2).
  If the grafted creature hits an opponent that is at least one 
  size category smaller than itself with its bite attack, it deals 
  normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity.
  Each successful grapple check it makes during successive 
  rounds automatically deals bite damage.
  Prerequisites: Graft Flesh, creator must be an illithid; Market 
  Price: 15,000 gp.
  HAULING BACK
  This graft contorts and strengthens the creature’s spine and 
  back muscles, while forcing it to stoop low enough to use 
  its hands while walking.
  A hauling back applied to a bipedal creature turns it into a 
  quadruped for the purposes of determining carrying 
  capacity.
  Illithids typically apply this graft to Large or larger 
  creatures, since the benefit is minimal for Medium-size 
  creatures and nonexistent for smaller ones.
  Prerequisites: Graft Flesh, creator must be an illithid; Market 
  Price: 2,000 gp.
  RAKING TENTACLE
  This is a long, flexible tentacle with sharp, bony protrusions 
  at the end.
  It replaces an arm or forelimb, allowing the grafted creature 
  to make a natural attack with the raking tentacle.
  The tentacle deals slashing damage based on the grafted 
  creature’s size (see Table A2–2).
  It extends the grafted creature’s natural reach by 5 feet but 
  cannot be used to wield a weapon or perform any fine 
  manipulation.
  The grafted creature takes a –2 penalty on all skill checks 
  requiring the use of hands.
  Prerequisites: Graft Flesh, creator must be an illithid; Market 
  Price: 5,000 gp.
  
  105
  RENDING CLAW
  A rending claw is actually an entire arm—overlong for the 
  grafted creature’s height (typically reaching all the way to 
  the floor) and powerfully muscled.
  The hand boasts long, sharp claws resembling knife blades.
  The grafted creature can make a natural attack with the 
  rending claw, dealing slashing damage based on the grafted 
  creature’s size (see Table A2–2).
  The rending claw deals ×3 damage on a critical hit.
  The grafted creature takes a –4 penalty on skill checks that 
  require precision or fine manipulation with the rending 
  claw.
  Prerequisites: Graft Flesh, creator must be an illithid; Market 
  Price: 5,000 gp.
  WEAPON GRAFT
  While most grafts are living tissue attached to another 
  living body, a weapon graft is exactly what the name 
  suggests: a normal, masterwork, or magic melee weapon 
  grafted onto the hand of a thrall so it is never unarmed.
  The weapon actually becomes a natural weapon, though its 
  other properties are unchanged.
  The grafted creature receives a +1 bonus on all attack and 
  damage rolls with the weapon, as long as it is proficient 
  with the weapon.
  However, it cannot use the hand with the graft for 
  anything but combat, and it takes a –2 penalty on all skill 
  checks requiring the use of hands.
  Prerequisites: Graft Flesh, creator must be an illithid; Market 
  Price: Weapon price + 1,000 gp.
  MAUG
  LOCKING HAND
  This stone hand is designed so that its fingers can clasp and 
  lock together.
  It replaces a creature’s normal hand.
  When used to make unarmed attacks, it deals normal 
  damage unless the attacker chooses to take a –4 penalty to 
  deal subdual damage.
  A locking hand does not change the amount of damage a 
  creature deals with its unarmed or natural attacks.
  The main purpose of a locking hand is to strengthen a 
  creature’s grip, making it more difficult to disarm the 
  creature or dislodge an item from its grasp.
  The grafted creature gets a +5 bonus on any roll to avoid 
  being disarmed, to oppose attempts to escape a grapple, to 
  catch itself while falling, and to hold onto a surface when 
  damaged while climbing.
  A creature with more than one locking hand stacks the 
  bonuses of each hand involved in the activity.
  Locking hands can be locked and unlocked as easily as a 
  creature can make a fist; they do not inhibit spellcasting or 
  skill use.
  The bonus from a locking hand stacks with that provided 
  by a locked gauntlet.
  Prerequisites: Graft Flesh, bull’s strength, creator must be a 
  maug; Market Price: 2,000 gp.
  ROLLERS
  Six great stone cylinders beneath a pyramid of rock, rollers 
  replace the creature’s legs and feet.
  Rollers add 20 feet to the grafted creature’s land speed and 
  give it the ability to trample foes, but the grafted creature 
  takes a –8 penalty on Climb, Ride, and Swim skill checks.
  The grafted creature cannot run.
  As a standard action during its turn each round, the grafted 
  creature can move up to its speed and run over opponents 
  at least one size category smaller than itself.
  This attack deals bludgeoning damage based on the 
  creature’s size (see Table A2–3).
  A trampled opponent can attempt either an attack of 
  opportunity at a –4 penalty or a Reflex save (DC 10 + 1/2 
  grafted creature’s HD + grafted creature’s Str modifier) for 
  half damage.
  Prerequisites: Graft Flesh, expeditious retreat, polymorph other,
  creator must be a maug; Market Price: 10,000 gp.
  SHOVING ARM
  A shoving arm is a piston-like stone appendage that ends in 
  an upright, flattened stone hand.
  It is attached a creature’s torso along with a stone “belt” to 
  secure it in place.
  The arm is useless for most activities, but once per round as 
  an attack action it can be used to make a special shoving 
  attack against any opponent within 5 feet of the grafted 
  creature.
  The grafted creature makes a melee touch attack that does 
  not provoke an attack of opportunity.
  If it hits with its shoving arm, it and the struck opponent 
  make opposed Strength checks as though the grafted 
  creature had made a bull rush attack.
  In addition to the normal bonuses, the grafted creature 
  adds a special +5 bonus on this roll.
  If the grafted creature wins, the defender is pushed back 5 
  feet plus an additional 1 foot per point by which the grafted 
  creature exceeded the defender’s result.
  The grafted creature does not move with the shoved 
  defender.
  For purposes of shoving unattended objects, the shoving 
  arm has a Strength equal to 10 + the Strength of the grafted 
  creature.
  The shoving arm can push creatures and objects in straight 
  lines only.
  Prerequisites: Graft Flesh, bull’s strength, creator must be a 
  maug; Market Price: 2,000 gp.
  
  106
  SHUDDER PLATE
  Usually placed in the chest of a creature, a shudder plate 
  looks like a thin square of shale set in a stone frame.
  Specially designed and enhanced, a shudder plate quietly 
  shakes and vibrates in its case, giving the grafted creature a 
  supernatural understanding of the area surrounding it.
  If the grafted creature is in contact with the ground, it can 
  sense the location of anything within 15 feet that is also in 
  contact with the ground.
  In addition, the grafted creature takes a –4 penalty on Move 
  Silently skill checks.
  Prerequisites: Graft Flesh, see invisibility, creator must be a 
  maug; Market Price: 8,000 gp.
  SPIKE STONES
  These small round stones are inserted into the surface of 
  the flesh of a creature, all over its body.
  The grafted creature can cause them to grow as a standard 
  action that does not provoke an attack of opportunity.
  The stones suddenly lengthen into sharp spikes, capable of 
  piecing flesh and armor alike.
  In a grapple, the spikes deal 2d4 points of piercing damage 
  in addition to normal grapple damage when the grafted 
  creature makes a successful grapple check.
  A grafted creature can also use the spikes as a light weapon 
  that deals 1d4 points of piercing damage; in conjunction 
  with an unarmed or natural attack, the spike stones deal an 
  additional 1d4 points of piercing damage with each hit.
  Prerequisites: Graft Flesh, spike stones, creator must be a maug; 
  Market Price: 4,000 gp.
  STONE SPITTER
  A stone spitter is a box-like or bin-like device, usually 
  affixed to the shoulder of a creature.
  At the weapon’s base is a tube from which stones can be 
  fired with amazing accuracy and deadly effect.
  A creature grafted with a stone spitter can use it to fire a 
  stone or sling bullet by making a ranged attack.
  Such attacks have a range increment of 50 feet, dealing 
  damage according to the grafted creature’s size (see Table 
  A2–3).
  Six times per day, the stone spitter can fire its ammunition 
  at a supernaturally high velocity and power.
  Such attacks deal damage one die type higher than normal 
  (use the “Increased” column on Table A2–3) and have a +1 
  enhancement bonus on attack and damage rolls.
  A stone spitter can be loaded with up to 50 stones or sling 
  bullets.
  Prerequisites: Graft Flesh, magic stone, creator must be a maug; 
  Market Price: 2,000 gp.
  UNDEAD
  BONEMAIL
  Bonemail resembles armor crafted from interlocking bones 
  and shards of bone, but is actually part of the grafted 
  creature’s body.
  Bonemail grants a +2 natural armor bonus to the grafted 
  creature’s AC.
  Prerequisite: Graft Flesh, gentle repose; Market Price: 16,000 gp.
  ENERVATING ARM
  An enervating arm is a gaunt limb of desiccated, leathery 
  flesh.
  It grants a +4 inherent bonus to the grafted creature’s 
  Strength.
  Twice per day, the grafted creature can use an enervating 
  touch to bestow one negative level on a living creature.
  The Fortitude save to remove the negative level has a DC of 
  14.
  A touch that misses does not count against the daily limit.
  Prerequisite: Graft Flesh, enervation; Market Price: 40,000 gp.
  MUMMIFIED EYE
  This hard, round orb looks much like a normal eye at first 
  glance, but it has a distinctly dry appearance and does not 
  move in the socket.
  Often a pale light seems to shine inside it.
  The grafted creature can use the eyebite spell as a 12th-level 
  caster once per day.
  Prerequisite: Graft Flesh, eyebite; Market Price: 50,000 gp.
  PARALYZING ARM
  A paralyzing arm is a hardy limb of preserved undead flesh.
  It grants a +4 inherent bonus to the grafted creature’s 
  Strength.
  Twice per day, the grafted creature can use a paralyzing 
  touch: A living creature touched must make a Fortitude 
  save (DC 14) or be paralyzed for 1d6+2 minutes.
  Elves are immune to this paralyzing touch.
  A touch that misses does not count against the daily limit.
  Prerequisite: Graft Flesh, gentle repose, ghoul touch; Market 
  Price: 40,000 gp.
  WEAKENING ARM
  A weakening arm is a skeletal forelimb that grants a +4 
  inherent bonus to the grafted creature’s Strength.
  Twice per day, the grafted creature can use a weakening 
  touch: A living creature touched takes 1d6 points of 
  Strength damage.
  A touch that misses does not count against the daily limit.
  Prerequisite: Graft Flesh, ray of enfeeblement; Market Price:
  40,000 gp.
  YUAN-TI
  ADDED TAIL
  Extending from the creature’s tailbone rather than 
  replacing its legs, an added tail gives the grafted creature a 
  natural swim speed equal to half its land speed.
  Like any creature with a natural swim speed, the grafted
  creature need not make Swim checks to move at its swim 
  speed underwater, and gains a +8 racial bonus on Swim 
  checks made to perform some special action or avoid a 
  hazard.
  The grafted creature can always choose to take 10 on a 
  Swim check, even if rushed or threatened when swimming, 
  and can use the run action while swimming, if it swims in a 
  straight line.
  The grafted creature also gains a +4 racial bonus on Balance 
  checks, and can constrict Small or smaller creatures: With a 
  
  107
  successful grapple check, it deals 1d4 points of bludgeoning 
  damage plus 1 1/2 times its Strength modifier to the 
  grappled foe.
  Prerequisites: Graft Flesh, creator must be a yuan-ti; Market 
  Price: 6,000 gp.
  POISON FANGS
  These long, sharp fangs allow the grafted creature to deliver 
  poison (Fort DC 17 negates) with its bite.
  Initial and secondary damage are the same (1d6 Con).
  If the grafted creature did not previously have a natural bite 
  attack, it can bite only a grappled foe (delivering the poison 
  with a successful grapple check to pin the creature) or a 
  helpless opponent.
  Prerequisites: Graft Flesh, creator must be a yuan-ti; Market 
  Price: 8,000 gp.
  REPLACEMENT TAIL
  This tail replaces the grafted creature’s legs or rear limbs.
  The grafted creature’s base land speed is reduced by 10 feet,
  but it can climb and swim at half its original land speed.
  The creature can constrict Medium-size or smaller 
  creatures: With a successful grapple check, it deals 1d4 
  points of bludgeoning damage plus 1 1/2 times its Strength 
  modifier to the grappled foe.
  Prerequisites: Graft Flesh, creator must be a yuan-ti; Market 
  Price: 12,000 gp.
  SCALY SKIN
  This yuan-ti skin improves the grafted creature’s natural 
  armor bonus by +3.
  Prerequisites: Graft Flesh, creator must be a yuan-ti; Market 
  Price: 36,000 gp.
  SERPENT ARM
  This is a long, flexible arm ending in a snake head.
  The grafted creature can make one bite attack with the arm, 
  dealing 1d4 points of damage plus poison (Fort DC 17 
  negates).
  Initial and secondary damage are the same (1d6 Con).
  Prerequisites: Graft Flesh, creator must be a yuan-ti; Market 
  Price: 12,000 gp.
  LIBRIS MORTIS (3.5)
  UNDEAD
  BONEMAIL
  Bonemail resembles armor crafted from interlocking bones 
  and shards of bone, but is actually part of the grafted 
  creature’s body.
  Bonemail grants a +2 natural armor bonus to the grafted 
  creature’s AC.
  Graft Flesh, animate dead; Price 16,000 gp.
  BODAK’S EYE
  This white, empty eye fits into a humanoid creature’s 
  empty eye socket and allows the grafted creature to make a 
  death gaze attack once per day.
  The creature must use a standard action to target a creature 
  with the gaze, and the range of the effect is 30 feet.
  A DC 15 Fortitude save negates the effect.
  Unlike an actual bodak’s death gaze, a target that dies from 
  this attack does not transform into a bodak 24 hours later.
  Graft Flesh, finger of death; Price 25,000 gp.
  ENERVATING ARM
  An enervating arm is a gaunt limb of desiccated, leathery 
  flesh.
  It grants a +4 inherent bonus to the grafted creature’s 
  Strength.
  Twice per day, the grafted creature can use an enervating 
  touch to bestow one negative level on a living creature.
  Removing the negative level requires a DC 14 Fortitude 
  save.
  A touch that misses does not count against the daily limit.
  Prerequisites: Graft Flesh, enervation; Price 40,000 gp.
  EYE OF FLAME
  This crimson eye-shaped gem fits into a humanoid 
  creature’s empty eye socket and can produce a fireball once 
  per day upon command.
  The fireball deals 10d6 points of damage (Reflex DC 14 half).
  Half of the damage is fire damage, and the other half is 
  divine damage that affects even targets resistant to fire.
  Graft Flesh, fireball; Price 10,800 gp.
  GHOSTLY ARM
  This gray, incorporeal arm can’t be used to manipulate solid 
  objects.
  However, the grafted creature can use the ghostly arm to 
  deliver an incorporeal touch attack that deals 1d6 points of 
  damage, the equivalent of a ghost’s corrupting touch attack.
  Treat the arm as a secondary weapon, but because it is 
  incorporeal the arm has no Strength score and therefore 
  gains no bonus or penalty on damage rolls from the user’s 
  Strength.
  Graft Flesh, ethereal jaunt; Price 6,000 gp.
  MOHRG’S TONGUE
  This long, cartilaginous tongue bears sharp claws at its tip.
  The grafted creature can make touch attacks with the 
  tongue (treat it as a secondary weapon).
  A successful touch paralyzes the target for 1d4 minutes 
  (Fortitude DC 17 negates).
  Graft Flesh, ghoul touch; Price 24,000 gp.
  MUMMIFIED EYE
  This hard, round orb fits into a humanoid creature’s empty 
  eye socket and looks much like a normal eye at first glance, 
  but it has a distinctly dry appearance and does not move in 
  the socket.
  The grafted creature can use the eyebite spell as a 12th-level 
  caster once per day.
  Graft Flesh, eyebite; Price 50,000 gp.
  
  108
  MUMMIFIED HAND
  This withered hand is swathed in the remnants of funereal 
  wrappings.
  The grafted creature can use the mummified hand to 
  deliver a slam attack; the damage dealt is the same as that 
  dealt by a zombie of the creature’s size.
  In addition, three times per day the grafted creature can 
  deliver mummy rot with a slam attack.
  The choice to use mummy rot must be made before the 
  attack is rolled; if the attack misses, the daily use is lost.
  The Fortitude save to resist the mummy rot is DC 16.
  Graft Flesh, contagion; Price 16,200 gp.
  PARALYZING ARM
  A paralyzing arm is a hardy limb of preserved undead flesh.
  It grants a +4 inherent bonus to the grafted creature’s 
  Strength.
  Twice per day, the grafted creature can use a paralyzing 
  touch.
  A living creature touched must make a Fortitude save (DC 
  14) or be paralyzed for 1d6+2 minutes.
  Elves are immune to this paralyzing touch.
  A touch that misses does not count against the daily limit.
  Graft Flesh, gentle repose, ghoul touch; Price 40,000 gp.
  SKELETAL HAND
  The grafted creature can use this bony hand to make claw 
  attacks.
  The damage dealt is the same as that dealt by a skeleton of 
  the creature’s size.
  Graft Flesh, animate dead; Price 3,000 gp.
  UNDEAD SKIN
  This mottled gray hide grants the grafted creature 25% 
  resistance to critical hits and sneak attacks, similar to armor 
  of light fortification.
  This resistance doesn’t stack with similar abilities.
  Graft Flesh, animate dead; Price 16,000 gp.
  VAMPIRIC FANGS
  This set of sharp teeth replaces the creature’s existing teeth.
  The grafted creature gains the ability to drain blood from a 
  living victim with its fangs by making a successful grapple 
  check.
  If it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution damage each round.
  On each such successful drain attack, the grafted creature 
  gains 5 temporary hit points that last for up to 1 hour.
  Graft Flesh, vampiric touch; Price 25,000 gp.
  WEAKENING ARM
  A weakening arm is a skeletal forelimb that grants a +4 
  inherent bonus to the grafted creature’s Strength.
  Twice per day, the grafted creature can use a weakening 
  touch.
  A living creature touched takes 1d6 points of Strength 
  damage.
  A touch that misses does not count against the daily limit.
  Graft Flesh, ray of enfeeblement; Price 40,000 gp.
  ZOMBIE ARM
  A zombie arm is a perpetually rotting limb.
  It grants a +2 inherent bonus to the grafted creature’s 
  Strength, but also permanently reduces the grafted 
  creature’s Dexterity by 2.
  The grafted creature can use the zombie arm to make slam 
  attacks; the damage dealt is the same as that dealt by a 
  zombie of the creature’s size.
  Graft Flesh, animate dead; Price 25,000 gp.
  LORDS OF MADNESS (3.5)
  ABOLETH
  AMPHIBIOUS SKIN
  This invasive graft can only be applied to a creature with 
  the aquatic subtype.
  It replaces the grafted creature’s skin entirely with a thick 
  membrane.
  The grafted creature gains the amphibious special quality, 
  allowing it to breathe both air and water.
  Graft Flesh (aboleth), creator must be an aboleth; Price 
  30,000 gp.
  INKSAC
  An inksac is normally placed inside a creature’s abdomen; a 
  vent protrudes just beyond the surface of the creature’s skin
  above each hip.
  Once per minute as a free action, the creature can emit a 
  cloud of jet-black ink in a spread with a radius of twice the 
  creature’s natural reach.
  This cloud provides concealment to all creatures in the 
  area.
  Even creatures that can normally see in such conditions 
  (such as with darkvision or low-light vision) are affected by 
  concealment when in a cloud of ink.
  Only a daylight spell (or a higher-level light spell) can allow 
  creatures in the area to see.
  The ink cloud does not form unless the creature is in water; 
  on land it just spews out as a big inky mess.
  Graft Flesh (aboleth), creator must be an aboleth; Price 
  9,000 gp.
  MUCUS PROJECTOR
  This graft consists of a large, fleshy sac with a tube-like 
  extension.
  It is typically grafted onto a creature’s back so the tube can 
  extend up over a shoulder.
  A creature with a mucus projector can activate it once every 
  1d4 rounds as a standard action.
  When activated, it contracts violently and sprays a thin 
  stream of aboleth mucus out of the tube.
  The creature must make a ranged touch attack to strike its 
  intended target, which must be within 30 feet.
  On a hit, the target must succeed on a Fortitude save (DC 
  10 + 1/2 grafted creature’s HD + grafted creature’s Con 
  modifier) or begin to transform as if struck by an aboleth’s 
  slime (see page 8 of the Monster Manual).
  
  109
  A mucus projector works equally well on the surface or 
  underwater.
  Graft Flesh (aboleth), creator must be an aboleth; Price 
  36,000 gp.
  WATERJET
  This long, thin tube is normally grafted onto a creature’s 
  back.
  The grafted creature can use this graft once per minute 
  while swimming to double its normal swim speed for 1 
  round.
  Graft Flesh (aboleth), creator must be an aboleth; Price 
  2,500 gp.
  ILLITHID
  BURROWING CLAWS
  This graft replaces both of the recipient’s hands with thick-
  fingered claws tipped with iron-hard ridges.
  The recipient gains a –4 penalty on Disable Device, Open 
  Lock, and Sleight of Hand checks, but gains a burrow speed 
  of 20 feet.
  The creature can even burrow through solid stone or any 
  other material with hardness of no more than 8.
  The claws allow the creature to deal lethal damage with its 
  unarmed strikes.
  Illithids gift thralls with these grafts when they need to 
  expand a cavern’s size or dig new tunnels through the stony 
  ground.
  Graft Flesh (illithid), creator must be an illithid; Price 
  30,000 gp.
  DARKSIGHT EYES
  These pale, pupilless eyes are similar in appearance to the 
  eyes of an illithid.
  The graft recipient gains darkvision out to 60 feet.
  Illithids graft these eyes into favored thralls that can more 
  easily accomplish their jobs in the lightless underground if 
  they can see.
  Graft Flesh (illithid), creator must be an illithid; Price 
  24,000 gp.
  MIND BLAST RELAY
  This strange graft is implanted into the depths of the 
  grafted creature’s brain.
  The graft gives the creature complete immunity to mind 
  blasts.
  Further, any mind flayer within 60 feet of a creature with a 
  mind blast relay graft can automatically detect the graft 
  when it uses telepathy on that creature.
  A mind flayer can then choose to relay its mind blast attack 
  into that creature by activating its own mind blast.
  Once the mind blast is relayed, the mind flayer can choose 
  to either allow the mind blast to manifest (in which case it 
  does so in a 20-foot-radius blast centered on the grafted 
  creature) or to relay it to a new creature with a mind blast 
  relay within 20 feet of the current creature.
  A mind flayer can continue to relay its mind blast as a free 
  action again and again until it gets to the mind blast relay it 
  desires, at which point the creature allows it to manifest.
  Each time a mind blast is relayed, the DC to save against its 
  effect is reduced by 2.
  A mind flayer must maintain line of sight to each creature 
  in the chain of mind blast relays, but otherwise the only 
  practical limit to the usefulness of this graft is the number 
  of relays available and the original save DC of the illithid’s 
  mind blast.
  Graft Flesh (illithid), creator must be an illithid; Price 
  50,000 gp.
  SILTHILAR
  CHITIN PLATING
  This graft consists of numerous interlocking chitin plates 
  grafted onto the creature’s skin.
  These plates are tough, yet flexible, and grant the recipient 
  a natural armor bonus ranging from +1 to +5.
  This natural armor bonus does not stack with any other 
  natural armor bonus the creature might possess as a virtue 
  of his race, but it does stack with enhancement bonuses to 
  natural armor granted by magic such as barkskin or an 
  amulet of natural armor.
  Graft Flesh (silthilar); Price 4,000 gp (+1), 16,000 gp (+2), 
  36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5).
  FLEXIBLE SPINE
  This invasive graft replaces the creature’s spine, including 
  the spinal cord, with a much more flexible and efficient set 
  of nerves and vertebrae.
  The graft grants a +4 racial bonus on initiative checks, 
  Balance checks, Escape Artist checks, and Tumble checks.
  Graft Flesh (silthilar), regenerate; Price 91,000 gp.
  EXTENDED LEGS
  This graft extends the creature’s legs, making it taller and 
  faster.
  The creature’s height increases by 5%, but this does not 
  increase the creature’s size category.
  The creature’s base land speed increases by 5 feet.
  Graft Flesh (silthilar), longstrider; Price 91,000 gp.
  HEALING BLOOD
  This unique graft consists of a total transfusion of blood.
  The creature’s original blood supply is drained completely 
  and replaced with a similar fluid that grants the grafted 
  creature fast healing 2.
  Graft Flesh (silthilar), regenerate; Price 182,000 gp.
  RUDIMENTARY EYESPOTS
  This graft consists of several patches of light-sensitive skin 
  placed on the back of the grafted creature’s neck and the 
  back of each hand.
  These patches improve the grafted creature’s vision, 
  granting it a +4 bonus on Spot checks.
  In addition, the creature can no longer be flanked.
  Graft Flesh (silthilar), regenerate; Price 60,000 gp.
  
  110
  SILTHILAR BONES
  This graft transforms and augments the creature’s skeletal 
  structure, making it stronger.
  The grafted bones improve the creature’s Constitution 
  score by 2 points.
  Graft Flesh (silthilar), bear’s endurance; Price 110,000 gp.
  SILTHILAR HEART
  This complex graft adds several augmentations to the 
  grafted creature’s heart and cardiovascular system.
  If the grafted creature drops below 1 hit point but not 
  below –10 hit points, the graft immediately generates a 
  pulse of magic healing that cures 4d8+20 points of damage.
  A silthilar heart can generate this healing only once every 
  24 hours.
  Graft Flesh (silthilar), cure serious wounds, contingency; Price 
  91,000 gp.
  SILTHILAR MUSCLES
  This graft transforms and augments the creature’s existing 
  muscles.
  The grafted muscles improve the creature’s Strength score 
  by 2 points.
  Graft Flesh (silthilar), bull’s strength; Price 110,000 gp.
  SILTHILAR TENDONS
  This graft replaces the creature’s tendons, making the 
  creature more adroit and coordinated.
  The grafted tendons improve the creature’s Dexterity score 
  by 2 points.
  Graft Flesh (silthilar), cat’s grace; Price 110,000 gp.
  RACES OF THE DRAGON 
  (3.5)
  DRACONIC
  BUFFETING WINGS
  Your arms sprout veined membranes, granting you the 
  power of flight and allowing you to strike your enemies.
  Location: Arms.
  Description: Each of your arms sprouts rays of cartilage 
  supporting fins (if from a metallic dragon) or long bone 
  projections connected by taut flesh (if from a chromatic 
  dragon).
  The membranes of your buffeting wings fold down when not 
  in use.
  You can still wear and benefit from clothing and armor, 
  though wearing a shield limits your wings’ effectiveness 
  (see below).
  Activation: Using buffeting wings to fly requires a move 
  action, as normal for any move.
  Using a wing to make a slam attack is an attack action, or 
  part of a full attack action if you are using both wings or 
  additional natural weapons.
  Effect: You gain a fly speed equal to your base land speed 
  with average maneuverability.
  You can’t carry aloft more than a light load.
  If you already have wings, this benefit replaces your 
  original fly speed and maneuverability.
  You can’t use your buffeting wings to fly if you are wearing a 
  shield (other than a buckler).
  You can also use buffeting wings to make up to two 
  secondary slam attacks, but only while standing on the 
  ground.
  Each attack deals damage as a wing attack made by dragon 
  of your size (1d4 points for a Medium creature).
  You cannot attack with weapons held in your hands during 
  the same round that you use buffeting wings (though you can 
  use other natural attacks), and you can’t use a wing to attack 
  if that arm wears a shield (other than a buckler).
  In addition to the hit point cost, these wings reduce your 
  overall agility, resulting in a permanent –2 penalty to 
  Dexterity.
  Construction: Wyrmgrafter, overland flight or flight of the 
  dragon*, 50,000 gp, 4,000 XP, 100 days.
  * Spell described in Draconomicon, page 113.
  Donor: A tissue sample from an unhatched wyrmling.
  Sacrifice: 8 hp, –2 Dexterity.
  Price: 100,000 gp.
  DRAGONBONE LEGS
  Powerful draconic leg bones are grafted into each of your 
  legs, giving you greater physical might in athletic tasks.
  Location: Legs.
  Description: Your legs become thicker and more heavily 
  muscled as the new bone takes hold.
  Since the tissue graft is internal, the appearance of your 
  skin is unchanged.
  Activation: A host uses dragon bone legs as part of the 
  appropriate action to use the skill in question (Climb, 
  Jump, or Swim).
  No special activation is required.
  Effect: You gain a +4 bonus on Climb, Jump, and Swim 
  checks.
  Construction: Wyrmgrafter, bull’s strength, 4,000 gp, 320 XP, 
  8 days.
  Donor: A bone sample from a living dragon.
  Sacrifice: 4 hp.
  Price: 8,000 gp.
  DRAGONHEART PRESENCE
  A bit of a dragon’s heart tissue is grafted into your chest, 
  giving you some of the dragon’s indomitabile spirit.
  Location: Flesh.
  Description: Although your appearance does not undergo 
  an obvious physical change, you ooze confidence and pride.
  If the donor was a chromatic dragon, this attitude is tinged 
  with arrogance and a certainty of victory.
  If the flesh came from a metallic dragon, you radiate an air 
  of watchful patience.
  Activation: Dragonheart presence is always active once the 
  graft is installed.
  It requires no action on your part to activate or deactivate.
  Effect: You gain immunity to paralysis effects and the 
  frightful presence of dragonkind.
  In addition, you gain a +2 bonus on Bluff, Diplomacy, 
  Gather Information, and Intimidate checks you make 
  involving a creature with the dragonblood subtype.
  
  111
  Construction: Wyrmgrafter, remove paralysis, 6,000 gp, 480 
  XP, 12 days.
  Donor: A piece of flesh from an unhatched wyrmling’s 
  heart.
  Sacrifice: 4 hp.
  Price: 12,000 gp.
  FRIGHTFUL CREST
  Your head has been adorned with a portion of the crest, 
  spikes, or horns of the donor dragon.
  You gain an aura of fear similar to a dragon’s frightful 
  presence.
  Location: Head.
  Description: A frightful crest takes the form of the primary 
  head ornament of the dragon from which it was taken; for 
  example, a graft from a black dragon has its characteristic 
  crumpled horns, while that from a silver dragon is a rayed 
  fin.
  A frightful crest melds seamlessly into the surrounding flesh, 
  gradually blending into your natural skin color.
  Activation: A frightful crest activates whenever you attack or 
  charge.
  You cannot choose to suppress the effect.
  Effect: When a frightful crest activates, any living nondragon 
  enemy within 30 feet becomes panicked for 1 round if it 
  has fewer Hit Dice than you; creatures with HD equal to or 
  greater than yours are shaken for 1 round instead.
  A successful Will save negates this effect and renders the 
  creature immune to your frightful crest for 24 hours; the save 
  DC is 10 + 1/2 your HD + your Cha modifier.
  This is a mindaffecting fear effect.
  Characters who are immune to a dragon’s frightful 
  presence are also immune to a frightful crest.
  Construction: Wyrmgrafter, fear, 14,000 gp, 1,120 XP, 28 
  days.
  Donor: A crest or horn from a dragon.
  Sacrifice: 6 hp.
  Price: 28,000 gp.
  GLARING EYE
  The pupil of a dragon’s eye has been grown into your own.
  As a result, you gain the keen senses and the wakefulness of 
  a dragon.
  Location: Head.
  Description: A glaring eye is the same color as the eye of the 
  dragon it was grown from and has a slitted pupil like that of 
  a crocodile.
  It has no lid and cannot close.
  Activation: A glaring eye is always active once the graft is 
  installed.
  It requires no action on your part to activate or deactivate.
  Effect: You gain blindsense out to a distance of 30 feet and a 
  +2 bonus on Search and Spot checks.
  You also gain immunity to magic sleep effects.
  Construction: Wyrmgrafter, sense of the dragon*, 5,000 gp, 
  400 XP, 10 days.
  * New spell described on page 117.
  Donor: A sample of eye tissue from an unhatched 
  wyrmling, or an eye from a dragon.
  Sacrifice: 2 hp.
  Price: 10,000 gp.
  GLEAMING SCALES
  Your skin is hardened with scales grown from samples 
  taken from a living dragon, allowing you to grow a 
  protective plating over vulnerable areas.
  Location: Skin.
  Description: Strong, gleaming dragon scales cover the skin 
  of your torso and limbs.
  The scales are the color of the donor dragon.
  Gleaming scales have a glossy texture and can be ridged, 
  depending on the dragon variety.
  They move as you do, not hindering your movement in the 
  least.
  Activation: Gleaming scales are always active once the graft is 
  installed.
  The graft requires no action on your part to activate or 
  deactivate.
  Effect: Your natural armor bonus to AC improves by 1.
  Because the graft improves your natural armor, an effect 
  that provides an enhancement bonus to your natural armor 
  (such as an amulet of natural armor) stacks with gleaming 
  scales.
  Gleaming scales also provides resistance 5 to the same energy 
  type to which the donor dragon’s is immune or resistant, or 
  it increases your existing resistance to that energy type 
  (regardless of its origin) by 5.
  If the donor dragon has immunity or resistance to more 
  than one kind of energy, choose which energy type to 
  which you are resistant.
  If the donor dragon has no immunity or resistance to 
  energy, the graft grants no resistance.
  Construction: Wyrmgrafter, dragonskin*, 4,500 gp, 360 XP, 9 
  days.
  * Spell described in Draconomicon, page 111.
  Donor: A sample of scaled skin from an unhatched 
  wyrmling.
  Sacrifice: 4 hp.
  Price: 9,000 gp.
  METABOLIC FIRE
  You acquire the dragon’s devastating ability to breathe 
  energy.
  Location: Flesh.
  Description: The implantation of this graft within your 
  chest leaves no casually visible effect.
  However, exposure to the energy within your body darkens 
  your teeth until they become solid black, like obsidian.
  A faint gleam of fire, rime of frost, crackle of electricity, or 
  shimmer of acidic saliva might play around your teeth 
  when you show them.
  Prerequisite: You must have at least one other draconic 
  graft before you can gain metabolic fire.
  Activation: Using metabolic fire is a standard action.
  Effect: You gain a breath weapon, usable once every 1d4 
  rounds, that functions as described on page 306 of the 
  Monster Manual.
  The form of the weapon (line or cone) is the same as that of 
  the donor dragon; a cone-shaped breath weapon has a 
  length of 30 feet, while a line-shaped breath weapon has a 
  length of 60 feet.
  The breath weapon granted by metabolic fire deals 6d8 points 
  of damage; a successful Reflex save (DC 10 + one-half your 
  HD + your Con modifier) halves the damage.
  
  112
  The damage type matches the type of energy damage dealt 
  by the donor dragon.
  Despite the name of the graft, it can deal any type of energy 
  damage associated with the donor dragon.
  Construction: Wyrmgrafter, dragon breath*, 28,000 gp, 2,240 
  XP, 56 days.
  * Spell described in Draconomicon, page 111.
  Donor: Tissue from the draconis fundamentum (the organ 
  responsible for a dragon’s breath weapon, described on 
  page 8 of Draconomicon) taken from an unhatched 
  wyrmling.
  A donor dragon without a breath weapon (or having a 
  breath weapon that doesn’t deal energy damage) can’t be 
  used as a graft donor.
  Sacrifice: 6 hp.
  Price: 56,000 gp.
  RESILIENT SCALES
  With the application of mature dragon scales, your scaly 
  skin renders you immune to a type of energy.
  Location: Skin.
  Description: Thick, tough dragon scales cover your entire 
  body.
  Their color is deep and true, resembling those of the donor 
  dragon.
  Activation: Resilient scales is always active once the graft is 
  installed.
  The graft requires no action on your part to activate or
  deactivate.
  Effect: Resilient scales grants resistance 30 to the same type 
  of energy as the donor dragon’s immunity.
  If the donor dragon has immunity to more than one kind of 
  energy, the creator chooses which energy type the graft 
  provides resistance against.
  If you have at least one other draconic graft, resilient scales 
  counts as two grafts for the purpose of determining the 
  damage reduction granted by your draconic grafts.
  For example, if you have resilient scales and dragonheart 
  presence, you would have DR 2/magic (as if you had three 
  draconic grafts).
  Construction: Wyrmgrafter, resist energy, 35,000 gp, 2,800 
  XP, 70 days.
  Donor: A sample of scaled skin from a living dragon that 
  has immunity to an energy type.
  Sacrifice: 6 hp.
  Price: 70,000 gp.
  SMASHING TAIL
  You sprout a muscular, scaled tail with which you can 
  smash enemies.
  You must be of Medium size or larger to receive a smashing 
  tail graft.
  Location: Legs.
  Description: The tail has the same coloration as the dragon 
  from which the graft was taken.
  It also sports the normal ornamentation of that tail (fins, 
  spikes, and so on).
  Activation: Using a smashing tail in combat requires an 
  attack action, or is part of a full attack action if you are using 
  multiple weapons.
  Effect: Your tail can make a secondary slam attack that deals 
  damage as a dragon one size category larger than you (1d8 
  for a Medium creature), adding 1-1/2 times your Strength 
  bonus to the damage.
  Your tail also provides you with a +2 bonus on Balance 
  checks and Swim checks.
  Construction: Wyrmgrafter, bull’s strength, 15,000 gp, 750 
  XP, 30 days.
  Donor: A tissue sample from an unhatched wyrmling.
  Sacrifice: 4 hp.
  Price: 30,000 gp.
  TALONED ARM
  One of your arms is sheathed in a dragon’s flesh, which 
  gives you a natural claw attack.
  Location: Arms.
  Description: A taloned arm has sharp, curved claws and is 
  scaled in the same color as the dragon that supplied the 
  graft.
  It looks more bulky than your original arm, although the 
  graft does not actually increase your Strength.
  The scales of a taloned arm become smaller and finer toward 
  your upper arm, fading entirely into the surrounding skin 
  color at the shoulder.
  Activation: Using this draconic graft in combat requires an 
  attack action, or is part of a full attack action if you are using 
  multiple weapons.
  Effect: You can use a taloned arm to make a secondary claw 
  attack that deals damage as a dragon of your size (1d6 for a 
  Medium creature).
  When making a full attack, you can attack with your claw 
  in addition to any other attacks you make.
  Construction: Wyrmgrafter, magic fang, 17,000 gp, 1,360 XP, 
  34 days.
  Donor: A single claw from a dragon.
  Sacrifice: 2 hp.
  Price: 34,000 gp.
  SERPENT KINGDOMS (3.5)
  YUAN-TI
  ADDED TAIL
  An added tail extends from the recipient’s tailbone rather 
  than replacing its legs, granting it a natural swim speed 
  equal to one-half its land speed.
  Like any creature with a natural swim speed, the grafted 
  creature need not make Swim checks to move at its swim 
  speed underwater and gains a +8 racial bonus on Swim 
  checks made to perform some special action or avoid a 
  hazard.
  The grafted creature can always chose to take 10 on a Swim 
  check, even if rushed or threatened when swimming, and it 
  can use the run action while swimming if it swims in a 
  straight line.
  The grafted creature also gains a +4 racial bonus on Balance 
  checks and can constrict creatures one or more size 
  categories smaller than itself, dealing 1d4 points of 
  bludgeoning damage plus 1-1/2 times its Strength bonus on 
  a successful grapple check.
  Strong transmutation; CL 15th; Graft Yuan-ti Flesh; Price 
  6,000 gp.
  
  113
  POISON FANGS
  These long, sharp fangs allow the grafted creature to deliver 
  poison (injury, Fortitude DC 10 + 1/2 grafted creature’s 
  character level + grafted creature’s Con modifier, initial and 
  secondary damage 1d6 Con) with a successful bite attack.
  A grafted creature that did not previously have a bite attack 
  can bite only a helpless opponent or a grappled foe 
  (delivering the poison with a successful grapple check to 
  pin the creature).
  Strong transmutation; CL 15th; Graft Yuan-ti Flesh; Price 
  8,000 gp.
  REPLACEMENT TAIL
  This graft replaces the recipient’s legs or rear limbs.
  The grafted creature’s land speed is reduced by 10 feet, but 
  it can climb and swim at one-half its original land speed.
  The creature can constrict creatures of its own size category 
  or smaller, dealing 1d4 points of bludgeoning damage plus 
  1-1/2 times its Strength bonus on a successful grapple 
  check.
  Strong transmutation; CL 15th; Graft Yuan-ti Flesh; Price 
  12,000 gp.
  SCALY SKIN
  This piece of yuan-ti skin improves the grafted creature’s 
  natural armor bonus by +3.
  Strong transmutation; CL 15th; Graft Yuan-ti Flesh; Price 
  36,000 gp.
  SERPENT ARM
  This long, flexible arm ends in a snake head.
  The grafted creature can make one bite attack with the arm, 
  dealing 1d4 points of damage plus poison (injury, Fortitude 
  DC 10 + 1/2 grafted creature’s character level + grafted 
  creature’s Con modifier, initial and secondary damage 1d6 
  Con).
  Strong transmutation; CL 15th; Graft Yuan-ti Flesh; Price 
  12,000 gp.
  UNDERDARK (3.5)
  ILLITHID
  BRAINMATE
  This graft is a boon for illithids that travel far from the elder 
  brains that anchor their communities.
  To creatures accustomed to the constant psychic 
  susurration of the elder brain’s thoughts, knowledge, and 
  perceptions, such a loss of contact can be unsettling.
  A traveling illithid is often forced to stiffen his tentacles 
  and bear up under such contact deprivation—unless he 
  carries a brainmate graft.
  The brainmate is a 5-inch-diameter bud of gray matter 
  protected by a layer of thick mucous.
  To function, the graft must be placed on the recipient’s 
  skull, either prominently or at the base of the neck.
  The gray matter is actually a snippet of flesh grown by an 
  elder brain specifically for harvesting for a graft.
  Thus, the brainmate contains a subset of an elder brain’s 
  skills and knowledge.
  A brainmate grants its wearer a +10 circumstance bonus to 
  any two of the following skills: Knowledge (arcana), 
  Knowledge (psionics), Knowledge (local), Knowledge 
  (history), and Knowledge (Underdark local).
  Prerequisites: Graft Illithid Flesh, creator must be an illithid; 
  Price 10,000 gp.
  EXTRACTING TENTACLE
  An extracting tentacle is a long, flexible tentacle with the 
  ability to pierce flesh and bone as though they were butter.
  This tentacle can be grafted to a Small, Medium, or Large 
  recipient in place of its own arm or forelimb.
  The recipient can then use the tentacle to make one 
  primary natural attack per round (or a secondary natural 
  attack if it uses a weapon in its other hand as a primary 
  weapon).
  The tentacle deals base piercing damage of 1d6 points if 
  grafted to a Medium creature, or 1d4 points if grafted to a 
  Small creature, or 1d8 points if grafted to a Large creature.
  If the grafted creature successfully grapples its foe by any 
  means and maintains the grapple during the next round, 
  the extracting tentacle automatically extracts the foe’s brain 
  (or heart), instantly killing that creature.
  The victim is entitled to a Fortitude save (DC 10 + 1/2 the 
  grafted creature’s HD + the grafted creature’s Con modifier) 
  to negate the extraction.
  The extracting tentacle cannot be used to wield a weapon or 
  perform any fine manipulation, and it does not extend the 
  recipient’s reach.
  The grafted creature takes a –2 penalty on all skill checks 
  requiring the use of hands.
  Prerequisites: Graft Illithid Flesh, creator must be an illithid; 
  Price 45,000 gp.
  GRABBING TENTACLE
  A grabbing tentacle is a long, flexible tentacle coated with 
  sucker-like spots that can be grafted to a Small, Medium, or 
  Large recipient in place of its own arm or forelimb.
  The recipient can then use the tentacle to make one 
  primary natural attack per round (or a secondary natural 
  attack if it uses a weapon in its other hand as a primary 
  weapon).
  The tentacle deals base damage of 1d4 points if grafted to a 
  Medium creature, or 1d3 points if grafted to a Small 
  creature, or 1d6 points if grafted to a Large creature.
  If it hits with the tentacle, the grafted creature may attempt 
  to start a grapple without provoking an attack of 
  opportunity, as if it possessed the Improved Grab special 
  attack (see Chapter 7 of the Monster Manual) with that limb.
  The grabbing tentacle also extends the creature’s natural 
  reach by 5 feet, but it cannot be used to wield a weapon or 
  perform any fine manipulation.
  The grafted creature takes a –2 penalty on all skill checks 
  requiring the use of hands.
  Prerequisites: Graft Illithid Flesh, creator must be an illithid; 
  Price 20,000 gp.
  HUMANOID SKIN
  The graft recipient’s skin is stripped off in a painful flensing 
  operation, then replaced with a layer of still-living 
  
  114
  humanoid skin carefully selected from a donor of the same 
  general height, weight, and frame.
  After the skin graft, an average viewer would assume the 
  recipient is a humanoid of the donor’s race (usually a 
  human, elf, or half-elf).
  The recipient gains a +10 circumstance bonus on Disguise 
  checks made to appear as either a humanoid of the 
  appropriate race or the specific donor humanoid.
  If the humanoid skin hides monstrous features below its 
  surface (such as extra arms, tentacles, or antennae) using 
  those features requires thrusting them through the skin’s 
  surface as a standard action.
  This act showers all nearby creatures with blood and deals 
  1d4 points of damage to the graft recipient.
  A curing spell applied to the graft within 24 hours returns 
  the monstrous features to hiding and restores the skin to 
  pristine condition.
  If such healing is not applied in that time frame, the whole 
  skin rots away and a new one must be procured.
  Prerequisites: Graft Illithid Flesh, creator must be an illithid, 
  alter self; Price 5,000 gp.
  
  115
  GRELL ALCHEMY 
  ITEMS
  LORDS OF MADNESS (3.5)
  GREATER LIGHTNING LANCE
  A larger and more powerful version of the lightning lance, a 
  greater lightning lance is found in the tentacles of the 
  philosophers and patriarchs.
  It resembles a slender silver tube 5 feet long.
  This weapon deals 5d6 points of electricity damage (no 
  save) to a single enemy with a successful ranged touch 
  attack (range 60 feet).
  If this touch attack hits, the electricity bolt then arcs to a 
  second target of the user’s choice within 30 feet of the 
  primary target, dealing 5d6 points of damage (no save) to 
  the secondary target with a second successful ranged touch 
  attack.
  A greater lightning lance usually functions only in the grasp 
  of a grell, although a DC 25 Use Magic Device check allows 
  a character of a different race to employ the weapon.
  A greater lightning lance has 7 charges.
  Spent charges are renewed each day, so a wielder can 
  expend up to 7 charges in any 24-hour period.
  Faint evocation; CL 5th; Grell Alchemy, shocking grasp; Price 
  18,000 gp.
  GRELL CRYSTAL
  A dingy, translucent, dishwater gray in color, grell crystal is 
  a common building material in grell lairs.
  It is used to fashion light walls, shelves, partitions, and 
  utensils.
  In its unset form, grell crystal is a dry powder made of 
  small, silver-gray crystals that look like rough, dirty salt.
  When dropped in water, the crystals expand and harden 
  into flat sheets.
  One pound of crystal powder and 5 gallons of water create a 
  25-square-foot sheet that is 1 inch thick and weighs 50 
  pounds.
  It takes about 1 hour for the sheet to grow to full size.
  While it is growing, it can be pruned or shaped into specific 
  forms with a little careful manipulation.
  Grell that work with crystal take ranks in Craft 
  (crystalwork) to make items.
  When set, grell crystal has hardness 7, 20 hit points per 
  inch of thickness, a break DC of 20, and a Climb DC of 25.
  Grell layer the crystal several inches thick when 
  particularly strong structures are needed.
  Grell Alchemy and Craft (alchemy); Craft DC 20; Price 10 
  gp; Weight 1 lb. (unset).
  LIGHTNING LANCE
  Grell living in colonies or nests defend their homes with 
  lightning lances, silver tube-like devices about 3 feet in 
  length.
  These weapons deal 3d6 points of electricity damage (no 
  save) to a single enemy within 60 feet with a successful 
  ranged touch attack.
  A lightning lance usually functions only in the grasp of a 
  grell, although a DC 25 Use Magic Device check allows a 
  character of a different race to employ the weapon.
  A lightning lance has 5 charges.
  Spent charges are renewed each day, so a wielder can 
  expend up to 5 charges in any 24-hour period.
  Faint evocation; CL 3rd; Grell Alchemy, shocking grasp; Price 
  3,800 gp.
  SILVERSPEAR
  This device is simply a +2 silvered shortspear designed to be 
  worn over the end of one of a grell’s tentacles.
  The silverspear then replaces that tentacle’s attack.
  A normal adult grell’s tentacle attack improves as follows: 
  +7 melee (1d6+2/×3).
  A grell wielding a silverspear gains an additional 5 feet of 
  reach with that tentacle (15 feet for a typical adult grell).
  Tiny channels in the weapon’s interior convey the grell’s 
  paralytic poison to the weapon’s head, so any creature 
  struck by the silverspear is subject to paralysis just as if it had 
  been struck by the grell’s tentacle.
  Any creature other than a grell can use the weapon as a +2 
  silvered shortspear, but cannot paralyze with it.
  Moderate evocation; CL 6th; Grell Alchemy or Craft Magic 
  Arms and Armor, greater magic weapon; Price 8,392 gp; Cost 
  4,392 gp + 320 XP.
  
  116
  IMPOSSIBLE TO BE 
  MADE ITEMS
  MONSTER MANUAL 3 (3.5)
  REDCAP’S TOOTH
  When a redcap dies, it leaves behind a single tooth.
  Anyone wearing this tooth gains a +2 circumstance bonus 
  on Charisma-based checks when dealing with fey, and a +4 
  circumstance bonus when dealing with other redcaps.
  Faint transmutation; CL 6th; cannot be made; Price 1,000 
  gp.
  
  117
  INTELLIGENT ITEMS
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  BLACKRAZOR
  Blackrazor is a +3 greatsword whose blade resembles a piece 
  of the night sky studded with strange stars.
  It has the ability to detect living creatures within a 60-foot 
  radius; this works in a similar fashion to the detect thoughts 
  spell, but it can determine only the presence or absence of 
  creatures (whether conscious or not) and how many, not 
  their mental strength or their surface thoughts.
  In addition, the sword can cast haste upon its wielder, as a 
  10th-level caster, once per day, and it grants its wielder 
  immunity to mind-affecting spells and effects.
  Blackrazor communicates telepathically, and it can both 
  speak and read Common, Abyssal, Draconic, and Giant.
  Blackrazor has a special purpose: To consume souls.
  It is not finicky about whose soul it consumes, and under 
  certain circumstances it will happily feed on its wielder’s.
  Whenever Blackrazor deals enough damage to bring a living 
  creature to –1 or fewer hit points (even below –10), it 
  immediately uses an effect similar to death knell to kill the 
  creature and drain its life force (Will save DC 15 negates).
  Its wielder gains the benefit of the death knell effect: 1d8 
  temporary hit points, +2 Strength, and +1 to effective caster 
  level.
  These benefits last for 10 minutes per Hit Die of the slain 
  creature.
  Blackrazor itself consumes the soul, however, making it 
  impossible to restore life to the creature except through use 
  of a wish, miracle, or true resurrection spell—but even these 
  powerful spells have only a 50% chance of success.
  For every three days the sword remains unfed, its Ego score 
  increases by 1, until it can compel its bearer to kill 
  something for it to eat.
  Upon feeding, its Ego returns to its normal value.
  Blackrazor reacts poorly to contact with negative energy.
  If it is used to make a successful melee attack against an 
  undead creature, it bestows one negative level upon its 
  wielder and transfers some of this life energy to the undead 
  creature in the form of 5 temporary hit points (which 
  partially offsets the damage it deals).
  If it bestows as many negative levels upon its wielder as he 
  has Hit Dice, it consumes its wielder’s soul through its 
  death knell-like effect.
  The saving throw DC to remove the negative levels is 17.
  If the wielder uses Blackrazor while afflicted with negative 
  levels from any source, every two living creatures killed 
  with the sword remove one negative level from its wielder, 
  instead of granting temporary hit points and Strength.
  AL CN; SV Fort +7, Ref +7, Will +7; Str —, Dex —, Con —, 
  Int 17, Wis 10, Cha 15, Ego 19.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, death knell, haste, mind blank; Market Price: 90,150 gp; 
  Cost to Create: 45,250 gp + 3,592 XP.
  DEMONCLEAVER
  This impressive name belongs to a rather uninspiring, 
  though extremely self-confident, +1 holy kukri.
  It has two moderately useful primary abilities: Its wielder 
  has free use of the Improved Initiative feat and can detect 
  evil at will.
  It is prone to singing defiant battlesongs about slaughtering 
  demons, switching between Common and Celestial 
  apparently at random.
  Though convinced it is a mighty weapon against evil foes, it 
  puts on a show of humility at times, begging to be allowed 
  the chance to shatter on a balor’s hide or the like.
  Its loftiest dream is to be carried into battle by a noble 
  halfling paladin again—the last time this happened, some 
  five centuries ago, the paladin died a grisly death.
  AL LG; SV Fort +9, Ref +9, Will +8; Str —, Dex —, Con —, 
  Int 13, Wis 8, Cha 17, Ego 9.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, detect evil, holy smite, creator must be good; Market 
  Price: 34,708 gp; Cost to Create: 17,508 gp + 1,376 XP.
  FALCONBLADE
  Also called the Sword of the Avenger, this weapon is a +1 
  reptile bane short sword with a pommel carved to resemble a 
  falcon’s head.
  Its bane property affects all reptiles, including creatures 
  with the reptilian subtype, yuan-ti, mundane and magical 
  snakes, nagas, and possibly other creatures at the DM’s 
  discretion (but not dragons).
  In addition to its magical bonuses in combat, it possesses 
  the ability to communicate through empathy and a few 
  special powers that reflect the deity Re-Horakhty’s eternal 
  opposition to his enemy Set and Set’s serpentine minions.
  The sword can neutralize poison three times per day, though 
  it is effective only against snake venom, not the poison of 
  scorpions, spiders, or even other reptiles.
  It can neutralize the poison of yuan-ti, however, and any 
  other monster that is basically snake-like.
  In addition, the wielder of the sword gains a +2 bonus on 
  saving throws against snake venom.
  AL LG; SV Fort +9, Ref +9, Will +8; Str —, Dex —, Con —, 
  Int 12, Wis 9, Cha 16, Ego 10.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, neutralize poison, summon monster I; Market Price:
  38,030 gp; Cost to Create: 19,170 gp + 1,509 XP.
  MARK OF THE FAVORED
  This ring of regeneration was created by Wee Jas as a gift to 
  one of her loyal champions.
  In addition to its regenerative properties, the ring can cast 
  cure light wounds on its wearer once per day, and it grants its 
  wearer uncanny dodge as a 5th-level barbarian.
  In addition, the wearer can detect magic at will.
  Also once per day, it can heal either its wearer or another 
  servant of Wee Jas.
  The ring can communicate telepathically, and it also speaks 
  and reads Common, Celestial, and Infernal.
  Mark of the Favored has a special purpose: To defend the 
  servants and interests of Wee Jas.
  
  118
  As long as its wearer remains loyal to Wee Jas, the ring can 
  cast true resurrection on the wearer, but it can use this ability 
  only once.
  AL LN; SV Fort +9, Ref +9, Will +12; Str —, Dex —, Con —, 
  Int 15, Wis 16, Cha 7, Ego 20.
  Caster Level: 15th; Prerequisites: Forge Ring, cure light wounds,
  detect magic, heal, regenerate, true resurrection, creator must 
  have uncanny dodge class ability; Market Price: 150,010 gp.
  MINION OF THE SERPENT LORD
  This rod of the viper insists on the use of its full name at all 
  times, vociferously protesting every time a wielder attempts 
  to give it a nickname.
  (Past nicknames have ranged from “Minion” to “Meazel”, 
  and it has loathed every one).
  Its wielder can see invisibility and detect good at will.
  Minion of the Serpent Lord speaks Common, Abyssal, 
  Infernal, and Draconic.
  AL NE; SV Fort +7, Ref +7, Will +9; Str —, Dex —, Con —, 
  Int 17, Wis 15, Cha 17, Ego 13.
  Caster Level: 10th; Prerequisites: Craft Rod, Craft Magic Arms 
  and Armor, detect good, poison, see invisibility, creator must be 
  evil and at least 15th level; Market Price: 37,000 gp.
  NIMBLE WARDER
  This +1 light fortification mithral shirt is all about protection.
  It grants the benefits of the Mobility feat and the evasion 
  ability to its wearer.
  It communicates only by semiempathic means, throbbing 
  when its wearer gets into danger.
  It has a fear of bebiliths that far exceeds their capacity to 
  damage it.
  AL N; SV Fort +8, Ref +8, Will +7; Str —, Dex —, Con —, 
  Int 10, Wis 9, Cha 11, Ego 4.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, limited wish or miracle, creator must have access to 
  Mobility feat and evasion class ability; Market Price: 41,100 
  gp; Cost to Create: 21,100 gp + 1,600 XP.
  PEARL OF SECRETS
  The Pearl of Secrets is a black pearl of power (8th-level spell) 
  that claims to have been created by Vecna himself.
  The Pearl is highly intelligent, and it can both speak and 
  read Common, Abyssal, Infernal, and Draconic.
  It can also communicate telepathically, however, and 
  prefers this method of communication.
  In addition to the standard use of a pearl of power, the 
  wielder of the Pearl of Secrets can use true seeing at will, detect 
  thoughts three times per day, and detect secret doors at will.
  The Pearl of Secrets is incredibly egotistical as well as 
  cunning and wise.
  It generally insists on being in control, urging or (if 
  possible) forcing its owner to seek after the Eye and Hand of 
  Vecna, unearth dark secrets, and generally commit acts of 
  despicable evil.
  AL NE; SV Fort +10, Ref +10, Will +15; Str —, Dex —, Con 
  —, Int 17, Wis 21, Cha 14, Ego 23.
  Skills: Sense Motive +15.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, detect 
  secret doors, detect thoughts, true seeing, creator must be able to 
  cast 8th-level spells; Market Price: 165,280 gp; Weight: —.
  SHARD
  Shard is a +1 chaotic longsword of unknown origin, though 
  some say it could only have been forged in the Ever-
  Changing Chaos of Limbo.
  Though highly intelligent, it is borderline insane, and even 
  its magical abilities are random in nature, to say nothing of 
  its personality.
  Each encounter, it randomly determines which of the 
  following feats to bestow on its wielder (roll before making 
  initiative checks):
  Shard can also detect law at will, though what it chooses to 
  do with the information it gains varies from day to day.
  Twice per day, Shard can use feeblemind on an opponent it 
  strikes in melee (or on its wielder, if it desires).
  Shard speaks and reads Common, Celestial, and Abyssal, 
  and can also communicate telepathically.
  AL CN; SV Fort +5, Ref +5, Will +3; Str —, Dex —, Con —, 
  Int 15, Wis 6, Cha 18, Ego 16.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  chaos hammer, detect law, feeblemind, creator must be chaotic 
  and have access to all six feats mentioned above; Market 
  Price: 76,910 gp; Cost to Create: 38,610 gp + 3,064 XP.
  STORMBLADE
  Stormblade is a +1 shocking burst bastard sword with lightning 
  bolts engraved along the blade.
  Besides its shocking burst property, it grants its wielder the 
  Combat Reflexes feat and allows the wielder to use jump for 
  20 minutes once per day.
  Finally, the sword can produce a lightning bolt (8th-level 
  caster, 8d6 damage, Reflex half DC 17) once per day.
  Though its powers suggest the terror and chaos of a storm, 
  Stormblade is a noble and virtuous weapon.
  It fights with grim determination, regretting every lost life, 
  but resigned to the necessity of violence in a world so full 
  of evil.
  It speaks and reads Common, Celestial, Dwarf, Elf, and 
  Giant.
  AL CG; SV Fort +7, Ref +7, Will +8; Str —, Dex —, Con —, 
  Int 19, Wis 12, Cha 13, Ego 14.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, jump, lightning bolt, creator must have access to 
  Combat Reflexes feat; Market Price: 49,575 gp; Cost to Create:
  24,955 gp + 1,969 XP.
  
  119
  WAVE
  Wave is a +3 trident with an amazing array of special abilities 
  and significant intelligence.
  In addition to its +3 enhancement bonus, it has the special 
  abilities of both a trident of fish command and a trident of 
  warning.
  A character holding Wave can breathe underwater (as if a 
  water breathing spell had been cast upon her) and can see 
  underwater five times farther than water and light 
  conditions would normally allow (as if wearing a helm of 
  underwater action).
  Wave can communicate telepathically, and it speaks 
  Common, Aquan, Aboleth, Draconic, Kuo-Toan, and 
  Sylvan.
  It can also read all languages and read magic.
  Wave has a special purpose: To spread the worship of a sea 
  deity (Poseidon in a campaign using the Olympian 
  pantheon from Deities and Demigods, or some other deity as 
  appropriate).
  It has no qualms about bringing death or disfigurement to 
  any who refuse to honor its patron deity.
  When it scores a successful critical hit against such a 
  creature, Wave affects that target (only) with a horrid wilting 
  spell (10d8 damage; Fortitude half DC 22).
  AL N; SV Fort +7, Ref +7, Will +8; Str —, Dex —, Con —, 
  Int 19, Wis 12, Cha 15, Ego 26.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, Craft Wondrous Item, detect magic, freedom of 
  movement, horrid wilting, speak with animals, wall of force,
  water breathing; Market Price: 166,115 gp; Cost to Create:
  83,215 gp + 6,632 XP.
  WHELM
  Whelm is a +3 warhammer of dwarven manufacture.
  In the hands of a dwarf, its enhancement bonus increases 
  to +5, and it can be thrown with a 30-foot range increment.
  It returns to its thrower on the round after it was thrown 
  and is then ready to be wielded or thrown again.
  When hurled, it deals +1d8 points of bonus damage or +2d8 
  points of bonus damage against giants.
  Whelm has three primary powers: Detect secret doors at will, 
  detect evil at will, and locate object in a 120-foot radius at will.
  Whelm can communicate telepathically, and it speaks and 
  reads Common, Dwarven, Giant, Gnome, and Goblin.
  Whelm’s special purpose is to destroy goblinoids and giants.
  Once per day, when struck upon the ground in pursuit of 
  that goal, Whelm sends forth a shock wave that forces all 
  creatures within 30 feet to make successful Fortitude saves 
  (DC 18) or be stunned for 1d4 rounds.
  Whelm bears a minor curse: One day after first using the 
  weapon in battle, the wielder becomes agoraphobic, 
  dreading open, outdoor spaces.
  The character takes a –2 penalty on attack rolls, saving 
  throws, and skill checks in outdoor settings.
  For each consecutive 24-hour period during which the 
  wielder fails to spend at least 8 hours indoors or 
  underground, this penalty increases by –1, to a maximum 
  of –5.
  This condition persists until the wielder disposes of Whelm 
  permanently.
  AL LN; SV Fort +10, Ref +10, Will +14; Str —, Dex —, Con
  —, Int 12, Wis 18, Cha 7, Ego 20.
  Caster Level: 16th; Prerequisites: Craft Magic Arms and 
  Armor, detect evil, detect secret doors, locate object, creator must 
  be a dwarf of at least 16th level; Market Price: 122,412 gp; 
  Cost to Create: 61,362 gp + 7,284 XP.
  WHISPER
  Whisper is a +3 ghost touch short sword forged in a land where 
  ghosts ran wild.
  In addition to its ghost touch property, it allows the wielder 
  to see invisibility at will, and it can cast shield on its wielder 
  three times per day.
  It communicates only by empathy, sharing its strong 
  feelings of hatred toward ghosts with its wielder in order to 
  encourage her to hunt what it considers undead 
  abominations.
  As might be expected, Whisper has a special purpose: To 
  destroy ghosts.
  When its wielder is using it in combat against a ghost, it 
  grants the character a +2 luck bonus on all saving throws, a 
  +2 deflection bonus to her Armor Class, and SR 15.
  AL NG; SV Fort +6, Ref +6, Will +7; Str —, Dex —, Con —, 
  Int 15, Wis 13, Cha 16, Ego 17.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  plane shift, see invisible, shield; Market Price: 125,790 gp; Cost to 
  Create: 63,050 gp + 5,019 XP.
  BOOK OF EXALTED DEEDS 
  (3.5)
  BARSOLIDOR, THE TYRANT BANE
  +3 longsword; AL CG; Int 17, Wis 10, Cha 17; Speech, 
  telepathy, 120 ft. darkvision, and hearing; Ego score 15.
  Languages: Celestial, Common, Draconic, Elven.
  Lesser Powers: Cure moderate wounds on wielder 3/day, zone of 
  truth 3/day, 10 ranks in Knowledge (history) (total modifier 
  +13).
  Greater Powers: Detect lawful evil at will.
  Personality: Originally called Razorleaf, this sword was 
  renamed shortly after the death of its creator, an elf 
  crusader who dedicated his life to fighting tyranny.
  A champion and advisor of many kings, Barsolidor 
  succeeded in imprinting fragments of his life experience 
  on the blade before his death.
  The sword vehemently opposes tyranny and slavery, and 
  when its current wielder grows too old to fight, it asks to be 
  passed on to a younger champion of good who shares its 
  purpose and ideals.
  Strong divination; CL 15th; Craft Magic Arms and Armor, 
  cure moderate wounds, detect evil, detect law, zone of truth; Price 
  52,515 gp.
  CADUCEUS
  Staff of healing; AL NG; Int 14, Wis 14, Cha 10; Speech, 120 
  ft. vision and hearing; Ego score 6.
  Languages: Celestial, Common, Infernal.
  Lesser Powers: Ease pain 1/day, vision of heaven 3/day.
  
  120
  Personality: Legend has it that a faithful cleric of Pelor found 
  this white ash staff with silver inlaid runes in a brook while 
  on a pilgrimage.
  The cleric heard a babbling sound coming from the brook, 
  walked out among its shoals, and drew the talking staff 
  from its shallow depths.
  Caduceus (kah-DOO-shuss) has no memory of its origin, 
  but it chats incessantly about the many great heroes it has 
  helped over the years.
  The staff abhors bloodshed and violence, and it sometimes 
  elects to not heal wounds it feels are justified or deserved.
  Moderate conjuration; CL 15th; Craft Magic Arms and 
  Armor, cure serious wounds, ease pain, lesser restoration, remove 
  blindness/deafness, remove disease, vision of heaven; Price 34,950 
  gp.
  EZRYLON
  +2 demon bane short sword with a +4 ring of protection* built 
  into its pommel; AL LG; Int 13, Wis 10, Cha 13; Empathy, 
  60 ft. vision and hearing; Ego score 11.
  * This ring does not function if Ezrylon is wielded in a hand 
  with a magic ring worn on it.
  This ring confers its deflection bonus to AC only while the 
  weapon is drawn.
  Special: This weapon is fashioned from Solanian truesteel 
  (see Chapter 3: Exalted Equipment) and gains a +1 bonus 
  on the confirmation roll for a critical hit.
  Languages (understand only): Abyssal, Common.
  Lesser Powers: Daze monster 3/day, 10 ranks in Knowledge 
  (the planes) (total modifier +11).
  Personality: A half-celestial weaponsmith crafted Ezrylon for 
  a halfling paladin of unshakable valor.
  During a raid on an evil temple, the halfling fell beneath 
  the maul of a fiendish minotaur cleric, who later tasked a 
  minion to destroy the paladin’s sword.
  Ezrylon persuaded the slow-witted underling to sell it 
  instead, and gradually the blade found its way into the 
  hands of an evil gnome assassin.
  Through this unlikely partnership, Ezrylon learned that 
  evil often feeds on itself, and for several years, the assassin 
  put Ezrylon’s demon bane power to good use.
  The assassin lost the blade in a gambling match with a 
  shady merchant, who is currently seeking a buyer for the 
  blade.
  Ezrylon isn’t quick to judge evildoers, but it swells with 
  anger when it senses demons nearby.
  Moderate abjuration; CL 15th; Craft Magic Arms and 
  Armor, Forge Ring, daze monster, shield of faith, summon 
  monster I; Price 64,810 gp.
  HWYRR, THE CLARION HARP
  Harp of charming; AL CG; Int 18, Wis 10, Cha 18; Speech, 
  telepathy, 120 ft. darkvision, blindsense, and hearing; Ego 
  score 14.
  Languages: Celestial, Common, Draconic, Elven, Gnome.
  Lesser Powers: Elation 3/day, Faerinaal’s hymn (see below), 10 
  ranks in Knowledge (history) (total modifier +14).
  Greater Powers: Dismissal 1/day, fear 3/day (against foes only).
  Personality: The frame of this golden harp is fashioned into a 
  handsome likeness of Faerinaal, Queen Morwel’s eladrin 
  consort (see Chapter 7: Celestial Paragons).
  Crafted by a firre eladrin bard in Queen Morwel’s court, 
  Hwyrr serves Faerinaal as a chronicler of events on the 
  Material Plane.
  As it finds its way into the hands of different adventuring 
  bards, Hwyrr learns new tales of heroism that it will 
  someday recount to Faerinaal when it finally returns to 
  Queen Morwel’s court.
  When it senses battle occurring within 60 feet, Hwyrr 
  automatically begins playing Faerinaal’s hymn and 
  continues to do so until one of its other powers is 
  employed.
  Hwyrr takes great pride in its appearance and constantly 
  insinuates itself into conversations, recounting tales of its 
  past owners’ exploits to help its current owner deal with 
  immediate or similar problems.
  Strong enchantment; CL 15th; Craft Magic Arms and 
  Armor, dismissal, elation, Faerinaal’s hymn, fear, suggestion;
  Price 84,000 gp.
  IASALAS, THE WATERSHOD
  +1/+1 ki focus quarterstaff*; AL LG; Int 14, Wis 14, Cha 10; 
  Speech, 120 ft. vision and hearing; Ego score 10.
  * Both ends of the quarterstaff have the ki focus special 
  ability.
  Languages: Aquan, Celestial, Common.
  Lesser Powers: Water walk 3/day (wielder only), 10 ranks of 
  Sense Motive (total modifier +12).
  Personality: Iasalas is imbued with the spirit of an elder 
  water elemental and is adorned with graven symbols of the 
  sea, including eels and anemones.
  A fierce weapon, it relishes the sound of evil’s brittle bones 
  cracking under its mighty blows.
  It has little patience for those of different alignment and 
  those who can’t wield it masterfully, and it chides a wielder 
  who frequently misses his enemies in combat and criticizes 
  underhanded or unseemly tactics.
  Once earned, however, Iasalas’s loyalty is unflinching and 
  absolute.
  Strong transmutation; CL 12th; Craft Magic Arms and 
  Armor, water walk, creator must be a monk; Price 48,100 gp.
  LUNISTRA, THE HEARTSTAR
  +4 soulfire breastplate; AL NG; Int 12, Wis 10, Cha 12; 
  Empathy, 30 ft. vision and hearing; Ego score 11.
  Languages (understand only): Celestial, Common.
  Lesser Powers: Cure moderate wounds 3/day (on wearer only).
  Personality: Lunistra is a golden breastplate shaped in the 
  likeness of a lupinal guardinal’s visage, with a golden eight-
  pointed star adorning its forehead.
  When donned by a creature of good alignment, Lunistra 
  exudes unflinching confidence in its ability to protect the 
  wearer from grave harm.
  Lunistra maintains a constant readied action to cast cure 
  moderate wounds on the wearer if he or she is reduced to 0 
  hp or fewer, and it resists any attempt by the wearer to 
  deplete its cure moderate wounds ability in less critical 
  situations.
  Strong abjuration; CL 13th; Craft Magic Arms and Armor, 
  cure moderate wounds, death ward; Price 71,850 gp.
  
  121
  SERYL, THE LAUGHING BOW
  +2 merciful composite longbow (+4 Str bonus); AL CG; Int 10, 
  Wis 15, Cha 15; Speech, 60 ft. darkvision and hearing; Ego 
  score 10.
  Special: Seryl is made from serren, a wood found on the first 
  layer of Arborea (see Special Materials in Chapter 3: Exalted 
  Equipment).
  The wood grants Seryl the ghost touch special quality, 
  although this is a nonmagical feature.
  Languages: Elven.
  Lesser Powers: Faerie fire 3/day, 10 ranks in Diplomacy (total 
  modifier +12), 10 ranks in Spot (total modifier +12).
  Personality: Although it is over five hundred years old, the 
  elven bow named Seryl views the world with a child’s sense 
  of wonder.
  For reasons that elude it, Seryl finds dwarves especially 
  hilarious and enjoys spending time around them, laughing 
  at their jokes and marveling at their tales.
  It does not enjoy inflicting pain on others and strongly 
  advocates taking prisoners over needless slaughter.
  Moderate conjuration; CL 6th; Craft Magic Arms and 
  Armor, cure light wounds, faerie fire; Price 38,900 gp.
  TORVION, THE FIFTH SHIELD
  +4 angelic light steel shield; AL LG; Int 10, Wis 13, Cha 13; 
  Empathy, 60 ft. vision and hearing; Ego score 10.
  Special: Torvion is fashioned from aurorum (see Special 
  Materials in Chapter 3: Exalted Equipment for details).
  If sundered, it can be fully restored by rejoining its broken 
  fragments (as a full-round action).
  Languages (understand only): Celestial.
  Lesser Powers: Bless 3/day, eyes of the avoral (continuous) on 
  good-aligned owner.
  Personality: Torvion is one of seven identical shields crafted 
  on Celestia.
  It was given to an astral deva named Jeveth, who was 
  summoned via greater planar ally spell to the Material Plane 
  to help adventurers destroy a fiendish red dragon.
  Jeveth bore Torvion into glorious battle and perished 
  moments before the wyrm met its end.
  The adventurers placed Torvion and the deva’s other 
  possessions in a hallowed tomb within their keep.
  Although the keep stands in ruins today, these items still 
  lie beneath an alabaster statue of Jeveth that remains largely 
  intact.
  If found, Torvion conveys excitement at being unearthed, 
  exuding tremendous confidence when brought to bear in 
  battle.
  However, it manifests an unsettling fear of red dragons, 
  solitude, and dark places when exposed to them.
  It need not be drawn to confer its eyes of the avoral ability on 
  its owner.
  Moderate abjuration; CL 9th; Craft Magic Arms and Armor, 
  bless, dispel evil, eyes of the avoral, Phieran’s resolve, caster must 
  be good; Price 49,659 gp.
  ZAETHWAR, THE SINFLAYER
  Adamantine +5 holy spiked chain; AL LG; Int 17, Wis 10, Cha
  17; Speech, telepathy, 120 ft. darkvision and hearing; Ego 
  score 19.
  Languages: Celestial, Common, Draconic, Infernal.
  Lesser Powers: Ease pain 3/day, refreshment 3/day, 10 ranks of 
  Intimidate (total modifier +13).
  Greater Powers: Detect chaotic evil at will.
  Personality: Fashioned by a planetar weaponsmith named 
  Jebylon, Zaethwar exists to slay chaotic evil creatures and 
  demons in particular.
  It refuses to settle for half-measures in the war against 
  chaos and evil and mentally asserts itself over any wielder 
  who tries to withdraw from a battle in which chaotic evil 
  opponents are present, endeavoring to stay and fight.
  If its wielder is subjected to a pain effect or nonlethal 
  damage, Zaethwar casts ease pain or refreshment to counter 
  any such debilitation.
  Strong evocation [good]; CL 18th; Craft Magic Arms and 
  Armor, ease pain, holy smite, refreshment, creator must be 
  good; Price 134,025 gp.
  CHAMPIONS OF VALOR 
  (3.5)
  ALBRUIN
  Albruin is a powerful magic sword coated in silver, which 
  makes it effective against undead and lycanthropes.
  It is intelligent, with a mischievous personality that may 
  drag you on unplanned adventures.
  You are but the latest in a long and varied line of wielders 
  who have ranged from Cormyr to Impiltur to the Moonsea, 
  with many adventures along the way.
  History: Albruin is believed to be the creation of the long-
  dead smith Surdee, who was famous in his day for the 
  craftsmanship of his work that came out of the forges of ice-
  bound Glister, where he worked ore fresh from the mines 
  above the city on the edge of the glacier.
  The blade itself evades questions about its origins: It has no 
  markings or definite touches of workmanship that identify 
  Albruin as the work of anyone in particular.
  Albruin was held for decades in the royal house of Cormyr,
  kept as a family treasure but seldom (due to its alignment) 
  borne by the kings of that land.
  It was stolen from the palace at Suzail in the Year of 
  Daystars (1268 DR) by the thief Nypan (“Nipe”), a halfling 
  who was soon arrested in Wheloon by soldiers of Cormyr 
  and slain when he attempted to escape.
  Nipe did not have the blade when seized, and he did not 
  reveal its whereabouts.
  It was rumored among the thieves of that place that Nypan 
  sold it to a “gray trader” (fence) named Blusken Shult, who 
  delivered the sword to a waiting buyer.
  The blade’s whereabouts were uncertain until the Year of 
  the Wandering Waves (1292 DR), when a lady of high birth 
  in Selgaunt, one Shamur Karn (later Uskreven), found the 
  blade left behind in her bedchamber by a visitor fleeing the 
  city guard.
  He never returned, and Shamur sold it in the Year of the 
  Talking Skull (1293 DR) before she disappeared.
  The sword was bought by a recruiter visiting the city of 
  Selgaunt on matters of trade (gold for mercenaries) on 
  behalf of Prince Thaum of Telflamm.
  
  122
  With his army in tow, Thaum sailed across the Easting 
  Reach and sacked the city of Sarshel with complete 
  surprise.
  During the fighting, Thaum came to covet the blade 
  Albruin, and so the prince had its bearer murdered in an 
  ambush by his own men so that Thaum could seize it for 
  his own.
  After Thaum’s death, Albruin was acquired by Adjuz, one of 
  Thaum’s warriors, who took it back to the Dalelands.
  He perished at the hands of brigands along the Moonsea 
  Ride, but not before he had sought out the sage Elminster 
  of Shadowdale to ascertain its powers.
  After the death of Adjuz, the trail of the sword is hidden for 
  some eight winters, but it is known to have been in the 
  hands of the mercenary general Malakar on this visit to 
  Zhentil Keep in the spring of the Year of the Broken Helm 
  (1302 DR), and was identified by the sage Murail of 
  Sarbreen when a mercenary warrior sought him out to 
  learn the blade’s properties in that city in the Year of the 
  Catacombs (1308 DR).
  Albruin has not been seen since, but Elminster is known to 
  have observed that its plain appearance and ability to 
  control many of its bearers has certainly contributed to this 
  anonymity.
  Description: Somewhat broader in blade than a classic 
  longsword, Albruin gleams with the sheen of its silver 
  coating.
  The blade is otherwise unremarkable, making its name 
  known to would-be bearers only through telepathy.
  Activation: Albruin is a +3 silvered longsword.
  It does not radiate light.
  Effect: +3 silvered longsword; AL CN; Int 17, Wis 10, Cha 17; 
  Speech (Common, Elven, Undercommon, thieves’ cant); 
  telepathy; 120 ft. darkvision and hearing; Ego score 16.
  It sheds an eerie blue radiance equivalent to a light spell 
  (bright illumination in a 20-foot radius, shadowy 
  illumination in a 40-foot radius) when drawn.
  Lesser Powers: Cure moderate wounds 3/day, neutralize poison 
  1/day (wielder only), read magic at will.
  Greater Power: Invisibility purge (30 ft. range) 3/day.
  Personality: Albruin has the heart of a scamp, eternally 
  curious yet easily distracted and given to making mischief.
  Commissioned by a Dambrathan half-drow prince who fled 
  the reach of Queen Ausitil for the Great Grey Land of Thar 
  and sought a boon companion, the blade’s intended 
  recipient never received the sword because Albruin 
  induced a smith at Surdee’s forge to steal it away ere the 
  prince arrived to claim his weapon.
  Albruin has little interest in notoriety and seeks only 
  wielders who take it to a steady stream of interesting 
  locales.
  Although not heroic by nature, the sword enjoys the 
  immediate accolades of heroism, and is thus much more 
  likely to prefer a good-aligned wielder to an evil one.
  Albruin is most likely to exert the strength of its 
  personality when a mysterious ruin is in the offing, yet its 
  wielders seem inclined to seek adventure elsewhere.
  Aura/Caster Level: Moderate evocation. CL 9th.
  Construction: Craft Magic Arms and Armor, cure moderate 
  wounds, invisibility purge, neutralize poison, read magic, 25,030 
  gp, 1,970 XP, 50 days.
  Weight: 4 lb.
  Price: 49,565 gp.
  CHALSEMBYR’S HEART
  This beautiful greatsword is a unique and intelligent 
  weapon with ties to the temple of Torm.
  Sadly, it was lost, and many paladins of The True seek it 
  throughout Faerûn.
  Lore: Many among those who follow Torm have long 
  sought to know the location of the Loyal Fury’s ancient 
  mortal kingdom of Chalsembyr.
  Some of his most devout servants have dedicated their lives 
  to finding it, wandering during most of their lifetimes in 
  search of clues.
  One such intrepid explorer was Bertold the Seeker, a 
  paladin of extraordinary dedication and selflessness.
  (Knowledge [religion] DC 10) Legend says that Bertold 
  carried with him a greatsword fashioned by clerics of the 
  House of the Hand in Procampur.
  This weapon, known as Chalsembyr’s Heart, was designed to 
  assist him in his quest to find Chalsembyr.
  As it happened, Bertold was ambushed and killed by ogres 
  while crossing the Toadsquat Mountains on the southern 
  edge of the Eastern Shaar.
  (Knowledge [religion] DC 15) There was a quality the 
  clerics had imbued in the weapon that Bertold did not 
  know about.
  Instead of being drawn to the House of the Triad upon his 
  death as he had expected, Bertold’s soul was drawn into the 
  sword, preserved there so that his knowledge of 
  Chalsembyr would not be lost.
  It remained there, waiting for another to come along and 
  claim it—and, by extension, Bertold’s knowledge.
  The legend suggests that should another paladin take 
  Chalsembyr’s Heart as her own blade, she will upon her 
  death be destined to take Bertold’s place in the sword, 
  finally freeing Bertold himself to join his lord in the House 
  of the Triad.
  Each successive paladin who dies in the service of Torm 
  while wielding the greatsword will similarly serve as a 
  guide in sword form for future seekers of Chalsembyr.
  (Knowledge [religion] DC 30).
  Description: Chalsembyr’s Heart is a greatsword masterfully 
  crafted of cold iron with a lion motif throughout.
  The iron itself has been tinted in gold, and the point where 
  the cross guard and the blade meet bears a raised head of a 
  lion face-on on one side and in profile on the other.
  The cross guards themselves appear as lion’s paws, and the 
  base of the hilt—which is wrapped in white leather bound 
  in gold wire—holds one large brilliant-cut white diamond 
  surrounded by five fiery yellow rectangular corundums.
  The words “Seek the High Seat Always” in Celestial are 
  etched along both sides of the blade.
  Prerequisite: In the hands of others, Chalsembyr’s Heart is 
  simply a +2 cold iron greatsword.
  Effect: +5 holy cold iron greatsword; AL LG; Int 13, Wis 14, 
  Cha 16; telepathy, 120 ft. vision and hearing, read 
  languages; Ego score 24.
  Lesser Powers: 10 ranks in Decipher Script (total modifier 
  +11) and 10 ranks in Knowledge (history Chalsembyr) 
  (total modifier +11).
  Greater Power: Detect thoughts at will.
  Special Purpose: Find Chalsembyr.
  Dedicated Power: Sword can perform a benevolent form of 
  soul bind on a paladin of Torm upon death.
  Aura/Caster Level: Strong evocation [good]. CL 20th.
  
  123
  Construction: Craft Arms and Armor, miracle, 51,450 gp, 
  8,920 XP, 52 days.
  Weight: 8 lb.
  Price: 100,450 gp.
  HADRYLLIS
  Hadryllis is the founding sword of Rashemen, wielded by 
  the hero Yvengi to drive the scourge of Nar-summoned 
  demons from the land.
  The legendary Bane of Eltab, as it is also known, is said to 
  be capable of expunging the curse of the Demonlands from 
  the nations that border the Easting Reach.
  History: Hadryllis is the legendary magical blade of Yvengi.
  With the aid of Hadryllis, the half-Rus/half-Rashemi hero 
  liberated Rashemen from the rule of Eltab, the Lord of the 
  Hidden Layer, in the Year of Leather Shields (–75 DR), 
  driving the demon prince and his minions from the land.
  The origins of Hadryllis are lost in the mist of time, but it 
  appears to be of Raumathari origin, suggesting it was given 
  to Yvengi by the wychlaran, commonly known as the 
  Witches of Rashemen, a secret sisterhood formed in the 
  dying days of Raumathar to preserve that empire’s magical 
  lore.
  The blade may have been forged by the first vremyonni, 
  commonly known as “Old Ones”, male Rashemi arcane 
  spellcasters who specialize in the creation of magic items.
  Lending some credence to this belief, the vremyonni speak 
  of a “great blade forged by the gods and given to the captain 
  of Raumathar’s armies to shatter the most unholy working 
  of the Nar demonbinders”.
  After Eltab’s defeat, a succession of Iron Lords of Rashemen 
  wielded Hadryllis as the Rashemi sword of state.
  The sword was lost during the rebellion of Bregg the 
  Strong (189–194 DR), who fomented an insurrection 
  against the wychlaran after they refused to name him Iron 
  Lord.
  The blade briefly reappeared in the markets of Kensten 
  (now Bezantur) several years later, only to be purchased by 
  a cleric of Anhur and brought back to the Mulhorandi city 
  of Sultim.
  An incarnation of Anhur used the sword to great effect 
  during the War of Claws (202–204 DR), an ill-fated 
  invasion of southern Unther and Mulhorand by the 
  Arkaiuns of Eltabranar.
  Eltab was defeated on the field of battle and imprisoned 
  beneath the Thaymount through the use of the weapon’s 
  magic.
  After the war, Hadryllis was returned to the Blood Fortress 
  of Sultim, where the church of Anhur believes it remains, 
  hidden away in an ancient subterranean armory in case 
  Mulhorand finds cause to defend itself against the 
  machinations of Eltab once again.
  In truth, the sword was stolen several centuries ago by the 
  witches of Rashemen and has been replaced by an excellent 
  forgery.
  Since returning to Rashemen, Hadryllis has been held by a 
  succession of Iron Lords, but none have wielded it openly, 
  because the wychlaran have instructed them to keep it 
  hidden in reserve in case Eltab ever returned.
  In the Year of the Shield (1367 DR), after an earthquake 
  wracked the Thayan city of Eltabbar, the wychlaran 
  detected Eltab’s escape from his Zulkir-constructed prison.
  The wychlaran then instructed the reigning Iron Lord to 
  give Hadryllis to a band of adventurers who had just stopped 
  an invasion of Rashemen by Thay.
  The adventurers used the blade to defeat Szass Tam’s plot to 
  bind Eltab to the Thaksoril’s seat with the nine Runes of 
  Chaos, but the Lord of the Hidden Layer escaped as a result.
  Although the adventurers are believed to have also survived 
  the battle, neither they nor Szass Tam are believed to still 
  have the sword.
  Description: This powerful cold iron blade is masterfully 
  forged and adorned with Raumviran runes along both sides 
  of the blade, spelling out its name.
  The hilt is wrapped with aughisky hide, from a rare equine 
  monster found in the icy waters of Lake Ashane.
  Activation: Hadryllis is a +3 outsider bane holy cold iron
  greatsword.
  Its bane special ability functions only against evil outsiders.
  It glows (equal to a light spell in effect) when drawn.
  Effect: AL CG; Int 17, Wis 10, Cha 17; Speech (Common, 
  Dwarf, Elf, Orc, Raumvira); telepathy; 120 ft. darkvision and 
  hearing; Ego score 19.
  Lesser Powers: Blindness 3/day (struck target only), detect 
  magic at will, bull’s strength 3/day (wielder only).
  Greater Power: Invisibility purge (30 ft. range) 3/day.
  Special Purpose: Defeat/slay evil outsiders, specifically 
  Eltab.
  Dedicated Power: Hadryllis has the unique property of 
  being able to shatter the Adamantine Binding that lies in 
  the depths of the Citadel of Conjurers, a legendary Narfelli 
  ruin near the mouth of the Moaning Gorge in Impiltur.
  This unique binding tethers both Eltab and the scattered 
  demoncysts (tiny pockets of the 248th layer of the Abyss) to 
  the Demonlands of Faerûn.
  Personality: Hadryllis is consumed with its calling, urging 
  its wielder into battle with any fiend that presents itself, to 
  the point of attempting to dominate any wielder who turns 
  aside from such a battle.
  The sword is sullen and withdrawn when its hated foes are 
  not present, seeing little point to battling “mindless 
  monsters”.
  Aura/Caster Level: Strong abjuration. CL 18th.
  Construction: Craft Magic Arms and Armor, 
  blindness/deafness, bull’s strength, detect magic, holy smite,
  invisibility purge, summon monster I, creator must be good, 
  67,850 gp, 2,700 XP, 68 days.
  Weight: 8 lb.
  Price: 135,350 gp.
  CITY OF SPLENDORS 
  WATERDEEP (3.5)
  ETTIN AXE OF URUTH
  This unique +1 icy burst/+1 flaming burst orc double axe is 
  imbued with two sentiences, Ur and Krypt, respectively, 
  and can illuminate its surroundings at will as a torch.
  Ur: AL LE; Int 14, Wis 14, Cha 10; speaks Common, Orc, 
  and Troll; 120-ft.
  vision and hearing; Ego score 9.
  
  124
  Lesser Power: Item has 10 ranks in Sense Motive (total 
  modifier +12) and 10 ranks in Spellcraft (total modifier 
  +12).
  Krypt: AL CE; Int 14, Wis 10, Cha 14; speaks Common, Orc, 
  and Troll; 120-ft.
  vision and hearing; Ego score 9.
  Lesser Power: Item has 10 ranks in Intimidate (total 
  modifier +12) and 10 ranks in Bluff (total modifier +12).
  Although one axe head is lawful evil and one axe head is 
  chaotic evil, the weapon is considered neutral evil for 
  purposes of determining which bearers can wield it.
  If the heads work in concert, which is rare, the item’s ego is 
  considered equal to 13.
  Fashioned by Lethchauntos the Black and wielded by King 
  Uruth before his death in the Battle of the Westwood, this 
  orc double axe is famous for the endless verbal spats 
  between its twin personalities.
  Most intelligent items try their best to mislead or distract 
  their host so that she ignores or destroys rival items within 
  60 feet.
  This common trait manifests in the ettin axe of Uruth in the 
  form of nigh-constant attempts to denigrate the other 
  sentience.
  Claimed by War Lord Gharl in the aftermath of the 
  Orcfastings War, but quickly interred and forgotten in the 
  depths of Nimoar’s Hold, the ettin axe of Uruth vanished 
  during the Siege of the Black Horde, apparently stolen by 
  orc infiltrators.
  Subsequent divinations performed after the weapon was 
  stolen revealed only that the double axe remained within 
  Waterdeep, suggesting that the Black Horde interlopers 
  had failed to escape with this potent symbol of orc might.
  The weapon’s current location and recent history remain 
  unknown.
  Strong evocation; CL 15th; Craft Magic Arms and Armor, 
  either chill metal or ice storm, either flame blade, flame strike, 
  or fireball; Price 64,660 gp; Cost 32,660 gp + 2,560 XP; 
  Weight 15 lb.
  MAGEBANE
  This intelligent +2 bastard sword is made of an unusual black 
  metal, hilt and blade all one piece.
  Runes of green fire twist up and down the blade endlessly, 
  but the blade does not otherwise glow.
  Forged during the Seventh Age of Calimshan as a sword of 
  state for one of the ruling mameluks, Magebane was 
  employed to hunt down wizards of the qysar’s court who 
  survived the fall of the Imperium.
  Its last owner was a satrap of Manshaka who died nearly a 
  century ago, and the blade has been missing ever since.
  Only Keilier Twistbeard knows that it lies in the Blue Alley 
  (see page 115), a seeming reward for anyone who survives 
  the deathtrap.
  Magebane: AL NE; Int 17, Wis 10, Cha 17; speaks Auran, 
  Alzhedo, and Common; telepathy; 120-ft.
  darkvision and hearing; Ego score 16.
  Lesser Powers: Detect magic at will, item has 10 ranks in 
  Knowledge [arcana] (total modifier +13) and Spot (total 
  modifier +13).
  Special Purpose: Defeating or slaying arcane spellcasters 
  (including spellcasting monsters and those that use spell-
  like abilities).
  Dedicated Power: Feeblemind.
  Strong transmutation; CL 4th; Craft Magic Arms and 
  Armor; Price 102,935 gp; Cost 51,635 gp + 2,052 XP; Weight 
  6 lb.
  DRAGON MAGIC (3.5)
  SWORD OF THE GREAT HARROWING
  When bathed in the blood of dragons, no sword is deadlier 
  against a draconic foe than a sword of the great harrowing.
  A longsword imbued with sentience and a seething hatred 
  for all dragons, the blade and its bearer seek out dragons to 
  behead—but the sword is ever watchful for a more 
  powerful wielder.
  Lore: These swords, created by the Harrowers (see page 
  143), are more powerful versions of dragonbane swords 
  (DC 15 Knowledge [arcana]).
  Seven swords of the great harrowing are known to exist, and 
  all are fully sentient.
  However, not all are still in the hands of the Harrowers 
  (DC 25 Knowledge [arcana]).
  Description: A sword of the great harrowing is a wide-bladed 
  longsword with a fang-decorated crossguard and a ruby 
  inset in the pommel.
  The sword glows like many magic weapons, but its true 
  power becomes apparent once it activates its dragonblood 
  consumption power (described below).
  Then the sword turns bright red, and a whirling cascade of 
  crimson energy surrounds the sword, the wielder, and the 
  dragon they are fighting.
  Personality: Originally created by the Harrowers, the swords 
  of the great harrowing are in many ways similar to the 
  dragons they hate: single-minded, ruthless, and endlessly 
  patient.
  A sword of the great harrowing knows it needs a strong hand 
  10 wield it, though, so it acts as friend and confidant to its 
  bearer, offering counsel and support when asked.
  Only two occurrences can put such a sword at odds with its 
  wielder.
  First, it the wielder refuses to face a dragon in combat, the 
  sword of the great harrowing immediately attempts to take 
  control of him.
  Second, if the sword becomes aware of a more powerful 
  potential owner, it silently observes for a time, and then 
  tries to subtly engineer a conflict between its current 
  owner and what it hopes will be its future master.
  These swords speak Common, Elven, Dwarven, and 
  Draconic.
  AL N; Int 10, Wis 17, Cha 17; speech and telepathy; 120 ft. 
  darkvision and hearing; Ego score 17.
  Activation: Because it’s an intelligent weapon, a sword of the 
  great harrowing takes actions of its own during its wielder’s 
  turn.
  Its actions are generally limited to activating one of its 
  three powers.
  Effect: A sword of the great harrowing is a +1 dragonbane 
  longsword with two lesser powers that it is eager to use on 
  behalf of its master.
  Three times per day each, it can use resist energy (20 points, 
  sword’s choice of energy type) and remove fear.
  But in battle with a wounded dragon, a sword of the great 
  harrowing becomes something much more.
  
  125
  Immediately after the wielder successfully deals damage to 
  a dragon with the sword, it activates its dragonblood 
  consumption power.
  At the end of each of the wielder’s turns, check whether the 
  sword dealt damage to the dragon that round.
  If it did, its enhancement bonus increases by 1 for future 
  attacks against that dragon.
  If it did not, its enhancement bonus decreases by 1 for 
  future attacks against that dragon.
  One hour after the last time the sword deals damage to a 
  dragon, this effect fades, and the sword’s enhancement 
  bonus returns to normal.
  A sword of the great harrowing’s enhancement bonus can’t 
  drop below +1 (or the normal enhancement bonus of the 
  sword, if improved beyond +1), nor can it rise above the 
  dragon’s age category (including the benefit of the bane 
  quality).
  For dragons without an age category, treat the age category 
  as 1/4 the dragons Hit Dice (maximum age category of 10 
  for a dragon with 40 or more Hit Dice).
  Variants: As written, a sword of the great harrowing is neutral, 
  an implacable foe of both chromatic and metallic dragons.
  But the DM can change its alignment and narrow its focus 
  to produce a variant sword that hates only evil dragons (or 
  only good ones).
  It’s also possible to change the sword into another type of 
  weapon.
  Simply subtract 15 gp from the cost, and add the cost of the 
  new weapon.
  Aura/Caster Level: Strong transmutation; CL 15th.
  Construction: Craft Magic Arms and Armor, locale creature,
  resist energy, remove fear, 30,315 gp, 2,400 XP, 60 days.
  Weight: 4 lb.
  Price: 60,315 gp.
  DRAGONS OF FAERÛN 
  (3.5)
  DRAGONSLAIR
  A unique version of the swords of dragonblood was created by 
  the Cult mage Larkonlan, as a phylactery for the dracolich 
  Dretchroyaster.
  In addition to its normal properties, the sword has the 
  everbright special ability and has numerous powers derived 
  from its master.
  To confuse those who attempt to read the runes inscribed 
  upon it, they magically rearrange themselves to read 
  “dragon slayer”.
  In addition, unbeknownst to the Cult, twelve previous 
  archmages have handled the gem embedded in’ the sword, 
  enchanting it so that they can teleport to its location no 
  matter their location, or the location of the gem.
  When Dretchroyaster’s spirit is contained in the stone, it 
  becomes an intelligent weapon with the following 
  statistics.
  Dragonslair: +2 everbright sword of dragonblood; AL LE; Int 12,
  Wis 12, Cha 12; Speech (Common and Draconic only), 
  telepathy, 120 ft. darkvision, blindsense, and hearing, read 
  languages, read magic; Ego score 21.
  Lesser Powers (CL 15th): Warp wood (3/day), entangle, (1/day), 
  plant growth (1/day), suggestion (1/day, cast by the dracolich).
  Major Powers (CL 15th): Water breathing (at will), detect the 
  location and distance of the nearest green dragon on the 
  same plane (at will), grants wielder immunity to the effects 
  of harmful gases.
  Personality: The personality of the sword is identical to that 
  of the dracolich.
  DUNGEON MASTER’S 
  GUIDE 1 3.5 (3.5)
  ACROLA, WATCHFUL TOOTH OF 
  ASHARDALON
  +5 keen dagger; AL CG; Int 10, Wis 18, Cha 18; Speech, 
  telepathy, 120 ft. darkvision, blindsense, and hearing; Ego 
  score 22.
  Lesser Powers: Zone of truth 3/day, Item has 10 ranks in Listen 
  (total modifier +14) and Spot (total modifier +14).
  Greater Powers: Clairvoyance 3/day, slow 3/day.
  Personality: Bards tell that a tooth pried from the living body 
  of the terrible dragon Ashardalon arose with its own mind 
  and will.
  The tale would seem odd, for the goals of the long knife are 
  nothing like those of the dread dragon.
  The well-intentioned but tireless dagger has taken as its 
  personal cause that of protecting the weak and the helpless.
  Acrola frequently uses its clairvoyance power to scout out 
  areas of trouble or evil, and then Acrola drags its wielder 
  into the fray.
  Strong transmutation; CL 15th; Craft Magic Arms and 
  Armor, keen edge; Price 132,802 gp.
  BOSK, THE POETIC BLADE
  +2 longsword; AL N; Int 14, Wis 14, Cha 10; Speech, 30 ft. 
  vision and hearing; Ego score 8.
  Lesser Powers: Bless 3/day, hold person 3/day.
  Personality: Created by a wizard experimenting with 
  sentience, Bosk was later sold by its creator and has 
  changed hands many times.
  Always willing to offer its opinion, advice, a story, or even a 
  poem of its own devising, Bosk has never met an owner 
  who was a perfect match, though perhaps a deaf 
  swordwielder would be best.
  Moderate divination; CL 15th; Craft Magic Arms and 
  Armor, legend lore; Price 15,815 gp.
  IQUEL
  +2 holy composite longbow; AL NG; Int 17, Wis 10, Cha 17; 
  Speech, telepathy, 120 ft. darkvision and hearing; Ego score 
  16.
  Lesser Powers: Daze monster 3/day, faerie fire 3/day, locate object 
  3/day.
  Greater Powers: Lesser globe of invulnerability 1/day.
  Personality: A loyal and trusted companion to the hero Iquel, 
  this once nameless bow took its first wielder’s name after 
  his heroic stand against a balor.
  
  126
  Since then, Iquel has searched for a wielder who can live up 
  to its high standard: a grandmaster archer with a zeal for 
  good.
  Despite its commitment to the forces of good in the world, 
  Iquel enjoys casual conversation, relaxation, and delicate 
  care.
  Strong evocation (if miracle is used) [good]; CL 17th; Craft 
  Magic Arms and Armor, wish or miracle; Price 66,600 gp.
  JOMNOTH, GIANTBLIGHT
  +3 giantbane dwarven waraxe; AL LG; Int 10, Wis 14, Cha 14; 
  Speech, 120 ft. vision and hearing; Ego score 14.
  Lesser Powers: Cure moderate wounds 3/day, detect magic at will.
  Special Purpose: Defeat/slay giants.
  Dedicated Power: Song of discord.
  Personality: Forged by a long-dead dwarf smith, Jomnoth, 
  also known as Giantblight, dates from an age of giant 
  invasions.
  The success of the waraxe cannot be questioned, since upon 
  occasion a single dwarf hero has struck down a number of 
  bewildered and overwhelmed giants.
  A stoic but forceful will has been incarnated into the 
  waraxe blade.
  Jomnoth speaks little, and is reluctant to give advice or 
  gainsay its wielder except under the most extreme 
  circumstances.
  As long its owner is willing to strike deep into the keeps 
  and lairs of giantkind, the waraxe never objects.
  Strong conjuration; CL 15th; Craft Magic Arms and Armor, 
  summon monster I; Price 176,430 gp.
  VESAC, THE DECEIVER
  Luck blade; AL NE; Int 16, Wis 10, Cha 16; Speech, 60 ft. 
  darkvision and hearing; Ego score 15.
  Lesser Powers: Minor image 1/day, major image 1/day, 10 ranks 
  in Bluff (total modifier +13).
  Personality: A powerful and selfish blade, Vesac has served as 
  the weapon of dozens of petty tyrants and would-be 
  conquerors.
  The lure of its powerful three wishes draws in many who 
  seek to gain power, wealth, or advance their own agenda.
  However, Vesac itself is only interested in advancing the 
  tales of its own legend.
  Despite having many wielders over the ages, it continues to 
  hoard its wishes, frequently deluding wielders (by using its 
  illusion powers) into thinking that their desires have been 
  fulfilled.
  Strong evocation (if miracle is used); CL 17th; Craft Magic 
  Arms and Armor, wish or miracle; Price 161,560 gp; Cost 
  80,780 gp + 5,718 XP.
  ZAX, CLOAK OF KINGS
  Cloak of Charisma +6; AL LN; Int 10, Wis 14, Cha 14; Speech, 
  120 ft. vision and hearing; Ego score 5.
  Lesser Powers: Zone of truth 3/day, Item has 10 ranks in 
  Diplomacy (total modifier +12) and 10 ranks in Knowledge 
  (history) (total modifier +10).
  Personality: This magic cloak has provided advice to royal 
  courts for generation after generation, not only the settling 
  of disputes, but also with accounts of the foibles of leaders 
  past.
  Zax, as this cape has always been known, is a fine-looking 
  garment of sable and fur.
  Like most rulers, Zax itself has grown somewhat stern and 
  aloof over the years, though its Ego has never been strong 
  enough to dominate its wearer.
  Moderate conjuration; CL 15th; Craft Wondrous Item, 
  eagle’s splendor; Price 56,500 gp.
  PLAYER’S GUIDE TO 
  FAERÛN (3.5)
  BLACK SWORD
  This item is a +3 bastard sword created at the height of the 
  Imaskari Empire to overthrow the emperor.
  Its statistics are as follows: AL LN; Int 10, Wis 14, Cha 14; 
  Speech, 120-ft.
  vision and hearing; Ego score 15.
  Lesser Powers: Darkness 3/day, silence 3/day.
  Greater Power: Dispel magic 3/day.
  Special Purpose: Overthrow tyrants.
  Dedicated Power: Wielder gets a +2 luck bonus on attack 
  rolls, saves, and checks.
  Personality: The black sword is haughty and single-minded.
  It does not like to be wielded by creatures it thinks are 
  beneath it (which includes most characters), and it speaks 
  little when it is in such unpleasant circumstances.
  If placed in a position of being able to fight a tyrant, 
  however, it grows extremely excited and constantly urges 
  its wielder on.
  Strong transmutation; CL 12th; Craft Magic Arms and 
  Armor, darkness, dispel magic, divine favor, silence; Price 
  131,335 gp; Cost 55,835 gp + 5,240 XP.
  SHAZZELLIM
  This +1 keen scimitar was created by the Red Wizards of 
  Thay to combat the Harpers.
  Its crosspiece has an ornament shaped like a pair of rearing 
  serpents.
  Its statistics are as follows.
  AL NE; Int 17, Wis 10, Cha 17; Speech and telepathy, 120-
  ft.
  darkvision and hearing; Ego score 17.
  Lesser Powers: Detect magic at will, locate object 3/day, 10 ranks 
  in Search (total modifier +13).
  Special Purpose: Slay members of the Harpers.
  Dedicated Power: Fireball (10d6 fire damage).
  Personality: Shazzellim is mean and dour.
  It almost seems to resent its existence and sentience, and it 
  certainly loathes the poor quality of care it has received 
  since its forging, as demonstrated by a few nicks in the 
  blade and some damage to the ornament of its crosspiece.
  Shazzellim speaks Common, Orc, Abyssal, and Infernal.
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor, detect magic, fireball, locate object; Price 92,415 gp; Cost 
  46,365 gp + 3,684 XP.
  
  127
  RACES OF STONE (3.5)
  GHARRIAKHA, THE 
  HEARTHWARDEN
  +4 defending dwarven waraxe; AL LG; Int 13, Wis 13, Cha 8; 
  Empathy, 60-ft.
  darkvision and hearing; Ego score 10.
  Lesser Powers: Cure moderate wounds 3/day, deathwatch.
  Personality: In life Gharriakha was a dwarven defender, and 
  the weapon that contains her ashes shares her selfless, 
  protective spirit.
  It is content to remain quiet and stay out of the spotlight, 
  while offering all the help it can to its wielder.
  Generally, its only communications are the feelings of 
  encouragement and support it sends to its wielder.
  Strong abjuration; CL 15th; Craft Magic Arms and Armor, 
  shield or shield of faith, creator must be a dwarf; Price 61,830 
  gp.
  MORZHUL, THE FORGEHEART
  +2 flaming burst warhammer; AL CN; Int 18, Wis 10, Cha 16; 
  Speech, telepathy, 120-ft.
  darkvision, blindsense, and hearing; Ego score 25.
  Lesser Powers: Daze monster 3/day, faerie fire 3/day, item has 
  10 ranks in Intimidate (total modifier +13).
  Greater Power: Wall of fire 1/day (in a ring centered on the 
  wielder).
  Special Purpose: Defeat/slay creatures with the cold subtype.
  Dedicated Power: 10d6 fireball.
  Personality: Morzhul, in life, was an adventuring dwarf cleric 
  of the forge-god, Tharmekhûl.
  He was dedicated to eradicating creatures of cold, and 
  Morzhul’s spirit continues that mission now that it is 
  bound to this hammer.
  The weapon’s personality is best described as fiery—it 
  speaks loudly and with passion, urging its wielder into 
  battle.
  Strong evocation; CL 15th; Craft Magic Arms and Armor, 
  flame blade, flame strike, or fireball, creator must be a dwarf; 
  Price 127,212 gp.
  TRUTHSEEKER
  +1 axiomatic greataxe; AL LN; Int 10, Wis 14, Cha 12; Speech, 
  120-ft.
  darkvision and hearing; Ego score 10.
  Lesser Powers: Zone of truth 3/day, item has 10 ranks in Sense 
  Motive (total modifier +12).
  Personality: The name of the once-living dwarf whose spirit 
  is linked to this greataxe is no longer known, and the 
  weapon will not reveal it.
  It is known, however, that in life he was a judge, and his 
  obsession with truth is manifested in the personality of the 
  weapon that carries his spirit.
  The weapon immediately initiates conflict with a wielder 
  who lies.
  Strong evocation [lawful]; CL 15th; Craft Magic Arms and 
  Armor, order’s wrath, creator must be a dwarf and lawful; 
  Price 34,120 gp.
  ZHAVAK THE SUNDERER
  +2 bane (constructs) adamantine battleaxe; AL LG; Int 10, Wis 
  17, Cha 15; Speech, telepathy, 120-ft.
  darkvision and hearing; Ego score 18.
  Lesser Powers: Bless 3/day, cure moderate wounds 3/day, item 
  has 10 ranks in Knowledge (arcana) (total modifier +13).
  Special Purpose: Defeat/slay constructs.
  Dedicated Power: Rusting grasp.
  Personality: Generally as dour as the most taciturn dwarf, 
  Zhavak’s personality springs to life when the weapon is in 
  battle with constructs.
  The dwarf whose spirit is linked to the weapon was a 
  mighty cleric of Moradin slain in battle with an iron golem, 
  and Zhavak loves to fight such foes above all others.
  It is prone to giving its wielder tactical advice in battle with 
  golems, which is not always sound.
  Devoutly religious, it immediately initiates conflict if its 
  wielder does not demonstrate proper piety.
  Strong conjuration; CL 15th; Craft Magic Arms and Armor, 
  summon monster I, creator must be a dwarf; Price 99,110 gp.
  SANDSTORM (3.5)
  DANCE MASKS OF THE GREAT 
  MOTHER
  The bhukas believe that the spirit children of their mother 
  deity Kikanuti travel the world and visit her earthly 
  children.
  At festival times, bhuka shamans don these ritual masks 
  and are possessed by the intelligence that rests in them.
  Possession lasts until the shaman is overcome by 
  exhaustion and loses consciousness.
  The mask is then removed and reverently stored away until 
  the next festival.
  Generally, each bhuka village is the guardian of one mask, 
  and they are all brought to a grand dance held by all the 
  villages.
  Each mask takes the same body slot that a helmet or 
  headband would.
  Some examples are given below.
  CORN CHILD
  This high, conical mask is intricately decorated with dried 
  corn kernels of different colors.
  Corn Child is the bringer of plenty, the closest of Kikanuti’s 
  children to the bhukas.
  When the dancer puts it on, he lets the item’s Ego 
  overwhelm him and use its powers to enrich the crops, 
  purify the water, and provide a feast to all participants.
  The possession continues until the wearer has gorged 
  himself on food and drink and has blessed all the 
  surrounding fields, at which time he collapses unconscious.
  Int 12, Wis 18, Cha 16; Speech, telepathy, read languages, 
  read magic, 120 ft. darkvision, blindsense, and hearing; Ego 
  score 18.
  Lesser Powers: Cure moderate wounds 3/day, purify food and 
  drink 3/day.
  Mask has 10 ranks in Knowledge (nature) (total modifier 
  +11).
  
  128
  Greater Powers: Heroes’ feast 1/day, plant growth 3/day.
  Strong conjuration; CL 17th; Craft Wondrous Item, miracle,
  creator must be a bhuka; Price 120,000 gp.
  MOON OWL
  This feathered headdress resembles the head of the totemic 
  animal after which it is named.
  Moon Owl represents the night sky, the cool resting time 
  of the desert, as well as vigilance and wisdom.
  The mask’s purpose is to defend the children of Kikanuti 
  from their enemies.
  When the dancer puts it on, she allows the item’s Ego to 
  overwhelm her and use its powers to first detect then travel 
  to and destroy the closest hostile creature.
  The possession continues until the wearer is slain in 
  combat or returns victorious, at which time she collapses 
  unconscious.
  If the wearer is slain, the moon owl mask teleports back to 
  its village.
  Int 12, Wis 18, Cha 18; Speech, telepathy, read languages, 
  read magic, 120 ft. darkvision, blindsense, and hearing; Ego 
  score 23.
  Lesser Powers: Bless 3/day, cure moderate wounds 3/day.
  Mask has 10 ranks in Listen (total modifier +14).
  Greater Powers: Locate creature 3/day, teleport 2/day.
  Special Purpose: Defend the bhukas.
  Dedicated Power: Cast 15d6 greater shout 3/day.
  Strong varies; CL 17th; Craft Wondrous Item, miracle, 
  creator must be a bhuka; Price 256,000 gp.
  STORM EAGLE
  This feathered headdress resembles the head of the totemic 
  animal after which it is named.
  Storm Eagle represents the day sky and the life-giving 
  power of the thunderstorm.
  When the dancer puts it on, she allows the item’s Ego to 
  overwhelm her and use its powers to call a mighty 
  rainstorm down upon the surrounding region.
  While the possession continues, the wearer dances in a 
  great frenzy, faster and faster, until she collapses 
  unconscious.
  Int 14, Wis 14, Cha 18; speech, telepathy, read languages, 
  read magic, 120 ft. vision and hearing; Ego score 18.
  Lesser Powers: Bless 3/day.
  Mask has 10 ranks in Listen (total modifier +12) and 10 
  ranks in Spot (total modifier +12).
  Greater Powers: Control weather 1/day, quench 3/day.
  Strong transmutation; CL 17th; Craft Wondrous Item, 
  miracle, creator must be a bhuka; Price 86,000 gp.
  
  129
  ITEM FAMILIAR 
  SPECIAL ABILITIES
  UNEARTHED ARCANA (3.5)
  ARMOR, SHIELD, OR WEAPON 
  SPECIAL ABILITY
  An item familiar empowered with this special ability gains 
  an ability equivalent to a +1 bonus (as found on Table 7–5, 
  7–6, or 7–14 in the Dungeon Master’s Guide), such as the light 
  fortification, bashing, or defending special ability.
  This ability contributes to the overall enhancement bonus 
  of the item and its value but does not cost the master of the 
  familiar any gold pieces or time.
  This ability may be used in conjunction with the normal 
  rules for improving an existing magic item (see Improving 
  an Item Familiar, below, and Adding New Abilities, page 
  288 of the Dungeon Master’s Guide).
  A character may select this special ability multiple times, 
  each time enabling her familiar to gain a different ability 
  equivalent to a +1 bonus.
  Prerequisite: The item familiar must be a type of magic 
  armor, a magic shield, or a magic weapon.
  CANTRIPS/ORISONS
  An item familiar empowered with this special ability can 
  cast 0-level spells.
  The familiar may cast any spell invested in it as a standard 
  action (or longer, as defined by the spell’s casting time) as 
  long as the spell does not have an expensive material 
  component or an XP component.
  The item familiar need not provide any verbal or somatic 
  components, and it need not provide any material 
  components that cost less than 1 gp.
  It has access to all the 0-level spells from any single class 
  spell list of the master’s choice (taking into account any 
  alignment restrictions against casting spells of a certain 
  class or alignment subtype).
  It can cast a number of 0-level spells per day as if it were a
  sorcerer of the master’s character level (though the master 
  does not have to be a spellcaster).
  The item familiar uses its own ability scores to determine 
  spell save DCs but can cast its 0-level spells only on its 
  master’s order.
  The master may use a free action on her turn to issue these 
  orders, or she may give a number of contingency orders 
  (such as “If I fall unconscious, cast cure minor wounds on 
  me”) equal to one more than her Charisma modifier 
  (minimum one).
  GREATER POWER
  An item familiar empowered with this special ability gains 
  any single greater power listed on the Intelligent Item 
  Greater Powers table, page 270 of the Dungeon Master’s 
  Guide.
  The item uses this power as described, at the master’s 
  command.
  A character may select this special ability multiple times, 
  each time applying it to a different greater power.
  Prerequisite: An item must have at least one lesser power (see 
  below) for every greater power it is given.
  The master must spend the amount of gold pieces given in 
  the Base Price Modifier column of the Intelligent Item 
  Greater Powers table to purchase the greater power.
  The process of empowering an item in this way takes 24 
  hours.
  GREATER SENSES
  An item familiar empowered with this special ability gains 
  blindsense out to 30 feet.
  Prerequisite: The item familiar must already have the 
  improved senses special ability (see below).
  IMPROVED SENSES
  An item familiar empowered with this special ability gains 
  darkvision out to 60 feet.
  INCREASED SAPIENCE
  An item familiar empowered with this special ability gains 
  +4 to any single ability score and +2 to its other two scores.
  The item can now communicate telepathically in a 
  recognizable language with the master out to 120 feet and 
  can speak audibly in Common.
  It can speak, read, and understand one additional language 
  per point of Intelligence bonus.
  A character may select this special ability multiple times, 
  each time improving all three of the item’s ability scores 
  and increasing the number of languages it can speak, read, 
  and understand.
  LESSER POWER
  An item familiar empowered with this special ability gains 
  any single lesser power listed on the Intelligent Item Lesser 
  Powers table, page 269 of the Dungeon Master’s Guide.
  The item uses this power as described, at the master’s 
  command.
  A character may select this special ability multiple times, 
  each time applying it to a different lesser power.
  Prerequisite: The master must spend the amount of gold 
  pieces given in the Base Price Modifier column of the 
  Intelligent Item Lesser Powers table to purchase the lesser 
  power.
  The process of empowering an item in this way takes 24 
  hours.
  SPECIAL PURPOSE AND DEDICATED 
  POWER
  An item familiar empowered with this special ability gains 
  a special purpose and a dedicated power chosen by its 
  master (see the Intelligent Item Purpose and Special 
  
  130
  Purpose Item Dedicated Powers tables on page 270 of the 
  Dungeon Master’s Guide).
  An item familiar usually displays more flexibility in how it 
  carries out its special purpose than a standard intelligent 
  item, especially if its purpose conflicts with its master.
  However, if a master (especially one who gave the item a 
  special purpose in the first place) consistently acts against 
  the item’s special purpose, the item has even more leverage 
  for keeping the “master” in line.
  An item familiar can temporarily sever the link between 
  item and master, essentially shutting down access to any 
  abilities invested in the item plus all its normal magical 
  abilities, as if the item had been lost or destroyed.
  The item only reestablishes the link if it is convinced the 
  master is committed to helping it fulfill its special purpose.
  No item familiar may have more than one special purpose 
  and one dedicated power.
  Prerequisite: The master must spend the amount of gold 
  pieces given in the Base Price Modifier column of the 
  Special Purpose Item Dedicated Powers table to purchase 
  the dedicated power.
  The process of empowering an item in this way takes 24 
  hours.
  SPELL USE
  An item familiar empowered with this ability may cast any 
  spell invested in it as a standard action (or longer, as 
  defined by the spell’s duration) as long as it does not have 
  an expensive material component or an XP component.
  The item familiar need not provide any verbal or somatic 
  components, and it need not provide any material 
  components that cost less than 1 gp.
  The item familiar must meet the ability score prerequisites 
  for the spell but casts the spell at the master’s level.
  The item familiar may cast the spell only on the master’s 
  order (as described in Cantrips/Orisons, above).
  If an item familiar casts an invested spell, it is as if the 
  master cast it for purposes of spells per day and preparation.
  Prerequisite: The item must have an invested spell slot of the 
  appropriate spell level (see Invest Spell Slots, above), and 
  the master must have the ability to cast 3rd-level spells.
  
  131
  ITEM SETS
  MAGIC ITEM 
  COMPENDIUM (3.5)
  ARMOR OF THE WATCHING MASTER
  Those who wear the armor of the watching master know what 
  it feels like to be in command and to sense what others 
  miss.
  They possess unnatural sight and unusual powers to blind, 
  burn, and bully their enemies.
  Individually, each piece of the armor of the watching master 
  provides a useful ability, but only those with the full set 
  know its true powers.
  The armor of the watching master works best in the hands of a 
  barbarian or other melee warrior.
  As medium armor, a breastplate of terror allows a barbarian to 
  use his fast movement ability, and its damage reduction 
  stacks with the barbarian’s.
  The armor of the watching master also provides other 
  advantages useful to any melee-oriented character, such as 
  frightening or blinding foes, ignoring hardness, and 
  overcoming damage reduction.
  Note that the Strength bonus provided by the armor of the 
  watching master can be increased using the rules in Chapter 
  6.
  LORE
  Characters who have ranks in Knowledge (arcana) or 
  Knowledge (the planes), or who have the bardic knowledge 
  ability, can research the armor of the watching master to learn 
  more about these items.
  When a character succeeds on a check, the following lore is 
  revealed, including the information from lower DCs.
  DC 15: The first set of the armor of the watching master 
  belonged to a powerful elf paladin who returned from 
  planar travel wearing the items.
  The paladin founded an organization devoted to 
  guardianship and order, and sets of the armor of the watching 
  master became standard issue for the highest-ranking 
  members of that group.
  The organization, called the Watchful Eyes, collapsed due 
  to internal strife one hundred years ago, and now sets of 
  this armor continue to appear from time to time in the 
  hands of various individuals.
  DC 20: The Watchful Eyes collapsed because many of its 
  paladin members became blackguards at about the same 
  time that its founder vanished.
  Lacking leadership and warring internally, the group 
  eventually disintegrated.
  DC 25: Stories persist that the founder of the organization 
  was the first to fall from grace, and that she returned from 
  the planes tainted by evil.
  The stories don’t say how she managed to hide this from 
  other members of the Watchful Eyes or why she founded 
  the group, but supposedly the dark side of the Watchful 
  Eyes persists as a cultlike order of barbarians and 
  blackguards who wear pieces of the armor of the watching 
  master as a sign of their devotion to the cult.
  DC 30: A check result of 30 or higher reveals the location of 
  another piece of the set.
  Use this to drive further adventure and direct the PCs 
  toward some location or story you would like them to 
  explore.
  COLLECTION BENEFITS
  Wearing pieces of the armor of the watching master allows 
  you to command or frighten foes, blind and burn enemies, 
  or crush objects that impede your vision.
  Wearing the entire set grants you vision that can pierce 
  invisibility.
  When all four pieces of the armor are worn, the staring eyes 
  marking each item appear to come to life, becoming 
  bloodshot, yellow-pupiled orbs that look around of their 
  own accord.
  2 Pieces: You gain a +2 bonus on initiative checks.
  4 Pieces: You gain a +5 competence bonus on Spot checks.
  Once per day, you can speak the command word of “Cabiri” 
  and activate the armor with a standard action to gain the 
  effect of a see invisibility spell for 3 minutes.
  BREASTPLATE OF TERROR
  Price (Item Level): 13,200 gp (14th)
  Body Slot: Body
  Caster Level: 5th
  Aura: Faint; (DC 17) necromancy
  Activation: — and immediate (mental)
  Weight: 30 lb.
  This adamantine breastplate bears an emblem of a wide, staring 
  eye surrounded by raised rays of glittering mithral.
  As a +1 adamantine breastplate, this item grants damage 
  reduction 2/—.
  A breastplate of terror’s damage reduction stacks with damage 
  reduction gained as a class feature (but not from any other 
  source).
  For example, a 10th-level barbarian would have damage 
  reduction 4/—.
  
  132
  In addition, once per day immediately after you have been 
  damaged by a melee attack, you can activate this armor to 
  render a foe that just wounded you frightened for 1 round.
  If the enemy succeeds on a DC 20 Will save, it is shaken for 
  1 round rather than frightened.
  Prerequisites: Craft Magic Arms and Armor, cause fear, 
  possession of a piece of the set.
  Cost to Create: 1,500 gp (plus 10,200 gp for adamantine 
  breastplate), 120 XP, 3 days.
  GAUNTLETS OF DESTRUCTION
  Price (Item Level): 6,610 gp (11th)
  Body Slot: Hands
  Caster Level: 6th
  Aura: Moderate; (DC 18) evocation, transmutation
  Activation: — and swift (command)
  Weight: 2 lb.
  Each of these spiked steel gauntlets has an embossed image of an 
  eye on its back.
  Each eye has an emerald for a pupil.
  Gauntlets of destruction grant you a +2 enhancement bonus to 
  Strength.
  In addition, you can activate the gauntlets to enable the 
  next melee attack made during your turn to overcome 
  damage reduction and ignore hardness as if the attack were 
  made with an adamantine weapon.
  This ability functions three times per day.
  Gauntlets of destruction are masterwork spiked gauntlets and 
  can be used as a weapon.
  You can enhance a gauntlet beyond its base abilities by 
  using the rules for crafting a magic weapon, but each 
  gauntlet must be enhanced separately.
  Prerequisites: Craft Magic Arms and Armor, bull’s strength, 
  shatter, possession of a piece of the set.
  Cost to Create: 3,000 gp (plus 610 gp for two masterwork 
  spiked gauntlets), 240 XP, 6 days.
  HELM OF WOUNDING SIGHT
  Price (Item Level): 6,500 gp (10th)
  Body Slot: Head
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: Standard (command)
  Weight: 1 lb.
  This steel helmet covers all of the wearer’s head but the face.
  A single huge eye with a crystal pupil is embossed on the helm’s 
  forehead.
  When a helm of wounding sight is activated, the embossed 
  pupil sheds light with the brightness of a light spell until it 
  is commanded to cease or the helm is removed.
  In addition, three times per day, a helm of wounding sight can 
  be activated to emit an instantaneous 60-foot-long cone of 
  bright, burning light.
  This cone deals 2d6 points of fire damage and blinds all 
  creatures in the area for 1 round.
  Creatures that succeed on DC 20 Reflex saves take half 
  damage and are dazzled for 1 round.
  Prerequisites: Craft Wondrous Item, light, burning hands, 
  possession of a piece of the set.
  Cost to Create: 3,250 gp, 260 XP, 6 days.
  MASK OF MASTERY
  Price (Item Level): 3,500 gp (8th)
  Body Slot: Face
  Caster Level: 5th
  Aura: Faint; (DC 17) enchantment
  Activation: — and standard (command)
  Weight: 1 lb.
  This steel half-mask covers only the lower face.
  Over the wearer’s mouth, an emblem depicting a large eye with a 
  crystal for its pupil stares forth.
  Wearing a mask of mastery causes the wearer’s voice to 
  sound more commanding and authoritative, adding a +5 
  competence bonus on Intimidate checks.
  When activated, this mask allows you to utter a command 
  (as the spell; Will DC 20 negates).
  Unlike the command spell, this effect is not language-
  dependent—the target needs only to be able to hear you.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, command, possession of 
  a piece of the set.
  Cost to Create: 1,750 gp, 140 XP, 4 days.
  ARRAY OF THE MANTICORE
  This striking set of magic items grants you the freedom of 
  the skies and the power to wreak havoc from above.
  Crafted in honor of their namesake creature, the array of the 
  manticore is tailored for the individual who fights in the air 
  or fights airborne foes, bestowing the ferocity of a 
  manticore and its fearsome sting.
  Characters focused on making ranged weapon attacks get 
  the most benefit from the array of the manticore.
  Scouts and rangers see the most benefit, since an airborne 
  scout can skirmish more easily and a ranger’s combat styles 
  prove useful.
  LORE
  Characters who have ranks in Knowledge (arcana), or who
  have the bardic knowledge ability, can research the array of 
  the manticore to learn more about these items.
  When a character succeeds on a check, the following lore is 
  revealed, including the information from lower DCs.
  DC 15: A hobgoblin sorcerer crafted the first array of the 
  manticore for his favorite bugbear bodyguard.
  This bugbear rode a tamed manticore into battle, and it 
  seemed fitting to the hobgoblin to reward his servant’s skill 
  and bravery with a tribute to his ferocity.
  DC 20: A group of humans and halflings attacked the 
  goblinoid stronghold.
  The goblins were eventually defeated, but only after many 
  of the invaders died from the javelins and spikes cast down 
  upon them from the air.
  The few survivors divided up the array of the manticore 
  among themselves, not understanding the power the items 
  held when worn together.
  When one of the halflings inherited a second piece from a 
  fallen companion, she discovered the power of feather fall 
  granted by possessing two pieces of the array.
  When this knowledge spread among the others, infighting 
  broke out, and eventually only two remained.
  They made a truce, and each parted to investigate the 
  means of creating the missing companion pieces.
  In this way, use and knowledge of the array spread.
  
  133
  DC 25: Although the array of the manticore bears no curse or 
  magic that makes one vulnerable, legend says that the 
  hobgoblin who created the first set also created a spell 
  whereby he could command the movements of the wearer 
  by impelling the items to move, accomplishing a jerky, 
  puppetlike control over a wearer’s body.
  This spell also prevented the items from being removed.
  Many have sought the spell or attempted to recreate it, but 
  no one is known to have succeeded.
  DC 30: A check result of 30 or higher reveals the location of 
  another piece of the set.
  Use this to drive further adventure and direct the PCs 
  toward some location or story you would like them to 
  explore.
  COLLECTION BENEFITS
  Wearing any two pieces of the array of the manticore grants 
  you freedom from the threat of falling damage.
  Wearing the full set allows you to call upon a manticore for 
  aid, bringing it into battle on swift wings to rain death 
  down upon your foes.
  2 Pieces: You function as though perpetually affected by a 
  feather fall spell (CL 5th).
  You can negate or renew this power as a swift (mental) 
  action.
  5 Pieces: You can summon a manticore (as if using a 
  summon monster spell) with a swift (mental) action, which 
  fights on your behalf for 5 rounds.
  The manticore has damage reduction 10/magic and gains a 
  +5 competence bonus on attack rolls.
  This ability functions two times per day, but summoning a 
  second manticore causes the first to disappear if still 
  present.
  BRACERS OF AERIAL COMBAT
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Arms
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: —
  Weight: 1 lb.
  Each of these fine steel bracers is inlaid with a golden image of a 
  swooping manticore.
  Bracers of aerial combat grant you a +1 competence bonus on 
  attack rolls if you or the foe you attack is airborne.
  Prerequisites: Craft Wondrous Item, gust of wind, possession 
  of a piece of the set.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  GLOVES OF ENDLESS JAVELINS
  Price (Item Level): 7,000 gp (11th)
  Body Slot: Hands
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: Free (command)
  Weight: —
  This pair of black leather gloves is set with golden studs, each 
  embossed with the image of a manticore’s head.
  Gloves of endless javelins allow you to rain death down on 
  your enemies.
  When you activate these gloves, a +1 javelin made of pure 
  force appears in your hand.
  A javelin created by the gloves lasts until you resolve an 
  attack with it or until the end of your turn, whichever 
  comes first.
  Prerequisites: Craft Magic Arms and Armor, Craft Wondrous 
  Item, magic missile, possession of a piece of the set.
  Cost to Create: 3,500 gp, 280 XP, 7 days.
  HELM OF THE HUNTER
  Price (Item Level): 9,000 gp (12th)
  Body Slot: Head
  Caster Level: 5th
  Aura: Faint; (DC 17) divination
  Activation: — or standard (mental)
  Weight: 1 lb.
  This gold and mithral helm looks like the bristle-bearded head of a 
  manticore.
  A helm of the hunter grants you a +5 competence bonus on 
  Spot checks and the benefit of the Far Shot feat.
  These effects function continuously.
  When you activate this helm, you gain low-light vision and 
  darkvision out to 60 feet for 4 hours.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, clairaudience/clairvoyance, 
  darkvision, possession of a piece of the set.
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  MEDALLION OF AERIAL DEFENSE
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) abjuration
  
  134
  Activation: —
  Weight: —
  This medallion is composed of a manticore’s head and wings 
  exquisitely crafted in gold and hung from a black leather band.
  A medallion of aerial defense grants you damage reduction 
  10/magic against ranged weapons, as long as either you or 
  your attacker is airborne.
  Prerequisites: Craft Wondrous Item, protection from arrows, 
  possession of a piece of the set.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  WINGED VEST
  Price (Item Level): 12,000 gp (13th)
  Body Slot: Torso
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (command)
  Weight: 2 lb.
  This black leather vest is decorated with fine black scales and has a 
  pair of dragonlike wings folded against its back When you 
  activate a winged vest, it unfolds its manticore wings and 
  allows you to fly at a speed of 60 feet (good 
  maneuverability) for 5 rounds.
  A winged vest functions five times per day.
  Prerequisites: Craft Wondrous Item, fly, possession of a piece 
  of the set.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  FIVE VIRTUES
  Whether brave or meek, you will wake to valor when 
  girded with the five virtues, legendary implements of 
  courage brandished by knights of a previous age.
  When the five virtues are worn in part or in whole, bold 
  heroism blazes within your chest.
  These five items were created to help knights uphold their 
  values.
  The abilities granted by the set bolster various abilities of 
  that class (PH2 24), but the items are also useful for warriors 
  of other disciplines.
  LORE
  Characters who have ranks in Knowledge (nobility and 
  royalty), or who have the bardic knowledge ability, can 
  research the five virtues to learn more about these items.
  When a character succeeds on a check, the following lore is 
  revealed, including the information from lower DCs.
  DC 15: In an age now past, an order of knights was 
  chartered to defend against illithid incursions.
  For hundreds of years, the knights fought against all 
  manner of infiltration, control, and even attempts at 
  invading small border kingdoms.
  Through it all, the knights prevailed, relying on their code 
  to give them strength and resolve.
  This code was a manifestation of five virtues upon which 
  the order was founded.
  Those virtues came to be embodied in a special set of magic 
  items called, appropriately enough, the five virtues.
  The items exemplified honor, freedom, valor, vigilance, and 
  sacrifice.
  DC 20: The knightly order is long gone, and even its name 
  is lost to history.
  However, archivists have studied relics found in the 
  ancient ruins of their stronghold.
  Through knowledge gained thereby, they learned about the 
  lost virtues of the knights.
  Archivists suspect, based on clues unearthed in their 
  delvings, that some or all of the five virtues might yet be 
  found in far-separated keeps, or perhaps in isolated 
  treasures of long-lived subterranean monsters.
  DC 25: Recently, a group of miners opened a new face on a 
  coal seam they had found long ago.
  Almost immediately they broke into a cavity long sealed 
  from the surface.
  The cavity contained a warm, salty lake in which eyeless, 
  albino, many-legged creatures swam.
  Unable to plumb the lake’s depth, the miners did find an 
  ancient ruin on the lake’s edge—some sort of fortress, 
  calcified under years of dripstone.
  In it they found some barely preserved records of the 
  knightly order.
  The incomplete records claimed a dead mind flayer 
  community lay sealed beneath the lake, and within that 
  carcass of ancient evil lay one or more pieces of the five 
  virtues stolen from the knights.
  DC 30: A check result of 30 or higher reveals the location of 
  another piece of the set.
  Use this to drive further adventure and direct the PCs 
  toward some location or story you would like them to 
  explore.
  COLLECTION BENEFITS
  The wearer of the five virtues gains benefits that aid his 
  ability to fight honorably and help his allies.
  When you wear two pieces of the set, your eyes shine and 
  sparkle with bravery.
  When you wear all five virtues and activate the power of the 
  shield of vigor, the virtues take on a silvery sheen as if lit 
  from a plane where valor and virtue rule supreme.
  2 Pieces: You gain a +1 morale bonus on Will saves.
  5 Pieces: Adjacent allies gain a +1 bonus to AC.
  
  135
  ARMBAND OF CONFRONTATION
  Price (Item Level): 1,400 gp (5th)
  Body Slot: Arms
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: —
  Weight: —
  This bright red band is worn around the bicep.
  While wearing an armband of confrontation, your fighting 
  challenge (PH2 25) lasts an extra 3 rounds.
  Prerequisites: Craft Wondrous Item, divine favor, possession 
  of a piece of the set.
  Cost to Create: 700 gp, 56 XP, 2 days.
  CRYSTAL OF ALACRITY
  Price (Item Level): 3,500 gp (8th)
  Body Slot: — (armor crystal)
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: —
  This small crystal bears a carved relief of an armored knight.
  When attached to medium or heavy armor, this lesser 
  augment crystal (see page 221 for details) grants you a +5-
  foot morale bonus to your land speed.
  Prerequisites: Craft Magic Arms and Armor, longstrider, 
  possession of a piece of the set.
  Cost to Create: 1,750 gp, 140 XP, 4 days.
  MEDAL OF STEADFAST HONOR
  Price (Item Level): 1,500 gp (5th)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Immediate (mental)
  Weight: —
  This heavy gold medal is engraved with a griffon about to take 
  flight.
  If you are knocked prone, you can activate a medal of 
  steadfast honor to instantly regain your feet in the space 
  where you were standing.
  A medal functions once per day, but if you have the 
  knight’s challenge class feature (PH2 25), you can activate 
  the medal again by expending a daily use of that ability.
  Prerequisites: Craft Wondrous Item, feather fall, possession of 
  a piece of the set.
  Cost to Create: 750 gp, 60 XP, 2 days.
  SHIELD OF VIGOR
  Price (Item Level): 6,170 gp (10th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration
  Activation: Swift (command)
  Weight: 15 lb.
  This solid shield is lacquered in white with an image of a gold 
  dragon at the center.
  A single red tear falls from the dragon’s left eye.
  This +1 heavy steel shield rewards you for your unwavering 
  loyalty and self-sacrifice.
  When you activate the shield, you gain fast healing 5 for 3 
  rounds.
  A shield of vigor functions once per day, but if you have the 
  knight’s challenge class feature (PH2 25), you can activate 
  the shield again by expending a daily use of that ability.
  Prerequisites: Craft Magic Arms and Armor, vigor (SC 229), 
  possession of a piece of the set.
  Cost to Create: 3,000 gp (plus 170 for masterwork heavy steel 
  shield), 240 XP, 6 days.
  STANDARD OF VALOR
  Price (Item Level): 1,400 gp (5th)
  Body Slot: Shoulders; see text
  Caster Level: 10th
  Aura: Moderate; (DC 20) abjuration
  Activation: Immediate (command)
  Weight: 4 lb.
  This magnificent standard is emblazoned with the image of a red 
  griffon.
  This magic banner is part of a wide mantle you can wear 
  attached to your shoulders.
  The standard can also be affixed to a pole, spear, or polearm, 
  thus freeing up your shoulders slot but requiring you to 
  wield the weapon to which it is attached in order to gain 
  the item’s benefit.
  The standard enhances your ability to inspire your allies on 
  the battlefield.
  When you activate a standard of valor, you can grant one ally 
  within 60 feet another save against a fear effect currently 
  affecting him or about to affect him.
  A standard of valor functions once per day, but if you have 
  the knight’s challenge class feature (PH2 25) or the 
  marshal’s grant move action class feature (MH 13), you can 
  activate the standard of valor again by expending a daily use 
  of one of those abilities.
  Prerequisites: Craft Wondrous Item, remove fear, possession of 
  a piece of the set.
  Cost to Create: 700 gp, 56 XP, 2 days.
  FLEET WARRIOR’S ARRAY
  The fleet warrior’s array is a work of art, both in 
  craftsmanship and magic.
  Apart, the items prove a great boon, but together they make 
  their wearer as swift as the wind and just as elusive.
  The items in this set enable the elf warriors it was designed 
  for to move exceptionally quickly, as well as to fight 
  effectively under any conditions and in all types of terrain.
  While wearing this set, these warriors were almost 
  impossible to capture or even slow down.
  The fleet warrior’s array should appeal to virtually any 
  character, though spellcasters get less benefit from bracers of 
  blinding strike than adventurers who focus on weapon 
  attacks.
  Rogues and other stealthy characters in particular should 
  consider the fleet warrior’s array.
  Gaining an extra sneak attack while flanking can be critical, 
  and the benefits to mobility provided by the array allow a 
  
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  rogue to focus less on skills such as Tumble and Escape 
  Artist, and instead invest in other useful skills.
  LORE
  Characters who have ranks in Knowledge (arcana), or who 
  have the bardic knowledge ability, can research the fleet 
  warrior’s array to learn more about these items.
  When a character succeeds on a check, the following lore is 
  revealed, including the information from lower DCs.
  DC 15: The fleet warrior’s array was created by an elf 
  kingdom for a legion of warriors chosen for their speed and 
  endurance.
  Called the Green Runners, these warriors received special 
  training that built upon their talents.
  They were noted for tirelessly running long distances and 
  for acting as expert scouts and commandos.
  The Green Runners were the kingdom’s elite fighting 
  force, and bands of Green Runners were occasionally sent 
  to aid the kingdom’s allies.
  The warriors received pieces of the fleet warrior’s array as an 
  indication of rank.
  The highest-ranking members owned all three and were 
  elevated out of the ranks of the legion to serve as an elite 
  cadre of Green Runner guards for the royal family.
  Each of the elves in this group effectively held the rank of 
  general and acted as an advisor to the king and queen, a 
  position to which every Green Runner could aspire.
  Tales of the Green Runners have traveled widely, and in 
  many of the lands surrounding their former kingdom, elves 
  and half-elves tell tales of their bravery and prowess.
  An elf or half-elf wearing an item from the fleet warrior’s 
  array is often mistaken for one of the Green Runners by 
  those who know the stories.
  DC 20: When the elf kingdom was conquered by its 
  enemies, the Green Runner generals went into hiding, 
  taking with them the pregnant queen and the last hope of 
  preserving the dynasty.
  They vanished into the depths of a huge and ancient forest, 
  and efforts to locate their hideout proved futile.
  When the Green Runners fled into the forest with the elf 
  queen they split into many small groups to confuse their 
  pursuers.
  The group that guarded the queen never rejoined the rest, 
  and now the Green Runners who remain search for clues to 
  what happened to their leader and her child.
  If the queen gave birth, the royal heir would now be an 
  adult, perhaps ignorant of his or her heritage.
  DC 25: Some say that the Green Runner generals were 
  traitors to the elf kingdom, and they kidnapped the queen 
  for some personal gain.
  Those who tell these tales blame the fall of the empire on 
  the generals, because the king lacked his best fighters and 
  advisors when the kingdom was attacked and was forced to 
  divide his attention between two foes.
  That the Green Runners now seek the queen and her child 
  there can be no doubt, but whether the Green Runners 
  who seek them are the generals or those from the rank and 
  file, none can say.
  DC 30: A check result of 30 or higher reveals the location of 
  another piece of the set.
  Use this to drive further adventure and direct the PCs 
  toward some location or story you would like them to 
  explore.
  COLLECTION BENEFITS
  Parts of the fleet warrior’s array give their wearer the ability 
  to dance in and out of melee with impunity, and wearing 
  the whole set allows the wearer to instantaneously travel to 
  a nearby location and take others along.
  When someone wears the entire set, the mithral parts of 
  the items turn into glowing emeralds that briefly leave a 
  trail of green light in the air as the wearer moves.
  2 Pieces: You gain a +2 dodge bonus to AC against attacks of 
  opportunity.
  3 Pieces: You can use dimension door (CL 7th) as a standard 
  (command) action once per day.
  BRACERS OF BLINDING STRIKE
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Arms
  Caster Level: 12th
  Aura: Strong; (DC 21) transmutation
  Activation: — and swift (command)
  Weight: 1 lb.
  This pair of elegant bracers is crafted from green leather with 
  mithral tracery that looks like vines.
  Tiny, leaf-shaped plates of silver branch off the mithral to create a 
  glimmering pattern.
  These bracers grant you a +2 competence bonus on 
  initiative checks.
  This is a continuous effect and requires no activation.
  When you activate bracers of blinding strike, you can make 
  one additional attack with any weapon you are holding, as 
  long as you have already used the full attack action during 
  the turn.
  This attack is made at your full base attack bonus, plus any 
  modifiers appropriate to the situation.
  This effect is not cumulative with any other effect that 
  grants you an extra attack when making a full attack, such 
  as the Rapid Shot feat, a speed weapon, or the haste spell.
  This ability can be used three times per day.
  Prerequisites: Craft Wondrous Item, haste, possession of a 
  piece of the set.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  
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  SANDALS OF THE LIGHT STEP
  Price (Item Level): 9,000 gp (12th)
  Body Slot: Feet
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: — and swift (mental)
  Weight: 1 lb.
  These exquisite sandals are made of mithral and green leather, and 
  they bear intricate overlapping pieces of leather crafted to look like 
  leaves.
  Wearing a pair of sandals of the light step provides you with a 
  +10-foot enhancement bonus to your base land speed, and 
  you can ignore any extra movement costs for difficult 
  terrain (PH 148).
  You also leave no tracks, as if affected by pass without trace.
  When you activate these sandals, you gain the benefit of a 
  water walk spell for 60 minutes.
  You can share this effect with up to five allies adjacent to 
  you when you activate the sandals, though doing this 
  reduces the overall duration accordingly.
  For example, if you share the effect with one other person, 
  the duration is 30 minutes apiece; if you share it with 5 
  other people, the duration is 10 minutes apiece.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, longstrider, pass without 
  trace, water walk, possession of a piece of the set.
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  VEST OF FREE MOVEMENT
  Price (Item Level): 12,000 gp (13th)
  Body Slot: Torso
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: Swift (command)
  Weight: —
  This forest green vest is set with fine mithral studs.
  Whorls of silver thread create vinelike designs that crawl over its 
  surface.
  When activated, a vest of freedom grants you freedom of 
  movement (as the spell) for 3 rounds.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, freedom of movement, 
  possession of a piece of the set.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  GARB OF THE HUNTING CAT
  Although made of mere steel and skin, the garb of the 
  hunting cat presents a powerful combination of abilities that 
  makes any wearer a deadly predator.
  This garb gives you the rending claws, incredible stealth, 
  and hunting ability of a tiger.
  While anyone can wear the garb and become like the beast, 
  only the most skilled combatants can use the abilities of the 
  garb of the hunting cat to their fullest.
  Characters of any melee-oriented class can find the garb of 
  the hunting cat useful, but the set provides benefits most 
  suited to rangers, rogues, ninjas, and scouts.
  Feats that help you capitalize on the set’s abilities include 
  Spring Attack and Two-Weapon Fighting.
  LORE
  Characters who have ranks in Knowledge (arcana), or who 
  have the bardic knowledge ability, can research the garb of 
  the hunting cat to learn more about these items.
  When a character succeeds on a check, the following lore is 
  revealed, including the information from lower DCs.
  DC 15: The garb of the hunting cat first came to light due to a 
  number of shocking attacks upon human and elf 
  settlements.
  The countryside was terrorized by strange, tigerlike people 
  who would slaughter whole villages.
  The creatures were difficult to track and, when 
  overmatched, vanished into thin air.
  When at last one was killed, the victors discovered not a 
  monster but a man wearing the garb of the hunting cat.
  DC 20: Those who attacked the elves and humans were 
  members of a cult of rakshasa worshipers.
  Each of the cultists was outfitted with a set of the garb of the 
  hunting cat, and participating in a “hunt” against other 
  humanoids was a necessary part of the rite of passage to 
  receive a set.
  Most of the sets ended up in the hands of those who 
  survived cultist assaults and were later sold.
  Many who now wear parts of the garb of the hunting cat are 
  ignorant of the set’s bloody history.
  DC 25: The rakshasa at the center of the cult was 
  confronted, but it escaped and might still be alive.
  It’s said that the evil creature can be recognized in any form 
  it adopts because its natural form has pure white fur 
  without stripes, and it seems incapable of creating hair with 
  any pigment when it adopts another shape.
  Many of those who have collected the entire garb of the 
  hunting cat set have died by the claws of some kind of an 
  animal.
  Stories abound of hunting trips gone wrong, supposedly 
  domesticated beasts going wild, and even of terrible bloody 
  deaths behind locked doors that no animals should be able 
  to penetrate.
  The common thread through all these stories is that the 
  death occurred when the owner of the garb was not 
  wearing it.
  If the rakshasa is at fault, as many suspect, its motives 
  remain a mystery because the pieces are always left behind 
  with the body of their owner.
  DC 30: A check result of 30 or higher reveals the location of 
  another piece of the set.
  Use this to drive further adventure and direct the PCs 
  toward some location or story you would like them to 
  explore.
  COLLECTION BENEFITS
  The garb of the hunting cat provides you with a deadly 
  rending attack and the power to disappear from sight.
  When wearing the entire garb of the hunting cat, you take on 
  the appearance of a humanoid tiger during combat.
  When this occurs, the fur on the various items appears to 
  be that of a living creature, making you appear something 
  like a bestial rakshasa or weretiger.
  2 Pieces: If, during your turn, you hit a single foe with both 
  a primary claw glove attack and an off-hand claw glove 
  attack, the second attack rends, dealing an extra 3d6 points 
  of damage.
  You can rend only once per round.
  3 Pieces: Once per day, you can use invisibility on yourself 
  (CL 3rd) as a standard (mental) action.
  
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  CLAW GLOVES
  Price (Item Level): 5,604 gp (10th)
  Body Slot: Hands
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: 1 lb.
  These gloves are made from tiger skin and fitted with sharp steel
  claws on the end of each finger.
  Claw gloves are treated as a pair of +1 punching daggers for the 
  purpose of fighting with them when both are worn.
  However, wearing claw gloves does not inhibit your ability 
  to wield other weapons or otherwise use your hands.
  In addition, if you charge or use Spring Attack while you 
  are wearing claw gloves and both your hands are empty, you 
  can make an off-hand claw glove attack in addition to the 
  normal claw glove attack granted (though both attacks take 
  normal penalties for fighting with two weapons).
  You can’t combine this extra attack with an attack with any 
  other weapon, nor is it cumulative with any other effect 
  that grants you extra attacks when charging or using Spring 
  Attack.
  Prerequisites: Craft Magic Arms and Armor, Craft Wondrous 
  Item, magic fang, possession of a piece of the set.
  Cost to Create: 2,500 gp (plus 604 gp for two masterwork 
  punching daggers), 200 XP, 5 days.
  MANTLE OF THE PREDATOR
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Shoulders
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: 2 lb.
  This short, flexible cape is made from tiger skin and feels warm to 
  the touch.
  A mantle of the predator grants you a +5 competence bonus 
  on Hide and Move Silently checks.
  In addition, you deal an extra 1d6 points of damage with 
  melee attacks against foes denied their Dexterity bonus to 
  AC.
  Creatures with concealment, creatures without discernible 
  anatomies, and creatures immune to extra damage from 
  critical hits are all immune to this extra damage.
  Prerequisites: Craft Wondrous Item, cat’s grace, possession of a 
  piece of the set.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  MASK OF THE TIGER
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: 1 lb.
  This steel mask is covered with tiger skin and fitted with actual 
  tiger teeth.
  A mask of the tiger provides you with the benefit of the Track 
  feat (or, if you already have that feat, a +5 competence 
  bonus on Survival checks).
  In addition, you gain low-light vision.
  Prerequisites: Craft Wondrous Item, low-light vision (SC 134), 
  possession of a piece of the set.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  GHARYN’S MONASTIC ARRAY
  The half-moon shaped blade of the kama is dangerous 
  enough, but it becomes deadly when infused with the 
  power of ki.
  When wielding this array of monastic tools, you become as 
  the wind: at times violent and unstoppable, at other times a 
  darting blur of speed.
  Gharyn’s monastic array is most useful for a monk, especially 
  one who uses a kama to enhance her hand-to-hand fighting.
  Each of the items allows its wielder to better mimic the 
  natural movements of a certain animal, and some wielders 
  believe that by mimicking motions found in nature, they 
  will be able to merge their physical and spiritual 
  consciousnesses.
  LORE
  Characters who have ranks in Knowledge (arcana), or who 
  have the bardic knowledge ability, can research Gharyn’s 
  monastic array to learn more about these items.
  When a character succeeds on a check, the following lore is 
  revealed, including the information from lower DCs.
  DC 15: The original monastic array was discovered amid the 
  ashes of a fallen monk known as Gharyn.
  He died sacrificing his life to protect his brother monks 
  from the wrath of a red dragon.
  Many believe that the dragon’s fire charged Gharyn’s array 
  with magical power.
  DC 20: The Monastery of the Lone Dove, a haven for ascetic 
  monks devoted to Pelor, had strict policies of asceticism, 
  silence, and discipline.
  Brothers ate two bowls of rice per day, were allowed to 
  speak ten words outside of prayer, and had to be in their 
  chambers by sundown.
  Some brothers chafed under this strict regimen.
  One was a monk named Gharyn.
  Gharyn didn’t believe such restrictions applied to him.
  
  139
  While he espoused the support of law and order, he felt the 
  monastery’s strictures were meaningless, and he claimed 
  they even hindered the success of a lawful society.
  Needless to say, this belief did not make him particularly 
  popular among his very conservative and traditional 
  brothers.
  He knew that a change was needed, but that it had to occur 
  gradually for the brothers to accept it.
  Gharyn slowly altered his behavior and routine.
  He substituted barley for his bowl of rice and used long, 
  multisyllabic words for his ten per day.
  He was in his room by sundown, but stayed up well past 
  midnight.
  While many brothers objected to his actions, Gharyn 
  developed a cult following in the monastery.
  He began to train his supporters in unusual fighting styles 
  from around the world.
  He urged them to reject meaningless strictures, but 
  encouraged people to follow the greater rules of society.
  This was not a rejection of order as much as an 
  acknowledgment of the universe’s true laws and mysteries.
  The Monastery of the Lone Dove had begun proceedings to 
  expel Gharyn, but fate stepped in when a flight of 
  rampaging dragons attacked.
  Many of the monks, so used to their daily routines, were 
  unable to conduct a proper defense against a siege by 
  dragons.
  Gharyn took charge and led the monks in battle, proving an 
  able leader.
  In the end, he sacrificed himself by shielding the other 
  monks from the breath of a red dragon.
  His sacrifice gave the others time to mount an offense that 
  repelled the dragons.
  In his ashes, three items remained: a set of foot wrappings, 
  a mask, and a kama.
  The items that remained among Gharyn’s ashes became the 
  uniform of the Monastery of the Lone Dove.
  The monks traveled far and wide, popularizing the 
  beliefs—and attire—of Gharyn.
  DC 25: A monk named Nobara Lame decries Gharyn’s 
  memory, saying that those who fondly remember the 
  rebellious monk are lying to themselves: Strictures bring 
  structure, structure lends itself to law and an ascetic 
  lifestyle.
  Nobara’s anger over the rebellious spirit popularized by 
  Gharyn’s “lucky” sacrifice has grown so extreme that his 
  days are now spent traveling between monasteries to 
  proclaim his views.
  Whenever he comes upon someone wearing a piece of 
  Gharyn’s monastic array, whether original or a copy, he calls 
  that person out in a duel to the death.
  DC 30: A check result of 30 or higher reveals the location of 
  another piece of the set.
  Use this to drive further adventure and direct the PCs 
  toward some location or story you would like them to 
  explore.
  COLLECTION BENEFITS
  Any combination of two parts of Gharyn’s monastic array 
  grants deadly efficacy to your stunning attacks and gives 
  your physical movement an animalistic swiftness and 
  savagery.
  When using all three pieces, your arm briefly seems to take 
  the form of a striking scorpion’s tail.
  2 Pieces: Add +1 to the save DC of your Stunning Fist 
  attacks.
  3 Pieces: When you score a critical hit with a scorpion kama, 
  you can expend one of your daily uses of Stunning Fist as a 
  free action to make that attack a stunning attack.
  (If you don’t have the Stunning Fist feat, this benefit has no 
  effect).
  COBRA STRAPS
  Price (Item Level): 1,400 gp (5th)
  Body Slot: Feet
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Free (mental)
  Weight: —
  These simple green straps are meant to be wrapped around the feet.
  When you make an unarmed attack at the end of a charge, 
  immediately after you attempt the attack, you can activate 
  cobra straps to move 5 feet away from the target without 
  provoking attacks of opportunity.
  Prerequisites: Craft Wondrous Item, expeditious retreat, 
  possession of a piece of the set.
  Cost to Create: 700 gp, 56 XP, 2 days.
  PANTHER MASK
  Price (Item Level): 2,700 gp (7th)
  Body Slot: Face
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: —
  This silk half-mask unmistakably mimics the visage of a hunting 
  cat.
  A panther mask grants you the benefit of the Run feat.
  If you wear light or no armor, you also gain a +5-foot 
  enhancement bonus to your land speed.
  Prerequisites: Craft Wondrous Item, longstrider, possession of 
  a piece of the set.
  Cost to Create: 1,350 gp, 108 XP, 3 days.
  SCORPION KAMA
  Price (Item Level): 6,302 gp (10th)
  Body Slot: — (held)
  
  140
  Caster Level: 10th
  Aura: Moderate; (DC 20) transmutation
  Activation: —
  Weight: 2 lb.
  This simple kama is unadorned except for a single scorpion etched 
  into the blade.
  This +1 kama deals damage equal to your unarmed strike 
  damage (if that is greater than the normal damage for a 
  kama).
  Prerequisites: Craft Magic Arms and Armor, Stunning Fist, 
  magic weapon, possession of a piece of the set.
  Cost to Create: 3,000 gp (plus 302 gp for masterwork kama), 
  240 XP, 6 days.
  INSTRUMENTS OF THE BLOOD GIFT
  The three instruments of the blood gift fuel magic through 
  personal sacrifice.
  When precious blood is spilled, magical energy is 
  unleashed.
  With the proper instruments, that energy can be harnessed, 
  directed, and used toward ends both foul and fair.
  The instruments of the blood gift are most useful for sorcerers 
  who want to further enhance their sorcery—if they aren’t 
  too squeamish to sacrifice their own blood.
  Characters of draconic origin can also make use of the 
  instruments’ power, regardless of class.
  LORE
  Characters who have ranks in Knowledge (arcana), or who 
  have the bardic knowledge ability, can research the 
  instruments of the blood gift to learn more about these items.
  When a character succeeds on a check, the following lore is 
  revealed, including the information from lower DCs.
  DC 15: The instruments of the blood gift were created by a 
  sorcerer named Palamandius, who used the principle 
  behind their manufacture to free himself and other 
  sorcerers from the tyranny of a mysterious group called the 
  Wizards of the Pure.
  DC 20: A cabal known as the Wizards of the Pure sought to 
  eliminate all inborn magical talent in the world.
  The cabal despised all those who came by their magic from 
  birth without study or sacrifice—they equated such gifts 
  with devilish pacts and demonic corruption.
  The Pure spoke of the dangers of uncontrolled magical 
  ability and “untrained talent”.
  In truth, the Wizards of the Pure did more than seek—they 
  sent out agents to secretly round up a sampling of sorcerers 
  and other spontaneous spellcasters.
  Across many lands, sorcerers of power large and small went 
  missing.
  The captives found themselves bound within the confines 
  of a dead zone where magic, both inborn and learned, was 
  suppressed.
  There they were housed, without explanation and without 
  hope of release.
  The Wizards of the Pure hoped that they could kill a 
  creature’s talent for sorcery if the flame was doused long 
  enough.
  All the kidnapped sorcerers served the Pure as subjects in 
  this hateful experiment.
  Fortunately for the captives, one among them, a spellscale 
  (see Races of the Dragon) named Palamandius, possessed 
  particular talent.
  In his dreams, he could almost taste again the magic that 
  once ran in his blood.
  In those dreams, he found salvation.
  Using the power of his own blood to wake and catalyze his 
  suppressed sorcery—even within the dead magic zone—he 
  blasted himself and his companions free.
  Unprepared for the escape, the Pure saw its power base 
  destroyed.
  With the insight gained while in captivity, Palamandius 
  crafted his item set, which is powered through a sacrifice of 
  blood.
  As a result, he named them the instruments of the blood gift.
  DC 25: A scattering of surviving members of the Wizards of 
  the Pure still lurk in large cities and villages.
  Now and then, one or more of them, working alone or in 
  temporary alliance, decides to murder a passing sorcerer 
  out of fear and rage over the splintering of their once-
  powerful cabal.
  DC 30: A check result of 30 or higher reveals the location of 
  another piece of the set.
  Use this to drive further adventure and direct the PCs 
  toward some location or story you would like them to 
  explore.
  COLLECTION BENEFITS
  When you wear two instruments of the blood gift, your eyes 
  take on a reddish tint and your skin becomes faintly ruddy.
  When wearing all three parts, your eyes smolder with 
  liquid fire and your skin flushes with empowered blood.
  2 Pieces: You automatically stabilize when reduced to –1 to 
  –9 hit points.
  3 Pieces: You can expend a sorcerer spell slot as a swift 
  (command) action to heal yourself of a number of points of 
  damage equal to twice the spell slot’s level.
  This ability functions three times per day.
  BANDS OF BLOOD RAGE
  Price (Item Level): 2,600 gp (7th)
  Body Slot: Arms
  Caster Level: 5th
  Aura: Faint; (DC 17) enchantment
  Activation: Swift (mental)
  Weight: 2 lb.
  These armbands are made from red gold studded with tiny rubies.
  
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  Dozens of needle-sharp spikes extend slightly from the inside of the 
  bands.
  Each time you don bands of blood rage, they deal 1 point of 
  damage to you.
  This damage can’t be healed as long as you wear these 
  armbands.
  When you activate bands of blood rage, you and any willing 
  ally within 30 feet can enter a blood rage that lasts for 5 
  rounds.
  This blood rage can’t be ended prematurely except by 
  unconsciousness or any effect that would end a rage (such 
  as a calm emotions spell).
  Unlike a barbarian’s rage, the blood rage doesn’t limit your 
  actions in any way.
  While in a blood rage, a character gains a +5 morale bonus 
  on melee weapon damage rolls.
  However, each affected creature also takes 5 points of 
  damage each round at the end of its turn as its own body 
  suffers under the strain.
  If you are a sorcerer or you have the dragonblood subtype 
  (see Races of the Dragon or Dragon Magic), you also gain a +5 
  morale bonus on damage with your arcane spells while in a 
  blood rage created by bands you wear.
  Bands of the blood rage function three times per day.
  Prerequisites: Craft Wondrous Item, rage, sorcerer or 
  dragonblood subtype, possession of a piece of the set.
  Cost to Create: 1,300 gp, 104 XP, 3 days.
  BARBS OF RETRIBUTION
  Price (Item Level): 4,500 gp (9th)
  Body Slot: Hands
  Caster Level: 7th
  Aura: Moderate; (DC 18) necromancy
  Activation: Immediate (mental)
  Weight: 1 lb.
  These barbed chains are forged of reddish metal.
  Each time you don barbs of retribution, they deal 1 point of 
  damage to you.
  This damage can’t be healed as long as you wear these 
  barbed hand wrappings.
  When you activate barbs of retribution and sacrifice a 
  sorcerer spell slot of 2nd level or higher, you can force an 
  enemy within 30 feet to reroll a saving throw that just 
  succeeded, with a penalty equal to half the level of the spell 
  sacrificed.
  This effect manifests as a stream of arcane energy flowing 
  from your hands toward the target.
  If you have the dragonblood subtype (see Races of the Dragon 
  or Dragon Magic), you can instead sacrifice your own hit 
  points when activating the barbs.
  You must sacrifice at least 5 hit points, and the rerolled save 
  is made with a penalty equal to –1 per 5 hit points 
  expended (maximum –5 for 25 hit points spent).
  This effect manifests as a stream of fiery blood flowing from 
  your hands toward the target.
  Barbs of retribution function once per day.
  Prerequisites: Craft Wondrous Item, bestow curse, sorcerer or 
  dragonblood subtype, possession of a piece of the set.
  Cost to Create: 2,250 gp, 180 XP, 5 days.
  BLOOD CLAW CHOKER
  Price (Item Level): 12,000 gp (13th)
  Body Slot: Throat
  Caster Level: 12th
  Aura: Strong; (DC 21) necromancy and transmutation
  Activation: — and swift (mental)
  Weight: —
  This unusual device appears to be some sort of amulet worn as a 
  choker necklace.
  However, sharp barbs point inward, and look capable of shredding 
  muscle and flesh.
  Each time you don a blood claw choker, it deals 1 point of 
  damage to you.
  This damage can’t be healed as long as you wear the item.
  A blood claw choker grants you a +2 enhancement bonus to 
  your Constitution score.
  This effect functions continuously.
  In addition, when you activate a blood claw choker, you 
  regain any one sorcerer spell slot that you have already used 
  today (up to a maximum of 5th level).
  The slot becomes available as if you had never cast a spell of 
  that level.
  At the time you activate it, the choker deals damage to you 
  equal to twice the level of the spell slot regained.
  This ability functions twice per day.
  Prerequisites: Craft Wondrous Item, bear’s endurance, vampiric 
  touch, possession of a piece of the set.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  RAIMENT OF THE FOUR
  The items of the raiment of the four are energized by the four 
  cornerstones of the world: earth, sky, sea, and sun.
  When you don pieces of the four, you become more 
  attuned with reality itself, even gaining a measure of 
  control over it.
  Individual items from the raiment are useful to any 
  character, and the entire set is particularly useful for druids, 
  rangers, and any other spellcasters who travel to difficult, 
  dangerous places.
  LORE
  Characters who have ranks in Knowledge (arcana) or 
  Knowledge (nature), or who have the bardic knowledge 
  ability, can research the raiment of the four to learn more 
  about these items.
  When a character succeeds on a check, the following lore is 
  revealed, including the information from lower DCs.
  DC 15: A charismatic druid named Alain made his home in 
  the village of Ra’anan.
  The village was the target of various natural disasters—
  droughts, floods, tornados, and more.
  Alain was able to fend off many of these disasters because of 
  his bond with nature.
  One night a vision came to him, instructing him in the 
  methods to create a set of magic items tied to the earth, sky, 
  sea, and sun.
  Following the instructions from his vision, Alain traveled 
  to the four corners of the world to gather the necessary 
  components for each item.
  Once constructed, the raiment of the four aided Alain in his 
  exploits, which eventually expanded beyond the small 
  village in which he was born.
  With the raiment he could travel safely through deadly 
  areas of the world, and survive once there.
  Alain traveled the worlds for the rest of his days, never 
  again returning to Ra’anan.
  
  142
  DC 20: Alain’s spirit is said to be drawn to pieces of the 
  raiment.
  If all four pieces are brought together, Alain’s spirit can 
  communicate with the wearer, imparting secrets of the 
  multiverse.
  DC 25: The orc shaman Grotarb the Sly once wore the 
  raiment of the four, but only briefly.
  The orcs of Grotarb’s tribe heard strange cries in the night 
  from the shaman’s private cavern.
  The next day, the orcs of the tribe found the drowned, 
  burned, and partly dismembered body of their shaman, but 
  no pieces of the raiment.
  It’s said to this day that Grotarb’s dark spirit is sometimes 
  drawn to those who find two or more pieces of the raiment, 
  hoping to visit upon them the same harm that the great 
  spiritual force visited upon him.
  DC 30: A check result of 30 or higher reveals the location of 
  another piece of the set.
  Use this to drive further adventure and direct the PCs 
  toward some location or story you would like them to 
  explore.
  COLLECTION BENEFITS
  Wearing multiple pieces of the raiment of the four grants you 
  an increasing number of protections derived from aspects 
  of the sky, sun, sea, and earth.
  When you wear all four parts and use a belt of the wide earth 
  to teleport, it seems as if a pillar of fire strikes down from 
  the sky to engulf you (and anyone else being transported).
  When the flame dissipates, the travelers are gone.
  2 Pieces: You gain resistance to cold 5; this stacks with any 
  similar resistances you have from your race, class, or 
  template.
  3 Pieces: You gain resistance to cold 5 and electricity 5, 
  which stacks as described above.
  4 Pieces: You gain resistance to cold 5, electricity 5, and fire 
  5, which stacks as described above.
  Once per day, you can ask four questions of the spirit of the 
  druid Alain, as the commune spell (CL 9th), but using this 
  ability negates the energy resistances granted by the 
  raiment until the next sunrise.
  BELT OF THE WIDE EARTH
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Waist
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: — and standard (mental)
  Weight: —
  Made of thick leather, this belt is covered in cracks and fissures 
  reminiscent of dry earth and fastened by a large, obsidian buckle.
  While wearing a belt of the wide earth, your carrying capacity 
  is doubled.
  This is a continuous effect and requires no activation.
  In addition, two times per day you can activate the belt and 
  sacrifice a prepared spell or spell slot of 5th level or higher 
  to use teleport (as the spell), using your own caster level or 
  that of the belt, whichever is higher.
  Prerequisites: Craft Wondrous Item, teleport, possession of a 
  piece of the set.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  GLOVES OF THE STARRY SKY
  Price (Item Level): 1,100 gp (4th)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 15) evocation
  Activation: — and standard (mental)
  Weight: —
  These supple gloves are velvet black.
  In their darkness, stars seem to swim.
  While wearing gloves of the starry sky, you emit a bright, 
  silvery radiance equivalent to a light spell.
  You can douse or renew this light with a standard (mental) 
  action.
  In addition, three times per day you can activate these 
  gloves and sacrifice a prepared spell or spell slot of 1st level 
  or higher to use magic missile (as the spell), using your own 
  caster level rather than that of the gloves.
  The missiles created by the gloves appear as a series of tiny 
  falling stars.
  Prerequisites: Craft Wondrous Item, magic missile, possession 
  of a piece of the set.
  Cost to Create: 550 gp, 44 XP, 2 days.
  GOGGLES OF THE GOLDEN SUN
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Face
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: — and standard (mental)
  Weight: —
  
  143
  The reflective gold lenses of these goggles are gripped in thick 
  midnight blue steel wrapped in leather.
  While wearing goggles of the golden sun, you are immune to 
  blindness and dazzling effects.
  This is a continuous effect and requires no activation.
  In addition, three times per day you can activate these 
  goggles and sacrifice a prepared spell or spell slot of 3rd 
  level or higher to use fireball (as the spell; Reflex DC 14 
  half), using your own caster level or that of the goggles, 
  whichever is higher.
  The fireball created by the gloves resembles a hurtling, 
  exploding comet.
  Prerequisites: Craft Wondrous Item, fireball, possession of a 
  piece of the set.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  PERIAPT OF THE SULLEN SEA
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Throat
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: — and standard (mental)
  Weight: —
  This sea-blue gem seems to shiver and flow, as a drop of seawater 
  barely able to maintain its shape.
  While wearing a periapt of the sullen sea, you can hold your 
  breath for up to 12 hours before having to make 
  Constitution checks.
  This is a continuous effect and requires no activation.
  In addition, two times per day you can activate the periapt 
  and sacrifice a prepared spell or spell slot of 4th level or 
  higher to use freedom of movement (as the spell), using your 
  own caster level or that of the periapt, whichever is higher.
  Prerequisites: Craft Wondrous Item, freedom of movement, 
  possession of a piece of the set.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  RAIMENT OF THE STORMWALKER
  To wear the raiment of the stormwalker is to become the 
  storm.
  With it, you can travel on the thunderclouds and strike at 
  foes like lightning.
  Cloaked in clouds, booming like thunder, and crackling 
  with electricity, you become a tempest.
  The raiment of the stormwalker works best in the hands of a 
  monk, druid, or other character who enters melee but 
  prefers not to wear armor.
  In particular, a druid should consider the items of this set, 
  as its powers are available while in wild shape.
  However, a character of any class should consider 
  collecting at least two pieces of the set to gain some of the 
  raiment’s lesser collection benefits and the abilities of the 
  desired items.
  LORE
  Characters who have ranks in Knowledge (arcana) or 
  Knowledge (nature), or who have the bardic knowledge 
  ability, can research the raiment of the stormwalker to learn 
  more about these items.
  When a character succeeds on a check, the following lore is 
  revealed, including the information from lower DCs.
  DC 15: The first Stormwalker was a half-orc druid.
  Unwelcome in the societies of both parents, he learned to 
  live in the wilderness.
  The seasons were his teachers, and the beasts his family.
  The half-orc brought the rains to wash away his father’s 
  village and a lightning strike to consume his mother’s 
  home.
  Then he took the storm as his symbol and came to be 
  known as the Stormwalker.
  He crafted the first raiment of the stormwalker for himself, 
  and since his death, the secrets of its creation and the title 
  of Stormwalker have been passed on to others.
  DC 20: The first Stormwalker was killed by his half-sister in 
  revenge for his deadly attack on their human mother’s 
  home.
  She was killed out of vengeance as well, dying at the hands 
  of the Stormwalker’s orc father, who desired the power of 
  his son’s creations.
  The secrets of the raiment thus passed into the possession 
  of both orcs and humans, and now druids of both races 
  claim the Stormwalker title, crafting items with the same 
  name.
  DC 25: An inescapable vortex of vengeance seems to follow 
  those who wear the whole raiment.
  No curse can be detected on the items, but putting on the 
  whole raiment and becoming one of the Stormwalkers 
  always seems a harbinger of trouble to come.
  Old enemies return and the wearer soon finds that once-
  fast friends become foes.
  DC 30: A check result of 30 or higher reveals the location of 
  another piece of the set.
  Use this to drive further adventure and direct the PCs 
  toward some location or story you would like them to 
  explore.
  COLLECTION BENEFITS
  Wearing multiple pieces of the raiment of the stormwalker 
  gives you the power to create clouds, call down electricity 
  from the sky, and laugh off lightning strikes.
  When you wear the entire raiment of the stormwalker, the 
  robe of thunder flashes with lightning that crackles across the 
  other parts of the raiment.
  All the collection benefits of the raiment function normally 
  for and can be activated by a druid while in wild shape, 
  even if the items have melded with her form and would 
  otherwise be considered nonfunctional.
  2 Pieces: You can use obscuring mist (CL 5th) as a standard 
  (mental) action three times per day.
  3 Pieces: You can use call lightning (CL 5th) as a standard 
  (mental action) once per day.
  4 Pieces: You take only half damage from electricity.
  If such an attack allows a save for half damage, you instead 
  take no damage on a successful save.
  
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  BRACERS OF LIGHTNING
  Price (Item Level): 11,000 gp (13th)
  Body Slot: Arms
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: Swift (mental)
  Weight: 1 lb.
  Each of these wide, faintly glowing bracers is made of four thin, 
  rectangular quartz crystals joined by narrow silver bands.
  A set of bracers of lightning allows you to charge your melee 
  and ranged weapon attacks with electricity.
  When you activate the bracers, they visibly crackle with 
  electricity for 1 round.
  During this time, your melee and ranged attacks gain the 
  shock property (DMG 225).
  Even your melee touch attacks deal this extra electricity 
  damage.
  A druid can activate this item while in wild shape.
  Prerequisites: Craft Wondrous Item, call lightning, possession 
  of a piece of the set.
  Cost to Create: 5,500 gp, 440 XP, 11 days.
  CLOUDWALKER ANKLETS
  Price (Item Level): 50,000 gp (18th)
  Body Slot: Feet
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: —
  Designed to go around the wearer’s ankles, each of these bands 
  consists of two half-circles of carved quartz joined by a silver hinge 
  and clasp.
  Cloudwalker anklets allow you to move through the air as if 
  affected by an air walk spell.
  A druid benefits from wearing this item even while in wild 
  shape.
  Prerequisites: Craft Wondrous Item, air walk, possession of a 
  piece of the set.
  Cost to Create: 25,000 gp, 2,000 XP, 50 days .
  ROBE OF THUNDER
  Price (Item Level): 38,000 gp (17th)
  Body Slot: Body
  Caster Level: 13th
  Aura: Strong; (DC 21) transmutation
  Activation: — or standard (mental)
  Weight: 1 lb.
  This silk robe roils with the colors of storm clouds, constantly 
  shifting in shade and hue.
  While you wear a robe of thunder, you take only half damage 
  from sonic attacks.
  If such an attack allows a save for half damage, you instead 
  take no damage with a successful save.
  This is a continuous effect and requires no activation.
  When activated, a robe of thunder surrounds you in an 
  invisible, faintly rumbling aura of thunder that lasts for 5 
  rounds (Listen DC 10 to hear the aura).
  This aura deals 2d6 points of sonic damage to any creature 
  striking you with a natural attack or nonreach melee 
  weapon.
  This ability functions three times per day.
  A druid benefits from wearing this item and can activate it 
  even while in wild shape.
  Prerequisites: Craft Wondrous Item, control weather, 
  possession of a piece of the set.
  Cost to Create: 19,000 gp, 1,520 XP, 38 days.
  REGALIA OF THE HERO
  The three pieces of the regalia of the hero are excellent tools 
  for inspiring trust in others.
  The trappings aid their wearer by enabling him to aid 
  others.
  Through mere desire, the wearer can inspire trust and 
  greatness, and pull victory from seemingly insurmountable 
  odds.
  The regalia of the hero is useful for a bard or a marshal (MH 
  11), or anyone who wants to motivate allies (or oneself) to 
  greater heights of ability and increase his chance of success.
  LORE
  Characters who have ranks in Knowledge (arcana), or who 
  have the bardic knowledge ability, can research the regalia 
  of the hero to learn more about these items.
  When a character succeeds on a check, the following lore is 
  revealed, including the information from lower DCs.
  DC 15: The three items of this set belonged to a courageous 
  soldier named Reynard.
  He sacrificed his life to allow his fellow soldiers to escape 
  from an army of orcs.
  Many believe that his sacrifice empowered the regalia, 
  allowing them to inspire future generations.
  DC 20: Bards fondly recall in song and prose the Coalition 
  of the Bulwark, whose brave sacrifices enabled the defeat of 
  a great orc invasion.
  One of the great heroes of the war was a young soldier 
  named Reynard Ellison.
  Reynard served as an elite scout for the army, but his best 
  talents lay elsewhere.
  His songs were electrifying, his words calmed fears, and his 
  very presence in combat seemed to steady the hands of his 
  allies on their weapons.
  During the war, Reynard conducted a raid into the heart of 
  the orcs’ offense.
  
  145
  The raid successfully discovered the orc’s plans and codes, 
  but before the raiders could retreat, the creatures mounted 
  a fierce counterattack.
  Reynard fought in the rear guard as they retreated, his 
  encouraging shouts and skill with his blade allowing his 
  fellow soldiers to escape.
  Reynard, however, failed to return through the breach.
  While holding off the enemy, he was slain by the throng of 
  orcs.
  The pilfered plans and codes allowed the Coalition of the 
  Bulwark to finally thwart the invasion.
  In the aftermath, some of Reynard’s items were recovered, 
  including his helm, horn, and badge.
  The intensity of Coalition members’ thankfulness and 
  remorse over Reynard’s loss is said to have directly 
  transfigured the items, creating the item set now called the 
  regalia of the hero.
  DC 25: The Coalition of the Bulwark persists yet, always 
  vigilant to the possibility of another great orc invasion into 
  civilized lands.
  The Coalition seeks accomplished spies and adventurers to 
  supplement their own patrols.
  They occasionally send such groups into orc-infested 
  wilderness to monitor the orcs and gauge the probability of 
  a new leader arising who could pull their disparate tribes 
  together.
  Anyone applying at the Fortress of the Bulwark could be 
  assigned such a mission, as well as given aid and assistance 
  in the fulfillment of that mission.
  DC 30: A check result of 30 or higher reveals the location of 
  another piece of the set.
  Use this to drive further adventure and direct the PCs 
  toward some location or story you would like them to 
  explore.
  COLLECTION BENEFITS
  Wearing multiple parts of the regalia of the hero awakens 
  your ability to inspire and command others.
  When you wear two items, your eyes sparkle with the 
  clarity of conviction, and your posture straightens with 
  confidence.
  When you sound a horn of resilience while wearing the other 
  two pieces, all three items flash with gold light, like the 
  promise of sunrise chasing away night’s dreary doubts.
  2 Pieces: You can grant a single ally within 30 feet (other 
  than yourself) a +5 insight bonus on a single attack, save, or 
  skill check as an immediate (command) action.
  This ability functions once per day.
  3 Pieces: You use a standard (command) action to grant a 
  single ally within 30 feet (other than you) an extra move 
  action, taken immediately.
  (If you have the marshal’s grant move action class feature, 
  this benefit instead affects all allies within 30 feet of you).
  This ability functions once per day.
  BADGE OF VALOR
  Price (Item Level): 1,400 gp (5th)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Moderate; (DC 17) abjuration
  Activation: Immediate (mental)
  Weight: —
  This badge is stamped with the image of an impenetrable fortress 
  over which shines a golden sun.
  When you activate a badge of valor, you and all allies within 
  60 feet gain a +2 bonus on the next save you or they make 
  against a charm or fear effect before the start of your next 
  turn.
  If you have the bardic music ability to inspire courage, you 
  can activate a badge of valor to increase the bonus granted by 
  that ability by 1 for the duration of its effect.
  A badge of valor functions three times per day.
  Prerequisites: Craft Wondrous Item, remove fear, possession of 
  a piece of the set.
  Cost to Create: 700 gp, 56 XP, 2 days.
  HELM OF TACTICS
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Head
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: Swift (mental)
  Weight: 1 lb.
  This metallic helm is forged of a gray, strangely swirled iron alloy.
  When you activate a helm of tactics, you and all allies within 
  60 feet gain a +2 bonus on melee weapon damage rolls 
  against enemies that you or they are flanking.
  This benefit lasts for 10 rounds, but allies who move more 
  than 60 feet from you lose the benefit until they return 
  within the area.
  If you are a marshal, you can activate a helm of tactics to 
  increase the effect of your minor aura by 1.
  This effect lasts for 10 rounds.
  A helm of tactics functions three times per day.
  Prerequisites: Craft Wondrous Item, fox’s cunning, possession 
  of a piece of the set.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  HORN OF RESILIENCE
  Price (Item Level): 5,000 gp (9th)
  
  146
  Body Slot: — (held)
  Caster Level: 8th
  Aura: Moderate; (DC 19) enchantment
  Activation: Standard (manipulated)
  Weight: —
  This bone horn is banded with a golden-hued iron alloy.
  The image of an idealized fortress is scribed deeply in the horn’s 
  side.
  When you activate a horn of resilience, you and all allies 
  within 30 feet gain damage reduction 5/—.
  This benefit lasts for 5 rounds, but allies who move more 
  than 30 feet from you lose the benefit until they return 
  within the area.
  If you are a marshal, you can activate a horn of resilience to 
  increase the effect of your major aura by 1.
  This effect lasts for 5 rounds.
  If you have the bardic music ability to inspire greatness, 
  you can activate a horn of resilience to grant the target of that 
  ability an extra 50 temporary hit points.
  These hit points last until depleted or the duration of your 
  inspire greatness ability ends, and they don’t stack with any 
  other source of temporary hit points.
  A horn of resilience functions two times per day.
  Prerequisites: Craft Wondrous Item, heroism, possession of a 
  piece of the set.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  REGALIA OF THE PHOENIX
  Worn by royalty and borne by conquerors, the regalia of the 
  phoenix has no equal among the magic crafted by humans or 
  elves.
  Individually, the pieces that make up the regalia are magic 
  items of stunning beauty and reasonable power, but 
  together they make you a commanding figure of flames, 
  lending you the regal authority of the regalia’s namesake 
  and allowing you to stave off death time and again.
  The regalia of the phoenix can be used to good effect by many 
  characters, but sorcerers and warlocks (CAr 5) find it most 
  useful.
  Both kinds of characters rely on Charisma and can wield 
  the talon scepter, a simple weapon.
  Remember that you can use the rules in Chapter 6 to 
  increase the benefit the items grant, so the +2 to Charisma 
  granted by a crown of flames could become +4 or higher.
  If you are a warlock or sorcerer who has a phoenix cloak, 
  consider replacing any invocation or spell that grants you 
  the ability to fly; you will benefit more from the item and 
  the versatility of having access to a different effect that you 
  can bring to bear on your foes.
  LORE
  Characters who have ranks in Knowledge (arcana), or who 
  have the bardic knowledge ability, can research the regalia 
  of the phoenix to learn more about these items.
  When a character succeeds on a check, the following lore is 
  revealed, including the information from lower DCs.
  DC 15: The regalia of the phoenix sears its story into the mind 
  of every ambitious noble who hears it.
  It made its first fiery appearance in the possession of the 
  Phoenix Queen, a sorcerer of tremendous power who took 
  the throne of a long-forgotten kingdom by force.
  Because the Phoenix Queen possessed all the elements of 
  the regalia, she could not be defeated, and anyone who rose 
  against her was burnt to a cinder.
  After years of her vicious rule, a lover tricked her into 
  removing her mask, pleading with her to see her face.
  When she pulled the mask away, revealing a face of cold 
  beauty untouched by remorse or sorrow, assassins rose 
  from the shadows, and she fell beneath their many blades.
  DC 20: After the assassins killed the Phoenix Queen, they 
  quarreled over the regalia.
  Only four survived, each taking a single piece.
  Fearing attempts by the others to steal their pieces, they 
  fled the kingdom, spreading knowledge of the regalia of the 
  phoenix to foreign lands.
  DC 25: The forgotten kingdom of legend was an elf empire, 
  and some say that the Phoenix Queen’s lover also survived 
  the assassin’s quarrel.
  According to some, the lover was true to his pitiless 
  mistress, and the assassins tricked him into asking the 
  queen to remove her mask.
  Rumors persist that this elf lives still, clutching to life 
  despite his extreme age and the call of his ancestors, 
  hanging on with the inhuman strength that only a thirst for 
  vengeance can give.
  It’s said he seeks any who would dare profit from the 
  assassins’ foul deed by using any piece of the regalia or its 
  copies.
  When he finds them, he snuffs out their lives as calmly as 
  one might blow out a candle.
  DC 30: A check result of 30 or higher reveals the location of 
  another piece of the set.
  Use this to drive further adventure and direct the PCs 
  toward some location or story you would like them to 
  explore.
  COLLECTION BENEFITS
  Wearing parts of the regalia of the phoenix grants its owner 
  protection from fire and even the immunity to flames that 
  the legendary phoenixes enjoy.
  When a creature wears all the pieces of the regalia of the 
  phoenix and wields the talon scepter, all the items appear to 
  transform into pure fire, and the phoenix cloak takes on the 
  shape of fiery wings.
  Should the user of the whole regalia fall in battle, her body 
  seems to be consumed by that fire and then remade, whole 
  and hale again, in a burst of ruby-colored light.
  2 Pieces: When you are dealt fire damage, the set 
  automatically provides you with resistance to fire 5 against 
  that attack only.
  This ability functions five times per day.
  3 Pieces: When you are dealt fire damage, the set 
  automatically provides you with immunity to fire against 
  that attack only.
  This ability functions five times per day.
  Only after all five uses of this power are expended does the 
  set’s resistance to fire collection benefit (see above) 
  function.
  4 Pieces: The regalia automatically produces a heal effect (CL 
  11th) on you if you are reduced to 0 to –9 hit points.
  This ability functions once per day.
  
  147
  CROWN OF FLAMES
  Price (Item Level): 8,500 gp (12th)
  Body Slot: Head
  Caster Level: 8th
  Aura: Moderate; (DC 19) transmutation
  Activation: — or immediate (mental)
  Weight: —
  The tines of this gem-encrusted crown are twisted and sharp, like a 
  ring of flames frozen in gold.
  A crown of flames continuously grants you a +2 enhancement 
  bonus to Charisma.
  In addition, once per day, it can be activated to surround 
  you in a sheath of red flames that functions like a fire shield 
  spell (warm only) lasting for 5 rounds.
  Prerequisites: Craft Wondrous Item, eagle’s splendor, fire shield, 
  possession of a piece of the set.
  Cost to Create: 4,250 gp, 340 XP, 9 days.
  PHOENIX CLOAK
  Price (Item Level): 50,000 gp (18th)
  Body Slot: Shoulders
  Caster Level: 10th
  Aura: Moderate; (DC 20) transmutation
  Activation: —
  Weight: 1 lb.
  This cloak is made of incredibly fine gold chain.
  Its exterior is covered in paper-thin feathers of solid gold and 
  strewn with tiny rubies.
  Despite its material, it feels almost as light as cloth and flows on 
  the wind like silk.
  A phoenix cloak grants you a fly speed equal to your land 
  speed, with perfect maneuverability.
  Prerequisites: Craft Wondrous Item, fly, possession of a piece 
  of the set.
  Cost to Create: 25,000 gp, 2,000 XP, 50 days.
  RAPTOR’S MASK
  Price (Item Level): 3,500 gp (8th)
  Body Slot: Face
  Caster Level: 5th
  Aura: Faint; (DC 17) divination
  Activation: —
  Weight: —
  This golden half-mask has a large, sharp beak like that of an eagle 
  and feathery flanges of gold that sweep away from the eyes.
  Each eyehole is covered by a large ruby that gleams with an inner 
  light.
  A raptor’s mask grants you a +5 bonus on Spot checks and 
  renders you immune to effects that would leave you 
  blinded or dazzled.
  Prerequisites: Craft Wondrous Item, clairaudience/clairvoyance, 
  glitterdust, possession of a piece of the set.
  Cost to Create: 1,750 gp, 140 XP, 4 days.
  TALON SCEPTER
  Price (Item Level): 10,305 gp (13th)
  Body Slot: — (held)
  Caster Level: 10th
  Aura: Moderate; (DC 20) evocation
  Activation: — or swift (mental)
  Weight: 4 lb.
  The head of this golden scepter is wrought in the shape of an eagle’s 
  claw.
  The talons seem to be made of rubies, and a flame motif adorns the 
  entire length of the item.
  A talon scepter functions as a +1 flaming light mace.
  In addition, you can activate the scepter to create a ruby-
  colored ray that extends up to 30 feet.
  This requires a ranged touch attack and deals 1d6 points of 
  fire damage.
  Prerequisites: Craft Magic Arms and Armor, flame blade, flame 
  strike, or fireball, possession of a piece of the set.
  Cost to Create: 5,000 gp (plus 305 gp for masterwork light 
  mace), 400 XP, 10 days.
  SEVEN VEILS
  Bright and diaphanous, the seven veils are magic made 
  physical.
  Split from light by a god and sown onto the world like 
  seeds, the veils represent the promise of power for wizards 
  and other spellcasters.
  Wizards get the most benefit from the seven veils.
  Although any arcane spellcaster might benefit from some 
  or all of the veils—and would appreciate the versatility 
  granted by wearing the entire set together—a wizard 
  typically has the greater variety of spells necessary to put 
  the veils to best use.
  Each of the seven veils corresponds to one of the colors that 
  signify the various effects of a prismatic spell, such as 
  prismatic eye (SC 161), prismatic mist (PH2 121), prismatic ray 
  (SC 162), prismatic spray, and prismatic wall.
  LORE
  Characters who have ranks in Knowledge (arcana), or who 
  have the bardic knowledge ability, can research the seven 
  veils to learn more about these items.
  When a character succeeds on a check, the following lore is 
  revealed, including the information from lower DCs.
  DC 15: It’s said the first seven veils were drawn from a 
  rainbow by Boccob himself.
  The Lord of All Magics then let the veils fall to the earth, 
  each fluttering down to a particular wizard.
  
  148
  The seven veils correspond to the seven colors of the 
  rainbow and the seven colors created by spells such as 
  prismatic wall.
  Each veil grants an ability modeled after the effect of a 
  color of a prismatic spell.
  Each veil also guards its wearer from that color’s effect if 
  she is the subject of a prismatic spell.
  DC 20: Three of the wizards who received one of the seven 
  veils decided to craft their own sets, but four of them chose 
  instead to try to claim the six veils Boccob gave the others.
  A series of battles ensued, and in the end two wizards 
  possessed complete sets while the rest lay dead.
  The extra pieces that had been created were left unclaimed, 
  and so they fell into the hands of others.
  DC 25: The two wizards who managed to claim full sets 
  both became liches.
  This turn of events is considered a coincidence by most, but 
  some wonder if wearing all seven veils might somehow 
  induce this state.
  Those who concern themselves with such things wonder if 
  Boccob truly created them, or if perhaps Wee Jas crafted 
  them for some purpose of her own.
  Both deities remain silent on the matter, and no one else is 
  known to have worn a full set.
  DC 30: A check result of 30 or higher reveals the location of 
  another piece of the set.
  Use this to drive further adventure and direct the PCs 
  toward some location or story you would like them to 
  explore.
  COLLECTION BENEFITS
  The veils are potent items that improve your magical 
  versatility, giving you the resources to overcome any 
  obstacle.
  Wearing multiple veils improves your magical skill and 
  focus, grants you resistance to some types of energy 
  damage, and eventually allows you to treat the veils as a 
  potent runestaff.
  3 Pieces: You gain a +2 competence bonus on 
  Concentration, Knowledge (arcana), and Spellcraft checks.
  5 Pieces: You gain resistance 5 to acid, electricity, and fire.
  7 Pieces: You can use the seven veils like a runestaff (see 
  page 223) to cast cone of cold, daylight, disintegrate, dispel magic, 
  gust of wind, magic missile, and passwall each once per day by 
  spending your own arcane spell slots of equal or higher 
  level.
  BURNING VEIL
  Price (Item Level): 1,000 gp (4th)
  Body Slot: Head
  Caster Level: 3rd
  Aura: Faint; (DC 16) evocation
  Activation: — and swift (mental)
  Weight: —
  This silky red veil is laced with garnets.
  It is meant to be pinned to the hair above the ears or tied about the 
  head like a bandana.
  Wearing a burning veil gives you immunity to the red effect 
  of any prismatic spell.
  This is a continuous effect and requires no activation.
  When you activate a burning veil, it deals 1d6 points of fire 
  damage to a single creature that has already taken fire 
  damage from an arcane spell you cast in this round.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, burning hands, 
  possession of a piece of the set.
  Cost to Create: 500 gp, 40 XP, 1 day.
  CAUSTIC VEIL
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Waist
  Caster Level: 3rd
  Aura: Faint; (DC 16) conjuration
  Activation: — and swift (mental)
  Weight: —
  
  149
  This orange silk veil can be worn as a sash, a belt, or a short skirt 
  knotted at one hip.
  Wearing a caustic veil gives you immunity to the orange 
  effect of any prismatic spell.
  This is a continuous effect and requires no activation.
  When you activate a caustic veil, it deals 2d6 points of acid 
  damage to a single creature that has already taken acid 
  damage from an arcane spell you cast in this round.
  This functions three times per day.
  Prerequisites: Craft Wondrous Item, Melf’s acid arrow, 
  possession of a piece of the set.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  SERPENT VEIL
  Price (Item Level): 16,000 gp (14th)
  Body Slot: Throat
  Caster Level: 11th
  Aura: Moderate; (DC 20) necromancy
  Activation: — and swift (mental)
  Weight: —
  Green reticulation covers this veil, and emerald serpent heads 
  weight the corners.
  Wearing a serpent veil gives you immunity to the green 
  effect of any prismatic spell.
  This is a continuous effect and requires no activation.
  When you activate a serpent veil, it poisons a single creature 
  affected by an arcane melee touch spell you cast previously 
  in this round.
  The initial and secondary damage of the poison is 5d10 
  points of damage (Fort DC 20 negates).
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, circle of death, possession 
  of a piece of the set.
  Cost to Create: 8,000 gp, 640 XP, 16 days.
  TURQUOISE VEIL
  Price (Item Level): 22,000 gp (15th)
  Body Slot: Face
  Caster Level: 11th
  Aura: Moderate; (DC 20) transmutation
  Activation: — and swift (mental)
  Weight: —
  Waves of aquamarine and turquoise ripple in the gauzy fabric of 
  this finely crafted veil meant to be worn over the eyes.
  Wearing a turquoise veil gives you immunity to the blue 
  effect of any prismatic spell.
  This is a continuous effect and requires no activation.
  When you activate a turquoise veil, it turns to stone (as the 
  flesh to stone spell) a single creature within 30 feet that failed 
  a save against an arcane transmutation spell you cast in this 
  round (Fort DC 20 negates).
  This ability functions once per day.
  A turquoise veil can be worn concurrently with a veil of 
  whispers, but not with any other item for the face slot.
  Prerequisites: Craft Wondrous Item, flesh to stone, possession 
  of a piece of the set.
  Cost to Create: 11,000 gp, 880 XP, 22 days.
  VEIL OF DOORS
  Price (Item Level): 11,000 gp (13th)
  Body Slot: Shoulders
  Caster Level: 9th
  Aura: Moderate; (DC 19) abjuration
  Activation: — and swift (mental)
  Weight: —
  Dark purple like a day-old bruise, this veil is far heavier than any 
  gauze of silk should be.
  Wearing a veil of doors gives you immunity to the violet 
  effect of any prismatic spell.
  This is a continuous effect and requires no activation.
  When you activate a veil of doors, it magically dismisses (as 
  the dismissal spell; Will DC 27 minus creature’s HD 
  negates) a single extraplanar creature within 30 feet of you 
  that was damaged in this round by a creature you 
  summoned or called with an arcane conjuration spell.
  This ability functions two times per day.
  Prerequisites: Craft Wondrous Item, dismissal, possession of a 
  piece of the set.
  Cost to Create: 5,500 gp, 440 XP, 11 days.
  VEIL OF STORMS
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Torso
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: — and swift (mental)
  Weight: —
  This tapestrylike veil is the color of a pastoral sunrise.
  Wearing a veil of storms gives you immunity to the yellow 
  effect of any prismatic spell.
  This is a continuous effect and requires no activation.
  When you activate a veil of storms, it darkens in color to that 
  of an angry storm with leaden clouds marked by white-gold 
  lightning.
  It deals 4d6 points of electricity damage to a single creature 
  that has already taken electricity damage from an arcane 
  spell you cast in this round.
  This effect functions three times per day.
  Prerequisites: Craft Wondrous Item, lightning bolt, possession 
  of a piece of the set.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  VEIL OF WHISPERS
  Price (Item Level): 7,000 gp (11th)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) enchantment
  Activation: — and swift (mental)
  Weight: —
  This thin mesh veil is scarcely more than a cloud of indigo mist.
  Wearing a veil of whispers gives you immunity to the indigo 
  effect of any prismatic spell.
  This is a continuous effect and requires no activation.
  When you activate a veil of whispers, it renders confused a 
  single creature within 30 feet that failed its save against an 
  arcane enchantment spell you cast in this round (Will DC 
  20 negates).
  This effect lasts for 2 rounds and functions three times per 
  day.
  A veil of whispers can be worn concurrently with a turquoise 
  veil, but not with any other item for the face slot.
  Prerequisites: Craft Wondrous Item, confusion, possession of a 
  piece of the set.
  Cost to Create: 3,500 gp, 280 XP, 7 days.
  
  150
  VESTMENTS OF DIVINITY
  The vestments of divinity are a set of hallowed items that 
  allow you to deny sin, wage war against evil, and put an end 
  to malevolence wherever it is found.
  The vestments of divinity are most useful if you are a good-
  aligned cleric or a paladin, since they enhance your divine 
  abilities to combat evil and destroy undead.
  However, any character can appreciate the benefits of at 
  least some of the items in this set.
  LORE
  Characters who have ranks in Knowledge (arcana) or 
  Knowledge (religion), or who have the bardic knowledge 
  ability, can research the vestments of divinity to learn more 
  about these items.
  When a character succeeds on a check, the following lore is 
  revealed, including the information from lower DCs.
  DC 15: The vestments of divinity were revealed to a holy man 
  named Reesh N’Faeren in a vision.
  He spent years tracking down each sacred relic until he 
  gathered them all.
  DC 20: When Reesh N’Faeren was a child, his village was 
  terrorized by flail-wielding cultists calling themselves the 
  Heralds of Hell.
  The cult was eventually driven off, but not before Reesh’s 
  family was taken from him.
  Reesh was spared, but he grew into an adult with an 
  unflinching hatred of all those unaligned with his own 
  sense of righteousness.
  His purity of purpose was given expression in the temple 
  where he began training as a cleric.
  One night, while still an acolyte, Reesh received a vision, 
  imparting to him vague knowledge concerning the location 
  of five sacred relics.
  He was given to understand that if he gathered all the items 
  together, he could use them to destroy the Heralds of Hell.
  Reesh spent years adventuring, following treasure maps, 
  tracking leads, and following up clues, until he finally 
  located all the items his vision had shown him years before.
  With these vestments, Reesh set out to fulfill the 
  penultimate quest of his life.
  Whether he succeeded or ultimately failed, history does 
  not record.
  DC 25: A group of destruction worshipers called the 
  Heralds of Hell has cells in several large cities.
  The Heralds utilize both devils and undead in their 
  destructive rites.
  Some time back, several of their cells were eradicated by a 
  holy vigilante.
  It’s unclear whether this vigilante was Reesh N’Faeren 
  himself, or someone to whom Reesh passed along his 
  vestments.
  Ultimately, a few cells escaped destruction, and the 
  vigilante disappeared.
  It is whispered that he was killed in a conflict with the cult, 
  and that the cells of the Heralds that remained each took 
  one of the vestments, hoping to ensure that no one could 
  gather them all together again.
  DC 30: A check result of 30 or higher reveals the location of 
  another piece of the set.
  Use this to drive further adventure and direct the PCs 
  toward some location or story you would like them to 
  explore.
  COLLECTION BENEFITS
  Wearing the vestments of divinity grants you powers that 
  bolster your ability to battle evil creatures, from a stronger 
  resolve against their attacks to a stronger resistance against 
  their machinations.
  With each new item added, you gain additional divine 
  confidence.
  When all five pieces are worn together, your body takes on 
  a silvery sheen, and your eyes become the color of glowing 
  aquamarine.
  2 Pieces: You gain a +1 sacred bonus on saves against effects 
  created by evil creatures.
  5 Pieces: Your melee attacks deal an extra 1d6 points of 
  damage to evil creatures.
  BADGE OF GLORY
  Price (Item Level): 3,400 gp (8th)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (command)
  Weight: 1 lb.
  This ornate platinum badge is set with two large cabochon 
  aquamarines.
  When you activate a badge of glory, the next melee attack you 
  make on the same turn against an evil creature deals an 
  extra 1 point of damage per two character levels.
  A badge of glory functions two times per day.
  If you have the smite evil class feature, the extra damage 
  granted by a badge of glory is instead equal to that granted by 
  your smite evil ability (or 1 point per two levels, whichever 
  is greater).
  Prerequisites: Craft Wondrous Item, ability to smite evil, 
  possession of a piece of the set.
  Cost to Create: 1,700 gp, 136 XP, 4 days.
  
  151
  CORD OF FAVOR
  Price (Item Level): 3,000 gp (7th)
  Body Slot: Waist
  Caster Level: 6th
  Aura: Moderate; (DC 18) evocation
  Activation: — and standard (command)
  Weight: 1 lb.
  This silver cord is worn about the body as a belt.
  A cord of favor grants you a +5 competence bonus on Sense 
  Motive checks.
  This is a continuous effect and requires no activation.
  In addition, three times per day you can activate the cord 
  and sacrifice a prepared divine spell or divine spell slot of 
  1st level or higher to use divine favor (as the spell), using 
  your own caster level or that of the cord, whichever is 
  higher.
  Prerequisites: Craft Wondrous Item, divine favor, possession 
  of a piece of the set.
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  EPHOD OF AUTHORITY
  Price (Item Level): 800 gp (3rd)
  Body Slot: Torso
  Caster Level: 5th
  Aura: Faint; (DC 17) necromancy
  Activation: —
  Weight: 2 lb.
  This silver vestment is set with a circle of nine semiprecious 
  gemstones surrounding a raised, silver hemisphere.
  While wearing an ephod of authority, your effective cleric 
  level is treated as one higher than your actual level for the 
  purpose of turning (but not rebuking or commanding) 
  undead.
  Prerequisites: Craft Wondrous Item, turn undead, possession 
  of a piece of the set.
  Cost to Create: 400 gp, 32 XP, 1 day.
  LENSES OF REVELATION
  Price (Item Level): 1,400 gp (5th)
  Body Slot: Face
  Caster Level: 5th
  Aura: Faint; (DC 17) divination
  Activation: Standard (mental)
  Weight: —
  These two small, concave glass discs have a translucent silver sheen 
  to them.
  You can activate lenses of revelation to perceive the true 
  nature of any creature in sight.
  Activating the lenses creates a faint aura for 1 round around 
  the target creature (visible only to you) of a particular color 
  based on its nature:
  Evil Outsider: Red.
  Undead: Bone-white.
  Any Other: Green.
  Any effect that would defeat a detect evil spell or effect also 
  masks a creature from lenses of revelation.
  Prerequisites: Craft Wondrous Item, augury, possession of a 
  piece of the set.
  Cost to Create: 700 gp, 56 XP, 2 days.
  PHYLACTERY OF VIRTUE
  Price (Item Level): 6,500 gp (10th)
  Body Slot: Head
  Caster Level: 7th
  Aura: Moderate; (DC 18) necromancy
  Activation: — and standard (command)
  Weight: —
  This small black leather box attaches to two leather straps worn 
  around the brow.
  Inside the box is a parchment of sacred prayers.
  A phylactery of virtue allows you to better resist the life-
  draining powers wielded by minions of undeath.
  You gain a +2 morale bonus on saves against energy drain, 
  death effects, and negative energy effects (such as inflict 
  spells or chill touch).
  This is a continuous effect and requires no activation.
  In addition, two times per day you can activate the 
  phylactery and sacrifice a prepared divine spell or divine 
  spell slot of 4th level or higher to use death ward (as the 
  spell), using your own caster level or that of the phylactery, 
  whichever is higher.
  Prerequisites: Craft Wondrous Item, death ward, possession of 
  a piece of the set.
  Cost to Create: 3,250 gp, 260 XP, 7 days.
  WRAITH’S WOE
  The items that make up the wraith’s woe live up to the name, 
  making you a deadly enemy both to spirits and the walking 
  dead.
  However, although they were constructed to battle undead, 
  the items in the set are useful in encounters with a variety 
  of creatures, both living and unliving.
  Wizards, sorcerers, and other spellcasters who have poor 
  Fortitude saves likely benefit from this set the most, since 
  they are in more danger from the necromantic powers 
  typically possessed by undead.
  Also, level drain reduces a spellcaster’s effectiveness 
  dramatically, whereas a fighter or other character focused 
  on physical attacks can likely still get by even with the 
  penalties of negative levels.
  Finally, gauntlets of ghost fighting offer a rare opportunity for 
  spellcasters to affect incorporeal foes normally.
  A set of the wraith’s woe makes a good investment for any 
  character preparing to face undead.
  The relatively low prices of the items make purchasing 
  particular pieces an option even for a low-level party.
  You might consider having a few characters purchase the 
  different pieces of wraith’s woe and then having the PC who 
  suffers the most from the attacks of undead put on all the 
  items to restore ability damage and drain.
  LORE
  Characters who have ranks in Knowledge (arcana) or 
  Knowledge (religion), or who have the bardic knowledge 
  ability, can research the wraith’s woe to learn more about 
  these items.
  When a character succeeds on a check, the following lore is 
  revealed, including the information from lower DCs.
  DC 15: The first example of this set was created over a 
  century ago by a human mystic theurge who devoted 
  herself to hunting undead after her family was slain by 
  wraiths.
  
  152
  This mystic theurge founded a holy order devoted to 
  battling undead and created sets of the wraith’s woe for 
  those who joined her quest.
  Members of this order had to earn items from these sets by 
  slaying a sufficient number of undead while also adhering 
  to the order’s ideals of bravery, self-sacrifice, and 
  compassion for innocent mortals.
  DC 20: The order, known as the Blades Against Death, still 
  exists.
  Composed mainly of paladins and clerics, the order 
  sponsors adventurers of every stripe in quests against 
  undead.
  Adventurers who perform well are often offered 
  membership in the organization and granted pieces of the 
  wraith’s woe, much as the order’s founder rewarded the 
  original members.
  Being a member has other benefits, since Blades Against 
  Death has decades of experience confronting undead, and 
  its members have learned much during that time that can 
  aid those who share their cause.
  DC 25: High-ranking members of the Blades Against Death 
  have been heard to speak of the order’s founder as though 
  she still lives and speaks to them.
  If it’s true, she must be undead herself, for no human could 
  live so long.
  Those who openly suggest this possibility are labeled
  blasphemers by the Blades Against Death and exiled from 
  the order.
  Such individuals are then never seen again, leading some to 
  think that the Blades Against Death is capturing or killing 
  these ex-members.
  Of course, to suggest such or question the order about how 
  it handles blasphemers causes a member to be labeled a 
  blasphemer, a fate all members take great pains to avoid.
  DC 30: A check result of 30 or higher reveals the location of 
  another piece of the set.
  Use this to drive further adventure and direct the PCs 
  toward some location or story you would like them to 
  explore.
  COLLECTION BENEFITS
  Wearing two pieces of the wraith’s woe grants you the ability 
  to know where undead hide and to pierce their disguises.
  Wearing the whole set also allows you to undo the effects 
  of encounters with undead that damage or drain ability 
  scores.
  A character wearing all of the wraith’s woe takes on a 
  haunted and pale appearance.
  “You look like you’ve seen a ghost” is commonly heard by 
  those who regularly dress in all three pieces.
  2 Pieces: You can activate detect undead (CL 3rd) as a 
  standard (mental) action at will.
  3 Pieces: You can activate wraith’s woe as a standard (mental) 
  action to cure all ability damage you have, as well as restore 
  all points drained from a single ability score of your choice.
  This ability can be used once per day.
  CHOKER OF LIFE PROTECTION
  Price (Item Level): 14,000 gp (14th)
  Body Slot: Throat
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: — or immediate (mental)
  Weight: —
  This slim black leather collar is set with three golden stones the size 
  of small grapes.
  As long as a collar of life protection can still protect you as 
  described below, you gain a +2 dodge bonus to Armor Class 
  against the attacks of undead.
  A choker of life protection also protects you from energy drain 
  attacks.
  When you would normally gain up to three negative levels, 
  you can activate the choker to negate the negative levels.
  A choker can negate three negative levels per day, so it can 
  be used three times to negate one negative level with each 
  activation, once to negate three negative levels all at once, 
  and so on.
  Each negative level prevented renders one of the collar’s 
  three stones gray and dull.
  Every day at dawn, all three stones automatically dissipate 
  the collected negative energy and once again become 
  golden.
  Prerequisites: Craft Wondrous Item, restoration, possession of 
  a piece of the set.
  Cost to Create: 7,000 gp, 560 XP, 14 days.
  GAUNTLETS OF GHOST FIGHTING
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Hands
  Caster Level: 13th
  Aura: Strong; (DC 21) conjuration
  Activation: —
  Weight: 1 lb.
  This pair of heavy, black leather gloves bears suns and skulls of 
  gold on the knuckles and around each wrist.
  
  153
  The wearer of gauntlets of ghost fighting deals damage 
  normally to incorporeal creatures with spells or attacks, 
  ignoring an incorporeal creature’s 50% miss chance.
  In addition, melee attacks made by the wearer deal an extra 
  1d6 points of damage against incorporeal foes.
  Prerequisites: Craft Wondrous Item, plane shift, possession of 
  a piece of the set.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  SHIRT OF WRAITH STALKING
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Torso
  Caster Level: 3rd
  Aura: Faint; (DC 16) abjuration
  Activation: Standard (mental)
  Weight: 1 lb.
  This shiny black leather shirt bears small golden sun and skull 
  emblems around its collar, shoulders, and cuffs.
  When you activate a shirt of wraith stalking, you gain the 
  benefit of a hide from undead spell at will, except that undead 
  are not allowed a saving throw regardless of their 
  Intelligence.
  Prerequisites: Craft Wondrous Item, hide from undead, 
  possession of a piece of the set.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  
  154
  ITEM SPECIAL 
  ABILITIES
  SAVAGE SPECIES (3.0)
  GHOST TOUCH
  Just as magic armor, shields, and weapons can be imbued 
  with the ghost touch special ability, so can rings, rods, 
  staffs, wands, wondrous items, and any permanent magic 
  items.
  Once specially enchanted, these items can be picked up, 
  moved, carried, or worn by incorporeal creatures at any 
  time.
  However, this process does not grant these magic items the 
  ability to affect corporeal or incorporeal targets, other than 
  whatever effect the item normally provides.
  Caster Level: 9th; Prerequisites: Appropriate item creation feat 
  for item type, plane shift; Market Price: Increase item cost by 
  10%.
  
  155
  LIVING ITEMS
  COMPLETE SCOUNDREL 
  (3.5)
  GREEN AIR BRAMBLE
  A creeping vine cultivated by many traveling druids and 
  clerics of nature-loving deities, this fast-growing plant 
  sprouts clusters of swampy green berries even in the 
  harshest weather and most inhospitable climes.
  Hardier than many plants, green air bramble requires very 
  little water or soil, allowing it to be uprooted and 
  transported for long stretches with ease, as long as it has a 
  plentiful supply of fresh air.
  However, it is particularly susceptible to poisons of all 
  types.
  If exposed to such toxins, its berries swiftly wrinkle, 
  turning a bright yellow in the process, and its normally 
  healthy, small green leaves and tendrils turn brown and 
  contract.
  This sensitivity makes the creeper a valuable first warning 
  to travelers fearing toxins, and many green-thumbed 
  adventurers carry staffs twined with green air bramble, or 
  dangle lengths of it from their belts.
  As long as you are carrying a length of green air bramble in 
  a visible location, such as coiled around a staff or on your 
  person, you gain a +2 bonus on Fortitude saves made to 
  resist inhaled poisons and airborne sickening or nauseating 
  effects, such as those created by a troglodyte’s stench or a 
  stinking cloud spell.
  Green air bramble grants no benefit against sickening or 
  nauseating effects that don’t travel through the air, such as a 
  cloaker’s nauseating moan or the distraction caused by a 
  swarm.
  A 3-foot length of green air bramble is required to gain a 
  benefit from the plant.
  A length of the vine can be wrapped around a quarterstaff, 
  polearm, longbow, or any similarly long-hafted weapon 
  without reducing its effectiveness.
  Long-lived as well as hardy, a green air bramble lasts 
  indefinitely if planted in moist soil for 6 hours per week.
  Once it is exposed to poison, however, the vine dies.
  GUT MITES
  The cause of a common, painful affliction among gigantic 
  creatures, the pests called gut mites have been the salvation 
  of more than one unlucky monster hunter.
  Each no bigger than a human’s thumbnail, these white, fly-
  like parasites lay their eggs in the preferred food of large 
  predators.
  The grubs quickly hatch within a creature’s stomach and 
  feast on the liquefied food within—and, when that food 
  runs out, the tender flesh of its host’s gut.
  One or two make their presence known within a host by 
  merely a dull aching, but a swarm of gut mites can leave 
  even the mightiest beast coiled in pain.
  Harvested from the entrails of gigantic monsters, small 
  swarms of these creatures are bottled and sold to those 
  likely to encounter ravenous beasts.
  A typical bottle contains some adult gut mites and a mass of 
  squirming grubs in a nutrient goo.
  It is a blessing to any character who has been swallowed 
  whole.
  If you open a flask of gut mites while you are within a 
  monster’s gizzard or stomach and pour out its ravenous 
  contents, the grubs burrow into the tissue.
  The monster immediately vomits up the contents of its 
  stomach, including any swallowed creatures, and cannot 
  use its swallow whole ability for 1d4 minutes.
  A successful DC 20 Fortitude save negates this effect, and 
  instead causes the swallowing creature to be sickened for 
  1d4 minutes.
  Creatures immune to extra damage from critical hits are 
  not affected by gut mites.
  A flask of gut mites can be used only once.
  The adults die within a day or two, while the grubs can 
  survive for a week before their nutrient medium is 
  depleted.
  JABBERWEED
  One of the few plants native to the Windswept Depths of 
  Pandemonium, jabberweed is an ugly, tenacious root that 
  looks something like a pocked, many-fingered, skeletal 
  hand.
  The countless holes that riddle jabberweed constantly gasp 
  and wheeze, creating a low susurrus of background noise 
  that is unnoticeable on the wind-scoured landscape of the 
  plant’s home plane.
  Sprouts of jabberweed are sold wrapped in moist cloth.
  While wrapped, the plant creates no noise.
  Once unwrapped and exposed to air, it begins whispering, 
  creating a low hissing audible out to 100 feet.
  Creatures that succeed on a DC 15 Listen check notice the 
  sound of the jabberweed as well as the direction of its 
  source.
  Regardless of whether any creatures notice the sound, all 
  creatures within 100 feet of the plant take a –4 penalty on 
  other Listen checks, since the noise disguises and muffles 
  many minor sounds.
  If retrieved and repacked in moist cloth, jabberweed can be 
  used multiple times while it lives.
  Jabberweed can survive for 1 week after being removed 
  from its home plane.
  You can attempt a DC 18 Knowledge (nature) check once 
  per week to keep a sprout of jabberweed alive for that week.
  The plant dies 1 week after a failed check.
  PLANAR MOTES
  Having some of the characteristics of plants and some of 
  animals, planar motes are native to the Outer Planes.
  They are wispy creatures, each about the size of a gold 
  piece, resembling floating globules of plane-stuff.
  Their shape and coloring vary wildly and reflect their 
  native planes.
  Planar motes from Arcadia, for example, look like large 
  dandelion seeds, while those from Baator take the form of 
  floating urchins spiked with metal barbs.
  
  156
  Largely harmless and seemingly unintelligent, planar 
  motes are thought to be spontaneously generated by the 
  planes themselves, although it is unclear for what purpose.
  Despite their strange nature and lack of Hit Dice, planar 
  motes emit auras of moderate strength directly tied to the 
  alignment of the plane they came from.
  A planar mote from Bytopia, for example, has a moderate 
  aura of good, while a mote from the Abyss has moderate 
  auras of both chaos and evil (see Chapter 5 of the Dungeon 
  Master’s Guide for the alignments of the Outer Planes).
  So concentrated is a planar mote’s alignment aura that it 
  can disguise your alignment while you carry it.
  Any alignment-detecting spell detects the alignment of the 
  mote, as long as it is more powerful than your own 
  alignment aura (PH 219).
  For example, a 12th-level lawful good warrior carrying a 
  planar mote from Arborea (chaotic and good) would 
  register as chaotic good, since his aura is weaker than that 
  of the mote.
  However, a 5th-level lawful evil cleric of Hextor carrying 
  the same mote would register as lawful evil, because his 
  aura is strong, overpowering the mote’s.
  A planar mote is not a magic item; it does not take up space 
  on the body or radiate magic.
  A planar mote functions only for the creature it is in closest 
  contact with.
  Relying on its home plane for survival, a planar mote fades 
  away and vanishes 1 week + 1d6 days after being taken from 
  its native plane.
  A planar mote is destroyed if subjected to the spells 
  banishment, dismissal, dispel chaos/evil/good/law 
  (corresponding to the mote’s alignment), or protection from 
  chaos/evil/good/law (corresponding to the mote’s 
  alignment).
  A planar mote can also be physically attacked.
  It has hardness 1 and 5 hit points.
  Planar motes fly at a speed of 10 feet with perfect 
  maneuverability.
  To gain one’s effect, a user must contain it in some manner 
  or risk having it escape.
  A simple jar or box carried in the user’s pack often suffices.
  Much more rare are greater planar motes, which shed 
  strong alignment auras.
  These more potent motes last for 1 month + 2d6 days after 
  removal from their home plane, but otherwise function in 
  the same way as normal planar motes.
  RUST MONSTER WAND
  The skittering larval young of rust monsters are just as 
  insatiable as adults when it comes to ferrous metals.
  Little more than 1 inch long and bristling with 
  underdeveloped armor and appendages, these nuisances 
  have the same rusting ability as mature rust monsters, their 
  whip-like antennae ever probing for the touch of metal.
  Some clever thieves have figured out that these creatures 
  can be helpful when carefully harnessed in a suitable 
  container.
  Such a container, commonly called a rust monster wand, is 
  a 1-foot-long piece of glass tubing about 4 inches in 
  diameter that contains about a dozen rust monster larvae.
  One end of the tube is sealed shut, and the other one is 
  fitted with a two-layer wooden cap.
  The outer layer of this top covers the wand’s end; when 
  closed, it prevents the larvae from touching anything 
  outside the wand.
  The inside layer is a thin latticework that keeps the 
  immature aberrations inside the tube but allows their 
  antennae to extend through the holes in the lattice.
  Uncapping the solid cover and running the tip of the wand 
  across a metal surface allows the hungry young to slowly 
  but effectively eat through metal objects or barriers.
  The rust monster larvae in a wand can ruin a Large weapon 
  or suit of armor (or a metal object of similar size) in 1 
  minute, a Medium weapon or suit of armor in 9 rounds, or a 
  Small weapon or suit of armor in 6 rounds.
  The wand is brittle and must be applied to a target rather 
  delicately, so it cannot be used as a weapon.
  The larvae within a rust monster wand can survive for 
  about 2 months if given air (by opening the outer layer of 
  the end cap) and fed the equivalent of five coins of metal 
  (or more) per day.
  If removed from the wand, individual larvae do not have 
  the size or ability to do appreciable harm to metal 
  equipment.
  One of these creatures by itself has 1 hit point and can be 
  crushed as a standard action.
  TORCH BUG ITEMS
  Common to plains and savannas, the sluggish torch bug 
  looks like a bloated firefly.
  The insect’s bulbous abdomen, nearly the size of a child’s 
  fist, accounts for more than half its body.
  When torch bugs are agitated, or during their lengthy 
  mating season, their abdomens glow with a warm, yellow 
  light.
  Inhabitants of areas thick with torch bugs harvest the 
  sluggish insects for a variety of purposes.
  TORCH BUG PASTE
  Bladders made from severed torch bug abdomens are sold 
  for the strange mixture of chemicals that grant the insects 
  their glow.
  Each contains one application of the luminescent slime 
  known as torch bug paste.
  These bladders do not shed light, and the paste within does 
  not begin glowing until exposed to air.
  Torch bug paste can be applied to inanimate objects or 
  living creatures.
  One bladder contains enough paste to paint up to a 10-foot-
  square area; a full-round action is required per 5-foot square 
  covered.
  A treated area glows for 1 hour and sheds as much light as a 
  torch (emanating bright light out to 20 feet and shadowy 
  illumination for another 20 feet beyond that).
  Torch bug paste makes a painted object highly visible, and 
  it is often used as a temporary decoration or to mark targets 
  in the dark.
  It can be used to write short words or simple symbols, but 
  these marks must be rather large, since the paste’s glow 
  obscures details.
  A bladder of torch bug paste can also be thrown as a splash 
  weapon (PH 158).
  Treat this attack as a ranged touch attack with a range 
  increment of 10 feet.
  
  157
  A bladder of torch bug paste bursts upon striking a firm 
  surface, covering the target and every adjacent creature or 
  item with the glowing chemical.
  Creatures struck by the paste are affected as if by a faerie fire 
  spell for 1 hour.
  This effect is not magical and cannot be dispelled.
  Torch bug paste can be washed away from a creature or a 5-
  foot square as a full-round action but requires at least 1 
  gallon of water.
  TORCH BUG TUBE
  A torch bug tube is a 1-foot-long, sealed glass cylinder with 
  ends capable of being unscrewed.
  Inside dwells a single adult torch bug.
  When the tube is shaken (a move action for any creature 
  holding it), the insect inside becomes irritated and begins 
  glowing.
  This glow sheds as much light as a torch (emanating bright 
  light out to 20 feet and shadowy illumination for another 
  20 feet beyond that).
  The light begins to dim as the bug calms down and goes out 
  after 3 minutes unless the tube is shaken again.
  A torch bug tube can be taken underwater without being 
  extinguished and does not emanate a magical aura.
  A torch bug can glow for up to 1 hour a day, after which it 
  must eat and rest; torch bugs must be fed daily (they eat 
  mostly smaller insects), or they grow too weak to shed light 
  and eventually die.
  In addition, the tube end must be unscrewed once per day 
  to replenish the insect’s air supply.
  
  158
  MAGICAL 
  LOCATIONS
  CHAMPIONS OF VALOR 
  (3.5)
  CAVE OF BROTHER LUIMAN
  Nestled in the foothills of the Snowflake Mountains,
  shrouded by the canopy of Shilmistra, a small waterfall 
  spills over the side of a low plateau and into a clear, inviting 
  pool.
  The pure spring water trickles forth from a small cave atop 
  the plateau, its mouth hidden by low scrub brush and 
  overhanging tree branches.
  This is the Cave of Brother Luiman, a hermit monk who 
  dwelt here in solitude two centuries ago.
  Few today know of the cave’s location, and fewer still 
  recognize the healing properties of both the cave and the 
  accompanying pool.
  History
  Brother Luiman was a disciple of the Yielding Way, an 
  order of monks dedicated to Eldath and devoted to peace 
  and protection.
  Like many of his order, Brother Luiman traveled the 
  countryside, gathering information and spreading it 
  elsewhere.
  But in his youthful zealousness, he provoked a brawl with a 
  gang of thugs who had been intimidating folk in Saradush.
  The fray quickly got out of hand, and when the dust had 
  settled, a number of thugs and commoners alike lay dead or 
  near death.
  Seeing what he had allowed his own pride and arrogance to 
  do, Brother Luiman fled the scene.
  Unable to bear the guilt of what he had done, Brother 
  Luiman retreated to a place of solitude, finding the cave and 
  settling there to live for a time while he contemplated his 
  own shortcomings.
  He prayed to Eldath for guidance, but for a long time, no 
  insight was forthcoming.
  Brother Luiman was patient and repentant, though, and 
  eventually, he received the means of his atonement in the 
  form of a vision.
  Eldath instructed the monk that he should seek out Glorilis 
  Instala, a paladin of Tyr who was in need of succor and 
  refuge, and return with her to the secret place where he 
  had dwelt.
  Unsure that he understood completely the purpose of his 
  god’s command, but trusting that the Quiet One was 
  offering him that prayed-for chance at redemption, Brother 
  Luiman set out in search of the woman.
  He found Glorilis despondent and in her cups in a dockside 
  tavern in Tethyr.
  At first, she refused his offers of aid, but eventually the 
  monk convinced the paladin to return with him.
  For five tendays they spoke, and he learned of Glorilis’s fall 
  from grace.
  He came to understand his purpose in bringing her 
  there—it was to be Brother Luiman’s duty to provide 
  spiritual healing for folk of many faiths, not just his own.
  Armed with this insight, he began counseling the paladin 
  onto a path of atonement.
  He set before her several tasks, and instructed her to return 
  to him once she had completed them.
  When Glorilis did indeed return to the secret cave, Brother 
  Luiman invited her to look into her own heart to see if she 
  had been absolved of her crimes.
  It seemed she had.
  Guided by Eldath’s visions, Brother Luiman aided many 
  more fallen souls.
  Each one was coaxed into visiting the cave, and each one 
  received his guidance and inspiration before going out into 
  the world once more, intent on seeking atonement.
  And in each case, the healing and absolution was only 
  complete upon the travelers’ return to the cave.
  Game Effects
  Anyone approaching within 50 feet of the cave entrance 
  feels an almost preternatural sense of peace and tranquility 
  come over her.
  This effect is essentially a permanent calm emotions spell 
  (Will DC 27 negates).
  It suppresses (but does not dispel) any morale bonuses 
  granted by spells such as bless, good hope, and rage, as well as 
  negating a bard’s ability to inspire courage or a barbarian’s 
  rage ability.
  It also suppresses any fear effects and removes the confused 
  condition from all targets.
  While within the affected area, a suppressed spell or effect 
  has no effect, but it takes hold of the creature again once 
  that creature leaves the area, provided that the duration has 
  not expired in the meantime.
  CHAPEL OF RESOUNDING JUSTICE
  Southeast of Archenbridge in Sembia is a small fortified 
  chapel to Tyr, built in the middle of an open field in an 
  otherwise unremarkable area.
  It is a lesser-known pilgrimage site for those of the Tyrran 
  faith, especially paladins, and for those who believe their 
  lives are a worthy price to pay to maintain justice.
  Measuring 60 feet on a side and just under 20 feet tall from 
  the ground to its parapet walls, the chapel is simple mortar 
  
  159
  and stone, with an iron plaque of Tyr’s hammer-and-scales 
  holy symbol above the double-door entrance on the south 
  face.
  During the day a flagpole holds a Tyrran flag in blue and 
  white.
  The remarkable feature of this chapel is a statue in the 
  courtyard of a large winged humanoid carved out of white 
  marble veined with gold.
  She stands with muscles tensed, greatsword held high in 
  one hand, her other hand pointing down toward the earth,
  as if issuing a command or making a stern vow.
  This statue is actually the petrified remains of Resounding 
  Justice, a noble planetar in service to Tyr who gave her life 
  to defeat Krysus Vaant, a blackguard of Gargauth, and his 
  pit fiend ally known as Tenflames.
  The site thrums with the power of Tyr, radiating outward 
  from the statue to just beyond the outer corners of the 
  chapel.
  Like any place holy to Tyr, the chapel’s keepers offer 
  sanctuary and aid to Tyrrans in need, though they are a
  small garrison and prefer that military assistance from the 
  church come from one of the larger temples in the nearby 
  cities.
  Any follower of Tyr is welcome to stay in the chapel for one 
  night; the keepers welcome offers to help guard or improve 
  the site from those skilled in war or craft.
  History
  In 1295 DR, a young Sembian noble of a minor house 
  inherited his family’s estate after an unfortunate boating 
  accident.
  This noble, Sterth Zelgarik, quickly squandered his family’s 
  money on lavish parties and expensive courtesans.
  Faced with dwindling coffers and the prospect of actually 
  having to work for a living, he became desperate, and when 
  a clever follower of Gargauth approached him about a 
  special business deal guaranteed to make him rich again, he 
  accepted.
  This sly priest led him by the nose through one misfortune 
  after another, getting him to promise more and more to the 
  outcast devil-god until Sterth owed Gargauth body and 
  soul.
  The deity reshaped him and gave him a new name, Krysus 
  Vaant, and used him to terrorize political enemies and 
  prick at the heels of good officials who refused to deal with 
  his agents.
  After dozens of offenses and blasphemies against the 
  church of Tyr, the most powerful Tyrran priest in Saerloon 
  petitioned his god to send a champion to defeat the vile 
  blackguard.
  Tyr sent Resounding Justice, a young planetar of auspicious 
  lineage, to deal with Krysus Vaant.
  The planetar found the Sembian noble outside of 
  Archenbridge and harried him southward over the course 
  of several days, as the blackguard used vile magic to speed 
  his way or leave terrible casualties behind him that the 
  angel was obligated to stop to help.
  Eventually Resounding Justice managed to hold him in 
  place with a spell and swooped in to put the man to the 
  sword, but the blackguard had a blood pact with the pit 
  fiend known as Tenflames, who appeared just as the 
  planetar was about to smite the mortal.
  Angel and devil battled and the pit fiend wore away at 
  Resounding Justice.
  Realizing she couldn’t defeat her enemy with conventional 
  means and knowing that Krysus Vaant would soon shake 
  free of her spell, the planetar stood tall in the fading 
  sunlight, pointed her sword at heaven, and sacrificed her 
  own soul to power an incredible blast of white holy energy 
  that engulfed the pit fiend and the blackguard, consuming 
  them until nothing was left but a foul cloud of smoke that 
  drifted away in the breeze (some in Sembia believe the 
  smoke cloud still exists, bearing the minds of the pit fiend 
  and blackguard, whispering dark secrets to those who listen 
  in exchange for binding oaths).
  Resounding Justice’s supernatural flesh transformed to 
  white marble veined with gold, and when members of her 
  church found her a few days later by following the 
  blackguard’s path of destruction, they began to build a 
  shrine at the site, praising her sacrifice in the name of Tyr 
  and justice.
  Game Effects
  The statue radiates magic and gentle holy power.
  Its effects fill a sphere just larger than the outermost 
  corners of the chapel walls, though enemies of the chapel’s 
  defenders rarely see the benefit of its powers.
  At night the statue gently glows with a blue-white light 
  equivalent to a torch.
  While in this temple, clerics of Tyr can prepare spells from 
  the Good domain as if they had that domain.
  Tyr’s clerics who already have the Good domain can use 
  nondomain spell slots to prepare spells from the Good 
  domain.
  Noncleric divine spellcasters can prepare spells from this 
  domain as if they were on their spell list at the equivalent 
  level of the Good domain (so a paladin could prepare holy 
  smite using a 4th-level paladin spell slot).
  These prepared spells remain prepared even after the caster 
  leaves the chapel.
  Anyone dying within the area automatically stabilizes 
  without needing to make a stabilization check.
  This ability does not prevent creatures from dying outright 
  (such as from a wound bringing them to –10 or fewer hit 
  points) or from other lethal effects such as poison or 
  disease.
  Any creature that rests here regains hit points as if it were 
  under the long-term care of someone with the Heal skill.
  
  160
  CULLRIN FIELDS
  On a lonely, windswept plain, the ruins of an ancient 
  structure slowly vanish beneath the shifting soil and the 
  tall grasses of a single hill.
  But a few sun-bleached columns still jut up from a cracking 
  foundation, defying time.
  Around the ruins, neat and orderly mounds protect them,
  angled like spear points out toward the open field beyond.
  This is Cullrin Fields, an ancient battle site in the Shaar that 
  still holds the haunting memories of its long-dead soldiers.
  History
  In the Year of Spoiled Splendors (211 DR), a tribe of 
  humans known as the Arkaiuns faced an onslaught of 
  Untheric and Mulhorandi armies against their city of 
  Shandaular, where the present-day Council Hills sit in the 
  middle of the Eastern Shaar.
  In an effort to repel the invading armies, the Arkaiuns built 
  numerous outlying fortifications away from their city,
  where they hoped to be able to repel their northern 
  enemies.
  Cullrin Fields is the remains of one such outpost.
  The Arkaiun army at Cullrin Fields was outnumbered and 
  overmatched, and the outcome was truly never in doubt.
  But the Arkaiuns knew this before they even arrayed for 
  battle.
  Their job was not to win, but to delay the enemy until the 
  people of Shandaular could retreat.
  The Arkaiuns took their positions behind the earthen 
  ramparts, bows and spear gleaming in the sun.
  Their battle-wizards flung spells at the advancing ranks of 
  Untheric and Mulhorandi soldiers as the call of the clarions 
  and the pipers inspired the Arkaiuns to hold their 
  positions.
  The soldiers defending their homeland fought valiantly but 
  were soon overwhelmed.
  The enemy from the north cut them down to a man as they 
  fell back from their earthen ramparts, trying to make a final 
  stand within the columned outpost.
  At the end of the day, the land was soaked in blood and the 
  city of Shandaular was ripe for the taking.
  But the ghosts of the Arkaiun army would not be denied.
  Though they had been defeated in battle, they would not 
  surrender—to death or to the enemy.
  Their spirits still haunt the ruins, ready to answer the call of 
  the horns once more.
  Game Effects
  Whenever a bard character of good alignment is standing 
  within the ruins (the shaded area 3 on the map) and uses 
  his bardic music class ability to inspire courage, inspire 
  greatness, or inspire heroics before a battle, he 
  automatically summons a number of good-aligned ghosts 
  (see the sample ghost on page 117 of the Monster Manual) 
  that fight with him and his allies.
  The number of ghosts that appear is equal to twice the 
  bard’s class level.
  The ghosts remain until all the bard’s enemies within 300 
  feet of the ruins are defeated or they are destroyed.
  A bard can summon ghosts in this fashion at this location 
  once per month.
  DARKMAIDEN’S LEAP
  In the northern reaches of the High Forest, southeast of 
  Everlund, is a small clearing bearing a large gray stone with 
  a flat top bearing a single left footprint the size of a drow 
  woman’s foot.
  The clearing is free of undergrowth and is well trod with 
  the passing of animal and humanoid footfalls.
  Many folk camp here, not knowing the site’s significance 
  but liking its access to moonlight and easily defensible 
  position at the top of the rock.
  To those who know its power and history, the 
  Darkmaiden’s Leap is a sacred place to Eilistraee.
  Though a holy place to the drow, its guardians are usually 
  wood elves, grudging allies of the area’s good-aligned drow 
  in service to the Dark Maiden.
  Depending on the time of year, visitors can find it empty or 
  secretly watched.
  History
  For many centuries the stone bore no footprint and the area 
  was known to the local people as Hastrin’s Grayrock for an 
  elf ranger who lived in the area and used the place as a 
  waypoint and landmark for allies and visitors.
  It had no special powers and was unremarkable save that 
  the clearing was large enough to permit sunlight and 
  moonlight to reach the forest floor in this place.
  In 1358 DR the Time of Troubles shook the world, and 
  many dark elves fled their cities for a time in the wake of 
  wild magic, battling avatars, and with house wars 
  unrestrained by the threat of opposing clerics.
  A group of such drow were driven far from home by angry 
  monsters and encounters with larger forces that whittled 
  their numbers to just thirteen.
  Disoriented and lacking anywhere else to go until the 
  world settled on its foundations again, the drow followed 
  the tunnel until it reached a wall of vines blocking entry to 
  a larger area.
  Cutting through the vines, the dark elves found themselves 
  on the surface world, unable to see the bright moon 
  overhead because of the dense foliage.
  Hearing music, they investigated and found an old drow 
  woman dancing at Hastrin’s Grayrock, music coming out of 
  the air itself with no obvious source.
  Surprised and confused, the dark elves watched the old 
  woman dance, fatigue and years marring the smoothness of 
  her intended movements.
  
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  As the woman danced, she began to grow younger, gaining 
  strength and suppleness, and slowly a vision of another 
  drow woman, beautiful and ever young, appeared above the 
  rock, leaping, singing, and shining with a great light.
  The first woman continued her dance upon the rock, and 
  when she became as young as one who had just reached 
  adulthood she began to fade away, still dancing with joy.
  The shining woman turned her attention to the Underdark 
  drow, and her visage hearkened their hearts back to 
  something ancient in their blood, a time before Lolth’s 
  corruption of their flesh and minds.
  They understood that they beheld a goddess, not someone 
  terrible to be feared, but strong and loving and beautiful in 
  a way that the Spider Queen could never be.
  In their hearts they converted to the worship of the Dark 
  Maiden.
  Casting off their armor, they danced with her, and while 
  they danced she spoke to them of other good drow, of safe 
  places, and their constant fight against Lolth.
  They told her they wanted to live and die in her service,
  and she transported them to a safe place outside the 
  Promenade, her temple near Skullport.
  Nine of these drow are still alive today serving Qilue at the 
  Promenade; they try to return to Darkmaiden’s Leap once a 
  year to pray and dance (it was on their first such return trip 
  that they found her footprint at the top of the rock).
  A few years later the drow found a small troop of wood 
  elves at the site, surrounded by a large number of orcs from 
  the Spine of the World.
  The drow aided the wood elves and managed (in broken 
  Common) to establish a truce without any bloodshed 
  between elfkind.
  Now the wood elves watch over the site for the drow, who 
  use a set of hand signals to show they serve Eilistraee rather 
  than one of the evil drow deities (though dancing in the 
  moonlight is usually the first indicator of who they are).
  The wood elves don’t necessarily like the drow, but see that 
  they aren’t despoiling the forest or waging war on its 
  nonevil creatures, so they tolerate the arrangement.
  Game Effects
  Eilistraee’s magic lingers in this place, giving it three 
  special powers that affect creatures within the clearing or 
  touching the rock.
  First, divine spellcasters who worship Lolth take a –1 
  penalty to their caster level (minimum 1st).
  Second, all creatures in the area gain low-light vision (the 
  range of this improved vision extends beyond the edge of 
  the clearing as long as the creature remains within the 
  clearing).
  Third, any drow who visits this place for 1 hour or more can 
  change to good alignment and the worship of Eilistraee 
  without penalty, as described in the atonement spell 
  description and on page 232 of the FORGOTTEN REALMS 
  Campaign Setting; undergoing this change fulfills the 
  requirement of performing a quest for Eilistraee.
  Darkmaiden’s Leap is a planar touchstone, giving extra 
  powers to characters who know how to attune themselves 
  to such sites (see the sidebar for more information on 
  planar touchstones and the effects of this particular 
  touchstone).
  The stone is the location of two keyed portals.
  The first is a two-way portal that connects this area with a 
  small side cavern near the Promenade; the key is a drow 
  casting a moonbeam spell.
  The second portal is one-way, and leads to Eilistraee’s realm 
  in the plane of Arvandor; the key is a drow casting a moon 
  path spell.
  When either portal is activated, the stone becomes the 
  window of the portal and the portal glows (silver for the 
  Promenade portal, green and silver for the Arvandor portal).
  
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  MHOLOR DURINHAL
  Along one out-of-the-way passage running through the 
  deep halls of the Great Rift is a smaller side passage that 
  seems almost out of place.
  Nothing marks the tunnel as significant—no carvings or 
  signposts, no great valve or heavy portcullis to seal it off.
  Any folk choosing to follow the tunnel quickly find 
  themselves on a narrow unadorned causeway crossing the 
  middle of a great, yawning chasm.
  Overhead, down below, and to either side, blackness 
  stretches away seemingly forever.
  The only indication that the bridge actually goes 
  somewhere is straight ahead, where a towering, flat-topped 
  outcropping of rock juts up.
  This is Mholor Durinhal, a most sacred shrine to 
  Clangeddin Silverbeard.
  History
  Mholor Durinhal sits in the middle of a great chasm that 
  joins the upper reaches of the Underdark to the lowest 
  levels of the Great Rift’s subterranean passages.
  If one were to survive the fall from the oval-shaped 
  platform to the bottom of the chasm some 1,700 feet below,
  one would discover numerous passages and routes leading 
  even further down into the bowels of the earth.
  The far side and the ceiling of the natural fissure are both 
  too distant to be seen by any normal means.
  According to certain gold dwarf historical annals, the spit 
  of rock jutting out into the yawning blackness once looked 
  very different.
  At one time, the approach to the point was broad and flat.
  But the histories say a great paladin of Clangeddin 
  Silverbeard named Felskal Frostdelve of the Misty Caverns 
  made a valiant final stand on that point against a swarming 
  horde of foul trolls that had invaded from the depths below.
  The histories only reveal that Felskal fell in battle, but the 
  legends claim that he held his ground for four days while a 
  
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  practically endless stream of the nasty beasts clawed and 
  clambered up the sides of the outcropping of rock, trying to 
  reach the embattled dwarf.
  For four days, Felskal held them back, sending the trolls 
  tumbling over the sides time and time again.
  But there seemed to be no stopping them.
  They amassed for one last surge, hoping to overwhelm the 
  dwarf once and for all.
  Feeling his strength giving out and knowing his doom was 
  at last upon him, Felskal called on Clangeddin to lend him 
  one last bit of divine power.
  The Rock of Battle granted Felskal’s request, and with that 
  final surge of energy, the mighty dwarf hero slammed his 
  twin axes into the very rock, embedding them there.
  With that last supreme effort, Felskal’s heart gave out, but 
  the blows were so profound that a great cacophony of metal 
  ringing on stone erupted all around the fallen dwarf.
  The sound shook the entire cavern, and fissures formed in 
  the outcropping.
  Just as the swarm of trolls closed in around Felskal’s body,
  celebrating their victory, the sides of the outcropping 
  sheared away, taking the trolls with them in a deadly 
  tumble of stone shards.
  The only thing remaining was a narrow jut of stone, a 
  pinnacle that held Felskal’s body aloft, out of harm’s reach.
  The fallen hero’s remains were never recovered; the 
  legends say that Clangeddin appeared on that point himself 
  to gather his noble servant and take him to his final rest.
  The axes, however, are another story.
  They were left behind, jutting from the stone, as a 
  testament to Felskal’s courage and relentless determination.
  Afterward, the gold dwarves constructed the causeway and 
  stairs to connect their halls with the point of rock where 
  the axes rest.
  Clangeddin’s clergy came and consecrated the area and 
  pronounced that the site was holy to the Father of Battle.
  It was made into a shrine dedicated to the deity.
  Game Effects
  Though Clangeddin is a god of battle, he views the shrine 
  as a place for quietude, a place where dwarves should come 
  to reflect upon battles fought and battles yet to come.
  Thus, anyone standing upon any portion of the bridge and 
  stairs, as well as at the shrine itself, is treated as under an 
  effect similar to that of a sanctuary spell.
  Such an individual cannot attempt to strike or otherwise 
  directly attack another creature, even with a targeted spell,
  unless he succeeds on a DC 25 Will save.
  If the save fails, he can’t follow through with the attack,
  that part of his turn is lost, and he can’t directly attack the 
  warded creature so long as he remains in the affected area.
  Unlike a normal sanctuary spell, this effect does not permit 
  any attacks by area or effect spells.
  However, subjects can use nonattack spells or otherwise 
  act.
  TEUMYSHAARIL
  In the heart of the High Forest, near the ancient elven tree-
  city of Teuveamanthaar, a great oak broods, sheltering the 
  forest floor and even the other trees of the forest beneath 
  its massive canopy.
  The trunk of this great tree is as wide as a small hamlet, and 
  its crown soars as high as a hilltop.
  Hidden inside is Teumyshaaril, an ancient temple 
  dedicated to Rillifane Rallathil.
  Though the elves who created it disappeared with the 
  coming of the darkness from Hellgate Keep, the druids of 
  Tall Trees have maintained it as a site sacred to the Leaflord 
  ever since.
  Now, with the return of the elves, the temple may see 
  steady use once more.
  History
  Teumyshaaril was originally a natural fissure in the great 
  tree, a scar from its earliest days, from long before the elves 
  ever found it.
  The scar became diseased, and the disease invited pests,
  giant wood-boring beetles that began to eat the tree from 
  the inside out.
  When the moon elves from nearby Teuveamanthaar of 
  Eaerlann discovered its sickly condition, they quickly 
  eradicated the pests and disease, but instead of healing the 
  scar, they learned from divine insight that the tree was 
  sacred to Rillifane Rallathil and that it should become a 
  shrine dedicated to the Leaflord.
  They began to widen the wound, lovingly cutting and 
  shaping the wood in such a way that they actually 
  strengthened the living tissue, completely cutting away the 
  taint left over from the blights that had afflicted it.
  When they were done, it became a holy site, preserved and 
  protected by their magic.
  The shrine was a magnificent thing, carved entirely from 
  the wood itself, with no additional materials necessary to 
  form or furnish it.
  The elves did this millennia ago, at the height of their 
  empire, when Teuveamanthaar blossomed, long before the 
  fall of Hellgate keep.
  They made the temple a blessed place, filled with magical 
  warmth and joy, an inspiration to all who entered with a 
  love of the woods in their heart.
  The script that covers the walls make up the teachings of 
  Rillifane, parables and dogma, insight and prayer.
  
  164
  When Ascalhorn fell and the demons inside poured forth,
  the elves knew that Teuveamanthaar’s days were 
  numbered.
  Not wishing to see their temple defiled by the fiends, the 
  elf clergy spoke to the tree, asking it to seal the entrance to 
  the temple, to hide it away from all who would bring it 
  harm.
  The great tree complied, shifting its bark ever so slightly so 
  that the passage was shut and the temple locked away.
  It was only years later that the druids of Tall Trees (see page 
  75) discovered the shrine.
  They had sensed for some time that there was something 
  special about the giant oak.
  The temple’s magic called to them, but they did not 
  understand the significance of the sight until Turlang, the 
  great treant and their ally, aided them in coaxing the tree to 
  open up once more.
  Inside, they discovered not only the holy site, but also a 
  number of ancient Eaerlanni artifacts that had been hidden 
  away inside the temple for safekeeping.
  The druids kept those treasures inside the temple until the 
  elves began to return.
  Game Effects
  There are a number of powerful divine magical forces in 
  effect upon and with the tree, as well as a handful of other 
  features present.
  To begin with, an area centered on the heart of the tree and 
  projecting in a radius 15 feet beyond its outer bark provides 
  a series of effects similar to those of a holy aura spell.
  First, all good creatures within the affected area gain a +4 
  deflection bonus to AC and a +4 resistance bonus on all 
  saves.
  These benefits apply to all attacks, not just attacks from evil 
  creatures.
  Furthermore, any creature warded by the effect gains spell 
  resistance 25 against all evil spells and spells cast by evil 
  creatures.
  Third, all types of protection and mental influence are 
  blocked, as per the protection from evil spell.
  Lastly, if any evil creature succeeds on an attack against 
  another creature inside the protected area, that offender 
  suffers is blinded as by the blindness/deafness spell (Fortitude 
  DC 22 negates).
  The tree itself is protected by these same defenses.
  WEEPING GARDEN
  From time to time, those in the service of Ilmater find 
  themselves overwhelmed by foes or a multitude of sufferers 
  too vast to effectively aid.
  When such a crisis occurs to dedicated knights, priests, and 
  other truly devout followers of the Crying God, they 
  sometimes find themselves on the receiving end of succor.
  Ilmater has been known to provide sanctuary during truly 
  dire circumstances, inviting his most selfless and earnest 
  servants into his private garden.
  Those who visit never forget the Weeping Garden of 
  Ilmater.
  History
  The history of this particular form of Ilmater’s benevolence 
  is sketchy at best, for no one knows how long the Broken 
  God has permitted select followers to wander into his 
  private garden.
  Furthermore, few who are blessed enough to visit the 
  garden admit it openly afterward, though those who do 
  often speak of it only in hushed tones to dear companions,
  claiming that a sense of privacy seems to pervade their 
  memories of the place.
  The only facts that everyone seems fairly certain of are that 
  Ilmater himself is the only one who can allow access to the 
  garden, and that the garden is located within the Hall of the 
  Triad.
  Some of the legends actually claim that paths lead from the 
  garden to other parts of the Triad’s home plane, though 
  these assertions have yet to be substantiated by anyone who 
  actually traveled there.
  Game Effects
  Being welcomed into the Weeping Garden is both a great 
  honor and a weighty responsibility, and Ilmater does not 
  choose among his faithful lightly.
  Only those who demonstrate ultimate selflessness on his 
  behalf are granted such a boon.
  Such acts might include defending a group of helpless folk 
  against an overwhelming host, exhausting oneself and all of 
  one’s magic trying to provide aid to plague victims,
  confronting superior servants of Loviatar regardless of the 
  peril, or perhaps pursuing a just cause of kindness across 
  half of Faerûn without regard to one’s personal safety or 
  advancement.
  Receiving an invitation to the Weeping Garden should 
  always be as a result of game play rather than random 
  chance, and should never occur more than once in a 
  character’s life.
  Arrival within the garden occurs as the result of a 
  temporary portal appearing in the characters’ midst.
  Regardless of the actual surroundings, the portal takes the 
  form of a simple garden path framed by a hedge that grows 
  up and over the top of the route.
  The path disappears through the hedge-gate and vanishes 
  into a thick mist, but warm, inviting light, as if from the late 
  afternoon sun, makes the mist glow.
  This portal entrance might appear in the depths of the 
  Underdark, in the middle of a gloomy swamp, or along a 
  treacherous and narrow mountain trail heading over a pass.
  It is up to the characters to decide whether to step through 
  or not.
  Once one chooses to do so, all her companions find 
  themselves on the path, their former surroundings 
  vanished.
  
  165
  The garden is a place of ultimate assuagement and serenity,
  and anyone arriving instantly understands that she is safe 
  while there.
  Though she might have just left some disastrous peril only 
  moments before, a guest of Ilmater intuitively knows that 
  this side journey is all a part of the greater good.
  The exact details of the visit may not yet be clear, but 
  visitors always recognize that all is as it should be upon 
  arrival.
  The conditions within the garden are perfect.
  The temperature is balmy, and a gentle zephyr languidly 
  rustles the leaves on the trees and bushes within.
  It is a sunny day with blue skies beyond the hedges, but the 
  light is dappled rather than harsh.
  It is a perfect recipe for a lazy afternoon nap.
  At least one guest in a group will always have Ilmater as her 
  patron deity, but her companions may be welcomed into 
  the garden as well.
  Usually, this occurs when the entire group has acted 
  benevolently in aid of the servant of the Crying God.
  Rarely does Ilmater separate his followers from their 
  companions, so if one of his own is accompanied by those 
  not worthy of a visit to the garden, none of them receive an 
  invitation.
  For the duration of the guests’ stay, all spells and abilities 
  they possess are treated as functioning at two levels higher 
  than the character’s actual level; for characters who have 
  Ilmater as their patron deity, these spells and abilities 
  function at three levels higher.
  This benefit pertains only to spells and abilities that are in 
  keeping with Ilmater’s doctrines and beliefs.
  Should anyone attempt to cast spells or use abilities that are 
  in opposition to Ilmater’s agenda, the entire group is 
  instantly and irrevocably ejected.
  Assuming the characters are not forcibly removed from the 
  garden for violating its tenets while there, when they do 
  leave, they gain the benefits of a greater heroism spell as if 
  cast by a 20th-level cleric, as well as spell resistance 10.
  Thus, each character gains a +4 morale bonus on attack 
  rolls, saves, and skill checks, immunity to fear effects, and 
  20 temporary hit points, Both of these effects last for 12 
  hours (rather than the normal duration given in the spell 
  description).
  Furthermore, time passes differently in the garden than on 
  the Material Plane.
  No matter how long his guests choose to remain within the 
  garden, the moment they venture past the misty gateways 
  (see area 1 of the map), they find themselves back where 
  they were before, with no time having past—and hopefully 
  well rested and rejuvenated for the coming trials.
  COMPLETE CHAMPION 
  (3.5)
  ATHENAEUM OF BOCCOB
  The worshipers of Boccob the Uncaring understand that 
  their deity requires them to help themselves more and rely 
  upon his gifts less than the followers of other deities.
  Still, some holy sites reflect the divinity of Boccob, and an 
  athenaeum of Boccob is just the sort of gift that the Lord of All 
  Magics might provide for his followers.
  When a character open to the all-encompassing power of 
  magic visits an athenaeum of Boccob, her own mystical 
  energies are rejuvenated, and she gains power according to 
  her stature and understanding.
  Those who come to such a site unprepared or unable to 
  fully grasp its benefits seldom recognize the importance of 
  the place.
  Lore: Characters can gain the following pieces of 
  information about an athenaeum of Boccob by making 
  Knowledge (religion) or Knowledge (arcana) checks at the 
  appropriate DCs, as given below.
  DC 15: An athenaeum of Boccob is a holy site suffused with 
  mystical energies and secret knowledge.
  DC 20: Athenaeums of Boccob can be found anywhere that 
  knowledge is collected and stored for long periods of time, 
  but they are usually sites where powerful spells have been 
  invoked.
  DC 25: To gain the benefits of an athenaeum of Boccob, a 
  character or group of characters must spend at least 8 hours 
  reading or working to decipher the manuscripts, tablets, or 
  other writings found therein.
  Description: Books, scrolls, engravings, stone tablets, and 
  other forms of writing fill an athenaeum of Boccob.
  Whatever else may be there, the focus of the holy site is the 
  collection and preservation of knowledge.
  Spell inscriptions, lore of ancient kings, and descriptions of 
  long-extinct creatures rest amid texts mundane, arcane, and 
  divine in nature.
  Creatures with the ability to cast spells or use spell-like 
  abilities feel the crackle of energy around them upon 
  entering an athenaeum of Boccob.
  If they examine the writings in the library, they find topics 
  of interest to them, even if they do not understand the 
  languages of the manuscripts.
  
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  Even those with no magical ability find the collection of 
  lore awesome.
  Prerequisite: An athenaeum of Boccob can confer its special 
  ability only on a character who has an Intelligence or 
  Wisdom score of 12 or higher and the ability to cast spells 
  or use spell-like abilities.
  Site Activation: To use the power contained within an 
  athenaeum of Boccob, a qualified character must spend at least 
  8 hours delving into the texts inside it.
  No mortal could ever read all the texts found in such a 
  place, even if she could understand all the languages in 
  which the manuscripts are written, but she must try.
  Decipher Script and spells such as comprehend languages 
  must be used if the character possesses them, but “best 
  efforts” by characters without these abilities also count 
  toward the requirement.
  After trying to read the texts for the required amount of 
  time, the character must rest or sleep enough to prepare her 
  mind for spellcasting the next day.
  Once she has done so, the athenaeum of Boccob imbues her 
  with knowledge and abilities commensurate with her 
  spellcasting prowess.
  Recharge: Up to six characters can use the athenaeum of 
  Boccob in a given week.
  After the last one has gained the benefits, the location must 
  recharge for a full week before it can confer benefits again.
  Special Ability (ex): A character who has completed the 
  required reading and resting periods gains the Sudden 
  Empower and Sudden Maximize metamagic feats, even if 
  she does not meet the prerequisites.
  These feats are usable once per day, and she can use each a 
  total of seven times.
  Special: If the character has a spell-like ability that could 
  benefit from the Empower Spell-Like Ability feat (MM
  304), she can choose that feat instead of the Sudden 
  Empower feat for the benefit.
  Duration: Once the character has used either feat seven 
  times, that portion of the benefit is discharged.
  The benefit has no other duration limits—the recipient can 
  hold onto her remaining uses of these feats for years if she 
  so chooses.
  She cannot gain the benefits of an athenaeum of Boccob again, 
  however, until she has discharged all available uses of both 
  feats.
  Aura: Strong (no school).
  Ability Value: 2,000 gp.
  Adaptation: Any deity who is a patron of spellcasters and 
  interested in the accumulation of knowledge could be 
  associated with one of these sites.
  COLD FORGE OF MORADIN
  A cold forge of Moradin is a holy site touched by the dwarf 
  deity of smithcrafting.
  Worshipers of the Soul Forger claim that Moradin visits 
  every forge in the world, and when he finds one that has 
  been abandoned and desecrated by the enemies of the 
  dwarves, he touches it with his own hammer and imbues it 
  with his power.
  He then sends dreams and visions of it to his true followers, 
  hoping to awaken the spirit of vengeance and justice in 
  their hearts.
  When recovered by good characters or nonevil dwarves, 
  these smithies imbue their rescuers’ weapons with new 
  properties.
  According to legend, when Moradin awakens many cold 
  forges in close proximity, characters who visit several of 
  them can gain additional benefits.
  Lore: Characters can gain the following pieces of 
  information about a cold forge of Moradin by making 
  Knowledge (religion) or Knowledge (history) checks at the 
  appropriate DCs, as given below.
  DC 15: A cold forge of Moradin is a holy site imbued with 
  secrets of blacksmithing known only to the dwarf god.
  DC 20: Cold forges of Moradin can be found only in areas that 
  were once occupied by dwarves but are now abandoned.
  DC 25: To gain the benefits of a cold forge of Moradin, a 
  character or group of characters must clear the immediate 
  area of enemies and hold the site against the foes of the 
  dwarves for a short period of time.
  Description: The dark, underground hall surrounding a cold 
  forge of Moradin is often filled with dust, smashed stones, 
  and broken weaponry.
  Somewhere amid the rubbish lies an old anvil, possibly 
  covered with the shattered bits of armor and weapons of its 
  last defenders.
  Near the anvil is a forge that seems ice cold at first but 
  rekindles of its own volition and heats up over time.
  Nonevil characters who discover such a site are overtaken 
  by a sense of melancholy at first.
  This effect results from the leftover emotions of the long-
  dead dwarf smiths that have become ingrained in the 
  rubble.
  But when the forge awakens and the walls begin to reflect
  the light and shadows from the fire, visitors find the room 
  welcoming and somehow bolstering.
  Prerequisite: A cold forge of Moradin confers its special ability 
  only on the weapons of intelligent, nonevil creatures.
  Site Activation: To awaken the forge, a character or group 
  must defeat any evil creatures in the immediate vicinity 
  (usually the room housing the forge and any neighboring 
  rooms) and hold the area against other evil creatures for 24 
  hours.
  Any evil creatures that enter during this period must be
  slain or driven off; otherwise the defenders must start the 
  process again.
  During this period of occupation, the anvil must be set up 
  again and the entire area must be cleared of debris.
  Once the area is clean, a flame ignites within the forge and 
  grows brighter and hotter every hour.
  The heat never becomes unbearable, but anyone standing 
  in the room can feel its warmth and smell the odor of 
  smelting ore.
  As soon as the required occupation period is over, the anvil 
  begins to glow with a golden light.
  Each of the characters who participated in cleansing the 
  area can touch one weapon (or 50 pieces of ammunition) to 
  the anvil.
  For 1 week thereafter, that weapon gains properties that 
  enhance its abilities when wielded by the character who 
  imbued it with power here.
  Recharge: A cold forge of Moradin usually works only once, 
  but if it is part of a larger complex (perhaps an abandoned 
  dwarf city overrun by humanoids and dragons), Moradin 
  might choose to “touch” it multiple times, allowing its 
  power to be used once a week.
  
  167
  In such a case, characters wishing to reuse the cold forge of 
  Moradin must have made progress toward reclaiming more 
  of the complex each time they return, or it will not 
  function.
  Special Ability (su): A weapon touched to the anvil by a 
  qualified creature gains the ability to overcome damage 
  reduction as if it were silvered and made of both 
  adamantine and cold iron.
  It gains none of the other properties of those substances, 
  however, so it doesn’t automatically defeat hardness, isn’t 
  more costly to make magical, and doesn’t have a –1 penalty 
  on damage rolls.
  Special: Sometimes Moradin touches several forges in close 
  proximity to each other.
  If PCs reclaim more than one of these sites in a week’s time, 
  their weapons might gain additional properties, as given 
  below.
  The benefits of each additional weapon property stack with 
  those applied before.
  • Bane (usually against dragons, goblinoids, or some other 
  creature dwarves normally despise)
  • Holy
  • Axiomatic
  Duration: A weapon retains all the special abilities gained 
  from a cold forge of Moradin for 1 week after the last time it 
  was touched to the anvil, or until it is no longer in the 
  possession of a creature that helped cleanse the forge.
  Thus, if a character cleanses two cold forges of Moradin, 
  gaining the special materials property and then the bane 
  property, the weapon retains both those properties for 1 
  week after the weapon touched the second anvil.
  If the weapon is taken from a qualified character and 
  recovered during the 1-week period, the lost properties 
  return, but any lost duration is not recovered.
  Aura: Moderate evocation and transmutation [good].
  Ability Value: 1,500 gp (special materials property), 1,000 
  gp per additional property.
  Adaptation: A cold forge of Moradin can be adapted as a site 
  dedicated to any nonevil dwarf deity, or even to any deity 
  patronizing smiths or weaponcrafters.
  It works best as a holy site for a racial deity, however, since 
  such deities usually have natural enemies of other races.
  COLISEUM OF KORD
  Some of the older arenas in the world have played host to 
  more conflict, contests of strength, and athletic events than 
  any field of battle—and a few have stood for centuries or 
  millennia.
  Many followers of Kord choose to participate in such 
  games to test themselves against others.
  Scattered throughout the world are the arenas in which the 
  greatest heroes of Kord have tested their mettle, often with 
  the Brawler himself looking down from the heavens and 
  blessing the contests and contestants.
  These sites, known as coliseums of Kord, have acquired some 
  of the god’s divine power.
  Lore: Characters can gain the following pieces of 
  information about a coliseum of Kord by making Knowledge 
  (religion) checks at the appropriate DCs, as given below.
  DC 10: Kord’s followers often test themselves in contests of 
  strength and athletics.
  The arenas where some of his legendary priests and heroes 
  competed have become holy sites.
  DC 15: A follower of Kord, or any other mighty athlete, can 
  earn Kord’s blessing by performing rites and participating 
  in trials within these arenas.
  DC 25: Kord smiles on those who would test themselves, 
  but he demands constant and continued effort.
  Each additional use of a coliseum of Kord by the same 
  individual has tougher requirements, and the benefits fade 
  more swiftly.
  Description: Each coliseum of Kord looks different, in 
  keeping with its location, culture, and history.
  However, each is an arena or amphitheater of some sort, 
  typically with a holy symbol of Kord displayed prominently 
  within.
  Prerequisite: Any character who is willing and able to 
  undergo the necessary trials can gain the benefits of a 
  coliseum of Kord.
  Location Activation: To gain the benefits of a coliseum of 
  Kord, a character must first spend 1 full round uttering a 
  prayer to Kord.
  She must then prove victorious in some sort of physical 
  challenge against one or more opponents in the arena.
  This contest might be an actual combat, a race, a sporting 
  event of some sort, or some other physical trial.
  The precise details are up to the DM, but some examples 
  are given below.
  No spells or magic items of any kind are permitted in this 
  contest—it is a trial of physical prowess only.
  A coliseum of Kord can boost the abilities of only one 
  individual at a time, even if more than one contestant 
  participates on each side.
  Obstacle Course: The character must race one or more rivals 
  through a course peppered with walls, pits, rope bridges, 
  and the like.
  While overcoming most of these obstacles requires sheer 
  physical prowess, some require creative thinking as well.
  For instance, the last 10 to 15 feet of a climbing wall might 
  lack handholds of any sort.
  Though it appears impassible, a strong and quick 
  competitor might be able to climb the hack of his rival and 
  thus gain sufficient height to jump the rest of the way.
  Scavenger Hunt: In this contest, viable only in the largest of 
  coliseums, the arena is set up as a maze, a series of scaffolds, 
  or even a wilderness area such as a jungle.
  Hidden throughout the area are a number of prizes that the 
  contestants must recover, as well as various hurdles—
  including traps, hostile combatants, and minor monsters—
  that they must overcome.
  Some scavenger hunts require a contestant to recover every 
  object, while others require only finding a certain number 
  before the allotted time runs out.
  Test of Endurance: The character engages in a race or a series 
  of exercises against a particularly potent rival.
  Once the contest begins, the contestants cannot stop for 
  any reason—not for rest, or even for food, drink, or healing.
  They must continue until one or the other drops from 
  exhaustion or thirst.
  The one left standing is the victor.
  Recharge: A coliseum of Kord can confer its benefits on only 
  one character per week.
  Furthermore, any given individual can have only one 
  benefit from it at any given time.
  Special Ability (ex): A coliseum of Kord grants a character 
  who passes the test an inherent bonus of +2 to Strength, 
  Dexterity, or Constitution.
  
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  She can choose the ability, as long as it is one that the 
  contest tested in some way.
  Duration: Kord demands that his champions test 
  themselves regularly.
  The first time a character gains the benefit from a coliseum of 
  Kord, it lasts for a year.
  The second time, it lasts for 6 months.
  The benefit lasts for 3 months the third time, 1 month the 
  fourth time, and 1 week each time thereafter.
  Aura: Strong transmutation.
  Ability Value: 18,334 gp.
  PALACE OF BURNING ICE
  With the possible exception of Obad-Hai, no deity 
  combines so many disparate elements as Tiamat, the five-
  headed Queen of Dragons.
  From the frozen northern reaches to the hearts of raging 
  infernos, her influence is felt everywhere that chromatic 
  dragons thrive—and some variety thrives everywhere.
  But nowhere is the dragon deity’s influence more overt 
  than in her holy sites.
  The Draconic name of these places translates roughly as 
  “Palaces of Burning Ice”, but human sages refer to them as 
  frozen calderas of the Dragon Queen.
  The name is certainly appropriate, because whatever other 
  features might differ, these sites appear in only one sort of 
  location—the caldera of a volcano in a frozen mountain 
  range.
  cant, considerable wealth and magic must be sacrificed to 
  obtain the most potent.
  Description: Other than the type of location, the only 
  commonality between different frozen calderas of the Dragon 
  Queen is the inner sanctum, which is sometimes known as 
  the Queen’s Hoard.
  This enormous chamber is dominated by a carving of the 
  five-headed Dragon Queen that occupies the entire the 
  back wall, glaring down at all who enter.
  On the floor below the engraving is a pit that leads down 
  into the fires and lava beneath the earth.
  
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  Sacrifices of wealth must be dropped into the hole and 
  allowed to melt away.
  Though the walls are often covered in a thin layer of ice, a 
  haze of heat radiates from the pit.
  Prerequisite: Only a nongood creature of character level 7th 
  or higher can access the power of a frozen caldera of the 
  Dragon Queen.
  Claiming the more advanced powers of such a place also 
  requires a sacrifice of treasure.
  Location Activation: To gain the benefit of the most basic 
  power of a frozen caldera of the Dragon Queen, a character 
  must offer a prayer to Tiamat and touch each of the five 
  carved heads of her image in a ritual that takes 5 minutes to 
  perform.
  To gain the benefit of the greater powers, the character 
  must sacrifice treasure in the pit beneath the engraving 
  after performing this rite.
  Recharge: Once a frozen caldera of the Dragon Queen has 
  bestowed one or more powers on a given individual, it 
  cannot do so again for five years.
  Even if a character accesses only the basic power, this limit 
  applies to any use of the site.
  Thus, anyone who wishes to gain multiple powers must 
  claim them all at once.
  When a frozen caldera of the Dragon Queen has granted 
  powers to five different individuals, it goes dormant for 5
  months.
  Special Ability: A frozen caldera of the Dragon Queen can grant 
  up to three abilities to any single character.
  The most basic requires only the ritual; the other two 
  require payments of treasure.
  The costs for dragons and dragonblooded creatures and for 
  other creatures are given on the table below.
  Energy Resistance (su): The petitioner must choose acid, cold, 
  electricity, or fire.
  He gains resistance 5 to the selected energy type.
  Breath Weapon (su): The petitioner chooses one of the 
  breath weapons listed below.
  Each is usable once per day and deals 6d8 points of damage.
  A successful Reflex save (DC 10 + character’s HD + 
  character’s Con modifier) halves the damage.
  This ability is gained in addition to any breath weapon or 
  similar ability that the creature might already have.
  Draconic Form (sp): Once per day for 10 rounds, the 
  petitioner can transform into a mature adult dragon of one 
  of the five standard chromatic kinds.
  He does not gain the spellcasting ability of that form and 
  has his normal Hit Dice for the purpose of effects that 
  affect only beings with a particular number of Hit Dice, but 
  he takes on all the dragon’s other traits.
  While in draconic form, the petitioner loses all his own 
  extraordinary, spell-like, supernatural, and spellcasting 
  abilities.
  If the petitioner is a dragon, it instead gains the powers of a 
  dragon one age category higher than its own for up to 10 
  rounds per day.
  Duration: Each of these abilities lasts for one year.
  Aura: Strong abjuration and evocation.
  Ability Value: 10,000 gp (2,000 gp per affected creature).
  SEPULCHER OF WEE JAS
  Despite the false assumptions often made by commoners 
  and adventurers alike, the majority of necromancers do not 
  go on to become liches or other undead.
  Most simply die, finally and irrevocably, like everyone else.
  The faithful of Wee Jas sometimes gather in a spot where 
  one of their greatest lies entombed to venerate the deceased 
  as a true master of both magic and death.
  If their faith is strong enough, and the deceased 
  necromancer’s power was potent enough, the goddess 
  might imbue the site with a fraction of her own power, 
  which can be claimed by anyone willing—and able—to 
  take it.
  Lore: Characters can gain the following pieces of 
  information about sepulchers of Wee Jas by making 
  Knowledge (arcana) or Knowledge (religion) checks at the 
  appropriate DCs, as given below.
  A character seeking to locate the grave-site of a particularly 
  powerful and famous necromancer can sometimes do so 
  with a Knowledge (arcana) or Knowledge (religion) check.
  The base DC is 25, but this DC can vary dramatically at the 
  DM’s discretion, based on how famous or how secretive the 
  deceased was.
  DC 20 (arcana or religion): Some of the tombs where the 
  most powerful necromancers lie buried have become holy 
  sites to the faithful of Wee Jas.
  DC 22 (arcana): Although Wee Jas has both arcane and 
  divine necromancers among her followers, the 
  overwhelming majority of sepulchers of Wee Jas form at 
  the graves of arcane necromancers.
  DC 22 (religion): Determining whether a given site is a true 
  Sepulcher of Wee Jas or just the tomb of a necromancer with 
  lingering enchantments can be extremely difficult.
  Wee Jas’s faithful never alter the tomb when they begin 
  worshiping at it, so it holds no visual distinction.
  While spells such as detect magic might reveal the truth, 
  sometimes the only way to be sure is to attempt to access 
  the power of a Sepulcher of Wee Jas at the site and see 
  whether it works.
  DC 28 (arcana or religion): Only those willing to taste death 
  and those with a gift for necromantic magic can claim the 
  power of a Sepulcher of Wee Jas.
  Those who prove unworthy suffer for their hubris.
  Description: Every Sepulcher of Wee Jas is an ornate tomb or 
  crypt.
  Most are constructed of marble or granite, but a few are 
  simply dug into the earth or made of materials other than 
  stone.
  
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  These sites often boast detailed decorations and engravings, 
  which might or might not include symbols of Wee Jas.
  The typical Sepulcher of Wee Jas is merely one tomb in the 
  middle of a great cemetery, but a few stand alone on private 
  lands.
  The air within the Sepulcher is cold and dry, and sounds 
  often fail to echo, as though the dimensions of the crypt 
  were larger than they appear.
  Prerequisite: Only a spellcaster who has Spell Focus 
  (necromancy), and at least 5 ranks in both Knowledge 
  (arcana) and Knowledge (religion) can gain the powers of a 
  Sepulcher of Wee Jas.
  An actual worshiper of Wee Jas has an easier time 
  qualifying (see below), but allegiance to the Ruby Sorceress 
  is not a prerequisite.
  Location Activation: The ritual required to access the power 
  of a Sepulcher of Wee Jas is particularly hideous because the 
  petitioner must sample death.
  She must enclose herself in a coffin within the Sepulcher 
  and lie within—awake but unmoving—for 24 hours.
  During this period, she takes 1d6 points of negative energy 
  damage every 2 hours.
  Assuming the character survives, she must attempt a DC 30 
  Knowledge (arcana) or Knowledge (religion) check (her 
  choice) when the required time has elapsed.
  A worshiper of Wee Jas gains a +5 circumstance bonus on 
  this check.
  Success indicates that the petitioner has acquired sufficient 
  insight into death to gain the site’s granted power.
  A character who fails the check by 10 or more points, 
  however, instantly contracts mummy rot (DMG 292), no 
  saving throw allowed.
  Recharge: A given Sepulcher of Wee Jas can grant its benefits 
  to a single character only once per month.
  Special Ability (su): Any time the recipient of the power 
  granted by a Sepulcher of Wee Jas kills a humanoid of her 
  own creature instantly reanimates as a zombie under her 
  control.
  This zombie does not count against the character’s HD-
  based limit on the number of undead that can be controlled 
  by spells such as animate dead, and commanding it is a free 
  action.
  The zombie remains animate for a number of rounds equal 
  to 1 + the level of the spell that slew it, then dies again.
  In addition, the standard Will save for half damage no 
  longer applies to any inflict spells that the recipient 
  spontaneously casts (though it applies normally for 
  prepared inflict spells).
  A spellcaster who lacks the ability to swap out prepared 
  spells for inflict spells gains the power to do so as though 
  she were an evil cleric of her divine caster level, but only 
  once per day.
  The Will save applies normally in this case.
  Duration: The abilities granted by a Sepulcher of Wee Jas last 
  for 1 month.
  Aura: Strong necromancy.
  Ability Value: 7,000 gp.
  Adaptation: Although few deities other than Wee Jas are 
  associated with both death and magic, any god of death or 
  necromancy could create a similar holy site.
  TEMPLE OF THE FIRST DAWN
  In a distant land, atop a plateau so high that the air is thin 
  and the wind blows cold, stands an enormous cathedral.
  Made by hands far older than human, its gold-hued mithral 
  framework supports stained glass walls of unearthly beauty.
  The air inside is warm and comforting despite the chilling 
  winds outside, and darkness and evil seem distant and 
  unimportant within its walls.
  This luminous structure is the Temple of the First Dawn, the 
  holiest site of Pelor’s faith.
  According to myth, this spot was where the rays of the sun 
  first touched the earthen skin of the world, warming its 
  surface and lighting the eternal night on the morning 
  when creation began.
  The cathedral is aptly named, because this place is indeed 
  the site of the very first dawn.
  Lore: Characters can gain the following pieces of 
  information about the Temple of the First Dawn by making 
  Knowledge (religion) checks at the appropriate DCs, as 
  given below.
  DC 15: The Temple of the First Dawn was built on the site 
  where, according to Pelorian myth, the rays of the sun first 
  touched the earth when reality began.
  Even the greatest of Pelor’s scholars don’t know who built 
  this cathedral.
  DC 20: The Temple of the First Dawn enhances light and 
  healing magic and suppresses dweomers of darkness and 
  death.
  DC 25: Almost any nonevil creature is welcome to claim the 
  benefits of the Temple of the First Dawn, but doing so 
  requires a show of intense devotion to Pelor.
  Beings of evil cannot draw on the powers of this site.
  Description: The Temple of the First Dawn appears to be 
  made entirely of stained glass.
  Its multicolored panes form different images, icons, and 
  patterns depending on the position of the viewer and the 
  sun.
  The grandest pattern of all is an intricately formed holy 
  symbol of Pelor on the roof, through which the sun shines 
  down into the structure.
  The glass is held in place by a framework of golden mithral 
  that has been magically enhanced to be as unbreakable as 
  stone.
  No shadows ever fall within the Temple of the First Dawn.
  A combination of magic and the angle of the glass keeps 
  the light diffuse and constant from all angles, making it 
  impossible for any object to cast a shadow within the 
  structure.
  Even at night, the glass glows with a light of its own that, 
  though dimmer than true sunlight, serves the same 
  purpose.
  All the light from all the windows focuses on a single point 
  in the precise center of the cathedral.
  Here, on the ground, is a strange golden spot—uneven but 
  roughly circular.
  The holy sun symbol of Pelor is faintly embossed into its 
  center.
  This spot is the heart of the Temple of the First Dawn—
  supposedly the exact place where the first sunbeam 
  touched earth.
  Prerequisite: Only nonevil characters can benefit from the 
  powers of the Temple of the First Dawn.
  
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  Location Activation: To take advantage of the minor ability 
  granted by the site, a character need only cast the 
  appropriate spell while within the cathedral’s stained-glass 
  walls (see below).
  To access the major ability of the Temple of the First Dawn, a 
  character must prove her capacity for self-sacrifice by 
  spending several days in prayer and fasting within the 
  structure.
  At least 8 hours of each day must be spent in prayer at the 
  center of the cathedral, and the petitioner must refrain 
  from food and drink long enough to take one-quarter of her 
  full normal hit points in nonlethal damage.
  Only then can she draw upon the major power of the site.
  Recharge: The Temple of the First Dawn needs no recharge 
  time for its minor ability.
  Once it has granted its major benefit three times, it cannot 
  do so again for the length of a season (3 months).
  Special Ability (su): The Temple of the First Dawn has both a 
  minor ability, which is constantly available, and a major 
  ability, which requires the ritual described above.
  Minor: Any spells that have the healing or light descriptor 
  that are cast within the walls of the temple are 
  automatically maximized or extended, as appropriate, as 
  though affected by the Maximize Spell and Extend Spell 
  feats, with no change in spell slot.
  If a spell that utilizes negative energy or has the darkness 
  descriptor is cast within these walls, its duration and any 
  variable effects it might have are halved.
  Major: The major ability granted by the Temple of the First 
  Dawn varies based on the abilities of the petitioner, as 
  follows.
  A cleric or other character who has the ability to turn 
  undead can expend a turn attempt to render all undead 
  within 60 feet susceptible to critical hits for 6 rounds.
  In addition, a character who already has the ability to 
  spontaneously cast cure spells gains the ability to quicken a 
  spell that has the light or healing descriptor as if using the 
  Quicken Spell feat, but without the associated change in 
  spell slot.
  This ability is usable once per day.
  Any spellcaster who lacks the ability to swap out prepared 
  spells for cure spells gains the power to do so, but only once 
  per day, and she cannot use the temple’s quicken ability on 
  them.
  Duration: The major ability lasts for 1 month.
  The minor ability is effective only as long as the petitioner 
  remains within the temple’s walls.
  Aura: Strong abjuration, conjuration, and evocation.
  Ability Value: 9,250 gp.
  COMPLETE MAGE (3.5)
  BIGBY’S TOMB
  Though he is immortalized for the distinctive spells he 
  created, the great wizard Bigby knew all too well that 
  (barring lichdom) death would eventually claim him.
  With the help of a small group of trusted apprentices and 
  stoneworkers, he designed and built a suitable final resting 
  place.
  Hidden far from prying eyes or light-fingered hands, Bigby’s 
  tomb has acquired a persistent arcane magic of its own, 
  which manifests in the style of spells that the great wizard 
  invented.
  To those intrepid enough to seek it out, the tomb can offer 
  a bit of the great wizard’s power.
  An arcane spellcaster who finds the tomb and spends 
  significant time within its walls gains the power to use one 
  or more of the spells that carry Bigby’s name as a spell-like 
  ability.
  Such a discovery, though, is easier said than done, for the 
  location of Bigby’s tomb changes from time to time.
  To ensure that his mortal remains would stay undisturbed, 
  the wizard created an entirely new spell that would literally 
  pick up his tomb (with a pair of hands made of arcane 
  force) and transport it to a new location each time anyone 
  visited it.
  Magically protected from the ravages of the elements, the 
  tomb can be found anywhere in a subterranean vault, in an 
  undersea grotto, at the heart of a volcano, in the catacombs 
  beneath a forgotten city, or any other location large enough 
  to accommodate it.
  Any character who comes within 100 feet of the tomb feels 
  as though dozens of invisible hands are propelling him 
  forward, though his speed is unaffected and he can turn 
  away without penalty.
  Over time, the tomb also works subtle changes in the 
  surrounding terrain, causing nearby rocks, vegetation, 
  clouds, or flames to take on the vague shapes of hands.
  Lore: Characters can gain the following pieces of 
  information about Bigby’s tomb by making Knowledge 
  (arcana) checks at the appropriate DCs, as given below.
  Description: The door to Bigby’s tomb looks like the back of a 
  giant hand, positioned with fingers upward.
  To open it, a visitor must seize the tops of the fingers and 
  pull down.
  The open door then forms a ramp into the tomb.
  Bigby’s tomb consists of a single, square chamber about 100 
  feet on a side that appears to be hollowed out of whatever 
  substance surrounds it.
  Against one wall of this room is a dais supporting an ornate 
  sarcophagus whose surface is covered with relief sculptures 
  of hands of all shapes and sizes—young hands, old hands, 
  tapered hands, and rough hands.
  Some of the hands grasp others, some seem to be pushing 
  something away, some are balled into fists, and some are 
  outstretched in invitation.
  The walls of the tomb are covered with frescoes of similar 
  design, and the floor carries on the theme in mosaics.
  Magical hands of arcane force appear to move about the 
  chamber, dusting, cleaning, and creating new artwork, but 
  these are permanent images.
  The tomb is silent except for the sounds of the hands at 
  work.
  
  172
  A sense of excitement pervades the place, giving the visitor 
  the impression that infinite possibilities exist for those 
  willing to seize them.
  The never-used sarcophagus remains empty to this day.
  When the sarcophagus is touched, a permanent magic 
  mouth on the skeleton says, “Take my hand”.
  Prerequisite: Bigby’s tomb can confer its special ability only 
  on an arcane spellcaster with an Intelligence score of 12 or 
  higher who has access to spells of the evocation school and 
  can cast 2nd-level or higher spells.
  Location Activation: To gain the ability conferred by Bigby’s 
  tomb, a qualified creature must grasp one of the hands 
  sculpted on the sarcophagus.
  Doing so causes the hand to detach from the wrist and 
  meld with the visitor’s hand, making it larger and stronger-
  looking than the other.
  Only one creature at any given time can possess the special 
  ability granted by Bigby’s tomb.
  Recharge: Once it has granted one spellcaster its special 
  ability, Bigby’s tomb cannot do so again until the detached 
  hand has returned to the sarcophagus.
  Special Ability (sp): Bigby’s tomb grants the ability to use one 
  of the Bigby’s hand spells (caster level equals creature’s 
  character level) as a spell-like ability once per day upon 
  detaching the stone hand.
  The specific spell granted depends on the user’s spell 
  ability.
  • A character who can cast arcane spells of 4th level or 
  lower gains Bigby’s slapping hand (see the sidebar).
  • A character who can cast arcane spells of 5th, 6th, or 7th 
  level gains Bigby’s interposing hand.
  • A character who can cast arcane spells of 8th or 9th level 
  gains Bigby’s clenched fist.
  Once granted, this ability cannot be changed for the 
  duration of the effect.
  The use of this ability causes the character’s hands to glow 
  with arcane power.
  Duration: The ability to use the selected Bigby’s hand spell 
  lasts for one year.
  At the end of that time, the spellcaster’s hand returns to 
  normal, and the stone hand reappears on the sarcophagus.
  Aura: Strong evocation.
  Ability Value: 1,200 gp (Bigby’s slapping hand); 8,000 gp 
  (Bigby’s interposing hand); 20,000 gp (Bigby’s clenched fist).
  BOCCOB’S READING ROOM
  Boccob, the god of magic, values knowledge most highly.
  Legend holds that certain places that were sacred to him in 
  the past—the former sites of great libraries, colleges of 
  magic, and so forth—became suffused with the god’s 
  arcane power.
  Even though the structures that once stood there have long 
  since fallen to ruin or been completely razed, these sites 
  remain wellsprings of arcane lore.
  Such locations are called Boccob’s reading rooms.
  
  173
  A Boccob’s reading room can form anywhere on the surface of 
  the earth or underground.
  These sites often occur in the forgotten ruins of ancient 
  libraries and houses of knowledge, but they form just as 
  often in the private retreats of great wizards who used them 
  for solitary study.
  Occasionally, a Boccob’s reading room forms in a wilderness 
  area where no remnant of any former structure remains.
  Lore: Characters can gain the following pieces of 
  information about a Boccob’s reading room by making 
  Knowledge (arcana) checks at the appropriate DCs, as given 
  below.
  Description: A Boccob’s reading room occupies a cubic area 
  about 20 feet on a side.
  It usually forms either inside an abandoned structure or 
  within an area of ruins, but it can also be in a cave or other 
  natural setting.
  If it is indoors, its walls are a neutral, restful shade; if it is 
  located in ruins or outdoors, the area is visually 
  unremarkable.
  The only unusual features of the site are a large, 
  comfortable chair and a reading lamp, which might or 
  might not seem very out of place in the setting.
  The musty smell of old books pervades a Boccob’s reading 
  room, even though no actual books remain.
  The room is unnaturally silent, and voices and even 
  footfalls are muffled.
  Any intelligent creature entering the area feels that some 
  new arcane secret waits here, waiting to be learned.
  When a spellcaster has successfully gained new spell 
  knowledge from a Boccob’s reading room, a small mark shaped 
  like a book appears on one of his hands.
  This mark is permanent.
  Prerequisite: Only a spellcaster capable of preparing and 
  casting 3rd-level arcane spells can sense and access the 
  power of a Boccob’s reading room.
  Location Activation: When a qualified spellcaster enters the 
  site, a book appears on the chair.
  By spending 8 uninterrupted hours perusing this tome, the 
  spellcaster gains a portion of the collected arcane 
  knowledge that was once kept here.
  If his perusal is interrupted, the spellcaster can begin again.
  Recharge: Once a Boccob’s reading room has conferred its 
  power upon a single creature, it cannot do so again for 30 
  days.
  However, a spellcaster can benefit from a Boccob’s reading 
  room no more than once a year.
  Special Ability (ex): Upon drawing forth the power of a 
  Boccob’s reading room, a spellcaster who prepares spells can 
  write one new spell of any level he can cast into his 
  spellbook.
  Doing this requires 1 hour, and there is no cost for 
  materials except for the required pages in the spellbook.
  A spellcaster who employs spellbooks cannot benefit from 
  the same Boccob’s reading room more than once per year, but 
  he can benefit from any number of different Boccob’s reading 
  rooms within the same year.
  Duration: The new spell knowledge gained from a Boccob’s 
  reading room is permanent.
  Aura: Strong divination.
  Ability Value: 100 gp per level of the added spell.
  BONEYARD
  In any place where large numbers of creatures are buried in 
  mass graves or left to rot without proper funerary rites, a 
  boneyard might form.
  The presence of so much raw material for necromantic 
  magic seems to draw negative energy of its own accord, 
  changing the gravesite into a nexus of necromantic power.
  Most boneyards form underground, but they can also 
  manifest in aboveground tombs, or even firepits where 
  massive numbers of corpses were cremated.
  Such magical locations form at the sites of great battles 
  where the corpses of fallen enemies were left unburied for 
  scavengers.
  But they can also manifest in the former dwelling places of 
  great necromancers who hoarded corpses for their work.
  Lore: Characters can gain the following pieces of 
  information about a boneyard by making Knowledge 
  (arcana) checks at the appropriate DCs, as given below.
  
  174
  Description: A boneyard is a vast expanse of humanoid 
  remains that covers up to 500 square feet.
  Bones, ashes, and partial skeletons litter the ground or 
  floor, and the odor of the charnel house is almost 
  overpowering, even though the flesh has long since rotted 
  away from the bones.
  Bones always exist in quantity in a boneyard, even if it was 
  formed at the site of a crematory.
  In an outdoor boneyard, the surrounding vegetation is 
  withered and dead.
  The bones in a boneyard do not move of their own accord, 
  but clicks and rattles are audible throughout its confines, as 
  though the bones were restless and eager to move.
  When a spellcaster who has successfully drawn power from 
  a boneyard casts a necromancy spell, her hands briefly 
  appear skeletal.
  Although this effect looks impressive, no physical change 
  of any kind occurs to her hands.
  Prerequisite: Only an arcane spellcaster capable of casting 
  at least three different necromancy spells of 3rd level or 
  higher can sense and access the power contained within a 
  boneyard.
  Location Activation: To claim the power of a boneyard, a 
  qualified spellcaster must meditate uninterrupted within 
  its confines for 8 hours.
  If the required meditation period is interrupted, the 
  character can begin again.
  Recharge: Once a boneyard has conferred its ability on a 
  single spellcaster, it cannot do so again for one year.
  Special Ability (ex): Once per day, a spellcaster who has 
  drawn forth the power from a boneyard can cast a 
  necromancy spell that is affected by her choice of the 
  Empower Spell, Extend Spell, or Enlarge Spell metamagic 
  feats.
  The spell’s level is not modified, and she can decide to 
  apply the feat at the moment she casts the spell—she need 
  not prepare it ahead of time.
  If she is a spontaneous caster, she requires no additional 
  time to add the metamagic feat to the necromancy spell she 
  casts.
  Duration: The ability to augment necromancy spells lasts 
  for one year.
  Aura: Strong necromancy.
  Ability Value: 12,000 gp.
  CLOUDSEAT
  Wherever mortals have communed on a regular basis to 
  unlock the secrets of the future, a cloudseat can form.
  Sages speculate that cloudseats are actually small tears in the 
  fabric of time that allow glimpses of probable futures.
  But whatever their nature, cloudseats offer arcane 
  spellcasters who are proficient with divination magic a 
  chance to gain the knowledge they seek faster than usual.
  Cloudseats can form indoors or outdoors in any kind of 
  terrain or setting.
  Many form in the dwelling places of powerful diviners.
  A few, however, are located in wilderness areas that have 
  been popular as oracle sites.
  Lore: Characters can gain the following pieces of 
  information about a cloudseat by making Knowledge 
  (arcana) checks at the appropriate DCs, as given below.
  Description: A cloudseat resembles a stool, chair, or throne 
  formed of clouds.
  It can be any color and intensity, from pastel to jewel tone.
  Though it appears insubstantial, a cloudseat is perfectly 
  capable of supporting the weight of a Large or smaller 
  creature.
  A cloudseat typically has a clean, fresh scent, like the air after 
  a thunderstorm.
  Anyone who sits in it can hear voices murmuring 
  indistinctly, as if they were coming from far away.
  Typically, such a creature is seized with the desire to 
  decipher what these voices are saying, but no more than a 
  word or two is ever audible.
  Sometimes a sense of foreboding surrounds a cloudseat, but 
  more often, those in its area gain a strong sense of power 
  and destiny.
  Anyone who actually sits in a cloudseat feels euphoric, as 
  though he knows that he is to play a vital role in the grand 
  scheme of things and bring about great change.
  When a spellcaster who has successfully drawn power from 
  a cloudseat casts a divination spell, his eyes briefly become 
  completely white, and his voice takes on a guttural edge.
  Prerequisite: Only an arcane spellcaster capable of casting 
  at least three different divination spells of 2nd level or 
  higher can access the power of a cloudseat.
  Location Activation: To claim the power of a cloudseat, a 
  qualified spellcaster must sit in it and meditate 
  uninterrupted for 8 hours.
  During this time, the creature might experience horrifying 
  or euphoric dreams.
  If the required period of meditation is interrupted, the 
  spellcaster can begin again.
  Recharge: Once a cloudseat has granted its ability to a single 
  creature, it cannot do so again for one year.
  Special Ability (ex): Once per day, a spellcaster who has 
  drawn power from a cloudseat can cast a divination spell of 
  2nd level or lower as a swift action, regardless of its usual 
  casting time.
  Duration: The swift casting ability lasts for one year.
  Aura: Strong divination.
  Ability Value: 2,000 gp.
  CRYPT OF WEE JAS
  A crypt of Wee Jas is a site formed when the power of the 
  deity of death and magic touches the Material Plane.
  
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  Sages speculate that the lifelong pursuit of necromancy 
  could change the burial places of Wee Jas’s adherents into 
  crypts of Wee Jas, but these sites can also form in other places 
  where death magic has been used against powerful foes.
  A crypt of Wee Jas typically forms in underground locations, 
  but it can also manifest in a mausoleum or catacomb that 
  houses the dead.
  Often such magical locations form in the burial crypts of 
  famous necromancer families, but they can also come into 
  being at locations where necromantic magic has 
  permanently affected a well, pool, or other landscape 
  feature.
  Lore: Characters can gain the following pieces of 
  information about a crypt of Wee Jas by making Knowledge 
  (arcana) checks at the appropriate DCs, as given below.
  Description: A crypt of Wee Jas looks like an ornate 
  mausoleum decorated with arcane sigils, glowing skulls, 
  and bones painted in stark white.
  Its walls are made of stone or earth, and it invariably 
  contains a sarcophagus that glows with arcane power.
  This sarcophagus is empty except for a swirling darkness.
  A crypt of Wee Jas carries no odor of death, but the skulls and 
  bones that decorate the walls leave no doubt as to its nature.
  The darkness within the sarcophagus makes a faint 
  whooshing sound, but other than that the place is silent.
  When a spellcaster who has successfully drawn power from 
  a crypt of Wee Jas uses the granted ability, her eyes briefly 
  become twin pools of swirling darkness.
  Prerequisite: Only an arcane spellcaster who can cast at 
  least three different necromancy spells of 2nd level or 
  higher can sense and access the power contained within a 
  crypt of Wee Jas.
  Location Activation: To claim the power of a crypt of Wee Jas,
  a qualified spellcaster must draw forth its power as an act of 
  will.
  Doing so requires a full-round action and provokes attacks 
  of opportunity.
  Recharge: Once a crypt of Wee Jas has conferred its ability on 
  a single spellcaster, it cannot do so again for one year.
  Special Ability (su): A spellcaster who draws forth the 
  power from a crypt of Wee Jas constantly senses how near 
  death any given creature is, as with the deathwatch spell, 
  except that the range is 60 feet.
  Duration: The ability to use the deathwatch effect lasts for 
  one year.
  Aura: Faint necromancy.
  Ability Value: 1,000 gp.
  DRAGONSBLOOD POOL
  The blood of a dragon carries great arcane power, but only 
  those with draconic bloodlines can access it.
  When a dragon dies in a battle of truly epic proportions, its 
  spilled blood can form a dragonsblood pool.
  Sorcerers and other creatures with draconic bloodlines can 
  sometimes claim the latent power of such a site for 
  themselves.
  A dragonsblood pool can form anywhere that dragons dwell.
  Many of these sites are on the surface of the earth, hidden 
  in forest glades, volcanoes, icy caves, or the shifting sands 
  of deserts.
  Some, however, manifest deep underground, or even 
  within the walls of great cities that have sprung up around 
  them.
  Over time, the magic of the dead dragon’s blood twists the 
  surrounding land and vegetation into weird shapes 
  reminiscent of sleeping or flying dragons.
  Lore: Characters can gain the following pieces of 
  information about a dragonsblood pool by making Knowledge 
  (arcana) checks at the appropriate DCs, as given below.
  
  176
  Description: A dragonsblood pool is a roughly circular body of 
  dark liquid about 100 feet in diameter.
  Wavelets ripple the surface even when no wind is present, 
  as if some unseen power were disturbing the fluid.
  The liquid in the pool is thick, viscous, and dark red-brown 
  in color.
  The unmistakable odor of blood permeates the area around 
  the pool.
  Anyone who approaches it becomes aware of a faint 
  rushing sound, like that made by a great dragon’s wings.
  Some small remnant of the dragon’s frightful presence 
  remains as well, causing a vague feeling of apprehension in 
  those who come near.
  Furthermore, the immediate area is suffused with the 
  essence of the dead dragon’s breath, as given on the 
  following table.
  The eyes of a spellcaster who has successfully drawn power 
  from a dragonsblood pool turn yellow and take on a draconic 
  appearance.
  Prerequisite: To gain the benefits of a dragonsblood pool, a 
  creature must be able to spontaneously cast at least one 
  spell of 2nd level or higher.
  Location Activation: A qualified spellcaster can sense the 
  lingering power of a dragonsblood pool and claim a small 
  shard of it by drinking a small amount of liquid (equivalent 
  to the amount in a potion bottle) from it.
  A dragonsblood pool holds enough power to boost the 
  spellcasting ability of up to three qualified spellcasters 
  simultaneously.
  Recharge: After a dragonsblood pool has conferred its ability 
  three times, it cannot grant its power again for one full year.
  Special Ability (ex): A spellcaster who draws forth the 
  power of a dragonsblood pool gains one bonus arcane spell 
  slot of 1st, 2nd, or 3rd level (spellcasters choice, but not of a 
  higher level than the character can cast).
  No single creature can have more than one bonus spell slot 
  from a dragonsblood pool at a time.
  Duration: The bonus spell slot lasts for one year.
  Aura: Strong transmutation.
  Ability Value: 6,000 gp (2,000 gp per creature affected).
  ETERNAL VORTEX
  An eternal vortex is a swirling maelstrom of arcane energy 
  that holds the essence of evocation magic.
  Legend holds that such a location is formed from multiple 
  castings of powerful evocation spells in the same spot.
  The raw energy of such spells became so concentrated that 
  it could not all dissipate in the usual way.
  Instead, remnants of it persisted, eventually forming a 
  vortex of magical power.
  An eternal vortex can form in any spot—indoors, outdoors, 
  or underground.
  Such magical locations form at the sites of [ great battles in 
  which warmages turned the tide with their powerful spells.
  They can also manifest where dragons or other powerful 
  foes once dwelled, particularly if they were eventually 
  brought low by the concerted power of numerous 
  evocations.
  Lore: Characters can gain the following pieces of 
  information about an eternal vortex by making Knowledge 
  (arcana) checks at the appropriate DCs, as given below.
  Description: An eternal vortex looks like a whirlpool of 
  elemental force.
  Fire, ice, acid, and bolts of raw electricity swirl down 
  toward its center in an endless dance, each retaining its 
  own character even when in contact with the other forces.
  Periodically, explosions burst from its walls with deafening 
  crashes, sending gouts of elemental material shooting out 
  into the center of the vortex.
  The vortex is blindingly bright and garishly colored, and its 
  opening can be placed horizontally, vertically, or in any 
  other orientation on a surface.
  An eternal vortex throbs with power, and the area around it 
  appears blasted and ruined.
  The air in the vicinity sparkles with small flashes of 
  energy—tiny arcs of lightning, tongues of flame, rays of 
  cold, and colorful splashes of acid.
  The low rumble of the vortex is punctuated by small bangs 
  and pops of stray sonic energy The vortex inspires a feeling 
  of awe and a twinge of fear in viewers.
  When a spellcaster who has successfully drawn power from 
  an eternal vortex casts an evocation spell that deals energy 
  damage, her hands are surrounded with the type of energy 
  that the spell produces.
  Although this effect looks impressive, it deals no damage of 
  any kind.
  Prerequisite: Only an arcane spellcaster capable of casting 
  at least three different evocation spells of 3rd level or 
  higher can sense and access the power contained within an 
  eternal vortex.
  Location Activation: To claim the power of an eternal vortex,
  a qualified spellcaster must meditate uninterrupted at its lip 
  for 8 hours.
  
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  If the required meditation period is interrupted, the 
  character can begin again.
  Recharge: Once an eternal vortex has conferred its ability on 
  a single spellcaster, it cannot do so again for one year.
  Special Ability (ex): Once per day, a spellcaster who draws 
  forth the power from an eternal vortex can cast an evocation 
  spell of 6th level or lower that automatically repeats its 
  effect on the following round, at the start of the spellcaster’s 
  next turn.
  The repeated spell has the same point of origin as the 
  original spell, and creatures within the area are entitled to 
  spell resistance and saving throws just as if the spell had 
  been cast normally.
  This special ability can only be applied to evocation spells 
  with an instantaneous duration.
  Duration: The ability to repeat the effect of evocation spells 
  lasts for one year.
  Aura: Strong evocation.
  Ability Value: 10,000 gp.
  METAMAGIC STORM
  Metamagic is a method by which spellcasters alter the way 
  magical energy is formed and used.
  Some sages speculate that metamagic has an identity of its 
  own—that it is a wild, untamed force even more 
  mysterious than magic itself.
  A metamagic storm embodies these elements, manifesting as 
  glimmering sheets of light in the night sky.
  A metamagic storm can form anywhere that magical energy 
  is highly concentrated and only barely controlled.
  It comes into being where great arcane duels have 
  occurred, or where wizards or sorcerers have waged war 
  against their foes.
  Lore: Characters can gain the following pieces of 
  information about a metamagic storm by making Knowledge 
  (arcana) checks at the appropriate DCs, as given below.
  Description: A metamagic storm looks like multicolored 
  sheets of flickering light in a night sky.
  Green, blue, red, and violet radiance coruscates in endless 
  patterns, washing the black sky in jewel-toned shades.
  The patterns of color reflect the various forms of 
  metamagic that can be employed to form and shape spells.
  A metamagic storm emits no sound, but a sweet scent 
  pervades the land beneath it.
  When a spellcaster who has successfully drawn power from 
  a metamagic storm casts a spell modified by the granted 
  benefit, his eyes briefly blaze with coruscating light.
  Prerequisite: Only an arcane spellcaster who already 
  possesses at least one metamagic feat can sense and access 
  the power contained within a metamagic storm.
  Location Activation: To claim the power of a metamagic 
  storm, a qualified spellcaster must meditate uninterrupted 
  beneath it, absorbing its light, for 8 hours.
  If the required meditation period is interrupted, the 
  character can begin again.
  Recharge: Once a metamagic storm has conferred its ability 
  on a single spellcaster, it cannot do so again for one year.
  Special Ability (ex): A spellcaster who draws forth the 
  power from a metamagic storm gains one metamagic feat of 
  his choice as a bonus feat.
  He must qualify for the feat to select it, but the feat gained 
  can’t be used to meet any other requirements or 
  prerequisites.
  Duration: The bonus metamagic feat lasts for one year.
  Aura: None.
  Ability Value: 5,000 gp.
  RAINBOW FALLS
  Wherever magic has been employed to profoundly change 
  the nature of creatures, places, or items, rainbow falls can 
  form.
  Such a site holds within it the essence of transmutation 
  magic, and the raw power of such alteration magic ensures 
  that nothing near it is the same as it once was.
  Rainbow falls can form in any spot—indoors, outdoors, or 
  underground.
  Such magical locations form where magic has been used to 
  sculpt the land, or in the homes of great transmuters.
  But they can also manifest in natural locations that are 
  prone to change, such as earthquake zones.
  Lore: Characters can gain the following pieces of 
  information about a rainbow falls by making Knowledge 
  (arcana) checks at the appropriate DCs, as given below.
  
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  Description: A rainbow falls resembles a sparkling waterfall 
  at least two stories high.
  The water looks clear for the most part, but every color of 
  the rainbow coruscates through it.
  The water falls into a small pool at the base that never 
  increases in size, sending up a multicolored fine spray.
  If any creature touches the water, however, the water 
  changes to mist and vanishes, only to return the instant the 
  creature retreats.
  Though a rainbow falls runs constantly, its appearance is 
  always shifting.
  The rainbow colors that tint its water shift continually, and 
  now and again some object spills over the top of the falls 
  and changes to water on the way down, blending in with 
  the clear stream.
  The air in the vicinity smells clean and fresh, and the sound 
  of splashing water provides a pleasant backdrop for the 
  scene.
  When a spellcaster who has successfully drawn power from 
  a rainbow falls casts a transmutation spell, his body 
  momentarily seems to shift and distort, though no actual 
  change occurs.
  Prerequisite: Only an arcane spellcaster capable of casting 
  at least three different transmutation spells of 2nd level or 
  higher can sense and access the power contained within a 
  rainbow falls.
  Location Activation: To claim the power of a rainbow falls, a 
  qualified spellcaster must meditate uninterrupted beside it 
  for 8 hours.
  If the required meditation period is interrupted, the 
  character can begin again.
  Though the water appears real enough, it changes to air 
  around the spellcaster’s body, so he does not get wet during 
  this period.
  Recharge: Once a rainbow falls has conferred its ability on a 
  single spellcaster, it cannot do so again for one year.
  Special Ability (ex): Once per day, a spellcaster who draws 
  forth the power from a rainbow falls can cast a 
  transmutation spell and triple its duration, to a maximum 
  duration of 24 hours.
  Spells with instantaneous durations are not affected.
  Duration: The ability to extend the duration of a 
  transmutation spell lasts for one year.
  Aura: Moderate transmutation.
  Ability Value: 2,000 gp.
  SHIELDSTONE CAVERN
  Wherever powerful abjuration magic has been used 
  repeatedly to protect a large number of creatures, a 
  shieldstone cavern might form.
  Not only do such sites provide useful sanctuaries from 
  attack, but they also have the power to augment abjuration 
  spells for arcane spellcasters who can access their power.
  Because of their link with protective magic, shieldstone 
  caverns manifest in or near population centers, particularly 
  those that are frequently besieged by attackers.
  Because these sites usually occur within earth or rock, they 
  are found in mountains or hillsides, or beneath cities.
  However, a shieldstone cavern can also form within a 
  gigantic tree, or in a significant volume of some solid 
  substance such as ice.
  Lore: Characters can gain the following pieces of 
  information about a shieldstone cavern by making 
  Knowledge (arcana) checks at the appropriate DCs, as given 
  below.
  Description: When a shieldstone cavern forms, it hollows a 
  roughly hemispherical cavern out of the solid substance in 
  which it manifests.
  
  179
  Furthermore, the protective magic inherent in such a 
  location causes it to form in the most defensible location in 
  the area.
  The cavern formed can be up to 100 feet in diameter, 
  depending on the available space.
  The interior of the cavern has smooth walls and floor on 
  which glowing protective sigils form and fade, plus a 
  stream of clear, fresh water.
  A ghostly image of a shield covers the entrance, but anyone 
  needing shelter or protection can freely pass through it into 
  the cavern.
  Within the cavern, the air is fresh and slightly warm.
  Any intelligent creature entering a shieldstone cavern feels a 
  strong sense of peace and safety, as though no harm could 
  breach its walls.
  Whenever an arcane spellcaster who has successfully 
  drawn power from a shieldstone cavern casts an abjuration 
  spell, an image of a shield briefly appears on the back of 
  each of his hands.
  Prerequisite: Only an arcane spellcaster capable of casting 
  at least three different abjuration spells of 2nd level or 
  higher can sense and access the power contained within a 
  shieldstone cavern, though any creature can take shelter 
  within its confines.
  Location Activation: Any creature that enters a shieldstone 
  cavern and asks aloud for protection is affected as if by shield 
  and protection from arrows for as long as it remains within its 
  confines.
  Furthermore, the intangible hand becomes a stone door 
  that functions as if affected by hold portal and arcane lock 
  until the protected creature asks for release.
  To claim the special ability granted by a shieldstone cavern, a 
  qualified spellcaster must meditate uninterrupted for 8 
  hours within its confines.
  If this meditation is interrupted, the character can begin 
  again.
  Recharge: Once a shieldstone cavern has conferred its 
  benefits on a single spellcaster, it cannot do so again for one 
  year.
  Special Ability (ex): The effective caster level of a 
  spellcaster who draws power from a shieldstone cavern 
  increases by 1 for all abjuration spells.
  Duration: The increase in caster level lasts for one year.
  Aura: Strong abjuration.
  Ability Value: 1,000 gp.
  SOULHEART POOL
  A soulheart pool is a body of water that holds the essence of 
  enchantment magic.
  Legend holds that such a location is formed from the 
  fleeting memories of hundreds of fey creatures gathering 
  for dance or celebration, and that the concentrated 
  remnants of their ability to charm and beguile others has 
  coalesced into a pool.
  A soulheart pool invariably forms in a remote, wilderness 
  location of the sort frequented by fey creatures.
  Most are on the surface, but a rare few are found in 
  subterranean areas where fey native to such locations 
  reside.
  The existence of a soulheart pool causes the area around it to 
  take on a rosy glow, as if it were suffused with the light of 
  dawn.
  Lore: Characters can gain the following pieces of 
  information about a soulheart pool by making Knowledge 
  (arcana) checks at the appropriate DCs, as given below.
  Description: A soulheart pool looks like an unusually calm 
  pool of clear water about 50 feet in diameter.
  Sometimes the surface of the pool shimmers briefly, like 
  the surface of a stone in the summer heat.
  
  180
  Anyone who looks into the pool can see fleeting, delightful 
  images of old friends, old flames, and pleasing memories.
  The area around a soulheart pool feels warm and cozy, and 
  the air smells of whatever scents bring pleasant memories 
  to the visitor.
  A pleasant feeling of relaxation envelops the place, making 
  visitors wish to stay.
  Whenever a spellcaster who has successfully drawn power 
  from a soulheart pool casts an enchantment spell, her face 
  briefly takes on a fey-like appearance.
  Prerequisite: Only an arcane spellcaster capable of casting 
  at least three different enchantment spells of 2nd level or 
  higher can sense and access the power contained within a 
  soulheart pool.
  Location Activation: To claim the power of a soulheart pool, a 
  qualified spellcaster must meditate uninterrupted within 
  its confines for 8 hours.
  If the required meditation period is interrupted, the 
  character can begin again.
  Recharge: Once a soulheart pool has conferred its ability on a 
  single spellcaster, it cannot do so again for one year.
  Special Ability (su): Once per day, a spellcaster who draws 
  forth the power from a soulheart pool can recast any 
  enchantment spell (without spending a spell slot) on the 
  turn after she first casts it.
  She must target the same creature or creatures she targeted 
  the first time she cast the spell.
  Recasting a spell in this way requires a standard action, 
  regardless of the spell’s normal casting time.
  Duration: The conferred ability lasts for one year.
  Aura: Strong enchantment.
  Ability Value: 4,000 gp.
  VALE OF SMOKE AND FOG
  A vale of smoke and fog is a misty depression that holds the 
  essence of illusion magic.
  Such a location is usually formed when the same spot has 
  been blanketed by illusion spells for long period of time.
  Sages speculate that the lingering effects of such magic can 
  degrade reality at the site over time, rendering it blurry and 
  indistinct.
  Vales of smoke and fog can form anywhere that has a solid 
  floor—whether indoors, outdoors, or underground.
  Such magical locations form at the sites of great wizards’
  secret hideaways or the former locations of faerie mounds.
  But they can also manifest where fey lovers have trysted, or 
  where great treasures have lain protected by illusion for
  centuries.
  Lore: Characters can gain the following pieces of 
  information about a vale of smoke and fog by making 
  Knowledge (arcana) checks at the appropriate DCs, as given 
  below.
  Description: A vale of smoke and fog manifests as a depression 
  in an otherwise solid floor.
  The depression might be large and deep, forming a valley or 
  a rift in the earth, or it might be small enough to fit inside 
  an underground chamber.
  The depression is filled with gray mist that forms swirls and 
  eddies as though disturbed by the passage of an unfelt 
  breeze or an invisible creature.
  Muted sounds, such as voices or growls, occasionally issue 
  forth from it.
  Anyone who stares into the fog can catch glimpses of 
  people, places, and items, but they vanish back into the fog 
  with tantalizing swiftness.
  A deep sense of mystery shrouds a vale of smoke and fog.
  The fact that reality itself is weakened here causes those 
  who enter to be assailed by vague doubts.
  The mist winds and creeps around the limbs of visitors, and 
  wherever it touches, reality fades.
  Creatures see their limbs disappear, or change form, and 
  objects seem to appear in hands touched by the gray mist.
  The faces of comrades mutate into those of creatures or 
  comrades long dead.
  Sounds and smells occur and then fade, seemingly at 
  random.
  When a spellcaster who has successfully drawn power from 
  a vale of smoke and fog casts an illusion spell, her hands 
  appear to turn into fog.
  Although this effect looks impressive, no actual change 
  occurs.
  Prerequisite: Only an arcane spellcaster capable of casting 
  at least three different illusion spells of 4th level or higher 
  can sense and access the power contained within a vale of 
  smoke and fog.
  Location Activation: To claim the power of a vale of smoke 
  and fog, a qualified spellcaster must meditate uninterrupted 
  within its confines for 8 hours.
  If the required meditation period is interrupted, the 
  character can begin again.
  Recharge: Once a vale of smoke and fog has conferred its 
  ability on a single spellcaster, it cannot do so again for one 
  year.
  Special Ability (ex): The duration of all illusion spells cast 
  by a spellcaster who has drawn power from a vale of smoke 
  and fog increases by 50%, and the save DC of each such spell 
  increases by 1.
  Duration: The ability to cast enhanced illusion spells lasts 
  for one year.
  Aura: Strong illusion.
  Ability Value: 18,000 gp.
  
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  WORLDMEET GLADE
  In any place where conjuration magic is frequently used to 
  summon creatures, some of the essence of those creatures 
  might cling to the environs, creating a magical location that 
  draws summonable creatures to it and augments their 
  power.
  Such a location is known as a worldmeet glade, and arcane 
  spellcasters who routinely employ spells of the conjuration 
  school can access its particular magic.
  Worldmeet glades typically form in natural environs close to 
  the dwellings of powerful conjurers.
  Some speculate that these conjurers physically brought the 
  biggest, best, and most robust conjurable creatures to this 
  location, but in fact it is the lingering conjuration magic 
  that both draws them to the site and augments their power.
  Lore: Characters can gain the following pieces of 
  information about a worldmeet glade by making Knowledge 
  (arcana) checks at the appropriate DCs, as given below.
  Description: A worldmeet glade is an outdoor location with 
  several different kinds of habitats concentrated in a smaller 
  than normal space.
  Typically, such a site includes a forest, a marsh, a freshwater 
  lake, a saltwater lake, and some hilly or mountainous 
  terrain.
  Some even include deserts and frozen tundra, depending 
  on the kinds of creatures present.
  The temperature in any given section is appropriate for its 
  terrain, and all the sections coexist without “bleeding” into 
  one another.
  A worldmeet glade teems with life.
  The air is filled with squawks, grunts, roars, and growls, and 
  creatures cavort in every part of the space.
  Nuts, berries, and ordinary prey animals abound to satisfy 
  the hunger of every creature present.
  If both good and evil creatures are present, they ignore one 
  another rather than fighting.
  The thrum of life is everywhere, and an intangible sense of 
  peace and harmony pervades the area.
  When a spellcaster who has successfully drawn power from 
  a worldmeet glade casts a summoning spell, the summoned 
  creature is briefly outlined in a green glowing light.
  Prerequisite: Only an arcane spellcaster capable of casting 
  at least three different conjuration spells of 3rd level or 
  higher can sense and access the power contained within a 
  worldmeet glade.
  Location Activation: To claim the power of a worldmeet 
  glade, a qualified spellcaster must meditate uninterrupted 
  for 8 hours within its confines.
  If this meditation is interrupted, the character can begin 
  again.
  Recharge: Once a worldmeet glade has bestowed its power on 
  a single spellcaster, it cannot do so again for one year.
  Special Ability (ex): A worldmeet glade grants a qualified 
  spellcaster the ability to summon an enhanced version of 
  any creature he could normally call with a given summon 
  monster spell.
  The creature gains +2 hit points per Hit Die and a +2 bonus 
  on all saving throws, checks, attack rolls, and damage rolls.
  Duration: The ability to summon enhanced creatures lasts 
  for one year.
  Aura: None.
  Ability Value: 18,000 gp.
  
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  COMPLETE PSIONIC (3.5)
  CRYSTAL NODE
  The earth gives up its secrets guardedly, or not at all.
  Some believe that the veins of oil running through the 
  miles of strata below are manifestations of the earth’s blood, 
  if so, the veins of pure mineral are the world’s nerves.
  In rare instances, pure crystal veins intersect within a 
  cavernous grotto.
  These nodes are lit with the slow trickle of psionic power 
  swirling through the earth itself in unknowable telluric 
  currents.
  Such grottos are called crystal nodes.
  Lore: A crystal node is a psionic location imbued with excess 
  psionic energy.
  (DC 15 Knowledge [psionics]).
  A crystal node can grant some of its exceptional power to a 
  skilled psionic character who manages to brave the dark 
  tunnels leading to its location.
  (DC 20 Knowledge [psionics]) A psionic character who 
  masters the power of a crystal node swells the bounds of his 
  own mind.
  For a long time afterward, the character has daily access to 
  more power points than is normally possible for a character 
  of his level.
  (DC 25 Knowledge [psionics]) Description (Typical): A 
  wide cavern is lit by dimly glowing mineral veins.
  Crystal stalagmites and stalactites punch up through the 
  floor and hang down from the ceiling with angular 
  perfection.
  A particularly large crystal pulses slowly at the center of the 
  chamber.
  A faint sound resonates through the air.
  so deep in pitch that only a bit of the much larger sound is 
  audible to most creatures.
  Prerequisite: To access the power contained within a crystal 
  node, a creature must have 1 or more power points.
  Location Activation and Effect: A crystal node confers its 
  power upon a creature that stands before the largest crystal 
  in the center of the cavern and expends its psionic focus 
  while touching the crystal.
  Each crystal node can affect up to five creatures, dimming 
  more with each conferral, before its psionic charge is 
  depleted for one year.
  After a year’s period of renewal, it is once again able to 
  confer its ability.
  Special Ability Activation and Effect (ex): A character who 
  meets the prerequisites and activates the effect gains the 
  conferred ability: an enlarged power point reserve.
  The recipient is treated as if his power point reserve were 5 
  points higher than normal.
  The extra power points return with his regular power 
  points each day after rest—for all intents and purposes, the 
  character simply has more power points per day.
  The conferred enlarged power point reserve lasts for one 
  year before it fades.
  Aura: Strong psychometabolism.
  Ability Value: 4,500 gp per affected creature.
  
  183
  
  184
  EMERGENT CALDERA
  A geologic upwelling of red-hot magma, coupled with an 
  accidental intersection of a large vein of pure crystal, 
  sometimes spontaneously generates an emergent caldera.
  These psionic locations are thick with heat and geologically 
  generated psionic energy.
  Given that regular volcano calderas are rare, emergent 
  calderas are all the more difficult to discover.
  Lore: An emergent caldera is a psionic location imbued with 
  psionic pyromantic potential.
  (DC IS Knowledge [psionics]).
  The psionic essence of fire contained in locations known as 
  emergent calderas can augment fire-based psionic powers.
  (DC 20 Knowledge [psionics]).
  Manifesters of sufficient skill who journey to such a 
  location can pull, some of this essence into themselves, 
  enhancing their own fire powers.
  (DC 25 Knowledge [psionics]).
  Description (Typical): A wide, smoking basin rests deep 
  within the heart of a mountain, perhaps originally 
  uncovered by an abandoned mine.
  Jagged shards of reddish crystal protrude here and there 
  from the basin of the caldera, glowing all the redder for the 
  internal heat they contain.
  A haze hangs in the air, obscuring the center of the caldera 
  as it smolders with a violent orange light.
  Prerequisite: To access the power contained within an 
  emergent caldera, a character must be a manifester of 5th
  level or higher, with knowledge of one or more 
  psychokinesis energy powers.
  Location Activation and Effect: When a manifester who 
  meets the prerequisites climbs into the caldera and plunges 
  into the haze at the center of the volcano (braving mere 
  fire, or perhaps lacing creatures or other guardians of the 
  area jealous of its conferred abilities), he can elect to 
  expend 1 power point as a standard action that provokes 
  attacks of opportunity.
  In response, the visible crystals all around discharge what 
  appears to be fiery lightning, and each bolt unerringly 
  strikes the character.
  The bolts deal no damage; instead, the manifester gains the 
  special ability of the emergent caldera.
  Each emergent caldera can affect only one manifester before 
  its magic is suppressed for one year’s time.
  After a year of renewal, the location is once again able to 
  confer its ability.
  Special Ability Activation and Effect (su): When a 
  manifester who has drawn the power of the emergent caldera 
  into himself manifests a power with the fire descriptor, he 
  is treated as if his manifester level were one higher than 
  normal.
  Furthermore, the power manifested gains an additional 
  visual display—the manifester seems to catch fire and wear 
  a flaming nimbus that quickly fades.
  The conferred ability lasts for one year before it fades.
  Aura: Strong psychokinesis.
  Ability Value: 3,000 gp.
  PSIGATE
  A psigate is a unique location imbued with the psionic 
  impetus of travel.
  Created by ancient psionic architects, psigates grant psionic 
  creatures that pass through them the ability to travel to a 
  stated destination.
  A psigate is most often found in ruins or among an ancient 
  circle of stones on a high mountain top.
  Psigates often lie undisturbed for ages before being 
  discovered, and during this time, strange creatures 
  sometimes pass through the area.
  Lore: A psigate is a psionic location imbued with the power 
  of travel.
  (DC 15 Knowledge [psionics]).
  Intelligent creatures that enter the area containing a psigate 
  gain an effective but fleeting ability to communicate with a 
  creature in another location.
  This ability can be used once.
  (DC 18 Knowledge [psionics]).
  Psionic creatures that expend power points can energize a 
  psigate and use it to step through to a new location.
  This ability can be used once.
  (DC 21 Knowledge [psionics]).
  Description (Typical): A welter of ancient corridors in a 
  buried ruin gives way to a clear, round space bordered by a 
  circle of weathered obelisks.
  Some stand, some lean, and some have fallen over 
  completely.
  In the past, arches connected every standing stone in a 
  great circle, but time has toppled all but one arch.
  Three clear crystals are set in the span of the remaining 
  arch.
  Prerequisite: To be affected by the lesser ability of a psigate, a 
  character must have an Intelligence score of 8 or higher 
  and must step into the center of the arch.
  To be affected by the greater ability of a psigate, a character 
  must be psionic.
  Location Activation and Effect (lesser): A character who 
  wishes to gain a psigate’s lesser ability must step into the 
  center of the arch and succeed on a DC 11 Psicraft check.
  Once the lesser ability has been conferred, a psigate takes a 
  full week to regenerate its power to confer any ability.
  Location Activation and Effect (greater): A character who 
  wishes to gain a psigate’s greater ability must step into the 
  center of the arch and expend 9 power points.
  Doing this causes the crystals in the vicinity to glow.
  Once the greater ability has been conferred, a psigate takes a 
  week to regenerate its power to confer the ability again.
  Special Ability Activation and Effect (Lesser) (ps): A 
  creature that meets the prerequisites and activates the 
  lesser effect gains the ability to manifest correspond (EPH 88)
  once during the next clay with a manifester level equal to 
  his Hit Dice.
  The correspond power granted by the gate is a psi-like ability 
  usable only once.
  The ability must be used within 24 hours, or it is lost 
  harmlessly.
  Special Ability Activation and Effect (Greater) (ps): A 
  creature that meets the prerequisites and activates the
  greater effect gains the ability to manifest psionic plane shift 
  
  185
  (EPH 124) with a manifester level equal to the creature’s Hit 
  Dice.
  The manifester and any other targeted creatures must walk 
  through the arch to use the power.
  The psionic plane shift power granted by the arch is a psi-like 
  ability usable only once.
  The ability must be used within 24 hours of walking 
  through the arch, or it is lost harmlessly.
  Aura: Moderate telepathy and psychoportation.
  Ability Value: 2,500 gp.
  COMPLETE SCOUNDREL 
  (3.5)
  BUSSENGEIST HAUNT
  Tragedy follows calamity, disaster follows catastrophe, and 
  a lifetime of death leads to an afterlife of mourning.
  Or, at least, such is the way of the bussengeist haunt.
  Spawning wherever some foul action or gross inaction 
  leads to a catastrophe of life-shattering proportions, these 
  dim towers, fallen gatehouses, broken dams, and similarly 
  gloomy locales are infused with an almost palpable regret, a 
  weight that saps all levity and dampens the soul.
  Yet despite such a place’s ill nature, those bearing a lesser 
  burden of misfortune might cast their weight away in such 
  a place, like tears into a lake.
  Often neglected and abandoned to its own unnatural 
  gloom, a bussengeist haunt might appear anywhere that has 
  fallen under the shadow of tragedy.
  The specific locale described below is just one example.
  Lore: Characters with ranks in Knowledge (history) or 
  Knowledge (religion) can research a bussengeist haunt to 
  learn more about it.
  When a character succeeds on a skill check, the following 
  lore is revealed, including the information from lower DCs.
  DC 10: Decades ago a great misfortune occurred at Nereid 
  Dam, causing the dam to break and wipe out a nearby town.
  DC 15: Nereid Dam now lies in ruins, a crumbling 
  watchtower on one shore being the only evidence that it 
  ever stood.
  This tower is rumored to be haunted.
  DC 20: A cruel black dragon shattered Nereid Dam.
  Supposedly a guard saw the monster as it approached, but 
  rather then alerting the defending garrison, he attempted 
  to flee.
  He died with the rest.
  DC 25: Some places resound with the gravity of the actions 
  that occurred there.
  A bussengeist haunt is such a place, infused with the results 
  of a tragic action or inaction.
  Bussengeist haunts often attract mournful ghosts and other 
  regretful or tortured undead.
  Description: On the moldy shores of the Wreckwater 
  hunch the last, dilapidated remains of Nereid Dam.
  Even flights of bats and the teeming reptiles of the murky 
  water refuse to linger among the crumbling gray stones of 
  the tower that yet stands.
  Overgrown and abandoned, its wooden floors long rotted 
  and fallen, the two-story tower is a husk thick with dust and 
  ages-old debris.
  Yet when the wind blows across the river and through the 
  sagging ruin, the tower creaks and groans with its own 
  regretful song.
  And sometimes, some say, a voice moans over these sounds 
  of decrepitude—a hollow, tortured sigh ever calling, 
  “Why?” While within the boundaries of a bussengeist haunt,
  no character can use a luck reroll from a luck feat (page 72) 
  or an action point (from the Eberron Campaign Setting).
  Prerequisite: A character must be suffering from the effect 
  of a curse or ill luck to make use of a bussengeist haunt.
  Location Activation: A character must spend at least 10 
  minutes describing her problems, curses, or afflictions 
  while within the boundaries of a bussengeist haunt.
  At the end of this declaration, she gains the benefit of the 
  location.
  The character must be able to confess her own problems 
  aloud; thus, a silenced, petrified, or otherwise muted 
  character cannot receive its ability.
  This spiritual unburdening attracts the attention of 1d4 
  spirits chained to the area (plus one additional spirit for 
  each creature after the first seeking the location’s benefit).
  These spirits manifest in a variety of forms, most 
  commonly as allips, ghosts, or spectres, depending on the 
  level of the characters who enter.
  The apparitions are the remnants of those whose acts 
  doomed so many and created the bussengeist haunt.
  They are not malicious but seek forgiveness for their
  actions from any who will listen.
  Their terrible forms can make conversation difficult, with 
  confrontation all too common.
  Characters who do manage to communicate with these 
  spirits and hearken to their tales can convince the undead 
  to leave them in peace.
  Recharge: Any character who enters and activates a 
  bussengeist haunt can acquire its special ability, and multiple 
  characters can do so at the same time.
  A character can return to remove a later curse.
  Each time requires dealing with the resident spirits, 
  however.
  Special Ability (Su): A character who confesses her worries 
  and problems to a bussengeist haunt casts them away, her 
  magical afflictions subsumed into the existing ill will of the 
  location.
  Treat this effect as if break enchantment had been cast on the 
  character.
  
  186
  All who benefit from a bussengeist haunt, though, become 
  infused with a portion of the negative emotion and foul 
  stigma associated with this location.
  This dark energy applies a –1 penalty on attack rolls, saves, 
  and checks and prevents the character from using any luck 
  rerolls or action points for the next 7 days.
  Duration: The break enchantment effect is instantaneous, 
  while the dark energy lingers for 7 days.
  Variation: A bussengeist haunt might appear in any of a 
  number of forms.
  Any place that holds the psychic residue of a great tragedy 
  might be a focal point for ill emotions, such as the boarded-
  over office of a neglectful regent, a wizard’s workplace 
  housing a still-open portal to the Elemental Plane of Fire, or 
  a charred druidic circle.
  Ability Value: 1,000 gp.
  CHAMPION’S CROWN
  Blood-soaked and forever reverberating with the screams of 
  countless wild crowds, the champion’s crown is the goal of 
  every gladiator and sporting competitor, the summit of 
  athletic accomplishment.
  A steep ziggurat festooned with laurels and the weapons of 
  past heroes, the champion’s crown dominates one end of the 
  imperial coliseum, a distant but everpresent goal.
  The adulation of a crazed crowd and the invigorating soul 
  of triumph lend this site its power.
  Lore: Characters with ranks in Knowledge (local) can 
  research the champion’s crown to learn more about it.
  When a character succeeds on a skill check, the following 
  lore is revealed, including the information from lower DCs.
  DC 10: The champion’s crown is the podium of victors at the 
  coliseum.
  DC 15: The champion’s crown has numerous tiers used in 
  varying sporting events, but the pinnacle is reserved for 
  those who have accomplished the greatest feats and who 
  have gained the adoration of the crowd.
  DC 20: The weapons of past victors adorn the champion’s 
  crown.
  It is said that these weapons and the spirits of past 
  champions guard the ziggurat against the unworthy and 
  cheaters who attempt to ascend.
  DC 25: The champion’s crown is far older than the coliseum.
  It was once used as an altar by some nameless cult for 
  ceremonial battles and ritual bloodlettings.
  Description: Towering over 60 feet tall, the champion’s crown 
  is a black stone ziggurat pierced with numerous gigantic 
  nails of rusted iron.
  Covering its surface are images of gory battle, and in places, 
  grisly sacrifice.
  Much of this dark imagery is covered over with laurel 
  garlands, lengths of blue cloth, and the weapons of past 
  champions, some ages old.
  At 10-foot intervals, one on each side of the structure, are 
  platforms made to honor lesser champions and lower-
  ranking athletes.
  These rostrums each correspond to specific rankings, well 
  known by visitors.
  Prerequisite: Only a creature that has fairly achieved some 
  great victory in the coliseum, sparked the adulation of a full 
  crowd, and climbs to its highest platform can gain the 
  benefit of the champion’s crown.
  An official, priest, or master of ceremonies presiding over 
  the coliseum determines who is worthy of such prestige.
  Rarely is someone allowed to scale the champion’s crown 
  after only one appearance.
  This place of honor is reserved for one who has participated 
  in a championship and bested all comers or performed a 
  feat of prowess never before witnessed on the coliseum 
  floor.
  Location Activation: A character who arrives at the 
  pinnacle of the champion’s crown and spends 1 minute 
  soaking in the adoration of the crowd gains the benefit of 
  this location.
  It is possible, though rare, for several characters to be so 
  honored at the same time.
  Ascending to the victor’s platform of the champion’s crown 
  requires a successful DC 12 Climb check.
  The top of the ziggurat has room for four Medium 
  creatures.
  Recharge: Any champion who has performed admirably in 
  the coliseum might gain the benefits of the champion’s 
  crown.
  The true love of the people is rare, however, and usually no 
  more than three individuals in a city enjoy the special 
  ability conferred by the location.
  Successful gladiatorial groups or sporting teams sometimes 
  exceed this limit.
  An individual can regain the benefits of this location after 1 
  year if he once again accomplishes a crowd-pleasing and 
  noteworthy feat in the coliseum.
  Special Ability (Ex): A character who has rightfully 
  ascended the champion’s crown becomes a hero of the 
  community that holds the coliseum.
  He gains a +2 bonus on Diplomacy, Gather Information, 
  and Intimidate checks made to influence or gain 
  information from any individual who resides in that city.
  In addition, all residents of the community have a default 
  initial attitude of friendly toward the character if they 
  recognize him.
  Duration: The favor of the public is fickle, and thus the 
  benefits of this location fade after 1 year.
  Ability Value: 1,000 gp.
  COURT OF THIEVES
  Below labyrinthine sewers, deep basement vaults, and the 
  lairs of hidden creatures that feast on society’s filth lies the 
  lost throne of the underworld, the famed yet forgotten court 
  of thieves.
  Generations of bandit lords, robber kings, master assassins, 
  and at times fouler tyrants held court in this sprawling den 
  of excesses hidden beneath the very noses of those who 
  would root it out.
  Those days are long past.
  Lore: Characters with ranks in Knowledge (history) or 
  Knowledge (local) can research the court of thieves to learn 
  more about it.
  When a character succeeds on a skill check, the following 
  lore is revealed, including the information from lower DCs.
  DC 10: The court of thieves was a hidden place where 
  anything could be bought and any pleasure could be had.
  DC 15: All thieves’ guilds and criminal activities were once 
  ruled over by the elusive court of thieves.
  
  187
  DC 20: Treasures from a hundred lands were piled at the 
  feet of the king of thieves as payment for the privilege of 
  conducting crimes within his city.
  DC 25: The vices of greedy brigands and honorless rogues 
  eventually splintered the king’s power and left the court of 
  thieves abandoned.
  Description: The court of thieves is a subterranean palace, a 
  complex of chambers built in secret far beneath city streets.
  One hall might be as vast and grand as the royal opera 
  house—and indeed might have been used for a similar 
  purpose—while the next could be nothing more than a 
  crumbling chamber of exposed rock and sewer pipes.
  The most splendid and remarkable room in the court of 
  thieves is the hall housing the Throne of Thieves.
  This giant-sized throne of the king of thieves is ornately 
  and fantastically sculpted, and within its nooks and crevices 
  generations of rogues kept their precious trinkets, lucky 
  charms, and symbols of Olidammara.
  Although the court was largely stripped by the criminals 
  who abandoned it, these trifles were left behind out of 
  respect for the dethroned king of thieves.
  The entrance to the court of thieves has long been lost.
  Hidden deep within an ancient sewer, crumbled 
  warehouse, tavern basement, or in the shadow of some 
  bastion of law, the door is masterfully disguised.
  Those who do manage to find it must then best a gantlet of 
  tricks and traps designed to keep out uninvited guests, not 
  to mention overcoming whatever creatures might now call 
  the court of thieves home.
  Prerequisite: A character must navigate the court of thieves all 
  the way to the Throne of Thieves to gain the location’s 
  benefit.
  Location Activation: A character merely has to take a 
  trinket from the Throne of Thieves to gain this location’s 
  special ability.
  Although ancient, these baubles are not valuable, being 
  lucky copper coins minted by long fallen empires, archaic 
  or no-longer-used holy symbols, rusted lockpicks scored 
  with an owner’s initials, and similar such items.
  Recharge: As long as the location of the court of thieves 
  remains a secret, anyone can gain its benefits.
  Should its location become widespread knowledge, though, 
  the exceptional nature of having visited the place fades, and 
  it no longer confers any benefit.
  Special Ability (Ex): Any character who successfully 
  navigates the dangers of the court of thieves is blessed with 
  the great luck of Olidammara.
  He gains a bonus luck feat (page 72) of his choice, though 
  he must still meet the normal prerequisite for that feat.
  Furthermore, any character who bears an item taken from 
  the Throne of Thieves is considered to have touched rogue 
  royalty.
  The character doubles his Charisma bonus (if any) for the 
  purpose of determining his Leadership score when trying 
  to attract a cohort or followers with levels of bard or rogue.
  In addition, the character can also have double the normal 
  number of contacts within the criminal underworld (DMG2 
  153).
  Duration: The luck feat gained by the character is a 
  permanent benefit.
  The other benefits last as long as the character possesses the 
  trinket taken from the Throne of Thieves.
  Ability Value: 6,000 gp.
  
  188
  FROG GOD’S FANE
  Half sunken and overgrown by ages of decay, the ancient 
  temple of a strange, little-known deity molders deep in the 
  jungle marshes.
  Its location has been long forgotten, and now the only 
  attendants of the frog god’s fane croak lazily amid moldy 
  relics and fallen statues forming islands of gold.
  Lore: Characters with ranks in Knowledge (history), 
  Knowledge (nature), or Knowledge (religion) can research 
  the frog god’s fane to learn more about it.
  When a character succeeds on a skill check, the following 
  lore is revealed, including the information from lower DCs.
  DC 15: Countless civilizations have risen and fallen deep 
  within the jungle.
  Their ruins still lie hidden from civilized eyes.
  DC 20: A cult that worshiped Wastri, a deity shaped like a 
  frog, once held great influence from a stone temple in an 
  untamed swamp.
  Frogs of incredible size are sometimes spotted near 
  mysterious ruins deep within the flooded jungle.
  DC 25: Wastri directs his followers to further the needs of 
  humans and amphibians.
  His worshipers once erected rich temples to honor their 
  deity in the murky places his swamp-born wards might 
  attend.
  Description: Crumbling and overrun by denizens of the 
  swamp—especially bloated and oversized amphibians—the 
  frog god’s fane is now more a monument to rot than to any 
  deity.
  Whole floors have been flooded, and the riches that once 
  lined the walls and served as sacrifices have been lost to 
  ages of muck and eroding waters.
  Yet within its deepest sanctuaries, through passages filled 
  by brackish waters, lie hidden chambers in air pockets.
  Within these depths remain treasures untouched by 
  swamp water, but even more valuable are the strange 
  secrets carved in stone: sculptures once viewed only by the 
  highest of priests, which detail worship by both human and 
  amphibian.
  Prerequisite: A character must discover the ruined frog god’s 
  fane and reach the secret chambers within its depths to gain 
  the benefit of this location.
  Location Activation: A character must spend at least 10 
  minutes in meditation on the scriptural secrets hidden 
  deep within the frog god’s fane, and make a DC 15 
  Intelligence check at the end of that time.
  If she succeeds on this check, she gains the benefit of this 
  location.
  Otherwise, she has failed to accept some vital truth among 
  the markings.
  Recharge: Any number of characters who plumb the 
  treacherous depths of the frog god’s fane can gain the benefit 
  of this location.
  A character who fails the required Intelligence check 
  cannot try again until her Intelligence score permanently 
  increases.
  Special Ability (Ex): Upon succeeding on the Intelligence 
  check to understand the frog god’s secrets, the character 
  makes a fundamental connection, gaining an insight into 
  truths she never realized were linked.
  She gains Skill Focus in her choice of Knowledge (history), 
  (nature), or (religion) as a bonus feat.
  Furthermore, even if the character has no ranks in the 
  chosen Knowledge skill, she can make checks with that 
  skill as if she were trained.
  Duration: A character who gains the insight of the frog god’s 
  fane learns its secrets and gains its benefits permanently.
  Variation: Any seat of great and unfathomable information 
  might grant an effect like that of the frog god’s fane.
  For example, a metal tower crashed from the stars might 
  grant those who come to understand it bonuses on 
  Knowledge (architecture and engineering) and Knowledge 
  (the planes) checks, while the ancestral library of the 
  imperial family might provide insights into Knowledge 
  (geography) and Knowledge (nobility and royalty).
  Such information is too esoteric to share, requiring one to 
  experience it personally to gain its benefits, but a character 
  might learn some important piece of information that 
  could lead to further adventures.
  Ability Value: 2,000 gp.
  HEWARD’S HALL
  An obscure patron of bards and other music makers, the 
  mortal Heward studied the ancient songs of the elves, and 
  legends say, eventually brought music to humanity.
  He created instruments that are commonplace today and 
  composed some of the oldest songs and airs known to the 
  race, as well as crafting a unique pipe organ known for its 
  mystical properties.
  His furthering of music led bards to honor Heward’s name, 
  eventually giving rise to a number of cathedrals, concert 
  halls, and playhouses dedicated to the first bard, each 
  taking the name “Heward’s hall”.
  Some of these sites are incredibly inspirational to 
  songsmiths and musicians of all walks, instilling within 
  them the ability to push their own talents to extreme 
  heights.
  The specific locale described below is just one example of 
  such a legendary performance venue.
  Lore: Characters with ranks in Knowledge (religion) can 
  research a Heward’s hall to learn more about it.
  When a character succeeds on a skill check, the following 
  lore is revealed, including the information from lower DCs.
  DC 15: Heward is the patron of bards and human musicians.
  This result reveals the commonly known stories bout him.
  DC 20: Numerous concert halls and theaters are known as 
  Heward’s halls, in honor of the first bard.
  Some such places are very inspirational to artists.
  DC 25: Owners, managers, or religious groups controlling a 
  legendary Heward’s hall often restrict access to only the 
  most accomplished or promising artists.
  Description: Behind the stage of the Saltmarsh Playhouse’s 
  main auditorium is an organist’s nook, a famed Heward’s 
  hall.
  The high-ceilinged room allows an accompanist to play the 
  impressive, two-story pipe organ without its size and 
  grandeur detracting from performances on stage.
  The walls of the room and many of the towering brass pipes 
  of the organ are engraved with well-known songs that are 
  said to have been composed by Heward or that are 
  dedicated to the first bard.
  Directly over the dual keyboards of the organ sits a stone 
  bust of Heward himself, a foppish-looking rake with a 
  jaunty smile and tousled hair.
  
  189
  Despite all efforts, the Saltmarsh Heward’s hall is constantly 
  plagued by small rodents, and the organ itself requires 
  frequent retuning.
  Aydi Zarastian, guildmaster of the playhouse, created this 
  Heward’s hall as a matter of tradition, holding that all the 
  finest theaters and performance halls should host such a 
  shrine.
  As a connoisseur of the arts, she grants access only to those 
  with formal training and true musical talent.
  Prerequisite: To gain the special ability conferred by a 
  Heward’s hall, a character must possess at least 10 ranks in a 
  Perform skill and must succeed on a DC 30 Perform check 
  made as part of a public performance in the hall.
  The performer can’t take 10 on this check.
  The owner of the Heward’s hall, however, might place 
  additional conditions or limits on access.
  Though most performers prefer to use the Saltmarsh hall’s 
  great pipe organ (requiring Perform [keyboard 
  instruments]), other types of performances are permitted.
  Location Activation: At the conclusion of a successful 
  performance in a Heward’s hall, the location immediately 
  confers its benefit on the performer.
  Recharge: Only one character per night can gain the 
  benefit of a Heward’s hall.
  Special Ability (Ex): A character who successfully 
  completes a performance in a Heward’s hall gains Skill 
  Focus (Perform) as a bonus feat, using the same Perform 
  subcategory as that of the performance.
  If the performer already has Skill Focus (Perform) in that 
  subcategory, he can instead select any bardic music feat for 
  which he meets the prerequisite.
  The performer also gains a +2 competence bonus on Craft 
  checks to create new artistic compositions related to
  Perform skills.
  This bonus applies to all forms of performance, from acting 
  to instrumental play.
  Variation: This version of a Heward’s hall enhances the 
  Perform skill, but the idea of an inspirational site yielding 
  greater works can easily be adapted to any number of other 
  skills.
  For example, the nonmagical forge in which a famous 
  weapon or legendary artifact was created might inspire 
  future generations to create great works in metal over its 
  fires, granting Skill Focus (Craft) or even an item creation 
  feat.
  Duration: The bonus feat granted by a Heward’s hall is 
  permanent.
  The competence bonus on Craft checks fades after 1 year.
  Ability Value: 5,000 gp.
  HIGHEST SPIRE
  Jutting past castle towers and temple minarets, the highest 
  spire reaches from the mortal world to stab at the very 
  heavens.
  The pinnacle of what is unquestionably the tallest building 
  in the city, it draws travelers from the world over to stand 
  in its incredible shadow.
  Every year as part of an annual festival, a handful of 
  daredevils and adventure seekers gaze up at the famed 
  structure’s summit not out of awe, but determined to reach 
  the top.
  Lore: Characters with ranks in Knowledge (local) can 
  research the highest spire to learn more about it.
  When a character succeeds on a skill check, the following 
  lore is revealed, including the information from lower DCs.
  DC 10: The highest spire is aptly named, being the tallest 
  building in the city and possibly in the civilized world.
  DC 15: Every year, during a citywide festival, a dozen or so 
  revelers attempt to scale the highest spire to win the title 
  “Spire Hawk”.
  DC 20: Every year several people are bruised and battered 
  climbing the spire, and occasionally the attempt ends in a 
  climber’s death.
  DC 25: No guard can patrol the spire’s highest reaches.
  Who knows what might lurk or roost in its cloud-cloaked 
  recesses? Description: Hewn from a distant mountain 
  peak’s night-blue marble and studded with star-like pearls, 
  the highest spire itself is a 50-foot steeple sculpted as an 
  exulting, spear-wielding archon.
  The spire is mounted atop the tallest building in the city, 
  whose summit is a full 1,333 feet from the ground.
  Constructed by magic, and supposedly held aloft by the 
  same forces, this wonder of the world compels visitors to 
  attempt to scale it year after year.
  The loftiest reaches of the highest spire are treacherous, and 
  not simply due to the height.
  The tower’s many projections and the intricate wings and 
  folds of the spire’s angelic form create sizable niches.
  Rumors have long held that dire bats, arrowhawks, even a 
  dragon or even a territorial and ill-tempered couatl might 
  live at the peak of this artificial mountain.
  (The DM should assign one or more hostile creatures to 
  interfere with progress to the top, based on the average 
  level of the ascending characters).
  Prerequisite: A character must climb from the building’s 
  base to the peak of the highest spire on a specific holiday to 
  gain the location’s benefit.
  Location Activation: The building the highest spire perches 
  atop requires successful DC 25 Climb checks to scale, while 
  climbing the convoluted spire itself requires only DC 15 
  checks.
  The first character to complete the ascent immediately 
  benefits from the location’s conferred power.
  Climbers are not permitted to use any spell, wondrous 
  item, or other magical effect to assist in the climb 
  (including Strength-boosting effects) or to reach the 
  pinnacle by other means.
  Scarring the building, such as by hammering pitons into its 
  surfaces, is also forbidden, although nondamaging climbing 
  implements and mechanical inventions are acceptable.
  Festival mages check all participants and closely monitor 
  their ascents.
  These mages commonly prepare protective spells such as 
  feather fall to aid imperiled climbers, but athletes are 
  encouraged to make their own precautionary 
  arrangements.
  The ban against magic is the only rule once climbing 
  begins.
  Interfering with other climbers is frowned upon, but not 
  prohibited.
  Recharge: After a character has become the year’s Spire 
  Hawk, no one can benefit from the highest spire’s special 
  ability for 1 year.
  The next year, a new climber earns the title (this could be 
  the previous year’s champion).
  
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  No character can gain more than one bonus feat from the 
  highest spire, though a second victory still bestows the other 
  benefits noted below.
  Special Ability (Ex): The experience of scaling the highest 
  spire grants a character insight into her own athletic talents 
  that she never realized before.
  She gains her choice of Skill Focus (Climb) or Agile Athlete 
  (see the sidebar) as a bonus feat.
  Additionally, that character earns the title “Spire Hawk”
  and receives a finely crafted wooden medallion carved with 
  the image of the archon at the tower’s peak.
  For the next year, that character holds the champion’s title 
  and wears this medallion, gaining a +2 circumstance bonus 
  on Diplomacy checks when dealing with natives of the city 
  that is home to the highest spire.
  In addition, the character receives a 10% discount on all 
  goods and services purchased in that city (up to a maximum 
  discount of 1,000 gp on items or services costing 10,000 gp 
  or more).
  Duration: The bonus feat conferred by this location is 
  permanent.
  The other benefits remain until the next city festival, a year 
  later.
  At that time, the character must be the first to climb the 
  highest spire again, or lose these benefits to the new 
  champion.
  Variation: The highest spire might be any location that 
  involves an annual feat of skill and endurance.
  Changing this location to suit your campaign is as simple as 
  making the event a lengthy marathon, night-long ball, song 
  competition, scavenger hunt, or any other trial that tests 
  the competitors’ ability and stamina.
  The frequency of the event might also change, shortening 
  to several times a year or becoming a rare festival that 
  occurs only once a decade.
  The difficulty might also change, even requiring 
  Constitution checks (perhaps of increasing difficulty) and 
  imposing ever greater restrictions to continue competing.
  Ability Value: 3,000 gp.
  IRON WYRM VAULT
  The lifeblood of a nation—tax gold, imperial heirlooms, the 
  spoils of forgotten wars—all flows here to the ultimate in 
  security, the iron wyrm vault.
  This treasure trove of a centuries-old dynasty is every thief’s 
  dream, and countless such dreamers have lost their lives 
  reaching for their fantasy.
  Lore: Characters with ranks in Knowledge (nobility and 
  royalty) can research the iron wyrm vault to learn more 
  about it.
  When a character succeeds on a skill check, the following 
  lore is revealed, including the information from lower DCs.
  DC 10: The rulers of the nation keep their most precious 
  treasures in an ancient trove called the iron wyrm vault.
  DC 15: Countless traps, magical wards, and undying 
  guardians protect the iron wyrm vault, their numbers 
  expanding with the innovations of each new generation.
  DC 20: Members of the royal family know how to 
  circumvent the defenses of the iron wyrm vault.
  DC 25: The iron wyrm vault is named for its most obvious 
  decoration, which is also rumored to be its strongest 
  guardian.
  Description: While the entire compound that houses the 
  iron wyrm vault is known by that name, the actual vault is a 
  hall of interconnected chambers that include lavishly 
  appointed salons, display rooms of glittering artifacts, and 
  repositories brimming with loose coins.
  Above the entire complex hangs a sculpture of exquisite 
  quality, an amazingly life-like dragon the size of a great 
  wyrm shaped from pure adamantine.
  Within the iron wyrm vault, dazzling treasures collect dust.
  The smells of old air and mild decay mingle with the static 
  charge of magical protections so numerous and powerful as 
  to be palpable.
  Those who enter feel as though they’re being watched.
  Some of the relics stored here are kept hidden away out of 
  fear, and other ancient treasures even have minds and 
  agendas all their own.
  The DM should populate the iron wyrm vault with magic 
  traps and guardians appropriate for the levels of the 
  characters infiltrating it.
  (Avoid protections that would damage the valuables, such 
  as a fireball trap in a room filled with priceless paintings).
  Against epic-level characters, the great sculpture might be 
  an ironwyrm golem of immense size (Draconomicon 165).
  Prerequisite: A character must successfully navigate the 
  protections of the iron wyrm vault to claim its benefit.
  Location Activation: Simply breaking into the iron wyrm 
  vault without the knowledge or consent of the place’s royal 
  owners isn’t quite enough to make the burglar a legend.
  Only claiming an item from the iron wyrm vault as proof of 
  its infiltration activates the location’s benefit.
  At the DM’s option, those captured after reaching the vault 
  might gain the location’s benefit even if they have nothing 
  to show for their visit, as tales of their daring act—and 
  perhaps even subsequent trial—spread through word of 
  mouth.
  Recharge: Any character who enters the iron wyrm vault,
  successfully passes its countless guardians and trials, and 
  returns with proof of his accomplishment gains the 
  location’s benefit.
  Special Ability (Ex): Breaching the iron wyrm vault grants 
  the thief great insights into his own powers of stealth and 
  thievery.
  The character gains one of the following as a bonus feat: 
  Nimble Fingers, Skill Focus (Disable Device, Hide, Move 
  Silently, Open Lock, or Search), Stealthy, or Tactile 
  Trapsmith (see the sidebar).
  Furthermore, the successful burglar gains a +2 bonus on 
  Diplomacy and Gather Information checks made to 
  influence or gain information from any thief, freedom 
  fighter, or other opponent of the nation that controls the 
  iron wyrm vault (as long as the character’s escapade is 
  known to them).
  However, he takes a –2 penalty on the same checks made in 
  conjunction with guards, members of the noble class, and 
  other “respectable” sorts within that nation.
  These benefits are in addition to any treasure the character 
  might have stolen from the iron wyrm vault.
  Duration: Having infiltrated one of the most heavily 
  guarded treasure troves in the land makes a thief a legend 
  for life, so the effects of the iron wyrm vault are permanent.
  Variation: The iron wyrm vault might be any heavily 
  guarded trove of any kind of treasure, perhaps the 
  storehouse of an influential religion, crime syndicate, or 
  powerful monster.
  
  191
  Likewise, what is stored within also might be anything of 
  value, such as a library of arcane tomes, an arsenal of 
  powerful weapons, or even a prison filled with dissidents.
  The DM should alter the groups affected by the location’s 
  benefit to better fit any modifications.
  Additionally, the skill check modifiers granted by this 
  location might vary depending on what a character takes 
  from the vault.
  One who steals the crown of the nation’s founder, for 
  example, might receive a +5 bonus (and –5 penalty) instead 
  of the normal +2/–2.
  Ability Value: 3,000 gp.
  OLIDAMMARA’S SHELL
  One legend associated with the bard of the gods, 
  Olidammara, tells how the divine trickster was once 
  cornered by an army of ogres.
  Rather than fight the savages, the keen-witted deity 
  surrounded himself with a spherical carapace that 
  resembled the shell of an armadillo.
  Once he was thus covered, the god teleported away from 
  inside the shell, leaving the brutes to beat on the empty 
  container for a year and a day.
  After the ogres finally dispersed, a greedy wizard 
  discovered the shell and sought to use the divine creation 
  for his own purposes.
  Much to the mage’s chagrin, however, the shell disappeared 
  from his possession.
  Now Olidammara’s shell appears and disappears at the fickle 
  god’s whim, and might show up in unlikely places.
  Lore: Characters with ranks in Knowledge (religion) can 
  research Olidammara’s shell to learn more about it.
  When a character succeeds on a skill check, the following 
  lore is revealed, including the information from lower DCs.
  DC 15: A successful check reveals the story of Olidammara 
  using his shell to escape the army of ogres.
  DC 20: Olidammara’s shell teleports from place to place, 
  seemingly with the same whimsical nature as Olidammara 
  himself.
  Those who find the shell and touch it gain good luck.
  DC 25: Olidammara’s shell does not allow itself to be tracked 
  or exploited.
  Those who find it should thank their own luck and benefit 
  from the shell while they can, for it vanishes as quickly as it 
  appears.
  Description: Approximately 4 feet in diameter, 
  Olidammara’s shell is an unbreakable sphere with a dull 
  metallic luster.
  In its jumps from place to place, the shell takes on slightly 
  smaller or larger sizes to better suit its surroundings, and 
  even takes on different colors, at the deity’s whim.
  Wherever it appears, the shell floats of its own accord as it 
  spins slowly, even in places where such magical levitation 
  would normally be impossible.
  Furthermore, an antimagic field apparently surrounds the 
  shell, since most magic seems unable to work in its vicinity.
  Currently Olidammara’s shell hovers about 40 feet off the 
  ground, just above a massive pedestal perched atop the 
  gigantic gate of Castle Granite Throne, the fortress home of 
  a clan of stone giants.
  Although the giants largely ignore the shell, rumors have 
  started circulating in nearby towns of the divine object’s 
  appearance.
  Adventure-seekers and daredevils have sought to magically 
  fly or levitate up to the shell, only to fall upon entering its 
  antimagic field.
  Since none have dared enter the castle and the giants 
  thwart all attempts to reach it, the shell remains a goal as 
  obvious and tempting as it is frustratingly elusive.
  Prerequisite: A character must have at least one luck feat 
  (page 72) to gain the benefit conferred by Olidammara’s 
  shell.
  Location Activation: A character who touches and remains 
  in contact with Olidammara’s shell for 1 full round gains this 
  location’s special ability.
  Recharge: Any number of characters can potentially make 
  use of Olidammara’s shell.
  However, every time a character tries to touch the shell, 
  roll 1d6.
  On a result of 1, the shell teleports away before being 
  touched, preventing the character from gaining any 
  benefit.
  Otherwise, the location confers its special ability.
  Special Ability (Su): Upon touching Olidammara’s shell, a 
  character gains a bit of the luck of the trickster deity.
  She gains five extra luck rerolls, each of which can be used 
  only once.
  Duration: The benefits of Olidammara’s shell are both 
  temporary and whimsical.
  Whenever a character gains the benefit of the location, the 
  DM should roll 1d6 twice, multiplying the result of one die 
  roll by the other.
  After that number of days have passed, the special ability 
  ends and the character loses any remaining bonus luck 
  rerolls conferred by the location.
  Variation: Olidammara’s shell might appear anywhere that is 
  exotic, that is considered to be lucky, or that requires 
  extraordinary skill or luck to reach.
  Such a location might be a patch of four-leafed clovers, a 
  tiny island in the middle of the ocean, the top of an earthen 
  spire jutting from a flat plain, the peak of a ruined tower, or 
  the depths of a wyvern’s lair, as long as it appeals to 
  Olidammara’s sense of humor.
  The bard of the gods enjoys watching the drama 
  surrounding his shell play out.
  He might even appear in disguise to start spreading rumors 
  of the shell’s latest location.
  For even greater enjoyment, sometimes Olidammara 
  surrounds the shell with magical effects in addition to 
  antimagic field.
  Spells such as antipathy, blade barrier, fire shield, prismatic 
  wall, and sympathy are favorites of the trickster deity.
  Ability Value: 1,000 gp.
  OTYUGH HOLE
  Beneath the cells and barred yards of Saint’s Cudgel prison, 
  below even its darkest, most secret torture pit, lies an 
  unfinished earthen basement that holds a crumbling, 
  ruined well.
  This fetid ditch is more than just a filthy oubliette—it’s the 
  otyugh hole, the bottomless black, the “O” hole, a fearful 
  legend among those who claim to fear nothing, and its 
  threat can snap even the maddest rabblerouser back into 
  line.
  The most feared punishment within a prison, castle, or 
  torturer’s tower, an otyugh hole is a wretched solitary 
  
  192
  confinement pit meant to disgust and break the hardest 
  convict.
  Any who enter face torments of darkness, silence, and 
  dread, but those who survive this ordeal become 
  underworld legends.
  Lore: Characters with ranks in Knowledge (local) can 
  research an otyugh hole to learn more about it.
  When a character succeeds on a skill check, the following 
  lore is revealed, including the information from lower DCs.
  DC 10: An otyugh hole is a prison cesspit where the foulest 
  prisoners are punished.
  DC 15: Many forced into otyugh holes go mad, die, or simply 
  disappear.
  Those who emerge intact are heroes among their fellow 
  felons.
  DC 20: Some jailers purposely or knowingly allow creatures 
  such as ghouls, slimes, or otyughs access to prisoners 
  thrown into otyugh holes.
  Description: An otyugh hole is a disgusting, lightless pit 
  about 30 feet deep, usually covered with a rusting metal 
  hatch.
  Crudely dug to serve its purpose or converted from some 
  other ruined shaft, it reeks with the debris and waste that 
  trickles down from above.
  No sensory stimuli reach those forced into an otyugh hole 
  except the warm wetness and gagging reek of its knee-deep 
  putridity.
  Crude graffiti, scrawled by countless previous inmates, 
  often lines the lower walls of these horrific prisons.
  Those who have survived an otyugh hole can determine who 
  really has endured its torments and who’s a liar by asking 
  about such scrawls.
  One infamous otyugh hole bears the frantically scratched 
  name, “Maercson”, both a marker and a warning against the 
  tentacled something that lurks behind one of the pit’s 
  crumbling walls.
  Prerequisite: A character must be 3rd level or higher to gain 
  the special ability conferred by an otyugh hole.
  Location Activation: Gaining the benefits of an otyugh hole 
  requires enduring a full week of existence within it.
  The difficulty of this achievement depends on the state of 
  the pit, the level of guard activity surrounding it, and the 
  attentiveness of any creatures that scour the pit for food.
  Gaining access to an otyugh hole—a place that officials deny 
  even exists—might be a challenge as well.
  One difference between an otyugh hole and the other 
  legendary sites described here is that a lawbreaking 
  character might end up visiting (and thus gaining the 
  benefit of) an otyugh hole without intentionally seeking it 
  out.
  Recharge: While any number of characters could receive its 
  special ability, an otyugh hole can grant its benefit only once 
  per week, and only to a single character (since it is a form of 
  solitary confinement).
  The site gains its power from its exclusivity: Should a large 
  number come to know the pit’s details and claim (truly or 
  not) to have weathered its foulness, the exceptional 
  accomplishment of enduring the otyugh hole is cheapened 
  and the site’s benefits fade.
  Special Ability: A character who has endured a week in an 
  otyugh hole gains a noticeable edge to his personality, which 
  manifests as a bonus feat chosen from the following list: 
  Extend Rage (see the sidebar), Iron Will, Menacing 
  Demeanor (see the sidebar), or Skill Focus (Intimidate).
  The character must still meet the normal prerequisite for 
  the feat chosen.
  Duration: The emotional scars, and the resulting 
  personality change, resulting from confinement in an 
  otyugh hole are permanent.
  Ability Value: 3,000 gp.
  DROW OF THE 
  UNDERDARK (3.5)
  BLOOD OF THE SPIDER QUEEN
  Eons ago when Lolth faced Corellon Larethian in open 
  battle, she was bested and forced to flee for her life.
  Wounded and beaten, she dragged herself through the 
  caverns of the Underdark, beyond her enemy’s sight, until 
  she could reach a portal to her beloved Demonweb Pits.
  Trailing her in this exodus from the world of light were her 
  followers, the drow, who then established themselves in 
  Underdark caverns to create a new society below the 
  ground.
  During Lolth’s flight, she bled her divine essence onto the 
  stones over which she passed.
  Locations where this occurred became known as the blood of 
  the Spider Queen.
  The dark elves prize these locations highly, and most 
  ancient drow cities were founded on or near such sites.
  Lore: Characters can gain the following pieces of 
  information about a blood of the Spider Queen site by making 
  Knowledge (dungeoneering), Knowledge (history), or 
  Knowledge (religion) checks at the stated DCs.
  DC 10 (religion): The blood of the Spider Queen marks sites 
  where Lolth dragged her wounded body through the 
  Underdark to escape the wrath of Corellon after their epic 
  battle.
  DC 15 (dungeoneering, history, or religion): Many of the oldest 
  drow cities were established around sites where blood of the 
  Spider Queen was found.
  DC 20 (history or religion): A drow priestess who discovers a 
  blood of the Spider Queen site is considered to be blessed by 
  Lolth and a leader among drow.
  DC 25 (religion): A drow priestess who discovers a blood of the 
  Spider Queen site is granted a boon by Lolth and can start 
  her own noble house as a matriarch.
  DC 35 (dungeoneering, history, or religion): A successful check 
  at this level allows the character to learn or recall a clue to 
  the location of a specific blood of the Spider Queen site.
  DC 40 (religion): The abilities granted by a blood of the Spider 
  Queen site work for male and female drow alike, but the 
  priestesses carefully guard this secret.
  Description: Blood of the Spider Queen is always either a 
  shallow pool of ichor or a long, sticky smear on a tunnel 
  wall or floor.
  It can be found in any type of Underdark terrain but is 
  never located on the surface.
  The ichor is a thick, black, tar-like substance that gives off a 
  foul odor detectable from 20 feet away.
  If found in a pool, the ichor is never more than a few inches 
  deep; if found in a smear, it is never more than 20 feet long.
  Regardless of the size of the deposit, the ichor always 
  remains fresh and never dries out.
  
  193
  Unintelligent Underdark creatures instinctively avoid such 
  sites.
  Intelligent creatures immediately notice a sinister air that 
  seems to hang about this foul effluvia.
  A drow who has claimed the power granted by a blood of the 
  Spider Queen site looks no different, but other dark elves 
  notice that a palpable aura of Lolth’s favor surrounds the 
  beneficiary.
  Prerequisite: Only a drow follower of Lolth who has at least 
  five cleric levels can gain the power granted by a blood of the 
  Spider Queen site.
  The priestesses want everyone to believe that the recipient 
  must also be female, but it works for males as well—a secret 
  that is extremely well guarded among drow clergy.
  Location Activation: To claim the gift of a blood of the Spider 
  Queen site, the drow must sacrifice a living, sentient 
  creature to Lolth at the blessed site and let the blood of the 
  offering mingle with the divine substance of the deity.
  Recharge: Once it has granted its gift to a drow cleric of 
  Lolth, a blood of the Spider Queen site cannot do so again as 
  long as that drow lives and remains a faithful follower of 
  the deity.
  Special Ability (Su): A blood of the Spider Queen site grants 
  the recipient a +5 bonus on Bluff, Diplomacy, Gather 
  Information, and Intimidate checks when dealing with 
  other drow.
  She also gains a recognizable aura of having been chosen by 
  Lolth to lead the dark elves.
  This latter benefit has no game effect other than to let other 
  drow know that they risk Lolth’s wrath by openly defying 
  the recipient.
  Finally, a blood of the Spider Queen site grants the recipient 
  the effect of a permanent sanctuary spell against other drow, 
  whether or not they are followers of Lolth.
  Any dark elf who wants to attack the recipient must make a 
  successful DC 22 Will save to follow through with the 
  attack.
  Lolth bestows these particular benefits to create some 
  semblance of hierarchy for her otherwise chaotic children.
  The powers of a blood of the Spider Queen site bring just 
  enough stability to the drow to support the noble houses 
  and the cities.
  Of course, the gift is a double-edged sword, because the 
  social structure guarantees constant infighting among the 
  dark elves, but Lolth finds the internecine warfare a source 
  of great amusement.
  Duration: Any drow who receives this blessing from Lolth 
  retains it as long as she lives and remains loyal to the Spider 
  Queen.
  In rare instances, the gift has endured beyond death when 
  contingencies were in place to facilitate a quick transition 
  to an undead state (such as when a drow dies and becomes a 
  lich).
  Aura: Strong transmutation.
  Ability Value: 5,000 gp.
  CAVESTALKER FORMATION
  Many fanciful rock formations add to the mysterious allure 
  of the caverns of the Underdark.
  The whimsical shapes seem to have been carved by a 
  deliberate hand, and these sculptures of living stone these 
  never fail to inspire awe.
  In many cases, they are not natural formations at all, but 
  rather manifestations of the spirits of intrepid explorers 
  who met their ends in the environment to which they were 
  so attuned.
  When an experienced cavestalker falls prey to one of the 
  many perils of the Underdark, the site of his death is 
  sometimes imbued with his knowledge of the stone 
  tunnels, spawning a cavestalker formation.
  Lore: Characters can gain the following pieces of 
  information about a cavestalker formation by making a 
  Knowledge (dungeoneering) check against the stated DCs.
  DC 10: When a worthy cavestalker dies in the Underdark, 
  sometimes the earth absorbs his spirit into the stone.
  DC 15: Fanciful rock formations exist throughout the 
  Underdark, but some of them hold the souls of cavestalkers 
  and can bestow powers when touched.
  DC 20: Someone who gains the power of a cavestalker 
  formation can use it to hide from the senses of Underdark 
  creatures.
  Description: A cavestalker formation appears to be a natural 
  sculpture of stone in an underground setting.
  Exotic in appearance, the formation is usually a fancifully 
  shaped column.
  stalagmite, drapery, or flowstone.
  Often, a discernible image of a face is seen in the smooth 
  folds and wrinkles of the stone, or a humanoid outline is 
  vaguely apparent.
  In other cases, the image takes the form of a symbol 
  associated with the late cavestalker—perhaps a broken 
  sword for someone who carried a shield decorated with that 
  emblem, or a swooping bat for one who was a werebat.
  Prerequisite: The power of a cavestalker formation can be 
  tapped only by a character who has levels in the barbarian, 
  ranger, or druid classes; or by someone who has levels in 
  the cavelord, cavestalker, deep diviner, or prime Underdark 
  guide prestige classes.
  Location Activation: A qualified character can sense the 
  lingering essence of a cavestalker formation and claim a 
  portion of its power by spending a full-round action in 
  direct contact with the stone.
  This requirement could prove problematic if the formation 
  grows on the roof of a cavern, behind a thundering 
  waterfall, or above a river of molten rock.
  Recharge: Up to five creatures can tap the power of a given 
  cavestalker formation before it is spent.
  The formation must then recharge for one year before it 
  can confer its benefits again.
  Special Ability (Ex): When activated, a cavestalker formation 
  grants the recipient a +5 competence bonus on Hide checks 
  made in an underground setting.
  Duration: The Hide check bonus lasts for one year.
  Aura: Strong illusion (glamer).
  Ability Value: 1,500 gp.
  FONT OF DELIGHTS AND SORROWS
  Legends tell of ancient altars dedicated to perverse deities 
  that are tucked away in remote reaches of the Underdark.
  Explorers who are willing to give their souls to whatever 
  mad god watches over such an altar can gain great power.
  Far too many fools succumb to these seductive evils, selling 
  their lives cheaply to sample the delights promised by these 
  profane places.
  
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  These altars, known as fonts of delights and sorrows, occur 
  spontaneously.
  They can appear anywhere, at any time, but they rarely 
  remain intact for long before a paladin or some other do-
  gooder destroys them.
  Thus, fonts of delights and sorrows are more common in the 
  direst corners of the Underdark, where only the most 
  courageous or the most reckless would dare venture.
  Lore: Characters can gain the following pieces of 
  information about a font of delights and sorrows by making 
  Knowledge (religion) checks against the stated DCs.
  DC 15: A font of delights and sorrows comes into being at the 
  behest of dark deities.
  DC 20: Those who drink from its waters invite unspeakable 
  evil into their hearts and minds.
  DC 25: These locations are often protected by clerics of evil 
  gods, who usher willing victims onto the path of 
  corruption, and who murder heroes seeking to destroy the 
  font.
  Description: Although fonts of delights and sorrows appear in a 
  variety of locations, they are identical in form.
  They are wide stone basins decorated with horrid images of 
  mortals capering with lewd demons or performing 
  unspeakable acts of depravity and cruelty.
  Within each font is a pool of black liquid that seems to 
  drink in the light.
  No noise or tremor can disturb its obsidian surface.
  Only when physically touched does the fluid assume the 
  normal qualities of water—albeit unclean water.
  Prerequisite: Only a creature that has attained at least five 
  levels is worthy of gaining the evil blessing of a font of 
  delights and sorrows.
  Location Activation: Anyone who tastes the brackish waters 
  immediately takes 1d6 points of Constitution damage.
  If the drinker meets the prerequisite, he also gains the 
  benefits of the font.
  Each font has enough black water for three people.
  Drinking from the same font of delights and sorrows more 
  than once does not confer additional benefits, but each sip 
  still deals 1d6 points of Constitution damage.
  Recharge: Once three people have sampled the waters of a
  font of delights and sorrows, regardless of whether they were 
  qualified to receive its power, the font is dry.
  It cannot be used again until it refills itself one year later.
  Special Ability (Ex): A font of delights and sorrows corrupts the 
  recipient, twisting his nature so that his alignment changes 
  to evil.
  In addition, whenever he deals at least 1 point of damage in 
  a round, he gains a +2 profane bonus on his attack rolls in 
  the following round.
  If he takes at least 1 point of damage in a round, he gains a 
  +1 profane bonus on his saving throws for 1 round.
  If the recipient regains his original alignment through the 
  use of an atonement spell, he loses all benefits gained from 
  the font of delights and sorrows.
  Duration: The alignment change is permanent (unless 
  reversed by magical means, as noted above), and the other 
  effects last for 66 days.
  Aura: Strong enchantment.
  Ability Value: 3,000 gp (1,000 gp per affected creature).
  GARDEN OF RESPLENDENT HUES
  Long have explorers told of giant subterranean forests of 
  fungi and caverns filled with multicolored mushrooms, 
  puffballs, and molds.
  Certainly, the drow and other denizens of the Underdark 
  harvest fungi to supplement their meager diets, slake their 
  thirst with fermented juice, clothe themselves in the fibers, 
  concoct unguents and infusions, and more.
  But not all such forests are mere gardens.
  Some simmer with a deep and abiding hunger for 
  vengeance.
  Such sites seek out champions to avenge past misdeeds, and 
  those who accept this solemn responsibility undergo a 
  profound transformation.
  A garden of resplendent hues sometimes grows where a 
  myconid sovereign and its tribe are butchered.
  The spores released from their dying bodies hang in the air, 
  touched and changed by the suffering of the slain.
  When the spores finally settle onto the rocks, they find 
  purchase and grow, becoming a breathtaking garden of 
  resplendent hues.
  Lore: Characters can gain the following pieces of 
  information about a garden of resplendent hues by making 
  Knowledge (nature) checks at the stated DCs.
  DC 10: Gardens of resplendent hues are strange places of 
  unusual growth found only in the Underdark.
  DC 15: Though harmless, a garden of resplendent hues hums 
  with the promise of violence and old anger, the power of 
  which seems to resonate with the magic used by druids and 
  rangers.
  DC 20: A druid or ranger who spends time in a garden of 
  resplendent hues can undergo a transformation.
  DC 25: A druid or ranger found worthy by a garden of 
  resplendent hues transforms into a plant, crossing his form 
  with that of a myconid.
  Description: A garden of resplendent hues is a strange and 
  unsettling place.
  Typically forming in a hidden grotto, its size varies 
  depending on the cavern.
  All gardens of resplendent hues burst with fungi, including 
  large and small mushrooms, molds, and puffballs; assorted 
  creepers and climbers; and sweeps of yeasts, smuts, and 
  rusts glistening on the walls, The air is humid, warmed by 
  geothermal vents that made the sites ideal lairs for the 
  myconid tribes that once lived there.
  Prerequisite: To be found worthy of a garden of resplendent 
  hues and benefit from its power, a character must be 
  nonevil, and she must be a druid of at least 5th level or a 
  ranger of at least 8th level.
  Location Activation: To be chosen by a garden of resplendent 
  hues, a character must spend at least 1 hour exploring the 
  area without damaging any of the fungi.
  She can move through the area alone or with companions, 
  but if an evil character is present, the candidate will not be 
  chosen.
  At the end of the hour, she must attempt a DC 15 Will save.
  If she fails the save, she becomes dazed (as the daze monster 
  spell) for 1 minute, and nothing else happens.
  If she succeeds on the save, the garden of resplendent hues 
  selects her as its champion.
  Recharge: Once it has granted its ability to a single druid or 
  ranger, a garden of resplendent hues cannot do so again for one 
  year.
  
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  Special Ability (Ex): The recipient’s type changes to plant.
  She gains immunity to poison, sleep, paralysis, stunning, 
  and polymorph.
  She also gains damage reduction 5/bludgeoning or 
  slashing.
  However, unlike other plants, she is still affected by critical 
  hits, and she gains only a +4 circumstance bonus on Will 
  saves against mind-affecting spells and spell-like abilities.
  In addition, her skin acquires a dazzling pattern of colors 
  reflecting the hues found in the garden.
  In all other respects, she is unchanged.
  Duration: Any druid or ranger who receives the special 
  ability retains it for 30 days.
  Aura: Strong transmutation.
  Ability Value: 10,000 gp.
  UTTER DARK
  There are whispers of places so deep in the Underdark that 
  no light has ever shone there, areas where darkness reigns 
  supreme.
  Buried beneath miles of stone, these realms are known, 
  only to a few.
  Those who receive the gift of an area of utter dark are said to 
  be changed forever.
  Lore: Characters can gain the following pieces of 
  information about an area of utter dark by making 
  Knowledge (dungeoneering) checks at the stated DCs.
  DC 15: An area of utter dark is a place of magical darkness 
  that is impervious to light.
  DC 20: To those willing to feed it, an area of utter dark 
  reveals the secrets of shadow.
  DC 25: A character who gives a portion of his soul gains the 
  ability to peer through darkness as if it were an area of 
  bright light.
  The recipient can also use darkness effects with greater 
  proficiency.
  Description: Found only in the deepest regions of the 
  Underdark, areas of utter dark are supremely resistant to 
  light.
  Not even magical light can penetrate their murky borders.
  When light shines upon an area of utter dark, it reveals an 
  impenetrable black wall, similar to the surface of a sphere of 
  annihilation.
  Creatures that have darkvision can still see within an area 
  of utter dark, though at half the normal distance.
  Those who peer inside find that everything within the zone 
  is covered in pale dust, with no signs of life.
  Prerequisite: Only a character who has attained at least ten 
  levels can benefit from the effects of an area of utter dark.
  Location Activation: An area of utter dark devours life as 
  greedily as it eats light.
  A character who enters the utter dark must immediately 
  succeed on a DC 18 Fortitude save or gain one negative 
  level.
  Each round he remains in the utter dark, he must succeed 
  on another save or gain an additional negative level.
  Only a qualified candidate who remains in the utter dark for 
  5 consecutive rounds can benefit from its power.
  The negative levels are not permanent, fading 1 hour after 
  the character exits the area of utter dark.
  However, anyone who is slain by exposure to the life-
  draining blackness rises as a shadow 1d4 rounds later.
  Recharge: Once an area of utter dark confers its ability on a 
  single character, it cannot do so again for one year.
  Special Ability (Su): Any qualified character who taps into 
  the power of the utter dark gains the ability to see perfectly 
  in darkness, including magical darkness.
  If the recipient is a spellcaster, he also gains the ability to 
  cast spells that have the darkness descriptor at his caster 
  level +2.
  Duration: The conferred ability lasts for one year.
  Aura: Strong evocation and transmutation.
  Ability Value: 5,000 gp.
  DUNGEON MASTER’S 
  GUIDE 2 (3.5)
  ALTAR OF THE DREAMWALKER
  The altar of the dreamwalker is a location imbued with the 
  pure essence of dreams.
  Some sources maintain that it was formed by great arcane 
  magic; others insist that it gained its power from the 
  presence of powerful fey creatures who held sway over 
  dreams.
  Still others claim that it formed spontaneously as a 
  manifestation of some unknown connection between the 
  physical world and the realm of dreams.
  Whatever its origin, the altar grants intelligent creatures 
  that spend sufficient time in its presence a limited ability to 
  communicate through dreams.
  An altar of the dreamwalker can form in nearly any terrain or 
  location, but it generally appears in a sylvan glade with a 
  large stump or felled tree of great age that serves as the 
  center of its magic.
  Over time, the magic of the altar works subtle changes on 
  the nearby terrain, causing plants to flourish and infusing 
  the air with a thin but ever-present mist.
  Those who visit it are aware of a certain freshness in the air 
  and an unmistakable feeling of growth and life.
  Lore: Characters can gain the following pieces of 
  information about an altar of the dreamwalker by making 
  Knowledge (arcana) or Knowledge (nature) checks at the 
  appropriate DCs, as given below.
  DC 15: An altar of the dreamwalker is a magical location 
  imbued with the power of dreams.
  DC 20: Intelligent creatures that rest within the glade of an 
  altar of the dreamwalker gain an effective but fleeting ability 
  to communicate through their dreams.
  DC 25: An altar of the dreamwalker is somehow bound to the 
  magic of the fey as well as to the magic of dreams, but little 
  is known about this obscure connection.
  Description: The glade in which an altar of the dreamwalker 
  stands is peaceful and serene.
  Lush grass covers the ground between healthy trees of great 
  age.
  In the center of a small clearing, the ancient, moss-covered 
  remains of a long-fallen tree offer silent testimony to the 
  age of the place.
  All its vegetation, from grass to shrubs to ancient trees, 
  seems flush with life and unusually hale.
  
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  The fresh scents of wildflowers deepen the sense of peace
  in the glade, and even the sounds of the forest seem distant 
  and muted near the altar.
  Prerequisite: An altar of the dreamwalker confers its special 
  ability only on a creature with an Intelligence score of 8 or 
  higher.
  Location Activation: To gain the ability conferred by an 
  altar of the dreamwalker, a qualified creature must spend 8 
  hours in uninterrupted rest within 20 feet of the central 
  stump or tree.
  Ethereal creatures cannot approach within 30 feet of it, and 
  any effect that would cause a creature within this radius to 
  become ethereal automatically fails.
  Small communities of mystics occasionally gather for years 
  around an altar of the dreamwalker to study the magic of 
  dreams and the power of the altar.
  An altar of the dreamwalker grants the dream ability to only 
  one creature at a time.
  If multiple qualified creatures are present simultaneously, 
  only one (selected at random) gains the power.
  Recharge: Once it has granted a creature the dream ability, 
  an altar cannot do so again for 24 hours.
  Special Ability (sp): An altar of the dreamwalker grants the 
  ability to use dream (caster level equals creature’s character 
  level) as a spell-like ability once during the next 24-hour 
  period.
  If not used within that timeframe, the ability is lost.
  Duration: A creature that uses the ability and then spends 
  another 8 hours resting within the required radius of the 
  altar regains the ability as soon as the altar has recharged 
  (24 hours after gaining it the first time).
  The creature can continue this process for as long as 
  desired, regaining the ability each day, so long as it does not 
  leave the area of the altar.
  Once it passes beyond the 20-foot radius of the altar’s 
  power, it can never again gain the ability.
  Aura: Moderate illusion.
  Ability Value: 2,000 gp.
  DRAGONHEART TOMB
  When a great dragon dies while using powerful 
  necromantic magic underground, the place of its death 
  might be imbued with mighty arcane energies that convert 
  it into a dragonheart tomb.
  Characters skilled in necromantic magic can sometimes 
  claim some of the latent power of such a site for 
  themselves.
  Dragonheart tombs occur only underground.
  Over time, the magic inherent in such locations shifts and 
  warps the terrain within the immediate area, withering any 
  vegetation, darkening the stone, and decaying any natural 
  substances.
  Creatures entering such an area become aware of an 
  unnerving chill in the air.
  Lore: Characters can gain the following pieces of 
  information about a dragonheart tomb by making 
  Knowledge (arcana) checks at the appropriate DCs, as given 
  below.
  DC 10: A dragonheart tomb results from the death of a great 
  dragon.
  DC 15: A dragonheart tomb forms only when a great dragon 
  dies while using or affected by powerful necromantic 
  magic.
  DC 20: Each such location holds tremendous necromantic 
  power that can be drawn forth and used to augment 
  necromantic spells.
  DC 25: A dragonheart tomb is always watched and guarded—
  not just by those who seek to harvest its power for 
  themselves, but also by those who seek to prevent the 
  spread of necromancy.
  Description: A dragonheart tomb is a vast, expansive, 
  foreboding cavern.
  Its rough floors are sloped and jagged, and the ceiling has a 
  wealth of stalactites, clefts, and other uneven features.
  The immense bones of a great dragon, lying inanimate in 
  the center of the cavern, are the most striking features of 
  the tomb.
  The cavern seems perpetually dim, and although light 
  sources function normally within it, an impression of 
  darkness still remains.
  Any illumination seems temporary and somehow fragile, as 
  if the tomb were just waiting to return to its natural state of 
  darkness.
  The air within a dragonheart tomb also has an unnatural chill, 
  which many liken to the presence of death.
  Although the creeping darkness and seeping cold produce 
  no tangible effects, creatures find their stay within a 
  dragonheart tomb both unnerving and unpleasant.
  Prerequisite: To gain the benefits of a dragonheart tomb, a 
  creature must be able to cast at least one 2nd-level or higher 
  necromancy spell.
  Location Activation: A qualified spellcaster can sense the 
  lingering power of a dragonheart tomb and claim a small 
  shard of it by spending a full-round action within its 
  confines.
  A dragonheart tomb holds enough power to boost the 
  spellcasting ability of up to two qualified creatures 
  simultaneously.
  Recharge: After a dragonheart tomb has conferred its ability 
  twice, it cannot grant its power again for one full year.
  Special Ability (ex): A spellcaster who draws forth the 
  power of a dragonheart tomb has an effective +1 caster level 
  for all necromancy spells.
  Duration: The increased caster level lasts for one year.
  Aura: Strong necromancy.
  Ability Value: 2,000 gp (1,000 gp per creature affected).
  EMBER OF DRAGONFIRE
  When a fire-breathing dragon uses its breath weapon to 
  destroy other powerful creatures, the site of the battle 
  might become an ember of dragonfire.
  Imbued with the dragon’s magical fire, the souls of the 
  destroyed creatures are bound into the ground where they 
  died.
  This contained dragonfire causes the entire area to glow 
  with an unsettling heat, which serves to mark the location 
  as magical, although it causes no physical harm.
  While the magic of the dragonfire remains active, the 
  affected area also glows with a dim, reddish light 
  reminiscent of a dimly glowing ember.
  An ember of dragonfire can form anywhere that a powerful 
  creature dies in the flames of a dragon’s breath.
  But such sites are still quite rare, even when powerful 
  dragons are present.
  Even a great wyrm red dragon might die of old age without 
  ever causing the formation of such a site.
  
  197
  Lore: Characters can gain the following pieces of 
  information about an ember of dragonfire by making 
  Knowledge (arcana) checks at the appropriate DCs, as given 
  below.
  DC 10: An ember of dragonfire is a magical site that holds the 
  essence of a dragon’s fiery breath.
  DC 15: Embers of dragonfire are sometimes created when 
  powerful creatures succumb to a dragon’s fiery breath.
  DC 20: Embers of dragonfire allow certain creatures to capture 
  the essence of the dragon’s fire within themselves and 
  breathe it out again, just like a dragon can.
  Description: Because they form in a wide variety of 
  locations and under various conditions, embers of dragonfire 
  tend to have few physical characteristics in common.
  The only constants are the heat that pervades the area and a 
  faint red glow in the area of the original embers.
  Prerequisite: Only a creature with more than three 
  character levels can sense and access the power of an ember 
  of dragonfire.
  Location Activation: Any qualified creature that enters the 
  site senses the burning energy that suffuses it.
  By spending a full-round action within the confines of the 
  ember, the creature takes this latent power into itself.
  If the creature is unintelligent, it instinctively draws forth 
  the power of the site unless directly threatened by combat.
  Recharge: Once an ember of dragonfire has conferred its 
  power upon a single creature, it cannot do so again for one 
  year.
  Special Ability (su): A creature empowered by an ember of 
  dragonfire can breathe a 30-foot cone of fire once per day.
  Every creature within the cone takes 6d8 points of fire 
  damage, though a successful Reflex save (DC 10 + 1/2 
  empowered creature’s HD + empowered creature’s Con 
  modifier) halves the damage.
  A creature gains this ability in addition to any breath 
  weapon or similar ability that it might already have.
  Duration: The ability to breathe fire lasts for 30 days.
  Aura: Strong evocation.
  Ability Value: 8,000 gp.
  EVERFLAME
  When a gate or portal to the Elemental Plane of Fire 
  remains open for several centuries, a small area around it 
  can become imbued with the magic of everflame.
  Such a location holds the magical essence of fire within it, 
  and creatures of sufficient power sometimes draw this 
  power into themselves, gaining resistance to fiery spells 
  and effects.
  Lore: Characters can gain the following pieces of 
  information about an everflame by making Knowledge (the 
  planes) checks at the appropriate DCs, as given below.
  DC 10: An everflame is a remnant of a long-standing 
  connection to the Elemental Plane of Fire that holds the 
  essence of that fiery realm.
  DC 15: Those who withstand the fires of an everflame can 
  resist the effects of any fire.
  DC 20: Anyone who stands within an everflame can draw a 
  small portion of its magic into himself and gain significant 
  resistance to fire damage.
  Description: An area imbued with the power of an everflame 
  is perpetually afire.
  Its flames burn creatures and objects brought into contact 
  with them, but they do not spread, nor do they burn more 
  than a few yards of the surrounding area.
  Because an everflame is found only where a gate to the 
  Elemental Plane of Fire has long existed, it typically occurs 
  near some natural source of fire or heat.
  For example, an everflame might be found on a rocky island 
  floating in lava, at the heart of a vast, scorching desert, or in 
  some other such fearsomely hot location.
  Prerequisite: Only a creature with at least five character 
  levels can access the power of an everflame, and then only if 
  it possesses no special ability that would lessen the damage 
  it takes from fire.
  Location Activation: The fires of an everflame occupy a 15-
  foot-radius, circular area and provide flickering 
  illumination to a distance of 15 feet beyond that in every 
  direction.
  This magical fire deals 2d6 points of fire damage per round 
  to any creature in contact with it.
  To gain the benefit of an everflame, a qualified creature must 
  stand unprotected within its confines for at least 3 rounds.
  Each incarnation of an everflame affects only five creatures 
  at a time.
  If more than five creatures qualify for the benefit at once, 
  only five of them (chosen randomly) gain it.
  Recharge: Once an everflame has conferred its benefits on 
  five creatures, it cannot confer them again for one year.
  Special Ability (ex): A qualified creature gains resistance to 
  fire 5.
  A creature that already has resistance to fire from another 
  source (even a temporary one, such as a spell or item) gains 
  nothing from an everflame.
  A creature can gain this benefit only once, and its effects do 
  not stack with any other resistance to fire the creature 
  might subsequently gain.
  Duration: The resistance to fire lasts for one year.
  Aura: Strong abjuration and evocation.
  Ability Value: 10,000 gp (2,000 gp per affected creature).
  FOOTSTEPS OF CORELLON
  Throughout the long history of his people, the great elf 
  deity Corellon Larethian has performed many wondrous 
  deeds.
  Although he is a being of great peace and wisdom, Corellon 
  Larethian has at times been forced to pit his own immense 
  power against the foes of the elves in direct combat.
  In a few such battles, the divine might that Corellon 
  exerted has forever altered the landscape around the site.
  Such locations, which are known as footsteps of Corellon, are 
  imbued with shards of the deity’s power.
  When discovered, these sites become sacred to the elves, 
  who visit them in pilgrimages.
  In rare instances, such a location might yield up some of its 
  intrinsic power to a worthy elf, granting her the ability to 
  deliver terrible attacks with a ranged weapon.
  Sometimes a community that knows of a nearby footstep 
  selects its fittest and most deserving elves and bids them 
  race to the location.
  The elf who arrives first gains the benefit of the site and 
  proves both her athletic prowess and her devotion to 
  Corellon.
  Lore: Characters can gain the following pieces of 
  information about a footstep of Corellon by making 
  
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  Knowledge (history) or Knowledge (religion) checks at the 
  appropriate DCs, as given below.
  DC 10 (history or religion): The footsteps of Corellon are sites 
  where Corellon Larethian took up weapons against the foes 
  of the elves.
  DC 15 (history): Footsteps of Corellon are not formed every 
  time Corellon comes to the Material Plane.
  They form only when he expends a great deal of his own 
  power there.
  DC 15 (religion): On rare occasions, footsteps of Corellon are 
  imbued with some of the deity’s divine power, and 
  powerful elves benefit from exposure to them.
  DC 20 (religion): An elf who journeys to one of the footsteps of 
  Corellon and meditates there gains the ability to make 
  powerful ranged smite attacks.
  DC 35 (history or religion): A successful check at this level 
  allows the character to learn or recall a clue to the location 
  of a footstep of Corellon.
  Description: Footsteps of Corellon differ greatly in appearance, 
  since their physical attributes are determined more by 
  where the struggle took place than by any action on the 
  part of Corellon.
  Footsteps of Corellon have been found in stark mountain 
  passes, deep underground grottos, and various other 
  strange locations in which the great elf deity brought his
  power to bear against an enemy of his people.
  Regardless of their physical appearance, these sites are 
  filled with a sense of peace and purpose.
  Any intelligent creatures that enter the area perceive this 
  intangible quality, but it seems particularly palpable to 
  elves of good alignment.
  Prerequisite: Only a good-aligned elf with at least five 
  character levels can gain the power granted by a footstep of 
  Corellon.
  Location Activation: To gain the benefit of a footstep of 
  Corellon, a character must meditate uninterrupted for 1 
  hour within its confines.
  If this meditation is interrupted, the character can begin 
  again.
  Recharge: Once a given footstep has bestowed its power on 
  a single elf, it cannot do so again for five years.
  This long recharge time makes the power a particular prize 
  for the discoverer of such a site or the winner of a race to it.
  Special Ability (su): A footstep of Corellon grants the ability to 
  make one ranged smite attack each day with a thrown 
  weapon or projectile weapon.
  On a successful attack, a bonus equal to the elf’s character 
  level (maximum +20) applies to his damage roll.
  This smite ability can be used against any creature within 
  30 feet that the elf considers a foe.
  He must declare that he is using the smite ability before 
  making the attack roll.
  If the attack misses or if the target is farther than 30 feet 
  away, the smite has no effect, and its use is lost for the day.
  Duration: Any elf who receives the smite ability retains it 
  for 30 days.
  Aura: Strong transmutation.
  Variants: If the elf deity Corellon Larethian is not included 
  in your campaign’s pantheon, you can easily associate the 
  footsteps of Corellon with some other deity that plays a similar 
  role in your campaign.
  You can even change the elven flavor of these sites by 
  choosing a nonelf deity known for archery.
  If you change the deity, however, you must also alter the 
  name of the magical location.
  Ability Value: 4,000 gp.
  GARDEN OF NATURE’S RAGE
  Filled with the raw, unknowable force of nature itself, a 
  garden of nature’s rage is a wellspring of power that is 
  overlooked by those who delve into the mysteries of the 
  arcane or master the rituals of the divine.
  In these few rare places, the raw anger of nature manifests 
  and pours directly into the servants and defenders of wild 
  places, increasing their power dramatically.
  Certain powerful druids can draw the power of a garden of 
  nature’s rage into themselves to make their wild shaped 
  forms more powerful in combat.
  Lore: Characters can gain the following pieces of 
  information about a garden of nature’s rage by making 
  Knowledge (nature) checks at the appropriate DCs, as given 
  below.
  DC 15: Gardens of nature’s rage are wild, powerful places filled 
  with the pure essence of nature’s might.
  Their power is connected in some way with the powers of 
  the druid orders.
  DC 20: A druid who roams a garden of nature’s rage gains 
  some special enhancement to his druid abilities.
  DC 25: A high-level druid who successfully bonds with a 
  garden of nature’s rage draws some of its power into herself.
  After this process is complete, she uses this power to 
  enhance her physical prowess while in wild shape.
  DC 35: A successful check at this level allows the character 
  to learn or recall a clue to the location of a garden of nature’s 
  rage.
  Description: A garden of nature’s rage is always a wild and 
  untracked stretch of wilderness.
  It can occupy an area as small as a few miles across in each 
  direction, or as vast as an entire continent.
  Regardless of its size, the garden is filled with lush and 
  healthy plant life, wild and powerful animals, and a variety 
  of fey creatures.
  The animals in a garden of nature’s rage grow larger and 
  stronger than others of their kind, and dire animals 
  frequently prowl these magical sites.
  The sounds of nature fill a garden of nature’s rage.
  Massive dire animals crash through dense vegetation and 
  underbrush in search of prey, while smaller animals clamor 
  and call to one another.
  A druid who claims the power granted by a garden of nature’s 
  rage takes on a feral and twisted appearance when in wild
  shape.
  For example, she might have longer, more vicious fangs 
  and a feral cast to her features in the form of a dire wolf, or 
  jagged stone spikes protruding from her body in earth 
  elemental form.
  Her normal form is unaffected except for a gleam of power 
  in her eyes.
  Prerequisite: Only a 5th-level or higher druid can access the 
  power contained within a garden of nature’s rage.
  Location Activation: To claim the power of a garden of 
  nature’s rage, a qualified druid must roam the area for one 
  week, living off the land and sleeping in the open.
  Her animal companion can accompany her, but otherwise 
  she must undertake the ordeal alone.
  
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  While wandering the garden, the druid uses her spells and 
  abilities normally, but she must befriend and aid the 
  natural creatures she encounters and fight only against 
  those who would do harm to the natural world.
  Recharge: Once it has granted its ability to a single druid, a 
  garden cannot do so again for one year.
  Special Ability (ex): Once per day, when the druid assumes 
  a new form through the use of her wild shape ability, she 
  gains a +4 enhancement bonus to Strength and 
  Constitution.
  These increases last as long as the druid maintains the wild 
  shape.
  She decides whether or not to use this ability upon 
  activating her wild shape.
  Duration: The enhanced wild shape ability lasts for one 
  year.
  Aura: Strong transmutation.
  Ability Value: 8,000 gp.
  HEART OF FLAME
  Great concentrations of magical fire sometimes imbue the 
  places where they occur with an inner fire of their own.
  These locations, known as hearts of flame, form from large 
  outpourings of magical fire, the presence of several 
  extremely powerful fire elementals, or even the opening of 
  a gate or portal to the Elemental Plane of Fire.
  Despite the fact that they arise from a variety of sources, 
  hearts of flame are extremely rare.
  Since magical fire touches almost any sort of place, hearts of 
  flame vary considerably in appearance and location.
  One might be a cave whose dark stone walls seem to flicker 
  with buried fire; another could be a forest glade that 
  somehow radiates heat and light without producing actual 
  flame.
  Whatever their outward nature, however, all such places 
  draw their power from the purest essence of magical fire.
  Lore: Characters can gain the following pieces of 
  information about a heart of flame by making Knowledge 
  (arcana) checks at the appropriate DCs, as given below.
  DC 15: A heart of flame is a mystical location imbued with 
  the purest essence of fire.
  DC 20: The magical essence of fire contained in locations 
  known as hearts of flame somehow augments fire-based 
  magic.
  DC 25: Spellcasters of sufficient skill who journey to a heart 
  of flame can pull some of this power into themselves to 
  increase the power of their fire spells.
  Description: Though hearts of flame vary greatly in 
  appearance, all have some similar characteristics.
  Such a site always seems unusually warm, and the ambient 
  temperature is never lower than 70° Fahrenheit.
  If the normal ambient temperature of the surrounding area 
  is higher than 70°, the temperature within the heart of flame 
  is warmer still—usually at least 10° to 15° above the norm.
  In addition, the entire area glows dimly with a red, 
  flickering light, as if unseen flames were reflecting off the 
  walls, the ground, or even nearby creatures.
  This flickering light provides dim illumination throughout 
  a heart of flame.
  Flames seem to spring from the body of any spellcaster who 
  has successfully drawn power from a heart of flame 
  whenever she casts a spell with the fire descriptor.
  But although this fiery nimbus looks impressive, it deals no 
  damage of any kind.
  Prerequisite: Only a 5th-level or higher spellcaster can 
  access the power contained within a heart of flame.
  Location Activation: To claim the power of a heart of flame, a 
  qualified spellcaster must stand within its confines and 
  draw its power into herself by force of will.
  Doing so requires a full-round action and provokes attacks 
  of opportunity.
  Recharge: Once a heart of flame has conferred its ability on a 
  single spellcaster, it cannot do so again for one year.
  Special Ability (su): A spellcaster who draws forth the 
  power from a heart of flame has an effective +1 caster level 
  for all spells with the fire descriptor.
  Duration: The conferred ability lasts for one year.
  Aura: Strong evocation.
  Ability Value: 3,000 gp.
  HEART OF ICE
  In a manner similar to its antithesis, the heart of flame, a 
  heart of ice is a place imbued with the magical power of cold.
  A heart of ice results from the death of a powerful being with 
  the cold subtype, the presence of powerful cold magic, or a 
  long-open gate or portal to a plane of great cold.
  Despite the fact that they arise from a variety of sources, 
  hearts of ice are extremely rare.
  Since magical cold touches almost any sort of place, hearts of 
  ice vary considerably in appearance.
  Most are in arctic climes, hidden away in deep crevasses or 
  ice caves of great size and awe-inspiring beauty.
  Regardless of its other characteristics, however, a heart of ice 
  is always frigid.
  Stones, vegetation and objects within its confines quickly 
  become rimmed with frost, the air is uncomfortably cold, 
  and the ground is slippery with ice.
  Lore: Characters can gain the following pieces of 
  information about a heart of ice by making Knowledge 
  (arcana) checks at the appropriate DCs, as given below.
  DC 15: A heart of ice is a mystical location imbued with the 
  purest essence of cold.
  DC 20: The magical essence of cold contained in locations 
  known as hearts of ice somehow augments cold-based magic.
  DC 25: Spellcasters of sufficient skill who journey to a heart 
  of ice can pull some of this power into themselves to 
  increase the power of their cold spells.
  Description: Though hearts of ice vary greatly in appearance, 
  all have some similar characteristics.
  Such a site always seems unusually chilly, and the ambient 
  temperature is never higher than 40° Fahrenheit.
  If the normal ambient temperature of the surrounding area 
  is lower than 40°, the temperature within a heart of ice is 
  cooler still—usually at least 10° to 15° below the norm.
  In addition, the entire area glows dimly with a dull, blue 
  radiance, which provides dim illumination throughout a 
  heart of ice.
  The air in such a place is always crisp and clean.
  The air around any spellcaster who has successfully drawn 
  power from a heart of ice drops a few degrees in temperature 
  and takes on a crisp, icy clarity whenever he casts a spell 
  with the cold descriptor.
  This inherent coolness deals no damage of any kind.
  Prerequisite: Only a 5th-level or higher spellcaster can 
  access the power contained within a heart of ice.
  
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  Location Activation: To claim the power of a heart of ice, a 
  qualified spellcaster must stand within its confines and 
  draw its power into himself by force of will.
  Doing so requires a full-round action and provokes attacks 
  of opportunity.
  Recharge: Once a heart of ice has conferred its ability on a 
  single spellcaster, it cannot do so again for one year.
  Special Ability (su): A spellcaster who draws forth the 
  power from a heart of ice has an effective +1 caster level for 
  all spells with the cold descriptor.
  Duration: The conferred ability lasts for one year.
  Aura: Strong evocation.
  Ability Value: 3,000 gp.
  HEART OF STONE
  Hearts of stone always form underground, in spots where 
  strange and wondrous events have occurred.
  These rocky caverns might form around a powerful 
  concentration of earth magic (such as the earth nodes 
  described in the FORGOTTEN REALMS supplement 
  Underdark), but more often they result from powerful earth-
  based spells, the presence of several earth elementals, or a 
  gate to the Elemental Plane of Earth.
  Although they look like normal caverns, the closed-in 
  spaces that make up a heart of stone are filled with the 
  unadulterated power of the earth.
  Most creatures that visit such a spot know that it is a special 
  location, even if they cannot identify its exact nature.
  Lore: Characters can gain the following pieces of 
  information about a heart of stone by making Knowledge 
  (arcana) or Knowledge (dungeoneering) checks at the 
  appropriate DCs, as given below.
  DC 15 (arcana): A heart of stone is a mystical location imbued 
  with the purest essence of elemental earth.
  DC 20 (arcana): The magical essence of stone contained in 
  locations known as hearts of stone somehow augments 
  abjuration magic.
  DC 25 (arcana): Spellcasters of sufficient skill who journey
  to a heart of stone can pull some of this power into 
  themselves to increase the power of their abjuration spells.
  DC 35 (dungeoneering): Each heart of stone consists of only 
  one kind of rock.
  The area around such a location can sometimes be 
  identified by the unusual purity of its stone.
  Description: Hearts of stone are always found underground.
  Though they vary greatly in location, size, and appearance, 
  one common feature sets them apart from natural stone 
  formations: Each heart of stone is composed of only one kind 
  of stone or mineral, as are the areas in its immediate 
  vicinity.
  This uniformity occasionally helps a skilled dungeoneer 
  find these rare locations.
  Any creature affected by a spell that has been augmented by 
  the power of a heart of stone takes on a vaguely crystalline 
  appearance.
  The edges and ridges of its form are sharper than normal, as 
  though the creature’s body had been carved from crystal.
  This change in appearance is merely cosmetic and lasts 
  only as long as the spell’s effects do.
  Prerequisite: Only a 5th-level or higher spellcaster can 
  access the power contained within a heart of stone.
  Location Activation: To claim the power of a heart of stone, a 
  qualified spellcaster must stand within its confines and 
  draw its power into herself by force of will.
  Doing so requires a full-round action and provokes attacks 
  of opportunity.
  Recharge: Once a heart of stone has conferred its ability on a 
  single spellcaster, it cannot do so again for one year.
  Special Ability (sp): A spellcaster who draws forth the 
  power from a heart of stone channels spell energy into 
  damage reduction.
  He casts a particular spell from the school of abjuration, but 
  instead of benefiting from the spell normally, he gains 
  damage reduction equal to twice its spell level with respect 
  to adamantine.
  The ability can be used once per day and lasts for up to 10 
  minutes.
  The damage reduction can be dispelled as if it were a 
  separate spell cast by the spellcaster.
  Duration: The conferred ability lasts for one year.
  Aura: Strong abjuration.
  Ability Value: 2,000 gp.
  HEART OF WIND
  In a manner similar to its antithesis, the heart of stone, a heart 
  of wind is a place imbued with the magical power of 
  elemental air.
  A heart of wind results from the presence of several 
  powerful air elementals, the use of great air-based magic, or 
  even the opening of a gate or portal to the Elemental Plane 
  of Air.
  Despite the fact that they arise from a variety of sources, 
  hearts of wind are extremely rare.
  A heart of wind forms in nearly any kind of place—even 
  deep underground.
  Typically, however, it forms high above the ground’s 
  surface—either at the peak of a great mountain, or 
  suspended in the air high above an open plain.
  A strong wind blows constantly through a heart of wind,
  though its direction and exact strength might change from 
  time to time.
  Lore: Characters can gain the following pieces of 
  information about a heart of wind by making Knowledge 
  (arcana) checks at the appropriate DCs, as given below.
  DC 15: A heart of wind is a mystical location imbued with the 
  purest essence of elemental air.
  DC 20: The magical essence of elemental air contained in 
  locations known as hearts of wind somehow augments the 
  use of magic.
  DC 25: Spellcasters of sufficient skill who journey to a heart 
  of wind can pull some of this power into themselves to gain 
  the ability to cast spells normally delivered by touch as 
  ranged effects.
  Description: Hearts of wind are typically located so high 
  above the ground that even normal flying creatures have 
  difficulty reaching them.
  But air elementals, djinn, and other creatures of elemental 
  air do not share this difficulty in attaining the extreme 
  altitudes at which a heart of wind is usually found.
  In addition to the difficulties imposed by the altitude, those 
  seeking a heart of wind must deal with the fact that it is 
  made out of air and nothing else.
  
  201
  See invisibility, true seeing, and similar spells are of no help in 
  locating a heart of wind, but a Spot check (DC 50, reduced as 
  appropriate for distance) reveals it.
  Unlike most other magical locations, hearts of wind are 
  mobile, and they tend to act like bubbles of pure, magically 
  charged air moving through the upper reaches of the 
  atmosphere.
  Thus, finding one usually requires both powerful 
  divinatory magic and a great deal of luck.
  A few such locations are stationary, and occasionally one 
  moves slowly enough that a determined searcher can learn 
  relevant clues about its location.
  The more mobile hearts of wind, however, leave no traces of 
  their passage and are impossible to locate if they are not 
  within range of a divination spell.
  A fierce gust of wind jostles the hair and clothes of a 
  spellcaster who has successfully drawn power from a heart 
  of wind whenever she casts a touch spell at range (see 
  Special Ability, below).
  Although this breeze is not strong enough to adversely 
  affect the spellcaster or other creatures, all those nearby 
  hear and feel the rushing of air.
  Prerequisite: Only a 5th-level or higher spellcaster can 
  access the power contained within a heart of wind.
  Location Activation: To claim the power of a heart of wind, a 
  qualified spellcaster must stand within its confines and 
  draw its power into himself by force of will.
  Doing so requires a full-round action and provokes attacks 
  of opportunity.
  Recharge: Once a heart of wind has conferred its ability on a 
  single spellcaster, it cannot do so again for one year.
  Special Ability (su): A spellcaster who draws forth the 
  power of a heart of wind uses touch spells at range.
  Once per day, she treats the range of any touch spell of 3rd 
  level or lower as if it were 30 feet.
  The spell affects the target normally, just as if the 
  spellcaster had made a successful melee touch attack.
  If the spell actually is used as an attack (that is, against a 
  foe), the spellcaster must succeed on a ranged touch attack 
  instead of the melee touch attack that would normally be 
  required.
  This ability has no effect on spells whose ranges are other 
  than touch.
  Duration: The conferred ability lasts for 30 days.
  Aura: Strong transmutation.
  Ability Value: 2,000 gp.
  LAST STAND OF THE IRONSWORN
  Centuries ago, a group of powerful dwarf warriors was 
  given a desperate mission—to hold the underground 
  passage leading to a great dwarf city against an encroaching 
  horde of hobgoblins and bugbears while the city was 
  evacuated.
  When the intrepid band of dwarves beheld the onrushing 
  foes, they knew that their chances of holding out long 
  enough for all their fellows to escape were vanishingly 
  small.
  Looking to one another for courage, the dwarves swore a 
  powerful joint oath to hold the passage—not for the safety 
  of the city and not for their own honor, but for the 
  brotherhood they had built among themselves.
  Against all expectations, the Brotherhood of the Ironsworn 
  held the evil humanoids at bay for three entire days.
  Only when word came that the last dwarf was safely away 
  from the city’s gates did the remaining Ironsworn finally 
  fall.
  Because of the Ironsworn’s devotion and extreme heroism, 
  the spot where they made their last stand gained mystical 
  powers of its own.
  Lore: Characters can gain the following pieces of 
  information about the Last Stand of the Ironsworn by making 
  Knowledge (history) or Knowledge (arcana) checks at the 
  appropriate DCs, as given below.
  DC 15 (history): The Last Stand of the Ironsworn is a dwarven 
  legend about a group of warriors who held off a large horde 
  of humanoids bent on attacking a city.
  DC 25 (history): The Last Stand of the Ironsworn is one of the 
  greatest tales of dwarven military might, and the site of 
  these heroic dwarves’ last stand is said to have magical 
  powers.
  DC 25 (arcana): The Last Stand of the Ironsworn is an obscure 
  magical location that allows groups of good-aligned heroes 
  to swear a powerful oath of mutual protection.
  Description: The Ironsworn made their final stand just 
  inside the gates of their great underground city.
  A grand passage, once lined with the artistry of proud 
  dwarven craftsmen, leads to a gaping hole more than 40 
  feet high and nearly as wide.
  Beyond this gap lie the ruins of the great city itself.
  Once, a magnificent pair of adamantine doors kept 
  unwelcome visitors out, but the same great forces that 
  shattered the Ironsworn’s might pulled these gates down 
  and used the adamantine as raw material for several 
  powerful magic weapons and suits of armor.
  The skin of creatures bound to the power of the Ironsworn 
  gains a vaguely metallic sheen when they call upon the 
  bond they share.
  This change in appearance provides subtle but noticeable 
  visual evidence of the Ironsworn’s magic.
  Prerequisite: Only a group of good-aligned allies who stand 
  together at the site of the Ironsworn’s last stand can draw 
  the power from this unique magical location.
  Location Activation: To claim the power of the Last Stand of 
  the Ironsworn, a group of good-aligned allies must stand 
  together at the site and forever bond themselves as 
  comrades in arms.
  The magic of the location, enhanced and made manifest by 
  the devotion and courage of the Ironsworn, grants the 
  group a greater than normal ability to stand together 
  against foes.
  Recharge: Once it has conferred its power on a group of up 
  to five allies, the Last Stand of the Ironsworn cannot grant the 
  ability again for one year.
  Most DMs link the number of creatures that the Last Stand 
  of the Ironsworn can affect to the number of characters 
  adventuring together, so that no player feels excluded from 
  the benefits.
  This option also creates a game mechanic that reinforces 
  the party’s natural desire to continue adventuring together.
  Special Ability (su): Once per day, a group of allied 
  creatures that have stood together at the Last Stand of the 
  Ironsworn can call upon the power of the site.
  To do so, one of them must spend a standard action yelling, 
  “Remember the Ironsworn!” Each ally within 30 feet of 
  another ally immediately gains a number of temporary hit 
  points equal to twice the number of eligible allies.
  These temporary hit points last for up to 1 hour.
  
  202
  For example, if a group of five heroes who have stood 
  together at the Last Stand of the Ironsworn are all within 30 
  feet of each other, and one of them spends a standard action 
  to call forth the site’s power, each gains 10 temporary hit 
  points that last for up to 1 hour.
  Duration: The conferred power lasts for one month.
  It ends prematurely for all creatures in the group if any of 
  the allies who stood together at the Last Stand of the 
  Ironsworn dies before that time.
  Aura: Strong transmutation.
  Variants: Unlike other locations described in this section, 
  the Last Stand of the Ironsworn carries its own specific 
  history.
  However, a DM wishing to use the abilities of the Last Stand 
  of the Ironsworn in another way can easily change the details 
  of this history.
  Warriors of another race, nation, or affiliation could easily 
  provide the impetus for such a magical location at any site 
  where they made a desperate last stand against 
  overwhelming odds.
  Simply changing the name and back story of the location 
  allows you to place the magical effects in any area of your 
  campaign world.
  Ability Value: 10,000 gp (2,000 gp per affected creature).
  NECROPOLIS OF DREAD
  A necropolis of dread is a dark and twisted grave site that 
  seems to draw all light into itself.
  Its lusterless black walls and pale bones create a gloom-
  filled impression of death and hopelessness.
  These rare sites usually result from strong necromantic 
  magic, the creation of powerful undead, or massive 
  slaughter in the name of some evil power.
  Whatever its location, the landscape within a necropolis of 
  dread is forever changed, and never again does the area feel 
  clean or wholesome to living creatures.
  Lore: Characters can gain the following pieces of 
  information about a necropolis of dread by making 
  Knowledge (religion) checks at the appropriate DCs, as 
  given below.
  DC 15: A necropolis of dread is a magical gravesite full of 
  unknowable terrors.
  DC 20: A necropolis of dread grants some of its fearsome 
  power to any skilled necromancer who manages to brave its 
  horrors.
  DC 25: A necromancer who masters the power of a necropolis 
  of dread casts fear-inducing magic with greater facility.
  In addition, creatures that brave the necropolis are more 
  resistant to other fear-inducing effects, even if they have no 
  ability with necromancy or fear-inducing magic.
  Description: A necropolis of dread is as dark and fearsome as 
  its name implies.
  Its black walls seem to absorb light, and even the brightest 
  days take on a dim and cheerless aspect within its confines.
  An unearthly stillness pervades its grounds, and even the 
  slightest sound seems jarring amid the silence of the dead.
  When a spellcaster who has withstood the horrors of the 
  necropolis uses its power to enhance a fear-inducing spell, 
  his body is wrapped in a shadowy cloud that seems to pulse 
  and writhe with power.
  Prerequisite: Only a character with five or more character 
  levels can access the power contained within a necropolis of 
  dread.
  Location Activation: The obelisk at the center of a necropolis 
  of dread sends a magical spear of fear through each creature 
  that approaches within 50 feet.
  The effect is identical to that of a fear spell (Will DC 18).
  Only a creature that spends a full-round action while 
  within 50 feet of the obelisk benefits from the site’s power.
  Activating the site in this manner provokes attacks of 
  opportunity.
  Recharge: Once a necropolis of dread has conferred its ability 
  on a single spellcaster, it cannot do so again for one year.
  Special Ability (su): Any qualified spellcaster who draws 
  forth the power of a necropolis of dread gains a +4 bonus on 
  saving throws against fear effects.
  In addition, whenever he casts a spell with the fear 
  descriptor, or uses a spell-like or supernatural ability that 
  induces fear, the DC of the required saving throw increases 
  by 1.
  Duration: The conferred ability lasts for one year.
  Aura: Strong necromancy.
  Ability Value: 3,000 gp.
  POOL OF FROZEN SOULS
  This strange pool of magic water is akin to an everflame but 
  opposite in effect.
  Formed by the presence of powerful cold magic or a long-
  standing portal to a particularly frigid section of the 
  Elemental Plane of Water, a pool of frozen souls resembles a 
  pool of extremely cold water.
  Regardless of the outside temperature, the water in a pool of 
  frozen souls never freezes, and it remains frigid to the touch 
  even in the hottest ambient temperatures.
  Because the magic of the pool is tied to its location, not to 
  the water within it, any water removed from the pool is 
  simply normal water.
  A pool of frozen souls that is completely drained of water loses 
  its magical abilities.
  Lore: Characters can gain the following pieces of 
  information about a pool of frozen souls by making 
  Knowledge (the planes) checks at the appropriate DCs, as 
  given below.
  DC 10: A pool of frozen souls is the remnant of a longstanding 
  connection to the Elemental Plane of Water, and it holds 
  the essence of that watery realm.
  DC 15: It is said that those who withstand the chill of a pool 
  of frozen souls can resist the effects of any cold.
  DC 20: Those who stand within a pool of frozen souls gain 
  significant resistance to cold damage by drawing a small 
  portion of its magic into themselves.
  Description: The area around a pool of frozen souls is 
  perpetually filled with an unearthly chill.
  The cold of the air and the water of the pool painfully 
  freezes creatures and objects in contact with them, but 
  these effects do not spread beyond the small area around 
  the pool itself.
  Because pools of frozen souls are found only in areas that have 
  held gates to the Elemental Plane of Water for long periods, 
  they almost always occur near or within some great body of 
  water.
  Such a site might include an island on which land-bound 
  creatures forged the gate, but more often they are 
  submerged in water.
  Prerequisite: Only a creature with at least five character 
  levels can benefit from the effects of a pool of frozen souls.
  
  203
  Location Activation: A pool of frozen souls is continually lit by 
  a dull blue glow that emanates from the water itself.
  This magical pool deals 2d6 points of cold damage per 
  round to any creature in contact with its water.
  To gain the benefits of a pool of frozen souls, a qualified 
  creature must stand unprotected within its confines for at 
  least 3 rounds.
  Each incarnation of the pool affects only five creatures at a 
  time.
  If more than five creatures qualify for the benefit at once, 
  only five of them (selected at random) gain it.
  Recharge: Once a pool of frozen souls has conferred its 
  benefits on five creatures, it cannot confer them again for 
  one year.
  Special Ability Activation and Effect (ex): A qualified 
  creature gains resistance to cold 5.
  A creature that already has resistance to cold from another 
  source (even a temporary one, such as a spell or item) gains 
  nothing from the pool.
  A creature can gain this benefit only once, and its effects do 
  not stack with any other resistance to cold the creature 
  might subsequently gain.
  Duration: The resistance to cold lasts for one year.
  Aura: Strong abjuration.
  Ability Value: 10,000 gp (2,000 gp per affected creature).
  SHRINE OF THE WEAPONMASTER
  Imbued with the martial perfection and power of an 
  exceptionally skilled warrior, a shrine of the weaponmaster is a 
  hallowed place associated with great displays of martial 
  skill.
  Most often, the death of a great warrior gives rise to a shrine 
  of the weaponmaster, but it can also result from a significant 
  display of martial prowess by a living warrior or group of 
  warriors.
  Though called a shrine, such a location has no connection 
  to divine power and can be found anywhere.
  Lore: Characters can gain the following pieces of 
  information about a shrine of the weaponmaster by making 
  Knowledge (history) checks at the appropriate DCs, as 
  given below.
  DC 15: A shrine of the weaponmaster is the site where a 
  famous warrior fell, or where one or more warriors 
  displayed great martial prowess.
  DC 20: A shrine of the weaponmaster holds some of the martial 
  skill of the great warrior or warriors who fought there.
  Those who visit the location can pull some of this power 
  into themselves.
  DC 25: A shrine of the weaponmaster is a magical location that 
  allows a skilled warrior to bond with a specific weapon, 
  thereby gaining amazing skill with the weapon.
  Description: The power embodied in a shrine of the 
  weaponmaster stems from the events that transpired there, 
  not from any physical aspect of the location.
  Thus, shrines vary widely in appearance, though many are 
  found in areas of extreme danger, since such locations tend 
  to require the exceptional feats of arms that give a shrine of 
  the weaponmaster its magic.
  Prerequisite: Only a character with a +5 or higher base 
  attack bonus and proficiency with all martial weapons can 
  access the power contained within a shrine of the 
  weaponmaster.
  Location Activation: To claim the power of a shrine of the 
  weaponmaster, a qualified warrior must stand within its 
  confines and draw its power into himself by force of will.
  Doing so requires a full-round action and provokes attacks 
  of opportunity.
  A shrine of the weaponmaster holds enough power to affect up 
  to five qualified creatures simultaneously.
  Recharge: Once a shrine of the weaponmaster has conferred 
  its ability on five creatures, it cannot confer it again for 30 
  days.
  Special Ability: The magic of the shrine grants the affected 
  warrior great insight into the use of weapons.
  Each morning after he acquires the power, he can spend 15 
  minutes practicing his newfound martial knowledge and 
  attuning himself to a single melee weapon with which he is 
  proficient.
  After completing this simple ritual, he gains a +2 bonus on 
  damage rolls for attacks made with the attuned weapon.
  The warrior stays attuned to the weapon until the following 
  morning.
  At that point, he can repeat the ritual with the same 
  weapon or a different one.
  Failure to perform the ritual on any given day means he 
  does not gain the bonus on damage rolls for the following 
  24-hour period, but he still retains the ability to perform 
  the ritual on subsequent days until the ability expires.
  Duration: The conferred ability lasts for 30 days.
  Aura: Strong divination.
  Ability Value: 10,000 gp (2,000 gp per affected creature).
  SPELLWARD OF ARCANE MIGHT
  A magical event of great power sometimes gives rise to a 
  spell ward of arcane might.
  Such areas are imbued with so much raw arcane energy 
  that the very air seems to hum with unfocused power.
  Like other magical locations, spell wards of arcane might are 
  extremely rare, and the conditions that give rise to them are 
  poorly understood.
  A spell ward of arcane might could arise from battles between 
  multiple powerful spellcasters, the creation of an artifact or 
  a similarly powerful magic item, the use of multiple wish 
  spells in the same spot, and similar titanic releases of arcane 
  power.
  Although spellwards form anywhere, most are indoors.
  Magical glyphs of vibrant blue energy continuously form 
  and fade on the walls, ceilings, and floors of these spaces.
  While only a few such sigils are ever present within a 
  spellward, their glow provides faint illumination within its 
  confines.
  Lore: Characters can gain the following pieces of 
  information about a spellward of arcane might by making 
  Knowledge (arcana) checks at the appropriate DCs, as given 
  below.
  DC 15: A spellward of arcane might is a wellspring of magical 
  power.
  DC 20: A spellward of arcane might allows a spellcaster to alter 
  spells as they are cast.
  DC 25: A spellward of arcane might is a magical location that 
  grants an experienced spellcaster the ability to 
  spontaneously quicken a small number of spells.
  Description: Spellwards of arcane might are usually found 
  indoors.
  
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  Every interior surface of such a location is covered in 
  glyphs that glow with a magical light.
  This faint glow provides dim illumination throughout the 
  spellward.
  When a spellcaster enhances a spell with the power of a 
  spellward, glowing blue runes form in the air around her.
  These runes vanish almost immediately, but their presence 
  is a visible reminder of the power granted by the spellward.
  Prerequisite: Only a 5th-level or higher arcane spellcaster 
  can access the power contained within a spellward of arcane 
  might.
  Location Activation: To claim the power of a spellward of 
  arcane might, a qualified arcane spellcaster must stand 
  within its confines and draw its power into herself by force 
  of will.
  Doing so requires a full-round action and provokes attacks 
  of opportunity.
  Recharge: Once a spellward of arcane might has conferred its 
  ability on a single spellcaster, it cannot do so again for one 
  year.
  Special Ability (su): An arcane spellcaster who draws forth 
  the power of a spellward of arcane might casts certain spells 
  faster than normal.
  Once per day, she can cast a spell of 3rd level or lower that 
  normally has a casting time of 1 standard action as a swift 
  action instead.
  (See page 237 for the definition of a swift action).
  Duration: The conferred ability functions for 30 days.
  Aura: Strong transmutation and universal.
  Ability Value: 9,000 gp.
  TERRIBLE CYST
  Terrible cysts are near-organic lesions in the earth itself that 
  crop up in nearly any terrain.
  These cancerous blemishes form in nearly any above- or 
  below-ground location.
  The presence of a terrible cyst causes nearby plant life to turn 
  black and cancerous, stone to crack and crumble, and metal 
  to rust.
  A terrible cyst might form where a powerful demon has 
  lingered for a long time, or where a creature of great good 
  turned suddenly to evil, or where an item of powerful evil 
  magic was created.
  Such conditions do not always create terrible cysts, but they 
  seem to increase the chances that one might form.
  Lore: Characters can gain the following pieces of 
  information about a terrible cyst by making Knowledge (the 
  planes) checks at the appropriate DCs, as given below.
  DC 15: Terrible cysts are small lesions in the earth caused by 
  the presence of great evil.
  DC 20: A terrible cyst persists until a powerful evil creature 
  draws power from it.
  DC 25: An evil creature that draws forth the power of a 
  terrible cyst focuses it into a devastating physical attack 
  against a good creature.
  Description: A terrible cyst looks like an oozing, cancerous 
  blemish in the earth itself.
  Each cyst occupies only a 10-foot-by-10-foot area, but its 
  horrid stench extends much farther.
  The vegetation in the affected area lingers in a state of rot, 
  and the ground itself reeks of carrion.
  The whole area glows with a dim, sickening red light.
  An evil creature imbued with the power of the cyst glows 
  briefly with the same red radiance when it makes a smite 
  attack against a good creature.
  Although this glow sheds no useful amount of 
  illumination, it does give the creature’s countenance a 
  rough, demonic cast.
  In addition, the cyst’s connection to the Abyss twists the 
  creature’s visage into a horrible mask of pure hatred.
  These effects are only momentary, and the creature returns 
  to its normal appearance as soon as it completes its smite 
  attack.
  Prerequisite: Only an evil creature with at least five 
  character levels can draw forth the power of a terrible cyst.
  Location Activation: Any qualified creature that enters a 
  cyst immediately becomes aware of the dark power held 
  within it and knows intuitively how to access that power.
  To claim the ability granted by a terrible cyst, the creature 
  must stand within its confines and draw its power into 
  itself by force of will.
  Doing so requires three full-round actions and provokes 
  attacks of opportunity.
  During this process, the cyst shrinks and is absorbed into 
  the surrounding terrain, as if the abyssal infection afflicting 
  the land were actually healing.
  A cyst that is healing has no ill effect on creatures within it, 
  but the terrain does retain a lingering aura of evil until the 
  cyst has completely healed.
  Recharge: If an evil creature dies while holding the power 
  of a terrible cyst, a new one forms at the spot where its body 
  falls.
  Thus, any given terrible cyst confers its power only once, but 
  the death of the creature that absorbed this power 
  regenerates the cyst in a new location.
  Special Ability (su): Upon draining power from a terrible 
  cyst, a creature gains the ability to smite a good foe once per 
  day.
  On a successful attack against a good-aligned opponent, the 
  creature adds its character level to its damage roll 
  (maximum +20).
  Duration: The conferred ability lasts until the creature that 
  holds it perishes.
  Aura: Strong transmutation.
  Ability Value: 2,500 gp.
  WATCHPOST OF VIGILANCE
  Though less obvious than other acts of heroism, heroic 
  vigilance also leaves its mark on the very ground where it 
  occurred.
  A watchpost of vigilance, as such a site is called, might form 
  on a distant mountain peak where a lone druid watched 
  over the northern lands for decades before finally bringing 
  word of an approaching army to the communities in the 
  nearby foothills.
  Alternatively, it could form in an ancient dwarf redoubt, or 
  in an elf watchpost concealed in the forest’s high branches.
  Lore: Characters can gain the following pieces of 
  information about a watchpost of vigilance by making 
  Knowledge (history) checks at the appropriate DCs, as 
  given below.
  DC 10: A watchpost of vigilance forms because of some heroic 
  act of vigilance that took place at the site in question.
  
  205
  DC 15: A successful check at this level allows the character 
  to learn the basic details of the specific act of heroism that 
  created a particular watchpost of vigilance.
  DC 20: A watchpost of vigilance is more than a simple footnote 
  to history.
  The power held within it grants those who stand watch 
  there sharper eyes and quicker reactions to danger than 
  normal.
  Description: Although watchposts of vigilance vary in size, 
  most are no greater than 20 feet by 20 feet.
  Regardless of its actual appearance, a watchpost of vigilance 
  commands an excellent view of the surrounding areas.
  Even in the tight confines of a dwarf stronghold, such a site 
  might occur at an important crossroads, or in some other 
  place that grants a relatively wide view of the area.
  Prerequisite: Only a creature with an Intelligence score of 5 
  or higher can benefit from the effect of a watchpost of 
  vigilance.
  Location Activation: To claim the power of a watchpost of 
  vigilance, a qualified creature must spend a minimum of 8 
  hours within its confines and draw its power into itself by 
  force of will.
  A watchpost of vigilance holds enough power to affect up to 
  five qualified creatures simultaneously.
  Recharge: Once a watchpost of vigilance has conferred its 
  ability on five creatures, it cannot confer it again for 24 
  hours.
  Special Ability (su): A watchpost of vigilance sharpens the 
  awareness, vision, and hearing of an affected creature and 
  quickens its reaction times.
  The creature gains a +2 enhancement bonus on initiative 
  rolls and on Spot and Listen checks as long as it remains 
  within the watchpost and for 24 hours after leaving it.
  Duration: Each incarnation of the watchpost of vigilance 
  affects creatures while they are within its confines, and a 
  full 24 hours after the creature leaves the small area of the 
  site.
  Aura: Moderate divination.
  Ability Value: 1,500 gp (300 gp per affected creature).
  FIENDISH CODEX 2 (3.5)
  PILLAR OF GERYON
  Jammed into the slow-moving glacier known as Elgarz, the 
  pillar of Geryon grinds its way slowly around Stygia, though 
  it never comes within 1,000 miles of Levistus’s Tomb.
  Lore: Characters with ranks in Knowledge (the planes) can 
  research the pillar of Geryon to learn more about it.
  When a character succeeds on a skill check, the following 
  lore is revealed, including the information from lower DCs.
  DC 15: This forgotten monument to Stygia’s former ruler 
  provides special abilities to anyone brave enough to place 
  her left hand in Geryon’s right.
  DC 20: The pillar grants powers against chaos, and legend
  has it that even greater powers await those willing to give 
  their heads to Geryon.
  DC 25: No one who has given her head to Geryon has ever 
  gotten it back.
  Description: The pillar of Geryon is a crude, humanoid-
  shaped block of granite measuring about 9 feet high, 4 feet 
  across at its widest point, and 2 feet thick.
  Carved into its surface, in a simple manner reminiscent of a 
  cave painting, is a full-body outline of Geryon, the deposed 
  archdevil who once ruled this layer.
  The rock bears deep depressions where the figure’s right 
  hand and head should be.
  Eroded steps jut out from the base of the pillar, allowing 
  Medium and Large creatures to draw close enough to the 
  figure to access the two depressions.
  Prerequisite: None, but a character must be able to 
  withstand the damage dealt when she first loses her hand.
  Location Activation: To gain the benefits granted by the 
  pillar of Geryon, a character must place her left hand in the 
  depression at the end of Geryon’s right arm.
  As soon as she does so, she suffers sharp and excruciating 
  pain as the pillar severs her wrist, dealing 3d10+10 points of 
  damage.
  The hand vanishes, as if disintegrated, and is not retrievable 
  by any means.
  Assuming that the character survives this damage, her hand 
  begins to regenerate at a rate of 2 hit points per round, until 
  all she damage dealt by the pillar has been restored.
  Gnarled, rubbery, and olive-green in color, the new hand is 
  slightly larger than the original and covered with pulsing 
  scar tissue.
  It throbs incessantly and tends to curl up into a ball when 
  the owner’s attention wanders.
  Otherwise, it is as functional as the appendage it replaces.
  Any character foolish enough to place her head in the 
  depression above Geryon’s shoulders is immediately 
  decapitated, dying instantly unless decapitation would not 
  normally slay her.
  No new head regrows.
  Recharge: Once the pillar of Geryon has produced a new 
  hand, it cannot do so again for a month.
  Special Ability: The new hand emits an aura of 
  overwhelming evil and counts as a magic and evil-aligned 
  weapon.
  Every unarmed attack made with it gains an enhancement 
  bonus of +3 (+6 against good or chaotic outsiders) and deals 
  1d10 points of damage.
  If the character is a monk, the damage equals the monk’s 
  standard unarmed damage plus an extra 1d4 points of 
  damage.
  Penetrating Punch (ex): Blows made with the new hand 
  gradually find weaknesses in the enemy’s armor.
  Once per round, a character can make an unarmed strike as 
  a touch attack rather than a normal strike.
  Duration: These abilities last for 99 days, after which a 
  nonlawful character can renew them for another 30 days by 
  committing an act of obeisance, or a nonevil character can 
  renew them for another 30 days by committing a corrupt 
  act.
  Characters can continue to make renewals until they 
  become fully evil or lawful.
  A character who does not renew the ability retains her new 
  hand, but the extremity loses its special powers.
  Aura: Overwhelming transmutation.
  Ability Value: 36,000 gp.
  SHRIVER
  A shriver is a sophisticated torture device constructed of 
  Baatorian green steel and animated by magic.
  
  206
  Shrivers are found in soul-processing chambers 
  Throughout the topmost eight layers of Baator, and all of 
  these devices are manufactured in Abriymoch, near its 
  steelworks.
  The primary use of a shriver is to render souls into soul 
  material and proto-lemures.
  However, mortals who are clever enough to find their way 
  into one, and gifted with the astounding endurance to 
  survive the flesh-rending punishments it can dish out, can 
  treat it as a magical location.
  Lore: Characters with ranks in Knowledge (the planes) can 
  research the shriver to learn more about it.
  When a character succeeds on a skill check, the following 
  lore is revealed, including the information from lower DCs.
  DC 15: A shriver is one of the many notorious automated 
  torture devices found throughout Baator.
  It’s designed to rip apart the souls of the damned, but a 
  mortal who gets into it can sometimes gain useful 
  supernatural powers.
  DC 20: You have to be able to soak up an incredible amount 
  of punishment to survive a shriver.
  It literally rips the flesh from your bones, so be sure to have 
  potent healing magic on hand after you crawl, weeping and 
  bleeding, from its awful embrace.
  DC 25: It’s nor good enough just to survive the fearsome 
  assault of a shriver—you have to do so without crying out.
  Description: A shriver consists of a bed-like frame bristling 
  with hundreds of automated blades, pokers, saws, and claw-
  like devices, A system of belts and wires holds the victim 
  horizontally suspended in the frame.
  Prerequisite: Though outsiders and soul shells can be 
  tortured with a shriver, only living humanoids or 
  monstrous humanoids can gain abilities from the ordeal.
  Location Activation: As soon as a character has been 
  properly strapped in, the device begins slicing, rending, 
  and chopping at his flesh.
  A shriver adjusts itself to each victim, varying its routine of 
  torment from one session to the next.
  For each round it spends in the machine, a creature takes 
  2d20 points of damage and must attempt two DC 15 saving 
  throws (Fortitude or Will, whichever has the lower save 
  bonus).
  If both saves are successful, the creature remains silent and 
  awake and gains one ability (see below).
  In each subsequent round, the save DC increases by 1 for 
  every 5 points of damage dealt by the machine in the 
  previous round.
  Failing a Fortitude save means the victim loses 
  consciousness; failing a Will save means it cries out in pain.
  Either way, no ability is gained in that round or any round 
  thereafter.
  When torturing a living creature, a shriver continues until 
  the victim either dies or escapes.
  Making an escape requires four successful Escape Artist 
  checks—one for the hands (which are manacled behind 
  the head), one for each ankle (bound separately to the 
  frame), and one for the collar holding the neck in place.
  Each check requires a full-round action.
  These checks can be made either by the victim or by others 
  working to free him.
  However, escaping while being tortured is difficult—the 
  victim must succeed on a DC 20 Concentration check to 
  even be able to attempt an Escape Artist check.
  Companions need not make Concentration checks prior to 
  their Escape Artist checks, but they risk being hit by the 
  machine’s flailing blades.
  Whether a companion’s check succeeds or fails, the 
  creature takes 1d20 points of damage if the check result is 
  an odd number.
  Recharge: A shriver can take on a new mortal subject as 
  soon as a fresh victim can be strapped into it.
  It can gift any number of surviving subjects with special 
  abilities.
  Special Ability: Any character who survives a shriver gains 
  one special ability per round of torture he suffers in silent 
  awareness.
  The abilities ate presented in order, so a character who 
  lasted 3 rounds receives the first three abilities, one who 
  withstood the torture for 5 rounds receives the first five 
  abilities, and so on.
  1.You cannot be shaken.
  2.You can’t be frightened or nauseated.
  3.You can’t be panicked or sickened.
  You gain a +2 bonus on Fortitude saves.
  4.You never become confused or fatigued.
  You gain regeneration 1 as an extraordinary ability.
  Good and chaotic weapons deal normal damage to you.
  If you lose a limb or body part, the lost portion regrows in 
  180 minutes.
  You can reattach the severed member instantly by holding 
  it to the stump.
  5.You never become exhausted.
  You gain a +2 bonus on Will saves.
  6.When disabled, you can make either a full-round action 
  each round, or a move action and a standard action.
  Your regeneration increases to 2; lost body parts regrow in 
  90 minutes.
  7.Once per day, as a free action, you can gain the benefit of 
  barkskin as a spell-like ability (caster level 5th).
  Your regeneration increases to 3; lost body parts regrow in 
  45 minutes.
  8.Your regeneration increases to 5; lost body parts regrow 
  in 15 minutes.
  9.Whenever a cure spell is cast within 100 feet of you and 
  the caster attempts a Concentration check to cast the spell, 
  you can attempt a Concentration check of your own as an 
  immediate action.
  If your check result is higher, you can divert any or all of 
  the healing from the cure spell to yourself.
  You gain these points at the expense of the intended 
  recipient, You can’t divert more hit points than you can use.
  Duration: After 99 days, these abilities fade unless renewed.
  Characters of alignments other than lawful evil can renew 
  them by committing a number of points worth of corrupt 
  or obeisant acts (see page 30) equal to the number of rounds 
  of torture successfully endured in the shriver.
  A lawful evil character can renew them if he has induced a 
  character of another alignment to commit corrupt or 
  obeisant acts with a point value at least equal to the number 
  of rounds of torture endured in the shriver.
  Renewals can be made for additional 99-day periods in the 
  same manner.
  Aura: Overwhelming necromancy and evil.
  Ability Value: 30,000 gp.
  
  207
  TABJARI
  Jutting from the side of Reaper’s Canyon is a copper citadel 
  called Tabjari that is accessible only from tunnels inside the 
  earth.
  These tunnels are elaborately trapped, because the fortress 
  contains a treasure that Asmodeus’s must protect at all 
  costs.
  No devils patrol the halls surrounding Tabjari, because the 
  treasure exerts a disturbing influence on evil outsiders.
  Tabjari’s deepest vault houses Asmodeus’s original copy of 
  the Pact Primeval, struck between himself and the primal 
  deities of law.
  Its divine energy suffuses the entire complex, radiating an 
  overwhelming aura that is not only lawful, but at the same 
  time ineffably good and unspeakably evil.
  The fact that these last two energies are present in equal 
  measure defies all known metaphysical principles, but they 
  are juxtaposed all the same.
  Any character perceiving this aura must make a successful 
  DC 30 Will save or become confused for 2d4+2 rounds.
  The residual energy of the lawful good deities slowly 
  leaches the cruelty from nearby devilkind.
  Any devil spending 6 hours within 1,000 feet of the Pact 
  Primeval must make a successful DC 30 Will save or suffer 
  a spontaneous one-rank demotion.
  Lemures failing the save dissipate into faint traces of evil 
  energy and are destroyed forever.
  Thus, the only living guardians of the sacred pact are mortal 
  cultists of Asmodeus who were plucked from their planes 
  of origin to protect it.
  By decree of all the lawful deities, a copy of the Pact 
  Primeval must remain forever on Baator.
  Two other copies exist under similar guard—one in 
  Mechanus and one on Celestia.
  Each of these documents is impervious to destruction, but 
  if it were somehow removed from its rightful plane, the 
  powers of law would be significantly undermined, and 
  chaos would be strengthened.
  Brave pilgrims still occasionally seek out the pact—not to 
  steal it, but because its hiding place is a magical location of 
  considerable power.
  Lore: Characters with ranks in Knowledge (the planes) or 
  Knowledge (religion) can research Asmodeus’s copy of the 
  Pact Primeval to learn more about it.
  When a character succeeds on a skill check, the following 
  lore is revealed, including the information from lower DCs.
  DC 15: The Pact Primeval is the agreement signed by the 
  lawful deities that established the system of punishment for 
  the damned.
  Asmodeus, who ruthlessly exploits its loopholes, cherishes 
  it as the root of his power over mortals.
  DC 20: Removing the pact from its vault in Tabjari is all but 
  impossible.
  If anyone did manage it, the power of law would suffer a
  devastating blow at the hands of chaos.
  DC 35: Those who enter the vault merely to pay due respect 
  to the principles of law can derive the power to smite chaos 
  and excel in the application of law.
  Description: Asmodeus has ensured that his copy of the 
  pact is extraordinarily difficult to transport by encasing it 
  inside an enormous ruby, 10 feet high and 6 feet wide, that 
  weighs more than 20 tons.
  It lies in the deepest vault of the copper citadel.
  The entire fortress was built around the ruby, which is 
  much too large to go through the doors.
  Prerequisite: Characters must overcome ferocious 
  opposition ranging from murderous traps to determined 
  devil cultists to enter the hallowed vault of Tabjari.
  Location Activation: To gain the power of Tabjari, a 
  character must touch the ruby holding the pact with the 
  bare skin of her right hand and recite aloud the three-
  hundred-word preamble, which is written in an archaic 
  form of the Celestial tongue.
  For a nonlawful character, doing so constitutes a 5-point act 
  of obeisance.
  Recharge: After granting its special abilities, the pact 
  cannot do so again for another 9 years.
  Special Ability: The pact confers the following set of 
  abilities.
  Any melee weapon the character wield 5 deals an extra 2d6 
  points of damage to chaotic outsiders.
  Any spell the character casts that deals damage to one or 
  more creatures deals an extra 2d6 points of damage to 
  chaotic outsiders.
  In the case of area spells, only one chaotic outsider takes 
  the extra damage, but the caster can specify which is 
  affected.
  The character gains a +4 bonus on any Charisma-based skill 
  checks made in the course of a legal proceeding, or in 
  conjunction with a Knowledge check made to find or 
  interpret a law.
  Duration: These abilities last for 99 days, after which a 
  character can renew them for another 30 days by 
  committing an act of obeisance.
  Aura: Overwhelming law, evil, and good.
  Ability Value: 10,000 gp.
  WORM OF MINAUROS
  A bizarre, slow-moving creature, about 50 feet long, comes sloshing 
  through a shallow swamp.
  Shaped like a snake or worm, and covered in ivory plates the color 
  of bleached bone, it takes little notice of its surroundings.
  Its massive, crested head resembles the gnarled skull of a titanic 
  archdevil.
  
  208
  The legendary worm of Minauros wriggles eternally 
  through the swamps, bogs, and cesspools of Baator’s third 
  layer, staying out of cities and other settlements.
  If the party chooses to fight it, treat the worm as a combat 
  encounter.
  If, on the other hand, a mortal peacefully approaches the 
  creature and volunteers to become its next meal, treat it as a 
  mobile magical location.
  Combat: The worm defends itself if attacked but otherwise 
  takes no interest in mortal prey.
  It exists only as a punishment for stray or unwary devils, 
  which it attacks with sudden ferocity.
  Any baatezu foolish enough to cross its path is by definition 
  deserving of its fate.
  Lore: Characters with ranks in Knowledge (the planes) can 
  research the worm of Minauros learn more about it.
  When a character succeeds an a skill check, the following
  lore is revealed, including the information from lower DCs.
  DC 25: This mammoth creature, feared even by devils, 
  eternally haunts the plane of Minauros.
  it can be killed, but it always comes back.
  Supposedly, a way exists to wrest a great magical boon from 
  it.
  DC 30: To anyone who fights it, the worm is really just a 
  bizarre-looking, tougher-than-average purple worm.
  Like any other creature of that kind, it attempts to grab foes 
  in its massive jaws and swallow them whole.
  Its sting also carries a Strength-sapping poison.
  DC 35: If anyone approaches the worm of Minauros unarmed, 
  it opens its jaws and allows the visitor to walk straight in, 
  without grabbing, poisoning, or crushing it.
  The visitor might be digested like any other morsel of food, 
  or it might be excreted whole and be all the more powerful 
  for the experience.
  Description: See above.
  Prerequisite: Only a mortal with an alignment other than 
  lawful evil can gain the power granted by a worm of 
  Minauros.
  (Lawful evil characters are still admitted to the creature’s 
  maw, but they are then subjected to the normal combat 
  damage taken by a swallowed character.
  Like any other creature native to Baator, the worm attempts 
  to send the souls of qualifying mortals straight to the 
  Shelves of Despond).
  The character must also be able to withstand the damage 
  dealt by several rounds inside the worm’s digestive tract.
  Location Activation: To gain the benefit of the worm of 
  Minauros, a living mortal must approach it head-on, without 
  weapons, and with her arms held out at her sides in a 
  gesture of supplication.
  The worm sniffs the air to confirm that the character is in 
  fact mortal.
  (Devils disguised as mortals are summarily eaten, with all 
  the bite damage that process entails).
  The worm then lowers its gate-sized jaw so that the subject 
  can walk straight into its maw.
  A successful DC 15 Will save is required to follow through 
  on this act of apparent self-destruction.
  Failure means the character is panicked for 1 minute and 
  must turn and run.
  Success allows the character to continue into the creature’s 
  gizzard, where for 1d6+1 rounds she takes 2d8+12 points of 
  bludgeoning damage, plus 8 points of acid damage, per 
  round.
  At any time, the character can attempt to cut herself out of 
  the creature’s side by using a light slashing or piercing 
  weapon to deal a total of 25 points of damage to the gizzard 
  (AC 17).
  However, doing so prevents the character from acquiring 
  the special ability (see below) and causes the worm to 
  initiate combat against any bystanders within sight.
  Any character who undergoes the digestion process for the 
  full duration is, if still alive, abruptly excreted from the 
  worm’s body.
  An expelled character is covered in a noxious, acidic slime 
  full of tiny, partially digested chunks of devil flesh.
  Such a character takes 4 points of acid damage per round 
  until doused with water.
  Every individual within 30 feet of a character who has just 
  been expelled must make a successful DC 15 Fortitude save 
  or become nauseated for 2d4 rounds.
  Recharge: Once the worm of Minauros has granted its special 
  ability, it cannot do so again for a week.
  
  209
  Special Ability: Surviving the digestive system of the worm 
  of Minauros permanently increases the character’s highest 
  ability score by 1.
  If two or more ability scores are tied for highest, the player 
  chooses which one to increase.
  Additionally, a bonus of 20% applies to any experience 
  point awards garnered during the character’s current 
  sojourn in Baator.
  Duration: The ability score increase lasts for 30 days, after 
  which a nonlawful character can renew it for another 30 
  days by committing an act of obeisance, or a nonevil 
  character can renew it for another 30 days by committing a 
  corrupt act.
  Characters can continue to make renewals until they 
  become fully evil or lawful.
  At that point, devils might well show up to engineer their 
  deaths, so that their souls travel straight to Baator.
  Aura: Overwhelming evocation.
  Ability Value: 8,000 gp.
  MAGIC OF INCARNUM
  (3.5)
  DOLMEN CIRCLE
  Great slabs of stone rise from the earth as if summoned from the 
  rock itself.
  The stones form a great ring, each pair of standing stones 
  supporting another great horizontal slab above them.
  Whether dolmen circles were raised in prehistoric times or 
  are more recent constructions, powerful magic almost 
  certainly figured in their establishment.
  Some quality of the site heightens the power of incarnum, 
  whether the pattern of the standing stones or an invisible 
  crossing of lines of power marked by the circle, and calls to 
  the lost like the voice of home.
  A dolmen circle is formed of about 30 large slabs of stone 
  erected in a circle roughly 100 feet in diameter, with stones 
  laid across the top of the slabs to form a continuous circle.
  The slabs are hewn stone (DC 25 Climb check) and stand 
  about 20 feet high.
  Sometimes, smaller circles of stones stand within the larger 
  circle.
  The whole area might be encompassed by a trench or a 
  berm (see page 91 of the Dungeon Master’s Guide), forming 
  an outer circle up to around 300 feet in diameter.
  Dolmen circles appear in areas of plains terrain.
  While within 300 feet of the center of a dolmen circle, any 
  creature with the incarnum subtype gains a +1 morale 
  bonus on attack rolls, weapon damage rolls, saving throws, 
  and skill checks.
  Unfortunately for those who try to gain the benefits of a 
  dolmen circle, these places act as beacons for the lost.
  Any creature with the lost template that comes within 1 
  mile of a dolmen circle must make a DC 23 Will save or 
  travel immediately to the circle and make its new lair 
  within sight of the stones.
  A lost creature that makes a successful saving throw is 
  immune to the lure of that dolmen circle for 24 hours.
  This is a mind-affecting enchantment (compulsion) effect 
  similar to the sympathy spell.
  Members of the Pentifex Order (see page 209) consider 
  dolmen circles sacred.
  If the stones of a dolmen circle are moved to a new location 
  and restored to their precise positions relative to one 
  another, there is a fl at 50% chance that the effects of the 
  circle persist.
  Considering that each stone weighs between 25 and 50
  tons, this would be no small undertaking.
  INCARNATE EARTH
  The plants here seem unusually large and colorful, almost bursting 
  with life.
  Berries are plump and ripe, trees are tall and free of rot, and even 
  the grass seems vibrantly alive.
  In certain places, the very soil is suffused with incarnum, 
  which lends vibrancy to everything in the area.
  The soil and everything that grows in it has the faintest tint 
  of blue.
  Incarnate earth typically appears in roughly circular areas 
  3d8×10 feet in diameter.
  These areas also might contain other terrain types, though 
  they are more common in places where life abounds—such 
  as verdant forests and teeming swamps—than in desolate 
  areas such as deserts, tundras, and mountaintops.
  The incarnate earth has little effect on the terrain features 
  in the area, except that forests are usually dense or medium 
  (rather than sparse), and all types of terrain contain more 
  and heavier undergrowth than usual.
  Any character with an essentia pool finds the size of that 
  pool increased by 1 as long as she remains in an area of 
  incarnate earth.
  
  210
  Standing water is rare around incarnate earth; the vital 
  energy in the area seems to encourage water to move.
  Where small pools or springs do occur, drinking a draft of 
  water provides the same benefit as activating an essentia 
  jewel (see page 113), adding 1 to the drinker’s essentia pool 
  for 1 round.
  Drinking this water, like drinking a potion, is a standard 
  action that provokes attacks of opportunity.
  The effect of drinking is not cumulative with the benefit 
  from being in an area of incarnate earth, and a draft loses its 
  potency 1d4 hours after being removed from the area.
  A character can only benefit from the effect of a single draft 
  in any given round.
  If incarnate earth is dug up and transplanted to another 
  location, it requires soil at least 2 feet deep in a 15-foot-
  diameter area to provide any benefit.
  Smaller quantities of incarnate earth isolated from their 
  source do not function.
  LOST SITE
  The air in this place seems thick and heavy, suffused with a 
  palpable gloom.
  Just standing here seems to stir up the worst kinds of emotion.
  Lost sites are very similar to the lost creatures described in 
  Chapter 7 (see page 181)—places where negative emotions 
  are tied to the land itself, twisting everything there into a 
  mirror of the hatred, wrath, despair, or misery that suffuses 
  the sites.
  Faces contorted with hatred or wracked with despair appear 
  in the bark of trees or clumps of moss.
  Howls of wrath or moans of misery are heard on the wind.
  The animals in the area mimic the emotions of the site in 
  their behavior.
  A lost site is typically defined by some other geographical 
  boundary, and its effects extend throughout the area so 
  defined.
  Thus, a lost site might be a stand of trees, a single building 
  or ruined structure, a lake, a mountain peak, a valley, or 
  some other area easily defined by natural or artificial 
  features.
  Occasionally, a lost site encompasses a much larger area, 
  such as a huge forest, a city, a mountain range, or a desert.
  Lost sites can contain any other terrain type, from dense 
  forests to sandy deserts.
  The site’s lost nature has no effect on the terrain features 
  within it.
  Creatures entering a lost site are exposed to a disease that is 
  functionally similar to mindfire (see page 292 of the 
  Dungeon Master’s Guide) and must make a successful DC 12 
  Fortitude save to avoid contracting this illness.
  After a 1-day incubation period, infected creatures take 1d4 
  points of Intelligence damage.
  Once per day thereafter, infected characters must succeed 
  on another saving throw or take the same damage.
  Unlike mindfire, the victim must make three successful 
  Fortitude saves in a row (rather than just two) to recover 
  from this illness.
  Leaving the lost site has no effect on the progress of the 
  illness.
  If an infected creature takes 6 or more points of 
  Intelligence damage while within the bounds of a lost site, 
  the creature immediately gains the lost template described 
  on page 183.
  Only living creatures with an Intelligence score (before 
  disease damage) of at least 3 are at risk of becoming lost.
  A more immediate risk to characters entering a lost site is 
  the danger that incarnum they shape and use might pick up 
  the tainted emotions of the site.
  Any time a character in a lost site reallocates essentia, the 
  character must make a Will save against a DC equal to 5 + 
  the size of the character’s essentia pool.
  If the saving throw fails, the character is temporarily 
  stricken by a powerful emotional effect, depending on the 
  dominant emotion of the lost site.
  Despair: Affected creatures suffer the effects of a crushing 
  despair spell for 1d4+1 rounds.
  Hatred: Affected creatures suffer the effects of a song of 
  discord spell for 1d4+1 rounds.
  Misery: Affected creatures are confused for 1d4+1 rounds.
  Wrath: Affected creatures gain the benefits of a rage spell for 
  1d4+1 rounds.
  Further, creatures must enter melee each round they are 
  affected—by preference with the nearest enemy, but 
  failing that, with the nearest creature, whether it is friend 
  or foe.
  There is no way to move the effects of a lost site to a new 
  location.
  MIDNIGHT GROVE
  Great black trees hung with blue-gray moss block any view of the 
  sky from this place.
  Though there is no breeze, the moss twists and sways in the air, 
  and at times even seems to reach toward you.
  A midnight grove is a stand of trees suffused with 
  incarnum of the worst sort.
  The power of the grove drains essentia from creatures 
  within it, and then uses that power to form midnight 
  constructs.
  A midnight grove is typically 5d12×10 feet in diameter.
  It is functionally identical to a sparse forest, made up of 
  typical trees and light undergrowth in roughly half the 
  squares within the grove.
  These terrain features are unaltered by the incarnum in the 
  grove.
  Any character entering a midnight grove must immediately 
  make a DC 17 Fortitude save or lose 1d4 points of essentia.
  If the creature does not have an essentia pool (or its essentia 
  pool is already depleted), it takes 1d4 points of Constitution 
  damage instead.
  Characters who remain in the grove must repeat this saving 
  throw every 10 minutes.
  As soon as the midnight grove has drained a total of 4 
  points of essentia, it uses them to form a lesser midnight 
  construct (see page 184).
  If it has drained more than 4 points of essentia, it invests 
  the extra into the construct to give it special abilities.
  Once the grove has drained 10 points of essentia, the 
  construct becomes a normal midnight construct (instead of 
  a lesser one), with any essentia in excess of 10 points 
  providing it with special abilities.
  Finally, once the grove has drained 16 points of essentia, it 
  forms a greater midnight construct.
  Thus, a grove with 9 points of drained essentia to spend 
  creates a lesser midnight construct (4 Hit Dice) with 5 
  points of essentia invested to give it special abilities.
  
  211
  As soon as the grove drains 1 more point of essentia, the 
  construct transforms instantaneously into a normal 
  midnight construct (10 Hit Dice) with no essentia available 
  for special abilities.
  When the grove has drained 15 points of essentia, it has 5 
  points to invest in its midnight construct.
  When the grove drains 1 more point of essentia, the 
  construct becomes a greater midnight construct (16 Hit 
  Dice) with no special abilities.
  The midnight construct attacks any creature within the 
  grove or up to 50 feet beyond its borders, but it does not 
  stray farther than that from its grove.
  It carries any dead characters to an edge of the grove, where 
  they rapidly decompose.
  After 24 hours, no corpse remains.
  In its place stands a new tall tree, extending the grove’s 
  influence by 10 feet in that direction.
  It is not possible to relocate a grove’s effects except, 
  perhaps, by encouraging it to extend in one direction while 
  clearing trees on the grove’s opposite side, causing it to 
  move very slowly across the landscape.
  NECROCARNUM BOG
  Fetid gray water pools between clumps of blackened reeds.
  Here and there, bones jut up from the muck, and the stench of the 
  place is reminiscent of a charnel house.
  In a necrocarnum bog, incarnum has fused with the 
  necromantic forces inherent at the site of a great massacre 
  or costly battle, transforming the place into a swamp of 
  death.
  A necrocarnum bog typically extends anywhere from a few 
  hundred yards to several miles in diameter, depending on 
  the size of the slaughter that occurred there and on the age 
  of the bog (older ones are larger).
  It is similar to a swamp (see page 88 of the Dungeon Master’s 
  Guide), but areas of shallow bog are even more common 
  than usual, with correspondingly fewer areas of 
  undergrowth.
  Undead of all sorts roam necrocarnum bogs, especially 
  creatures with ties to incarnum, such as incarnum wraiths 
  and necrocarnum zombies (both described in Chapter 7).
  In fact, any corporeal creature with a skeletal system that 
  dies within a necrocarnum bog instantly reanimates as a 
  necrocarnum zombie.
  Such zombies attack the nearest living creature at will.
  Deadsand: An insidious danger in a necrocarnum bog is the 
  threat of deadsand.
  While functionally similar to quicksand, deadsand also has 
  a negative energy effect that reduces the essentia pool of a 
  living creature trapped within by 1d4 points each round.
  Creatures with no essentia pool (or an essentia pool 
  reduced to 0) take 1d4 points of Constitution damage 
  instead.
  To make matters worse, necrocarnum zombies lurk in 
  deadsand, grappling creatures trapped in the bog.
  SOULCLAMOR FOREST
  The trees in this forest grow close together, weaving their branches 
  together to block any view of the sky.
  You have an almost constant sense that something is moving at 
  the edge of your field of vision, but the forest seems still when you 
  look directly at anything.
  Not so the sounds, however—the air is filled with a constant low 
  murmur like voices, but no distinct words.
  Some forests, for reasons that are unclear, draw incarnum 
  to them and gain a sort of collective consciousness as a 
  result.
  The mind of a soulclamor forest is barely sentient, but it 
  reacts with strong emotion to the use of incarnum within 
  its bounds.
  A soulclamor forest can be an isolated wood or part of a 
  larger forest, and its area ranges widely in size.
  A typical soulclamor forest is 2d20 miles across.
  For most purposes, it is identical to dense forest.
  Any creature that attempts to reallocate essentia while in an 
  area of soulclamor forest must make a DC 15 Concentration 
  check to do so.
  Failure indicates that the character’s essentia remains 
  allocated as it was previously.
  Something about the nature of a soulclamor forest draws 
  powerful predators to its sheltering trees.
  Traveling through an area of soulclamor forest typically 
  results in encounters with an average Encounter Level 
  about two levels higher than normal for the surrounding 
  forest or other adjacent terrain, and encounters are 2% more 
  likely to occur each hour.
  SOULLESS WASTE
  If possible, this area is even more lifeless than the surrounding 
  desert.
  Nothing grows, no snakes or vermin scurry, and no wind blows.
  Something about the place weighs heavily as you travel through; 
  even talking seems like too much effort.
  A soulless waste is an area where no incarnum can flow.
  It is said to result from a blighting disease or curse that 
  ruins the land, preventing anything from growing and 
  hedging out animal life.
  Some incarnates with a religious bent call these areas 
  Nerull’s footprints, and speak of the places where the death 
  god’s feet touched the earth as he traveled to shatter the 
  Primal Font.
  Soulless wastes are 2d4 miles in diameter and are found in 
  the middle—often the exact center—of more ordinary 
  desert terrain.
  The terrain within a soulless waste is ordinary tundra, 
  sandy desert, or rocky desert, the same as the terrain 
  outside the wasted area.
  It is impossible to shape soulmelds within the bounds of a 
  soulless waste.
  If a character attempts to unshape an existing soulmeld and 
  shape a new one, he finds that he cannot shape the new 
  one, and he must make a DC 15 Concentration check to 
  keep the old soulmeld shaped.
  Far worse, it is impossible to invest essentia in any 
  receptacle while within a soulless waste.
  Characters with an essentia pool do not lose that pool, and 
  they can still lose essentia as a result of spells or special 
  abilities (such as the touch of an incarnum wraith), but they 
  cannot invest essentia in soulmelds, class features, feats, 
  spells, or other receptacles.
  In a soulless waste, essentia invested in any receptacle, even 
  an incarnum feat, returns immediately to the character’s 
  essentia pool, remaining uninvested until the character 
  leaves the waste.
  
  212
  WILDSOUL ZONES
  This area seems no different from its surroundings, but you find 
  your incarnum abilities scrambled as you pass through it.
  A wildsoul zone is indistinguishable from the surrounding 
  terrain, which can be any kind of natural terrain or artificial 
  construction, such as a dungeon.
  Characters who rely on the use of incarnum find their 
  abilities jumbled within such a zone, however.
  A typical wildsoul zone is a roughly circular area with a 
  radius of 2d4×5 feet.
  The presence of a wildsoul zone has no physical impact on 
  the terrain within it, and in fact, these zones move 
  randomly, sometimes creeping slowly at the rate of 5 feet 
  per week, and sometimes zooming from one region to 
  another.
  Any character with an essentia pool who enters a wildsoul 
  zone finds her essentia randomly reinvested.
  One way to determine this reinvestment is to proceed 
  down a list, beginning with the character’s shaped 
  soulmelds, continuing with feats, and ending with any 
  other receptacles the character has.
  For each receptacle on this list, roll 1d6–1 to determine 
  how much essentia is now invested in it.
  (If the character’s essentia capacity is only 2 or 3, roll 1d4–1 
  instead.) Stop when the character’s entire essentia pool is 
  invested or the list is exhausted, in which case any 
  remaining essentia is uninvested.
  If you using physical objects to represent the character’s 
  essentia and soulmelds, such as tokens or beads on the 
  essentia tracker on page 220, you can simply gather up all 
  the beads and drop them on the sheet(s) with the 
  character’s melds.
  Essentia are invested where they land; any beads that land 
  off the sheet(s) represent uninvested essentia.
  If more beads land on any soulmeld than its capacity, the 
  extra essentia is uninvested.
  Once the character’s essentia is randomly reinvested in this 
  fashion, the character cannot reallocate essentia, though 
  she can invest any essentia that remained uninvested.
  Any invested essentia remains invested as determined until 
  the character leaves the wildsoul zone.
  When the character leaves the zone, essentia that was 
  invested in incarnum feats and other all-day investments 
  returns to where it was invested before the character 
  entered.
  Essentia that was reinvested in other receptacles stays 
  where it is, but the character is now free to reallocate the 
  essentia as desired.
  There is no known means of controlling or restricting the 
  movement of a wildsoul zone.
  MYSTERIES OF THE 
  MOONSEA (3.5)
  ABARAT’S NEXUS
  Though Abarat’s tower was not intended as a site that 
  granted its user magic power, the bleeding and blending of 
  magic has made it such a place.
  Only a very few have entered the tower, and even fewer 
  know that it is more than just a collection of magical portals.
  Currently inhabited by many devils, the place normally 
  stands empty for years at a time.
  Lore: Abarat’s Folly is the wizard tower made of ivory south 
  of the Moonsea.
  It was made by an elf mage who disappeared.
  He was rumored to be a planar traveler, and he disappeared 
  mysteriously a few years after building it.
  Characters can gain the following information about the 
  place and its builder by making a Knowledge (arcana) or 
  bardic knowledge check.
  DC 20: Abarat’s Tower contains portals that lead to other 
  places in Faerûn and other planes.
  DC 25: Abarat taught magic at a wizard’s academy in Myth 
  Drannor before the city fell.
  DC 30: Abarat was attacked in his tower and magically 
  requested help from his allies.
  By the time his friends arrived, Abarat and his attackers had 
  already vanished.
  Description: The Nexus is an area of overlapping magical 
  fields centered approximately on the 3rd-floor staircase of 
  Abarat’s Folly.
  The tower is constructed of magically hardened ivory 2 
  inches thick—the equivalent of adamantine.
  It is rather plain and undecorated for an elf-built structure, 
  but its overall shape and design are clearly elven.
  Each of the component portals of the Nexus makes a sound 
  like water droplets when activated, and the Nexus itself 
  sounds like a brief burst of raindrops when a creature gains 
  its special power.
  There is no visual disturbance associated with the release of 
  the tower’s abilities.
  Prerequisite: The Nexus only confers its special ability on 
  elves or half-elves.
  Location Activation: To gain the powers of the Nexus, the 
  activating creature must touch the center of each of the 
  tower’s six portals within a 24-hour period.
  The portals do not need to be active.
  When the creature touches the third of the portals, its eyes 
  begin to glow in a similar fashion to an arcane sight spell; 
  after touching all of the tower’s portals, this glow subsides.
  Recharge: The Nexus recharges in 20d6 days.
  The recharge period does not affect the abilities of the 
  individual portals.
  Special Ability: The Nexus gives a creature the ability to 
  recognize an active or inactive portal on sight; no roll or 
  action is needed.
  By concentrating on the portal for 1 round and making a 
  DC 10 Concentration check, the creature knows if the 
  portal is keyed or has a command word (but not what the 
  key or command word is), special circumstances such as 
  timed activation, one-way or two-way, random, variable, 
  creature-only, or malfunctioning—one feature revealed per 
  round of successful concentration.
  Once per day, the creature can make a DC 15 
  Concentration check as a full-round action to glimpse for 1 
  round where a portal leads.
  Duration: The ability lasts 1d20 days.
  Aura: Moderate conjuration.
  Ability Value: 2,000 gp.
  
  213
  BLEMISHED ALTAR
  The altar remains whole, exuding a primal power that 
  reflects Cyric’s propensity for lies, trickery, and betrayal.
  It is a magical location.
  Lore: Characters can gain the following pieces of 
  information about the Blemished Altar by making 
  Knowledge (Moonsea local) or Knowledge (Zhentil Keep 
  local) checks at the appropriate DCs, as given below.
  DC 10: The Blemished Altar was dedicated to the worship of 
  Cyric when it was destroyed.
  DC 15: The Blemished Altar was destroyed by divine 
  intervention.
  DC 20: Xeno Mirrorbane, the High Priest of Cyric, perished 
  with the destruction of the temple—and no one ever found 
  his remains.
  DC 25: Residual effects of Cyric’s influence remain in place 
  near the altar itself.
  Description: In a broken and partially collapsed hallway, a 
  black obsidian block rests upon a pile of broken stone.
  Carved with strange sigils and runes, it sits canted at a 
  slight angle and leans against one wall.
  Its surface and corners are pitted and broken, and a thick 
  coat of dust covers it like a blanket.
  Prerequisite: In order to gain the special ability of the 
  Blemished Altar, a character must have 8 ranks in the Bluff 
  skill.
  Location Activation: Any character with the prerequisite 
  needed to gain the ability conferred by the Blemished Altar 
  can sense its latent energy.
  Those characters intuitively understand that touching the 
  altar permits them to absorb the power.
  A full-round action is necessary to gain the ability, and up 
  to three qualified individuals can absorb the ability before 
  recharge is necessary.
  Recharge: Once the Blemished Altar has bestowed its 
  power on three qualified individuals, it cannot grant 
  additional uses of the power for one tenday.
  Special Ability (Su): A character with the power of the 
  Blemished Altar gains a +20 bonus on Bluff checks and is 
  immune to the effect of any divination magic of 4th level or 
  lower.
  Duration: The bonus on Bluff checks and the magic 
  immunity last for 24 hours.
  Aura: Moderate illusion.
  Ability Value: 8,000 gp per individual (24,000 gp total).
  CAVE OF GEMS
  The walls of this cave are covered with hundreds of 
  precious and semiprecious stones, ranging from pearls to 
  rubies to garnets to diamonds.
  The stones all appear to be a naturally occurring part of the 
  cave walls and cannot be removed.
  Lore: Any character can make a Knowledge (arcana), 
  Knowledge (history), or bardic knowledge check to 
  remember details about this location.
  DC 15: It is said that Vorbyx’s lieutenants carried weapons 
  sheathed in flame, surrounded by auras of cold, or even 
  charged with electrical energy.
  DC 20: The Cave of Gems is said to be a legendary location 
  that imbues weapons with elemental magic.
  DC 25: The magic of the gems can be transferred to any 
  weapon by coating it in blood and holding it to one of the 
  gems.
  The gem type chosen determines the type of energy 
  imbued into the weapon.
  Prerequisite: Only a creature with at least five character 
  levels and no ability to cast arcane spells can access the 
  power of the Cave of Gems.
  Location Activation: A creature must coat a constructed 
  masterwork weapon (not a natural weapon, and it need not 
  be magical) in its own blood and hold it for 1 minute 
  against one of three types of gemstones embedded in the 
  walls.
  The type of gemstone chosen determines the ability 
  conferred.
  
  214
  Recharge: Once the Cave of Gems has conferred its ability 
  on three weapons, it cannot confer it again for one week.
  Special Ability (Su): The Cave of Gems causes up to three 
  weapons to gain an energy-based special ability, depending 
  on the type of gem chosen.
  Aura: Moderate transmutation.
  Ability Value: 6,000 gp (2,000 gp per affected weapon).
  ELEMENTAL SCOURGE
  The Elemental Scourge is a magical location that grants an 
  individual the power to quickly destroy large numbers of 
  his enemies.
  A cabal of wizards allied with the church of Kossuth 
  created it long ago beneath the site of a city named Skelem.
  In the centuries since the fall of Skelem, the tales of the 
  power of this location have become all but forgotten.
  The scourge survived, hidden underground, awaiting a 
  willing new master—but these powers will not be bought 
  cheaply.
  Lore: Characters can gain the following pieces of 
  information about the Elemental Scourge by making a 
  knowledge (arcane) check at the appropriate DCs, as given 
  below.
  DC 15: The Elemental Scourge came about through an 
  unprecedented collaboration between epic-level wizards.
  DC 20: The Elemental Scourge summons forth a virtual 
  army of elementals, which can quickly and effectively bring 
  standing armies to their knees.
  DC 25: While the effect of the Elemental Scourge is 
  powerful, it is best used as an opening attack, since the 
  elementals remain for only a brief period of time.
  Description: The Elemental Scourge appears to be an 
  immense apparatus of moving parts.
  These parts include blades, globes, and gauntleted hands at 
  the ends of spindly arms, which appear to be reaching out, 
  or performing odd movements.
  The object is constantly in motion, emitting subdued light 
  and sounds that have an otherworldly feel.
  The chamber in which the Elemental Scourge resides is 
  roughly 50 feet in diameter.
  Within are four statues, each depicting a life-size 
  representation of the elder elementals that are summoned 
  using the scourge.
  In front of the apparatus, a pair of concentric circles with 
  runes between them is carved into the stone floor.
  Prerequisite: Only a creature with at least 10 Hit Dice or 
  character levels can access the power of the Elemental 
  Scourge.
  Location Activation: To activate the Elemental Scourge, a 
  character must kneel within the circle etched into the 
  floor.
  The power of the elements then pours into the creature, at 
  which time it must make a DC 15 Fortitude save or take 
  3d6 points of damage.
  Regardless of whether the creature sustains damage, the 
  creature can then summon the elementals to any location it 
  has visited within 100 miles of Skelem.
  Recharge: The Elemental Scourge is fully recharged one 
  year after activation.
  Special Ability (Su): Once a creature has claimed the ability 
  of the Elemental Scourge, it can wait to use it for up to one 
  year.
  The creature can then use this ability to summon a dozen 
  elder elementals, three from all four major elemental types, 
  which follow the commands of the activator.
  Duration: The conferred ability can be stored for up to one 
  year, but once used, the elementals remain for only 10 
  rounds.
  Aura: Strong conjuration.
  Ability Value: 25,000 gp.
  ENCHANTED POOL
  The Enchanted Pool sits at the bottom of a cavern reached 
  by means of a sloping pathway.
  The pathway enters from the north (1) and spirals down the 
  eastern side, arriving at a flat spot (2) near the water (3).
  A hidden grotto (4) sits underneath the pathway.
  Lore: Characters can gain the following pieces of 
  information about the Enchanted Pool by making 
  Knowledge (Citadel of the Raven local) or Knowledge 
  (arcana) checks at the appropriate DCs, as given below.
  DC 20: Manshoon the archmage finds many interesting 
  magical features in the tunnels beneath the citadel.
  
  215
  DC 25: Manshoon found a magical pool that makes you 
  resistant to harm.
  DC 30: (Gives some bit of direction or explanation about 
  where to find the pool).
  Description: In a natural cavern deep beneath the Citadel of 
  the Raven, a shallow pool rests, cold and dark.
  The chamber is completely silent except for the occasional 
  drip of water falling from the stalactites overhead.
  Prerequisite: In order to gain the special ability of the 
  Enchanted Pool, a character must have a base attack bonus 
  of +10 or higher.
  Location Activation: Any character with the prerequisite 
  needed to gain the ability conferred by the Enchanted Pool 
  can sense its latent energy.
  Those characters intuitively understand that swimming in 
  the pool for one hour permits them to absorb the power.
  Only one qualified individual can absorb the ability before 
  recharge is necessary.
  Recharge: Once the Enchanted Pool has bestowed its 
  power on an individual, it cannot grant additional uses of 
  the power to anyone for one week.
  Special Ability (Su): A character with the power of the 
  Enchanted Pool gains damage reduction 15/magic.
  Duration: The damage reduction effect lasts for one month.
  Aura: Strong abjuration.
  Ability Value: 15,000 gp.
  PILLAR OF FIRE
  The Pillar of Fire is a location imbued with the element of 
  flame.
  This site is buried deep inside the southernmost tip of the 
  Galena Mountains.
  Its existence remains undiscovered by sages, although a few 
  lucky creatures and adventurers have stumbled on it over 
  the years, and benefited greatly from it.
  The following adventure is designed for characters of 9th–
  11th level.
  The Pillar of Fire lies deep within the earth, connected to 
  the surface through a complex of caverns.
  The complex’s entrance is overgrown with trees and 
  bushes, making it easy to overlook.
  The tunnel goes straight into the mountain for 3/4 mile, 
  becoming somewhat more difficult to navigate as it nears 
  the location of the pillar.
  The tunnel finally opens onto a massive cavern, where a 
  small sandy beach meets the icy waters of an underground 
  lake.
  An enormous stone pillar protrudes from the lake’s surface, 
  reaching nearly 200 feet toward the top of the cavern.
  There are no boats or other means built into the chamber to 
  cross to the pillar.
  A steep stairway circles the pillar, eventually reaching the 
  flat surface at the top.
  Creatures that arrive at the top of the pillar can claim the 
  special ability of the Pillar of Fire and walk away with the 
  offensive power that it grants.
  Lore: Little is known about this location, though there are 
  rumors spread by the adventurers who have made it here 
  before.
  Characters can gain the following information about the 
  Pillar of Fire by making a Knowledge (arcana) or 
  Knowledge (nature) check at the appropriate DCs, as given 
  below.
  DC 20: Deep within the southern tip of the Galena 
  Mountains lies a magical location imbued with the element 
  of fire.
  DC 25: Those who go to the top of the Pillar of Fire and 
  touch the altar gain the ability to hurl several fireballs.
  DC 30: The origin of this location is unknown, although it is 
  known that thousands of years ago, a hag coven that 
  worshiped Kossuth resided in these areas and might have 
  wielded great power.
  Description: The interior of the chamber where the Pillar of 
  Fire is located smells of smoke and brimstone.
  A visible fiery aura surrounds the pillar, brightly 
  illuminating the area around it and obscuring anything at 
  the top.
  Prerequisite: The Pillar of Fire confers its special ability 
  only upon creatures with an Intelligence score of 5 or 
  higher.
  Location Activation: To activate the Pillar of Fire, a creature 
  must possess a rune tile of each of the four elements.
  These tiles can be obtained only by defeating the 
  elementals guarding them.
  One hour after they are placed on the altar, the tiles 
  disappear from the altar, and new copies of the tiles appear 
  in each of the chambers where the elementals are 
  encountered.
  The Pillar of Fire cannot be activated again until all four 
  tiles are obtained and correctly placed once more.
  Recharge: The Pillar of Fire recharges instantly after it has 
  conferred its ability to a creature.
  Special Ability (Sp): The Pillar of Fire grants the ability to 
  use fireball (CL 5th) five times as a spell-like ability.
  A creature cannot claim the ability again until its initial five 
  fireballs have been expended.
  Duration: The ability lasts until the recipient uses all five 
  fireballs granted.
  Aura: Strong evocation.
  Ability Value: 4,000 gp.
  
  216
  VORBYX’S WATCHPOST
  The roof of the plateau is windswept and empty except for a 
  shallow pool of strangely colored liquid at its center.
  This pool is infused with magic, and is part of what made 
  this place such an effective watchpost for Vorbyx during 
  his time.
  Lore: Any character can make a Knowledge (history) or 
  bardic knowledge check to remember details about this 
  location.
  Because this watchpost was created so long ago, the DCs of 
  the lore checks are higher than normal.
  DC 15: This place has been abandoned since the kingdom of 
  Thar crumbled.
  DC 20: Vorbyx once commanded this high ground and used 
  it as a rallying point for his troops in southern Thar.
  DC 20: Anyone who spends enough time here gains sharper 
  eyes and quicker reactions than normal.
  DC 25: Vorbyx’s Watchpost is more powerful than a normal 
  magical location of this type.
  Prerequisite: Only a creature with an Intelligence score of 5 
  or higher can benefit from the effect of Vorbyx’s Watchpost.
  Location Activation: A creature must spend 8 hours in the 
  colored pool (which is actually quite warm and soothing) to 
  draw forth the power of this location.
  The pool can affect up to five creatures simultaneously.
  Recharge: Once Vorbyx’s Watchpost has conferred its ability 
  on five creatures, it cannot do so again for 24 hours.
  Special Ability (Su): Vorbyx’s Watchpost grants a creature a +2 
  enhancement bonus on initiative rolls and a +10 bonus on 
  Spot checks as long as it remains within the watchpost and 
  for 24 hours after leaving it.
  It also doubles the range of low-light vision and darkvision 
  for the same period.
  Aura: Moderate divination.
  Ability Value: 1,750 gp (350 gp per affected creature).
  POWER OF FAERÛN (3.5)
  MANYWATERS
  The old town of Manywaters stands just southwest of the 
  Grand Duchy of Shantal, whose battered stone borderpost 
  is two hundred and forty paces outside its north gates.
  Inside its low, tumbledown stone walls, Manywaters would
  be little more than a way stop village were it not for the 
  Riven Healing House (a small but important temple of 
  Ilmater) and the Riven Rock from which flow the famous 
  hot healing springs that gave Manywaters its name.
  A sorely wounded adventurer once collapsed in the pool
  formed by the springs.
  The next morn she awakened whole, not only undrowned 
  but having regained a missing arm and much flesh! Her 
  magical armor was gone, apparently dissolved by the 
  waters.
  Later experimentation revealed that the waters heal (even 
  banishing insanity, diseases, curses, and parasitic
  infestations, and restoring lost, withered, or shattered body
  
  217
  parts) by draining the powers of magic items worn or 
  attached to a stricken being.
  More than half a day’s immersion is needed for most 
  injuries, and Riven Rock Pool can’t bring the dead back to 
  life.
  However, its waters keep alive dying creatures even when 
  their condition (such as inability to float or a slit throat) 
  would ordinarily bring swift doom.
  The pool won’t “draw on” more magic than it needs to 
  work; immersed magic items will be unaffected if no 
  injured creature is in the pool.
  Some say Ilmater causes this healing, but others believe 
  ancient wizardry gave the pool its powers long before the 
  Broken God was known in Faerûn.
  The waters lose all efficacy the instant they’re removed 
  from the pool and entirely lack healing properties when 
  rising through the Underdark to the surface; the Rock itself 
  seems to grant the healing effects.
  Priests forbid chipping at the Rock, but some who’ve done 
  so discovered its smooth black rock crumbles to dust when 
  fragmented—and no piece or dust of it retains the slightest 
  magical aura or powers.
  Riven Rock is a scalloped dome of smooth black rock, like
  an upturned bowl, about the size of a small cottage.
  Many fissures in its surface radiate like wagonwheel 
  spokes; from them flow many rivulets of enchanted water 
  that gather into a pool (generally 4–5 feet deep—eight feet 
  in the center—and forty feet across at its widest) that forms 
  an arc, about two hundred paces long, halfway around the 
  Rock.
  The waters of Riven Rock Pool resist all natural and magical
  attempts to part it, boil it, or pump it out.
  Small amounts can be removed in containers, on objects 
  immersed in it, and in cupped hands.
  Many mages have prepared magical containers to carry off 
  the waters, but the healing powers are instantly lost upon
  separation from the pool, no matter what magics are on the
  container.
  The Ilmatari of the high-pillared Riven Healing House heal
  anyone in return for fees they use for the betterment of the
  sick and maimed who dwell in interconnected buildings 
  behind the temple (and will fiercely defend the priests 
  without thought for their own lives).
  Injured pet animals lope or stagger around the holy 
  compound: a tree-girt wall enclosing (from front to rear) 
  the temple, the “Hurt Houses”, the Riven Rock with its
  pool, a small orchard and overgrown garden, and an 
  abandoned mansion the priests sometimes rent by the 
  month or tenday to injured visitors desiring seclusion (the 
  Ilmatari only reluctantly allow such guests, and are very 
  selective about who they allow in; they wield a surprising 
  array of magic items in defense of the compound, and will 
  hold them aimed and ready when allowing evil creatures to 
  enter the pool).
  
  218
  MAJOR ARTIFACTS
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  BLADE OF FIERY MIGHT
  Mighty efreeti wizards working on the Elemental Plane of 
  Fire created this scimitar.
  The Grand Sultan of the efreet wielded it in a legendary 
  battle with their enemies, the djinn.
  However, a cunning janni rogue working with adventurers 
  from the Material Plane managed to steal the blade from 
  the sultan’s throne room and, with the help of great powers, 
  shattered the blade and scattered its shards across the 
  multiverse.
  It was only recently reforged by a warlord, the mighty son 
  of a duergar prince and a red dragon, who gathered the 
  spirits of the greatest forgemasters of history in his fortress 
  on the Infernal Battlefield of Acheron to recreate the blade.
  Intact, the Blade of Fiery Might is a Large (damage 1d10) +5 
  unholy keen flaming burst falchion.
  When drawn, the blade sheathes its wielder in a constant
  warm fire shield effect and grants a constant triple-strength 
  (360-foot range) arcane true seeing on its wielder.
  The sword’s great heat also deals 1d6 points of fire damage 
  to anyone holding it each round.
  Finally, the wielder can rebuke or command fire creatures 
  (as a 20th-level cleric) up to ten times each day.
  The blade is also intelligent (Int 11, Wis 19, Cha 22, Ego 28) 
  and lawful evil.
  It speaks only Ignan, and prefers to communicate 
  telepathically.
  CRYSTAL OF THE EBON FLAME
  The origin of this artifact is unknown.
  It is a beautifully formed, diamond-hard mineral the size of 
  a human’s hand.
  When a living creature touches the Crystal, it sends forth 
  rays of light while a black flame seems to leap and dance in 
  the heart of the jewel.
  The character touching the Crystal must attempt a Will 
  saving throw (DC 20).
  If this save is successful, she remains unaffected by the 
  Crystal’s powers, and all other creatures within 30 feet of the 
  Crystal must make successful Will saves (also DC 20) or be 
  affected as by a symbol of persuasion cast by the character.
  If the character fails the initial saving throw, she is affected 
  as by a symbol of insanity, and all other creatures within 30 
  feet must make Will saving throws or be likewise affected, 
  regardless of their hit points.
  If the character touching the Crystal successfully saves 
  against its initial effects, she can control the other powers 
  of the Crystal by gazing into its depths at the dancing black 
  flame.
  The character can use discern location, greater scrying, and 
  vision each once per day.
  The Crystal grants its user a +10 circumstance bonus on 
  Scry checks made when using its greater scrying ability.
  In addition, the character can use either mind blank or 
  protection from spells once per day, on herself only.
  If the Crystal is called upon to perform its maximum 
  number of powers in a single day (discern location, greater 
  scrying, vision, and either mind blank or protection from spells), 
  the character using the last power becomes the target of a 
  trap the soul effect as soon as the last power is complete.
  If the character fails the saving throw against this effect, 
  her soul becomes part of the flickering black flame within 
  the Crystal, and is utterly lost until the Crystal is destroyed.
  The caster level for all of the Crystal’s powers is 20th; save 
  DCs, where applicable, are all 25.
  DAOUD’S WONDROUS LANTERN
  This artifact is wrought from the finest yellow gold.
  Its beautifully crafted framework is set with huge, colorful 
  gems and clear crystal lenses.
  An unwavering pure flame burns within.
  The faces are normally fitted with the crystal lenses, but the 
  colorful gems are actually additional lenses, fashioned to fit 
  the four faces of the lantern.
  The lantern’s magical powers change depending upon 
  which of the lenses are fitted to it.
  The flame of Daoud’s Wondrous Lantern cannot be 
  extinguished by any known means, other than by 
  exhausting its supply of fuel.
  If this occurs, however, the lantern’s possessor is instantly 
  slain.
  The lamp is fueled by crushed transparent gems, contained 
  in a small compartment at its base.
  The lantern can be refueled with 10,000 gp worth of 
  crushed transparent gems, such as diamonds, rubies, and 
  sapphires.
  No gemstone worth less than 500 gp can be used as fuel.
  This load of fuel provides the lantern with 100 charges.
  If used as a normal lantern, it expends 1 charge per year of 
  burning.
  The use of magical powers requires additional charges, and 
  thus burns fuel at a faster rate.
  The four faces of the lantern can be shuttered so that no 
  light shines through.
  If all four openings of the lantern are fitted with the crystal 
  lenses, anyone exposed to the lantern’s glow for 4 
  consecutive hours does not need food, drink, or sleep for 
  the next 12 hours.
  A full day of exposure to this salubrious radiance acts as a 
  cure light wounds spell (healing 1d8+5 points of damage) and 
  temporarily halts the effects of disease and poison.
  Seven consecutive days of exposure removes all disease and 
  neutralizes poison in those creatures who bask in the light.
  In addition to the four clear crystal lenses, seven colored 
  lenses were originally made for the lantern, each with its 
  own effect: Ruby (red), jacinth (orange), topaz (yellow), 
  emerald (green), diamond (blue), sapphire (indigo), and 
  amethyst (violet).
  When three openings of the lantern are shuttered and a 
  colored lens is placed in the remaining opening, a beam of 
  colored light shines forth as a ray.
  This light in itself has no magical power until the proper 
  command word is spoken and the ray is aimed at a single 
  target.
  
  219
  If the target is within 10 feet of the lantern and the 
  lantern’s wielder makes a successful ranged touch attack, 
  the target does not receive a saving throw against the effect, 
  and spell resistance does not apply.
  If the target is farther than 10 feet away (but within the 
  lantern’s 30-foot range), normal saving throws and SR apply 
  even with a successful ranged touch attack.
  The colored rays have the following effects, each of which 
  uses 5 charges:
  If a character places a colored gem lens in each opening of 
  the lantern and rapidly spins it around, all creatures within 
  30 feet of the lantern (except its wielder) must make a 
  successful Will save (DC 16) or be affected by confusion.
  Creatures within 10 feet of the lantern do not receive 
  saving throws or SR.
  Any combination of four colored lenses produces this 
  effect.
  This ability uses 10 charges.
  If a character possesses all seven colored lenses and places 
  them all, in any order, in a single opening of the lantern, 
  the lantern produces a prismatic spray (save DC 20) on
  command.
  This uses 50 charges and has a 10% chance of shattering 1d4 
  lenses, chosen at random.
  If all seven lenses are arranged so that the diamond lens is 
  alone in one opening, the ruby and jacinth lenses are in the 
  next, the topaz and emerald lenses in the third, and the 
  sapphire and amethyst lenses in the fourth, the lantern 
  produces a prismatic sphere (save DC 23) on command.
  This uses 50 charges.
  Opening or closing one or two shutters on the lantern is a 
  move-equivalent action that does not provoke attacks of 
  opportunity.
  Placing or removing a lens in an opening is a full-round 
  action that does provoke attacks of opportunity from 
  threatening foes.
  All powers of the lantern are at a caster level of 20th.
  If a lens shatters, a spellcaster with the Craft Wondrous 
  Item feat can make a new one.
  The lens requires an enormous gemstone of the appropriate 
  variety, worth at least 10,000 gp, and it must be cut by an 
  expert gemcutter (Craft [gemcutting] check DC 30) who 
  has access to one of the other lenses to use as a guide.
  In addition to the Craft Wondrous Item feat, the character 
  making the lens must have access to the spell power that 
  lens duplicates (hold monster, flame strike, lightning bolt, haste,
  color spray, fear, or emotion), and must spend 5,000 gp and 10 
  days in the crafting process.
  A character who owns Daoud’s Wondrous Lantern gradually 
  becomes highly possessive of the item, suspicious of those 
  who look at it, and increasingly secretive about it.
  This increases to paranoid intensity by the time the owner 
  has held the lantern for one year.
  DRAGONHAMMER
  Dragonhammer is a +5 holy dragon bane greatsword when used 
  against evil dragons.
  Its bane property does not function against good dragons.
  Against attacks by dragons, the wielder of the sword enjoys 
  acid, electricity, fire, and cold resistance 20 and a +7 luck 
  bonus to AC.
  HELLTONGUE
  Helltongue is a +5 mighty whip (+4 Strength bonus) that deals 
  base damage as if it were a Colossal whip (2d6).
  It has three strands.
  On any successful hit, roll an additional 1d6: On a 1–2 one 
  strand hits, on a 3–4 two strands hit, and on a 5–6 all three 
  strands hit the target.
  One Strand: A portion of the target’s soul is transferred to 
  the wielder.
  The target gains two negative levels and the wielder gains 
  20 temporary hit points per negative level bestowed.
  Temporary hit points gained from the whip last for 24 
  hours.
  Two Strands: As one strand, except the whip bestows four 
  negative levels.
  Three Strands: The target must make a successful Fortitude 
  save (DC 10 + 1/2 the wielder’s character level + the 
  wielder’s Wisdom modifier) or immediately gain a number 
  of negative levels equal to the target’s effective character 
  level (normal character level minus any negative levels 
  already conferred).
  The wielder gains 20 temporary hit points per negative 
  level bestowed, and they last for 24 hours.
  IRON FLASK OF TUERNY THE 
  MERCILESS
  Tuerny the Merciless was a powerful spellcaster who killed 
  the royal family of an ancient land to gain control of the 
  kingdom.
  He enslaved the considerable army of the land with magic 
  and forced them to war with neighboring lands.
  Tuerny then began to summon demons, but he lacked the 
  ability to control them.
  The fiends ravaged the countryside and threatened his 
  kingdom, so Tuerny fashioned a device that would 
  imprison them and bind them to his will.
  This worked, and with the device Tuerny’s might grew 
  even further, until one day the demons within his Iron Flask 
  broke free and claimed his soul.
  The Iron Flask is very small and plain, although the stopper 
  is engraved and embossed with runes of power.
  It holds 1d4 demons within it when first found.
  Roll d% for each demon: 01–40 glabrezu, 41–80 
  nalfeshnees, 81–95 mariliths, 96–00 balors.
  When the owner unstoppers it, he can command one of the 
  demons to come out for up to 8 hours or until slain (at 
  which point the demon goes back into the flask), and can 
  control the demon’s every action during that time.
  No demon can be called forth more than once per week.
  
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  More demons can be added to the Iron Flask.
  The target demon must be within 30 feet, and the owner of 
  the flask must use a standard action and a command work 
  to attempt to imprison it.
  The user makes a spell resistance check (if needed), using 
  the Iron Flask’s caster level of 20, and if that is successful, 
  the demon must make a Will save (DC 20) to avoid 
  imprisonment.
  The flask can hold up to 100 demons.
  At the time that a demon is imprisoned, 1d4 other demons 
  attempt to get free from the flask.
  For each attempted escape, the possessor must make a Will 
  saving throw (DC 20 plus 1 per demon in the flask).
  If a demon frees itself, it turns on the possessor and 
  attempts to slay him.
  Each time a demon is called from the Iron Flask, the owner 
  must make a successful Will saving throw (DC 20 plus 1 for 
  each previous save plus 1 per demon in the flask) or 
  become chaotic evil.
  Further, each time he must also make a level check (DC 10 
  plus 1 for each previous save plus 1 per demon in the flask) 
  or the demon called is freed and turns on him.
  If the possessor is ever slain by one of the demons from the 
  Iron Flask, the demon is able to immediately steal his soul 
  and carry it off to the Abyss.
  JACINTH OF INESTIMABLE BEAUTY
  This reddish gemstone is indescribably beautiful and 
  exquisitely cut in dozens of facets that reflect the smallest 
  light into a splendid display of radiant beams.
  When openly displayed in the presence of any light source, 
  the stone doubles the effective radius of illumination.
  When held, the Jacinth of Inestimable Beauty grants its 
  possessor blinding beauty like that of a nymph.
  This ability affects all creatures within 60 feet of the 
  possessor and of the same creature type (humanoid, 
  outsider, and so on).
  Those who look directly at the possessor must succeed on a 
  Fortitude save (DC 15) or be permanently blinded.
  The possessor cannot suppress this ability while holding 
  the gem, only by putting it away.
  Once per day on command, the Jacinth can wrap its 
  possessor in unearthly beauty, again like a nymph’s special 
  ability.
  Creatures of any type within 30 feet who look directly at 
  the item’s owner must succeed on a Will save (DC 17) or 
  die.
  JOHYDEE’S MASK
  When not worn, Johydee’s Mask appears as a simple white 
  porcelain mask with very plain features.
  When put on by any creature, however, it immediately 
  transforms into an exact replica of that creature’s face, 
  appearing as though the creature had no mask on at all.
  The wearer is immune to gaze attacks and mind-affecting 
  spells and effects.
  In addition, the wearer can command the mask to disguise 
  her as another creature; this works like the alter self spell.
  REGALIA OF EVIL
  These three separate artifacts possess great power—and 
  even greater power when used together.
  In eons long past, before humanity was born, perhaps 
  before the world was forged, a gathering of the gods of 
  darkness and corruption worked together to outfit a 
  champion to pit against the gods of light and the lords of 
  balance.
  Since this time, the Regalia of Evil have been used by a 
  champion of evil whenever a dispute needed to be settled 
  against the similarly equipped champion of good or 
  neutrality (each side having its own regalia, as described 
  below).
  It may be that today these contests of champions no longer 
  occur, and that the individual items of the regalia have 
  fallen into mortal hands.
  Still, the gods of evil occasionally check on the devices that 
  they created so long ago.
  It has been millennia since all three items of the Regalia of 
  Evil have been used by a single being.
  The Crown of Evil: This iron crown is crude and rough, but 
  fashioned to look like black flames wreathing the head of 
  the wearer.
  When an evil creature puts on the crown, its head is indeed 
  wreathed in actual reddish-black fire.
  These flames conceal the wearer’s face.
  The wearer gains immunity to fire, a +4 enhancement 
  bonus to Strength, a +4 deflection bonus to Armor Class, 
  and SR 20.
  He can use an unnerving gaze at will, making his face 
  resemble a loved one or bitter enemy of one opponent 
  within 75 feet, and causing that opponent to take a –1 
  morale penalty on all attack rolls for 20 rounds (Will save 
  negates DC 15; SR applies).
  Three times per day each, he can use create undead and wall 
  of fire and can also create a burst of hellfire in a 5-foot-radius 
  spread, dealing 3d6 points of damage (no saving throw, but 
  SR applies).
  These special diabolic flames are not actual fire, and 
  resistance to fire offers no protection from them.
  All spells and similar abilities are cast at 20th level.
  The wearer can speak only lies while wearing the crown 
  (and most wearers choose never to speak at all).
  The Scepter of Evil: This rod is made of iron, draped in chains.
  A dark red flame is always lit at one end, but it gives no 
  heat.
  While in an evil character’s possession, it confers a +4 
  enhancement bonus to Charisma.
  The wielder can use the following spells three times per 
  day each: fear (DC 19), a special corrupt fireball that deals 
  half fire and half unholy damage (DC 18), contagion (DC 18), 
  and enervation (DC 19).
  All spells are cast at 20th level.
  The owner of this device slowly becomes more and more 
  egotistical.
  The Orb of Evil: This 6-inch orb is made of pitted and scarred 
  iron.
  Red sparks fly from it at the slightest touch.
  An evil wielder can rebuke or command undead as a 15th-
  level cleric.
  While in an evil character’s possession, it confers a +4 
  enhancement bonus to Wisdom.
  
  221
  Further, the orb can be used to absorb spells like a rod of 
  absorption.
  The owner slowly grows more greedy over time.
  The Regalia of Evil possess greater powers, called resonating 
  effects, if the same creature owns more than one of them.
  Resonating Effect (Two Items): While a single creature 
  possesses two items of the Regalia of Evil, he gains a +2 
  circumstance bonus on all Diplomacy and Intimidate 
  checks made against evil creatures, as they automatically 
  recognize the creature as a powerful minion of evil.
  Mindless undead view the character as an undead creature, 
  and the character’s affinity for the undead grants him a +1 
  circumstance bonus on saving throws against mind-
  influencing effects, poison, sleep, paralysis, stunning, and 
  disease.
  Similarly, vermin hold the character in high regard; a 
  successful Charisma check (DC 20) prevents a vermin from 
  attacking the character for 24 hours.
  Finally, all evil spells cast by the creature (including those 
  from an item of the Regalia) have +2 added to the saving 
  throw DC.
  Resonating Effect (Three Items): While a single creature 
  possesses all three items of the Regalia of Evil, he gains a +4 
  enhancement bonus to Constitution, Dexterity, and 
  Intelligence.
  All weapon damage dealt by the wielder is infused with the 
  essence of evil, and can only be healed by magic cast within 
  the area of a consecrate or hallow spell.
  Nonevil Characters: A nonevil character attempting to use 
  any of these items immediately takes 5d6 points of damage.
  Further, a good-aligned character attempting to use the 
  items must succeed on a Will saving throw (DC 18) or lose 
  2,000 XP.
  REGALIA OF GOOD
  The three mighty artifacts that comprise the Regalia of Good 
  were forged at the same time as the Regalia of Evil and for 
  the same purpose: For the use of a divine champion to 
  oppose the similarly-equipped champions of the evil and 
  neutral deities.
  For long centuries, the deities of good held the items of the 
  regalia together in one god’s care, but they were stolen, 
  separated, and are now lost.
  The Crown of Good: This thin coronet of twisted mithral is 
  elegant and slender, fashioned to look like rays of light 
  surrounding the head of the wearer.
  When a good creature puts on the crown, its head is indeed 
  surrounded in a brilliant halo of light.
  The wearer gains immunity to electricity, a +4 
  enhancement bonus to Wisdom, a +4 deflection bonus to 
  Armor Class, and SR 20.
  He can use the guidance spell at will.
  He can use the following spells three times per day each: 
  heroes’ feast, sending, and status.
  Once per day, he can surround himself with a globe of 
  invulnerability.
  All spells are cast at 20th level.
  The wearer cannot speak any lies while wearing the crown.
  The Scepter of Good: This slender rod is made of mithral, 
  wreathed in a pattern of intertwining leaves.
  One end constantly glows with a soft white light equivalent 
  to a torch, but heatless.
  While in a good character’s possession, it confers a +4 
  enhancement bonus to Charisma and grants immunity to 
  mind-affecting spells and effects.
  The wielder can command obedience as if it were a rod of 
  rulership with no use limit, and can use holy smite (DC 19) 
  and searing light (DC 18) three times per day each.
  All spells are cast at 20th level.
  The wielder of the scepter becomes increasingly unable to 
  refuse pleas for help, no matter how desperate the cause.
  The Orb of Good: This 6-inch sphere is made of purest crystal, 
  encased in a filigree cage of polished mithral laurel leaves.
  A good wielder can turn or destroy undead as a 15th-level 
  cleric.
  While in a good character’s possession, it confers a +4 
  enhancement bonus to Intelligence.
  Further, the orb can be used to scry like a crystal ball with 
  the added ability to detect thoughts.
  Once per day, the orb can be used to cast heal (as a 20th-
  level cleric) by touch.
  Resonating Effect (Two Items): While a single creature 
  possesses two items of the Regalia of Good, he gains a +2 
  circumstance bonus on all Diplomacy checks made against 
  good creatures, as they automatically recognize the 
  character as a powerful servant of good.
  As the character’s nature alters to reflect the celestial 
  energies that surround the regalia, he gains a +1 
  circumstance bonus on saving throws against electricity, 
  petrification, cold, acid, fire, and poison.
  The character gains low-light vision and darkvision with a 
  range of 60 feet.
  If the wielder casts a planar ally spell (including the lesser 
  and greater versions) to call a celestial, the creature will 
  serve for half the price it would normally charge, in goods 
  or services (at the DM’s discretion).
  Finally, all good spells cast by the creature (including those 
  from an item of the Regalia) have +2 added to the saving 
  throw DC.
  Resonating Effect (Three Items): While a single creature 
  possesses all three items of the Regalia of Good, he gains a +4 
  enhancement bonus to Strength, Dexterity, and 
  Constitution.
  Any weapon wielded by the creature becomes a holy 
  weapon, dealing an extra +1d6 points of damage to evil 
  creatures.
  In addition, the wielder radiates an aura of courage, 
  granting all his allies within 30 feet a +4 morale bonus on 
  their saving throws to resist fear effects.
  Nongood Characters: A nongood character attempting to use 
  any of these items immediately takes 5d6 points of damage.
  Further, an evil-aligned character attempting to use the 
  items must succeed on a Will saving throw (DC 18) or lose 
  2,000 XP.
  REGALIA OF NEUTRALITY
  It is not clear whether the deities of neutrality created the 
  items of the Regalia of Neutrality to take an active part in the 
  contests of divine champions that prompted the creation of 
  the similar items of good and evil, or whether they 
  appointed a champion to help resolve those contests.
  Whatever the case, these items are equally ancient and 
  equally powerful.
  The current location of the items is unknown—it is 
  possible that one neutral deity still holds them for 
  
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  safekeeping, or that the neutral deities, as they once did, 
  still take turns keeping guard over the items.
  It is equally possible that they too were lost or stolen.
  The Crown of Neutrality: This gold crown is traditional in 
  appearance compared to its related items of Good and Evil, 
  being a wide circle of metal surmounted by nine peaks, 
  each peak holding a gemstone of a different color.
  The wearer gains immunity to acid and cold, a +4 
  enhancement bonus to Intelligence, a +4 deflection bonus 
  to Armor Class, and SR 20.
  She can automatically distinguish between truth, half-
  truth, and lies she hears or reads.
  She can use the following spells three times per day each: 
  geas/quest, detect thoughts (DC 17), and Otiluke’s resilient sphere 
  (DC 19).
  All spells are cast at 20th level.
  In the interest of maintaining impartiality, the wearer of 
  the crown is compelled to reveal all falsehoods she 
  discerns, including those she herself speaks.
  The Scepter of Neutrality: This ornate gold scepter, like the 
  crown, looks like many mundane royal scepters: a heavy 
  rod topped with a large globe and studded with gemstones.
  While in a neutral character’s possession, it confers a +4 
  enhancement bonus to Constitution.
  The wielder gains fast healing 2, healing 2 hit points every 
  round until she is slain or no longer holds the scepter.
  The wielder can use the following spells three times per 
  day each: tongues (DC 20), shout (DC 19), and greater 
  command (DC 20).
  All spells are cast at 20th level.
  The wielder of the scepter becomes increasingly driven to 
  seek resolution to disputes (though not necessarily a 
  peaceful solution to, for example, being ambushed by 
  monsters).
  The Orb of Neutrality: This 6-inch orb is made of gold and 
  topped by a gem-studded knob.
  While in a neutral character’s possession, it confers a +4 
  enhancement bonus to Charisma.
  Further, the orb allows the wielder to see in all directions at 
  once, as if wearing a robe of eyes, but with no visible change 
  to her person.
  She gains darkvision to 120 feet and can see invisible or 
  ethereal things within 120 feet.
  She also gains a +15 circumstance bonus on Search and 
  Spot checks.
  She retains her Dexterity bonus to AC even when flat-
  footed and can’t be flanked.
  Unlike a robe of eyes, the Orb does allow its wielder to avert 
  or close her eyes from a creature with a gaze attack, and it 
  cannot be blinded by magical light.
  Resonating Effect (Two Items): While a single creature 
  possesses two items of the Regalia of Neutrality, she gains a 
  +2 circumstance bonus on all Diplomacy checks made 
  against neutral (neither good nor evil) creatures, as they 
  automatically recognize the character as a powerful servant 
  of neutrality.
  The character slowly becomes more like the inevitables, 
  construct inhabitants of the Clockwork Nirvana of 
  Mechanus, gaining a +1 circumstance bonus on saving 
  throws against mind-influencing effects, poison, sleep, 
  paralysis, stunning, disease, death effects, and necromantic 
  effects.
  Animals (including dire animals but not beasts) hold the 
  character in high regard; a successful Charisma check (DC 
  20) prevents an animal from attacking the character for 24 
  hours.
  All lawful or chaotic spells cast by the creature (including 
  those from an item of the Regalia) have +2 added to the 
  saving throw DC.
  Resonating Effect (Three Items): While a single creature 
  possesses all three items of the Regalia of Neutrality, she 
  gains a +4 enhancement bonus to Strength, Dexterity, and 
  Wisdom.
  Any weapon she wields is treated as a speed weapon, 
  granting her an extra attack each round at her highest 
  bonus.
  Good and Evil Characters: A good or evil character attempting 
  to use any of these items immediately takes 5d6 points of 
  damage and must succeed on a Will saving throw (DC 18) 
  or lose 2,000 XP.
  ROD OF SEVEN PARTS
  Forged eons ago by the Wind Dukes of Aaqa, powerful 
  creatures of law, for use in their war against the Queen of 
  Chaos, the Rod of Seven Parts was sundered in the 
  cataclysmic battle of Pesh.
  Its seven fragments scattered themselves across worlds and 
  planes, but each fragment retains at least a fragment of the 
  mighty magic that once coursed through the complete Rod.
  The Rod of Seven Parts, when intact, was 5 feet long and 
  tapered from 2 inches across at the bottom to a half-inch at 
  the tip.
  As portions of an artifact of law, the segments do not appear 
  broken.
  Each break is an intricate pattern of crystalline facets, 
  including both protrusions and depressions.
  The individual segments are 4, 5, 6, 8, 10, 12, and 15 inches 
  long.
  Each segment of the Rod has a minor spell-like power 
  activated by a command word.
  The caster level for each power is 20th; saving throw DCs, 
  where applicable, are 17 + spell level.
  The 4-inch tip can cure light wounds five times per day.
  The 5-inch segment can create a slow effect once per day.
  The 6-inch segment can cast haste once per day.
  The 8-inch segment can create a gust of wind five times per 
  day.
  The 10-inch segment provides true seeing once per day.
  The 12-inch segment can hold monster once per day.
  The 15-inch segment can heal once per day.
  A nonlawful character who possesses a single segment of 
  the Rod of Seven Parts must make a Will save each week (DC 
  17) to avoid becoming lawful.
  A lawful character who holds a segment of the Rod and 
  thinks of it as part of a larger item can determine in what 
  direction the next-larger segment lies by making a 
  successful Concentration check (DC 20); this works like 
  locate object, but there is no range or duration limit and it is 
  not blocked by lead.
  This power cannot be used to find smaller segments than 
  the one possessed.
  The segments of the Rod can be joined together to produce 
  an increasingly powerful artifact—the more pieces joined, 
  the mightier the item.
  Two segments joined together allow the wielder to fly at 
  will, using a command word to activate the power.
  
  223
  Three segments grant the wielder spell resistance 15, and 
  can be used as a +1 light mace.
  Four segments can control winds twice per day (command-
  word activated) and function as a +2 heavy mace.
  Five segments allow the wielder to shapechange once per 
  day, and function as a +3/+3 quarterstaff.
  Six segments allow the user to wind walk once per day, and 
  function as a +4/+4 quarterstaff.
  A character wielding six or seven assembled segments as a 
  weapon gains the benefit of the Ambidexterity and Two-
  Weapon Fighting feats, facilitating the Rod’s use as a double 
  weapon.
  The character does not gain the benefit of these feats when 
  fighting with any weapon other than the Rod.
  If a character attempts to join two pieces of the Rod 
  together incorrectly (trying to attach the 6-inch segment to 
  the 10-inch segment, for example), the larger segment 
  teleports away, traveling 1d10 × 100 miles in a random 
  direction.
  Because the dimensions of the Rod are so precise, it is easy 
  to tell which pieces belong together and which do not.
  If all seven segments of the Rod of Seven Parts are joined 
  together, it gains several additional powers.
  The wielder of the assembled Rod can use control weather,
  whirlwind, and greater restoration, each once per day.
  The Rod functions as a +5/+5 quarterstaff with the chaotic 
  outsider bane and lawful properties on both ends.
  Finally, the wielder of the Rod of Seven Parts can use it to cast 
  true resurrection, but using this power causes the Rod to 
  shatter, its pieces scattering once more across the worlds 
  and planes.
  BOOK OF EXALTED DEEDS 
  (3.5)
  CUP AND TALISMAN OF AL’AKBAR
  This pair of holy artifacts first appeared in the desert city of 
  Khaibar shortly after a great devastation.
  Sultan Amhara of Khaibar sent agents to retrieve the cup 
  and talisman after they were stolen from a local temple by 
  bandits.
  Fearing a great invasion, the sultan concealed the artifacts 
  in two different areas of his palace, but they were found and 
  stolen yet again.
  Their current whereabouts are unknown.
  The Cup of Al’Akbar: This chalice is made of hammered gold, 
  chased with silver filigree and set with twelve great gems 
  (apparent value 75,000 gp).
  It does not radiate magic, although it glows with a warm 
  golden light.
  Seven times per day, the cup can turn ordinary water into a 
  potion of cure light wounds (1d8+1).
  The potion must be imbibed directly from the cup; it 
  reverts to ordinary water if poured into another vessel.
  The holder of the cup can also use a bless spell once per day 
  (cast at 20th level).
  A nongood keeper of the cup takes 1 point of permanent 
  Constitution drain each day the cup remains in his custody.
  This drain cannot be restored by any means except a wish or 
  miracle spell.
  If the keeper’s Constitution drops to 0, he dies and turns 
  into a deathless guardian (see the deathless creature type in 
  Chapter 8: Monsters) bound to the cup.
  This ability score drain is cumulative with the drain from 
  the Talisman of Al’Akbar (see below).
  The Talisman of Al’Akbar: The talisman is made of hammered 
  platinum in the shape of an eight-pointed star, chased with 
  gold inlays, and with a small gem tipping each point.
  The star depends from a chain of gold set with silver 
  beading (apparent value 25,000 gp).
  Like the cup, the talisman does not radiate magic.
  However, the wearer can use the following spells: At will—
  remove disease; 1/day—remove curse.
  A nongood keeper of the talisman takes 1 point of 
  permanent Constitution drain each day the cup remains in 
  his custody.
  This drain cannot be restored by any means except a wish or 
  miracle spell.
  If the keeper’s Constitution drops to 0, he dies and turns 
  into a deathless guardian (see the deathless creature type in 
  Chapter 8: Monsters) bound to the cup.
  This ability score drain is cumulative with the drain from 
  the Cup of Al’Akbar (see above).
  Resonating Effect (Cup and Talisman): A creature wearing the 
  talisman and holding the cup can cast resurrection three 
  times per week.
  Casting the spell requires a 10-minute ritual during which a 
  vial of holy water must be poured into the cup and poured 
  over the remains of the creature to be resurrected.
  The spell works only on nonevil creatures and ignores the 
  usual material component cost.
  Whenever the cup and talisman are shown at the same 
  time, all intelligent creatures viewing the artifacts must 
  succeed on a DC 19 Will save or be overcome with greed 
  and covetousness.
  Affected creatures attack the possessor in an attempt to 
  steal the artifacts.
  Creatures friendly toward the possessor gain a +4 bonus on 
  their Will save.
  The effect ends when both artifacts are removed from the 
  affected creature’s sight.
  REGALIA OF GOOD
  The three mighty artifacts that comprise the Regalia of Good 
  were forged at the same time as the Regalia of Evil and for 
  the same purpose: For the use of a divine champion to 
  oppose the similarly equipped champions of the evil and 
  neutral deities.
  For long centuries, the deities of good held the items of the 
  regalia together in one god’s care, but they were stolen, 
  separated, and are now lost.
  The Crown of Good: This thin coronet of twisted mithral is 
  elegant and slender, fashioned to look like rays of light 
  surrounding the head of the wearer.
  When a good creature puts on the crown, its head is indeed 
  surrounded in a brilliant halo of light.
  The wearer gains immunity to electricity, a +4 
  enhancement bonus to Wisdom, a +4 deflection bonus to 
  Armor Class, and spell resistance 20.
  He can use the spell guidance at will.
  He can use the following spells three times per day each: 
  heroes’ feast, sending, and greater status.
  
  224
  Once per day, he can surround himself with a globe of 
  invulnerability.
  All spells are cast at 20th level.
  The wearer cannot speak any lies while wearing the crown.
  The Scepter of Good: This slender rod is made of mithral, 
  wreathed in a pattern of intertwining leaves.
  One end constantly glows with a soft white light equivalent 
  to a torch, but heatless.
  While in a good character’s possession, it confers a +4 
  enhancement bonus to Charisma and grants immunity to 
  mind-affecting spells and effects.
  The wielder can command obedience as if it were a rod of 
  rulership with no use limit, and can use holy smite (DC 19) 
  and searing light (DC 18) three times per day each.
  All spells are cast at 20th level.
  The wielder of the scepter becomes increasingly unable to 
  refuse pleas for help, no matter how desperate the cause.
  The Orb of Good: This 6-inch sphere is made of purest crystal, 
  encased in a filigree cage of polished mithral laurel leaves.
  A good wielder can turn or destroy undead as a 15th-level 
  cleric.
  While in a good character’s possession, it confers a +4 
  enhancement bonus to Intelligence.
  Further, the orb can be used to scry like a crystal ball with 
  the added ability to detect thoughts.
  Once per day, the orb can be used to cast heal (as a 20th-
  level cleric) by touch.
  Resonating Effect (Two Items): While a single character 
  possesses two items of the Regalia of Good, he gains the 
  benefits of the Spell Focus (Good), Gift of Faith, Nimbus of 
  Light, and Words of Creation feats.
  As the character’s nature alters to reflect the celestial 
  energies that surround the regalia, he gains a +1 
  circumstance bonus on saving throws against electricity, 
  petrification, cold, acid, fire, and poison.
  The character gains low-light vision and darkvision with a 
  range of 60 feet.
  Finally, if the wielder casts a planar ally spell (including the 
  lesser and greater versions) to call a celestial, the creature 
  serves for half the price it would normally charge, in goods 
  or services (at the DM’s discretion).
  Resonating Effect (Three Items): While a single creature 
  possesses all three items of the Regalia of Good, he gains a +4 
  enhancement bonus to Strength, Dexterity, and 
  Constitution.
  Any weapon wielded by the creature becomes a holy 
  weapon, dealing an extra +2d6 points of damage to evil 
  creatures.
  In addition, the wielder radiates an aura of courage, 
  granting all his allies within 30 feet a +4 morale bonus on 
  their saving throws to resist fear effects.
  Nongood Characters: A nongood character attempting to use 
  any of these items immediately takes 5d6 points of damage.
  Further, an evil-aligned character attempting to use the 
  items must make a Will saving throw (DC 18) or lose 2,000 
  XP.
  BOOK OF VILE DARKNESS 
  (3.0)
  ANGELWING RAZOR
  This long, thin blade is not made from angels’ wings; rather, 
  it was honed on them—on the wings of dead and captive 
  celestials.
  This hideous process, conducted by the elf warlord Urgatil 
  before going into battle against the gold dragon armies, 
  sharpened the blade to an impossibly fine edge.
  Angelwing Razor is a +5 vorpal longsword that ignores damage 
  reduction and hardness of any kind.
  It can even cut through a wall of force or similar effect.
  DEATH ROCK
  This object is said to be the heart of an evil demon lord or 
  evil demigod, cut from his chest in a terrible battle with a 
  woman invested with celestial powers who sought 
  vengeance for the wrongs of the evil being and its cult.
  The Death Rock is a crude black stone the size of a fist that 
  pulses like a beating heart.
  Anyone possessing the Death Rock gains the spellcasting 
  abilities of a sorcerer of a level equal to his own.
  The character knows only spells of the Necromancy school.
  If the character is already a sorcerer, the new spells known 
  and extra spells per day are in addition to his own.
  The Death Rock has a drawback.
  Once per week, the closest companion or dearest loved one 
  of the Death Rock’s owner is automatically slain and turned 
  into a zombie that serves the owner.
  The owner may forsake the Death Rock to prevent this (or 
  he might run out of companions or loved ones), but then 
  the Death Rock immediately fades away.
  DESPOILER OF FLESH
  This short staff is made of human tongues sewn together 
  end to end.
  These tongues are slightly animated, so the staff 
  occasionally bends and curls of its own volition.
  Despoiler of Flesh has been in the possession of a particularly 
  twisted and powerful nalfeshnee named Tapheon that lives 
  in a place called the Fortress of Indifference.
  It has also been in the hands of a mortal despot named 
  Multheasan, a human in love with his two daughters.
  Rather than force himself upon them, he used the Despoiler 
  of Flesh to reshape captives and slaves into the likenesses of 
  his daughters so that he might have his way with them 
  instead.
  The artifact allows the wielder to reshape the flesh of any 
  creature, as with a polymorph other spell except that any 
  shape that the wielder can imagine can be bestowed, 
  whether a creature actually exists in that form or not.
  If a form is bestowed that is unwieldy or untenable, or that 
  was created without careful forethought, the creature 
  simply dies.
  For example, the wielder could change the form of a wolf 
  into that of a human known to him.
  
  225
  He could then (using the Despoiler of Flesh again) give that 
  human purplish black skin and tentacles for arms.
  If he attempted to also give the victim six spider legs and 
  bat-like wings large enough to carry him aloft, the form 
  would simply collapse under its own weight into a pile of 
  fleshy goo.
  Victims may resist the effect of the artifact with a Fortitude 
  save (DC 25).
  The wielder can make one change per round, with a victim
  getting a save to resist each change.
  Turning a creature into an existing kind of creature (as 
  described in the polymorph other spell) counts as one change.
  Systematically adding or removing body parts counts as one 
  change per addition or removal, unless multiple identical 
  changes are made (such as removing both of an ogre’s 
  hands or turning all of a dragon’s teeth into short, stubby 
  toes).
  IRON FLASK OF TUERNY THE 
  MERCILESS
  Tuerny the Merciless was a powerful spellcaster who killed 
  the royal family of an ancient land to gain control of the 
  kingdom.
  He enslaved the considerable army of the land, then went 
  to war with neighboring lands.
  Tuerny began to summon demons, but he lacked the ability 
  to control them.
  The fiends ravaged the countryside and threatened his 
  kingdom, so Tuerny fashioned a device that would 
  imprison and control them.
  His plan worked, and with the device Tuerny’s might grew 
  even greater, until one day the demons within the flask 
  broke free and claimed his soul.
  The Iron Flask is very small and plain, although the stopper 
  is engraved and embossed with runes of power.
  It holds 1d4 demons within it when first found.
  Roll on the following table to determine the kind of 
  demon:
  When the Iron Flask is unstoppered, the owner can 
  command one of the demons to come out for up to 8 hours 
  or until slain (at which point the demon goes back into the 
  flask).
  During its time of freedom, the owner of the flask controls 
  all actions of the demon.
  No demon can be called forth more than once per week.
  More demons can be added to the flask.
  The target demon must be within 30 feet, and the owner of 
  the flask must speak a command word (a standard action) to 
  attempt to imprison it.
  To overcome the spell resistance of the demon (if any), the 
  owner can make a check using the caster level of the flask 
  (30th).
  Then the demon must succeed at a Will save (DC 20) or be 
  sucked into the flask.
  The Iron Flask holds up to one hundred demons.
  Whenever a new demon is imprisoned, the flask must be 
  unstoppered, and 1d4 other demons attempt to escape from 
  the flask.
  To thwart each attempted escape, the flask’s owner must 
  succeed at a Will saving throw (DC 20 +1 per demon in the 
  flask).
  If a demon escapes, it turns on the flask’s owner and 
  attempts to slay him.
  Each time a demon is called from the flask, the owner must 
  succeed at a Will saving throw (DC 20 +1 per previous save 
  against the flask +1 per demon in the flask) or become 
  chaotic evil.
  Furthermore, each time he must also succeed at a caster 
  level check using the flask’s caster level of 30th (DC 10 +1 
  per previous save against the flask +1 per demon in the 
  flask), or the demon called is freed and turns upon the 
  owner of the flask.
  If the demons from the flask ever slay the owner, they 
  immediately steal his soul and take it to the Abyss to 
  become a larva.
  REGALIA OF EVIL
  These three separate artifacts possess great power—and 
  even greater power when used together.
  In eons long past, before humanity was born and perhaps 
  before the world was forged, the gods of darkness and 
  corruption worked together to outfit a champion to pit 
  against the gods of light and the lords of balance.
  Since this time, champions of evil have used the Regalia of 
  Evil whenever a dispute needed to be settled against a 
  similarly equipped champion of good or neutrality (each 
  faction having its own regalia).
  It may be that today these contests of champions no longer 
  occur, and the individual items of the regalia have fallen 
  into mortal hands.
  Still, the gods of evil occasionally check on the devices that 
  they created so long ago.
  It has been millennia since all three items of the Regalia of 
  Evil were used by a single being.
  The Crown of Evil: This iron crown is crude and rough, 
  fashioned to look like black flames wreathing the head of 
  the wearer.
  When an evil creature puts on the crown, its head is 
  surrounded by reddish-black fire.
  These flames conceal the wearer’s face.
  The wearer gains fire immunity, a +4 enhancement bonus 
  to Strength, a +4 deflection bonus to Armor Class, and spell 
  resistance 20.
  It can use unnerving gaze at will as a spell-like ability, and it 
  can use the following spell-like abilities three times per day: 
  create undead, hellfire, and wall of fire.
  All spell-like abilities are at 20th caster level.
  The wearer can speak only lies while wearing the crown, so 
  usually the wearer of the crown doesn’t speak.
  The Scepter of Evil: This rod is made of iron and draped in 
  chains.
  A dark red flame is always lit at one end, but it gives off no 
  heat.
  While in a character’s possession, the scepter confers a +4 
  enhancement bonus to Charisma.
  The wielder can use each of the following spell-like abilities 
  three times per day: fear (DC 19), corrupt fireball (DC 18),
  red fester (DC 18), and power leech (DC 20).
  
  226
  All spell-like abilities are at 20th caster level.
  The owner of this device slowly becomes more and more 
  egotistical.
  The Orb of Evil: This 6-inch-diameter orb is made of pitted 
  and scarred iron.
  Red sparks fly from the orb at the slightest touch.
  The wielder can rebuke and command undead as a 15th-
  level cleric can.
  While in a character’s possession, the orb confers a +4 
  enhancement bonus to Wisdom.
  Furthermore, the orb can absorb spells as a rod of absorption 
  can.
  The owner slowly grows greedier over time.
  The Regalia of Evil has greater powers, called resonating 
  effects, if the same creature owns more than one of the 
  items.
  Two Items: When a single creature possesses two items of 
  the Regalia of Evil, it gains the effects of the Lichloved, Dark 
  Speech, Evil Brand, and Verminfriend feats.
  Save DCs on all evil spells and spell-like abilities of the 
  creature (including those from the Regalia) are increased by 
  +2.
  Three Items: When a single creature possesses all three items 
  of the Regalia of Evil, it gains a +4 enhancement bonus to 
  Constitution, Dexterity, and Intelligence.
  All weapon damage dealt by the wielder is vile damage.
  A nonevil character attempting to use any of the items that 
  comprise the Regalia of Evil immediately takes 5d6 points of 
  damage.
  Furthermore, a good-aligned character attempting to use 
  one of these items must succeed at a Will saving throw (DC 
  18) or lose 2,000 XP.
  RUBY ROD OF ASMODEUS
  Asmodeus wields the Ruby Rod of Asmodeus, which acts as a 
  +6 unholy greatclub that bestows an inflict critical wounds spell 
  (caster level 20th) upon anyone it touches.
  See the artifacts section of Chapter 6 for a description of the 
  Ruby Rod’s other powers.
  RUBY ROD OF ASMODEUS
  This scepter glistens with an unimaginable, unearthly 
  luster.
  Some claim that in just gem value alone, the rod is worth 
  more than one million gold pieces.
  It is, however, also a formidable weapon of evil.
  If used in melee, it is a +6 unholy greatclub that bestows an 
  inflict critical wounds spell (cast at 20th level) upon anyone it 
  touches (Will DC 19 half).
  Anyone that touches the rod against Asmodeus’s will feels 
  the effect of the inflict critical wounds spell as well.
  Weapons with a +6 enhancement bonus are beyond the 
  ken of most item creators, but they otherwise follow all the 
  rules for magic weapons.
  The Ruby Rod also has a number of supernatural abilities, 
  which function as the spells cast by a 20th-level caster.
  The following abilities are usable at will by Asmodeus, and 
  once per day by anyone else.
  • Line of Lightning: 150 feet long, 10 feet wide, deals 20d6 
  points of electricity damage (Reflex DC 23 half).
  • Line of Acid: 300 feet long, 5 feet wide, deals 20d6 points of 
  acid damage (Reflex DC 23 half).
  • Cone of Cold: 75 feet long, deals 20d6 points of cold damage 
  (Reflex DC 23 half).
  • Aura of Might: Anyone attempting to make a melee attack 
  against the wielder must succeed at a Will save (DC 20) or 
  instead bow down, helpless for 1 round.
  • Reverie of Nessus: When this ability is activated, the wielder 
  is instantly encased in a 5-foot-radius spherical wall of 
  force, and the area 50 feet around the sphere (but not 
  within it) becomes an antimagic field.
  This effect lasts for 3 rounds.
  In the first round, the wielder is automatically purged of 
  any unwanted enchantments.
  In the second round, the wielder is purged of any diseases, 
  poisons, or physical maladies (including lost body parts).
  In the third round, the wielder is healed to full hit points 
  and feels as though he just rested a full day, regaining spells 
  and spell-like abilities accordingly (but even Asmodeus can 
  only gain the benefit of this magical rest once per day).
  WAND OF ORCUS
  This black obsidian and iron rod is topped with the skull of 
  a human hero slain by Orcus.
  If wielded in melee, it is a +6 unholy chaotic heavy mace.
  If the wand touches any nonoutsider, or an outsider with 
  less than 15 HD, the target must succeed at a Fortitude save 
  (DC 25) or die immediately.
  Anyone that touches the wand against Orcus’s will must 
  save or die as well.
  Weapons with a +6 enhancement bonus are beyond the 
  ken of most item creators, but they otherwise follow all the 
  rules for magic weapons.
  The wand also confers a +5 deflection bonus to the Armor 
  Class of the wielder at all times.
  Finally, the wielder can call upon each of the following 
  powers once per day, as the spells cast by a 20th-level caster: 
  abyssal might, bodak birth, call nightmare, clutch of Orcus (DC 
  18), summon monster VII, wrack (DC 18), and wretched blight 
  (15d8 damage, DC 23).
  WAND OF ORCUS
  The Wand of Orcus is an artifact that acts as a +6 chaotic 
  unholy greatclub that adds a +5 deflection bonus to the
  wielder’s Armor Class and forces any living creature
  touched by it to make a Fortitude save (DC 20) or die
  instantly.
  It has other powers as well (see its description in Chapter 
  6).
  CHAMPIONS OF RUIN (3.5)
  GRAY PORTRAIT
  This artifact prevents its owner from suffering negative 
  levels, ability drain, and from aging.
  Lore: A DC 30 bardic knowledge or Knowledge (religion) 
  check recalls this myth about the gray portrait.
  Long ago, almost two millennia in the past, a vain and 
  selfish chaotic neutral follower of Sune named Belarian the 
  Beautiful sought every means available to sustain and 
  enhance his beauty.
  
  227
  Firehair’s creed teaches that beauty is not just skin deep, 
  but Belarian only cared about his appearance.
  His self-infatuation was so great that he turned from his 
  devotion to Lady Firehair and offered to sell his soul to any 
  god or demon able to preserve his physical perfection.
  One answered, gifting Belarian with immortality and 
  perpetual beauty through an artifact.
  Who created the gray portrait, which entity gave it to 
  Belarian, or what eventually happened to the vain man is a 
  matter of speculation.
  Over the last two thousand years, various personages have 
  owned the portrait, but its current location is unknown.
  Description: Initially only a blank canvas, the gray portrait 
  becomes a picture of the owner after one week.
  Activation: After an individual possesses the portrait for 
  one week, a picture of that individual owner appears on the 
  canvas.
  Effect: The owner of the gray portrait does not age or show 
  signs of aging.
  As long as he owns the portrait, he will appear as young and 
  as healthy as he did when he first acquired the artifact.
  When the owner of the portrait is subject to spells or effects 
  that bestow negative levels or cause ability drain, such as 
  energy drain spell or a vampire’s touch, he does not suffer 
  their effects.
  Instead, the portrait absorbs these debilitating effects.
  His image in the portrait transforms to look more haggard 
  and depraved as it suffers the horrors that leave its owner 
  untouched.
  The portrait stores and preserves all this horrible magic.
  If it is ever destroyed, the owner immediately suffers all the 
  negative effects of age, negative levels, and ability drain that 
  the portrait has absorbed.
  If the owner has outlived his natural life span, he instantly 
  dies.
  Aura/Caster Level: Overwhelming abjuration and 
  necromancy; CL 20th.
  Weight: 10 lb.
  Price: —.
  DRAGONS OF FAERÛN 
  (3.5)
  FANGED SHIELD OF SHYK KORORT
  The Fanged Shield of Shyk Korort is a historical artifact of the 
  Shoon Era with significant historical import as a tyrannical 
  symbol of the Seven Burnings campaign and as a religious 
  relic among gnolls in the Cult of Yeenoghu.
  Lore: Characters can gain the following pieces of 
  information about the Fanged Shield of Shyk Korort by 
  making Knowledge (arcana) or Knowledge (history) 
  checks.
  DC 20: By seizing the hoard of Rhimnasarl during the 
  Shining in the Year of the Plague Clouds (236 DR), Qysar 
  Shoon IV precipitated a period of intense research and 
  magical experimentation among the court mages of the 
  Shoon Imperial Court.
  Many artifacts and spells attributed to the Shoon Empire 
  date back to this period, of which the Fanged Shield of Shyk 
  Korort, fashioned in the Year of the War Wyvern (258 DR), 
  is just one example.
  DC 25: Korort adh Shoon, the original bearer of the Fanged 
  Shield, was a mameluk (Calishite slave-king) of Tethen 
  heritage who reached the rank of Shyk (major) in the 
  Imperium’s armies during the reign of Qysara Shoon V.
  A strategic genius belatedly recognized as one of the 
  foremost military, minds of his day, Korort was 
  instrumental in pushing the eastern borders of the 
  Imperium as far as the Landrise.
  Only his status as a mameluk prevented Korort from 
  achieving the rank of qayadin (general) before his death at 
  the hands of a rakshasa assassin recruited by his jealous 
  superiors.
  DC 30: After Korort’s death, the Fanged Shield was borne by a 
  succession of qayadin as a ceremonial badge of office.
  It saw little use on the field of battle until the latter half of 
  the Year of Silver Holly (437 DR).
  In response to a rebellion by numerous towns along the 
  River Shaar and Lake Lhespen, Qysar Amahl Shoon VII 
  dispatched Qayadin Hakam yn Sarak el Sallah, his most 
  merciless general, and seventeen troop ships to quell the 
  uprising.
  During a campaign that later came to be called the Seven 
  Burnings, Hakam wielded the Fanged Shield to great effect 
  as his troops rampaged through Sheirtalar, Kormul, and 
  five other towns.
  Shyk Korort’s shield quickly became a hated symbol of the 
  tyranny of the Shoon.
  Hakam remained in the Shaar as its nazir (prefect) until his 
  ignoble death in the Year of Unleashed Fears (451 DR), 
  when he was ripped limb from limb by a mob of widows.
  The Fanged Shield of Shyk Korort vanished during the chaos 
  that followed the collapse of imperial rule and did not 
  resurface until the Year of the Fanged Beast (640 DR).
  In his lengthy treatise entitled Dogmen of the Shaar,
  published in the Year of the Gruesome Grimoires (676 DR), 
  Dhynthar of Kormul chronicles the rapid rise in influence 
  of Yeenoghu’s cult among the gnoll tribes of the grasslands 
  that year and the resultant sharp increase in attacks against 
  the towns of the Lake Lhespen region in the decades that 
  followed.
  One passage in particular de scribes a spiked shield bearing 
  a snarling visage, an unmistakable description of the Fanged 
  Shield of Shyk Korort, employed by Ur-Darnok (the 
  preeminent shaman of Yeenoghu’s cult) and revered as a 
  relic by the gnoll tribes of-the area.
  Later in his treatise, Dhynthar conjectures that the 
  intertribal strife that erupted among the Shaaran gnoll 
  tribes in the Year of the Shrouded Slayer (671 DR) was 
  directly attributable to Ur-Darnok’s death at the hands of a 
  great wyrm blue dragon.
  Because dragons from lairs across Faerûn have always fed 
  on the huge herds that roam the Shaar, Dhynthar was 
  unable to even guess which wyrm had killed Ur-Darnok 
  and seized the Fanged Shield of Shyk Korort.
  Although most sages since that time have assumed that the 
  attack that shattered the power of the Shaaran gnoll tribes 
  was pure happenstance, in truth Iryklathagra (the 
  unidentified blue dragon) had deliberately tracked down 
  this indirect legacy of Rhimnasarl’s hoard and reclaimed it.
  The Fanged Shield of Shyk Korort has lain undisturbed in her 
  hoard ever since, while tales of its powers have grown to 
  mythic proportions among the gnoll tribes of the South, 
  
  228
  and its image has been adopted as a symbol of tyranny in 
  Lapaliiya by the followers of Bane and the Baneson.
  Description: The Fanged Shield of Shyk Korort is a light steel 
  shield whose face is molded in the shape of a snarling, 
  monstrous face.
  Ivory spikes, placed so as to resemble protruding fangs, jut 
  forward from behind the lower lip.
  The bestial visage has been variously described as 
  resembling that of a dragon, a gnoll, or a fiend from the 
  Lower Planes, and faint traces remain of various pigments 
  that have been used to reinforce such interpretations.
  Two adjustable leather straps are bolted to the reverse side 
  of the shield, enabling the bearer to firmly affix the Fanged 
  Shield to the forearm and wield it as both a defensive and 
  offensive instrument.
  Effect: The Fanged Shield of Shyk Korort is a +2 command 
  fearsome light steel shield with +2 shield spikes.
  Consequences: If the Fanged Shield is ever liberated from its 
  resting place in Iryklathagra’s hoard, this would be 
  momentous news to the gnolls of the South, among which 
  the Fanged Shield of Shyk Korort has achieved nigh-mythic 
  status.
  As word of the shield’s rediscovery spreads south and east, 
  every gnoll tribe from Amn to the Shaar will begin raiding 
  caravans passing through and settlements on the periphery 
  of their territory.
  At least one survivor will be allowed to escape each such 
  raid bearing a message, usually written in crude 
  pictographs, demanding the return of the shield of Yeenoghu 
  (the Fanged Shield) in exchange for halting the raids.
  Tethyr will be particularly hard hit, for gnoll tribes are 
  common in the Forest of Tethyr, the Forest of Mir, the 
  Starspires, the Iltkazar range, and the ruins of Shoonach.
  Trade along the Golden Road will suffer as well, and 
  eventually the unrest will spread south to the Shaar.
  Of course, simply giving the Fanged Shield to one tribe will 
  not satisfy rival tribes, so this problem is unlikely to abate 
  for months, if not years.
  Should a charismatic leader of the gnolls acquire the shield, 
  they might marshal a horde of their kin of a size not seen in 
  centuries.
  The Knights of the Black Gauntlet, a religious order 
  dedicated to the deity, of tyranny, are a growing power
  along the northern and western shores of the Lake of 
  Steam.
  Once word of the shield’s rediscovery spreads to Mintar, 
  the leaders of the order (who harbor aspirations of ruling 
  the entire South) will see acquisition of the Fanged Shield as 
  a critical component toward extending their influence into 
  Lapaliiya.
  Aware that they are unlikely to acquire the twin-spiked 
  buckler directly, the Knights will secretly spread word of 
  the Fanged Shield’s discovery and the tactics being used to 
  bargain for it to gnoll tribes throughout the South.
  In addition to weakening neighboring realms, the Knights 
  will then be positioned to seize the shield for themselves, 
  regardless of which gnoll tribe first acquires it.
  Overwhelming illusion; CL 20th.
  GHAZIR THE DESERT’S EDGE
  Employed in the conquest of the Nelanther and the taming 
  of the Cloud Peaks, Ghazir the Desert’s Edge is a legendary 
  weapon of the Shoon Imperium with a cursed reputation.
  Lore: Characters can gain the following pieces of 
  information about Ghazir by making Knowledge (arcana) or 
  Knowledge (history) checks.
  DC 15: In the Year of the Burnished Blade (276 DR), Qysar 
  Shoon IV of the Shoon Imperium fashioned a uniquely 
  powerful scimitar from the shifting sands of the Calim 
  Desert, drawing on the trove of magical lore seized from 
  the hoard of Rhimnasarl the Shining.
  Shoon IV was a necromancer, unskilled in swordplay, who 
  crafted the weapon solely to prove it could be done.
  The blade (named Ghazir, or “war crescent” in Alzhedo) lay 
  unused in the royal vaults for nearly a decade after it was 
  forged.
  DC 20: In the Year of Wasted Pride (285 DR), Qysara Shoon 
  V formally bequeathed the scimitar to a senior ralbahr 
  (admiral), Murabir of Memnon Faruk yn Aban el Khafar yi 
  Memnon, as a symbol of office.
  Faruk had long championed the conquest and colonization 
  of the Nelanther, as the genie-haunted isles west of 
  Zazesspur were known, and the gift was seen as a symbol of 
  the qysara’s favor.
  The ensuing naval campaign was a great success; nearly a 
  score of rogue djinn were slain, and the gale-force winds 
  that had long prevented the safe passage of sailing ships 
  along the Sword Coast abated.
  Despite the construction of the Sea Towers of Irphong and 
  Nemessor, the subsequent colonization efforts foundered, 
  due to the nobles’ distaste for the constant cool winds 
  (which many attributed to the angry spirits of the djinn) 
  and other factors of living close to the stormy Trackless Sea.
  Faruk was eventually cashiered in the Year of Sundered 
  Sails (302 DR) by the qysara’s successor, Shoon VI, and 
  Ghazir was returned to the vaults beneath the Imperial 
  Mount of Shoonach, where it languished for nearly three 
  decades.
  DC 30: The winter that stretched from the Year of Roused 
  Giants (330 DR) to the Year of Cold Clashes (331 DR) was 
  one of the coldest on record in the Shoon Imperium.
  The Calishar Emirates were blanketed in snow, and raiding 
  giants emerged from the mountains to plunder isolated 
  communities.
  After a large tribe of frost giants began harrying the 
  outlying farms of Athkatla, Qysar Shoon VII dispatched a 
  large company of soldiers to deal with the menace.
  Ghazir was loaned to the troops’ colonel, Balak Muham yn 
  Daud el Talhib, who used Desert’s Edge to dispatch dozens of 
  northern behemoths.
  Although Muham was hailed as a hero upon his return to 
  Shoonach, Ghazir’s reputation was tarnished by the string of 
  harsh winters that followed, coupled with reports that the 
  frost giants’ spirits continued to haunt the Cloud Peaks.
  Rumors suggested that the weapon was in some manner 
  cursed, and that the souls of its victims remained tethered 
  to this world where they continued to harass the living.
  It was deemed politically expedient by Shoon VII’s viziers 
  to return Ghazir to the royal vaults, where it lay untouched 
  until the fall of the Imperium.
  In the Year of the Corrie Fist (450 DR), Iryklathagra seized 
  Ghazir along with many other treasures as she plundered 
  Shoonach, and Desert’s Edge has lain untouched in her hoard 
  ever since.
  Description: Ghazir is a great scimitar nearly 5 feet in length 
  from tip to pommel.
  
  229
  The glassteel blade is fashioned from the crystalline sand 
  left in the wake of Memnon’s Crackle, a shifting region of 
  intense heat in the Calim Desert.
  A curving line of fire endlessly dances within the heart of 
  the blade.
  The scimitar’s smoothly polished basket and hilt are carved 
  from the talon of a long-dead blue wyrm and engraved with 
  magic runes encircling the sigil of Shoon IV.
  Effect: Ghazir is a +2 elemental bane flaming scimitar.
  The weapon also absorbs the first 10 points of fire damage 
  per attack that the wearer would normally take (similar to 
  the resist energy spell).
  Once per day, the bearer can use air walk.
  Finally, one curious power of Ghazir creates lingering 
  phantoms of every creature it fells.
  Such ghosts are tied only to the general geographic region 
  in which they are slain and are left with only the power to 
  manifest themselves in two different forms (though not 
  both concurrently).
  The dead victims can manifest as either visual phantoms or 
  as natural or elemental phenomena somehow linked to 
  their mortal lives.
  Although this power is little understood, it seems to have 
  created djinni ghosts capable of manifesting as winds 
  throughout the Nelanther and frost giant phantoms 
  capable of manifesting as regions of bitter cold and snow in 
  the Cloud Peaks.
  Consequences: Ghazir has a fell reputation, even today, 
  although most folk who do not understand Alzhedo think 
  it the name of an efreeti bound into to the form of a blade.
  Merchants regularly curse Desert’s Edge when making a 
  treacherous passage through the blizzard-prone Fang Pass 
  or the fierce gales that buffet Asavir’s Channel.
  Should Ghazir resurface in Aran or Tethyr after being 
  removed from Iryklathagra’s hoard, tales of vengeful frost 
  giant ghosts and tormented undead genies will once again
  spread through the Nelanther and along the Sword Coast.
  Moreover, such rumors might be rooted in fact, for the 
  coast of A mil and northern Tethyr will suffer increasingly 
  fierce gales and harsh winters in the years following 
  Ghazir’s reappearance, as each additional phantom created 
  by the blade incites all previous phantoms to employ their 
  remaining magical powers to the greatest effect possible.
  Moreover, should Desert’s Edge be used to slay other beings, 
  tales might spread of their spirits plaguing the region as 
  well.
  The leaders of Amn and Tethyr will be forced by public 
  opinion to seek custody of the scimitar, but the white wyrm 
  who lairs atop Mount Speartop (Icehauptannarthanyx) will 
  move quickly to claim Ghazir for his own hoard.
  He fears that the Cloud Peaks climate will grow noticeably 
  warmer if the frost giant spirits are somehow laid to rest by 
  destroying the scimitar.
  Having bargained unsuccessfully with Iryklathagra for 
  centuries to acquire Desert’s Edge, Icehauptannarthanyx will 
  be quick to take advantage of the opportunity afforded by a 
  band of adventurers who acquire the scimitar.
  Overwhelming conjuration; CL 20th.
  KAYAS THE KRAKENSCOURGE
  Kayas the Krakenscourge is the traditional weapon of the 
  Triton Protectorates of the Sea of Fallen Stars in their 
  endless battle to contain the slumbering cephalopods of the 
  Trench of Lopok.
  Lore: Characters can gain the following pieces of 
  information about Kayas by making Knowledge (arcana) or 
  Knowledge (history) checks.
  DC 20: For fourteen centuries, up until a century ago, Kayas 
  was a traditional weapon of the Triton Protectorates, 
  wielded by a succession of triton war leaders against the 
  krakens that dwelt below.
  In the hands of the tritons, the Krakenscourge was used to 
  slaughter more than a score of the great denizens of the 
  deep, until few dared to emerge from the Trench of Lopok.
  DC 25: The reign of Coronal Vaequiis II of Aryselmalyr, 
  which stretched from –819 DR to –777 DR, saw the 
  persecution of wizards throughout the Sea of Fallen Stars, 
  particularly the four Dukar orders of Myth Nantar.
  In –788 DR, Vaequiis the Dark, as the paranoid sea elf ruler 
  was known, initiated the Fifth Serôs War against the 
  shalarin kingdom of Es’krin following the Second Shalarin 
  Passing.
  This attack prompted other allied and neutral states of 
  Serôs to ally against her, so in desperation, the coronal 
  allied herself with a pair of kraken—Borapalys and 
  Rylurkarth—from the Trench of Lopok.
  The war finally ended following the deaths of Vaequiis II 
  and her kraken allies, the result of heroic sacrifices by a 
  small band of Dukars of the Jhimari Order, but not before 
  the destruction of Es’krin and the morkoth magocracy 
  known as the Arcana of Humbar.
  Borapalys’s death was the work of Kayas, a triton 
  Peacekeeper weaponeer who is said to have slain the 
  loathsome kraken by turning himself into a great blade and 
  plunging himself into the monster’s black heart.
  He is thought to have employed the hidden Fifth Step of 
  the Weapon Path of the Karel (a long-abandoned double-
  bladed dagger once used by tritons).
  It is from this tale that the first legends regarding the 
  Krakenscourge arose, a weapon that is now named for its 
  Dukar creator.
  Following the end of the Fifth Serôs War, the Krakenscourge 
  passed into the possession of the Orison dynasty of 
  Aryselmalyr.
  However, it was not listed in the inventory of the royal 
  vaults taken in the Year of Weary Kings (–412 DR), when 
  the crown of Aryselmalyr passed to House Vesahliir of 
  Naramyr.
  No record of Kayas exists until, it resurfaced during the 
  Seventh Serôs War in the hands of a storm giant adventurer 
  named Lorthar of the Waves.
  Lorthar died in combat with a legion of elite morkoth 
  warriors in the Year of the Valorous Kobold (–106 DR), 
  during one of the last battles of the war.
  The Krakenscourge briefly fell into the hands of the 
  Theocracy of the Deep Ones before it was reclaimed by the 
  tritons, whose unexpected emergence from the deeper 
  trenches of the sea ensured the morkoths’ defeat.
  DC 30: In the Year of the Shattered Wall (1271 DR), the 
  Ahlors Protectorate was ravaged by an attack from an 
  unexpected quarter.
  Iryklathagra, exploring a saline environment wholly unlike 
  that in which she was born by means of an iridescent ioun 
  stone, plundered the trade city of Otanyn.
  
  230
  In addition to seizing a fortune in pearls, she made off with 
  Kayas and the corpse of the weapon’s last triton wielder in 
  her claws.
  The Krakenscourge has since lain unused in her hoard.
  Description: The Krakenscourge is a unique two-bladed 
  sword, closely resembling a double-ended spear or harpoon, 
  made of coral and bone.
  Just over 9 feet in length, Kayas consists of two long, thin 
  sword blades, made of razor-sharp Jhimar coral (a red-hued 
  variant of claw coral) on opposing ends of a central hilt.
  The blades and the hilt are smooth and seamless, clearly not 
  carved or fitted from” separate pieces.
  The 3-foot-long cylindrical hilt, fashioned of polished bone, 
  is pierced by three smoothed oval-shaped holes, each the 
  width of a triton’s hand.
  Despite its size, the weapon is quite light, weighing less 
  than 5” pounds, but it is as strong as adamantine and 
  essentially unbreakable.
  Effect: The Krakenscourge can be used as a +3/+3 two-bladed 
  sword (by grasping the two outer holes in the hilt) or as a +5
  longspear underwater (by grasping the central hole in the 
  hilt).
  Any successful hit on a cephalopod (which includes 
  krakens, octopi, and squids) deals an extra 2d6 points of 
  damage, or twice that amount on a critical hit.
  The bearer can act continuously under the effects of a 
  freedom of movement spell and a darkvision spell.
  A lingering remnant of Kayas’s sentience can sense die 
  presence of kraken within 100 miles of its location and 
  direct its bearer toward the nearest such denizen of the 
  deep by causing its’ coral blades to glow with varying hues 
  of reddish light.
  The blades of the Krakenscourge also glow warmly in the 
  presence of any Dukars, a reflective effect still extant today 
  in living Dukars.
  This last effect suggests that it might be possible for the 
  wielder of the Krakenscourge to tap into Kayas’s Dukar 
  powers, but no means of doing so is currently known.
  Consequences: The Triton Protectorates of Serôs never 
  acknowledged the loss of Kayos to Iryklathagra, since 
  possessing the Krakenscourge (or appearing to do so) has 
  kept the krakens of the Trench of Lopok in check.
  Hence, if the weapon is removed from Iryklathagra’s hoard, 
  word of its reappearance will spread beneath the waves of 
  the Sea of Fallen Stars, and a pillar of the tritons’ arsenal 
  will be revealed as a sham.
  The lopoks (as they are called in the tongue of the locathah) 
  would immediately begin testing the defenses of the 
  Protectorates in order to validate the truth of such tales, and 
  once they have done so will revise their plots accordingly.
  Concurrently, both the tritons and the krakens will use any 
  means to acquire Kayas, the former in the hope of restoring 
  the shattered status quo and the latter in order to cement 
  their more advantageous position.
  In the northern Trackless Sea, Slarkethrel (Spawn of 
  Umberlee and King of the Trackless Depths) will employ 
  every resource of the secretive Kraken Society in order to 
  seize Kayas for itself.
  Similarly, once the Cephalopolop (as the kraken who rules 
  the kuo-toa city of Sloopdilmonpolop deep beneath 
  Firedrake Bay calls itself) learns of the weapon’s discovery, 
  it will dispatch kuo-toa rogues of the Severed Claw to steal 
  the weapon.
  The kraken that lairs off the coast of Calimshan and the 
  kraken lurking in the Nelanther (which now calls itself the 
  Curse of Irphong) will respond similarly.
  Even Shond Tharovin, the infamous wizard trapped in 
  gibbering mouther form who lairs amid the Singing Rocks, 
  will attempt to capture Kayas, hoping to use the threat it 
  embodies to manipulate the krakens of the surrounding 
  seas.
  Finally, the Krakenscourge represents a great opportunity for 
  the Dukar Orders should it ever be returned to Myth 
  Nantar.
  There is a small chance that Kayas’s slumbering sentience 
  could be contacted by Grand Savant Qos of the Fifth Order.
  Under such a scenario, it is possible that Kayas could be 
  resurrected, or at least he could supply a great deal of long-
  lost information to those Dukars attempting to restore the 
  Lost Order of Jhimar.
  Moderate transmutation; CL 20th.
  KURALTAAR THE DEMONSHIELD
  Kuraltaar is one of thirteen Demonsbields forged by Hilather 
  (Halaster Blackcloak) during the Shoon Imperiurn.
  Lore: Characters can gain the following pieces of 
  information about Kuraltaar the Demonshield by making 
  Knowledge (arcana) or Knowledge (history) checks.
  DC 20: The thirteen Demonsbields were commissioned 
  during the Shoon Imperiurn as part of a project to find a 
  way to more securely bind fiends to the will of their 
  summoners and thus employ them as agents of the Shoon 
  Imperiurn.
  Of the thirteen shields, twelve were lost and one was 
  confined to the royal vaults of the Shoon until it was 
  claimed by Iryklathagra.
  DC 30: During the Age of Shoon, many small realms, 
  known collectively as the Calishar Emirates, rose and fell 
  along the southern Sword Coast north of the Marching 
  Mountains.
  The rulers of these realms governed their subjects largely as 
  they pleased, as long as those subjects obeyed the dictates of 
  the qysar, paid their taxes in full, and supplied levies of 
  troops to the imperial armies as needed.
  The excesses of the petty nobles of this era were legion and 
  included widespread trafficking with fiends.
  Such summoned “pets” often broke their bonds of servitude 
  and became ravaging menaces, while those responsible for 
  their presence in Faerûn hid safely behind their villa walls.
  In the Year of the Vow Manifest (44 DR), the followers of 
  Anachtyr (a local alias of Tyr) responded to the threat posed 
  by demons rampaging through the countryside by forging 
  three Demonsbane shields—Kimeltaar, Naelotaar, and 
  Dizeltaar—to be wielded by paladin champions.
  In contrast, the ponderous imperial bureaucracy did not 
  react for more than eight decades and then only in a token 
  fashion.
  Although most records from the reign of Qysar Shoon III 
  were destroyed during the Shoonach Conflagration, it 
  appears that an errant Raurinese wizard named Hilather 
  was hired to develop a more secure means of binding fiends 
  to the will of their summoners (and thus as agents of the 
  Shoon Imperium).
  In the Year of the Addled Arcanist (128 DR), Hilather 
  established himself in an abandoned tower in the remote 
  emirate of Torsil, which lay along the Sword Coast north of 
  
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  the northwestern foothills of the Cloud Peaks and south of 
  Candlekeep, near the site of present-day Beregost.
  In the catacombs beneath his newly appropriated tower, 
  the Raurinese wizard either located or created a planar 
  breach between the Material Plane and the Abyss.
  Drawing on the large body of genie lore that had been 
  developed by Calishite sorcerers over the Centuries and the 
  process for creating a mirror of life trapping, he devised a 
  process whereby he could summon all manner of nether 
  beings and permanently bind them into physical objects.
  After four years of experimentation, Hilather emerged 
  from seclusion in the Year of Thirteen Prides Lost (152 DR) 
  with thirteen Demonsbields in hand, which he presented to 
  the Imperial Court.
  Although the newly installed Qysar Amahl Shoon IV was 
  reportedly pleased with the Raurinese wizard’s work, the 
  process by which Hilather created the Demonsbields was 
  never reproduced, for reasons that remain obscure.
  Hilather apparently vanished later that same day with a 
  mysterious payment in hand, and the only chronicle of his 
  work, supposedly recorded in a nondescript libram entitled 
  Hilather’s Workbook, seems’ to have been lost shortly 
  thereafter.
  (Unbeknownst to all, this long-lost tome lies within the 
  library of King Haedrak III of Tethyr, hidden inside the 
  covers of an unrelated and useless tome that has been 
  gathering dust for centuries).
  Twelve of the thirteen Demonsbields were quickly dispensed 
  to various high-ranking mameluks (Calishite slave-kings), 
  and sporadic accounts of their use appear in various 
  historical records up until the first century of the Seventh 
  Age of Calimshan.
  The thirteenth shield, known as Kuraltaar, lay untouched in 
  the imperial vaults, presumably reserved as an example of 
  Hilather’s artistry for the court mages of the Shoon to study 
  at their leisure.
  Alter languishing in the royal vaults for over two centuries, 
  unused and almost forgotten, Kuraltaar was finally 
  retrieved in the Year of Emerald Eyes (571 DR) and given to 
  Iryklathagra by Qysara Shaani.
  Ensconced ever since in the hoard of the great wyrm blue 
  dragon, the thirteenth Demonshield is undoubtedly unique 
  in that it has existed for over twelve centuries while having 
  never been employed in combat.
  Despite Kuraltaar’s quiet history, two events of historical 
  import—both of which involve the destruction of a school 
  of wizardry—weigh deeply on its future fate.
  In the Year of Crimson Magics (1026 DR), the mage 
  Ulcaster, a conjurer of note, established a school of 
  conjuration on the ruins of Hilather’s tower that attracted 
  would-be mages from up and down the Sword Coast For 
  eight decades, Ulcaster and his senior apprentices secretly 
  attempted to replicate Hilather’s earlier work on the site.
  Just as they were on the brink of success, the school was 
  destroyed in the Year of the Solemn Halfling (1106 DR) in 
  a spell-battle with Calishite mages who feared the school’s 
  growing power.
  Ulcaster vanished during the fray, and his fate remains 
  unknown.
  Today, some whisper that the wizards of Calimshan 
  jealously guard the secret of binding genies and other 
  beings of power into physical objects, and that they will 
  visit the fate of the Ulcasterian school on any who presume 
  to unlock their secrets.
  The other event that colors Hilather’s legacy is the 
  destruction of the School of Wonder, in the Year of the 
  Leaping Frog (1266 DR).
  It is commonly known that the School of Wonder was 
  destroyed by tanar’ri and power-mad students, an event that 
  precipitated the Amnian populace’s existing distrust of 
  wizards.
  Only a few sages are aware that the seeds of the school’s 
  downfall were sown when four of the long-forgotten 
  Demonshields were recovered from an ancient barrow in the 
  Fields of the Dead and brought back to the School of 
  Wonder for study.
  Somehow the fiends bound within the shields were 
  released, and they in turn summoned in a legion of their 
  fellows after recruiting several student wizards with 
  whispered promises of power.
  The resulting carnage was barely contained, and after the 
  fiends were finally dispatched, the School of Wonder lay in 
  ruins, with all its masters dead and only a few students still 
  alive.
  Description: Kuraltaar (and the other Demonsbields) are all 
  constructed in the form of diamond shields, a form of 
  armor unique to the Shoon era (see sidebar).
  Kuraltaar is forged from a rare alloy of arjale and tantulhor, 
  two lightweight ores from the fiery plane of Phlegethos 
  (fourth of the Nine Hells), mixed with silver.
  The resultant alloy is almost impervious to attack, yet 
  retains a small amount of malleability.
  Aside from a bright, untarnished silvery hue flecked with 
  an unusual green design, Kuraltaar is otherwise unadorned.
  Effect: Kuraltaar is a +1 diamond shield with hardness 12 and 
  30 hit points.
  Like all Demonshields, Kuraltaar reflects the nature and 
  defensive powers of the fiend imprisoned within—in this 
  case, a glabrezu named Kural’Risyk.
  The glabrezu’s damage reduction (10/good), immunities 
  (electricity and poison), resistances (acid 10, cold 10, and 
  fire 10), and spell resistance (21) all apply to the bearer of 
  the shield.
  Whenever any of the shield’s protective powers come into 
  play, aside from the Armor Class bonus, the bearer’s form is 
  momentarily cloaked in the image of Kural’Risyk (who was 
  a powerfully muscled glabrezu).
  It is not possible to contact Kural’Risyk while he remains 
  within the Demonshield.
  However, as the wizards of the School of Wonder learned 
  (to their horror), it is possible to destroy a Demonshield and 
  thereby release the fiend imprisoned within.
  Consequences: To conjurers trained in the tradition of the 
  Ulcasterian school, the recovery of a Demonshield holds the 
  promise of finally unlocking the secrets of Hilather’s 
  Workbook.
  Despite its relative obscurity, if the shield is taken from 
  Iryklathagra’s hoard and word of its recovery spreads, 
  conjurers from across Faerûn will try to acquire it.
  Thalantyr of Beregost, a conjurer of great repute and 
  perhaps the greatest living scholar of Ulcaster’s work, will 
  seek to acquire the Demonshield as the cornerstone on 
  which to refound the Ulcasterian school.
  Rivals of Thalantyr will seek Kuraltaar for their own ends, 
  and Calishite mages who guard their secrets jealously will 
  not tolerate study of Hilather’s legacy.
  Whoever holds Kuraltaar will be the target of numerous 
  attacks from summoned servitors, including aerial servants, 
  
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  fiends, and elemental-kin, and the devastation wrought by 
  those who escape their bindings is apt to be immense.
  One of the few students to escape the destruction of the 
  School of Wonder abandoned the study of the Art to 
  become a spy and a thief.
  After joining the Shadow Thieves, Rhinnom Dannihyr rose 
  rapidly through the ranks of the guild until lie became 
  Grandmaster in the Year of Shadows (1358 DR) and Iltarch 
  (fourth-ranking member) of the Council of Six (the rulers 
  of Amn) in the Year of the Helm (1362 DR).
  Having seen the devastation unleashed by the Demonshields 
  on the School of Wonder and well aware of the distrust of 
  wizards that still persists among the Amnian populace, 
  Rhinnom is prepared to use that suspicion as a weapon, or 
  preferably as an instrument of blackmail, against the 
  Cowled Wizards of Aran.
  If Rhinnom can acquire the Demonshield, he can threaten 
  every Cowled Wizard cell with the possibility that he will 
  unveil Kuraltaar in its city.
  Since such an action would precipitate a major wizard war 
  and a huge pogrom against practitioners of the Art by the 
  Amnian citizenry, Amn’s secret society of sorcerers would 
  most likely acquiesce to the dictates of the Grandmaster.
  Strong conjuration [chaos, evil]; CL 20th.
  MONOCLE OF BAGTHALOS
  The monocle of Bagthalos is a religious relic sacred to Helm, 
  Deity of Guardians.
  It occupies space on the body as a pair of eye lenses or 
  goggles, worn on or over the eyes.
  Lore: Characters can gain the following pieces of 
  information about the monocle of Bagthalos by making 
  Knowledge (arcana) or Knowledge (religion) checks.
  DC 20: This unusual item was created in Zazesspur over two 
  centuries ago by Bagthalos Deszhummer, who was then the 
  Archpriest of Helm.
  His temple was plagued by many thefts, which he 
  suspected were the work of the Skeletal Finger thieves 
  guild.
  To counter them, Bagthalos set to work creating a detection 
  aid for the temple guards.
  DC 25: The Guardian God disapproved of any attempt to 
  substitute magical aid for vigilance, and warned Bagthalos 
  of the price such vain research would demand—the life of a 
  being dedicated to the worship of Helm.
  Helm never expressly forbade Bagthalos from continuing 
  his research, he only set the cost of such an effort.
  Bagthalos became obsessed with completing his creation, 
  which eventually cost him his own life, fulfilling Helm’s 
  price.
  Some say Helm mercifully fulfilled his faithful priest’s 
  desire; others tell how Bagthalos’s spirit passed into the 
  monocle, the final key to its making.
  DC 30: After Bagthalos’s death, members of the Skeletal 
  Finger struck again, and one of the treasures they carried 
  off was the monocle of Bagthalos.
  For a brief span of years, the monocle circulated in the 
  whisper markets of Athkatla (in Amn) and Ithmong (now 
  Darromar, in Tethyr), but no buyer was willing to pay the 
  high price demanded for a little-known relic of no repute.
  A decade later, the Skeletal Finger was destroyed by the 
  venerable blue dragon Iryklathagra “Sharpfang”.
  The dragon slaughtered the thieves in their mountain 
  stronghold (hidden somewhere in the peaks of the Small 
  Teeth) and took up residence there.
  The Monocle still lies somewhere in the stronghold.
  Description: This circular, clear crystal lens has an 
  adamantine frame studded with six small loops on the 
  outer rim.
  Colorful ribbons run through these loops to hold the 
  monocle securely over the eyes, such that even mighty blows 
  will not set it free.
  Effect: The monocle grants the wearer true seeing and analyze 
  dweomer (at will).
  It renders him immune to gaze attacks and pattern spells 
  and effects.
  Thrice per day, the monocle can cast searing light upon 
  command.
  The spirit of Bagthalos clings to the monocle, infecting it 
  with guilt.
  Anyone wearing the monocle must make a Will save (DC 19) 
  upon donning the monocle and every hour worn 
  thereafter.
  Failure means the wearer is afflicted with a geas/quest to 
  rectify a past failure (as chosen by the DM).
  Overwhelming divination [lawful, good]; CL 20th.
  SHACKLES OF AMILEK
  Aura: Overpowering; (DC 25) Necromancy, Transmutation
  Activation: —
  Weight: 10 lb.
  “The halfling stumbles, his arms and legs bound by heavy iron 
  shackles.
  Upon each shackle is a faded symbol of five piled coins, barely
  visible on the dull metal surface”.
  This set of arm and leg shackles was created by Task for his 
  favorite worshipper, the blue dragon Amilektrevitrioelis.
  It served as a protection for Amilek’s hoard, binding the 
  arms and legs of the dragon’s slayer, preventing him from 
  claiming the treasure.
  The set renders its wearer blind and deaf, unable to steal the 
  dragon’s treasure.
  The wearer of the shackles receives nightmares from Task 
  each night (as the nightmare spell).
  In these dreams, he is floating along in a plane of magma 
  and jagged rocks, surrounded by hundreds of different 
  types of dragons, all of whom are using their breath 
  weapons and magic to harm the dreamer.
  
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  The wearer feels all the pain of those effects, waking up 
  many mornings with blood leaking from his eyes, nose, and 
  mouth, and feeling completely exhausted.
  The hoarder that cursed the wearer can cast greater scrying
  on the wearer once per day.
  The hoarder is considered to know the wearer well and the 
  shackles act as a conduit.
  They count as a personal object that the hoarder can use for 
  his spells.
  There are some significant benefits to the shackles.
  The wearer can reshape the mercurial metal into other 
  metallic forms—any combinations of armor, weapons, and 
  tools.
  The armor can be made into +1 mithril ghost touch full plate, 
  but has no armor check penalty, no maximum Dexterity, 
  and is nearly weightless.
  Any weapons created from the shackles are +1 ghost touch 
  weapons of the wearer’s choosing and size.
  Any tool created is magical, imparting a +5 bonus on skill 
  checks requiring that object.
  The shaping effect only works when the wearer is in 
  combat or using that skill.
  At other times, the wearer must walk with the shackles at 
  half speed and cannot run.
  Scholars believe that there are at least two other sets of 
  these shackles, each dedicated to dragon of legendary 
  greed.
  They say that the only way to remove the shackles is by 
  destroying the creature that cursed the wearer, followed by 
  receiving a wish spell cast by a good dragon, then 
  convincing a worshipper of Tiamat to accept “Bahamut’s 
  blessing,” though they are not entirely sure what that 
  means.
  The only known way to destroy the shackles is by having 20 
  different species of dragon use their breath weapon on the 
  item.
  Following that, the shackles must be dropped into an 
  erupting volcano on the Plane of Fire on an anniversary of 
  the day the shackles were created.
  STAFF OF SHOON
  The Staff of Shoon was the staff of the legendary Qysar 
  Shoon VII, a corrupt and evil qysar of the Shoon Imperium, 
  who still survives today as a lich, after escaping from the 
  Tome of the Unicorn.
  The Staff is considered anathema to followers of Lurue, 
  Mielikki, Silvaunus, and the Seldarine, all of whom seek its 
  destruction.
  Lore: Characters can gain the following pieces of 
  information about the Staff of Shoon by making successful 
  Knowledge (arcana) or Knowledge (history) checks.
  DC 20: In the Year of the Mourning Horns (355 DR) 
  Necroqysar Shoon VII slaughtered the unicorn herds of 
  Shilmista and the elves who tended them in order to
  construct the infamous Tome of the Unicorn.
  As a side project, he collected their carcasses within his 
  sanctum (deep within the Imperial Mount of Shoonach) 
  and used them to construct lesser artifacts such as the Staff 
  of Shoon.
  DC 30: In the Year of Battle Talons (358 DR), Shoon VII lost 
  the staff to Iryklathagra.
  For the remaining years of his reign, Shoon sought the Staff 
  less for its power than for the restoration of his pride, but it 
  is believed to still lie within the dragon’s hoard.
  Description: This slim, 8-foot-longquarterstaff seems to be 
  carved from knobby white birch, though closer inspection 
  will immediately reveal that it is constructed of something 
  closer to ivory—actually a fused cluster of twelve unicorn’s 
  horns.
  The widest part of the Staff is made up of five horns (at the 
  top), tapering down to two clusters of three horns (all 
  points down), and the narrow end of the Staff is a lone horn, 
  arranged point-up.
  In the past, Shoon VII disguised the Staffs true construction 
  with an illusion that made the weapon appear as a slim 
  crystal staff topped by a sapphire, which is the appearance 
  most commonly recorded in historical tracts.
  During the nine centuries it has rested in the lair of 
  Sharpfangs, the illusion has worn off, and the staff now 
  appears as it really is.
  Effect: The staff of Shoon acts as a +2/+2 speIlblade [magic 
  missile] quarterstaff.
  It renders the bearer immune to poison, sleep, charms, hold 
  spells, and spells and spell-like abilities with the death 
  descriptor.
  Upon command, the Staff can produce a heal, teleport without 
  error, or born swarm effect.
  This last effect is equivalent to a blade barrier spell but 
  manifests as a swarm of flying unicorn horns (known as 
  alicorns).
  All water touched by the bearer of the Staff is immediately 
  fouled and turned to poison, forcing living bearers to 
  consume ale, milk, or wine.
  Any use of the born swarm effect forces the bearer to make a 
  successful DC 19 Will save or be geased to take the staff to 
  the headwaters of the Unicorn Run, where the power of 
  Lurue can redeem it.
  Consequences: Shoon VII, in his current guise as Zallanora 
  Argentresses of Amn’s Cowled Wizards, seeks to restore his 
  power, and he wishes to reclaim all that was once his, 
  including the Staff of Shoon.
  He bides his time in facing Iryklathagra, carefully plotting 
  his revenge (since he does not wish to repeat his near-
  defeat in their last encounter, more than nine centuries 
  past).
  If the Staff of Shoon were to surface, it would force the fallen 
  necroqysar to investigate the dragon’s fate and perhaps 
  accelerate his quest to restore the Shoon Imperium.
  Overwhelming necromancy [evil]; CL 20th.
  DUNGEON MASTER’S 
  GUIDE 3.0 (3.0)
  HAND AND EYE OF VECNA
  The archlich Vecna may have been the most powerful 
  wizard ever to have lived, He may also have been the most 
  evil.
  Apparently risen now to deityhood, he left behind relics 
  embodying remnants of his power—the mummified 
  remains of his hand and his eye.
  
  234
  Powers of the Eye: In order to function, the Eye of Vecna must 
  be placed in the empty socket of a character’s skull.
  The bearer of the Eye loses two points of Charisma, and 
  these points may never be restored.
  The Eye may not thereafter be removed without resulting in 
  the death of its host.
  It grants the host continuous darkvision and true seeing.
  Three times per day each, the host can use the spell eyebite 
  and domination.
  Once per day, the bearer of the Eye can call forth destruction 
  and unhallow.
  A nonevil character must make a Will save each week (DC 
  17) to avoid becoming evil.
  All powers are at a caster level of 20th, and all DCs to resist 
  their effects are 20.
  Powers of the Hand: In order to function, the Hand of Vecna 
  must be placed on the end of a left arm whose original hand 
  has been severed.
  The bearer of the Hand loses two points of Dexterity that
  may never be regained.
  Removal of the hand thereafter always results in the death 
  of the host.
  The touch of the Hand, once so placed, deals 1d10 points of 
  cold damage to a target.
  Three times per day, its touch can permanently drain one 
  ability score point (host’s choice of ability) from a victim.
  The host gains the points drained for the rest of that day.
  (They last until the next sunrise).
  Once per day, the bearer of the Hand can call upon 
  blasphemy and unholy aura.
  A nonevil character must make a Will save each week (DC 
  17) to avoid becoming evil.
  All powers are at a caster level of 20th and all DCs to resist 
  their effects are 20.
  Powers with Both Artifacts: If a single character bears both the 
  Hand of Vecna and the Eye of Vecna, all powers have a DC of 
  25 to resist.
  The host is granted +2 Strength and +2 Intelligence but 
  suffers a –2 penalty to Wisdom.
  Further, she can call upon summon monster IX once per day 
  (to summon evil outsiders only).
  A nonevil character must make a Will save each week (DC 
  23) to avoid becoming evil.
  MACE OF CUTHBERT
  St. Cuthbert, tales say, once walked the earth as a man.
  When he did, he used a potent weapon to strike against the 
  infidels and evil beings he encountered everywhere he 
  went.
  Today, this relic appears to be a simple, well-used cudgel, 
  but its simple appearance hides great power.
  The Mace of Cuthbert has a +5 enhancement bonus and 
  functions as a holy, lawful, disruption weapon.
  Further, the wielder can project searing light from the mace 
  at will, at 20th caster level.
  MOANING DIAMOND
  Said to have been ripped from the ground in a ritual that 
  tortured the earth itself, the Moaning Diamond appears to be 
  an uncut diamond the size of a human fist.
  At all times, it gives forth a baleful moaning sound, as if in 
  pain.
  Despite the noise, the Moaning Diamond is not evil 
  (although it was birthed in torture).
  The wielder of the stone can, three times per day, call upon 
  it to reshape earth and stone as if by the spell stone shape,
  affecting 5,000 cubic feet of material.
  Further, the Moaning Diamond can 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; if it is 
  slain, a new creature cannot be summoned for 24 hours.
  Tales from the past tell of the Moaning Diamond creating 
  stone structures, opening underground chambers where 
  there had been none before, and collapsing entire castles.
  ORBS OF DRAGONKIND
  These fabled Orbs were created eons ago in order to master 
  dragons in the great Dragon Wars.
  Each contains the essence and personality of an ancient 
  dragon of a different variety (one for each of the major ten 
  different chromatic and metallic dragons).
  The bearer of an Orb can dominate dragons of its particular 
  variety within 500 feet (as dominate monster), the dragon 
  being forced to make a Will save (DC 25) to resist.
  (Spell resistance has no power against this effect).
  Each Orb of Dragonkind bestows upon the wielder the AC 
  and saving throw bonuses of the dragon within (see the 
  Monster Manual for details on each dragon variety).
  These values replace whatever values the character would 
  otherwise have, regardless whether they are better or 
  worse.
  These values cannot be modified by any means short of 
  ridding the character of the Orb.
  Further, a character possessing an Orb of Dragonkind 
  immune to the breath weapon—but only the breath 
  weapon—of the dragon variety keyed to the Orb.
  Thus, the possessor of the Red Dragon Orb of Dragonkind is 
  immune to red dragon breath, but not fire of any other sort.
  Finally, a character possessing an Orb can herself use the 
  breath weapon of the dragon in the Orb three times per day 
  (see the Monster Manual).
  All Orbs of Dragonkind can be used to communicate verbally 
  and visually with the possessors of the other Orbs.
  The owner of an Orb knows whether there are dragons 
  within ten miles at all times.
  For dragons of the Orb’s particular variety, the range is one 
  hundred miles.
  If within one mile of a dragon of the Orb’s variety, the 
  wielder can determine the exact location and age of the 
  creature.
  The bearer of one of these Orbs earns the enmity forever of 
  all dragonkind for profiting by the enslavement of one of 
  their kin, even if she later loses the item.
  Each Orb also has an individual power that can be invoked 
  once per round at 10th caster level.
  • Black Dragon Orb: Fly.
  • Blue Dragon Orb: Haste.
  • Brass Dragon Orb: Teleport.
  • Bronze Dragon Orb: Scrying.
  • Copper Dragon Orb: Suggestion.
  • Gold Dragon Orb: Special.
  The owner of the gold Orb can call upon any power 
  possessed by one of the other orbs—including the dominate 
  and breath weapon abilities but not AC, saves or breath 
  
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  weapon immunity—but can only use an individual power 
  once per day.
  Further, she can dominate any other possessor of an Orb
  within one mile (DC 16).
  • Green Dragon Orb: Spectral force.
  • Red Dragon Orb: Wall of fire.
  • Silver Dragon Orb: Cure critical wounds.
  • White Dragon Orb: Protection from elements (cold only).
  SHADOWSTAFF
  The wizard Malhavoc crafted this artifact centuries ago, 
  weaving together the wispy strands of shadow itself into a 
  twisted black staff.
  The Shadowstaff makes the wielder slightly shadowy and 
  incorporeal, granting him a +4 bonus to AC and Reflex 
  saves (stackable with any other bonuses).
  However, in bright light (such as that of the sun, but not a 
  torch) or in absolute darkness, the wielder suffers a –2 
  penalty to all attack rolls, saves, and checks.
  The Shadowstaff also has these powers:
  Summon Shadows: Three times per day the staff may 
  summon 2d4 shadows.
  Immune to turning, they serve the wielder as if called by a 
  summon monster V spell cast at 20th level.
  Summon Nightshade: Once per month, the staff can 
  summon a nightcrawler nightshade that serves the wielder 
  as if called by a summon monster IX spell cast at 20th level.
  Shadow Form: Three times per day the wielder can become a 
  living shadow, with all the movement powers granted by 
  the gaseous form spell.
  Shadow Bolt: Three times per day the staff can project a ray 
  attack that deals 10d6 points of cold damage to a single 
  target.
  The shadow bolt has a range of 100 feet.
  SHIELD OF PRATOR
  A hero of old, the paladin Prator bore this relic in many a 
  valiant battle.
  The Shield of Prator is said to have disappeared when Prator 
  fell in the Battle of the Three Hells, although it has 
  reportedly surfaced briefly from time to time since then.
  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 Wisdom score of 20.
  The spells gained are cumulative with any existing spells 
  per day that the character might have, even if she’s already a 
  paladin.
  The Shield of Prator also grants spell resistance 15 to its 
  wielder.
  Furthermore, it absorbs the first 10 points of damage each 
  round from fire, cold, acid, electricity, and sonic attacks.
  (Each element has its own limit of 10 points of damage per 
  round).
  In return for all this, once per year the shield’s owner must 
  undertake a quest (no saving throw to avoid this) at the 
  behest of a lawful good deity.
  A character who is evil or chaotic (LE, NE, CE, CN, CG) 
  gains four negative levels if she attempts to use this artifact.
  Although these levels never results in actual level loss, they 
  remain 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.
  SWORD OF KAS
  The vampire Kas was the dreaded lieutenant of Vecna.
  He used this mighty blade, created by his master, to betray 
  and attack the archlich, cutting off his hand and eye in a 
  terrible battle before Vecna destroyed him.
  Only his sword survived, and it is said to forever seek 
  vengeance against Vecna.
  The Sword of Kas is a +6 unholy keen vorpal longsword.
  It grants the wielder a +10 enhancement bonus to Strength.
  The sword is intelligent (Int 15, Wis 13, Cha 16, Ego 34) 
  and chaotic evil.
  It can be used to cast the following spells, once per day 
  each: call lightning (10d6 points of damage, DC 14), 
  blasphemy, and unhallow.
  Once per week it can be used to slay living.
  DUNGEON MASTER’S 
  GUIDE 1 3.5 (3.5)
  HAND AND EYE OF VECNA
  The archlich Vecna may have been the most powerful 
  wizard ever to have lived.
  He may also have been the most evil.
  Apparently risen now to deityhood, he left behind relics 
  embodying remnants of his power—the mummified 
  remains of his hand and his eye.
  Powers of the Eye: In order to function, the Eye of Vecna must 
  be placed in the empty socket of a character’s skull.
  The bearer of the Eye loses 2 points of Charisma, and these 
  points may never be restored.
  The Eye may not thereafter be removed without resulting in 
  the death of its host.
  It grants the host continuous darkvision and true seeing.
  Three times per day each, the host can use the spells eyebite 
  and domination.
  Once per day, the bearer of the Eye can call forth destruction 
  and unhallow.
  A nonevil character must make a DC 17 Will save each 
  week to avoid becoming evil.
  All powers are at caster level 20th, and all DCs to resist their 
  effects are 20.
  Powers of the Hand: In order to function, the Hand of Vecna 
  must be placed on the end of a left arm whose original hand 
  has been severed.
  The bearer of the Hand loses 2 points of Dexterity that may 
  never be regained.
  Removal of the hand thereafter always results in the death 
  of the host.
  The touch of the Hand, once so placed, deals 1d10 points of 
  cold damage to a target.
  Three times per day, its touch can permanently drain 1 
  ability score point (host’s choice of ability) from a victim.
  The host gains the points drained for the rest of that day.
  (They last until the next sunrise).
  Once per day, the bearer of the Hand can call upon 
  blasphemy and unholy aura.
  
  236
  A nonevil character must make a DC 17 Will save each 
  week to avoid becoming evil.
  All powers are at caster level 20th, and all DCs to resist their 
  effects are 20.
  Powers with Both Artifacts: If a single character bears both the 
  Hand of Vecna and the Eye of Vecna, the DC to resist all 
  powers of both items increases to 25.
  The host gains +2 to Strength and +2 to Intelligence but 
  takes a –2 penalty to Wisdom.
  She can call upon summon monster IX once per day (to 
  summon evil outsiders only).
  A nonevil character who possesses both items must make a 
  DC 23 Will save each week to avoid becoming evil.
  MACE OF CUTHBERT
  St. Cuthbert, tales say, once walked the earth as a man.
  When he did, he used a potent weapon to strike against the 
  infidels and evil beings he encountered everywhere he 
  went.
  Today, this relic appears to be a simple, well-used cudgel, 
  but its simple appearance hides great power.
  The Mace of Cuthbert has a +5 enhancement bonus and 
  functions as a heavy mace with the holy, lawful, and 
  disruption special abilities.
  The wielder can project searing light from the mace at will, 
  at caster level 20th.
  MOANING DIAMOND
  Said to have been ripped from the ground in a ritual that 
  tortured the earth itself, the Moaning Diamond appears to be 
  an uncut diamond the size of a human fist.
  At all times, it gives forth a baleful moaning sound, as if in 
  pain.
  Despite the noise, the Moaning Diamond is not evil 
  (although it was birthed in torture).
  The wielder of the stone can, three times per day, call upon 
  it to reshape earth and stone as if by the spell stone shape,
  affecting 5,000 cubic feet of material.
  The Moaning Diamond can 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; if it is 
  slain, a new creature cannot be summoned for 24 hours.
  Tales from the past tell of the Moaning Diamond creating 
  stone structures, opening underground chambers where 
  there had been none before, and collapsing entire castles.
  ORBS OF DRAGONKIND
  These fabled Orbs were created eons ago in order to master 
  dragons in the great Dragon Wars.
  Each contains the essence and personality of an ancient 
  dragon of a different variety (one for each of the major ten 
  different chromatic and metallic dragons).
  The bearer of an Orb can dominate dragons of its particular 
  variety within 500 feet (as dominate monster), the dragon 
  being forced to make a DC 25 Will save to resist.
  (Spell resistance is not useful against this effect).
  Each Orb of Dragonkind bestows upon the wielder the AC 
  and saving throw bonuses of the dragon within (see the 
  Monster Manual for details on each dragon variety).
  These values replace whatever values the character would 
  otherwise have, whether they are better or worse.
  These values cannot be modified by any means short of 
  ridding the character of the Orb.
  A character possessing an Orb of Dragonkind is immune to 
  the breath weapon—but only the breath weapon—of the 
  dragon variety keyed to the Orb.
  Thus, the possessor of the Red Dragon Orb of Dragonkind is 
  immune to red dragon breath, but not fire of any other sort.
  Finally, a character possessing an Orb can herself use the 
  breath weapon of the dragon in the Orb three times per day 
  (see the Monster Manual).
  All Orbs of Dragonkind can be used to communicate verbally 
  and visually with the possessors of the other Orbs.
  The owner of an Orb knows whether there are dragons 
  within 10 miles at all times.
  For dragons of the Orb’s particular variety, the range is 100 
  miles.
  If within 1 mile of a dragon of the Orb’s variety, the wielder 
  can determine the exact location and age of the creature.
  The bearer of one of these Orbs earns the enmity forever of 
  all dragonkind for profiting by the enslavement of one of 
  their kin, even if she later loses the item.
  Each Orb also has an individual power that can be invoked 
  once per round at 10th caster level.
  • Black Dragon Orb: Fly (Will DC 17 negates).
  • Blue Dragon Orb: Haste (Fortitude DC 17 negates).
  • Brass Dragon Orb: Teleport (Will DC 19 negates).
  • Bronze Dragon Orb: Scrying (Will DC 18 negates).
  • Copper Dragon Orb: Suggestion (Will DC 17 negates).
  • Gold Dragon Orb: The owner of the gold Orb can call upon 
  any power possessed by one of the other Orbs—including 
  the dominate and breath weapon abilities but not AC, save 
  bonuses, or breath weapon immunity—but can only use an 
  individual power once per day.
  She can use dominate on any other possessor of an Orb 
  within 1 mile (Will DC 23 negates).
  • Green Dragon Orb: Spectral hand.
  • Red Dragon Orb: Wall of fire.
  • Silver Dragon Orb: Cure critical wounds (Will DC 18 half).
  • White Dragon Orb: Protection from energy (cold) (Fortitude 
  DC 17 negates).
  SHADOWSTAFF
  This artifact was crafted centuries ago, weaving together 
  the wispy strands of shadow itself into a twisted black staff.
  The Shadowstaff makes the wielder slightly shadowy and 
  incorporeal, granting him a +4 bonus to AC and Reflex 
  saves (which stacks with any other bonuses).
  However, in bright light (such as that of the sun, but not a 
  torch) or in absolute darkness, the wielder takes a –2 
  penalty on all attack rolls, saves, and checks.
  The Shadowstaff also has these powers.
  • Summon Shadows: Three times per day the staff may 
  summon 2d4 shadows (see page 221 of the Monster Manual).
  Immune to turning, they serve the wielder as if called by a 
  summon monster V spell cast at 20th level.
  • Summon Nightshade: Once per month, the staff can 
  summon a nightcrawler nightshade (see page 195 of the 
  Monster Manual) that serves the wielder as if called by a 
  summon monster IX spell cast at 20th level.
  
  237
  • Shadow Form: Three times per day the wielder can become 
  a living shadow, with all the movement powers granted by 
  the gaseous form spell.
  • Shadow Bolt: Three times per day the staff can project a ray 
  attack that deals 10d6 points of cold damage to a single 
  target.
  The shadow bolt has a range of 100 feet.
  SHIELD OF PRATOR
  A hero of old, the paladin Prator bore this relic in many a 
  valiant battle.
  The Shield of Prator disappeared when Prator fell in the 
  Battle of the Three Hells, although it has reportedly 
  surfaced briefly from time to time since then.
  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 Wisdom score of 20.
  The spells gained are cumulative with any existing spells 
  per day that the character might have, even if she’s already a 
  paladin.
  The Shield of Prator also grants spell resistance 15 to its 
  wielder.
  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 (no saving throw to avoid) at the behest 
  of a lawful good deity.
  A character who is evil or chaotic (LE, NE, CE, CN, CG) 
  gains four negative levels if she attempts to use this artifact.
  Although these negative levels never results in actual level 
  loss, they remain 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.
  SWORD OF KAS
  The vampire Kas was the dreaded lieutenant of Vecna.
  He used this mighty blade, created by his master, to betray 
  and attack the archlich, cutting off his hand and eye in a 
  terrible battle before Vecna destroyed him.
  Only his sword survived, and it is said to forever seek 
  vengeance against Vecna.
  The Sword of Kas is a +6 unholy keen vorpal longsword.
  It grants the wielder a +10 enhancement bonus to Strength.
  The sword is intelligent (Int 15, Wis 13, Cha 16, Ego 34) 
  and chaotic evil.
  It can be used to cast the following spells, once per day 
  each: call lightning (10d6 points of damage, Reflex DC 14 
  half), blasphemy, and unhallow.
  Once per week it can be used to slay living.
  ELDER EVILS (3.5)
  ABYSSAL SHARD
  A fragment of elemental chaos, the Abyssal Shard is a key 
  element in Axihuatl’s ritual to awaken the Leviathan.
  As chaos calls to chaos, the presence of this chunk of living 
  disorder draws the great beast from its slumber just far 
  enough for Axihuatl to influence its actions.
  Once the Leviathan’s task is complete, Axihuatl intends to 
  have Marcus Hape or another minion cast the shard into 
  the Leviathan’s heart, where it will be absorbed, sending 
  the creature back to its slumbers.
  The Abyssal Shard can be used like an ioun stone.
  Placed in the air, it orbits around the user’s head, providing 
  a +5 bonus on saving throws against spells cast by lawful 
  opponents and +5 to the save DC of spells cast against 
  lawful opponents.
  ZORETHA SCROLLS
  Scribed on an unidentifiable material that has somehow
  endured the millennia intact, the now-crumbling Zoretha
  Scrolls are not inherently magical, nor do they radiate 
  magic under the effect of a detect magic spell.
  The words contained within the scrolls have a magical 
  effect that occurs when they are read.
  The scrolls are written in an archaic dialect of Dwarven that 
  can be read only by a speaker of Dwarven who makes a 
  successful DC 35 Knowledge (history) check.
  Even then, the insane ramblings cannot be correctly 
  deciphered without a DC 40 Knowledge (arcana) check.
  The scrolls don’t need to be understood to take effect; 
  simply reading them is enough.
  Every hour spent reading the Zoretha Scrolls increases the
  chance of forming a mystical link between the scrolls and 
  the nightmare beings that inspired them.
  The chances per hour are cumulative.
  If a link is formed, it remains open until the reader stops 
  reading.
  While the link is open, anyone reading or touching the
  scrolls is affected by the Hulks’ dark visiting malefic 
  property, but the sign can affect any character, and the 
  nightmares plague a reader while awake.
  This has no effect on spellcasting but causes Wisdom 
  damage to be cumulative each hour until the reader stops 
  reading the scrolls.
  Only one or two copies (in addition to the original scrolls)
  should exist in a given game world, since making a copy 
  requires a scribe to voluntarily and permanently give up 
  her sanity.
  Copies are usually in book form.
  No written translation has ever been completed.
  Readers who maintain their sanity can learn from the 
  Zoretha Scrolls.
  With a successful DC 40 Knowledge (arcana) check, the
  first 5 hours of reading reveals all the information 
  contained in the Background and Goals sections above.
  Each additional 5 hours (and another check) allows a reader 
  to learn one of the following facts:
  
  238
  EPIC LEVEL HANDBOOK 
  (3.0)
  AMULET OF THE DEMONWEB PITS
  This token of Lolth’s good will allows its user to cast crown 
  of vermin twice per day as a 30th-level caster.
  The vermin are made up of spiders of every variety.
  In shape, the amulet appears as a spider of deepest ebony 
  with tiny fiery red eyespots that provide reddish 
  illumination within 30 feet, if the wearer desires.
  AXE OF THE DWARVISH LORDS
  According to dwarven legend, this axe is the last survivor of 
  the Five Great Tools forged by the First King of the 
  Dwarves.
  Over the generations, the Axe of the Dwarfish Lords has 
  appeared and disappeared dozens of times, its reappearance 
  always auguring great change and upheaval among the 
  dwarves.
  This +6 keen throwing goblinoid bane dwarven waraxe is 
  crafted so that the back end of the axe head resembles an 
  erupting volcano, with the flames forming the head’s jigged 
  prongs.
  Any dwarf who holds it doubles the range of his darkvision.
  Any nondwarf who grasps the Axe takes 2 points of 
  temporary Charisma damage; these points cannot be healed 
  or restored in any way while the Axe is held.
  The current owner of the Axe gains a +10 bonus on Craft 
  (armorsmithing, blacksmithing, gemcutting, 
  stonemasonry, and weaponsmithing) checks.
  The wielder of the Axe can summon an elder earth 
  elemental (as summon monster IX; duration 20 rounds) once 
  per week.
  CODEX OF THE INFINITE PLANES
  The origin of this mighty tome supposedly predates the 
  development of written language among humans.
  Also known as Yagrax’s Tome, the Codex of the Infinite Planes 
  has survived cataclysm, wars, and the fires of the City of 
  Brass, though its current whereabouts are (perhaps 
  fortunately) unknown.
  The Codex itself is enormous—supposedly, it requires two 
  strong men to lift it.
  The covers are fashioned from pure obsidian and its pages 
  crafted of flexible lead.
  Its eldritch pages feature strange, alien writing illuminated 
  with drawings both fantastic and grotesque.
  No matter how many pages are turned, another always 
  remains.
  Anyone opening the Codex for the first time is utterly 
  annihilated, as with a destruction spell (Fortitude DC 30 for 
  only 10d6 damage).
  Those who survive can peruse its pages and learn its 
  powers, though not without risk.
  Each day spent studying the Codex allows the reader to 
  make a Spellcraft check (DC 50) to learn one of its powers 
  (choose the power learned randomly; add a +1 
  circumstance bonus on the check per additional day spent 
  reading until a power is learned).
  However, each day of study also forces the reader to make a 
  Will save (DC 30 +1 per day of study) to avoid being driven 
  insane (as the inanity spell).
  The powers of the Codex of the Infinite Planes are as follows: 
  Astral projection, banishment, elemental swarm, gate, greater 
  planar ally, greater planar binding, plane shift, and soul bind.
  Each is usable at will the owner of the Codex (assuming that 
  he has learned how to access the power).
  The Codex of the Infinite Planes has a caster level of 30th for 
  the purposes of all powers and catastrophes, and all saving 
  throw DCs are 20 + spell level.
  Activating any power requires both a Concentration check 
  and a Spellcraft check (DC 40 + twice the spell level of the 
  power; you can’t take 10 on this check).
  Any failure on either check indicates a catastrophe befalls 
  the user (roll on the table below for the effect).
  You can only incur one catastrophe per power use, even if 
  you fail both checks.
  CUP AND TALISMAN OF AL’AKBAR
  These holy relics were carried by the demigod Al’Akbar 
  during his mortal days.
  To this day, the followers of that deity search the lands to 
  recover these relics, hoping that their recovery will unite 
  and empower the faithful.
  The Cup of Al’Akbar is a large gem-set golden chalice 
  requiring two hands to lift.
  It emits light (as the daylight spell) at all times and 
  automatically dispels any darkness-based spells whose area 
  it enters.
  
  239
  If the cup is filled with holy water (requiring a full gallon), 
  that substance will act as a potion of cure critical wounds or a 
  potion of neutralize poison (owner’s choice) if drunk.
  This liquid can’t be saved or stored in any way.
  The Talisman of Al’Akbar is a small eight-pointed platinum 
  star hanging from a chain of gold and pearls.
  The wearer gains a +6 enhancement bonus to Charisma and 
  may cast remove blindness/deafness, remove curse, and remove 
  disease at will.
  Furthermore, if the Talisman is placed within the Cup and 
  the Cup filled with holy water, that liquid acts as a special 
  elixir of resurrection (as the spell).
  This effect will function only once per month.
  Any evil or chaotic creature that touches the Cup or 
  Talisman is struck with a holy word (if evil) or dictum (if 
  chaotic) spell (or both if the creature is chaotic evil).
  EYE OF GRUUMSH
  This lump of rock has a marquis-cut black sapphire set in its 
  center, making it appear similar to a large eye.
  Ore legends claim that the rock is actually the petrified eye 
  of Gruumsh himself, put out ages ago by the elf deity 
  Corellon Larethian.
  Elven sages scoff at this story, insisting that Corellon 
  destroyed Gruumsh’s eye completely.
  Nevertheless, the Eye of Gruumsh has great power, 
  particularly in the hands of one of ore blood.
  If possessed by an ore, it grants a +6 enhancement bonus to 
  Strength and Charisma, and the ore’s darkvision range is 
  doubled.
  Nonorcs who possess the Eye gain a +2 enhancement bonus 
  to Strength but take a –2 penalty to Intelligence and 
  Charisma.
  Regardless of the owner’s race, any weapon wielded by the 
  owner of the Eye is considered an elf bane weapon.
  Furthermore, by holding the Eye before you, you can 
  perceive things as if you had true seeing cast upon you.
  This can be activated only once per day but lasts as long as 
  you concentrate on it (requiring a standard action each 
  round).
  GOLEM ARMOR
  This enormous suit of black iron +10 full plate armor 
  increases the wearer’s size by one category (to a maximum 
  of Colossal).
  The wearer gains a +10 enhancement bonus to Strength 
  and is rendered immune to mind-affecting effects, poison, 
  disease, and similar effects.
  He is not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage.
  Unlike the iron golem after which the armor is modeled, 
  Golem Armor is immune to rust attacks.
  The wearer of Golem Armor gains damage reduction 50/+3.
  He also cannot regain hit points by any means (mundane or 
  magical) while the armor is worn.
  It requires 1 hour to don or extract oneself from Golem 
  Armor.
  INVULNERABLE COAT OF ARND
  When humanity was young, a nation in the distant west 
  found itself under the foot of a tyrannical wizard-king, one 
  of the first to master the arcane arts.
  Seeing the nation’s plight, a humble cleric named Arnd 
  prayed to his gods for mercy and was provided a vest of 
  shimmering chain that would stand against the mightiest 
  foe.
  Though Arnd has long since passed away, the Coat remains.
  Rumors persist that it continually seeks out new owners to 
  wear it into battle.
  The Invulnerable Coat of Arnd is a +5 chain shirt of heavy 
  fortification.
  It grants its wearer damage reduction 10/+5 and resistance 
  20 against acid, cold, electricity, fire, and sonic energy.
  If the wearer can turn undead, treat the wearer as having +4 
  class levels for purposes of caster level, turning undead, 
  smiting evil, and laying on hands.
  For instance, a 21st-level cleric would have an effective 
  caster level of 25th, while a 21st-level paladin could lay on 
  hands for 25 × her Charisma modifier in points of damage 
  healed.
  IRON GAUNTLET OF HEXTOR
  This right-handed gauntlet of black iron was worn by 
  Hextor in his first battle against his half-brother 
  Heironeous and was imbued with a fraction of his power 
  and intellect.
  Since that day, the Gauntlet has been passed down to 
  various lieutenants and high priests of the faith of Hextor, 
  always seeking to find the right vessel to further its 
  destructive urges.
  The Gauntlet grants a +8 enhancement bonus to Strength.
  The wearer doubles the damage bonus on any smite attacks 
  he makes.
  If the wearer has the Leadership feat, the wearer’s 
  Leadership score increases by +4, but the wearer can never 
  attract or keep followers or cohorts who are good or 
  chaotic.
  Once per day, the wielder can use implosion as a 20th-level 
  caster (DC 23).
  The Iron Gauntlet of Hextor is intelligent (Int 13, Wis 18, Cha 
  24, Ego 26) and lawful evil.
  It can communicate telepathically with its wearer, though 
  it cannot speak.
  It will always seek to dominate any wearer who isn’t lawful 
  evil, forcing such an owner to commit lawful evil deeds (or 
  else find a more suitable wearer).
  LAST BOOK
  This mystic book is of great value to arcane spellcasters; 
  some would say no book is more useful.
  A large volume, its pages and its capacity are infinite.
  The Last Book contains every spell ever recorded by the 
  Order of the Book, an organization in the planar metropolis 
  of Union.
  The Order of the Book has been recording spells in the Last 
  Book for thousands of years; thus, the number of spells in it 
  is almost uncountable.
  
  240
  If an arcane spellcaster studies the work for one month, 
  upon completion the caster can use the book as his own 
  spellbook.
  Every arcane spell that appears in any source exists in this 
  tome, and can be prepared by a spellcaster who can use an 
  arcane spellbook.
  Despite the breadth of the work, a spellcaster attuned to the 
  book can locate any spell she seeks in only seconds, aided 
  by the potent magic of the artifact.
  Anyone incapable of casting arcane spells who reads even a 
  single word of the work must make a Will save (DC 20) or 
  suffer insanity (see the insanity spell).
  Caster Level: 19th; Weight: 3 lb.
  RING OF GAXX
  This strangely crafted platinum ring of unknown origin is 
  set with a gem of nine facets, each one inscribed with a 
  different incomprehensible rune.
  Each day at sunrise, the gem turns to display a different 
  facet (with no apparent pattern, though some wearers have 
  reported the ability to control the active facet to some 
  extent).
  The active facet determines the Ring’s power for that day.
  Each day, roll 1d10 to determine which facet (and thus 
  which power) is active.
  The wearer of the Ring of Gaxx can, with a great deal of 
  mental exertion, attempt to change the active facet away 
  from one he does not desire.
  This requires a full-round action and a Concentration check 
  (DC 50), and deals 2d6 points of subdual damage regardless 
  of success.
  If the save is successful, the new facet is determined 
  randomly.
  If the Ring of Gaxx is removed, the former wearer takes 2d6 
  points of subdual damage each minute until it is replaced or 
  until his subdual damage exceeds his current hit points 
  (though the subdual damage resumes again immediately 
  when the former wearer regains consciousness).
  RING OF THE CAT LORD
  This prized item grants the Cat Lord a total of nine true 
  resurrections, each of which occurs in the round following 
  his death.
  EXPANDED PSIONICS 
  HANDBOOK (3.5)
  ANNULUS
  This artifact is the ultimate psionic nullifier.
  Forged by long-dead illithids to keep enemies of vast 
  psionic power at bay (possibly other illithids), the Annulus 
  is an artifact that any psionic being should fear.
  It has been forgotten by mind flayers and nonillithids alike 
  in the modern age, and merely finding it would precipitate 
  a great upheaval across the planes.
  The Annulus is a 1-foot-diameter ring of silvery material.
  Tiny slots, antennae, spheres, and other intricate 
  projections decorate the exterior of the hoop; however, two 
  smoothed lengths of the ring provide an adequate surface 
  for grasping the item.
  The Annulus has several powers, all of which require a 
  wielder to tightly grasp the ring with at least one hand.
  When it is first grasped, knowledge of the artifact’s powers 
  immediately flood the wielder’s mind.
  The wielder can access all powers of the Annulus at 
  manifester level 20th.
  • The Annulus generates a continuous catapsi effect within a 
  100-foot-radius of the wielder (who is unaffected).
  • The wielder gains a +4 enhancement bonus on any 
  attempt to resist an effect that deals ability damage.
  • Once per day, the wielder can trigger ultrablast as a 
  standard action.
  • Three times per day, as a standard action, the wielder can 
  trigger an effect similar to psionic dimensional anchor that 
  affects all creatures in a 50-foot radius.
  The primary power of the Annulus, however, is psionic 
  nullification.
  Once per year, the wielder can trigger this effect as a special 
  action requiring 10 rounds of continuous concentration to 
  complete.
  The wielder specifies a target or targets within a 100-foot 
  radius, ranging from a specific psionic individual or item to 
  a group of psionic beings that share the same philosophy 
  (such as the creatures present at an illithid outpost).
  The nullification effect is accompanied by blasts of light, 
  heat, and sound from the Annulus.
  Nonpsionic creatures and items are unaffected, as are 
  nontargeted beings, but any psionic target—regardless of 
  any protection it may possess—disintegrates in a terrific 
  explosion.
  Nothing is left but floating dust.
  It is relatively easy to nullify a single target or a small group 
  of targets, but nullifying a more powerful being (such as a 
  demigod or greater entity) or another major artifact taxes 
  the Annulus to its limits.
  If it is used to nullify such a target, the artifact succeeds but 
  is destroyed in the process and cannot be retrieved by any 
  means.
  PSICROWN OF THE CRYSTAL MIND
  An elaborate crystalline psicrown etched with strange 
  designs, this exceptional psicrown is so invested with 
  power that it is considered an artifact.
  
  241
  The power points in the Psicrown of the Crystal Mind can be 
  used to manifest any of the following powers at manifester 
  level 20th (or at the wearer’s manifester level if it is higher 
  than 20th).
  • Burst
  • Catfall
  • Concealing amorpha, greater
  • Concussion blast
  • Daze, psionic
  • Detect psionics
  • Dominate, psionic
  • Far hand
  • Float
  • Mindlink
  • Inertial barrier
  • Telekinetic force
  • Telekinetic maneuver
  • Telekinetic thrust
  • Teleport, psionic
  • Thicken skin
  • True metabolism
  The wearer of the Psicrown of the Crystal Mind also gains 
  power resistance equal to 10 + his manifester level.
  The Psicrown of the Crystal Mind has 1,000 power points 
  when discovered.
  Anyone who dons the crown instantly knows the number 
  of power points it has at the current time.
  The crown recharges itself, gaining back 1 power point per 
  day if it currently has fewer than 1,000 points.
  As a special one-time use of the psicrown, the wearer can 
  channel all the remaining charges in the psicrown into an 
  uncontrolled burst of energy.
  The wearer triggers this use as a standard action.
  All within 20 feet of the wearer take hit points of damage 
  equal to half the power points left in the staff (Reflex DC 18 
  half).
  The wearer inhabits a tiny eye of calm at the center of the 
  destruction and is unharmed, but the psicrown is reduced 
  to a burned-out cinder.
  STAFF OF ANCIENT PENUMBRA
  This psionically endowed staff is an artifact from ancient 
  days, supposedly forged on legendary Penumbra, the 
  mythical seat of the long-forgotten illithid empire.
  The stories of its passage through the epochs since its 
  creation to the present day would fill volumes.
  The Staff of Ancient Penumbra is intelligent (AL LE; Int 16, 
  Wis 14, Cha 18, Ego 18) but remains quiescent until used.
  The staff measures 5 feet in length and 2 inches in 
  diameter, and is crafted of a nigh-indestructible material 
  called substare.
  This substance might very well be harder than adamantine, 
  but the secret of its formulation has been lost.
  Its head is carved to form a stylized illithid’s head, with a 
  high, swept-back brow and cavernous sockets where eyes 
  might otherwise be (if gemstone eyes once resided here, 
  they are long lost).
  The tentacles of the illithid-head meld perfectly with the 
  shaft, itself intricately carved with a multitude of squirming 
  tadpoles, which provide the perfect rough surface for easily 
  grasping the staff.
  Scrutiny of the tadpoles reveals the four-lobed tails of 
  illithid young.
  The staff is selective about whom it allows to use it.
  A hopeful petitioner who touches it must make a DC 18 
  Diplomacy check.
  On a failure, the staff reacts poorly to the proffered mental 
  contact, lashing out with a defensive energy bolt that deals 
  5d6 points of fire damage to that character per round.
  This effect also automatically sets the character on fire; the 
  victim can attempt DC 20 Fortitude saves each round after 
  the first to extinguish the flames (powers such as control 
  flames grant a +4 bonus on the saving throw).
  The fire continues to burn during every round the save is 
  failed but goes out permanently on a successful save.
  Anyone killed by the fire burns completely, leaving only 
  ashes.
  A prospective new owner who survives a burning can make 
  another Diplomacy check, but the check DC increases by 2 
  with each successive attempt.
  If the Staff of Ancient Penumbra takes a shine to a prospective 
  owner, it telepathically reveals its powers.
  However, the new owner may not enjoy this discovery: The 
  artifact’s special purpose is the promulgation of illithid 
  rulership.
  An owner who refuses to acknowledge illithid superiority 
  and who does not demonstrate reasonable progress toward 
  that goal must succeed on a DC 18 Will saving throw to 
  remain in control when a personality conflict occurs, at the 
  DM’s judgment.
  On a failure, the staff is dominant (see page 288 of the 
  Dungeon Master’s Guide for guidance; intelligent psionic 
  items follow the same rules as magic ones).
  If the staff gains mastery, it begins to throw energy bolts (5d6 
  points of fire damage) at the wielder or at the wielder’s 
  compatriots within 15 feet.
  Only assuring the staff that it is being brought to the 
  nearest mind flayer will console it.
  In combat, the artifact is a +5 quarterstaff.
  If it scores a critical hit, the staff lashes forth with its energy 
  bolt that deals 5d6 points of fire damage.
  The wielder can also direct the blast against a target within 
  15 feet as a standard action.
  Anyone hit by the blast automatically catches fire as 
  described above.
  However, using the staff against an illithid (if the wielder is 
  not also an illithid) is a sure way to precipitate a personality 
  conflict.
  Three times per day, the wielder of the staff can make an 
  additional saving throw against a spell or power, if the first 
  one fails.
  This is an immediate action that the wielder can use even if 
  it is not his turn.
  Up to five times per day, the Staff of Ancient Penumbra 
  manifests body adjustment on the wielder without the 
  wielder needing to take any action.
  Strangely enough, the staff can also heal an undead wielder 
  in a similar way, using a liberal dose of negative energy.
  The wielder of the staff can always see up to 30 feet through 
  darkness, fog, smoke, or other visibility-reducing 
  conditions.
  As a standard action, the wielder can use the staff to see up 
  to 6 inches through solid objects, such as metal (including 
  lead), stone, wood, and even flesh, for a duration of 3 
  rounds.
  
  242
  The wielder of the staff can manifest true seeing once per 
  day, if the artifact believes that doing so will fulfill its 
  purpose.
  All the powers of the Staff of Ancient Penumbra function at 
  manifester level 25th.
  To destroy the Staff of Ancient Penumbra, it must be thrown 
  into the star at Penumbra’s hub.
  FAITHS AND PANTHEONS 
  (3.0)
  BOREM’S QUAGHEART
  Borem’s Quagheart is a wet, fleshy mass of brown skin and 
  muscle that oozes with fetid mud and slime at the slightest 
  touch.
  It beats slowly once every 30 seconds.
  The final remnant of the slain deity Borem of the Lake of 
  Boiling Mud, the Quagheart grants a multitude of powers to 
  its wielder, as long as it remains pierced by the Jathiman 
  Dagger or some other bladed weapon of at least minor 
  artifact status.
  The possessor of Borem’s Quagheart gains a +2 divine bonus 
  to Armor Class and saving throws, and can breathe freely as 
  if wearing a necklace of adaptation.
  He or she can walk on the surface of mud as a wearer of a 
  ring of water walking strides upon water.
  Should the dagger be removed from the Heart, the resulting 
  hole begins-to spew warm, stagnant muddy water as the 
  geyser function of a decanter of endless water.
  The only way to plug the-hole is to replace the weapon, 
  which requires an alarmingly difficult Strength check (DC 
  30).
  Should the Heart be allowed to flow freely for thirty days, it 
  effectively reforms the Lake of Burning Mud.
  Legends state that Borem himself will return to Toril if 
  such should be allowed to occur, a mysterious development 
  to which few scholars look forward with any degree of 
  enthusiasm.
  FIENDISH CODEX 1 (3.5)
  BLACK SCROLLS OF AHM
  The Black Cult of Ahm has gained access to several artifacts 
  tied to demons.
  These artifacts are hidden away in well-guarded chapter 
  houses or entrusted to the care of the organization’s most 
  honored members, and for good reason.
  These sources of demonic lore contain more than just 
  information about fiends and the Abyss.
  Over the centuries since Ahm’s disappearance, his scrolls 
  and some of those written by his disciples have grown in 
  power, becoming major or minor artifacts in their own 
  right.
  Each contains lore pertaining to the Abyss, demons, and 
  other related subjects, and many convey mysterious powers 
  to their wielders as well.
  The Black Scrolls of Ahm consist of hundreds of individual 
  writings.
  Those noted as minor artifacts are not unique—several 
  copies of these pages, tomes, or scrolls appear on almost 
  every plane, though even those with the same names might 
  cover slightly different topics of demonic lore.
  Black Scrolls of Ahm designated as major artifacts are 
  unique—no more than one of each exists.
  Each minor artifact conveys one or more skill bonuses to its 
  possessor and allows him to use a specific lesser power.
  The major artifacts also convey skill bonuses, but they make 
  multiple powers available to their owners.
  The Black Scrolls come in several varieties, as given below.
  Some appear as singular scrolls, while others are bound 
  together in books.
  The term “scroll” in this case could apply to a collection of 
  scrolls.
  Regardless of its appearance, every Black Scroll of Ahm has 
  certain characteristics, many of which provide benefits to 
  its possessor, as enumerated here.
  1. The possessor gains a circumstance bonus on Knowledge 
  (the planes) checks.
  Each scroll conveys its own bonus, but they do not stack in 
  the normal fashion.
  A character who possesses more than one kind of scroll 
  gains the highest bonus, plus 1 point for each additional 
  scroll successfully studied.
  A character who possesses multiple copies of any of the 
  minor artifact scrolls gains this bonus only once per type.
  For example, a character who possesses two copies of the 
  transcriptions of Ergon and one copy of the bleak writings 
  gains a +3 bonus for one copy of the transcriptions and an 
  additional +1 bonus for the black writings.
  The second copy of the transcriptions imparts no additional 
  bonus.
  2. Each use of a scroll’s lesser power has a cumulative 1% 
  chance of summoning a fiend associated with the scroll.
  The summoning has the same caster level as the scroll.
  The fiend attacks the user in an attempt to destroy him and 
  take the scroll.
  This cumulative chance cannot be reset unless the scroll 
  actually disappears from the presence of the fiend (see 
  below).
  3. Each use of a scroll’s greater power has a cumulative 5% 
  chance of summoning a fiend associated with the scroll.
  This chance stacks with the chance imparted by the use of a 
  lesser power, and the fiend acts in the same way.
  Each scroll has only one cumulative chance to summon an
  associated fiend—the sum of the chances invoked by use of 
  its lesser and greater powers.
  Thus, a character who uses a lesser power of the Abyssal 
  Mundus three times and then uses a greater power once has 
  an 8% chance of accidentally summoning a fiend.
  If that character uses another lesser power, the chance 
  becomes 9%.
  If the different powers summon different kinds of fiends, 
  the fiend that appears is the one associated with the power 
  that actually triggered the summoning.
  4. The magic imbued in each scroll drives it to hide itself 
  from demonkind.
  When within 30 feet of any creature native to the Abyss, 
  each Black Scroll has a 10% cumulative chance per round of 
  moving away from its current location by means of teleport
  or plane shift.
  The DM decides which spell effect the scroll uses and 
  where it goes.
  
  243
  Spells and effects similar to dimensional anchor can be used 
  to stop a scroll from disappearing.
  (The scroll has a touch AC of 10 for the purpose of the 
  dimensional anchor’s ranged touch attack).
  When such a barrier effect ends or is dispelled, the scroll 
  immediately disappears unless the creature that triggered
  the disappearance is no longer present.
  Once the threat is removed (because the creature is dead, 
  departed, or out of range), the chance of the scroll 
  departing resets to 0%.
  5. Once a scroll has used its ability to escape a demon 
  (whether it was successful or not), the chance of it 
  summoning a fiend again resets to 0% and remains there 
  until the next time one of its powers is activated.
  At that point, the cumulative chance begins increasing all 
  over again.
  6. Should a creature of the Abyss gain possession of a Black 
  Scroll of Ahm, the scroll loses its ability to transport itself, as 
  well as all its other powers.
  A demon that obtains any Black Scroll of Ahm immediately 
  attempts to return to the Abyss with the item in its 
  possession.
  7. As brittle and ancient as the Black Scrolls of Ahm appear, 
  each is an artifact and thus nearly indestructible.
  The one method of destruction known to work without fail 
  is immersion in the black pools of the Abyss.
  Immersion in this soup of chaos and evil for 1 hour utterly 
  destroys any Black Scroll of Ahm.
  Any demon that recovers a Black Scroll and returns to the 
  Abyss with it is likely to turn the item over to its immediate 
  overlord (often a marilith or balor, or possibly a demon 
  prince if the scroll bearer is high enough in rank).
  That creature then invariably attempts to destroy the 
  artifact at its earliest opportunity.
  Still, this interval might provide enough time for a rescue 
  party to reach the Abyss.
  ABYSSAL MUNDUS
  Tulket nor Ahm explored the Abyss as no mortal has before 
  or since, and the guide that he created to its ever-changing 
  layers is called the Abyssal Mundus.
  This maddening tome contains geographic information on 
  many layers of the Abyss.
  Il outlines the dangers of these locations and even specifies 
  a few spots that are relatively safe for the most part—but 
  not all the time.
  Even though it was built as a guide to the Abyss, the Abyssal 
  Mundus still tries to plane shift away from it upon entry, like 
  all the other Black Scrolls of Ahm.
  Description: The outside of this large and cumbersome 
  book looks similar to a seafarer’s rudder.
  Made up entirely of large, loose scrolls and cartographer’s 
  sheets, the Abyssal Mundus is unwieldy and almost 
  impossible to hold open except on a flat surface.
  When opened, it measures nearly 6 feet long and 4 feet 
  wide and exudes a putrid odor that persists for hours after 
  the book is closed or moved.
  Activation (Skill Bonus): Reading the Abyssal Mundus is at 
  best a difficult task, and at worst a mind-threatening one.
  After studying it at least 8 hours per day for a week, a 
  character must succeed on a DC 26 Will save.
  If he fails, he becomes extremely paranoid and takes a –2 
  penalty on attack rolls, saving throws, skill checks, and 
  ability checks for the next week.
  During that time, he does not willingly approach the 
  Abyssal Mundus, and in fact flees from it as if frightened 
  (DMG 300) if brought within 10 feet of it.
  With a successful saving throw, the character gains 
  enormous understanding of the Abyss—specifically, a +10 
  circumstance bonus on Knowledge (the planes) checks 
  regarding the Abyss or demons and a +10 circumstance 
  bonus on Survival checks while on the Abyss.
  These bonuses last for one year after the character reads the 
  Abyssal Mundus.
  He might attempt to renew his understanding of the tome 
  (and the bonuses) at any time, but if he fails the saving 
  throw, he loses all prior bonuses and must start again after 
  enduring the requisite week of paranoia and fear.
  Activation (Lesser Power): By laying open the book, 
  selecting a particular layer of the Abyss, and specifying a 
  time period (a minute, an hour, a day, or any other desired 
  interval), the possessor can use plane shift as the spell (but 
  only on willing creatures).
  Beneficiaries of the spell immediately travel to the Abyssal 
  layer specified and remain there for the declared interval.
  Once this duration has expired, the affected creatures 
  instantly return to their point of origin unless they are slain 
  or detained by magic.
  A blocking spell such as dimensional anchor delays the 
  return effect until the duration expires, at which time the 
  target immediately returns.
  A character who dies on the Abyss, however, is not 
  returned to his starting point at all unless another affected 
  character is carrying or touching his body at the designated 
  return time.
  Activation (Lesser Power): Once per day, the possessor of 
  the Abyssal Mundus can use greater teleport (CL 27th).
  Activation (Greater Power): Once per week, the possessor 
  of the Abyssal Mundus can use it to call a demon using a gate 
  spell.
  The artifact’s caster level is used to invoke this spell and 
  control the demon, and as long as the creature remains 
  controlled, the artifact does not try to escape its presence.
  The demon stays until destroyed or banished, or until the 
  possessor of the artifact dismisses it from his service.
  If it is not sent back to the Abyss upon its release, the 
  demon becomes uncontrolled but remains on the plane to 
  which it was called.
  Associated Demon: Use of either lesser power of the Abyssal 
  Mundus can cause 1d4+1 nalfeshnees to appear.
  These creatures immediately attempt to destroy the 
  wielder, retrieve the artifact, and return with it to the 
  Abyss.
  Use of the artifacts greater power might not only turn the 
  gated demon against the user but also call forth a marilith 
  and 1d4 hezrous to retrieve the artifact.
  Since the associated demons are called, not summoned, 
  they can attempt to summon reinforcements should they 
  so choose.
  If one of the demons gains possession of the Abyssal
  Mundus, it endeavors to return with it to the Abyss while its 
  companions remain to destroy the former owner and wreak 
  havoc on his plane or existence.
  Aura/Caster Level: Overpowering conjuration; CL 27th.
  Weight: 15 lb.
  
  244
  FIENDISH CODEX 2 (3.5)
  RUBY ROD OF ASMODEUS
  Not only is the Ruby Rod of Asmodeus a potent weapon, but it 
  also allows its wielder access to incredible power.
  From its opaline tip, the wielder can unleash the 
  destructive power of the Nine Hells, delivering streams of 
  vitriol, crackling death, or the frigid winds of scorn.
  Even if a creature somehow survives these vicious attacks, 
  it is often left helpless before the wielder’s majesty.
  Rarely far from its master’s hand, Asmodeus sometimes 
  bestows his ruby rod onto a particularly worthy mortal to 
  serve his ends.
  Whether the artifact he bestows is authentic or a facsimile, 
  no one knows.
  Lore: The Ruby Rod is the symbol of office for the ruler of 
  Nessus.
  He who wields it rules Hell.
  (Knowledge [the planes] DC 20) Crafted from a single ruby 
  of incredible size, it was bathed in the blood of a thousand 
  mortal sacrifices, quenched in Tiamat’s acidic drool, and 
  polished with the tears of 777 angels.
  (Knowledge [the planes] DC 30).
  Description: This scepter is a 4-foot shaft carved from a 
  solid ruby.
  Along its length are the names of good deities and celestials 
  spelled in reverse and stained with black blood.
  The bottom is jagged, as if the item was snapped from a 
  larger piece, while the top is a clawed fist clutching a skull.
  The Ruby Rod glows with power, shedding a soft, 
  malevolent crimson light.
  Just prior to releasing a blast of energy, it flares, sending 
  rays of putrid light in all directions.
  Furthermore, its wielder’s eyes match the color of the rod.
  Activation: The Ruby Rod always functions as a weapon.
  As a standard action, a wielder can activate any of its other 
  special abilities once per day.
  Asmodeus can use them at will, each as a swift action.
  Effect: When wielded in combat, the Ruby Rod of Asmodeus 
  acts as a +6 unholy greatclub.
  Whenever it strikes a target or is touched without 
  Asmodeus’s assent, it also delivers an inflict critical wounds
  effect (caster level 20th, DC 19 for ha If).
  In addition, the wielder can activate any of the following 
  effects.
  The save DC for each effect is equal to 10 + 1/2 the wielder’s 
  HD + the wielder’s Cha modifier.
  • Line of Lightning: 150-ft. line, damage 20d6 electricity, 
  Reflex half.
  • Line of Acid: 150-ft. line, damage 20d6 acid, Reflex half,
  • Cone of Cold: 75-ft. cone, damage 20d6 cold, Reflex half.
  • Aura of Might: Anyone attempting to attack the wielder 
  must first succeed on a Will save or instead bow down, 
  becoming helpless for 1 round,
  • Reverie of Nessus: Once per day, as an immediate action, the 
  wielder can encase himself in a 5-foot-radius spherical wall 
  of force.
  The area 50 feet around the sphere (but not within it) 
  becomes an antimagic field.
  This effect lasts for 3 rounds.
  In the first round, the wielder is automatically purged of 
  any unwanted enchantment spells or effects.
  In the second, the wielder is purged of any diseases, 
  poisons, or physical maladies (including lost body parts).
  In the third round, the wielder is healed to full hit points 
  and feels refreshed as though he had just rested a full day, 
  regaining spells and spell-like abilities accordingly.
  This ability triggers automatically (without the wielder 
  having to spend an immediate action) if the wielder ever 
  fails a save against an unwanted enchantment spell or 
  effect, such as charm person or dominate monster.
  Aura/Caster Level: Overwhelming conjuration and 
  evocation, overwhelming evil. CL 30th.
  Weight: 5 lb.
  HEROES OF HORROR (3.5)
  BLADE OF VALGYR
  This chaotic evil intelligent blade (Int 16, Wis 10, Cha 16, 
  Ego 20) is a +4 keen, unholy, wounding bastard sword.
  It can cast detect magic (see page 219 of the Player’s Handbook) 
  at will and darkness (see page 216 of the Player’s Handbook) 
  three times per day.
  It has 10 ranks in Bluff, grants the bearer resistance 10 
  against fire and cold, and speaks Common, Abyssal, 
  Celestial, and Draconic.
  The sword is a tainted object and requires the bearer to save 
  against taint each day it remains in her possession.
  Each day it does not take the life of a lawful good being, the 
  sword bestows a negative level on the wielder.
  Once the wielder has drawn the sword in battle, she can 
  never draw another weapon, nor get rid of the sword.
  It appears in her hand at the start of any combat.
  Only a miracle or wish frees the bearer.
  Exposure to the breath weapons of two dragon great 
  wyrms—one metallic, one chromatic—within a 24-hour 
  span is required to destroy the Blade of Valgyr.
  LORDS OF DARKNESS (3.0)
  STORM STAR
  Perhaps two dozen of these ancient weapons, forged during 
  Netheril’s golden age, still exist in the City of Shade.
  The weapon is typically wielded only by members of the 
  noble family or elite military officers who have earned the 
  favor of the High Prince.
  This +3 shocking burst morningstar was a favorite weapon of 
  the clergy of Targus.
  When not in use, it appears to be a normal morningstar, but 
  when held it crackles with spectacular arcs of electricity.
  This electrical discharge does not harm the hand that holds 
  the weapon.
  Additionally, the weapon allows the wielder to cast 
  lightning bolt three times per day, and call lightning once per 
  day.
  CHARDALYN
  First discovered in a Netherese mining camp over 4,000 
  years ago, chardalyns are naturally occurring black rocks 
  that can contain a single spell.
  
  245
  The spell is released by hurling the rock at a target.
  The rock is very brittle, pulverizing into a powdery 
  substance when struck against a solid object.
  Netherese arcanists typically imbue chardalyns with 
  offensive spells, such as fireball.
  You can toss a chardalyn up to 100 feet with a range 
  increment of 20 feet.
  A successful ranged touch attack roll is required to strike an 
  intended target.
  The spell stored in the chardalyn is cast immediately when 
  the rock strikes a hard surface, with the same effect as if the 
  spell had been cast by the chardalyn’s creator.
  Tossing a chardalyn counts as an attack action.
  You can toss only one chardalyn at a time, but you can toss 
  more than one each round if you have multiple attacks.
  MAGUSCEPTER
  Topped with the gold-plated skull of King Thorndaer of the 
  Golden Helm, this scepter is fashioned of shadow wood 
  and engraved with deep red silkstone, a faintly sparkling, 
  fibrous variety of tiger eye, to create all manner of 
  necromantic runes.
  The scepter was crafted by Myntharan the Magus, courtier 
  of the Shoon Empire who seized the throne of Westgate in 
  452 DR.
  The device owes much of its design to processes developed 
  by the Netherese.
  Orbakh retrieved the scepter from its resting place in a 
  secret vault under the royal palace, where it had been 
  consigned to be forgotten by the last mortal to hold it, King 
  Blaervaer Lorndessar.
  This +3 heavy mace bestows one negative level on its target 
  whenever it deals damage.
  One day after being struck, subjects must make a Fortitude 
  save (DC 23) for each negative level bestowed or lose a 
  character level.
  Also, each time the Maguscepter deals damage to a foe, it 
  stores some of the stolen life energy within its own 
  reservoirs.
  The wielder of the Maguscepter can call on this stored 
  energy any time that he is in direct physical contact with 
  the scepter.
  All arcane spells that the wielder casts draw on the 
  Maguscepter’s reservoirs and are not lost from memory.
  One spell may be cast in this fashion for every negative 
  level the weapon has bestowed in the last 24 hours.
  There is no limit to the number of negative levels this 
  weapon can bestow in a given time period.
  SHIELD OF THE HIDDEN LORD
  This origin of this wondrous item is unknown, though the 
  sages and loremasters who are aware of its existence suspect 
  that it might have been first used in a battle on the Fields of 
  the Dead.
  Crafted from pure mithral, the shield is inlaid with 
  hundreds of tiny diamonds, emeralds, rubies, and sapphires 
  that form the shape of a snarling, bestial face.
  It is a +4 large metal shield that gives its bearer two additional 
  powers.
  The bearer gains resistance to ranged weapons, exactly as if 
  he were the target of protection from arrows cast by a 10th-
  level sorcerer; the bearer is also able to understand all 
  languages, as if he were the recipient of tongues cast by a 
  10th-level sorcerer.
  In addition to its useful functions, the artifact has its 
  pitfalls: Gargauth may communicate directly through the 
  shield with anyone within hearing distance of the object.
  He employs a snarling, cruel voice when doing so.
  Any words spoken within normal hearing range of the 
  shield are heard by Gargauth.
  While in direct physical contact with the shield, the bearer 
  is subject to the whisperings of the Hidden Lord.
  For every round he remains in contact with the item, the 
  bearer must make a Will save (DC 30) or be compelled to 
  commit an act of cruelty or betrayal within the next 24 
  hours.
  LOST EMPIRES OF FAERÛN 
  (3.5)
  DRAGONTEAR CROWN OF 
  SHARRVEN
  The Dragontear Crown of Sharrven is a delicate diadem made 
  of thin mithral chains adorned with tiny diamonds.
  A large king’s tear containing the image of a majestic silver 
  dragon hangs from the center, where it can grace the 
  wearer’s brow.
  The Dragontear Crown of Sharrven has the properties of a 
  greenstone amulet, and it protects the wearer as a mind blank 
  spell.
  The wearer also gains a +4 sacred bonus on saving throws 
  against necromancy effects or any effect that would 
  transport her to another locale or dimension.
  If such an effect normally does not allow a saving throw 
  (the maze spell, for example), the wearer can attempt a DC 
  20 Will save to negate the effect.
  Finally, the Dragontear Crown of Sharrven renders the wearer 
  immune to magical and nonmagical fear and enables her to 
  speak, understand, and write Draconic.
  ELFBLADES OF CORMANTHYR
  These three legendary swords were forged thousands of 
  years ago when the great empire of Cormanthyr was 
  founded.
  One of them was forged for the coronal (ruler) of 
  Cormanthyr, one for the arms-major (the chief warrior of 
  the empire), and the third for the spell-major (the empire’s 
  chief wizard).
  All three swords have since been lost—two around the 
  time of Myth Drannor’s fall, and the third many centuries 
  before.
  Restoring even one of the elfblades to the elves, let alone all 
  three, would earn an adventurer the everlasting friendship 
  and thanks of the residents of the Elven Court—
  particularly now that the drow have invaded the very heart 
  of Cormanthor.
  All three elfblades insist upon choosing their own wielders.
  Each has its own criteria for making the choice and 
  punishes unworthy candidates in its own way, but to wield 
  
  246
  any elfblade, a character must be of good alignment and at 
  least 15th level.
  A character wishing to become the wielder of an elfblade 
  must grasp the hilt with the firm intent of bonding with 
  the weapon and draw it from its sheath.
  Whether successful or not, the attempt costs 2,500 XP.
  Each weapon’s description suggests some guidelines on 
  which it bases its acceptance or rejection of a candidate, but 
  the final decision belongs to the DM.
  A character deemed unworthy to wield an elfblade is 
  subjected to that weapon’s unique form of punishment, as 
  given in its description below.
  Upon acceptance by an elfblade, the character becomes 
  attuned to it and can summon it to his hand as a free action, 
  as long as it is somewhere on the same plane.
  Once an elfblade has bonded with a character, it remains 
  bound until the character’s death, or until he commits some 
  grievous sin against either his alignment or the elf people.
  In such a case, the blade punishes him as though he had 
  failed to bond with it in the first place unless he makes an 
  immediate effort to atone for his sin.
  Each of the elfblades shares several properties in common 
  with the others and also has its own set of unique abilities 
  usable only by its chosen wielder.
  All are +4 holy keen longswords, and all retard the aging 
  process so that the wielder ages only 1 year for every 2 years 
  that pass while he possesses the elfblade.
  ARCOR KERYM, THE CROWNBLADE
  Also called the Ruler’s Blade, this sword appears to be made 
  of raw iron and has a pitted and craggy surface.
  From afar, it looks like a longsword carved from stone.
  An ancient Elven crown rune is stamped in gold at the seat 
  of the blade, just above the quillions.
  Arcor Kerym glows with golden light that crackles along its 
  surface like an arc of lightning.
  The Crownblade was last seen in 666 DR, when the Srinshee 
  vanished with it after using its potent magic to rebuild the 
  Rule Tower.
  Scholars believe that the Crownblade was aware of the city’s 
  impending fall, so it removed itself and the Srinshee from 
  Faerûn to ensure that it would not fall into the hands of the 
  Army of Darkness.
  If this theory is correct, Arvandor seems a likely resting 
  place for Arcor Kerym.
  In addition to the standard powers of an elfblade, the 
  Crownblade allows its wielder to access the mystical 
  knowledge of three elven high mages, as stored in the three 
  gems that decorate its crossguards and pommel.
  This influx of knowledge grants the wielder a +10 bonus on 
  all Knowledge (arcana) and Spellcraft checks and a +5 
  bonus on all other Knowledge checks.
  In addition, by speaking a command word, the wielder of 
  Arcor Kerym can use heal as the spell three times per day, or 
  discern lies as the spell at will.
  Arcor Kerym is the strictest of the elfblades when it comes to 
  evaluating a prospective wielder.
  The candidate must be of lawful good alignment and must 
  have the good of Cormanthyr and the elf people as his 
  highest priority.
  In addition, a character who seeks to wield the Crownblade 
  should have high ranks in Diplomacy, Sense Motive, and 
  other social interaction skills.
  The penalty for an unworthy character who attempts to
  bond with Arcor Kerym is as straightforward as it is final—
  he is consumed by golden fire, which burns him away to 
  nothingness in 1 round (Fort DC 23 partial; success means 
  the subject takes 40d6 points of damage instead).
  A character found unworthy and subsequently brought 
  back from the dead still loses the 2,500 XP for attempting 
  the attuning ritual.
  Overwhelming evocation; CL 25th; Weight 4 lb.
  ARYFAERN KERYM, THE ARTBLADE
  This longsword appears to have been forged from solid 
  darkness.
  Its blade is a void of nonreflective blackness that feels as 
  solid as stone yet as slick as oil.
  Along the razor-sharp, beveled edge of the blade glows a 
  thin, crimson line of energy that encloses the darkness—
  the source of the elfblade’s magical light.
  When drawn, the Artblade crackles like lightning breaking 
  across a metal shield, and when swung, it emits a sharp, 
  buzzing sound similar to that of an angry bee (though the 
  wielder can mute this latter sound if desired).
  When struck against objects or weapons, the blade’s clash is 
  utterly silent, no matter how much strength powers the 
  blow.
  Embossed in glowing crimson on the base of the dark blade 
  is an Elven rune often used to signify a work of high magic.
  The Artblade was lost at the Battle of Stars Shining in 714 
  DR, when Spell-Major Josidiah Starym sacrificed himself to 
  break the army of yugoloths storming the school of magic 
  in the city of Myth Drannor.
  With his forces overwhelmed and nearly defeated, the 
  spell-major cast a spell of terrible power that consumed 
  most of the yugoloths and much of the school in a pure 
  white flame.
  When the flames died, no trace of the spell-major or his 
  sword remained.
  Some sages believe that both were transported to 
  Dweomerheart or Arvandor, but no evidence exists to 
  support these theories.
  In addition to the standard abilities of an elfblade, the 
  Artblade allows its user to cast any spell using the sword’s 
  power rather than the traditional spellcasting methods.
  Any spell the wielder casts while wielding the Artblade 
  automatically gains the benefits of the Silent Spell, Still 
  Spell, and Eschew Materials feats with no increase to the 
  spell level or casting time.
  In addition, the wielder’s effective caster level increases by 
  1 for evocation spells.
  The Artblade’s wielder can also use greater dispel magic as the 
  spell three times per day and detect magic as the spell at will.
  The Artblade requires its wielder to be neutral good in 
  alignment and able to cast 8th-level arcane spells.
  In addition, it desires a wielder with a passion for magic 
  and a selfless love of Cormanthyr and the elf people.
  A candidate deemed unworthy by the Artblade becomes 
  temporarily divorced from the Weave and unable to cast 
  spells of any sort for 1d6 years (Will DC 23 half).
  A Shadow Weave user who attempts to attune to the blade 
  instantly becomes the target of a disintegrate spell (caster 
  level 25th; DC 40).
  Overwhelming evocation; CL 25th; Weight 4 lb.
  
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  ARYVELAHR KERYM, THE WARBLADE
  The blade of this longsword shines like polished silver, 
  remaining perfectly reflective no matter what punishments 
  it endures.
  Blue and silver flames lick incessantly along the blade, 
  quillions, and pommel, and they harmlessly surround the 
  wielder’s hands whenever the blade is drawn.
  At the seat of the blade is an Elven rune meaning “weapon”, 
  which is commonly used as a sword mark.
  When Lord Orym Hawksong fell in battle at the siege of 
  the Twisted Tower in the Year of Shadows Fleeting (–331 
  DR), the Warblade sprang up and defended him fiercely for 
  a time.
  Eventually, however, the drow managed to paralyze the 
  blade by magic, and both the great hero and his arcane 
  sword were lost in the darkness beneath the Twisted 
  Tower.
  In the centuries since, hundreds of elves have sought 
  Aryvelahr Kerym, but no one has found it.
  In addition to the standard powers of an elfblade, the 
  Warblade enables its wielder to conjure a blade barrier, as the 
  spell, once per day.
  In addition, the wielder can utilize bull’s strength as the spell 
  three times per day and detect evil and detect good as the spells 
  at will.
  To wield the Warblade, a character must be of chaotic good 
  alignment.
  In addition, the blade seeks a wielder with martial skill 
  (that is, a base attack bonus of at least +12), a high Charisma, 
  and leadership ability.
  If the Warblade deems an elf who attempts the attuning 
  ritual unworthy, it turns in his hand, making a single attack 
  (+29 melee, damage 1d8+11/17–20).
  If the would-be wielder is not an elf or half-elf, or has an 
  evil alignment, the Warblade attacks furiously for 2d6 
  rounds (+29/+24/+19/+14 melee, damage 1d8+11/17–20).
  Magical healing of the wounds inflicted on an unworthy 
  candidate is possible only with a successful DC 25 caster 
  level check.
  Overwhelming evocation; CL 25th; Weight 4 lb.
  IMASKARCANA
  The seven diverse artifacts collectively known as the 
  Imaskarcana were the mightiest of the magic weapons and 
  devices created by the ancient Imaskari.
  Two of these items—the first and the fifth—reportedly lie 
  buried in the ruins of Inupras, the capital city of the 
  Imaskari Empire.
  FIFTH IMASKARCANA
  Forged some eight thousand five hundred years ago, this 
  scepter was traditionally carried into battle by the High 
  General of Imaskar’s armies.
  The final bearer of the Fifth Imaskarcana was Lord 
  Dimarond, the last general of Imaskar, who fell outside 
  Inupras before an enraged throng led by glorious servitors.
  The Fifth Imaskarcana is a pitted, battered-looking scepter 
  about 2 feet long and 2 inches in diameter.
  A crudely cut amethyst the size of a human fist crowns its 
  bronze haft.
  The Fifth Imaskarcana contains the entire military history of 
  Imaskar from –7500 DR onward.
  It telepathically answers any questions posed about that 
  subject to the best of its ability (+20 bonus on Knowledge 
  (history) checks regarding Imaskar’s military history).
  Anyone who wields the Fifth Imaskarcana gains spell 
  resistance 26 and can use the following spell-like abilities: 
  3/day— charm person, crushing despair, confusion, daze monster,
  mind fog; 1/day— binding, demand, geas, mass hold monster,
  power word stun.
  Caster level 18th.
  The scepter’s spell resistance is always active.
  Any other power must be commanded to function as a 
  standard action.
  Like the First Imaskarcana, the scepter responds only to 
  commands spoken in Roushoum, the ancient language of 
  Imaskar.
  If a command is issued in any other language, the wielder 
  instantly becomes the target of a disintegrate effect (Fort DC 
  19 partial; self only; items carried are unaffected).
  Overwhelming enchantment; CL 18th; Weight 4 lb.
  FIRST IMASKARCANA
  Crafted by an ancient Lord Artificer of Inupras more than 
  nine thousand years ago, the First Imaskarcana is a crudely 
  wrought, crenellated crown forged from a strange, 
  lavender-tinted metal.
  Though it was created for humans to wear, it also fits snugly 
  when placed on the heads of other Medium humanoids.
  A blue-black star sapphire about 3 inches in diameter rests 
  squarely at the front of the crown.
  The First Imaskarcana quickly became a symbol of the 
  supreme authority wielded by the Imaskari emperors.
  Lord Artificer Yuvaraj was wearing it when he perished in 
  battle against the manifested god Horus.
  The artifact is believed to lie deep under the sands in the 
  ruins of Inupras, not far from the imperial palace.
  Anyone who wears the First Imaskarcana gains spell 
  resistance 30 and is protected by a spell turning effect that 
  can turn 10 levels of divine magic in a 24-hour period.
  Once it has reached its capacity, the First Imaskarcana 
  cannot turn spells again for 24 hours.
  The First Imaskarcana also holds the collected knowledge of 
  the empire’s lord artificers and can answer many questions 
  concerning Imaskari customs, politics, and magic.
  It does not engage in conversation, however, and offers 
  only the briefest answers to direct questions (+20 bonus on 
  Knowledge [history] checks regarding Imaskar only).
  In addition, any wearer of the crown can use the following 
  spell-like abilities: 3/day—antimagic aura, improved blink, 
  legend lore (Imaskari items only), greater teleport, true seeing; 
  1/day—gate.
  Caster level 18th.
  The crown’s spell resistance and spell turning abilities are 
  always active, except as noted above.
  Any other power must be commanded to function as a 
  standard action.
  The crown responds only to commands spoken in 
  Roushoum, the ancient language of Imaskar.
  If a command is issued in any other language, the wearer 
  instantly becomes the target of a feeblemind effect (Will DC 
  20 negates).
  Overwhelming varies; CL 18th; Weight 3 lb.
  
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  MAGIC OF FAERÛN (3.0)
  CROWN OF HORNS
  This item contains the essence and intelligence of the 
  former deity of death, Myrkul, the Lord of Bones.
  It is a silver circlet with a black diamond set on the brow 
  and four bone horns mounted around its edge.
  Weird energy is visible within the diamond.
  The crown of horns is intelligent, evil, and now exists only to 
  cause evil and suffering among the people of the world.
  Myrkul created the crown while he was still a living deity, 
  and it was eventually broken by the efforts of Khelben the 
  Blackstaff.
  The shards of the item retained some power, and when 
  Myrkul was slain by Midnight (the mortal woman 
  possessed by the essence of Mystra), he forced his dying 
  essence through the wards around Blackstaff Tower, 
  reforged the crown in a new shape, imbuing it with 
  additional powers, and then teleported away.
  The crown enjoys harassing followers of Cyric, but avoids 
  allies of Khelben and temples of Mystra.
  The wearer of the crown has the following powers.
  • Fear aura as if he were a lich.
  • Spell resistance 25 against necromantic spells and effects.
  • Rebuke or command undead as a 6th-level cleric.
  If the wearer already has this ability, these levels stack with 
  his cleric levels for this purpose.
  • Teleport without error once per tenday, affecting only the 
  wearer and his equipment.
  • Cone of undeath: Usable once every 10 minutes, this effect 
  is a 40-foot cone.
  Creatures within the cone must make Fortitude saving 
  throws (DC 20) or be slain and rise 1d4 rounds later as 
  wraiths under the control of the wearer.
  A successful save means a creature takes 3d6+20 points of 
  damage.
  This is a necromantic death effect.
  • Myrkul’s Hand: Once per day, the wearer can invoke black 
  flames that cover one of his hands.
  These flames are treated as a touch spell.
  On a successful melee touch attack, the target must make a 
  Fortitude save (DC 20) or be instantly slain, rising 1d4 
  rounds later as a spectre under the control of the wearer.
  A successful save means the creature takes 2d8+10 points of 
  damage.
  This is a necromantic death effect.
  The crown also has the following drawbacks.
  • The wearer changes alignment to neutral evil while the 
  crown is worn.
  • The crown cannot be removed unless Myrkul wills it.
  Normally the only way the crown is removed is when it 
  teleports itself away.
  • The crown can use suggestion once per day on the wearer, 
  and can possess the wearer for up to 20 minutes per day as 
  if using a magic jar spell.
  • The wearer slowly turns into an undead being over the 
  course of two years.
  Use of the cone of undeath or the Myrkul’s hand abilities 
  advances this process 1d4 months per use.
  When the transformation is complete, the wearer appears 
  lich-like and his type changes to “undead”, but he otherwise 
  retains all his normal abilities.
  If the wearer reaches this state and the crown teleports 
  away, the wearer is instantly destroyed.
  • The wearer is paranoid and possessive about the crown, 
  keeping all others away from it.
  • All beings within 100 feet of the crown while it is worn 
  must make a Will save or be affected by a sympathy spell.
  Caster Level: 20th; Weight: 2 lb.
  NAGA CROWN
  These silvery metal circlets (a few are rumored to have 
  existed at one point or another in time) with three points or 
  spines probably were created long ago by yuan-ti (“naga 
  crown” is merely a popular name).
  They are self-identifying and possess the following powers.
  • The wearer can use the spell see invisibility at will.
  • On mental command the crown generates a repulsion 
  effect.
  Also on mental command, the crown reflects spells as 
  through the wearer had received a spell turning spell.
  The wearer’s arcane spells per day are doubled for all spell 
  levels.
  This power does not stack with a ring of wizardry or other 
  effect that grants extra arcane spells.
  Once per day, the wearer can dominate all reptilian 
  creatures with Intelligence scores of 2 or lower within a 
  1,500-foot radius.
  The effect lasts 1 hour and is similar to the dominate monster 
  spell, except that it works on all reptilian creatures within 
  the radius.
  The wearer can issue telepathic commands to all controlled 
  reptilian creatures within 1,500 feet or to any single 
  reptilian creature or group of reptilian creatures that are in 
  range and line of sight.
  No reptilian creature with an Intelligence score of 2 or 
  lower attacks the wearer, even if the wearer attacks the 
  reptilian creature or the creature is under another naga 
  crown wearer’s control.
  Reptilian creatures already under the wearer’s control 
  cannot be affected by another charm or compulsion effect, 
  even from another naga crown.
  Reptilian creatures with Intelligence 3 or higher can attack 
  the wearer, but they suffer a –3 morale penalty on attack 
  rolls.
  Caster Level: 15th; Weight: —.
  PSIONICS HANDBOOK 
  (3.0)
  ANNULUS
  This is the ultimate psionic nullifier.
  Forged by long-dead illithids to keep enemies of vast 
  psionic power at bay (possibly other illithids), the Annulus 
  is an artifact that any psionic being should fear.
  It has been forgotten by mind flayers and nonillithids alike 
  in the modern age, and merely finding it would precipitate 
  a great upheaval across the planes.
  The Annulus is a 1-foot-diameter ring of silvery material 
  Tiny slots, antennae, spheres, and other intricate 
  
  249
  projections decorate the exterior of the hoop; however, two 
  smoothed lengths of the ting provide adequate grips.
  Powers: The Annulus has several powers, all of which require 
  a wielder to tightly grasp the ring with at least one hand.
  When it is first grasped, knowledge of the artifact’s powers 
  immediately flood the wielder’s mind.
  The Annulus generates a continuous catapsi effect within a 
  100-foot radius of the wielder (who is unaffected).
  The wielder gains a +4 enhancement bonus to mental 
  hardness.
  Once per day, the wielder can trigger ultrablast as a standard 
  action.
  Three times per day, as a standard action, the wielder can 
  trigger an effect similar to dimensional anchor that affects all 
  creatures in a 50-foot radius.
  The prime power of the Annulus, however, is psionic 
  nullification.
  Once per year, the wielder can trigger this effect as a special 
  action requiring 10 rounds to complete.
  The wielder specifies a target or targets within a 100-foot 
  radius, from a specific psionic individual or item to a group 
  of psionic beings that share the same philosophy (such as 
  an illithid outpost).
  The nullification effect follows 10 full rounds of 
  concentrating on the target and is accompanied by blasts of 
  light, heat, and sound from the Annulus.
  Nonpsionic creatures and items are unaffected, as are 
  nontargeted beings, but the target—regardless of any 
  protection it may possess—disintegrates with a terrific 
  explosion.
  Nothing is left but floating dust.
  It is relatively easy to nullify a single target or a small group 
  of targets, but a more powerful being (such as a demigod or 
  greater entity) or another major artifact taxes the Annulus to 
  its limits.
  If used to nullify such a target, the artifact succeeds but is 
  destroyed in the process and cannot be retrieved by any 
  means.
  Destruction: The Annulus must be used to nullify a demigod 
  or more powerful being, or another major artifact, as 
  described above.
  STAFF OF ANCIENT PENUMBRA
  This psionically endowed staff is an artifact from ancient 
  days, supposedly forged on legendary Penumbra, the 
  mythical seat of the long-forgotten illithid empire.
  The stories of its passage through the epochs since its 
  creation to the present day would fill volumes.
  The Staff of Ancient Penumbra is intelligent (Int 16, Wis 14, 
  Cha 18, Ego 18) but quiescent until used.
  Its alignment is lawful evil.
  The staff measures 5 feet in length and 2 inches in 
  diameter, and is crafted of a nigh-indestructible material 
  called “substare”.
  This substance might very well be harder than adamantine, 
  but the secret of its formulation has been lost.
  Its head is carved to form a stylized illithid’s head, with a 
  high, swept-back brow and cavernous sockets where eyes 
  might otherwise be (if gemstone eyes once resided here, 
  they’re gone now).
  The tentacles of the illithid-head meld perfectly with the 
  shaft, itself intricately carved with a multitude of squirming 
  tadpoles, which provide the perfect tough surface for easily 
  grasping the staff.
  Scrutiny of the tadpoles reveals four-lobed tails—they are 
  illithid young.
  The staff is selective about whom it allows to use it.
  A hopeful petitioner who touches it must make a 
  Diplomacy check (DC 18).
  On a failure, the staff reacts poorly to the proffered mental 
  contact, lashing out with a defensive pyrokinetic blast that 
  deals 5d6 points of fire damage to that character per round.
  This also automatically sets the character on fire; the victim 
  can attempt Fortitude saves (DC 20) each round after the 
  first to extinguish the flames (powers such as control flames 
  grant a +4 bonus on the saving throw).
  The fire continues to burn every round the save is failed but 
  goes out permanently on a successful save.
  Anyone killed by the fire burns completely, leaving only 
  ashes.
  A prospective new owner who survives a burning can make 
  another Diplomacy check, but the check DC increases by 
  +2 with each successive attempt.
  Powers: If the Staff of Ancient Penumbra takes a shine to a 
  prospective owner, it telepathically reveals its powers.
  However, the new owner may not enjoy this discovery: The
  artifact’s special purpose is the promulgation of illithid 
  rulership.
  An owner who refuses to acknowledge illithid superiority 
  and who does not demonstrate reasonable progress toward 
  that goal must succeed at a Will saving throw (DC 18) to 
  remain in control when a personality conflict occurs-the 
  DM decides when.
  On a failure, the staff is dominant (see Chapter 8 of the 
  DUNGEON MASTER’s Guide for guidance; intelligent 
  psionic items follow the same rules as magic ones).
  If the staff gains mastery, it begins to throw pyrokinetic 
  blasts at the wielder or at the wielder’s compatriots within 
  15 feet.
  Only assuring the staff that it is being brought to the 
  nearest mind flayer will console it.
  In combat, the artifact is a +5 quarterstaff.
  If it scores a critical hit, the staff lashes forth with its 
  pyrokinetic blast.
  The wielder can also direct the blast against a target within 
  15 feet as a standard action.
  Anyone hit by the blast automatically catches fire as 
  described above.
  However, using the staff against an illithid (if the wielder is 
  not also an illithid) is a sure way to precipitate a personality 
  conflict.
  Three times per day, the wielder of the staff gains an 
  additional saving throw against a spell or psionic power, if 
  the first one fails.
  At any time, the Staff of Ancient Penumbra manifests body 
  adjustment on the wielder as a full-round action.
  Strangely enough, the staff can also heal an undead wielder 
  in a similar way, using a liberal dose of negative energy.
  The wielder can always see up to 30 feet through darkness, 
  fog, smoke, or other visibility-reducing conditions.
  As a standard action, the wielder can use the staff to see up 
  to 6 inches through solid objects, such as metal (including 
  lead), stone, wood, and even flesh, for a duration of 3 
  rounds.
  
  250
  Special Purpose Power: The wielder of the staff can 
  manifest true seeing once per day, if the artifact believes 
  that doing so will fulfill purpose.
  Destruction: The staff must be thrown into the star at 
  Penumbra’s hub.
  SERPENT KINGDOMS (3.5)
  MARLSPIRE OF NAJARA
  When the Hss’tafitribe was transported to the Forest of 
  Wyrms, its members brought with them one of the few 
  naga crowns known to exist in Faerûn.
  To mark their oath of fealty to Terpenzi, the ha-naga king of 
  Najara, the tribal elders gave him the crown, intending that 
  it should serve as the crown of state.
  Since that time, the Marlspire of Najara, as it came to be 
  known, has passed from one naga king to the next, and 
  today it rests atop the brow of Ebarnaje.
  In addition to the standard powers of a naga crown (see 
  below), the Marlspire of Najara has acquired one additional 
  property: The Guardian of Najara cannot regain its free will 
  so long as this item exists.
  Moreover, whoever wears the crown can command the 
  current guardian as if he or she were its creator.
  Strong enchantment; CL 15th; Weight —.
  NAGA CROWN
  These powerful items were actually created by the yuan-ti; 
  naga crown is merely a popular name.
  Each naga crown is a silvery metal circlet with three points 
  or spines.
  It reveals its powers to the wearer as soon as it is placed on 
  the head.
  The wearer can use see invisibility at will.
  With the proper command word, he can create a repulsion 
  or spell turning effect.
  Furthermore, the wearer’s daily allotment of arcane spells 
  doubles for all spell levels.
  (This benefit does not stack with that of a ring of wizardry or 
  any other effect that grants extra arcane spells).
  Once per day, the wearer can dominate all Scaled Ones 
  with Intelligence scores of 2 or below within a 1,500-foot 
  radius for 1 hour.
  This ability otherwise functions like the dominate monster 
  spell.
  The wearer can issue telepathic commands to all controlled 
  creatures in the area or to any single creature or group 
  within range and line of sight.
  No Scaled One with an Intelligence score of 2 or below can 
  directly attack the wearer, even if attacked by the wearer or 
  controlled by another naga crown.
  Scaled Ones already under the wearer’s control cannot be 
  affected by another charm or compulsion effect, even from 
  another naga crown.
  A Scaled One with an Intelligence score of 3 or higher can 
  attack the wearer, but it takes a –3 morale penalty on attack 
  rolls.
  Strong enchantment; CL 15th; Weight —.
  NAJA FOUNTAIN
  The Naja Fountain lies in the depths of Ss’thar’tiss’ssun in 
  the Shrine of Cowled Serpents, near the main altar to 
  Ssharstrune.
  Its large pool is encircled by the carved statue of an 
  amphisbaena with both pairs of jaws interlocked.
  Small snake statuettes rear up from the heart of the pool, 
  spitting streams of water into the air.
  For millennia, the Naja Fountain was the lair of the ha-naga 
  Terpenzi, but it has lain untended since the Year of Moor 
  Birds (90 DR).
  The effective arcane caster level of anyone who bathes in 
  the Naja Fountain permanently increases by +3.
  This benefit can be gained only once per creature.
  Furthermore, immersion in the fountain’s waters confers 
  the benefits of a heal spell for every round of immersion.
  Finally, any living creature in contact with the fountain’s 
  water is immortal and does not age, though these benefits 
  are lost if the creature ceases contact with the water.
  The water loses all magical powers when removed from the 
  fountain.
  Overwhelming conjuration; CL 21st; Weight: N/A 
  (immovable).
  SHINING SOUTH (3.5)
  ASTROLABE OF NIMBRAL
  This large and cumbersome apparatus is covered with an 
  assortment of levers, knobs, and buttons, looking 
  remarkably like a cross between a printing press and a pipe 
  organ.
  With it, a character can transport an entire structure, such 
  as a vehicle or a small tower, anywhere on Toril in a great 
  display of teleportation.
  As its name implies, the Astrolabe of Nimbral was crafted by 
  the most powerful of wizards from the island nation of 
  Nimbral, and stored in the treasure vaults of the Nimbral 
  Lords.
  It was eventually stolen by a particularly resourceful band 
  of adventurers led by the Halruaan wizard Dwalimar Omen 
  and taken back to his home nation.
  From there, it was installed on the Halruaan skyship Realms 
  Master and used by Omen and several others to hunt down 
  dangerous artifacts at the behest of Netyarch Zalathorm.
  The Astrolabe of Nimbral allows one who is skilled in its use 
  to teleport an object of up to twenty 10-foot cubes in size, as 
  well as everything contained inside that object, anywhere 
  on Toril.
  To properly understand and control the Astrolabe, the user 
  must make a DC 30 Intelligence check.
  A character gains a +2 bonus on this check for every 5 ranks 
  in Spellcraft and Knowledge (arcana) he has.
  Failure by 4 or less indicates the destination is off by 
  5d10×10 miles; failure by 5 or more means the destination 
  is randomly determined.
  Objects moved from one location to another are subject to 
  changes in slope, altitude, and stability in the foundation.
  Thus, it is considered wise to be aloft (such as in a skyship) 
  before operating the Astrolabe.
  
  251
  CRYSTAL ORB
  Thought to have been crafted by the wizard Halruaa (one of 
  the first wizard-kings of the nation bearing the same name), 
  the Crystal Orb is a large, clear sphere about 1 foot in 
  diameter.
  Since the beginning of the rule of the netyarchs, the Orb
  has been the primary means of communicating and 
  managing the affairs of Halruaa.
  The Crystal Orb currently resides in an inner chamber in 
  Zalathorm’s palatial tower in Halarahh.
  The Orb only responds to the primary user, which was 
  designated as the reigning netyarch of Halruaa during its 
  creation.
  With the Crystal Orb, a user can communicate with up to 
  five hundred unique individuals at once.
  During a conversation, the user has complete control over 
  who can speak and be heard by the rest of those mentally 
  present.
  The link also provides a mental image of the face of any 
  speaker.
  The Orb must be attuned to contact any particular 
  individual through a minor activation sequence whereby 
  the user touches both the Orb and the potential recipient at 
  the same time and utters a command word.
  Thereafter, the user can mentally contact the recipient 
  when that command word is uttered a subsequent time.
  Zalathorm has established a single command word for the 
  entire Council of Elders, and he is able, thusly, to reach 
  every member at the same time to conduct the business of 
  running Halruaa.
  Contact from the Orb is not compulsory.
  The recipient can feel a mental signal, but he can choose to 
  ignore it.
  If the recipient chooses to respond to the signal, he 
  immediately finds himself in telepathic contact with the 
  wielder of the Orb and anyone else the wielder has 
  contacted at that time.
  To protect the Crystal Orb, it has been further imbued with 
  a contingent teleport object spell.
  Anyone attempting to remove it from the chamber where it 
  is kept causes the Orb to be sent to the inner sanctuary of 
  the high priest of Mystra at Mount Talath, who magically 
  contacts Zalathorm to make arrangements for the artifact’s 
  safe return.
  GULKULUSTER’S DEATHSTAFF
  Created by one of the most powerful of Halruaa’s wizards 
  centuries ago, Gulkuluster’s Deathstaff was designed to be 
  used as a means of ultimate destruction against almost any 
  foe.
  Each use of the Deathstaff produces one of the following 
  effects.
  Maximized widened fireball
  Maximized widened acidball
  Maximized widened electricity ball
  Maximized widened frostball
  Maximized widened sonicball
  These are variations on fireball created with alternate 
  energy descriptors; for example, an acidball spell functions 
  as a fireball spell but deals acid damage.
  Gulkuluster’s Deathstaff can hold 50 charges—and through a 
  unique property of its construction, it automatically regains 
  1 charge each week.
  If it ever reaches 0 charges, it becomes nonfunctional until 
  a week has passed.
  ONGILD
  Named for the Halruaan wizard that created it, the Ongild is 
  a fist-sized emerald that has been imbued with a variety of 
  powers.
  Its last known location was in the belly of the red dragon 
  Hoondarrh, who lairs on the isle of Skadaurak in the 
  kingdom of Mintarn.
  The Ongild continually allows its wearer to heal 1 point of 
  damage per level every hour.
  Furthermore, its wearer can use each of the following 
  effects as an 18th-level wizard 1/day—delayed blast fireball, 
  prismatic spray, reverse gravity, and spell turning.
  SUNPHELM OF SHANDAULAR
  The Sunphelm of Shandaular is an ancient crown that has 
  served as the regalia of at least three kingdoms: Ashanath, 
  Eltabranar, and Arkaia.
  Its origin is unknown, having been discovered by Shan the 
  Golden, a wizard in the employ of the gold dwarves of the 
  Great Rift, in an ancient crypt buried beneath the waters of 
  the Akanamere shortly before the opening of the Orcgate.
  Shan bore the crown for many years, first as a mercenary 
  leader of the Nars, and later as the first queen of Ashanath.
  After her death, it passed to her son, grandson, and great-
  grandson (Arkaius the Archmage), each ruling Ashanath 
  from the city of Shandaular in turn.
  It is from this era that the headpiece became known as the 
  Sunphelm of Shandaular.
  Today, the Sunphelm’s fate remains unknown, although 
  knowledgeable scholars speculate that it rests atop the brow 
  of some matron mother in the drow city of T’lindhet.
  Fashioned of silver and gilt with golden runes, the 
  Sunphelm is a simple circlet with seven beljuril-tipped 
  spikes that seem to flicker with inner light.
  A trio of king’s tears dangles from the front of the crown on 
  silver chains.
  Each king’s tear contains a different image within—a view 
  of the arch in the northern half of Shandaular circa –1000 
  DR, a view of the arch in the southern half of Shandaular 
  circa 200 DR, and a view of the city of Arkatuil and the Bay 
  of Dancing Dolphins circa 750 DR.
  The seven beljurils of the Sunphelm of Shandaular
  collectively provide light equal to that of a candle and 
  exhibit the effects of a holy star spell (see page 104 of Player’s 
  Guide to Faerûn) as commanded by the wearer.
  In addition, the wearer of the Sunphelm is continuously 
  girded by the benefits of a contingent heal spell that 
  activates immediately whenever the wearer would be killed 
  from damage or Constitution damage or drain.
  
  252
  UNDERDARK (3.5)
  IMASKARCANA
  THIRD IMASKARCANA
  The true names of the seven tremendously powerful magic 
  tomes of the Imaskari were lost long ago, so they are 
  collectively referred to as the Seven Imaskarcana.
  Records mentioning them have shown up with just enough 
  regularity to convince sages that these books must have 
  once existed.
  Today, one of the Seven Imaskarcana remains preserved in 
  Deep Imaskar.
  The fate of the others is unknown, and even the wisest of 
  Deep Imaskar are not certain that the others, if they still 
  exist, are similar in form, function, and power to the Third.
  In fact, it is likely that each of the Seven Imaskarcana has a 
  different appearance and property.
  The Third Imaskarcana is a massive great-tome bound in 
  slate covers lined with blue dragon skin.
  Its pages vary in composition and appearance—some are 
  raggedly cut vellum, others are the skin of humans, elves, 
  or even tanar’ri, and still others are made of crystal that 
  magically possesses the flexibility of paper without its 
  weaknesses.
  Anyone who carries the Third Imaskarcana gains spell 
  resistance 27.
  Any other power of the tome must be commanded, as a 
  standard action, to function.
  The Third Imaskarcana can’t be read like a standard tome.
  Instead, questions or commands must be posed to it in 
  Roushoum (the tongue of Imaskar), since it recognizes only 
  that language.
  If a question or command is directed at the tome in any 
  other language, the questioner is immediately sucked into 
  the tome, where she becomes a fine new vellum page.
  (A creature so destroyed can be returned to life only by 
  means of a miracle or wish spell).
  Anyone who successfully communicates with the tome can 
  use the following powers as spell-like abilities (caster level 
  18th), each once per day: Dominate monster, imprisonment,
  meteor swarm (DC 23), and time stop.
  Additionally, the Third Imaskarcana can answer questions 
  once per day, as though via a commune spell.
  Overwhelming varied; Weight 10 lb.
  UNDERDARK MAP, GREATER
  This map shows all the tunnels, caves, and caverns, both 
  natural and artificial, within a 1-mile radius of itself.
  It also reveals the locations of all portals, dead magic areas, 
  and other anomalies.
  It functions only in the Underdark, but it is not limited to 
  one Underdark level, as the lesser Underdark map is.
  Overwhelming divination; Weight 1 lb.
  
  253
  MINOR ARTIFACTS
  BOOK OF VILE DARKNESS 
  (3.0)
  ANGEL BLOOD
  This fluid comes in a flask.
  It is not actually a magic item (in that no one created it).
  It is really the blood of a celestial, gathered and stored 
  during a special ritual.
  The liquid deals 5d6 points of acid damage when thrown as 
  a grenade-like weapon, but only against noncelestial 
  creatures.
  Caster Level: 20th; Weight: 1 lb. (including the flask).
  ANGEL TEARS
  Hardened into tiny crystals, these tears, like angel blood, 
  were created by no spellcaster.
  Instead, they are gathered from places where angels have 
  felt sorrow or pain, using some long-lost dark process.
  Evil creatures have learned to make angel tears into hurled 
  weapons such as stones (they work well in slings, too).
  So cursed are such things that they deal 3d6 points of 
  damage to any creature they break against, the target is 
  automatically considered exhausted, and the target must 
  succeed at a Fortitude saving throw (DC 18) or take 1d8 
  points of Strength drain.
  Caster Level: 20th; Weight: 1/2 lb.
  DEMON BLOOD
  When this dark blood, gathered using a special process and 
  an unholy ritual, is sprinkled over a 100-foot-radius area, 
  that area is treated as though affected by an unhallow spell.
  Furthermore, nothing natural can grow in the area ever 
  again.
  Caster Level: 20th; Weight: 1 lb. (including the flask).
  DEMONSTONE
  This 2-inch-diameter dark rock is naturally in the shape of a 
  demonic creature with bat wings folded around its body.
  It is semitranslucent with a dark center that sometimes 
  seems to move.
  Occasionally it seems to whisper.
  If one listens closely, the whisper can be understood, but it 
  is a foul and evil entreaty to do some horrible act.
  The owner immediately gains a +1 luck bonus on attacks, 
  damage, skill checks, and saving throws.
  After one day of close proximity to the stone (within 5 feet), 
  a character must succeed at a Will saving throw (DC 15) or 
  do as the stone compels and become chaotic evil in 
  alignment.
  If the saving throw succeeds, further saves must be made 
  each day, with the DC increasing by +1 each time.
  A character turned chaotic evil by a demonstone is 
  particularly despicable in his sadistic and horrible actions.
  Once the character becomes chaotic evil (or if he was evil 
  in the first place), the stone need not remain in his 
  possession for him to gain the luck bonus.
  The bonus lasts until the brittle stone is destroyed 
  (hardness 4, 10 hp, break DC 24) or until someone else 
  succumbs to its temptation, failing the Will save while in 
  close proximity.
  When a character who was turned evil by a demonstone loses 
  her connection with it (if it is destroyed or gains a new 
  owner), the awareness of her evil deeds comes back to her, 
  and she is usually thrown into deep despair.
  Caster Level: 20th; Weight: 1/2 lb.
  DEVIL BLOOD
  When used to coat a blade, this black ichor acts as a poison 
  the next thirteen times the weapon strikes.
  The poison (Fort DC 20) deals 1d6 points of Strength 
  damage as initial damage and 2d6 points of Strength 
  damage as secondary damage.
  Caster Level: 20th; Weight: 1 lb. (including the flask).
  DIABOLIC ENGINES AND DEMONIC 
  DEVICES
  This special category of minor artifacts includes any of a 
  number of machines created on the Lower Planes (see 
  Chapter 7).
  Pain, souls, or both power these devices (see Souls as Power 
  and Pain as Power in Chapter 2).
  CAULDRON OF ZOMBIE SPEWING
  The devils that created this device wanted to mass-produce 
  undead.
  This artifact is a mass of strange tubes, bubbling glass 
  containers, and liquid-filled troughs all focused around a 
  gigantic black cauldron 13 feet in diameter.
  When fifty Medium-size corpses are thrown into the device 
  and mixed with strange chemicals and a single dose of 
  liquid pain, the contents of the cauldron stew and boil for 
  24 hours.
  Then, great horizontally pivoting levers spew forth onto the 
  ground 4d12 Medium-size zombies.
  Not every corpse becomes a zombie because some are 
  liquefied and mulched as a part of the process.
  The zombies obey the commands of any devil present 
  within the first 3 rounds of their creation.
  The cauldron has hardness 10, 250 hp, and a break DC of 
  35.
  However, the glass portions and tubing can be destroyed 
  much more easily (hardness 1, 20 hp, break DC 12).
  Caster Level: 16th; Weight: 5,000 lb.
  DEMONIC GRAFT MACHINE
  This machine is a mass of metal tubes, gears, arms, and 
  wheels that turn and move silently.
  At the front of this machine, a wide iron plate fashioned 
  into the form of a hideous face grins with a wide, open 
  mouth.
  Through the mouth, the innards of the device are visible.
  
  254
  The device is part machine and part demon, infused with 
  fiendish essence and powered by evil magic.
  It is used to graft demonic additions onto the bodies of 
  willing or unwilling victims.
  Anyone that comes within 5 feet of the open mouth must 
  succeed at a Reflex save (DC 15) or be grabbed by a tongue-
  like appendage and dragged into the machine.
  Within the bowels of the machine, the victim’s body is 
  sliced, burned, punctured, and torn.
  These operations deal 6d6 points of damage to the victim in 
  1 round.
  In the next round (if the character is still alive), demonic 
  flesh and essence is added to the victim’s body, restoring 
  5d6 points of damage.
  On the third round, the character is spit out with a new 
  demonic addition in place (roll on the following table).
  Good-aligned characters with a demonic addition must 
  succeed at a Will save (DC 15) every day or take 1d3 points 
  of Wisdom damage as the experience slowly drives them 
  mad.
  Characters of a nonevil alignment must succeed at a Will 
  save (DC 15) each day or succumb to temptation and 
  perform an evil act chosen by the DM.
  This may eventually result in an alignment change.
  When characters with demonic additions deal with nonevil 
  NPCs, they take a –6 circumstance penalty on all Charisma-
  based checks, such as Diplomacy and Bluff.
  The machine does not take a character more than once.
  Removing a demonic addition requires severing the limb 
  and taking 6d6 points of damage.
  To regrow the original limb requires a regenerate spell.
  The Demonic Graft Machine has hardness 10, 200 hp, and a 
  break DC of 35.
  A victim inside the machine can make an attack with a light 
  weapon, or he can cast spells if he succeeds at a 
  Concentration check based on the damage he has taken.
  The machine can take two victims at a time, but only 
  victims of Large or smaller size.
  Each demonic addition requires a soul fed into the 
  machine.
  Caster Level: 18th; Weight: 2,500 lb.
  PAIN PIT
  A metal cauldron 10 feet across and 20 feet deep containing 
  several giant leeches, this device is one of biological 
  engineering.
  A creation of the neutral evil fiends known as yugoloths, 
  the Pain Pit efficiently extracts liquid pain from its victims.
  The pit can hold up to five Medium-size or smaller 
  creatures.
  The yugoloths throw victims into the pit, where foot-long 
  leeches (treat as Tiny monstrous centipedes) attach to 
  them, inflicting great pain and draining pain from them in 
  liquid form.
  A thin umbilical cord connects each leech to a storage vat 
  along the side of the cylinder.
  Each leech extracts one dose of liquid pain from a victim 
  over the course of a day, then sends it along the tube to the 
  storage vat, which has a capacity of one hundred doses.
  Once the liquid pain has been extracted and delivered, the 
  leeches consume the victims.
  Two ladders lead up to the rim of the cauldron, and a 1-foot-
  wide walkway surrounds the perimeter at the top.
  A single dose of pain must be poured into the pit at the 
  beginning of a day to get the leeches started.
  The cylinder itself has hardness 10, 300 hp, and a break DC 
  of 35.
  The storage vat can be destroyed more easily (hardness 1, 30 
  hp, break DC 15).
  Caster Level: 20th; Weight: 8,000 lb.
  DISPATER’S ROD
  Dispater’s rod is a minor artifact, a +6 heavy mace that acts as 
  a rod of rulership and can smite good three times per day 
  (dealing an additional +20 damage to a good being).
  Dispater often carries a +5 large iron shield.
  Belial’s +4 ranseur is a minor artifact that causes those it 
  strikes to feel wracking pains that drain 2 points of 
  Dexterity.
  A successful hit also imposes a –4 penalty on attack rolls, 
  skill checks, and ability checks (Fort DC 24 negates).
  The latter effect must be removed by a heal or break 
  enchantment spell.
  HORN OF THE BULL
  This lesser artifact summons 1d10+10 minotaurs with 
  maximum hit points.
  They serve the summoner until they die.
  The horn can be used three times per week, but when a 
  user blows it, all summoned minotaurs remaining from its 
  previous use (if any) disappear.
  In all other ways, treat the horn’s effect as a summon monster 
  spell.
  Caster Level: 18th.
  HORN OF THE BULL
  This lesser artifact summons 1d10+10 minotaurs with 
  maximum hit points.
  They serve the summoner until they die.
  
  255
  The horn can be used three times per week, but when a 
  user blows it, all summoned minotaurs remaining from its 
  previous use (if any) disappear.
  In all other ways, treat the horn’s effect as a summon monster 
  spell.
  Caster Level: 18th.
  KYTHON ARMOR
  This armor looks like a dead adult kython (see Chapter 8) 
  with only two arms.
  If a wearer crawls into it, the armor fuses to him, although 
  it can be removed later.
  The armor is +3 full plate and allows the wearer to use 
  kython weapons as if he were a kython.
  Furthermore, the armor allows the wearer to use its claws 
  (which deal 1d8 points of damage) as if they were natural 
  weapons, and it adds a +10 bonus on any attempt to disguise 
  the wearer as an actual adult kython.
  Caster Level: 16th; Weight: 50 lb.
  MIDNIGHT BLADE
  This +5 bastard sword is unholy, fleshgrinding and 
  marrowcrushing, but only at night.
  During the day it merely has a +5 enhancement bonus.
  Furthermore, the Midnight Blade must be used to draw 
  blood from at least one creature of Medium-size or larger 
  each night, or it loses all abilities and becomes a –4 cursed 
  bastard sword.
  Its abilities can be recovered, but only if it is used to slay a 
  Medium-size or larger creature, at night, with the –4 
  penalty.
  Caster Level: 15th; Weight: 10 lb.
  RHAPSODY OF PAIN
  These oddly named earrings allow the wearer to function as 
  if continually under the effects of both a sadism and a 
  masochism spell.
  Furthermore, the wearer is immune to the debilitating 
  effects of pain, such as those brought on by a symbol of pain, 
  although she still feels the pain.
  Caster Level: 16th; Weight: —.
  RING OF THE DREAD EMPEROR
  This black ring is made from a single piece of obsidian and 
  bears a gold inlay design of chains.
  If a humanoid of at least 10th level is killed on a given day 
  by the wearer of this ring, the wearer takes no penalties for 
  wearing armor (no armor check penalty, no maximum 
  Dexterity bonus to Armor Class, no spell failure chance, 
  and no reduced movement).
  The wearer of the ring gains the effect of a free action spell 
  for the next 24 hours.
  Caster Level: 16th; Weight: —.
  STAFF OF MALICE
  This 6-foot shaft of hardened black wood gives off a dull red 
  glow the color of an old scab that shows itself only in the 
  light.
  Each tip of the staff ends in a metal spear point, and the staff 
  of malice can be used either as a +3 unholy quarterstaff or a +3 
  unholy shortspear in combat.
  Like all staffs, it has 50 charges, which can be used to power 
  the following spells.
  • Bestow greater curse (1 charge, DC 21)
  • Boneblast (1 charge, DC 16)
  • Destruction (1 charge, DC 21)
  • Pestilence (2 charges, DC 22)
  • Stop heart (1 charge, DC 18)
  • Wrack (1 charge, DC 17)
  • Wretched blight (15d8 damage, DC 23) (2 charges) When 
  the charges are all gone, the staff disappears, only to 
  reappear fully charged somewhere else in the multiverse.
  Caster Level: 20th; Weight: 5 lb.
  VASHARAN CROSSBOW
  This +4 heavy crossbow can be loaded and fired as quickly as a 
  light crossbow can.
  Any bolt that it fires is automatically treated as a bolt of 
  slaying humans (as an arrow of slaying).
  Caster Level: 17th; Weight: 4 lb.
  CHAMPIONS OF RUIN (3.5)
  MOANING CROWN OF NDULU
  In the Year of Visions (731 DR), the legendary paladin 
  Sarshel entered the Citadel of Conjurers (which lay near 
  the Hill of Tombs) and shattered the fabled Crown of Narfell.
  In so doing, he broke Orcus’s hold over the artifact and 
  forced the army of demons led by the balor Ndulu to retreat 
  and scatter.
  Although Sarshel gathered up the physical fragments of the 
  headgear, the souls of the long-dead Nentyarchs trapped 
  within the crown quickly fled their ancient prison in the 
  form of powerful wraiths.
  Over the next five decades, Ndulu captured the crown-
  wraiths one by one and brought them to his lair in the 
  depths of the Earthfast Mountains.
  Calling on the power of the Prince of the Undead, Ndulu 
  forged the crown-wraiths into an incorporeal circlet of evil 
  and darkness.
  With the Moaning Crown of Ndulu on his brow, so named 
  for the endless wailing of the souls it had trapped anew, 
  Ndulu was able to reforge his army of succubi and glabrezu.
  In the Year of the Moaning Gorge (786 DR), Ndulu’s army 
  was met by the great-grandsons of King Sarshel at the 
  mouth of a gorge that led deep into the Earthspurs, just 
  outside the gates of the Citadel of Conjurers.
  Employing three shields—Kimeltaar, Naelotaar, and 
  Dizeltaaar—and the sword Demonbane, the Paladin Princes 
  formed a vortex portal and through it drove Ndulu and his 
  horde back into the Abyss.
  In his final act, Ndulu shattered two of the shields—
  Naelotaar and Dizeltaar—and their shield-bearers, Essys and 
  Araln.
  In his wake, the balor left the Moaning Crown of Ndulu, for it 
  could not pass beyond this plane.
  Recognizing the Moaning Crown as the fell echo of the 
  Crown of Narfell, but unable to destroy it, Prince Nord 
  
  256
  secretly carried it to the depths of the Citadel of Conjurers 
  and placed it amid the other Narfelli artifacts that lay
  therein.
  After his sudden reappearance a tenday later, he had the 
  court wizards of Old Impiltur renew their wards on the site, 
  and the Moaning Crown of Ndulu is believed to remain 
  within, forever locked away.
  The Moaning Crown resembles an incorporeal circular cloud 
  of black smoke.
  It can be moved only by someone or something capable of 
  manipulating objects on the Ethereal Plane.
  (Prince Nord carried it on the blade of Felthann, Crown 
  Prince Essys’ sword with the ghost touch property).
  However, if somehow placed atop the brow of a sentient 
  creature, it remains firmly in place.
  Anyone staring into the depths of the headpiece can 
  discern tortured faces swirling through the dark mists, and 
  it is from their mouths that the ever-present moaning 
  emerges.
  Physical contact with the Moaning Crown is equivalent to 
  the touch of a powerful crown-wraith, dealing 1d8 points of 
  Constitution drain per round unless a DC 24 Fortitude save 
  is made.
  (Most bearers would require some form of negative energy 
  protection to safely wear the crown).
  As its name suggests, the Moaning Crown radiates a constant 
  moaning.
  This is a magical sonic effect and can be negated by magical 
  silence.
  In nonevil creatures, this moaning engenders the effect of 
  an emotion (despair) spell, centered on the wearer.
  In evil creatures, the effect is akin to a bard’s inspire 
  greatness ability.
  Evil creatures within 30 feet of the crown-bearer who can 
  hear the moaning gain +2 HD (d10s that grant temporary 
  hit points), a +2 competence bonus on attacks, and a +1 
  competence bonus on Fortitude saves.
  Three times per day, at the command of the crown-bearer, 
  the collective moaning of the crown-wraiths can rise to the 
  level of a terrifying scream, equal in effect to a wail of the 
  banshee spell.
  Strong necromancy; CL 20th; Weight 5 lb.
  SHADOWSTONE
  This +2 heavy mace is a Shadow Weave magic item created 
  by Shar and given to Damian Krale to help him unite the 
  Sharran cells of the Western Heartlands.
  It raises the effective caster level of any of his spells with 
  the darkness descriptor by one.
  It protects him, as a scarab of protection, against the first two 
  energy-draining attacks he suffers each day.
  Finally, any creature struck by the weapon must succeed on 
  a DC 16 Fortitude save or be targeted by a blindness effect 
  for 1d4 rounds.
  Strong abjuration and necromancy; CL 20th; Weight 8 lb.
  CHAMPIONS OF VALOR 
  (3.5)
  CROWN OF NARFELL
  An ancient crown bearing this name and possessed of 
  sinister powers was once worn by the legendary Nentyarch 
  of Narfell.
  After that evil item was destroyed, its pieces were reforged 
  by the gods of the Triad as a potent symbol of Impiltur’s 
  refusal to bow to the armies of the Abyss.
  The new Crown of Narfell is imbued with powers that 
  advance the cause of good and law.
  At present, it is the royal crown of Impiltur.
  History: In –970 DR, the reigning Nentyarch (king) of 
  Tharos constructed the great tree-lined fortress of Dun-
  Tharos in the heart of the present-day Rawlinswood near 
  the headwaters of the Soleine River.
  Some attribute his rise to the acquisition of a fell artifact 
  that came to be known as the Crown of Narfell, while others 
  claim it came about due to a combination of fortuitous 
  events and personal magnetism.
  Although the true origin of the Crown may never be 
  known, it is thought that Orcus, the Demon Prince of 
  Undead, gave the headpiece to the Nentyarch as part of a 
  dark pact.
  In any event, after proclaiming the empire of Narfell and 
  donning the Crown of Narfell, the Nentyarch proceeded to 
  conquer one petty kingdom of the Nars after another, the
  last of which was the kingdom of Ashanath.
  The Nentyarch’s army literally wiped out Ashanath’s capital 
  city, Shandaular, reducing it to little more than myth and 
  scattered piles of rubble along the western shore of Lake 
  Ashane.
  By –900 DR, the empire of Narfell stretched from the 
  uplands of Impiltur to Ashanath and from the eastern 
  slopes of the Giantspire Mountains to the northern bank of 
  the River Umber.
  In the centuries that followed, Narfell’s rulers set their 
  sights on the Priador Plateau (now the Plateau of Thay), 
  home once again only to nomadic tribes of centaurs and 
  gnolls following the retreat of Mulhorand.
  Realizing that the empire of Raumathar to the east had 
  similar designs, successive Nentyarchs pursued a two-
  pronged policy of endless skirmishing and settlement.
  The tribal lands of the Rashemi lay between Lake Ashane 
  and the Sunrise Mountains, bordered to the north and 
  south by Raumathar and the plateau.
  While Narfelli settlers streamed south and east to claim the 
  territory, the Nentyarch’s armies bottled up Raumathar’s 
  forces in Rashemen, pitting the barbaric Rashemi against 
  each other and against the armies of Raumathar.
  Early successes by Narfell that extended the empire’s reach 
  to the northern shore of the Alamber Sea were reversed 
  after –623 DR because of an ill-conceived invasion of 
  Mulhorand and a surprise attack by Raumathar’s army.
  In order to reverse the empire’s decline, the ruling class of 
  Narfell was forced to turn to demonic aid to learn the art of 
  sorcery, prompted by the fell whisperings of the Crown of 
  Narfell.
  
  257
  In –150 DR, centuries of warfare culminated in a great 
  conflagration that consumed both empires and left all 
  manner of summoned beings to stalk the lands they once 
  ruled.
  In the Crown’s early days, its powers were relatively
  benign, extracting a dark price from the bearer only upon 
  his death.
  Those who dared call upon the powers of the Crown found 
  their souls absorbed into the Crown at death and their 
  bodies transformed into crown-wraiths.
  By –150 DR, however, the Crown of Narfell had grown 
  powerful indeed, and its evil persuasiveness almost 
  certainly turned the Narfelli court toward consorting with 
  fiends and ruled the heart of a succession of Nentyarchs.
  For centuries after the fall of Narfell, the Crown of Narfell 
  was one of many Narfelli artifacts forgotten in the depths of 
  the Citadel of Conjurers, located north of the Hill of 
  Tombs.
  It is unclear whether the last Nentyarch to rule Narfell died 
  in the catacombs beneath the Citadel of Conjurers, or if the 
  Crown was placed there after his death.
  In any case, after Impilturan explorers awoke the long-
  slumbering fiends beneath the Rawlinswood and Forest of 
  Lethyr, a powerful balor named Ndulu gathered a host of 
  demons and marched directly toward the Citadel of 
  Conjurers.
  Some claim the balor was guided by the hand of Orcus, 
  while others claim Ndulu simply sought the artifacts 
  within to claim their power for himself.
  Whatever the fiend’s motivation, his ambitions were halted 
  when the paladin Sarshel entered the Citadel and shattered 
  the Crown of Narfell in the Year of Visions (731 DR).
  The destruction of the artifact somehow broke the back of 
  the demon army, enabling the defenders of Impiltur to 
  prevail.
  Although Sarshel gathered up all the physical pieces of the 
  Crown, the crown-wraiths escaped, and with them went 
  the darkness that had beset the artifact.
  High priests of Ilmater, Torm, and Tyr collaborated to 
  reforge the physical crown into a shining beacon of justice, 
  truth, and mercy, while Ndulu corralled the crown-wraiths 
  to forge a shadow crown, later known as the Moaning Crown 
  of Ndulu.
  The reforged Crown of Narfell has served as part of 
  Impiltur’s regalia since Sarshel was crowned in the Year of 
  the Proud Father (732 DR).
  After the royal family died out in the Year of the Fearless 
  Peasant (926 DR), it was for a time the focus of battles 
  between Impiltur’s rival noble houses.
  Eventually Soargar, Mage Royal of Impiltur, took the 
  Crown of Narfell and other treasures of the realm to his 
  tower in Lyrabar, to await the day that the monarchy would 
  be restored.
  After being told of its location by Soargar, Imphras I 
  recovered the holy relic from the archmage’s tower and 
  restored it as the symbol of the monarchy.
  The reforged Crown of Narfell remains in the possession of 
  the descendants of Imphras I to this day and is currently 
  worn by the young King Imbrar II.
  Description: The reforged Crown of Narfell is an object of 
  simple majesty.
  This 1-inch-thick mithral circlet is engraved with four 
  symbols, one at each cardinal point: the three holy symbols 
  of the Triad and the crossed sword and wand of Impiltur’s 
  coat of arms.
  Activation: At will, once per round, the bearer of the 
  reforged Crown of Narfell can use any one of the following 
  effects: favor of Ilmater, glory of the martyr, hand of Torm, holy 
  sword, mark of justice, or order’s wrath.
  Three times per day, the bearer of the crown can cloak 
  himself in a holy aura effect.
  Effect: It is unclear what would happen if the reforged 
  Crown of Narfell were ever brought into contact with the 
  Moaning Crown of Ndulu, but some religious scholars 
  speculate that the original Crown of Narfell might be 
  thereby forged anew.
  Aura/Caster Level: Strong abjuration. CL 20th.
  Weight: 5 lb.
  CITY OF SPLENDORS 
  WATERDEEP (3.5)
  HORNED RING
  Fashioned by Halaster, these iron rings have pairs of tiny 
  curved horns curling out and back toward the wearer.
  Only eight horned rings are known to exist, and nearly all 
  are accounted for among Halaster’s ex-apprentices.
  Jhesiyra Kestellharp had one in her possession, but it 
  vanished centuries ago along with the former Magister.
  At will, the wearer of a horned ring can employ greater teleport 
  within the confines of Undermountain, unaffected by the 
  effects of a Halaster’s teleport cage.
  It is not possible to teleport out of or into Undermountain 
  using a horned ring.
  Upon command, the wearer of a horned ring can cloak 
  himself in an antimagic aura.
  A horned ring provides its wearer immunity to magic missiles 
  and also functions as a major ring of energy resistance 
  (electricity).
  Strong abjuration and conjuration; CL 18th; Weight —.
  MASTER RING OF THE SCALADAR
  Fashioned and worn by Trobriand the Metal Mage, this 
  plain iron ring is capable of commanding any scaladar 
  created by Trobriand or someone instructed in his method 
  of constructing scaladars.
  If conflicting commands are issued, a master ring of the 
  scaladar always prevails over a ring of Trobriand.
  Strong evocation; CL 17th; Weight —.
  ROD OF LATHANDER
  This 2-foot-long tapered rod is fashioned of gold-plated 
  mithral.
  One end of the rod flattens and widens into a half-disc with 
  a serrated edge.
  Embedded in the “sunrise” tip are four rubies, four rose-
  hued diamonds, and four fiery-yellow corundums.
  Removing any of the jewels causes the gems to crumble 
  into dust and renders the rod inoperable until the gem is 
  replaced with a similar stone of at least 5,000 gp value.
  
  258
  The rod of Lathander was fashioned at the Spires of the 
  Morning in the Year of Lathander’s Light (1024 DR), nearly 
  eight decades before that temple was brought within the 
  walls of Waterdeep.
  The paladin Dahaerlin of the Burning Brand commissioned 
  the rod after the outlying village of Hespheira, situated in 
  the shadow of Mount Sar, was shifted into the Plane of 
  Shadow by unknown magic.
  Dahaerlin and the Brotherhood of Light spent four months 
  in the Plane of Shadow before the company returned with 
  over half of the missing villagers.
  Members of the company told a wild tale of battling a 
  powerful shadow dracolich named Umbralax that dwelt in 
  one of that plane’s mysterious Darklands.
  Dahaerlin apparently won the group’s escape at the cost of 
  his own life, for he never returned.
  For over a century, the rod of Lathander occupied a place of 
  honor above the altar of the Morninglord at the Spires of 
  the Morning.
  Then, in the Year of the Shadowkin Return (1136 DR), the 
  relic’s unique powers were required again.
  Reports trickled back to Waterdeep suggesting that the 
  ruined village of Hespheira had returned wrapped in a 
  cloying cloud of blackness, and that shadowy wraith-like 
  creatures were attacking the surrounding region.
  In response, knights of the Order of the Aster sallied forth 
  to combat this new menace, bathed in the protective light 
  of the rod of Lathander.
  A series of quick battlefield successes drew the company 
  deep into the shadowed village, where Umbralax lay in 
  wait.
  After a fierce battle in which over half of the knights lost 
  their lives, Umbralax and the wraiths were destroyed 
  (although the dracolich’s phylactery was never found) 
  thanks to the protective magic of the rod.
  Returned to its place of honor, the rod of Lathander 
  remained above the altar of the Spire of the Morning until 
  the Night of Temple Fires, in the Year of the Saddle (1345 
  DR).
  Thieves stole the rod and several other Lathanderite relics as 
  Waterdeep’s oldest temple burned, prompting some to 
  conclude that the fires had been deliberately set as a 
  distraction.
  Although no word of the rod’s fate has ever come to light in 
  the years since its theft, reports persist of a subterranean 
  sun in the depths of Undermountain, shining from the roof 
  of a large natural cavern.
  Such reports have prompted many followers of the 
  Morninglord to plumb the depths of Halaster’s Halls, but 
  without success.
  The rod of Lathander glows with the power of a 9th-level 
  heightened daylight spell from the minute the sun rises to 
  the minute the sun sets.
  If taken to a location where the sun does not shine 
  (indoors, underground, or on a sunless plane), the rod 
  adheres to the diurnal cycle of the last place it was in where 
  the sun regularly rose and set.
  If taken to another location where a different sun shines 
  (another plane or world, for example), the rod automatically 
  adjusts to the new diurnal cycle, including adjustments for 
  changes in latitude and longitude.
  The rod of Lathander has one additional power.
  For as long as the rod shines, all creatures within the 60-
  foot radius of the daylight spell are protected by a death ward 
  effect.
  Strong evocation; CL 17th; Weight 5 lb.
  DRACONOMICON (3.5)
  AMULET OF SUPREMACY
  This stunning piece of jewelry is virtually priceless based 
  simply on its artistic quality and the value of precious metal 
  and gemstones it contains, but its magical abilities are even 
  more valuable to a dragon.
  When worn by a dragon, an amulet of supremacy confers the 
  benefits of the Maximize Breath feat on the dragon’s breath 
  weapon, and applies the effects of the Maximize Spell feat 
  to the dragon’s spells and spell-like abilities.
  These benefits come at no cost to the dragon: It need not 
  wait extra rounds between uses of its breath weapon, and its 
  maximized spells do not use higher-level spell slots.
  An amulet of supremacy bestows two negative levels on any 
  nondragon that dares to put it on.
  In addition, when a nondragon first dons the amulet, it 
  immediately targets the offender with a disintegrate effect 
  (caster level 20th, Fortitude DC 19 partial).
  Strong (no school); CL 17th.
  DRACO MYSTERE
  This tome, known as “Mysteries of the Dragon” in 
  Common, is a legendary book of lore regarding 
  dragonkind.
  Some claim it was written by the first high priest of the 
  Cult of Ashardalon, but others call this assertion nothing 
  but an idle boast, believing the book to be far older than 
  that.
  Over the centuries, it has been studied, copied, lost, and 
  found again by dozens if not hundreds of readers.
  Many lesser versions of this book are known to exist, but 
  none share its power.
  Reading Draco Mystere takes thirty consecutive 8-hour days 
  of study.
  If the reader misses even a single day during this time, he 
  must start again from the beginning.
  Completion of the study gives the reader a +5 inherent 
  bonus on Knowledge (arcana) checks regarding dragons.
  The reader also gains low-light vision (if the character 
  already has low-light vision, the effect is increased by one 
  multiple, such as from double to triple) and immunity to 
  magic sleep and paralysis effects.
  In addition, a sorcerer who reads Draco Mystere gains 1 point 
  of Charisma and sufficient XP to place him halfway into the 
  next experience level (which must be used to increase his 
  sorcerer level).
  Other characters who peruse the book do not receive these 
  benefits.
  Any individual can only receive the tome’s benefits once in 
  a lifetime.
  Strong transmutation; CL 19th; Weight 3 lb.
  
  259
  DRAGONS OF FAERÛN 
  (3.5)
  CHASSABRA’S PENDANT
  On a mountaintop somewhere in the North, Tostyn 
  Alaerthmaugh recovered Chassabra’s pendant from the 
  skeletal remains of its long-dead creator, after whom it was 
  named.
  Lore: Characters can gain the following pieces of 
  information about Chassabra’s pendant by making successful 
  Knowledge (arcana) or Knowledge (history) checks.
  DC 20: The sorceress Chassabra ruled over a small section of 
  the Mlembryn Lands along the River Dessarin in the third 
  century Dalereckoning.
  DC 25: Known as the “Lady of Swirling Stones”, Chassabra 
  abandoned her tower and lands after transforming herself 
  into a half-amethyst dragon.
  DC 30: Chassabra traced her ancestry back to Felrivenser, a 
  great amethyst wyrm known to the wizards of ancient 
  Netheril as “Gembright”.
  She is thought to have located Felrivenser’s long-lost hoard 
  and hidden it in an extradimensional space reachable by 
  way of a portal keyed to her pendant.
  Description: This piece of jewelry appears to be a delicate 
  diamond-shaped piece of polished copper, engraved with a 
  design of three closed, long-lashed human eyes set in a 
  triangle (one eye below two side-by-side eyes), hung around 
  a small-linked necklace chain.
  The spells laid on the pendant render it terrifically strong 
  and nonmetallic (such that it is not affected by magnetism 
  or spells that work on metal, and no longer conducts heat 
  or electricity) and make it automatically alter to fit a wearer.
  It is as hard as adamantine (hardness 20, 5 hp).
  Effect: When donned, Chassabra’s pendant mentally 
  communicates its powers to its wearer (it is a self-
  identifying item), who can activate them by silent force of 
  will alone (a standard action that provokes attacks of 
  opportunity).
  The exceptions to this are the three automatic, always-
  functioning powers of the pendant, which affect only the 
  wearer: see invisibility, feather fall, and immunity to magic 
  missiles.
  The pendant has the following additional powers.
  Only one of these effects can be active at a time; activating a 
  different one deactivates the one that had been in effect.
  4/day—-faerie fire (When the user actives this power, 
  creatures and objects within a T-foot radius centered on the 
  user, but not the user himself, become outlined with faerie 
  fire.
  The effect lasts 10 minutes; otherwise, the power works just 
  like the faerie fire spell).
  3/day—dimension door, disguise self.
  1/day—regenerate (as the spell, except all missing tissue is 
  regenerated in a single round whether or not the severed 
  body parts are present and attached).
  Strong abjuration, conjuration, divination, evocation, 
  transmutation; CL 15th; Weight 1 lb.
  DIAMOND SCEPTER OF CHOMYLLA
  The diamond scepter of Chomylla is one of at least three long-
  lost lore scepters of Uvarean.
  The diamond scepter was created by Chomylla centuries 
  before the destruction of the Lorelands (as the elf realm of 
  Uvarean in the west central forest was known) by a falling 
  star.
  Chomylla was among the few survivors, thanks to her visit 
  to the coronal.
  After the calamity, Chomylla gave the scepter to the 
  coronal for safekeeping, so she could return home to see 
  what could be salvaged.
  At this point, the scepter disappeared from record, having 
  been lost or stolen.
  The scepter was not found until the Year of the Staff (1366 
  DR), when Dretchroyaster uncovered it in the Monarch’s 
  Fall Glade.
  Lore: Characters can gain the following pieces of 
  information about the diamond scepter of Chomylla by 
  making successful Knowledge (arcana) or Knowledge 
  (history) checks.
  DC 20: These scepters were first created by the elves of the 
  Uvarean as keys to access secret troves of knowledge.
  DC 30: Chomylla, one of the last remaining elves of the 
  Uvarean, created this scepter, but it was lost some time 
  after the destruction of her realm.
  Description: This 6-foot-long scepter is carved from a single 
  enormous crystal, with a perfect transparent globe at its 
  head.
  Effect: The scepter acts as a +3/+3 quarterstaff.
  The wielder can also use the following effects.
  At will—quickened detect magic.
  3/day—identify, legend lore, tongues.
  1/day—maze.
  The primary function of the scepter is to unlock the secrets 
  of the libraries of Uvarean, secret elf stores of knowledge in 
  the Dalelands.
  When the wielder of the scepter is in the presence of an 
  artifact or location associated with the Uvarean, he feels a 
  faint tingling.
  By concentrating on a specific object or location and 
  making a successful Knowledge check (of a DC appropriate 
  to the magnitude of the knowledge), the wielder can learn 
  basic information about that topic.
  Strong conjuration, divination, and illusion; CL 15th.
  HELM OF SUPREME WIZARDRY
  Helms of supreme wizardry are powerful Netherese artifacts 
  capable of transforming a minor wizard into a mage of great 
  power, albeit at considerable personal cost.
  Lore: Characters can gain the following pieces of 
  information about helms of supreme wizardry by making 
  successful Knowledge (arcana) or Knowledge (history) 
  checks.
  DC 20: Helms of supreme wizardry date back to the Golden 
  Age of Netheril.
  They allow the bearer to recapture the power of the great 
  Netherese arcanists.
  DC 25: Helms of supreme wizardry exact a terrible price from 
  those who abuse their powers, leaving some who rely on 
  them overmuch babbling fools incapable of preparing 
  spells.
  
  260
  DC 35: Helms of supreme wizardry were the invention of the 
  legendary Terraseer.
  He reportedly bequeathed such treasures to up-and-coming 
  arcanists as a way to measure their wisdom and restraint.
  Curiously, most “successful” bearers of the helms have 
  eventually vanished under mysterious circumstances, 
  suggesting that those who pass the Terraseer’s “test” are 
  later recruited for some special purpose.
  Description: This ornate, fluted helm is made of steel plated 
  with a silver alloy and alters to fit the head of any creature 
  that dons it.
  Effect: A helm of supreme wizardry allows any wearer already 
  able to cast wizard spells to prepare and cast two additional 
  spells of each level from 6th through 9th (8 spells per day 
  total).
  These are treated as bonus spell slots (as if from a very high 
  Intelligence) and therefore apply only to casters already 
  capable of casting spells of those levels (though such a 
  caster can still use the slots to prepare lower-level spells or 
  spells altered by metamagic feats).
  Casting a spell from one of these bonus slots deals 1d6+1 
  points of damage to the wearer immediately upon the 
  completion of the spell.
  If the helm is removed, any bonus spells prepared while it 
  was worn are immediately lost.
  The helm has several drawbacks.
  First, if all the extra spells gained while the helm is worn 
  are not cast within 12 hours of their preparation, the wearer 
  loses all prepared wizard spells at the end of that period 
  (including the bonus spells from the helm and any other 
  wizard spells the wearer had prepared normally).
  The spell slots for those lost spells are considered expended 
  (the wearer must rest again to reuse the spell slots).
  Only the bonus spell slots used by the wearer need to be 
  expended to prevent this from happening.
  For example, a 12th-level wizard wearing a helm of supreme 
  wizardry has access only to spell slots of 6th level and lower.
  She can use only the two bonus 6th-level spell slots from 
  the helm, and if she casts both of those within 12 hours of 
  preparing them, then this drawback is not triggered.
  (In other words, she is not penalized for not being able to 
  use the higher-level bonus spell slots granted by the helm).
  The second drawback is that if the helm is ever used (not 
  merely worn, but actually used to prepare spells in its 
  bonus slots) by the same wearer twice in a tenday, it deals 1 
  point of Intelligence drain to the wearer, and that attempt 
  to use the extra slots fails.
  The third drawback is that if the helm is ever used twice in 
  a single 30-day period by the same wearer to prepare spells 
  of the same school, the preparation succeeds, but the 
  wearer immediately takes 1 point of Intelligence drain and 
  permanently loses 1 hit point.
  Despite this great price, as long as it is worn, the helm 
  allows the wearer to cast these bonus spells, even if the 
  Intelligence loss means the wearer could not normally cast 
  spells of that level anymore.
  For example, if the wearer uses the helm to prepare 
  antimagic field and chain lightning, then 28 days later uses the 
  helm to prepare greater dispel magic (the same school as 
  antimagic field), the wearer would incur those losses.
  If she persisted in her folly and used the helm to prepare 
  Bigby’s forceful hand (the same school as chain lightning) she 
  would experience the losses again.
  If her Intelligence was originally 16, she would now be 
  reduced to Intelligence 14, normally not a high enough 
  score to cast greater dispel magic or Bigby’s forceful hand.
  However, the power of the helm allows her to still cast 
  those spells (but not any other spells of 5th or 6th level that 
  were prepared normally).
  Strong transmutation; CL 20th; Weight 3 lb.
  DROW OF THE 
  UNDERDARK (3.5)
  CLOAK OF THE CONSORT
  Price: n/a
  Body Slot: Shoulders
  Caster Level: 21st
  Aura: Overwhelming; (DC 25) abjuration
  Activation: Swift (command)
  Weight: 1 lb.
  This light, very fine gray cape shimmers in the light.
  A cloak of the consort grants a +6 deflection bonus to Armor 
  Class and a +4 resistance bonus on all saving throws.
  In addition, the cloak negates any weakness to light that 
  you might have.
  Finally, you can gain concealment for 10 rounds, at will.
  In exchange for these benefits, you take a –4 penalty to all 
  saving throws against spells and spell-like effects cast by 
  female drow.
  Lore: As they fled the surface, the dark elves looked to the 
  matriarchs for guidance—for although it was their 
  corruption and obeisance to the Spider Queen that led to 
  the drow’s exile from their homeland, any chance they had 
  of surviving in the Underdark lay with the priestesses.
  (Knowledge [history] DC 20).
  But before the drow would entrust their fates to the 
  matriarchs once more, they demanded a concession: some 
  way to restore the balance between the males and the 
  females of the species.
  The priestesses agreed, and each elevated one male to serve 
  as a companion and advisor.
  (Knowledge [history] DC 25).
  To secure the pact, the matriarchs spun cloaks of fine spider 
  silk and imbued them with their blood and Lolth’s dark 
  will.
  (Knowledge [history] DC 30).
  They crafted each cloak to protect their consorts, guarding 
  each privileged male against ambitious upstarts who would 
  usurp their position.
  (Knowledge [history] DC 32).
  But the matriarchs were clever, and they infused a small 
  curse into each cloak.
  Those who wore the cloaks would be vulnerable to the 
  magic of the priestesses.
  And so, from the start, the drow consorts were nothing 
  more than the puppets and figureheads they remain to this 
  day.
  (Knowledge [history] DC 35).
  Adventure Hook: Since the exile, the process for 
  constructing these cloaks has been lost, enhancing both the 
  prestige value and the monetary value of those that remain.
  
  261
  When one is discovered, the various houses immediately 
  lay claim to it, causing no shortage of conflict.
  A cloak of the consort might change hands many times: One 
  might be stolen from one house, only to be stolen back 
  again within hours.
  The infighting ends only when one house manages to 
  secure a cloak and bestow it onto a consort powerful 
  enough to keep it.
  A matriarch might dispatch drow raiding parties to recover 
  a cloak from another house, requiring them to slip in, 
  murder the consort, and bring the cloak back.
  And, until a suitable consort can be found, that party might 
  also be required to protect the cloak from countless 
  enemies.
  Characters from the surface might happen upon one of 
  these cloaks after encountering a particularly powerful 
  group of drow led by a consort.
  Soon after the PCs take possession of the cloak, word of its 
  loss spreads throughout the city, and the various houses 
  work to recover it.
  Some might use a direct approach, harrying the PCs 
  throughout the Underdark, and others might deal 
  peacefully, offering to exchange it for some other potent 
  (and likely cursed) item.
  EGG OF LOLTH
  Price: n/a
  Body Slot: —
  Caster Level: 23rd
  Aura: Overwhelming; (DC 26) conjuration
  Activation: See text
  Weight: 10 lb.
  This fist-sized egg is made of platinum.
  It has no markings and is completely smooth.
  When touched, it vibrates slightly, and you hear the faint sounds 
  of scratching corning from within.
  The egg of Lolth is a potent artifact with a long history.
  Originally nothing more than a cursed item that compelled 
  its wielder to fling himself through a gate to the Abyss, its 
  long exposure to the chaotic energies of the Demonweb 
  Pits has transformed it into the deadly device it is today.
  Aside from its relatively minor value (60 gp), the egg 
  appears to have no function.
  It cannot be opened, and has no hinges or seams.
  It can be dented, but any blemishes vanish after 1d4 hours.
  The only way to activate the item is to cast a remove curse 
  spell on it, at which point the egg vanishes; in its place 
  appears a shuddering, tumescent bag of spider silk.
  On the following round, the bag tears itself open, spilling 
  out 1d10 fiendish spider swarms and one fiendish Colossal 
  monstrous spider.
  For the next 10 rounds, 1d4 fiendish Large monstrous 
  spiders follow, after which the bag of spidersilk seals shut 
  and vanishes, leaving the platinum egg spinning in its 
  place.
  Creatures called by the egg appear in the closest available 
  space to the artifact and can act immediately, attacking the 
  closest nondrow creature as soon as they appear.
  They fight until destroyed, pursuing fleeing characters 
  relentlessly.
  While the egg is activated, any creature that touches the 
  bag is automatically transported to the Demonweb Pits.
  In addition, the artifact can serve as the focus component 
  for plane shift spells cast to travel to the Abyss.
  Lore: Ages ago, a group of bold heroes—having fought 
  through hordes of giants—uncovered a terrifying plot to 
  sow war and discord throughout the world.
  Eclavdra, a high priestess and an influential leader in the 
  drow city of Erelhei-Cinlu, was behind these machinations.
  (Knowledge [history] DC 20).
  The adventurers swept through the Underdark, battled the 
  kuo-toa in their profane warren, and took the fight to the 
  vault of the drow itself.
  After all this effort, their job was not yet finished.
  They discovered a strange item that enabled them to leave 
  the Material Plane and take the fight to the Spider Queen 
  herself in the Abyss.
  (Knowledge [history] DC 25).
  It’s not clear what happened to these adventurers, but the 
  egg eventually found its way back to the drow, and has 
  changed hands many times since.
  (Knowledge [history] DC 30).
  Adventure Hook: The egg of Lolth is an unholy relic, and one 
  that is closely guarded by the Spider Queen’s most 
  powerful priestesses.
  Given the forces that protect it, only a few know if its 
  existence and fewer still have laid eyes upon it.
  When members of a rival city learn of the egg’s existence 
  and the significance of the object, they are unwilling to let 
  Erelhei-Cinlu retain the vile thing, and so the matriarchs 
  send a team of infiltrators to recover it.
  The theft plunges both cities into war, with each side 
  expending their slave-warriors by the hundreds to recover 
  the profane object.
  As the conflict escalates, the characters find themselves 
  drawn into the struggle: perhaps to defend a svirfneblin 
  enclave, or as mercenaries in service to a drow noble house.
  The more the characters invest themselves in the struggle, 
  the more it becomes clear that the force pulling the strings 
  is Lolth herself, and that the only way to restore stability 
  between the two cities is to either destroy the artifact or 
  send it back to the Abyss where it belongs.
  DUNGEON MASTER’S 
  GUIDE 3.0 (3.0)
  BOOK OF EXALTED DEEDS
  This holy book is sacred to divine spellcasters of good 
  alignment (LG, NG, CG).
  Study of the work requires one week, but upon completion 
  the good spellcaster gains a +1 inherent bonus to Wisdom 
  and experience points sufficient to place him halfway into 
  the next level of experience.
  Divine spellcasters neither good nor evil (LN, N, CN) lose 
  2d6×1,000 experience points for perusing the work.
  Evil divine spellcasters (LE, NE, CE) lose twice that 
  amount.
  Furthermore, they have to atone (see the atonement spell) in 
  order to gain further experience.
  Nonspellcasters who handle or read the book are 
  unaffected.
  
  262
  Arcane spellcasters who read it have 1 point of Intelligence 
  permanently drained and lose 1d6×1,000 experience points 
  unless they make a Will save (DC 15).
  Except as indicated above, the writing in a book of exalted 
  deeds can’t be distinguished from any other magic book, 
  libram, tome, or so on until perused.
  Once read, the book vanishes, never to be seen again, nor 
  can the same character ever benefit from reading a similar 
  tome a second time.
  Caster Level: 19th; Weight: 3 lb.
  BOOK OF INFINITE SPELLS
  This work bestows upon any character of any class the 
  ability to use the spells within its pages.
  However, upon first reading the work, any character not 
  already able to use spells gains one negative level for as long 
  as the book is in her possession or while she uses its power.
  The book of infinite spells contains 1d8+22 pages.
  The nature of each page is determined by die roll:
  If a spell is written on a page, determine the spell by using 
  the tables for determining major scroll spells (the third 
  column on Table 8–23: Scroll Spell Levels, along with Table 
  8–24: Arcane Spell Scrolls and Table 8–25: Divine Spell 
  Scrolls).
  Once a page is turned, it can never be flipped back—paging 
  through a book of infinite spells is a one-way trip.
  If the book is closed, it always opens again to the page it was 
  on before the book was closed.
  When the last page is turned, the book vanishes.
  Once per day the owner of the book can cast the spell to 
  which the book is opened.
  If that spell happens to be one that is on the character’s 
  class spell list, she can cast it up to four times per day.
  The pages cannot be ripped out without destroying the 
  book.
  Similarly, the spells cannot be cast as scroll spells, nor can 
  they be copied into a spellbook—their magic is bound up 
  permanently within the book itself.
  The owner of the book need not have the book on her 
  person in order to use its power.
  The book can be stored in a place of safety while the owner 
  is adventuring and still allow its owner to cast spells by 
  means of its power.
  Each time a spell is cast, there is a chance that the energy 
  connected with its use causes the page to magically turn 
  despite all precautions.
  The owner knows this and may even benefit from the 
  turning by gaining access to a new spell.
  The chance of a page turning is as follows:
  Treat each spell use as if a scroll were being employed, for 
  purposes of determining casting time, spell failure, and so 
  on.
  Caster Level: 18th; Weight: 3 lb.
  BOOK OF VILE DARKNESS
  This is a work of ineffable evil—meat and drink to divine 
  spellcasters of that alignment (LE, NE, CE).
  To fully consume the contents requires one week of study.
  Once this has been accomplished, the evil spellcaster gains 
  a +1 inherent bonus to Wisdom and enough experience 
  points to place him halfway into the next experience level.
  Divine spellcasters neither good nor evil (LN, N, CN) who 
  read the book either lose 2d6×l,000 XP (a 01–50 result on 
  d%) or become evil without benefit from the book (51–100).
  Good divine spellcasters (LG, NG, CG) perusing the pages 
  of the book of vile darkness have to make a Fortitude save (DC 
  16) or die.
  If they do not die, they must succeed on a Will save (DC 15) 
  or become permanently insane.
  In the latter event, even if the save is successful, the 
  character loses 20,000 experience points, minus 1,000 for 
  each point of Wisdom he has.
  (This calculation cannot result in an XP gain).
  Other characters of good alignment take 5d6 points of 
  damage from just handling the tome.
  If such a character looks inside, there is an 80% chance that 
  an evil outsider attacks the character that night.
  LN, N, & CN aligned characters take 5d4 points of damage 
  from handling the book, and reading its pages causes them 
  to become evil (Will negates DC 13).
  Such converts immediately seek out an evil cleric to 
  confirm their new alignment (with an atonement spell).
  Caster Level: 19th; Weight: 3 lb.
  DECK OF MANY THINGS
  A deck of many things (both beneficial and baneful) is usually 
  found in a box or leather pouch.
  Each deck contains a number of cards or plaques made of 
  ivory or vellum.
  Each is engraved with glyphs, characters, and sigils.
  As soon as one of these cards is drawn from the pack, its 
  magic is bestowed upon the person who drew it, for better 
  or worse.
  The character with a deck of many things who wishes to draw 
  a card must announce how many cards she will draw before 
  she begins.
  Cards must be drawn within 1 hour of each other, and a 
  character can never again draw from this deck any more 
  cards than she has announced.
  If the character does not willingly draw her allotted 
  number (or if she is somehow prevented from doing so), 
  the cards flip out of the deck on their own.
  
  263
  Exception: If a jester is drawn, the possessor of the deck 
  may elect to draw two additional cards.
  Each time a card is taken from the deck, it is replaced 
  (making it possible to draw the same card twice) unless the 
  draw is a jester or fool, in which case the card is discarded 
  from the pack.
  A deck of many things contains 22 cards.
  To simulate the magic cards, you may want to use tarot 
  cards, as indicated by the second column in the 
  accompanying table.
  If no tarot deck is available, substitute ordinary playing 
  cards instead, as indicated by the third column.
  Balance: As in “weighed in the balance and found wanting”, 
  the character must change to a radically different 
  alignment.
  If the character fails to act according to the new alignment, 
  she gains a negative level.
  Comet: The character must single-handedly defeat the next 
  hostile monster or monsters encountered, or the benefit is 
  lost.
  If successful, the character moves to the midpoint of the 
  next experience level.
  Donjon: This signifies imprisonment—either by the 
  imprisonment spell or by some powerful being, at the DM’s 
  option.
  All gear and spells are stripped from the victim in any case.
  Whether these items are recoverable is, likewise, up to the 
  DM.
  Draw no more cards.
  Euryale: The medusa-like visage of this card brings a curse 
  that only the Fates card or a deific being can remove.
  The –1 penalty to all saving throws is otherwise permanent.
  Fates: This card enables the character to avoid even an 
  instantaneous occurrence if so desired, for the fabric of 
  reality is unraveled and respun.
  Note that it does not enable something to happen.
  It can only stop something from happening or reverse a 
  past occurrence.
  The reversal is only for the character who drew the card; 
  other party members may have to endure the 
  confrontation.
  Flames: Hot anger, jealousy, and envy are but a few of the 
  possible motivational forces for the enmity.
  The enmity of the outsider can’t be ended until one of the 
  parties has been slain.
  Determine the outsider randomly, and assume that it 
  attacks the character (or plagues her life in some way) 
  within 1d20 days.
  Fool: The payment of XP and the redraw are mandatory!
  This card is always discarded when drawn, unlike all others 
  except the jester.
  Gem: This card indicates wealth.
  The jewelry is all gold set with gems, each piece worth 
  2,000 gp each, the gems all of 1,000 gp value each.
  Idiot: This card causes the loss of 1d4+1 points of 
  Intelligence immediately.
  The additional draw is optional.
  Jester: This card is always discarded when drawn, unlike all 
  others except the fool.
  The redraws are optional.
  Key: The magic weapon granted must be one usable by the 
  character; use the weapon tables beginning with Table 8–
  11: Weapon Type Determination until a useful item is 
  awarded.
  It suddenly appears out of nowhere in the character’s hand.
  Knight: The fighter appears out of nowhere and serves 
  loyally until death.
  He or she is a magic construct (not a real person) but 
  appears to be of the same race (or kind) and gender as the 
  character.
  He or she is equipped with the starting fighter package 
  found in the Player’s Handbook (page 37).
  Moon: This is sometimes represented by a moonstone gem 
  with the appropriate number of wishes shown as gleams 
  therein, sometimes by a moon with its phase indicating the 
  number of wishes (full = four; gibbous = three; half = two; 
  quarter = one).
  These wishes are the same as those granted by the 9th-level
  wizard spell and must be used in a number of minutes equal 
  to the number received.
  Rogue: When this card is drawn, one of the character’s NPC 
  friends (preferably a cohort) is totally alienated and forever 
  after hostile.
  If the character has no cohorts, the enmity of some 
  powerful personage (or community, or religious order) can 
  be substituted.
  The hatred is secret until the time is ripe for it to be 
  revealed with devastating effect.
  Ruin: As implied, when this card is drawn every bit of 
  money (including all gems, jewelry, treasure, and art 
  objects) is lost (disintegrated).
  All land owned is struck by blight and forever ruined, 
  buildings collapse into dust, etc.
  Skull: A minor death appears.
  Treat this minor death as an unturnable spectre with a ghost 
  touch scythe that never misses and deals 2d8 points of 
  damage.
  The character must fight it alone-—if others help, they get 
  minor deaths to fight as well.
  If the character is slain, she is slain forever and cannot be 
  revived, even with a wish or a miracle.
  Star.
  The 2 points are added to any ability the character chooses.
  They cannot be divided among two abilities.
  Sun: Roll for a medium wondrous item (Table 8–29: 
  Medium Wondrous Items) until a useful item is indicated.
  The XP granted are immediately available.
  Talons: When this card is drawn, every magic item owned 
  or possessed by the character is instantly and irrevocably 
  gone (disintegrated).
  Throne: The character becomes a true leader in people’s 
  eyes.
  The castle gained appears in any open area she wishes (but 
  the decision where to place it must be made immediately).
  Vizier: This card empowers the character drawing it with 
  the one-time ability to call upon supernatural wisdom to 
  solve any single problem or answer fully any question upon 
  her request.
  Whether the information gained can be successfully acted 
  upon is another question entirely.
  The Void: This black card spells instant disaster.
  The character’s body continues to function, as though in a 
  coma, but her psyche is trapped in a prison somewhere—in 
  an object on a far plane or planet, possibly in the possession 
  of an outsider.
  A wish or a miracle does not bring the character back, 
  instead merely revealing the plane of entrapment.
  Draw no more cards.
  
  264
  Caster Level: 20th; Weight: —.
  HAMMER OF THUNDERBOLTS
  This appears to be an oversized, extra-heavy warhammer.
  A character smaller than Large finds it too unbalanced to 
  wield properly in combat (–2 penalty to attack).
  However, a character of sufficient size finds that the 
  hammer functions with a +3 enhancement bonus and deals 
  double damage on any hit.
  If the wielder (of any size) wears a belt of giant strength and 
  gauntlets of ogre power and he knows that the hammer is a 
  hammer of thunderbolts (not just a +3 warhammer), the 
  weapon can be used to full effect: When swung or hurled, it 
  gains a total +5 enhancement bonus, deals double damage, 
  allows all girdle and gauntlet bonuses to stack (only when 
  using this weapon), and strikes dead any giant upon whom 
  it scores a hit (Fortitude save DC 16 to survive).
  When hurled, on a successful hit the hammer emits a great 
  noise, like a clap of thunder, stunning all creatures within 
  90 feet for 1 round (Fortitude save DC 12 to resist).
  The hammer’s throwing range is 180 feet, and its range 
  increment is 30 feet.
  Caster Level: 20th.
  PHILOSOPHER’S STONE
  This rare and magic substance appears to be an ordinary, 
  sooty piece of blackish rock.
  If the stone is broken open, a cavity is revealed at the 
  stone’s heart.
  This cavity is lined with a magical quicksilver that enables 
  any wizard to transmute base metals (iron and lead) into 
  silver and gold.
  A single philosopher’s stone can turn from 500 to 5,000 
  pounds of iron into silver, or from 100 to 1,000 pounds of 
  lead into gold.
  However, the magical quicksilver becomes unstable once 
  the stone is opened and sublimates within 24 hours, so all 
  transmutations must take place within that period.
  The quicksilver found in the center of the stone may also 
  be put to another use.
  If mixed with any cure potion, it creates a special potion of life 
  that acts as a true resurrection for any dead body it is 
  sprinkled upon.
  Caster Level: 20th; Weight: 3 lb.
  SPHERE OF ANNIHILATION
  A sphere of annihilation is a globe of absolute blackness, a ball 
  of nothingness 2 feet in diameter.
  A sphere is actually a hole in the continuity of the 
  multiverse.
  Any matter that comes in contact with a sphere is instantly 
  sucked into the void, gone, and utterly destroyed.
  Only the direct intervention of a deity can restore an 
  annihilated character.
  A sphere of annihilation is static, resting in some spot as if it 
  were a normal hole.
  It can be caused to move, however, by mental effort.
  The brain waves of the individual concentrating on moving 
  it bend spatial fabrics, causing the hole to slide.
  The range of this control is 40 feet initially, then 40 feet +10 
  feet per character level once control is established.
  Control is based on the character’s Intelligence and level of 
  experience.
  (The higher his level, the greater his mental discipline).
  The character adds his Intelligence bonus and character 
  level and then applies the total to a 1d20 roll.
  To control the sphere, the DC is 30.
  The sphere’s speed is 10 feet per round +1 foot for every 
  point by which the control check result exceeds 30.
  Any attempt to control the sphere causes it to move, but if 
  control is not established, the sphere slides toward the 
  character attempting to move it.
  It continues to move in the direction he wills it to (or 
  toward the character, if the attempt failed) for 1d4 rounds 
  or for as long as the character is within 30 feet, whichever is 
  greater.
  
  265
  Control must be checked each round.
  If two or more wizards vie for control of a sphere of 
  annihilation, the rolls are opposed.
  If none are successful, the sphere slips toward the one who 
  rolled lowest.
  Should a gate spell be cast upon a sphere of annihilation, there 
  is a 50% chance (a 01–50 result on d%) that the spell 
  destroys it, a 35% chance (51–85) that the spell does 
  nothing, and a 15% chance (86–100) that a gap is torn in the 
  spatial fabric, catapulting everything within a 180-foot 
  radius into another plane.
  If a rod of cancellation touches a sphere, they negate each 
  other in a tremendous explosion.
  Everything within a 60-foot radius takes 2d6×10 points of 
  damage.
  Dispel magic and Mordenkamen’s disjunction have no effect on 
  the sphere.
  See also talisman of the sphere (page 227).
  Caster Level: 20th; Weight: —.
  STAFF OF THE MAGI
  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.
  Some of its powers drain charges, while others don’t.
  The following powers do not drain charges:
  • detect magic
  • enlarge
  • hold portal
  • light
  • mage armor
  • mage hand
  The following powers drain 1 charge per usage:
  • dispel magic
  • fireball (10d6 points of damage, DC 13)
  • ice storm
  • invisibility
  • knock
  • lightning bolt (10d6 points of damage, DC 13)
  • passwall
  • pyrotechnics
  • wall of fire
  • web
  These powers drain 2 charges per usage.
  • monster summoning IX
  • plane shift
  • telekinesis (400 pounds maximum weight)
  • whirlwind
  The 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 
  exactly like a rod of absorption (page 196).
  The staff uses spell levels as charges, not as spell energy 
  usable by a spellcaster.
  If the staff absorbs spell levels beyond its charge limit (50), 
  it explodes as if a retributive strike had been made (see 
  below).
  Note that 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.
  Absorbing spells is risky, but absorption is the only way this 
  staff can be recharged.
  Retributive Strike: 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 hit points of 
  damage equal to 8 times the number of charges in the staff, 
  those between 11 feet and 20 feet away take points equal to 
  6 times the number of charges, and those 21 feet to 30 feet 
  distant take 4 times the number of charges.
  Successful Reflex saving throws (DC 17) reduce damage by 
  half.
  The character breaking the staff has a 50% chance (a 01–50 
  result on d%) of traveling to another plane of existence, but 
  if she does not (51–100), the explosive release of spell 
  energy destroys her.
  Only specific items, including the staff of the magi and the 
  staff of power (page 205), are capable of a retributive strike.
  Caster Level: 20th; Weight: 5 lb.
  TALISMAN OF PURE GOOD
  A good (LG, NG, CG) divine spellcaster who possesses this 
  item can cause a flaming crack to open at the feet of an evil 
  (LE, NE, CE) divine spellcaster who is up to 100 feet away.
  The intended victim is swallowed up forever and sent 
  hurtling to the center of the earth.
  The wielder of the talisman must be good, and if he is not 
  exceptionally pure in thought and deed (DM’s discretion), 
  the evil character gains a Reflex saving throw (DC 19) to 
  leap away from the crack.
  Obviously, the target must be standing on solid ground for 
  this item to function.
  (In the air, in a high tower, or on a ship are all places of 
  safety against this otherwise potent item).
  A talisman of pure good has 7 charges.
  If a neutral (LN, N, CN) divine spellcaster touches one of 
  these stones, he takes 6d6 points of damage.
  If an evil divine spellcaster touches one, he takes 8d6 points 
  of damage.
  All other characters are unaffected by the device.
  Caster Level: 18th; Weight: —.
  TALISMAN OF ULTIMATE EVIL
  An evil (LE, NE, CE) divine spellcaster who possesses this 
  item can cause a flaming crack to open at the feet of a good 
  (LG, NG, CG) divine spellcaster who is up to 100 feet away.
  The intended victim is swallowed up forever and sent 
  hurtling to the center of the earth.
  The wielder of the talisman must be evil, and if she is not 
  exceptionally foul and perverse in the sights of her evil 
  deity (DM’s discretion), the good character gains a Reflex 
  saving throw (DC 19) to leap away from the crack.
  Obviously, the target must be standing on solid ground for 
  this item to function.
  (In the air, in a high tower, or on a ship are all places of 
  safety against this otherwise potent item).
  A talisman of ultimate evil has 6 charges.
  If a neutral (LN, N, CN) divine spellcaster touches one of 
  these stones, she takes 6d6 points of damage.
  If a good divine spellcaster touches one, she takes 8d6 
  points of damage.
  All other characters are unaffected by the device.
  
  266
  Caster Level: 18th; Weight: —.
  TALISMAN OF ZAGY
  A talisman of this sort appears the same as a stone of 
  controlling earth elementals.
  Its powers are quite different, however, and dependent on 
  the Charisma of the individual holding the talisman.
  Whenever a character touches a talisman of Zagy, he must 
  make a Charisma check (DC 15).
  If he fails, the device acts as a stone of weight (see page 235).
  Discarding or destroying it results in 5d6 points of damage 
  to the character and the disappearance of the talisman.
  if he 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 he rolls a natural 20, the character finds it impossible to 
  be rid of the talisman for as many months as he has points 
  of Charisma.
  In addition, the artifact grants him one wish for every 6 
  points of the character’s Charisma.
  It also 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, the talisman 
  disappears when its time period expires, leaving behind a 
  10,000 gp diamond in its stead.
  Caster Level: 20th; Weight: 1 lb.
  DUNGEON MASTER’S 
  GUIDE 1 3.5 (3.5)
  BOOK OF EXALTED DEEDS
  This holy book is sacred to divine spellcasters of good 
  alignment (LG, NG, CG).
  Study of the work requires one week, but upon completion 
  a good spellcaster gains a +1 inherent bonus to Wisdom and 
  one experience level—receiving enough XP to put the 
  character’s XP total midway between the minimum needed 
  for his new (higher) level and the minimum needed for the 
  level beyond that.
  Divine spellcasters neither good nor evil (LN, N, CN) lose 
  2d6×1,000 XP for perusing the work.
  Evil divine spellcasters (LE, NE, CE) lose twice that 
  amount.
  In addition, they have to atone (see the atonement spell) in 
  order to gain further experience.
  Nonspellcasters who handle or read the book are 
  unaffected.
  Arcane spellcasters who read it take 1 point of permanent 
  Intelligence drain and lose 1d6×1,000 XP unless they make 
  a DC 15 Will save.
  Except as indicated above, the writing in a book of exalted 
  deeds can’t be distinguished from any other magic book, 
  libram, tome, or so on until perused.
  Once read, the book vanishes, and the same character can 
  never benefit from reading another book of exalted deeds.
  Strong evocation [good]; CL 19th; Weight 3 lb.
  BOOK OF INFINITE SPELLS
  This work bestows upon any character of any class the 
  ability to use the spells within its pages.
  However, any character not already able to use spells gains 
  one negative level for as long as the book is in her 
  possession or while she uses its power.
  A book of infinite spells contains 1d8+22 pages.
  The nature of each page is determined by a dice roll: 01–50, 
  arcane spell; 51–100, divine spell.
  Determine the exact spell by using the tables for 
  determining major scroll spells (the third column on Table 
  7–22: Scroll Spell Levels, along with Table 7–23: Arcane 
  Spell Scrolls and Table 7–24: Divine Spell Scrolls).
  Once a page is turned, it can never be flipped back—paging 
  through a book of infinite spells is a one-way trip.
  If the book is closed, it always opens again to the page it was 
  on before the book was closed.
  When the last page is turned, the book vanishes.
  Once per day the owner of the book can cast the spell to 
  which the book is opened.
  If that spell happens to be one that is on the character’s 
  class spell list, she can cast it up to four times per day.
  The pages cannot be ripped out without destroying the 
  book.
  Similarly, the spells cannot be cast as scroll spells, nor can 
  they be copied into a spellbook—their magic is bound up 
  permanently within the book itself.
  The owner of the book need not have the book on her 
  person in order to use its power.
  The book can be stored in a place of safety while the owner 
  is adventuring and still allow its owner to cast spells by 
  means of its power.
  Each time a spell is cast, there is a chance that the energy 
  connected with its use causes the page to magically turn 
  despite all precautions.
  The owner knows this and may even benefit from the 
  turning by gaining access to a new spell.
  The chance of a page turning depends on the spell the page 
  contains and what sort of spellcaster the owner is.
  Treat each spell use as if a scroll were being employed, for 
  purposes of determining casting time, spell failure, and so 
  on.
  Strong (all schools); CL 18th; Weight 3 lb.
  BOOK OF VILE DARKNESS
  This is a work of ineffable evil—meat and drink to divine 
  spellcasters of that alignment (LE, NE, CE).
  To fully consume the contents requires one week of study.
  Once this has been accomplished, an evil spellcaster gains a 
  +1 inherent bonus to Wisdom and one experience level—
  receiving enough XP to put the character’s XP total midway 
  between the minimum needed for his new (higher) level 
  and the minimum needed for the level beyond that.
  
  267
  All lawful neutral, neutral, or chaotic neutral characters 
  who touch the book take 5d4 points of damage, and reading 
  its pages causes them to become evil (Will DC 13 negates).
  Such converts immediately seek out an evil cleric to 
  confirm their new alignment (with an atonement spell).
  Divine spellcasters neither good nor evil (LN, N, CN) who 
  read the book either lose 2d6×1,000 XP (01–50 on d%) or 
  become evil without benefit from the book (51–100).
  Good divine spellcasters (LG, NG, CG) perusing the pages 
  of the book of vile darkness have to make a DC 16 Fortitude 
  save or die.
  If they do not die, they must succeed on a DC 15 Will save 
  or suffer from a continuous confusion effect (per the insanity 
  spell).
  In the latter event, even if the save is successful, the 
  character loses 20,000 XP, minus 1,000 for each point of 
  Wisdom he has.
  (This calculation cannot result in an XP gain).
  Other characters of good alignment take 5d6 points of 
  damage from just handling the tome.
  If such a character looks inside, there is an 80% chance that 
  an evil outsider attacks the character that night.
  Strong evocation [evil]; CL 19th; Weight 3 lb.
  DECK OF MANY THINGS
  A deck of many things (both beneficial and baneful) is usually 
  found in a box or leather pouch.
  Each deck contains a number of cards or plaques made of 
  ivory or vellum.
  Each is engraved with glyphs, characters, and sigils.
  As soon as one of these cards is drawn from the pack, its 
  magic is bestowed upon the person who drew it, for better 
  or worse.
  The character with a deck of many things who wishes to draw 
  a card must announce how many cards she will draw before 
  she begins.
  Cards must be drawn within 1 hour of each other, and a 
  character can never again draw from this deck any more 
  cards than she has announced.
  If the character does not willingly draw her allotted 
  number (or if she is somehow prevented from doing so), 
  the cards flip out of the deck on their own.
  Exception: If the jester is drawn, the possessor of the deck 
  may elect to draw two additional cards.
  Each time a card is taken from the deck, it is replaced 
  (making it possible to draw the same card twice) unless the 
  draw is the jester or the fool, in which case the card is 
  discarded from the pack.
  A deck of many things contains 22 cards.
  To simulate the magic cards, you may want to use tarot 
  cards, as indicated in the second column of the 
  accompanying table.
  If no tarot deck is available, substitute ordinary playing 
  cards instead, as indicated in the third column.
  The effects of each card, summarized on the table, are fully 
  described below.
  Balance: As in “weighed in the balance and found wanting”, 
  the character must change to a radically different 
  alignment.
  If the character fails to act according to the new alignment, 
  she gains a negative level.
  Comet: The character must single-handedly defeat the next 
  hostile monster or monsters encountered, or the benefit is 
  lost.
  If successful, the character gains enough XP to attain the 
  next experience level.
  Donjon: This card signifies imprisonment—either by the 
  imprisonment spell or by some powerful being, at the DM’s 
  option.
  All gear and spells are stripped from the victim in any case.
  Whether these items are recoverable is, likewise, up to the 
  DM.
  Draw no more cards.
  Euryale: The medusa-like visage of this card brings a curse
  that only the fates card or a deity can remove.
  The –1 penalty on all saving throws is otherwise 
  permanent.
  Fates: This card enables the character to avoid even an 
  instantaneous occurrence if so desired, for the fabric of 
  reality is unraveled and respun.
  Note that it does not enable something to happen.
  It can only stop something from happening or reverse a 
  past occurrence.
  The reversal is only for the character who drew the card; 
  other party members may have to endure the situation.
  Flames: Hot anger, jealousy, and envy are but a few of the 
  possible motivational forces for the enmity.
  The enmity of the outsider can’t be ended until one of the 
  parties has been slain.
  Determine the outsider randomly, and assume that it 
  attacks the character (or plagues her life in some way) 
  within 1d20 days.
  Fool: The payment of XP and the redraw are mandatory.
  This card is always discarded when drawn, unlike all others 
  except the jester.
  Gem: This card indicates wealth.
  The jewelry is all gold set with gems, each piece worth
  2,000 gp, the gems 1,000 gp value each.
  Idiot: This card causes the drain of 1d4+1 points of 
  Intelligence immediately.
  The additional draw is optional.
  Jester: This card is always discarded when drawn, unlike all 
  others except the fool.
  The redraws are optional.
  Key: The magic weapon granted must be one usable by the 
  character; use the weapon tables beginning with Table 7–
  10: Weapon Type Determination until a useful item is 
  awarded.
  It suddenly appears out of nowhere in the character’s hand.
  Knight: The fighter appears out of nowhere and serves 
  loyally until death.
  He or she is of the same race (or kind) and gender as the 
  character.
  (See Chapter 4 of this book for typical NPC statistics for a 
  4th-level fighter).
  Moon: This card sometimes bears the image of a moonstone 
  gem with the appropriate number of wishes shown as 
  gleams therein; sometimes it depicts a moon with its phase 
  indicating the number of wishes (full = four; gibbous = 
  three; half = two; quarter = one).
  These wishes are the same as those granted by the 9th-level 
  wizard spell and must be used within a number of minutes 
  equal to the number received.
  
  268
  Rogue: When this card is drawn, one of the character’s NPC 
  friends (preferably a cohort) is totally alienated and forever 
  after hostile.
  If the character has no cohorts, the enmity of some 
  powerful personage (or community, or religious order) can 
  be substituted.
  The hatred is secret until the time is ripe for it to be 
  revealed with devastating effect.
  Ruin: As implied by its name, when this card is drawn, all 
  nonmagical possessions of the drawer are lost.
  Skull: A dread wraith (see page 258 of the Monster Manual) 
  appears.
  Treat this creature as an unturnable undead.
  The character must fight it alone—if others help, they get 
  dread wraiths to fight as well.
  If the character is slain, she is slain forever and cannot be 
  revived, even with a wish or a miracle.
  Star: The 2 points are added to any ability the character 
  chooses.
  They cannot be divided among two abilities.
  Sun: Roll for a medium wondrous item (Table 7–28: 
  Medium Wondrous Items) until a useful item is indicated.
  Talons: When this card is drawn, every magic item owned 
  or possessed by the character is instantly and irrevocably 
  gone.
  The Void: This black card spells instant disaster.
  The character’s body continues to function, as though 
  comatose, but her psyche is trapped in a prison 
  somewhere—in an object on a far plane or planet, possibly 
  in the possession of an outsider.
  A wish or a miracle does not bring the character back, 
  instead merely revealing the plane of entrapment.
  Draw no more cards.
  Strong (all schools); CL 20th.
  Throne: The character becomes a true leader in people’s 
  eyes.
  The castle gained appears in any open area she wishes (but 
  the decision where to place it must be made within 1 hour).
  Vizier: This card empowers the character drawing it with 
  the one-time ability to call upon a source of wisdom to solve 
  any single problem or answer fully any question upon her 
  request.
  The query or request must be made within one year.
  Whether the information gained can be successfully acted 
  upon is another question entirely.
  HAMMER OF THUNDERBOLTS
  This +3 Large returning warhammer deals 4d6 points of 
  damage on any hit.
  Further, if the wielder wears a belt of giant Strength and 
  gauntlets of ogre power and he knows that the hammer is a 
  hammer of thunderbolts (not just a +3 warhammer), the 
  weapon can be used to full effect: It gains a total +5 
  enhancement bonus, allows all belt and gauntlet bonuses to 
  stack (only when using this weapon), and strikes dead any 
  giant upon whom it scores a hit (Fortitude DC 20 negates 
  the death effect but not the damage).
  When hurled, on a successful attack the hammer emits a 
  great noise, like a clap of thunder, causing all creatures 
  within 90 feet to be stunned for 1 round (Fortitude DC 15 
  negates).
  The hammer’s range increment is 30 feet.
  Strong evocation, necromancy, and transmutation; CL 20th; 
  Weight 15 lb.
  PHILOSOPHER’S STONE
  This rare substance appears to be an ordinary, sooty piece of 
  blackish rock.
  If the stone is broken open (break DC 20), a cavity is 
  revealed at the stone’s heart.
  This cavity is lined with a magical type of quicksilver that 
  enables any arcane spellcaster to transmute base metals 
  (iron and lead) into silver and gold.
  A single philosopher’s stone can turn from up to 5,000 pounds 
  of iron into silver, or up to 1,000 pounds of lead into gold.
  
  269
  However, the quicksilver becomes unstable once the stone 
  is opened and loses its potency within 24 hours, so all 
  transmutations must take place within that period.
  The quicksilver found in the center of the stone may also 
  be put to another use.
  If mixed with any cure potion while the substance is still 
  potent, it creates a special oil of life that acts as a true 
  resurrection spell for any dead body it is sprinkled upon.
  Strong transmutation; CL 20th; Weight 3 lb.
  SPHERE OF ANNIHILATION
  A sphere of annihilation is a globe of absolute blackness, a ball 
  of nothingness 2 feet in diameter.
  The object is actually a hole in the continuity of the 
  multiverse.
  Any matter that comes in contact with a sphere is instantly 
  sucked into the void, gone, and utterly destroyed.
  Only the direct intervention of a deity can restore an 
  annihilated character.
  A sphere of annihilation is static, resting in some spot as if it 
  were a normal hole.
  It can be caused to move, however, by mental effort (think 
  of this as a mundane form of telekinesis, too weak to move 
  actual objects but a force to which the sphere, being 
  weightless, is sensitive).
  A character’s ability to gain control of a sphere of annihilation 
  (or to keep controlling one) is based on the result of a 
  control check against DC 30 (a move action).
  A control check is 1d20 + character level + character Int 
  modifier.
  If the check succeeds, the character can move the sphere 
  (perhaps to bring it into contact with an enemy) as a free 
  action.
  Control of a sphere can be established from as far away as 
  40 feet (the character need not approach too closely).
  Once control is established, it must be maintained by 
  continuing to make control checks (all DC 30) each round.
  For as long as a character maintains control (does not fail a 
  check) in subsequent rounds, he can control the sphere 
  from a distance of 40 feet + 10 feet per character level.
  The sphere’s speed in a round is 10 feet +5 feet for every 5 
  points by which the character’s control check result in that 
  round exceeded 30.
  If a control check fails, the sphere slides 10 feet in the 
  direction of the character attempting to move it.
  If two or more creatures vie for control of a sphere of 
  annihilation, the rolls are opposed.
  If none are successful, the sphere slips toward the one who 
  rolled lowest.
  Should a gate spell be cast upon a sphere of annihilation, there 
  is a 50% chance (01–50 on d%) that the spell destroys it, a 
  35% chance (51–85) that the spell does nothing, and a 15% 
  chance (86–100) that a gap is torn in the spatial fabric, 
  catapulting everything within a 180-foot radius into 
  another plane (see page 151 for a way to determine this 
  randomly).
  If a rod of cancellation touches a sphere of annihilation, they 
  negate each other in a tremendous explosion.
  Everything within a 60-foot radius takes 2d6×10 points of 
  damage.
  Dispel magic and Mordenkainen’s disjunction have no effect on 
  a sphere.
  See also talisman of the sphere (below).
  Strong transmutation; CL 20th.
  STAFF OF THE MAGI
  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.
  Some of its powers use charges, while others don’t.
  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 lb.
  maximum weight; 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 (page 234) 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).
  Retributive Strike: 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 hit points of 
  damage equal to 8 times the number of charges in the staff, 
  those between 11 feet and 20 feet away take points 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 17 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 (see Table 
  5–7, page 151), but if she does not (51–100), the explosive 
  release of spell energy destroys her.
  Only specific items, including the staff of the magi and the 
  staff of power (page 245), are capable of a retributive strike.
  Strong (all schools); CL 20th; Weight 5 lb.
  
  270
  TALISMAN OF PURE GOOD
  A good (LG, NG, CG) divine spellcaster who possesses this 
  item can cause a flaming crack to open at the feet of an evil 
  (LE, NE, CE) divine spellcaster who is up to 100 feet away.
  The intended victim is swallowed up forever and sent 
  hurtling to the center of the earth.
  The wielder of the talisman must be good, and if he is not 
  exceptionally pure in thought and deed (DM’s discretion), 
  the evil character gains a DC 19 Reflex saving throw to leap 
  away from the crack.
  Obviously, the target must be standing on solid ground for 
  this item to function.
  (In the air, in a high tower, or on a ship are all places of 
  safety against this otherwise potent item).
  A talisman of pure good has 6 charges.
  If a neutral (LN, N, CN) divine spellcaster touches one of 
  these stones, he takes 6d6 points of damage.
  If an evil divine spellcaster touches one, he takes 8d6 points 
  of damage.
  All other characters are unaffected by the device.
  Strong evocation [good]; CL 18th.
  TALISMAN OF THE SPHERE
  This small adamantine loop and handle are useless to those 
  unable to cast arcane spells.
  Characters who cannot cast arcane spells take 5d6 points of 
  damage merely from picking up and holding a talisman of 
  this sort.
  However, when held by an arcane spellcaster who is 
  concentrating on control of a sphere of annihilation (page 
  279), a talisman of the sphere doubles the character’s modifier 
  on his control check (doubling both his Intelligence bonus 
  and his character level for this purpose).
  If the wielder of a talisman establishes control, he need 
  check for maintaining control only every other round 
  thereafter.
  If control is not established, the sphere moves toward him.
  Note that while many spells and effects of cancellation 
  have no effect upon a sphere of annihilation, the talisman’s 
  power of control can be suppressed or canceled.
  Strong transmutation; CL 16th; Weight 1 lb.
  TALISMAN OF ULTIMATE EVIL
  An evil (LE, NE, CE) divine spellcaster who possesses this 
  item can cause a flaming crack to open at the feet of a good 
  (LG, NG, CG) divine spellcaster who is up to 100 feet away.
  The intended victim is swallowed up forever and sent 
  hurtling to the center of the earth.
  The wielder of the talisman must be evil, and if she is not 
  exceptionally foul and perverse in the sights of her evil 
  deity (DM’s discretion), the good character gains a DC 19 
  Reflex save to leap away from the crack.
  Obviously, the target must be standing on solid ground for 
  this item to function.
  (In the air, in a high tower, or on a ship are all places of 
  safety against this otherwise potent item).
  A talisman of ultimate evil has 6 charges.
  If a neutral (LN, N, CN) divine spellcaster touches one of 
  these stones, she takes 6d6 points of damage.
  If a good divine spellcaster touches one, she takes 8d6 
  points of damage.
  All other characters are unaffected by the device.
  Strong evocation [evil]; CL 18th.
  TALISMAN OF ZAGY
  A talisman of this sort appears the same as a stone of 
  controlling earth elementals.
  Its powers are quite different, however, and dependent on 
  the Charisma of the individual holding the talisman.
  Whenever a character touches a talisman of Zagy, he must 
  make a DC 15 Charisma check.
  If he fails, the device acts as a stone of weight (page 276).
  Discarding or destroying it results in 5d6 points of damage 
  to the character and the disappearance of the talisman.
  If he 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 he rolls a natural 20, the character finds it impossible to 
  be rid of the talisman for as many months as he has points 
  of Charisma.
  In addition, the artifact grants him one wish for every 6 
  points of the character’s Charisma.
  It also 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 Zagy 
  disappears when its time period expires, leaving behind a 
  10,000 gp diamond in its stead.
  Strong conjuration; CL 20th; Weight 1 lb.
  ELDER EVILS (3.5)
  GUTTERANG
  Price: Minor artifact
  Body Slot: Ring
  Caster Level: 20th
  Aura: Strong; (DC 25) abjuration
  Activation: See text
  Weight: —
  This glittering crystal band is much wider than a typical ring.
  Its substance seems unearthly.
  Gutterang was once an elemental weird (MM2 90) that 
  resided on Irthicax Vane’s lost homeworld.
  Through intricate ritual and arcane craft, it was bound in a 
  crystalline ring to be Vane’s constant guide, freed from the 
  limitation of its elemental pool.
  However, it was greatly weakened by the process and is no 
  longer able to survive outside its glittering prison.
  Now Gutterang attempts to keep Irthicax Vane alive and 
  uncorrupted by the touch of Ragnorra.
  It tries to preserve a link to his lost world by reminding the 
  monk of his honorable past.
  The artifact believes that reclaiming their world from 
  Ragnorra’s corruption is still possible, with Vane as the 
  catalyst.
  Though such a hope seems impossible, the former weird’s 
  powers of healing and guidance offer at least a chance.
  Gutterang is an intelligent ring of protection +5 that has the 
  following special abilities.
  
  271
  Alignment LG.
  Int 10, Wis 17, Cha 17; Speech, telepathy; 120-ft. darkvision
  and hearing.
  Ego 17.
  Lesser Powers cure moderate wounds 3/day, deathwatch at 
  will, 10 ranks in Diplomacy.
  Greater Power haste 3/day.
  Prerequisites: Minor artifact.
  Cost to Create: Minor artifact.
  EPIC LEVEL HANDBOOK 
  (3.0)
  EVERFULL PURSE
  This leather belt pouch has the power to turn a single gold 
  coin into many overnight.
  If a single gold piece is placed in the everfull purse at sunset 
  will be replaced at rise by 25 gold pieces.
  The purse has no effect if more than one gold piece is left 
  within, or if anything other than gold is placed within.
  Caster Level: 20th; Weight: 1/2 lb.
  LIBRAM OF GAINFUL CONJURATION
  This mystic book is of great value to arcane spellcasters of 
  good alignment (LG, NG, CG).
  Study of the work requires one week.
  Upon completion, the good arcane caster gains a +1 
  inherent bonus to the ability score controlling his arcane 
  spellcasting ability (for example, Intelligence for wizards or 
  Charisma for bards and sorcerers) and experience points 
  sufficient to place him halfway into the next level 
  experience.
  (If the reader has levels in more than one arcane 
  spellcasting class, he must choose one of the classes to be 
  affected).
  Nongood arcane spellcasters (LN, N, CN, LE, NE, or CE) 
  are permanently drained of 1d4+1 points of Constitution 
  and must atone (see the atonement spell) in order to gain 
  any further experience.
  Anyone incapable of casting arcane spells who reads even a 
  single word of the work must make a Will save (DC 20) or 
  suffer insanity (see the insanity spell).
  Except as indicated above, the writing in a libram of gainful 
  conjuration can’t be distinguished from any other book, 
  libram, tome, or so on until perused.
  Once read, the book vanishes, never to be seen again, nor 
  can the same character ever benefit from reading a similar 
  tome a second time.
  Caster Level: 19th; Weight: 3 lb.
  LIBRAM OF INEFFABLE DAMNATION
  This mystic book is of great value to arcane spellcasters of 
  evil alignment (LE, NE, CE).
  Study of the work requires one week.
  Upon completion, the evil arcane caster gains a +1 inherent 
  bonus to the ability score controlling his arcane 
  spellcasting ability (for example, Intelligence for wizards or 
  Charisma for bards and sorcerers) and experience points 
  sufficient to place him halfway into the next level of 
  experience.
  (If the reader has levels in more than one arcane 
  spellcasting class, he must choose one of the classes to be 
  affected).
  Nonevil arcane spellcasters (LN, N, CN, LG, NG, or CG) are 
  permanently drained of 1d4+1 points of Constitution and 
  must atone (see the atonement spell) in order to gain any 
  further experience.
  Anyone incapable of casting arcane spells who reads even a 
  single word of the work must make a Will save (DC 20) or 
  suffer insanity (see the insanity spell).
  Except as indicated above, the writing in a libram of ineffable 
  damnation can’t be distinguished from any other book, 
  libram, tome, or so on until perused.
  Once read, the book vanishes, never to be seen again, nor 
  can the same character ever benefit from reading a similar 
  tome a second time.
  Caster Level: 19th; Weight: 3 lb.
  LIBRAM OF SILVER MAGIC
  This mystic book is of great value to arcane spellcasters of 
  neutral alignment (LN, N, CN).
  Study of the work requires one week.
  Upon completion, the neutral arcane caster gains a +1 
  inherent bonus to the ability score controlling his arcane 
  spellcasting ability (for example, Intelligence for wizards or 
  Charisma for bards and sorcerers) and experience points 
  sufficient to place him halfway into the next level of 
  experience.
  (If the reader has levels in more than one arcane 
  spellcasting class, he must choose one of the classes to be 
  affected).
  Evil or good arcane spellcasters (LE, NE, CE, LG, NG, or 
  CG) are permanently drained of 1d4+1 points of 
  Constitution and must atone (see the atonement spell) in 
  order to gain any further experience.
  Anyone incapable of casting arcane spells who reads even a 
  single word of the work must make a Will save (DC 20) or 
  suffer insanity (see the insanity spell).
  Except as indicated above, the writing in a libram of silver 
  magic can’t be distinguished from any other book, libram, 
  tome, or so on until perused.
  Once read, the book vanishes, never to be seen again, nor 
  can the same character ever benefit from reading a similar 
  tome a second time.
  Caster Level: 19th; Weight: 3 lb.
  MANUAL OF PUISSANT SKILL AT 
  ARMS
  This treatise contains expert advice and instruction in the 
  arts of combat.
  Any barbarian, fighter, monk, paladin, or ranger who 
  spends one week studying the manual gains a +1 inherent 
  bonus to Strength and experience points sufficient to place 
  him halfway into the next level of experience.
  (If the reader has levels in more than one of the classes 
  listed, he must choose one of the classes to be affected).
  A character without any levels in one of the classes listed 
  gains no bonus from the work, but if an arcane spellcaster 
  without levels in one of the classes listed scans even a 
  
  272
  single word she will lose 2d6×1,000 XP and must make a 
  Will save (DC 20) or have 1 point of Intelligence 
  permanently drained.
  Except as indicated above, the writing in a manual of 
  puissant skill at arms can’t be distinguished from any other 
  book, libram, tome, or so on until perused.
  Once read, the book vanishes, never to be seen again, nor 
  can the same character ever benefit from reading a similar 
  tome a second time.
  Caster Level: 19th; Weight: 3 lb.
  MANUAL OF STEALTHY PILFERING
  This guide to thievery grants any rogue who spends a week 
  studying its lessons a +1 inherent bonus to Dexterity and 
  experience points sufficient to place him halfway into the 
  next level of experience.
  A character without any rogue levels gains no bonus from 
  the work, but if a divine spellcaster without rogue levels 
  scans even a single word she will lose 2d6×1,000 XP and 
  must make a Will save (DC 20) or have 1 point of Wisdom 
  permanently drained.
  Except as indicated above, the writing in a manual of stealthy 
  pilfering can’t be distinguished from any other book, libram, 
  tome, or so on until perused.
  Once read, the book vanishes, never to be seen again, nor 
  can the same character ever benefit from reading a similar 
  tome a second time.
  Caster Level: 19th; Weight: 3 lb.
  OLIDAMMARA’S DICE
  This pair of yellowed ivory cubes appears much like any 
  other pair of typical (6-sided) dice, though in place of the 
  “1” spot is Olidammara’s symbol, the mask of comedy and 
  tragedy combined.
  A character with a pair of Olidammara’s dice who wishes to 
  roll them must announce that he is rolling the dice 
  (accidental rolls have no effect).
  Rolling the dice is a standard action, and both dice must be 
  rolled simultaneously to have any effect.
  To mimic the roll of Olidammara’s dice, the player should 
  roll 2d6 and consult the table below.
  No character can gain any effect from an additional roll of 
  the dice within 24 hours, with two exceptions.
  If you roll a 2, the dice automatically roll themselves at the 
  beginning of your next turn and you must accept the 
  additional result.
  If you roll a 12, you may choose to roll again in the next 
  round (if more than 1 full round elapses between the roll of 
  12 and your bonus roll, you lose the bonus roll).
  There is no method (mundane or magical) to predict or 
  influence the result of a roll of Olidammara’s dice.
  Even powerful divination magic can’t predict the outcome 
  of a roll before it is made.
  Caster Level: 20th; Weight: —.
  SILVER KEY OF PORTALS
  This silver skeleton key, a relic created by the god Dalt, 
  functions like a chime of opening when it is touched to the 
  bars, door, lock, lid, portal, or shackles to be opened.
  The key automatically dispels a hold portal or arcane lock 
  with a caster level of less than 30th level.
  The wielder gains a +30 insight bonus on Escape Artist 
  checks.
  The wielder can call on each of the following powers twice 
  per day, at will: passwall, ethereal jaunt, word of recall.
  These spells are cast as if by a caster of 30th level.
  EXEMPLARS OF EVIL (3.5)
  PLANAR TRESTLE
  A planar trestle is an amalgamation of esoteric objects that
  are unique to the plane on which the artifact was created.
  Once the components are interlocked in one specific way, 
  the amalgamated object cannot be physically sundered or 
  harmed by any type of energy.
  When a planar trestle is brought into contact with a portal 
  to another plane, whether sealed or inactive, that portal is 
  forced open permanently, destroying the artifact.
  Strong conjuration (calling); CL 20th; Weight 5 lb.
  EXPANDED PSIONICS 
  HANDBOOK (3.5)
  SUTRA OF TRANQUIL THOUGHT
  This monastic tome describes ancient techniques of mental 
  focus and is highly prized by psionic practitioners.
  If a psionic character who is not evil studies the work 
  during one week of solitary contemplation, he gains 17 
  bonus power points and experience points sufficient to 
  place him halfway into the next level of experience.
  Those who use their powers for evil (such as mind flayers) 
  are punished for their impertinence, losing 5d6×1,000 XP 
  for defiling the book.
  In addition, an evil reader must make an immediate DC 15 
  Will save or become permanently confused as if affected by 
  the insanity power.
  Only psychic chirurgery or similarly extreme measures can 
  restore sanity.
  The minds of nonpsionic beings are too clouded to benefit 
  from the secrets of this book.
  To anyone without psionic aptitude, the book’s pages 
  appear to contain nothing but elaborate patterns and 
  drawings of mysterious beings.
  Once it is read, the book vanishes into the Astral Plane to 
  an unknown destination.
  
  273
  Even if it is found again, the same character cannot benefit 
  twice from perusing its contents.
  Strong telepathy; ML 20th; Weight 3 lb.
  FAITHS AND PANTHEONS
  (3.0)
  JATHIMAN DAGGER
  This simple iron blade, crafted from the literal self-sacrifice 
  of thirty-nine members of the Netherese Cult of Jathiman, 
  grants the wielder especial power over the fate of divine 
  beings.
  Virulent haters of all things divine, the Jathimites believed 
  that mortals could overthrow the gods through brute force, 
  weaving powerful arcane magic into physical form through 
  violent self-destruction.
  After the creation of the Jathiman Dagger, Jergal himself saw 
  to the destruction of the entire sect, trapping one hundred 
  forty-nine members within a great coliseum and slowly 
  imploding and then animating them as ghouls—forcing 
  them to watch the fates of their friends with a mixture of 
  horror and obscene hunger.
  After the grim feast, Jergal seized the weapon, eventually 
  allowing it to fall into the hands of Bane long before he 
  became a deity.
  The Jathiman Dagger is a +5 unholy dagger that completely 
  ignores any divine bonus to the Armor Class of a being 
  attacked by it.
  Caster Level: 20th; Weight: 1 lb.
  FIENDISH CODEX 1 (3.5)
  BLACK SCROLLS OF AHM
  The Black Cult of Ahm has gained access to several artifacts
  tied to demons.
  These artifacts are hidden away in well-guarded chapter 
  houses or entrusted to the care of the organization’s most 
  honored members, and for good reason.
  These sources of demonic lore contain more than just 
  information about fiends and the Abyss.
  Over the centuries since Ahm’s disappearance, his scrolls 
  and some of those written by his disciples have grown in 
  power, becoming major or minor artifacts in their own 
  right.
  Each contains lore pertaining to the Abyss, demons, and 
  other related subjects, and many convey mysterious powers 
  to their wielders as well.
  The Black Scrolls of Ahm consist of hundreds of individual 
  writings.
  Those noted as minor artifacts are not unique—several 
  copies of these pages, tomes, or scrolls appear on almost 
  every plane, though even those with the same names might 
  cover slightly different topics of demonic lore.
  Black Scrolls of Ahm designated as major artifacts are 
  unique—no more than one of each exists.
  Each minor artifact conveys one or more skill bonuses to its 
  possessor and allows him to use a specific lesser power.
  The major artifacts also convey skill bonuses, but they make 
  multiple powers available to their owners.
  The Black Scrolls come in several varieties, as given below.
  Some appear as singular scrolls, while others are bound 
  together in books.
  The term “scroll” in this case could apply to a collection of 
  scrolls.
  Regardless of its appearance, every Black Scroll of Ahm has 
  certain characteristics, many of which provide benefits to 
  its possessor, as enumerated here.
  1. The possessor gains a circumstance bonus on Knowledge 
  (the planes) checks.
  Each scroll conveys its own bonus, but they do not stack in 
  the normal fashion.
  A character who possesses more than one kind of scroll 
  gains the highest bonus, plus 1 point for each additional 
  scroll successfully studied.
  A character who possesses multiple copies of any of the 
  minor artifact scrolls gains this bonus only once per type.
  For example, a character who possesses two copies of the 
  transcriptions of Ergon and one copy of the bleak writings 
  gains a +3 bonus for one copy of the transcriptions and an 
  additional +1 bonus for the black writings.
  The second copy of the transcriptions imparts no additional 
  bonus.
  2. Each use of a scroll’s lesser power has a cumulative 1% 
  chance of summoning a fiend associated with the scroll.
  The summoning has the same caster level as the scroll.
  The fiend attacks the user in an attempt to destroy him and 
  take the scroll.
  This cumulative chance cannot be reset unless the scroll 
  actually disappears from the presence of the fiend (see 
  below).
  3. Each use of a scroll’s greater power has a cumulative 5% 
  chance of summoning a fiend associated with the scroll.
  This chance stacks with the chance imparted by the use of a 
  lesser power, and the fiend acts in the same way.
  Each scroll has only one cumulative chance to summon an
  associated fiend—the sum of the chances invoked by use of 
  its lesser and greater powers.
  Thus, a character who uses a lesser power of the Abyssal 
  Mundus three times and then uses a greater power once has 
  an 8% chance of accidentally summoning a fiend.
  If that character uses another lesser power, the chance 
  becomes 9%.
  If the different powers summon different kinds of fiends, 
  the fiend that appears is the one associated with the power 
  that actually triggered the summoning.
  4. The magic imbued in each scroll drives it to hide itself 
  from demonkind.
  When within 30 feet of any creature native to the Abyss, 
  each Black Scroll has a 10% cumulative chance per round of 
  moving away from its current location by means of teleport
  or plane shift.
  The DM decides which spell effect the scroll uses and 
  where it goes.
  Spells and effects similar to dimensional anchor can be used 
  to stop a scroll from disappearing.
  (The scroll has a touch AC of 10 for the purpose of the 
  dimensional anchor’s ranged touch attack).
  When such a barrier effect ends or is dispelled, the scroll 
  immediately disappears unless the creature that triggered
  the disappearance is no longer present.
  
  274
  Once the threat is removed (because the creature is dead, 
  departed, or out of range), the chance of the scroll 
  departing resets to 0%.
  5. Once a scroll has used its ability to escape a demon 
  (whether it was successful or not), the chance of it 
  summoning a fiend again resets to 0% and remains there 
  until the next time one of its powers is activated.
  At that point, the cumulative chance begins increasing all 
  over again.
  6. Should a creature of the Abyss gain possession of a Black 
  Scroll of Ahm, the scroll loses its ability to transport itself, as 
  well as all its other powers.
  A demon that obtains any Black Scroll of Ahm immediately 
  attempts to return to the Abyss with the item in its 
  possession.
  7. As brittle and ancient as the Black Scrolls of Ahm appear, 
  each is an artifact and thus nearly indestructible.
  The one method of destruction known to work without fail 
  is immersion in the black pools of the Abyss.
  Immersion in this soup of chaos and evil for 1 hour utterly 
  destroys any Black Scroll of Ahm.
  Any demon that recovers a Black Scroll and returns to the 
  Abyss with it is likely to turn the item over to its immediate 
  overlord (often a marilith or balor, or possibly a demon 
  prince if the scroll bearer is high enough in rank).
  That creature then invariably attempts to destroy the 
  artifact at its earliest opportunity.
  Still, this interval might provide enough time for a rescue 
  party to reach the Abyss.
  BLACK WRITINGS
  Reputed to contain some of Tulket nor Ahm’s earliest notes 
  on the nature of the Abyss, this small book survived his 
  destruction because it was simply too unimportant for the 
  master of demon lore to keep by his side.
  Still, the black writings must have had some value to Ahm, 
  since they do possess some remnant of his power.
  Description: This small, black tome appears unremarkable 
  except for the preserved eyeball pressed into its front cover.
  The eye opens and shuts of its own accord, and when the 
  book is closed, the eye tracks movement within its view 
  whenever it is open.
  Activation (Skill Bonus): Study of the black writings for 8 
  continuous hours grants the possessor a +2 circumstance 
  bonus on Knowledge (the planes) checks, and a +5 
  circumstance bonus on Bluff and Sense Motive checks 
  made against creatures native to the Abyss.
  To retain these bonuses, the reader must spend at least 1 
  hour per week refreshing that knowledge.
  Skipping this additional study immediately negates the 
  bonuses, and the reader must start all over again.
  Activation (Lesser Power): By holding the book up to her 
  face with the eye outward, the possessor can peer through it 
  and, as a standard action, cause a 60-foot cone of dim, 
  yellow light to shine forth from the cover.
  Anyone looking at a creature or object caught in the cone’s 
  light sees it as if affected by a true seeing spell.
  This effect lasts as long as the user holds the book up to her 
  face, but the cone can be turned in any direction.
  Creatures or objects no longer in the cone’s field appear as 
  they did before the effect revealed their true natures.
  Associated Demon: Using the lesser power of the black 
  writings causes 1d4+1 succubi to appear.
  These creatures attempt to destroy the wielder, retrieve the 
  artifact, and return with it to the Abyss.
  Unlike other demons summoned to capture the Black 
  Scrolls, however, the succubi might not appear immediately, 
  or even near the possessor.
  Instead, they appear somewhere within a half-mile radius 
  of the owner and up to an hour after the black writings call to 
  them, at the DM’s discretion.
  Aura/Caster Level: Overpowering divination; CL 24th.
  Weight: 3 lb.
  RUBRIC OF TULKET NOR AHM
  One of the great loremaster’s most prized possessions was 
  the rubric of Tulket nor Ahm, a collection of loose pages 
  containing the names of specific kinds of fiends, plus a few 
  incantations relating to them.
  This information provides the possessor with a potent 
  weapon against certain demons.
  Description: Each page of the rubric is inscribed on the 
  tanned hide of a vanquished demon and must be 
  discovered separately.
  At least four different kinds of rubric pages exist, each keyed 
  to a different kind of demon.
  The tour kinds of pages all have the same powers, but they 
  look slightly different, as noted below.
  • Hezrou Rubric: Greenish-gray in color, this page is a piece 
  of leathery parchment that is always coated with a light 
  film of slime.
  • Glabrezu Rubric: This page is deep russet in color, with 
  rough and spiky edges.
  • Bulezau Rubric: This sickly yellow parchment has dried, 
  jagged scabs crisscrossing it.
  • Goristro Rubric: Tufts of bristly hair sprout from the 
  corners of this thick scrap of black, leathery parchment.
  The Black Cultists believe that a specific kind of rubric 
  page exists for each kind of demon; they simply have not 
  yet discovered them all.
  They also believe that Tulket nor Ahm created a rubric page 
  for one of the demon princes (no one knows which), and 
  that this action was what finally caused the fiends to hunt 
  down and destroy him.
  If that page does exist, it is undoubtedly a major artifact and 
  could convey more special powers to its possessor than the 
  other pages do.
  Activation (Skill Bonus): Studying any single rubric page for 
  10 minutes grants the reader a +1 circumstance bonus on 
  Knowledge (the planes) checks, but he must keep the page 
  on his person to retain the bonus.
  This bonus increases to +5 for Knowledge (the planes) 
  checks directly related to the kind of demon to which the 
  rubric page is keyed.
  So if the owner of a hezrou rubric makes a Knowledge (the 
  planes) check regarding hezrou, he gains the larger bonus.
  Activation (Lesser Power): Anyone who spends a full round 
  reading aloud from a page of the rubric of Tulket nor Ahm 
  gains a +4 bonus on saves made against effects generated by 
  demons of any kind.
  In addition, the caster level for all his spells, spell-like 
  abilities, and supernatural abilities increases by 4 when he 
  uses them against demons.
  These bonuses last for 1 hour and can be renewed (as a full-
  round action) as often as necessary.
  
  275
  Each such renewal counts as a new activation of this lesser 
  power.
  Activation (Lesser Power): Each rubric page possesses a 
  second lesser power keyed to the specific kind of demon 
  named in it.
  The owner of a rubric page can employ both lesser powers at 
  the same time, though each requires a separate activation.
  • Hezrou Rubric: The possessor can use gaseous form up to 
  three times per day as a standard action.
  Each use counts as a single activation of this lesser power.
  The effect can be dismissed as a free action.
  • Glabrezu Rubric: The user gains a +10 bonus to his natural
  armor for 10 rounds.
  However, the effect also causes his skin to appear spiked, 
  dark, and pitted, imposing a –2 penalty to his Charisma.
  The effect can be dismissed as a free action.
  • Bulezau Rubric: Whenever the possessor enters a rage or 
  frenzy.
  she gains an additional +2 bonus to Strength and +2 bonus 
  to Constitution.
  • Goristro Rubric: For 1 hour, the possessor gains 2 temporary 
  hit points per character level and the supernatural ability to 
  see invisible creatures, as the see invisibility spell.
  Associated Demon: Using either lesser power of the rubric
  of Tulket nor Ahm causes 1d4 demons of the same kind as 
  the rubric page describes to appear.
  These creatures immediately attempt to destroy the 
  wielder, retrieve the artifact, and return with it to the 
  Abyss.
  Aura/Caster Level: Overpowering transformation; CL 25th.
  Weight: 1 lb.
  TRANSCRIPTIONS OF ERGON
  Much of the lore of Tulket nor Ahm that was thought to be 
  lost after his destruction was actually collected in these 
  writings.
  Rumored to be Ahm’s own apprentice, Ergon assembled 
  most of this material from memory and from fragments of 
  parchment scattered about the ruins of Ahm’s tower.
  Several transcriptions of Ergon have survived over the 
  centuries.
  Description: Each copy of the transcriptions of Ergon is a
  collection of fragmented notes and stories compiled in 
  some semblance of chronological order and annotated by 
  Ergon.
  Different copies might contain slightly different 
  information, seemingly written in different hands, but all 
  true transcriptions bear the mark of their author.
  Each copy of the transcriptions is packaged in a simple case 
  made of brown leather.
  Activation (Skill Bonus): To gain the +3 circumstance 
  bonus on Knowledge (the planes) checks conveyed by the 
  transcriptions of Ergon, a character must spend at least 8 
  hours reading the scrolls, plus another hour every week 
  refreshing her knowledge.
  She need not carry the transcriptions with her to gain this 
  continuous benefit.
  However, if she ever skips her 1-hour “refresher” with the 
  scrolls (even by as much as a moment), she must study the 
  parchments for the full 8 hours again to reactivate the 
  bonus.
  Activation (Lesser Power): By holding the transcriptions of 
  Ergon in one hand and speaking aloud an incantation 
  written into the text, the wielder creates an improved 
  forcecage effect around a target as an attack action.
  In addition to imprisoning the target creature as noted in 
  the spell description, the cage impairs use of the teleport and 
  greater teleport spells.
  Any creature that attempts to flee the forcecage using one of 
  these spells must succeed on a level check against the caster 
  level of the artifact (CL 21st) or remain imprisoned.
  A creature that fails such a check may not attempt the same 
  means of escape again for 10 minutes.
  (Thus, a creature with both teleport and greater teleport can try 
  each spell once in a 10-minute period).
  Associated Demon: Use of the transcriptions’ lesser power 
  causes 1d4+1 vrocks to appear.
  They attempt to slay the owner, capture the artifact, and 
  return with it to the Abyss.
  Aura/Caster Level: Overpowering evocation and 
  divination; CL 21st.
  Weight: 5 lb.
  FROSTBURN (3.5)
  CRYSTAL TEAR
  Legends hold that when Iborighu smote down Hleid and 
  cast her fractured body into the polar sea, she cried for the 
  loss to the uldra race.
  As her body arced over the polar world to the sea, these 
  tears fell to the ground and became frozen, and some of 
  Hleid’s divine power and emotion became frozen along 
  with them and became crystal tears.
  A crystal tear looks like a large tear made of ice with flashes 
  of light sparkling in its depths.
  These are potent minor artifacts; their presence constantly 
  exudes a strong emotional magical effect (as a 20th-level 
  caster) in an emanation with a 15-foot radius.
  As a free action, the holder of the tear can choose to 
  produce either crushing despair or good hope.
  Once an effect is chosen, it operates until the holder 
  changes it.
  The tear continues to emanate the last emotion the holder 
  chose if the holder puts down the tear.
  The holder can decide as a free action what creatures in the 
  area are affected.
  Living creatures in the emanation can attempt a DC 16 Will 
  save to avoid the emanation’s effects.
  Those who fail suffer whatever effect the tear is currently 
  producing, for as long as they remain within the radius of 
  the emanation and for 1 minute after leaving.
  Those who successfully save cannot be affected by the tear’s 
  current emanation for 1 minute (but must save again if the 
  holder changes the effect).
  The holder of the tear finds that his own emotions are 
  completely “drowned out” by the presence of the tear; this 
  effectively keeps the user from experiencing any emotions 
  at all (incurring a –2 penalty on all Charisma-based skill 
  checks), but also has the fortunate side effect of rendering 
  him completely immune to mind-affecting spells and 
  abilities.
  Overlapping emanations from multiple crystal tears do not 
  stack if they generate identical emotions.
  
  276
  Crystal tears do not melt if brought to warmer climates or if 
  exposed to heat or flame; they always retain a cool 
  temperature regardless of their environs.
  Despite this, the owner of a crystal tear can cause the tear to 
  melt into liquid by targeting it with a spell that is of at least 
  5th level and carries the fire descriptor.
  The spell cast is absorbed completely by the tear, which 
  then melts immediately and evaporates in 2d4 rounds.
  If the melted tear is imbibed before it evaporates, it grants a 
  +4 inherent bonus to one of the drinker’s ability scores.
  The exact score to which the bonus is applied is determined 
  randomly, although it does not apply to a score that already 
  possesses an inherent bonus.
  If all the drinker’s scores already possess an inherent bonus, 
  the +4 inherent bonus applies to the score with the lowest 
  bonus.
  Strong enchantment; CL 20th; Weight 4 lb.
  GHOSTWALK (3.0)
  SEVEN CROWNS
  Each of these seven gold crowns is decorated with silver 
  and gems.
  Only a few of their properties are known, and one has been 
  stolen and its location remains unknown.
  All seven crowns serve as a belt of giant strength +4, an amulet 
  of health +4, a ring of minor elemental resistance (fire), a ring of 
  protection +5, and a major circlet of blasting.
  Each is reputed to have its own individual powers as well, 
  varying from the ability to launch bolts of fire, to protecting 
  everyone near it from energy drain attacks, to empowering 
  turning automatically.
  Caster Level: 17th; Weight: 3 lb.
  STARFIRE
  This +5 holy keen mighty cleaving defending adamantine 
  longsword is of elven make.
  Forged from adamantine taken from a burning meteorite 
  that struck deep in the heart of the forest of Sura-Khiri, it is 
  carried by the king or queen of the elves as a sign of the 
  monarch’s honor and truth, as well as a compact that no elf 
  in that nation would raise a sword against another.
  Its wielder can invoke daylight at will upon the blade, and 
  whenever it strikes an object or creature, it makes a pure, 
  clear note of such beauty that the target must save or be 
  affected as if by a daze spell.
  Caster level: 17th; Weight: 4 lb.
  HEROES OF BATTLE (3.5)
  ACERERAK’S ROBE
  This horrific garment purportedly belonged to the most 
  deceptive and pernicious lich who ever existed (although 
  some legends attribute the robe’s creation to Vecna rather 
  than Acererak).
  The robe is worn and slightly tattered but still intact.
  It appears, to both mundane and mystical examination, to 
  be a robe of the archmagi (see page 265 of the Dungeon Master’s 
  Guide), with an alignment matching that of the individual 
  studying it.
  Any observer with reason to doubt can attempt a DC 30 
  Will save to disbelieve.
  Success indicates that the character knows the robe is not a 
  robe of the archmagi, but he still does not know the truth of 
  the robe’s nature.
  Acererak’s robe grants the wearer all the abilities normally 
  associated with the robe of the archmagi, regardless of 
  alignment.
  It also bestows the benefits of death ward (see page 217 of 
  the Player’s Handbook) on the wearer.
  Its most potent ability, however, is its control over life and 
  death.
  Three times per day, the wearer can cast finger of death with 
  a touch (not at range), as a 20th-level caster (see page 230 of 
  the Player’s Handbook).
  Anyone slain in this manner instantly rises as a zombie, as 
  per the animate dead spell (see pages 198–199 of the Player’s 
  Handbook), under the control of the robe’s wearer.
  The wearer can control a number of Hit Dice of undead 
  equal to 4 times his Hit Dice; this is calculated separately 
  from any other ability he might have to control undead.
  Unfortunately for the wearer, the robe has a will of its own 
  when it comes to slaying and animating others.
  Anytime the wearer touches another living being, the robe 
  might (10% chance) activate its finger of death ability on its 
  own—even if the wielder has already voluntarily used 
  finger of death three times that day.
  Further, the robe might (5% chance) cast finger of death at 
  range anytime a living being spends more than 5 minutes 
  within 20 feet of the wearer.
  Individuals slain under these circumstances also animate as 
  zombies, but they are not under the control of the wearer of 
  the robe.
  They do not attack him, although they will fight him in 
  self-defense, but they follow him constantly and attack any 
  other living beings they see.
  Once donned, the robe can only be removed by a miracle or 
  wish.
  Acererak’s robe can only be destroyed if it is first coated in 
  dust taken from a demilich—some legends maintain that it 
  must be from Acererak himself—and then burned in holy 
  fire, such as that produced by a flame strike spell, cast by a 
  20th-level caster.
  ROD OF CAS (EBON ROD OF ILL 
  WILL)
  While it usually remains in the possession of Cas, the 
  moose-headed demigod of spite (see page 19), sometimes 
  this minor artifact temporarily finds its way into the hands 
  of mortals.
  This antler-headed scepter acts as a Large +3 vicious heavy 
  mace that deals both bludgeoning and piercing damage.
  As soon as an opponent has successfully dealt damage to 
  the wielder, the ebon rod instantly acquires the bane weapon 
  ability, with its power focused on the type of the creature in 
  question.
  Thus, if a giant dealt even a single point of damage to the 
  rod’s wielder, the ebon rod would instantly acquire the giant 
  bane ability for all future attacks at that giant.
  
  277
  The weapon remembers all those who have struck its 
  wielder and will instantly shift to whatever type of bane 
  ability is required to match a given attacker.
  The ebon rod can never be pulled from its wielder’s hand 
  without permission (making the wielder immune to 
  attempts to disarm him of the ebon rod), until and unless the 
  wielder’s hand is cold and dead.
  Any enemy of the owner’s who picks up the weapon 
  immediately becomes the target of a phantasmal killer spell 
  (DC 20 + owner’s Cha modifier).
  Any attempt to destroy the rod of Cas causes it to teleport 
  instantly to Cas, while the person attempting to destroy it 
  receives all the damage dealt to the ebon rod in its place.
  Strong illusion, necromancy, and transmutation; CL 20th; 
  Weight 16 lb.
  LOST EMPIRES OF FAERÛN 
  (3.5)
  MYTHALLAR CONSTRUCTION
  A mythallar is usually a large, polished crystal as tall as a 
  man, though it may take other forms as well.
  Like a mythal, a mythallar creates a city-sized envelope of 
  pure magical energy.
  Unlike a mythal, however, a mythallar always incorporates a 
  major special ability that permits the creation and use of 
  quasi-magic items.
  Quasi-magic items function exactly like normal magic 
  items within the bounds of a mythallar but become inert 
  when taken beyond its borders.
  The Netherese arcanists who first discovered and used 
  mythallars viewed this restriction as a fair tradeoff, since the 
  creation cost of any quasi-magic item, no matter how 
  powerful, included no XP component.
  (The XP cost of spells with such components, however, still 
  had to be paid).
  This lack of an XP cost opened up item creation to even 
  low-level spellcasters and made the creation of vastly 
  powerful, near-artifact items such as floating mountaintop 
  enclaves feasible.
  Without mythallars, Netheril would never have reached the 
  zenith of magical power that it achieved.
  Overwhelming transmutation; CL 30th; Weight 500 lb.
  NETHER SCROLLS
  Two sets of nether scrolls exist, each consisting of fifty 
  individual scrolls.
  One complete set lies in the depths of Windsong Tower in 
  the ruins of Myth Drannor, where it takes the form of a 
  golden beech tree known as the Quess Ar Teranthvar 
  (Golden Grove of Hidden Knowledge).
  The other set has been broken up and mostly lost.
  At least until the Year of the Moonfall (1344 DR), three 
  scrolls from this latter set lay in the Hall of Mists beneath 
  the Grandfather Tree of the High Forest.
  Two others are in the Crypt of Hssthak, which now lies 
  beneath the sands of western Anauroch.
  A few of the remaining scrolls have been destroyed, and the 
  location and current state of those that remain are 
  unknown.
  Each scroll is an 8-inch-by-10-inch sheet of thin, rolled gold 
  as flexible as paper.
  Silvery magical writing crawls across its surface, appearing 
  almost alive.
  The scroll’s small size belies the staggering amount of 
  information it holds.
  As soon as one “page” of text has been read, the writing 
  swims and moves about the sheet, reforming into the next 
  page of text.
  All in all, it takes approximately one month of dedicated 
  study to review a single nether scroll.
  The nether scrolls form the foundation of modern magical 
  theory on Faerûn.
  Virtually every mage who has mastered any portion of the 
  Art since the rise of Netheril received her knowledge, 
  albeit indirectly, from the nether scrolls.
  Consequently, much of the information contained in these 
  scrolls is now considered common knowledge in Faerûn’s 
  magical community.
  Nevertheless, the nether scrolls still contain a wealth of 
  information that is useful to any student of the Art.
  Reading even one nether scroll offers considerable insight 
  into the Art.
  Any character studying one immediately gains one level in 
  an arcane spellcasting class of her choice.
  (That is, her experience point total is set to the midpoint for 
  her new level).
  The nether scrolls are divided into five chapters, each 
  covering a different aspect of the Art.
  A character who manages to read all ten scrolls that make 
  up a chapter gains an additional benefit whose nature 
  depends on the topic studied.
  The chapters of the nether scrolls and the benefits they 
  provide are detailed below.
  Arcanus Fundare (Foundations of Magic): +30 inherent 
  bonus on Spellcraft checks; +1 to save DCs for all arcane 
  spells.
  Magicus Creare (Spells of Creation): Three bonus item 
  creation feats; XP cost of any magic item created drops to 
  75% of normal.
  Maior Creare (Major Creations): Craft Construct (see page 
  303 of the Monster Manual) as a bonus feat; any golem or 
  other construct created has maximum hit points.
  Planus Mechanus (Studies of the Planes): Use plane shift as 
  the spell once per day; ignore any hostile or debilitating 
  planar environmental effects.
  Ars Factum (Of the Creation of Artifacts): Unknown.
  Reputedly, this chapter of the nether scrolls taught the reader 
  how to create artifacts.
  However, an additional key of some kind is needed to 
  unlock this set of scrolls, and the spellcasters of Windsong 
  Tower never discovered it.
  The benefit gained by studying a particular chapter applies 
  only to the character’s arcane spellcasting class.
  For example, if a 15th-level cleric/5th-level wizard studied 
  the Maior Creare scrolls and attempted to create a golem 
  with divine magic, the golem would not have maximum hit 
  points.
  Overwhelming transmutation; CL 40th; Weight 1 lb.
  (per scroll)
  
  278
  MAGIC OF FAERÛN (3.0)
  ARBANE’S SWORD OF AGILITY
  Arbane of Myth Drannor originally crafted this sword, and 
  a least a dozen were been made by him or others before the 
  process disappeared to the mists of time.
  By command, this +2 longsword of speed allows the bearer to 
  cast jump once per day.
  She is also immune to illusion (pattern) effects and 
  protected by a constant freedom of movement spell when the 
  sword is drawn.
  The sword can negate darkness (as if using a daylight spell) 
  once per day.
  Caster Level: 10th; Weight: 4 lb.
  AZUREEDGE
  This unique +5 throwing wounding battleaxe is forged of an 
  alloy of silver and steel, with runes of power along the 
  blade, a handle of solid steel wrapped in blue dragonskin, 
  and a star sapphire in the pommel.
  The edges of the axe blade shimmer with a faint blue glow 
  (shedding light equal to a candle).
  This illumination automatically brightens (to the 
  equivalent of a torch) when the axe is within 60 feet of an 
  outsider or an evil creature; the wielder may also command 
  the weapon to brighten in this manner.
  It acts as a disruption weapon when defending the city of 
  Waterdeep.
  Its magical properties are protected by Nystul’s undetectable 
  aura, and Khelben the Blackstaff is said to scry on the 
  bearer of the axe from time to time to make sure he or she 
  is not acting contrary to the interests of the Lords of 
  Waterdeep.
  The axe is intelligent (Int 14, Wis 12, Cha 10), neutral good, 
  and considers itself female.
  It can communicate telepathically or speak Common or 
  Chondathan, although it rarely speaks.
  Ahghairon of Waterdeep created it.
  Much of its personality comes from a portion of the soul of 
  Lady Lauron, former warlord of that city, who was mortally 
  wounded while defending the city and asked the wizard to 
  ensure that she would always be able to aid the defense of 
  Waterdeep.
  The axe remembers its origin but does not have the 
  memories of the woman that granted it its spirit.
  Caster Level: 18th; Weight: 7 lb.
  BLAST SCEPTER
  These devices were made in Netheril.
  A new blast scepter has 50 charges when created, but most 
  are hundreds of years old and usually have only 1–10 
  charges when found.
  A blast scepter is self-identifying and has the following 
  powers: The user is immune to fire and lighting while 
  holding the scepter.
  The user cannot be knocked down or moved by a blast or 
  detonation while holding the scepter.
  The user takes half damage from any blast, such as a horn of 
  blasting, smokepowder detonation, or the blast power of 
  another blast scepter (one-quarter damage with a successful 
  saving throw).
  The user can stun a target by making a melee touch attack 
  with the scepter.
  The creature touched can avoid being stunned with a 
  successful Fortitude save (DC 20).
  The opponent is stunned for 1d4 rounds if the save fails.
  This power drains 1 charge.
  The user can blast opponents with a soundless wave of 
  force in a cone 30 feet long.
  Targets automatically take 2d6 points of damage and must 
  make Reflex saves (DC 20) or be knocked off their feet.
  This power drains 2 charges.
  The user can powerstrike any creature or object with a 
  melee touch attack.
  The touch deals 5d6 points of damage; a Fortitude save (DC 
  20) reduces damage by half.
  The powerstrike can damage any construct, and constructs 
  who fail their saves are destroyed.
  This power drains 4 charges.
  Caster Level: 13th; Weight: 6 lb.
  GLOWSTONE
  Dwarf and gnome artisans crafted these rare and powerful 
  items in ancient times.
  A glowstone looks like a many-faceted oval of glass or amber 
  about the size of a human hand.
  The synthetic crystal is exceedingly hard and tough.
  A glowstone has a hardness of 60 and 60 hit points.
  A glowstone constantly emits light equal to a daylight spell.
  This light negates and dispels any darkness effect cast at 9th 
  level or lower.
  Placing the glowstone in an opaque container blocks the 
  light.
  A glowstone can power any item that requires charges.
  The glowstone need only be placed on the charged item.
  The glowstone sticks to the item like a magnet sticking to 
  metal.
  It will not fall off by accident, but can be removed.
  For every 10 minutes the glowstone remains attached to the 
  item, the item regains 1 charge, up to its maximum number 
  of charges.
  Each charge restored to an item drains 1 charge from the 
  glowstone.
  Items subject to overcharging, such as a staff of the magi, will 
  overcharge if left in contact with a glowstone too long.
  Magic items that are not charged, but allow only a limited 
  number of uses per day, also can draw power from a 
  glowstone.
  If the item is in contact with the glowstone for 10 minutes, 
  the item’s ability can be used one more time before 
  becoming exhausted.
  Each extra use the item gains draws 7 charges from the 
  glowstone.
  Dwarves or gnomes who can cast divine spells can release a 
  beam of power from a glowstone on command.
  This beam is a ray up to 90 feet long.
  It deals 6d6 points of damage against any creature.
  The ray deals full damage to objects.
  Each beam released drains one charge from the glowstone.
  One glowstone can recharge another.
  A living being must hold a stone in each hand and will one 
  stone to recharge the other.
  
  279
  One charge is drawn from the donor stone and transferred 
  to the recipient stone each round.
  The being conducting the transfer feels the energy flowing.
  After 1 minute, the flow of energy purifies the creature’s 
  body and neutralizes any poison, disease, infection, or 
  embedded piece of foreign matter from the creature, 
  including magical diseases such as mummy rot and 
  lycanthropy.
  If a glowstone is destroyed by an attack, it releases all its 
  energy in a 70-foot spread.
  The blast deals 10d10 points of damage as long as the 
  glowstone has at least 1 charge remaining.
  Creatures within 25 feet of the glowstone get no saving 
  throws.
  Creatures more than 25 feet away can attempt Reflex saves 
  (DC 23) for half damage.
  Every glowstone had 1,000 charges when made, but they 
  typically have d%×10 charges remaining when found.
  A glowstone with no charges remaining fades and becomes 
  an inert, nonmagical stone.
  Caster Level: 20th; Weight: 1/2 lb.
  GREAT DRUID’S STAFF
  These powerful items are usually carved from the 
  heartwood of an oak centuries old, or occasionally from a 
  more exotic wood, such as mahogany or even the wood of a 
  treant.
  The staff is a +2 quarterstaff and has a variety of spell-like 
  powers that are activated by spell trigger.
  Some of the staff’s powers drain charges, while others do 
  not.
  Each staff has a head carved in the shape of a creature, as 
  follows:
  Once per day, the staff wielder can summon 1d3 creatures 
  of the type shown on the staff’s head.
  Except for the type of creature summoned, this works like a 
  summon nature’s ally VII spell and costs no charges.
  Also once a day, the wielder can dominate up to 36 Hit Dice 
  worth of animals in a 1,500-foot-radius spread centered on 
  the wielder.
  This effect affects each animal, from the closest to the 
  farthest, until the next animal would take it over the 36 HD 
  limit.
  Each animal is affected as if by a dominate animal spell (DC 
  14).
  This power uses no charges.
  The wielder can generate any of the following spell-like 
  effects.
  • Pyrotechnics (1 charge, DC 13)
  • Quench (1 charge, fire-based creatures take 15d6 [no save], 
  DC 16 against a single magic item)
  • Ice storm (1 charge)
  • Sleet storm (1 charge, DC 16)
  • Dispel magic (1 charge)
  • Pass without trace (1 charge)
  • Tree shape (1 charge)
  • Call lightning (2 charges, 10d10, DC 14)
  • Cure serious wounds (2 charges)
  • Plant growth (2 charges)
  • Remove disease (2 charges)
  • Speak with plants (2 charges) The wielder can produce each 
  of the following spell-like effects once a month (no 
  charges).
  • Insect plague (DC 17)
  • Summon nature’s ally V
  • Transmute rock to mud (DC 17)
  • Wall of fire (DC 17)
  • Wall of thorns The great druid’s staff gives the wielder a spell 
  resistance of 23.
  If the spell resistance is willingly lowered, however, the 
  staff can also be used to absorb arcane spell energy directed 
  at its wielder exactly like a rod of absorption (see Chapter 8: 
  Magic Items in the DUNGEON MASTER’s Guide).
  The staff uses spell levels as charges, not as spell energy 
  usable by a spellcaster.
  If the staff absorbs spell levels beyond its 50-charge limit, it 
  blackens into a charred cinder and is destroyed.
  The wielder has no idea how many spell levels are cast at 
  him, for the staff does not communicate this knowledge as 
  a rod of absorption does.
  Absorbing spells is risky, but absorption is the only way to 
  recharge the staff.
  Caster Level: 20th; Weight: 5 lb.
  GREENSTONE AMULET
  These highly prized items are fist-sized green stones 
  worked into some kind of smooth shape, usually like a 
  flattened egg, but sometimes like a shield or helmet.
  The wearer of a greenstone amulet is protected as if under a 
  mind blank spell.
  The user also gains a +4 resistance bonus against 
  necromancy effects, or any effect that would transport the 
  wearer to another locale or dimension.
  If such an effect normally does not allow a saving throw 
  (such as the maze spell), the user can attempt a Will save 
  (DC 20) to negate the effect.
  A greenstone amulet must be worn against the skin and glows 
  brightly whenever it functions.
  Caster Level: 15th; Weight: —.
  MOONBLADE
  These swords, sometimes called elf blades, are heirlooms of 
  noble elven families.
  Only a few are known to exist, and these are jealously 
  guarded.
  
  280
  Still, rumors of dormant moonblades persist.
  A moonblade is an intelligent sword (usually a longsword) 
  with an enhancement bonus of +1 to +5.
  A moonblade always has a good alignment (usually neutral 
  good).
  A moonblade also has a special purpose to serve the scion of a 
  particular elven family (see below for details).
  A line of runes decorates the blade, one rune for each 
  wielder the blade has had.
  For each such rune, the moonblade has one ability from the 
  list below.
  Moonblades are handed down from parent to child within 
  the elven family the blade serves.
  The sword itself always determines which heir it belongs 
  to.
  When a moonblade’s owner dies, one of the owner’s heirs 
  can lay claim to the blade.
  If no worthy heir exists, the sword lies dormant and 
  exhibits no magical powers at all.
  A moonblade only serves one owner at a time.
  To claim or awaken a moonblade, an elf or half-elf of the 
  blade’s alignment—and from the correct family—must 
  hold the sword and perform the proper ritual.
  If the family the blade serves has died out, any elf or halfelf 
  of the proper alignment can attempt to awaken the blade.
  The claiming/awakening ritual varies from blade to blade, 
  but usually requires the blade to be unsheathed at the 
  proper time and place (for example, in a royal throne room 
  or place sacred to an elven deity).
  Upon completing the ritual, the sword either accepts or 
  rejects the holder.
  Whether the sword accepts the holder is strictly up to the 
  DM.
  In general, only brave and upstanding holders are accepted.
  Holders who have committed cowardly or selfish acts are 
  rejected unless the holder has atoned for them in some way 
  (such as receiving an atonement spell or performing some 
  heroic or selfless act that wipes away the taint of the 
  character’s previous actions).
  Should the blade reject the holder, the holder receives 1d6 
  negative levels.
  These never result in actual level loss, but if the number of 
  negative levels exceed the holder’s level, the holder dies.
  If the holder survives, negative levels from the sword 
  cannot be overcome in any way (including restoration spells) 
  while the character holds the sword.
  If the sword accepts the new holder, the holder loses 5,000 
  XP and the sword attunes itself to the new holder.
  (If the holder lacks sufficient experience points to pay this 
  cost, she cannot claim or awaken the blade).
  A new rune appears on the blade, and the sword gains a 
  new ability.
  (A moonblade never accepts a new owner if characters 
  attempt to pass it among themselves just to make it 
  manifest new powers).
  A list of special abilities appropriate for moonblades appears 
  below.
  The DM can pick one or generate it randomly.
  The elfshadow weapon special ability is known to exist only 
  in moonblades.
  An elfshadow is an incorporeal creature, contained in a gem 
  set in a moonblade, that resembles an elf.
  It has all the characteristics of an undead shadow, except 
  that it has a neutral alignment and cannot be turned, 
  rebuked, or controlled by clerics (nor can anyone except 
  the moonblade’s wielder control it in any way).
  When called forth, the elfshadow can appear anywhere 
  within 250 feet of the moonblade wielder.
  Once called, the elfshadow can go anywhere on the same 
  plane as the moonblade wielder.
  The wielder has complete control over the elfshadow, and 
  controlling the creature is a free action for the wielder.
  The elfshadow always acts on the moonblade wielder’s turn.
  Caster Level: 15th.
  Weight: Varies.
  ROD OF VALMAXIAN
  This powerful item gives a spellcaster an additional spell 
  slot at each spell level she can cast.
  She must have the rod in hand when she prepares her 
  spells (or readies her mind, if a bard or sorcerer) and it must 
  remain in her possession at all times.
  If she stops carrying the rod, any extra prepared spells go 
  away and any extra spell slots provided by the rod vanish.
  Spells already cast are unaffected.
  The rod can only add spell slots to one creature in any 24-
  hour period.
  Although this version of the rod functions for spell levels 0 
  through 9, there are reputed to be lesser versions created by 
  bards, paladins, and rangers that only affect levels of spells 
  available to those classes.
  Caster Level: 17th.
  
  281
  SHIMMARYN
  These items look like sparkling jewels held in cages of 
  elaborately plaited wire.
  They are, in fact, tiny areas of dead magic held in a magical 
  lattice.
  When the shimmaryn touches a creature’s bare flesh, the 
  creature can will away all magical effects currently 
  operating on it, just as though the creature had received a 
  greater dispelling spell that is automatically successful.
  (Beneficial effects end along with any harmful ones).
  The user must be conscious to employ the effect.
  Alternatively, the user can choose to become immune to all 
  spells, spell-like effects, and supernatural effects for 3 
  rounds.
  The wearer effectively has unbeatable spell resistance 
  against spells and spell-like effects and a similar immunity 
  to supernatural effects.
  A shimmaryn is safe to use only three times each day.
  Each additional use beyond the third per day permanently 
  drains 1 point of Constitution from the user.
  Caster Level: 20th; Weight: —.
  PLANAR HANDBOOK (3.5)
  CROWN OF CORRUPTION
  This slender, black-and-silver diadem has rested atop 
  Vlaakith’s head for more than 900 years, serving as her 
  badge of office and the means of testing any githyanki who 
  would threaten her.
  Those who have beheld the crown say it twitches of its own 
  volition, and that the 5,000-gp rubies that adorn the crown’s 
  spires look something like flickering eyes.
  The crown has the following command-word activated 
  powers.
  • ?Energy drain (Fort DC 23 negates).
  • ?Mass suggestion (Will DC 19 negates).
  • ?Control undead (Will DC 20 negates).
  The crown of corruption has 30 hit points.
  However, only a magic weapon with the holy and 
  disrupting special abilities can damage it.
  Caster level 25th; Weight 3 lb.
  SCEPTER OF EPHELOMON
  This ruby-encrusted, dragon-shaped scepter was 
  Ephelomon’s gift to the githyanki centuries ago when the 
  pact with red dragons was forged.
  Ephelomon gave the scepter to the first Vlaakith (the 
  current Vlaakith’s ancestor), saying, “Go forth and conquer 
  all”.
  The scepter has the following powers.
  • ?The bearer has total control over red dragons.
  Any red dragon that approaches within a half-mile of the 
  scepter must succeed on a DC 35 Will save or be affected as 
  by a dominate monster spell cast by a 30th-level caster.
  • The bearer has immunity to fire and fear effects.
  • ?Once per week, the bearer can create a gate through 
  which a very old red dragon flies.
  The dragon must immediately make a DC 35 Will save or 
  serve the scepter-bearer without reward.
  Even if the dragon makes its save, it is considered 
  controlled as described in the gate spell and may be ordered 
  to fight the scepter-bearer’s foes, or the dragon can bargain 
  with the bearer of the scepter.
  The scepter of Ephelomon has 60 hit points and can be 
  damaged only by the claws of Bahamut or one of his chosen 
  vassals, by a magic weapon with the bane (evil dragons) 
  special ability, or by the cold breath weapon of a good-
  aligned silver dragon.
  If the scepter is destroyed, the pact between the githyanki 
  and the red dragons dissolves.
  The red dragons do not immediately turn against the 
  githyanki, but only the most subservient ones will continue 
  to serve or assist the githyanki in any way.
  Red dragons in Vlaakith’s service continue to serve the lich-
  queen out of fear, but not loyalty.
  Caster level 30th; Weight 5 lb.
  PLAYER’S GUIDE TO 
  FAERÛN (3.5)
  SHATTERING SWORDS OF CORONAL 
  YNLOETH
  This artifact is actually a pair of +5 holy speed longswords, 
  which were once owned by a Coronal of Shantel Othreier 
  during the Crown Wars.
  Though many ancient elven ballads and epics mention 
  Coronal Ynloeth and his mighty blades, the ultimate fate of 
  the swords remains uncertain.
  It is known that the blades were wielded in several major 
  battles of the Crown Wars, including the Battle of the Gods’
  Theater in –10,700 DR.
  Ynloeth himself died mysteriously in –10,600 DR, shortly 
  before Shantel Othreier fell to the Vyshaantar Empire.
  The ultimate fate of the shattering swords is not known for 
  certain, but they are believed to lie somewhere in the 
  region of Hellgate Keep.
  When wielded individually, the shattering swords of Coronel 
  Ynloeth function as mere +2 longswords.
  If wielded simultaneously, they take on their full abilities as 
  described above, and the wielder may unlock the blades’
  greatest power.
  Once per year, the blades may be struck together in a 
  specific manner and shattered.
  The shards of the swords multiply into a storm of razor-
  sharp steel, which scours a 500-foot-radius burst centered 
  on the wielder, slaying any creature that fails a DC 30 
  Reflex save.
  Success indicates that the creature takes 15d6 points of 
  damage instead.
  Unfortunately, this effect also slays the wielder of the 
  shattering swords (no save) and destroys his body to the 
  extent that a true resurrection spell is required to bring him 
  back.
  The shattering swords of Coronal Ynloeth reform at a random 
  location somewhere in Faerûn 24 hours after being 
  shattered.
  Strong transmutation; CL 20th; Weight 4 lb.
  each.
  
  282
  PLAYER’S HANDBOOK 2 
  (3.5)
  VARIANT DECK OF MANY THINGS
  While the standard deck of many things is a powerful magic 
  item that can have extreme effects on PCs, the variant 
  presented here uses the retraining and rebuilding rules 
  from the Player’s Handbook II to let players accomplish these 
  changes instantaneously rather than over time... even 
  though they might not get exactly what they wished for.
  Alternately, a specially-preserved single card from this 
  variant deck may be a quest reward or a rare treasure item, 
  allowing that player who’s been aching to “fix” his character 
  to do so without taking away game time from the other 
  players.
  (Note: if presented as a single card, the rules for drawing 
  cards do not apply; the character merely activates the card 
  as if it were a normal single-use magic item).
  Notes on the Deck
  The retraining and rebuilding from these cards is 
  instantaneous and requires no expenditure of money or 
  time.
  These effects are often class-specific, this deck is more 
  likely that a typical deck of many things to result in 
  something inapplicable for the character (such as a fighter 
  drawing a card affecting a wizard’s specialist schools).
  Because of this, many cards require the character to draw 
  another card if an inapplicable card is chosen.
  Many of the cards refer to races and classes found in the 
  Player’s Handbook, but have effects that are applicable to 
  races and classes from other sources.
  For example, the Innate Magic card affects bards and 
  sorcerers, but there are classes in other books that likewise 
  do not require spell preparation and have a limited number 
  of spells known.
  The DM should feel free to allow these card effects to apply 
  to characters with such classes as well as standard classes 
  listed on the card.
  The character with a deck of many things who wishes to draw 
  a card must announce how many cards she will draw before 
  she begins.
  Cards must be drawn within 1 hour of each other, and a 
  character can never again draw from this deck any more 
  cards than she has announced (unless a drawn card allows 
  or requires her to draw an additional card; see below).
  If the character does not willingly draw her allotted 
  number (or if she is somehow prevented from doing so), 
  the cards flip out of the deck on their own.
  Some cards say the character may draw another card, 
  sometimes they say the character must draw again.
  “May” means an optional draw; the character is not 
  obligated to draw again and these extra draws do not count 
  toward the original number she said she would draw.
  “Must” is a required draw; the character is required to draw 
  an additional card (or cards) and this extra draw does not 
  count toward the original number she said she would draw.
  Each time a card is taken from the deck, it is replaced 
  (making it possible to draw the same card twice) unless the 
  draw is The Victim or The Gambler, in which case the card 
  is discarded from the pack.
  A deck of many things contains 54 cards (use a standard 52-
  card deck with two jokers).
  Aspect of Divinity: If you are a cleric, retrain one of your 
  domains to another of your deity’s domains.
  If you are not a cleric you must draw again.
  Draconic Heritage: Rebuild your character with the half-
  dragon template (you lose class levels to compensate for the 
  template’s level adjustment).
  You choose what type of half-dragon you become (gold, red, 
  and so on).
  If you already have this template, do not rebuild your 
  character; you must draw again.
  (See Savage Progressions, for information on taking only 
  some of the template’s abilities in exchange for a lower 
  level adjustment).
  Earthkin: Rebuild your character as a dwarf or gnome 
  instead of your current race.
  You may choose a dwarven race with a level adjustment 
  (such as duergar or svirfneblin), but you must lose class 
  levels to compensate for it.
  If you are already a dwarf or gnome, do not rebuild your 
  character; you must draw again.
  (See Savage Progressions, for information on taking only 
  some of the template’s abilities in exchange for a lower 
  level adjustment).
  Hellfire: Rebuild your character with the fiendish or half-
  fiend template (you lose class levels to compensate for the 
  template’s level adjustment).
  If the template’s alignment change would cause you to lose 
  class abilities (such as if you are a paladin), do not rebuild 
  your character; you instead must draw two cards.
  If you already have one of these templates, do not rebuild 
  your character; you must draw again.
  (See Savage Progressions, for information on taking only 
  some of the template’s abilities in exchange for a lower 
  level adjustment).
  Holy Light: Rebuild your character with the celestial or 
  half-celestial template (you lose class levels to compensate 
  for the template’s level adjustment).
  If the template’s alignment change would cause you to lose 
  class abilities (such as if you are a blackguard), do not 
  rebuild your character; you instead must draw two cards.
  If you already have one of these templates, do not rebuild 
  your character; you must draw again.
  (See Savage Progressions, for information on taking only 
  some of the template’s abilities in exchange for a lower 
  level adjustment).
  Innate Magic: If you are a sorcerer or bard, retrain any two 
  of your spells known; one of these must be a spell of the 
  highest level you can cast.
  If you are not a sorcerer or bard you must draw again.
  Invulnerable: If you have an energy resistance or immunity 
  as a class or racial ability, retrain or rebuild that ability to a 
  different kind of energy (for example, from electricity to 
  sonic).
  If your resistance or immunity is coupled with a 
  vulnerability to a different energy type (such as how fire 
  immunity is associated with cold vulnerability), your 
  vulnerability changes appropriately.
  If you have no energy resistance or vulnerability from a 
  class or racial ability you must draw again.
  Life and Death: If you are neutral and have a class ability 
  that allows you the choice of channeling positive or 
  negative energy (such as for turning or rebuking undead, or 
  
  283
  spontaneously casting cure or inflict spells), retrain that class 
  ability so it is the opposite of your current selection.
  If your deity does not allow you to channel this type of 
  energy (for example, all neutral clerics of Wee Jas channel 
  negative energy, while all neutral clerics of St. Cuthbert 
  channel positive energy), do not retrain this ability; you 
  instead must draw two cards.
  If you have no such class ability you must draw again.
  Prestigious Enterprise: Rebuild one class level into a 
  prestige class level for any prestige class for which you 
  qualify.
  If you do not qualify for any prestige class or this rebuilding 
  would cause you to no longer qualify for one of your 
  current prestige classes, do not rebuild your character; you 
  instead must draw two cards.
  Saving Grace: Retrain your Great Fortitude, Iron Will, or 
  Lightning Reflexes feat to one of the other two saving 
  throw bonus feats.
  If you do not have any of these feats, or you have all three, 
  you must draw again.
  Spellbender: Retrain one metamagic feat you know for any 
  other metamagic feat.
  If you know no metamagic feats you must draw again.
  The Acrobat: Retrain 4 skill ranks into the Tumble skill 
  (even if Tumble is not a class skill for any of your classes).
  If this would cause you to exceed the maximum skill rank 
  for your level, do not retrain this skill; you must draw again.
  The Barbarian: Retrain one barbarian level for one 
  barbarian substitution level (or barbarian-like prestige class 
  level, at the DM’s discretion), or rebuild one class level to 
  one barbarian level (if you are lawful, this means you are an 
  ex-barbarian which does not affect your other classes, such 
  as your ability to progress as a monk or paladin).
  The Bard: Retrain one bard level for one bard substitution 
  level (or bard-like prestige class level, at the DM’s 
  discretion), or rebuild one class level to one bard level (if 
  you are lawful, this means you are an ex-bard which does 
  not affect your other classes, such as your ability to progress 
  as a monk or paladin).
  The Buffoon: Rebuild your Charisma, reducing it by 4.
  Use the points from rebuilding to improve any other ability 
  scores.
  If this would reduce your Charisma below 8, do not rebuild 
  your ability score; you must draw again.
  The Cleric: Retrain one cleric level for a cleric substitution 
  level (or cleric-like prestige class level, at the DM’s 
  discretion), or rebuild one class level to one cleric level 
  (this does not affect your other classes, such as your ability 
  to progress as a monk or paladin).
  The Craftsman: Retrain one item creation feat you know for 
  any other item creation feat.
  If you know no item creation feats you must draw again.
  The Daydreamer: Rebuild your Wisdom, reducing it by 4.
  Use the points from rebuilding to improve any other ability 
  scores.
  If this would reduce your Wisdom below 8, do not rebuild 
  your ability score; you must draw again.
  The Diplomat: Retrain 4 skill ranks into the Diplomacy 
  skill (even if Diplomacy is not a class skill for any of your 
  classes).
  If this would cause you to exceed the maximum skill rank 
  for your level, do not retrain this skill; you must draw again.
  The Druid: Retrain one druid level for one druid 
  substitution level (or druid-like prestige class level, at the 
  DM’s discretion), or rebuild one class level to one druid 
  level (if you have a nondruidic alignment this means you 
  are an ex-druid which does not affect your other classes, 
  such as your ability to progress as a monk or paladin).
  The Eavesdropper: Retrain 4 skill ranks into the Listen skill 
  (even if Listen is not a class skill for any of your classes).
  If this would cause you to exceed the maximum skill rank 
  for your level, do not retrain this skill; you must draw again.
  The Exile: Rebuild your character as an orc or half-orc 
  instead of your current race.
  If you are already an orc or half-orc, do not rebuild your 
  character; you must draw again.
  The Fighter: Retrain one fighter level for one fighter 
  substitution level (or fighter-like prestige class level, at the 
  DM’s discretion), or rebuild one class level to one fighter 
  level (this does not affect your other classes, such as your 
  ability to progress as a monk or paladin).
  The Footpad: Retrain 4 skill ranks into the Move Silently 
  skill (even if Move Silently is not a class skill for any of 
  your classes).
  If this would cause you to exceed the maximum skill rank 
  for your level, do not retrain this skill; you must draw again.
  The Gambler: Draw one card.
  You may accept or ignore the results of that card.
  If you ignore that card’s results you must draw another card 
  and accept its effects (though this second card may allow 
  you to bypass its effects and draw another card).
  The Gregarious Neighbor: Rebuild your character as a 
  human instead of your current race.
  If you are already a human, do not rebuild your character; 
  you must draw again.
  The Halfwit: Rebuild your Intelligence, reducing it by 4.
  Use the points from rebuilding to improve any other ability 
  scores.
  If this would reduce your Intelligence below 8, do not 
  rebuild your ability score; you must draw again.
  The Heroic Feat: Retrain any one feat you know for any 
  other feat.
  The Investigator: Retrain 4 skill ranks into the Search skill 
  (even if Search is not a class skill for any of your classes).
  If this would cause you to exceed the maximum skill rank 
  for your level, do not retrain this skill; you must draw again.
  The Lummox: Rebuild your Dexterity, reducing it by 4.
  Use the points from rebuilding to improve any other ability 
  scores.
  If this would reduce your Dexterity below 8, do not rebuild 
  your ability score; you must draw again.
  The Mage’s Dilemma: If you are a nonspecialist wizard, 
  retrain as a specialist wizard.
  If you are a specialist wizard, retrain as a specialist of a 
  different school or as a nonspecialist wizard.
  If this would cause you to lose class abilities from a prestige 
  class (such as if your prestige class requires you to be a 
  specialist), do not rebuild your character; you instead must 
  draw two cards.
  If you are not a wizard, you must draw again.
  The Monk: Retrain one monk level for one monk 
  substitution level (or monk-like prestige class level, at the 
  DM’s discretion), or rebuild one class level to one monk 
  level (if you are nonlawful, this means you are an ex-monk 
  which does not affect your other classes, such as your 
  ability to progress as a paladin).
  
  284
  The Moon: Rebuild your character with the lycanthrope 
  template (you lose class levels to compensate for the 
  template’s level adjustment).
  You choose the type of lycanthrope (werebear, wereboar, 
  and so on).
  If the template’s alignment would cause you to lose class 
  abilities (such as if you are a monk or paladin with a 
  nonlawful template), do not rebuild your character; you 
  instead must draw two cards.
  If you already have a lycanthrope template, do not rebuild 
  your character; you must draw again.
  (See Savage Progressions, for information on taking only 
  some of the template’s abilities in exchange for a lower 
  level adjustment).
  The Paladin: Retrain one paladin level for one paladin 
  substitution level (or paladin-like prestige class level, at the 
  DM’s discretion), or rebuild one class level to one paladin 
  level (if you are not lawful good, this means you are an ex-
  paladin which does not affect your other classes, such as 
  your ability to progress as a monk).
  Blackguards who rebuild in this manner may trade in this 
  “new” paladin level for additional blackguard abilities as 
  detailed in the blackguard class description.
  The Ranger: Retrain one ranger level for one ranger 
  substitution level (or ranger-like prestige class level, at the 
  DM’s discretion), or rebuild one class level to one ranger 
  level (this does not affect your other classes, such as your 
  ability to progress as a monk or paladin).
  The Ranger’s Dilemma: If you are a ranger, retrain your 
  combat style for any other available combat style.
  If you are not a ranger, you must draw again.
  The Rogue: Retrain one rogue level for one rogue 
  substitution level (or rogue-like prestige class level, at the 
  DM’s discretion), or rebuild one class level to one rogue 
  level (this does not affect your other classes, such as your 
  ability to progress as a monk or paladin).
  The Sickly One: Rebuild your Constitution, reducing it by 
  4.
  Use the points from rebuilding to improve any other ability 
  scores.
  If this would reduce your Constitution below 8, do not 
  rebuild your ability score; you must draw again.
  The Small Folk: Rebuild your character as halfling instead 
  of your current race.
  You may choose a halfling race with a level adjustment, but 
  you must lose class levels to compensate for it.
  If you are already a halfling, do not rebuild your character; 
  you must draw again.
  The Sorcerer: Retrain one sorcerer level for one sorcerer 
  substitution level (or sorcerer-like prestige class level, at the 
  DM’s discretion), or rebuild one class level to one sorcerer 
  level (this does not affect your other classes, such as your 
  ability to progress as a monk or paladin).
  The Speaker: Retrain any two languages you know for any 
  two other languages (you may retrain racial languages).
  You may draw again.
  The Spellcrafter: Retrain 4 skill ranks into the Spellcraft 
  skill (even if Spellcraft is not a class skill for any of your 
  classes).
  If this would cause you to exceed the maximum skill rank 
  for your level, do not retrain this skill; you must draw again.
  The Trapbreaker: Retrain 4 skill ranks into the Disable 
  Device skill (even if Disable Device is not a class skill for 
  any of your classes).
  If this would cause you to exceed the maximum skill rank 
  for your level, do not retrain this skill; you must draw again.
  The Ultimate Weapon: If you are a fighter with the 
  Weapon Focus feat, choose any other weapon for that feat 
  (for example, change “longsword” to “greatsword”) and any 
  other feats in that chain relating to that weapon (Weapon 
  Specialization, Greater Weapon Focus, Greater Weapon 
  Specialization, and so on).
  If you are not a fighter, retrain any one feat you know for 
  the Weapon Focus feat (selecting a weapon of your choice).
  The Unarmed Master: If you are a monk, retrain one, two, 
  or three of your monk bonus feats to any other appropriate 
  monk bonus feats.
  If you are not a monk, you must draw again.
  The Unseen: Retrain 4 skill ranks into the Hide skill (even 
  if Hide is not a class skill for any of your classes).
  If this would cause you to exceed the maximum skill rank 
  for your level, do not retrain this skill; you must draw again.
  The Vampire: Rebuild your character with the vampire 
  template (you lose class levels to compensate for the 
  template’s level adjustment).
  If this would cause you to lose class abilities (such as if you 
  are a good cleric or a paladin), do not rebuild your 
  character; you instead must draw two cards.
  If you already have this template, do not rebuild your 
  character; you must draw again.
  (See Savage Progressions, for information on taking only 
  some of the template’s abilities in exchange for a lower 
  level adjustment).
  The Victim: Retrain any one feat you know for any other 
  feat.
  You must draw two more cards.
  The Vigilant: Retrain 4 skill ranks into the Spot skill (even 
  if Spot is not a class skill for any of your classes).
  If this would cause you to exceed the maximum skill rank 
  for your level, do not retrain this skill; you must draw again.
  The Weakling: Rebuild your Strength, reducing it by 4.
  Use the points from rebuilding to improve any other ability 
  scores.
  If this would reduce your Strength below 8, do not rebuild 
  your ability score; you must draw again.
  The Wizard: Retrain one wizard level for one wizard 
  substitution level (or wizard-like prestige class level, at the 
  DM’s discretion), or rebuild one class level to one wizard 
  level (this does not affect your other classes, such as your 
  ability to progress as a monk or paladin).
  The Zealot: Retrain 4 skill ranks into the Knowledge 
  (religion) skill (even if Knowledge (religion) is not a class 
  skill for any of your classes).
  If this would cause you to exceed the maximum skill rank 
  for your level, do not retrain this skill; you must draw again.
  Trusted Companion: If you have an animal companion or 
  familiar, you must dismiss it (at no penalty) and 
  immediately select another of a different kind.
  The new creature is available immediately.
  You may reclaim items worn or carried by the original 
  creature before dismissing it and give them to the new 
  creature.
  Any feats or class abilities that would affect the creature 
  (such as a feat that adds abilities or hit dice to your familiar 
  or animal companion) immediately affect the new creature.
  If you do not have an animal companion or familiar, you 
  must draw again.
  
  285
  Woodkin: Rebuild your character as an elf or half-elf 
  instead of your current race.
  You may choose an elven race with a level adjustment (such 
  as drow), but you must lose class levels to compensate for it.
  If you are already an elf or half-elf, do not rebuild your 
  character; you must draw again.
  
  286
  
  287
  PSIONICS HANDBOOK 
  (3.0)
  SUTRA OF TRANQUIL THOUGHT
  This monastic tome describes ancient techniques of mental 
  focus and is highly prized by psionic practitioners.
  Study of the work requires one week of solitary 
  contemplation, but upon completion, the psionic character 
  gains 17 additional power points and experience points 
  sufficient to place him halfway to the into the next level of 
  experience.
  Nonpsionic beings possess minds too clouded to benefit 
  from its secrets, and those who use their powers for evil 
  (such as mind flayers) are punished for their impertinence, 
  losing 5d6×1,000 XP for defiling the hook.
  They also run the risk of insanity: The reader must make an 
  immediate Will save (DC 15) or become permanently 
  insane as the power.
  Only psychic chirurgery or similarly extreme measures can 
  restore sanity.
  To anyone without psionic aptitude, the book’s pages 
  appear to contain nothing but elaborate patterns and 
  drawings of mysterious beings.
  Once read, the book vanishes into the Astral Plane to an 
  unknown destination.
  Even if it is found again, the same character cannot benefit 
  twice from perusing its contents.
  SANDSTORM (3.5)
  DEAD THRONE
  The Dead Throne is a minor artifact created millennia ago by 
  a deity of the underworld and then stolen by a clever thief.
  The thief successfully hid it from the sight of the deity of 
  the underworld, and lived a long and happy life ruling a 
  small kingdom from it.
  After his death, the throne fell into the hands of his 
  descendants, who stashed the throne in the royal treasury.
  Many years later, an invading warlord looted the treasury, 
  taking the throne back to his kingdom—which was in turn 
  looted many years later, and so on, until the Dead Throne 
  ended up in the treasure vaults of the king of Sohlak, and 
  thus passed into the unwitting hands of Ten-Ap the Sand 
  King.
  In appearance, the Dead Throne doesn’t live up to its name.
  It is a rather elaborate piece of woodwork, a large, heavy 
  seat carved out of dark, polished mahogany.
  Whoever sits upon the throne hears an unearthly voice 
  offer a bargain: “Rule my minions, and I will grant you life 
  everlasting”.
  Of course, life everlasting is actually a state of undeath, and 
  any creature that agrees to the bargain becomes a lich (see 
  page 166 of the Monster Manual), even if the creature is not 
  a spellcaster.
  The throne itself acts as a kind of phylactery.
  As mentioned previously, the lich is unable to move more 
  than 100 feet away from the throne without crumbling to 
  dust.
  If a living being sits upon the throne and agrees to the 
  bargain while someone else is in possession of the Dead 
  Throne, the previous lich is destroyed as the new one is 
  created.
  Ten-Ap is fully aware of this, and is wary about getting 
  farther away from his throne than any potential enemies.
  The concern that a minion could usurp his position is also 
  the main reason Ten-Ap rarely allows any of his intelligent 
  undead into the throne room; he is not sure if another 
  undead being can take his place on the throne, and he’s not 
  willing to take the risk.
  The Dead Throne also grants the following powers to its lich 
  servant.
  Create Undead: As a full-round action, the lich can convert 
  any living creature within 60 feet of the throne to an 
  undead.
  The lich must be seated upon the throne to use this ability.
  Unwilling creatures are entitled to a DC 22 Will save to 
  avoid the effect.
  The lich can choose to convert the living creature into a 
  skeleton, a zombie, a mummy, a shadow, a spectre, or a 
  wraith.
  A mummy created in this fashion can continue to advance 
  as a character, while a shadow, spectre, or wraith can 
  advance as indicated in the Monster Manual for that type of 
  creature.
  (A wraith, after sufficient time, can become a dread wraith).
  Control Undead: The lich can command up to 100 Hit Dice 
  of undead simultaneously, so long as they are within 100 
  feet of the lich.
  The effect lasts for 12 hours, and is otherwise identical to 
  the spell of the same name.
  Ten-Ap mainly uses this ability to force information out of 
  the undead heads in area E.
  If the lich in possession of the Dead Throne is destroyed, or 
  the throne itself is destroyed, all of the undead created by 
  the lich (or by undead created by the lich) are also 
  immediately destroyed.
  SHINING SOUTH (3.5)
  DREAD DOORWAY
  Perhaps the most infamous item known to come from 
  Halruaa’s magical history, a dread doorway is a truly 
  frightening item to encounter.
  Three forms of dread doorways are known.
  Annihilation Doorway: This item is usually more of a passage 
  or tunnel than an actual door.
  It is often carved or constructed to look like something 
  else, such as a demonic head with its mouth (the passage) 
  open wide, a water slough between levels of a dungeon, and 
  so forth.
  The open space of an annihilation doorway functions as a 
  sphere of annihilation, except that the black void is shaped to 
  match the passage and it cannot be moved by any means.
  A creature passing through an annihilation doorway is 
  utterly consumed and destroyed.
  
  288
  Only the intervention of a deity can reverse the effect.
  Strong transmutation; CL 20th.
  Imprisoning Doorway: Like an annihilation doorway, an 
  imprisoning doorway is often more of a passage or tunnel.
  Any creature passing through the doorway is instantly 
  bound into the door (as per the trap the soul spell) unless it 
  makes a DC 22 Will save.
  Spell resistance does not apply.
  An imprisoning doorway can hold up to 100 HD of creatures, 
  and when new victims are imprisoned, creatures that have 
  been trapped in the doorway the longest are released to 
  keep the total at or below this maximum.
  To all outward appearances, an affected creature seems to 
  disappear (or shapechange into a new form, if another 
  creature is released).
  If an imprisoning doorway is destroyed, all the creatures 
  bound within it are released (DM determines randomly; 
  hostile creatures immediately attack others in the area).
  Strong conjuration; CL 20th.
  Wraith Doorway: This form of dread doorway houses a dread 
  wraith inside (see page 258 of the Monster Manual).
  The door is always encountered locked, and it usually also 
  has other magical means of barring passage.
  Each time a creature touches or walks through a wraith 
  doorway (or each round, if continuous contact is maintained 
  or a creature stands in the open doorway for consecutive 
  rounds), it must succeed on a DC 22 Fortitude save or take 
  1d8 points of Constitution drain.
  If a creature is slain by this drain, it rises as a wraith 1d4 
  rounds later.
  The dread wraith within a dread doorway cannot be turned 
  or attacked while imprisoned in the dread doorway.
  Destroying the door releases the dread wraith, which 
  immediately attacks.
  At that point, the dread wraith can be attacked normally.
  Strong necromancy; CL 19th.
  GREAT ELIXIR
  Of all the tales of powerful magic that have emerged from 
  Halruaa, the legend of the great elixirs is perhaps the most 
  remarkable.
  The first great elixir concoction possibly originated in 
  Netheril itself.
  Regardless of their origins, the chaotic nature of these 
  liquids made them an unappealing risk, and the formula for 
  their creation was eventually lost and forgotten.
  Some caches of the unpredictable stuff do pop up every 
  once in a while.
  A great elixir is a translucent, aquamarine liquid that 
  twinkles and swirls gently about in endless motion.
  It is described as tasting like fine wine on fire.
  Oddly, the fluid works on a particular creature only once 
  per experience level; additional consumptions generate no 
  results.
  The possible effects of a dose of the elixir are as follows:
  ZARANGAN
  Each one of these wondrous stones, almost certainly 
  created in Netheril, is a smooth rock that has been polished 
  to a glassy sheen.
  A zarangan is shaped to fit in a wielder’s hand, with small 
  protrusions jutting up between the fingers of a closed fist.
  In this way, it can function as a +1 weapon that deals 1d4+1 
  points of damage.
  A zarangan’s main powers are far more impressive—an 
  individual grasping the stone can, on command:
  —use dimension door as the spell 1/round as a 20th-level 
  wizard;
  
  289
  —use word of recall to teleport to the zarangan’s “home” (a 
  destination determined during the item’s creation) 1/day;
  —use cure critical wounds (on the bearer only) 1/day.
  A zarangan often has its command word inscribed on its 
  surface somewhere.
  It can only transport the individual grasping it, regardless 
  of how many other creatures are in contact with the bearer.
  It frees the bearer from all nonmagical restraints and 
  forcibly separates him from the grasp of other creatures 
  when it is called upon to use its word of recall ability.
  In addition to the above common faculties, each zarangan
  also has additional unique capabilities.
  First, it has one of the following spells as an ability usable 
  1/hour: chain lightning, cone of cold, invisibility, lesser 
  ironguard, levitate, unseen servant, or water breathing.
  Second, it grants spell immunity against 1d3 spells 
  (determined randomly).
  Many zarangans were carried to Halruaa after the fall of 
  Netheril, and several have been taken to other lands or 
  buried in ancient tombs in the intervening years.
  More than a few liches have manufactured a zarangan that 
  has since found its way elsewhere, and those who try to use 
  one of these mysterious stones might find themselves in an 
  undead wizard’s home, far from their own.
  Strong varies; CL 19th; Weight 2 lb.
  TOME OF MAGIC (3.5)
  BOOK OF TRUE BINDS
  The Book of True Binds is a legendary item coveted by those 
  who practice truename binding.
  Description: The Book of True Binds is a massive tome 2 feet 
  wide and 3 feet tall.
  The book’s binding appears to be of maroon leather, 
  embedded with silver, cold iron, and adamantine runes 
  depicting a variety of summoning circles.
  When held, the person touching the tome hears a 
  susurration of telepathic whimpers, screams, and wails of 
  despair This massive tome contains hundreds of pages of 
  thick vellum, but most of them are blank.
  Only twenty pages still bear inscriptions.
  Each page contains the truename of an outsider or 
  elemental of great power, even more potent than those 
  summonable by a greater truename binding spell.
  It is said that long ago every page of this book was filled 
  with a creature’s name and description, but as the creatures 
  died, the corresponding pages about them went blank.
  Outsiders and elementals are eternal creatures that do not 
  die natural deaths, so scholars speculate that they must 
  have died in battle, but a few wonder if being bound by the 
  book might have caused more than one such creature to 
  commit suicide.
  Activation: A page from the Book of True Binds take 10 
  minutes to read aloud.
  Effect: Each of the twenty pages of the book contains the 
  truename and description of a creature of CR 15 to CR 20.
  Reading a page aloud summons the creature as if by a 
  truename binding spell.
  The reader can negotiate with the creature using either a 
  Charisma check or a Truespeak check.
  If the reader rolls a 1, the creature will endeavor to take the 
  book away or, failing that, kill the reader.
  If a creature is killed either while bound or not, the page 
  corresponding to that creature turns blank.
  Aura/Caster Level: Strong conjuration. CL 20th.
  Weight: 10 lb.
  TOME OF TRUENAMING
  Several copies of the minor artifact known as the tome of
  truenaming are known to exist.
  The book enables the reader to learn and, if desired, change 
  her own truename.
  Description: Bound with azure blue cloth, a tome of 
  truenaming is a small square book, measuring only a 
  handspan in diameter with only a few pages made of line, 
  transparent onion-skin-fine paper.
  The paper appears to be filled with tiny script.
  Activation: Despite its small size, a tome of truenaming takes 
  one week to read.
  Effect: To each reader, the book is a perfect biography of his 
  life.
  The volume reveals to the reader the most personal and 
  intimate details about him and recounts every major and 
  many minor events of his life.
  The effect of this is to reveal to the reader his personal 
  truename.
  Aura Caster Level: Strong abjuration. CL 18th.
  Weight: —.
  UNAPPROACHABLE EAST 
  (3.5)
  IRONWOOD
  This 6-foot-long staff is cast to resemble rough-hewn wood, 
  despite the fact it is composed entirely of rusted iron.
  It possesses many baleful and dangerous abilities.
  As its primary abilities, the Ironwood gives the user the 
  following spell powers, which she can use at will and at no 
  charge:
  Fog cloud
  Soften earth and stone
  Spike stones (DC 16)
  Stone shape
  The following spell powers drain one charge each:
  Control water
  Move earth
  Transmute mud to rock (DC 17)
  Transmute rock to mud (DC 17)
  Wall of stone
  These powers drain 2 charges per use:
  Create shambling mound (special)
  Command plants (DC 16)
  Earthquake (DC 22)
  Iron body Create
  Shambling Mound (sp): The Ironwood has the unique 
  extraordinary power to create a shambling mound from any 
  suitably sized mass of dead vegetation (roughly two 5-foot 
  cubes of material).
  This power requires 10 minutes to employ.
  
  290
  The wielder of the Ironwood can use the staff’s command 
  plants power to attempt to control the new shambler, if she 
  so chooses.
  The Ironwood is recharged by destroying another magic 
  item through cancellation, an extraordinary power that 
  works much like a rod of cancellation.
  The wielder must succeed in a melee touch attack to strike 
  an item held by another character.
  The item gains a Will save (DC 19) to avoid destruction; use 
  the bearer’s Will save if it is better than the target item’s.
  The Ironwood regains 1 charge for every +1 bonus value of 
  the item in question, or 1 charge per full 10,000 gp value for 
  items without a numerical description, to a maximum of 5 
  charges per item destroyed.
  The Ironwood has a maximum capacity of 50 charges; if it 
  absorbs more than 50 charges, it is canceled and destroyed 
  itself.
  The Ironwood is intelligent and neutral evil.
  It has Intelligence 17, Wisdom 19, and Charisma 14 and 
  can communicate by speech or telepathy.
  Its Ego is 26.
  Caster Level: 20th; Weight: 12 lb.
  SHAZZELURT
  A potent magic dagger in the possession of Lauzoril, the 
  zulkir of enchantment, Shazzelurt is a hateful weapon 
  almost two thousand years old.
  It has a wavy blade with a hilt of iron curved into a flame 
  motif.
  Shazzelurt is a +3 keen dagger with Intelligence 15, Wisdom 
  9, and Charisma 14.
  It is neutral evil and possesses the following abilities:
  Detect magic at will (primary ability)
  Detect secret doors at will (primary ability)
  Heal 1/day (extraordinary power)
  Its special purpose is to slay bards and rogues.
  Any such character struck by Shazzelurt must succeed a 
  Fortitude save (DC 16) or be disintegrated as the spell.
  Shazzelurt’s Ego score is 16.
  Caster Level: 20th; Weight: 2 lb.
  UNDERDARK (3.5)
  BOOK OF PERFECT BALANCE
  This holy book is sacred to divine spellcasters of neutral 
  alignments (NG, LN, N, CN, NE).
  Study of the work requires one week, but upon completion, 
  a divine spellcaster with one of the designated alignments 
  gains a +1 inherent bonus to Wisdom and experience 
  points sufficient to place him halfway into the next level of 
  experience.
  Any nonneutral divine spellcaster (LG, CG, LE, CE) loses 
  4d6×1,000 experience points for perusing the work.
  Nonspellcasters who handle or read the book are 
  unaffected.
  An arcane spellcaster who reads it takes 1 point of 
  Intelligence drain and loses 1d6×1,000 experience points 
  unless a DC 15 Will save is made.
  Except as indicated above, the writing in a book of perfect 
  balance cannot be distinguished from that of any other 
  magic book, libram, tome, or the like until perused.
  Once read, the book vanishes, never to be seen again.
  The same character cannot ever benefit from reading a 
  second, similar tome.
  Strong transmutation; CL 19th; Weight 3 lb.
  PORTAL DEMOLISHER
  The portal demolisher looks like a small, sturdy rod or 
  miniature portable ram, but it has devastating effects upon 
  portals.
  The mere touch of the portal demolisher utterly destroys a 
  portal (Fort DC 20 negates).
  A portal demolisher actually carried through a portal 
  (intentionally or not) destroys it with no save allowed, 
  although the user reaches the other side before the portal is 
  wrecked.
  Strong transmutation; CL 20th; Weight 3 lb.
  TALISMAN OF PURE NEUTRALITY
  A purely neutral (N only) divine spellcaster who possesses 
  this item can cause a flaming crack to open at the feet of a 
  nonneutral (LG, CG, LE, CE) divine spellcaster up to 100 
  feet away.
  The intended victim is swallowed up forever and sent 
  hurtling to the center of the earth.
  If the wielder of the talisman is not exceptionally balanced 
  in the sight of her neutral deity (DM’s discretion), the 
  nonneutral target gains a DC 19 Reflex saving throw to leap 
  away from the crack.
  The target must be standing on solid ground for this item to 
  function.
  A target in the air, in a high tower, or on a ship is immune 
  to the effects of this otherwise potent item.
  A talisman of pure neutrality has 7 charges.
  Any partly neutral (LN, NG, CN, NE) divine spellcaster 
  who touches it takes 6d6 points of damage, and an entirely 
  nonneutral (LG, CG, LE, CE) divine spellcaster who 
  touches it takes 8d6 points of damage.
  All other characters are unaffected by the item.
  Strong transmutation; CL 18th.
  TOME OF BOOKS
  This book enables a scholar or wizard to take his library 
  with him virtually anywhere.
  Each of its 250 pages can hold an entire book—even a 
  bulky, heavy, wizard’s spellbook.
  To put a book into the tome of books, the owner simply lays 
  the book on a blank tome page and speaks the filing 
  command word.
  The book disappears, and an illustration of the book 
  appears on the page, along with its title and a brief synopsis 
  of its contents.
  A book cannot be placed into a page that already stores a 
  book.
  To get a book out of the tome, the owner must open it to 
  the book’s page and speak the retrieving command word.
  Filing or retrieving a book is a full-round action.
  If the tome of books is destroyed, all its stored books are also 
  lost.
  
  291
  Strong conjuration; CL 20th; Weight 3 lb.
  UNDERDARK MAP, LESSER
  This map shows all the tunnels, caves, and caverns within a 
  250-foot radius of itself.
  It reveals only natural formations and functions exclusively 
  in one level of the Underdark (Upperdark, Middledark, or 
  Lowerdark).
  Strong divination; CL 20th; Weight —.
  UNIVERSAL KEY
  The creation of the universal key is attributed to the slyths.
  Legend holds that a very potent slyth sorcerer and magical 
  theorist named Glythum found a multitude of ways to 
  manipulate his shapechanging ability and spells, thereby 
  creating many fascinating items.
  A universal key opens any mundane or magic lock.
  In addition, it functions as the key to any keyed portal.
  Strong transmutation; CL 20th.
  
  292
  NONMAGICAL 
  ARMORS AND 
  SHIELDS
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  BARK
  This armor is carefully crafted from the tough bark of 
  ancient trees and is treated to prevent it from becoming 
  brittle over time.
  Strips of bark are layered together over a quilted layer of 
  felt or hide.
  Bark armor is more flexible than wooden armor but does 
  not provide as much protection.
  Druids can wear bark armor without losing access to their 
  spells and class features.
  Bark armor includes arm, leg, chest, and back protection, 
  but it does not include gauntlets.
  BONDLEAF WRAP
  Bondleaf wraps are each crafted from a single enormous 
  leaf found on magical trees.
  A bondleaf wrap is inactive until worn for 24 hours.
  During this time, it grows into the skin, drawing water and 
  nutrients from its host.
  Afterward, as a standard action, you can command it to 
  wrap around your body.
  BONE
  Bone armor is a cloth or leather coat reinforced with strips 
  of bone, often cut from animals used for food.
  The armor covers the torso but leaves the limbs free for 
  better mobility.
  BRIGANDINE
  Brigandine armor consists of a coat of leather plates, each 
  plate consisting of leather with a strip of steel inside it.
  It is essentially a light form of splint mail.
  BUCKLER, BEETLE
  This buckler is actually a Tiny scarab beetle that latches 
  onto the forearm.
  You must wear the beetle for a full day before the beetle 
  buckler confers any bonus to Armor Class.
  
  293
  Once it’s attuned to its wearer, the beetle buckler is 
  effectively a masterwork buckler with a nonmagical +1 
  enhancement bonus to Armor Class.
  With a command word, you can detach the beetle.
  Then the beetle takes wing, darting around your body and 
  blocking ranged attacks (as the Deflect Arrows feat, but 
  using the beetle’s Reflex save bonus, not your own).
  The beetle cannot be ordered to attack, but it defends itself 
  if attacked.
  €Beetle Buckler: CR 1/2; Tiny vermin; HD 1d8; hp 4; Init 
  +6; Spd 10 ft., fly 40 ft. (good); AC 24 (touch 18, flat-footed 
  18); Atk –3 melee (1d3–5, bite); Face/Reach 2 1/2 ft. by 2 
  1/2 ft./0 ft.; SQ Deflect arrows, vermin traits; AL N; SV Fort 
  +2, Ref +6, Will +0; Str 1, Dex 23, Con 10, Int —, Wis 10, 
  Cha 2.
  Skills and Feats: Hide +14, Listen +4, Move Silently +10, Spot 
  +4.
  Deflect Arrows (Ex): When detached from its shield 
  position, a beetle buckler darts about in its owner’s space, 
  blocking one ranged attack per round as the Deflect Arrows 
  feat.
  Vermin Traits: Immune to all mind-influencing effects; 
  darkvision 60 ft.
  CORAL
  Commonly worn by warriors of seafaring races, such as 
  merfolk and tritons, coral armor is not so much created as 
  grown.
  Exotic and rare corals are shaped over time to create armor 
  for a specific person.
  Someone wearing coral armor that was not grown for them 
  takes an additional –1 armor check penalty.
  Coral armor covers only the top half of the wearer—
  breastplate and bracers.
  Swim speed is reduced by 10 feet when wearing coral 
  armor.
  However, because of its design, coral armor effectively 
  weighs 10 pounds less in water.
  Growing coral armor requires the Craft (coralshaping) skill.
  CORD
  Fibers of hemp or other natural material woven and 
  knotted into a thick, tough fabric are the basis for cord 
  armor.
  The armor forms a complete suit, hampering movement 
  but offering decent protection without the use of metal or 
  leather.
  Cord armor is particularly popular among wild elves, who 
  often avoid curing animal hide.
  DASTANA
  This pair of metal bracers can be worn in addition to some 
  other types of armor to provide an additional armor bonus 
  that stacks with both the foundation armor and any shield 
  worn.
  You can wear dastana with padded, leather, or chain shirt 
  armor.
  You need the Armor Proficiency (light) feat to wear dastana 
  without penalty.
  DENDRITIC
  Dwarf armorsmiths grow dendritic armor from seed 
  crystals deep underground; dendritic armor never reaches 
  the smith’s fire.
  Each suit of dendritic armor is tailored for a specific wearer.
  This superb armor is socketed rather than riveted together, 
  leaving almost no gaps or chinks.
  It protects better than full plate armor, but is also heavier 
  and more cumbersome.
  Dendritic armor constantly grinds crystal flecks off, and 
  regrows itself to its original shape.
  Anyone tracking a person wearing dendritic armor gains a 
  +2 circumstance bonus on skill checks from the fine trail of 
  crystals left behind.
  To remove dendritic armor, you must break your way out 
  by succeeding at a Strength check (DC 25).
  As long as you leave at least 5 pounds of dendritic armor 
  somewhere on your body, the armor grows back in 8 hours.
  LAMELLAR
  Similar to splint and brigandine armor, lamellar lies 
  between the two in protective value.
  It consists of small, overlapping plates of metal sewn 
  together or stitched to a backing of leather or cloth.
  LEATHER SCALE
  Leather scale armor is just like the scale mail described in 
  Chapter 7 of the Player’s Handbook, except that the scales are 
  made of cured leather instead of metal.
  MOON-IVY
  Moon-ivy armor is a close-fitting bodysuit that grows every 
  night and dies at the end of every day.
  You put on a wreathlike choker before going to sleep.
  Overnight, a tight but flexible bodysuit of ivy grows over 
  your body.
  When you awaken, you are wearing a tough, fibrous light 
  armor.
  Removing the choker causes the moon-ivy armor to wither 
  in 5 rounds.
  For an additional 500 gp, one of the following types of ivy 
  can be grafted into the armor.
  Poison Ivy: The ivy exudes a poisonous resin.
  Once per day, if you succeed on a grapple check, your foe 
  must make a Fortitude save (DC 14).
  If the defender fails, he takes initial and secondary damage 
  of 1d3 points of temporary Constitution.
  This poison never affects the wearer.
  Explosive Spores: The ivy is laced with noxious, explosive 
  spores.
  Each day, the ivy grows 1d3 spore pods, to a maximum of 
  ten pods.
  Whenever you are struck in combat with a bludgeoning 
  attack, one of the spores explodes into the space from 
  which the attack came.
  Anyone in that 5-foot square must succeed on a Fortitude 
  save (DC 14) or be nauseated for 1d6 rounds.
  Once all of a day’s spores are exhausted, the effect is inert 
  until the next day.
  This nausea never affects the wearer.
  
  294
  Pheromones: Once per day, the ivy exudes pheromones that 
  make you seem more attractive.
  The pheromones grant a +3 bonus on all Charisma-based 
  checks for 3 hours.
  The bonus doubles to +6 if you attempt to influence a 
  creature with scent, but moon-ivy pheromones do not 
  affect constructs or undead.
  QUICK-ESCAPE
  Ingeniously crafted, this armor uses special buckles, straps, 
  and releases so it can be removed in mere moments.
  It is a favorite of wealthy sailors and adventurers who 
  anticipate going near bodies of water.
  As a standard action, the wearer pulls and twists on a special 
  lock, located on the shield-side hip, which causes the armor 
  to fall away.
  Each lock is unique in operation, making it difficult for 
  anyone other than the owner to undo, especially in the 
  middle of battle.
  A Disable Device check (DC 30) is required for someone 
  other than the wearer to release the armor in combat.
  If the Disable Device attempt is made while the wearer is 
  not in combat (a rogue sneaking up on a sleeping guard, for 
  example), then the DC is reduced to 15.
  The quick-escape extra must be included during the 
  creation of the armor, which must be of masterwork 
  quality.
  It takes twice as long as normal to put on quick-escape 
  armor.
  RING
  Ring armor is composed of tough leather, heavily 
  reinforced with hundreds of small metal rings.
  Ring armor is the precursor to chainmail and is commonly 
  found in cultures that haven’t discovered how to create that 
  type of armor.
  It is a cheap and effective protection, popular among town 
  guards.
  SHELL
  This armor is created out of specially treated tortoise shells 
  and more exotic sea life.
  The armormaking process softens the shells, making them 
  far more pliable and likely to bend instead of shatter when 
  struck.
  Shell armor includes a breastplate, shoulder guards, and 
  even gauntlets created from smaller and smaller shells.
  Druids can wear shell armor without losing access to their 
  spells or class features.
  SHIELD, STILETTO
  This small wooden shield has a special switch located on 
  the inside grip.
  When triggered, four blades pop out from the edges of the 
  shield, and one larger blade springs out from the middle.
  Triggering and retracting the blades is a free action.
  When the blades are activated, the stiletto shield counts as a 
  spiked shield in all respects.
  STONE, DWARVEN
  Found almost exclusively among dwarven kingdoms, this 
  extremely rare armor is created from thin sheets of a 
  specially treated stone resembling marble.
  Dwarven stone armor is very heavy and more ornamental 
  than practical; consequently it is the dress uniform for 
  many dwarven defenders.
  It provides impressive protection, as long as the person 
  wearing it does not plan on moving very fast.
  Dwarven stone armor includes greaves and helmet, but not 
  gauntlets.
  WICKER
  Wicker armor is the poor soldier’s last resort.
  Tightly woven reeds cover the entire body, offering slightly 
  more protection than normal clothes, although the wicker 
  is bulky and loud.
  The main advantage of wicker armor is its low cost and 
  light weight.
  Clever armorsmiths sometimes weave thorns into the 
  wicker, effectively creating spiked armor.
  WOOD
  Similar to bone armor, wood armor is cloth or leather 
  reinforced with strips of wood.
  DRACONOMICON (3.5)
  DRAGONCRAFT ARMOR OR SHIELD
  Dragoncraft armor and shields are masterwork versions of 
  armor and shields crafted from a dragon’s hide that also 
  grant energy resistance.
  A suit of dragoncraft armor or a dragoncraft shield grants 
  the wearer resistance 5 against a specific type of energy, as 
  appropriate to the dragon (acid for black, copper, or green; 
  cold for silver or white; electricity for blue or bronze; fire 
  for brass, gold, or red).
  This resistance is treated as an extraordinary (and thus 
  nonmagical) feature of the armor.
  It doesn’t stack with any other energy resistance (of the 
  same type) possessed by the character.
  In addition, dragoncraft armor is treated as one category 
  lighter for purposes of movement and other 
  determinations.
  Heavy dragoncraft armors are treated as medium, and 
  medium and light armors are treated as light.
  Armor check penalties are reduced by 2 (including the 1-
  point reduction for masterwork armor or shield).
  Dragoncraft armor has the normal maximum Dexterity 
  bonus.
  Dragoncraft armor can be hide armor, scale mail, halfplate, 
  or full plate armor.
  Dragoncraft shields can be light or heavy.
  Dragoncraft Price: 3,000 gp (light armor); 6,000 gp (medium 
  armor), 11,000 gp (heavy armor); Dragon Part: dragon hide; 
  Skill: Craft (armorsmithing); Weight: same as ordinary 
  armor or shield.
  
  295
  DRAGONS OF FAERÛN 
  (3.5)
  DIAMOND SHIELD
  Similar in function to a Kara-Turan kote or a vambrace, a 
  diamond shield consists of four isosceles triangular metal 
  sheets shaped into the form of a diamond, then bent along 
  both axes and riveted together along the seams with 2-inch-
  wide strips of metal.
  A diamond shield protects the off-hand forearm and upper 
  arm, binding sharply at the elbow.
  When fighting defensively, the wielder of a diamond shield 
  can make melee attacks at a –2 penalty with the off-hand 
  weapon, not the normal –4 penalty.
  A diamond shield is otherwise equivalent to a buckler 
  except as noted below.
  Cost 20 gp; Weight 6 lb.
  FIEND FOLIO (3.5)
  RESIN SUIT
  A kaorti resin suit consists of thin straps of alchemically 
  treated resin that are wrapped around the body fully, 
  similar to a mummy’s bandages.
  A resin suit is light armor with the following properties: +4 
  armor bonus, +3 maximum Dex bonus, –4 armor check 
  penalty, 25% arcane spell failure chance.
  Creatures other than kaortis can wear resin suits, but the 
  resin causes most humanoids to break out in hives.
  In addition to its armor qualities, a kaorti resin suit protects 
  a creature on the Material Plane from the effects of the 
  environment.
  Resin suits are costly and time-consuming to make; 
  ordinary kaorti (those with 1 HD) are only rarely allowed to 
  use them as a result.
  Cost: 250 gp.
  Weight: 20 lb.
  GHOSTWALK (3.0)
  THURKASIAN BREASTPLATE
  This armor is designed to be put on quickly and removed 
  easily.
  The major pieces are all attached by small leather cords and 
  rivets, allowing it to be draped over your body all at once.
  Donning this armor hastily or removing it is a full-round 
  action, rather than taking 1 minute.
  Donning the armor normally takes 3 minutes.
  It is otherwise identical to a standard breastplate.
  MONSTER MANUAL 5 (3.5)
  CHITIN
  Siege beetle chitin is highly desirable for making chitin 
  armor.
  The chitin is treated for flexibility, then cut and reshaped 
  into long strips.
  These strips are bound together by tightly woven cord 
  when necessary.
  Siege beetle chitin armor is always masterwork in quality, 
  and it provides its wearer with resistance to electricity 5 
  and resistance to sonic 5.
  A druid who wears chitin armor crafted from a siege beetle 
  shell does not lose access to spells or class features.
  Chitin armor is medium armor that has the following 
  characteristics.
  ORIENTAL ADVENTURES 
  (3.0)
  
  296
  ASHIGARU ARMOR
  Ashigaru armor is a light and inexpensive armor worn by 
  farmers conscripted into a daimyo’s army.
  It consists of a light breastplate and thigh protectors made 
  of laced metal plates (hara-ate), shin guards (sune-ate), and a 
  light helmet resembling a round straw hat (jingasa).
  BONE ARMOR
  Bone armor is sometimes worn by nezumi or barbarian 
  soldiers or sorcerers.
  The armor consists of a cloth or leather coat reinforced 
  with strips of bone, and leaves the limbs free.
  BRIGANDINE
  Brigandine armor consists of a coat of leather plates, each 
  plate consisting of leather with a strip of steel inside it.
  It is essentially a light form of splint mail, and is common 
  in many cultures in Oriental Adventures.
  CHAHAR-AINA
  This “four mirror armor” can be worn over certain other 
  types of armor to provide an additional armor bonus that 
  stacks with both the foundation armor and any shield 
  worn.
  A character can wear a chahar-aina effectively over padded, 
  leather, or chain shirt armor.
  A character needs Armor Proficiency (medium) to wear a 
  chahar-aina without penalty.
  CORD ARMOR
  Cord armor consists of ropelike fibers woven and knotted 
  into a thick, tough fabric.
  It is typically found among more barbaric cultures or in 
  places where leather is scarce.
  
  297
  DASTANA
  These large metal bracers can be worn in addition to some 
  other types of armor to provide an additional armor bonus 
  that stacks with both the foundation armor and any shield 
  worn.
  A character can wear dastana with padded, leather, or chain 
  shirt armor.
  A character needs Armor Proficiency (light) to wear dastana 
  without penalty.
  DHENUKA
  This heavy hide armor is made from the skin of a 
  rhinoceros.
  It is more commonly enhanced by magic than regular hide 
  armor, and often carries magic related to the strength of the 
  rhino.
  GREAT ARMOR
  Great armor, called o-yoroi, is a full suit of armor formed 
  from small metal plates tied together with colored leather 
  lacings and lacquered to seal them from moisture.
  The full suit consists of a corselet (do-maru, covering the 
  stomach, chest, shoulders, and back), large rectangular 
  shoulder pieces (sode), an apron of large plates to cover the 
  thighs and knees (haidate), a great helmet with a face mask 
  (kabuto), and shin guards made of metal splints (suneate).
  Wearing great armor is a badge of honor for samurai of the 
  noble caste, and they frown on anyone else wearing a 
  suit—including shugenjas.
  KAPPA SHELL
  Nezumi soldiers occasionally use kappa shells for 
  protection, strapping the hard shell to their backs and 
  crawling on all fours to advance their position.
  Used this way, a kappa shell functions much like a tower 
  shield, providing nine-tenths cover (+10 to AC, +4 on 
  Reflex saves, with half damage on a failed save and none on 
  a successful save) as long as the covered nezumi remains on 
  all fours, moving at half his speed.
  Once engaged in melee, a sensible ratling sheds the shell 
  entirely.
  Humans can use kappa shells as well, but generally find the 
  concept demeaning.
  A character needs Shield Proficiency to use a kappa shell 
  without penalty.
  LAMELLAR
  Similar to splint and brigandine armor, lamellar lies 
  between the two in protective value.
  It consists of small, overlapping plates of metal sewn 
  together or stitched to a backing of leather or cloth.
  LEATHER SCALE
  Leather scale armor is just like the scale mail described in 
  the Player’s Handbook, except that the scales are made of 
  cured leather instead of metal.
  PARTIAL ARMOR
  A light suit of armor for samurai who do not wish to be 
  heavily burdened, partial armor consists of a breastplate 
  protecting the chest, stomach, and back (haramaki-do), 
  thigh covering (haidate), and shin guards (sune-ate).
  TESSEN
  A tessen acts much like a buckler, though you cannot wield 
  a weapon in the same hand as the tessen.
  However, you can use the tessen as an off-hand weapon, 
  dealing 1d3 points of damage (×2 crit).
  Used this way, the tessen is a martial bludgeoning weapon.
  For purposes of attack penalties, treat a tessen as a light 
  weapon.
  If you use a tessen as a weapon, you lose its AC bonus until 
  your next action (usually until the next round).
  A character needs Shield Proficiency to use a tessen 
  without penalty.
  PLANAR HANDBOOK (3.5)
  
  298
  HOOKED ARMOR
  This leather armor is festooned with multiple hooks and 
  cleats.
  These gripping protrusions grant the wearer a +5 bonus on 
  Climb checks.
  (Due to the armor’s –2 armor check penalty, the effective 
  bonus is +3).
  MECHANUS GEAR
  This heavy armor is composed of multiple gears, cogs, 
  plates, and other metal mechanical contraptions.
  It grants an armor bonus superior to all other armors, but it 
  reduces the wearer’s speed more than other types of heavy 
  armor do.
  SECTIONED ARMOR
  The owner of this specially constructed masterwork full 
  plate can remove several of the large plate sections from it, 
  reducing it to medium or light armor, so that he or she can 
  sleep more comfortably or move more freely while 
  retaining some of the armor’s defensive bonus.
  PLAYER’S HANDBOOK 3.0 
  (3.0)
  ARMOR SPIKES
  You can have spikes added to your armor.
  They allow you to deal 1d6 points of piercing damage (×2 
  crit) with a successful grapple attack.
  The spikes count as a martial weapon.
  If you are not proficient with them, you suffer a –4 penalty 
  on grapple checks when you try to use them.
  You can also make a regular melee attack (or off-hand 
  attack) with the spikes, and they count as a light weapon in 
  this case.
  An enhancement bonus on a suit of armor does not 
  improve the spikes’ effectiveness, but the spikes can be 
  made into magic weapons in their own right.
  BANDED MAIL
  This armor is made of overlapping strips of metal sewn to a 
  backing of leather and chainmail.
  
  299
  The strips cover vulnerable areas, while the chain and 
  leather protect the joints and provide freedom of 
  movement.
  Straps and buckles distribute the weight evenly.
  It includes gauntlets.
  BREASTPLATE
  A breastplate covers your front and your back.
  It comes with a helmet and matching greaves (plates to 
  cover your lower legs).
  A light suit or skirt of studded leather beneath the 
  breastplate protects your limbs without restricting 
  movement much.
  BUCKLER
  This small metal shield is strapped to your forearm, 
  allowing you to wear it and still use your hand.
  You can use a bow or crossbow without penalty.
  You can also use an off-hand weapon, but you suffer a –1 
  penalty on attack rolls because of the extra weight on your 
  arm.
  This penalty stacks with those for fighting with your off 
  hand and, if appropriate, for fighting with two weapons.
  In any case, if you use a weapon in your off-hand, you don’t 
  get the buckler’s AC bonus for the rest of the round.
  You can’t effectively bash someone with a buckler.
  CHAIN SHIRT
  A shirt of chainmail protects your torso while leaving your 
  limbs free and mobile.
  A layer of quilted fabric underneath it prevents chafing and 
  cushions the impact of blows.
  It comes with a steel cap.
  CHAINMAIL
  This armor is made of interlocking metal rings.
  It includes a layer of quilted fabric underneath it to prevent 
  chafing and to cushion the impact of blows.
  Several layers of mail are hung over vital areas.
  Most of the armor’s weight hangs from the shoulders, 
  making chainmail uncomfortable to wear for long periods 
  of time.
  It includes gauntlets.
  FULL PLATE
  This armor consists of shaped and fitted metal plates 
  riveted and interlocked to cover the entire body.
  It includes gauntlets, heavy leather boots, and a visored 
  helmet.
  You wear a thick layer of padding underneath it (included).
  Buckles and straps distribute the weight over the body, so 
  full plate hampers movement less than splint mail even 
  though splint is lighter.
  Each suit of full plate must be individually fitted to its 
  owner by a master armorsmith, although a captured suit 
  can be resized to fit a new owner at a cost of 200 to 800 
  (2d4×100) gold pieces.
  Full plate is also known as field plate.
  GAUNTLET, LOCKED
  This armored gauntlet has small chains and braces that 
  allow the wearer to attach her weapon so that it cannot be 
  dropped easily.
  It adds a +10 bonus to any roll to keep from being disarmed 
  in combat.
  Removing a weapon from a locked gauntlet or attaching a 
  weapon to a locked gauntlet is a full-round action that 
  provokes attacks of opportunity.
  The price given is for a single locked gauntlet.
  The weight given only applies if you’re wearing a 
  breastplate, light armor, or no armor.
  Otherwise, the locked gauntlet replaces a gauntlet you 
  already have as part of the armor.
  While the gauntlet is locked, you can’t use the hand 
  wearing it for casting spells or employing skills.
  (You can still cast spells with somatic (S) components 
  provided your other hand is free).
  Like a normal gauntlet, a locked gauntlet lets you deal 
  normal damage rather than subdual damage with an 
  unarmed strike.
  HALF-PLATE
  This armor is a combination of chainmail with metal plates 
  (breastplate, epaulettes, elbow guards, gauntlets, tasses, and 
  greaves) covering vital areas.
  Buckles and straps hold the whole suit together and 
  distribute the weight, but the armor still hangs more 
  loosely than full plate.
  It includes gauntlets.
  HIDE
  This armor is prepared from multiple layers of leather and 
  animal hides.
  It is stiff and hard to move in.
  Druids, who only wear nonmetallic armor, favor hide.
  LEATHER
  The breastplate and shoulder protectors of this armor are 
  made of leather that has been stiffened by boiling in oil.
  The rest of the armor is softer and more flexible leather.
  PADDED
  Padded armor features quilted layers of cloth and batting.
  It gets hot quickly and can become foul with sweat, grime, 
  lice, and fleas.
  SCALE MAIL
  This is a coat and leggings (and perhaps a separate skirt) of 
  leather covered with overlapping pieces of metal, much 
  like the scales of a fish.
  It includes gauntlets.
  
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  SHIELD SPIKES
  When added to your shield, these spikes turn it into a 
  martial piercing weapon that deals 1d6 points of damage 
  (×2 crit) no matter whether the shield is small or large.
  You can’t put spikes on a buckler or a tower shield.
  Otherwise, attacking with a spiked shield is like a shield 
  bash attack (see above).
  SHIELD, LARGE OR SMALL, WOODEN 
  OR STEEL
  You strap a shield to your forearm and grip it with your 
  hand.
  LARGE SHIELD
  A large shield is too heavy for you to use your shield hand 
  for anything else.
  SHIELD BASH ATTACKS
  You can bash an opponent with a shield, using it as an off-
  hand weapon.
  A Medium-size character deals 1d4 points of damage (×2 
  crit) with a large shield or 1d3 (×2 crit) with a small one.
  (You cannot bash with a tower shield).
  A Small character deals 1d3 points of damage (×2 crit) with 
  a large shield or 1d2 (×2 crit) with a small one.
  Used this way, the shield is a martial bludgeoning weapon.
  For purposes of attack penalties, treat a shield as a light 
  weapon.
  If you use your shield as a weapon, you lose its AC bonus 
  until your next action (usually until the next round).
  SMALL SHIELD
  A small shield’s light weight lets you carry other items in 
  that hand (although you cannot use weapons).
  WOODEN OR STEEL
  Wooden and steel shields offer the same basic protection, 
  though they respond differently to special attacks (such as 
  warp wood and heat metal).
  SHIELD, TOWER
  This massive wooden shield is nearly as tall as the wielder.
  Basically, it is a portable wall meant to provide cover.
  It can provide up to total cover, depending on how far you 
  come out from behind it.
  A tower shield, however, does not provide cover against 
  targeted spells; a spellcaster can cast a spell on you by 
  targeting the shield you are holding.
  You cannot bash with a tower shield.
  SPLINT MAIL
  This armor is made of narrow vertical strips of metal riveted 
  to a backing of leather that is worn over cloth padding.
  Flexible chainmail protects the joints.
  It includes gauntlets.
  STUDDED LEATHER
  This armor is made from tough but flexible leather (not 
  hardened leather as with normal leather armor) reinforced 
  with close-set metal rivets.
  PLAYER’S HANDBOOK 1 3.5 
  (3.5)
  
  301
  ARMOR SPIKES
  You can have spikes added to your armor, which allow you 
  to deal extra piercing damage (see Table 7–5: Weapons) on 
  a successful grapple attack.
  The spikes count as a martial weapon.
  If you are not proficient with them, you take a –4 penalty 
  on grapple checks when you try to use them.
  You can also make a regular melee attack (or off-hand 
  attack) with the spikes, and they count as a light weapon in 
  this case.
  (You can’t also make an attack with armor spikes if you 
  have already made an attack with another off-hand weapon, 
  and vice versa).
  An enhancement bonus to a suit of armor does not improve 
  the spikes’ effectiveness, but the spikes can be made into 
  magic weapons in their own right.
  BANDED MAIL
  This armor is made of overlapping strips of metal sewn to a 
  backing of leather and chainmail.
  The strips cover vulnerable areas, while the chain and 
  leather protect the joints and provide freedom of 
  movement.
  Straps and buckles distribute the weight evenly.
  The suit includes gauntlets.
  BREASTPLATE
  A breastplate covers your front and your back.
  It comes with a helmet and greaves (plates to cover your 
  lower legs).
  A light suit or skirt of studded leather beneath the 
  breastplate protects your limbs without restricting 
  movement much.
  BUCKLER
  This small metal shield is worn strapped to your forearm.
  You can use a bow or crossbow without penalty while 
  carrying it.
  You can also use your shield arm to wield a weapon 
  (whether you are using an off-hand weapon or using your 
  off hand to help wield a two-handed weapon), but you take 
  a –1 penalty on attack rolls while doing so because of the 
  extra weight on your arm.
  
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  This penalty stacks with those that may apply for fighting 
  with your off hand and for fighting with two weapons.
  In any case, if you use a weapon in your off hand, you don’t 
  get the buckler’s AC bonus for the rest of the round.
  You can’t bash someone with a buckler.
  CHAIN SHIRT
  A chain shirt protects your torso while leaving your limbs 
  free and mobile.
  It includes a layer of quilted fabric worn underneath to 
  prevent chafing and to cushion the impact of blows.
  A chain shirt comes with a steel cap.
  CHAINMAIL
  This armor is made of interlocking metal rings.
  It includes a layer of quilted fabric worn underneath to 
  prevent chafing and to cushion the impact of blows.
  Several layers of mail are hung over vital areas.
  Most of the armor’s weight hangs from the shoulders, 
  making chainmail uncomfortable to wear for long periods 
  of time.
  The suit includes gauntlets.
  FULL PLATE
  This armor consists of shaped and fitted metal plates 
  riveted and interlocked to cover the entire body.
  The suit includes gauntlets, heavy leather boots, a visored 
  helmet, and a thick layer of padding that is worn 
  underneath the armor.
  Buckles and straps distribute the weight over the body, so 
  full plate hampers movement less than splint mail even 
  though splint is lighter.
  Each suit of full plate must be individually fitted to its 
  owner by a master armorsmith, although a captured suit 
  can be resized to fit a new owner at a cost of 200 to 800 
  (2d4×100) gold pieces.
  Full plate is also known as field plate.
  GAUNTLET, LOCKED
  This armored gauntlet has small chains and braces that 
  allow the wearer to attach a weapon to the gauntlet so that 
  it cannot be dropped easily.
  It provides a +10 bonus on any roll made to keep from 
  being disarmed in combat.
  Removing a weapon from a locked gauntlet or attaching a 
  weapon to a locked gauntlet is a full-round action that 
  provokes attacks of opportunity.
  The price given is for a single locked gauntlet.
  The weight given applies only if you’re wearing a 
  breastplate, light armor, or no armor.
  Otherwise, the locked gauntlet replaces a gauntlet you 
  already have as part of the armor.
  While the gauntlet is locked, you can’t use the hand 
  wearing it for casting spells or employing skills.
  (You can still cast spells with somatic components, 
  provided that your other hand is free).
  Like a normal gauntlet, a locked gauntlet lets you deal 
  lethal damage rather than nonlethal damage with an 
  unarmed strike.
  HALF-PLATE
  This armor is a combination of chainmail with metal plates 
  (breastplate, epaulettes, elbow guards, gauntlets, tasses, and 
  greaves) covering vital areas.
  Buckles and straps hold the whole suit together and 
  distribute the weight, but the armor still hangs more 
  loosely than full plate.
  The suit includes gauntlets.
  HIDE
  This armor is prepared from multiple layers of leather and 
  animal hides.
  It is stiff and hard to move in.
  Druids, who wear only nonmetallic armor, favor hide.
  LEATHER
  The breastplate and shoulder protectors of this armor are 
  made of leather that has been stiffened by boiling in oil.
  The rest of the armor is made of softer and more flexible 
  leather.
  PADDED
  Padded armor features quilted layers of cloth and batting.
  It gets hot quickly and can become foul with sweat, grime, 
  lice, and fleas.
  SCALE MAIL
  This armor consists of a coat and leggings (and perhaps a 
  separate skirt) of leather covered with overlapping pieces of 
  metal, much like the scales of a fish.
  The suit includes gauntlets.
  SHIELD SPIKES
  When added to your shield, these spikes turn it into a 
  martial piercing weapon that increases the damage dealt by 
  a shield bash as if the shield were designed for a creature 
  one size category larger than you (from 1d4 to 1d6, for 
  instance).
  You can’t put spikes on a buckler or a tower shield.
  Otherwise, attacking with a spiked shield is like making a 
  shield bash attack (see above).
  An enhancement bonus on a spiked shield does not 
  improve the effectiveness of a shield bash made with it, but 
  a spiked shield can be made into a magic weapon in its own 
  right.
  SHIELD, HEAVY, WOODEN OR STEEL
  You strap a shield to your forearm and grip it with your 
  hand.
  A heavy shield is so heavy that you can’t use your shield 
  hand for anything else.
  SHIELD BASH ATTACKS
  You can bash an opponent with a heavy shield, using it as 
  an off-hand weapon.
  
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  See Table 7–5: Weapons for the damage dealt by a shield 
  bash.
  Used this way, a heavy shield is a martial bludgeoning 
  weapon.
  For the purpose of penalties on attack rolls, treat a heavy 
  shield as a one-handed weapon.
  If you use your shield as a weapon, you lose its AC bonus 
  until your next action (usually until the next round).
  An enhancement bonus on a shield does not improve the 
  effectiveness of a shield bash made with it, but the shield 
  can be made into a magic weapon in its own right.
  WOODEN OR STEEL
  Wooden and steel shields offer the same basic protection, 
  though they respond differently to special attacks (such as 
  warp wood and heat metal).
  SHIELD, LIGHT, WOODEN OR STEEL
  You strap a shield to your forearm and grip it with your 
  hand.
  A light shield’s weight lets you carry other items in that 
  hand, although you cannot use weapons with it.
  SHIELD BASH ATTACKS
  You can bash an opponent with a light shield, using it as an 
  off-hand weapon.
  See Table 7–5: Weapons for the damage dealt by a shield 
  bash.
  Used this way, a light shield is a martial bludgeoning 
  weapon.
  For the purpose of penalties on attack rolls, treat a light 
  shield as a light weapon.
  If you use your shield as a weapon, you lose its AC bonus 
  until your next action (usually until the next round).
  An enhancement bonus on a shield does not improve the 
  effectiveness of a shield bash made with it, but the shield 
  can be made into a magic weapon in its own right.
  WOODEN OR STEEL
  Wooden and steel shields offer the same basic protection, 
  though they respond differently to special attacks (such as 
  warp wood and heat metal).
  SHIELD, TOWER
  This massive wooden shield is nearly as tall as you are.
  In most situations, it provides the indicated shield bonus to 
  your AC.
  However, you can instead use it as total cover, though you 
  must give up your attacks to do so.
  The shield does not, however, provide cover against 
  targeted spells; a spellcaster can cast a spell on you by 
  targeting the shield you are holding.
  You cannot bash with a tower shield, nor can you use your 
  shield hand for anything else.
  When employing a tower shield in combat, you take a –2 
  penalty on attack rolls because of the shield’s encumbrance.
  SPLINT MAIL
  This armor is made of narrow vertical strips of metal riveted 
  to a backing of leather that is worn over cloth padding.
  Flexible chainmail protects the joints.
  The suit includes gauntlets.
  STUDDED LEATHER
  This armor is made from tough but flexible leather (not 
  hardened leather as with normal leather armor) reinforced 
  with close-set metal rivets.
  RACES OF FAERÛN (3.0)
  CHITIN ARMOR
  One of the most bizarre-looking of all the armor types, 
  chitin armor is constructed from the shells of giant vermin 
  or similar creatures.
  For aquatic elves, giant crabs are the most popular sources 
  for chitin armor.
  Chitin is flexible and can be rather comfortable to wear, 
  especially when the inner surfaces are polished and fitted 
  with padding.
  Chitin armor is not solely the invention of the aquatic 
  elves; some savage cultures have developed the same type 
  
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  of armor using the bony plates of creatures such as giant 
  scorpions, ankheg, and even remorhaz.
  DENDRITIC CRYSTAL
  Dwarf armorsmiths grow dendritic armor from seed 
  crystals deep underground; dendritic armor never reaches 
  the smith’s fire.
  Each suit of dendritic armor is tailored for a specific wearer.
  This superb armor is socketed rather than riveted together, 
  leaving almost no gaps or chinks.
  It protects better than full plate armor, but is also heavier 
  and more cumbersome.
  Dendritic armor constantly regrows itself to its original 
  shape.
  To remove dendritic armor, the wearer must break his way 
  out, succeeding at a Strength check (DC 22).
  As long as the wearer leaves at least 5 pounds of dendritic 
  armor somewhere on his body, the armor grows back in 8 
  hours.
  GRASPING SHIELD
  These spiked small metal shields have a powerful spring 
  inside them.
  By releasing the spring, the wielder causes the spikes to 
  collapse inward toward the center of the shield.
  When this is done in melee combat, it allows the user to 
  attempt to grasp and wrest away a weapon wielded by an 
  opponent.
  Like all shields, a grasping shield is considered a light 
  weapon when attacking.
  The grasping attack, when used, allows one disarm attempt.
  This disarm attempt does not provoke an attack of 
  opportunity, nor does it allow the defender a chance to 
  disarm the attacker.
  All normal penalties for attacking with an off hand or with 
  two weapons apply to the disarm attempt.
  Once sprung, the grasping shield functions as a normal 
  small metal shield until reset.
  Resetting the shield is a full-round action that provokes an 
  attack of opportunity.
  MUD ARMOR
  Creatures with access to the right sort of clays and soils 
  (generally found in warm forests, jungles, and swamps) 
  sometimes plaster their skin and hair with mud, creating a 
  crude but effective form of armor.
  Applying mud armor requires a successful Survival check 
  (DC 10).
  Mud armor crumbles into uselessness after 1d2 days.
  Adorning yourself or another creature with mud armor 
  takes 10 minutes, as does washing it off.
  Wild dwarves are the only people who normally employ 
  mud armor.
  SHARKSKIN ARMOR
  Sharkskin armor is similar to leather armor in appearance 
  but is in fact slightly tougher.
  Developed by reclusive sects of rare evil aquatic elves, it is 
  treated so that the sharp scales covering the skin remain 
  attached to the outer surface of the armor.
  Additionally, shark teeth are embedded along the forearms, 
  shoulders, and legs, which count as armor spikes.
  Sharkskin armor provides a +6 circumstance bonus on 
  Escape Artist checks made when the armored individual is 
  bound with rope or similar easily cut materials.
  Most aquatic elves are not fond of sharks (because sahuagin 
  keep sharks as pets), and the thought of wearing sharkskin 
  armor is repugnant to the typical aquatic elf.
  RACES OF STONE (3.5)
  
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  BATTLE CLOAK, GNOME
  This exotic shield is not a shield in the typical sense, but 
  rather a special cloak that can be used to foil an opponent’s 
  attacks.
  Since the cloak is not really a shield, it confers no shield 
  bonus to wearers who do not have the appropriate exotic 
  shield proficiency.
  You cannot use a battle cloak to make a shield bash attack, 
  but a proficient user can use it to make a disarm attempt.
  When using a gnome battle cloak, you gain a +4 bonus on 
  opposed attack rolls made to disarm an enemy (including 
  the roll to avoid being disarmed if such an attempt fails).
  When used in combat, a gnome battlecloak occupies a hand 
  just as a light shield does, allowing you to carry other items 
  in that hand but not wield a weapon with it.
  Gnome battlecloaks are retrieved and readied just like other 
  shields.
  BATTLE PLATE
  This exotic heavy armor consists of reinforced metal plates, 
  a layer of padding worn under the armor, and a suit of light 
  chain worn between the two.
  The armor includes gauntlets, metal-shod boots, a heavy 
  helm, and carefully wrought joint guards.
  As with full plate, buckles and straps distribute the weight 
  over the wearer’s body, so battle plate hampers movement 
  less than heavy plate even though heavy plate is lighter.
  Battle plate is dwarven armor, so a character with the 
  Dwarven Armor Proficiency feat is considered proficient in 
  its use.
  FAST-DONNING STRAPS
  Armor with fast-donning straps has been fitted with a 
  simpler system of straps and buckles, making it much 
  easier to don hastily.
  Whenever you don fast-donning armor hastily, you do not 
  incur the normal increase in armor check penalty 
  (although the armor’s armor bonus to AC is still 1 point less 
  than normal).
  HEAVY PLATE ARMOR
  Forged for the strongest of warriors, heavy plate armor is 
  simply a heavily reinforced suit of full plate armor.
  INTERLOCKING PLATE
  This specially crafted suit of exotic armor consists of a suit 
  of chainmail with metal plates covering vital areas.
  
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  The plates are cunningly wrought, so that they lock 
  together to offer greater protection when the wearer is 
  relatively still.
  If you move no farther than 5 feet on your turn while 
  wearing interlocking plate, you gain an additional +2 armor 
  bonus to your Armor Class until the beginning of your next 
  turn.
  This special armor bonus stacks with the armor bonus from 
  the suit of interlocking plate (but not with armor bonuses 
  from other sources).
  Interlocking plate is dwarven armor, so a character with the 
  Dwarven Armor Proficiency feat is considered proficient in 
  its use.
  INTERLOCKING SCALE
  This heavy suit of exotic armor includes a long coat and 
  leggings made of leather covered with overlapping pieces 
  of metal.
  The scales are cunningly wrought, so that they lock 
  together to offer greater protection when the wearer is 
  relatively still.
  If you move no farther than 5 feet on your turn while 
  wearing interlocking scale, you gain an additional +2 armor 
  bonus to your Armor Class until the beginning of your next 
  turn.
  This special armor bonus stacks with the armor bonus from 
  the suit of interlocking scale (but not with armor bonuses 
  from other sources).
  Interlocking scale is dwarven armor, so a character with the 
  Dwarven Armor Proficiency feat is considered proficient in 
  its use.
  MAMMOTH LEATHER
  Perfected by goliath shamans, this thick, exotic leather 
  armor is made from mammoth hide.
  Because of the leather’s thickness, the armor is extremely 
  confining for those who do not have the appropriate Exotic 
  Armor Proficiency feat.
  Wearing mammoth leather does not violate a druid’s 
  spiritual oath.
  MOUNTAIN PLATE
  Made of thick metal plates bolted and fused together, this 
  exotic heavy armor is incredibly massive.
  The suit includes plated gauntlets, metal-shod boots, a 
  heavy helm, and reinforced joint guards.
  A character wearing mountain plate cannot run.
  When wearing mountain plate, a dwarf’s speed is reduced 
  as if he were not a dwarf (just as heavy armor would 
  typically reduce the speed of a human or any other 
  character who is not a dwarf).
  Mountain plate is dwarven armor, so a character with the 
  Dwarven Armor Proficiency feat is considered proficient in 
  its use.
  Mountain plate constructed of any material that would 
  reduce its armor category from heavy to medium (such as 
  mithral) gains all the benefits of the material except the 
  armor category reduction.
  For example, mithral mountain plate would be heavy armor 
  with a maximum Dexterity bonus of +2, an armor check 
  penalty of –6, and an arcane spell failure chance of 50%.
  The wearer’s speed remains as given for normal mountain 
  plate.
  RIDING STRAPS
  Armor equipped with riding straps is specially fitted to 
  allow the wearer maximum maneuverability while riding.
  Armor with the straps affixed grants a +1 circumstance 
  bonus on Ride checks.
  This bonus stacks with the bonus a military saddle provides 
  on Ride checks made to stay in the saddle.
  SHIELD SHEATH
  This small sheath fits on the inside of a shield (but not a 
  buckler) and holds one light weapon (of your size category 
  or smaller).
  As long as you have the shield ready, drawing the weapon 
  in the shield sheath is a free action.
  No shield can have more than one shield sheath attached to 
  it.
  SHIELD, EXTREME, WOODEN OR 
  STEEL
  You strap a large or larger shield to your forearm and grip it 
  with your hand.
  These exotic shields are so heavy that you can’t use your 
  shield hand for anything else while using one, nor can you 
  make shield bash attacks.
  WOODEN OR STEEL
  Wooden and steel shields offer the same basic protection, 
  but they respond differently to special attacks (such as warp 
  wood and heat metal).
  You need only take the Exotic Shield Proficiency (extreme 
  shield) feat once to use both the wooden and steel versions 
  proficiently.
  SHIELD, GAUNTLET
  A favorite of divine spellcasters, this exotic shield is a heavy 
  steel shield built with a special bracing gauntlet.
  The special gauntlet allows you to carry other items in your 
  shield hand (such as material spell components), although 
  you cannot use weapons with it.
  The shield hand is likewise free to perform somatic spell 
  components.
  SHIELD, RIDER’S
  This high-quality exotic heavy wooden shield is longer and 
  heavier than other heavy shields.
  If you have the Exotic Shield Proficiency (rider’s shield) 
  feat and use a rider’s shield, you and your mount both gain 
  the benefit of the shield’s AC bonus.
  SHIELD, TOWER, STEEL
  This shield is identical to the tower shield described on 
  page 125 of the Player’s Handbook, except that it is made of 
  
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  steel and therefore responds differently to special attacks 
  such as warp wood and heat metal.
  Characters proficient with the normal (wooden) tower 
  shield are also automatically proficient with the steel tower 
  shield.
  SIGNATURE CREST
  Armor emblazoned with a signature crest allows others to 
  easily recognize the wearer.
  Much like a noble’s signet ring, the crest is a customized 
  design unique to an individual or family.
  Identifying a signature crest correctly requires a DC 20 
  Knowledge (nobility and royalty) check (although the DM 
  can adjust this DC as needed to reflect the relative fame of 
  the individual or family).
  STONE PLATE
  This armor is made of interlocking stone plates, cunningly 
  carved for both thinness and strength.
  A layer of cured hide underneath the stone prevents 
  chafing and cushions the impact of blows.
  Several layers of stone plates usually hang over vital areas, 
  and most of the armor’s weight hangs from the shoulders.
  The suit includes hide gauntlets with tiny stone plates sewn 
  onto them.
  Wearing stone plate does not violate a druid’s spiritual oath.
  TUMBLER’S BREASTPLATE
  This exotic armor resembles a normal breastplate that has 
  been smoothed and polished to perfection.
  Those skilled in its use can take advantage of the 
  breastplate’s protection when tumbling.
  The wearer receives a +2 circumstance bonus on Tumble 
  checks, but the normal armor check penalty still applies.
  TWIST CLOTH, GNOME
  This unusual exotic armor is made of loose, flowing cloth 
  strips tied and hung on the wearer.
  Proficient wearers twist and sway within the armor, causing 
  their opponents to strike empty air rather than armor 
  whenever they miss with an attack.
  If you have the Exotic Armor Proficiency (gnome twist 
  cloth) feat, the armor bonus from gnome twist cloth, 
  including any enhancement bonus to AC, protects against 
  touch attacks (unlike other armor bonuses to Armor Class, 
  which do not apply against touch attacks).
  RACES OF THE WILD (3.5)
  FORESTWARDEN SHROUD
  Elves invented this lightweight set of tunic and leggings, 
  though it was quickly adopted by rangers and similar 
  characters of all races.
  A forestwarden shroud is worn over a suit of armor.
  It can be incorporated into any suit of armor during 
  creation, or it can be added later.
  Its slick surface allows branches and leaves to slide easily 
  across it, negating the effect that undergrowth and heavy 
  undergrowth has on the wearer’s Tumble and Move 
  Silently checks (see Forest Terrain, page 87 of the Dungeon 
  Master’s Guide).
  A forestwarden shroud costs 100 gp and adds 2 pounds to 
  the weight of a suit of armor.
  NETCUTTER SPIKES
  The raptorans developed netcutter spikes to help them 
  avoid becoming immobilized in combat.
  Netcutter spikes are slightly longer than regular armor 
  spikes and have X-shaped cross-sections.
  Each spike is sharpened along all four edges.
  Netcutter spikes function just like armor spikes (see page 
  124 of the Player’s Handbook).
  In addition, a character proficient with the armor worn 
  gains a +4 circumstance bonus on Strength checks or 
  Escape Artist checks made to escape from a net, a web spell, 
  or a similar entangling effect.
  Netcutter spikes cost 200 gp and add 10 pounds to the 
  weight of a suit of armor.
  THISTLEDOWN SUIT
  Long used in the creation of lightweight padded armor by 
  elven crafters, the silken fabric known as thistledown (see 
  Special Armor Materials, below) has recently been used in 
  other armors as well by inventive halfling armorsmiths.
  Any armor that normally incorporates an underlying layer 
  of quilted fabric (including chain shirts, as well as any 
  medium or heavy armor normally made of metal) can 
  substitute a thistledown suit for the normal layer of fabric.
  This alteration increases the armor’s armor check penalty 
  by 1 (because of the added bulk) but reduces its arcane spell 
  failure chance by 5% (because the quilted thistledown 
  makes the armor less restrictive for somatic gestures).
  A thistledown suit requires a DC 15 Craft (tailoring) check 
  to create and costs 250 gp.
  It adds no weight to a suit of armor.
  SANDSTORM (3.5)
  
  308
  FEATHER CLOAK
  The waste is home to many birds, especially vultures.
  These creatures spend hours circling in the bright sunlight 
  and baking updrafts of the desert, and their plumage helps 
  protect them and keep them cool.
  Some clever waste-dwellers collect feathers and sew them 
  onto a framework to create lightweight protection.
  Collecting so many feathers can take months, and 
  considerable expertise is needed to create the garment, so 
  feather cloaks are the purview of the wealthy and powerful.
  A feather cloak covers your torso and upper legs, having a 
  broad-brimmed cap to protect the head.
  This type of armor does not impose the usual –4 penalty on 
  Fortitude saves against damage dealt by hot environments 
  and on Constitution checks to avoid heatstroke.
  FINS
  When added to a suit of armor, these thin metal projections 
  allow your body to radiate heat more efficiently.
  While wearing a suit of armor fitted with fins, you take 
  only a –2 penalty on Fortitude saves against damage dealt 
  by hot environments and on Constitution checks to avoid 
  heatstroke, instead of the usual –4.
  SHIELD, HIDE
  This tall, oval shield is made of animal hide stretched 
  tightly over a wood or bone framework and reinforced with 
  strips of hide.
  It is relatively lightweight while still providing cover as a 
  tower shield does.
  By giving up your attacks for the round, you gain total 
  cover.
  The shield does not, however, provide cover against 
  targeted spells; a spellcaster can target the shield.
  Since it is made of lighter material than a tower shield, you 
  take only a –1 penalty on attack rolls while wielding a hide 
  shield in combat.
  You cannot bash with a hide shield, nor can you use your 
  shield hand for anything else.
  SILK SWATHES
  Although the desert does not support silkworms, some 
  inhabitants of the waste have access to this exotic fabric 
  through trade.
  This sheer material is perfect for clothing in hot 
  environments, and it can be used for armor.
  Silk swathes are nothing more than elaborately wrapped 
  cloth strips.
  Air trapped between layers allows the skin to respire, while 
  the material itself absorbs moisture readily and dries 
  quickly.
  The wrapped layers are surprisingly effective against 
  weapon blows.
  However, donning this armor is time-consuming and 
  difficult, taking as long and following the same rules as for 
  donning full plate.
  Silk swathes do not impose the usual –4 penalty on 
  Fortitude saves against damage dealt by hot environments 
  and on Constitution checks to avoid heatstroke.
  SERPENT KINGDOMS (3.5)
  
  309
  CHAMELEON LEATHER
  Made from the hide of an ophidian, this armor is common 
  only in human communities near the Serpent Hills.
  Serpentfolk who encounter a Scaleless One wearing such 
  armor never begin with an attitude better than unfriendly.
  The breastplate and shoulder protectors of a suit of 
  chameleon leather have been stiffened by boiling in oil.
  The rest of the armor is softer and more flexible.
  Chameleon leather retains some of the ophidian’s color-
  changing capacity, granting the wearer a +2 circumstance 
  bonus on Hide checks.
  All chameleon leather is of masterwork quality, since 
  preserving the hide’s chameleonlike properties requires the 
  craftsmanship of a master leatherworker.
  SERPENTSCALE MAIL
  This armor consists of a coat, leggings, gauntlets, and a skirt 
  of tanned snake hide on which the scales have been 
  carefully preserved.
  Serpentscale mail can be fashioned from the hide of any 
  serpentine creature at least one size category larger than the 
  intended wearer.
  All serpentscale mail is of masterwork quality, since the 
  difficulty of its construction requires a master 
  leatherworker.
  THUNDERHIDE ARMOR
  Named for the legendary Thunderers (dinosaurs) from 
  which it is normally made, this armor is prepared from 
  multiple layers of tanned reptile hide.
  Thunderhide armor is relatively supple compared to other 
  types of hide armor.
  It is favored by druids from the Jungles of Chult, the Lizard 
  Marsh, and the Serpent Hills.
  STORMWRACK (3.5)
  CHITIN
  Chitin armor is constructed from the shells of giant vermin 
  or similar creatures.
  For aquatic races, monstrous crabs are the most popular 
  source for chitin armor.
  The chitin is treated for flexibility and often cut and 
  reshaped in long strips bound together by tightly woven 
  cord where necessary.
  CORD
  Made from hemp fibers or similarly tough seaweed woven 
  and knotted into a thick, tough covering, cord armor is 
  common in places where metalworking and 
  leatherworking are not practiced.
  KEEL
  This is a tapered ridge, like the long fin of an eel, that runs 
  along the middle of the outer surface of a piece of armor, 
  usually on the chest, back, and helmet.
  Adding a keel to a suit of armor lets the wearer move more 
  efficiently through water.
  A suit of armor fitted with a keel grants the wearer a +2 
  circumstance bonus on Swim checks.
  A keel does not confer any benefit to shields.
  LIVING CORAL
  Coral armor is heavy and difficult to craft (see page 15 of 
  the Arms and Equipment Guide).
  An expensive alternative is growing a casing of living coral 
  over the wearer.
  The user wears a medallion crafted from a piece of living 
  reef, from which coral grows to envelop the body.
  The living coral is tough but not as stony and inflexible as 
  that of an established reef, allowing relatively free 
  movement.
  It dies at sundown and regrows again at sunup; this process 
  takes about 2 hours.
  Dark conditions also cause the coral to die, while extended 
  light keeps it alive.
  For an additional 500 gp, the following special ability can 
  be grafted onto the coral.
  STINGING POLYPS
  The coral polyps’ natural ability to sting prey is enhanced.
  
  310
  Once per day, if you get a hold while grappling, the 
  opponent must make a DC 14 Fortitude save or be 
  paralyzed for 1d4 rounds.
  SHARKSKIN
  Similar to leather armor in appearance, sharkskin is treated 
  so that the sharp toothlike scales covering the skin remain 
  attached to the outside of the armor.
  Additionally, shark teeth are embedded along the forearms, 
  shoulders, and legs, which count as armor spikes.
  Sharkskin armor provides a +6 circumstance bonus on 
  Escape Artist checks made when the wearer is bound with 
  rope or similar easily cut bindings.
  SHELL
  This armor is created from specially treated tortoise or 
  monstrous crab shells.
  The armormaking process softens the shells, making them 
  far more pliable and likely to bend instead of shatter when 
  struck.
  Shell armor includes a breastplate, shoulder guards, and 
  even gauntlets created from smaller and smaller shells.
  The main difference between shell and chitin armor is the 
  degree of coverage; shell armor usually leaves the legs bare.
  UNDERDARK (3.5)
  ARMOR RAZORS
  Armor razors are sharp, jagged blades that can be added to 
  armor in the same way that armor spikes can.
  When you wear a suit of armor equipped with armor razors, 
  you can deal extra slashing damage (see Table 5–1: 
  Weapons) with a successful grapple attack.
  The razors count as a martial weapon.
  If you are not proficient with them, you take a –4 penalty 
  on grapple checks when you try to use them.
  You can also make a regular melee attack (primary or off-
  hand) with the razors, and they count as a light weapon in 
  this case.
  BUOYANCY
  Many small, sealed bladders of air festoon the insides and 
  outsides of buoyant armor.
  The armor check penalty of any armor so treated increases 
  by 1 but is not doubled for Swim checks.
  CAMOUFLAGE
  Subtle designs that simulate a particular type of terrain are 
  painted upon the armor, and a special treatment seals it to 
  prevent the paint from flaking.
  Camouflage armor can be created to complement any type 
  of terrain (aquatic, desert, forest, hill, marsh, mountain, 
  plains, or underground).
  A suit of armor cannot have more than one camouflage 
  pattern on it at a time.
  The camouflage treatment provides the wearer a +2 
  circumstance bonus on Hide checks made in the 
  appropriate terrain, but the normal armor check penalty 
  still applies.
  CHITINE WEB
  Chitines can harden their webbing into a form of armor.
  Any chitine can equip himself with chitine web armor at 
  no cost and maintain it indefinitely, but a nonchitine must 
  pay a chitine weaver to manufacture a suit of web armor.
  
  311
  A suit of chitine web armor lasts for 3 months without 
  deteriorating.
  Thereafter, it loses 1 point of armor bonus per month until 
  it dissolves into uselessness.
  Any chitine can completely renew the armor by spending 
  one day to refresh the oils in the webbing.
  This process typically costs 5 gp, presuming a cooperative 
  chitine can be found.
  FEELER PLATE
  This exotic armor has numerous slender wires extending 
  from it.
  It reduces the miss chance due to concealment for attacks 
  against an adjacent foe by 10%.
  Thus, when you fight an opponent under the influence of a 
  blur spell, your miss chance drops from 20% to 10%.
  HEAVY PLATE ARMOR
  Forged for the strongest of warriors, heavy plate armor is 
  simply a heavily reinforced suit of full plate armor.
  Races of exceptional strength, most notably orogs, typically 
  manufacture heavy plate armor.
  MUFFLING
  Fine strips of felt or velvet are placed at each joint of the 
  armor, and cotton thread is wound around the links to 
  prevent clanking.
  Muffling grants the wearer a +2 circumstance bonus on 
  Move Silently checks.
  NIGHTSCALE
  Made from dark snakeskin steeped in mysterious 
  alchemical mixtures, nightscale armor is much like leather 
  armor, except that it is much more supple and formfitting.
  Many sorcerers and wizards favor this exotic armor.
  SPIDERSILK
  This exotic armor feels light and soft to wear, yet is strong 
  and resilient.
  It is made from specially treated aranea or drider silk.
  The light weight of spidersilk armor makes it very 
  attractive to those with low Strength scores.
  STABILITY WEIGHTS
  Armor equipped with stability weights is much heavier and 
  more solid than regular armor of its type.
  The wearer receives a +2 circumstance bonus on Balance 
  checks and a +2 circumstance bonus on Strength checks 
  made to avoid being bull rushed or tripped.
  Stability weights reduce an armor’s maximum Dexterity 
  bonus by 1, increase its arcane spell failure chance by +10%, 
  and increase its weight category by one step (light to 
  medium, medium to heavy).
  STONEMAIL
  This armor is made of interlocking stone plates, cunningly 
  carved for both thinness and strength.
  A layer of cured hide underneath the stone prevents 
  chafing and cushions the impact of blows.
  Several layers of stone plates usually hang over vital areas, 
  and most of the armor’s weight hangs from the shoulders.
  The suit includes hide gauntlets with tiny stone plates sewn 
  onto them.
  Stonemail does not violate a druid’s spiritual oaths.
  TENTACLED HIDE
  This exotic armor resembles a rubbery suit of hide armor 
  with long, sweeping tentacles attached at the bottom.
  These tentacles grant a trained wearer a +2 bonus on 
  Strength checks made to trip opponents.
  
  312
  NONMAGICAL 
  MISCELLANEOUS 
  EQUIPMENT
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  
  313
  
  314
  
  315
  
  316
  
  317
  ABOLETH OIL
  Transformation takes 1d4+1 minutes.
  A transformed creature must remain moistened with cool, 
  fresh water or take 1d12 points of damage every 10 
  minutes.
  See the Aboleth entry in the Monster Manual for more 
  information about the transformation.
  ALEEIAN WINE, ELVEN
  The grapes for this astounding wine are picked from wild 
  vines located deep in the forest.
  It takes several months to find enough grapes to create 
  even one batch.
  (Fortitude save DC 11).
  ALFORNA
  Fatigue caused by the secondary effects of alforna is treated 
  normally.
  ANIMAL CALL
  Crafted out of bone, metal, or wood, these special whistles 
  are designed to mimic a specific animal voice—usually 
  game animals and birds.
  An animal call provides a +1 circumstance bonus on 
  Wilderness Lore checks when hunting for food.
  Calls exist only for creatures that are type “animal”.
  ANIMAL TRAINER’S KIT
  This kit consists of harnesses, prods, light whips, treats, and 
  other items that are helpful for training animals.
  There are different kits for different types of animals.
  It grants a +2 circumstance bonus on Handle Animal 
  checks.
  If training vicious animals, the animal training outfit is 
  highly recommended (see Outfits, below).
  ANIMAL TRAINING OUTFIT
  Essentially beefed-up padded armor, this suit covers a 
  person from head to toe in thick quilted padding, especially 
  around the limbs.
  It is used as protection by those who specialize in training 
  attack animals, such as dogs.
  It is very difficult to move in this outfit, so it does not make 
  for good armor.
  Used as armor, it has the following statistics: armor bonus 
  +2, maximum Dex bonus +1, armor check penalty –7, 
  arcane spell failure 40%, speed 20 ft. (30 ft.)/15 ft. (20 ft.).
  ANIMAL TRAINING POLE
  This hollow pole has a strong, thin cord threaded through it 
  and twisted into a loop at the end.
  When looped around an animal’s neck, it provides an easy 
  way to direct the animal while preventing the animal from 
  moving any closer than the pole’s length.
  An animal training pole provides a +2 circumstance bonus 
  on attempts to teach an animal a task.
  ARMOR MAINTENANCE KIT
  Composed of polishes, rags, replacement fasteners, wire 
  brushes, and leather strips, this kit is indispensable in
  keeping armor in top form.
  An armor maintenance kit grants a +2 circumstance bonus 
  on Craft (armorsmithing) checks to repair armor.
  ARMOR PLATING
  You can increase the hit points and hardness of any vehicle 
  by adding armor to any 10-foot section (other than rigging).
  All statistics below are per inch of thickness.
  You can layer the same material to get thicker armor or 
  combine different materials if you like.
  Each layer takes damage separately.
  Damage left over after an outer layer is destroyed is dealt to 
  the next layer inward; hardness is applied a second time if 
  the new layer is a different material.
  ASCENDER/SLIDER
  This cleverly designed ratchet wraps around ropes and 
  assists climbing and descending.
  By clicking a small switch, the ratchet prevents movement 
  either up or down the rope.
  This grants a +1 circumstance bonus on Climb checks using 
  a single rope.
  You can also slide down a rope with this device, which 
  allows rapid movement—basically a controlled fall.
  It requires a successful Strength Check (DC 15) to hold on 
  when performing this maneuver.
  A failure means you fall.
  BALLISTA
  Any vehicle with a 5-foot-by-10-foot section of flat deck or 
  roof can have a ballista mounted on it.
  Ballistas function as described under Siege Engines in 
  Chapter 5 of the DUNGEON MASTER’s Guide.
  Choose a direction for the ballista when you mount it on 
  your vehicle; it can fire at any target in a 180-degree arc 
  centered on the mounted weapon.
  Weight: 1,500 lb.; Cost: 500 gp.
  
  318
  BANNER/STANDARD
  A banner is a large cloth emblazoned with a heraldic device.
  It is used to display a personal, family, or royal crest, or as 
  identification on the battlefield.
  The price given is for a simple banner made from cotton 
  and cheaper materials—the fancier the banner, the higher 
  the cost.
  A banner grants a +2 circumstance bonus on Spot checks to 
  be seen from a distance.
  BARBED WIRE
  This is a roll of barbed steel wire designed to keep things in 
  or out.
  A creature trying to cross barbed wire must make a 
  successful Reflex save (DC 10) or take 1d3 points of damage 
  and be tripped.
  A pair of thick gloves is necessary to set up barbed wire.
  A handler who does not have gloves needs to succeed on a 
  Dexterity check (DC 5) each round or take 1d2 points of 
  damage.
  Building a barbed wire obstacle takes 1d4+6 hours, 
  including anchor posts.
  BARDING
  Chapter 7 of the Player’s Handbook provides rules, weight, 
  and cost for barding for Medium-size and Large mounts.
  For creatures of larger size, barding is usually cost-
  prohibitive and unnecessary, and creatures with special 
  movement types (burrow, fly, swim) are especially 
  hampered by the extra weight and bulk.
  However, exceptions abound.
  For larger or stranger mounts than the norm, refer to the 
  table below, applying the appropriate multiplier to the cost 
  of the armor as given on Table 7–5: Armor in the Player’s 
  Handbook.
  BARGE
  Colossal vehicle; Profession (sailor) –2; Spd oars 5 ft. 
  (nautical clumsy) or drawn (clumsy); Overall AC –3; 
  Section hp 50 (hardness 5); Section AC 3; Ram —; Face 100 
  ft. by 40 ft.; Height 10 ft. (draft 10 ft.); Crew 10 (40 rowers); 
  Cargo 100 tons; Cost 6,000 gp.
  A barge is a flat-bottomed, usually rectangular boat 
  designed for hauling cargo along inland waterways.
  Barges are usually simple affairs, some are no more than 
  glorified rafts, although they can be up to 200 feet long.
  The larger ones usually sport an enclosed space, like a little 
  building on one end of the ship with cots, a table, and 
  chairs inside.
  Smaller barges in relatively shallow water are usually poled 
  along by rowers.
  BEEKEEPER’S OUTFIT
  Prevents damage from ordinary vermin of all kinds: bees, 
  ants, centipedes, and so on.
  The outfit consists of a sealed leather suit and large helmet 
  encased in fine netting (see the insect netting entry, above).
  The outfit grants a +6 armor bonus to AC against attacks 
  from stinging and biting creatures that are size Fine.
  It provides no protection against larger creatures.
  BLADEFIRE
  Similar to alchemist’s fire but less volatile, this thick, 
  adhesive liquid ignites when exposed to air.
  Bladefire is typically poured along the length of a bladed 
  weapon, causing the weapon to burn for a short period of 
  time.
  A weapon treated with bladefire burns for 1d6 rounds.
  While burning, the weapon sheds light as a torch.
  A weapon treated with bladefire deals 1 additional point of 
  fire damage with each successful hit.
  Applying bladefire to a weapon is a full-round action that 
  provokes an attack of opportunity.
  Bladefire is thick enough that once applied, it does not flow 
  down the weapon, preventing it from harming the user.
  Each round that bladefire burns, it also deals 1 point of fire 
  damage to the weapon that it coats, but most weapons have 
  sufficient hardness to ignore this damage.
  Wooden weapons coated with bladefire ignite, however, 
  taking 1d6 points of fire damage each round until 
  extinguished.
  Setting flammable items alight requires more contact than 
  just an attack.
  To light a flammable item requires a full-round action if the 
  item is unattended or a successful grapple check against the 
  opponent wearing or using the item.
  If your opponent breaks the grapple before your next 
  action, no items catch fire.
  If you don’t release the grapple on your next action, any 
  flammable item you wear or carry also catches fire.
  BODYSUIT, BLACK
  This very tight-fitting garment is made of black silk.
  It is used by rogues and infiltrators when sneaking around 
  at night.
  Wearing the suit grants a +2 circumstance bonus on Hide 
  checks in conditions dark enough to grant one-half 
  concealment or better.
  However, the bodysuit provides no benefit if you wear 
  other clothing or armor, other than belts, pouches, or 
  bandoleers, on top of it.
  BOLT CUTTERS
  This cutting tool can cut through chains, thin metal, and 
  iron bars.
  When used against objects (usually metal) that are no 
  thicker than 1 inch in diameter, bolt cutters deal 15 points 
  of damage to that item, including any modifier for 
  Strength.
  Bolt cutters cannot be used effectively as a weapon (other 
  than as a clumsy club).
  
  319
  BOOK, FALSE
  This is a large, well-made tome with a hollowed-out middle 
  section.
  It comes with a clasp and very simple lock (Open Lock 
  check DC 20).
  The false book forms a very tight seal when closed, making 
  the interior space waterproof and allowing it to float.
  BOOTS, SMUGGLER’S
  These otherwise normal high boots have hinged heels that 
  swing open to reveal small storage spaces.
  Each can hold one or two Fine objects, such as a vial of 
  poison.
  In addition, the inside lining of the boot can be removed to 
  hide thin, flat objects like a map or slender dagger.
  It requires a successful Search check (DC 30) to locate 
  items hidden in the boots.
  BREWMAKER, DWARVEN
  Treasured among dwarven warriors in the field, the 
  brewmaker is a pressurized container that vaguely 
  resembles a percolator.
  When water, hops, and other ingredients are added, it
  creates a thin beer in only a week.
  The taste is dreadful, but thirsty soldiers take what they can 
  get.
  The Fortitude save to resist intoxication from this beer has 
  a DC of 10 (see Alcohol and Intoxication, later in this 
  chapter).
  BULLET, ACID
  These hollow glass sling bullets are filled with acid.
  When they strike a target, they immediately shatter, 
  dealing 1d4 points of acid damage in addition to the normal 
  damage from the sling bullet.
  To hold sufficient acid, these bullets must be larger than 
  normal.
  The increased size makes the bullets awkward and 
  unwieldy to launch, imposing a –2 penalty on the attack 
  roll.
  BULLET, FLAME
  These hollow glass sling bullets are filled with alchemist’s 
  fire.
  When they strike a target, they immediately shatter and the 
  alchemist’s fire ignites, dealing 1d4 points of fire damage in 
  addition to the normal damage from the sling bullet.
  To hold sufficient alchemist’s fire, these bullets must be 
  larger than normal, imposing a –2 penalty on the attack 
  roll.
  See Catching on Fire in Chapter 3 of the DUNGEON 
  MASTER’S Guide for information on targets wearing or 
  carrying flammable material catching fire.
  BULLET, PRIEST’S
  These hollow glass bullets are filled with holy water.
  When they strike a target, they immediately shatter, 
  dousing the target with holy water.
  Undead and evil outsiders take 1d4 points of damage from 
  the holy water in addition to the normal damage from the 
  sling bullet.
  To hold sufficient holy water, these bullets must be larger 
  than normal, imposing a –2 penalty on the attack roll.
  CAGE
  A typical cage consists of a solid metal or wooden top and 
  bottom, solid metal bars equally spaced around the sides, 
  and a door.
  It has a latch, but any lock must be purchased separately.
  The table below shows how many creatures can fit in each 
  size of cage.
  CANDELABRA
  Candelabras are designed to hold four, eight, or sixteen 
  candles in an aesthetically pleasing arrangement.
  Four candles illuminate a 10-foot radius, eight candles 
  illuminate a 15-foot radius, while sixteen candles illuminate 
  a 20-foot radius.
  CANDLE MOLD
  There are several different versions of these large wooden 
  molds.
  A single mold can form eight tapers, two pillar candles, or 
  twelve votive candles.
  The mold does not come with wax.
  It requires Craft (candlemaking) to use properly.
  CANDLE, FOCUSING
  This large, green taper candle burns quickly, lasting only an 
  hour despite its size.
  While burning, the focusing candle fills the air with a fresh, 
  crisp odor.
  The candle is a great boon to those engaged in strenuous 
  mental activity, sharpening most cognitive processes.
  Characters within 20 feet of a burning candle of focus gain 
  a +1 circumstance bonus on the following skill checks: 
  Alchemy, Appraise, Decipher Script, Forgery, Scry, and 
  Search.
  When making a skill check that takes more than one action 
  to complete (such as attempting to identify a potion with 
  Alchemy or using the Scry skill with the scrying spell), 
  characters only gain the bonus from a focusing candle if 
  they spend the entire duration of the skill check within 
  range of the burning candle.
  
  320
  CANDLE, INSECTBANE
  This heavily scented candle smells pleasant to humans and 
  humanoids but is repellent to insects.
  Nonmonstrous vermin will not approach within a 5-foot 
  radius of a burning candle.
  It burns for 1 hour.
  CANDLE, RESTFUL
  This thick blue candle burns slowly, filling the air with a 
  sweet, relaxing scent for 8 hours.
  These candles, although slow to function, have tremendous 
  restorative abilities.
  Characters that spend a night of rest sleeping within 20 feet 
  of a lit candle heal at twice the rate they normally would.
  After a day of light activity, characters who rest under the 
  influence of the candle heal double their level in hit points 
  and 2 points of ability damage.
  After a day of complete rest, characters who sleep under the 
  influence of the candle heal three times their level in hit 
  points and 2 points of ability damage.
  The benefits of a restful candle stack with those provided 
  by someone providing long-term care with the Heal skill.
  CARRIAGE
  Huge vehicle; Handle Animal +0; Spd drawn (poor); 
  Overall hp 90 (hardness 5); Overall AC 3; Ram 4d6; Face 15 
  ft. by 10 ft.; Height 10 ft.; Crew 1 (plus 5 passengers); 
  Weight 400 lb.; Cargo 500 lb.; Cost 500 gp.
  The carriage is essentially a fully enclosed wagon designed 
  for passenger comfort, not cargo capacity.
  The driver and a passenger riding in front have one-half 
  cover behind 1 inch of wood (hp 10, hardness 5).
  Inside passengers get three-quarters cover.
  Two heavy horses harnessed abreast pull most wagons at a 
  speed of 35 feet when fully loaded and 50 feet with only a 
  driver and passenger.
  CART
  Large vehicle; Handle Animal +0; Spd drawn (poor); 
  Overall hp 30 (hardness 5); Overall AC 4; Ram 2d6; Face 10 
  ft. by 5 ft.; Height 5 ft.; Crew 1; Weight 200 lb.; Cargo 500 
  lb.; Cost 15 gp.
  A cart is open-topped, so the driver and any passengers gain 
  one-half cover behind 1 inch of wood (hp 10, hardness 5).
  The most common dray creature for a cart is a mule, which 
  can pull the vehicle at a speed of 20 feet even if it’s fully 
  loaded.
  CATAMARAN
  Gargantuan vehicle; Profession (sailor) +2; Spd wind × 20 ft. 
  (nautical poor); Overall AC 1; Section hp 50 (hardness 5); 
  Section AC 3; Rigging 30 hp (hardness 0), AC 3; Ram 12d6; 
  Face 60 ft. by 20 ft.; Height 5 ft. (draft 5 ft.); Crew 15; Cargo 
  5 tons; Cost 2,000 gp.
  This ship, designed for ocean voyages, is common to 
  ancient seafaring cultures (such as the real-world 
  Polynesians).
  Its twin hulls slip through the water efficiently, but a 
  wooden paddle-keel and simple sail prevent quick 
  maneuvers.
  It has no belowdecks; those on board have one-quarter 
  cover from most foes and one-half cover from attackers in 
  the water.
  Only a tarp provides shelter from the elements, so it’s a 
  poor choice for rough weather (or paying passengers in any 
  event).
  CATAPULT, HEAVY
  You can add a heavy catapult to any vehicle with at least a 
  10-foot-by-10-foot section of flat deck or roof.
  It functions as described under Siege Engines in Chapter 5 
  of the DUNGEON MASTER’s Guide.
  It can launch ammunition at any target in a 90-degree arc
  centered on the mounted weapon.
  Weight: 4,000 lb.; Cost: 800 gp.
  CATAPULT, LIGHT
  A light catapult occupies a 5-foot-by-10-foot section of deck.
  It otherwise follows the rules for a heavy catapult (see 
  above).
  Weight: 2,000 lb.; Cost: 550 gp.
  CHARIOT, DOUBLE
  Large vehicle; Handle Animal +2; Spd drawn (poor); 
  Overall hp 80 (hardness 5); Overall AC 4; Ram 4d6; Face 10 
  ft. by 5 ft.; Height 5 ft.; Crew 1 (plus 1 passenger); Weight 
  600 lb.; Cost 400 gp.
  Occupants of a double chariot gain one-half cover behind 2 
  inches of wood (hp 20, hardness 5).
  Two light warhorses harnessed abreast can pull the chariot 
  at a speed of 60 feet.
  By swerving the chariot, the driver can have it follow 
  behind either horse (this choice doesn’t count as 
  movement).
  CHARIOT, SINGLE
  Medium-size vehicle; Handle Animal +2; Spd drawn 
  (average); Overall hp 50 (hardness 5); Overall AC 5; Ram 
  3d6; Face 5 ft. by 5 ft.; Height 5 ft.; Crew 1; Weight 300 lb.; 
  Cost 100 gp.
  The driver of a single chariot gains one-half cover behind 2 
  inches of wood (hp 20, hardness 5).
  A light warhorse can pull the chariot at a speed of 60 feet, 
  even with an unusually heavy driver aboard.
  CLEARBREATH
  This vial of gray smoke temporarily dulls the sense of smell 
  when someone inhales the contents through the nose.
  Clearbreath provides a +4 alchemical bonus on Fortitude 
  saves made to resist unpleasant odors (such as a troglodyte’s 
  stench).
  The effects of clearbreath last for 1 hour.
  
  321
  CLOAK, FORESTER’S
  Woven from several pieces of green and brown canvas, 
  these large ponchos aid anyone trying to hide in a forest 
  environment.
  The carefully chosen colors blend in with the vegetation, 
  and the poncho’s loose shape obscures the humanoid form.
  Forester’s cloaks provide a +1 circumstance bonus on Hide 
  checks made in a forest.
  CRANE, PORTABLE
  This small crane can be broken down into several parts for 
  easy transportation.
  It must be assembled and bolted into place to be used 
  effectively.
  There are different “strengths” available to purchase—the 
  equivalent of a person with Str 22 (lift/drag 1,040 lb.), 24 
  (lift/drag 1,400 lb.), or 28 (lift/drag 2,400 lb.).
  CROSSBOW SIGHT, GNOME
  This device comes in two parts: an eyepiece that attaches to 
  the stock of a crossbow and a sight that is affixed to the end 
  of the weapon.
  When calibrated properly, the sights allow the user to focus 
  more carefully on a target.
  The user treats targets as if they were two range increments 
  closer.
  It has no effect on targets within the first two range 
  increments.
  DARKVISION POWDER
  This plain gray powder is unassuming; it can’t be seen with 
  normal vision from more than 10 feet away.
  When viewed with darkvision, however, it glows brightly.
  Creatures that have darkvision commonly use this powder 
  to write messages that other creatures cannot read.
  Each vial contains enough powder for a reasonably lengthy 
  sentence.
  DEFOLIATOR
  This vile liquid has a muddy brown hue and smells of 
  rotten plant life.
  You can throw a flask of defoliator as a grenadelike weapon.
  On a direct hit, it deals 2d4 points of damage to plant 
  creatures and kills normal plants of Medium-size or 
  smaller.
  The splash damage from defoliator deals 1 point of damage 
  to plant creatures and kills normal plants that are smaller 
  than Medium-size.
  The damage is not limited to living plants: wooden objects 
  such as doors and wooden weapons also take damage from 
  defoliator, though their hardness applies.
  DEHYDRATED FOOD
  Explorers and adventurers of all sorts benefit from 
  alchemically dried food.
  Although expensive, dehydrated food weighs only half as 
  much as an equivalent supply of trail rations, making it 
  ideal for long journeys where water is plentiful and food is 
  scarce.
  Characters eating dehydrated food must consume twice as 
  much water per day as they normally require or suffer the 
  effects of going without water (see Starvation and Thirst 
  Dangers in Chapter 3 of the DUNGEON MASTER’S Guide).
  DESERT OUTFIT
  This outfit consists of loose, billowy clothing designed to 
  keep the wearer cool and protected from the sun while out 
  in dry, hot, desert terrain.
  It includes a caftan, turban, scarf, loose pantaloons, and 
  either high boots or low sandals.
  Wearing the outfit eliminates the –4 penalty on Fortitude 
  saves for wearing heavy clothes in hot or extreme heat (see 
  Heat Dangers in Chapter 3 of the DUNGEON MASTER’S 
  Guide).
  This does not apply if the character wears any armor.
  DIRIGIBLE
  Gargantuan vehicle; Profession (pilot) –2; Spd wind × 15 ft. 
  (clumsy); Overall AC 1; Section hp 30 (hardness 5); Section 
  AC 3; Rigging 100 hp (0 hardness), AC 1; Ram 2d6; Face 30 
  ft. by 10 ft.; Height 10 ft.; Crew 6; Cargo 5 tons (Spd wind × 
  5 ft. if 3 tons or more); Cost 35,000 gp.
  A smaller version of the zeppelin, the dirigible also relies 
  on animated propellers to push it through the air.
  Wizards sometimes build dirigibles to ferry important 
  underlings from place to place.
  Like zeppelins, dirigibles have no minimum forward speed, 
  and they can hover if they are turned into the wind.
  DRAGONBITE BITTER
  The recipe for this exceptional dark beer is centuries old, 
  and only the Dragonbite Brewery has been able to 
  reproduce it.
  The Fortitude save to resist intoxication is DC 12.
  DWARFBLIND
  Dwarfblind stones are small stones treated with alchemical 
  substances, giving them a faint purple sheen.
  You can throw a dwarfblind stone as a grenadelike weapon.
  When it strikes a hard surface, it releases a burst of violet 
  light.
  The light illuminates a 20-foot-wide area for an instant and 
  temporarily interferes with the darkvision of those caught 
  in its effects.
  Creatures within a 10-foot radius of the stone’s impact point 
  must succeed on a Reflex save (DC 15) or lose their 
  darkvision ability for 10 minutes.
  Dwarfblind has no effect on normal and low-light vision.
  DWARFHEAD STOUT
  Found almost exclusively in dwarven communities, this 
  powerful brew is a “day-to-day” beer favored by warriors.
  (Fortitude save DC 13).
  
  322
  DWARVEN TUNNELER
  Huge vehicle; Profession (miner) +4; Spd burrow 10 ft. 
  (clumsy); Overall AC 3; Section hp 40/120 (hardness 20/5); 
  Section AC 3; Ram 10d6; Face 10 ft. by 20 ft.; Height 10 ft.; 
  Crew 5 (plus 10 soldiers); Weight 20 tons; Cost 70,000 gp.
  This tanklike vehicle slowly digs tunnels through earth 
  (although stone stymies it).
  Dwarves occasionally use tunnelers in warfare as well: 
  They’re adamantine-armored and large enough to 
  accommodate a squad of 10 soldiers.
  The treads have been magically animated to provide 
  propulsion at the direction of the crew, who pull levers 
  while they watch the earth for signs of cave-ins.
  The massive drill at the front is better than a ramming 
  prow; the tunneler never takes damage from rams it 
  initiates.
  EARPLUGS
  Made from solid sponge or cork, earplugs grant a +1 
  circumstance bonus on saves against sonic attacks, but they 
  also impose a –4 penalty on Listen checks when worn.
  FARFLAME OIL
  This thin, light blue oil burns with a blue flame and 
  illuminates a wide area.
  When used in a lantern, farflame oil sheds light in a 40-foot 
  radius.
  In a bullseye lantern, it illuminates a cone 80 feet long and 
  25 feet wide.
  A pint of farflame oil fuels a lantern for 3 hours.
  A pint of farflame oil covers a 5-foot square area if poured 
  on the ground.
  If lit, farflame oil burns for 1 round and deals 1d4 points of 
  damage to each creature in the area.
  FINGER BLADES
  These are very short razor-sharp blades that fit over the 
  fingers.
  They are used to cut through purse strings or garments and 
  grant a +1 circumstance bonus on Pick Pocket checks.
  They are too short to be used as effective weapons, causing 
  only scratches at most.
  FIRING CASTLE
  A bunker attached to the deck of a vehicle, the firing castle 
  provides protection for defenders and serves as a platform 
  for siege engines.
  Four Medium-size defenders benefit from nine-tenths 
  cover (arrow slits) in the firing castle itself, which is 10 feet 
  by 10 feet, and another four get one-half cover behind the 
  crenellations on its roof.
  The firing castle’s walls are 1-foot-thick masonry (hp 90, 
  hardness 8).
  A firing castle can be installed anywhere a heavy catapult 
  would fit, and a heavy catapult or two light catapults or 
  ballistas can subsequently be mounted atop it.
  Weight: 4 tons; Cost: 1,000 gp.
  FISHING TACKLE
  More than a mere fishhook, this set includes birch poles, 
  silk line, sinkers, hooks, lures, and tackle box.
  It grants a +1 circumstance bonus on Wilderness Lore 
  checks when gathering food around bodies of water that 
  contain fish.
  FLEETFOOT
  This thin blue liquid temporarily loosens the imbiber’s 
  muscles and joints, allowing her to run faster and jump 
  farther.
  When running, a character under the effect of fleetfoot 
  moves at five times her speed.
  The effect lasts for 10 rounds + 1 round per point of 
  Constitution modifier.
  The effects of fleetfoot stack with the Run feat, allowing a 
  character to run at six times her speed and jump half again 
  as far as normal with a running jump.
  Fleetfoot does not grant a character the ability to exceed 
  her maximum jump distance.
  FLOTATION BAGS
  These are inflatable animal bladders sewn to lightweight 
  leather for strength.
  Flotation bags grant a +2 circumstance bonus on Swim 
  checks to remain on the surface.
  The bags impose a –2 circumstance penalty on checks 
  when underwater, as the swimmer has to fight the bags’
  tendency to float.
  It takes a full round to inflate flotation bags and a standard 
  action to deflate them.
  FOREST CRAWLER
  Huge vehicle; Handle Animal +2; Spd 40 ft. (poor); Overall 
  hp 100 (hardness 7); Overall AC 3; Ram 3d6; Face 10 ft. by 
  10 ft.; Height 15 ft.; Crew 1 (plus 2 passengers); Weight 900 
  lb., Cargo 700 lb.; Cost 117,000 gp.
  Few vehicles are well suited to the elves’ forest homes, but 
  the forest crawler can move through the woods by traveling 
  above the undergrowth on its spindly legs.
  Looking somewhat like a massive spider, the forest crawler 
  is used to patrol the forest boundaries and get from place to 
  place when speed is of the essence.
  Its tall legs let it ignore most terrain penalties to 
  movement, and a ballista mounted along the vehicle’s 
  undercarriage reloads itself magically.
  A veil of obscurity (see Magical Augmentations, earlier in this 
  chapter) provides camouflage if the forest crawler remains 
  stationary for 1 full round.
  FORGER’S KIT
  This is a special collection of different pens, seals, guides, 
  waxes, inks, magnifying glasses, books of writing styles, 
  parchment, and other instruments.
  It grants a +2 circumstance bonus on Forgery checks and 
  lasts for ten uses before having to be replaced.
  
  323
  FOWLER’S SNARE
  This is a specially designed snare, used for capturing birds 
  and other small flying game.
  It grants a +1 circumstance bonus on Wilderness Lore 
  checks when attempting to trap these sorts of creatures.
  FRENZYWATER
  An extremely potent clear alcohol.
  Rumors of bottles spontaneously catching fire when 
  exposed to sunlight have never been proven.
  Anyone with the rage class ability must make a Will save 
  (DC 15) to resist flying into a rage after drinking a tankard 
  of this liquor.
  If you have already expended all your rages for the day, 
  then frenzywater has no additional effect other than 
  making you irritable and surly.
  (Fortitude save DC 15).
  FROSTWINE
  This delicate white wine is created from an exotic blend of 
  grapes that grow only in extreme northerly climes.
  Frost worms in particular are drawn to the scent of 
  frostwine grapes in bloom, making it dangerous to harvest.
  (Fortitude save DC 13).
  FULLCLOTH, WINTER
  This is a heavily quilted undergarment that is worn 
  underneath regular clothing to protect the wearer against 
  cold.
  Winter fullcloth is considered part of the cold weather 
  outfit described in the Player’s Handbook.
  If worn by itself, it grants a +1 circumstance bonus on 
  Fortitude saving throws against exposure to cold weather 
  (see Cold Dangers in Chapter 3 of the DUNGEON 
  MASTER’S Guide).
  GALLEY
  Colossal vehicle; Profession (sailor) –2; Spd wind × 15 ft. 
  (nautical poor), oars 20 ft. (nautical average); Overall AC –3; 
  Section hp 80 (hardness 5); Section AC 3; Rigging 160 hp 
  (hardness 0), AC 1; Ram 18d6; Face 130 ft. by 20 ft.; Height 
  20 ft. (draft 15 ft.); Crew 200 (160 rowers); Cargo 150 tons 
  (Spd wind × 10 ft. or oars 15 ft. if 75 tons or more); Cost 
  30,000 gp.
  A galley has enough flat deck space to accommodate three 
  heavy catapults or six ballistas or light catapults.
  War galleys generally convert much of their cargo space 
  into passenger space for soldiers (see Vehicle 
  Augmentations, above).
  Eight to ten launches would provide enough lifeboat 
  capacity, although many galleys have fewer.
  GAME BOARD, PORTABLE
  This is a small foldable wooden board and pieces for games 
  such as chess, checkers, backgammon, go, and the like.
  Higher prices indicate better quality for all the pieces.
  GARNET WINE, DWARVEN
  Made from grapes found high in the mountains, this fine, if 
  bold, wine includes at least 10 gp worth of ground of garnet 
  “for flavor”.
  (Fortitude save DC 13).
  GHOSTOIL
  This clear oil has a slight tint of gray, and strange, wispy 
  forms seem to swirl through it.
  When applied to a weapon, ghostoil allows it to affect 
  incorporeal creatures normally for the next 2 rounds.
  One flask of ghostoil contains enough liquid to coat one 
  weapon of Large size or smaller.
  Applying ghostoil to a weapon of any size is a full-round 
  action.
  GLASS CUTTER
  This special device lets you cut through glass panes without 
  cracking or shattering them in the process.
  The glass cutter makes a circular hole anywhere from 3 
  inches to 16 inches in diameter.
  To use it quietly, make a Dexterity check (DC 15).
  If the check fails, the glass shatters with a loud crash (+2 
  circumstance bonus on Listen checks to hear it).
  You can make an Open Lock check instead if you are 
  trained in that skill.
  GNOME SUBMERSIBLE
  Colossal vehicle; Profession (sailor) +2; Spd oars 10 ft. 
  (nautical poor); Overall AC –3; Section hp 90 (hardness 8); 
  Section AC 3; Ram 6d6; Face 70 ft. by 20 ft.; Height 10 ft. 
  (draft 10 ft.); Crew 70 (60 rowers); Cargo 20 tons (oars 5 ft. if 
  10 tons or more); Cost 80,000 gp.
  A gnome submersible can travel the ocean depths, 
  ascending and descending through the use of a complex 
  series of diving fins and air bladders.
  It can remain underwater for 24 hours at a time, after which 
  it needs 30 minutes at the surface to recharge its air 
  bladders.
  In addition to its horizontal movement, the ship can freely 
  ascend or descend 10 feet per round.
  The vessel is entirely enclosed; only a 10-foot square deck is 
  available when the ship is on the surface.
  A single airlock allows access to the undersea world when 
  the vessel is submerged.
  Large screws cranked by teams of gnomes propel the vessel 
  (for game purposes, this counts as rowing).
  GOLDEN LIGHT, GNOME
  A fine, lightweight beer with flowery accents, this is a 
  favorite trade item with humans and halflings.
  (Fortitude save DC 11).
  GRAPPLING HOOK, COLLAPSIBLE
  This small grappling hook has flat, retractable tines that 
  fold out to create a working hook.
  
  324
  It functions exactly like a normal grappling hook, except 
  that it increases the DC by +4 for Search checks to find it 
  when folded up and hidden among a person’s garments.
  GRAPPLING LADDER
  This is a premade rope ladder with two small grappling 
  hooks on one end.
  The given price and weight is per 10 feet of ladder.
  Once the grappling ladder is in place, it reduces the DC for 
  any Climb check above 10 to 10.
  GRAVEBANE
  This thick white liquid evaporates almost instantly upon 
  contact with air, creating a thin, nearly invisible smoke.
  The smoke is nearly odorless, and is has no effect on most 
  creatures.
  Undead, however, are repulsed by the smoke and can only 
  pass through it with an effort of will.
  When opened (usually by throwing it on the ground), a 
  flask of gravebane fills a 5-foot-square area with smoke.
  Undead cannot enter an area filled with gravebane smoke 
  unless they succeed on a Will save (DC 10).
  Undead can attack into a gravebane-filled area normally as 
  long as they don’t enter the area to do so.
  Gravebane ordinarily lasts for 1 minute, although strong 
  winds may decrease this duration.
  GRAY WHINNIS
  Paralysis caused by the secondary effect of gray whinnis 
  lasts for 1d6×10 minutes.
  HACKSAW
  This blade is designed to cut through thin metal.
  It ignores the hardness of any normal metal objects 
  (excluding exotic metals like mithral or adamantine) that it 
  is cutting, but deals only 1 point of damage per 2 rounds of 
  sawing.
  A common blade lasts for 20 rounds, while a superior blade 
  lasts for 40 rounds.
  HALFLING WAR-WAGON
  Some people find the idea of halfling war-wagons dubious 
  or amusing.
  These people have never seen one in action.
  Halfling war-wagons are dangerous and practical.
  A war-wagon might not be much of a threat to a group of 
  mid-level adventurers, but it’s lethal on the battlefield.
  Use the stagecoach statistics (above) for war-wagons, except 
  that driver and passengers alike gain full cover.
  The standard war-wagon is designed to allow halflings to 
  safely fire ranged weapons on the battlefield and protect 
  their skulkers until they get close enough to strike.
  However, halflings are clever and resourceful.
  They often adapt their wagons to suit personal fighting 
  styles or specific circumstances.
  HAMMOCK
  This portable sling is a favorite of sailors and rangers.
  It is hung up between two posts or trees to create a 
  comfortable bed that is off the ground.
  HANG GLIDER
  Large vehicle; Profession (pilot) +0; Spd fly 30 ft. (poor); 
  Overall hp 20 (hardness 5); Overall AC 4; Ram 2d6; Face 5 
  ft. by 15 ft.; Height 5 ft.; Crew 1; Cost 300 gp.
  This big, wedge-shaped wing consists of a rigid frame with 
  canvas, animal hides, or some other light, sturdy covering 
  spread tightly across it.
  Unlike most flying vehicles, a hang glider cannot ascend 
  under its own power.
  Hang gliders rely on either a high launch point or thermal 
  updrafts to gain altitude.
  A hang glider’s pilot gains one-half cover behind 1 inch of 
  wood and cloth (hp 10, hardness 3).
  HAWK’S OINTMENT
  This thick, acidic gel temporarily sharpens the user’s vision.
  Once its beneficial effects wear off, however, the gel burns 
  and stings the eyes for a few minutes.
  After spreading the gel over her eyes, a character gains a +1 
  bonus on Search and Spot checks for 2 minutes.
  After the duration expires, she takes a –2 penalty on Search 
  and Spot checks for 10 minutes.
  Characters who spend a round washing out their eyes with 
  clean water halve the duration of the penalty.
  Applying hawk’s ointment is a full-round action that 
  provokes an attack of opportunity.
  HEAT MAT
  This 1-foot-by-1-foot square mat is made of heat-absorbing 
  materials.
  It can withstand temperatures of up to 1,200 degrees 
  Fahrenheit, even when a hot item is placed directly on it, 
  and will not catch fire.
  The mat does get uncomfortably hot and is not suitable as a 
  protective layer of clothing.
  It is mostly found in alchemists’ and wizards’ laboratories.
  HEATSUIT OUTFIT
  Clothing designed to protect the wearer against abysmal 
  heat, such as temperatures found around forges and 
  volcanoes.
  It consists of heavy pants and coat, a specially treated 
  leather apron, very thick mittens, a thick hood, and goggles.
  The heatsuit outfit prevents 3 points of normal heat damage 
  per round (not subdual) and eliminates the –4 penalty on 
  Fortitude saves for wearing heavy clothes (see Heat 
  Dangers in Chapter 3 of the DUNGEON MASTER’S Guide).
  A heatsuit outfit should be worn only for brief periods of 
  time.
  HELMET, MINER’S
  This metal pot helm has a small enclosure on the front, 
  similar to a bullseye lantern.
  
  325
  It can hold one candle, which illuminates a cone 10 feet 
  long.
  The candle is commonly imbued with a light or continual 
  flame spell.
  HOLY TEXT
  This is a nonmagical religious text, containing scripture, 
  stories, and teachings of a particular faith.
  The price given is for a very simple copy, with few, if any, 
  illuminations.
  Fancier versions increase drastically in price.
  HOUSEBREAKER HARNESS
  Designed exclusively for second-story breaking and 
  entering, this harness is made of pliable black leather and 
  reduces the amount of noise made from loose metal items 
  clanging together.
  It grants a +1 circumstance bonus on Climb and Move 
  Silently checks while worn but imposes a –2 penalty on 
  Balance, Escape Artist, Hide, Jump, Pick Pocket, and 
  Tumble checks.
  HOWDAH
  A howdah is a seat or box, usually with a canopy and railing, 
  placed on the back of a Huge or larger creature.
  Four Medium-size riders can fit on a howdah.
  Ornate howdahs are status symbols for rich or noble 
  people, but open-air versions also make excellent fighting 
  platforms.
  In addition to placing occupants out of the reach of most 
  infantry, a howdah provides one-half cover.
  Cost: 200 gp; Weight: 100 lb.
  ICE AXE
  More tool than weapon, the ice axe has a sharp metal head 
  that is perpendicular to the shaft and has a spiked handle.
  It grants a +1 circumstance bonus on Climb checks in 
  mountainous and/or icy terrain.
  If used as a weapon, treat as a hand axe with a –2 penalty on 
  attack rolls.
  INSECT NETTING
  This is a 10-foot-by-20-foot rectangle of very light woven 
  fabric designed to keep small insects from getting through.
  If properly set up, it keeps away mosquitoes, bees, and other 
  ordinary vermin.
  It does not prevent monstrous vermin from getting 
  through.
  See the beekeeper’s outfit under Class Tools and Skill Kits 
  for more information.
  INSTANT ROPE
  When poured from a flask, this viscous gray liquid forms 
  into a long cord usable as a temporary rope.
  Upon being exposed to air, the liquid rapidly increases in 
  both volume and viscosity, swelling to the diameter of a 
  typical hemp rope, then quickly drying.
  A flask of instant rope forms a 30-foot-long cord; it takes 2 
  rounds for it to solidify and dry enough to be used.
  The instant rope can be moved during this period without 
  damaging it, but it cannot support more than 10 pounds of 
  weight without breaking.
  Once completely dry, instant rope can support as much 
  weight as normal hemp rope.
  After an hour, instant rope becomes too brittle to support 
  any weight and quickly crumbles into dust.
  IRONCLAD
  Colossal vehicle; Profession (sailor) +0; Spd oars 10 ft. 
  (nautical average); Overall AC –3; Section hp 30/60 
  (hardness 10/5); Section AC 3; Ram 20d6; Face 80 ft. by 30 
  ft.; Height 15 ft. (draft 20 ft.); Crew 80 (60 rowers); Cargo 
  2,000 lb.; Cost 30,000 gp.
  Dwarves who go to war at sea feel unprotected by “flimsy”
  wooden hulls.
  Therefore, dwarf shipwrights developed the ironclad, an 
  iron-plated warship that sits low in the water and brims 
  with ballista bolts.
  Ironclads are rightly feared by naval commanders.
  The ballista crews can fire their bolts from behind 
  protective iron shutters, breaching an ordinary ship’s hull 
  without fear of retaliation.
  Rowing dwarves work in teams, turning giant cranks to 
  propel the ship.
  The ironclad has enough space to accommodate eight 
  ballistas, usually mounted four to a side.
  JESTER’S KIT
  A fine collection of gaudy clothing, face paint, toys, 
  puppets, juggling balls, and other colorful items.
  It grants a +1 circumstance bonus on any Perform 
  (comedy), Perform (buffoonery), or Disguise checks to 
  avoid recognition.
  JEWELER’S LOUPE
  This magnifying eyepiece grants a +1 circumstance bonus 
  on Appraise checks when inspecting things very closely, 
  such as gems, jewelry, or artwork.
  KANTO’S LAMENT
  Colossal vehicle; Profession (sailor) +4; Spd fly 40 ft. 
  (clumsy) or wind × 20 ft. (nautical average); Overall AC –3; 
  Section hp 50 (hardness 5); Section AC 3; Rigging 80 hp (0 
  hardness), AC 1; Ram 12d6; Face 80 ft. by 20 ft.; Height 10 
  ft. (draft 10 ft.); Crew 20; Cargo 150 tons (Spd wind × 15 ft. 
  if 75 tons or more); Cost 450,000 gp.
  This magic sailing ship is often used by slavers to move 
  their illicit cargo from place to place.
  It has a cloud keel, enabling it to fly at a speed of 40 feet, but 
  it often raises its lesser wind-favored sails to gain a speed of 60 
  feet.
  For extraplanar journeys, planar sails are stowed 
  belowdecks.
  The navigator’s cabin contains charts of certainty.
  The ship has two ballistas mounted on rotating platforms 
  that fire 5d6 lightning bolts once per round.
  
  326
  The ship is a valuable prize, and the slaver lord who owns it 
  is loath to let anyone know how powerful his ship is.
  He travels by air only at night and in wilderness areas 
  where Kanto’s Lament is unlikely to be seen.
  But the ship comes to earth at prearranged points to pick 
  up and drop off slaves.
  KEELBOAT
  Gargantuan vehicle; Profession (sailor) +0; Spd wind × 10 ft. 
  (nautical good), oars 10 ft. (nautical good); Overall AC 1; 
  Section hp 40 (hardness 5); Section AC 3; Rigging 30 hp 
  (hardness 0), AC 3; Ram 8d6; Face 60 ft. by 20 ft.; Height 10 
  ft. (draft 5 ft.); Crew 15; Cargo 50 tons (Spd wind × 5 ft., oars 
  5 ft. if 25 tons or more); Cost 3,000 gp.
  A keelboat can have a single light catapult or ballista 
  mounted on deck.
  KEG
  A container for liquids, especially wine and ale.
  One person can easily carry the hand keg, while a cask 
  usually requires two when full.
  KRAGG, ORC
  This spirit is popular among orcs and goblins.
  It is extremely powerful and tastes dreadful to the 
  nongoblinoid palate.
  Drinking a tankard of this foul brew nauseates anyone who 
  is not an orc, half-orc, goblin, or hobgoblin.
  (Fortitude save DC 14).
  LANTERN, FOG-CUTTER
  This bullseye lantern has a special amber lens that allows 
  light to reach farther through mist, fog, and smoke than 
  that from regular lanterns.
  It illuminates a cone 40 feet long and 10 feet wide at the 
  end, regardless of fog or mist, and it burns for 6 hours on a 
  pint of oil.
  You can carry a lantern in one hand.
  LAUNCH
  Huge vehicle; Profession (sailor) +2; Spd oars 15 ft. (nautical 
  good); Overall AC 3; Section hp 30 (hardness 5); Section AC 
  3; Ram 4d6; Face 20 ft. by 10 ft.; Height 5 ft. (draft 2 1/2 ft.); 
  Crew 4 (plus 4 passengers); Cargo 5 tons (Spd oars 10 ft. if 2 
  tons or more); Cost 500 gp.
  A large-oared vessel, the launch is often used as a lifeboat or 
  ship-to-shore boat for a larger ship.
  Crew and passengers are exposed to the elements, and 
  those aboard have one-quarter cover from most foes and 
  one-half cover from attackers in the water.
  A launch converted strictly for passenger use can hold 18 
  passengers, or double that under cramped conditions; such 
  a conversion increases the launch’s cost to 1,500 gp.
  LEASH AND MUZZLE
  Made to fit creatures of various sizes, this is necessary 
  equipment for training animals.
  Masterwork versions are also available that grant a +1 
  circumstance bonus on Handle Animal checks, increasing 
  the price by 20 gp (regardless of size).
  For more information on training animals, see page 67.
  LISTENING CONE
  This device is made for listening through doors and other 
  solid surfaces.
  It grants a +2 circumstance bonus on Listen checks made 
  through a door or other relatively thin, solid obstacle.
  LOCKJAW
  Characters affected by lockjaw can’t speak or use spells with 
  somatic components.
  LONGBREATH
  This thick, brown-tinted smoke is a great boon to anyone 
  who needs to go without air for more than a few rounds.
  After inhaling longbreath, a character can hold his breath 
  for 3 rounds per point of Constitution, rather than 2 rounds 
  per point.
  Longbreath can be used after the character begins holding 
  his breath, but it provides less of a benefit.
  If a character inhales longbreath after beginning to hold his 
  breath, simply multiply the number of rounds that the 
  character could continue holding his breath by 1.5.
  Once a character begins making Constitution checks to 
  continue holding his breath, longbreath provides no 
  benefit.
  LONGSHIP
  Colossal vehicle; Profession (sailor) +0; Spd wind × 10 ft. 
  (nautical poor), oars 15 ft. (nautical average); Overall AC –3; 
  Section hp 90 (hardness 5); Section AC 3; Rigging 40 hp 
  (hardness 0), AC 1; Ram 8d6; Face 70 ft. by 20 ft.; Height 10 
  ft. (draft 5 ft.); Crew 50 (40 rowers); Cargo 50 tons (Spd 
  wind × 5 ft. or oars 10 ft. if 25 tons or more); Cost 10,000 gp.
  The longship has enough room on deck for two light 
  catapults or ballistas.
  Its shallow draft means that it can go without a launch if 
  need be.
  MAGNET, SMALL
  This small magnet can be used to attract loose metal items 
  or stick to ferrous objects.
  It is only powerful enough to attract metal that weighs 3 
  ounces or less.
  MARBLES
  About two dozen assorted glass, flawed rock crystal, or clay 
  spheres in a leather pouch.
  They are commonly used as toys but are also useful for 
  checking the slope in a dungeon corridor (just set one 
  down and see which way it rolls), or as a nondamaging 
  alternative to caltrops.
  One bag covers an area 5 feet square.
  
  327
  Creatures moving through or fighting in the area must 
  make Balance checks (DC 15).
  A creature that fails is unable to move for 1 round (or may 
  fall; see the Balance skill description in the Player’s 
  Handbook).
  The DM judges the effectiveness of marbles against 
  unusual opponents.
  Creatures that are Huge or larger tend to crush the marbles 
  into dust, while those with multiple legs, like carrion 
  crawlers, can scramble along without falling.
  MASTERWORK CONTROLS
  Whether it’s a finely tuned wheel that allows delicate 
  adjustments to the rudder, or a complex harness system 
  that directs the dray creatures with just a flick of the wrist, 
  it’s possible to get more performance out of a vehicle by 
  improving its control system.
  Masterwork controls provide a +2 circumstance bonus on 
  Handle Animal or Profession checks made by the driver.
  The cost depends on the vehicle’s size (its weight does not 
  change).
  Cost: 300 gp (Medium-size), 600 gp (Large), 1,200 gp (Huge), 
  2,400 gp (Gargantuan), 4,800 gp (Colossal).
  MEAD, ELVEN
  Although not normally famed for brewing, elves find exotic 
  honey in their forest homes to create this delightful mead.
  Even dwarves find its taste appealing—though they are 
  loath to admit it.
  (Fortitude save DC 12).
  MESS KIT
  This lightweight metal kit contains a bowl, plate, fork, 
  spoon, and cup.
  MILL, HAND
  This small handheld device grinds up grains, beans, and 
  spices.
  MOBILE REDOUBT
  Huge vehicle; Handle Animal +4; Spd drawn (clumsy); 
  Overall AC 3; Section hp 100 (hardness 5); Section AC 3; 
  Ram 9d6; Face 10 ft. by 10 ft.; Height 10 ft.; Crew 1 (plus 7 
  soldiers); Weight 4 tons; Cargo 1,000 lb.; Cost 1,500 gp.
  Essentially a rolling guard tower, the mobile redoubt is a 
  completely enclosed box of heavy timbers, usually drawn 
  by four heavy warhorses.
  It has arrow slits for firing ranged weapons and heavy doors 
  on each side.
  The redoubt’s weakest point is the dray creatures, so armies 
  using this vehicle usually equip them with the heaviest 
  barding available.
  MONEY BELT
  This cloth pouch is designed to be worn under clothing and 
  can hold up to 50 coins.
  The Pick Pocket check DC to take something from a money 
  belt is +5 higher than normal.
  MOONDROP, ELVEN
  Exquisite beyond compare, this beverage can be produced 
  only by someone with the Alchemy skill (DC 30).
  It is made through a bizarre process involving fresh dew 
  and moonlight.
  (Fortitude save DC 13).
  MOTELIGHT
  This flask contains a clear liquid filled with faintly glowing 
  sparks of light.
  You can throw a flask of motelight as a grenadelike weapon.
  When it strikes a hard surface, a flask of motelight creates a 
  small area filled with rapidly moving sparks.
  The sparks are distracting, but they cause no damage.
  Creatures within a 5-foot radius attempting to cast a spell 
  must succeed on a Concentration check (DC 5 + spell level) 
  or lose the spell.
  If the caster must make a Concentration check for another 
  reason, the motelight applies no additional penalty.
  MUSHROOM WINE
  Created by several different species that live below ground, 
  there are many types of this wine.
  Prices range widely.
  (Fortitude save DC 11–12).
  MUSIC BOX
  A tiny box with a small handle that, when turned, produces 
  delicate music (a single song).
  The precise skill to create one usually means that it is made 
  from the finest metals and covered with gems.
  NATURE’S DRAUGHT
  This tiny vial contains a murky, pungent liquid.
  When consumed, nature’s draught cause subtle changes in 
  the user’s scent.
  Animals respond well to a character who has consumed 
  nature’s draught, finding her less threatening and easier to 
  trust.
  Drinking a vial of nature’s draught provides a +1 
  circumstance bonus on Handle Animal and Animal 
  Empathy checks made during the next day.
  NAUTILUS
  Colossal vehicle; Profession (sailor) –6; Spd 20 ft. (nautical 
  poor); Overall AC –3; Section hp 40/80 (hardness 20/5); 
  Section AC 3; Ram 18d6; SA Ramming prow; Face 130 ft. by 
  20 ft.; Height 20 ft. (draft 15 ft.); Crew 40; Cargo 50 tons; 
  Cost 250,000 gp.
  This massive armored vessel was once a galley, though few 
  sailors would today recognize it.
  It’s been armored with adamantine, made airtight, and 
  outfitted with air bladders stolen from a gnome 
  submersible.
  
  328
  It includes a ramming prow and five luxury passenger 
  spaces.
  A Huge water elemental, bound into service, turns the 
  massive screws at the rear of the ship.
  The vehicle mounts no weapons, relying on its armor and 
  the strength of its crew to survive encounters with aquatic 
  dangers.
  Though a powerful craft, the Nautilus is difficult for even a 
  trained crew to manage.
  The creator of the Nautilus, the loremaster Rutagha, 
  recently lost the vessel to a kraken and its minions.
  Rutagha, who teleported away, believes that some of his 
  crewmembers may yet survive, and he’s willing to hire 
  adventurers to recover the ship.
  NAVIGATOR’S KIT
  This expensive set of instruments includes a sextant, 
  astrolabe, compass, and measuring tools.
  It has no benefit on land but grants a +2 circumstance 
  bonus on Intuit Direction and Wilderness Lore (directional 
  only) checks while at sea, and on Profession (cartographer) 
  checks to make maps.
  NET, BUTTERFLY
  This is a slender rod with a metal hoop on one end, covered 
  by a sack made from insect netting (see that entry, above).
  It’s used to capture ordinary flying insects, vermin, and 
  small birds without harming them.
  It requires no proficiency to use a butterfly net, which 
  grants a +2 circumstance bonus on attack rolls to capture 
  creatures that are Tiny or smaller.
  Treat this as a net (see Weapons in Chapter 7 of the Player’s 
  Handbook) in all respects, except that it is not thrown.
  ORNITHOPTER
  Large vehicle; Profession (pilot) +2; Spd fly 40 ft. (poor); 
  Overall hp 20 (hardness 5); Overall AC 4; Ram 2d6; Face 5 
  ft. by 15 ft.; Height 5 ft.; Crew 1; Cost 4,000 gp.
  A magically enhanced version of the hang glider, the 
  ornithopter relies on animated wings to propel a Small 
  character through the air.
  Thus it can ascend like any flying creature with poor 
  maneuverability.
  Like the hang glider, the ornithopter gives its pilot one-half 
  cover behind 1 inch of wood and cloth (hp 10, hardness 3).
  PACK, FRAMED
  This pack distributes weight better than normal packs, 
  allowing creatures to carry slightly more than they 
  otherwise could.
  However, it is harder to reach into a framed pack while 
  wearing it.
  When calculating encumbrance for a character with a 
  framed pack, treat the pack and everything inside it as 
  weighing 10% less than normal.
  Retrieving anything from a framed pack is a full-round 
  action that provokes an attack of opportunity.
  PASSENGER SPACES
  Available cargo space can be converted for passenger use; 
  one ton (2,000 pounds) of cargo space can accommodate 
  two Medium-size or smaller passengers comfortably.
  Twice as many can squeeze into passenger space for short 
  periods of time, but they are too cramped to fight 
  effectively and are considered fatigued after an hour’s 
  travel.
  Cost: 200 gp per ton.
  PASSENGER SPACES, FANCY
  As above, but the passenger quarters are cushioned and 
  decorated.
  Each ton of cargo space can accommodate one passenger at 
  this level of comfort.
  Cost: 600 gp per ton.
  PASSENGER SPACES, LUXURY
  As above, but the passenger quarters are the very definition 
  of opulence.
  Each luxury passenger space takes up two tons of cargo 
  space.
  Cost: 1,500 gp per ton.
  PERCOLATOR
  Considered the most important part of a mess kit, a 
  percolator boils water to make coffee and other, more 
  exotic hot drinks.
  If used in desperation as a weapon, the contents of a full 
  boiling percolator deal 1d3 points of heat damage (max 
  range 5 feet).
  PERISCOPE
  This is a small handheld periscope, about a foot long, that 
  allows you to look over obstacles or around corners without 
  exposing yourself to danger.
  PESTLE AND MORTAR
  A stone bowl and crusher used to grind material down to 
  powder.
  It is vital for using the Alchemy skill and for creating 
  potions.
  POLAR SKIN
  This dull white cream provides limited protection against 
  cold-based damage.
  Polar skin becomes ineffective once it has absorbed 5 
  points of cold damage.
  Regardless of whether it absorbs any damage, polar skin 
  loses its effectiveness 1 hour after application.
  Polar skin does not stack with magical protection from 
  cold.
  Magical effects such as the resist elements spell supersede the 
  protection provided by polar skin.
  Applying polar skin takes 1 minute.
  
  329
  PULLEY
  A sturdy wooden pulley with a metal hook-and-eye for 
  hanging.
  The eye can withstand a load of up to 750 pounds before 
  breaking.
  PULSCH BROWN ALE
  A halfling creation, found among the few permanent 
  halfling settlements that have acquired the taste of ale.
  It has a pleasant, nutty flavor.
  (Fortitude save DC 11).
  QUIVER SCABBARD
  Cleverly designed, this quiver (for either arrows or bolts) 
  has a hidden scabbard that can hold a relatively flat weapon 
  of size Small or smaller, such as a shortsword, handaxe, or 
  dagger.
  It increases the Search check DC by +6 to locate a weapon 
  hidden within.
  RAMMING PROW/PLATE
  Vehicles equipped with a ramming prow take half damage 
  from ramming attacks they initiate.
  (Normally, rams deal equal damage to both the target and 
  the ramming vehicle).
  The warship comes with this augmentation for free.
  The weight and cost depend on the vehicle’s size.
  Weight: 500 lb. (Large), 1,000 lb (Huge), 2,000 lb. 
  (Gargantuan), 4,000 lb. (Colossal); Cost: 500 gp (Large), 1,000 
  gp (Huge), 3,000 gp (Gargantuan), 5,000 gp (Colossal).
  ROBES, DESERT
  These loose, light-colored robes offer some protection 
  against the effects of heat.
  They provide a +2 circumstance bonus on Fortitude saving 
  throws against exposure to high temperatures.
  Desert robes offer no protection against either mundane or 
  magical fire.
  ROPE, ELVEN
  Elven rope is finer than silk.
  It has 4 hit points and can be burst with a successful 
  Strength check (DC 25).
  It is so supple that it grants a +3 circumstance bonus on Use 
  Rope checks.
  Coils of elven rope are sold in 20-foot lengths and are 
  extremely rare outside of elven settlements.
  ROTATING PLATFORM
  This low platform mounted on rollers doubles the fire arc 
  of a siege engine (so catapults have 180-degree fire arcs, and 
  ballistas can fire in any direction).
  A rotating platform doubles the crew required to operate 
  the siege engine.
  Weight: 1,000 lb.; Cost: 500 gp.
  SAILING SHIP
  Colossal vehicle; Profession (sailor) +4; Spd wind × 20 ft. 
  (nautical average); Overall AC –3; Section hp 50 (hardness 
  5); Section AC 3; Rigging 80 hp (hardness 0), AC 1; Ram 
  12d6; Face 80 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Crew 
  20; Cargo 150 tons (Spd wind × 15 ft. if 75 tons or more); 
  Cost 10,000 gp.
  A sailing ship has enough room on deck for two light 
  catapults or ballistas.
  It usually uses a launch as a lifeboat (not included in the 
  price).
  SAW, FOLDING
  This camp saw breaks down into one slender package for 
  easy carrying.
  It cuts through 4 inches of soft wood or 2 inches of hard 
  wood per round.
  A folding saw is ineffective as a weapon.
  SCORCHER FUMES
  Creatures affected by scorcher fumes lose the scent ability, 
  if they had it, for 1d6×10 minutes.
  SCRYER’S KIT
  This is a variety of focusing crystals, incense, mirrors, and 
  other tools to help a scryer concentrate.
  It grants a +2 circumstance bonus on Scry checks.
  The user must still have the ability to cast the scrying spell 
  or have a crystal ball.
  SHADOW CARRIAGE
  Huge vehicle; Handle Animal +0; Spd 120 ft. (poor); 
  Overall hp 90 (hardness 5); Overall AC 3; Ram 4d6; Face 15 
  ft. by 10 ft.; Height 10 ft.; Crew 1 (plus 5 passengers); 
  Weight 400 lb.; Cargo 500 lb.; Cost 100,000 gp.
  This darkwood carriage, infused with shadowstuff, is drawn 
  by six phantom steeds (as the spell cast by a 13th-level 
  sorcerer).
  Once per week, it can cross over to the Plane of Shadow for 
  up to 13 hours, traversing 42 miles every hour regardless of 
  terrain on the Material Plane (treat as the shadow walk spell 
  cast by a 13th-level sorcerer).
  SHEATH, BOOT
  A boot sheath is easily concealed, making it useful for those 
  who want to appear unarmed.
  Boot sheaths can hold only Small or Tiny bladed weapons.
  Characters attempting to conceal an item in a boot sheath 
  gain a +4 bonus on their Pick Pocket check (opposed by 
  either Spot or Search, depending on the situation).
  If the character using the boot sheath does not have ranks 
  in Pick Pocket, noticing the boot sheath requires a 
  successful Spot or Search check (DC 10).
  
  330
  SHEATH, WRIST
  This sheath fits along the inside of the forearm, allowing 
  weapons stored inside it to be drawn quickly.
  A wrist sheath can hold one Tiny weapon, such as a dagger, 
  or one wand.
  Weapons of unusual shape, like a bladed gauntlet, do not fit 
  into a wrist sheath regardless of their size.
  Drawing or replacing the contents of a wrist sheath is a 
  move-equivalent action.
  SHOES, SILENT
  These are soft, padded shoes that absorb sound effectively.
  Despite the padding, the soles are made from tough, 
  stretchy leather that holds up to abuse.
  They grant a +1 circumstance bonus on Move Silently 
  checks.
  SHRIEK ROCK
  Created by halfling artisans, these flat stones have carefully 
  drilled holes that cause a loud, high-pitched “shriek” when 
  thrown hard.
  This sound is as loud as a human screaming in a shrill voice.
  Listen checks to hear shriek rocks in flight are at DC –5, 
  modified as normal by distance and intervening obstacles.
  A shriek rock has a 50% chance to be destroyed or lost 
  when thrown.
  SIDECAR SADDLE
  A long mount that is at least two size categories larger than 
  its rider can carry sidecar saddles.
  This type of exotic saddle hangs off a creature’s side, 
  allowing it to carry passengers without crowding the rider.
  If a mount is only two size categories larger than the rider 
  (such as a horse carrying a halfling), sidecar saddles must be
  worn and weighted in pairs to keep the mount from 
  becoming unbalanced.
  If the mount is three or more size categories larger than the 
  rider (such as a half-orc on an ancient bronze dragon), then 
  the added weight is negligible for the mount and not 
  unbalancing.
  Riders in a sidecar saddle automatically get one-half cover 
  from attacks coming from the opposite side of the mount.
  Cost: 60 gp; Weight: 40 lb.
  SIEGE TOWER
  This war-wagon simply has a siege tower mounted on top of 
  it.
  A wagon is typically 10 feet tall; a siege tower extends its 
  height by another 10 feet.
  Through a set of gears and scissor mechanisms, the roof of 
  the tower can pop up another 10 feet to deliver a strike 
  force of skulkers onto a parapet.
  The siege tower war wagon-weighs 1,000 lb. and costs 2,000 
  gp.
  SIEGE TOWER, LARGE
  Huge vehicle; Handle Animal +4; Spd drawn (clumsy); 
  Overall AC 3; Section hp 120 (hardness 5); Section AC 3; 
  Ram 12d6; Face 10 ft. by 10 ft.; Height 30 ft.; Crew 3 (plus 
  25 soldiers); Weight 16 tons; Cargo 1 ton; Cost 4,000 gp.
  The large siege tower is a fortress on wheels.
  Each of its three stories features arrow slits and heavy doors 
  cut into foot-thick wood, while the roof has crenellations 
  and a platform with room for a heavy catapult or two 
  ballistas or light catapults.
  A large siege tower’s only disadvantage is its massive 
  weight—a team of ten heavy warhorses or two elephants is 
  needed to move it into position.
  SIEGE TOWER, SMALL
  Huge vehicle; Handle Animal +4; Spd drawn (clumsy); 
  Overall AC 3; Section hp 120 (hardness 5); Section AC 3; 
  Ram 10d6; Face 10 ft. by 10 ft.; Height 20 ft.; Crew 1 (plus 
  15 soldiers); Weight 8 tons; Cost 1,000 gp.
  Designed more as an enclosed ladder than a proper vehicle, 
  the small siege tower is built to take punishment while it is 
  being pulled up to enemy walls.
  Invading troops can ascend through the center of the siege 
  tower and reach the top of the wall without coming under 
  enemy fire.
  The inefficient rollers used to help propel the tower limit 
  the vehicle to a speed of 10 feet, but its movement is 
  unaffected by poor terrain.
  Builders sometimes mount a light catapult or ballista atop a 
  small siege tower.
  SIGNAL TORCH
  These simple items are normal torches treated with a 
  variety of alchemical substances to color the flames.
  Signal torches each burn with a differently colored flame.
  They are available in a variety of colors, the most common 
  being green, blue, and yellow.
  SKIS AND POLES
  Skis allow full movement across snow and icy surfaces but 
  cannot be used at all on any other terrain.
  Downhill speed can be as a run (×4) on slight grades or as 
  run (×5) on severe grades.
  It takes a full-round action to don and to remove skis.
  SLATE BOARD
  This is a 1-foot-square piece of slate, used for writing on 
  with chalk.
  SLED
  Large vehicle; Handle Animal +2; Spd drawn (clumsy); 
  Overall hp 40 (hardness 5); Overall AC 4; Ram 3d6; Face 15 
  ft. by 5 ft.; Height 5 ft.; Crew 1; Weight 300 lb., Cargo 1 ton; 
  Cost 20 gp.
  Drawn across ice or snow, the sled is an almost entirely 
  exposed structure.
  The driver and any passengers gain one-quarter cover 
  behind 1 inch of wood (hp 10, hardness 5).
  Eight riding dogs can pull the sled over ice or packed snow 
  at a speed of 40 feet, even if it’s fully loaded.
  
  331
  Untracked snow slows their speed by one-half, and deep 
  snow cuts it to one-quarter.
  SNORKEL
  A 1-foot-long slender tube that allows you to breathe while 
  submerged.
  You can remain underwater indefinitely as long as you stay 
  just under the surface (this is part of the swimming kit, 
  described below in Class Tools and Skill Kits).
  SNOW GOGGLES
  These wooden goggles have a thin horizontal slit in the 
  middle.
  They grant a +2 circumstance bonus on saves to resist 
  blinding effects, including snow blindness, extremely 
  bright light, or spells that target vision indirectly (such as 
  sunburst but not blindness).
  While wearing snow goggles, you incur a –4 circumstance 
  penalty on Spot and Search checks.
  SNOWSHOES
  These allow the wearer to move at 2/3 normal speed across 
  snow and ice.
  Snowshoes take 1 minute to don and a full-round action to 
  remove.
  SPARKER
  This consists of flint and steel set in a wire hinge.
  Lighting a torch with a sparker takes a standard action.
  A sparker can be used ten times before it needs replacing.
  SPARKSTONE
  These alchemical devices actually resemble fist-sized lumps 
  of hard, gray clay.
  You can throw a sparkstone as a grenadelike weapon.
  When a sparkstone hits a target, it releases a short, violent 
  arc of electricity.
  A direct hit by a sparkstone deals 1d6 points of electricity 
  damage.
  If there is another creature within 5 feet of the target, the 
  electricity arcs to that creature, dealing half of the initial 
  damage.
  The sparkstone only creates one secondary arc, so if more 
  than one creature is within 5 feet of the target, roll 
  randomly to see which creature is affected.
  If no creatures are within 5 feet of the target, the 
  sparkstone causes no secondary effect.
  SPELUNKER’S OUTFIT
  This outfit is for adventurers planning to travel 
  underground.
  It consists of water-resistant wool breeches, low sturdy 
  boots, wool shirt, leather coat, belt, plain buckle, bandoleer 
  (for attaching equipment), kneepads, elbow pads, and 
  miner’s cap.
  The outfit does not include climbing gear, which must be 
  purchased separately.
  SPIDER POLES
  This assortment of metal poles can be collapsed into a 
  small, lightweight bundle.
  Each pole is hollow, 1 foot long and 3/4 inch thick.
  When unfolded, the poles snap into a variety of positions, 
  forming a semirigid ladder 10 feet high or an articulated 
  frame 5 feet square.
  The poles can withstand up to 200 pounds of weight before 
  the structure collapses and is ruined.
  Using spider poles as a ladder grants a +1 circumstance 
  bonus on Climb checks.
  They may also grant a bonus in other situations if 
  assembled in an appropriate manner (DM’s discretion).
  SPIDERBLOOD, DROW
  A slight misnomer, this mushroom wine crafted by the 
  drow includes a substantial dose of venom from poisonous 
  spiders.
  Its taste is remarkable and unlike anything encountered on 
  the surface world.
  Anyone not used to drinking this wine (usually a 
  nondrow), must make a successful Fortitude save (DC 11) 
  or be poisoned (primary and secondary damage 1d2 Con), 
  in addition to making the Fortitude save against 
  intoxication (DC 11).
  Those wishing to overcome this poisonous effect must 
  drink one glass over several hours, every day for three 
  months.
  SPRAYER
  This is a small storage drum attached to a large handle and 
  pump.
  The drum is filled with liquid, usually water, although oil 
  and holy water are commonly used as well (acid is a poor 
  choice, as it eats away the container in a few rounds).
  When pumped (a standard action) the sprayer creates a 
  dense cloud of vapor 10 feet long.
  Because the particles are so fine, the cloud lasts for only a 
  moment and does not drift to adjacent squares.
  The drum contains enough liquid to last for three pumps 
  before needing to be refilled.
  SPRINGWALL
  This gnome-crafted device consists of a very thin wire mesh 
  that is tightly wrapped up into a ball roughly the size of a 
  fist.
  When the ball is thrown and strikes a hard surface, it 
  springs open, creating a flexible metal mesh wall 10 feet 
  high and 10 feet wide (hardness 0, 5 hp).
  The extremely thin mesh is difficult to see (Spot check DC 
  20).
  A creature who walks or runs into the mesh must make a 
  Reflex save (DC 15) to avoid being entangled as if by a net 
  (see Chapter 7 of the Player’s Handbook).
  Once the springwall has been used in this manner, it 
  cannot be used again.
  
  332
  STAGECOACH
  Huge vehicle; Handle Animal +0; Spd drawn (clumsy); 
  Overall hp 150 (hardness 5); Overall AC 3; Ram 6d6; Face 
  20 ft. by 10 ft.; Height 10 ft.; Crew 1 (plus 7 passengers); 
  Weight 750 lb.; Cargo 1,000 lb.; Cost 800 gp.
  The stagecoach is a larger version of the carriage (see 
  above).
  The driver and a passenger riding in front have one-half 
  cover behind 1 inch of wood (hp 10, hardness 5).
  Passengers inside the vehicle have three-quarters cover.
  Four heavy horses, arranged in two ranks of two, can pull a 
  stagecoach at a speed of 50 feet.
  STILTS
  These wooden stilts strap to your legs, increasing your 
  height by 2 feet.
  They require a successful Balance check (DC 5) to use 
  effectively.
  You can also buy taller stilts: For each additional foot in 
  height, increase the Balance check DC by 5 and add 10 gp 
  to the cost.
  Base speed while using stilts is 20 feet (Small characters 
  actually benefit from the longer strides).
  You cannot run on stilts.
  STONEBREAKER ACID
  This special form of acid affects only stone.
  You can throw stonebreaker acid as a grenadelike weapon.
  Acid ordinarily deals half damage to objects (see Attack an 
  Object in Chapter 8 of the Player’s Handbook).
  A direct hit on a stone surface ignores hardness and deals 
  3d10 points of damage.
  On the round after a direct hit, stonebreaker acid deals a 
  further 2d10 points of damage.
  SWIMMER’S KIT
  This consists of a snorkel (see the snorkel entry above—the 
  bonus is already factored in), crude goggles, flippers, and 
  occasionally a skintight suit.
  It grants a +2 circumstance bonus on Swim checks and 
  cannot be worn with other clothing or armor.
  TABLE CASE, FOLDING
  A 2-foot-by-2-foot suitcase that doubles as a folding table, 
  this is commonly used by street performers, fences, and con 
  artists.
  TARP
  This is a 10-foot-square piece of sturdy canvas with metal 
  eyelets in the corners and edges.
  TEEPEE
  Used primarily by nomads, a teepee provides excellent 
  shelter against the elements.
  It takes 1 hour to set up and half an hour to take down.
  A typical teepee provides enough room to comfortably fit 
  eight Medium-size humanoids.
  It requires a horse, donkey, or mule (or wagon) to transport 
  effectively.
  TENT, FOUR-PERSON
  A Large tent that can comfortably fit four Medium-size 
  humanoids.
  TENT, ONE-PERSON
  A tent designed to shelter one Medium-size humanoid.
  TENT, PAVILION
  A Huge open-air canopy, plus stakes, poles, and ropes.
  It can comfortably fit twenty Medium-size humanoids 
  underneath.
  THEVER FUMES
  The blindness caused by thever fumes is permanent unless 
  removed by cure blindness or similar magic.
  THEVER PASTE
  The blindness caused by thever paste is permanent unless 
  removed by cure blindness or similar magic.
  If thever paste is heated, thever fumes are the result—the 
  two poisons are derived from the same base compound.
  THIEVING HELMET
  This specially designed helmet has metal funnels around 
  the ears, which grant a +1 circumstance bonus on Listen 
  checks.
  THUDRUD, GOBLIN
  Almost universally avoided by nongoblinoid races, thudrud 
  has been described as having the taste and smell of “a 
  rotting cow that caught fire”.
  It is favored by some barbarians as the drink of choice.
  (Fortitude save DC 12).
  TONGS, METAL
  These are 1-foot-long metal tongs used to pick up objects 
  without touching them directly.
  TOOLS, FARMING
  Typical farming and gardening tools often found in the 
  hands of commoners.
  They have wooden shafts or handles and iron heads 
  (typically hardness 5, 5 hp).
  If used as weapons, they impose a –4 nonproficiency 
  penalty on attack rolls.
  
  333
  TREE STAND
  This portable platform gives hunters a stable surface above 
  the ground.
  In dense leaves, the tree stand provides a +2 circumstance 
  bonus on Hide checks against anyone on the ground and 
  doubles the range of vision.
  TREE TENT, ELVEN
  A cleverly designed and very comfortable one-person tent 
  that suspends itself in the branches of trees.
  Due to its coloration and shape, it grants a +1 circumstance 
  bonus on Hide checks against being spotted from the 
  ground.
  TWINE, ROLL
  A roll of sturdy twine.
  It has 0 hardness and 1 hp.
  When tightly wrapped around an object, it has the same 
  strength as hemp rope (0 hardness, 2 hp per inch).
  VERMINBANE
  This tightly sealed flask contains a pale green smoke.
  When released into the air, the smoke fills a 5-foot-square 
  area.
  Most creatures are unaffected by the smoke, although 
  humanoids generally find the smell unpleasant.
  Vermin, however, find the smoke almost intolerable.
  To pass through an area filled with verminbane, vermin 
  must succeed on a Fortitude save (DC 15).
  Verminbane lasts for 1 minute, although strong winds may 
  decrease this duration.
  VEST, KNIFE
  This specially designed vest is worn over other clothing and 
  can comfortably hold up to ten daggers across the chest.
  It is particularly handy for knife-throwers with the Quick 
  Draw feat.
  VICIOUS BLEEDER
  This thick blue gel is a powerful anticoagulant.
  A wound caused by a weapon coated with vicious bleeder 
  continues to bleed for 2 rounds, dealing 1 additional point 
  of damage on each of those rounds.
  Applying vicious bleeder to a weapon (of any size) is a full-
  round action that provokes an attack of opportunity.
  Once applied to a weapon, vicious bleeder lasts for 1 
  minute before it evaporates.
  One flask of vicious bleeder contains enough to coat one 
  weapon of size Large or smaller.
  Vicious bleeder does not affect constructs, elementals, 
  oozes, outsiders, or undead.
  WAGON
  Huge vehicle; Handle Animal –2; Spd drawn (poor); 
  Overall hp 60 (hardness 5); Overall AC 3; Ram 4d6; Face 15 
  ft. by 10 ft.; Height 5 ft.; Crew 1; Weight 400 lb., Cargo 2 
  tons; Cost 35 gp.
  A wagon is open-topped, so the driver and any passengers 
  gain one-half cover behind 1 inch of wood (hp 10, hardness 
  5).
  The most common dray creatures for the wagon are two 
  heavy horses, which are strong enough to pull the wagon at 
  a speed of 35 feet, even if it’s fully loaded.
  Wagons are the most common means for an invading army 
  to move siege engines from place to place.
  A wagon can also be equipped with a heavy catapult 
  (adding 2 tons to the wagon’s weight and eliminating the 
  cargo capacity) or a light catapult (adding 1 ton to weight, 
  leaving 1 ton of cargo space for ammunition).
  WARSHIP
  Colossal vehicle; Profession (sailor) +2; Spd wind × 15 ft. 
  (nautical average), oars 20 ft. (nautical good); Overall AC –3; 
  Section hp 100 (hardness 5); Section AC 3; Rigging 80 hp 
  (hardness 0), AC 1; Ram 15d6; Face 100 ft. by 20 ft.; Height 
  20 ft. (draft 15 ft.); SA Ramming prow; Crew 260 (80 rowers, 
  160 marines); Cargo 5 tons; Cost 25,000 gp.
  A warship can accommodate two heavy catapults or four 
  light catapults or ballistas.
  Four launches are used as lifeboats and troop transports 
  (not included in the price).
  WATER, LAWFUL/CHAOTIC
  Groups that worship deities dedicated to the concepts of 
  Law and Chaos also create water that mimics the effect of 
  holy or unholy water.
  Lawful water is identified by its utter stillness, while 
  chaotic water constantly bubbles and froths.
  Lawful water damages chaotic outsiders almost as if it were 
  acid.
  Typically, a flask of lawful water deals 2d4 points of damage 
  to a chaotic outsider on a direct hit or 1 point of damage if it 
  splashes such a creature.
  In addition, lawful water is considered blessed, which 
  means it has special effects against certain creatures.
  A flash of lawful water can be thrown as a grenadelike 
  weapon (see Grenadelike Weapon Attacks in Chapter 8 of 
  the Player’s Handbook).
  A flask breaks if thrown against the body of a corporeal 
  creature, but against an incorporeal creature, the flask must 
  be opened and the lawful water poured onto it.
  Thus, you can douse an incorporeal creature with lawful 
  water only if you are adjacent to it.
  Doing so is a ranged touch attack that does not provoke 
  attacks of opportunity.
  Chaotic water is identical to lawful water, except that it 
  affects lawful outsiders.
  WICK, CANDLE
  This is treated wick for creating candles.
  In addition, it can be used as a timing device or fuse.
  One inch of wick burns in 30 seconds.
  The flame is as strong as that of a candle, so it is easily 
  snuffed out by wind, rain, and the like.
  
  334
  WINCH
  This is a hand-cranked winch, plus 50 feet of hemp rope (or 
  wire) and a small hook.
  To be effective, the winch must be bolted or nailed down to 
  a secure surface.
  There are different “strengths” that one can purchase—the 
  equivalent of a person with Str 18 (lift/drag 600 pounds), 20 
  (lift/drag 800 pounds), or 22 (lift/drag 1,040 pounds).
  WORG WARSLED
  Huge vehicle; Handle Animal +2; Spd drawn (poor); 
  Overall hp 100 (hardness 7); Overall AC 3; Ram 6d6; Face 
  15 ft. by 10 ft.; Height 5 ft.; Crew 1 (plus 3 passengers); 
  Weight 900 lb.; Cargo 700 lb.; Cost 400 gp.
  Goblins in snowy climes use their worg allies to pull 
  massive sleds covered with makeshift armor and spikes.
  The driver and passengers aboard such a warsled gain three-
  quarters cover behind a 2-inchthick barrier of steel and 
  wood (hp 20, hardness 7).
  Two worgs abreast pull the sled at a speed of 35 feet.
  YACHT
  Colossal vehicle; Profession (sailor) +2; Spd wind 15 ft. 
  (nautical average); Overall AC –3; Section hp 40 (hardness 
  5); Section AC 3; Ram 8d6; Face 90 ft. by 30 ft.; Height 10 ft. 
  (draft 10 ft.); Crew 20; Cargo 30 tons; Cost 30,000 gp.
  This vessel is a pleasure ship for royalty and extremely rich 
  merchants.
  Much of the belowdecks area is given over to opulent 
  staterooms, and the decks and castles are left as clear as 
  possible for the owner to stroll about at leisure.
  Everything about the ship is the finest quality, from mast to 
  belaying pins.
  ZEPPELIN
  Colossal vehicle; Profession (pilot) –4; Spd fly wind × 20 ft. 
  (clumsy); Overall AC –3; Section hp 30 (hardness 5); 
  Section AC 3; Rigging 200 hp (0 hardness), AC 1; Ram 4d6; 
  Face 40 ft. by 10 ft.; Height 10 ft; Crew 10; Cargo 10 tons 
  (Spd wind × 15 ft. if 5 tons or more); Cost 60,000 gp.
  A zeppelin relies on hot air trapped in a massive balloon for 
  lift and animated propellers for propulsion.
  Because it flies, it is light in weight and vulnerable to wind 
  conditions (thus it’s treated as a wind-powered vehicle even 
  though it doesn’t have sails).
  The balloon that provides lift is segmented so that one 
  puncture isn’t disastrous.
  Unlike creatures with clumsy maneuverability, zeppelins 
  have no minimum forward speed, and they can hover if 
  they are turned into the wind.
  BOOK OF CHALLENGES 
  (3.0)
  CHUK’S FUNGUS
  Chuk makes his potions with a twist: each contains a 
  fungus that heightens mental acuity, giving a +2 alchemical 
  bonus on Will saves if the imbiber is a bugbear.
  They’re poisonous to anyone else (Fort DC 17, 1 Str/1d6+1 
  Str), though each one still has its normal magical effect.
  BOOK OF EXALTED DEEDS 
  (3.5)
  CELESTIAL LIGHTSBLOOD
  This rare substance is as ethereal as pure alcohol, though it 
  is not intoxicating.
  A pure silvery color, it first slows and then sickens 
  creatures it affects.
  GOLDEN ICE
  This crystalline substance is cold to the touch, though it 
  doesn’t melt except at infernally high temperatures.
  Evil creatures subjected to it feel its cold spreading 
  throughout their bodies.
  JADE WATER
  Jade is a potent substance, noted for its effects on certain 
  kinds of evil supernatural creatures.
  Jade water is simply holy water with a suspension of jade 
  crystals that takes on unusual potency as a ravage.
  PURIFIED COUATL VENOM
  The venom of a couatl, when milked from the creature and 
  purified, becomes a potent ravage that severely weakens the 
  victim.
  UNICORN BLOOD
  Drawn from a willing living unicorn, unicorn blood retains 
  its potency as a ravage only as long as the unicorn that 
  donated the blood remains alive.
  
  335
  BOOK OF VILE DARKNESS 
  (3.0)
  
  336
  AGONY (LIQUID PAIN)
  This thick, reddish liquid is the distilled essence of pain, 
  captured using special spells or items (see the Pain as Power 
  section of Chapter 2).
  It is highly sought after by outsiders.
  Initial Effect: User is stunned for 1d4+1 rounds and can take 
  only partial actions for 1d6 minutes after that.
  Secondary Effect: 1d4+1 enhancement bonus to Charisma for 
  1d10+50 minutes.
  Side Effects: Feelings of intense pleasure last for 1d4 hours.
  Overdose: If more than one dose is taken in a 24-hour period, 
  the user immediately falls unconscious for 1d4 hours (Fort 
  DC 18 negates).
  BACCARAN
  This pasty substance is dried and kept as a powder or 
  sometimes left as a paste.
  The ingredients are numerous and difficult to obtain.
  Initial Effect: 1d4 points of Strength damage.
  Secondary Effect: 1d4+1 enhancement bonus to Wisdom for 
  1d10+15 minutes.
  Side Effects: Those under the effect of baccaran take a –4 
  circumstance penalty on saving throws involving illusions 
  for 2d4 hours after using this mild hallucinogen.
  Overdose: If more than one dose is taken in a 24-hour period, 
  the user immediately takes 2d6 points of damage and the 
  side effect is doubled.
  BRANDING IRON/POKER
  Heated in hot coals, this iron rod is used to create painful 
  but nonfatal burns.
  
  337
  The burn deals 1d3 points of damage and allows one 
  Intimidate check.
  CRUCIFIXION CROSS
  This device consists of two lengths of wood or other strong 
  material, plus several nails.
  The executioner affixes the condemned to the structure by 
  driving nails through the wrists and the arch of each foot.
  When affixed, the condemned is considered crucified.
  On a successful Profession (executioner) check, 
  excruciating pain slowly kills the condemned over the next 
  several hours: She loses a number of hit points equal to 10% 
  of her full normal total hit points each hour.
  If the executioner botches the crucifixion, the condemned 
  is not securely fashioned to the cross and gains a +10 bonus 
  on Escape Artist checks.
  She still loses 10% of her total hit points each hour she 
  remains on the cross.
  DAGGER
  Any weapon could be used as a device of torture, though 
  traditional weapons do their jobs too well—the risk of 
  killing the victim too quickly becomes a concern.
  If a dagger is used as a torture device, each use deals 2d4 
  points of damage and allows one Intimidate check.
  DEVILWEED
  Leaves from the wyssin plant are dried and rolled into a 
  tobaccolike substance and smoked.
  Initial Effect: 1 point of Wisdom damage.
  Secondary Effect: The smoker gains a +2 alchemical bonus to 
  Strength for 1d3 hours.
  Side Effects: A creature under the effect of devilweed is easily 
  confused and acts skittish (treat as shaken).
  Overdose: None.
  DRAW AND QUARTER
  First, the executioner forcefully affixes a specially prepared 
  cord to some vital internal organs of the client, usually the 
  intestines; this procedure deals 3d4 points of damage.
  Once the cord is affixed, the executioner either draws the 
  cord himself, or attaches the other end to a horse that 
  subsequently gallops away.
  The cord draws taut, pulling the intestines from the torso of 
  the condemned.
  On a successful Profession (executioner) check, the 
  condemned dies instantly.
  On a botched attempt, the cord comes loose prior to 
  disembowelment, but the condemned still takes 5d6 points 
  of additional damage.
  FEATHER POWDER
  Originally designed as a weapon against devas and 
  lammasus, this dark red alchemical powder comes in a 
  small glass vial thrown as a grenadelike weapon.
  Anyone struck or splashed by the powder must succeed at a 
  Fortitude saving throw (DC 15) or take a –1 circumstance 
  penalty on attack and damage rolls, saving throws, skill 
  checks, and ability checks for 1 minute due to irritation and 
  itching.
  Creatures with feathers are particularly susceptible, taking 
  a –2 circumstance penalty on the Fortitude save against 
  feather powder and suffering double the effect (–2 penalty) 
  if they fail the save.
  FESTERING BOMB
  This small ceramic sphere is packed with alchemical 
  explosives, rotting meat, and offal infected with filth fever.
  When thrown as a grenadelike weapon, it spreads disease 
  in its wake.
  The explosion on impact is not enough to cause physical 
  harm, but it does spray the rotten contents and infection in 
  a 20-foot burst.
  All within the burst must make saving throws as if exposed 
  to filth fever (Fort DC 12; see the Disease section in 
  Chapter 3 of the DUNGEON MASTER’s Guide).
  Unlike normal exposure to filth fever, the victim need not 
  be injured.
  HANGING ROPE
  A rope used for this purpose has usually been boiled and 
  stretched beforehand to eliminate further stretching and 
  coiling.
  The knot is lubricated with wax to ensure a smooth slide as 
  it tightens around the neck of the condemned.
  The noose is placed so that the knot is behind the left ear of 
  the condemned; then a trapdoor opens below or a stool is 
  knocked away and the condemned plummets.
  On a successful Profession (executioner) check, the 
  condemned dies instantly.
  If the execution is botched, the condemned is not killed by 
  the fall but instead slowly strangles, taking 1d3 points of 
  damage per round.
  HEADSMAN’S AXE
  When specially sharpened and held with the proper 
  technique, a greataxe (or a greatsword) can serve the 
  executioner as the instrument of execution.
  The condemned is restrained, with the neck vulnerable to 
  the strike readied by the executioner.
  On a successful Profession (executioner) check, the 
  condemned dies instantly.
  If the executioner fails the attempt, the headsman’s axe 
  delivers a coup de grace against the condemned (automatic 
  critical hit, and the condemned must succeed on a 
  Fortitude save or die).
  The coup de grace simply completes the executioner’s task 
  more messily.
  HOT LEAD
  The torturer melts lead, then pours it on the victim’s skin.
  Often the palm, the arm, or the belly is the target, but 
  sometimes torturers drip lead on the eyelids or other 
  delicate tissues.
  Each use deals 1d3 points of damage and allows one 
  Intimidate check.
  
  338
  IRON MAIDEN
  This coffin-shaped iron box is laden with spikes on the 
  interior surfaces.
  Anyone placed inside is pierced dozens of times, and any 
  movement causes more pain.
  The iron maiden has several settings that determine how 
  tightly the two sides come together when the device is 
  closed.
  At the low setting, anyone inside takes 1 point of damage 
  per round.
  The moderate setting deals 5 points of damage, the severe 
  setting deals 10 points of damage, and the terminal setting 
  deals 50 points of damage each round.
  Once the iron maiden is closed to any setting, the torturer 
  can make an Intimidate check every round.
  JAW BREAKER
  This wood and metal device is like a reverse thumbscrew.
  The torturer inserts the jaw breaker into the victim’s 
  mouth, then turns a small wheel.
  As the wheel turns, two opposing plates force the victim’s 
  mouth wider and wider, breaking teeth and eventually the 
  jawbone.
  The jaw breaker can also be used on the victim in other 
  places.
  Each use deals 2d4 points of damage and allows one 
  Intimidate check.
  The jaw breaker must generally be removed for the victim 
  to speak coherently.
  KARRAS STONE KNIFE
  A quasi-magical item, this simple knife must be carved 
  from a very rare stone procured from the gallbladder of an 
  intelligent creature slain during a special harvesting ritual.
  Karras stone is made only into knives because it has only 
  one special use—otherwise, it is normal stone.
  When a karras stone knife is used to sacrifice a living 
  creature, the character using the knife gains a +1 profane 
  bonus on the Knowledge (religion) check for the sacrifice 
  (see Sacrifices in Chapter 2).
  LUHIX
  Powdered stalks of plants that grow only in the Abyss, luhix 
  is normally sprinkled onto a bleeding, self-inflicted wound.
  Then the wound is sealed either with magical healing or 
  tightly wound bandages.
  Initial Effect: 1 point of ability score damage to all ability 
  scores.
  Secondary Effect: The imbiber gains a +2 alchemical bonus to 
  all ability scores for 1d2 hours.
  Side Effects: For the first minute of application, the user feels 
  intense pain.
  During the time that the secondary effect is in effect, the 
  user is immune to pain (including the effects of spells such 
  as symbol of pain).
  The character takes damage as normal, but may not react 
  normally to that damage.
  Overdose: Those who take this drug more than once in 24 
  hours must make a separate save (Fort DC 25 negates) or 
  die in terrible pain.
  MORDAYN VAPOR (“DREAMMIST”)
  Made of roughly ground leaves of a rare herb found in deep 
  forests, mordayn is so potent that it is taken by steeping a 
  small amount in hot water, and then inhaling the vapors of 
  the resultant tea.
  Raw mordayn powder and mordayn-tainted water are 
  deadly poison; taking the powder directly or drinking the 
  water produces an immediate overdose.
  Dreammist is renowned for the beautiful visions it induces 
  and the deadly peril of its sinister embrace.
  Initial Effect: Exotic visions of incredible beauty enthrall the 
  user for the next d20+10 minutes.
  During this time the user has a 50% chance to lose any 
  action he attempts, as described in the bestow curse spell.
  Secondary Effect: 1d4 points of Constitution damage and 1d4 
  points of Wisdom damage.
  Side Effects: The visions of a dreammist user are incredibly 
  beautiful and poignant.
  His normal life seems drab and futile in comparison, and he 
  aches to experience the transcendent beauty of his drug-
  induced dreams again.
  When the dose wears off, the user must succeed at a Will 
  save (DC 17) or fall under a compulsion to do whatever is 
  necessary to repeat the dreammist dose (treat this as a 
  compulsion similar to that of a suggestion spell).
  This compulsion lasts for 1d4 hours before fading.
  Overdose: If two doses are taken within the space of an hour, 
  or if raw mordayn powder or mordayn tea are ingested, the 
  drug is a deadly poison (ingested DC 17, 1d10 Con/1d10 
  Con).
  Mordayn vapor addicts often throw out the tea as soon as 
  they inhale and make sure that only one dose is available at 
  a time in order to make sure they cannot overdose on the 
  deadly drug.
  MUSHROOM POWDER
  Taken from a rare blue mushroom, this powder must be 
  inhaled.
  It is popular among arcane spellcasters.
  Initial Effect: +2 alchemical bonus to Intelligence and 
  Charisma for 1 hour.
  Secondary Effect: 1 point of Strength damage.
  Side Effects: This is a mild hallucinogen.
  The user takes a –2 alchemical penalty to Wisdom for 1d4 
  hours and a –2 alchemical penalty to Strength and 
  Constitution for 2d4 hours.
  Overdose: If more than one dose is taken in a 12-hour period, 
  the user takes 2d6 points of damage.
  Using it more than three times in any 24-hour period deals 
  4d6 points of damage and paralyzes the user for 2d4 hours.
  NEEDLE
  Large needles or nails can be inserted into the flesh of the 
  victim in places that maximize pain and minimize real 
  damage.
  Each needle deals 1 point of damage.
  Usually, three or four of these are used on a victim per 
  Intimidate check.
  
  339
  PILLORY
  This wooden device, consisting of a frame with holes for 
  the victim’s head and hands, is not a torture device in and of 
  itself.
  A pillory is designed to confine and restrain a victim.
  When the pillory is located in a public place, the torturer, 
  her minions, and even passing strangers can taunt, assault, 
  and further humiliate the victim.
  Those who linger near the pillory commit acts ranging 
  from simple degradation of the victim to outright physical 
  harm.
  Each 8 hours of confinement typically deals 1d6 points of 
  damage and allows one Intimidate check.
  RACK
  A long, table-shaped device, the rack is equipped with 
  chains and winches hooked up to manacles.
  As a crank is turned, the rack stretches the victim’s arms 
  and legs.
  Each 30 minutes spent on the rack deals 1 point of damage 
  and allows one Intimidate check.
  REDFLOWER LEAVES
  These crushed leaves of a tiny red bog flower are known for 
  their ability to improve hand-to-eye coordination.
  Initial Effect: None.
  Secondary Effect: As a move-equivalent action, the user may 
  focus his attention upon a particular creature.
  If he follows that action with an attack against the creature, 
  he gains a +4 competence bonus on the attack roll.
  This ability lasts 10 minutes.
  Side Effects: None.
  Overdose: Taking a second dose before the first has worn off 
  causes the user to be nauseated for 1d4×10 minutes.
  SANNISH
  A bluish liquid distilled from wolves’ milk and a powdered 
  desert plant, this concoction is very popular.
  Addicts are easily found by the permanent blue stains on 
  their lips.
  Initial Effect: 1 point of Wisdom damage.
  Secondary Effect: The user becomes numbed to pain for 1d4 
  hours, immune to pain-induced penalties (such as from a 
  symbol of pain).
  Side Effects: Sannish causes euphoria.
  While the drug is in effect, the user takes a –2 penalty on all 
  initiative checks.
  Overdose: A second dose taken while the first dose is still in 
  effect causes a numbing stupor for 2d4 hours.
  The user can only take partial actions until the stupor wears 
  off.
  SCALPEL/FLENSER
  A finely crafted knife with a short, sharp blade, the scalpel 
  is used by surgeons to cut away diseased flesh.
  When used by a torturer, the scalpel pares lengths of skin 
  away, then removes a digit or an earlobe.
  Each use of a scalpel deals 1d6 points of damage and allows 
  one Intimidate check.
  Flensers are similar knives used to remove the skin from a 
  body.
  TERRAN BRANDY
  A potent alcohol, this magical drink is favored by heartless 
  spellcasters of all types.
  This green liquid is distilled from the essence of dying fey.
  Initial Effect: +2 alchemical bonus to effective caster level for 
  1d20+20 minutes.
  Secondary Effect: 2 points of Constitution damage.
  Side Effects: None.
  Overdose: If more than one dose is taken in a 8-hour period, 
  the user immediately takes 1 point of Constitution damage.
  THUMB SCREWS
  This small wood and metal device slowly crushes the 
  thumb or finger of a victim.
  It causes a lot of pain, but deals only 1d2 points of damage 
  per use.
  Each time the thumbscrews tighten, the torturer can make 
  another Intimidate check.
  TIED DOWN
  Anything used to tie down a victim is not a torture device.
  But if the victim sees many ancillary and/or stationary 
  torture devices nearby (as in a typical torture chamber), the 
  torturer can make an immediate Intimidate check using 
  half of the circumstance bonus for the item in question.
  VIOLATED HORN
  Also a quasi-magical item, the violated horn is a unicorn’s 
  horn that has been removed from a still-living unicorn, 
  leaving the creature crippled and in constant, terrible pain.
  For a violated horn to have special power, it must physically 
  violate a victim during a perverse religious ritual conducted 
  atop an altar dedicated to an evil god.
  The character performing the ritual must succeed at a 
  Knowledge (arcana) check (DC 20) to perform the ritual 
  properly, and no second tries are possible with that 
  particular horn if the first check fails.
  Once a violated horn is powered, its possessor can break the 
  horn at any time thereafter and be immediately transported 
  to the site of the ritual as if a word of recall spell had been 
  cast.
  VODARE
  An extremely bitter brown powder, vodare is usually mixed 
  with honeyed water or sweet wine to dilute the taste.
  It is made from the crushed petals of a flower that grows 
  only on the graves of those who dedicated their lives to the 
  worship of Rallaster.
  Initial Effect: +2 alchemical bonus on Intimidate checks and 
  saving throws against fear effects for 1d4 hours.
  Secondary Effect: –4 alchemical penalty on Diplomacy and 
  Bluff checks for 2d4 hours.
  Side Effects: Mild euphoria and fierce confidence while the 
  drug is in effect.
  
  340
  Overdose: If more than one dose is taken in a 4-hour period, 
  the user becomes catatonic (Fort DC 15 negates).
  WEEPING STONE
  Created through alchemical processes that inflict terrible—
  and sometimes lethal—pain on a living being, a weeping 
  stone causes anyone touching it to his or her face to begin 
  to weep and feel great sorrow.
  Such a character is considered shaken for 1d6 rounds.
  CITY OF SPLENDORS 
  WATERDEEP (3.5)
  SLEEP-SMOKE
  Used primarily by agents of the Xanathar Thieves’ Guild for 
  kidnapping, sleep-smoke is a dark-gray, smoky gas that 
  rapidly dissipates when released into the air.
  One dose affects a globe 10 feet in diameter on the first 
  round, expanding outward to a globe 20 feet in diameter on 
  the second round, and being harmless thereafter.
  A strong wind can move the globe of sleep-smoke.
  Type: Inhaled DC 15; Initial damage unconsciousness for 1 
  minute; Secondary damage unconsciousness for 1d3 
  minutes; Price 25 gp; DC to create 15; CR modifier +1.
  CITYSCAPE (3.5)
  FALSE PAPER
  This “item” is actually a pair of separate substances: a thick 
  viscous liquid and a thinner fluid.
  When poured over paper, the thicker liquid forms an 
  extremely thin layer of what appears to be blank paper.
  The writing remains, but it is hidden behind what looks 
  like a blank sheet.
  Only a DC 35 Search check reveals that the paper is dual-
  layered.
  The owner can write on this new layer, or leave it.
  Applying the second fluid causes the top layer to 
  disintegrate (along with anything written on it), revealing 
  the original writing beneath.
  This has proven to be an effective means of smuggling 
  hidden messages into or out of a city, or even—although it 
  costs a great deal—a means of hiding a spellbook from 
  prying eyes.
  The cost given is for enough false paper to cover, and then 
  reveal, a single sheet.
  You may add multiple layers of false paper to a single sheet, 
  but each layer after the first reduces the DC to detect the 
  false paper by 5.
  LIQUID LIGHT
  This viscous fluid is a bright yellow hue and glows faintly 
  in the dark.
  A flask of liquid light can be thrown as a splash weapon (PH
  158).
  Treat this as a ranged touch attack with a range increment 
  of 10 feet.
  A direct hit imposes a –8 penalty on the target's Hide 
  checks; anyone within 5 feet is splashed and takes a –4 
  penalty.
  The paint glows for 1d4 hours, then fades. It can be washed 
  off with soap and water; this takes 3d4 minutes.
  SEWER MASK
  This is a small fabric-and-leather mask that is worn over the 
  nose and mouth.
  The alchemical substances within grant the wearer a +5 
  circumstance bonus on saves against airborne disease, 
  inhaled toxins, and nonmagical effects that cause the 
  sickened or nauseated conditions.
  Each mask is good for 2 hours of use.
  COMPLETE ADVENTURER 
  (3.5)
  
  341
  ALCHEMICAL TOOTH
  Those relying on secrecy in the use of their alchemical 
  capsules turn instead to the alchemical tooth.
  As its name suggests, this specially concealed item has been 
  made to look like a tooth.
  The tooth functions in all respects like a capsule retainer 
  (see above).
  In addition, it is very hard to find without a thorough 
  search (Search DC 30).
  The false tooth is most often used as a concealed version of 
  a capsule retainer, but a few extremely dedicated spies and 
  other agents carry a tooth filled with poison as insurance 
  against being captured alive.
  An alchemical tooth can hold one dose of any contact 
  poison or ingested poison, but such poison can only affect 
  the wearer of the tooth—there’s no way to make the tooth 
  an effective delivery mechanism when combined with a 
  bite attack.
  ANIMAL TRAINING KIT
  This kit includes signal whistles, a short hollow pole with a 
  loop of rope threaded through it, savory treats, and other 
  well-made items suited for the training of animals.
  This kit grants a +2 circumstance bonus on Handle Animal 
  checks made for teaching animals tricks, training animals 
  for a purpose, or rearing a wild animal.
  It does not grant a bonus for other uses of the Handle 
  Animal skill.
  ANTITOXIN CAPSULE
  This capsule holds a dose of weak antitoxin.
  When imbibed, it provides a +1 alchemical bonus on 
  Fortitude saving throws made against poison.
  This bonus lasts for 1 minute.
  BALANCE POLE
  This long, flexible pole is the perfect tool for balancing.
  The pole is 10 feet long, so it cannot be used in any space 
  that allows less than 5 feet of clearance on either side.
  Provided the user has space to employ the pole properly, it 
  grants a +2 circumstance bonus on Balance checks.
  
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  BLEND CREAM
  This pale gray cream dulls the color of flesh, fur, scales, and 
  hair.
  It allows those affected to better blend with background 
  and shadow, making it easier to hide.
  Applying blend cream is a standard action that provokes 
  attacks of opportunity.
  Blend cream provides a +1 alchemical bonus on Hide 
  checks.
  The effects of blend cream last for 1 hour.
  Blend cream gives no ability to hide in plain sight or 
  without sufficient cover.
  CAMOUFLAGE KIT
  This bag contains face paints, dye, colored cloth, and other 
  accessories appropriate for creating a camouflaged 
  appearance.
  The kit is the perfect tool for hiding and provides a +2 
  circumstance bonus on Hide checks.
  Gaining this bonus requires 1 minute of work.
  A camouflage kit is exhausted after ten uses.
  CANDLE, FOCUSING
  This large green taper burns quickly, lasting only 1 hour 
  despite its size.
  While burning, a focusing candle fills the air with a fresh, 
  crisp odor.
  The candle is a great boon to those engaged in strenuous 
  mental activity.
  Characters within 20 feet of a burning candle gain a +1 
  circumstance bonus on Appraise, Decipher Script, Forgery, 
  and Search checks.
  When making a skill check that takes more than one action 
  to complete (such as Decipher Script), characters gain the 
  bonus from a focusing candle only if they spend the entire 
  duration of the check within 20 feet of the burning candle.
  CAPSULE RETAINER
  A capsule retainer consists of a thin, rubbery strap looped 
  inside the teeth.
  The strap is fitted with a small, smooth metal ring that can 
  hold one alchemical capsule.
  The ring can be positioned on either the inside or outside 
  of the user’s gums.
  Some users find that holding the ring inside the gum and 
  keeping the capsule under the tongue is the most 
  comfortable way to wear a capsule retainer, while others 
  find that holding the ring on the outside of the upper gum 
  allows them to tuck the capsule in their cheek comfortably.
  CATSTINK
  A dose of this alchemical compound sprinkled on your trail 
  temporarily confuses the scent ability of any creature.
  Any creature using scent to track you must succeed on a 
  DC 15 Survival check or lose your trail.
  If the trail is lost, the creature can attempt to relocate it 
  using the normal rules for the Track feat, but the check DC 
  increases by 2.
  The odor of catstink remains in effect for 10 minutes after 
  the substance is used.
  Sprinkling catstink on one’s trail is a standard action that 
  provokes attacks of opportunity.
  DRUM
  A typical drum consists of skin, parchment, or some similar 
  material stretched tightly over the opening of a hollow 
  wooden cylinder or pot.
  This covered opening is called the drumhead.
  Striking the drumhead with sticks, mallets, or even hands 
  produces the sound.
  Some drums have only one drumhead; others have two or 
  more.
  Drums exist in large varieties (such as kettle drums) as well 
  as smaller varieties (such as bongo drums or the double-
  ended tabor).
  Drums are popular with almost every race and culture for 
  their ability to stir the emotions, establish a background 
  beat for dancing, and provide counterpoint for a melody 
  produced by some other instrument.
  Dwarves, orcs, and other races that favor underground 
  living particularly enjoy the echoing power of drums.
  Smaller races, such as goblins and halflings, like bongo 
  drums for their portability.
  The rare creatures that do not appreciate drum-playing 
  include celestials, who consider drum rhythms primitive, 
  and elves, who find them vaguely disturbing and annoying 
  (a prejudice reinforced, perhaps, by the enthusiasm with 
  which many of their enemies embrace them).
  Bardic Music: When a bard uses a drum to inspire courage, 
  the morale bonus on weapon damage rolls increases by 1, 
  but the morale bonus on saves against charm and fear is 
  reduced by 1.
  FAREYE OIL
  When applied to the eyes, this clear oil sharpens the user’s 
  vision for a short time, providing a +1 alchemical bonus on 
  Spot checks for 1 minute.
  One dose of fareye oil is enough to affect the eyes of a 
  creature of any size, but the creature must have eyes to gain 
  any benefit from the oil.
  Applying fareye oil is a standard action that provokes 
  attacks of opportunity.
  FIDDLE
  An ancestor of the modern violin, the fiddle is a small, 
  portable stringed instrument with a body shaped rather like 
  an hourglass.
  Four or five strings made of gut or sinew stretch across the 
  body, anchored by pegs at the end of a long, thin neck.
  The strings are played with a separate piece called the 
  bow—a long, thin piece of wood strung with fine strands of 
  animal hair.
  Fiddles vary in length between 2 feet (for Medium fiddlers) 
  and 18 inches (for halfling and kobold fiddlers).
  To play a fiddle, the musician holds it horizontally, typically 
  with the base tucked under his chin, and draws the bow 
  back and forth across the strings.
  The fiddle is popular among bards who prefer lively dance 
  music (reels or jigs) over serene but detached “pure” music.
  
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  Though welcome almost anywhere, the fiddle is the 
  favorite instrument of kobolds, whose clever hands 
  mastered its fingerings ages ago.
  (They insist that they invented the fiddle, but other races 
  find that claim dubious).
  Kobold minstrels and halfling bards typically caper about 
  while playing, setting their audience an example of the 
  lively dancing their music encourages.
  Musicians of other races usually sit or stand to play the 
  instrument.
  Bardic Music: When used by a bard to inspire courage, a 
  fiddle increases the morale bonus on saves against charm 
  and fear by 1.
  In the hands of a bard with 5 or more ranks in Perform 
  (dance), the morale bonus instead increases by 2.
  A bard who uses a fiddle for bardic music can cast spells 
  while performing, but only if those spells have no somatic, 
  material, or focus components.
  FLASH PELLET
  This tiny brittle object is often disguised as a button or 
  other decoration.
  You can throw a flash pellet as a ranged attack with a range 
  increment of 5 feet.
  When thrown against a hard surface, it bursts with a bright 
  flash of light.
  All creatures within a 5-foot-radius burst must succeed on a 
  DC 15 Fortitude save or be blinded for 1 round and dazzled 
  for 1 round after that.
  FLUTE
  The flute is the highest-pitched of all the woodwinds.
  This broad category includes instruments ranging from the 
  primitive recorder-flute—a simple, hollow tube that 
  produces music when air is blown straight through it—to 
  the traditional flute, which is held at a right angle to the 
  musician’s mouth.
  Flutes range in length from 8 inches to about 2 feet.
  The instrument has six holes (typically), plus a thumbhole 
  that, when covered, lowers each of the other notes by an 
  octave.
  Flutes have a reputation for producing gentle, idyllic music, 
  but they can also create more martial effects or distorted 
  wailing sounds.
  Abyssal flutes always have an odd number of finger holes, 
  and they conform to no scale or key used by humanoid 
  bards.
  Particularly in the hands of demon pipers, they produce 
  “music” that sounds to mortal ears like a disharmonious 
  combination of sharps, flats, and bizarre, minor-key effects.
  Bardic Music: A bard playing a flute gains a +2 bonus on 
  Perform checks made to use the countersong ability.
  FORGERY KIT
  This small case holds a broad selection of paper types, pens, 
  and several colors of ink.
  In addition, the kit contains samples of prominent family 
  and national crests and the like.
  This kit is the perfect tool for attempting a forgery and 
  grants a +2 circumstance bonus on Forgery checks.
  A forgery kit is exhausted after ten uses.
  FREEGLIDE
  This greenish-gray gel can be applied to a creature’s hide, 
  hair, clothing, or armor.
  The gel makes the affected surface slippery and hard to grab 
  or hold, providing a +1 alchemical bonus on Escape Artist 
  checks for 1 hour.
  One dose of freeglide is enough to coat one Medium 
  creature.
  Applying freeglide is a standard action that provokes 
  attacks of opportunity.
  If freeglide is applied over clothing or armor, its benefits 
  are lost if the armor or clothing is removed.
  Likewise, if it is applied to a creature’s skin or hide, its 
  benefit is lost if the creature later dons clothing or armor.
  GHOSTBLIGHT
  A ghostblight alchemical capsule coats a melee weapon or a 
  thrown weapon with a thick gray liquid.
  This substance allows the weapon to ignore the miss 
  chance that ordinarily applies when the wielder is in 
  combat with incorporeal creatures (as if the weapon had the 
  ghost touch magical property).
  The capsule’s effects last for 3 rounds.
  HARP
  A harp typically has seventeen strings but can come with as 
  few as twelve on a smaller instrument or as many as forty-
  seven on a larger one.
  Silver wires are the most common choice for strings, but 
  other materials are occasionally used.
  Harps are usually made of wood, though some artisans 
  carve them from bone or ivory.
  Whatever their material, most harps are highly polished 
  and elaborately decorated with carvings.
  The finest rank as works of art in their own right, quite 
  apart from their status as instruments.
  Though harps can stand up to 6 feet tall, smaller versions 
  (sometimes called lap-harps) are much smaller—about 2 
  feet high—and more portable.
  The harp is especially favored by elf bards for its light, 
  soothing sound and gentle, rippling notes.
  Harps are often handed down from generation to 
  generation among the elves, and many eventually acquire 
  names and legends of their own.
  Any character with the bardic knowledge ability who 
  examines an elven harp automatically gains a +5 bonus on 
  his or her bardic knowledge check to identify the 
  instrument and its bearer.
  Bardic Music: A bard playing a harp can target one more 
  creature than normal with her fascinate and inspire 
  greatness abilities.
  A bard who uses a harp for bardic music can cast spells 
  while performing, but only if those spells have no somatic, 
  material, or focus components.
  HAWK’S OINTMENT
  This thick, acidic gel temporarily sharpens the user’s vision.
  Once its beneficial effects wear off, however, the gel burns 
  and stings the eyes for a few minutes.
  
  344
  After spreading the gel over her eyes, a character gains a +1 
  bonus on Search and Spot checks for 2 minutes.
  After that time, she takes a –2 penalty on Search and Spot 
  checks for 10 minutes.
  Characters can halve the remaining duration of the penalty 
  by spending a round washing out their eyes with clean 
  water.
  Applying hawk’s ointment or washing out one’s eyes is a 
  full-round action that provokes attacks of opportunity.
  HEALER’S BALM
  This smooth, sweet-smelling balm allows a healer to better 
  soothe the effects of wounds, disease, and poison.
  Healer’s balm provides a +1 alchemical bonus on Heal 
  checks made to help an affected creature.
  The effects of healer’s balm last for 1 minute.
  One dose of healer’s balm is enough to coat one Medium 
  creature.
  Applying healer’s balm is a standard action that provokes 
  attacks of opportunity.
  It can be applied as part of a standard action made to 
  administer first aid, treat a wound, or treat poison.
  HORN
  Originally horns were, as their name indicates, actual horns 
  taken from bulls or more exotic beasts.
  At its simplest, a horn consists of a narrow tip connected to 
  a wider, circular orifice by a hollow, often curved shaft.
  A musician plays a horn by simply blowing into the small 
  end.
  Other forms of horns exist, from the conch shell horn 
  employed by merfolk to the herald’s trumpet, but all these 
  instruments function more or less identically.
  Horns are popular in primitive societies of all kinds.
  They come in all sizes; those used by Medium creatures are 
  typically 1 to 2 feet in length.
  Hobgoblins and orcs in particular enjoy these instruments 
  for their loud, stirring, martial sound.
  Larger humanoids and giants favor horns made from dire 
  creatures.
  Legend holds that minotaurs use instruments made from 
  the severed horns of other minotaurs that suffered defeat in 
  one-on-one contests of honor.
  A horn makes an excellent signal device—particularly 
  when used underwater, since sound travels much farther in 
  water than in air.
  Some aquatic races such as merfolk and kuo-toa collect a 
  variety of horn-shaped shells in different sizes and play 
  them in harmony, in sequence, or both.
  The music of these seashell orchestras can achieve a deep, 
  haunting grandeur.
  Bardic Music: When a bard plays a horn to inspire courage, it 
  raises the morale bonus on weapon damage rolls and saves 
  against fear by 1, but the effect lasts for only 1 round after 
  the ally stops hearing the bard perform.
  IRONMAN CAPSULE
  This capsule holds a thick pale liquid that allows the user to 
  shake off pain and distraction.
  Anyone using an ironman capsule while staggered can 
  ignore the restrictions on the number of actions taken in a 
  round because of the staggered condition (rather than 
  being limited to one standard action).
  This benefit applies only to the round in which the capsule 
  is used, and the effect ends immediately after the user has 
  taken his actions for the round.
  For example, a staggered character with a capsule retainer 
  can use the capsule at the beginning of his turn (a swift 
  action) and then take a move action and a standard action.
  An ironman capsule does not prevent a character from 
  losing a hit point if he is already at or below 0 hit points and 
  does not prevent the user from dying if he reaches –10 hit 
  points.
  KEENEAR POWDER
  This dry white powder sharpens a creature’s hearing when 
  applied to the ear.
  The powder is effective for only a short time, so it is more 
  often used by those trying to avoid guards or sentries than 
  by those tasked with guarding an area for a longer time.
  Keenear powder provides a +1 alchemical bonus on Listen 
  checks for 1 minute.
  One dose of keenear powder is enough to affect the hearing 
  of a creature of any size, but the creature must have ears to 
  gain any benefit from the powder.
  Applying keenear powder is a standard action that provokes 
  attacks of opportunity.
  LEAP CAPSULE
  The thick gray liquid in this capsule allows the user to 
  make more powerful jumps for a short time.
  The user gains a +4 alchemical bonus on Jump checks.
  The benefit of a leap capsule lasts for only 1 round, ending 
  immediately upon the conclusion of the user’s actions for 
  the round.
  LISTENING CONE
  This device is made for listening through doors and other 
  solid surfaces.
  It provides a +2 circumstance bonus on Listen checks made 
  through a door or some other relatively thin, solid obstacle.
  LOCKSLIP GREASE
  Lockslip grease is a thick reddish oil that loosens the 
  mechanical workings of nonmagical locks.
  The grease is effective for a short time and provides a slight 
  edge to those attempting to pick a lock.
  Lockslip grease provides a +1 alchemical bonus on Open 
  Lock checks made against the affected lock for 1 minute.
  One dose of lockslip grease is enough to affect the 
  mechanism of a lock of any size.
  Although lockslip grease can affect any kind of mundane 
  mechanical lock, it has no effect on magic locks.
  Applying lockslip grease to a lock is a standard action that 
  provokes attacks of opportunity.
  LUTE
  This ancestor of the guitar has a pear-shaped bowl and a 
  distinctive bent neck with frets for fingering.
  
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  Between four and eight strings stretch between the base of 
  the bowl and the top of the neck.
  Lutes vary between 30 and 36 inches in length, with the 
  bowl taking up some two-thirds of that total.
  The musician either strums or plucks the strings to 
  produce music.
  A highly versatile instrument because of its wide range of 
  notes and inflection, the lute is accessible to the beginner 
  but capable of great subtlety in the hands of a master.
  The deep bowl gives it a rich, full sound unlike that of any 
  other stringed instrument.
  It is by far the most popular instrument with bards, 
  especially half-elf and human ones.
  Bardic Music: A bard playing a lute is treated as one level 
  higher for the purpose of adjudicating the power of his 
  bardic music effects.
  For example, a 3rd-level bard using a lute could fascinate two 
  creatures instead of one, a 6th-level bard using a lute to 
  make a suggestion would calculate the save DC as if he were 
  7th level, and a 7th-level bard using a lute to inspire 
  courage would grant a +2 morale bonus on the appropriate 
  rolls.
  A bard who uses a lute for bardic music can cast spells 
  while performing, but only if those spells have no somatic, 
  material, or focus components.
  LYRE
  A simpler ancestor of the lap-harp, a lyre typically has a 
  body made out of a turtle shell, plus two curved arms and a 
  crossbar to hold its four to six (or, more rarely, eight) gut or 
  sinew strings taut.
  To play a lyre, the musician holds it in one hand while 
  strumming or plucking the strings with the other.
  The very simplicity of a lyre is its charm, since even a 
  novice can strum one to credible effect.
  Because of this accessibility and the fact that they’re easy to 
  make, lyres are popular among the sylvan fey (especially 
  satyrs) and country folk in general.
  On occasion, however, a true master adopts it as a signature 
  instrument, producing astonishing effects.
  Bardic Music: A bard playing a lyre can target one more 
  creature than normal with her fascinate ability and inspire
  heroics abilities.
  A bard who uses a lyre for bardic music can cast spells while 
  performing, but only if those spells have no somatic, 
  material, or focus components.
  MANDOLIN
  Essentially a smaller version of the lute, a mandolin is 
  usually between 20 inches and 2 feet long.
  It has a straighter neck than the lute—the end at which the 
  pegs secure the strings tilts back only slightly, if at all.
  The mandolin is unusual for the number of strings it 
  holds—from four to six pairs (eight to twelve strings total) 
  or even more.
  A mandolin is typically played with a pick, both to protect 
  the musician’s fingers and because the strings are too close 
  together to pluck accurately by hand.
  The mandolin has a sweeter sound than the lute and, 
  because of its shorter strings, a higher pitch as well.
  Its great range of tone and expression have made it a 
  favorite of gnomes and halflings, who champion it as 
  superior even to the lute.
  Bardic Music: When a bard uses a mandolin to inspire 
  courage, the morale bonus on attack rolls increases by 1, 
  but the morale bonus on weapon damage rolls and on saves 
  against charm and fear is reduced by 1.
  A bard who uses a mandolin for bardic music can cast spells 
  while performing, but only if those spells have no somatic, 
  material, or focus components.
  NATURE’S DRAUGHT
  This substance is a murky, pungent liquid.
  When consumed, nature’s draught causes subtle changes in 
  the user’s scent.
  Animals respond well to a character who has consumed 
  nature’s draught, finding her less threatening and easier to 
  trust.
  Drinking a vial of nature’s draught provides a +1 alchemical 
  bonus on Handle Animal and wild empathy checks made 
  during the next 12 hours.
  PAN PIPES
  In essence, a set of pan pipes is a series of hollow reeds or 
  wooden tubes of varying lengths bound together in a row, 
  from smallest to largest.
  To play them, the musician blows across the tops of the 
  tubes, producing a sound much like that of several tiny 
  wooden flutes.
  By moving the pipes from side to side, the piper can play 
  different notes.
  Switching rapidly among notes creates the sweet, rippling 
  effect for which the instrument is known.
  Simple yet evocative, pan pipes are favorites of satyrs and 
  other sylvan fey.
  Humans and some elves also find their music pleasing.
  Bardic Music: A bard using pan pipes gains a +1 bonus on 
  Perform checks made to fascinate creatures, and also adds 1 
  to the save DC against the bard’s suggestion bardic music 
  ability.
  QUICKFLAME
  A quickflame alchemical capsule coats a melee weapon or a 
  thrown weapon with a thin sheet of oil that instantly bursts 
  into flame.
  This substance allows the weapon to deal extra fire damage 
  for a short amount of time without damaging the weapon 
  or its wielder.
  A weapon treated with quickflame deals 1d6 points of fire 
  damage with each successful strike.
  The capsule’s effects last for 1 round, ending at the 
  beginning of the wielder’s next turn.
  This fire damage doesn’t stack with any other fire damage 
  the weapon deals.
  QUICKFROST
  A quickfrost alchemical capsule coats a melee weapon or a 
  thrown weapon with a thin sheet of oil that instantly cools 
  to a dangerously low temperature.
  
  346
  This substance allows the weapon to deal extra cold damage 
  for a short amount of time without damaging the weapon 
  or its wielder.
  A weapon treated with quickfrost deals 1d6 points of cold 
  damage with each successful strike.
  The capsule’s effects last for 1 round, ending at the 
  beginning of the wielder’s next turn.
  This cold damage doesn’t stack with any other cold damage 
  the weapon deals.
  QUICKSILVER
  A quicksilver alchemical capsule coats a melee weapon or a 
  thrown weapon with a thick silvery liquid.
  This substance allows the weapon to deal damage as if it 
  were coated with silver (including the normal –1 penalty 
  on damage rolls for silvered weapons).
  The capsule’s effects last for 3 rounds and override any 
  other special material effects of the weapon.
  QUICKSPARK
  A quickspark alchemical capsule coats a melee weapon or a 
  thrown weapon with a thin sheet of liquid that crackles and 
  sparks with dangerous electrical energy.
  This substance allows the weapon to deal extra electricity 
  damage for a short amount of time without damaging the 
  weapon or its wielder.
  A weapon treated with quickspark deals 1d6 points of 
  electricity damage with each successful strike.
  The capsule’s effects last for 1 round, ending at the 
  beginning of the wielder’s next turn.
  This electricity damage doesn’t stack with any other 
  electricity damage the weapon deals.
  SADDLE, MASTERWORK
  This well-made piece of gear, which can be either a riding 
  saddle or a military saddle, is more comfortable and more 
  responsive than a normal saddle.
  Because of its excellent craftsmanship, a masterwork saddle 
  grants a +1 circumstance bonus on Ride checks.
  If a masterwork saddle is also a military saddle, this bonus 
  stacks with the +2 circumstance bonus that a military 
  saddle provides to Ride checks relating to staying in the 
  saddle (see Player’s Handbook, page 132).
  Each masterwork saddle is tailored for a specific kind of 
  creature.
  As such, it fits best on that kind of creature and thus 
  provides its bonus only when used with that kind of 
  creature.
  For example, a masterwork saddle made for heavy 
  warhorses would provide its bonus if used on any heavy 
  warhorse, but would not provide a bonus if used on a 
  dragon (assuming the saddle was of an appropriate size for 
  the dragon).
  SOFTFOOT
  Softfoot is a fine gray powder that muffles sound when 
  applied to the bottom of a foot or boot.
  It provides a +1 alchemical bonus on Move Silently checks 
  for 1 hour.
  One dose of softfoot is enough to affect one Medium 
  creature that has one pair of feet; each additional pair of feet 
  (or similar appendages) requires another dose.
  Applying softfoot is a standard action that provokes attacks 
  of opportunity.
  If softfoot is applied over a boot or other foot covering, its 
  benefit is lost if the foot covering is removed.
  Likewise, if it is applied to a creature’s skin or hide, its 
  benefit is lost if the creature later dons footwear.
  STABILITY CAPSULE
  The thick blue liquid in this capsule heightens the user’s 
  sense of balance for a short time.
  While the capsule is in effect, the user gains a +4 alchemical 
  bonus on Balance checks.
  The benefits of a stability capsule last for only 1 round, 
  ending immediately upon the conclusion of the user’s 
  actions for the round.
  STRONGARM CAPSULE
  This small capsule holds a dose of a thin red liquid.
  When swallowed, the liquid provides a temporary boost of 
  physical power at the cost of leaving the user fatigued.
  When used, a strongarm capsule provides the user with a 
  +1 alchemical bonus on Strength checks and melee weapon 
  damage.
  This benefit lasts for 2 rounds, at the end of which time the 
  user becomes fatigued.
  If a character who uses a strongarm capsule is already 
  fatigued when the benefit of the capsule ends, she becomes 
  exhausted.
  SUREGRIP
  This thick white paste, when applied to hands and feet, 
  strengthens and steadies the user’s grip, making it easier for 
  the character to climb.
  Suregrip provides a +1 alchemical bonus on Climb checks 
  for 1 minute.
  One dose of suregrip is enough to cover the hands and feet 
  of one Medium creature.
  Applying suregrip is a standard action that provokes attacks 
  of opportunity.
  SWIFTSTRIDE CAPSULE
  This small capsule holds a dose of a thin blue liquid.
  When swallowed, the liquid quickens the imbiber’s stride 
  for a short time, providing a temporary boost of speed at the 
  cost of leaving the user fatigued.
  A swiftstride capsule increases the user’s base land speed by 
  5 feet.
  This benefit lasts for 2 rounds, at the end of which time the 
  user becomes fatigued.
  If a character who uses a swiftstride capsule is already 
  fatigued when the benefit of the capsule ends, he becomes 
  exhausted.
  
  347
  THIEVES’ TOOLS, LONGSPOON
  These specially modified thieves’ tools are mounted on 
  long, thin handles, enabling the user to manipulate latches, 
  tinker with locks, and probe traps from a position up to 5 
  feet away and well off to the side of the target device.
  A 1-inch-diameter mirror mounted on a long handle gives 
  the user a good view of the object being manipulated.
  Though some traps can inflict harm even at a distance, 
  these tools make it possible for a wary rogue to avoid many 
  common hazards, such as poison needles, spurting acid, and 
  the like.
  Using these tools is more time-consuming and less accurate 
  than taking a direct approach; longspoon tools add 2 rounds 
  to the time required to make a Disable Device or Open 
  Lock check and impose a –2 penalty on any Disable Device 
  or Open Lock check for which they are used.
  Longspoon thieves’ tools are available in normal or 
  masterwork versions.
  The masterwork version provides a +2 bonus on Disable 
  Device and Open Lock checks, but the time required to 
  make a check is not reduced.
  WEAPON CAPSULE RETAINER
  The most common method of delivering the effect of an 
  alchemical weapon capsule is the weapon capsule retainer.
  This long leather thong, wrapped around a melee weapon 
  or a thrown weapon (but not a projectile weapon) just at the 
  base of the blade or striking surface, holds a thin, fitted ring 
  sized for a single alchemical capsule.
  A more expensive option is the triple weapon capsule 
  retainer, which stores three capsules rather than one.
  A character wielding a weapon with a triple retainer can use 
  one, two, or all three capsules it holds as part of the same 
  action.
  Only one weapon capsule retainer (or triple retainer) can be 
  attached to any weapon.
  Attaching a weapon capsule retainer to a weapon or putting 
  a capsule into an empty weapon capsule retainer is a full-
  round action that provokes attacks of opportunity.
  Thus, filling an empty triple weapon capsule retainer
  requires three full-round actions.
  An alchemical weapon capsule retainer can be filled with a 
  single dose of an injury poison.
  Activating the capsule coats the weapon with the poison, 
  allowing the wielder to deliver toxic strikes with the 
  weapon.
  A character using poison in this way faces all the normal 
  perils of using poison (including accidental exposure when 
  activating the capsule or with a natural 1 on the attack roll).
  COMPLETE ARCANE (3.5)
  COMPLETE CHAMPION 
  (3.5)
  BARBS OF HEXTOR
  The shape of this dark-colored, metallic talisman is that of a 
  mailed fist grasping barbed arrows.
  When used to cast Evil domain spells or spells that have the 
  evil descriptor, this symbol increases your effective caster 
  level by 1.
  BLOOD-FACE OF ERYTHNUL
  This rust-colored talisman depicts a face cackling with evil 
  laughter.
  Swaths of blood-red highlight the open, grinning mouth 
  and the brow ridge, giving the face a wild, almost demonic 
  look.
  When used as a focus for illusion spells or spells with the 
  chaotic designator, a blood-face of Erythnul increases the 
  save DC by 1.
  BOLT OF HEIRONEOUS
  Cast in the shape of a hand grasping a lightning bolt, this 
  holy symbol is usually made of silver, gold, or a 
  combination of both.
  When used to cast Good domain spells or spells that have 
  the good descriptor, this symbol increases your effective 
  caster level by 1.
  DEVASTATION OF NERULL
  This symbol is either carved from bone or made from the 
  skeleton of a Diminutive creature, and it always appears to 
  be decaying.
  Worshipers of Nerull typically either grow lichen on it, or 
  whet it with a small amount of acid.
  As a result, it usually carries a mildly unpleasant odor.
  When used to cast a spell from the necromancy school or 
  the Death domain, or when brandished to rebuke or 
  command (not turn or destroy) unintelligent undead, this 
  symbol increases your effective caster level by 1.
  
  348
  EHLONNA’S BROOCH
  Worn by worshipers of the goddess of the woodlands, this 
  emerald carving of a unicorn rampant sometimes seems to 
  blend into the wearer’s garb.
  When grasped and used as a focus for a spell, it exudes a 
  faint green glow.
  When Ehlonna’s brooch is used as a focus for a summon 
  animal or summon monster spell, each creature summoned 
  gains +1 hit point per Hit Die.
  FHARLANGHN’S BADGE
  This symbol is almost always made to look like a worn, 
  weathered piece of wood bearing a crude carving of a 
  sunset.
  In actuality, a Fharlanghn’s badge is almost always made 
  from materials that have traveled a long way, such as 
  driftwood, or the planks of a settler’s wagon.
  When brandished during the casting of any spell that 
  increases a creature’s speed (or even one that imparts a new 
  mode of movement, such as fly), Fharlanghn’s badge 
  increases the target’s speed by an additional 5 feet.
  This item has no effect on spells that magically transport a 
  character from one place to another (such as teleport or 
  dimension door).
  MIRROR OF OLIDAMMARA
  This symbol looks like a plain silver hand mirror, but 
  anyone who looks into the glass sees a theatrical mask with 
  half the face dark and smiling and the other half white and 
  scowling.
  This image is not magical in nature—the glass is not a 
  mirror, and the mask is simply embedded in the backing.
  When held forth during the casting of Luck domain spells 
  or spells that have the chaotic descriptor, the mirror of 
  Olidammara increases your effective caster level by 1.
  MORADIN’S FORGE
  Usually made of a heavy metal (lead, adamantine, or even 
  gold) and painted flat black, this talisman comes in two 
  parts—a model hammer and a tiny anvil.
  Most crafters attach the two parts with a thin but strong 
  and flexible wire, so that the hammer can be struck against 
  the anvil during casting.
  Doing so isn’t strictly necessary, but many worshipers of 
  the Soul Forger feel the action is appropriate.
  When used to cast Earth domain spells or spells that have 
  the earth descriptor, Moradin’s forge increases the save DC 
  by 1.
  In addition, it increases your effective caster level by 1 
  when used to turn or rebuke air creatures (as the Earth 
  domain granted power).
  NATURE’S CHILDREN
  This wood or stone carving depicts from three to more than 
  a dozen local animals, depending on the fecundity of the 
  region and the intricacy of the carving.
  Sometimes when you look at it, you catch a glimpse of 
  movement out of the corner of your eye, though further 
  inspection always shows the animals right where they were 
  before.
  When used to cast spells from the Animal domain list or 
  spells that aid, protect, speak with, or summon animals, this 
  symbol increases your effective caster level by 1.
  NATURE’S SICKLE
  This symbol resembles a small stone sickle cutting four 
  stalks of wheat.
  The wheat looks fresh and real, even though it is carved of 
  stone.
  When the symbol is in use, the wheat actually smells like 
  grain and seems to shine in the sun.
  When used to cast any spell from the Earth, Plant, or Sun 
  domain, a nature’s sickle increases your effective caster 
  level by 1.
  NUGGET OF GARL GLITTERGOLD
  This small symbol looks like a chunk of unrefined gold 
  ore—because it is.
  Blessed by gnome priests, it is even more precious than its 
  materials suggest.
  When used to cast Trickery domain or illusion spells, a 
  nugget of Garl Glittergold increases your effective caster 
  level by 1.
  OBAD-HAI’S GREEN MAN
  Always made from living wood and green leaves, this 
  symbol remains fresh as long as you remain alive and pay 
  homage to the nature god.
  Only upon close inspection can nonworshipers see the face 
  hidden amid the leaves.
  When used to cast spells from the Animal or Plant domain, 
  Obad-Hai’s green man increases your caster level by 2.
  In addition, you gain a +1 bonus on turn or rebuke checks 
  made against plant creatures while brandishing it.
  RUBY SKULL OF WEE JAS
  This stylized symbol carved from ruby resembles a skull 
  stretched and twisted by magic.
  Its empty eye sockets stare unceasingly at the viewer.
  When used as a focus for Death domain or necromancy 
  spells, a ruby skull of Wee Jas increases your effective caster 
  level by 1.
  In addition, when used to rebuke or command (not turn or 
  destroy) undead, it grants a +1 bonus on your turning 
  damage rolls.
  SILVER BADGE OF LARETHIAN
  This moon-sliver symbol is always silver in color and often 
  decorated with etched or embossed images of leaves, 
  berries, and nuts.
  Worshipers of the Protector keep these items highly 
  polished so that they shine brightly in moonlight.
  When displayed while casting Protection domain or 
  abjuration spells, a silver badge of Larethian increases your 
  effective caster level by 1.
  
  349
  STONE SOCKET OF GRUUMSH
  Orcs and other worshipers of Gruumsh sometimes carve 
  these holy symbols out of stone, making them look like 
  empty eye sockets.
  During the consecration rituals, they pour blood (usually 
  taken from the eyes of their sacrificial victims) into the 
  hole to stain the stone permanently.
  When used to cast War domain spells or spells that have 
  the evil descriptor, a stone socket of Gruumsh grants a 
  bonus equal to +1 per damage die on damage rolls made for 
  the spells.
  However, this bonus cannot increase a spell’s damage 
  beyond its normal limit.
  So if used with spiritual weapon, which normally deals 
  damage equal to 1d8 points +1 point/three caster levels, the 
  stone socket of Gruumsh grants a +1 bonus on the damage 
  roll.
  However, that bonus cannot bring the damage above 8 
  points for a 1st-level caster, or above 13 points (1d8+5 
  maximum) for a 15th-level caster.
  SUN DISK OF PELOR
  Worshipers of Pelor believe they can feel the sun’s warmth 
  through their golden, sun-shaped talismans.
  One surface of each sun disk of Pelor is emblazoned with a 
  stern but somehow comforting face, and the holy disks do 
  shine in both sun and torchlight.
  When used to cast Sun domain or conjuration (healing) 
  spells, a sun disk of Pelor grants a +1 bonus on healing (or 
  damage) rolls made for the spells.
  However, this bonus cannot increase a spell’s healing or 
  damage beyond its normal limit.
  So if used with cure moderate wounds, which normally heals 
  damage equal to 2d8 points +1 point/caster level, a sun disk 
  of Pelor grants a +1 bonus on the roll.
  However, that bonus cannot bring the healing above 19 
  points (2d8+3 maximum) for a 3rd-level caster, or above 21 
  points (2d8+5 maximum) for a 5th-level caster.
  TALISMAN OF BOCCOB
  Usually worn on the chest, this pale yellow symbol depicts 
  a stylized eye that appears to glow with an inner light.
  You must touch it with at least one hand to gain its benefit.
  When used to cast Knowledge domain or divination spells, 
  a talisman of Boccob grants you a +1 bonus on caster level 
  checks and on any follow-up Spellcraft checks necessary to 
  complete the spell (such as those required for detect magic).
  VANGUARD OF KORD
  This small, round, convex disk is decorated like a tribal war 
  shield, with black weapons crossed on a blood-red 
  background.
  The disk almost always shows signs of wear and hard use.
  When used to cast Luck domain or transmutation spells, a 
  vanguard of Kord increases your effective caster level by 1.
  VECNA’S HAND AND EYE
  The typical worshiper of Vecna keeps her holy symbol 
  hidden until it is time to cast spells.
  The talisman of the God of Secrets looks like a dark hand 
  grasping a large, bloodshot eye.
  Alternatively, sometimes the hand’s fingers are 
  outstretched, and the eye is embedded in the palm.
  Either way, the disquieting symbol represents both the 
  deity and the artifacts that bear his name.
  When used to cast any spell from the Knowledge or Magic 
  domain, Vecna’s hand and eye increases your effective 
  caster level and the save DCs by 1.
  WAR CROSS OF ST. CUTHBERT
  This symbol appears to be a wheel with four equal-length 
  spokes and a gemstone at the hub.
  To brandish it, you must grasp the symbol by its center, 
  holding the gemstone out.
  When used to cast any mind-affecting spell or to turn (not 
  rebuke) undead, a war cross of St. Cuthbert increases your 
  effective divine caster level by 1.
  YONDALLA’S CORNUCOPIA
  Sometimes this symbol depicts a cornucopia emblazoned 
  on a green background, but more often than not, it is an 
  actual miniature cornucopia filled with carved wooden 
  fruit.
  When used to cast Law domain spells, spells that have the 
  good descriptor, or spells that create food or water (such as 
  create food and water or heroes’ feast), a cornucopia of Yondalla 
  increases your effective caster level by 1.
  COMPLETE MAGE (3.5)
  AURAN MASK
  This mask fits over the character’s nose and mouth.
  The bulk of the item is a cloth packet holding a porous, 
  spongelike substance.
  It requires a move action to put on or remove, and once a 
  single breath is taken through the mask, its benefits last for 
  only 1 hour (or less if taken underwater).
  A creature wearing an auran mask receives a +5 
  circumstance bonus on Fortitude saves against inhaled 
  toxins.
  In addition, the wearer can breathe underwater as if under 
  the effect of a water breathing spell, though immersing the 
  auran mask in water reduces its remaining duration to 10 
  minutes (or less, if less than 10 minutes remain).
  
  350
  CRACKLE POWDER
  This alchemical powder creates a loud crackling noise, like 
  a broomstick breaking, whenever it is jostled or struck.
  A single packet covers a 5-foot-radius area; applying the 
  powder requires a full-round action.
  Once in place, the powder remains active for 1 hour and 
  imposes a –10 penalty on Move Silently checks made when 
  traversing the area.
  FAST TORCH
  This item consists of a tube of waxed paper set into a short 
  wooden handle.
  The end opposite the handle has a wax seal, and the whole 
  item is about the size of a normal torch.
  An alchemical substance packed inside the tube ignites 
  when exposed to air.
  Lighting the torch is as simple as removing the wax seal, 
  which requires a swift action.
  The lit torch produces a brilliant white light that produces 
  bright illumination in a 30-foot radius and shadowy 
  illumination 30 feet beyond that.
  A fast torch burns for 10 minutes, even in high winds or 
  underwater (though it can’t be ignited underwater).
  It’s possible to extinguish a fast torch by burying it in sand 
  (or a similar substance) or by grinding it out against a 
  nonflammable surface.
  Either method requires a full-round action; once 
  extinguished, it can’t be relit.
  SCREAMING FLASK
  This container is made from thick leather with a cap sewn 
  on tight and fitted with a ripcord.
  Pulling the cord rips open the flask and activates the 
  alchemical substance within.
  The flask emits a high-pitched shriek in a 15-foot cone.
  Anything in the cone takes 1d8 points of sonic damage and 
  is deafened for 1 minute (Fortitude DC 15 negates).
  WEEPING FLASK
  This item looks like an empty half-gallon waterskin with an 
  airtight seal.
  When it is opened and exposed to air, an alchemical 
  substance within the flask slowly produces drinkable water.
  The flask produces water at a rate of 8 ounces per hour 
  (becoming completely full after 8 hours).
  The water can be poured out as it appears or simply kept in 
  the container.
  COMPLETE SCOUNDREL 
  (3.5)
  BLASPHEMIX
  Said to be refined from the spilled ichor of a demon, devil, 
  or other fiend, blasphemix corrupts not only the body but 
  also the soul.
  Perpetually warm, greasy, and possessed of a vile blackness 
  that seems to writhe of its own accord, blasphemix is 
  further profaned by prayers and chants to dark, ancient, 
  and wholly evil powers.
  This liquid foulness impedes the power of faith and hinders 
  even the most devout cleric’s access to his deity.
  
  351
  Despite its origin, this poison affects creatures of all 
  alignments and faiths.
  If the subject of this poison fails the initial saving throw, its 
  ability to cast divine spells is hindered.
  For the next 10 rounds, the subject must succeed on a 
  caster level check (DC 15 + spell level) each time it attempts 
  to cast a divine spell.
  Failure means the spell is lost and has no effect.
  Regardless of the outcome of the initial save, failing the 
  secondary save applies a –1 penalty to the victim’s caster 
  level for all divine spells it casts for the next 12 hours.
  If a creature is subjected to another dose of blasphemix 
  before the effect of the first dose has run its course, the 
  duration of the first dose’s effect ends.
  In addition to a Craft (poisonmaking) check, creating a 
  dose of blasphemix requires a successful DC 15 Knowledge 
  (religion) check.
  CLEARWATER TABLETS
  These small black pellets smell strongly of tar.
  Dropping a clearwater tablet into a gallon of water cleans 
  the water of disease, poison, and other befouling toxins.
  Water so treated has a vaguely tarry smell and leaves a slimy 
  black deposit on a surface it touches but is safe to drink.
  Magic liquids (such as potions, oils, and magic poisons) are 
  immune to the effect of clearwater tablets.
  Liquids based on oil or alcohol are also not affected.
  DAYSTRIDER CAPSULE
  This bright blue gelatinous ovoid, when swallowed, allows 
  a humanoid creature to walk for 10 hours in a day (instead 
  of the normal 8 hours) before making a Constitution check 
  to resist damage and fatigue.
  Walking longer than that entails making a forced march as 
  normal (PH 164).
  Consuming a second daystrider capsule before 24 hours 
  have passed has no further effect.
  ELEMENTAL RIME
  This frosty blue liquid is concocted from ice found in 
  frozen regions of the Elemental Plane of Air or Water.
  No amount of heat can totally dispel the coldness that 
  emanates from elemental rime, which partially freezes 
  those exposed to it.
  If the subject of the poison fails the initial saving throw, in 
  addition to taking 1d4 points of initial and secondary 
  Dexterity damage, it gains vulnerability to fire for 10 
  rounds.
  In addition to a Craft (poisonmaking) check, creating a 
  dose of elemental rime requires a successful DC 15 
  Knowledge (the planes) check.
  ENDURANCE ELIXIR
  Imbibing this chalky-tasting green liquid instantly 
  acclimates a creature to its surroundings.
  For the next 12 hours, the drinker gains a +4 alchemical 
  bonus on all ability checks, skill checks, and saving throws 
  made to resist natural environmental extremes, such as hot 
  or cold weather (DMG 302).
  FALSE BOTTOM
  The classic hiding spot, a false bottom can be added to any 
  container with a hard base, from a desk drawer to a chest to 
  a barrel.
  A false bottom slightly reduces the amount of storage space 
  the object otherwise would have.
  Gaining access to a false bottom typically requires 
  emptying the container of the rest of its contents and 
  locating and triggering a small latch that loosens the false 
  bottom and allows it to be opened.
  The maximum size of a false bottom is two sizes smaller 
  than the container it is built into.
  Price: 50 gp.
  FALSE HOLD
  Ships of all sizes and kinds frequently contain false holds.
  Even vessels that conduct otherwise lawful and legitimate 
  business might contain hidden spaces.
  The maximum size of a false hold in a ship is two sizes 
  smaller than the ship itself.
  Most ships are Colossal, so they can have false holds of up 
  to Huge size.
  A vessel without a hold (such as a rowboat) can have a 
  hidden space added, but its maximum size is three sizes 
  smaller than the vessel itself.
  Price: 400 gp.
  FALSE SCABBARD TIP
  A scabbard can be fitted with a hollow space at its end that 
  extends a few inches beyond the tip of the blade it holds.
  Access to a false scabbard tip typically requires depressing a 
  button or a latch to unhook the tip from the sheath.
  A quick-release mechanism, allowing access to the hidden 
  space with only a move action, can be added to any false 
  scabbard tip for an extra 100 gp.
  A scabbard is typically the same size object as the weapon it 
  holds, and a false scabbard tip has a capacity two size 
  categories smaller than that.
  A dagger’s scabbard, for example, could have a false tip of 
  Fine size, while a greatsword’s scabbard could be large 
  enough to hold a Tiny object (such as a dagger).
  Price: 10 gp.
  FERROUS AQUA
  A pellet of ferrous aqua is a half-inch-diameter sphere of 
  glass containing a rusty red liquid with small black flakes 
  floating in suspension.
  A ferrous aqua pellet can be thrown as a ranged touch 
  attack with a range increment of 5 feet.
  Alternatively, it can be loaded into a sling and used as a 
  sling bullet.
  When it strikes a firm surface, the pellet bursts and sprays 
  out the suspension within.
  Any creature with damage reduction that is overcome by 
  cold iron takes 1d6 points of damage and is sickened for 1 
  round if struck by a ferrous aqua pellet (a successful DC 12 
  Fortitude save negates the sickened condition, but not the
  damage).
  Other creatures take no damage from a ferrous aqua pellet.
  
  352
  FORGER’S PAPER
  This normal-looking sheet of paper is infused with an 
  alchemical substance that makes the sheet nearly 
  transparent for 1 hour when exposed to heat.
  The now-clear sheet can be overlaid on a document to be 
  copied, granting a +2 alchemical bonus on Forgery checks 
  made while using it.
  Once the alchemical substance within it loses potency, the 
  page becomes indistinguishable from a normal piece of 
  paper (and can’t be activated again by any means).
  GOODBYE KISS
  A sweetly flavored tincture distilled from many of the same 
  fungi and roots used in making the drow’s infamous 
  sleeping poison, this venom is a standby of poisoners who 
  don’t want to harm their victims.
  Goodbye kiss is a favorite of lotharios, swindlers, and others 
  who want to avoid being followed.
  It can either be added to food (ingested) or used to coat a 
  small needle (injury); the save DC is the same regardless of 
  the method of application.
  A subject who fails either the initial or the secondary save 
  becomes exhausted for 1 hour.
  Failing both saves renders the subject unconscious for 1 
  hour instead.
  GORGON’S HAIR
  This versatile contact poison is named for a clever murderer 
  who would coat her long hair in this concoction before 
  seducing her victims.
  Clear and a little greasy, this toxin makes surfaces it is 
  applied to look slightly wet, shiny, or cosmetically 
  accented.
  It is unusual in that it does not affect those who already 
  have it in their system.
  Thus, many who use gorgon’s hair ingest a dose—a mildly 
  unpleasant act—before coating themselves with the 
  poison.
  Those who fear being attacked by gorgon’s hair might also 
  protect themselves by consuming the poison.
  Typically, a would-be poisoner mixes a dose of gorgon’s hair 
  with a liquid and drinks the concoction.
  After ingesting the toxin, that creature is immune to its 
  effect for 24 hours.
  An immune creature can safely apply a dose of gorgon’s 
  hair to a hand or appendage to envenom an unarmed strike 
  or natural attack.
  Only the first successful attack is affected; all attacks made 
  afterward, even in the same round, do not deliver the 
  poison.
  HIDDEN FLAP
  Packs, sacks, bags, and satchels can contain cleverly 
  concealed inner flaps or pockets.
  The maximum size of the space contained beneath a hidden 
  flap is two sizes smaller than the container it is built into.
  Price: 1 gp.
  HOLLOW BOOK
  Another classic hidden space design, a hollow book has the 
  covers and spine of a normal tome and blends in with other 
  books on a shelf.
  Its pages, however, are glued together and their middles cut 
  out (usually leaving a half-inch border of paper) to form a 
  space.
  Unlike with most other hidden spaces, the maximum size 
  of the space contained inside a hollow book is one size 
  smaller than the book it is built into, since so much of the 
  book’s volume can be used.
  Price: 5 gp.
  HOLLOW BOOT HEEL
  A hollow boot heel unscrews from a boot like a jar lid to 
  reveal the hidden space inside.
  The maximum size of the space contained within a hollow 
  boot heel is four sizes smaller than the container it is built 
  into.
  For example, boots made for a human (size Medium) can 
  have hollow boot heels no larger than Fine size.
  An exception is that boots made for Small creatures can also 
  have Fine-sized hollow heels.
  Price: 20 gp.
  INSIDE POCKET
  This hidden space is simply an extra pocket sewn into the 
  inner lining of a coat, tunic, robe, or pair of trousers.
  An inside pocket generally only holds a few sheets of paper, 
  parchment, or similar items, but some are made to hold a 
  potion or a dagger.
  A single piece of clothing can have up to two inside 
  pockets.
  A character with ranks in Sleight of Hand can substitute 
  her Sleight of Hand check result for the normal Search DC 
  when concealing objects in an inside pocket.
  She gains a +5 circumstance bonus on such checks.
  The maximum size of the space contained within an inside 
  pocket is two sizes smaller than the article of clothing it is 
  built into.
  For example, a robe made for a human (size Medium) can 
  have an inside pocket no larger than Tiny.
  Price: 1 gp.
  LEAD LINING
  In order to thwart the detection of a magic item it contains, 
  a hidden space can be lined with a thin sheet of lead.
  Hard-sided objects can have thin lead sheets built into their 
  walls, bottoms, and lids.
  Soft-sided objects, such as clothing, have threads of lead 
  sewn into them.
  Either way, lead lining must be included with a hidden 
  space when it is created, and cannot be added to an item 
  later.
  Lead lining adds about 10% to the weight of an object in 
  which it is incorporated.
  Price: 10 gp.
  
  353
  LIQUID SUNLIGHT
  Shining with the light of a torch, a pellet of liquid sunlight 
  is a half-inch-diameter sphere of glass that contains a gold-
  colored liquid.
  The pellet can be thrown as a ranged attack with a range 
  increment of 5 feet.
  Alternatively, it can be loaded into a sling and used as a 
  sling bullet.
  When it strikes a firm surface, it bursts and sprays out the 
  liquid within.
  The liquid continues to glow with the light of a torch for 1 
  round after exposure to the air.
  Creatures with light sensitivity are dazzled for 1 round if 
  struck by a liquid sunlight pellet.
  The pellet deals 1d6 points of damage to a vampire, vampire 
  spawn, or any other creature similarly harmed by daylight.
  NERV
  This is the street name for a substance also known as liquid 
  courage, a gold-colored syrup in a clear glass bottle painted 
  with interweaving blue and red swirls.
  Drinking a dose of nerv grants the drinker a +2 alchemical 
  bonus on saves against fear effects for 1 hour.
  POWDERED SILVER
  This fine silvery dust sparkles when held in the light and is 
  contained in a half-inch-diameter glass sphere.
  A powdered silver pellet can be thrown as a ranged touch 
  attack with a range increment of 5 feet.
  Alternatively, it can be loaded into a sling and used as a 
  sling bullet.
  When it strikes a firm surface, the pellet bursts and sprays 
  out the powder within.
  Any creature with damage reduction that is overcome by 
  silvered weapons takes 1d6 points of damage and is 
  sickened for 1 round if hit by a powdered silver pellet (a DC 
  12 Fortitude save negates the sickened condition, but not 
  the damage).
  Other creatures take no damage from a powdered silver 
  pellet.
  RUST CUBE
  Made of rusty iron, rust cubes are sometimes disguised as 
  dice.
  A rust cube can be thrown as a ranged attack with a range 
  increment of 5 feet.
  Alternatively, it can be loaded into a sling and used as a 
  sling stone.
  When it strikes a hard surface, the cube shatters into a fine 
  powder of rusted iron.
  An object or creature made of metal that is hit by the rust 
  cube immediately takes 1d6 points of damage (ignoring 
  hardness), plus an additional 1d6 points of damage each 
  round for the next 2 rounds.
  A creature can wipe the dust off with a move action.
  SALVO
  The fortuitous creation of a poisoner with little skill, salvo 
  is a weapon of the imprecise and desperate.
  The poison is relatively cheap and easy to create, but its 
  effect fluctuates wildly from dose to dose.
  Salvo deals 1d4 points of initial and secondary damage to a 
  random ability score.
  Determine the affected ability by rolling 1d6 and 
  consulting the following table; roll once per dose.
  The poison’s type and save DC do not vary.
  SIREN’S BREATH
  This bitter-smelling gas causes the subject to become 
  highly susceptible to persuasion.
  Failing either the initial or secondary saving throw imposes 
  a –5 penalty on Sense Motive checks and on Will saves 
  against enchantment spells and effects for 10 rounds.
  If a creature is subjected to another dose of siren’s breath 
  before the effect of the first dose has run its course, the 
  duration of the first dose’s effect ends.
  SLOW DEATH
  An insidiously persistent toxin distilled in part from a 
  dwarven mining acid, slow death eats away at its victims 
  from within.
  Unlike most poisons, which deal damage in two stages, 
  slow death works constantly over the course of several 
  rounds.
  A subject of this poison who fails the initial Fortitude save 
  takes 1d6 points of damage.
  Each round thereafter, at the beginning of the poisoner’s 
  turn (up to a maximum of 5 rounds), the subject must 
  repeat the saving throw.
  For each failure, it takes another 1d6 points of damage.
  Once a save succeeds, the subject takes no further damage.
  TOXIC TOOTH
  Since the invention of alchemical capsules (Complete 
  Adventurer 119), researchers have continued to develop ever 
  smaller delivery devices.
  The current peak of achievement comes in the form of the 
  toxic tooth.
  Made to look identical to its wearer’s actual teeth 
  (including the addition of plaque, random filth, and gaping 
  cavities if necessary), a toxic tooth can hold a single dose of 
  a contact or inhaled poison.
  To activate a toxic tooth, the wearer must bite down hard 
  enough to crack it, then spit or exhale the poison at an 
  adjacent creature.
  
  354
  Doing so requires a standard action to make a ranged touch 
  attack, but does not provoke attacks of opportunity.
  If the attack hits, the target is exposed to the poison and 
  must save normally.
  Activating a toxic tooth also exposes its wearer to the 
  poison.
  TRAIL BAR
  This tough, 4-inch-long bar of vegetable matter provides 
  the equivalent of one day’s worth of food.
  A creature that has consumed a bar (which takes about 10 
  minutes) receives all the nutritional and stomach-filling 
  value of a full day’s food—if none of the flavor.
  However, consuming a second trail bar before 24 hours 
  have passed sickens the creature for 1 hour.
  Rangers and bounty hunters carry trail bars only if going 
  into the wilds for long periods of time, and even then only 
  reluctantly.
  ZEALOT’S BLADE
  This venom incorporates the blood of its intended target, 
  making it even deadlier to such creatures.
  A tool of hunters and assassins who stalk specific targets, 
  each dose of zealot’s blade is brewed for a specific type or 
  subtype of creatures.
  When creating zealot’s blade, the poisonmaker must choose 
  a type (and subtype, if applicable) from Table 3–14: Ranger 
  Favored Enemies on page 47 of the Player’s Handbook.
  Any creature not of the chosen type or subtype gains a +5 
  bonus on saves to resist the poison’s effect.
  DEFENDERS OF THE FAITH 
  (3.0)
  ALTAR CASE
  An altar case is a narrow box that opens to form a traveling 
  altar.
  The box has room for small holy implements and vessels, a 
  small altar cloth, and a compact prayer book (included in 
  the price).
  Altar cases are commonly made from spruce or granite.
  ALTAR CLOTH
  Standard white altar cloths are 6 feet wide, 14 feet long, and 
  made of linen, velvet, silk, or gold brocade.
  For an extra cost, they can be dyed red, blue, yellow, green, 
  brown, or black.
  A small altar cloth is 2 feet square and is suitable for use on 
  an altar case.
  ASPERGILLUM
  This lightweight metal device looks like a small club or a 
  light mace.
  Each contains a reservoir that can hold up to 3 pints (three 
  flasks) of holy water.
  By shaking the aspergillum as a standard action, you can 
  sprinkle one flask of holy water on a target within melee 
  reach.
  This action is a ranged touch attack (which does not 
  provoke an attack of opportunity).
  An aspergillum does not require any proficiency to use.
  Many adventurers prefer using an aspergillum to dispense 
  holy water rather than throwing or pouring out the 
  contents of a flask.
  BRAZIER
  A brazier is a metal pan used to hold burning coals, 
  providing heat and light and consuming incense and other 
  items as sacrifice.
  This item is a convenient way to burn incense that is the 
  material component for a spell.
  A large brazier (gold, silver, or bronze) is 6 feet in diameter 
  and very ornately carved, suitable for use in a large temple.
  A medium brazier (gold, silver, or bronze) is 4 feet in 
  diameter, often somewhat less ornate, and suitable for a 
  chapel or shrine.
  
  355
  A field brazier (silver or bronze) is 18 inches in diameter and 
  very plain, but can be easily carried and used in prayers and 
  religious ceremonies on the road.
  (A brazier of commanding fire elementals is a bronze field 
  brazier).
  CANDELABRA
  Candelabras are designed to hold eight or sixteen candles 
  in an aesthetically pleasing arrangement.
  Eight candles in a candelabra illuminate a 15-foot radius, 
  while sixteen candles illuminate a 20-foot radius.
  CANDLE
  Temple candles are ecclesiastical candles (as opposed to the 
  small, plain, tallow candles listed as adventuring gear in the 
  Player’s Handbook).
  They are made of wax and are 1 to 6 feet long, averaging 
  consistently about 3 inches in diameter.
  Temple candles burn for 2 hours per inch of length, which 
  can aid in measuring the passage of time underground.
  A timekeeping candle is a 12-hour candle (6 inches long) 
  inscribed to indicate the passage of hours.
  A vigil candle, made of wax mingled with aromatic herbs, 
  burns for 8 hours.
  A character with the Heal skill who burns a vigil candle 
  through the night when tending an injured person gives a 
  +1 circumstance bonus on Heal checks.
  CANDLESTICK
  Common candlesticks are about 1 foot tall and can 
  accommodate candles from 1 to 3 inches in diameter.
  A hand-held candlestick is 4 inches tall and includes a small 
  guard to keep wax from dripping onto the hand that holds 
  it.
  CENSER
  A censer is an elaborate box designed to hold burning 
  incense.
  It swings from a chain in order to disperse the smoke from 
  the incense more widely.
  HOLY SYMBOL
  The Player’s Handbook gives prices for wood and silver holy 
  symbols.
  Characters may also purchase symbols made from gold or 
  bronze.
  INCENSE
  A common spell component, incense is found in most spell 
  component pouches.
  For temple use, prices for a pound of common incense or 
  an ounce of exotic incense are given on Table 1–6.
  PRAYER BOOK OR SCRIPTURE
  Many religions have holy texts or formalized prayers and 
  rituals for use by clerics and believers.
  These books are about the same size and weight as 
  spellbooks, but smaller versions are typically used by clerics 
  who travel, whether they are adventuring across the land or 
  visiting the sick down the street.
  A compact prayer book or scripture is not a complete text, 
  but fits inside an altar case.
  SNUFFING BELL
  A snuffing bell is a 4-foot-long rod with two attachments: a 
  wick holder to carry a flame for lighting candles, and a cup 
  for extinguishing burning candles.
  A snuffing bell can be used for lighting oil or other 
  flammables.
  DRACONOMICON (3.5)
  BLOOD ELIXIR
  A blood elixir is a concoction brewed from the 
  concentrated blood of a true dragon.
  A blood elixir grants the drinker a +2 enhancement bonus 
  to Strength (if brewed from a chromatic dragon) or 
  Charisma (if brewed from a metallic dragon), as well as an 
  additional effect as noted on the table below, based on the 
  dragon’s variety.
  You can consume a blood elixir as a full-round action 
  (which provokes attacks of opportunity), and its effects last 
  for 10 minutes.
  These effects are extraordinary, not magical.
  Dragoncraft Price: see above; Dragon Part: dragon blood (1 
  gallon); Skill: Craft (alchemy); Weight: 1/2 lb.
  DRAGONHIDE MANTLE
  A dragon’s hide can be rendered flexible enough to wear as 
  a cloak.
  Crafting a dragonhide mantle requires as much hide as a 
  suit of hide armor, and the mantle must be created to fit the 
  wearer’s size.
  A dragonhide mantle grants the wearer resistance 5 against 
  a specific type of energy, as appropriate to the dragon (acid 
  for black, copper, or green; cold for silver or white; 
  electricity for blue or bronze; fire for brass, gold, or red).
  This resistance is treated as an extraordinary (and thus 
  nonmagical) feature of the mantle.
  
  356
  It doesn’t stack with any other energy resistance (of the 
  same type) possessed by the character.
  In addition, the wearer of a dragonhide mantle gains a +2 
  circumstance bonus on Intimidate checks against dragons.
  Dragoncraft Price: 3,800 gp; Dragon Part: dragon hide; Skill:
  Craft (leatherworking); Weight: same as ordinary hide 
  armor of appropriate size.
  DROW OF THE 
  UNDERDARK (3.5)
  BILE DROPPINGS
  Distilled from the venomous excreta of certain breeds of 
  monstrous spiders, this substance is a thick, viscous fluid.
  You can throw a flask of bile droppings as a ranged touch 
  attack with a range increment of 10 feet.
  Upon hitting a target, this sticky fluid deals 1d6 points of 
  acid damage the first round and 1d6 points of acid damage 
  in the second round.
  If the target takes a full-round action to scrape it off it takes 
  no damage in the second round.
  In addition to causing acid damage, a flask of bile droppings 
  releases a powerful stench when broken open, forcing 
  anyone within 5 feet to make a successful DC 13 Fortitude 
  save or be sickened for 1 round.
  Anyone actually struck by the vile stuff takes a –4 penalty 
  on the save.
  Bile droppings can be created with a DC 15 Craft (alchemy) 
  check and the proper raw materials (the spiders that create 
  the droppings are bred by the dark elves, so these materials 
  are readily available in a typical drow city).
  CALLING
  This lumpy black paste is magically infused with spider 
  eggs and can be hidden in a dish of food, in which it is 
  detectable only with a successful DC 20 Profession (cook) 
  check.
  If it is consumed, and if the victim fails the initial save, a 
  swarm of spiders hatches within the victim’s stomach, 
  dealing the initial damage.
  The swarm is then digested and destroyed without further 
  harm, unless the second save is failed.
  In that case, it bursts forth from the victim’s nose and 
  mouth, dealing the secondary damage and coalescing as a 
  spider swarm (MM 239), attacking everyone in the area.
  This poison can be created with a DC 28 Craft 
  (poisonmaking) check and a summon swarm spell.
  CREEPING NULLSCOURGE
  Used during bouts of drow infighting, on failed save this 
  poison drains 5 points of the target’s spell resistance.
  The secondary damage also drains 5 points of spell 
  resistance.
  Lost spell resistance returns at the same rate and by the 
  same means as ability score damage.
  This poison can be created with a DC 25 Craft 
  (poisonmaking) check and an assay spell resistance spell.
  DARKLIGHT BREW
  Darklight ore (see page 154) is powdered and cut with a 
  mild acid to create this poison.
  The radiation of the ore is diminished greatly in this 
  process, but its effect becomes acute when it is introduced 
  into the bloodstream.
  This poison can be made with a DC 28 Craft 
  (poisonmaking) check.
  The blindness from the poison lasts for 1 hour.
  
  357
  DARKVISION POWDER
  This plain gray powder clings to surfaces and cannot be 
  seen with normal vision from more than to feet away.
  It glows brightly when viewed with darkvision, and thus is 
  useful for creatures that have darkvision and wish to write 
  messages that other creatures can’t read.
  Each vial contains enough powder for a message of up to 25 
  words.
  By adding a mixture of spider silk oil, an ink can be created 
  with the same properties as the powder.
  Darkvision powder can be created with a DC 20 Craft 
  (alchemy) check.
  DWARFBLIND STONE
  These small stones are treated with a substance that gives 
  them a faint purple sheen.
  When you throw a dwarfblind stone as a ranged touch 
  attack with a range increment of 20 feet, it releases a burst 
  of violet light upon striking a hard surface.
  This burst illuminates a 10-foot radius for an instant and 
  interferes with darkvision.
  Creatures within the area of the burst must make a DC 15 
  Reflex save or lose their darkvision ability for 10 minutes.
  A dwarfblind stone has no effect on normal or low-light 
  vision.
  Since it doesn’t need to hit you can simply aim a dwarfblind 
  stone at a particular 5-foot square.
  Treat the target as AC 5; if you miss, see Throw Splash 
  Weapon, PH 158, to determine where the stone lands.
  A dwarfblind stone can be created with a DC 25 Craft 
  (alchemy) check.
  FISH GLUE
  The body oil of captured kuo-toas is used to create this 
  poison, which is named for the rigidity it causes in the 
  joints of the victim and its characteristic fishy smell.
  It can be crafted with a DC 18 Craft (poisonmaking) check.
  The sickness from the poison lasts for 1 hour.
  GUEST CLOAK
  These mundane-seeming cloaks of an olive or pale green 
  color are handed our to visitors to Erelhei-Cinlu by the 
  drow guards at the entrance to the Vault.
  The fabric of these cloaks is suffused with darkvision 
  powder (see Alchemical items, below) so that they glow 
  brightly when viewed with darkvision.
  The drow use these to easily identify foreign guests within 
  their city.
  Any non-drow caught in the city and not wearing one of 
  these cloaks is usually executed.
  ILLITHID MINDSCORCH
  The brain matter of recently slain illithids can be distilled, 
  capturing some of its psionic potential and creating this 
  extremely rare poison.
  Though it is a liquid in its basic form, it is ineffective unless 
  reduced to an aerosol and absorbed through the nasal 
  passages of the victim.
  It can be created with a DC 27 (poisonmaking) check, 
  though the DC is reduced by 5 if the creator has ranks in 
  Knowledge (psionics) or Psicraft or has levels in a psionic 
  character class (see Expanded Psionics Handbook).
  Illithids immediately try to devour the brains of anyone 
  they catch with this substance.
  MISTER
  This small steel hand-held device can contain a single dose 
  of poison or a potion.
  As a standard action that does not provoke attacks of 
  opportunity, you can use it to deliver that dose in droplet 
  form to any single target within 5 feet as a ranged touch 
  attack.
  The mister is an effective vehicle for both contact and 
  inhaled poisons.
  Ingested poisons allow the victim to attempt a DC 15 
  Reflex save to avoid contact with the mist and escape the 
  poison’s effect.
  Mister-borne injury poisons are effective only if the victim 
  is wounded and hasn’t been treated with a Heal check.
  If the mister delivers a potion, that potion can be used 
  against an adjacent creature that breathes.
  You can automatically do this to yourself or to a willing or 
  disabled subject.
  Oils, salves, and elixirs cannot be delivered through a 
  mister.
  Refilling a mister requires a full-round action and provokes 
  attacks of opportunity.
  POTION BLADDER
  Crafted from the thin, rubbery organs of cloakers and 
  lurkers, these items are slung over the shoulder and worn 
  on the upper back.
  They are small enough that they do not interfere with 
  backpacks, can be worn under armor, and are easily 
  concealable (+5 circumstance bonus on Sleight of Hand 
  checks to hide).
  A flexible tube made from the same material runs from this 
  rubbery bladder under the collar and ends below the chin 
  of the wearer.
  A potion bladder can hold a single dose of one potion.
  A valve in the bladder prevents the potion from leaking 
  unless suction is placed at the end of the strawlike tube.
  A potion bladder allows you to drink the potion within as a 
  standard action without provoking attacks of opportunity.
  Refilling a potion bladder requires a full-round action and 
  is done by siphoning the potion through the straw; this 
  action provokes attacks of opportunity.
  Insidious drow have been known to place poisons in the 
  potion bladders of rivals.
  PSYCHOTROPIC ROT
  Distilled violet fungus and other chemicals can be mixed 
  together to create this insidious toxin.
  It can be created with a DC 17 Craft (poisonmaking) check.
  ROACH PASTE
  This brown paste is made from the crushed bodies of the 
  carrion-eating giant roaches found in the Underdark.
  
  358
  It is known for its horrendous smell.
  It can be created with a DC 15 Craft (poisonmaking) check.
  The nausea from the poison lasts for 1 round.
  The disease it transmits is filth fever (DMG 293).
  SHEDDEN
  This gray paste is brewed from the exoskeletons of 
  monstrous spiders ground with silk-based oils and mixed 
  with various chemicals and reagents.
  When spread on your exposed flesh, it temporarily hardens 
  your skin, granting you a +1 bonus to natural armor for 2 
  minutes.
  This bonus stacks with any other natural armor you already 
  have.
  It takes 1 minute to apply shedden to your entire body and 
  obtain its benefits.
  Shedden can be created with a DC 20 Craft (alchemy) 
  check.
  Certain master alchemists can create shedden that provides 
  natural armor bonuses of +2 to +5, but doing so raises the 
  Craft DC by 4 for each additional point of natural armor 
  and increases the price as follows: 200 gp for +2, 500 gp for 
  +3, 1,000 gp for +4, and 2,000 gp for +5.
  SLOW TAINT
  This poison reduces the target’s speed by 10 feet on a failed 
  save.
  The secondary damage reduces speed by another 10 feet.
  The target’s speed cannot be reduced below 5 feet.
  The poison can be created with a DC 18 Craft 
  (poisonmaking) check and a slow spell.
  Its effect has a duration of 1 hour.
  SLOWSWARMING
  Unlike swarming spiderbite below, this poison is for those 
  drow caught in acts of treachery or blasphemy.
  It is usually administered to a prisoner over several days; 
  each dose creates a slower and more agonizing biting 
  sensation similar to that caused by swarming spiderbite, but 
  also disfigures the body with horrific red boils.
  It can be created with a DC 21 Craft (poisonmaking) check 
  and a poison spell.
  SPELUNKER’S OIL
  This clear, slick substance is derived from several types of 
  slimes and certain mineral oils.
  As a full-round action, you can apply a flask of it to your 
  body and gain a +2 alchemical bonus on Escape Artist 
  checks.
  This oil is especially useful to cave explorers who have to 
  squeeze through tight quarters.
  However, when the oil is effective it bestows a –5 penalty 
  on Climb checks.
  Spelunker’s oil can be created with a DC 20 Craft (alchemy) 
  check.
  SPIDER KIT
  This kit includes hand, feet, elbow, and knee pads set with 
  hundreds of tiny hooks and smeared with a sticky 
  alchemical substance similar to that in a tanglefoot bag.
  These pads provide a +2 circumstance bonus on Climb 
  checks; this stacks with the bonuses provided by climber’s 
  kits and spelunker’s kits.
  The substance on the pads actually becomes stickier when 
  exposed to moisture, so no penalties apply for slippery 
  surfaces if the slipperiness is caused by wetness.
  In addition to the pads, the kit also includes a harness, to 
  which are attached four retractable telescoping legs (two on 
  each side to the back so there is room for a backpack 
  between them).
  These legs also end in the same sticky pads.
  If you have made a successful Climb check, you can extend 
  these legs and attach them to the surface you are climbing 
  as a full-round action.
  You then use your hands freely once the legs are extended, 
  because the legs (along with your own feet and knees) 
  adhere you to the wall.
  The legs can be detached from the wall with a move action 
  and refolded with another move action.
  If you climb with the legs still extended, you do not gain 
  the +2 bonus on Climb checks normally provided by the 
  spider kit.
  STONEBURN ACID
  This substance is a weaker form of alchemist’s mineral acid.
  It harms only stone and other minerals.
  It is not effective as a splash weapon, because it requires 
  both contact and pressure to fully dissolve the exposed 
  material.
  Otherwise, it just makes small pocks in a surface.
  When you apply it with pressure against rock or other 
  minerals, it ignores hardness and deals 2d6 points of 
  damage.
  This dissolution happens almost instantly, after which the 
  acid becomes inert.
  Therefore, it is only useful for digging small divots into a 
  stone surface or small openings in very thin walls.
  It works best when used with stoneburners (described 
  above).
  Stoneburn acid can be created with a DC 22 Craft 
  (alchemy) check.
  STONEBURNERS
  These are special boot tips and gloves with reinforced 
  fingertips that hold small receptacles for stoneburn acid 
  (see Alchemical items, below).
  When pressure is applied these compartments, the acid is 
  released onto whatever surface is being pressed.
  If the surface is stone, the finger or foot tips immediately 
  burn a small divot that can be used as a hand or foothold.
  Using stoneburners along with stoneburn acid provides 
  you a +2 circumstance bonus on Climb checks on stone 
  surfaces.
  This does not stack with the bonuses provided by climber’s 
  kits, spelunker’s kits, or spider kits.
  Stoneburners are typically used by drow who are in a hurry 
  and are not picky about leaving behind a permanent trail.
  
  359
  A single flask of stoneburn acid provides enough substance 
  for a wearer of stoneburners to climb up to 200 feet.
  SWARMING SPIDERBITE
  Usually taken to ensure an honorable death (or to avoid 
  torture) by drow defeated in battle, the effect of this poison 
  is like the biting mouths of venomous spiders starting from 
  the extremities and advancing throughout the body.
  It can be created with a DC 26 Craft (poisonmaking) check 
  and a poison spell.
  UNDERDARK BLIGHT
  Running a chemical solution over certain rare ores and 
  minerals found in the Underdark creates this poison; it is 
  effective at removing spell resistance.
  Lost spell resistance returns at the same rate and by the 
  same means as ability score damage.
  Underdark blight can be created with a DC 20 Craft 
  (poisonmaking) check.
  VILEGRIP
  This misty substance enhances the adhesive qualities of a 
  web.
  A single vial contains enough mist to fill a 10-foot cube in a 
  single round.
  All webs in this area become stickier and stronger, 
  increasing the DC to avoid or break free by 2 for 1 hour.
  Vilegrip can also be used on the webs created by a web 
  spell.
  Vilegrip can be created with a DC 25 Craft (alchemy) 
  check.
  DUNGEON MASTER’S 
  GUIDE 3.0 (3.0)
  
  360
  GALLEY
  A three-masted ship with seventy oars on either side and a 
  total crew of two hundred.
  This ship is 130 feet long and 20 feet wide, and it can carry 
  up to 150 tons of cargo or 250 soldiers.
  For 8,000 gp more, it can be fitted with a ram and castles 
  with firing platforms fore, aft, and amidships.
  This ship cannot make sea voyages and sticks to the coast.
  It moves about 4 miles per hour when being rowed or 
  under sail.
  KEELBOAT
  A 50- to 75-foot-long ship that is 15 to 20 feet wide and has a 
  few oars to supplement its single mast with a square sail.
  It has a crew of eight to fifteen and can carry forty to fifty 
  tons of cargo or one hundred soldiers.
  It can make sea voyages as well as sail down rivers.
  (It has a flat bottom).
  It moves about 1 mile per hour.
  LONGSHIP
  A 75-foot-long ship with forty oars and a total crew of fifty.
  It has a single mast and a square sail.
  It can carry fifty tons of cargo or one hundred twenty 
  soldiers.
  A longship can make sea voyages.
  It moves about 3 miles per hour when being rowed or 
  under sail.
  ROWBOAT
  An 8- to 12-foot-long boat for two or three people.
  It moves about 1-1/2 miles per hour.
  SAILING SHIP
  This larger, more seaworthy version of the coaster (a kind 
  of sailing ship) is 75 to 90 feet long and 20 feet wide.
  It has a crew of twenty.
  It can carry cargo up to 150 tons.
  It has square sails on its two masts and can make sea 
  voyages.
  It moves about 2 miles per hour.
  WARSHIP
  This 100-foot-long ship has a single mast, although oars can 
  also propel it.
  It has a crew of sixty to eighty rowers.
  This ship can carry up to 160 soldiers, but not for long 
  distances, since there isn’t room for supplies for that many.
  The warship cannot make sea voyages and sticks to the 
  coast.
  It is not used for cargo.
  It moves about 2 1/2 miles per hour when rowed or under 
  sail.
  DUNGEON MASTER’S 
  GUIDE 1 3.5 (3.5)
  
  361
  DUNGEONSCAPE (3.5)
  
  362
  
  363
  ACID NEUTRALIZER
  Acid neutralizer reduces the strength of nonmagical acid, 
  such as the type found in a variety of common dungeon 
  traps.
  Description: Acid neutralizer is a slippery, white substance 
  similar in appearance to soap.
  It is made and sold in fist-sized lump, wrapped in brown 
  waxed paper.
  When dropped in acid, the neutralizer foams and fizzes, 
  turbulently churning the acid for 5 seconds.
  Neutralized acid takes on the appearance of weakly colored 
  water, retaining only a slight tint and no odor whatsoever.
  Activation: To use a lump of acid neutralizer, just drop it 
  into a vessel containing acid (free action).
  Unwrapping the lump is not necessary, because any acid 
  strong enough to warrant neutralization will eat through 
  the paper wrapping easily.
  Neutralization requires a full round and the acid will 
  remain at full strength until the start of your next turn.
  If you are immersed in acid while carrying lumps of acid 
  neutralizer, they immediately activate unless stored in a 
  stronger container such as a metal tin.
  Being splashed with acid might activate the neutralizer if 
  you keep it exposed rather than stored in a jar.
  Effect: If you drop one lump of acid neutralizer into a 
  container holding up to 10 cubic feet of nonmagical acid, 
  the acid is permanently weakened such that contact with 
  the acid deals no damage Complete immersion in 
  neutralized acid deals only 5d6 points of damage per round 
  (instead of the usual 10d6 points).
  Acid that has been neutralized in this manner no longer 
  gives off toxic fumes (DMG 302).
  Larger volumes of acid require additional doses; two lumps 
  are needed to neutralize a 20-cubic-foot vat of acid.
  Neutralizer is far less effective against magic acids.
  which regain their full acidity after 3d6 rounds.
  If you wear a lump of acid neutralizer in a necklace or carry 
  it otherwise exposed on your body, the lump prevents 
  continuing damage from acid attacks for 1 minute after 
  initial exposure.
  It has no effect against the initial damage dealt by an acid 
  attack.
  Construction: DC 20 Craft (alchemy) check, 17 gp.
  Weight: 1 lb. Price: 50 gp.
  BOTTLED AIR
  This strong vapor clears away fog, mist, and clouds in 
  seconds, allowing you to see more clearly.
  Description: Bottled air is stored as blue-tinted liquid in 
  glass vials.
  It gives off a strong acrid smell.
  When a vial is opened, the liquid turns to mist and expands 
  outward, creating a small area of fresh, clean air.
  Activation: To activate bottled air, the vial in which it is 
  stored must be opened (a standard action).
  Bottled air can also be thrown as a splash weapon; the vial 
  breaks on contact and releases the mist into the air.
  Effect: Bottled air clears fog, smoke, and other gases from 
  the square it occupies.
  If you are carrying a vial when it is opened, you can apply 
  the effect to a single square adjacent to you.
  That square, and only that square, will be cleared.
  A creature that stands in a clear square still gains the 
  benefit of concealment from obscured squares around it, 
  but it loses those benefits against foes adjacent to the clear 
  space.
  Once released from its vial, bottled air lasts for 2d4 rounds 
  before it sputters out.
  Construction: DC 25 Craft (alchemy) check, 17 gp.
  Weight: —.
  Price: 50 gp.
  
  364
  CLERIC-IN-A-BOX KIT
  If your party lacks a cleric, or if your cleric focuses on 
  offensive rather than defensive spells, the cleric-in-a-box kit 
  is a fine substitute in an emergency.
  With potions on hand to heal most ailments, you can 
  march into a dungeon with the peace of mind that relief is 
  never far away.
  COLLAPSIBLE POLE
  This 2-foot-long wooden pole is composed of six 
  telescoping sections that allow it to extend to a length of 12 
  feet.
  Each section can be turned to lock it in place to prevent the 
  pole from collapsing prematurely.
  The pole can be partially extended to 4 feet.
  6 feet, 8 feet, or 10 feet.
  You can use the pole to jam doors, pass objects across pits, 
  spring traps, or serve any other needed function.
  The thinnest section of a collapsible pole can be inserted 
  into a second pole, creating a sturdy pole of up to 22 feet in 
  length.
  Expanding or collapsing a pole is a full-round action.
  DOORBUSTER KIT
  With this kit in your backpack.
  no door will block your way.
  If you cannot pick the lock, melt it.
  If you cannot melt it, pry it open.
  If you cannot pry it open, saw it off.
  With all these options, you will yearn to face tougher 
  locks—just for the change of pace.
  DRILL
  This simple hand drill bores small holes in wood, metal, or 
  stone.
  As a standard action, you can use the drill to create a hole in 
  an object if the drill can ignore the object’s hardness (see 
  below).
  The hole is 1 inch deep and 1 inch in diameter.
  Any Search checks or Spot checks through the hole are 
  made at a –5 penalty.
  Listen checks through the hole are made at a –2 penalty.
  There are three types of drills.
  A wood drill ignores up to 5 points of hardness when 
  drilling.
  An iron drill, commonly used on metal or stone, ignores up 
  to 10 points of hardness.
  An adamantine drill, used on only the most difficult 
  surfaces, ignores up to 20 points of hardness.
  A drill that does not ignore enough hardness of an object 
  cannot bore a hole in that object.
  Standard drills become dull after 20 rounds of use; 
  masterwork drills last for 100 rounds.
  New bits can be purchased for 10% of the cost of the drill.
  FINDER’S CHALK
  Marks made by this red chalk fade from casual view after 1 
  minute, allowing you to mark dungeon surfaces secretly.
  The chalk lets you keep track of what areas you have and 
  have not visited without alerting wandering creatures to 
  your presence.
  To detect a simple mark, such as a line or an X, make a 
  successful DC 25 Search check.
  To detect more complex marks, make a successful DC 40 
  Search check.
  A finder’s glass (see below) improves your ability to detect 
  the chalk marks.
  True seeing (PH 296) lets you detect the marks without 
  making a Search check.
  One piece of finder’s chalk covers a 10-foot-square wall 
  with marks.
  FINDER’S GLASS
  A finder’s glass is a 3-inch-diameter circular disc of red glass 
  set in a copper frame.
  It can be held in front of your eye or inserted over the 
  aperture of a standard bullseye lantern, causing it to emit 
  dim red light.
  When you look through a finder’s glass, you gain a +30 
  alchemical bonus on your Search checks to find or read 
  marks made by finder’s chalk.
  If the glass is used in conjunction with a lantern, all 
  creatures in the area of bright illumination gain a +20 
  alchemical bonus on their Search checks to find or read 
  such marks.
  FIRMAMENT STONE
  This violet crystal gem has been treated with an alchemical 
  substance that reacts to the position of either the sun or the 
  moon.
  Even while indoors or below ground, you know the time of 
  day (or night).
  Description: Firmament stones are violet iolite gems that 
  have a clear crystalline appearance.
  While the heavenly body to which the stone is attuned is in 
  the sky, a small yellow light glows within the stone, 
  
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  crossing from one side (when the body first appears in the 
  sky) to the other (when the body sets).
  By examining the position of the glow, you can 
  approximate the time of day or night.
  Activation: Once created, firmament stones are always 
  active.
  They need only be observed by someone who understands 
  their significance.
  Effect: Each stone is attuned to either the sun or the moon, 
  glowing when the associated heavenly body is in the sky, 
  and remaining dark otherwise.
  The stones are most useful to divine spellcasters who must 
  prepare spells at a specific time of day.
  Firmament stones attuned to the moon also show the phase 
  of the moon by altering the shape of the glow that travels 
  through the stone each night.
  Construction: DC 25 Craft (alchemy) check, 20 gp, one 50-
  gp iolite gemstone.
  Weight: 1/2 lb. Price: 110 gp.
  FLOTATION BLADDER
  This item, used to aid in swimming, consists of two sealed, 
  oiled leather sacks attached with a piece of rope.
  Each sack can be inflated by blowing air into it through a 
  small metal valve as a full-round action.
  Once inflated and placed under the arms, a flotation 
  bladder grants a +4 bonus on Swim checks to rise to the 
  surface or remain at the surface.
  The bladder also imposes a –4 penalty on Swim checks to 
  descend deeper into the water.
  Additional bladders do not grant further bonuses on Swim 
  checks, but the penalties stack.
  FLOUR POUCH
  This deceptively simple burlap satchel of flour is tied 
  loosely on purpose.
  While it could be used to bake a loaf of bread on a 
  particularly long expedition, its true purpose is to locate 
  invisible opponents.
  You can attempt to strike an invisible opponent with a flour 
  pouch as a touch attack.
  You still must pinpoint the target or choose a space to 
  attack into, and the normal miss chance for total 
  concealment applies.
  If you hit the target, the pouch bursts open, spilling white 
  flour over a portion of the invisible creature.
  You can also throw a flour pouch as a splash weapon; any 
  invisible creature standing in the space struck is covered in 
  flour, as are all other creatures within 5 feet.
  Coating an invisible creature in flour lets you keep track of 
  its position and reduces the miss chance to 20% (instead of 
  the normal 50% for total concealment).
  While an invisible creature is coated in flour, its bonus on 
  Hide checks is reduced to +10 if the creature is moving, or 
  to +20 if it is not moving (PH 76).
  If the creature moves through water, is subjected to a gust of 
  wind, or spends a full-round action brushing the flour off, 
  all the flour is removed from its body.
  GHOSTWALL SHELLAC
  It can be difficult to ward off creatures that have the ability 
  to float through dungeon walls.
  A quick coat of ghostwall shellac will keep pesky spirits 
  from drifting in and out of your camp-site all night.
  Description: Concentrated ghostwall shellac is a thick 
  green sludge that is always warm to the touch.
  It is usually stored in metal vials and mixed with water 
  when needed.
  Prepared shellac is lime green and runny, and it smells like 
  dead flesh.
  Activation: Ghostwall shellac must be mixed with 1 gallon 
  of water to become active.
  The mixture is then spread over any nonliving surface, 
  most commonly the walls of a room.
  Coating a 10-foot square with prepared shellac takes 1 
  minute, and 1 gallon of the green liquid covers 10 such 
  squares.
  Whether it is applied to a surface or left in a container, the 
  shellac dries and hardens 1 hour after being mixed with 
  water.
  Effect: When ghostwall shellac dries, it changes the 
  composition of the surface upon which it has been spread.
  Incorporeal creatures can no longer pass through a coated 
  wall any more than normal creatures can.
  The shellac also causes the wall to simultaneously exist on 
  the Ethereal Plane for a limited time, so creatures on that 
  plane cannot see through or pass through the space it 
  occupies.
  When applying ghostwall shellac to the walls of a room, 
  remember to coat the floor and ceiling as well, lest 
  unwanted spirits merely enter through those surfaces 
  instead.
  Ghostwall shellac lasts for 4d6 hours once applied.
  Construction: DC 30 Craft (alchemy) check, 50 gp.
  Weight: 1 lb. Price: 150 gp.
  GRAPPLING HOOK, MITHRAL
  A mithral grappling hook is lighter than a standard hook 
  but just as strong, and it can be thrown farther.
  If the hook is attached to a silk rope (not a hempen one), 
  any Use Rope check to seat the hook is made at a DC equal 
  to 10 + 1 per 20 feet thrown, to a maximum DC of 20 for a 
  hook thrown 200 feet.
  GRAPPLING LADDER
  This premade hemp rope ladder has two small steel 
  grappling hooks on either end.
  Throwing a grappling ladder is like throwing a grappling 
  hook, only more difficult.
  The Use Rope check to seat the ladder is made at a DC 
  equal to 15 + 3 per 10 feet thrown.
  A DC 10 Climb check is required to scale a grappling 
  ladder.
  The price and weight in Table 2—1 is for a 10-foot ladder, 
  but longer ladders are commonly available.
  For each additional to feet of the ladder, add 35 gp to the 
  cost and 6 pounds to the weight.
  
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  GRAPPLING LADDER, SILK AND 
  MITHRAL
  The finest grappling ladders are made of silk rope and 
  fashioned with two tiny mithral hooks.
  They function as standard grappling ladders but are easier 
  to seat; the Use Rope check is made at a DC equal to 13 + 2 
  per 10 feet thrown.
  The standard +2 circumstance bonus on Use Rope checks 
  for silk rope does not apply.
  The price and weight in Table 2—1 is for a 10-foot ladder, 
  but longer ladders are commonly available.
  For each additional 10 feet of the ladder, add 150 gp to the 
  cost and 3 pounds to the listed weight.
  HACKSAW
  This blade is designed to cut through thin metal.
  It ignores the hardness of standard metal objects (excluding 
  exotic metals such as mithral or adamantine), but it deals 
  only 1 point of damage per 2 rounds of sawing.
  A common blade lasts for 20 rounds, while a superior blade 
  lasts for 40 rounds.
  You can also buy a hacksaw with an adamantine blade 
  which ignores hardness 25 or lower.
  The saw also cut faster, dealing 1 point of damage per 
  round.
  HILT HOLLOW (WEAPON)
  This modification is simply a hollow container hidden 
  inside a weapon, usually in the hilt.
  Creatures that are unaware of the hollow must make a 
  successful DC 30 Search check to find it.
  While holding the weapon, you merely press a tiny button 
  hidden on the crosspiece, and the hollow springs open, 
  depositing its contents into your other hand.
  If your other hand is full, you can simultaneously drop your 
  weapon (as a free action) as the hollow’s contents are 
  ejected, leaving you holding them instead of the weapon.
  Either way, emptying the hollow is a swift action, and 
  loading it is a full-round action.
  The hollow is about 6 inches long and 1 inch in diameter, 
  making it large enough for a single vial of potion.
  Spellcasters often store material components in hilt 
  hollows, allowing them to eject the components into their 
  hand if they are grappled.
  LARD
  Simple cooking lard can be a great aid to dungeoneers.
  You can spread it on the floor to make a slipper area similar 
  to that created by a grease spell (PH 237).
  Applying lard in this manner takes 1 minute, but the coated 
  area remains slippery for 1 hour.
  You can also take 1 minute to coat yourself in lard, which 
  grants you a +5 circumstance bonus on Escape Artist 
  checks and on grapple check made to resist or escape a 
  grapple or pin.
  The bonus last for 10 minutes.
  LAVA STONES
  Lava stones cool small areas of molten rock, allowing you to 
  create a series of temporary steps across a body of magma.
  Description: A lava stone is a tiny pebble that is cool to the 
  touch.
  When dropped in lava, the pebble sinks quickly, cooling 
  the lava as it descends.
  The result is a 2-foot-diameter column of hardened black 
  stone that crests just above the surface of the lava.
  Activation: Lava stones activate only when completely 
  immersed in lava.
  As a move action, you can drop one lava stone into a square 
  adjacent to you.
  The hardened platform, commonly referred to as a lava 
  step, forms immediately, and you can step onto it with a 
  second move action during the same turn.
  You can also create a lava step at a distance by throwing the 
  stone as an attack action.
  Use the rules for throwing splash weapons (PH 158).
  Once formed, a lava step lasts for 3d8 minutes before the 
  surrounding heat turns it back into molten rock.
  One round before the step melts, it glows orange and deals 
  1d6 points of fire damage to anyone standing on it.
  In the following round, the step melts, dumping anyone 
  still standing on it into fiery lava.
  Effect: You can safely move into an adjacent square 
  containing a lava step as a move action.
  You can also move at half your normal speed across a path 
  of lava steps that have already been sown within 5 feet of 
  one another.
  To do so, you must make a successful DC 10 Balance check 
  as you move onto each step.
  If you fail a check by 4 or less, you nearly lose your balance 
  and cannot continue moving forward this turn.
  If you fail a check by 5 or more, you fall into the lava.
  Only Medium or smaller creatures can stand on a lava step.
  Construction: DC 20 Craft (alchemy) check, 16 gp.
  Variants: A greater lava stone is the size of a potato an forms 
  a step that has a diameter of 6 feet.
  Large creatures can walk across a trail of greater lava steps 
  with a series of successful DC 10 Balance checks.
  For Medium or smaller creatures, the DC of each check 
  drops to 5.
  Weight: — (standard) or 1 lb. (greater).
  Price: 24 gp (standard) or 114 gp (greater).
  LISTENING CONE
  This iron cone can be placed against a surface, such as a 
  door, to aid in Listen checks made through the surface.
  The DC for listening through a door when using a cone 
  increases by 2 (rather than 5), and the DC for listening 
  through stone walls increases by 5 (rather than 15).
  Listening cones have no effect if not used against a surface.
  LOCKSLICK
  Many locks rely on friction to keep their mechanical parts 
  in place.
  A few squirts of lockslick will loosen those parts, making 
  them easier to open with thieves’ tools.
  Description: Lockslick is a slippery brown substance that 
  resembles ordinary grease in appearance and texture.
  
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  It is stored in a small tin can with a long, tapered spout.
  Unlike grease, however, it does not easily rub off a surface 
  to which it is applied, making it ideal for oiling locks 
  without getting your hands or equipment messy.
  Further, lockslick is not flammable, which accounts for its 
  popularity among adventuring thieves who might face 
  flame-spewing monsters or traps.
  Activation: To apply lockslick to a lock, insert the spout of 
  the can into the keyhole or other crevice, and squirt (a 
  standard action).
  Lockslick can also help you disarm mechanical traps or 
  devices.
  If the mechanism has metal parts and you can touch them 
  with the spout of the container, you can apply lockslick to 
  the parts.
  A can of lockslick holds 10 doses.
  Effect: When lockslick is applied to a lock, the substance 
  provides a +2 alchemical bonus on an associated Open Lock 
  check.
  When applied to a trap or mechanism, lockslick provides 
  a+2 alchemical bonus on a Disable Device check to disarm 
  it.
  The effect lasts on the lock or trap until it is thoroughly 
  scrubbed clean (a full-round action).
  Construction: DC 25 Craft (alchemy) check, 60 gp.
  Weight: 1/2 lb. Price: 180 gp.
  MAGNET
  This magnetized bar of metal picks up small objects of 
  ferrous metal, such as iron or steel.
  The magnet can lift up to 2 pounds of metal if touched to 
  the object in question.
  It can also attract metal objects weighing up to one-third of 
  a pound at a distance of 1 foot.
  You can tie a magnet to the end of a piece of twine and 
  lower it into a pit to pick up objects or manipulate levers.
  You can also lash a magnet to the end of a pole and slide it 
  under door to retrieve items.
  MANACLES, ADAMANTINE
  Intended for chaining powerful dungeon monsters, these 
  manacles can be broken only with a successful DC 52 
  Strength check.
  They have 15 hit points and hardness 20.
  Otherwise, adamantine manacle function as masterwork 
  manacles (PH 126).
  MOBILITY KIT
  You should have no problem leading the party anywhere 
  with this suite of climbing and exploring aids.
  The potions cover special situations, while the climber’s kit 
  lets you scale a wall first before dropping a line back down 
  for your companions.
  And the bag of holding? Let’s just say there is no such thing 
  as having too much rope.
  OIL CHAMBER (WEAPON, ARMOR, 
  OR SHIELD)
  An oil chamber is a tiny vessel attached to the hilt of a 
  weapon, the inside of a shield, or either forearm of a suit of 
  armor.
  You can fill the chamber with any magic or alchemical oil 
  as a full-round action.
  Sealing the oil inside the chamber creates pressure, such 
  that opening the chamber again a swift action) causes the 
  oil to spray out over the armor or weapon.
  In this way, you can apply the oil to your equipment 
  quickly and efficiently.
  You cannot open a full chamber without having the oil 
  spray, however, so filling the chamber is a commitment to 
  applying the oil to that armor or weapon at some point in 
  the future.
  Filling an oil chamber with poison is a bad idea.
  Whoever is wielding or wearing the equipment is 
  automatically exposed to the poison as it sprays out.
  However, it is safe to fill a chamber with trollbane (see page 
  37)—assuming that you are not a troll.
  Unlike most modifications, an oil chamber can be added to 
  an existing weapon, shield, or armor fairly easily.
  Weapons and shields can support one oil chamber, but a 
  suit of armor can hold two (one on each forearm).
  You can build an oil chamber into a missile weapon, such as 
  a crossbow, in such a way that the oil sprayed affects the 
  loaded missile, rather than the weapon.
  PERISCOPE, HAND
  This device consists of two steel mirrors placed opposite 
  each other at angles, separate by a metal tube about 2 feet in 
  length.
  The periscope allows you to peer around corners without 
  revealing, your presence.
  Because only the end of the periscope protrudes, you can 
  make a Hide check (with a +7 bonus) for the item to 
  determine if the creatures you spy upon notice it.
  The area visible through the periscope is cone shaped and 
  begins in the space immediately around the corner.
  While looking through the periscope, you take a –8 penalty 
  on Spot checks to detect creatures not in the cone-shaped 
  area.
  
  368
  RUBBER BALL
  A bouncing rubber ball can give you an idea of what lies 
  down a corridor.
  Simply throw the ball at a space or grid intersection as you 
  would throw a splash weapon, though with a range 
  increment of 30 feet.
  No matter where the ball lands, it bounces directly away 
  from you, traveling half the distance it was first thrown.
  Then it lands and bounces again, covering half the distance 
  of the previous bounce.
  The ball continue in this manner until it makes a bounce 
  that would be less than 5 feet in length, at which time it 
  stops bouncing and begins rolling.
  If the ball strikes a solid object, it reverses direction and 
  continues rolling.
  Thus, you can throw a rubber ball down a corridor to see 
  whether or not it hits a wall and returns to you.
  Either way, you learn something about the length of the 
  hallway.
  When you throw the ball, you can also listen carefully for 
  other cues, especially if the ball does not return.
  For example, if you hear a splash, you know that a liquid 
  obstacle lies ahead.
  RUBBING KIT
  Adventurers often encounter ancient carvings and runes 
  that they do not understand.
  A rubbing kit allows them to bring a copy of the runes back 
  to town for an expert to translate later.
  The kit consists of a roll of thin paper 20 feet long and 1 
  foot wide, and numerous sticks of fine charcoal.
  Simply place the paper over the carvings and rub it with 
  charcoal.
  Creating an accurate copy requires 1 minute for each foot 
  of paper used (in length).
  Rubbing more quickly reduces the time to a full-round 
  action for the same amount of paper, but it adds 10 to the 
  DC of any check related to interpreting the rubbing, such 
  as a Decipher Script check.
  SAFE REST KIT
  When your party needs to rest, protect everyone with this 
  kit of cautionary equipment.
  Barricade yourself in a room by spiking the doors shut.
  If ghosts or ethereal filchers are a concern, paint the walls, 
  ceiling, and floor with ghostwall shellac to keep out things 
  that go bump in the night.
  SANCTIFIED (ARMOR OR SHIELD)
  While most clerics adorn their equipment with images 
  associated with their faith, sanctified armor is actually 
  engraved with the holy or unholy symbol of a religion.
  This modification makes the armor a legitimate divine 
  focus for divine spellcasters of that faith.
  Normally, a divine focus does not have to be in hand co cast 
  a spell, so a sanctified shield is a matter of personal style for 
  clerics who prefer a shield to an amulet.
  Of course, a sanctified shield can be useful as a backup in 
  case your primary focus is lost or damaged.
  SPIKE, IRON
  Iron spikes have a variety of uses, though they are most 
  commonly hammered into door frames to keep the doors 
  shut.
  If you have a hammer or mallet, you can pound one spike 
  in place as a full-round action.
  A door with one spike in it is considered stuck, and a door 
  with two or more spikes in it is considered locked for the 
  purpose of breaking it down.
  (For the break DCs for stuck and locked doors, see Table 3–
  10: Doors, DMG 61).
  TRAPSPRINGER KIT
  With a variety of tools for finding and neutralizing 
  common traps, you are well prepared to face any 
  mechanical hazard.
  Use the dagger to cut through trap parts with ease 
  (especially when dealing with encounter traps; see page 
  120).
  Feel ahead for pressure plates with the collapsible pole, and 
  send the animals from the bag of tricks ahead to test for traps.
  TROLLBANE
  Discovered by gnome alchemists as a safe alternative to 
  flaming weapons, trollbane interferes with the natural 
  ability of certain creatures to regenerate their flesh.
  Dubbed trollbane because it is frequently used against 
  those particular monsters, this poison is effective against 
  any creature that rapidly heals its wounds.
  Description: Trollbane is a sticky blue substance that 
  resembles tar.
  It is usually stored in metal jars.
  
  369
  Activation: Trollbane functions as injury poison (DMG 296) 
  and can be applied directly to weapons prior to combat.
  A successful hit with a slashing or piercing weapon that has 
  been coated in trollbane will expose the target to the 
  poison.
  Trollbane has no effect unless used in conjunction with a 
  forceful blow from a weapon, so adventurers can carry it 
  with little risk of exposure.
  Effect: Any creature struck by a weapon that has been 
  coated in trollbane loses the benefit of its regeneration 
  ability (if any) against that attack.
  A dose of trollbane applies only to the next successful 
  attack with the coated weapon.
  Additional attacks do not interfere with the target’s 
  regeneration ability (unless more trollbane is applied to the 
  weapon).
  Construction: DC 25 Craft (alchemy) check, 30 gp.
  Weight: —.
  Price: 90 gp.
  TWINE
  For situations where rope is too bulky, simple twine is a 
  good substitute.
  It can be tied around smaller objects and takes up less 
  room.
  Twine has 1 hit point and hardness 0.
  WAND BRACER
  This metal forearm band takes up space on the body as a 
  bracer and can hold up to five wands.
  Thin loops of thread fit over your fingers, each connected 
  to a spring mechanism on one of the wand slots.
  If your hand is empty, you can flex a finger as a swift action 
  to cause the wand of your choice to spring into your grasp.
  You still must activate the wand as a standard action.
  Replacing a wand in the sheath is tricky and requires a full-
  round action.
  Most adventurers just drop the first wand to the ground (a 
  free action) when they need a different one.
  WAND CHAMBER (WEAPON OR 
  SHIELD)
  A wand chamber is a thin, cylindrical slot on the handle of 
  a weapon or the edge of a shield that can hold a single 
  wand.
  When a wand is loaded in the chamber, it is considered 
  ready and can be activated without having to drop the 
  weapon or shield.
  Changing the wand in the chamber is a full-round action.
  EPIC INSIGHTS (3.0)
  FIEND FOLIO (3.0)
  DOUBT BOMB
  This small ceramic sphere contains a chemical mixture 
  intended to overstimulate the “doubt centers” in the brain.
  The bomb can be thrown as a grenadelike weapon.
  A thrown bomb shatters on impact, creating a cloud of 
  poisonous gas in a 10-foot spread (initial and secondary 
  damage 1d6 Wisdom, Fort DC 15 negates).
  Ethergaunts are immune to the effects of doubt bombs.
  A doubt bomb has a market price of 500 gp.
  FORGOTTEN REALMS 
  CAMPAIGN SETTING (3.0)
  
  370
  ALCHEMICAL SLEEP GAS
  This liquid evaporates quickly when exposed to air, creating 
  a temporary, mildly toxic cloud that puts living creatures to 
  sleep.
  You can throw a flask of sleep gas as a grenadelike weapon.
  It has a range increment of 10 feet.
  On a direct hit (splashes have no effect because the gas 
  dissipates instantly), a living target must succeed on a 
  Fortitude save (DC 15) or fall asleep for 1 minute.
  After 1 minute, the target must make another Fortitude 
  save (DC 15) or sleep 1d4 additional minutes.
  The sleep gas affects creatures that are immune to magical 
  sleep effects but not creatures that are immune to poison.
  Spells and effects that cancel or counter poisons (such as 
  neutralize poison) are effective against the gas.
  The gas affects only one creature of Small or larger size.
  The gas affects all creatures of Tiny or smaller size in the 5-
  foot square where it strikes.
  Note: A sleeping creature is helpless.
  Slapping or wounding awakens the creature, but normal 
  noise does not.
  Awakening the creature is a standard action.
  The Alchemy DC to make alchemical sleep gas is 25.
  ASPERGILLUM
  This lightweight metal device looks like a small club or a 
  light mace.
  Each contains a reservoir that can hold up to 3 pints (three 
  flasks) of holy water.
  By shaking the aspergillum as a standard action, you can 
  sprinkle one flask of holy water on a target within melee 
  reach.
  This action is a ranged touch attack (which does not 
  provoke an attack of opportunity).
  An aspergillum does not require any proficiency to use.
  Many adventurers prefer using an aspergillum to dispense 
  holy water rather than throwing or pouring out the 
  contents of a flask.
  BANDOLEER
  This leather belt has loops or pouches for carrying small 
  items (up to dagger size).
  It is usually worn across the chest.
  It holds eight items.
  BANDOLEER, MASTERWORK
  This well-crafted bandoleer holds twelve items.
  BLUELEAF
  Recognizable by the eerie, gleaming blue color of their 
  many-pointed leaves, blueleafs (not “blueleaves”) bend in 
  winds or
  under ice rather than breaking, often forming snow tunnels 
  that shelter winter travelers.
  Blueleafs grow close together in thick stands, reaching 40 
  feet in height but rarely attaining thick trunks.
  Blueleaf wood is durable, and the sap and crushed leaves 
  yield a vivid blue dye much favored in cloakmaking in the 
  North.
  When burned, it yields beautiful leaping blue flames 
  (prized in inns and taverns as “mood” illumination for tale-
  tellers and minstrels).
  Blueleaf is found in humid temperate and subarctic 
  latitudes north of Amn.
  DISAPPEARING INK
  After being used to write a message, this blue or red ink 
  vanishes from view at the end of an hour (though ink can 
  be made, at greater expense, that will disappear after longer 
  periods, such as a day, a tenday, or a month).
  Heat (such as a candle flame) applied to the writing surface 
  makes the ink appear again.
  A Spot or Search check (DC 20) reveals traces of the 
  writing.
  The Alchemy DC to make disappearing ink is 15.
  GAMES
  Some games of skill are detailed below, but games of 
  chance are also popular.
  Wagering on any sort of game is also a favorite pastime.
  CHESS
  Faerûnian chess game pieces include kings, queens, priests 
  (bishops), knights-errant (knights), rooks (castles), and 
  pawns.
  Sets often use famous figures, such as rulers or deities, as 
  kings.
  
  371
  A set consists of thirty-two pieces and a board in a wooden 
  case.
  A fine set has ebony and ivory pieces and a marble board.
  A common set is made from more humble materials, such 
  as carved and dyed wood.
  DRAUGHTS
  Draughts is similar to the modern game of checkers.
  A set consists of twenty-four clay or stone pieces and a 
  board of alternating light and dark squares in a wooden 
  case.
  The board is the same as a chessboard in pattern.
  OLD MEN’S BONES
  This game is similar to the modern game of pick-up sticks.
  The object is to remove the bones from the pile you have 
  dumped them into one at a time without toppling the pile.
  The set has “sticks” made from bones (usually those of a 
  fowl) and a leather or metal canister for carrying them.
  TALIS DECK
  A deck of seventy-eight cards, typically made of lacquered 
  paper or parchment, in a wooden case.
  The deck is similar to a tarot deck.
  HAMMOCK
  An innovation from the land of Maztica, a hammock is a 
  hemp or linen blanket with sturdy cords woven into it so 
  that it can be strung up between two trees or other vertical 
  supports.
  HELMTHORN
  A vinelike ground shrub that sometimes cloaks other 
  bushes and dead trees, helmthorn has dark, waxy green 
  leaves and bristling black thorns.
  As long as human hands, these sharp, durable thorns are 
  often used as crude needles or dart points.
  Helmthorn berries are indigo in hue, edible (tart in flavor), 
  and often harvested even when frozen or withered for use 
  in winemaking.
  Helmthorn is very hardy and grows throughout Faerûn, 
  providing food for many.
  HERB, CASSIL
  Cassil is a small shrub similar to a mustard plant.
  Its seeds are ground into a fine, tasteless powder that 
  suppresses male fertility.
  Men who want to avoid fathering children use this herb.
  A male humanoid who eats about a teaspoon of cassil is 
  rendered infertile for a period of 3d4 days, although it 
  requires about an hour before the herb takes effect.
  Stories abound of disloyal courtiers dosing their kings or 
  lords in order to prevent the conception of a royal heir.
  Using either the Heal skill or Profession (herbalist), the 
  effects can be detected with a DC 15 check and countered 
  with a DC 20 check.
  HERB, NARAROOT
  Nararoot is a black, woody tuber with a licoricelike flavor.
  Shavings steeped in hot water make a strong tea that 
  renders a woman infertile for d4+2 days.
  Chewed raw, the root tastes unpleasant, but the effects are 
  more potent, lasting 2d4+4 days.
  Women who do not wish to become pregnant use nararoot.
  Using either the Heal skill or Profession (herbalist), the 
  effects can be detected with a DC 15 check and countered 
  with a DC 20 check.
  INSECT NETTING
  These sheets of fine mesh are made of silk from Kara-Tur.
  When draped around a sleeper in a bedroll or hammock, 
  insect netting keeps away normal insects (Fine vermin, but 
  not magical effects that employ such creatures such as insect 
  plague or creeping doom).
  MARBLES
  About two dozen assorted glass, flawed rock crystal, or clay 
  spheres in a leather pouch.
  Commonly used as a toy, but also useful for checking the 
  slope in a dungeon corridor (just set one down and see 
  which way it rolls), or as a nondamaging alternative to 
  caltrops.
  One bag covers an area 5 feet square.
  Creatures moving through or fighting in the area must 
  make Balance checks (DC 15) or be unable to move for 1 
  round (or they may fall; see the Balance skill description in 
  the Player’s Handbook).
  POTION BELT
  This sturdy leather belt similar to a bandoleer has pockets 
  shaped to hold potion vials and is fitted with ties or flaps to 
  keep the potions from falling out.
  It holds six potions.
  Retrieving a potion from a potion belt is a free action once 
  per round.
  POTION BELT, MASTERWORK
  This extremely well-made potion belt holds ten potions.
  Retrieving a potion from a potion belt is a free action once 
  per round.
  POWDERHORN
  This waterproof horn holds 2 pounds of smokepowder.
  POWDERKEG
  This is a normal wooden keg that holds 15 pounds (240 
  ounces) of smokepowder.
  SCENTBREAKER
  This small bag contains either a collection of aromatic 
  herbs or a strongly scented alchemical mixture.
  Either version can confound any creature’s sense of smell.
  
  372
  You can toss the bag as a grenadelike weapon with a range 
  increment of 10 feet, or you can scatter the contents 
  someplace where a creature tracking by scent will come 
  across it.
  (It covers an area 5 feet square).
  Once scattered, the contents remain potent for 1 hour.
  A creature can sniff the bag’s contents from a direct hit, 
  from a splash, or from sniffing the area where the contents 
  were scattered.
  If struck by a direct hit, the creature must succeed at a 
  Fortitude save (DC 18) or lose its scent ability for 1 minute.
  After the minute is up, the creature must make a second 
  Fortitude save (DC 18) or lose its scent ability for another 
  hour.
  Being splashed or sniffing the scattered contents has the 
  same effect, but the save DC is 15.
  A direct hit or splash affects only one creature of Small or 
  larger size.
  The contents affect all creatures of Tiny or smaller size in 
  the 5-foot square where a bag of scentbreaker strikes.
  Note: The Alchemy DC to make scentbreaker is 15.
  If you have 5 or more ranks in Profession (herbalist), you 
  get a +2 synergy bonus on checks to craft it.
  SCROLL ORGANIZER
  This long strip of leather has an overlapping series of 
  fifteen pockets sewn along one side, each large enough to 
  hold a scroll of a single spell.
  When slipped into a pocket, only the top of a scroll shows, 
  allowing you to scan the scrolls’ titles.
  SHADOWTOP
  The soaring giants of Faerûnian forests, shadowtops can 
  grow 2 feet a year and top out at 90 feet.
  A full-grown shadowtop flares out to a diameter of 10 feet 
  or more at its base, its trunk surrounded by many pleatlike 
  ridges.
  Shadowtops are named for the dense clusters of feathery 
  leaves at the tops of their trunks.
  Shadowtop leaves are irregular in shape and have copper 
  undersides and deep green upper surfaces.
  Shadow-wood is fibrous and tough, but unsuitable for 
  carving or structural work because under stress it splits 
  down its length into splayed fibers.
  These fibers are valued in ropemaking (a few added to the 
  twist improves the strength and durability of a completed 
  coil) and burns slowly but cleanly, generating a very hot 
  fire, with little smoke.
  This makes it ideal for cooking.
  Shadow-wood is much used in the making of magical staffs, 
  rods, and wands.
  Shadowtops are found in all humid areas across Faerûn.
  SUTH
  Suth are graybark trees with olive-green leaves.
  They grow almost horizontally and then double back to 
  angle in another direction.
  If a few suth trees grow together, their branches intertwine 
  until they are inextricably entangled, forming a screen or 
  wall barring passage to all things that can’t fly over the 
  tangled trees or scuttle under their lowest branches.
  Suth leaves are long, soft, and fluffy, but spike-ended, Suth-
  wood is very hard and durably so hard that it’s difficult to 
  work without the finest tools.
  Thin sheets of this wood retain astonishing strength for 
  decades, and thus are favored for use in book covers.
  Suth is also the preferred wood for shields since it never 
  shatters and doesn’t catch fire if soaked in water before 
  battle.
  A crushing blow might crack a suth-wood shield but won’t 
  cause it to fly apart.
  The name of this tree may be a corruption of the word 
  “south.” Suth are found along the edges of the Shaar, in the 
  woods of Chondath, and farther south in Faerûn.
  WEIRWOOD
  Weir trees resemble oaks but have leaves that are brown 
  (with a silver sheen) on their uppers and velvety black 
  beneath.
  If undisturbed, weir trees grow into huge, many-branched 
  forest giants.
  Weirwood won’t ignite in normal (nonmagical) fire and is 
  resilient and durable.
  It’s favored in the making of musical instruments because 
  of the unmistakable warm, clear tone it imparts.
  Weirwood can be used as a replacement for oak or holly in 
  any spell.
  It grows throughout Faerûn but is very rare.
  Most trees are now found deep in large forests and actively 
  protected by dryads, treants, druids, and rangers.
  ZALANTAR
  Often called blackwood in the North because of its jet-
  black wood and bark, the zalantar tree has a central root and 
  eight or more trunks that branch out from the root at 
  ground level like the splayed fingers of a hand.
  The trees may reach 60 feet in height, but are usually half 
  that.
  Their leaves are white through beige.
  Zalantar wood is strong yet easily worked and sees much 
  use in southern buildings and the making of wagons, 
  litters, and wheels.
  Southern wizards and sorcerers use durable and handsome 
  zalantar wood almost exclusively in the making of rods, 
  staffs, and wands.
  This subtropical species is rarely seen north of the Shaar.
  It is plentiful along the shores of Chult and the southern 
  coasts of Faerûn and seems to grow in any terrain short of 
  mountainous.
  FROSTBURN (3.5)
  
  373
  
  374
  ARMOR INSULATION
  This thick red syrupy mixture is applied with a brush to the 
  inner surface of a suit of armor.
  When the mixture comes in contact with body heat and 
  sweat, it puffs up to trap body heat, insulating the wearer 
  against the effects of cold.
  For 24 hours after application, the wearer of a suit of armor 
  treated with armor insulation gains a +5 circumstance 
  bonus on Fortitude saving throws against exposure to cold 
  weather.
  COLDFIRE SHIP
  Colossal vehicle; Profession (sailor) +4; Spd ice 80 ft. (good); 
  Overall AC –3; Section hp 50 (hardness 5); Section AC 3; 
  Ram 12d6; Space 80 ft.; Height 20 ft.; Crew 10; Cargo 200 
  tons; Cost 500,000 gp.
  This magic ship has an ice keel and a coldfire engine, enabling 
  it to move through ice at a speed of 80 feet.
  Planar sails stored belowdecks allow the ship to travel to the 
  Elemental Planes or other frigid plane or layer where ice 
  dominates the landscape (for more information on planar 
  sails, see Chapter 3: Vehicles in the Arms and Equipment 
  Guide).
  The ship has two ballistae mounted on rotating platforms, 
  each of which can fire one 5d6 lightning bolt per round.
  CRAMPONS
  Crampons consist of a set of metal spikes and hooks that 
  lash on to boots and gauntlets to assist in climbing or 
  walking across icy surfaces.
  While you wear crampons, you gain a +2 circumstance 
  bonus on any Balance checks made to avoid slipping on an 
  icy surface, and a +2 circumstance bonus on Climb checks.
  Crampons impose a –10 ft. penalty to speed when not 
  walking on snow or ice.
  FREEZE POWDER
  Freeze powder looks like salt but is much finer to touch.
  One vial of freeze powder sprinkled into any liquid is 
  enough to instantly freeze solid 1 cubic foot of liquid.
  If introduced into a larger body of water or liquid, the 
  powder freezes into a 1-foot diameter ball of ice.
  Sprinkled on a wet floor, a vial of freeze powder can coat a 
  10-foot-square area with ice.
  Freeze powder is dangerous to eat; anyone foolish enough 
  to swallow a vial of freeze powder takes 2d6 points of cold 
  damage as the powder freeze-burns his mouth and throat.
  A successful DC 15 Fortitude saving throw halves the 
  damage.
  FROSTBITE SALVE
  This pale yellow cream provides instant relief from 
  frostbite damage.
  It does not cure frostburn damage (see page 17), but 
  temporarily suppresses up to 2 points of ability score 
  damage caused by frostbite.
  The salve’s effectiveness lasts for just one hour, after which 
  point the ability score damage suppressed by the salve 
  returns.
  FUR CLOTHING
  Fur clothing consists of thick layers of animal furs designed 
  to be worn over a regular set of clothing or armor.
  Wearing fur clothing grants a +5 circumstance bonus on 
  Fortitude saving throws against exposure to cold weather.
  Fur clothing can be worn over a cold weather outfit; in this 
  case the circumstance bonuses granted by each item stack, 
  granting a total +10 circumstance bonus on Fortitude 
  saving throws against exposure to cold weather.
  Fur clothing is cumbersome to wear.
  Although the furs do not provide an appreciable armor 
  bonus, they do increase your total armor check penalty for 
  any armor worn by 2 points.
  HUT, PORTABLE
  A portable hut consists of a wooden framework that can be 
  quickly assembled into a hut-shaped frame that covers a 10-
  foot square.
  The frame’s base consists of several iron spikes that can be 
  driven through holes in the frame to affix the hut frame to 
  the ground; further stability is granted by several rope 
  supports that extend out 15 feet from the hut’s edge.
  Once the frame is in place, you simply attach the leather 
  and fur wrappings over the outside of the wall and lash 
  them directly to the frame to finish building the hut.
  A portable hut provides excellent shelter in the wilderness; 
  assembling or disassembling a portable hut only takes 15 
  minutes of work.
  A portable hut serves as an improvised shelter (see page 10).
  ICE CHALK
  Ice chalk comes in a variety of colors.
  These waxy sticks can be used to make temporary marks on 
  any icy surface, similar to how chalk can be used to mark 
  slate or stone.
  ICE SLED-WAGON
  Huge vehicle; Handle Animal –2; Spd drawn (poor); 
  Overall hp 60 (hardness 5); Overall AC 3; Ram 4d6; Face 15 
  ft. by 10 ft.; Height 5 ft.; Crew 1; Weight 400 lb., Cargo 2 
  tons; Cost 35 gp.
  A wagon is open-topped, so the driver and any passengers 
  gain no cover.
  The most common dray creatures for the wagon are two 
  heavy horses, which are strong enough to pull a fully 
  loaded wagon at a speed of 35 feet.
  However, in frostfell regions, wagons may also be drawn by 
  a single woolly mammoth or four saber-toothed tigers at a 
  speed of 40 feet.
  An ice sled-wagon can also be equipped with a heavy 
  catapult (adding 2 tons to the wagon’s weight and 
  eliminating the cargo capacity) or a light catapult (adding 1 
  ton to weight, leaving 1 ton of cargo space for ammunition).
  
  375
  ICEBERG
  Colossal vehicle; Profession (sailor) –20; Spd 5 ft. (nautical 
  clumsy); Overall hp 900 (hardness 8); Overall AC –6; 
  Section hp 50 (hardness 8); Section AC 3; Ram 20d6+1d6 
  cold; Space 100 ft.; Height 200 ft.; Cargo 1,000 tons; Cost —.
  An iceberg is a massive chuck of freshwater ice that has 
  broken free of a glacier and fallen into the sea.
  These towering behemoths reach as high as 200 feet or 
  more in height above the waterline (with usually another 
  800 feet or more hidden below the surface).
  An iceberg moves with the current and is impossible to 
  control without some sort of sail, engine, or other force.
  For the specific terrain features of an iceberg, see Iceberg 
  Terrain, page 25.
  MELT POWDER
  Utilizing some of the same principles as freeze powder, 
  melt powder causes ice it is sprinkled upon to instantly 
  melt.
  One vial of melt powder is enough to melt 1 cubic foot of 
  ice.
  Sprinkled on an icy surface of up to 10 square feet, a vial of 
  melt powder makes a 1-inch-deep pool of water that quickly 
  refreezes.
  Melt powder is bitter tasting, but only harmful to creatures 
  with the cold subtype if it is eaten.
  Such creatures take 2d6 points of acid damage as the 
  powder desiccates and dissolves their tissues; a successful 
  DC 15 Fortitude save halves the damage.
  POLAR SKIN
  This dull white cream provides limited protection against 
  cold-based damage.
  Polar skin becomes ineffective once it has absorbed 5 
  points of cold damage.
  Regardless of whether it absorbs any damage, polar skin 
  loses its effectiveness 1 hour after application.
  Polar skin does not stack with magical protection from 
  cold.
  Magical effects such as resist energy supersede the protection 
  provided by polar skin.
  Applying polar skin takes 1 minute.
  RAZOR ICE POWDER
  This granular white powder can be sprinkled over any icy 
  surface; one vial is enough to coat one 5-foot square.
  The area coated immediately grows hundreds of tiny razor-
  sharp crystals of ice; these crystals function as if the area 
  had been covered with razor ice (see page 16).
  Razor ice is difficult to see; a successful DC 20 Survival 
  check reveals the danger, otherwise, a victim won’t realize 
  the true nature of the painful ice until she treads upon it.
  A creature with the cold subtype can use a standard action 
  to sprinkle a vial of razor ice powder on any single natural 
  weapon it possesses; it grants a +1 enhancement bonus on 
  slashing damage for that natural attack for one hour.
  SAILING ICE SHIP
  Colossal vehicle; Profession (sailor) +4; Spd ice wind × 30 ft. 
  (average), snow wind × 20 ft. (poor); Overall AC –3; Section 
  hp 50 (hardness 5); Section AC 3; Rigging 80 hp (hardness 
  0), AC 1; Ram 12d6; Face 80 ft. by 20 ft.; Height 10 ft. (draft 
  10 ft.); Crew 20; Cargo 150 tons (Spd wind × 15 ft. if 75 tons 
  or more); Cost 10,000 gp.
  A sailing ice ship has runners that allow it to travel across 
  fields of snow as well as sheets of ice.
  The deck has enough room for two light catapults or 
  ballistae.
  The ship can be converted from ice to water travel or vice 
  versa with four hours of work by a full crew.
  SAILING ICE WARSHIP
  Colossal vehicle; Profession (pilot) +2; Spd ice wind × 15 ft. 
  (average), snow wind × 20 ft. (poor); Overall AC –3; Section 
  hp 100 (hardness 5); Section AC 3; Rigging 80 hp (hardness 
  0), AC 1; Ram 15d6; Face 100 ft. by 20 ft.; Height 20 ft. (draft 
  15 ft.); SA Ramming prow; Crew 260 (80 rowers, 160 
  marines); Cargo 5 tons; Cost 25,000 gp.
  Used by the military forces of snow kingdoms or by glacial 
  barbarian raiders, a sailing ice warship can bring 
  devastation and death to vast expanses of ice and snow.
  An ice warship can accommodate two heavy catapults or 
  four light catapults or ballistae.
  The ship can be converted from ice to water travel or vice 
  versa with four hours of work by a full crew.
  SKATES
  Skates allow full movement across icy surfaces for anyone 
  with at least 5 ranks of Balance, but cannot be used at all on 
  any other terrain.
  SKIS AND POLES
  Skis allow full movement across snow and icy surfaces but 
  cannot be used at all on any other terrain.
  Downhill speed can be as a run (×4) on slight grades or as a 
  run (×5) on severe grades.
  It takes a full-round action to don or to remove skis.
  SKYBERG
  Colossal vehicle; Profession (pilot) –20; Spd fly wind × 20 ft. 
  (clumsy); Overall hp 900 (hardness 8); Overall AC –6; 
  Section hp 50 (hardness 8); Section AC 3; Ram 20d6+1d6 
  cold; Space 100 ft.; Height 200 ft.; Cargo 1,000 tons; Cost —.
  A skyberg resembles an iceberg in every way, except that it 
  drifts along on wind currents rather than water currents.
  Skybergs reach 1,000 or more feet in height.
  For the specific terrain features of a skyberg, see Skyberg 
  Terrain, page 26.
  SLED
  Large vehicle; Handle Animal +2; Spd drawn (clumsy); 
  Overall hp 40 (hardness 5); Overall AC 4; Ram 3d6; Face 15 
  ft. by 5 ft.; Height 5 ft.; Crew 1; Weight 300 lb., Cargo 1 ton; 
  Cost 20 gp.
  
  376
  Drawn across ice or snow, the sled is an almost entirely 
  exposed structure.
  Eight riding dogs can pull the sled over ice or packed snow 
  at a speed of 40 feet, even if it’s fully loaded.
  Untracked snow slows the speed by one-half, and deep 
  snow cuts it to one-quarter.
  SNOW GOGGLES
  These wooden goggles have a thin horizontal slit in the 
  middle.
  They grant a +2 circumstance bonus on saving throws to 
  resist blinding effects, including snow blindness, extremely 
  bright light, or spells that target vision indirectly (such as 
  sunburst but not blindness).
  While wearing snow goggles, you incur a –4 circumstance 
  penalty on Spot and Search checks.
  SNOWSHOES
  These allow the wearer to move across snow and ice with 
  increased speed.
  Snow of any depth is considered a minor impediment (see 
  page 12).
  Snowshoes take 1 minute to don and a full-round action to 
  remove.
  WHALE GREASE
  Whale grease is a thick clear grease fashioned from a 
  combination of melted whale blubber and various 
  powdered minerals and waxy plants.
  This foul-smelling stuff must be applied directly to the skin 
  (taking 1 minute to do so) to be effective; once applied, the 
  grease insulates the user from hypothermia, providing 
  complete protection from hypothermia effects for as long 
  as it lasts.
  Whale grease loses its effectiveness 1 hour after application.
  It is not water soluble, but can be quickly removed with 
  alcohol.
  While worn, the pungent odor the grease gives off allows 
  creatures with the scent ability to detect you at double 
  normal range.
  WINTER FULLCLOTH
  This is a heavily quilted undergarment that is worn 
  underneath regular clothing to protect the wearer against 
  cold.
  Winter fullcloth is considered part of the cold weather 
  outfit described in the Player’s Handbook.
  If worn by itself, it grants a +1 circumstance bonus on 
  Fortitude saving throws against exposure to cold weather.
  WORG WARSLED
  Huge vehicle; Handle Animal +2; Spd drawn (poor); 
  Overall hp 100 (hardness 7); Overall AC 3; Ram 6d6; Face 
  15 ft. by 10 ft.; Height 5 ft.; Crew 1 (plus 3 passengers); 
  Weight 900 lb.; Cargo 700 lb.; Cost 400 gp.
  Goblins in snowy climes use their worg allies to pull 
  massive sleds covered with makeshift armor and spikes.
  The driver and passengers aboard such a warsled gain cover 
  behind a 2-inch barrier of steel and wood (hp 20, hardness 
  7).
  Two worgs abreast pull the sled at a speed of 35 feet.
  GHOSTWALK (3.0)
  CRETCHWATER OIL
  This green oil smells strongly of crushed green plants.
  Against living creatures, it acts as Small monstrous 
  centipede poison (injury DC 11, 1d2 Dex/1d2 Dex), but 
  against ghosts, it functions as greenblood oil (injury DC 13, 
  1 Con, 1d2 Con).
  DARK ECTOPLASM
  This gray-black material is made from corrupted ectoplasm 
  and is the bane of many ghost abilities.
  It is a poison that affects only ghosts (injury DC 18, 1d6 
  Cha/1d6 Cha) and usually is enough to temporarily disable 
  the more dangerous ghost abilities.
  DESK CLOCK
  This bronze, copper, and steel device was invented by a 
  gnome ghost who spent over a hundred years developing it.
  It uses springs, gears, and weights to measure time, and if 
  wound daily, it keeps time to within a few minutes each 
  day.
  The machine is about the size of a human head and tends to 
  be less accurate if moved about or left in any position other 
  than upright.
  ECTOPLASMIC STABILIZER
  This fine blue powder is instantly absorbed by ectoplasm, 
  altering its properties so that it lasts ten days instead of only 
  10 minutes (multiple doses applied to an item extend the 
  duration proportionately).
  
  377
  One ounce of powder is required for each pound of 
  ectoplasm.
  It has no effect if used on a living creature made of 
  ectoplasm, but can be used on the remains of a slain 
  ectoplasmic creature.
  EQUIPMENT, ECTOPLASMIC
  This is a weapon, piece of armor, or other equipment 
  created out of ectoplasm and magically or alchemically 
  stabilized for 10 days.
  Ectoplasmic equipment can also be stabilized in advance 
  for 100 days for 50 gp per pound instead of 5 gp per pound.
  Ectoplasmic equipment can be purchased as standard 
  quality or masterwork quality.
  GHOST DISGUISE KIT
  This is like a normal disguise kit, except all the parts are 
  alchemically treated to match the transparency and 
  coloration of ghosts.
  A ghost disguise kit can be used to disguise a living creature 
  as a ghost, although at a –10 circumstance penalty on the 
  Disguise check.
  RAW ECTOPLASM
  This is raw, unshaped ectoplasm, either slippery or sticky.
  It decays into nothingness after 10 minutes unless 
  stabilized with magic or ectoplasmic stabilizer.
  SHELLCRAFT MANIKIN
  This humanoid creation of metal and wood roughly 
  resembles a tailor’s dummy, with articulated limbs and 
  head.
  The unusual materials in its construction allow an 
  incorporeal creature to enter the manikin (a standard 
  action) and move it in a manner similar to how some ghosts 
  can possess bodies, allowing a ghost to carry material 
  objects even when outside the Manifest Ward.
  Leaving the manikin is a standard action.
  A ghost uses its own ability scores when inhabiting a 
  manikin.
  However, because a manikin is less efficient than a true 
  body, a ghost operating a manikin takes penalties similar to 
  those from wearing armor.
  An inhabited manikin has a maximum Dex bonus of +2 and 
  an armor check penalty of –5.
  A ghost proficient in medium armor ignores these 
  penalties.
  A manikin can wear armor just as a normal character can; a 
  ghost inhabiting such a manikin uses the smaller 
  maximum Dex bonus of the two and adds together the 
  armor check penalties.
  If the ghost is subject to attacks that would normally not 
  harm an incorporeal creature, the attacks affect the 
  manikin instead.
  Attacks that do not harm the ghost because of its 
  incorporeal miss chance do affect the manikin.
  A manikin may be built in the form of a dwarf, elf, gnome, 
  half-orc, halfling, or human.
  A manikin has hardness 7 and 50 hit points if it is Medium-
  size, or 35 hit points if it is Small.
  SOUL VENOM
  This alchemical liquid smells like incense.
  Soul venom is harmless to living creatures, but acts as Large 
  monstrous scorpion venom (injury DC 18, 1d6 Str/1d6 Str) 
  against manifested ghosts.
  TEREPPEKIAN BLANK BOOK
  This is a book made of 25 pages of Tereppekian paper, 
  folded, cut, and bound into a soft leather cover to make a 
  book with 100 blank pages.
  TEREPPEKIAN PAPER
  The people of Tereppek have developed a method of 
  making paper from vegetable pulp, which is cheaper and 
  faster than the cloth-fiber paper created elsewhere.
  A single piece of paper is about four times the size of a 
  single page from a spellbook.
  TEREPPEKIAN SPELLBOOK
  This is a spellbook made of extra-thick paper and bound in 
  a stiff leather cover.
  It otherwise is exactly like a normal parchment-page 
  spellbook.
  WRAITHWEED
  Found only in far-off Tereppek, wraithweed is a 
  nonmagical plant.
  In the past few months, a select few have discovered that 
  when this plant is alchemically treated, powdered, and then 
  dissolved in liquid, it becomes a strange mixture that grants 
  ghosts euphoria and relaxation.
  Wraithweed is addictive to ghosts, who must make a 
  Fortitude saving throw (DC 14) each time it is used or 
  become hooked on the substance.
  Once addicted, a ghost must make a Fortitude save (DC 14) 
  every day or take 1d2 points of Strength damage and 1d2 
  points of Constitution damage (on the second day after the 
  most recent use and every day after that, the DC is 19).
  A failed save also means the addicted ghost flies into a fit of 
  rage at a random time during the day, attacking anything in 
  sight for 1d8 rounds and then becoming fatigued for 1 
  hour.
  If the character succeeds on two of these saving throws in a 
  row, he is no longer addicted and no longer needs to make 
  recurring saving throws against the drug unless he takes it 
  again.
  The most terrible aspect of wraithweed is the long-term 
  effects of addiction.
  Over time, the drug breaks down the ectoplasm of an 
  addicted ghost, turning it into an incorporeal undead 
  creature.
  A character reduced to 0 Strength because of wraithweed 
  becomes an undead shadow.
  One reduced to 0 Constitution because of wraithweed 
  becomes a wraith.
  Lesser restoration and restoration can combat the ability 
  damage from the drug, but not the addiction.
  A remove disease spell instantly cures a ghost’s wraithweed 
  addiction, but not the ability damage.
  
  378
  Greater restoration or heal cures the addiction and restores all 
  ability damage it caused.
  Through the influence of the Yisa-khardomas, wraithweed 
  has been declared illegal.
  Possession of it is a minor crime (100 gp fine), while 
  distribution is a major crime resulting in banishment.
  LIBRIS MORTIS (3.5)
  BLOODWINE
  This thick, crimson positoxin includes garlic in its creation, 
  making it particularly harmful to vampires and other 
  undead with a vulnerability to garlic.
  Such creatures take a –2 penalty on their Fortitude saves to 
  resist damage.
  Though normally delivered by injury, it can also be 
  consumed by a living creature to deliver it to a vampire or 
  similar blood-draining creature via ingestion.
  A single dose, if consumed by a living creature, remains in 
  the bloodstream for 12 hours.
  Any undead creature draining blood from a creature that 
  has ingested bloodwine must make a Fortitude save as if it 
  had been injured by a weapon bearing the positoxin, 
  though the save DC drops to 9.
  BONESHARD PASTE
  This positoxin includes bone fragments in its recipe, giving 
  it a pale color.
  BRITTLEBONE
  This unguent must be spread over a set of bones before 
  animation as a skeleton.
  The ointment reduces the skeleton’s natural armor by 2 
  points (to a minimum of 0), but when the skeleton is 
  destroyed, its bones splinter and fly apart, sending shards in 
  all directions.
  Any creature within the skeleton’s reach takes 1 point of 
  piercing damage per HD of the skeleton (Reflex DC 15 half; 
  minimum 1 point).
  Spreading brittlebone over a creature’s bones requires a 
  fullround action.
  A single flask of the substance is sufficient for a single 
  creature of Medium size or smaller.
  A Large creature requires two flasks, a Huge creature four 
  flasks, a Gargantuan creature eight flasks, and a Colossal 
  creature sixteen flasks.
  BULLET, PRIEST’S
  These hollow glass sling bullets are filled with holy water.
  When they strike a target, they immediately shatter, 
  dousing the target with holy water.
  Undead and evil outsiders take 1d4 points of damage from 
  the holy water in addition to the normal damage from the 
  sling bullet.
  To hold sufficient holy water, these bullets must be larger 
  than normal, imposing a –2 penalty on the attack roll.
  These bullets are useless against incorporeal creatures 
  (since they won’t shatter on impact) unless they also have 
  the ghost touch special property or some other ability to 
  affect incorporeal creatures.
  Unholy versions of these bullets are also available.
  CELESTIAL ESSENCE
  This viscous golden substance seems almost to shine with 
  an inner radiance.
  EMBALMING FIRE
  This bitter-smelling liquid must be poured over a corpse 
  and allowed to soak for at least 1 minute before the corpse 
  is animated as a zombie.
  Once animated, if the zombie takes even a single point of 
  damage, it bursts into blue flame for 1 minute.
  This fire does no damage to the zombie, but its attacks 
  during that time deal an additional 1d6 points of fire 
  damage.
  Spreading embalming fire over a creature’s body requires a 
  full-round action.
  A single flask of the substance is sufficient for a single 
  creature of Medium size or smaller.
  A Large creature requires two flasks, a Huge creature four 
  flasks, a Gargantuan creature eight flasks, and a Colossal 
  creature sixteen flasks.
  
  379
  GHOSTOIL
  This clear oil has a slight tint of gray, and strange, wispy 
  forms seem to swirl through it.
  When applied to a weapon, ghostoil allows it to affect 
  incorporeal creatures normally for the next 2 rounds.
  Applying ghostoil to a weapon of any size is a fullround 
  action that provokes attacks of opportunity.
  One flask of ghostoil contains enough liquid to coat one 
  weapon of Medium size or smaller.
  A Large weapon requires two flasks, a Huge creature four 
  flasks, a Gargantuan weapon eight flasks, and a Colossal 
  weapon sixteen flasks.
  GRAVEDUST
  This gray-brown powder derives its name from its 
  resemblance to the grime common to tombs and other 
  long-enclosed areas.
  HOLY WATER SPRINKLER
  The oversized, hollow head of this heavy mace is actually a 
  reservoir that holds one pint of liquid (typically holy or 
  unholy water).
  Any hit by the holy water sprinkler also affects the target as 
  if it had been within the splash radius of a thrown flask of 
  holy water (1 point of damage to undead creatures and evil 
  outsiders for holy water, or to good outsiders for unholy 
  water).
  A full reservoir has eight uses.
  Alternatively, the wielder can choose to release the entire 
  reservoir with a successful hit.
  Treat this as if the target had been hit directly by a flask of 
  holy (or unholy) water, but subtract 1 point of damage for 
  each use already dispensed from the reservoir (for instance, 
  a reservoir only 5/8 full would deal 2d4–3 points of 
  damage).
  There is no splash effect from such a hit.
  Filling the reservoir is a standard action that provokes 
  attacks of opportunity.
  LICHBANE
  This bone-white unguent is equally dangerous to all 
  spellcasting undead, as well as to those that depend on 
  mental ability scores for their special attacks.
  The initial damage is permanent drain.
  LIQUID MORTALITY
  This potent oil is thought by most undead creatures to be 
  mere myth.
  Unlike other positoxins, it can reduce the target’s ability 
  score to 0.
  Any undead creature whose Strength is reduced to 0 by this 
  positoxin is utterly destroyed.
  LIQUID NIGHT
  This dark, sticky fluid provides a daylight-sensitive undead 
  creature with temporary protection from the sun’s deadly 
  rays.
  It allows the creature to ignore any vulnerability to 
  sunlight for a full hour.
  If subjected to a spell or magical effect that would cause 
  extra damage to an undead creature that is vulnerable to 
  sunlight, the creature is treated as not having that 
  vulnerability (however, this also burns away the liquid 
  night, ending the protection against either mundane or 
  magical sunlight).
  Liquid night has a distinct musky odor of moonflower (one 
  of its ingredients).
  Spreading liquid night over a creature’s body requires a 
  fullround action.
  A single flask of the substance is sufficient for a single 
  creature of Medium size or smaller.
  A Large creature requires two flasks, a Huge creature four 
  flasks, a Gargantuan creature eight flasks, and a Colossal 
  creature sixteen flasks.
  SUNLIGHT OIL
  A thin, slippery liquid, sunlight oil lasts only 24 hours in 
  conditions other than bright light.
  LORDS OF DARKNESS (3.0)
  FLASHPELLET
  You can throw this small alchemical bead as a grenadelike 
  weapon (see Grenadelike Weapon Attacks in the Player’s 
  Handbook).
  When it strikes a hard surface or is struck sharply, it ignites 
  with a bright flash.
  Creatures within a 10-foot radius must succeed at Reflex 
  saves (DC 15) or be dazzled.
  A dazzled creature suffers a –1 penalty on attack rolls.
  The creature recovers in 1 minute.
  Sightless creatures are not affected by the flash.
  The Alchemy DC to make a single flashpellet is 25.
  GLOWPOWDER
  This luminescent dust clings to surfaces and creatures, 
  making them glow.
  
  380
  The grains of powder glow about as brightly as sparks from 
  a campfire.
  They don’t provide illumination, but they are noticeable.
  When sprinkled on an object or surface, the powder helps 
  reveal edges and details, granting a +2 circumstance bonus 
  on Search checks made on the treated area.
  A creature sprinkled with the powder is likewise easier to 
  detect: Spot checks to see the creature gain a +2 
  circumstance bonus.
  An invisible creature sprinkled with the dust has only one-
  half concealment (20% miss chance instead of 50%).
  Once applied, the dust clings and glows for 1 minute.
  A creature sprinkled with the powder can wash it off by 
  taking a full-round action.
  The powder usually comes in a tube that allows the 
  contents to be blown or shaken out.
  Blowing out the powder is a standard action that draws an 
  attack of opportunity and creates a 10-foot cone.
  If carefully sprinkled, the powder can cover 125 square feet 
  (five 5-foot squares).
  It takes a full-round action to shake out enough powder to 
  cover a 5-foot square.
  The Alchemy DC to make one tube of glowpowder is 20.
  HAUNSPEIR
  Description: Named after a wizard from Neverwinter,
  haunspeir is sold as a tobaccolike paste, or sometimes dried 
  and compacted into pill form.
  It is used by wizards and others who need to rapidly boost 
  their Intelligence.
  Type: Ingested DC 12.
  Initial Effect: 1d4 points of damage.
  Secondary Effect: 1d4+1 enhancement bonus to 
  Intelligence for 1d10+15 minutes, plus side effects.
  Price: 50 gp.
  Side Effects: All slashing and piercing attacks against the 
  target deal an additional 1 point of damage while the drug 
  is in effect.
  Overdose: If more than one dose is taken in a 24-hour 
  period, the target immediately suffers 2d4 points of damage 
  (no save), and the side effect is doubled.
  Addiction: Low.
  HEALING SALVE
  Rubbing this stinky green paste into wounds promotes 
  rapid healing.
  Applying the salve is a full-round action.
  One dose cures 1d8 points of damage to a living creature.
  Only one dose may be applied per round, and there is no 
  limit on how many salves can be applied over time.
  The Alchemy DC to make one application of healing salve 
  is 25.
  If you have 5 or more ranks in Profession (herbalist), you 
  get a +2 synergy bonus on checks to craft it.
  JHUILD (“THRALLWINE”)
  Description: This dark reddish brew is made in Thesk from
  certain grapes, fruits, and herbs grown near the Surmarsh.
  Slaveholders and overseers use it to strengthen captives 
  engaged in hard labor while dulling their wills and minds.
  Type: Ingested DC 15.
  Initial Effect: 1 point of temporary Wisdom damage.
  Secondary Effect: The imbiber gains a +2 alchemical bonus 
  to Strength for 1d3 hours.
  Price: 6 gp.
  Side Effects: A creature under the effect of jhuild is fearful 
  and extremely susceptible to suggestion.
  The imbiber is shaken while under the drug’s influence, 
  and the DC of an Intimidate check used against the 
  imbiber is reduced to 0 + target’s Hit Dice.
  Overdose: None.
  Addiction: None.
  KAMMARTH (MAGICAL)
  Description: Sold as a powder or a beige-colored jelly, 
  kammarth is made from the combination of a rare forest 
  root and an Underdark fungus.
  It causes a temporary increase in speed and reaction time.
  Type: Contact DC 10 or ingested DC 13.
  Initial Effect: Act as if under the effects of an expeditious 
  retreat spell for the next 1d4+1 minutes.
  Secondary Effect: +2 alchemical bonus to Dexterity for the 
  duration of the drug’s effect.
  Price: 80 gp.
  Side Effects: Kammarth is a potent stimulant and gives its 
  user a sense of boundless energy and well-being.
  Overdose: If more than one dose is taken in an 8-hour 
  period, the user suffers 1d4 points of damage and is 
  paralyzed for 2d4 minutes.
  Using it more than three times in any 24-hour period 
  causes 4d4 points of damage and paralyzes the user for 2d4 
  hours.
  Addiction: Medium.
  KATAKUDA (“DRAGONSKIN”) 
  (MAGICAL)
  Description: Imported from distant Kara-Tur, this drug was
  developed by an order of fighting monks of that land.
  It is a brown paste that hardens the user’s skin.
  Because of its side effects, it was rarely used for training and 
  saved for times when the monks expect a great battle.
  Type: Contact DC 18.
  Initial Effect: None.
  Secondary Effect: User gains +3 natural armor bonus for 30 
  minutes.
  Price: 100 gp.
  Side Effects: When the secondary effect ends, the user 
  suffers wracking pains and spasms, which cause 1d4+1 
  points of temporary Dexterity damage.
  Overdose: A second dose taken within a tenday of the first 
  dose provides only a +2 natural armor bonus.
  Addiction: None.
  MORDAYN VAPOR (“DREAMMIST”)
  Description: Made of roughly ground leaves of a rare herb
  found in southern forests, mordayn is so potent that it is 
  taken by steeping a small amount in hot water, and then 
  inhaling the vapors of the resultant tea.
  Raw mordayn powder and mordayn-tainted water are 
  deadly poison; taking the powder directly or drinking the 
  water produces an immediate overdose.
  
  381
  Dreammist is renowned for the beautiful visions it induces, 
  and the deadly peril of its sinister embrace.
  Type: Inhaled DC 17.
  Initial Effect: Exotic visions of incredible beauty enthrall 
  the user for the next 1d20+10 minutes.
  During this time the user has a 50% chance to lose any 
  action he attempts, as described in the bestow curse spell.
  Secondary Effect: 1d4 points of temporary Con damage and 
  1d4 points of temporary Wisdom damage.
  Price: 200 gp.
  Side Effects: The visions of a dreammist user are incredibly 
  beautiful and poignant.
  His normal life seems drab and futile in comparison, and he 
  aches to experience the transcendent beauty of his drug-
  induced dreams again.
  When the dose wears off, the user must attempt a Will save 
  (DC 17) or fall under a compulsion to do whatever is 
  necessary to repeat the dreammist dose (treat this as a 
  compulsion similar to that of a suggestion spell).
  This compulsion lasts for 1d4 hours before fading.
  Overdose: If two doses are taken within the space of an 
  hour, or if raw mordayn powder or mordayn tea are 
  ingested, the drug is a deadly poison (Ingested DC 17, 1d10 
  Con/1d10 Con).
  Mordayn vapor addicts often throw out the tea as soon as 
  they inhale and make sure that only one dose is available at 
  a time in order to make sure they cannot overdose on the 
  deadly drug.
  Addiction: High.
  ORUIGHEN (“PHANTOMDUST”)
  Description: This drug is made by refining rare cacti found 
  in the alkaline sands of Azulduth, the Lake of Salt.
  It is a gray, fine-grained dust normally carried in small 
  paper envelopes.
  It can temporarily blind and disable anyone unfortunate 
  enough to inhale a pinch, and is popular with rogues and 
  assassins who want a way to quickly discourage those who 
  interfere with their work.
  Phantomdust is normally employed by casting a pinch in 
  an opponent’s face.
  Treat this as a standard action, melee touch attack; if the 
  attack is successful, the target must make his Fortitude save 
  or suffer the effects.
  If the attack misses, the dose dissipates harmlessly.
  Multiple doses of oruighen have no additional effect on the 
  victim until the effects from the first dose wear off.
  Type: Inhaled DC 14.
  Initial Effect: The victim is blinded for 2d4 minutes and 
  suffers from an extremely painful stinging in the nostrils 
  and eyes.
  The pain results in a –2 penalty on attack rolls, skill checks, 
  and saving throws in addition to the penalties associated 
  with blindness.
  Secondary Effect: None.
  Price: 20 gp.
  Side Effects: None.
  Overdose: None.
  Addiction: None.
  PANAEOLO (MAGICAL)
  Description: This herb was well known in the time of
  Netheril, but its secret was lost when that empire fell.
  With the return of the City of Shade, the descendants of 
  the Netherese told the Red Wizards of the herb’s power.
  The Thayans have rescued small amounts of it from oases in 
  Anauroch and have begun to sell the drug in small 
  quantities.
  Panaeolo’s leathery-tasting leaves attune the user to the 
  Weave, and boost the power of arcane spells.
  Type: Ingested DC 8.
  Initial Effect: None.
  Secondary Effect: The DC of all arcane spells the user casts 
  increases by +2 for the next 1d4 hours.
  Price: 250 gp.
  Side Effects: 1d6 points of temporary Charisma damage.
  Overdose: If a second dose of panaeolo is taken within an 
  hour of the first, the increase to the user’s arcane spell DCs 
  becomes +3 but the user suffers 2d8 points of temporary 
  Charisma damage.
  Additional doses within an hour do not increase the DCs 
  any more but still cause the Charisma damage.
  Addiction: Low.
  PHANTOM INK
  This substance is similar to disappearing ink (described in 
  the FORGOTTEN REALMS Campaign Setting).
  Messages written with this ink vanish from view at the end 
  of an hour and thereafter can be read only under the right 
  kind of light.
  The usual types specify one of the following: firelight 
  (which includes candles, torches, and other flames), 
  magical light (which includes the dancing lights, light, and 
  continual flame spells), moonlight, and starlight (this last 
  usually isn’t discernible unless the reader has darkvision).
  The Alchemy DC to make one vial of phantom ink is 20.
  REDFLOWER LEAVES
  Description: These crushed leaves of a tiny red bog flower
  native to Cormyr, Sembia, and the Dragon Coast are known 
  for their ability to improve hand-to-eye coordination.
  Type: Ingested DC 10.
  Initial Effect: None.
  Secondary Effect: As a move-equivalent action, the user 
  may focus his attention upon a particular creature.
  If he follows that action with an attack against that creature, 
  he gains a +4 competence bonus on the attack roll.
  This ability lasts 10 minutes.
  Price: 300 gp.
  Side Effects: None.
  Overdose: Taking a second dose before the first has worn 
  off causes the user to be nauseated for 1d4×10 minutes.
  Addiction: Low.
  RHUL (“BATTLEWINE”)
  Description: A spicy red fluid with a bitter aftertaste, rhul
  causes increased physical prowess and aggression at the 
  expense of caution and agility.
  Type: Ingested DC 15.
  
  382
  Initial Effect: User gains a +4 alchemical bonus to Strength 
  and Constitution, but suffers a –2 penalty to AC.
  This lasts 1 minute.
  Secondary Effect: User is fatigued.
  Taking another dose of rhul causes the fatigue to go away 
  for 1 minute (in addition to the drug’s normal effects).
  Two or more doses of rhul-induced fatigue cause the user to 
  be exhausted.
  Price: 50 gp.
  Side Effects: Due to stimulation of the scent and tactile 
  nerves, while the initial effect is functioning, the user 
  prefers to engage in close battle.
  If the user is given the choice of fighting in melee or with 
  ranged attacks, he must make a Will saving throw (DC 16) 
  or choose the melee attack.
  Overdose: If more than one dose of rhul is taken in a period 
  of 1 hour, the user takes 1d4 points of temporary 
  Intelligence and Wisdom damage.
  Addiction: Medium.
  SAKRASH (“TWILIGHT MIND”) 
  (MAGICAL)
  Description: This sweet, oily concoction of wines, rare tree
  saps, and certain herbs is only manufactured in Thay and 
  Mulhorand.
  It protects the user’s mind and thoughts.
  Type: Ingested DC 11.
  Initial Effect: User is dazzled for 1 minute.
  Secondary Effect: Cannot be detected by effects that read or 
  alter thoughts (such as detect thoughts, zone of truth, and 
  modify memory) or emotions (such as emotion or fear).
  This lasts 1d4 hours.
  Price: 500 gp.
  Side Effects: Because the user’s thoughts cannot be read, 
  attempts to communicate with the user mentally (such as 
  with Rary’s telepathic bond, or the empathic link of a familiar 
  to its master) fail, even if the user is willing.
  Overdose: None.
  Addiction: None.
  SEZARAD ROOT
  Description: The sezarad plant is a broad, vivid flower with
  a short, brittle root.
  When chewed, the root breaks into soft splinters in the 
  manner of a carrot.
  It increases vitality.
  Type: Ingested DC 14.
  Initial Effect: User gains 1d8 temporary hit points.
  Secondary Effect: User gains 1d8 temporary hit points.
  These overlap (do not stack) with any other temporary hit 
  points from sezarad root.
  All temporary hit points from sezarad root wear off 10 
  minutes after it is ingested.
  Price: 75 gp.
  Side Effects: 1d4 points of temporary Wisdom damage.
  Overdose: None.
  Addiction: Low.
  SUREGRIP
  This gluey substance improves your grip, granting a +2 
  circumstance bonus on any check that deals with holding 
  onto something, including Climb checks and grappling.
  When applied to a rope, it confers a +2 circumstance bonus 
  on Use Rope checks that involve tying knots or binding 
  creatures or objects.
  Applied to the soles of one’s footwear or feet, it confers a +2 
  circumstance bonus on Balance checks made to avoid 
  slipping.
  Once applied, suregrip lasts 10 minutes.
  The Alchemy DC to make one application of suregrip is 20.
  TEKKIL
  Description: The fat red leaf of this succulent swamp plant
  releases a milky juice when chewed.
  The juice is an analgesic, and is sometimes used by people 
  suffering from extreme or chronic pain.
  Addicts who seek to numb their senses and submerge 
  themselves in a drug-induced stupor use it in greater doses.
  Type: Ingested DC 9.
  Initial Effect: None.
  Secondary Effect: The user becomes numbed to pain for 
  1d4 hours.
  Any attack, saving throw, or skill check penalties caused by 
  extreme pain (such as from a symbol of pain) are reduced by 
  1.
  The user also gains damage reduction 1/– against subdual 
  damage only.
  Price: 5 gp.
  Side Effects: Tekkil causes lassitude and lethargy.
  While the drug is in effect, the user suffers a –2 penalty on 
  initiative checks.
  Overdose: A second dose taken while the first dose is still 
  in effect causes a numbing stupor for 2d4 hours.
  The user acts as if under the effect of a slow spell until the 
  stupor wears off.
  Addiction: Medium.
  WITCHWEED STICK
  This paste, which smells like tobacco, is refined from the 
  stalks and leaves of the witchweed plant.
  It is packed into thick paper tubes about the size of a 
  smokestick.
  When ignited it creates a 10-foot cube of light smoke that 
  provides no concealment.
  Anyone attempting to cast arcane spells within the smoke 
  must succeed at a Concentration check as if casting 
  defensively (DC 15 + spell level).
  If the check fails, the spell is lost.
  The smoke loses its alchemical abilities after 5 rounds, and 
  dissipates normally.
  The alchemy DC to make one stick of witchweed is 20.
  ZIRAN (“BLOODFAST”)
  Description: A bitter white powder usually compressed into
  a tablet, ziran is refined from several Underdark fungi by 
  the drow.
  
  383
  Its secret has reached the surface, and some alchemists 
  have begun to cultivate farms of the appropriate 
  mushrooms.
  Type: Ingested DC 17.
  Initial Effect: User is dazed for 1 round.
  Secondary Effect: User gains a +2 alchemical bonus to 
  Dexterity for 1d3 hours.
  Price: 100 gp.
  Side Effects: When the secondary effect ends, the user 
  suffers 2 points of temporary Constitution damage.
  Ziran users describe a sense of detachment or out-of-body 
  experience, feeling as if they’re watching themselves act 
  from a distance.
  Overdose: If a second dose is taken within 24 hours of the 
  first, the user suffers an additional 2 points of temporary 
  Constitution damage.
  Addiction: High.
  MAGIC OF FAERÛN (3.0)
  AMARATHA
  Also known as shieldstone, amaratha is a soft, greenish 
  white or very pale green, sparkling type of jewel.
  It is most often found in exposed canyon walls or in the 
  Underdark.
  An amaratha included in any wand whose effect provides 
  resistance or immunity to acid, cold, electricity, fire, or 
  sonic energy adds +2 to the effective caster level of the 
  effect.
  Material Cost: 5,000 gp.
  BELJURIL
  Beljurils, also known as fireflashes, are large gems (typically 
  4 inches in diameter).
  Normally a deep, pleasant, sea water green, they 
  periodically blaze with a sparkling, winking, flashing light.
  This discharge is pleasantly eye-catching in a candlelit great 
  hall or a lantern-lit dancing grove, but in a dark chamber or 
  the murky night, it is dazzling.
  A beljuril included in any wand with a spell that has the 
  electricity descriptor increases the save DC against the 
  wand’s effect by +2.
  If no saving throw applies or is allowed, it instead adds +2 
  to the effective caster level of the effect.
  Material Cost: 5,000 gp.
  BLACK OPAL
  Black opal is a greenish type of opal with black mottling 
  and gold flecks, usually found in ancient hot springs or 
  their dry remnants.
  The Faerûn phrase “black as a black opal” means, 
  effectively, not very black (or evil) at all.
  It is used to describe good-hearted rogues and similar 
  individuals who would be embarrassed by praise.
  A black opal included in any wand with a spell that has the 
  force descriptor increases the save DC against the wand’s 
  effect by +1.
  If no saving throw applies or is allowed, it instead adds +1 
  to the effective caster level of the effect.
  Material Cost: 1,000 gp.
  BLACK SAPPHIRE
  Black sapphire is a rare variety of sapphire that is a deep, 
  rich black with yellow or white highlights.
  These jewels come mostly from the South, in particular the 
  Great Rift, since they are most plentiful in the Deep Realm 
  of the dwarves and are brought up through the Great Rift to 
  the surface world for trading.
  A black sapphire included in any wand with a spell that has 
  the darkness descriptor increases the save DC against the 
  wand’s effect by +2.
  If no saving throw applies or is allowed, it instead adds +2 
  to the effective caster level of the effect.
  Material Cost: 5,000 gp.
  DARKBERRY
  These small, purple berries grow deep in hidden clumps in 
  the many forests surrounding the Sea of Fallen Stars.
  Only a few berries manage to ripen from a bush each fall, 
  and they become more rare every year.
  Darkberries actually contain shadowstuff within their 
  skins.
  When a ripe darkberry is broken or crushed, it creates a 5-
  foot-diameter circle of blackness for 2 rounds.
  
  384
  DIAMOND
  Diamonds are hard, translucent stones that can be clear 
  (appearing blue-white), rich blue, yellow, or pink, among 
  other hues.
  A diamond included in any wand with a conjuration 
  (healing) spell adds +2 to the effective caster level of the 
  effect.
  Material Cost: 5,000 gp.
  EMERALD
  A brilliant green beryl, the emerald is usually cut square.
  An emerald included in any wand with an enchantment 
  spell increases the save DC against the wand’s effect by +2.
  If no saving throw applies or is allowed, it instead adds +2 
  to the effective caster level of the effect.
  Material Cost: 5,000 gp.
  FAIRY DUST
  Fey creatures, such as sprites, make fairy dust from their 
  own shed hair and skin and give it to those who please 
  them.
  It cannot be created by any known alchemical process.
  Fairy dust has a soft, golden glow, visible only in darkness.
  It sparkles in normal light.
  If an ounce of fairy dust is added to the material component 
  for any illusion spell, it adds +1 to the saving throw DC.
  FELSUL FLOWER OIL
  The felsul tree seems to favor cold and poor soil, and in 
  many rocky places felsuls provide the only tree cover to be 
  seen.
  Felsuls grow on crags, cliff edges, and clefts where few 
  other trees can find purchase.
  They are gnarled, twisted trees whose wood crumbles to the 
  touch and is of a dusty cinnamon brown to deep brown 
  hue.
  When the trees flower in early spring (and not all trees 
  flower every year), the crushed petals can be made into a 
  fragrant perfume that adds a +1 competence bonus on any 
  Charisma-based checks made to persuade another (such as 
  Bluff, Diplomacy, or Intimidate) for 10 minutes.
  A single ounce of the oil provides 10 uses, and a typical tree 
  provides 1d4–1 (minimum 0) ounces of perfume per year.
  FIRE OPAL
  Brilliant orange-red gems, fire opals are usually uniform in 
  hue or contain golden or greenish flecks.
  They are most often found near active hot springs and 
  geyser activity.
  Fire opals are an essential part of producing helms of 
  brilliance.
  A fire opal included in any wand with a spell that has the 
  fire descriptor increases the save DC against the wand’s 
  effect by +1.
  If no saving throw applies or is allowed, it instead adds +1 
  to the effective caster level of the effect.
  Material Cost: 1,000 gp.
  FOG ROCK
  These rocks wash up periodically on the shores of the 
  Nelanther Isles and westernmost shores of the Moonshae 
  Isles.
  When dropped into fresh water, they produce mist that fills 
  a 10-foot cube (providing one-half concealment to anyone 
  within), which dissipates normally.
  Salt water has no special effect on them, but they lose their 
  ability if not kept damp with brine.
  JACINTH
  Also called hyacinth or flamegem, this fiery orange stone is 
  a relative of the sapphire and other corundum stones.
  At the heart of every jacinth a tiny flame flickers and 
  dances—not enough to illuminate surroundings, but 
  enough to be seen from afar.
  This property of the stone forms the basis for many 
  splendid cloaks and gowns worn by wealthy nobles.
  A jacinth included in any wand with a spell that has the fire 
  descriptor increases the save DC against the wand’s effect 
  by +2.
  If no saving throw applies or is allowed, it instead adds +2 
  to the effective caster level of the effect.
  Material Cost: 5,000 gp.
  JASMAL
  Jasmal is a durable, very hard gem found in small veins or, 
  very rarely, larger seam deposits in the Thunder Peaks and 
  the Spine of the World mountains.
  When polished, jasmals catch sunlight or torchlight and 
  give off haloes of amber light, although they themselves 
  remain transparent and colorless.
  Hard enough to hold a cutting edge, jasmals are often 
  worked into clasps on cloaks or tunics.
  A jasmal included in any wand that grants an enhancement 
  bonus to weapons or armor adds +1 to the effective caster 
  level of the effect.
  Material Cost: 1,000 gp.
  KING’S TEAR
  Sometimes called frozen tears or lich weepings, these very 
  rare stones are clear, teardrop-shaped, smooth-surfaced, and 
  awesomely hard; in fact, none have as yet been fractured, 
  cut, or chipped, even by hammer and forge.
  The origin of these stones is unknown, but folklore 
  believes they are the crystallized tears of long-dead 
  necromancer kings and queens.
  A king’s tear included in any wand with a divination spell 
  increases the save DC against the wand’s effect by +2.
  If no saving throw applies or is allowed, it instead adds +2 
  to the effective caster level of the effect.
  Material Cost: 5,000 gp.
  MOONBAR
  Moonbar crystals are pearly white, opaque gems found in 
  desert and tropical areas of Toril.
  Moonbars are naturally large and rectangular with curved 
  corners.
  
  385
  The largest known moonbar serves as the lid of an 
  unknown king’s casket in a barrow on the Trollmoors and 
  is almost 7 feet long, but most of these gems are 
  approximately 1 foot long and 4 inches wide.
  A moonbar included in any wand with a conjuration 
  (calling) spell increases the save DC against the wand’s 
  effect by +1.
  If no saving throw applies or is allowed, it instead adds +1 
  to the effective caster level of the effect.
  Material Cost: 1,000 gp.
  MULE POLLEN
  A bright yellow flower, of the daisy variety, blooms in early 
  spring upon the High Moor and in the grassy foothills of 
  some mountain ranges.
  When inhaled, the pollen grants a +2 bonus to the 
  character’s Strength but inflicts a –2 penalty to his 
  Intelligence and Wisdom.
  The effects last for 1d4×10 minutes.
  Mule pollen is mildly addictive.
  Each time a character inhales mule pollen, he must make a 
  Fortitude save (DC 12).
  If he fails, he is effectively fatigued whenever he is not 
  under the influence of mule pollen.
  This addiction can be removed with neutralize poison.
  OPAL
  Opaque, smooth gems, opals are pale blue with green and 
  gold mottling.
  They are related in type to fire and black opals, but are only 
  slightly more common.
  Opals are used in a number of magic items and spells, 
  including helms of brilliance.
  An opal included in any wand with an enchantment 
  (charm) spell increases the save DC against the wand’s 
  effect by +1.
  If no saving throw applies or is allowed, it instead adds +1 
  to the effective caster level of the effect.
  Material Cost: 1,000 gp.
  ORBLEN
  Orblen crystals yield deep golden gems of large size that 
  can be faceted or cabochon cut.
  The hue of this gem has earned it the nickname 
  honeystone, and it is much favored in the Sword Coast 
  North.
  Though found in large masses, it is quite rare.
  The largest known honeystone in existence, a huge hunk of 
  rock 6 inches in diameter, is in the possession of the royal 
  family of Cormyr.
  An orblen included in any wand with a conjuration 
  (creation) spell increases the save DC against the wand’s 
  effect by +1.
  If no saving throw applies or is allowed, it instead adds +1 
  to the effective caster level of the effect.
  Material Cost: 1,000 gp.
  ORL
  A gem believed unique to the northern half of Faerûn, orls 
  are found only in blue caves such as those at Wheloon.
  Orls occur in the softest rock as sharp-edged, spindle-
  shaped, symmetrical crystals.
  These crystals are of red, tawny, or orange hue, but red-
  hued orls are the most valued.
  Some orl fanciers prefer to wear the unfaceted, natural 
  crystals rather than faceted cuttings, but most orls are 
  finished into faceted forms.
  An orl included in any wand with a spell that has the 
  chaotic descriptor, or any spell that grants a luck bonus, 
  increases the save DC against the wand’s effect by +1.
  If no saving throw applies or is allowed, it instead adds +1 
  to the effective caster level of the effect.
  Material Cost: 1,000 gp.
  RAVENAR
  Ravenar, a glossy, black variety of tourmaline that is also 
  called schorl, is highly valued in the northern half of 
  Faerûn.
  The gem is less prized in other lands, where it carries little 
  value.
  Ravenar is commonly used for inlay work on daggers, 
  buckles, and the like.
  A ravenar included in any wand with a spell that has the 
  sonic descriptor increases the save DC against the wand’s 
  effect by +1.
  If no saving throw applies or is allowed, it instead adds +1 
  to the effective caster level of the effect.
  Material Cost: 1,000 gp.
  RED HELMTHORN BERRY
  Most berries of the helmthorn tree are tart in flavor and 
  indigo in color.
  Rarely, however, a sprig of scarlet-hued berries sprout from 
  a branch.
  The effect of a goodberry spell cast upon red helmthorn 
  berries lasts for one day longer than normal.
  RED TEAR
  Also called Tempus’s weeping, these teardrop-shaped, 
  glossy crystals of vivid cherry-red, blood-crimson, or fiery 
  orange hue are found in deep mines or gorge walls where 
  old rock has been exposed.
  Legends say they are the tears of lovers shed for their 
  beloveds who were slain in battle, stained red by the spilled 
  blood of the fallen.
  A red tear included in any wand with a transmutation spell 
  increases the save DC against the wand’s effect by +1.
  If no saving throw applies or is allowed, it instead adds +1 
  to the effective caster level of the effect.
  Material Cost: 1,000 gp.
  ROGUE STONE
  Rogue stones are small stones of a shifting, rainbow-
  colored, iridescent hue.
  Their fluid shades of color appear almost liquid under 
  normal sunlight.
  Rogue stones are extremely rare and always found as single 
  stones among others in stone hoards or in cold regions or 
  underwater in swamps; no more than one is ever found in 
  one place at one time.
  
  386
  No one has as yet managed to determine in what sort of 
  rock they are most likely to be found.
  Rogue stones cleave into natural facets, and it is these 
  surfaces that are iridescent.
  Some primitive human tribes believe rogue stones to be the 
  sentient essences of dragons or mighty heroes, but sages 
  hold this view to be folk nonsense.
  A rogue stone included in any wand with a spell that has 
  the chaotic or teleportation descriptor increases the save 
  DC against the wand’s effect by +2.
  If no saving throw applies or is allowed, it instead adds +2 
  to the effective caster level of the effect.
  Material Cost: 5,000 gp.
  RUBY
  This clear to deep crimson red corundum stone is highly 
  valued because of its sparkling shine and vivid hues.
  Folklore generally holds rubies to be lucky objects.
  A ruby included in any wand with an evocation spell 
  increases the save DC against the wand’s effect by +2.
  If no saving throw applies or is allowed, it instead adds +2 
  to the effective caster level of the effect.
  Material Cost: 5,000 gp.
  SAPPHIRE
  Sapphire is a brilliant blue, translucent corundum mineral.
  Sapphires vary from a clear, pale blue to a radiant azure.
  A sapphire included in any wand with a conjuration 
  (summoning) spell increases the save DC against the 
  wand’s effect by +1.
  If no saving throw applies or is allowed, it instead adds +1 
  to the effective caster level of the effect.
  Material Cost: 1,000 gp.
  SHADOWTOP TORCH
  The wood of the shadowtop tree burns more slowly (and 
  cleanly) than normal wood.
  A torch of shadowtop wood burns for 2 hours and gives off 
  very little smoke.
  SILVERBARK SAP
  The sap of the silverbark tree is clear and slightly sticky.
  It acts as a (minor) natural antitoxin, granting anyone who 
  consumes at least one ounce a +2 alchemical bonus on 
  Fortitude saving throws against poison for 1 hour.
  A typical silverbark tree can be harvested of 2d4 ounces of 
  sap per year.
  SLEEPWEED POD
  The pods of the sleepweed plant, which appear similar to 
  those of milkweed plants, contain a sleep-inducing mold 
  within them.
  When a dried sleepweed pod bursts or is broken open, it 
  releases these spores.
  Striking a target with a thrown sleepweed pod requires a 
  ranged touch attack (range increment 5 feet).
  A target struck by a sleepweed pod must make a Will save 
  (DC 12) or fall into a slumber for 1 minute.
  STAR RUBY
  A variation of the ruby (red corundum), this stone is less 
  translucent than a normal ruby and has a white star 
  highlighted at its center.
  Such stars are caused by the optical properties of the 
  mineral crystal.
  They most commonly have six points, though other even-
  numbered combinations are possible.
  Of every hundred rubies, one is a star.
  A star ruby included in any wand with an illusion spell adds 
  +2 to the effective caster level of the effect.
  Material Cost: 5,000 gp.
  STAR SAPPHIRE
  An exceedingly valuable variation of the sapphire (blue or 
  black corundum), this stone is less translucent than a 
  normal sapphire and has a white star of four or more points 
  highlighted at its center.
  Such stars, caused by the optical properties of the mineral, 
  always have an even number of points—most commonly 
  six.
  For every thousand sapphires found, one is a star.
  A star sapphire included in any wand with an abjuration 
  spell increases the save DC against the wand’s effect by +2.
  If no saving throw applies or is allowed, it instead adds +2 
  to the effective caster level of the effect.
  Material Cost: 5,000 gp.
  TOMB JADE
  This rare, highly prized gem is jade that has turned red or 
  brown from being buried for great lengths of time.
  Buried jade can also be turned green if bronze objects are 
  buried near it; jade of such hue is no more valuable than 
  normal jade.
  A piece of tomb jade included in any wand with an 
  enchantment (compulsion) spell increases the save DC 
  against the wand’s effect by +1.
  If no saving throw applies or is allowed, it instead adds +1 
  to the effective caster level of the effect.
  Material Cost: 1,000 gp.
  WATER OPAL
  Water opal is a clear, translucent variety of opal with only a 
  play of color to it, like oil on a clear puddle.
  Water opals are rare and valuable gems used as ornaments 
  around mirrors and windows or in the crafting of magical 
  scrying devices (such as crystal balls).
  A water opal included in any wand with a divination spell 
  increases the save DC against the wand’s effect by +1.
  If no saving throw applies or is allowed, it instead adds +1 
  to the effective caster level of the effect.
  Material Cost: 1,000 gp.
  WEIRWOOD
  These rare trees are actively protected by dryads, treants, 
  druids, and rangers.
  If undisturbed, they grow into huge, many-branched forest 
  giants that resemble oaks with dual-colored leaves (brown 
  with a silver sheen on top, velvety black underneath).
  
  387
  Weirwood is favored for lutes, harps, birdpipes, and 
  longhorns because of the unmistakable warm, clear sound 
  it gives to such instruments (many masterwork 
  instruments of these kinds are made from weirwood).
  Any weirwood (or item created of weirwood) within an area 
  illuminated by a magical light source (such as dancing lights,
  light, or continual flame) emits a gentle magical glow 
  equivalent to a candle for 1d4+1 rounds after leaving the 
  area of illumination.
  Living weirwood has fire resistance 20, though no one has 
  ever discovered a method of preserving this quality after 
  the wood is harvested.
  ZENDALURE
  A mottled blue-white gem, zendalure is found as large, egg-
  shaped crystals 2 to 6 inches in diameter in solidified lava 
  flows.
  Polished to a glassy finish, zendalures are used for inlay 
  work and as tiny cabochons in rings, earrings, and 
  pendants.
  A zendalure crystal included in any wand with a 
  necromancy spell increases the save DC against the wand’s 
  effect by +1.
  If no saving throw applies or is allowed, it instead adds +1 
  to the effective caster level of the effect.
  Material Cost: 1,000 gp.
  MANUAL OF THE PLANES
  (3.0)
  SINMAKER’S SURPRISE
  The demon proprietor synthesizes a special acidic poison 
  from the acid plants native to the plane called Sinmaker’s 
  Surprise.
  This concoction has two components: poison and acid.
  Sinmaker’s Surprise is specially formulated such that its 
  caustic qualities remain quiescent until it comes into 
  contact with living tissue.
  Therefore, it does not harm weapons or objects to which it 
  is applied.
  Victims make saving throws against the poisonous 
  component normally, but automatically take damage from 
  the acid component.
  Sinmaker’s Surprise has the following characteristics:
  Fortitude Save: DC 24 (injury) or DC 18 (ingested).
  Initial Damage: 2d6 points of temporary Constitution 
  damage (from poison).
  Acid Damage: 1d6 points of damage per round for 3 rounds.
  Secondary Damage: 2d6 points of temporary Constitution 
  damage.
  Price: 4,400 gp.
  MONSTER MANUAL 2 (3.0)
  BREATHING MASK
  This mask covers the user’s face.
  It is fitted with goggles and a bag of an alchemical 
  substance that allows the wearer to breathe for up to 4 
  hours.
  With the mask on, the wearer can ignore the effects of 
  noxious fumes and inhaled toxins.
  The mask even enables the wearer to survive underwater or 
  in an airless environment.
  The item consists of a masterwork leather mask with 
  goggles (cost 50 gp), and the alchemical air supply, which 
  costs 950 gp and can be manufactured with a successful 
  Alchemy check (DC 20).
  A partially used air supply cannot be combined with 
  another partially used one to get a fresh supply, but it can 
  be discarded and replaced with a new supply.
  Cost: 1,000 gp; Weight: 5 lb.
  CABLE
  This 100-foot-long metal cord is thinner, stronger, and 
  lighter than even silk rope.
  It is too thin for most creatures to climb it easily (Climb DC 
  20), but desmodus using a cable can climb at their normal 
  climb speed.
  The cable has a snap ring at each end so that it can be 
  quickly attached to or detached from a piton, spike, 
  grappling hook, or other item without a Use Rope check.
  The cable has 10 hit points and hardness 5.
  It can be burst with a successful Strength check (DC 32).
  Its stiffness imposes a –2 circumstance penalty on Use 
  Rope checks.
  Cost: 50 gp; Weight: 4 lb.
  CABLESPOOL
  This gadget carries 100 feet of cable in an enclosed reel.
  The reel is spring-wound and can pull in all 100 feet of 
  cable in 1 round (pulling with an effective Strength score of 
  16).
  It can be set to reel or unreel the cable automatically as the 
  user climbs, or to act as a brake, allowing the user to jump 
  down 100 feet without harm.
  Cost: 125 gp (175 with cable); Weight: 2 lb. (6 lb. with cable).
  FROSTFIRE
  This sticky, adhesive substance drains away heat when 
  exposed to air or moisture.
  A flask of frostfire can be thrown as a grenadelike weapon 
  with a range increment of 10 feet, and a direct hit deals 1d6 
  points of cold damage.
  The target can then attempt to scrape off or wash away the 
  frostfire, if desired.
  If this does not occur, the target takes an additional 1d6 
  points of cold damage on the round following the direct 
  hit.
  Removing frostfire by scraping requires a successful Reflex 
  saving throw (DC 15).
  Alternatively, the substance can be removed automatically 
  by dousing it with at least 1 pint of an alcoholic or acidic 
  solution (such as wine or vinegar).
  Either method requires a full-round action.
  Cost: 40 gp; Weight: 1 lb.
  
  388
  HARNESS
  Desmodus cannot wear belts because of the flaps of skin 
  attached to their flanks.
  Instead, they wear harnesses that loop over their shoulders 
  and between their legs.
  Straps crisscross the front and back of the desmodu’s body 
  to keep the harness from slipping off.
  Each desmodu harness is fitted with rings, hooks, and ties 
  for carrying weapons and equipment.
  A reinforced hook hangs near the waist for carrying a 
  cablespool.
  Cost: 20 gp; Weight: 2 lb.
  KINSHIP BADGE
  This item resembles an exquisite cymbal or flattened bell, 
  measuring 3 or 4 inches across.
  When struck, it emits a single musical note.
  It also resonates and produces a distinctive ultrasonic tone 
  when a desmodu’s echolocation sounds strike it.
  Desmodus usually exchange kinship badges with their age-
  mates and use them to identify each other in battle.
  Cost: 5 gp; Weight: —.
  MYSTERIES OF THE 
  MOONSEA (3.5)
  PLANT REPELLENT
  All Thayans who come here from the enclave first apply to 
  their bodies an alchemical substance that smells bad, tastes 
  bad, and has slight herbicidal properties; the aggressive 
  plants here recognize the smell and taste of this substance 
  and do not attack those marked with it.
  Any aggressive plants that are unable to sense this marker 
  or attack despite it have been killed and removed from the 
  garden; other creatures that come near without using the 
  repellent are fair game.
  The repellent is not stored here; doing that would make it 
  too easy for someone to steal the repellent and immediately 
  infiltrate the garden.
  The repellent has no effect anywhere but in the arboretum.
  ORIENTAL ADVENTURES 
  (3.0)
  ARTISAN’S OUTFIT
  A pullover shirt, a thigh-length cotton robe (happi), loose 
  knee-length trousers with a drawstring, a simple sash (obi), 
  and sandals.
  BACKPACK
  Two forms of backpacks are available in Oriental Adventures:
  a wicker basket with shoulder straps or a furoshiki sack, a 
  bundle of fabric folded and thrown over the shoulder.
  BLANKET, WINTER
  Use the same price and weight for a straw mat.
  
  389
  BOTTLE, WINE, GLASS
  The lands of Oriental Adventures typically use ceramics 
  rather than glass.
  In Rokugan, the Unicorn clan is a notable exception.
  CALTROPS
  Caltrops are also called shaken.
  COLD WEATHER OUTFIT
  A heavy robe (kimono), padded with cotton, worn over 
  several other layers: knee-length trousers (hakama), 
  pullover shirt, thigh-length outer robe, and sleeved jacket 
  (haori).
  COURTIER’S OUTFIT
  A noble’s outfit in the finest silks.
  Jewelry is not necessary to complete this outfit.
  EGGSHELL GRENADES
  A favorite tool of ninja, used to create distractions, eggshell 
  grenades are emptied eggshells carefully packed with 
  various alchemical substances.
  Common grenade types include dust, flashpowder, pepper, 
  and poison smoke.
  All use the grenadelike weapons rules explained in the 
  Player ‘s Handbook: The thrower makes a ranged touch attack 
  roll to hit the target.
  Naturally, eggshell grenades are very fragile and must be 
  stowed carefully to avoid breakage.
  If a character carrying these items suffers damage from 
  falling, each eggshell grenade must make a Fortitude save 
  (as if the character were making the saving throw) against a 
  DC of 10 + the amount of damage suffered.
  An eggshell grenade’s light weight makes it very difficult to 
  throw far.
  All eggshell grenades have a range increment of 5 feet.
  Making an eggshell grenade requires the Alchemy skill 
  (DC 20 for dust and pepper, DC 25 for flashpowder and 
  poison smoke) and follows the rules for making things 
  found in the Craft skill description in the Player’s Handbook.
  DUST
  A dust grenade that hits its target directly blinds the target 
  for 1d4 rounds.
  A creature within the “splash” radius of the dust cloud (5 
  feet) must make a Fortitude save (DC 10) or be blinded for 
  1 round.
  FLASHPOWDER
  A flashpowder grenade is effective only when thrown into 
  a fire source, where it explodes in a brilliant flash of light.
  Any creature within 10 feet must make a successful 
  Fortitude save (DC 10) or be blinded for 1d4 rounds.
  There is no effect if the grenade misses the fire (though the 
  grenade is ruined).
  PEPPER
  A pepper grenade that hits its target directly incapacitates 
  the target for 1 round unless he makes a successful 
  Fortitude save (DC 10).
  The target is treated as stunned: He loses his Dexterity 
  bonus to AC and can take no actions, while enemies gain a 
  +2 bonus to hit him.
  There is no “splash” effect.
  POISON SMOKE
  A poison smoke grenade is effective only when thrown into 
  a fire source, where it bursts into a cloud of vile, stinking 
  smoke.
  The cloud spreads to a radius of 10 feet from the fire source, 
  and has the effect of a stinking cloud spell: Creatures within 
  the cloud must make a successful Fortitude save each 
  round (DC 13) or become nauseated.
  The only action a nauseated character can take is a single 
  move (or move-equivalent) action per turn.
  The effect lasts for 1d4+1 rounds after the character leaves 
  the cloud.
  There is no effect if the grenade misses the fire (though the 
  grenade is ruined).
  ENTERTAINER’S OUTFIT
  A light kimono with an embroidered obi (sash).
  FLASH PAPER (MOERAGARU)
  Flash paper is thin rice paper that has been treated with a 
  chemical that ignites upon friction.
  When a character rubs the paper, it ignites and burns with a 
  bright flash equivalent to a flare cantrip.
  If the paper is held close to the eyes of another creature, 
  that creature is dazzled unless it makes a successful 
  Fortitude save (DC 10).
  A dazzled creature suffers a –1 penalty on attack rolls.
  The creature recovers in 1 minute.
  Sightless creatures are not affected by flash paper.
  HOLY SYMBOL, SILVER
  Use this price and weight for items such as prayer wheels 
  or larger bells.
  HOLY SYMBOL, WOODEN
  Use this price and weight for items such as prayer beads, 
  small bells, or gongs, which shamans may use when casting 
  spells.
  INKPEN
  Use this price and weight for a calligraphy brush and 
  inking stone.
  JADE POWDER
  Jade powder is a mixture of viscous oil and ground jade 
  used to coat blades for combat with Shadowlands creatures, 
  which are vulnerable to jade.
  
  390
  A weapon coated with jade powder deals normal damage to 
  oni, and can penetrate their damage reduction, but the 
  powder wears off after one successful strike.
  Applying jade powder to a weapon is a full-round action 
  that provokes an attack of opportunity.
  Jade powder may not be available in campaign settings 
  other than the featured setting of Rokugan.
  Making jade powder follows the rules for making things 
  found in the Craft skill description in the Player’s Handbook.
  LAMP, COMMON
  A common lamp in Oriental Adventures is a paper lantern, 
  which shares one of the drawbacks of the lamp described in 
  the Player’s Handbook, in that it can easily catch on fire if 
  carried around.
  LIQUID SMOKE (EKITAI KEMURI)
  Liquid smoke creates thick, opaque smoke when exposed to 
  air.
  The smoke fills a 10-foot cube.
  The smoke dissipates naturally after 1 round.
  The smoke obscures all sight, including darkvision, beyond 
  5 feet.
  A creature 5 feet away has one-half concealment (attacks 
  have a 20% miss chance).
  Creatures separated by 10 feet of smoke have total 
  concealment (50% miss chance, and the attacker cannot use 
  sight to locate the target).
  Making liquid smoke requires the Alchemy skill (DC 20) 
  and follows the rules for making things found in the Craft 
  skill description in the Player’s Handbook.
  MEAT, CHUNK OF
  In most lands of Oriental Adventures, seafood, chicken, and 
  pork are the only common meats.
  Cows are rare (or sacred) and valued more for their milk 
  than for their meat.
  Fish is boiled, broiled, fried, stewed, or served raw on 
  vinegar-treated rice.
  Nobles tend to avoid eating meat, since they believe it 
  makes them smell dirty.
  Monks do not eat meat for religious reasons.
  MONK’S OUTFIT
  As described in the Player’s Handbook.
  MUSICAL INSTRUMENT, COMMON 
  OR MASTERWORK
  Popular instruments in Rokugan include the samisen 
  (plucked lute), the biwa (plucked lute), the koto (zither), 
  the kokyu (bowed lute), and the shakuhachi (bamboo 
  flute).
  Instruments of other cultures in Oriental Adventures include 
  the dan tinh (2-stringed plucked lute), dizi (bamboo flute), 
  er-hu (two-stringed bowed lute covered with snakeskin), 
  kaen (bamboo reed instrument), kenbau (double reed), 
  khenthai (wooden flute), pipa (large plucked lute), salaw (a 
  bowed lute made from a coconut shell), sarod (large 
  plucked or bowed lute), sitar (large plucked lute), soong 
  (lute), suling (flute), tambura (large bowed lute used to 
  provide a drone), t’rung (bamboo xylophone), yang chin 
  (hammer dulcimer), zheng (zither), and the various gongs 
  and metallophones that make up the gamelan (kenong, 
  bonang, slenthem, saron, gambang, and others).
  NOBLE’S OUTFIT
  An elaborate silk or fine linen robe (kimono) with 
  exaggerated sleeves, an enlarged sash (obi), and a sleeveless 
  outer jacket (kataginu) that emphasizes the shoulders, 
  bearing the mark of the wearer’s family.
  PAPER
  Paper is commonly made from rice pulp rather than cloth 
  fibers in the lands of Oriental Adventures.
  Parchment is not used.
  PEASANT’S OUTFIT
  A pullover shirt and loose, knee-length trousers with a 
  drawstring.
  RATIONS, TRAIL
  Trail rations typically consist of rice cakes.
  ROYAL OUTFIT
  The emperor’s court wear is extremely elaborate, with a 
  long train and many layers.
  SCHOLAR’S OUTFIT
  A long silk kimono with a simple obi (sash), a thigh-length 
  robe (kimono) to serve as a jacket, and sandals.
  SLEEPING FIRE (HINEMURI)
  Sleeping fire is a special form of alchemical fire that ignites 
  when its temperature changes even slightly.
  It is often painted thinly on items as a trap; a creature 
  touching or even breathing on an area so coated triggers a 
  blast of fire that causes 1d3 points of damage, with an 
  additional 1d3 points of damage in the following round.
  Burning characters can use a full-round action to 
  extinguish the flame, as described for alchemical fire in the 
  Player’s Handbook.
  Making sleeping fire requires the Alchemy skill (DC 20) 
  and follows the rules for making things found in the Craft 
  skill description in the Player’s Handbook.
  SPELLBOOK, WIZARD’S
  Shugenjas do not use holy symbols to cast their spells, 
  although they are divine spellcasters.
  Instead, they use ofudas as focus items.
  A set of ofudas costs 15 gp and weighs 3 pounds, just like a 
  wizard’s spellbook.
  
  391
  TRAVELER’S OUTFIT
  As artisan’s outfit, plus a large straw hat.
  VINEGAR
  This costs 1 cp.
  It is primarily used as a cooking ingredient.
  WINE, COMMON
  This is sake, the popular rice wine of Rokugan.
  It is normally served warm in a small cup.
  WINE, FINE
  A more potent version of sake is called shochu.
  Only very serious drinkers partake of shochu.
  PLANAR HANDBOOK (3.5)
  ANARCHIC WATER
  Anarchic water damages lawful outsiders almost as if it 
  were acid.
  A flask of anarchic water can be thrown as a splash weapon 
  (see the Throw Splash Weapon sidebar).
  Treat this attack as a ranged touch attack with a range 
  increment of 10 feet.
  A flask breaks if thrown against the body of a corporeal 
  creature, but to use it against an incorporeal creature, the 
  bearer must open the flask and pour the anarchic water out 
  onto the target.
  Thus, a character can douse an incorporeal creature with 
  anarchic water only if he is adjacent to it.
  Doing so is a ranged touch attack that does not provoke 
  attacks of opportunity.
  A direct hit by a flask of anarchic water deals 2d4 points of 
  damage to a lawful outsider.
  Each such creature within 5 feet of the point where the 
  flask hits takes 1 point of damage from the splash.
  ANTITRAIT GREASE
  Antitrait grease is made in four varieties—evil, law, chaos, 
  and good—using essences collected from planes on the 
  “opposite” side of the Great Wheel to help moderate the 
  effects of the opposing alignment.
  When visiting a plane that is aligned, those who smear on 
  antitrait grease ignore penalties on their Charisma checks 
  that mildly aligned planes impose on visitors of opposed 
  alignments.
  One vial of grease protects a visitor for 1 hour.
  
  392
  The Wisdom and Intelligence check penalties associated 
  with strongly aligned planes are not affected.
  ASTRAL SKIFF
  Huge vehicle; Profession (sailor) +0; Spd fly 120 ft. 
  (average); Overall AC 3; Section hp 40 (hardness 10); 
  Section AC 3; Ram 4d8; Face 15 ft. by 5 ft.; Height 10 ft.; SA 
  ramming; Crew 1 (carries 3); Cargo 1 ton (Spd 100 ft. if 
  carrying 1/2 ton or more); Cost 10,000 gp.
  On the Astral Plane, githyanki commonly wage war from 
  astral ships.
  Such vessels range in size from those large enough for a 
  single squad of soldiers (the astral skiff) to those far larger.
  Powered by magic sails that catch the motion of astral 
  energies, these ships are normally useless on the Material 
  Plane, where no such arcane winds blow.
  However, the vehicle is ideal for journeys on the infinite 
  Astral Plane itself.
  ATRAMEN OIL
  This substance is cold pressed from atramen fruit that 
  grows on shoals of Elemental Earth that have drifted too 
  close to the Negative Energy Plane.
  A flask of atramen oil can be thrown as a splash weapon 
  (see the Throw Splash Weapon sidebar).
  Treat this attack as a ranged touch attack with a range 
  increment of 10 feet.
  A direct hit causes the target to take a –4 penalty on 
  Fortitude saves for 1 minute.
  Every creature within 5 feet of the point where the flask 
  hits takes a –1 penalty on Fortitude saves for 1 minute.
  AXIOMATIC WATER
  Axiomatic water damages chaotic outsiders almost as if it 
  were acid.
  A flask of axiomatic water can be thrown as a splash 
  weapon (see the Throw Splash Weapon sidebar).
  Treat this attack as a ranged touch attack with a range 
  increment of 10 feet.
  A flask breaks if thrown against the body of a corporeal 
  creature, but to use it against an incorporeal creature, the 
  bearer must open the flask and pour the axiomatic water 
  out onto the target.
  Thus, a character can douse an incorporeal creature with 
  axiomatic water only if he is adjacent to it.
  Doing so is a ranged touch attack that does not provoke 
  attacks of opportunity.
  A direct hit by a flask of axiomatic water deals 2d4 points of 
  damage to a chaotic outsider.
  Each such creature within 5 feet of the point where the 
  flask hits takes 1 point of damage from the splash.
  BAHAMUT’S BREATH
  Bahamut’s breath damages evil outsiders almost as if it were 
  acid, while at the same time, it heals good outsiders as if it 
  were a potion of cure light wounds.
  One ingredient for this alchemical substance is a breath of 
  air gathered from any of the four lowest levels of Celestia.
  A flask of Bahamut’s breath can be thrown as a splash 
  weapon (see the Throw Splash Weapon sidebar).
  Treat this attack as a ranged touch attack with a range 
  increment of 10 feet.
  A direct hit by a flask deals 2d4 points of damage to an evil 
  outsider.
  Each such creature within 5 feet of the point where the 
  flask hits takes 1 point of damage from the splash.
  A direct hit by the flask heals 2d4 points of damage to a 
  good outsider.
  Each such creature within 5 feet of the point where the 
  flask hits is cured of 1 point of damage from the splash.
  CELESTIAL CLOAK
  Planar hunters frequently visit the Wilderness of the 
  Beastlands to slay and skin celestial animals, for, when the 
  beasts are slain on their home plane and their hides 
  properly treated, some of their properties reside in their 
  pelts.
  A celestial cloak looks much like an ordinary cloak made of 
  fur from the appropriate animal, but it has a golden sheen 
  that is especially evident when viewed under the noonday 
  sun or in the light of the full moon.
  When worn, a celestial cloak confers upon its wearer 
  resistance to acid 1, cold 1, and electricity 1.
  This resistance does not stack with similar benefits gained 
  from other sources.
  CHAOS FLASK
  A chaos flask contains a small amount of the raw stuff of 
  the plane of Limbo.
  This material can be shaped by someone with a strong 
  enough will (DC 13 Wisdom check) into nearly any single 
  nonmagical object, provided the total volume is no greater 
  than that of the flask’s contents—with denser objects 
  requiring more of the material.
  A flask contains enough raw chaos to create a Diminutive 
  metal or stone object, a Tiny wooden object, or a Small 
  cloth or leather object.
  The user can even shape the matter into a living creature of 
  Diminutive size or smaller, but doing this raises the 
  Wisdom check DC to 18.
  Shaping the Limbo matter is a free action, and the user can 
  attempt the Wisdom check once per round.
  The item so shaped persists for a number of rounds equal to 
  the user’s Wisdom score, and then dissipates into 
  nothingness.
  The user can cause the object to dissipate sooner with 
  another Wisdom check (same DC).
  DIFFERENTIAL HOURGLASS
  Because time can flow at different rates on different planes, 
  it can sometimes help planar travelers to know how much 
  time is passing on other planes.
  A differential hourglass consists of two hourglasses—one 
  large, one small—mounted end to end.
  The substance inside each hourglass flows at the same 
  speed, but one of the hourglasses measures the passage of 
  local time, and the other measures the passage of remote 
  time.
  Differential hourglasses are usually built with a specific pair 
  of planes in mind, and as such are rather useless for any 
  other purpose.
  
  393
  Depending on the difference between the two planes in 
  question, the smaller hourglass could measure seconds, 
  rounds, minutes, hours, or days, while the larger of the two 
  could measure rounds, minutes, hours, days, weeks, or even 
  some longer period, depending on the time differential 
  between the two planes.
  ELEMENTAL LOADSTONE
  Although it appears to be an ordinary stone about the size 
  of a sling stone, an elemental loadstone is, in fact, extremely 
  dense, weighing around 50 pounds.
  A loadstone can be thrown (with a range increment of 5 
  feet) or fired from a sling (with a range increment of 10 
  feet) and deals 2d6 points of bludgeoning damage on a 
  successful hit.
  In addition, some particularly muscular rogues have 
  developed an interesting tactic: slipping elemental 
  loadstones into the pockets of physically weaker opponents 
  by means of Sleight of Hand checks.
  With enough of these on his person, the average wizard or 
  sorcerer can quickly be rendered immobile.
  ETHER HARNESS
  Designed after harnesses used by burglars for breaking into 
  homes, the ether harness is simply a network of leather 
  straps fitted with metal rings for tying items down.
  It is meant to ensure that a group of ethereal travelers 
  caught in an ether cyclone remain together, rather than 
  being scattered across the planes.
  Tying travelers together by means of their ether harnesses 
  grants a +2 circumstance bonus on Use Rope checks made 
  to ensure that the knots do not come untied.
  ETHEREAL TUNNELER
  Huge vehicle; Profession (miner) +4; Spd burrow 10 ft. 
  (clumsy); Overall AC 3; Section hp 40/120 (hardness 20/5); 
  Section AC 3; Ram 10d6; Face 10 ft. by 20 ft.; Height 10 ft.; 
  SA ramming; SQ steering mechanism triggers ethereal jaunt 
  on vehicle and all passengers 1/day for up to 20 rounds; 
  Crew 5 (plus 10 soldiers); Cost 140,000 gp.
  This tanklike vehicle slowly digs tunnels through earth—
  and when solid stone stymies it, the vehicle can briefly shift 
  into the Ethereal Plane.
  When not tunneling into otherwise sealed regions of earth 
  or past undefeatable defenses, an ethereal tunneler can be 
  used for outright warfare.
  The vehicle is adamantine-armored and large enough to 
  accommodate a squad of 10 soldiers.
  Its treads have been magically animated to provide 
  propulsion at the direction of the crew, who pull levers 
  while they watch the earth for signs of cave-ins.
  The massive drill at the front is better than a ramming 
  prow; an ethereal tunneler never takes damage from rams it 
  initiates.
  FIREPROOF CLOTHING
  As with fireproof parchment, this clothing is made from 
  the hides of animals that have natural immunity to fire, 
  making the clothing safe to wear in fire-dominant 
  environments.
  Any style of clothing can be made from the material; the 
  cost simply increases by 50 gp.
  FIREPROOF PARCHMENT
  Not strictly parchment, this writing material is made of 
  hide from animals found on the Elemental Plane of Fire, 
  and it retains the creatures’ immunity to fire.
  Thus, fireproof parchment does not catch fire when 
  exposed to a fire-dominant plane or environment.
  FIREPROOF SPELLBOOK
  With pages made of fireproof parchment (see Adventuring 
  Gear, above), covered in leather made from fire-resistant 
  animals, and bound with steel, a fireproof spellbook does 
  not catch fire when exposed to a fire-dominant plane or 
  environment.
  GATE ZEPPELIN
  Colossal vehicle; Profession (pilot) –4; Spd fly 40 ft. 
  (nautical average); Overall AC –3; Section hp 30 (hardness 
  5); Section AC 3; Rigging 200 hp (hardness 0), AC 1; Ram 
  4d6; Face 40 ft. by 10 ft.; Height 10 ft; SA ramming; SQ 
  steering mechanism triggers gate 1/day through which 
  zeppelin may pass (after which the gate closes); Crew 10; 
  Cargo 10 tons (Spd 20 ft. if carrying 5 tons or more); Cost 
  160,000 gp.
  A zeppelin relies on hot air trapped in a massive balloon for 
  lift and animated propellers for propulsion.
  The balloon that provides lift is segmented so that one 
  puncture isn’t disastrous.
  Zeppelins have no minimum forward speed, and they can 
  hover.
  A mechanism in the captain’s cabin can trigger a gate-like 
  opening once per day that allows planar travel.
  GRAVITY TENT
  Designed for use on planes that have no gravity, a gravity 
  tent is merely a tent in the shape of a diamond, with loops 
  and clips inside to hold bedrolls in a more or less stable 
  position (secured to the tent’s cross-poles).
  It sleeps up to four comfortably, and up to eight total.
  LIQUID EMBERS
  Liquid embers is a sticky adhesive goo not unlike 
  alchemist’s fire, except that liquid embers contains ash or 
  soot of an object burned with fire from the Elemental Plane 
  of Fire.
  A flask of liquid embers can be thrown as a splash weapon 
  (see the Throw Splash Weapon sidebar).
  Treat this attack as a ranged touch attack with a range 
  increment of 10 feet.
  A direct hit deals 3d6 points of fire damage.
  Every creature within 5 feet of the point where the flask 
  hits takes 1d6 points of fire damage from the splash.
  On the round following a direct hit, the target takes an 
  additional 3d6 points of damage.
  
  394
  If desired, the target can use a full-round action to attempt 
  to extinguish the flames before taking this additional 
  damage.
  Extinguishing the flames requires a DC 17 Reflex save.
  Rolling on the ground provides the target a +2 bonus on the 
  save.
  Leaping into a lake or magically extinguishing the flames 
  automatically smothers the fire.
  MECHANUS EYE
  This 2-inch-diameter metallic orb resembles an eye, though 
  streamlined and idealized.
  These eyes are purportedly salvaged from secret graveyard 
  cogs on Mechanus, where a demolished race who once 
  claimed the plane now lies forgotten.
  Anyone looking through a Mechanus eye gains a +1 
  competence bonus on Search checks.
  OCANTHUS KNIFE
  Ocanthus knives are actually alchemically stabilized shards 
  of magically charged black ice gathered from the fourth 
  layer of Acheron.
  An ocanthus knife has all the melee weapon characteristics 
  of a dagger, except for the following: On a successful strike, 
  a Medium ocanthus knife deals 2d6 points of damage (a 
  Small knife deals 1d8, and a Large knife deals 3d6).
  After striking a foe, the knife loses its stability and 
  immediately shatters and melts, gone but for telltale oily 
  residue.
  PLANAR ATLAS
  Countless versions of these handy tomes exist, each of 
  which is meant to describe the relationships between 
  various planes for the convenience of travelers.
  They are rarely accurate when it comes to detailing the 
  locations of planar portals (or the instructions for how to 
  activate them), but the information on the planes grants a 
  +2 competence bonus on Knowledge (the planes) checks.
  PLANAR SAILER
  Colossal vehicle; Profession (sailor) +4; Spd wind × 20 ft. 
  (nautical average); Overall AC –3; Section hp 50 (hardness 
  5); Section AC 3; Rigging 80 hp (hardness 0), AC 1; Ram 
  12d6; Face 80 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); SA ram; 
  SQ steering mechanism triggers special plane shift effect on 
  vehicle and contents; Crew 20; Cargo 150 tons (Spd wind × 
  15 ft. if 75 tons or more); Cost 25,000 gp.
  In most situations, a planar sailer seems no different from a 
  common sailing ship.
  Measuring some 80 feet in length, this three-masted ship 
  requires a crew of 20 when sailing on water and using the 
  wind for locomotion.
  A planar sailer has a special ability that allows it to sail 
  celestial seas, following the commands of the captain of the 
  vessel as he stands at the wheel.
  A planar sailer has enough room on deck for two light 
  catapults or ballistas.
  It usually uses a launch as a lifeboat (not included in the 
  price).
  PURE ELEMENT
  Each flask of pure element contains a small amount of the 
  essence of an Elemental Plane: air, earth, fire, or water, 
  painstakingly recreated from ancient alchemical formulas.
  The bearer can pour this substance upon other beings or 
  objects by making a melee touch attack (which provokes 
  attacks of opportunity), or hurl it as a thrown weapon that 
  targets a creature.
  The pure element air, earth, fire, or water contained within 
  then bonds with whatever it touches, temporarily altering 
  the target in a fashion dependent on the element’s nature.
  The effects of the pure element last for 10 minutes, unless 
  otherwise noted.
  AIR
  This clear liquid does not seem to flow from the flask as 
  much drift from it.
  Objects or creatures exposed to pure element air weigh 
  only one-half their normal weight; creatures so affected 
  gain a +2 bonus on Climb and Jump checks but take a –2 
  penalty on damage rolls.
  Elementals with the air subtype that are exposed to this 
  pure element gain a +2 enhancement bonus to 
  Constitution.
  Elementals with the earth subtype, as well as objects made 
  of earth or stone, take 2d6 points of damage (this effect 
  overcomes the damage reduction or hardness of such 
  creatures or objects).
  EARTH
  This grayish-brown ooze looks like ordinary mud.
  Objects or creatures exposed to pure elemental earth weigh 
  twice their normal weight; creatures so affected take a –2 
  penalty on Balance, Climb, Jump, Ride, Swim, and Tumble 
  checks.
  The creature also gains damage reduction 1/adamantine.
  Elementals with the earth subtype that are exposed to this 
  pure element gain a +2 enhancement bonus to 
  Constitution.
  Elementals with the air subtype take 2d6 points of damage 
  (this effect overcomes the damage reduction of such 
  creatures).
  FIRE
  This bright orange-yellow liquid bursts from the flask like 
  an explosion.
  A creature or object exposed to pure elemental fire takes 
  1d6 points of damage and catches fire unless it succeeds on 
  a DC 15 Reflex save.
  A creature or object that catches fire takes 1d6 points of fire 
  damage per round for 5 rounds.
  The flames may be extinguished only by exposure to pure 
  elemental water.
  Elementals with the fire subtype that are exposed to this 
  pure element gain a +2 enhancement bonus to 
  Constitution.
  Elementals with the water subtype take double the initial 
  fire damage dealt by this substance, but do not catch on fire 
  unless they are wearing flammable items.
  
  395
  WATER
  This liquid appears to be a deep blue, almost indigo water.
  Living creatures exposed to pure elemental water must 
  make a DC 10 Constitution check or begin drowning.
  Each round thereafter until 1 minute has elapsed, the DC 
  increases by 1.
  Elementals with the water subtype that are exposed to this 
  pure element gain a +2 enhancement bonus to 
  Constitution.
  Elementals with the fire subtype take 2d6 points of damage.
  RED TIDEWATER
  Harvested from areas of red tide on the Elemental Plane of 
  Water, this water is full of an algae that can cause 
  temporary blindness if it gets into a living creature’s eyes.
  A flask of red tidewater can be thrown as a splash weapon 
  (see the Throw Splash Weapon sidebar).
  Treat this attack as a ranged touch attack with a range 
  increment of 10 feet.
  A direct hit forces the target to make a DC 15 Reflex save or 
  be blinded for 2d4 rounds.
  All those within 5 feet of the point of impact must make a 
  DC 10 Reflex save or be blinded for 1 round.
  Anyone who fails the save has been exposed to blinding 
  sickness (see Disease, page 292 of the Dungeon Master’s 
  Guide).
  TOUCHSTONE BLADE
  A touchstone blade is a nonmagical masterwork sword or 
  other weapon forged from metal found at the site of a 
  planar touchstone—thus qualifying it as the portable object 
  required by the Planar Touchstone feat.
  The cost of a touchstone blade is equal to the cost of the 
  weapon plus 500 gp (300 gp for the masterwork weapon, 
  plus another 200 gp for the connection to the planar 
  touchstone).
  Such items are understandably rare and sold even more 
  rarely, given the magical benefit they can provide.
  TRUE DIVINE FOCUS
  Druids use sprigs of holly and mistletoe as the default 
  divine focus for their spells, and these come directly from 
  the home plane of the druid’s deity.
  Imbued with the raw power of nature, these divine cuttings 
  increase the druid’s effective caster level by 1 for purposes 
  of determining level-dependent spell variables (such as 
  damage or range) and for caster level checks.
  The cuttings last for one week.
  TRUE HOLY SYMBOL
  Appearing in all other ways to be merely a holy symbol, this 
  item in fact comes from the home plane of the deity the 
  symbol represents—and carries with it a modicum of the 
  deity’s power.
  Attempts to turn undead using the true holy symbol 
  provide a +2 sacred bonus on the character’s turning check 
  (1d20 + the character’s Cha modifier).
  TRUE UNHOLY SYMBOL
  The evil counterpart to the true holy symbol, this otherwise 
  unremarkable ornament confers a +2 profane bonus on the 
  wielder’s attempts to rebuke, command, or bolster undead, 
  or to dispel a good cleric’s turning effect.
  WATERPROOF INK
  Because ordinary ink smears and runs when it comes in 
  contact with water, this “ink”—actually a mixture of grease, 
  wax, and pigments—is quite useful for making maps and 
  other writings in water-dominant planes.
  WATERPROOF SPELLBOOK
  Utilizing waterproof ink and pages sealed in paraffin, this 
  spellbook can survive being immersed in water—an 
  extremely useful item for a wizard journeying to a water-
  dominant plane.
  WEIGHT SUIT
  A weight suit is a collection of straps and pouches 
  containing lead pellets.
  When the complete suit is worn, it distributes extra weight 
  across the wearer’s body, counteracting the skill check and 
  attack roll penalties of light-gravity environments (because 
  the weight is distributed, rather than concentrated in one 
  place, such as with a backpack).
  In environments with normal gravity, the suit is little more 
  than a curiosity, except to certain physical fitness fanatics.
  PLAYER’S HANDBOOK 3.0 
  (3.0)
  
  396
  
  397
  ACID
  You can throw a flask of acid as a grenadelike weapon (see 
  Table 7–10: Grenadelike Weapons, page 114, and 
  Grenadelike Weapon Attacks, page 138).
  ALCHEMIST’S FIRE
  Alchemist’s fire is a sticky, adhesive substance that ignites 
  when exposed to air.
  You can throw a flask of alchemist’s fire as a grenadelike 
  weapon (see Table 7–10: Grenadelike Weapons, page 114, 
  and Grenadelike Weapon Attacks, page 138).
  On the round following a direct hit, the target takes an 
  additional 1d6 points of damage.
  
  398
  The target can take a full-round action to attempt to 
  extinguish the flames before taking this additional damage.
  It takes a successful Reflex saving throw (DC 15) to 
  extinguish the flames.
  Rolling on the ground allows the character a +2 bonus.
  Leaping into a lake or magically extinguishing the flames 
  automatically smothers the flames.
  ALCHEMIST’S LAB
  This includes beakers, bottles, mixing and measuring 
  equipment and a miscellany of chemicals and substances.
  This is the perfect tool for the job and so adds a +2 
  circumstance bonus to Alchemy checks, but it has no 
  bearing on the costs related to the Alchemy skill (see the 
  Alchemy skill, page 63).
  Without this lab, a character with the Alchemy skill is 
  assumed to have enough tools to use the skill but not 
  enough to get the +2 bonus that the lab provides.
  ANTITOXIN
  If you drink antitoxin, you get a +5 alchemical bonus on all 
  Fortitude saving throws against poison for 1 hour.
  ARMOR OR SHIELD, MASTERWORK
  These well-made items function like the normal versions 
  except that their armor check penalties are reduced by 1.
  ARROW, BOLT, OR BULLET, 
  MASTERWORK
  A masterwork projectile functions like a normal projectile 
  of the same type except that it is so aerodynamically sound 
  you get a +1 bonus on attack rolls when you use it.
  This bonus stacks with any bonus you might get by using a 
  masterwork bow, crossbow, or sling.
  The projectile is damaged (effectively destroyed) when it is 
  used.
  ARROW, BOLT, OR BULLET, 
  SILVERED
  A silvered projectile functions like a normal projectile, 
  except that some creatures that resist damage from normal 
  weapons, such as werewolves, can be hurt by silvered 
  weapons.
  ARTISAN’S OUTFIT
  A shirt with buttons, a skirt or pants with a drawstring, 
  shoes, and perhaps a cap or hat.
  This outfit may include a belt or a leather or cloth apron for 
  carrying tools.
  ARTISAN’S TOOLS
  This is the set of special tools needed for any craft.
  Without these tools, you have to use improvised tools (–2 
  penalty on your Craft check) if you can do the job at all.
  ARTISAN’S TOOLS, MASTERWORK
  As artisan’s tools, but these are the perfect tools for the job, 
  so you get a +2 circumstance bonus on your Craft check.
  BACKPACK
  A leather pack carried on the back, typically with straps to 
  secure it.
  BARDING, MEDIUM-SIZE 
  CREATURE AND LARGE CREATURE
  Barding is simply some type of armor covering the head, 
  neck, chest, body, and possibly legs of a horse.
  Heavier types provide better protection at the expense of 
  lower speed.
  Barding comes in most of the types found on Table 7–5: 
  Armor.
  As with any nonhumanoid Large creature, a horse’s armor 
  costs four times what a human’s (a humanoid Medium-size 
  creature’s) armor costs and also weighs twice as much as the 
  armor found on Table 7–5: Armor (see Armor for Unusual 
  Creatures, page 105).
  (If the barding is for a pony, or other Medium-size mount, 
  the cost is only double, and the weight is the same).
  Medium or heavy barding slows mounts:
  Flying mounts can’t fly in medium or heavy barding.
  Barded animals require special attention.
  You must take care to prevent chafing and sores caused by 
  the armor.
  The armor must be removed at night and ideally should not 
  be put on the mount except to prepare for a battle.
  Removing and fitting barding takes five times as long as the 
  figures given on Table 7–6: Donning Armor.
  Barded animals cannot be used to carry any load other than 
  the rider and normal saddlebags.
  Because of this, a mounted warrior often leads a second 
  mount for carrying gear and supplies.
  BEDROLL
  Adventurers never know where they’re going to sleep, and 
  bedrolls help them get better sleep in haylofts or on the 
  cold ground.
  A bedroll is bedding and a blanket thin enough to be rolled 
  up and tied.
  In an emergency, it can double as a stretcher.
  BLANKET, WINTER
  A thick, quilted, wool blanket.
  
  399
  CALTROPS
  Caltrops resemble large metal jacks with sharpened points 
  rather than balls on the ends of their arms.
  They are essentially iron spikes designed so that one point 
  is always facing up.
  You scatter them on the ground in the hope that your 
  enemies step on them or are at least forced to slow down to 
  avoid them.
  One bag of caltrops (the 2-pound unit listed on Table 7–7: 
  Goods and Services) covers an area 5 feet square.
  Each time a creature moves into an area covered by caltrops 
  (or spends a round fighting while standing in such an area), 
  the creature may step on one.
  The caltrops make an attack roll (base attack bonus +0) 
  against the creature.
  For this attack, the creature’s shield, armor, and deflection 
  bonus do not count.
  (Deflection averts blows as they approach you, but it does 
  not prevent you from touching something dangerous).
  If the creature is wearing shoes or other footwear, it gets a 
  +2 armor bonus to AC.
  If the caltrops succeed at the attack, the creature has 
  stepped on one.
  The caltrop deals 1 point of damage, and the creature’s 
  speed is reduced by one-half because its foot is wounded.
  This movement penalty lasts for one day, until the creature 
  is successfully treated with the Heal skill (DC 15), or until 
  it receives at least 1 point of magical curing.
  A charging or running creature must immediately stop if it 
  steps on a caltrop.
  Any creature moving at half speed or slower can pick its 
  way through a bed of caltrops with no trouble.
  The DM judges the effectiveness of caltrops against 
  unusual opponents.
  A giant centipede, for example, can scramble among the 
  caltrops with no chance of hurting itself, and a fire giant 
  wearing fire-giant-size boots is immune to normal-size 
  caltrops.
  (They just get stuck in the soles of his boots).
  CANDLE
  A candle clearly illuminates a 5-foot radius and burns for 1 
  hour.
  CART
  A two-wheeled vehicle drawn by a single horse (or other 
  beast of burden).
  It comes with a harness.
  CASE, MAP OR SCROLL
  A capped leather or tin tube for holding rolled pieces of 
  parchment or paper.
  CHAIN
  Chain has a hardness of 10 and 5 hit points.
  It can be burst with a Strength check (DC 26).
  CLERIC’S VESTMENTS
  Ecclesiastical clothes for performing priestly functions, not 
  for adventuring.
  CLIMBER’S KIT
  Special pitons, boot tips, gloves, and a harness that aids in 
  all sorts of climbing.
  This is the perfect tool for climbing and gives you a +2 
  circumstance bonus to Climb checks.
  COLD WEATHER OUTFIT
  A wool coat, linen shirt, wool cap, heavy cloak, thick pants 
  or skirt, and boots.
  When wearing a cold weather outfit, add a +5 circumstance 
  bonus to Fortitude saving throws against exposure to cold 
  weather (see the DUNGEON MASTER’s Guide for 
  information on cold dangers).
  COURTIER’S OUTFIT
  Fancy, tailored clothes in whatever fashion happens to be 
  the current style in the courts of the nobles.
  Anyone trying to influence nobles or courtiers while 
  wearing street dress will have a hard time of it.
  Without jewelry (costing perhaps an additional 50 gp), you 
  look like an out-of-place commoner.
  CROWBAR
  An iron bar for levering things open.
  DAGGER, SILVERED
  A silvered dagger functions as a normal dagger, except that 
  some creatures that resist damage from normal weapons, 
  such as werewolves, can be hurt by silvered weapons.
  DISGUISE KIT
  A bag containing cosmetics, hair dye, and small physical 
  props.
  This is the perfect tool for disguise and adds a +2 
  circumstance bonus to Disguise checks.
  It’s exhausted after ten uses.
  ENTERTAINER’S OUTFIT
  A set of flashy, perhaps even gaudy, clothes for 
  entertaining.
  While the outfit looks whimsical, its practical design lets 
  you tumble, dance, walk a tightrope, or just run (if the 
  audience turns ugly).
  EXPLORER’S OUTFIT
  This is a full set of clothes for someone who never knows 
  what to expect.
  It includes sturdy boots, leather breeches or a skirt, a belt, a 
  shirt (perhaps with a vest or jacket), gloves, and a cloak.
  
  400
  Rather than a leather skirt, a leather overtunic may be worn 
  instead over a cloth skirt.
  The clothes have plenty of pockets (especially the cloak).
  The outfit also includes any extra items you might need, 
  such as a scarf or a wide-brimmed hat.
  FEED
  Horses, donkeys, mules, and ponies can graze to sustain 
  themselves, but providing feed for them (such as oats) is 
  much better because it provides a more concentrated form 
  of energy, especially if the animal is exerting itself.
  If you have a riding dog, you have to feed it at least some 
  meat, which may cost more or less than the given amount.
  FLASK
  A ceramic, glass, or metal container fitted with a tight 
  stopper.
  It holds 1 pint of liquid.
  FLINT AND STEEL
  Striking the steel and flint together creates sparks.
  By knocking sparks into tinder, you can create a small 
  flame.
  Lighting a torch with flint and steel is a full-round action, 
  and lighting any other fire with them takes at least that 
  long.
  GRAPPLING HOOK
  Tied to the end of a rope, the hook can secure the rope to 
  battlements, windows, tree limbs, and so forth.
  HAMMER
  A one-handed hammer with an iron head that is useful for 
  pounding pitons into a wall.
  HEALER’S KIT
  This kit is full of herbs, salves, bandages and other useful 
  materials.
  It is the perfect tool for anyone attempting a Heal check.
  It adds a +2 circumstance bonus to the check.
  It’s exhausted after ten uses.
  HOLLY AND MISTLETOE
  Sprigs of holly and mistletoe are used by druids as the 
  default divine focus for druid spells.
  Holly and mistletoe plants are easily found in wooded areas 
  by druids, and sprigs from them are harvested essentially 
  for free.
  HOLY SYMBOL, SILVER OR WOODEN
  A holy symbol focuses positive energy.
  Clerics use them as the focuses for their spells and as tools 
  for turning undead.
  Each religion has its own holy symbol, and a sun symbol is 
  the default holy symbol for clerics not associated with any 
  particular religion.
  A silver holy symbol works no better than a wooden one, 
  but it serves as a mark of status for the wielder.
  HOLY WATER
  Holy water damages undead and evil outsiders almost as if 
  it were acid.
  Typically, a flask of holy water deals 2d4 points of damage 
  to an undead creature or an evil outsider on a direct hit or 1 
  point of damage if it splashes such a creature.
  Also, holy water is considered blessed, which means it has 
  special effects on certain creatures.
  A flask of holy water can be thrown as a grenadelike 
  weapon (see Table 7–10: Grenadelike Weapons, page 114, 
  and Grenadelike Weapon Attacks, page 138).
  A flask breaks if thrown against the body of a corporeal 
  creature, but against an incorporeal creature, the flask must 
  be opened and the holy water poured out onto it.
  Thus, you can only douse an incorporeal creature with holy 
  water if you are adjacent to it.
  Doing so is a ranged touch attack that does not provoke 
  attacks of opportunity.
  Temples to good deities sell holy water at cost (making no 
  profit) because they are happy to supply people with what 
  they need to battle evil.
  INK
  This is black ink.
  You can buy ink in other colors, but it costs twice as much.
  INKPEN
  A wooden stick with a special tip on the end.
  The tip draws ink in when dipped in a vial and leaves an ink 
  trail when drawn across a surface.
  JUG, CLAY
  A basic ceramic jug fitted with a stopper.
  It holds 1 gallon of liquid.
  LADDER, 10-FOOT
  A straight, simple wooden ladder.
  LAMP, COMMON
  A lamp clearly illuminates things in a 15-foot radius and 
  burns for 6 hours on a pint of oil.
  It burns with a more even flame than a torch, but, unlike a 
  lantern, it uses an open flame and it can spill easily, making 
  it too dangerous for most adventuring.
  You can carry a lamp in one hand.
  LANTERN, BULLSEYE
  A bullseye lantern has only a single shutter, with its other 
  sides being highly polished inside to reflect the light in a 
  single direction.
  
  401
  It illuminates a cone 60 feet long and 20 feet wide at the 
  end, and it burns for 6 hours on a pint of oil.
  You can carry a lantern in one hand.
  LANTERN, HOODED
  A hooded lantern is a standard lantern with shuttered or 
  hinged sides.
  You can carry a lantern in one hand.
  It clearly illuminates a 30-foot radius and burns for 6 hours 
  on a pint of oil.
  LOCK
  A lock is worked with a large, bulky key.
  The DC to open this kind of lock with the Open Locks skill 
  depends on the lock’s quality: very simple (DC 20), average 
  (DC 25), good (DC 30), amazingly good (DC 40).
  MAGNIFYING GLASS
  This simple lens allows a closer look at small objects.
  It is useful as a substitute for flint, steel, and tinder when 
  starting fires (though it takes light as bright as direct 
  sunlight to focus, tinder to light, and at least a full-round 
  action to light a fire with a magnifying glass).
  It grants you a +2 circumstance bonus on Appraise checks 
  involving any item that is small or highly detailed, such as a 
  gem.
  MANACLES AND MANACLES, 
  MASTERWORK
  These manacles can bind a Medium-size creature.
  The manacled character can use the Escape Artist skill to 
  slip free (DC 30, or DC 35 for masterwork manacles).
  To break the manacles requires success at a Strength check 
  (DC 26, or DC 28 for masterwork manacles).
  Manacles have a hardness of 10 and 10 hit points.
  Most manacles have locks; add the cost of the lock you 
  want to the cost of the manacles.
  For the same price, one can buy manacles for Small 
  creatures.
  For Large creatures, manacles cost ten times this amount, 
  and for Huge creatures, one hundred times this amount.
  Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures 
  can only be held by specially made manacles.
  MIGHTY COMPOSITE LONGBOW OR 
  SHORTBOW
  A mighty bow is a composite bow made with an especially 
  heavy pull to allow a strong archer to take advantage of an 
  above-average Strength.
  The mighty bow allows you to add your Strength bonus to 
  damage up to the maximum bonus listed.
  For example, Tordek has a +2 Strength bonus.
  With a regular composite shortbow, he gets no modifier to 
  damage.
  For 150 gp, he can buy a mighty composite shortbow (+1), 
  which lets him add +1 to the damage.
  For 225 gp, he can buy one that lets him add his entire +2 
  bonus.
  Even if he paid 400 gp for a mighty composite longbow 
  (+3), he would still only get +2 to damage.
  The bow can’t grant him a higher bonus than he already 
  has.
  MIRROR, SMALL STEEL
  A polished steel mirror is handy when you want to look 
  around corners, signal friends with reflected sunlight, keep 
  an eye on a medusa, make sure that you look good enough 
  to present yourself to the queen, or examine wounds that 
  you’ve received on hard-to-see parts of your body.
  MONK’S OUTFIT
  This simple outfit includes sandals, loose breeches, and a 
  loose shirt, and is all bound together with sashes.
  Though it looks casual, the outfit is designed to give you 
  maximum mobility, and it’s made of high-quality fabric.
  You can hide small weapons in pockets hidden in the folds, 
  and the sashes are strong enough to serve as short ropes.
  Depending on your style, the outfit may be decorated with 
  designs that indicate your lineage or philosophical outlook.
  MUSICAL INSTRUMENT, COMMON 
  OR MASTERWORK
  Popular instruments include fifes, recorders, lutes, 
  mandolins, and shalms.
  A masterwork instrument is of superior make.
  It adds a +2 circumstance bonus to Perform checks and 
  serves as a mark of status.
  NOBLE’S OUTFIT
  This set of clothes is designed specifically to be expensive 
  and to show it.
  Precious metals and gems are worked into the clothing.
  To fit into the noble crowd, every would-be noble also 
  needs a signet ring (see Adventuring Gear above) and 
  jewelry (worth at least 100 gp, or at least appearing to be 
  worth that much).
  And it would be advisable to not show up to a ball in the 
  same noble’s outfit twice.
  OIL
  A pint of oil burns for 6 hours in a lantern.
  You can use a flask of oil as a grenadelike weapon (see Table 
  7–10: Grenadelike Weapons, page 114, and Grenadelike 
  Weapon Attacks, page 138).
  Use the rules for alchemist’s fire, except that it takes a full-
  round action to prepare a flask with a fuse.
  Once it is thrown, there is only a 50% chance that the flask 
  ignites successfully.
  You can pour a pint of oil on the ground to cover an area 5 
  feet square (provided the surface is smooth).
  If lit, the oil burns for 2 rounds and deals 1d3 points of 
  damage to each creature in the area.
  
  402
  PAPER
  A white sheet of paper made from cloth fibers.
  PARCHMENT
  Goat hide or sheepskin prepared for writing on.
  PEASANT’S OUTFIT
  A loose shirt and baggy breeches, or a loose shirt and skirt 
  or overdress.
  Cloth wrappings are used for shoes.
  PITON
  When a wall doesn’t offer you handholds and footholds, 
  you can make your own.
  A piton is a steel spike with an eye through which you can 
  loop a rope.
  (See the Climb skill, page 64).
  POLE, 10-FOOT
  When you suspect a trap, you’d rather put the end of your 
  10-foot pole through a hole in a wall than your hand.
  POUCH, BELT
  This leather pouch straps to your belt.
  It’s good for holding things that you may need in a hurry, 
  such as potions.
  RAM, PORTABLE
  This iron-shod wooden beam is the perfect tool for 
  battering down doors.
  Not only does it give you a +2 circumstance bonus on your 
  Strength check to break open a door, but it allows a second 
  person to help you without having to roll, adding another 
  +2 to your check (see Breaking Open Doors, page 62).
  RATIONS, TRAIL
  Trail rations are compact, dry, high-energy foods suitable 
  for travel, such as jerky, dried fruit, hardtack, and nuts.
  RATIONS, TRAIL
  See Adventuring Gear, above.
  ROPE, HEMP
  This rope has 2 hit points and can be burst with a successful 
  Strength check (DC 23).
  ROPE, SILK
  This rope has 4 hit points and can be burst with a successful 
  Strength check (DC 24).
  It is so supple that it adds a +2 circumstance bonus to Use 
  Rope checks.
  ROYAL OUTFIT
  This is just the clothes, not the royal scepter, crown, ring, 
  and other accoutrements.
  Royal clothes are ostentatious, with gems, gold, silk, and fur 
  in abundance.
  SACK
  A drawstring sack made of burlap or a similar material.
  SADDLE, EXOTIC
  An exotic saddle is like a normal saddle of the same type 
  except that it is designed for an unusual mount, such as a 
  pegasus.
  Exotic saddles come in military, pack, and riding styles.
  SADDLE, MILITARY
  A military saddle braces the rider, adding a +2 circumstance 
  bonus to Ride checks related to staying in the saddle.
  If you’re knocked unconscious while in a military saddle, 
  you have a 75% chance to stay in the saddle (compared to 
  50% for a riding saddle).
  SADDLE, PACK
  A pack saddle holds gear and supplies, not a rider.
  A pack saddle holds as much gear as the mount can carry.
  (The Monster Manual has notes on how much mounts can 
  carry).
  SADDLE, RIDING
  The standard riding saddle supports a rider.
  SCALE, MERCHANT’S
  This scale includes a small balance and pans and a suitable 
  assortment of weights.
  A scale grants you a +2 circumstance bonus to Appraise 
  checks involving items that are valued by weight, including 
  anything made of precious metals.
  SCHOLAR’S OUTFIT
  A robe, a belt, a cap, soft shoes, and possibly a cloak.
  SIGNET RING
  Your signet ring has a unique design carved into it.
  When you press this ring into warm sealing wax, you leave 
  an identifying mark.
  SLED
  This is a wagon on runners for moving through snow and 
  over ice.
  In general, two horses (or other beasts of burden) draw it.
  It comes with the harness needed to pull it.
  
  403
  SLEDGE
  A two-handed, iron-headed hammer that is good for 
  smashing open treasure chests.
  SMOKESTICK
  This alchemically treated wooden stick instantly creates 
  thick, opaque smoke when ignited.
  The smoke fills a 10-foot cube.
  The stick is consumed after 1 round, and the smoke 
  dissipates naturally.
  SPELL COMPONENT POUCH
  A small, watertight leather belt pouch with many small 
  compartments.
  A spellcaster with a spell component pouch is assumed to 
  have all the material components and focuses she needs 
  except those that have a listed cost, divine focuses, or 
  focuses that wouldn’t fit in a pouch (such as the natural 
  pool that a druid needs to look into to cast scrying).
  SPELLBOOK, WIZARD’S (BLANK)
  A large, leatherbound book that serves as a wizard’s 
  reference.
  A spellbook has 100 pages of parchment, and each spell 
  takes up two pages per level (one page for 0-level spells).
  See Arcane Spells, page 154.
  SPYGLASS
  Objects viewed through a spyglass are magnified to twice 
  their size.
  SUNROD
  This 1-foot-long, gold-tipped, iron rod glows brightly when 
  struck.
  It clearly illuminates a 30-foot radius and glows for 6 hours, 
  after which the gold tip is burned out and worthless.
  TANGLEFOOT BAG
  You can throw this round leather bag full of alchemical goo 
  as a grenadelike weapon (see Table 7–10: Grenadelike 
  Weapons, on this page, and Grenadelike Weapon Attacks, 
  page 138).
  When you throw the bag against a creature (as a ranged 
  touch attack), the bag comes apart and the goo bursts out, 
  entangling the target and then becoming tough and 
  resilient on exposure to air.
  An entangled creature suffers a –2 penalty to attack rolls 
  and a –4 penalty to effective Dexterity.
  The entangled character must make a Reflex save (DC 15) 
  or be glued to the floor, unable to move.
  Even with a successful save, it can only move at half speed.
  A character who is glued to the floor can break free with a 
  successful Strength check (DC 27) or by dealing 15 points 
  of damage to the goo with a slashing weapon.
  A character trying to scrape goo off himself, or another 
  character assisting, does not need to make an attack roll; 
  hitting the goo is automatic, after which the character who 
  hit makes a damage roll to see how much of the goo he 
  happened to scrape off.
  Once free, a character can move at half speed.
  A character capable of spellcasting who is bound by the goo 
  must make a Concentration check (DC 15) to cast a spell.
  The goo becomes brittle and fragile after 10 minutes.
  TENT
  This simple tent sleeps two.
  THIEVES’ TOOLS
  These are the tools you need to use the Disable Device and 
  Open Lock skills.
  The kit includes one or more skeleton keys, long metal 
  picks and pries, a long-nosed clamp, a small hand saw, and a 
  small wedge and hammer.
  Without these tools, you have to improvise tools, and you 
  suffer a –2 circumstance penalty on your Disable Device 
  and Open Locks checks.
  THIEVES’ TOOLS, MASTERWORK
  This kit contains extra tools and tools of better make, 
  granting you a +2 circumstance bonus on Disable Device 
  and Open Lock checks.
  THUNDERSTONE
  You can throw this stone as a grenadelike weapon (see 
  Table 7–10: Grenadelike Weapons, on this page, and 
  Grenadelike Weapon Attacks, page 138).
  When it strikes a hard surface (or is struck hard), it creates a 
  deafening bang (a sonic attack).
  Creatures within a 10-foot radius must make Fortitude 
  saves (DC 15) or be deafened.
  Deaf creatures, in addition to the obvious effects, suffer a –4 
  penalty on initiative and a 20% chance to miscast and lose
  any spell with a verbal (V) component that they try to cast.
  TINDERTWIG
  The alchemical substance on the end of this small, wooden 
  stick ignites when struck against a rough surface.
  Creating a flame with a tindertwig is much faster than 
  creating a flame with flint and steel (or a magnifying glass) 
  and tinder.
  Lighting a torch with a tindertwig is a standard action 
  (rather than a full-round action), and lighting any other fire 
  with one takes at least a standard action.
  TOOL, MASTERWORK
  This well-made item is the perfect tool for the job and adds 
  a +2 circumstance bonus to a related skill check (if any).
  Some examples of this sort of item are on Table 7–7: Goods 
  and Services, such as masterwork artisan’s tools, 
  masterwork thieves’ tools, disguise kit, climber’s kit, 
  healer’s kit, and masterwork musical instrument.
  This entry covers just about anything else.
  
  404
  Bonuses provided by multiple masterwork items used 
  toward the same skill check do not stack, so masterwork 
  pitons and a masterwork climber’s kit do not provide a +4 
  bonus if used together on a Climb check.
  TORCH
  A wooden rod capped with twisted flax soaked in tallow or 
  a similar item.
  A torch clearly illuminates a 20-foot radius and burns for 1 
  hour.
  TRAVELER’S OUTFIT
  Boots, a wool skirt or breeches, a sturdy belt, a shirt 
  (perhaps with a vest or jacket), and an ample cloak with a 
  hood.
  UNHOLY SYMBOLS
  An unholy symbol is like a holy symbol except that it 
  focuses negative energy and is used by evil clerics (or by 
  neutral clerics who want to cast evil spells or command 
  undead).
  A skull is the default unholy symbol for clerics not 
  associated with any particular religion.
  VIAL
  A ceramic, glass, or metal vial fitted with a tight stopper.
  The stoppered container usually is no more than 1 inch 
  wide and 3 inches high.
  It holds 1 ounce of liquid.
  WAGON
  This is a four-wheeled, open vehicle for transporting heavy 
  loads.
  In general, two horses (or other beasts of burden) draw it.
  It comes with the harness needed to pull it.
  WATER CLOCK
  This large, bulky contrivance gives the time accurate to 
  within half an hour per day since it was last set.
  It requires a source of water, and it must be kept still 
  because it marks time by the regulated flow of droplets of 
  water.
  It is primarily an amusement for the wealthy and a tool for 
  the student of arcane lore.
  Most people have no way to tell exact time, and there’s little 
  point in knowing that it is 2:30 P.
  M.
  if nobody else does.
  WATERSKIN
  A leather pouch with a narrow neck that is used for holding 
  water.
  WEAPON, MASTERWORK
  These well-made weapons add a +1 bonus to attack rolls.
  Prices for these items are given on Table 7–9: Special and 
  Superior Items.
  A masterwork weapon’s bonus to attack does not stack with 
  an enhancement bonus to attack.
  PLAYER’S HANDBOOK 1 3.5 
  (3.5)
  
  405
  
  406
  ACID
  You can throw a flask of acid as a splash weapon (see Throw 
  Splash Weapon, page 158).
  Treat this attack as a ranged touch attack with a range 
  increment of 10 feet.
  A direct hit deals 1d6 points of acid damage.
  Every creature within 5 feet of the point where the acid hits 
  takes 1 point of acid damage from the splash.
  ALCHEMIST’S FIRE
  Alchemist’s fire is sticky, adhesive substance that ignites 
  when exposed to air.
  You can throw a flask of alchemist’s fire as a splash weapon 
  (see Throw Splash Weapon, page 158).
  Treat this attack as a ranged touch attack with a range 
  increment of 10 feet.
  A direct hit deals 1d6 points of fire damage.
  Every creature within 5 feet of the point where the flask 
  hits takes 1 point of fire damage from the splash.
  On the round following a direct hit, the target takes an 
  additional 1d6 points of damage.
  If desired, the target can use a full-round action to attempt 
  to extinguish the flames before taking this additional 
  damage.
  Extinguishing the flames requires a DC 15 Reflex save.
  Rolling on the ground provides the target a +2 bonus on the 
  save.
  Leaping into a lake or magically extinguishing the flames 
  automatically smothers the fire.
  ALCHEMIST’S LAB
  This set of equipment includes beakers, bottles, mixing and 
  measuring containers, and a miscellany of chemicals and 
  substances.
  An alchemist’s lab always has the perfect tool for making 
  alchemical items, so it provides a +2 circumstance bonus on 
  Craft (alchemy) checks.
  It has no bearing on the costs related to the Craft (alchemy) 
  skill (page 70).
  Without this lab, a character with the Craft (alchemy) skill 
  is assumed to have enough tools to use the skill but not 
  enough to get the +2 bonus that the lab provides.
  ANTITOXIN
  If you drink antitoxin, you get a +5 alchemical bonus on 
  Fortitude saving throws against poison for 1 hour.
  ARTISAN’S OUTFIT
  This outfit includes a shirt with buttons, a skirt or pants 
  with a drawstring, shoes, and perhaps a cap or hat.
  It may also include a belt or a leather or cloth apron for 
  carrying tools.
  
  407
  ARTISAN’S TOOLS
  These special tools include the items needed to pursue any 
  craft.
  Without them, you have to use improvised tools (–2 
  penalty on Craft checks), if you can do the job at all.
  ARTISAN’S TOOLS, MASTERWORK
  These tools serve the same purpose as artisan’s tools 
  (above), but masterwork artisan’s tools are the perfect tools 
  for the job, so you get a +2 circumstance bonus on Craft 
  checks made with them.
  BACKPACK
  A backpack is a leather pack carried on the back, typically 
  with straps to secure it.
  BARDING, MEDIUM CREATURE AND 
  LARGE CREATURE
  Barding is a type of armor that covers the head, neck, chest, 
  body, and possibly legs of a horse or other mount.
  Barding made of medium or heavy armor provides better 
  protection than light barding, but at the expense of speed.
  Barding can be made of any of the armor types found on 
  Table 7–6: Armor and Shields.
  Armor for a horse (a Large nonhumanoid creature) costs 
  four times as much as armor for a human (a Medium 
  humanoid creature) and also weighs twice as much as the 
  armor found on Table 7–6 (see Armor for Unusual 
  Creatures, page 123).
  If the barding is for a pony or other Medium mount, the 
  cost is only double, and the weight is the same as for 
  Medium armor worn by a humanoid.
  Medium or heavy barding slows a mount that wears it, as 
  shown on the table below.
  Flying mounts can’t fly in medium or heavy barding.
  Barded animals require special attention.
  You must take care to prevent chafing and sores caused by 
  the armor.
  The armor must be removed at night and ideally should not 
  be put on the mount except to prepare for a battle.
  Removing and fitting barding takes five times as long as the 
  figures given on Table 7–7: Donning Armor.
  A barded animal cannot be used to carry any load other 
  than the rider and normal saddlebags.
  Because of this limitation, a mounted warrior often leads a 
  second mount loaded with gear and supplies.
  BEDROLL
  You never know where you’re going to sleep, and a bedroll 
  helps you get better sleep in a hayloft or on the cold 
  ground.
  A bedroll consists of bedding and a blanket thin enough to 
  be rolled up and tied.
  In an emergency, it can double as a stretcher.
  BLANKET, WINTER
  A thick, quilted, wool blanket made to keep you warm in 
  cold weather.
  CALTROPS
  A caltrop is a four-pronged iron spike crafted so that one 
  prong faces up no matter how the caltrop comes to rest.
  You scatter caltrops on the ground in the hope that your 
  enemies step on them or are at least forced to slow down to 
  avoid them.
  One 2-pound bag of caltrops covers an area 5 feet square.
  Each time a creature moves into an area covered by caltrops 
  (or spends a round fighting while standing in such an area), 
  it might step on one.
  The caltrops make an attack roll (base attack bonus +0) 
  against the creature.
  For this attack, the creature’s shield, armor, and deflection 
  bonuses do not count.
  (Deflection averts blows as they approach, but it does not 
  prevent a creature from touching something dangerous).
  If the creature is wearing shoes or other footwear, it gets a 
  +2 armor bonus to AC.
  If the caltrops succeed on the attack, the creature has 
  stepped on one.
  The caltrop deals 1 point of damage, and the creature’s 
  speed is reduced by one-half because its foot is wounded.
  This movement penalty lasts for 24 hours, or until the 
  creature is successfully treated with a DC 15 Heal check, or 
  until it receives at least 1 point of magical curing.
  A charging or running creature must immediately stop if it 
  steps on a caltrop.
  Any creature moving at half speed or slower can pick its 
  way through a bed of caltrops with no trouble.
  The DM judges the effectiveness of caltrops against 
  unusual opponents.
  A Small monstrous centipede, for example, can slither 
  through an area containing caltrops with no chance of 
  hurting itself, and a fire giant wearing fire giant-sized boots 
  is immune to normal-size caltrops.
  (They just get stuck in the soles of his boots).
  CANDLE
  A candle dimly illuminates a 5-foot radius and burns for 1 
  hour.
  See page 164 for more rules on illumination.
  CARRIAGE
  This four-wheeled vehicle can transport as many as four 
  people within an enclosed cab, plus two drivers.
  In general, two horses (or other beasts of burden) draw it.
  A carriage comes with the harness needed to pull it.
  
  408
  CART
  This two-wheeled vehicle can be drawn by a single horse 
  (or other beast of burden).
  It comes with a harness.
  CASE, MAP OR SCROLL
  This capped leather or tin rube holds rolled pieces of 
  parchment or paper.
  CHAIN
  Chain has hardness 10 and 5 hit points.
  It can be burst with a DC 26 Strength check.
  CLERIC’S VESTMENTS
  These ecclesiastical clothes are for performing priestly 
  functions, not for adventuring.
  CLIMBER’S KIT
  A climber’s kit includes special pitons, boot tips, gloves, and 
  a harness that aids in all sorts of climbing.
  This is the perfect tool for climbing and gives you a +2 
  circumstance bonus on Climb checks.
  COLD WEATHER OUTFIT
  A cold weather outfit includes a wool coat, linen shirt, wool 
  cap, heavy cloak, thick pants or skirt, and boots.
  This outfit grants a +5 circumstance bonus on Fortitude 
  saving throws against exposure to cold weather (see the 
  Dungeon Master’s Guide for information on cold dangers).
  COURTIER’S OUTFIT
  This outfit includes fancy, tailored clothes in whatever 
  fashion happens to be the current style in the courts of the 
  nobles.
  Anyone trying to influence nobles or courtiers while 
  wearing street dress will have a hard time of it (–2 penalty 
  on Charisma-based skill checks to influence such 
  individuals).
  If you wear this outfit without jewelry (costing an 
  additional 50 gp), you look like an out-of-place commoner.
  CROWBAR
  This iron bar is made for levering closed items open.
  A crowbar is the perfect tool for prying open doors or 
  chests, shattering chains, and the like, and it grants a +2 
  circumstance bonus on Strength checks made for such 
  purposes.
  If used in combat, treat a crowbar as a one-handed 
  improvised weapon (see page 113) that deals bludgeoning 
  damage equal to that of a club of its size.
  DISGUISE KIT
  This bag contains cosmetics, hair dye, and small physical 
  props.
  The kit is the perfect tool for disguise and provides a +2 
  circumstance bonus on Disguise checks.
  A disguise kit is exhausted after ten uses.
  ENTERTAINER’S OUTFIT
  This set of flashy, perhaps even gaudy, clothes is for 
  entertaining.
  While the outfit looks whimsical, its practical design lets 
  you tumble, dance, walk a tightrope, or just run (if the 
  audience turns ugly).
  EVERBURNING TORCH
  This otherwise normal torch has a continual flame spell cast 
  upon it.
  An everburning torch clearly illuminates a 20-foot radius 
  and provides shadowy illumination out to a 40-foot radius.
  See page 164 for more rules on illumination.
  EXPLORER’S OUTFIT
  This is a full set of clothes for someone who never knows 
  what to expect.
  It includes sturdy boots, leather breeches or a skirt, a belt, a 
  shirt (perhaps with a vest or jacket), gloves, and a cloak.
  Rather than a leather skirt, a leather overtunic may be worn 
  over a cloth skirt.
  The clothes have plenty of pockets (especially the cloak).
  The outfit also includes any extra items you might need, 
  such as a scarf or a wide-brimmed hat.
  FEED
  Horses, donkeys, mules, and ponies can graze to sustain 
  themselves, but providing feed for them(such as oats) is 
  much better because it provides a more concentrated form 
  of energy, especially if the animal is exerting itself.
  If you have a riding dog, you have to feed it at least some 
  meat, which may cost more or less than the given amount.
  FLASK
  This ceramic, glass, or metal container is fitted with a tight 
  stopper and holds 1 pint of liquid.
  FLINT AND STEEL
  Striking steel and flint together creates sparks.
  By knocking sparks into tinder, you can create a small 
  flame.
  Lighting a torch with flint and steel is a full-round action, 
  and lighting any other fire with them takes at least that 
  long.
  GALLEY
  This three-masted ship has seventy oars on either side and 
  requires a total crew of 200.
  A galley is 130 feet long and 20 feet wide, and it can carry 
  150 tons of cargo or 250 soldiers.
  For 8,000 gp more, it can be fitted with a ram and castles 
  with firing platforms fore, aft, and amidships.
  
  409
  This ship cannot make sea voyages and sticks to the coast.
  It moves about 4 miles per hour when being rowed or 
  under sail.
  GRAPPLING HOOK
  When tied to the end of a rope, a grappling hook can secure 
  the rope to a battlement, window ledge, tree limb, or other 
  protrusion.
  Throwing a grappling hook successfully requires a Use 
  Rope check (DC 10, +2 per 10 feet of distance thrown).
  HAMMER
  This one-handed hammer with an iron head is useful for 
  pounding pitons into a wall.
  If a hammer is used in combat, treat it as a one-handed 
  improvised weapon (see page 113) that deals bludgeoning 
  damage equal to that of a spiked gauntlet of its size.
  HEALER’S KIT
  This kit is full of herbs, salves, bandages and other useful 
  materials.
  It is the perfect tool for healing and provides a +2 
  circumstance bonus on Heal checks.
  A healer’s kit is exhausted after ten uses.
  HOLLY AND MISTLETOE
  Sprigs of holly and mistletoe are used by druids as the 
  default divine focus for druid spells.
  Druids can easily find these plants in wooded areas and 
  then harvest sprigs from them essentially for free.
  HOLY SYMBOL, SILVER OR WOODEN
  A holy symbol focuses positive energy.
  A cleric or paladin uses it as the focus for his spells and as a 
  tool for turning undead.
  Each religion has its own holy symbol, and a sun symbol is 
  the default holy symbol for clerics not associated with any 
  particular religion.
  A silver holy symbol works no better than a wooden one, 
  but it serves as a mark of status for the wielder.
  HOLY WATER
  Holy water damages undead creatures and evil outsiders 
  almost as if it were acid.
  A flask of holy water can be thrown as a splash weapon (see 
  Throw Splash Weapon, page 158).
  Treat this attack as a ranged touch attack with a range 
  increment of 10 feet.
  A flask breaks if thrown against the body of a corporeal 
  creature, but to use it against an incorporeal creature, you 
  must open the flask and pour the holy water out onto the 
  target.
  Thus, you can douse an incorporeal creature with holy 
  water only if you are adjacent to it.
  Doing so is a ranged touch attack that does not provoke 
  attacks of opportunity.
  A direct hit by a flask of holy water deals 2d4 points of 
  damage to an undead creature or an evil outsider.
  Each such creature within 5 feet of the point where the 
  flask hits takes 1 point of damage from the splash.
  Temples to good deities sell holy water at cost (making no 
  profit) because the clerics are happy to supply people with 
  what they need to battle evil.
  INK
  This is black ink.
  You can buy ink in other colors, but it costs twice as much.
  INKPEN
  An inkpen is a wooden stick with a special tip on the end.
  The tip draws ink in when dipped in a vial and leaves an ink 
  trail when drawn across a surface.
  JUG, CLAY
  This basic ceramic jug is fitted with a stopper and holds 1 
  gallon of liquid.
  KEELBOAT
  This 50- to 75-foot-long ship is 15 to 20 feet wide and has a 
  few oars to supplement its single mast with a square sail.
  It has a crew of eight to fifteen and can carry 40 to 50 tons 
  of cargo or 100 soldiers.
  It can make sea voyages, as well as sail down rivers (thanks 
  to its flat bottom).
  It moves about 1 mile per hour.
  LADDER, 10-FOOT
  This item is a straight, simple wooden ladder.
  LAMP, COMMON
  A lamp clearly illuminates a 15-foot radius, provides 
  shadowy illumination out to a 30-foot radius, and burns for 
  6 hours on a pint of oil.
  It burns with a more even flame than a torch, but, unlike a 
  lantern, it uses an open flame and it can spill easily, a fact 
  that makes it too dangerous for most adventuring.
  You can carry a lamp in one hand.
  See page 164 for more rules on illumination.
  LANTERN, BULLSEYE
  A bullseye lantern has only a single shutter.
  Its other sides are highly polished inside to reflect the light 
  in a single direction.
  A bullseye lantern provides clear illumination in a 60-foot 
  cone and shadowy illumination in a 120-foot cone.
  It burns for 6 hours on a pint of oil.
  You can carry a bullseye lantern in one hand.
  See page 164 for more rules on illumination.
  LANTERN, HOODED
  A hooded lantern has shuttered or hinged sides.
  
  410
  It clearly illuminates a 30-foot radius and provides shadowy 
  illumination in a 60-foot radius.
  It burns for 6 hours on a pint of oil.
  You can carry a hooded lantern in one hand.
  See page 164 for more rules on illumination.
  LOCK
  A lock is worded with a large, bulky key.
  The DC to open a lock with the Open Lock skill depends 
  on the lock’s quality: simple (DC 20), average (DC 25), good 
  (DC 30), or superior (DC 40).
  LONGSHIP
  This 75-foot-long ship with forty oars requires a total crew 
  of 50.
  It has a single mast and a square sail, and it can carry 50 tons 
  of cargo or 120 soldiers.
  A longship can make sea voyages.
  It moves about 3 miles per hour when being rowed or 
  under sail.
  MAGNIFYING GLASS
  This simple lens allows a closer look at small objects.
  It is also useful as a substitute for flint and steel when 
  starting fires.
  Lighting a fire with a magnifying glass requires light as 
  bright as sunlight to focus, tinder to ignite, and at least a 
  full-round action.
  A magnifying glass grants a +2 circumstance bonus on 
  Appraise checks involving any item that is small or highly 
  detailed, such as a gem.
  MANACLES AND MANACLES, 
  MASTERWORK
  The manacles detailed on Table 7–8: Goods and Services 
  can bind a Medium creature.
  A manacled creature can use the Escape Artist skill to slip 
  free (DC 30, or DC 35 for masterwork manacles).
  Breaking the manacles requires a Strength check (DC 26, or 
  DC 28 for masterwork manacles).
  Manacles have hardness 10 and 10 hit points.
  Most manacles have locks; add the cost of the lock you 
  want to the cost of the manacles.
  For the same cost, you can buy manacles for a Small 
  creature.
  For a Large creature, manacles cost ten times the indicated 
  amount, and for a Huge creature, one hundred times this 
  amount.
  Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures 
  can be held only by specially made manacles.
  MIRROR, SMALL STEEL
  A polished steel mirror is handy when you want to look 
  around corners, signal friends with reflected sunlight, keep 
  an eye on a medusa, make sure that you look good enough 
  to present yourself to the queen, or examine wounds that 
  you’ve received on hard-to-see parts of your body.
  MONK’S OUTFIT
  This simple outfit includes sandals, loose breeches, and a 
  loose shirt, and is all bound together with sashes.
  The outfit is designed to give you maximum mobility, and 
  it’s made of high-quality fabric.
  You can hide small weapons in pockets hidden in the folds, 
  and the sashes are strong enough to serve as short ropes.
  MUSICAL INSTRUMENT, COMMON 
  OR MASTERWORK
  Popular instruments include the fife, recorder, lute, 
  mandolin, and shawm.
  A masterwork instrument grants a +2 circumstance bonus 
  on Perform checks involving its use.
  NOBLE’S OUTFIT
  This set of clothes is designed specifically to be expensive 
  and to show it.
  Precious metals and gems are worked into the clothing.
  To fit into the noble crowd, every would-be noble also 
  needs a signet ring (see Adventuring Gear, above) and 
  jewelry (worth at least 100 gp).
  OIL
  A pint of oil burns for 6 hours in a lantern.
  You can use a flask of oil as a splash weapon (see Throw 
  Splash Weapon, page 158).
  Use the rules for alchemist’s fire, except that it takes a full-
  round action to prepare a flask with a fuse.
  Once it is thrown, there is a 50% chance of the flask 
  igniting successfully.
  You can pour a pint of oil on the ground to cover an area 5 
  feet square, provided that the surface is smooth.
  If lit, the oil burns for 2 rounds and deals 1d3 points of fire 
  damage to each creature in the area.
  PAPER
  A sheet of standard paper is made from cloth fibers.
  PARCHMENT
  A sheet of parchment is a piece of goat hide or sheepskin 
  that has been prepared for writing on.
  PEASANT’S OUTFIT
  This set of clothes consists of a loose shirt and baggy 
  breeches, or a loose shirt and skirt or overdress.
  Cloth wrappings are used for shoes.
  PITON
  When a wall doesn’t offer handholds and footholds, you 
  can make your own.
  A piton is a steel spike with an eye through which you can 
  loop a rope.
  (See the Climb skill, page 69).
  
  411
  POLE, 10-FOOT
  When you suspect a trap, you can put the end of your 10-
  foot pole through that hole in the wall instead of reaching 
  in with your hand.
  POUCH, BELT
  This leather pouch straps to your belt.
  It’s good for holding small items.
  RAM, PORTABLE
  This iron-shod wooden beam is the perfect tool for 
  battering down a door.
  Not only does it gives you a +2 circumstance bonus on 
  Strength checks made to break open a door and it allows a 
  second person to help you without having to roll, 
  increasing your bonus by 2 (see Breaking Items, page 167).
  RATIONS, TRAIL
  Trail rations are compact, dry, high-energy foods suitable 
  for travel, such as jerky, dried fruit, hardtack, and nuts.
  ROPE, HEMPEN
  This rope has 2 hit points and can be burst with a DC 23 
  Strength check.
  ROPE, SILK
  This rope has 4 hit points and can be burst with a DC 24 
  Strength check.
  It is so supple that it provides a +2 circumstance bonus on 
  Use Rope checks.
  ROWBOAT
  This 8- to 12-foot-long boat holds two or three Medium 
  passengers.
  It moves about 1-1/2 miles per hour.
  ROYAL OUTFIT
  This is just the clothing, not the royal scepter, crown, ring, 
  and other accoutrements.
  Royal clothes are ostentatious, with gems, gold, silk, and fur 
  in abundance.
  SACK
  This item is made of burlap or a similar material and has a 
  drawstring so it can be closed.
  SADDLE, EXOTIC
  An exotic saddle is like a normal saddle of the same sort 
  except that it is designed for an unusual mount, such as a 
  hippogriff.
  Exotic saddles come in military, pack, and riding styles.
  SADDLE, MILITARY
  A military saddle braces the rider, providing a +2 
  circumstance bonus on Ride checks related to staying in 
  the saddle.
  If you’re knocked unconscious while in a military saddle, 
  you have a 75% chance to stay in the saddle (compared to 
  50% for a riding saddle).
  SADDLE, PACK
  A pack saddle holds gear and supplies, but not a rider.
  It holds as much gear as the mount can carry.
  (The Monster Manual has notes on how much mounts can 
  carry).
  SADDLE, RIDING
  The standard riding saddle supports a rider.
  SAILING SHIP
  This larger, seaworthy ship is 75 to 90 feet long and 20 feet 
  wide and has a crew of 20.
  It can carry 150 tons of cargo.
  It has square sails on its two masts and can make sea 
  voyages.
  It moves about 2 miles per hour.
  SCALE, MERCHANT’S
  This scale includes a small balance and pans, plus a suitable 
  assortment of weights.
  A scale grants a +2 circumstance bonus on Appraise checks 
  involving items that are valued by weight, including 
  anything made of precious metals.
  SCHOLAR’S OUTFIT
  Perfect for a scholar, this outfit includes a robe, a belt, a cap, 
  soft shoes, and possibly a cloak.
  SIGNET RING
  Each signet ring has a distinctive design carved into it.
  When you press this ring into warm sealing wax, you leave 
  an identifying mark.
  SLED
  This is a wagon on runners for moving through snow and 
  over ice.
  In general, two horses (or other beasts of burden) draw it.
  A sled comes with the harness needed to pull it.
  SLEDGE
  This two-handed, iron-headed hammer is good for 
  smashing open treasure chests.
  
  412
  SMOKESTICK
  This alchemically treated wooden stick instantly creates 
  thick, opaque smoke when ignited.
  The smoke fills a 10- foot cube (treat the effect as a fog cloud 
  spell, except that a moderate or stronger wind dissipates the 
  smoke in 1 round).
  The stick is consumed after 1 round, and the smoke 
  dissipates naturally.
  SPELL COMPONENT POUCH
  This small, watertight leather belt pouch has many 
  compartments.
  A spellcaster with a spell component pouch is assumed to 
  have all the material components and focuses needed for 
  spellcasting, except for those components that have a 
  specific cost, divine focuses, and focuses that wouldn’t fit in 
  a pouch (such as the natural pool that a druid needs to look 
  into to cast scrying).
  SPELLBOOK, WIZARD’S (BLANK)
  This large, leatherbound book serves as a wizard’s reference.
  A spellbook has 100 pages of parchment, and each spell 
  takes up one page per spell level (one page each for 0-level 
  spells).
  See Space in the Spellbook, page 179.
  SPYGLASS
  Objects viewed through a spyglass are magnified to twice 
  their size.
  STABLING
  Includes a stable, feed, and grooming.
  SUNROD
  This 1-foot-long, gold-tipped, iron rod glows brightly when 
  struck.
  It clearly illuminates a 30-foot radius and provides shadowy 
  illumination in a 60-foot radius.
  It glows for 6 hours, after which the gold tip is burned out 
  and worthless.
  See pages 164 for more rules on illumination.
  TANGLEFOOT BAG
  This round leather bag is full of alchemical goo.
  When you throw a tanglefoot bag at a creature (as a ranged 
  touch attack with a range increment of 10 feet), the bag 
  comes apart and the goo bursts out, entangling the target 
  and then becoming tough and resilient upon exposure to 
  air.
  An entangled creature takes a –2 penalty on attack rolls and 
  a –4 penalty to Dexterity and must make a DC 15 Reflex 
  save or be glued to the floor, unable to move.
  Even on a successful save, it can move only at half speed.
  Huge or larger creatures are unaffected by a tanglefoot bag.
  A flying creature is not stuck to the floor, but it must make 
  a DC 15 Reflex save or be unable to fly (assuming it uses its 
  wings to fly) and fall to the ground.
  A tanglefoot bag does not function underwater.
  A creature that is glued to the floor (or unable to fly) can 
  break free by making a DC 17 Strength check or by dealing 
  15 points of damage to the goo with a slashing weapon.
  A creature trying to scrape goo off itself, or another creature 
  assisting, does not need to make an attack roll; hitting the 
  goo is automatic, after which the creature that hit makes a 
  damage roll to see how much of the goo was scraped off.
  Once free, the creature can move (including flying) at half 
  speed.
  A character capable of spellcasting who is bound by the goo 
  must make a DC 15 Concentration check to cast a spell.
  The goo becomes brittle and fragile after 2d4 rounds, 
  cracking apart and losing its effectiveness.
  An application of universal solvent (see page 268 of the 
  Dungeon Master’s Guide) to a stuck creature dissolves the 
  alchemical goo immediately.
  TENT
  This simple tent sleeps two.
  THIEVES’ TOOLS
  This kit contains the tools you need to use the Disable 
  Device and Open Lock skills.
  The kit includes one or more skeleton keys, long metal 
  picks and pries, a long-nosed clamp, a small hand saw, and a 
  small wedge and hammer.
  Without these tools, you must improvise tools, and you 
  take a –2 circumstance penalty on Disable Device and 
  Open Locks checks.
  THIEVES’ TOOLS, MASTERWORK
  This kit contains extra tools and tools of better make, which 
  grant a +2 circumstance bonus on Disable Device and Open 
  Lock checks.
  THUNDERSTONE
  You can throw this stone as a ranged attack with a range 
  increment of 20 feet.
  When it strikes a hard surface (or is struck hard), it creates a 
  deafening bang that is treated as a sonic attack.
  Each creature within a 10-foot-radius spread must make a 
  DC 15 Fortitude save or be deafened for 1 hour.
  A deafened creature, in addition to the obvious effects, 
  takes a –4 penalty on initiative and has a 20% chance to 
  miscast and lose any spell with a verbal component that it 
  tries to cast.
  Since you don’t need to hit a specific target, you can simply 
  aim at a particular 5-foot square.
  Treat the target square as AC 5; if you miss, see Throw 
  Splash Weapon, page 158, to determine where the 
  thunderstone lands.
  
  413
  TINDERTWIG
  The alchemical substance on the end of this small, wooden 
  stick ignites when struck against a rough surface.
  Creating a flame with a tindertwig is much faster than 
  creating a flame with flint and steel (or a magnifying glass) 
  and tinder.
  Lighting a torch with a tindertwig is a standard action 
  (rather than a full-round action), and lighting any other fire 
  with one is at least a standard action.
  TOOL, MASTERWORK
  This well-made item is the perfect tool for the job.
  It grants a +2 circumstance bonus on a related skill check 
  (if any).
  Some examples of this sort of item from Table 7–8 include 
  masterwork artisan’s tools, masterwork thieves’ tools, 
  disguise kit, climber’s kit, healer’s kit, and masterwork 
  musical instrument.
  This entry covers just about anything else.
  Bonuses provided by multiple masterwork items used 
  toward the same skill check do not stack, so masterwork 
  pitons and a masterwork climber’s kit do not provide a +4 
  bonus if used together on a Climb check.
  TORCH
  A typical torch is a wooden rod capped with a twisted flax 
  soaked in tallow.
  A torch burns for 1 hour, clearly illuminating a 20-foot 
  radius and providing shadowy illumination out to a 40- foot 
  radius.
  See page 164 for more rules on illumination.
  If a torch is used in combat, treat it as a one-handed 
  improvised weapon (see page 113) that deals bludgeoning 
  damage equal to that of a gauntlet of its size, plus 1 point of 
  fire damage.
  TRAVELER’S OUTFIT
  This set of clothes consists of boots, a wool skirt or 
  breeches, a sturdy belt, a shirt (perhaps with a vest or 
  jacket), and an ample cloak with a hood.
  UNHOLY SYMBOLS
  An unholy symbol is like a holy symbol except that it 
  focuses negative energy and is used by evil clerics (or by 
  neutral clerics who want to cast evil spells or command 
  undead).
  A skull is the default unholy symbol for clerics not 
  associated with any particular religion.
  VIAL
  This ceramic, glass, or metal vial is fitted with a tight 
  stopper and holds 1 ounce of liquid.
  The stoppered container usually is no more than 1 inch 
  wide and 3 inches high.
  WAGON
  This is a four-wheeled, open vehicle for transporting heavy 
  loads.
  In general, two horses (or other beasts of burden) draw it.
  A wagon comes with the harness needed to pull it.
  WARSHIP
  This 100-foot-long ship has a single mast, although oars can 
  also propel it.
  It has a crew of 60 to 80 rowers.
  This ship can carry 160 soldiers, but not for long distances, 
  since there isn’t room for supplies to support that many 
  people.
  The warship cannot make sea voyages and sticks to the 
  coast.
  It is not used for cargo.
  It moves about 2-1/2 miles per hour when being rowed or 
  under sail.
  WATER CLOCK
  This large, bulky contrivance gives the time accurate to 
  within half an hour per day since it was last set.
  It requires a source of water, and it must be kept still 
  because it marks time by the regulated flow of droplets of 
  water.
  It is primarily an amusement for the wealthy and a tool for 
  the student of arcane lore.
  Most people have no way to tell exact time, and there’s little 
  point in knowing that it is 2:30 p.
  m.
  if nobody else does.
  WATERSKIN
  A waterskin is a leather pouch with a narrow neck that is 
  used for holding water.
  POWER OF FAERÛN (3.5)
  AMN COINS
  A wide variety of earlier city-based mintings are being 
  actively replaced (old ones collected and melted down) by a 
  new currency that has also been officially adopted in 
  Tethyr.
  These “new glint” are all finely stamped and identical, 
  though they retain the names of the earlier coins: fandar 
  (copper), taran (silver), and danter (gold).
  (In Tethyr they are referred to as donsar, paxar, and aenar, 
  respectively, with both realms retaining their slang terms 
  for all coins).
  Foreface: a circle of six tiny four-pointed stars.
  Obverse: an eight-spoked wagon wheel, side-on.
  AUTHOKH AND THE BELBOLT
  The authokh and the belbolt (usually known merely as the 
  bolt) began as the coins of a-single city in Chessenta; just 
  which one is now forgotten.
  
  414
  An authokh is a square coin stamped out of delmed silver, 
  with a small central hole to allow it to be strung onto a pay-
  thong or wire loop.
  On one face, it bears an engraved ring of twelve leaves 
  encircling the hole, and on the other a ring of twelve 
  radiating daggers.
  Although originally worth 12 gp in Chessenta, authokhs 
  today are universally valued at 5 gp.
  “Delming” is the practice of preventing silver from 
  tarnishing by alloying it with copper and certain white 
  metals in precise proportions.
  Delmed silver turns a translucent green and is incapable of 
  taking a high shine, no matter how much it is polished.
  Belbolts are thick, heavy gold coins of curious shape: a 
  circle with two shallow, matching cut-outs in its edges.
  The result resembles two axe-heads fused back-to-back with 
  curved blades outermost.
  Belbolts are worth 20 gp.
  BLOODPURGE
  Found in the depths of freshwater, marshes polluted by 
  magical and nonmagical wastes, this herb can neutralize 
  minor poisons.
  It grants a +2 alchemical bonus on Heal checks to treat 
  poison.
  Cost: 15 gp/dose.
  BLOODSTAUNCH
  Found in dry gullies in semi-arid temperate zones, this herb 
  thickens blood very quickly upon direct contact, and so can 
  be applied to open wounds to slow or stop bleeding.
  It grants a +2 alchemical bonus on Heal checks to 
  administer first aid.
  Cost: 10 gp/dose.
  CORMYR COINS
  Copper pieces are referred to as thumbs, silvers are falcons, 
  gold are lions and platinum coins are tricrowns.
  Modern Cormyrean coins bear the monarch’s face and 
  name on the foreface as well as a date, denomination, and 
  mint mark on the obverse.
  The mark is almost always that of the Royal Mint in Suzail 
  (a full-on bearded, hatless wizard’s face, colloquially known 
  as “Old Vangey”).
  About ten percent of coins bear the mark of High Horn 
  minting (two parallel crescent moons, horns to the right).
  There has only been one minting since the death of Azoun 
  IV, and these Regency coins bear the Purple Dragon royal 
  arms with five parallel horizontal bars across its body, 
  rather than the face of the regent, Alusair, or the infant 
  Azoun V.
  Elder Forest Kingdom coins (those more than eighty years 
  old) are identical to modern ones except that instead of 
  dates they bear the words “first minting”, “second minting”, 
  and so on.
  These numbered mintings denote occasions during the 
  reign of a particular monarch that coins were issued (there 
  were eight mintings in the reign of Azoun IV, but most 
  early kings had three mintings at most).
  FLESHWORT
  Made from the stalk of a gray, celerylike vegetable, 
  fleshwort is found only on recent battlefields, where 
  corpses are buried near the surface or left to rot above 
  ground.
  If sewn into an internal wound, fleshwort is slowly 
  absorbed by any mammalian body as raw material to build 
  new tissue.
  It grants a +2 alchemical bonus on Heal checks to provide 
  long-term care.
  Cost: 5 gp/application.
  SALT AND SPICES
  The salt trade is very important, but it is not as expensive in 
  Faerûn as it was historically in the real world.
  This is due to other preservatives being readily available (so 
  salt serves primarily as a seasoning), and because salt has 
  never been scarce.
  Salt can be had fairly cheaply from a nearby source almost 
  everywhere in settled Faerûn, so shipping great amounts of 
  it isn’t vital.
  Salt is gleaned from many salt marshes—such as the 
  Flooded Forest between the Moonsea and the 
  Dragonreach, the Adder Swamp in Chessenta, the Spider 
  Swamp, and Rethild (The Great Swamp)—by ladling the 
  water out on large, flat, sunbaked rocks or rocks over which 
  expanses of black cloth have been spread.
  It is also mined from natural rock-coating deposits around 
  the shores of the Lake of Steam and Azulduth the Lake of 
  Salt, and from vast salt plains in Anauroch and Raurin 
  where there were once large seas.
  Salt mines are also located in Chult, Calimshan, under 
  certain islands in the Korinn Archipelago and north of 
  Militant, in the mountains girdling Amn, in the Orsraun 
  Mountains, and so on.
  Given the various aquatic and subterranean races present in 
  Faerûn, gleaning salt is seldom difficult.
  Many gnome families make good livings mining small salt 
  deposits and trundling the results to the nearest human 
  town or village market, so salt caravans arc unheard of 
  (though individual salt wagons are often found in mixed-
  goods caravans).
  Much of the price of salt comes from transporting this 
  heavy commodity.
  Like salt, spices are produced from local plants (usually 
  dried, ground up, and mixed together in secret proportions) 
  in many locales.
  In recent years, increasing distances habitually traveled by 
  merchants have spread local spices widely.
  and trade in various bulk dried, powdered spices is steadily 
  increasing.
  SEMBIA COINS
  Steelpence (of iron, and square) are used in place of copper, 
  silver coins (triangular, with blunted corners) are called 
  ravens, and gold coins (five-sided) are nobles.
  All Sembian coins have the raven-and-silver arms of Sembia 
  on the foreface, and the denomination stamped above (for 
  example, “ONE NOBLE”) and the date (in DR) below—
  always curving, regardless of the shape of the coin—around 
  a “proof stamp” (minting mark) on the obverse.
  
  415
  Sembian coins often have a bluish tinge, from the grease 
  acquired during minting being burned off in a flame.
  This grease is deliberately cooked into all steelpence to 
  inhibit rust (it does a fair, not foolproof, job).
  SILVERBARK SAP
  The sap of the silverbark tree is clear and slightly sticky.
  It acts as a minor antitoxin, granting anyone who consumes 
  at least 1 ounce a +2 alchemical bonus on Fortitude saving 
  throws against poison for 1 hour.
  A typical silverbark tree can lie harvested of 2d4 doses of 
  sap per year.
  Cost: 10 gp/dose.
  TRADEBARS
  Tradebars are very widely accepted because they must 
  conform closely to a given size and weight.
  They are the best way to melt down and reuse “suspicious”
  coins, because an existing tradebar can easily be pressed 
  into handy riverbank clay to make a mold for a new one.
  A 25-gp tradebar is a brick with rounded corners measuring 
  just over an inch thick, three inches across, and six inches 
  in length.
  Calishite tradebars (also used in Tharsult, Tashluta, the 
  Tashalar, and other Southern trade) are seven inches long, 
  but both long sides bow smoothly inward half an inch on 
  each side, making the bar easier to grip.
  A 50-gp tradebar has the same dimensions around its 
  bottom as a 25-gp bar, but is three inches thick, and tapers 
  inward so the top surface is a half-inch smaller, all around.
  No (legal) bow-sided 50-gp tradebars exist.
  A 75-gp tradebar is an inch thicker (taller) than a 50-gp bar, 
  with no taper to its sides at all.
  A 100-gp tradebar is two inches thick, three inches across, 
  and nine inches long, with a central hole (for carrying or 
  for passing a cord through, to tie into bundles).
  The hole shouldn’t be much more than an inch across.
  Proof and ownership marks are commonly stamped into 
  the bottom surface of a tradebar, and don’t affect value.
  Tradebars minted more than two centuries ago vary widely 
  in dimensions and value, but are either weighed (and 
  valued on the spot) when traded today, or melted down 
  when they must be transferred from one owner to another.
  Most tradebars found in hidden “treasure” hoards are hasty 
  burials in the face of advancing foes or fierce weather, and 
  they are soon snapped up when nature or chance digging 
  shifts enough earth to reveal them.
  ZHENTIL KEEP COINS
  A trading center since its founding, and brief home to a 
  continuous flow of gems and metals (in the form of rough-
  smelted tradebars) from the mines north of the Moonsea, 
  Zhentil Keep has minted various coins down the years.
  (Persistent rumors tell of vast amounts of smelted gold 
  buried under or near the Citadel of the Raven).
  Most Zhent coins are rough-edged and irregular, bearing 
  crude stampings of a portcullis gate on one side and a 
  diamond-shaped gemstone on the other.
  Since the most recent rebuilding of the Keep, a few copper 
  and silver coins and many gold coins have been minted.
  The copper and silver are mere coatings on iron, deemed 
  worthless by most folk outside Zhentil Keep, but the gold 
  coins are the real thing (the slightly reddish gold found 
  mainly northeast of Glister).
  The copper coin is squarish, pierced by a central hole to 
  allow stringing, with the four sharp corners snipped off.
  Foreface: the Wingless Dragon (scaled serpent with 
  fanciful head facing counter-clockwise) biting its own tail, 
  curling around central hole.
  Obverse: ten tiny four-point stars encircling the central 
  hole.
  Known as a fang to Zhents and in the Dales, but as “dung-
  pieces” elsewhere.
  The silver coin is triangular, also pierced with a central hole 
  for stringing, but with the corners not clipped (the silver 
  coating usually wears off quickly in those areas).
  Both sides: six four-pointed stars encircle the central hole.
  Known as a talon or a naal in the Keep and the Dales, but 
  everywhere else as a “dung-flea bit” or just a “flea-bit”.
  The gold coin is square, with corners untrimmed.
  Two parallel sides bow inward symmetrically (concave), for 
  easy grasping by thumbs (no central hole).
  Foreface: three crenellated castle turret-tops, central one 
  slightly taller than the others.
  Obverse: wolf head, side-on with nose to the right and with 
  three drops of tears or blood falling away beneath it.
  Known formally as a glory, but called a weeping wolf 
  everywhere.
  RACES OF FAERÛN (3.0)
  ARMOR LUBRICANT
  This nonmagical oil reduces the friction that impedes 
  movement in metallic armor.
  One application of armor lubricant reduces the armor 
  check penalty by 1 (to a minimum of 0).
  Each application takes 1 minute to apply and lasts 1d4 
  hours.
  
  416
  It is not possible to apply armor lubricant to armor 
  currently being worn.
  Armor lubricant provides no benefit to shields or to armor 
  not made primarily of metal.
  Creating one application of armor lubricant requires a 
  successful Alchemy check (DC 15) and follows the rules 
  outlined in the discussion of Craft skills in the Player’s 
  Handbook.
  CRYSTAL CALTROPS
  These special caltrops are made out of a tough crystal.
  These are deployed just like traditional caltrops.
  When they score a hit, they do normal damage and release 
  a poisonous gas.
  The victim must make a Fortitude save (DC 12) or instantly 
  fall asleep for 1 minute.
  After 1 minute, the target must make another Fortitude 
  save (DC 12) or sleep for an additional 1d4 minutes.
  The gas affects creatures immune to magical sleep, but not 
  creatures immune to poison.
  DROGUE WING
  This pleated cloak unfurls into a gliding batlike wing 15 
  feet across if the wearer falls more than 20 feet.
  A drogue wing needs another 20 feet of falling distance in 
  order to arrest the wearer’s fall and unrestricted (at least 50 
  feet in diameter) gliding room.
  If all three conditions are met, a drogue wing negates 
  falling damage.
  Once deployed, a drogue wing must be carefully refolded (a 
  tedious task that requires 1 full hour) before it can be 
  reused.
  There is a 25% chance that a drogue wing is ruined after 
  each use.
  Drogue wings are popular among the hippogriff-mounted 
  skyriders of the Great Rift.
  DROW POISON
  Drow are renowned for their use of unconsciousness-
  inducing poison in subterranean ambushes.
  The dark elves carefully guard the secret of their venom, 
  and it is exceedingly difficult to find it outside drow realms 
  and outposts.
  Type: Injury DC 13; Initial Damage: Unconsciousness for 1 
  minute; Secondary Damage: Unconsciousness for 2d4 
  hours; Price: 75 gp.
  FLASH GRENADE
  A creation of the deep gnomes (svirfneblin), this small 
  sphere about the size of a chicken egg requires a ranged 
  touch attack to hit (range increment 10 ft.) and scatters as a 
  grenadelike weapon.
  It is effective only when thrown into a fire source, where it 
  explodes in a brilliant flash of light.
  Any creature within 10 feet must make a successful 
  Fortitude save (DC 10) or be blinded for 1d4 rounds.
  Creatures with light blindness (such as drow) are affected 
  as if a daylight spell had been cast.
  There is no effect if the grenade misses the fire, although 
  the grenade is ruined.
  FOOTSAW TRAP
  This item is similar to others of its kind that are typically 
  designed to trap large animals such as bears or cougars.
  Its jaws are fitted with thin saw blades mounted on springs, 
  and the mechanism is designed to cut the feet of any 
  captive who struggles against its grip.
  The ghostwise hin did not invent this trap, but they have 
  made excellent use of it: When enemies threaten, they salt 
  the ground near their campsites with these dangerous 
  devices, hiding them under thin layers of leaves or soil.
  A creature can discover a concealed footsaw trap with a
  successful Search check (DC 15).
  Once found, the trap can be disabled with a successful 
  Disable Device check (DC 15).
  Anyone who walks over a footsaw trap triggers it; the trap 
  makes a melee touch attack with a +8 bonus.
  If its attack is successful, the trap deals 1d6 points of 
  damage to the victim.
  A victim caught in a footsaw trap can move at half speed if 
  the device is not attached to another object (such as to a 
  tree or boulder by a length of chain).
  If it is attached in such a fashion, the victim must break the 
  attachment, otherwise he cannot move.
  The trap inflicts an additional 1d4 points of damage from 
  the saw blades every round that a trapped victim takes any 
  action that involves movement.
  A trapped creature can pry open the jaws of the trap and 
  escape (Strength check DC 25) or loose himself with an 
  Escape Artist check (DC 30).
  Failure means that the trap deals another 1d4 points of 
  damage to the victim and that the victim remains trapped.
  A footsaw trap is a CR 2 trap.
  They can be constructed with the Craft (trapmaking) skill 
  (DC 20).
  INSTANT CAMPFIRE
  An instant campfire consists of a leather bag filled with 
  tinder, logs, and fuel.
  The drawstring that holds the sack shut is studded with 
  tiny flakes of flint and steel; the sack itself is alchemically
  treated so that it catches fire easily.
  When the drawstring is pulled, the entire bag immolates, 
  creating a Tiny campfire (suitable for cooking) in 1 round.
  The campfire lasts for 30 minutes after ignition, but can be 
  fed with dry wood just like any other fire.
  These items ignite even in moderate rain, but burn out 
  quickly in wet conditions unless shelter is provided.
  MOBILE BRACE
  This small staff can extend and lock at any length from 5 to 
  11 feet.
  It is commonly used to make a sturdy brace across a 
  passage, granting a sure purchase for one or more ropes.
  A properly set brace can support up to 400 pounds of 
  weight (less if the walls are soft, slippery, crumbling, or 
  otherwise offer unsure purchase).
  Setting a brace allows characters to securely set a rope or 
  grappling hook where doing so would normally be 
  impossible.
  Adventuring groups can send a skilled climber or jumper to 
  negotiate tricky ascents or dangerous falls, set a brace on 
  
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  the far side of the obstacle, and then give less nimble 
  characters something to hang on to while they cross the 
  dangerous area.
  POTION BLADDER
  This is a flexible, narrow-necked pouch, usually made of 
  oiled leather or the preserved stomach of a small animal.
  Used extensively by water-dwelling creatures such as 
  aquatic elves, these pouches hold 1 ounce of liquid (the 
  same volume as a potion) and can be squeezed carefully to 
  allow drinking of fluids (such as potions) underwater 
  without spilling.
  ROPE CLIMBER
  This hand-held device consists of a powerful winch and 
  locking wheel assembly that fits most standard ropes.
  When threaded with a rope, the winch offers one-way 
  travel with the benefit of tremendous leverage.
  Using the climber to ascend a rope grants a +5 
  circumstance bonus on Climb checks, but it halves the rate 
  of ascent.
  Threading a rope through the climber is a full-round action, 
  as is removing it from a rope.
  The locking wheels turn only in one direction, preventing 
  the user from slipping back down the rope.
  However, this means that for two people to use the same 
  rope climber, one must ascend the rope, remove the device, 
  and lower it back down to the next user.
  SNOWSHOES
  Fashioned of wood and strips of rawhide or sinew, 
  snowshoes are invaluable for movement across deep snow.
  Snowshoes eliminate the hampered movement penalty for 
  movement across deep snow but impose a 1/2 movement 
  penalty across other types of terrain (see Hampered 
  Movement in Chapter 9 of the Player’s Handbook, pages 
  142–143).
  WAGON SHIELDS
  These are large wooden shields (generally of solid oak) 
  reinforced with iron.
  They can be quickly fitted together to protect wagons and 
  similar open-topped vehicles.
  One person can mount a wagon shield as a full-round 
  action.
  Two people working together can mount a shield as a 
  standard action.
  Once mounted, each shield provides a Small character in 
  the wagon with three-quarters cover; a Medium-size 
  character gains one-half cover behind a wagon shield.
  Each wagon shield has hardness 5 and 30 hit points.
  Some are fitted with arrow slits to allow those inside the 
  wagon to fire on attackers without additional exposure.
  Most wagons in Luiren are constructed with special racks 
  beneath the wagon bed that hold six shields.
  The shields are normally sold in quantities of six, as that is 
  the number required to fully protect the average Luiren 
  wagon.
  WILD DWARF KNOCKOUT POISON
  Wild dwarves coat their blowgun darts with poison made 
  from a plant that grows only in the Jungles of Chult.
  Wild dwarves are immune to the effects of the poison.
  Type: Injury DC 14; Initial Damage: slow effect for 5 rounds; 
  Secondary Damage: Unconsciousness for 1 minute; Price: 
  150 gp.
  RACES OF STONE (3.5)
  BLASTING PELLETS
  Blasting pellets look like ball bearings or stones and come 
  in bags.
  One bag of these alchemical items is enough to cover a 5-
  foot square.
  During each round when a creature moves through an area 
  covered in blasting pellets (or fights while standing in such 
  an area), it must make a successful DC 15 Reflex saving 
  throw to avoid breaking one.
  Breaking one pellet sets off a chain reaction among the 
  others, and they all explode loudly, dealing 1d6 points of 
  sonic damage to the creature in the square.
  Spreading a bag of pellets over a wider area or throwing the 
  bag at a target has no substantial effect.
  Gnomes use blasting pellets mainly as an alarm system, 
  hiding the pellets under leaves or among other stones and 
  gravel.
  BLISTER OIL
  Blister oil is a highly refined alchemical liquid that causes 
  painful blisters upon contact.
  To use it, a thin coat must be applied to a surface, such as a 
  sword hilt or door handle.
  One application covers roughly a 6-inch-by-6-inch square 
  area.
  
  418
  Once applied, it remains effective for 2d4 hours.
  Each vial of blister oil contains 1d8 applications.
  When the oil touches bare skin, the victim must make a DC 
  15 Fortitude save to avoid painful red blisters that spring up 
  on the affected area of skin, dealing 1d4 points of damage 
  per application used.
  In addition, the victim takes a –2 penalty on Dexterity-
  based checks, including Reflex saves, for 2d4 days.
  Magical healing applied to this damage removes the blisters 
  and the penalty.
  Natural healing can remove the damage normally, but the 
  penalty on Dexterity-based checks remains until magical 
  healing is applied or the 2d4 days elapse.
  EARTHSILK JERSEY
  One material the dwarves developed early on in their 
  society was earthsilk.
  The basis of the material is an odd fungus known as 
  maiden’s hair.
  It grows long, thin, silken tendrils that hang down from the 
  main mass and collect moisture from the damp 
  underground air.
  The fungus itself is time consuming to harvest, because it is 
  very tough and difficult to cut despite its delicate 
  appearance.
  Once the fungus is harvested, the long, thin tendrils are 
  removed and used as thread or light yarn.
  This thread is called earthsilk, and it can be woven into a 
  fabric that rivals the finest silks of the surface world for feel 
  and sheen, though it is far heavier and coarser than any 
  elven silk made.
  Earthsilk fabric is a staple of the dwarven wardrobe, and 
  nearly every subterranean dwarf owns at least one earthsilk 
  jersey, typically worn in place of an ordinary tunic under a 
  vest or armor.
  An earthsilk jersey retains the fibers’ natural toughness, 
  providing its wearer with damage reduction 1/slashing or 
  bludgeoning.
  It may be worn under another type of armor.
  Once crafted, earthsilk fabric is durable unless torn.
  If the wearer of an earthsilk jersey takes a critical hit that 
  deals piercing damage, the garment is torn and does not 
  provide damage reduction unless it is repaired.
  EARTHSILK ROPE
  In addition to being used for clothing, earthsilk fibers can 
  be woven together to form a strong, thin rope that finds 
  common use in many dwarf cities.
  Earthsilk rope feels similar to silk ropes made in the surface 
  world but is roughly twice as thick, putting it between silk
  and hempen ropes in bulk and ease of use.
  It is stronger even than silk rope, however, and can bear 
  heavier loads without breaking.
  Earthsilk rope has hardness 1, 10 hit points, and can be 
  burst with a DC 26 Strength check.
  GOLIATH HEALING KITS
  Many races have mastered the use of herbs and medicines 
  to treat injuries, and the goliaths are no exception.
  They discovered the healing properties of the items 
  available to them in their mountain homes long ago.
  Through time and experimentation, goliath healers have 
  come to specialize in healing methods for their own people.
  Although goliaths are anatomically similar to other 
  humanoid and monstrous humanoid races, their 
  connection to the earth has granted them a special affinity 
  for the creatures and plants that grow in the mountains and 
  the dark places below.
  A goliath healing kit grants a +4 circumstance bonus on 
  Heal checks made by goliaths and other earth-linked races, 
  including dwarves and gnomes.
  It provides no bonus on Heal checks for a member of any 
  other race.
  A goliath healing kit has twelve uses before it is depleted.
  HEARTHFIRE
  A concoction of dwarf alchemists, hearthfire is a blue-green 
  gel, typically poured into a large shallow container and 
  allowed to solidify.
  The substance is then left in the pan as is or removed and 
  cut into 2-inch cubes.
  When water is poured onto the gel (1 ounce per 2-inch 
  cube is sufficient), it “ignites”, causing blue-green flames to 
  spring from the substance.
  The flames have no heat and will not harm anything that 
  touches them.
  Each 2-inch block provides light for 24 hours when wet, 
  shedding illumination as a torch (20-foot radius).
  The hours of use need not be continuous, so a flaming cube 
  can be extinguished, dried off, and used again at a later 
  time.
  In the dwarves’ underground communities, hearthfire sees 
  common use in city lanterns, as well as home hearths and 
  braziers.
  Hearthfire lanterns hold one dose each and are typically 
  hooded.
  SADDLE, BURROWER’S
  This specialized exotic saddle allows the rider to stay safely 
  on a mount that has the ability to burrow.
  The saddle includes a secure system of straps and buckles 
  that holds the rider flush to the burrowing mount’s back.
  In addition, a thick, round-edged piece of leather 
  reinforced with bone or wood rises from the front of the 
  shield, just before the rider’s seat, roughly to the height of 
  the rider’s chest.
  The curved piece of leather bends up and toward the rider, 
  allowing her to duck behind it while her mount burrows, 
  shielding her from most of the dirt and rocks that might 
  otherwise tear the rider from her perch, straps or no straps.
  Similar bits of reinforced leather protect the front and sides 
  of the rider’s legs.
  Strapping oneself to the saddle requires three consecutive 
  full-round actions that provoke attacks of opportunity.
  Unbuckling the straps is a full-round action that provokes 
  attacks of opportunity.
  While strapped into the saddle, you lose your Dexterity 
  bonus to Armor Class and take a –4 penalty on all attack 
  rolls.
  You must be strapped into the saddle to ride a mount while 
  it burrows, but the saddle functions as a normal saddle if 
  the mount does not choose to burrow, allowing you to ride 
  
  419
  without taking the abovementioned penalties for being 
  strapped to the saddle.
  While strapped into a burrower’s saddle, a rider need not 
  make Ride checks to stay in the saddle.
  The rider can break out of the straps as a standard action 
  that requires a DC 25 Strength check and does not provoke 
  attacks of opportunity.
  If its straps are broken, a burrower’s saddle functions only 
  as a normal saddle until they are repaired.
  The burrower’s saddle comes in two varieties: pack and 
  riding.
  SADDLE, FLYER’S
  This specialized exotic saddle allows a properly strapped-in 
  rider to stay safely on the back of a flying or climbing 
  mount.
  The saddle includes a secure system of straps and buckles 
  that hold the rider in place while minimizing the time it 
  takes to get in and out of the saddle.
  Buckling yourself into a flyer’s saddle is a full-round action 
  that provokes attacks of opportunity.
  Unbuckling the straps is a move action that does not 
  provoke attacks of opportunity.
  While strapped into a flyer’s saddle, a rider need not make 
  Ride checks to stay in the saddle.
  The rider can break out of the straps as a standard action 
  that requires a DC 20 Strength check and does not provoke 
  attacks of opportunity.
  If its straps are broken, a flyer’s saddle functions only as a 
  normal saddle until they are repaired.
  The flyer’s saddle comes in three varieties: pack, riding, and 
  military.
  SONG COLLAR
  These iron tubes are designed to aid traveling musicians in 
  learning new or complex compositions for the lute, violin, 
  or another similar stringed instrument.
  Built to fit snugly over a normal quarterstaff, this item 
  consists of a long metal collar that slips down over the top 
  half of the staff, roughly 1 foot long for a Small staff or 2 
  feet long for a Medium staff.
  The metal’s surface is covered with rows of small, dimpled 
  indentations, ostensibly to provide a better grip on the staff.
  In reality, these indentations correspond with the fingering 
  for a piece of music to be played on a preferred instrument 
  of the owner.
  Song collars are sold by gnome maesters as training tools 
  for journeymen, enabling them to practice chords and 
  notes while traveling without attracting attention.
  If a character uses a song collar for 1 hour a day on seven 
  consecutive days, he gains a +2 bonus on Perform checks 
  involving that particular instrument and composition.
  A song collar does not prevent a quarterstaff from being 
  used normally in combat.
  SPIDERLILY ESSENCE
  Spiderlily essence is noxious to most vermin (with the 
  notable exception of spiders, which ironically cannot detect 
  the stuff).
  Fine vermin avoid creatures that wear the essence, and 
  monstrous vermin (except spiders) must make a successful 
  DC 15 Will saving throw to attack the target.
  Once a vermin makes a successful save, it is immune to the 
  effects of spiderlily essence for 1 hour.
  A single application of this alchemical concoction is 
  enough to affect one Small creature.
  For creatures of other sizes, the number of applications 
  needed is doubled (or halved) for each size category larger 
  (or smaller) than Small.
  An application of the essence wears off in 1 hour.
  RACES OF THE DRAGON 
  (3.5)
  BITTERLEAF OIL
  Kobolds use this salve to keep their scales healthy and 
  shiny.
  Each bottle of bitterleaf oil holds enough for ten 
  applications.
  If the oil is applied each day (a full-round action), it staves 
  off shedding indefinitely.
  In addition, on any day when bitterleaf oil is applied, the 
  character naturally heals 1 additional point of damage per 
  HD (max.
  5) with a full night’s rest.
  DITHERBOMB
  These are spherical explosive devices created by kobold 
  alchemists to reduce large boulders to rubble during 
  mining operations.
  They have also been adapted for military purposes.
  Activating a ditherbomb is move action that involves 
  violently shaking the device, which explodes 1d3 rounds 
  later.
  (Violently shaking the bearer of a ditherbomb often sets 
  the bomb off as well).
  Throwing a ditherbomb is a standard action.
  Ditherbombs come in three varieties, each of which deals a 
  different amount of damage and has a different blast radius.
  Weak ditherbombs deal 1d6 points of acid damage to 
  creatures and objects in a 5-foot-radius burst (Reflex DC 10 
  half).
  Strong ditherbombs deal 1d4×1d6 points of acid damage 
  (Reflex DC 12 half) in a 10-foot-radius burst.
  The most potent ditherbombs, called wyrm ditherbombs, 
  deal 1d6×1d8 points of acid damage in a 15-foot-radius burst 
  (Reflex DC 15 half).
  The damage dealt by a ditherbomb ignores the hardness of 
  stone.
  
  420
  The more powerful ditherbombs are inherently 
  unpredictable, as reflected in their variable damage values.
  To determine the damage dealt by a strong ditherbomb or a 
  wyrm ditherbomb, roll two different dice and multiply the 
  results.
  For example, a strong ditherbomb deals 1d4×1d6 points of 
  damage, which means that you roll 1d4 and 1d6 and 
  multiply the result together to determine the damage it 
  deals when it explodes.
  The strong ditherbomb is thus just as likely to deal 1 point 
  of damage as it is to deal 24 points of damage (but is most 
  likely to deal somewhere around 9 points of damage).
  A wyrm ditherbomb’s average damage is about 16 points.
  FIRE BEETLE LAMP
  This lamp uses the luminous gland located above each eye 
  of a fire beetle as its light source.
  Thanks to a special alchemical treatment, a fire beetle lamp 
  shines as brightly as a common lamp (bright illumination 
  out to 15 feet, shadowy illumination to 30 feet) and lasts for 
  6 days after creation.
  (Most fire beetle lamps are put into service immediately 
  upon creation, but some unscrupulous merchants sell 
  lamps after they have been used for a few days).
  Kobold miners use these lamps when they need to see 
  more than darkvision typically allows, specifically when 
  color might be important.
  SUNDARK GOGGLES
  The smoked lenses of these goggles block light.
  They are typically fixed into a band of canvas that clasps 
  together at the back to keep the goggles from falling off.
  Sundark goggles negate the dazzled condition experienced 
  by a creature with light sensitivity while in bright 
  illumination.
  As a side effect, they grant the wearer a +2 circumstance 
  bonus on saving throws against gaze attacks.
  A creature wearing sundark goggles can’t use a gaze attack, 
  since other creatures can’t see its eyes.
  Creatures without low-light vision or darkvision that wear 
  sundark goggles take a –2 penalty on Search and Spot 
  checks.
  RACES OF THE WILD (3.5)
  CARGO KITE
  Actually something like a glider, a cargo kite can lift up 250 
  pounds when towed forward.
  The cargo is slung in a basket or net under the kite.
  A collection of five or so 30-foot-long hemp cords allows 
  one or more creatures to tow the kite.
  The kite itself is as big as a Large creature (10-foot space).
  To tow a loaded kite through the air, a creature (or several 
  creatures) must be able to drag the weight of the kite and its 
  cargo.
  Material carried in the kite doesn’t count as weight the 
  towing creatures carry, but the towing creatures move at 
  encumbered speed (see page 162 of the Player’s Handbook 
  and page 20 of the Dungeon Master’s Guide) unless they are 
  capable of dragging at least twice the weight of the kite and 
  its cargo.
  A towed kite has poor maneuverability and a minimum 
  forward speed of 40 feet.
  If it does not maintain its minimum forward speed, the kite 
  descends at the rate of 60 feet a round.
  A strong wind (see page 95 of the Dungeon Master’s Guide) 
  can lift a loaded kite, provided someone stays on the 
  ground to steady it.
  CARRY NET
  This sturdy net has a looser weave than a fishnet.
  Raptorans use them to haul goods from raptoran villages to 
  trading markets.
  The net is about 5 feet square and has a 20-foot-long hemp 
  cord dangling from each end.
  The cords allow two raptorans to share the net’s load.
  The net can hold 100 pounds of material.
  ELVEN HARP
  Musicians from all cultures prize these masterwork 
  instruments for their clear, dulcet tones.
  Bards covet them.
  They produce a purity of sound unheard of in any non-
  elven crafted instrument.
  Like any masterwork instrument, an elven harp grants a +2 
  circumstance bonus on Perform checks made with it.
  The instrument is so fine, however, that a truly skilled 
  musician can work wonders with it.
  Characters with at least 5 ranks in Perform (string 
  instruments) gain an extra +1 circumstance bonus on 
  Perform checks made with the harp (for a total bonus of 
  +3).
  Not only does an elven harp produce music unrivaled by 
  any other mortal instrument, it is a beauty to behold.
  Because its beauty relies on a particular intricate design, it 
  is more difficult to craft than other masterwork 
  instruments, requiring extra care and taking twice as long.
  When checking the item maker’s weekly or daily progress 
  in crafting the item, multiply the check result by one-half 
  the item’s DC to determine the value of the crafter’s work.
  The elven harp comes in several different sizes.
  A hand harp is only about 6 inches tall and 8 inches wide.
  It has a high pitch, thanks to its fairly short strings, but 
  sounds sweet just the same.
  The harp’s base includes a handle so the musician can hold 
  it firmly while plucking the strings.
  
  421
  A lap harp is about 2 feet high and 3 feet wide.
  The musician usually places the harp on a table or sits and 
  holds it in her lap.
  It’s possible to play a lap harp standing up, but the musician 
  takes a –1 penalty on her Perform check (though the 
  circumstance bonuses from the harp’s quality and the 
  player’s skill still apply).
  A great harp is a glorious instrument, nearly 6 feet high and 
  just as wide.
  The musician usually sits in a chair or on a stool to play it.
  HONEY LEATHER
  Honey leather is a light canvas used as protection against 
  rain and dampness.
  It gets its name from its golden color and its texture, which 
  resembles soft, cured leather.
  Elves, raptorans, and halflings use honey leather for tents 
  and to protect camping gear.
  It snags and tears easily, so honey leather isn’t much good 
  outside camp.
  It is, however, waterproof thanks to the alchemical 
  treatment that gives it its color and texture.
  A character equipped with a honey leather tarpaulin big 
  enough to drape over his body gains a +1 circumstance 
  bonus on Survival checks made to resist the effect of severe 
  weather.
  If the character is stationary, the bonus increases to +2.
  A tarpaulin ranges in size from 3 feet square (for Small or 
  Medium characters) to 6 feet square (for Medium or Large 
  characters).
  A tent made of honey leather provides a +4 bonus on 
  Survival checks for anyone inside.
  The cost of all such tents include poles and stakes.
  A small pup tent (roomy enough for one Small character to 
  lie down with his gear) is 2 feet wide by 4 feet long.
  A medium pup tent (roomy enough for one Medium 
  character and gear) is 3 feet by 7 feet.
  Pup tents are as tall as they are wide.
  A square tent 10 feet wide is big enough for a party of four 
  Small or Medium characters.
  A square tent 20 feet wide is big enough for a party of eight 
  Small or Medium characters or four Large characters.
  Square tents are half as tall as they are wide.
  SASHLING
  This broad, pleated cloth belt hides a great many interior 
  pockets.
  Ten pockets are sewn into the folds of a sashling, each 
  capable of holding an item weighing about a quarter-pound.
  A sashling’s pleats can conceal almost anything that may be 
  placed inside the belt: An object up to the size of a hen’s egg 
  leaves no visible bulge on the sashling’s exterior.
  A sashling is ideal for carrying small items such as coins, 
  gems, vials, material components, and pieces of jewelry 
  unobtrusively.
  It grants a +2 circumstance bonus on Sleight of Hand 
  checks made to hide small objects on your body (see 
  Sleight of Hand, page 81 of the Player’s Handbook).
  For wearers who need to carry more supplies, many 
  sashlings are made with hooks on the outer side.
  The wearer can hang pouches and other items from the 
  outside of the sashling as well, just as with a normal belt.
  SANDSTORM (3.5)
  
  422
  ARMORBRIGHT
  This metallic paint is applied with a brush to the outside of 
  a suit of armor (requiring 1 minute to apply), producing a 
  shiny surface that reflects the light of the sun to reduce the 
  effects of hot weather on the wearer.
  For 24 hours after applying armorbright to a suit of armor, 
  you gain a +2 bonus on Fortitude saving throws to avoid 
  heat dangers.
  Armorbright also raises your level of protection against 
  heat by one step (see page 14).
  Armorbright is not effective in hot environments with no 
  sun, such as the Elemental Plane of Fire.
  ASHERATI SAND SCULPTURE
  Asheratis know the special sands, adherents, and natural 
  dyes that are required to create stunning works of 
  sculpture.
  The typical asherati sculpture is 2 to 3 feet high and weighs 
  10 to 20 pounds.
  Like any piece of art, value is in the eye of the beholder; 
  however, anyone with the Appraise skill can determine the 
  approximate price a particular sculpture would fetch in 
  wider markets.
  Use Table 3–7: Art Objects, page 55 of the Dungeon Master’s 
  Guide, to determine the price of an asherati sand sculpture 
  found in a treasure hoard or in the marketplace.
  BARGE
  Colossal vehicle; Profession (sailor) –2; Spd oars 5 ft. 
  (nautical clumsy); Overall AC –3; Section hp 50 (hardness 
  5); Section AC 3; Ram —; Space 40 ft.; Height 10 ft. (draft 
  10 ft.); Crew 10 (40 phantom rowers); Cargo 100 tons.
  See the Arms and Equipment Guide for more information on 
  barges and other ships.
  BLACKEYE
  This oily paint is smeared around your eyes and on your 
  cheeks to reduce the effects of bright sun, protecting you 
  from sun glare for 4 hours.
  CLOUDSKATE
  Huge vehicle; Profession (sailor) +2; Spd wind × 10 ft. 
  (nautical good) or 20 ft. during daylight; Overall AC 1; 
  Section hp 40 (hardness 5); Section AC 3; Rigging 30 hp 
  (hardness 0), AC 3; Ram 4d6; Space 20 ft.; Height 10 ft. 
  (draft 5 ft.); Crew 4; Cargo 10 tons; Cost 3,000 gp.
  This vehicle is similar to a small keelboat—it is a 20-foot 
  ship without oars—except that it has stabilizing runners 
  along each side.
  It has a single mast on which a sail can be set.
  A blade is sturdily mounted on the bottom exterior of the 
  vehicle, running the whole length of the hull, and similar 
  blades are attached to each runner.
  The rudder is another blade that drags behind the ship, 
  allowing it to be steered.
  This configuration allows the vehicle to skate on glass seas 
  at a rate of 1 to 3 miles per hour.
  An empty cloudskate can carry up to twenty passengers.
  CRYSTAL SCORPION POISON
  Distilled from the venom of monstrous scorpions, this 
  alchemically treated (Craft [alchemy] DC 25) poison is 
  often sought out by warlords or assassins who want to see a 
  victim suffer for days.
  The process of treating the venom renders it translucent, 
  but with the refractive qualities of a perfect prism when 
  held up to the light in a clear container.
  DEEP DRAUGHT
  This powder is a mixture of salt, dried herbs, and extracts of 
  desert plants.
  Adding it to water increases your body’s retention of fluid 
  and helps counteract the effects of dehydration.
  
  423
  One packet of deep draught is enough for 1 gallon of 
  solution, which grants a +5 bonus on the Heal check to 
  treat dehydration (see page 15).
  DESERT OUTFIT
  This outfit consists of loose, billowy clothing to keep the 
  wearer cool and protected from the sun while in hot, dry 
  desert terrain.
  It includes a caftan, turban, scarf, loose pantaloons, and 
  sandals or high cloth boots.
  This outfit counts as light clothing and offers limited 
  protections against some waste hazards (see Chapter 1).
  The protection it offers against heat is negated if the wearer 
  also dons armor.
  DISTILLATION KIT
  Water is precious in the waste.
  This simple kit uses the sun and the ambient heat to 
  evaporate pure water from body or cooking waste, salt 
  lakes, poisonous plant saps, and so on.
  This “solar still” consists of a sheet of glass fastened at an 
  angle into a frame, with a lip and a small spout (the 
  components are packed separately and assembled when 
  needed).
  The bottom and sides of the frame are covered with black 
  oilcloth, the edges sealed with grease or tar to make it 
  watertight.
  To use the still, pour the dirty water into the bottom of the 
  container, then place the glass lid on top.
  The water evaporates and condenses on the underside of 
  the glass surface, where it runs down and collects in the lip, 
  dripping through the spout and producing about 1 gallon 
  of water per day (if the container is filled to capacity).
  DRILL
  Whether they are used to carve sandstone, locate water, or 
  mine salt and other precious minerals, drills are important 
  tools in any wasteland environment.
  These objects can range from a primitive bow drill, suitable 
  for perforating bone and wood, to a massive assembly of 
  cast-iron pipes and bits, turned by wheels or beasts of 
  burden.
  The drill described here is made of iron with a wooden 
  handle, about 3 feet long.
  (In metal-poor areas, the bit might be of hard crystal instead 
  of iron).
  Wrapping a cord about the shaft and pulling it sharply sets 
  the drill spinning.
  It can penetrate roughly 6 inches of stone per hour; the rate 
  of drilling is faster in softer material, such as salt.
  A drill can be used as an improvised club or shortspear.
  DUNEWINDER VENOM
  See the dunewinder monster entry, page 159.
  FILTER MASK
  A filter mask is a fine cloth mesh, usually of silk or cotton, 
  that covers your mouth and nose.
  Cords or straps fasten the cloth around the back of your 
  head to provide a good seal.
  A filter mask grants a +2 bonus on saves against gas-based 
  effects.
  It negates the effects of suffocation from dust and sand, as 
  well as the effects of supernatural or magic dust (such as 
  slumber sand) for up to 4 hours.
  After this time, the mesh is clogged with grit and can no 
  longer allow air to pass through freely.
  A clogged filter mask requires thorough laundering before 
  it can be reused, but most travelers simply replace it with 
  fresh fabric.
  FRAME WHEEL
  Large vehicle; Handle Animal +2, Diplomacy +2, or 
  Intimidate +2; Spd drawn (poor); Overall hp 15 (hardness 
  5); Overall AC 3; Ram 3d6; Space 10 ft.; Height 10 ft.; Crew 
  1; Weight 300 lb., Cargo 4 tons; Cost 15 gp.
  A frame wheel consists of a pair of wooden wheels 
  constructed around a large, heavy object, such as a block of 
  stone.
  The wheels cap the ends of the object and keep it off the 
  ground, allowing the object to be rolled along like an 
  oversized log.
  Like a sledge, a frame wheel can be drawn by beasts of 
  burden or by people and is difficult to steer, but it moves 
  more easily up and down slopes than a sledge does.
  The major drawback of a frame wheel is that it is usually 
  only good for a single load, after which it has to be 
  disassembled, returned to the point of departure, and built 
  all over again around a new load.
  When multiple loads are of a uniform size, however, the 
  same set of wheels can be used many times.
  HEATSUIT OUTFIT
  This suit is designed to protect against heat.
  It consists of heavy pants and coat, a specially treated 
  leather apron, thick mittens, a thick hood, and goggles.
  A heatsuit outfit prevents 3 points of lethal or nonlethal 
  damage per round from hot environments.
  Although the outfit is heavy clothing, its heat-resistant 
  materials negate the usual –4 penalty on Fortitude saves 
  against damage dealt by hot environments.
  HYDRATION SUIT
  The hydration suit is a masterpiece of water retention, 
  crafted by waste-dwellers with technical skill and unusual 
  materials.
  Its design allows you to recover nearly all the water your 
  body loses through sweat and exhalation.
  A hydration suit is made of the skin and tissue of various 
  desert-dwelling beasts and treated with oils or waxes for 
  water retention.
  It covers your entire body, with a tight-fitting hood over 
  the head and a mask covering the mouth and nose.
  Inside the mask is a glass plate to collect condensation and 
  a tube fashioned from watertight materials.
  An inner lining wicks sweat away from your body and 
  collects it in spongelike filtration material that can be 
  removed after you doff the hydration suit.
  
  424
  The tube from the facemask twists in loops around your 
  body, through the sponge, to reclaim moisture, condensing 
  it in a reservoir from which you can sip.
  A functioning hydration suit eliminates the need to make 
  Constitution checks to avoid dehydration.
  It raises the level of protection from heat dangers by two 
  steps (see page 14), and its mask functions as a filter mask.
  A hydration suit offers no protection from magical 
  dessication damage.
  IRONTHORN EXTRACT
  The ironthorn plant has extremely tough tissues to prevent 
  water loss.
  This extract of the plant is used to harden delicate items, 
  make containers waterproof, and stiffen clothing to provide 
  some protection.
  One flask of ironthorn extract is enough to treat a typical 
  outfit, increasing the clothing’s armor bonus to +1.
  Ironthorn extract does not improve materials that already 
  provide an armor bonus.
  When applied to cloth, leather, or similar material, 
  ironthorn extract improves its hardness by 1, to a maximum 
  of 5.
  Both benefits last for one week or until the item is 
  thoroughly washed.
  KEEPCOOL SALVE
  This small clay pot contains several ounces of a pearly 
  ointment, enough to cover one Medium creature.
  Applying the ointment to your skin increases your level of 
  protection against heat by one step (see page 14).
  The salve also grants a +1 circumstance bonus on Fortitude 
  saves to resist damage from hot environments.
  LIQUID SALT
  This deadly supernatural substance (see Red Seas, page 25) 
  can be used as a splash weapon.
  A direct hit deals 2d6 points of dessication damage (2d8 
  points to plants or elementals with the water subtype).
  Every creature within 5 feet of the point where the flask 
  hits takes 1d4 points of dessication damage from the splash 
  (1d6 points to plants or elementals with the water subtype).
  Liquid salt is always carried in a glass container.
  OLEUM
  A black liquid, oleum has a foul, bitter odor.
  It occurs naturally around the world, but is particularly 
  common in the waste.
  Though it forms underground, oleum is generally found in 
  surface pools in areas of barren waste terrain.
  You can use a flask of oleum as a splash weapon.
  Use the rules for alchemist’s fire (page 128 of the Player’s 
  Handbook), except that it takes a full-round action to 
  prepare a flask with a fuse.
  Once it is thrown, there is a 50% chance of the flask 
  igniting successfully.
  Burning oleum is hard to put out, granting a –4 penalty on 
  the Reflex save to extinguish the fire.
  The oleum burns away within 4 rounds (eliminating the 
  penalty on putting out the fire).
  Raw oleum burns readily, but it is smoky when it does so.
  The smoke created by burning oleum is heavy smoke (see 
  Smoke, page 304 of the Dungeon Master’s Guide), so a wide 
  area of open air is required for the substance to burn safely.
  Every round when raw oleum burns, it produces enough 
  smoke to fill a 5-foot cube.
  For this reason, oleum is typically used only in lamps made 
  to burn outdoors.
  The smoke drives away flying insects.
  Oleum is also used to lubricate moving parts; a flask of it 
  can cover a 5-foot square, provided that the surface is 
  smooth.
  A creature can walk within or through an area of oleum at 
  half normal speed by making a DC 10 Balance check.
  Failure means it can’t move that round, while failure by 5 or 
  more means it falls prone (see the Balance skill description, 
  page 67 of the Player’s Handbook, for details).
  If an area of oleum is ignited, it burns for 4 rounds and 
  deals 1d3 points of fire damage to each creature in the area.
  A quart of oleum (two flasks) can coat a Medium creature, 
  providing a +4 circumstance bonus on Escape Artist checks 
  and opposed grapple checks made to resist being grappled 
  or to escape a pin.
  Oleum applied in this manner also acts as insect repellent, 
  protecting you from normal vermin (such as those 
  summoned by insect plague) and granting a +4 bonus to 
  Armor Class against vermin.
  A creature with oleum on its hands takes a –4 penalty on 
  grapple checks or any task requiring a solid grip, including 
  attack rolls with weapons.
  A roll of 1 on the attack means the oleum-coated creature 
  drops the slippery weapon.
  When worn, oleum is uncomfortable and unpleasant.
  You take a –2 penalty on Fortitude saves against natural 
  heat effects.
  Further, oleum makes you quite flammable, granting a –4 
  penalty on saves against supernaturally hot effects and any 
  attack involving fire, including Reflex saves to put yourself 
  out after catching fire.
  When subjected to a fire-based attack that does not 
  normally cause subjects to catch on fire, you must make a 
  DC 14 Reflex save or catch on fire.
  As indicated above, oleum burns away after 4 rounds.
  An ounce of oleum can substitute for the material 
  component usually used for a grease spell.
  PARASOL
  The simplest form of portable shade, a parasol can range 
  from an animal hide draped over a crude framework to a 
  collapsible construction of textile and metal.
  The typical parasol described here is made of stretched 
  canvas over wood or bone.
  A parasol offers immunity to sun glare and limited 
  protection from heat dangers and some sun hazards (see 
  Chapter 1).
  It also grants a +1 bonus on Fortitude saves against 
  dehydration.
  SAND GALLEY
  Colossal vehicle; Profession (sailor) –2; Spd wind × 10 ft. 
  (nautical poor); Overall AC –3; Section hp 25 (hardness 5); 
  Rigging 15 hp (hardness 0), Section AC 1; Ram 10d6; Space 
  
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  60 ft.; Height 20 ft.; Crew 25; Cargo 100 tons; Cost 16,000 
  gp.
  A step up from the sand schooner, the sand galley is 
  specifically designed as a warship.
  It has sufficient deck space to accommodate three heavy 
  catapults or six ballistas or light catapults.
  Much of the vessel’s cargo space is often used for troops 
  rather than for stores or merchandise.
  Like a sand schooner, a sand galley has one bulkhead on 
  either side of the hull that opens downward to act as a 
  ramp—in this case, facilitating the swift deployment of 
  soldiers.
  A sand galley moves 1 to 3 miles per hour, depending on 
  the wind, and requires flat, open sand on which to travel.
  SAND SCHOONER
  Gargantuan vehicle; Profession (sailor) +2; Spd wind × 20 ft. 
  (nautical average); Overall AC –3; Section hp 25 (hardness 
  5); Rigging 15 hp (hardness 0), Section AC 3; Ram 8d6; 
  Space 40 ft.; Height 15 ft.; Crew 15; Cargo 50 tons; Cost 
  8,500 gp.
  Though rarely seen, the sand schooner is a popular vehicle 
  among certain deep-desert denizens, who use it as a 
  merchant vessel and as a warship.
  A sand schooner has enough room on its deck for two light 
  catapults or ballistas.
  Because ships that travel on sand need not worry about 
  sinking, a schooner’s cargo holds have additional hatches 
  located on either side of the hull.
  These two doors are built to pivot downward and create a 
  simple but effective cargo ramp.
  A sand schooner moves 2 to 7 miles per hour, depending on 
  the wind, and requires flat, open sand on which to travel.
  SAND SKIFF
  Large vehicle; Profession (sailor) +2; Spd wind × 30 ft. 
  (nautical good); Overall AC 3; Section hp 15 (hardness 5); 
  Rigging 10 hp (hardness 0), Section AC 3; Ram 2d6; Space 
  10 ft.; Height 5 ft.; Crew 1; Weight 200 lb., Cargo 500 lb.; 
  Cost 150 gp.
  This lightweight framework rests atop a pair of polished 
  runners and sports a single tall sail.
  Designed for a single rider, a sand skiff is useful for 
  scouting, carrying messages, and as entertainment.
  The major advantage of the sand skiff lies in how easy it is 
  to construct, though the major disadvantage is that those 
  with the appropriate skill to pilot them are few and far 
  between in the wastes.
  A sand skiff moves 3 to 10 miles per hour, depending on 
  the wind, and requires flat, open sand on which to move.
  SAND TUBE
  When a storm scours the land, the best defense is to escape.
  Burrowing into the ground is one way to do this, but sand is 
  loose and difficult to stabilize.
  This handy device enables you to create a burrow beneath 
  the sand, in which you can rest while waiting for the storm 
  to pass.
  A sand tube looks something like an open-ended sleeping 
  bag, made of treated hide attached to a number of 
  collapsible hoops.
  After digging a small hole in the sand to get started, you 
  shove one end of this apparatus inside the hole and expand 
  the hoops to stiffen it into a tube.
  More sand can then be dug from the buried end (usually 
  you crawl partway into the tube and use your hands) and 
  removed through the tube, which is shoved more deeply 
  into the tunnel as digging progresses.
  In normal sand, it takes 10 minutes of digging to fully bury 
  a sand tube.
  When fully buried, a sand tube can hold one Medium 
  humanoid.
  A flap fastens over the exposed end to provide shade and 
  protection from duststorms and sandstorms.
  SHAPESAND
  Shapesand is a special kind of wasteland soil that is 
  psychoreactive; it can be sculpted into any form according 
  to your will.
  The new object is made of sand, but serves as a normal item 
  of the same sort.
  A shapesand hammer functions just like an ordinary 
  hammer, and a shapesand waterskin is just as watertight as 
  an ordinary skin.
  Controlling shapesand is an exercise in willpower.
  A DC 16 Wisdom check establishes control of a volume of 
  sand based on the shaper’s Wisdom score:
  If your Wisdom check succeeds, you can reshape the 
  volume of sand as you desire.
  Once control is established, the shape lasts as long as you 
  remain within 100 feet of it.
  Thus, those with sufficient patience and strong enough will 
  can construct small fortresses out of shapesand, even if they 
  must do so a few cubic feet at a time.
  Another character can wrest control of a shapesand item 
  away from you by succeeding on an opposed Wisdom 
  check, though the winner’s Wisdom score must be high 
  enough to shape an item the size of the one contested.
  For example, if two characters are attempting to control a 5-
  foot cube of shapesand, the challenger must not only beat 
  his opponent’s roll, but must also have a Wisdom score of at 
  least 12.
  If you are a sand shaper (new prestige class, see page 76) or 
  a cleric with the Sand domain (see page 107) using 
  shapesand in conjunction with your sand shaping abilities, 
  you do not count shapesand items against the total number 
  of items you can maintain at one time.
  In addition, if you are a sand shaper, you can give control of 
  shapesand objects to other individuals, and those items 
  persist even if the new owner takes them outside the 
  normal 100-foot control area.
  The new owner need not make a Wisdom check to 
  establish control of the item, so long as his Wisdom score 
  meets the minimum requirement for the object’s volume.
  
  426
  SLEDGE
  Large vehicle; Handle Animal +2, Diplomacy +2, or 
  Intimidate +2; Spd drawn (clumsy); Overall hp 40 (hardness 
  5); Overall AC 4; Ram 2d6; Space 10 ft.; Height 1 ft.; Crew 1; 
  Weight 500 lb., Cargo 2 tons; Cost 15 gp.
  A primitive conveyance still used in many parts of the 
  wastes, especially in sandy areas, the venerable sledge is 
  popular because it does not become mired in sand as easily 
  as wheeled vehicles can.
  Consisting of a flat expanse of reinforced wood, a sledge is 
  really just a convenient platform for heavy loads; one can 
  stack up to two tons of material on a sledge and push or pull 
  it all at once.
  The “driver” of a sledge rarely rides upon the vehicle, but 
  instead paces back and forth between groups of workers or 
  animals that are doing the work, coordinating the team.
  SLUMBER SAND
  Slumber sand is a supernatural hazard (see page 26), but 
  alchemists make a substance that mimics the hazard’s 
  effects.
  A target struck by a flask of slumber sand must make a DC 
  15 Fortitude save or fall asleep for 1 minute.
  Slumber sand affects only a creature struck by it, and 
  creatures with 5 or more Hit Dice have immunity to the 
  effect.
  Slumber sand is more effective when a flask of it is used as 
  an optional material component for sleep, deep slumber, or 
  symbol of sleep.
  When so used, the total Hit Dice of creatures affected 
  increases by 2 (the symbol of sleep affects creatures of up to 
  12 HD), and the DC for the Will saving throw increases by 
  +1.
  SUN LENSES
  This item, made of thin slabs of mica or volcanic glass 
  affixed to curved frames, can protect your eyes from being 
  dazzled by bright light, such as glare (see page 18).
  If you are already dazzled when you don the lenses, you are 
  treated as if you had entered an area of shade; you recover 
  from the dazzled condition 1 hour if you continue to wear 
  the lenses.
  SUNSHADE LOTION
  This translucent green lotion contains extracts of succulent 
  plants, mixed with oils from the skin of chameleons.
  It darkens slightly on exposure to sunlight.
  One flask is sufficient to protect a Medium creature from 
  nonlethal damage due to sunburn (see page 18) for 4 hours.
  VOLCANIC GAS
  Active volcano craters, mud pots, and similar features often 
  vent a poisonous mixture of gases.
  Volcanic gas is an inhaled poison, but unlike with a thrown 
  vial, the gas cloud persists in the area it fills.
  Characters exposed to the gas must continue to make saves 
  each minute against the secondary damage until they leave 
  the gas-filled zone.
  The volume filled by a cloud of volcanic gas might consist 
  of many 10-foot cubes.
  A pit trap might include a volcanic fissure that adds 
  poisonous fumes to the hazard.
  SAVAGE SPECIES (3.0)
  ABOLETH MUCUS
  An aboleth underwater surrounds itself with a viscous 
  cloud of mucus roughly 1 foot thick.
  Occasionally this substance finds its way into marketplaces.
  Glass vials of the mucus can be thrown as grenadelike 
  weapons.
  Any creature coming into contact with or inhaling this 
  substance must succeed on a Fortitude save (DC 19) or lose 
  the ability to breathe air for the next 3 hours (see the 
  Suffocation sidebar in Chapter 3 of the DUNGEON 
  MASTER’s Guide).
  There is no splash effect for aboleth mucus.
  BREATHING MASK
  This desmodu-made (see Appendix 3: New Creatures) mask 
  covers the user’s whole face.
  It is fitted with goggles and a bag of an alchemical 
  substance within that allows the wearer to breathe for up to 
  4 hours.
  With the mask on, the wearer can ignore the effects of 
  noxious fumes and inhaled toxins.
  It even enables the wearer to function underwater or in an 
  airless environment.
  A slightly different version (with the same cost and weight) 
  allows water-breathers to function out of water.
  The item consists of a masterwork leather mask with 
  goggles (cost 50 gp) and the alchemical air supply, which 
  costs 950 gp and can be manufactured with a successful 
  Craft (alchemy) check (DC 20).
  A partially used air supply cannot be combined with 
  another partially used one to get a fresh supply, but it can 
  be discarded and replaced with a new supply.
  
  427
  CABLE
  Desmodu (see Appendix 3: New Creatures) make a metal 
  cord that is thinner, stronger, and lighter than even silk 
  rope.
  It is too thin for most creatures to climb easily (Climb DC 
  20), but desmodus using a cable can climb at their normal 
  climb speed.
  The cable has a snap ring at each end so that it can be 
  quickly attached to or detached from a piton, spike, 
  grappling hook, or other item without a Use Rope check.
  The cable has 10 hit points and hardness 5.
  It can be broken with a successful Strength check (DC 32).
  Its stiffness, however, imposes a –2 circumstance penalty 
  on use Rope checks.
  CABLESPOOL
  This desmodu (see Appendix 3: New Creatures) gadget 
  carries 100 feet of cable (see above) in an enclosed reel.
  The reel is spring-wound and can pull in all 100 feet of 
  cable in 1 round (pulling with a Strength score of 16).
  It can be set to reel or unreel the cable automatically as the 
  user climbs, or to act as a brake, allowing the user to jump 
  down 100 feet without harm.
  DELVER SLIME
  Delvers produce a mucuslike slime that contains a highly 
  corrosive substance.
  The slime is particularly effective against stone.
  Glass vials of this substance occasionally appear in 
  marketplaces, sold by enterprising dwarves who bribed 
  delvers with gems.
  Vials of the slime can be thrown as grenadelike weapons.
  A successful hit deals 2d6 points of acid damage to organic 
  creatures or objects.
  Against metallic creatures or objects, the delver’s slime 
  deals 4d8 points of acid damage, and against stony creatures 
  (including earth elementals) or objects it deals 8d10 points 
  of acid damage.
  All creatures within 5 feet of where the vial lands take 1d6 
  points of acid damage from the splash, but objects within 5 
  feet are not affected.
  DROW ARROW POISON
  Drow arrow poison is an injury poison (Fortitude DC 17) 
  that causes unconsciousness.
  After 1 minute, the injured creature must make a second 
  Fortitude save (same DC) or remain unconscious for 2d4 
  hours.
  FLASH TUBE
  Ingenious alchemists figured out how to duplicate the 
  effect of a gibbering mouther’s spittle.
  Vials of this substance can be thrown as grenadelike 
  weapons.
  The fluid within ignites on contact with the air, creating a 
  blinding flash of light.
  All sighted creatures within 60 feet of where the vial lands 
  must succeed on a Fortitude save (DC 13) or be blinded for 
  1d3 rounds.
  See the Condition Summary in Chapter 3 of the 
  DUNGEON MASTER’s Guide for details on the effects of 
  blindness.
  A flash tube requires a Craft (alchemy) check (DC 20) to 
  create.
  FROSTFIRE
  This sticky, adhesive substance drains away heat when 
  exposed to air or moisture.
  A flask of frostfire can be thrown as a grenadelike weapon 
  with a range increment of 10 feet, and a direct hit deals 1d6 
  points of cold damage.
  The target can then attempt to scrape off or wash away the 
  frostfire, if desired.
  If this does not occur, the target takes an additional 1d6 
  points of cold damage on the round following the direct 
  hit.
  Removing frostfire by scraping requires a successful Reflex 
  saving throw (DC 15).
  Alternatively, the substance can be removed automatically 
  by dousing it with at least a quart of an alcoholic or acidic 
  solution (such as wine or vinegar).
  Either method requires a full-round action.
  Frostfire requires a Craft (alchemy) check (DC 20) to create.
  HARNESS
  Desmodus (see Appendix 3: New Creatures) cannot wear 
  belts because of the flaps of skin attached to their flanks.
  Instead, they wear harnesses that loop over their shoulders 
  and between their legs.
  Straps crisscross the front and back of the desmodu’s body 
  to keep the harness from slipping off.
  Each desmodu harness is fitted with rings, hooks, and ties 
  for carrying weapons and equipment.
  A reinforced hook hangs near the waist for carrying a 
  cablespool.
  SCULPTOR’S SLIME
  Another product of dwarf dealings with delvers, this slimy 
  liquid softens stone.
  One flask allows a Craft (stonemasonry) check (DC 10) to 
  shape up to 25 cubic feet of stone, as stone shape cast by a 
  15th-level druid.
  Sculptor’s slime requires a Craft (alchemy) check (DC 20)
  to create.
  SPORE FLASK
  No one knows who first persuaded a vrock to allow the 
  bottling of its spores, or how it was persuaded.
  No doubt, the horrible tanar’ri delight in the idea of 
  inflicting pain without even being present.
  A flask of vrock spores can be thrown as a grenadelike 
  weapon.
  The spores automatically deal 1d8 points of damage to all 
  creatures within 5 feet of where the flask lands.
  They then penetrate the skin and grow, dealing an 
  additional 1d2 points of damage each round for 10 rounds.
  At the end of this time, the victim is covered with a tangle 
  of vinelike growths.
  A delay poison spell stops the spores’ growth for its duration.
  
  428
  Bless, neutralize poison, or remove disease kills the spores, as 
  does sprinkling the victim with a vial of holy water.
  SUN LANTERN
  This is a bullseye lantern, but without any reservoir for oil.
  Instead, a sunrod may be inserted into a socket on one end.
  Once the sunrod is in place, a simple twist locks it there 
  and activates it.
  A sun lantern provides light as a bullseye lantern, with the 
  duration of a sunrod.
  Rules for bullseye lanterns and sunrods appear in Chapter 7 
  of the Player ‘s Handbook.
  Any sunrod functions in a sun lantern.
  KINSHIP BADGES This item resembles an exquisite 
  cymbal or flattened bell, measuring 3 or 4 inches across.
  When struck, it emits a single musical note.
  It also resonates and produces a distinctive ultrasonic tone 
  when a desmodu’s echolocation sounds strike it.
  Desmodus usually exchange kinship badges with their 
  siblings and use them to identify each other in battle.
  Cost: 5 gp; Weight: —.
  SERPENT KINGDOMS (3.5)
  AMASSTARTAE
  The green smoke produced by this oil is shot through with 
  twinkling silvery metallic flecks that resemble sparks.
  Its smell is often described as “prickle-nose spicy”.
  Amasstartae oil is produced by combining sap from the 
  leaves of the silverthorn weed with a distillate of crushed 
  and boiled scales from any salt-water fish.
  Amasstarte oil grants the benefit of a cure light wounds spell 
  to any Scaled One who pours a vial of it into a bath and 
  soaks in the resulting mixture for at least 1 hour.
  The effects are cumulative for multiple hours.
  BATTASSS
  The ruby-red smoke emitted by this oil flickers with 
  random darker “threads” and smells like scorching milk.
  Battasss oil is made from palm oil and the petals of the tiny 
  white wildflower known as fallen snow.
  When inhaled by a Scaled One, battasss smoke produces 
  extreme clarity of mind.
  During this time, the Scaled One requires no 
  Concentration check to perform any action, regardless of 
  distractions or combinations of effects that might 
  ordinarily impair spellcasting or performance.
  Furthermore, the affected reptile gains a +5 bonus on Will 
  saves.
  
  429
  These effects persist for as long as the Scaled One inhales 
  the smoke and for 3d6 minutes thereafter.
  BLOODFLOWER SALVE
  Bloodflowers are red-leafed wildflowers with magical 
  properties.
  Once prevalent on open plains that had been used as 
  battlefields, bloodflowers are now found only in the depths 
  of the Jungles of Chult and the Mhair Jungles.
  Bloodflower salve must be rubbed onto the body before 
  damage is taken.
  Thereafter, it delivers the benefit of a cure minor wounds 
  spell when anyone within 25 feet speaks a command word 
  specified during the creation of the salve.
  Bloodflower salve remains active until the command word 
  is spoken or until washed off with at least a quart of liquid.
  BLUE FROG PASTE
  The otherwise harmless bright blue frogs of the Serpent 
  Hills secrete a unique poison that the lizardfolk of Kalran 
  have learned to harvest.
  Mixing it with other natural substances produces a highly 
  toxic oil suitable for applying to weapons.
  DUTHLAH’HASS
  This oil produces a bright amber smoke with a smell similar 
  to that of sizzling seaweed or burnt moss.
  Humanoids sometimes describe the scent as “fiery” or 
  “nose-clearing”.
  Duthlah’hass oil is prepared from mint, the bark of certain 
  tropical trees, and the sap of the greater jungle clingvine.
  In Scaled Ones, duthlah’hass smoke induces dreamsleep—
  a deep, relaxed slumber in which they receive visions from 
  their own subconscious minds and occasionally their 
  deities.
  The effects of dream or suggestion spells cast upon them by 
  other beings may also manifest during such a sleep.
  Dreamsleeping Yuan-ti can retrieve memories (such as 
  where or how they hid something long ago, or snatches of 
  overheard conversation) with crystal clarity.
  A dreamsleeper awakens immediately upon taking damage; 
  otherwise the sleep lasts for 2d4 hours after the initial 
  duthlah’hass contact (regardless of whether or not the 
  smoke is gone).
  EKTHARISSS
  The dark purple smoke generated by this oil is highlighted 
  by occasional puffs of a slightly lighter blue color.
  Its smell is reminiscent of fresh-cut lemons or limes.
  Ektharisss oil is distilled from the sap of the nightshadow 
  jungle plant, which can be easily recognized by its shield-
  sized, brilliant purple leaves.
  Ektharisss alters the body density of Scaled Ones in contact 
  with its smoke, enabling them to use levitate as a spell-like 
  ability at will for as long as they are in contact with the 
  vapors (maximum weight 200 lbs.).
  Yuan-ti often use this ability to reach high ledges, doors, or 
  openings leading to treasure storage areas.
  Some also use it to rest, study, or work above the reach of 
  distractions or hostile beings.
  Extreme care is required, however, since normal weight 
  returns the instant contact with ektharisss smoke is lost, 
  making falls quite likely.
  As with the spell, the affected creature must be willing to 
  rise, and objects can be lifted only by a Scaled One in 
  contact with the smoke.
  FAELE
  This oil produces a deep blue smoke laced with occasional 
  streamers of bright emerald hue.
  Its reek is similar to the sickly-sweet “death smell” of 
  rotting human or elf flesh.
  Faele oil consists of human or elf blood mixed with a 
  distillate of boiled boar brain.
  Faele smoke grants a Scaled One a +4 circumstance bonus 
  on all Fortitude saving throws.
  Furthermore, any hit point damage taken by a Scaled One 
  under its effects is reduced by 1 point per die, or by 1 point 
  per attack if no die roll is involved.
  These benefits persist for 1d4 hours from initial contact 
  with faele smoke.
  Continued contact after that period does not extend the 
  effect, nor does any new contact with it renew the benefits 
  until 24 hours have elapsed from the expiration of the 
  previous effect.
  HOOLOOND
  This oil generates a yellow-green smoke shot through with 
  momentary jets of red smoke that resemble licks of flame.
  The scent of hooloond smoke is often likened to the minty 
  smell of fresh-cut jungle vines or melons, though it is much 
  stronger.
  Hooloond oil contains the blood of a constrictor snake and 
  the venom of a viper.
  At least 3 minutes of continuous contact with hooloond 
  smoke heals a Scaled One of 1d4+2 points of damage.
  An individual can gain this benefit twelve times in swift 
  succession if opportunity permits, but the smoke won’t 
  affect that particular reptile again for a full 24 hours after its 
  last healing.
  Yuan-ti often plan their battles so that they can fight in 
  continuous contact with hooloond smoke (for example, 
  inside a smoke cloud or smoke-filled room).
  Doing so allows them to receive this healing automatically 
  every 3 minutes.
  JALASSS
  This oil produces white smoke shot through with short-
  lived, rainbowlike bands of iridescence.
  Its smell is like that of burning paint or strongly dyed 
  fabric.
  Jalasss oil is a distillate of crushed snails and the sap of the 
  launteene—an edible plant native to the wild floral 
  hotlands.
  Jalasss smoke instantly and permanently banishes the 
  effects of all enchantment spells from the minds of Scaled 
  Ones in contact with it and makes them immune to such 
  effects for 1d4 hours after contact ceases.
  Contact with ignited jalasss oil for 1 round maximizes this 
  extension but deals damage as burning oil.
  
  430
  LAERISSS
  The brown smoke generated by this oil smells like burning 
  olives.
  Laerisss oil contains certain crushed insects and the roots of 
  several floating swamp plants.
  Laerisss smoke causes a quickening of reactions in a Scaled 
  One that manifests as a +2 bonus on all Reflex saves.
  This effect lasts for 3d6 minutes from initial contact.
  The same individual cannot be affected again for 1d4 hours, 
  even if it remains in contact with the smoke.
  RUUSSTANTAR
  The green smoke produced by this oil is shot through with 
  ribbons of purple vapor, and its scent is like that of freshly 
  crushed grapes.
  Ruusstantar oil contains a distillate of snakeskin and 
  crushed dragon bone.
  Any Scaled One in contact with ruusstantar smoke gains 
  1d12 temporary hit points that last for 1d4 hours.
  A Scaled One that pours the ignited oil over her body 
  instead gains 2d12 temporary hit points and take no 
  damage from the burning oil.
  These effects do not stack.
  Once affected by ruusstantar, a Scaled One can’t gain the 
  benefits from either the smoke or the oil again until 2d4 
  full days have elapsed.
  SLEEP POISON
  The lizardfolk have developed a technique for distilling the 
  extract of several jungle plants to produce a poison that 
  renders enemies unconscious.
  SSSARTISSS
  A distillate of the venoms of several kinds of poisonous 
  serpents, sssartisss has a bitter tang when wet and a scaled 
  or furrowed texture when dry.
  TS’OUS
  This substance is a mixture of cobra venom and the extracts 
  of several poisonous plants.
  It smells like overripe fruit when wet and dries clear.
  ULATHLASSS
  The dull, heavy, green smoke generated by this oil flows 
  over floors and then up walls and furnishings as though it 
  were a lazy serpent.
  Its smell is similar to that of roasting boar.
  Ulathlasss oil is made from the internal juices of both 
  carrion crawlers and centipedes.
  Ulathlasss smoke renders Scaled Ones immune to all 
  effects related to extremes of heat and cold (including 
  natural torpor and natural or magical damage), but not the 
  effects of natural or magical fire and ice, which deal half 
  damage.
  This benefit lasts for as long as the Scaled One is in contact 
  with the smoke and for 2d6 minutes thereafter.
  Contact with ignited ulathlasss oil has the same effects on 
  reptiles as contact with the smoke, except that the user also 
  becomes immune to damage from natural and magical fire 
  and ice, and all benefits persist for 3d6 minutes after 
  contact with the oil ceases.
  Ulathlasss confers no protection against lightning or any 
  other electricity-based effect in any of its forms.
  SILVER MARCHES (3.0)
  AMAUNAUTH (RARE)
  Also known as “greenflower” for its rich green leaves, 
  which open in a starburst close to the ground, amaunauth is 
  a hardy broadleaf groundweed.
  It grows across colder areas of the North, from the Dessarin 
  Valley north to where ice or snow always lies.
  If eaten raw, amaunauth is harmful to humans, elves, orcs 
  and all goblinkin, and their half-kin, but has no effect on 
  dwarves, gnomes, halflings, fey creatures, and gnolls, nor 
  on horses, goats, sheep, rothé, and deer.
  The poison called amaunauth is brewed from the sap or 
  internal juices of the weed.
  An herbalist can concoct amaunauth by crushing the leaves 
  of the plant, boiling whole plants, or even dissolving the 
  leaves in alcohol (Alchemy or Knowledge [herbalism] 
  check, DC 15, and one day’s work to manufacture).
  A single plant can produce 1d4+2 doses.
  Amaunauth: Injury DC 19, initial damage 2d4 hp, secondary 
  damage unconsciousness, price 100 gp.
  DUSKWOOD
  Named for the dark, eerie appearance of their closely 
  clustered stands, duskwoods grow arrow-straight up to 60 
  feet tall.
  Their smooth, bare, trunks are crowned by halos of tiny, 
  lacy branches.
  Duskwoods have black bark that turns silvery gray when 
  newly broken or peeled.
  
  431
  The wood beneath is smoky gray, and hard as iron.
  Most mast spars and building roof-beams in Faerûn are 
  made of duskwood.
  It is very resistant to fire, smoldering rather than blazing.
  Duskwood trees tend to survive both forest fires and the 
  axes of firewood-seekers because of this.
  Duskwood grows widely all over Faerûn.
  EMBRAMAPH (COMMON)
  A tall flowering plant with irregular petals of rich purple, 
  embramaph grows in sunny soil.
  Embramaph is an antidote to many poisons, diseases, molds 
  and rots, but its effects vary for each individual.
  Its leaves and stems, eaten or crushed and rubbed on the 
  skin, are effective throughout the year.
  Also known as fairflower because of its beneficial effects, 
  embramaph has almost no market value, since it loses its 
  potency within a day of being harvested.
  A dose of embramaph confers a +4 bonus on Heal checks 
  made to treat poison or treat disease.
  A single embramaph plant yields 1d4 doses.
  FELSUL
  “A poor excuse for a tree” is the common judgement of the 
  felsul.
  Most folk agree when they first examine these gnarled, 
  twisted trees of a dusty cinammon hue that constantly shed 
  flakes of rotting bark.
  Felsul-wood readily crumbles, splits, cracks, burns poorly, 
  and is too weak and misshapen to be usable in building or 
  furniture making.
  Early each spring, felsuls burst briefly into bloom.
  A sack of vivid yellow-and-purple felsul flowers fetches 
  from 5 to 30 silver pieces, depending on the size and 
  lushness of the blossoms in any particular year.
  The crushed petals of felsul flowers yield an expensive 
  perfume prized throughout Faerûn.
  Felsul-root is sometimes favored for use in small carvings 
  such as holy symbols, figurines, and toys.
  Felsuls favor cold and poor soil, and grow on crags, cliff-
  edges, and clefts where few other trees can find purchase.
  In many rocky places in the North, felsuls are the only 
  trees to be seen.
  GROUNDPINE
  These stunted, many-armed pines seldom grow more than 
  1 foot high, but spread out in all directions “like spiders 
  turned on their backs”, in the words of one forester.
  A hazard underfoot to horses, groundpines cloak many 
  hilltops or moors downslope in the North, flourishing 
  where biting winds blow and less hardy species struggle.
  Their cones feed many small birds and furry creatures, and 
  their needles offer cover for both predators and traps placed 
  to harm or capture humans.
  As with certain spruces, groundpine bark can be boiled to 
  derive a searing-cool sweet drink that refreshes but doesn’t 
  intoxicate.
  HIEXEL
  Upright oval trees usually 30 feet in height, hiexels can 
  grow 70 feet tall in sheltered spots.
  They have gently curved, sparse branches; brittle, green, 
  waxy wood (called simply “hiexel”); and silver-green bark.
  Hiexel rots easily and produces profuse amounts of thick, 
  oily smoke when ignited.
  This brings it frequent use in signal fires and for smoking 
  meat or fish, or to drive beasts or foes out of an enclosed 
  area.
  Hiexel bark sees use in bookbinding.
  It’s also used to seal the walls of wooden buildings against 
  damp, stuck down with wooden pegs and sealed with mud 
  and clumps of moss.
  As they grow, hiexel trees dry out unevenly, so windstorms 
  often fell old or large specimens.
  Hiexel is unsuitable for sledges, bridges, and other hard 
  usages.
  It shouldn’t be used in magic items, because its unstable 
  nature will cause breakage after a few years at most.
  Hiexel trees are very common in the Dales, growing in 
  thickets in ravines and on hillsides.
  They are rarer in the North, but can be found scattered 
  there everywhere south of the Nether Mountains, 
  particularly in the Rauvin and Delimbiyr vales.
  LASPAR
  Evergreens of a distinctive olive-green hue, laspars are 
  sometimes mistakenly thought to be dead by passing 
  travelers.
  Laspars look like squat cedars, rarely topping 30 feet in 
  height, and have thick foliage that foils most searching eyes 
  seeking to see under a single tree, let alone a stand of them.
  Laspar needles are flat and smooth-pointed.
  They grow in spherical clusters (“shags”) at the ends of 
  delicate branches that swirl around a straight, strong 
  central trunk.
  The trunks have dusty green bark that tends to form a 
  surface of many small, interlocked concave plates.
  Under the bark is a golden-hued wood that’s as easily 
  worked as pine—but is also pitchy, spitting too many 
  sparks for safe burning.
  Crushed needles are used in making scents and are often 
  worked into torches and candles of superior quality.
  Laspars grow everywhere west of Thay that’s also north of 
  the Forest of Tethir.
  They thrive around Turnstone Pass, and down Delimbiyr 
  Vale into the Far Forest.
  PHANDAR
  Phandars grow up to 60 feet high, with terrifically strong, 
  springy curving boughs sprouting in great numbers from a 
  massive, knobbly central trunk.
  Triangular leaves of mottled, varicolored green grow on 
  branches that form the rough shape of a horizontal egg, 
  with its long axis (the “tail” of the tree) pointing away from 
  the prevailing wind, so that a stand of phandars all seem to 
  be pointing in one direction.
  Some adventurers say they greatly resemble the feared 
  monsters known as ropers.
  
  432
  Phandar wood is greenish-brown striped with thin black 
  grain lines throughout, which when cut for use in the 
  making of jewelry form striking waves of curling parallel 
  lines.
  Tool and weapon handles and bows are often fashioned of 
  phandar wood, though its curving nature makes it 
  unsuitable for spears, wands, staffs, and other uses where 
  straightness is desirable.
  Phandars are very hardy.
  Stumps often grow new trees, and even cut, fallen boughs 
  may sprout seedlings.
  This quality has probably saved the tree from total 
  extinction; loggers prize phandar trunks because they’re 
  strong enough to support the heaviest roof, and they can be 
  chiseled to accept crossbeams without cracking or splitting.
  Phandars are found across Faerûn, but are sparse north of 
  the High Forest.
  They are increasingly rare everywhere due to overcutting.
  SILVERBARK
  Silverbarks are thin and straight, seldom more than a dozen 
  feet tall.
  They are plentiful, and grow in thickets.
  Silverbark wood is reddish and dries out thoroughly after 
  it’s cut, becoming very light but also very brittle after a year 
  or so.
  The silver bark is loose and easily torn away.
  Silverbark leaves are waxy to the touch, deep red in color, 
  large and oval with pointed tips and tiny saw-toothed edges.
  They are strong enough to carry game or kindling in.
  Silverbark trunks serve the poor as staffs, poles, and (once 
  points have been whittled and hardened in a slow fire) as 
  defensive stakes.
  The weakness of the wood makes it unsuitable for lance 
  shafts, fence rails, or structural work.
  Silverbarks flourish in wet ground throughout Faerûn.
  THUMBERRY
  This globe-shaped shrub of lime-green, ragged leaves is 
  studded year-round with white berries the size and shape of 
  human thumbs.
  The edible, fatty berries can be shaped into candles and 
  burned, and they have kept many a lost or hungry traveler 
  alive, although their taste wins few accolades.
  Thumberry-root can be boiled to yield a potent slate-gray 
  dye or ink.
  VARATHAR (UNCOMMON)
  Also known as “moonglow” for the pale silver-blue radiance 
  it shows in moonlight, varathar is a unattractive, rare 
  ground cover that looks like shredded, rotting brown 
  mushrooms.
  A character may administer a dose of varathar with a 
  successful Heal check (DC 10); a creature treated in this 
  fashion is healed of 1d4 points of damage.
  The DC of the Heal check to administer varathar increases 
  by +10 per dose taken per day, making it difficult for a 
  creature to benefit more than once or twice a day from 
  varathar.
  Varathar retains its potency for 1d4+1 days after harvesting, 
  and commands a market price of 10 gp per dose.
  A single varathar plant normally yields 1d4 doses.
  WINTERBERRY
  These tangled vines are dusty brown in hue and constantly 
  shed ragged strips of bark.
  They customarily form spherical coils that bulk as large as 
  bushes, and are often overgrown by lesser creepers so as to 
  look quite substantial.
  Winterberries shed their silver-gray leaves in fall, but only 
  after persistent freezing weather has come do the 
  apparently bare and lifeless vines split apart to reveal waxy, 
  white, sour-sweet berries.
  Many birds and small forest creatures (and more than one 
  hungry, desperate human) depend on winterberries—
  because they can be eaten frozen, and deer hate their taste 
  and so let them be.
  SONG AND SILENCE (3.0)
  
  433
  ALPHORN
  A favorite of the more sophisticated giant races, the alphorn 
  (or white horn) is a long, straight, wooden pipe with an 
  upturned bell at the very end.
  The pipe is typically 12–20 feet long and wound with birch 
  bark, which gives the instrument its pale color and 
  distinctive hollow tone.
  To play an alphorn, the musician rests the bend of the 
  instrument on the ground and blows into the mouthpiece.
  Since alphorns have no fingerholes for altering the pitch, 
  each can produce only one note.
  An alphorn’s sound carries for great distances, so some 
  isolated giants use it to communicate with their distant 
  neighbors.
  An unfriendly critic once compared the result to wolves 
  baying at the moon, but his heirs issued a lavish 
  posthumous apology after the offended giants showed him 
  the error of his ways.
  Bardic Music: The alphorn’s deep pitch carries its sound to a 
  distance of 1d10 miles.
  This allows the use of inspire greatness, countersong, and 
  inspire courage effects even when great distances separate 
  the musician from his or her listeners.
  AUTOMATED FOOTPAD
  A gnome creation, this device looks like a small, wind-up 
  toy.
  When wound and set in motion, it heads off in a straight 
  line, making distinct, audible footsteps every few seconds.
  Its chief purpose is to distract guards’ attention by making 
  it seem that someone is walking down a corridor, though it 
  can also make a useful trap-detection tool.
  If the user makes a successful Disable Device check (DC 
  25), the device can set off a touch- or proximity-triggered 
  trap.
  
  434
  BAGPIPES
  A set of bagpipes consists of a cloth or skin bag fitted with 
  three reeded pipes (drones), plus a blowpipe and a chanter 
  (melody pipe).
  The piper inflates the bag through the blowpipe, then 
  squeezes the air out through the other four pipes to 
  produce the sound.
  Fingerholes in the chanter allow it to produce a wide range 
  of notes.
  Meanwhile, each of the drones emits a single, low-pitched, 
  buzzing tone.
  Together, these provide harmony for the chanter’s tune.
  A few societies prize bagpipes for their distinctive qualities, 
  though their music is definitely an acquired taste.
  The instrument is very strenuous to play because the piper 
  must keep the bag supplied with enough air to fill all four 
  pipes at once.
  Therefore, a musician who can play long pieces on it wins 
  the grudging respect of his or her fellows, whatever their 
  feelings toward bagpipes in the abstract.
  Bardic Music: The musician can produce an unearthly wail 
  that imposes a –1 morale penalty on the listeners’ saving 
  throws against fear effects.
  This is a supernatural, mind-affecting ability.
  BANJOLELE
  This instrument has a tambourinelike, circular body with 
  vellum stretched tightly across it to act as a sounding board.
  Five metal strings span the body of the instrument, secured 
  by pegs at the end of the long, straight neck.
  A typical banjolele is about 18 inches in length.
  A favorite of halfling bards, this instrument is otherwise 
  rare.
  Some find its music jaunty and uplifting; others maintain 
  that it combines all the worst characteristics of a banjo and 
  a ukulele.
  Bardic Music: When played to inspire courage, this cheerful 
  instrument increases the morale bonus on saving throws 
  against fear effects from +2 to +3 for listeners allied with the 
  musician.
  BELL, HANGING
  A hanging bell is a larger-scale version of a handbell (see 
  below).
  Hanging bells are usually made of bronze or some other 
  metal, though stone versions are also known.
  They have no handles; instead, they hang from pivots 
  mounted on frames.
  Hanging bells are quite large (up to several feet high) and 
  often weigh more than a ton each.
  The typical hanging bell has a metal rod called a clapper 
  suspended within it.
  The performer usually plays a hanging bell by swinging or 
  tugging on a rope attached to the clapper rather than by 
  moving the bell itself.
  The rare hanging bell that has no clapper can be played by 
  striking the outside with a mallet.
  Each of these instruments produces only one note—the 
  larger the bell, the lower its pitch.
  The sound of a hanging bell can carry for miles, especially 
  when it is mounted high in a bell tower.
  Thus, this instrument can be used to raise an alarm, pass 
  along signals, mark special occasions, denote specific time 
  periods (the hours of the day, the changing of the guard, 
  the time to pray, and so forth), or simply make a joyous 
  noise.
  Bardic Music: When played to inspire courage, a hanging 
  bell weighing at least 1 ton increases the morale bonus on 
  allies’ saves against fear and charm effects fromi+2 to +3.
  The music also imposes a –1 morale penalty on foes’ saves 
  against those same effects.
  BONES
  Despite their name, these percussion instruments are 
  actually small wooden blocks, typically dark-colored and 
  highly polished.
  A complete set consists of twelve to thirty pieces, all 
  different lengths.
  Each is tapered in the middle for easy insertion between 
  the fingers.
  When struck, each “bone” gives off a hollow, reverberating 
  sound at a particular pitch.
  The bones are played by striking pairs of pieces together in 
  succession, thus creating combinations of tones.
  A dexterous performer can achieve a wide range of effects 
  by varying which pieces connect and how long each 
  vibrates, as well as how hard and how often they hit.
  Kobolds in particular love this form of percussion.
  In fact, it is not uncommon for a kobold minstrel to 
  manipulate two or more pieces in each hand, switching 
  them off with the remaining pieces at dazzling speed—
  almost as if he were juggling as well as playing.
  Audiences often admire the speed of the performer’s hand 
  gestures as much as the music itself.
  Bardic Music: The hollow, eerie, rattling of the bones 
  imposes a –2 morale penalty on listeners’ saving throws 
  against fear effects.
  Creating this effect is a supernatural, mind-affecting ability.
  CHIMES, WIND
  Wind chimes can be made of wood, metal, or crystal.
  The simplest type consists of strips of the chosen material, 
  all the same length, hanging parallel to one another from a 
  support.
  A more complex type uses strips of different lengths, but 
  they still hang parallel about one-half inch apart.
  The most sophisticated of all wind chimes, the chromatic 
  chime, consists of actual tubular bells, each tuned to a 
  different note and carefully arranged to create a 
  harmonious scale.
  Individual chimes of any type can be as short as a few 
  inches or as long as 8 feet.
  Wind chimes are hung in a place where the wind can easily 
  reach them.
  When a strong enough breeze blows, the pieces knock 
  together and chime.
  If all the pieces are the same length, the instrument can 
  sound only one note, though its rhythm is random.
  Wind chimes with pieces of different lengths produce 
  different notes, depending upon exactly which pairs of 
  chimes come into contact.
  
  435
  The most common type of magic wind chimes grants a +1 
  morale bonus on listeners’ saving throws against charm and 
  fear effects for as long as it sounds.
  CLAVICHORD
  The clavichord, an ancestor of the modern piano, borrows 
  the pipe organ’s keyboard but substitutes horizontal strings 
  for its pipes.
  Pressing a key causes an attached metal piece to strike a 
  string or pair of strings inside the instrument, sounding the 
  note.
  A clavichord looks like a flat, rectangular or oblong box 
  about 1 foot wide and a bit more than 3 feet long.
  The musician typically places it on a table or similar flat 
  surface for a performance.
  Soft and silvery in tone, the clavichord allows great variety 
  of expression.
  The volume varies slightly according to the force with 
  which the keys are struck, but the instrument is never 
  particularly loud.
  Clavichords are particularly popular in orchestral 
  arrangements and as showpieces in the homes of well-to-do 
  merchants.
  Bardic Music: A musician using a clavichord can maintain 
  only a single bardic music or virtuoso performance effect at 
  a time.
  Because of its soft tone, the clavichord imposes a –1 
  circumstance penalty on Perform checks for countersong 
  attempts, but it grants a +2 circumstance bonus on Perform 
  checks for fascinate or suggestion.
  It also grants a +1 circumstance bonus on the musician’s 
  Diplomacy and Gather Information checks made against 
  audience members for 1d6 hours after the performance 
  ends.
  CRUMHORN
  The true crumhorn is a triple-reed instrument created by 
  and favored by treant musicians, but quite unplayable by 
  most humanoids.
  A true crumhorn is a straight tube about 6 feet long with six 
  to eight fingerholes and a slightly flared bell.
  A small wooden cup containing the reeds serves as the 
  mouthpiece.
  The human version, about 3 feet long, produces a reedy, 
  nasal sound quite unlike the majestic timbre of the true 
  crumhorn.
  Though treants are the primary players of crumhorns, 
  dryads are also exceptionally fond of their music.
  Most other forest denizens find the crumhorn melodic but 
  melancholy.
  Bardic Music: A crumhorn of any type grants the musician a 
  +1 circumstance bonus on all Perform checks when the 
  listeners are sylvan folk other than dryads.
  Every such listener also incurs a –4 circumstance penalty 
  on saving throws made to resist the performer’s fascinate or 
  suggestion effects.
  These modifiers double for dryad listeners.
  Producing the saving throw penalty is a supernatural, mind 
  affecting ability.
  DOUBLE-SIDED CLOTHES
  This specially made set of clothing is useful for allaying 
  suspicion and throwing off pursuit.
  A bard who has been spotted leaving an assignation, a 
  spymaster who is trying to throw off a tail, or a thief who 
  wants to establish an alibi—any of these can benefit greatly 
  from this relatively simple item.
  Each piece of clothing in the set is reversible, and the two 
  sides differ markedly in color, style, and general 
  appearance.
  Neither side resembles the other in any way, and most 
  often the two ensembles even correspond to different 
  social stations.
  Thus, the wearer can take pains to be seen wearing one 
  outfit, then duck briefly out of sight and emerge looking so 
  different that only the most suspicious observer would 
  connect him or her with the person who vanished a few 
  moments before.
  However, it would behoove the suit’s owner not to use it 
  too many times in the same town, lest some bright citizen 
  make a connection between the disappearance of one 
  person and the appearance of the other.
  It takes 2 minutes to reverse the clothing and alter other 
  details (such as hairstyle, jewelry, and so forth) 
  appropriately.
  A character who completes the change gains the standard 
  +5 bonus on Disguise checks for alteration of minor details.
  If the wearer attempts any additional changes (such as 
  using spells or a disguise kit, or appearing as a different 
  gender, race, or class), apply the corresponding check 
  modifiers (see the Disguise skill description in Chapter 4 of 
  the Player’s Handbook) and extend the time required 
  appropriately.
  DRUM
  Possibly the oldest of all instruments, the drum exists in 
  types without number.
  Drums range from simple hollow trees pounded with sticks 
  to a celebrated magic lake named Irontick, which a 
  musician can “play” by jumping up and down on its rigid 
  surface.
  A typical drum consists of skin, parchment, or some similar 
  material stretched tightly over the opening of a hollow 
  wooden cylinder or pot.
  This covered opening is called the drumhead.
  Some drums have only one drumhead; others have two or 
  more.
  Striking the drumhead with sticks, mallets, or even the 
  hands produces the sound.
  Drums are popular with almost every race and culture for 
  their ability to stir the emotions, establish a background 
  beat for dancing, and provide counterpoint for a melody 
  produced by some other instrument.
  The rare exceptions include celestials, who consider drum 
  rhythms primitive, and elves, who find them vaguely 
  disturbing and extremely annoying (a prejudice reinforced, 
  perhaps, by the enthusiasm with which many of their 
  enemies embrace them).
  Half-orcs, lizardfolk, troglodytes, trolls, ogres, and the more 
  dim-witted giants are the races most likely to enjoy simple 
  drum music.
  
  436
  Demons, of course, love an unholy din, so they not only 
  enjoy drums but also prefer to play several different kinds 
  at once.
  Bardic Music: When played to inspire courage, drums boost 
  the morale bonus on saves against fear effects from +2 to +4, 
  but decrease the morale bonus on saves against charm 
  effects from +2 to +0.
  DRUMS, BONGO
  These small drums always come in sets of two.
  One drum of each pair is about 5 inches in diameter; the 
  other is about 7 inches.
  The bongo player can either set the drums down to play 
  them or carry them on a strap.
  Bongos are played by rapidly tapping the drumheads with 
  the fingertips, and a skilled drummer can create very 
  complex rhythms by rapidly switching between the two 
  drums.
  Goblins are quite fond of the bongos, which they play for 
  entertainment, to call together war parties, and to transmit 
  messages through complex rhythms.
  All these applications tend to sound the same to members 
  of other races.
  Bardic Music: See drum.
  DRUMS, KETTLE
  Also called timpani, kettle drums are large, heavy, metal 
  pots 2–3 feet high with skin or parchment drumheads.
  The drummer plays them by pounding on the drumheads 
  with special mallets swathed in cloth.
  Kettle drums come in sets of at least two and sometimes up 
  to five individual drums, each a different size and pitch (the 
  larger the drum, the deeper its tone).
  Because of their weight, kettle drums are not portable.
  By striking multiple drums in rapid succession, the 
  drummer can produce a rapid, multitone sound that 
  reverberates for several moments.
  This effect combined with a mounting crescendo provides 
  a rousing finale for any musical performance.
  Kettle drums are quite popular among gnolls, who have 
  developed highly sophisticated rhythms with them.
  Most gnoll timpani concerts end with the audience rushing 
  to attack any convenient targets.
  Bardic Music: See drum.
  DULCIMER, HAMMERED
  This instrument has a flat, trapezoidal soundbox with 
  several pairs of strings stretched horizontally across it.
  Because of its size (about 30 inches by 18 inches), it is 
  usually set on a stand at an angle rather than held on the 
  lap.
  The musician plays this unusual instrument by striking the 
  strings in rapid succession with tiny hammers, one held in 
  each hand.
  Bardic Music: See zither, below.
  EXPANDABLE POLE
  This sturdy but hollow bamboo rod is 1 foot long and 
  capped at each end.
  By removing the caps, the user can slide out up to five 
  additional sections from each tip.
  When extended and rotated into “locked” position (a move-
  equivalent action), each of these sections adds 1 foot to the 
  total length of the rod.
  Since each end can produce the same number of 
  extensions, the pole can be set at any 1-foot increment up to 
  11 feet.
  The usual settings are 5 feet, 7 feet, 9 feet, and 11 feet.
  Collapsing the pole back to its original 1-foot length 
  requires twisting each section to unlock it, then sliding it 
  back inside the next larger piece (a move-equivalent 
  action).
  The primary function of this device is to bridge holes or 
  gaps and anchor ropes for descent into pits and shafts.
  How far the pole is extended determines how much weight 
  it can bear: It can hold 150 pounds at 5 feet, 120 pounds at 7 
  feet, 100 pounds at 9 feet, or 50 pounds at 11 feet.
  Halflings and gnomes in particular find this a useful piece 
  of dungeoneering equipment.
  FIDDLE
  An ancestor of the modern violin, the fiddle is a small, 
  portable, stringed instrument with a body shaped rather 
  like an hourglass.
  Four or five strings made of gut or sinew stretch across the 
  body, anchored by pegs at the end of a long, thin neck.
  A separate piece, called the bow, is a long, thin piece of 
  wood strung with fine strands of animal hair.
  Fiddles vary in length between 2 feet (for Medium-size 
  fiddlers) and 18 inches (for Small fiddlers).
  To play the fiddle, the musician holds it horizontally, 
  typically with the base tucked under his or her chin, and 
  draws the bow back and forth across the strings.
  The fiddle is popular among bards who prefer lively dance 
  music (reels or jigs) over serene but detached “pure” music.
  Though it is welcome almost anywhere, the fiddle is the 
  favorite instrument of kobolds, whose clever hands 
  mastered its fingerings ages ago.
  (They insist that they invented the fiddle, but other races 
  find that claim dubious).
  Kobold minstrels and halfling bards typically caper about 
  while playing, showing their audience an example of the 
  lively dancing their music encourages.
  Musicians of other races usually sit or stand to play the 
  fiddle.
  Bardic Music: Like the other two prime bardic instruments, 
  the lute and the lap-harp, the fiddle enables the performer 
  to maintain one bardic music or virtuoso performance 
  effect while initiating another.
  Thus, a bard could maintain a countersong effect on one 
  listener while inspiring courage in others.
  FLUTE
  The flute is the highest pitched of all the woodwinds.
  Unlike the recorder-flute, from which it derives, the flute is 
  held at a right angle to the musician’s mouth, so that air 
  blown into it bends to the side.
  Flutes range from 8 inches to about 2 feet long.
  The shortest type is often called a piccolo.
  
  437
  Each flute has six holes (or, more rarely, eight), plus a 
  thumbhole that, when covered, lowers each of the other 
  notes by an octave.
  Flutes have a reputation for producing gentle, idyllic music, 
  but they can also create more martial effects or distorted 
  wailing sounds.
  Abyssal flutes always have an odd number of fingerholes, 
  and they conform to no scale or key used by humanoid 
  bards.
  Particularly in the hands of demon pipers, they produce 
  “music” that sounds to mortal ears like a disharmonic 
  combination of sharps, flats, and bizarre, minor-key effects.
  Bardic Music: See recorder-flute, below.
  GONG
  A gong is a large, gently curved plate, rather like a single, 
  huge cymbal.
  The typical version is made of bronze and has a distinct, 
  curved-in rim and a boss, or slightly raised knob, in the 
  center.
  Gongs usually hang suspended from wooden frames to 
  ensure that they can reverberate freely.
  Both the frames and the gongs themselves can be as simple 
  or as highly decorated as desired.
  The sound of a gong never fails to get attention.
  To play it, the musician simply strikes the boss with a large 
  mallet, which is usually covered with either felt or cloth.
  Each gong can produce only a single note, but it is audible 
  to a considerable distance and reverberates for 5 rounds 
  after each strike.
  So impressive is the sound that enthusiasts claim no other 
  instrument can match it.
  Stationary gongs usually weigh several hundred pounds 
  each, so they are not suitable for adventuring.
  However, they are quite popular for ceremonial music and 
  as warning signal devices.
  Primitive races often hang circular metal shields on their 
  walls to serve as makeshift alarm gongs.
  Bardic Music: While it reverberates, the gong adds +5 to the 
  DC for each Concentration check made by a listener 
  (including the performer).
  Creating this effect is a supernatural, sonic ability.
  When played as part of a countersong attempt, the gong 
  gives the user a +5 circumstance bonus on the Perform 
  check required for that effect.
  GORGET
  This metal collar offers superior protection for the neck, 
  providing a +10 armor bonus against garrote attacks.
  The typical gorget consists of two semicircular metal plates 
  held in place with a metal pin.
  It is typically worn as part of a set of full plate, though it can 
  also be worn alone or as part of a helmet.
  Adding spikes to a gorget doubles the cost and may make 
  certain opponents reconsider attacking the wearer’s throat, 
  but this feature adds nothing to its armor bonus.
  A gorget has a hardness of 10.
  Because it can restrict breathing, long-term exertion is 
  difficult for the gorget wearer.
  The item imposes a –4 circumstance penalty on any checks 
  made to perform physical actions that extend over a period 
  of time (running, swimming, breath-holding, and so on).
  HANDBELL
  The handbell is a hollow, beehive-shaped instrument with a 
  clapper inside and a handle at the top.
  Handbells are usually cast from bronze or some other 
  sturdy metal.
  A handbell is small enough (typically 2–12 inches long) to 
  be used in one hand.
  To play one, the performer need only swing it back and 
  forth, causing the clapper to strike the sides repeatedly.
  Each handbell produces a single, ringing note—the larger 
  the bell, the deeper its tone.
  Handbells are usually grouped together for musical 
  performances.
  When played in specific sequences by experts, they can 
  produce highly complex chords and melodies.
  Humans, elves, and celestials are especially fond of 
  handbell music.
  A magic handbell can be played only if it has the correct 
  clapper, which may or may not be present upon its 
  discovery.
  Bardic Music: A handbell grants the performer a +1 
  circumstance bonus on Perform checks made for 
  countersong attempts.
  Additional handbells do not increase this bonus.
  HARMONICA
  A later refinement on pan pipes (see below), the harmonica 
  substitutes metal tubes for the reeds and encloses them in a 
  small, rectangular casing.
  The musician simply blows into the top of the harmonica at 
  various points to produce a range of notes.
  This instrument’s high, buzzing sound is popular among 
  some halflings and gnomes.
  Bardic Music: Harmonica music warms the hearts of 
  commoners and other folk of humble station.
  Thus, a successful Perform check in such company grants 
  the musician a +4 circumstance bonus on Bluff, Diplomacy, 
  Disguise, and Gather Information checks involving any of 
  those listeners for 1d6 hours after the performance ends.
  In addition, it shifts the attitude of the listeners by one 
  category in the performer’s favor (for example, from 
  friendly to helpful—see the NPC Attitudes section in 
  Chapter 5 of the Dungeon Master’s Guide).
  However, it also imposes a –4 circumstance penalty on 
  Intimidate checks made against such listeners for the same 
  period.
  Producing these effects is a supernatural, mind-affecting 
  ability.
  HARP
  Far less portable than its smaller cousin the lapharp, a 
  standing harp is often 5 or even 6 feet in height.
  Its forty-six strings give it an astonishing range of more 
  than five octaves.
  An optional pedal attachment allows the musician to raise 
  (sharpen) or lower (flatten) the notes, thus generating an 
  even wider range.
  Despite their size, harps are rather delicate and easily 
  damaged.
  
  438
  This tends to restrict harp performances to indoor settings, 
  typically theaters or residences of aristocrats rich enough to 
  own these instruments.
  Connoisseurs of harp music maintain that it is even more 
  ethereal and elegant than the music of a lap-harp, although 
  champions of the latter hold their instruments to be richer 
  in tone.
  Harps are particularly popular among celestials and elves, 
  but humans also find their music pleasing.
  Bardic Music: By playing the harp, the musician can impose 
  a –2 morale penalty on the listeners’ saves against charm 
  effects.
  This is a supernatural, mindaffecting ability.
  HARP, AEOLIAN
  Although it looks more like a dulcimer than a harp, the 
  aeolian harp (sometimes called a wind harp) sounds very 
  similar to a true harp.
  A typical Aeolian harp is 3 feet long but only about 5 inches 
  wide and 2 inches thick.
  Its ten to twelve strings are all the same length, though 
  they vary in thickness.
  An aeolian harp is usually hung outdoors.
  When the wind blows over it, the changing air pressure 
  causes one or more of the strings to quiver, starting with 
  the thinnest and lightest.
  This produces a tone just as though a musician had plucked 
  the string.
  The more notes sound.
  The music of the harp continues for as long as the wind 
  does.
  Some find the music of an aeolian harp eerie; others 
  consider it ethereal.
  It is popular among elves and humans.
  Many a bard has created a magic aeolian harp that produces 
  a countersong effect, which lasts for as long as the music 
  does.
  Such an instrument functions as a bard with the same bard 
  level and the same Perform skill modifier as its creator had 
  when he made it.
  HARPSICHORD
  Though it features one or more keyboards, the harpsichord 
  is essentially an enclosed harp.
  Pressing the keys causes the instrument’s internal 
  mechanism to pluck the strings rather than strike them, as 
  the clavichord does.
  The harpsichord’s music is louder than that of a clavichord, 
  but the musician cannot control the volume.
  The harpsichord has a delicate sound esteemed by some as 
  waterlike and derided by others as tinkly.
  Like the pipe organ, it is a stationary, indoor instrument.
  Thus, it is usually found only in great cities or in the homes 
  of music-loving nobles.
  Bardic Music: A performer using the harpsichord can 
  maintain only a single bardic music or virtuoso 
  performance effect at a time.
  In lieu of a standard bardic music effect, however, the 
  musician can impose a –1 circumstance penalty on saves 
  against charm effects and a –2 circumstance penalty on 
  saves to resist the sleep spell for nonallied listeners.
  This is a supernatural, mind-affecting ability.
  HAUTBOIS
  A softer-toned variant of the shawm (see below), the 
  hautbois has extra fingerholes (a total of ten or more), keys, 
  and sometimes a cupped bell at the end.
  The keys increase the number of possible fingering 
  combinations, and the bell-shaped end gives the 
  instrument a softer, more resonant sound than its cousin 
  the shawm.
  A hautbois uses narrower reeds than does a shawm.
  Bardic Music: See shawm, below.
  HORN, NATURAL
  Originally these horns were, as the name indicates, actual 
  horns taken from bulls or more exotic beasts.
  A natural horn consists of a narrow tip connected to a 
  wider, circular orifice by a hollow, often curved shaft.
  The musician plays a natural horn by simply blowing into 
  the small end.
  Unless the instrument has fingerholes in the shaft, 
  however, it can produce only a single note.
  Natural horns come in all sizes, but those used by Medium-
  size creatures are typically 1–2 feet in length.
  Larger humanoids favor dire horns, which are made from 
  the horns of dire creatures.
  Legend holds that minotaurs use horns made from the 
  severed horns of their own kind who suffered defeat in 
  one-on-one contests of honor.
  Most magic horns of this type are made from the horns of 
  unnatural creatures, such as demons or devils.
  An old legend relates that several members of a noted 
  bardic college once sought to make a magic horn out of one 
  shed by the dreaded tarrasque.
  Though they succeeded, they quickly discovered that 
  playing it attracted the attention of the creature itself, 
  which promptly destroyed horn and bards alike.
  Natural horns are popular in primitive societies of all kinds.
  Hobgoblins and orcs in particular enjoy these instruments 
  for their loud, stirring, martial sound.
  Bardic Music: When played to inspire courage, a natural 
  horn raises the morale bonus on attacks and weapon 
  damage from +1 to +2.
  The morale bonus on saves against charm effects, however, 
  drops from +2 to +0.
  HORN, SHELL
  This instrument is typically made from a conch shell.
  When winded, it gives off a distinctive groan that can vary 
  only in volume, not in pitch.
  A shell horn makes an excellent signal device—particularly 
  underwater, since sound travels much faster in water than 
  in air.
  Some aquatic races such as merfolk and kuo-toa collect a 
  variety of such shells in different sizes and play them in 
  harmony, in sequence, or both.
  The music of these seashell orchestras can achieve a deep, 
  haunting grandeur.
  Bardic Music: Shell horns produce the same effects as 
  natural horns do (see above), but only when the listeners 
  are aquatic or marine creatures.
  
  439
  LAP-HARP
  A lap-harp typically has seventeen strings; there can be as 
  few as twelve on a smaller instrument or as many as twenty-
  four on a larger one.
  Silver wires are the most common choice for strings, and 
  other materials are occasionally used.
  Lap-harps are usually made of wood, though some artisans 
  carve them from bone or ivory.
  Whatever their material, most lap-harps are highly polished 
  and elaborately decorated with carvings.
  The finest rank as works of art in their own right, quite 
  apart from their status as instruments.
  Most are between 2 and 3 feet in height and half as wide as 
  they are tall.
  Second only to the lute in popularity, the lap-harp is 
  especially favored by elven bards for its light, soothing 
  sound and gentle, rippling notes.
  Elven lap-harps are often handed down from generation to 
  generation, and many eventually acquire names and 
  legends of their own.
  Any character with the bardic knowledge ability who 
  examines an elven lap-harp automatically gains a +5 bonus 
  on his or her bardic knowledge check to identify the 
  instrument and its bearers.
  Bardic Music: One of the three prime bardic instruments, 
  along with the lute and the fiddle, the lap-harp enables a 
  performer to maintain one bardic music or virtuoso’s 
  performance effect while initiating another.
  Thus, a bard could maintain a fascinate effect on one listener 
  while inspiring courage in another.
  LEATHER COLLAR
  This simple piece of gear protects the neck, providing a +4 
  armor bonus against garrote attacks.
  The typical version is between 2 and 4 inches wide, has a 
  hardness of 3, and is held in place by laces.
  Leather collars must be custom-made for their wearers, and 
  fashion-conscious owners often have them decorated with 
  stitching, studs, or dye.
  While less restrictive than the gorget, the leather collar also 
  makes long periods of exertion difficult.
  This item imposes a –2 circumstance penalty on any checks 
  made to perform physical actions that extend over a period 
  of time (running, swimming, breath-holding, and so on).
  LONGREACH TONGS
  Though this versatile tool has a multitude of potential uses, 
  rogues typically employ it for removing items from shelves, 
  cabinets, chests, or other receptacles without directly 
  endangering their hands.
  The tongs do not permit fine manipulation, but the owner 
  can use them to lift an object weighing up to 5 pounds, tug 
  aside a curtain, grip a doorknob or latch, or perform some 
  similar activity.
  Some sets of tongs have wooden handles to insulate the 
  user against electrical shocks or other unpleasant effects.
  A typical set of longreach tongs can extend to a length of 10 
  feet.
  LONG-SPOON THIEVES’ TOOLS
  Each of these items is a specially modified version of a 
  standard lockpicking tool mounted on a long, thin handle.
  These tools enable the user to manipulate a latch, tinker 
  with a lock, or probe a trap from a position up to 5 feet away 
  and well to the side of the target device.
  A 1-inch-diameter mirror mounted on a similar handle 
  gives the user a good view of the situation.
  Though some traps have sufficient range to inflict harm 
  even at that distance, these tools make it possible for a wary 
  rogue to avoid most common hazards, such as poisoned 
  needles or spurting acid.
  Using these tools is more time-consuming and less accurate 
  than taking the direct approach; thus, longspoon tools add 
  2 rounds to the time required and impose a –2 
  circumstance penalty on any check for which they are used.
  Note, however, that the masterwork bonus for a finely 
  made set offsets this latter penalty.
  LUR
  This large horn is about 8 feet long and weighs 
  approximately 50 pounds.
  It is curved rather like a mammoth’s tusk and culminates in 
  a flat, bronze disk some 3 feet across.
  An engraving of a monstrous face usually adorns this disk.
  Lurs come in pairs, each pair consisting of one right-
  handed and one left-handed instrument.
  The lur is a favorite instrument of those few giants who 
  take music seriously—primarily cloud giants and storm 
  giants.
  Since lurs produce music that is at once solemn, grand, and 
  melancholy, they are often played on ceremonial occasions.
  Bardic Music: When played to inspire courage, the lur raises 
  the morale bonuses on attack and weapon damage from +1 
  to +2 for all giant listeners allied with the performer.
  LUTE
  This ancestor of the guitar has a pear-shaped bowl and a 
  distinctive bent neck with frets for fingering.
  Between four and eight strings stretch between the base of 
  the bowl and the top of the neck.
  Lutes vary between 30 and 36 inches in length, with the 
  bowl taking up some two-thirds of that total.
  The musician either strums or plucks the strings to 
  produce music.
  A highly versatile instrument because of its wide range of 
  notes and inflection, the lute is accessible to the beginner 
  but capable of great subtlety in the hands of a master.
  The deep bowl gives it a rich, full sound unlike that of any 
  other stringed instrument.
  It is by far the most popular instrument with bards, 
  especially half-elf and human ones.
  Bardic Music: The most popular of the three prime bardic 
  instruments, the lute enables a performer to maintain one 
  bardic music or virtuoso performance effect while 
  initiating another.
  Thus, a bard could maintain inspire competence on one 
  listener while using suggestion on another.
  
  440
  LYRE
  A simpler ancestor of the lap-harp, a lyre typically has a 
  body made out of a turtle shell, plus two curved arms and a 
  crossbar to hold its four to six (or more rarely, eight) gut or 
  sinew strings taut.
  To play the lyre, the musician holds it in one hand while 
  strumming or plucking the strings with the other.
  The very simplicity of a lyre is its charm, since even a 
  novice can strum one to credible effect.
  Because of this and the fact that they’re easy to make, lyres 
  are popular among the sylvan fey (especially satyrs) and 
  countryfolk in general.
  On occasion, however, a true master (such as the legendary 
  Orpheus) adopts it as a signature instrument, producing 
  astonishing effects.
  Bardic Music: While playing a lyre, the musician gains a +2 
  circumstance bonus on Perform checks for countersong, 
  fascinate, or suggestion attempts when the listeners are fey.
  MANDOLIN
  Essentially a smaller version of the lute, a mandolin is 
  usually between 20 inches and 2 feet long.
  It has a straighter neck than does the lute—the end at 
  which the pegs secure the strings tilts back only slightly, if
  at all.
  The mandolin is unusual for the number of strings it 
  holds—from four to six pairs (eight to twelve strings total) 
  or even more.
  A mandolin is typically played with a pick, both to protect 
  the musician’s fingers and because the strings are too close 
  together to pluck accurately by hand.
  The mandolin has a sweeter sound than the lute and, 
  because of its shorter strings, a higher pitch as well.
  Its great range of tone and expression have made it a 
  favorite of Small bards, especially gnomes and halflings, 
  who champion it as superior even to the lute.
  Bardic Music: See lute, above.
  MECHANICAL BURGLAR
  Another gnome invention, the mechanical burglar is a tiny, 
  clockwork device that automatically picks mechanical 
  locks.
  (It cannot bypass magic locks).
  The device is a sophisticated mechanism in which springs 
  extend and retract tiny metal probes to manipulate a lock’s 
  inner workings.
  To use the mechanical burglar, the owner simply winds it 
  up and inserts it into the lock where the key would 
  normally fit.
  The device is not silent; it ticks, whirs, and pings the whole 
  time it is working.
  A mechanical burglar takes 1d10 rounds to pick a lock.
  The quality of the device determines how complex a lock it 
  can open, according to the following table.
  To maintain the device, the owner must keep it dry, oil it 
  occasionally, and protect it from impact.
  Failure to take proper care of the mechanical burglar causes 
  it to cease functioning until repaired, which costs half of its 
  original cost.
  The mechanical burglar only works on traditional key locks 
  and padlocks.
  ORGAN, PIPE
  Huge, heavy, and always stationary, the pipe organ is the 
  most complex of all musical instruments.
  Each has hundreds of pipes, ranging from as short as 1 inch 
  to as long as 32 feet.
  Most of these pipes are vertical metal tubes, but a few 
  upright wooden shafts (typically square rather than 
  circular) provide additional tonal depth.
  A great bellows pushes air through the pipes to produce the 
  sound.
  A typical organ has two to five keyboards (one for the feet
  and one or more for the hands), each of which can be set to 
  sound like a different instrument or combination of 
  instruments.
  A panel of knobs (called stops) controls which pipes 
  sound—pulling a knob into the “open” position allows the 
  forced air from the bellows to enter a particular pipe or set 
  of pipes when the correct key is depressed.
  To play a pipe organ, the performer sets the stops to direct 
  air into the desired pipes, then depresses combinations of 
  keys to generate the sound.
  The pipes must be continuously supplied with air 
  throughout the performance.
  A musician playing a small pipe organ can ‘‘feed” the 
  instrument personally by working the bellows with a foot 
  pump.
  Playing a large organ, however, usually requires at least one 
  assistant to pump the bellows.
  The volume depends solely on the amount of air entering 
  the pipes, so all notes sound equally loud or soft.
  The pipe organ represents the pinnacle of instrument-
  crafting technology.
  Its huge array of different-sized pipes gives it a truly 
  incredible range of sound.
  The smaller the pipe, the higher-pitched the sound it 
  produces and, conversely, the larger the pipe, the lower its 
  pitch.
  Occasionally, an organ’s complement of pipes includes a 
  few so large that their notes are beyond the lower limit of
  human hearing (although they can still help to create 
  subsonic effects) or so tiny that only animals can hear their 
  sounds.
  The keyboards permit the musician to create full, multinote 
  chords by striking two or more keys simultaneously.
  
  441
  Human societies in particular prize the sound of the pipe 
  organ and its relatives, the clavichord and the harpsichord 
  (see above).
  Because of their size, expense, and immobility, pipe organs 
  are typically found only in cathedrals and palaces.
  Bardic Music: Because of its multiple keyboards, a pipe organ 
  enables the musician to maintain up to three bardic music 
  or virtuoso’s performance effects at once.
  For example, a performing bard could begin by inspiring 
  courage.
  Then, with a successful Concentration check (DC 20 –
  musician’s Perform modifier), he could start a countersong 
  while maintaining the inspire courage effect.
  Finally, with another successful Concentration check (DC 
  25 – musician’s Perform modifier), he could attempt to 
  fascinate a character while still maintaining both of the 
  other two effects.
  Failure at either Concentration check ends one earlier 
  effect (the one that has been operating the longest) because 
  of the performer’s distraction.
  PIPES, PAN
  A set of pan pipes is a series of hollow reeds or wooden 
  tubes of varying lengths bound together in a row, from 
  smallest to largest.
  To play them, the musician blows into the tops of the tubes, 
  producing a sound much like that of several tiny wooden 
  flutes.
  By moving the pipes from side to side, the piper can play 
  different notes.
  Switching rapidly among notes creates the sweet, rippling 
  effect for which the instrument is known.
  Simple yet evocative, pan pipes are favorites of satyrs and 
  other sylvan fey.
  Humans and some elves also find their music pleasing.
  Bardic Music: Pan pipes grant the musician a +1 
  circumstance bonus on all Perform checks when the 
  listeners are animals or fey.
  PSALTERY
  The psaltery looks like a zither (see below) without its 
  fretted fingerboard.
  It has only one set of strings, and its music is similar to that 
  of a harp.
  A psaltery is played by plucking the strings with fingers, 
  quills, or tiny hooks.
  Celestials are particularly fond of psaltery music.
  Humans and some elves also find it spiritually uplifting.
  Bardic Music: See zither, below.
  RECORDER-FLUTE
  This ancient instrument originated as a simple, hollow tube 
  that produced a single resonant note when air was blown 
  through it.
  The addition of six to eight fingerholes enabled the 
  musician to vary the tone, and an optional thumbhole near 
  the upper opening made it possible to lower the notes by an 
  octave.
  These alterations resulted in the instrument called the 
  recorder-flute.
  Recorder-flutes come in many sizes, but the most common 
  lengths are 12 inches (for Small musicians) and 18 inches 
  (for Medium-size musicians).
  The fact that recorder-flutes are very simple to play and 
  relatively easy to construct makes them popular among 
  those who cannot afford or master more complex 
  instruments.
  Some bards have found this very simplicity a benefit—they 
  claim that recorder-flutes soothe an audience and enhance 
  the performer’s ability to cast enchantment spells such as 
  sleep, charm person, and the like successfully.
  Bardic Music: By playing a recorder-flute, the musician can 
  impose a –1 circumstance penalty on listeners’ saving 
  throws against charm and compulsion effects, including 
  the bardic music effects fascinate and suggestion.
  This is a supernatural, mind-affecting ability.
  REVERSE LOCK
  This tricky little device protects the contents of a room or 
  container by frustrating burglars until they give up and go 
  away.
  When first encountered, the reverse lock appears to be 
  locked but actually is not.
  If a character makes a successful unlocking attempt—an 
  Open Lock check, an open or knock spell, or anything else 
  that accomplishes the same purpose—the device then 
  locks itself but appears unlocked.
  A second successful attempt to open the lock by any means 
  causes it to unlock and again appear locked.
  SHAWM
  This double-reed precursor to the oboe looks a bit like an 
  inverted scepter.
  Some shawms are highly decorated, which increases their 
  resemblance to scepters even more.
  The typical shawm measures about 26–28 inches in length 
  and has seven or eight fingerholes.
  Shawms were developed for open-air performances; thus 
  their music tends to be very loud.
  Many aristocratic amateur musicians have adopted the 
  shawm as their instrument of choice, since it is not only 
  attractive to the eye, but also quite distinctive in sound.
  Treants adore the sound of any sort of shawm, though they 
  are most partial to the crumhorn (see above).
  Bardic Music: A shawm bestows a certain prestige on anyone 
  who can play it properly.
  Thus, a successful Perform check made in an aristocratic 
  setting grants the performer a +4 circumstance bonus on 
  Bluff, Diplomacy, Disguise, and Gather Information checks 
  made against listeners for 1d6 hours after the performance 
  ends.
  It also shifts the attitude of such listeners by one category 
  in the performer’s favor (for example, from indifferent to 
  friendly—see the NPC Attitudes section in Chapter 5 of 
  the Dungeon Master’s Guide).
  However, it also imposes a –4 circumstance penalty on 
  Intimidate checks against those listeners for the same 
  period.
  Creating the above effects is a supernatural, mindaffecting 
  ability.
  
  442
  STONES, WIND
  Naturally occurring stones sometimes have holes, grooves, 
  or ridges through which the wind whistles or moans when 
  it blows strongly enough from the right direction.
  It was only a matter of time before intelligent creatures 
  decided to imitate and, if possible, improve upon nature.
  “Wind stone” is a general term for the result of such 
  experimentation—a rock outcropping that has been bored, 
  altered, or placed in such a way as to create music when the 
  wind blows.
  Each wind stone has a single distinctive whisper, wail, or 
  groan that lasts from a few seconds to several minutes.
  The sound of a wind stone is often disquieting to human or 
  halfling listeners, though dwarves and gnomes find it 
  pleasant enough.
  Other races tend to either ignore these sounds altogether or
  imagine them to be the voices of invisible creatures that 
  must be appeased with periodic sacrifices.
  Occasionally, a bard creates a magic wind stone that 
  imposes a –4 morale penalty on listeners’ saving throws 
  against fear effects while it sounds and for 1d6 minutes 
  thereafter.
  The creator is immune to this effect.
  TABOR
  This small instrument has a diameter of about 1 foot, a 
  thickness of up to 2 feet, and a drumhead on each end.
  The tabor is light enough to wear on a bandoleer, belt, or 
  sash draped around the drummers neck.
  Perfect for martial music and for setting marching 
  rhythms, this instrument gets its distinctive rattle from the 
  bands of gut strung along its lower head, which vibrate 
  when the upper head is struck.
  Dwarves in particular enjoy the music of the tabor, with its 
  strong martial sound.
  Not only do they play it for entertainment, they also use it 
  to keep cadence while marching to war.
  Bardic Music: See drum, above.
  TRUMPET, HERALD’S
  In time, natural horns gave way to metal horns made of 
  gold, silver, bronze, brass, and occasionally even more 
  exotic metals.
  These metal trumpets quickly became popular in human 
  and a few humanoid societies, primarily because they could 
  be made to specific sizes and shapes.
  A herald’s trumpet looks like a straight tube made of brass 
  or bronze that flares out into a bell shape at the end.
  It is among the loudest instruments available because its 
  volume is limited only by the windpower of the performer.
  The typical herald’s trumpet is 3–5 feet long and depends 
  on the musician’s tongue and breath to produce variations 
  in tone.
  A more complex version has three or more fingerholes on 
  the shaft.
  By covering these in different combinations, the musician 
  can play different notes on the same horn.
  Since herald’s trumpets produce very clear, very loud notes, 
  they are popular among humans and humanoid races for 
  sending signals, raising alarms, and motivating troops.
  Musicians who play complex versions with fingerholes can 
  produce exceptionally beautiful melodies.
  Devils are also very fond of trumpets—the louder and more 
  discordant the sound, the better.
  Bardic Music: See horn, natural (above).
  WATER-PIPE
  The water-pipe, or hookah, is widely known among some 
  human cultures, but its properties as a musical instrument 
  were developed at the behest of a bronze dragon who 
  wanted an instrument he could play without assuming 
  anthropomorphic form.
  Many other dragons have since adopted this unusual 
  instrument as their own.
  Like a smoking hookah, the musical water-pipe works by 
  filtering smoke through water held in a large, vaselike 
  vessel.
  Instead of cooling the smoke for inhalation, however, the 
  instrument version uses various special additions to 
  enhance the sound of the bubbling water.
  Some water-pipes contain tiny crystal beads that tinkle 
  against the sides of the vessel each time a puff of smoke 
  stirs the water.
  Others have chimes or even tiny cymbals hung inside, 
  which strike one another and ring softly whenever air 
  moves within the vessel.
  Dragons have seemingly boundless enthusiasm for the 
  water-pipe and its music.
  In fact, dragon musicians sometimes spend years 
  contemplating possible improvements and refinements.
  Most humanoids find water-pipe music soothing, but not 
  particularly interesting.
  Occasionally, however, a humanoid sorcerer or a kobold 
  takes up the water-pipe to stress his or her affinity with 
  dragons.
  Bardic Music: When played to inspire courage, the water-
  pipe raises the morale bonus on saving throws against fear 
  effects from +2 to +4 for the performer’s allies.
  However, it also reduces the bonus on saving throws 
  against charm effects from +2 to +0 for all such listeners.
  Because the music of this instrument is so soft, it affects 
  only targets within 30 feet.
  WATERPROOFING
  This useful compound comes in the form of a thick paste or 
  polish in a tin container.
  When rubbed on wooden, leather, paper, parchment, or 
  metal items, it protects them from all water damage for up 
  to 24 hours.
  An item so treated suffers no harm from any type of water 
  exposure—be it dampness, a brief shower, or even 
  complete immersion.
  One application covers an object the size of a lute or a pair 
  of boots and lasts for seven days or until exposed to water.
  A tin of waterproofing contains enough polish for ten 
  applications.
  Bards in particular find this item useful for protecting their 
  precious instruments from inclement weather and sudden 
  dunkings.
  
  443
  WHISTLE-PIPE
  Neither a horn nor a flute, the whistle-pipe is made of 
  metal but played like a woodwind.
  It consists of a straight metal tube studded with 
  fingerholes.
  The musician plays it by blowing directly through the 
  length of the pipe while covering combinations of holes to 
  produce different notes.
  A whistle-pipe is a small instrument, typically about 1 foot 
  in length and only an inch in diameter.
  The whistle-pipe produces a high-pitched sound that some 
  consider quite piercing.
  Gnomes particularly enjoy its music, however, and many 
  gnome bards adopt it as their instrument of choice.
  Bardic Music: A whistle-pipe grants the musician a +5 
  circumstance bonus on Perform checks for countersong 
  attempts.
  ZITHER
  A zither looks like a flattened lute with its neck snapped off 
  and glued into a new position along the left side of the 
  instrument.
  It has a flat soundbox—usually rectangular, though other 
  shapes are known.
  The zither has two sets of gut or metal strings—one 
  stretched across the soundbox and the other along the 
  fretted fingerboard at the side.
  A zither is usually either held on the lap or laid flat on a 
  table.
  To play it, the musician uses a pick mounted on a thumb 
  ring to pluck a melody on the fingerboard strings while 
  strumming the other set of strings (often with a quill or 
  small stick) to provide background harmony.
  The zither is popular with humans and gnomes.
  Its light, lilting tones and the intricacy of melodies that its 
  two sets of strings can produce make it a favorite of some 
  bards as well.
  Bardic Music: When played to inspire courage, a zither 
  boosts the morale bonus on saves to resist charm and fear 
  effects from +2 to +3.
  However, it also reduces the morale bonus on weapon 
  damage rolls from +1 to +0.
  STORMWRACK (3.5)
  
  444
  AIR PLANT
  The air plant is a bizarre form of pond vegetation whose 
  spongy structure produces and stores air, keeping the plant 
  at the surface so it can receive adequate light.
  This mass remains alive and continues to produce air even 
  after being cut from the plant, provided it is kept moist and 
  well lit.
  When placed in the mouth, a fist-sized piece of this 
  material can provide enough air to sustain a Medium air-
  breathing creature for 5 minutes.
  After that time, the submerged creature must begin 
  holding its breath and risks drowning.
  The air plant dies after use and can’t be recharged—another 
  portion must be procured.
  BARGE
  A barge is not much more than a large, flat-bottomed hull 
  designed to haul heavy cargoes by water.
  Most barges are intended to be towed by other ships or by 
  teams of draft animals on shore, but some are fitted out as 
  royal yachts or war barges, and equipped with a set of oar 
  sweeps for maneuvering.
  Barges of this sort might have large deckhouses or weapon 
  mounts.
  Barges are best employed on calm, slow rivers or canals, 
  where maneuvering is not an issue.
  Barge: Colossal vehicle; Seaworthiness +0; Shiphandling –6; 
  Speed oars 5 ft. (poor) or drawn; Overall AC –3; Hull 
  sections 80 (sink 20 sections); Section hp 50 (hardness 5); 
  Section AC 3; Ram 6d6; Mounts 2 light and 2 heavy; Space 
  100 ft. by 40 ft.; Height 10 ft. (draft 10 ft.); Complement 
  120; Watch 5 plus 40 rowers; Cargo 50 tons; Cost 6,000 gp.
  CARAVEL (SAILING SHIP)
  The caravel is a seaworthy, nimble ship that can handle 
  long ocean crossings.
  It has a small forecastle and sterncastle, and three masts.
  A caravel is a smooth-hulled, full-decked vessel built on a 
  strong internal frame.
  It is a relatively advanced design, and not every seafaring 
  people have the skills and knowledge to build one.
  The sailing ship mentioned under Transport in Chapter 7 
  of the Player’s Handbook is a caravel.
  Caravel: Colossal vehicle; Seaworthiness +4; Shiphandling 
  +2; Speed wind × 30 ft. (average); Overall AC –3; Hull 
  sections 24 (sink 6 sections); Section hp 80 (hardness 5); 
  Section AC 3; Rigging Sections 3; Rigging hp 80 (hardness 
  0), AC 1; Ram 4d6; Mounts 2 light and 1 heavy; Space 60 ft. 
  by 20 ft.; Height 10 ft. (draft 10 ft.); Complement 30; Watch 
  7; Cargo 120 tons (Speed wind × 15 ft. if 60 tons or more); 
  Cost 10,000 gp.
  
  445
  COG
  The cog is the basic medieval-era sailing ship.
  It is a single-masted sailing ship with a round, sturdy hull.
  It has a partial deck (the waist of the ship is not decked 
  over, but the ends are) and raised bow and stern platforms 
  that are open, as opposed to being enclosed like a true 
  forecastle or sterncastle.
  It is seaworthy, but not very handy in adverse winds.
  Nefs, roundships, or knorrs use these same statistics.
  A knorr or roundship also has an oar speed of 5 ft. in 
  addition to the sailing speed.
  Cog: Colossal vehicle; Seaworthiness +2; Shiphandling –2; 
  Speed wind × 20 ft. (poor); Overall AC –3; Hull sections 16 
  (sink 4 sections); Section hp 80 (hardness 5); Section AC 3; 
  Rigging Sections 1; Rigging hp 60 (hardness 0), AC 1; Ram 
  4d6; Mounts 1 light and 1 heavy; Space 40 ft. by 20 ft.; 
  Height 10 ft. (draft 10 ft.); Complement 20; Watch 4; Cargo 
  40 tons (Speed wind × 10 ft. if 20 tons or more); Cost 6,000
  gp.
  CORACLE
  A small and very simple boat, the coracle is made from a 
  light wicker or branch frame, over which waterproofed 
  hide or bark is stretched.
  A coracle weighs only 40 pounds, and can easily be carried 
  for short distances.
  A coracle is too small to have different hull sections, and 
  therefore only has an overall AC and a single hp total for 
  the hull.
  Coracle: Medium vehicle; Seaworthiness –4; Shiphandling 
  +0; Speed oars 10 ft. (good); Overall AC 5; Hull hp 10 
  (hardness 2); Ram —; Mounts —; Space 5 ft. by 5 ft.; Height 
  1 ft. (draft 2 ft.); Complement 2; Watch 1; Cargo 100 
  pounds; Cost 5 gp.
  DAVIT
  A davit is a special hoist and cradle designed to carry small 
  boats on the deck of a larger ship.
  Most ships carry a skiff or two stowed on deck, but a davit 
  can accommodate a fairly large boat, and makes launching 
  and recovering the vessel much easier.
  A large davit can hold a boat of Large size or smaller, and 
  requires a light mount; a huge davit can hold a boat of Huge 
  size or smaller, and requires a heavy mount.
  Launching a boat with a davit requires only a single round 
  and one crewmember; recovering a boat requires 1 minute 
  and two crewmembers for a Large boat or eight 
  crewmembers for a Huge boat.
  The cost of the davit does not include the craft carried in 
  the davit.
  DHOW
  The dhow is a moderately sized sailing vessel with a single 
  mast and a full deck.
  It might have a small sterncastle or deckhouse at the stern.
  Many dhows are made of sewed or stitched hulls—the hull 
  planks are sewed to one another with sturdy cord.
  Dhow: Colossal vehicle; Seaworthiness +2; Shiphandling 
  +0; Speed wind × 20 ft. (average); Overall AC –3; Hull 
  sections 18 (sink 4 sections); Section hp 50 (hardness 5); 
  Section AC 3; Rigging Sections 1; Rigging hp 60 (hardness 
  0), AC 1; Ram 4d6; Mounts 1 light and 1 heavy; Space 60 ft. 
  by 20 ft.; Height 5 ft. (draft 10 ft.); Complement 25; Watch 
  5; Cargo 60 tons (Speed wind × 15 ft. if 30 tons or more); 
  Cost 7,000 gp.
  DIVING BELL
  The diving bell is a sturdy weighted barrel or sphere of 
  wood and iron, fitted with several thick glass portholes.
  It can hold up to two Medium creatures or four Small 
  creatures.
  The bell descends on a stout cable from the ship above, and 
  can’t move horizontally—it can only ascend or descend at a 
  rate of 10 feet per round.
  The bell can descend to a maximum depth of 200 feet.
  Bells can be left open on the bottom, allowing a swimmer 
  to easily enter or exit the bell.
  The air inside the bell will prevent the water from 
  completely filling the bell, although the deeper you 
  descend, the less headroom you’ll have.
  An open bell can descend to a maximum depth of 100 feet, 
  at which point everyone inside will be neck-deep in water.
  The diving bell apparatus includes a davit or hoist on the 
  ship’s deck for raising or lowering the bell, and a crude 
  hand-powered air pump and waterproofed hose of canvas 
  or leather to provide fresh air to the bell.
  It takes 2 crewmembers to work the pumps, and 4 
  crewmembers to operate the winch to raise or lower the 
  bell.
  The bell itself weighs 1,000 pounds.
  The hoist on deck takes up a 10-foot space and uses a heavy 
  mount.
  The price of the diving bell includes the air pump, hoist, 
  and bell.
  Diving Bell: Medium vehicle; Seaworthiness +0; 
  Shiphandling —; Speed —; Overall AC 5; Hull hp 80 
  (hardness 6); Ram —; Mounts —; Space 5 ft. by 5 ft.; Height 
  0 ft. (draft 5 ft.); Watch 1; Complement 2; Cargo 200 
  pounds; Cost 4,000 gp (bell) or 7,000 gp (bell, pump, and 
  hoist).
  DROMOND (WARSHIP)
  The dromond is a medium-sized galley that is fast, nimble, 
  and eminently suitable for warfare.
  It has two masts and sails better than it rows with any kind 
  of favorable wind.
  It is fully decked, and the rowers are covered from attack.
  The dromond usually has a small deckhouse or fighting 
  platform at the stern.
  The dromond is the most advanced galley design, and not 
  many seafaring folk have the expertise and skills to build a 
  dromond.
  The warship mentioned under Transport in Chapter 7 of 
  the Player’s Handbook is a dromond.
  Dromond: Colossal vehicle; Seaworthiness +0; 
  Shiphandling +2; Speed wind × 20 ft., or oars 30 ft. 
  (average); Overall AC –3; Hull sections 60 (sink 15 
  sections); Section hp 80 (hardness 5); Section AC 3; Rigging 
  Sections 2; Rigging hp 80 (hardness 0), AC 1; Ram 4d6; 
  Mounts 4 light, 2 heavy, ram; Space 100 ft. by 20 ft.; Height 
  15 ft. (draft 15 ft.); Complement 200; Watch 7 plus 100 
  
  446
  rowers; Cargo 150 tons (Speed wind × 10 ft. or oars 15 ft. if 
  75 tons or more); Cost 25,000 gp.
  DUGOUT
  The dugout is the simplest boat possible—a hollowed-out 
  log hacked into the shape of a boat.
  Dugout: Large vehicle; Seaworthiness –3; Shiphandling +1; 
  Speed oars 10 ft. (good); Overall AC 4; Hull hp 40 (hardness 
  5); Ram 1d6; Space 10 ft. by 5 ft.; Height 2 ft. (draft 2 ft.); 
  Complement 4; Watch 1; Cargo 500 pounds; Cost 20 gp.
  ELF WINGSHIP
  So named because of its great, sweeping sails that seem 
  more like a bird’s wings than a ship’s rigging, the elf 
  wingship is the fastest ship on the sea.
  Despite its graceful lines and delicate appearance, the 
  wingship is actually quite sturdily built and deadly in a 
  naval battle.
  Elves rarely (if ever) sell wingships to non-elves.
  Elf Wingship: Colossal vehicle; Seaworthiness +4; 
  Shiphandling +4; Speed wind × 40 ft. (good); Overall AC –3; 
  Hull sections 12 (sink 3 sections); Section hp 150 (hardness 
  6); Section AC 3; Rigging Sections 2; Rigging hp 80 
  (hardness 0), AC 1; Ram 4d6; Mounts 2 light and 1 heavy; 
  Space 60 ft. by 10 ft.; Height 10 ft. (draft 10 ft.); 
  Complement 30; Watch 5; Cargo 30 tons (Speed wind × 30 
  ft. if 15 tons or more); Cost 40,000 gp.
  FLOAT BLADDER
  This is an emergency flotation device for those who find 
  themselves cast overboard.
  It can also be used to support a nonswimmer being assisted 
  through water.
  A float bladder is a sack of oiled hide that can be filled with 
  air.
  It has a long neck that is knotted shut after filling and ropes 
  or straps to fasten it to the wearer.
  A float bladder can keep afloat one Medium creature.
  Treat this as a leather object (hardness 2); if it takes 5 or 
  more points of damage, the skin is punctured.
  The round after puncturing, the user must begin making 
  Swim checks to remain afloat.
  A punctured or deflated float bladder is a burden to a 
  swimmer, imposing a –2 penalty on Swim checks if it is not 
  removed.
  GALLEY
  Also known as the quinquireme, or great galley, this is the
  largest oared vessel normally built.
  It is fully decked, with a complicated arrangement of oars 
  in multiple banks.
  Great galleys are usually warships, vessels whose primary 
  purpose is service in a fleet.
  Galley: Colossal vehicle; Seaworthiness +0; Shiphandling –
  2; Speed wind × 15 ft. or oars 20 ft. (poor); Overall AC –3; 
  Hull sections 78 (sink 19 sections); Section hp 80 (hardness 
  5); Section AC 3; Rigging Sections 2; Rigging hp 60 
  (hardness 0), AC 1; Ram 6d6; Mounts 6 light, 3 heavy, ram; 
  Space 130 ft. by 20 ft.; Height 15 ft. (draft 15 ft.); 
  Complement 300; Watch 10 plus 160 rowers; Cargo 150 
  tons (Speed wind × 10 ft. or oars 15 ft. if 75 tons or more); 
  Cost 30,000 gp.
  GRAPPLING RAMP
  This structure is a long ramp and frame that resembles a 
  small drawbridge.
  When an enemy ship is near, the grappling ramp is 
  dropped, so that it forms a bridge to the other vessel.
  The top end of the grappling ramp is usually fitted with 
  iron spikes, cleats, or grapnels so that its drop drives the 
  ramp into the enemy vessel’s deck, holding it fast.
  A grappling ramp gives you a +4 bonus on Profession 
  (sailor) checks to initiate a grapple with another ship or to 
  maintain a grapple from a foe who wants to escape (see 
  Special Maneuvers, page 27), but no bonus on resisting 
  another ship’s attempt to grapple your own vessel.
  It also creates a five-foot-wide bridge to the other vessel’s 
  deck.
  A grappling ramp has a space of 10 feet and weighs 1,000 
  pounds.
  It requires a heavy mount.
  GREATSHIP
  Fitted with a towering forecastle and sterncastle, this huge, 
  broad-beamed sailing ship is almost a seagoing castle.
  It has four masts and is not remotely nimble, but it is large 
  and sturdy and can carry hundreds of sailors and soldiers.
  It has multiple decks, and the mainmast often has one or 
  more fighting tops, small platforms suitable for archers to 
  fire down at other ships.
  Greatships are sometimes called carracks.
  Greatship: Colossal vehicle; Seaworthiness +6; 
  Shiphandling –4; Speed wind × 25 ft. (poor); Overall AC –3; 
  Hull sections 240 (sink 60 sections); Section hp 80 
  (hardness 5); Section AC 3; Rigging Sections 4; Rigging hp 
  80 (hardness 0), AC 1; Ram 6d6; Mounts 12 light and 4 
  heavy; Space 150 ft. by 40 ft.; Height 20 ft. (draft 20 ft.); 
  Complement 500; Watch 20; Cargo 500 tons (Speed wind × 
  15 ft. if 250 tons or more); Cost 60,000 gp.
  HAT, BICORNE
  A bicorne is a semicircular hat usually worn by captains and 
  admirals.
  It is braided and showy, the better to call out the high rank 
  of its wearer.
  HAT, TRICORNE
  A tricorne is the classic three-cornered hat.
  It is generally worn by the upper classes and can be both 
  civilian and military garb.
  A tricorne can range from a simple leather or felt version to 
  a very fancy silk item with feathers.
  The price given here is for a well-made felt tricorne.
  IRONCLAD
  Protected from enemy fire by solid iron plate, the ironclad 
  is slow and clumsy but deadly in a naval battle.
  
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  The ironclad is built on a frame of thick wooden timbers, 
  just like most other vessels; armor is then riveted or bolted 
  onto its sides.
  Most ironclads are built by seafaring dwarves who turn 
  their remarkable knack for metallurgy and engineering to 
  the construction of these warships.
  Ironclad: Colossal vehicle; Seaworthiness –2; Shiphandling 
  –4; Speed wind × 10 ft. or oars 10 ft. (poor); Overall AC –3; 
  Hull sections 72 (sink 18 sections); Section hp 150 
  (hardness 10); Section AC 3; Rigging Sections 1; Rigging hp 
  60 (hardness 0), AC 1; Ram 6d6; Mounts 8 light, 2 heavy, 
  ram; Space 80 ft. by 30 ft.; Height 15 ft. (draft 15 ft.); 
  Complement 120; Watch 5 plus 60 rowers; Cargo 20 tons; 
  Cost 50,000 gp.
  JUNK
  A junk is a large sailing ship often found in eastern waters.
  It has a flat bottom, no keel, and a high stern, with two 
  masts and a sail reinforced with bamboo ribs.
  The junk’s hull is partitioned into a number of small, 
  watertight compartments, which makes it unusually 
  seaworthy.
  Junk: Colossal vehicle; Seaworthiness +4; Shiphandling +0; 
  Speed wind × 15 ft. (average); Overall AC –3; Hull sections 
  32 (sink 8 sections); Section hp 50 (hardness 5); Section AC 
  3; Rigging Sections 2; Rigging hp 80 (hardness 0), AC 1; 
  Ram 4d6; Mounts 2 light and 2 heavy; Space 80 ft. by 20 ft.; 
  Height 10 ft. (draft 10 ft.); Complement 50; Watch 7; Cargo 
  160 tons (Speed wind × 10 ft. if 80 tons or more); Cost 
  15,000 gp.
  KEELBOAT
  This flat-bottomed boat is built for use on rivers and lakes.
  It is fully decked, with a large deckhouse that takes up most 
  of the boat’s center or stern depending on the design.
  It has a small sail and eight oars for traveling upstream.
  Keelboat: Gargantuan vehicle; Seaworthiness –2; 
  Shiphandling +2; Speed wind × 10 ft. or oars 10 ft. (good); 
  Overall AC 1; Hull sections 3 (sink 1 section); Section hp 50 
  (hardness 5); Section AC 3; Rigging Sections 1; Rigging hp 
  60 (hardness 0), AC 1; Ram 3d6; Mounts 1 light; Space 30 ft. 
  by 10 ft.; Height 5 ft. (draft 5 ft.); Complement 16; Watch 2 
  plus 8 rowers; Cargo 20 tons (Speed wind × 5 ft. or oars 5 ft. 
  if 10 tons or more); Cost 3,000 gp.
  LAUNCH
  Also known as a whaleboat, the launch is a large, open 
  dinghy with a stout, round-bottomed hull that can stand up 
  to surprisingly rough seas.
  Launches are often carried by larger ships for use in 
  landing in places where the larger ship can’t go.
  A launch is too small to have different hull sections, and 
  therefore only has an overall AC and a single hp total for 
  the hull.
  Launch: Huge vehicle; Seaworthiness +0; Shiphandling +2; 
  Speed oars 15 ft. (good); Overall AC 3; Hull hp 50 (hardness 
  5); Ram 2d6; Mounts —; Space 15 ft. by 5 ft.; Height 5 ft. 
  (draft 2-1/2 ft.); Complement 8; Watch 1 plus 2 rowers; 
  Cargo 4 tons (Speed oars 10 ft. if 2 tons or more); Cost 500 
  gp.
  LONGSHIP
  The longship is a sturdy vessel with a single mast.
  It does not have a deck, although some longships are built 
  with small walks or platforms at the stern and bow.
  The shallow draft of a longship allows it to enter rivers or 
  land on beaches that other vessels couldn’t manage.
  Longship: Colossal vehicle; Seaworthiness +2; 
  Shiphandling +0; Speed wind × 15 ft., or oars 20 ft. 
  (average); Overall AC –3; Hull sections 14 (sink 3 sections); 
  Section hp 50 (hardness 5); Section AC 3; Rigging Sections 
  1; Rigging hp 60 (hardness 0), AC 1; Ram 4d6; Mounts 2 
  light; Space 70 ft. by 20 ft.; Height 5 ft. (draft 5 ft.); 
  Complement 60; Watch 3 plus 40 rowers; Cargo 40 tons 
  (Speed wind × 10 ft. or oars 15 ft. if 20 tons or more); Cost 
  10,000 gp.
  NETTING
  Designed to hinder boarders, ship’s netting consists of a 
  sturdy net of tarred rope that is rigged 10 feet or more 
  above the gunwales.
  A creature attempting to climb over the rail or gunwale and 
  board the ship (or attempting to leave the ship, for that 
  matter) can’t pass through the netting, but it’s perfectly 
  feasible to make attacks through the netting.
  Piercing weapons or ranged weapons can be used through 
  the netting at no penalty; slashing or bludgeoning weapons 
  can only be used against foes adjacent to the netting, and 
  take a –4 penalty on attack rolls.
  A 5-foot section of netting has hardness 2 (the rope is 
  heavily tarred) and 20 hit points.
  Piercing weapons and bludgeoning weapons deal one-
  quarter damage to netting instead of the normal one-half 
  damage when attacking an object.
  Rigging ship’s netting takes 1 hour of work.
  The number of crewmembers required depends on the size 
  of the netting: 1 crewmember for Large, 4 for Huge, 8 for 
  Gargantuan, and 12 for Colossal.
  OILSKIN SUIT
  Inhabitants of rainy climates and misty seacoasts, and those 
  who make their living from the sea, need reliable clothing 
  to keep out the dampness and chill.
  An oilskin suit consists of high boots, heavy trousers, a long 
  coat or cape, and a wide-brimmed hat.
  These garments are made of heavy-duty cloth such as 
  cotton or linen, then waterproofed with flaxseed oil.
  PINNACE
  The pinnace is a small, two-masted sailing vessel.
  It’s sturdy enough to undertake long open-water voyages 
  and handy enough to use close to shore.
  A pinnace is fully decked, but its sterncastle is hardly 
  worthy of the name; it’s little more than a cramped cabin.
  Pinnace: Gargantuan vehicle; Seaworthiness +2; 
  Shiphandling +2; Speed wind × 30 ft. or oars 5 ft. (good); 
  Overall AC 1; Hull sections 4 (sink 1 section); Section hp 50 
  (hardness 5); Section AC 3; Rigging Sections 2; Rigging hp 
  60 (hardness 0), AC 1; Ram 3d6; Mounts 2 light; Space 30 ft. 
  by 10 ft.; Height 10 ft. (draft 5 ft.); Complement 15; Watch 3 
  
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  plus 8 rowers; Cargo 30 tons (Speed wind × 20 ft. if 15 tons 
  or more); Cost 4,500 gp.
  RAFT
  While almost anyone can lash a few logs together and make 
  a crude raft, this is a vessel made of sawn planks with logs 
  or empty barrels for floatation.
  The raft normally has a small deckhouse or flat for shelter.
  It is slow and hard to maneuver, and is really only suitable 
  for calm rivers or lakes.
  Raft: Huge vehicle; Seaworthiness –4; Shiphandling +0; 
  Speed oars 5 ft. (poor); Overall AC 3; Hull hp 30 (hardness 
  5); Ram 2d6; Mounts —; Space 15 ft. by 10 ft.; Height 2-1/2 
  ft. (draft 2-1/2 ft.); Complement 8; Watch 1 plus 2 rowers; 
  Cargo 2 tons (Speed oars 5 ft. if 1 ton or more); Cost 100 gp.
  ROWBOAT
  Also called a skiff, punt, or pirogue, this is a flat-bottomed 
  boat for use in calm waters.
  Rowboat: Large vehicle; Seaworthiness –4; Shiphandling 
  +2; Speed oars 10 ft. (good); Overall AC 4; Hull hp 30 
  (hardness 5); Ram 1d6; Mounts —; Space 10 ft. by 5 ft.; 
  Height 2-1/2 ft. (draft 2-1/2 ft.); Complement 4; Watch 1; 
  Cargo 1,000 pounds (Speed oars 5 ft. if 500 pounds or 
  more); Cost 50 gp.
  SEXTANT
  A sextant is a sophisticated device used to determine a 
  vessel’s position by measuring the angle formed by the sun 
  or stars and the horizon.
  It uses mirrors and carefully graduated scales to sight a 
  heavenly body, whose position is compared to a listing in 
  an almanac for the day and year of measurement.
  A sextant grants a +2 circumstance bonus on Knowledge 
  (geography) checks to set and hold course (see that skill 
  entry on page 86).
  SISIUTL BLOOD
  The blood of the sisiutl is famed for its protective powers.
  Rubbing the fresh blood of a sisiutl (slain within the past 10 
  rounds) on the skin provides the benefit of a stoneskin spell 
  from a 10th-level caster, although the benefits last only 10 
  minutes.
  Only one creature (of Large size or smaller) can benefit 
  from this effect from any single sisiutl.
  Applying the blood is a standard action.
  The blood washes off underwater and thus provides no 
  benefit.
  STINKPOT
  This is a simple chemical weapon, consisting of a clay jar 
  filled with a mix of noxious substances.
  When set alight, the mixture produces a foul-smelling 
  smoke that fills a 10-foot cube (as a fog cloud spell, except 
  that a moderate or stronger wind disperses the smoke in 1 
  round).
  Each living creature within the smoke must succeed on a 
  DC 15 Fortitude save or become sickened as long as it 
  remains and for 1d4+1 rounds after it leaves.
  Each round a creature remains within the smoke, it must 
  make another save.
  The pot’s contents are consumed in 3 rounds, and the 
  vapors disperse naturally.
  Lighting a stinkpot is a standard action that provokes 
  attacks of opportunity.
  SWIMMING GOGGLES
  This is a leather frame containing a clear piece of glass 
  (sometimes two) made to fit tightly over the eyes.
  Wearing a set of swimming goggles improves visibility 
  underwater.
  In clear water, the wearer’s vision extends to 6d8×10 feet.
  Swimming goggles don’t make it any easier to see through 
  murky or fast-moving water.
  THEURGEME
  The theurgeme is a vessel powered by magic.
  Without sails or rowers it moves swiftly and tirelessly 
  across the water.
  Theurgemes can be powered in a variety of ways, but the 
  most common design is a simple paddlewheel or set of 
  mechanical oars turned or driven by a magical construct, 
  mindless undead, or even a bound elemental.
  Many theurgemes are luxuriously appointed with 
  comfortable cabins and exotic décor, as befits the wealthy 
  wizards who most likely own such vessels.
  Theurgeme: Colossal vehicle; Seaworthiness +2; 
  Shiphandling +2; Speed propellers 35 ft. (good); Overall AC 
  –3; Hull sections 28 (sink 7 sections); Section hp 150 
  (hardness 6); Section AC 3; Ram 4d6; Mounts 4 light, 2 
  heavy, ram; Space 70 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); 
  Complement 40; Watch 1; Cargo 100 tons (Speed oars 20 ft. 
  if 50 tons or more); Cost 80,000 gp.
  TRIREME
  The average galley is a single-masted bireme or trireme.
  While it is quick and nimble in fair weather, it is not very 
  seaworthy and liable to founder in high seas or bad 
  weather.
  The galley is partially decked, usually with a walk that runs 
  the length of the ship above and between the rowers’
  benches.
  The rowers are not covered by the deck or the walk.
  Trireme: Colossal vehicle; Seaworthiness –2; Shiphandling 
  +0; Speed wind × 15 ft., or oars 20 ft. (good); Overall AC –3; 
  Hull sections 32 (sink 8 sections); Section hp 50 (hardness 
  5); Section AC 3; Rigging Sections 1; Rigging hp 60 
  (hardness 0), AC 1; Ram 4d6; Mounts 1 light, 1 heavy, ram; 
  Space 80 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); 
  Complement 100; Watch 3 plus 70 rowers; Cargo 40 tons 
  (Speed wind × 15 ft. or oars 15 ft. if 20 tons or more); Cost 
  12,000 gp.
  WAR CANOE
  The war canoe is a large, seagoing canoe, often with one or 
  two outriggers for stability.
  
  449
  It has a small stepped mast for sailing on open water.
  War Canoe: Gargantuan vehicle; Seaworthiness +0; 
  Shiphandling +2; Speed wind × 10 ft. or oars 20 ft. (good); 
  Overall AC 1; Hull sections 2 (sink 1 section); Section hp 30 
  (hardness 5); Section AC 3; Rigging Sections 1; Rigging hp 
  40 (hardness 0), AC 1; Ram 3d6; Mounts —; Space 40 ft. by 
  5 ft.; Height 2-1/2 ft. (draft 2-1/2 ft.); Complement 16; 
  Watch 1 plus 12 rowers; Cargo 2 tons (Speed wind × 10 ft. 
  or oars 15 ft. if 1 ton or more); Cost 1,000 gp.
  SWORD AND FIST (3.0)
  TWO-PERSON CHARIOT
  While most armies favor mounted knights in the cavalry 
  role, some still favor the two-person chariot.
  Two heavy warhorses pull a small, two-wheeled platform 
  on which two soldiers stand.
  The chariot is made of wood and iron and provides one-
  quarter cover to its occupants.
  The chariot has a speed of 50 feet if being pulled by two 
  horses, but a speed of only 40 feet if being pulled by only 
  one.
  It cannot turn more than 90 degrees in a single round.
  If it takes a double move, it can only turn 45 degrees.
  If a chariot turns, it must travel at least 30 feet before it 
  turns again, or 40 feet if it is turning in the opposite 
  direction.
  Driving the chariot uses most of the same rules as riding a 
  horse and engaging in mounted combat, except Handle 
  Animal is the relevant skill.
  Collisions: Chariots are vulnerable to terrain obstacles such 
  as fallen logs, deep mud, or the bodies of the fallen.
  If a chariot runs over such an obstacle, the driver must 
  make a Handle Animal check to swerve away.
  (The DM sets the DC depending on the severity of the 
  obstacle).
  If the driver fails, the chariot upends and passengers and 
  horses take 1d6 points of damage if the chariot was moving 
  at a speed of 40 feet or less, 2d6 if it was moving faster.
  Sideswipe Attack: Chariots often have scythe like blades 
  attached to their wheels.
  If the driver maneuvers the chariot’s side directly adjacent 
  to an opponent’s square, the blades make a free attack if the 
  driver succeeds at a Handle Animal check (DC 20).
  Treat the sideswipe as a melee attack with a scythe that has 
  +1 attack and damage bonus for every 10 feet the chariot 
  moved that round before it reached the target square.
  For example, if the chariot moved 40 feet and made a side-
  swipe, the blade would attack at +4 and do 2d4+4 damage.
  The passenger is generally equipped with a composite 
  shortbow and a longspear, while the driver wields a 
  halfspear (driving the chariot with one hand and fighting 
  with the other).
  Ranged attacks from a moving chariot suffer the same 
  penalties as ranged attacks from horseback.
  It is possible to fire a longbow from a chariot, however.
  If you are using a grid, the chariot is 5 feet wide and 10 feet 
  long.
  A typical two-person chariot costs 300 gp +100 gp for 
  scythes attached to the chariot’s sides.
  It weighs 300 lb. and can carry a further 800 lb., including 
  the riders and their equipment.
  It requires at least light warhorses to pull it.
  If one of the mounts dies in combat, the chariot driver 
  must immediately make a Handle Animal check (DC 15) to 
  cut the animal free.
  If the chariot drivel fails, the body of the horse is treated as 
  an obstacle requiring a Handle Animal check (DC 15) to 
  avoid upending the chariot.
  This check must be made every round until the horse is cut 
  free.
  Chariot Collision DCs
  Of course, a million things exist that you can drive your 
  chariots over, into, and through.
  Here are some typical DCs for the Handle Animal checks 
  required to avoid upending your chariot:
  TOME AND BLOOD (3.0)
  
  450
  ARCANE LAB
  This is similar to an alchemist’s lab.
  It includes beakers, bottles, mixing and measuring 
  equipment, cutting tools, and miscellaneous chemicals and 
  substances.
  It’s only absolutely necessary for creating golems, but many 
  sorcerers and wizards have one for potion making and spell 
  research.
  The lab grants a +2 modifier on Spellcraft checks to 
  determine if a new spell is viable (see Researching New 
  Spells in Chapter 5: Spells).
  ARCANE LIBRARY
  This is a collection of at least 200 rare volumes used in spell 
  research.
  Due to its size and cost, most wizards depend on various 
  professional organizations (see Chapter 1: Arcane Lore) to 
  provide access to a suitable library.
  Booksellers in large cities and metropolises sometimes have 
  sufficient numbers of the right books, but even then, whole 
  libraries are seldom accumulated at once.
  It can take a week or more to purchase all the necessary 
  volumes, depending on supply and available transportation.
  DISAPPEARING INK
  After being used to write a message, this blue or red ink 
  vanishes from view at the end of an hour (though ink can 
  be made that disappears after a longer periods, such as a 
  day, 10 days, or a month).
  Heat (such as a candle flame) applied to the writing surface 
  makes the ink appear again.
  A successful Spot or Search check (DC 20) reveals traces of 
  the faded writing.
  The Alchemy check DC to make disappearing ink is 15.
  FAMILIAR CARRIER
  This is a sturdy hutch or box for safely transporting a 
  familiar.
  The carrier is made of metal lined with wood and padding 
  to cushion the familiar from impacts.
  It is equipped with a door that the familiar can open from 
  inside or outside, as well as an internal latch so the familiar 
  can lock itself in.
  The carrier also has viewports that the familiar can shutter: 
  It offers nine-tenths cover when unshuttered and total 
  cover when shuttered.
  The carrier has hardness 10, 15 hit points, and a break DC 
  of 23.
  FLASHPELLET
  You can throw this small alchemical bead as a grenade like 
  weapon (see Grenadelike Weapon Attacks on page 138 of 
  the Player’s Handbook).
  When it strikes a hard surface or is struck sharply, it ignites 
  with a bright flash.
  Creatures within a 10-foot radius must succeed at Reflex 
  saves (DC 15) or be dazzled.
  A dazzled creature suffers a –1 penalty on attack rolls.
  The creature recovers in 1 minute.
  Sightless creatures are not affected by the flash.
  The Alchemy check DC to make a flashpellet is 25.
  GLOWPOWDER
  This luminescent dust clings to surfaces and creatures, 
  making them glow.
  The grains of powder glow about as brightly as sparks from 
  a campfire.
  They don’t provide illumination, but they are noticeable.
  When sprinkled on an object or surface, the powder helps 
  reveal edges and details, granting a +2 circumstance 
  modifier on Search checks made on the treated area.
  A creature sprinkled with the powder is likewise easier to 
  detect: Spot checks to see the creature gain a +2 
  circumstance modifier.
  An invisible creature sprinkled with the dust has only 50% 
  concealment (20% miss chance).
  Once applied, the dust clings and glows for 1 minute.
  A creature sprinkled with the powder can wash it off by 
  taking a fullround action.
  The powder usually comes in a tube that allows the 
  contents to be blown or shaken out.
  
  451
  Blowing out the powder is a standard action that draws an 
  attack of opportunity and creates a 10-foot cone.
  If carefully sprinkled, the powder can cover 125 square feet 
  (five 5-foot squares).
  It takes a full-round action to shake out enough powder to 
  cover one 5-foot square.
  The Alchemy check DC to make glowpowder is 20.
  HEALING SALVE
  Rubbing this stinky green paste into wounds promotes 
  rapid healing.
  Applying the salve is a full-round action.
  One dose cures 1d8 points of damage to a living creature.
  The Alchemy check DC to make healing salve is 25.
  If you have 5 or more ranks in Profession (herbalist), you 
  get a +2 synergy modifier on checks to craft it.
  PHANTOM INK
  Similar to disappearing ink, messages written with this ink 
  vanish from view at the end of an hour and thereafter can 
  be read only under the right kind of light.
  The usual types specify one of the following: firelight 
  (which includes candles, torches, and other flames), 
  magical light (which includes the dancing lights, light, and 
  continual flame spells), moonlight, and starlight (this last 
  usually isn’t discernable unless the reader has darkvision).
  The Alchemy check DC to make phantom ink is 20.
  PORTABLE WRITING DESK
  This compact wooden box folds out into a firm writing 
  surface.
  It has folding legs that let you set it across your lap or prop 
  it up on the ground.
  It also contains drawers for quills, ink, and other writing 
  supplies.
  READING LAMP
  Similar to a bullseye lantern, this lamp comes with an 
  adjustable stand so you can shine the light on the 
  document you’re reading.
  SCENTBREAKER
  This small bag contains either a collection of aromatic 
  herbs or a strongly scented alchemical mixture.
  Either version can confound any creature’s sense of smell.
  You can toss the bag as a grenade like weapon with a range 
  increment of 10 feet, or you can scatter the contents 
  someplace where a creature tracking by scent comes across 
  it.
  (It covers an area 5 feet square).
  Once scattered, the contents remain potent for 1 hour.
  A creature can sniff the bag’s contents from a direct hit, 
  from a splash, or from sniffing the area where the contents 
  were scattered.
  If struck by a direct hit, the creature must succeed at a 
  Fortitude save (DC 18) or lose its scent ability for 1 minute.
  After the minute is up, the creature must make a second 
  Fortitude save (DC 18) or lose its scent ability for another 
  hour.
  Being splashed or sniffing the scattered contents has the 
  same effect, but the save DC is 15.
  A direct hit or splash affects only one creature of Small or 
  larger size.
  The contents affect all creatures of Tiny or smaller size in 
  the 5-foot area where a bag of scentbreaker strikes.
  The Alchemy check DC to make scentbreaker is 15.
  If you have 5 or more ranks in Profession (herbalist), you 
  get a +2 synergy modifier on checks to craft it.
  SCROLL ORGANIZER
  This long strip of leather has an overlapping series of 
  fifteen pockets sewn along one side, each large enough to 
  hold a scroll of a single spell.
  When slipped into a pocket, only the top of a scroll shows, 
  allowing you to scan all the titles.
  The outside is fitted with a clip and a sewn-in pouch so that 
  the organizer can be rolled up into a cylinder, slipped in its 
  own pouch, and sealed against the elements.
  SECRET COMPONENT 
  COMPARTMENT/POCKET
  This is a secret compartment or hidden pocket large 
  enough to hold the components for one spell.
  A pocket is added to a garment, while a compartment is 
  built into a tool, weapon, or other item.
  The compartment or pocket must be added when the item 
  is first made.
  Finding a secret pocket or compartment (if you don’t 
  already know where it is) requires a successful Search 
  check (DC 20).
  SUREGRIP
  This gluey substance improves your grip, granting a –2 
  circumstance modifier on any check that deals with 
  holding onto something, including Climb checks and 
  grappling attacks.
  When applied to a rope, it confers a +2 circumstance 
  modifier on Use Rope checks that involve tying knots or 
  binding creatures or objects.
  Applied to the soles of one’s footwear or feet, it confers a +2 
  circumstance modifier on Balance checks made to avoid 
  slipping.
  Once applied, suregrip lasts 10 minutes.
  The Alchemy check DC to make suregrip is 20.
  UNAPPROACHABLE EAST 
  (3.5)
  TAER STENCH GREASE
  Taers brew a foul-smelling substance derived from their 
  own scent, which they smear on their bodies before 
  entering combat to sicken and disorient foes.
  
  452
  An application of taer stench grease is sufficient to coat one 
  creature and lasts for 1 hour.
  Living creatures within 10 feet must succeed on a Fortitude 
  save (DC 15) or be sickened, taking a –2 penalty on all 
  attack rolls, weapon damage rolls, saving throws, skill 
  checks, and ability checks for 1d6+4 minutes.
  A delay poison or neutralize poison spell removes the effect 
  from the sickened creature, and taers and creatures 
  immune to poison are unaffected.
  UNDERDARK (3.5)
  ALCHEMIST’S MINERAL ACID
  Alchemist’s mineral acid is a sticky, adhesive substance that 
  dissolves rock and other minerals.
  A flask of mineral acid can be thrown as a splash weapon 
  (see Splash Weapons in the Player’s Handbook).
  Treat such an attack as a ranged touch attack with a range 
  increment of 10 feet.
  A direct hit against a creature with the earth subtype deals 
  1d6 points of damage.
  Every creature with the earth subtype that is within 5 feet 
  of the point where the flask hits also takes 1 point of 
  damage from the splash.
  On the round following a direct hit, the target takes an 
  additional 1d6 points of damage.
  If poured directly on inert rock or stone, mineral acid 
  ignores hardness and deals 3d6 points of damage (1d6 
  points per round for 3 rounds).
  Alchemist’s mineral acid can be created with a DC 22 Craft 
  (alchemy) check.
  BARRELSTALK
  Stout as a hogshead of ale, the barrelstalk is a large, cask-
  shaped fungus that grows up to 8 feet in height and 5 feet 
  in diameter.
  Its outer layers are tough and woody, but its inner flesh is 
  edible, and its center is filled with a reservoir of water 
  (usually from 20 to 50 gallons) that can be tapped and 
  drained.
  The inner flesh turns black and poisonous when barrelstalk 
  begins producing spores, which happens after ten years of 
  growth.
  BLACKWATER
  A single flask of blackwater rapidly taints a 10-foot-by-10-
  foot cube of water.
  Any aquatic creature that breathes affected water must 
  make a successful Constitution check or begin to drown.
  (See the Drowning rule in the Dungeon Master’s Guide).
  The DC for the check is 10 on the first round, but it 
  increases by +1 each succeeding round.
  Air-breathing creatures are unaffected by blackwater, 
  unless they are breathing water via a spell or some other 
  artifice.
  The taint of blackwater lasts for up to 24 hours in still water 
  but is swept away in 1d6 rounds in a moving stream or 
  surging tide.
  Blackwater can be created with a DC 25 Craft (alchemy) 
  check.
  BLUECAP
  The grain of the Underdark, bluecap fungus is inedible to 
  humanoids, but its spores can be ground to make a 
  nutritious, if bland, flour.
  Bread made from bluecap flour is usually known as 
  sporebread.
  Bluecap seems to do well with or without faerzress, and most 
  Underdark humanoids cultivate it.
  
  453
  BOXWORK
  Boxwork forms when softer rock wears away, leaving a 
  harder crystalline network of thin blades poking out from a 
  ceiling, floor, or wall.
  CAVE MOSS
  Found only in faerzress-rich regions, cave moss is inedible to 
  humanoids, but it is a favorite grazing food of some giant 
  vermin, as well as rothé.
  CAVE PEARL
  Sometimes mineral-rich water drips too vigorously to form 
  a coherent stalagmite.
  Where this occurs, a piece of gravel or bone might become 
  coated with mineral deposits and polished to a round and 
  smooth shape by the flowing water.
  Such an object is called a cave pearl.
  A well-shaped pearl with good color and texture is worth 
  between 5 gp and 50 gp.
  Cost: 25 gp (average).
  CAVE TERROR
  Distilled from cave creeper fungus (see Chapter 7), this 
  poison can be made with a DC 25 Craft (alchemy) check.
  CAVEHARP
  This small harp is a masterwork instrument that grants the 
  user a +2 circumstance bonus on Perform checks made 
  while playing it.
  Its sound carries for 1d6 miles down unobstructed tunnel 
  passages, so it can both entertain and serve as a long-
  distance communication device.
  CLEAR BLACK ROCK
  In its natural state, this rock is found only in the 
  Lowerdark, where it is cut in slave-worked quarries and 
  prepared for export to the Middledark and Upperdark.
  Clear black rock is not common, but it is certainly available 
  to those willing to pay premium prices.
  To regular and low-light vision, this rock looks black, shiny, 
  and perfectly opaque, but to darkvision, it is perfectly clear.
  Creatures without darkvision often mistake it for obsidian, 
  but drow, mind flayers, and other creatures gifted with 
  darkvision find it a challenging yet worthwhile stone to 
  incorporate into their strongholds and encampments.
  COLUMN
  When a stalactite and a stalagmite meet and join, they’re no 
  longer referred to by their previous names.
  The resulting formation called a column.
  CRUMBLESTONE
  This rock breaks very easily and is the bane of miners and 
  travelers anywhere.
  Crumblestone exists in a precarious equilibrium with the 
  other rocks or strata surrounding it.
  A Small or larger climbing or flying creature that begins to 
  put its weight onto crumblestone must make a DC 15 
  Balance check or fall when the rock beneath it turns to 
  powder.
  For flying creatures, this situation rarely poses a problem, 
  but for climbers, an encounter with crumblestone is often 
  deadly.
  If enough crumblestone gives way in a cavern, a cave-in 
  becomes likely.
  CRYSSTONE
  Beautiful, intricate, and very delicate, crysstone is a rock 
  that resembles spun glass.
  It is very hard but not at all durable (hardness 8, 2 hit points 
  per inch of thickness).
  Crysstone shatters easily, and sonic damage automatically 
  bypasses its hardness.
  Because it is so susceptible to sonic damage, the threat 
  posed by monsters with wide-area sonic attacks increases in 
  areas where crysstone is prevalent.
  CRYSTAL FLOWERS
  These crystalline formations, also called cave flowers, are 
  valued by several Underdark races for their aesthetic 
  beauty and their commercial value.
  Crystal flowers are usually made of halite (simple table salt), 
  gypsum, or some other minerals.
  The petals are fibrous or prismatic crystals that resemble 
  growing seedlings.
  Halite flowers often grace the table settings of wealthy 
  drow on special occasions.
  Even illithids occasionally carry salt in crystal flower form 
  to add earthy spice to their brain meals.
  Cost: 25 gp; Weight 1 lb.
  CURTAINS, DRAPERIES, AND 
  BLANKETS
  These terms refer to dripstone in the form of rippled, wavy, 
  or folded sheets.
  Curtains and draperies are thinner, often translucent, and 
  resonant.
  Blankets are thicker, so they tend to muffle sound a bit.
  Often these features have stripes of different colors.
  DARKOIL
  Darkoil is a rare mineral oil specially prepared with various 
  alchemical reagents.
  It protects drowcraft weapons and armor (see Magic Items, 
  below) from the effects of sunlight.
  A vial of darkoil is sufficient to protect a weapon for 3 days 
  or a suit of armor for 1 day.
  Applying darkoil to any item requires 1 minute.
  Darkoil can be created with a DC 20 Craft (alchemy) check.
  DARKSTONE
  Darkstone seems to drink in light.
  
  454
  In tunnels cut through this material, light sources dim, 
  shedding a glow only half as strong as usual.
  Thus, a bullseye lantern illuminates a cone only 30 feet 
  long and 10 feet wide, while a torch lights only a 10-foot 
  radius.
  A daylight spell in a darkstone area radiates daylight in only 
  a 30-foot radius.
  DARKVISION-INVISIBLE PAINT
  This special alchemical substance is designed to match the 
  shading and color contrasts of the surface to which it is 
  applied.
  This property renders the paint invisible to creatures that 
  depend on darkvision, but it can easily be seen with normal 
  or low-light vision.
  Races requiring light to navigate use this paint to warn 
  other such folk of dangers and threats.
  A single jar contains enough paint to produce twenty large 
  warning symbols, or two smaller messages of up to 100 
  words each.
  DROW KNOCKOUT POISON
  The dark elves are renowned for their use of 
  unconsciousness-inducing poison.
  They carefully guard the secret of their venom, and it is 
  difficult to find outside of drow realms and outposts.
  EXPLOSIVE GAS
  Some naturally occurring gases can explode in the presence 
  of open flames.
  If a burning torch or lit lantern is brought into a pocket of 
  explosive gas, the vapor explodes, dealing 3d6 points of 
  damage to each creature in a 10-foot radius (Reflex DC 15 
  half).
  An alert spelunker might notice the danger before causing 
  an explosion, since the open flame often behaves strangely 
  (burning in a different color or exceptionally brightly) right 
  before the explosion.
  Allow the creature carrying the light a DC 20 Survival 
  check to observe the danger before the explosion actually 
  occurs.
  If an open flame remains in the hazardous area thereafter, 
  there is a 50% chance of an explosion in each subsequent 
  round.
  FIRE LICHEN
  Pale orange-white in color, fire lichen thrives on warmth, 
  so it grows in regions of geothermal heat or near 
  connections to the Elemental Plane of Fire.
  Fire lichen can be ground and fermented into a hot, spicy 
  paste, which is often spread on sporebread to give it flavor.
  Duergar ferment fire lichen into a fiercely hot liquor.
  FLOWSTONE
  A layer of deposited material that follows the shape of the 
  underlying walls or floor is called flowstone.
  A flowstone formation often has draperies at its lower end.
  GEODES
  Often found in deserts or volcanic regions, these hollow 
  rocks are lined with crystals.
  In the Underdark, some geodes are immense, growing to 
  the size of caves.
  One legend tells of a wizard entombed in a 40-foot geode 
  filled with amethyst crystals.
  GEYSER
  A geyser consists of a deep fissure or well in which water 
  can accumulate and be heated to high temperatures and a 
  thin shaft that leads from this pool of superheated water to 
  the surface.
  Periodically, a fountainlike jet of hot water and steam 
  erupts from the opening.
  Such an eruption deals 2d6 to 6d6 points of impact damage 
  and 2d6 to 10d6 points of fire damage to any creature it hits.
  The intervals of eruption can be regular or irregular.
  HOT SPRINGS
  Water heated by volcanic forces often bubbles up through 
  the ground in hot springs.
  Some of these springs make it to the surface; others can be 
  found in caverns underground.
  Often, the water is so laden with sulfur and other minerals 
  that it is undrinkable.
  IRRITATING FUMES
  These gases cause coughing, stinging of the eyes, dizziness, 
  and similar difficulties.
  A character exposed to irritating fumes must succeed on a 
  Fortitude save once per minute (DC 15, +1 per previous 
  check) or become sickened.
  Recovery from this condition is not possible until the 
  character leaves the affected area.
  LAVA TUBES
  These tubes form after lava has flowed from a volcano.
  The surface of the lava cools and solidifies while the 
  interior is still liquid.
  This uneven cooling creates a crust that resembles a tube.
  Lava tubes can branch and fork, following the passage of 
  the lava.
  Because the cooling can happen over several intervals, it’s 
  also possible to have a tube within a tube.
  LUMINESCENT GROWTHS
  Rare forms of lichen, fungi, and moss are bioluminescent.
  In sufficient quantities, these growths can illuminate large 
  caverns.
  Most bioluminescent growths are quite dim, so a cavern 
  illuminated by glowing moss or fungi is typically as dark as 
  starlight, although some particularly bright regions might 
  be equal to moonlight.
  
  455
  LUURDEN
  Luurden, or bloodfruit, is a rare tree that grows only in 
  areas of strong faerzress.
  The barren branches of this pale, gnarled tree seem more 
  dead than alive, but once every 3 to 4 years, it produces a 
  small amount of bitter red fruit that is used to make rare 
  Underdark wines and elixirs.
  MAGMA AND LAVA
  While molten rock is underground, it is called magma.
  If it erupts to the surface from a volcano, it is called lava.
  MOLTEN ROCK
  Areas with exposed pools or streams of magma are 
  illuminated by the dim, ruddy glow of the molten rock.
  The glare of molten rock is typically equal to moonlight.
  PHOTOGENERATIVE ROCK
  These rocks grow quickly when exposed to light.
  In each round of exposure, a photogenerative rock doubles 
  in size until it’s sixteen times as large as it was when unlit (4 
  rounds).
  Eliminating the light halts its growth, and each hour of 
  darkness reverses the effect of 1 round of light.
  Some Underdark undead use photogenerative rock in their 
  demesnes to stall light-bearing adventurers until the 
  undead can ready their defenses.
  Photogenerative rock can also be used to seal a doorway and 
  divert light-bearers into more trap-ridden or better-
  defended areas.
  PHOTOSTATIC ROCK
  Events that happen in the presence of this rock imprint 
  upon it for a short time.
  One cubic foot of photostatic rock picks up impressions in 
  a 10-foot radius and automatically relays them to anyone 
  who touches it later.
  The effect is similar to that of a stone tell spell, except that 
  the photostatic property reveals only what happened 
  within its radius in the past hour.
  Every additional cubic foot of photostatic rock provides 1 
  more hour of memory and expands the radius of sensitivity 
  by 10 feet.
  A photostatic rock records only what it witnesses (treat its 
  perspective like a burst), so it cannot record what goes on 
  beyond a closed door.
  POISON GAS
  These gases are deadly.
  Anyone who ventures into an area of poison gas must 
  succeed on a Fortitude save once per minute (DC 15, +1 per 
  previous check) or take 1d4 points of Constitution damage.
  Some poisonous gases also have the characteristics of 
  irritating fumes, so their presence is obvious.
  Others, however, offer no telltale burning of the throat or 
  stinging in the eyes to warn creatures of the danger.
  Any creature exposed to poison gas is entitled to a DC 15 
  Survival check to detect the threat before breathing enough 
  to force a saving throw.
  With a successful check, the creature can retreat before 
  risking any damage.
  A creature with the scent ability gains a +5 bonus on this 
  check.
  POPCORN
  This knobby, crystalline growth forms in a wide variety of 
  cave conditions and is sometimes called cave coral.
  PUMICE
  Rock that has been made liquid and frothy hardens into a 
  light, porous stone called pumice.
  QUICKSTONE
  Quickstone is the Underdark’s answer to quicksand.
  Like many Underdark features, it’s much more terrible 
  than its surface-world equivalent.
  Quickstone looks like solid stone and blends into the 
  surrounding rocks, but it functions like quicksand as given 
  in the Dungeon Master’s Guide, except that the Difficulty 
  Class for each maneuver increases by 5.
  Transmute mud to rock permanently solidifies quickstone, 
  but a success on the spell’s Reflex saving throw enables a 
  creature trapped within it to escape.
  RADIANT CRYSTAL
  Some rare rocks of the Underdark are naturally radiant, 
  ranging in brightness from starlight to full daylight, 
  although daylight equivalence is quite rare.
  The great vault of Deep Imaskar is roofed with radiant 
  crystal that is as bright as weak surface daylight.
  REFLECTIVE STONE
  While not naturally luminescent, caverns made partially of 
  reflective stone can be much more easily illuminated by 
  small light sources than normal.
  Reflective stone quadruples the radius of illumination of 
  any light source brought inside.
  RIPPLEBARK
  A shelflike fungus that resembles nothing so much as a 
  mass of rotting flesh, ripplebark is surprisingly edible 
  without any special preparation, although it tastes much 
  better if cooked properly.
  Ripplebark grows naturally in living caves.
  ROCK GOURDS
  These rocks have been warped by long-term proximity to a 
  portal leading to the Elemental Plane of Water.
  Rock gourds are rare, naturally occurring stones, not 
  created magic items, though they register as faint 
  conjuration magic under examination with a detect magic 
  spell.
  
  456
  Shaking a rock gourd causes water to dribble out.
  The ability of these stones to produce up to a gallon of 
  water per day apiece makes them highly valued 
  commodities in the Middledark and Lowerdark regions, 
  where water is scarce.
  Cost: 500 gp; Weight 10 lb.
  SHIELD
  Water flowing through a cave wall or ceiling sometimes 
  builds up sediment on both sides of its entry point, creating 
  two parallel plates on either side of a thin, sheetlike crack.
  SHRIEK PASTE
  This oily substance is derived from the fungus with a 
  similar name.
  When exposed to light of torch-intensity or brighter, the 
  paste emits a horrific screech that lasts for 1 round.
  The noise is a useful signal—loud and easy to hear (Listen 
  DC –10, modified for distance, barriers, and other relevant 
  conditions), so Underdark denizens often smear it on areas 
  they wish to protect from surface intruders who require 
  light to see.
  Once it has shrieked, the paste becomes inert.
  Shriek paste can be created with a DC 20 Craft (alchemy) 
  check.
  SICKSTONE
  Sickstone glows with a nauseating, not-quite-green, not-
  quite-silver light that provides illumination to a radius of 40 
  feet.
  Any creature within the range of this illumination must 
  make a DC 15 Fortitude saving throw each round or take 
  1d6 points of Constitution damage.
  A successful save reduces the Constitution damage to 1 
  point.
  Anyone in physical contact with sickstone takes a –4 
  penalty on this saving throw, and any Constitution damage 
  it takes becomes Constitution drain instead.
  The damage caused by sickstone results from a magical 
  disease, so creatures immune to magical diseases are 
  immune to the effects of sickstone.
  SICKSTONE UNGUENT
  This paste is made of powdered sickstone (see Chapter 7) 
  and other virulent poisons.
  It is usually applied to weapons.
  SLICKSTONE
  This rock is very smooth to the touch.
  Although it is natural stone, it functions at all times as if it 
  had a grease spell cast upon it.
  An actual grease spell cast upon slickstone has no additional 
  effect.
  SODA STRAWS
  These thin flutes, each the width of a drop of water, are how 
  stalactites begin.
  SPAR
  This term refers to crystal growths in which the crystal 
  faces and structure are visible to unaided sight.
  Many-faceted crystals that form underwater are called pool 
  spars.
  SPELUNKER’S KIT
  This kit consists of a headlamp, head protection, protective 
  clothing (including gloves and kneepads), and heavy boots 
  that aid in all sorts of spelunking.
  A spelunking kit grants the user a +2 circumstance bonus 
  on Balance, Climb, Escape Artist, and Survival checks made 
  to navigate tough-to-access areas (see Spelunking in 
  Chapter 7).
  SPIDERSTONE
  Drow architects use this term to refer to obsidian, which 
  they value for its glossy black appearance.
  Spiderstone is frequently used in drow buildings that 
  feature spider motifs.
  STALACTITE
  Mineral-laden water drips downward, creating a build-up of 
  rock on the ceiling of a cavern.
  STALACTITES
  Stalactites formed by lava happen in two main ways.
  Tubular lava stalactites are usually formed by volcanic 
  gases.
  Gas flows through lava in which different minerals are 
  solidifying at quicker or slower rates, forming long tubes.
  The downward drips from such formations may form 
  stalagmites.
  The second type of lava stalactite is called a sharktooth 
  stalactite.
  This formation occurs when flowing lava coats existing 
  protrusions, resulting in a broad shape that narrows to a 
  point.
  STALAGMITE
  When mineral-heavy water drips down to the floor, the bits 
  of rock and mineral start to pile up, creating a slowly 
  growing protrusion on the floor.
  STALAGMITES
  Drip stalagmites form from material that pours off of or out 
  of tubular lava stalactites.
  These puddles of lava may mound up in stalagmites.
  STUN GAS
  The svirfneblin brew this gas from the spores of rare 
  mushrooms.
  It can be stored in airtirght containers in liquid form, but 
  when such a container is broken, the poison is released as a 
  5-foot puff of gas.
  
  457
  The deep gnomes create special, glass-headed darts to hold 
  it and throw them at specific enemies or at the walls of 
  caverns to disable large groups.
  SUSSUR
  Rare and magical, the so-called “deeproot” tree is found 
  only in the largest of caverns.
  It can grow to a height of 60 feet, and its branches are long 
  and gnarled, with banyanlike.
  TORCHSTALKS
  These nonmagical mushrooms have combustible, long-
  burning caps.
  The caps are hard to light, usually taking 1d4+1 minutes to 
  ignite, but once it is lit, a torchstalk burns steadily for 24 
  hours and sheds light in a 10-foot radius.
  These fungi grow wild in the Middledark, especially in the 
  North, and large domesticated crops of them can be found 
  in Gatchorof, Gracklstugh, and most dwarf settlements.
  Drow rarely use them because they tend to prefer magical 
  light sources when light is needed.
  One torchstalk subspecies explodes into choking spores 
  when lit.
  After burning for 5 rounds, a torchstalk of this variety 
  bursts into fiery spores that can choke unwary travelers.
  Anyone in a 20-foot radius of a torchstalk when it bursts 
  must make a DC 15 Fortitude save or take 1d4 points of 
  Constitution damage.
  A DC 18 Knowledge (Underdark local) or Survival check 
  allows an observer to distinguish explosive torchstalks from 
  regular ones.
  aerial roots.
  Few leaves grow on the sussur; it exists almost entirely on 
  faerzress and is often found in caverns where wizard fire is 
  prevalent.
  A sussur tree can drink in magic from its environs, so most 
  sussurs are surrounded by antimagic fields that extend for 
  hundreds of feet.
  VIRILE MADNESS
  An admixture of rare earths and magical rocks, virile 
  madness is a dangerous, tempting poison.
  It grants the imbiber a temporary enhancement bonus to 
  Strength and Constitution, while degrading her mental 
  powers via penalties to Intelligence and Wisdom.
  It can be made with a DC 25 Craft (alchemy) check.
  WATERORB
  This bulbous fungus is aquatic.
  It grows in boulderlike patches underwater wherever the 
  water deposits detritus.
  WIZARD FIRE
  The rarest and most wondrous of natural illuminations in 
  the Realms Below, wizard fire consists of dancing sheets of 
  dim light, like the northern lights of the surface world.
  Though it is only as bright as starlight, wizard fire is weird 
  and beautiful.
  Gases tend to concentrate in areas that are isolated in some 
  way from the nearby passages.
  For example, a passage that dips down sharply and then 
  climbs up again forms a natural, low-lying pocket where 
  deadly fumes can accumulate.
  An air-filled passage sealed by water siphons at either end 
  could also concentrate deadly gases.
  ZURKHWOOD
  This giant mushroom can reach a height of 30 to 40 feet.
  Its large spores are edible with proper preparation, but 
  zurkhwood is important primarily because its stalks are 
  hard and woody.
  Zurkhwood is one of the very few sources of timber (or 
  anything like it) in the Underdark, and many items that 
  would be crafted from wood in the surface world are 
  fashioned from zurkhwood in the Realms Below.
  UNEARTHED ARCANA (3.5)
  ARTHORVIN
  A fragrant gray powder made from rare magical plants, the 
  drug called arthorvin is an appropriate alchemical 
  treatment for anxiety, mood disorders, and dissociative 
  disorders.
  Initial Effect: 1 point of Charisma damage.
  Secondary Effect: The user is in a calm, peaceful mental state 
  for 2d4 hours and gains a +1 alchemical bonus on Will 
  saves.
  Side Effect: Arthorvin causes a general dulling of the 
  imbiber’s emotions and reactions.
  While the drug is in effect, the user takes a –1 penalty on all 
  initiative checks.
  Overdose: n/a.
  CARTHAGU
  Carthagu is a thin green tea served warm.
  It is an appropriate alchemical treatment for impulse 
  control problems, eating disorders, and sleep disorders.
  Initial Effect: 2 points of Strength damage.
  
  458
  Secondary Effect: Carthagu soothes a wide range of mental 
  disorders, providing relief from the symptoms of the 
  indicated disorders for up to 8 hours.
  Side Effect: n/a.
  Overdose: n/a.
  MERTORAN LEAF
  When mertoran leaf is dried, treated, and chewed, it 
  provides appropriate alchemical treatment for personality 
  disorders, and substance abuse disorders.
  Initial Effect: 1 point of Dexterity damage.
  Secondary Effect: The user becomes more confident, gaining 
  a +2 alchemical bonus to Charisma for 1 hour.
  Side Effect: While the drug is in effect and for 12 hours 
  thereafter, mertoran leaf relieves the most severe symptoms 
  of the listed disorders.
  Overdose: n/a.
  ZIXALIX
  A potent combination of many rare herbs and alchemical 
  substances, zixalix provides appropriate alchemical 
  treatment for somatoform disorders, psychotic disorders 
  (including schizophrenia), and psychosexual disorders.
  Initial Effect: 1d4 points of Intelligence damage.
  Secondary Effect: Zixalix staves off the most severe symptoms 
  of the indicated disorders.
  Side Effect: n/a.
  Overdose: If more than three doses are taken in a 24-hour 
  period, the imbiber takes 1d4 points of Constitution 
  damage.
  
  459
  NONMAGICAL 
  WEAPONS
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  
  460
  ARROW, ALCHEMIST’S
  Each of these projectiles carries a deadly load of alchemist’s 
  fire in its hollow shaft.
  When it strikes a target, the arrow’s shaft shatters, releasing 
  the alchemist’s fire directly onto the target.
  One round after impact, the alchemist’s fire ignites, dealing 
  1d4 points of damage.
  The target can use a full-round action to attempt to 
  extinguish the flames before taking this damage.
  It takes a successful Reflex saving throw (DC 15) to 
  extinguish the flames.
  Rolling on the ground earns the target a +2 bonus on the 
  save.
  Submerging (such as by leaping into a lake) or magically 
  extinguishing the flames automatically kills the flames.
  ARROW, BLUNT
  These arrows have wooden tips specially crafted to deal 
  subdual damage instead of normal damage.
  ARROW, FLIGHT
  The light shaft and special design of this masterwork arrow 
  increases a bow’s range increment by 25 feet.
  ARROW, SIGNAL
  This arrow is specially designed to emulate a bird’s call 
  when fired.
  Elven fletchers craft the arrows to make calls that will be 
  recognized as signals by the elves of the community.
  For example, a hawk’s cry might signal an attack, and an 
  owl’s screech might signal a stealthy advance.
  A successful Wilderness Lore check (DC 20) determines 
  whether the sound comes from a bird or another source.
  The intricate carving on the arrow shafts makes them 
  clumsy in flight, imposing a –2 circumstance penalty on 
  attack rolls.
  ARROW, THUNDER
  Thunder arrows are tipped with thunderstones (see 
  Chapter 7 of the Player ‘s Handbook).
  A hit from a thunder arrow deals no damage but triggers 
  the thunderstone’s sonic attack.
  Thunder arrows that miss should be treated as attacks with 
  a grenadelike weapon (see Chapter 8 of the Player’s 
  Handbook).
  
  461
  BATTLEPICK, GNOME
  A gnome battlepick is crafted and weighted to be used by 
  creatures of Small size.
  A Small character can use a gnome battlepick two-handed 
  as a martial weapon.
  BLADED GAUNTLET
  Unlike with a standard gauntlet, an attack with a bladed 
  gauntlet is not considered an unarmed attack.
  The bladed gauntlet has two blades that extend from the 
  back of the wrist following the line of the forearm.
  The cost and weight are for a single gauntlet.
  BOLAS, TWO-BALL
  A set of two-ball bolas consists of two heavy wooden 
  spheres connected by lengths of cord.
  It is a ranged weapon used to trip an opponent.
  When you throw a set of bolas, you make a ranged touch 
  attack against your opponent.
  If you hit, your opponent must succeed on a Dexterity or 
  Strength check opposed by your Strength check or be 
  tripped.
  Bolas can only trip Medium-size or smaller targets.
  Your opponent cannot trip you when you make a trip attack 
  with a set of two-ball bolas.
  BOLT, TUMBLING
  A tumbling bolt resembles a standard crossbow bolt except 
  for a few minuscule holes and vents along the shaft.
  A channel allows air to pass through the bolt, which causes 
  the bolt to tumble when fired.
  The bolt deals +2 damage but only has one-half its normal 
  range increment due to the way the projectile moves 
  through the air.
  CALCULUS, GNOME
  This oversized sling is made to fire flasks filled with liquid.
  Common ammunition includes acid, alchemist’s fire, and 
  other alchemical substances.
  Alchemical ammunition deals damage according to its 
  properties, but it gains the range increment of the gnome 
  calculus.
  CHAIN-AND-DAGGER
  When wielding the chain-and-dagger, you gain a +2 bonus 
  on your opposed attack roll when attempting to disarm an 
  opponent (including the roll to keep from being disarmed 
  yourself, if you fail to disarm your foe).
  You can also use this weapon to make trip attacks, gaining a 
  +2 bonus on your trip attempt.
  If you are tripped during your own trip attempt, you can 
  opt to drop the chain-and-dagger instead of being tripped.
  CHAKRAM
  The chakram is a throwing disk or quoit about 1 foot in 
  diameter, with a sharpened outer rim.
  CLAW BRACER
  A claw bracer is a metal armband with three steel claws 
  projecting from the top, extending about 4 inches beyond 
  the tip of the wearer’s extended fingers.
  The wearer can cast spells normally while wearing the 
  bracer and cannot be disarmed.
  Many claw bracers are enhanced as magic weapons.
  CROSSBOW, GREAT
  A great crossbow requires two hands to use effectively, 
  regardless of the user’s size.
  You draw a great crossbow back by turning a winch.
  Loading a great crossbow is a full-round action that 
  provokes an attack of opportunity.
  A Medium-size character cannot shoot or load a great 
  crossbow with one hand at all.
  With training, a Large creature can shoot, but not load, a 
  great crossbow with one hand at a –4 penalty.
  If a Large creature attempts to fire a separate great crossbow 
  in each hand simultaneously, the standard penalties for 
  two-weapon fighting apply.
  DOUBLE BOW, ELVEN
  This double-stringed longbow can be used as a normal 
  longbow by anyone proficient in that weapon.
  Characters with Exotic Weapon Proficiency (elven double 
  bow) can use the bow to fire two arrows at once.
  Nocking an arrow on the second string requires a move-
  equivalent action.
  Once the wielder has taken an action to load the second 
  string, his next attack is a double shot that launches both 
  arrows simultaneously at the same target.
  The wielder makes one attack roll at a –2 penalty to 
  determine whether or not both arrows strike the target.
  If the attack is successful, both arrows deal normal damage.
  If the attack is a critical hit, only one arrow deals extra 
  damage, and extra sneak attack damage is applied only 
  once.
  DUOM
  The duom is a longspear with a standard spearhead, as well 
  as two blades curved so that they point backward along the 
  shaft.
  The weapon has reach, allowing you to strike opponents 10 
  feet away with it.
  Those proficient with the duom can also attack adjacent 
  foes with the reversed heads using a practiced “reverse 
  thrust”.
  Apply a –2 penalty on the attack roll if you use the duom to 
  attack a second, adjacent opponent in the same round you 
  attacked the first opponent.
  FUKIMI-BARI (MOUTH DARTS)
  These slim, almost needle-like metal darts are concealed in 
  the mouth, then spit at the target.
  Their effective range is extremely short, and they deal little 
  damage, but they are highly useful when taking an 
  opponent by surprise.
  
  462
  You can fire up to three fukimi-bari per attack (all at the 
  same target).
  Do not apply your Strength modifier to damage with 
  fukimi-bari.
  They are too small to carry the extra force that a strong 
  character usually imparts to a thrown weapon.
  The cost and weight are for a single fukimi-bari.
  FULLBLADE
  A fullblade is 18 inches longer than a greatsword and is too 
  large for a Medium-size creature to use with two hands 
  without special training; thus, it is an exotic weapon.
  (Medium-size creatures cannot use a fullblade one-handed 
  at all).
  A Large creature could use the fullblade with one hand, but 
  it would be assessed the standard –4 nonproficiency 
  penalty on its attack rolls; Large creatures can use the 
  fullblade in two hands as a martial weapon.
  A Large creature with the Exotic Weapon Proficiency 
  (fullblade) feat can use the fullblade in one hand, but a 
  Medium-size creature must use both hands even if it has 
  the relevant feat.
  A fullblade is also called an ogre’s greatsword.
  GAUNTLET, SPRING-LOADED
  This gauntlet possesses a broad ridge of metal that extends 
  along the bottom of the forearm to the edge of the wrist 
  articulation, where a circular orifice is visible.
  This ridge of metal hides a spring-loaded mechanism that 
  can expel a bolt with great force, akin to a miniscule 
  crossbow.
  You load the gauntlet by inserting a bolt in the hole and 
  pulling back a hidden lever.
  Loading the spring-loaded gauntlet is a move-equivalent 
  action that provokes an attack of opportunity.
  You fire the spring-loaded gauntlet by sighting down your 
  arm, then flip your hand back so that your palm faces your 
  opponent—this motion fires the gauntlet.
  The cost and weight are for a single gauntlet.
  A character who attempts to fire two spring-loaded 
  gauntlets at once incurs the standard penalty for two-
  weapon fighting.
  The Ambidexterity feat lets someone avoid the –4 off-hand 
  penalty.
  GREATSWORD, MERCURIAL
  This huge blade hides a secret reservoir of quicksilver (also 
  called mercury by alchemists) that runs along the interior 
  of the blade in a slender channel.
  When the blade is vertical, the mercury swiftly fills an 
  interior bulb in the haft, but when swung, the heavy liquid 
  flows out into the blade, making it heavier.
  In nonproficient hands, this shifting mass penalizes the 
  wielder by an additional –3 penalty on attack rolls, beyond 
  the normal –4 nonproficiency penalty for using an exotic 
  weapon untrained.
  GYRSPIKE
  A gyrspike is a double weapon.
  A stout shaft holds a flail on one end and a longsword on 
  the other.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties for two-
  weapon fighting, as if you were using a one-handed weapon 
  and a light weapon.
  You get a +2 bonus on your opposed attack roll when 
  attempting to disarm an enemy when you wield a gyrspike 
  (including the opposed attack roll to avoid being disarmed 
  yourself if you fail to disarm your enemy).
  You can also use this weapon to make trip attacks.
  If you are tripped during your own trip attempt, you can 
  drop the gyrspike to avoid being tripped.
  HARPOON
  The harpoon is a broad-bladed spear forged with barbs.
  The shaft of the harpoon has a trailing rope attached to 
  control harpooned opponents.
  Though designed for hunting whales and other large sea 
  creatures, the harpoon can be used on dry land.
  Even with the Exotic Weapon Proficiency (harpoon) feat, 
  creatures smaller than Medium-size take a –2 penalty on 
  their attack rolls due to the harpoon’s weight and bulk.
  If it deals damage, the harpoon lodges in an opponent who 
  fails a Reflex saving throw against a DC equal to 10 + the 
  damage dealt.
  The harpooned creature moves at only half speed and 
  cannot charge or run.
  If you control the trailing rope by succeeding at an opposed 
  Strength check while holding it, the harpooned creature 
  can move only within the limits that the rope allows (the 
  trailing rope is 30 feet long).
  If the harpooned creature attempts to cast a spell, it must 
  succeed on a Concentration check (DC 15) or fail, losing 
  the spell.
  The harpooned creature can pull the harpoon from its 
  wound if it has two free hands and it takes a fullround 
  action to do so, but it deals damage to itself equal to the 
  initial damage the harpoon dealt.
  For example, if you hit with a harpoon and deal 8 points of 
  damage, the target takes another 8 points of damage when 
  it removes the harpoon.
  A character who succeeds on a Heal check (DC 15) can 
  remove a harpoon without further damage.
  JAVELIN, SPINNING
  This light, flexible spear intended for ranged attacks 
  resembles a standard javelin except for the spiral grooves 
  that run down its length.
  You can loop a throwing string around the shaft (the other 
  end is tied to your finger).
  The string imparts spin to the javelin upon release, 
  improving the weapon’s accuracy, range, and penetrating 
  power by permitting a harder cast.
  Looping a string around the javelin is a move-equivalent 
  action that provokes an attack of opportunity.
  Tying a casting string around your finger is a full-round 
  action that provokes an attack of opportunity, but the same 
  string is reused for multiple javelins.
  The javelin can be thrown without spinning it, in which 
  case its damage, range, and threat range are those of a 
  standard javelin.
  
  463
  If used in melee, treat the spinning javelin as a standard 
  javelin.
  KHOPESH
  You can use a khopesh to make trip attacks with its 
  hooklike blade.
  If you are tripped during your own trip attempt, you can 
  drop the khopesh to avoid being tripped.
  LONGSWORD, MERCURIAL
  As the mercurial greatsword, except that in nonproficient 
  hands, the shifting mass and feel of the blade penalizes the 
  wielder by an additional –2 penalty on attack rolls, beyond 
  the normal –4 nonproficiency penalty for using an exotic 
  weapon untrained.
  LUCERNE HAMMER
  This polearm resembles a pick on a pole and is designed to 
  puncture heavy armor.
  MACE, DOUBLE
  A stout shaft with a spiked, cylindrical head at each end, 
  this is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons as if you are using a one-
  handed weapon and a light weapon (see Attacking with 
  Two Weapons in Chapter 8 of the Player’s Handbook).
  A creature wielding a double weapon in one hand can’t use 
  it as a double weapon.
  MANTI
  A manti is a shortspear with four additional spear heads 
  that project vertically from the shaft, creating a star pattern 
  of five blade heads instead of just a single forward-pointing 
  blade.
  The advantage of the unusual blade arrangement is that you 
  can make one additional attack of opportunity during the 
  round.
  MAUL
  The maul is simply a two-handed warhammer of enormous 
  size.
  Dwarves favor it.
  PANTHER CLAW
  The panther claw looks much like a punch dagger with two 
  extra blades.
  The weapon retains the punch dagger’s deadly force, and 
  the extra blades are useful for disarming opponents.
  Wielders proficient with the panther claw gain a +4 
  circumstance bonus when making disarm attempts with it.
  SAI
  A sai’s pronglike extrusions are designed to help catch and 
  disarm opponents’ weapons.
  If you attempt to disarm your opponent using a sai, you 
  gain a +4 bonus on the opposed attack roll.
  (You don’t gain any bonus if someone tries to disarm you of 
  your sai).
  A monk using a sai can strike with her unarmed base attack 
  bonus, including her more favorable attacks per round, 
  along with other applicable modifiers.
  SAPARA
  This ancient sword is a smaller version of the khopesh.
  You can use a sapara to make trip attacks with its hooklike 
  blade.
  If you are tripped during your own trip attempt, you can 
  drop the sapara to avoid being tripped.
  SCIMITAR, DOUBLE
  The curved blades of the double scimitar are used most 
  effectively when spinning and twirling with the weapon.
  Despite its size, the weapon benefits more from quick, 
  precise movement than from brute force.
  The double scimitar is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons as if you are using a one-
  handed weapon and a light weapon (see Attacking with 
  Two Weapons in Chapter 8 of the Player’s Handbook).
  A creature using a double weapon in one hand can’t use it 
  as a double weapon.
  SHOTPUT, ORC
  Special training turns a grapefruit-sized sphere of crude 
  iron into a deadly projectile.
  Even with the Exotic Weapon Proficiency (orc shotput) 
  feat, a wielder must be Medium-size or larger to use the 
  weapon effectively (or take an additional –3 penalty on 
  attack rolls in addition to the standard –4 nonproficiency 
  penalty).
  SKIPROCK, HALFLING
  These polished, perfectly weighted stones are prized by 
  halflings, for if thrown well enough, they ricochet off one 
  target to strike a second.
  If the skiprock hits its target, it ricochets toward another 
  target of the thrower’s choice adjacent to the original target 
  (within 5 feet).
  The thrower immediately makes a second attack roll for the 
  skiprock against the new target, with an attack bonus equal 
  to the first roll –2.
  Skiprocks could be used as sling bullets, but using a 
  skiprock’s ricochet ability in conjunction with a sling 
  requires taking the Exotic Weapon Proficiency feat 
  specifically for that purpose.
  
  464
  STUMP KNIFE
  A stump knife is akin to a punching dagger, except that it 
  can be securely attached to the stump of a missing forelimb.
  For someone proficient in its use, the stump knife becomes 
  an extension of his body.
  Against foes to whom you have dealt damage during a 
  continuous melee, the stump knife’s threat range is
  doubled (17–20).
  Your opponent cannot disarm you of a stump knife.
  SWORD, BUTTERFLY
  A monk using a butterfly sword fights with her unarmed 
  base attack bonus, including her more favorable number of 
  attacks per round, along with other applicable modifiers.
  THREE-SECTION STAFF
  Originally a farm implement for threshing grain, this 
  weapon is composed of three sections of wood of equal 
  length, joined at the ends by chain, leather, or rope.
  A monk using a three-section staff (for which she must take 
  an Exotic Weapon Proficiency feat) fights with her 
  unarmed base attack bonus and her more favorable number 
  of attacks per round, along with other applicable attack 
  modifiers.
  The three-section staff requires two hands to use.
  THROWING IRON
  These weapons have complex blades with two or more 
  edged or pointed protrusions.
  Unlike most hurled weapons, throwing irons are as often 
  thrown along a horizontal plane as along a vertical one.
  TIGER CLAWS
  Also known as “bagh nakh”, this is a strap or glove fitted 
  with spikes in the palm and wielded like brass knuckles.
  Your opponent cannot use a disarm action to disarm you of 
  tiger claws.
  An attack with tiger claws is considered an armed attack.
  A monk using tiger claws can strike with her unarmed base 
  attack bonus, including her more favorable number of 
  attacks per round, along with other applicable modifiers.
  The cost and weight are for a single tiger claw.
  A slightly different version, the nekode, is both a weapon 
  and a climbing tool.
  Using a pair of nekodes while climbing grants a +1 
  circumstance bonus on Climb checks.
  This bonus does not stack with the +2 bonus from using a 
  climber’s kit, because they’re essentially the same 
  circumstance.
  TONFA
  A monk using a tonfa can strike with her unarmed base 
  attack bonus, including her more favorable number of 
  attacks per round, along with other applicable modifiers.
  TRIPLE DAGGER
  This weapon is used in the off hand as a means to disarm an 
  opponent—you hold it as you would a shield, not another 
  weapon, and so do not take penalties for fighting with two 
  weapons.
  When using a triple dagger, you get a +3 circumstance 
  bonus on your opposed attack roll when attempting to 
  disarm an opponent (including the roll to keep from being 
  disarmed if you fail to disarm your opponent).
  The triple dagger could also be used as a normal dagger, if 
  desired, but if used in the off hand, all normal penalties for 
  fighting with two weapons apply.
  WAR FAN
  This weapon appears to the untrained eye as nothing more 
  than a beautifully crafted lady’s fan.
  In fact, the vanes of the fan are crafted from steel, and the 
  tips are needle-sharp.
  When first entering melee using a war fan, you may 
  attempt a Bluff check against an opponent’s Sense Motive 
  check.
  If you win the contest, you gain a +4 bonus on attacks made 
  against that foe during the first round of combat.
  WARD CESTUS
  This is a stout leather gauntlet with a well-forged metal 
  weight sewn into it over the knuckles.
  A strike with a ward cestus is considered an unarmed 
  attack.
  If you take a Total Defense action, you gain an additional +1 
  bonus to your Armor Class, representing blows you block 
  with the back of your protected hand.
  Your opponent cannot disarm you of a ward cestus.
  The cost and weight are for a single ward cestus.
  WHIP, MIGHTY
  A character who takes the Exotic Weapon Proficiency 
  (whip) feat is also proficient in the mighty whip.
  A mighty whip is made with especially heavy material that 
  allows a strong wielder to take advantage of an above-
  average Strength score.
  The mighty whip allows you to add your Strength bonus to
  its subdual damage, up to the maximum bonus indicated.
  
  465
  WHIP-DAGGER AND WHIP-
  DAGGER, MIGHTY
  A character who takes the Exotic Weapon Proficiency 
  (whip) feat is also proficient in the whip-dagger.
  Unlike standard whips, the whip-dagger’s ability to deal 
  damage is unhindered by armor bonuses and natural armor 
  bonuses.
  Although you keep it in hand, the whip-dagger is treated as 
  a ranged weapon with a maximum range of 15 feet and no 
  range penalties.
  Because the whip-dagger can wrap around an enemy’s leg 
  or other limb, you can make trip attacks with it.
  If you are tripped during your own trip attempt, you can 
  drop the whip dagger to avoid being tripped.
  You get a +2 bonus on your opposed attack roll when 
  attempting to disarm an opponent (including the roll to 
  keep from being disarmed yourself if you fail to disarm 
  your opponent).
  A mighty whip-dagger is made with especially heavy 
  material that allows a strong user to take advantage of an 
  above-average Strength score.
  The mighty whip-dagger allows you to add your Strength 
  bonus to damage, up to the maximum bonus indicated.
  BOOK OF EXALTED DEEDS 
  (3.5)
  ENTANGLING POLE
  The entangling pole is a highly specialized weapon, used to 
  catch and entangle an opponent without causing great 
  harm.
  It is normally used to hook and catch the clothing of an 
  opponent.
  When you use an entangling pole in this way, you make a 
  grapple attack without provoking an attack of opportunity.
  You make a melee touch attack with the weapon to “grab”
  the target’s clothing.
  This attack does not work against a character in heavy 
  armor, or against most monsters that do not wear clothing 
  (though it does work against a monster with shaggy fur).
  If the touch attack is successful, you make an opposed 
  grapple check, using the size modifier for the entangling 
  pole (+4 for a two-handed weapon) instead of your own size.
  If you win the opposed check, you have a hold on the 
  target, but you do not deal any damage.
  If you lose, you fail to start the grapple.
  To maintain the grapple, you do not need to move into your 
  opponent’s space.
  The entangling pole holds your opponent 10 feet away 
  from you.
  While you maintain the grapple, you do not have the 
  option to damage or pin your opponent.
  Your opponent can try to escape or wriggle free, attack with 
  a light weapon, or cast a spell with no somatic components 
  and a casting time of 1 standard action.
  
  466
  An entangling pole can also be used as a normal weapon, 
  dealing the damage shown on Table 3–1 but not entangling 
  the opponent.
  An entangling pole has reach.
  You can strike opponents 10 feet away with it, but you can’t 
  use it against an adjacent foe.
  GRASPING POLE
  The grasping pole is a pole arm designed to capture 
  opponents with a minimum of harm.
  A wielder who hits a Small or Medium opponent with a 
  grasping pole can immediately initiate a grapple (as a free 
  action) without provoking an attack of opportunity.
  (See Grapple in Chapter 8: Combat of the Player’s Handbook 
  for more information).
  In addition to the normal options available to a grappler, 
  the wielder of a grasping pole can attempt to pull his target 
  to the ground (the equivalent of a trip attack, though no 
  attack roll is necessary).
  A grasping pole has reach.
  You can strike opponents 10 feet away with it, but you can’t 
  use it against an adjacent foe.
  LASSO
  A lasso is an entangling weapon that deals no damage, but it 
  entangles only parts of an opponent’s body.
  When you use a lasso to entangle your opponent’s arms, 
  you make a ranged touch attack against your target.
  A lasso’s maximum range is 30 feet.
  If you hit, the target is partially entangled, taking a –2 on 
  attack rolls and a –4 penalty on effective Dexterity.
  The creature’s speed is not reduced, and it can still charge 
  or run, but if you control the trailing rope by succeeding at 
  an opposed Strength check while holding it, the lassoed 
  creature can only move within the limits that the rope 
  allows.
  If the lassoed creature attempts to cast a spell, it must 
  succeed on a DC 15 Concentration check or be unable to 
  cast the spell.
  The lassoed creature can escape with a DC 20 Escape Artist 
  check as a full-round action.
  The lasso has 2 hp and can be broken with a DC 23 
  Strength check—also a full-round action.
  Alternatively, you can use a lasso to make trip attacks.
  If you are tripped during your own trip attempt, you can 
  drop the lasso to avoid being tripped.
  TRUNCHEON
  A truncheon is essentially a heavier version of the sap—a 
  one-handed martial weapon that deals nonlethal damage.
  As with a sap, a rogue wielding a truncheon can deal extra 
  nonlethal damage with a sneak attack, but only if she is 
  proficient in its use.
  CHAMPIONS OF VALOR 
  (3.5)
  HURLCLUB
  Hurlclubs are greatclubs modified and specially weighted 
  for throwing.
  They are identical to greatclubs in every way (including 
  proficiency and all feats or other abilities related to using a 
  greatclub) except that they cost 10 gp and have a range 
  increment of 5 feet.
  Throwing a hurlclub requires two hands.
  Despite tavern tales to the contrary, a hurlclub doesn’t 
  return to its thrower; however, some Knights attach long 
  chains to their hurlclubs to prevent losing them (add 1 gp 
  to cost).
  Once thrown, an attached hurlclub applies a –1 penalty to 
  its user’s AC and on Strength- and Dexterity-based ability 
  checks and skill checks until it is pulled back in.
  Reeling in and picking up a thrown hurlclub is a full-round 
  action that provokes attacks of opportunity.
  CITYSCAPE (3.5)
  CLOAK, WEIGHTED
  This cloak has an unusually thick lining at the bottom, 
  which is filled with lead shot, a thin chain, or some other 
  weight.
  When held with the other end wrapped around the hand, it 
  can be wielded much as a flail, including bonuses to disarm 
  and the ability to trip.
  
  467
  LUTE-BOW
  The upper layer of wood to which the strings are attached 
  can be rotated with a standard action, so that the strings 
  now lie perpendicular to the lute itself.
  The wood and the strings are treated to offer extra strength 
  and resistance, allowing them to flex like a bow.
  Although it is held horizontally, like a crossbow, it is a 
  hand-fired weapon, so it resembles a shortbow in usage.
  SWORDCANE
  This is the classic “rapier hidden in a cane”.
  COMPLETE ADVENTURER 
  (3.5)
  DAGGER, BARBED
  Barbed daggers, as their name implies, look like normal 
  daggers with long barbs covering the blade.
  The design makes the weapon more difficult to wield 
  properly than a normal dagger, but it allows those skilled in 
  the weapon’s use to deal more damage with a well-placed 
  attack.
  If you have 5 or more ranks in Sleight of Hand and use a 
  barbed dagger, you gain a +2 bonus on damage rolls on any 
  successful sneak attack made with the weapon as it twists in 
  the wound.
  This bonus also applies (and is therefore doubled) on 
  successful critical hits with the weapon.
  Characters proficient with the barbed dagger can treat it as 
  a dagger for the purpose of any of the following feats: 
  Greater Weapon Focus, Greater Weapon Specialization, 
  Improved Critical, Weapon Focus, and Weapon 
  Specialization.
  LONGAXE
  A longaxe looks like a greataxe with an elongated haft.
  This feature makes the weapon awkward to wield by those 
  unfamiliar with its use, but those proficient with the 
  weapon can use the haft’s extra length to attack foes more 
  than 5 feet away as long as they are willing to forgo 
  precision in favor of dealing extra damage.
  If you are proficient with the longaxe, you can treat it as a 
  reach weapon any time you use the Power Attack feat to 
  shift 3 or more points of your attack bonus from attack to 
  damage.
  When you use a longaxe in this manner, you can strike 
  opponents 10 feet away with it, but you cannot use it 
  against an adjacent foe.
  Because you determine the use of the Power Attack feat for 
  an entire turn, you must wield the longaxe as either a reach 
  weapon or a normal weapon until the beginning of your 
  next turn once you make the decision.
  You cannot wield it as both a reach weapon and a normal 
  weapon in the same turn.
  Characters proficient with the longaxe can treat it as a 
  greataxe for the purpose of any of the following feats: 
  Greater Weapon Focus, Greater Weapon Specialization, 
  Improved Critical, Weapon Focus, and Weapon 
  Specialization.
  LONGSTAFF
  As its name implies, the longstaff is a longer version of the 
  quarterstaff.
  The extra length makes the weapon much more difficult to 
  use, but those skilled in its use are better able to protect 
  themselves from multiple attackers when fighting 
  cautiously.
  If you are proficient with the longstaff and you fight 
  defensively or employ the total defense combat maneuver, 
  you cannot be flanked for the rest of the round.
  This benefit also applies if you are proficient in the weapon, 
  have the Combat Expertise feat, and shift at least 2 points of 
  your attack bonus to AC for the round.
  A longstaff is a double weapon.
  
  468
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated
  with fighting with two weapons, just as if you were fighting 
  with a one-handed weapon and a light weapon (see Two-
  Weapon Fighting, page 160 of the Player’s Handbook).
  You can also strike with either end singly.
  A creature wielding a longstaff in one hand can’t use it as a 
  double weapon—only one end of the weapon can be used 
  in any given round.
  The longstaff is a special monk weapon.
  This designation gives a monk wielding a longstaff special 
  options (see the flurry of blows description, page 40 of the 
  Player’s Handbook).
  Characters proficient with the longstaff can treat it as a 
  quarterstaff for the purpose of any of the following feats: 
  Greater Weapon Focus, Greater Weapon Specialization, 
  Improved Critical, Weapon Focus, and Weapon 
  Specialization.
  RAPIER, QUICKBLADE
  Quickblade rapiers are longer and thinner than normal 
  rapiers, with specially tapered blades and carefully balanced 
  pommels.
  The design makes the weapon more difficult to wield 
  properly than a normal rapier, but it allows those skilled in 
  the weapon’s use to disarm opponents more easily and to 
  feint more effectively in combat.
  Most quickblade rapiers are at least masterwork in quality.
  If you are proficient with the quickblade rapier, you gain a 
  +2 bonus on opposed attack rolls made to disarm an enemy 
  (including the roll to avoid being disarmed if such an 
  attempt fails).
  You also gain a +2 circumstance bonus on Bluff checks 
  made to feint in combat.
  You can use the Weapon Finesse feat (see page 102 of the 
  Player’s Handbook) to apply your Dexterity modifier instead 
  of your Strength modifier to attack rolls with a quickblade 
  rapier sized for you.
  You can’t use a quickblade rapier in two hands to apply 1-
  1/2 times your Strength modifier to damage.
  Characters proficient with the quickblade rapier can treat it 
  as a rapier for the purpose of any of the following feats: 
  Greater Weapon Focus, Greater Weapon Specialization, 
  Improved Critical, Weapon Focus, and Weapon 
  Specialization.
  SWORD, SHORT, BROADBLADE
  Broadblade short swords have a wider blade and crossguard 
  than normal swords.
  This feature makes them more difficult to wield in combat, 
  but the design allows skilled users to defend themselves 
  better when fighting cautiously.
  If you are proficient with the broadblade short sword and 
  you fight defensively or employ the total defense combat 
  maneuver, you gain a +2 dodge bonus to AC for the rest of 
  the round in addition to the normal AC bonus from the 
  combat maneuver (+2 for fighting defensively or +4 for 
  total defense).
  This bonus also applies if you are proficient with the 
  weapon, have the Combat Expertise feat, and shift at least 2 
  points of your attack bonus to AC for the round.
  Because of its benefit when fighting defensively, the 
  broadblade short sword is a popular off-hand weapon.
  Characters proficient with the broadblade short sword can 
  treat it as a short sword for the purpose of any of the 
  following feats: Greater Weapon Focus, Greater Weapon 
  Specialization, Improved Critical, Weapon Focus, and 
  Weapon Specialization.
  COMPLETE SCOUNDREL 
  (3.5)
  BOOT BLADE
  The most common hidden blade, a boot blade is concealed 
  in the sole of a boot, usually under the toes.
  The wearer activates the blade by striking a certain part of 
  the boot (usually the toe) against the ground, which flips 
  the weapon it into position.
  Treat a boot blade as a dagger.
  BOW BLADE
  Some archers add blades to the grips or risers of their 
  weapons.
  Bowyers can craft bows that allow such blades to be 
  permanently affixed.
  Treat a bow blade as a punching dagger.
  CROSSBOW BAYONET
  Bayonets easily fit onto light or heavy crossbows, attaching 
  to the stock below where the bolt fires.
  Crossbow bayonets come in two kinds: knife and sword.
  A knife bayonet attached to a crossbow functions as a 
  shortspear, while a sword bayonet attached to a crossbow is 
  treated as a spear.
  A crossbow with an attached bayonet cannot be thrown as a 
  true spear can be, though it can be set against a charge.
  A hand crossbow is too small to accept a bayonet (but see 
  hand crossbow blade, below).
  ELBOW BLADE
  Hidden within bracers or the forearm piece of a suit of 
  armor, elbow blades jut out backward and lie flat against 
  the back of the bearer’s upper arm.
  
  469
  Activating an elbow blade usually requires a flick or twist of 
  the wrist.
  Treat an elbow blade as a punching dagger.
  HAND CROSSBOW BLADE
  Adding a short blade to the front of a hand crossbow allows 
  you to defend yourself in melee combat without having to 
  draw a different weapon.
  The blade functions as a dagger.
  INSTRUMENT BLADE
  Most stringed or wind instruments have a long, narrow 
  section that can conceal a thin blade.
  Releasing a hidden catch allows the blade to spring forth.
  Such a blade functions as a dagger.
  Any stringed instrument whose neck is designed to hide a 
  blade includes reinforcing metal bars for added support.
  KNEE BLADE
  Held within the greaves of a suit of armor, a knee blade 
  extends with a quick upward thrust of the knee.
  The flat of the blade rests against the bearer’s thigh, 
  allowing for full range of movement.
  Treat a knee blade as a short sword.
  SLEEVE BLADE
  Strapped to the forearm of its wearer, a sleeve blade lies 
  hidden under a long-sleeved shirt or dress.
  Making a quick downward flick with the wrist triggers the 
  mechanism, extending the blade beyond the top of the 
  wearer’s hand.
  Treat a sleeve blade as a dagger.
  COMPLETE WARRIOR (3.5)
  
  470
  BLOWGUN, GREATER
  Like its smaller cousin (see page 145 of the Dungeon Master’s 
  Guide), the greater blowgun is often used to deliver poison.
  The darts it fires are larger than blowgun needles, but 
  smaller than a thrown dart.
  These darts deal damage in addition to delivering poison.
  A greater blowgun requires two hands to use or reload.
  Loading a blowgun is a move action that provokes attacks 
  of opportunity.
  A greater blowgun has a maximum range of five range 
  increments.
  BOLAS, BARBED
  This weapon is similar to a normal set of bolas, except that 
  its weighted balls are studded with hooked barbs and thus 
  deal lethal (not nonlethal) damage.
  Because the barbed bolas can wrap around an enemy’s leg 
  or other limb, you can use this weapon to make a ranged 
  trip attack against an opponent.
  You can’t be tripped during your own trip attempt when 
  using a set of barbed bolas.
  For purposes of weapon proficiency and similar feats, 
  barbed bolas are treated as if they were bolas.
  Thus, if you have Exotic Weapon Proficiency (bolas), you 
  are also proficient with barbed bolas.
  BOOMERANG
  The boomerang is a curved throwing stick that returns to 
  its thrower if it misses its target.
  To catch a returning boomerang, the thrower must make an 
  attack roll (as if he were throwing the boomerang) and hit 
  AC 10.
  Failure indicates the boomerang lands in a randomly 
  determined square adjacent to the thrower (if the thrower 
  is proficient) or 1d4 squares away in a random direction (if 
  not proficient).
  BUCKLER-AXE, DWARVEN
  At first glance the dwarven buckler-axe appears similar to a 
  standard buckler, but this weapon has enlarged bladelike 
  edges at its top and bottom, allowing the wielder to swing it 
  like an axe.
  Thus, in addition to its obvious protective qualities, it 
  proves a capable off-hand weapon or emergency weapon 
  when disarmed.
  A dwarven buckler-axe grants its wielder a +1 shield bonus 
  to Armor Class.
  As with any shield, when you attack with a dwarven 
  buckler-axe, you do not get the shield bonus to your AC.
  The buckler-axe also provides a –1 armor check penalty and 
  incurs a 5% arcane spell failure chance for its wielder.
  Like a spiked shield, a buckler-axe can be enhanced as a 
  weapon, as a shield, or both, but such enhancements must 
  be paid for and applied separately.
  BULL RUSH
  If you perform a bull rush while carrying a big, sturdy 
  object (such as a bench or table), you add a +2 bonus on 
  your Strength check to push back the defender.
  DART, BLOWGUN
  A blowgun dart resembles a lightweight, undersized arrow.
  You don’t apply your Strength modifier to damage with a 
  blowgun dart.
  A blowgun dart can’t effectively be used as a melee weapon.
  Blowgun darts come in a leather pouch that holds 10 darts.
  A dart that hits its target is destroyed; one that misses has a 
  50% chance to be destroyed or lost.
  DEFENSE
  Objects with lots of surface area (such as tables) grant you a 
  +2 shield bonus to Armor Class (or a +4 shield bonus to AC 
  if you use the total defense action), but require two hands 
  to use.
  DISARM
  Any object with a lot of protrusions (such as a chair or a 
  broken wagon wheel) or that can easily ensnare objects 
  (such as a cloak or a ladder) grants the wielder a +2 bonus 
  on opposed attack rolls made to disarm an enemy 
  (including the roll to avoid being disarmed if such an 
  attempt fails).
  ENTANGLE
  Any sheetlike flexible object (such as a carpet or tapestry) 
  can entangle an opponent with a successful ranged touch 
  attack.
  An entangled creature takes a –2 penalty on attack rolls and 
  a –4 penalty to Dexterity, can move at only half speed, 
  cannot run or charge, and may have difficulty casting spells 
  (see the Concentration skill description, page 69 of the 
  Player’s Handbook).
  Escaping from such an object requires a standard action 
  and a DC 10 Escape Artist check.
  These objects are treated as two-handed weapons.
  GREATBOW
  You need at least two hands to use a bow, regardless of its 
  size.
  
  471
  A greatbow sized for a Medium character is 6 feet or more 
  in length when strung.
  A greatbow is too un wieldy to use while mounted.
  Like other bows, if you have a penalty for low Strength, 
  apply it to damage rolls when using a greatbow.
  If you have a bonus for high Strength, you can apply it to 
  damage rolls when you use a composite greatbow (see 
  below) but not a regular greatbow.
  GREATBOW, COMPOSITE
  You need at least two hands to use a bow, regardless of its 
  size.
  A composite greatbow is too unwieldy to use while 
  mounted.
  A composite greatbow sized for a Medium character is 6 
  feet or more in length when strung.
  Composite greatbows follow all of the normal rules for 
  composite bows, including strength ratings.
  Each point of Strength bonus granted by the bow adds 200 
  gp to the cost.
  GREATSPEAR
  This broad-bladed spear has a long, flat blade, and is too 
  heavy to wield properly without proficiency.
  HAMMER, DOUBLE
  A double hammer is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons as if you were attacking 
  with a one-handed weapon and a light weapon.
  (See page 160 of the Player’s Handbook for details on fighting 
  with two weapons).
  LAJATANG
  The lajatang is a staff with a crescent-shaped blade at each 
  end.
  A lajatang is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons: a one-handed weapon and 
  a light weapon (see page 160 of the Player’s Handbook).
  A monk who is proficient with the lajatang can treat it as a 
  special monk weapon, as described in the monk class 
  description (page 40 of the Player’s Handbook).
  Each end counts as a separate weapon for the purpose of 
  the flurry of blows ability, similar to how the quarterstaff 
  works.
  LIGHTBLADE, ELVEN
  This rapierlike weapon is the size of a short sword, but 
  weighs only as much as a dagger.
  Dexterous elf fighters and rogues favor it.
  Its thin, flexible blade slips easily into the seams of armor 
  or between the ribs of a foe.
  Some elf nobles carry a lightblade—often decorated with 
  intricate filigree and tiny gemstones—as a sign of their 
  station, even if they aren’t proficient in its use.
  MANCATCHER
  City guards and others who prefer to capture their 
  opponents unharmed use the mancatcher.
  A wielder who hits a target of its size or one size category 
  smaller than it with a mancatcher can immediately attempt 
  to grapple (as a free action) without provoking an attack of 
  opportunity.
  Any grapple check you make using a mancatcher includes 
  the mancatcher’s enhancement bonus (if any) and any 
  other bonuses you might have on attack rolls with the 
  weapon (such as from the Weapon Focus feat).
  If you grapple a target with a mancatcher, you are 
  considered grappling, but unless your target can reach you, 
  he can’t attempt to attack you, damage you, or pin you.
  You can escape the grapple automatically by releasing the 
  target as a standard action.
  In addition to the normal options available to a grappler, 
  the wielder of a mancatcher can attempt to force his target 
  to the ground (the equivalent of a trip attack, though no 
  attack roll is necessary).
  The mancatcher is a reach weapon and cannot be used 
  against adjacent opponents.
  MAUL
  A maul is too large to use in one hand without special 
  training (the appropriate Exotic Weapon Proficiency feat).
  A character can use a maul two-handed as a martial weapon.
  PICK, DIRE
  A dire pick resembles a heavy pick, but with a longer shaft 
  and a more massive head.
  A dire pick is too large to use in one hand without special 
  training (the appropriate Exotic Weapon Proficiency feat).
  A character can use a dire pick two-handed as a martial 
  weapon.
  POLEAXE, HEAVY
  A heavy poleaxe has reach; you can strike opponents 10 feet 
  away with it, but you can’t use it against an adjacent foe.
  Normally, you strike with the heavy poleaxe’s axe head, but 
  the spike on the end is useful against charging opponents.
  If you use a ready action to set a heavy poleaxe against a 
  charge, you deal double damage if you score a hit against a 
  charging creature.
  REACH
  Long objects (such as ladders) have reach, allowing a Small 
  or Medium character to strike at opponents up to 10 feet 
  away (but not at adjacent foes).
  These objects are treated as two-handed weapons.
  SCOURGE
  This multitailed, barbed whip is often dipped in a poison 
  delivered via injury.
  You get a +2 bonus on your opposed attack roll when 
  attempting to disarm an opponent (including the roll to 
  keep from being disarmed if the attack fails) with this 
  weapon.
  
  472
  THINBLADE, ELVEN
  This rapierlike weapon is the size of a longsword, but much 
  lighter.
  Dexterous elf fighters and rogues favor it.
  Its thin, flexible blade slips easily into the seams of armor, 
  or between the ribs of an enemy.
  You can use the Weapon Finesse feat to apply your 
  Dexterity modifier instead of your Strength modifier to 
  attack rolls with an elven thinblade.
  TORTOISE BLADE, GNOME
  This contraption is designed to be used by a gnome in his 
  or her off hand.
  It is particularly useful in cramped tunnels or warrens 
  where swinging a weapon is difficult or impossible.
  It looks like a turtle shell strapped to the wielder’s wrist, 
  with a daggerlike blade jutting out where the wielder’s 
  fingers should be.
  A tortoise blade grants a +1 shield bonus to Armor Class.
  As with any shield, when you attack with a tortoise blade 
  you do not get the shield bonus to your AC.
  A tortoise blade also provides a –1 armor check penalty and 
  incurs a 5% arcane spell failure chance for its wielder.
  Like a spiked shield, a tortoise blade can be enhanced as a 
  weapon, as a shield, or both, but such enhancements must 
  be paid for and applied separately.
  TRIP
  An object with protrusions at the end (such as a hat rack or 
  a barstool) or that can wrap around a leg (such as a chain) 
  can be used to make trip attempts.
  If you are tripped during your own trip attempt, you can 
  drop the improvised weapon to avoid being tripped.
  WARMACE
  Anyone wielding a warmace takes a –1 penalty to Armor 
  Class because the weight of the weapon makes it difficult to 
  recover quickly from swinging it.
  A warmace is too large to use in one hand without special 
  training (the appropriate Exotic Weapon Proficiency feat).
  A character can use a warmace two-handed as a martial 
  weapon.
  DEITIES AND DEMIGODS
  (3.0)
  KHOPESH
  Medium-size Exotic Weapon—Melee: Cost 20 gp, Damage 
  1d8, Critical 19–20/×2, Range —, Weight 12 lb., Type 
  Slashing.
  A character can use a khopesh to make trip attacks due to 
  its hooklike blade.
  If the wielder is tripped during the trip attempt, the 
  character can drop the khopesh to avoid being tripped.
  TIGER CLAWS
  Tiny Exotic Weapon—Melee: Cost 5 gp, Damage 1d4, 
  Critical ×2, Range —, Weight 2 lb., Type Piercing.
  A character using tiger claws cannot be disarmed with the 
  disarm action.
  A monk using tiger claws fights with her unarmed base 
  attack bonus, including her more favorable number of 
  attacks per round, along with other applicable attack 
  modifiers.
  DRACONOMICON (3.5)
  DRAGONBONE BOW
  A bow carved from a single bone of a dragon (a thigh bone 
  or similarly large bone) displays superior tensile strength 
  and power.
  Such a bow is considered a composite bow (short or long) 
  with a strength rating set by the crafter.
  In addition, the bow’s range increment is 20 feet longer 
  than normal for the bow’s type (90 feet for a composite 
  shortbow or 130 feet for a composite longbow).
  Dragoncraft Price: as composite bow +100 gp; Dragon Part:
  dragon bone; Skill: Craft (bowyer); Weight: 3 lb.
  DRAGONFANG WEAPON
  Dragonfang weapons are masterwork weapons crafted from 
  the claws and teeth of a dragon.
  In addition to the +1 nonmagical enhancement bonus on 
  attack rolls granted by its masterwork quality, a dragonfang
  weapon deals 1 point of energy damage on each successful 
  hit.
  The type of energy is the same as that of the dragon’s breath 
  weapon.
  If a dragon doesn’t have a breath weapon that deals acid, 
  cold, electricity, fire, or sonic damage, dragonfang weapons 
  made from its remains do not deal any extra damage.
  This damage is treated as an extraordinary (and thus 
  nonmagical) feature of the weapon.
  It doesn’t stack with any other energy damage (of the same 
  type) dealt by the weapon.
  A single tooth or claw from a dragon can be crafted into a 
  light weapon of the same size category as the dragon, a one-
  handed weapon of one size category smaller, or a two-
  handed weapon of two size categories smaller.
  A single dragon’s body can provide enough material for up 
  to twelve weapons.
  Only piercing and slashing weapons may be created as 
  dragonfang weapons.
  Dragoncraft Price: 300 gp; Dragon Part: dragon tooth or claw; 
  Skill: Craft (weaponsmithing); Weight: 2 lb.
  DUNGEON MASTER’S 
  GUIDE 3.0 (3.0)
  
  473
  ANTIMATTER RIFLE
  The antimatter rifle is a devastating short-range attack 
  weapon that can be fired no more than once per round.
  It holds two shots.
  Reloading it is a standard action.
  BALLISTA
  The ballista is essentially a very large crossbow.
  
  474
  It makes attacks with a straight attack roll (1d20) with no 
  modifications (no character base attack bonuses, ability 
  modifiers, etc.) except for range.
  Loading and cocking a ballista is 3 full-round actions.
  A ballista bolt weighs 5 lbs and costs 2gp.
  BLOWGUN
  This is used to fire small needles a long distance.
  It is silent, and its needles most often are used to poison 
  foes.
  BOMB
  This round gunpowder bomb must be lit before it is 
  thrown.
  Lighting the bomb is a standard action.
  The explosive deals 2d6 points of fire damage.
  Those caught within the blast radius can make a Reflex save 
  (DC 20) to take half damage.
  BULLETS
  These large, round, lead bullets are sold in bags of 10.
  The bag has negligible weight.
  CATAPULT, HEAVY
  A heavy catapult is a large engine capable of throwing rocks 
  or heavy objects with great force.
  When fired, one of the crew makes a Profession (siege 
  engineer) check (DC 20).
  If successful, where the object actually lands is determined 
  by rolling ldl2 and consulting the Deviation (10 ft. to 16 ft.) 
  Diagram (found in Chapter 3: Running the Game).
  The center is the desired target.
  If the check is failed, the DM secretly rolls and consults the 
  same deviation diagram.
  The result is now where the catapult is actually aimed.
  This new result is used as the center to determine the actual 
  deviation of the attack.
  For example, a catapult is used to attack a stone tower.
  The Profession (siege engineer) check fails, the DM rolls an 
  11.
  By consulting the diagram, she determines that the actual 
  target is 10 feet from the desired target, behind and to the 
  left.
  Now, a crew member rolls 1d12 and gets an 8.
  After consulting the Deviation (10 ft. to 16 ft.) Diagram to 
  see where the object goes, the DM ascertains that it falls 10 
  feet short and to the left of the actual target, which is 20 
  feet to the left of the desired target.
  Loading the catapult and preparing it to fire takes the full 
  crew 8 full rounds.
  Initially aiming (or reaiming) takes 10 minutes in addition 
  to loading and preparation time.
  Three to four crew members can operate the device in three 
  times this time.
  Fewer than three crew members cannot operate the device.
  CATAPULT, LIGHT
  This is a smaller, lighter version of the heavy catapult (see 
  that entry for how to operate it).
  Two crew members can load and prepare this device in 5 
  full rounds and aim (or reaim) in 5 minutes.
  One person can crew the engine, but it takes three times 
  the time to aim and prepare.
  DYNAMITE
  This short, thin cylinder of explosive must be lit before it is 
  thrown or set.
  Lighting the dynamite is a standard action.
  The explosive has a blast radius of 5 feet and deals 3d6 
  points of fire damage.
  Those caught within the blast radius can make a Reflex save 
  (DC 20) to take half damage.
  ENERGY PACK
  This small pack fits snugly into the butt of a laser rifle, laser 
  pistol, or antimatter rifle.
  It powers a laser pistol or laser rifle for fifty shots or an 
  antimatter rifle for two shots.
  FLAMER
  The flamer can only be fired once per round and must be 
  reloaded after firing ten times.
  Reloading is a standard action.
  FUEL PACK
  This extremely sturdy pack clips snugly onto the barrel of a 
  flamer near its base.
  It contains enough concentrated flamer fuel for ten shots.
  GRENADE LAUNCHER
  The grenade launcher can fire fragmentation or smoke 
  grenades using its range, but must be reloaded each time it 
  fires, requiring a standard action.
  The grenade launcher is a tube set on a metal tripod and 
  equipped with a sighting mechanism.
  A single smoke grenade or fragmentation grenade easily 
  slips into the tube.
  GRENADE, FRAGMENTATION
  A fragmentation grenade looks like a large egg on a 1-foot-
  long stick with small fins.
  If thrown, it uses its range increment, but if launched from 
  a grenade launcher, it uses that weapon’s range increment.
  Fragmentation grenades are advanced antipersonnel 
  explosives that deal damage that is half piercing damage 
  and half fire damage in a 20-foot radius.
  Those caught within the blast radius can make a Reflex save 
  (DC 20) to take half damage.
  
  475
  GRENADE, SMOKE
  A smoke grenade looks like a squat cylinder on a 1-foot-
  long stick with small fins.
  If thrown, it uses its range increment, but if launched from 
  a grenade launcher, it uses that weapon’s range increment.
  One round after it lands or hits its target, this nondamaging 
  explosive emits a cloud of smoke in a 20-foot radius that 
  persists in still conditions for 1d3+6 rounds and in windy 
  conditions for 1d3+l rounds.
  Visibility within the smoke is limited to 2 feet.
  Everything within the cloud has 90% concealment.
  GUNPOWDER
  While gunpowder burns (with an ounce consuming itself 
  in 1 round and illuminating as much as a sunrod) or even 
  explodes in the right conditions, it is chiefly used to propel 
  a bullet out of the barrel of a pistol or a rifle, or it is formed 
  into a bomb (see below).
  An ounce of gunpowder is needed to propel a bullet.
  Gunpowder is sold in small kegs (15-pound capacity and 20 
  pounds total weight, 250 gp each) and in water-resistant 
  powder horns (2-pound capacity and total weight, 35 gp for 
  a full powder horn).
  If gunpowder gets wet, it cannot be used to fire a bullet.
  KATANA
  While functionally a bastard sword, this sword is the most 
  masterfully made nonmagical weapon in existence.
  It counts as a masterwork weapon and grants its wielder a 
  +1 bonus to attack rolls.
  A katana is too large to use in one hand without special 
  training; thus, it is an exotic weapon.
  A Medium-size creature can use a katana two-handed as a 
  martial weapon, or a Large creature can use it one-handed 
  in the same way.
  With Exotic Weapon Proficiency (katana), a Medium-size 
  creature can use it in one hand.
  A masterwork weapon’s bonus to attack does not stack with 
  an enhancement bonus to attack.
  KUSARI-GAMA
  This small sickle is attached to a length of chain.
  A kusari-gama is an exotic weapon that has reach.
  It can strike opponents 10 feet away.
  In addition, unlike other weapons with reach, it can be 
  used against an adjacent foe.
  It can be used in all respects like a spiked chain (see page 99 
  in the Player’s Handbook) for trip attacks, disarming other 
  foes, and using its wielder’s Dexterity modifier instead of 
  her Strength modifier in attack rolls.
  LASER PISTOL
  Laser pistols fire fifty times before they need to be reloaded 
  and have a rate of fire equal to the attacker’s number of 
  attacks.
  Reloading is a standard action.
  LASER RIFLE
  Laser rifles fire fifty times before they need to be reloaded 
  and have a rate of fire equal to the attacker’s number of 
  attacks.
  Reloading is a standard action.
  METAL CARTRIDGE
  These lead bullets are jacketed in copper and held in a brass 
  shell.
  METAL CARTRIDGE CLIP
  These lead bullets are jacketed in copper and held in a brass 
  shell.
  They are found in either a 20-round metal clip (for 
  automatic pistols) or a 30-round metal clip (for automatic 
  rifles).
  The clip is inserted into the butt of an automatic pistol or 
  the stock of an automatic rifle.
  MUSKET
  The musket holds a single shot and requires a standard 
  action to reload.
  NEEDLES, BLOWGUN
  These 2-inch-long iron needles are sold in small wooden 
  cases of 20.
  A full case is so light that its weight is negligible.
  The tips of the needles are often coated with poison such as 
  greenblood oil, bloodroot, blue whinnis, shadow essence, or 
  even deathblade.
  PISTOL
  This pistol holds a single shot and requires a standard 
  action to reload.
  PISTOL, AUTOMATIC
  An automatic pistol can fire twenty times before reloading 
  and can be used to attack more than once per round if the 
  user has the ability to make multiple attacks.
  Reloading is a standard action.
  PISTOL, REVOLVER
  A revolver fires once a round maximum, but it can fire six 
  times before it needs reloading (which requires a fullround 
  action).
  RAM
  This heavy pole is suspended from a movable scaffold that 
  allows the crew to swing it back and forth against 
  construction.
  Make an unmodified attack roll against the AC of the 
  construction, with failed attempts dealing no significant 
  damage.
  
  476
  (See Strike an Object, page 135 in the Player’s Handbook, to 
  determine the AC).
  The ram can be used to make an attack every 3 rounds if 
  fully crewed.
  With five to nine people, it can be used every 6 rounds.
  Fewer than five people cannot operate it.
  RIFLE, AUTOMATIC
  An automatic rifle can fire thirty times before reloading 
  and can be used to attack more than once per round if the 
  user has the ability to make multiple attacks.
  Reloading is a standard action.
  RIFLE, REPEATER
  A repeater rifle fires once a round maximum, but it can fire 
  six times before it needs reloading (which requires a full-
  round action).
  SCATTERGUN
  The scattergun deals 3d6 points of damage to a target in the 
  first range increment, 2d6 to a target in the second range 
  increment, and 1d6 to anyone in a 5-foot-wide path beyond 
  that distance out to maximum range.
  It can fire once a round maximum, but it can fire five times 
  before it needs reloading.
  Reloading up to two shells is a standard action.
  Reloading more shells than that (up to all five) is a full-
  round action.
  SCATTERGUN SHELLS
  These cylindrical cartridges have a built-in firing cap at 
  their base.
  They are packed with a mixture of gunpowder and small 
  lead pellets.
  SIEGE TOWER
  This is a large wooden tower on wheels or rollers that can 
  be rolled up against a wall to allow attackers to scale the 
  tower and thus to get to the top of the wall with cover.
  The wooden walls are usually 1 foot thick.
  SMOKEBOMB
  This cylindrical bomb must be lit before it is thrown.
  Lighting it is a standard action.
  One round after it is lit, this nondamaging explosive emits 
  a cloud of smoke in a 20-foot radius that persists in still 
  conditions for 1d3+6 rounds and in windy conditions for 
  1d3+1 rounds.
  Visibility within the smoke is limited to 2 feet.
  Everything within the cloud has 90% concealment.
  WAKIZASHI
  This small, slightly curved short sword is made with a skill 
  only masterful weaponsmiths possess.
  It counts as a masterwork weapon and grants its wielder a 
  +1 bonus to attack rolls.
  A masterwork weapon’s bonus to attack does not stack with 
  an enhancement bonus to attack.
  DUNGEON MASTER’S 
  GUIDE 1 3.5 (3.5)
  
  477
  AMMUNITION
  Modern era firearms use bullets essentially similar to those 
  used in Renaissance firearms.
  Ten bullets weigh 1 pound, and a magazine that holds 
  bullets for an automatic weapon weighs 1/2 pound.
  The new weapons on Table 5–5: Modern Era Weapons are 
  detailed below.
  ANTIMATTER RIFLE
  An antimatter rifle is a devastating short-range attack 
  weapon that can be fired once per round.
  It holds an energy cell (weight 1 pound) that is depleted 
  after two shots.
  Reloading the weapon is a move action.
  
  478
  BALLISTA
  A ballista is essentially a Huge heavy crossbow fixed in 
  place.
  Its size makes it hard for most creatures to aim it, as 
  described under Weapon Size on page 113 of the Player’s 
  Handbook.
  Thus, a Medium creature takes a –4 penalty on attack rolls 
  when using a ballista, and a Small creature takes a –6 
  penalty.
  It takes a creature smaller than Large two full-round actions 
  to reload the ballista after firing.
  A ballista takes up a space 5 feet across.
  BLOWGUN
  This weapon is used to propel small needles a long distance.
  It is silent, and its needles most often are used to poison 
  foes.
  BOMB
  This round gunpowder bomb must be lit before it is 
  thrown.
  Lighting a bomb is a move action.
  The explosive deals 2d6 points of fire damage.
  Anyone caught within the blast radius can make a DC 15 
  Reflex save to take half damage.
  BULLETS
  These large, round, lead projectiles are sold in bags of 10 for 
  3 gp.
  A bag of bullets weighs 2 pounds.
  CATAPULT, HEAVY
  A heavy catapult is a massive engine capable of throwing 
  rocks or heavy objects with great force.
  Because the catapult throws its payload in a high arc, it can 
  hit squares out of its line of sight.
  To fire a heavy catapult, the crew chief makes a special 
  check against DC 15 using only his base attack bonus, 
  Intelligence modifier, range increment penalty, and the 
  appropriate modifiers from the lower section of Table 3–26.
  If the check succeeds, the catapult stone hits the square the 
  catapult was aimed at, dealing the indicated damage to any 
  object or character in the square.
  Characters who succeed on a DC 15 Reflex save take half 
  damage.
  Once a catapult stone hits a square, subsequent shots hit 
  the same square unless the catapult is reaimed or the wind 
  changes direction or speed.
  If a catapult stone misses, roll 1d8 to determine where it 
  lands.
  This determines the misdirection of the throw, with 1 
  being back toward the catapult and 2 through 8 counting
  clockwise around the target square.
  (See the diagram on page 158 of the Player ‘s Handbook).
  Then, count 3 squares away from the target square for every 
  range increment of the attack.
  Loading a catapult requires a series of full-round actions.
  It takes a DC 15 Strength check to winch the throwing arm 
  down; most catapults have wheels to allow up to two crew 
  members to use the aid another action, assisting the main 
  winch operator.
  A DC 15 Profession (siege engineer) check latches the arm 
  into place, and then another DC 15 Profession (siege 
  engineer) check loads the catapult ammunition.
  It takes four full-round actions to reaim a heavy catapult 
  (multiple crew members can perform these full-round 
  actions in the same round, so it would take a crew of four 
  only 1 round to reaim the catapult).
  A heavy catapult takes up a space 15 feet across.
  CATAPULT, LIGHT
  This is a smaller, lighter version of the heavy catapult.
  It functions as the heavy catapult, except that it takes a DC 
  10 Strength check to winch the arm into place, and only 
  two full-round actions are required to reaim the catapult.
  A light catapult takes up a space 10 feet across.
  DYNAMITE
  This short, thin cylinder of explosive material has a fuse 
  that must be lit before it is thrown or set.
  Lighting a stick of dynamite is a move action, and the 
  dynamite goes off in the same round or up to several 
  minutes later (depending on how long the fuse is).
  The explosive has a blast radius of 5 feet and deals 2d6 
  points of bludgeoning damage.
  Anyone caught within the blast radius can make a DC 15 
  Reflex save to take half damage.
  It’s possible to bind together several sticks of dynamite so 
  they ignite and explode at the same time.
  Each additional stick increases the damage by 1d6 
  (maximum damage 10d6) and the burst radius by 5 feet 
  (maximum burst radius 20 feet).
  FLAMER
  A flamer can be fired once per round.
  Unlike other ranged weapons, it deals damage to every 
  square in a 5-foot-wide stream extending out to the flamer’s 
  maximum range (200 feet).
  It contains a fuel pack with enough concentrated flamer 
  fuel for ten shots.
  Installing a new fuel pack requires a full-round action.
  GRENADE LAUNCHER
  A grenade launcher can fire fragmentation or smoke 
  grenades using its range increment, but must be reloaded 
  each time it fires, requiring a standard action.
  A grenade launcher is a tube set on a metal tripod and 
  equipped with a sighting mechanism.
  A single smoke grenade or fragmentation grenade easily 
  slips into the tube.
  GRENADE, FRAGMENTATION
  A fragmentation grenade looks like a large egg, sometimes 
  mounted on a 1-foot-long stick with small fins.
  If thrown, it uses its range increment, but if launched from 
  a grenade launcher, it uses that weapon’s range increment.
  
  479
  Fragmentation grenades are advanced antipersonnel 
  explosives that deal slashing damage in a 20-foot radius.
  Anyone caught within the blast radius can make a DC 15 
  Reflex save to take half damage.
  GRENADE, SMOKE
  A smoke grenade looks like a squat cylinder, sometimes 
  mounted on a 1-foot-long stick with small fins.
  If thrown, it uses its range increment, but if launched from 
  a grenade launcher, it uses that weapon’s range increment.
  One round after it lands or hits its target, this nondamaging 
  explosive emits a cloud of smoke (as the fog cloud spell) in a 
  20-foot radius.
  A moderate wind (11+ mph) disperses the smoke in 4 
  rounds; a strong wind (21+ mph) disperses the fog in 1 
  round.
  GUNPOWDER
  While gunpowder burns (1 ounce consumes itself in 1 
  round and illuminates like a sunrod) or even explodes in 
  the right conditions, it is chiefly used to propel a bullet out 
  of the barrel of a pistol or a rifle, or it is formed into a bomb 
  (see below).
  An ounce of gunpowder is needed to propel a bullet.
  Gunpowder is sold in small kegs (15-pound capacity, 20 
  pounds total weight, 250 gp each) and in water-resistant 
  powder horns (2-pound capacity and total weight, 35 gp for 
  a full powder horn).
  If gunpowder gets wet, it cannot be used to fire a bullet.
  KATANA
  While functionally a bastard sword, this sword is the most 
  masterfully made nonmagical weapon in existence.
  It counts as a masterwork weapon and grants its wielder a 
  +1 bonus on attack rolls.
  A katana is too large to use in one hand without special 
  training; thus, it is an exotic weapon.
  A Medium creature can use a katana two-handed as a 
  martial weapon, or a Large creature can use it one-handed 
  in the same way.
  With Exotic Weapon Proficiency (katana), a Medium 
  creature can use it in one hand.
  A masterwork weapon’s bonus on attack rolls does not stack 
  with an enhancement bonus on attack rolls.
  KUSARI-GAMA
  This small sickle is attached to a length of chain.
  A kusari-gama is an exotic weapon that has reach.
  It can strike opponents 10 feet away.
  In addition, unlike other weapons with reach, it can be 
  used against an adjacent foe.
  It can be used in all respects like a spiked chain (see page 
  115 of the Player’s Handbook) for trip attacks, disarming 
  other foes, and using its wielder’s Dexterity modifier 
  instead of her Strength modifier in attack rolls.
  LASER PISTOL
  A laser pistol fires fifty times before a new energy cell 
  (weight 1 pound) needs to be reloaded and has a rate of fire 
  equal to the attacker’s number of attacks.
  Reloading the weapon is a move action.
  LASER RIFLE
  A laser rifle fires thirty times before a new energy cell 
  (weight 1 pound) needs to be reloaded and has a rate of fire 
  equal to the attacker’s number of attacks.
  Reloading the weapon is a move action.
  MUSKET
  The musket holds a single shot and requires a standard 
  action to reload.
  NEEDLES, BLOWGUN
  These 2-inch-long iron needles are sold in small wooden 
  cases of 20.
  A full case is so light that its weight is negligible.
  The tips of the needles are often coated with poison such as 
  greenblood oil, bloodroot, blue whinnis, shadow essence, or 
  deathblade.
  PISTOL
  This firearm holds a single shot and requires a standard 
  action to reload.
  PISTOL, AUTOMATIC
  An automatic pistol can fire fifteen times before reloading 
  and can be used to attack more than once per round if the 
  user has the ability to make multiple attacks.
  Releasing an empty magazine and inserting a new one is a 
  move action.
  PISTOL, REVOLVER
  A revolver can fire six times before it needs reloading 
  (which requires a full-round action).
  RAM
  This heavy pole is sometimes suspended from a movable 
  scaffold that allows the crew to swing it back and forth 
  against objects.
  As a full-round action, the character closest to the front of 
  the ram makes an attack roll against the AC of the 
  construction, applying the –4 penalty for lack of 
  proficiency.
  (It’s not possible to be proficient with this device).
  In addition to the damage given on Table 3–26, up to nine 
  other characters holding the ram can add their Strength 
  modifier to the ram’s damage, if they devote an attack 
  action to doing so.
  For example, ten gnolls (each Str 15, +2 Str modifier) 
  wielding a ram will deal 3d8+20 points of damage on a 
  successful hit.
  
  480
  It takes at least one Huge or larger creature, two Large 
  creatures, four Medium-size creatures, or eight Small 
  creatures to swing a ram.
  (Tiny or smaller creatures can’t use a ram).
  A ram is typically 30 feet long.
  In a battle, the creatures wielding the ram stand in two 
  adjacent columns of equal length, with the ram between 
  them.
  RIFLE, AUTOMATIC
  An automatic rifle can fire thirty times before it needs 
  reloading.
  Releasing an empty magazine and inserting a new one is a 
  move action.
  As an attack, an automatic rifle can instead spray a space 10 
  feet across with ten bullets.
  If the attacker succeeds on an attack roll against AC 10, 
  everyone in that space must make a DC 15 Reflex save or 
  take the weapon’s damage.
  RIFLE, HUNTING
  A hunting rifle can fire five times before it needs reloading 
  (which requires a full-round action).
  SHOTGUN
  A shotgun is most effective at close range; on any successful 
  attack, a –1 penalty is applied to the damage roll for each 
  range increment of the attack.
  It can fire six times before it needs reloading (which 
  requires a full-round action).
  The weapon uses shotgun shells, cylindrical cartridges that 
  have a built-in firing cap at their base.
  They are packed with a mixture of gunpowder and small 
  lead pellets.
  SIEGE TOWER
  This device is a massive wooden tower on wheels or rollers 
  that can be rolled up against a wall to allow attackers to 
  scale the tower and thus to get to the top of the wall with 
  cover.
  The wooden walls are usually 1 foot thick.
  A typical siege tower takes up a space 15 feet across.
  The creatures inside push it at a speed of 10 feet (and a siege 
  tower can’t run).
  The eight creatures pushing on the ground floor have total 
  cover, and those on higher floors get improved cover and 
  can fire through arrow slits.
  SMOKE BOMB
  This cylindrical bomb must be lit before it is thrown.
  Lighting it is a move action.
  Two rounds after it is lit, this nondamaging explosive emits 
  a cloud of smoke (as a fog cloud spell) in a 20-foot radius.
  A moderate wind (11+ mph) disperses the smoke in 4 
  rounds; a strong wind (21+ mph) disperses the fog in 1 
  round.
  WAKIZASHI
  This small, slightly curved short sword is made with a skill 
  only masterful weaponsmiths possess.
  It counts as a masterwork weapon and grants its wielder a 
  +1 bonus on attack rolls.
  A masterwork weapon’s bonus on attack rolls does not stack 
  with an enhancement bonus on attack rolls.
  FIEND FOLIO (3.5)
  ETHERBLADE
  Resembling a short glaive topped with a hollow barrel, this 
  favored weapon of the ethergaunts can fire a ray of force as 
  a ranged touch attack for 1d6 points of damage.
  The etherblade ray has a range increment of 40 feet.
  The weapon can fire 50 times before it is exhausted.
  It cannot be recharged.
  An etherblade can be used as a two-handed weapon in 
  melee combat to deal 1d10 points of slashing damage.
  A fully charged etherblade has a market price of 800 gp.
  RIBBON DAGGER
  A ribbon dagger is a Small exotic weapon crafted from 
  alchemically treated kaorti resin.
  It consists of a resin handle to which is affixed a 1-foot-long 
  flexible strip of resin.
  This ribbon of resin is razor-sharp and deals 1d4 points of 
  damage on a hit with a critical multiplier of ×4.
  The ribbon can wrap around objects with ease; disarm 
  attacks made with a ribbon dagger gain a +2 bonus.
  Cost: 50 gp.
  Weight: 1 lb.
  FIENDISH CODEX 1 (3.5)
  SNAP-TONG
  This short polearm ends in a sharp spike that has one or 
  more crescent-shaped pincers designed close around it.
  A proficient wielder that hits an opponent of at least one 
  size category smaller can attempt to start a grapple as a free 
  action without provoking an attack of opportunity.
  If the wielder gets a hold, the snap-tong grabs the opponent 
  and deals 1d10 points of damage (plus the wielder’s 
  Strength modifier) each round the hold is maintained.
  TRI-BLADE
  This thrown weapon consists of a three-bladed wedge 
  launched from a slinglike device.
  
  481
  Rutterkins usually carry five of these for use in ranged 
  combat.
  FORGOTTEN REALMS 
  CAMPAIGN SETTING (3.0)
  BLADE BOOT
  Custom-fitted to the wearer’s boot, this device consists of a 
  sturdy sole assembly concealing a spring-loaded dagger.
  The buyer can add one blade to either of his boots at the 
  given cost, or buy a matched set for double the amount.
  The wearer’s movement is not impaired when the blades 
  are retracted.
  With one or both blades extended, the wearer cannot run 
  or charge.
  A monk using a blade boot can strike with his unarmed 
  base attack, including his more favorable number of attacks 
  per round, for normal blade boot damage.
  The Weapon Finesse feat can be applied to blade boots.
  A character proficient with the blade boot can attack with a 
  single blade boot as his primary weapon, or with two blade 
  boots as if attacking with two weapons, provided he makes 
  no attacks with his hands.
  He can choose to attack with a weapon in his primary hand 
  and use a single blade boot as his off-hand weapon, but in 
  this case he cannot attack with an off-hand weapon in his 
  secondary hand.
  A character cannot attack with a primary weapon, an off-
  hand weapon, and a blade boot in the same round unless he 
  knows the Multiweapon Fighting feat described in the 
  Monster Manual.
  A character wearing blade boots gains a +4 bonus on Escape 
  Artist checks made to escape from rope bonds.
  CHAKRAM
  The chakram is a throwing disk or quoit about 1 foot in 
  diameter, with a sharpened outer rim.
  CLAW BRACER
  Popular with sorcerers and wizards of the Cult of the 
  Dragon, a claw bracer is a metal armband with three steel 
  claws projecting from the top, extending about 4 inches 
  beyond the tip of the wearer’s extended fingers.
  The wearer can cast spells normally while wearing the 
  bracer, and cannot be disarmed.
  CUTLASS
  The cutlass is a short, heavy, slightly curved blade useful for 
  both stabbing and slashing.
  It is popular with many sailors.
  Its heavy basket hilt gives the wielder a +2 circumstance 
  bonus on any checks to resist being disarmed.
  KHOPESH
  The famed sword of Mulhorand, the khopesh looks like a 
  normal longsword whose blade suddenly turns sickle-
  shaped about a foot from the hilt.
  You can use the khopesh to make trip attacks due to its 
  hooklike blade.
  MAUL
  The maul is simply a two-handed warhammer of enormous 
  size.
  It is favored by dwarves.
  SABER
  A weapon of the Tuigan and the Nars, the saber is a long, 
  heavy sword specialized for the long cuts used in mounted 
  combat.
  You gain a +1 circumstance bonus on your attack rolls 
  when you use a saber while mounted.
  SCOURGE
  A scourge is a multitailed, barbed whip.
  The scourge is often dipped in a poison delivered via injury 
  (such as greenblood oil, Medium-size spider venom, or 
  Large scorpion venom).
  With a scourge, you get a +2 bonus on your opposed attack 
  roll when attempting to disarm an enemy (including the 
  
  482
  roll to avoid being disarmed if you fail to disarm your 
  enemy).
  You can also use this weapon to make trip attacks.
  If you are tripped during your own trip attempt, you can 
  drop the scourge to avoid being tripped.
  FROSTBURN (3.5)
  GLOT
  The glot is a specially balanced sphere of metal designed to 
  be thrown low to the ground.
  It then skips and bounces across the ground with little 
  reduction in velocity to strike its target.
  If the ground between you and your target is solid, flat, and 
  relatively free of obstructions, the glot’s range increment 
  increases to 20 feet.
  If the ground is also icy, the glot skips even more readily 
  over the frozen ground and its range increment increases to 
  30 feet.
  If you use a glot to attack an airborne target, its range 
  increment is always 10 feet.
  You can make ranged trip attacks with a thrown glot.
  GOAD
  A goad is a long, thin wooden pole mounted with a heavy 
  stone or metal weight and a large spike at one end.
  Primarily intended as a tool to direct the movement of large 
  animals, a goad makes an excellent weapon in a pinch.
  When you attack with a goad, you must decide if you are 
  attacking with the spike to deal piercing damage or the 
  weight to deal bludgeoning damage.
  The flexibility of the goad’s shaft absorbs much of the force 
  behind blows made with the bludgeoning head, and all 
  bludgeoning damage dealt by a goad is nonlethal as a result.
  Piercing damage remains lethal.
  If you are proficient with its use, the goad grants a +2 
  circumstance bonus on all Handle Animal checks made 
  against animals of Huge size or larger.
  HARPOON
  The harpoon is a broad-bladed spear forged with barbs.
  The shaft of the harpoon has a trailing rope attached to 
  control harpooned opponents.
  Though designed for hunting whales and other large sea 
  creatures, the harpoon can be used on dry land.
  If it deals damage, the harpoon lodges in an opponent who 
  fails a Reflex saving throw (DC 10 + the damage dealt).
  A harpooned creature moves at only half speed and cannot 
  charge or run.
  If you control the trailing rope by succeeding on an 
  opposed Strength check while holding it, the harpooned 
  creature can move only within the limits that the rope 
  allows (the trailing rope is 30 feet long).
  If the harpooned creature attempts to cast a spell, it must 
  succeed on a DC 15 Concentration check or lose the spell.
  The harpooned creature can pull the harpoon from its 
  wound if it has two free hands and takes a full-round action 
  to do so, but it deals damage to itself equal to the initial 
  damage the harpoon dealt.
  A character who succeeds on a DC 15 Heal check can 
  remove a harpoon without further damage.
  ICE AXE
  More tool than weapon, the ice axe has a sharp metal head 
  that is perpendicular to the shaft and has a spiked handle.
  It grants a +1 circumstance bonus on Climb checks in 
  mountainous and/or icy terrain, even if you do not possess 
  the Exotic Weapon Proficiency (ice axe) feat.
  If you do possess this feat, the bonus increases to a +4 
  circumstance bonus.
  An ice axe may be used as a martial weapon, but takes a –2 
  penalty on attack rolls in this case.
  ICECHUCKER
  The icechucker appears to be a large crossbow at a casual 
  glance, larger even than a heavy crossbow.
  
  483
  Its launching mechanism is designed to fire large shards of 
  ice (usually icicles) rather than regular crossbow bolts.
  You draw an icechucker back by pulling on a thick lever on 
  the underside of the weapon.
  Loading an icechucker is a fullround action that provokes 
  attacks of opportunity.
  If icicles aren’t handy to load into an icechucker, it can also 
  be used to fire a javelin, dealing the same damage.
  IUAK
  An iuak is a heavily weighted machete-shaped blade, 
  usually made of bone or stone.
  While it makes an excellent weapon, its primary purpose is 
  to cut through and destroy ice and other hard materials.
  If used against an object, an iuak ignores the first 3 points 
  of hardness possessed by the object.
  RAZOR SKIPDISK
  A razor skipdisk is a flat, circular disk of metal with a razor-
  sharp rim.
  One surface of the razor skipdisk is slightly convex and 
  smooth, while the other is concave with a small knob 
  protruding from the center.
  You attack with a razor skipdisk by gripping the knob and 
  then hurling it so the convex surface skips and slides across 
  the ground toward its target.
  If the ground between you and your target is solid, flat, and 
  relatively free of obstructions, the razor skipdisk’s range 
  increment increases to 20 feet.
  If the ground is also icy, the razor skipdisk skips even more 
  readily over the frozen ground and its range increment 
  increases to 30 feet.
  If you use a razor skipdisk to attack an airborne target, its 
  range increment is always 10 feet.
  RITIIK
  A ritiik is a spearlike weapon with an additional hooklike 
  blade protruding from the base of the spear head.
  When you successfully hit a target with a ritiik, you can 
  twist the weapon and hook this blade into the target’s flesh 
  if the target fails a Reflex saving throw (DC 10 + the damage 
  dealt).
  If you hook the target, you can immediately make a trip 
  attack against the target.
  If you fail, you can let go of the ritiik to avoid the retaliatory 
  trip attack.
  The damaged creature can pull the ritiik from its wound if 
  it has two free hands and takes a full-round action to do so, 
  but it deals damage to itself equal to the initial damage the 
  ritiik dealt.
  A character who succeeds on a DC 15 Heal check can 
  remove a ritiik without further damage.
  SUGLIIN
  The infamous sugliin was created by primitive tribes more 
  to strike terror into the hearts of their enemies rather than 
  to be an effective weapon.
  This massive polearm consists of several sets of sharpened 
  caribou and/or megaloceros antlers affixed to a long 
  wooden shaft.
  You attack with the sugliin as if it were a massive axe or 
  scythe, slashing and chopping at the targets with great arcs.
  This weapon is so unwieldy and heavy that making a single 
  attack with it is a full-round action.
  Sugliins are favored weapons for low-level characters who 
  want to deal huge amounts of damage and lack the skill to 
  make additional attacks; higher-level characters only rarely 
  use sugliins due to their awkwardness.
  The Sugliin Mastery feat (see page 50) allows a character to 
  make attacks with this massive weapon normally.
  A sugliin has reach.
  You can strike opponents 10 feet away with it, but you can’t 
  use it against an adjacent foe.
  TIGERSKULL CLUB
  The smilodon’s skull is remarkably sturdy; it would have to 
  be, to absorb the impacts of its terrible bite.
  Many primitive tribes have capitalized on this fact of nature 
  and use smilodon skulls to fashion tigerskull clubs.
  A tigerskull club consists of a smilodon’s skull (sans lower 
  jaw) lashed to a short length of wood.
  The twin sabers of the skull’s upper jaw then function as a 
  highly effective picklike weapon.
  Disarm and trip attacks made with a tigerskull club gain a 
  +2 circumstance bonus.
  If you fail to trip your opponent, you may choose to drop 
  your tigerskull club to avoid the retaliatory trip attack.
  GHOSTWALK (3.0)
  BOLA FLAIL
  This is a 5-foot length of rope with a loop or small metal 
  handle on one end and a 2-pound weight on the other end.
  With a bola flail, you gain a +2 bonus on your opposed 
  attack roll when attempting to disarm an enemy (including 
  the roll to avoid being disarmed if you fail to disarm your 
  enemy).
  You can also use this weapon to make trip attacks.
  If you are tripped during your own trip attempt, you can 
  drop the bola flail to avoid being tripped.
  You can throw the bola flail at a Medium-size or smaller 
  target in an attempt to trip the target instead of dealing 
  damage.
  You must make a ranged touch attack to do so, and if you 
  hit, your opponent must make a Strength or Dexterity 
  
  484
  check (DC 15) or be tripped (the defender takes a –4 
  penalty for every size category smaller than Medium-size).
  The opponent must then make a grapple check against 
  your attack roll.
  If he fails, he is grappled.
  A bola flail can trip or grapple only a Small- or Medium-
  sized target.
  An opponent can extricate himself from a bola flail as a full-
  round action.
  When you use a bola flail to make a ranged trip attack, your 
  opponent does not get an opportunity to trip you in return.
  HEROES OF BATTLE (3.5)
  
  485
  BALLISTA
  This torsion-powered catapult looks rather like a huge 
  crossbow that launches large harpoonlike bolts through the 
  air.
  Firing a ballista requires an attack roll by the crew chief, 
  using the crew chief’s base attack bonus and any range 
  increment penalties (since this is a direct attack, no 
  Intelligence modifier applies, unlike with those catapults 
  that make indirect attacks).
  Unless the crew chief has the Ballista Proficiency feat (see 
  page 96), he takes a –4 penalty on the attack roll.
  
  486
  Additional members of the crew can use the aid another 
  action to grant the crew chief a +2 bonus on the attack roll 
  by succeeding on a DC 10 Profession (siege engineer) 
  check.
  Unlike most other catapults, a ballista aims at either a 
  creature or an object (such as a section of wall) rather than a
  square.
  Loading a light ballista requires two full-round actions (that 
  is, two crew members can load it in a single full round).
  Loading a heavy ballista requires four full-round actions.
  A ballista need not be reaimed; each attack succeeds or fails 
  independent of previous attack rolls.
  A light ballista takes up a 5-foot square, while a heavy 
  ballista takes up a 15-foot-by-15-foot space.
  BATTERING RAM
  The battering ram is a simple device consisting of a heavy 
  pole—either suspended by ropes from a movable scaffold 
  or held aloft by troops—that is repeatedly smashed into a 
  gate or other barrier to break it down.
  The end of the pole is often shod in iron, which can be 
  forged into a variety of decorative shapes such as dragon 
  heads.
  The typical battering ram is 30 feet long.
  Including its scaffolding, it occupies a space 10 feet wide 
  and 30 feet long.
  Up to ten Medium or Small troops can occupy the same 
  space as the ram and its scaffolding, in two rows of five (one 
  row on either side).
  Larger creatures can contribute to the attack as long as they 
  share at least one square of their space with the ram.
  As a full-round action, the character closest to the front of 
  the ram makes an attack roll against the AC of the target 
  construction, applying the –4 penalty for lack of 
  proficiency (it’s not possible to be proficient with this 
  device).
  In addition to the damage given on Table 4–1: Siege 
  Engines, up to nine other characters holding the ram can 
  add their Strength modifier to the ram’s damage, if they 
  devote a full-round action to doing so (the character 
  guiding the ram adds any Strength modifier of his own as 
  well).
  For example, ten gnolls (each Str 15, +2 modifier) wielding 
  a ram will deal 3d8+20 points of damage on a successful hit.
  It takes at least one Huge or larger creature, two Large 
  creatures, four Medium creatures, or eight Small creatures 
  to swing a ram (Tiny or smaller creatures can’t use a ram).
  If the ram is held aloft rather than suspended from a 
  scaffold, the number of troops required is doubled.
  (In this case, Small creatures can’t operate the ram because 
  not enough of them can be adjacent to it).
  The act of operating a battering ram provokes attacks of 
  opportunity.
  MANGONEL, HEAVY OR LIGHT
  The standard or default catapult described in the Dungeon 
  Master’s Guide (pages 99–100), the mangonel is a torsion-
  powered siege engine.
  Its single arm ends in a sling capable of throwing a heavy 
  stone hundreds of feet.
  Like all stone-throwing catapults, a mangonel launches 
  projectiles in a high arc, so it can hit squares out of its line 
  of sight.
  Loading a light mangonel requires a total of two fullround 
  actions (taking one full round for a crew of two, or two full 
  rounds for a single crew member).
  Loading a heavy mangonel requires four full-round actions.
  A light mangonel takes up a 10-foot-by-10-foot space.
  A heavy mangonel takes up a 15-foot-by-15-foot space.
  SCORPION
  This complex, torsion-powered catapult uses an intricate 
  system of pulleys running along both sides of the base to 
  provide as much power as a heavy mangonel in an engine 
  the size of a light mangonel.
  Loading or reaiming a scorpion requires two full-round 
  actions.
  If the crew fails any check made to load or reaim a scorpion 
  by 5 or more, the pulley system breaks, rendering the 
  scorpion inoperable.
  Repairing a broken pulley system requires 10 rounds and a 
  DC 20 Craft (siege weapon) check.
  A scorpion takes up a 10-foot-by-10-foot space.
  SIEGE TOWER
  A siege tower is a large wooden tower built on wheels that 
  troops use to scale castle walls under cover.
  The walls of a siege tower are normally 2 inches thick.
  A typical three-level siege tower is 30 feet tall and takes up a 
  15-foot-by-15-foot space.
  It can hold nine Medium creatures per level.
  A siege tower can be pushed by the nine creatures on the 
  lower level at a speed of 10 feet (siege towers cannot run).
  The nine creatures on the lower level have total cover.
  Those on higher levels have improved cover and can shoot 
  through arrow slits.
  TREBUCHET
  A trebuchet uses a heavy counterweight to fire heavy 
  projectiles an extraordinary distance.
  The great trebuchet uses a 30-foot-long swing arm on a 
  fulcrum with twin buckets filled with rubble attached to 
  one end and a sling for the ammunition attached to the 
  other end.
  The counterweight buckets are hauled into the air by a 
  winch system and held in place by a latch.
  The light trebuchet, by contrast, uses a bulb-shaped 
  counterweight built into the swing arm.
  This arrangement makes the light trebuchet significantly 
  easier to use than the heavy trebuchet but limits its range 
  and can make the engine unstable if it’s not winched or 
  loaded properly.
  Loads of shot launched by a heavy trebuchet deal damage to 
  all creatures within 2 squares of the target square.
  Loading a light trebuchet requires three full-round actions.
  Loading a heavy trebuchet requires six full-round actions.
  Reaiming a trebuchet requires four times as long as loading 
  it, and the weapon cannot be reaimed while it is loaded.
  If the check to load a light trebuchet fails by 5 or more, the 
  weapon tips over, dealing 4d6 points of damage to all crew 
  members (as well as any other creatures adjacent to it).
  
  487
  Righting a fallen trebuchet requires an hour of work by its 
  crew.
  A light trebuchet takes up a 20-foot-by-20-foot space, and a 
  heavy trebuchet takes up a 25-foot-by-25-foot space.
  MASTERS OF THE WILD 
  (3.0)
  BLOWGUN
  The blowgun is a long tube through which you blow air to 
  fire needles.
  A needle does 1 point of damage, and it can deliver an 
  injury or contact type poison.
  BLOWGUN, GREATER
  The greater blowgun fires blowgun darts, which are slightly 
  smaller than thrown darts.
  These darts do 1d4 points of damage in addition to 
  delivering poisons.
  CABER
  A caber is a heavy pole that you can throw at one or more 
  targets grouped closely together.
  To throw a caber, you must target a 10-toot-square area and 
  hit AC 15.
  Success means that everyone in the target area must make a 
  Reflex save (DC = your attack roll) or move 5 feet backward.
  If a creature or object in the target area is incapable of 
  movement, it takes 2d6 points of damage.
  The caber is normally used for breaking up military 
  formations.
  CROSSBOW, WINCH
  The winch crossbow fires a rope and pulley attached to a 
  special crossbow bolt.
  The bolt is split down the head and center of the shaft, with 
  the split head bending away from the shaft like a two-
  headed snake.
  A thin rope secured to each tip slows the bolt in flight 
  (hence the reduced range increment).
  On a successful hit, the bolt snaps apart like a wishbone, 
  taking the attached ropes past the target to wrap around 
  and entangle it.
  If the target is a movable object of your size category or 
  smaller, you can use the ropes to pull it toward you.
  An entangled creature suffers a –2 penalty on attack rolls 
  and a –4 penalty to Dexterity.
  It can move only at half speed and cannot charge or run.
  If you control the trailing rope by succeeding at an opposed 
  Strength check while holding it, the entangled creature can 
  move only within the limits that the rope allows.
  Casting a spell while entangled requires a successful 
  Concentration check (DC 15).
  The entangled creature can escape the ropes with an Escape 
  Artist check (DC 20), which is a full-round action.
  
  488
  The rope has 5 hit points and can be burst (see Chapter 8 of 
  the Player’s Handbook) with a Strength check (DC 25, also a 
  full-round action).
  A winch crossbow’s entangling effect is useful only against 
  creatures between Tiny and Large size, inclusive.
  The subdual damage can affect any creature.
  A winch crossbow requires two hands for effective use, 
  regardless of the user’s size.
  Loading a winch crossbow is a full-round action that 
  provokes attacks of opportunity.
  A Medium-size or larger creature can shoot, but not load, a 
  winch crossbow with one hand at a –4 penalty.
  A Medium-size or larger creature can shoot a winch 
  crossbow with each hand at a –6 penalty, plus the usual –4 
  penalty for the off-hand attack (–6 primary hand/–10 off 
  hand).
  The Two-Weapon Fighting feat does not reduce these 
  penalties because it represents skill with melee weapons, 
  not ranged ones.
  The Ambidexterity feat lets you avoid the –4 off-hand 
  penalty, bringing the penalties to –6 for both the primary 
  hand and the offhand.
  NAGAIKA
  The nagaika is a leather lash studded with glass.
  Unlike the whip, it deals normal damage and can damage 
  armored foes.
  Although you keep it in your hand, treat it as a projectile 
  weapon with a maximum range of 15 feet and no range 
  penalties.
  Because the nagaika can wrap around an enemy’s leg or 
  other limb, you can make trip attacks with it.
  You can drop it to avoid being tripped during your own trip 
  attempt.
  You also gain a –2 bonus on your opposed attack rolls when 
  using the nagaika to disarm an opponent (including the roll 
  to keep from being disarmed if your attempt tails).
  NAGAIKA, MIGHTY
  A character who takes Exotic Weapon Proficiency (nagaika) 
  is also proficient with the mighty nagaika.
  This weapon is made of exceptionally strong leather, which 
  allows the user to apply his or her Strength bonus on 
  damage rolls (within the weapon’s limit).
  MONSTER MANUAL 1 3.0
  (3.0)
  PINCER STAFF
  Many kuo-toa fighters and all whips above 6th level carry 
  this Large exotic weapon.
  A pincer staff deals 1d10 points of bludgeoning damage, 
  threatens a critical hit on a 20, and deals double damage on 
  a critical hit.
  It has a 10-foot reach and cannot be used against an
  adjacent opponent.
  A wielder that hits an opponent of at least Small but no 
  larger than Large size attempts to start a grapple as a free 
  action without provoking an attack of opportunity.
  If the wielder gets a hold, the staff grabs the opponent and 
  deals 1d10 points of damage each round the hold is 
  maintained.
  MONSTER MANUAL 1 3.5
  (3.5)
  PINCER STAFF
  Many kuo-toa fighters and all whips of 7th level or higher 
  carry this Large exotic weapon.
  A pincer staff deals 1d10 points of bludgeoning damage, 
  threatens a critical hit on a natural 20, and deals double 
  damage on a critical hit.
  It has a 10-foot reach and cannot be used against an 
  adjacent opponent.
  A wielder that hits an opponent of at least Small but no 
  larger than Large size can attempt to start a grapple as a free 
  action without provoking an attack of opportunity.
  If the wielder wins the grapple check, the staff establishes a 
  hold and grabs the opponent, dealing 1d10 points of 
  damage each round the hold is maintained.
  MONSTER MANUAL 2 (3.0)
  CHATKCHA
  This Medium-size exotic ranged weapon is a crystalline 
  throwing wedge.
  Its sheer weight makes it unwieldy in the hands of those 
  not proficient with it.
  A chatkcha deals 1d6 points of piercing damage and has a 
  range increment of 20 feet.
  It deals double damage on a critical hit and threatens a 
  critical hit on an attack roll of 20.
  Cost: 1 gp; Weight: 3 lb.
  GYTHKA
  This Large exotic melee double weapon is a polearm with a 
  blade at each end.
  The wielder can fight with it as if fighting with two 
  weapons, but doing so incurs all the normal attack penalties 
  associated with fighting with two weapons, as if the wielder 
  had a one-handed weapon and a light weapon (see 
  Attacking with Two Weapons in Chapter 8 of the Player ‘s 
  Handbook).
  A thri-kreen who has the Multiweapon Fighting feat can 
  wield two gythkas at once as double weapons because of its 
  four arms.
  Each end of a gythka deals 2d6 points of damage.
  Each end is a slashing weapon that deals double damage on 
  a critical hit and threatens a critical hit on an attack roll of
  20.
  Cost: 60 gp; Weight: 25 lb.
  
  489
  NOTBORA
  This Huge exotic double weapon looks like a big 
  quarterstaff with a crook at one end.
  A notbora has a hinge in the middle so that it can be folded 
  for storage.
  The wielder can unfold the weapon and lock the hinge by
  pressing a hidden catch (a free action when drawing the 
  notbora).
  The notbora’s straight end is actually a sheath that can be 
  removed to reveal a blade.
  The hooked end can be used to make trip attacks.
  A wielder who is tripped during his or her own trip attempt 
  can drop the notbora to avoid being tripped.
  Each end of the notbora deals 2d6 points of damage.
  The hooked end is a blunt weapon that deals double 
  damage on a critical hit and threatens a critical hit on an 
  attack roll of 20.
  With the sheath in place, the straight end functions the 
  same way.
  With the sheath removed, the straight end is a slashing 
  weapon that deals double damage on a critical hit and 
  threatens a critical hit on an attack roll of 19 or 20.
  Cost: 20 gp; Weight: 2 lb.
  MONSTER MANUAL 3 (3.5)
  FLINDBAR
  A flindbar resembles a pair of chain-linked iron bars, not 
  unlike a flail.
  This one-handed exotic weapon costs 30 gp, deals 2d4 
  points of bludgeoning damage, has a threat range of 19–20, 
  deals double damage on a critical hit, and weighs 2 pounds.
  Flinds treat a flindbar as a martial weapon instead of an 
  exotic weapon.
  The wielder of a flindbar gains a +2 bonus on opposed 
  attack rolls made to disarm an enemy (including the roll to 
  avoid being disarmed if such an attempt fails).
  If a proficient wielder threatens a critical hit, he can make a 
  free disarm attempt against that opponent before 
  confirming the critical hit (this disarm attempt doesn’t 
  provoke attacks of opportunity).
  SAND BLASTER
  A sand blaster is a Large exotic ranged weapon made from
  long tubes.
  It creates a 10-foot cone of sand, doing 1d8 points of 
  damage (Reflex DC 22 half).
  Living creatures that fail their saves are tormented by 
  itching skin and burning eyes, imposing a –4 penalty to AC 
  and a –2 penalty on attack rolls for 3 rounds.
  The save DC is Constitution-based.
  (It relies on the user’s ability to blow a hearty gust of air 
  through the tube).
  A sand blaster uses 5 pounds of sand as ammunition, and 
  packing a sand blaster with one charge of ammunition is a 
  full-round action.
  A sand blaster costs 30 gp.
  MONSTER MANUAL 4 (3.5)
  DRAGONSPLIT
  A greenspawn sneak wields a pair of dragonsplits, one-
  handed exotic melee weapons with which all sneaks are 
  proficient.
  A dragonsplit can be used as a piercing weapon like a short 
  sword.
  Alternative grips use its long edge for slashing attacks or its 
  short edge for chopping and hacking.
  It counts as a light weapon for the purpose of Two-Weapon 
  Fighting and Weapon Finesse.
  Dragonsplits are not double weapons.
  Instead, a wielder chooses to use either the piercing edge 
  for a greater critical threat range or the slashing edge for a 
  devastating (but rarer) quadruple-damage critical.
  GREATHAMMER
  Greathorn minotaurs wield these big, heavy hammers, 
  which are considered exotic weapons for other creatures.
  The incredibly heavy head of the hammer allows it to make 
  devastating Strikes against weapons and shields, granting 
  the wielder a +2 bonus on opposed attack rolls to sunder an 
  enemy’s weapon or shield.
  MAQUAHUITL
  Dark Talon lizardfolk champions wield weapons they call 
  maquahuitl.
  These martial weapons are greatclubs embellished with 
  teeth or claws so that they deal piercing damage as well as 
  bludgeoning damage.
  MONSTER MANUAL 5 (3.5)
  KUO-TOAN HARPOON
  The kuo-toan harpoon is an exotic melee weapon that has 
  the following characteristics.
  
  490
  A kuo-toan harpoon is a spear that has a barbed metal head.
  A slender, 30-foot-long chain runs from the harpoon’s end.
  If a kuo-toan harpoon deals damage, the target must 
  succeed on a Reflex save (DC 10 + the damage dealt) or be 
  harpooned.
  A harpooned creature moves at half speed, cannot charge or 
  run, and must make a DC 15 Concentration check to cast a 
  spell.
  On a failed check, it loses the spell.
  If a kuo-toa harpooner holds onto the chain, the harpooned 
  creature must make an opposed Strength check to move 
  more then 30 feet away from the harpooner.
  As a swift action, the harpooner can wrap his end of the 
  chain around his sticky shield.
  In this case, he gains a +5 bonus on the opposed Strength 
  check.
  As a standard action, the harpooner can slam his shield to 
  the ground to seal it in place with the chain still attached.
  If the harpooner does so, the harpooned creature is lashed 
  to within 30 feet of the spot the shield is stuck to and must 
  succeed on a DC 20 Strength check to escape.
  A harpooned creature can pull the harpoon out if it has two 
  hands free and takes a full-round action to do so.
  Removing the harpoon in this way deals 1d10 points of 
  damage to the harpooned creature.
  A successful DC 15 Heal check allows the removal of the 
  harpoon without any additional damage.
  RAZORFEATHER AMMUNITION
  Razorfeathers can be used to make masterwork arrows or 
  bolts, with each group of fifty requiring a DC 30 Craft 
  (weaponsmithing) check to construct.
  Such ammunition is considered to be masterwork and 
  adamantine, and to have the keen weapon property.
  ORIENTAL ADVENTURES 
  (3.0)
  
  491
  BLOWGUN
  The blowgun is a long tube through which you fire needles.
  A needle can deliver poison of either the injury or contact 
  type.
  BLOWGUN, GREATER
  The greater blowgun fires blowgun darts (slightly smaller 
  than thrown darts) and can also deliver poisons.
  
  492
  BUTTERFLY SWORD
  A monk using a butterfly sword fights with her unarmed 
  base attack bonus, including her more favorable number of 
  attacks per round, along with other applicable modifiers.
  CHAIN
  Also called the manriki-gusari, this is a simple chain with 
  weighted ends.
  It can be whirled quickly, striking with hard blows from 
  the weights.
  One end can also be swung out to entangle an opponent.
  The chain can be used either as a double weapon or as a 
  reach weapon.
  You can fight with it as if fighting with two weapons, 
  incurring all the normal attack penalties as if using a one-
  handed weapon and a light weapon.
  In this case, you can only strike at an adjacent opponent.
  If you use the chain as a reach weapon, you can strike 
  opponents 10 feet away with it.
  In addition, unlike other weapons with reach, you can use 
  it against an adjacent foe.
  In this case, you can only use one end of the chain 
  effectively; you cannot use it as a double weapon.
  Because the chain can wrap around an enemy’s leg or other 
  limb, you can make trip attacks with it.
  If you are tripped during your own trip attempt, you can 
  drop the chain to avoid being tripped.
  When using a chain, you get a +2 bonus on your opposed 
  attack roll when attempting to disarm an opponent 
  (including the roll to avoid being disarmed if you fail to 
  disarm your opponent).
  You can use the Weapon Finesse feat to apply your 
  Dexterity modifier instead of your Strength modifier to 
  attack rolls with a chain.
  CHAKRAM
  The chakram is a throwing disk or quoit about 1 foot in 
  diameter, with a sharpened outer rim.
  CHIJIRIKI
  The chijiriki is a double weapon, allowing you to strike 
  with the spear end or whip out the chain end to entangle 
  your opponent.
  You can fight with it as if fighting with two weapons, 
  incurring all the normal attack penalties as if using a one-
  handed weapon and a light weapon.
  Because the chain end of the chijiriki can wrap around an 
  enemy’s leg or other limb, you can make trip attacks with it.
  If you are tripped during your own trip attempt, you can 
  drop the chain to avoid being tripped.
  DARTS, BLOWGUN
  These darts are somewhat smaller than throwing darts and 
  can carry poison.
  FUKIMI-BARI (MOUTH DARTS)
  These slim, almost needlelike metal darts are concealed in 
  the mouth and then spit at the target.
  Their effective range is extremely short, and they do little 
  damage, but they are highly useful when taking an 
  opponent by surprise.
  You can fire up to three mouth darts per attack (all at the 
  same target).
  Do not apply your Strength modifier to damage with 
  mouth darts.
  They are too small to carry the extra force that a strong 
  character usually imparts to a thrown weapon.
  The cost and weight are for a single mouth dart.
  JITTE
  With a jitte, you get a +2 bonus on your opposed attack roll 
  when attempting to disarm an enemy (including the 
  opposed attack roll to avoid being disarmed if you fail to 
  disarm your enemy).
  A monk using a jitte can strike with her unarmed base 
  attack bonus, including her more favorable number of 
  attacks per round, along with other applicable modifiers.
  KATANA
  The katana is a masterwork bastard sword that grants a +1 
  bonus on your attack rolls.
  A masterwork weapon’s bonus to attack does not stack with 
  an enhancement bonus to attack.
  Like a bastard sword, the katana can only be used in one 
  hand by a character with the Exotic Weapon Proficiency 
  (katana) feat.
  A Medium-size character can use a katana two-handed as a 
  martial weapon, or a Large creature can use it one-handed 
  in the same way.
  Among the samurai of Rokugan, only Dragons routinely 
  use their katanas one-handed.
  For a samurai character, a katana is more than just a 
  sword—it is part of his honor and the honor of his family.
  It is his personal weapon, not to be used by others.
  To touch the scabbard of a sheathed katana is to insult the 
  samurai.
  To draw the blade without permission is a grievous insult.
  A single katana may have been in the same family for 
  generations, becoming a treasured heirloom.
  Katanas often have individual names, reflecting the deeds 
  of glory in which they have been used.
  To lose such a weapon is a shameful disgrace that can only 
  be swept clean by recovering the weapon and punishing 
  those who took it.
  Many samurai have given their lives to recover the family’s 
  weapon.
  The importance of a samurai’s katana is reflected in the 
  ancestral daisho ability of the samurai class.
  A katana is the only honorable weapon for a samurai to use 
  in combat against another samurai.
  Members of the Crab clan, in particular, are famous for 
  their use of weapons such as the tetsubo, the ono, and the 
  dai tsuchi, but they generally use these weapons only 
  against the nonhuman denizens of the Shadowlands.
  Against a samurai, even a Crab samurai must use his katana 
  or face dishonor.
  
  493
  KAU SIN KE
  Also called a whipping chain, this weapon is a length of 
  four to six short iron bars connected by links of chain.
  KAWANAGA
  A kawanaga is a length of light chain with a weight at one 
  end and a sharp-bladed grappling hook on the other.
  It can be whirled quickly, striking with hard blows from 
  either end.
  One end can also be swung out to entangle an opponent.
  The kawanaga can be used either as a double weapon or as a 
  reach weapon.
  You can fight with it as if fighting with two weapons, 
  incurring all the normal attack penalties as if using a one-
  handed weapon and a light weapon.
  In this case, you can only strike at an adjacent opponent.
  If you use the kawanaga as a reach weapon, you can strike 
  opponents 10 feet away with it.
  In addition, unlike other weapons with reach, you can use 
  it against an adjacent foe.
  In this case, you can only use one end of the kawanaga 
  effectively; you cannot use it as a double weapon.
  Because the kawanaga can wrap around an enemy’s leg or 
  other limb, you can make trip attacks with it.
  If you are tripped during your own trip attempt, you can 
  drop the chain to avoid being tripped.
  When using a kawanaga, you get a +2 bonus on your 
  opposed attack roll when attempting to disarm an 
  opponent (including the roll to avoid being disarmed if you 
  fail to disarm your opponent).
  You can use the Weapon Finesse feat to apply your 
  Dexterity modifier instead of your Strength modifier to 
  attack rolls with a kawanaga.
  A kawanaga also serves as a climbing tool.
  It is the equivalent of 10 feet of rope with a grappling hook 
  attached.
  KUSARI-GAMA
  A kusari-gama is a length of chain with a kama at one end.
  It can be used either as a double weapon or as a reach 
  weapon.
  You can fight with it as if fighting with two weapons, 
  incurring all the normal attack penalties as if using a one-
  handed weapon and a light weapon.
  In this case, you can only strike at an adjacent opponent.
  If you use the kusari-gama as a reach weapon, you can strike 
  opponents 10 feet away with it.
  In addition, unlike other weapons with reach, you can use 
  it against an adjacent foe.
  In this case, you can only use one end of the kusari-gama 
  effectively; you cannot use it as a double weapon.
  You can choose which end of the kusari-gama to use.
  The kama end deals 1d6 points of damage and is a slashing 
  weapon; the chain end deals 1d4 points of damage and is a 
  bludgeoning weapon.
  You can make trip attacks with a kusari-gama.
  If you are tripped during your own trip attempt, you can 
  drop the kusari-gama to avoid being tripped.
  When using a kusari-gama, you get a +2 bonus on your 
  opposed attack roll when attempting to disarm an 
  opponent (including the roll to avoid being disarmed if you 
  fail to disarm your opponent).
  You can use the Weapon Finesse feat to apply your 
  Dexterity modifier instead of your Strength modifier to 
  attack rolls with a kusari-gama.
  LAJATANG OR KOROBOKURU 
  LAJATANG
  A lajatang is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons as if you are using a one-
  handed weapon and a light weapon.
  A creature using a double weapon in one hand, such as a 
  Large creature using a lajatang, can’t use it as a double 
  weapon.
  A monk using a lajatang fights with her unarmed base 
  attack bonus, including her more favorable number of 
  attacks per round, along with other applicable modifiers.
  The monk can only use her more favorable number of 
  attacks per round with one end of the weapon.
  The korobokuru lajatang is for Small monks.
  NAGAMAKI
  The nagamaki is a polearm similar to the naginata, but 
  somewhat shorter.
  It is commonly used by mounted samurai.
  NAGINATA
  A naginata has reach.
  You can strike opponents 10 feet away with it, but you can’t 
  use it against an adjacent foe.
  NEEDLES, BLOWGUN
  These 2-inch-long iron needles are sold in small wooden 
  cases of 20.
  A full case is so light that its weight is negligible.
  The tips of the needles are often coated with poison.
  NEKODE
  A nekode is a strap or glove fitted with spikes in the palm, 
  favored as both a weapon and a climbing tool by ninja.
  Your opponent cannot use a disarm action to disarm you of 
  a nekode.
  An attack with a nekode is considered an armed attack.
  A monk using a nekode can strike with her unarmed base 
  attack bonus, including her more favorable number of 
  attacks per round, along with other applicable modifiers.
  Using a pair of nekodes while climbing gives a +1 
  circumstance bonus on Climb checks.
  This bonus does not stack with the +2 bonus from using a 
  climber’s kit.
  The bagh nakh (“tiger’s claws”) is a similar weapon to the 
  nekode, wielded more like brass knuckles.
  Its statistics are the same, but it does not give a bonus on 
  Climb checks.
  
  494
  NINJA-TO
  The ninja-to—a short, straight sword similar to a 
  wakizashi—is the standard sword of the ninja.
  True to a ninja’s methods, the scabbard of the ninja-to is a 
  multipurpose tool.
  It is open at both ends, allowing it to be used as a blowpipe 
  for powders or poisons or as a breathing tube.
  It is also stiff and strong, allowing it to be used as the rung 
  of a ladder or even as a weapon (use the statistics for a club).
  SAI
  A sai’s pronglike extrusions are designed to help catch and 
  disarm opponents’ weapons.
  If you attempt to disarm your opponent using a sai, you 
  gain a +4 bonus on the opposed attack roll required.
  (You don’t gain any bonus if someone tries to disarm your 
  sai).
  A monk using a sai can strike with her unarmed base attack 
  bonus, including her more favorable attacks per round, 
  along with other applicable modifiers.
  SANG KAUW
  A sang kauw is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons as if you are using a one-
  handed weapon and a light weapon.
  A creature using a double weapon in one hand, such as a 
  Large creature using a sang kauw, can’t use it as a double 
  weapon.
  The buckler in the middle of the sang kauw gives you a +1 
  shield bonus to your Armor Class if you attack with only 
  one end of the sang kauw in a round.
  SASUMATA
  The sasumata is a pole arm designed to capture opponents 
  with a minimum of harm.
  A wielder who hits a Small or Medium-size opponent with 
  a sasumata can immediately initiate a grapple (as a free 
  action) without provoking an attack of opportunity.
  (See Grapple in Chapter 8 of the Player’s Handbook for more 
  information).
  In addition to the normal options available to a grappler, 
  the wielder of a sasumata can attempt to pull his target to 
  the ground (the equivalent of a trip attack, though no attack 
  roll is necessary).
  The sasumata has reach and cannot be used against adjacent 
  opponents.
  SHIKOMI-ZUE
  This ninja weapon appears to be a stout bamboo or wooden 
  staff, but a quick twist or press of a button causes a spear 
  head to spring from one end.
  Without the blade, the shikomi-zue deals the same damage 
  as a quarterstaff (1d6, ×2 critical), and can even be used as a 
  double weapon, like a quarterstaff.
  With the blade out, it has the statistics shown on Table 5–7.
  SODEGARAMI
  The sodegarami, or sleeve-tangler, is a highly specialized 
  weapon, used to catch and entangle an opponent without 
  causing great harm.
  It is normally used to hook and catch the clothing of an 
  opponent.
  When you use a sodegarami in this way, you make a grapple 
  attack, without provoking an attack of opportunity.
  You make a melee touch attack with the weapon to “grab”
  the target’s clothing.
  This attack does not work against a character in heavy 
  armor, or against most monsters that do not wear clothing.
  If the touch attack is successful, you make an opposed 
  grapple check, using the size modifier for the sodegarami 
  (+4 for a Large weapon) instead of your own size.
  If you win the opposed check, you have a hold on the 
  target, but you do not deal any damage.
  If you lose, you fail to start the grapple.
  To maintain the grapple, you do not need to move into your 
  opponent’s space.
  The sodegarami holds your opponent 10 feet away from 
  you.
  While you maintain the grapple, you do not have the 
  option to damage or pin your opponent.
  Your opponent can try to escape or wriggle free, attack with 
  a light weapon, or cast a spell with no somatic components 
  and a casting time of 1 action.
  A sodegarami can also be used as a normal weapon, dealing 
  the damage shown on Table 5–7 but not entangling the 
  opponent.
  A sodegarami has reach.
  You can strike opponents 10 feet away with it, but you can’t 
  use it against an adjacent foe.
  TAIL SPIKES, RATLING
  A nezumi or vanara character who has proficiency with tail 
  spikes can use them to make one extra attack in a round at 
  her highest base attack, in addition to all attacks with a 
  hand-held weapon (or a ratling’s natural weapons).
  The tail spike attack and each other attack made that round 
  suffer a –2 penalty apiece.
  For example, at 6th level, Min’tchap gets two attacks with 
  her nagamaki at +8 and +3 (including her strength bonus 
  and Weapon Focus feat).
  If she uses tail spikes in addition, she gets three attacks: two 
  with the nagamaki at +6 and +1, and one with the tail spikes 
  at +6.
  This penalty applies for 1 round, so it affects attacks of 
  opportunity the ratling might make before her next action.
  THREE-SECTION STAFF
  Originally a farm implement for threshing grain, this 
  weapon is composed of three sections of wood of equal 
  lengths, joined at the ends by chain, leather, or rope.
  A monk using a three-section staff (for which she must take 
  an Exotic Weapon Proficiency feat due to the weapon’s 
  Large size) fights with her unarmed base attack bonus and 
  her more favorable number of attacks per round, along with 
  other applicable attack modifiers.
  The three-section staff requires two hands to use.
  
  495
  TONFA
  A monk using a tonfa can strike with her unarmed base 
  attack bonus, including her more favorable number of 
  attacks per round, along with other applicable modifiers.
  WAKIZASHI
  The wakizashi is a masterwork short sword, granting a +1 
  bonus on your attack rolls.
  A masterwork weapon’s bonus to attack does not stack with 
  an enhancement bonus to attack.
  A samurai’s wakizashi is part of a matched pair with his 
  katana, and—like the katana—is an important part of his 
  honor.
  Samurai rarely use it in combat, except among the Dragon 
  clan, whose members have developed a style of two-weapon 
  fighting.
  Its most prominent use is in the ritual suicide called 
  seppuku.
  Nonsamurai characters of the noble caste (primarily 
  shugenjas) may carry a wakizashi without a katana, and 
  often use it when pressed into combat.
  WAR FAN
  Favored by certain Scorpions, this weapon appears to the 
  untrained eye as nothing more than a beautifully crafted 
  lady’s fan.
  In fact, the vanes of the fan are crafted from steel, and the 
  tips are needle-sharp.
  When the fan is first brought into melee, the wielder may 
  attempt a Bluff check against an opponent’s Sense Motive 
  check.
  If the wielder wins the contest, he adds a +4 bonus to the 
  attack roll for his first round’s attack(s).
  This weapon should not be confused with the tessen, a 
  metal “fan” that serves as a shield.
  Goad (simple weapon—melee): cost 3 gp, damage 1d4, 
  critical ×2, weight 4 lb., type Piercing.
  This weapon is pictured on page 73 of Oriental Adventures.
  PLANAR HANDBOOK (3.5)
  ANNULAT
  This exotic ranged weapon, invented by the neraphim (see 
  page 12), appears as a perfectly circular, nearly paper-thin 
  hoop forged from a dark ironlike metal and sharpened on 
  the outside edge.
  The annulat’s diameter is a little over 1 foot.
  The band of metal, while thin, measures some 2 inches in 
  breadth.
  When thrown, an annulat sails through the air with deadly 
  accuracy, its cross-section so thin that it is almost invisible.
  Those proficient with the annulat are particularly accurate 
  with the throwing hoop and can make it curve somewhat 
  in flight.
  Targets who gain a cover bonus to their Armor Class have 
  that bonus reduced by 2.
  Neraphim treat the annulat as a martial weapon.
  GEHENNAN LANCET
  The lancet is somewhat similar to a punching dagger, but it 
  is weighted to deliver extra clout.
  The lancet is a popular criminal weapon in the streets of the 
  Crawling City on Gehenna.
  HEAVY SICKLE
  This sickle, slightly larger than those generally used as 
  weapons, enjoys popularity among the vicious tieflings that 
  make their home in the Abyss.
  
  496
  JOVAR
  Named for the layer of Celestia on which the city of Yetsira 
  sits, the exotic weapon known as a jovar is the preferred 
  weapon of the Heavenly City’s archon guards.
  The greatswordlike weapon is weighted oddly, but in the 
  hands of a trained wielder, the blows landed with the blade 
  are more likely to deal considerable damage.
  MUSPELRULE
  Originally designed as a punishment rod for Muspelheim 
  fire giant children, this light, clublike shaft is strong 
  enough to be used as a weapon.
  RAMHAMMER
  This long-handled hammer is an exotic weapon favored 
  among some dwarves of Nidavellir, the third layer of 
  Ysgard.
  It is treated as a melee weapon with 10-foot reach, though 
  the wielder doesn’t threaten the area into which he can 
  make an attack.
  Using a ramhammer provokes attacks of opportunity, just 
  as if the wielder had used a ranged weapon.
  Because of the wide hammer head and the considerable 
  force a trained wielder can bring to bear using leverage, it’s 
  possible to make bull rush attacks with this weapon.
  When using a ramhammer, a wielder does not have to enter 
  his foe’s square (and thus does not provoke attacks of 
  opportunity for this move, though, as noted above, the 
  wielder provokes attacks of opportunity from adjacent foes 
  as if making a ranged attack).
  The wielder gains a +2 bonus on his opposed Strength 
  check (see the rules for bull rush, page 154 of the Player’s 
  Handbook).
  If the wielder has the Improved Bull Rush feat, he gains the 
  noted +4 bonus on his opposed Strength check (but the 
  ability to avoid attacks of opportunity for entering his foe’s 
  square is irrelevant).
  RIPPER
  A favorite on many levels of the Abyss, a ripper is a short-
  shafted spear with grooves in its head designed to improve 
  the penetration of the point.
  STABAXE
  This weapon is similar to a handaxe, but the blade is refined 
  to a longer, narrower, and straighter form designed to 
  achieve deeper penetration.
  It sees some use on Avalas, the first layer of Acheron.
  STRAIGHTBLADE
  Unlike a standard short sword, a straightblade is wider and 
  slightly heavier, making it an ideal slashing weapon.
  The straightblade is a favorite among the “citizens” of the 
  city of Dis.
  PLAYER’S HANDBOOK 3.0 
  (3.0)
  
  497
  
  498
  ARROWS
  An arrow used as a melee weapon is Tiny and deals 1d4 
  points of piercing damage (×2 crit).
  Since it is not designed for this use, all characters are 
  treated as not proficient with it and thus suffer a –4 penalty 
  on their attack rolls.
  Arrows come in leather quivers that hold 20 arrows.
  An arrow that hits its target is destroyed; one that misses 
  has a 50% chance to be destroyed or lost.
  AXE, ORC DOUBLE
  An orc double axe is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons, as if you were wielding a 
  one-handed weapon and a light weapon (see Attacking with 
  Two Weapons, page 124).
  A creature using a double weapon in one hand, such as an 
  ogre using an orc double axe, can’t use it as a double 
  weapon.
  AXE, THROWING
  A throwing axe is lighter than a handaxe and balanced for 
  throwing.
  Gnome fighters often use throwing axes for both melee and 
  ranged attacks.
  BATTLEAXE
  The battleaxe is the most common melee weapon among 
  dwarves.
  
  499
  BOLTS
  A crossbow bolt used as a melee weapon is Tiny and deals 
  1d4 points of piercing damage (×2 crit).
  Since it is not designed for this use, all characters are 
  treated as not proficient with it and thus suffer a –4 penalty 
  on their attack rolls.
  Bolts come in wooden cases that hold 10 bolts.
  A bolt that hits its target is destroyed; one that misses has a 
  50% chance to be destroyed or lost.
  BULLETS, SLING
  Bullets are lead spheres, much heavier than stones of the 
  same size.
  They come in a leather pouch that holds 10 bullets.
  A bullet that hits its target is destroyed; one that misses has 
  a 50% chance to be destroyed or lost.
  CHAIN, SPIKED
  A spiked chain has reach.
  You can strike opponents 10 feet away with it.
  In addition, unlike other weapons with reach, you can use 
  it against an adjacent foe.
  Because the chain can wrap around an enemy’s leg or other 
  limb, you can make trip attacks with it.
  If you are tripped during your own trip attempt, you can 
  drop the chain to avoid being tripped.
  When using a spiked chain, you get a +2 bonus on your 
  opposed attack roll when attempting to disarm an 
  opponent (including the roll to avoid being disarmed if you 
  fail to disarm your opponent).
  You can use the Weapon Finesse feat (see page 86) to apply 
  your Dexterity modifier instead of your Strength modifier 
  to attack rolls with a spiked chain.
  CLUB
  A wooden club is so easy to find and fashion that it has no 
  cost.
  CROSSBOW, HAND
  This exotic weapon is common among rogues and others 
  who favor stealth over power.
  You can draw a hand crossbow back by hand.
  Loading a hand crossbow is a move-equivalent action that 
  provokes attacks of opportunity.
  CROSSBOW, HEAVY
  A heavy crossbow requires two hands to use effectively, 
  regardless of the user’s size.
  You draw a heavy crossbow back by turning a small winch.
  Loading a heavy crossbow is a fullround action that 
  provokes attacks of opportunity.
  A Medium-size or larger character can shoot, but not load, a 
  heavy crossbow with one hand at a –4 penalty.
  A Medium-size or larger character can shoot a heavy 
  crossbow with each hand at a –6 penalty, plus the usual –4 
  penalty for the off-hand attack (–6 primary hand/–10 off 
  hand).
  The Two-Weapon Fighting feat does not reduce these 
  penalties because it represents skill with melee weapons, 
  not ranged weapons.
  The Ambidexterity feat lets someone avoid the –4 off-hand 
  penalty (–6 primary hand/–6 off hand).
  CROSSBOW, LIGHT
  A light crossbow requires two hands to use, regardless of 
  the user’s size.
  You draw a light crossbow back by pulling a lever.
  Loading a light crossbow is a move-equivalent action that 
  provokes attacks of opportunity.
  A Small or larger character can shoot, but not load, a light 
  crossbow with one hand at a –4 penalty.
  A Small or larger character can shoot a light crossbow with 
  each hand as noted for heavy crossbows, above.
  CROSSBOW, REPEATING
  The repeating crossbow holds five crossbow bolts.
  While it holds bolts, you can shoot the crossbow according 
  to your normal number of attacks without reloading.
  Loading a new case of five bolts is a full-round action that 
  provokes attacks of opportunity.
  DAGGER
  The dagger is a common secondary weapon.
  You can use the Weapon Finesse feat (see page 86) to apply 
  your Dexterity modifier instead of your Strength modifier 
  to attack rolls with a dagger.
  DAGGER, PUNCHING
  This dagger puts the full force of the wielder’s punch 
  behind it, making it capable of deadly strikes.
  DART
  A dart is the size of a large arrow and has a weighted head.
  Essentially, it is a small javelin.
  FALCHION
  This sword, which is essentially a two-handed scimitar, has 
  a curve that gives it an effectively keener edge.
  FLAIL, DIRE
  A dire flail is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons, as if you were using a one-
  handed weapon and a light weapon (see Attacking with 
  Two Weapons, page 124).
  A creature using a double weapon in one hand, such as an 
  ogre using a dire flail, can’t use it as a double weapon.
  With a dire flail, you get a +2 bonus on your opposed attack 
  roll when attempting to disarm an enemy (including the 
  opposed attack roll to avoid being disarmed if you fail to 
  disarm your enemy).
  You can also use this weapon to make trip attacks.
  
  500
  If you are tripped during your own trip attempt, you can 
  drop the dire flail to avoid being tripped.
  FLAIL, HEAVY OR LIGHT
  With a flail, you get a +2 bonus on your opposed attack roll 
  when attempting to disarm an enemy (including the roll to 
  avoid being disarmed if you fail to disarm your enemy).
  You can also use this weapon to make trip attacks.
  If you are tripped during your own trip attempt, you can 
  drop the flail to avoid being tripped.
  GAUNTLET
  These metal gloves protect your hands and let you deal 
  normal damage with unarmed strikes rather than subdual 
  damage.
  A strike with a gauntlet is otherwise considered an 
  unarmed attack.
  The cost and weight given are for a single gauntlet.
  Medium and heavy armors (except breastplate) come with 
  gauntlets.
  GAUNTLET, SPIKED
  Your opponent cannot use a disarm action to disarm you of 
  spiked gauntlets.
  The cost and weight given are for a single gauntlet.
  An attack with a spiked gauntlet is considered an armed 
  attack.
  GLAIVE
  A glaive has reach.
  You can strike opponents 10 feet away with it, but you can’t 
  use it against an adjacent foe.
  GREATAXE
  This big, heavy axe is a favorite of barbarians or anybody 
  else who wants the capability to deal out incredible damage.
  GREATCLUB
  A greatclub is a two-handed version of a regular club.
  It is often studded with nails or spikes or ringed by bands 
  of iron.
  GREATSWORD
  Adventurers recognize the greatsword as one of the best 
  melee weapons available.
  It’s reliable and powerful.
  GUISARME
  A guisarme has reach.
  You can strike opponents 10 feet away with it, but you can’t 
  use it against an adjacent foe.
  Because of the guisarme’s curved blade, you can also use it 
  to make trip attacks.
  If you are tripped during your own trip attempt, you can 
  drop the guisarme to avoid being tripped.
  HALBERD
  Normally, you strike with the halberd’s axe head, but the 
  spike on the end is useful against charging opponents.
  Because of the hook on the back of the halberd, you can use 
  it to make trip attacks.
  If you are tripped during your own trip attempt, you can 
  drop the halberd to avoid being tripped.
  HALFSPEAR
  The halfspear is small enough for a Small character to use it.
  HAMMER, GNOME HOOKED
  A gnome hooked hammer is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons, as if you were using a one-
  handed weapon and a light weapon (see Attacking with 
  Two Weapons, page 124).
  A creature using a double weapon in one hand, such as a 
  human using a gnome hooked hammer, can’t use it as a 
  double weapon.
  The hammer’s blunt head is a bludgeoning weapon that 
  deals 1d6 points of damage (×3 crit).
  Its hook is a piercing weapon that deals 1d4 points of 
  damage (×4 crit).
  You can use either head as the primary weapon head.
  The other head is the off-hand weapon.
  HAMMER, LIGHT
  This is a small sledge light enough to throw.
  It is favored by dwarves.
  HANDAXE
  Dwarves favor these axes as off-hand weapons.
  JAVELIN
  This weapon is a light, flexible spear intended for throwing.
  You can use it in melee, but not well.
  Since it is not designed for melee, all characters are treated 
  as not proficient with it and thus suffer –4 on their melee 
  attack rolls.
  KAMA OR HALFLING KAMA
  A monk using a kama can strike with her unarmed base 
  attack, including her more favorable number of attacks per 
  round, along with other applicable attack modifiers.
  The halfling kama is for Small monks.
  KUKRI
  This heavy, curved dagger has its sharp edge on the inside 
  of the curve.
  
  501
  LANCE, HEAVY OR LIGHT
  A lance deals double damage when used from the back of a 
  charging mount.
  A heavy lance has reach.
  You can strike opponents 10 feet away with it, but you can’t 
  use it against an adjacent foe.
  Light lances are primarily for Small riders.
  LONGBOW
  You need at least two hands to use a bow, regardless of its 
  size.
  This bow is too unwieldy to use while you are mounted.
  LONGBOW, COMPOSITE
  You need at least two hands to use a bow, regardless of its 
  size.
  You must be at least Medium-size to use this bow while 
  mounted.
  Composite bows are made from laminated horn, wood, or 
  bone and built with a recurve, meaning that the bow 
  remains bow-shaped even when unstrung.
  They can be made with especially heavy pulls to take 
  advantage of a character’s above-average Strength (see 
  Mighty Composite Longbow or Shortbow, page 113).
  LONGSPEAR
  A longspear has reach.
  You can strike opponents 10 feet away with it, but you can’t 
  use it against an adjacent foe.
  LONGSWORD
  This classic, straight blade is the weapon of knighthood and 
  valor.
  It is the favored weapon of paladins.
  MACE, HEAVY OR LIGHT
  A mace is made of metal, even the haft, making it quite 
  heavy and very hard to break.
  MORNINGSTAR
  This simple weapon combines the impact of a club with the 
  piercing force of spikes.
  NET
  A fighting net has small barbs in the weave and a trailing
  rope to control netted opponents.
  You use it to entangle opponents.
  When you throw a net, you make a ranged touch attack 
  against your target.
  A net’s maximum range is 10 feet, and you suffer no range 
  penalties to throw it even to its maximum range.
  If you hit, the target is entangled.
  An entangled creature suffers –2 on attack rolls and a –4 
  penalty on effective Dexterity.
  The entangled creature can only move at half speed and 
  cannot charge or run.
  If you control the trailing rope by succeeding at an opposed 
  Strength check while holding it, the entangled creature can 
  only move within the limits that the rope allows.
  If the entangled creature attempts to cast a spell, it must 
  succeed at a Concentration check (DC 15) or be unable to 
  cast the spell.
  The entangled creature can escape with an Escape Artist 
  check (DC 20) that is a full-round action.
  The net has 5 hit points and can be burst with a Strength 
  check (DC 25, also a full-round action).
  A net is only useful against creatures between Tiny and 
  Large size, inclusive.
  A net must be folded to be thrown effectively.
  The first time you throw your net in a fight, you make a 
  normal ranged touch attack roll.
  After the net is unfolded, you suffer a –4 penalty on attack 
  rolls with it.
  It takes 2 rounds for a proficient user to fold a net and twice 
  that long for a nonproficient one to do so.
  NUNCHAKU OR HALFLING
  NUNCHAKU
  A monk using a nunchaku fights with her unarmed base 
  attack, including her more favorable number of attacks per 
  round, along with other applicable attack modifiers.
  The halfling nunchaku is for Small monks.
  PICK, HEAVY OR LIGHT
  A pick is designed to concentrate its force on a small, 
  penetrating point.
  A light or heavy pick resembles a miner’s pick but is 
  specifically designed for war.
  QUARTERSTAFF
  This is the favored weapon of travelers, peasants, 
  merchants, and wizards.
  You can strike with either end, allowing you to take full 
  advantage of openings in your opponent’s defenses.
  A quarterstaff is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons as if you are using a one-
  handed weapon and a light weapon (see Attacking with 
  Two Weapons, page 124).
  A creature using a double weapon in one hand, such as a 
  Large creature using a quarterstaff, can’t use it as a double 
  weapon.
  RANSEUR
  A ranseur has reach.
  You can strike opponents 10 feet away with it, but you can’t 
  use it against an adjacent foe.
  With a ranseur, you get a +2 bonus on your opposed attack 
  rolls when attempting to disarm an opponent (including 
  the roll to avoid being disarmed if you fail to disarm your 
  opponent).
  
  502
  RAPIER
  You can use the Weapon Finesse feat (see page 86) to apply 
  your Dexterity modifier instead of your Strength modifier 
  to attack rolls with a rapier.
  SAP
  A sap comes in handy when you want to knock an 
  opponent out instead of killing him.
  SCIMITAR
  The curve on this blade makes the weapon’s edge 
  effectively sharper.
  SCYTHE
  While it resembles the standard farm implement of the 
  same name, this scythe is balanced and strengthened for 
  war.
  The design of the scythe focuses tremendous force on the 
  sharp point as well as allowing devastating slashes with the 
  blade edge.
  SHORTBOW
  You need at least two hands to use a bow, regardless of its 
  size.
  A character who is Medium-size or larger can use this bow 
  while mounted.
  SHORTBOW, COMPOSITE
  You need at least two hands to use a bow, regardless of its 
  size.
  A character who is Small or larger can use this bow while 
  mounted.
  Composite bows are made from laminated horn, wood, or 
  bone and built with a recurve, meaning that the bow 
  remains bow-shaped even when unstrung.
  They can be made with especially heavy pulls to take 
  advantage of a character’s above-average Strength (see 
  Mighty Composite Longbow or Shortbow, page 113).
  SHORTSPEAR
  Because a shortspear is not as long as a longspear, it can be 
  thrown.
  SHURIKEN
  You can throw up to three shuriken per attack (all at the 
  same target).
  Do not apply your Strength modifier to damage with 
  shuriken.
  They are too small to carry the extra force that a strong 
  character can usually impart to a thrown weapon.
  SIANGHAM OR HALFLING
  SIANGHAM
  A monk using a siangham fights with her unarmed base 
  attack, including her more favorable number of attacks per 
  round, along with other applicable attack modifiers.
  The halfling siangham is for Small monks.
  SICKLE
  This weapon is like a farmer’s sickle, but it is strengthened 
  for use as a weapon.
  It is favored by druids or by anyone who wants a weapon 
  that might be overlooked by guards.
  SLING
  The sling hurls lead bullets.
  It’s not as easy to use as the crossbow nor as powerful as a 
  bow, but it’s cheap, and easy to improvise from common 
  materials.
  Druids and halflings favor slings.
  You can hurl ordinary stones with a sling, but stones are 
  not as dense or as round as bullets, so you deal only 1d3 
  points of damage and suffer a –1 penalty on attack rolls.
  STRIKE, UNARMED
  A Medium-size character deals 1d3 points of subdual 
  damage with an unarmed strike, which may be a punch, 
  kick, head butt, or other type of attack.
  A Small character deals 1d2 points of subdual damage.
  The damage from an unarmed strike is considered weapon 
  damage for the purposes of effects that give you a bonus to 
  weapon damage.
  You can use the Weapon Finesse feat (see page 86) to apply 
  your Dexterity modifier instead of your Strength modifier 
  to attack rolls with an unarmed strike.
  SWORD, BASTARD
  A bastard sword is too large to use in one hand without 
  special training; thus, it is an exotic weapon.
  A Medium-size character can use a bastard sword two-
  handed as a martial weapon, or a Large creature can use it 
  one-handed in the same way.
  Bastard swords are also known as hand-and-a-half swords.
  SWORD, SHORT
  This sword is popular as an off-hand weapon or as a primary 
  weapon for Small characters.
  SWORD, TWO-BLADED
  A two-bladed sword is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons as if you were using a one-
  handed weapon and a light weapon (see Attacking with 
  Two Weapons, page 124).
  
  503
  A creature using a double weapon in one hand, such as an 
  ogre using a two-bladed sword, can’t use it as a double 
  weapon.
  TRIDENT
  This three-tined piercing weapon can be thrown just as a 
  halfspear or shortspear can be, but its range increment is 
  shorter because it’s not as aerodynamic as those other 
  weapons.
  URGROSH, DWARVEN
  A dwarven urgrosh is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons as if you were using a one-
  handed weapon and a light weapon (see Attacking with 
  Two Weapons, page 124).
  A creature using a double weapon in one hand, such as an 
  ogre using a dwarven urgrosh, can’t use it as a double 
  weapon.
  The urgrosh’s axe head is a slashing weapon that deals 1d8 
  points of damage.
  Its spear head is a piercing weapon that deals 1d6 points of 
  damage.
  You can use either head as the primary weapon head.
  The other is the off-hand weapon.
  If you use an urgrosh against a charging character, the spear 
  head is the part of the weapon that does damage.
  An urgrosh is also called a spear-axe.
  WARAXE, DWARVEN
  A dwarven waraxe is too large to use in one hand without
  special training; thus, it is an exotic weapon.
  A Medium-size character can use a dwarven waraxe two-
  handed as a martial weapon, or a Large creature can use it 
  one-handed in the same way.
  WARHAMMER
  This weapon, favored by dwarves, is a one-handed sledge or 
  maul with a large, heavy head.
  WHIP
  The whip deals subdual damage.
  It deals no damage to any creature with even a +1 armor 
  bonus or at least a +3 natural armor bonus.
  Although you keep it in hand, treat it as a projectile weapon 
  with a maximum range of 15 feet and no range penalties.
  Because the whip can wrap around an enemy’s leg or other 
  limb, you can make trip attacks with it.
  If you are tripped during your own trip attempt, you can 
  drop the whip to avoid being tripped.
  When using a whip, you get a +2 bonus on your opposed 
  attack roll when attempting to disarm an opponent 
  (including the roll to keep from being disarmed if you fail 
  to disarm your opponent).
  PLAYER’S HANDBOOK 1 3.5 
  (3.5)
  
  504
  
  505
  ARROWS
  An arrow used as a melee weapon is treated as a light 
  improvised weapon (–4 penalty on attack rolls) and deals 
  damage as a dagger of its size (critical multiplier ×2).
  Arrows come in a leather quiver that holds 20 arrows.
  An arrow that hits its target is destroyed; one that misses 
  has a 50% chance of being destroyed or lost.
  AXE, ORC DOUBLE
  An orc double axe is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons, just as if you were using a
  one-handed weapon and a light weapon (see Two-Weapon 
  Fighting, page 160).
  As its name suggests, it is often found in the hands of 
  powerful orc fighters.
  A creature wielding an orc double axe in one hand can’t use 
  it as a double weapon—only one end of the weapon can be 
  used in any given round.
  AXE, THROWING
  A throwing axe is lighter than a handaxe and balanced for 
  throwing.
  Gnome fighters often use throwing axes for both melee and 
  ranged attacks.
  
  506
  BATTLEAXE
  The battleaxe is the most common melee weapon among
  dwarves.
  BOLAS
  A set of bolas consists of two or three heavy wooden 
  spheres connected by lengths of cord.
  Because the bolas can wrap around an enemy’s leg or other 
  limb, you can use this weapon to make a ranged trip attack 
  against an opponent.
  You can’t be tripped during your own trip attempt when 
  using a set of bolas.
  BOLTS
  A crossbow bolt used as a melee weapon is treated as a light 
  improvised weapon (–4 penalty on attack rolls) and deals 
  damage as a dagger of its size (crit ×2).
  Bolts come in a wooden case that holds 10 bolts (or 5, for a 
  repeating crossbow).
  A bolt that hits its target is destroyed; one that misses has a 
  50% chance of being destroyed or lost.
  BULLETS, SLING
  Bullets are lead spheres, much heavier than stones of the 
  same size.
  They come in a leather pouch that holds 10 bullets.
  A bullet that hits its target is destroyed; one that misses has 
  a 50% chance of being destroyed or lost.
  CHAIN, SPIKED
  A spiked chain has reach, so you can strike opponents 10 
  feet away with it.
  In addition, unlike most other weapons with reach, it can 
  be used against an adjacent foe.
  Because the chain can wrap around an enemy’s leg or other 
  limb, you can make trip attacks with the chain.
  If you are tripped during your own trip attempt, you can 
  drop the chain to avoid being tripped.
  When using a spiked chain, you get a +2 bonus on opposed 
  attack rolls made to disarm an opponent (including the roll 
  to avoid being disarmed if such an attempt fails).
  You can use the Weapon Finesse feat (page 102) to apply 
  your Dexterity modifier instead of your Strength modifier 
  to attack rolls with a spiked chain sized for you, even 
  though it isn’t a light weapon for you.
  CLUB
  A wooden club is so easy to find and fashion that it has no 
  cost.
  CROSSBOW, HAND
  This exotic weapon is common among rogues and others 
  who favor stealth over power.
  You can draw a hand crossbow back by hand.
  Loading a hand crossbow is a move action that provokes 
  attacks of opportunity.
  You can shoot, but not load, a hand crossbow with one 
  hand at no penalty.
  You can shoot a hand crossbow with each hand, but you 
  take a penalty on attack rolls as if attacking with two light 
  weapons (see Table 8–10: Two-Weapon Fighting Penalties, 
  page 160).
  CROSSBOW, HEAVY
  You draw a heavy crossbow back by turning a small winch.
  Loading a heavy crossbow is a full-round action that 
  provokes attacks of opportunity.
  Normally, operating a heavy crossbow requires two hands.
  However, you can shoot, but not load, a heavy crossbow 
  with one hand at a –4 penalty on attack rolls.
  You can shoot a heavy crossbow with each hand, but you 
  take a penalty on attack rolls as if attacking with two one-
  handed weapons (see Table 8–10: Two-Weapon Fighting 
  Penalties, page 160).
  This penalty is cumulative with the penalty for one-handed 
  firing.
  CROSSBOW, LIGHT
  You draw a light crossbow back by pulling a lever.
  Loading a light crossbow is a move action that provokes 
  attacks of opportunity.
  Normally, operating a light crossbow requires two hands.
  However, you can shoot, but not load, a light crossbow with 
  one hand at a –2 penalty on attack rolls.
  You can shoot a light crossbow with each hand, but you 
  take a penalty on attack rolls as if attacking with two light 
  weapons (see Table 8–10: Two-Weapon Fighting Penalties, 
  page 160).
  This penalty is cumulative with the penalty for one-handed 
  firing.
  CROSSBOW, REPEATING
  The repeating crossbow (whether heavy or light) holds 5 
  crossbow bolts.
  As long as it holds bolts, you can reload it by pulling the 
  reloading lever (a free action).
  Loading a new case of 5 bolts is a full-round action that 
  provokes attacks of opportunity.
  You can fire a repeating crossbow with one hand or fire a 
  repeating crossbow in each hand in the same manner as 
  you would a normal crossbow of the same size.
  However, you must fire the weapon with two hands in 
  order to use the reloading lever, and you must use two 
  hands to load a new case of bolts.
  DAGGER
  The dagger is a common secondary weapon.
  You get a +2 bonus on Sleight of Hand checks made to 
  conceal a dagger on your body (see the Sleight of Hand 
  skill, page 81).
  DAGGER, PUNCHING
  This dagger puts more force from your punch behind it, 
  making it capable of deadly strikes.
  
  507
  DART
  A dart is the size of a large arrow and has a weighted head.
  Essentially, it is a small javelin.
  FALCHION
  This sword, which is essentially a two-handed scimitar, has 
  a curve that gives it the effect of a keener edge.
  FLAIL OR HEAVY FLAIL
  With a flail, you get a +2 bonus on opposed attack rolls 
  made to disarm an enemy (including the roll to avoid being 
  disarmed if such an attempt fails).
  You can also use this weapon to make trip attacks.
  If you are tripped during your own trip attempt, you can 
  drop the flail to avoid being tripped.
  FLAIL, DIRE
  A dire flail is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons, just as if you were using a 
  one-handed weapon and a light weapon (see Two-Weapon 
  Fighting, page 160).
  A creature wielding a dire flail in one hand can’t use it as a 
  double weapon—only one end of the weapon can be used 
  in any given round.
  When using a dire flail, you get a +2 bonus on opposed 
  attack rolls made to disarm an enemy (including the 
  opposed attack roll to avoid being disarmed if such an 
  attempt fails).
  You can also use this weapon to make trip attacks.
  If you are tripped during your own trip attempt, you can 
  drop the dire flail to avoid being tripped.
  GAUNTLET
  This metal glove protects your hands and lets you deal 
  lethal damage rather than nonlethal damage with unarmed 
  strikes.
  A strike with a gauntlet is otherwise considered an 
  unarmed attack.
  The cost and weight given are for a single gauntlet.
  Medium and heavy armors (except breastplate) come with 
  gauntlets.
  GAUNTLET, SPIKED
  Your opponent cannot use a disarm action to disarm you of 
  spiked gauntlets.
  The cost and weight given are for a single gauntlet.
  An attack with a spiked gauntlet is considered an armed 
  attack.
  GLAIVE
  A glaive has reach.
  You can strike opponents 10 feet away with it, but you can’t 
  use it against an adjacent foe.
  GREATAXE
  This big, heavy axe is a favorite of barbarians and anybody 
  else who wants the capability to deal out incredible damage.
  GREATCLUB
  A greatclub is a two-handed version of a regular club.
  It is often studded with nails or spikes or ringed by bands 
  of iron.
  GREATSWORD
  Adventurers recognize the greatsword as one of the best 
  melee weapons available.
  It’s reliable and powerful.
  GUISARME
  A guisarme has reach.
  You can strike opponents 10 feet away with it, but you can’t 
  use it against an adjacent foe.
  Because of a guisarme’s curved blade, you can also use it to 
  make trip attacks.
  If you are tripped during your own trip attempt, you can 
  drop the guisarme to avoid being tripped.
  HALBERD
  Normally, you strike with a halberd’s axe head, but the 
  spike on the end is useful against charging opponents.
  If you use a ready action to set a halberd against a charge, 
  you deal double damage on a successful hit against a 
  charging character.
  You can use the hook on the back of a halberd to make trip 
  attacks.
  If you are tripped during your own trip attempt, you can 
  drop the halberd to avoid being tripped.
  HAMMER, GNOME HOOKED
  A gnome hooked hammer is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons, just as if you were using a 
  one-handed weapon and a light weapon (see Two-Weapon 
  Fighting, page 160).
  The hammer’s blunt head is a bludgeoning weapon that 
  deals 1d6 points of damage (crit ×3).
  Its hook is a piercing weapon that deals 1d4 points of 
  damage (crit ×4).
  You can use either head as the primary weapon.
  The other head is the offhand weapon.
  A creature wielding a gnome hooked hammer in one hand 
  can’t use it as a double weapon—only one end of the 
  weapon can be used in any given round.
  You can use a gnome hooked hammer to make trip attacks.
  If you are tripped during your own trip attempt, you can 
  drop the gnome hooked hammer to avoid being tripped.
  Gnomes treat gnome hooked hammers as martial weapons.
  
  508
  HAMMER, LIGHT
  This is a small sledge light enough to throw.
  It is favored by dwarves.
  HANDAXE
  Dwarves favor these axes as off-hand weapons.
  JAVELIN
  This weapon is a light, flexible spear intended for throwing.
  You can use it in melee, but not well.
  Since it is not designed for melee, you are treated as 
  nonproficient with it and take a –4 penalty on attack rolls if 
  you use a javelin as a melee weapon.
  KAMA
  The kama is a special monk weapon.
  This designation gives a monk (see Chapter 3: Classes) 
  wielding a kama special options.
  Because of a kama’s shape, you can use it to make trip 
  attacks.
  If you are tripped during your own trip attempt, you can 
  drop the kama to avoid being tripped.
  KUKRI
  This heavy, curved knife has its sharp edge on the inside of 
  the curve.
  LANCE
  A lance deals double damage when used from the back of a 
  charging mount.
  It has reach, so you can strike opponents 10 feet away with 
  it, but you can’t use it against an adjacent foe.
  While mounted, you can wield a lance with one hand.
  LONGBOW
  You need at least two hands to use a bow, regardless of its 
  size.
  A longbow is too unwieldy to use while you are mounted.
  If you have a penalty for low Strength, apply it to damage 
  rolls when you use a longbow.
  If you have a bonus for high Strength, you can apply it to 
  damage rolls when you use a composite longbow (see 
  below) but not a regular longbow.
  LONGBOW, COMPOSITE
  You need at least two hands to use a bow, regardless of its 
  size.
  You can use a composite longbow while mounted.
  Composite bows are made from laminated horn, wood, or 
  bone and built with a recurve, meaning that the bow 
  remains bow-shaped even when unstrung.
  All composite bows are made with a particular strength 
  rating (that is, each requires a minimum Strength modifier 
  to use with proficiency).
  If your Strength bonus is less than the strength rating of 
  the composite bow, you can’t effectively use it, so you take a 
  –2 penalty on attacks with it.
  The default composite longbow requires a Strength 
  modifier of +0 or higher to use with proficiency.
  A composite longbow can be made with a high strength 
  rating (representing an especially heavy pull) to take 
  advantage of an above-average Strength score; this feature 
  allows you to add your Strength bonus to damage, up to the 
  maximum bonus indicated for the bow.
  Each point of Strength bonus granted by the bow adds 100 
  gp to its cost.
  For instance, a composite longbow (+1 Str bonus) costs 200 
  gp, while a composite longbow (+4 Str bonus) costs 500 gp.
  For example, Tordek has a +2 Strength bonus.
  With a regular composite longbow, he gets no modifier on 
  damage rolls.
  For 200 gp, he can buy a composite longbow (+1 Str bonus), 
  which lets him add +1 to his damage rolls.
  For 300 gp, he can buy one that lets him add his entire +2 
  Strength bonus.
  Even if he paid 400 gp for a composite longbow (+3 Str 
  bonus), he would still get only a +2 bonus on damage rolls 
  and takes a –2 penalty on attacks with it because his 
  Strength is insufficient to use the weapon to best 
  advantage.
  The bow can’t grant him a higher bonus than he already 
  has.
  For purposes of weapon proficiency and similar feats, a 
  composite longbow is treated as if it were a longbow.
  Thus, if you have Weapon Focus (longbow), that feat 
  applies both to longbows and composite longbows.
  LONGSPEAR
  A longspear has reach.
  You can strike opponents 10 feet away with it, but you can’t 
  use it against an adjacent foe.
  If you use a ready action to set a longspear against a charge, 
  you deal double damage on a successful hit against a 
  charging character.
  LONGSWORD
  This classic, straight blade is the weapon of knighthood and 
  valor.
  It is a favorite weapon of many paladins.
  MACE, HEAVY OR LIGHT
  A mace is made of metal, even the haft, which makes it 
  quite heavy and very hard to break.
  NET
  A fighting net has small barbs in the weave and a trailing 
  rope to control netted opponents.
  You use it to entangle enemies.
  When you throw a net, you make a ranged touch attack 
  against your target.
  A net’s maximum range is 10 feet.
  If you hit, the target is entangled.
  
  509
  An entangled creature takes a –2 penalty on attack rolls and 
  a –4 penalty on Dexterity, can move at only half speed, and 
  cannot charge or run.
  If you control the trailing rope by succeeding on an 
  opposed Strength check while holding it, the entangled 
  creature can move only within the limits that the rope 
  allows.
  If the entangled creature attempts to cast a spell, it must 
  make a DC 15 Concentration check or be unable to cast the 
  spell.
  An entangled creature can escape with a DC 20 Escape 
  Artist check (a full-round action).
  The net has 5 hit points and can be burst with a DC 25 
  Strength check (also a full-round action).
  A net is useful only against creatures within one size 
  category of you.
  For instance, a Small character wielding a net can entangle 
  Tiny, Small, or Medium creatures.
  A net must be folded to be thrown effectively.
  The first time you throw your net in a fight, you make a 
  normal ranged touch attack roll.
  After the net is unfolded, you take a –4 penalty on attack 
  rolls with it.
  It takes 2 rounds for a proficient user to fold a net and twice 
  that long for a nonproficient one to do so.
  NUNCHAKU
  The nunchaku is a special monk weapon.
  This designation gives a monk wielding a nunchaku special 
  options.
  With a nunchaku, you get a +2 bonus on opposed attack 
  rolls made to disarm an enemy (including the roll to avoid 
  being disarmed if such an attempt fails).
  PICK, HEAVY OR LIGHT
  A pick is designed to concentrate the force of its blow on a 
  small area.
  A light or heavy pick resembles a miner’s pick but is 
  specifically designed for war.
  QUARTERSTAFF
  The quarterstaff is the favorite weapon of many characters, 
  from travelers, peasants, and merchants to monks, rangers, 
  and wizards.
  A quarterstaff is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons, just as if you were using a 
  one-handed weapon and a light weapon (see Two-Weapon 
  Fighting, page 160).
  You can also strike with either end singly, a fact that allows 
  you to take full advantage of openings in your opponent’s 
  defenses.
  A creature wielding a quarterstaff in one hand can’t use it as 
  a double weapon—only one end of the weapon can be used 
  in any given round.
  The quarterstaff is a special monk weapon.
  This designation gives a monk (see Chapter 3: Classes) 
  wielding a quarterstaff special options.
  RANSEUR
  A ranseur has reach.
  You can strike opponents 10 feet away with it, but you can’t 
  use it against an adjacent foe.
  With a ranseur, you get a +2 bonus on opposed attack rolls 
  made to disarm an opponent (including the roll to avoid 
  being disarmed if such an attempt fails).
  RAPIER
  You can use the Weapon Finesse feat page 102) to apply 
  your Dexterity modifier instead of your Strength modifier 
  to attack rolls with a rapier sized for you, even though it 
  isn’t a light weapon for you.
  You can’t wield a rapier in two hands in order to apply 1-1/2 
  times your Strength bonus to damage.
  SAI
  A sai’s pronglike extrusions are designed to help catch and 
  disarm opponent’s weapons.
  With a sai, you get a +4 bonus on opposed attack rolls made 
  to disarm an enemy (including the roll to avoid being 
  disarmed if such an attempt fails).
  The sai is a special monk weapon.
  This designation gives a monk (see Chapter 3: Classes) 
  wielding a sai special options.
  SAP
  A sap comes in handy when you want to knock an 
  opponent out instead of killing it.
  SCIMITAR
  The curve on this blade gives it the effect of a keener edge.
  SCYTHE
  While it resembles the standard farm implement of the 
  same name, this scythe is balanced and strengthened for 
  war.
  The design of the scythe focuses tremendous force on the 
  sharp point, as well as allowing devastating slashes with the 
  blade edge.
  Because of a scythe’s shape, you can use it to make trip 
  attacks.
  If you are tripped during your own trip attempt, you can 
  drop the scythe to avoid being tripped.
  SHIELD, HEAVY OR LIGHT
  You can bash with a shield instead of using it for defense.
  See Armor, later in this chapter.
  SHORTBOW
  You need at least two hands to use a bow, regardless of its 
  size.
  You can use a shortbow while mounted.
  If you have a penalty for low Strength, apply it to damage 
  rolls when you use a shortbow.
  
  510
  If you have a bonus for high Strength, you can apply it to 
  damage rolls when you use a composite shortbow (see 
  below) but not a regular shortbow.
  SHORTBOW, COMPOSITE
  You need at least two hands to use a bow, regardless of its 
  size.
  You can use a composite shortbow while mounted.
  Composite bows are made from laminated horn, wood, or 
  bone and built with a recurve, meaning that the bow 
  remains bow-shaped even when unstrung.
  All composite bows are made with a particular strength 
  rating (that is, each requires a minimum Strength modifier 
  to use with proficiency).
  If your Strength bonus is lower than the strength rating of 
  the composite bow, you can’t effectively use it, so you take a 
  –2 penalty on attacks with it.
  The default composite shortbow requires a Strength 
  modifier of +0 or higher to use with proficiency.
  A composite shortbow can be made with a high strength 
  rating to take advantage of an above-average Strength score; 
  this feature allows you to add your Strength bonus to 
  damage, up to the maximum bonus indicated for the bow.
  Each point of Strength bonus granted by the bow adds 75 
  gp to its cost.
  For instance, a composite shortbow (+1 Str bonus) costs 150 
  gp, while a composite shortbow (+4 Str bonus) costs 375 gp.
  For example, Tordek has a +2 Strength bonus.
  With a regular composite shortbow, he gets no modifier on 
  damage rolls.
  For 150 gp, he can buy a composite shortbow (+1 Str
  bonus), which lets him add +1 to his damage rolls.
  For 225 gp, he can buy one that lets him add his entire +2 
  Strength bonus.
  Even if he paid 300 gp for a composite shortbow (+3 Str 
  bonus), he would still get only a +2 bonus on damage rolls 
  and takes a –2 penalty on attacks with it because his 
  Strength is insufficient to use the weapon to best 
  advantage.
  The bow can’t grant him a higher bonus than he already 
  has.
  For purposes of weapon proficiency and similar feats, a 
  composite shortbow is treated as if it were a shortbow.
  Thus, if you have Weapon Focus (shortbow), that feat 
  applies both to short-bows and composite shortbows.
  SHORTSPEAR
  A shortspear is small enough to wield one-handed.
  It may also be thrown.
  SHURIKEN
  A shuriken is a special monk weapon.
  This designation gives a monk (see Chapter 3: Classes) 
  wielding shuriken special options.
  A shuriken can’t be used as a melee weapon.
  Although they are thrown weapons, shuriken are treated as 
  ammunition for the purposes of drawing them, crafting 
  masterwork or otherwise special versions of them (see 
  Masterwork Weapons, below), and what happens to them 
  after they are thrown.
  SIANGHAM
  The siangham is a special monk weapon.
  This designation gives a monk (see Chapter 3: Classes) 
  wielding a siangham special options.
  SICKLE
  This weapon is like a farmer’s sickle, but it is strengthened 
  for use as a weapon.
  It is favored by druids and by anyone who wants a weapon 
  that might be overlooked by guards.
  Because of a sickle’s shape, you can also use it to make trip 
  attacks.
  If you are tripped during your own trip attempt, you can 
  drop the sickle to avoid being tripped.
  SLING
  A sling hurls lead bullets.
  It doesn’t shoot as far as a crossbow, nor is it as powerful as a 
  bow, but it’s cheap and easy to improvise from common 
  materials.
  Druids and halflings favor slings.
  Your Strength modifier applies to damage rolls when you 
  use a sling, just as it does for thrown weapons.
  You can fire, but not load, a sling with one hand.
  Loading a sling is a move action that requires two hands 
  and provokes attacks of opportunity.
  You can hurl ordinary stones with a sling, but stones are 
  not as dense or as round as bullets.
  Thus, such an attack deals damage as if the weapon were 
  designed for a creature one size category smaller than you 
  (for instance, 1d3 instead of 1d4, or 1d2 instead of 1d3) and 
  you take a –1 penalty on attack rolls.
  SPEAR
  One of the simplest weapons in existence, the spear is 
  favored by druids and sorcerers.
  It can be thrown.
  If you use a ready action to set a spear against a charge, you 
  deal double damage on a successful hit against a charging 
  character.
  SPIKED ARMOR
  You can outfit your armor with spikes, which can deal 
  damage in a grapple or as a separate attack.
  See Armor, later in this chapter.
  SPIKED SHIELD, HEAVY OR LIGHT
  You can bash with a spiked shield instead of using it for 
  defense.
  See Armor, later in this chapter.
  STRIKE, UNARMED
  A Medium character deals 1d3 points of nonlethal damage 
  with an unarmed strike, which may be a punch, kick, head 
  butt, or other type of attack.
  A Small character deals 1d2 points of nonlethal damage.
  
  511
  A monk or any character with the Improved Unarmed 
  Strike feat can deal lethal or nonlethal damage with 
  unarmed strikes, at her option.
  The damage from an unarmed strike is considered weapon 
  damage for the purposes of effects that give you a bonus on 
  weapon damage rolls.
  An unarmed strike is always considered a light weapon.
  Therefore, you can use the Weapon Finesse feat (page 102) 
  to apply your Dexterity modifier instead of your Strength 
  modifier to attack rolls with an unarmed strike.
  Sword, Bastard: bastard swords are also known as hand-and-
  a-half swords.
  A bastard sword is too large to use in one hand without 
  special training; thus, it is an exotic weapon.
  A character can use a bastard sword two-handed as a martial 
  weapon.
  SWORD, SHORT
  This sword is popular as an off-hand weapon.
  SWORD, TWO-BLADED
  A two-bladed sword is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons, just as if you were using a 
  one-handed weapon and a light weapon (see Two-Weapon 
  Fighting, page 160).
  A creature wielding a two-bladed sword in one hand can’t 
  use it as a double weapon—only one end of the weapon can 
  be used in any given round.
  TRIDENT
  This three-tined piercing weapon can be thrown just as a 
  shortspear or spear can be, but its range increment is 
  shorter because it’s not as aerodynamic as those other 
  weapons.
  If you use a ready action to set a trident against a charge, 
  you deal double damage on a successful hit against a 
  charging character.
  URGROSH, DWARVEN
  A dwarven urgrosh is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons, just as if you were using a 
  one-handed weapon and a light weapon (see Two-Weapon 
  Fighting, page 160).
  The urgrosh’s axe head is a slashing weapon that deals 1d8 
  points of damage.
  Its spear head is a piercing weapon that deals 1d6 points of 
  damage.
  You can use either head as the primary weapon.
  The other is the off-hand weapon.
  A creature wielding a dwarven urgrosh in one hand can’t 
  use it as a double weapon—only one end of the weapon can 
  be used in any given round.
  If you use a ready action to set an urgrosh against a charge, 
  you deal double damage if you score a hit against a charging 
  character.
  If you use an urgrosh against a charging character, the spear 
  head is the part of the weapon that deals damage.
  An urgrosh is also called a spear-axe.
  Dwarves treat dwarven urgroshes as martial weapons.
  WARAXE, DWARVEN
  A dwarven waraxe is too large to use in one hand without 
  special training; thus, it is an exotic weapon.
  A Medium character can use a dwarven waraxe two-handed 
  as a martial weapon, or a Large creature can use it one-
  handed in the same way.
  A dwarf treats a dwarven waraxe as a martial weapon even 
  when using it in one hand.
  WARHAMMER
  This weapon, favored by dwarves, is a one-handed sledge or 
  maul with a large, heavy head.
  WHIP
  A whip deals nonlethal damage.
  It deals no damage to any creature with an armor bonus of 
  +1 or higher or a natural armor bonus of +3 or higher.
  The whip is treated as a melee weapon with 15-foot reach, 
  though you don’t threaten the area into which you can 
  make an attack.
  In addition, unlike most other weapons with reach, you can 
  use it against foes anywhere within your reach (including 
  adjacent foes).
  Using a whip provokes an attack of opportunity, just as if 
  you had used a ranged weapon.
  Because a whip can wrap around an enemy’s leg or other 
  limb, you can make trip attacks with a it.
  If you are tripped during your own trip attempt, you can 
  drop the whip to avoid being tripped.
  When using a whip, you get a +2 bonus on opposed attack 
  rolls made to disarm an opponent (including the roll to 
  keep from being disarmed if the attack fails).
  You can use the Weapon Finesse feat (page 102) to apply 
  your Dexterity modifier instead of your Strength modifier 
  to attack rolls with a whip sized for you, even though it isn’t 
  a light weapon for you.
  RACES OF FAERÛN (3.0)
  
  512
  ARROW, FLIGHT
  The light shaft and special design of this masterwork arrow 
  increases a bow’s range increment by 20 feet.
  ARROW, SEA
  These arrows, fletched by aquatic elves, are treated as 
  masterwork, but they don’t grant a +1 enhancement bonus 
  on attack rolls.
  Instead, when fired from an aquatic longbow, they negate 
  the –2 penalty per 5 feet for making a ranged attack 
  underwater.
  
  513
  ARROW, SIGNAL
  This masterwork arrow is specially designed to emulate a 
  bird’s call when fired.
  Wood elf fletchers craft the arrows to make calls that will 
  be recognized as signals by their fellow elves.
  For example, a hawk’s cry might be used to signal an attack, 
  while an owl’s cry might signal a stealthy advance.
  Anyone overhearing the signal may, on a successful 
  Survival check (DC 20), determine whether the call comes 
  from a living bird or another source.
  The intricate carving of the arrows makes them clumsy in 
  flight, resulting in a –2 penalty on attack rolls.
  ASPERGILLUM, HEAVY
  The common aspergillum (detailed in the FORGOTTEN 
  REALMS Campaign Setting, page 95) is a lightweight metal 
  device resembling a small club or light mace with a 
  perforated head for dispensing holy water.
  Although not a weapon per se, it can be used in combat to 
  deliver ranged touch attacks.
  The heavy aspergillum combines the properties of a 
  common aspergillum with those of a heavy mace and is 
  greatly favored by members of the Impilturan church of 
  Ilmater.
  A heavy aspergillum can hold up to 3 flasks of holy water.
  In addition to serving as a common aspergillum, it can also 
  be used in melee combat.
  When a button on the shaft is pressed, tiny holes open in 
  the mace head, allowing holy water to touch a creature 
  struck by the weapon.
  Each use of the weapon in this manner uses one flask of 
  holy water per attack whether or not the attack is 
  successful.
  If the wielder has multiple attacks per round with the 
  weapon, the holy water can be released multiple times in 
  one round (but no more than once per attack) until it is 
  depleted.
  A heavy aspergillum may also be used to make ranged 
  touch attacks with holy water in the manner of a normal 
  aspergillum.
  Pouring a flask of holy water into an aspergillum or heavy 
  aspergillum is a standard action that provokes an attack of 
  opportunity.
  BATTLE GAUNTLET
  This thick band of metal covers the forearm and part of the 
  hand.
  Like gauntlets that come with armor, battle gauntlets allow 
  the wearer to make unarmed strikes as if he were armed.
  They can be fitted with spikes or blades (making them 
  function as spiked gauntlets or claw bracers).
  Because a battle gauntlet covers the hand and the entire 
  forearm, the wearer cannot wear any other magical gauntlet 
  or bracer on that arm (or items that use those spaces on the 
  body) while wearing battle gauntlets.
  The price and weight on Table A–1 is for a single battle 
  gauntlet.
  BOLAS, TWO-BALL
  A set of bolas consists of two heavy spheres made of wood, 
  stone, or metal connected by lengths of cord.
  It is a ranged weapon used to trip an opponent.
  When you throw a set of bolas, you make a ranged touch 
  attack against your opponent.
  If you hit, your opponent must succeed on a Dexterity or 
  Strength check opposed by your Strength check or be 
  tripped.
  Bolas can only trip Medium-size of smaller opponents.
  Your opponent cannot trip you when you make a trip attack 
  with a set of two-ball bolas.
  DART, ACID
  When these hollow darts hit a target, they break, splashing 
  the victim with acid.
  This does an additional 1d6 points of acid damage in 
  addition to the normal 1d4 piercing damage from the dart 
  itself.
  Once used, the dart is useless.
  DART, BARBED
  This crude and heavy throwing dart is both fletched and 
  barbed.
  It measures from two to three feet long.
  Lizardfolk usually hurl these at a target before charging
  into melee.
  DART, STUN
  When one of these hollow darts hits a target, it releases a 
  small puff of poison gas.
  The victim must make a Fortitude save (DC 12) or be 
  stunned for one round.
  After one round, the target must make another Fortitude 
  save (DC 12) or be stunned for an additional 1d4 rounds.
  GOBLIN STICK
  This is a forked and hooked pole arm, first used by bugbears 
  trying to catch hiding goblins.
  The wooden stick is 6 to 9 feet long, usually gripped in the 
  middle.
  Each end is tipped with three wicked blades.
  The central blade is hooked to help extract targets from 
  tight places.
  The other blades, which are set off at slight angles and 
  different directions from the center, are used to poke 
  around corners.
  A goblin stick is a double weapon and can also be used to 
  make trip attacks.
  HARPOON, ARCTIC
  Favored by arctic dwarves, the harpoon is a broad-bladed 
  spear forged with cruel barbs.
  The shaft of the harpoon has a trailing rope attached to 
  control harpooned opponents.
  Though sometimes used for hunting whales and other large 
  sea creatures, the harpoon is equally at home on dry land.
  
  514
  If you deal damage to your opponent, the harpoon may 
  lodge in the victim if it fails a Reflex saving throw against a 
  DC equal to 10 + the damage you dealt.
  The harpooned creature moves at only half speed and 
  cannot charge or run.
  If you control the trailing rope by succeeding at an opposed 
  Strength check while holding it, the harpooned creature 
  can only move within the limits that the rope allows (the 
  trailing rope is 30 feet long).
  If the harpooned creature attempts to cast a spell, it must 
  succeed on a Concentration check (DC 15) or fail, losing 
  the spell.
  The harpooned creature can pull the harpoon from its 
  wound if it has two free hands and takes a full-round action 
  to do so, but in so doing it deals damage to itself equal to 
  the initial damage the harpoon caused (in other words, the 
  damage coming out equals the damage going in).
  For example, if you hit with a harpoon and deal 8 points of 
  damage, the target takes another 8 points of damage when 
  it removes the harpoon.
  A harpoon can be removed safely with a successful Heal 
  check (DC 10 + damage dealt), but this requires 1 minute.
  HELMET, HORNED
  A horned helmet resembles a normal helmet with bull’s 
  horns attached to each side.
  A horned helmet deals double normal damage when used 
  during a charge action, but the helmet has a reach of 0 ft.
  HELMET, SPIKED
  A spiked helmet resembles a normal helmet with a single 
  spike standing straight out from the top.
  A spiked helmet deals double normal damage when used 
  during a charge action, but the helmet has a reach of 0 ft.
  ICE AXE
  In addition to being an effective weapon, the ice axe grants 
  a +2 circumstance bonus on Climb checks to a wielder 
  proficient in its use.
  JAMBIYA
  This hooked dagger, common among the Calishites and 
  Zakharans, leaves long, thin wounds in its target.
  LANCE, FLIGHT
  This is a 10-foot wooden shaft topped by blade.
  The back end is fletched to keep the lance’s flight true.
  This weapon is normally used with a charge while flying, 
  hurled at the bottom of a swoop maneuver to impale the 
  target.
  It may be used as a melee weapon as if it were a shortspear.
  LASSO
  A lasso is little more than a thin rope knotted with a 
  slipknot that creates a large loop.
  The loop is thrown at a target and the other end is pulled 
  when the loop strikes, causing it to tighten around the 
  target.
  You can throw the lasso at a Medium-size or smaller target, 
  which requires a ranged touch attack.
  If the touch attack succeeds, you immediately start a 
  grapple against the target with a –4 penalty on your roll (all 
  normal grapple modifiers apply).
  If the opponent is grappled by the lasso, you may use an 
  attack to attempt to trip the target.
  If you are tripped during your own trip attempt, you can 
  drop the lasso to avoid being tripped.
  You cannot damage or pin the opponent with the lasso, and 
  you are not considered to be grappling when using the 
  lasso to grapple.
  If you drop the lasso, the grappled creature only needs to 
  succeed at a DC 10 grapple or Escape Artist check to get out 
  of the lasso.
  If you secure one end of the lasso to the saddle of your 
  mount, you can use the mount’s size and strength modifiers 
  for your grapple checks.
  The maximum range for a lasso cannot exceed the length of 
  the rope, minus 5 feet.
  LONGBOW, AQUATIC
  This weapon, favored by aquatic elves, employs a special 
  kelp string that dampens vibration and turbulence.
  The aquatic longbow functions as a normal longbow except 
  when sea arrows are fired from it underwater.
  In this case, the weapon fires with the listed range 
  increment and no penalty for being underwater (ranged 
  attacks underwater ordinarily suffer a –2 penalty on attack 
  rolls for every 5 feet of water they pass through).
  Mighty composite versions of the aquatic longbow are 
  available (see Player’s Handbook pages 113–114), costing 600 
  gp for +1, 700 gp for +2, 800 gp for +3, and 900 gp for +4.
  SKIPROCK
  These polished, perfectly weighted stones are prized by 
  halflings, for if thrown properly by a proficient user they 
  ricochet off one target to strike a second.
  If the skiprock hits its target, it ricochets toward another 
  target of the thrower’s choice adjacent to the original target 
  (within 5 feet).
  The thrower immediately makes a second attack roll, with 
  an attack bonus equal to the first roll’s attack bonus –2.
  Skiprocks can be used as sling bullets, but cannot make 
  ricochet shots when used as ammunition unless thrown 
  from a halfling warsling by a user proficient in both 
  weapons.
  A skiprock may be drawn as a free action.
  SPIKE SHOOTER
  This is a modification of a class of weapons, rather than a 
  specific weapon itself, and thus does not require any 
  additional weapon proficiency.
  This spring-driven device can modify any weapon that has a 
  spike at the end of a long pole (such as battleaxes, 
  morningstars, and most polearms).
  The spike shooter allows the spike to be launched at a 
  target as a normal ranged attack.
  
  515
  The spike shooter is an inaccurate weapon, and those who 
  use it suffer a –2 penalty on the attack roll.
  Resetting the spike is a full-round action.
  STEELSWORD, CHONDATHAN
  Available in the Dalelands, Cormyr, and Sembia, this broad-
  bladed one-handed sword is treated as a masterwork 
  longsword that grants a +2 bonus when attempting to break 
  a foe’s weapon.
  WARSLING, HALFLING
  Perfect balance and sturdier construction distinguish this 
  sling from its simpler counterparts.
  The listed damage assumes skiprock ammunition; ordinary 
  sling bullets deal 1d4 points of damage.
  If a user proficient in both skiprock and the warsling 
  throws skiprocks with a warsling, they can be ricocheted 
  just as if they were thrown.
  RACES OF STONE (3.5)
  BUCKLER-AXE, DWARVEN
  At first glance, a dwarven buckler-axe appears similar to a 
  standard buckler, but this weapon has enlarged bladelike 
  edges at its top and bottom, allowing the wielder to swing it 
  like an axe.
  Thus, in addition to its obvious protective qualities, it 
  proves a capable off-hand weapon or emergency weapon 
  when disarmed.
  A dwarven buckler-axe grants its wielder a +1 shield bonus 
  to Armor Class.
  As with any shield, when you attack with a dwarven 
  buckler-axe, you do not get the shield bonus to your AC.
  A buckler-axe also provides a –1 armor check penalty and a 
  5% arcane spell failure chance.
  Like a spiked shield, a buckler-axe can be enhanced as a 
  weapon, as a shield, or both, but such enhancements must 
  be paid for and applied separately.
  CROSSBOW, GREAT
  You draw a great crossbow back by turning a small winch.
  Loading a great crossbow is a full-round action that 
  provokes attacks of opportunity.
  Normally, operating a great crossbow requires two hands.
  However, you can shoot, but not load, a great crossbow 
  with one hand at a –4 penalty on attack rolls.
  You can shoot a great crossbow with each hand, but you 
  take a penalty on attack rolls as if attacking with two 
  weapons (see Table 8–10, page 160 of the Player’s Handbook).
  These penalties are cumulative with the penalty for firing 
  the crossbow one-handed.
  GREATHAMMER, GOLIATH
  This big, heavy hammer is a favorite of goliath barbarians 
  and warriors.
  The incredibly heavy head of the hammer allows it to make 
  particularly devastating strikes against weapons and 
  shields, granting the wielder a +2 bonus on opposed attack 
  rolls to sunder an enemy’s weapon or shield.
  HAMMER, THROWING
  Essentially a light hammer that has been carefully balanced 
  for throwing, the throwing hammer is a favorite weapon of 
  dwarf rangers.
  QUICKRAZOR, GNOME
  The gnome quickrazor is a fast, flashy weapon favored by 
  gnome bards, because it allows them to hold an instrument, 
  attack with a weapon, and still keep one hand free for 
  spellcasting.
  In addition, many two-weapon-wielding spellcasters find it 
  a perfect off-hand weapon because it allows them to keep 
  their primary weapon in hand and still cast spells with their 
  off hand.
  The quickrazor features a light, wide knife blade with a very 
  small hilt.
  The weapon is worn tied to the wielder’s wrist in a specially 
  designed sheath.
  When you attack with a quickrazor, you flick it out in a 
  quick, slashing circle, catching the hilt in your hand at the 
  end of the arc and then snapping it back into its rest.
  
  516
  Because of this flicking technique, drawing a quickrazor is 
  always a free action, but at the end of your action, you must 
  stow the quickrazor in order to use it properly again on 
  your next turn.
  Stowing the weapon after attacking with it in this fashion is 
  a free action.
  Because you must stow the quickrazor at the end of each 
  attack with it, you are treated as unarmed during other 
  creatures’ actions.
  If you draw a quickrazor and simply wield it instead of 
  using its intended attack method, it counts as an 
  improvised weapon, imposing a –2 penalty on attack rolls 
  even if you have the appropriate Exotic Weapon 
  Proficiency feat.
  Quickrazors are easier to conceal than most weapons, and 
  they grant a +4 bonus on Sleight of Hand checks to conceal 
  them.
  Quickrazors grant a +2 bonus on Bluff checks made to feint 
  in combat.
  Attaching a quickrazor and sheath to your wrist so that it 
  can be wielded properly is a full-round action that provokes 
  attacks of opportunity.
  A character can have only one quickrazor attached to each 
  wrist at a time.
  SPEAR, DWARVEN DOUBLE
  A dwarven double spear is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons, just as if you were using a 
  one-handed weapon and a light weapon (see Two-Weapon 
  Fighting, page 160 of the Player’s Handbook).
  A creature wielding a dwarven double spear in one hand 
  can’t use it as a double weapon—only one end of the 
  weapon can be used in any given round.
  The weapon looks much like a standard spear, although the 
  shaft is a bit thicker.
  The spearpoint is also longer and heavier, sharpened on the 
  sides as well as the tip to allow for either slashing or 
  piercing attacks.
  In addition, a second identical spear point is fastened to the 
  butt of the spear, making the weapon doubly dangerous.
  The tougher pointed ends on the blade allow the wielder to 
  set the weapon against a charge.
  If you use a ready action to set a dwarven double spear 
  against a charge, you deal double damage on a successful hit 
  against a charging character.
  SWORDCATCHER, GNOME
  This short, heavy sword resembles a broad-bladed short 
  sword with two heavy prongs extending up from the hilt.
  These prongs are designed to help catch and disarm 
  opponents’ weapons.
  When using a gnome swordcatcher, you gain a +4 bonus on 
  attack rolls made to disarm an opponent (including the roll 
  to avoid being disarmed yourself if such an attempt fails).
  TORTOISE BLADE, GNOME
  This contraption is designed to be used by a gnome in his 
  or her off hand.
  It is particularly useful in cramped tunnels or warrens 
  where swinging a weapon is difficult or impossible.
  It looks like a turtle shell strapped to the wielder’s wrist, 
  with a daggerlike blade jutting out where the wielder’s 
  fingers should be.
  A tortoise blade grants a +1 shield bonus to Armor Class.
  As with any shield, when you attack with a tortoise blade, 
  you do not get the shield bonus to your AC.
  A tortoise blade also provides a –1 armor check penalty and 
  a 5% arcane spell failure chance.
  Like a spiked shield, a tortoise blade can be enhanced as a 
  weapon, as a shield, or both, but such enhancements must 
  be paid for and applied separately.
  WARPIKE, DWARVEN
  The dwarven warpike resembles a halberd with a greatly 
  elongated shaft, to the end of which a counterweight has 
  been added.
  A dwarven warpike has reach.
  You can strike opponents 10 feet away with it, but you can’t 
  use it against an adjacent foe.
  Normally, you strike with a dwarven warpike’s axe head, 
  but the spike on the end is useful against charging 
  opponents.
  If you use a ready action to set a dwarven warpike against a 
  charge, you deal double damage on a successful hit against a 
  charging character.
  You can use the hook on the back of a dwarven warpike to 
  make trip attacks.
  If you are tripped during your own trip attempt, you can 
  drop the dwarven warpike to avoid being tripped.
  RACES OF THE DRAGON
  (3.5)
  
  517
  DOUBLE CROSSBOW, HAND
  A hand double crossbow functions like a regular crossbow 
  of the same type, but is constructed with a second crossbow 
  above the foregrip.
  Individually loading each hand crossbow takes a move 
  action that provokes an attack of opportunity.
  It takes a full-round action to load both hand crossbows.
  A character can fire one of the two crossbows as an exotic 
  weapon (hand crossbow) with a standard action, or both 
  crossbows as an exotic weapon (hand crossbow) with a full 
  round action (using multiple attacks gained from a high 
  base attack bonus).
  A character with exotic weapon (double crossbow) training 
  can fire both crossbows as a full-round action using their 
  highest base attack bonus, but each attack takes a –2 
  penalty.
  You can shoot a hand double crossbow with each hand, but 
  you take a penalty on attack rolls as if attacking with two 
  light weapons (see Table 8–10: Two-Weapon Fighting 
  Penalties, page 160 of the Player's Handbook).
  This penalty is cumulative with the penalty for one-handed 
  firing.
  DOUBLE CROSSBOW, HEAVY
  A heavy double crossbow functions like a regular crossbow 
  of the same type, but is constructed with a second crossbow 
  above the foregrip.
  Individually loading each heavy crossbow takes a full-
  round action that provokes an attack of opportunity.
  It takes two full-round actions to load both heavy 
  crossbows.
  A character can fire one of the two crossbows as a simple 
  weapon with a standard action, or both crossbows as a 
  simple weapon with a full round action (using multiple 
  attacks gained from a high base attack bonus).
  A character with exotic weapon (double crossbow) training 
  can fire both crossbows as a full-round action using their 
  highest base attack bonus, but each attack takes a –2 
  penalty.
  A heavy double crossbow can be fired with one hand, but 
  with a –6 penalty.
  You can shoot a heavy double crossbow with each hand, but 
  you take a penalty on attack rolls as if attacking with two 
  one-handed weapons (see Table 8–10: Two-Weapon 
  Fighting Penalties, page 160 of the Player's Handbook).
  This penalty is cumulative with the penalty for one-handed 
  firing.
  DOUBLE CROSSBOW, LIGHT
  A light double crossbow functions like a regular crossbow 
  of the same type, but is constructed with a second crossbow 
  above the foregrip.
  Individually loading each light crossbow takes a move 
  action that provokes an attack of opportunity.
  It takes a full-round action to load both light crossbows.
  A character can fire one of the two crossbows as a simple 
  weapon with a standard action, or both crossbows as a 
  simple weapon with a full round action (using multiple 
  attacks gained from a high base attack bonus).
  A character with exotic weapon (double crossbow) training 
  can fire both crossbows as a full-round action using their 
  
  518
  highest base attack bonus, but each attack takes a –2 
  penalty.
  A light double crossbow can be fired with one hand, but 
  with a –4 penalty.
  You can shoot a light double crossbow with each hand, but 
  you take a penalty on attack rolls as if attacking with two 
  light weapons (see Table 8–10: Two-Weapon Fighting 
  Penalties, page 160 of the Player's Handbook).
  This penalty is cumulative with the penalty for one-handed 
  firing.
  GREATPICK
  A greatpick is an extension of the heavy and light pick 
  designs, but considerably heavier and larger, concentrating 
  twice as much force onto a small area with a two-handed 
  heft.
  RACES OF THE WILD (3.5)
  ARROW, BLUNT
  These projectiles have blunt tips wrapped in leather instead 
  of pointed arrowheads.
  They have a shorter range increment than normal arrows 
  and deal nonlethal damage.
  ARROW, DRAGONSBREATH
  A dragonsbreath arrow has a shaft soaked in resin or pitch 
  and a slightly enlarged head filled with a dab of alchemist’s 
  fire.
  Slots in the head force air into the chamber when the arrow 
  is fired, igniting the alchemist’s fire and the shaft as well.
  The slots in the head emit a low screech as the arrow flies 
  through the air.
  
  519
  A dragonsbreath arrow deals an extra 1 point of fire damage 
  when it hits a target, and that target must make a DC 15 
  Reflex save or catch on fire.
  A dragonsbreath arrow can’t be reused on a miss.
  ARROW, SERPENTSTONGUE
  Arrows aren’t very useful for attacking objects, so the elves 
  developed the serpentstongue arrow, which has a forked 
  point with sharp edges on the tips and inside the prongs.
  A skilled archer can neatly sever a rope or leather strap with 
  a serpentstongue arrow.
  A serpentstongue arrow deals both piercing and slashing 
  damage, and it deals full damage (rather than the usual half 
  damage) to objects with a hardness of 5 or less.
  ARROW, SWIFTWING
  These arrows are made slightly longer than normal with a 
  small, aerodynamic head and enlarged fletching (the 
  feathers added to the shaft) for extra stability and accuracy 
  on long shots.
  A swiftwing arrow incurs only half the usual penalty for 
  attacking at range (–1 per range increment rather than the 
  usual –2).
  BLADE, CLOSE FIGHTING
  Elves love swordplay, but even elves recognize that a sword 
  isn’t always an ideal weapon.
  They developed the close fighting blade for times when 
  they must fight in spaces too constricted for true 
  swordplay.
  A close fighting blade is simply a knifelike blade concealed 
  within the hilt or haft of a one-handed or larger melee 
  weapon.
  Pressing a catch in the hilt (a free action) releases the 
  spring-loaded blade, which extends and locks into place 
  protruding from the pommel or butt of the larger weapon.
  A close fighting blade is the equivalent of a dagger in all 
  respects, except that it is a bit more awkward to use.
  It is most useful in situations where the wielder is suddenly 
  rendered incapable of using her normal melee weapon, 
  such as when she is grappling or being swallowed by some 
  hulking monster.
  While a close fighting blade is extended, the wielder takes a 
  –2 penalty on attack rolls, both with the close fighting 
  blade and with the weapon that normally conceals it 
  (which becomes more awkward to use).
  Retracting a close fighting blade is the equivalent of 
  sheathing a weapon (a move action).
  Even with the hidden blade extended, a weapon with a 
  close fighting blade is not a double weapon.
  The user can employ either the main weapon or the 
  extended blade, but not both in the same round.
  A close fighting blade must be enchanted separately from 
  the weapon in which it is housed.
  Elves typically include close fighting blades in longswords 
  or rapiers for their own use.
  Elf wizards sometimes carry quarterstaffs that contain close 
  fighting blades.
  In some areas, elves fashion battleaxes, heavy maces, or 
  similar one-handed weapons with close fighting blades, 
  though these items are usually sold to other races.
  Adding a close fighting blade to an existing weapon, or 
  including one as part of a new weapon, costs 100 gp.
  BOW, ELVENCRAFT
  One of the biggest problems facing any archer is deciding 
  what to do when a foe gets within melee reach.
  Does one stand fast and take the consequences (which can 
  prove painful if not deadly), fall back (not always practical), 
  or drop the bow and draw a melee weapon (inconvenient at 
  best).
  Elf bowyers have made the choice somewhat less difficult 
  by crafting bows that can stand up to melee combat.
  Thanks to elven ingenuity, these weapons work just as well 
  as melee weapons as they do as ranged weapons.
  An elvencraft bow is thicker and heavier than a normal 
  bow.
  An elvencraft shortbow functions as a club when wielded 
  as a melee weapon.
  An elvencraft longbow functions as a quarterstaff when 
  wielded as a melee weapon.
  The wielder incurs no penalty on attack rolls when using 
  an elvencraft bow as a melee weapon.
  A character wielding an elvencraft bow can freely 
  interchange melee and ranged attacks during the same 
  round.
  When wielding an elvencraft bow, the user threatens the 
  squares around him no matter how he last used the 
  weapon.
  Magical enhancements to an elvencraft bow only affect its 
  use as a bow.
  Enhancements to the melee capabilities of the weapon 
  must be added separately.
  An elvencraft bow costs 300 gp more than a normal bow.
  FOOT SPIKE
  The raptorans developed this exotic weapon for use in 
  aerial combat.
  A foot spike resembles a sharp knife blade strapped to the 
  bottom of a sturdy boot.
  The spike is spring-loaded and folds into the boot for 
  walking, and thus has no effect on movement.
  When a foot spike is unfolded, the wearer’s land speed is 
  reduced to 5 feet, and he can’t make a 5-foot step (see page 
  304 of the Player’s Handbook).
  Extending or retracting a foot spike is a move action, the 
  equivalent of drawing or stowing a weapon.
  Foot spikes are primarily intended for use by airborne 
  combatants.
  A character who uses a foot spike while on the ground 
  takes a –4 penalty on attack rolls.
  A character wearing a pair of foot spikes can attack with 
  both as if wielding two light weapons.
  A character can’t use a single foot spike as part of a two-
  weapon attack.
  When a character proficient with foot spikes makes a dive 
  attack (see page 68) while wearing a pair of foot spikes, he 
  can attack with both foot spikes at the end of the charge.
  
  520
  FOOTBOW
  This exotic weapon resembles a composite long bow but is 
  designed to be used in flight, with the archer holding the 
  bow in her feet and drawing it with one or both hands.
  Like a composite longbow (see page 119 of the Player’s 
  Handbook), all footbows are made with a particular strength 
  rating.
  If a character’s Strength bonus is less than the strength 
  rating of the footbow, she can’t effectively use it, so she 
  takes a –2 penalty on attacks with it.
  The default footbow requires a Strength bonus of +0 or 
  higher to use with proficiency.
  A footbow can be made with a high strength rating just as a 
  composite longbow can; each point of Strength bonus 
  granted by the bow adds 100 gp to its cost.
  The wielder of a footbow can choose to use both hands to 
  draw it back; in this case she may add 1-1/2 her Strength 
  bonus to damage (up to a maximum of 1-1/2 the strength 
  rating of the bow), as long as she is strong enough to use it 
  without penalty.
  A footbow can be used on the ground, but the archer must 
  be prone to do so and takes a –4 penalty on the attack roll.
  For raptorans, the footbow is a martial weapon rather than 
  an exotic weapon.
  LYNXPAW
  A lynxpaw is a double weapon, consisting of a length of 
  finely wrought steel chain with a blade similar to a rapier at 
  one end and a spiked weight at the other.
  A character can fight with it as if fighting with two 
  weapons, but if he does, he incurs all the normal attack 
  penalties associated with fighting with two weapons, as if 
  using a one-handed weapon and a light weapon (see Two-
  Weapon Fighting, page 160 of the Player’s Handbook).
  The lynxpaw’s rapier end is a piercing weapon that deals 
  1d6 points of damage (18–20/×2).
  The lynxpaw’s spiked weight end, which resembles a feline 
  paw with the claws extended (hence the name), is a 
  slashing weapon that deals 1d4 points of damage (20/×3).
  A character can use either end as the primary weapon; the 
  other end becomes the off-hand weapon.
  A creature wielding a lynxpaw in only one hand can’t use it 
  as a double weapon and can only use one end of the weapon 
  in any given round.
  A proficient character can make trip attacks with a 
  lynxpaw’s chain.
  If he is tripped during his own trip attempt, he can drop the 
  lynxpaw to avoid being tripped.
  When using the lynxpaw’s chain, the character gets a +2
  bonus on opposed attack rolls made to disarm an opponent 
  (including the roll to avoid being disarmed himself if such 
  an attempt fails).
  A character can use the Weapon Finesse feat to apply his 
  Dexterity modifier instead of his Strength modifier to 
  attack rolls with a lynxpaw sized for him, even though it 
  isn’t a light weapon.
  SKIPROCK
  Halfling weaponsmiths developed these polished stones.
  Each skiprock is perfectly weighted and shaped for 
  throwing.
  If the skiprock hits its target, it ricochets toward another 
  target of the thrower’s choice.
  The second target must be adjacent to the original target 
  (no more than 5 feet away).
  The thrower immediately makes a second attack roll for the 
  skiprock against the new target, with an attack bonus 2 
  lower than that of the initial attack.
  Although they are thrown weapons, skiprocks are treated as 
  ammunition for the purposes of drawing them, crafting 
  masterwork or otherwise special versions of them, and 
  what happens to them after they are thrown.
  Skiprocks can be used as sling bullets, but using a 
  skiprock’s ricochet ability in conjunction with a sling 
  requires taking the Exotic Weapon Proficiency (war sling) 
  feat.
  SWORD, ELVEN COURTBLADE
  These exotic swords seem impossibly long and thin, 
  tapering to a needlelike point.
  One edge of the blade is sharpened along its entire length, 
  and the opposite edge is sharpened only for the final 
  quarter near the tip.
  A courtblade has a basket-shaped hilt (usually made to 
  resemble leaves and vines), a long grip, and a heavy 
  pommel.
  The weapon is intended for thrusting attacks, but the 
  wielder can slash with it as well.
  A character with the Exotic Weapon Proficiency (elven 
  courtblade) feat finds the weapon well suited for quick 
  feints and thrusts.
  A character can use an elven courtblade in conjunction 
  with the Weapon Finesse feat, applying her Dexterity 
  bonus (if any) to melee attacks she makes with the weapon, 
  though it remains a two-handed weapon and not a light 
  weapon.
  Characters proficient with the elven courtblade may treat it 
  as a greatsword for the purpose of any of the following 
  feats: Greater Weapon Focus, Greater Weapon 
  Specialization, Improved Critical, Weapon Focus, and 
  Weapon Specialization.
  SWORD, ELVEN LIGHTBLADE
  This rapierlike exotic weapon is the size of a short sword 
  but weighs only as much as a dagger.
  Dexterous elf fighters and rogues favor it.
  Its thin, flexible blade slips easily into the seams of armor 
  or between the ribs of a foe.
  Some elf nobles carry a lightblade—often decorated with 
  intricate filigree and tiny gemstones—as a sign of their 
  station, even if they aren’t proficient in its use.
  Characters proficient with the elven lightblade may treat it 
  as a rapier or a short sword for the purpose of any of the 
  following feats: Greater Weapon Focus, Greater Weapon 
  Specialization, Improved Critical, Weapon Focus, and 
  Weapon Specialization.
  SWORD, ELVEN THINBLADE
  This rapierlike exotic weapon is the size of a longsword but 
  much lighter.
  Like the lightblade, it is favored by dexterous elf fighters 
  and rogues.
  
  521
  A character can use the Weapon Finesse feat to apply his 
  Dexterity modifier instead of his Strength modifier to 
  attack rolls with an elven thinblade.
  Characters proficient with the elven thinblade may treat it 
  as a rapier or a longsword for the purpose of any of the 
  following feats: Greater Weapon Focus, Greater Weapon 
  Specialization, Improved Critical, Weapon Focus, and 
  Weapon Specialization.
  WAR SLING
  This exotic weapon is a heavy sling used with a special 
  sidearm throw to hurl a skiprock (see above) with deadly 
  power.
  Without skiprock ammunition, a war sling is treated as a 
  normal sling and deals the appropriate damage when used 
  to throw normal sling bullets or stones.
  A user proficient with both the skiprock and the war sling 
  can ricochet a sling-thrown skiprock just like a hand-
  thrown skiprock; see the skiprock description, above.
  SANDSTORM (3.5)
  ATLATL
  An atlatl is a cross between a thrown weapon and a 
  projectile weapon.
  It uses a flat, thin board made of wood or antler, ranging 
  from 1 to 3 feet long.
  One end is held in the hand while the butt of a light spear, 
  2 to 3 feet long, is placed in a groove at the other end.
  At the end of the groove is a raised spur or pin to hold the 
  bottom of the spear in place.
  You hold the loaded spear and handle end of the atlatl in
  the same hand.
  With a sidearm or overhead throw, you propel the spear 
  with a force far greater than that of a hand-thrown spear.
  An atlatl often has a carved stone weight attached to the 
  board’s underside, and many feature a thong of hide or cord 
  to attach to the hand.
  BATTLEHORN
  A battlehorn is a double weapon that consists of two large 
  horns affixed together, facing in opposite directions.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons, just as if you were using a 
  one-handed weapon and a light weapon (see Two-Weapon 
  Fighting, page 160 of the Player’s Handbook).
  
  522
  A creature wielding a battlehorn in one hand can’t use it as 
  a double weapon—only one end of the weapon can be used 
  in any given round.
  If you use a ready action to set a battlehorn against a charge, 
  you deal double damage if you score a hit against a charging 
  character.
  BOOMERANG
  This weapon is a lightweight throwing stick, flat and 
  curved, that returns to you if it misses its target.
  It does not deal much damage, but it has good range, and 
  being able to retrieve it is useful.
  Boomerangs are used mainly for hunting birds and other 
  small creatures.
  COLLAPSING CRESCENT FAN
  Only a few desert societies have the wherewithal to forge 
  the exotic weapon known as the collapsing crescent fan.
  Of those, the bhukas are most commonly associated with 
  the weapon, and so another name for this weapon is the 
  “bhuka blade”.
  When not in use, a crescent blade folds into a compact 
  shape not too much larger than a wand.
  However, with a mere flick of the wrist, the many segments 
  of a crescent blade slide into view and lock into place.
  The vanes of the fan are thin, razor-sharp steel sheets.
  When you attack a flat-footed foe with it, you gain a +4 
  bonus on the attack roll.
  CRESCENT SCYTHE
  Consisting of a staff with a half-disc blade on either end, the 
  crescent scythe is a variation of the standard glaive.
  The edge of the blade is perpendicular to the shaft, allowing 
  you to whirl the weapon in deadly circles.
  When used in conjunction with the Whirlwind Attack feat, 
  a crescent scythe deals an extra 1 point of damage.
  DESERT THROWING-KNIFE
  A desert throwing-knife is unwieldy for melee combat.
  Even if you are proficient with this weapon, you take a –2 
  penalty on attack rolls and damage rolls when using it in 
  melee.
  EAGLE’S CLAW
  The asheratis invented the first eagle’s claw.
  This light, exotic melee weapon has a quarter-circle blade 
  that is equally sharp on both the inner and outer edges.
  The blade is about 6 inches long and looks very much like 
  an eagle’s claw enlarged and forged in steel.
  The handle of an eagle’s claw is slightly curved with a hole 
  at the end to facilitate the use of a finger (middle or index) 
  in wielding the weapon, allowing you to instantly swing 
  the blade between differing grips.
  You get a +1 bonus on Sleight of Hand checks made to 
  conceal an eagle’s claw on your body (see the Sleight of 
  Hand skill, page 81 of the Player’s Handbook).
  FINGERBLADE
  In its most basic definition, a fingerblade is a double-edged 
  short sword.
  However, this weapon is customized to your hand.
  The hilt is something like a hand crossbow grip.
  It fits snugly in the palm of your hand such that your attack 
  motion with the weapon is akin to a punch.
  Held correctly, a fingerblade becomes an extension of your 
  forefinger, allowing maximized control.
  When an attack is properly executed, the hilt pushes into 
  the palm so that no slippage occurs and maximum force is 
  transferred into the thrust.
  If you are proficient with a fingerblade, you deal an extra 
  1d6 points of damage to a foe who is flat-footed on the first 
  round of combat.
  Creatures with immunity to extra damage from critical hits 
  and sneak attacks are not subject to this extra damage.
  GREAT FALCHION
  This heavy executioner’s sword has the same basic profile as 
  a falchion, albeit with a much greater blade surface.
  Because it is an executioner’s weapon, it is often crafted as a 
  masterwork weapon, marked with a royal seal, and created 
  with one or more gems in the hilt.
  GREAT SCIMITAR
  A great scimitar is too large to use in one hand without 
  special training (the appropriate Exotic Weapon 
  Proficiency feat).
  You can use a great scimitar two-handed as a martial 
  weapon.
  Great scimitars are most often the personal weapons of 
  heroes, crafted as masterwork weapons and inscribed with 
  the hero’s deeds and the weapon’s name on the blade.
  Such names commemorate a great event in the hero’s life, 
  such as “The Blade of the Hundred-Day Sandstorm”.
  KHOPESH
  You can use the hooked blade of a khopesh to make trip 
  attacks.
  If you are tripped during your own trip attempt, you can 
  drop the khopesh to avoid being tripped.
  KHOPESH, DOUBLE
  A double khopesh is a double weapon.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons, just as if you were using a 
  one-handed weapon and a light weapon.
  A creature wielding a double khopesh in one hand can’t use 
  it as a double weapon—only one end of the weapon can be 
  used in any given round.
  A double khopesh can be used to make trip attacks like a 
  normal khopesh.
  KYLIE
  This weapon is a heavy, curved throwing stick, 3 to 4 feet 
  long, used for hunting and as a weapon of war.
  
  523
  The shape of the weapon allows it to travel great distances 
  in flat arcs.
  MANOPLE
  Resembling a sai with blades, a manople is actually a 
  gauntlet worn over your hand.
  Since it is worn this way, however, you cannot carry 
  anything else in that hand, nor can you use it to cast spells 
  or use skills.
  A manople gives you a +1 shield bonus to AC.
  Unlike with a spiked shield, you retain this bonus to AC 
  even on a round in which you make an attack with the 
  manople.
  If you lack the appropriate Exotic Weapon Proficiency feat, 
  you do not retain the shield bonus to AC, as you would 
  with a spiked shield.
  A manople has no armor check penalty and a 5% arcane 
  spell failure chance.
  Like a spiked shield, a manople can be enhanced as a 
  weapon, as a shield, or both, but such enhancements must 
  be paid for and applied separately.
  An opponent cannot use a disarm action to disarm you of 
  this weapon.
  The cost and weight given are for a single manople.
  SCORPION CLAWS
  Designed as grappling weapons, scorpion claws are worn 
  over the forearm.
  These metal weapons resemble scorpion pincers, and they 
  open and close by means of an internal mechanical handle.
  Scorpion claws grant you a +4 bonus on grapple checks and 
  can be used to deal slashing damage with a successful 
  grapple check.
  The open claws can be used as a slashing weapon in melee 
  combat, while the closed pincers can be used as a piercing 
  weapon.
  The claws can be opened or closed as a free action.
  Since the claws strap onto the arm, you get a +4 bonus on 
  opposed checks to avoid being disarmed.
  Scorpion claws come in pairs; the cost and weight given is 
  for two.
  SCORPION-TAIL WHIP
  A scorpion-tail whip is made from the dried tail of a Large 
  monstrous scorpion, with the stinger intact.
  Used by some of the crueler desert tribes, the whip deals 
  nonlethal damage except on a critical hit.
  On a critical hit, the whip deals lethal damage and injects a 
  small amount of Large monstrous scorpion venom (injury, 
  Fortitude DC 18, initial and secondary damage 1d6 Str), 
  which is stored in a small bladder in the stinger.
  The bladder can hold only one dose at a time, and adding a 
  dose of venom takes 1 minute.
  The whip can hold any other contact or injury poison (see 
  page 297 of the Dungeon Master’s Guide for details on other 
  poisons).
  THROMBASH
  This fearsome weapon features two wicked, hooked blades 
  facing in opposite directions at the end, and a third blade 
  jutting at an angle near the hilt.
  A thrombash is an exotic ranged weapon; it can be up to 30 
  inches long and is awkward to throw without special 
  training.
  A character can use a thrombash in melee as a martial 
  weapon.
  SAVAGE SPECIES (3.0)
  
  524
  CHAIN LASH
  This is a simple chain with weighted ends.
  It can be whirled quickly, striking with hard blows because 
  of the weights.
  One end can also be swung out to entangle an opponent.
  Kytons often wield these weapons in place of their chain 
  rakes and apply their dancing chains ability to them.
  The chain lash can be used either as a double weapon or as a 
  reach weapon.
  You can fight with it as if fighting with two weapons, 
  incurring all the normal attack penalties as if using a one-
  handed weapon and a light weapon.
  In this case, you can only strike at an adjacent opponent.
  If you use the chain lash as a reach weapon, you can strike 
  opponents 10 feet away with it.
  In addition, unlike other weapons with reach, you can use 
  it against an adjacent foe.
  In this case, you can only use one end of the chain 
  effectively; you cannot use it as a double weapon.
  Because the chain lash can wrap around an enemy’s leg or 
  other limb, you can make trip attacks with it.
  If you are tripped during your own trip attempt, you can 
  drop the chain lash to avoid being tripped.
  When using a chain lash, you get a +2 bonus on your 
  opposed attack roll when attempting to disarm an 
  opponent (including the roll to avoid being disarmed if you 
  fail to disarm your opponent).
  You can use the Weapon Finesse feat to apply your 
  Dexterity modifier instead of your Strength modifier to 
  attack rolls with a chain lash.
  CHAIN, BARBED
  This weapon is a length of four to six short, barbed iron bars 
  connected by links of chain.
  Kytons often wield these weapons in place of their chain 
  rakes and apply their dancing chains ability to them.
  CHATKCHA
  A chatkcha is a heavy crystalline throwing wedge favored 
  by thri-kreen (see Monster Manual II).
  CHUUL LASHER
  Some chuul manufacture these lashes to extend the reach 
  of their own paralyzing tentacles.
  Using a lasher, a chuul can substitute a whip attack for one 
  of its claw attacks.
  A successful strike with the whip attack does normal whip 
  damage (1d2 points of subdual damage), and forces a 
  Fortitude save against the chuul’s paralysis ability.
  GYTHKA
  A gythka is a double-weapon favored by thri-kreen (see 
  Monster Manual II).
  It is a pole arm with a blade at each end.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associated 
  with fighting with two weapons, as if you were wielding a 
  one-handed weapon and a light weapon (see Attacking with 
  Two Weapons in Chapter 8 of the Player’s Handbook).
  
  525
  A creature using a double weapon in one hand, such as an 
  ogre using an orc double axe, cannot use it as a double 
  weapon.
  Thri-kreen (and other creatures with four or more arms) 
  who learn the Multiweapon Fighting feat can wield two 
  gythkas at once as double weapons because of their four 
  arms.
  HOWLER JAVELIN
  Made from the quill of a howler, this weapon performs as a 
  normal javelin with an additional function.
  An opponent hit by a howler javelin must make a Reflex 
  save (DC 16) or have the javelin break off after lodging in 
  his or her flesh.
  A lodged javelin imposes a –1 circumstance penalty on 
  attacks, saves, and checks.
  Removing the javelin deals 1d6 additional points of 
  damage.
  Howler javelins that hit a target cannot be recovered.
  Howler javelins that miss their target have a 50% chance of 
  breaking on impact, rendering them useless.
  Since a howler javelin is not crafted for melee, all characters 
  are treated as not proficient with it and thus take a –4 
  penalty on their melee attack rolls.
  NOTBORA
  This Huge exotic double weapon is made by desmodu (see 
  Monster Manual II) and looks like a big quarterstaff with a 
  crook at one end.
  A notbora has a hinge in the middle so that it can be folded 
  for storage.
  The wielder can unfold the weapon and lock the hinge by 
  pressing a hidden catch (a free action when drawing the 
  notbora).
  The notbora’s straight end is actually a sheath that can be 
  removed as a move-equivalent action to reveal a blade.
  The hooked end can be used to make trip attacks.
  A wielder who is tripped during his or her own trip attempt 
  can drop the notbora to avoid being tripped.
  Each end of the notbora deals 2d6 points of damage.
  The hooked end is a blunt weapon that deals double 
  damage on a critical hit and threatens a critical hit on an 
  attack roll of 20.
  With the sheath in place, the straight end functions the 
  same way.
  With the sheath removed, the straight end is a slashing 
  weapon that deals double damage on a critical hit and 
  threatens a critical hit on an attack roll of 19 or 20.
  PINCER STAFF
  The pincer staff is a kuo-toa pole arm designed to capture 
  opponents with a minimum of harm.
  A wielder who hits a Small or Medium-size opponent with 
  a pincer staff can immediately initiate a grapple (as a free 
  action) without provoking an attack of opportunity (see 
  Grapple in Chapter 8 of the Player’s Handbook).
  In addition to the normal options available to a grappler, 
  the wielder of a pincer staff can attempt to force his target 
  to the ground (the equivalent of a trip attack, though no 
  attack roll is necessary).
  The pincer staff is a reach weapon and cannot be used 
  against adjacent opponents.
  SALAMANDER SPEARS
  These all-metal versions of other spears are somewhat 
  heavier and do more damage for their size than ordinary 
  versions.
  They also conduct both heat and electricity, unlike the 
  wood-hafted normal versions.
  SCISSORS SWORD
  Designed for use by six-armed mariliths, this sword uses a 
  complex, hinged arrangement of three blades and three 
  hilts.
  A scissors sword requires six arms to use effectively.
  On a successful critical hit, a proficient wielder may choose 
  to grapple the opponent with two of the blades (+2 to 
  wielder’s grapple check).
  If the grapple check is successful, the opponent is 
  considered grappled and the wielder may automatically 
  deal 1d8 points of damage against that grappled opponent 
  in each round from the third blade.
  The wielder cannot attack other targets while using the 
  grappling function.
  SHARKTOOTH STAFF
  This weapon is a pole arm designed to tear at the flesh of 
  targets.
  A wielder who hits a Small or Medium-size opponent with 
  a sharktooth staff does normal damage and can 
  immediately initiate a grapple as a free action without 
  provoking an attack of opportunity (see Grapple in Chapter 
  8 of the Player ‘s Handbook).
  The wielder of a sharktooth staff may choose to deal normal 
  damage for the weapon on subsequent rounds without 
  making further attack rolls against the grappled victim.
  SNAKE CHAIN
  This chain is woven through a medusa’s snakes, allowing 
  her to make melee attacks with a reach weapon in addition 
  to using her gaze attack or shortbow.
  A snake chain is a reach weapon.
  A medusa can strike opponents 10 feet away with the chain.
  In addition, unlike most other weapons with reach, she can 
  use it against an adjacent foe.
  Because the chain can wrap around an enemy’s leg or other 
  limb, the medusa can make trip attacks with it.
  If the medusa is tripped during her trip attempt, she cannot 
  drop the chain to avoid being tripped.
  When using a snake chain, a medusa gets a +2 bonus on her 
  opposed attack roll when attempting to disarm an 
  opponent (including the roll to avoid being disarmed if she 
  fails to disarm her opponent).
  A snake chain does not transmit the poison of the medusa’s 
  snakes.
  She may choose to attack with the snakes instead of with 
  the snake chain; if so, normal rules and reach for the snakes 
  apply.
  
  526
  TAIL BLADE
  This weapon consists of a blade and the sheath and harness 
  necessary to attach it to a creature’s tail.
  The version presented here is for Medium-size creatures, 
  such as lizardfolk.
  When using a tail blade, the creature may make a melee 
  attack with it at its full attack bonus and no other attacks, or 
  it can make a tail blade attack in addition to its other melee 
  attacks.
  See Multiweapon Fighting and Multidexterity in the 
  Monster Manual for resulting penalties to attack rolls.
  TAIL CLUB
  This weapon consists of a club and the sheath and harness 
  necessary to attach it to a creature’s tail.
  The version presented is for Medium-size creatures, such as 
  lizardfolk.
  When using a tail club, the creature may make a melee 
  attack with it at its full attack bonus and no other attacks, or 
  it can make a tail club attack in addition to its other melee 
  attacks.
  See Multiweapon Fighting and Multidexterity in the 
  Monster Manual for resulting penalties to attack rolls.
  SERPENT KINGDOMS (3.5)
  TAIL SCYTHE
  A tail scythe consists of a long, curved blade that is 
  designed to be strapped to a serpentine tail.
  In fact, the weapon is usable only by creatures possessing 
  such an appendage, since it does not have a handle that 
  lends itself to a humanoid hand.
  The design of the tail scythe focuses tremendous force on 
  the sharp point while still allowing devastating slashes with 
  the blade edge.
  Because of a tail scythe’s shape, you can also use it to make 
  trip attacks.
  However, if you are tripped during your own trip attempt, 
  you cannot drop the tail scythe to avoid being tripped.
  Donning or removing a tail scythe takes 1 round with the 
  benefit of hands or assistance, or 3 rounds without.
  SONG AND SILENCE (3.0)
  
  527
  BAYONET
  Sometimes a bard finds himself in a situation that requires 
  self-defense at a few seconds’ notice.
  That’s when an instrument-mounted bayonet comes in 
  handy.
  A bayonet (a long, thin dagger) affixed to the neck of a lute 
  or other instrument can be used to fend off an attacker, or 
  even to inflict respectable damage if set to receive a charge.
  However, some risk of damage to the instrument exists 
  from the sudden impact (see the Attack an Object section 
  in Chapter 8 of the Player’s Handbook).
  CROSSBOW, COVERED HAND
  Rogues often find themselves hanging from ropes, clinging 
  to walls, and in other positions that make normal missile 
  fire impossible.
  However, a covered hand crossbow, in which a thin sheet 
  of wood holds the bolt in its firing groove, can be fired from 
  any position without the bolt slipping out.
  This device is very similar to the cut-down repeating 
  crossbow in appearance, except that it lacks a clip.
  The covered hand crossbow loads from the rear and holds 
  only one bolt at a time.
  CROSSBOW, GRAPPLE-FIRING
  This device helps adventures scale unclimbable walls, 
  bridge chasms, escape down sheer cliffs, and the like.
  A grapple-firing crossbow is a heavy crossbow modified to 
  fire a special, grapple-headed metal bolt attached to 100 feet 
  of thin, light rope.
  A successful shot at an appropriate target (see the Attack an 
  Object section in Chapter 8 of the Player’s Handbook)
  indicates that the grapple has hooked onto something, 
  anchoring the rope firmly enough for a character to ascend 
  it with a successful Climb check (DC 15).
  Failure brings one of three results: that the grapple simply 
  failed to snag anything, that it has lodged but is not secure 
  enough to support a character’s weight, or that there’s 
  simply nothing up there for it to catch.
  In the first case, the user can simply recoil the rope and try 
  again.
  In the second case, a successful Use Rope check (DC 15) 
  made before anyone tries to climb reveals the instability.
  The user cannot free that grapple but may try to fire 
  another.
  (Should anyone try to limb the unstable rope, the grapple 
  gives way after the climber has progressed 1d10 feet.
  Determine damage normally for the resulting fall).
  In the third case, retries automatically fail.
  A character can easily anchor a grapple-bolt by hand in a 
  niche or use pitons to secure it on smooth stone.
  This provides the same aid for descent without the need to 
  fire the weapon.
  
  528
  GARROTE, CORD
  This type of garrote is a simple cord used to strangle an 
  opponent.
  Using this weapon requires a special garrote attack (see 
  Chapter 5).
  An experienced strangler can also use scarves, sashes, vines, 
  and the like as impromptu cord garrotes.
  GARROTE, LOCKING
  This nasty variant of the wire garrote comes with a pair of 
  metal grips, each of which contains one portion of a 
  locking mechanism.
  Once the garrote has begun to deal damage after a garrote 
  attack, the attacker can link the two ends and twist the 
  grips into their locked position.
  This maintains strangling pressure on the victim even after 
  the attacker lets go.
  The victim continues to make grapple checks (each one 
  opposed by the last attack roll the attacker made) until 
  freed or unconscious.
  The DC for the Disable Device check to free a victim from a 
  locked garrote is 10 if the character attempting the task has 
  Exotic Weapon Proficiency (locking garrote), or 25 
  otherwise.
  If someone other than the victim makes the attempt, a –5 
  circumstance penalty applies to the check unless the victim 
  is held, unconscious, or otherwise kept from moving.
  A character attempting to remove a locking garrote from 
  his or her own neck suffers the same penalty on the Disable 
  Device check, this time for working blind.
  Naturally, it’s impossible for any character to take 10 or take 
  20 on this check unless the victim trapped in the device is 
  already dead.
  Smashing the locking garrote leaves it frozen in the locked 
  position.
  GARROTE, WIRE
  This weapon is nothing but a thin wire set into a pair of 
  wooden grips.
  Like the cord version, it is used to strangle an opponent.
  The grips protect the attacker’s hands from the wire.
  A character using a wire garrote without grips or some 
  other form of hand protection takes 1d3 points of damage 
  per round from the wire.
  Using this weapon requires a special garrote attack (see 
  Chapter 5).
  SLEEVE, WEIGHTED
  Subtle weapons often used for self-defense, weighted 
  sleeves are usually found only in lands where long, loose 
  sleeves are fashionable.
  A weighted sleeve consists of one or more metal weights 
  sewn into a sleeve hem.
  Tailors who incorporate these weapons into finely made 
  garments take care to spread out the weight so that the 
  clothing hangs normally.
  In simpler peasant versions, a small pocket just inside the 
  cuff of each sleeve holds a single metal ball weighing about 
  1 pound.
  Typically, both of a garment’s sleeves are weighted.
  To use this weapon, the wearer first swings the sleeve 
  around to build momentum, much as if it were a sling.
  Instead of releasing a missile, however, the user simply 
  clubs the target with the weight.
  Building up sufficient momentum is a move-equivalent 
  action, so only one blow with each sleeve is normally 
  possible in a round.
  Attacking with both sleeves simultaneously incurs the 
  standard penalties for fighting with two weapons.
  The wielder might also alternate between the left and right 
  sleeves, striking with one and building up speed with the 
  other during one round, then striking with the second 
  sleeve and building momentum with the first on the 
  following round.
  This tactic incurs the standard penalty for using a weapon 
  in the offhand each round.
  Wearing a garment with weighted sleeves as part of a 
  disguise is a favorite trick of assassins.
  Once the assassin has carried out his mission, he can simply 
  discard the weights in the nearest convenient dustbin or 
  pond and continue posing as an unarmed servant or guest 
  in the house, even if a search is conducted.
  STORMWRACK (3.5)
  
  529
  BALLISTA
  As described on page 99 of the Dungeon Master’s Guide, the 
  ballista is a Huge heavy crossbow fixed in place.
  The ballista is a direct-fire weapon; due to its size a Medium 
  creature takes a –4 penalty on attack rolls when firing a 
  ballista, and a Small creature takes a –6 penalty.
  The ballista takes up a space 5 feet across and weighs 400 
  pounds.
  A ballista deals half damage to an enemy vessel.
  Reload: Full-round action and DC 10 Strength check to 
  wind to half-cock; Full-round action and DC 10 Strength 
  check to wind from half- to full-cock; full-round action to 
  load bolt.
  Normal rate of fire is one shot per 4 rounds.
  BOMBARD, GREAT
  The heavy bombard is sometimes referred to as a basilisk.
  It fires a heavy stone ball with a modest charge of powder.
  It is a direct-fire weapon; due to its size a Medium creature 
  takes a –4 penalty on attack rolls when firing a bombard, 
  and a Small creature takes a –6 penalty.
  The great bombard takes up a space 10 feet across and 
  weighs 2,000 pounds.
  Reload: Full-round action and DC 10 Profession (siege 
  engineer) check to swab out bore; two full-round actions 
  and DC 15 Profession (siege engineer) check to load 
  powder and wad; two full-round actions and DC 10 
  Strength check to load stone shot; two full-round actions 
  and DC 10 Strength check to tamp the shot; two full-round 
  actions to aim the bombard.
  Normal rate of fire is one shot per ten rounds.
  BOMBARD, LIGHT
  The light bombard—also known as the perier or stone 
  gun—is a relatively short and light piece designed to fire 
  round stone shot with small charges of powder.
  Like the ballista, the bombard is a direct-fire weapon; due to 
  its size a Medium creature takes a –4 penalty on attack rolls 
  when firing a bombard, and a Small creature takes a –6 
  penalty.
  The light bombard takes up a space 5 feet across and weighs 
  500 pounds.
  Reload: Full-round action and DC 10 Profession (siege 
  engineer) check to swab out bore; full-round action and DC 
  15 Profession (siege engineer) check to load powder and 
  wad; full-round action and DC 10 Strength check to load 
  stone shot; full-round action and DC 10 Strength check to 
  tamp the shot; full-round action to aim the bombard.
  Normal rate of fire is one shot per six rounds.
  CATAPULT
  This is the light catapult described in the Dungeon Master’s
  Guide.
  A catapult is an indirect-fire weapon that uses a tensioning 
  device to throw a heavy stone hundreds of feet.
  Because the catapult throws its stone in a high arc, it cannot 
  strike a target within 100 feet—the range is simply too 
  close.
  The catapult takes up a space 10 feet across and weighs 
  2,000 pounds.
  Reload: Full-round action and DC 10 Strength check to 
  wind to half-cock; full-round action and DC 10 Strength 
  check to wind from half- to full-cock; full-round action and 
  DC 15 Profession (siege engineer) check to load stone; two 
  full-round actions to aim the catapult.
  Normal rate of fire one shot per six rounds.
  CROSSBOW, AQUATIC
  This special version of a light crossbow is strung especially 
  tautly with thicker wire and reinforced so as not to snap 
  under the increased tension.
  The aquatic crossbow is not subject to the normal –2 
  penalty on ranged attack rolls for every five feet of distance 
  (see Ranged Attacks Underwater, page 93 of the Dungeon 
  Master’s Guide), and uses its normal range increment of 40 
  feet both in and out of the water.
  Aquatic crossbows are favored by aventi, merfolk, and 
  tritons.
  CUTLASS
  A light slashing weapon especially favored by pirates and 
  other nautical raiders, the cutlass is a heavy blade about 2 
  feet long with a curved edge.
  It is easy to wield in close quarters and can deal vicious 
  gashes to an opponent.
  Its heavy basket hilt gives the wielder a +2 circumstance 
  bonus on any checks to resist being disarmed.
  FIREBOMB
  The firebomb is a special type of ammunition suitable for 
  catapult or bombard shot.
  It is a small cask filled with alchemist’s fire, designed to set 
  the target ship afire.
  A firebomb is about a foot in diameter and weighs 40 
  pounds.
  
  530
  When the firebomb hits its target, it bursts open and deals 
  3d6 points of fire damage in a 10-foot radius, DC 15 Reflex 
  save for half.
  On the round following, all targets within the radius take 
  1d6 points of fire damage; DC 15 Reflex save negates.
  A ship (or similar wooden structure) struck by a firebomb 
  might catch on fire; see Fires, page 31.
  Creatures who fail their Reflex saves against a firebomb 
  catch fire; see Catching on Fire on page 303 of the Dungeon 
  Master’s Guide.
  FIRESPOUT
  The firespout is a device that spews a great gout of 
  alchemist’s fire on a nearby enemy ship.
  It consists of a long copper tube mounted in the bow, with 
  a large bellows and a reservoir for its highly flammable fuel.
  When you fire the firespout, you create a 60-foot-long line 
  of alchemist’s fire directly in front of your ship.
  To use a firespout, you must bring your ship within 60 feet 
  of the enemy (and choose a closing strategy or maneuver, if 
  you are using the narrative combat system described in 
  Chapter 1).
  Instead of an attack roll, the commander or captain of your 
  ship makes a DC 5 Profession (sailor) check, modified by 
  your ship’s shiphandling modifier.
  If you succeed, you strike the enemy ship with your 
  alchemist’s fire; on a failure, you miss.
  The alchemist’s fire deals 6d6 points of fire damage in a 60-
  foot line; DC 15 Reflex save for half.
  On the round following, all targets within the radius take 
  3d6 points of fire damage; DC 15 Reflex save negates.
  A ship (or similar wooden structure) struck by a firespout 
  might catch on fire; see Fires, page 31.
  Creatures who fail their Reflex saves against a firespout 
  catch fire; see Catching on Fire on page 303 of the Dungeon 
  Master’s Guide.
  A firespout takes up a space 10 feet across and weighs 1,500 
  pounds.
  It takes 25 flasks of alchemist’s fire (25 pounds, or 500 gp) 
  to fill the firespout.
  Reloading: Five full-round actions and DC 10 Profession 
  (siege engineer) check to clear the bellows and fill the 
  reservoir; two full-round actions and DC 15 Profession 
  (siege engineer) check to ready the weapon to fire.
  Normal rate of fire is one shot per eight rounds.
  HARPOON
  The harpoon is a broad-bladed spear forged with barbs.
  The shaft of the harpoon has a trailing rope attached, to 
  control harpooned opponents.
  Though designed for hunting whales and other large sea 
  creatures, the harpoon can be used on dry land.
  If it deals damage, the harpoon lodges in an opponent who 
  fails a Reflex saving throw (DC 10 + the damage dealt).
  A harpooned creature moves at only half speed and cannot 
  charge or run.
  If you control the trailing rope by succeeding on an 
  opposed Strength check while holding it, the harpooned 
  creature can move only within the limits that the rope 
  allows (the trailing rope is 30 feet long).
  If the harpooned creature attempts to cast a spell, it must 
  succeed on a DC 15 Concentration check or lose the spell.
  The harpooned creature can pull the harpoon from its 
  wound if it has two free hands and takes a full-round action 
  to do so, but it deals damage to itself equal to the initial 
  damage the harpoon dealt.
  A character who succeeds on a DC 15 Heal check can 
  remove a harpoon without further damage.
  LONGBOW, AQUATIC
  Made by the aquatic elves, the aquatic longbow functions as 
  a normal ranged weapon out of the water, with a 60-foot 
  range increment.
  Underwater, it has a range increment of 10 feet, but it does 
  not take the normal penalty for a ranged attack through 
  water.
  If you have the Aquatic Shot feat, the aquatic longbow’s 
  range increment improves to 30 feet underwater.
  Aquatic longbows are favored by aquatic elves.
  SKIPPING BLADE
  This is a double-bladed throwing weapon, about the size of 
  a shuriken but heavier.
  A skipping blade can’t be used as a melee weapon.
  The blade is carefully shaped to allow skipping across water 
  or another liquid surface.
  The weapon’s range increment is increased to 15 feet if 
  there is an intervening body of water between the attacker 
  and the opponent.
  Although they are thrown weapons, skipping blades are 
  treated as ammunition for the purposes of drawing them, 
  crafting masterwork or otherwise special versions of them, 
  and what happens to them after they are thrown.
  STINGRAY WHIP
  The barbed tail of a stingray can be converted into a flexible 
  weapon, something akin to a riding crop.
  A stingray whip deals no damage to any creature with a +2 
  or higher armor bonus or a natural armor bonus +4 or 
  higher.
  You can use the Weapon Finesse feat to apply your 
  Dexterity modifier instead of your Strength modifier to 
  attack rolls with a stingray whip sized for you, even though 
  it isn’t a light weapon for you.
  The stingray tail no longer contains poison glands, but a 
  residue of its venom remains.
  A creature that takes damage from the stingray whip must 
  make a DC 12 Fortitude save or take a –1 penalty on attack 
  rolls, damage rolls, and skill checks from painful welts.
  Treat a stingray whip as leather for purposes of sunder 
  attempts.
  STRONGHOLD BUILDER’S 
  GUIDEBOOK (3.0)
  
  531
  TREBUCHET
  The trebuchet is a massive sling that hurls large stones even 
  farther than a heavy catapult can.
  It uses the same targeting rules as a catapult (see the Siege 
  Engines section in Chapter 5 of the DUNGEON MASTER’s 
  Guide).
  It can fire once every 12 rounds.
  It can’t be used effectively unless the complete crew is 
  present.
  As with catapults, initial set up and aiming time for a 
  trebuchet is 10 minutes.
  Masterwork siege weapons cost an additional 1,000 gp.
  These can receive all the magical enhancements that 
  standard ranged weapons can.
  For example, a +1 ballista costs 3,500 gp, and a +2 flaming 
  heavy catapult costs 19,800 gp.
  Note that the enhancement bonus of a siege weapon or 
  ammunition adds either to the attack roll (for a ballista) or 
  to the Profession (siege engineer) skill check (for catapults 
  and trebuchets), as appropriate.
  The weapon list assumes standard ammunition (catapult 
  stones or ballista bolts).
  Masterwork catapult and trebuchet stones and masterwork 
  ballista bolts cost 10 gp each, and they can receive magical 
  enhancements at the same price as arrows or other 
  ammunition (in batches of 50).
  In addition, various forms of special siege weapon 
  ammunition exist, as described below.
  SWORD AND FIST (3.0)
  
  532
  ALCHEMIST’S ARROW
  Marvels of craftsmanship, each alchemist’s arrow carries a 
  deadly load of alchemist’s fire in its hollow shaft.
  When a target is struck the arrow’s shaft shatters, releasing 
  the alchemist’s fire directly onto the target.
  One round after impact, the alchemist’s fire ignites on 
  contact with air, dealing 1d4 points of damage.
  The target can take a full-round action to attempt to 
  extinguish the flames before taking this additional damage.
  It takes a successful Reflex saving throw (DC 15) to 
  extinguish the flames.
  Rolling on the ground allows the character a +2 bonus.
  Submerging (such as by leaping into a lake) or magically 
  extinguishing the flames automatically kills the flames.
  BATTLEPICK, GNOME
  A gnome battlepick is crafted and weighted to be used by 
  creatures of Small size only.
  A Small-size character uses a gnome battlepick two- handed 
  as a martial weapon.
  
  533
  BLADED GAUNTLET
  Unlike a standard gauntlet, an attack with a bladed gauntlet 
  is not considered an unarmed attack.
  The bladed gauntlet possesses two cruelly sharpened blades 
  that extend from the back of the wrist following the line of 
  the forearm.
  The cost and weight are for a single gauntlet.
  BOLAS, 2-BALL
  A set of 2-ball bolas consists of two heavy wooden spheres 
  connected by lengths of cord.
  It is a ranged weapon used to trip an opponent.
  When you throw a set of bolas, you make a ranged touch 
  attack against your opponent.
  If you hit, your opponent is tripped.
  if the opponent fails a grapple check versus your original 
  attack roll, the opponent is grappled.
  Bolas only grapple Medium-size or smaller targets.
  The opponent can extricate itself from the 2-ball bolas with 
  a full-round action.
  Your opponent cannot trip you when making a trip attack 
  with the 2-ball bolas.
  CHAIN-AND-DAGGER
  You get a +2 bonus on your opposed attack when 
  attempting to disarm an opponent (including the roll to 
  keep from being disarmed yourself, if you fail to disarm 
  your opponent).
  You can also use this weapon to make trip attacks, gaining a 
  +2 bonus on your trip attempt.
  If you are tripped during your own trip attempt, you can 
  opt to drop the chain- and-dagger instead of being tripped.
  CROSSBOW, GREAT
  A great crossbow requires two hands to use effectively, 
  regardless of the user’s size.
  You draw a great crossbow back by turning a winch.
  Loading a great crossbow is a full-round action that 
  provokes an attack of opportunity.
  A Medium-size character cannot shoot or load a great 
  crossbow with one hand at all.
  With training, a Large-size creature can shoot, but not load, 
  a great crossbow with one hand at a –4 penalty.
  If a Large-size creature attempts to fire a separate great 
  crossbow in each hand simultaneously, the standard 
  penalties for two-weapon fighting apply.
  DUOM
  The duom is a longspear with a standard spear- head, as well 
  as two blades curved so that they point backward along the 
  shaft.
  The weapon has reach, allowing you to strike opponents 10 
  feet away with it.
  Those proficient with the spear can also use it to attack 
  adjacent foes with the reversed heads with a practiced 
  “reverse thrust”.
  Apply a +2 bonus to the attack roll for the first attack made 
  by the duom against an adjacent opponent.
  FUKIMI-BARI (MOUTH DARTS)
  These slim, almost needle-like metal darts are concealed in 
  the mouth and then spit at the target.
  Their effective range is extremely short, and they do little 
  damage, but they are highly useful when taking an 
  opponent by surprise.
  You can fire up to three mouth darts per attack (all at the 
  same target).
  Do not apply your Strength modifier to damage with 
  mouth darts.
  They are too small to carry the extra force that a strong 
  character usually imparts to a thrown weapon.
  The cost and weight are for a single mouth dart.
  FULLBLADE
  A fullblade is 18 inches longer than a greatsword, and is too 
  large for a Medium-size creature to use at all.
  A Large creature could use the fullblade with one hand, but 
  would suffer the standard –4 nonproficiency penalty to its 
  attack rolls, or with two hands as a martial weapon.
  A Large creature with the Exotics Weapon proficiency 
  could use the fullblade in one hand with no penalty.
  A fullblade is also called an ogre’s greatsword.
  GYRSPIKE
  A gyrspike is a double weapon.
  A stout shaft holds a flail on one end and a longsword on 
  the other.
  You can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties for two-
  weapon fighting, as if you were using a one-handed weapon 
  and a light weapon.
  You get a+2 bonus on your opposed attack roll when 
  attempting to disarm an enemy when you wield a gyrspike 
  (including the opposed attack roll to avoid being disarmed 
  yourself if you fail to disarm your enemy).
  You can also use this weapon to make trip attacks, if you are 
  tripped during your own trip attempt, you can drop the 
  gyrspike to avoid being tripped.
  HARPOON
  The harpoon is a broad-bladed spear forged with cruel 
  barbs.
  The shaft of the harpoon has a trailing rope attached to 
  control harpooned opponents.
  Though intended to be used in hunting whales and other 
  large sea creatures, the harpoon can be used on dry land.
  Even if an Exotic Weapon Proficiency is taken for the 
  Harpoon, creatures of less than Medium size suffer a –2 
  penalty to their attack rolls due to the weapon’s weight.
  If you inflict damage on your opponent, the harpoon may 
  lodge in the victim if the victim fails a Reflex saving throw 
  against a DC equal to 10 plus the damage you inflicted.
  The harpooned creature moves at only half speed and 
  cannot charge or run.
  If you control the trailing rope by succeeding at an opposed 
  Strength check while holding it, the harpooned creature 
  can only move within the limits that the rope allows (the 
  trailing rope is 30 feet long).
  
  534
  If the harpooned creature attempts to cast a spell, it must 
  succeed at a Concentration check (DC 15) or fail, losing the 
  spell.
  The harpooned creature can pull the harpoon from its 
  wound if it has two free hands and it takes a full- round 
  action to do so, but in so doing it inflicts damage on itself 
  equal to the initial damage the harpoon caused.
  If you hit with a harpoon and do 8 points of damage and the 
  target removes the harpoon, it takes another 8 points of 
  damage.
  MANTI
  A manti is a shortspear with four additional spear heads 
  that project vertically from the shaft, creating a star pattern 
  of five blade heads instead of just a single forward-pointing 
  blade.
  The advantage for someone trained to use the manti is that 
  you make one additional attack of opportunity during the 
  round.
  MERCURIAL GREATSWORD
  This huge blade hides a secret reservoir of quicksilver (also 
  called mercury by alchemists) that runs along the interior 
  of the blade in a slender channel.
  When the blade is vertical, the mercury swiftly fills an 
  interior bulb in the haft, but when swung, the heavy liquid 
  flows out into the blade, making it heavier.
  In nonproficient hands, this shifting mass penalizes the 
  wielder by an additional –3 penalty to attack rolls, beyond 
  the normal nonproficiency penalty for using an exotic 
  weapon untrained.
  MERCURIAL LONGSWORD
  As above, except that in nonproficient hands, the shifting 
  mass and feel of the blade penalizes the wielder by an 
  additional –2 penalty to attack rolls, beyond the normal 
  nonproficiency penalty for using an exotic weapon 
  untrained.
  SHOTPUT, ORC
  Special training turns a grapefruit-sized sphere of crude 
  iron into a deadly missile.
  Even with the Exotic Weapon feat, a wielder must be 
  Medium-size or larger to use the weapon effectively (or 
  suffer an additional –3 penalty to attack roll addition to the 
  standard nonproficiency penalty).
  SKIPROCK, HALFLING
  These polished, perfectly weighted stones are prized by half 
  lings, for if they throw them just so, they ricochet off one 
  target to strike a second.
  If the skiprock hits its target, it ricochets toward another 
  target (of the thrower’s choice) adjacent to the original 
  target (within 5 feet).
  The thrower immediately makes a second attack roll for the 
  skiprock against the new target, with an attack bonus equal 
  to the first roll –2.
  Skiprocks could be used as sling bullets, but using a 
  skiprock’s ricochet ability in conjunction with a sling 
  requires taking the Exotic Weapon proficiency specifically 
  for that purpose.
  SPINNING JAVELIN
  This light, flexible spear intended for ranged attacks 
  resembles a standard javelin, except for the spiral grooves 
  that run down its length.
  You can loop a throwing string around the shaft (the other 
  end is tied to your finger).
  The string imparts spin to the javelin upon release, 
  improving the weapon’s accuracy, range, and penetrating 
  power by permitting a harder cast.
  Looping a string around the javelin is a move-equivalent 
  action that provokes an attack of opportunity.
  Tying a casting string around your finger is a full-round 
  action that provokes an attack of opportunity, but the same 
  string is reused for multiple javelins.
  The javelin can be thrown without spinning it, in which 
  case its damage, range, and critical range is that of a 
  standard javelin.
  If used in melee, treat the spinning javelin as a standard 
  javelin.
  SPRING-LOADED GAUNTLET
  This gauntlet possesses a broad ridge of metal that extends 
  along the bottom of the forearm to the edge of the wrist 
  articulation, where a circular orifice is visible.
  This ridge of metal hides a wondrous spring-loaded 
  mechanism whereby a crossbow bolt can be expelled with 
  great force, akin to a very small crossbow.
  You load the gauntlet by inserting a bolt in the hole and 
  pulling back a tiny lever.
  Loading the spring-loaded gauntlet is a move-equivalent 
  action that provokes an attack of opportunity.
  You fire the spring-loaded gauntlet by sighting down your 
  arm, then flip your hand back so that your palm faces your 
  opponent—this motion fires the gauntlet.
  A character who attempts to fire two spring-loaded 
  gauntlets at once suffers the standard penalty for two-
  weapon fighting.
  (The Two-Weapon Fighting feat does not reduce these 
  penalties because it represents skill with melee weapons, 
  not ranged weapons.
  The Ambidexterity feat lets someone avoid the –4 off-hand 
  penalty).
  The cost and weight are for a single gauntlet.
  STUMP KNIFE
  A stump knife is akin to a punching dagger, except that it 
  can be securely attached to the stump of a missing forelimb.
  For someone proficient in its use, the stump knife becomes 
  an extension of his body.
  Against foes to whom you have dealt damage during the 
  course of a continuous melee, the stump knife’s critical 
  range is doubled (17–20).
  Your opponent cannot disarm you of a stump knife.
  
  535
  THREE-SECTION STAFF
  Originally a farm implement for threshing grain, this 
  weapon is comprised of three sections of wood of equal 
  lengths, joined at the ends by chain, leather, or rope.
  A monk using a three-section staff (for which she must take 
  an Exotic Weapon Proficiency feat due the weapon’s Large 
  size) fights with her unarmed bas attack bonus and her 
  more favorable number of attack per round, along with 
  other applicable attack mod tiers.
  The three-section staff requires two hands to use A 
  monk/weapon master may choose the three-section staff as 
  her weapon of choice.
  TRIPLE DAGGER
  This weapon is used in the off-hand as a means to disarm an 
  opponent—you hold it as you would a shield, not another 
  weapon, and so do not suffer penalties for fighting with two 
  weapons.
  When using a triple dagger, you get a +3 bonus on you 
  opposed attack roll when attempting to disarm an 
  opponent (including the roll to keep from being disarmed 
  if you fail to disarm your opponent).
  The triple dagger could also be used as a normal dagger 
  desired, but if used in the off-hand, all normal penalties for 
  fighting with two weapons apply.
  TUMBLING BOLT
  A tumbling bolt resembles a standard crossbow bolt save 
  for a few tiny holes and vent along the shaft.
  In fact, a tiny channel allows air to pas through the bolt 
  when it is fired which causes the bolt to tumble when fired.
  Opponents targeted by tumbling bolt can apply only half 
  their Dexterity modifier to their AC (round down) due to 
  the unpredictable tumble of approaching missile.
  WAR FAN
  This weapon appears to the untrained eye a nothing more 
  than a beautifully crafted lady’s fan.
  In fact the vanes of the fan are crafted from steel, and the 
  tips are needle-sharp.
  When first brought into melee, the wielder may attempt a 
  Bluff check against an opponent’s Sense Motive check.
  If the wielder wins the contest, he adds +4 bonus to the 
  attack roll for his first round’s attack(s).
  WARD CESTUS
  This is a stout leather gauntlet with well-forged metal 
  weight sewn into it over the knuckles A strike with a ward 
  cestus is considered an unarmed attack.
  If you take an All-Out Defense action, you gain an 
  additional +1 deflection bonus to your AC, representing 
  blows you block with the back of your protects hand.
  Your opponent cannot disarm you of a ward cestus.
  The cost and weight are for a single ward cestus.
  WHIP DAGGER
  A character who takes an Exotic Weapon Proficiency in the 
  whip is also proficient in the whip dagger.
  (You do not need to take a separate feat to use the whip 
  dagger if you already have a feat for the whip).
  The whip dagger is heavier than a standard whip and deals 
  normal damage due to the barbs that run along its length 
  and the dagger-like tip (which inflicts deep wounds when 
  accelerated to strike by a proficient user) Unlike standard 
  whips, armor bonuses and natural armor bonuses do not 
  hinder its ability to deal damage.
  Although you keep it in hand, treat it as a ranged weapon 
  with a maximum range of 15 feet and no range penalties.
  Because the whip dagger can wrap around an enemy’s leg 
  or other limb, you can make trip attacks with it.
  If you are tripped during your own trip attempt, you can 
  drop the whip dagger to avoid being tripped.
  You get a +2 bonus on your opposed attack roll when 
  attempting to disarm an opponent (including the roll to 
  keep from being disarmed yourself if you fail to disarm 
  your opponent).
  WHIP OR WHIP DAGGER, MIGHTY
  A character who takes an Exotic Weapon Proficiency in the 
  whip is also proficient in the mighty whip (or mighty whip 
  dagger).
  A mighty whip or mighty whip dagger is made with 
  especially heavy material that allows a strong character to 
  take advantage of an above-average Strength score.
  The mighty whip allows you to add your Strength bonus to 
  subdual damage for a whip (and normal damage if the 
  lasher prestige class is chosen), and to standard damage for 
  a mighty whip dagger, up to the maximum bonus listed on 
  the chart above.
  UNDERDARK (3.5)
  
  536
  DART THRUSTER
  This spring-loaded weapon fires darts with great accuracy 
  and force.
  Deep gnomes favor the dart thruster because it is a missile 
  weapon, not a thrown weapon, so the wielder’s Strength 
  score does not affect the damage roll.
  A dart thruster holds up to three darts at a time, and you 
  can fire multiple darts from it in a full attack action.
  Reloading the dart thruster is a move action that provokes 
  attacks of opportunity.
  FLUTTER BLADE
  This exotic weapon has a serrated blade with a center-
  mounted hinge and handle.
  When folded up, it deals piercing damage; when unfolded, 
  it becomes a slashing weapon.
  Folding or unfolding a flutter blade is a move action.
  NEKODE
  This exotic weapon is a strap or glove fitted with spikes in
  the palm.
  It is favored both as a weapon and as a climbing tool by 
  many inhabitants of the Underdark.
  Your opponent cannot use a disarm action to disarm you of 
  a nekode, and an attack with it is considered an armed 
  attack.
  A nekode is a special monk weapon, so a monk wielding it 
  has special options (see the monk entry in Chapter 3: 
  Classes in the Player’s Handbook).
  Using a pair of nekodes while climbing gives you a +1 
  circumstance bonus on Climb checks.
  This bonus stacks with the +2 bonus you get from using a 
  climber’s kit.
  PINCER STAFF
  Kuo-toa fighters and whips often employ this two-handed 
  exotic weapon.
  It has a 10-foot reach and cannot be used against an 
  adjacent opponent.
  If you hit an opponent within one size category of yourself 
  with a pincer staff, you may attempt to start a grapple as a 
  free action without provoking an attack of opportunity.
  (For instance, a Small wielder may use a pincer staff to 
  grapple a Tiny or a Medium opponent).
  If you get a hold, the staff grabs the opponent and deals its 
  normal damage each round the hold is maintained.
  RAZORED ARMOR
  See armor razors, below.
  STEEL FINS
  This exotic weapon is made by the kuo-toa and used 
  primarily by monitors.
  It resembles a heavy, rubbery glove with sharp steel claws 
  at the tips of the thumb and the middle two fingers.
  Your opponent cannot use a disarm action to disarm you of 
  this weapon.
  Steel fins are a special monk weapon, so a monk wielding it 
  has special options (see the monk entry in Chapter 3: 
  Classes in the Player’s Handbook).
  
  537
  PORTALS
  CITY OF SPLENDORS 
  WATERDEEP (3.5)
  HALASTER’S DRIFTING
  The mad archmage of Undermountain long ago devised a 
  number of unique properties for the portals he created in 
  his terrible dungeon, including the odd drifting portals.
  A drifting portal has its origin or terminus tied to a general 
  area, not a specific fixed location.
  The creator of the portal must specify whether this spell 
  affects the origin of a portal or the terminus of a portal 
  during the creation of the device.
  Such portals drift continuously and randomly within the 
  radius specified by the portal builder (anything from 10 to 
  1,000 feet from the focal point) at a rate of 10 feet per 
  round.
  To determine the random motion of a drifting portal, roll 
  1d6 three times per minute to determine a portal’s 
  movement; 1–2 means up, left, or forward; 3–4 means no 
  change, no change, or no change; 5–6 means down, right, 
  or backward).
  A portal’s creator can direct its path through active 
  concentration, which requires a standard action.
  Once the creator ceases concentration, the portal resumes 
  its random drift until concentration is resumed.
  A portal with the drifting property costs 50% more than it 
  otherwise would.
  FORGOTTEN REALMS 
  CAMPAIGN SETTING (3.0)
  CREATURE-ONLY
  These portals transport only the creatures that use them, not 
  the creatures’ clothing and equipment.
  Such portals are often used defensively to render intruders 
  vulnerable after they use the portals.
  A rare and more difficult variation on this type of portal 
  transports creatures to one area and their equipment to 
  another.
  Creature-Only Portals: Creature-only portals cost twice as 
  much to make as standard portals.
  If the portal sends intruders’ belongings to some place 
  different from the users’ destination, it is considered a 
  variable portal with one extra destination.
  KEYED
  Portal builders often restrict access to their creations by 
  setting conditions for their use.
  Special conditions for triggering a portal can be based on 
  the possession of a portal key, the creature’s name, identity, 
  or alignment, but otherwise must be based on observable 
  actions or qualities.
  Intangibles such as level, class, Hit Dice, or hit points don’t 
  qualify.
  A keyed portal remains active for 1 full-round.
  Any creature who touches the activated portal in the same 
  round also can use the portal, even if such creatures don’t 
  have a key themselves.
  Many portal keys are rare and unusual objects that the 
  creature using the portal must carry.
  Some portals are keyed to work only at a particular time, 
  such as sunrise, sunset, the full moon, or midnight.
  Spells can serve as portal keys, as can the channeling of 
  positive or negative energy.
  When the portal is the target of the specified spell or within 
  the spell’s area or touched by its effect, the spell is absorbed 
  and the portal is activated.
  Any form of the spell works to activate the portal, including 
  spell-like effects of creatures or magic items and spells from 
  scrolls.
  Keyed Portals: Keyed portal; may be created at no extra cost.
  The key must be designated during the creation of the
  device and cannot be changed after that.
  LARGER AND SMALLER
  A portal can be crafted as small as 1 square foot (about a 6-
  inch radius), but this does not reduce the cost.
  The smallest portal usable by a Medium-size creature is 12 
  square feet (roughly a 2-foot radius).
  Small creatures can use portals as small as 7 square feet (an 
  18-inch radius), and Tiny creatures can pass through portals 
  of 2 square feet (a 10-inch radius), Diminutive and Fine 
  creatures are the only beings who can pass through portals 
  of 1 square foot.
  Larger portals add 100% to the base cost for each extra 300 
  square feet of area or fraction of 300 square feet.
  Large and Huge creatures can pass through a standard 
  portal, but Gargantuan and Colossal creatures generally 
  need double- or triple-sized portals.
  LIMITED USE
  The prices and construction times noted above are for 
  portals that operate constantly, transporting anyone who 
  passes through them at any time.
  If the portal can be used only four times per day or less, the 
  base costs are reduced.
  The materials and XP cost of a limited-use portal are based 
  on the number of uses available.
  The materials cost is 10,000 gp × a portal’s uses per day, and 
  the experience point cost is 800 XP × a portal’s uses
  per day.
  (The second portal in a two-way pair costs half this amount).
  The market value is twice the materials cost.
  The construction time is one day per 1,000 gp of market 
  value.
  A portal usable five times per day or more is just as 
  expensive as a continuously active portal.
  Portals usable less than once per day can be created by using 
  the appropriate fraction.
  For example, a portal usable once per four days effectively 
  has 1/4 a use per day, costs 2,500 gp in materials, and 200 
  XP.
  
  538
  The minimum cost of a limited-use portal is 1,000 gp and 80 
  XP for a portal usable once per ten days.
  (The portal builder can choose to have a portal operate even 
  less often—once a year, for instance—but this does not 
  reduce the cost or XP expenditure any further).
  Each activation of a limited-use portal lasts 1 round.
  Once activated, a limited-use portal can transport as many 
  creatures as can touch it that round.
  MALFUNCTIONING
  The other types of unusual portals are generally created 
  through careful effort by their makers.
  Malfunctioning portals, on the other hand, are almost 
  always unintended.
  Over the centuries, prodigious forces have swept over Toril, 
  profoundly affecting magic.
  Because of decades (or centuries or millennia) of magical 
  wear and tear or the strength of the cataclysmic forces to 
  which they have been exposed many ancient dweomers 
  have gone slowly awry.
  Portals are no exception.
  A malfunctioning portal is usually at least one hundred 
  years old, but many are far older.
  Using one can have many different results.
  Roll once on Table 2–2: Portal Malfunction each time a 
  malfunctioning portal is activated.
  If such a portal functions continuously, the effect indicated 
  lasts 1d10 rounds, and anyone using the portal during that 
  time is subject to that effect.
  ONE-WAY
  Any character can build a portal if she knows the Create 
  Portal feat and either the teleport, teleport without error,
  teleportation circle, or gate spell.
  The portal can lead to any locale the builder has personally 
  visited at least once.
  The portal fails if the builder chooses a destination that 
  cannot safely hold her (such as inside a solid object or
  into thin air).
  The portal also fails if the destination is a locale where astral 
  travel is blocked (see the teleport spell description).
  Base Cost: The builder must spend 50,000 gp on raw 
  materials to create a single, continuously active one-way 
  portal covering an area up to 10 feet in radius (about 500 
  square feet).
  The market value of a portal is twice its cost in raw 
  materials.
  Crafting a portal requires one day for each 1,000 gp in its 
  market price, and 1/25 of the market price in XP (one 
  hundred days and 4,000 XP for the base portal.
  RANDOM
  These portals can only be activated at random times.
  They may or may not require a key for activation when they 
  are working.
  A fairly common random pattern is a portal that works until 
  1d6+6 creatures use it, then shuts down for 1d6 days.
  Other patterns are possible.
  Random Portals: Random portals may be created at no extra 
  cost.
  The conditions must be designated during the creation of 
  the portal and cannot be later changed.
  TWO-WAY
  The builder can create a second portal at the destination 
  point, making a two-way portal, for half price (25,000 gp, 
  fifty days, 2,000 XP).
  VARIABLE
  These portals are hazardous in the extreme for those who are 
  unfamiliar with their quirks.
  Creatures using these portals are transported to any one of 
  several preset locations.
  The destination sequence may follow a set pattern or may 
  be random.
  Some variable portals have keys that allow users to choose a 
  specific destination served by the portal.
  Others function by transporting users to a default 
  location—an inescapable dungeon, the innards of a 
  volcano, or some particularly hostile outer plane—unless 
  the user presents the proper key.
  Variable Portals: Variable portals add 25% to the base price 
  per extra destination after the first included in the device.
  For example, a continuously active portal with two variable 
  destinations costs 62,500 gp to make.
  A continuously active portal with three variable 
  destinations costs 75,000 gp to make.
  
  539
  STRONGHOLD BUILDER’S 
  GUIDEBOOK (3.0)
  KEYED
  Portal builders often restrict access to their creations by 
  setting conditions for their use.
  Special conditions for triggering a portal can be based on 
  the possession of a portal key, the creature’s name, identity, 
  or alignment, but otherwise must be based on observable 
  actions or qualities.
  Intangibles such as level, class, Hit Dice, or hit points don’t 
  qualify.
  Keyed portals may be created at no extra cost.
  The key must be designated during the creation of the 
  device and cannot be changed after that.
  A keyed portal remains active for 1 full round.
  Any creature that touches the activated portal in the same 
  round also can use the portal, even if such creatures don’t 
  have a key themselves.
  Many portal keys are rare and unusual objects that the 
  creature using the portal must carry.
  Some portals are keyed to work only at a particular time, 
  such as sunrise, sunset, the full moon, or midnight.
  Spells can serve as portal keys, as can the channeling of 
  positive or negative energy.
  When the portal is the target of the specified spell or within 
  the spell’s area or touched by its effect, the spell is absorbed 
  and the portal is activated.
  Any form of the spell works to activate the portal, including 
  spell-like effects of creatures or magic items and spells from 
  scrolls.
  ONE-WAY
  This continuously active portal allows one-way travel only.
  It covers an area with radius of anything from 6 inches 
  (about 1 square foot) up to 10 feet (about 300 square feet).
  A larger portal adds 100% to the market price for each extra 
  300 square feet of area or fraction of 300 square feet.
  Caster Level: 17th; Prerequisites: Craft Portal, gate or teleport 
  without error, caster level 17; Market Price: 100,000 gp.
  TWO-WAY
  This construction is actually a matching pair of portals, one 
  at each end of the “trip”.
  It is otherwise identical to a standard portal.
  Caster Level: 17th; Prerequisites: Craft Portal, gate, or teleport 
  without error, caster level 17; Market Price: 150,000 gp.
  UNDERDARK (3.5)
  IMPASSABLE
  A portal with this feature acts as a window to another place 
  but does not allow passage.
  Impassable portals can be created at no extra cost.
  NONLIVING-ONLY
  The opposite of creature-only portals, nonliving-only portals 
  transport only inanimate matter.
  This feature supersedes the general rule of portals stating 
  that unattended objects cannot pass through a portal.
  Making a portal nonliving-only quadruples its cost.
  TRANSPARENT
  A transparent portal looks much like a regular doorway 
  opening.
  Such a portal can be transparent only in the direction of 
  travel, so a single portal that affords only unidirectional 
  travel is transparent from its origin to its destination, but 
  there is no visible effect at all at the destination point.
  Making a portal transparent adds 50,000 gp to its cost.
  
  540
  POSSESSIONS OF 
  THE DEITIES
  DEITIES AND DEMIGODS
  (3.0)
  ANUBIS
  Anubis possesses a true ankh, a 1-foot-long ankh made of 
  bright blue stone that casts a true resurrection spell when 
  touched to the remains of any creature.
  Any creature with no divine ranks who touches a true ankh 
  suffers the effects of an empowered, maximized horrid 
  wilting spell (300 points of damage, Fort DC 32 half).
  Caster Level: 25th; Weight: 12 lb.
  APOLLO
  Apollo fires +5 arrows from his bow.
  Living creatures struck by these arrows must make 
  Fortitude saves (DC 23) or be afflicted with a supernatural 
  disease, Apollo’s plague, which has an incubation period of 
  1 day.
  Damage is 1d4 Con and 1d4 Dex.
  Caster Level: 20th; Weight: 3 lb.
  (20 arrows).
  ATHENA
  Athena wears a helmet that creates an antimagic field (as the 
  spell) with a radius of 10 to 150 feet around her.
  Athena can set the radius each round as a free action.
  Also as a free action, Athena can turn the antimagic field 
  completely off or turn it back on.
  Caster Level: 25th; Weight: 3 lb.
  When Athena is not carrying Zeus’s shield, Aegis, she uses a 
  +5 large steel shield with the greater fortification special 
  ability.
  The shield also bears the likeness of a medusa.
  When activated, the shield makes a gaze attack each round 
  similar to a medusa’s gaze.
  Mortals within 150 feet must make Will saves (DC 25) or be 
  turned to stone.
  Athena can activate or deactivate this power once each 
  round as a free action.
  Caster Level: 25th; Weight: 15 lb.
  BOCCOB
  The Staff of Boccob combines the features of a staff of the magi,
  a staff of power, and a +5 defending quarterstaff.
  Caster Level: 25th; Weight: 5 lb.
  CORELLON LARETHIAN
  Corellon carries Sahandrian, a +5 longsword with the keen, 
  speed, and chaotic special abilities.
  Caster Level: 25th; Weight: 6 lb.
  Corellon also carries Kalwynrian, a +5 mighty composite 
  longbow (+10 Str bonus) with the chaotic, distance, and 
  speed special abilities.
  Caster Level: 25th; Weight: 3 lb.
  ELHONNA
  Ehlonna’s favorite weapon is Jenevier, a +5 mighty composite 
  longbow (+9 Str bonus) of pale white wood.
  It has the holy special ability.
  Caster Level: 20th; Weight: 3 lb.
  ERYTHNUL
  Erythnul wields Agony, a +5 morningstar whose head 
  resembles Erythnul’s holy symbol.
  The weapon has a demon face on one side and a boar’s face 
  on the other.
  It has the chaotic, frightful (see below), and unholy special 
  abilities.
  Caster Level: 20th; Weight: 8 lb.
  FARLANGHN
  Fharlanghn’s staff, Traveler’s Friend, is a double weapon.
  Both ends have a +5 enhancement bonus.
  One end has the defending special ability and the other the 
  speed special ability.
  Caster Level: 20th; Weight: 5 lb.
  FREYA
  Freya’s cloak of feathers allows flight (as the fly spell) at will 
  with perfect maneuverability.
  It also allows Freya to transform into a falcon (use the 
  statistics for a celestial eagle) at will.
  Caster Level: 20th; Weight: 1 lb.
  GARL GLITTERGOLD
  Garl wields Arumdina, a +5 battleaxe with the ghost touch, 
  speed, and dancing special abilities.
  Caster Level: 25th; Weight: 7 lb.
  GRUUMSH
  Gruumsh carries Bloodspear, a +5 keen chaotic unholy spear 
  that deals damage as a longspear.
  Bloodspear can assume any size from halfspear to longspear.
  This increases Gruumsh’s reach by 5 feet (for example, in 
  Medium-size form Gruumsh has a reach of 10 feet).
  Because of Bloodspear’s variable length, Gruumsh can attack 
  foes that are adjacent to him.
  Caster Level: 20th; Weight: 9 lb.
  
  541
  HEIMDALL
  When Heimdall sounds his horn Gjallahorn, all living 
  creatures have a chance to hear it (Listen DC 5 on Asgard, 
  10 on Midgard, and 15 on Niflheim).
  All Aesir and Vanir hear it automatically, regardless of their 
  location or that of the horn.
  Anyone other than Heimdall who tries to sound the horn 
  must make a Perform check (DC 40) and a Use Magic 
  Device check (DC 40).
  Even if that person succeeds, all Aesir and Vanir have a 
  chance to notice something strange in the sound (Listen 
  DC 5).
  Mortals within one mile of Gjallahorn when it sounds must 
  make a Fortitude save (DC 39) or be stunned for 1d10 
  minutes.
  Mortals who fail their saves by 5 or more are deafened 
  permanently.
  Caster Level: 25th; Weight: 10 lb.
  HEIRONEUS
  Heironeous carries his longsword Justicebringer in battle.
  Justicebringer is a +5 longsword with the defending, holy, and 
  ghost touch special abilities.
  Caster Level: 20th; Weight: 6 lb.
  HERCULES
  Hercules wears the skin of the Nemian lion, a legendary 
  beast whose skin was impervious to cutting or piercing.
  The skin serves as a cloak.
  It provides the wearer a +10 armor bonus and reduces 
  damage the wearer takes from piercing or slashing weapons 
  by half.
  Caster Level: 20th; Weight: 2 lb.
  HERMES
  Caduceus, a winged staff entwined with two serpents, is 
  Hermes’s symbol, given to him by Apollo.
  It allows him to control animals and beasts as if using the 
  Control Creatures salient divine ability.
  This item only functions in the hands of creatures with a 
  divine rank of 0 or higher.
  Caster Level: 25th; Weight: 8 lb.
  HEXTOR
  Hextor’s favorite weapon is his light flail, Executioner.
  The weapon is a +5 light flail with the lawful, unholy, and 
  ghost touch special abilities.
  Caster Level: 20th; Weight: 5 lb.
  KORD
  Kord’s greatsword, Kelmar, is an adamantine +5 greatsword 
  with the bane special ability against dragons.
  Kelmar is intelligent, with Intelligence, Wisdom, and 
  Charisma scores of 24.
  It can speak and communicate telepathically.
  It has a chaotic good alignment and has the following 
  special powers, usable at will: detect lawful evil alignment, 
  find traps, detect magic, locate object (120-foot radius), and true 
  seeing.
  It also can use detect thoughts three times per day.
  Kelmar has a special purpose to slay lawful evil dragons.
  When the sword strikes such a dragon, the dragon must 
  make a Will save (DC 23) or die.
  Caster Level: 20th; Weight: 15 lb.
  KURTULMAK
  Kurtulmak’s personal weapon is Foestinger, a +5 halfspear 
  with the keen, lawful, and unholy special abilities.
  Caster Level: 20th; Weight 3 lb.
  MORADIN
  Moradin carries Soulhammer, a +5 warhammer with the holy, 
  lawful, returning, and throwing special abilities.
  Caster Level: 25th; Weight: 8 lb.
  NERULL
  Nerull carries Lifecutter, a +5 scythe with the brilliant energy, 
  keen, and speed special abilities.
  Lifecutter resembles a gnarled staff of ebony with a curving 
  blade of energy.
  Caster Level: 25th; Weight: 12 lb.
  OBAD-HAI
  Obad-Hai’s staff, Stormstouch, is a double weapon.
  Both ends are +5 weapons.
  One end has the defending and shocking burst special 
  abilities and the other the speed and icy burst special 
  abilities.
  Caster Level: 20th; Weight: 5 lb.
  OLIDAMMARA
  Olidammara carries Swiftstrike, a +5 rapier with the chaotic, 
  keen, and speed special abilities.
  Caster Level: 20th; Weight: 3 lb.
  OSIRIS
  Osiris’s crown grants him the ability to see all invisible 
  creatures and objects, and to pierce all illusions as with true 
  seeing.
  In addition, it negates all spells of 4th level or lower that 
  target Osiris.
  The crown immediately slays any nondivine living creature 
  that wears it, transforming the creature into a greater 
  mummy (see below) under Osiris’s control.
  Caster Level: 25th; Weight: 3 lb.
  Though he fights with a flail, Osiris carries a magic scepter 
  in his off hand.
  This scepter acts as a rod of cancellation with unlimited uses.
  Caster Level: 25th; Weight: 5 lb.
  PAN
  Pan’s pipes allow him to inspire goodwill among all mortal 
  creatures within 20 feet of him when he plays.
  
  542
  Enchanted creatures think of Pan as a dear friend and 
  comrade unless they make a successful Will save against a 
  DC equal to Pan’s Perform check result.
  The effect lasts one day.
  The pipes only function in the hands of a creature with 
  divine rank 0 or higher.
  Caster Level: 20th; Weight: 3 lb.
  PELOR
  Pelor carries Sunscepter, a +5 heavy mace with the disruption 
  and flaming special abilities.
  Caster Level: 25th; Weight: 8 lb.
  THOR
  Thor possesses several powerful artifacts, including a magic 
  belt that doubles his strength (accounted for in his ability 
  scores, above).
  He also owns a magic chariot he can fold up and put in his 
  pocket that is pulled by his two goats Tanngrisnir and 
  Tanngjost (see below).
  His most famous possession is his warhammer, Mjolnir, a +5 
  chaotic distance ghost touch holy mighty cleaving returning 
  thundering warhammer with the following additional 
  properties.
  Mjolnir weighs roughly 2 tons, requiring Thor’s doubled 
  strength to wield it.
  The hammer inflicts 4d8 points of damage.
  Victims of a critical hit must make a Fortitude save (DC 55) 
  or be deafened permanently.
  In addition, Mjolnir deals 4d8 temporary Constitution 
  damage every round it is held unless the wielder wears 
  Thor’s special gauntlets.
  Finally, Thor can throw Mjolnir at any target he can see 
  regardless of distance, due to Thor’s strength and skill and 
  the warhammer’s improved distance enchantments.
  Caster Level: 20th; Weight: 2 tons.
  TOTH
  Thoth wields a scepter in battle (treat as a rod) that delivers 
  a destruction spell (heightened to 9th level) by touch.
  A Fortitude save (DC 23) negates the effect.
  Caster Level: 20th; Weight: 5 lb.
  VECNA
  Vecna carries Afterthought, a +5 dagger with the ghost touch, 
  wounding, and unholy special abilities.
  Caster Level: 25th; Weight: 1 lb.
  Besides his dagger, Vecna wears bracers of armor +10 and a 
  cloak of resistance +5.
  WEE JAS
  Wee Jas carries Discretion, a +5 dagger with the lawful, ghost 
  touch, and keen special abilities.
  Caster Level: 25th; Weight: 1 lb.
  YONDALLA
  Yondalla wields Hornblade, her short sword, in combat.
  Hornblade is a +5 short sword with the lawful, defending, and 
  speed special abilities.
  Caster Level: 25th; Weight: 3 lb.
  ZEUS
  Zeus’s shield Aegis is a +5 Huge steel shield with the heavy 
  fortification special ability.
  The shield bears the likeness of the head of the first medusa 
  and bestows the frightful presence special ability upon its 
  bearer, affecting all creatures that come within 10 feet of 
  the shield.
  Such creatures become frightened unless they succeed at a 
  Will save (DC 50).
  Caster Level: 25th; Weight: 30 lb.
  FAITHS AND PANTHEONS
  (3.0)
  AZUTH
  Azuth carries the Old Staff, a long wooden staff shod in iron 
  and inscribed with sigils and runes of all types.
  It is topped with a large, bright blue sapphire.
  All the powers of this minor artifact function as the spells 
  of the same names cast by an 18th level wizard.
  The following powers do not drain charges: detect magic,
  enlarge, hold portal, light, mage armor, mage hand.
  The following powers drain 1 charge per use: dispel magic,
  continual flame, fireball (heightened to 5th level, 10d6 points 
  of damage, save DC 17), ice storm, invisibility, knock, levitate,
  lightning bolt (heightened to 5th level, 10d6 points of 
  damage, save DC 17), magic missile (5 missiles), passwall,
  pyrotechnics, ray of enfeeblement (heightened to 5th level, save 
  DC 17), wall of fire, web.
  The following powers drain 2 charges per use: cone of cold 
  (15d6, save DC 15) globe of invulnerability, hold monster (save 
  DC 14), monster summoning IX, plane shift, telekinesis 
  (maximum weight 400 pounds), wall of force (in a 10-foot-
  diameter hemisphere around the user only), whirlwind.
  The Old Staff also grants its wielder spell resistance 23.
  This does not stack with Azuth’s spell resistance but can be 
  utilized by other wielders.
  A wielder who willingly lowers this spell resistance can use 
  the staff to absorb arcane spell energy directed at him or 
  her, exactly as if it were a rod of absorption (see Chapter 8 of 
  the DUNGEON MASTER’S Guide).
  The staff uses spell levels as charges, not as spell energy 
  usable by the wielder.
  If it absorbs spell levels beyond its charge limit (50) it 
  explodes as if a retributive strike had been made (see 
  below).
  The staff does not communicate how many spell levels are 
  being cast at the wielder, as a rod of absorption does.
  Absorbing spells is risky, but it is the only way this staff can 
  be recharged.
  The wielder also gains a +2 luck bonus to AC and saving 
  throws.
  The Old Staff is a +5 quarterstaff, and its user may employ it to 
  smite opponents.
  
  543
  If 1 charge is expended (as a free action) the Old Staff causes 
  double damage (×3 on a critical hit) for 1 round.
  On command, the staff automatically reflects spells cast at 
  the wielder, exactly as if spell turning had been cast upon 
  him or her.
  The headstone of the Old Staff, known as the Donjon of 
  Facets, can be used to hold enemies trapped by the user’s 
  imprisonment spells.
  Such foes are trapped in the donjon instead of in a small 
  space below the earth.
  The Old Staff can also 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.
  Creatures within 10 feet of the broken staff take hit points 
  of damage equal to 8 times the number of charges in the 
  staff, those between 11 feet and 20 feet away take points 
  equal to 6 times the number of charges, and those 21 feet to 
  30 feet distant take 4 times the number of charges.
  Successful Ref saving throws (DC 17) reduce the damage by 
  half.
  The character breaking the staff has a 50% chance (a 01–50 
  result on d%) of traveling to another plane of existence, but 
  if this does not occur (51–100), the explosive release of spell 
  energy destroys the wielder.
  After all charges are used up from the staff, it remains a +5 
  quarterstaff.
  Once empty of charges, it cannot be broken in a retributive 
  strike.
  Caster Level: 40th; Weight: 4 lb.
  BANE
  Bane wears the Black Hand of Bane, a +5 gauntlet with the 
  lawful, mighty cleaving, and unholy special abilities.
  Caster Level: 25th; Weight: 2 lb.
  CHAUNTEA
  Chauntea carries a shock of grain that functions as a +5 
  scythe with the defending, holy, and keen special abilities.
  Caster Level: 25th; Weight: 12 lb.
  CYRIC
  Cyric carries Razor’s Edge, a +5 longsword with the chaotic, 
  keen, screaming, and wounding special abilities.
  ELISTRAEE
  Eilistraee carries the Moonsword, a +5 bastard sword with the 
  dancing and keen special abilities.
  Caster Level: 25th; Weight: 6 lb.
  GOND
  Gond carries Craftmaster, a +4 warhammer with the impact, 
  returning, seeking, and throwing special abilities.
  Caster Level: 25th; Weight: 8 lb.
  HELM
  Helm carries Ever Watchful, a +4 bastard sword with the holy, 
  keen, and lawful special abilities and +7 everbright full plate.
  KELEMVOR
  Kelemvor carries Fatal Touch, a +5 bastard sword with the 
  ghost touch, holy, and undead bane special abilities.
  Caster Level: 25th; Weight: 10 lb.
  KOSSUTH
  Kossuth uses a tendril of flame from his own body as a 
  weapon.
  It functions as a +4 spiked chain with the brilliant energy and 
  flaming burst special abilities.
  Caster Level: 25th; Weight: 15 lb.
  LATHANDER
  Lathander carries Dawnspeaker, a +5 heavy mace with the 
  disruption, ghost touch, and holy special abilities.
  Caster Level: 25th; Weight: 12 lb.
  LOLTH
  Lolth uses live spiders as weapons.
  Each functions as a +5 dagger with the chaotic, ghost touch, 
  and unholy special abilities.
  Caster Level: 25th; Weight: 1/10th lb.
  Lolth also carries a +5 whip with the chaotic, ghost touch, 
  and unholy special abilities.
  Caster Level: 25th; Weight: 2 lb.
  MALAR
  In his beast form, Malar carries no equipment.
  In his humanoid form, he carries a +5 longspear with the 
  keen and unholy special abilities.
  Caster Level: 25th; Weight: 9 lb.
  In his humanoid form, Malar also carries two +5 daggers,
  both with the keen and unholy special abilities.
  Caster Level: 25th; Weight: 1 lb.
  MASK
  Mask carries Stealthwhisper and Shadowblade, two +4 
  longswords with the frost, keen, and speed special abilities.
  Caster Level: 25th; Weight: 4 lb.
  MIELIKKI
  Mielikki carries two scimitars, both called Hornblades.
  Each is a +5 scimitar with the defending, holy, keen, and 
  mighty cleaving special abilities.
  Caster Level: 25th; Weight: 4 lb.
  Mielikki also carries Hartsong, a +5 mighty composite longbow 
  (+8 Str bonus) with the speed special ability.
  Caster Level: 25th; Weight: 3 lb.
  
  544
  MYSTRA
  Mystra carries +5 shurikens with the distance, keen, 
  returning, shock, and spell storing special abilities.
  Caster Level: 25th; Weight: 1/10th lb.
  OGHMA
  Oghma carries Mortal Strike, a +5 longsword with dancing 
  and defending special abilities.
  Caster Level: 25th; Weight: 4 lb.
  SELÛNE
  Selûne carries the Rod of Four Moons, a +5 heavy mace with 
  the defending, disruption, and holy special abilities.
  Caster Level: 25th; Weight: 12 lb.
  SHAR
  Shar carries disks of the night, +5 chakrams with the returning 
  and speed special abilities.
  Caster Level: 25th; Weight: 3 lb.
  Shar also carries two +5 short swords with the keen, unholy, 
  and wounding special abilities.
  Caster Level: 25th; Weight: 3 lb.
  SHAUNDAKUL
  Shaundakul carries Sword of Shadows, a +5 greatsword with 
  the chaotic, icy burst, and keen special abilities.
  Caster Level: 25th; Weight: 15 lb.
  SILVANUS
  Silvanus carries the Great Mallet of Silvanus, a +5 maul with 
  the energy aura, impact, and mighty cleaving special 
  abilities.
  Caster Level: 25th; Weight: 15 lb.
  SUNE
  Sune wears a silken sash that functions as a +5 whip with 
  the chaotic, defending, keen, and shock special abilities.
  Caster Level: 25th; Weight: 2 lb.
  TALOS
  Talos uses lightning bolts as weapons.
  Each functions as a +4 longspear with the chaotic, shocking 
  burst, and thundering special abilities.
  Caster Level: 25th; Weight: 9 lb.
  TEMPUS
  Tempus carries Battle Prowess, a +3 battleaxe with the chaotic, 
  keen, and speed special abilities.
  Caster Level: 25th; Weight: 7 lb.
  TORM
  Torm carries Duty’s Bond, a +5 holy avenger greatsword and 
  wears +5 full plate of strength (+4).
  Caster Level: 25th; Weight: 15 lb.
  TYMORA
  Tymora carries Silver Tear, a +5 luck blade longsword.
  Caster Level: 25th; Weight: 6 lb.
  Tymora also carries several spinning coins.
  These function as +5 shurikens with the distance and speed 
  special abilities.
  Caster Level: 25th; Weight: 1/10th lb.
  TYR
  Tyr carries Justicar, a +5 longsword with the vorpal special 
  abilities.
  Caster Level: 25th; Weight: 6 lb.
  UMBERLEE
  Umberlee carries Drowning Death, a +5 trident with the frost, 
  keen, and thundering special abilities.
  Caster Level: 25th; Weight: 5 lb.
  UTHGAR
  Uthgar carries a +5 battleaxe with the icy burst, keen, and 
  thundering special abilities.
  Caster Level: 25th; Weight: 5 lb.
  WAUKEEN
  Waukeen uses a cloud of coins as a weapon.
  This functions as a +5 nunchaku with the impact and evil 
  outsider bane special abilities.
  Caster Level: 25th; Weight: 2 lb.
  
  545
  POTIONS
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  BEETLE ELIXIR
  Beetle elixir causes the drinker’s skin to bulk up, darken, and 
  gloss over.
  Short antennae also sprout from his or her forehead.
  The drinker gains a +2 natural armor bonus and darkvision 
  up to 60 feet.
  The effects last for 1 hour.
  Caster Level: 6th; Prerequisites: Brew Potion, alter self,
  darkvision, Alchemy skill; Market Price: 8,300 gp.
  ELECTRIC EEL ELIXIR
  The drinker’s skin turns silvery and gains a +1 natural 
  armor bonus.
  In addition, the drinker’s touch deals 1d8+1 points of 
  electricity damage once while the potion is in effect.
  The drinker gains a +3 circumstance bonus on the touch 
  attack if the target is wearing metal armor.
  The effects last for 1 hour.
  Caster Level: 3rd; Prerequisites: Brew Potion, alter self,
  shocking grasp, Alchemy skill; Market Price: 2,050 gp.
  PORCUPINE ELIXIR
  Porcupine elixir toughens the drinker’s skin, granting a +1 
  natural armor bonus.
  In addition, hundreds of needle-sharp quills sprout from 
  the drinker’s body.
  These quills deal 1d6 points of piercing damage with a 
  successful grapple attack.
  The quills sprout through light armor or hide armor, but 
  heavier armors prevent the quills from growing.
  The effects last for 1 hour.
  Caster Level: 3rd; Prerequisites: Brew Potion, alter self,
  Alchemy skill; Market Price: 2,300 gp.
  ANIMAL SENSES
  This murky brown potion smells like the pelt of a wet 
  animal.
  When imbibed, it grants low-light vision, the scent ability 
  (see Special Qualities in the Monster Manual), and +2 
  circumstance bonus on all Listen checks for 1 hour.
  Caster Level: 5th; Prerequisites: Brew Potion, creator must be a 
  spellcaster of 5th level; Market Price: 380 gp.
  WATERY BREATH
  This aquamarine potion is the opposite of the fire breath 
  potion.
  It grants the drinker the ability to launch massive amounts 
  of water from her mouth, similar to the geyser effect of the 
  decanter of endless water.
  She can breathe water up to three times, creating a 20-foot-
  long, 1-foot-wide stream of water at 30 gallons per round.
  The force of this geyser deals 1d4 points of damage against 
  one target, who must make a Strength check (DC 12) to 
  avoid being knocked down.
  The water also douses most normal fires but has no effect 
  against magical flames.
  Unused blasts dissipate 1 hour after the potion is 
  consumed.
  The potion does not allow the drinker to breathe 
  underwater.
  Caster Level: 5th; Prerequisites: Brew Potion, creator must be a 
  spellcaster of 5th level; Market Price: 300 gp.
  QUEEN PHEROMONE ADMIXTURE
  When consumed, this potion causes the drinker to exude 
  pheromones that mimic those of a queen ant.
  In response, 1d4 giant ants within 60 feet must make a Will 
  save (DC 13).
  If they fail, they remain docile and follow the drinker in a 
  line, quietly and slavishly for a week.
  After this, the potion wears off and the drinker must take 
  another draught to keep the ants.
  Ants who succeed on the Will save or those in range who 
  otherwise do not succumb attack the false “queen”
  viciously.
  Caster Level: 3rd; Prerequisites: Brew Potion; Market Price: 300 
  gp.
  RHINO ELIXIR
  The drinker’s skin thickens and turns gray, granting a +3 
  natural armor bonus.
  An unfortunate side effect is that the drinker’s vision stops 
  at 30 feet.
  The effects last for 1 hour.
  Caster Level: 9th; Prerequisites: Brew Potion, alter self,
  Alchemy skill; Market Price: 17,500 gp.
  COMPLETE ARCANE (3.5)
  MAGIC FRUIT
  Apples and pomegranates with magical properties are 
  commonplace in mythology.
  A potion-fruit might consist of a slice or section of a fruit 
  steeped in a magical libation that produces its effect when 
  consumed.
  MAGIC TILES
  A small ceramic tile inscribed with a magic rune could hold 
  a potion-type effect.
  When it is snapped or broken in one’s hand, the effect is 
  released.
  
  546
  SKULL TALISMANS
  The skull of a small animal (a bird, mouse, or rat, for 
  example) is enchanted with a single spell.
  When crushed in one’s hand or underfoot, the skull 
  talisman releases its stored effect.
  SPELL WAFERS
  A thin wafer of specially prepared bread or dough, stamped 
  with a holy or arcane symbol, can hold a spell as well as a 
  potion bottle can.
  When the wafer is consumed, the stored magic takes effect.
  DUNGEON MASTER’S 
  GUIDE 3.0 (3.0)
  CHARISMA
  This potion allows the character to speak eloquently and 
  persuasively as well as exude an aura of personality and 
  charm, adding a 1d4+1 enhancement bonus to her 
  Charisma score for 3 hours.
  Caster Level: 3rd; Prerequisites: Brew Potion, spellcaster level 
  4th+; Market Price: 300 gp.
  FIRE BREATH
  This strange elixir bestows upon the drinker the ability to 
  spit gouts of flame.
  He can breathe fire up to three times, each time dealing 
  3d6 points of fire damage to a single target up to 25 feet 
  away.
  The victim can attempt a Reflex save (DC 12) for half 
  damage.
  Unused blasts dissipate 1 hour after the potion is 
  consumed.
  Most drinkers suffer from terrible heartburn afterward.
  Caster Level: 3rd; Prerequisites: Brew Potion, spellcaster level 
  8th+; Market Price: 900 gp.
  GLIBNESS
  This potion enables the imbiber to speak fluently and even 
  to tell lies smoothly, believably, and undetectably for 1 
  hour (add +30 to Bluff checks).
  Even magic investigation, such as the discern lies spell, does 
  not register the speaker’s lies as such.
  Caster Level: 4th; Prerequisites: Brew Potion, spellcaster level 
  8th+; Market Price: 500 gp.
  HEROISM
  This potion grants the drinker a +2 competence bonus to 
  attacks, saves, and skill checks for 1 hour.
  Caster Level: 4th; Prerequisites: Brew Potion, spellcaster level 
  8th+; Market Price: 900 gp.
  HIDING
  A character drinking this potion gains an intuitive ability to 
  hide (+10 competence bonus to Hide checks for 1 hour).
  Caster Level: 2nd; Prerequisites: Brew Potion, spellcaster level 
  6th+; Market Price’: 150 gp.
  INTELLIGENCE
  The clarity of mind and quicker wit granted by this potion 
  results in an enhancement bonus of 1d4+1 to the drinker’s 
  Intelligence score for 3 hours.
  Caster Level: 3rd; Prerequisites: Brew Potion, spellcaster level 
  4th+; Market Price: 300 gp.
  LOVE
  This potion causes the character drinking it to become 
  charmed with the first creature she sees after consuming the 
  draft (as charm person—the drinker must be a humanoid of 
  Medium-size or smaller, Will save, DC 14).
  She actually becomes enamored if the creature is of similar 
  race or kind.
  The charm effects wear off in 1d3 hours, but the enamoring 
  effect is permanent.
  Caster Level: 2nd; Prerequisites: Brew Potion, charm person;
  Market Price: 150 gp.
  OIL OF SLIPPERINESS
  This oil adds a +30 bonus to all Escape Artist checks, 
  meaning that it is almost impossible to grapple such a 
  character or to tie or chain him up.
  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 oil.
  If the oil is poured on a floor or on steps, the spill should be 
  treated as a long-lasting grease spell.
  The oil requires 8 hours to wear off normally, or it can be 
  wiped off with an alcohol solution (even wine!).
  Oil of slipperiness is needed to coat the inside of a container 
  that is meant to hold sovereign glue (see page 226).
  Caster Level: 6th; Prerequisites: Brew Potion, grease, spellcaster 
  level 6th+; Market Price: 900 gp.
  OIL OF TIMELESSNESS
  When applied to any matter that was once alive (leather, 
  leaves, paper, wood, dead flesh, and so on), this oil 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 has a +1 resistance bonus on all saving 
  throws.
  The oil never wears off, although it can be magically 
  removed (by dispelling the effect, for instance).
  One flask contains enough oil to coat eight Medium-size 
  objects or an equivalent area.
  Caster Level: 2nd; Prerequisite: Brew Potion; Market Price: 150 
  gp.
  
  547
  SNEAKING
  This potion grants the drinker the ability to walk softly and 
  dampens sound around her slightly, granting a +10 
  circumstance bonus to her Move Silently checks for 1 hour.
  Caster Level: 2nd; Prerequisites: Brew Potion, spellcaster level 
  6th+; Market Price: 150 gp.
  SWIMMING
  This potion bestows swimming ability.
  An almost imperceptible magic sheath surrounds the 
  drinker, allowing him to glide through the water easily 
  (+10 circumstance bonus to Swim checks for 1 hour).
  Caster Level: 2nd; Prerequisites: Brew Potion, spellcaster level 
  6th+; Market Price: 150 gp.
  TRUTH
  This potion forces the individual drinking it to say nothing 
  but the truth for 10 minutes (Will negates DC 12).
  Further, she is compelled to answer any questions put to 
  her in that time, but with each question she is free to make 
  a separate Will save (DC 12).
  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.
  No more than one question can be asked each round.
  This is a mind-affecting compulsion enchantment.
  Caster Level: 4th; Prerequisites: Brew Potion, spellcaster level 
  8th+; Market Price: 500 gp.
  VISION
  Drinking this potion grants the imbiber the ability to 
  notice acute details with great accuracy (+10 to his Search 
  checks for 1 hour).
  Caster Level: 2nd; Prerequisites: Brew Potion, spellcaster level 
  6th+; Market Price: 150 gp.
  WISDOM
  Imbuing her with intuition, this potion adds a 1d4+1 
  enhancement bonus to the drinker’s Wisdom score for 3 
  hours.
  Caster Level: 3rd; Prerequisites: Brew Potion, spellcaster level 
  4th+; Market Price: 300 gp.
  GHOSTWALK (3.0)
  OIL OF ANIMATE DEAD
  When rubbed on a corpse or skeletal remains of Medium-
  size or smaller, this oil animates the corpse or skeletal 
  remains, turning it into a zombie or skeleton.
  The newly animated undead creature recognizes the first 
  creature it sees as its master and obeys simple commands, as 
  noted in the animate dead spell description.
  A character can use multiple vials of this oil to create and 
  control multiple skeletons or zombies, but cannot control 
  more than 10 HD worth of them at once.
  Caster Level: 5th; Prerequisites: Brew Potion, animate dead;
  Market Price: 1,550 gp; Cost to Create: 800 gp + 60 XP.
  MAGIC OF FAERÛN (3.0)
  OIL OF ANIMATE DEAD
  When rubbed on a corpse or skeleton of Medium-size or 
  smaller, this oil animates the remains, turning the corpse 
  into a zombie or skeleton.
  The newly animated undead creature recognizes the first 
  creature it sees as its master and obeys simple commands as 
  noted in the animate dead spell description.
  A character can use multiple vials of this oil to create and 
  control multiple skeletons or zombies, but cannot control 
  more than 10 HD worth of them at once.
  Caster Level: 5th; Prerequisites: Brew Potion, animate dead;
  Market Price: 1,550 gp; Cost to Create: 800 gp + 60 XP.
  INFERTILITY
  This potion renders the character drinking it sterile for one 
  month.
  It has no effect on offspring already conceived.
  Caster Level: 2nd; Prerequisites: Brew Potion; Market Price: 150 
  gp.
  MASTERS OF THE WILD 
  (3.0)
  ANIMAL LOGIC
  A character drinking this potion gains an intuitive empathy 
  with animals (in the form of a +10 circumstance bonus on 
  Handle Animal checks) for 1 hour.
  An imbiber with ranks in Animal Empathy also gains a +10 
  circumstance bonus on Animal Empathy checks.
  Caster Level: 2nd; Prerequisites: Brew Potion, spellcaster level 
  6th; Market Price: 150 gp.
  NATURAL CLARITY
  A character drinking this potion gains a +10 circumstance 
  bonus on Wilderness Lore checks for 1 hour.
  Caster Level: 2nd; Prerequisites: Brew Potion, spellcaster level 
  6th; Market Price: 150 gp.
  UNERRING DIRECTION
  A character drinking this potion gains a +10 circumstance 
  bonus on Intuit Direction checks for 1 hour.
  Caster Level: 2nd; Prerequisites: Brew Potion, spellcaster level 
  6th; Market Price: 150 gp.
  
  548
  RACES OF FAERÛN (3.0)
  OINTMENT OF BARKSKIN
  The wild dwarves of Chult use this greasy ointment.
  When slathered over the user’s skin, it protects her with a 
  barkskin spell.
  Caster Level: 5th; Prerequisites: Brew Potion, barkskin; Market 
  Price: 300 gp; Weight: —.
  SONG AND SILENCE (3.0)
  VIAL OF THE LAST GASP
  This potion is actually the necromantically preserved last 
  breath of some famous figure, trapped in a vial.
  A vial of the last gasp allows the user to draw strength and 
  knowledge from the dead creature.
  Anyone who unstoppers the vial and inhales its vapors 
  gains 1d8 temporary hit points, a +2 enhancement bonus to 
  Strength, and a +4 insight bonus on checks using one Craft, 
  Knowledge, or Profession skill possessed by the deceased.
  The creator specifies the skill to which the bonus applies 
  upon creating the potion, but it is usually the area of the 
  deceased’s greatest expertise.
  (This does not allow untrained use of trained-only skills.
  If the potion enhances a Knowledge or Profession skill that 
  the user does not already have, this benefit is useless).
  Furthermore, the fumes increase the user’s effective caster 
  level by +1.
  All these effects last for 10 minutes.
  Caster Level: 4th; Prerequisites: Brew Potion, death knell;
  Market Price: 6,200 gp.
  SWORD AND FIST (3.0)
  FALSE LIFE
  The drinker gains 1d10+3 temporary hit points.
  The effect lasts 3 hours.
  Caster Level: 3rd; Prerequisites: Brew Potion, endurance; Market 
  Price: 300 gp.
  FLAMING FISTS
  The drinker’s hands burst into flame, adding +1d6 points of 
  bonus fire damage to her unarmed attacks.
  The flames do not harm her.
  The effect lasts 3 minutes.
  Caster Level: 3rd; Prerequisites: Brew Potion, burning hands; 
  Market Price: 300 gp.
  
  549
  PSICROWNS
  COMPLETE PSIONIC (3.5)
  GOSSAMER ASSAILANT
  A gossamer assailant psicrown allows the wearer to trap, 
  slow, or trip opponents.
  Description: This psicrown is constructed from small jade 
  crystals and ectoplasm, giving it an almost ethereal look.
  It appears as an intricately woven band that fits comfortably 
  over the temples.
  The strands of ectoplasm glisten in the light, giving the 
  psicrown a pearlescent appearance.
  The crystals that decorate the psicrown are clustered in 
  front, vaguely reminiscent of the eyes on a large hunting 
  spider.
  Activation: You can activate the psicrown as a standard 
  action and use any one of the psionic powers listed below.
  Using a different power, or the same one in succession, 
  requires another standard action.
  Effect: This psicrown has 550 power points and allows the 
  Use of the following powers.
  • catapsi (EPH 82)
  • ectoplasmic cocoon (EPH 97)
  • ectoplasmic swarm (page 84)
  • entangling ectoplasm (EPH 104)
  Aura/Manifester Level: Moderate metacreativity.
  ML 11th.
  Construction: Craft Psicrown, catapsi, ectoplasmic cocoon,
  ectoplasmic swarm, entangling ectoplasm, 40,219 gp, 3,218 XP, 
  81 days.
  Weight: 1/2 lb.
  Price: 80,438 gp.
  STYGIAN DIABOLIST
  The stygian diabolist psicrown taps into the Negative Energy 
  Plane, sapping the strength and life force from the wearer’s 
  enemies.
  Description: This psicrown is carved from obsidian and 
  bears a single large ruby, mounted in front.
  When used, the gem pulses with blood-red energy and the 
  wielder’s features become momentarily drawn and 
  emaciated.
  Activation: You can activate the psicrown as a standard 
  action and use any one of the psionic powers listed below.
  Using a different power, or the same one in succession, 
  requires another standard action.
  Effect: This psicrown has 550 power points and allows the 
  use of the following powers.
  • stygian bolt (page 99)
  • stygian dominion (page 101)
  • stygian ray (page 101)
  Aura/Manifester Level: Moderate psychometabolism.
  ML 11th.
  Construction: Craft Psicrown, stygian bolt, stygian dominion,
  stygian ray, 37,950 gp, 3,036 XP, 56 days.
  Weight: 1/2 lb.
  Price: 75,900 gp.
  EXPANDED PSIONICS 
  HANDBOOK (3.5)
  ASTRAL LEGION
  This psicrown has 900 power points.
  It is made from white silk interwoven with crystalline 
  strands of thread.
  It allows use of the following power.
  • Astral construct
  Strong metacreativity; ML 18th; Craft Psicrown, astral 
  construct; Price 47,250 gp.
  BEAST
  This psicrown has 450 power points.
  It is made from a prickly collection of bear claws and snake 
  fangs.
  It allows use of the following powers.
  • Claw of energy
  • Duodimensional claw
  • Prevenom
  • Psionic lion’s charge
  • Truevenom
  Moderate psychometabolism; ML 9th; Craft Psicrown, claw 
  of energy, duodimensional claw, prevenom, psionic lion’s charge,
  truevenom; Price 33,750 gp.
  CAUTIOUS WARRIOR
  This psicrown has 450 power points.
  It is made from a shining iron alloy, similar to the material 
  of a metallic shield.
  It allows use of the following powers.
  • Adapt body
  • Body adjustment
  • Precognition, defensive
  • Inertial barrier
  Moderate psychometabolism; ML 9th; Craft Psicrown, 
  adapt body, body adjustment, defensive precognition, inertial 
  barrier; Price 32,063 gp.
  DISCERNING WATCHER
  This psicrown has 450 power points.
  It is made from pure transparent crystal.
  It allows use of the following powers.
  • Aura sight
  • Clairtangent hand
  • Clairvoyant sense
  • Darkvision, psionic
  • Remote viewing
  • True seeing, psionic
  Moderate clairsentience; ML 9th; Craft Psicrown, aura sight,
  clairtangent hand, clairvoyant sense, psionic darkvision, psionic 
  true seeing, remote viewing; Price 51,469 gp.
  
  550
  DOMINATOR
  This psicrown has 450 power points.
  It is made from gray iron and is shaped into an intricately 
  fluted crown.
  It allows use of the following powers.
  • Charm, psionic
  • Dominate, psionic
  • Suggestion, psionic
  Moderate telepathy; ML 9th; Craft Psicrown, psionic charm,
  psionic dominate, psionic suggestion; Price 20,250 gp.
  EVADER
  This psicrown has 400 power points.
  It is made from silk, usually dyed emerald green, with an 
  emerald crystal affixed to the material.
  It allows use of the following powers.
  • Catfall
  • Hustle
  • Fly, psionic
  • Freedom of movement, psionic
  • Wall walker
  Moderate psychoportation; ML 8th; Craft Psicrown, catfall,
  hustle, psionic fly, psionic freedom of movement, wall walker;
  Price 28,500 gp.
  FIERY RUIN
  This psicrown has 750 power points.
  It is made from reddish iron and is shaped into a twisted 
  circlet studded with reddish crystals.
  It allows use of the following powers.
  • Energy ball
  • Energy cone
  • Energy missile
  • Energy stun
  • Fiery discorporation
  Strong psychokinesis; ML 15th; Craft Psicrown, energy ball,
  energy cone, energy missile, energy stun, fiery discorporation;
  Price 67,500 gp.
  GREAT DOMINATOR
  This psicrown has 750 power points.
  It is made from black iron without further ornamentation.
  It allows use of the following powers.
  • Charm, psionic
  • Suggestion, psionic
  • Dominate, psionic
  Strong telepathy; ML 15th; Craft Psicrown, psionic charm,
  psionic dominate, psionic suggestion; Price 45,000 gp.
  TEMPORAL JUGGLER
  This psicrown has 850 power points.
  It is made from silk, usually dyed in several colors, with a 
  clear crystal affixed to the material.
  It allows use of the following powers.
  • Temporal acceleration
  • Time hop
  • Timeless body
  Strong psychoportation; ML 17th; Craft Psicrown, temporal 
  acceleration, time hop, timeless body; Price 95,625 gp.
  TRAVELER
  This psicrown has 750 power points.
  It is made from silk, usually dyed emerald green, with an 
  emerald crystal affixed to the material.
  It allows use of the following powers.
  • Astral traveler
  • Dimension door, psionic
  • Teleport, greater psionic
  • Teleport, psionic
  Strong psychoportation; ML 15th; Craft Psicrown, astral 
  traveler, psionic dimension door, psionic greater teleport, psionic 
  teleport; Price 80,156 gp.
  
  551
  REDEEMED ITEMS
  BOOK OF EXALTED DEEDS 
  (3.5)
  REDEEMED DEMON ARMOR
  When it is redeemed, the very shape of demon armor shifts 
  so that its visage, while still bestial, appears more like a 
  snarling hound or warden archon, or perhaps a guardinal.
  It remains +4 full plate, and still allows the wearer to make
  claw attacks.
  These attacks deal 1d10 points of damage, strike as +1 
  weapons, and affect the target as if she had been struck by a 
  sword of conscience spell (Will negates DC 16).
  The armor bestows one negative level on any nongood 
  creature wearing it, rather than affecting nonevil creatures.
  Strong enchantment; CL 13th; Craft Magic Arms and 
  Armor, sword of conscience, redeemer must be of good 
  alignment; Price 88,590 gp; Cost to Redeem 3,478 XP.
  REDEEMED UNHOLY WEAPON
  A redeemed unholy weapon becomes a holy weapon.
  Moderate evocation; CL 7th; Craft Magic Arms and Armor, 
  holy smite, redeemer must be good; Price +2 bonus; Cost to 
  Redeem according to weapon’s value without the unholy 
  quality:
  +1 enhancement bonus: 640 XP
  +2 or equivalent enhancement bonus: 960 XP
  +3 or equivalent enhancement bonus: 1,280 XP
  +4 or equivalent enhancement bonus: 1,600 XP
  +5 or equivalent enhancement bonus: 1,920 XP
  +6 or equivalent enhancement bonus: 2,240 XP
  +7 or equivalent enhancement bonus: 2,560 XP
  +8 or equivalent enhancement bonus: 2,880 XP.
  REDEEMED NINE LIVES STEALER
  If the sword is redeemed while it still has the ability to steal 
  life, it becomes a +1 holy longsword.
  Otherwise, it becomes a +2 longsword with no special 
  qualities.
  Moderate evocation; CL 7th; Craft Magic Arms and Armor, 
  holy smite; Price 18,315 gp (+1 holy longsword), 8,315 (+2 
  longsword); Cost to Redeem 720 XP (+1 holy longsword), 320 
  XP (+2 longsword).
  REDEEMED ROD OF THE VIPER
  A redeemed rod of the viper becomes a rod of the python.
  Moderate transmutation; CL 10th; Craft Rod, Craft Magic 
  Arms and Armor, polymorph other, redeemer must be good; 
  Price 13,000 gp; Cost to Redeem 520 XP.
  REDEEMED DARKSKULL
  When a darkskull is redeemed, tracings of silver forming 
  holy symbols and words appear in its surface.
  It emanates a hallow effect rather than unhallow, still with 
  no additional spell effect tied to it.
  Moderate evocation; CL 9th; Craft Wondrous Item, hallow,
  redeemer must be good; Price 60,000 gp; Cost to Redeem 
  2,400 XP; Weight 5 lb.
  REDEEMED ROBE OF THE
  ARCHMAGI
  A black robe of the archmagi can be transformed into a white 
  one.
  Strong various schools; CL 14th; Prerequisites: Craft 
  Wondrous Item, redeemer must be good; Price 75,000 gp; 
  Cost to Redeem 3,000 XP; Weight 1 lb.
  REDEEMED MACE OF BLOOD
  When redeemed, this item becomes a simple +3 heavy mace.
  Moderate no school; CL 9th; Craft Magic Arms and Armor; 
  Price 18,312 gp; Cost to Redeem 720 XP.
  CHAMPIONS OF VALOR 
  (3.5)
  DOOMWARDEN BRACERS
  This item was redeemed by the church of Kelemvor in 
  conjunction with a dragon-priest of Torm.
  These bracers of armor +3 were carved from the bones of a 
  good-aligned dragon, plated with silver, and inlaid with flat 
  onyx tiles forming a mosaic in the shape of a pair of scales.
  The bracers allow the wearer to use death ward, consecrate,
  and holy smite each once per day.
  They bestow one negative level on any evil creature that 
  wears them.
  The negative level remains as long as the bracers are worn 
  and disappears when they are no longer carried.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the bracers are worn.
  Moderate conjuration; CL 7th; Craft Staff, holy smite, death 
  ward, consecrate; Price 58,300 gp; Cost to Redeem 2,332 XP.
  MACE OF THE BRIGHTWALKERS
  This redeemed mace of the darkchildren is adorned with sun 
  symbols and has a natural enhancement bonus of +1.
  It grants the wielder a +6 sacred bonus on turning checks 
  made to turn or destroy undead.
  Moderate necromancy [good]; CL 9th; Craft Wondrous 
  Item, 9th-level cleric; Price 17,000 gp; Cost to Redeem 520 
  XP.
  
  552
  MASK OF TEARS
  This redeemed mask of blood is a simple white mask of wood, 
  metal, or ceramic.
  It constantly weeps salty tears when worn.
  Any nonplayer character who sees a creature wearing the 
  mask must succeed on a DC 14 Will save or have his 
  attitude shifted one category away from hostile in 
  interactions with the wearer.
  The liquid that the mask exudes is normally harmless, but 
  once per day per day the wearer can spit it forth as a ranged 
  touch attack with a range increment of 10 feet.
  When used this way, the fluid acts as a cure critical wounds 
  spell upon the creature it strikes.
  If a bard wears the mask, the character’s spells and bardic 
  music effects that rely on sadness or despair last one round 
  longer than normal.
  The mask counts as a pair of lenses for limitations on 
  wearing multiple magic items.
  Moderate conjuration (healing); CL 7th; Craft Wondrous 
  Item, crushing despair, cure critical wounds; Price 17,000 gp; 
  Cost to Redeem 680 XP.
  STAFF OF CELESTIAL LIGHT
  This redeemed staff of fiendish darkness is polished to an 
  incredibly bright shine and topped with a silvery fist or 
  sphere at one or both ends.
  It bestows one negative level on any evil creature that holds 
  it.
  The negative level remains as long as the staff is in hand 
  and disappears when it is no longer carried.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the staff is held.
  The staff allows the use of the following spells.
  • Daylight (1 charge)
  • Summon monster IX (leonal guardinal only) (2 charges)
  • Dispel magic (2 charges)
  • Searing light (2 charges)
  Moderate conjuration; CL 17th; Craft Staff, summon monster 
  IX, daylight, dispel magic, searing light; Price 98,200 gp; Cost to 
  Redeem 3,828 XP.
  VILEBITER BLADE
  This redeemed nightblade normally functions as a +1 dagger,
  but when used against an evil opponent its enhancement 
  bonus increases to +2, and an evil target must make a DC 16 
  Will save or take 1 point of damage to a random ability 
  score.
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, bestow curse; Price 8,702 gp; Cost to Redeem 336 XP.
  
  553
  RELICS
  BOOK OF EXALTED DEEDS 
  (3.5)
  BLEEDING STATUE
  This life-sized statue depicts a saint and is located in a site 
  where the saint lived for an extended period, performed an 
  important deed, or died.
  On certain occasions (no more than once a month, often 
  only once a year, on the anniversary of a special event), 
  blood drips from the statue, emerging from locations that 
  reflect wounds the saint suffered in life.
  A taste of the blood acts as a greater restoration spell, and the 
  statue typically produces enough for 1d4+1 doses on each 
  occasion.
  The statue constantly provides a hallow effect that 
  encompasses the area where it is located, such as a temple 
  and its grounds, with an attached death ward effect that 
  protects all good creatures in the area.
  Caster Level Equivalent: 13th; Market Price Equivalent: 55,000 
  gp.
  EXECUTIONER’S AXE
  An instrument of execution used to end the earthly life of a 
  holy person, an executioner’s axe relic holds good and evil 
  in tension within itself.
  The blade of this greataxe is stained red with the saint’s 
  blood.
  The axe acts as a holy vorpal greataxe, though it has no 
  enhancement bonus.
  However, a good creature wielding the axe takes a –2 
  penalty on attacks and weapon damage rolls, while evil 
  creatures take the normal penalty for wielding a holy 
  weapon.
  Caster Level Equivalent: 18th; Market Price Equivalent: 98,320 
  gp (equivalent).
  RACK OF THE TORTURED SAINT
  This torture device is long gone, but fragments of its 
  wooden frame are in wide circulation as minor relics.
  Once per day, by clutching one of these relics and invoking 
  the name of the tortured saint, a character gains the benefit 
  of a guidance spell.
  Caster Level Equivalent: 1st; Market Price Equivalent: 180 gp.
  SACRED VESSEL
  This elaborate golden cup is consecrated for use in a temple 
  of good.
  Water placed within it becomes holy water.
  If an evil creature drinks anything from the vessel, the 
  creature must make a DC 18 Fortitude save or contract the 
  depraved decadence affliction (see Ravages and Afflictions, 
  above).
  Caster Level Equivalent: 1st; Market Price Equivalent: 2,000 gp.
  SAINT’S BURIAL SHROUD
  The shroud laid over a saint after his execution, this fine 
  linen cloth still bears the image of his body faintly limned 
  on its surface.
  A good character who touches the shroud is instantly 
  healed of all diseases, while an evil creature that touches it 
  must make a DC 14 Fortitude save or contract the eternal 
  torpor affliction (see Ravages and Afflictions, above).
  Caster Level Equivalent: 5th; Market Price Equivalent: 30,000 
  gp.
  SAINT’S FINGERBONE
  This small charm grants the character carrying it a +1 
  resistance bonus on all saving throws.
  Caster Level Equivalent: 5th; Market Price Equivalent: 2,000 gp.
  SAINT’S THIGHBONE
  The bone of a saint known for battling the undead, this 
  powerful relic acts as a holy disruption light mace, though it 
  has no enhancement bonus.
  Caster Level Equivalent: 14th; Market Price Equivalent: 32,305 
  gp.
  WEEPING IMAGE
  This sacred icon depicts a saint and is located in a site 
  where the saint lived for an extended period, performed an 
  important deed, or died.
  On certain occasions (no more than once a month, often 
  only once a year, on the anniversary of a special event), 
  tears form in the eyes of the image, dripping slowly down 
  the image and onto the floor below.
  The tears are holy water, and the image typically produces 
  enough to fill a flask each time the tears manifest.
  While the image is weeping (over a period of perhaps 8 
  hours), any character who touches it receives the benefit of 
  a heal spell.
  Caster Level Equivalent: 11th; Market Price Equivalent: 65,000 
  gp.
  COMPLETE DIVINE (3.5)
  ARMOR OF THE FALLEN LEAVES
  This set of nonmetallic +3 wild full plate armor is a riot of red, 
  yellow, and orange leaves sewn together by Ehlonna and 
  presented as a gift to Obad-Hai.
  A command word causes the leaves to turn brown and 
  scatter on the breeze—and the wearer disappears.
  In fact, the wearer has merged with the leaves, which 
  appear to flutter near the ground but are actually under the 
  wearer’s disembodied control.
  The wearer can move and interact with its environment as 
  if it were under the effect of a gaseous form spell for up to 30 
  minutes.
  
  554
  To use this relic, you must worship Obad-Hai and either 
  sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Strong transmutation; CL 15th; Sanctify Relic, Craft Magic 
  Arms and Armor, baleful polymorph, gaseous form, creator 
  must worship Obad-Hai; Price 39,900 gp; Cost 20,775 gp + 
  1,530 XP.
  ARROW, RAPTOR
  Legend says these arrows (there are reputedly five) gained 
  relic status when Ehlonna used them to slay a great wyrm 
  green dragon that was rampaging through a forest 
  primeval.
  A raptor arrow is a +3 arrow with a variant of the returning 
  quality.
  At the beginning of the round after it is fired from a bow, a 
  raptor arrow wrenches itself from whatever it hit (dealing 
  1d8 points of damage), flies up to 400 feet through the air, 
  and restrings itself in the bow from which it was fired.
  Unlike most ammunition, raptor arrows are never destroyed 
  when they hit their target.
  If a ranger fires a raptor arrow at a favored enemy, the arrow 
  additionally gains the bane quality against that foe.
  To use this relic, you must worship Ehlonna and either 
  sacrifice a 6th-level divine spell slot or have the True 
  Believer feat.
  Strong evocation; CL 12th; Sanctify Relic, Craft Magic 
  Arms and Armor, bane bow*, creator must worship Ehlonna;
  Price 14,500 gp; Cost 7,273 gp + 580 XP.
  * New spell described in Chapter 7 of this book.
  AXE OF ANCESTRAL VIRTUE
  +4 adamantine keen dwarven waraxe, AL LN; Int 10, Wis 17, 
  Cha 17; Speech, telepathy, 120 ft. darkvision and hearing; 
  Ego score 17.
  Lesser Powers: Bless 3/day, cure moderate wounds on wielder 
  3/day, faerie fire 3/day.
  Greater Power: Haste on wielder 3/day.
  Personality: One of Moradin’s high priests volunteered to be 
  bound into the original axe of ancestral virtue ages ago, and 
  his personality has since been duplicated into what few 
  copies of the weapon that exist.
  The priest, who refuses to reveal his old name, is a fierce 
  warrior who urges his owner to attack the ancient enemies 
  of the dwarves (goblinoids and giants) at every available 
  opportunity.
  He takes great delight in “illuminating targets” (faerie fire), 
  “salving honor-wounds” (cure moderate wounds), and 
  granting “godspeed” (haste).
  He judges wielders on how well they adhere to traditional 
  dwarven culture.
  He rebels mightily against nondwarves who so much as 
  pick him up.
  To use this relic, you must worship Moradin and either 
  sacrifice a 7th-level divine spell slot or have the True 
  Believer feat and at least 13 HD.
  Strong transmutation; CL 15th; Sanctify Relic, Craft Magic 
  Arms and Armor, bless, cure moderate wounds, faerie fire, haste, 
  creator must worship Moradin; Price 50,230 gp; Cost 26,780 
  gp + 1,876 XP.
  BELT OF THE CHAMPION
  Kord gives one of these gem-studded belts to a favorite 
  gladiator each decade.
  The wearer gains a +6 bonus on Strength checks and an 
  additional +4 bonus on grapple and bull-rush checks.
  If the wearer of a belt of the champion ever fails a save against 
  a fear effect, the belt ceases functioning for 1 hour.
  To use this relic, you must worship Kord and either 
  sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Moderate transmutation; CL 11th; Sanctify Relic, Craft 
  Wondrous Item, bull’s strength, creator must worship Kord;
  Price 22,000 gp; Weight 1 lb.
  BOOTS OF THE UNENDING 
  JOURNEY
  These black leather boots leave no tracks wherever they go.
  They also render the wearer immune to the effects of 
  fatigue and exhaustion as long as he ends each round at 
  least 10 feet away from where he started it.
  It is said that once a century, Fharlanghn gives a pair of 
  boots of the unending journey to a fellow traveler, and then 
  magically endows an ordinary cobbler with the power to 
  make him a new pair.
  To use this relic, you must worship Fharlanghn and either 
  sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Moderate conjuration; CL 11th; Sanctify Relic, Craft 
  Wondrous Item, restoration, pass without trace, creator must 
  worship Fharlanghn; Price 23,600 gp; Weight 1 lb.
  BOW OF THE WINTERMOON
  Corellon gave the original bow of the wintermoon to the elf 
  hero Seskaya more than two thousand years ago, but his 
  clerics have since made four identical copies.
  This +4 frost composite longbow adjusts its pull automatically 
  to match its wielder (allowing her to add her full Strength 
  bonus to damage with each arrow fired).
  It is considered bane to drow elves (as the weapon special 
  ability).
  To use this relic, you must worship Corellon Larethian and 
  either sacrifice a 7th-level divine spell slot or have the True 
  Believer feat and at least 13 HD.
  Strong conjuration; CL 18th; Sanctify Relic, Craft Arms and 
  Armor, summon monster I; Price 36,300 gp; Cost 18,550 gp + 
  1,420 XP.
  CENSER OF THE LAST BREATH
  Nerull’s favorite followers fill this censer, a perforated iron 
  ball on a jeweled chain, with ground-up gems rather than 
  incense.
  Doing so is a full-round action that provokes an attack of 
  opportunity.
  The censer of the last breath then automatically starts burning 
  the gem dust, creating a dangerous cloud that fills a 20-foot 
  radius emanation centered on the caster.
  The cloud’s effects depend on the kind of gem dust burned 
  in the censer of the last breath.
  
  555
  The bearer of the censer of the last breath is completely 
  unaffected by the cloud; it doesn’t slow movement, deal 
  him damage, or obscure his vision.
  The gem dust burns in the censer of the last breath for 15 
  rounds.
  To use this relic, you must worship Nerull and either 
  sacrifice an 8th-level divine spell slot or have the True 
  Believer feat and at least 15 HD.
  Strong conjuration; CL 15th; Sanctify Relic, Create 
  Wondrous Item, acid fog, cloudkill, incendiary cloud, solid fog,
  creator must worship Nerull; Price 82,000 gp; Weight 1 lb.
  CHAIN OF OBEISANCE
  It is said that these +2 unholy spiked chains are made from the 
  shackles in Hextor’s hellish prison-fortress.
  Despite their size and unwieldiness, they can be wielded in 
  a grapple, and anyone pinned by a foe wielding a chain of 
  obeisance must succeed on a Will save (DC 22) or be 
  dominated (as the dominate monster spell) To use this relic, 
  you must worship Hextor and either sacrifice a 7th-level 
  divine spell slot or have the True Believer feat and at least 
  13 HD.
  Strong enchantment; CL 18th; Sanctify Relic, Craft Magic 
  Arms and Armor, dominate monster, creator must worship 
  Hextor; Price 35,600 gp; Cost 17,963 gp + 1,411 XP.
  CHROMATIC ROD
  Forged in hellfire itself, these iron-shod rods have five 
  dragon heads (black, blue, green, red, and white) facing 
  outward and encircling one end.
  A chromatic rod can be used as a +2 morningstar with either 
  the frost, flaming, or shocking qualities (wielder’s choice, 
  changed with a command word).
  It also has a number of spell-like abilities, each usable once 
  per day.
  • Insect plague with a 1,040-foot range, creating five adjacent 
  swarms.
  • Veil with a Will disbelief save of DC 19.
  • Dominate person with a 65-footrange.
  A DC 17 Will save negates the effect.
  • Find the path lasting 160 minutes.
  • Wall of ice with a 65-foot range, covering up to sixteen 10-
  foot squares.
  To use this relic, you must worship Tiamat and either 
  sacrifice a 7th-level divine spell slot or have the True 
  Believer feat and at least 13 HD.
  Strong conjuration; CL 16th; Sanctify Relic, Craft Rod, 
  dominate person, find the path, insect plague, veil, wall of ice,
  creator must worship Tiamat; Price 71,908 gp; Cost 36,108 
  gp + 2,864 XP; Weight 5 lb.
  CLOAK, DRAGONSCALE
  This long, flowing cloak, sewn from a random assortment 
  of miniscule chromatic dragon scales, transforms into 
  functional dragon wings upon command, enabling flight 
  with a speed of 150 feet and poor maneuverability.
  The wings last 2 hours per day, divided up as the wearer of 
  the dragonscale cloak wishes.
  Additionally, the cloak always provides 10 points each of 
  resistance to fire, resistance to electricity, resistance to cold, 
  and resistance to acid.
  To use this relic, you must worship Tiamat and either 
  sacrifice an 8th-level divine spell slot or have the True 
  Believer feat and at least 15 HD.
  Strong transmutation; CL 12th; Sanctify Relic, Craft 
  Wondrous Item, polymorph, resist energy, creator must 
  worship Tiamat; Price 75,840 gp; Weight 2 lb.
  CORNUCOPIA OF THE NEEDFUL
  Yondalla wove these conical baskets herself, and then gave 
  them to her high priesthood.
  Each morning at dawn, there are 2d4 fruits in each 
  cornucopia of the needful.
  When consumed (a full-round action), each fruit has the 
  following effect.
  To use this relic, you must worship Yondalla and either 
  sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Strong conjuration; CL 12th; Sanctify Relic, Craft 
  Wondrous Item, break enchantment, death ward, divine power,
  heal, heroes’ feast, neutralize poison, spell resistance, creator must 
  worship Yondalla; Price 44,600 gp; Weight 8 lb.
  CUDGEL THAT NEVER FORGETS
  +2 axiomatic heavy mace; AL LN; Int 16, Wis 10, Cha 16; 
  speech; 60 ft. darkvision and hearing; Ego score 16.
  Lesser Powers: Continuous deathwatch, 10 ranks Intimidate 
  (total modifier +13), cure moderate wounds 3/day.
  Personality: A cudgel that never forgets speaks little except 
  during combat, during which it reminds its wielder in 
  stentorian tones about the transgressions of each enemy, 
  whether witnessed personally (“That bugbear wounded 
  Lidda most grievously”) or assumed based on creature type 
  (“That succubus hath surely tempted many good men 
  toward evil”).
  
  556
  The imprecations of a cudgel that never forgets count as an 
  attempt to demoralize an opponent with the Intimidate 
  skill (described in Chapter 4 of the Player’s Handbook).
  Unless it’s healing its wielder, the cudgel that never forgets 
  attempts to demoralize every round during its wielder’s 
  turn.
  The cudgel that never forgets speaks Common, Infernal, 
  Abyssal, and Celestial.
  A cudgel that never forgets has an additional weapon quality: it 
  remembers which foes have struck its wielder, and delivers 
  them extra damage in retribution.
  If an enemy hits the wielder of a cudgel that never forgets with 
  a weapon (including a natural weapon), the weapon 
  thereafter has an effective enhancement bonus of +2 better 
  than its normal enhancement bonus.
  It also deals an extra 2d6 points of damage against such a 
  foe.
  To use this relic, you must worship St. Cuthbert and either 
  sacrifice a 7th-level divine spell slot or have the True 
  Believer feat and at least 13 HD.
  Strong conjuration; CL 20th; Sanctify Relic, Craft Magic 
  Arms and Armor, cure moderate wounds, deathwatch, creator 
  must worship St. Cuthbert; Price 82,112 gp; Cost 41,212 gp 
  + 3,272 XP.
  DAGGER OF DENIAL
  +2 unholy dagger; AL NE; Int 18, Wis 10, Cha 18; speech, 
  telepathy, 120 ft. darkvision, blindsense, and hearing; Ego 
  score 26.
  Lesser Powers: Detect magic at will, 10 ranks in Spellcraft (total 
  modifier +14), 10 ranks in Bluff (total modifier +14).
  Greater Powers: Continuous detect scrying effect, arcane eye 
  1/day.
  Special Purpose: Defeat/slay divine spellcasters.
  Dedicated Powers: Item can cast dispel magic as a 10th-level 
  caster.
  Personality: The dagger of denial takes great glee in disrupting 
  other spellcasters, giggling and cackling to its wielder as it 
  counters their spells.
  It generally readies an action to counterspell with dispel 
  magic each round, then uses its Spellcraft ability to discern 
  which enemy spells are worth dispelling.
  If its wielder attacks in melee, the dagger attempts a feint in 
  combat immediately prior to its wielder’s attack.
  Four daggers of denial are known to exist; they were 
  originally gifts from Vecna to wizards he charged with 
  keeping his priests in line.
  A dagger of denial happily lets anyone wield it, and it’ll 
  cheerfully lie about its powers and purpose (using its Bluff 
  skill).
  But if a wielder doesn’t worship Vecna and obey the relic 
  rules, she doesn’t get access to the dagger of denial’s powers 
  and the dagger betrays her at the first available opportunity.
  A dagger of denial who’s working against its wielder starts by 
  surreptitiously dispelling the spells of the wielder and her 
  allies, leaving them without the magic that they’re 
  depending on.
  To use this relic, you must worship Vecna and either 
  sacrifice an 8th-level divine spell slot or have the True 
  Believer feat and at least 15 HD.
  Moderate abjuration; CL 10th; Sanctify Relic, Craft Magic 
  Arms and Armor, arcane eye, detect scrying, dispel magic, 
  creator must worship Vecna; Price 77,902 gp; Cost 39,102 
  gp + 3,104 XP.
  DAWNSTAR
  Originally gifts from Pelor to four solars who rescued a 
  paladin from Hell itself, each dawnstar is a +3 brilliant energy 
  morningstar.
  If a dawnstar is ever sundered or otherwise broken, it 
  explodes, dealing 200 points of damage to everything 
  within 10 feet, 150 points of damage to everything within 
  20 feet, and 100 points of damage to everything within 30 
  feet.
  All those affected can make DC 17 Reflex saves to reduce 
  the damage by half.
  A dawnstar has hardness 8 and 8 hp.
  To use this relic, you must worship Pelor and either 
  sacrifice a 7th-level divine spell slot or have the True 
  Believer feat and at least 13 HD.
  Strong transmutation; CL 16th; Sanctify Relic, Craft Magic 
  Arms and Armor, continual flame, gaseous form, creator must 
  worship Pelor; Price 61,908 gp; Cost 31,108 + 2,464 XP.
  EHLONNA’S SEED POUCH
  This brown fur pouch appears to hold six ordinary acorns 
  within it when examined.
  But when a worshiper of Ehlonna flings an acorn from the 
  pouch, she can make one of three things happen.
  • Create a treant (as the changestaff spell, but the treant 
  emerges from the acorn) anywhere it will physically fit.
  • Create a wall of thorns (as the spell)
  • Create an acorn grenade that be hurled up to 100 feet 
  away, dealing 11d6 points of fire damage (as the fire seeds 
  spell, but the damage isn’t split up among multiple acorns).
  Every morning, there are six acorns in Ehlonna’s seed pouch,
  no matter how many were there before.
  To use this relic, you must worship Ehlonna and either 
  sacrifice an 8th-level divine spell slot or have the True 
  Believer feat and at least 15 HD.
  Moderate conjuration; CL 11th; Sanctify Relic, Craft 
  Wondrous Item, changestaff, fire seeds, creator must worship 
  Ehlonna; Price 93,800 gp; Weight 4 lb.
  ENVELOPING PIT
  Centuries ago, Kurtulmak gave his high priesthood a half-
  dozen copies of a portable pit trap: the enveloping pit.
  This functions like a portable hole, except that it is 50 feet 
  deep.
  The enveloping pit covers a 10-foot square when opened fully 
  and shrinks down to a 1-foot hole.
  It can be picked up and moved when it’s at its smallest, and 
  its owner can open or close it with a command word from 
  anywhere within 60 feet.
  An enveloping pit opens fully only if it has enough flat space 
  to do so; it halts when an edge hits a wall or other 
  obstruction.
  A common tactic is to lie in wait until foes are standing 
  nearby a shrunk enveloping pit, and then open it fully, 
  dropping enemies into a pit that wasn’t there a moment 
  earlier.
  Those who find an enveloping pit underneath them must 
  succeed on a Reflex save (DC 22) or fall into the pit.
  
  557
  To use this relic, you must worship Kurtulmak and either 
  sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Strong conjuration; CL 16th; Sanctify Relic, Craft 
  Wondrous Item, plane shift, creator must worship 
  Kurtulmak; Price 33,600 gp.
  EXECUTIONER’S HOOD
  Originally one of three such hoods worn by Xeric IV, who 
  publicly executed every member of his own extended 
  family two centuries ago, the executioner’s hoods have been 
  scattered across the globe by tides of war and conquest.
  The wearer of an executioner’s hood (which takes up the 
  headband body slot) can make a coup de grace attacks as a 
  standard action rather than a full action.
  Whenever he succeeds at a coup de grace attempt, he gains 
  a +2 bonus to Strength and Constitution for the next 5 
  minutes that is cumulative with each successful coup de 
  grace attempt (+10 max).
  To use this relic, you must worship Erythnul and either 
  sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Moderate transmutation; CL 11th; Sanctify Relic, Craft 
  Wondrous Item, bear’s endurance, bull’s strength, creator must 
  worship Erythnul; Price 50,400 gp; Weight 1 lb.
  GAUNTLETS OF THE BLOOD-LORD
  These slick metal gauntlets slowly drip blood, seemingly 
  from nowhere.
  They grant their wearer a +4 luck bonus on melee touch 
  attacks.
  Furthermore, any touch spell the wearer casts is maximized 
  as though using the Maximize Spell feat, although the spell 
  doesn’t use a higher-level spell slot.
  To use this relic, you must worship Hextor and either 
  sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Strong universal; CL 17th; Sanctify Relic, Craft Wondrous 
  Item, Maximize Spell, creator must worship Hextor; Price 
  33,600 gp; Weight 2 lb.
  GAUNTLET OF THE TALON
  It is said that this silvery spiked set of gauntlets was 
  fashioned by Bahamut himself, then given to the master of 
  a now-defunct order of monks.
  A character wearing gauntlets of the talon effectively has 
  natural weapons that deal 1d8 points of slashing damage 
  and count as magic for the purpose of overcoming damage 
  reduction.
  If a monk dons the gauntlets of the talon, she is treated as if 
  she were five levels higher for purposes of AC, unarmed 
  damage (which now counts as slashing), and the monk’s ki 
  strike ability (this function stacks with the similar 
  functions of a monk’s belt).
  Gauntlets of the talon function as ghost touch weapons for 
  the purpose of attacking incorporeal creatures.
  Finally, the wearer gains a +4 bonus on all grapple checks.
  To use this relic, you must worship Bahamut and either 
  sacrifice a 4th-level divine spell slot or have the True 
  Believer feat and at least 7 HD.
  Moderate transmutation; CL 11th; Sanctify Relic, Craft 
  Wondrous Item, righteous might, creator must worship 
  Bahamut; Price 20,000 gp; Weight 2 lb.
  GEM OF THE GLITTERDEPTH
  This black, thousand-faceted gem is said to be carved by 
  Garl Glittergold himself.
  Worn like a brooch, a gem of the glitterdepth grants its owner 
  a +6 enhancement bonus to Wisdom and the instinctive 
  knowledge of where the walls, ceiling, and floor are in any 
  cavern he’s in, no matter how big the cavern is or what the 
  illumination is.
  To use this relic, you must worship Garl Glittergold and 
  either sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Moderate transmutation; CL 10th; Sanctify Relic, Craft 
  Wondrous Item, owl’s wisdom, creator must worship Garl 
  Glittergold; Price 22,000 gp; Weight 1 lb.
  HELM, PLATINUM
  This smooth helm covers three-quarters of the face and is 
  decorated with a dragon-wing motif.
  The original platinum helms were given to seven gold 
  dragons that acted as Bahamut’s consorts, but they have 
  since passed to his servants on the Material Plane.
  Anyone who wears a platinum helm has the frightful 
  presence of a dragon, potentially affecting everyone with 
  fewer Hit Dice within a 150-foot radius.
  Whenever the wearer of the platinum helm attacks, foes 
  must succeed on a Will save (DC 10 +1/2 wearer’s HD + 
  wearer’s Cha modifier) or be panicked (foes of 4 or less HD) 
  or shaken (foes of 5 or more HD) for 4d6 rounds.
  The wearer also gains blindsense with a 60-foot range.
  To use this relic, you must worship Bahamut and either 
  sacrifice an 8th-level divine spell slot or have the True 
  Believer feat and at least 15 HD.
  Strong transmutation; CL 15th; Sanctify Relic, Craft 
  Wondrous Item, shapechange, creator must worship 
  Bahamut; Price 64,000 gp; Weight 3 lb.
  HELM OF THE PURPLE PLUME
  Helms of the Purple Plume were originally given as 
  trophies to the winners of jousting tourneys among 
  Heironeous’s followers, but they have since been passed 
  from noble knight to brave squire through the centuries.
  A helm of the purple plume gives its wearer a +2 bonus to 
  Charisma.
  Not only is the wearer of the helm immune to fear, but 
  exposure to fear emboldens him further.
  Whenever the wearer is subject to a fear effect, he instead 
  receives the benefit of a heroism spell for 10 minutes.
  To use this relic, you must worship Heironeous and either 
  sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Moderate abjuration; CL 10th; Sanctify Relic, Craft 
  Wondrous Item, heroism, creator must worship 
  Heironeous; Price 22,000 gp; Weight 4 lb.
  
  558
  HOOKED HAMMER OF THE
  HEARTHFIRE
  It is said that Garl Glittergold gave one of these weapons to 
  each of twelve noble families many centuries ago.
  Eight are believed to remain among the gnomes.
  This +2/+2 flaming gnome hooked hammer becomes a +4 
  flaming burst/+4 flaming burst hooked hammer in the hands of 
  a gnome.
  The hooked hammer of the hearthfire automatically deals its 
  flaming burst damage every round to any kobold or 
  goblinoid unfortunate enough to grasp its handle.
  To use this relic, you must worship Garl Glittergold and 
  either sacrifice a 7th-level divine spell slot or have the True 
  Believer feat and at least 13 HD.
  Strong evocation; CL 18th; Sanctify Relic, Craft Magic 
  Arms and Armor, flame strike, creator must worship Garl 
  Glittergold; Price 35,600 gp; Cost 18,110 gp + 1,400 XP.
  MAP OF UNSEEN LANDS
  This rolled-up sheet of vellum, often kept in a darkwood 
  tube, is a boon to caravans of halfling pilgrims, who use it to 
  avoid danger and make their way through the wilderness.
  Once per day, the map of unseen lands can be commanded to 
  spend two minutes redrawing itself, mapping the terrain 
  within a 16-mile radius with total accuracy but only 
  middling detail.
  The DM should spend two minutes of real time sketching 
  out such a map, working down the following list in terms 
  of priority.
  • General terrain features (mountains, rivers, and so forth) 
  labeled if their names are widely known.
  • Structures of more than 5,000 square feet (castles, temples, 
  ruins) named either specifically (Fortress of the Undying) 
  or generally (bardic college).
  • Structures important for travel (bridges, dungeon 
  entrances, magic portals), labeled only if they’re unusual in 
  some respect.
  • Lairs of creatures with more than 15 Hit Dice, labeled by 
  creature type only.
  The map of unseen lands doesn’t function underground.
  To use this relic, you must worship Yondalla and either 
  sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Strong divination; CL 15th; Sanctify Relic, Craft Wondrous 
  Item, discern location, creator must worship Yondalla; Price 
  25,200 gp; Weight 2 lb.
  MILLENNIAL CHAINMAIL
  This suit of armor feels like mithral chainmail to the touch, 
  but the miniscule rings are a pale green, turning brighter 
  when the millennial chainmail is in the sun.
  Millennial chainmail functions as +3 chainmail, but 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.
  Millennial chainmail painlessly extends tiny green roots into 
  the wearer’s skin, granting fast healing 3 as long as the 
  wearer is standing in better than shadowy illumination.
  To use this relic, you must worship Corellon Larethian and 
  either sacrifice a 4th-level divine spell slot or have the True 
  Believer feat and at least 7 HD.
  Moderate conjuration; CL 10th; Sanctify Relic, Craft Magic 
  Arms and Armor, regenerate, creator must worship Corellon 
  Larethian; Price 18,800 gp; Cost 9,550 gp + 740 XP; Weight 
  20 lb.
  MORNINGSTAR OF THE MANY
  It is said that these morningstars have been dipped in the 
  blood of creatures from every known plane on the Great 
  Wheel.
  Until the command word is spoken, the morningstar of the 
  many is a +2 morningstar covered with carved, laughing 
  mouths.
  But once commanded into action, it becomes a weapon that 
  takes on a different set of weapon qualities each round:
  After the sixth round, the morningstar of the many is again a 
  +2 morningstar until the command word is given anew.
  To use this relic, you must worship Erythnul and either 
  sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Strong necromancy and evocation; CL 18th; Sanctify Relic, 
  Craft Magic Arms and Armor, circle of death, creator must 
  worship Erythnul; Price 30,300 gp; Cost 15,304 gp + 1,200 
  XP.
  PIPES OF FRENZIED REVELRY
  These pipes, created by a secretive order of bard/clerics 
  devoted to Olidammara, require the piper to succeed on a 
  DC 20 Perform (wind instruments) check each round to 
  function properly.
  If the check succeeds, any living creature within 30 feet of 
  the piper must succeed on a DC 16 Will save or suffer a 
  confusion effect—with one exception.
  Whenever the die roll calls for the subject to attack 
  someone, the subject makes a mildly amorous advance 
  (such as an embrace or kiss) instead.
  The effect lasts as long as the subject remains within 30 feet 
  of the piper.
  If the piper is interrupted or fails a Perform check, then 
  resumes piping with a successful check, creatures within 30 
  feet get to make new save attempts.
  Subjects who successfully save are thereafter immune to 
  the pipes of frenzied revelry for 24 hours.
  To use this relic, you must worship Olidammara and either 
  sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Moderate enchantment; CL 7th; Sanctify Relic, Craft 
  Wondrous Item, confusion, creator must worship 
  
  559
  Olidammara; Price 22,320 gp; Cost 11,320 gp + 880 XP; 
  Weight 3 lb.
  RAPIER OF DESPERATE MEASURES
  Olidammara awards one of these nondescript rapiers when 
  the whim strikes him.
  A rapier of desperate measures has only the faintest magic aura 
  about it and seems otherwise ordinary, except for an 
  inscription near the base of the blade: “Don’t be careful”.
  This +2 keen rapier becomes a +4 keen rapier if its wielder has 
  less than half of his full normal hit points and a +5 vicious 
  keen rapier if its wielder has less than one-quarter of his full 
  normal hit points.
  To use this relic, you must worship Olidammara and either 
  sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Faint transmutation; CL 9th; Sanctify Relic, Craft Magic 
  Arms and Armor, keen edge, creator must worship 
  Olidammara; Price 23,920 gp; Cost.
  RAPIER OF UNERRING DIRECTION
  Originally a gift to Fharlanghn from Olidammara, this 
  rapier has been copied several times by Fharlanghn’s most 
  powerful clerics.
  This +4 ghost touch rapier ignores all miss chances, whether 
  from concealment, blink, or another source.
  To use this relic, you must worship Fharlanghn and either 
  sacrifice a 7th-level divine spell slot or have the True 
  Believer feat and at least 13 HD.
  Strong divination; CL 15th; Sanctify Relic, Craft Magic 
  Arms and Armor, true seeing, creator must worship 
  Fharlanghn; Price 35,600 gp; Cost 17,920 gp + 1,412 XP.
  ROBE OF EBONSILK
  Said to be woven from silk extruded by Lolth herself, a robe 
  of ebonsilk gives the wearer a +8 armor bonus, a +4 resistance 
  bonus on all saving throws, and continual spider climb and 
  freedom of movement effects.
  To use this relic, you must worship Lolth and either 
  sacrifice an 8th-level divine spell slot or have the True 
  Believer feat and at least 15 HD.
  Strong abjuration; CL 15th; Sanctify Relic, Craft Wondrous 
  Item, freedom of movement, spider climb, creator must worship 
  Lolth; Price 134,000 gp; Weight 1 lb.
  ROD OF REVERSAL
  This steel rod looks like a length of thick chain, but it 
  doesn’t bend even the slightest.
  On command, it automatically reflects the next nine levels 
  of spells cast at the wearer, exactly as if spell turning had 
  been cast upon the wearer.
  It also grants its wielder the Improved Counterspelling 
  feat.
  Turning a spell changes the rod of reversal’s color, depending 
  on the school of the spell turned.
  To use this relic, you must worship Boccob and either 
  sacrifice an 8th-level divine spell slot or have the True 
  Believer feat and at least 15 HD.
  Strong abjuration; CL 15th; Sanctify Relic, Craft Rod, spell 
  turning, creator must worship Boccob; Price 132,000 gp; 
  Weight 5 lb.
  ROD OF THE RECLUSE
  This rod, wielded by some of Lolth’s high priestesses, 
  resembles a giant spider leg with its segmentations and 
  coarse, black hairs.
  It acts as a +3 light mace that deals no hit point damage.
  Instead, the wielder injects a poison that deals 2d6 points of 
  Strength damage to any creature she touches with the rod 
  (by making a melee touch attack).
  Like any poison, the damage repeats 1 minute later.
  If she scores a critical hit, the damage from that hit (both 
  initial and secondary) is ability drain.
  In either case, the defender negates the effect with a DC 20 
  Fortitude save.
  To use this relic, you must worship Lolth and either 
  sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Strong necromancy; CL 16th; Sanctify Relic, Craft Rod, 
  poison, creator must worship Lolth; Price 33,600 gp; Cost 
  16,953 gp + 1,332 XP; Weight 5 lb.
  RUBY BLADE
  These deep red, crystal daggers are said to be plucked from 
  the gems on the hem of Wee Jas’s gown.
  Each ruby blade is a +3 axiomatic dagger that enables its 
  wielder to bolster, rebuke, or command undead as if her 
  class level were four levels higher than it actually is.
  It also has a continuous status effect.
  To use this relic, you must worship Wee Jas and either 
  sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Moderate evocation; CL 11th; Sanctify Relic, Craft Magic 
  Arms and Armor, order’s wrath, status, creator must worship 
  Wee Jas; Price 46,902 gp; Cost 23,602 gp + 1,864 XP.
  SCROLLS OF UNCERTAIN
  PROVENANCE
  These bundles of rough parchment have long been 
  associated with Wee Jas, although even her lorekeepers 
  don’t know where the first ones came from.
  Their name is something of a misnomer: The scrolls of 
  uncertain provenance are not spells stored in written form.
  
  560
  Instead, they are a collection of death-obsessed writings in 
  an unknown hand.
  Those who can command the lore with a set of scrolls of 
  uncertain provenance, it is said, have power over life and 
  death itself.
  But there are several barriers to understanding the lore of 
  the scrolls.
  To begin with, they’re written in nearly every language, 
  ancient and modern, and they sometimes switch languages 
  within the same sentence.
  One hour of reading allows a DC 20 Knowledge (religion) 
  check to learn anything useful from the scrolls, with a +2 
  bonus for every language the reader speaks.
  Multiple readers can assist one another in translation, 
  lending the languages they know automatically, but they 
  share in the risk as well (detailed below).
  Read magic and comprehend languages spells don’t help a 
  reader understand the scrolls, so cryptic are their wisdom.
  A reader—or at least one reader if a group is translating 
  together—must worship Wee Jas to get anything at all 
  from the scrolls.
  The second barrier to reading scrolls of uncertain provenance is 
  that the reader often draws near to the border between life 
  and death himself.
  Whenever someone spends an hour reading scrolls of 
  uncertain provenance, they must roll on the following table 
  whether or not they learn anything useful.
  While the risks of reading scrolls of uncertain provenance are 
  great, so too are the rewards.
  A character who successfully reads from the scrolls for the 
  listed time can choose from the following benefits.
  To use this relic, at least one reader must worship Wee Jas 
  and either sacrifice an 8th-level divine spell slot or have the 
  True Believer feat and at least 15 HD.
  Strong necromancy; CL 15th; Sanctify Relic, Craft 
  Wondrous Item, death pact, renewal pact, true resurrection,
  creator must worship Wee Jas; Price 118,000 gp; Weight 10 
  lb.
  SHARD OF THE SUN
  This brightly glowing holy symbol of Pelor is mentioned in 
  many religious texts as “Pelor’s gift, which I carry into 
  darkness—a sun that never sets”.
  It continuously emits a warm light equivalent to a daylight 
  spell heightened to 5th level (the symbol must be covered 
  completely to douse the light).
  On command three times per day, the shard of the sun blasts 
  forth four beams of light that each deal 10d6 points of 
  damage to undead, 5d6 points of damage to constructs and 
  objects, and 5d8 points of damage to other creatures.
  Creatures particularly vulnerable to bright light, such as 
  vampires, take 10d8 points of damage.
  To use this relic, you must worship Pelor and either 
  sacrifice an 8th-level divine spell slot or have the True 
  Believer feat and at least 15 HD.
  Moderate evocation; CL 11th; Sanctify Relic, Craft 
  Wondrous Item, daylight, searing light, creator must worship 
  Pelor; Price 73,280 gp; Weight 1 lb.
  SHIELD OF THE RESOLUTE
  This +2 mithral moderate fortification heavy shield is made 
  from hundreds of strips of mithral, each a different size, 
  riveted together.
  It is said that shields of the resolute are assembled from pieces 
  of shields from hundreds of dwarves who fell in battle 
  defending their homelands.
  Goblinoids and giants within 30 feet who gaze upon a shield 
  of the resolute must succeed on a Will save (DC 17) or be 
  shaken (if they have the same or more HD than the 
  wielder) or frightened (if they have fewer HD).
  This functions like a gaze attack, so the goblinoids and 
  giants must make saves at the beginning of their turns 
  every round unless they take measures to avoid seeing the 
  shield of the resolute (see Chapter 8 in the Dungeon Master’s 
  Guide for gaze attack rules).
  To use this relic, you must worship Moradin and either 
  sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Strong abjuration; CL 15th; Sanctify Relic, Craft Magic 
  Arms and Armor, fear, limited wish or miracle, creator must 
  worship Moradin; Price 89,620 gp; Cost 45,320 gp + 3,544 
  XP; Weight 7-1/2 lb.
  SHIELD OF THE SEVERED HAND
  This shield’s provenance is unrecorded, but it is named for 
  the gory, dripping hand emblazoned on it.
  The shield of the severed hand is a +4 heavy wooden shield that 
  gives its wielder a free bull-rush attempt at a +4 bonus once 
  per round when the shield is struck in melee by a foe (in 
  other words, when the +6 bonus from the shield was the 
  difference between hitting and missing).
  When the foe hits the shield, make an immediate bull rush 
  attempt, even if it isn’t your turn; you can follow the 
  opponent who gets pushed back if you wish.
  You can’t fall prone during this attempt.
  To use this relic, you must worship Gruumsh and either 
  sacrifice a 4th-level divine spell slot or have the True 
  Believer feat and at least 7 HD.
  
  561
  Strong evocation; CL 18th; Sanctify Relic, Craft Magic 
  Arms and Armor, Bigby’s forceful hand, creator must worship 
  Gruumsh; Price 24,800 gp; Cost 12,479 gp + 986 XP.
  SKEWER-OF-GNOMES
  This Small +3 unholy gnomebane spear is quasi-sentient and 
  can ready itself against a charge, attacking (and dealing 
  double damage) automatically whenever a foe charges the 
  wielder.
  The attack uses the wielder’s highest base attack bonus and 
  all relevant modifiers, just as if the wielder were making an 
  attack of opportunity.
  To use this relic, you must worship Kurtulmak and either 
  sacrifice a 7th-level divine spell slot or have the True 
  Believer feat and at least 13 HD.
  Strong evocation; CL 20th; Sanctify Relic, Craft Magic 
  Arms and Armor, unholy blight, creator must worship 
  Kurtulmak; Price 61,900 gp; Cost 31,101 gp + 2,464 XP.
  SPEAR OF RETRIBUTION
  Once in a great while, Gruumsh flings a spear at a cleric 
  he’s annoyed with.
  If that cleric then atones for the transgression and keeps 
  the spear, it becomes a spear of retribution.
  This +2 spear of returning becomes a +4 spear of returning 
  whenever its wielder attacks someone who dealt damage to 
  the wielder in the previous round.
  If the wielder received a critical hit in the last round from 
  the target, the spear of retribution becomes a +5 keen spear of 
  returning against that foe.
  To use this relic, you must worship Gruumsh and either 
  sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Strong transmutation; CL 12th; Sanctify Relic, Craft Magic 
  Arms and Armor, telekinesis, creator must worship 
  Gruumsh; Price 14,000 gp; Cost 7,151 gp + 548 XP.
  STAFF OF THE UNYIELDING OAK
  These staffs, of which three are known to exist, are treants 
  that have willingly bound themselves into quarterstaff form 
  to aid Obad-Hai’s followers.
  This ability functions like the changestaff spell, except that 
  the treant is fully real and can control trees and speak to 
  other treants.
  If the staff of the unyielding oak is reduced to 0 or less hit 
  points, it reverts to staff form and can’t be used again for 
  twenty-eight days.
  The staff can take treant form as often as you like, but it 
  must spend at least half of each day (dawn to dawn) in staff 
  form.
  To use this relic, you must worship Obad-Hai and either 
  sacrifice an 8th-level divine spell slot or have the True 
  Believer feat and at least 15 HD.
  Strong transmutation; CL 15th; Sanctify Relic, Craft 
  Wondrous Item, changestaff, creator must worship Obad-
  Hai; Price 81,600 gp; Cost 41,100 gp + 3,240 XP; Weight 4 
  lb.
  SWORD OF MIGHTY THEWS
  Kord’s high clerics forged these greatswords as homages to 
  Kord’s signature weapon, Kelmar.
  A sword of mighty thews is a +3 dragonbane greatsword that 
  renders its wielder immune to a dragon’s frightful presence 
  and confers a +4 luck bonus on Reflex saves against a 
  dragon’s breath weapon.
  To use this relic, you must worship Kord and either 
  sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Strong abjuration; CL 18th; Sanctify Relic, Craft Magic 
  Arms and Armor, resistance, creator must worship Kord;
  Price 45,600 gp; Cost 22,975 gp + 1,810 XP.
  SWORD OF VIRTUE BEYOND 
  REPROACH
  This golden +3 holy longsword, one of four commissioned 
  from celestial dwarves by the great paladin Tardalius the 
  Headstrong, grants its wearer a measure of respite from 
  charms and compulsions.
  If the wielder of a sword of virtue beyond reproach fails a save 
  against a charm or compulsion, she is free from the effects 
  of the charm or compulsion for 1d4 rounds (DM rolls 
  secretly).
  The charm or compulsion is not negated during this time, 
  only suppressed.
  When the 1d4 rounds are over, the character who failed the 
  Will save begins to act on any commands received during 
  previous rounds.
  To use this relic, you must worship Heironeous and either 
  sacrifice an 8th-level divine spell slot or have the True 
  Believer feat and at least 15 HD.
  Strong abjuration; CL 20th; Sanctify Relic, Craft Magic 
  Arms and Armor, mind blank, creator must worship 
  Heironeous; Price 50,000 gp; Cost 25,157 gp + 1,988 XP.
  TABARD OF THE DISEMBODIED
  This tabard, said to be among the burial raiments of 
  Shedlazzar IV, takes the wearer to the Ethereal Plane on 
  command (as the ethereal jaunt spell) for up to 10 rounds per 
  day, which need not be continuous.
  The effect is dismissible.
  While on the Ethereal Plane, the spells you cast affect the 
  Material Plane normally, unlike those of spellcasters who 
  reach the Ethereal Plane by another means.
  To use this relic, you must worship Nerull and either 
  sacrifice a 7th-level divine spell slot or have the True 
  Believer feat and at least 13 HD.
  Moderate transmutation; CL 10th; Sanctify Relic, Craft 
  Wondrous Item, ethereal jaunt, creator must worship 
  Nerull; Price 68,600 gp; Weight 1 lb.
  TABARD OF THE GREAT CRUSADE
  These silvery tabards, of which seven are known to exist, 
  are decorated with a simple red cross on the chest.
  They provide the wearer with damage reduction of 5/evil 
  and grant everyone within 20 feet of the wearer (including 
  the wearer) a +2 morale bonus on all saving throws.
  
  562
  Once per day, if someone other than the wearer grasps the 
  hem of a tabard of the great crusade (a move action), he is 
  cured of all wounds (as the heal spell from a 15th-level 
  caster).
  To use this relic, you must worship St. Cuthbert and either 
  sacrifice an 8th-level divine spell slot or have the True 
  Believer feat and at least 15 HD.
  Strong conjuration; CL 15th; Sanctify Relic, Craft 
  Wondrous Item, heal, creator must worship St. Cuthbert;
  Price 68,800 gp.
  Tome of Ancient Lore: Allegedly penned by Boccob 
  himself and “borrowed” from his library, this leather-bound 
  book is overstuffed with yellowing sheets of parchment.
  Its magical pages contain every conceivable spell, but the 
  tome of ancient lore (and copies made since the original left 
  Boccob’s library) is cursed with a deliberately confusing, 
  everchanging system of cross-referencing.
  The pages within the tome rearrange themselves, 
  apparently at random.
  Finding anything useful by browsing is impossible, but a 
  reader who uses the index at the back has a 90% chance of 
  finding any arcane spell within the tome’s pages (retries for 
  the same spell within 24 hours fail).
  Spells read from the tome of ancient lore take half as long to 
  prepare as normal.
  To use this relic, you must worship Boccob and either 
  sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Moderate transmutation; CL 10th; Sanctify Relic, Craft 
  Wondrous Item, secret page, creator must worship Boccob;
  Price 22,000 gp; Weight 2 lb.
  TOME OF THE STILLED TONGUE
  This thick manuscript has a leatherbound cover with a gory 
  decoration: a desiccated tongue nailed to the front of the 
  book (belonging to a former cleric of Vecna who couldn’t 
  keep her order’s secrets).
  Five copies are known to exist.
  A tome of the stilled tongue contains instructions for creating a 
  lich’s phylactery and 2d4 wizard spells of each level 6th 
  through 9th.
  It also contains 500 blank spell pages that function as those 
  in Boccob’s blessed book.
  The tome of the stilled tongue also contains directions for 
  eldritch mental exercises designed to strengthen one’s 
  spellcasting.
  Anyone who reads this section of the tome, which takes a 
  total of 48 hours over a minimum of six days, increases his 
  effective caster level by 2 for purposes of determining level-
  dependent spell variables (such as damage or range) and for 
  caster level checks.
  However, the exercises are mystically strenuous, 
  permanently reducing the reader’s Constitution score by 2.
  To use this relic, you must worship Vecna and either 
  sacrifice a 7th-level divine spell slot or have the True 
  Believer feat and at least 13 HD.
  Strong transmutation; CL 17th; Sanctify Relic, Craft 
  Wondrous Item, Scribe Scroll, secret page, creator must 
  worship Vecna; Price 34,850 gp; Weight 5 lb.
  MAGIC ITEM 
  COMPENDIUM (3.5)
  ARMOR OF THE FALLEN LEAVES 
  [RELIC]
  Price (Item Level): 17,350 gp (14th)
  Body Slot: Body
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: Standard (command)
  Weight: 15 lb.
  A riot of red, yellow, and orange leaves has been sewn together into 
  a rigid suit of armor resembling a breastplate.
  This suit of armor functions as a +1 wild breastplate if you are 
  neutral good, lawful neutral, neutral, chaotic neutral, or 
  neutral evil.
  Because it is nonmetallic, wearing this armor does not 
  violate a druid’s spiritual oaths, though it has the durability 
  of steel.
  Relic Power: If you have established the proper divine 
  connection, once per day you can cause the leaves of the 
  armor to turn brown and scatter on the breeze.
  During this process, you merge with the fallen leaves and 
  disappear.
  Though the leaves appear to flutter near the ground, they 
  are actually under your disembodied control.
  While in this state, you can move and interact with your 
  environment as if you were under the effect of a gaseous 
  form spell.
  This effect lasts for up to 30 minutes or until you use a 
  standard action to end it.
  To use the relic power, you must worship Obad-Hai and 
  either sacrifice a 4th-level divine spell slot or have the True 
  Believer feat and at least 7 HD.
  If you sacrifice a 6th-level divine slot (or have the True 
  Believer feat and at least 11 HD), you can use the relic 
  power two times per day.
  Lore: The first suit of armor of the fallen leaves was sewn 
  together by Ehlonna and presented as a gift to Obad-Hai 
  (Knowledge [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  baleful polymorph, gust of wind.
  Cost to Create: 8,500 gp (plus 350 gp for masterwork 
  breastplate), 680 XP, 17 days.
  AXE OF ANCESTRAL VIRTUE [RELIC]
  Price (Item Level): 8,530 gp (12th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: —
  Weight: 8 lb.
  A holy symbol of Moradin decorates the joint between the head 
  and the haft of this sturdy adamantine waraxe.
  When you wield an axe of ancestral virtue, it functions as a 
  +1 keen adamantine dwarven waraxe if you are lawful good, 
  lawful neutral, or neutral good.
  Prized by the faithful of the Soul Forger, these weapons 
  have long been used in the defense of dwarf holdings.
  
  563
  Relic Power: If you have established the proper divine 
  connection, an axe of ancestral virtue reveals its intelligence 
  and sentience (AL LN; Int 10, Wis 17, Cha 17; speech, 
  telepathy, darkvision 120 ft., hearing; Ego score 17).
  In addition, the axe can use bless, cure moderate wounds 
  (wielder only), and faerie fire, each three times per day.
  To use the relic power, you must worship Moradin and 
  either sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  If you sacrifice a 7th-level divine slot (or have the True 
  Believer feat and at least 13 HD), the weapon can also use 
  haste (wielder only) three times per day.
  Lore: Untold years ago, one of Moradin’s high priests 
  volunteered to be bound into the original axe of ancestral 
  virtue so that the weapon would have both intelligence and 
  the virtuous nature to serve Moradin well.
  This priest’s personality has been duplicated into the few 
  copies of the weapon that have been forged since.
  The weapon has never revealed the priest’s original name to 
  any user, but judging from the fact that the axe constantly 
  urges its wielder to attack the ancient enemies of the 
  dwarves (goblinoids and giants), he must have been a fierce 
  warrior indeed.
  The weapon takes great delight in “illuminating targets” 
  (faerie fire), “salving honor-wounds” (cure moderate wounds), 
  and granting “godspeed” (haste).
  The axe also judges its wielders on how well they adhere to 
  traditional dwarf culture, and it rebels mightily against 
  nondwarves who so much as pick it up (Knowledge 
  [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  bless, cure moderate wounds, faerie fire, haste, keen edge.
  Cost to Create: 2,500 gp (plus 3,030 gp for adamantine 
  dwarven waraxe), 200 XP, 5 days.
  BELT OF THE CHAMPION [RELIC]
  Price (Item Level): 4,500 gp (9th)
  Body Slot: Waist
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: —
  Weight: 1 lb.
  This belt is forged of thick golden links, each set with a cabochon-
  cut semiprecious stone.
  Its large, oval buckle is embossed with the closed fist of Kord.
  These gem-studded belts are sacred to followers of Kord, 
  the god of strength.
  When you wear one of these items, it functions as a belt of 
  giant strength +2 if you are chaotic good, neutral good, or 
  chaotic neutral.
  All of Kord’s followers vie for the honor of winning one of 
  these items, and each belt is passed down through 
  generations of his faithful.
  Relic Power: If you have established the proper divine 
  connection, you gain a +5 competence bonus on Strength 
  checks and a +4 morale bonus on saves against fear effects 
  while wearing a belt of the champion.
  If you ever fail a save against a fear effect while wearing this 
  belt, its relic power is negated for 1 hour.
  To use the relic power, you must worship Kord and either 
  sacrifice a 3rd-level divine spell slot or have the True 
  Believer feat and at least 5 HD.
  Lore: The first belt of the champion was forged by a priest of 
  Kord in a tiny village for a traveling hero who, having failed 
  to persuade the villagers to flee before a horde of orcs, 
  offered to stay and defend them.
  Each decade since then, Kord has given one of these belts 
  to a favorite follower (Knowledge [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, bull’s 
  strength.
  Cost to Create: 2,250 gp, 180 XP, 5 days.
  BOOTS OF THE UNENDING 
  JOURNEY [RELIC]
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Feet
  Caster Level: 20th
  Aura: Strong; (DC 25) conjuration
  Activation: —
  Weight: 1 lb.
  These serviceable black leather boots always seem to bear the dust 
  of the road, regardless of your efforts to clean them.
  Travel is a way of life for the followers of Fharlanghn, and 
  these boots give his chosen followers a spring in their step.
  While wearing boots of the unending journey, you gain a +10-
  foot enhancement bonus to your speed if you are neutral 
  good, lawful neutral, neutral, chaotic neutral, or neutral 
  evil.
  This is a continuous effect and requires no activation.
  Relic Power: If you have established the proper divine 
  connection, you are constantly under a pass without trace 
  effect.
  Boots of the unending journey also render you immune to the 
  effects of fatigue and exhaustion.
  These are continuous effects and require no activation.
  To use the relic power, you must worship Fharlanghn and 
  either sacrifice a 4th-level divine spell slot or have the True 
  Believer feat and at least 7 HD.
  Lore: The first pair of these boots was made by an 
  adventurer who had grown too old to travel without 
  magical aid.
  When she died, the boots were offered to the god 
  Fharlanghn, who wore them himself in his earthly travels.
  It is said that once per century, Fharlanghn gives his pair of 
  boots of the unending journey to a fellow traveler, then endows 
  an ordinary cobbler with the power to make him a new pair 
  (Knowledge [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, 
  restoration, pass without trace.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  BOW OF THE WINTERMOON [RELIC]
  Price (Item Level): 3,400 gp (8th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) evocation
  Activation: —
  Weight: 3 lb.
  This elegant composite longbow is carved of rowan and inlaid 
  with silver tracery in an elven design.
  Its tips are shod with silver, and its grip is wound with blue metal 
  wire.
  
  564
  When you wield this bow, it functions as a +1 composite 
  longbow if you are chaotic good, neutral good, or chaotic 
  neutral.
  It adjusts its pull automatically, allowing you to add your 
  full Strength bonus to your damage roll with each arrow 
  fired.
  Relic Power: If you have established the proper divine 
  connection, this bow gains the frost and drow bane weapon 
  properties (DMG 224).
  To use the relic power, you must worship Corellon 
  Larethian and either sacrifice a 5th-level divine spell slot or 
  have the True Believer feat and at least 9 HD.
  Lore: Corellon Larethian gave the original bow of the 
  wintermoon to the elf hero Seskaya more than two thousand 
  years ago, but his clerics have since made several copies 
  (Knowledge [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  ice storm, summon monster I.
  Cost to Create: 1,500 gp (plus 400 gp for masterwork 
  composite longbow), 120 XP, 3 days.
  CENSER OF THE LAST BREATH 
  [RELIC]
  Price (Item Level): 2,500 gp (7th)
  Body Slot: — (held)
  Caster Level: 15th
  Aura: Strong; (DC 22) conjuration
  Activation: Standard (manipulation)
  Weight: 1 lb.
  This censer is a perforated iron ball hung from a jeweled chain.
  The holy symbol of Nerull is inscribed on a boss at its center.
  Nerull’s faithful fill the censer of the last breath with ground 
  gems rather than incense.
  When you burn 10 gp worth of quartz dust in it, the censer 
  produces an obscuring mist effect, which, if you are neutral 
  evil, neutral, lawful evil, or chaotic evil, you can see 
  through as if it weren’t there.
  Filling the censer is a standard action.
  Once it has been filled, it automatically starts burning the 
  quartz dust, creating a cloud in a 20-foot-radius emanation 
  centered on you.
  For the duration of the effect, the cloud moves with you as 
  long as you hold the censer.
  The quartz dust burns in the censer for 10 rounds, after 
  which the cloud dissipates.
  Relic Power: If you have established the proper divine 
  connection, you can burn other kinds of gem dust in the 
  censer to produce additional effects, as detailed on the table 
  below.
  In each case, the cloud produced is the same size as the one 
  produced by the quartz dust and behaves in the same way, 
  except as noted on the table.
  You are always unaffected by the cloud created.
  To use the relic power, you must worship Nerull and either 
  sacrifice a divine spell slot or have the True Believer feat 
  and a minimum number of Hit Dice.
  The spell level and Hit Dice required are given for each 
  entry in the table.
  Lore: An ancient high priest of Nerull forged the first censer 
  of the last breath over a fire fueled by the entire hoard of an 
  old red dragon.
  Thereafter, he used it to send the souls of countless helpless 
  prisoners to their just reward (Knowledge [religion] DC 
  20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, acid fog, 
  cloudkill, incendiary cloud, obscuring mist, solid fog.
  Cost to Create: 1,250 gp, 100 XP, 3 days.
  CHAIN OF OBEISANCE [RELIC]
  Price (Item Level): 20,400 gp (15th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) enchantment
  Activation: —
  Weight: 12 lb.
  This spiked chain is forged of thick metal bands interspersed with 
  long, sharp dagger points.
  Followers of Hextor prize these grisly weapons for keeping 
  their prisoners subdued.
  A chain of obeisance functions as a +1 unholy spiked chain if 
  you are lawful evil, neutral evil, or lawful neutral.
  Relic Power: Despite its size and apparent unwieldiness, if 
  you have established the proper divine connection, you can 
  wield this weapon in a grapple as if it were a light weapon.
  If you pin your opponent while wielding a chain of obeisance, 
  the foe must succeed on a DC 22 Will save or be dominated 
  as by the dominate monster spell.
  No more than one creature can be dominated at a time; if 
  you use this power on a second creature, the first effect
  ends.
  To use the relic power, you must worship Hextor and either 
  sacrifice a 7th-level divine spell slot or have the True 
  Believer feat and at least 13 HD.
  Lore: These weapons are forged from the shackles in 
  Hextor’s hellish prison-fortress.
  The first of them were used by the strongest warriors in 
  Hextor’s horde to subdue prisoners taken on the 
  battlefields of the Outer Planes (Knowledge [religion] DC 
  20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  dominate monster.
  Cost to Create: 10,000 gp (plus 400 gp for masterwork spiked 
  chain), 800 XP, 20 days.
  CHROMATIC ROD [RELIC]
  Price (Item Level): 12,308 gp (13th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) conjuration
  Activation: Standard (command)
  Weight: 1 lb.
  This iron-shod rod is crowned with five dragon heads—one each 
  of black, blue, green, red, and white.
  The heads all face outward, their jaws parted as if to breathe.
  
  565
  When you wield a chromatic rod, it functions as a +1 
  morningstar with the corrosive, frost, flaming, or shock 
  property if you are chaotic evil, neutral evil, or chaotic 
  neutral.
  You can select or change the property by speaking the 
  command word, but it can have no more than one such 
  property at a time.
  Relic Power: If you have established the proper divine 
  connection, you can also use the chromatic rod’s spell-like 
  abilities, as given on the table below.
  Each is usable once per day.
  Cost to Create: 6,000 gp (plus 308 gp for masterwork 
  morningstar), 480 XP, 12 days.
  To use these spell-like abilities, you must worship Tiamat 
  and either sacrifice a divine spell slot or have the True 
  Believer feat and a certain number of Hit Dice.
  The spell slot level and Hit Dice required are given for each 
  entry in the table.
  Lore: The first chromatic rod was forged in hellfire by the 
  five consorts of Tiamat as a gift for their queen (Knowledge 
  [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Craft Rod, 
  Sanctify Relic, dominate person, find the path, insect plague, veil, 
  wall of ice.
  CORNUCOPIA OF THE NEEDFUL 
  [RELIC]
  Price (Item Level): 6,000 gp (10th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) conjuration
  Activation: Standard (command) and standard 
  (manipulation)
  Weight: 8 lb.
  This conical basket is woven from the bark of various deciduous 
  trees.
  Attached to it with a bit of dried grapevine is a clay medallion 
  bearing the holy symbol of Yondalla.
  Cornucopias of the needful were created to provide Yondalla’s 
  most intrepid followers with aid for their journeys.
  For as long as you possess the cornucopia, you can 
  withdraw one fruit from it every morning (roll d% each 
  morning to determine the kind of fruit obtained), provided 
  that you are lawful good, neutral good, or lawful neutral.
  When consumed by such a character (a standard action), 
  this fruit has an effect based on its type, as given in the 
  table.
  Each fruit disappears after 24 hours if not eaten.
  The following morning, the cornucopia again yields one 
  fruit.
  Relic Power: If you have established the proper divine 
  connection, a cornucopia of the needful contains 1d4+1 fruits 
  each morning (roll d% and consult the table for each) rather 
  than only one.
  As before, the cornucopia once again yields 1d4+1 fruits the 
  following morning, regardless of how many were 
  withdrawn and consumed.
  To use the relic power, you must worship Yondalla and 
  either sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Lore: Yondalla wove these conical baskets herself, then 
  gave them to her favored high priests to distribute to the 
  followers who needed them most (Knowledge [religion] 
  DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, break 
  enchantment, death ward, divine power, heal, heroes’ feast, 
  neutralize poison, spell resistance.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  CUDGEL THAT NEVER FORGETS 
  [RELIC]
  P rice (Item Level): 20,312 gp (15th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) conjuration
  Activation: —; see text
  Weight: 8 lb.
  This heavy mace has a flanged iron head and a thick wooden shaft 
  wrapped in leather cord.
  At its base is an intricately carved metal representation of a stern, 
  bearded face.
  This weapon was created to aid the followers of St.
  Cuthbert in exacting just retribution for wrongful acts.
  When you wield a cudgel that never forgets, it functions as a +1 
  axiomatic heavy mace if you are lawful neutral, lawful good, 
  or neutral.
  Relic Power: If you have established the proper divine 
  connection, this weapon reveals its intelligence and 
  sentience (AL LN; Int 16, Wis 10, Cha 16; speech [Abyssal, 
  
  566
  Celestial, Common, and Infernal], darkvision 60 ft., 
  hearing, Intimidate 10 ranks for a total modifier of +13).
  In addition, the mace can produce a cure moderate wounds 
  effect three times per day.
  To use the relic power, you must worship St.
  Cuthbert and either sacrifice a 5th-level divine spell slot or 
  have the True Believer feat and at least 9 HD.
  If you sacrifice a 7th-level divine slot (or you have the True 
  Believer feat and at least 13 HD), the cudgel also 
  remembers which foes have struck you and deals extra 
  damage to them in retribution thereafter.
  If an enemy hits you with a weapon (including a natural 
  weapon), the cudgel thereafter has an enhancement bonus 
  2 higher than normal against that foe.
  It also deals an extra 2d6 points of damage against that foe.
  No disguise or shapechanging ability can guard against this 
  ability.
  A cudgel that never forgets speaks little except during combat, 
  during which it reminds you in stentorian tones about the 
  transgressions of each enemy, whether it has witnessed 
  them personally (“That bugbear hath wounded Lidda most 
  grievously”) or simply assumed wrongdoing based on 
  creature type (“That succubus hath surely tempted many 
  good men toward evil”).
  The imprecations of a cudgel that never forgets count as an 
  attempt to demoralize an opponent with the Intimidate 
  skill (PH 76).
  Unless it’s healing you, a cudgel attempts to demoralize an 
  opponent every round during your turn.
  Lore: The first cudgel that never forgets was crafted by a master 
  weaponsmith whose city was plagued by shapeshifters that 
  attacked citizens, then disappeared into crowds.
  A select group of city guards, armed with the cudgels, 
  quickly sorted out the guilty from the innocent and 
  restored order to the city.
  Thereafter, the cudgels were donated to the Church of St.
  Cuthbert (Knowledge [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  cure moderate wounds, true seeing.
  Cost to Create: 10,000 gp (plus 312 gp for masterwork heavy 
  mace), 800 XP, 20 days.
  DAGGER OF DENIAL [RELIC]
  Price (Item Level): 20,302 gp (15th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) abjuration
  Activation: —; see text
  Weight: 1 lb.
  This black-bladed dagger has a wavy blade and a hilt set with a 
  chunk of fool’s gold.
  When you wield this weapon, it functions as a +1 unholy 
  dagger.
  Unlike most relics, a dagger of denial functions for a wielder 
  of any alignment, and it retains its sentience and basic relic 
  powers even if you don’t establish the proper divine 
  connection, though it will not reveal its intelligence to you 
  or use any relic powers on your behalf.
  However, if you aren’t neutral, lawful evil, neutral evil, or 
  chaotic evil, the dagger betrays you at the first available 
  opportunity.
  A dagger of denial starts working against you by 
  surreptitiously dispelling your spells and those of your 
  allies, leaving you without the magic you depend on for 
  battle.
  Relic Power: If you have established the proper divine 
  connection, a dagger of denial reveals its intelligence and 
  sentience (AL NE; Int 18, Wis 10, Cha 18; speech, 
  telepathy, darkvision 120 ft., blindsense, hearing, 
  Intimidate 10 ranks for a total modifier of +13, Spellcraft 10 
  ranks for a total modifier of +14, Bluff 10 ranks for a total 
  modifier of +14, Ego score 26).
  In addition, the dagger can use detect magic at will and 
  greater dispel magic once per day.
  To use the relic power, you must worship Vecna and either 
  sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  If you sacrifice an 8th-level divine spell slot (or you have 
  the True Believer feat and at least 15 HD), the dagger grants 
  you a continuous detect scrying effect and can use arcane eye 
  once per day.
  A dagger of denial takes great glee in disrupting other 
  spellcasters.
  It giggles and cackles to you constantly when facing enemy 
  spellcasters.
  It generally readies an action to counterspell such a foe’s 
  spellcasting with greater dispel magic.
  Lore: The four daggers of denial known to exist were 
  originally gifts from Vecna to the wizards he charged with 
  keeping his priests in line (Knowledge [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  arcane eye, detect magic, detect scrying, greater dispel magic.
  Cost to Create: 10,000 gp (plus 302 gp for masterwork 
  dagger), 800 XP, 20 days.
  DAWNSTAR [RELIC]
  Price (Item Level): 9,308 gp (12th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) evocation
  Activation: —
  Weight: 2 lb.
  This morningstar has a spiked adamantine head and a knob of the 
  same metal bonded to the end of the haft.
  The junctures of the haft and the metal portions are decorated with 
  glowing, cabochon-cut rubies.
  Created to help bring the light of goodness into places of 
  the darkest evil, a dawnstar is a favorite of Pelor’s clergy.
  When you wield a dawnstar, it functions as a +2 morningstar 
  if you are lawful good, neutral good, chaotic good, or 
  neutral.
  Relic Power: If you have established the proper divine 
  connection, a dawnstar gains the brilliant energy property 
  (DMG 224).
  Furthermore, if it is ever sundered or otherwise broken, it 
  explodes, dealing 200 points of damage to every creature 
  and object within 10 feet, 150 points of damage to all within 
  20 feet, and 100 points of damage to all within 30 feet.
  Each affected creature can attempt a DC 17 Reflex save to 
  halve the damage.
  You are unharmed by the explosion.
  To use the relic power, you must worship Pelor and either 
  sacrifice a 7th-level divine spell slot or have the True 
  Believer feat and at least 13 HD.
  Lore: Only four dawnstars are known to exist.
  
  567
  They were originally gifts from Pelor to four solars who 
  rescued one of his mortal paladins from Baator (Knowledge 
  [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  sunburst.
  Cost to Create: 4,500 gp (plus 308 gp for masterwork 
  morningstar), 360 XP, 9 days.
  DRAGONSCALE CLOAK [RELIC]
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Shoulders
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: Swift (command)
  Weight: 2 lb.
  This long, flowing cloak is sewn from an assortment of chromatic 
  dragon scales.
  While wearing this cloak, you have resistance 5 to an 
  energy type of your choice (acid, cold, electricity, or fire) 
  provided that you are chaotic evil, neutral evil, or chaotic 
  neutral.
  You can select or change the resistance by speaking the 
  command word.
  Relic Power: If you have established the proper divine 
  connection, you can also transform a dragonscale cloak into 
  functional dragon wings upon command.
  The wings (which last for 2 hours per day, divided up as you 
  wish) allow you to fly with a speed of 60 feet and average 
  maneuverability.
  Additionally, the value of the cloak’s resistance to energy 
  increases to 20.
  To use the relic power, you must worship Tiamat and either 
  sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Lore: The first dragonscale cloak is said to have been created 
  from the scales of Tiamat herself by a devoted high priest 
  who visited the dragon queen on her home plane.
  Since then, those who ally with evil dragons have 
  occasionally collected assortments of scales with which to 
  duplicate the process (Knowledge [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, 
  polymorph, resist energy.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  EHLONNA’S SEED POUCH [RELIC]
  Price (Item Level): 1,400 gp (5th)
  Body Slot: —
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: Standard (manipulation and thrown); see text
  Weight: 4 lb.
  This brown fur pouch is secured with a leather thong threaded 
  through a large brass buckle.
  When first opened, this pouch holds three ordinary-
  looking acorns.
  If you are neutral good, lawful good, chaotic good, or 
  neutral, these acorns function as goodberries.
  Each morning, the pouch once again holds three acorns, no 
  matter how many were in it before.
  Relic Power: If you have established the proper divine 
  connection, you can create one of the following effects 
  (your choice) to occur whenever you fling an acorn from 
  the pouch.
  An acorn can be thrown up to 100 feet.
  • A treant emerges from the acorn into any space in which 
  it will physically fit.
  This effect otherwise functions like the changestaff spell, 
  lasting for 1 hour.
  • A wall of thorns (as the spell) springs up from the ground 
  where the acorn lands.
  • The acorn functions as a splash weapon that deals 11d6 
  points of fire damage upon impact.
  This effect otherwise functions like the fire seeds spell, 
  except that the damage isn’t split up among multiple 
  acorns.
  To use the relic power, you must worship Ehlonna and 
  either sacrifice an 8th-level divine spell slot or have the 
  True Believer feat and at least 15 HD.
  Lore: Legend holds that Ehlonna created the first of these 
  pouches and used it to seed the world’s great forests with 
  oaks and treants.
  Since then, she has occasionally given a pouch to one of her 
  favored clergy in recognition of service (Knowledge 
  [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, 
  changestaff, fire seeds, goodberry.
  Cost to Create: 700 gp, 56 XP, 2 days.
  ENVELOPING PIT [RELIC]
  Price (Item Level): 3,600 gp (8th)
  Body Slot: —
  Caster Level: 20th
  Aura: Strong; (DC 25) conjuration
  Activation: Swift (command)
  Weight: —
  This flat black square looks like a piece of silken cloth, folded many 
  times upon itself.
  Fleeting images of creatures and objects flit across the surface of the 
  fabric.
  Kobolds are among the finest trapmakers in the world, but 
  this portable pit trap exceeds even their expertise.
  If you are lawful evil, lawful neutral, or neutral evil, an 
  enveloping pit functions like a portable hole, except that it is 50 
  feet deep.
  An enveloping pit covers a 10-foot square when opened fully, 
  but the opening can be as small as 1 foot in diameter if it is 
  laid upon the ground while still folded.
  The pit opens fully only if it has enough flat space to do so; 
  it stops opening when an edge hits a wall or an obstruction 
  of similar size.
  Relic Power: If you have established the proper divine 
  connection, you can open or close an enveloping pit with a 
  command word from anywhere within 60 feet.
  A favorite kobold tactic is to lie in wait until foes are 
  standing close to a concealed enveloping pit, then give the 
  command word to open it.
  Any creature that suddenly finds an enveloping pit beneath it 
  falls in.
  A successful DC 22 Reflex save allows the creature to move 
  to an adjacent safe square, if one exists.
  To use the relic power, you must worship Kurtulmak and 
  either sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  
  568
  Lore: Centuries ago, Kurtulmak gave his high priests a half-
  dozen of these portable pit traps to aid them in acquiring 
  new lands and wealth (Knowledge [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, plane 
  shift.
  Cost to Create: 1,800 gp, 144 XP, 4 days.
  EXECUTIONER’S HOOD [RELIC]
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Head
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: —
  Weight: —
  This black cloth hood is made of coarse fabric.
  Two eyeholes have been crudely cut to allow its wearer to see, and 
  it is secured at the neck with a piece of rope tied in the style of a 
  noose.
  Death and destruction have accompanied the former 
  wearers of an executioner’s hood.
  Those who know of this item’s dark history are terrified to 
  look upon one.
  While wearing an executioner’s hood, you can attempt a coup 
  de grace attack as a standard action rather than a full-round 
  action if you are chaotic evil, neutral evil, or chaotic neutral.
  Relic Power: If you have established the proper divine 
  connection, each time you make a successful coup de grace 
  attempt, you gain a +1 morale bonus on melee attack rolls 
  and damage rolls and 1 temporary hit point per level.
  These benefits last for 5 minutes and stack to a maximum of 
  a +5 bonus and 5 temporary hit points per level.
  To use the relic power, you must worship Erythnul and 
  either sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Lore: Legend holds that a high priest of Erythnul created 
  the original three executioner’s hoods and distributed them to 
  followers in large cities, who wore them to terrify the local 
  citizens (Knowledge [religion] DC 20).
  One executioner’s hood was worn by a ruler named Xeric IV, 
  who publicly executed every member of his own extended 
  family two centuries ago.
  Since then, the three hoods have been scattered across the 
  globe by tides of war and conquest (Knowledge [religion] 
  DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, bear’s 
  endurance.
  Cost to Create: 6,000 gp, 240 XP, 6 days.
  GAUNTLETS OF THE BLOOD-LORD 
  [RELIC]
  Price (Item Level): 5,120 gp (10th)
  Body Slot: Hands
  Caster Level: 20th
  Aura: Strong; (DC 25) necromancy
  Activation: —
  Weight: 2 lb.
  These heavy spiked gauntlets are made from overlapping metal 
  plates.
  Blood drips slowly from the junctures, coating the surface of the 
  gauntlets with a thick, red ooze.
  Said to harbor the blood of a thousand victims, each pair of 
  these gauntlets has a long and grisly history.
  They function as +1 spiked gauntlets if you are lawful evil, 
  lawful neutral, or neutral evil.
  Relic Power: If you have established the proper divine 
  connection, gauntlets of the blood-lord grant you a +2 luck 
  bonus on melee touch attacks while you wear them.
  To use the relic power, you must worship Hextor and either 
  sacrifice a 4th-level divine spell slot or have the True 
  Believer feat and at least 7 HD.
  If you sacrifice a 6th-level divine spell or have the True 
  Believer feat and at least 11 Hit Dice, every 3rd-level or 
  lower melee touch spell that you cast is automatically 
  empowered as by the Empower Spell feat (although such a 
  spell doesn’t use a higher-level spell slot and the casting 
  time of the spell isn’t increased).
  Lore: The first pair of these gauntlets was worn by a priest 
  of Hextor who mercilessly slew entire villages to make way 
  for the Blood-Lord’s approaching army (Knowledge 
  [religion] DC 15).
  Upon the priest’s death, Hextor reclaimed the gauntlets.
  Since then, he has given a pair to a favored follower at least 
  once every century (Knowledge [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Maximize Spell, 
  Sanctify Relic, inflict serious wounds.
  Cost to Create: 2,250 gp (plus 620 gp for pair of masterwork 
  spiked gauntlets), 180 XP, 5 days.
  GAUNTLETS OF THE TALON [RELIC]
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Hands
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: —
  Weight: 2 lb.
  These elegant gauntlets are made of a silvery metal and have a 
  scaly surface.
  Each finger is tipped with a long talon made of sapphire.
  Provided that you are lawful good, lawful neutral, or neutral 
  good, gauntlets of the talon grant you two primary natural 
  claw attacks that count as magic weapons for the purpose of 
  overcoming damage reduction.
  Each claw deals 1d6 points of slashing damage (if you are 
  Medium).
  Relic Power: If you have established the proper divine 
  connection and already have levels in the monk class, you 
  are treated as if you were a monk of five levels higher than 
  you actually are for the purposes of AC, unarmed damage, 
  and the ki strike ability.
  This benefit doesn’t stack with similar benefits (such as 
  from a monk’s belt).
  Also, you can treat your unarmed damage as either 
  bludgeoning or slashing damage (chosen each time you 
  attack).
  To use the relic power, you must worship Bahamut and 
  either sacrifice a 3rd-level divine spell slot or have the True 
  Believer feat and at least 5 HD.
  If you sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD, the gauntlets also function 
  as ghost touch weapons for the purpose of attacking 
  incorporeal creatures.
  In addition, you gain a +4 bonus on grapple checks.
  
  569
  Lore: It is said that this silvery set of gauntlets was 
  fashioned by Bahamut himself, then given to the master of 
  a now-defunct order of monks (Knowledge [religion] DC 
  15).
  Members of the order’s inner circle eventually discovered 
  the secret of their manufacture, but they managed to make 
  only a few additional sets before their order was destroyed 
  by followers of Tiamat (Knowledge [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, righteous 
  might.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  GEM OF THE GLITTERDEPTH [RELIC]
  Price (Item Level): 4,500 gp (9th)
  Body Slot: Throat
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: —
  Weight: —
  This black, thousand-faceted gem seems to sparkle with an inner 
  fire regardless of the ambient light.
  To gnomes, these gems are the very embodiment of the 
  earth’s blessings.
  When you wear a gem of the glitterdepth, you gain a +2 
  enhancement bonus to Wisdom if you are neutral good, 
  lawful good, chaotic good, or neutral.
  Relic Power: If you have established the proper divine 
  connection, you also have blindsense out to 30 feet while 
  wearing the gem.
  In addition, you know instinctively where the walls, 
  ceiling, and floor are in any cavern you’re in, no matter how 
  large or what the illumination.
  To use the relic power, you must worship Garl Glittergold 
  and either sacrifice a 5th-level divine spell slot or have the 
  True Believer feat and at least 9 HD.
  Lore: According to legend, Moradin wrested the five 
  original gems of the glitterdepth from the earth and gave them 
  to Garl Glittergold, who cut and polished them and then 
  hid them for his dedicated clergy to find (Knowledge 
  [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, owl’s 
  wisdom.
  Cost to Create: 2,250 gp, 180 XP, 5 days.
  HELM OF THE PURPLE PLUME 
  [RELIC]
  Price (Item Level): 4,500 gp (9th)
  Body Slot: Head
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: —
  Weight: 4 lb.
  This golden helm covers three-quarters of the face and sports a 
  large, purple feather.
  Symbolic of honor and justice, the purple plume marks a 
  warrior of particular valor and conspicuous honor.
  While wearing a helm of the purple plume, you have a +2 
  enhancement bonus to Charisma if you are lawful good, 
  neutral good, or lawful neutral.
  Relic Power: If you have established the proper divine 
  connection, you also gain a +5 morale bonus on saving 
  throws against fear effects while you wear the helm.
  Not only are you more resistant to fear, but exposure to fear 
  actually emboldens you.
  Whenever you successfully save against a fear effect, you 
  receive the benefit of a heroism spell for 10 rounds.
  If you have immunity to fear, you automatically gain this 
  benefit whenever you are subjected to a fear effect from an 
  enemy.
  To use the relic power, you must worship Heironeous and 
  either sacrifice a 4th-level divine spell slot or have the True 
  Believer feat and at least 7 HD.
  Lore: The original helms of the purple plume were given as 
  trophies to the winners of jousting tournaments held by 
  followers of Heironeous.
  Since then, they have passed from noble knight to brave 
  squire throughout the centuries (Knowledge [religion] DC 
  20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, heroism.
  Cost to Create: 2,250 gp, 180 XP,
  HOOKED HAMMER OF THE
  HEARTHFIRE [RELIC]
  Price (Item Level): 5,120 gp (10th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) evocation
  Activation: —
  Weight: 6 lb.
  The metal ends of this gnome hooked hammer glow with a faint 
  reddish hue.
  Its haft is decorated with iron bosses and uncut gemstones.
  These weapons were created to help the gnomes defend 
  their holdings.
  While you wield a hooked hammer of the hearthfire, it 
  functions as a +1/+1 gnome hooked hammer if you are neutral 
  good, neutral, chaotic good, or lawful good.
  Relic Power: If you have established the proper divine 
  connection, both ends of this weapon also have the flaming 
  property (DMG 224).
  Furthermore, your hooked hammer of the hearthfire 
  automatically deals 1d6 points of fire damage per round to 
  any kobold or goblinoid unfortunate enough to grasp its 
  handle.
  To use the relic power, you must worship Garl Glittergold 
  and either sacrifice a 4th-level divine spell slot or have the 
  True Believer feat and at least 7 HD.
  If you sacrifice a 5th-level divine spell or have the True 
  Believer feat and at least 9 Hit Dice, both ends of the 
  weapon instead have the flaming burst property (DMG 
  224).
  Lore: It is said that Garl Glittergold gave one of these 
  weapons to each of twelve noble gnome families many 
  centuries ago.
  Of these, eight are believed to remain among the gnomes 
  (Knowledge [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  flame strike.
  Cost to Create: 2,250 gp (plus 620 gp for 
  masterwork/masterwork hooked hammer), 180 XP, 5 days.
  
  570
  MAP OF UNSEEN LANDS [RELIC]
  Price (Item Level): 5,200 gp (10th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) evocation
  Activation: — and standard (command)
  Weight: —
  This rolled-up sheet of vellum is generally kept in a dark-colored 
  scroll tube decorated with wagon wheel motifs.
  A map of unseen lands is a boon to caravans of halfling 
  pilgrims, who use it to avoid danger and make their way 
  through the wilderness.
  While holding the map, you gain a +5 competence bonus 
  on Knowledge (geography) and Survival checks if you are 
  neutral good, lawful good, chaotic good, or neutral.
  Relic Power: Once per day, if you have established the 
  proper divine connection, you can command a map of 
  unseen lands to spend 2 minutes redrawing itself.
  Doing so causes it to map the terrain within a 10-mile 
  radius with total accuracy but only middling detail.
  This ability doesn’t function underground.
  When the redraw command is issued, the DM should 
  spend no more than 2 minutes of real time sketching out a 
  map, adding items from the following list in the given 
  order of priority.
  • General terrain features (mountains, rivers, and so forth), 
  labeled if their names are widely known.
  • Structures encompassing more than 5,000 square feet 
  (castles, temples, and ruins), named either specifically 
  (“Fortress of the Undying”) or generally (“bardic college”).
  • Structures important for travel (bridges, dungeon 
  entrances, and magic portals), labeled only if they are 
  unusual in some respect.
  • Lairs of creatures of CR 12 or higher, labeled by creature 
  type only.
  To use the relic power, you must worship Yondalla and 
  either sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Lore: The first map of unseen lands was sketched out by 
  Fharlanghn as a gift for Yondalla.
  Since then, she has occasionally given one to a large tribe of 
  halflings intending to strike out for new territory 
  (Knowledge [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, discern 
  location.
  Cost to Create: 2,700 gp, 208 XP, 6 days.
  MILLENNIAL CHAINMAIL [RELIC]
  Price (Item Level): 8,150 gp (12th)
  Body Slot: Body
  Caster Level: 20th
  Aura: Strong; (DC 25) conjuration
  Activation: —
  Weight: 20 lb.
  This suit of armor feels like mithral chainmail to the touch, but its 
  minuscule rings are a pale green color that turn brighter when 
  exposed to the sun.
  If you are chaotic good, chaotic neutral, or neutral good, 
  millennial chainmail functions as +1 mithral chainmail while 
  you wear it.
  It is considered light armor and has a maximum Dexterity 
  bonus of +8, an armor check penalty of –2, and an arcane 
  spell failure chance of 15%.
  Relic Power: If you have established the proper divine 
  connection, a suit of millennial chainmail painlessly extends 
  tiny green roots into your skin when you don it.
  This effect grants you fast healing 3 as long as you are in 
  brighter than shadowy illumination.
  To use the relic power, you must worship Corellon 
  Larethian and either sacrifice a 4th-level divine spell slot or 
  have the True Believer feat and at least 7 HD.
  Lore: The original suit of millennial chainmail was created 
  by a dryad cleric for her lover, an elf hero who kept the 
  surrounding woodlands safe.
  Upon the elf’s death, the armor was consecrated to 
  Corellon Larethian, who duplicated it for several of his 
  chosen heroes (Knowledge [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  regenerate.
  Cost to Create: 2,000 gp (plus 4,150 gp for mithral chainmail), 
  160 XP, 4 days.
  MORNINGSTAR OF THE MANY 
  [RELIC]
  Price (Item Level): 7,308 gp (11th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) necromancy
  Activation: Swift (command)
  Weight: 6 lb.
  This austere morningstar glows with an eerie blue light at all 
  times, and its form feels unstable.
  It is said that these morningstars have been dipped in the 
  blood of creatures from every known plane on the Great 
  Wheel.
  When you wield it, a morningstar of the many functions as a 
  +1 morningstar if you are chaotic evil, neutral evil, or chaotic 
  neutral.
  Furthermore, the weapon overcomes damage reduction as 
  if it has all four of the alignment descriptors (chaotic, evil, 
  good, and lawful).
  Relic Power: If you have established the proper divine 
  connection, you can command a morningstar of the many to 
  mutate for 6 rounds, taking on a different form and weapon 
  property each round, as given on the following table.
  The weapon retains its normal enhancement bonus 
  regardless of its form.
  
  571
  After the 6th round, a morningstar of the many again 
  becomes a +1 morningstar until you speak the command 
  word again.
  This ability functions five times per day.
  To use the relic power, you must worship Erythnul and 
  either sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Lore: The six original morningstars of the many were taken
  from defeated champions from the Upper Planes.
  The god Erythnul dipped them in the blood of their fallen 
  owners and granted them a bit of his chaotic essence before 
  distributing them to his own champions (Knowledge 
  [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  circle of death.
  Cost to Create: 3,500 gp (plus 308 gp for masterwork 
  morningstar), 280 XP, 7 days.
  PIPES OF FRENZIED REVELRY 
  [RELIC]
  Price (Item Level): 3,100 gp (8th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) enchantment
  Activation: Standard (manipulation)
  Weight: 1 lb.
  This set of pan pipes is made of hollowed-out reeds lashed together 
  with sturdy vines.
  Somewhere on the surface of each reed is the symbol of 
  Olidammara.
  When you play these pipes, you gain a +5 competence 
  bonus on Perform (wind instruments) checks if you are 
  chaotic neutral, neutral, chaotic good, or chaotic evil.
  Relic Power: If you have established the proper divine 
  connection, you can attempt a DC 25 Perform (wind 
  instruments) check each round that you are playing the 
  pipes.
  If you succeed, every living creature within 30 feet must 
  make a successful DC 16 Will save or be affected as if by a 
  confusion spell, with one exception: Whenever the die roll 
  calls for the subject to attack another creature, the subject 
  instead makes a mildly amorous advance (such as an 
  embrace or kiss) toward the target creature.
  For each affected creature, this effect lasts as long as the 
  piping continues (a standard action each round) and you 
  are within 30 feet of that creature at the end of your turn.
  If your playing is interrupted, or you fail a Perform check 
  and then resume piping with a successful check, every 
  creature within 30 feet can make a new save attempt.
  Subjects that successfully save are immune to the pipes of 
  frenzied revelry for the next 24 hours.
  To use the relic power, you must worship Olidammara and 
  either sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Lore: These pipes were originally created by a secretive 
  order of bard/clerics devoted to Olidammara.
  For the past several centuries, members of the order have 
  distributed them to musically inclined followers of the 
  deity (Knowledge [religion] DC 15).
  Rumor holds that a satyr named Elovan came into 
  possession of a set of these pipes and used them to woo a 
  fair princess while she was on a picnic in the woods with 
  her court.
  Since then, members of that nation’s royal family have 
  occasionally displayed odd physical quirks, such as 
  unusually hairy legs and vestigial horns, as well as an 
  unusual aptitude for music (Knowledge [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, confusion.
  Cost to Create: 1,550 gp, 124 XP, 4 days.
  PLATINUM HELM [RELIC]
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Head
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: Swift (command)
  Weight: 3 lb.
  This scaled metal helm covers the entire face.
  A pair of large, fully spread dragon wings is attached at the 
  temples.
  A platinum helm imbues you with the essence of Bahamut, 
  lord of the good dragons.
  While wearing it, you are immune to the frightful presence 
  of evil dragons if you are lawful good, neutral good, or 
  lawful neutral.
  Relic Power: If you have established the proper divine 
  connection, you can activate the helm as you make an 
  attack to create a frightful presence effect.
  When you do so, each foe within 60 feet of you must 
  succeed on a Will save (DC 10 + 1/2 your Hit Dice + your 
  Cha modifier) or be panicked (if it has 4 or fewer HD) or 
  shaken (if it has 5 or more HD) for 4d6 rounds.
  This ability functions three times per day.
  To use the relic power, you must worship Bahamut and 
  either sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  If you sacrifice an 8th-level spell slot or have the True 
  Believer feat and at least 15 Hit Dice, you can command the 
  helm once per day to grant you blindsense with a 60-foot 
  range for 1 hour.
  Lore: The seven original platinum helms were given to the 
  gold dragons that served as Bahamut’s consorts.
  In the centuries since, they have passed to his servants on 
  the Material Plane (Knowledge [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, fear or 
  frightful presence, true seeing.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  RAPIER OF DESPERATE MEASURES 
  [RELIC]
  Price (Item Level): 9,320 gp (12th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: —
  Weight: 2 lb.
  The hilt of this rapier is set with three moonstones.
  At the base of the blade is an inscription that reads, “Caution is for 
  the cowardly.”
  Those who live by their wits often find themselves in 
  situations over their heads.
  
  572
  This rapier is an incomparable boon to those in such 
  situations.
  When you wield a rapier of desperate measures, it functions as 
  a +2 rapier if you are chaotic neutral, neutral, chaotic good, 
  or chaotic evil.
  Relic Power: If you have established the proper divine 
  connection, a rapier of desperate measures gains the keen 
  property (DMG 225) while you have fewer than your full 
  normal hit points, and the speed property (DMG 225) while 
  you have fewer than half your full normal hit points.
  To use the relic power, you must worship Olidammara and 
  either sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Lore: The first of these rapiers was crafted by a 
  rogue/sorcerer who had been rescued one too many times 
  by her party’s paladin, only to hear a lecture on her erratic 
  behavior.
  She gave the rapier to a disguised Olidammara when she 
  met him in a tavern.
  Since then, the Laughing Rogue has awarded one of these 
  rapiers to a fellow traveler whenever the whim strikes him 
  (Knowledge [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  keen edge.
  Cost to Create: 4,500 gp (plus 320 gp for masterwork rapier), 
  360 XP, 9 days.
  RAPIER OF UNERRING DIRECTION 
  [RELIC]
  Price (Item Level): 9,320 gp (12th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) divination
  Activation: —
  Weight: 2 lb.
  This rapier has a curved blade and a hand guard of delicate golden 
  filigree.
  This deadly weapon can find hidden enemies and pierce 
  the protective magic that veils their true locations.
  When you wield a rapier of unerring direction, it functions as 
  a +1 ghost touch rapier.
  Relic Power: If you have established the proper divine 
  connection, a rapier of unerring direction automatically 
  ignores all miss chances, whether they stem from 
  concealment, blink, displacement, or some other source.
  To use the relic power, you must worship Fharlanghn and 
  either sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Lore: Originally a gift to Fharlanghn from Olidammara, 
  this rapier has since been copied several times by 
  Fharlanghn’s most powerful clerics (Knowledge [religion] 
  DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  true seeing.
  Cost to Create: 4,500 gp (plus 320 gp for masterwork rapier), 
  360 XP, 9 days.
  RAPTOR ARROW [RELIC]
  Price (Item Level): 6,006 gp (10th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) conjuration
  Activation: — (ammunition)
  Weight: —
  This arrow is carved from a straight piece of ash and fletched with 
  feathers from a predatory bird.
  Its head is curved at the tip, like a raptor’s beak.
  Raptor arrows harness the power of the falcon to skewer 
  their prey.
  When you fire a raptor arrow, it functions as a +1 arrow with 
  a variant of the returning quality if you are neutral good, 
  lawful good, chaotic good, or neutral.
  At the beginning of the round after it is fired from a bow, a 
  raptor arrow flies through the air and restrings itself on the 
  bow from which it was fired.
  Unlike most ammunition, raptor arrows are not destroyed 
  when used.
  Relic Power: If you have established the proper divine 
  connection, a raptor arrow also gains the bane property 
  (DMG 224) against the targeted foe.
  To use the relic power, you must worship Ehlonna and 
  either sacrifice a 4th-level divine spell slot or have the True 
  Believer feat.
  Lore: The first of these arrows (reputedly a set of five) 
  gained relic status when Ehlonna used them to slay a great 
  wyrm green dragon that was rampaging through a primeval 
  forest (Knowledge [religion] DC 20) Prerequisites: Craft 
  Magic Arms and Armor, Sanctify Relic, summon monster I.
  Cost to Create: 3,000 gp (plus 6 gp for masterwork arrow), 
  240 XP, 6 days.
  ROD OF REVERSAL [RELIC]
  Price (Item Level): 10,000 gp (12th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) abjuration
  Activation: Standard (command) and —
  Weight: 5 lb.
  This steel rod looks like a length of thick chain, but its links are 
  fixed in place, preventing it from bending even slightly.
  Though they were created for arcane spellcasters who 
  engaged in frequent magical duels, these rods are also a 
  boon to anyone who battles spellcasters.
  When you wield a rod of reversal, you can command it to 
  automatically reflect the next three levels of spells that 
  target you, as if you were under a lesser version of a spell 
  turning spell, provided that you are neutral, neutral good, 
  neutral evil, chaotic neutral, or lawful neutral.
  This ability functions three times per day.
  Turning a spell changes the rod’s color, depending on the 
  school of the spell turned, as given on the following table.
  
  573
  Relic Power: If you have established the proper divine 
  connection, a rod of reversal instead reflects the next nine 
  levels of spells cast at you when it is activated.
  It also continuously grants you the Improved Counterspell 
  feat.
  To use the relic power, you must worship Boccob and 
  either sacrifice an 8th-level divine spell slot or have the 
  True Believer feat and at least 15 HD.
  Lore: These rods were originally created by an elite group of 
  wizards with a penchant for magical dueling.
  In the centuries since, they have come into the possession 
  of mage hunters as well as magical duelists (Knowledge 
  [religion] DC 20).
  Prerequisites: Craft Rod, Sanctify Relic, spell turning.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  ROD OF THE RECLUSE [RELIC]
  Price (Item Level): 9,305 gp (12th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) necromancy
  Activation: Swift (command)
  Weight: 5 lb.
  This rod resembles a giant spider leg, complete with segmentations 
  and coarse black hairs.
  Rods of the recluse are usually found in the possession of 
  Lolth’s high priestesses.
  When you wield this rod, it functions as a +2 light mace if 
  you are chaotic evil, neutral evil, or chaotic neutral.
  Relic Power: If you have established the proper divine 
  connection, you can activate the rod to deliver poison (Fort 
  DC 20, 2d6 Str/2d6 Str) with the next melee attack you 
  make with it.
  If you score a critical hit, the Strength damage from that 
  blow (both initial and secondary) becomes Strength drain 
  instead.
  This ability functions five times per day.
  To use the relic power, you must worship Lolth and either 
  sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Lore: These weapons were originally crafted by Lolth from 
  the legs of driders who attempted to regain her favor 
  (Knowledge [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Craft Rod, 
  Sanctify Relic, poison.
  Cost to Create: 4,500 gp (plus 305 gp for masterwork light 
  mace), 360 XP, 9 days.
  RUBY BLADE [RELIC]
  Price (Item Level): 20,302 gp (15th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) evocation
  Activation: — and standard (command)
  Weight: 1 lb.
  This deep red, translucent dagger is carved from a single piece of 
  crystal.
  It has a rounded, razor-sharp blade and a second blade-shaped 
  head at its other end, though the latter is too small to be usable as a 
  weapon.
  Its ornate design pays homage to the gemcutter’s art.
  When you wield a ruby blade, it functions as a +1 axiomatic 
  dagger if you are lawful evil, lawful neutral, lawful good, or 
  neutral.
  Relic Power: If you have established the proper divine 
  connection, and if you have levels in a class that allows you 
  to rebuke undead, your effective level in that class is 
  considered 4 higher for the purpose of bolstering, 
  rebuking, or commanding undead.
  This is a continuous effect and requires no activation.
  In addition, you can activate a ruby blade to produce the 
  effect of a status spell once per day.
  To use the relic power, you must worship Wee Jas and 
  either sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Lore: Legend holds that the first ruby blades were plucked 
  from among the gems on the hem of Wee Jas’s gown.
  Since then, certain high priests have acquired the skill to 
  create them (Knowledge [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  order’s wrath, status.
  Cost to Create: 10,000 gp (plus 302 gp for masterwork 
  dagger), 120 XP, 20 days.
  SCROLLS OF UNCERTAIN
  PROVENANCE [RELIC]
  Price (Item Level): 8,000 gp (11th)
  Body Slot: — or — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) necromancy
  Activation: — or 1 hour; see text
  Weight: 5 lb.
  This bundle of rough parchment contains scraps of varying shapes 
  and sizes; some appear old and others new.
  It is bound with a braided cord and secured with a medallion 
  bearing the holy symbol of Wee Jas.
  Scrolls of uncertain provenance are not spells stored in written 
  form, but collections of death-obsessed writings in an 
  unknown hand.
  Popular myth holds that those who can command the lore 
  contained in a set of these scrolls have power over life and 
  death.
  As long as you possess scrolls of uncertain provenance, you gain 
  a +5 competence bonus on Knowledge checks, provided 
  that you are lawful neutral, lawful evil, lawful good, or 
  neutral.
  Relic Power: If you have established a proper divine 
  connection, you can attempt to read from the scrolls once 
  per day for 1 hour.
  
  574
  Understanding their lore, however, is not an easy task.
  To begin with, the scrolls are written in nearly every 
  language, ancient and modern, and the text sometimes 
  switches languages within the same sentence.
  Thus, a successful hour of reading requires a successful DC 
  20 Knowledge (religion) check.
  You receive a +2 bonus on the check for every language you 
  speak.
  So cryptic are the scrolls that even read magic, comprehend 
  languages, or other spells don’t help you understand them, 
  nor does the Decipher Script skill.
  If your check is successful, you gain temporary 
  understanding of one of the scrolls’ secrets depending on 
  how long you have spent reading them.
  Your hours of successful reading stack for this purpose, so 
  you can read over multiple days to gain a greater benefit, if 
  desired.
  The time spent need not all be spent at once; you can divide 
  it as you choose for the purpose of gaining benefits.
  Reading scrolls of uncertain provenance is not without risk, 
  since delving into their mysteries draws you near to the 
  border between life and death.
  Whenever you spend an hour reading scrolls of uncertain 
  provenance, you must roll on the following table, whether or 
  not you learn anything useful.
  To use the relic power, you must worship Wee Jas and 
  either sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Lore: Scrolls of uncertain provenance have long been 
  associated with Wee Jas, although even her lorekeepers 
  don’t know where the first ones came from (Knowledge 
  [religion] DC 15).
  In fact, they were penned by beings that lost their sanity in 
  the pursuit of arcane knowledge and collected by agents of 
  Wee Jas for the sake of the knowledge they contain
  (Knowledge [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, death pact 
  (SC 60), renewal pact (SC 173), true resurrection.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  SHARD OF THE SUN [RELIC]
  Price (Item Level): 3,500 gp (8th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) evocation
  Activation: — or standard (command)
  Weight: 1 lb.
  This brightly glowing holy symbol of Pelor is made of hammered 
  gold and set with small diamonds.
  A shard of the sun is mentioned in several religious texts as 
  “Pelor’s gift, which I carry into darkness—a sun that never 
  sets”.
  When you hold this item, it continuously emits a warm 
  light equivalent to a daylight spell heightened to 5th level, 
  provided that you are neutral good, lawful good, chaotic 
  good, or neutral.
  The symbol must be covered completely to douse its light.
  Relic Power: If you have established the proper divine 
  connection, you can command a shard of the sun to fire two 
  
  575
  simultaneous searing light spells, though each must be 
  aimed at a different target.
  Each beam deals 10d6 points of damage to undead, 5d6 
  points to constructs and objects, and 5d8 points of damage 
  to other creatures.
  Creatures particularly vulnerable to bright light, such as 
  vampires, take 10d8 points of damage from these beams.
  This ability functions three times per day.
  To use the relic power, you must worship Pelor and either 
  sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  If you sacrifice an 8th-level spell slot or have the True 
  Believer feat and at least 15 HD, you can fire four searing 
  light beams with each activation (no two at the same target).
  Lore: The first shards of the sun were hewn by Pelor himself 
  from the orb of the sun and molded into the shape of his 
  symbol.
  Over the centuries, he gifted them to his most favored high 
  priests, and most of them remain in the hands of his clergy 
  today (Knowledge [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, daylight, 
  searing light.
  Cost to Create: 1,750 gp, 140 XP, 4 days.
  SHIELD OF THE RESOLUTE [RELIC]
  Price (Item Level): 5,520 gp (10th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) necromancy
  Activation: —
  Weight: 7 lb.
  This shield is made from hundreds of strips of mithral, each a 
  different size, color, and texture, riveted together in a patchwork 
  design.
  Like other mithral shields, it is unusually light for its size.
  Despite its motley appearance, a shield of the resolute is a 
  bulwark of defense.
  It functions as a +1 light fortification heavy mithral shield, 
  provided that you are lawful good, neutral good, or lawful 
  neutral.
  Relic Power: If you have established the proper divine 
  connection, a shield of the resolute terrorizes enemies of the 
  dwarves.
  Every goblinoid and giant within 30 feet of you that gazes 
  upon the shield must succeed on a DC 17 Will save or be 
  shaken (if its Hit Dice are equal to or greater than yours) or 
  frightened (if it has fewer Hit Dice than you do) for 2 
  rounds.
  This effect functions like a gaze attack, so the saves must be 
  made at the beginning of each affected creature’s turn every 
  round, unless it takes measures to avoid seeing the shield 
  (see DMG 294 for gaze attack rules).
  Unlike with a true gaze attack, you can’t use a standard 
  action on your turn to use this effect against a creature.
  Once a creature has failed the save, the shield’s power has 
  no further effect on that creature for 24 hours.
  To use the relic power, you must worship Moradin and 
  either sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Lore: Shields of the resolute are said to be assembled from 
  pieces of the shields carried by dwarves who fell in battle 
  defending their homelands.
  When the Soul Forger gathers their souls, he creates these 
  shields in his forge in remembrance of their valor 
  (Knowledge [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  fear, limited wish or miracle.
  Cost to Create: 2,250 gp (plus 1,020 gp for heavy mithral 
  shield), 180 XP, 5 days.
  SHIELD OF THE SEVERED HAND 
  [RELIC]
  Price (Item Level): 4,657 gp (9th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) evocation
  Activation: Immediate (command)
  Weight: 10 lb.
  This heavy wooden shield is emblazoned with a gory handprint 
  and decorated with bloody symbols.
  The bloody marks appear fresh and wet.
  This gory item is favored by orcs for its shock value to 
  enemies, as well as for its special properties.
  A shield of the severed hand functions as a +2 heavy wooden 
  shield if you are chaotic evil, chaotic neutral, or neutral evil.
  Relic Power: If you have established the proper divine 
  connection, you can activate this shield to make an 
  immediate bull rush attempt (with a +4 bonus on the 
  Strength check) against an adjacent opponent that has just 
  attacked you in melee.
  This action does not provoke an attack of opportunity from 
  that opponent.
  You can’t fall prone during this attempt, and you can’t 
  follow the opponent if you push it back.
  To use the relic power, you must worship Gruumsh and 
  either sacrifice a 4th-level divine spell slot or have the True 
  Believer feat and at least 7 HD.
  Lore: The original shield of the severed hand was created when 
  an orc warrior chopped off the hand of an elf king and 
  mounted it on his shield.
  Upon the warrior’s death, the shield was placed on his 
  blazing funeral pyre.
  Afterward, it was found intact amid the ashes, still bearing 
  the palm print of its grisly burden (Knowledge [religion] 
  DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  Bigby’s forceful hand.
  Cost to Create: 2,250 gp (plus 157 gp for masterwork heavy 
  wooden shield), 180 XP, 5 days.
  SKEWER-OF-GNOMES [RELIC]
  Price (Item Level): 9,302 gp (12th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) evocation
  Activation: —
  Weight: 4 lb.
  This spear has an ornate bone head carved to resemble a skull with 
  its mouth open in a scream.
  Its shaft is set with long spikes, and the base is shod with a metal 
  tip molded in the shape of a skull.
  Carried primarily by kobold heroes, these spears were 
  designed to be true to their name.
  
  576
  When you carry a skewer-of-gnomes, it functions as a Small +1 
  gnome bane spear if you are lawful evil, lawful neutral, or 
  neutral evil.
  Relic Power: If you have established the proper divine 
  connection, the spear also gains the unholy property (DMG 
  226) and reveals its quasisentience and abilities to you.
  A skewer-of-gnomes automatically sets itself against a charge, 
  attacking and dealing double damage whenever a foe 
  charges you.
  This attack uses your highest base attack bonus and all 
  relevant modifiers, just as if you were making an attack of 
  opportunity.
  To use the relic power, you must worship Kurtulmak and 
  either sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Lore: The first four skewers-of-gnomes were created for the 
  kings of the most powerful kobold tribes by weaponsmiths 
  working in cooperation with Kurtulmak’s clergy.
  Since then, the secret of their manufacture has been passed 
  down from parent to child and is known to only a handful 
  of kobold weaponmakers (Knowledge [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  unholy blight.
  Cost to Create: 4,500 gp (plus 302 gp for masterwork spear), 
  360 XP, 9 days.
  SPEAR OF RETRIBUTION [RELIC]
  Price (Item Level): 9,302 gp (12th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: —
  Weight: 6 lb.
  The shaft of this rowanwood spear appears slightly curved, and its 
  base is shod with a metal arrow point.
  Spears of retribution are widely known as the instruments of 
  Gruumsh’s wrath.
  When you wield a spear of retribution, it functions as a +1 
  returning spear if you are chaotic evil, chaotic neutral, or 
  neutral evil.
  Relic Power: If you have established the proper divine 
  connection, you gain a +2 morale bonus on attack rolls and 
  damage rolls made with a spear of retribution against any 
  enemy that dealt damage to you in the previous round.
  Against an enemy that scored a critical hit against you in 
  the previous round, the spear also gains the keen property 
  (DMG 225).
  To use the relic power, you must worship Gruumsh and 
  either sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Lore: Once in a great while, Gruumsh flings a spear at one 
  of his clerics with whom he is annoyed.
  If that cleric then atones for the transgression and keeps 
  the spear, it becomes a spear of retribution (Knowledge 
  [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  righteous might.
  Cost to Create: 4,500 gp (plus 302 gp for masterwork spear), 
  180 XP, 9 days.
  STAFF OF THE UNYIELDING OAK 
  [RELIC]
  Price (Item Level): 5,600 gp (10th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: Standard (command)
  Weight: 4 lb.
  This sturdy quarterstaff is formed of living wood, as evidenced by 
  the tender shoots and leaves along its length.
  A staff of the unyielding oak is actually a treant bound into 
  quarterstaff form.
  When you wield this weapon, it functions as a +1/+1 
  quarterstaff if you are neutral, neutral good, neutral evil, 
  lawful neutral, or chaotic neutral.
  Relic Power: If you have established the proper divine 
  connection, you can command this staff to become a treant.
  This ability functions like the changestaff spell, except that 
  the treant is fully real and can speak to other treants and 
  animated trees.
  If a staff of the unyielding oak in treant form is reduced to 0 
  hit points or fewer, it reverts to staff form and cannot be 
  used again for twenty-eight days.
  The staff can take treant form any number of times per day, 
  but can be in that form for only 12 hours overall during any 
  one day.
  To use the relic power, you must worship Obad-Hai and 
  either sacrifice a 8th-level divine spell slot or have the True 
  Believer feat and at least 15 HD.
  Lore: These staffs, of which three are known to exist, are 
  treants that have willingly bound themselves into 
  quarterstaff form to aid Obad-Hai’s followers.
  Each willingly serves for a year and a day, after which 
  another treant takes over the responsibility (Knowledge 
  [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, 
  changestaff.
  Cost to Create: 2,500 gp (plus 600 gp for 
  masterwork/masterwork quarterstaff), 200 XP, 5 days.
  SWORD OF MIGHTY THEWS [RELIC]
  Price (Item Level): 9,350 gp (12th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) abjuration
  Activation: —
  Weight: 8 lb.
  This ostentatious greatsword is decorated with golden filigree, and 
  its hilt is set with a large ruby.
  Along its blade is an inscription in Draconic that reads, “Size is not 
  strength.”
  These swords were designed for dragonslayers of great 
  strength.
  When you wield a sword of mighty thews, it functions as a +1 
  dragonbane greatsword, provided that you are chaotic good, 
  neutral good, or chaotic neutral.
  Relic Power: If you have established the proper divine 
  connection, you are immune to the frightful presence of 
  dragons as long as you wield the sword.
  In addition, you gain a +5 luck bonus on Reflex saves 
  against a dragon’s breath weapon.
  
  577
  To use the relic power, you must worship Kord and either 
  sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Lore: Kord’s high clerics forged these greatswords in 
  homage to the god’s signature weapon, Kelmar.
  Since their creation, Kord has awarded one every decade to 
  a hero who has earned his favor (Knowledge [religion] DC 
  20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  antidragon aura (SC 14).
  Cost to Create: 4,500 gp (plus 350 gp for masterwork 
  greatsword), 180 XP, 9 days.
  SWORD OF VIRTUE BEYOND 
  REPROACH [RELIC]
  Price (Item Level): 9,315 gp (12th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) abjuration
  Activation: —
  Weight: 4 lb.
  The blade of this golden longsword is set with four cabochon-cut 
  rubies, and its pommel sports a ruby-centered golden sun.
  A sword of virtue beyond reproach is designed to grant a 
  measure of respite from charms and compulsions.
  When you wield this weapon, it functions as a +1 holy 
  longsword if you are lawful good, neutral good, or lawful 
  neutral.
  Relic Power: If you have established the proper divine 
  connection and you fail a save against an enemy’s charm or 
  compulsion effect while wielding the sword, you are 
  immune to its effects for 1d4 rounds (DM rolls secretly).
  The effect is only suppressed during this time, not negated.
  When the period of suppression ends, any effects received 
  during previous rounds take effect.
  To use the relic power, you must worship Heironeous and 
  either sacrifice a 6th-level divine spell slot or have the True 
  Believer feat and at least 11 HD.
  Lore: Four of these longswords were commissioned from 
  celestial dwarves by the great paladin Tardalius the 
  Headstrong, who won favor from Heironeous for his 
  conspicuous valor.
  Tardalius presented the swords to his four sons, who 
  followed in his footsteps (Knowledge [religion] DC 20).
  Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, 
  mind blank.
  Cost to Create: 4,500 gp (plus 315 gp for masterwork 
  longsword), 180 XP, 9 days.
  TABARD OF THE DISEMBODIED 
  [RELIC]
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Torso
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: Standard (mental)
  Weight: 1 lb.
  This misty gray tabard is silky soft to the touch.
  It is embroidered with small sequins in a skull motif.
  A tabard of the disembodied is connected to the Ethereal 
  Plane, the realm where ghosts hold sway.
  Once per day, you can activate this tabard to become 
  ethereal for 1 round, provided that you are neutral evil, 
  lawful evil, chaotic evil, or neutral.
  Relic Power: If you have established the proper divine 
  connection, you can activate a tabard of the disembodied to 
  transport yourself to the Ethereal Plane (as the ethereal jaunt 
  spell) for up to 10 rounds per day.
  This duration need not be continuous, and the effect is 
  dismissable with another standard (mental) action.
  While you are on the Ethereal Plane, the spells you cast 
  affect the Material Plane normally, unlike those of 
  spellcasters who reach the Ethereal Plane by other means.
  To use the relic power, you must worship Nerull and either 
  sacrifice a 7th-level divine spell slot or have the True 
  Believer feat and at least 13 HD.
  Lore: The first of these tabards is said to have been among 
  the burial raiments of Shedlazzar IV, a legendary wizard-
  king who haunted his castle for decades after his death.
  His grandson, a noted necromancer in his own right, 
  wrested the secret of the tabard’s creation from his 
  ancestor’s ghost using an exceptionally cruel torture 
  technique designed to psychically flay the spirit 
  (Knowledge [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, ethereal 
  jaunt.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  TABARD OF THE GREAT CRUSADE 
  [RELIC]
  Price (Item Level): 5,500 gp (10th)
  Body Slot: Torso
  Caster Level: 20th
  Aura: Strong; (DC 25) conjuration
  Activation: — and move (manipulation); see text
  Weight: 1 lb.
  This silvery tabard is emblazoned with a stylized sunburst design.
  Because of its association with uncommon valor and 
  amazing healing power, a tabard of the great crusade is a 
  welcome sight at any scene of armed conflict.
  When you wear one of these garments over armor, you and 
  every ally within 20 feet gains a +1 morale bonus on saving 
  throws, provided that you are lawful neutral, lawful good, 
  lawful evil, or neutral.
  This is a continuous effect and requires no activation.
  Relic Power: If you have established the proper divine 
  connection, a tabard of the great crusade also provides you 
  with damage reduction 5/evil.
  Furthermore, any ally other than you who grasps the hem 
  of the tabard (a move [manipulation] action) can gain the 
  benefit of a heal spell.
  This ability functions once per day.
  To use the relic power, you must worship St.
  Cuthbert and either sacrifice an 8th-level divine spell slot 
  or have the True Believer feat and at least 15 HD.
  Lore: Only seven of these tabards are known to exist.
  Originally made for an elite cadre of warrior-healers, they 
  have since been passed down from one battlefield cleric to 
  another (Knowledge [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, heal.
  Cost to Create: 2,750 gp, 220 XP, 6 days.
  
  578
  TOME OF ANCIENT LORE [RELIC]
  Price (Item Level): 5,500 gp (10th)
  Body Slot: —
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: 1 hour; see text
  Weight: 2 lb.
  This ancient, leather-bound book is stuffed to overflowing with 
  yellowing sheets of parchment.
  A boon to arcane spellcasters of all sorts, a tome of ancient lore 
  contains every conceivable spell.
  Perusing it for 1 hour gives you a +5 competence bonus on 
  Knowledge (arcana) and Spellcraft checks made that day, 
  provided that you are neutral, neutral good, neutral evil, 
  lawful neutral, or chaotic neutral.
  The hour spent studying the tome is in addition to any time 
  you spend preparing spells.
  Relic Power: Though the pages of this book contain all the 
  world’s arcane knowledge, a tome of ancient lore is cursed 
  with a deliberately confusing, ever-changing system of 
  cross-referencing.
  Because its pages constantly rearrange themselves, 
  apparently at random, finding any useful information by 
  browsing the book is impossible.
  However, if you have established the proper divine 
  connection, you can use a tome of ancient lore while 
  preparing arcane spells to prepare a single spell that isn’t in 
  your spellbook.
  You have a 50% chance of finding any arcane spell of the 
  highest level you can cast, and a 100% chance to find any 
  other spell that you can cast.
  The book functions in this manner once per day.
  To use the relic power, you must worship Boccob and 
  either sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Lore: Allegedly penned by Boccob himself and “borrowed” 
  from his library, the original tome disappeared for 
  centuries.
  Eventually, copies began to appear in the possession of 
  arcane colleges, spellcasting dragons, and powerful wizards 
  (Knowledge [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, secret 
  page.
  Cost to Create: 2,750 gp, 220 XP, 6 days.
  TOME OF THE STILLED TONGUE 
  [RELIC]
  Price (Item Level): 7,500 gp (11th)
  Body Slot: —
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: See text
  Weight: 5 lb.
  This thick, leather-bound manuscript has a particularly disgusting 
  decoration—a desiccated tongue nailed to its front cover.
  A tome of the stilled tongue is a treasure trove of arcane 
  potential.
  If you are neutral evil, chaotic evil, lawful evil, or neutral, 
  the book reveals full instructions for creating a lich’s 
  phylactery and offers 500 blank spell pages that function 
  like those in Boccob’s blessed book (DMG 249).
  Relic Power: A tome of the stilled tongue also contains 
  directions for eldritch mental exercises designed to 
  strengthen your spellcasting.
  If you have established the proper divine connection and 
  read the appropriate section of the tome (requiring 1 hour 
  of mental exercises), you can increase your effective caster 
  level for all spells by 1 for 24 hours.
  However, because the exercises are mystically strenuous, 
  doing them reduces your full normal hit point total by 1 
  per character level while the caster level increase is in 
  effect.
  This ability functions once per day.
  To use the relic power, you must worship Vecna and either 
  sacrifice a 5th-level divine spell slot or have the True 
  Believer feat and at least 9 HD.
  Lore: The grisly cover decoration on the original tome of the 
  stilled tongue once belonged to a former cleric of Vecna who 
  couldn’t keep her order’s secrets.
  Now five copies are known to exist, but the origins of the 
  other four tongues have never been revealed (Knowledge 
  [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, Scribe 
  Scroll, secret page.
  Cost to Create: 3,750 gp, 300 XP, 8 days.
  VESTMENTS OF EBONSILK [RELIC]
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Torso
  Caster Level: 20th
  Aura: Strong; (DC 25) abjuration
  Activation: —
  Weight: 1 lb.
  These lightweight black robes are covered in a silvery spiderweb 
  tracery.
  The clasp at the neck is a silver brooch shaped like a spider with 
  amethyst eyes.
  Thus far, the only known vestments of ebonsilk have been 
  found in the possession of drow clerics.
  If you are chaotic evil, neutral evil, or chaotic neutral, 
  wearing these vestments grants you a +2 resistance bonus 
  on saving throws.
  Relic Power: If you have established the proper divine 
  connection, the vestments also grant you a continual spider 
  climb effect.
  To use the relic power, you must worship Lolth and either 
  sacrifice a 4th-level divine spell slot or have the True 
  Believer feat and at least 7 HD.
  If you sacrifice a 7th-level spell slot or have at least 13 HD 
  and the True Believer feat, you also gain a continual freedom 
  of movement effect.
  Lore: Said to be woven from silk extruded by Lolth herself, 
  vestments of ebonsilk are occasionally awarded to undeserving 
  followers of Lolth as a test to see how quickly her favored 
  clerics can appropriate them (Knowledge [religion] DC 20).
  Prerequisites: Craft Wondrous Item, Sanctify Relic, freedom of 
  movement, spider climb.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  
  579
  RINGS
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  ALIGNMENT COMMAND
  Similar in some ways to the mighty rings of elemental 
  command, the four varieties of rings of alignment command 
  grant the wearer great power over outsiders of a certain 
  alignment.
  Each appears to be a lesser magic ring until its powers are 
  fully activated, as described in its entry.
  The four varieties have the following common properties.
  • Outsiders with the alignment subtype (Chaotic, Evil, 
  Good, or Lawful) to which the ring is attuned can’t attack 
  the wearer, or even approach within 5 feet of her.
  If the wearer desires, she may forego this protection and 
  instead attempt to charm the outsider (as charm monster,
  Will save DC 17).
  If the charm attempt fails, however, absolute protection is 
  lost and no further attempts at charming can be made.
  • Outsiders with the alignment subtype to which the ring is 
  attuned who attack the wearer (if a charm attempt fails) take 
  a –1 penalty on their attack rolls.
  The ring wearer gains a +2 resistance bonus on saving 
  throws against the creature’s attacks.
  She also gains a +4 morale bonus on all attacks against such 
  creatures.
  Any weapon she uses bypasses the damage reduction of 
  such creatures, regardless of whether it has a sufficient 
  enhancement bonus to do so.
  • The wearer of the ring is able to converse with creatures 
  with the alignment subtype to which her ring is attuned.
  These creatures recognize that she wears the ring.
  They show a healthy respect for the wearer if alignments 
  are similar.
  If alignments are opposed, creatures fear the wearer if she is 
  strong.
  If she is weak, they hate and desire to slay her.
  Fear, hatred, and respect are determined by the DM.
  • The possessor of a ring of alignment command takes a saving 
  throw penalty as follows:
  In addition to the powers described above, each specific 
  ring gives its wearer the following abilities according to its 
  alignment.
  Chaotic: This ring has the following powers.
  • Random action (unlimited use)
  • Shatter (unlimited use)
  • Chaos hammer (2/day)
  • Dispel law (1/day)
  • Animate objects (1/week).
  Evil: This ring has the following powers.
  • Bane (unlimited use)
  • Desecrate (unlimited use)
  • Unholy blight (2/day)
  • Dispel good (1/day)
  • Create undead (1/week).
  Good: This ring has the following powers.
  • Bless (unlimited use)
  • Aid (unlimited use)
  • Holy smite (2/day)
  • Dispel evil (1/day)
  • Blade barrier (1/week).
  Lawful: This ring has the following powers.
  • Command (unlimited use)
  • Calm emotions (unlimited use)
  • Order’s wrath (2/day)
  • Dispel chaos (1/day)
  • Hold monster (1/week)
  Caster Level: 15th; Prerequisites: Forge Ring, planar ally, all 
  appropriate spells; Market Price: 200,000 gp.
  FILCHER’S FRIEND
  When used, this plain steel ring draws any loose metal 
  object within 1 foot and weighing no more 1 ounce—
  usually coins and jewelry—toward it.
  The objects do not have to be ferrous, simply metal in some 
  way.
  The ring grants a +5 circumstance bonus on Pick Pocket 
  checks involving metal objects.
  Caster Level: 12th; Prerequisites: Forge Ring, mage hand;
  Market Price: 500 gp.
  FORCE ARMOR
  This pair of black iron rings must be worn as a set, one on 
  either hand with no other magic ring, to function.
  They sheathe their wearer in a field of magical force, 
  granting a +4 armor bonus to AC (as the mage armor spell).
  This sheath is harmful to the touch: Any creature whose 
  bare flesh contacts the wearer takes 1d4 points of damage.
  The wearer’s unarmed strikes gain a +1 enhancement bonus 
  on attacks and deal an additional 1d4 points of damage.
  Caster Level: 9th; Prerequisites: Forge Ring, mage armor, magic 
  weapon, wall of force; Market Price: 45,000 gp.
  GREATER COUNTERSPELLING
  This seems to be a ring of spell storing upon first examination.
  However, while it allows a single spell of 1st through 9th 
  level to be cast into it, that spell cannot be cast out of it 
  again.
  Instead, should that spell ever be cast upon the wearer, or 
  within 90 feet of the wearer (if the wearer retains line of 
  sight to the caster), 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 into the ring is gone.
  A new spell (or the same one as before) may be placed in it 
  again.
  Caster Level: 18th; Prerequisites: Forge Ring, spell turning, wish;
  Market Price: 16,000 gp.
  
  580
  HIVE MIND
  These rings are formed of a brownish-red substance like 
  horn or chitin, resembling the carapace of a formian.
  A single ring of hive mind provides no benefit to its wearer 
  unless another character with another ring of the same 
  kind is within 1 mile.
  All characters wearing rings of hive mind within 1 mile of 
  one another can communicate telepathically among 
  themselves, and their minds mesh in a close joining.
  If one such character is aware of a particular danger, they all 
  are.
  If one character in a group is not flat-footed, none of them 
  are.
  No such character in a group is considered flanked unless 
  all of them are.
  Caster Level: 17th; Prerequisites: Forge Ring, Rary’s telepathic 
  bond, wish; Market Price: 180,000 gp.
  LOCKPICKING
  This ring is made up of tiny prongs, wires, and other small 
  devices that spring to life on command.
  The ring grants a +5 competence bonus on Open Lock 
  checks and can cast knock three times a day, as the spell 
  from a 12th-level caster.
  Caster Level: 12th; Prerequisites: Forge Ring, knock; Market 
  Price: 7,700 gp.
  MAGIC FANG
  While worn, this ring grants one (and only one) of the 
  wearer’s natural weapons (bite, slam, fist, and so on) a +1 
  enhancement bonus on attack and damage rolls.
  Caster Level: 12th; Prerequisites: Forge Ring, magic fang;
  Market Price: 6,000 gp.
  MISDIRECTION
  This plain silver band is nondescript and unadorned.
  The wearer is under a continuous misdirection effect, 
  redirecting Divination spells that reveal auras cast upon 
  him.
  Such spells automatically target their caster rather than the 
  ring’s wearer.
  Caster Level: 3rd; Prerequisites: Forge Ring, misdirection;
  Market Price: 7,000 gp.
  THUNDERCLAPS
  This ring is made out of lapis lazuli, with a lightning bolt 
  etched along the rim.
  Three times per day, the wearer can affect someone with 
  shocking grasp.
  Once per day, this effect can combine with a powerful 
  thunderclap that duplicates the effects of a shout spell.
  The target must be touched for the shout effect to happen.
  Both of these effects are as the spells from a 7th-level caster.
  Caster Level: 12th; Prerequisites: Forge Ring, shocking grasp,
  shout; Market Price: 11,200 gp.
  UNIVERSAL ELEMENTAL 
  RESISTANCE, MINOR
  This ring functions as a ring of minor elemental resistance for 
  all types of energy: fire, cold, electricity, acid, and sonic.
  Whenever the wearer would normally take such damage, 
  subtract 15 points of damage per round from the amount 
  before applying.
  The major version of this ring is an epic magic item 
  described in the Epic Level Handbook.
  Caster Level: 15th; Prerequisites: Forge Ring, protection from 
  elements; Market Price: 144,000 gp.
  BOOK OF EXALTED DEEDS 
  (3.5)
  ADAMANTINE TOUCH
  When worn, this adamantine ring allows the wearer to 
  make melee weapon attacks and natural attacks as though 
  wielding an adamantine weapon.
  Strong transmutation; CL 12th; Forge Ring, touch of 
  adamantine; Price 120,000 gp; Cost to Create 60,000 gp + 
  4,800 XP.
  AFFLICTION
  This mithral ring is shaped like a beautiful feathered 
  serpent.
  Any natural or unarmed attack made by the ring’s wearer 
  forces the target to succeed on a DC 17 Fortitude save or 
  succumb to an affliction of the ring wearer’s choice (see the
  affliction spell description for more information).
  Strong necromancy [good]; CL 12th; Forge Ring, affliction, 
  creator must be good; Price 72,000 gp; Cost to Create 36,000 
  gp + 2,880 gp.
  SOLAR WINGS
  This brilliant gold ring causes is inlaid with celestial script.
  When the ring is put on, the wearer grows gleaming white 
  wings (like those of a solar) and gains the ability fly at a 
  speed of 150 feet (good maneuverability).
  The wings disappear if the ring is removed.
  If the ring is removed while the wearer is in flight, the 
  wearer floats to the ground as per a feather fall spell.
  If the wearer already has a functional set of wings, the ring 
  does not create new ones, but the wearer may use the ring’s 
  fly speed if it’s faster.
  Strong transmutation; CL 12th; Forge Ring, feather fall,
  polymorph; Price 118,000 gp; Cost to Create 59,000 gp + 
  4,720 XP.
  VENGEANCE
  This gold ring glows softly when worn by a good-aligned 
  creature.
  If the wearer of the ring dies, an arc of divine energy leaps 
  from the ring and deals 15d6 points of damage to the 
  creature that dealt the killing blow.
  
  581
  The damage is of divine origin and of a nonspecific energy 
  type.
  The target of the attack can make a DC 19 Reflex save to 
  reduce the damage by half.
  Once the ring unleashes its energy, it turns to dust.
  Strong abjuration [good]; CL 15th; Forge Ring, vengeance 
  halo, creator must be good; Price 4,500 gp; Cost to Create 
  2,250 gp + 180 XP.
  BOOK OF VILE DARKNESS 
  (3.0)
  MASTER
  The wearer of this iron ring, emblazoned with the symbol 
  of a brooding falcon, can deal 3d6 points of damage per 
  round as a free action to anyone wearing a slave ring keyed 
  to it.
  Furthermore, the wearer can exchange messages with 
  anyone wearing a slave ring (as if using a sending spell) 
  three times per day.
  Typically, a master ring has ten slave rings keyed to it.
  Caster Level: 7th; Prerequisites: Forge Ring, shriveling, sending;
  Market Price: 40,600 gp (does not include slave rings; see 
  below).
  SLAVE
  This iron ring, once put on, cannot be removed except by 
  the wearer of the master ring (see above) keyed to it.
  The wearer is subject to horrible, flesh-disrupting damage 
  by the wearer of the master ring, and she can also exchange 
  messages with him.
  Caster Level: 7th; Prerequisites: Forge Ring; Market Price: 500 
  gp.
  VILE SPELL
  If this ring is worn by a spellcaster, 1 point of damage per 
  spell level from each of the caster’s damaging spells is vile 
  damage.
  If multiple creatures take damage (such as with a fireball 
  spell), each creature takes the vile damage.
  Caster Level: 5th; Prerequisites: Forge Ring, vile lance; Market 
  Price: 15,000 gp.
  VILE WEAPON
  This is a black metal band with a small ruby.
  When worn, each melee attack made by the wearer deals 1 
  extra point of vile damage.
  Caster Level: 5th; Prerequisites: Forge Ring, vile lance; Market 
  Price: 20,000 gp.
  WEEPING
  This dull gray ring allows the wearer to bestow weeping, 
  crippling sadness by touch.
  A humanoid touched by the wearer of a ring of weeping must 
  succeed at a Will save (DC 11) or be incapacitated for 1 
  round, then take a –3 morale penalty on attack rolls, saving 
  throws, ability checks, and skill checks for 5 rounds.
  Each time the ring is used to affect a creature, its wearer 
  takes a –1 morale penalty on attack rolls, saving throws, 
  ability checks, and skill checks for 5 rounds.
  Caster Level: 5th; Prerequisites: Forge Ring, sorrow; Market 
  Price: 3,000 gp.
  CHAMPIONS OF VALOR 
  (3.5)
  TRUTH-TELLING
  A ring of truth-telling is an item worn by the Heralds of 
  Nimbral to determine the guilt or innocence of anyone 
  they question.
  Description: Each of these rings is a simple brass band with 
  alternating triangles etched into its outer surface.
  Activation: As a free action, the wearer can utter a 
  command phrase (“speak plainly” in Halruaan) to activate 
  the powers of the ring.
  This can be done up to five times per day.
  Effect: The ring provides the effects of both a detect thoughts 
  (see page 220 in the Player’s Handbook) and a zone of truth 
  (page 303 in the Player’s Handbook) spell within a 20-foot-
  radius area.
  The effects allow the wearer to read the surface thoughts of 
  any creature in the area, while at the same time preventing 
  those creatures from speaking any deliberate lies.
  These effects last as long as the wearer concentrates, or up 
  to 3 minutes.
  Aura/Caster Level: Faint enchantment/divination. CL 3rd.
  Construction: Forge Ring, detect thoughts, zone of truth,
  13,500 gp, 1,080 XP, 14 days.
  Weight: —.
  Price: 27,000 gp.
  CITY OF SPLENDORS 
  WATERDEEP (3.5)
  ARMOR
  These rings come in three varieties.
  A ring of light armor is equivalent to a ring of protection +1 
  with the light fortification armor special ability.
  A ring of medium armor is equivalent to a ring of protection +1 
  with the medium fortification armor special ability.
  A ring of heavy armor is equivalent to a ring of protection +1 
  with the heavy fortification armor special ability.
  Other varieties, with larger deflection bonuses, exist as 
  well.
  Strong abjuration; CL 13th; Forge Ring, limited wish or 
  miracle, shield of faith, caster must be of a level at least three 
  times greater than the deflection bonus of the ring; Price 
  8,000 gp (light), 32,000 gp (medium), 72,000 gp (heavy); 
  Weight —.
  
  582
  RESEARCH
  A ring of research is a simple gold or silver ring set with a 
  colored gemstone.
  When worn, it enables the wearer to quickly and 
  unerringly find the right page in the right book or scroll to 
  answer any question, assuming the wearer has access to a 
  library that actually contains the answer.
  The practical effect of this power is to double the 
  circumstance bonus on Knowledge checks given by access 
  to a library.
  (If no such bonus is specified, assume the ring of research 
  gives a +2 bonus).
  Faint divination; CL 5th; Forge Ring, legend lore; Price 2,500 
  gp; Weight —.
  TROBRIAND
  A ring of Trobriand enables the wearer to issue mental 
  commands to one or more scaladars.
  A ring of Trobriand can issue mental commands only to a 
  scaladar it was associated with during the creation process.
  Strong evocation; CL 13th; Forge Ring, sending; Price 2,000 
  gp; Weight —.
  COMPLETE ADVENTURER 
  (3.5)
  FILCHER’S FRIEND
  When activated, this plain steel ring draws toward it any 
  loose metal object within 1 foot and weighing no more 
  than 1 ounce (usually coins, jewelry, or small keys).
  The objects do not have to be ferrous, simply metal in some 
  way.
  A filcher’s friend also grants a +5 bonus on Sleight of Hand 
  checks involving metal objects.
  Faint transmutation; CL 12th; Forge Ring, mage hand; Price 
  2,500 gp.
  LOCKPICKING
  This ring is made up of tiny prongs, wires, and other small 
  devices that spring to life on command.
  A lockpicking ring grants the wearer a +5 competence bonus 
  on Open Lock checks and the ability to use knock once per 
  day if the wearer touches a portal she wishes to open.
  Faint transmutation; CL 3rd; Forge Ring, knock; Price 4,500 
  gp.
  COMPLETE ARCANE (3.5)
  ARCANE MIGHT
  Usually made of bronze, a ring of arcane might is forged in 
  the shape of a serpent devouring its own tail.
  When worn by any arcane spellcaster, the ring provides a 
  +1 bonus to arcane caster level for the purpose of spell 
  penetration checks, caster level checks, and all level-based 
  variables of any arcane spell the wearer casts.
  Moderate abjuration; CL 8th; Forge Ring, limited wish, 
  greater magic weapon; Price 20,000 gp.
  Lore: A creature wearing a lore ring can use legend lore and 
  stone tell each once per week by speaking a command word, 
  and can find magic traps created by glyphs, runes, sigils, 
  and symbols with a successful Search check, just as a rogue 
  does.
  Strong divination; CL 12th; Forge Ring, find traps, legend 
  lore, stone tell; Price 23,250 gp.
  SPELL-BATTLE
  This potent ring is typically made of gold and set with small 
  spheres of silver.
  The wearer becomes cognizant of all spellcasting that 
  occurs within 60 feet, and she can identify the spell being 
  cast (even if she can’t see its casting or effect) on a 
  successful Spellcraft check (DC 15 + spell level).
  If this identification succeeds, the wearer can choose once 
  per day to have the ring counterspell (without readying a 
  counterspell action or making a dispel check) or can 
  change the target or the point of effect of the spell to any 
  target or point within 60 feet (including herself if she 
  chooses to redirect a potentially beneficial spell).
  If the wearer chooses an illegal target (an animal for a 
  humanoid-affecting spell, for instance, or a point of effect 
  outside the spell’s range as measured from the original 
  caster), the spell functions normally and the redirection is 
  wasted.
  If the wearer ends up in the area of a retargeted spell, she 
  experiences the effect of the spell as normal.
  Strong divination; CL 14th; Forge Ring, detect magic, dispel 
  magic, spell turning, creator must have 10 ranks in Spellcraft; 
  Price 67,600 gp.
  THEURGY
  Often carved from a single piece of polished coral, a ring of 
  theurgy functions differently depending on which type of 
  arcane spellcaster wears it.
  For wizards and other characters who prepare spells, the 
  ring serves as a small and quickly accessible spellbook 
  capable of storing up to three spells of any level the wearer 
  can cast.
  As a move action, the wearer can transfer any spell in the 
  ring to an empty spell slot of the appropriate level, with the 
  spell instantly ready to be cast as if previously prepared.
  The wearer can’t transfer a spell from a ring of theurgy to an 
  expended spell slot, but only to a spell slot that he 
  deliberately left empty in order to prepare a spell, providing 
  some degree of spontaneity in the spells he has available 
  even though he gains no additional spells per day.
  For example, a 5th-level wizard might store fireball, dispel 
  magic, and fly in the ring, then leave one 3rd-level spell slot 
  open to be used for offense, defense, or escape as necessary.
  Sorcerers and other characters who don’t prepare spells 
  gain a different benefit from a ring of theurgy.
  Each spell stored in the ring is usable as an additional spell 
  known as long as the character has an unused spell slot of 
  the appropriate level.
  The stored spell disappears from the ring when cast, but the 
  wearer can then have spells not on her spell list cast into 
  the ring to be used again.
  
  583
  For example, a bard who doesn’t have invisibility sphere on 
  her list of spells known could have the spell put into a ring 
  of theurgy by her party’s wizard so that both characters have 
  the spell available if needed.
  Any material components or XP components are provided 
  at the time the spell is cast from the ring, not at the time it 
  is put into the ring to be stored for later retrieval.
  Moderate universal; CL 12th; Forge Ring, Rary’s mnemonic 
  enhancer; Price 20,000 gp.
  COMPLETE CHAMPION 
  (3.5)
  BEAST
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Rings
  Caster Level: 10th.
  Aura: Moderate (DC 20); conjuration.
  Activation: —
  Weight: —
  This tiny ring is carved of smooth wood, and engravings of ivy run 
  along its length.
  Whenever you cast a summon nature’s ally spell (whether 
  normally or spontaneously), you can treat it as though it 
  were one level higher than it is.
  For instance, if you cast summon nature’s ally III (or sacrifice 
  a 3rd-level druid spell to spontaneously cast it), you can 
  treat it as if you had cast summon nature’s ally IV instead.
  However, you cannot use a ring of the beast to cast a summon 
  nature’s ally spell of a level higher than you can normally 
  cast (in the class that allows you to cast the summon 
  nature’s ally spell).
  This ring continues to function even while you are using 
  wild shape.
  The ring of the beast is part of a set collectively known as the 
  trappings of the beast.
  When you wear it along with armor of the beast (page 135) 
  and a mantle of the beast (see above), you gain additional 
  abilities, as noted in the armor of the beast description.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  Prerequisites: Forge Ring, Heighten Spell, summon nature’s 
  ally I, wild shape.
  COMPLETE MAGE (3.5)
  ARCANE SUPREMACY
  This simple but potent ring enables you to more effectively 
  penetrate your foe’s spell resistance.
  Description: This ornate silver ring resembles a serpentine 
  dragon consuming its own tail, in the classic ouroboros 
  position.
  The band feels slightly warm to the touch, and the dragon’s 
  eyes gleam brightly any time the wearer casts a spell.
  Activation: A ring of arcane supremacy requires a free action 
  to activate.
  You must declare that you are using the ring’s power before 
  the DM declares whether your caster level check (see 
  Effect, below) results in success or failure.
  It functions up to three times per day, but not more than 
  once per round.
  Effect: The ring grants its wearer the ability to reroll a caster 
  level check made to overcome spell resistance with an 
  arcane spell or invocation.
  You must take the result of the reroll, even if it’s worse than 
  the original roll.
  Aura/Caster Level: Faint abjuration. CL 3rd.
  Construction: Forge Ring, true casting (page 121), 6,000 gp, 
  480 XP, 12 days.
  Price: 12,000 gp.
  DEADWALKER
  This ring empowers your created undead.
  Description: A deadwalker’s ring is carved from humanoid 
  bone.
  It always feels faintly cold to the touch.
  Whenever the ring is active, it rotates around the wearer’s 
  finger of its own accord and gives off faint creaking sounds, 
  like the clacking of the walking dead.
  Activation: You must wear a deadwalker’s ring for at least 24 
  consecutive hours in order for it to function.
  It requires no specific action to activate.
  Instead, it automatically functions each time you cast a 
  spell that creates undead, up to a maximum of three times 
  per day.
  Effect: While you wear the ring, any undead you create by a 
  spell (such as animate dead) gain +2 hit points per HD.
  This benefit doesn’t stack with the extra hit points granted 
  by the desecrate spell.
  Aura/Caster Level: Moderate necromancy. CL 7th.
  Construction: Forge Ring, animate dead or desecrate, 2,000 
  gp, 160 XP, 4 days.
  Price: 4,000 gp.
  ENDURING ARCANA
  Well loved by casters who expect to face rivals with similar 
  abilities, a ring of enduring arcana renders your spells more 
  resistant to dispelling.
  Description: This ring is actually a webwork lattice of gold 
  and mithral that takes up most of the length of the finger.
  (It is jointed in the middle to allow full movement).
  The lattice seems to shift and flow any time the wearer casts 
  a spell.
  Activation: A ring of enduring arcana remains active 
  constantly, as long as it is worn.
  When first donned, however, it requires 24 hours to 
  acclimate to the wearer before it functions.
  Effect: You are considered four levels higher than your 
  actual caster level whenever another character attempts to 
  dispel or counter one of your spells.
  Aura/Caster Level: Moderate abjuration. CL 9th.
  Construction: Forge Ring, dispel magic, 3,000 gp, 240 XP, 6 
  days.
  Price: 6,000 gp.
  INSTANT ESCAPE
  This potent item allows the wearer to avoid major 
  destructive magic, as well as fooling the enemy into 
  believing they have wounded or slain him.
  
  584
  Description: This ring is constructed of thin wires—gold 
  and black iron—wound around each other over and over 
  into a nearly solid band.
  When activated, and for 1d4 rounds thereafter, the ring 
  feels as though it is writhing against the skin, as if the wires 
  were constantly sliding over and through each other.
  Activation: A ring of instant escape requires an immediate 
  action to activate.
  The ring functions only once per day and resets at 
  midnight.
  Effect: When you are subject to a harmful effect that allows 
  a Reflex save to reduce or negate it (such as a fireball or a 
  dragon’s breath), you can activate a ring of instant escape to be 
  instantly transported elsewhere, as per dimension door (PH
  221), although the range is limited to 40 feet.
  This occurs just before the effect resolves, so you are 
  unaffected by it (assuming your destination is outside the 
  area of the effect).
  Aura/Caster Level: Moderate conjuration. CL 7th.
  (A ring of elusive escape, described below, also radiates 
  moderate illusion).
  Construction: Forge Ring, dimension door, 9,000 gp, 720 XP, 
  18 days.
  Variants: The rare ring of elusive escape also turns you 
  invisible (as the invisibility spell) and leaves behind a major 
  image (PH 254) of yourself.
  Both of these effects last for 1 round.
  The image looks as though it has taken damage from the 
  harmful effect and reacts appropriately to further attacks as 
  well, as though you were concentrating on it for the length 
  of its duration.
  (Requires invisibility and major image, +7,000 gp, +560 XP, + 
  14 days).
  Price: 18,000 gp (instant escape), 32,000 gp (elusive escape).
  MIGHTY SUMMONS
  This ring enhances summoned creatures, making them as 
  tough as possible, but at the cost of a reduced “life span”.
  Description: A ring of mighty summons is an ornate gold 
  band, carved with tiny images of many creatures and the 
  representations of all four elements.
  Its surface is rough to the touch.
  Whenever the ring is active, the images carved on it seem 
  to twist and move as though alive, and the item smells 
  faintly of ozone.
  Activation: A ring of mighty summons requires no specific 
  action to activate, merely an act of will made as part of 
  casting a summoning spell.
  It functions up to three times per day.
  Effect: When you use this ring while casting a summoning 
  spell, any creature you summon with the spell has 
  maximum hit points per Hit Die.
  However, the duration of the spell is halved (to a minimum 
  of 1 round).
  Aura/Caster Level: Moderate conjuration. CL 6th.
  Construction: Forge Ring, Augment Summoning, Spell 
  Focus (conjuration), summon monster III or summon natures 
  ally III, 7,000 gp, 560 XP, 14 days.
  Price: 14,000 gp.
  SPELLGUARD
  This pair of rings allows a spellcaster to designate an ally 
  temporarily immune to his magic.
  Description: Both of a pair of spellguard rings are ornate 
  bands; one is forged of gold, the other of bronze.
  Draconic writing around the interior of both rings 
  translates roughly as “Let no friend of mine ever feel the 
  sting of my magic”.
  Activation: A spellcaster activates the power of spellguard 
  rings as a free action in conjunction with casting a spell.
  They function up to three times per day.
  Effect: In order for them to function, both spellguard rings 
  must be worn—the gold ring by a spellcaster, the bronze 
  one by anyone else.
  When the rings are activated, the wearer of the bronze ring 
  becomes immune to any spell cast by the wearer of the gold 
  ring, as long as that spell is cast within 1 round.
  The rings can be useful for pulling off certain tactical 
  maneuvers, such as letting the spellcaster lob a fireball into 
  the midst of a horde of orcs, even though his paladin 
  companion stands right in the center of them.
  The construction costs and price below are for a pair of 
  matched rings.
  If one ring of a pair is lost or destroyed, the other becomes 
  useless.
  Aura/Caster Level: Moderate abjuration. CL 7th.
  Construction: Forge Ring, Otiluke’s suppressing field (page 
  112), 2,000 gp, 160 XP, 4 days.
  Price: 4,000 gp.
  DRACONOMICON (3.5)
  CLAWS OF THE RIPPER
  These metal, scythe-like blades are designed to fit over one 
  set of a dragon’s claws, and they resize to fit any dragon of 
  Large size or bigger.
  A dragon wearing claws of the ripper cannot also make use of 
  a magic ring on that claw.
  When worn, claws of the ripper increase the damage dealt by 
  the dragon’s claws on a critical hit, giving them a ×4 
  multiplier (like that of a scythe).
  Faint transmutation; CL 6th; Craft Ring; Price 2,000 gp; 
  Weight 10 lb.
  DRAGON FRIENDSHIP
  This ring is carved to look like a dragon coiled around the 
  wearer’s finger.
  The wearer gains a +5 enhancement bonus on Diplomacy 
  checks made to influence the attitude of dragons.
  No dragon will voluntarily attack or otherwise attempt to 
  harm the wearer.
  Once per month, the wearer can use a suggestion effect on a 
  dragon (heightened to 9th level; Will DC 23 negates).
  If the wearer attacks a dragon in any way (including by the 
  use of the ring’s suggestion power), this ring loses its powers 
  for 24 hours.
  (The suggestion effect can continue after the ring stops 
  working).
  
  585
  Strong enchantment; CL 17th; Forge Ring, Heighten Spell, 
  dominate monster, suggestion; Price 28,750 gp.
  DRAGONSHAPE
  This ring is shaped like a hollowed dragon’s claw.
  It is slipped over the length of the wearer’s finger, but 
  doesn’t restrict manual dexterity in any way.
  Once per day, the wearer can activate the ring (as a standard 
  action) to polymorph into a young red dragon (if the wearer 
  is evil) or a young gold dragon (if the wearer is good).
  This effect functions as the polymorph spell, except that the 
  duration is 1 hour.
  The effect can be dismissed by the wearer as a standard 
  action.
  Moderate transmutation; CL 7th; Forge Ring, polymorph; 
  Price 23,000 gp.
  DRAGON MAGIC (3.5)
  DRACONIC ZEAL
  A dragon can lash out at more than one enemy with its 
  claws, teeth, wings, and tail.
  A lesser ring of draconic zeal grants its wearer a similar ability 
  to attack multiple foes.
  Description: A lesser ring of draconic zeal is made of ivory 
  carved to resemble hundreds of interlocking dragon scales.
  When the ring’s power is activated, it emits a roar like that 
  of a fearsome dragon.
  Activation: Once per day, the wearer can invoke the power 
  of the ring (a swift action).
  Effect: Immediately after activating the ring, the wearer can 
  make one melee attack using his highest base attack bonus 
  against each of three different enemies within reach (a full-
  round action).
  This effect applies only during the round in which the ring 
  is activated.
  If the wearer activates the ring but can’t take a full-round 
  action during that round, the effect is wasted.
  Aura/Caster level: Faint transmutation; CL 10th.
  Variant: A greater ring of draconic zeal functions lesser ring, 
  except that it allows the wearer to attack up to six adjacent 
  enemies within reach.
  Construction: Forge Ring, haste, 1,000 gp (or 3,000 gp for 
  greater ring), 80 XP (or 240 XP for greater ring), 2 days (or 6 
  days for greater ring).
  Weight: —.
  Price: 2,000 gp (lesser) or 6,000 gp (greater).
  DRAGONS OF FAERÛN 
  (3.5)
  DRACONIC DECEPTION
  This ring is a favored item by dragons that employ 
  deception and trickery as their weapons of choice.
  It allows them to simulate the appearances and powers of 
  other dragons.
  Lore: Characters can gain the following pieces of 
  information about rings of draconic deception by making 
  Knowledge (arcana) checks.
  DC 20: Claugiyliamatar, an ancient green dragon in the 
  Kryptgarden Forest, created the prototype of this ring so 
  that she could assume the forms of other dragons, for a 
  variety of deceptive purposes.
  DC 30: Claugiyliamatar used the ring to pose as a silver 
  dragon and offer to aid the Brokengulf family in ridding 
  their grazing lands of a rampaging green (who was actually 
  Claugiyliamatar herself).
  In the form of the silver, she not only decimated the 
  Brokengulf family, but also got a Waterdhavian strike force 
  to slay a young male green dragon with designs on her 
  territory.
  Description: These slender silver rings are engraved with 
  long draconic forms.
  Activation: A ring of draconic deception has two distinct 
  functions.
  Changing appearance to look like another dragon is a 
  standard action for the ring wearer.
  Changing the energy type and shape of a breath weapon is 
  part of the action used for the breath weapon.
  Effect: At will, this ring allows its wearer to alter her 
  appearance to look like a dragon of another kind.
  In addition, three times per day the ring allows its wearer to 
  change the shape and energy type of her own breath 
  weapon (though the damage and save DC remain the 
  same).
  Thus, an adult red dragon whose breath weapon is normally 
  a 14d10 cone of fire could use this ability to change her 
  breath weapon to a 14d10 line of lightning.
  Only creatures of the dragon type can use this ring.
  Moderate illusion and transmutation; CL 7th; Forge Ring, 
  disguise self, breath weapon substitution, creator must have the 
  Shape Breath feat; Price 64,200 gp; Cost 32,100 gp + 2,568 
  XP.
  DRAGONS
  These brass rings look like snakes or dragons biting their 
  own tails.
  They are created by the Cult of the Dragon and are greatly 
  prized by those in its higher organizational tiers.
  The Cult has made about seventy of these rings.
  The wearer can use the following abilities.
  • Verbally (as with tongues) or telepathically (as with Rary’s 
  telepathic bond) communicate with any dragon within line of 
  sight.
  • Produce a silent image of a dragon once per day within 60 
  feet.
  The dragon resembles any dragon the wearer has 
  personally seen.
  (This ability is typically used as a recognition symbol or a 
  diversion).
  Transmit a call to a named dracolich or evil dragon.
  The target knows the wearer’s location and can home in on 
  the call if he chooses to respond, although no compulsion 
  to do so exists.
  The call remains active until the ring is removed, the 
  wearer dismisses the call, or the wearer dies.
  Strong divination, evocation, and illusion; CL 15th; Forge 
  Ring, detect thoughts, sending, silent image, tongues; Price 
  25,000 gp.
  
  586
  SCATTERGLOOM
  This slim silver band is infused with shadow essence.
  It allows its bearer to cast scattergloom once per day.
  Faint evocation; CL 5th; Forge Ring, shadow walk; Price 
  5,400 gp.
  SHADOWS
  This slim ebony band is made of a strange form of black 
  platinum infused with shadow essence.
  In the hands of any character other than an assassin or 
  shadowdancer, it functions as a ring of see invisibility.
  When worn by an assassin or shadowdancer, the ring of 
  shadows also allows its bearer to shadow walk twice per day 
  and cast ethereal jaunt once per day.
  Strong transmutation and illusion; CL 13th; Forge Ring, 
  ethereal jaunt, see invisibility, shadow walk; Price 90,000 gp.
  DROW OF THE 
  UNDERDARK (3.5)
  ANTICIPATION
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Ring
  Caster Level: 7th
  Aura: Moderate; (DC 18) divination
  Activation: —
  Weight: —
  This unusual ring is wrought from smooth, transparent lavender 
  glass.
  While wearing a ring of anticipation, you gain a +2 
  competence bonus on Listen and Spot checks.
  When making initiative checks, you can roll twice and take 
  the better result.
  Prerequisite: Forge Ring, cat’s grace, owl’s wisdom.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  DROW BLOOD
  Price (Item Level): 4,800 gp (9th)
  Body Slot: Ring
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: Standard (command)
  Weight: —
  This strange silver ring appears tarnished in the light, but when 
  viewed in the shadows, it gleams as if highly polished.
  A ring of drow blood grants you the ability to use dancing 
  lights, darkness, and faerie fire as spell-like abilities, each once 
  per day.
  If you already have the ability to use these spells as spell-
  like abilities, you gain an additional daily use for each at 
  your normal caster level.
  Prerequisite: Forge Ring, dancing lights, darkness, faerie fire,
  drow.
  Cost to Create: 2,400 gp, 192 XP, 5 days.
  ESCAPING
  Price (Item Level): 3,100 gp (8th)
  Body Slot: Ring
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: — and swift (mental)
  Weight: —
  This black metal ring is extremely smooth.
  When worn, it fits snugly, though you cannot feel it.
  A ring of escaping allows you to slip away from a dangerous 
  situation.
  For as long as you wear the ring, you gain a +5 competence 
  bonus on Escape Artist checks.
  In addition, once per day as a swift action, you gain a fly 
  speed of 60 feet with good maneuverability for 1 round.
  Prerequisite: Forge Ring, fly, freedom of movement.
  Cost to Create: 1,550 gp, 124 XP, 4 days.
  EXCRUCIATING
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Ring
  Caster Level: 5th
  Aura: Faint; (DC 17) necromancy
  Activation: Immediate (command)
  Weight: —
  This bone ring is set with a marble-sized stone of white onyx.
  An excruciating ring punishes those who would touch you.
  Five times per day as an immediate action, when struck by a 
  melee attack, you can send a lance of pain through your 
  opponent, dealing 2d6 points of nonlethal damage.
  Prerequisite: Forge Ring, death armor.
  Cost to Create: 4,000 gp, 160 XP, 8 days.
  RESOLVE
  Price (Item Level): 5,500 gp (10th)
  Body Slot: Ring
  Caster Level: 13th
  Aura: Strong; (DC 21) abjuration
  Activation: — and immediate (command)
  Weight: —
  Eight small diamonds encrust this adamantine ring.
  A ring of resolve grants you a +4 morale bonus on Will saves 
  made against spells and spell-like effects with the fear 
  descriptor.
  This is a continuous effect and requires no activation.
  Once per day, as an immediate action you can turn back a 
  fear spell or spell-like effect against the original caster as 
  long as that effect had you as the target.
  For all aspects of the spell the effect functions as if the 
  original caster had selected itself as the target.
  Prerequisite: Forge Ring, spell turning.
  Cost to Create: 2,750 gp, 220 XP, 6 days.
  
  587
  DUNGEON MASTER’S 
  GUIDE 3.0 (3.0)
  ANIMAL FRIENDSHIP
  On command, this ring affects an animal as if the wearer 
  had cast animal friendship.
  The ring wearer can befriend 12 HD worth of animals (see 
  the spell description).
  If animal friendship is already on the character’s spell list, 
  this ring allows the character to befriend additional 
  animals.
  Caster Level: 6th; Prerequisites: Forge Ring, animal friendship;
  Market Price: 9,500 gp.
  BLINKING
  On command, this ring makes the wearer blink, as with the 
  blink spell.
  Caster level: 7th; Prerequisites: Forge Ring, blink; Market Price:
  30,000 gp.
  CHAMELEON POWER
  As a free action, the wearer of this ring can gain the ability 
  to magically blend in with the surroundings.
  This adds a +15 bonus to her Hide checks.
  As a standard action, she can also command the ring to 
  utilize the spell change self as often as she wants.
  Caster Level: 3rd; Prerequisites: Forge Ring, change self,
  invisibility; Market Price: 12,000 gp.
  CLIMBING
  This ring is actually a magic leather cord that ties around a 
  finger.
  It continually grants the wearer a +10 competence bonus to 
  Climb checks.
  Caster Level: 5th; Prerequisites: Forge Ring, creator must have 
  5 ranks of the Climb skill; Market Price: 2,000 gp.
  COUNTERSPELLS
  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 it 
  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 in it 
  again.
  Caster Level: 11th; Prerequisites: Forge Ring, spell turning;
  Market Price: 4,000 gp.
  DJINNI CALLING
  One of the many rings of fable, this “genie” ring is most 
  useful indeed.
  It serves as a special gate by means of which a specific 
  djinni can be called from the Elemental Plane of Air.
  When the ring is rubbed, 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.
  See the Monster Manual for details of a djinni’s abilities.
  Caster Level: 17th; Prerequisites: Forge Ring, gate; Market Price:
  125,000 gp.
  ELEMENTAL COMMAND
  All four types of elemental command rings are very powerful.
  Each appears to be nothing more than a lesser magic ring 
  until fully activated (see below), 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 save DC 17).
  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 suffer a –1 penalty to their attack rolls.
  The ring wearer makes applicable saving throws from the 
  extraplanar creature’s attacks with a +2 resistance bonus.
  He gains a +4 morale bonus to all attacks 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.
  They 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.
  Fear, hatred, and respect are determined by the DM.
  • The possessor of a ring of elemental command suffers a 
  saving throw penalty as follows:
  In addition to the powers described above, each specific 
  ring gives its wearer the following abilities according to its 
  type:
  Ring of Elemental Command (Air):
  • Feather fall (unlimited use, wearer only)
  • Resist elements (electricity) (unlimited use, wearer only)
  • Gust of wind (twice per day)
  
  588
  • 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 fall until a certain 
  condition is met, such as having the ring blessed, single-
  handedly slaying an air elemental, or whatever the DM 
  determines necessary 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 or 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 until the DM-
  established condition is met.
  Ring of Elemental Command (Fire):
  • Resist elements (fire) (as a major ring of elemental 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 elemental resistance 
  (fire) until the DM-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 DM-
  established condition is met.
  Caster Level: 15th; Prerequisites: Forge Ring, summon monster 
  VI, all appropriate spells; Market Price: 200,000 gp.
  ELEMENTAL RESISTANCE, MINOR
  This reddish iron ring continually protects the wearer from 
  damage from one type of energy—fire, cold, electricity, 
  acid, or sonic.
  When the wearer would normally take such damage, 
  subtract 15 points of damage per round from the total to 
  account for the ring’s effect.
  Caster Level: 5th; Prerequisites: Forge Ring, protection from 
  elements; Market Price: 16,000 gp.
  ELEMENTAL RESISTANCE, MAJOR
  This reddish iron ring continually protects the wearer from 
  even greater damage from one type of energy—fire, cold, 
  electricity, acid, or sonic.
  When the wearer would normally take such damage, 
  subtract 30 points of damage per round from the amount 
  before applying.
  This amount is enough to survive even on the Elemental 
  Plane corresponding to the energy type (if applicable), but 
  it still won’t completely absorb the breath of a nasty dragon 
  or completely negate a powerful fireball.
  Caster Level: 7th; Prerequisites: Forge Ring, protection from 
  elements; Market Price: 24,000 gp.
  EVASION
  This ring continually grants the wearer extreme 
  nimbleness, allowing her to avoid damage as if she had the 
  evasion ability.
  Whenever she makes a Reflex saving throw to determine 
  whether she takes half damage from an attack, a successful 
  save results in no damage.
  Caster Level: 7th; Prerequisites: Forge Ring, jump; Market Price:
  25,000 gp.
  FEATHER FALLING
  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 3 feet.
  Caster Level: 1st; Prerequisites: Forge Ring, feather fall; Market 
  Price: 2,200 gp.
  FORCE SHIELD
  An iron band, this simple ring generates a large 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 large shield (+2 
  AC).
  This special creation, since it can be activated and 
  deactivated at will (a free action), has no armor check 
  penalty or arcane spell failure chance.
  Caster Level: 9th; Prerequisites: Forge Ring, wall of force; Market 
  Price: 8,500 gp.
  FREEDOM OF MOVEMENT
  This gold ring allows the wearer to act as if continually 
  under the effect of a freedom of movement spell.
  Caster Level: 7th; Prerequisites: Forge Ring, freedom of 
  movement; Market Price: 40,000 gp.
  FRIEND SHIELD
  These curious rings always comes 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 or her ring to cast a shield other spell with the 
  wearer of the mated ring as the recipient.
  There is no range limitation on this effect.
  Caster Level: 10th; Prerequisites: Forge Ring, shield other;
  Market Price: 50,000 gp (for a pair).
  INVISIBILITY
  By activating this simple silver ring, the wearer can become 
  invisible, as the spell.
  Caster Level: 3rd; Prerequisites: Forge Ring, invisibility; Market 
  Price: 20,000 gp.
  JUMPING
  This ring continually allows the wearer to leap about as if a 
  jump spell had been cast upon him, adding a +30 bonus to 
  all his Jump checks and eliminating his usual maximum 
  distances.
  
  589
  Caster Level: 1st; Prerequisites: Forge Ring, jump; Market Price:
  2,000 gp.
  MIND SHIELDING
  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.
  Caster Level: 3rd; Prerequisites: Forge Ring, nondetection;
  Market Price: 8,000 gp.
  PROTECTION
  This ring offers continual magical protection in the form of 
  a deflection bonus of +1 to +5 to AC.
  Caster Level: 5th; Prerequisites: Forge Ring, shield of faith,
  caster must be of a level three times that of the bonus of the 
  ring; Market Price: 2,000 gp (ring +1); 8,000 gp (ring +2); 
  18,000 gp (ring +3); 32,000 gp (ring +4); or 50,000 gp (ring 
  +5).
  RAM
  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 (or a buck goat) 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 ring is quite useful for knocking opponents off 
  parapets or ledges, among other things.
  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 has Strength 25 and is Large).
  The ram gains a +1 bonus to 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.
  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.
  Caster Level: 9th; Prerequisites: Forge Ring, bull’s strength,
  telekinesis; Market Price: 8,600 gp.
  REGENERATION
  This white gold ring continually allows a living wearer to 
  heal 1 point of damage per level every hour rather than 
  every day.
  (This ability cannot be aided by the Heal skill).
  Subdual damage heals at a rate of 1 point of damage per 
  level every 5 minutes.
  If the wearer loses a limb, an organ, or any other body part 
  while wearing this ring, the ring regenerates it like the spell.
  In either case, only damage taken while wearing the ring is 
  regenerated.
  Caster Level: 15th; Prerequisites: Forge Ring, regenerate; Market 
  Price: 90,000 gp.
  SHOOTING STARS
  This ring has two modes of operation—at night and 
  underground—both of which work only in relative 
  darkness.
  During the night under the open sky, 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 in the same fashion (see the dancing 
  lights spell description in the Player’s Handbook).
  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.
  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, shooting stars, produces 
  glowing projectiles with fiery trails, much like a meteor 
  swarm.
  Three shooting stars 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 damage from the spread.
  Creatures not struck but within the spread ignore the 
  impact damage and take only half damage from the fire 
  spread on a successful Reflex save (DC 13).
  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, unless a Reflex save(DC 13) is made.
  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)
  
  590
  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.
  Caster Level: 12th; Prerequisites: Forge Ring, light, faerie fire,
  lightning bolt, meteor swarm; Market Price: 50,000 gp.
  SPELL STORING
  A ring of spell storing contains up to ten levels of spells that 
  the wearer can cast.
  Each spell has a caster level equal to the minimum level 
  needed to cast that spell.
  As with a wand (see the Wands section later in this 
  chapter), the user need not provide any material 
  components or focus, or pay an XP cost to cast the spell, 
  and there is no arcane spell failure chance for wearing 
  armor (since the ring user need not gesture) For a randomly 
  generated ring, treat it as a scroll to determine what spells 
  are stored in it (see the Scrolls section later in this chapter).
  If you roll a spell that would put the ring over the ten-level 
  limit, ignore that roll; the ring has no more spells in it.
  (Not every newly discovered ring need be fully charged).
  A spellcaster can cast any spells into the ring, so long as the 
  total spell levels do not add up to more than ten.
  A wizard could cast two fireball spells and a stoneskin spell 
  into the ring (3 + 3 + 4 = 10).
  She could then give the ring to a druid, who casts the 
  stoneskin spell from the ring and then puts four calm animal 
  spells into the ring.
  The druid could give the ring to a barbarian, who could use 
  all the spells but could not replace any.
  The ring magically imparts to the wearer the names of all 
  spells currently stored within it.
  Caster Level: Varies (minimum needed to cast each stored 
  spell); Prerequisites: Forge Ring, imbue with spell ability;
  Market Price: 90,000 gp.
  SPELL TURNING
  On command, this simple platinum band automatically 
  reflects spells cast at the wearer, exactly as if spell turning 
  had been cast upon the wearer.
  Caster Level: 15th; Prerequisites: Forge Ring, spell turning;
  Market Price: 150,000 gp.
  SUSTENANCE
  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.
  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.
  Caster Level: 5th; Prerequisites: Forge Ring, create food and 
  water; Market Price: 2,500 gp.
  SWIMMING
  This silver ring has a wave pattern etched into the band.
  It continually grants the wearer a +10 competence bonus to 
  Swim checks.
  Caster Level: 5th; Prerequisites: Forge Ring, creator must have 
  5 ranks of the Swim skill; Market Price: 2,300 gp.
  TELEKINESIS
  This ring allows the caster to use the spell telekinesis on 
  command.
  Caster Level: 9th; Prerequisites: Forge Ring, telekinesis; Market 
  Price: 75,000 gp.
  THREE WISHES
  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.
  Caster Level: 20th; Prerequisites: Forge Ring, wish or miracle;
  Market Price: 97,950 gp; Cost to Create: 11,475 gp + 15,918 XP.
  WARMTH
  This ring is brass and set with a single red stone.
  It continually keeps the wearer comfortably warm, 
  allowing her to withstand cold weather and cold damage as 
  if she had endure elements (cold) cast upon her (negating 5 
  points of cold damage per round).
  Caster Level: 7th; Prerequisites: Forge Ring, endure elements;
  Market Price: 2,100 gp.
  WATER WALKING
  This ring, set with an opal, allows the wearer to continually 
  utilize the effects of the spell water walk.
  Caster Level: 9th; Prerequisites: Forge Ring, water walk; Market 
  Price: 15,000 gp.
  WIZARDRY
  This special ring come in four types (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.
  Caster Level: 11th (wizardry I), 14th (wizardry II), 17th 
  (wizardry III), or 20th (wizardry IV); Prerequisites: Forge Ring, 
  limited wish (wizardry I–wizardry IV); Market Price: 20,000 gp 
  (wizardry I), 40,000 gp (wizardry II), 70,000 gp (wizardry III), 
  or 100,000 gp (wizardry IV).
  
  591
  X-RAY VISION
  On command, this ring gives its possessor 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.
  (For example, if the wearer looks into a locked chest, he can 
  see inside even if there’s no light within).
  X-ray vision can penetrate 20 feet of cloth, wood, or similar 
  animal or vegetable material.
  It can see through up to 10 feet of stone or some metals.
  Some metals can’t be penetrated at all.
  It’s possible to scan an area of up to 100 square feet during 1 
  round.
  For example, during 1 round the wearer of the ring could 
  scan an area of stone 10 feet wide and 10 feet high.
  Alternatively, he could scan an area 5 feet wide and 20 feet 
  high.
  Secret compartments, drawers, recesses, and doors are 90% 
  likely to be located by X-ray vision scanning.
  Using the ring is physically exhausting, causing the wearer 
  1 point of temporary Constitution damage per minute after 
  the first 10 minutes of use in a single day.
  Caster Level: 6th; Prerequisites: Forge Ring, true seeing; Market 
  Price: 25,000 gp.
  DUNGEON MASTER’S 
  GUIDE 1 3.5 (3.5)
  ANIMAL FRIENDSHIP
  On command, this ring affects an animal as if the wearer 
  had cast charm animal.
  Faint enchantment; CL 3rd; Forge Ring, charm animal; Price 
  10,800 gp.
  BLINKING
  On command, this ring makes the wearer blink, as with the 
  blink spell.
  Moderate transmutation; CL 7th; Forge Ring, blink; Price 
  27,000 gp.
  CHAMELEON POWER
  As a free action, the wearer of this ring can gain the ability 
  to magically blend in with the surroundings.
  This provides a +10 competence bonus on her Hide checks.
  As a standard action, she can also command the ring to 
  utilize the spell disguise self as often as she wants.
  Faint illusion; CL 3rd; Forge Ring, disguise self, invisibility;
  Price 12,700 gp.
  CLIMBING
  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.
  Faint transmutation; CL 5th; Forge Ring, creator must have 
  5 ranks in the Climb skill; Price 2,500 gp.
  CLIMBING, IMPROVED
  As climbing, except it grants a +10 competence bonus on its 
  wearer’s Climb checks.
  Faint transmutation; CL 5th; Forge Ring, creator must have 
  10 ranks in the Climb skill; Price 10,000 gp.
  COUNTERSPELLS
  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 in it 
  again.
  Moderate evocation; CL 11th; Forge Ring, imbue with spell 
  ability; Price 4,000 gp.
  DJINNI CALLING
  One of the many rings of fable, this “genie” ring is most 
  useful indeed.
  It serves as a special gate by means of which a specific djinni 
  can be called from the Elemental 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.
  See the Monster Manual for details of a djinni’s abilities.
  Strong conjuration; CL 17th; Forge Ring, gate; Price 125,000 
  gp.
  ELEMENTAL COMMAND
  All four kinds of elemental command rings are very powerful.
  Each appears to be nothing more than a lesser magic ring 
  until fully activated (see below), 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).
  
  592
  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 from 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.
  They 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.
  Fear, hatred, and respect are determined by the DM.
  The possessor of a ring of elemental command takes a saving 
  throw penalty as follows:
  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, such as 
  having the ring immersed in holy water, single-handedly 
  slaying an air elemental, or whatever the DM determines 
  necessary 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 or 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 until the DM-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 DM-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 DM-established condition is 
  met.
  Strong conjuration; CL 15th; Forge Ring, summon monster 
  VI, all appropriate spells; Price 200,000 gp.
  ENERGY RESISTANCE
  This reddish iron 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.
  A major ring of energy resistance grants 20 points of resistance.
  A greater ring of energy resistance grants 30 points of 
  resistance.
  Faint (minor or major) or moderate (greater) abjuration; CL 
  3rd (minor), 7th (major), or 11th (greater); Forge Ring, resist 
  energy; Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp 
  (greater).
  EVASION
  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.
  Moderate transmutation; CL 7th; Forge Ring, jump; Price 
  25,000 gp.
  FEATHER FALLING
  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.
  Faint transmutation; CL 1st; Forge Ring, feather fall; Price 
  2,200 gp.
  FORCE SHIELD
  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.
  Moderate evocation; CL 9th; Forge Ring, wall of force; Price 
  8,500 gp.
  FREEDOM OF MOVEMENT
  This gold ring allows the wearer to act as if continually 
  under the effect of a freedom of movement spell.
  
  593
  Moderate abjuration; CL 7th; Forge Ring, freedom of 
  movement; Price 40,000 gp.
  FRIEND SHIELD
  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 or her ring to cast a shield other spell with the 
  wearer of the mated ring as the recipient.
  This effect has no range limitation.
  Moderate abjuration; CL 10th; Forge Ring, shield other; Price 
  50,000 gp (for a pair).
  INVISIBILITY
  By activating this simple silver ring, the wearer can benefit 
  from invisibility, as the spell.
  Faint illusion; CL 3rd; Forge Ring, invisibility; Price 20,000 
  gp.
  JUMPING
  This ring continually allows the wearer to leap about, 
  providing a +5 competence bonus on all his Jump checks.
  Faint transmutation; CL 2nd; Forge Ring, creator must have 
  5 ranks in the Jump skill; Price 2,500 gp.
  JUMPING, IMPROVED
  As jumping, except it grants a +10 competence bonus on its 
  wearer’s Jump check.
  Moderate transmutation; CL 7th; Forge Ring, creator must 
  have 10 ranks in the Jump skill; Price 10,000 gp.
  MIND SHIELDING
  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.
  Faint abjuration; CL 3rd; Forge Ring, nondetection; Price 
  8,000 gp.
  PROTECTION
  This ring offers continual magical protection in the form of 
  a deflection bonus of +1 to +5 to AC.
  Faint abjuration; CL 5th; Forge Ring, shield of faith, caster 
  must be of a level at least three times greater than the bonus 
  of the ring; Price 2,000 gp (ring +1); 8,000 gp (ring +2); 
  18,000 gp (ring +3); 32,000 gp (ring +4); 50,000 gp (ring +5).
  RAM
  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 (or a billy goat) 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 ring is useful for knocking opponents off parapets or 
  ledges, among other things.
  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 has Strength 25 and is Large).
  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.
  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.
  Moderate transmutation; CL 9th; Forge Ring, bull’s strength,
  telekinesis; Price 8,600 gp.
  REGENERATION
  This white gold ring continually allows a living wearer to 
  heal 1 point of damage per level every hour rather than 
  every day.
  (This ability cannot be aided by the Heal skill).
  Nonlethal damage heals at a rate of 1 point of damage per 
  level every 5 minutes.
  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.
  Strong conjuration; CL 15th; Forge Ring, regenerate; Price 
  90,000 gp.
  SHOOTING STARS
  This ring has two modes of operation, one for being in 
  shadowy darkness 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 in the same fashion (see the dancing 
  lights spell description in the Player’s Handbook).
  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 
  
  594
  dissipate, taking electricity damage in the process 
  according to the number of balls created.
  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.
  Strong evocation; CL 12th; Forge Ring, light, faerie fire,
  fireball, lightning bolt; Price 50,000 gp.
  SPELL STORING, MINOR
  A minor ring of spell storing contains up to three levels of 
  spells 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, or pay an XP cost 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 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 (see the Scrolls 
  section later in this chapter).
  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.
  (Not every newly discovered ring need be fully charged).
  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.
  A wizard could cast two magic missile spells and a mage armor 
  spell into the ring (1 + 1 + 1 = 3).
  She could then give the ring to a druid, who casts the mage 
  armor spell from the ring and then puts a calm animal spell
  into the ring.
  The druid could give the ring to a barbarian, who could use 
  all the spells but could not replace any.
  The ring magically imparts to the wearer the names of all 
  spells currently stored within it.
  Faint evocation; CL 5th; Forge Ring, imbue with spell ability;
  Price 18,000 gp.
  SPELL STORING
  As the minor ring of spell storing, except it holds up to five 
  levels of spells.
  Moderate evocation; CL 9th; Forge Ring, imbue with spell 
  ability; Price 50,000 gp.
  SPELL STORING, MAJOR
  As the minor ring of spell storing, except it holds up to ten 
  levels of spells.
  Strong evocation; CL 17th; Forge Ring, imbue with spell 
  ability; Price 200,000 gp.
  SPELL TURNING
  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 the wearer.
  Strong abjuration; CL 13th; Forge Ring, spell turning; Price 
  98,280 gp.
  SUSTENANCE
  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.
  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.
  Faint conjuration; CL 5th; Forge Ring, create food and water;
  Price 2,500 gp.
  SWIMMING
  This silver ring has a wave pattern etched into the band.
  It continually grants the wearer a +5 competence bonus on 
  Swim checks.
  Faint transmutation; CL 2nd; Forge Ring, creator must have 
  5 ranks in the Swim skill; Price 2,500 gp.
  SWIMMING, IMPROVED
  As swimming, except it grants a +10 competence bonus on 
  its wearer’s Swim checks.
  
  595
  Moderate transmutation; CL 7th; Forge Ring, creator must 
  have 10 ranks in the Swim skill; Price 10,000 gp.
  TELEKINESIS
  This ring allows the caster to use the spell telekinesis on 
  command.
  Moderate transmutation; CL 9th; Forge Ring, telekinesis;
  Price 75,000 gp.
  THREE WISHES
  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.
  Strong evocation (if miracle is used); CL 20th; Forge Ring, 
  wish or miracle; Price 97,950 gp; Cost 11,475 gp + 15,918 XP.
  WATER WALKING
  This ring, set with an opal, allows the wearer to continually 
  utilize the effects of the spell water walk.
  Moderate transmutation; CL 9th; Forge Ring, water walk;
  Price 15,000 gp.
  WIZARDRY
  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.
  Moderate (wizardry I) or strong (wizardry II–IV) (no school); 
  CL 11th (I), 14th (II), 17th (III), 20th (IV); Forge Ring, 
  limited wish; Price 20,000 gp (I), 40,000 gp (II), 70,000 gp 
  (III), 100,000 gp (IV).
  X-RAY VISION
  On command, this ring gives its possessor 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.
  (For example, if the wearer looks into a locked chest, he can 
  see inside even if there’s no light within).
  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 physically exhausting, causing the wearer 
  1 point of Constitution damage per minute after the first 10 
  minutes of use in a single day.
  Moderate divination; CL 6th; Forge Ring, true seeing; Price 
  25,000 gp.
  DUNGEON MASTER’S 
  GUIDE 2 (3.5)
  GREATER COUNTERSPELLS
  The ring of counterspells described in the Dungeon Master’s 
  Guide is a potent item that allows the wearer to 
  automatically negate a single spell stored within it.
  In addition to this quality, however, the ring of greater 
  counterspells grants an even more powerful ability to anyone 
  who has the innate ability to counterspell.
  Specifically, any spellcaster who wears it can attempt to 
  counterspell a spell once per day, even if caught 
  unprepared.
  Description: A ring of greater counterspells is made of white 
  gold forged in a braided pattern.
  A single ruby set in its center flickers and pulses with 
  magical energy as long as a spell is stored within the ring.
  The ruby flashes if the stored spell is used as a counterspell.
  If the wearer is a spellcaster who activates the ring’s more 
  potent, secondary effect, the braids of white gold seem to 
  twist and writhe on his finger, and the metal glows faintly 
  as if it were growing hot, although the wearer feels no heat.
  Activation: Countering a spell using the stored spell 
  requires no action, as noted in the description of the ring of 
  counterspells, page 230 of the Dungeon Master’s Guide.
  Activating the ring’s secondary effect, however, is an 
  immediate action (see page 237).
  Effect: This ring can hold a spell of 1st through 6th level, 
  much like a ring of counterspells.
  This ability is usable by anyone.
  Once stored, a spell cannot be cast out of the ring.
  Instead, should that spell ever be cast upon the wearer, it is 
  immediately countered, as a counterspell action, requiring 
  no action (or even knowledge) on the wearer’s part.
  Once so used, the spell stored within the ring is gone, and a 
  new spell (or the same one as before) can be placed in it.
  A spellcaster capable of countering a spell on his own can 
  access the ring’s secondary ability—to counter a spell.
  Once per day as an immediate action, the wearer can 
  attempt to counter a single spell cast by a spellcaster he can 
  see, provided the latter is within 100 feet.
  Like the ring’s other power, using this one requires no 
  preparation or knowledge on the wearer’s part.
  He need not make a Spellcraft check to identify the spell 
  being cast, and the spell he uses to counterspell can be of 
  any level.
  This counterspell attempt functions like dispel magic used to 
  counter a spell, except that the wearer adds his caster level 
  to the counterspell check (maximum +20).
  Thus, a 12th-level wizard wearing a ring of greater 
  counterspells would roll 1d20+12 when activating this ability.
  (See page 237 for the definition of an immediate action).
  Aura/Caster Level: Strong evocation and abjuration; CL 
  15th.
  Construction: Forge Ring, imbue with spell ability, dispel 
  magic, 8,000 gp, 640 XP, 16 days.
  Weight: —.
  Price: 16,000 gp.
  
  596
  MENTAL FORTITUDE
  Not every adventurer possesses the strength of will 
  necessary to defeat menaces that control the mind.
  Mind flayers, aboleths, and dark spellcasters favor magic 
  that crush the will or control the actions of others.
  The ring of mental fortitude helps the wearer face down such 
  threats.
  Description: The bumpy, ridged surface of this platinum 
  ring is disturbingly reminiscent of a brain.
  Small flakes of gold lie within some of the cracks, as if 
  protecting the “brain” from intrusion.
  When the wearer is subjected to a mind-affecting spell or 
  ability, the ring glows with a dim, gray light.
  This visible signal that a mind-affecting attack has been 
  directed at the wearer is enough to make adventurers prize 
  this ring.
  Activation: While the ring is worn, its power is 
  continuously active.
  No action is required on the wearer’s part to ward off the 
  mental attacks of foes.
  Effect: This ring protects the wearer against all 
  mindaffecting spells and abilities as long as it is worn.
  She need not make any saving throws against these effects; 
  they simply fail to affect her.
  Aura/Caster Level: Strong abjuration; CL 15th.
  Construction: Forge Ring, mind blank, 55,000 gp, 4,400 XP, 
  110 days.
  Weight: —.
  Price: 110,000 gp.
  ELDER EVILS (3.5)
  AIRWALKING
  Price (Item Level): 40,000 gp (17th)
  Body Slot: Ring
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: —
  This blue crystal ring allows the wearer to act as if 
  continually under the effect of an air walk spell.
  Prerequisites: Forge Ring, air walk.
  Cost to Create: 20,000 gp, 1,600 XP, 40 days.
  ENEMIES AND ALLIES (3.0)
  MAGIC FANG
  While worn, this ring grants one (and only one) of the 
  wearer’s natural weapons (such as slam, fist, or bite) a +1 
  enhancement bonus on attack and damage rolls, as the spell 
  magic fang.
  Caster Level: 12th; Prerequisites: Forge Ring, magic fang; 
  Market Price: 6,000 gp.
  First appeared in the Heart of Nightfang Spire adventure.
  EPIC LEVEL HANDBOOK 
  (3.0)
  MIRROR IMAGE
  This ring allows its wearer to use the mirror image spell on 
  command three times per day, as if cast by a 6th-level caster 
  (1d4+2 images).
  Caster Level: 6th; Prerequisites: Forge Ring, mirror image;
  Market Price: 12,960 gp; Weight: —.
  UNIVERSAL ELEMENTAL 
  RESISTANCE, MINOR
  This ring functions as a ring of minor elemental resistance for 
  all types of energy: fire, cold, electricity, acid, and sonic.
  When the wearer would normally take such damage, 
  subtract 15 points of damage per round from the amount 
  before applying.
  This is a nonepic magic item.
  Caster Level: 15th; Prerequisites: Forge Ring, protection from 
  elements; Market Price: 144,000 gp.
  FAITHS AND PANTHEONS
  (3.0)
  LORE
  A creature wearing this ring can cast legend lore and stone tell 
  each once a tenday with a command word, and may find 
  magical traps created through glyphs, runes, sigils, and 
  symbols with a successful Search check, just as a rogue 
  does.
  Caster Level: 12th; Prerequisites: Forge Ring, legend lore, stone 
  tell, find traps; Market Price: 23,250 gp; Cost to Create: 14,750 
  gp + 680 XP.
  FROSTBURN (3.5)
  FLOATING
  This clear crystal ring seems slightly cold when worn.
  As long as this ring is worn, you float upon any liquid or 
  similar surface, and cannot swim below the surface.
  If you are underwater when you put this ring on, you rise 
  toward the surface at a speed of 30 feet.
  Faint transmutation; CL 1st; Forge Ring, float; Price 2,000 
  gp.
  ICY SOUL
  This ring seems to be made of ice, but never melts in even 
  the hottest temperature.
  As long as this ring is worn, you gain the cold subtype.
  You gain immunity to cold, but have vulnerability to fire.
  
  597
  You take half again as much (+50%) damage as normal from 
  fire, regardless of whether a saving throw is allowed, or if 
  the save is a success or a failure.
  Medium transmutation; CL 9th; Forge Ring, mantle of the icy 
  soul; Price 100,000 gp.
  WHITE WYRM
  A ring of the white wyrm is fashioned from the tooth of a 
  great wyrm white dragon.
  The ring can produce the following effects on command.
  • Icewalking (at will): As spider climb, but the surfaces the 
  wearer climbs must be icy.
  • Freezing fog (2/day): As solid fog, but the effect also causes a 
  rime of slippery ice to form on any surface the fog touches, 
  creating the effect of a grease spell.
  The wearer of the ring is immune to the grease effect 
  because of the icewalking power the ring imparts.
  • Wall of ice (1/day) In addition, the wearer gains the ability 
  to speak and understand the Draconic language as long as 
  the ring is worn, and the ring grants the wearer resistance 
  to cold 10.
  The primary function of the ring, however, is to infuse the 
  wearer with the energy and power of a dragon.
  Once per day, the wearer may call upon the ring to 
  transform herself into a half-dragon.
  This is a full-round action that provokes attacks of 
  opportunity, and the transformation lasts for 1 hour.
  While transformed, the wearer gains the following 
  benefits.
  • +4 natural armor bonus to AC.
  • Bite and claw attacks as a half-dragon of the same size as 
  the wearer.
  • Breath weapon usable once per transformation (30-ft.
  cone, 3d6 cold damage, Reflex DC 16 half).
  • Immunity to cold.
  • +8 Strength, +2 Constitution, +2 Intelligence, +2 
  Charisma.
  These bonuses are considered racial bonuses and stack with 
  other racial bonuses the wearer may have.
  The ring’s transformation power also changes the wearer’s 
  appearance into a draconic form.
  The wearer’s general shape and size does not change, 
  although her equipment is altered in shape so it can still be 
  utilized.
  Unlike polymorph, the user’s equipment does not merge 
  with the new form; it remains in place and fully functional 
  while the user is in half-dragon form.
  Dragons and half-dragons cannot benefit from the effects of 
  the ring’s transformation powers, although they can utilize 
  the ring’s other abilities.
  Rumors abound that other rings exist that are keyed to 
  different dragons, granting different powers.
  Strong transmutation; CL 13th; Forge Ring, polymorph, 
  protection from elements, wall of ice, solid fog, spider climb, 
  creator must be a dragon or half-dragon; Price 64,000 gp.
  GHOSTWALK (3.0)
  BONE
  These rings are carved from stone or ivory as often as from 
  bone, but are never made of metal.
  The wearer is immune to energy drain and to ability drain 
  (but not to ability damage).
  A bone ring has 50 charges when made.
  Each level of energy drain or point of ability drain 
  prevented costs 1 charge.
  For example, a successful slam attack from a vampire, 
  which normally bestows two negative levels, drains 2 
  charges from the ring.
  Caster Level: 12th; Prerequisites: Forge Ring, negative energy 
  protection; Market Price: 36,000 gp.
  This item first appeared in Magic of Faerûn.
  MANIFESTING
  These plain iron rings are sometimes carved with the 
  shapes of ghostly people.
  They are naturally ghost touch items.
  If one is put on by an incorporeal creature, it causes the 
  creature to manifest fully as long as the ring is worn.
  Caster Level: 5th; Prerequisites: Forge Ring, forced 
  manifestation; Market Price: 10,000 gp.
  LORDS OF DARKNESS (3.0)
  ANTIVENOM
  This ring has 25 charges of the neutralize poison spell.
  The ring is activated by a command word.
  Caster Level: 5th; Prerequisites: Forge Ring, neutralize poison;
  Market Price: 6,750 gp.
  LORDS OF MADNESS (3.5)
  LIGHTNING FLASHES
  Made from interwoven bands of copper and electrum, a 
  ring of lightning flashes offers a unique defense against 
  monsters that grapple, engulf, swallow, or otherwise get 
  entirely too close to the wearer.
  As a purely mental standard action, the wearer can cause 
  the ring to emit a powerful blast of lightning that deals 5d6 
  points of electricity damage (Reflex DC 13 half) to all other 
  creatures within 5 feet.
  Any creature that is currently in physical contact with the 
  ring’s wearer (grappling, engulfing, and so forth) receives 
  no saving throw against the blast.
  The ring’s wearer can invoke the lightning flash even when 
  grappled, swallowed, engulfed, or paralyzed.
  A ring of lightning flashes is usable three times per day.
  Faint evocation; CL 5th; Forge Ring, lightning bolt; Price 
  11,250 gp.
  
  598
  REDUCTION
  On command, this ring reduces the wearer’s size as 
  described in the spell reduce person, except that any 
  intelligent creature can be affected, not just humanoids.
  This reduces the wearer to the next smaller size category.
  A reduced creature gains a +2 size bonus to Dexterity, a –2 
  size penalty to Strength, and the size modifiers to attack 
  rolls and Armor Class appropriate to its new size.
  The wearer remains small until he removes the ring or 
  commands it to restore him to his proper size.
  Moderate transmutation; CL 9th; Forge Ring, reduce person,
  permanency; Price 20,000 gp.
  LOST EMPIRES OF FAERÛN 
  (3.5)
  CREATION
  This elegant double band of platinum looks like two 
  intertwining tongues of flame.
  Its wearer can use minor creation three times per day and 
  major creation once per day.
  Each of these functions requires a different command 
  word.
  Moderate conjuration; CL 9th; Forge Ring, minor creation,
  major creation; Price 33,000 gp.
  FIENDRING
  Fiendrings appear as small, rusty bands of jagged iron.
  Once per day, the wearer of a fiendring can take the form of 
  any fiendish creature, demon, or devil that can be 
  summoned by a summon monster I, II, III, or IV spell.
  Only one form can be assumed with each use, but the 
  wearer gains all the assumed form’s extraordinary, spell-
  like, and supernatural abilities.
  The wearer’s type changes to outsider, rendering him 
  vulnerable to spells and effects that affect evil outsiders.
  Effects that would otherwise banish the wearer to another 
  plane instead end the effect immediately, leaving the 
  wearer staggered for 1 round.
  Otherwise, the transformation lasts 12 minutes.
  Nar demonbinders forged dozens of these bizarre rings so 
  that they could take on the shapes of fiendish beings.
  Some used their fiendrings to fight alongside their 
  summoned demons; others used them to assume a more 
  durable form in order to mate with fiends they had 
  summoned.
  Moderate transmutation; CL 12th; Forge Ring; fiendform; 
  Price 30,000 gp.
  WHISPERED THOUGHTS
  A ring of whispered thoughts enables its wearer to haunt 
  opponents from afar.
  The wearer can use whispering wind three times per day, 
  suggestion once per day, and mass suggestion once per week.
  Either of the suggestion effects can be used in conjunction 
  with the whispering wind function if desired.
  In such a case, the mass suggestion effect targets all creatures 
  in the area of the whispering wind, whereas the suggestion 
  effect targets one randomly determined creature in the 
  whispering wind’s area.
  Moderate enchantment; CL 11th; Forge Ring, whispering 
  wind, mass suggestion; Price 50,000 gp.
  MAGIC ITEM 
  COMPENDIUM (3.5)
  ADAMANTINE TOUCH
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Ring
  Caster Level: 12th
  Aura: Strong; (DC 21) transmutation
  Activation: —
  Weight: —
  Three strips of adamantine form this simple band.
  The inner strip has a brushed metal finish, while the outer strips 
  are polished to a shine.
  While you wear this ring, your melee attacks (whether 
  natural or with a weapon) are treated as adamantine for the 
  purpose of overcoming damage reduction.
  Prerequisites: Forge Ring, touch of adamantine (BoED 110).
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  ANTIVENOM
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Ring
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: Immediate (command)
  Weight: —
  A tiny, speckled mushroom grows from the tip of this granite ring.
  Once per day, you can activate the ring to gain the benefit 
  of a neutralize poison effect.
  Prerequisites: Forge Ring, neutralize poison.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  ARCANE MIGHT
  Price (Item Level): 20,000 gp (15th)
  Body Slot: Ring
  Caster Level: 8th
  Aura: Moderate; (DC 19) no school
  Activation: —
  Weight: —
  This bronze ring is forged in the shape of a serpent devouring its 
  own tail.
  While wearing a ring of arcane might, you gain a +1 bonus to 
  your arcane caster level for the purpose of spell penetration 
  checks, caster level checks, and all level-based variables of 
  any arcane spells you cast.
  Prerequisites: Forge Ring, limited wish.
  Cost to Create: 10,000 gp, 1,100 XP, 20 days.
  ARMING
  Price (Item Level): 5,000 gp (9th)
  
  599
  Body Slot: Ring
  Caster Level: 10th
  Aura: Moderate; (DC 20) transmutation
  Activation: Standard (command)
  Weight: —
  This perfectly smooth adamantine ring bears a massive turquoise 
  carved in the shape of a heavily armored knight.
  When you activate a ring of arming, any armor or weapons 
  you currently wear disappear and are stored magically 
  within the ring, and any armor or weapons currently stored 
  within the ring appear in the appropriate places on your 
  body (items that must be held appear at your feet if you 
  don’t have free hands).
  Prerequisites: Forge Ring, shrink item.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  AVOIDANCE
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Ring
  Caster Level: 15th
  Aura: Strong; (DC 22) abjuration
  Activation: Standard (command)
  Weight: —
  This solid gold ring is set with emeralds that run all around the 
  outside of its band.
  A ring of avoidance protects you with a nearly impassable 
  shield of invisible force.
  Three times per day, upon activating the ring, you gain a 
  +20 deflection bonus to Armor Class that lasts until the 
  beginning of your next turn.
  Prerequisites: Forge Ring, shield.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  BONE
  Price (Item Level): 20,000 gp (15th)
  Body Slot: Ring
  Caster Level: 12th
  Aura: Strong; (DC 21) abjuration
  Activation: —
  Weight: —
  Seemingly fragile and nearly weightless, this ring appears to be a 
  single long finger bone, bleached white and somehow bent into a 
  circle.
  While wearing a bone ring, you are protected from energy 
  drain and ability drain (but not ability damage).
  A bone ring has 3 charges, which are renewed each day at 
  dawn.
  Every negative level or point of ability drain prevented uses 
  1 charge.
  For example, a successful slam attack from a vampire, 
  which normally bestows two negative levels, instead drains 
  2 charges from the ring.
  Prerequisites: Forge Ring, negative energy protection.
  Cost to Create: 10,000 gp, 800 XP, 20 days.
  BRIEF BLESSING
  Price (Item Level): 1,000 gp (4th)
  Body Slot: Ring
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (command); see text
  Weight: —
  The clear crystal set into this silver ring glows faintly with a holy 
  light.
  A ring of brief blessing, which functions only if you are good-
  aligned, allows your attacks to pierce the defenses of evil 
  foes.
  When you activate this ring, choose a single melee weapon 
  you hold (or your unarmed strike).
  Until the end of your turn, that weapon is considered both 
  magic and good-aligned for the purpose of overcoming the 
  damage reduction of an evil creature, as well as for the 
  purpose of affecting incorporeal evil creatures.
  A ring of brief blessing functions once per day.
  Once it is activated, its glow fades.
  However, while wearing the ring you can expend a turn 
  undead attempt as a standard (command) action to recharge 
  it (which also restores its glow).
  Prerequisites: Forge Ring, bless weapon.
  Cost to Create: 500 gp, 40 XP, 1 day.
  BRUTE
  Price (Item Level): 2,300 gp (6th)
  Body Slot: Ring
  Caster Level: 12th
  Aura: Strong; (DC 21) transmutation
  Activation: Standard (command)
  Weight: —
  This silver ring is set with a sapphire carved in the form of a crude 
  fist.
  A brute ring allows you to push another creature away from 
  you with pure force.
  When you activate the ring, a blast of force issues forth, 
  making a bull rush attack against a single creature up to 30 
  feet from you.
  You can use either the ring’s check modifier (+5) or your 
  own bull rush check modifier, whichever is higher.
  As a force effect, this ability affects incorporeal creatures.
  A brute ring functions two times per day.
  Prerequisites: Forge Ring, telekinesis.
  Cost to Create: 1,150 gp, 92 XP, 3 days.
  COMMUNICATION
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Ring
  Caster Level: 5th
  Aura: Faint; (DC 17) divination
  Activation: Free (mental)
  Weight: —
  Each of these identical silver rings is inscribed with the Draconic 
  word for friendship.
  When you activate a ring of communication, for the next 
  minute you can clearly hear any words spoken by anyone 
  within 1 mile who is wearing another ring of communication 
  to which you are attuned.
  The volume of the speech and the background noise at 
  either end make no difference; whispers are audible above 
  even the sounds of combat.
  Any two or more ring wearers need only touch their rings 
  together (a standard action) and speak the command word 
  in unison to attune the rings to each other.
  
  600
  Any number of rings can become attuned to one another in 
  this manner, so long as all are touched together at the same 
  time.
  A ring remains attuned to the others until you attune it to a 
  different ring.
  Prerequisites: Forge Ring, detect thoughts.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  DARKHIDDEN
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Ring
  Caster Level: 3rd
  Aura: Faint; (DC 16) illusion
  Activation: —
  Weight: —
  More than a dozen etchings of closed eyes circle this tarnished silver 
  ring.
  You are invisible to darkvision, although you are fully 
  visible in normal light.
  Prerequisites: Forge Ring, invisibility.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  DIVERGENCE
  Price (Item Level): 18,000 gp (14th)
  Body Slot: Ring
  Caster Level: 13th
  Aura: Strong; (DC 21) abjuration
  Activation: — and immediate (mental)
  Weight: —
  This hefty ring of twisting metal splits several times and turns 
  back upon itself.
  A ring of divergence provides resistance 10 against a specific 
  type of energy (acid, cold, electricity, fire, or sonic), 
  determined when it is created.
  Once per day, if you are targeted by a spell of 3rd level or 
  lower with the same descriptor as the energy type the ring 
  protects against, you can activate the ring as an immediate 
  action to reflect the spell back at the caster, as if spell turning 
  had been cast upon you.
  Prerequisites: Forge Ring, resist energy, spell turning.
  Cost to Create: 1,500 gp, 120 XP, 18 days.
  DRAGON FRIENDSHIP
  Price (Item Level): 16,000 gp (14th)
  Body Slot: Ring
  Caster Level: 17th
  Aura: Strong; (DC 23) enchantment
  Activation: — or standard (command)
  Weight: Varies
  This silver ring is forged in the shape of a dragon biting its own 
  tail.
  While wearing a ring of dragon friendship, you gain a +5 
  enhancement bonus on Diplomacy checks made to 
  influence the attitudes of creatures of the dragon type.
  In addition, once per day, you can activate the ring to 
  produce a suggestion effect directed at a creature of the 
  dragon type.
  The effect functions as a 9th-level spell (as if affected by the 
  Heighten Spell feat), and its Will save DC is 23.
  If you or one of your allies attacks a dragon in any way 
  (including using the ring’s suggestion power) while you wear 
  the ring, it loses its powers for 24 hours, though any active 
  suggestion effect continues working while the ring is 
  inactive.
  Prerequisites: Forge Ring, Heighten Spell, dominate monster, 
  suggestion.
  Cost to Create: 8,000 gp, 640 XP, 16 days.
  ENTROPIC DEFLECTION
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Ring
  Caster Level: 3rd
  Aura: Faint; (DC 16) abjuration
  Activation: —; see text
  Weight: —
  This platinum ring is set with a large, hypnotic white opal.
  A ring of entropic deflection provides a mobile wearer with 
  protection against ranged attacks.
  At the end of any turn, if you are at least 10 feet from the 
  point where you started your turn, this ring creates a field 
  of warping energy that lasts until the start of your next 
  turn.
  This field functions as an entropic shield spell.
  Any ranged attacks directed at you that require an attack 
  roll have a 20% miss chance.
  This is a continuous effect and requires no activation.
  If you also wear a magic item that provides a bonus to your 
  speed, the miss chance provided by the ring increases to 
  50%.
  Prerequisites: Forge Ring, entropic shield.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  ESSENTIA
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Ring
  Caster Level: 5th
  Aura: Faint; (DC 17) necromancy
  Activation: —
  Weight: —
  This plain silver band is set with a small sapphire, which 
  shimmers faintly when invested with essentia.
  Any creature that has an essentia pool can transfer 1 point 
  of essentia from its pool into a ring of essentia simply by 
  touching it and willing the transfer to occur (a standard 
  action).
  Doing so reduces the size of the donor’s essentia pool by 1.
  The ring can hold no more than 1 point of essentia.
  At any time within the next 24 hours, you can use this 
  essentia as if it were part of your own essentia pool—even if 
  you don’t have essentia of your own—simply by willing its 
  release while you wear the ring.
  The stored essentia returns to its original owner 
  automatically after you use it, or after 24 hours if it remains 
  unused.
  Alternatively, the donor of the stored essentia can reclaim it 
  earlier by touching the ring and willing it to return (a 
  standard action).
  Prerequisites: Forge Ring, essentia pool, soul boon (MoI 104).
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  FLOATING
  Price (Item Level): 2,000 gp (6th)
  
  601
  Body Slot: Ring
  Caster Level: 1st
  Aura: Faint; (DC 15) transmutation
  Activation: —
  Weight: —
  A scene of a shattered ship and wooden debris floating on the 
  waves covers this thick driftwood band.
  You float upon any liquid or similar surface, and cannot 
  swim below the surface.
  If you are underwater when you put on a ring of floating, you 
  rise toward the surface at a speed of 30 feet per round.
  Prerequisites: Forge Ring, float (EPH 108).
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  FORCE ARMOR
  Price (Item Level): 30,000 gp (16th)
  Body Slot: Ring; see text
  Caster Level: 9th
  Aura: Moderate; (DC 19) evocation
  Activation: —
  Weight: —
  Each of these black iron rings is set with smooth pieces of jet all 
  around its band.
  This pair of black iron rings must be worn as a set, one on 
  each hand, to function.
  When so worn, they sheathe you in a field of magical force, 
  granting you a +5 armor bonus to AC.
  This bonus applies even against incorporeal touch attacks.
  The sheath is harmful to the touch, dealing 1d4 points of 
  force damage to any creature that successfully strikes you 
  with a nonreach weapon.
  In addition, your unarmed strikes deal an extra 1d4 points 
  of damage and can affect incorporeal creatures as if they 
  were force effects.
  Prerequisites: Forge Ring, mage armor, magic weapon, wall of 
  force.
  Cost to Create: 15,000 gp, 1,200 XP, 30 days.
  FOUR WINDS
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Ring
  Caster Level: 3rd
  Aura: Faint; (DC 16) evocation
  Activation: Immediate (command)
  Weight: —
  Four clouds, each a different shade of green or blue, adorn this 
  simple wooden ring.
  The faces of four old men puffing up their cheeks are also carved 
  into the sides.
  When you activate a ring of the four winds, it creates gusts of 
  wind that grant you a +2 deflection bonus to AC against a 
  single attack.
  Alternatively, you can activate it to use a feather fall effect on 
  yourself.
  This ring functions a total of four times per day.
  Prerequisites: Forge Ring, feather fall, gust of wind, shield of 
  faith.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  GREATER COUNTERSPELLS
  Price (Item Level): 16,000 gp (14th)
  Body Slot: Ring
  Caster Level: 15th
  Aura: Strong; (DC 22) abjuration
  Activation: — and immediate (command)
  Weight: —
  This white gold ring is forged in a braided pattern.
  A single ruby set in its center flickers and pulses with magical 
  energy.
  A ring of greater counterspells can hold a spell of 1st through 
  6th level, much like a ring of counterspells.
  You cannot cast a stored spell out of the ring, but should 
  that spell ever be cast upon you, it is immediately 
  countered, as a counterspell action, requiring no action (or 
  even knowledge) on your part.
  This use causes the ruby stone to flash once and uses up the 
  stored spell.
  Once it is gone, a new spell (or the same one as before) can 
  be placed into the ring.
  If you are a spellcaster capable of countering a spell on your 
  own, you can also access the ring’s secondary ability.
  Once per day as an immediate action, you can attempt to 
  counter a single spell cast by a spellcaster you can see, 
  provided he is within 100 feet.
  Like the ring’s other ability, this one requires no 
  preparation or knowledge on your part.
  You need not make a Spellcraft check to identify the spell 
  being cast, and the spell you use to counterspell can be of 
  any level.
  This counterspell attempt functions like greater dispel magic 
  used to counter a spell, except that you add your caster level 
  to the counterspell check (maximum +20).
  Thus, a 12th-level wizard wearing a ring of greater
  counterspells would roll 1d20+12 when activating this ability.
  When you activate this secondary effect, the braids of white 
  gold seem to twist and writhe on your finger, and the metal 
  glows faintly is if it were growing hot, although you feel no 
  heat.
  Prerequisites: Forge Ring, greater dispel magic, imbue with spell 
  ability.
  Cost to Create: 8,000 gp, 640 XP, 16 days.
  ICY SOUL
  Price (Item Level): 18,000 gp (14th)
  Body Slot: Ring
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Weight: —
  There seems to be little physical substance to this ring.
  It resembles a fine, circular sliver of fragile ice surrounded by a 
  blue-white mist of incredible cold.
  You gain resistance to cold 20, but you also gain 
  vulnerability to fire and lose any resistance or immunity to 
  fire you already have.
  You take 1-1/2 times the normal amount of damage from 
  fire, regardless of whether a saving throw is allowed, or if 
  the save is a success or a failure.
  Prerequisites: Forge Ring, mantle of the icy soul (SC 138).
  Cost to Create: 9,000 gp, 720 XP, 18 days.
  LIGHTNING FLASHES
  Price (Item Level): 11,500 gp (13th)
  
  602
  Body Slot: Ring
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: Swift (mental)
  Weight: —
  This ring is crafted from interwoven bands of copper and electrum.
  When you activate a ring of lightning flashes, it emits a 
  powerful blast of lightning that deals 5d6 points of 
  electricity damage (Reflex DC 13 half) to all creatures 
  within 5 feet (other than yourself).
  Any creature that is in physical contact with you at the time 
  (grappling, engulfing, swallowing, or the like) receives no 
  saving throw against the blast.
  This ability functions three times per day.
  Prerequisites: Forge Ring, lightning bolt.
  Cost to Create: 5,750 gp, 460 XP, 12 days.
  LOCKPICKING
  Price (Item Level): 3,500 gp (8th)
  Body Slot: Ring
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: — and standard (manipulation)
  Weight: —
  This large ring is set with a faceted ruby.
  Closer inspection reveals a tiny trigger near the base of the stone.
  Hidden below the stone in this ring is a set of tiny prongs, 
  wires, and other small devices that spring out when the 
  trigger is depressed.
  Using a lockpicking ring grants you a +5 competence bonus 
  on Open Lock checks.
  This is a continuous effect and requires no activation.
  In addition, you can activate the ring once per day to use 
  knock.
  You must touch the ring to the portal you want to open.
  Prerequisites: Forge Ring, knock.
  Cost to Create: 1,750 gp, 140 XP, 4 days.
  MASTER ARTIFICE
  Price (Item Level): 25,000 (15th)
  Body Slot: Ring
  Caster Level: 14th
  Aura: Strong; (DC 22) no school
  Activation: —; see text
  Weight: —
  These thin, interlocking rings are made of different metals, 
  including silver, adamantine, mithral, and platinum.
  A ring of master artifice functions only if you can imbue 
  infusions (see the EBERRON Campaign Setting).
  Assembling the ring from its various components requires 
  5 minutes and a successful DC 22 Intelligence check, 
  which you can attempt any number of times.
  Once assembled, a ring of master artifice must be worn for 24 
  hours for its magic to take effect.
  After that time, you gain the ring’s benefit every time you 
  concentrate to regain your daily allotment of infusions.
  The ring increases the number of infusions you can imbue 
  daily.
  A ring of master artifice provides one bonus 3rd-level 
  infusion and one bonus 4th-level infusion.
  Prerequisites: Forge Ring.
  Cost to Create: 12,500 gp, 1,000 XP, 25 days.
  MASTER ARTIFICE, GREATER
  Price (Item Level): 61,000 (18th)
  Caster Level: 16th
  Aura: Strong; (DC 23) no school
  Several interlocking rings of many different metals—including 
  adamantine, gold, and mithral—seem to thrum faintly with 
  power.
  This item functions as a ring of master artifice, except a 
  greater ring provides you with one bonus 5th-level infusion 
  and one bonus 6th-level infusion (instead of one bonus 3rd-
  level infusion and one bonus 4th-level infusion).
  Prerequisites: Forge Ring.
  Cost to Create: 30,500 gp, 2,440 XP, 61 days.
  MASTER ARTIFICE, LESSER
  Price (Item Level): 5,000 gp (9th)
  Caster Level: 12th
  Aura: Strong; (DC 21) no school
  This item functions as a ring of master artifice, except a lesser 
  ring provides you with one bonus 1st-level infusion and 
  one bonus 2nd-level infusion (instead of one bonus 3rd-
  level infusion and one bonus 4th-level infusion).
  Prerequisites: Forge Ring.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  MYSTIC DEFIANCE
  Price (Item Level): 7,500 gp (11th)
  Body Slot: Ring
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: Immediate (command) and —
  Weight: —
  This white gold ring bears a square-cut ruby.
  Arcane runes are inscribed around its band.
  A ring of mystic defiance protects you from damaging magical 
  effects.
  When you activate the ring, you ignore up to 10 points of 
  damage dealt by a spell or spell-like ability.
  You can activate the ring after you learn the damage a spell 
  or spell-like ability will deal to you, but before the damage 
  is actually dealt.
  This ability functions three times per day.
  This ability does not protect you from other magical effects 
  (such as those generated by magic items, unless they 
  specifically mimic spells).
  For example, the ring wouldn’t protect you from the extra 
  damage dealt by a flaming sword, but it would protect you 
  from a fireball cast from a scroll, wand, or other item.
  If you also wear a magic item that grants an enhancement 
  bonus to your Intelligence or Charisma, you can add half 
  that item’s bonus as an insight bonus on your Fortitude 
  saves against spells and spell-like abilities (up to a 
  maximum bonus of +3).
  This is a continuous effect and requires no activation.
  Prerequisites: Forge Ring, spell immunity.
  Cost to Create: 3,750 gp, 300 XP, 8 days.
  MYSTIC FIRE
  Price (Item Level): 7,500 gp (11th)
  Body Slot: Ring
  
  603
  Caster Level: 9th
  Aura: Moderate; (DC 19) evocation
  Activation: — and swift (command)
  Weight: —
  This silver ring seems to smolder with an inner heat.
  A ring of mystic fire provides a boost to your fire-based spells.
  When casting spells with the fire descriptor, you gain a +1 
  competence bonus to caster level.
  This is a continuous effect and requires no activation.
  In addition, this ring has 3 charges, which are renewed 
  each day at dawn.
  Spending 1 or more charges grants a bonus to the amount 
  of damage you deal with the next fire spell you cast before 
  the end of your turn.
  (If the fire spell doesn’t normally deal fire damage, this 
  expenditure has no effect).
  1 charge: +2d6 fire damage.
  2 charges: +3d6 fire damage.
  3 charges: +4d6 fire damage.
  Prerequisites: Forge Ring, fireball or flame strike.
  Cost to Create: 3,750 gp, 300 XP, 8 days.
  MYSTIC HEALING
  Price (Item Level): 3,500 gp (8th)
  Body Slot: Ring
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration
  Activation: — and swift (command)
  Weight: —
  This steel ring glimmers with a faint golden light.
  A ring of mystic healing provides a boost to your healing 
  spells.
  When casting cure spells, you gain a +1 competence bonus 
  to your caster level.
  This is a continuous effect and requires no activation.
  In addition, this ring has 3 charges, which are renewed 
  each day at dawn.
  Spending 1 or more charges grants a bonus to the damage 
  healed by the next cure spell you cast before the end of your 
  turn.
  1 charge: +2d6 points of healing.
  2 charges: +3d6 points of healing.
  3 charges: +4d6 points of healing.
  Prerequisites: Forge Ring, cure serious wounds.
  Cost to Create: 1,750 gp, 140 XP, 4 days.
  MYSTIC LIGHTNING
  Price (Item Level): 7,500 gp (11th)
  Body Slot: Ring
  Caster Level: 9th
  Aura: Moderate; (DC 19) evocation
  Activation: — and swift (command)
  Weight: —
  This copper ring occasionally emits tiny sparks.
  A ring of mystic lightning provides a boost to your electricity-
  based spells.
  When casting spells with the electricity descriptor, you 
  gain a +1 competence bonus to caster level.
  This is a continuous effect and requires no activation.
  In addition, this ring has 3 charges, which are renewed 
  each day at dawn.
  Spending 1 or more charges grants a bonus to the damage 
  dealt by the next electricity spell you cast before the end of 
  your turn.
  (If the spell doesn’t normally deal electricity damage, this 
  expenditure has no effect).
  1 charge: +2d6 electricity damage.
  2 charges: +3d6 electricity damage.
  3 charges: +4d6 electricity damage.
  Prerequisites: Forge Ring, call lightning or lightning bolt.
  Cost to Create: 3,750 gp, 300 XP, 8 days.
  NEGATIVE PROTECTION
  Price (Item Level): 36,000 gp (17th)
  Body Slot: Ring
  Caster Level: 12th
  Aura: Strong; (DC 21) abjuration
  Activation: —
  Weight: —
  This gleaming, white gold ring is set with a single piece of polished 
  jet.
  You can ignore the 1d6 points of damage dealt by negative-
  dominant planes, such as the Negative Energy Plane, each 
  round.
  You also cannot gain negative levels.
  Prerequisites: Forge Ring, protection from negative energy (LM 
  70).
  Cost to Create: 18,000 gp, 1,440 XP, 36 days.
  NINE LIVES
  Price (Item Level): 45,000 gp (17th)
  Body Slot: Ring
  Caster Level: 13th
  Aura: Strong; (DC 21) no school
  Activation: — and immediate (command)
  Weight: —
  The stylized face of a contemplative cat adorns this ivory ring.
  Two tiny emeralds glimmer within the cat’s eyes.
  If you ever drop to 0 hit points or below, a ring of nine lives 
  expends one of its charges to heal 20 points of damage.
  This effect triggers automatically, requiring no action on 
  your part.
  Also, once per day as an immediate action, you can expend 
  a charge when you fail a saving throw to treat the saving 
  throw as a success.
  A ring of nine lives has 9 charges when created, but most are 
  discovered with only 2d4 charges left.
  Prerequisites: Forge Ring, heal, limited wish.
  Cost to Create: 22,500 gp, 1,800 XP, 45 days.
  PIERCING SPELLS
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Ring
  Caster Level: 12th
  Aura: Strong; (DC 21) necromancy
  Activation: Swift (command)
  Weight: —
  This blood-red, metallic signet ring bears the emblem of a black 
  skull with wands crossed beneath it.
  A ring of piercing spells allows you to deal additional damage 
  with your spells against a nearby, distracted target.
  
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  When you activate this ring, the next melee touch spell you 
  cast against an enemy you are flanking deals an extra 2d6 
  points of damage.
  Touch spells that don’t normally deal hit point damage 
  don’t gain any benefit from this ability.
  If you don’t cast a touch spell that deals hit point damage 
  before the end of your turn, you gain no benefit from the 
  ring.
  This ability functions three times per day.
  Prerequisites: Forge Ring, inflict moderate wounds, sneak 
  attack.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  POSITIVE PROTECTION
  Price (Item Level): 36,000 gp (17th)
  Body Slot: Ring
  Caster Level: 12th
  Aura: Strong; (DC 21) abjuration
  Activation: —
  Weight: —
  This plain black iron ring is set with a single perfect diamond.
  You can ignore the blinding effect of positive-dominant 
  planes, such as the Positive Energy Plane.
  You also do not gain the fast healing ability usually 
  conferred by such a plane, nor do you gain additional hit 
  points when you reach your normal maximum.
  Furthermore, spells that channel positive energy—
  typically cure spells—have no effect on you.
  Prerequisites: Forge Ring, protection from positive energy (LM 
  70).
  Cost to Create: 18,000 gp, 1,440 XP, 36 days.
  SELF-SUFFICIENCY
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Ring
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: —
  This fragile, crystal ring is pale green and etched in a swirling 
  pattern that appears to move constantly.
  You gain a +10 competence bonus on Autohypnosis checks.
  Prerequisites: Forge Ring, Autohypnosis (EPH 36) 10 ranks.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  SILENT SPELLS
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Ring
  Caster Level: 5th
  Aura: Faint; (DC 17) illusion
  Activation: Swift (command)
  Weight: —
  Sculpted teeth surround the soft silk padding of this copper band, 
  like a mouth biting down on a gag.
  When you activate a ring of silent spells, it creates a silence 
  effect, as the spell, centered on you.
  While this effect lasts, you can cast up to three spells of 3rd 
  level or lower without verbal components (as though using 
  the Silent Spell feat, except that the spells do not require a 
  higher level spell slot or increased casting time).
  This ability functions once per day.
  Prerequisites: Forge Ring, Silent Spell, silence.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  SOULBOUND PROTECTION
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Ring
  Caster Level: 6th
  Aura: Moderate; (DC 18) abjuration
  Activation: —
  Weight: —
  This sturdy band of mithral is set with tiny sapphires.
  While wearing a ring of soulbound protection, you gain a +1 
  deflection bonus to AC.
  In addition, the ring serves as a receptacle for your essentia, 
  much like a soulmeld does.
  Every point of essentia invested in the ring increases its 
  deflection bonus to AC by 1 (up to a maximum bonus of 
  +3).
  Each ring of soulbound protection has an essentia capacity.
  The maximum number of essentia points that can be 
  invested in it equals this value or your normal essentia 
  capacity (MoI 19), whichever is lower.
  A ring of soulbound protection (set with two sapphires) has a 
  maximum essentia capacity of 2.
  Prerequisites: Forge Ring, shield of faith, essentia pool 2.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  SOULBOUND PROTECTION, 
  GREATER
  Price (Item Level): 26,000 gp (16th)
  Caster Level: 18th
  Aura: Strong; (DC 24) abjuration
  Crafted of braided mithral, this finely crafted ring is studded with 
  perfect sapphires.
  This item functions as a ring of soulbound protection, except 
  the maximum bonus to AC you can gain with this ring is +5 
  instead of +3.
  A greater ring of soulbound protection (set with four sapphires) 
  has a maximum essentia capacity of 4.
  Prerequisites: Forge Ring, shield of faith, essentia pool 4.
  Cost to Create: 13,000 gp, 1,040 XP, 26 days.
  SPELL-BATTLE
  Price (Item Level): 12,000 gp (13th)
  Body Slot: Ring
  Caster Level: 14th
  Aura: Strong; (DC 22) abjuration
  Activation: — and immediate (mental)
  Weight: —
  This simple gold band looks like a tiny armored girdle set with 
  small spheres of silver.
  A ring of spell-battle informs you of all spellcasting that 
  occurs within 60 feet of you, as well as allowing you to 
  attempt a Spellcraft check (DC 15 + spell level) to identify 
  the spell being cast (even if you can’t see its casting or 
  effect).
  This is a continuous effect and requires no activation.
  Once per day, when you succeed in identifying a spell in 
  this manner, you can activate the ring to counterspell that 
  
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  spell as if with dispel magic, or change the target of the spell 
  to any target within 60 feet of you.
  If you choose an illegal target (because of the spell’s range 
  limitation or other restrictions), the spell functions 
  normally and the effect is wasted.
  Prerequisites: Forge Ring, detect magic, dispel magic, spell 
  turning, Spellcraft 10 ranks.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  STORMFIRE
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Ring
  Caster Level: 12th
  Aura: Strong; (DC 21) evocation
  Activation: Standard (mental)
  Weight: —
  This ring of faceted clear crystal contains a faint blue-white glow.
  When you activate a stormfire ring, it creates a faerie fire 
  effect of crackling lightning that lasts for 5 rounds.
  This effect functions as the spell, except that each creature 
  affected takes 1d6 points of electricity damage each round 
  for the duration.
  Using the ring on a creature that is already affected doesn’t 
  increase the damage dealt, but it does extend the effect’s 
  duration.
  A stormfire ring functions five times per day.
  A druid can activate this item even while in wild shape.
  Prerequisites: Forge Ring, faerie fire, possession of a piece of 
  the set.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  FORCEWALL
  Price (Item Level): 5,100 gp (10th)
  Body Slot: Ring
  Caster Level: 12th
  Aura: Strong; (DC 21) transmutation
  Activation: Standard (command)
  Weight: —
  This ring is carved from clear quartz and is engraved with complex 
  magic sigils.
  A ring of the forcewall creates a small, nigh-impenetrable 
  barrier.
  This ring has 3 charges, which are renewed each day at 
  dawn.
  Spending 1 or more charges creates a 10-foot-square vertical 
  wall of force (as the spell) up to 30 feet away from you.
  The number of charges spent determines the duration of 
  the wall.
  1 charge: 2 rounds.
  2 charges: 3 rounds.
  3 charges: 4 rounds.
  Prerequisites: Forge Ring, wall of force.
  Cost to Create: 2,550 gp, 204 XP, 6 days.
  THUNDERCLAPS
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Ring
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: See text
  Weight: —
  This ring is carved from a single piece of lapis lazuli and has a 
  lightning bolt etched along its rim.
  You can activate this ring as a swift (command) action to 
  make a melee touch attack before the end of your turn that 
  deals 1d8+5 points of electricity damage if successful.
  This ability functions three times per day.
  Once per day, upon successfully using the ring to damage a 
  target, you can activate a second ability of the ring as a free 
  (command) action to create a powerful thunderclap that 
  mimics a shout spell.
  Prerequisites: Forge Ring, shocking grasp, shout.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  UNIVERSAL ENERGY RESISTANCE
  Price (Item Level): 60,000 gp (18th) (minor); 120,000 gp 
  (21st) (major); 180,000 gp (24th) (greater)
  Body Slot: Ring
  Caster Level: 15th
  Aura: Strong; (DC 22) abjuration
  Activation: —
  Weight: —
  This gold ring is imprinted with symbols representing the five 
  energy types.
  A ring of universal energy resistance functions as a ring of energy 
  resistance (DMG 232) for all types of energy: fire, cold, 
  electricity, acid, and sonic.
  A minor ring provides resistance 10, a major ring resistance 
  20, and a greater ring resistance 30.
  Prerequisites: Forge Ring, resist energy.
  Cost to Create: 30,000 gp, 2,400 XP, 60 days (minor); 60,000 
  gp, 4,800 XP, 120 days (major); 90,000 gp, 7,200 XP, 180 
  days (greater).
  VANISHING
  Price (Item Level): 30,000 gp (16th)
  Body Slot: Ring
  Caster Level: 12th
  Aura: Moderate; (DC 21) illusion
  Activation: Swift (command)
  Weight: —
  This object is a featureless, clear glass ring.
  A ring of vanishing allows you to briefly become almost 
  entirely imperceptible.
  When you activate this ring, you become invisible (as 
  greater invisibility), as well as undetectable by hearing, scent, 
  blindsense, blindsight, or tremorsense, for 2 rounds.
  Spells or effects that detect invisible creatures (such as see 
  invisibility or true seeing) still function normally.
  This ability functions three times per day.
  Prerequisites: Forge Ring, greater invisibility.
  Cost to Create: 15,000 gp, 1,200 XP, 30 days.
  VENGEANCE
  Price (Item Level): 4,500 gp (9th)
  Body Slot: Ring
  Caster Level: 15th
  Aura: Strong; (DC 22) abjuration
  Activation: —
  Weight: —
  Seven small half-spheres rise from the shining, reflective surface of 
  this golden ring.
  
  606
  A ring of vengeance glows softly when worn by a good-
  aligned creature.
  Nongood creatures gain no benefit from the ring.
  Whenever a creature scores a critical hit on you with a 
  melee weapon, this ring unleashes an arc of divine energy 
  that deals 5d6 points of damage to the creature that scored 
  the critical hit.
  This ability functions three times per day.
  Lore: Originally given by archons to their mortal 
  champions in the lost ages of the world, the oldest of these 
  rings were ancient when the elves first began to record 
  their histories.
  Prerequisites: Forge Ring, vengeance halo (BoED 111), good 
  alignment.
  Cost to Create: 2,250 gp, 180 XP, 5 days.
  WATER BREATHING
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Ring
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: —
  This silver ring is shaped to depict a fish biting its own tail.
  The fish has tiny emeralds for eyes.
  While wearing this ring, you can breathe freely 
  underwater.
  This has no effect on your ability to breathe air.
  Prerequisites: Forge Ring, water breathing.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  MAGIC OF FAERÛN (3.0)
  ARIBETH
  This ring provides its wearer with spell resistance 17.
  Caster Level: 15th; Prerequisite: Forge Ring, spell resistance;
  Market Price: 50,000 gp.
  BONE
  These rings are carved from stone or ivory as often as from 
  bone, but are never made of metal.
  The wearer is immune to energy drain and ability drain 
  (but not to ability damage).
  A bone ring has 50 charges when made.
  Each level of energy drain or point of ability drain 
  prevented costs 1 charge.
  For example, a successful slam attack from a vampire, 
  which normally bestows two negative levels, drains 2 
  charges from the ring.
  Caster Level: 12th; Prerequisites: Forge Ring, negative energy 
  protection; Market Price: 36,000 gp.
  COMMANDER
  The war wizards of Cormyr forge these rings for use by the 
  Cormyrian military.
  The rings provide a +2 resistance bonus on saves and a +2 
  deflection bonus to AC.
  With the proper command word, a commander’s ring can 
  produce feather fall, knock, wall of force, and daylight effects 
  each three times per day.
  A character wearing a commander’s ring always knows the 
  direction and distance to any purple dragon rings within a 
  100-foot radius.
  This power can penetrate barriers, but 1 foot of stone, 1 
  inch of common metal, a thin sheet of lead, or 1 yard of 
  wood or dirt blocks it.
  A commander’s ring can be worn on the same hand as a purple 
  dragon ring, and the pair counts as only one ring worn.
  Caster Level: 12th; Prerequisites: Forge Ring, feather fall, knock,
  wall of force, daylight, locate object; Market Price: 120,000 gp.
  DARKHIDDEN
  This ring is usually made of tarnished silver and inscribed 
  with images of closed eyes.
  The wearer of the ring is invisible to darkvision, although 
  he is fully visible in normal light.
  Caster Level: 3rd; Prerequisites: Forge Ring, invisibility; Market 
  Price: 6,700 gp.
  DISEASE IMMUNITY
  The wearers of these rings are immune to all types of 
  infections and diseases (including contagion spells, 
  lycanthropy, and mummy rot).
  The wearer also heals 1 extra hit point per day of rest.
  Caster Level: 12th; Prerequisites: Forge Ring, cure minor 
  wounds, remove disease; Market Price: 8,000 gp.
  DRAGONS
  These brass rings look like snakes or dragons biting their 
  own tails.
  They are created by the Cult of the Dragon and are greatly 
  prized by its higher organizational tiers.
  The Cult has made about seventy of them.
  The wearer can use the following abilities.
  • Verbally (as with tongues) or telepathically (as with Rary’s 
  telepathic bond) communicate with any dragon within the 
  wearer’s line of sight.
  • Cast a silent image of a dragon once per day within 60 feet 
  of himself.
  The dragon resembles any dragon the user has personally 
  seen.
  (This power is typically used as a recognition symbol or a 
  diversion).
  • Transmit a call to a named dracolich or evil dragon.
  The target knows the wearer’s location and can home in on 
  the call if he chooses to respond, although no compulsion 
  to do so exists.
  The call remains active until the ring is removed, the 
  wearer dismisses the call, or the wearer dies.
  Caster Level: 15th; Prerequisites: Forge Ring, detect thoughts,
  sending, silent image, tongues; Market Price: 25,000 gp.
  Lore: A creature wearing this ring can cast legend lore and 
  stone tell each once per tenday with a command word, and 
  may find magic traps created through glyphs, runes, sigils, 
  and symbols with a successful Search check, just as a rogue 
  does.
  
  607
  Caster Level: 12th; Prerequisites: Forge Ring, legend lore, stone 
  tell, find traps; Market Price: 23,250 gp; Cost to Create: 14,750 
  gp + 680 XP.
  MIGHT
  These rings are forged by clerics of Tyr.
  The wearer of a ring of might is treated as armed even when 
  unarmed (as the Improved Unarmed Strike feat).
  His unarmed attacks deal 1d8 points of damage (normal 
  damage, not subdual).
  Any target damaged by a punch bears a little imprint of a 
  hammer from the blow until the damage is healed.
  Caster Level: 1st; Prerequisites: Forge Ring, magic weapon,
  creator must be a cleric of Tyr; Market Price: 4,000 gp.
  NINE LIVES
  This ancient ring is made of ivory and carved to resemble a 
  snarling cat’s face on one end.
  If the wearer ever drops to 0 hit points or below, the ring 
  expends one of its charges to cast a heal spell upon her.
  The wearer can also expend a charge if she fails a saving 
  throw, allowing her to treat the saving throw as a success.
  A ring of nine lives has 9 charges when created, but most are 
  discovered with only 2d4 charges left.
  Caster Level: 13th; Prerequisites: Forge Ring, heal, limited wish;
  Market Price: 70,000 gp; Cost to Create: 41,750 gp + 4,960 XP.
  PURPLE DRAGON
  These rings are brass and engraved with the purple dragon 
  symbol of the Obarskyr royal family.
  The wearer may use it to create light once per round, either 
  on the ring or up to 40 feet away.
  This effect lasts 10 minutes.
  (Unlike the light spell, the ring wearer cannot dismiss the 
  effect).
  Its second power is to detect poison on command by touch.
  When this power is activated and the ring touched to a 
  creature or object (typically food or drink), it glows an eerie 
  gold-green if the substance is poisonous.
  The ring cannot identify what sort of poison is present, nor 
  can it detect poisons in an area.
  The Purple Dragons use these rings to protect the royal 
  family from assassination attempts by poison.
  Over 4,000 of these rings have been made.
  Rings with similar functions are in common circulation, 
  created for nobles or merchants fearing poison.
  A purple dragon ring can be worn on the same hand as a 
  commander’s ring, and the pair counts as only one ring worn.
  Caster Level: 1st; Prerequisites: Forge Ring, light, detect poison;
  Market Price: 2,125 gp.
  SPELL-BATTLE
  This potent ring is typically made of gold and set with small 
  spheres of silver.
  The ring informs its wearer of all spellcasting that occurs 
  within 60 feet of it, and if the wearer makes a Spellcraft 
  check (DC 15 + spell level), he can identify the spell being 
  cast (even if he can’t see its casting or effect).
  If this identification succeeds, the wearer can (once per 
  day) choose to have the ring cast dispel magic as a 
  counterspell to that spell or can change the target of the 
  spell to any target within 60 feet of the ring wearer.
  (The wearer can do this even if he hadn’t readied a 
  counterspell action).
  If the wearer chooses an illegal target (because of the spell’s 
  range limitation or other restrictions), the spell functions 
  normally and the redirection is wasted.
  Caster Level: 14th; Prerequisites: Forge Ring, detect magic, dispel 
  magic, spell turning, creator must have 10 ranks in Spellcraft; 
  Market Price: 67,600 gp.
  MAGIC OF INCARNUM 
  (3.5)
  ESSENTIA
  The ring of essentia stores a small quantity of another 
  character’s personal soul energy for the wearer’s use.
  Description: The ring of essentia is a plain silver band set 
  with a small sapphire.
  When invested with essentia, the sapphire glows and 
  shimmers faintly.
  Prerequisite: Any character can wear the ring, but only 
  those capable of using essentia will gain any benefit from it.
  Activation: No activation is required to use the essentia 
  stored within the ring (other than the normal action 
  required to invest or reallocate essentia, typically a swift 
  action).
  Storing essentia within the ring, reclaiming essentia stored 
  in the ring, or releasing the essentia stored, requires a 
  standard action.
  Effect: Any character with an essentia pool can touch the 
  ring of essentia to bestow 1 point of essentia from his essentia 
  pool into the ring.
  This reduces the size of his essentia pool by 1.
  The wearer of the ring can use this essentia as if it were part 
  of his own essentia pool (even if he doesn’t have essentia of 
  his own).
  The ring can hold no more than 1 point of essentia.
  The essentia stored within the ring remains for 24 hours 
  before it dissipates, returning to the character who placed it 
  there.
  Before that time, it can be released in one of two ways.
  The wearer of the ring can release the essentia from the 
  gemstone as a standard action, in which case it immediately 
  returns to the essentia pool of its original owner.
  Alternatively, if the character who bestowed the essentia 
  touches the ring, he can reclaim his essentia as a standard 
  action.
  Aura and Caster Level: Faint necromancy; CL 5th.
  Construction: Forge Ring, soul boon, essentia pool; cost 
  8,000 gp; 640 XP, 16 days.
  Price: 16,000 gp.
  SOULBOUND PROTECTION
  The ring of soulbound protection allows its wearer to invest 
  essentia to improve his defenses in combat.
  Description: The ring of soulbound protection is a sturdy band 
  of mithral set with either two (lesser) or four (greater) tiny 
  sapphires.
  
  608
  Prerequisite: Any character can gain the basic effect of the 
  ring of soulbound protection, though only those with an 
  essentia pool can benefit from the essentia investment 
  feature.
  Activation: Investing or reallocating essentia in the ring of 
  soulbound protection is a swift action (and can be done as part 
  of the normal swift action used for reallocating essentia).
  Effect: A ring of soulbound protection grants a +1 deflection 
  bonus to the wearer’s Armor Class.
  In addition, it serves as a receptacle for the wearer’s 
  essentia, much like a soulmeld.
  Every point of essentia invested in the ring increases its 
  deflection bonus to AC by 1.
  A ring of soulbound protection has an essentia capacity.
  Lesser rings of soulbound protection have a maximum essentia 
  capacity of 2, while greater rings have a maximum essentia 
  capacity of 4.
  The maximum value of essentia that can be invested in the 
  ring is equal to this capacity or the character’s normal 
  essentia capacity (see Table 2–1: Essentia Capacity), 
  whichever is less.
  Aura and Caster Level: Moderate abjuration (lesser) or 
  strong abjuration (greater); CL 6th (lesser) or 18th (greater).
  Construction (lesser): Forge Ring, shield of faith, essentia 
  pool 2; cost 5,000 gp, 400 XP, 10 days.
  Construction (greater): Forge Ring, shield of faith, essentia 
  pool 4; cost 13,000 gp, 1,040 XP, 26 days.
  Price: 10,000 gp (lesser) or 26,000 gp (greater).
  MINIATURES HANDBOOK 
  (3.5)
  COMMUNICATION
  Each of these silver rings is inscribed with the Draconic 
  word for friendship.
  While a ring of communication is worn, the wearer can 
  clearly hear anything said (even if whispered quietly) by 
  anyone else within 1 mile who is wearing another ring of 
  communication to whom the wearer is attuned.
  To become attuned, two or more ring of communication 
  wearers need to touch their rings together and speak the 
  command word.
  Any number of ring wearers can become attuned to one 
  another, so long as they are all attuned together at the same 
  time.
  The wearer remains attuned until he removes the ring (or 
  until all other wearers to which he is attuned remove 
  theirs) or attunes himself to a different ring wearer.
  Faint divination; CL 5th; Forge Ring, detect thoughts; Price 
  2,000 gp.
  PLANAR HANDBOOK (3.5)
  ELEMENTAL ADAPTATION
  This gold ring is set with four tiny gemstones: a ruby, an 
  emerald, a sapphire, and a garnet.
  The wearer can ignore many of the dangers of travel on 
  element-dominant planes (including the Elemental Planes 
  themselves), as follows.
  The wearer runs no risk of suffocation on earth-dominant 
  planes, such as the Elemental Plane of Earth.
  However, the ring confers no ability to burrow out of earth; 
  if a character traveling to an earth-dominant plane arrives 
  in solid earth, he still has to dig his way out.
  The wearer ignores the high heat of fire-dominant planes, 
  such as the Elemental Plane of Fire.
  The wearer does not take the usual 3d10 points of fire 
  damage every round, nor do his clothing or flammable 
  possessions catch fire.
  The ring provides no other protection against fire damage.
  The wearer can breathe normally on water-dominant 
  planes, such as the Elemental Plane of Water.
  The ring does not provide the same benefit in ordinary 
  water, however.
  Finally, the wearer gains a +5 bonus on Spellcraft checks to 
  cast spells or use spell-like abilities that would be impeded 
  by an Elemental Plane’s magic traits.
  Strong abjuration; CL 12th; Forge Ring, avoid planar effects; 
  Price 24,000 gp.
  ETHEREAL TRAVEL
  Donning this tarnished silver ring transfers the wearer to 
  the Ethereal Plane.
  Removing the ring ends the effect and returns the wearer 
  to the plane he previously occupied.
  However, if a character wearing a ring of ethereal travel 
  becomes nonethereal by some other means (such as passing 
  through an ethereal curtain), removing the ring has no 
  effect—the character remains where he is, though if he 
  subsequently dons the ring again, he again becomes 
  ethereal.
  Strong transmutation; CL 13th; Forge Ring, ethereal jaunt; 
  Price 182,000 gp.
  FREE MAGIC
  This platinum ring, etched with arcane symbols, is 
  designed to counteract the effects of planes with the 
  limited magic trait.
  By expending charges from a ring of free magic, the wearer 
  can cast spells of the prohibited school, subschool, 
  descriptor, or level as if the limited magic trait didn’t exist.
  The number of charges expended is equal to the level of the 
  spell the wearer wishes to cast.
  A newly created ring of free magic has 50 charges.
  When all the charges are expended, the ring becomes a 
  nonmagical item.
  Strong evocation; CL 12th; Forge Ring, imbue with spell 
  ability; Price 45,000 gp.
  LIMBO CONTROL
  With this mithral ring, the wearer can establish control 
  over a raw area of the Ever-Changing Chaos of Limbo 
  without making the usual Wisdom check.
  The wearer merely visualizes what sort of environment he 
  wants, and the ring creates it, in a 25-foot-radius sphere 
  centering on the wearer.
  
  609
  Further, even if the wearer falls unconscious, the sphere of 
  control retains the form the wearer specified.
  The wearer can change the form of the controlled area once 
  per round as a free action.
  Strong conjuration; CL 12th; Forge Ring, major creation; 
  Price 120,000 gp.
  NEGATIVE PROTECTION
  This gleaming white gold ring enables the wearer to ignore 
  the 1d6 points of damage dealt by negative-dominant 
  planes, such as the Negative Energy Plane.
  Additionally, the wearer cannot gain negative levels while 
  he wears this ring, making the item popular with those who 
  battle undead.
  Strong abjuration; CL 12th; Forge Ring, negative energy 
  protection; Price 72,000 gp.
  POSITIVE PROTECTION
  This black iron ring enables the wearer to ignore the 
  blinding effect of positive-dominant planes, such as the 
  Positive Energy Plane.
  In addition, the wearer does not gain the fast healing ability 
  usually conferred by a positive-dominant plane, nor does 
  the character gain additional hit points when he reaches his 
  normal maximum.
  Spells that channel positive energy—typically healing 
  spells—have no effect on the wearer (making this item 
  very popular with intelligent undead).
  Strong abjuration; CL 12th; Forge Ring, positive energy 
  protection; Price 72,000 gp.
  WATER BREATHING
  This silver ring is shaped to show a fish biting its own tail.
  It enables the wearer to breathe freely in water.
  Faint transmutation; CL 5th; Forge Ring, water breathing; 
  Price 12,000 gp.
  PLAYER’S GUIDE TO 
  FAERÛN (3.5)
  AKKABAR’S BATTLEBLADE
  On close inspection, this ring of twisted metal looks like an 
  endless ring of swords, their blades intertwining like vines.
  Once per day, the wearer may speak a command word and 
  cause the ring to fly off his finger, growing and expanding 
  into a curtain of slashing blades placed as the wearer 
  designates, as per the blade barrier spell.
  When the duration of the spell expires or the wearer 
  dismisses the effect, Akkabar’s battle lade ring shrinks back to 
  its normal size.
  It returns to its wearer’s finger 1 round later, provided that 
  he is alive and within 60 feet, and there is no obstructing 
  object that the ring cannot circumvent (such as a wall or 
  door) between him and the ring.
  If the ring cannot return to the wearer, it instead drops to 
  the ground at the location where the blade barrier was 
  centered.
  Moderate evocation [force]; CL 12th; Forge Ring, blade 
  barrier; Price 25,920 gp.
  ANNULUS CONFLAGROS
  This twisted copper ring resembles a loop of dancing 
  flames, and the rubies and topazes with which it is set seem 
  to reflect the different colors within a fire.
  Each annulus conflagros ring bestows resistance to fire 10 
  upon its wearer and allows her to activate the following 
  abilities with the appropriate command words.
  Pyrotechnics (at will)
  Burning hands (3/day)
  Fireball (2/day)
  Wall of fire (1/day)
  Moderate evocation [fire]; CL 6th; Forge Ring, burning 
  hands, fireball, pyrotechnics, resist energy, wall of fire; Price 
  92,340 gp.
  VELSHAROON’S BINDING
  This peculiar item is actually a pair of rings designed to be 
  worn on the pinky and index fingers, though it still counts 
  as only one ring for the purpose of magic item limitations.
  A fine silver chain joins the two rings.
  The ring of Velsharoon’s binding protects its wearer against 
  undead beings, as if via a protection from evil spell, except that 
  the bonuses are granted against undead rather than against 
  any evil creature.
  The wearer also gains a +3 resistance bonus on saving 
  throws against spells of the necromancy school.
  Faint abjuration; CL 5th; Forge Ring, halt undead; Price 
  33,500 gp.
  SANDSTORM (3.5)
  BLAZING SUN
  This ring is made of polished fire opal and is always very 
  warm to the touch, as though it has been lying in the sun 
  for several hours.
  The wearer gains the fire subtype while wearing the ring.
  Strong transmutation; CL 15th; Forge Ring, mantle of the 
  fiery spirit; Price 135,000 gp.
  SANDFORM
  On command, this sandstone ring allows the wearer to take 
  the form of living sand, as the sandform spell.
  The wearer can remain in sandform for up to 10 minutes 
  per day, and the duration need not be consecutive rounds 
  or minutes.
  Moderate transmutation; CL 10th; Forge Ring, sandform;
  Price 24,000 gp.
  SANDSTRIDING
  This brass ring has the shape of a coiled rattlesnake.
  The wearer gains the benefit of the Sandskimmer feat (see 
  page 52).
  
  610
  Faint transmutation; CL 3rd; Forge Ring, creator must have 
  the Sandskimmer feat or the innate ability to move easily 
  through sand; Price 5,000 gp.
  SAVAGE SPECIES (3.0)
  GROWTH
  This ring allows the wearer to speak a command word and 
  instantly grow in size, doubling its height and multiplying 
  its weight by 8.
  This growth increases the creature’s size category by one, 
  which grants it a +4 size bonus to Strength, a –2 penalty to 
  Dexterity (to a minimum of 1), and a –1 penalty on attack 
  rolls and AC.
  The growth may also increase the wearer’s natural reach 
  and face (see Table 8–7 in the Player’s Handbook).
  The ring can be employed once per day, and the effect lasts 
  for 9 minutes (or less, if the wearer desires).
  The ring does not change the wearer’s speed.
  If insufficient room is available for the desired growth, the
  wearer attains the maximum possible size and may make a 
  Strength check (using its increased Strength) to burst any 
  enclosures in the process.
  If it fails, it is constrained without harm by the materials 
  enclosing it—the ring cannot be used to crush a creature 
  by growth.
  All equipment worn or carried by the wearer is affected by 
  the ring.
  A melee weapon enlarged by one size category deals more 
  damage (as shown on Table 5–1).
  Magical properties of items are not affected by the growth.
  Any enlarged item that leaves the enlarged creature’s 
  possession (including a projectile or thrown weapon) 
  instantly returns to its normal size.
  This means that thrown weapons deal their normal damage 
  (projectiles deal damage based on the size of the weapon 
  that fired them).
  Multiple magical effects that increase size do not stack.
  Caster Level: 9th; Prerequisites: Forge Ring, animal growth;
  Market Price: 18,000 gp.
  SHRINKING
  This ring allows the wearer to speak a command word and 
  instantly diminish in size, halving its height, length, and 
  width and dividing its weight by 8.
  This reduction in size decreases the creature’s size category 
  by one, which grants it a +2 size bonus to Dexterity, a –4 
  penalty to Strength (to a minimum of 1), and a +1 bonus on 
  attack rolls and AC.
  The change in size may also affect the wearer’s natural 
  reach and face (see Table 8–7 in the Player’s Handbook).
  The ring can be employed once per day, and the effect lasts 
  for 9 minutes (or less, if the wearer desires).
  The ring does not change the wearer’s speed.
  All equipment worn or carried by a creature is affected by 
  the ring.
  A melee weapon reduced by one size category deals less 
  damage (as shown on Table 5–1).
  Magical properties of items are not affected by the 
  reduction.
  Any reduced item that leaves the reduced creature’s 
  possession (including a projectile or thrown weapon) 
  instantly returns to its normal size.
  This means that thrown weapons deal their normal damage 
  (projectiles deal damage based on the size of the weapon 
  that fired them).
  Multiple magical effects that reduce size do not stack.
  Caster Level: 9th; Prerequisites: Forge Ring, reduce; Market 
  Price: 3,600 gp.
  WORDTWISTING
  This ring grants a +2 insight bonus on Bluff, Diplomacy, 
  and Sense Motive checks.
  If worn by someone of orc blood, the ring grants a +4 
  insight bonus on Bluff, Diplomacy, Intimidate, and Sense 
  Motive checks, and the wielder acts as if the subject of a 
  tongues spell cast by a 5th-level wizard.
  Caster Level: 5th; Prerequisites: Forge Ring, tongues; Market 
  Price: 23,508 gp.
  SERPENT KINGDOMS (3.5)
  SERPENT
  Fashioned of plain brass and shaped to resemble an open-
  mouthed snake wrapped around its own tail to form a band, 
  serpent rings are often used as pass tokens by serpentfolk, 
  scalykind, and cultists of Tiamat, Set, Sseth, and Varae.
  (They are especially common in the Sauringar tribe of the 
  yuan-ti).
  Spell wards in temples dedicated to these deities are often 
  keyed to allow passage by the bearer of such rings.
  An openly displayed serpent ring attracts immediate, 
  suspicious attention from those who venerate serpentkind.
  The wearer of a serpent ring is immune to all serpent venom 
  and gains a +3 bonus on saving throws against poison or 
  acid damage.
  In addition, a viper weapon never attacks the wearer of a 
  serpent ring, whether or not it is openly displayed.
  Moderate abjuration and conjuration; CL 7th; Forge Ring, 
  neutralize poison, protection from energy (acid); Price 5,000 gp.
  VIPER
  Fashioned of green serpentine stone, this ring is carved in 
  the shape of a tiny viper biting its own tail.
  When the wearer makes a successful unarmed attack, the 
  viper releases its tail and automatically bites the same 
  target.
  The wearer’s attack deals 1 extra point of damage and 
  injects venom into the target (injury, Fortitude DC 11, 
  initial and secondary damage 1d6 Con).
  Moderate conjuration and necromancy; CL 7th; Forge 
  Ring, poison, summon monster I; Price 8,000 gp.
  
  611
  SILVER MARCHES (3.0)
  SENDING
  Each of these simple silver rings bears a single piece of 
  ravenar, a glossy black variety of tourmaline.
  On the stone is engraved an eye and a star.
  Each of these rings is part of a set; the stone of each ring in 
  the set is a polished piece of a larger uncut ravenar stone (a 
  typical set of sending rings is five to 11 rings).
  Once per tenday the wearer can activate a ring’s power, 
  broadcasting a short message to all other bearers of rings in 
  that set, as if using a multiple-target sending spell.
  Each other ringbearer may give a short response, as 
  described in the sending spell.
  The ring cannot receive or send a message if it is not worn.
  There is no way for a wearer to know who might be 
  wearing the other rings (for example, if a ring were stolen 
  and fell into the wrong hands), so secret messages are best 
  sent in code or by other means.
  Normally these rings are created as a group and handed out 
  to individuals who live far apart but may need to contact 
  each other in emergencies.
  Several rings in the same set have been given to the 
  stewards of key fortifications along the Silver Marches 
  border, allowing them to warn the interior cities of 
  impending invasions.
  Caster Level: 9th; Prerequisites: Forge Ring, Rary’s telepathic 
  bond, sending; Market Price: 10,000 gp.
  STORMWRACK (3.5)
  FOUR WINDS
  The ring of the four winds is favored and coveted by mariners 
  and sea-going adventurers for its ability to harness the four 
  winds to do the ring-bearer’s will.
  The ring creates small gusts of wind when the wearer is 
  attacked, granting a +2 def lection bonus to the wearer’s AC.
  Additionally, the character can use feather fall upon herself 
  as an immediate action at any time, even when it isn’t her 
  turn.
  Finally, with a command word the wearer can use the ring 
  to bring about a stormrunner’s ward effect three times per 
  day.
  Moderate abjuration, evocation [air], transmutation; CL 3rd; 
  Forge Ring, feather fall, mage armor, stormrunner’s ward; Price 
  20,000 gp.
  LANDWALKING
  This brass ring has a pattern of fish scales etched into it.
  An aquatic humanoid or monstrous humanoid who dons 
  the ring develops legs and feet (if it does not already have 
  them), which persist as long as the ring is worn.
  It loses its swim speed, but gains a land speed of 30 feet.
  The ring also confers air breathing on the wearer.
  Strong transmutation; CL 5th; Forge Ring, air breathing, fins 
  to feet; Price 10,000 gp.
  VORTEX
  This platinum ring is fitted with an aquamarine.
  On command, the ring of the vortex allows the wearer to take 
  the form of a vortex (see Huge water elemental on page 101 
  of the Monster Manual).
  While in vortex form, the wearer does not need to breathe 
  and has a swim speed of 120 feet but no land speed (and 
  cannot leave the water).
  The wearer can take no actions other than moving, does not 
  threaten the area around him, and does not provoke attacks 
  of opportunity for moving.
  The wearer can remain in this form for up to 10 rounds per 
  day; the duration of this effect need not be consecutive 
  rounds.
  Strong transmutation; CL 15th; Forge Ring, control water,
  shapechange; Price 44,000 gp.
  SWORD AND FIST (3.0)
  MAGE ARMOR
  This ring protects the wearer as with the mage armor spell 
  (+4 armor bonus to AC).
  Caster Level: 1st; Prerequisites: Forge Ring, mage armor; Market 
  Price: 12,000 gp.
  SHOCKING BLOWS
  On command, this ring imbues the wearer’s hands with 
  electrical energy.
  The wearer can make one touch attack each round that 
  does 1d8+3 electrical damage.
  As with a regular touch spell, the wearer can also simply 
  make unarmed attacks normally, the ring discharging 
  whenever the wearer successfully hits.
  Caster Level: 3rd; Prerequisites: Forge Ring, shocking grasp; 
  Market Price: 13,000 gp.
  TOME OF MAGIC (3.5)
  NULLIFICATION
  This ring protects you from one attack of almost any sort 
  per day.
  Description: A ring of nullification appears to be a plain band 
  of dull metal with an onyx gem set in it.
  When activated, the onyx glows as brightly as a torch for an 
  instant, then it darkens to jet black until the next midnight.
  Activation: At any time, you can specify the type of attack 
  against which the ring will protect you.
  Doing this requires a standard action.
  The ring then activates instantly and automatically should 
  you be targeted by that sort of attack.
  Effect: Once per day, the ring nullifies a single attack 
  against you.
  You must have declared ahead of time what sort of attack 
  will activate the ring.
  You can specify a type of damage (“the next time I take fire 
  damage” or “the next time I take strength damage”) or a 
  method of attack (the next time someone strikes me with a 
  
  612
  weapon” or “the next time someone casts a damaging spell 
  on me”).
  The ring negates 20 points of hit point damage (or 2 points 
  of ability damage) from the next specified attack.
  It then goes dormant for 24 hours.
  Aura/Caster Level: Moderate abjuration. CL 10th.
  Construction: Forge Ring, aura of shade, shadow skin, 1,600 
  gp.
  128 XP, 4 days.
  Price: 3,200 gp.
  UNDERDARK (3.5)
  ANTIVENOM
  This ring renders the wearer immune to all natural poisons 
  and grants her a +5 resistance bonus on saving throws 
  against any magic or supernatural poison.
  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 
  before it will function again.
  Moderate conjuration; CL 7th; Forge Ring, neutralize poison;
  Price 60,000 gp.
  ANTIVENOM, FRUGAL
  Once per day, the wearer of this ring can speak a command 
  word to activate a neutralize poison effect upon herself.
  Moderate conjuration; CL 7th; Forge Ring, neutralize poison;
  Price 10,000 gp.
  DETECT THOUGHTS
  On command, this ring allows the wearer to read thoughts, 
  as though with the detect thoughts spell.
  Faint divination; CL 3rd; Forge Ring, detect thoughts; Price 
  10,800 gp.
  ENSLAVEMENT
  These sinister rings are always created in sets of six: one 
  master ring and five servant rings.
  Master Ring: The wearer can use detect thoughts at will against 
  anyone wearing a servant ring created in conjunction with 
  that master ring.
  Servant Ring: This ring is considered a cursed item and 
  cannot be removed except by a remove curse spell.
  It functions exactly like an amulet of inescapable location, with 
  the following additional properties.
  While wearing this ring, the wearer is not permitted a 
  saving throw against the detect thoughts ability of the master 
  ring.
  When donned, and each tenday thereafter, the ring exerts a 
  dominate person effect upon the wearer, granting control to 
  the wearer of the master ring.
  The dominate person effect ends if the ring is removed.
  Moderate enchantment; CL 10th; Forge Ring, bestow curse,
  detect thoughts, dominate person; Price 120,000 gp (master ring 
  and five servant rings).
  
  613
  RODS
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  CONSTRUCT CONTROL
  This rod is in the shape of a muscular humanoid carved 
  from a single piece of marble.
  If the wielder is within 60 feet of a construct with no 
  Intelligence score, the rod of construct control allows the 
  bearer to override any commands that the construct might 
  have and replace them with new commands as if the 
  wielder were the creator of that construct (see the Golem 
  entry in the Monster Manual).
  Against constructs with Intelligence scores, the construct 
  must succeed on a Will save (DC 23) or the wielder takes 
  control.
  If its creator is within 60 feet, an intelligent construct gains 
  a +4 bonus on the Will save.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  dominate monster; Market Price: 68,850 gp.
  EMBASSY
  There are actually many varieties of this item, and they vary 
  so widely in appearance that it is practically impossible to 
  characterize them at all.
  Each kind of rod of embassy is keyed to a different plane of 
  existence, most to a specific Outer Plane.
  In general, the design and decoration of a given rod is 
  strongly reminiscent of the plane it is keyed to.
  Thus, a rod of embassy keyed to the Seven Mounting 
  Heavens of Celestia is made of precious metals and 
  includes images of archons, while one keyed to the Ever-
  Changing Chaos of Limbo is almost amorphous, 
  resembling an elongated ooze, though careful examination 
  reveals the likenesses of slaadi lightly etched into its 
  surface.
  When a creature carries a rod of embassy keyed to its home 
  plane, it is considered to be on that plane for as long as it 
  holds the rod.
  The creature’s type does not change, but it is no longer 
  considered an extraplanar creature.
  Thus, it cannot be sent away by banishment or dismissal, or 
  even the powerful blasphemy, dictum, holy word, and word of 
  chaos spells.
  In addition, it can use similar spells to banish other 
  extraplanar creatures as if it were on its home plane.
  If a creature holds a rod of embassy keyed to a plane that is 
  not that creature’s home plane, the rod has no effect.
  Caster Level: 9th; Prerequisites: Craft Rod, plane shift; Market 
  Price: 20,000 gp.
  FORCE
  This rod is made of black iron, 18 inches long and a half-
  inch wide.
  The rod has three functions, any of which can be used, in 
  any combination, five times per day.
  • Blast of Force: A blast of force projects from the rod with a 
  range of 100 feet.
  This is a ranged touch attack and deals 10d6 points of 
  damage.
  • Wall of Force: As the spell.
  • Blade of Force: A 3-footlong glowing blade of force springs 
  forth from the rod that lasts for 10 rounds.
  This can be used as a +1 brilliant energy longsword.
  Caster Level: 13th; Prerequisites: Craft Rod, magic missile, 
  Mordenkainen’s sword, wall of force; Market Price: 125,000 gp.
  GHOST
  This ornate scepter is made of bluish glass.
  Though not suitable for use as a normal melee weapon, it 
  can be used to make a special touch attack against 
  incorporeal creatures.
  If this touch attack succeeds, the creature takes 2d4 points 
  of damage.
  Once per day, the wielder of a ghost rod can become 
  incorporeal.
  This allows the character to harm other incorporeal 
  creatures normally, as well as passing through walls and all 
  the other benefits (and drawbacks) of an incorporeal state, 
  as described in the DUNGEON MASTER’s Guide.
  The character is not ethereal and has no connection to the 
  Ethereal Plane, unlike a true ghost.
  He can remain incorporeal for a maximum of 15 rounds, 
  after which he becomes fully material again.
  Caster Level: 15th; Prerequisites: Craft Rod, plane shift; Market 
  Price: 50,000 gp.
  MIMICRY
  This strange, short rod is crowned with an image of a 
  mynah.
  When held, its wielder can mimic any voice or sound she 
  has heard.
  Listeners must succeed on a Will save (DC 17) to detect the 
  ruse.
  The wielder also receives a +10 competence bonus on 
  Disguise, Forgery, and Use Magic Device checks, and can 
  use the ventriloquism spell at will.
  Caster Level: 6th; Prerequisites: Craft Rod, change self,
  ventriloquism; Market Price: 30,000 gp.
  PARALYSIS
  This rod is created out of sickly pink coral and topped with 
  spikes like those on a puffer fish.
  The spikes constantly produce an exotic venom that has 
  paralytic qualities.
  These rods are commonly created by kuo-toas, who are 
  immune to the effects they produce.
  Anyone struck by the rod must succeed on a Fortitude save 
  (DC 25) or be paralyzed for 1d4 rounds.
  The wielder can also expend a charge to cast hold person and 
  hold animal twice per day and hold monster once per day (as 
  the spells from a 9th-level caster).
  The rod holds 50 charges for the spells, but the poison lasts 
  indefinitely.
  
  614
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, hold 
  monster, hold person; Market Price: 22,000 gp.
  TENTACLE
  This rod comes in two varieties, greater and lesser.
  Each appears to be a long, sinuous rod of unknown (but 
  presumably organic) composition.
  The lesser rod ends in three “branches”, while the greater 
  has six.
  Upon command, these branches animate and grapple like 
  tentacles, using their own attack bonus (including the rod’s 
  +3 enhancement bonus) rather than the wielder’s bonus.
  The rod’s attacks count as a standard action for the wielder.
  The tentacle attacks follow all the normal rules for grapple 
  attacks, with two exceptions: These attacks don’t incur 
  attacks of opportunity, and the wielder need not move into 
  the target’s space to maintain the grapple.
  The tentacle, not the wielder, is considered to be the 
  grappler (and the wielder doesn’t suffer any of the 
  drawbacks of grappling).
  Treat the rod as a Medium-size creature for purposes of the 
  special size modifier to the grapple check.
  Each rod also has one or more special powers that affect any
  target touched by three (or six) of its tentacles in the same 
  round (regardless of whether the tentacles actually grapple 
  the target).
  If all three of the lesser rod’s tentacles touch a target, it must 
  succeed on a Fortitude save (DC 14) or be affected by a slow 
  spell for 12 rounds.
  If any three of the greater rod’s tentacles touch a single 
  target, it must succeed on a Will save (DC 14) or be affected 
  by a bestow curse spell (a permanent –4 enhancement 
  penalty on attacks, saves, and checks).
  If all six of the greater rod’s tentacles touch a single target in 
  the same round, the victim must succeed on a Fortitude 
  save (DC 17) or take 1 point of permanent Dexterity drain.
  Each tentacle has hardness 10, 20 hp, and a break DC of 30.
  Caster Level: 12th; Prerequisites: Craft Rod, animate objects, 
  bestow curse (greater rod only), Evard’s black tentacles, slow 
  (lesser rod only); Market Price: 21,000 gp (lesser rod) or 57,000 
  gp (greater rod).
  TRACKING
  These two identical copper rods are a foot long and topped 
  with a smooth clear crystal.
  Taking a full action and doing nothing else, the wielder can 
  determine the exact distance and direction of the other rod.
  By spending another full action, the wielder can determine 
  if the rod is being held by a creature and what that 
  creature’s current physical status is (alive and healthy, 
  injured, dying, or unconscious).
  It does not determine the mental status (dazed, stunned, 
  and the like) or any magical effects (such as charmed or 
  dominated).
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, locate 
  creature, status; Market Price: 37,800 gp.
  TREES
  This wooden rod resembles a small staff of the woodlands, 
  having a shape that suggests natural growth.
  It can be used as a melee weapon as if it were a cudgel with 
  shillelagh cast upon it: It strikes with a +1 enhancement 
  bonus on attack and damage rolls and deals 1d10 points of 
  damage (+1 for its enhancement bonus).
  It also grants its wielder a +5 natural armor bonus.
  The wielder of a rod of trees can animate trees as a treant.
  She can animate trees within 180 feet, controlling up to two 
  trees at a time and no more than two trees per day.
  It takes a full round for a normal tree to uproot itself.
  Thereafter it moves at a speed of 10 feet and otherwise 
  fights as a treant in all respects.
  The ability is otherwise similar to liveoak from a 12th-level 
  caster.
  Caster Level: 12th; Prerequisites: Craft Rod, barkskin, liveoak, 
  shillelagh; Market Price: 120,000 gp.
  WARNING
  This slender, 4-foot-long rod breaks down into four separate 
  sections.
  When all four of these sections are planted at least halfway 
  into the ground, they cast alarm and detect scrying as from a 
  9th-level caster.
  The area is defined by the location of the rods and is, in 
  theory, unlimited.
  In practice, however, most users find a 300-foot diameter to 
  be the largest useful area.
  The alarm lasts until the person who placed a section 
  removes it.
  If anyone other than that person removes a section, then 
  the alarm automatically triggers.
  The user can also choose what does not trigger the alarm, 
  such as creature type, specifying size from Fine to 
  Gargantuan.
  Caster Level: 9th; Prerequisites: Craft Rod, alarm, detect scrying; 
  Market Price: 58,000 gp.
  BOOK OF VILE DARKNESS 
  (3.0)
  CELESTIAL BANE
  Deep blood red in color, this metal rod is about 2 feet long 
  and topped with a curved spike.
  All celestials within 60 feet of the rod take a –4 profane 
  penalty on attack and damage rolls, saving throws, and skill 
  checks.
  There is no saving throw against this effect, nor does spell 
  resistance apply.
  Caster Level: 13th; Prerequisites: Craft Rod, bestow curse, limited 
  wish, creator must be an evil outsider; Market Price: 56,000 
  gp; Weight: 3 lb.
  
  615
  FLESHEATER
  This brown scepter is topped with a device that looks like a 
  tooth-filled mouth.
  Once per day, the wielder can summon horrible little 
  creatures of greenish energy that look like minuscule imps 
  or quasits.
  These creatures tear at the flesh of one target, eating it as 
  they swarm around.
  The flesheaters are not actual creatures, but instead magical 
  effects.
  They can be dispelled, but not attacked; attacks directed 
  against them hit the rod’s target instead.
  The target must succeed at a Fortitude save (DC 18) to resist 
  the flesheaters.
  If this save is failed, the target takes 3d6 points of damage 
  per round for 1d6+1 rounds.
  Caster Level: 5th; Prerequisites: Craft Rod, summon monster III; 
  Market Price: 18,000 gp; Weight: 3 lb.
  HARROW
  This black, slightly twisted metal rod sprays a cone of acid 
  up to 30 feet.
  Anyone in the area takes 9d6 points of acid damage (Reflex 
  DC 17 half).
  The harrow rod can be used three times per day.
  Caster Level: 7th; Prerequisites: Craft Rod, cone of cold, Melf’s 
  acid arrow; Market Price: 54,000 gp; Weight: 3 lb.
  POSSESSION
  This rod allows a willing user to draw a fiend or malevolent 
  ghost into himself for possession.
  When the rod is activated, the wielder is automatically 
  possessed by the nearest appropriate possessing creature, 
  even if the creature is unwilling.
  The identity and attitude of the nearest spirit are often at 
  the DM’s discretion.
  This rod is frequently used in unspeakable rituals of black 
  magic.
  Caster Level: 9th; Prerequisites: Craft Rod, imprison soul,
  impotent possessor; Market Price: 20,000 gp; Weight: 3 lb.
  COMPLETE ARCANE (3.5)
  FURY
  A rod of this sort typically has its top carved to resemble the 
  head of an angry deity.
  In addition to giving the bearer a deflection bonus to 
  Armor Class (+1 to +5, depending on the type of rod), a rod 
  of fury allows a spellcaster to increase the effectiveness of 
  one spell of 6th level or lower per day, altering it as if it 
  were under the effect of the Empower Spell feat.
  Activating this ability is a free action and does not affect the 
  spell level or casting time of the altered spell (even for 
  sorcerers and other spontaneous casters).
  Strong abjuration; CL 17th; Craft Rod, Empower Spell, 
  Spell Focus, protection from chaos/evil/good/law, creator’s 
  caster level must be at least three times that of the bonus 
  placed in the rod; Price 26,800 gp (+1), 38,800 gp (+2), 
  58,800 gp (+3), 77,600 gp (+4), 95,600 gp (+5).
  INTERFERENCE
  This potent device prevents the operation of other magic 
  items.
  On command up to three times per day, a rod of interference 
  shoots forth a brilliant sapphire beam that unerringly 
  strikes a single target creature within 60 feet.
  The targeted creature must succeed on a DC 19 Will save, 
  or the functions of all magic items currently in its 
  possession are suppressed for 1 minute, as if they were 
  under the effect of a targeted dispel magic.
  Moderate abjuration; CL 11th; Craft Rod, greater dispel 
  magic; Price 72,000 gp.
  METAMAGIC
  Metamagic rods hold the essence of a metamagic feat but 
  do not change the spell slot of the altered spell.
  The metamagic rods presented here (modeled after the new 
  metamagic feats presented in Chapter 3 of this book) 
  function in all respects as those described on page 236 of 
  the Dungeon Master’s Guide.
  Lesser and Greater Metamagic Rods: Normal metamagic rods 
  can be used with spells of 6th level or lower.
  Lesser rods can be used with spells of 3rd level or lower, 
  while greater rods can be used with spells of 9th level or 
  lower.
  CHAINING
  The wielder can cast up to three spells per day that are 
  chained as though using the Chain Spell feat.
  Strong (no school); CL 17th; Craft Rod, Chain Spell; Price 
  27,200 gp (lesser), 108,000 gp (normal), 243,000 gp (greater).
  COOPERATION
  The wielder can cooperatively cast up to three spells per 
  day as though using the Cooperative Spell feat.
  Strong (no school); CL 17th; Craft Rod, Cooperative Spell; 
  Price 2,700 gp (lesser), 10,500 gp (normal), 24,300 gp 
  (greater).
  SCULPTING
  The wielder can cast up to three spells per day whose areas 
  can be modified as though using the Sculpt Spell feat.
  Strong (no school); CL 17th; Craft Rod, Sculpt Spell; Price 
  5,400 gp (lesser), 21,600 gp (normal), 48,600 gp (greater).
  SUBSTITUTION
  Four different types of the metamagic rod of substitution 
  exist, each keyed to a different type of energy (acid, cold, 
  electricity, or fire).
  The wielder can cast up to three spells per day as though 
  using the appropriate Energy Substitution feat.
  Strong (no school); CL 17th; Craft Rod, Energy 
  Substitution for the appropriate energy type; Price 2,700 gp 
  (lesser), 10,500 gp (normal), 24,300 gp (greater).
  
  616
  WARLOCK’S SCEPTER
  This fearsome device is a +2 light mace with a head in the 
  shape of a demonic horned skull.
  When held, it confers a +2 profane bonus on ranged touch 
  attack rolls made with it.
  In addition, a warlock (or any other character capable of 
  invoking an eldritch blast) can choose to spend charges from 
  the scepter to increase the amount of damage his eldritch 
  blast deals.
  The rod’s wielder can expend up to 5 charges in any 24-
  hour period.
  A rod is created with 50 charges.
  After all charges are used, the rod remains a +2 light mace,
  but no longer provides a bonus on ranged touch attack 
  rolls.
  Moderate necromancy; CL 10th; Craft Rod, bestow curse;
  Price 28,000 gp; Weight 3 lb.
  COMPLETE MAGE (3.5)
  ELDRITCH POWER
  Beloved by warlocks, these rods augment the user’s eldritch 
  blast.
  Description: Although the various types of rods of eldritch 
  power vary somewhat in appearance, they are all made of 
  black iron.
  They average 2 feet in length and are carved to resemble 
  the straightened spine of a demonic creature.
  A sculpted fiendish or fey-like head, clearly too small for 
  the spine, protrudes from one end.
  When the rod is used, the wielder’s eldritch blast comes from 
  the carved eyes and mouth of the sculpted head, rather 
  than from his hand.
  Activation: A rod of eldritch power requires a swift action to 
  activate.
  It functions five times per day.
  Effect: Each rod of eldritch power has one invocation—either 
  a blast shape invocation or an eldritch essence invocation—
  contained within it.
  You can will it to apply this invocation to any eldritch blast 
  you fire while holding it.
  This allows you to make use of blast shape or eldritch 
  essence invocations you might not normally have, but it 
  does not change the normal restriction that only one 
  invocation of each type can be applied to any given blast.
  Aura/Caster Level: Varies by equivalent level of the 
  invocation.
  Least: Faint, no school. CL 1st.
  Lesser: Moderate, no school. CL 6th.
  Greater: Moderate, no school. CL 11th.
  Dark: Strong, no school. CL 16th.
  Construction: Craft Rod, plus whichever invocation is 
  attached to the rod.
  The precise costs depend on the grade of the invocation 
  within the rod.
  Least: 2,000 gp, 160 XP, 4 days.
  Lesser: 8,000 gp, 640 XP, 16 days.
  Greater: 18,000 gp, 1,440 XP, 36 days.
  Dark: 32,000 gp, 2,560 XP, 64 days.
  Weight: 3 lb.
  Price: 4,000 gp (least), 16,000 gp (lesser), 36,000 gp (greater), 
  64,000 gp (dark).
  ELEMENTAL MIGHT
  Coveted by wu jen everywhere, a rod of elemental might 
  grants you mastery of an additional element.
  Description: Rods of elemental might are long, slender rods, 
  inscribed with ancient symbols of power.
  The substance of which they are made depends on the 
  element over which they grant mastery: heavy crystal for 
  air, marble for earth, obsidian for fire, coral for water, and 
  mahogany for wood.
  Prerequisite: A rod of elemental might functions only for wu 
  jen (or another character with the elemental mastery class 
  feature).
  Activation: A rod of elemental might functions as long as you 
  hold it with at least one hand.
  It requires no activation.
  Effect: You gain the benefits of elemental mastery (+2 
  effective caster level when casting spells of that element, 
  and a +2 competence bonus on saves against spells of that 
  element) applied to whichever element the rod represents.
  This benefit is in addition to whichever elemental mastery 
  you already possess.
  If you are already a master of the rod’s element, the item 
  grants you no further benefits.
  Aura/Caster Level: Moderate, no school. CL 17th.
  Construction: Craft Rod, creator must be a wu jen with 
  mastery of the relevant element, 4,800 gp, 384 XP, 10 days.
  Weight: 3 lb.
  Price: 9,600 gp.
  MAGICAL PRECISION
  A boon to all casters but particularly to combat-focused 
  arcanists, this item improves your accuracy with magical 
  ranged attacks.
  Description: A rod of magical precision is a slender rod, almost 
  wand-like in appearance.
  Runes and arcane symbols travel up the rod in a spiral 
  pattern, culminating in one great rune printed on the tip.
  When the rod is active, the runes pulse with energy, 
  starting at the handle and working up to the top.
  The spell appears to emanate from the rod rather than from 
  your own hand.
  
  617
  Activation: The primary function of a rod of magical precision 
  works as long as you hold the item in one or both hands, 
  requiring no action to activate.
  It has no limit on daily uses.
  The secondary function of the rod requires no specific 
  action to activate, merely an act of will made as part of 
  casting a spell.
  It functions up to three times per day.
  Effect: While you are holding a rod of magical precision, any 
  ranged attack you make with a spell or spell-like ability at 
  an opponent engaged in melee does not take the standard –
  4 penalty on your attack roll.
  In addition, you can choose for your spell or spell-like 
  ability to ignore the miss chance granted to a target by 
  concealment or total concealment.
  In the case of a target that has total concealment, you must 
  still aim at the correct square.
  Aura/Caster Level: Faint divination. CL 3rd.
  Construction: Craft Rod, true strike, 6,000 gp, 480 XP, 12 
  days.
  Weight: 1 lb.
  Price: 12,000 gp.
  MANY WANDS
  This device, perhaps one of the stranger rods ever created, 
  allows you to utilize more than one wand at a single time.
  Description: A rod of many wands is made of steel and 
  constructed in two distinct parts.
  The handle end, wrapped in leather, is roughly as thick as 
  the handle of a mace, while the top end is roughly twice 
  that in diameter.
  Each makes up about half the length of the rod.
  The upper end contains three depressions running down 
  its length, each one designed to hold a wand in place.
  Activation: In order to make use of a rod of many wands, you 
  must first load it with as many as three wands you wish to 
  use.
  Each wand requires a full-round action to load (or a move 
  action to remove).
  After one or more wands are loaded into the rod, they can 
  all be activated by a single command word unique to the 
  rod.
  This utterance is a complex phrase in Draconic, and 
  speaking it requires a full-round action, rather than the 
  standard action normally required for command word 
  activation.
  Effect: With this rod, you can trigger multiple wands at 
  once.
  Although you are not required to fill all three depressions, 
  you cannot selectively activate the wands that you have 
  loaded; activating the rod triggers every wand connected to 
  it.
  This process drains a number of charges from each wand 
  equal to the number of wands loaded into the rod.
  For instance, if you have fully loaded the rod, each use 
  drains three charges from each wand.
  Aura/Caster Level: Moderate, no school. CL 17th.
  Construction: Craft Rod, Craft Wand, 13,500 gp, 1,080 XP, 
  27 days.
  Weight: 5 lb.
  Price: 27,000 gp.
  SHADOWBLENDING
  This strange and mysterious tool infuses the wielder’s 
  illusions with the stuff of shadow, making them almost 
  real.
  Description: A rod of shadowblending is roughly 2 feet in 
  length, but it would likely be a full 3 if it were straight.
  It resembles a gnarled branch, with odd kinks and twists, 
  but is in fact made of a dark metal that absorbs light rather 
  than reflects it.
  When the rod is activated, a black smoke seeps out of both 
  ends of it, swiftly dissipating mere inches from the metal.
  Activation: A rod of shadowblending requires a swift action to 
  activate.
  You must take advantage of its power within 2 rounds of 
  activation, or the charge dissipates and you must activate it 
  again.
  It can be activated up to three times per day.
  Effect: A rod of shadowblending infuses your normal illusions 
  with shadow, making them partially real.
  This effect allows you to transform any casting of either 
  minor image or major image into a casting of shadow 
  conjuration, and any casting of major image into shadow 
  evocation.
  Aura/Caster Level: Moderate illusion. CL 9th.
  Construction: Craft Rod, shadow evocation, shadow 
  conjuration, 4,500 gp, 360 XP, 9 days.
  Weight: 3 lb.
  Price: 9,000 gp.
  SPELL CHANNELING
  Sought by those who share a link with a familiar, a rod of 
  spell channeling allows you to deliver spells other than touch 
  spells through your companion.
  Description: A rod of spell channeling appears to be a short 
  wooden or bone shaft, with numerous animalistic shapes 
  and symbols engraved up and down its length.
  Upon activation, the rod hums very lightly, duplicating the 
  call of the species to which your familiar belongs.
  Activation: Activating a rod of spell channeling is a free action 
  that you take as you cast the spell to which you wish to 
  apply its effects.
  Your familiar must be within 60 feet, and you must have 
  line of sight to it.
  The rod can be used three times per day.
  Effect: You can cast any spell with a range greater than 
  touch or 0 feet with its source as your familiar, rather than 
  from your own person.
  If the spell affects one or more targets, both you and your 
  familiar must have line of sight to any target selected.
  For all other purposes (including attack rolls, save DCs, and 
  so on), treat the spell as if you were the caster.
  You can apply this effect to spells of 3rd level or lower if 
  using a lesser rod of spell channeling, to spells of 6th level or 
  lower if using a normal rod of spell channeling, and to spells of 
  9th level or lower if using a greater rod of spell channeling.
  Aura/Caster Level: Strong, no school. CL 17th.
  Construction: Craft Rod, must have a familiar, 4,500 gp, 360 
  XP, 9 days (lesser); 16,250 gp, 1,300 XP, 33 days (normal); 
  36,500 gp, 2,920 XP, 73 days (greater).
  Weight: 2 lb.
  Price: 9,000 gp (lesser), 32,500 gp (normal), 73,000 (greater).
  
  618
  SPELLHOLDING
  This small item acts as a repository of magic, allowing the 
  wearer to “hold” a touch spell while casting other spells, or 
  even to touch other individuals without triggering the 
  spell.
  Description: A rod of spellholding is unusually small for a rod; 
  it is only about 1 foot in length and a little over 1 inch in 
  circumference.
  A series of tiny symbols that spiral up the length of the rod 
  is revealed, on close inspection, to be a chain of linked 
  hands.
  Activation: A rod of spellholding requires a swift action to 
  activate.
  This action must be taken in the same round when you cast 
  the touch spell you wish the rod to “hold”.
  The rod can hold only a single spell at a time.
  Effect: You can hold a touch spell in the rod, allowing you 
  to cast other spells or to touch other creatures, without 
  triggering the spell.
  (Normally, you cannot cast other spells while holding a 
  touch spell, and any creature you touch suffers the effect).
  You can use the held spell by using a standard action and
  making a melee touch attack; the held spell is expended if 
  you succeed on your attack roll, and it has the normal 
  effect.
  The rod cannot hold a spell indefinitely, however; the spell 
  fades in 6 minutes if you have not already used it.
  The spell is also lost if the rod of spellholding ever leaves your 
  hands.
  Aura/Caster Level: Moderate, no school. CL 6th.
  Construction: Craft Rod, 4,500 gp, 360 XP, 9 days.
  Weight: 1 lb.
  Price: 9,000 gp.
  WARBRINGER
  A boon to warriors everywhere, a warbringer’s rod allows 
  soldiers and fighters to mystically augment their abilities 
  without waiting for assistance from an allied spellcaster.
  Description: A warbringer’s rod is a heavy bar of iron with a 
  steel head at the top.
  The head is flanged, allowing it to function as a mace.
  When one of the rod’s magical abilities is activated, the 
  handle grows warm, and the wielder hears a battle cry 
  reverberating in his head.
  Activation: The normal enhancement bonus of a 
  warbringer’s rod and the feat-related benefit require no 
  activation to function.
  The spell effects contained within a warbringer’s rod require 
  a command word to activate; this takes a standard action.
  The specific words vary from rod to rod, but include 
  phrases such as “Grant me strength!” and “Let blood flow!”
  Once it is activated, a warbringer’s rod cannot be activated 
  again until an arcane spell of 3rd level or higher has been 
  placed into it (much as the way a ring of spell storing 
  functions, though the precise spell doesn’t matter).
  Effect: A warbringer’s rod functions as a +1 heavy mace.
  If the wielder has any feats that apply only to a specific 
  weapon (such as Weapon Focus), he can apply the feats’
  benefit to this weapon as well.
  In addition, when it is activated, the rod casts both bear’s 
  endurance and bull’s strength on the wielder simultaneously.
  These spells remain active as long as the wielder holds the 
  rod (up to the normal duration of each spell).
  Aura/Caster Level: Faint transmutation. CL 5th.
  Construction: Craft Rod, Craft Magic Arms and Armor, 
  Weapon Focus (any), bear’s endurance, bull’s strength, greater 
  magic weapon, 4,312 gp, 320 XP, 8 days.
  Weight: 8 lb.
  Price: 8,312 gp.
  COMPLETE SCOUNDREL 
  (3.5)
  ROPES
  This versatile item meets your every rope-related need.
  Description: Crafted from the darkest teak and repeatedly 
  stained until it holds a lustrous black shine, this rod is a 
  sculpted, 18-inch-long baton.
  Closer inspection (Search DC 15) reveals three barely 
  perceptible concave indentations in the middle third of the 
  rod.
  Activation: The three indentations act as buttons.
  Pressing any one of the rod’s buttons requires a move 
  action.
  Effect: The rod has three functions, each of which can be 
  employed an unlimited number of times.
  However, no two functions can be used at the same time 
  Rope: When you press button 1, rope begins to extrude from 
  one end of the rod at the rate of 60 feet per round.
  The rod can extrude 300 feet of rope in this manner.
  Pressing the button a second time stops the rope from 
  extruding.
  Pressing it a third time draws the rope back in, also at a rate 
  of 60 feet per round.
  Any knot in the rope automatically unties when it comes 
  within 30 feet of the rod.
  This rope has the same hardness and hit points as the rest of 
  the rod.
  Grappling Hook and Rope: When you press button 2, a small 
  leather wrist loop springs from one end of the rod and 
  three sharp grappling hooks sprout from the other end.
  Pressing the button again launches one-third of the rod 
  (the end with the three hooks) in the direction you aim it.
  A length of rope up to 300 feet long trails behind the 
  launched section and connects it with the end you hold; all 
  300 feet of rope can discharge in 1 round.
  The rope stops unreeling if the hooks strike something 
  solid (including a creature) or if you give the rod a quick 
  backward jerk.
  Pressing the button a third time retracts the rope, drawing 
  the held end toward the hooked end if it is secured 
  properly.
  The retracting feature can pull up to 1,000 pounds with it, 
  drawing up 60 feet of rope per round.
  The rope has the same hardness and hit points as the rest of 
  the rod.
  This function can be used to attack and push back 
  opponents within 30 feet (beyond that distance it lacks 
  sufficient power).
  On a successful ranged attack (no range increment) the 
  hooked end deals 1d6 points of damage.
  
  619
  The force of the blow is considerable, and those struck by it 
  are subject to a bull rush effect (treat the hooked end as 
  having a +5 bonus on its opposed check).
  The hooked end cannot pursue a pushed opponent.
  Grappling Hooks and Slide: When you press button 3, three 
  sharp grappling hooks sprout from each end of the rod.
  Pressing the button again launches the two ends of the rod 
  (each one-third of its length) in opposite directions 
  simultaneously.
  A length of rope up to 300 feet long trails behind each 
  launched section and connects it with the middle third you 
  hold (all 600 feet of rope can discharge in 1 round).
  The grappling hooks work exactly as described above, 
  including the possibility of bull rushing opponents.
  Pressing the button a third time causes part of the middle 
  section to expand slightly in diameter and slide freely along 
  the extruded rope.
  The slide can be released from the remaining part of the 
  middle section by squeezing it to loosen it.
  Two hand loops allow you to slide down the rope if it is at 
  an angle.
  Regardless of the angle of the rope or the load on it (up to 
  1,000 pounds), if attached firmly the rope does not sag.
  Pushing any button a second time returns the rod to its 
  previous (unactivated) state.
  Aura/Caster Level: Moderate transmutation; CL 10th.
  Construction: Craft Rod, animate rope, 2,000 gp, 160 XP, 4 
  days.
  Weight: 4 lb.
  Price: 4,000 gp.
  DEFENDERS OF THE FAITH 
  (3.0)
  AUTHORITY
  These multiuse items are protected zealously and only 
  given to those with permanent positions of authority 
  within the church or those with vital missions for the 
  church.
  The bearer channels energy at four levels higher than 
  normal, which is useful for turning and rebuking undead as 
  well as for opening doors secured with divine locks.
  The bearer may also cast command up to three times per day 
  as a 9th-level cleric.
  Caster Level: 9th; Prerequisites: Craft Rod, command; Market 
  Price: 20,576 gp; Weight: 6 lb.
  DRACONOMICON (3.5)
  DRAGON MASTERY
  This scepter functions much like a rod of rulership, though it 
  affects only dragons.
  The wielder can command the obedience and fealty of 
  dragons within 500 feet when she activates the device (a 
  standard action).
  Dragons totaling 300 Hit Dice can be ruled, but those with 
  Intelligence scores of 16 or higher are entitled to a DC 22 
  Will save to negate the effect.
  Ruled dragons 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 dragons commanded, the magic is broken.
  A rod of dragon mastery can be used for 500 minutes before it 
  crumbles to dust.
  This duration need not be continuous.
  There are two versions of this powerful magic item.
  The crimson rod of dragon mastery affects only evil and 
  neutral dragons, while the golden rod of dragon mastery affects 
  only good and neutral dragons.
  Strong enchantment; CL 20th; Craft Rod, mass charm 
  monster; Price 120,000 gp.
  DRAGON MAGIC (3.5)
  DRAGON HEART
  Dragon lords (see page 38) and other war leaders hold these 
  rods aloft in battle, letting a wave of fear wash over their 
  foes, much as if a dragon were present.
  Description: A rod of the dragon heart is an iron shaft about 1 
  foot long with a small cage at the top.
  Within the cage is a purple crystal shaped like a dragon’s 
  heart.
  When its bearer is engaged in battle, fleeting apparitions of 
  tiny dragons appear in the air above the rod of the dragon 
  heart.
  The apparitions are clearly not real, and each remains for 
  just a second or two before vanishing.
  But for opponents of the rod’s bearer, the brief images have 
  an unsettling, sinister quality.
  Activation: To activate a rod of the dragon heart, the wielder’s 
  current hit points must equal or exceed halt his full normal 
  hit points.
  He must hold the rod in one hand and utter the command 
  word (a standard action), which is often an ancient dragon’s 
  name, such as “Paelchronithrax” or “Tueranachtrus”.
  The rod is active for a maximum of 10 rounds per day, split 
  up however the wielder likes.
  He can turn off the rod with a mental command (a free 
  action).
  While the rod is active, if the wielder’s current hit points 
  fall below half his full normal hit points, the rod 
  immediately turns off.
  Effect: Enemies within 30 feet of the wielder when he 
  activates the rod (or who come within 30 feet of an already 
  active rod) must attempt DC 16 Will saves.
  Foes who tail their saves are shaken as long as they remain 
  within 120 feet of the rod.
  Foes who make their saves are immune to the effects of the 
  rod of the dragon heart for 24 hours.
  Creatures immune to a dragon’s frightful presence are 
  immune to the rod’s effect.
  Aura/Caster level: Moderate necromancy; CL 7th.
  Construction: Craft Rod, fear, 4,000 gp, 160 XP, 8 days.
  Weight: 5 lb.
  Price: 8,000 gp.
  
  620
  DRAGON’S BLOOD
  This potent rod feeds off the wielder’s draconic bloodline to 
  enhance his magical abilities.
  While a sorcerer can access the rod’s power, true dragons 
  gain even greater benefit.
  Description: This 5-foot-long, russet-stained rod is carved 
  from the bone of a dragon and covered in draconic runes.
  When the rod is activated, dark red blood runs down the 
  rod, soaking the hand of the wielder.
  Prerequisite: A lesser rod of dragon’s blood functions only for 
  characters of the dragon type or the dragonblood subtype, 
  as well as for any character with at least 1 level of sorcerer.
  Activation: Activating a lesser rod of dragon’s blood requires 
  the same action normally required to cast the chosen spell 
  (see Effect, below), The rod can be activated three times per 
  day.
  Effect: When activated, a lesser rod of dragons blood allows the 
  wielder to recast any spell of up to 2nd level that he cast in 
  the previous round.
  Doing this doesn’t use another spell slot.
  Only spells with a casting time of 1 standard action or less 
  can be recast using the lesser rod of dragons blood.
  Wielders of the dragon type instead can reuse any spell-like 
  ability of up to 2nd level that they used in the previous 
  round.
  This doesn’t count against their normal daily limit for that 
  spell-like ability.
  The rod also functions as a quarterstaff.
  Variant: A greater rod of dragon’s blood allows the wielder to 
  recast any spell of up to 4th level he cast in the previous 
  round, or to reuse any spell-like ability of up to 4th level it 
  used in the previous round.
  It otherwise functions as a lesser rod of dragon’s blood.
  Aura/Caster Level: Strong transmutation; CL 17th.
  Construction: Craft Rod, creator must be able to cast spells 
  without preparation, 5,000 gp (or 20,000 gp for greater rod), 
  400 XP (or 1,600 XP for greater rod), 10 days (or 40 days for 
  greater rod).
  Weight: 4 lb.
  Price: 10,000 gp (lesser) or 40,000 gp (greater).
  DRAGONS OF FAERÛN 
  (3.5)
  DARK LADY
  Priests of Tiamat created these rods to help them combat 
  the minions of Xymor.
  The rods grant their wielder abilities that offset the powers 
  and advantages of good dragons.
  Lore: Characters can gain the following pieces of 
  information about rods of the Dark Lady by making 
  Knowledge (arcana) or Knowledge (religion) checks.
  DC 20: These rods were first created by Shudu-Ab, the 
  former high priestess of the church of Tiamat in Unther.
  She created them to take away the advantages that good 
  dragons had over the evil cultists.
  DC 30: Shudu-Ab relished the idea of confounding the 
  noble dragons by making their fights unfair.
  She knew that these rods were frustrating items to the 
  dragons, and that even the threat of their presence in a 
  battle tended to diminish the prowess of the metallic 
  dragons.
  Description: This rod is a thick baton of solid obsidian.
  It seems to absorb light around it, tracing lines of darkness 
  in the air.
  Effect: Twice per day, on command, the wielder of a rod of 
  the Dark Lady can fire a chromatic ray (see page 113) at a good 
  dragon.
  Once per day, the wielder can use a shadow of the Dark 
  Queen effect (see page 118), to block and harm good 
  dragons.
  In addition, the rod can be used as a divine focus, granting a 
  +2 bonus to caster level when a wielder casts a spell that 
  uses it as a component.
  Moderate Divination; CL 9th; Craft Rod, chromatic ray,
  shadow of the Dark Queen; Price 55,000 gp; Cost 27,500 gp + 
  2,200 XF.
  DRAGON DOWSING
  This kind of rod was created to help its wielder sense the 
  directions of dragons.
  It pulls its wielder toward the nearest individual dragon or 
  the nearest dragon of a particular kind.
  Lore: Characters can gain the following pieces of 
  information about dragon dowsing rods by making 
  Knowledge (religion) checks.
  DC 20: Shamanic giants who worshiped Memnor (the evil 
  cloud giant deity of evil, cunning, and knowledge) 
  developed the prototype for these rods.
  They used the rods to locate wyrmling metallic dragons and 
  slay, torture, or enslave them.
  DC 30: The formula for the rods was stolen from the 
  shamans of Memnor by a coalition of priests of Hiatea, 
  Stronmaus, and Iallanis (good deities of giants).
  They used it to counteract the activities of the shamans of 
  Memnor by rescuing the dragons and turning them over to 
  the protection of the Talons of Justice.
  Description: When the command word is spoken, the rod 
  unfolds to become a device similar to a weather vane, but 
  about half the size.
  Effect: In order to use the rod, the wielder must 
  concentrate on an individual dragon or a kind of dragon 
  (such as silver, brown, green, half-deep, or smoke drake) for 
  10 minutes.
  After this period, the vane will spin for 1 round, then point 
  in the direction of the nearest dragon of that kind.
  If the wielder of the rod continues to hold the rod and 
  travels in the direction indicated, he feels the rod pulling 
  him toward the target.
  The closer the wielder gets to the target, the stronger the 
  rod pulls.
  Only a mind blank spell or the intervention of a deity can 
  hide the location of a dragon from this rod.
  The rod can be used no more than three times per day and 
  no more than once on a single dragon (or kind of dragon) 
  per day.
  Strong divination; CL 15th; Craft Rod, discern locations Price 
  50,000 gp; Cost 25,000 gp + 2,000 XP.
  
  621
  SCEPTER OF CIMBAR
  The scepter of Cimbar is the traditional rod of office of the 
  Sceptenar of Cimbar.
  Although only one of these items exists, it is theoretically 
  possible to create other scepters that have a similar function.
  Lore: Characters can gain the following pieces of 
  information about the scepter of Cimbar by making 
  Knowledge (arcana) or Knowledge (history) checks,.
  DC 20: The scepter of Cimbar has been wielded by the 
  Sceptenar of Cimbar, nominal ruler of Chessenta, since 
  Tchazzar’s disappearance in the Year of the Dracorage (1018 
  DR).
  DC 30: During his reign, the Father of Chessenta sought to 
  distance himself from the mundane tasks of government 
  that might undermine his claims to divinity.
  As such, he appointed a faceless, voiceless viceroy to deal 
  with the daily tasks of government, an office (traditionally 
  held by a powerful arcane spellcaster) that came to be 
  known as the Sceptenar of Cimbar.
  The first sceptenar crafted this rod of office according to 
  Tchazzar’s specifications.
  Description: The scepter of Cimbar is a 2-foot-long silver rod 
  inset with pieces of jet, which have been carved and 
  positioned to resemble a-stylized dragon rampant.
  The scepter’s ball-shaped hilt has a hole through its center, 
  so that the scepter can be hung on a sash cord around the 
  waist.
  Effect: The scepter of Cimbar changes the appearance of the 
  bearer to that of a faceless, androgynous humanoid of 
  average build and hue, as the veil spell.
  If the bearer can cast arcane spells, he can use detect thoughts 
  at will.
  Furthermore, if the bearer can cast arcane spells, he can 
  send a telepathic message to anyone whose surface 
  thoughts he is reading (allowing two-way communication 
  while still allowing the bearer to hide his identity).
  Strong illusion; CL 11th; Craft Rod, detect thoughts, veil; Price 
  152,200 gp; Cost 76,125 gp + 6,090 XP.
  DROW OF THE 
  UNDERDARK (3.5)
  ARACHNID
  Price (Item Level): 12,000 gp (13th)
  Body Slot: — (held)
  Caster Level: 8th
  Aura: Moderate; (DC 19) conjuration
  Activation: Standard (manipulation)
  Weight: 5 lb.
  This 3-foot-long rod is made of pale wood bound with bone bands.
  Images of black dancing spiders cover each band.
  Three times per day, you can shoot forth sticky webbing as 
  a ranged touch attack out to a range of 60 feet.
  Targets struck are entangled and must succeed on a DC 20 
  Escape Artist check to wriggle free or a DC 24 Strength 
  check to break through the sticky bindings.
  As with webs created by the web spell, this webbing is 
  extremely flammable: It is burned away after taking 10 
  points of fire damage.
  As one or more of your uses per day, you can shoot a sticky 
  strand of webbing out to a range of 120 feet.
  The strand remains attached to the end of the rod until you 
  the release it (a move action).
  You can cause the rod to reel in the strand (a standard 
  action) at a rate of 10 feet per round.
  The strand is strong enough to bear up to 500 pounds of 
  weight, so if you fire the strand at a ledge overhead, you can 
  reel in the strand, lifting you toward the ledge at a rate of 10 
  feet per round.
  If this function is used against a creature, you must succeed 
  on a ranged touch attack.
  The creature can break free of the strand by attacking it 
  (hardness 5, hp 10), burning it (as above), or succeeding on 
  a DC 24 Strength check to break free.
  If you reel in the creature, it must succeed on a DC 24 
  Strength check or be pulled forward.
  If the Strength check fails by 5 or more, the target falls 
  prone.
  Prerequisite: Craft Rod, web, drow.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  DEMON
  Price (Item Level): 20,308 gp (15th)
  Body Slot: — (held)
  Caster Level: 18th
  Aura: Strong; (DC 24) conjuration
  Activation: — and full-round (manipulation)
  Weight: 6 lb.
  This red and black rod is three feet long.
  Black, barbed thorns sprout from its surface.
  It is warm to the touch.
  The demon rod functions as a +1 morningstar.
  Good creatures struck with it must succeed on a DC 20 Will 
  save or be shaken for 1 round.
  Three times per day, you can spend a full-round action to 
  make a melee touch attack with the demon rod.
  If you hit, the target takes no damage, but must make a DC 
  20 Will save or become panicked for 3 rounds.
  While you wield a demon rod, chaotic evil outsiders you 
  summon gain a +2 profane bonus on melee attack rolls and 
  damage rolls and gain +2 hit points per Hit Die for 6 
  additional rounds.
  Finally, once per day, you can use the demon rod to conjure a 
  vrock demon.
  The vrock appears anywhere within 45 feet and remains for 
  6 rounds.
  When it appears, you must make an opposed Charisma 
  check as a free action to exert your control over it.
  If you succeed, the demon follows your commands as is 
  normal for a summon monster VIII spell, if you fail, the 
  demon attacks you instead.
  If you do not have an evil alignment, the demon rod bestows 
  one negative level for as long as you carry it; this negative 
  level disappears when you drop the rod.
  The negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while you carry the rod.
  Prerequisite: Augment Summoning, Craft Rod, fear, summon 
  monster VIII, chaotic evil.
  Cost to Create: 10,000 gp (plus 308 gp for masterwork 
  morningstar), 800 XP, 20 days.
  
  622
  FLAYING
  Price (Item Level): 35,000 gp (16th)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 17) necromancy, transmutation
  Activation: Standard (manipulation)
  Weight: 5 lb.
  This slender metal baton is painted crimson.
  Sharp metal barbs cover one end, while the other is wrapped in 
  black leather.
  Upon grasping a flaying rod, you cause the barbs to slip free 
  of the head on thin adamantine chains.
  The flaying rod functions a +1 scourge of speed.
  (A scourge deals 1d8 points of damage, threatens a critical 
  hit on a 20, and does ×2 damage on a confirmed critical hit).
  If you confirm a critical hit with a flaying rod, the creature 
  struck is wracked with pain and cowers for 1 round.
  Creatures immune to critical hits are immune to this effect.
  When you cast spells with the fear descriptor when holding 
  a flaying rod, your caster level increases by 1.
  Prerequisite: Craft Rod, daze monster, fear, haste, drow.
  Cost to Create: 17,500 gp, 1,400 XP, 35 days.
  IMPENETRABLE DARKNESS
  Price (Item Level): 36,000 gp (17th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) evocation
  Activation: — and swift (manipulation)
  Weight: 3 lb.
  This metal rod is black and featureless, as if wrought from shadow 
  itself.
  A rod of impenetrable darkness grants you darkvision to a 
  range of 30 feet.
  if you already have darkvision, the range extends by an 
  additional 30 feet.
  Three times per day, you can cast deeper darkness.
  The rod increases your caster level by 2 when casting spells 
  or spell-like effects with the darkness descriptor.
  If you touch the rod to a creature or object under the effect 
  of a spell or spell-like effect with the light descriptor, it is 
  automatically dispelled.
  Prerequisite: Craft Rod, darkvision, deeper darkness.
  Cost to Create: 18,000 gp, 1,440 XP, 36 days.
  MATRIARCH
  Price (Item Level): 18,000 gp (14th)
  Body Slot — (held)
  Caster Level: 18th
  Aura: Strong; (DC 24) abjuration, divination
  Activation: — and standard (command)
  Weight: 4 lb.
  This long scepter appears to be made from silver spiders and in dim 
  lighting, they seem to writhe.
  Capping one end is a fist-sized image of Lolth, a bloated spider 
  with the head of an elf female.
  A rod of the matriarch functions as a +1 light mace.
  While grasped, it grants a +2 enhancement bonus on Bluff, 
  Diplomacy, and Intimidate checks.
  Against drow, this bonus increases to +5.
  You also gain access to a number of spell-like abilities.
  Once per day.
  you can use one of the following: clairaudience/clairvoyance,
  discern lies, dispel magic, or suggestion.
  If you are a cleric of Lolth, you can also use your rebuke 
  undead ability to rebuke vermin.
  This functions like the rebuke undead ability, except that it 
  affects vermin.
  If you are not a female drow, the rod bestows one negative 
  level for as long as you carry it; this negative level 
  disappears when you drop the rod.
  The negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while you have the rod in your possession.
  Prerequisite: Craft Rod, clairaudience/clairvoyance, discern lies,
  dispel magic, suggestion, drow female.
  Cost to Create: 9,000 gp (plus 312 gp for masterwork light 
  mace), 720 XP, 18 days.
  DUNGEON MASTER’S 
  GUIDE 3.0 (3.0)
  ABSORPTION
  This rod acts as a magnet, drawing spells or spell-like 
  abilities into itself.
  The magic absorbed must be a single-target spell or a ray 
  directed either at the character possessing the rod or her 
  gear.
  The rod then nullifies the spell’s effect and stores its 
  potential until the wielder releases this energy in the form 
  of spells of her own.
  She can instantly detect a spell’s level as the rod absorbs 
  that spell’s energy.
  Absorption requires no action on the part of the user if the 
  rod is in hand at the time.
  A running total of absorbed (and used) spell levels should 
  be kept.
  For example, a rod that absorbs a 6th-level spell and a 3rd-
  level spell has a total of nine absorbed spell levels.
  The wielder of the rod can use captured spell energy to cast 
  any spell she has prepared, without expending the 
  preparation itself.
  The only restrictions are that the levels of spell energy 
  stored in the rod must be equal to or greater than the level 
  of the spell the wielder wants to cast, that any material 
  components required for the spell be present, and that the 
  rod be in hand when casting.
  Continuing the example above, the rod wielder could use 
  the nine absorbed spell levels to cast one 9th-level spell, or 
  one 5th-level and one 4th-level spell, or nine 1st-level 
  spells, and so on.
  For casters such as bards or sorcerers who do not prepare 
  spells, the rod’s energy can be used to cast any spell of the 
  appropriate level or levels that they know.
  The rod of absorption absorbs a maximum of fifty spell levels 
  and can thereafter only discharge any remaining potential 
  it might have.
  The rod cannot be recharged.
  The wielder knows the rod’s remaining absorbing potential 
  and current amount of stored energy.
  
  623
  A more specific example: Jozan the cleric uses a brand-new 
  rod of absorption to nullify the effect of a suggestion spell 
  cast at him by a sorcerer.
  The rod has now absorbed three spell levels and can absorb 
  forty-seven more.
  Jozan can cast any 1st-, 2nd-, or 3rd-level spell he has 
  prepared, without loss of that preparation, by using the 
  stored potential of the rod.
  Let’s assume he casts hold person back at the sorcerer who 
  just attacked him.
  This spell is 2nd level for him, so the rod still holds one 
  spell level of potential, can absorb forty-seven more, and
  has disposed of two spell levels permanently.
  To determine the absorption potential remaining in a 
  newly found rod, roll d% and divide the result by 2.
  Then roll d% again: On a result of 01–30, half the levels 
  already absorbed by the rod are still stored within.
  For example, if the first roll determines that the rod has 
  thirty-four levels of absorption potential remaining, that 
  means the rod has absorbed sixteen levels’ worth of spells.
  Half of sixteen is eight, so there’s a 30% chance that it still 
  holds eight absorbed spell levels ready for use.
  Caster Level: 15th; Prerequisites: Craft Rod, spell turning;
  Market Price: 50,000 gp.
  ALERTNESS
  This rod is indistinguishable from a +1 light mace.
  It has eight flanges on its mace-like head.
  The rod bestows a +1 initiative bonus.
  If grasped firmly, the rod enables the holder to detect evil,
  detect good, detect chaos, detect law, detect magic, discern lies, or 
  see invisibility.
  The use of these powers can be done freely with the rod, 
  each different use taking a separate 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 creature within 120 feet who intends to harm 
  the possessor.
  Each of the flanges on the rod’s head then casts a light spell 
  along the direction it faces (usually north, northeast, east, 
  southeast, south, southwest, west, and northwest) out to a 
  60-foot range.
  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 possible 
  danger from the unfriendly creature or 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 eight (or fewer) 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 10 minutes.
  The rod can perform this function once per day.
  Caster Level: 14th; Prerequisites: Craft Rod, light, detect magic,
  alarm, detect chaos, detect evil, detect good, detect law, discern lies,
  see invisibility, prayer, animate objects; Market Price: 72,000 gp.
  CANCELLATION
  This dreaded rod is a bane to magic items, for its touch 
  drains an item of all magical properties.
  The item touched gets a saving throw (DC 19).
  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).
  Caster Level: 15th; Prerequisites: Craft Rod, dispel magic; Market 
  Price: 11,000 gp.
  ENEMY DETECTION
  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.
  The rod can be used three times each day, each use lasting 
  up to 10 minutes.
  Activating the rod is a standard action.
  Caster Level: 10th; Prerequisites: Craft Rod, discern lies; Market 
  Price: 23,500 gp.
  FLAILING
  Upon the command of its possessor, the rod activates, 
  changing from a normal-seeming rod to a +3 dire flail.
  The dire flail is a double weapon, which means that each of 
  the weapon’s heads can be used to attack (see the weapon 
  description in Chapter 7: Equipment, page 100 in the 
  Player’s Handbook).
  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 and Ambidexterity feats).
  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 to 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-
  equivalent action.
  Caster Level: 9th; Prerequisites: Craft Rod, Craft Magic Arms 
  and Armor, bless; Market Price: 40,000 gp.
  FLAME EXTINGUISHING
  This rod can extinguish Medium-size or smaller 
  nonmagical fires with simply a touch (a standard action).
  Extinguishing a Large or larger nonmagical fire, or a magic 
  fire of Medium-size 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.
  
  624
  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 the device is used upon a fire creature, a successful attack 
  roll deals 6d6 points of damage to the creature.
  This requires 3 charges.
  The rod has 10 charges, renewed each day.
  Caster Level: 12th; Prerequisites: Craft Rod, pyrotechnics; Market 
  Price: 15,000 gp.
  IMMOVABLE
  This rod is a flat iron bar with a small button on one end.
  When the button is pushed (a move-equivalent 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.
  Adventurers have found the immovable rod useful for 
  holding ropes, barring doors, and all sorts of other 
  utilitarian tasks.
  Many adventurers have found it useful to have more than 
  one.
  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 Strength check (DC 30) to move it up to 10 feet in a single 
  round.
  Caster Level: 10th; Prerequisites: Craft Rod, levitate; Market 
  Price: 7,500 gp.
  LORDLY MIGHT
  This rod has functions that are spell-like, and it can also be 
  used as a magic weapon of various sorts.
  It also 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 equivalent to drawing a 
  weapon).
  It weighs 10 pounds.
  The following spell-like functions of the rod can each be 
  used once per day.
  • Hold person upon touch, if the wielder so commands (DC 
  14).
  The wielder must choose to use this power and then 
  succeed with 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, DC 16).
  Invoking this power is a standard action.
  • Deal 2d4 hit points of damage to an opponent on a 
  successful touch attack and cure the wielder of a like 
  amount of damage (DC 17).
  The wielder must choose to use this power before 
  attacking, as with hold person.
  The following weapon uses of the rod have no limits on 
  their use.
  • 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 lengthens 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 longspear.
  The spear blade springs forth, and the handle can be 
  lengthened up to 12 feet (wielder’s choice), for an overall 
  length of from 6 feet to 15 feet.
  At its 15-foot length, the rod is suitable for use as a lance.
  The following mundane uses of the rod also have no limits 
  on their use.
  • Climbing pole/ladder. When button 4 is pushed, a spike 
  that can anchor in granite 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 three 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 +12 Strength bonus.
  • When button 6 is pushed, the rod indicates magnetic 
  north and gives the wielder a knowledge of his 
  approximate depth beneath the surface or height above it.
  Caster Level: 19th; Prerequisites: Craft Rod, Craft Magic Arms 
  and Armor, inflict light wounds, bull’s strength, flame blade, hold 
  person, fear; Market Price: 70,000 gp.
  METAL AND MINERAL DETECTION
  This rod pulses in the wielder’s hand and points to the 
  largest mass of metal within 30 feet.
  However, the wielder can concentrate on a specific metal 
  or mineral (gold, platinum, quartz, beryl, diamond, 
  corundum, and so on).
  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.
  Caster Level: 9th; Prerequisites: Craft Rod, locate object; Market 
  Price: 10,500 gp.
  NEGATION
  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 negates any currently active item function and has 
  a 75% chance to negate any other spell or spell-like 
  
  625
  functions of that device, regardless of the level or power of 
  the functions, for 2d4 rounds.
  To negate instantaneous effects, the rod wielder needs to 
  have used a ready action.
  The target item gets no saving throw or means to resist this 
  effect, although the rod can’t negate artifacts (even minor 
  artifacts).
  The rod can function three times per day.
  Caster Level: 16th; Prerequisites: Craft Rod, dispel magic, and 
  limited wish or miracle; Market Price: 44,600 gp.
  PYTHON
  This rod is longer than normal rods.
  It is about 4 feet long and weighs 10 pounds.
  It strikes as a +2 quarterstaff.
  If the user throws the rod to the ground (a standard action), 
  it grows to become a 25-foot-long Huge constrictor snake 
  (see the Monster Manual for complete statistics) by the end 
  of the round.
  The python obeys all commands of the owner.
  (In animal form, it lacks the +2 enhancement bonus to 
  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 python rod only functions if the possessor is good.
  Caster Level: 10th; Prerequisites: Craft Rod, Craft Magic Arms 
  and Armor, polymorph other, creator must be good; Market 
  Price: 13,000 gp.
  RULERSHIP
  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 entitled to a 
  Will saving throw (DC 16) 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.
  Caster Level: 20th; Prerequisites: Craft Rod, mass charm; Market 
  Price: 60,000 gp.
  SECURITY
  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.
  Thus, one creature (the rod’s possessor) can stay for 200 
  days, four creatures can stay for 50 days, or a group of 60 
  creatures can stay for three days.
  All fractions are rounded down, so that a group numbering 
  between 101 and 200 inclusive can stay for one day only.
  In this pocket paradise, creatures don’t age, and natural 
  healing take 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 Will saving throw (DC 17) to 
  negate the effect.
  If such a creature succeeds at its save, other creatures 
  beyond that point in a chain can still be affected by the rod.
  When the rod’s effect expires 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.
  Caster Level: 20th; Prerequisites: Craft Rod, gate; Market Price:
  61,000 gp.
  SPLENDOR
  The possessor of this 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 creates and garbs her in 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 she attempts to sell or give away any part of it, 
  to 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 times 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 one hundred persons.
  The tent and its trappings last for one 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.
  Caster Level: 12th; Prerequisites: Craft Rod, fabricate, major 
  creation; Market Price: 25,000 gp.
  
  626
  THUNDER AND LIGHTNING
  Constructed of iron set with silver rivets, this rod has the 
  properties of a +2 light mace.
  Its other magical 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 negates DC 13).
  Activating this power counts as a free action, and it works if 
  the wielder strikes an opponent within 1 round.
  • Lightning: Once per day, 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) and +2d6 points of 
  bonus 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 hit, then the +2d6 points of bonus electrical 
  damage still applies.
  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 rod can 
  create a deafening noise, just as a shout spell (DC 14, 2d6 
  points of sonic damage, target deafened for 2d6 rounds).
  • Lightning Stroke: Once per day as a standard action, a 5-
  foot-wide lightning bolt (9d6 points of damage, DC 14) can 
  blast from the rod to a range of 200 feet.
  • Thunder and Lightning: Once per week as a standard action, 
  the rod can combine the thunderclap described above with a 
  forked lightning bolt, as in the lightning stroke.
  The thunderclap affects all within 10 feet of the bolt.
  The lightning alone deals 9d6 points of damage (count rolls 
  of 1 or 2 as rolls of 3, for a range of 27 to 54 points), plus 2d6 
  more for the thunderclap.
  A single Reflex saving throw applies for both effects (DC 
  14), with deafness and half damage suffered by those who 
  are successful.
  Caster Level: 9th; Prerequisites: Craft Rod, Craft Magic Arms 
  and Armor, lightning bolt, shout; Market Price: 23,000 gp.
  VIPER
  This rod strikes as a +1 heavy mace.
  Once per day, upon command (a free action), the head of 
  the rod becomes that of an actual serpent for 10 minutes.
  During this period, any successful strike with the rod deals 
  normal damage and poisons the creature hit.
  The poison deals 1d10 points of temporary Constitution 
  damage immediately (Fortitude negates DC 14) and 
  another 1d10 points of temporary Constitution damage 1 
  minute later (Fortitude negates DC 14).
  The rod only functions if the possessor is evil.
  Caster Level: 10th; Prerequisites: Craft Rod, Craft Magic Arms 
  and Armor, poison, creator must be evil; Market Price: 19,000 
  gp.
  WITHERING
  The rod of withering acts as a +1 light mace that deals no hit 
  point damage.
  Instead, the wielder deals 1d4 points of temporary Strength 
  damage and 1d4 points of temporary 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 
  actually permanent ability drain.
  In either case, the defender negates the effect with a 
  Fortitude save (DC 14).
  Caster Level: 13th; Prerequisites: Craft Rod, Craft Magic Arms 
  and Armor, contagion; Market Price: 17,000 gp.
  WONDER
  The 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).
  The usual effects are shown on the table below, but you 
  may alter these for any or all of these as you see fit for your 
  own campaign.
  Typical powers of the rod include all of the following:
  
  627
  Caster Level: 10th; Prerequisites: Craft Rod, confusion, creator 
  must be chaotic; Market Price: 12,000 gp.
  DUNGEON MASTER’S 
  GUIDE 1 3.5 (3.5)
  ABSORPTION
  This rod acts as a magnet, drawing spells or spell-like 
  abilities into itself.
  The magic absorbed must be a single-target spell or a ray 
  directed at either the character possessing the rod or her 
  gear.
  The rod then nullifies the spell’s effect and stores its 
  potential until the wielder releases this energy in the form 
  of spells of her own.
  She can instantly detect a spell’s level as the rod absorbs 
  that spell’s energy.
  Absorption requires no action on the part of the user if the 
  rod is in hand at the time.
  A running total of absorbed (and used) spell levels should 
  be kept.
  For example, a rod that absorbs a 6th-level spell and a 3rd-
  level spell has a total of nine absorbed spell levels.
  The wielder of the rod can use captured spell energy to cast 
  any spell she has prepared, without expending the 
  preparation itself.
  The only restrictions are that the levels of spell energy 
  stored in the rod must be equal to or greater than the level 
  of the spell the wielder wants to cast, that any material 
  components required for the spell be present, and that the 
  rod be in hand when casting.
  Continuing the example above, the rod wielder could use 
  the nine absorbed spell levels to cast one 9th-level spell, or 
  one 5th-level and one 4th-level spell, or nine 1st-level 
  spells, and so on.
  For casters such as bards or sorcerers who do not prepare 
  spells, the rod’s energy can be used to cast any spell of the 
  appropriate level or levels that they know.
  A rod of absorption absorbs a maximum of fifty spell levels 
  and can thereafter only discharge any remaining potential 
  it might have.
  The rod cannot be recharged.
  The wielder knows the rod’s remaining absorbing potential 
  and current amount of stored energy.
  A more specific example: Jozan the cleric uses a brand-new 
  rod of absorption to nullify the effect of a suggestion spell cast 
  at him by a sorcerer.
  The rod has now absorbed three spell levels and can absorb 
  forty-seven more.
  Jozan can cast any 1st-, 2nd-, or 3rd-level spell he has 
  prepared, without loss of that preparation, by using the 
  stored potential of the rod.
  Let’s assume he casts hold person back at the sorcerer who 
  just attacked him.
  This spell is 2nd level for him, so the rod still holds one 
  spell level of potential, can absorb forty-seven more, and 
  has disposed of two spell levels permanently.
  To determine the absorption potential remaining in a 
  newly found rod, roll d% and divide the result by 2.
  Then roll d% again: On a result of 71–100, half the levels 
  already absorbed by the rod are still stored within.
  For example, if the first roll determines that the rod has 
  thirty-four levels of absorption potential remaining, that 
  means the rod has absorbed sixteen levels’ worth of spells.
  Half of sixteen is eight, so there’s a 30% chance that it still 
  holds eight absorbed spell levels ready for use.
  Strong abjuration; CL 15th; Craft Rod, spell turning; Price 
  50,000 gp.
  ALERTNESS
  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 creature within 120 feet who intends 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 possible 
  danger from the unfriendly creature or 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 eleven (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.
  Moderate abjuration, divination, enchantment, and 
  evocation; CL 11th; Craft Rod, alarm, detect chaos, detect evil,
  detect good, detect law, detect magic, discern lies, light, see 
  invisibility, prayer, animate objects; Price 85,000 gp.
  CANCELLATION
  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.
  
  628
  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).
  Strong abjuration; CL 17th; Craft Rod, Mordenkainen’s 
  disjunction; Price 11,000 gp.
  ENEMY DETECTION
  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 three times each day, each use lasting 
  up to 10 minutes.
  Activating the rod is a standard action.
  Moderate divination; CL 10th; Craft Rod, true seeing; Price 
  23,500 gp.
  FLAILING
  Upon the command of its possessor, the rod activates, 
  changing from a normal-seeming rod to a +3 dire flail.
  The dire flail is a double weapon, which means that each of 
  the weapon’s heads can be used to attack (see the weapon 
  description on page 117 of the Player’s Handbook).
  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.
  Moderate enchantment; CL 9th; Craft Rod, Craft Magic 
  Arms and Armor, bless; Price 50,000 gp.
  FLAME EXTINGUISHING
  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 the device is used upon a fire creature (a melee touch 
  attack), it 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.
  Strong transmutation; CL 12th; Craft Rod, pyrotechnics; Price 
  15,000 gp.
  IMMOVABLE
  This rod is 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.
  Adventurers have found the immovable rod useful for 
  holding ropes, barring doors, and all sorts of other 
  utilitarian tasks.
  Many adventurers have found it useful to have more than 
  one.
  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.
  Moderate transmutation; CL 10th; Craft Rod, levitate; Price 
  5,000 gp.
  LORDLY MIGHT
  This rod has functions that are spell-like, and it can also be 
  used as a magic weapon of various sorts.
  It also 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 equivalent to drawing a 
  weapon).
  It weighs 10 pounds.
  The following spell-like functions of the rod can each be 
  used once per day.
  • Hold person upon touch, if the wielder so commands (Will 
  DC 14 negates).
  The wielder must choose to use this power 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 a like amount of damage.
  The wielder must choose to use this power before 
  attacking, as with hold person.
  The following weapon 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 lengthens to an overall length of 4 feet.
  • When button 2 is pushed, the rod becomes a +4 battleaxe.
  
  629
  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 of 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 granite 
  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 three 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 a knowledge of his 
  approximate depth beneath the surface or height above it.
  Strong enchantment, evocation, necromancy, and 
  transmutation; CL 19th; Craft Rod, Craft Magic Arms and 
  Armor, inflict light wounds, bull’s strength, flame blade, hold 
  person, fear; Price 70,000 gp.
  METAL AND MINERAL DETECTION
  This rod pulses in the wielder’s hand and points to the 
  largest mass of metal within 30 feet.
  However, the wielder can concentrate on a specific metal 
  or mineral (gold, platinum, quartz, beryl, diamond, 
  corundum, and so on).
  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.
  Moderate divination; CL 9th; Craft Rod, locate object; Price 
  10,500 gp.
  METAMAGIC
  Metamagic rods hold the essence of a metamagic feat but 
  do not change the spell slot of the altered spell.
  All the rods described here are use-activated (but casting 
  spells in a threatened area still draws an attack of 
  opportunity).
  A caster may only use one metamagic rod on any given 
  spell, but it is permissible to combine a rod with metamagic 
  feats possessed by the rod’s wielder.
  In this case, only the feats possessed by the wielder adjust 
  the spell slot of the spell being cast.
  Possession of a metamagic rod does not confer the 
  associated feat on the owner, only the ability to use the 
  given feat a specified number of times per day.
  A sorcerer still must take a full-round action when using a 
  metamagic rod, just as if using a metamagic feat he 
  possesses.
  Lesser and Greater Metamagic Rods: Normal metamagic rods 
  can be used with spells of 6th level or lower.
  Lesser rods can be used with spells of 3rd level or lower, 
  while greater rods can be used with spells of 9th level or 
  lower.
  EMPOWER
  The wielder can cast up to three spells per day that are 
  empowered as though using the Empower Spell feat.
  Strong (no school); CL 17th; Craft Rod, Empower Spell; 
  Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp 
  (greater).
  ENLARGE
  The wielder can cast up to three spells per day that are 
  enlarged as though using the Enlarge Spell feat.
  Strong (no school); CL 17th; Craft Rod, Enlarge Spell; Price 
  3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
  EXTEND
  The wielder can cast up to three spells per day that are 
  extended as though using the Extend Spell feat.
  Strong (no school); CL 17th; Craft Rod, Extend Spell; Price 
  3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
  MAXIMIZE
  The wielder can cast up to three spells per day that are 
  maximized as though using the Maximize Spell feat.
  Strong (no school); CL 17th; Craft Rod, Maximize Spell 
  feat; Price 14,000 gp (lesser), 54,000 gp (normal), 121,500 gp 
  (greater).
  QUICKEN
  The wielder can cast up to three spells per day that are 
  quickened as though using the Quicken Spell feat.
  Strong (no school); CL 17th; Craft Rod, Quicken Spell; 
  Price 35,000 gp (lesser), 75,500 gp (normal), 170,000 gp 
  (greater).
  SILENT
  The wielder can cast up to three spells per day without 
  verbal components as though using the Silent Spell feat.
  Strong (no school); CL 17th; Craft Rod, Silent Spell; Price 
  3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
  NEGATION
  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 used a ready action.
  The dispel check uses the rod’s caster level (15th).
  
  630
  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.
  Strong varied; CL 15th; Craft Rod, dispel magic, and limited 
  wish or miracle; Price 37,000 gp.
  PYTHON
  This rod is longer than normal rods.
  It 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 giant constrictor snake (see page 280 
  of the Monster Manual for complete statistics) 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 python rod only functions if the possessor is good.
  Moderate transmutation; CL 10th; Craft Rod, Craft Magic 
  Arms and Armor, baleful polymorph, creator must be good; 
  Price 13,000 gp.
  RULERSHIP
  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 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.
  Strong enchantment; CL 20th; Craft Rod, mass charm 
  monster; Price 60,000 gp; Cost 27,500 gp + 2,200 XP.
  SECURITY
  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.
  Thus, one creature (the rod’s possessor) can stay for 200 
  days, four creatures can stay for 50 days, or a group of sixty 
  creatures can stay for 3 days.
  All fractions are rounded down, so that a group numbering 
  more than 100 can stay for one day only and a group of 201 
  or more cannot be affected by the rod.
  In this pocket paradise, creatures don’t age, and natural 
  healing take 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 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.
  Strong conjuration; CL 20th; Craft Rod, gate; Price 61,000 
  gp.
  SPLENDOR
  The possessor of this 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 creates and garbs her in 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, to 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 × 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 one hundred persons.
  The tent and its trappings last for one 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.
  Strong conjuration and transmutation; CL 12th; Craft Rod, 
  eagle’s splendor, fabricate, major creation; Price 25,000 gp.
  THUNDER AND LIGHTNING
  Constructed of iron set with silver rivets, this rod has the 
  properties of a +2 light mace.
  Its other magical powers are as follows.
  
  631
  • 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 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 hit, then the 2d6 points of electricity damage 
  still applies.
  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.
  Moderate evocation; CL 9th; Craft Rod, Craft Magic Arms 
  and Armor, lightning bolt, shout; Price 33,000 gp.
  VIPER
  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.
  The poison deals 1d10 points of Constitution damage 
  immediately (Fortitude DC 14 negates) and another 1d10 
  points of Constitution damage 1 minute later (Fortitude DC 
  14 negates).
  The rod only functions if its possessor is evil.
  Moderate necromancy; CL 10th; Craft Rod, Craft Magic 
  Arms and Armor, poison, creator must be evil; Price 19,000 
  gp.
  WITHERING
  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.
  Strong necromancy; CL 13th; Craft Rod, Craft Magic Arms 
  and Armor, contagion; Price 25,000 gp.
  WONDER
  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).
  The usual effects are shown on the table below, but you 
  may alter any of these as you see fit for your own campaign.
  Typical powers of the rod include the following.
  Moderate enchantment; CL 10th; Craft Rod, confusion, 
  creator must be chaotic; Price 12,000 gp.
  
  632
  DUNGEON MASTER’S 
  GUIDE 2 (3.5)
  AVOIDANCE
  A rod of avoidance is a powerful tool for escaping extreme 
  danger.
  It protects its wielder with a nearly impassable shield of 
  invisible force that turns most attacks harmlessly aside.
  This field is so powerful that even the great energies of the 
  rod cannot maintain it for very long.
  But even though it cannot protect the wielder from more 
  than a handful of attacks, it can easily mean the difference 
  between life and death when used at the right moment.
  Description: A rod of avoidance is made of solid gold and has 
  a relatively simple design.
  The emeralds running along its length give it a subtle 
  beauty that matches its obviously valuable components.
  Activation: This item requires a standard action to activate.
  Effect: Upon activating the rod, the wielder gains a +20 
  deflection bonus to Armor Class that lasts until the 
  beginning of his next action.
  The rod is usable three times per day.
  Aura/Caster Level: Strong abjuration; CL 15th.
  Construction: Craft Rod, shield.
  Weight: 3 lb.
  Price: 10,000 gp.
  CONDUIT
  Conduit rods are powerful magical enigmas that alter the 
  fundamental ways in which magical energies interact.
  When activated, a conduit rod weakens the energy resistance 
  of the user and all nearby creatures.
  Although powerful, these effects are temporary and limited 
  to the elemental energy types common to evocation spells.
  Description: Each end of this slender, ebony rod is set with 
  a clear, jagged crystal.
  A wild energy seems to flicker in the depths of these 
  stones, and anyone who stares intently into one 
  occasionally sees minute flares of fire, tiny sparks of 
  electricity, and other glimpses of the magical energy types.
  Activation: A conduit rod requires a standard action to 
  activate.
  Effect: As a standard action, anyone holding a conduit rod 
  chooses an energy type (acid, cold, electricity, fire, or 
  sonic).
  When the rod is activated, the wielder and all adjacent 
  creatures are treated as if their existing resistance to energy 
  of the chosen type were 20 points lower than normal.
  This effect lasts for 1 entire round, ending at the beginning 
  of the rod wielder’s next action.
  The rod has no effect on creatures that have immunity to 
  the chosen energy type or have no resistance to it at all.
  A conduit rod is usable three times per day.
  Aura/Caster Level: Strong abjuration; CL 13th.
  Construction: Craft Rod, antimagic aura.
  Weight: 3 lb.
  Price: 10,000 gp.
  GRIEVOUS WOUNDS
  This powerful rod worsens the wounds of nearby creatures.
  Uninjured creatures within its area are not affected, but any 
  wounded creature experiences an increase in pain.
  No meaningful resistance to the effect of this rod has ever 
  been recorded.
  Description: Every inch of this long, stark-white, ivory 
  scepter is adorned with abstract carvings.
  The tiny lines of the engraved symbols twist and twine 
  together to form one complete and complex design.
  Other than its elaborate appearance, nothing about this 
  scepter suggests its magical powers.
  Activation: A rod of grievous wounds requires a standard 
  action to activate.
  Effect: When the rod is activated, every creature adjacent to 
  the wielder that has fewer than its normal maximum hit 
  points takes 1d8 points of damage.
  A rod of grievous wounds is usable five times per day.
  Aura/Caster Level: Moderate necromancy; CL 8th.
  Construction: Craft Rod, inflict light wounds.
  Weight: 3 lb.
  Price: 2,000 gp.
  MAGIC SIPHON
  A magic siphon drains the magical energy out of existing 
  spell effects, rendering them powerless and ineffective in 
  the same manner that a dispel effect would.
  Description: This powerful rod is a short burgundy scepter 
  with a spiral design running along its length and an open, 
  claw-like sculpture at each end.
  When the magic siphon is activated, the claws at each end fill 
  with a brilliant, blue-white energy.
  Activation: A magic siphon requires a standard action to 
  activate.
  Effect: Any creature adjacent to the wielder when she 
  activates the magic siphon is affected as though by a targeted 
  greater dispel magic spell (caster level 20th).
  The rod’s power is usable once per day.
  Aura/Caster Level: Strong abjuration; CL 20th.
  Construction: Craft Rod, greater dispel magic.
  Weight: 3 lb.
  Price: 25,000 gp.
  SOUL ANCHOR
  This strange and powerful rod magically roots creatures in 
  place so that the wielder and his allies can finish them off 
  while remaining safe from danger.
  Description: Thin iron bands entwine around jagged 
  fragments of jet-black obsidian to form the haft of this 
  cruel-looking rod.
  Activation: A soul anchor requires a standard action to 
  activate.
  Effect: When the rod is activated, each creature adjacent to 
  the wielder must succeed on a DC 18 Will saving throw or 
  be unable to move from its current location.
  Creatures that are flying or sinking when the spell takes 
  effect are magically held in place, neither falling nor 
  sinking farther until the rod’s effect ends.
  Affected creatures are neither paralyzed nor entangled, but 
  they are magically prevented from moving out of their 
  respective 5-foot-by-5-foot spaces.
  
  633
  They otherwise fight and cast spells normally.
  Each affected creature can spend a standard action every 
  round to attempt a new saving throw at the same DC.
  Success renders the creature mobile again.
  The immobility imposed by this spell prevents all voluntary 
  movement that would allow a creature to leave its square 
  (including teleportation magic as well as spells and items 
  that allow movement), but it does not preclude involuntary 
  movement, such as that resulting from a bull rush.
  If an affected creature is involuntarily moved out of its 
  current space for any reason, the effect ends immediately.
  The rod is usable three times per day.
  Aura/Caster Level: Moderate enchantment; CL 9th.
  Construction: Craft Rod, hold monster.
  Weight: 3 lb.
  Price: 10,000 gp.
  SURE STRIKING
  With a simple word of command, the wielder of this rod 
  magically imbues her next attack with uncanny accuracy.
  Description: Pale blue crystals adorn each end of this 
  silvery rod, giving it a simple beauty that matches its 
  magical might.
  Activation: A rod of sure striking requires a standard action to 
  activate.
  Effect: When the rod is activated, every creature adjacent to 
  the wielder gains a +10 bonus on its next attack roll, 
  provided that the attack occurs before the beginning of the 
  wielder’s next turn.
  Any attack that occurs after that point does not gain the 
  bonus.
  The rod is usable three times per day.
  Aura/Caster Level: Moderate divination; CL 7th.
  Construction: Craft Rod, true strike.
  Weight: 3 lb.
  Price: 4,000 gp.
  FROSTBURN (3.5)
  ICICLE
  An icicle rod looks like nothing more than a 3-foot-long 
  icicle.
  The rod remains cold to the touch at all times but never 
  melts.
  While it is held, the wielder gains resistance to cold 10.
  It may be wielded in melee as a +1 frost short sword.
  Three times per day the wielder may fire a small icicle from 
  the rod as a standard action.
  This icicle has a maximum range of 1,000 feet, and attacks 
  made with it are resolved as ranged touch attacks that do 
  2d4 points of cold damage on a hit.
  Once it hits, the icicle quickly begins to spread frost and ice 
  over the target, doing an additional 2d4 points of cold 
  damage each round for a total of five additional rounds after 
  the initial hit.
  An icicle rod can also produce these additional effects.
  • Entomb (1/day)
  • Maximized ice storm (1/day) Strong evocation (cold); CL 
  15th; Craft Rod, Craft Magic Arms and Armor, Maximize 
  Spell, entomb, ice storm, resist elements; Price 120,000 gp.
  PIERCING COLD
  This short rod appears to be made entirely out of ice, and 
  comes to a needle-sharp point at one end.
  It can be used as a +2 frost dagger in combat.
  Up to three times per day, the owner of a rod of piercing cold 
  can enhance one spell cast with the Piercing Cold 
  metamagic feat, with no alteration to the spell’s effective 
  level.
  This rod is a metamagic rod; a caster may only use one 
  metamagic rod on a spell at a time.
  Normal rods of piercing cold can be used with spells of 6th 
  level or lower.
  Lesser rods of piercing cold can be used with spells of 3rd level 
  or lower, while greater rods of piercing cold can be used with 
  spells of 9th level or lower.
  Strong (no school); CL 17th; Craft Rod, Piercing Cold; Price 
  21,430 gp (lesser), 29,300 gp (normal), 42,800 gp (greater); 
  Cost 10,500 gp + 840 XP (lesser), 14,500 gp + 1,160 XP 
  (normal), 21,400 gp + 1,700 XP (greater).
  HEROES OF BATTLE (3.5)
  ARMING
  This adamantine rod allows the wielder to store a complete 
  set of battle regalia and recall it with a moment’s notice.
  When fully armed and armored, the bearer of this rod can 
  instantly remove her armor and weapons, storing them 
  magically within the rod.
  Anytime thereafter, the bearer can use the power of the rod 
  to put on her armor and wield her weapons 
  instantaneously.
  If the bearer is wearing armor or weapons when she calls 
  armor back from the rod, then that armor or weapons are 
  swapped with those within the rod.
  Using the rod to store or retrieve armor and weapons is a 
  standard action.
  Moderate transmutation; CL 10th; Craft Rod, shrink item; 
  Price 15,000 gp.
  LEADERSHIP
  This mithral truncheon is banded in gold.
  The possessor gains a +2 enhancement bonus to his 
  Leadership score for as long as he holds or carries the item.
  Once per day he can gain a +5 bonus on an attempt to rally 
  troops (see page 73).
  Once per week the rod can be used to create a command 
  tent.
  The tent is 30 feet across, and the inside is protected from 
  harsh weather conditions such as extreme heat, cold, wind, 
  or rain.
  The tent is furnished suitably for a military command post 
  and contains a map table upon which is a detailed map 
  showing the terrain within a ten-mile radius of the tent.
  The tent lasts for up to 24 hours, at the end of which time it 
  disappears along with anything (but not anyone) that was 
  inside it.
  Strong conjuration, transmutation, and divination; CL 12th; 
  Craft Rod, eagle’s splendor, major creation, scry; Price 25,000 
  gp.
  
  634
  LIBRIS MORTIS (3.5)
  DEFIANCE
  This white cudgel-like rod can be used as a +2 heavy mace.
  All undead in a radius of 30 feet of the wielder who holds 
  the rod of defiance are treated as if they had –4 turn 
  resistance.
  Moderate necromancy; CL 10th; Craft Rod, class ability to 
  turn or rebuke undead; Price 13,000 gp.
  NIGHTSTICK
  This black rod carved of darkly stained wood is inset with 
  religious symbols of various deities.
  Anyone who possesses the rod and is able to turn or rebuke 
  undead gains four more uses of the ability per day.
  Moderate necromancy; CL 10th; Craft Rod, Extra Turning, 
  class ability to turn or rebuke undead; Price 7,500 gp.
  SCEPTER OF THE NETHERWORLD
  This plain steel baton contains several glyphs incised along 
  its length that promise power over the undead.
  Anyone who holds the rod and has the power to turn or 
  rebuke undead is treated as if three levels higher than his 
  actual level when he uses his turning or rebuking power.
  Moderate necromancy; CL 10th; Craft Rod, class ability to 
  turn or rebuke undead; Price 9,000 gp.
  UNDEAD MASTERY
  This metal rod is carved to resemble a stack of miniature 
  skulls.
  Anyone who holds the rod can control twice as many 
  undead than he normally could.
  For instance, normally a caster can’t control more HD of 
  undead than four times his caster level, but while holding 
  the rod of undead mastery, he can control eight times his 
  caster level of undead.
  Moderate necromancy; CL 10th; Craft Rod, desecrate; Price 
  10,000 gp.
  LORDS OF MADNESS (3.5)
  FREEDOM
  A potent weapon against monsters that charm or enslave 
  other creatures, a rod of freedom is the equivalent of a +3 silver 
  heavy mace.
  It has three special powers.
  First, the user can choose to deal nonlethal damage with no 
  penalty on her attack rolls.
  (She must decide before she makes the attack roll if she will 
  deal lethal or nonlethal damage).
  Second, any time she uses the rod to strike a creature that is 
  under a charm or compulsion effect, she makes a special 
  caster level check (1d20+9) to dispel the effect (DC 11 +
  caster level of the effect).
  A rod of freedom can be used five times per day.
  Third, as long as the rod of freedom is in her hand, the user 
  gains a +4 morale bonus on saving throws against charm or 
  compulsion effects.
  Moderate evocation; CL 9th; Craft Rod, break enchantment;
  Price 53,000 gp; Weight 6 lb.
  MAGIC ITEM 
  COMPENDIUM (3.5)
  BODILY RESTORATION
  Price (Item Level): 3,100 gp (8th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Standard (command and manipulation)
  Weight: 4 lb.
  Dawn motifs are worked into this leather-wrapped rod.
  A rod of bodily restoration allows you to heal physical ability 
  damage.
  To use the rod, you must touch the target to be affected (or 
  merely hold the rod, if affecting yourself).
  The rod has 3 charges, which are renewed each day at dawn.
  Spending 1 or more charges heals damage to one or more of 
  the target’s physical ability scores.
  1 charge: Heal 4 points of Str, Dex, or Con damage (your 
  choice), or 2 points of damage to all three ability scores.
  2 charges: Heal 6 points of Str, Dex, or Con damage (your 
  choice), or 3 points of damage to all three ability scores.
  3 charges: Heal 8 points of Str, Dex, or Con damage (your 
  choice), or 4 points of damage to all three ability scores.
  Prerequisites: Craft Rod, lesser restoration.
  Cost to Create: 1,550 gp, 124 XP, 4 days.
  CATS
  Price (Item Level): 10,600 gp (13th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation and transmutation
  Activation: — and standard (command)
  Weight: 4 lb.
  The head of this long rod of black wood bears the stylized visage of 
  a wise-looking feline, its green gemstone eyes glimmering as if 
  alive.
  When held, this +1/masterwork quarterstaff grants you low-
  light vision and a +5 competence bonus on Hide and Move 
  Silently checks.
  These are continuous effects and requires no activation.
  Once per day, you can activate a rod of cats to gain one of two 
  different effects: The rod creates a spider climb effect on you 
  with a duration of 50 minutes, or it creates a darkness effect, 
  targeted on the rod.
  You and anyone else touching the rod of cats can see 
  normally within this darkness.
  The rod also has a secret compartment (requiring a 
  successful DC 25 Search check to find) large enough to 
  hold a set of thieves’ tools, a scroll, or another object of 
  similar size.
  Prerequisites: Craft Magic Arms and Armor, Craft Rod, cat’s 
  grace, darkness, low-light vision (SC 134), spider climb.
  
  635
  Cost to Create: 5,000 gp (plus 600 gp for masterwork/ 
  masterwork quarterstaff ), 400 XP, 10 days.
  CELESTIAL MIGHT
  Price (Item Level): 38,600 gp (17th)
  Body Slot: — (held)
  Caster Level: 13th
  Aura: Strong; (DC 21) conjuration
  Activation: See text
  Weight: 5 lb.
  As long as a quarterstaff, this rod is carved from a single length of 
  arrow-straight ash, and its ends are shod in gold and silver bands.
  Designed to battle the denizens of the Lower Planes, a rod of 
  celestial might functions as a +1/+1 quarterstaff.
  Its abilities can be activated only by a non-evil character.
  A rod of celestial might has two abilities you can activate 
  under specific circumstances.
  1. After a successful attack with the rod against an evil 
  outsider, you can trigger a holy smite effect centered on the 
  target as an immediate (command) action.
  This ability functions three times per day.
  2. If you are within 60 feet of an evil outsider, you can 
  summon an avoral guardinal (as summon monster VII) as a 
  standard (command) action.
  This ability functions once per day.
  Prerequisites: Craft Magic Arms and Armor, Craft Rod, holy 
  smite, summon monster VII.
  Cost to Create: 19,000 gp (plus 600 gp for 
  masterwork/masterwork quarterstaff), 1,520 XP, 38 days.
  CONDUIT
  Price (Item Level): 6,000 gp (10th)
  Body Slot: — (held)
  Caster Level: 13th
  Aura: Strong; (DC 21) abjuration
  Activation: Swift (command)
  Weight: 3 lb.
  Each end of this slender ebony rod is set with a clear, jagged crystal.
  A wild energy seems to flicker in the depths of these stones, and 
  gazing intently into one reveals minute flares of fire, tiny sparks of 
  electricity, and other glimpses of suppressed energy.
  Conduit rods alter the fundamental ways in which magical 
  energies interact.
  When you activate a conduit rod and specify an energy type 
  (acid, cold, electricity, fire, or sonic), your existing 
  resistance to energy of the chosen type increases by 20.
  This protection also extends to every creature adjacent to 
  you (though the value is based on the value of the energy 
  resistance of those creatures rather than your own) and 
  lasts for 1 round.
  The rod has no effect on creatures that are immune to the 
  chosen energy type or have no resistance to it at all.
  This ability functions three times per day.
  Prerequisites: Craft Rod, antimagic field.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  DEFIANCE
  Price (Item Level): 7,312 gp (11th)
  Body Slot: — (held)
  Caster Level: 10th
  Aura: Moderate; (DC 20) necromancy
  Activation: —
  Weight: 3 lb.
  This crudely shaped, bone-white rod resembles a cudgel.
  You can use a rod of defiance in combat as a +1 heavy mace.
  In addition, each undead creature within 30 feet of you 
  while you hold the rod is treated as if it had 4 fewer Hit 
  Dice (minimum 1 HD) for the purpose of turn or rebuke 
  undead checks.
  Prerequisites: Craft Magic Arms and Armor, Craft Rod, turn 
  undead or rebuke undead.
  Cost to Create: 3,500 gp (plus 312 gp for masterwork heavy 
  mace), 280 XP, 7 days.
  ENERVATING STRIKE
  Price (Item Level): 18,312 gp (15th)
  Body Slot: — (held)
  Caster Level: 15th
  Aura: Strong; (DC 22) necromancy
  Activation: —
  Weight: 8 lb.
  This iron-shod oaken rod is blackened and weathered, yet sturdy.
  Crafted from wood exposed to the Negative Energy Plane, a 
  rod of enervating strike functions as a +1 heavy mace.
  In addition, when you successfully strike a creature with 
  the rod in melee, the target is subjected to an inflict light 
  wounds effect (1d8+5 damage; Will DC 11 half).
  If you score a critical hit with the rod, the creature is 
  instead subjected to an inflict serious wounds effect (3d8+15 
  damage; Will DC 14 half).
  When you use the rod on a minor negative-dominant 
  plane, its inflict effects are empowered as if by the Empower 
  Spell feat.
  When used on a major negative-dominant plane, these 
  effects are maximized as if by the Maximize Spell feat.
  Prerequisites: Craft Magic Arms and Armor, Craft Rod, inflict 
  serious wounds.
  Cost to Create: 9,000 gp (plus 312 gp for masterwork heavy 
  mace), 720 XP, 18 days.
  ESCAPE
  Price (Item Level): 3,500 gp (8th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: Standard (command)
  Weight: 2 lb.
  Fragile in appearance, this rod is shaped like a long thin ladder.
  A rod of escape allows you to use jump and knock (as the 
  spells) each two times per day.
  Also, once per day you can create a 5-foot-radius spherical 
  ward that repels open water or other nonmagical water-
  based liquids (but not creatures), allowing you to cross 
  shallow rivers or fully enter deep bodies of water and 
  remain dry.
  The rod generates fresh air within this space, so no chance 
  of suffocation exists.
  This effect lasts for 10 minutes.
  Prerequisites: Craft Rod, control water, jump, knock.
  Cost to Create: 1,750 gp, 70 XP, 4 days.
  
  636
  FORCE
  Price (Item Level): 60,000 gp (18th)
  Body Slot: — (held)
  Caster Level: 13th
  Aura: Strong; (DC 21) evocation
  Activation: See text
  Weight: 1 lb.
  This black iron rod is 18 inches long and a half inch wide.
  It hums with suppressed power.
  A rod of force can be used five times per day.
  Each time you activate this rod, you can choose to create 
  one of the following effects.
  Blade of Force: Upon command, a 3-foot-long glowing 
  blade of force springs forth from the rod.
  This “blade” can be used as a +1 brilliant energy longsword and 
  lasts for 10 rounds.
  Activating this power is a swift (command) action.
  Blast of Force: Upon command, a ray of force projects from 
  the rod out to a maximum distance of 100 feet.
  This ranged touch attack deals 10d6 points of damage.
  Activating this power is a standard (command) action.
  Wall of Force: This effect functions as the spell.
  Activating this power is a standard (command) action.
  Prerequisites: Craft Rod, magic missile, Mordenkainen’s sword, 
  wall of force.
  Cost to Create: 30,000 gp, 2,400 XP, 60 days.
  FREEDOM
  Price (Item Level): 18,402 gp (15th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) abjuration
  Activation: See text
  Weight: 6 lb.
  This macelike scepter has an ornate head fashioned of gold filigree 
  mounted on a thick copper shaft.
  This +1 silver heavy mace has three special abilities.
  As long as the rod of freedom is in your hand, you gain a +4 
  morale bonus on saving throws against charm or 
  compulsion effects.
  This is a continuous effect and requires no activation.
  In addition, you can activate a rod of freedom as a free 
  (mental) action at will to deal nonlethal damage without 
  penalty on your next attack roll.
  You must decide before you make the attack whether you 
  will activate this ability.
  Third, any time you strike a creature that is under a charm 
  or compulsion effect with the rod, you can activate it as a 
  swift (command) action to make a special caster level check 
  (1d20+9) and attempt to dispel the effect (DC 11 + caster 
  level of the effect).
  This ability functions five times per day.
  Prerequisites: Craft Magic Arms and Armor, Craft Rod, break 
  enchantment.
  Cost to Create: 9,000 gp (plus 402 gp for masterwork silver 
  heavy mace), 720 XP, 18 days.
  FROST
  Price (Item Level): 1,400 gp (5th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) evocation
  Activation: Standard (command)
  Weight: 5 lb.
  This 2-foot-long rod of steel-hard, ice-blue glass is bound with iron 
  bands.
  A rod of frost emits a beam of cold that can create a variety of 
  effects.
  Three times per day, you can fire a 30-foot line of frost from 
  the rod.
  The line of frost deals 2d6 points of cold damage to all 
  creatures in the area (Reflex DC 14 half).
  Natural fires in the area of the line are automatically 
  extinguished, and open water in the area of the line freezes 
  to a depth of 1 foot—thick enough for a Large creature to 
  walk upon safely.
  The ice melts normally.
  Prerequisites: Craft Rod, ray of frost.
  Cost to Create: 700 gp, 56 XP, 2 days.
  FUMBLING
  Price (Item Level): 2,300 gp (6th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) enchantment
  Activation: Swift (command)
  Weight: —
  A spiral groove runs the length of this 3-foot-long, gray lacquered 
  wooden rod.
  A rod of fumbling instills sudden clumsiness in a nearby 
  creature.
  When you activate the rod, a chosen creature within 30 feet 
  must immediately drop all items it holds (without waiting 
  until its turn).
  A successful DC 15 Will save negates the effect.
  This is an enchantment (compulsion), mind-affecting 
  ability.
  A rod of fumbling functions two times per day.
  Prerequisites: Craft Rod, command.
  Cost to Create: 1,150 gp, 92 XP, 3 days.
  GRIEVOUS WOUNDS
  Price (Item Level): 2,000 gp (6th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) necromancy
  Activation: Standard (command)
  Weight: 3 lb.
  Every inch of this long, stark white ivory scepter is adorned with 
  abstract carvings.
  The tiny lines of the engraved symbols twist and twine together to 
  form one complete and complex design.
  When activated, a rod of grievous wounds deals 1d8+5 points 
  of damage to each creature adjacent to you that has fewer 
  than its full normal hit points.
  A rod of grievous wounds functions five times per day.
  Prerequisites: Craft Rod, mass inflict light wounds.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  HARROW
  Price (Item Level): 14,000 gp (14th)
  Body Slot: — (held)
  
  637
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Standard (command)
  Weight: 3 lb.
  This slightly twisted metal rod is black as pitch.
  When activated, a harrow rod sprays forth a 30-foot cone 
  that deals 9d6 points of acid damage to all within the area 
  (Reflex DC 17 half).
  A harrow rod functions three times per day.
  Prerequisites: Craft Rod, Melf’s acid arrow.
  Cost to Create: 7,000 gp, 560 XP, 14 days.
  MAGIC SIPHON
  Price (Item Level): 25,000 gp (15th)
  Body Slot: — (held)
  Caster Level: 20th
  Aura: Strong; (DC 25) abjuration
  Activation: Standard (command)
  Weight: 3 lb.
  This short burgundy scepter has a spiral design running along its 
  length and an open, clawlike sculpture at each end.
  A magic siphon drains the magical energy from existing spell 
  effects, rendering them powerless and ineffective in the 
  same manner that dispel magic would.
  Every creature adjacent to you when you activate a magic 
  siphon is affected as though by a targeted greater dispel magic 
  spell.
  This rod functions once per day.
  Prerequisites: Craft Rod, greater dispel magic.
  Cost to Create: 12,500 gp, 1,000 XP, 25 days.
  METAMAGIC
  A metamagic rod holds the essence of a metamagic feat but 
  does not change the spell slot of the altered spell.
  The metamagic rods presented here function in all respects 
  as those described on page 236 of the Dungeon Master’s 
  Guide.
  Lesser and Greater Metamagic Rods: Normal metamagic 
  rods can be used with spells of 6th level or lower.
  Lesser rods can be used with spells of 3rd level or lower, 
  while greater rods can be used with spells of 9th level or 
  lower.
  CHAINING
  Price (Item Level): 14,000 gp (14th) (lesser); 54,000 gp 
  (18th) (normal); 121,500 gp (22nd) (greater)
  Body Slot: — (held)
  Caster Level: 17th
  Aura: Strong; (DC 23) no school
  Activation: —
  Weight: 3 lb.
  Sturdy chain links carved of metal and fused together form the 
  haft of this sturdy rod.
  The head is a single ruby.
  You can cast up to three spells per day that are chained as 
  though affected by the Chain Spell feat.
  Prerequisites: Craft Rod, Chain Spell (CAr 76).
  Cost to Create: 7,000 gp, 560 XP, 14 days (lesser); 27,000 gp, 
  2,160 XP, 54 days (normal); 60,750 gp, 4,860 XP, 122 days 
  (greater).
  REACH
  Price (Item Level): 9,000 gp (12th) (lesser); 32,500 (16th) 
  (normal); 73,000 (19th) (greater)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Weight: 1 lb.
  This thick iron rod has a handle wrapped in worn leather, and a 
  small golden icon of an outstretched hand at its tip.
  You can cast up to three spells per day as though their 
  ranges were affected by the Reach Spell feat.
  Prerequisites: Craft Rod, Reach Spell (CD 84).
  Cost to Create: 4,500 gp, 360 XP, 9 days (lesser); 16,250 gp, 
  1,300 XP, 33 days (normal); 36,500 gp, 2,920 XP, 73 days 
  (greater)
  SCULPTING
  Price (Item Level): 3,000 gp (7th) (lesser); 11,000 gp (13th) 
  (normal); 24,500 gp (15th) (greater)
  Body Slot: — (held)
  Caster Level: 17th
  Aura: Strong; (DC 23) no school
  Activation: —
  Weight: 3 lb.
  The haft of this elegant rod is sculpted of silvery metal in graceful 
  curves.
  At its top glitters a faceted sapphire.
  You can cast up to three spells per day whose areas are 
  modified as though affected by the Sculpt Spell feat.
  Prerequisites: Craft Rod, Sculpt Spell (CAr 83).
  Cost to Create: 1,500 gp, 120 XP, 3 days (lesser); 5,500 gp, 440 
  XP, 11 days (normal); 12,250 gp, 980 XP, 25 days (greater).
  SUBSTITUTION
  Price (Item Level): 2,700 gp (7th) (lesser); 10,500 gp (13th) 
  (normal); 24,300 gp (15th) (greater)
  Body Slot: — (held)
  Caster Level: 17th
  Aura: Strong; (DC 23) no school
  Activation: —
  Weight: 3 lb.
  This fragile-looking glass rod is filled with elemental energy—
  flickering flames, crackling electricity, churning green acid, or 
  frosty rime, depending upon its type.
  Four different versions of this rod exist, each keyed to a 
  different type of energy (acid, cold, electricity, or fire).
  Three times per day, you can cast a spell as though using 
  the appropriate Energy Substitution feat.
  Prerequisites: Craft Rod, Energy Substitution (CAr 79) for the 
  appropriate energy type.
  Cost to Create: 1,350 gp, 108 XP, 3 days (lesser); 5,250 gp, 420 
  XP, 11 days (normal); 12,150 gp, 972 XP, 25 days (greater).
  SCEPTER OF THE NETHERWORLD
  Price (Item Level): 9,000 gp (12th)
  Body Slot: — (held)
  Caster Level: 10th
  Aura: Moderate; (DC 20) necromancy
  Activation: —
  Weight: 3 lb.
  
  638
  Several glyphs that promise power over the undead are incised 
  along the length of this plain steel baton.
  If you can turn or rebuke undead, holding a scepter of the 
  netherworld allows you to do so as if your level in the 
  relevant class were three levels higher.
  Prerequisites: Craft Rod, turn or rebuke undead.
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  SILENCE
  Price (Item Level): 4,000 gp (8th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) evocation
  Activation: — and standard (command)
  Weight: 2 lb.
  This 4-foot-long rod of black metal bears the impression of a single 
  cat’s paw at one rounded end.
  While holding this rod, you gain a +4 bonus on saving 
  throws against effects that have the sonic descriptor or that 
  deal sonic damage.
  Once per day, you can surround yourself with a field of 
  silence, which functions as a silence spell except it affects 
  only you and can be dismissed as a free (mental) action on 
  your turn.
  The rod can also create a shout effect once per day, although 
  this ability cannot be used while the silence effect is in 
  operation.
  Prerequisites: Craft Rod, shout, silence, resistance.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  SLIDING
  Price (Item Level): 1,400 gp (5th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: Standard (command)
  Weight: 3 lb.
  Small magnets are set into the ends of this iron rod.
  When activated, this rod can either push a targeted creature 
  5 feet farther away from you or pull it 5 feet closer to you.
  The target must be within 30 feet of you and must end its 
  movement in an unoccupied square.
  The movement does not provoke attacks of opportunity.
  An unwilling creature is entitled to a DC 11 Will saving 
  throw to negate the effect.
  A rod of sliding functions three times per day.
  Prerequisites: Craft Rod, slide (SC 191).
  Cost to Create: 700 gp, 56 XP, 2 days.
  SOUL ANCHOR
  Price (Item Level): 10,000 gp (12th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) enchantment
  Activation: Standard (command)
  Weight: 3 lb.
  Thin iron bands twine around jagged fragments of jet-black 
  obsidian to form the haft of this cruel-looking rod.
  When you activate a soul anchor, each creature adjacent to 
  you must succeed on a DC 18 Will saving throw or be 
  unable to move from its current space for 1 round.
  Creatures that are flying or sinking when the spell takes 
  effect are magically held in place.
  However, affected creatures are neither paralyzed nor 
  entangled, so they can fight and cast spells normally.
  The power of a soul anchor prevents all voluntary movement 
  that would allow the affected creatures to leave their 
  respective spaces (including teleportation magic or other 
  spells and items that allow movement).
  However, it does not preclude involuntary movement, such 
  as that resulting from a bull rush.
  If an affected creature is involuntarily moved out of its 
  space for any reason, the effect on that creature ends 
  immediately.
  This ability functions five times per day, but it can’t be 
  activated in consecutive rounds.
  Prerequisites: Craft Rod, hold monster.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  SPIDER
  Price (Item Level): 15,000 gp (14th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) necromancy
  Activation: Standard (command)
  Weight: 3 lb.
  A complex relief of webs and tiny arachnids covers this silvery rod.
  Its surface is strangely sticky to the touch.
  A spider rod has two different abilities that each function
  three times per day.
  Silk Strand: The rod produces an entangling strand of silk 
  as a ranged touch attack (range 100 feet).
  A target hit by this strand is entangled for 1 minute (Reflex 
  DC 20 negates entanglement, but the creature’s speed is 
  still halved for the duration of the effect).
  Treat this as a net attack, except that the strand has 15 hit 
  points and takes double damage from fire.
  Poison Touch: You can make a melee touch attack with the 
  rod to deliver a virulent contact poison (Fort DC 16, 1d6 
  Con/1d6 Con).
  Prerequisites: Craft Rod, poison, web.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  SURE STRIKING
  Price (Item Level): 4,000 gp (8th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) divination
  Activation: Standard (command)
  Weight: 3 lb.
  A pale blue crystal adorns each end of this silvery rod.
  When you activate a rod of sure striking, every ally adjacent to 
  you gains a +5 insight bonus on its next attack roll, 
  provided that the attack occurs before the beginning of 
  your next turn.
  A rod of sure striking functions three times per day.
  Prerequisites: Craft Rod, true strike.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  SURPRISES
  Price (Item Level): 6,000 gp (10th)
  Body Slot: — (held)
  
  639
  Caster Level: 8th
  Aura: Moderate; (DC 19) illusion, transmutation
  Activation: Standard (manipulation)
  Weight: 2 lb.
  Numerous seams, hinges, and bolts cover this otherwise simple-
  looking blunt metal rod.
  At one end, five black buttons jut forth.
  Similar to a rod of lordly might, a rod of surprises has both 
  combat and utilitarian features.
  Its buttons can be depressed, singly or in various 
  combinations, to cause the rod to lengthen and even sprout 
  a blade.
  It can be used as a javelin, kama, longspear, quarterstaff, 
  scythe, shortspear, short sword, or spear.
  A rod is treated as a +1 weapon in any of these forms.
  The rod can store a message of up to twenty-five words as 
  the magic mouth spell, replaying the message when the 
  triggering conditions are met (such as when a specific word 
  is spoken).
  You can reset the message as a standard action, and you 
  choose the trigger.
  The rod can also lengthen up to 60 feet and support up to 
  800 pounds without bending.
  Prerequisites: Craft Magic Arms and Armor, Craft Rod, 
  levitate, magic mouth, wood shape.
  Cost to Create: 3,000 gp, 240 XP, 9 days.
  TENTACLE
  Price (Item Level): 14,000 gp (14th)
  Body Slot: — (held)
  Caster Level: 6th
  Aura: Moderate; (DC 18) transmutation
  Activation: Standard (command)
  Weight: 3 lb.
  Three long, russet-colored tentacles sprout from the end of this 2-
  foot-long rod, writhing sinuously.
  When activated, a tentacle rod makes three attacks (one per 
  tentacle) against a single target within your melee reach 
  that you designate.
  The rod uses its own attack bonus (+12) rather than yours, 
  and each attack deals 6 points of bludgeoning damage.
  Treat the rod as a magic weapon for the purpose of 
  overcoming damage reduction.
  If all three tentacles strike the same living creature in a 
  round, that creature becomes slowed (as the slow spell) for 5 
  rounds (Fort DC 14 negates).
  Lore: The secret to crafting the first tentacle rod was learned 
  through nightmarish visions granted by the Elder 
  Elemental Eye (a vile and mysterious divine entity) to its 
  most devoted followers (Knowledge [religion] DC 20).
  Wielding one of these gruesome items soon became a 
  status symbol among the cult’s leaders, which led to a need 
  for a greater version for the most powerful followers of the 
  Elder Elemental Eye (Knowledge [religion] DC 25).
  Prerequisites: Craft Magic Arms and Armor, Craft Rod, 
  animate objects, Evard’s black tentacles, slow.
  Cost to Create: 7,000 gp, 560 XP, 14 days.
  TENTACLE, GREATER
  Price (Item Level): 36,000 gp (17th)
  Caster Level: 12th
  Aura: Strong; (DC 21) transmutation
  Weight: 6 lb.
  Six long violet tentacles sprout from the end of this 2-foot-long rod, 
  writhing sinuously when you grasp the handle.
  When activated, a greater tentacle rod makes six attacks (one 
  per tentacle) against a single target within your melee reach 
  that you designate.
  The rod uses its own attack bonus (+18), and each attack 
  deals 9 points of bludgeoning damage.
  Treat the rod as a magic weapon for the purpose of 
  overcoming damage reduction.
  If at least three of a greater tentacle rod’s tentacles strike the 
  same living creature in a round, that creature becomes 
  fatigued (Fort DC 20 negates); creatures already fatigued 
  suffer no additional effect.
  If all six tentacles strike the same living creature in a round, 
  that creature instead becomes exhausted (Fort DC 20 
  negates).
  Lore: See tentacle rod, above.
  Prerequisites: Craft Magic Arms and Armor, Craft Rod, 
  animate objects, Evard’s black tentacles, ray of exhaustion, ray of 
  fatigue.
  Cost to Create: 18,000 gp, 1,440 XP, 36 days.
  TRANSPOSITION
  Price (Item Level): 6,000 gp (10th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Standard (command)
  Weight: 3 lb.
  Small bolts of lightning arc from one end of this engraved copper 
  rod to the other.
  When you activate a rod of transposition, you exchange 
  positions with another creature within 30 feet.
  An unwilling creature gets a DC 13 Will saving throw to 
  negate this effect.
  A rod of transposition functions three times per day.
  Prerequisites: Craft Rod, baleful transposition (SC 23).
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  UNDEAD MASTERY
  Price (Item Level): 10,000 gp (12th)
  Body Slot: — (held)
  Caster Level: 10th
  Aura: Moderate; (DC 20) evocation
  Activation: —
  Weight: 3 lb.
  This metal rod is fashioned to resemble a stack of miniature skulls.
  While holding a rod of undead mastery, you can control twice 
  as many Hit Dice of undead as you normally could.
  For instance, if you can normally control 12 HD of undead, 
  you can control 24 HD of undead while holding the rod.
  Prerequisites: Craft Rod, desecrate.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  VISCID GLOBS
  Price (Item Level): 2,000 gp (6th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: Standard (command)
  
  640
  Weight: 2 lb.
  An ooze of amber fluid leaks from this strangely sappy mahogany 
  rod.
  The rod’s surface is carved with tumorous bumps and weeping 
  cysts.
  A rod of viscid globs fires a sphere of sticky material that acts 
  like a tanglefoot bag.
  The rod can fire a glob up to 100 feet, and a glob acts as a 
  splash weapon.
  A rod of viscid globs can be used three times per day.
  Prerequisites: Craft Rod, entangle.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  WHIPS
  Price (Item Level): 15,000 gp (14th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) transmutation
  Activation: Standard (command)
  Weight: 2 lb.
  Tightly wrapped and knotted strands of black leather make up this 
  short rod, allowing for a solid grip, which nonetheless looks 
  incomplete.
  On command, a rod of whips grows a magic tendril of force 
  from one end that functions as a whip.
  Once activated, a rod of whips acts as a +1 dancing whip that 
  can strike incorporeal creatures as a force effect.
  A rod of whips can be activated three times per day, and each 
  activation lasts for 10 rounds.
  Prerequisites: Craft Magic Arms and Armor, Craft Rod, 
  animate objects, spiritual weapon.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  MAGIC OF FAERÛN (3.0)
  CATS
  This 7-foot rod is made of black wood and topped with a 
  carved knob that resembles a cat’s head.
  It functions as a +1 quarterstaff.
  When it is held, the bearer gains low-light vision and gets a 
  +10 competence bonus on Climb, Hide, and Move Silently 
  checks.
  Once per day the wielder can make the rod of cats the target 
  of a darkness spell, although the wielder and anyone else 
  touching the rod can see through this darkness as if it 
  didn’t exist.
  The rod has a secret compartment (Search DC 25 to find) 
  large enough to hold a set of thieves’ tools or a scroll.
  Caster Level: 5th; Prerequisites: Craft Rod, Craft Magic Arms 
  and Armor, cat’s grace, darkness, darkvision, spider climb;
  Market Price: 25,000 gp.
  DISPLACEMENT
  This rod was invented during the glory of Myth Drannor.
  When held, it acts as a minor cloak of displacement.
  Twice per day the wielder can use jump and knock, and once 
  per day she can create a 5-foot-radius spherical ward that 
  repels open water or other nonmagical water-based liquids 
  (but not creatures), allowing her to cross shallow rivers or 
  fully enter deep bodies of water and remain dry.
  The rod generates fresh air within this space, so no chance 
  of suffocation exists, and the power lasts 10 minutes.
  Caster Level: 5th; Prerequisites: Craft Rod, control water, blur,
  jump, knock; Market Price: 48,600 gp.
  DIVERGENCE
  This rod protects against one sort of energy, and the type of 
  energy cannot be changed once the item is completed.
  When wielded, it provides resist elements for the wielder 
  against that type of energy.
  If the wielder is ever targeted with an effect of that kind of 
  energy that can be affected by spell turning, once per day the 
  rod automatically and fully turns the attack upon its source.
  The wielder can also cause the rod to glow with faerie fire at 
  will.
  Caster Level: 13th; Prerequisites: Craft Rod, faerie fire, resist 
  elements, spell turning; Market Price: 32,600 gp.
  FURY
  These rods, first created by the wizards of Mulhorand, 
  typically have the top end carved to resemble the head of 
  one of the Mulhorandi deities.
  In addition to giving the bearer a deflection bonus to AC 
  (+1 to +5, varying depending upon the type of rod), the rod 
  allows a spellcaster to increase the effectiveness of one spell 
  per day.
  The spell must be of 6th level or lower and is altered as if it 
  were under the effects of the Empower Spell feat.
  Activating this ability is a free action and does not affect the 
  spell level or casting time of the altered spell.
  Caster Level: 17th; Prerequisites: Craft Rod, Empower Spell, 
  Spell Focus, protection from chaos/evil/good/law; Market Price:
  26,800 gp (+1), 38,800 gp (+2), 58,800 gp (+3), 77,600 gp (+4), 
  95,600 gp (+5).
  MIRRORS
  Once per day the rod can form a 2-foot-diameter mirror-like 
  area at its top end.
  The wielder can look through the back side of the mirror 
  and view the scene as with true seeing.
  The mirror also protects the wearer from all gaze attacks 
  and illusion (pattern) effects coming from one-half of the 
  battlefield (see the shield spell for information on orienting 
  such an effect).
  The mirror is completely insubstantial and remains for 11 
  minutes.
  The wizard Glendar, a patron of adventurers with a hatred 
  for medusas and basilisks, created the first rod of mirrors.
  He eventually became evil and transformed himself into a 
  lich, only to be destroyed by some of the adventurers he 
  had once sponsored.
  Caster Level: 11th; Prerequisites: Craft Rod, obscuring mist, true 
  seeing; Market Price: 40,200 gp; Cost to Create: 13,850 gp 
  +1,108 XP.
  SILENCE
  This rod is carved with symbols of cat’s paws and owls.
  
  641
  When held, the bearer gets a +4 resistance bonus on all 
  saving throws against sonic effects.
  Once per day the bearer can surround herself with a field of 
  silence, functioning as the silence spell except it only affects 
  the character and can be dismissed as a free action on the 
  bearer’s turn.
  The rod can also create a shout effect once per day, although 
  this ability does not function when the silence effect is in 
  operation.
  Caster Level: 9th; Prerequisites: Craft Rod, shout, silence,
  resistance; Market Price: 24,200 gp.
  SPHERES
  The rod of spheres can, three times per day, create a 4-foot-
  diameter spherical bubble that lasts for 2 hours.
  This transparent, faintly shimmering sphere appears up to 
  30 feet from the wielder and levitates in place 3 feet from 
  the ground.
  The faint blue glow emanating from the sphere is the 
  equivalent of candlelight.
  The skin of the bubble is not solid, though anything placed 
  within it remains within the sphere, which can hold up to 
  33 cubic feet of material, to a maximum weight of 200 
  pounds.
  The bubble maintains its distance and position relative to 
  the wielder, though its top speed is 30 feet.
  (If the wielder moves too fast, the bubble lags behind until 
  the wielder slows or stops to allow it to catch up).
  The wielder can also move the bubble up to 60 feet as a 
  move-equivalent action.
  A single point of damage from any source destroys a bubble 
  from a rod of spheres.
  A bubble cannot impact an object or creature hard enough 
  to cause itself or the target any damage.
  At the end of the duration, or if the bubble is destroyed, 
  whatever was within the bubble drops slowly to the ground 
  as if under the effect of a feather fall spell.
  Caster Level: 3rd; Prerequisites: Craft Rod, dancing lights,
  Tenser’s floating disk, feather fall; Market Price: 3,240 gp.
  SPIDER
  Three times a day, the wielder can command this rod to 
  produce a strand of silk that shoots out up to 100 feet.
  Treat this as a ranged touch attack with no range 
  increment.
  A creature struck by this strand of silk must make a Reflex 
  save (DC 20) or be entangled for 1 minute.
  With a successful save, the creature is not entangled, 
  though it can move at only half speed for 1 minute.
  Breaking free of the entanglement effect requires a 
  Strength check (DC 25) or an Escape Artist check (DC 20).
  The strand has 15 hit points (no hardness) and takes double 
  damage from fire, though any fire applied to the strand also 
  deals 2d4 points of damage to the entangled character.
  Casting a spell while entangled requires a Concentration 
  check (DC 15) to avoid losing the spell.
  The rod may also be used to deliver a poison melee touch 
  attack (Fort DC 16, 1d10 Con/1d10 Con).
  This power functions an unlimited number of times.
  Caster Level: 9th; Prerequisites: Craft Rod, web, poison; Market 
  Price: 40,000 gp.
  SURPRISES
  Similar to a rod of lordly might, this rod has combat and 
  utilitarian features.
  It can be commanded to lengthen and even sprout a blade, 
  allowing it to be used as a halfspear, javelin, kama, 
  longspear, quarterstaff, scythe, shortspear, or a long-
  handled short sword, acting as a +1 weapon of the 
  appropriate type.
  It can also lengthen up to 60 feet and can support up to 800 
  pounds without bending.
  The rod can store a message of up to twenty-five words as 
  the magic mouth spell, replaying the message when the 
  wielder’s triggering conditions have been met (such as 
  when a particular word is spoken).
  The wielder may reset the message as a standard action.
  Caster Level: 8th; Prerequisites: Craft Rod, Craft Magic Arms 
  and Armor, levitate, magic mouth, wood shape; Market Price:
  21,600 gp.
  TUNING
  The rod of tuning is a powerful magic device that serves to 
  ward against outsiders in addition to its mundane function.
  Bards, clerics of Milil, and others who rely on song value 
  these items for their ability to sound any note desired by 
  the wielder.
  To do so, the wielder need only strike the rod lightly 
  against any hard surface (or with a hard object) to cause a 
  pure, clear note to sound forth from the rod.
  This note is audible to anyone within 120 feet (subject to 
  intervening barriers).
  In addition, the rod functions as a focus for any song-based 
  or sonic spell.
  No other focus is necessary to cast such spells.
  The rod’s wielder also has access to more powerful magic as 
  well.
  Once per day, the rod of tuning can sound forth a single note 
  that is anathema to outsiders.
  This note acts as a banishment spell against up to 28 HD of 
  creatures.
  This note affects any outsiders within 30 feet of the wielder.
  Treat the note as having three aspects the creature hates, 
  fears, or otherwise opposes, granting the wielder a +3 on his 
  level check to overcome the creatures’ spell resistance, if 
  any, and requiring each of the creatures to make a Will save 
  (DC 26).
  In addition, once per day the rod can sound forth a note 
  that acts as a holy word spell (DC 20).
  This function affects any creatures of evil alignment within 
  30 feet of the wielder.
  These powers are song-based magical effects and may be 
  countered by a bard’s countersong ability or any magic that 
  prevents such effects (silence, for example).
  Caster Level: 14th; Prerequisites: Craft Rod, banishment, holy 
  word; Market Price: 84,400 gp.
  VISCID GLOBS
  This silver metal rod fires a sphere of sticky material that 
  acts as a tanglefoot bag.
  The material created by the rod dissolves in alcohol, a flask 
  of wine being sufficient to remove it after 1 full round.
  
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  The rod can fire the globs up to 100 feet as a grenade-like 
  weapon.
  It can be used up to five times per day.
  Caster Level: 3rd; Prerequisites: Craft Rod, entangle, grease;
  Market Price: 6,000 gp.
  WHIPS
  On command, the rod of whips grows a magic tendril of 
  force from one end that functions as a whip.
  Once activated, the rod of whips acts as a +1 dancing whip that 
  can strike incorporeal creatures as a spiritual weapon.
  The rod of whips can be activated three times per day, and 
  each activation lasts for 1 hour.
  Caster Level: 12th; Prerequisites: Craft Rod, Craft Magic Arms 
  and Armor, animate objects, spiritual weapon; Market Price:
  21,600 gp.
  MINIATURES HANDBOOK 
  (3.5)
  SLIDING
  Small magnets are set into each end of this iron rod.
  Once per day, the wielder may target a creature up to 30 
  feet away.
  Upon command, the wielder can push the targeted creature 
  5 feet farther away into an unoccupied square, or she can 
  pull the targeted creature 5 feet closer into an unoccupied 
  square.
  This movement does not provoke attacks of opportunity.
  An unwilling creature gets a DC 11 Will saving throw to 
  negate the effect.
  Moderate transmutation; CL 9th; Craft Rod, slide*; Price:
  7,200 gp.
  * New spell described earlier in this chapter.
  TRANSPOSITION
  Small bolts of light arc from one end to the other end of 
  this rod.
  Once per day, the rod allows its wielder to exchange 
  positions with another creature within 30 feet.
  An unwilling creature gets a DC 13 Will saving throw to 
  negate the effect.
  Moderate conjuration; CL 7th; Craft Rod, baleful 
  transposition*; Price 11,200 gp.
  * New spell described earlier in this chapter.
  ORIENTAL ADVENTURES 
  (3.0)
  SAPLING
  This thin and flexible sapling branch has the strength of 
  adamantine.
  Three times per day, the wielder can ignore all effects of 
  natural or magical wind, from a gust of wind spell to an air 
  elemental’s whirlwind for 3d4 minutes.
  Once per day, the wielder can eliminate a wind effect, 
  automatically dispelling a spell or controlling natural 
  winds, and forcing air elemental creatures to make 
  successful Fortitude saves (DC 20) or be instantly banished 
  to their home plane.
  Caster Level: 9th; Prerequisites: Craft Rod, control winds,
  freedom of movement; Market Price: 45,000 gp; Weight: 5 lb.
  PLANAR HANDBOOK (3.5)
  CELESTIAL MIGHT
  Carved from a single length of arrow-straight ash, its ends 
  shod in gold and silver bands, this rod is meant to be 
  carried into battle by those who seek to conquer the Lower 
  Planes.
  A rod of celestial might functions as a +2/+2 quarterstaff.
  If the rod strikes an evil outsider, its wielder can trigger a 
  holy smite effect centered on the creature struck.
  This is a free action and may be used three times per day.
  If the wielder is within 60 feet of an evil outsider, he can 
  summon an avoral guardinal as a standard action (as 
  summon monster VII).
  Strong varied; CL 13th; Craft Rod, Craft Magic Arms and 
  Armor, summon monster VII, holy smite; Price 110,600 gp; 
  Cost 55,600 gp + 4,400 XP.
  ENERVATING STRIKE
  Crafted from wood exposed to a doldrum (a minor 
  negative-dominant zone) on the Negative Energy Plane 
  itself, a rod of enervating strike functions as a +1 heavy mace.
  In addition, any creature it strikes in melee is subject to an 
  inflict light wounds spell.
  If the rod scores a critical hit, the creature is instead 
  targeted by an inflict serious wounds spell.
  When used on a minor negative-dominant plane, the rod’s 
  spell effects are empowered (as by the Empower Spell feat).
  When used on a major negative-dominant plane, these 
  effects are maximized (as by the Maximize Spell feat).
  Strong necromancy; CL 15th; Craft Rod, inflict serious 
  wounds; Price 47,312 gp; Cost 23,812 gp + 1,880 XP.
  PLAYER’S GUIDE TO 
  FAERÛN (3.5)
  DIVERGENCE
  Each of these rods is engraved with various protective 
  runes and capped with a gem.
  The type of gem depends upon the form of energy the rod of 
  divergence is designed to protect against (an emerald for 
  acid, a sapphire for cold, a topaz for electricity, a ruby for 
  fire, or a diamond for sonic).
  When any effect of the appropriate energy type is targeted 
  at the wielder or at any point within 10 feet of him, he may 
  
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  expend 3 charges from the rod as a free action to redirect 
  the attack to any point of his choosing within 60 feet.
  An area spell must be centered on a point within 10 feet of 
  the wielder to be subject to redirection.
  (In other words, a fireball cast at a point 15 feet away could 
  not be redirected, even though parts of the effect would 
  come within 10 feet of the wielder).
  Additionally, a rod of divergence can duplicate the effects of a 
  faerie fire spell.
  Use of this ability costs no charges.
  A rod of divergence has 50 charges when first created.
  Strong abjuration; CL 13th; Craft Rod, faerie fire, spell 
  turning; Price 117,000 gp.
  SPHERES
  Elminster reportedly designed the first of these rare and 
  strange rods, but wizards all over Toril have since made 
  many copies.
  The sole function of a rod of spheres is to create large, 
  transparent bubbles, each with a radius of 3 feet.
  These bubbles glow softly, giving off light equivalent to 
  that of a candle.
  The bubbles float along gently at a speed of 20 feet per 
  round as directed by the wielder of the rod, and each can 
  hold up to 140 pounds of creatures or items.
  Any object within a bubble is protected from exposure to 
  the elements (rain, wind, snow, or the like, though the 
  bubbles provide no special bonuses or resistances against 
  energy attacks) and is affected as if by a feather fall spell
  should it fall more than 10 feet.
  The bubbles last up to 8 hours or until ruptured.
  A bubble is not a prison; any intelligent being that is not 
  securely bound can break a bubble with ease.
  The rod of spheres has 50 charges when it is created, and the 
  formation of each bubble costs 1 charge.
  Moderate evocation [force]; CL 9th; Craft Rod, feather fall,
  Tenser’s floating disk; Price 25,000 gp.
  SANDSTORM (3.5)
  SAND REPELLING
  This clear glass rod forces sand, dust, ash, grit, and similar 
  loose soils away in a 10-foot-radius sphere.
  This ability functions on command.
  The user can travel through sand and loose soil as the rod 
  pushes the material away.
  Breathing is not a problem as long as the surrounding area 
  is not poisonous or a vacuum.
  It cannot keep duststorms at bay, but it does protect against 
  any of the effects of the suspended grit in the storm (such 
  as nonlethal damage and potential suffocation).
  Strong abjuration; CL 15th; Craft Rod, wind wall; Price 
  60,000 gp.
  STORMWRACK (3.5)
  LEGENDARY MARINER
  Crafted of brass and a piece of highly polished driftwood, 
  the rod of the legendary mariner makes life aboard a ship 
  easier, granting its bearer a +5 bonus on Profession (sailor) 
  checks.
  Additionally, the rod of the legendary mariner can be used to 
  bring forth a purify food and drink effect three times per day, 
  a create water effect three times per day, and a detect ship 
  effect once per day.
  Moderate varies; CL 5th; Craft Rod, purify food and water,
  create water, detect ship, must have at least 8 ranks in 
  Profession (sailor); Price 20,000 gp.
  TOME AND BLOOD (3.0)
  METAMAGIC
  CHAINING
  The user can cast up to three spells per day that are chained 
  as though using the Chain Spell feat.
  Caster Level: 17th; Prerequisites: Craft Rod, Chain Spell; 
  Market Price: 27,200 gp (lesser), 108,000 gp (normal), or 
  243,000 gp (greater).
  COOPERATION
  The user can cooperatively cast up to three spells per day as 
  though using the Cooperative Spell feat.
  Caster Level: 17th; Prerequisites: Craft Rod, Cooperative Spell; 
  Market Price: 2,700 gp (lesser), 10,500 gp (normal), or 24,300 
  gp (greater).
  EMPOWERMENT
  The user can cast up to three spells per day that are 
  empowered as though using the Empower Spell feat.
  Caster Level: 17th; Prerequisites: Craft Rod, Empower Spell; 
  Market Price: 16,200 gp (lesser), 64,800 gp (normal), or 
  145,800 gp (greater).
  ENLARGEMENT
  The user can cast up to three spells per day that are 
  enlarged as though using the Enlarge Spell feat.
  Caster Level: 17th; Prerequisites: Craft Rod, Enlarge Spell; 
  Market Price: 5,400 gp (lesser), 21,600 gp (normal), or 48,600 
  gp (greater).
  EXTENSION
  The user can cast up to three spells per day that are 
  extended as though using the Extend Spell feat.
  Caster Level: 17th; Prerequisites: Craft Rod, Extend Spell; 
  Market Price: 5,400 gp (lesser), 21,600 gp (normal), or 48,600 
  gp (greater).
  
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  MAXIMIZATION
  The user can cast up to three spells per day that are 
  maximized as though using the Maximize Spell feat.
  Caster Level: 17th; Prerequisites: Craft Rod, Maximize Spell 
  feat; Market Price: 27,200 gp (lesser), 108,000 gp (normal), or 
  243,000 gp (greater).
  QUICKENING
  The user can cast up to three spells per day that are 
  quickened as though using the Quicken Spell feat.
  Caster Level: 17th; Prerequisites: Craft Rod, Quicken Spell; 
  Market Price: 37,800 gp (lesser), 151,200 gp (normal), or 
  340,200 gp (greater).
  SCULPTING
  The user can cast up to three spells per day that are sculpted 
  as though cast with the Sculpt Spell feat.
  Caster Level: 17th; Prerequisites: Craft Rod, Sculpt Spell; 
  Market Price: 5,400 gp (lesser), 21,600 gp (normal), or 48,600 
  gp (greater).
  SILENCE
  The user can cast up to three spells per day without verbal 
  components as though using the Silent Spell feat.
  Caster Level: 17th; Prerequisites: Craft Rod, Silent Spell; 
  Market Price: 5,400 gp (lesser), 21,600 gp (normal), or 48,600 
  gp (greater).
  SUBSTITUTION
  Five different types of rod of substitution exist, each keyed to 
  a different type of energy: acid, cold, electricity, fire, or 
  sonic.
  The user can cast up to three spells per day as though using 
  the appropriate Energy Substitution feat.
  Caster Level: 17th; Prerequisites: Craft Rod, Energy 
  Substitution for the appropriate energy type; Market Price:
  2,700 gp (lesser), 10,500 gp (normal), or 24,300 gp (greater).
  TOME OF MAGIC (3.5)
  METASHADOW
  This item grants its wielder access to a particular 
  metashadow feat, usable three times a day.
  For instance, a rod of empower mystery allows the wielder to 
  empower three mysteries per day.
  As with metamagic rods, metashadow rods come in three 
  varieties: lesser (usable with fundamentals and apprentice 
  path mysteries), normal (usable with initiate path 
  mysteries), and greater (usable with master path mysteries).
  EMPOWER MYSTERY
  Aura/Caster Level: Strong (no school). CL 17th.
  Construction: Craft Rod, Empower Mystery; 4,500 gp, 360 
  XP, 9 days (lesser); 16,250 gp, 1,300 XP, 33 days (normal); 
  36,500 gp, 2,920 XP, 73 days (greater).
  Price: 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp 
  (greater).
  ENLARGE MYSTERY
  Aura/Caster Level: Strong (no school). CL 17th.
  Construction: Craft Rod, Enlarge Mystery; 1,500 gp, 120 
  XP, 3 days (lesser); 5,500 gp,440 XP, 11 days (normal); 
  12,250 gp, 980 XP, 25 days (greater).
  Price: 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp 
  (greater).
  EXTEND MYSTERY
  Aura/Caster Level: Strong (no school). CL 17th.
  Construction: Craft Rod, Extend Mystery; 1,500 gp, 120 XP, 
  3 days (lesser): 5,500 gp, 440 XP, 11 days (normal); 12,250 
  gp, 980 XP, 25 days (greater).
  Price: 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp 
  (greater).
  LINE OF SHADOW
  Aura/Caster Level: Strong (no school). CL 17th.
  Construction: Craft Rod, Line of Shadow Mystery; 7,000 gp, 
  560 XP, 14 days (lesser): 27,000 gp, 2,160 XP, 54 days 
  (normal); 60,750 gp, 4,860 XP, 122 days (greater).
  Price: 14,000 gp (lesser).
  54,000 gp (normal), 121,500 gp (greater).
  MAXIMIZE MYSTERY
  Aura/Caster Level: Strong (no school). CL 17th.
  Construction: Craft Rod, Maximize Mystery; 7,000 gp, 560 
  XP, 14 days (lesser); 27,000 gp.
  2,160 XP.
  54 days (normal); 60,750 gp, 4,860 XP, 122 days (greater).
  Price: 14,000 gp (lesser), 54,000 gp (normal), 121,500 gp
  (greater).
  QUICKEN MYSTERY
  Aura/Caster Level: Strong (no school). CL 17th.
  Construction: Craft Rod, Quicken Mystery.
  17,500 gp, 1,400 XP, 35 days (lesser), 37,750 gp, 3,020 XP, 76 
  days (normal); 85,000 gp, 6,800 XP 170 days (greater) Price: 
  35,500 gp (lesser), 75,500 gp (normal), 170,000 gp (greater).
  REACH MYSTERY
  Aura/Caster Level: Strong (no school). CL 17th.
  Construction: Craft Rod, Reach Mystery; 7,000 gp, 560 XP, 
  14 days (lesser); 27,000 gp, 2,160 XP, 54 days (normal); 
  60,750 gp, 4,860 XP, 122 days (greater).
  Price: 14,000 gp (lesser), 54,000 gp(normal), 121,500 gp 
  (greater).
  STILL MYSTERY
  Aura/Caster Level: Strong (no school). CL 17th.
  Construction: Craft Rod, Still Mystery; 1,500 gp, 120 XP, 3 
  days (lesser); 5,500 gp.
  440 XP, 11 days (normal); 12,250 gp.
  980 XP.
  25 days (greater).
  Price: 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp 
  (greater).
  
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  UNDERDARK (3.5)
  DEAD
  Touching the rod of the dead to a corpse animates it, as 
  though with the animate dead spell.
  In addition, the rod enables the wielder to rebuke or 
  command undead as if she were four levels higher than she 
  actually is, provided that the wearer already has the ability 
  to affect undead in this way.
  The rod can animate up to 20 HD of undead per day.
  Moderate necromancy; CL 10th; Craft Rod, animate dead, 
  creator must be a cleric; Price 75,000 gp.
  DOWSING
  This rod, made from white birch, always feels cool, damp, 
  and supple to the touch.
  It points to the nearest source of potable water within 520 
  feet.
  Faint divination; CL 3rd; Craft Wondrous Item, locate object;
  Price 12,000 gp; Weight 1 lb.
  FAERZRESS NEGATION
  Faerzress causes difficulties for many Underdark travelers.
  The rod of faerzress negation is a costly but often worthwhile 
  way of countering the effects of this condition.
  At will, the wielder can negate the effects of faerzress in a 10-
  foot radius for up to 1 hour per day.
  (This duration need not be continuous).
  Faerzress remains negated in that area until the wielder 
  chooses to turn the effect off or the duration expires.
  Moderate abjuration; CL 10th; Craft Rod, antimagic field;
  Price 50,000 gp.
  PORTAL FINDER
  This rod pulses in the wielder’s hand and points to the 
  nearest portal within 60 feet.
  The rod wielder knows the destination of the portal and 
  whether it can be activated.
  Moderate divination; CL 9th; Craft Rod, analyze portal 
  (FRCS), locate object; Price 36,000 gp.
  WEBSPINNING
  This rod is embellished with spider and web motifs.
  The wielder is continuously protected by a spiderskin effect, 
  which grants her a +2 enhancement bonus to her natural 
  armor bonus, a +2 racial bonus on saves against poison, and 
  a +2 racial bonus on Hide checks.
  In addition, the wielder can speak a command word to 
  activate a web spell three times per day.
  The wielder can also move and attack through natural and 
  magical webs as if under a freedom of movement effect, except 
  that it applies only to webs.
  Moderate transmutation and abjuration; CL 7th; Craft Rod; 
  freedom of movement, spiderskin, web; Price 90,000 gp.
  
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  RUNE CIRCLES
  RACES OF STONE (3.5)
  DEEP HOLLOW
  Bound to the Elemental Plane of Earth, a deep hollow circle 
  strengthens the power of summoning magic used within 
  its boundaries.
  This powerful bond allows spellcasters to summon more 
  creatures than they otherwise could.
  Whenever a creature with in this 20-foot-radius circle uses 
  a summon monster or summon nature’s ally spell to summon a 
  creature with the earth sub type, she summons an 
  additional creature.
  This creature is identical to the one summoned normally 
  and is treated as a creature summoned by the original spell 
  cast.
  This means, for example, that the second creature can be 
  dismissed, it vanishes if it goes beyond the range of the 
  spell, and so on.
  Only one additional creature is summoned with each 
  casting, regardless of the number of creatures that the spell 
  itself summons.
  After being summoned, the creatures have no special link 
  to one another.
  They function just like multiple monsters summoned by 
  the same summoning spell.
  If a dwarf or gnome spellcaster uses a deep hollow circle, the 
  creatures summoned are also improved as if the spellcaster 
  had the Augment Summoning feat.
  Strong conjuration; CL 18th; Craft Rune Circle, Earth 
  Sense, summon monster or summon nature’s ally (any level); 
  Price 50,000 gp.
  DWARFHEIM
  This powerful rune circle magnifies the spellcasting power 
  of all dwarf spellcasters within its bounds.
  Any dwarf who stands within this 20-foot-radius circle can 
  use spells as if they had been improved by the Quick en 
  Spell metamagic feat.
  Already quickened spells are unaffected, as are spells from 
  magic items.
  Spells so quickened are still prepared and cast at their 
  unmodified levels, and even spontaneous casters gain the 
  benefit of the circle.
  As with the Quicken Spell feat, only one quickened spell 
  can be cast per round.
  In addition, any dwarf standing within the circle can 
  activate one spell-like ability per round as a free action.
  Using the circle in this manner counts against the limit of 
  casting one quickened spell per round.
  Strong transmutation; CL 18th; Craft Rune Circle, Quicken 
  Spell, creator must be a dwarf; Price 50,000 gp.
  DWARVEN HOLDFAST RING
  Dwarf cities are built to be defensible, with numerous 
  fallback positions designed to let a few stout dwarf warriors 
  hold off large numbers of enemy forces.
  A key part of these plans involves strategically placed rune 
  circles that increase the defender’s martial abilities and help 
  them resist magical attacks.
  Any dwarf who stands within this 10-foot-radius circle 
  gains a +2 morale bonus on attack rolls.
  Dwarves within the circle also gain a +2 deflection bonus to 
  Armor Class against attacks made by evil creatures and a +2 
  resistance bonus on saves against effects created by evil 
  creatures.
  Furthermore, the circle protects dwarves within from 
  mental control just like the protection from evil spell.
  These bonuses activate instantly as soon as a dwarf steps 
  into the circle, and they are lost immediately upon leaving.
  Moderate enchantment and moderate abjuration; CL 11th; 
  Craft Rune Circle, heroism, magic circle, creator must be a 
  dwarf; Price 20,000 gp.
  GNOME CHANTING
  Many gnome villages include a chanting circle.
  The circle is infused with the spirit and liveliness of the 
  gnome race, allowing gnome bards to share their songs and 
  stories with more passion and skill, and infusing the music 
  of gnome bards with the power of the earth.
  Any creature standing in a gnome chanting circle gains a +5 
  bonus on Perform checks.
  In addition, illusion spells cast by a spellcaster standing 
  within the circle are harder to resist than normal.
  Increase the DC needed to resist illusion spells cast by 
  spellcasters (of any type) standing within the circle by 1.
  Any gnome who stands within this 20-foot-radius circle can 
  concentrate on one bardic music ability each round as a 
  free action.
  Strong conjuration; CL 18th; Craft Rune Circle, Spell Focus 
  (illusion), greater harmonize; Price 15,000 gp.
  GNOME CHARMING
  Gnome communities blend into the countryside, since 
  gnomes prefer to live without walls or other defenses 
  separating them from the natural world.
  This lifestyle leads to tranquil communities and a peaceful 
  environment, but occasionally monsters take advantage of 
  this lack of defenses to attack a community.
  At other times, dangerous animals simply wander through 
  a gnome settlement.
  One gnome bard standing within a charming circle can 
  usually resolve these and even more sinister incursions 
  peacefully.
  Any gnome who stands within this 20-foot-radius circle can 
  use one of his daily uses of bardic music to cast charm 
  monster as the spell with a caster level equal to his bard level 
  (or the level of the class that grants him the bardic music 
  ability).
  Strong enchantment; CL 12th; Craft Rune Circle, bardic 
  music ability, charm monster, creator must be a gnome; Price 
  15,000 gp.
  
  647
  GOLIATH RAGE RING
  The barbarian warriors of the goliath tribes fight with a 
  nearly unmatched ferocity, but this rage fatigues the 
  warriors, making them less effective in prolonged battles.
  To ensure that these warriors can defend their villages and 
  homes with the peak of their abilities, goliath spellcasters 
  create rune circles that support the rage of their warrior 
  allies with the endurance of the earth itself.
  Any round during which a creature remains completely 
  inside the boundary of a goliath rage ring does not count 
  against the duration of the creature’s rage ability.
  If the creature leaves the 40-foot-radius circle at any point 
  during a battle, that round counts against the duration of 
  the creature’s rage ability as normal.
  Moderate enchantment; CL 10th; Craft Rune Circle, rage;
  Price 10,000 gp.
  GOLIATH SPEAKING
  Goliath shamans work diligently to keep their far-f lung 
  and relatively primitive race together.
  In times of trouble, they must be able to communicate 
  quickly over rough mountain terrain.
  Through generations of careful work, the shamans have 
  built a simple network of rune circles that allow such 
  communication.
  The expense of these rune circles means that only a few 
  exist, and those near the largest and most prosperous 
  goliath villages.
  Even such sporadic communication has allowed the 
  villages to support one another by sending warriors quickly 
  should one of the villages need aid.
  Any creature standing within this 5-foot radius circle can 
  use sending, as the spell, as a full-round action.
  This special version of sending can only be used to contact 
  individuals within the bounds of another (different) goliath 
  speaking circle, but the caster need not know the creature 
  contacted—he need only attempt to contact creatures 
  within the bounds of a specific goliath speaking circle.
  Moderate evocation; CL 10th; Craft Rune Circle, sending;
  Price 20,000 gp.
  HEALING
  The energy of life flows through this rune circle and into 
  any spellcaster using healing magic within its boundaries.
  Many powerful churches use this powerful rune circle to 
  improve their healing spells.
  Rune circles built in this manner are often made to blend 
  seamlessly with the rest of the temple’s decor.
  Any creature standing within this 10-foot-radius circle casts 
  all conjuration (healing) spells as if they were improved by 
  the Maximize Spell metamagic feat.
  Already maximized spells and spell-like abilities are 
  unaffected, as are spells from magic items.
  Spells so maximized are still prepared and cast at their 
  unmodified level.
  Strong conjuration; CL 18th; Craft Rune Circle, Maximize 
  Spell, mass cure light wounds; Price 50,000 gp.
  
  648
  SCEPTERS
  LOST EMPIRES OF FAERÛN 
  (3.5)
  NETHERESE BLAST
  Relatively short and thick-handled, a blast scepter contains 
  an empowered lightning bolt (caster level 10th, 2 charges) 
  that deals 15d6 points of electricity damage and a 
  maximized shocking grasp (caster level 7th, 1 charge) that 
  deals 30 points of electricity damage.
  Moderate evocation; CL 10th; Craft Scepter (see page 8), 
  lightning bolt, shocking grasp; Price 48,000 gp.
  SILVER ANKH OF RA
  Shaped like a loop-headed cross, the silver ankh was 
  common in ancient Mulhorand.
  To use it, the wielder must grasp the loop and point the 
  base of the cross toward the target.
  A silver ankh contains the spells searing light and cure serious 
  wounds (both caster level 10th, 1 charge).
  Faint evocation and conjuration; CL 10th; Craft Scepter (see 
  page 8), searing light, cure serious wounds; Price 33,750 gp.
  
  649
  SCION WEAPONS
  UNEARTHED ARCANA (3.5)
  DRAGONBLADE
  Reputedly carved from the fang of a great wyrm red dragon, 
  the bastard sword known as Dragonblade has served many 
  masters over the centuries, from bloodthirsty warlords to 
  treasure-seeking adventurers.
  It is a legendary weapon that provides many benefits to its 
  wielder, but most of the benefits apply only if the wielder 
  has levels in the battle scion prestige class.
  Requirements: Any character can wield Dragonblade as a +2 
  bastard sword and also gain the benefit of the bravery special 
  ability described below.
  A battle scion who wields Dragonblade gains additional
  special abilities if the character fulfills the following 
  criteria.
  Base Attack Bonus: +9.
  Skills: Knowledge (arcana) 6 ranks.
  Feats: Improved Critical (bastard sword), Iron Will.
  Attributes: Dragonblade has the following attributes.
  Hardness/Hit Points: 20/55.
  Caster Level: 15th.
  Value: To any character other than a battle scion who meets 
  the above requirements, Dragonblade appears to be worth as 
  much as a Medium +2 bastard sword that grants the bravery 
  special ability (market price 14,335 gp).
  Special Abilities: Dragonblade provides a number of special 
  abilities to its wielder, depending on the character’s class 
  level in the battle scion prestige class (see the table below).
  Initial Abilities: When first acquired, Dragonblade functions 
  as a +2 bastard sword.
  Anyone who wields it, whether a battle scion or not, also 
  benefits from the bravery ability (see below).
  Bravery (ex): The wielder of Dragonblade has immunity to a 
  dragon’s frightful presence ability.
  All allies within 30 feet of the wielder gain a +4 morale 
  bonus on saves against the frightful presence of dragons.
  Bane (Dragons) (su): When wielded by a battle scion, 
  Dragonblade gains the bane (dragons) special ability.
  Its enhancement bonus is treated as 2 points higher when 
  attacking a dragon, and it deals an extra 2d6 points of 
  damage on a successful strike against a dragon.
  Resistance to Energy (su): Once per day, when a battle scion of 
  2nd level or higher wielding Dragonblade is dealt at least 1 
  point of damage from any type of energy (acid, cold, 
  electricity, fire, or sonic), the scion gains resistance 10 to 
  that form of energy for 1 hour thereafter (including against 
  the damage that activated the ability).
  For example, if the scion were engulfed in a fireball, the 
  resistance would immediately take effect, reducing the 
  damage taken by the fireball (and any other source of fire 
  damage for the next hour) by 10 points.
  Once the energy type is determined, it cannot be changed 
  for the current use of the ability.
  If two or more types of energy strike the scion 
  simultaneously, he may select the energy type against 
  which his resistance protects.
  When a battle scion attains 5th level, the resistance granted 
  by this ability increases to 20 points.
  At 8th level, it increases to 30 points.
  Intimidating Presence (ex): A battle scion of 4th level or 
  higher wielding Dragonblade may add his class level as a 
  bonus on Intimidate checks made against dragons (or one-
  half his class level as a bonus on Intimidate checks made 
  against nondragons).
  Dodge Bonus (ex): At 7th level and higher, a battle scion 
  wielding Dragonblade gains a +2 dodge bonus to Armor 
  Class against creatures at least two size categories larger 
  than himself.
  Frightful Presence (ex): A battle scion of 9th level or higher 
  wielding Dragonblade can unsettle foes with his mere 
  presence.
  This ability takes effect automatically whenever the scion 
  attacks or charges.
  Creatures within a radius of 60 feet are subject to the effect 
  if they have fewer Hit Dice than the scion’s character level.
  A potentially affected creature that succeeds on a Will save 
  (DC 10 + class level + scion’s Cha modifier) remains 
  immune to that scion’s frightful presence for one day.
  On a failure, creatures with 4 or less HD become panicked 
  for 4d6 rounds and those with 5 or more HD become 
  shaken for 4d6 rounds.
  Even dragons can be affected by the scion’s frightful 
  presence.
  HAMMER OF ALL SOULS
  The Hammer of All Souls is said to have been crafted by 
  Moradin Dwarffather himself in the image of his own 
  weapon, Soul hammer.
  It symbolizes the glory of the dwarven race.
  Requirements: Any character can wield the Hammer of All 
  Souls as a +2 adamantine warhammer and also gain the 
  benefit of the Craft bonus and lore of souls special ability 
  described below.
  A faith scion who wields the Hammer of All Souls gains 
  additional special abilities if the character fulfills the 
  following criteria.
  Race: Dwarf.
  Alignment: Lawful good.
  Base Attack Bonus: +7.
  Skills: Craft (armorsmithing) or Craft (weaponsmithing) 10 
  ranks.
  Feats: Armor Proficiency (heavy), Great Fortitude, Power 
  Attack, Weapon Focus (warhammer).
  Spells: Ability to cast protection from evil as a divine spell.
  
  650
  Restrictions: Should the wielder of the Hammer of All Souls 
  become an alignment other than lawful good, or attack a 
  lawful good, lawful neutral, or neutral good-aligned dwarf, 
  he loses all special abilities granted by the faith scion 
  prestige class.
  To regain these abilities, the scion must receive an 
  atonement spell from a dwarf cleric of Moradin.
  Maintenance: A wielder of the Hammer of All Souls must 
  strike the hammer against an anvil at least once every seven 
  days.
  Failure to perform this task reduces the hammer’s 
  enhancement bonus by 1.
  Multiple failures are not cumulative (that is, if the hammer 
  goes two weeks without striking an anvil, the reduction 
  does not increase to 2).
  Attributes: The Hammer of All Souls has the following 
  attributes.
  Hardness/Hit Points: 30/76.
  Caster Level: 15th.
  Value: To any character other than a faith scion who meets 
  the above requirements, the Hammer of All Souls appears to 
  be worth as much as a Medium +2 adamantine warhammer 
  that grants the Craft bonus and lore of all souls special 
  ability (market price 21,812 gp).
  Special Abilities: The Hammer of All Souls provides a 
  number of special abilities to its wielder, depending on the 
  character’s class level in the faith scion prestige class (see 
  the table below).
  Initial Abilities: When first acquired, the Hammer of All Souls 
  functions as a +2 adamantine warhammer.
  Anyone who wields it, whether a faith scion or not, also 
  benefits from the Craft bonus and lore of souls ability (see 
  below).
  Craft Bonus (ex): The owner of the Hammer of All Souls gains 
  a +5 insight bonus on all Craft checks related to stone or 
  metal.
  This bonus increases by an additional +1 for every faith 
  scion class level gained, including 1st level.
  Lore of Souls (su): Three times per day, the owner of the 
  Hammer of All Souls can use a full-round action to consult 
  the knowledge of his dwarven ancestors.
  This gives the character a bonus on any one Knowledge 
  check (made as part of the action) equal to his faith scion 
  level (if any) + his Wisdom bonus (if any).
  (At the DM’s discretion, if the Knowledge check is directly 
  related to dwarvenkind, the bonus granted by the 
  character’s faith scion level is doubled).
  The check is treated as a trained skill check, even if the 
  character has no ranks in that Knowledge skill.
  Smite Evil (su): Once per day, a faith scion wielding the 
  Hammer of All Souls may smite evil with an attack.
  The attack may be a melee attack or a ranged attack, but 
  must be delivered by the Hammer of All Souls.
  The wielder adds 4 to his attack roll and deals 2 extra points 
  of damage per faith scion level.
  If the wielder accidentally smites a creature that is not evil, 
  the smite has no effect, but the ability is still used up for 
  that day.
  A wielder may use this ability twice per day at 5th level and 
  three times per day at 9th level.
  Fortitude of Souls (su): A faith scion of 2nd level or higher 
  wielding the Hammer of All Souls derives endurance from 
  the support of his ancestors, gaining a +2 enhancement 
  bonus to Constitution.
  At 6th level, the bonus increases to +4, and at 8th level to 
  +6.
  Throw and Return (su): Three times per day, a faith scion of 
  3rd level or higher wielding the Hammer of All Souls can 
  treat the weapon as a throwing returning weapon (see the 
  special ability descriptions on pages 225 and 226 of the 
  Dungeon Master’s Guide).
  Activating this ability is a free action, and it lasts for 1 
  round.
  IONON, THE BURNING STAFF
  Created by a wizard from pure elemental fire, Ionon is a 
  conduit between the wielder and the Elemental Plane of 
  Fire.
  The staff is made of polished obsidian and is wreathed at all 
  times in wispy blue-white flame.
  This flame deals no damage to the wielder.
  Requirements: Any character can wield Ionon as a +1 
  flaming/+1 flaming quarterstaff and also gain the benefit of 
  the resistance to fire special ability described below.
  A spell scion who wields Ionon gains additional special 
  abilities if the character fulfills the following criteria.
  Alignment: Any nonlawful.
  Skills: Knowledge (arcana) 5 ranks, Knowledge (the planes) 
  5 ranks, Spellcraft 10 ranks.
  Feats: Empower Spell.
  Spells: Ability to cast 4th-level arcane spells, including at 
  least three spells with the fire descriptor.
  Special: Must have been reduced to –1 or less hit points on 
  at least one occasion from a hit that dealt fire damage.
  Restrictions: If Ionon is grasped by a creature with 
  vulnerability to cold, the weapon’s flame goes out 
  temporarily.
  This renders all the staff’s special abilities (except for its 
  enhancement bonus) inactive.
  The creature grasping the staff takes 1 point of fire damage 
  in every round when the weapon remains grasped.
  Maintenance: Ionon must be kept in a warm environment 
  to remain at full power.
  If the staff spends at least 1 hour in an area where the 
  temperature is below 50°F, its flame goes out temporarily.
  This renders all the staff’s special abilities (except for its 
  enhancement bonus) inactive.
  
  651
  This loss of special abilities can be postponed by dealing at 
  least 5 points of fire damage to Ionon every hour.
  (Damage dealt to the staff “counts” for this purpose even if 
  the staff actually takes no damage, such as because of its 
  hardness).
  Attributes: Ionon has the following attributes.
  Hardness/Hit Points: 14/45.
  Caster Level: 15th.
  Value: To any character other than a spell scion who meets 
  the above requirements, Ionon appears to be worth as much 
  as a Medium +1 flaming/+1 flaming quarterstaff that grants 
  the resistance to fire ability (market price 24,600 gp).
  Special Abilities: Ionon provides the following special 
  abilities to its wielder, depending on the character’s class 
  level in the spell scion prestige class (see the table below).
  Initial Abilities: When first acquired, Ionon functions as a +1 
  flaming/+1 flaming quarterstaff.
  Anyone who wields it, whether a spell scion or not, also 
  benefits from the resistance to fire ability (see below).
  Resistance to Fire (ex): The wielder of the staff gains 
  resistance to fire 5, even if she has no levels in the spell 
  scion class.
  A spell scion who wields the staff gains resistance to fire 10.
  At 4th level, the resistance improves to 20, and at 7th level 
  to 30.
  This resistance does not stack with any other resistance to 
  fire the wielder may have.
  Empowered Spells (su): Three times per day, a spell scion 
  wielding Ionon can empower (as the Empower Spell feat) 
  any arcane spell she casts that has the fire descriptor.
  She may apply this effect to any spell whose level is equal to 
  or less than her spell scion level, and may even apply it to 
  spell-like abilities cast by the staff itself.
  Activating this power is a free action and has no effect on 
  the spell’s level or its casting time.
  Recall Spell (su): As a free action, a spell scion of 2nd level or 
  higher can recall any arcane spell she has just cast, as long 
  as that spell has the fire descriptor, up to a maximum spell 
  level equal to her spell scion level.
  She either restores that spell to her list of prepared spells (if 
  she prepares spells) or regains that spell slot (if she does not 
  prepare spells).
  She may only recall a spell cast in the same round that she 
  uses this ability.
  This ability can be used once per day at 2nd level, twice per 
  day at 5th level, and three times per day at 8th level.
  Fire Shield (sp): Once per day, when wielded by a spell scion 
  of 3rd level or higher, Ionon can wreathe the wielder in a 
  warm fire shield of blue flames.
  Enhancement Bonus (ex): When Ionon is wielded by a spell 
  scion of 5th level or higher, the staff’s enhancement bonus 
  improves from +1/+1 to +2/+2.
  The bonus increases to +3/+3 when the wielder attains 9th 
  level as a spell scion.
  Plane Shift (sp): Once per day, Ionon can transport a spell 
  scion of 6th level or higher to the Elemental Plane of Fire, 
  just as if it had cast plane shift.
  Additional willing characters can accompany the scion, as 
  described in the plane shift spell.
  The effect is more accurate than normal for plane shift, 
  delivering the scion 5 to 500 yards (not miles) from her 
  intended destination.
  The spell scion must have her own method of return, since 
  Ionon provides no return trip.
  Immunity to Fire (ex): At 10th level, a spell scion wielding 
  Ionon gains immunity to fire.
  DREAMSTRIKER
  A cabal of halfling clerics created the bow called 
  Dreamstriker long ago.
  Since then, it has been passed down along a line of elite 
  rangers and rogues, but was recently lost when its wielder 
  was slain while away from her village.
  Requirements: Any character can wield Dreamstriker as a +2 
  composite shortbow (+2 Str bonus) and also gain the benefit of 
  the stealth special ability described below.
  A swift scion who wields Dreamstriker gains additional 
  special abilities if the character fulfills the following 
  criteria.
  Base Attack Bonus: +6.
  Skills: Hide 10 ranks, Move Silently 10 ranks.
  Feats: Point Blank Shot, Far Shot, Stealthy.
  Special: The wielder must be of Small size.
  Restrictions: Dreamstriker does not grant its stealth ability to 
  a wielder who is not of Small size, though its enhancement 
  bonus is still effective.
  Attributes: Dreamstriker has the following attributes.
  Hardness/Hit Points: 15/55.
  Caster Level: 15th.
  Value: To any character other than a swift scion who meets 
  the above requirements, Dreamstriker appears to be worth as 
  much as a Small +2 composite shortbow (+2 Str bonus) that 
  grants the stealth ability (market price 10,525 gp).
  Special Abilities: Dreamstriker provides a number of special 
  abilities to its wielder, depending on the character’s class 
  level in the swift scion prestige class (see the table below).
  Initial Abilities: When it is first acquired, Dreamstriker 
  functions as a +2 composite shortbow (+2 Str bonus).
  Any Small character who wields it, whether a swift scion or 
  not, also benefits from the stealth ability (see below).
  Stealth (su): The wielder of Dreamstriker may use her 
  Wisdom bonus (if any) as a bonus on her Hide and Move 
  Silently checks.
  
  652
  Invisibility (sp): A swift scion wielding Dreamstriker can 
  become invisible once per day as a free action.
  The effect lasts for 1 round per class level.
  For a swift scion of 6th level or higher, the invisibility 
  granted by this power is the equivalent of greater invisibility.
  The duration remains 1 round per class level.
  Ghost Touch (su): When Dreamstriker is wielded by a swift 
  scion of 2nd level or higher, any arrow fired from the bow 
  can damage incorporeal creatures as if it had the ghost 
  touch special ability.
  Ephemeral Presence (su): A swift scion of 3rd level or higher 
  bearing Dreamstriker leaves no trail and cannot be tracked.
  At 8th level, a swift scion bearing the weapon no longer 
  gives off a scent.
  Creatures with the scent ability cannot detect her presence 
  by means of that ability, nor can she be tracked by scent.
  Enhancement Bonus (ex): When Dreamstriker is wielded by a 
  swift scion of 4th level or higher, the bow’s enhancement 
  bonus improves from +2 to +3.
  The bonus increases to +4 at 7th level and +5 at 10th level.
  Dreamstrike Arrows (su): Three times per day (but no more 
  than once per round), a swift scion of 5th level or higher 
  can fire a special arrow from Dreamstriker.
  The arrow strikes as a touch attack (ignoring armor, shield, 
  and natural armor bonuses to AC).
  The arrow deals only half the normal damage, but the 
  damage dealt is Wisdom damage, not hit point damage.
  Bonus damage dice, if any, do not apply to the damage dealt 
  by a dreamstrike arrow.
  Etherealness (su): At 9th level or higher, a swift scion bearing 
  Dreamstriker can become ethereal for up to 10 rounds per 
  day (which need not be spent all at one time).
  Activating this power, or deactivating it to become material, 
  is a standard action.
  
  653
  SCROLLS
  COMPLETE ARCANE (3.5)
  GEMSTONE
  A complex series of gestures and sounds is completed with 
  a specially prepared gemstone in hand, and the spell stored 
  within it is released when the final words are spoken.
  Like the parchment on which a scroll is scribed, a gemstone 
  is emptied by casting but can be reused again.
  INCENDIARY
  A spell is stored in a special mix of powders and glyph-
  covered paper.
  To use an incendiary, a spellcaster speaks the last words of 
  the spell while simultaneously igniting the prepared device 
  (usually by means of a minor magical property of the 
  incendiary form that requires no additional action to 
  activate).
  The incendiary is consumed in a brilliant colored flash or 
  haze of strangely coiling smoke, completing the spell.
  MACRAME
  A spell is held in a small, complex weave of precisely tied 
  knots.
  The user pulls apart the knotted square by choosing the 
  right strands while speaking the spell’s activation words.
  When a scroll is found in the course of a campaign, 
  deciphering its magical text is usually the first step to using 
  it, but since variant scroll forms that don’t have spells 
  stored in written form can’t be deciphered with read magic, 
  they must be identified with a successful Spellcraft check 
  (DC 20 + spell level).
  
  654
  SHRINES
  CHAMPIONS OF RUIN (3.5)
  BLOODY ROCK
  At the northern edge of the Far Forest, where hills and 
  crags from the Nether Mountains break through the 
  canopy, lies a deadly shrine to the Beastlord, Malar, where 
  the bones of the unlucky are doomed to lay.
  The forest around the shrine is densely packed with both 
  trees and animals, and hunting is forbidden in the 
  immediate area.
  While Malar’s followers venerate the hunting of all 
  creatures, this shrine is for the deliberate destruction of 
  sentient creatures only.
  Surrounded by thick clusters of tall evergreen trees, this 
  clearing is almost impossible to find unless the precise 
  location and the path to it are known.
  The surrounding terrain is rocky and hilly, obscuring 
  vision and making travel by horseback impossible.
  Bloody Rock is a dagger-shaped stone that juts out of the 
  earth to a height of nearly 30 feet.
  Every edge on the rock is jagged, and any creature that 
  attempts to climb the rock would find its hands and feet 
  sliced by every hold.
  A dozen standing stones of unknown origin, placed here by 
  the Beastlord himself according to legend, surround the 
  rock.
  The final feature in the clearing is a curved stone called the 
  Claw, which has a flat area on which victims are laid as well 
  as a sharp, upturned spike of stone where many a sacrifice 
  has met its end.
  Not only is hunting around the area forbidden, but the 
  beasts that roam it are considered aspects of Malar himself.
  The god even sent a Beast of Malar into the area when it 
  became clear that hostile adventurers had come to destroy 
  the shrine.
  All animals in a 500-foot radius around the shrine are 
  automatically hostile to anyone not of Malar’s faith, and 
  they are immune to any magical charms and compulsions 
  that would change this (although they can still be calmed 
  by successful skill checks and other mundane means).
  Animal companions and familiars are unaffected by this, 
  but trained animals must succeed at a DC 15 Will save or be 
  lost to the Beastlord’s influence forever.
  Bloody Rock Ritual: Clerics and druids of Malar know that 
  a fresh kill is one of the greatest tributes they can pay their 
  master.
  The ritual of Bloody Rock is the most direct way to offer up 
  such a sacrifice to the Beastlord, although the shrine only 
  accepts sentient beings (living creatures with an 
  Intelligence score of 3 or higher) as proper offerings.
  The creature is strapped to the Claw and ripped over and 
  over again by the ritual leader, using either his own claws 
  or with a special tool made from the claws of a bear or large 
  predatory cat.
  As the sacrifice’s blood flows downward, it is absorbed into 
  the Claw and disappears.
  The ritual takes 2 hours to complete, and the leader must 
  make a successful DC 20 Heal check in order to keep the 
  victim alive while slowly draining his blood.
  If the ritual is properly performed, Bloody Rock begins to 
  bleed as if punctured in several places.
  The blood is gathered in a special container for the ritual 
  leader to drink, and that act ends the ritual.
  Ritual Benefit: Whoever drinks the blood collected from 
  Bloody Rock is protected and revitalized by the elixir.
  Over the next 24 hours, if the character is injured in 
  combat, he is immediately targeted by a cure serious wounds 
  spell.
  Taking damage from another source, such as a triggered 
  trap or falling from a great height, does not invoke the 
  effect.
  The spell has a caster level of 20th, and only the ritual 
  leader can benefit from this effect.
  Baleful Effect: Any creatures other than the ritual leader 
  that drink the blood (including faithful followers of Malar) 
  suffer no obvious ill effects, although they might detect a 
  slight increase in their heartbeat.
  In truth, their blood thins and runs quicker for 24 hours, 
  causing all wounds they suffer to bleed for an additional 1 
  hit point of damage per round until such characters receive 
  magical healing.
  A cleric of another faith who attempts the ritual, drinks the 
  blood, or tries to channel divine energy while within the 
  shrine suffers greatly.
  In addition to being subject to the bleeding effect described 
  above, he must make a DC 15 Fortitude save or be hit with 
  internal bleeding as his veins begin to split and burst.
  The character immediately takes 2 points of Constitution 
  damage, and must make another save each hour to avoid 
  further damage of the same sort.
  This condition persists until the character dies, makes three 
  consecutive saving throws, or is the target of a heal or 
  miracle spell.
  Sample Encounter (EL 10): Ritual leader (CE werewolf 
  druid 6), 4 acolytes (CE human druid 2), 4 guards (CE 
  human fighter 2).
  PIT OF MANY COLORS
  During the Time of Troubles, Tiamat walked the face of 
  Faerûn alongside most of the other gods.
  She took advantage of the opportunity to slay Gilgeam, a 
  rival power in the Untheric pantheon.
  A deep pit opened at the site where Gilgeam’s blood was 
  spilled, and Tiamat quickly claimed the site as her own 
  before Gilgeam could “corrupt” it and possibly use it as an 
  avenue for resurrection.
  She used the pit to hoard the wealth she collected while in 
  mortal form; once swallowed, the loot was transported 
  safely back to her realm.
  Today, the pit still stands in an abandoned section of the 
  town of Unthalass, and Tiamat’s followers and supplicants 
  use the pit to give the spoils of their crusade to their queen.
  The pit is a 20-foot-wide hole in the earth shaped vaguely 
  like a falling man.
  The bottom is filled with reddish-black mud that stays soft 
  no matter what the weather is like.
  Gems of various colors as well as coins of all types from 
  every nation on the continent can be seen glittering atop 
  the muddy surface, giving the pit its common name.
  
  655
  These objects are always present, although their 
  composition changes from time to time.
  Followers of Tiamat come here to pay her tribute in the 
  form of coins and gems, which they throw into the muddy 
  pit.
  The treasure immediately sinks into the pit, and what 
  happens to it after that is a matter of theological 
  speculation.
  Certainly, no one has ever attempted to excavate the pit or 
  dig underneath it to find what would presumably be one of 
  the largest treasure hoards in Faerûn.
  The ground on the edges of the pit is treacherous, often 
  sliding down into the pit and taking whoever was standing 
  nearby with it.
  Despite this erosion, the pit never seems to grow any larger.
  Parts that slide into the mud are replaced the next time 
  followers approach the pit, and even Tiamat’s clerics never 
  know where these mudslides might occur next.
  Anyone standing in the area of a mudslide must make a DC 
  15 Reflex save to avoid falling in as well.
  If a creature falls into the pit, the mud acts like quicksand 
  with all check DCs increased by 5 (see page 88 of the 
  Dungeon Master’s Guide).
  A cleric of another deity takes 2d6 points of unholy damage 
  per round that he is in contact with the mud.
  Pit of Many Colors Ritual: The ritual of the pit requires the 
  sacrifice of treasure and a personal risk by the leader of the 
  ritual.
  First, an amount of coins and gems with a gold piece value 
  equal to 20 times the petitioner’s level must be sacrificed in 
  the name of Tiamat (thrown into the pit, that is).
  Then the petitioner must walk the entire edge of the pit 
  while chanting to the Dragon Queen.
  Clerics of Tiamat who sacrifice enough treasure and are in 
  good standing do not have to worry about falling into the 
  pit, because the goddess protects them from harm.
  All others must successfully avoid three mudslides in order 
  to complete the ritual.
  Falling into the pit is either a sign of the goddess’s 
  displeasure or the unworthiness of the ritual leader.
  In either instance, no benefit is gained and the petitioner is 
  at risk of drowning in the quicksand.
  Ritual Benefit: A petitioner who gains the favor of the 
  Dragon Queen takes on the aspect of one of her children.
  The character’s physical form changes to resemble a dragon 
  in subtle ways.
  This effect confers a +4 bonus on Intimidate checks for 24 
  hours, since the character can manifest her draconic 
  presence.
  Also, once during the 24-hour period, the character can 
  unleash the breath weapon of the dragon she now 
  resembles.
  The form and characteristics of this breath weapon are just 
  like those of a half-dragon of the appropriate type (see page 
  147 of the Monster Manual).
  Baleful Effect: A nonfollower of Tiamat can attempt the 
  ritual and succeed, although he must sacrifice twice as 
  much treasure (level × 40 gp) in order to have any chance of 
  succeeding.
  Those who do not succeed are thrown into the pit as 
  described above, the same fate suffered by followers who 
  fail to please the Dragon Queen.
  A cleric of another god who attempts the ritual, casts a 
  spell, or channels divine energy within 20 feet of the pit 
  catches the attention of the Dragon Queen, who sends one 
  of her children (see below) to destroy the offender.
  The dragon does not attack while the character is in 
  Unthalass, but waits for the offender and those traveling 
  with him to leave the city, at which time it ambushes the 
  group at the first opportunity.
  €Antasillix: Male juvenile green dragon; CR 8; Large 
  dragon (air); HD 14d12+42; hp 133; Init +4; Spd 40 ft., swim 
  40 ft., fly 150 ft.
  (poor); AC 22, touch 9, flat-footed 22; Base Atk +14; Grp +22; 
  Atk +17 melee (2d6+4, bite); Full Atk +17 melee (2d6+4, 
  bite) and +12/+12 melee (1d8+2, 2 claws) and +12/+12 
  melee (1d6+2, 2 wings) and +12 melee (1d8+6, tail slap); 
  Space/Reach 10 ft./5 ft. (10 ft. with bite); SA breath weapon, 
  spells; SQ blindsense 60 ft., darkvision 120 ft., immunity to 
  acid, magic sleep effects, and paralysis, low-light vision, 
  water breathing; AL LE; SV Fort +12, Ref +9, Will +11; Str 
  19, Dex 10, Con 17, Int 14, Wis 15, Cha 14.
  Skills and Feats: Bluff +16, Diplomacy +16, Escape Artist +14, 
  Intimidate +16, Knowledge (local) +9, Knowledge (nature) 
  +9, Listen +18, Search +18, Spellcraft +16, Spot +18; 
  Alertness, Blind-Fight, Improved Initiative, Flyby Attack, 
  Wingover.
  Languages: Chessentan, Draconic, and Untheric.
  Breath Weapon (Su): 40-foot cone of corrosive (acid) gas; 8d6 
  acid; Reflex DC 20 half.
  Sorcerer Spells Known (5/4 per day, caster level 1st): 0—
  dancing lights, ghost sound, mage hand, detect magic; 1st—
  charm person (DC 13), shield.
  STING
  In the heart of the artistic city of Cimbar lies a secluded 
  glade that holds one of the city’s most painful secrets.
  Priests of Loviatar, the Maiden of Pain, have truly found a 
  home in this decadent and tolerant city.
  Many of their rites do not even have to be hidden from the 
  populace at large, and those that do are easily explained 
  away as underground pleasure parties.
  Everyone is invited to these affairs, and Loviatar has gained 
  a number of converts from this city of artists and free 
  thinkers.
  Only a special few, however, gain access to the holy shrine 
  known as the Sting.
  The Sting is a natural courtyard surrounded by a house 
  used by initiates of Loviatar for purposes of their faith.
  The courtyard area is composed of soft earth covered 
  completely by grass, and various trees obscure the vision of 
  those within.
  Four walkways made of stepping stones lead from various 
  mansion doors to the center of the courtyard, where 
  Loviatar can be properly worshiped.
  At the center stands a misshapen willow tree that has thick 
  leaves and covered with thorns.
  This is where the faithful make their prayers.
  The Tree of Loviatar is not alive, but it is the conduit for 
  Loviatar’s power when the ritual is properly conducted.
  Its leaves are tough and whiplike, and the thorns can be 
  used to cause grievous wounds or painful stings as 
  necessary.
  Should the tree or worshipers come under attack, the tree 
  will spring to life in defense of the shrine (see below for the 
  tree’s statistics).
  
  656
  It attacks all nonworshipers mercilessly until it is destroyed 
  or the shrine is free of invaders.
  The Sting Ritual: The ritual leader must provide seven 
  objects that have been inside seven different individuals’
  bodies and caused them pain.
  These items could be weapons that were used to puncture 
  someone’s body, sharp barbs or caltrops that were 
  swallowed and regurgitated, or any number of other things.
  These items are placed on a special platform carved into the 
  trunk of the Tree of Loviatar, at which time the ritual leader 
  kneels and begins to pray to Loviatar.
  The tree slowly begins to animate—a limb shakes, a leaf 
  jerks, a root creaks—until the branches are all shaking and 
  the leaves whipping around in a fury.
  If the goddess is pleased with the offering and prayers, the 
  ritual leader’s body will be stung by a hundred shallow cuts 
  from the thorns on the tree’s leaves; if the goddess is not 
  pleased, the tree animates and attacks.
  Ritual Benefit: The character becomes virtually immune to 
  pain for 24 hours, gaining damage reduction 2/— for the 
  duration of the effect.
  Baleful Effect: Should the ritual leader fail to please 
  Loviatar, or a nonaffiliated cleric attempt to cast a spell or 
  channel divine energy within the shrine, the tree animates 
  and attacks.
  Clerics of Loviatar are not immune to the tree’s attacks, but 
  the tree will not kill such a character.
  It will attack for a few rounds to teach the errant cleric a 
  lesson, and then drop him to the ground, bleeding and
  properly chastised.
  €Tree of Loviatar: CR 14; Huge construct; HD 26d10+40; 
  hp 181; Init +0; Spd 0 ft.; AC 18, touch 8, flat-footed 18; Base 
  Atk +19; Grp +36; Atk +26 melee (1d8+9, thorny whip); Full 
  Atk +26 melee (1d8+9, 8 thorny whips); Space/Reach 15 
  ft./15 ft.; SA frenzy, improved grab; SQ construct traits, 
  damage reduction 10/good, darkvision 60 ft., fast healing 5, 
  low-light vision, resistance to cold 20, electricity 20, and 
  fire 20, spell resistance 25; AL NE; SV Fort +8, Ref +3, Will 
  +3; Str 28, Dex 10, Con —, Int —, Wis 1, Cha 1.
  Skills and Feats: —.
  Frenzy (Ex): The Tree of Loviatar can fly into a frenzy, 
  striking all creatures in reach with 2d4 thorny whips.
  Doing so strains the tree, however, causing it to be inactive 
  for 1 round after such an attack.
  It can maintain its hold on grappled creatures during its 
  down time, but does not deal damage to them.
  Improved Grab (Ex): To use this ability, the Tree of Loviatar 
  must hit with a thorny whip attack.
  It can then attempt to start a grapple as a free action that 
  does not provoke attacks of opportunity.
  The tree has dozens of thorny whips, so it can grapple as 
  many creatures as it likes and still make full attacks against
  nongrappled opponents.
  THUNDER ROOM
  The worshipers of Bane have grown more cohesive since 
  the god’s return and the appointment of Fzoul Chembryl as 
  Bane’s infallible mortal representative.
  They have begun to work more efficiently toward his goals, 
  and their projects continue to become more ambitious.
  In a fit of religious fervor, a Banite general in Mintar named 
  Daren Timbide (see page 121 for statistics and other details) 
  took over an old government building and built a shrine to 
  his god.
  He rebuilt the interior of the building to resemble a 
  gladiatorial arena he had once fought in on the Dragon 
  Coast, and he dubbed it the Thunder Room.
  The Thunder Room started as nothing more than a place 
  for ritual combat, where slaves, captured monsters, and 
  volunteers from the Banite army squared off for fun and 
  profit.
  The crowds grew quickly, and a new level of seating was 
  erected over the roof of the original building.
  As with all things in the city, the arena quickly attracted the 
  attention of Teldorn Darkhope, the city’s ruler, who is also 
  an incredibly powerful priest of Bane.
  He attended a three-day festival of violence and gore, even 
  opening the event with a ritual sacrifice in the god’s name.
  The reaction was immense, and Bane himself noticed this 
  sudden upswell in the faithfulness of his followers.
  It did not take long for Teldorn to requisition the use of the 
  arena several days per month for celebrations, invocations, 
  and newly christened holidays.
  Bane was pleased.
  A popular feature of the Thunder Room was the percussion 
  show that opened each event.
  Heavy-sounding drums pounded out rhythms as cymbals 
  and hollow shells told the stories of Bane’s greatest 
  triumphs as well as his resurrection.
  Teldorn crafted a ritual around these rhythms that involved 
  the severe beating of a cleric devoted to one of the weaker 
  gods.
  The first time he performed the ritual, he could feel Bane’s 
  power surging within him.
  Fearing that the power Bane had directed to him might be 
  misdirected during one of the many fights, Teldorn 
  directed General Timbide to construct an underground 
  chamber linked to the arena but well outside the area of 
  battle.
  That chamber is now complete, and has a ritual beating 
  circle as well as a stage for the fourteen percussionists it 
  requires to beat out the stories of Bane.
  While everyone who lives in Mintar knows of the Thunder 
  Room, very few know of the secret shrine to Bane built 
  underneath the city.
  Those who do know of it wish they had never found out, 
  because they are usually the ones being used in the rituals.
  Thunder Room Ritual: Fourteen percussionists and a cleric 
  or follower of Bane must be assembled in the shrine 
  beneath Mintar in order to perform this ritual.
  The musicians are assembled in their staging area, where 
  they perform the Glorious History of Bane the Conqueror, 
  a series of percussive vignettes that tells the story of Bane’s 
  rise, fall, and resurrection.
  During the rites, which take just over 2 hours to complete, 
  the performer of the ritual must ceaselessly beat a prisoner 
  in the center of the circle.
  While any prisoner will suffice for the ritual to take place, 
  the prisoner must be a cleric of another faith in order for 
  the performer to gain the ritual benefit.
  The prisoner cleric’s level of power does not matter; even 
  the lowliest clergyman will do.
  Ritual Benefit: The work of beating an individual for more 
  than two straight hours is not without its rewards.
  If the victim was a member of the clergy of some other 
  deity, the ritual performer feels the strength of Bane 
  
  657
  flowing through him, making him better able to strike 
  down the enemies of the Lord of Darkness.
  The character gains the ability to smite his foes (as the 
  Destruction domain’s granted power, but substituting 
  character level for cleric level) a number of times per day 
  equal to his Charisma modifier (minimum one) for a 
  tenday.
  Baleful Effect: It is hard to imagine anyone other than a 
  follower of Bane attempting the Thunder Room ritual, but 
  should the cleric of another god attempt to cast a spell or 
  channel Bane’s divine energy, the deity shows him the folly 
  of his hubris.
  His arms fill with weakness, and his resolve in combat 
  crumbles.
  The character is so affected for 24 hours, during which time 
  all damage he causes in melee combat is considered 
  nonlethal damage.
  Sample Encounter (EL 11): Ritual performer (LE cleric of 
  Bane 8), 1 lieutenant (LE human fighter 4), 4 soldiers (LE 
  half-orc fighter 3), 14 musicians (N human expert 3).
  VALE OF WHISPERS
  The supplicants of Shar value secrets above gold.
  Many of Shar’s faithful spend their entire lives gathering 
  and keeping secrets, using them as currency to increase 
  their standing within the church and to stay in the favor of 
  their goddess.
  Every secret whispered to a priest or follower of the Lady of 
  Loss is heard by the deity as well, and she stores them all in 
  an unholy shrine known as the Vale of Whispers.
  The “vale” is actually a 100-foot-radius, dome-shaped cave 
  created by an overhang of rock at the southern end of the 
  Graypeak Mountains, just northwest of the Marsh of 
  Chelimber.
  The cave is said to be as old as Faerûn itself, and its floor 
  and ceiling are covered by thousands of needlelike rock 
  formations.
  In the evening, when the light of the setting sun streams in 
  through the cave’s only entrance, these stony teeth give one 
  the impression of walking into the maw of a creature of 
  legendary evil.
  It is only after one walks inside that the true nature of the 
  place can be determined.
  All the whispered secrets of Faerûn make their way here, 
  and they bounce around the cave ceaselessly.
  A hushed cacophony persists in the cave at all times as 
  whispers echo off the walls and stones.
  No matter where one stands within the cave, every minute 
  or so a secret will reverberate to precisely his spot, that 
  whisper briefly becoming much louder and clearer than the 
  others.
  Otherwise he hears only the gurgle of the other secrets as 
  they flow around the room.
  Animals cannot stand the sound of this incessant 
  whispering and have learned to avoid the cave.
  It requires a successful DC 15 Diplomacy check or Handle 
  Animal check to coerce a familiar or animal companion 
  (respectively) into the cavern; all other animals will refuse 
  to set foot inside.
  Occasionally the secrets seem to take form and flit like 
  shadows around the room.
  In reality, this disturbance is a flock of ultrapowerful 
  shadows bound by Shar to guard the Vale of Whispers 
  against faithless intruders.
  Anyone not of the Sharran faith (or not accompanied by a 
  cleric or follower in good standing) who spends more than 
  a few rounds inside the cavern comes under immediate 
  attack by the shadows.
  Fighting them is made even more difficult by the 
  preponderance of stalagmites and stalactites, which provide 
  no barrier to the shadows but cause major problems for 
  corporeal creatures trying to target their attackers.
  Even if the shadows are slain, they reappear within the vale 
  in 2d20 hours.
  Vale of Whispers Ritual: The ritual used to invoke the 
  shrine’s power is quite simple.
  A supplicant must find her way to the center of the 
  chamber, where thousands of simultaneous whispers can 
  be clearly heard.
  She must kneel here and listen to the whispers until she 
  can discern a single secret that repeats itself over and over 
  again.
  Doing so requires a successful DC 15 Intelligence check 
  followed by up to 1 hour of meditation.
  For every 2 points by which her check result exceeds the 
  DC, the time necessary to discern the secret is lessened by 5 
  minutes.
  A priest of Shar automatically succeeds at the ritual, 
  although if she fails her Intelligence check she must 
  meditate for the full hour in order to receive the ritual’s 
  benefit.
  Ritual Benefit: The character gains a +20 circumstance 
  bonus on all Bluff checks related to a single course of action 
  for 24 hours.
  Thus, if the character was on a campaign to convince a 
  town mayor that each of his staff members was corrupt, the 
  bonus would apply to all Bluff checks made to sway the 
  mayor.
  If, during that period, the character used a Bluff check to 
  feint in combat or bypass the mayor’s guards, the bonus 
  would not apply.
  Baleful Effect: Nonfollowers who attempt the ritual are 
  struck with a powerful curse.
  They suffer the effect of a bestow curse spell that reduces 
  their highest ability score by 6 points for 24 hours.
  There is no save against this effect, and it cannot be 
  removed by any means short of a limited wish, wish, or 
  miracle spell.
  Clerics of other gods who attempt the ritual, or try to cast a 
  divine spell, or attempt to turn the shrine’s shadow 
  guardians suffer even more.
  Not only are they hit with the above curse, but they must 
  also make a Concentration check (DC 15 + spell level) in 
  order to cast any spell during the next 24 hours, as Shar 
  whispers their darkest fears directly into their minds every 
  time they attempt to draw upon their god’s power.
  €Shadow Guardians (10): CR 8; Large undead 
  (incorporeal); HD 10d12; hp 65; Init +7; Spd fly 50 ft. 
  (good); AC 15, touch 15, flat-footed 12; Base Atk +5; Grp —; 
  Atk or Full Atk +8 melee (2d4 Str, incorporeal touch); 
  Space/Reach 10 ft./10 ft.; SA create spawn, Strength 
  damage; SQ darkvision 60 ft., incorporeal traits, +4 turn 
  resistance, undead traits; AL CE; SV Fort +3, Ref +6, Will 
  +9; Str —, Dex 16, Con —, Int 6, Wis 14, Cha 15.
  
  658
  Skills and Feats: Hide +11*, Listen +11, Search +7, Spot +11; 
  Alertness, Dodge, Flyby Attack, Improved Initiative.
  Strength Damage (Su): The touch of a shadow guardian deals 
  2d4 points of Strength damage to a living foe.
  A creature reduced to Strength 0 by a shadow guardian 
  dies.
  This is a negative energy effect.
  Create Spawn (Su): Any humanoid reduced to Strength 0 by 
  a shadow guardian becomes a shadow under the control of 
  its killer within 1d4 rounds.
  Shadow guardians have a +2 racial bonus on Listen and 
  Spot checks and a +4 racial bonus on Search checks.
  * A shadow guardian gains a +4 racial bonus on Hide checks 
  in areas of shadowy illumination.
  In brightly lit areas, it takes a –4 penalty on Hide checks.
  
  659
  SIGNATURE TRAITS
  DUNGEON MASTER’S 
  GUIDE 2 (3.5)
  BARBED
  The item has jagged hooks or spines.
  BITTER
  An item that has this trait tastes, smells, and just plain looks 
  altogether foul and unpleasant.
  BLEEDING
  A bleeding item oozes a trickle of blood as long as it is held.
  BRILLIANT
  The item emits brief flashes of bright light whenever it is 
  activated.
  The creator determines the color of this light upon 
  selecting the trait.
  CLEAN
  An item that has this trait never becomes stained or dirty.
  Comfortable: The item is soothing and relaxing to wear or 
  hold.
  CRUDE
  A crude item appears to be made from base materials, and 
  the workmanship looks shoddy.
  DREADFUL
  The item bears frightening emblems, such as skulls or 
  leering faces, which seem to move when the item is 
  activated or used.
  The creator chooses the specific images upon selecting the 
  trait.
  FASHIONABLE
  An item that has this trait is particularly attractive to look 
  upon.
  FLICKERING
  This item flickers with a faint black flame that is too dim to 
  provide any illumination.
  GAUDY
  A gaudy item might be brightly colored or covered with 
  numerous fake jewels.
  It might even shimmer with a faint rainbow light.
  GLOWING
  This item sheds light equal to that of a candle for 1 round 
  upon activation or whenever a charge is expended.
  HEAVY
  An item that has this trait feels unusually heavy when held, 
  though its actual weight is unchanged.
  LOUD
  Upon activation, a loud item emits an incongruous sound 
  (such as a lion’s roar, a strong musical chord, or a short 
  exclamation).
  MULTICOLORED
  The item’s coloration changes at random intervals.
  RELIGIOUS
  A religious item bears the symbol of a particular faith or 
  deity and incorporates icons or colors used by adherents of 
  that faith.
  SHADOWY
  A shadowy item is dead black in color, and it seems to 
  swallow up any light that shines upon it.
  SHROUDED
  An item that has this trait is perpetually shrouded in a faint 
  aura of cool mist.
  SIZZLING
  A sizzling item emits a faint, burning hiss whenever it 
  strikes flesh.
  SLIMY
  A faint residue of slime coats this item at all times.
  SMOKY
  The item emits a faintly visible trail of smoke whenever it is 
  held.
  SPARKING
  An item that has this trait gives off sparks whenever it 
  strikes a foe or is struck by a weapon.
  
  660
  TOTEMIC
  This item is decorated with fetishes, carvings, and markings 
  that identify it as sacred to a specific tribe or group of 
  individuals.
  WARPED
  A warped item seems to be constructed in an odd manner, 
  and it has curves or protrusions that don’t correspond to 
  any known method of creation.
  WRITHING
  Upon activation, this item briefly twists and writhes like a 
  snake.
  
  661
  SPECIAL 
  COMPONENTS
  BOOK OF EXALTED DEEDS 
  (3.5)
  AMBROSIA (DISTILLED JOY)
  A mysterious substance made from distilled joy, ambrosia is 
  celestial food, the heavenly sustenance of Celestia.
  Created by means of the distilled joy spell, ambrosia can be 
  used as a special spell component, in addition to the other 
  uses mentioned in the spell description.
  As an optional component, ambrosia automatically 
  increases the effective caster level of a single good spell by 
  +2.
  This increase doesn’t stack with previous applications of 
  distilled joy or any other bonuses to effective caster level.
  ANGEL RADIANCE
  Captured in glass by a special process known only to angels 
  themselves, the radiance of an angel is a potent component.
  Used as a component for a banishment or dismissal spell, or a 
  dispel evil spell used to drive a fiend back to its home plane, 
  a phial of angel radiance increases the saving throw DC by 
  +1.
  It also grants the caster a +1 bonus on her caster level check 
  to overcome the target’s spell resistance.
  Angel radiance sheds light as a torch.
  BLINK DOG TOOTH
  A spell to which this component is applied has a 50% 
  chance to confer the ghost touch ability and negate miss 
  chances due to blur, displacement, entropy, or phasing 
  abilities.
  CELESTIAL BLOOD
  If a spell to which this component is applied deals damage, 
  there is a 30% chance that the spell deals an extra +2d6 
  points of damage to an evil target.
  The celestial who gave the blood must still be alive for this 
  to function.
  COUATL FEATHER
  A spell to which this component is applied has a 35% 
  chance to have its effective caster level increased by +2.
  COUATL SCALE
  A spell to which this component is applied has a 30% 
  chance to have its saving throw DC increased by +1.
  LAMMASU CLAW
  A spell to which this component is applied has a 25% 
  chance to have any damage the spell deals increased by 
  +10%.
  LILLEND SCALE
  If a spell to which this component is applied requires a Will 
  save, there’s a 40% chance that the saving throw DC is 
  increased by +1.
  When the scale is used by a bard, the chance increases to 
  60%.
  PEGASUS FEATHER
  If this component is used when casting detect good or detect 
  evil, the caster learns the number of evil auras and the 
  power of the most potent aura in the first round of 
  concentration instead of the second, and the power and 
  location of each aura in the second round instead of the 
  third.
  PHOENIX FEATHER
  A spell to which this component is applied has a 10% 
  chance to remain prepared even after being cast.
  Casters who do not prepare spells gain no advantage from 
  this component.
  UNICORN BLOOD
  The blood of a living unicorn is a powerful alchemical 
  substance.
  It can be formed into a ravage (see Ravages and Afflictions, 
  above) that saps the strength of evil creatures.
  Also, if a spell to which this component is applied requires 
  a Fortitude save, there’s a 40% chance that the saving throw 
  DC is increased by +1.
  In either case, unicorn blood retains its potency only as 
  long as the unicorn that gave it remains alive.
  
  662
  UNICORN HORN (SLIVER)
  Removing a unicorn’s entire horn kills it, but a unicorn 
  may on rare occasions give a sliver of its horn to a favored 
  ally.
  If a spell to which this component is applied requires a 
  touch attack (melee or ranged), there’s a 40% chance that 
  the caster receives a +1 sacred bonus on the attack roll.
  UNICORN TAIL HAIR
  A spell to which this component is applied has a 20% 
  chance to have its duration doubled.
  BOOK OF VILE DARKNESS 
  (3.0)
  AGONY (LIQUID PAIN)
  Pain in distilled liquid form (see Pain as Power in Chapter 
  2), as extracted by certain spells or items, automatically 
  increases the effective caster level of a single spell by +2.
  This increase doesn’t stack with previous applications of 
  liquid pain or any other such bonuses to effective caster 
  level.
  CHROMATIC DRAGON HEART
  If a spell this component is applied to deals damage, there is 
  a 30% chance that the spell deals an additional +2d6 points 
  of damage to a good-aligned target.
  The heart must be from a dragon of at least 15 HD, and it 
  must be dried and hardened into a gemlike object.
  DEMON’S HEART
  A spell that this component is applied to has a 25% chance 
  to have any damage the spell deals increased by +10%.
  The heart must be from a demon of at least 6 HD, and it 
  must be dried and hardened into a rocklike object.
  DEVIL’S HEART
  A spell that this component is applied to has a 10% chance 
  to remain prepared even after being cast.
  Casters who do not prepare spells gain no advantage from 
  this component.
  The heart must be from a devil of at least 6 HD, and it must 
  be dried and hardened into a rocklike object.
  HUMANOID BRAIN
  A spell that this component is applied to has a 50% chance 
  to have its range doubled.
  The brain must be intact and fresh (or preserved).
  HUMANOID CHILD’S EYE
  A spell that this component is applied to has a 20% chance 
  to have its duration doubled.
  The eye must be intact and fresh or (or preserved).
  HUMANOID FINGER
  If a spell that this component is applied to requires a touch 
  attack (melee or ranged), there is a 40% chance to receive a 
  +1 profane bonus on the attack roll.
  The finger must be intact and well preserved (still bloody).
  HUMANOID HEART
  A spell that this component is applied to has a 25% chance 
  to have its effective caster level increased by +2.
  The heart must be intact and well preserved (still bloody).
  METALLIC DRAGON HEART
  A spell that this component is applied to has a 30% chance 
  to have its saving throw DC increased by +1.
  The heart must be from a dragon of at least 15 HD, and it 
  must be dried and hardened into a gemlike object.
  SOUL IN LARVAL FORM
  A spell that this component is applied to has its saving 
  throw DC increased by +2.
  Souls in larval form are usually found naturally only on one 
  of the Lower Planes (see Chapter 7).
  SOUL IN RECEPTACLE
  A spell that this component is applied to gains a +10 
  profane bonus on caster level checks to overcome spell 
  resistance.
  Souls in receptacles normally result from the use of spells 
  such as soul bind and trap the soul.
  YUGOLOTH’S BRAIN
  A spell that this component is applied to has a 10% chance 
  to allow no saving throw against its effect.
  There is also a 10% chance that the spell affects the caster as 
  well as the target or area, with no saving throw allowed.
  Make the two checks independently of one another.
  
  663
  The brain must be from a yugoloth (or some other neutral 
  evil fiend) of at least 10 HD, and it must be dried and 
  powdered.
  COMPLETE CHAMPION 
  (3.5)
  ANGEL’S BLOOD
  Those who manage to shed celestial blood often collect a 
  few drops for sale to other, equally vile souls.
  When blended with specific poisons and used as a 
  component in the casting of any spell that has the evil 
  descriptor, angel’s blood increases the save DC by 1.
  Price: 85 gp.
  ASHES OF POWER
  When a used scroll is burned and its ashes are mixed with 
  holy water and mystical inks, the resulting paste houses an 
  ember of true magic.
  When used as a component in the casting of dispel magic,
  greater dispel magic, or break enchantment, this powder allows 
  the caster to make two dispel checks and choose the better 
  result.
  Price: 1,750 gp.
  AURIAL SAPPHIRE
  On rare occasions, the winds of the Elemental Plane of Air 
  capture various particles whipping about in the emptiness 
  and drive them together over the course of years.
  The result is a crystal marbled in various shades of blue.
  Called aurial sapphires, these gemstones are sometimes 
  found on the Material Plane, usually at high altitudes 
  where the winds blow most fiercely.
  When an aurial sapphire is used as a component in the 
  casting of any Air domain spell or spell that has the air 
  descriptor, the spell is affected as if by the Quicken Spell 
  feat, but without any level increase.
  Price: 215 gp.
  CRYPT POWDER
  During the long years in which a powerful necromancer 
  lies decaying in his tomb, some of the magic that infused 
  his bones seeps into the surrounding walls.
  If one of these stones is then shattered in a particular way, 
  the resulting dust sometimes retains that power.
  When used as a component in the casting of any spell that 
  targets either corpses or undead, this powder increases both 
  the save DC and the caster level by 1.
  Price: 150 gp.
  DOPPELGANGER BILE
  This viscous fluid aids in deceptive magic.
  When specially distilled and used as a component in the 
  casting of any spell that grants invisibility or a bonus on 
  Disguise checks, doppelganger bile doubles the duration of 
  the effect.
  Price: 95 gp.
  DRAGON RUBY
  Gold dragons like to feast on pearls and gems.
  Occasionally, a few gems pass through such a dragon’s 
  system undigested.
  If one of those gems is a ruby, it absorbs a bit of the 
  creature’s fiery nature and becomes a dragon ruby.
  When used as a component in the casting of any spell that 
  has the fire descriptor, a dragon ruby doubles that spell’s 
  area.
  Price: 175 gp.
  ESSENCE OF ORDER
  When various powdered herbs are mixed with the inner 
  fluids of an inevitable, the resulting oily substance emits a 
  potent vapor known as essence of order.
  Anyone breathing this vapor is cured of 1 point of mental 
  ability damage caused by a poison or disease.
  A single dose is usable only once.
  When used as a component in the casting of any spell that 
  has the law descriptor, essence of order increases the save 
  DC by 1.
  Price: 300 gp.
  FEATHER OF THE FAR REACHES
  When coated in a thin layer of powdered mithral, the 
  tailfeathers of an albatross or an arrowhawk gain a degree of 
  magical power.
  If one of these so-called feathers of the far reaches is used as 
  a component in the casting of any Travel domain spell, it 
  either adds 10 feet to the speed (if the spell grants a new or 
  improved mode of movement) or increases the effective 
  caster level by 1.
  Price: 95 gp.
  GAME OF FATE
  Long ago, someone discovered that a die carved from the 
  shell of a large tortoise attracts the attention of the deities 
  of luck.
  When used as a component in the casting of any spell that 
  grants a bonus on attack rolls, damage rolls, saving throws, 
  or checks, such a die—known as a game of fate—produces 
  one of three effects: +1 caster level (01–45), double duration 
  (46–90), or restoration of a spell as per a pearl of power (91–
  100).
  Price: 550 gp.
  GUARDINAL FEATHER
  The feathers of a guardinal, when given freely, have 
  protective properties.
  When one is used as a component in the casting of any 
  spell that grants either energy resistance or a bonus to 
  Armor Class, it increases the value of that protection by 2.
  Price: 600 gp.
  
  664
  HERO’S TEARS
  Tears taken from a champion of good who weeps over a 
  fallen comrade become a potent aid to virtuous casters 
  when sanctified with bless water.
  If these hero’s tears are used as a component in the casting 
  of any spell that has the good descriptor, they increase the 
  effective caster level by 2.
  Price: 675 gp.
  HORN OF GORGON
  Gorgon horns soften when soaked in a particular kind of 
  rare vinegar.
  If this horn of gorgon is then used as a component in the 
  casting of any spell that enhances Strength—whether by 
  an enhancement bonus, a size increase, or any other 
  means—it adds 2 to the subject’s Strength, on top of the 
  spell’s normal effects.
  Price: 575 gp.
  KISS OF DISCORD
  An herb known by sages as lusiri blossom, kiss of discord 
  has dull red leaves that vaguely resemble lips.
  When ingested, it causes hallucinations (1d3 hours, Fort 
  DC 13 negates, treat as confusion).
  If used as a component in the casting of any spell that has 
  the chaos descriptor, it increases the effective caster level 
  by 2.
  Price: 310 gp.
  OBADDIS LEAF
  A rare variety of holly, this plant retains some of the magic 
  that passes through it when it is used as a divine focus by a 
  druid.
  If it is then used as a component in the casting of a Plant 
  domain spell or any spell that specifically targets plants, it 
  doubles both the area and the duration.
  Price: 130 gp.
  PEARL OF THE WAVES
  A pearl of the waves results when an oyster forms a pearl 
  around the tiniest fragment of a magic item, such as a sliver 
  of a magic blade or wood from a broken staff.
  If this pearl is used as a component in the casting of any 
  Water domain spell or a spell that has the water descriptor, 
  the spell is affected as if by the Quicken Spell feat, but 
  without any change in spell slot.
  Price: 225 gp.
  SCHOLAR’S DREAMS
  Some say that ivy growing on the gravestone of a truly 
  learned sage feeds upon the knowledge of the deceased.
  When used as a component in the casting of any 
  Knowledge domain spell, this ivy—known as scholar’s 
  dreams—doubles both the range and the duration.
  Price: 175 gp.
  SOIL OF STONE
  Taken from beneath the palaces of the dao (genie’s of 
  Elemental Earth), this powdered stone retains traces of 
  both that plane and its masters.
  If this so-called soil of stone is used as a component in the 
  casting of any Earth domain spell or a spell that has the 
  earth descriptor, it doubles the duration.
  Price: 65 gp.
  SUNFLOWER OF PELOR
  For reasons unfathomable to sages, large sunflowers often 
  grow in the soil where an undead creature has been 
  reduced to ash by a cleric’s turn undead ability.
  The petals of these sunflowers of Pelor, if properly treated 
  with various unguents, grant power to sun-related spells.
  When used as a component in the casting of any Sun 
  domain spell or a spell that has the light descriptor, these 
  petals double its area.
  Price: 100 gp.
  TALON OF EHLONNA
  When an animal dies while under the effect of a magic fang 
  or greater magic fang spell, one of its claws or teeth 
  sometimes retains a spark of that magic.
  This so-called talon of Ehlonna resists decay and gains a 
  gold-bronze luster over time.
  When used as a component in the casting of any Animal 
  domain spell or a spell that specifically targets animals, the 
  talon increases the effective caster level by 2.
  Price: 370 gp.
  TRUE WARRIOR’S BLADE
  A weapon wielded by a deity’s champion, then broken in 
  combat, can be consecrated with holy water and unguents 
  to become a true warrior’s blade.
  When used as a component in the casting of any divine 
  spell that deals hit point damage, this blade increases the 
  damage dealt by 2 points per spell level.
  Price: 650 gp.
  TWILIGHT GREEN
  A distant relative of belladonna, this herb is a deadly poison 
  (ingestion, DC 14 Fortitude negates, primary and secondary 
  damage 1d4 Constitution).
  When used as a component in the casting of any spell that 
  deals negative energy damage, however, twilight green 
  increases that damage by 1 point per spell level.
  Price: 250 gp.
  UNICORN HORN
  If a horn taken from a unicorn that has died of natural 
  causes is used as a component in the casting of any touch 
  spell that has the healing descriptor, it transforms the spell 
  into a ray with a 30-foot range.
  Price: 190 gp.
  
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  COMPLETE MAGE (3.5)
  ANGEL DOWN
  Popular lore has it that this fluffy golden material is 
  reputedly made up of pinfeathers from celestials’ wings.
  In fact, it is pollen gathered from various rare flowers found 
  growing on the Upper Planes.
  When angel down is used as a component in an abjuration 
  spell, the spell’s duration is doubled as if affected by the 
  Extend Spell feat.
  DEVIL’S EYE
  These small, translucent stones seem a little warm to the 
  touch.
  They also at least faintly resemble an eye with a vivid red 
  sclera, a white or yellow iris, and a black, catlike pupil.
  Despite the name, devil’s eyes are natural crystals found in 
  volcanic areas, often streambeds or collections of glacial
  debris.
  The warm feeling comes from a weak acid that forms on 
  the stone’s surface.
  When a devil’s eye is used in a divination spell, the spell’s 
  level is increased by one (as if by Heighten Spell).
  DRAGON’S TEAR
  Reputedly the dried tears of dragons, these irregular little 
  crystals have a milky white color with a faint blue tinge.
  They are found near mineral springs and volcanic vents 
  (both locales with a decidedly draconic character).
  When used in any fire or mind-affecting spell, a dragon’s 
  tear increases the spell’s level by one, as if affected by the 
  Heighten Spell feat.
  FAIRY BUTTON
  These small bits of stone resemble brightly colored 
  mushrooms or flowers.
  They occur naturally in caverns where the groundwater has 
  the correct mineral content.
  They get their name from their minuscule size and bright 
  colors—usually red, yellow, green or purple or some 
  variegated combination that includes some or all of those 
  hues.
  When incorporated into an illusion spell, a fairy button 
  doubles the area of the spell, as if affected by the Widen 
  Spell feat.
  FAIRY DUST
  This fine powder is all but invisible in daylight, but it 
  gleams with a silvery sheen in moonlight.
  Fey creatures supposedly collect it from newly blossomed 
  wood flowers each spring.
  In fact, fairy dust is made of the dried and powdered 
  cocoons of certain rare moths that breed in the spring.
  When used in any transmutation spell, fairy dust doubles 
  the duration of the spell, as if affected by the Extend Spell 
  feat.
  GOLDEN DESERT HONEY
  Actually lumps of dried of dried sap from a rare desert tree, 
  this material is a vital ingredient in expensive incenses and 
  perfumes.
  When used in a summoning spell with a casting time of 1 
  round, golden desert honey reduces the casting time to 1 
  standard action, as if affected by the Rapid Spell feat (see 
  Complete Divine).
  POSSIBILITY DUST
  This iridescent gray material is gathered in the depths of 
  the Astral Plane.
  Planar scholars believe that possibility dust is literally 
  distilled reality that somehow seeps from the Material 
  Plane to the Astral Plane, where it settles as fine dust.
  This assertion is unproven; however, spellcasters have 
  found the substance useful when attempt to create 
  something out of nothing.
  When possibility dust is incorporated into any creation 
  spell, the spell’s duration doubles, as if affected by the 
  Extend Spell feat.
  PRIMAL ESSENCE
  This granular material appears as metallic sand, though it 
  actually comes from the Ethereal Plane.
  Spellcasters have found that they can shape it as part of 
  spellcasting to take on other forms.
  Unlike other components described here, spells of higher 
  than 1st level don’t automatically require multiple units of 
  primal essence.
  A pinch of primal essence dust can be substituted for any 
  material component (but not a focus) that costs 100 gp or 
  less.
  Multiple pinches have an additive effect; three pinches, for 
  example, could substitute for the 250 gp of diamond dust 
  required by stoneskin.
  SERPENTS’ TONGUE
  This material resembles dried snake’s tongues, hence the 
  name.
  In fact, it is a mixture of cured tongues of various rare birds 
  and reptiles and the dried stamens of several kinds of 
  tropical flowers.
  
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  All the ingredients must be painstakingly gathered by hand 
  and carefully mixed in the correct proportions.
  When used in an enchantment spell, serpent’s tongue 
  doubles the spell’s duration, as if affected by the Extend 
  Spell feat.
  SINGING SHELL
  These little shells resemble miniature conch shells.
  They come from a rare mollusk found along jungle 
  coastlines.
  Searching for the shells is time-consuming in the murky 
  water and exposes the gatherer to attack from predators 
  that lurk both in the water and on land.
  When a singing shell is used in a spell with the sonic 
  descriptor, the spell’s area doubles, as if affected by the 
  Widen Spell feat.
  If the spell doesn’t affect an area, its range doubles instead, 
  as if affected by the Enlarge Spell feat.
  MONSTER MANUAL 4 (3.5)
  SKIURID NUGGET
  Skiurids do not collect treasure, but their stores of life 
  energy are prized by many beings.
  Necromancers in particular seek out skiurid hoards and pay 
  well for them; a nugget of coalesced shadow is worth 1,000 
  gp.
  Skiurids share their dens, so obtaining a hoard usually 
  requires defeating large numbers of them (as well as any 
  other creatures found in the den).
  A skiurid nest typically contains one shadow nugget per 
  four adults, representing the excess stored by the colony for 
  lean times and for rearing young.
  A nugget of stored life energy can serve as an optional 
  material component for necromancy spells.
  It has a 50% chance of increasing such a spell’s effective 
  caster level by 2.
  UNEARTHED ARCANA (3.5)
  
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  SPECIAL MATERIALS
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  ASTRAL DRIFTMETAL
  This extraordinarily rare mineral is mined only on islands 
  of matter floating on the Astral Plane.
  It is very similar to iron but has a single extraordinary 
  feature: It has a 25% chance of being effective against an 
  incorporeal attack, as if it were made of force.
  It is not malleable enough to be worked into chainmail or
  scale mail; only a breastplate, shield, or any form of heavy 
  armor can be made from Astral driftmetal.
  A suit of driftmetal armor weighs 5 pounds more than the 
  same armor made of steel, but the other statistics of the 
  armor (maximum Dexterity bonus, armor check penalty, 
  spell failure chance) are unchanged.
  Astral driftmetal has a hardness of 12 and 30 hit points per 
  inch of thickness.
  Its market price modifier is +1,000 gp.
  BAATORIAN GREEN STEEL
  Deep in the mines of the Nine Hells of Baator, veins of 
  green-flecked iron run through the rock.
  This rare metal, when alloyed into steel, can be used to 
  create weapons of amazing sharpness.
  Any slashing or piercing weapon created with Baatorian 
  green steel has a natural enhancement bonus of +1 to 
  damage.
  This bonus does not stack with any other enhancement 
  bonus.
  Thus, a green steel (+1 to damage) longsword with a +4 
  enhancement bonus effectively has a +4 enhancement 
  bonus on both attacks and damage.
  In an area where magic does not function, it still retains its 
  natural +1 enhancement bonus on damage.
  A masterwork green steel slashing or piercing weapon 
  would have a +1 bonus on both attack and damage rolls 
  (from a combination of masterwork and the green steel).
  Though green steel is a common component of keen 
  weapons produced in the Lower Planes, it grants no other 
  special ability to such weapons.
  The market price modifier for such a weapon is +2,000 gp.
  Baatorian green steel has a hardness of 12 and 30 hit points 
  per inch of thickness.
  BLENDED QUARTZ
  This rare, naturally occurring blend of iron and quartz is 
  cumbersome and difficult to work.
  Armor and shields made from blended quartz weigh twice 
  as much as normal and incur the normal armor check 
  penalty.
  The DC of relevant Craft checks involving blended quartz 
  increases by 5.
  But blended quartz is a surprisingly good conduit of 
  magical energy.
  Spell failure chances for blended quartz armor and shields 
  are reduced by 20%.
  Weapons made from blended quartz weigh twice as much 
  as normal but gain no additional benefits.
  Blended quartz has a hardness of 8 and 15 hit points per 
  inch of thickness.
  BRONZEWOOD
  This exceptionally hard wood is useful for making both 
  armor and weapons.
  Unlike most woods, bronzewood can be used instead of 
  metal to fashion heavy armor and weapons.
  Although dense and weighty compared to other woods, it is 
  still lighter than most metal: Items weigh 10% less when 
  made from bronzewood rather than metal.
  Armor made of bronzewood is also less obtrusive than 
  similar armor made of metal.
  The armor check penalty from bronzewood armor and 
  shields does not affect Hide checks made in woodland 
  environments.
  The following armors can be made from bronzewood: 
  breastplate, banded mail, splint mail, half-plate, and full 
  plate.
  Although bronzewood can replace metal in most weapons, 
  chain weapons such as the spiked chain cannot be made 
  from it.
  Bronzewood has a hardness of 10 and 20 hit points per inch 
  of thickness.
  CHITIN
  Difficult to work and dangerous to obtain, the exoskeletons 
  of massive insects are still used to construct weapons and 
  armor, especially in areas where metal is scarce.
  Weapons and armor made from chitin weigh half as much 
  as similar metal items.
  Although chitin can replace metal in most items, chain 
  weapons such as the spiked chain cannot be made from 
  chitin, nor can chainmail armor or chain shirts.
  Giant insects and similar creatures are the only sources of 
  chitin plates big enough for crafting armor.
  To provide workable chitin, the creature must have a +5 
  natural armor bonus or better.
  
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  Much as they can work choice bits of dragonhide into 
  armor, armorsmiths can make one suit of banded mail for a 
  creature up to two sizes smaller than the source creature, 
  one suit of half-plate for a creature three sizes smaller, or 
  one breastplate or suit of full plate for a creature four sizes 
  smaller.
  In each case, there is enough material left over to create a 
  large or small shield, one Large or Medium-size weapon, 
  two Small weapons, or 50 arrow or bolt heads, provided that 
  the source creature is Large or bigger.
  Chitin has a hardness of 5 and 10 hit points per inch of 
  thickness.
  DARKLEAF, ELVEN
  Similar to elven leafweave armor (see below), elven darkleaf 
  armor is made of carefully cured and beautifully carved 
  pieces of darkwood (see Chapter 8 of the DUNGEON 
  MASTER’s Guide), supplemented by alchemically treated 
  leaves.
  Making armor out of darkleaf reduces its spell failure 
  chance by 5% because the armor is so flexible.
  The maximum Dexterity bonus of darkleaf armor is 
  increased by +1, and armor check penalties are reduced by 
  2.
  Most darkleaf armors are one category lighter than normal 
  for purposes of movement and other limitations (for 
  example, whether a barbarian can use his fast movement 
  ability).
  If made of elven darkleaf, heavy armor is treated as 
  medium, medium armor is treated as light, but light armor 
  is still treated as light.
  Only armors generally made of metal can be constructed 
  from elven darkleaf.
  Creating elven darkleaf armor requires a successful 
  Alchemy check (DC 25) in addition to the normal Craft 
  (armorsmithing) checks required to make armor.
  ELUKIAN CLAY
  Although barely malleable in its natural state, this rough, 
  gray stone can be shaped into weapons and armor in a 
  process similar to sculpting.
  Also known as sea-stone, elukian clay is formed in part by 
  seepage from the Elemental Plane of Water.
  It has a strong affinity to water, so those traveling in or over 
  large bodies of water value it greatly.
  Items made from elukian clay do not count against the 
  wearer’s weight total when calculating armor check 
  penalties on Swim checks.
  Although it can be shaped into a point, elukian clay does 
  not hold an edge very well.
  Only piercing and bludgeoning weapons can be made from 
  elukian clay.
  Armor and shields made from elukian clay have their 
  armor check penalty increased by 1.
  Once formed, an item made from elukian clay takes three 
  days to harden.
  Items used before the hardening is complete are easily 
  ruined; such items have 0 hardness and only one-tenth 
  their normal hit points.
  Once dried, elukian clay items have a hardness of 10 and 30 
  hit points per inch of thickness.
  Shaping elukian clay into armor requires the Craft 
  (sculpture) skill.
  ENTROPIUM
  Githzerai armorsmiths in the Ever-Changing Chaos of 
  Limbo have found a way to alloy ordinary iron with some of 
  the shifting chaos-stuff of their native plane.
  The resulting metal, called entropium, is heavier than iron 
  but can be used to make effective armor.
  A suit of entropium armor actually shifts as its wearer 
  moves, allowing incredible flexibility at the cost of
  increased weight.
  Light entropium armor is considered medium and weighs 2 
  pounds more than normal, medium armor is heavy and 
  weighs 5 pounds more than normal, and heavy armor is 
  simply more so, weighing 10 pounds more than normal.
  Shields also weigh 2 pounds more than their steel 
  counterparts.
  The armor check penalty of the armor increases by 2 for 
  Strength-related skills (Climb and Jump) and decreases by 2 
  for Dexterity-related skills (Balance, Escape Artist, Hide, 
  Move Silently, Pick Pockets, and Tumble).
  The arcane spell failure chance decreases by 10% (to a 
  minimum of 5%), and the maximum Dexterity bonus 
  increases by +2.
  Naturally, entropium improves only armors made primarily 
  of metal, including chain shirts, all medium armors except 
  hide, all heavy armors, and steel shields.
  Entropium has a hardness of 15 and 40 hit points per inch 
  of thickness.
  GEHENNAN MORGHUTH-IRON
  This volcanic mineral is unique to the steep mountains of 
  the Bleak Eternity of Gehenna, where it is occasionally 
  mined by neutral evil fiends called yugoloths and other 
  creatures on that forbidding plane.
  It forges poorly, making weapons that appear pocked and 
  pitted and have a –1 attack and damage penalty.
  However, morghuth-iron is extremely toxic, rapidly 
  poisoning the blood.
  
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  A slashing or piercing weapon made of Gehennan 
  morghuth-iron is naturally poisonous.
  The weapon delivers its poison (Fortitude save DC 12) with 
  each successful attack.
  The initial damage is 1 point of temporary Dexterity; the 
  secondary damage is 1d4 points of temporary Dexterity.
  The market price modifier for a weapon made of morghuth-
  iron is +4,000 gp.
  Gehennan morghuth-iron has a hardness of 9 and 20 hit 
  points per inch of thickness.
  LEAFWEAVE, ELVEN
  Elven artisans weave suits of armor from forest leaves, 
  which are then treated by a special alchemical process that 
  makes them as tough and flexible as leather, with 
  considerably less weight and encumbrance.
  Such suits are made in both “springtime” and “autumn”
  styles: Springtime leafweave armor is vivid green, while the 
  autumn style is made up of red, orange, and yellow leaves.
  The spell failure chance for elven leafweave armor is 
  reduced by 5% due to its increased flexibility, the maximum 
  Dexterity bonus is increased by +1, and armor check 
  penalties are reduced by 2.
  Armors that are generally constructed of metal cannot be 
  duplicated with elven leafweave.
  Creating elven leafweave armor requires a successful 
  Alchemy check (DC 25) in addition to the normal Craft 
  (armorsmithing) checks.
  SOLANIAN TRUESTEEL
  Mined on the fourth layer of the Seven Mounting Heavens 
  of Celestia, this fine iron needs no alloy and shines with a 
  silvery gleam.
  When forged into a weapon, it gives the wielder a +1 bonus 
  on the confirmation roll for a critical hit.
  The market price modifier for such a weapon is +1,000 gp.
  Solanian truesteel has a hardness of 11 and 25 hit points per 
  inch of thickness.
  URDRUKAR
  Urdrukar, often referred to as “mind steel”, is a dark metal 
  found only in the deepest recesses of the Underdark.
  Naturally resistant to divination magic, items made from 
  urdrukar are greatly prized by those who do not wish to be 
  found.
  Every 5 pounds of urdrukar that a character wears or carries 
  increases the DC for all attempts to scry on that character 
  by +2.
  Armor and shields made from urdrukar have double the 
  normal arcane spell failure chance.
  Urdrukar is heavier and harder to work with than most 
  other metals: Armor made from it tends to be somewhat 
  clumsier, making gestures more difficult.
  Urdrukar has a hardness of 15 and 30 hit points per inch of 
  thickness.
  Metal items made from urdrukar cost an additional 500 gp 
  per pound.
  YSGARDIAN HEARTWIRE
  This incredibly fine, flexible metal is found only in the 
  deep mines of Nidavellir in the Heroic Domains of Ysgard.
  It is not suitable for making an entire suit of armor, but 
  small sections of heartwire mail can be incorporated into 
  chain shirts, chainmail, or heavy armor to reinforce vital 
  areas.
  This reinforcement has the effect of increasing the wearer’s 
  AC by +2 solely for purposes of the roll to confirm a critical 
  hit.
  The heartwire is so fine and light that it does not increase 
  the armor’s weight.
  The market price modifier for such a suit of armor is +1,500 
  gp.
  BOOK OF EXALTED DEEDS 
  (3.5)
  AURORUM
  This luminous steel gleams with varying hues of pink and 
  indigo.
  An aurorum weapon, shield, or suit of armor that has been 
  sundered can be reformed by bringing together its 
  fragments (a full-round action).
  The broken pieces bond quickly and seamlessly, restoring 
  the item to its previous state.
  The market price modifier for an aurorum weapon, shield, 
  or suit of armor is +4,000 gp.
  Aurorum has the same hit points per inch of thickness and 
  hardness as regular steel.
  FRYSTALLINE
  This mineral grows in the icy mountain caves of Eronia, the 
  second layer of the Blessed Fields of Elysium.
  Its resilient, pale-gold crystals contain divine energy that 
  emanates from a god that sleeps beneath the mountains.
  Any weapon made of frystalline is treated as good-aligned 
  for the purpose of overcoming damage reduction.
  The market price modifier for such a weapon is +2,000 gp.
  Frystalline has 15 hp per inch of thickness and hardness 10.
  MOONBLOOD
  Celestials use this silvery substance as warpaint, painting 
  their faces and other exposed areas of their bodies with 
  elaborately entwined holy runes before entering battle.
  Proper application of moonblood warpaint takes 1 hour and 
  requires a DC 22 Craft (painting) check; a failed check 
  means no benefits are gained and the moonblood is wasted.
  When the moonblood runes are properly applied, the 
  warpaint grants a +2 sacred bonus to Armor Class.
  The warpaint lasts for 1 day, then is absorbed harmlessly 
  into the skin.
  An evil creature that touches moonblood takes 1d6 points 
  of damage.
  One application of moonblood costs 1,500 gp.
  
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  SERREN
  Serren trees grow on Arvandor, the uppermost of Arborea’s 
  three layers.
  The trees serve as vessels for nature spirits, and any branch 
  that falls from a serren tree can be fashioned into a bow, 
  arrow, or crossbow bolt imbued with a portion of the tree’s 
  spirit.
  Serren bows, arrows, and bolts have the ghost touch special 
  quality, although this property is not magical.
  The market price modifier for a serren weapon (one bow or 
  50 arrows or bolts) is +4,000 gp.
  Serren has the same hit points per inch of thickness and 
  hardness as regular wood.
  SOLARIAN TRUESTEEL
  Mined on the fourth layer of the Seven Mounting Heavens 
  of Celestia, this fine iron needs no alloy and shines with a 
  silvery gleam.
  When forged into a weapon, it gives the wielder a +1 bonus 
  on the confirmation roll for a critical hit.
  The market price modifier for such a weapon is +1,000 gp.
  Solarian truesteel has 25 hp per inch of thickness and 
  hardness 11.
  STORM TEARS
  This milky rain falls on the Upper Planes and usually 
  heralds the death of a powerful champion of good or the 
  birth of a stillborn child.
  These milky tears can be collected.
  A single vial of storm tears duplicates the effects of a heart’s 
  ease spell (see Chapter 6: Magic for details).
  Storm tears are nonmagical in nature, and each vial has a 
  market price of 750 gp.
  YSGARDIAN HEARTWIRE
  This incredibly fine, flexible metal is found only in the 
  deep mines of Nidavellir in the Heroic Domains of Ysgard.
  It is not suitable for making an entire suit of armor, but 
  small sections of heartwire mail can be incorporated into 
  chain shirts, chainmail, or heavy armor to reinforce vital 
  areas.
  This reinforcement has the effect of increasing the wearer’s 
  AC by +2 solely for purposes of the roll to confirm a critical 
  hit.
  The heartwire is so fine and light that it does not increase 
  the armor’s weight.
  The market price modifier for such a suit of armor is +1,500 
  gp.
  CHAMPIONS OF VALOR 
  (3.5)
  GLASSTEEL
  Made by the avariels and sun elves in an alchemical process 
  requiring extensive knowledge of both metallurgy and 
  glassblowing, glassteel combines strength beyond iron with 
  the transparency of glass.
  It mostly finds use as a building material in fantastic castles, 
  but it can also be fashioned into weapons and armor 
  (although glassteel armor is much more costly to craft than 
  even the most ornate blade).
  Glassteel is stronger and lighter than iron and completely 
  transparent, lacking the greenish tint of common glass.
  Items made of glassteel weigh only half what they 
  otherwise would.
  Items not primarily made of metal are not meaningfully 
  affected by being partially made of glassteel.
  (A breastplate can be made of glassteel, but hide armor 
  cannot).
  Glassteel armor counts as one armor category lighter than 
  normal for purposes of movement and other limitations.
  Heavy armors are treated as medium, and medium armors 
  are treated as light, but light armors are still treated as light.
  Arcane spell failure chances for armors and shields made of 
  glassteel are decreased by 10%, maximum Dexterity bonus 
  is increased by 2, and armor check penalties are lessened by 
  3 (to a minimum of 0).
  Glassteel has hardness 20 and 40 hit points per inch of 
  thickness.
  Weapons and armor fashioned from glassteel are treated as 
  masterwork items with regard to creation times, but the 
  masterwork quality does not affect the enhancement bonus 
  of weapons nor the armor check penalty of armor.
  Item Cost Modifier: Light armor +2,000 gp, medium armor 
  +6,000 gp, heavy armor +12,000 gp, shield +2,000 gp, 
  weapon +500 gp, other items +100 gp/lb.
  This description updates and supersedes previous 
  descriptions of glassteel.
  COMPLETE ARCANE (3.5)
  STARMETAL
  This superior alloy is made from meteoric iron—
  specifically, ore refined from meteors that fall during the 
  rare appearances of the comet Alhazarde.
  Starmetal is extraordinarily hard, and is equal to 
  adamantine for all purposes (see page 283 of the Dungeon 
  Master’s Guide), including overcoming damage reduction or 
  granting damage reduction when used in armor 
  construction.
  Starmetal also possesses an inherent magical connection to 
  the Material Plane, meaning that weapons made of the alloy 
  are especially effective against creatures from other planes.
  Weapons made of starmetal deal an extra 1d6 points of 
  damage to any extraplanar creatures while they are on the 
  Material Plane.
  Creating a weapon from starmetal costs 5,000 gp more than 
  creating a similar weapon of steel.
  Creating armor from starmetal has the same costs as armor 
  created from adamantine.
  
  681
  COMPLETE WARRIOR (3.5)
  PANDEMONIC SILVER
  Mined from thin veins of ore on the plane of 
  Pandemonium, pandemonic silver has all the properties of 
  alchemical silver (see page 284 of the Dungeon Master’s 
  Guide).
  In addition, a thin, unearthly scream issues forth from a 
  bladed weapon made of pandemonic silver whenever it’s 
  unsheathed in at least a light breeze.
  This scream is a sonic, mind-affecting compulsion that is a 
  fear effect.
  Other than the wielder, those within 30 feet who hear the 
  scream must succeed on a Will save or cower for 1d4 
  rounds.
  The DC of the Will save depends on the strength of the
  wind, as indicated on the table below.
  Pandemonic silver can be used to coat the striking surface 
  of any slashing or piercing weapon made of steel.
  The cost of the weapon increases as shown below.
  SUSALIAN CHAINWEAVE
  Made by a technique known only to the greatest elven 
  armorsmiths, susalian chainweave is an elaborate system of 
  chainmail links knitted together to provide additional 
  protection against some blows.
  When an attack with a slashing or bludgeoning weapon 
  hits a character wearing susalian chainweave, the armor 
  stiffens at the point of contact and disperses the force of the 
  attack.
  This quality gives the wearer damage reduction 3/piercing 
  as long as the susalian chainweave armor is worn.
  THINAUN
  This dark, glittering steel alloy holds an attraction to souls 
  recently released from their bodies.
  Obviously, this has application for melee weapons.
  If a thinaun melee weapon is touching a creature when it 
  dies, that creature’s soul is sucked into the weapon rather 
  than passing on to its final reward.
  The soul remains in the thinaun weapon until the weapon 
  is destroyed or another creature dies while touching the 
  thinaun weapon (the new soul displaces the old one).
  Raise dead, resurrection, and similar spells won’t bring back a 
  creature whose soul is trapped by a thinaun weapon unless 
  the caster has the weapon in his possession.
  Because the soul is nearby, fewer material components are 
  required for such spells: Reincarnation, raise dead, resurrection,
  and true resurrection require half as much of the relevant 
  material component (unguents or diamonds) to cast if the 
  soul is within a thinaun weapon.
  A thinaun weapon captures a soul from anyone killed while 
  touching the weapon.
  This means that if the thinaun weapon’s wielder dies, her 
  weapon captures her soul.
  Only melee weapons made primarily of metal can be 
  crafted as thinaun weapons.
  DUNGEON MASTER’S 
  GUIDE 3.0 (3.0)
  ADAMANTINE
  Found only in meteorites and the rarest of veins in magical 
  areas, this ultrahard metal adds to the quality of a weapon or
  suit of armor based on how much of the material is used.
  Thus, adamantine plate offers a greater increase in 
  protection (as well as a higher cost) than adamantine 
  chainmail, and an adamantine battleaxe offers a greater 
  increase in offensive capability than an adamantine dagger.
  Weapons fashioned from adamantine have a natural 
  enhancement bonus to attack and damage.
  Armor fashioned from adamantine has a natural 
  enhancement bonus to AC.
  These bonuses do not stack with any other enhancement 
  bonuses.
  Thus, an adamantine (+2) sword enchanted with a +5 
  enhancement bonus effectively has a +5 enhancement 
  bonus.
  In an area where magic does not function, it still retains its 
  natural +2 enhancement bonus.
  Weapons and armor fashioned from adamantine are treated 
  as masterwork items with regard to creation times, but the 
  masterwork quality does not affect the enhancement bonus 
  of weapons or the armor check penalty of armor.
  
  682
  Adamantine has a hardness of 20 and 40 hit points per inch 
  of thickness.
  DARKWOOD
  This rare magic wood is as hard as normal wood but very 
  light.
  Any wooden or mostly wooden item (such as a bow, an 
  arrow, or a spear) made from darkwood is considered a 
  masterwork item and weighs only half as much as a normal 
  wooden item of that type.
  Items not normally made of wood or only partially of wood 
  (such as a battleaxe or a mace) either cannot be made from 
  darkwood or do not gain any special benefit from being 
  made of darkwood.
  Armor check penalties for darkwood shields are reduced by 
  2.
  To determine the price of darkwood items, use the original 
  weight but add +10 gp per pound to the price of a 
  masterwork version of that item.
  Darkwood has a hardness of 5 and 10 hit points per inch of 
  thickness.
  MITHRAL
  Mithral is a very rare silvery, glistening metal that is lighter 
  than iron but just as hard.
  When worked like steel, it becomes a wonderful material 
  from which to create armor and is occasionally used for 
  other items as well.
  Most mithral armors are one category lighter than normal 
  for purposes of movement and other limitations (for 
  example, whether a barbarian can use her fast movement 
  ability while wearing the armor or not).
  Heavy armors are treated as medium, and medium armors 
  are treated as light, but light armors are still treated as light.
  Spell failure chances for armors and shields made from 
  mithral are decreased by 10%, maximum Dexterity bonus is 
  increased by 2, and armor check penalties are decreased by 
  3.
  Nonarmor or nonshield items made from mithral weigh 
  half as much as the same item made from other metals.
  Note that items not primarily of metal are not meaningfully 
  affected.
  (A longsword is affected, while a spear is not).
  Weapons or armors fashioned from mithral are treated as 
  masterwork items with regard to creation times, but the 
  masterwork quality does not affect the enhancement bonus 
  of weapons or the armor check penalty of armor.
  Mithral has a hardness of 15 and 30 hit points per inch of 
  thickness.
  DRACONOMICON (3.5)
  DRAGONHIDE
  Armorsmiths can work with dragon hides to produce 
  masterwork armor or shields for the normal cost (see 
  Special Materials, page 283 of the Dungeon Master’s Guide).
  The armor created has no special properties other than its 
  masterwork quality.
  (An armorsmith who also has the Dragoncrafter feat can 
  imbue even greater powers into the armor created; see 
  Dragoncraft Items, below).
  Table 3–2: Dragonhide Armor shows the types and sizes of 
  armor a dragon’s body can supply.
  The terms on the table are defined below.
  Armor Type and Size: These four columns show which kinds 
  of armor can be made from dragonhide, and the largest size 
  a single set of armor can be if made from a dragon of a 
  certain size.
  For example, a Medium dragon’s hide is large enough to 
  make one suit of hide armor for a Small creature, or one 
  suit of banded mail for a Tiny creature.
  A single hide can yield more than one set of armor if the 
  armor is sized for creatures smaller than the size given on 
  the table.
  For each size category of the finished armor smaller than 
  the size given on the table, double the number of sets of 
  armor can be made.
  For instance, when making banded mail from the hide of a 
  Colossal dragon, an armorsmith can make one suit of Huge 
  armor (as the table indicates), two suits of Large armor, four 
  suits of Medium armor, eight suits of Small armor, sixteen 
  suits of Tiny armor, thirty-two suits of Diminutive armor, 
  or sixty-four suits of Fine armor.
  Shield?: A “Yes” entry in this column indicates that enough 
  hide is left over after the armorsmithing process to create 
  one heavy or light shield or a buckler sized for a character 
  the same size as the dragon.
  An armorsmith can choose to make shields instead of 
  armor out of all or part of a dragon’s hide.
  Creating a tower shield uses up as much hide as a suit of 
  hide armor.
  Creating two heavy shields or two light shields or two 
  bucklers uses up as much hide as a suit of hide armor.
  Many characters favor dragonhide armor simply because it 
  looks good.
  
  683
  In combat, dragonhide armor isn’t any better than normal 
  armor; however, the armor itself remains immune to 
  energy damage of the same type as the breath weapon of 
  the dragon that supplied the hide.
  For example, red dragon armor is impervious to fire.
  The character wearing the armor does not benefit from this 
  property.
  DUNGEON MASTER’S 
  GUIDE 1 3.5 (3.5)
  ADAMANTINE
  Found only in meteorites and the rarest of veins in magical 
  areas, this ultrahard metal adds to the quality of a weapon or 
  suit of armor.
  Weapons fashioned from adamantine have a natural ability 
  to bypass hardness when sundering weapons or attacking 
  objects, ignoring hardness less than 20.
  Armor made from adamantine grants its wearer damage 
  reduction of 1/– if it’s light armor, 2/– if it’s medium armor, 
  and 3/– if it’s heavy armor.
  Adamantine is so costly that weapons and armor made from 
  it are always of masterwork quality; the masterwork cost is 
  included in the prices given below.
  Thus, adamantine weapons and ammunition have a +1 
  enhancement bonus on attack rolls, and the armor check 
  penalty of adamantine armor is lessened by 1 compared to 
  ordinary armor of its type.
  Items without metal parts cannot be made from 
  adamantine.
  An arrow could be made of adamantine, but a quarterstaff 
  could not.
  Only weapons, armor, and shields normally made of metal 
  can be fashioned from adamantine.
  Weapons, armor and shields normally made of steel that are 
  made of adamantine have one-third more hit points than 
  normal; for instance, an adamantine greatsword has 13 hit 
  points instead of the normal 10 for steel.
  Adamantine has 40 hit points per inch of thickness and 
  hardness 20.
  DARKWOOD
  This rare magic wood is as hard as normal wood but very 
  light.
  Any wooden or mostly wooden item (such as a bow, an 
  arrow, or a spear) made from darkwood is considered a 
  masterwork item and weighs only half as much as a normal 
  wooden item of that type.
  Items not normally made of wood or only partially of wood 
  (such as a battleaxe or a mace) either cannot be made from 
  darkwood or do not gain any special benefit from being 
  made of darkwood.
  The armor check penalty of a darkwood shield is lessened 
  by 2 compared to an ordinary shield of its type.
  To determine the price of a darkwood item, use the original 
  weight but add 10 gp per pound to the price of a 
  masterwork version of that item.
  Darkwood has 10 hit points per inch of thickness and 
  hardness 5.
  DRAGONHIDE
  Armorsmiths can work with the hides of dragons to 
  produce armor or shields of masterwork quality.
  One dragon produces enough hide for a single suit of 
  masterwork hide armor for a creature one size category 
  smaller than the dragon.
  By selecting only choice scales and bits of hide, an 
  armorsmith can produce one suit of masterwork banded 
  mail for a creature two sizes smaller, one suit of masterwork 
  half-plate for a creature three sizes smaller, or one 
  masterwork breastplate or suit of full plate for a creature 
  four sizes smaller.
  In each case, enough hide is available to produce a small or 
  large masterwork shield in addition to the armor, provided 
  that the dragon is Large or larger.
  Because dragonhide armor isn’t made of metal, druids can 
  wear it without penalty.
  Dragonhide armor costs double what masterwork armor of 
  that type ordinarily costs, but it takes no longer to make 
  than ordinary armor of that type.
  Dragonhide has 10 hit points per inch of thickness and 
  hardness 10.
  IRON, COLD
  This iron mined deep underground, known for its 
  effectiveness against fey creatures, is forged at a lower 
  temperature to preserve its delicate properties.
  Weapons made of cold iron cost twice as much to make as 
  their normal counterparts.
  
  684
  Also, any magical enhancements cost an additional 2,000 
  gp.
  For example, a +2 longsword made of cold iron would cost 
  10,330 gp, because the price doubles for the longsword 
  itself (15 gp to 30 gp), the +2 enhancement bonus costs 
  8,000 gp, and enhancing cold iron costs an additional 2,000 
  gp.
  (The price includes 300 gp for the masterwork component).
  Items without metal parts cannot be made from cold iron.
  An arrow could be made of cold iron, but a quarterstaff 
  could not.
  A double weapon that has only half of it made of cold iron 
  increases its cost by 50%.
  A two-bladed sword with one end of cold iron and the other 
  end steel would cost 150 gp.
  Cold iron has 30 hit points per inch of thickness and 
  hardness 10.
  MITHRAL
  Mithral is a very rare silvery, glistening metal that is lighter 
  than iron but just as hard.
  When worked like steel, it becomes a wonderful material 
  from which to create armor and is occasionally used for 
  other items as well.
  Most mithral armors are one category lighter than normal 
  for purposes of movement and other limitations (for
  example, whether a barbarian can use her fast movement 
  ability while wearing the armor or not).
  Heavy armors are treated as medium, and medium armors 
  are treated as light, but light armors are still treated as light.
  Spell failure chances for armors and shields made from 
  mithral are decreased by 10%, maximum Dexterity bonus is 
  increased by 2, and armor check penalties are lessened by 3 
  (to a minimum of 0).
  An item made from mithral weighs half as much as the 
  same item made from other metals.
  In the case of weapons, this lighter weight does not change 
  a weapon’s size category or the ease with which it can be 
  wielded (whether it is light, one-handed, or two-handed).
  Items not primarily of metal are not meaningfully affected 
  by being partially made of mithral.
  (A longsword can be a mithral weapon, while a scythe 
  cannot be).
  Weapons or armors fashioned from mithral are always 
  masterwork items as well; the masterwork cost is included 
  in the prices given below.
  Mithral has 30 hit points per inch of thickness and 
  hardness 15.
  SILVER, ALCHEMICAL
  A complex process involving metallurgy and alchemy can 
  bond silver to a weapon made of steel so that it bypasses the 
  damage reduction of creatures such as lycanthropes.
  On a successful attack with a silvered weapon, the wielder 
  takes a –1 penalty on the damage roll (with the usual 
  minimum of 1 point of damage).
  The alchemical silvering process can’t be applied to 
  nonmetal items, and it doesn’t work on rare metals such as 
  adamantine, cold iron, and mithral.
  Alchemical silver has 10 hit points per inch of thickness 
  and hardness 8.
  EXPANDED PSIONICS 
  HANDBOOK (3.5)
  CRYSTAL, DEEP
  Deep crystal is crystal of above-average quality found at the 
  hearts of large veins or deposits of mundane crystal (see 
  below).
  Deep crystal is renowned for its strength and its psionically 
  resonant nature.
  Mundane crystal is used for many items of psionic 
  manufacture, such as dorjes, power stones, and psicrystals.
  Deep crystal is a better grade.
  While a weapon made of deep crystal is no different from a 
  mundane crystal weapon for a nonpsionic character, a 
  psionic wielder of a deep crystal weapon can focus psionic 
  power through it, increasing the damage that weapon deals.
  As a free action that does not provoke attacks of 
  opportunity, the wielder can channel psionic power into a 
  melee weapon or ranged weapon made of deep crystal.
  For 2 power points, the deep crystal weapon deals an extra 
  2d6 points of damage.
  The weapon will stay charged for 1 minute or until it scores 
  its next hit.
  Bows, crossbows, and slings bestow this power on their 
  ammunition.
  All missile weapons lose this effect if they miss.
  However, they may be recovered and charged again.
  Any weapon made of deep crystal costs 1,000 gp more than 
  its noncrystal counterpart.
  Any item could potentially be made out of deep crystal.
  Because deep crystal armor is considered to be made out of 
  metal, druids cannot wear it.
  Deep crystal has 30 hit points per inch of thickness and a 
  hardness of 10.
  CRYSTAL, MUNDANE
  Mundane crystal can be used in place of metal in weapons 
  or armor, using a special forging process.
  The fortified crystal possesses the properties of a similar 
  masterwork steel weapon or armor, except for visual 
  appearance.
  Weapons and armor made of mundane crystal cost the 
  same amount to make as their masterwork counterparts.
  
  685
  Any item could potentially be made with mundane crystal.
  Because mundane crystal armor is considered to be made 
  out of metal, druids cannot wear it.
  Mundane crystal properly forged has 25 hit points per inch 
  of thickness and a hardness of 8.
  FIENDISH CODEX 2 (3.5)
  BAATORIAN GREEN STEEL
  Mined in deep shafts on Avernus, Baatorian green steel is 
  light and harder than normal metal.
  The near-continuous fighting or Hell’s first layer makes 
  large-scale mining operations difficult, but because this 
  metal is well-suited for use in weaponcrafting, the effort is 
  often worth the price.
  Any slashing or piercing weapon created with Baatorian 
  green steel deals an extra 1 point of damage.
  This bonus stacks with enhancement bonuses provided by 
  magic.
  A weapon crafted from Baatorian green steel costs an 
  additional 1,000 gp.
  Baatorian green steel has hardness 12 and 30 hit points per 
  inch of thickness.
  FROSTBURN (3.5)
  BLUE ICE
  Found only in the depths of the most ancient glaciers, veins 
  of blue ice are often sought out by glacier dwarves.
  It appears as dark blue, opaque ice that sparkles in light as if 
  it were coated with a tiny film of gemstones; this is merely a 
  thin layer of frost that forms over its surface when exposed 
  to air.
  The material is cold and feels identical to regular ice upon 
  casual observation, but blue ice only melts under intense 
  and direct application of heat, similar to iron.
  Those who mine this material from the ancient glaciers 
  often do so simply by melting away the surrounding ice; 
  this is a dangerous procedure, though, since it can rapidly 
  destabilize the surrounding ice.
  As a result, only the most gifted miners attempt to mine 
  blue ice.
  Blue ice can be forged, shaped, and utilized as if it were 
  iron.
  Blue ice is much lighter than iron, and when forged into a 
  slashing weapon it keeps its edge much longer and is much 
  sharper than an equally forged iron weapon.
  Slashing weapons made of blue ice have a +1 enhancement 
  bonus on damage.
  Bludgeoning or piercing weapons can be made of blue ice, 
  but they gain no bonuses to damage.
  All weapons made of blue ice weigh half as much as 
  normal.
  Blue ice isn’t just useful to make slashing weapons, though; 
  it can be used to build anything that is normally built of 
  iron.
  Many dwarven fortresses in the frostfell make heavy use of 
  blue ice for metal components such as nails, tools, door 
  hinges, utensils, and pretty much anything else they can 
  think of; blue ice goblets and mugs are especially popular 
  for export to warmer climates since they keep their 
  contents chilled.
  A room lined with sheets of blue ice remains at a constant 
  temperature of about freezing, making for an effective way 
  to create refrigerated chambers for food storage.
  Items made out of blue ice weigh half as much as normal.
  Blue ice armor is much lighter than normal armor, 
  although it can be uncomfortable to wear for creatures not 
  immune or resistant to cold.
  Only armor normally fashioned of metal can be made from 
  blue ice.
  Most blue ice armors are one category lighter than normal 
  for purposes of movement and other limitations, so that 
  medium armor counts as light armor, and heavy armor 
  counts as medium armor.
  Light armor remains light armor.
  Spell failure chances for arcane spells remains unchanged, 
  with the exception of spells with the cold descriptor, which 
  can be cast while wearing blue ice armor with no chance of 
  spell failure.
  Maximum Dexterity bonus is increased by 1, and armor 
  check penalties are lessened by 2.
  If the creature wearing the armor is not resistant or 
  immune to cold, he takes a –1 penalty on Reflex saving 
  throws and initiative checks from the general numbness 
  caused by the armor.
  The Cold Endurance feat is enough to prevent this effect.
  Blue ice has 20 hit points per inch of thickness and 
  hardness 10.
  RIMEFIRE ICE
  This form of ice is found only in icebergs inhabited by 
  rimefire eidolons.
  These icebergs are approximately 95% normal ice, but the 
  remaining 5% consists of veins of pale blue ice that glows 
  softly, providing illumination equal to that of a torch.
  Rimefire ice is especially cold to the touch, and any 
  creature that comes in contact with it takes 1 point of cold 
  damage per round of contact.
  Any amount of resistance or immunity to cold or the Mark 
  of Hleid feat provides complete protection from this cold 
  damage.
  The most unusual aspect of rimefire ice is that it is 
  approximately as flammable as wood; it does not melt when 
  heat is applied to it.
  Burning rimefire ice does not deal fire damage, though, 
  even if it is ignited by an open flame.
  Rather, burning rimefire ice deals cold damage on anything 
  unfortunate enough to get too close.
  Rimefire ice could make an interesting material to forge 
  weapons out of; rimefire ice has about the same amount of 
  resilience and strength as wood.
  
  686
  It cannot be used to make any appreciable armor, but it can 
  be used to create any weapon that is normally made out of 
  wood (or nearly completely of wood, as in the case of a 
  spear or javelin).
  Rimefire ice weapons glow with blue light, providing 
  illumination to a 20-foot radius.
  They also deal +1 point of cold damage on each successful 
  hit.
  Since rimefire is workable as wood, it can be used to build 
  any object that can normally be made of wood.
  Rimefire ice objects glow blue, provide illumination as a 
  torch, and retain their ability to cause 1 point of cold 
  damage per round of contact to anything touching it.
  Rimefire ice brought into warmer climates does not melt 
  into water; it melts into thick white clouds of water vapor 
  with great rapidity.
  Each minute a piece of rimefire ice is exposed to 
  temperatures above 40° F, it takes 1d6 points of damage 
  (this damage overcomes the ice’s hardness and is not 
  halved, as is most energy damage applied to objects).
  For each additional 10 degrees hotter than this, the ice 
  takes an additional 1d6 points of damage per round.
  Rimefire ice has 5 hit points per inch of thickness and 
  hardness 3.
  STYGIAN ICE
  This extraplanar ice comes from Stygia, the fifth layer of 
  Hell.
  Infused with the soulless evil of that realm, along with the 
  magical waters of the river Styx, stygian ice is black and 
  constantly crawls with a thin layer of pale blue mist.
  Stygian ice is much colder than normal ice, and it melts 
  slowly in nonfreezing environs.
  The coldness that this ice exudes is magical in nature, and 
  freezes the mind much more rapidly than flesh.
  Stygian ice deals 1d6 points of cold damage per round of 
  contact.
  Worse, if a creature takes damage from this supernatural 
  cold, it must make a DC 12 Will saving throw or take 2 
  points of Wisdom damage as its memories are slowly
  frozen.
  If a creature’s Wisdom is reduced to 0, further contact 
  causes Constitution damage.
  A creature whose Constitution is reduced to 0 by Stygian 
  ice rises as a wraith in 2d4 rounds.
  Stygian ice is not much harder than normal ice, so it doesn’t 
  make effective armor.
  Weapons made of Stygian ice are somewhat fragile, and 
  each time they deal damage the wielder must make a DC 15 
  Reflex save to avoid dealing the same amount of damage on 
  the weapon itself.
  Stygian ice weapons deal 1d6 points of additional cold 
  damage on a hit; if the creature hit takes cold damage, it 
  must make a DC 12 Will saving throw or take 2 points of 
  Wisdom damage (or Constitution damage, if Wisdom is at 
  0).
  This damage applies to the wielder of the weapon as well; a 
  character who wishes to wield a weapon made of Stygian 
  ice is advised to seek out protection from cold damage.
  Stygian ice has 5 hit points per inch of thickness and 
  hardness 3.
  Magical fire damage is not halved when applied to stygian 
  ice.
  An object made of Stygian ice takes 1 point of damage per 
  hour it exists in an environment above 40° F; this damage 
  overcomes the ice’s hardness.
  As it melts, the ice gives off foul vapors that nauseate 
  anyone within 5 feet who fails a DC 12 Fortitude saving 
  throw.
  MAGIC OF FAERÛN (3.0)
  ADAMANTINE
  Adamantine is an incredibly hard metal described in the 
  DUNGEON MASTER’s Guide.
  Some folk in Faerûn believe that metallic adamantine is 
  made by combining adamantine ore and the correct 
  proportions of silver and electrum, or even by combining 
  steel and mithral, but dwarves and others in the know scoff 
  at such tales.
  Weapons fashioned from adamantine have a natural 
  enhancement bonus on attack and damage, as listed below 
  and explained on page 242 of the DUNGEON MASTER’s 
  Guide.
  Adamantine weighs the same as steel, has hardness 20, and 
  has 40 hit points per inch of thickness.
  ARANDUR
  Arandur is a rare natural metal found in igneous rock, 
  usually as streaks of blue-green ore amid vitreous glass.
  When refined and forged, the metal is silver-blue with a 
  green reflective shine.
  It is famous for holding a sharp edge even when abused and 
  is the favored material for making keen weapons.
  Armor made from arandur grants sonic resistance 2.
  Items not primarily of metal are not meaningfully affected.
  (A suit of chainmail is affected, while a suit of studded 
  leather is not).
  Arandur weighs the same as steel, has hardness 12, and has 
  30 hit points per inch of thickness.
  Market Price Modifier: Armor +2,000 gp.
  
  687
  COPPER
  Quite familiar to poor folk across the world, copper is 
  known by spellcasters to be a magical purifier, aiding in 
  magic that negates sickness and poison.
  While its brilliant color makes it popular for ornamental 
  items, its relative softness makes it unsuitable for armor or 
  weapons unless magically treated (which also activates its 
  resistance).
  However, it is often used in items that provide protection 
  from cold.
  Armor made from magically treated copper grants cold 
  resistance 2.
  Items not primarily of metal are not meaningfully affected.
  (A suit of chainmail is affected, while a suit of studded 
  leather is not).
  Magically treated copper weighs the same as steel, has 
  hardness 10, and has 30 hit points per inch of thickness.
  Market Price Modifier: Armor +2,000 gp.
  DARKSTEEL
  Darksteel is silvery in hue when polished or cut, but its 
  exposed surfaces have a deep, gleaming purple luster.
  The process for making this type of steel was once lost, but 
  has been recently rediscovered thanks to some ancient 
  dwarven texts.
  The alloy is made from meteoric iron tempered with a 
  variety of special oils.
  Armor made from darksteel grants acid resistance 2.
  Weapons forged of darksteel inflict +1 point of electricity 
  damage each time they hit (this is cumulative with other 
  abilities, such as shock or shocking burst).
  Items not primarily of metal are not meaningfully affected.
  (A longsword or a suit of chainmail is affected, while a spear 
  or a suit of studded leather is not).
  Darksteel weighs the same as steel, has hardness 10, and has 
  30 hit points per inch of thickness.
  Market Price Modifier: Armor +2,000 gp; weapon +1,500 gp.
  DLARUN
  This bone-white metal, sometimes known as icesteel, can 
  take a high polish and is often mistaken for ivory when 
  seen in finished items, but has a distinctive greenish sheen 
  in candlelight.
  Dlarun ore is found in the clay dug from riverbanks, and 
  when first refined it is soft and easily carved.
  A second heating makes it hard and durable.
  This property makes the metal ideal for decorative work 
  and figurines.
  Armor made from dlarun grants fire resistance 2.
  Weapons forged of dlarun inflict +1 point of frost damage 
  each time they hit (this is cumulative with other abilities, 
  such as frost or icy burst).
  Items not primarily of metal are not meaningfully affected.
  (A longsword or a suit of chainmail is affected, while a spear 
  or a suit of studded leather is not).
  Dlarun can never be used in a magic item that uses fire 
  effects, such as a flaming or flaming burst weapon.
  Dlarun weighs the same as steel, has hardness 10, and has 
  30 hit points per inch of thickness.
  Market Price Modifier: Armor +2,000 gp; weapon +1,500 gp.
  DUSKWOOD
  This species of tree grows widely all over Faerûn, and is 
  named for the eerie appearance of its tightly growing 
  groves.
  Smooth, with small branches at the top of 60-foot trunks, 
  duskwood trees have black bark and smoky gray wood that 
  is as tough as iron.
  Any steel or mostly steel weapon (such as a sword or a 
  mace) made from duskwood is considered a masterwork 
  item and weighs only half as much as a normal steel item of 
  that type.
  Weapons not normally made of steel or only partially of 
  steel (such as a club or a battleaxe) either cannot be made 
  from duskwood or do not gain any special benefit or 
  penalty from being made of duskwood.
  Duskwood doesn’t work well as armor; it can’t be shaped 
  into rings like steel, and overlapping plates don’t flex well.
  (Even the wood shape spell can’t create the level of detail 
  needed).
  However, duskwood breastplates are possible, with the 
  following statistics: armor bonus +5, maximum Dex bonus 
  +4, armor check penalty –2, arcane spell failure 20%.
  A duskwood breastplate is treated as light armor for the 
  purposes of movement and other limitations.
  Duskwood weighs half as much as steel, has hardness 10, 
  and has 30 hit points per inch of thickness.
  Market Price Modifier: Weapon +1,500 gp; breastplate +3,000 
  gp.
  FEVER IRON
  In some volcanic craters, pools of molten metal collect and 
  are never allowed to fully cool.
  Sometimes these pools of semisolid metal attract the raw 
  energy of the Weave and are transformed into what the 
  dwarves call fever iron.
  Fever iron can be made fully solid through a magical 
  process that includes application of intense cold, after 
  which it can be worked like normal iron.
  Armor made from fever iron grants fire resistance 2.
  Weapons forged of fever iron inflict +1 point of fire damage 
  each time they hit (this is cumulative with other abilities, 
  such as flaming or flaming burst).
  Items not primarily of metal are not meaningfully affected.
  (A longsword or a suit of chainmail is affected, while a spear 
  or a suit of studded leather is not).
  Fever iron can never be used in a magic item that uses cold 
  effects, such as a frost or icy burst weapon.
  Fever iron weighs the same as steel, has hardness 12, and 
  has 30 hit points per inch of thickness.
  Market Price Modifier: Armor +2,000 gp; weapon +1,500 gp.
  GOLD
  While most use gold as a currency, spellcasters know of 
  gold’s magical properties.
  When magically refined and treated, gold can be made as 
  hard as steel.
  The following information refers to magically treated gold.
  Armor made from treated gold grants acid and fire 
  resistance 2.
  Gold armors are one category heavier than normal for 
  purposes of movement and other limitations (for example, 
  
  688
  whether a barbarian can use his fast movement ability 
  while wearing the armor or not).
  Light armors are treated as medium, and medium and 
  heavy armors are treated as heavy.
  Spell failure chances for armor and shields made from gold 
  are increased by 10%, maximum Dexterity bonus is 
  decreased by 2 (which may bring it below 0), and armor 
  check penalties are increased by 3.
  Gold weapons are considered heavy weapons (see the 
  sidebar on Heavy Weapons).
  Magically treated gold weighs twice as much as steel, has 
  hardness 10, and has 30 hit points per inch of thickness.
  HIZAGKUUR
  This rare pale silvery gray metal is named for its discoverer, 
  a dwarf from long ago.
  It is found only in scattered, but very rich, deposits deep in 
  the Underdark as a soft, greenish-gray clay-like ore or a 
  flaky mud.
  One misstep in its refining, and it remains useless mud.
  Armor made from hizagkuur grants cold resistance 2.
  Weapons forged of hizagkuur inflict +1 point of electricity 
  damage and +1 point of fire damage each time they hit (this 
  is cumulative with other abilities).
  Items not primarily of metal are not meaningfully affected.
  (A longsword or a suit of chainmail is affected, while a spear 
  or a suit of studded leather is not).
  Hizagkuur can never be used in a magic item that uses cold 
  effects, such as a frost or icy burst weapon.
  Hizagkuur weighs the same as steel, has hardness 10, and 
  has 30 hit points per inch of thickness.
  Market Price Modifier: Armor +2,000 gp; weapon +1,500 gp.
  LIVING METAL
  Powerful sources of life energy, such as druid circles or 
  sites holy to Chauntea, sometimes leach energy into the 
  soil, which changes the properties of the natural deposits of 
  iron buried nearby.
  This living metal usually has a light gray-green color and 
  has properties of natural repair and reshaping.
  It is favored in the construction of rings of regeneration.
  Over time, armor made of living metal naturally shapes 
  itself to fit its wearer.
  After one tenday of regular wearing, increase the maximum 
  Dexterity bonus by 1, reduce the armor check penalty by 1, 
  and reduce the arcane spell failure chance by 5% for living 
  metal armor.
  Armor not primarily of metal is not meaningfully affected.
  (A suit of chainmail is affected, while a suit of studded 
  leather is not).
  In addition, an item made of living metal naturally repairs 
  damage to itself, healing 1 hit point per minute.
  It cannot repair itself if brought to 0 hit points or destroyed 
  (such as through disintegration).
  Living metal weighs the same as steel, has hardness 12, and 
  has 30 hit points per inch of thickness.
  MITHRAL
  Mithral is light and hard metal described in the DUNGEON 
  MASTER’s Guide.
  Some foolish bards believe that mithral can be combined 
  with steel to form adamantine, but such tales only cause 
  uproarious laughter in dwarven communities.
  Mithral weighs half as much as steel, has hardness 15, and 
  has 30 hit points per inch of thickness.
  
  689
  PLATINUM
  This silvery-white metal superficially resembles aluminum 
  but is extremely heavy.
  Because it is so malleable, it must be magically altered to 
  the rigidity of steel so it can maintain its shape even when 
  used in combat.
  This process also catalyzes its magical properties.
  The following information refers to magically treated 
  platinum.
  Armor made from treated platinum grants cold and sonic 
  resistance 2.
  Platinum armors are one category heavier than normal for 
  purposes of movement and other limitations (for example, 
  whether a barbarian can use his fast movement ability 
  while wearing the armor or not).
  Light armors are treated as medium, and medium and 
  heavy armors are treated as heavy.
  Spell failure chances for armor and shields made from 
  platinum are increased by 10%, the maximum Dexterity 
  bonus is decreased by 2 (which may bring it below 0), and 
  armor check penalties are increased by 3.
  Armor not primarily of metal is not meaningfully affected.
  (A suit of chainmail is affected, while a suit of studded 
  leather is not).
  Platinum weapons are considered heavy weapons (see the 
  Heavy Weapons sidebar).
  Magically treated platinum weighs twice as much as steel, 
  has hardness 10, and has 30 hit points per inch of thickness.
  SILVER
  Long valued for its purity and beauty, silver is also used to 
  make weapons and armor.
  It is commonly used in items involving light and moon 
  magic, as well as bane weapons dedicated to battling 
  shapechangers.
  With the proper magical treatments, silver gains the 
  rigidity of steel.
  The following information refers to magically treated 
  silver.
  Armor made from silver grants electricity resistance 2.
  Weapons forged of treated silver can damage creatures 
  whose damage reduction type is silver, and they deal +1 
  damage to such creatures.
  Items whose striking point or surface is not primarily metal 
  are not meaningfully affected.
  (A longsword or a spear is affected, while a club is not).
  Magically treated silver weighs as much as steel, has 
  hardness 10, and has 30 hit points per inch of thickness.
  Market Price Modifier: Armor +2,000 gp; weapon +1,000 gp.
  ZALANTAR (DARKWOOD)
  This wood from the zalantar subtropical tree is black, hence 
  its Northern name: “blackwood”.
  Zalantar has all the properties of darkwood (see page 243 of 
  the DUNGEON MASTER’s Guide), and any darkwood item 
  manufactured on Faerûn is actually made of zalantar.
  Zalantar has a hardness of 5 and 10 hit points per inch of 
  thickness.
  Market Price Modifier: As masterwork +10 gp/lb.
  ORIENTAL ADVENTURES
  (3.0)
  JADE
  Oni cannot regenerate damage dealt by a jade weapon, and 
  their damage reduction does not apply to even nonmagical 
  jade weapons.
  Jade is also effective at staving off the effects of the 
  Shadowlands Taint, at harming ghosts, and at binding other 
  spirits.
  Jade weapons have the properties of a ghost touch weapon, 
  except that incorporeal creatures cannot use jade weapons 
  themselves.
  A character who possesses a jade weapon receives a +4 
  sacred bonus on Fortitude saving throws made to resist the 
  Shadowlands Taint.
  (Even unworked jade is effective in staving off the Taint; 
  see Chapter 12: The Shadowlands for details).
  OBSIDIAN
  Obsidian is almost as effective as jade in certain 
  circumstances: Oni cannot regenerate damage dealt by an 
  obsidian weapon, and their damage reduction does not 
  apply to even nonmagical obsidian weapons.
  It is not an effective substitute for jade’s other uses, 
  however, and it carries the danger of a deadly curse.
  A randomly generated obsidian weapon has a 30% chance 
  of carrying the curse of the now-dead moon deity, 
  Onnotangu.
  The first time a cursed obsidian weapon deals damage to a 
  creature with the Shadowlands Taint, the weapon’s wielder 
  must make a Will save (DC 10).
  This saving throw must be repeated once every full moon, 
  and the DC of each successive saving throw increases by 5.
  When the character fails the save, he falls into a blind fury, 
  seeking to commit barbaric atrocities against his closest 
  friends and kin.
  Believing that he has been betrayed, the character attacks 
  the nearest ally and continues to fight until unconscious or 
  dead or until no allies remain in his sight.
  If the character fails five saving throws in a row, the 
  madness becomes permanent.
  Discarding the obsidian weapon reverses the curse.
  
  690
  Each full moon thereafter, the Will save’s DC decreases by 
  5 until the character is free of the weapon’s ill effects.
  PLANAR HANDBOOK (3.5)
  ABYSSAL BLOODIRON
  In the Abyss, cataclysmic battles have raged for eons, laying 
  down a sediment of iron, blood, and spent magic.
  Abyssal bloodiron is mined from thin deposits of mixed 
  blood and ferrous mineral, compacted over the years, then 
  forged at a low temperature to preserve its innate powers.
  Weapons forged of the metal usually appear dark except for 
  their cutting edges, which are as red as freshly spilled 
  blood.
  A weapon forged of Abyssal bloodiron is treated as a cold 
  iron weapon (see page 284 of the Dungeon Master’s Guide),
  except that its wielder gains a +4 bonus when rolling to 
  confirm a critical hit.
  Abyssal bloodiron has the same weight as iron or steel.
  A weapon made of Abyssal bloodiron costs an additional 
  10,000 gp, and any magical enhancements cost an 
  additional 2,000 gp, just as with cold iron.
  (The price includes 300 gp for the masterwork component).
  Abyssal bloodiron has hardness 10 and 30 hit points per 
  inch of thickness.
  ASTRAL DRIFTMETAL
  This extraordinarily rare mineral is mined only on 
  Tu’narath and other islands of matter floating in the Astral 
  Plane.
  It is very similar to iron but has a single remarkable feature.
  Armor crafted from astral driftmetal is fully effective 
  against incorporeal attacks, as if it were made of force.
  The armor’s full armor bonus to Armor Class (including 
  any enhancement bonus) applies to the wearer’s touch 
  Armor Class against incorporeal attacks.
  Astral driftmetal is not malleable enough to be worked into 
  chainmail or scale mail; only a breastplate, shield, or any 
  form of heavy armor can be made from it.
  A suit of driftmetal armor weighs the same as a suit of 
  armor made of steel.
  Other statistics of the armor (maximum Dexterity bonus, 
  armor check penalty, and arcane spell failure chance) are 
  unchanged.
  Astral driftmetal has hardness 12 and 30 hit points per inch 
  of thickness.
  Its market price modifier is +12,000 gp.
  PSIONICS HANDBOOK 
  (3.0)
  FERROPLASM
  Mined from secret locations in the Astral Plane, this 
  malleable metal holds its shape only in the hands of a 
  psionic being.
  When an item forged with ferroplasm is unattended or 
  held by a nonpsionic creature, it melts and temporarily 
  loses all special powers.
  But when wielded by, psionic creature, such an item 
  immediately springs bad into its true shape and regains all 
  abilities.
  In its proper form, a ferroplasm item glows with a violet 
  light (illuminating a 10-foot-radius), unless the item’s 
  owner mentally quenches it.
  In an area where psionic powers do not function, it 
  collapses as if in the hands of a nonpsionic creature.
  Ferroplasm adds to the quality of a weapon or suit of armor 
  based on how much of the material is used.
  Thus, ferroplasm full plate offers greater protection (as well 
  as a greater cost) than ferroplasm chainmail, and a 
  ferroplasm greatsword offers greater offensive capability 
  than a ferroplasm quarterstaff.
  Weapons fashioned from ferroplasm have a natural 
  enhancement bonus to attack and damage.
  Armor fashioned from ferroplasm bas a natural 
  enhancement bonus to AC.
  These bonuses do not stack with other enhancement 
  bonuses.
  Weapons or armor fashioned from ferroplasm are treated as 
  masterwork items with regard to creation times, but the
  masterwork quality does not affect the enhancement bonus 
  of weapons or the armor check penalty of armor.
  Ferroplasm has hardness 20 and 40 hit points per inch of 
  thickness when in its true form, and a hardness of 5 and 10 
  hit points per inch of thickness when soft.
  RACES OF FAERÛN (3.0)
  CAMOUFLAGE DYE
  Wood elves use natural compounds derived from the plants 
  of their forest home to make dyes that perfectly match the 
  surrounding foliage.
  Camouflage dye can be applied to padded, leather, hide, or 
  studded leather armor, granting the wearer a +4 
  circumstance bonus on Hide checks in that specific forest.
  Applying camouflage dye takes three days and costs 300 gp.
  
  691
  GLASSTEEL
  Made by the avariels and sun elves in an alchemical process 
  requiring extensive knowledge of both metallurgy and 
  glassblowing, glassteel combines strength beyond iron with 
  the transparency of glass.
  Mostly used as a building material in fantastic castles, 
  glassteel can also be fashioned into weapons and armor.
  Glassteel is stronger and lighter than iron—but it’s 
  fantastically expensive.
  Just as does adamantine, glassteel grants a nonmagical 
  enhancement bonus to weapons and armor made with it.
  And like mithral, glassteel armor counts as one category 
  lighter (although light armor is still light), spell failure 
  chance is decreased by 10%, maximum Dexterity bonus is 
  increased by 2, and armor check penalties are decreased by 
  3.
  Nonweapon and nonarmor items made of glassteel weigh 
  half what they otherwise would.
  Glassteel weapons and armor are hard to spot at a distance 
  (–4 penalty on Spot checks), but just because armor is 
  transparent doesn’t mean that the person underneath the 
  armor is likewise concealed.
  In combat, glassteel’s transparency is mostly a decorative 
  curiosity rather than a tactical advantage.
  Glassteel has a hardness of 20 and 40 hit points per inch of 
  thickness.
  Weapons and armor fashioned from glassteel are treated as 
  masterwork items with regard to creation times, but the 
  masterwork quality does not affect the enhancement bonus 
  of weapons nor the armor check penalty of armor.
  RACES OF THE DRAGON 
  (3.5)
  CHITIN
  Kobold armorsmiths have recently begun mass-producing 
  suits of armor made from the organic hides of giant beetles 
  (MM 204–205).
  The smiths claim that this advance results from their own 
  hard work and study, though it is widely believed that they 
  were taught the basic secrets of chitin armorworking by the 
  troglodytes.
  Though less durable than dragonhide, chitin armor (also 
  known as beetleback armor) has other advantages.
  Chitin is less restricting than metal, even though it weighs 
  the same amount.
  The maximum Dexterity bonus of an armor or shield made 
  of chitin is 1 greater than that of the same type of armor 
  made from metal.
  Breastplates, half-plate armor, full plate armor, and shields 
  can be made from chitin.
  (Typically, the only kind of shield crafted from chitin is a 
  tower shield, since most shields don’t have a maximum 
  Dexterity bonus).
  A single giant beetle provides enough material to create a 
  single breastplate or tower shield sized for a character of the 
  same size category as the beetle (or two such items for a 
  character two or more sizes smaller than the beetle).
  For example, a Large giant stag beetle has enough chitin to 
  make either a breastplate or a tower shield sized for a Large 
  character, or two such items for Medium or smaller 
  characters.
  A suit of half-plate or full plate armor takes twice as much 
  chitin, while a light shield or heavy shield takes half as 
  much.
  (A chitin buckler can be made from the cast-off bits of any 
  giant beetle).
  The chitin from multiple giant beetles can be combined; a 
  Small beetle counts as half of a Medium beetle, a Medium 
  beetle as half of a Large beetle, and so forth.
  Because chitin armor isn’t made from metal, druids can 
  wear it without penalty.
  Armor and shields fashioned from chitin are always 
  masterwork items; the masterwork cost is included in the 
  prices given below.
  Chitin armor or shields cost double what masterwork 
  armor of that type ordinarily costs, but take no longer to 
  make than ordinary armor of that type.
  Chitin armor has 10 hit points per inch of thickness and 
  hardness 5.
  COLORED METAL
  Kobolds and spellscales working together have perfected 
  the process of smelting certain minerals into metal ore to 
  create colored or tinted ingots.
  Any shade of red, orange, yellow, green, blue, indigo, violet, 
  black, or white can be created to suit any preference with 
  marginal effort.
  Though the effect is only superficial, colored metal items 
  still typically cost 10% to 25% more due to the extra care 
  required in creating the items.
  Spellscales are the primary purchasers of armor and 
  weapons made from colored metal.
  Colored metal has no effect on a weapon or armor’s game 
  statistics.
  RACES OF THE WILD (3.5)
  LEAFWEAVE
  As the name suggests, leafweave armor is made from forest 
  leaves, which are then treated with a special alchemical 
  process that makes them as tough and flexible as leather, 
  with considerably less weight and encumbrance.
  The arcane spell failure chance for leafweave armor is 
  reduced by 5% compared to ordinary armor of the same 
  sort, due to its increased flexibility.
  
  692
  The armor’s maximum Dexterity bonus is increased by +1, 
  and its armor check penalty (if any) is lessened by 2.
  Leafweave versions of padded, leather, studded leather, and 
  hide armor exist; leafweave studded leather typically 
  incorporates darkwood studs to make it druid-friendly.
  Creating leafweave armor requires a single successful DC 
  25 Craft (alchemy) check in addition to the normal Craft 
  (armorsmithing) checks.
  Leafweave armor costs 740 gp more than ordinary armor of 
  the same sort.
  It has hardness 2 and 5 hit points per inch of thickness.
  THISTLEDOWN
  This lightweight fabric gets its name from its soft feel and 
  dove-gray color.
  Elves have made padded armor from this material for
  centuries, and it is well liked by arcane spellcasters.
  Thistledown padded armor weighs only half as much as 
  normal padded armor.
  It grants its wearer a +2 circumstance bonus on Hide 
  checks in areas of darkness or shadowy illumination, as it 
  blends in with the dim background.
  It is treated as masterwork armor (the masterwork cost is 
  included in the armor’s given cost).
  Thistledown has 2 hit points per inch of thickness and 
  hardness 0.
  WILDWOOD
  The rare saelas tree (saelas is an Elven word that translates as 
  “wildwood” in Common) produces wood with a peculiar set 
  of qualities.
  Not only is it extraordinarily flexible for days after 
  harvesting, but items crafted of wildwood regrow after 
  being damaged.
  At the hands of an armorsmith also skilled in 
  woodworking, wildwood can be crafted into lightweight 
  armor nearly as strong as steel.
  It is prized by druids, who can wear it without sacrificing 
  their class abilities.
  Wildwood armor provides 1 less point of armor bonus than 
  ordinary armor of the same sort.
  However, the armor’s maximum Dex bonus increases by 1, 
  its armor check penalty is reduced by 1 (minimum 0), and 
  its arcane spell failure chance is reduced by 5%.
  In addition, the wearer of a suit of wildwood armor can 
  ignore its armor check penalty on Hide checks made in 
  areas of undergrowth or heavy undergrowth.
  Armor made from wildwood weighs three-quarters as 
  much as the same item made from metal.
  Armor not primarily made of metal is not meaningfully 
  affected by being partially made from wildwood.
  As long as it is exposed to sunlight for at least 1 hour per 
  day, a suit of wildwood armor naturally “heals” 1 point of 
  damage every 24 hours.
  If it is left to soak in at least one gallon of water while 
  exposed to sunlight for 8 hours, it heals 5 points of damage.
  Armor made from wildwood is always of masterwork 
  quality (the masterwork cost is included in the armor’s 
  given cost).
  Wildwood armor costs double what ordinary masterwork 
  armor of the same sort costs, but it takes no longer to make 
  than masterwork armor of that sort.
  For each Craft (armorsmithing) check required to create a 
  suit of wildwood armor, a Craft (woodworking) check 
  against the same DC is also required (though the same 
  character need not make both checks).
  Wildwood has 10 hit points per inch of thickness and 
  hardness 6.
  SANDSTORM (3.5)
  KHEFERU
  Quarried from rare meteorite craters, kheferu ore is an 
  extremely hard, red substance.
  When forged as an alloy with iron, carbon, and other trace 
  metals, the resultant material has a consistency and 
  ductility like that of a standard steel alloy.
  This final product, simply called kheferu, is distinctive in 
  its glossy sheen and crimson hue.
  Many kinds of items can be crafted from kheferu, but 
  weapons are the best choice because of the alloy’s particular 
  qualities.
  A weapon forged from kheferu is bright red.
  Salt crystals grow on the sides of the weapon if it is left 
  untended for more than a few months, but these are easily 
  wiped away.
  A kheferu weapon bypasses the damage reduction of any 
  creature of the earth subtype, regardless of the type of 
  damage reduction the creature possesses.
  Weapons made of kheferu cost twice as much to make as 
  their normal counterparts.
  Also, any magical enhancements placed on the weapon cost 
  an additional 2,000 gp.
  Items without metal parts cannot be made from kheferu.
  An arrow could be made of kheferu, but a quarterstaff could 
  not.
  A double weapon that is only half made of kheferu 
  increases its cost by 50%.
  Kheferu has hardness 10 and 30 hit points per inch of 
  thickness.
  STORMWRACK (3.5)
  PEARLSTEEL
  A strange metal crafted by secretive aventi metallurgists 
  working near volcanic vents in the ocean floor, pearlsteel is 
  gleaming, shining steel covered with a blue-white sheen 
  like mother of pearl.
  Created from fine steel and rare silvery pearls found only in 
  the ocean depths where the pressures alone would kill a 
  land walker, pearlsteel is highly prized by all undersea races 
  and constitutes a major trade item for the aventi.
  Pearlsteel is very light, especially in water.
  Pearlsteel items weigh 25% less than their normal 
  equivalents.
  
  693
  Pearlsteel also slices more smoothly through the resistance 
  that water presents.
  When a slashing weapon made of pearlsteel is used in the 
  water, its damage is reduced by –1 rather than the normal –
  2 for fighting in the water with a slashing weapon, and its 
  damage is reduced by –2 instead of half.
  Likewise, damage dealt underwater by a bludgeoning 
  weapon made of pearlsteel is reduced by –2 rather than 
  reduced by half.
  The market price modifier for such a weapon is +1,500 gp.
  RIVERINE
  This unusual material is made from water under extremely 
  high pressure, usually obtained from the Elemental Plane 
  of Water but sometimes from the blackwater trenches far 
  below the ocean’s surface.
  The water swirls and flows continuously, sandwiched 
  between fields of magical force.
  Half of the Armor Class bonus from armor and shields 
  made from riverine is a deflection bonus (round down).
  For example, a suit of riverine chainmail would provide a 
  +2 armor bonus and a +3 deflection bonus to AC.
  This substance is considered masterwork and can be 
  enhanced magically as any other armor.
  Riverine is sometimes also used to create walls and even 
  containers.
  Being enclosed in magical force, it is immune to all damage 
  and is unaffected by most spells.
  However, disintegrate immediately destroys an item made of 
  riverine, as does a rod of cancellation, a sphere of annihilation,
  or a Mordenkainen’s disjunction spell, causing the water to 
  spill out in a sudden rush.
  Armor and shields made of riverine do not form a complete 
  enclosure, so breath weapons and spells do still affect the 
  wearer.
  However, walls of riverine block ethereal travel, breath 
  weapons, and spell effects, just as a wall of force does.
  TOME OF MAGIC (3.5)
  SHADOW SILK
  This material is woven from shallow itself.
  Description: Shadow silk is a very faint material, translucent 
  and flimsy.
  It has the look and feel of deep black silk.
  Activation: Shadow silk armor continually grants its wearer 
  its benefits.
  In brighter light, it feels heavier and in areas of shadowy 
  illumination or darkness, it feels lightweight and fluid.
  Effect: The wearer of shadow silk armor moves more 
  quietly and blends into shadow more effectively.
  It grants its wearer a +2 bonus on Hide and Move Silently 
  checks.
  Only armor that is made from cloth or leather can be 
  crafted using shadow silk.
  Padded, leather, or hide armor can be made from the 
  material These shadow silk armors are treated as light 
  armor.
  The maximum Dexterity bonus is increased by 2.
  and armor check penalties are lessened by 2 (to a minimum 
  of 0).
  The arcane spell failure chance in areas of shadowy 
  illumination or darkness is reduced by 15% (minimum 0%).
  An item made from shadow silk weighs approximately one-
  quarter as much as the same item made from other 
  materials.
  Armor fashioned from shadow silk is always masterwork; 
  the masterwork cost is included in the prices given below.
  Shadow silk armor has 10 hit points and hardness 1.
  The material knits itself back together in areas of shadowy 
  illumination or darkness, restoring 1 hit point per round 
  unless it is destroyed (hit points 0 or lower).
  
  694
  UNAPPROACHABLE EAST 
  (3.5)
  BLUEWOOD
  Volodni craftsfolk often fashion armor and weapons from 
  the wood of blueleaf trees grown with care, sculpted with 
  wood shape, and then magically treated to be as hard as steel.
  A bluewood weapon has the same hardness and 
  characteristics as a normal metal armor or weapon of that 
  sort but weighs half as much.
  Bluewood armor and weapons created in this fashion are 
  considered masterwork items and gain the appropriate 
  bonuses.
  Bluewood items have the following additional costs:
  The process of treating bluewood to harden it requires ten 
  days of work by someone knowledgeable in the process.
  This is either a volodni with 10 ranks in Craft (alchemy or 
  woodworking), or a nonvolodni with the same skills and 2 
  ranks in Knowledge (local—volodni).
  
  695
  SPECIFIC ARMORS 
  AND SHIELDS
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  ARMOR OF WEAPON CREATION
  This +1 half-plate has built-in armor spikes and spiked 
  gauntlets (see Armor Descriptions in Chapter 7 of the 
  Player’s Handbook).
  As a standard action, the armor can produce any of the 
  following simple melee weapons: dagger, punching dagger, 
  light mace, sickle, halfspear, heavy mace, or morningstar.
  The weapon forms out of the armor itself, in whichever 
  hand the wearer chooses.
  The wearer can also choose to create a weapon in each 
  hand, although it requires another action to do so.
  The weapon type can be changed each round.
  Weapons created by the suit cannot be removed, and the
  wearer cannot be disarmed of any such weapon.
  Created weapons last indefinitely or until the wearer 
  chooses to get rid of them.
  If a weapon is destroyed, the armor cannot create a new 
  weapon for 24 hours.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  major creation; Market Price: 42,305 gp; Cost to Create: 21,555 
  gp + 1,660 XP.
  BALE EYE
  This suit of +2 half-plate is completely covered with 
  engravings of sinister-looking eyes.
  Three times per day, the owner can cast emotion (fear only) 
  as an 11th-level sorcerer.
  The wearer also gains a +4 morale bonus on Will saves 
  against fear effects.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  emotion, remove fear; Market Price: 38,360 gp; Cost to Create:
  19,805 gp + 1,504 XP.
  DISARMOR
  This +2 scale mail has an irregular overlapping pattern.
  Seemingly indiscriminate, the scales overlap down, up, and 
  sideways.
  Three times per day, the wearer may direct the armor to 
  execute a disarm attempt when an opponent scores a hit 
  with a melee weapon.
  The scales seem to come alive and attempt to wrench the 
  opponent’s weapon out of his or her hands as if the wearer 
  had the Improved Disarm feat and a readied attempt to 
  disarm.
  When disarming in this fashion, the armor uses the 
  wearer’s melee attack bonus with an additional +5 bonus.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor; 
  Market Price: 10,875 gp; Cost to Create: 5,538 gp + 427 XP.
  GAZEBANE
  Created for the ranger Arilus, this armor helped him 
  eliminate several nests of medusas that infiltrated his 
  swampy home.
  This +1 chain shirt is extremely polished, actually allowing 
  someone to see their reflection in its chain links.
  Three times per day, the wearer can ignore the effects of 
  any gaze attacks.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, limited wish; Market Price: 74,050 gp; Cost to Create:
  37,150 gp + 2,952 XP.
  PLANTBANE
  This +1 leather armor is the color of dried leaves and dead 
  wood.
  It is excellent for clearing pathways through thickly 
  forested terrain, although it does leave an obvious trail of 
  dead and dying plants.
  Druids, elves, and other nature lovers take a dim view of 
  uncontrolled use of this armor.
  It continually produces a diminish plants effect, and once 
  per day the wearer can cast antiplant shell (as the spells from 
  a 7th-level caster).
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  antiplant shell, diminish plants; Market Price: 41,240 gp; Cost to 
  Create: 20,700 gp + 1,643 XP.
  SKIN PAINT
  Skin paint armor was brought to civilization from remote 
  barbarian tribes.
  This magic paint is mixed from rare dyes and herbs found 
  only in remote parts of the world and comes in small pots.
  One pot contains three applications; one application lasts 
  for 24 hours.
  The paint imbues its wearer with a +5 armor bonus to AC.
  This is considered light armor that has no maximum 
  Dexterity bonus and no armor check penalty.
  Its weight is negligible.
  It takes 4 minutes to apply skin paint armor (2 minutes if 
  another character does nothing but assist you), 1 minute to 
  do so hastily, and 1 minute to remove (30 seconds if 
  another character does nothing but assist you).
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, Alchemy 5 ranks; Market Price: 5,000 gp; Cost to 
  Create: 2,500 gp + 200 XP.
  SPIDER SHIELD
  A painting of a stylized red spider pierced by a spike adorns 
  this +2 small steel shield.
  The spike continually oozes spider poison (injury; DC 11, 
  1d3 Str/1d3 Str).
  Once per day, the shield can be commanded to turn into a 
  Small monstrous spider that fights on behalf of its owner.
  The spider is a normal creature in all respects.
  If the spider is killed, it immediately reverts into shield 
  form and cannot be activated again for 24 hours.
  
  696
  If the spider is killed using disintegrate, it is completely 
  destroyed and does not turn back into a shield.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, poison, polymorph any object; Market Price: 40,809 gp; 
  Cost to Create: 20,489 gp + 1,626 XP.
  STONECUNNING
  This dwarf-sized +1 full plate is beautifully engraved with 
  images of dwarven stonemasons practicing their craft.
  Humans who wear the armor gain the stonecunning 
  ability.
  Dwarves who wear the armor gain a +4 circumstance bonus 
  on any stonecunning checks, which stacks with their racial 
  bonus.
  In addition, the dwarf can use stone shape and stone tell once 
  per day.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, stone shape, stone tell; Market Price: 32,130 gp; Cost to 
  Create: 16,890 gp + 1,220 XP.
  SWARM SHIELD
  This shield appears to be a single bracer when first worn.
  When the command word is spoken, thousands of flying 
  insects swarm toward the bracer, converging in a circular 
  shape the size of a small shield.
  The insects move with the wearer’s arm and act as a +1 small 
  shield.
  Once per day, when the wearer speaks a second command 
  word, the insects stream away from the wearer’s arm toward 
  a target as if the wearer had cast summon swarm (with the 
  flying beetles swarm type).
  The swarm lasts as long as the wearer concentrates, but she 
  has no shield while the swarm is active.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  summon swarm; Market Price: 6,160 gp; Cost to Create: 3,155 gp 
  + 241 XP.
  TESSELLATED ARMOR
  This curiosity usually appears to be an ornate, lacquered 
  box containing hundreds of identical metallic shapes.
  Numerous variations exist for the shapes, including lizards, 
  beetles, mounted riders, and Peloran suns.
  When the command word is spoken, the shapes stream 
  from the box and flow over the wearer’s body, interlocking 
  perfectly to create a single, smooth suit of +2 full plate.
  This armor is lighter and more flexible than normal full 
  plate and is considered medium armor rather than heavy.
  Its armor check penalty is –4, and it has an arcane spell 
  failure chance of 25%.
  Once per day on command, the shapes wriggle and move 
  about the wearer’s body, creating a hypnotic pattern effect.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  hypnotic pattern; Market Price: 11,560 gp; Cost to Create: 6,605 
  gp + 397 XP.
  USEFUL BUCKLER
  This +1 buckler has the ability to transform into a variety of 
  different tools on command.
  To determine which tools the buckler has, roll five times on 
  the following table, ignoring duplicate results:
  Small symbols of the tools the buckler can turn into are 
  engraved on the inside face.
  The wearer says a command word to transform the shield 
  into a tool or to switch between tools, although he must be 
  touching the shield/tool to activate the ability.
  The tools are also made of metal and have the same break 
  point as the shield (hardness 10, 5 hp).
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  fabricate; Market Price: 10,265 gp; Cost to Create: 5,215 gp + 404 
  XP.
  VAMPIRE HUNTER
  This +3 banded mail was created to assist brave adventurers 
  in the struggle against vampires.
  It is usually found in the armories of churches dedicated to 
  vanquishing these bloodsuckers.
  Protective symbols from benevolent gods cover vampire 
  hunter armor, which has noticeably thick neck protection.
  On command, the armor produces daylight and protection 
  from evil.
  Once per day, it can produce sunburst and holy smite as the 
  spells from a 15th-level cleric.
  Vampire hunter armor grants a +4 morale bonus on Will 
  saves against domination attempts.
  Energy drain attacks by vampires (and only vampires) are 
  reduced from two negative levels to one negative level.
  Vampire hunter armor also has armbands made of wood that 
  can “grow” wooden stakes that appear against the upper 
  arm.
  These can be removed and used as +1 weapons (1d3 
  damage, threat range 19–20, piercing).
  It takes a full-round action to regrow a stake once it has 
  been removed from an armband.
  The armor bestows one negative level on any nongood 
  creature wearing it.
  This negative level persists as long as the armor is worn and
  disappears when the armor is removed.
  The negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the armor is worn.
  
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  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, daylight, holy smite, minor creation, protection from evil,
  sunburst; Market Price: 100,000 gp; Cost to Create: 50,200 gp + 
  3,984 XP.
  VARIABLE SHIELD
  A variable shield, normally a +1 small steel shield, can change 
  its size on mental command.
  As a standard action, the shield can shrink or grow from a 
  buckler to a tower shield.
  All the rules for carrying items with shields apply to the 
  new shield size (see Armor Descriptions in Chapter 7 of the 
  Player’s Handbook).
  You cannot use a weapon in your hand if it also carries a 
  small shield, and you must drop an item in that hand if 
  you’re carrying a large or tower shield.
  Characters not proficient in shields take an additional –2 
  armor check penalty during the following round if the 
  variable shield’s size changes during combat.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  enlarge; Market Price: 6,560 gp; Cost to Create: 3,360 gp + 257 
  XP.
  BOOK OF EXALTED DEEDS 
  (3.5)
  ASURA SHIELD
  Elite asura soldiers are known to bear this shield in times of 
  war.
  Wreathed in holy flames, this +2 bashing heavy spiked steel 
  shield deals regular bashing damage (2d6+2 points for a 
  Medium spiked shield) plus 1d6 points of fire damage, plus 
  1d6 points of damage of divine origin that affects only evil 
  creatures.
  Simply touching the blazing shield deals 1d6 points of fire 
  damage, plus 1d6 of additional damage (of divine origin) 
  that affects only evil creatures.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, bull’s strength, flamestrike; Price 27,180 gp; Cost to 
  Create: 13,680 gp + 1,080 XP.
  DEVILHUSK
  This suit of +5 hide armor is fashioned from the skinned 
  hide of a barbed devil.
  Barbs covering the armor allow the wearer to deal 3d8 
  points of damage plus 1-1/2 times its Strength modifier to a 
  grabbed opponent with a successful grapple check.
  Strong transmutation; CL 15th; Craft Magic Arms and 
  Armor; Price 33,165 gp; Cost to Create 16,655 gp + 1,320 XP.
  VASSAL ARMOR
  Worn by emissaries and proxies of powerful planar rulers 
  and deities, this suit of +3 exalted half-plate is reinforced with 
  Ysgardian heartwire (see Special Materials in Chapter 3: 
  Exalted Equipment), which increases the wearer’s AC by +2 
  solely for purposes of the roll to confirm a critical hit.
  Strong abjuration; CL 18th; Craft Magic Arms and Armor, 
  protection from evil; Price 38,250 gp; Cost to Create 20,250 gp 
  + 1,620 XP.
  BOOK OF VILE DARKNESS 
  (3.0)
  ARMOR OF THE DREAD EMPEROR
  This suit of +1 full plate has four 5-foot chains connected to 
  it at the waist.
  Each chain has a ring manacle sized to fit around a 
  humanoid neck.
  If people are placed in these manacles by either the armor’s 
  wearer or his minions, the armor is ready to display its true 
  power.
  Whenever the wearer takes damage, the captives held by 
  the chains take half the damage themselves.
  If the chains hold more than one person, divide the half 
  damage among all of them.
  Operating in this armor with chains attached to other 
  people is difficult.
  The wearer takes an additional –5 armor check penalty 
  unless the victims are somehow magically subdued or 
  controlled, such as by stupor or dominate person.
  If the captives are children, the additional armor check 
  penalty is only –2.
  If the captives are subdued or controlled children, there is 
  no additional armor check penalty.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  shield other; Market Price: 14,650 gp.
  FLESHSHIFTER ARMOR
  Made from the skins of humanoids, this +1 leather armor 
  allows the wearer to produce an effect identical to that of 
  the alter self spell at will.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  alter self; Market Price: 13,160 gp.
  GRIM DEFENDER
  Once per day, the wearer of this +1 breastplate can transfer 
  the damage dealt to him from a melee attack to another 
  creature, other than the attacker, within 100 feet.
  If the other creature succeeds at a Fortitude save (DC 16), 
  the creature takes no damage and the wearer of the grim 
  defender armor takes double damage.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  shield other; Market Price: 11,350 gp.
  RAZOR ARMOR
  Made of layers and layers of razor-sharp scales, this +2 scale 
  armor deals 2d6 points of slashing damage with a successful 
  grapple check and when the wearer is grappling.
  The wearer is considered proficient with the razors.
  Once per day, the wearer can spend a standard action to 
  launch up to six of the razor scales, which fly out from the 
  armor like +1 shuriken.
  
  698
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  magic weapon; Market Price: 5,600 gp.
  CHAMPIONS OF RUIN (3.5)
  HELLSTEEL
  This dark, red-veined armor can sheath its wearer in a 
  protective fiery aura.
  Lore: A DC 20 bardic knowledge check reveals that an 
  abishai armorsmith named Nirzayal crafted the first suit to 
  bear the name Hellsteel, but other similar suits have 
  appeared since, and not all of them crafted in the fiery pits 
  of the Nine Hells.
  A DC 30 bardic knowledge or Gather Information check 
  reveals that a vengeance knight named Cordelia 
  Flametongue (see page 71) possesses one such suit.
  Description: This suit of black full plate armor is made from 
  the scales of a remorhaz tempered in the fires of the Nine 
  Hells.
  Red, marble-like veins run through it.
  Activation: Activating the armor’s fire shield ability (see 
  Effect, below) is a free action.
  The fire shield ability functions only if the wearer is evil.
  Effect: Hellsteel is a suit of +3 full plate that grants its wearer 
  resistance to fire 5.
  Upon speaking a command word, the wearer can use a 
  warm fire shield once per day.
  Any creature other than the wearer that touches the armor 
  for a full round (such as by grappling or being grappled by 
  the wearer) takes 1d6 points of fire damage per round as the 
  metal sears its flesh.
  Aura/Caster Level: Moderate evocation; CL 10th.
  Construction: Craft Magic Arms and Armor, fire shield, resist 
  elements, +12,825 gp, +1,026 XP, +12 days.
  Weight: 50 lb.
  Price: 25,650 gp.
  CHAMPIONS OF VALOR 
  (3.5)
  FLYING HUNT ARMOR
  This dull gray armor made of glassteel (see the sidebar) is 
  granted to every new member of the Knights of the Flying 
  Hunt on Nimbral for as long as they are considered Novice 
  Knights.
  It provides magical protection from blows and also grants a 
  soft landing if the wearer falls from the saddle while flying.
  Lore: This armor cannot usually be purchased; only the 
  Nimbral Lords and certain powerful mages from Halruaa 
  know the secrets of its manufacture, and the Nimbral Lords 
  typically magically attune the armor to its designated 
  wearer, making it useless to anyone else.
  (Knowledge [arcana] DC 15).
  Description: Flying hunt armor is full plate armor crafted 
  from glassteel, but it is tinted a dull gray color and does not 
  glow, as does storm armor (see below).
  Prerequisite: Only characters with at least one level in the 
  Knight of the Flying Hunt prestige class are granted the 
  use of this practice armor.
  Effect: Flying hunt armor is +1 glassteel full plate armor.
  The armor also functions as a ring of feather falling (see page 
  232 of the Dungeon Master’s Guide).
  Aura/Caster Level: Faint abjuration; CL 5th.
  Construction: Craft Magic Arms and Armor, feather fall,
  12,650 gp, 160 XP, 4 days.
  Weight: 25 lb.
  Price: 14,650 gp (but see Lore, above).
  STORM ARMOR
  When a member of the Knights of the Flying Hunt attains 
  full Knighthood (gains three levels in the prestige class), 
  the Nimbral Lords bestow upon that character a suit of this 
  famous glowing glass armor of legend.
  Lore: This armor cannot usually be purchased; only the 
  Nimbral Lords and certain powerful mages from Halruaa 
  know the secrets of its manufacture, and the Nimbral Lords 
  typically magically attune the armor to its designated 
  wearer, making it useless to anyone else.
  (Knowledge [arcana] DC 15).
  Description: Storm armor is full plate armor crafted from 
  glassteel (see page 65) that has further been enhanced to 
  glow brightly in various hues of the rainbow, the shades of 
  which are controlled by the wearer.
  They gain brightness as the wearer’s rage or excitement 
  increases, and they become dimmer as consciousness or 
  physical vitality fails.
  Prerequisite: Only characters with at least three levels in 
  the Knight of the Flying Hunt prestige class are granted the 
  use of this legendary armor.
  Effect: Storm armor is +1 glassteel full plate armor of 
  invulnerability and electricity resistance.
  The armor also functions as a ring of feather falling (see page 
  232 of the Dungeon Master’s Guide).
  Aura/Caster Level: Moderate abjuration. CL 9th.
  Construction: Craft Magic Arms and Armor, feather fall,
  dancing lights, 29,150 gp, 1,480 XP, 37 days.
  Variants: Faithful service and outstanding performance by a 
  Knight of the Flying Hunt can earn him the rank of 
  Commander (ten levels of the prestige class) and more 
  magic augmentations to his storm armor, making it greater 
  storm armor.
  See the Knight of the Flying Hunt prestige class (page 106) 
  for details.
  Weight: 25 lb.
  Price: 47,650 gp (but see Lore, above).
  COMPLETE ARCANE (3.5)
  CRIMSON COAT OF ILPHARZZ
  Dyed a brilliant scarlet color, a crimson coat of Ilpharzz is a 
  suit of +4 leather armor whose surface is embroidered with 
  flame motifs in golden thread.
  As a free action, the wearer can command the armor to 
  ignite three times per day, enveloping her in magical 
  flames that give off light as a torch.
  
  699
  The wearer is not harmed by these flames, gaining a +4 
  deflection bonus to Armor Class and fire resistance 15 
  while they last.
  Any creature attacking the wearer with a natural weapon or 
  a melee weapon that is not a reach weapon takes 1d4 points 
  of fire damage per attack.
  A crimson coat can burn for up to 1 minute at a time.
  Moderate abjuration; CL 12th; Craft Magic Arms and 
  Armor, fire shield, resist energy, shield; Price 28,300 gp; Cost 
  14,230 gp + 1,125 XP.
  MITHRALMIST SHIRT
  Forged from a silver-white mithral alloy, a mithralmist shirt 
  is a +2 mithral shirt that fills the wearer’s square with a 
  billowing silver mist on command.
  The mist grants the wearer concealment but does not 
  interfere with his vision.
  The armor sheds silver mist for 1 minute per use, up to 
  seven times per day.
  Finally, once per day, the wearer of this armor can assume 
  gaseous form for up to 10 minutes.
  Moderate abjuration; CL 6th; Craft Magic Arms and Armor,
  gaseous form, obscuring mist; Price 21,300 gp; Cost 11,200 gp + 
  808 XP.
  SPITEFUL IMP
  Forged in the shape of an imp’s face grinning with 
  malicious glee, this object is a +4 animated buckler that can 
  be commanded as a standard action to spit burning venom 
  once per day.
  The venomous spittle is a ranged touch attack with a range 
  of 30 feet that deals 1d4+6 points of fire damage, 1d10 
  points of Constitution damage, and another 1d10 points of 
  Constitution damage 1 minute later (each instance of 
  Constitution damage can be negated by a DC 17 Fortitude 
  save).
  The spiteful imp also possesses the unusual tendency to titter 
  in evil mirth whenever it deflects an opponent’s weapon, a 
  disquieting but harmless quality.
  Strong transmutation; CL 12th; Craft Magic Arms and 
  Armor, animate objects, poison, produce flame; Price 46,245 gp.
  COMPLETE CHAMPION 
  (3.5)
  ARMOR OF THE BEAST
  Price (Item Level): 26,175 gp (16th).
  Body Slot: Body
  Caster Level: 10th.
  Aura: Moderate (DC 20); transmutation.
  Activation: —
  Weight: 20 lb.
  This suit of studded leather armor is held together with bits of hone 
  and scale rather than metal rivets.
  The breastpiece is engraved with an abstract image resembling a 
  tree, whose branches cross over the armor’s shoulders.
  If you have the wild shape class feature, this suit of +1 wild 
  studded leather armor grants you one additional use of that 
  ability per day.
  (It does not, however, grant that ability if you do not 
  already possess it).
  This extra use stacks with the one provided by a druid’s 
  vestment (DMG 268).
  Armor of the beast is part of a set known collectively as the 
  trappings of the beast, which also includes the ring of the beast 
  (page 141) and the mantle of the beast (page 140).
  When you wear all three of these items, you gain a +5 
  competence bonus on wild empathy checks.
  In addition, you are treated as one level higher than you are 
  for the purpose of using wild shape.
  (For instance, an 11th-level druid clad in the trappings of the 
  beast could assume the form of a plant creature).
  Prerequisites: Craft Magic Arms and Armor, wild shape 
  ability.
  Cost to Create: 13,000 gp (plus 175 gp for masterwork 
  studded leather); 1,040 XP, 26 days.
  BASTION OF RIGHTEOUS WAR
  Price (Item Level): 18,170 gp (14th)
  Body Slot: — (held) Caster Level: 7th.
  Aura: Moderate (DC 18); evocation.
  Activation: — and immediate
  Weight: 15 lb.
  The border of this chevron-shaped shield is emblazoned with 
  symbols of warfare.
  When it is carried, the image of a deity’s holy symbol forms in the 
  center.
  This +1 heavy steel shield functions best in the hands of a 
  cleric or paladin.
  If an enemy scores a critical threat against you, you can 
  expend a turn or rebuke undead attempt as an immediate 
  action to negate the critical threat.
  You must make this decision before your opponent rolls to 
  confirm the critical threat, and you still take the normal 
  damage from the attack.
  The cost (in turn/rebuke attempts) to activate the bastion of 
  righteous war increases by 1 for every additional multiple 
  of damage (beyond ×2) that would normally be dealt by the 
  attack’s critical hit.
  For example, negating a critical threat from a heavy pick 
  (which deals four times normal damage on a critical hit) 
  would cost three turn/rebuke undead attempts, rather than 
  one.
  The bastion of righteous war is part of a set known collectively 
  as the regalia of righteous war, which also includes the blade of 
  righteous war (see below) and the helm of righteous war (page 
  139).
  When you hold this blade while wearing the other items in 
  the set, you can spend a turn/rebuke undead attempt as an 
  immediate action to make an attack of opportunity with the 
  blade against any foe that successfully strikes an ally in 
  melee combat, even if you have already made one against 
  that opponent that round.
  (You must threaten the foe in order to make this attack of 
  opportunity).
  The holy symbol pictured on the shield always matches the 
  deity worshiped by the wearer (if any).
  Cost to Create: 9,000 gp (plus 170 gp for masterwork heavy 
  steel shield), 720 XP, 18 days.
  
  700
  Prerequisites: Craft Magic Arms and Armor, divine power,
  magic vestment, turn or rebuke undead.
  BULWARK OF THE LIVING
  Price (Item Level): 10,157 gp (12th level)
  Body Slot: — (held) Caster Level: 7th.
  Aura: Moderate (DC 18); necromancy.
  Activation: — and standard (command)
  Weight: 10 lb.
  This heavy wooden shield is perfectly spherical and rimmed in 
  mithral.
  The sun disk of Pelor is emblazoned across its surface.
  A good-aligned character who bears this +1 blinding heavy 
  wooden shield can expend a 4th-level or higher divine spell 
  as a standard action to cast death ward (PH 217) on himself.
  Cost to Create: 5,000 gp (plus 157 gp for masterwork heavy 
  wooden shield), 400 XP, 10 days.
  Prerequisites: Craft Magic Arms and Armor, death ward, 
  searing light, good alignment.
  COMPLETE WARRIOR (3.5)
  ARMOR OF THE UNENDING HUNT
  This mithral +2 chainmail armor was built by the elves for 
  rangers on long-range patrols.
  In addition to its protective qualities, it provides the wearer 
  with immunity to fatigue and exhaustion.
  Moderate Abjuration; CL 8th; Craft Magic Arms and 
  Armor, restoration; Price 21,500 gp; Cost 10,900 gp + 848 XP; 
  Weight 20 lb.
  DEFENDERS OF THE FAITH 
  (3.0)
  BLUE ARMOR OF THE CRYSTALMIST 
  MOUNTAINS
  When first found, this armor often appears sized for 
  dwarves.
  From a distance, this armor appears to be made from the 
  hide of a blue dragon.
  In reality, it is masterwork scale mail that has been 
  enameled to look like blue dragon scales.
  It provides a +3 enhancement bonus to Armor Class (in 
  addition to its +4 armor bonus, for a total of +7) and 
  provides its wearer with electricity resistance 15.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  endure elements; Market Price: 20,960 gp.
  EQUERRY’S ARMOR
  This armor appears to be finely crafted full plate specifically 
  cut for those who fight from atop a mount of some sort.
  In addition to providing a +2 enhancement bonus to Armor 
  Class (in addition to its +8 armor bonus, for a total bonus of 
  +10), this armor provides a +1 competence bonus on all 
  Ride checks for the rider, a +2 enhancement bonus to 
  Dexterity for the mount, and gives the mount’s speed a 
  competence bonus of +10 feet.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor; 
  Market Price: 10,670 gp.
  GOLDEN APRON
  This item is a boon to many who work a forge.
  It appears to be an ordinary leather apron, with an odd 
  metallic sheen in direct light.
  It gives a +2 deflection bonus to the wearer’s Armor Class.
  A gnome who wears one gains damage reduction 5/+1 and 
  a +2 bonus on all saves against fire and heat.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  Alchemy, shield; Market Price: 22,200 gp.
  RED DRAGON ARMOR
  Despite its appearance, this armor is not made from the 
  hide of a red dragon.
  It is masterwork scale mail with the individual scales 
  covered in red enamel.
  It provides a +3 enhancement bonus to Armor Class (in 
  addition to its +4 armor bonus, for a total bonus of +7) and 
  provides its wearer with fire resistance 15.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  endure elements; Market Price: 35,200 gp.
  SPLINT MAIL OF STABILITY
  This armor acts as normal splint mail except when worn by 
  a neutral character.
  Such a character who dons this armor feels a sense of calm 
  and confidence wash over him, and the armor acts as +2 
  splint mail that also gives a +2 resistance bonus on all saving 
  throws.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  resistance; Market Price: 5,845 gp
  DRACONOMICON (3.5)
  ARMOR OF DRAGONSHAPE
  This suit of +3 dragoncraft hide armor grants its wearer 
  resistance 5 against a specific type of energy, as appropriate 
  to the dragon from whose scales it was crafted (acid for 
  black, copper, or green; cold for silver or white; electricity 
  for blue or bronze; or fire for brass, gold, or red).
  This resistance is treated as an extraordinary (and thus 
  nonmagical) feature of the armor.
  If the wearer has the wild shape ability, she may change 
  into a Small or Medium dragon of the same color as the 
  armor once per day, and may remain in that form for up to 
  7 hours.
  This change doesn’t count against the character’s normal 
  limit of daily wild shape uses.
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, Dragoncrafter, wild shape ability; Price 23,165 gp; 
  Cost 14,665 gp + 680 XP; Weight 25 lb.
  
  701
  ARMOR OF MOBILITY
  This suit of +2 leather armor grants its wearer the Mobility 
  feat, even if he doesn’t have the prerequisites.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  cat’s grace; Price 16,160 gp; Cost 8,160 gp + 320 XP; Weight 
  15 lb.
  BULWARK OF ANTIMAGIC
  Once per day, the wielder of this +1 tower shield can 
  command it to radiate an antimagic field.
  Moderate abjuration; CL 11th; Craft Magic Arms and 
  Armor, antimagic field; Price 27,580 gp; Cost 14,380 gp + 575 
  XP; Weight 65 lb.
  DRAGONDODGER ARMOR
  This suit of +3 studded leather armor grants its wearer the 
  evasion ability, but only against breath weapons.
  (When a breath weapon would normally allow a Reflex save 
  for half damage, the wearer of the armor takes no damage 
  on a successful save).
  Moderate abjuration; CL 9th; Craft Magic Arms and Armor, 
  aura of evasion; Price 15,675 gp; Cost 7,925 gp + 620 XP; 
  Weight 20 lb.
  DRAGONRIDER ARMOR
  This suit of +1 full plate armor is crafted from the cast-off 
  scales of a dragon (rather than those harvested from a slain 
  dragon).
  It grants resistance 10 to form of energy associated with the 
  dragon from whose scales it is created (acid, cold, 
  electricity, or fire, as appropriate).
  It also grants its wearer a +5 bonus on Ride checks 
  whenever riding a dragon, and activates a feather fall spell 
  whenever the rider falls more than 5 feet.
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, 
  feather fall; Price 26,150 gp; Cost 13,400 gp + 1,000 XP; 
  Weight 50 lb.
  DRAGON MAGIC (3.5)
  SHIELD OF THE WINGED CRUSADE
  Devised by notable members of the swift wing prestige 
  class (see page 50), a shield of the winged crusade provides 
  protection in melee combat and against area attacks such as 
  a dragon’s breath weapon.
  Description: Shields of the winged crusade are heavy shields of 
  dull red metal.
  Their design has a scaly appearance.
  A split second before a shield’s translocation effect 
  activates, it emits a harsh buzzing sound, which fades a 
  second or two after the translocation is complete.
  Activation: The shield’s +1 enhancement bonus to Armor 
  Class is always active.
  Once per day, the wearer can use its translocation effect as 
  an immediate action.
  Effect: A shield of the winged crusade is a +1 heavy steel shield 
  that can save its wearer from an area attack.
  A wearer who is within the area of an instantaneous-
  duration effect that allows a Reflex save to reduce its effect 
  (such as a fireball spell or a breath weapon) can activate the 
  shield’s translocation effect.
  By doing so, he instantaneously moves 10 feet in any 
  direction of his chosing.
  If the movement takes him beyond the boundary of the 
  area attack, he doesn’t need to attempt the Reflex save.
  Aura/Caster Level: Moderate abjuration; CL 8th.
  Construction: Craft Magic Arms and Armor, dimension door,
  1,670 gp, 120 XP, 3 days.
  Weight: 15 lb.
  Price: 3,170 gp.
  DUNGEON MASTER’S 
  GUIDE 3.0 (3.0)
  ABSORBING SHIELD
  This +1 large steel shield is flat black in color and seems to 
  absorb light.
  Every other day, it can be commanded to absorb a single 
  Large or smaller object or creature that touches its front, 
  annihilating the thing that touches it as a sphere of 
  annihilation does.
  A successful touch attack in combat is all that’s needed to 
  absorb a target.
  The shield therefore can deliver devastating shield bashes, 
  but it is also useful for destroying an opponent’s weapon.
  Caster Level: 17th; Prerequisites: Craft Magic Arms and 
  Armor, disintegrate; Market Price: 50,170 gp; Cost to Create:
  25,170 gp + 2,000 XP.
  ADAMANTINE BREASTPLATE
  This nonmagical breastplate is made of adamantine, giving 
  it a natural +2 enhancement bonus.
  Caster Level: —; Prerequisites: —; Market Price: 5,350 gp.
  ADAMANTINE SHIELD
  This large nonmagical shield is made from adamantine, 
  giving it a natural +1 enhancement bonus.
  Caster Level: —; Prerequisites: —; Market Price: 2,170 gp.
  BANDED MAIL OF LUCK
  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, since not all luck is good.
  The wearer’s player must decide whether to have the attack 
  roll rerolled before damage is rolled.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, bless; Market Price: 18,900 gp; Cost to Create: 10,150 
  gp + 700 XP.
  
  702
  BREASTPLATE OF COMMAND
  This finely crafted +2 breastplate radiates a powerful aura of 
  magic.
  When worn, the armor bestows a dignified and 
  commanding aura upon its owner.
  The wearer gains a +2 circumstance bonus on Charisma 
  checks, checks using skills for which Charisma is the key 
  ability, and turning checks.
  Friendly troops within 360 feet of the user become braver 
  than normal (for example, more willing than normal to 
  follow a leader into battle against dangerous foes).
  Since the effect arises in great part from the distinctiveness 
  of the armor, the wearer cannot hide or conceal herself in 
  any way and still have the effect function.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, mass charm; Market Price: 21,600 gp; Cost to Create:
  10,975 gp + 850 XP.
  CASTER’S SHIELD
  This +1 small wooden shield has a small leather strip on the 
  back on which a spellcaster can scribe a single spell as on a 
  scroll.
  A spell so scribed has only half the normal materials cost.
  (Experience point and component costs remain the same).
  The user can cast the spell scribed on the back of the shield 
  with no chance of arcane spell failure due to the shield.
  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).
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  Scribe Scroll, creator must be at least 6th level; Market Price: 
  3,153 gp (plus the value of the scroll spell if one is currently 
  scribed); Cost to Create: 1,653 gp + 120 XP.
  CELESTIAL ARMOR
  This bright silver or gold +1 chammail is so fine and light 
  that it can be worn under normal clothing without 
  revealing 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 it allows the wearer to fly 
  on command (as the spell) once per day.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  creator must be good, fly; Market Price: 25,300 gp; Cost to 
  Create: 12,800 gp + 1,000 XP.
  DARKWOOD SHIELD
  This large nonmagical 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 weighs 5 pounds and has no armor check penalty.
  Caster Level: —; Prerequisites: —; Market Price: 257 gp.
  DEMON ARMOR
  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, toothfilled mouth.
  This +4 full plate allows the wearer to make claw attacks that 
  deal 1d10 (×2 critical) points of damage, strike as +1 
  weapons, and afflict the target as if she had been struck by a 
  contagion spell (Fortitude negates DC 14).
  The “claws” are built into the armor’s vambraces and 
  gauntlets.
  The armor 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 never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the armor is worn.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, contagion; Market Price: 41,650 gp; Cost to Create:
  21,650 gp + 1,600 XP.
  DWARVEN PLATE
  This full plate is made of mithral.
  This armor has an arcane spell failure chance of 25%, a 
  maximum Dexterity bonus of +3, and an armor check 
  penalty of –4.
  It is considered medium armor and weighs 25 pounds.
  Caster Level: —; Prerequisites: —; Market Price: 10,500 gp.
  ELVEN CHAIN
  This very light chainmail is made of very fine mithral links.
  Speed while wearing elven chain is 30 feet for Medium-size 
  creatures, or 20 feet for Small.
  The armor has an arcane spell failure chance of 20%, a 
  maximum Dexterity bonus of +4, and an armor check 
  penalty of –2.
  It is considered light armor and weighs 20 pounds.
  Caster Level: —; Prerequisites: —; Market Price: 4,150 gp.
  LION’S SHIELD
  This +2 large steel shield is fashioned to appear to be a roaring 
  lion’s head.
  Three times per day, 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 (×2 
  critical).
  This attack is in addition to any actions performed by the 
  wielder.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, summon nature’s ally IV; Market Price: 9,170 gp; Cost to 
  Create: 4,670 gp + 360 XP.
  MITHRAL LARGE SHIELD
  This very light large shield is made of mithral.
  It has a 5% arcane spell failure chance and no armor check 
  penalty.
  It weighs 5 pounds.
  Caster Level: —; Prerequisite: —; Market Price: 1,020 gp.
  
  703
  MITHRAL SHIRT
  This very light chain shirt is made of very fine mithral 
  links.
  Speed while wearing a mithral shirt is 30 feet for Medium-
  size creatures, or 20 feet for Small.
  The armor has an arcane spell failure chance of 10%, a 
  maximum Dexterity bonus of +6, and no armor check 
  penalty.
  It is still considered light armor (see Mithral, page 242).
  The shirt weighs 10 pounds.
  Caster Level: —; Prerequisite: —; Market Price: 1,100 gp.
  PLATE ARMOR OF THE DEEP
  This +1 full plate armor is decorated with a wave and fish 
  motif.
  The wearer takes no pressure damage from being deep 
  underwater and is treated as unarmored for purposes of 
  Swim checks.
  The wearer can also breathe underwater and can converse 
  with any creature that breathes water.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, 
  freedom of movement, water breathing, tongues; Market Price:
  16,650 gp; Cost to Create: 9,150 gp + 600 XP.
  RHINO HIDE
  This +2 hide armor is made from rhinoceros hide.
  In addition to granting a +2 enhancement AC bonus, it has 
  a –1 armor check penalty and doubles all damage dealt by a 
  charge attack made by the wearer.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  haste; Market Price: 5,165 gp; Cost to Create: 2,665 gp + 200 XP.
  SPINED SHIELD
  This +1 large 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/×2 critical).
  Fired spines regenerate each day.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  magic missile; Market Price: 2,670 gp; Cost to Create: 1,420 gp + 
  100 XP.
  WINGED SHIELD
  This round, large wooden shield has a +3 enhancement 
  bonus.
  Small, feathered wings encircle the shield.
  Once per day it can be commanded to fly (as the spell), 
  carrying the wielder.
  The shield can fly up to 2 hours and carry 400 pounds while 
  doing so.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  fly; Market Price: 15,159 gp; Cost to Create: 7,659 gp + 600 XP.
  DUNGEON MASTER’S 
  GUIDE 1 3.5 (3.5)
  ABSORBING SHIELD
  This +1 heavy steel shield is flat black and seems to absorb 
  light.
  Once every two days, on command, it can disintegrate an 
  object that it touches, as the spell but requiring a melee 
  touch attack.
  Strong transmutation; CL 17th; Craft Magic Arms and 
  Armor, disintegrate; Price 50,170 gp; Cost 25,170 gp + 2,000 
  XP.
  ADAMANTINE BREASTPLATE
  This nonmagical breastplate is made of adamantine, giving 
  its wearer damage reduction of 2/–.
  No aura (nonmagical); Price 10,200 gp.
  BANDED MAIL OF LUCK
  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, since not all luck is good.
  The wearer’s player must decide whether to have the attack 
  roll rerolled before damage is rolled.
  Strong enchantment; CL 12th; Craft Magic Arms and 
  Armor, bless; Price 18,900 gp; Cost 10,150 gp + 700 XP.
  BREASTPLATE OF COMMAND
  This finely crafted +2 breastplate radiates a powerful aura of 
  magic.
  When worn, the armor bestows a dignified and 
  commanding aura upon its owner.
  The wearer gains a +2 competence bonus on all Charisma 
  checks, including turning checks and Charisma-based skill 
  checks.
  The wearer also gains a +2 competence bonus to his 
  Leadership score (see page 106).
  Friendly troops within 360 feet of the user become braver 
  than normal (for example, more willing than normal to 
  follow a leader into battle against dangerous foes).
  Since the effect arises in great part from the distinctiveness 
  of the armor, the wearer cannot hide or conceal herself in 
  any way and still have the effect function.
  Strong enchantment; CL 15th; Craft Magic Arms and 
  Armor, mass charm monster; Price 25,400 gp; Cost 10,975 gp 
  + 850 XP.
  CASTER’S SHIELD
  This +1 light wooden shield has a small leather strip on the 
  back on which a spellcaster can scribe a single spell as on a 
  scroll.
  A spell so scribed has only half the base raw material cost 
  (see page 287).
  Experience point and component costs remain the same.
  
  704
  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.
  Moderate abjuration; CL 6th; Craft Magic Arms and Armor, 
  Scribe Scroll, creator must be at least 6th level; Price 3,153 
  gp (plus the value of the scroll spell if one is currently 
  scribed); Cost 1,653 gp + 120 XP.
  CELESTIAL ARMOR
  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, weighs 20 pounds, and it 
  allows the wearer to use fly on command (as the spell) once 
  per day.
  Faint transmutation [good]; CL 5th; Craft Magic Arms and 
  Armor, creator must be good, fly; Price 22,400 gp; Cost 
  12,550 gp + 1,004 XP.
  DARKWOOD BUCKLER
  This nonmagical light wooden shield is made out of 
  darkwood and often favored by rogues and wizards.
  It has no enhancement bonus, but its construction material 
  makes it lighter than a normal wooden shield.
  It weighs 2-1/2 pounds and has no armor check penalty.
  No aura (nonmagical); Price 205 gp.
  DARKWOOD SHIELD
  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 weighs 5 pounds and has no armor check penalty.
  No aura (nonmagical); Price 257 gp.
  DEMON ARMOR
  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.
  The armor 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 never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the armor is worn.
  Strong necromancy [evil]; CL 13th; Craft Magic Arms and 
  Armor, contagion; Price 52,260 gp; Cost 26,130 gp + 2,090 
  XP.
  DRAGONHIDE PLATE
  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.
  No aura (nonmagical); Price 3,300 gp.
  DWARVEN PLATE
  This full plate is made of adamantine, giving its wearer 
  damage reduction of 3/–.
  No aura (nonmagical); Price 16,500 gp.
  ELVEN CHAIN
  This extremely light chainmail is made of very fine mithral 
  links.
  Speed while wearing elven chain is 30 feet for Medium 
  creatures, or 20 feet for Small.
  The armor has an arcane spell failure chance of 20%, a 
  maximum Dexterity bonus of +4, and an armor check 
  penalty of –2.
  It is considered light armor and weighs 20 pounds.
  No aura (nonmagical); Price 4,150 gp.
  LION’S SHIELD
  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.
  Moderate conjuration; CL 10th; Craft Magic Arms and 
  Armor, summon nature’s ally IV; Price 9,170 gp; Cost 4,670 
  gp + 360 XP.
  MITHRAL FULL PLATE OF SPEED
  As a free action, the wearer of this fine set of +1 mithral full 
  plate can activate it, enabling her 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.
  Speed while wearing a suit of mithral full plate is 20 feet for 
  Medium creatures, or 15 feet for Small.
  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 (see Mithral, page 284) and 
  weighs 25 pounds.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  haste; Price 26,500 gp.
  
  705
  MITHRAL HEAVY SHIELD
  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.
  It weighs 5 pounds.
  No aura (nonmagical); Price 1,020 gp.
  MITHRAL SHIRT
  This extremely light chain shirt is made of very fine mithral 
  links.
  Speed while wearing a mithral shirt is 30 feet for Medium 
  creatures, or 20 feet for Small.
  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 (see Mithral, page 284) and 
  weighs 10 pounds.
  No aura (nonmagical); Price 1,100 gp.
  PLATE ARMOR OF THE DEEP
  This +1 full plate is decorated with a wave and fish motif.
  The wearer of plate armor of the deep is treated as unarmored 
  for purposes of Swim checks.
  The wearer can breathe underwater and can converse with 
  any creature with a language that breathes water.
  Moderate abjuration; CL 11th; Craft Magic Arms and 
  Armor, freedom of movement, water breathing, tongues; Price 
  24,650 gp; Cost 17,150 gp + 600 XP.
  RHINO HIDE
  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.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, bull’s strength; Price 5,165 gp; Cost 2,665 gp + 200 XP.
  SPINED SHIELD
  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/×2).
  Fired spines regenerate each day.
  Moderate evocation; CL 6th; Craft Magic Arms and Armor, 
  magic missile; Price 5,580 gp; Cost 2,740 gp + 223 XP.
  WINGED SHIELD
  This round heavy wooden shield has a +3 enhancement 
  bonus.
  Small, feathered wings encircle 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.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  fly; Price 17,257 gp; Cost 8,628 gp and 5 sp + 690 XP.
  GHOSTWALK (3.0)
  BREASTPLATE OF KALTAR
  This +1 undead controlling breastplate was made by a 
  Tereppekian Orcus-worshiper for his evil lieutenant.
  A ram’s skull is engraved on the front of the armor, and an 
  intricate pattern of smaller human and ram skulls decorates 
  all other flat surfaces of the armor.
  Kaltar led a series of raids on Ghostwalk caravans in the 
  Undercity, but vanished several years ago.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, control undead; Market Price: 25,350 gp; Cost to Create:
  12,850 gp + 1,000 XP.
  HOLORAN’S CHAINMAIL
  Worn by a famous hero of Aluvan’s faith, this set of +2 
  negative energy protection undead disrupting chainmail bears 
  Aluvan’s symbol on the shoulder plate.
  Holoran fell in the Liche War, and the current location of 
  his armor is unknown.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  disrupt undead, negative energy protection; Market Price: 36,300 
  gp; Cost to Create: 18,300 gp + 1,440 XP.
  HEROES OF BATTLE (3.5)
  ARMOR OF TRANSPORT
  This +2 mithral breastplate is prized by quick-strike forces in 
  battle.
  Once per day on command the wearer can use dimension 
  door, as the spell.
  Moderate conjuration; CL 7th; Craft Magic Arms and 
  Armor, dimension door; Price 25,300 gp; Cost 12,900 gp + 976 
  XP.
  OVERHEAD SHIELD
  This +2 large steel shield can provide nearly complete 
  protection against attacks originating from above.
  Once per day the bearer of an overhead shield can raise it 
  skyward and command a horizontal wall of force into 
  existence.
  The wall of force has a 20-foot radius and hovers 5 feet above 
  the wielder, remaining above her as she moves.
  It blocks all attacks from above, including catapult attacks 
  and indirect volley fire.
  The wall of force lasts as long as the wielder concentrates, up 
  to a maximum of 10 rounds.
  The bearer must also keep her shield arm raised while the 
  wall is active, so she gains no benefit to AC from her shield 
  while the wall of force is present.
  
  706
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor, wall of force; Price 24,170 gp; Cost 12,170 gp + 480 
  XP.
  LIBRIS MORTIS (3.5)
  EXOSKELETON
  This armor is prepared from an undead skeleton.
  The armor essentially covers your upper body with a rib 
  structure, providing protection equal to that of a +2 
  breastplate and granting damage reduction 5/bludgeoning.
  Faint necromancy; CL 5th; Craft Magic Arms and Armor, 
  Knowledge (religion) 5 ranks, animate dead; Price 49,500 gp; 
  Weight 30 lb.
  GHOUL SHELL
  A suit of ghoul shell armor consists of shaped and fitted 
  sections of ghoul hide sewn and interlocked to cover the 
  entire body, save for head, hands, and feet.
  Necromantic residue remaining in the ghoul shell keeps 
  the armor pliant and responsive.
  This suit of +3 leather armor allows its wearer to make up to 
  three ghoul touch attacks per day, Fortitude DC 15.
  Strong necromancy; CL 12th; Craft Magic Arms and 
  Armor, Knowledge (religion) 5 ranks, create undead; Price 
  35,230 gp; Weight 15 lb.
  GHOST SHROUD
  A ghost shroud appears as a winding cloth in which the 
  body is wrapped, as if for burial.
  The shroud sometimes appears, appropriately enough, 
  ghostly and partially translucent.
  A ghost shroud precludes wearing any other kind of armor.
  A ghost shroud grants a +4 deflection bonus and allows its 
  wearer to make all attacks as if with a ghost touch weapon 
  or effect.
  Strong necromancy; CL 12th; Craft Magic Arms and 
  Armor, Knowledge (religion) 5 ranks, create undead; Price 
  35,000 gp; Weight —.
  SHADOW VEIL
  A shadow veil appears as a indistinct, enveloping covering.
  A shadow veil precludes wearing any other kind of armor.
  A shadow veil grants a +2 deflection bonus.
  Someone wearing a shadow veil is hard to distinguish in 
  shadow, and is treated as if having concealment (20% miss 
  chance) against creatures without darkvision, blindsight, or 
  other sensory apparatus that does not rely on light.
  Strong necromancy; CL 12th; Craft Magic Arms and 
  Armor, Knowledge (religion) 5 ranks, create undead; Price 
  10,000 gp; Weight —.
  VAMPIRE HIDE
  This armor is prepared from a single layer of vampire skin.
  Necromantic residue remaining in the vampire hide keeps 
  the armor pliant and responsive.
  In addition to providing the protective qualities of +3 
  studded leather, vampire hide grants the wearer damage 
  reduction 5/silver and magic.
  Strong necromancy; CL 12th; Craft Magic Arms and 
  Armor, Knowledge (religion) 5 ranks, create undead; Price 
  63,325 gp; Weight 20 lb.
  WIGHT SHIELD
  A wight shield is a +1 light steel shield covered in the undead 
  hide of a wight.
  You can bash an opponent with a wight shield, using it as 
  an off-hand weapon.
  See Table 7–5: Weapons on page 116 of the Player’s 
  Handbook for the damage dealt by a shield bash.
  Used this way, a wight shield is a martial bludgeoning 
  weapon.
  For the purpose of penalties on attack rolls, treat a wight 
  shield as a light weapon.
  If you use your shield as a weapon, you lose its Armor Class 
  bonus until your next action (usually until the next round).
  An enhancement bonus on a shield does not improve the 
  effectiveness of a shield bash made with it.
  When you successfully deal damage to a living creature 
  with a wight shield bash, the creature must make Fortitude 
  save DC 14 or gain a negative level.
  Strong necromancy; CL 12th; Craft Magic Arms and 
  Armor, Knowledge (religion) 5 ranks, create undead; Price 
  16,309 gp; Weight 6 lb.
  WRAPPED TOWER
  A wrapped tower is a +2 tower shield wrapped in the funerary 
  wrappings of an undead mummy.
  Once per day, the wielder can use the wrapped tower for total 
  cover and the mere sight of the mummy-like façade 
  requires all viewers in front of the shield to succeed on a 
  DC 16 Will save or be paralyzed with fear for 1d4 rounds.
  Strong necromancy; CL 12th; Craft Magic Arms and 
  Armor, Knowledge (religion) 5 ranks, create undead; Price 
  6,330 gp; Weight 45 lb.
  ZOMBIE HIDE
  This armor is prepared from a single layer of zombie hide.
  While stiff, the joints provide some flexibility.
  This +1 hide armor grants the wearer damage reduction 
  5/slashing.
  Faint necromancy; CL 5th; Craft Magic Arms and Armor, 
  Knowledge (religion) 5 ranks, animate dead; Price 46,315 gp; 
  Weight 25 lb.
  LORDS OF MADNESS (3.5)
  DAMPSUIT
  A dampsuit is a close-fitting bodysuit of slick leather that 
  covers a mind flayer from head to toe.
  It seals in a creature’s precious body moisture when the 
  illithid ventures away from the dark, clammy warrens 
  where it normally lives.
  
  707
  The suit itself consists of several complex layers, each 
  moistened and lubricated with mucus for easy movement.
  The suit traps all moisture that escapes from the wearer’s 
  body and recirculates it.
  Wearing a dampsuit, a mind flayer can operate in dry, hot 
  conditions that would quickly exhaust or kill an 
  unprotected illithid.
  Under normal conditions, a mind flayer’s tentacles remain 
  curled up inside a special pouch designed for just that 
  purpose on the front of the suit.
  When needed, they can be thrust out through a valve in the 
  face mask, then withdrawn (along with a brain) when their 
  work is done.
  A dampsuit is a suit of +1 slick leather armor that protects its 
  wearer with an endure elements effect.
  Faint abjuration; CL 4th; Craft Magic Arms and Armor, 
  endure elements, grease; Price 6,910 gp; Cost 3,535 gp.
  MAGIC ITEM 
  COMPENDIUM (3.5)
  BARRICADE BUCKLER
  Price (Item Level): 4,165 gp (9th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) evocation
  Activation: Swift (command)
  Weight: 5 lb.
  This buckler is set with numerous polished green stones: one at its 
  center, and the rest in concentric rings around it.
  The center stone is the smallest, with larger stones in each ring 
  toward the buckler’s edge.
  By speaking the command word, you can transform this +1 
  buckler into a 5-foot-by-5-foot vertical wall of force.
  The wall persists for 1 minute or until you speak a second 
  command word to return the buckler to its normal 
  condition.
  The wall of force ability functions three times per day.
  Prerequisites: Craft Magic Arms and Armor, wall of force.
  Cost to Create: 2,000 gp (plus 165 gp for masterwork 
  buckler), 160 XP, 4 days.
  BEARSKIN ARMOR
  Price (Item Level): 14,350 gp (14th)
  Body Slot: Body
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: — and swift (command)
  Weight: 30 lb.
  Shaggy black fur, like that of a great bear, covers this metal 
  breastplate.
  While wearing this +1 breastplate, you gain a +2 competence 
  bonus on grapple checks.
  In addition, the armor has three special properties.
  Once per day, you can activate the armor to gain a +4 
  enhancement bonus to Constitution for 9 minutes.
  Two times per day, you can activate the armor to gain the 
  scent special quality (MM 314) for 5 rounds.
  Three times per day on command, the armor allows you to 
  sprout a pair of claws.
  These claws deal 1d6 points of damage each (assuming you 
  are Medium) and extend your natural reach by 5 feet.
  You can attack with both claws as though they were 
  primary natural weapons.
  Alternatively, you can use a single claw to make an attack as 
  a natural secondary weapon (–5 on the attack roll, no effect 
  on your other attacks).
  These claws last for 5 rounds.
  The special properties of a suit of bearskin armor function 
  normally while you are in wild shape (although it does not 
  grant its armor bonus to AC).
  Prerequisites: Craft Magic Arms and Armor, bear’s endurance, 
  wild shape.
  Cost to Create: 7,000 gp (plus 350 gp for masterwork 
  breastplate), 560 XP, 14 days.
  DRAGONRIDER ARMOR
  Price (Item Level): 18,300 gp (15th)
  Body Slot: Body
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: 50 lb.
  This armor seems to be made from old, worn dragon scales, which 
  give it a pleasantly rustic look.
  This suit of +1 dragonhide full plate is made from cast-off 
  scales rather than the hide of a slain dragon.
  While wearing it, you have resistance 10 against the form of 
  energy associated with the breath weapon of the dragon 
  that provided the scales (such as fire, in the case of red 
  dragonrider armor).
  You also gain a +5 competence bonus on Ride checks you 
  make while riding any creature of the dragon type.
  In addition, dragonrider armor automatically produces a 
  feather fall effect (as the feather fall spell) if you fall more 
  than 5 feet while wearing it.
  Prerequisites: Craft Magic Arms and Armor, cat’s grace.
  Cost to Create: 7,500 gp (plus 3,300 gp for dragonhide full 
  plate), 600 XP, 15 days.
  EARTHPLATE ARMOR
  Price (Item Level): 41,650 gp (17th)
  Body Slot: Body
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Standard (command)
  Weight: 70 lb.
  At first glance, this suit of full plate looks filthy and ill kept.
  On closer examination, you can see it is expertly crafted, and what 
  appears to be dirt is actually the color of the metal itself.
  A black crystal shard is set horizontally into the front of the armor 
  across the abdomen.
  Runes in the Gnome language mark its greaves and gauntlets, and 
  the aroma of fresh earth seems to emanate from the suit.
  A suit of earthplate armor functions as +1 full plate.
  Once per day while wearing this armor, you can activate a 
  stoneskin effect, as the stoneskin spell.
  As long as this effect is active, you also gain tremorsense 
  out to 5 feet (MM 316).
  
  708
  Both effects last for 90 minutes or until the stoneskin effect 
  absorbs 90 points of damage, whichever comes first.
  Prerequisites: Bind Elemental (ECS 51) or Craft Magic Arms 
  and Armor, planar binding, stoneskin.
  Cost to Create: 20,000 gp (plus 1,650 gp for masterwork full 
  plate), 1,600 XP, 40 days.
  ELECTRIC EEL HIDE
  Price (Item Level): 14,165 gp (14th)
  Body Slot: Body
  Caster Level: 9th
  Aura: Moderate; (DC 19) abjuration
  Activation: Standard (mental)
  Weight: 25 lb.
  This armor is made from the rubbery black hide of some finely 
  scaled fish or eel and is slick with a thin slime.
  When you activate this suit of +1 buoyant slick hide, it 
  generates an electricity shield that lasts 5 rounds.
  Any creature that strikes you with a natural weapon, 
  unarmed attack, or nonreach manufactured weapon takes
  1d6 points of electricity damage.
  This shield can be activated three times per day.
  In addition, while the electricity shield is active, you can 
  make a melee touch attack to deal 5d6 points of electricity 
  damage.
  If underwater, you can produce a lightning burst that deals 
  2d6 points of electricity damage to all other adjacent 
  creatures.
  Using either of these abilities ends the electricity shield 
  effect.
  Prerequisites: Craft Magic Arms and Armor, freedom of 
  movement, grease, shocking grasp.
  Cost to Create: 7,000 gp (plus 165 gp for masterwork hide), 
  560 XP, 14 days.
  EXOSKELETON ARMOR
  Price (Item Level): 21,350 gp (15th)
  Body Slot: Body
  Caster Level: 5th
  Aura: Faint; (DC 17) necromancy
  Activation: —
  Weight: 30 lb.
  Prepared from the remains of an animated skeleton, this armor 
  covers the upper body with a white, riblike structure that resembles 
  bleached bones.
  Large skulls serve as epaulets.
  A suit of exoskeleton armor provides protection as a +1 
  breastplate and grants you damage reduction 5/bludgeoning 
  while you wear it.
  Prerequisites: Craft Magic Arms and Armor, animate dead, 
  Knowledge (religion) 5 ranks.
  Cost to Create: 10,500 gp (plus 350 gp for masterwork 
  breastplate), 840 XP, 21 days.
  FOXHIDE ARMOR
  Price (Item Level): 10,160 gp (13th)
  Body Slot: Body
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: — and swift (command)
  Weight: 15 lb.
  This subtly crafted leather armor seems to have been formed from 
  the hide of a single large fox, patches of red fur adorning many of 
  the armor’s curves and ridges.
  While wearing this suit of +1 leather, you gain a +2 
  competence bonus on Hide and Move Silently checks.
  In addition, the armor has three other special properties.
  Once per day, you can activate the armor to gain a +4 
  enhancement bonus to Intelligence for 9 minutes.
  Two times per day, you can activate the armor to gain the 
  scent special quality (MM 314) for 5 rounds.
  Three times per day, you can activate the armor to gain the 
  benefit of a pass without trace spell.
  While this effect is active, you can move through 
  undergrowth at your normal speed without taking damage 
  or suffering any other impairment (as the druid’s woodland 
  stride class feature).
  This effect lasts for 1 hour.
  The special properties of a suit of foxhide armor function 
  normally while you are in wild shape (although it does not 
  grant its armor bonus to AC).
  Prerequisites: Craft Magic Arms and Armor, fox’s cunning, pass 
  without trace, wild shape.
  Cost to Create: 5,000 gp (plus 160 gp for masterwork leather), 
  400 XP, 10 days.
  GHOUL SHELL ARMOR
  Price (Item Level): 10,160 gp (13th)
  Body Slot: Body
  Caster Level: 12th
  Aura: Strong; (DC 21) necromancy
  Activation: Standard (mental)
  Weight: 15 lb.
  This armor consists of shaped and fitted sections of ghoul flesh 
  sewn together to cover the entire body, except for the head, hands, 
  and feet.
  A gaunt face is emblazoned on the chestpiece.
  This suit of +1 leather allows you to make up to three touch 
  attacks per day that replicate the ghoul touch spell (Fort DC 
  15 negates).
  Prerequisites: Craft Magic Arms and Armor, create undead, 
  Knowledge (religion) 5 ranks.
  Cost to Create: 5,000 gp (plus 160 gp for masterwork leather), 
  400 XP, 10 days.
  HAWKFEATHER ARMOR
  Price (Item Level): 12,175 gp (13th)
  Body Slot: Body
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: — and swift (command)
  Weight: 20 lb.
  This suit of armor is covered by a layer of gigantic golden feathers 
  that seem to shimmer in even the dimmest light.
  While wearing this +1 studded leather armor, you gain a 
  continuous +5 competence bonus on Spot checks.
  In addition, the armor has two other special abilities.
  Once per day, you can activate the armor to gain a +4 
  enhancement bonus to your Charisma for 9 minutes.
  Three times per day, you can cause the armor to sprout 
  wings, allowing you to fly at a speed of 60 feet (good 
  maneuverability) for 5 rounds.
  
  709
  The special properties of a suit of hawkfeather armor 
  function normally while you are in wild shape (although it 
  does not grant its armor bonus to AC).
  This armor includes no metal parts, and thus druids are not 
  prohibited from wearing it.
  Prerequisites: Craft Magic Arms and Armor, eagle’s splendor, 
  wild shape.
  Cost to Create: 6,000 gp (plus 175 gp for masterwork studded 
  leather), 480 XP, 12 days.
  KYTON ARMOR
  Price (Item Level): 13,100 gp (14th)
  Body Slot: Body
  Caster Level: 11th
  Aura: Moderate; (DC 20) transmutation
  Activation: Swift (command)
  Weight: 12 lb.
  This armor of black chain links has obviously seen heavy use: Five 
  long lengths of chain, to which nasty-looking barbs and small 
  blades are affixed, have unraveled and now dangle free from the 
  bottom of the chest piece.
  This suit of armor functions as a +1 mithral shirt.
  When you activate it, one of the five dangling chains makes 
  one melee attack (using your base attack bonus) against an 
  adjacent creature of your choice.
  The chain deals 1d6 points of bludgeoning damage (no Str 
  bonus on damage), and is treated as a magic weapon with an 
  enhancement bonus equal to the armor’s enhancement 
  bonus to AC.
  Prerequisites: Craft Magic Arms and Armor, animate objects.
  Cost to Create: 6,000 gp (plus 1,100 gp for mithral shirt), 480 
  XP, 12 days.
  MITHRALMIST SHIRT
  Price (Item Level): 3,400 gp (8th)
  Body Slot: Body
  Caster Level: 6th
  Aura: Moderate; (DC 18) conjuration
  Activation: Swift (mental)
  Weight: 10 lb.
  This delicate-looking chain shirt is forged from a silver-white 
  mithral alloy that gleams like starlight.
  Up to seven times per day, you can activate this +1 mithral 
  shirt to fill your space with a billowing silver mist.
  This gleaming fog grants you concealment against attacks 
  but does not interfere with your vision.
  The mist lasts for 1 minute per activation, and it remains in 
  the space where you activated the effect (it doesn’t move 
  with you if you leave that space).
  Prerequisites: Craft Magic Arms and Armor, obscuring mist.
  Cost to Create: 1,150 gp (plus 1,100 gp for mithral shirt), 92 
  XP, 3 days.
  OVERHEAD SHIELD
  Price (Item Level): 24,170 gp (15th)
  Body Slot: — (held)
  Caster Level: 10th
  Aura: Moderate; (DC 20) evocation
  Activation: Standard (command)
  Weight: 15 lb.
  This whitewashed circular shield has a flat, perfectly smooth face 
  interrupted only by a small blue rectangular crystal set into its 
  exact center.
  Once per day, you can raise this +1 heavy steel shield skyward 
  and command a horizontal wall of force into existence.
  The wall of force has a 20-foot radius and hovers 5 feet above 
  you, remaining above you as you move.
  It blocks all attacks from above, including catapult missiles 
  and indirect fire (PH2 161).
  The wall of force lasts as long as you concentrate, up to a 
  maximum of 10 rounds.
  Because you must keep your shield arm raised while the 
  wall of force is active, you gain no benefit to AC from this 
  shield for the duration of the effect.
  Prerequisites: Craft Magic Arms and Armor, wall of force.
  Cost to Create: 12,000 gp (plus 170 gp for masterwork heavy 
  steel shield), 960 XP, 24 days.
  OWLFEATHER ARMOR
  Price (Item Level): 8,160 gp (12th)
  Body Slot: Body
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: — and swift (command)
  Weight: 15 lb.
  A layer of white down and long gray owl feathers covers this 
  strange leather armor.
  Affixed to the matching helm are a pair of sweeping, feathery 
  horns.
  While wearing this +1 leather, you gain a +2 competence 
  bonus on Listen and Move Silently checks.
  In addition, the armor has three other special abilities.
  Once per day, you can activate the armor to gain a +4 
  enhancement bonus to Wisdom for 9 minutes.
  Twice per day, you can activate the armor to gain a +5 
  competence bonus on Spot checks for 10 minutes; this 
  effect functions only while in shadowy illumination.
  Three times per day, you can cause the armor to sprout 
  wings, allowing you to fly at a speed of 40 feet (good 
  maneuverability) for 5 rounds.
  The special properties of a suit of owlfeather armor function 
  normally while you are in wild shape (although it does not 
  grant its armor bonus to AC).
  Prerequisites: Craft Magic Arms and Armor, owl’s wisdom, 
  wild shape.
  Cost to Create: 4,000 gp (plus 160 gp for masterwork leather), 
  320 XP, 8 days.
  SERPENT ARMOR
  Price (Item Level): 12,160 gp (13th)
  Body Slot: Body
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Weight: 15 lb.
  This suit of armor looks to have been made from the deep green 
  scales of some giant snake.
  A serpentine motif gives the armor’s gauntlets the appearance of 
  fanged reptilian heads.
  Its belt looks like a coiled snake, and a gemlike slitted eye stares out 
  from the gorget.
  
  710
  This +1 leather provides you with a +1 resistance bonus on 
  Reflex saving throws.
  While you wear it, you gain the benefit of the Combat 
  Reflexes feat.
  Prerequisites: Craft Magic Arms and Armor, cat’s grace.
  Cost to Create: 6,000 gp (plus 160 gp for masterwork leather), 
  480 XP, 12 days.
  SHIELD OF MERCY
  Price (Item Level): 2,170 gp (6th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration, transmutation
  Activation: Standard (command)
  Weight: 15 lb.
  This finely crafted shield is engraved with the image of a holy 
  warrior healing a wounded beggar.
  A shield of mercy functions as a +1 heavy steel shield and also 
  allows you to channel your destructive power into healing.
  You can expend a smite attempt (such as from a paladin’s 
  smite evil class feature or the granted power of the 
  Destruction domain) to heal a creature by touch.
  The touched creature is healed of a number of points of 
  damage equal to the extra damage that you would have 
  dealt with the smite attack.
  For example, a 10th-level paladin could expend one use of 
  her smite evil ability to heal 10 points of damage.
  If you also wear a magic item that grants an enhancement 
  bonus to your Wisdom score, you add the item’s bonus to 
  the amount of damage healed by the shield of mercy.
  For example, if the 10th-level paladin described above also 
  wore a periapt of Wisdom +2, each use of smite evil she 
  expended would heal 12 points of damage.
  Prerequisites: Craft Magic Arms and Armor, cure moderate 
  wounds, owl’s wisdom.
  Cost to Create: 1,000 gp (plus 170 gp for masterwork heavy 
  steel shield), 80 XP, 2 days.
  TIGERSKIN ARMOR
  Price (Item Level): 17,100 gp (14th)
  Body Slot: Body
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: — and swift (command)
  Weight: 25 lb.
  Striped fur, smelling thickly of some great beast, covers this chain 
  shirt.
  While wearing this +1 mithral shirt, you gain a +2 
  competence bonus on Climb, Hide, Jump, and Move 
  Silently checks.
  In addition, the armor has three other special abilities.
  Once per day, you can activate the armor to gain a +4 
  enhancement bonus to Dexterity for 9 minutes.
  Two times per day, you can activate the armor to gain the 
  scent special quality (MM 314) for 5 rounds.
  Three times per day on command, the armor allows you to 
  sprout a pair of claws.
  These claws deal 1d4 points of damage each (assuming you 
  are Medium) and extend your natural reach by 5 feet.
  You can attack with both claws as though they were 
  primary natural weapons.
  Alternatively, you can use a single claw to make an attack as 
  a natural secondary weapon (–5 on the attack roll, no effect 
  on your other attacks).
  If you charge a foe, you can attack with both claws at the 
  end of the charge.
  These claws last for 5 rounds.
  The special properties of a suit of tigerskin armor function 
  normally while you are in wild shape (although it does not 
  grant its armor bonus to AC).
  Despite its mithral construction, druids are not prohibited 
  from wearing this armor.
  Prerequisites: Craft Magic Arms and Armor, cat’s grace, wild 
  shape.
  Cost to Create: 8,000 gp (plus 1,100 gp for mithral shirt), 640 
  XP, 16 days.
  VAMPIRE HIDE ARMOR
  Price (Item Level): 21,175 gp (17th)
  Body Slot: Body
  Caster Level: 12th
  Aura: Strong; (DC 21) necromancy
  Activation: —
  Weight: 30 lb.
  This armor is prepared from a single layer of vampire skin and 
  decorated with flanges and spikes.
  A gaunt, skull-like face with bat wings at the temples decorates the 
  chestpiece.
  In addition to providing the protective qualities of +1 
  studded leather, a suit of vampire hide armor grants you 
  damage reduction 5/silver or magic.
  Prerequisites: Craft Magic Arms and Armor, create undead, 
  Knowledge (religion) 5 ranks.
  Cost to Create: 10,500 gp (plus 175 gp for masterwork 
  studded leather), 840 XP, 21 days.
  WIGHT ARMOR
  Price (Item Level): 14,175 gp (14th)
  Body Slot: Body
  Caster Level: 6th
  Aura: Moderate; (DC 18) transmutation
  Activation: Standard (command)
  Weight: 20 lb.
  On the breast of this black studded leather armor is the image of 
  an oversized skull gnashing its pointed teeth.
  Severe edges give the armor a decidedly intimidating appearance.
  When you activate this +1 shadow studded leather, it makes a 
  single touched creature or yourself imperceptible to 
  undead (as if affected by the hide from undead spell).
  That creature also gains darkvision out to 60 feet while so 
  affected.
  This property functions three times per day, and the effect 
  lasts for 1 hour.
  Prerequisites: Craft Magic Arms and Armor, darkvision, hide 
  from undead.
  Cost to Create: 7,000 gp (plus 175 gp for masterwork studded 
  leather), 560 XP, 14 days.
  WIGHT HIDE SHIELD
  Price (Item Level): 9,159 gp (12th)
  Body Slot: — (held)
  Caster Level: 12th
  
  711
  Aura: Strong; (DC 21) necromancy
  Activation: —
  Weight: 6 lb.
  This shield is covered in the hide of a wight, and in its center is a 
  grotesque mockery of a humanoid face.
  When held, it seems to throb and pulse with unholy hunger.
  A wight hide shield functions as a +1 light steel shield.
  When you use a shield bash attack with a wight hide shield to 
  deal damage to a living creature, the target must succeed on 
  a DC 14 Fortitude save or gain one negative level (see PH 
  125 for rules on shield bash attacks).
  A wight hide shield can bestow no more than three negative 
  levels per day.
  Prerequisites: Craft Magic Arms and Armor, create undead, 
  Knowledge (religion) 5 ranks.
  Cost to Create: 4,500 gp (plus 159 gp for masterwork light 
  steel shield), 360 XP, 9 days.
  WRAPPED TOWER
  Price (Item Level): 6,180 gp (10th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) necromancy
  Activation: Immediate (command)
  Weight: 45 lb.
  This tower shield is partially swathed in the funerary wrappings of 
  a mummy.
  Atop it is a crest modeled to depict the creature’s horrifying, 
  unwrapped visage.
  Once per day while using this +1 tower shield to gain total 
  cover (PH 125), you can activate its special property.
  At your command, the mere sight of the shield’s 
  mummylike facade requires each viewer in front of it to 
  succeed on a DC 16 Will save or be paralyzed with fear for 
  1d4 rounds.
  Prerequisites: Craft Magic Arms and Armor, create undead, 
  Knowledge (religion) 5 ranks.
  Cost to Create: 3,000 gp (plus 180 gp for masterwork tower 
  shield), 240 XP, 6 days.
  ZOMBIE HIDE ARMOR
  Price (Item Level): 16,165 gp (14th)
  Body Slot: Body
  Caster Level: 5th
  Aura: Faint; (DC 17) necromancy
  Activation: —
  Weight: 25 lb.
  This armor is prepared from a single layer of pieced and stitched 
  zombie skin.
  Sections of the flesh appear rotted and torn.
  This suit of +1 hide grants you damage reduction 5/slashing.
  Though the armor sports various holes and rents, these 
  imperfections in no way compromise its integrity.
  Prerequisites: Craft Magic Arms and Armor, animate dead, 
  Knowledge (religion) 5 ranks.
  Cost to Create: 8,000 gp (plus 165 gp for masterwork hide), 
  640 XP, 16 days.
  MAGIC OF FAERÛN (3.0)
  CORMYRIAN GREATSHIELD
  These +1 arrow deflection large steel shields are popular among 
  those who hunt evil humanoids in the Storm Horns.
  They are easily recognizable by the insignia of a purple 
  dragon standing upon a broken arrow.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor,
  shield; Market Price: 9,170 gp; Cost to Create: 4,670 gp + 360 
  XP.
  LAERAL’S SPELL SHIELD
  Named for Laeral Silverhand Arunsun, who created the 
  first shield of this type, this +1 large steel shield gives the 
  wielder spell resistance 17 against all spells with the force 
  descriptor.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, shield, wall of force, spell resistance; Market Price: 9,170 
  gp; Cost to Create: 4,670 gp + 360 XP.
  LAERAL’S STORM ARMOR
  This +2 fire and lightning resistance full plate armor is made of a 
  nonmetallic material (rumored to be native to another 
  plane) that does not conduct electricity.
  The wearer is never hindered or moved against her will by 
  strong winds.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  gust of wind, resist elements, creator must be at least 6th level; 
  Market Price: 66,650 gp; Cost to Create: 34,150 gp + 2,600 XP.
  SHIELD OF VIGILANCE
  This +1 bashing shock large steel shield bears the upright 
  gauntlet symbol of Torm.
  Many items of its kind exist, and they are greatly prized by 
  the followers of Torm.
  Rumors exist of a more powerful version of the shield that 
  reflects all electricity attacks back upon their source.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  bull’s strength, call lightning or lightning bolt; Market Price:
  9,170 gp; Cost to Create: 4,670 gp + 360 XP; Weight: 15 lb.
  STORM ARMOR OF THE EARTH’S 
  CHILDREN
  This +1 cold, fire, and lightning resistance full plate armor only 
  resizes to fit dwarves, gnomes, or halflings.
  Caster Level: 5th; Prerequisite: Craft Magic Arms and Armor, 
  resist elements, creator must be a dwarf, gnome, or halfling; 
  Market Price: 111,650 gp; Cost to Create: 56,650 gp + 4,400 XP.
  
  712
  MASTERS OF THE WILD 
  (3.0)
  GRAY IRONWOOD SUIT
  When first found, this +2 full plate often appears to be made 
  of steel.
  In actuality, it is composed of wood that has been 
  permanently rendered into ironwood.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, ironwood; Market Price: 137,650 gp.
  EQUERRY’S ARMOR
  This armor appears to be finely crafted +2 full plate 
  specifically cut for someone who fights from atop a mount.
  Its wearer gains a +1 competence bonus on Ride checks.
  In addition, equerry’s armor grants the wearer’s mount a +2 
  enhancement bonus to Dexterity and increases its speed by 
  +10 feet.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor; 
  Market Price: 10,670 gp.
  ORIENTAL ADVENTURES 
  (3.0)
  CELESTIAL TESSEN
  This +1 tessen of blinding can create a ray of searing light once 
  per day in addition to its blinding ability.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  searing light; Market Price: 14,962 gp; Cost to Create: 7,562 + 
  296 XP.
  DEVATA ARMOR
  This bright silver or gold +1 chainmail is so fine and light 
  that it can be worn under normal clothing without 
  revealing its presence.
  It can also be worn under a chaharaina or with dastana.
  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 it allows the wearer to fly 
  on command (as the spell) once per day.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  creator must be good; Market Price: 25,300 gp; Cost to Create:
  12,800 gp + 1,000 XP.
  ONI ARMOR
  This great armor is fashioned to make the wearer appear 
  like an oni.
  The helmet is shaped to resemble a horned oni’s head, 
  while the mempo (face mask) carries a hideous demonic 
  visage.
  This +4 great armor allows the wearer to make claw attacks 
  that deal 1d10 points of damage, strike as +1 weapons, and 
  increase the target’s Taint score by 1.
  The “claws” are built into the armor’s kote.
  The armor bestows one negative level on any untainted 
  creature wearing it.
  This negative level persists as long as the armor is worn and 
  disappears when the armor is removed.
  The negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the armor is worn.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, cloud of Taint; Market Price: 42,350 gp; Cost to Create:
  22,350 gp + 1,600 XP.
  SHAMAN’S BONES
  This +2 bone armor has a protective spirit bound to it.
  It grants the wearer a +2 resistance bonus on all saving 
  throws.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  resistance, creator must be at least 6th level; Market Price:
  12,170 gp; Cost to Create: 6,170 gp + 240 XP.
  PLAYER’S GUIDE TO 
  FAERÛN (3.5)
  CAPTAIN AERAD’S SHIELD
  Once wielded by a legendary dwarf hero of Ammarindar, 
  this shield is currently believed to rest in Hellgate Keep.
  Legends say that Captain Aerad’s shield could shatter any 
  weapon that struck it, but in fact it is merely a +3 heavy steel 
  shield.
  Its legendary weapon-breaking prowess was a function of 
  the crude bronze weapons that Aerad’s foes wielded against 
  him, not of powerful magic.
  Moderate abjuration; CL 9th; Craft Magic Arms and Armor, 
  creator must be 9th level; Price 9,170 gp; Cost 4,670 gp + 
  360 XP; Weight 15 lb.
  DRAGONHEART ARMOR
  Worn by one of the last kings of Ammarindar, this dwarf-
  sized suit of armor is +1 red dragonhide scale mail.
  In addition to its normal protective properties, it bestows 
  resistance to fire 10 upon its wearer.
  Faint abjuration; CL 3rd, Craft Magic Arms and Armor, 
  resist energy; Price 25,400 gp; Cost 12,900 gp + 1,000 XP; 
  Weight 30 lb.
  RACES OF FAERÛN (3.0)
  CALISHITE MAIL
  This +1 cooling chainmail is much sought after along the 
  shores of the Shining Sea, particularly in the vicinity of the 
  Calim Desert, where the extreme temperature effectively 
  prevents the wearing of most types of armor.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  endure elements; Market Price: 3,840 gp; Cost to Create: 2,070 gp 
  + 166 XP.
  
  713
  EARTHSKIN
  This +1 dendritic armor is fashioned by urdunnir dwarves, 
  who can simply stone walk into and out of the living crystal 
  armor whenever they don’t need to wear it.
  Others must succeed on a Strength check (DC 22) to break 
  out of the armor.
  If even part of the earthskin survives damage, however, it 
  regrows in 8 hours.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor; 
  Market Price: 3,150 gp; Cost to Create: 2,650 gp + 40 XP.
  ROARING ARMOR OF AMMARINDAR
  These twelve sets of +2 breastplate are decorated with silver 
  elven runes on the front and are carved with a bear or 
  dragon head on the back.
  Any nonmagical arrow, bolt, sling bullet, or similar missile 
  that strikes the wearer of the armor for 10 or fewer points 
  of damage is automatically turned back by the armor to 
  strike at the creature that fired it (the damage is re-rolled 
  against the attacker and the wearer suffers no damage from 
  the attack).
  Because the bear or dragon head on the armor roars 
  whenever danger approaches from the rear, the wearer 
  gains the uncanny dodge ability of a 6th-level rogue (he 
  retains his Dex bonus to AC even when flat-footed or 
  struck by an invisible attack, and cannot be flanked except 
  by a rogue of at least 10th level).
  All twelve of these breastplates are believed to be in the 
  hands of the tanarukks of Hellgate Keep, who plundered 
  them from Ammarindar.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, protection from arrows, true seeing; Market Price: 49,350 
  gp; Cost to Create: 24,850 gp + 1,960 XP.
  RACES OF THE WILD (3.5)
  BEARSKIN ARMOR
  A favorite of many elf fighters and barbarians, this +5 
  breastplate has an outer layer of shaggy brown or black fur.
  The wearer can use bear’s endurance on himself once a day.
  The armor also gives the wearer a +2 competence bonus on 
  grapple checks.
  For up to 10 rounds a day, the wearer gains the scent special 
  quality (see page 314 of the Monster Manual).
  Activating this effect is a free action; the rounds when this 
  effect is in use need not be continuous.
  As a free action, the wearer can cause the armor to sprout a 
  pair of claws (dealing 1d6 points of damage for a Medium 
  wearer, or 1d4 for a Small one).
  When using the claws, the wearer’s natural reach increases 
  by 5 feet.
  The wearer can attack with both claws as though they were 
  natural weapons.
  With the full attack action, he can use both claws at his full 
  attack bonus, provided he does not attack with any other 
  weapons during his full attack.
  When using this option, the wearer does not get extra 
  attacks due to a high base attack bonus.
  Alternatively, the wearer can use a single claw to make an 
  attack as a natural secondary weapon (–5 on the attack roll, 
  no effect on the wearer’s other attacks).
  The character cannot use the claw as a natural secondary 
  attack if he already has made an off-hand attack, or vice 
  versa.
  The wearer can use the claws for up to 10 rounds a day, and 
  those rounds need not be continuous.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, bear’s endurance, polymorph or wild shape ability; 
  Price 38,550 gp; Cost 19,450 gp + 1,528 XP.
  FOXHIDE ARMOR
  This +2 leather armor has an outer layer covered with red-
  gold or gray fur with white trim.
  The armor wearer can use fox’s cunning on herself once a 
  day.
  The armor also gives the wearer a +2 competence bonus on 
  Hide and Move Silently checks.
  For up to 10 rounds a day, the wearer gains the scent special 
  quality (see page 314 of the Monster Manual).
  Activating this effect is a free action; the rounds when this 
  effect is in use need not be continuous.
  Once per day, the wearer can use pass without trace on 
  herself; while the spell is in effect, the wearer also gains the 
  woodland stride ability (see page 36 of the Player’s 
  Handbook).
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, fox’s cunning, pass without trace, polymorph or wild 
  shape ability; Price 18,960 gp; Cost 9,560 gp + 752 XP.
  HAWKFEATHER ARMOR
  This +3 studded leather armor is popular with halfling and elf 
  rogues and bards.
  It has an outer layer covered with golden feathers.
  The armor wearer can use eagle’s splendor on himself once a 
  day.
  The wearer gains a +8 competence bonus on Spot checks 
  while wearing the armor.
  For up to 10 rounds a day, the wearer can sprout wings and 
  fly at a speed of 60 feet (good), provided he carries no more 
  than a light load.
  Activating this effect is a free action; the rounds in which 
  this effect is in use need not be continuous.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, eagle’s splendor, polymorph or wild shape ability; Price 
  28,775 gp; Cost 14,475 gp + 1,144 XP.
  OWLFEATHER ARMOR
  This +1 leather armor is popular with folk who wish to 
  spend time with the raptorans.
  The armor has an outer layer covered with gray feathers 
  speckled with black.
  The armor wearer can use owl’s wisdom on herself once a 
  day.
  The wearer gains a +8 competence bonus on Spot checks 
  made in areas of shadowy illumination.
  The wearer also receives a +4 competence bonus on Listen 
  and Move Silently checks.
  
  714
  For up to 10 rounds a day, the wearer can sprout wings and 
  fly at a speed of 40 feet (good), provided she carries no more 
  than a light load.
  Activating this effect is a free action; the rounds in which 
  this effect is in use need not be continuous.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, owl’s wisdom, polymorph or wild shape ability; Price 
  20,175 gp; Cost 10,525 gp + 828 XP.
  TIGERSKIN ARMOR
  This +4 chain shirt is popular with elf rangers.
  It has an outer layer of striped fur.
  The armor wearer can use cat’s grace on herself once a day.
  The armor also gives the wearer a +2 competence bonus on 
  Hide checks.
  In areas of tall grass or undergrowth, the Hide bonus 
  increases to +4; the wearer also receives a +2 competence 
  bonus on Climb, Jump, and Swim checks.
  In each case, the armor’s armor check penalty applies 
  normally.
  For up to 10 rounds a day, the wearer gains the scent special 
  quality (see page 314 of the Monster Manual).
  Activating this effect is a free action; the rounds when this 
  effect is in use need not be continuous.
  As a free action, the wearer can cause the armor to sprout a 
  pair of claws (dealing 1d4 points of damage for a Medium 
  wearer, or 1d3 for a Small one).
  The wearer can attack with both claws as though they were 
  natural weapons.
  With the full attack action, she can use both claws at her 
  full attack bonus, provided she does not attack with any 
  other weapons during her full attack.
  When using this option, the wearer does not get extra 
  attacks due to a high base attack bonus.
  Alternatively, the wearer can use a single claw to make an 
  attack as a natural secondary weapon (–5 on the attack roll, 
  no effect on the wearer’s other attacks).
  The character cannot use the claw as a natural secondary 
  attack if he already has made an off-hand attack, or vice 
  versa.
  The wearer can use the claws for up to 10 rounds a day, and 
  those rounds need not be continuous.
  If the wearer of tigerskin armor charges a foe while using the 
  claws, she can make a full attack against the foe (clawing 
  twice at her full attack bonus).
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, cat’s grace, polymorph or wild shape ability; Price 
  33,150 gp; Cost 6,750 gp + 1,312 XP.
  SAVAGE SPECIES (3.0)
  KYTON ARMOR
  This +1 mithral shirt looks like an unraveling sweater 
  because of the strips of chain hanging from the hem.
  Once per round the wearer may command one of the strips 
  to activate for up to 5 rounds.
  When first made, this armor has five chain strips capable of 
  animation, but combat may destroy some of them.
  The strips function like Small animated objects.
  The strips fight independently of the wearer and attack as 
  +1 weapons.
  They do not attack any friend or ally of the wearer unless he 
  commands them to do so.
  If no chains are left, the armor remains a +1 mithral shirt.
  €Animated Chain Strips (1 to 5): CR 1; Small construct; 
  HD 1d10; hp 5; Init +1; Spd 0 ft.; AC 14, touch 12, flat-
  footed 13; Atk +2 melee (1d6+1, +1 chain rake); SQ construct 
  traits; AL N; SV Fort +0, Ref +1, Will –5; Str 10, Dex 12, Con 
  –, Int –, Wis 1, Cha 1.
  Construct Traits: Immune to mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), and 
  to poison, sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect that requires a Fortitude 
  save unless it also works on objects; cannot heal damage; 
  not subject to critical hits, subdual damage, ability damage, 
  ability drain, or energy drain; not at risk of death from 
  massive damage, but destroyed when reduced to 0 hit 
  points or less; cannot be raised or resurrected; darkvision 60 
  ft.
  When wearing this armor, a kyton cannot use its dancing 
  chains ability with the animated chain strips.
  It can, however, use that ability with up to four other chain 
  strips that can be hung from the hem.
  Weight: 25 lb.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, animate object; Market Price: 13,980 gp.
  SERPENT ARMOR
  This +3 leather armor appears to be made from the skin of 
  one or more big snakes.
  Though some claim serpent armor is made of naga hide, no 
  one has proven it.
  In addition to its value as armor, serpent armor provides its 
  wearer a +2 insight bonus on Reflex saving throws, and the 
  wearer acts as if she had the Combat Reflexes feat.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  cat’s grace; Market Price: 21,660 gp.
  Weight: 15 lb.
  WIGHT ARMOR
  This +1 shadow studded leather armor gives the wearer 
  darkvision to a range of 60 feet and the protection of 
  invisibility to undead as if cast by a 5th-level cleric.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  invisibility to undead; Market Price: 26,175 gp.
  Weight: 20 lb.
  SILVER MARCHES (3.0)
  SILVER MAIL OF THE UNICORN 
  QUEEN
  This +1 elven chainmail bears a small symbol of Lurue at the 
  center of the chest.
  The wearer is protected as if carrying a periapt of proof against 
  poison and may cast cure light wounds three times per day.
  The wearer gains a +4 competence bonus to Charisma-
  based skill checks as they relate to dealings with good-
  
  715
  aligned magical beasts such as unicorns, pegasi, and giant 
  eagles.
  The armor bestows one negative level on any nongood 
  creature wearing it.
  This negative level persists as long as the armor is worn and 
  disappears when the armor is removed.
  The negative level never results in actual level loss, but the 
  wearer cannot overcome it in any way (including with 
  restoration spells) while wearing the armor.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  cure light wounds, neutralize poison; Market Price: 23,950 gp; 
  Cost to Create: 14,050 gp + 792 XP.
  SONG AND SILENCE (3.0)
  BARRICADE BUCKLER
  The correct command word transforms this +1 buckler into a 
  tower shield.
  Like any other tower shield, it does not modify AC directly; 
  rather, it provides up to total cover for any one character 
  behind it.
  A second command word shrinks the barricade buckler back 
  to its original size.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  enlarge; Market Price: 4,165 gp; Weight: 5 lb.
  in buckler form, 45 lb.
  in tower shield form.
  SINGING SWORD
  This intelligent +2 dancing longsword is a unique weapon 
  that has been passed from bard to bard over the centuries.
  It loves two things to the exclusion of all others: singing 
  and fighting.
  If its owner doesn’t display a passion for both of those 
  activities, a personality conflict occurs (see the Items 
  Against Characters section in Chapter 8 of the Dungeon 
  Master’s Guide).
  Should that occur, the sword demands that its owner either 
  actively share its interests (by gaining ranks in Perform and 
  perhaps even taking up the bard class) or turn it over to a 
  more suitable owner.
  In the hands of a bard who enjoys battle, however, the 
  singing sword truly shines.
  Not only is it a formidable weapon in combat, but it can 
  also harmonize with its owner, granting him a +6 
  enhancement bonus on any Perform checks that involve 
  singing.
  For the first few weeks after acquiring a suitable new 
  owner, the singing sword is content and eager to please.
  Over time, however, personality conflicts can occur if other 
  characters (especially lawful ones) prevent the bard from 
  singing or fighting.
  The singing sword always urges its owner forward into 
  combat and up onto the stage at every opportunity.
  The singing sword has 10 ranks in Sense Motive, which, 
  combined with its Wisdom modifier, give it a total bonus of 
  +14 on Sense Motive checks.
  In addition, the sword can detect law, and it grants its 
  wielder free use of the Blind-Fight feat.
  Finally, it can cast haste (duration 10 rounds) on its wielder 
  once per day.
  The singing sword is chaotic neutral, with Int 11, Wis 19, 
  Cha 15, and Ego 19.
  It speaks Common and can communicate telepathically 
  with any creature that has a language.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, animate objects, detect law, haste; Market Price: 127,855 
  gp; Weight: 4 lb.
  STORMWRACK (3.5)
  ELECTRIC EEL HIDE
  This suit of +2 buoyant slick hide armor is black and slimy 
  looking.
  Opponents that hit the wearer with natural weapons, 
  unarmed attacks, or weapons composed mostly of metal 
  (such as a sword or pick, but not a wooden-hafted spear) 
  take 1d6 points of electricity damage.
  In addition, three times per day, on command, the wearer 
  can deal 5d6 points of electricity damage by making a 
  melee touch attack.
  Underwater, the wearer can instead spend a daily use to 
  produce an electrified burst with a 5-foot radius.
  All creatures within this area other than the wearer take 
  2d6 points of electricity damage.
  Moderate conjuration, evocation, and transmutation; CL 
  9th; Craft Magic Arms and Armor, freedom of movement,
  grease, shocking grasp; Price 23,015 gp; Cost 11,590 gp + 914 
  XP.
  WINDRUNNER’S SHIRT
  This +1 mithral shirt seems to ripple and flash like sunlight 
  on running water.
  On command, the wearer can extrude sail-like membranes 
  that reach from wrist to knee.
  By spreading her arms, the wearer causes these sails to fill 
  with air and push her along the surface water with the 
  speed of a small sailcraft in a moderate wind.
  (The wearer can choose to take advantage of existing winds 
  instead).
  The wearer can use this ability for up to 1 hour each day.
  The duration of the effect need not be consecutive.
  Moderate conjuration, evocation, and transmutation; CL 
  6th; Craft Magic Arms and Armor, favorable wind, minor 
  creation, water walk; Price 20,820 gp; Cost 10,960 gp + 789 
  XP.
  UNDERDARK (3.5)
  CORTICAL ARMOR
  This +1 halfweight illithidwrought full plate armor is formed 
  from articulated plates of leaf-thin, mucous-coated steel.
  (Illithidwrought armor grants a psionic wearer an 
  additional +2 insight bonus to Armor Class, so cortical armor 
  functions as +3 full plate armor when worn by such a 
  creature.
  
  716
  When worn by a nonpsionic creature, it functions as +2 full 
  plate armor).
  The wearer is also continuously protected by a mind blank 
  effect (caster level 15th).
  Strong varied; CL 15th; Craft Magic Arms and Armor or 
  Craft Psionic Arms and Armor, mind blank, psionic 
  creature; Price 146,650 gp; Cost 74,150 gp + 5,800 XP.
  DEATH ARMOR (DROW)
  This +3 glamered shadow slick silent drowcraft spiked leather 
  armor is legendary.
  While wearing it, an Underdark assassin can complete his 
  mission under almost any conditions and in any guise.
  In addition to its other properties, it allows the wearer to 
  use greater invisibility (caster level 8th) on himself once per 
  day, as a standard action.
  Strong varied; CL 12th; Craft Magic Arms and Armor, 
  contingency, disintegrate, greater invisibility, drow; Price 75,730 
  gp; Cost 37,970 gp + 3,021 XP.
  EXOARMOR (ILLITHID)
  This +2 illithidwrought full plate armor is composed of bulky, 
  reinforced metallic plates and braces interwoven between 
  thin metallic layers that give the wearer a carapaced look.
  (Illithidwrought armor grants a psionic wearer an 
  additional +2 insight bonus to Armor Class, so exoarmor 
  functions as +4 full plate armor when worn by a psionic 
  creature.
  When worn by a nonpsionic creature, it functions as +3 full 
  plate armor).
  Exoarmor also grants its wearer a +4 enhancement bonus to 
  Strength and Constitution.
  Moderate divination and transmutation; CL 8th; Craft 
  Magic Arms and Armor or Craft Psionic Arms and Armor, 
  bull’s strength, bear’s endurance, psionic creature; Price 81,650 
  gp; Cost 41,650 gp + 3,200 XP.
  
  717
  SPECIFIC CURSED 
  ITEMS
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  AMULET OF SICKLINESS
  This golden disk appears as an amulet of health +6 and 
  functions as such until the wearer takes damage from an 
  enemy with a Challenge Rating equal to or greater than his 
  level.
  At that moment and thereafter, the amulet imposes a –6 
  penalty on the wearer’s Constitution, including 
  commensurate hit point loss.
  Once the curse is activated, an amulet of sickliness can be 
  removed only by means of a remove curse spell.
  Caster Level: 16th; Prerequisites: Craft Wondrous Item, 
  endurance, bestow curse; Market Price: 1,300 gp; Weight: —.
  ARMOR OF VULNERABILITY
  Any type of magic armor can have this property.
  Analyze dweomer and similar divinations reveal that the 
  armor protects the wearer from critical hits, like the 
  fortification property.
  In fact, all critical rolls against the wearer are automatically 
  successful (so every threat is a critical hit).
  Caster Level: 16th; Prerequisites: Craft Magic Arms and 
  Armor, limited wish or miracle; Market Price: +1 bonus.
  BELT OF CAT’S STRENGTH
  This wide metal-studded leather belt is decorated with 
  images of lions and appears to be a belt of giant strength +6.
  It functions as such until the wearer attacks an enemy with 
  a Challenge Rating equal to or greater than his level.
  At that moment and thereafter, the belt imposes a –6 
  penalty on the wearer’s Strength, and the lion images 
  change to house cats.
  Once the curse is activated, a belt of cat’s strength can be 
  removed only by means of a remove curse spell.
  Caster Level: 16th; Prerequisites: Craft Wondrous Item, bull’s 
  strength, bestow curse; Market Price: 1,300 gp; Weight: 1 lb.
  CLOAK OF AFFRONT
  This handsomely tailored cloak appears to be a cloak of 
  Charisma +6 and actually functions as such until the wearer 
  attempts a Bluff or Diplomacy check.
  At that moment and thereafter, the cloak imposes a –6 
  penalty on the wearer’s Charisma and makes his personality 
  coarse and grating.
  Once the curse is activated, a cloak of affront can be removed 
  only by means of a remove curse spell.
  Caster Level: 16th; Prerequisites: Craft Wondrous Item, charm 
  monster, bestow curse; Market Price: 1,300 gp; Weight: 1 lb.
  GOGGLES OF NIGHTBLINDNESS
  While they appear exactly like goggles of night, the effect of 
  these lenses is almost completely opposite.
  When first worn, they grant the wearer darkvision with a 
  range of 60 feet.
  As soon as the wearer attacks a creature while using 
  darkvision, however, she becomes completely unable to see 
  except in conditions of bright light (such as sunlight or the 
  daylight spell) thereafter.
  Once the curse is activated, the goggles of nightblindness can 
  be removed only be means of a remove curse spell.
  Caster Level: 16th; Prerequisites: Craft Wondrous Item, 
  darkvision, bestow curse; Market Price: 1,000 gp; Weight: —.
  HEADBAND OF HOSTILITY
  This simple circlet functions as a headband of intellect +4.
  However, whenever the wearer casts a Conjuration 
  (summoning) or Conjuration (calling) spell, the conjured 
  creature is hostile to the wearer and attacks her instead of 
  her enemies.
  Once this function has activated, the headband can be 
  removed only by means of a remove curse spell.
  A variation of this item that works as a periapt of Wisdom +4 
  also exists.
  Caster Level: 16th; Prerequisites: Craft Wondrous Item, charm 
  monster, commune or legend lore, bestow curse; Market Price:
  13,000 gp; Weight: —.
  HEADBAND OF 
  SIMPLEMINDEDNESS
  This device appears to be a headband of intellect +6 and 
  functions as such until the wearer attempts a skill check 
  based on Intelligence.
  At that moment and thereafter, the headband imposes a –6 
  penalty on the wearer’s Intelligence.
  Once the curse is activated, a headband of simplemindedness 
  can be removed only by means of a remove curse spell.
  Caster Level: 16th; Prerequisites: Craft Wondrous Item, 
  commune or legend lore, bestow curse; Market Price: 1,300 gp; 
  Weight: —.
  NECKLACE OF THE VAMPIRE
  This elegant necklace is formed of bloodstones, and a large 
  ruby hangs at its center.
  To all appearances, it is a beneficial and powerful item, 
  granting several magical abilities to its wearer.
  It grants the wearer darkvision with a range of 60 feet and 
  doubles her rate of natural healing.
  Three times per day, the wearer can use vampiric touch.
  Once per day, she can use finger of death.
  The first time the wearer uses finger of death, the necklace 
  adheres itself to the wearer.
  At this point it cannot be removed unless the wearer dies or 
  a remove curse is cast.
  
  718
  The evil magic of the necklace is such that it entices the 
  wearer to use this power, causing the command word to 
  spring to mind every time she becomes angry, for example.
  Each successive use of that power causes the necklace to 
  become more and more a part of the wearer’s body, 
  gradually being covered over with skin until, after ten uses 
  of the power, the ruby of the necklace reaches the wearer’s 
  heart, killing her forever and turning her into a vampire.
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, create 
  greater undead, finger of death, vampiric touch; Market Price:
  90,000 gp; Weight: —.
  PERIAPT OF OBLIVION
  A black pearl on a light silver chain, this amulet appears to 
  be a periapt of Wisdom +6 and functions as such until the 
  wearer attempts a Spot or Listen check.
  At that moment and thereafter, the periapt imposes a –6 
  penalty on the wearer’s Wisdom.
  Once the curse is activated, a periapt of oblivion can be 
  removed only by means of a remove curse spell.
  Caster Level: 16th; Prerequisites: Craft Wondrous Item, 
  commune or legend lore, bestow curse; Market Price: 1,300 gp; 
  Weight: —.
  DUNGEON MASTER’S 
  GUIDE 3.0 (3.0)
  –2 SWORD, CURSED
  This longsword gives off a magical aura and performs well 
  against targets in practice, but when used against an 
  opponent in combat, it penalizes its wielder’s attack rolls by 
  –2.
  Only by careful observation can this penalty be detected.
  All damage dealt is also reduced by 2 points, but never 
  below a minimum of 1 point of damage on any successful 
  hit.
  After one week in the character’s possession, the sword 
  always forces her to employ it rather than another weapon.
  The sword’s owner automatically draws and fights with it 
  even when she meant to draw or ready some other weapon.
  It can be gotten rid of only by means of limited wish, wish, or 
  miracle.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, bestow curse, and limited wish or miracle; Market Price:
  1,500 gp.
  AMULET OF INESCAPABLE 
  LOCATION
  This device is typically worn on a chain or as a brooch.
  It appears, to magical analysis, to prevent location, scrying 
  (crystal ball viewing and the like), or detection or influence 
  by detect thoughts or telepathy.
  Actually, the amulet doubles the likelihood and/or range of 
  these location and detection modes.
  Item identification attempts, including identify, analyze 
  dweomer, detect magic, and so on, do not reveal its true 
  nature.
  Caster Level: 10th; Prerequisites: Create Wondrous Item, 
  bestow curse; Market Price: 1,000 gp.
  ARMOR OF ARROW ATTRACTION
  Magical analysis indicates that this armor is a normal suit of 
  +3 full plate.
  However, the armor is cursed, It works normally in regard 
  to melee attacks but actually serves to attract ranged 
  weapons.
  The wearer has twice the normal chance to be selected as a 
  random target of a ranged weapon.
  In cases where each individual in a group is the target of a 
  set number of ranged weapons (such as in large-scale 
  combats with multiple archers), the wearer has twice as 
  many weapons fired at him.
  Furthermore, the magical protection of the armor does not 
  apply for ranged attacks.
  The true nature of the armor does not reveal itself until the 
  character is fired upon in earnest—simple experiments 
  (throwing rocks, for example) do not suffice.
  Caster Level: 16th; Prerequisites: Craft Magic Arms and 
  Armor, bestow curse; Market Price: 9,000 gp.
  ARMOR OF RAGE
  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 suffer a –4 Charisma penalty.
  All unfriendly characters within 300 feet have a +1 morale 
  bonus on attacks 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).
  Caster Level: 16th; Prerequisites: Craft Magic Arms and 
  Armor, bestow curse; Market Price: 1,600 gp.
  BAG OF DEVOURING
  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, a lure used by an extradimensional 
  creature—in fact, one of its feeding orifices.
  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 any time 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 Strength of 23 for purposes of pulling 
  someone in.
  The bag radiates magic and can hold up to 30 cubic feet of 
  matter.
  It acts as a bag of holding (bag 1), but each hour it has a 5% 
  cumulative chance of swallowing the contents and then 
  spitting the stuff out in some nonspace or other plane.
  Creatures drawn within are consumed in 1 round, eaten, 
  and gone forever.
  
  719
  Caster Level: 17th; Prerequisites: In effect, this is a minor 
  artifact and cannot be created; Market Price: 15,500 gp (but 
  note that the bag cannot be created, since it is a creature).
  BOOTS OF DANCING
  These boots initially function as one of the other types of 
  useful boots (DM’s choice) and are indistinguishable from 
  other magic boots.
  But when the wearer is in (or fleeing from) melee combat, 
  the boots of dancing impede movement, making him behave 
  as if Otto’s irresistible dance had been cast upon him.
  Only a remove curse enables the boots to be removed once 
  their true nature is revealed.
  Caster Level: 16th; Prerequisites: Create Wondrous Item, Otto’s 
  irresistible dance; Market Price: 30,000 gp.
  BRACERS OF DEFENSELESSNESS
  These appear to be +5 bracers of armor 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 inflict a –5 
  penalty to AC.
  Once their curse is activated, bracers of defenselessness can be 
  removed only by means of a remove curse spell.
  Caster Level: 16th; Prerequisites: Create Wondrous Item, mage 
  armor, bestow curse; Market Price: 1,200 gp.
  BROOM OF ANIMATED ATTACK
  This is indistinguishable in appearance from a normal 
  broom, except that detection spells reveal it to be magical.
  It is identical to a broom of flying by all tests short of 
  attempted use.
  Using it reveals that a broom of animated attack is a very nasty 
  item.
  If a command (“Fly”, “Go”, “Giddy-up”, or some similar 
  command) is spoken, 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 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.
  The straw end causes blindness for 1 round if it hits.
  The handle causes 1d6 points of damage when it hits.
  The broom has an AC of 13, 18 hit points, and a hardness of 
  4.
  Caster Level: 10th; Prerequisites: Create Wondrous Item, fly, 
  animate objects; Market Price: 5,200 gp.
  CLOAK OF POISONOUSNESS
  This cloak is usually made of a wool-like material, although 
  it can be made of leather.
  It radiates magic.
  The cloak can be handled without harm, but as soon as it is 
  actually donned the wearer is stricken stone dead unless 
  she succeeds at a Fortitude save (DC 28).
  A detect poison spell registers the poison impregnated in the 
  fabric.
  Once donned, a cloak of poisonousness can be removed only 
  with a remove curse spell—this destroys the magical 
  properties of the cloak.
  If a neutralize poison spell is then used, it may be possible to 
  revive the victim with a raise dead or resurrection spell, but 
  not before.
  Caster Level: 15th; Prerequisites: Create Wondrous Item, 
  poison, and limited wish or miracle; Market Price: 62,000 gp.
  CRYSTAL HYPNOSIS BALL
  This cursed item is indistinguishable from a normal crystal 
  ball.
  It radiates magic, but not evil, to appropriate detection 
  spells.
  In fact, it doesn’t function as a crystal ball at all.
  However, anyone attempting to use the scrying device 
  becomes hypnotized, and a telepathic suggestion is 
  implanted in his mind (Will negates DC 19).
  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.
  (The DM should choose the controller to fit his or her 
  campaign).
  Each further use brings the crystal hypnosis ball gazer deeper 
  under the influence of the controller, either as a servant or 
  a tool.
  The DM decides whether to make this a gradual or sudden 
  affair, according to the surroundings and circumstances 
  peculiar to the finding of the crystal hypnosis ball and the 
  character locating it.
  Note that throughout this time, the user remains unaware 
  of his subjugation.
  Caster Level: 17th; Prerequisites: In effect, this is a minor 
  artifact and cannot be created by a player character; Market 
  Price: — (cannot be created).
  DUST OF SNEEZING AND CHOKING
  This fine dust appears to be either dust of appearance or dust 
  of disappearance.
  If cast into the air, however, it causes those within a 20-foot 
  spread to fall into fits of sneezing and coughing.
  Those failing a Fortitude save (DC 15) take 2d6 points of 
  temporary Constitution damage immediately.
  In addition, those failing a second Fortitude save (DC 15) 1 
  minute later are dealt 1d6 points of temporary Constitution 
  damage.
  Those who succeed on either saving throw are nonetheless 
  disabled by choking (treat as stunned) for 5d4 rounds.
  Caster Level: 7th; Prerequisites: Create Wondrous Item, poison; 
  Market Price: 2,400 gp.
  FLASK OF CURSES
  This item looks like an ordinary beaker, bottle, container, 
  decanter, flask, or jug.
  It has magical properties, but detection does not reveal the 
  nature of the flask of curses.
  It may contain a liquid, or it may emit smoke.
  
  720
  When the flask is first unstoppered, all within 30 feet must 
  make a Will save (DC 17) or be cursed, suffering a –2 
  penalty to attack rolls, saving throws, and skill checks until 
  a remove curse spell is cast upon them.
  Caster Level: 7th; Prerequisites: Create Wondrous Item, bestow 
  curse; Market Price: 2,100 gp.
  GAUNTLETS OF FUMBLING
  These gauntlets may be of supple leather or heavy 
  protective material suitable for use with armor (ring, scale, 
  chain, and so on).
  In the former instance, they appear to be gloves of Dexterity.
  In the latter case, they appear to be gauntlets of ogre power.
  The gauntlets perform according to every test as if they 
  were gloves of Dexterity or gauntlets of ogre power 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.
  (If items are held in both hands, roll only once.
  If the d% result is 01–50, roll again: even = right hand, odd = 
  left 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.
  Caster Level: 7th; Prerequisites: Create Wondrous Item, bestow
  curse; Market Price: 1,300 gp.
  HELM OF OPPOSITE ALIGNMENT
  This metal hat looks like a typical helmet.
  When placed upon the head, however, its curse 
  immediately takes effect (Will save negates DC 15).
  The alignment of the wearer is radically altered-—good to 
  evil, chaotic to lawful, neutral to some extreme 
  commitment (LE, LG, CE, or CG)—to an alignment as 
  different as possible from the former alignment.
  Alteration in alignment is mental as well as moral, and the 
  individual changed by the magic thoroughly enjoys his 
  new outlook.
  Only a wish or a miracle can restore 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.
  Note that this is a one-use item: once a helm of opposite 
  alignment has functioned, it loses all magical properties.
  Caster Level: 12th; Prerequisites: Create Wondrous Item, 
  creator must be 12th level; Market Price: 4,000 gp; Weight: 3 
  lb.
  INCENSE OF OBSESSION
  These blocks of incense exactly resemble incense of 
  meditation.
  If meditation and prayer are conducted while incense of 
  obsession is burning nearby, its odor and smoke cause the 
  priest to become totally confident that her spell ability is 
  superior, due to the magic incense.
  The priest is determined to use her spells at every 
  opportunity, even when not needed or when useless.
  The priest remains obsessed with her abilities and spells 
  until all are cast or until 24 hours have elapsed.
  Caster Level: 6th; Prerequisites: Create Wondrous Item, 
  confusion or bestow curse; Market Price: 200 gp.
  MACE OF BLOOD
  This +3 heavy mace must be coated in blood every day, or its 
  bonus fades away (until the mace is coated again).
  The character using this mace must make a Will save (DC 
  13) every day it is within his possession or become chaotic 
  evil.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  creator must be at least 9th level and chaotic evil; Market 
  Price: 16,000 gp.
  MEDALLION OF THOUGHT
  PROJECTION
  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 successful 
  Will save (DC 15) to sort 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 of her presence.
  Caster Level: 7th; Prerequisites: Create Wondrous Item, detect 
  thoughts, ghost sound; Market Price: 1,800 gp.
  NECKLACE OF STRANGULATION
  A necklace of strangulation appears to be a rare and wondrous 
  piece of valuable jewelry and, short of the use of something 
  as powerful as a miracle or a wish, can only be identified as a 
  cursed item when placed around a character’s neck.
  The necklace immediately constricts, inflicting 6 points of 
  strangulation 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 one month) does it loosen, ready for another 
  victim.
  Caster Level: 18th; Prerequisites: Create Wondrous Item, slay 
  living; Market Price: 60,000 gp.
  NET OF SNARING
  This net offers a +3 bonus to attack rolls but can only be 
  used underwater, thus making it a limited item rather than 
  what most would really call a “curse”.
  Underwater, it can be commanded to shoot forth up to 30 
  feet to trap a creature.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  freedom of movement; Market Price: 10,000 gp.
  
  721
  PERIAPT OF FOUL ROTTING
  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 disease 
  that 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.
  Otherwise, the afflicted loses 1 point each of Dexterity, 
  Constitution, and Charisma per week (as if permanently 
  drained).
  Caster Level: 10th; Prerequisites: Create Wondrous Item, 
  contagion; Market Price: 17,000 gp.
  POTION OF POISON
  This potion has lost its once potent magical abilities and has 
  become a potent poison.
  The imbiber must make a Fortitude save (DC 16) or take 
  1d10 points of temporary Constitution damage.
  A minute later he must save again (DC 16) or take 1d10 
  points of temporary Constitution damage.
  Caster Level: 12th; Prerequisites: Brew Potion, poison; Market 
  Price: 5,000 gp.
  ROBE OF POWERLESSNESS
  A robe of powerlessness appears to be a robe of another sort, 
  and detection discovers nothing more than the fact that it 
  has a magical aura.
  As soon as a character dons this garment, she suffers an 
  immediate –10 effective penalty to Strength and 
  Intelligence scores, forgetting all spells and magic 
  knowledge.
  The robe can be removed easily, but in order to restore 
  mind and body, the character must receive a remove curse 
  spell followed by a heal.
  Caster Level: 13th; Prerequisites: Create Wondrous Item, 
  bestow curse, permanency; Market Price: 5,500 gp.
  ROBE OF VERMIN
  The wearer notices nothing unusual when the robe is 
  donned, other than that it offers great magical defense (as a 
  cloak of protection +4).
  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 suffers a –5 initiative penalty 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.
  Caster Level: 13th; Prerequisites: Create Wondrous Item, 
  summon swarm, creator must be at least 8th level; Market 
  Price: 16,500 gp.
  RING OF CLUMSINESS
  This ring operates exactly like a ring of feather falling.
  However, it also makes the wearer clumsy.
  She suffers a –4 penalty to Dexterity and has a 20% chance 
  of spell failure for all arcane spells that require a somatic 
  component.
  (Note: This chance of spell failure stacks with other types of 
  arcane spell failure chances).
  Caster Level: 15th; Prerequisites: Forge Ring, feather fall, bestow 
  curse; Market Price: 500 gp.
  SCARAB OF DEATH
  This small pin appears to be any one of the various 
  beneficial amulets, brooches, or scarabs.
  However, if it is held for more than 1 round or placed 
  within a soft container (bag, pack, etc).
  within 1 foot of a warm, living body 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 Reflex save (DC 25) 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.
  Note that placing the scarab in a container of hard wood, 
  ceramic, bone, ivory, or metal prevents the monster from 
  coming to life and allows for long-term storage of the item.
  Caster Level: 19th; Prerequisites: Create Wondrous Item, slay 
  living; Market Price: 80,000 gp.
  SPEAR, CURSED BACKBITER
  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 striking her for 
  normal damage.
  The curse even functions when the spear is hurled, but in 
  that case the damage to the hurler is doubled.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, bestow curse; Market Price: 2,000 gp.
  STONE OF WEIGHT (LOADSTONE)
  This stone appears to be a dark, smoothly polished stone.
  It reduces the possessor’s speed to one-half of normal.
  Furthermore, once picked up, the stone cannot be disposed 
  of by any nonmagical means—if it is thrown away or 
  smashed, it reappears somewhere on his person.
  If a remove curse spell is cast upon a loadstone, the item may 
  be discarded normally and no longer haunts the individual.
  Caster Level: 5th; Prerequisites: Create Wondrous Item, slow; 
  Market Price: 1,000 gp.
  SWORD, BERSERKING
  This performs by every test, except that of the heat of battle, 
  as a +2 greatsword.
  However, in actual battle its wielder goes berserk (gaining 
  all benefits and drawbacks of a barbarian rage).
  
  722
  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 curse, others see it as a 
  boon.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  feeblemind; Market Price: 17,500 gp.
  VACUOUS GRIMOIRE
  A book of this sort is identical in appearance to a normal 
  one on some mildly interesting topic, although a detect 
  magic spell reveals it to have a magical aura.
  Any character who opens the work and reads so much as a 
  single glyph therein must make two Will saving throws 
  (DC 15 each).
  The first is to determine if 1 point of Intelligence is 
  permanently drained.
  The second is to find out if 2 points of Wisdom are 
  permanently drained.
  To destroy the book, a character must burn it while casting 
  remove curse.
  If the grimoire is placed with other books, its appearance 
  instantly alters to conform to the look of these other works.
  Caster Level: 20th; Prerequisites: Create Wondrous Item, 
  feeblemind; Market Price: 6,000 gp.
  DUNGEON MASTER’S 
  GUIDE 1 3.5 (3.5)
  –2 SWORD, CURSED
  This longsword performs well against targets in practice, 
  but when used against an opponent in combat, it causes its 
  wielder to take 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.
  After one week in a character’s possession, 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.
  The sword can be gotten rid of only by means of limited 
  wish, wish, or miracle.
  Strong evocation; CL 15th; Craft Magic Arms and Armor, 
  bestow curse, and limited wish or miracle; Price 1,500 gp.
  AMULET OF INESCAPABLE 
  LOCATION
  This device is typically worn on a chain or as a brooch.
  It appears, to magical analysis, to prevent location, scrying 
  (crystal ball viewing and the like), or detection or influence 
  by detect thoughts or telepathy.
  It seems to be an amulet of proof against detection and location.
  Actually, the amulet gives the wearer a –10 penalty on all 
  saves against divination spells.
  Moderate abjuration; CL 10th; Create Wondrous Item, 
  bestow curse; Price 1,000 gp.
  ARMOR OF ARROW ATTRACTION
  Magical analysis indicates that this armor is a normal suit of 
  +3 full plate.
  However, the armor is cursed.
  It works normally with regard to melee attacks but actually 
  serves to attract ranged weapons.
  The wearer takes a –15 penalty to AC against any attack by a 
  ranged weapon.
  The true nature of the armor does not reveal itself until the 
  character is fired upon in earnest—simple experiments 
  (throwing rocks, for example) do not suffice.
  Strong abjuration; CL 16th; Craft Magic Arms and Armor, 
  bestow curse; Price 9,000 gp.
  ARMOR OF RAGE
  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).
  Strong necromancy; CL 16th; Craft Magic Arms and 
  Armor, bestow curse; Price 1,600 gp.
  BAG OF DEVOURING
  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, a lure used by an extradimensional 
  creature—in fact, one of its feeding orifices.
  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 any time 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 grapple checks made to pull 
  someone in.
  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.
  Moderate conjuration; CL 17th; In effect, this is a creature 
  and cannot be created; Price n/a.
  
  723
  BOOTS OF DANCING
  These boots initially appear and function as one of the 
  other kinds of magic boots (DM’s choice).
  But when the wearer is in (or fleeing from) melee combat, 
  boots of dancing impede movement, making him behave as if 
  Otto’s 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.
  Strong enchantment; CL 16th; Create Wondrous Item, 
  Otto’s irresistible dance; Price 30,000 gp.
  BRACERS OF DEFENSELESSNESS
  These 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.
  Moderate conjuration; CL 16th; Create Wondrous Item, 
  mage armor, bestow curse; Price 1,200 gp.
  BROOM OF ANIMATED ATTACK
  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.
  Using it reveals that a broom of animated attack is a very nasty 
  item.
  If a command (“Fly”, “Go”, “Giddy-up”, or some similar 
  word) is spoken, 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 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, 18 hit points, and hardness 4.
  Moderate transmutation; CL 10th; Create Wondrous Item, 
  fly, animate objects; Price 5,200 gp.
  CLOAK OF POISONOUSNESS
  This cloak is usually made of a woolen material, although it 
  can be made of leather.
  A detect poison spell can reveal the presence of poison 
  impregnated in the cloak’s fabric.
  The garment can be handled without harm, but as soon as it 
  is actually donned the wearer is killed instantly unless she 
  succeeds on a DC 28 Fortitude save.
  Once donned, a cloak of poisonousness 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 
  the victim with a raise dead or resurrection spell, but not 
  before.
  Strong abjuration; CL 15th; Create Wondrous Item, poison,
  and limited wish or miracle; Price 62,000 gp.
  CRYSTAL HYPNOSIS BALL
  This cursed item is indistinguishable 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.
  (The DM should choose the controller to fit his or her 
  campaign).
  Each further use brings the crystal hypnosis ball gazer deeper 
  under the influence of the controller, either as a servant or 
  a tool.
  The DM decides whether to make this a gradual or sudden 
  affair, according to the surroundings and circumstances 
  peculiar to the finding of the crystal hypnosis ball and the 
  character locating it.
  Note that throughout this time, the user remains unaware 
  of his subjugation.
  Moderate divination; CL 17th; In effect, this is a minor 
  artifact and cannot be created; Price n/a.
  DUST OF SNEEZING AND CHOKING
  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 2d6 points of 
  Constitution damage immediately.
  In addition, those failing a second DC 15 Fortitude save 1 
  minute later are dealt 1d6 points of Constitution damage.
  Those who succeed on either saving throw are nonetheless 
  disabled by choking (treat as stunned) for 5d4 rounds.
  Faint conjuration; CL 7th; Create Wondrous Item, poison;
  Price 2,400 gp.
  FLASK OF CURSES
  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.
  Moderate conjuration; CL 7th; Create Wondrous Item, 
  bestow curse; Price 2,100 gp.
  GAUNTLETS OF FUMBLING
  These gauntlets may be of supple leather or heavy 
  protective material suitable for use with armor (ring, scale, 
  chain, and so on).
  In the former instance, they appear to be gloves of Dexterity.
  In the latter case, they appear to be gauntlets of ogre power.
  
  724
  The gauntlets perform according to every test as if they 
  were gloves of Dexterity or gauntlets of ogre power 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.
  Moderate transmutation; CL 7th; Create Wondrous Item, 
  bestow curse; Price 1,300 gp.
  HELM OF OPPOSITE ALIGNMENT
  This metal hat looks like a typical helmet.
  When placed upon the head, however, its 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.
  The curse only works once; that is, a character whose 
  alignment has been changed cannot change it again by 
  donning the helmet a second time.
  Only a wish or a miracle can restore 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.
  Strong transmutation; CL 12th; Create Wondrous Item, 
  creator must be 12th level; Price 4,000 gp; Weight 3 lb.
  INCENSE OF OBSESSION
  These blocks of incense appear to be incense of meditation.
  If meditation and prayer are conducted while incense of 
  obsession is burning nearby, its odor and smoke cause the 
  user to become totally confident that her spell ability is 
  superior, due to the magic incense.
  The user is determined to use her spells at every 
  opportunity, even when not needed or when useless.
  The user remains obsessed with her abilities and spells 
  until all have been used or cast, or until 24 hours have 
  elapsed.
  Moderate enchantment; CL 6th; Create Wondrous Item, 
  bestow curse; Price 200 gp.
  MACE OF BLOOD
  This +3 heavy mace must be coated in blood every day, or 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.
  Moderate abjuration; CL 8th; Craft Magic Arms and Armor, 
  creator must be at least 9th level and chaotic evil; Price 
  16,000 gp.
  MEDALLION OF THOUGHT
  PROJECTION
  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 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.
  Faint divination; CL 7th; Create Wondrous Item, detect 
  thoughts, ghost sound; Price 1,800 gp.
  NECKLACE OF STRANGULATION
  A necklace of strangulation appears to be a rare and wondrous 
  piece of valuable jewelry and, short of the use of something 
  as powerful as a miracle or a wish, can only be identified as a 
  cursed item when placed around a character’s neck.
  The necklace immediately constricts, 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 one month) does the necklace loosen, ready 
  for another victim.
  Strong conjuration; CL 18th; Create Wondrous Item, slay 
  living; Price 60,000 gp.
  NET OF SNARING
  This net provides a +3 bonus on attack rolls but can only be 
  used underwater, thus making it a somewhat useful item 
  rather than what most would really call a cursed item.
  Underwater, it can be commanded to shoot forth up to 30 
  feet to trap a creature.
  Moderate evocation; CL 8th; Craft Magic Arms and Armor, 
  freedom of movement; Price 10,000 gp.
  PERIAPT OF FOUL ROTTING
  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 
  
  725
  full-round action), whereupon the periapt of foul rotting 
  likewise crumbles to dust.
  Faint abjuration; CL 10th; Create Wondrous Item, 
  contagion; Price 17,000 gp.
  POTION OF POISON
  This potion has lost its once beneficial magical abilities and 
  has become a potent poison.
  The imbiber must make a DC 16 Fortitude save or take 
  1d10 points of Constitution damage.
  A minute later he must save again (DC 16) or take 1d10 
  points of Constitution damage.
  Moderate conjuration; CL 12th; Craft Wondrous Item, 
  poison; Price 5,000 gp.
  ROBE OF POWERLESSNESS
  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 and Intelligence, forgetting spells and 
  magic knowledge accordingly.
  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.
  Moderate transmutation; CL 13th; Create Wondrous Item, 
  bestow curse, permanency; Price 5,500 gp.
  ROBE OF VERMIN
  The wearer notices nothing unusual when the robe is 
  donned, other than that it offers great magical defense (as a 
  cloak of protection +4).
  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.
  Moderate abjuration; CL 13th; Create Wondrous Item, 
  summon swarm, creator must be at least 13th level; Price 
  16,500 gp.
  RING OF CLUMSINESS
  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).
  Strong transmutation; CL 15th; Forge Ring, feather fall,
  bestow curse; Price 500 gp.
  SCARAB OF DEATH
  This small pin appears to be any one of the various 
  beneficial amulets, brooches, or scarabs.
  However, if it is held for more than 1 round or carried by a 
  living creature 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 the monster from coming to life 
  and allows for long-term storage of the item.
  Strong abjuration; CL 19th; Create Wondrous Item, slay 
  living; Price 80,000 gp.
  SPEAR, CURSED BACKBITER
  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.
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor, bestow curse; Price 7,500 gp.
  STONE OF WEIGHT (LOADSTONE)
  This stone appears to be a dark, smoothly polished stone.
  It reduces the possessor’s base land speed to one-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 on his person.
  If a remove curse spell is cast upon a loadstone, the item may 
  be discarded normally and no longer haunts the individual.
  Faint transmutation; CL 5th; Create Wondrous Item, slow;
  Price 1,000 gp.
  SWORD, BERSERKING
  This item appears to have the characteristics of a +2 
  greatsword.
  However, whenever the sword 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.
  Moderate evocation; CL 8th; Craft Magic Arms and Armor, 
  rage, bestow curse; Price 17,500 gp.
  
  726
  VACUOUS GRIMOIRE
  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 drain.
  The second is to find out if the reader takes 2 points of 
  permanent Wisdom drain.
  To destroy the book, a character must burn it while casting 
  remove curse.
  If the grimoire is placed with other books, its appearance 
  instantly alters to conform to the look of those other works.
  Strong enchantment; CL 20th; Create Wondrous Item, 
  feeblemind; Price 6,000 gp.
  EXPANDED PSIONICS 
  HANDBOOK (3.5)
  REVERSE CAPACITOR
  A reverse capacitor doesn’t store power points—it drains 
  them, to the surprise and chagrin of a psionic character 
  taken in by its resemblance to a cognizance crystal.
  Powers that identify psionic items incorrectly identify a 
  reverse capacitor as a cognizance crystal 50% of the time.
  A psionic character attempting to use the power points 
  supposedly stored in a reverse capacitor instead loses 1d6 
  power points per round for 7 rounds.
  A crackling arc connects the brow of the character with the 
  stone.
  If the character can put more than 40 feet between himself 
  and the reverse capacitor, the effect ends.
  If the reverse capacitor drains more power points than the 
  psionic character possesses, the draining effect ends.
  The drained power points are simply lost.
  Each new attempt to use the power points supposedly 
  stored in the reverse capacitor initiates the draining effect 
  anew.
  Strong telepathy; ML 15th; Craft Universal Item, bend 
  reality, power leech; Price 112,000 gp; Weight 1 lb.
  MINIATURES HANDBOOK 
  (3.5)
  COLLAR OF OBEDIENCE
  This plain band of iron can be worn as a bracelet or 
  necklace.
  The item imposes a –2 penalty on the wearer’s Will saving 
  throws.
  When using the skirmish or mass battle rules, this effect 
  makes a creature easier to command, reducing its Difficult 
  rating by 2.
  Faint enchantment; CL 3rd; Craft Wondrous Item, doom;
  Price 3,000 gp.
  COLLAR OF SLAVERY
  This black collar can be worn as a bracelet or necklace.
  The item imposes a –10 penalty on the wearer’s saving 
  throws against fear effects.
  It also imposes a –10 penalty on level checks to oppose 
  Intimidate checks.
  When using the skirmish or mass battle rules, a creature or 
  unit using this item is considered to belong to any faction.
  Moderate enchantment; CL 7th; Craft Wondrous Item, 
  charm monster; Price 8,000 gp.
  
  727
  SPECIFIC WEAPONS
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  ACID FANG DAGGER
  Etched with a seemingly random pattern of thin lines, this 
  +1 dagger is constantly covered with a thin sheen of acid.
  Although the weapon’s magic prevents the acid from 
  harming the wielder, an acid fang dagger deals an additional 
  +1d6 points of acid damage with each hit.
  In addition, the wielder gains power over reptilian animals, 
  including snakes.
  Once per day, the dagger can cast a specialized version of 
  the animal friendship spell that affects only snakes and 
  reptiles.
  The dagger’s wielder can befriend a maximum of 8 Hit Dice 
  worth of creatures at one time.
  While holding the dagger, the wielder can speak with 
  reptiles as the speak with animals spell.
  Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, 
  animal friendship, speak with animals, Melf’s acid arrow; Market 
  Price: 19,102 gp; Cost to Create: 9,702 gp + 752 XP.
  ARROW OF DISINTEGRATION
  When this arrow strikes a target, the target must succeed 
  on a Fortitude save (DC 19) or vanish as though struck with 
  a disintegrate spell.
  Like the spell, the arrow can be used to disintegrate 
  nonliving matter as well as creatures.
  A creature that makes a successful saving throw takes 5d6 
  points of damage.
  The arrow is consumed in the attack.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, disintegrate; Market Price: 3,307 gp; Cost to Create:
  1,657 gp + 132 XP.
  ARROW OF EYES
  The fletching of this +1 arrow is painted with brightly 
  colored eyes.
  When fired, an arrow of eyes allows its wielder to see 
  through a magical sensor located within its fletching.
  The sensor behaves exactly like an arcane eye spell cast by a 
  10th-level sorcerer, except that it moves only when the 
  arrow moves.
  The wielder must concentrate to use the magical sensor, 
  which lasts for 10 minutes.
  If the arrow lodges in a moving object, the sensor moves 
  with it.
  Neither the arrow nor the sensor provide any illumination 
  of their own.
  The arcane eye ability functions only once.
  If an arrow of eyes is recovered intact after firing, it functions 
  only as a +1 arrow.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, arcane eye; Market Price: 1,047 gp; Cost to Create: 527 
  gp + 42 XP.
  ARROWDEATH FLAIL
  This +2/+1 dire flail provides excellent protection against 
  projectile attacks.
  While holding an arrowdeath flail, the wielder can deflect 
  projectiles and thrown weapons as if she had the Deflect 
  Arrows feat.
  When taking the total defense action, an arrowdeath flail 
  grants an additional +2 deflection bonus to Armor Class 
  that applies only to ranged weapon attacks.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, protection from arrows; Market Price: 33,690 gp; Cost to 
  Create: 17,190 gp + 1,320 XP.
  AXE OF ANGER
  This +2 greataxe allows its wielder to push himself beyond 
  the normal limits of rage.
  Whenever a character wielding the axe of anger uses the 
  barbarian rage ability, he may sustain the rage for 2 
  additional rounds.
  In addition the raging character is not limited by height 
  when using the Jump skill.
  Caster Level: 14th; Prerequisites: Craft Magic Arms and 
  Armor, creator must have the rage ability, emotion; Market 
  Price: 18,320 gp; Cost to Create: 9,320 gp + 720 XP.
  AXE OF FALLS
  This +2 returning throwing axe of distance can be thrown 
  normally, or it can be thrown in a special sweeping attack 
  that can trip foes.
  When making a ranged trip attempt with the axe of falls, the 
  wielder makes a touch attack, and if successful, makes an 
  opposed Strength check against the target.
  This opposed check works exactly like a normal trip 
  attempt, but if the wielder loses there is no return trip 
  attempt possible.
  The axe of falls provides no bonus on normal trip attacks.
  Feats that affect normal trip attempts, such as Improved 
  Trip, do not apply to the ranged trip attack.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  clairaudience/clairvoyance, grease, telekinesis; Market Price: 
  50,308 gp; Cost to Create: 25,308 gp + 2,000 XP.
  AXE OF PAIRS
  This +2 handaxe is easier to wield as an off-hand weapon.
  Whenever the axe of pairs is used in the off hand, its wielder 
  may make one additional off-hand attack at a –5 penalty.
  This penalty is subtracted from the wielder’s worst off-hand 
  attack bonus.
  For example, a fighter with a base attack of +6/+1 and the 
  Ambidexterity, Two-Weapon Fighting, and Improved Two-
  Weapon Fighting feats wielding an axe of pairs in the off-
  hand would get five attacks.
  The two attacks with the primary weapon would be at +4/–
  1, and the attacks with the axe of pairs in the off hand would 
  be at +4/–1/–6.
  
  728
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  haste; Market Price: 50,306 gp; Cost to Create: 25,306 gp + 2,000 
  XP.
  AXE OF SHARDS
  This +3 dwarven waraxe has a clear, crystalline blade.
  Three crystal spikes protrude from the back of the axe head.
  Although the main blade is as hard as normal steel, all of 
  the three crystal spikes can easily be removed by the 
  weapon’s wielder.
  Each sharp, balanced spike is treated as a masterwork 
  throwing dagger.
  The spikes last for only one day once removed from the axe, 
  and they cannot be reattached.
  Once a spike is removed from the axe, a new one begins to 
  grow slowly in its place.
  It takes a spike three days to grow, and spikes cannot be 
  removed from the axe before they are completely formed.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  fabricate; Market Price: 19,330 gp; Cost to Create: 9,830 gp + 760 
  XP.
  AXE OF STORMS
  This powerful orc double axe has two intricately carved 
  heads joined by a shaft made of a strange blue-tinted wood.
  Each head bears an ability that gives the weapon part of its 
  name.
  One head is thundering, and the other is shock.
  Furthermore, the axe is imbued with a flexible 
  enhancement bonus.
  At the beginning of each round, the wielder of an axe of 
  storms may allocate the weapon’s +4 enhancement bonus 
  between its two heads (minimum +0).
  The allocation lasts until the beginning of the wielder’s 
  next round.
  For example, on one round the wielder could allocate +2 to 
  each head of the weapon, then change the allocation to +3 
  shock in the primary hand and +1 thundering in the off hand 
  on the following round.
  Caster Level: 17th; Prerequisites: Craft Magic Arms and 
  Armor, blindness/deafness, call lightning or lightning bolt;
  Market Price: 98,660 gp; Cost to Create: 49,660 gp + 3,920 XP.
  AXE OF THE JOYOUS DANCE
  This +3 dancing handaxe always looks well-polished and 
  new, and its blade is covered with light etchings of satyrs 
  dancing.
  Once per day while dancing, the axe can, at the mental 
  command of its owner, produce Tasha’s hideous laughter (as 
  the spell from a 4th-level caster) instead of making a normal 
  attack.
  Creatures affected can make a Will save (DC 19) to resist 
  the axe’s effects.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  animate objects, Tasha’s hideous laughter; Market Price: 107,906 
  gp; Cost to Create: 54,106 gp + 4,304 XP.
  AXE OF THE WINDS
  This +3 battleaxe gives its possessor great power over the 
  wind.
  The possessor is unaffected by severe winds, including 
  magical effects such as the gust of wind spell.
  Furthermore, three times per day the wielder can cause a 
  gust of wind by swinging the axe of the winds over his head as 
  a standard action.
  Once per day, the wielder can create a wind wall in a similar 
  manner.
  Both effects are as the spells from an 11th-level caster.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, gust of wind, wind wall; Market Price: 65,830 gp; Cost to 
  Create: 33,070 + 2,621 XP.
  BADGERCLAW
  This +2 light pick grants its wielder powerful abilities to 
  shape and move stone.
  Three times per day its wielder may swing it at stone and 
  have the weapon cast stone shape as a 5th-level caster.
  In addition, the wielder may meld into stone once per day as 
  a 5th-level caster.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  meld into stone, stone shape; Market Price: 32,304 gp; Cost to 
  Create: 16,304 gp + 1,280 XP.
  BALOR’S SWORD OF FLAME
  The traditional weapon of the balor demon is a Large +1 
  vorpal bastard sword that can detect good as the spell from a 
  12th-level caster, except that its range is 30 feet.
  These weapons are often mistaken for flaming swords 
  because they look like tongues of flame.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, death spell, detect good, keen edge; Market Price: 115,870 
  gp; Cost to Create: 58,270 gp + 4,608 XP.
  BALOR’S SWORD OF LIGHTNING
  A variation on the traditional balor’s blade is this Large +1 
  brilliant energy shock bastard sword.
  This weapon can detect law as cast by a 12th-level sorcerer, 
  but with a range of 30 feet.
  These weapons resemble bolts of lightning.
  Because the market price of this item is the same as for the 
  balor’s sword of flame, it can be substituted for that weapon 
  with no adjustment to the balor’s treasure.
  Caster Level: 16th; Prerequisites: Craft Magic Arms and 
  Armor, continual flame, detect law, gaseous form, and call 
  lightning or lightning bolt; Market Price: 115,870 gp; Cost to 
  Create: 58,270 gp + 4,635 XP.
  BALOR’S SWORD OF SMITING
  This Large +5 unholy bastard sword allows its wielder to smite 
  good once per day.
  The wielder adds his Charisma modifier (if positive) to his 
  attack roll and deals +10 damage, in addition to the +2d6 
  points of unholy damage the weapon normally deals.
  This special smite attack is in addition to any smite ability 
  the wielder might already have, but the wielder cannot use 
  two different smite abilities on the same attack.
  This weapon looks like a bolt of red lightning.
  Because the market price of this item is close to that of the 
  balor’s sword of flame, it can be substituted for that weapon 
  with no adjustment to the balor’s treasure.
  
  729
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, unholy blight, creator must be evil and have a smite 
  ability; Market Price: 118,670 gp; Cost to Create: 59,670 gp + 
  4,720 XP.
  BALOR’S SWORD OF SOUL STEALING
  The most fearsome weapon carried by the balors, this Large 
  +3 vorpal bastard sword appears as a crackling black-and-
  purple flame.
  A precious black sapphire is set in the weapon’s pommel.
  When it severs the head of a living creature, the sword 
  draws forth the soul of the victim and imprisons it in the 
  black sapphire, as the soul bind spell.
  The victim receives a Will save (DC 23) to avoid the soul 
  bind effect.
  If the weapon severs the head of a creature with more than 
  30 Hit Dice, the sapphire shatters without imprisoning the 
  soul, and it must be replaced.
  The sapphire can contain only one soul at a time, but balors 
  are rumored to know mystic rituals that can draw the soul 
  out of the gem, allowing them to use it for various vile 
  purposes.
  This item is significantly more expensive than the 
  standard-issue balor weapon.
  A balor equipped with a sword of soul stealing typically has 
  only its sword and its whip, and no additional treasure.
  Caster Level: 17th; Prerequisites: Craft Magic Arms and 
  Armor, death spell, keen edge, soul bind; Market Price: 219,870 
  gp; Cost to Create: 125,270 gp + 7,568 XP.
  BATTLEAXE OF THE BULL
  This +2 battleaxe has a thick, heavy blade and a large spike 
  on the top of its haft ideal for charging foes.
  The axe grants the Improved Bull Rush feat to anyone 
  holding it.
  If used in both hands, the axe’s powerful blows can push 
  foes back.
  When used to make a two-handed melee attack, any 
  successful hit forces the target 5 feet directly away from the 
  wielder in addition to dealing normal damage.
  Creatures bigger than Large are immune to this effect.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, bull’s strength; Market Price: 32,310 gp; Cost to Create:
  16,310 gp + 1,280 XP.
  BLADE OF DECEPTION
  The flat steel blade of this +3 rapier is hard to follow in 
  combat.
  Any time the wielder uses the Bluff skill to feint in combat 
  while wielding the blade of deception, the blade provides a +2 
  enhancement bonus on the Bluff check.
  The blade of deception provides no bonus on other Bluff 
  checks.
  In addition, any time a feint is successful in combat, the 
  wielder can move freely without provoking attacks of 
  opportunity from the target of the feint.
  Anyone not the target of the feint may take attacks of 
  opportunity against the wielder normally.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  blur; Market Price: 19,820 gp; Cost to Create: 10,070 gp + 780 
  XP.
  BLADE OF THE DUELIST
  A potent weapon in nearly any situation, this +2 rapier is 
  doubly effective when facing a single opponent in melee 
  combat.
  When threatened by only one foe in melee, the wielder 
  gains a +2 insight bonus to AC effective only against melee 
  attacks from that opponent, and a +2 bonus on all disarm 
  checks made with the blade of the duelist.
  If at any time during the round the wielder is threatened by 
  more than one opponent, she loses these benefits until the 
  beginning of her next turn.
  Attacks and spells made from a distance do not remove the 
  benefits.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  minor image, shield; Market Price: 16,320 gp; Cost to Create:
  8,320 gp + 640 XP.
  BLADED CROSSBOW
  This +2 heavy crossbow is magically strengthened and fitted 
  with sharp metal blades.
  In addition to functioning as a normal +2 heavy crossbow, the 
  bladed crossbow can be used as a melee weapon with a +2 
  enhancement bonus that deals 1d8+2 points of damage 
  (critical ×2).
  Unless the wielder takes the Exotic Weapon Proficiency 
  (bladed crossbow) feat, melee attacks made with the weapon 
  incur the –4 nonproficiency penalty.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  blade barrier; Market Price: 32,350 gp; Cost to Create: 16,350 gp 
  + 1,280 XP.
  BOLT OF FREEDOM
  These +1 bolts are constantly coated with a thin film of oil or 
  grease.
  They leave a thin, oily residue wherever they lie, and even 
  the fletching seems soaked in oil.
  Any target hit by a bolt of freedom is covered with a thin layer 
  of grease.
  This coating grants a +10 bonus on Escape Artist checks 
  and on grapple checks made to escape a grapple.
  A creature so coated takes a –10 penalty on grapple checks 
  made to hold another creature.
  The effect lasts for 1d4 rounds.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  grease; Market Price: 247 gp; Cost to Create: 127 gp + 10 XP.
  BOLT OF VOICES
  These +2 bolts have bright fletching and often have brightly 
  painted shafts as well.
  Also known as magebane bolts, they are feared by many 
  spellcasters.
  Anyone hit by a bolt of voices must succeed on a Will save 
  (DC 16) or suffer from the bolt’s distracting effects.
  Targets who fail their saves hear voices that seem to 
  whisper inside their heads.
  Those affected by a bolt of voices must make a Concentration 
  check (DC 16 + spell level) to cast any spells.
  This effect lasts for 1d6 rounds.
  
  730
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  feeblemind; Market Price: 767 gp; Cost to Create: 387 gp + 31 
  XP.
  BONEBREAKER HAMMER
  This massive +2 warhammer glows on command with a 
  fierce red light.
  The hammer sheds light as the light spell.
  On a critical hit, the bonebreaker hammer deals 1d6 points of 
  temporary Dexterity damage in addition to its normal 
  damage.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, harm; Market Price: 18,312 gp; Cost to Create: 9,312 gp 
  + 720 XP.
  BOW OF ARCANE MIGHT
  This +1 mighty (+2) composite longbow is covered in intricate 
  arcane runes.
  The bow of arcane might allows its wielder to channel the 
  energy of arcane spells through it to make attacks with the 
  bow more damaging.
  As a move-equivalent action that does not provoke an 
  attack of opportunity, the wielder can sacrifice a prepared 
  arcane spell from memory (or a unused spell slot if a 
  spontaneous arcane caster).
  Doing so adds a damage bonus equal to the sacrificed spell’s 
  level to the next attack made with the bow of arcane might.
  This damage bonus stacks with the normal enhancement 
  bonus from the bow and any magic arrows used in the 
  attack.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, greater magic weapon; Market Price: 8,600 gp; Cost to 
  Create: 4,600 gp + 320 XP.
  BOW OF FORCE
  This +2 mighty (+3) composite longbow imbues each arrow 
  shot from it with magical force.
  Arrows shot from the bow of force become force attacks that 
  have no miss chance against incorporeal targets and bypass 
  damage reduction, but they don’t damage creatures 
  immune to force effects.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  magic missile; Market Price: 32,700 gp; Cost to Create: 16,700 gp 
  + 1,280 XP.
  BOW OF MIGHTY PULLING
  Made of thick but flexible wood, this +3 composite shortbow 
  allows its wielder to put all of his strength into a shot.
  While using the bow of mighty pulling, the wielder may take 
  a move-equivalent action to pull the bow.
  This allows the wielder to apply up to his full Strength 
  modifier to damage on the next single shot with the bow, 
  provided that shot occurs within 1 round of the pull action.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  bull’s strength; Market Price: 26,375 gp; Cost to Create: 13,375 
  gp + 1,040 XP.
  BOW OF RADIANCE
  On command, this +2 longbow radiates light out to 60 feet as 
  the daylight spell.
  Furthermore, every arrow shot from the bow of radiance 
  sheds light as the spell.
  There is no limit to the amount of time that the bow itself 
  can radiate light, but the light shed by an arrow shot from 
  the bow lasts only 10 minutes.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  light, daylight; Market Price: 40,375 gp; Cost to Create: 20,375 + 
  1,600 XP.
  BOW OF THE SOLARS
  This Large +2 mighty (+5) composite longbow turns any arrow 
  it fires into a slaying arrow targeting any creature type the 
  wielder chooses.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, finger of death; Market Price: 100,100 gp; Cost to Create:
  50,500 gp + 3,968 XP.
  BOW OF SONGS
  Made from fine wood by elven hands, this +2 shortbow 
  blends music with every shot to deadly effect.
  As a move-equivalent action that does not provoke an 
  attack of opportunity, the wielder may give up one daily use 
  of bardic music to add his Charisma bonus to attack and 
  damage rolls on the next single attack made with the bow of 
  songs.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  creator must be elven, creator must have bardic music 
  ability, sculpt sound; Market Price: 32,330 gp; Cost to Create:
  16,330 gp + 1,280 XP.
  BOW OF THE STEPPES
  The magical properties imbued in this +2 mighty (+2) 
  composite shortbow make it easier to use when mounted.
  Shots fired from the bow of the steppes while mounted incur 
  only a –2 penalty on attacks if the wielder’s mount takes a 
  double move.
  Shots fired while the wielder’s mount is running take only 
  a –4 penalty on attacks.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  phantom steed; Market Price: 18,525 gp; Cost to Create: 9,525 gp 
  + 720 XP.
  BOW OF SYMPATHETIC 
  ENHANCEMENT
  In addition to its own magical enhancement, this +2 
  shortbow imparts a temporary enhancement bonus to any 
  arrow shot from it.
  Arrows shot from the bow of sympathetic enhancement are 
  treated as +1 arrows for 1 round.
  Arrows that were magic to begin with gain no additional 
  benefit.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, greater magical weapon; Market Price: 32,330 gp; Cost to 
  Create: 16,330 gp + 1,280 XP.
  
  731
  BOWSTAFF
  As a move-equivalent action, the wielder can change this 
  thin, flexible +2 quarterstaff into a +2 longbow or back again.
  Both forms perform exactly like a regular magic weapon of 
  their type.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, polymorph any object; Market Price: 10,975 gp; Cost to 
  Create: 5,975 gp + 400 XP.
  BREAKING BLADE
  Cleverly shaped and magically enhanced to shatter 
  opponent’s weapons, the breaking blade grants its wielder 
  the Sunder feat while she holds the weapon.
  This +2 halberd is particularly effective when used against 
  simple and martial reach weapons.
  When attacking such weapons, it deals double damage.
  The metal haft of the breaking blade has a hardness of 15 and 
  20 hit points.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, shatter; Market Price: 18,310 gp; Cost to Create: 9,310 
  gp + 720 XP.
  BRUTAL AXE
  This +1 keen battleaxe has a thick haft and a heavy, almost 
  unbalanced head.
  Whenever the brutal axe scores a successful critical hit, the 
  wielder may make a free trip attempt against the target.
  If the brutal axe is used in two hands, the wielder can apply 
  1 1/2 times his Strength bonus to this trip attempt.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  keen edge; Market Price: 18,310 gp; Cost to Create: 9,310 gp + 
  720 XP.
  CELESTIAL BLADE
  This Large +3 bastard sword is the favored weapon of 
  planetars.
  It always shines light equivalent to a torch (20-foot radius), 
  and its blade is typically engraved with the symbol of the 
  deity served by the planetar.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor; 
  Market Price: 18,335 gp; Cost to Create: 9,335 gp + 720 XP.
  CELESTIAL MACE
  This +3 disruption heavy mace is the favored weapon of astral 
  devas.
  It always shines light equivalent to a torch (20-foot radius).
  Caster Level: 14th; Prerequisites: Craft Magic Arms and 
  Armor, heal; Market Price: 50,312 gp; Cost to Create: 25,312 gp 
  + 2,000 XP.
  CHAIN OF ENTANGLING
  This hooked +2 spiked chain wraps around foes, entrapping 
  them and dealing continuous damage.
  On a successful hit, the chain of entangling allows its wielder 
  to attempt to grapple the target.
  On subsequent attacks, the wielder can attempt to hold the 
  target in the chain.
  Treat the attack as a normal hold attempt that it deals the 
  damage of the spiked chain rather than unarmed damage.
  The target may attempt to break the grapple as normal.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  Evard’s black tentacles; Market Price: 32,325 gp; Cost to Create:
  16,325 gp + 1,280 XP.
  CHANGELING SPEAR
  This +2 halfspear can easily shift forms.
  As a free action, the wielder can change the weapon into a 
  shortspear, a longspear, or back to a halfspear.
  The wielder may change the spear in this way once per 
  round.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  alter self; Market Price: 18,301 gp; Cost to Create: 9,301 gp + 720 
  XP.
  CHARGEBREAKER
  This +1 keen longspear has a barbed shaft that deals even 
  more damage when set against a charging opponent.
  When a character uses a ready action to set chargebreaker 
  against a charge, it deals triple damage on a successful hit.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  keen edge; Market Price: 18,305 gp; Cost to Create: 9,305 gp + 
  720 XP.
  CLAWS OF THE LEOPARD
  This pair of +2 spiked gauntlets have been shaped to look like 
  the paws of an oversized cat.
  In addition to their enhancement bonus, they provide 
  several feline-like advantages.
  While wearing the claws of the leopard, the wielder gains low-
  light vision and a +10 enhancement bonus on Climb 
  checks.
  During the first round of combat, the wielder can leap on a 
  foe, allowing her to make a full attack with the claws of the 
  leopard even if she has already taken a move action.
  This ability functions exactly like the leopard’s pounce 
  ability (see Appendix 1: Animals of the Monster Manual).
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  creator must have 5 ranks in Climb, cat’s grace; Market Price: 
  38,305 gp; Cost to Create: 19,305 gp + 1,520 XP.
  CLOSING BLADE
  This +3/+2 two-bladed sword allows its wielder to continue 
  fighting effectively when grappled.
  Any time the wielder is grappled, he can make attacks 
  against the creature he is grappling as if the closing blade 
  were a Tiny weapon.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  free action; Market Price: 58,700 gp; Cost to Create: 29,700 gp + 
  2,320 XP.
  CROSSBOW, DEATHWAND
  The two thin hollows in this +2 light crossbow’s stock have a 
  magical affinity with wands.
  The wielder of the deathwand crossbow is considered to be 
  holding either of the wands when she wields the crossbow, 
  
  732
  and she can use either wand normally without letting go of 
  the crossbow.
  Removing or stowing a wand in the crossbow takes a move-
  equivalent action.
  If the crossbow is destroyed, any wands it holds are also 
  destroyed.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, Leomund’s secret chest; Market Price: 10,335 gp; Cost to 
  Create: 5,335 gp + 400 XP.
  CROSSBOW, DWARVEN MAULER
  This Large +2 heavy crossbow is covered with dwarven runes, 
  and the intricate stock has been carved to resemble the 
  head of a hammer.
  Because of its increased size, the dwarven mauler deals 1d12 
  points of damage on a successful hit.
  This increase in size does not affect the time it takes to load 
  the crossbow.
  Furthermore, against all giants and goblinoids, the dwarven 
  mauler’s critical multiplier is increased to ×4.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  creator must be a dwarf; Market Price: 18,700 gp; Cost to 
  Create: 9,700 gp + 720 XP.
  Crossbow, Inevitable: The stock and rest of this +1 light 
  crossbow are covered in carvings, each resembling a slightly 
  different eye.
  If a bolt from an inevitable crossbow misses, the wielder’s next 
  shot, if aimed at the same target, gains an additional +1 
  insight bonus on the attack roll.
  If the second shot misses, the insight bonus increases to +2.
  As long as the wielder continues to fire at the same target 
  and continues to miss, subsequent shots gain bigger insight 
  bonuses, increasing by +1 each time, up to a maximum of 
  +5.
  This sequence of shots must occur on consecutive rounds; 
  if a round passes without the wielder shooting at the same 
  target, the crossbow’s insight bonus reverts to +0.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, true strike; Market Price: 18,335 gp; Cost to Create:
  9,335 gp + 720 XP.
  CROSSBOW OF RETRIEVING
  This +2 hand crossbow has a cleverly carved stock that
  resembles a beckoning hand.
  Any inanimate object struck by a bolt from a crossbow of 
  retrieving is affected by a mage hand spell.
  See Attack an Object in Chapter 8 of the Player’s Handbook 
  for rules on attacking inanimate objects.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  mage hand or telekinesis; Market Price: 13,400 gp; Cost to 
  Create: 6,900 gp + 520 XP.
  CROSSBOW OF TRAILING FLAME
  Made from a deep red-hued wood, this +1 flaming repeating 
  crossbow is strengthened by bands of wrought iron and 
  carved with shallow markings that resemble flickering 
  flames.
  Anytime the crossbow of trailing flame is fired more than once 
  in the same round, its additional property is activated.
  Each shot after the first in the round deals a cumulative +1 
  point of fire damage.
  For example, the second shot in a round deals 1d8+1 
  normal damage and 1d6+1 fire damage, and the third shot 
  in the same round deals 1d8+1 normal damage and 1d6+2 
  fire damage.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, flame blade, flame strike, or fireball; Market Price: 
  18,550 gp; Cost to Create: 9,550 gp + 720 XP.
  CUTLASS OF SURETY
  The magical properties of this +2 shortsword make it 
  impossible for the wielder to be disarmed.
  The sword grants no bonus on disarm attempts initiated by 
  the wielder.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  magic weapon; Market Price: 18,310 gp; Cost to Create: 9,310 gp 
  + 720 XP.
  DAGGER OF DEFENSE
  This +4 defending dagger has a long, thin blade and a broad 
  guard, and is an excellent parrying weapon.
  As long as the wielder holds the dagger of defense in his off 
  hand, he cannot be flanked.
  Rogues of 16th level or higher can flank the character 
  normally.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, shield; Market Price: 58,302 gp; Cost to Create: 29,302 
  gp + 2,320 XP.
  DAGGER OF ENTRY
  Greatly prized by rogues and others with larceny on their 
  minds, a dagger of entry looks like a plain, if finely crafted 
  dagger.
  This +1 dagger’s one oddity is its strangely shaped hilt, 
  which looks like an oversized key.
  The dagger is capable of opening almost any door, allowing 
  its possessor to cast knock once per day as a 9th-level caster.
  In addition, the dagger allows its wielder to cast find traps 
  once per day and detect secret doors once per day (both as the 
  spells from a 9th-level caster).
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  detect secret doors, find traps, knock; Market Price: 18,502 gp; Cost 
  to Create: 9,402 gp + 728 XP.
  DART OF PINNING
  Although it looks more like a large needle than an 
  instrument of war, this +2 dart has the deadly ability to hold 
  a foe motionless.
  Targets struck by a dart of pinning must make a successful 
  Fortitude save (DC 13) or be paralyzed as though by carrion 
  crawler brain juice (see Poison in Chapter 3 of the 
  DUNGEONMASTER’S Guide).
  The effect lasts for 7 rounds.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  hold monster; Market Price: 18,300 gp; Cost to Create: 9,300 gp + 
  720 XP.
  
  733
  DESERT’S HEART
  The dark metal of this +2 flaming falchion is imbued with a 
  deep red tint.
  Any creature holding desert’s heart is immune to fire damage 
  and takes double damage from cold effects.
  Creatures with the cold subtype do not gain this benefit.
  Instead, desert’s heart bestows a negative level on them, 
  which persists as long as they hold the blade.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  fireball, protection from elements; Market Price: 71,175 gp; Cost 
  to Create: 35,775 gp + 2,832 XP.
  DISARMING FLAIL
  The magic chain on this +2 heavy flail gives the weapon a 
  greater ability to pull opponents’ weapons from their grasp.
  The disarming flail grants a +2 circumstance bonus on 
  disarm checks and allows the wielder to make disarm 
  attempts as though she possessed the Improved Disarm 
  feat.
  This bonus stacks with the normal bonus flails receive on 
  disarm checks.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  magic weapon; Market Price: 18,395 gp; Cost to Create: 9,355 gp 
  + 723 XP.
  DOORBREAKER
  This plain-looking +1 battleaxe resembles mundane wood-
  chopping axes more than other battleaxes, and it is 
  especially effective against wood and similar materials.
  A doorbreaker deals double damage to all objects made 
  predominantly of wood and to plant creatures.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  warp wood; Market Price: 8,310 gp; Cost to Create: 4,310 gp + 
  320 XP.
  DRAGONTOOTH
  Made from a single tooth of an ancient blue dragon, this +2 
  shock rapier projects a fearsome aura around its wielder.
  Foes within 5 feet of the wielder must succeed on a Will 
  save (DC 16)or suffer the effects of the fear spell from an 
  8th-level caster.
  Once foes have made a successful saving throw against the 
  fear aura, they are immune to the aura’s effects for one day.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  fear, lightning bolt; Market Price: 40,720 gp; Cost to Create:
  20,520 gp + 1,616 XP.
  ELECTRIC LASH
  The blue-tinged leather of this +2 shock whip seems to spark 
  with small motes of electric energy.
  Three times per day, the wielder of the electric lash may 
  make an arcing strike.
  This attack deals an additional +2d6 points of electricity 
  damage (3d6 total) to the target if the attack is successful.
  Furthermore, the electric jolt arcs to any one creature 
  within 5 feet of the target.
  That target takes half as much electricity damage as the first 
  target did.
  If more than one creature is within 5 feet of the target, roll 
  randomly to see which one is affected by the arc of 
  electricity.
  Arcing strike damage is not multiplied by critical hits.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  lightning bolt; Market Price: 50,301 gp; Cost to Create: 25,301 
  gp + 2,000 XP.
  ELVEN LEAF ARROW
  These +2 arrows are tipped with magically strengthened 
  leaves rather than metal tips.
  Anyone firing an elven leaf arrow can, as a free action, 
  declare that the arrow deals subdual rather than regular 
  damage.
  Furthermore, whenever an elven leaf arrow deals subdual 
  damage in a temperate woodland environment, the target 
  must succeed on a Will save (DC 11) or be charmed as the 
  charm monster spell from a 10th-level caster.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, creator must be an elf, charm monster; Market Price: 
  1,167 gp; Cost to Create: 587 gp + 47 XP.
  EMERALD CALTROPS
  These magic caltrops dissolve into small puddles of acid 
  when stepped on.
  Like normal caltrops, emerald caltrops are scattered on the 
  ground to slow enemies, but the act of scattering them also 
  activates their magic.
  One 2-pound bag covers an area 5 feet square.
  Each time a creature moves into an area covered by emerald 
  caltrops, make an attack roll (with a +1 bonus) using the 
  rules for caltrops found in Chapter 7 of the Player’s 
  Handbook.
  Any creature struck by the caltrops takes an additional +1 
  point of damage and 1d6 points of acid damage.
  Emerald caltrops turn to vapor 1 hour after being removed 
  from their original container.
  Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, 
  Melf’s acid arrow; Market Price: 166 gp; Cost to Create: 86 gp + 7 
  XP.
  EQUESTRIAN’S SPEAR
  The magical properties of this +2 longspear make it suited for 
  use on foot or on horseback.
  When used by a character on foot, the equestrian’s spear 
  functions exactly like a longspear.
  When used by a mounted character proficient with the 
  heavy lance, the equestrian’s spear is treated in all respects as 
  a heavy lance.
  Mounted characters not proficient in the heavy lance may 
  still use the weapon as a longspear.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, phantom steed, polymorph any object; Market Price: 
  26,615 gp; Cost to Create: 13,615 gp + 1,040 XP.
  ERYTHNUL’S SLAUGHTER
  This +2 unholy morningstar is sacred to clerics of Erythnul, 
  the god of slaughter.
  
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  Any cleric wielding Erythnul’s slaughter can prepare spells as 
  if he had access to the War domain in addition to his other 
  domains.
  Clerics who already have access to the War domain gain no 
  additional benefit.
  If for any reason the cleric loses possession of Erythnul’s 
  slaughter, all prepared spells from the War domain are lost, 
  unless the cleric normally has access to that domain.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, creator must have access to War domain, unholy 
  blight; Market Price: 72,308 gp; Cost to Create: 36,308 gp + 
  2,880 XP.
  ETHEREAL BOLT
  These +1 bolts, once fired, flicker between the Material 
  Plane and Ethereal Plane.
  This jumping between planes gives the bolts a hazy, 
  insubstantial appearance.
  Flickering between the planes gives the bolts several 
  powers.
  Although they provide no ability to see onto the Ethereal 
  Plane, the bolts themselves affect ethereal creatures 
  normally.
  Furthermore, they can pass through solid objects.
  For each 5 feet of solid material the bolt passes through, 
  there’s a 50% chance that the bolt is on the Material Plane 
  when it passes, stopping the bolt and ending its flight.
  All attacks with ethereal bolts have a 20% miss chance.
  The planar flickering lasts only for one shot; if recovered 
  intact after being fired, an ethereal bolt is thereafter treated 
  as a normal +1 bolt.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  blink; Market Price: 797 gp; Cost to Create: 402 gp + 32 XP.
  EVERBURNING CHAIN
  On command, this +2 flaming spiked chain turns into a 
  column of fire.
  Like other flaming weapons, the fire does not harm the 
  wielder.
  As a standard action, the wielder can sweep the chain 
  around her head, spreading flame in a 10-foot radius.
  This attack deals 1d6 points of damage to creatures within 
  the area of effect (Reflex half DC 13) and can cause 
  flammable materials to ignite.
  Trip attacks made with an everburning chain may ignite the 
  target’s clothing if it is flammable.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, burning hands, fireball; Market Price: 22,725 gp; Cost to 
  Create: 11,525 gp + 896 XP.
  FEY ARROW
  This light, slender +1 arrow has a small point and brightly 
  colored fletching.
  On a successful hit, a pale glow surrounds the target.
  The glow functions exactly like the faerie fire spell from a 
  5th-level caster, preventing an outlined target from gaining 
  the benefits of concealment caused by darkness, blur, 
  displacement, invisibility, or similar effects.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  faerie fire; Market Price: 297 gp; Cost to Create: 152 gp + 12 XP.
  FELLSTONE
  This +3 heavy pick is made entirely from stone, and its 
  magical properties give its wielder great power over stone.
  Earth creatures struck with fellstone must succeed on a 
  Fortitude save (DC 13) or be dazed until the beginning of 
  the wielder’s next action.
  Whenever both the wielder and her opponent are touching 
  the ground, fellstone grants a +1 bonus on attacks and 
  damage.
  If an opponent is airborne or waterborne, the wielder takes 
  a –4 penalty on attacks and damage.
  Furthermore, as long as the wielder is touching the ground, 
  she can start a bull rush without provoking an attack of 
  opportunity.
  The combat modifiers given above for melee attacks also 
  apply to the wielder’s opposed Strength check when 
  attempting a bull rush.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, stone shape, summon monster VI; Market Price: 32,308 
  gp; Cost to Create: 16,308 gp + 1,280 XP.
  FLAIL OF SHADOWS
  Made from forge-blackened iron and darkwood, this +2 
  shadowstrike heavy flail has a powerful bond with the Plane 
  of Shadow.
  In addition to its shadowstrike ability, the flail of shadows 
  allows its wielder to cast dimension door with a command 
  word (as the spell from an 11th-level caster, but the 
  dimension door must originate and terminate in an area of 
  shadow).
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, dimension door, shadow conjuration, shadow walk;
  Market Price: 48,155 gp; Cost to Create: 24,235 gp + 1,914 XP.
  FLAMESHROUD AXE
  Made from an incredibly hard red metal (hardness 15, 30 
  hp), this +3 flaming battleaxe can wrap its wielder in a 
  protective shield of fire.
  Once per day, the flameshroud axe can produce an effect 
  similar to the fire shield spell (chill version) from an 11th-
  level sorcerer.
  Activating the axe’s fire shield ability is a full-round action 
  that provokes an attack of opportunity.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, fireball, fire shield; Market Price: 51,510 gp; Cost to 
  Create: 25,910 gp + 2,048 XP.
  FOE REAPER
  This +2 mighty cleaving scythe can cut through foes three at a 
  time.
  During extra attacks granted by the Cleave feat or the 
  scythe’s mighty cleaving ability, its threat range is doubled.
  Foe reaper is treated as a keen weapon for purposes of spells 
  interacting with it, meaning it cannot be the target of keen 
  edge or bless weapon, nor can it receive the vicious ability.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, divine power, keen edge; Market Price: 32,318 gp; Cost to 
  Create: 16,318 gp + 1,280 XP.
  
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  FORCE WEB
  This +4 net is made of pure magical force and can hold even 
  incorporeal creatures.
  A creature entangled in a force web can attempt to escape as a 
  full-round action (Escape Artist check, DC 20).
  The net has a hardness of 10 and 30 hit points and can be 
  burst with a DC 40 Strength check as a full-round action.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, forcecage; Market Price: 72,320 gp; Cost to Create:
  36,320 gp + 2,880 XP.
  FORETELLING BLADE
  Otherwise unadorned, the pommel of this +2 longsword is 
  carved to look like a large, unblinking eye.
  Once per day, the possessor of the foretelling sword may roll 
  1d20.
  Once over the course of the ensuing day, the wielder may 
  choose to use the result of that roll instead of making an 
  attack roll.
  To use this ability, the wielder must announce this choice 
  before making the attack roll.
  For the chosen attack, the wielder simply uses the result of 
  the earlier 1d20 roll as if that were his attack roll.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  augury; Market Price: 18,315 gp; Cost to Create: 9,315 gp + 720 
  XP.
  FROST SHARD DAGGER
  This completely translucent +1 dagger radiates cold and 
  looks as if it is sculpted out of ice.
  Despite its appearance, the dagger is as resilient as normal 
  steel until used to make a successful melee or ranged attack.
  The first successful attack made with a frost shard dagger 
  causes it to explode in a burst of cold energy, dealing 3d6 
  points of cold damage to everyone within 5 feet of the 
  target.
  All creatures other than the original target may attempt a 
  Reflex save (DC 17) to take half damage.
  The frost shard dagger is destroyed after one successful 
  attack.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  cone of cold; Market Price: 1,052 gp; Cost to Create: 677 gp + 30 
  XP.
  GHOST HANDS
  These roughly wrought iron gauntlets remain a dull, dark 
  gray regardless of how often they are polished.
  Despite their crude appearance, ghost hands are a 
  surprisingly light pair of +1 ghost touch gauntlets.
  While wearing ghost hands, the wielder is immune to the 
  magic jar spell and a ghost’s malevolence ability.
  Ghost hands provide a +1 enhancement bonus on attack and 
  damage rolls but attacks with them are still considered 
  unarmed for purposes of provoking attacks of opportunity.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  plane shift, protection from evil; Market Price: 18,302 gp; Cost to 
  Create: 9,302 gp + 720 XP.
  GLAIVE OF TORMENT
  This +1 wounding glaive gains additional power in the hands 
  of a barbazu or any other creature with a natural wounding 
  ability.
  Whenever such a creature wields the weapon, those struck 
  by it are racked with pain, taking a –4 penalty on attack 
  rolls, skill checks, and ability checks, for 3 rounds.
  A successful Fortitude save (DC 16) lessens the penalty to –
  2.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, bestow curse, Mordenkainen’s sword; Market Price:
  74,308 gp; Cost to Create: 37,308 gp + 2,960 XP.
  GNOME STEAM BOW
  Covered with levers and small repositories for alchemical 
  fluids, and strung with a system of pulleys, this +1 shortbow 
  offers several advantages.
  The wielder can choose from the following three options, 
  each requiring a move-equivalent action to activate.
  The wielder can remove any penalty on damage rolls from a 
  low Strength score for the next shot from the bow.
  The wielder can add his Intelligence modifier to the attack 
  roll for the next shot from the bow.
  Finally, the wielder can double the range increment of the 
  bow for the next shot from it.
  None of these actions provokes an attack of opportunity.
  If the wielder spends the time, it’s possible to set up a shot 
  that benefits from all three abilities.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  bull’s strength, clairaudience/clairvoyance, true strike; Market 
  Price: 18,530 gp; Cost to Create: 9,430 gp + 728 XP.
  GNOME’S TOOLKIT
  Covered in hooks, small sliding compartments, and tiny 
  nooks perfect for potion vials, this +2 light crossbow can hold 
  several small items.
  The gnome’s toolkit stores a set of masterwork lockpicks, a 
  magnifying glass, and a small silver mirror.
  These items are magically bonded to the crossbow, and they 
  disappear if taken more than 20 feet from it.
  Items removed like this reappear within the crossbow after 
  1 minute.
  The gnome’s toolkit can also hold up to six more small items 
  such as keys or potion vials.
  No item stored in the crossbow can be more than 2 inches 
  long or weigh more than 6 ounces.
  Additional stored items do not become bonded to the 
  crossbow and function normally if removed.
  While holding a gnome’s toolkit, the wielder can retrieve any 
  item stored in the crossbow as a free action.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, Leomund’s secret chest; Market Price: 10,335 gp; Cost to 
  Create: 5,335 gp + 400 XP.
  GRASPING DAGGER
  In addition to its main blade, this +3 keen punching dagger 
  has two large barbs that project from the dagger’s hilt.
  On a successful critical hit, these barbs can hook into the 
  target’s flesh, holding it fast.
  
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  After a successful critical hit, the wielder may make a 
  grapple attempt as a free action.
  If successful, the target is hooked on the dagger’s barbs.
  While grappling in this manner, the wielder can attack 
  with the grasping dagger normally.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, hold person, keen edge; Market Price: 50,302 gp; Cost to 
  Create: 25,302 gp + 2,000 XP.
  GRAY SNARE
  The rubbery gray strands of this +1 net are tightly woven 
  and give off a tangy, acidic scent.
  Although the gray snare lacks the hooks of other combat 
  nets, its sticky strands are just as hard to escape.
  Once per day on command, the net transforms into a gray 
  ooze.
  If the net transforms while it entangles a target, the ooze is 
  considered to have grappled the target.
  The transformation takes a full round, and once complete 
  the ooze acts on the wielder’s initiative.
  The wielder has no special ability to control the ooze but 
  can transform it back into a net with a command word.
  See the Ooze entry in the Monster Manual for more 
  information on the gray ooze.
  If killed while in ooze form, the net is destroyed.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, summon monster IV; Market Price: 74,320 gp; Cost to 
  Create: 37,320 gp + 2,960 XP.
  GRUUMSH’S REVENGE
  This +3 longspear is greatly prized by clerics of Gruumsh.
  The wielder of Gruumsh’s revenge can take a standard action 
  and expend a rebuke undead attempt to imbue the spear 
  with divine power.
  If the next successful attack with the longspear hits an elf, 
  the spear deals an additional 1d6 points of divine damage 
  per point of the wielder’s Charisma bonus (minimum 1d6).
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, creator must be an evil humanoid with the ability to 
  rebuke undead, unholy blight; Market Price: 50,305 gp; Cost to 
  Create: 25,305 gp + 2,000 XP.
  GUARDIAN BOW
  The magical properties imbued in this +2 mighty (+3) 
  composite longbow protect its wielder when enemies are near.
  The guardian bow provokes an attack of opportunity only 
  from the target of its attack.
  If someone fires the guardian bow while surrounded by 
  enemies, only the foe shot at may take an attack of 
  opportunity, even if other opponents threaten the archer.
  Caster Level: 14th; Prerequisites: Craft Magic Arms and 
  Armor, shield; Market Price: 50,700 gp; Cost to Create: 25,700 
  gp + 2,000 XP.
  GUERRILLA SPEAR
  This +2 shortspear is extremely effective when used in 
  ambush.
  Whenever the wielder makes a successful attack against an 
  opponent who is denied his Dexterity bonus to Armor 
  Class, the guerrilla spear deals an additional 2d6 points of 
  damage.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  invisibility; Market Price: 32,302 gp; Cost to Create: 16,302 gp + 
  1,280 XP.
  GUISARME OF LONG FALLS
  The curved blade at the end of this +2 guisarme is hooked 
  even more than that of a normal guisarme and can cause 
  particularly jarring falls.
  Whenever the wielder uses the guisarme of long falls to make 
  a successful trip attempt, the target must succeed on a 
  Fortitude save (DC 16) or be stunned for one round.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, telekinesis; Market Price: 18,309 gp; Cost to Create:
  9,309 gp + 720 XP.
  HALBERD OF VAULTING
  This +2 halberd allows its wielder to make powerful leaping 
  attacks.
  The halberd of vaulting gives its wielder a +30 bonus on Jump 
  checks and removes the usual maximums for jumping 
  distance.
  Whenever the wielder takes the charge action, she may 
  attempt a vaulting charge.
  If the wielder can make a running high jump at least 5 feet 
  high during the charge, the charge attack deals double 
  damage.
  To make a vaulting charge, the wielder must have a clear 
  path through the air to the target.
  In an area with a low ceiling or overhanging obstructions, a 
  vaulting charge might not be possible.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, jump; Market Price: 20,310 gp; Cost to Create: 10,310 
  gp + 800 XP.
  HALFLING’S EXIT
  These +2 sling bullets provide a ready cover for those 
  needing a quick escape and are often carried by rogues in 
  case such situations arise.
  These gray sling bullets seem filled with swirls of thick, 
  black fog, and their surface roils with constant motion.
  On a successful hit, the bullet releases a billowing cloud of 
  fog that fills a 30-foot radius with a fog cloud (as the spell 
  from a 6th-level caster).
  The fog lasts for 1 hour, although it can be dispersed by 
  strong wind.
  The cloud blocks all sight, including darkvision, beyond 5 
  feet.
  A creature within 5 feet has one-half concealment (20% 
  miss chance).
  Creatures farther away have total concealment (50% miss 
  chance and the attacker can’t use sight to locate the target).
  Each halfling’s exit creates fog only once; bullets recovered 
  intact are thereafter +2 sling bullets.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  creator must be a halfling, fog cloud; Market Price: 247 gp; Cost 
  to Create: 127 gp + 10 XP.
  
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  HAMMER OF THE MAGESMITH
  This +1 warhammer is useful when creating other magic 
  weapons.
  When used in the forging of another magical weapon, the 
  hammer of the magesmith reduces the cost of the raw 
  materials that must be supplied by 5%.
  This reduction applies only to the gold piece cost of 
  materials, not the XP requirement.
  In addition, once per day the hammer of the magesmith can 
  imbue another weapon with temporary magic power.
  This works exactly like the magic weapon spell from a 10th-
  level caster, including the requirement that the hammer of 
  the magesmith touch its target.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, magic weapon; Market Price: 45,912 gp; Cost to Create:
  23,112 gp + 1,824 XP.
  HAMMER OF SACRIFICE
  Heavier than other weapons of its type, this +2 warhammer 
  weighs 16 pounds and is made entirely from a single piece 
  of black iron ore.
  At the beginning of each round, the wielder of the hammer 
  of sacrifice can sacrifice up to 5 hit points.
  Hit points sacrificed in this manner are then added to the 
  damage of each successful attack made with the hammer 
  until the beginning of the following round.
  Hit points sacrificed to the hammer are treated as normal 
  damage to the wielder.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  vampiric touch; Market Price: 32,312 gp; Cost to Create: 16,312 
  gp + 1,280 XP.
  HAND OF HEIRONEOUS
  This +3 longsword is greatly prized by paladins and clerics of 
  Heironeous.
  The wielder of the hand of Heironeous can take a standard 
  action and expend a turn undead attempt to imbue the 
  sword with divine power.
  If the next successful attack by the sword hits an undead 
  target, the sword deals an additional 1d6 points of divine 
  damage for each point of the wielder’s Charisma bonus 
  (minimum 1d6).
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, creator must have the turn undead ability, creator 
  must be good, divine power, searing light; Market Price: 50,315 
  gp; Cost to Create: 25,315 gp + 2,000 XP.
  HAVOC BLADE
  This +3 keen chaotic greataxe is a powerful weapon of 
  disorder.
  In addition to its other properties, a havoc blade causes 
  confusion (as the spell from a 5th-level caster) with a 
  successful critical hit.
  The target is allowed a Will save (DC 19) to avoid the 
  confusion effect.
  A target who fails the Will save is confused for 5 rounds.
  An ungainly-looking weapon at best, a havoc blade is a swirl 
  of three different metals, apparently only partly blended.
  The shaft is also slightly twisted, as if warped by long 
  exposure, although it can still be wielded without penalty.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, chaos hammer, confusion, keen edge, creator must be 
  chaotic; Market Price: 98,320 gp; Cost to Create: 49,320 gp + 
  3,920 XP.
  ICE TALON
  With blades carved from the pale claws of an ancient white 
  dragon, this +2 frost greataxe radiates cold.
  The area within 5 feet of an ice talon is always 10 degrees 
  cooler than the ambient temperature.
  Even without the aura of cold, an ice talon’s frosty nature is 
  evident from its appearance; the pale dragon claws sit atop a 
  haft of magically strengthened ivory, making the entire 
  weapon an eerie shade of white.
  An ice talon grants its wielder the ability to withstand cold 
  as the endure elements (cold) spell from a 10th-level caster.
  In addition, the wielder’s movement is never reduced due 
  to snow or ice, and she never needs to make a Balance 
  check to keep her footing on ice.
  Although it is made from ivory, an ice talon has a hardness 
  of 15 and 20 hit points due to its magical reinforcement.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, cone of cold; Market Price: 24,320 gp; Cost to Create:
  12,320 gp + 960 XP.
  INCANDESCENT SWORD
  This +4 holy greatsword glows with a bright light (a 30-foot 
  radius equivalent to a sunrod) when it is held by a character 
  of chaotic good alignment.
  It is the preferred weapon of ghaele eladrins.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, holy smite, light, creator must be chaotic good; 
  Market Price: 72,400 gp; Cost to Create: 36,375 gp + 2,882 XP.
  IOUN BLADE
  This +1 dagger can hold any one ioun stone in a special socket 
  in its pommel.
  As long as the wielder holds the ioun blade, any stone held 
  in the pommel affects her as if it were spinning around her 
  head normally.
  Placing or removing an ioun stone from the socket is a move-
  equivalent action that provokes an attack of opportunity.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  fabricate; Market Price: 6,302 gp; Cost to Create: 3,302 gp + 240 
  XP.
  JAVELIN OF CHAIN LIGHTNING
  This dangerous magic weapon becomes a bolt of chain 
  lightning when thrown.
  The character who throws the javelin chooses the primary 
  target, but the secondary bolts arc to the nearest eleven 
  creatures within 30 feet of the target.
  The thrower has no control over the secondary bolts.
  The primary bolt deals 11d6 points of damage to the target 
  (Reflex half DC 19) and 5d6 points of damage to secondary 
  targets (half with a successful save).
  The javelin is consumed in the attack.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, chain lightning; Market Price: 3,301 gp; Cost to Create:
  1,651 gp + 132 XP.
  
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  JAVELIN OF LIGHTNING, GREATER
  When thrown, this javelin becomes a 10d6 lightning bolt.
  It is consumed in the attack.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, lightning bolt; Market Price: 1,501 gp; Cost to Create:
  751 gp + 60 XP.
  JAVELIN OF OBLITERATION
  When thrown, this javelin becomes a disintegrator ray that 
  functions as a disintegrate spell from a 15th-level caster.
  The wielder makes a touch attack using her normal ranged 
  touch modifier to determine whether or not the ray hits.
  The javelin is consumed in the attack.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, disintegrate; Market Price: 9,301 gp; Cost to Create:
  4,801 gp + 360 XP.
  JAVELIN OF PRECISION
  This +3 javelin has a long, narrow point and incredible 
  balance.
  When thrown, the javelin ignores cover bonuses to AC.
  This ability does not allow the wielder to make attacks that 
  would otherwise not be possible, so total cover prevents 
  attacks from the javelin of precision.
  In addition to ignoring cover, the wielder never takes a 
  penalty on her attack roll when throwing the javelin of 
  precision into melee.
  The javelin does not reduce the effects of concealment.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  true strike; Market Price: 50,301 gp; Cost to Create: 25,301 gp + 
  2,000 XP.
  KAMA OF PURE AIM
  This +2 kama allows a wielder with great mental fortitude to 
  ignore many effects that would disrupt his aim.
  Each round, the wielder of the kama of pure aim can attempt 
  a Wisdom check (DC 20).
  If this check is successful, the wielder may ignore any miss 
  chance created by concealment, including effects such as 
  blur and invisibility, but not miss chances from other 
  conditions such as incorporeality or the blink spell.
  Although the kama of pure aim can potentially remove the 
  miss chance from an invisible foe, the attacker must still 
  target the correct space.
  The wielder does not automatically know which space an 
  invisible or otherwise concealed foe is in.
  The weapon is otherwise identical to a +2 kama.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, creator must have a Wisdom score of 20, true seeing;
  Market Price: 32,302 gp; Cost to Create: 16,302 gp + 1,280 XP.
  KHOPESH OF THE LOYAL MINION
  This +1 khopesh is a favored weapon of minions of Set (an 
  evil god detailed in Deities and Demigods).
  When the wielder changes into a form that has a natural 
  claw attack (such as an animal form), the khopesh merges 
  with the new form and grants its +1 enhancement bonus to 
  one of the creature’s claw attacks, as if the magic fang spell 
  had been cast on the creature.
  When the wielder returns to a form that uses weapons, the 
  khopesh returns to its normal form and functionality as 
  well.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  polymorph self or creator must have a shape-altering ability 
  (including wild shape or alternate form); Market Price: 6,320 
  gp; Cost to Create: 3,320 gp + 240 XP.
  KNIGHT’S SWORD
  This +2 bastard sword is extremely effective from horseback.
  When riding a mount and performing the charge action, 
  the wielder can double the damage dealt with the knight’s 
  sword during the attack.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  phantom steed; Market Price: 18,335 gp; Cost to Create: 9,335 gp 
  + 720 XP.
  KUKRI OF CRIPPLING
  The curved blade of this +2 kukri has been imbued with 
  magic capable of laming a foe.
  Anytime the wielder of the kukri of crippling scores a critical
  hit, the target’s move rate is halved.
  This reduction lasts for one day, until the creature is 
  successfully treated with the Heal skill (DC 15), or until it 
  receives at least 1 point of magical healing.
  Creatures with multiple movement rates have only one of 
  their movement rates reduced by each critical hit.
  Roll randomly to determine which movement rate is 
  affected.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  slow; Market Price: 18,308 gp; Cost to Create: 9,308 gp + 720 
  XP.
  LANCE OF BRAVERY
  As long as a mounted rider holds the lance of bravery, both 
  she and her mount are immune to all fear effects.
  The lance of bravery is otherwise identical to a +2 heavy lance.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, remove fear; Market Price: 30,310 gp; Cost to Create:
  15,310 gp + 1,200 XP.
  LANCE OF JOUSTING
  This +3 light lance was created to put smaller riders on par 
  with their larger counterparts.
  When in the hands of a Small humanoid, the lance of 
  jousting has a reach of 10 feet.
  In all other respects, the weapon functions like a normal +3 
  light lance.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  enlarge; Market Price: 32,306 gp; Cost to Create: 16,306 gp + 
  1,280 XP.
  LANCE OF MANGLING
  This +2 heavy lance can destroy an opponent’s shield with a 
  successful critical hit.
  If the wielder scores a successful critical hit against an 
  opponent using a shield, the opponent’s shield is torn away 
  and ruined in addition to the attack’s normal effect.
  
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  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  shatter; Market Price: 18,310 gp; Cost to Create: 9,310 gp + 720 
  XP.
  LANCE OF THE UNENDING CHARGE
  This +2 mighty cleaving heavy lance allows a charging wielder 
  to plow through multiple foes.
  Whenever the wielder takes the charge action, she gains 
  the ability to move great distances between Cleave 
  attempts.
  Anytime during a charge that the wielder is granted an 
  extra attack by the Cleave feat, she can continue moving in 
  the direction of her charge up to the limit of her mount’s 
  movement before making that extra attack.
  The same benefit applies to the extra attack granted by the 
  weapon’s mighty cleaving quality.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, expeditious retreat, haste; Market Price: 50,310 gp; Cost 
  to Create: 25,310 gp + 2,000 XP.
  LARETHIAN PROTECTOR
  This +2 longbow is greatly prized by clerics of the elven god 
  Corellon Larethian.
  The wielder of the Larethian protector can take a standard 
  action and expend a turn undead attempt to imbue the bow 
  with divine power.
  The next arrow from the bow that hits an evil humanoid 
  deals an additional 1d6 points of divine damage per point of 
  the wielder’s Charisma bonus (minimum 1d6).
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, creator must be an elf with the ability to turn 
  undead, holy smite; Market Price: 50,375 gp; Cost to Create:
  25,375 gp + 2,000 XP.
  LIVING NET
  This well-made +2 net seems to writhe of its own accord.
  The wielder of the living net can attack targets up to 20 feet 
  away.
  Any time a foe is entangled by the living net, the wielder 
  may make a trip attack as a free action.
  If the wielder is tripped during his own trip attempt, he 
  may drop the living net’s trailing cord to avoid being 
  tripped.
  Folding the living net is a move-equivalent action that 
  provokes an attack of opportunity.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, animate objects; Market Price: 18,320 gp; Cost to Create:
  9,320 gp + 720 XP.
  MACE OF FORM
  This +2 bane (shapechanger) light mace protects its wielder 
  from shapechanging magic and can dispel such effects on 
  others.
  Any successful hit against a creature not in its natural form 
  forces the target to succeed on a Fortitude save (DC 22) or 
  return to its natural form.
  This effect does nothing to prevent subsequent 
  shapechanging effects.
  In addition, the wielder of the mace of form cannot change 
  shape.
  While holding the mace of form, the wielder simply ignores 
  the effects of all shapechanging magic, including self-
  targeting spells such as alter self.
  Note that the mace of form does nothing to prevent illusory 
  changes to appearance from taking effect, so spells like 
  change self still function normally for the wielder.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, polymorph any object; Market Price: 100,312 gp; Cost to 
  Create: 50,312 gp + 4,000 XP.
  MACE OF THE SNAIL
  This +2 heavy mace has an unadorned shiny metal head.
  Three times per day, the mace of the snail allows its wielder 
  to cast slow as a 7th-level caster.
  Targets must make a Will save (DC 14) to resist this effect.
  In addition, whenever its wielder takes the total defense 
  action, the mace grants an additional +2 bonus to Armor 
  Class that stacks with all other bonuses.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  shield, slow; Market Price: 30,992 gp; Cost to Create: 15,612 gp + 
  1,224 XP.
  MACE OF UNLIFE
  This +3 heavy mace can bring the dead back as undead 
  servants of its wielder.
  Whenever the mace of unlife is used to deliver the killing 
  blow to a creature, its wielder can cause that creature to rise 
  as a zombie.
  Using this ability is a full-round action.
  Zombies raised in this manner are under the control of the 
  mace’s wielder.
  Up to 20 Hit Dice of zombies may be controlled at any one 
  time.
  Any condition that would normally prevent a creature from 
  being animated as a zombie prevents the mace of unlife from 
  working as well.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, animate dead, control undead; Market Price: 138,312 gp; 
  Cost to Create: 69,312 gp + 5,520 XP.
  MACE OF VOICES
  The bell-shaped head of the mace of voices produces several 
  sonic effects, from peals of thunder to soothing tones that 
  magically enhance the wielder’s oratory.
  This +2 thundering heavy mace allows clerics who wield it to 
  channel divine energy to produce magically infused 
  oratory.
  Once per day, while holding the mace of voices, a cleric can 
  give up one turn undead attempt to cast enthrall.
  The spell is treated as if cast by the cleric himself, and the 
  save DC and caster level are figured accordingly.
  In addition, the mace of voices grants a +2 bonus on the 
  wielder’s Diplomacy checks to adjust a creature’s attitude.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, blindness/deafness, enthrall; Market Price: 37,712 gp; 
  Cost to Create: 19,012 gp + 1,496 XP.
  MAGEBLADE
  This +2 longsword of spell storing is covered in arcane symbols.
  
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  While holding a mageblade, the wielder can sacrifice a 
  prepared arcane spell from memory as a move-equivalent 
  action that does not provoke an attack of opportunity.
  Doing so removes the nonproficiency penalty (if any) for 
  using the mageblade for a number of rounds equal to the 
  sacrificed spell’s level.
  Furthermore, if the sacrificed spell dealt damage of a 
  particular energy type, the mageblade deals an additional 
  1d6 points of damage of that energy type with each 
  successful hit.
  The energy damage lasts 1 round per level of the sacrificed 
  spell.
  If the sacrificed spell has more than one energy type 
  associated with it, the mageblade wielder may choose the 
  energy type.
  Caster Level: 17th; Prerequisites: Craft Magic Arms and 
  Armor, creator must be at least 15th level; Market Price: 
  50,315 gp; Cost to Create: 25,315 gp + 2,000 XP.
  MANTICORE BLADE
  The wavy blade of this +3 greatsword begins in an oversized 
  hilt adorned with six spikes.
  As an attack action, the wielder can launch one of the 
  spikes from the sword at a ranged target.
  The spikes have a range increment of 20 feet, deal 1d6 
  points of piercing damage, and grant a +1 enhancement 
  bonus on attack and damage rolls.
  When making a ranged attack with a spike, the wielder 
  applies her Dexterity modifier to her attack roll and her 
  Strength modifier to her damage roll.
  Making a ranged attack with a spike provokes an attack of 
  opportunity just like making a normal ranged attack.
  The spikes crumble to dust 1 round after being launched 
  from the sword.
  The sword regenerates spikes at the rate of one per day.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, magic missile; Market Price: 20,350 gp; Cost to Create:
  10,350 gp + 800 XP.
  MAUL OF CONSTRUCTION
  This Large +2 warhammer gives its wielder power over 
  stone.
  Because of its size, a maul of construction deals 2d6 base 
  damage, weighs 16 pounds, and must be used in two hands 
  by Medium-size characters.
  The maul allows its wielder to cast stone shape and wall of 
  stone once per day each, as the spells from a 15th-level 
  caster.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, stone shape, wall of stone; Market Price: 51,824 gp; Cost 
  to Create: 26,224 gp + 2,048 XP.
  MIRROR BLADE
  Shined to a mirror-bright brilliance, this +2 longsword sheds 
  magical light in a 20-foot radius.
  The light glimmers along the sword’s blade and through 
  the many gems in its hilt, creating a dazzling pattern of 
  light.
  All creatures that remain within 5 feet of the wielder for an 
  entire round must succeed on a Will save (DC 15) or 
  become dazzled by the sword’s light.
  Creatures without eyes are not susceptible to this effect.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  flare, hypnotic pattern, light; Market Price: 38,315 gp; Cost to 
  Create: 19,315 gp + 1,520 XP.
  MOONSILVER SHARD
  This silvery dart turns into a small bolt of magical force 
  when thrown and unerringly strikes its target for 1d4+1 
  points of damage.
  Once thrown, a moonsilver shard behaves in all manner like 
  a dart from the magic missile spell, except that it has an 
  effective range of 150 feet.
  Attempting to throw a moonsilver shard at a target beyond 
  this range causes the dart to transform and then dissipate 
  harmlessly.
  A moonsilver shard vanishes after one use.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  magic missile; Market Price: 50 gp; Cost to Create: 25 gp + 2 XP.
  MORNINGSTAR OF EXHILARATION
  The magical properties imbued in this +2 morningstar grant 
  the wielder tremendous benefits if she is victorious in 
  combat.
  Whenever a successful hit from the morningstar of 
  exhilaration drops a foe below 0 hit points, the wielder gains 
  6 temporary hit points and a +1 morale bonus on attack 
  rolls and saving throws.
  The temporary hit points and morale bonus last for 10 
  rounds.
  Repeat triggering of this power does not stack.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  aid, bless; Market Price: 28,308 gp; Cost to Create: 14,308 gp + 
  1,120 XP.
  NUNCHAKU OF MASTERY
  Joined by a wrought-iron chain, the jet-black handles of 
  this +2 nunchaku reflect almost no light.
  By spending a full-round action twirling the nunchaku of 
  mastery around his head and body, the wielder gains a +20 
  bonus on his next attack roll with the nunchaku, provided 
  that the attack occurs on the following round.
  In all other respects, this effect functions exactly like the 
  true strike spell from a 7th-level caster.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  true strike; Market Price: 22,302 gp; Cost to Create: 11,302 gp + 
  880 XP.
  PACKMASTER FLAIL
  This +2 bane (gnoll) light flail is feared and revered by gnolls.
  Its head, carved to resemble the snarling visage of a gnoll, 
  inspires obedience in any gnoll who sees it.
  While holding the packmaster flail, the wielder gains a +10 
  bonus on Intimidate and Diplomacy checks made against 
  gnolls.
  Furthermore, once per day the wielder can summon 1d3 
  fiendish gnolls.
  The fiendish gnolls obey anyone holding the packmaster 
  flail.
  The gnolls remain for 10 rounds before disappearing.
  
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  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, summon monster I; Market Price: 48,708 gp; Cost to 
  Create: 24,508 gp + 1,936 XP.
  PIERCING TONGUE OF KATH KADAN
  This impressive name belongs to the traditional weapon of 
  the noble salamander.
  It is a Huge +3 longspear that is always wreathed in fire like a 
  flaming weapon, and it deals +1d8 points of bonus fire 
  damage on a successful hit.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, flame blade, flame strike, or fireball; Market Price:
  35,610 gp; Cost to Create: 18,810 gp + 1,400 XP.
  PLAGUE SPREADER
  The head of this perpetually filthy +3 heavy flail always 
  appears dingy and ill cared for.
  Even the chain of the flail appears rusted and caked with 
  small bits of long-rotten matter.
  Any successful hit from the plague spreader can potentially 
  infect the target with filth fever.
  A target hit by the plague spreader must succeed on a 
  Fortitude save (DC 20) or be infected with the disease.
  The disease has an incubation period of 1d3 days, after 
  which it deals 1d3 points of temporary Dexterity damage 
  and 1d3 points of temporary Constitution damage.
  See Disease in Chapter 3 of the DUNGEON MASTER’S 
  Guide for more information.
  Creatures immune to disease are immune to this effect.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, contagion; Market Price: 104,715 gp; Cost to Create:
  52,515 gp + 4,176 XP.
  RAKING BLADE
  The wielder of this +4/+3 two-bladed sword can make an 
  additional raking attack if she manages to get inside her 
  opponent’s defenses.
  Anytime the wielder hits the same target with the first 
  attack made with her primary hand and the first offhand 
  attack during the same round, the wielder may make an 
  extra attack with the raking blade.
  This extra attack is at –5 on the wielder’s best attack bonus.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, cat’s grace, haste; Market Price: 116,700 gp; Cost to 
  Create: 58,700 gp + 4,640 XP.
  RANKBREAKER GLAIVE
  Created to deal with formations of polearm-wielding foes, 
  this completely unadorned +2 glaive looks like a normal 
  soldier’s weapon.
  When used in combat, its fearsome powers become 
  evident.
  While using a rankbreaker glaive, the wielder can act as if he 
  had the Cleave feat.
  A wielder who already has the Cleave feat gains no 
  additional benefit.
  Whenever the wielder takes a charge action using a 
  rankbreaker glaive, he deals an additional 1d6 points of 
  damage on each successful hit.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  righteous might; Market Price: 32,308 gp; Cost to Create: 16,308 
  gp + 1,280 XP.
  RANSEUR OF READINESS
  The magical properties of this +2 eager ranseur make it a 
  deadly tool against charging foes.
  Any time the wielder gets an attack of opportunity against a 
  charging foe, he may make that attack as if he had readied 
  an action to set the ranseur against the charge.
  Attacks set in this manner deal double damage to charging 
  foes.
  Anytime the wielder readies a ranseur of readiness against a 
  charging foe, any attacks of opportunity triggered by that 
  foe are also resolved normally.
  This ability does not allow the wielder to make two double-
  damage attacks against one charging attacker in the same 
  round.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  cat’s grace, haste; Market Price: 50,310 gp; Cost to Create: 25,310 
  gp + 2,000 XP.
  RICOCHET SLING
  This +2 sling allows the wielder to bounce attacks off nearby 
  surfaces and catch opponents off guard.
  Any time the wielder makes an attack against a target 
  within 5 feet of a wall, that target is denied its Dexterity 
  bonus to Armor Class.
  This ability does not function against a foe of Intelligence 5 
  or greater who has experienced the ricochet sling effect 
  before.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, telekinesis; Market Price: 32,300 gp; Cost to Create:
  16,300 gp + 1,280 XP.
  RINGSWORD
  The narrow end of this +3 longsword’s hilt fits a magic ring 
  perfectly.
  While holding the ringsword, the wielder gains the benefit 
  of the ring held on its hilt without compromising her 
  ability to wear a magic ring on each hand.
  Only one magic ring may be attached to the sword at a 
  time.
  Removing or attaching a ring to the ringsword is a move-
  equivalent action that does not provoke an attack of 
  opportunity.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  animate objects; Market Price: 22,315 gp; Cost to Create: 11,315 
  gp + 880 XP.
  SAP OF STUNNING
  This +2 sap delivers stunning blows to the unaware, making 
  them easy to subdue.
  Whenever the target of an attack made with the sap of 
  stunning is denied its Dexterity bonus to Armor Class, the 
  sap delivers a stunning attack.
  With each stunning attack, the target must succeed on a 
  Fortitude save (DC 15) or be stunned for 1 round.
  
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  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  sound burst; Market Price: 32,301 gp; Cost to Create: 16,301 gp + 
  1,280 XP.
  SAPLING CLUB
  This irregular +1 club always has a leaf or three adorning it, 
  and the wood retains the resiliency of a freshly cut branch.
  By spending a full-round action holding the sapling club to 
  the ground, the wielder can cause the club to transform 
  into a treant.
  The treant acts as a summoned creature, attacking the 
  nearest foe unless the wielder commands otherwise.
  A sapling club may spend up to 12 rounds as a treant each 
  day, although the rounds need not be consecutive.
  At any time, the wielder of the club can utter a command 
  word to transform the sapling club back to its original form.
  If killed while in treant form, the sapling club is destroyed.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, changestaff; Market Price: 32,540 gp; Cost to Create:
  16,420 gp + 1,290 XP.
  SCIMITAR OF COLORS
  On command, the blade of this +3 scimitar becomes infused 
  with a shimmering haze of multicolored magical energies.
  These have a variety of effects, similar in nature to the 
  powerful prismatic spray spell.
  Whenever the wielder makes a successful melee attack 
  with the scimitar of colors, consult the chart below to see 
  what additional effects apply.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, prismatic spray; Market Price: 36,515 gp; Cost to Create:
  18,415 gp + 1,448 XP.
  SCIMITAR OF EXERTION
  This +2 scimitar allows its wielder to undertake tremendous 
  feats of strength.
  Once per day by uttering a command word, the wielder can 
  invoke the scimitar’s exertion ability.
  On the round the command word is uttered, the wielder 
  gains a +2 enhancement bonus to Strength.
  Two rounds later, the bonus increases to +4.
  Two rounds after that, the bonus subsides to +2, and 2 
  rounds after that, the bonus fades entirely.
  For the next 10 rounds, the wielder takes 2 points of 
  temporary Strength damage every other round.
  Once the command word is uttered, the progression of 
  increasing and decreasing Strength continues regardless of 
  whether the wielder continues to use or even possess the 
  scimitar of exertion.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  bull’s strength; Market Price: 18,315 gp; Cost to Create: 9,315 gp 
  + 720 XP.
  SCOURGE OF THE POMARJ
  One side of this +2/+2 dire flail is bane (monstrous humanoids),
  and the other is bane (goblinoids).
  While holding the scourge of the Pomarj, the wielder can 
  understand (but not speak) Orc and Goblin.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, comprehend languages, summon monster I; Market Price: 
  68,690 gp; Cost to Create: 34,690 gp + 2,720 XP.
  SELF-LOADING CROSSBOW
  This +1 heavy crossbow is much easier to load than mundane 
  crossbows.
  After firing, the crossbow’s string is magically reset to the 
  cocked position, requiring the wielder to simply place a 
  bolt in the weapon to load it.
  Loading a self-loading crossbow requires only a move-
  equivalent action.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, animate objects; Market Price: 12,350 gp; Cost to Create:
  6,350 gp + 480 XP.
  SHADOW’S HAND
  Although it is made from obsidian, the magical properties 
  of this +2 wounding shuriken make it as strong as steel.
  Once per day, the wielder can make a blinding strike with 
  shadow’s hand.
  To make a blinding strike, the wielder makes a normal 
  ranged attack with the weapon.
  
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  If the attack is successful, the target must succeed on a 
  Fortitude save (DC 14) or be blinded as the 
  blindness/deafness spell from a 10th-level caster.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, blindness/deafness, Mordenkainen’s sword; Market Price: 
  30,301 gp; Cost to Create: 15,301 gp + 1,200 XP.
  SHIELD BLADE
  This versatile +2 short sword is most often employed as an 
  off-hand weapon.
  As a move-equivalent action, the wielder can transform the 
  shield blade into a large steel shield.
  The shield provides an armor bonus but no enhancement 
  bonus to the wielder’s Armor Class.
  It does retain a +2 enhancement bonus on attack and 
  damage rolls when used in shield bash attacks.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, animate objects, shield; Market Price: 10,630 gp; Cost to 
  Create: 5,630 gp + 400 XP.
  SIANGHAM OF FOCUS
  This +3 siangham enhances the wielder’s ability to focus on 
  combat.
  When using a siangham of focus, the wielder gains a +2 
  enhancement bonus on Reflex saves made to deflect ranged 
  weapons using the Deflect Arrows feat.
  Furthermore, monks and other characters with the 
  Stunning Fist feat may make stunning attacks while 
  attacking with the siangham of focus.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  hold person, protection from arrows; Market Price: 19,303 gp; 
  Cost to Create: 9,803 gp + 760 XP.
  SICKLE OF TALONS
  This +2 keen sickle is particularly useful to those who can 
  change their shape.
  Whenever its wielder transforms into a shape with natural 
  claw or bite attacks, the sickle of talons grants a +2 
  enhancement bonus on the new form’s claw and bite 
  attacks.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  keen edge, magic fang; Market Price: 26,306 gp; Cost to Create:
  13,306 gp + 1,040 XP.
  SKULLSHAKER HAMMER
  This +2 warhammer is favored by dwarven clerics of 
  Moradin.
  If a skullshaker hammer is ever discovered in enemy hands, 
  followers of Moradin go to great lengths to recover it.
  The hammer delivers painful, ringing blows that are said to 
  echo with the sounds of Moradin’s forge.
  Three times per day, a skullshaker hammer deals an 
  additional 1d6 points of temporary Wisdom damage on a 
  successful hit.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  creator must be a dwarf, spiritual weapon; Market Price: 
  18,312 gp; Cost to Create: 9,312 gp + 720 XP.
  SKYBOW
  This +2 longbow functions as a bane weapon against all earth 
  creatures.
  In addition, once per day the wielder may launch an arrow 
  against any target known to be in range, and the arrow 
  travels to the target around all forms of cover, even around 
  corners.
  This ability functions in all respects like the seeker arrow 
  class feature of the 4th-level arcane archer, except that the 
  wielder of a skybow must be under the open sky to use this 
  ability.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  gust of wind, true strike; Market Price: 25,975 gp; Cost to Create:
  13,175 gp + 1,024 XP.
  SLING OF MISDIRECTION
  This +1 bane (construct) sling temporarily robs constructs of 
  their ability to follow their instructions.
  Any construct hit by a bullet or stone from a sling of 
  misdirection must succeed on a Will save (DC 12) or suffer 
  the effects of the random action spell.
  This ability affects even creatures otherwise immune to 
  mind-influencing magic.
  Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, 
  random action; Market Price: 30,300 gp; Cost to Create: 15,300 
  gp + 1,200 XP.
  SOLDIER’S REST
  The magical properties of this +1 glaive are a great boon to 
  anyone engaging in long marches, protracted battles, or 
  other extended physical exertion.
  While holding soldier’s rest, the wielder ignores the effects of 
  fatigue.
  Anytime the wielder becomes fatigued, he does not take 
  the penalties associated with the condition.
  Although helpful, soldier’s rest does not allow unending 
  exertion.
  If the character becomes exhausted, he takes the normal 
  penalties associated with that condition.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  endurance; Market Price: 4,808 gp; Cost to Create: 2,558 gp + 
  180 XP.
  SONGBLADE
  Every move made with this +1 rapier fills the air with sweet 
  sounds.
  While holding songblade unsheathed, the sword’s wielder 
  gains a +2 enhancement bonus on Perform checks.
  A bard wielding the songblade may use his bardic music 
  abilities one additional time per day.
  The blade is scored in a beautiful, intricate pattern, and air 
  moving across this magic etching generates the music of 
  the songblade.
  Thus, the blade’s musical qualities do not function 
  underwater, in a vacuum, or in other environments where 
  air cannot freely pass over the blade.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  creator must have the bardic music ability, sculpt sound;
  Market Price: 6,400 gp; Cost to Create: 3,360 gp + 243 XP.
  
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  SORCERER’S HAND
  The stock of this +2 light crossbow has been carved to 
  resemble a humanoid forearm ending in a closed hand with 
  two outstretched fingers.
  Despite its unusual appearance, this crossbow is a potent 
  tool for casting ray spells.
  If held and used as an additional arcane focus when casting 
  a ray spell, the spell’s effective caster level is increased by 1.
  This increase affects all aspects of the spell, including 
  damage, range, and duration.
  Furthermore, the sorcerer’s hand grants a +2 enhancement 
  bonus on attack rolls for rays.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, any ray spell; Market Price: 18,335 gp; Cost to Create:
  9,335 gp + 720 XP.
  SPEAR OF IMPALING
  The barbed head of this +2 longspear holds foes fast once 
  they have been run through.
  After a successful critical hit, the wielder of a spear of 
  impaling may make a grapple attempt as a free action.
  If this grapple attempt succeeds, the wielder may then 
  make a pin attempt as part of the same action.
  Grapples and pins caused by a spear of impaling can be 
  broken normally.
  If a foe is grappled in this manner, but not pinned, the 
  wielder can use subsequent attacks to attempt to deal 
  damage or initiate a pin.
  Opponents grappled by a spear of impaling can make an 
  opposed grapple check to break the pin and escape the 
  grapple, but not to deal damage or initiate pins of their 
  own.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, hold person; Market Price: 32,305 gp; Cost to Create:
  16,305 gp + 1,280 XP.
  SPEAR OF THE HUNT
  This shaft of this light +1 bane (animal) shortspear is eternally 
  fresh, appearing to be newly cut wood.
  The spear is tipped with a bone point rather than metal, but 
  its magic ensures that it is no less effective than a typical 
  spear.
  When outdoors, the spear of the hunt grants its wielder the 
  Track feat, if the wielder does not already have it.
  The spear grants no bonus on Wilderness Lore or Search 
  checks.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  creator must have the Track feat; Market Price: 28,302 gp; 
  Cost to Create: 14,302 gp + 1,120 XP.
  SPEAR OF SKIRMISHING
  This +2 returning halfspear grants its wielder superior speed 
  in combat.
  Any round in which the wielder throws the spear of 
  skirmishing, he may add 10 feet to his speed.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  expeditious retreat, telekinesis; Market Price: 32,301 gp; Cost to
  Create: 16,301 gp + 1,280 XP.
  SPELL SHIELD FALCHION
  This +2 falchion is particularly effective against spellcasters.
  Any round in which the wielder takes the total defense 
  action, spells targeting her reflect back at their caster.
  This ability works exactly as if spell turning protecting 
  against seven spell levels.
  This protection applies only on rounds in which the 
  wielder takes the total defense action and is renewed at the 
  beginning of each such round.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, spell turning; Market Price: 38,708 gp; Cost to Create:
  19,541 gp + 1,533 XP.
  SPIDER’S NEST BULLET
  This oddly shaped sling bullet consists of a tightly packed 
  cluster of small spheres rather than one smooth mass.
  On a successful hit, a spider’s nest bullet creates a web, as the 
  spell from a 7th-level caster, and releases 2d4 Small 
  monstrous spiders.
  The spiders move through the web freely and swarm over 
  any creatures caught in it.
  The spiders do not leave the web and are destroyed if it is.
  The spiders and the web last for 10 minutes.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, summon monster III, web; Market Price: 1,057 gp; Cost 
  to Create: 532 gp + 42 XP.
  SPINNING BLADE
  This +2 returning throwing scimitar is ideal for knocking 
  opponents’ weapons out of their hands.
  In addition to making normal attacks, the wielder can make 
  a special ranged disarm attack with the spinning blade.
  This functions exactly like a melee disarm attempt except 
  that it does not provoke an attack of opportunity.
  The spinning blade does nothing to prevent attacks of 
  opportunity that the wielder provokes for other reasons, 
  such as attacking with a ranged weapon while threatened in 
  melee.
  Ranged disarm attempts with the spinning blade incur the 
  normal penalties for range.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  magic stone, telekinesis; Market Price: 50,315 gp; Cost to Create:
  25,315 gp + 2,000 XP.
  STAFF OF BALANCE
  Longer and thinner than most, this +2 quarterstaff improves 
  the wielder’s sense of equilibrium.
  Any round in which the wielder holds the staff of balance in 
  both hands and does not make a melee attack, the staff 
  grants a +10 enhancement bonus on Balance checks.
  While holding the staff in this manner, the wielder can 
  move at his full movement rate without incurring penalties 
  on Balance checks made during that round.
  In addition, the wielder gains a +4 enhancement bonus on 
  Strength checks made to resist being tripped.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  cat’s grace; Market Price: 26,600 gp; Cost to Create: 13,600 gp + 
  1,040 XP.
  
  745
  STAFF OF DISCIPLINE
  This +2 lawful quarterstaff reinforces a monk’s martial 
  abilities.
  While wielding the staff of discipline, a monk may make 
  attacks using her better unarmed rate.
  She can use the staff of discipline as a double weapon and still 
  get the benefit of her increased rate of attacks, but she takes 
  all of the normal penalties while doing so.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  creator must be lawful, order’s wrath; Market Price: 50,600 gp; 
  Cost to Create: 25,600 gp + 2,000 XP.
  STAFF OF MEMORY
  More the tool of a wizard than a warrior, this sturdy +1 
  quarterstaff can enhance the memory of its wielder.
  Once per day, the wielder can lose a prepared spell from 
  memory in order to recall a spell of lower level that she has 
  already cast.
  The recalled spell is treated exactly as if the spell caster had 
  prepared it normally.
  Exchanging prepared spells in this manner is a standard 
  action that does not incur an attack of opportunity.
  Caster Level: 17th; Prerequisites: Craft Magic Arms and 
  Armor, creator must be at least 12th level, Rary’s mnemonic 
  enhancer; Market Price: 32,600 gp; Cost to Create: 16,600 gp + 
  1,280 XP.
  STANDARD OF ULEK
  Each side of this +2 mithral dwarven waraxe is engraved with 
  the red axe symbol of the Principality of Ulek.
  Dwarves allied with the wielder gain a +1 morale bonus on 
  their attack rolls as long as they stay within 10 feet of the 
  wielder.
  The wielder does not benefit from the morale bonus.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, bless; Market Price: 23,830 gp; Cost to Create: 15,830 gp 
  + 640 XP.
  STIRGE BOLT
  These +3 bolts are hollow tubes designed to draw out the 
  blood of the target.
  Each has a metal tip, hollow like the rest of the bolt, with 
  thin flanges molded to look like the double wings of a 
  stirge.
  The round after a successful hit, the bolt begins to drain the 
  target’s blood, dealing 1d4 points of temporary 
  Constitution damage each round until destroyed.
  As a Tiny wooden weapon, each stirge bolt has a hardness of 
  5 and 1 hit point.
  While draining blood from a target, the bolt has an AC of 
  12 (+2 size).
  Stirge bolts that miss their targets are consumed.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, poison; Market Price: 1,007 gp; Cost to Create: 507 gp + 
  40 XP.
  STONE SPEAR
  Made entirely from magically augmented stone, this +2 
  shortspear weighs 10 pounds.
  Because of its weight and unwieldy nature, the stone spear 
  has a range increment of only 10 feet.
  A stone spear deals double damage against any creatures with 
  the Air subtype on a successful hit.
  If a wielder standing on the ground uses a ready action to 
  set the stone spear against a charge, it deals triple rather than 
  double damage.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  wall of stone; Market Price: 32,302 gp; Cost to Create: 16,302 gp 
  + 1,280 XP.
  SUMMONING ARROW
  The head of a summoning arrow is sculpted to look like a 
  bird of prey, and the fletching is always made of feathers 
  from the same bird.
  When launched from a bow, a summoning arrow transforms 
  into an eagle (see the Animals section of the Monster 
  Manual) and attacks the foe that the arrow was fired at.
  If not launched at a specific target, a summoning arrow turns 
  into an eagle when it’s 30 feet away from the wielder, then 
  attacks the nearest creature.
  The eagle remains for 5 rounds or until slain, whichever 
  comes first.
  After 5 rounds, the eagle flies away.
  It does not return to arrow form.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  summon monster I; Market Price: 257 gp; Cost to Create: 132 gp 
  + 10 XP.
  SWORD OF AVOIDANCE
  Also called the coward’s sword, this +3 longsword grants its 
  wielder a better chance to avoid mishaps of all kinds.
  Whenever the wielder takes the total defense action while 
  holding the sword of avoidance, he gains a +4 luck bonus to 
  AC and on all saving throws.
  This bonus lasts until the beginning of the wielder’s next 
  turn.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and
  Armor, bless; Market Price: 38,315 gp; Cost to Create: 19,315 gp 
  + 1,520 XP.
  SWORD OF COUNTERING
  This +1 longsword is feared by spellcasters for its ability to 
  disrupt their spells.
  Three times per day, a sword of countering can use dispel magic 
  to counterspell, as the spell from a 13th-level caster.
  The sword of countering is incapable of dispelling existing 
  effects.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, dispel magic; Market Price: 33,905 gp; Cost to Create:
  17,110 gp + 1,344 XP.
  SWORD OF CRYPTS
  The blade of this elegant +2 holy longsword is inscribed with 
  runes and symbols sacred to the clergy of Heironeous.
  While holding the sword of crypts, a cleric gains one extra 
  turn undead attempt per day.
  In addition, if the wielder is a cleric of Heironeous, the 
  sword provides a +2 enhancement bonus on the wielder’s 
  turn damage on all attempts to turn undead.
  
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  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  creator must be good, holy smite; Market Price: 42,315 gp; Cost 
  to Create: 21,315 gp + 1,680 XP.
  SWORD OF THE DIPLOMAT
  The gold hilt of this +3 defending short sword is elaborately 
  carved to resemble the folded wings of a bird.
  The possessor of this ornate blade is shielded by a constant 
  aura of magical force.
  This force effect functions exactly like a permanent version 
  of the mage armor spell, providing a +4 armor bonus to the 
  possessor’s AC.
  Like the mage armor spell, this bonus applies to incorporeal 
  attacks.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, mage armor, shield; Market Price: 64,310 gp; Cost to 
  Create: 32,310 gp + 2,560 XP.
  SWORD OF ESCAPE
  This +2 short sword allows its user to escape almost any 
  confining situation.
  For up to 10 rounds per day, the wielder can act normally 
  regardless of magical effects that impede movement.
  This power is similar to the granted power of the Travel 
  domain in that the effect occurs automatically as soon as it 
  applies, lasts until it runs out or is no longer needed, and 
  can operate multiple times per day up to the total daily 
  limit of rounds.
  In addition, when used against a creature or object holding 
  the wielder, the sword of escape grants an additional +1 bonus 
  on attack and damage.
  The sword of escape can be used to attack in a grapple even if 
  it is not a light weapon for the wielder (see Grapple in 
  Chapter 8 of the Player’s Handbook).
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, freedom of movement; Market Price: 88,310 gp; Cost to 
  Create: 44,155 gp + 3,532 XP.
  SWORD OF GRACEFUL STRIKES
  This +3 short sword allows graceful wielders to deal extra 
  damage based on agility, not brute force.
  All melee attacks made with the sword of graceful strikes add 
  the wielder’s Dexterity modifier to damage rather than his 
  Strength modifier.
  Furthermore, an unsuccessful disarm attempt made with 
  the sword of graceful strikes does not allow the target a chance 
  to disarm the wielder.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  Tenser’s transformation; Market Price: 72,310 gp; Cost to Create:
  36,310 gp + 2,880 XP.
  SWORD OF JUDGMENT
  This +2 lawful longsword prevents those near it from lying.
  Up to three times per day, the wielder may utter a 
  command word and cause the sword to emit a zone of truth.
  Creatures coming within 25 feet of the sword of judgment 
  must succeed on a Will save (DC 13) or be unable to speak 
  any deliberate and intentional lie.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, creator must be lawful, order’s wrath, zone of truth;
  Market Price: 43,115 gp; Cost to Create: 21,715 gp + 1,712 XP.
  SWORD OF THE MAMMOTH
  This +2 greatsword grants its wielder an enhanced ability to 
  withstand blows.
  Anyone holding a sword of the mammoth gains 6 temporary 
  hit points.
  These hit points are added to the wielder’s maximum and 
  current totals.
  Unlike other temporary hit points, the bonus hit points 
  supplied by the sword of the mammoth are not lost first.
  Instead, should the wielder ever lose hold of the sword, the 
  hit points are subtracted from both his maximum and 
  current total.
  The only way to regain these hit points in such a situation is 
  to regain the sword.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, endurance; Market Price: 18,350 gp; Cost to Create:
  9,350 gp + 720 XP.
  SWORD OF OPPORTUNITY
  This +2 longsword allows its wielder to take advantage of 
  openings in its opponent’s defenses.
  A sword of opportunity grants its wielder the ability to make 
  one additional attack of opportunity per round.
  This ability stacks with the Combat Reflexes feat, but any 
  condition that would prevent that feat from being used also 
  prevents the additional attack of opportunity from the 
  sword.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  cat’s grace; Market Price: 18,315 gp; Cost to Create: 9,315 gp + 
  720 XP.
  SWORD OF READINESS
  The wielder of this +2/+2 two-bladed sword can anticipate 
  foes’ movements and attack accordingly.
  When readying an action to attack with the sword of 
  readiness, the wielder can ready a full attack action.
  The wielder can do nothing else in the turn she readies the 
  action.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, haste; Market Price: 36,700 gp; Cost to Create: 18,700 gp 
  + 1,440 XP.
  SWORD OF RETRIBUTION
  This +3 bastard sword allows the wielder to return blows 
  against successful attackers.
  Whenever the wielder is wounded in melee combat, the 
  sword of retribution adds a +2 morale bonus on both the 
  attack and damage rolls of the wielder’s next attack, as long 
  as that attack is directed against the opponent who 
  damaged him.
  The bonus lasts for only 1 round after the wielder is struck, 
  and it is lost if the wielder does not attack that foe with his 
  next attack action.
  If more than one foe strikes the wielder in melee combat in 
  a round, the bonus applies only to attacks against the source 
  of his most recent injury.
  
  747
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  righteous might; Market Price: 72,335 gp; Cost to Create: 36,335 
  gp + 2,880 XP.
  SWORD OF SANCTUARY
  A +2 longsword, the sword of sanctuary offers its wielder 
  temporary protection when in battle.
  Once per day, the sword of sanctuary can create a sanctuary 
  effect centered on the sword (as the spell heightened to 3rd 
  level by a 5th-level caster).
  While protected by the sword’s sanctuary, any opponent 
  attempting to attack the wielder must succeed on a Will 
  save (DC 14) to do so.
  In addition, the sword can cast an obscuring mist spell once 
  per day (heightened to 3rd level by a 5th-level caster).
  If the wielder drops or otherwise loses possession of the 
  sword of sanctuary, these effects cease to function.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  obscuring mist, sanctuary; Market Price: 19,115 gp; Cost to 
  Create: 9,715 gp + 752 XP.
  SWORD OF THE SOLARS
  This awesome weapon is a Large +5 dancing vorpal bastard 
  sword.
  It always shines light equivalent to a torch (20-foot radius).
  This weapon’s high effective enhancement bonus makes it 
  an epic weapon, beyond the reach of most player 
  characters.
  The Epic Level Handbook has rules for creating such 
  weapons.
  Caster Level: 18th; Prerequisites: Craft Magic Arms and 
  Armor, Craft Epic Magic Arms and Armor, animate objects,
  death spell, keen edge; Market Price: 3,920,335 gp; Cost to Create:
  1,960,335 gp + 49,200 XP.
  SWORD OF VERSATILITY
  As a move-equivalent action that does not provoke an 
  attack of opportunity, the wielder can transform this +2/+2 
  two-bladed sword into two +1 longswords.
  Recombining the swords is also a move-equivalent action.
  Both halves of the sword of versatility function exactly like 
  normal +1 longswords when separated from each other.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  make whole, shatter; Market Price: 36,700 gp; Cost to Create:
  18,700 gp + 1,440 XP.
  SWORD OF ZEAL
  This +2 holy bastard sword is doubly effective in the hands of 
  a paladin.
  Attacks with the sword of zeal ignore outsiders’ damage 
  reduction.
  In addition, paladins wielding the sword of zeal can channel 
  their positive energy from their lay on hands ability 
  through the sword against evil outsiders and undead.
  When channeling the ability in this way, the paladin can 
  give up points of her daily healing allotment in order to add 
  an equivalent amount of damage to her next attack with the 
  sword of zeal.
  The paladin decides how many points of lay on hands to 
  use in this manner after the attack hits.
  The attack with the sword of zeal is always a regular melee 
  attack, dealing normal damage in addition to the channeled 
  energy from lay on hands.
  Creatures other than evil outsiders and undead are not 
  affected by the channeled energy.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  creator must be good, bless weapon, holy smite; Market Price: 
  72,335 gp; Cost to Create: 36,335 gp + 2,880 XP.
  THIRSTING BLADE
  This +4 longsword can dehydrate those it strikes.
  Whenever the wielder scores a successful critical hit, the 
  thirsting blade deals an additional 1d6 points of subdual 
  damage.
  This damage cannot be recovered unless the victim first 
  imbibes at least 1 quart of water.
  Creatures who take subdual damage from a thirsting blade 
  are also considered fatigued (see Environment in Chapter 3 
  of the DUNGEON MASTER’S Guide).
  Outsiders and creatures immune to critical hits are 
  immune to this subdual damage.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, disintegrate; Market Price: 72,315 gp; Cost to Create:
  36,315 gp + 2,880 XP.
  TOURNEY LANCE
  This +2 lawful heavy lance is prized by any who wish to fight 
  without killing their opponents.
  If the wielder of the tourney lance strikes to deal subdual 
  rather than normal damage, she takes no attack penalty.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  creator must be lawful, hold person, order’s wrath; Market Price: 
  50,310 gp; Cost to Create: 25,310 gp + 2,000 XP.
  TRIDENT OF THE DEPTHS
  This +1 trident allows its wielder to move through water 
  with ease.
  While holding a trident of the depths, the wielder can swim at 
  a speed of 30 feet.
  When submerged in water of any kind, the trident gains an 
  additional +1 bonus on attack and damage.
  When submerged in ocean water, this bonus increases to 
  +2; the bonus for being underwater stacks with the trident’s 
  enhancement bonus.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  water walk; Market Price: 8,315 gp; Cost to Create: 4,315 gp + 
  320 XP.
  TRUESTONE HAMMER
  This utilitarian +2/+1 gnome hooked hammer is useful as a 
  tool as well as a weapon.
  Three times per day, when in contact with an illusion or an 
  object that is the target of an Illusion spell, the hammer can 
  dispel magic (as the spell cast by a 15th-level caster, except 
  that it affects only spells from the school of Illusion).
  Once per day, a truestone hammer can be used to cast stone 
  shape, as the spell from a 15th-level caster.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, dispel magic, stone shape; Market Price: 51,120 gp; Cost 
  to Create: 25,870 gp + 2,020 XP.
  
  748
  TWIN BLADE
  Each side of this +3 guisarme’s blade is etched with the 
  image of a miniscule guisarme.
  Twice per day, the wielder of the twin blade can create a 
  spiritual weapon (as the spell from an 8th-level caster).
  The spiritual weapon has the +6 attack bonus of an 8th-level 
  cleric, and the wielder of the twin blade directs it as a free 
  action.
  Only one of a twin blade’s weapon counterparts can be in 
  existence at one time.
  Creating the second always causes the first to disappear 
  harmlessly.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  spiritual weapon; Market Price: 29,829 gp; Cost to Create: 15,069 
  gp + 1,181 XP.
  VANISHING BLADE
  A vanishing blade is a +3 rapier that allows its wielder to 
  travel short distances instantaneously.
  Once per day, after a successful melee attack, the wielder of 
  the vanishing blade may transfer himself instantaneously to 
  any spot within 800 feet.
  This effect functions exactly as the dimension door spell from 
  a 10th-level caster.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, dimension door; Market Price: 47,120 gp; Cost to Create:
  23,720 gp + 1,872 XP.
  VIGILANT HALBERD
  Each side of this +4 defending halberd is etched with the faint 
  image of a disembodied eye hovering over an unadorned 
  shield.
  The vigilant halberd is a powerful weapon of good.
  When a paladin uses her smite evil ability and successfully 
  attacks with a vigilant halberd, the smite deals 2 points of 
  damage per level instead of 1 point of damage per level.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, creator must be good, holy word, shield or shield of 
  faith; Market Price: 72,310 gp; Cost to Create: 36,155 gp + 732 
  XP.
  VIPER WHIP
  This +2 whip is made of braided pieces of multicolored 
  leather cut to look like the scaly skin of a snake.
  On command, the tip of the weapon transforms into the 
  head of a Tiny viper.
  While transformed, the weapon delivers poison with each 
  successful melee attack.
  The poison deals 1d6 points of temporary Constitution 
  damage (both initial and secondary).
  Struck opponents must succeed on a Fortitude save (DC 11) 
  to resist the poison.
  The weapon can remain transformed for a total of 10 
  rounds each day, and these need not be consecutive.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, polymorph any object, summon nature’s ally I; Market 
  Price: 38,301 gp; Cost to Create: 19,301 gp + 1,532 XP.
  WARRENGUARD
  The hilt of this well-crafted +2 short sword has been shaped 
  to resemble a heavily armored gnome soldier standing at 
  attention.
  Small characters wielding warrenguard underground gain a 
  +1 morale bonus on their melee attack damage for each ally 
  within 5 feet.
  Warrenguard also helps its wielder coordinate blows with 
  companions.
  If the wielder and an ally flank an opponent, the wielder of 
  a warrenguard gains a +4 flanking bonus on his attack roll 
  instead of the usual +2 bonus.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  bless; Market Price: 40,310 gp; Cost to Create: 20,310 gp + 1,600 
  XP.
  WEAPONEATER
  This +3 club can cause most metal weapons to instantly rust 
  away.
  In order to activate the rusting ability, the wielder of a 
  weaponeater must attack his opponent’s weapon.
  Unless the wielder has the Sunder feat, this provokes an
  attack of opportunity from the target.
  If the wielder succeeds in striking a metal weapon in this 
  manner, the target must succeed on a Fortitude save (DC 
  16) or the struck weapon instantly crumbles to dust.
  Magic weapons struck in this manner provide a bonus 
  equivalent to their enhancement bonus on their wielder’s 
  saving throw.
  After 50 uses of the rusting ability, a weaponeater crumbles 
  to dust itself.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, rusting grasp; Market Price: 58,300 gp; Cost to Create:
  29,300 gp + 2,320 XP.
  WHIRLING AXE
  This +2 greataxe gives its wielder the ability to make 
  tremendous, whirling attacks.
  Once per day, the wielder of a whirling axe can make an 
  attack that has a chance of striking all opponents within 5 
  feet.
  This functions like the Whirlwind Attack feat and requires 
  a full action.
  Instead of making his regular attacks, the wielder instead 
  makes one melee attack at his full base attack bonus against 
  each adjacent opponent.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, haste; Market Price: 18,320 gp; Cost to Create: 9,320 gp 
  + 720 XP.
  WHISPERBLADE
  Three times per day, the wielder of this +4 greataxe can 
  make a special silent attack.
  If the attack hits, the target must make a successful Will 
  save (DC 14) or be affected by silence (as the spell 
  heightened to 3rd level by a 5th-level caster).
  If the attack misses, the use is wasted.
  Otherwise plain, a whisperblade’s sturdy blade bears stylized 
  dwarven runes that read, “Let dissenting voices be still”.
  
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  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, silence; Market Price: 48,520 gp; Cost to Create: 24,420 
  gp + 1,928 XP.
  BOOK OF EXALTED DEEDS 
  (3.5)
  BOW OF THE SOLARS
  This Large +2 composite longbow (+4 Str bonus) turns any 
  arrow it fires into a slaying arrow targeting any creature type 
  the wielder chooses.
  Strong necromancy; CL 13th; Craft Magic Arms and 
  Armor, finger of death; Price 100,100 gp; Cost to Create 
  50,500 gp + 3,968 XP.
  CELESTIAL BLADE
  This Large +3 bastard sword is the favored weapon of 
  planetars.
  It always shines light equivalent to a torch (20-foot radius, 
  with shadowy illumination out to a range of 40 feet), and its 
  blade is typically engraved with the symbol of the deity 
  served by the planetar.
  Moderate evocation; CL 9th; Craft Magic Arms and Armor; 
  Price 18,335 gp; Cost to Create 9,335 gp + 720 XP.
  CELESTIAL MACE
  This +3 disruption heavy mace is the favored weapon of astral 
  devas.
  It always shines light equivalent to a torch (20-foot radius, 
  with shadowy illumination out to a range of 40 feet).
  Strong transmutation; CL 14th; Craft Magic Arms and 
  Armor, disrupting weapon; Price 50,312 gp; Cost to Create 
  25,312 gp + 2,000 XP.
  DART OF THE PHOENIX
  This red and gold +1 returning dart has a tail made of 
  phoenix feathers.
  Throwing the dart requires a sacrifice of 1d4 points of 
  temporary Strength damage.
  However, any creature struck by the dart, regardless of 
  whether it takes damage, must succeed on a DC 20 
  Fortitude save or be instantly slain and reduced to a small 
  pile of ashes.
  If the save succeeds, the creature takes 13d6 points of fire 
  damage instead.
  If a creature makes its saving throw but is slain by the 
  damage, it is reduced to a pile of ashes as well.
  Any creature reduced to ashes by the dart reforms after 2d6 
  rounds, appearing in the exact spot where it died and in 
  whatever state it was before being incinerated.
  Although damage from the actual dart remains, all fire 
  damage is instantly restored.
  Creatures immune to fire take no fire damage and are not 
  incinerated.
  Fire resistance applies to damage dealt if a creature makes 
  its Fortitude save.
  Strong necromancy [fire, good]; CL 13th; Craft Magic Arms 
  and Armor, phoenix fire; Price 99,400 gp plus 5 sp; Cost to 
  Create 49,900 gp plus 5 sp + 3,960 XP.
  DEMONDOOM
  Favored by dwarven foes of the tanar’ri, this +2 holy demon 
  bane warhammer is fashioned from cold iron with a head 
  shaped like two clenched fists.
  Once per day, the wielder can make a blinding strike 
  against a demon.
  The wielder must declare he is using the blinding strike 
  before making the attack roll; if the attack hits and the 
  hammer bypasses the demon’s spell resistance with a 
  successful level check (1d20+15), the demon is blinded as if 
  by a power word blind spell.
  If the attack misses or the blinding strike is used on a 
  creature other than a demon, the blinding strike is wasted.
  Strong enchantment; CL 15th; Craft Magic Arms and 
  Armor, holy smite, power word blind, creator must be good; 
  Price 51,512 gp; Cost to Create 25,912 gp + 2,048 XP.
  HELLPIERCER
  Tested in battle against the fiendish legions of Hell, this 
  colorful +3 shocking burst arrow or +3 shocking burst bolt is 
  treated as a silvered weapon for the purpose of overcoming 
  damage reduction.
  Furthermore, the head of the arrow or bolt contains a tiny 
  reservoir of purified couatl venom (see Ravages and 
  Afflictions in Chapter 3: Exalted Equipment).
  This ravage harms only evil creatures, including outsiders 
  that are normally immune to poison (such as devils).
  Moderate evocation and transmutation; CL 11th; Craft 
  Magic Arms and Armor, silvered weapon; Price 4,007 gp per 
  arrow or bolt; Cost to Create 2,007 gp + 40 XP per arrow or 
  bolt.
  NIGHTBLADE OF ARVANDOR
  This +2 longsword appears to be made of black steel.
  Within the blade, one can see miniscule twinkling stars.
  Upon command, the sword launches star-like pulses of 
  light.
  Each round, as a standard action, the nightblade can fire as 
  many stars from its blade as the wielder has ranged attacks.
  Using the sword in this fashion provokes attacks of 
  opportunity, and each star requires its own ranged touch 
  attack roll.
  A nonevil creature struck by a star takes 1d8 points of 
  damage, half of which is nonlethal damage (rounded 
  down).
  An evil creature struck by a star takes 1d8 points of lethal 
  damage.
  The stars are magical force, not weapons, so they ignore 
  damage reduction and incorporeality.
  Moderate evocation [good]; CL 6th; Craft Magic Arms and 
  Armor, stars of Arvandor, creator must be good; Price 44,315 
  gp; Cost to Create 22,315 gp + 1,760 XP.
  
  750
  BOOK OF VILE DARKNESS 
  (3.0)
  ANGELKILLER
  This +3 unholy greatsword forces any celestial it damages to 
  succeed at a Fortitude save (DC 20) or be destroyed.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, unholy blight, creator must be evil; Market Price:
  110,350 gp; Weight: 15 lb.
  BLACKGUARD’S BLADE
  Made of black iron and covered in evil symbols engraved in 
  the blade, this +2 longsword adds +10 damage to the wielder’s 
  smite good ability.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, unholy blight, creator must be evil; Market Price:
  9,515 gp; Weight: 4 lb.
  CHAIN OF BARRIERS
  This item is a +1 spiked chain.
  When commanded with the proper word, however, it 
  expands to become a wall of chains.
  With a second command word, the chain of barriers reverts 
  to weapon form.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  wall of chains; Market Price: 29,325 gp; Weight: 15 lb.
  CHARNEL REAVER
  This +3 dwarven waraxe, usually created by duergar smiths, 
  utterly consumes the physical form of any living creature it 
  slays, requiring a true resurrection spell to bring the creature 
  back to life (raise dead and resurrection will not work).
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  charnel fire; Market Price: 108,330 gp; Weight: 15 lb.
  HARROWHEART
  This +2 rapier deals ×3 damage when it scores a critical hit 
  on a creature of good alignment, rather than the normal ×2 
  damage.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  unholy blight; Market Price: 15,320 gp; Weight: 3 lb.
  HELL’S HEART ARROW
  This +1 arrow, once fired, passes through creatures of evil 
  alignment.
  Such creatures offer no cover bonus, nor do they count 
  when determining whether the archer firing into a melee 
  must take the –4 penalty.
  Caster Level: 1st; Prerequisites: Craft Magic Arms and Armor, 
  detect evil; Market Price: 60 gp.
  MEPHISTOPHELES’ RANSEUR
  Mephistopheles wields a Huge +5 ranseur that is either a 
  flaming burst or icy burst weapon, at his whim.
  Furthermore, this weapon allows the wielder to focus 
  hellfire and hellfire storm spell-like abilities so that they deal 
  an additional +1d6 points of damage.
  SACRIFICIAL KNIFE
  This +1 dagger adds a +3 competence bonus on Knowledge 
  (religion) checks required when a sacrifice is made with the 
  knife.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  bless; Market Price: 3,305 gp; Weight: 1 lb.
  SPECTRAL ARROW
  This arrow looks like a +1 arrow, but it is an invisible 
  brilliant energy projectile that bestows two negative levels 
  rather than dealing normal damage.
  Caster Level: 17th; Prerequisites: Craft Magic Arms and 
  Armor, energy drain, gaseous form, invisibility; Market Price:
  2,560 gp.
  TRIPLE FLAIL
  Yeenoghu wields a Huge +5 triple flail.
  This is a unique exotic weapon.
  Each time a hit is scored, roll 1d3 to see how many of the 
  heads hit the target.
  Each head deals 1d12+24 points of damage.
  If more than one head hits the same target, the victim must 
  make a Fortitude save (DC 17) or be paralyzed for 2d6 
  rounds.
  If all three hit, the target must also make a Will save (DC 
  17) or be confused for 10 rounds.
  Bel uses a Huge +3 flaming greatsword that gains a +5 
  enhancement bonus on attack and damage rolls when used 
  against demons.
  This is a Blood War legacy, and he has killed literally 
  thousands of demons with it.
  WARPSWORD
  This +2 greatsword infects anyone it strikes with warp touch 
  (see Diseases in Chapter 2) if the target fails a Fortitude save 
  (DC 14).
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  contagion, cloak of chaos; Market Price: 78,350 gp; Weight: 10 lb.
  CHAMPIONS OF RUIN (3.5)
  FLENSING GAUNTLET
  This hideous spiked gauntlet literally strips flesh from its 
  target.
  Description: A flensing gauntlet is a ragged-looking, tattered 
  glove and armband of untanned humanoid skin.
  When the item is activated, the fleshy tatters writhe, and 
  bony hooks sprout from the palm and fingers.
  It is otherwise a +1 spiked gauntlet.
  Activation: As a move action, curl your gloved hand into a 
  claw to activate the gauntlets.
  The effect lasts for 1 round.
  You can activate the gauntlets up to three times per day.
  
  751
  Effect: A successful attack with an activated gauntlet tears a 
  strip of flesh away from a living corporeal opponent, 
  causing pain and trauma that weakens as well as dealing 
  damage.
  This effect occurs even if the opponent is wearing armor.
  The opponent takes an extra 1d6 points of damage plus 1d4 
  points of Constitution damage and 1d4 points of Charisma 
  damage.
  A Fortitude saving throw negates the ability damage and 
  halves the extra hit point damage.
  Incorporeal creatures or creatures of a gaseous nature (such 
  as air elementals) are not affected by this item.
  Aura/Caster Level: Strong evocation; CL 12th.
  Construction: Craft Magic Arms and Armor, flensing (see 
  page 70 of the FORGOTTEN REALMS Campaign Setting),
  8,805 gp, 680 XP, 17 days.
  Weight: 1 lb.
  Price: 17,305 gp.
  ROD OF FOUR MOONS
  The Rod of Four Moons functions as a +2 defending holy heavy 
  mace.
  The wielder can use each of the following spells once per 
  day: Hold monster, lighting bolt, polymorph, and rope trick.
  To use this relic, the wielder must worship Selûne and 
  either sacrifice a 7th-level divine spell slot or have the True 
  Believer feat plus at least 13 HD.
  Moderate abjuration; CL 9th; Craft Magic Arms and Armor, 
  Craft Rod, Sanctify Relic, polymorph, hold monster, holy smite,
  lightning bolt, rope trick, shield or shield of faith, creature must 
  be good; Price 151,112 gp.
  CHAMPIONS OF VALOR 
  (3.5)
  DORNAVVER
  Dornavver, also known as Demonbane, is a legendary 
  scourge of fiends from the Lower Planes, borne by a 
  succession of paladins to cleanse Faerûn of their taint.
  You carry a legendary weapon that makes even the most 
  powerful demons quail.
  History: Named for the master swordsmith who forged it, 
  Dornavver is only rarely called by its true name.
  Most sages and historians prefer the imagery that springs to 
  mind when it is referred to as Demonbane, and many tales 
  and fragments of lore surrounding the blade refer to it in 
  this fashion.
  The sword was fashioned in the Year of the Wrath Sword 
  (275 DR) in response to the proliferation of evil artifacts 
  created during the reign of the Qysar Shoon IV of the 
  Shoon Imperium.
  Relics such as Kuraltaar “the Demonshield”, Jaralth “the 
  Fiendspike”, and Morthinmar “the Sallet of Sorrow”
  convinced the clergy of Ilmater that the faith required 
  more than just prayer to combat the spread of evil 
  throughout the South.
  As recorded in the book Relics of the Righteous by the Sage of 
  the Just Gods, Thontoros the Learned, the Feast of the 
  Moon in Uktar of 275 DR saw a great, holy gathering at the 
  ancient stone circle known as Allyn’s Anvil, where the 
  legendary Demonsbane shields had been consecrated by 
  the Just God himself more than two centuries before.
  Present were Archsufferer Irmakul “Bloodthews” of 
  Memnon, Revered Brother Filithan of Bormton (a now-
  ruined village north of present-day Trademeet), Exalted 
  Servant Volshur the Crooked, and a host of other senior 
  priests of the Crying God.
  On that night, their fervent prayers, interspersed with their 
  cries of suffering, infused Dornavver with its mighty 
  enchantments.
  The sword was entrusted to the Holy Warriors of Suffering, 
  a knightly order of paladins affiliated with the Church of 
  Ilmater that at the time had its fortress at what is now 
  known as Castle Dasaajk, east of the Purple Hills.
  It is known that over one hundred winters after the sword 
  was entrusted to the Holy Warriors, one of their number 
  took up the blade and traveled north, coming to the tower 
  of Uldoon, “the Mage of Fangs”.
  The wizard Uldoon was a ruthless—some say insane—
  spellhurler who consorted with many denizens of the 
  Lower Planes.
  He established the small realm of Torsil in the lands north 
  of the Cloud Peaks and grew fond of summoning fiends of 
  all types to send against rival holds that bordered his realm, 
  as well as the elves of Askavar, who had their homes in 
  nearby Glimmerwood (the present-day Wood of Sharp 
  Teeth).
  The tale of how this unnamed paladin, wielding the mighty 
  Dornavver, vanquished Torsil and the fiends therein is 
  recounted in a ballad titled “Uldoon’s Doom”, a popular 
  song still sung by bards of the Sword Coast today.
  After the fall of Torsil, the blade known as Demonbane was 
  taken by its wielder west of the Heartlands and disappeared 
  from recorded history for over a century.
  It is known that during the tragic procession of battles that 
  preceded the fall of Myth Drannor, many Dalesmen and 
  more than a few War Wizards of Cormyr took up arms to 
  assist the elves and other races who called the City of Songs 
  home.
  The court records of King Draxius the Neverdying of 
  Cormyr recount how the ambitious Mindal Rowanmantle, 
  a noble younger son, gathered a ragtag army of volunteers 
  made up of Dalesfolk and warriors of Cormyr and led them 
  to fight alongside the forces of Cormanthyr.
  The only known description of this campaign is found in 
  the diary of the War Wizard Landraul Skatterhawk, which 
  now rests in the Royal Cormyrean Archives in Suzail.
  Landraul wrote about a blade that fit the description of 
  Dornavver as being in the possession of the paladin Sarshel 
  Elethlim and wielded by him in the Battles of Snowsblood 
  Trail and Standing Stone’s Blood during the Year of the 
  Firedrake (713 DR).
  Sarshel Elethlim went on to lead the Triad Crusade against 
  the fiend army that overran and despoiled Impiltur more 
  than a decade after the fall of Myth Drannor.
  Sarshel wielded Dornavver throughout the many battles of 
  the Fiend Wars (729–732 DR) and used it to devastating 
  effect when he shattered the Crown of Narfell in the Citadel 
  of Conjurers, breaking the power of Orcus over the last 
  demon army and sending it into headlong retreat.
  His bravery and leadership saw him crowned king of 
  Impiltur, and Dornavver became one of the royal blades of 
  the kingdom.
  
  752
  After the death of Sarshel, Demonbane was borne, but 
  seldom wielded, by monarchs of the realm, out of reverence 
  for the man who had led the realm out of darkness.
  In the years that followed, the sword was employed in 
  battle only twice.
  In 786 DR, Prince Nord and his brothers donned all the 
  holy regalia of Impiltur, including the legendary 
  Demonsbane shields, to banish the balor Ndulu and his 
  demon host from their realm.
  In that storied battle, Nord wielded Dornavver and gained 
  for himself eternal glory.
  The only other time that Demonbane was wielded in battle 
  prior to the fall of Old Impiltur in 926 DR was during the 
  time of King Beldred.
  His reign is famous for “the Scouring”, a yearlong campaign 
  in the Year of the Empty Throne (850 DR) that saw the 
  young king lead an army of holy knights deep into the 
  depths of the Rawlinswood, slaying and driving forth 
  pockets of demons that had survived the Fiend Wars.
  While this campaign averted an age-old threat to the 
  kingdom, it unfortunately released a horde of harried 
  demons on the tribes of Narfell to the north of Impiltur.
  The tribesmen sought their revenge on Impiltur in the Year 
  of the Risen Sword (893 DR) when they united under the 
  chieftain Galush and rode forth to invade the realm and 
  claim, as the sage Ithyran described, the “warm lands of 
  their ancestors”.
  Despite being defeated at the Battle of Twelvepikes on the 
  banks of the Soleine River, the nomads managed to do 
  great damage to the outlying eastern borders of the realm, 
  but did little to weaken the realm proper.
  Their defeat and the death of their leader saw the nomad 
  horsemen turn tail and flee back to the Nar steppes, closing 
  another chapter in Impiltur’s “golden age”.
  As with all the other blades of Imbrar’s Royal Guard that 
  make up Soargar’s Legacy, Dornavver was safely kept by the 
  Mage Royal Soargar in his tower in Lyrabar until the 
  victory of Imphras the Great over the hobgoblin hordes in 
  the Year of the Dawndance (1095 DR) and the 
  reestablishment of the monarchy two years later.
  Most sages and historians of Impiltur believe that King 
  Imbrar himself wielded Demonbane when he marched 
  north from his lands in 1127 DR to quell the hobgoblin 
  menace stirring once again in the Giantspire Mountains; 
  others state that he gave the blade to his general and 
  commander of the Royal Guard, Lord Osper Wellhaven.
  The only thing that the sages seem prepared to agree on is 
  that the whereabouts and fate of Dornavver remain a 
  mystery that is yet to be solved.
  Description: Dornavver is forged of some unknown alloy, 
  and its blade is multihued.
  The long hilt is wrapped with silver wire and the crosspiece 
  is also plated with this holy metal.
  The pommel is etched with the symbol of Ilmater, the 
  Broken God.
  Activation: The sword is a +3 outsider bane bastard sword.
  Its bane special ability functions only against evil outsiders.
  It glows with a cold, blue light (equal to a light spell in 
  effect) when brought within 60 feet of a demon.
  Effect: The bearer of the blade is rendered immune to 
  charm effects created by demons, and is granted a +3 bonus 
  on all saves against spells, spell-like effects, and 
  supernatural abilities employed by demons.
  Any demon struck by the blade must make a DC 20 Will 
  save or be blocked from summoning others of its kind for 
  the next hour.
  Finally, the bearer of Dornavver receives Improved 
  Initiative as a bonus feat.
  The blade bestows one negative level on any evil creature 
  that holds it.
  The negative level remains as long as the sword is in hand 
  and disappears when it is no longer carried.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the sword is held.
  Demonbane is legendary among demonkind, and can be 
  readily recognized by any demon with a successful DC 10 
  Knowledge (the planes) or Intelligence check.
  The bearer receives a +2 circumstance bonus on Intimidate 
  checks against demons that recognize the blade.
  The attitude of any demon seeing this blade immediately 
  shifts to hostile (see page 72 of the Player’s Handbook) with 
  respect to the wielder.
  Most demons will immediately communicate the sword’s 
  location and ownership to their fellows once they learn of 
  it.
  Aura/Caster Level: Strong evocation. CL 11th.
  Construction: Craft Magic Arms and Armor, Improved 
  Initiative, banishment, detect evil, holy smite, searing light,
  summon monster I, creator must be good, 131,335 gp, 10,480 
  XP, 131 days.
  Weight: 6 lb.
  Price: 262,335 gp.
  OATH-HAMMER
  This dwarven warhammer gains additional power if its 
  wielder swears an oath to destroy an enemy who has 
  wronged him.
  It extracts a price if the wielder fails to avenge himself or if 
  he wastes its power on trivial challenges.
  Lore: Created by a dwarf priest who lost his two sons in an 
  attack by the drow, Oath-Hammer was his way of bringing 
  vengeance to the dark elves.
  (Knowledge [history] DC 15) He made a vow of silence and 
  battled the drow for a year before they managed to kill him 
  (Knowledge [history] DC 20) The hammer was traded to a 
  duergar merchant and hasn’t been seen since.
  (Knowledge [history] DC 25).
  Description: This dwarf-crafted warhammer even looks 
  angry; the shape of its head and the slant of its inscription 
  in Dwarven indicate a simmering rage in its creator that 
  endured during the entire time it was forged and crafted.
  The Dwarven script reads: “For my sons, Khondar and 
  Khondos Stonebreaker, slain at the hands of the dark elves, 
  whose spilt blood I will avenge a hundredfold before I die, 
  so I swear before the faces of Moradin, Berronar, and 
  Gorm”.
  When wielded, the weapon radiates a faint feeling of 
  restrained anger.
  When its vengeance powers are activated, this emotion 
  escalates to a seething hate that pours off the hammer like a 
  blistering heat and lightens its weight so it feels feather-
  light in its wielder’s hand.
  Activation: To activate the hammer’s special powers, the 
  wielder must swear an oath in Dwarven (repeating it 
  phonetically from another person if the wielder doesn’t 
  
  753
  speak Dwarven) to uphold a sacred vow until some 
  specified act of vengeance is completed.
  The wielder must state the nature of the necessary act (such 
  as “Kill the man who murdered my parents”), and achieving 
  this revenge must be a good act (an evil character cannot 
  use the hammer’s special powers to gain revenge on good 
  heroes); otherwise the attempt fails.
  The special powers end if the conditions of the vengeance 
  are met, or if the wielder abandons his task, or dies.
  The hammer can only enforce one oath at a time, and 
  cannot accept a new oath until the previous one is fulfilled 
  or abandoned, or the previous oathmaker dies or gives up 
  the hammer.
  Effect: Oath-Hammer is normally a +2 warhammer.
  If activated by swearing an oath, it becomes a +5 
  warhammer, deals an extra 2d6 points of damage, and its 
  critical multiplier increases to ×4; these improvements only 
  apply against creatures directly associated with the 
  wielder’s path of vengeance.
  Against all other creatures, the activated hammer functions 
  like a masterwork weapon without any enhancement 
  bonuses.
  As stated earlier, for the wielder to activate the weapon, he 
  must take a sacred vow and uphold it until his vengeance is 
  complete.
  Vows of abstinence, chastity, and purity are suitable vows, 
  all of which are presented as feats in Book of Exalted Deeds;
  choosing one of these vows also provides the benefit 
  associated with that feat.
  Other possible vows include silence, never smiling or 
  laughing, eating only bread and water, and so on; these 
  sorts of vows provide no game benefits other than 
  activating the hammer’s increased power.
  When the wielder achieves his righteous vengeance, the 
  hammer once again becomes a +2 warhammer.
  The wielder immediately gains one negative level.
  If the widelder breaks his oath or abandons his quest for 
  vengeance, the hammer temporarily loses all its magical 
  bonuses and the wielder gains two negative levels.
  Aura/Caster Level: Strong evocation. CL 15th.
  Construction: Craft Magic Arms and Armor, geas/quest or 
  creator must have the Sacred Vow feat, 15,600 gp, 1,200 XP.
  Variants: Flaming or drow-bane (+14,000 gp), throwing 
  returning (+32,000 gp), doomwarding (+38,500), knockback
  (+54,000 gp).
  Price: 30,600 gp.
  RELUCTANT FOUR
  This weapon thrums with power and goodness.
  Markings in the Celestial language describe its abilities, 
  command words, and purpose.
  All of its powers are nonlethal but some are quite capable of 
  defeating multiple enemies and are intended to defeat good 
  enemies without causing lasting harm.
  Lore: Hundreds of years ago, four allied members of several 
  good Faerûnian churches feared that Bane and other evil 
  deities might somehow turn the good churches and 
  countries of the world against each other.
  The allies created four magic weapons imbued with the 
  ability to subdue opponents without harm, hoping that 
  these weapons would allow saner heads to bring about 
  peace without loss of life.
  These weapons are called the Reluctant Four, named for 
  their creators’ reluctance to ever see good fighting good.
  (Knowledge [history] DC 20) After the weapons were 
  finished, the allies magically hid them, tying them with 
  invisible spells that would bring them out of hiding when 
  they were needed and put them in the hands of those who 
  could set things right.
  (Knowledge [history] DC 25) In the past few years, two of 
  the weapons have been sighted; diplomats worry that this 
  foretells armed strife between good governments and 
  faiths, but some believe that wild magic during the Time of 
  Troubles damaged the hiding-spells, which have since 
  unraveled and some of the weapons have been found.
  (Knowledge [history] DC 30).
  Description: The Reluctant Four are different weapons but 
  have common elements in their appearance.
  All of them are made of light-colored materials, whether 
  bright steel or pale wood.
  All bear inscriptions in Celestial giving the weapon’s name, 
  its powers, and the purpose of all four weapons; anyone 
  holding the weapon automatically understands the writing 
  and knows that it is written in Celestial.
  Anvil of Hope: This dwarven warhammer has mithral inlays 
  on its head in the shape of a hammer and anvil.
  Its handle is wrapped in ghost rothé leather.
  When the hammer’s powers are active, the mithral inlays 
  shine like a forge and the weapon whispers a Dwarven 
  chant.
  Lady Justice: This longsword has a pristine leather-wrapped 
  hilt.
  The crossguard is engraved with a small abstract symbol of 
  a pair of balanced scales.
  When its powers are active, the sword glows with a bronze-
  like color and the blade rings like a bell when struck.
  Lord of Sleep: This fine elven longbow has a string that 
  sometimes appears to be silver and at other times looks no 
  more substantial than dust in a sunbeam.
  Where the bearer’s fingers would hold the bow are four 
  crescent moon symbols, one for each finger.
  When its powers are active, the bow emits a soothing 
  warmth and seems to hum to itself in an Elven tune.
  Maid of the Waters: This quarterstaff looks more like a 
  walking stick than a weapon, since it is thicker on one end 
  and somewhat gnarled around a smooth place where a 
  walker would hold it.
  Running on one side for the entire length of the staff is a 
  stylized waterfall, emptying into a carving of a pool that 
  circles the entire bottom of the staff.
  When its powers are active, the waterfall engraving slowly 
  leaks cool, clean water and the staff smells like a fresh patch 
  of clover.
  Prerequisite: Only creatures that have one or more exalted 
  feats (see page 26) can use these weapons without penalty.
  The weapons bestow one negative level on any other good 
  or neutral creature that tries to use them.
  They bestow two negative levels on any evil creature that 
  tries to use them.
  The negative level or levels remain as long as the weapon is 
  in hand and disappear when the weapon 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 weapon is wielded.
  
  754
  None of the magical properties of the weapons function in 
  the hands of an evil creature (including granting the ability 
  to read the Celestial writing on the weapon).
  Activation: All of the powers of the weapons are command 
  word activated.
  Since the command words are written on each weapon, any 
  nonevil creature can use a particular weapon by invoking 
  its command word.
  Effect: Each of the Reluctant Four is a +1 merciful weapon 
  with unique properties.
  Three of them appear to have a rudimentary personality, 
  though no records exist of the weapons actually 
  communicating with anyone; it is more a feeling or 
  understanding on the part of the wielder that the weapon is 
  more than an object.
  Anvil of Hope is designed to prevent good dwarves from 
  harming each other.
  It can produce a good hope effect once per day.
  It emits a 60-foot aura that only affects good dwarves; any 
  such opponent within the aura must make a DC 11 Will 
  save or leave the battle to think for the next hour about why 
  he is fighting and if the battle serves the purpose of good 
  and the dwarf race as a whole.
  Affected dwarves stop attacking and leave the battle in the 
  safest way possible; if the wielder or his allies attacks an 
  affected dwarf during this time, the effect on that dwarf 
  immediately ends.
  A dwarf who makes his saving throw against this effect is 
  immune to it for the next 24 hours.
  This weapon does not seem to have a personality.
  Lady Justice is designed to free opponents from magic that 
  forces them to fight or makes them believe the wielder is 
  their enemy.
  If the wielder’s opponent is under the effect of such magic 
  (including charm spells cast by the wielder’s enemies and 
  confusion spells causing the target to attack the nearest 
  creature), hitting the opponent with the sword lets the 
  wielder try to dispel it by making a caster level check 
  (d20+10) against the caster level of the controlling magic.
  This ability can be used at will.
  Lady Justice radiates a protective aura in a 20-foot radius that 
  gives creatures in the area a +4 resistance bonus on saving 
  throws against mind-affecting spells and abilities.
  Lady Justice has a stern female personality; her wielder 
  senses when she is displeased by some apparent failing he 
  has exhibited.
  Lord of Sleep is designed to quickly disable opponents before 
  they can sound an alarm or endanger others.
  While the bow can fire arrows normally, the wielder can 
  also use it to fire rays of light that cause a target with 4 HD 
  or less to make a DC 11 Will save or fall asleep for 10 
  minutes as if affected by a sleep spell.
  The bow can fire up to five of these “arrows” per round 
  (subject to the number of attacks the wielder can make per 
  round).
  Once per day it can produce a solid fog effect.
  Lord of Sleep has an older male personality, conveying a 
  grandfatherly sort of feeling, and his wielder senses when 
  the bow is trying to steer him toward or away from a 
  particular course of action.
  Maid of the Waters is designed to quickly end hostilities and 
  get people talking again.
  The staff radiates a calm emotions effect; a creature that saves 
  against this effect is immune to it for 24 hours thereafter.
  Once per day the staff can twist to form a symbol of 
  persuasion; all creatures affected by the symbol view the 
  wielder as a friend and impartial speaker.
  If the wielder takes hostile action against one of the 
  creatures affected by the symbol, the effect is broken for all 
  of them.
  Maid of the Waters has a sad female personality, like that of a 
  woman who regrets that her children want to leave home 
  in search of trouble.
  Her wielder senses when she is upset about a plan that is 
  dangerous.
  Aura/Caster Level: Moderate transmutation. CL 10th.
  Construction: Craft Magic Arms and Armor plus one of the 
  following lists of spells and costs depending on the 
  particular weapon.
  Anvil of Hope: Good hope, cure light wounds, charm person,
  11,112 gp, 864 XP, 22 days.
  Lady Justice: Dispel magic, magic circle against evil, cure light 
  wounds, 12,815 gp, 1,000 XP, 25 days.
  Lord of Sleep: Solid fog, cure light wounds, sleep, 16,575 gp, 1,296 
  XP, 33 days.
  Maid of the Waters: Symbol of persuasion, calm emotions, cure 
  light wounds, 19,000 gp, 1,472 XP, 37 days.
  Price: Anvil of Hope 21,912 gp, Lady Justice 25,315 gp, Lord of 
  Sleep 32,775 gp, Maid of the Waters 37,400 gp.
  CITY OF SPLENDORS 
  WATERDEEP (3.5)
  AXE OF HEAVENLY FIRE
  This Large +3 holy greataxe sheds light equivalent to a light 
  spell (bright illumination in a 20-foot radius, shadowy 
  illumination in a 40-foot radius) and is considered sacred to 
  Tyr.
  It was given to Madeiron Sunderstone (see page 34) by 
  Lord High Justiciar High Avenger Deren Eriach of the 
  Abbey of the Just Hammer in Tasseldale.
  Moderate evocation; CL 15th; Craft Magic Arms and 
  Armor, holy smite, creator must be good; Price 50,340 gp; 
  Cost 25,340 gp + 2,000 XP; Weight 16 lb.
  BOW OF HOSARK
  Carved from an unknown creamy-white wood resembling 
  ivory, this unique weapon has been in the possession of 
  Travis Deepdell for over thirty years, despite the efforts of 
  Elaith Craulnober and others to steal it.
  No sages have been able to identify the bow’s origin, and 
  legend lore spells only produce the beautiful illusion of an elf 
  maiden’s face that cryptically asks the bearer to “take care of 
  the Horn of Moon’s Dawning”.
  Some rangers and druids who gaze at the bow see a faint 
  carved outline of a unicorn’s head along its outer curve, 
  suggesting the weapon is connected in some way to 
  Mielikki or Lurue.
  The bow of Hosark is a beautiful +2 distance mighty composite 
  longbow (+5 Str bonus).
  When the bow is held or worn over the back, it acts as an 
  amulet of proof against detection and location.
  
  755
  Two times per day, the wielder can add the brilliant energy 
  special ability to any arrow shot from the bow (so long as 
  the total arrow bonus, including the brilliant energy special 
  ability, does not exceed +10).
  Strong transmutation; CL 15th; Craft Magic Arms and 
  Armor, Craft Wondrous Item, clairaudience/clairvoyance, 
  continual flame, gaseous form, nondetection; Price 102,900 gp; 
  Cost 51,900 gp + 4,080 XP; Weight 3 lb.
  GURT’S GREATAXE
  In the Year of the Icy Axe (123 DR), Gurt, Lord of the Pale 
  Giants, fell to Uthgar Gardolfsson—leader the folk who 
  would become the Uthgardt barbarians—in an epic battle 
  that marked the ascendance of humankind over the giants 
  in the Dessarin River valley.
  Gurt’s greataxe is said to have been buried in Morgur’s 
  Mound until the Second Trollwar, when it was brought 
  back to Waterdeep by Amphail the Just.
  After decades of obscurity, lying forgotten in the city’s 
  vaults, Piergeiron gave the legendary weapon to Harshnag 
  the Grim in recognition of his service to Waterdeep.
  Gurt’s greataxe is a Large +1 human bane thundering greataxe.
  It sheds light as a torch when the temperature drops below 
  0° F.
  It cannot be concealed when drawn, nor can its light be 
  shut off in these conditions.
  Once per day, the greataxe can use a chill metal effect upon 
  command.
  Moderate conjuration; CL 8th; Craft Magic Arms and 
  Armor, blindness/deafness, chill metal, summon monster I; Price 
  22,660 gp; Cost 11,500 gp + 893 XP; Weight 24 lb.
  LANCE OF BURNING BLACKFIRE
  Favored by the griffon-riders of Waterdeep, these otherwise 
  rare +1 corrosive flaming heavy lances are fashioned from the 
  trunk of a zalantar or “blackwood” tree and inscribed with 
  sacred runes of Mystra.
  (Zalantar has the properties of darkwood, as detailed in 
  Magic of Faerûn and the Dungeon Master’s Guide).
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor, acid fog, acid storm, Melf’s acid arrow, or storm of 
  vengeance, and flame blade, flame strike, or fireball; Price 18,410 
  gp; Cost 9,410 gp + 720 XP; Weight 5 lb.
  MUIRAL’S DECAPITATOR
  Custom-made by Halaster for Muiral (see page 28) during 
  his days as the Mad Mage’s bodyguard, this +3 adamantine 
  vorpal greatsword is now a Large weapon, as Muiral had it 
  reforged by a renegade of Clan Melairkyn after his 
  transformation.
  Magic items touched or struck by the blade glow with a 
  pale radiance for 1d4+1 rounds.
  Muiral’s decapitator is still in Muiral’s possession, and given 
  the power and temperament of its owner, it’s probably not 
  going anywhere else soon.
  Strong necromancy and transmutation; CL 18th; Craft 
  Magic Arms and Armor, detect magic, circle of death, keen edge;
  Price 135,400 gp; Cost 67,900 gp + 5,400 XP; Weight 16 lb.
  QUARTERSTAFF OF ALCEDOR
  Custom-made by Alcedor Kolat for his own use, this 7-foot-
  long +3 spellstrike/+3 shattermantle quarterstaff is made from a 
  gnarled duskwood branch with its ends shod in brass.
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor, shatter, resistance; Price 64,600 gp; Cost 32,600 gp + 
  2,560 XP; Weight 4 lb.
  SPIKED GAUNTLET OF ULBAERAG
  This unique +3 wounding spiked gauntlet drips blood for as 
  long as a victim wounded by it continues to bleed.
  (The victim suffers damage from the wounding effect 
  normally).
  After serving as the symbol of authority in Bloodhand Hold 
  for Ulbaerag and his successors, the gauntlet was lost during 
  Nimoar’s sacking of the settlement.
  The Shadow Thieves found it centuries later, and the 
  Citadel of the Bloody Hand (see page 116) is the gauntlet’s 
  namesake.
  Ulbaerag’s gauntlet was lost again after the Shadow Thieves 
  were banished from Waterdeep, but the weapon is believed 
  to remain within the City of Splendors.
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor, Mordenkainen’s sword; Price 50,305 gp; Cost 25,305 
  gp + 2,000 XP; Weight 1 lb.
  VIPERFANG
  Custom-built to the Black Viper’s specifications by 
  Hadrhune, making it a Shadow Magic item, this unique 
  black +2 corrosive assassin’s dagger of venom has a curved blade 
  and 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.
  In addition, the dagger provides a +1 bonus to the DC of 
  the Fortitude save forced by the death attack of an assassin.
  Moderate necromancy; CL 15th; Craft Magic Arms and 
  Armor, acid fog, acid storm, Melf’s acid arrow, or storm of 
  vengeance, poison; Price 50,302 gp; Cost 25,302 gp + 2,000 XP; 
  Weight 4 lb.
  CITYSCAPE (3.5)
  BOLT OF ARREST
  Price (Item Level): 307 gp (2nd); 1,407 gp (5th) for greater 
  version
  Body Slot: — (held)
  Caster Level: 3rd (7th for greater version)
  Aura: Faint; (DC 11) enchantment (Moderate; [DC 13] 
  enchantment for greater version)
  Activation: — (ammunition)
  Weight: —
  A shaft of dark wood, with tiny runes etched along its length, 
  terminates in a black iron head with four razor-edged foils.
  Any humanoid struck by this +1 bolt must make a DC 12 
  Will save or be paralyzed, as per the hold person spell.
  
  756
  Although rare, a few samples exist of a greater version of 
  the bolt of arrest, which affects all creatures (except those 
  immune to mind-affecting effects) and has a save DC of 16.
  Prerequisites: Craft Magic Arms and Armor, hold person 
  (greater version requires hold monster).
  Cost to Create: 150 gp (plus 7 gp for masterwork bolt); 12 XP 
  (greater version 700 gp [plus 7 gp for masterwork bolt]; 56 
  XP.
  COMPLETE ADVENTURER 
  (3.5)
  BLADE OF DECEPTION
  The flat steel blade of this +3 rapier is hard to follow in 
  combat.
  Any time a character uses the Bluff skill to feint in combat 
  while wielding a blade of deception, the blade provides a +2 
  enhancement bonus on the Bluff check.
  A blade of deception provides no bonus on other Bluff checks.
  In addition, any opponent against whom the wielder 
  successfully feints cannot make attacks of opportunity 
  against the wielder until the beginning of the opponent’s 
  next turn.
  Anyone who was not the target of the feint can make 
  attacks of opportunity against the wielder normally.
  Moderate illusion; CL 9th; Craft Magic Arms and Armor, 
  blur; Price 19,820 gp; Cost 10,070 gp + 780 XP.
  BOW OF SONGS
  Made from fine wood by elf hands, this +2 shortbow blends 
  music with every shot to deadly effect.
  As a move action that does not provoke attacks of 
  opportunity, the wielder can expend one daily use of bardic 
  music to gain a bonus equal to his Charisma bonus on 
  attack rolls and damage rolls with the next single attack 
  made using a bow of songs.
  Moderate transmutation; CL 8th; Craft Magic Arms and 
  Armor, sculpt sound, creator must be an elf, creator must 
  have bardic music ability; Price 32,330 gp; Cost 16,330 gp + 
  1,280 XP.
  BOWSTAFF
  As a move action, the wielder can change this thin, flexible 
  +2 quarterstaff into a +2 longbow or back again.
  Both forms perform exactly like a regular magic weapon of 
  their kind.
  Strong transmutation; CL 15th; Craft Magic Arms and 
  Armor, polymorph any object; Price 10,975 gp; Cost 5,975 gp + 
  400 XP.
  CLAWS OF THE LEOPARD
  This pair of +2 spiked gauntlets has been shaped to look like 
  the paws of an oversized cat.
  In addition to their enhancement bonus, the claws provide 
  several feline-like advantages.
  While wearing claws of the leopard, the wielder gains low-
  light vision and a +10 enhancement bonus on Climb 
  checks.
  If the wielder charges a foe, she can make a full attack with 
  claws of the leopard.
  This ability functions like the pounce special attack (see 
  page 313 of the Monster Manual).
  Moderate transmutation; CL 6th; Craft Magic Arms and 
  Armor, cat’s grace, creator must have 5 ranks in Climb; Price 
  38,305 gp; Cost 19,305 gp + 1,520 XP.
  DAGGER OF DEFENSE
  This +4 defending dagger has a long, thin blade and a broad 
  guard, making it an excellent defensive weapon for fending 
  off attacks.
  In addition, as long as a character holds a dagger of defense in 
  his off hand, he cannot be flanked.
  Moderate abjuration; CL 12th; Craft Magic Arms and 
  Armor, shield; Price 58,302 gp; Cost 29,302 gp + 2,320 XP.
  GUERRILLA SPEAR
  This +2 shortspear is extremely effective when used in 
  ambush.
  Whenever the wielder makes a successful attack against an 
  opponent who is denied his Dexterity bonus to Armor 
  Class, a guerrilla spear deals an extra 2d6 points of damage.
  Moderate illusion; CL 7th; Craft Magic Arms and Armor, 
  invisibility; Price 32,301 gp; Cost 16,302 gp + 1,280 XP.
  SONGBLADE
  Every move made with this +1 rapier fills the air with sweet 
  sounds.
  While holding a songblade unsheathed, the sword’s wielder 
  gains a +2 enhancement bonus on Perform checks.
  A bard wielding a songblade can use her bardic music 
  abilities one additional time per day.
  The blade is scored in a beautiful, intricate pattern, and air 
  moving across this magical etching generates the music of a 
  songblade.
  The blade’s musical qualities do not function underwater, 
  in a vacuum, or in other environments where air cannot 
  freely pass over the blade.
  Moderate transmutation; CL 8th; Craft Magic Arms and 
  Armor, sculpt sound, creator must have bardic music class 
  feature; Price 6,400 gp; Cost 3,360 gp + 243 XP.
  COMPLETE CHAMPION 
  (3.5)
  BLADE OF RIGHTEOUS WAR
  Price (Item Level): 12,315 gp (13th)
  Body Slot: — (held) Caster Level: 7th.
  Aura: Moderate (DC 18); evocation.
  Activation: — or free; see text
  Weight: 4 lb.
  A blood groove runs down the center of this weapon’s blade.
  
  757
  Set into the pommel is a blood-red ruby, and within its crimson 
  depths floats a deity’s holy symbol.
  This +1 longsword is favored by paladins and certain clerics.
  Any time you roll a critical threat with the blade of 
  righteous war, you can sacrifice a turn/rebuke undead 
  attempt as a free action to gain a +4 bonus on the roll made 
  to confirm the critical threat.
  You must make this decision before making the 
  confirmation roll.
  The blade of righteous war is part of a set known collectively 
  as the regalia of righteous war, which also includes the helm of 
  righteous war (page 139) and the bastion of righteous war (see 
  above).
  When you use all three together, you gain an additional 
  benefit as noted in the description of the bastion of righteous 
  war.
  The holy symbol pictured in the weapon’s pommel always 
  matches the deity worshiped by the holder (if any).
  Cost to Create: 6,000 gp (plus 315 gp for masterwork 
  longsword), 480 XP, 12 days.
  Prerequisites: Craft Magic Arms and Armor, divine power,
  turn or rebuke undead.
  BOW OF ELVENKIND
  Price (Item Level): 14,700 gp (14th)
  Body Slot: — (held)
  Caster Level: 12th.
  Aura: Moderate (DC 21); transmutation.
  Activation: —
  Weight: 3 lb.
  Gleaming white wood and horn have been lovingly shaped into a 
  massive, recurved longbow.
  The string shimmers like silver, and the bow hums when drawn, 
  as if the wood had been tuned for musical purposes.
  This +1 composite longbow (+0 Str bonus) automatically 
  adjusts its pull to match the Strength of any elf who wields 
  it.
  In the hands of a cleric of Corellon Larethian, a bow of 
  elvenkind gains the seeking weapon property (DMG 225), 
  and any critical hit with an arrow fired from the bow 
  renders the target shaken for 5 rounds (a mind-affecting 
  fear effect; Will DC 14 negates).
  Furthermore, any elf or cleric of Corellon Larethian who 
  uses the bow with arrows from the quiver of elvenkind (page 
  144) gains the benefit of the Far Shot feat.
  Cost to Create: 7,000 gp (plus 700 gp for masterwork 
  composite longbow), 560 XP, 14 days.
  Prerequisites: Craft Magic Arms and Armor, doom, true seeing,
  doom, elf.
  SPEAR OF THE WILD
  Price (Item Level): 24,302 gp (15th)
  Body Slot: — (held) Caster Level: 12th.
  Aura: Strong (DC 21); transmutation.
  Activation: —
  Weight: 6 lb.
  This spear has a head of gleaming iron and a shaft of dark, heavy 
  wood.
  Ivy vines carved into the shaft provide a textured grip.
  In the hands of most wielders, this weapon is a simple +1 
  spear that also grants its wielder a +2 competence bonus on 
  Knowledge (nature) and Survival checks.
  If you are a druid, a ranger, or a cleric with the Animal 
  domain, the spear of the wild automatically casts baleful 
  polymorph on any creature upon which it scores a critical
  hit.
  A successful Fortitude save (DC 15 + your Wis modifier) 
  negates this effect.
  This effect functions three times per day.
  Cost to Create: 12,000 gp (plus 302 gp for masterwork spear), 
  960 XP, 24 days.
  Prerequisites: Craft Magic Arms and Armor, baleful polymorph,
  Knowledge (nature) 10 ranks, Survival 10 ranks.
  STAFF OF THE VAGABOND
  Price (Item Level): 3,600 gp (8th)
  Body Slot: — (held)
  Caster Level: 9th.
  Aura: Moderate (DC 19); transmutation.
  Activation: —
  Weight: 2 lb.
  This battered, weatherbeaten stick looks far too flimsy and brittle to 
  be usable as a quarterstaff—or even as a walking stick.
  This masterwork/masterwork quarterstaff becomes a +1/+1 
  quarterstaff as long as you are carrying no other weapons.
  (Natural weapons or unarmed attacks don’t count, but 
  weapons you carry in a bag of holding or other container do).
  The staff of the vagabond is part of a set known collectively as 
  the garb of the vagabond, which also includes the cloak of the 
  vagabond, the robe of the vagabond, and the sandals of the 
  vagabond.
  When you wield the staff of the vagabond while wearing any 
  two of the other items, each end gains the merciful 
  property (DMG 225).
  When you wield it while wearing all three of the other 
  items, each end also gains the ki focus property (DMG 225).
  Cost to Create: 1,500 gp (plus 600 gp for 
  masterwork/masterwork quarterstaff), 120 XP, 3 days.
  Prerequisites: Craft Magic Arms and Armor, cure light wounds,
  monk.
  COMPLETE PSIONIC (3.5)
  CHAIN OF CONVOLUTION
  This powerful spiked chain can be used to trip or disarm an 
  opponent from a distance.
  Description: A chain of convolution is a +2 spiked chain.
  It is a crystalline spiked chain that is as hard as steel and 
  pulses with a red glow from within.
  When the weapon’s telekinetic ability is activated while 
  attacking, the red glow appears to leap away in arcs and rays 
  as the weapon is whipped about.
  Activation: A chain of convolution always benefits from its 
  base qualities.
  A standard action and a mental command is required to 
  activate the chain’s telekinetic ability, which can be 
  activated twice per day.
  Effect: When activated, a chain of convolution grants you the 
  benefit of telekinetic maneuver (EPH 135).
  However, you can perform only the bull rush, disarm, and 
  trip maneuvers with the weapon.
  Aura/Manifester Level: Moderate psychokinesis.
  
  758
  ML 11th.
  Construction: Craft Psionic Arms and Armor, telekinetic 
  maneuver, 15,350 gp, 1,216 XP, 40 days.
  Weight: 10 lb.
  Price: 30,705 gp.
  EARTH HAMMER
  This weapon can create a powerful psychokinetic shock 
  wave that travels along the ground.
  Description: An earth hammer is a +1 thundering warhammer.
  It appears as an intricate warhammer with a large green 
  crystal embedded on each side of the hammer’s head.
  Circular lines etched into the steel extend out from the 
  crystals, as though depicting ripples in water.
  When the weapon is activated, the green crystals create an 
  arc of psychokinetic energy that meets over the head of the 
  hammer, crackling and spitting.
  Activation: When you wield an earth hammer, you can 
  activate the stomp power (EPH 133) by striking the earth 
  with the weapon as a standard action.
  Effect: This +1 thundering warhammer produces the effect of 
  the stomp power as augmented by a 5th-leve manifester.
  Any creature standing on the ground in a 20-foot cone-
  shaped spread must succeed on a DC 11 Reflex save or be 
  knocked prone and take 5d4 points of nonlethal damage.
  Aura/Manifester Level: Faint psychokinesis.
  ML 5th.
  Construction: Craft Psionic Arms and Armor, stomp, 6,150 
  gp.
  492 XP, 7 days.
  Weight: 5 lb.
  Price: 12,300 gp.
  ETHEREAL REAVER
  This ghostly longsword exists on both the Material Plane 
  and the Ethereal Plane simultaneously.
  granting its wielder the ability to see into one plane from 
  the other and attack creatures on either plane equally.
  Description: An ethereal reaver is a +2 longsword.
  Its blade appears to be constructed of a ghostly, ethereal 
  substance, though it is as hard as steel.
  The pommel and hilt are constructed of adamantine and 
  worked through with inlaid platinum.
  An ethereal reaver emits a low hum when drawn.
  Its blade leaves a trail of wispy smoke in the wake of its 
  swing.
  When activated, the blade emanates a dim silvery glow as it 
  pulses to life.
  Activation: As a standard action, upon command, an 
  ethereal reaver is sheathed in a dim silver glow that 
  illuminates a 5-foot-radius area.
  An ethereal reaver can be deactivated by another command, 
  also as a standard action.
  Effect: When activated, an ethereal reaver allows you to see 
  onto the Ethereal Plane, as though under the effect of the 
  power psionic see invisibility (page 98).
  You can attack any creature that exists on the Ethereal 
  Plane as though it were on the Material Plane.
  Likewise, if you are on the Ethereal Plane, you can attack 
  any creature that exists on the Material Plane within the 
  area you threaten, as though it were on the Ethereal Plane 
  with you.
  While the blade of this weapon exists on both planes, the 
  pommel and hilt exist only on the plane where you 
  currently reside.
  So, while you can be disarmed by an opponent on a plane 
  opposite your own, the foe could not pick up the ethereal 
  reaver.
  Aura/Manifester Level: Moderate psychoportation.
  ML 7th.
  Construction: Craft Psionic Arms and Armor, psionic see 
  invisibility 20,000 gp, 1,600 XP, 20 days.
  Weight: 4 lb.
  Price: 40,000 gp.
  FLAYER
  This heavy flail possesses a shaft of adamantine, to which 
  four greenish-mauve chains are attached.
  The tentacle-like chains can remove the brains of unlucky 
  foes.
  Description: A flayer is a +2 heavy flail with some visual 
  embellishments.
  The wicked-looking weapon appears to be a heavy flail 
  whose chains are designed so that each resembles 
  articulated mind flayer tentacles.
  The chains sometimes seem to writhe and move of their 
  own volition.
  Activation: Using this weapon is as simple as wielding it.
  To activate the weapon’s special effect, you must roll a 
  natural 20 on an attack roll, followed by a successful roll to 
  confirm the critical hit.
  The special effect of the weapon is effective only against 
  living creatures that possess a brain.
  Illithids, half-illithids (see Fiend Folio page 90), and those 
  with the Illithid Heritage feat (page 62) are automatically 
  proficient with a flayer.
  Effect: If the special effect is activated, the four chains of 
  the flail strike like coordinated asps, penetrating the skull 
  of the target and drawing out the brain, killing the target 
  instantly.
  Aura/Manifester Level: Strong psychometabolism.
  ML 18th.
  Construction: Craft Psionic Arms and Armor, creator must 
  be an illithid, half-illithid, or someone with the Illithid 
  Heritage feat, 49,158 gp, 3,933 XP, 50 days.
  Weight: 4 lb.
  Price: 98,315 gp.
  LIFEQUENCHER
  This bastard sword has psionic qualities as well as a 
  permanent conduit to the Negative Energy Plane.
  Description: A lifequencher is a +1 sundering bastard sword.
  Its blade is blackened, and light within 1 foot of it seems to 
  swirl along its surface and disappear.
  Activation: The base quality of the weapon is always active.
  As a swift action, you can imbue the blade with the effect of 
  the stygian weapon power (page 102) three times per day.
  Effect: You can attack a foe’s weapon as it you possessed the 
  Improved Sunder feat.
  When stygian weapon is activated in conjunction with a 
  successful strike, the foe gains 1d4 negative levels for 1 
  round in addition to taking damage normally.
  If the foe has at least as many negative levels as it has Hit 
  Dice, it is stunned for 1 round instead.
  
  759
  On the following round, the subject regains lost levels.
  Usually, negative levels have a chance of permanently 
  draining the victim’s levels (or killing creatures with Hit 
  Dice equal to or less than the number of negative levels 
  gained), but the negative levels from stygian weapon don’t 
  last long enough to do so.
  Aura/Manifester Level: Moderate psychometabolism.
  ML 9th.
  Construction: Craft Psionic Arms and Armor, stygian 
  weapon, 7,400 gp, 592 XP, 8 days.
  Price: 14,800 gp.
  QUIETUS STILETTO
  This wicked-looking kukri is used to send the undead to 
  their final rest, disrupting the flow of negative energy that 
  keeps them going.
  Description: A quieius stiletto is a +1 keen kukri with a blade 
  constructed entirely of jade.
  The ivory handle is inlaid with golden runes in the 
  forgotten language of Talaire.
  In that lost tongue, the runes spell out “quietus stiletto”, 
  hinting at this sacred blade’s purpose.
  When drawn, the blade of this kukri shimmers slightly.
  But when one or more undead are within 60 feet, a pale, 
  blue-green light dances along its razor edge, and the blade 
  emits a threatening hum that grows louder as the undead 
  move closer to you.
  Activation: The light and hum of the weapon are always 
  active.
  An experienced wielder can gauge the proximity of undead 
  by the volume of the blade’s drone.
  Effect: When a quietus stiletto scores a critical hit on undead 
  creatures, it can sever their connection to the Negative 
  Energy Plane, cutting them off from that source of power 
  and instantly destroying them.
  Intelligent undead receive a DC 20 Will save to resist the 
  effect, but a quietus stiletto automatically severs the link of 
  mindless undead, such as skeletons and zombies.
  This weapon does not deal extra damage to undead on a 
  critical hit, but you still roll to confirm a critical hit to 
  determine if the weapon’s destructive power activates.
  Aura/Manifester Level: Strong psychometabolism.
  ML 13th.
  Construction: Craft Psionic Arms and Armor, stygian
  disruption, 25,308 gp, 2,012 XP, 51 days.
  Weight: 2 lb.
  Price: 50,308 gp.
  SOUL IN IRON
  This greatsword has psionic qualities as well as a permanent 
  conduit to the Positive Energy Plane, channeling the 
  energy into a bright, sun-like aura that damages undead 
  creatures.
  Description: A soul in iron is a +2 collision undead bane 
  greatsword.
  The weapon glows with a white, sun-like radiance.
  To a living creature, this aura of energy has a warm, 
  comforting feeling.
  Undead creatures are uncomfortable even looking at the 
  energy.
  Activation: The base weapon qualities (collision and undead 
  bane) are always active.
  As a standard action, upon command, you can sheathe the 
  weapon in a brilliant white radiance that illuminates a 30-
  loot-radius area.
  This glow can be deactivated by another command, also as a 
  standard action.
  As a standard action, you can call on the effects of the 
  stygian erasure power (page 101) once per day, removing up 
  to four negative levels you possess.
  Effect: When the weapon strikes any creature, its collision 
  special ability (EPH 165) deals an additional 5 points of 
  damage to the target.
  The greatsword’s undead bane quality grants it a total 
  enhancement bonus of +4 against undead, and the weapon 
  deals an additional 2d6 points of damage to undead foes.
  When, commanded, brilliant white light illuminates a 30-
  foot radius.
  When commanded, you gain the benefit of stygian erasure 
  and remove up to four negative levels you possess (if any) 
  once per day.
  Aura/Manifester Level: Moderate psychometabolism.
  ML 9th.
  Construction: Craft Psionic Arms and Armor, stygian 
  erasure, 26,250 gp, 2,100 XP, 27 days.
  Price: 52,500 gp.
  COMPLETE WARRIOR (3.5)
  BURROWING ARROW
  This +1 arrow sticks into its target on a successful hit and 
  embeds itself in the wound.
  A burrowing arrow must be pulled out before natural healing 
  can occur, and this removal deals a further 1d8 points of 
  damage.
  If the target receives magical healing, the burrowing arrow 
  immediately deals 1d8 points of damage as the magic forces 
  it out of the wound.
  Faint necromancy; CL 4th; Craft Magic Arms and Armor, 
  inflict light wounds; Price 167 gp; Cost 87 gp + 6 XP.
  LANCE OF THE LAST RIDER
  Whenever the wielder of this +1 lance charges a mounted 
  foe from the back of a steed, the weapon allows a free bull 
  rush attempt on a successful hit.
  If the bull rush attempt succeeds, the enemy rider moves 
  back, but the enemy’s mount stays where it is.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  bull’s strength; Price 8,306 gp; Cost 4,306 gp + 320 XP.
  OGLIEN’S FINAL ANSWER
  This +2 spiked chain has a glittering sheen, but most 
  spellcasters don’t identify it as magic due to the persistent 
  nondetection effect on it.
  A DC 25 Spellcraft check is required for a spellcaster to 
  detect the magic of Oglien’s final answer.
  The weapon gives its wielder a +5 bonus on Perform 
  (weapon drill) checks.
  (See the section on skills near the end of Chapter 3).
  Oglien, a noted gladiator from a bygone age, used his “final 
  answer” to get an edge in the arena.
  
  760
  Since his death, the weapon has passed from gladiator to 
  gladiator, with many unaware of its magical nature.
  Moderate transmutation and abjuration; CL 10th; Craft 
  Magic Arms and Armor, nondetection; Price 26,325 gp; Cost 
  13,325 gp + 1,040 XP.
  DEFENDERS OF THE FAITH 
  (3.0)
  ARROW OF FARSIGHT
  Rangers, scouts, spies, and many elves covet these arrows.
  By taking a full-round action to concentrate, the user can 
  see what is happening in the vicinity of the arrow as if 
  using the clairvoyance spell.
  Five minutes after being fired against a target, the arrow 
  crumbles to dust.
  Otherwise, it is in all ways a +1 arrow.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  clairvoyance; Market Price: 3,507 gp; Weight: —.
  BATTLE ROD
  This 3-foot adamantine rod acts as a +1 heavy mace.
  It provides a +2 morale bonus to saves vs.
  fear for all allies within 30 feet and allows the bearer to 
  deliver messages to anyone within nine miles as the spell 
  whispering wind.
  Caster Level: 9th; Prerequisites: Craft Rod, whispering wind;
  Market Price: 35,712 gp; Weight: 8 lb.
  BOLT OF BATTERING
  This is a masterwork crossbow bolt of great heft, with a 
  blunt head.
  Because of its size and weight, it can only be fired from a 
  heavy crossbow.
  If it strikes a living target, it deals 3d6 damage and the 
  target is subject to a bull rush (the bolt is Large and is 
  considered to have Strength 25, with a +2 on the attempt).
  If it strikes an unliving object, it ignores the object’s first 5 
  points of hardness and deals 3d6 damage.
  If it strikes a door, it opens the door as a character with a 
  Strength of 29.
  The bolt is destroyed when used.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  bull’s strength, telekinesis; Market Price: 3,157 gp; Weight: 1 lb.
  GOAD OF MASTERY
  This 3-foot iron rod allows the bearer to speak with animals 
  at will when it is held.
  While mounted and bearing this item, the user gives the 
  mount a +2 morale bonus on all saving throws.
  The goad of mastery also acts as a +1 heavy mace, but only 
  while the bearer is mounted.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  speak with animals; Market Price: 20,980 gp; Weight: 8 lb.
  DRACONOMICON (3.5)
  BLADE OF DRAGONDOOM
  The wielder of this +3 greatsword may, as a free action, 
  choose to deliver a smite attack upon a dragon.
  For every size category of the dragon larger than Medium, 
  the smite attack deals an extra 1d6 points of damage (+1d6 
  against a Large creature, +2d6 against Huge, +3d6 against 
  Gargantuan, and +4d6 against Colossal).
  The smite function may be used three times per day, but no 
  more than once per round.
  The wielder must declare the use of the smite before the 
  attack is made, and if the attack misses, the smite is wasted.
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, fell the greatest foe; Price 34,350 gp; Cost 17,305 gp + 
  1,360 XP; Weight 15 lb.
  BOW OF THE MIGHTY 
  DRAGONHUNTER
  This +2 dragon bane composite longbow (+4 Str bonus) is 
  carved from the thigh bone of a Huge or larger dragon (and 
  is thus considered a dragonbone bow; see Dragoncraft 
  Items, above).
  If an arrow fired from this bow hits a dragon, the dragon 
  takes 1 point of Strength damage.
  Furthermore, any critical hit inflicted on a dragon by an 
  arrow fired from this bow deals ×5 damage, not ×3 (this 
  benefit doesn’t stack with any quality that improves the 
  critical multiplier of a weapon).
  Thus, a critical hit deals normal arrow damage ×5 plus 5 
  points of Strength damage.
  (Other effects related to threatening or confirming critical 
  hits, such as the keen edge or bless weapon spells, don’t 
  function if applied to this bow or the arrows it fires).
  Moderate transmutation and necromancy; CL 9th; Craft 
  Magic Arms and Armor, Dragoncrafter, keen edge, ray of 
  enfeeblement; Price 36,900 gp; Cost 18,900 gp + 1,440 XP; 
  Weight 3 lb.
  LONGSPEAR OF PIERCING
  Three times per day, the wielder of this +3 longspear may 
  ignore the natural armor (including any enhancement 
  bonuses) of a target he attacks with the weapon.
  The wielder decides to use this ability as a free action before 
  the attack roll is made.
  Armor bonuses and all other bonuses to AC still apply 
  normally.
  Moderate divination; CL 9th; Craft Magic Arms and Armor, 
  find the gap; Price 28,305 gp; Cost 14,305 gp + 1,120 XP; 
  Weight 9 lb.
  
  761
  DRAGONS OF FAERÛN 
  (3.5)
  DRAGONTOOTH OF LARETH
  A dragontooth of Lareth is a dagger made from a fang of the 
  fallen King of Justice in the wake of Sammaster’s Rage and 
  given to an elite member of the Talons of Justice (see page 
  99).
  Lore: Characters can gain the following pieces of 
  information about a dragontooth of Lareth by making 
  successful Knowledge (arcana) or Knowledge (history) 
  checks.
  DC 15: A dragontooth of Lareth is given to each of the leading 
  members of the Talons of Justice, an order of dragonblood 
  creatures who follow the Ptarian Code.
  There are believed to be twelve such daggers in existence.
  DC 20: Lareth, the last gold dragon King of Justice, 
  succumbed to madness while attempting to shield the 
  followers of Bahamut from the effects of Sammaster’s Rage.
  A dragontooth of Lareth is crafted from one of Lareth’s fangs 
  and commemorates his sacrifice.
  DC 25: Lareth’s spirit is said to linger near Faerûn, giving 
  guidance to anyone who wields a dragontooth in penance for 
  his own failures.
  Description: A dragontooth of Lareth is a curved dagger with a 
  serrated blade made from a dragon’s tooth and a gold, 
  dragon-shaped hilt and pommel.
  The “mouth” of the dragon pommel holds a large ruby.
  Effect: A dragontooth of Lareth is a +1 flaming burst dragonfang 
  dagger.
  As a dragonfang weapon, it has the extraordinary property 
  of dealing 1 point of fire damage on each successful hit.
  Once per round, the bearer of a dragontooth of Lareth can cast 
  guidance as a swift action, in effect calling upon the wisdom 
  of the fallen King of Justice.
  Strong divination and evocation [good]; CL 12th; Craft 
  Magic Arms and Armor, Dragoncrafter, Quicken Spell, 
  Craft (weaponsmithing), flame blade, flame strike, or fireball 
  plus guidance; Price 39,900 gp; Cost 21,100 gp + 1,584 XP.
  SILVER SICKLES OF SORANTH
  The silver sickles of Soranth are the legendary weapons of a 
  fallen hierophant of Mielikki.
  Lore: Characters can gain the following pieces of 
  information about the silver sickles of Soranth by making 
  Knowledge (arcana) or Knowledge (history) checks.
  DC 15: The legendary druid Soranth forged the twin silver 
  scimitars known as the silver sickles of Soranth, which were 
  wielded by six successive archdruids after his death.
  DC 25: Over a century ago, a druid oracle prophesied that all 
  of Arvandaar would be encased in fiery ice should the twin 
  crescents shed the blood of the seventh child of Soranth.
  It is unclear whether the prophecy refers to the silver sickles 
  or, if it does, what it means, but no druid has dared wield 
  them since.
  DC 30: At present, the silver sickles of Soranth lie hidden 
  within the hoard of Gildenfire the Druid Dragon for 
  safekeeping.
  Description: Each silver sickle is forged in the shape of a 
  crescent moon.
  Four pictographs (one on each side of each blade) depict 
  one of the elements killing a wolf-like beast.
  One shows the canine drowning, one shows the canine 
  burning, one shows the canine being crushed under a rock, 
  and one shows the canine gasping for air.
  The handles are made of duskwood and wrapped in the 
  blackened leather of a werewolf pelt.
  Effect: The silver sickles of Soranth are both +1 silvered 
  lycanthrope bane sickles.
  When employed together, they grant the wearer the Two-
  Weapon Fighting feat.
  Moderate conjuration; CL 8th; Craft Magic Arms and 
  Armor, summon monster I; Price 18,326 gp each (46,652 gp as 
  a pair); Cost 23,652 gp + 1,840 XP.
  Weight 2 lb.
  each.
  SWORD OF DRAGONBLOOD
  These swords revel in the opportunity to slay dragons.
  The more dragons a sword of dragonblood slays, the more it 
  aids its owner in killing wyrms in the future.
  Lore: Characters can gain the following pieces of 
  information about swords of dragonblood by making 
  Knowledge (arcana) checks.
  DC 20: The first swords of dragonblood date from the Year of 
  the Crown (1351 DR).
  They were created to fight the green dragon Dretchroyaster 
  (before he became a dracolich).
  The Merry Marauders nearly killed him in battle using 
  these swords and their wizardry.
  DC 25: The Merry Marauders slew a number of lesser 
  dragons as practice for their fight with Dretchroyaster, 
  which in turn strengthened the powers of the swords.
  DC 30: Larkonlan, a wizard in the Cult of the Dragon’s 
  Sembia cell, created these swords in order to provide a 
  weapon that might scare Dretchroyaster into questioning 
  his own mortality.
  He hired the Merry Marauders, and their attack was a 
  significant part of the reason the dragon agreed to become a 
  dracolich.
  Description: These swords appear to be made from.
  fine steel forged in Sembia.
  They each bear a number of small tally marks at the bottom 
  of the blade near the hilt.
  Effect: The swords are typically +2 dragon bane longswords 
  (though they can be other types of weapons).
  In addition to those enchantments, they have a special 
  power in relation to dragons.
  When the wielder of a sword of dragonblood slays a dragon 
  with the weapon for the first time, he or she gains a +1 
  bonus on any subsequent attack roll against a dragon once 
  per day.
  For each additional dragon slain by the sword, this daily 
  bonus increases by 1.
  The wielder can spend any or all of this bonus at any time 
  during a day, using all of it on a single attack roll or 
  splitting it up among two or more rolls.
  Only true dragons count for the purpose of gaining this 
  bonus—not half-dragons, drakes, dragon turtles, or other 
  draconic creatures.
  
  762
  The bonus resets at sunrise each day, if any points were 
  spent during the preceding 24 hours.
  If the weapon changes hands, the new wielder gains no 
  bonus until he or she kills a dragon with the sword.
  Should the sword ever be separated from its wielder for 
  more than 24 hours, any bonus it has accrued is lost.
  For example, Dreilin Thenzington, a member of the Merry 
  Marauders, possesses a sword of dragonblood.
  He has previously slain six dragons with the blade.
  This means that on any given day, Dreilin has 6 points that 
  he can add to one or more of his attack rolls against 
  dragons.
  Should he slay more dragons in the future, his daily bonus 
  will increase.
  Activation: Nothing is required to activate the sword other 
  than swinging it, but using the pool saved within requires a 
  free action.
  Moderate conjuration; CL 10th; Craft Magic Arms and 
  Armor, summon monster I; Price 25,000 gp; Cost 12,500 gp + 
  1,000 XP; Weight 4 lb.
  DUNGEON MASTER’S 
  GUIDE 3.0 (3.0)
  ADAMANTINE BATTLEAXE
  This nonmagical axe is made out of adamantine, giving it a 
  natural +2 enhancement bonus.
  Caster Level: —; Prerequisites: —; Market Price: 9,310 gp.
  ADAMANTINE DAGGER
  This nonmagical dagger is made out of adamantine, giving 
  it a natural +1 enhancement bonus.
  Caster Level: —; Prerequisites: —; Market Price: 3,302 gp.
  ASSASSIN’S DAGGER
  This wicked-looking, curved +2 dagger adds a +1 bonus to 
  the DC of a Fortitude save forced by the death attack of an 
  assassin.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  slay living; Market Price: 10,302 gp; Cost to Create: 5,302 gp + 
  400 XP.
  DAGGER OF VENOM
  This black +1 dagger has a serrated edge.
  It allows the wielder to inflict a poison spell (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 spell must be 
  inflicted on the same round that the dagger strikes.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  poison; Market Price: 9,302 gp; Cost to Create: 4,802 gp + 360 
  XP.
  DWARVEN THROWER
  This weapon commonly functions as a +2 warhammer.
  if in the hands of a dwarf, the warhammer gains an
  additional +1 enhancement bonus (for a total enhancement 
  bonus of +3) and can be hurled with a 30-foot range 
  increment.
  It returns to its thrower on the round after it was thrown 
  and is then ready to be wielded or thrown again.
  When hurled, it deals +1d8 points of bonus damage or +2d8 
  points of bonus damage against giants.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, creator must be a dwarf of at least 10th level; Market 
  Price: 60,312 gp; Cost to Create: 30,312 gp + 2,400 XP.
  FLAME TONGUE
  This is a +1 flaming burst longsword (+1d6 points of fire 
  damage with each hit,+1d10 points of bonus fire damage on 
  a critical; see flaming burst, above).
  Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor 
  and flame blade, flame strike, or fireball; Market Price: 18,315 
  gp; Cost to Create: 16,315 +1,280 XP.
  FROST BRAND
  This +3 frost greatsword (+1d6 points of bonus cold damage 
  with each hit) does not shed any light except when the air 
  temperature is below 0°E Its wielder is protected from fire, 
  since the sword absorbs the first 10 points of fire damage 
  each round that the wielder would otherwise suffer.
  The frost brand sword also has a 50% chance of 
  extinguishing any fire into which its blade is thrust.
  This power extends to a 10-foot radius and includes lasting 
  effects such as wall of fire but excludes instantaneous effects 
  such as fireball, meteor swarm, and flame strike.
  Caster level: 14th; Prerequisites: Craft Magic Arms and Armor, 
  ice storm, dispel magic, protection from elements; Market Price:
  49,350 gp; Cost to Create: 24,850 gp + 1,960 XP.
  HOLY AVENGER
  In the hands of any character other than a paladin, this 
  sword performs only as a +2 longsword.
  In the hands of a paladin, this weapon becomes a +5 holy 
  (+2d6 points of bonus holy damage against evil creatures) 
  longsword, creates a spell resistance of 15 in a 5-foot radius, 
  and casts dispel magic (usable every round as a standard 
  action) in a 5-foot radius at the class level of the paladin.
  (Only the area dispel is possible, not the targeted dispel or 
  counter-spell versions of dispel magic).
  Caster Level: 18th; Prerequisites; Craft Magic Arms and 
  Armor, holy aura, creator must be good; Market Price:
  120,315 gp; Cost to Create: 60,315 gp + 4,800 XP.
  JAVELIN OF LIGHTNING
  This javelin becomes a 5d6 lightning bolt when thrown (DC 
  14).
  It is consumed in the attack.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  lightning bolt; Market Price: 751 gp; Cost to Create: 526 gp + 18 
  XP.
  
  763
  LIFE-DRINKER
  This +1 greataxe 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 Fortitude 
  save (DC 23) for each negative level or lose a character 
  level.
  However, each time a life-drinker deals damage to a foe, it 
  also bestows one negative level on the wielder.
  The negative level gained by the wielder lasts until the axe 
  is put down.
  The axe can’t be used again for 1 hour without the wielder 
  once again gaining the negative level.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and ; 
  Armor, enervation; Market Price: 40,320 gp; Cost to Create:
  20,320 gp + 1,600 XP.
  LUCK BLADE
  This +1 short sword gives its possessor a +1 luck bonus to all 
  saving throws and contains five wish spells when newly 
  created.
  When randomly rolled, the luck blade can contain fewer 
  than five wishes (1d6–1, minimum 0).
  The DM should keep the number of wishes left a secret.
  When the last wish is used, the sword remains a +1 short 
  sword, and it still grants the +1 luck bonus.
  Caster Level: 17th; Prerequisites: Craft Magic Arms and 
  Armor, wish or miracle; Market Price: 170,560 gp; Cost to
  Create: 22,935 gp + 26,810 XP.
  MACE OF SMITING
  This +3 heavy mace has a +5 enhancement bonus against 
  constructs, and any critical hit dealt to a construct 
  completely destroys it (no saving throw).
  Furthermore, a critical hit dealt to an outsider deals ×4 
  critical damage rather than ×2.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, finger of death; Market Price: 75,312 gp; Cost to Create:
  37,812 gp + 3,000 XP.
  MACE OF TERROR
  This +2 heavy mace has a potent spell-like ability allowing 
  the wielder to envelop himself in a terrifying aura.
  His clothes and appearance are transformed into an illusion 
  of darkest horror, such that all within 20 feet who view him 
  must roll successful Will saving throws (DC 16) or be 
  struck motionless with terror (treat as hold person).
  Those who succeed on their saves are shaken.
  Each time the mace is used to cause terror, there is a 20% 
  chance the wielder permanently loses 1 point from his 
  Charisma score.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, fear, hold person; Market Price: 17,812 gp; Cost to
  Create: 9,062 gp + 700 XP.
  NINE LIVES STEALER
  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 perhaps a hint of evil about it).
  A critical hit must be dealt for the sword’s death-dealing 
  ability to function.
  The victim is entitled to a Fortitude saving throw (DC 17) 
  to avoid death.
  If the save is successful, the sword’s death-dealing ability 
  does not function, no charge is used, 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.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, finger of death; Market Price: 25,315 gp; Cost to Create:
  12,815 gp + 1,000 XP.
  OATHBOW
  Of elven make, this white +1 longbow whispers “Swift defeat 
  to my enemies” in Elven when nocked and pulled.
  If the firer swears aloud to slay her target, the bow’s 
  whisper becomes the low shout “Swift death to those who 
  have wronged me”.
  Against such a sworn enemy, the bow has a +3 
  enhancement bonus, and arrows launched from it deal 
  double normal damage (and ×4 on a critical hit instead of 
  the normal ×3).
  However, if the firer does not deal the killing blow on the 
  sworn enemy within 24 hours, the bow falls inert for one 
  week, during which it possesses no magical abilities or 
  bonuses at all.
  Further, the character is demoralized and suffers a –1 
  morale penalty to attack rolls, saving throws, and skill 
  checks during that week.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, creator must be an elf; Market Price: 27,875 gp; Cost to
  Create: 14,125 gp + 1,100 XP.
  RAPIER OF PUNCTURING
  Three times per day, this +2 rapier of wounding allows the 
  wielder to make a touch attack with the weapon that deals 
  1d6 points of temporary Constitution damage by draining 
  blood.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, harm; Market Price: 50,320 gp; Cost to Create: 25,320 
  gp + 2,000 XP.
  SCREAMING BOLT
  One of these +2 bolts screams when fired, forcing all 
  enemies of the firer within 20 feet of the path of the bolt to 
  succeed at a Will save (DC 14) or become shaken.
  This is a mindaffecting fear effect.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  scare; Market Price: 257 gp; Cost to Create: 132 gp + 10 XP.
  SLAYING ARROW
  This +1 arrow is keyed to a particular type of creature.
  
  764
  If it strikes such a creature, the target must make a 
  Fortitude save (DC 20) or die (or, in the case of unliving 
  targets, be destroyed) instantly.
  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 of creature the arrow is keyed to, roll 
  on the following table:
  A greater slaying arrow functions just like a normal slaying 
  arrow, but the DC to avoid the death effect is 23.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, finger of death (slaying arrow) or heightened finger of 
  death (greater slaying arrow); Market Price: 2,282 gp (slaying 
  arrow) or 4,057 gp (greater slaying arrow); Cost to Create: 1,144 
  gp 5 sp + 91 XP (slaying arrow) or 2,032 gp + 162 XP (greater 
  slaying arrow).
  SLEEP ARROW
  This strange +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 subdual 
  damage (in the same amount as would be normal damage) 
  and forces the target to make a Will save (DC 11) or fall 
  asleep.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  sleep; Market Price: 132 gp; Cost to Create: 69 gp 5 sp + 5 XP.
  SUN BLADE
  This sword is the size of a bastard sword.
  However, its enchantment enables the sun blade to be 
  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.
  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 ×3 on a 
  critical hit instead of the usual ×2).
  Furthermore, the blade has a special sunbeam power.
  Once a day, the wielder can swing the blade vigorously 
  above her head while speaking a command word.
  The sun blade then sheds a bright yellow radiance that is 
  like full daylight.
  The radiance begins shining in a 10-foot radius around the 
  sword wielder and spreads 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 never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the sword is wielded.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, daylight, creator must be good; Market Price: 50,335 
  gp; Cost to Create: 25,335 gp + 2,000 XP.
  SWORD OF LIFE STEALING
  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 24 hours.
  Caster Level: 17th; Prerequisites: Craft Magic Arms and 
  Armor, energy dram; Market Price: 30,315 gp; Cost to Create:
  15,315 gp + 1,200 XP.
  SWORD OF THE PLANES
  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 on the Material 
  Plane when the weapon is used against elementals).
  
  765
  It operates as a +3 longsword on the Astral or Ethereal plane 
  or when used against opponents from either of those 
  planes.
  On any other plane, or against any outsider, it functions as a 
  +4 longsword.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, plane shift; Market Price: 52,315 gp; Cost to Create:
  26,315 gp +2,080 XP.
  SWORD OF SUBTLETY
  A +1 short sword with a thin, dull gray blade, this sword adds 
  a +4 bonus to its wielder’s attack roll and damage when he 
  is making a sneak attack with it.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  blur; Market Price: 15,310 gp; Cost to Create: 7,810 gp + 600 
  XP.
  SYLVAN SCIMITAR
  This +3 scimitar, when used outdoors in a temperate climate, 
  grants its wielder the use of the Cleave feat and deals +1d6 
  points of bonus damage.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor; divine power or caster must be druid level 7th+; 
  Market Price: 55,815 gp; Cost to Create: 28,065 gp + 2,220 XP.
  TRIDENT OF FISH COMMAND
  The magical properties of this +1 trident with a 6-foot-long 
  haft enable its wielder to cause all water-dwelling animals 
  within a 60-foot radius to make a Will saving throw (DC 
  12).
  This uses 1 charge of the trident.
  Animals failing this save are completely under the 
  empathic command of the wielder and will not attack her 
  or any of her allies within 10 feet of her.
  The wielder can make the controlled marine animals move 
  in whatever direction she desires and convey messages of 
  emotion to them (in other words, fear, hunger, anger, 
  indifference, repletion, and so on).
  Animals making their saving throw are free of empathic 
  control, but they will not approach within 10 feet of the 
  trident.
  A school offish should be checked as a single entity.
  A newly created trident has 50 charges.
  When all the charges are used, it remains a +1 trident.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  speak with animals; Market Price: 3,815 gp; Cost to Create: 2,065 
  gp + 140 XP.
  TRIDENT OF WARNING
  A weapon of this type enables its wielder to determine the 
  location, depth, species, and number of hostile or hungry 
  marine predators within 240 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 240 
  feet.
  The weapon is otherwise a +2 trident.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  detect magic; Market Price: 9,815 gp; Cost to Create: 5,065 gp + 
  380 XP.
  DUNGEON MASTER’S 
  GUIDE 1 3.5 (3.5)
  ADAMANTINE BATTLEAXE
  This nonmagical axe is made out of adamantine.
  As a masterwork weapon, it has a +1 enhancement bonus 
  on attack rolls.
  No aura (nonmagical); Price 3,010 gp.
  ADAMANTINE DAGGER
  This nonmagical dagger is made out of adamantine.
  As a masterwork weapon, it has a +1 enhancement bonus 
  on attack rolls.
  No aura (nonmagical); Price 3,002 gp.
  ASSASSIN’S DAGGER
  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.
  Moderate necromancy; CL 9th; Craft Magic Arms and 
  Armor, slay living; Price 18,302 gp; Cost 9,302 gp + 720 XP.
  DAGGER OF VENOM
  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.
  Faint necromancy; CL 5th; Craft Magic Arms and Armor, 
  poison; Price 8,302 gp; Cost 4,302 gp + 320 XP.
  DWARVEN THROWER
  This weapon commonly functions as a +2 warhammer.
  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, it deals an extra 2d8 points of damage against 
  giants or an extra 1d8 points of damage against any other 
  target.
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor, creator must be a dwarf of at least 10th level; Price 
  60,312 gp; Cost 30,312 gp + 2,400 XP.
  FLAME TONGUE
  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.
  Moderate evocation; CL 12th; Craft Magic Arms and 
  Armor, scorching ray, and flame blade, flame strike, or fireball;
  Price 20,715 gp; Cost 10,515 gp + 816 XP.
  
  766
  FROST BRAND
  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 its area.
  As a standard action, it can also dispel lasting fire spells 
  such as wall of fire, but not instantaneous effects such as 
  fireball, meteor swarm, and flame strike, though 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.
  Strong evocation; CL 14th; Craft Magic Arms and Armor, 
  ice storm, dispel magic, protection from energy; Price 54,475 gp; 
  Cost 27,375 gp and 5 sp + 2179 XP.
  HOLY AVENGER
  This +2 cold iron longsword becomes a +5 holy cold iron 
  longsword in the hands of a paladin.
  It provides spell resistance of 5 + the paladin’s level to the 
  wielder and anyone adjacent to her.
  It also enables the wielder 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).
  Strong abjuration; CL 18th; Craft Magic Arms and Armor, 
  holy aura, creator must be good; Price 120,630 gp; Cost 
  60,630 gp + 4,800 XP.
  JAVELIN OF LIGHTNING
  This javelin becomes a 5d6 lightning bolt when thrown 
  (Reflex DC 14 half).
  It is consumed in the attack.
  Faint evocation; CL 5th; Craft Magic Arms and Armor, 
  lightning bolt; Price 1,500 gp; Cost 750 gp + 30 XP.
  LIFE-DRINKER
  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 lose a character 
  level.
  Each time a life-drinker deals damage to a foe, it also bestows 
  one negative level on the wielder.
  Any negative level gained by the wielder in this fashion 
  lasts for 1 hour.
  Strong necromancy; CL 13th; Craft Magic Arms and 
  Armor, enervation; Price 40,320 gp; Cost 20,320 gp + 1,600 
  XP.
  LUCK BLADE
  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.
  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.
  Strong evocation; CL 17th; Craft Magic Arms and Armor, 
  wish or miracle; Price 22,060 gp (0 wishes), 62,360 gp (1 wish), 
  102,660 gp (2 wishes), 142,960 gp (3 wishes); Cost 11,030 gp + 
  882 XP (0 wishes), 31,180 gp + 2,494 XP (1 wish); 51,330 gp + 
  4,106 XP (2 wishes), 71,480 gp + 5,718 XP (3 wishes).
  MACE OF SMITING
  This +3 adamantine heavy mace has a +5 enhancement bonus 
  against constructs, and any critical hit dealt to a construct 
  completely destroys it (no saving throw).
  A critical hit dealt to an outsider deals ×4 damage rather 
  than ×2.
  Moderate transmutation; CL 11th; Craft Magic Arms and 
  Armor, disintegrate; Price 75,312 gp; Cost 39,312 gp + 2,880 
  XP.
  MACE OF TERROR
  On command, this +2 heavy mace causes the wielder’s 
  clothes and appearance to transform into an illusion of 
  darkest horror such that living creatures in a 30-foot cone 
  become panicked as if by a fear spell (Will DC 16 partial).
  They take a –2 morale penalty on saving throws, and they 
  flee from the wielder.
  The wielder may use this ability up to three times per day.
  Strong necromancy; CL 13th; Craft Magic Arms and 
  Armor, fear; Price 38,552 gp; Cost 19,276 gp + 1,542 XP.
  MASTERWORK COLD IRON
  LONGSWORD
  This nonmagical longsword is crafted out of cold iron.
  As a masterwork weapon, it has a +1 enhancement bonus 
  on attack rolls.
  No aura (nonmagical); Price 330 gp.
  NINE LIVES STEALER
  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 hint of evil about it).
  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.
  
  767
  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.
  Strong necromancy [evil]; CL 13th; Craft Magic Arms and 
  Armor, finger of death; Price 23,057 gp; Cost 11,528 gp 5 sp + 
  922 XP.
  OATHBOW
  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 firer swears aloud to slay her target (a 
  free action), the bow’s whisper becomes the low shout 
  “Swift 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 ×4 on a critical hit 
  instead of the normal ×3).
  However, the bow is treated as only a masterwork weapon 
  against all foes other than the sworn enemy, and the 
  wielder takes a –1 penalty on attack rolls with any weapon 
  other than the oathbow.
  These bonuses and penalties last for seven 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 seven 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.
  Strong evocation; CL 15th; Craft Magic Arms and Armor, 
  creator must be an elf; Price 25,600 gp; Cost 13,100 gp + 
  1,000 XP.
  RAPIER OF PUNCTURING
  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.
  Strong necromancy; CL 13th; Craft Magic Arms and 
  Armor, harm; Price 50,320 gp; Cost 25,320 gp + 2,000 XP.
  SCREAMING BOLT
  One of these +2 bolts screams 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 mindaffecting fear effect.
  Faint enchantment; CL 5th; Craft Magic Arms and Armor, 
  doom; Price 267 gp; Cost 128 gp and 5 sp + 10 XP.
  SHATTERSPIKE
  Wielders without the Improved Sunder feat use Shatterspike 
  as a +1 longsword only; wielders with the Improved Sunder 
  feat add a +4 bonus (including the sword’s +1 enhancement 
  bonus) to the opposed roll when attempting to strike a foe’s 
  weapon.
  If successful, Shatterspike deals 1d8+4 points of damage plus 
  the wielder’s Strength modifier to the target weapon (the 
  target weapon’s hardness must still be overcome with each 
  hit).
  Shatterspike can damage weapons with an enhancement 
  bonus of +4 or lower.
  Strong evocation; CL 13th; Str 13, Craft Arms and Armor, 
  Power Attack, Improved Sunder, shatter; Price 4,315 gp; 
  Cost 2,315 gp + 160 XP; Weight 4 lb.
  SHIFTER’S SORROW
  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.
  Strong transmutation; CL 15th; Craft Arms and Armor, 
  baleful polymorph; Price 12,780 gp; Cost 6,780 gp + 480 XP; 
  Weight 10 lb.
  SILVER DAGGER, MASTERWORK
  This masterwork alchemical silver dagger is nonmagical.
  As a masterwork weapon, it has a +1 enhancement bonus 
  on attack rolls.
  No aura (nonmagical); Price 322 gp.
  SLAYING ARROW
  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 die (or, in the case of unliving targets, be 
  destroyed) instantly.
  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 previous table.
  A greater slaying arrow functions just like a normal slaying 
  arrow, but the DC to avoid the death effect is 23.
  Strong necromancy; CL 13th; Craft Magic Arms and 
  Armor, finger of death (slaying arrow) or heightened finger of 
  death (greater slaying arrow); Price 2,282 gp (slaying arrow) or 
  4,057 gp (greater slaying arrow); Cost 1,144 gp 5 sp + 91 XP 
  (slaying arrow) or 2,032 gp + 162 XP (greater slaying arrow).
  
  768
  SLEEP ARROW
  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 be lethal damage) 
  and forces the target to make a DC 11 Will save or fall 
  asleep.
  Faint enchantment; CL 5th; Craft Magic Arms and Armor, 
  sleep; Price 132 gp; Cost 69 gp 5 sp + 5 XP.
  SUN BLADE
  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 ×3 on a 
  critical hit instead of the usual ×2).
  The blade also has a special sunlight power.
  Once per day, the wielder can swing the blade vigorously 
  above her head while speaking a command word.
  The sunblade then sheds a bright yellow radiance that is like 
  full daylight.
  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 never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the sword is wielded.
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor, daylight, creator must be good; Price 50,335 gp; Cost 
  25,335 gp + 2,000 XP.
  SWORD OF LIFE STEALING
  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 or lose a character 
  level.
  Strong necromancy; CL 17th; Craft Magic Arms and 
  Armor, enervation; Price 25,715 gp; Cost 12,857 gp and 5 sp + 
  1,029 XP.
  SWORD OF THE PLANES
  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 on the Material 
  Plane when the weapon is used against elementals).
  It operates as a +3 longsword on the Astral Plane or 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.
  Strong evocation; CL 15th; Craft Magic Arms and Armor, 
  plane shift; Price 22,315 gp; Cost 11,157 gp and 5 sp + 893 
  XP.
  SWORD OF SUBTLETY
  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.
  Moderate illusion; CL 7th; Craft Magic Arms and Armor, 
  blur; Price 22,310 gp; Cost 11,155 gp + 892 XP.
  SYLVAN SCIMITAR
  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.
  Moderate evocation; CL 11th; Craft Magic Arms and 
  Armor, divine power or creator must be a 7th-level druid; 
  Price 47,315 gp; Cost 23,657 gp and 5 sp + 1,893 XP.
  TRIDENT OF FISH COMMAND
  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 (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 throw are free of control, but 
  they will not approach within 10 feet of the trident.
  The trident can be used up to three times per day.
  Moderate enchantment; CL 7th; Craft Magic Arms and 
  Armor, speak with animals; Price 18,650 gp; Cost 9,325 gp + 
  746 XP.
  TRIDENT OF WARNING
  A weapon of this type enables its wielder to determine the 
  location, depth, kind, and number of aquatic predators 
  within 680 feet.
  
  769
  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.
  Moderate divination; CL 7th; Craft Magic Arms and Armor, 
  locate creature; Price 10,115 gp; Cost 5,057 gp and 5 sp + 405 
  XP.
  DUNGEON MASTER’S 
  GUIDE 2 (3.5)
  DAGGER OF LIFEKEEPING
  This magic dagger defends you by making you more 
  resistant to harmful effects, protecting you against physical 
  attack, and infusing additional vigor into your body.
  Description: The dagger is of light gray metal, exquisitely 
  inscribed with a tracery of decorative lines across the blade.
  The hilt is wrapped in oiled black leather.
  When first drawn from its sheath for the day, the dagger 
  gleams with white light, a light that seems to pass to into its 
  wielder.
  Activation: Wielding the dagger is sufficient to activate its 
  base qualities described below.
  Once per day, when the dagger is first drawn from its 
  scabbard in any given 24-hour period, the dagger grants 
  1d10+10 temporary hit points.
  Effect: This +1 defending dagger grants the wielder a +2 
  resistance bonus on all saving throws as long as it is 
  wielded.
  In addition, once every 24 hours it grants 1d10+10 
  temporary hit points to anyone who draws it.
  These temporary hit points last for up to 10 hours.
  Aura/Caster Level: Strong necromancy; CL 11th.
  Construction: Craft Magic Arms and Armor, resistance, false 
  life, and shield or shield of faith, 19,351 gp, 1,548 XP, 20 days.
  Weight: 1 lb.
  Price: 38,702 gp.
  GHOST GAUNTLET
  This magical gauntlet allows you to attack spiritual beings 
  and other normally immaterial creatures.
  Description: This strange gauntlet is made of a pale gray 
  metal that seems almost transparent at times.
  When the gauntlet is worn, the gauntlet fades into near 
  complete transparency, leaving behind runes along the 
  fingers that look almost like tattoos.
  Activation: Wearing the gauntlet activates all its various 
  effects as you desire.
  Any weapon gripped by your gauntleted hand also gains 
  the ghost touch special ability.
  The gauntlet’s most impressive feature, though, is its ability 
  to make parts of itself (and the corresponding portions of 
  your hand inside) incorporeal.
  You can apply the effect to portions of your hands, leaving 
  bits of your fingertips intact, so that your can reach inside 
  locks and objects to manipulate their mechanisms.
  Thus, the gauntlet grants you a +5 competence bonus on 
  Disable Device and Open Lock checks.
  In addition, a ghost gauntlet can be used to transport an 
  object that you touch with it to a distant location on the 
  Ethereal Plane, as though by the teleport object spell.
  This ability is usable once per day.
  Aura/Caster Level: Strong conjuration; CL 13th.
  Construction: Craft Magic Arms and Armor, plane shift,
  teleport object, 34,391 gp, 2,751 XP, 35 days.
  Weight: 1 lb.
  Price: 68,782 gp.
  EPIC LEVEL HANDBOOK 
  (3.0)
  BLADE OF BLACK ICE
  This +5 keen icy burst bastard sword is said to have been 
  forged by Iuz, and was gifted to Robilar by Mordenkainen 
  shortly before Robilar’s disastrous legendary last foray into 
  Castle Greyhawk.
  Tenser, who was present at the time, claims that the blade 
  had been enchanted with special dispelling magics that 
  aided Robilar in his release of the Old One from his 
  magical prison beneath that great edifice.
  Seemingly made of ice, the Blade of Black Ice deals an 
  additional 1d6 points of cold damage on every strike, plus 
  an additional 1d10 points of cold damage on a critical hit 
  (which, due to its keen edge, it is quite likely to achieve).
  Its wielder is protected from heat and fire, because the 
  sword absorbs the first 10 points of fire damage each round 
  that the wielder would otherwise take.
  The Blade of Black Ice also has a 50% chance of 
  extinguishing any fire into which its blade is thrust.
  This power extends to a 10-foot radius and includes lasting 
  effects such as wall of fire but excludes instantaneous effects 
  such as fireball.
  Caster Level: 14th; Prerequisites: Craft Magic Arms and 
  Armors, ice storm, dispel magic, protection from elements; Market 
  Price: 128,335 gp; Cost to Create: 64,335 gp + 2,474 XP.
  EXPANDED PSIONICS 
  HANDBOOK (3.5)
  SILVER SWORD, GITHYANKI
  Powerful githyanki warriors carry these impressive 
  weapons, which are typically +1 silvered greatswords.
  The weapon looks much like a standard weapon while still 
  in its sheath.
  When drawn, the silver sword transforms into a column of 
  silvery liquid, alternating the weapon’s balance round by 
  round as the blade’s shape flows and shimmers.
  A silver sword has the additional quality of reaching into 
  the minds of the foes it strikes, disrupting their psionic 
  powers.
  A target hit by the weapon must succeed on a DC 17 
  Fortitude save or lose any psionic abilities for 1d4 rounds.
  By using the sunder attack action, the wielder of a githyanki 
  silver sword can attack an astral traveler’s silvery cord.
  
  770
  The cord trails 5 feet behind the traveler it is attached to, 
  and can only be attacked by someone adjacent to the 
  traveler who is wielding a silver sword.
  The normally insubstantial cord is treated as a tangible 
  object with the owner’s Armor Class, a hardness of 10, and 
  20 hit points.
  If an astral traveler’s cord is damaged, he must succeed on a 
  DC 13 Fortitude save or be forced to return to his physical 
  body.
  If the silver cord is severed, the traveler is slain instantly.
  While this power can be applied to any melee weapon, 
  githyanki make only greatswords with this ability.
  This ability can be applied only to a melee weapon 
  manufactured with alchemical silver (see the Dungeon 
  Master’s Guide, page 284).
  Moderate psychometabolism; ML 11th; Craft Psionic Arms 
  and Armor, creator must be a githyanki, weapon must be 
  made of alchemical silver, psionic banishment; Price 50,530 
  gp; Cost 25,530 gp + 2,000 XP.
  FIENDISH CODEX 1 (3.5)
  WAND OF ORCUS
  The weapon that Orcus wields functions as a +6 unholy 
  anarchic heavy mace.
  If the wand touches any nonoutsider, or any outsider with 
  less than 15 HD, the target must succeed on a DC 25 
  Fortitude save or be instantly slain.
  This is a necromantic death effect.
  The wand also confers a +5 deflection bonus to the Armor 
  Class of its wielder.
  FIENDISH CODEX 2 (3.5)
  DISPATER’S ROD
  The aspect of Dispater wields a lesser version of Dispater’s 
  own weapon.
  It acts as a +5 heavy mace and a rod of rulership.
  In addition, it grants its wielder the ability to smite good 
  three times per day.
  HELL SCOURGE
  A hell scourge is a +3 cold iron spiked chain.
  It functions only in the hands of a pain devil.
  A pain devil can create a new one as a swift action.
  If it loses possession of its hell scourge, the weapon 
  crumbles into worthless dust.
  HELL SCOURGE
  A hell scourge is a +3 cold iron spiked chain.
  It functions only in the hands of a pain devil.
  A pain devil can create a new one as a swift action.
  If it loses possession of its hell scourge, the weapon 
  crumbles into worthless dust.
  HELLFIRE CROSSBOW
  Built from brass and bone, this crossbow lacks a drawstring.
  Instead, any devil that carries it can use a move action to 
  focus the crossbow on a single target and let loose a stream 
  of pure hellfire as a ranged touch attack.
  This energy appears as flame, but it has no energy type (and 
  thus ignores resistances and immunities).
  A hellfire crossbow has a maximum range of 400 feet and 
  no range increment.
  This weapon functions only in the hands of a baatezu.
  Other creatures are unable to focus the energy needed to 
  spawn the bolt of energy from it.
  HELLSPEAR
  This weapon is unique to orthons.
  It is a longspear with a variety of sharp blades projecting 
  along its shaft, making it useful against distant and close 
  opponents.
  This exotic weapon has reach but, unlike most other reach 
  weapons, it is also usable against opponents within its 
  wielder’s normal reach.
  It is a masterwork cold iron weapon.
  LESSER DISPATER’S ROD
  Each aspect of Dispater carries a version of the Dispater’s 
  rod.
  This weapon acts as a +2 heavy mace.
  RUBY ROD
  The aspect of Asmodeus wields a lesser version of 
  Asmodeus’s own Ruby Rod.
  It acts as a +6 unholy heavy mace that also produces an inflict 
  serious wounds effect on whomever it touches.
  Caster level 20th.
  RUBY ROD
  This lesser version of Asmodeus’s own weapon acts as +2 
  unholy heavy mace.
  The ruby rod that the aspect of Asmodeus carries is a lesser 
  version of Asmodeus’s own weapon.
  It is carved from a single ruby and worth a fortune (at least 
  50,000 gp) to the right people.
  It carries the taint of evil, though, and is very hard to sell in 
  normal channels.
  Anyone the PCs approach with it can recognize it on a DC 
  10 Knowledge (religion) check.
  TRIPLE FLAIL
  Yeenoghu wields a unique triple-headed +3 adamantine 
  heavy flail.
  Each time he scores a hit with this item, roll 1d3 to see how 
  many of the heads hit the target.
  A hit with the flail deals the same amount of damage no 
  matter how many heads strike.
  If more than one head hits the same target, the victim must 
  succeed on a DC 32 Will save or be confused for 2d4 rounds.
  If all three hit, the target must also make a successful DC 32 
  Fortitude save or be paralyzed for 1d4 rounds.
  
  771
  Only Yeenoghu can use the weapon to confuse and 
  paralyze targets.
  The save DCs are Strength-based.
  FROSTBURN (3.5)
  PICK OF ICEPARTING
  This +2 cold bane heavy pick can score critical hits against 
  creatures of the cold subtype normally immune to critical 
  hits.
  Once per day, a pick of iceparting can be swung at an icy 
  surface (such as a glacial wall, the surface of a frozen lake, or 
  an iceberg) as a standard action.
  Three tiny fractures radiate out from the point you struck 
  toward any three points within 50 feet; these three points 
  can be chosen by you but must be connected to the initial 
  impact point by a solid sheet of ice.
  When the cracks reach their targets, they cause the ice 
  located there to explode violently.
  Any creature within 5 feet of this explosion takes 3d6 
  points of piercing damage (Reflex DC 14 half).
  Medium evocation; CL 8th; Craft Magic Arms and Armor, 
  crack ice, summon monster I; Price 30,000 gp; Cost 14,600 gp + 
  1,168 XP; Weight 6 lb.
  GHOSTWALK (3.0)
  BANISHER OF NIGHTMARES
  Created by the church of Aluvan, these +1 undead bane short 
  swords are plain, except for a small golden hand on a white 
  circle on the blade.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  summon monster I; Market Price: 18,310 gp; Cost to Create:
  9,310 gp + 720 XP.
  BONECRUSHERS
  These +1 undead bane arrows or +1 undead bane crossbow bolts 
  are easily recognized by their bright green fletching.
  They are often carried by Deathwardens.
  They can be purchased individually at the listed price.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  summon monster I; Market Price: 366 gp; Cost to Create: 186 gp 
  + 15 XP.
  BONE SWORD
  This weapon is made by clerics of Orcus.
  Although the hilt is normal, the blade is actually a jagged 
  bone about as long as a longsword’s blade.
  It functions as a +1 ghost bane longsword.
  Other versions of this weapon have been seen as well, in 
  the shape of clubs and maces.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  disrupt ectoplasm; Market Price: 18,310 gp; Cost to Create: 9,310 
  gp + 720 XP.
  CRASH
  This +1 frost trident gives its wearer a +2 enhancement bonus 
  to Wisdom when held or carried.
  The shaft is carved with symbols of octopi and inlaid with 
  blue resin.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  chill metal or ice storm, commune or legend lore; Market Price:
  16,315 gp; Cost to Create: 8,315 gp + 640 XP.
  DUE PROCESS
  This +2 lawful longsword was created by the church of 
  Chaniud to destroy elements of chaos in the city.
  It allows the wielder to invoke a protection from chaos spell 
  upon himself once per day.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  order’s wrath, protection from chaos, creator must be lawful; 
  Market Price: 37,315 gp; Cost to Create: 18,815 gp + 1,480 XP.
  FATE OF THE UNDEVOURED
  Each of these +1 undead bane scimitars has a hilt wrapped in 
  bronze wire and black leather.
  Created by the church of Dracanish, each blade has a 
  profile of a bronze-skinned man on the blade.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  summon monster I; Market Price: 18,315 gp; Cost to Create:
  9,315 gp + 720 XP.
  FIRST THAW
  Galaedros’s church created this +1 frost quarterstaff.
  Each end is a large wooden knob carved in the shape of a 
  tree with sad human eyes.
  Its bearer is protected by the effects of an endure elements 
  (cold) spell at all times.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  chill metal or ice storm, endure elements; Market Price: 12,500 
  gp; Cost to Create: 6,400 gp + 488 XP.
  KIHANAM’S MACE
  Created by a ghast cleric of Orcus, this +2 torturous heavy 
  mace was taken from her body after the Liche War by an 
  unknown looter and hidden somewhere in the Undercity.
  The head is an iron skull, and the hilt is decorated with tiny 
  praying silver skeletal hands.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  death knell; Market Price: 18,312 gp; Cost to Create: 9,312 gp + 
  720 XP.
  KISSES OF TRAAGASH
  These +1 ghost bane arrows are often carried by yuan-ti.
  They are adorned with black and gray scale-like feathers of 
  strange birds.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  summon monster I; Market Price: 366 gp; Cost to Create: 186 
  gp + 15 XP.
  
  772
  MACE OF UNDEAD PROWESS
  This +1 heavy mace is capped with a carved obsidian skull.
  It allows a cleric (or other class that can rebuke undead) 
  wielding or carrying it to rebuke or command undead as a 
  cleric two levels higher than his actual class level.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  creator must be a 6th-level cleric; Market Price: 7,812 gp; Cost 
  to Create: 4,062 gp + 300 XP.
  MALADUR’S WARHAMMER
  Wielded by a dwarf hero in the Liche War, this +2 disruption 
  warhammer was lost during a battle and has not been seen 
  since.
  It allows its wielder to detect undead once per day on 
  command.
  Caster Level: 14th; Prerequisites: Craft Magic Arms and 
  Armor, detect undead, heal; Market Price: 35,912 gp; Cost to 
  Create: 18,112 gp + 1,424 XP.
  OATHKEEPER
  This +1 thundering warhammer is graven with the symbol of 
  Durann.
  It allows its wielder to use a discern lies effect once per day.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  blindness/deafness, discern lies; Market Price: 29,312 gp; Cost to 
  Create: 14,812 gp + 1,160 XP.
  PALADINCUTTER
  This +1 keen unholy greataxe was given its name by the cleric 
  of Phaant who created it.
  The blade has a large hole drilled through it and is 
  inscribed with three overlapping diamonds.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, keen edge, unholy blight, creator must be evil; Market 
  Price: 32,320 gp; Cost to Create: 16,320 gp + 1,280 XP.
  PATIENT LESSON
  The church of Eanius created this +1 merciful quarterstaff as 
  an icon of peace.
  The length of it is carved with a panoramic scene of sky, 
  sun, and birds over a hillside.
  The quarterstaff can also cure light wounds once per day, 
  healing 1d8+5 points of damage with each use.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  cure light wounds; Market Price: 11,900 gp; Cost to Create: 6,100 
  gp + 464 XP.
  RAPID WRATH
  This +1 mighty cleaving shortspear doubles the speed of a 
  creature that carries it.
  It bears no unusual markings, but if left unattended, the 
  wooden end draws the symbol of Wyst in the dirt or dust if 
  such is present.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  divine power, expeditious retreat; Market Price: 11,702 gp; Cost to 
  Create: 6,002 gp + 456 XP.
  SHARKJAW
  This short steel rod is capped with a polished human skull.
  A pair of ram’s horns are painted on the skull in human 
  blood, and instead of human teeth, it has dozens of rows of 
  shark teeth wired into its jaws.
  It is a +1 wounding heavy mace, for the shark teeth break off 
  and remain in the wound (the weapon automatically
  replenishes any lost shark teeth).
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, Mordenkainen’s sword; Market Price: 18,312 gp; Cost to 
  Create: 9,312 gp + 720 XP.
  SLAYING ARROW
  Items of this type (as well as greater slaying arrows) exist that 
  affect ghosts, regardless of alignment.
  Slaying arrows and greater slaying arrows that affect any kind 
  of yuan-ti also exist.
  In either case, the price and other information for these 
  items are the same as given in the DUNGEON MASTER’s 
  Guide.
  SPIRITWARDER
  This +1 short sword gives its wielder the ability to use 
  protection from possession once per day.
  This ability triggers automatically upon the wielder if the 
  wielder is ever subject to a possession attempt.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  protection from possession, creator must be 3rd level; Market 
  Price: 4,510 gp; Cost to Create: 2,410 gp + 168 XP.
  WAR’S ARMOR
  This +1 battleaxe grants its bearer a +1 natural armor bonus 
  at all times.
  A side effect of this benefit is that the bearer’s skin takes on 
  a metallic sheen and gains dark tattoo-like markings on the 
  joints, resembling the joints in armor.
  The bearer also gains a mark on the forehead in the shape 
  of Tephaneron’s symbol.
  These marks and discoloration disappear if the bearer is 
  separated from the weapon for more than 24 hours.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  barkskin; Market Price: 6,310 gp; Cost to Create: 3,310 gp + 240 
  XP.
  WAR’S CRAFT
  The church of Uhanam had one hundred of these +2 
  defending light flails made and distributed them to worthy 
  clerics, soldiers, and diplomats.
  Any person may wield one of these weapons as if he had 
  the Simple Weapon Proficiency feat.
  Whenever the defending ability is used, a ghostly image of a 
  shield bearing Uhanam’s symbol appears in front of the 
  bearer.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  shield or shield of faith; Market Price: 20,308 gp; Cost to Create:
  10,308 gp + 800 XP.
  
  773
  HEROES OF BATTLE (3.5)
  SIEGE ENGINES AND 
  AMMUNITIONS
  ACID STONE
  This spherical clay ball is filled with acid.
  It deals 1d6 points of bludgeoning damage to its target.
  In addition, upon impact it breaks apart, dealing 2d6 points 
  of acid damage to any creature or object in the square it hits 
  and 1d6 points of acid damage to any creature or object in 
  an adjacent square.
  ALCHEMIST’S STONE
  This spherical clay ball is filled with alchemist’s fire.
  It deals 1d6 points of bludgeoning damage to its target.
  In addition, upon impact it breaks apart, dealing 2d6 points 
  of fire damage to any creature or object in the square it hits 
  and 1d6 points of fire damage to any creature or object in 
  an adjacent square.
  Any creature or object exposed to the alchemist’s fire also 
  catches fire; creatures and attended objects can avoid this
  by succeeding on a DC 15 Reflex save.
  BALLISTA BOLT, ADAMANTINE
  An adamantine ballista bolt ignores hardness of less than 20 
  possessed by any object it strikes.
  No aura (nonmagical); Price 3,001 gp.
  BATTERING RAM, ADAMANTINE
  A bane to any gate or wall that stands in its way, the 
  adamantine ram ignores hardness of less than 20 possessed 
  by any object it strikes.
  With an adamantine head cast in the likeness of a 
  mountain ram, this is an expensive but effective way of 
  breaking down barriers.
  No aura (nonmagical); Price 16,000 gp.
  CATAPULT STONE, ADAMANTINE
  Though most weaponsmiths would decry this as an 
  inexcusable waste of precious metal, there is no doubt as to 
  the effectiveness of a huge chunk of adamantine thrown 
  from a catapult.
  An adamantine catapult stone ignores hardness of less than 
  20 possessed by any object it strikes.
  No aura (nonmagical); Price +100 gp/lb.
  (see Table 4–1, page 67)
  DRAGONFIRE RAM
  The head of this battering ram depicts a fearsome dragon in 
  mid-breath.
  The dragon’s mouth flickers with fire, and each blow of the 
  ram sends flaming embers flying.
  Each strike of the ram deals an extra 1d6 points of fire 
  damage to any wooden or flammable object it strikes, 
  ignoring hardness.
  If the ram breaks through the object it strikes, it 
  immediately breathes a 30-foot cone of fire through the 
  opening, dealing 2d6 points of fire damage (Reflex DC 15 
  half).
  It can breathe fire once per day.
  Faint evocation; CL 3rd; Craft Magic Arms and Armor, 
  scorching ray; Price 4,000 gp.
  DRAGONSHOT CATAPULT
  A dragonshot catapult appears much like a typical catapult 
  bearing an elaborate rendition of a dragon’s head at the end 
  of the throwing arm.
  Instead of loading normal shot or stone, the operator can 
  choose to load a gemstone of the appropriate type and value 
  listed below.
  Activating the firing mechanism hurls the gemstone as if it 
  were a stone appropriately sized for the catapult.
  When the gemstone strikes the ground, it explodes in a 
  burst of energy.
  All nearby creatures and objects take damage as detailed 
  below.
  White: All within 5 feet of the target square take 2d6 points 
  of cold damage (Reflex DC 14 half).
  The gemstone used must be a pearl worth at least 50 gp.
  Black: All within 10 feet of the target square take 4d4 points 
  of acid damage (Reflex DC 14 half).
  The gemstone used must be a piece of obsidian worth at 
  least 100 gp.
  Green: All within 15 feet of the target square take 4d6 points 
  of acid damage (Reflex DC 16 half).
  The gemstone used must be an emerald worth at least 400 
  gp.
  Blue: All within 20 feet of the target square take 4d8 points 
  of electricity damage (Reflex DC 16 half).
  The gemstone used must be a sapphire worth at least 500 
  gp.
  Red: All within 30 feet of the target square take 4d10 points 
  of fire damage (Reflex DC 18 half).
  The gemstone used must be a ruby worth at least 1,000 gp.
  Strong transmutation; CL 15th; Craft Magic Arms and 
  Armor; Price +10,000 gp.
  ELEMENTAL ROCKSHOT
  This ordinary-looking catapult stone can be fired from a 
  scorpion or heavy mangonel.
  After it impacts (dealing damage as normal), elemental 
  rockshot transforms into a Small earth elemental, attacking 
  nearby enemies for 5 rounds before crumbling into dust.
  Faint conjuration; CL 5th; Craft Wondrous Item, summon 
  monster III or summon nature’s ally II; Price 750 gp.
  HELLWASP SHOT
  This ammunition resembles a hardened mound of mud and 
  can be loaded into any stone-throwing catapult.
  On impact, hellwasp shot deals no damage but instead breaks 
  open and spews out a magically summoned swarm of 
  hellwasps (see Monster Manual page 238).
  The swarm fills a 10-foot cube and attacks all creatures 
  within that area for 10 rounds before disappearing.
  If hellwasp shot lands in a unit of creatures of 6 HD or less, it 
  forces a morale check (see page 72).
  
  774
  Moderate conjuration; CL 10th; Craft Magic Arms and 
  Armor, summon monster V; Price 2,500 gp.
  HOLY/UNHOLY STONE
  This spherical clay ball is filled with the equivalent of five 
  flasks of holy or unholy water.
  It deals 1d6 points of bludgeoning damage to its target.
  In addition, it breaks apart upon impact, allowing the holy 
  stone version to deal 4d4 points of damage to any undead 
  creature or evil outsider in the square it hits, and 2d4 points 
  of damage to any such creature in an adjacent square.
  An unholy stone deals the same amount of damage to good 
  outsiders.
  LIGHTNING BALLISTA
  This magic light ballista does not use traditional 
  ammunition.
  Instead, it fires a 60-foot line of lightning when triggered.
  Creatures in the path of the bolt take 5d6 points of 
  electricity damage (Reflex DC 14 half).
  A lightning ballista can be fired only once per minute 
  (except in a stormy environment, where it can be fired 
  every other round).
  A lightning ballista requires no loading time or attack roll.
  Moderate evocation; CL 5th; Craft Magic Arms and Armor, 
  lightning bolt; Price 15,000 gp.
  SCORCHING BALLISTA
  This magic light ballista does not use traditional 
  ammunition.
  Instead, it fires a 60-foot ray of fire when triggered.
  The operator of a scorching ballista makes an attack roll as 
  normal for firing a ballista; however, he need only succeed 
  on a ranged touch attack to strike his target.
  A target hit by the ray takes 4d6 points of fire damage.
  A scorching ballista can be fired only once per minute but 
  requires no loading time.
  Faint evocation; CL 3rd; Craft Magic Arms and Armor, 
  scorching ray; Price 6,000 gp.
  SELF-LAUNCHING STONE
  A self-launching stone provides all the benefit of a catapult, 
  without the trouble of constructing or maintaining a 
  machine.
  On command, a self-launching stone flies into the air and 
  strikes as if fired from a light mangonel, automatically 
  hitting the target square.
  A selflaunching stone only functions once, just like other 
  magic siege weapon ammunition.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, telekinesis; Price 500 gp.
  SPIDER SHOT
  This clay pot is filled with hundreds of venomous spiders 
  and sealed with a large cork stopper.
  It deals 1d6 points of bludgeoning damage to its target.
  In addition, the contents spread over a 10-foot-by-10-foot 
  square, creating a spider swarm (see Monster Manual page 
  239).
  This swarm attacks all creatures in or adjacent to its space 
  but does not attack any creatures more than 5 feet away.
  TANGLEFOOT SHOT
  This ammunition is essentially an enormous tanglefoot bag.
  It deals no damage to its target.
  Instead, all creatures within 5 feet of the impact square are 
  affected as if they had come into contact with a tanglefoot 
  bag (see Player’s Handbook page 128); the creature in the 
  impact square takes a –5 penalty on its save to avoid being 
  glued to the floor.
  LORDS OF DARKNESS (3.0)
  BANESWORD
  These +1 lawful longswords have been appearing in greater 
  numbers in the hands of devout Banites.
  Because the blades and hilts are adorned with symbols of 
  Bane, good folk have been hesitant to wield them after 
  taking them from slain worshipers of the Black Lord.
  This item originally appeared in Magic of Faerûn.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  order’s wrath, creator must be lawful; Market Price: 18,315 gp; 
  Cost to Create: 9,315 gp + 720 XP.
  EBON LASH
  Created by and for the Red Wizards and their agents, these 
  black +1 whips require any creature struck to make a Will 
  save (DC 10) or be dazed for 1 round as if affected by a daze 
  spell (in addition to normal whip damage).
  Once per day the wielder can invoke a charm person spell.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  daze, dominate person; Market Price: 4,526 gp; Cost to Create:
  2,413 gp + 169 XP.
  NIGHTBLADE
  The Red Wizards make these +1 daggers for their spies and 
  counterspies.
  When used against opponents of good alignment, the 
  enhancement bonus of a nightblade increases to +2, and a 
  good target hit must make a Will save (DC 16) or take 1 
  point of temporary damage to a random ability score.
  This item originally appeared in Magic of Faerûn.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  enervation; Market Price: 8,702 gp; Cost to Create: 4,502 gp + 
  336 XP.
  SKULL BLADE
  These +1 unholy longswords bear the symbol of Cyric on the 
  blade and hilt.
  Cyricists traveling incognito usually wrap the hilt to 
  prevent the symbols from being seen, but leave the mark 
  on the blade uncovered.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  unholy blight, creator must be evil; Market Price: 18,315 gp; 
  Cost to Create: 9,315 gp + 720 XP.
  
  775
  LOST EMPIRES OF FAERÛN 
  (3.5)
  ARMATHOR’S SLING STONES
  These +1 sling bullets were crafted especially for Sammkol 
  Thistlestar, one of the only two halfling armathors of Myth 
  Drannor.
  Each stone produces a slow effect (Will DC 14 negates) on 
  any creature it strikes, so that a halfling’s shorter legs will 
  not prove disadvantageous when chasing down a 
  malefactor.
  At least two hundred armathor’s sling stones were created 
  before Sammkol’s murder in 519 DR.
  These items are usually found in groups of fifty.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  slow; Price 12,305 gp for 50 stones; Cost 6,305 gp + 480 XP 
  for 50 stones.
  DELIMBIYRA’S SHINING BOW
  Crafted of phandar wood before the fall of Eaerlann, this +1 
  composite longbow (+4 Str bonus) glows with a silvery light 
  equivalent to that of a torch.
  Arrows shot from this longbow become silvered weapons 
  in flight, and any creature struck by one is subject to the 
  effects of a silverhued faerie fire spell.
  The weapon has never been recovered from fallen Myth 
  Glaurach, and legend asserts that it still lies within the City 
  of Scrolls.
  Faint evocation; CL 4th; Craft Magic Arms and Armor, 
  faerie fire; Price 6,800 gp; Cost 3,800 gp + 240 XP.
  NIMBLESTEP
  A small number of these psionically empowered +1 short 
  swords were retrieved from the basin floor of the Vilhon 
  Reach by the traveling merchant Vodarn (CN male water 
  genasi rogue 7), who sells recovered sunken treasures in 
  markets throughout the Dragon Reach.
  The genasi claims the blades originated from the ruins of 
  the drowned Jhaamdathan city known as Corrant.
  A psionic character wielding a nimblestep can take a move 
  action instead of a full-round action to become psionically 
  focused.
  A psionic wielder also gains Up the Walls as a bonus feat, 
  but only so long as he carries the weapon in his hand.
  In addition, a psionically focused wielder of a nimblestep can 
  expend his psionic focus to gain a +10 bonus on a single 
  Jump check.
  Moderate psychometabolism; ML 5th; Craft Psionic Arms 
  and Armor, Psionic Meditation, Up the Walls; Price: 18,310 
  gp; Cost 9,310 gp + 720 XP.
  SPEAR OF MORGUR
  Plundered from Illusk by Uthgar Gardolfsson’s raiders, this 
  duskwood lance is tipped with a spearhead fashioned from 
  dragon bone and bathed in rose-hued flames.
  Upon its owner’s death, it passed on to one of Uthgar’s 
  twelve sons, eventually becoming the traditional weapon of 
  the leader of the Red Pony tribe.
  The spear of Morgur was lost when a Red Pony chieftain 
  ventured into the Underdark by way of a passage beneath 
  the One Stone ancestor mound.
  The spear of Morgur is a +1 brilliant energy longspear.
  In addition, any creature touched by it is bathed in rose-
  hued faerie fire for 1 round.
  Strong transmutation; CL 16th; Craft Magic Arms and 
  Armor, continual flame, faerie fire, gaseous form; Price 52,305 
  gp; Cost 26,305 gp + 2,080 XP.
  TOMB TAPPER’S MAUL
  Each tomb tapper is created with an adamantine +1 maul 
  sized for it.
  In the hands of a tomb tapper, the weapon gains the 
  throwing and returning special abilities.
  A thaalud that loses its maul searches tirelessly for it.
  If a maul is destroyed, the thaalud that created it can make a 
  new one from 100 pounds of adamantine after one year.
  MAGIC ITEM 
  COMPENDIUM (3.5)
  ARROW OF BITING
  Price (Item Level): 506 gp (3rd)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) necromancy
  Activation: — (ammunition)
  Weight: —
  This long arrow features alternating bands of red, yellow, and 
  black, similar to the markings of a poisonous serpent.
  Instead of an arrowhead, the fang of a gigantic snake is fastened to 
  its tip.
  This +1 arrow injects any creature it strikes with poison 
  (injury, Fort DC 16, 1d6 Con/1d6 Con).
  An arrow of biting can also be created as a crossbow bolt for 
  the same price.
  Prerequisites: Craft Magic Arms and Armor, poison.
  Cost to Create: 250 gp (plus 6 gp for masterwork arrow), 20 
  XP, 1 day.
  ASSASSIN WHIP
  Price (Item Level): 5,301 gp (10th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Free (command)
  Weight: 1 lb.
  Although this seems to be nothing more than a tangled, long-
  leafed vine, one end has been knotted into a sturdy handle like that 
  of a whip.
  Twice per day, you can activate this +1 whip after 
  successfully hitting a Medium or smaller target that is 
  standing on the ground.
  
  776
  Doing this causes tendrils of vegetation to spring forth 
  from the ground, entangling the target and dealing 2d6 
  points of damage per round.
  This effect lasts for 3 rounds or until the affected creature 
  escapes from the tendrils (a DC 20 Strength check or DC 20 
  Escape Artist check made as a full-round action).
  Prerequisites: Craft Magic Arms and Armor, entangle.
  Cost to Create: 2,500 gp (plus 301 gp for masterwork whip), 
  200 XP, 5 days.
  AXE OF THE SEA REAVERS
  Price (Item Level): 10,320 gp (13th)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) necromancy
  Activation: — and standard (command)
  Weight: 12 lb.
  The blade of this large greataxe looks like the curved tail fin of 
  some great fish, and the haft is sculpted to look like a long series of 
  complex sailor’s knots.
  The axe smells of brine.
  This +1 greataxe allows you to float atop the water, no matter 
  your weight.
  This effect functions continuously and requires no 
  activation.
  You can also activate an axe of the sea reavers to access two 
  additional abilities.
  You can utter a war cry engraved into the axe’s haft.
  You and all allies within 15 feet of you gain a +2 morale 
  bonus on attack rolls, weapon damage, saves, skill checks, 
  and ability checks for 1 round.
  In addition, you can speak a command word engraved upon 
  the blade.
  All enemies within 15 feet of you become panicked for 1 
  round (Will DC 16 negates).
  Each of these abilities is usable once per day.
  Prerequisites: Craft Magic Arms and Armor, fear, heroism.
  Cost to Create: 5,000 gp (plus 320 gp for masterwork 
  greataxe), 400 XP, 10 days.
  BLADED CROSSBOW
  Price (Item Level): 4,660 gp (9th)
  Body Slot: — (held)
  Caster Level: 11th
  Aura: Moderate; (DC 20) evocation
  Activation: —
  Weight: 12 lb.
  The front of this heavy crossbow is fitted with a pair of curved, 
  sharp blades.
  The gap between them is perfectly positioned to allow the 
  unhindered passage of a crossbow bolt.
  This crossbow has an exceptionally strong stock, which is 
  shaped so that you can grip and swing it as a melee weapon.
  You can use a bladed crossbow as either a +1 heavy crossbow for 
  ranged attacks, or as a +1 battleaxe for melee attacks.
  Prerequisites: Craft Magic Arms and Armor, blade barrier.
  Cost to Create: 2,000 gp (plus 660 gp for masterwork heavy 
  crossbow and masterwork battleaxe), 80 XP, 4 days.
  BLAZING SKYLANCE
  Price (Item Level): 8,310 gp (12th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: Standard (command)
  Weight: 10 lb.
  Red and orange flames lick the length of this silver lance.
  The haft is wrapped in strips of red scaled leather.
  Three times per day, you can command this +1 lance to fire a 
  15-foot cone of searing flames from its tip, dealing 5d4 
  points of fire damage to targets within the cone’s area 
  (Reflex DC 13 half).
  Prerequisites: Craft Magic Arms and Armor, burning hands.
  Cost to Create: 4,000 gp (plus 310 gp for masterwork lance), 
  320 XP, 8 days.
  BOW OF SONGS
  Price (Item Level): 12,330 gp (13th)
  Body Slot: — (held)
  Caster Level: 8th
  Aura: Moderate; (DC 19) evocation
  Activation: Swift (command)
  Weight: 2 lb.
  This bow is made of fine wood and appears to be of elven design.
  This +1 shortbow blends music with every shot to deadly 
  effect.
  On your turn, you can expend one daily use of your bardic 
  music ability to gain a bonus equal to your Charisma bonus 
  on the next attack roll and (if your attack hits) on the 
  corresponding damage roll that you make with the bow.
  Prerequisites: Craft Magic Arms and Armor, sculpt sound, elf, 
  bardic music.
  Cost to Create: 6,000 gp (plus 330 gp for masterwork 
  shortbow), 480 XP, 12 days.
  BOWSTAFF
  Price (Item Level): 4,600 gp (9th)
  Body Slot: — (held)
  Caster Level: 15th
  Aura: Strong; (DC 22) transmutation
  Activation: Swift (command)
  Weight: 4 lb.
  This thin, flexible quarterstaff has a bulge in the center and 
  tapered tips.
  By activating a bowstaff, you can change this +1/masterwork 
  quarterstaff into a +1 longbow or back again.
  Each version performs like a regular magic weapon of its 
  kind.
  Prerequisites: Craft Magic Arms and Armor, polymorph any 
  object.
  Cost to Create: 2,000 gp (plus 600 gp for masterwork
  quarterstaff), 160 XP, 4 days.
  CRYSTAL ECHOBLADE
  Price (Item Level): 4,310 gp (9th)
  Body Slot: — (held)
  Caster Level: 10th
  Aura: Moderate; (DC 20) evocation
  Activation: —
  Weight: 4 lb.
  This longsword’s blade is crafted from jagged violet crystal.
  When you hold it close to your ear, you hear a faint hum.
  
  777
  A crystal echoblade normally functions as a +1 longsword, but 
  is enhanced by your musical ability.
  If you use your bardic music ability while wielding the 
  weapon, the blade resonates in harmony, dealing additional 
  sonic damage on each attack equal to half your bard level.
  Prerequisites: Craft Magic Arms and Armor, bardic music.
  Cost to Create: 2,000 gp (plus 310 gp for masterwork 
  longsword), 160 XP, 4 days.
  DAGGER OF DEFIANCE
  Price (Item Level): 6,302 gp (10th)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: —
  Weight: 1 lb.
  This ornate dagger seems light, almost fragile, with its stylized 
  porcelain hilt.
  Its blade is long and thin, like a tiny rapier.
  This +1 dagger grants you a +3 resistance bonus on saves 
  against enchantment and fear effects.
  Prerequisites: Craft Magic Arms and Armor, remove fear.
  Cost to Create: 3,000 gp (plus 302 gp for masterwork dagger), 
  240 XP, 6 days.
  DEATH SPIKE
  Price (Item Level): 6,304 gp (10th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) necromancy
  Activation: Free (command)
  Weight: 6 lb.
  This long, wrought iron spear is clearly capable of causing 
  devastating wounds.
  Blackened ritual runes of death appear along its length.
  A death spike allows you to draw the life energy out of a 
  dying target, granting you temporary vitality.
  It functions as a +1 cold iron spear, but whenever you reduce 
  a living creature to –1 or fewer hit points on a melee attack 
  with the spear, you can activate it to gain 1d8 temporary hit 
  points and a +2 morale bonus on damage rolls.
  These benefits last for 1 hour; multiple uses of the spear 
  don’t stack.
  The spear can be activated three times per day.
  If you also wear a magic item that grants a bonus to your 
  Charisma score, you can add the item’s bonus to the 
  temporary hit points granted by the spear.
  Prerequisites: Craft Magic Arms and Armor, death knell, magic 
  weapon.
  Cost to Create: 2,000 gp (plus 304 gp for masterwork cold 
  iron spear, plus 2,000 gp for enhancing cold iron), 160 XP, 4 
  days.
  DWARF CRUSHER
  Price (Item Level): 9,010 gp (12th)
  Body Slot: — (held)
  Caster Level: 6th
  Aura: Moderate; (DC 18) transmutation
  Activation: Swift (command)
  Weight: 8 lb.
  This enormous greatclub bears thick patches of rusted metal 
  bracing a spiked stone weight set within the gnarled head.
  This Large +1 adamantine greatclub can only be activated by a 
  bearer who has a Strength of 21 or higher and the Power 
  Attack feat.
  When it is activated, the next attack you make with a dwarf 
  crusher in that round against a dwarf, a construct, or a 
  creature that has the earth subtype is treated as a touch 
  attack.
  You must also take at least a –5 penalty on this attack roll 
  using the Power Attack feat in order to gain this benefit.
  This effect functions three times per day.
  Prerequisites: Craft Magic Arms and Armor, bull’s strength, 
  giant.
  Cost to Create: 6,000 gp (plus 3,010 gp for Large adamantine 
  greatclub), 240 XP, 6 days.
  EXPLOSIVE SLING
  Price (Item Level): 36,300 gp (17th)
  Body Slot: — (held)
  Caster Level: 15th
  Aura: Strong; (DC 22) evocation
  Activation: —
  Weight: —
  This sling is made of leather that has been blackened by fire.
  This +1 sling imbues stones launched from it with an 
  explosive charge.
  When you hit a target with a stone fired from an explosive 
  sling, the stone explodes, dealing an extra 2d6 points of fire 
  damage to the target (no save).
  In addition, each other creature within 10 feet of the target 
  creature when the stone explodes is engulfed in flame from 
  the burst of fire and takes 2d6 points of fire damage (Reflex 
  DC 22 negates).
  Prerequisites: Craft Magic Arms and Armor, fireball.
  Cost to Create: 18,000 gp (plus 300 gp for masterwork sling), 
  1,440 XP, 36 days.
  FORCEFUL SKYLANCE
  Price (Item Level): 8,310 gp (12th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: Standard (command)
  Weight: 10 lb.
  Images of blazing blue comets streak across this slender silver 
  lance.
  Blue ribbons trail from the weapon’s handle.
  Three times per day, you can command this +1 lance to 
  produce a magic missile effect, firing three missiles with 
  each use.
  These missiles can be aimed at up to three targets within 
  150 feet of you.
  Prerequisites: Craft Magic Arms and Armor, magic missile.
  Cost to Create: 4,000 gp (plus 310 gp for masterwork lance), 
  320 XP, 8 days.
  FOUNTAINHEAD ARROW
  Price (Item Level): 306 gp (2nd)
  Body Slot: — (held)
  Caster Level: 11th
  
  778
  Aura: Moderate; (DC 20) conjuration
  Activation: — (ammunition)
  Weight: —
  This redwood arrow smells acrid and feels damp to the touch.
  A fountainhead arrow is an otherwise normal arrow designed 
  to be targeted at a point on the ground, a wall, or any other 
  flat surface.
  If you hit the target area (treat as AC 5), the arrow creates a 
  geyser of spewing acid.
  Each round on your turn (starting on the turn you fired the 
  arrow), the arrow creates a 10-foot-radius burst of acid that 
  deals 2d8 points of acid damage to all creatures in the area 
  (Reflex DC 14 half).
  This effect continues for 3 rounds.
  A fountainhead arrow can be created as a crossbow bolt for 
  the same price.
  Prerequisites: Craft Magic Arms and Armor, Melf’s acid arrow.
  Cost to Create: 150 gp (plus 6 gp for masterwork arrow), 12 
  XP, 1 day.
  GALEB DUHR HAMMER
  Price (Item Level): 5,312 gp (10th)
  Body Slot: —
  Caster Level: 10th
  Aura: Moderate; (DC 20) transmutation
  Activation: —
  Weight: 15 lb.
  The head of this massive warhammer is made of living rock.
  A galeb duhr hammer acts as a +1 warhammer.
  In addition, if you have the stonecunning racial ability, the 
  hammer gains an extra ability.
  Whenever you score a critical hit with a galeb duhr hammer 
  against a creature standing on the ground, the surface your 
  target is standing on attempts to hold the creature in place.
  For 5 rounds, the victim’s speed falls to 5 feet and it takes a 
  –2 penalty on attack rolls and to AC.
  Lore: Galeb duhrs are enigmatic and taciturn rock 
  creatures.
  A galeb duhr hammer is actually the nascent form of a galeb 
  duhr, as yet unintelligent, gifted by the clan fathers to 
  certain dwarves and other earth friends to serve as a living 
  weapon against common enemies.
  Someone who wields a galeb duhr hammer without the 
  permission of the hammer’s creator faces the possibility of 
  being hunted down and crushed (Knowledge [arcana] DC 
  15).
  Prerequisites: Craft Magic Arms and Armor, stone shape.
  Cost to Create: 2,500 gp (plus 312 gp for masterwork 
  warhammer), 200 XP, 5 days.
  GHOST NET
  Price (Item Level): 8,320 gp (11th)
  Body Slot: — (held)
  Caster Level: 13th
  Aura: Moderate; (DC 21) abjuration
  Activation: —
  Weight: 1 lb.
  This sheet of gossamer-thin netting has an iridescent sheen.
  You can throw this item at a target as though it were an 
  ordinary net.
  It has no effect against corporeal targets, but any 
  incorporeal target hit by a ghost net is treated as corporeal 
  for the purpose of dealing damage to it with physical or 
  magical attacks (though the net doesn’t entangle an 
  incorporeal target).
  It can be hit with normal weapons (though its normal 
  damage reduction, if any, still applies), and it does not have 
  the usual 50% chance to ignore damage from corporeal 
  sources.
  A creature ensnared by a ghost net also cannot turn ethereal 
  (or, if snared on the Ethereal Plane, can’t return to the 
  Material Plane).
  The creature retains all its other special abilities and can 
  extract itself from the net with a successful DC 20 Escape 
  Artist check as a full-round action.
  However, a ghost net can’t be burst with a Strength check as 
  a normal net can.
  Prerequisites: Craft Magic Arms and Armor, ghost trap (SC 
  103).
  Cost to Create: 4,000 gp (plus 320 gp for masterwork net), 320 
  XP, 8 days.
  LASH OF SANDS
  Price (Item Level): 22,301 gp (15th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) necromancy
  Activation: Free (mental)
  Weight: 4 lb.
  Strips of camel skin wrap the handle of this strange whip, but the 
  rest of its length seems to be a ribbon of cohesive sand.
  This +1 desiccating burst whip is twice as heavy as a normal 
  whip, deals lethal damage, and is effective even against 
  opponents in armor.
  Once per day, you can activate the whip when you strike an 
  opponent with it.
  Doing so creates a mass of leather bindings that enwrap the 
  target, entangling it as if with a net (PH 119) for 3 rounds or 
  until it escapes.
  Each round the creature remains entangled, it takes 1d4 
  points of damage, or 1d8 points if it is a plant or an 
  elemental that has the water subtype.
  Nonliving creatures take no damage from this effect.
  Prerequisites: Craft Magic Arms and Armor, animate rope, 
  desiccate (Snd 114).
  Cost to Create: 11,000 gp (plus 301 gp for masterwork whip), 
  880 XP, 22 days.
  LIVING CHAIN
  Price (Item Level): 4,325 gp (9th)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: 10 lb.
  This chain sports wicked-looking, razor-sharp barbs and seems to 
  writhe with a life of its own.
  This +1 spiked chain coils around the target’s limbs on a 
  successful attack, granting you a +2 bonus on Strength 
  checks made to trip the target.
  Prerequisites: Craft Magic Arms and Armor, bull’s strength.
  Cost to Create: 2,000 gp (plus 325 gp for masterwork spiked 
  chain), 160 XP, 4 days.
  
  779
  MACE OF THE DARK CHILDREN
  Price (Item Level): 8,012 gp (12th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) necromancy
  Activation: —
  Weight: 8 lb.
  This heavy mace’s blackened metal haft looks like a fleshless 
  human femur.
  Its head is shaped like a skull with three screaming skeletal faces, 
  each howling in a different direction.
  This +1 adamantine heavy mace grants you a +3 profane 
  bonus on rebuke undead attempts.
  You also treat your level as two higher when determining 
  how many Hit Dice of undead you can rebuke.
  Prerequisites: Craft Magic Arms and Armor, animate dead.
  Cost to Create: 2,500 gp (plus 3,012 for adamantine heavy 
  mace), 200 XP, 5 days.
  MANTICORE GREATSWORD
  Price (Item Level): 5,350 gp (10th)
  Body Slot: — (held)
  Caster Level: 10th
  Aura: Moderate; (DC 20) evocation
  Activation: Standard (command) or full-round (command)
  Weight: —
  This greatsword has a wavy blade and an oversized hilt adorned 
  with six spikes.
  Manticore greatswords were designed to mimic the spike-
  throwing ability of their namesake creature.
  Such a weapon functions as a +1 greatsword.
  When you activate this weapon, you can launch either one 
  spike (a standard action) or all six spikes (a full-round 
  action) from its hilt as a ranged attack that provokes attacks 
  of opportunity.
  Treat the spikes as thrown weapons.
  Each spike deals 1d6 points of piercing damage and has a 
  range increment of 20 feet.
  The spikes have an enhancement bonus equal to that of the 
  weapon, and are treated as being made of the same material 
  and having the same alignment (if any) as the weapon.
  The spikes crumble to dust 1 round after they are launched 
  from the weapon.
  A manticore greatsword regenerates any thrown spikes at 
  dawn each day.
  Prerequisites: Craft Magic Arms and Armor, magic missile.
  Cost to Create: 2,500 gp (plus 350 gp for masterwork 
  greatsword), 200 XP, 5 days.
  METEORIC KNIFE
  Price (Item Level): 2,802 gp (7th)
  Body Slot: — (held)
  Caster Level: 11th
  Aura: Moderate; (DC 20) transmutation
  Activation: Swift (command)
  Weight: 1/2 lb.
  This throwing knife is made from a seamless piece of shining black 
  metal.
  This knife functions as a +1 dagger.
  In addition, a meteoric knife has three charges, which are 
  renewed each day at dawn.
  Spending 1 or more charges enhances the dagger’s magical 
  properties as described below.
  The effects last for 1 round.
  1 charge: The dagger gains the returning property.
  2 charges: The dagger gains the flaming and returning 
  properties.
  3 charges: The dagger gains the flaming and returning 
  properties (DMG 224–225).
  In addition, if it hits a creature, it deals normal damage and 
  creates an explosion of fire that deals an extra 3d6 points of 
  fire damage to the target and all creatures adjacent to it 
  (Reflex DC 14 half).
  Prerequisites: Craft Magic Arms and Armor, fireball, telekinesis.
  Cost to Create: 1,250 gp (plus 302 gp for masterwork dagger), 
  100 XP, 3 days.
  PICK OF PIERCING
  Price (Item Level): 9,308 gp (12th)
  Body Slot: — (held)
  Caster Level: 11th
  Aura: Moderate; (DC 20) transmutation
  Activation: Free (command)
  Weight: 6 lb.
  The tips of this heavy pick taper to needlelike points.
  The stylized image of a stern, bearded dwarf glowers from the 
  center of the weapon.
  Three times per day, you can touch any object created of 
  force (such as Bigby’s forceful hand or a wall of force) with this 
  +1 heavy pick.
  Treat this touch as a touch attack against the touch AC 
  provided by the spell or AC 0, if the spell does not provide 
  the force effect with an AC of its own.
  A successful touch attack destroys the object as if you had 
  cast disintegrate on it.
  Prerequisites: Craft Magic Arms and Armor, disintegrate.
  Cost to Create: 4,500 gp (plus 308 gp for masterwork pick), 
  360 XP, 9 days.
  QUARTERSTAFF OF BATTLE
  Price (Item Level): 24,600 gp (15th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) transmutation
  Activation: Swift (command)
  Weight: 4 lb.
  A ring of snapped arrows has been etched at one end of this metal 
  quarterstaff, while around the other runs a ring of broken skulls.
  While wielding this +1/+1 quarterstaff, you can attempt to 
  disarm opponents as if you had the Improved Disarm feat.
  In addition, a quarterstaff of battle has three abilities you can 
  use when you activate the weapon.
  1. For the next 2 rounds, the staff automatically deflects all 
  ranged attacks from Medium or smaller attackers, as well as 
  all ranged attacks created by spells of 2nd level or lower, 
  that target you or any ally adjacent to you.
  This ability functions three times per day.
  2. Both ends of the staff gain the speed weapon property 
  (DMG 225) for 5 rounds.
  This ability functions once per day.
  3. Your next attack with the quarterstaff of battle on this turn 
  is a battlestrike.
  
  780
  If the battlestrike hits, the quarterstaff deals an extra 2d6 
  points of damage, and the target is knocked prone and
  stunned for 1 round (Fort DC 22 negates the stun and 
  prone effects).
  This ability functions once per day.
  Prerequisites: Craft Magic Arms and Armor, haste, protection 
  from arrows, Tenser’s transformation.
  Cost to Create: 12,000 gp (plus 600 for 
  masterwork/masterwork quarterstaff), 960 XP, 24 days.
  ROGUE BLADE
  Price (Item Level): 12,320 gp (13th)
  Body Slot: — (held)
  Caster Level: 6th
  Aura: Moderate; (DC 18) illusion
  Activation: Swift (mental)
  Weight: 2 lb.
  The edges of this elegant rapier seem to fade and twitch, making it 
  difficult to look at directly and surrounding it with a blur of 
  motion though it remains perfectly still.
  When you activate this +1 rapier, it provides you with the 
  effect of a blink spell for 6 rounds.
  The effect ends prematurely if you stop holding the rogue 
  blade.
  This effect can be used twice per day.
  Prerequisites: Craft Magic Arms and Armor, blink.
  Cost to Create: 6,000 gp (plus 320 gp for masterwork rapier), 
  480 XP, 12 days.
  SCOURGE OF PAIN
  Price (Item Level): 26,320 gp (16th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) necromancy
  Activation: —
  Weight: 2 lb.
  The black leather lashes of this terrible scourge are covered in 
  lengths of rusted wire, bits of broken red glass, and tiny fangs.
  Each time this +1 scourge strikes, it deals an extra 1d8 points 
  of nonlethal damage and causes agonizing pain in the 
  creature struck.
  The target takes a –4 penalty on attack rolls, saving throws, 
  and checks for 1d4 rounds (Fort DC 17 negates).
  Multiple strikes on the same creature don’t stack.
  Prerequisites: Craft Magic Arms and Armor, symbol of pain.
  Cost to Create: 13,000 gp (plus 320 gp for masterwork 
  scourge), 1,040 XP, 26 days.
  SPECTRAL DAGGER
  Price (Item Level): 6,000 gp (10th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) necromancy
  Activation: —
  Weight: 1 lb.
  This pocked and notched piece of yellowed bone seems to have once 
  been used as the pommel for a dagger, though the blade is now 
  missing.
  When you grasp the hilt of a spectral dagger, a “blade” of 
  ghostly light coalesces into existence.
  The weapon has no enhancement bonus (and can’t be 
  imbued with one).
  Attacks with a spectral dagger are treated as touch attacks, but 
  the weapon does not deal damage normally.
  Instead, any target struck by the weapon is affected by a 
  chill touch spell (Fort DC 11 partial or Will DC 11 negates; 
  see PH 209).
  A spectral dagger fades away if it leaves your hand, so the 
  weapon can’t be used to make ranged attacks.
  Prerequisites: Craft Magic Arms and Armor, chill touch.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  SPIDER FANG
  Price (Item Level): 5,302 gp (9th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration
  Activation: — and standard (command)
  Weight: 1 lb.
  Of grotesque design, this seemingly organic dagger appears to be
  made from sharpened layers of purple-black chitin.
  Sinister weblike patterns cover its surface, and the blade 
  occasionally twitches and jerks of its own accord.
  This +1 dagger quickly cuts through webs (magical or 
  otherwise) without getting stuck.
  As a move action, you can cut through a web entangling 
  you or another creature.
  You can move through webs created by a web spell at half 
  your normal speed (although the weapon doesn’t prevent 
  you from being stuck in either of these webs in the first 
  place).
  These are continuous effects and require no activation.
  Once per day, you can activate a spider fang to create a 
  freestanding 10-foot-by-10-foot vertical curtain of cobwebs.
  This curtain doesn’t block movement, but does provide 
  concealment to creatures behind it.
  Anyone touching the curtain causes it to collapse, dealing 
  2d4 points of acid damage to that creature.
  Prerequisites: Craft Magic Arms and Armor, Melf’s acid arrow, 
  web.
  Cost to Create: 2,500 gp (plus 302 gp for masterwork dagger), 
  200 XP, 5 days.
  STONEREAVER
  Price (Item Level): 6,320 gp (10th)
  Body Slot: — (held)
  Caster Level: 8th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Weight: 12 lb.
  Half of the head of this greataxe is a curved blade, while the other 
  side tapers to a chisel-point pick on the other.
  The haft looks as thought it’s made from cracked granite.
  In the hands of a nondwarf, stonereaver functions as a +1 
  greataxe.
  In the hands of a dwarf, the weapon also gains the bane 
  property (DMG 224) against elementals that have the earth 
  subtype and against constructs primarily made of earth, 
  stone, or metal.
  Prerequisites: Craft Magic Arms and Armor, stone shape.
  Cost to Create: 3,000 gp (plus 320 gp for masterwork 
  greataxe), 240 XP, 6 days.
  
  781
  STUNSHOT SLING
  Price (Item Level): 7,800 gp (11th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: Free (command)
  Weight: —
  This sling is stitched with tiny images of stylized bull’s heads.
  This weapon functions as a +1 sling.
  Three times per day, you can activate a stunshot sling so that 
  the next target you hit on your current turn must succeed 
  on a Fortitude save (DC equal to your attack roll result) or 
  be stunned for 1 round.
  Prerequisites: Craft Magic Arms and Armor, sound burst.
  Cost to Create: 3,750 gp (plus 300 gp for masterwork sling), 
  300 XP, 8 days.
  SWORDBOW
  Price (Item Level): 6,375 gp (10th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Free (command)
  Weight: 3 lb.
  The limbs of this bow appear to be made of sharpened metal, as if 
  the bow had been crafted from two thin, flexible swords.
  This +1 longbow changes into a +1 longsword (or vice versa) 
  when activated.
  You can interchange bow and sword attacks as part of the 
  same full attack action.
  In sword form, the weapon features a bowlike grip and a 
  pommel that resembles the curving tip of a bow.
  In bow form, the weapon is made of metal, and each limb of 
  the bow resembles a sword blade.
  In either form, a swordbow has the same enhancement 
  bonus.
  A swordbow’s enhancement bonus can be improved as if 
  improving two separate weapons (for example, improving a 
  +1 swordbow to a +2 swordbow costs 12,000 gp, just as if you 
  were improving two +1 weapons to +2).
  A swordbow can have special weapon properties added to it 
  (such as flaming); such properties cost twice the normal 
  amount (again, as if improving two separate weapons) and 
  apply to both weapons if possible.
  If a property can’t apply to both weapons (such as vorpal or 
  distance), it applies only to the swordbow when it is in an 
  eligible form (for instance, a +1 swordbow of distance is a 
  distance weapon only in bow form).
  If a property can apply to the weapon in only one of its 
  forms, it does not cost double the regular price.
  Prerequisites: Craft Magic Arms and Armor, shrink item, elf.
  Cost to Create: 3,000 gp (plus 375 gp for masterwork 
  longbow), 240 XP, 6 days.
  SWORDBOW, GREAT
  Price (Item Level): 6,775 gp (11th)
  Weight: 8 lb.
  This massive bow is made entirely razor-sharp steel, yet it clearly 
  functions as a potent ranged weapon.
  This item functions as a swordbow (see above), except that 
  its two forms are a +1 composite longbow (+4 Str bonus) and a 
  +1 greatsword.
  Prerequisites: Craft Magic Arms and Armor, shrink item, elf.
  Cost to Create: 3,000 gp (plus 775 gp for masterwork 
  composite longbow), 240 XP, 6 days.
  SWORDBOW, LIGHT
  Price (Item Level): 6,330 gp (10th)
  Weight: 2 lb.
  Small and compact, this bow seems made of thin, but strong, metal 
  sharp enough to rival the deadliest of swords.
  This item functions as a swordbow, except that its two forms
  are a +1 shortbow and a +1 rapier.
  Prerequisites: Craft Magic Arms and Armor, shrink item, elf.
  Cost to Create: 3,000 gp (plus 330 gp for masterwork 
  shortbow), 240 XP, 6 days.
  THE FIST
  Price (Item Level): 7,005 gp (11th)
  Body Slot: — (held)
  Caster Level: 15th
  Aura: Strong; (DC 22) evocation
  Activation: — and swift (command)
  Weight: —
  Thousands of black links make up this chainmail gauntlet, its 
  knuckles ending in pitted, battle-worn spikes.
  Forged long ago by dwarf hands, the fist is a +1 adamantine 
  spiked gauntlet.
  While wearing the gauntlet, you are protected from chill 
  metal and heat metal spells.
  This is a continuous effect and requires no activation.
  In addition, once per day you can activate the fist.
  When you do, your next attack with the gauntlet before the 
  end of your turn deals an extra 2d6 points of damage, 
  knocks the target prone, and stuns it for 1 round (Fort DC 
  22 negates the stun and prone effects).
  Prerequisites: Craft Magic Arms and Armor, Bigby’s clenched 
  fist, endure elements.
  Cost to Create: 2,000 gp (plus 3,005 for adamantine spiked 
  gauntlet), 160 XP, 4 days.
  TRIDENT OF SERENITY
  Price (Item Level): 5,315 gp (10th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) enchantment
  Activation: Standard (command)
  Weight: 4 lb.
  This trident looks almost delicate, with fine points on its gradually 
  curving prongs.
  Silver and pearl inlays form lazy swirls down the weapon’s haft.
  When you activate this +1 trident, it creates a calm emotions 
  effect centered on you (Will DC 16 negates).
  The effect lasts for 5 rounds and does not require 
  concentration.
  Any creature that successfully saves against this effect is 
  immune to further uses of that ability for 24 hours.
  This ability functions three times per day.
  Lore: Originally created by aquatic elves for use against the 
  blood frenzy of sahuagin, this weapon has become equally 
  
  782
  useful in fending off savage barbarians who raid coastal 
  areas (Knowledge [arcana] DC 15).
  Prerequisites: Craft Magic Arms and Armor, calm emotions.
  Cost to Create: 2,500 gp (plus 315 gp for masterwork trident), 
  200 XP, 5 days.
  VIPERBLADE
  Price (Item Level): 6,302 gp (10th)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) necromancy
  Activation: Swift (mental)
  Weight: 1 lb.
  The hilt of this dagger is shaped like a snake, and the twisted blade 
  looks like an impossibly long tongue.
  Created by cults that worship serpent deities, these +1 
  daggers are prized for their ability to secrete toxic venom.
  A viperblade has 5 charges, which are renewed each day at 
  dawn.
  Spending 1 or more charges envenoms the blade (at no risk 
  to you) for the next attack you make during this turn.
  The poison deals 1d6 points of Constitution damage (both 
  primary and secondary).
  The save DC depends on the number of charges spent: 1 
  charge: Fortitude DC 12.
  2 charges: Fortitude DC 15.
  3 charges: Fortitude DC 18.
  Prerequisites: Craft Magic Arms and Armor, poison.
  Cost to Create: 3,000 gp (plus 302 gp for masterwork dagger), 
  300 XP, 6 days.
  WARLOCK’S SCEPTER
  Price (Item Level): 8,305 gp (12th)
  Body Slot: — (held)
  Caster Level: 10th
  Aura: Moderate; (DC 20) necromancy
  Activation: — or swift (mental); see text
  Weight: 3 lb.
  This sturdy ebony rod is surmounted by a carving of a demonic, 
  horned skull.
  This +1 light mace confers a +1 profane bonus on your 
  ranged touch attack rolls while you hold it.
  This is a continuous effect and requires no activation.
  Furthermore, a warlock’s scepter has 5 charges, which are 
  renewed each day at dawn.
  Spending 1 or more charges improves the damage of the 
  next eldritch blast (CAr 7) you make in that round.
  1 charge: +1d6 damage.
  3 charges: +2d6 damage.
  5 charges: +4d6 damage.
  After these charges have been expended, the rod remains a 
  +1 light mace, but it no longer provides a bonus on ranged 
  touch attack rolls until its charges are restored.
  Prerequisites: Craft Magic Arms and Armor, Craft Rod, bestow 
  curse.
  Cost to Create: 4,000 gp (plus 305 gp for masterwork light 
  mace), 320 XP, 8 days.
  WATER WHIP
  Price (Item Level): 20,301 gp (15th)
  Body Slot: — (held)
  Caster Level: 8th
  Aura: Moderate; (DC 19) transmutation
  Activation: — and standard (command)
  Weight: 2 lb.
  This strange weapon looks less like a traditional whip and more 
  like a tube of water, tapering along its length to icicle sharpness at 
  one end.
  The handle is crafted from a pale blue crystal shard.
  This +1 whip shimmers and undulates with deceptive grace 
  when held.
  Unlike a normal whip, a water whip deals lethal damage and 
  can affect armored creatures.
  Furthermore, while wielding a water whip, you are difficult 
  to disarm.
  If the whip is knocked from your grasp, it immediately 
  flows back into your hand at the beginning of your next 
  turn (even if it is within someone else’s grasp) as long as it 
  is within 30 feet of you.
  Doing this requires no action on your part.
  In addition, drawing a water whip is always a free action.
  Both a fire elemental and water elemental are bound within 
  a water whip, allowing it to emanate either of two energy 
  properties, flaming or frost (DMG 224).
  You choose the property when you activate the whip, and it 
  deals an extra 1d6 points of the appropriate kind of damage 
  (fire or cold).
  Lore: The first water whip was created by a sahuagin druid 
  named Ak’ash’eck, who roamed the fringes of a great reef a 
  decade ago (Knowledge [history] DC 20).
  Ak’ash’eck enjoyed preying on unwary folk sailing south to 
  trade with other sahuagin.
  He was famous for the trick of ensnaring a victim near the 
  railing of a ship passing at night, then pulling the victim 
  overboard before an alarm could be raised (Knowledge 
  [history] DC 30).
  Prerequisites: Bind Elemental (ECS 51) or Craft Magic Arms 
  and Armor, planar binding.
  Cost to Create: 10,000 (plus 301 gp for masterwork whip), 800 
  XP, 20 days.
  WHIP OF WEBS
  Price (Item Level): 6,301 gp (10th)
  Body Slot: — (held)
  Caster Level: 6th
  Aura: Moderate; (DC 18) conjuration
  Activation: Free (command)
  Weight: 1 lb.
  Complex strands of tightly braided spider webs have been woven 
  together to create this unusual whip.
  Tiny, multilegged black shapes skitter up and down its length, 
  hiding amid its countless knots.
  When you strike a creature with this +1 whip, you can 
  activate it to wrap the target in a web of tough, leathery 
  filaments.
  The creature is entangled as if by a net (PH 119) for 3 
  rounds or until it escapes.
  Multiple strikes by a whip of webs aren’t cumulative.
  This ability functions three times per day.
  Prerequisites: Craft Magic Arms and Armor, web.
  Cost to Create: 3,000 gp (plus 301 gp for masterwork whip), 
  240 XP, 6 days.
  
  783
  MAGIC OF FAERÛN (3.0)
  ARROW OF BITING
  This arrow injects poison (Fort DC 16, 1d10 Con/1d10 
  Con) into its target.
  If the projectile misses, it is destroyed.
  Arrows of biting are manufactured individually, not in lots of 
  fifty as with other projectiles.
  They are sometimes crafted as crossbow bolts or javelins.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  poison; Market Price: 1,457 gp; Cost to Create: 732 gp + 58 XP.
  BANESWORD
  These +1 lawful longswords have been appearing in great 
  numbers in the hands of devout Banites.
  Because the blades and hilts are adorned with symbols of 
  the Black Hand, good folk have been hesitant to wield 
  them after taking them from the hands of slain worshipers 
  of the Black Lord.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  order’s wrath, creator must be lawful; Market Price: 18,315 gp; 
  Cost to Create: 9,315 gp + 720 XP.
  BERSERKER BLADE
  These +1 or +2 bastard swords gain an extra +1 enhancement 
  bonus when the wielder flies into a barbarian rage.
  The witches of Rashemen create them for their fighting 
  comrades.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor,
  emotion; Market Price: +1 weapon 6,335 gp; +2 weapon 15,335 
  gp; Cost to Create: +1 weapon 3,335 gp + 240 XP; +2 weapon 
  7,835 gp + 600 XP.
  BLINGDENSTONE WARPICK
  While many of these +1 corrosive heavy picks are in the hands 
  of the homeless deep gnomes living in the Silver Marches, 
  some have begun to circulate because of adventurers who 
  have looted the drow-infested city of Blingdenstone.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, acid fog, acid storm, Melf’s acid arrow, or storm of 
  vengeance; Market Price: 8,308 gp; Cost to Create: 4,308 gp + 
  320 XP.
  CORMANTHYRIAN ELFBLADE
  These +1 keen longswords bear symbols of the old elven 
  houses of Cormanthor, who were the first to develop keen 
  magic.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, keen edge; Market Price: 8,315 gp; Cost to Create: 4,315 
  gp + 320 XP.
  CORMYRIAN GOBLINTHRASHER
  These +1 goblinoid bane longswords are adorned with the 
  rampant purple dragon symbol of Cormyr.
  Royal Magician Caladnei has commissioned the War 
  Wizards to create many of these weapons for distribution 
  among the Purple Dragon knights and general sale, in order 
  to generate revenue for the country and improve morale.
  The ones awarded to the knights are typically inscribed 
  with marks of honor and distinction appropriate to the 
  recipient.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  summon monster I; Market Price: 18,315 gp; Cost to Create:
  9,315 gp + 720 XP.
  DAGGER OF CHAOS
  This +5 dagger is exquisitely wrought and decorated with 
  abstract patterns and inlays.
  DAGGER OF DEFIANCE
  These daggers were first created in Myth Drannor.
  The bearer of one of these +1 daggers is immune to fear and 
  compulsion effects and gains a +3 resistance bonus on saves 
  against enchantments.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  remove fear, resistance; Market Price: 12,302 gp; Cost to Create:
  6,302 gp + 480 XP.
  FIST
  This adamantine chainmail gauntlet has pointed knuckles 
  of solid metal.
  Forged long ago by dwarves (who don’t like seeing it in 
  nondwarven hands), it is a +2 spiked gauntlet (+1 
  enhancement bonus from adamantine, +1 enhancement 
  bonus from magic).
  The wielder of the gauntlet is protected from chill metal and 
  heat metal spells.
  Once per day the wielder can declare a piledriver blow, 
  which deals an additional +2d6 points of damage on a 
  successful hit (if the attack misses, the piledriver blow is 
  wasted for that day).
  A creature struck by the piledriver blow must make a 
  Fortitude save (DC 22) or be stunned for 1d4 rounds and a 
  Reflex save (DC 22) to avoid being knocked prone.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, Bigby’s clenched fist, resist elements; Market Price: 23,305 
  gp; Cost to Create: 13,305 gp + 800 XP.
  GAUNTLETS OF THE VALOROUS
  Made for the heroes of Myth Drannor, these +3 gauntlets 
  come in many forms, from massive silvery elbow-length 
  gauntlets to five finger-rings chained to a bracelet.
  Usually only one gauntlet of a pair is found.
  They grant no bonus to Armor Class (their enhancement 
  bonus applies only to their weapon characteristics) and do 
  not interfere with arcane spellcasting.
  When both gauntlets of a matching pair are worn together, 
  they have one of the following additional command-
  activated abilities, depending upon the pair:
  
  784
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, prerequisite spells; Market Price: 18,302; Cost to 
  Create: 9,302 gp + 360 XP.
  GOLDEN AXE OF THE GREAT RIFT
  These +1 aberration bane battleaxes have dwarven runes inlaid 
  in gold along both sides of the blade.
  Created by the gold dwarves of the Great Rift, they are 
  much in demand in regions where tunnels to the 
  Underdark are common.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  summon monster I; Market Price: 18,310 gp; Cost to Create:
  9,310 gp + 720 XP.
  IT BEARS AN UNUSUAL CURSE
  If it successfully strikes a creature and inflicts damage, the 
  wielder randomly assumes a new shape as if someone had 
  successfully cast polymorph other on him.
  To determine the shape assumed, flip to a random page in 
  the Monster Manual and select a creature whose form can be 
  assumed with polymorph other.
  The transformation lasts until the wielder makes another 
  successful hit with the dagger, at which point he assumes a 
  different random form.
  If the new form doesn’t use equipment, its primary attack 
  natural method (such as a bite or claw) gains a silvered 
  appearance, and this primary attack counts as the dagger for 
  the purposes of assuming a new form.
  If the wielder discards the dagger, he remains in his 
  transformed shape.
  Caster Level: 15th; Prerequisite: Craft Magic Arms and Armor, 
  polymorph other; Market Price: 106,302 gp; Cost to Create:
  53,000 gp + 4,240 XP.
  JUSTICE BLADE
  The church of Torm has manufactured many of these +1
  holy mighty cleaving longswords.
  Seemingly made of magically hardened bronze and 
  inscribed with the hammer and scales symbol of Tyr, a 
  justice blade always sheds pure white light in a 20-foot radius 
  when drawn.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  divine power, holy smite, creator must be good; Market Price:
  32,315 gp; Cost to Create: 16,315 gp + 1,280 XP.
  LANCE OF FAERÛN
  This lance is fashioned of hardwood and capped with a steel 
  point.
  Created specifically for mounted combat by warriors who 
  follow Torm, some of these have found their way into the 
  hands of other good-aligned orders as well.
  Most (90%) of these are heavy lances; a few Small warriors 
  also employ light lances in combat, and the remaining 10% 
  are designed for their use.
  The lance of Faerûn is a +2 holy lance that grants its wielder 
  the ability to use the Spirited Charge feat.
  In addition, if the wielder’s patron is Torm, the lance gains 
  a bane effect against evil outsiders.
  Caster Level: 8th; Prerequisites: Craft Arms and Armor, 
  summon monster I, holy smite, creator must be good; Market 
  Price: 98,310 gp.
  LIT WITH DANGER
  Once per day when the wielder is attacked in melee by an 
  invisible creature, this +1 shortspear automatically casts a 
  faerie fire on the attacking creature immediately after the 
  attack resolves.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  faerie fire; Market Price: 18,302 gp; Cost to Create: 9,302 gp + 
  720 XP.
  LUIREN SHORTBOW
  These +1 seeking shortbows have become well known in the 
  northern lands because of the many Luiren halflings 
  bearing them.
  Some of them have been sold by down-on-their-luck kin 
  and become prized by other folk.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, keen edge; Market Price: 8,330 gp; Cost to Create: 4,330 
  gp + 320 XP.
  MACE OF THE DARKCHILDREN
  This adamantine heavy mace has a natural enhancement 
  bonus of +2.
  It grants the wielder a +6 profane bonus on turning checks 
  made to rebuke or control undead.
  The wielder treats his level as two higher when 
  determining how many Hit Dice of undead he can control.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, animate 
  dead; Market Price: 17,000 gp; Cost to Create: 13,000 gp + 320 
  XP.
  NAMARRA
  This +2 keen longsword glows pale mauve when drawn, 
  shedding light equal to a candle.
  Carved on one side of the blade is the word “Namarra”, and 
  on the other is carved “Never sleeps”.
  When the weapon strikes metal, it spits white sparks.
  
  785
  The sword floats on water as if it were wood, and the sword 
  can cast a silence spell upon itself at the owner’s command as 
  often as desired.
  The effect ends if the wielder sheathes or loses contact with 
  the weapon.
  This weapon is old, with no tales that date its creation or 
  relate themselves to “before Namarra was forged”.
  It is known as “the sword that never sleeps” because of its 
  inscription, although none of its powers relate to 
  watchfulness in any way.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, keen edge, silence, water walk; Market Price: 30,315 gp; 
  Cost to Create: 15,315 gp + 1,200 XP.
  NIGHTBLADE
  The Red Wizards make these +1 daggers for their spies and 
  counterspies.
  When used against opponents of good alignment, the 
  enhancement bonus of a nightblade increases to +2, and a 
  good target hit must make a Will save (DC 16) or take 1 
  point of temporary damage to a random ability score.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  enervation; Market Price: 8,702 gp; Cost to Create: 4,502 gp + 
  336 XP.
  ONE THOUSAND BROKEN DREAMS
  This mithral elven warblade is a +3 holy drow bane longsword 
  created by the elven hero Datharian Mistwatcher, a 
  worshiper of Sehanine Moonbow, when dark elves 
  destroyed his home city thousands of years ago.
  While he fell in battle to a host of driders shortly after the 
  weapon was created, it eventually reached the hands of 
  another elven hero known only in ballads as the Stargazer, 
  who used it to slay hundreds of drow over the course of her 
  life.
  The Stargazer died of grief after the Battle of Nine Arrows 
  when she realized her sister had been slain, and a young 
  elven archer left with the weapon before drow 
  reinforcements could arrive and seize it.
  The sword has appeared in the hands of an elf at least once 
  every few hundred years since that battle, only to disappear 
  again each time.
  The sword bestows one negative level on any evil creature 
  that holds it.
  The negative level remains as long as the sword is in hand 
  and disappears when it is no longer carried.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the sword is held.
  It is rumored that if the sword is ever drawn by a good-
  aligned drow, it would shatter into a thousand small (50 gp) 
  moonstones.
  If the rumor is true, each of these moonstones could be 
  used once as an atonement spell to redeem a dark elf.
  Caster Level: 16th; Prerequisites: Craft Magic Arms and 
  Armor, holy smite, summon monster I, creator must be a good 
  elf; Market Price: 100,315 gp; Cost to Create: 51,315 gp +1,960 
  XP.
  PRAYER OF ANGER
  This +2 greatsword is inscribed with the holy symbol of 
  Tempus.
  Its bearer is immune to fear effects, and if the character has 
  the ability to rage, each rage lasts 1 round longer than 
  normal.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  remove fear; Market Price: 14,350 gp; Cost to Create: 7,350 gp + 
  560 XP.
  QUARTERSTAFF OF BATTLE
  This +3 quarterstaff of speed cannot be damaged by piercing or 
  slashing attacks.
  The wielder of the quarterstaff of battle may attempt to 
  disarm opponents as if she had the Improved Disarm feat, 
  and gains a +4 bonus on any attack roll made to disarm.
  Three times per day the wielder can, as a standard action, 
  activate the quarterstaff’s arrow deflection ability.
  This power lasts for 2 rounds.
  While active, the quarterstaff automatically deflects all 
  ranged weapon attacks (of weapons up to Medium-size) and 
  absorbs any missiles or ranged attacks created by spells of 
  2nd level or less (such as magic missile or Melf’s acid arrow) 
  that target the wielder or any ally within 5 feet of the 
  wielder.
  The quarterstaff takes no damage from any attacks or spells 
  it deflects or absorbs in this manner.
  Once per day, the wielder can create a repulsion effect on 
  command.
  Also once per day, the wielder can turn any hit from the 
  staff into a battlestrike.
  A battlestrike deals double damage (triple if it is a critical 
  hit).
  The battlestrike’s target must also make a Reflex save (DC 
  22) to avoid being thrown to the ground and a Fortitude 
  save (DC 22) to avoid being stunned for 1d4 rounds.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, protection from arrows, repulsion, Bigby’s clenched fist;
  Market Price: 162,600 gp; Cost to Create: 81,600 gp + 6,480 XP.
  RUNEHAMMER
  This +1 warhammer made of darksteel (see Special Materials 
  later in this chapter) bears a large rune on its head, 
  representing a spell stored in the hammer.
  Unlike with a spell storing weapon, a runehammer’s spell is 
  not expended, and can be used once per day.
  Rune powers common to the runehammers are.
  • Alhalbrin: Heat metal upon the target.
  • Faerindyl: Burning hands upon the target.
  • Thundaril: Polymorph other on target (typically into a snail 
  or toad).
  As a darksteel weapon, the runehammer inflicts +1 point of 
  electricity damage each time it hits.
  If this treasure is generated randomly, roll 1d6 to 
  determine which runehammer is found: 1–2 Alhalbrin; 3–5 
  Faerindyl; 6 Thundaril.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  Inscribe Rune, burning hands, heat metal, or polymorph other,
  creator must be at least 12th level; Market Price: 11,912 gp 
  (Alhalbrin), 11,712 (Faerindyl), 17,912 (Thundaril); Cost to 
  
  786
  Create: 6,912 gp + 400 XP (Alhalbrin), 6,812 gp + 392 XP 
  (Faerindyl), 9,912 gp + 640 XP (Thundaril).
  SCIMITAR OF THE FOOL
  This +1 scimitar gives the creature that carries it a –3 morale 
  penalty on all Will saves.
  These weapons are popular with tyrants who don’t entirely 
  trust their guards.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  cause fear; Market Price: 3,000 gp.
  SEMBIAN GUARDBLADE
  These +1 defending rapiers are fairly common among the 
  nobility of Sembia, particularly those who study the twin 
  sword style of fighting.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, keen edge; Market Price: 8,320 gp; Cost to Create: 4,320 
  gp + 320 XP.
  SILVERMANE’S AXE
  This +3 evil outsider bane battleaxe is inscribed with the 
  symbol of Moradin and a phrase in dwarven: “Let the fiends 
  fall before me, to the greatest glory of my clan, as I stand 
  upon their heaped corpses and bellow the Soul Forger’s 
  name”.
  Caster Level: 8th; Prerequisite: Craft Magic Arms and Armor, 
  summon monster I, creator must be a dwarf and at least 9th 
  level; Market Price: 50,302 gp; Cost to Create: 25,302 gp + 2,000 
  XP.
  SINGING SWORD
  These silver +1 greatswords were created for use by the 
  Harpers.
  When drawn, they sing loudly and constantly.
  As long as the bearer can hear the sword’s song, she gains a 
  +2 morale bonus on attack and damage rolls with the 
  singing sword.
  Furthermore, she gains a +3 morale bonus on saves against 
  mind-affecting spells and effects.
  The song is a sonic, mind-affecting effect.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  bless, emotion, creator must have 3 ranks of Perform 
  (melody); Market Price: 24,450 gp; Cost to Create: 12,450 gp + 
  960 XP.
  SPECTRAL DAGGER
  Fashioned from a bone of a creature that died violently, this 
  appears to be just a dagger hilt made of bone.
  When a creature grasps the hilt, a dagger “blade” of light 
  appears.
  (Treat the weapon as a dagger for proficiency, feats, and so 
  on).
  The blade “winks out” when the hilt leaves the wielder’s 
  hand.
  The blade has no attack bonus and deals no damage, but any 
  target struck is affected by a chill touch spell (DC 11).
  Striking with the spectral dagger is considered a touch attack.
  Creatures with multiple attacks may use the spectral blade 
  in a full attack option to strike more than once per round 
  just as if they wielded a normal dagger.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  chill touch; Market Price: 20,000 gp.
  SPIDER FANG
  This +1 dagger is black or dark purple.
  It quickly cuts through webs (magical or otherwise) 
  without getting stuck, allowing the wielder to move 
  through an existing web at half her normal speed (although 
  it does not prevent her from becoming stuck in a web if she 
  fails her saving throw).
  The wielder can use the dagger to create a web once per 
  day.
  Once per day it can also create a curtain of cobwebs, a 10-
  foot-square plane of wispy strands that grants one-half 
  concealment to creatures hiding behind it.
  Any creature that touches the curtain causes it to collapse 
  upon the creature and deal 2d4 points of acid damage.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  grease, Melf’s acid arrow, web; Market Price: 11,782 gp; Cost to 
  Create: 6,042 gp + 459 XP.
  STAFF OF MIGHTY SWEEPING
  This sturdy ash +2 sweeping quarterstaff also grants the 
  wielder the Improved Trip feat.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  bull’s strength; Market Price: 28,600 gp; Cost to Create: 14,600 
  gp + 1,120 XP.
  TALOSIAN SHORTSPEAR
  These +1 flaming shock shortspears are fairly common among 
  the experienced members of the church of Talos.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, electricity spell (call lightning, lightning bolt, or mystic 
  lash), fire spell (fireball, flame blade, or flame strike); Market 
  Price: 18,302 gp; Cost to Create: 9,302 gp + 720 XP.
  TARAGARTH
  This unique +3 mighty cleaving bastard sword is made of fire-
  blackened steel.
  Just ahead of the crossguard is a rune.
  When unsheathed, resist elements (fire) and feather fall protect 
  the bearer automatically.
  When gripped (even when sheathed), the bearer is 
  protected by nondetection.
  Forged by Elfgar of Silverymoon in the early days of the 
  North, it got its nickname “the Bloodbrand” from its use at 
  the Long Battle, where the champion Aeroth brandished 
  the blood-slick blade in victory over fallen trolls time and 
  again.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  divine power, feather fall, nondetection, resist elements; Market 
  Price: 86,335 gp; Cost to Create: 43,335 gp + 3,440 XP.
  
  787
  VIPER DAGGER
  Once per day, this +2 dagger can turn into a Small viper 
  under the control of the dagger’s owner.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  Craft Wondrous Item, summon nature’s ally II, creator must 
  be 6th level; Market Price: 10,462 gp; Cost to Create: 5,382 gp + 
  406 XP.
  MAGIC OF INCARNUM 
  (3.5)
  TROLLBANE
  One of the more famous works of the legendary ironsoul 
  forgemaster Adrulzul Fireheart, Trollbane is a +3 adamantine 
  flaming burst giantbane warhammer.
  Three times per day, a wielder who has either an essentia 
  pool or the ability to bind a soulmeld to his hands chakra 
  can use haste as the spell (CL 9th; self only).
  When this ability is activated, the weapon begins to smoke 
  with a weird, blue, flickering flame whenever a troll comes 
  within 100 feet of it.
  This flame is harmless to the wielder or anyone else 
  handling the weapon.
  Strong evocation; CL 9th; Craft Magic Arms and Armor, 
  essentia pool, summon monster I, haste, plus flame blade, flame 
  strike, or fireball; Price 86,000 gp; Cost 43,156 gp; Weight 5 
  lb.
  MANUAL OF THE PLANES
  (3.0)
  SILVER SWORDS
  These impressive weapons are carried by githyanki 
  combatants of 7th level and higher.
  Of githyanki make, a silver sword is a +3 greatsword that looks 
  much like a standard githyanki weapon.
  However, when the weapon is drawn in melee, the blade 
  transforms into a column of silvery liquid, altering the 
  weapon’s balance round by round as the blade’s shape flows 
  and shimmers.
  In the hands of someone without the appropriate Exotic 
  Weapon Proficiency feat, the weapon is clumsy (–4 penalty 
  on attack rolls) and possesses only its enhancement bonus.
  A proficient user on the Astral Plane, however, is able to 
  attack the silver cord that connects the astral form to its 
  material counterpart.
  The normally insubstantial cord is treated as a tangible 
  object with the owner’s AC, hardness 10, and 20 hit points 
  (see Attack an Object page 135 of the Player’s Handbook).
  A silver cord visibly trails 5 feet behind an astral traveler 
  before fading into the astral medium.
  Attacking it draws an attack of opportunity from the astral 
  traveler.
  When the cord is damaged, the astral traveler must succeed 
  at a Fortitude save (DC 13) or be immediately forced to 
  return to its body—which might be a good idea anyway if 
  the traveler is not up to fighting githyanki on their home 
  plane.
  Severing the silver cord destroys both the astral form and 
  the body on the Material Plane.
  Silver swords with an enhancement bonus of +5 and vorpal 
  characteristics exist, but these are minor artifacts, relatively 
  few, and only handed down to heroes of the race.
  If a silver sword falls into the hands of a nongithyanki, 
  githyanki kill the possessor if they can, steal the weapon if 
  they have to, negotiate if they must, or ally with the thief’s 
  most potent foe as a last resort.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, creator must be a githyanki; Market Price: 98,350 gp; 
  Cost to Create: 49,000 gp + 3,920 XP.
  MASTERS OF THE WILD 
  (3.0)
  ARROW OF CURE LIGHT WOUNDS
  When this otherwise normal +1 arrow strikes a target, it 
  does no damage.
  Instead, the target is affected as if by a cure light wounds 
  spell, which cures 1d8+1 points of damage.
  If such an arrow strikes an undead target, the creature is 
  entitled to spell resistance and a Will save (DC 11) for half 
  damage.
  An arrow of cure moderate wounds cures 2d8+3 points of 
  damage and has a save DC of 12.
  An arrow of cure serious wounds cures 3d8+5 points of damage 
  and has a save DC of 13.
  An arrow of cure critical wounds cures 4d8+7 points of damage 
  and has a save DC of 14.
  Caster Level: 1st (light), 3rd (moderate), 5th (serious), 7th 
  (critical); Prerequisites: Craft Magic Arms and Armor, cure 
  light wounds (light), cure moderate wounds (moderate), cure 
  serious wounds (serious), or cure critical wounds (critical); Market 
  Price: 107 gp (light), 607 gp (moderate), 1,507 gp (serious), or 
  2,807 gp (critical); Cost to Create: 57 gp + 4 XP (light), 307 gp + 
  24 XP (moderate), 757 gp + 60 XP (serious), or 1,407 gp + 112 
  XP (critical).
  BERSERKER BLADE
  The enhancement bonus of this +1 or +2 bastard sword 
  increases by +1 when the wielder flies into a barbarian rage.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  emotion (rage); Market Price: 6,335 gp (+1 weapon) or 15,335 
  gp (+2 weapon); Cost to Create: 3,335 gp + 240 XP (+1 weapon) 
  or 7,835 gp + 600 XP (+2 weapon).
  MINIATURES HANDBOOK 
  (3.5)
  BULLET OF SOUND
  If this +1 sling bullet strikes a foe, it blasts an area with a 
  tremendous cacophony.
  
  788
  Every creature within a 10-foot radius takes 1d8 points of 
  sonic damage and must succeed on a DC 13 Fortitude 
  saving throw to avoid being stunned for 1 round.
  Faint evocation; CL 3rd; Craft Magic Arms and Armor, 
  sound burst; Price 196 gp.
  CROSSBOW OF RELOADING
  An elegantly designed weapon, this +1 light crossbow is 
  decorated with ancient symbols of wind and energy along 
  its handle.
  Reloading this weapon is a free action instead of a move 
  action.
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, haste; Price 6,335 gp.
  DEMONWARD
  This weapon is a +1 holy greatsword made of cold iron.
  Demonward weapons were crafted for use in planar wars 
  against terrifying opponents from the deepest pits of the 
  underworld.
  They are scarred and notched from their frequent contact 
  with demonic skin.
  Moderate evocation [good]; CL 7th; Craft Magic Arms and 
  Armor, holy smite, creator must be good; Price 20,400 gp.
  DEVILWARD
  This weapon is a +1 holy greatsword made with alchemical 
  silver.
  Devilward weapons were forged in heavenly fires to be 
  used against pit fiends and similar powers of hell.
  The alchemical silver material of this weapon imposes a –1 
  penalty on its damage, effectively canceling the +1 
  enhancement bonus.
  Moderate evocation [good]; CL 7th; Craft Magic Arms and 
  Armor, holy smite, creator must be good; Price 18,480 gp.
  LIVING CHAIN
  This weapon seems possessed of some basic form of 
  sentience.
  When it is used on an attempt to trip an opponent, this +2 
  spiked chain coils around the victim’s limbs, adding a +4 
  bonus on the wielder’s Strength check to trip the opponent.
  This bonus is in addition to the normal benefits that chains 
  get when attempting to trip.
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, bull’s strength; Price 12,325 gp.
  WEAPON OF TRANSMUTATION
  This plain-looking +1 longsword has been designed to deal 
  with foes of any origin.
  After its wielder successfully hits a creature that has 
  damage reduction (with the normal effects), over the next 
  round the weapon transforms itself, taking on the 
  properties required to overcome that creature’s damage 
  reduction.
  The change takes effect at the beginning of your next turn.
  Once changed, the weapon overcomes that type of damage 
  reduction for 10 rounds or until it strikes a creature with a 
  different type of damage reduction (at which point it 
  changes to overcome that type).
  If the creature struck has multiple types of damage 
  reduction, the weapon overcomes all of them.
  If the creature gains a new type of damage reduction after 
  initially being struck, such as from changing its form, the 
  weapon must change before being able to overcome the 
  new type.
  The weapon does not gain any other benefit of the 
  properties it takes on, and it always deals its normal 
  damage.
  Strong transmutation; CL 13th; Craft Magic Arms and 
  Armor, limited wish; Price 50,315 gp.
  MONSTER MANUAL 1 3.5
  (3.5)
  GITHYANKI SILVER SWORDS
  These impressive weapons are typically carried by 
  githyanki combatants of 9th level and
  higher.
  Of githyanki make, a silver sword is a +1 silvered greatsword
  that looks much like a standard weapon while still in
  its sheath.
  But when drawn, the silver sword transforms into a column 
  of silvery liquid, altering the weapon’s balance round by 
  round as the blade’s shape flows and shimmers.
  A silver sword has the additional quality of reaching into the 
  minds of the foes it strikes, disrupting their psionic powers.
  A target hit by the weapon must succeed on a DC 17 
  Fortitude save or lose any psionic abilities for 1d4
  rounds.
  High-level githyanki often take the Improved Sunder feat, 
  using their silver swords to attack astral travelers’ silver cords 
  (see the astral projection spell, page 201 of the Player’s 
  Handbook).
  The normally insubstantial cord is treated as a tangible 
  object with the owner’s AC, hardness 10, and 20 hit points.
  It is rumored that each githyanki warrior has but one silver 
  sword, and if the weapon is lost or stolen, the githyanki 
  must seek it out at all costs or be killed by its superiors.
  That may be only a legend, but githyanki have been known 
  to exact terrible revenge upon those who steal their silver 
  swords or win them in battle.
  Some silver swords (belonging to particularly high-level 
  githyanki) have additional enhancements.
  Enhancing a silver sword is just like working with any other 
  weapon that has existing abilities.
  A normal githyanki silver sword is treated as having a +2 
  enhancement for this purpose: +1 for its bonus on attack 
  and damage rolls and another +1 for the sword’s antipsionic 
  ability.
  
  789
  MYSTERIES OF THE 
  MOONSEA (3.5)
  HAMMER OF VORBYX
  The Hammer of Vorbyx is named after its last owner, an ogre 
  king who ruled Thar.
  However, Vorbyx allegedly plundered the weapon from an 
  ancient unmarked barrow, so its true origins are lost in 
  time.
  More than a mere scepter, it served as a symbol of Vorbyx’s 
  authority over the unruly ogre and orc tribes of Thar, and 
  when he died without a worthy successor, his most loyal 
  followers buried the weapon with him, believing that he 
  would need it to wage wars in the afterlife.
  Lore: Characters can learn the above information with a 
  successful DC 20 Knowledge (history) check.
  The following bits of information about the Hammer of 
  Vorbyx can be gained by making Knowledge (history) 
  checks at the appropriate DCs, as given below.
  DC 25: An ogre mage hermit named Essul Blackmoon once 
  prophesied that the weapon would find its way into the 
  hands of a “true king”, and that this king would found an 
  empire, precipitate a war, and condemn his enemies to 
  “eternal darkness”.
  Vorbyx might have believed that Essul’s prophecy spoke of 
  him, although his death seems to suggest otherwise.
  DC 30: Vorbyx spent most of his plundered wealth on the 
  construction of a small portal network.
  The ogre king hoped to use the portals to move his forces 
  quickly from one location to another.
  He paid a cabal of wizards to build the portals and attuned 
  them to his hammer, so that only he could activate them.
  Description: The Hammer of Vorbyx is a hefty maul with a 
  crude iron head, a thick wooden handle, and iron bands 
  holding it together.
  It does not shed light.
  Activation: Drawing or wielding the weapon is sufficient to 
  activate its base qualities described below.
  Effect: The Hammer of Vorbyx is a +1 thundering maul that 
  resizes as appropriate for any Small, Medium or Large 
  wielder (see FRCS 97 for the maul’s statistics).
  In addition, once every 24 hours the weapon grants 
  1d10+10 temporary hit points to anyone who draws it.
  These temporary hit points last for up to 10 hours.
  In addition to its abovementioned qualities, the Hammer of 
  Vorbyx is the “key” to activating a small network of portals 
  that Vorbyx paid vast amounts of treasure to build.
  Vorbyx made certain that the locations of the various 
  portals were never recorded, and it’s uncertain how many 
  of the portals were completed before his death.
  The sly ogre king took that knowledge to his grave.
  Aura/Caster Level: Strong necromancy; CL 10th.
  Construction: Craft Magic Arms and Armor, 
  blindness/deafness, false life, 8,157 gp, 653 XP, 8 days.
  Weight: 20 lb.
  (when sized for a Medium creature).
  Price: 16,315 gp.
  ORIENTAL ADVENTURES 
  (3.0)
  ABBOT’S STAFF
  This is a lacquered quarterstaff of exceptional beauty, 
  topped with a golden dragon head.
  It is a double weapon of +3/+1 quality, and all shaman spells 
  cast by its wielder are treated as if the caster were one level 
  higher.
  Caster Level: 17th; Prerequisites: Craft Magic Arms and 
  Armor, Heighten Spell; Market Price: 26,850 gp; Cost to 
  Create: 13,725 gp + 1,050 XP.
  FLYING PHOENIX SWORD
  This +2 throwing and returning longsword grants a +4 
  enhancement bonus to its wielder’s Strength while it is in 
  hand.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, magic stone, telekinesis, bull’s strength; Market Price:
  64,315 gp; Cost to Create: 32,315 gp + 2,560 XP.
  KAKITA KATANA
  The master smiths of the Kakita family claim that they 
  produce the finest blades in the Empire.
  A Kakita katana is made of exceptionally fine steel, durable 
  and flexible, and is able to withstand the passage of a 
  thousand years.
  The master smiths use only Hida steel in their blades, 
  claiming that it far outshines any other in the Empire.
  A Kakita blade is distinguished by its light weight and 
  flexibility, and by the fine lines of bluish damask running 
  down the cutting edge, causing the entire blade to shine 
  with a slight tint.
  These blades are usually bestowed only upon samurai who 
  have proven their honor and courage, and only very rarely 
  upon samurai who are not of the Crane clan.
  A nonmagical Kakita katana has a natural +2 enhancement 
  bonus.
  Caster Level: —; Prerequisites: —; Market Price: 9,400 gp.
  NEKODE OF SPIDER CLIMBING
  When worn, this pair of +1 nekodes enables movement on 
  vertical surfaces or even upside down, though both the 
  wearer’s hands must be used for climbing.
  The wearer’s speed is 15 feet.
  Because of the nekode’s sharp claws, even extremely 
  slippery surfaces can be negotiated with ease.
  Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, 
  spider climb; Market Price: 8,610 gp; Cost to Create: 4,610 gp + 
  320 XP.
  SERPENT’S TOOTH
  This +2 initiative yari is made of an unusual green wood, and 
  its blade is shaped such that it makes a hissing noise as it 
  moves through the air.
  
  790
  As a full action, the wielder of a serpent’s tooth can attack 
  with a flurry of blows, making one extra attack at her 
  highest attack bonus.
  All the wielder’s attacks in that round suffer a –2 penalty, 
  however, including the extra attack.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  haste; Market Price: 38,302 gp; Cost to Create: 19,302 gp + 1520 
  XP.
  SPIRIT SWORD
  This passage scimitar has nine rings set into the back edge of 
  the blade.
  It has an enhancement bonus of +1 on the Material Plane, 
  but in the Spirit World, the Shadowlands, or any other 
  plane its enhancement bonus increases to +3.
  (The +3 enhancement bonus also applies on the Material 
  Plane when the weapon is used against elementals, 
  outsiders, or spirits).
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, plane shift; Market Price: 52,215 gp; Cost to Create:
  26,265 gp + 2,076 XP.
  PLANAR HANDBOOK (3.5)
  AFTERLIFE
  This +2 consumptive burst unholy greatsword hungers for the 
  life force of its victims.
  In addition to its evil nature, once per day the wielder can 
  use death knell as a standard action when the wielder 
  touches the tip of Afterlife to the body of a fallen foe.
  Moderate evocation; CL 7th; Craft Magic Arms and Armor, 
  death knell, unholy blight, creator must be evil; Price 105,550 
  gp; Cost 52,950 gp + 4,208 XP.
  CONFLAGRANT
  This +1 ignan flaming burst longspear can be used in melee or 
  as a thrown weapon.
  In addition to its fiery traits, once per day the wielder can 
  use fireball as a standard action.
  If the wielder wishes, he may choose to activate the fireball 
  use for the day in conjunction with throwing the spear (this 
  attack does not require an extra standard action beyond 
  making the ranged attack).
  In such a case, the fireball detonates only if the spear 
  successfully strikes its target.
  Moderate evocation; CL 7th; Craft Magic Arms and Armor, 
  fireball, creator must be of the fire subtype; Price 60,305 gp; 
  Cost 30,305 gp + 2,400 XP.
  LETHE’S LASH
  A spellcaster struck by this +1 whip loses one spell or spell 
  slot from the highest spell level he can cast.
  If two or more spells fit this criterion, the caster decides 
  which one becomes inaccessible.
  The lost spell becomes available again the next time the 
  caster rests and regains spells.
  Moderate enchantment; CL 7th; Craft Magic Arms and 
  Armor, modify memory; Price 22,301 gp; Cost 11,301 gp + 880 
  XP.
  QUENCHER
  This +1 aquan bane (fire outsiders) warhammer is a fire 
  elemental’s worst nightmare.
  Once per day, the wielder can cast quench as a standard 
  action with a range of touch.
  Moderate evocation; CL 7th; Craft Magic Arms and Armor, 
  quench, summon monster I, creator must be of the water 
  subtype; Price 40,312 gp; Cost 20,312 gp + 1,600 XP.
  PLAYER’S GUIDE TO 
  FAERÛN (3.5)
  BANEBLADES OF DEMRON
  The six powerful swords known as the baneblades of Demron 
  were created over the course of 300 years.
  Though the archmage Demron receives the credit for their 
  creation, the weapons were actually cooperative efforts, 
  created jointly by all the races that inhabited Myth Drannor 
  before its fall.
  Each of the blades was keyed to one particular type of 
  wielder.
  (In game terms, only members of a specific race or class 
  may use a given baneblade).
  The baneblade functions as a masterwork, nonmagical 
  weapon if the wielder is of an inappropriate race and/or 
  class.
  All of the baneblades are +4 holy, evil outsider and undead bane 
  swords.
  Each sheds light equivalent to that of a torch, though the 
  wielder may suppress this light with a mental command.
  The individual blades also have their own additional 
  powers, as described below.
  Unless otherwise noted, each power of a baneblade is 
  activated by command word.
  DRAGATHIL
  This slightly curved rapier is sized for Medium creatures.
  It has a row of small rubies down the center of the blade 
  and a large basket hilt in the form of roses twined around 
  three harps.
  Dragathil glows with a fierce red light when drawn, but 
  despite its fearsome appearance, it is designed to subdue 
  opponents peacefully rather than smite them with arcane 
  fire or razor-sharp steel.
  Dragathil has the standard baneblade properties, and it is 
  also a merciful weapon that allows the wielder to use hold 
  person once per day.
  Only a character skilled at persuasion and negotiation (one 
  who possesses at least 5 ranks of Diplomacy) may wield 
  Dragathil.
  Strong evocation [good]; CL 12th; Craft Magic Arms and 
  Armor, cure light wounds, hold person, holy smite, creator must 
  be good; Price 125,720 gp; Cost 63,020 gp + 5,016 XP; 
  Weight 2 lb.
  
  791
  EVAELATHIL
  This short sword is sized for Small wielders and usable only 
  by halflings.
  It glows with a soft green light when drawn.
  In addition to the standard baneblade abilities, Evaelathil 
  grants its wielder resistance to fire 10 and allows her to use 
  charm person and locate creature once per day each.
  Strong evocation [good]; CL 12th; Craft Magic Arms and 
  Armor, charm person, holy smite, locate creature, resist energy, 
  creator must be good; Price 161,045 gp; Cost 161,045 gp + 
  6,429 XP; Weight 1 lb.
  FAERVIAN
  This longsword is sized for Medium creatures and may be 
  wielded only by an arcane spellcaster.
  Faervian looks as though it were forged from one solid 
  piece of burnished steel, and it glows a deep purple when 
  drawn.
  The craftsmanship of this blade, unlike the others, is 
  distinctly elven.
  Faervian has the standard powers described above, and it is 
  also a spell storing weapon.
  Furthermore, it allows its wielder to cast up to three spells 
  each day as if using the Still Spell metamagic feat.
  Strong evocation (plus aura of stored spell) [good]; CL 12th; 
  Craft Magic Arms and Armor, holy smite, Still Spell; Price 
  134,970 gp; Cost 67,642 gp + 5,386 XP; Weight 4 lb.
  MHAORATHIL
  This short sword is sized for Medium creatures and is 
  usable only by dwarf characters.
  Originally designed for the dwarven defenders of Myth 
  Drannor, it sheds a bright orange light when drawn.
  In addition to the standard baneblade abilities, Mhaorathil 
  allows its wielder to use cure light wounds, disrupting weapon,
  and remove disease once per day each.
  Strong evocation [good]; CL 12th; Craft Magic Arms and 
  Armor, cure light wounds, disrupting weapon, holy smite, remove 
  disease, creator must be good; Price 150,297 gp; Cost 75,303 
  gp + 5,999 XP; Weight 2 lb.
  MORVIAN
  This impressive greatsword is sized for a Medium creature.
  Unlike its predecessors, Morvian is not limited to users of a 
  single race.
  The only restriction upon its use is that the wielder must be 
  lawful good.
  When drawn from its scabbard, Morvian glows with a fierce 
  yellow light like that of the sun.
  Morvian has the standard properties of all baneblades, and it 
  is also an axiomatic weapon that allows its wielder to use 
  daylight once per day.
  Strong evocation [good, lawful]; CL 12th; Craft Magic Arms 
  and Armor, daylight, holy smite, order’s wrath, creator must be 
  lawful good; Price 158,389 gp ; Cost 79,369 gp + 6,321 XP; 
  Weight 8 lb.
  KERYVIAN
  The last of the baneblades, Keryvian was also the most 
  powerful of Demron’s swords.
  This bastard sword’s blade is tinted a light shade of blue, 
  and its hilt is shaped in the likeness of a great blue dragon 
  clutching the blade in its “teeth”.
  When wielded in battle, Keryvian glows and crackles with 
  blue energy.
  Only a fighter, paladin, or ranger of good alignment may 
  wield it.
  Keryvian has the standard baneblade powers, and it is also a 
  keen weapon that allows its wielder to use jump, feather fall,
  and alarm at will.
  The alarm is always of the audible variety, and it is triggered 
  only when someone other than Keryvian’s owner touches it.
  Furthermore, each time Keryvian scores a critical hit, it 
  bestows one negative level on the target.
  The wielder receives 1d6 temporary hit points that last for 
  24 hours each time a negative level is bestowed.
  One day after being struck, the victim must make a DC 16 
  Fortitude save for each negative level or lose a character 
  level.
  Strong evocation [good]; CL 12th; Craft Magic Arms and 
  Armor, alarm, enervation, feather fall, holy smite, jump, spell 
  turning; Price 207,070 gp; Cost 103,692 gp + 8,270 XP; 
  Weight 4 lb.
  CALATHANGAS
  Also called the rat blade and the sting of Xerastos, this +1 rapier 
  first appeared in the Dalelands nearly a century ago.
  Any humanoid who wields it must make a DC 15 Fortitude 
  save each tenday that the blade is in his possession; failure 
  indicates that he has contracted lycanthropy and become 
  an afflicted wererat.
  Likewise, any humanoid hit by the blade must succeed on a 
  DC 15 Fortitude save or contract lycanthropy of the same 
  sort.
  Calathangas glows only when there are rats within 50 feet of 
  it.
  Once per day, the wielder can call forth 1d6+1 rat swarms 
  or a pack of 3d6 dire rats as a standard action.
  These creatures arrive in 2d6 rounds and serve the wielder 
  for up to 1 hour.
  Moderate conjuration; CL 6th; Craft Magic Arms and 
  Armor, summon nature’s ally III; Price 15,800 gp; Cost 8,060 
  gp + 620 XP.
  CHELDAORN KATAR
  This +1 punch dagger, carved from the tooth of a black 
  dragon, functions identically to a dagger of venom.
  The first of these weapons was crafted by a renegade elf 
  assassin from the city of Ascalhorn, which is now known as 
  Hellgate Keep.
  Since Hellgate Keep’s destruction, copies of this weapon 
  have begun appearing in the hands of hired killers across 
  Faerûn.
  Faint necromancy; CL 5th; Craft Magic Arms and Armor, 
  poison; Price 8,302 gp; Cost 4,302 gp + 320 XP; Weight 1 lb.
  CRAEMMOL’S HAMMER
  Owned by a dwarf warrior legendary for both his battle 
  prowess and his greed, this +3 warhammer sheds bright 
  yellow light equivalent to that of a torch.
  
  792
  Whenever a drow comes within 60 feet of the wielder, the 
  weapon makes a loud ringing sound like a tremendous bell.
  If the wielder concentrates on the hammer for 1 full round, 
  she learns the precise location of the nearest drow and the 
  total number of drow that are within the weapon’s 
  detection radius.
  Moderate evocation; CL 11th; Craft Magic Arms and 
  Armor, true seeing; Price 43,312 gp; Cost 21,812 gp + 1,720 
  XP; Weight 5 lb.
  DYERWAEN
  Forged by the elves of old Myth Drannor, this +2 bastard 
  sword was given as a token of friendship to the first human 
  settlers in the Dalelands.
  It grants a number of magical abilities to its wielder.
  In forest settings, a character carrying Dyerwaen is 
  camouflaged, gaining a +5 competence bonus on Hide 
  checks.
  In addition, she can use pass without trace at will in such an 
  environment and intuit direction at will anywhere.
  She also gains a +2 competence bonus on Survival check s.
  On command, Dyerwaen can produce a hide from animals 
  effect (usable at will) and a speak with plants effect (usable 
  once per day).
  Finally, the wielder gains a +2 competence bonus on 
  Diplomacy checks against elves, fey, and woodland 
  creatures of good alignment.
  Dyerwaen is a chaotic and good weapon, so it can bypass the 
  damage reduction of certain lawful or evil outsiders.
  Moderate abjuration; CL 11th; creator must be a druid; 
  Price 29,335 gp; Cost 14,667 gp and 5 sp + 1,173 XP.
  ELQILLAR
  A Calishite illusionist named Akhir Ahad, who intended it 
  to help him escape assassination at the hands of political 
  rivals, crafted this +1 scimitar.
  At the wielder’s command, Elqillar can transform into a 
  scimitar, dagger, kukri, or sword of any kind sized for a 
  Small, Medium, or Large creature.
  Whatever its guise, it retains its +1 enhancement bonus, 
  and multicolored runes spelling its name appear on its 
  blade.
  A character who has Elqillar on his person can use disguise 
  self at will.
  When holding the weapon in his hand, he is immune to 
  detect thoughts, discern lies, and any attempt to magically 
  discern his alignment, as though he were wearing a ring of 
  mind shielding.
  Finally, when Elqillar strikes a creature that is in any form 
  other than its natural one, that creature must make a DC 18 
  Will saving throw or immediately revert to its natural form 
  (humanoid or giant is the natural form for both afflicted 
  and natural lycanthropes).
  Strong illusion; CL 12th; Craft Magic Arms and Armor, 
  disguise self, nondetection, polymorph; Price 167,315 gp; Cost 
  83,815 gp + 6,680 XP.
  EVITHYAN’S BLADE
  This +3 longsword was fashioned in Myth Drannor by the 
  ancient elf hero whose name it carries, then used to fight 
  the drow in the Underdark.
  Similar to a bane weapon, Evithyan’s blade becomes a +5 
  longsword against drow.
  Rather than dealing extra damage as a bane weapon would, 
  however, it deals 2d4 points of Constitution damage to any 
  drow it hits.
  A DC 20 Fortitude save reduces the Constitution damage 
  by half.
  Strong evocation; CL 13th; Craft Magic Arms and Armor, 
  Mordenkainen’s sword; Price 72,315 gp; Cost 36,315 gp + 
  2,880 XP.
  HEARTCLEAVER
  Originally wielded by the nycaloth lord Gaulguth, this 
  fearsome +2 vorpal battleaxe is sized for a Large creature.
  Heartcleaver’s blade constantly drips a foul, greenish ichor, 
  which inhibits magical healing of the wounds it inflicts.
  Any character attempting to cast a conjuration (healing) 
  spell on a creature that has been struck by Heartcleaver must 
  make a DC 20 caster level check, or the spell has no effect.
  This inhibiting effect wears off once a creature wounded by 
  Heartcleaver has been restored to full normal hit points 
  (either through rest and natural healing or through magical 
  healing that overcomes the weapon’s special power).
  Heartcleaver was last seen in the hands of a great hero who 
  died at the Final Stand on the Evening Star, when the city 
  of Myth Drannor fell.
  It is believed to lie somewhere within the rubble of the city.
  Strong evocation; CL 18th; Craft Magic Weapon, circle of 
  death, keen edge, bestow curse; Price 314,320 gp; Cost 157,320 
  gp + 12,560 XP; Weight 12 lb.
  ILBRATHA, MISTRESS OF BATTLE
  This +1 longsword was forged at the behest of King Azoun I 
  of Cormyr, but it was subsequently lost in a storm at sea.
  In addition to its enhancement bonus, Ilbratha allows the 
  wielder to use jump three times per day, blink once per day, 
  and mirror image once per day with the proper command 
  words.
  It also rings like struck chimes when it touches spell effects 
  or magic items.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  blink, detect magic, jump, mirror image; Price 31,115 gp; Cost 
  15,715 gp + 1,232 XP.
  LASHING SWORD OF SAMOS THE 
  SKULLREAVER
  This peculiar +1 short sword, once owned by a dwarf undead 
  hunter, trails a luminous arc of blue energy that resembles a 
  whip from its pommel.
  This whip harmlessly and insubstantially passes through 
  most creatures, but it is devastating to undead.
  The wielder of the lashing sword may use this energy “whip”
  to make a touch attack against an undead creature, which 
  must make a DC 17 Will save or be destroyed.
  A character need not be proficient with the whip to make 
  this attack.
  Moderate conjuration; CL 9th; Craft Magic Arms and 
  Armor, disrupting weapon; Price 56,310 gp; Cost 27,310 gp + 
  2,160 XP; Weight 2 lb.
  
  793
  NIGHTWATCHER
  This adamantine +3 longsword is a relic of ancient Netheril.
  Its blade is black and its pommel is silver, worked in ivory 
  and set with a large black pearl.
  Nightwatcher’s bearer gains low-light vision, and the blade 
  disperses magical darkness within 30 feet if it succeeds on a 
  caster level check (as if casting dispel magic).
  When planted firmly into the ground, Nightwatcher hums 
  loudly if anyone with intent to harm its owner approaches 
  within 60 feet.
  Moderate evocation; CL 9th; Craft Magic Arms and Armor, 
  alarm, dispel magic, light; Price 89,315 gp; Cost 44,815 gp + 
  3,560 XP.
  NYCHYAELLA’S HEALING SPEAR
  This +2 spear has a shaft of shadowtop-wood and a head of 
  gleaming alchemical silver.
  Three times per day on a successful attack, the wielder may 
  drain hit points from the victim and heal herself of the 
  same amount of damage, as if affected by a vampiric touch 
  spell.
  She may elect to use this ability after a successful attack has 
  been made.
  Moderate necromancy; CL 10th; Craft Magic Arms and 
  Armor, vampiric touch; Price 44,392 gp; Cost 22,392 gp + 
  1,760 XP; Weight 6 lb.
  RUSTBLADE
  These +1 daggers always look pitted and rusted, though they 
  suffer no adverse effects of corrosion.
  Any object made of iron or iron alloy that is touched by a 
  rustblade crumbles away as if affected by a rusting grasp spell.
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, rusting grasp; Price 58,302 gp; Cost 29,302 gp + 2,320 
  XP; Weight 1 lb.
  TARAGARTH, THE BLOODBRAND
  This +1 short sword was forged in Silverymoon in the early 
  days of the North and first wetted in battle against the trolls 
  of the Evermoors.
  While holding it unsheathed, the wielder gains resistance 
  to fire 10 and is immune to detect thoughts, discern lies, and 
  any attempt to magically discern her alignment.
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, 
  nondetection, resist energy; Price 42,310 gp; Cost 21,310 gp + 
  1,680 XP.
  TWINBLADES ALIGHT
  This double-headed battleaxe is forged half of cold iron and 
  half of adamantine, allowing it to overcome the damage 
  reduction of creatures resistant to either material.
  In the hands of a lawful good dwarf, it glows softly and 
  functions as a +2 axiomatic holy battleaxe.
  When wielded by anyone else, it is simply a +2 battleaxe and 
  does not glow.
  Strong necromancy and transmutation; CL 18th; Craft 
  Magic Arms and Armor, circle of death, keen edge; Price 82,215 
  gp; Cost 40,515 gp + 3,216; Weight 4 lb.
  TYRANNY’S KNELL
  T his golden warhammer functions like a dwarven thrower 
  with the following additional abilities.
  Once per tenday, the wielder of Tyranny’s Knell may strike 
  the hammer against the ground (a standard action) to create 
  an effect identical to that of the earthquake spell.
  Each time the hammer strikes a creature of the giant type, 
  the target must make a DC 16 Fortitude save or be affected 
  as if by a reduce person spell (even though that spell normally 
  affects only humanoids).
  Moderate evocation and transmutation; CL 10th Craft 
  Magic Arms and Armor, reduce person, creator must be a 
  dwarf of at least 10th level; Price 154,312 gp; Cost 77,312 gp 
  + 6,160 XP; Weight 5 lb.
  PSIONICS HANDBOOK 
  (3.0)
  SILVER SWORDS
  These impressive weapons ate carried by githyanki 
  combatants of 7th level and higher.
  Of githyanki make, a silver sword is a +3 greatsword that looks 
  much like a standard githyanki weapon.
  However, when drawn in melee, the blade transforms into 
  a column of silvery liquid, altering the weapon’s balance 
  round by round as the blade’s shape flows and shimmers.
  In the hands of someone without the appropriate Exotic 
  Weapon Proficiency feat, the weapon is clumsy (–4 penalty 
  on attack rolls) and possesses only its enhancement bonus.
  A proficient user on the Astral Plane, however, is able to 
  attack the silver cord that connects many astral travelers to 
  their physical forms; the normally insubstantial cord is 
  treated as a tangible object with the owner’s AC, hardness 
  10, and 20 hit points (see Attack an Object in Chapter 8 of 
  the Player’s Handbook).
  A silver cord visibly trails 5 feet behind an astral traveler 
  before fading into the astral medium.
  Attacking it draws an attack of opportunity from the astral 
  traveler.
  When the cord is damaged, the astral traveler must succeed 
  at a Fortitude save (DC 13) or be immediately forced to 
  return to its body—which might be a good idea anyway if 
  the traveler is not up to fighting githyanki on their home 
  plane.
  If the silver cord is completely severed, the creature’s 
  material body (and astral echo) is slain instantly.
  The cords of travelers with the mind blank power active are 
  immune to silver swords.
  Silver swords with an enhancement bonus of +5 and vorpal 
  characteristics exist, but these are minor artifacts, relatively 
  few, and only handed down to heroes of the race.
  If a silver sword falls into the hands of any other creature, 
  githyanki will kill the possessor if they can, steal it if they 
  have to, negotiate if they must, or ally with the thief’s most 
  potent foe as a last resort.
  Manifester Level: 11th; Prerequisites: Craft Psionic Arms and 
  Armor, creator must be a githyanki; Market Price: 98,350 gp; 
  Cost to Create: 49,000 gp + 3,920 XP.
  
  794
  RACES OF FAERÛN (3.0)
  AXE OF THE SEA REAVERS
  This +2 greataxe of Illuskan manufacture gives its wielder 
  the ability to float atop the water, no matter what his 
  weight.
  Furthermore, the wielder can, with the war cry engraved 
  into the haft, give all allies within 15 feet a +2 morale bonus 
  on saving throws, attack rolls, ability checks, skill checks, 
  and weapon damage rolls for one round.
  By saying the command word engraved on the blade itself, 
  the wielder can force all foes within 15 feet to make a Will 
  save (DC 16) or flee, as the emotion (fear) spell from a 7th-
  level caster.
  The war cry and the command word can each be used once 
  per day.
  Market Price: 13,920 gp; Prerequisites: Craft Magic Arms and 
  Armor, emotion; Cost to Create: 7,120 gp + 544 XP.
  BURNING BATTLE GAUNTLETS
  Created by the fiends of Hellgate Keep for their tanarukk 
  minions, these +1 flaming battle gauntlets are not actually on 
  fire but are constantly hot to the touch and deal fire damage 
  whenever the wearer punches an opponent.
  The weapons also deal their fire damage when the are hot 
  enough to ignite flammable objects just as easily as an open 
  flame would.
  The constant heat of the gauntlets means that anyone 
  wearing them also suffers 1d6 fire damage per round, 
  making them unsuitable weapons for anyone not resistant 
  to fire damage.
  Burning battle gauntlets are crafted singly; a tanarukk with 
  two of them is considered very wealthy and powerful.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, flame blade, flame strike, or fireball; Market Price: 8,310 
  gp; Cost to Create: 4,320 gp + 320 XP.
  FIENDHUNTER TWO-BLADED 
  SWORD
  This two-bladed sword has one tip that crackles with green 
  sparks and another limned with a dull red glow.
  Evil outsiders worry about the green side of the sword, but 
  in the hands of a competent wielder they should fear the 
  red end even more.
  The green side of the weapon is a +1 sure striking weapon 
  that forces any evil extraplanar creature hit by it to succeed 
  at a Will save (DC 16) or suffer a dismissal effect, as the spell 
  from an 8th-level caster.
  This effect functions three times per day.
  The red side of the weapon is also a +1 sure striking weapon, 
  but evil extraplanar creatures hit by it are unable to engage 
  in extradimensional travel (as the dimensional anchor spell) 
  for 8 minutes.
  This traps fiends near the wielder of the fiendhunter, 
  denying them the escape route they may need.
  The dimensional anchor effect also works three times a day.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  dimensional anchor, dismissal; Market Price: 32,380 gp; Cost to 
  Create: 16,540 gp + 1,267 XP.
  FOESPLITTER AXE
  Crafted by the shield dwarves of the North, a Foesplitter axe 
  is a +1 keen battleaxe with a steel haft (hardness 10, 25 hp).
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  keen edge, shield dwarf; Market Price: 7,480 gp; Cost to Create:
  3,895 gp + 287 XP.
  KERRENDERIT ARROW
  Fashioned by the arctic dwarves, these +1 arrows are made 
  from ice crystals from the Great Glacier.
  Kerrenderit arrows have the wounding special ability (see 
  DUNGEON MASTER’s Guide).
  In addition, they have a range increment 25 feet farther 
  than normal arrows.
  If kerrenderit arrows are exposed to temperatures above 50 
  degrees for more than 1 hour, their icy arrowheads melt 
  into uselessness.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, chill metal, creator must have access to arctic dwarf 
  ice caves; Market Price: 350 gp; Cost to Create: 172 gp + 14 XP.
  SCIMITAR OF THE SIROCCO
  Graced by a pommel shaped like the head of a desert hawk, 
  this elegant and graceful weapon is a +1 keen scimitar.
  It also doubles the speed of any horse or equine creature 
  the bearer rides, much like horseshoes of speed.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  haste, keen edge, creator must be Calishite; Market Price: 9,530 
  gp; Cost to Create: 4,922 gp + 367 XP.
  SPEAR OF IMPALING
  These +1 wounding shortspears are deadly to elves and 
  dwarves.
  If the spear hits an elf or dwarf, the target must succeed at a 
  Reflex save (DC 19) or be impaled by the spear (treat as an 
  extra attack from the spear that hits automatically but 
  cannot score a critical hit).
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, divine power; Market Price: 32,301 gp; Cost to Create:
  16,301 gp + 640 XP.
  STONEREAVER
  This +2 greataxe has a slightly curved cleaving blade on one 
  side of its head and a long chisel-point pick on the opposite 
  side.
  The weapon is specifically designed for dwarves, taking 
  into account their size, strength, physique, and magical ties 
  to the stone.
  In the hands of a dwarf, a stonereaver gains the construct bane 
  (against any construct primarily made of earth, stone, or 
  metal only) and earth elemental bane special abilities.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  summon monster I, creator must be a dwarf; Market Price:
  50,320 gp; Cost to Create: 25,320 gp + 2,000 XP.
  TRIDENT OF SERENITY
  A +1 trident, this item has the additional quality of 
  suppressing any effects or class features within 15 feet that 
  
  795
  rely on anger or fear, including a barbarian’s ability to rage, 
  a sahuagin blood frenzy, and a black dragon’s frightful 
  presence.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  emotion; Market Price: 5,315 gp; Cost to Create: 2,815 gp + 200 
  XP.
  RACES OF THE WILD (3.5)
  SWORDBOW
  The magical swordbow takes the concept of the elvencraft 
  bow (see page 166) and does it one better.
  As the name implies, the weapon can transform from a 
  sword to a bow (or vice versa) upon a mere thought by the 
  wielder (a free action).
  A wielder can even interchange bow and sword attacks as 
  part of the same full attack action.
  In sword form, the weapon features a bow-like grip and a 
  pommel that resembles the curving tip of a bow.
  The blade is often decorated with an arrow.
  In bow form, the weapon is made of metal, and each half of 
  the bow’s arc resembles a sword blade.
  In either form, a sword bow has the same enhancement 
  bonus.
  A swordbow’s enhancement bonus can be improved as if 
  improving two separate weapons (for example, improving a 
  +1 swordbow to a +2 swordbow costs 12,000 gp, just as if you 
  were improving two +1 weapons to +2).
  A swordbow may have special abilities added to it (such as 
  flaming); such abilities cost twice the normal amount 
  (again, as if improving two separate weapons) and apply to 
  both weapons if possible.
  If a special ability is added that can’t apply to both weapons 
  (such as vorpal or distance), it applies only to the swordbow 
  when it is in an eligible form (for instance, a +1 swordbow of 
  distance is a distance weapon only in bow form).
  Elves typically produce swordbows of the following kinds.
  Light Swordbow: This weapon can change between rapier 
  and shortbow form.
  It is favored by elf rogues.
  Each weapon has a +1 enhancement bonus.
  Swordbow: This weapon can change between longsword and 
  longbow form.
  It is favored by elf rangers.
  Each weapon has a +1 enhancement bonus.
  Great Swordbow: This weapon can change between 
  greatsword and composite longbow form.
  It is favored by elf fighters.
  Each weapon has a +1 enhancement bonus.
  The composite longbow may have any desired strength 
  rating at the time of creation; the example below has a +4 
  Str bonus.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  shrink item, creator must be an elf, Price 6,650 gp (light 
  swordbow), 6,690 gp (swordbow), or 7,150 gp (great swordbow), 
  Cost 3,650 gp + 240 XP (light swordbow), 3,690 gp + 240 XP 
  (swordbow), or 4,150 gp + 240 XP (great swordbow).
  SANDSTORM (3.5)
  LASH OF THE SANDS
  This +2 desiccating burst whip is formed of permanently 
  stabilized shapesand.
  It is twice as heavy as a normal whip and deals lethal 
  damage, which is effective even against opponents in 
  armor.
  The whip can also entangle an opponent that it hits, as an 
  animate rope spell (caster level 12th).
  The entangled opponent takes 1d6 points of dessication 
  damage per round it remains entangled.
  Strong necromancy; CL 12th; Craft Magic Arms and 
  Armor, animate rope and desiccate, wither, or horrid wilting;
  Price 56,400 gp; Cost 28,400 gp + 2,256 XP.
  SAVAGE SPECIES (3.0)
  ASSASSIN WHIP
  This +1 whip appears to be a living vine of some sort, with 
  leaves shaped like human hands and small clusters of fruit 
  that resemble wild grapes.
  Gnarled and covered with brown, stringy bark, the assassin 
  whip can be used as a normal whip, but twice a day the 
  wielder can use it to make a ranged touch attack against a 
  single Medium-size or smaller target, causing grasses, 
  weeds, bushes, and even trees to wrap, twist, and entwine 
  about her, holding her fast.
  If no vegetation is in the area, the assassin whip causes vines 
  to spring up from the ground.
  The entangling plants constrict their target, each round 
  dealing 1d6+7 points of damage with a successful grapple 
  check (the plants’ grapple check modifier is +8).
  An entangled creature takes a –2 penalty on attack rolls, 
  takes a –4 penalty to Dexterity, and cannot move.
  An entangled character who attempts to cast a spell must 
  make a Concentration check (DC 15) or lose the spell.
  She can break free by using a full-round action to make a 
  Strength check or an Escape Artist check (DC 20).
  The entangle effect is independent of the whip, and the 
  wielder can attack other targets after entangling someone.
  Note: The DM may alter the effects of the whip somewhat, 
  based on the nature of the entangling plants.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor 
  plus entangle or web; Market Price: 11,021 gp.
  BAG OF BOULDERS
  When found, this pouch holds 1d4 stones the size of sling 
  bullets.
  (A newly created bag has four stones).
  When thrown (range increment 10 feet), a stone from the 
  bag of boulders instantly grows to 12 inches in diameter and 
  deals 3d6 points of damage on a successful attack.
  If the attack misses, treat it as a grenade-like weapon.
  Once all four stones are thrown, the magic of the bag is 
  gone.
  
  796
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, shrink
  item; Market Price: 1,200 gp (new) or 300 gp per stone 
  (partial bag); Weight: 1/2 lb.
  per stone.
  BEAST CLAWS
  Usually found in a size that fits a Medium-size humanoid, 
  this pair of +1 spiked gauntlets sports claws at the tips of the 
  fingers.
  They allow the wearer to make claw attacks (1d4/×2 
  slashing damage for Medium-size characters; see Changing 
  Weapon Size earlier in this chapter to adjust for wearer’s 
  size).
  If worn by a creature that already has a claw attack, beast 
  claws have an enhancement bonus of +2 instead of +1.
  The creature does its normal claw damage while wearing 
  beast claws plus an additional 1d6 points of damage.
  Creatures of animal intelligence will usually not willingly 
  wear coverings on their forelimbs.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  polymorph self or ability to wild shape; Market Price: 9,610 gp.
  BLADE OF WIND
  This +2 dancing short sword allows its wielder to fly, as the 
  spell cast by a 6th-level wizard, for up to an hour per day, 
  while holding the blade of wind.
  The time in flight need not be continuous.
  When wielded by a creature of the air subtype, the blade of 
  wind changes its size in proportion to its wielder, remaining 
  a light weapon.
  For example, a storm giant would wield it as a Large short 
  sword.
  In addition, creatures of the air subtype gain a +4 
  enhancement bonus to Dexterity while wielding a blade of 
  wind, and against creatures of the earth subtype the blade of 
  wind’s threat range and critical multiplier improve to 17–
  20/×3.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  animate objects, fly; Market Price: 97,510 gp.
  BRIMSTONE HAMMER
  When wielded by a fiendish or half-fiendish creature, this 
  +2 unholy warhammer allows its wielder to smite good one 
  additional time per day, provided the wielder uses the 
  brimstone hammer for that attack.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, unholy blight, divine power, creator must be evil; 
  Market Price: 45,812 gp.
  DWARF CRUSHER
  Made by giants to destroy the works of their dwarf foes, this 
  +2 greatclub has additional powers when wielded by 
  creatures with high Strength scores and the Power Attack 
  feat.
  Creatures with Strength of at least 25 who use Power 
  Attack at the highest possible level (devoting their entire 
  base attack bonus to damage) ignore the hardness of 
  nonliving materials when wielding this hammer.
  Targeting an opponent’s weapon, shield, or armor invites an 
  attack of opportunity normally.
  Animated objects, constructs, and elementals (but not 
  undead) do not get the benefit of natural armor against this 
  weapon.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  bull’s strength, creator must be a giant; Market Price: 26,305 
  gp.
  ELF BREAKER
  This +1 morningstar has a special affinity for goblinoids.
  In the hands of a goblinoid, elf breaker’s enhancement bonus 
  increases to +2.
  In the hands of a goblinoid in combat with an elf or with a 
  group that includes at least one elf, it grants the wielder a 
  +4 enhancement bonus to Constitution for the duration of 
  the encounter.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  endurance; Market Price: 26,305 gp.
  ELF EDGE
  This +1 longsword has a special affinity for those of elven 
  blood.
  In the hands of someone who has elven blood, it grants the 
  wielder a +4 enhancement bonus to Dexterity.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  cat’s grace; Market Price: 18,315 gp.
  FOE REAVER
  Made by frost giants, this +1 greataxe has a pale blue sheen 
  and proves a great surprise to those seeking to exploit frost 
  giants’ weakness.
  In the hands of a frost giant, this weapon grants its wielder 
  fire resistance 20.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  protection from elements, creator must be a frost giant; Market 
  Price: 18,320 gp.
  FISHGUTTER
  Weapons similar to this appear among many amphibious 
  cultures, and from there have spread to fully aquatic ones.
  Fishgutter is a +2 scimitar that allows its wielder to act as if 
  under the influence of a freedom of movement spell cast by a 
  7th-level cleric.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  freedom of movement; Market Price: 64,315 gp.
  FLAME REAVER
  This +1 flaming glaive, when wielded by creatures of the fire 
  subtype, feeds off their natural energy and produces 
  additional powers.
  On a critical hit, a flame reaver does normal critical damage, 
  and in addition the opponent must make a Reflex save (DC 
  15) or catch on fire (see Catching on Fire in Chapter 3 of 
  the DUNGEON MASTER’s Guide).
  Creatures of the fire subtype ignore this ignition effect if 
  struck by a flame reaver.
  Treat objects struck by a flame reaver as having half their 
  usual hardness, because the extreme heat of the weapon 
  causes the target to soften.
  
  797
  Hardness does not lessen further if an object is struck 
  multiple times.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor 
  plus flame blade, flame strike, or fireball; Market Price: 26,308 
  gp.
  FLINT BASHER
  This +2 greatclub allows its wielder to use stone shape as the 
  spell cast by a 5th-level cleric, once per day, while holding a 
  flint basher.
  In addition, creatures of the earth subtype gain a +4 
  enhancement bonus to Constitution while wielding a flint 
  basher, and against creatures of the air subtype the flint 
  basher’s threat range and critical multiplier improve to 19–
  20/×3.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  endurance, stone shape; Market Price: 32,305 gp.
  GAUNTLET OF GRUUMSH
  This single +1 gauntlet allows the wielder to make a melee 
  touch attack and blind the target of the attack instead of 
  doing damage.
  The target gets a Fortitude saving throw (DC 14) to negate 
  the blinding effect.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  blindness/deafness; Market Price: 24,805 gp.
  ICE SCYTHE
  This weapon is a +1 frost scythe.
  When wielded by creatures of the cold subtype, it feeds off 
  their natural energy and produces additional powers.
  On a critical hit, an ice scythe does normal critical damage, 
  and the opponent must make a Will save (DC 14) or be 
  affected as if by a slow spell cast by a 5th-level wizard.
  Creatures of the cold subtype ignore this slow effect if 
  struck by an ice scythe.
  Treat objects struck by an ice scythe as having half their usual 
  hardness, because the extreme cold of the weapon causes 
  the target to become unusually brittle.
  Hardness does not lessen further if an object is struck 
  multiple times.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  slow, and chill metal or ice storm; Market Price: 26,318 gp.
  ORC RAZOR
  This +1 falchion has a special affinity for those of orc blood.
  In the hands of someone who has orc blood, it grants the 
  wielder a +2 enhancement bonus to Dexterity and a +2 
  enhancement bonus to Constitution.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  cat’s grace, endurance; Market Price: 17,375 gp.
  PIXIE ARROWS
  Pixies sometimes employ arrows that deal no damage but 
  can erase memory or put a creature to sleep.
  MEMORY LOSS
  An opponent struck by the arrow must succeed on a 
  Fortitude save (DC 15) or lose all memory.
  The subject retains skills, languages, and class abilities but 
  forgets everything else until he or she receives a heal spell 
  or memory restoration by means of limited wish, wish, or 
  miracle.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, modify memory; Market Price: 607 gp.
  SLEEP
  Any opponent struck by the arrow, regardless of Hit Dice, 
  must succeed on a Fortitude save (DC 15) or be affected as 
  though by a sleep spell.
  Caster Level: 1st; Prerequisites: Craft Magic Arms and Armor, 
  sleep; Market Price: 107 gp.
  ROGUE BLADE
  This +2 rapier provides the effect of the blink spell as cast by 
  a 6th-level wizard when wielded.
  Because blink denies opponents their Dexterity bonuses to 
  Armor Class, a rogue wielding a rogue blade always gets to 
  add her sneak attack damage (provided her opponent is 
  susceptible to such).
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  blink; Market Price: 44,320 gp.
  RUSTING CLUB
  This +1 greatclub allows the wielder to make a touch attack 
  against an opponent’s armor or weapon and deliver a rusting 
  grasp spell as if cast by a 7th-level druid instead of normal 
  damage.
  This effect can be used up to three times per day.
  Any iron or iron alloy item a rusting club touches becomes 
  instantaneously rusted, pitted, and worthless, effectively 
  destroyed.
  If the item is so large that it cannot fit within a 3-foot radius 
  (such as a large iron door or the effect of a wall of iron spell), 
  a 3-foot-radius volume of the metal is rusted and destroyed.
  Magic items made of metal are immune to this effect.
  When using a rusting club in melee, the wielder can choose 
  to make a melee touch attack.
  If successful, the attack instantaneously negates 1d6 points 
  of Armor Class gained from metal armor (up to the 
  maximum amount of protection the armor offered) 
  through corrosion.
  For example, full plate armor (+8 AC) could be reduced to 
  +7 or as low as +2 in protection, depending on the die roll.
  A metal weapon that is hit is destroyed.
  Note: Striking at an opponent’s weapon provokes an attack 
  of opportunity.
  In addition, you must touch the weapon and not the other 
  way around.
  Against ferrous creatures, a rusting club deals 3d6 points of 
  damage +1 per caster level of the creator (maximum +15) on 
  a successful attack.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  rusting grasp; Market Price: 35,905 gp.
  
  798
  SCALED JAVELIN
  This +2 javelin gains the special abilities of distance and 
  returning when used by creatures of the reptilian subtype.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, clairaudience/clairvoyance, telekinesis; Market Price:
  26,301 gp.
  SERRATED TERROR
  Made by fire giants, this jagged +1 greatsword proves a great 
  surprise to those seeking to exploit fire giants’ weakness.
  In the hands of a fire giant, this weapon grants its wielder 
  cold resistance 20.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  protection from elements, creator must be a fire giant; Market 
  Price: 18,350 gp.
  SKYSPEAR
  When wielded by a celestial or half-celestial creature, this 
  +2 holy longspear allows its wielder to smite evil one 
  additional time per day, provided the wielder uses the 
  skyspear for that attack.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, holy smite, divine power, creator must be good; Market 
  Price: 45,805 gp.
  STAFF OF THE WHIP
  This +1 pincer staff (see the description earlier in this 
  chapter) has an additional function when wielded by a kuo-
  toa.
  As an attack action, the wielder may deliver 1d8+6 points of 
  electrical damage (as a shocking grasp spell from a 6th-level 
  caster) to a creature already grappled by the staff of the whip.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  shocking grasp; Market Price: 10,408 gp.
  STORM GAUNTLETS
  This pair of +1 spiked gauntlets grants electricity resistance 
  10 and has the following abilities:
  Shocking Grasp: As the spell cast by a 9th-level wizard, save 
  DC 13.
  This power uses 1 charge.
  Lightning Bolt: As the spell cast by a 9th-level wizard, save 
  DC 15.
  This power uses 2 charges.
  Ball Lightning: You create four 2-foot-diameter balls of 
  concentrated electricity that shed light as candles and move 
  under your control.
  A ball of lightning deals 2d6 points of electricity damage to 
  anything it touches, including creatures that attack it or 
  move through it.
  When you create the balls of lightning, you mentally 
  program them to move as you desire, even around corners.
  Once programmed, a ball’s orders cannot be changed.
  A ball can move up to 100 feet per round and flies with 
  perfect maneuverability.
  When a ball of lightning strikes a creature, the ball stops 
  and remains in place for the remainder of the spell’s 
  duration.
  A ball dissipates if the distance between you and it exceeds 
  190 feet.
  A ball can only “see” under the available light conditions 
  (including the light the ball itself sheds).
  For example, you could program one lightning ball to 
  follow the left wall of a corridor and strike the first creature 
  it “sees”, another to follow the right wall and do the same, 
  and the remainder to follow 5 feet behind you in a 
  semicircle.
  The first two lightning balls would turn corners to remain 
  following the walls, even if this took them out of your line 
  of sight, and strike the first creature they “see”, which 
  would fulfill their program and leave them in their target’s 
  square.
  A creature struck by a lightning ball or that touches one 
  with a natural or melee weapon gets a Reflex saving throw 
  for half damage (DC 17).
  Damage from two balls resting in the same square stacks.
  A creature struck by multiple balls of lightning in a round 
  (or entering a square with two lightning balls) gets a saving 
  throw for each.
  A creature with spell resistance makes separate spell 
  resistance checks against each lightning ball, with success 
  meaning that particular ball cannot harm the creature.
  This power uses 4 charges.
  Storm gauntlets have 50 charges when new.
  After the last charge is expended, storm gauntlets remain +1 
  spiked gauntlets.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor 
  plus shocking grasp or lightning bolt; Market Price: 52,360 gp.
  SWORD OF THE SCHEMER
  This +2 greatsword grants its wielder a +4 enhancement 
  bonus to Intelligence, and +2 enhancement bonuses to 
  Wisdom and Charisma.
  The bonuses only apply when the owner wields the blade.
  Sheathing the sword or hanging it by a strap of some sort 
  does not provide the bonuses.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor; 
  Market Price: 32,350 gp.
  WAVE PIERCER
  This +2 trident grants freedom of movement to its wielder if 
  that individual has the aquatic subtype.
  When wielded by aquatic creatures against creatures of the 
  fire subtype, a wave piercer’s threat range and critical 
  multiplier increase to 19–20/×3.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  freedom of movement; Market Price: 56,315 gp.
  WHIP OF WEBS
  The wielder of this whip can use it as a +2 whip (see Chapter 
  7 of the Player’s Handbook for details on and special rules 
  concerning whips), or may make a ranged touch attack 
  with it to wrap a target in a web of leather straps.
  An entangled character takes a –2 penalty on attack rolls 
  and a –4 penalty to effective Dexterity.
  An entangled character can move at half speed but cannot 
  run or charge.
  An entangled character who attempts to cast a spell must 
  make a Concentration check (DC 15) or lose the spell.
  
  799
  The wielder and the whip are not attached to the entangled 
  character in any way and may attack other targets freely.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  entangle or web; Market Price: 10,301 gp.
  SERPENT KINGDOMS (3.5)
  MANYFANG DAGGER
  This +1 dagger looks like a normal masterwork dagger, but 
  when it hits, three phantom blades briefly whirl into 
  existence around the main blade, stabbing and slicing the 
  same target, then winking into nothingness again.
  A manyfang dagger thus deals quadruple damage on each 
  successful hit, or quintuple damage on a critical hit.
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor; major creation, Price 32,302 gp; Weight 1 lb.
  SCOURGE OF FANGS
  Favored by the yuan-ti and drow clerics of Lolth, this +2 
  scourge has a handle made of adamantine and five 
  serpentine constructs as lashes.
  The snakes are extensions of the wielder’s will that hiss and 
  writhe in response to her thoughts and emotions.
  The weapon deals damage normally, and in addition, at the 
  wielder’s mental command, the serpents can attack as 
  separate and independent creatures, using the statistics 
  below.
  If the wielder chooses to attack only with the snakes, she 
  can substitute her own base attack bonus for that of the 
  snakes in their attacks.
  The enhancement bonus of the scourge ion already 
  included in the attack bonuses of the snakes in the statistics 
  below.
  When a scourge of fangs is used with an attack action, only 
  one serpent lash can attack; when it is used with a full 
  attack action, all five can attack.
  If a good-aligned character tries to wield the scourge, the 
  snakes attack the wielder instead of the intended target.
  If a serpent lash is slain, it falls off the whip.
  The remaining heads continue to function normally until 
  all are destroyed.
  €Serpent Lash (5): CR 1; Tiny construct; HD 2d10; hp 11; 
  Init +3; Spd 0 ft., AC 17, touch 15, flat-footed 14; Base Atk 
  +1; Grp —; Atk +8 melee (1d2–2 plus pain, bite); Full Atk +8 
  melee (1d2–2 plus pain, bite); Space/Reach 2-1/2 ft./0 ft.; 
  SA pain; SQ construct traits, darkvision 60 ft., low-light 
  vision; AL N; SV Fort +0, Ref +3, Will +0; Str 6, Dex 17, Con 
  –, Int –, Wis 11, Cha 1.
  Skills and Feats: Hide +11; Weapon Finesse.
  Pain (su): Anyone hit by a serpent lash’s bite attack takes a –
  4 penalty on attack rolls, skill checks, and ability checks for 
  2d4 rounds because of the wracking pain its venom 
  produces.
  A successful DC 11 Fortitude save reduces the penalty to –
  2.
  Construct Traits: A serpent lash has immunity to poison, 
  sleep effects, paralysis, stunning, disease, death effects, 
  necromancy effects, mind-influencing effects (charms, 
  compulsions, phantasms, patterns, and morale effects), and 
  any effect that requires a Fortitude save unless it also works 
  on objects or is harmless.
  It is not subject to critical hits, nonlethal damage, ability 
  damage, ability drain, fatigue, exhaustion, or energy drain.
  Cannot heal damage, but can be repaired.
  Darkvision 60 ft. and low-light vision.
  Moderate necromancy and transmutation; CL 11th; Craft 
  Construct, Craft Wondrous Item, animate objects, bestow 
  curse; Price 32,000 gp; Weight 5 lb.
  SCOURGE OF TIAMAT
  This +1 corrosive viper scourge is favored by the Dark Scaled 
  Ones (high priests of Tiamat) in the city of Unthalass.
  The weapons date back to the height of Okoth, the ancient
  sarrukh realm located in what is now southern Mulhorand.
  Most of the existing scourges of Tiamat have been recovered 
  from the scattered remnants of that civilization.
  In addition to its normal properties, each viper head of a 
  scourge of Tiamat can spit its corrosive venom up to 30 feet as 
  a ranged attack.
  A target hit by this attack is affected by the poison of the 
  viper and also takes 1d6 points of acid damage for the 
  corrosive special ability (see Magic of Faerûn for details of 
  this ability).
  Strong conjuration; CL 17th; Craft Magic Arms and Armor, 
  Spit Venom, Melf’s acid arrow, storm of vengeance, summon 
  monster II; Price 60,320 gp.
  SHINING SOUTH (3.5)
  GREAT RIFT BLAZING SKYLANCE
  This +2 lance is specifically designed for use by Great Rift 
  skyguards.
  Three times per day, the lance can be commanded to fire a 
  cone of searing flames out to a distance of 15 feet from the 
  tip, dealing 5d4 points of fire damage to targets within the 
  cone’sarea.
  Victims can make a DC 13 Reflex save for half damage.
  Faint evocation; CL 5th; Craft Magic Arms and Armor, 
  burning hands; Price 14,334 gp.
  GREAT RIFT FORCEFUL SKYLANCE
  A variation on the Great Rift blazing skylance, this +2 lance can 
  produce a magic missile effect on command, three times 
  per day, firing three missiles with each use.
  These missiles can be aimed at up to three targets within 
  150 feet of the lance.
  Faint evocation; CL 5th; Craft Magic Arms and Armor, 
  magic missile; Price 14,334 gp.
  PICK OF PIERCING
  Crafted by the dwarves of the Great Rift, this +1 heavy pick
  destroys objects made of force, such as Bigby’s forceful hand
  or a wall of force.
  To destroy such objects, the wielder of the pick must touch 
  them with the pick.
  Moderate transmutation; CL 11th; Craft Magic Arms and 
  Armor, disintegrate; Price 13,508 gp.
  
  800
  SCOURGE OF PAIN
  This +1 scourge is covered in razor-sharp barbs.
  Each time it strikes, it deals an extra 1d8 points of nonlethal 
  damage and causes agonizing pain in the creature struck.
  The target must succeed on a DC 17 Fortitude save or take a 
  –4 penalty on attacks, saving throws, and checks for 1d4 
  rounds.
  Priestesses of Loviatar are fond of these weapons.
  Moderate necromancy; CL 9th; Craft Magic Arms and 
  Armor, symbol of pain; Price 26,320 gp.
  STUN BOLT
  This +1 bolt has been specially enhanced so that it deals 
  normal damage and stuns a creature struck by it.
  A target struck by a stun bolt must make a DC 20 Will save 
  or be stunned for 1d6 rounds.
  Creatures immune to mind-affecting spells and abilities are 
  also immune to stun bolts.
  Strong enchantment; CL 13th; Craft Magic Arms and 
  Armor, symbol of stunning; Price (50 bolts) 9,630 gp.
  WHIP OF CONSTRICTING
  This +2 whip has the ability to entangle and crush 
  opponents it strikes.
  A Large or smaller creature struck by the whip takes 
  normal damage and must make a DC 15 Reflex save or 
  become entangled, if the wielder so wishes.
  A creature capable of spellcasting that is bound by the whip 
  must make a DC 15 Concentration check to cast a spell.
  An entangled creature can slip free with a DC 20 Escape 
  Artist check.
  If you’ve commanded the whip to entangle someone, you 
  can’t continue to use it as a weapon.
  Once per day, the whip’s wielder may command it to 
  constrict whatever it has entangled.
  For 17 rounds, the whip gains a Strength score of 35 and a 
  grapple bonus of +41.
  Every grapple check that succeeds against the entangled 
  creature deals 2d6+12 points of damage.
  Strong evocation; CL 17th; Craft Magic Arms and Armor, 
  animate rope, Bigby’s crushing hand; Price 97,381 gp.
  SILVER MARCHES (3.0)
  GRAYBROTHER
  This +2 shortspear of a very old style is obviously of orc 
  manufacture.
  Its gray wooden haft and dull steel blade are carved with 
  orc runes representing murder, hate, and power.
  It deals +2d6 points of damage to humans and elves.
  Unlike bane weapons, the spear’s enhancement bonus is 
  not +2 greater than normal against humans or orcs.
  This weapon is legendary among the tuskers of the North.
  Many tribal leaders over the centuries have searched ruins 
  and dark places for it, as the clerics of Gruumsh say the orc 
  who wields it is favored by He Who Watches and will be 
  able to amass a great unbeatable army to sweep over the 
  human and elven lands, reducing the inhabitants to slaves.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  summon monster I; Market Price: 32,302 gp; Cost to Create:
  16,302 gp + 1,280 XP.
  HORNBLADE
  This famous weapon is a +3 dancing spell storing longsword 
  with three unusual properties.
  First, as a standard action, the bearer can create a sending to 
  up to five individuals of the bearer’s choosing at the same 
  time.
  The sending consists of a distinctive, warning horncall; no 
  other message is possible.
  Second, the Hornblade possesses the ability to store two 
  spells, not just one.
  It otherwise functions as a normal spell storing weapon.
  Taern customarily stores dispel evil and heal.
  Finally, the blade is attuned to the ward initiates of 
  Silverymoon.
  In the hands of anyone other than a ward initiate, the 
  Hornblade is only a +1 dancing longsword.
  This sword is good, and any evil 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 while the sword is
  wielded.
  Caster Level: 18th; Prerequisites: Craft Magic Arms and 
  Armor, animate objects, imbue with spell ability, sending; Market 
  Price: 227,115 gp; Cost to Create: 113,715 gp + 9,072 XP.
  NIGHTBREAKER
  This +1 ghost touch disruption heavy mace is a sacred item to 
  the church of the Morninglord, having been wielded by a 
  successive line of paladins of the Order of the Aster.
  The item was lost in 1344 DR, when its bearer left to 
  destroy a lair of specters, and has not been seen since.
  Certain members of the clergy believe this item to be the 
  “rightful sign” of Lathander’s favor described in the 
  Rhyester’s Matins (temple) entry in the Silverymoon 
  section of The Silver Marches.
  Caster Level: 14th; Prerequisites: Craft Magic Arms and 
  Armor, heal, plane shift; Market Price: 32,312 gp; Cost to Create:
  16,312 gp + 1,280 XP.
  ORCBLINDER
  At the command of Lady Alustriel, the churches and 
  wizards of the Silver Marches commissioned a large 
  number of these +1 arrows decorated with distinctive 
  fletching bearing eye-like markings.
  Said to pierce orc eyes with amazing frequency, they deal 
  an additional +2d6 hit points of damage to orcs.
  Unlike bane weapons, their enhancement bonus is not +2 
  greater than normal against orcs.
  They are destroyed when used, just like normal arrows.
  Crossbow bolts with this power exist but are less common.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  summon monster I; Market Price: 167 gp; Cost to Create: 87 gp + 
  7 XP.
  
  801
  SCOURING SUNLIGHT
  This +1 holy light mace sheds light when drawn.
  At the end are three large gems, one red, one orange, and 
  one a brilliant yellow, each carved with Lathander’s holy 
  symbol.
  Once per day the mace can invoke searing light.
  The weapon was lost in a crusade against the forces of 
  Ghaunadaur, drow god of oozes, and has not been seen for 
  nearly 100 years.
  Certain clergy members believe this item to be the “rightful 
  sign” of Lathander’s favor described in the Rhyester’s 
  Matins (temple) entry in the Silverymoon section of The 
  Silver Marches.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  holy smite, searing light, creator must be good; Market Price:
  28,305 gp; Cost to Create: 14,305 gp + 1,120 XP.
  SELÛNE’S MOON-ARROWS
  Crafted in greater numbers in recent years by the church of 
  the Moonmaiden to combat the People of the Black Blood, 
  these +1 arrows are made of silver from tip to fletching.
  They deal an additional +2d6 hit points of damage to evil 
  lycanthropes.
  Unlike bane weapons, their enhancement bonus is not +2 
  greater than normal against lycanthropes.
  They are destroyed when used, just like normal arrows.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  summon monster I; Market Price: 167 gp; Cost to Create: 87 gp + 
  7 XP.
  STORM STAR
  These magical morningstars are of ancient design and 
  thought to have been created in Netheril.
  Made of electrum-plated steel, these weapons display small 
  arcs of lightning that play up and down the weapon’s 
  length when wielded, although they do not harm the 
  wielder or anyone the weapon strikes.
  Once per day the weapon can invoke a weakened chain 
  lightning spell at caster level 8.
  Most storm stars have a +1 enhancement bonus, but some 
  have been created with +2 or even +3 bonuses.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  chain lightning, creator’s caster level must be three times the 
  enhancement bonus; Market Price: 20,308 gp (+1), 26,308 gp 
  (+2), 36,308 gp (+3); Cost to Create: 10,308 gp + 800 XP (+1), 
  13,308 gp + 1,040 XP (+2), 18,308 gp + 1,440 XP (+3).
  TUSKREAVER
  This +1 orc-bane longsword was created by a young elf wizard.
  It has an Elvish name which means “The blade that causes 
  orcs to fall like drops of rain in the hardest storm”, but most 
  call it by its Common nickname.
  Its hilt is decorated with an overlapping leaf pattern, 
  enameled with green and white markings.
  The blade is engraved with hundreds of teardrops in a spiral 
  pattern, inlaid with burnished copper.
  At the proper angle, portions of the tears spell out the 
  sword’s name in Espruar runes.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  summon monster I; Market Price: 18,315 gp; Cost to Create:
  9,315 gp + 720 XP.
  STORMWRACK (3.5)
  KRAKENTOOTH
  A mighty trident nearly seven feet in length, the head of 
  this trident appears as a kraken, with its central arms 
  forming the shorter middle prong of the weapon and its 
  tentacles extending out to form the longer, outer prongs.
  Krakentooth tridents are favored by those undersea races 
  who have extensive antagonistic dealings with land-folk.
  The krakentooth is a +2 wounding shocking burst trident.
  Moderate conjuration and evocation; CL 10th; Craft Magic 
  Arms and Armor, call lightning/lightning bolt; Price 50,315 
  gp; Cost: 25,315 gp + 2,012 XP.
  PEARL TRIDENT
  This +3 returning pearlsteel trident has a shaft decorated with 
  coral and mother-of-pearl.
  In addition, the wielder of the trident gains the Aquatic 
  Shot feat for any ranged attacks he makes with the trident, 
  allowing him to throw the trident at underwater targets 
  without penalty (range increment 5 feet).
  If he already knows Aquatic Shot or Far Shot, the pearl 
  trident’s range increment underwater is 10 feet instead of 5 
  feet.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, telekinesis; Price 36,815 gp; Cost 17,815 gp + 1,280 
  XP.
  REAVER’S CUTLASS
  This +1 wounding cutlass is the weapon favored by the most 
  bloody-hearted of pirates.
  Its hilt is wrapped in tanned humanoid skin, and it seems 
  to sing for blood as it is swung.
  If a reaver’s cutlass attaches to an opponent, it twists into the 
  wound as though alive and continues to deal Constitution 
  damage each round it remains attached.
  To remove it, an opponent must achieve a pin and spend 
  one full round wrenching it free.
  The weapon makes a grapple check as the wielder (even 
  though she no longer holds it) and takes no size penalty.
  Strong evocation; CL 12th; Craft Magic Arms and Armor, 
  animate objects, Mordenkainen’s sword; Price 26,310 gp; Cost 
  13,310 gp + 1,040 XP.
  SHARKDOOM SPEAR
  This +2 keen thundering spear is tipped a heavy, four-flanged 
  spearhead with a spiraling blade.
  Although well suited to dispatching sharks, as its name 
  suggests, it is also popular with those who hunt other large 
  aquatic creatures.
  An aquatic creature that takes damage from the sharkdoom 
  spear must succeed on a DC 13 Fortitude save or be affected 
  as by a sink spell (–10 ft. penalty to its swim speed, sink 5 
  
  802
  feet every round unless it succeeds on a DC 25 Swim 
  check) for 12 minutes.
  A creature already affected by the sink effect takes no 
  additional penalty for multiple hits.
  Strong evocation; CL 12th; Craft Magic Arms and Armor, 
  keen edge, sink, sound burst; Price 44,302 gp; Cost 22,302 gp + 
  1,760 XP.
  SWORD OF THE GLORIOUS PEARL
  A +3 aquatic holy pearlsteel bastard sword, the sword of the 
  glorious pearl is treasured by the aventi people, and the 
  Order of the Pearl undertakes quests to recover one should 
  it fall out of aventi hands.
  In addition to the benefits, granted by the sword’s aquatic 
  and holy special abilities, the sword of the glorious pearl also 
  grants its wielder the benefits of the Extra Turning feat as 
  long as he grips its hilt.
  More than one user cannot benefit from this ability in a 
  day—it takes 24 hours for a new user to attune to the sword 
  in order to use this benefit.
  The wielder must already possess the ability to turn 
  undead.
  Strong abjuration and evocation [good]; CL 7th; Craft 
  Magic Arms and Armor, holy smite, freedom of movement, 
  creator must be good and must possess the Extra Turning 
  feat; Price 75,335 gp; Cost to Create: 37,835 gp + 3,000 XP.
  STRONGHOLD BUILDER’S 
  GUIDEBOOK (3.0)
  SIEGE ENGINES AND 
  AMMUNITIONS
  BALLISTA BOLT OF HEALING
  Unlike most weapons, this white ballista bolt is fired close 
  to allied troops, not aimed at the enemy.
  One round after it lands, everyone within 20 feet of the bolt 
  is cured of 1d8+5 points of damage.
  Well-trained troops know to rush toward the ballista bolt 
  when they see it land nearby.
  The ballista bolt of healing deals 1d8+5 points of damage to 
  undead within 20 feet on the round after it lands.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  healing circle; Market Price: 2,260 gp.
  BALLISTA BOLT OF THE WALKING DEAD
  If this ballista bolt kills a target of up to 5 HD, the target 
  arises as a zombie 1d3 rounds later.
  The zombie will attack the nearest living creature every 
  round until slain.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  animate dead; Market Price: 810 gp.
  BANSHEE STONE
  This catapult stone gives a keening wail as it flies through 
  the air.
  When it lands, all creatures with less than 6 HD within a 
  15-foot radius must succeed at a Will save (DC 13) or 
  become frightened.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  scare; Market Price: 310 gp.
  BURROWING RAM
  This ram, tipped with a massive drill-like screw, starts 
  turning of its own volition when it comes into contact with 
  a flat surface.
  It deals 4d6 points of damage every round for a minute, as 
  long as the crew can hold it against the target.
  It can burrow in such a manner three times a day.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  animate object; Market Price: 30,000 gp.
  DEATHSTONE
  A 30-foot wide, 20-foot high bank of yellowish-green 
  poison gas emerges from this catapult (or trebuchet) stone 
  on impact.
  The cloud kills creatures with 3 or fewer HD (no save), 
  causes creatures with 4–6 HD to make Fortitude saves (DC 
  17) or die.
  Those with more than 6 HD and those who survive the 
  Fortitude save take 1d10 points of damage each round in 
  the cloud.
  The cloud moves away from the impact point at a speed of 
  10 ft.
  It can be dispersed by wind just as a fog cloud can.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  cloudkill; Market Price: 2,260 gp.
  EXPLODESTONE
  This catapult (or trebuchet) stone becomes a 5d6 fireball on 
  impact (DC 14).
  It is consumed in the attack.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  fireball; Market Price: 760 gp.
  FLAMING CATAPULT STONE
  This catapult (or trebuchet) stone has a secondary bulb that 
  breaks on impact, releasing alchemist’s fire.
  On the round following a direct hit, the target takes an 
  additional 1d6 points of fire damage.
  The target can take a full-round action to attempt to 
  extinguish the flames before taking this additional damage.
  It takes a successful Reflex saving throw (DC 15) to 
  extinguish the flames, and rolling on the ground allows the 
  character a +2 bonus.
  The flaming catapult stone deals splash damage to targets 
  within 5 feet of where it lands, just as with alchemist’s fire.
  Cost: 30 gp.
  FOGSTONE
  Often used to provide cover for advancing troops, the
  fogstone is a catapult (or trebuchet) stone that covers a 30-
  foot radius area with a 20-foot high fogbank within 1 round 
  of impact.
  The fog obscures all sight, including darkvision, beyond 5 
  feet.
  
  803
  This fog can be dispersed by the wind just as the fog cloud 
  spell can.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  fog cloud; Market Price: 310 gp.
  GREENROOT BALLISTA BOLT
  Favored by elves, this ballista bolt brings the forest to life 
  around it when it strikes.
  Trees, bushes, and undergrowth within 40 feet of the 
  impact point entwine themselves around creatures (as the 
  entangle spell cast by a 1st-level cleric).
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  entangle; Market Price: 60 gp.
  ILLUMINATING BALLISTA BOLT
  This bolt ignites like a sunrod when loaded into the ballista, 
  burning for 6 hours or until extinguished.
  Making an illumination ballista bolt requires an Alchemy 
  check (DC 25) and follows the normal rules for crafting 
  items.
  Cost: 20 gp.
  LOLTH’S EGG
  This catapult (or trebuchet) bursts open on impact, sending 
  tendrils of sticky webbing in all directions, just as if a web 
  spell had been cast centered on the stone’s hit location.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  web; Market Price: 310 gp.
  RAM OF THE MIGHTY BELLOW
  This +1 ram, capped with the metal sculpture of a shouting 
  head, deals 2d6 points of sonic damage in addition to its 4d6 
  points of normal damage with each blow.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  shout; Market Price: 21,000 gp.
  STORMBOLT
  This ballista bolt becomes a 5d6 lightning bolt when fired 
  (DC 14).
  It is consumed in the attack.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  lightning bolt; Market Price: 760 gp.
  SWORD AND FIST (3.0)
  BOW OF TRUE ARROWS
  This +1 mighty composite longbow (+1 Strength bonus 
  required) stores the true strike spell, which the wielder can 
  activate with a spell trigger (as with a wand).
  The wielder gains the benefits of the spell only when 
  shooting an arrow from the bow.
  Unlike a wand, the bow casts the spell any number of 
  times.
  Both arcane archers and initiates of the bow favor bows of 
  true arrows.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  true strike; Market Price: 4,000 gp; Cost to Create: 2,250 gp +140 
  XP.
  SHATTERSPIKE
  Wielders without the Sunder feat use Shatterspike as a +1 
  longsword only; wielders with the Sunder feat can use it as 
  above, but also may use it to attack a foe’s weapon without 
  provoking an attack of opportunity.
  Furthermore, a wielder with the Sunder feat adds a +4 
  bonus (including the sword’s +1 enchantment) to the 
  opposed roll when attempting to strike a foe’s weapon.
  If successful, Shatterspike deals 1d8+4 points of damage 
  plus the wielder’s Strength modifier to the target weapon 
  (the target weapon’s hardness must still be overcome with 
  each hit).
  Shatterspike can damage enchanted weapons of up to +4.
  Caster level: 13th; Prerequisites: Str 13, Craft Magic Arms and 
  Armor, Power Attack, Sunder, shatter; Market Price: 4,315 gp; 
  Cost to Create: 2,315 gp +160 XP; Weight: 4 lb.
  SHURIKEN OF TREMENDOUS 
  SHOCK
  The +1 shuriken come in sets of three.
  If a character hits an opponent with one shuriken, it deals 
  +1d6 electrical damage, if she hits an opponent with two 
  shuriken at the same time, the first deals +1d6 points of 
  electrical damage and the second deals +2d6 points of 
  electrical damage.
  If she hits an opponent with all three shuriken at the same 
  time, the first deals +1d6 points of electrical damage, the 
  second deals +2d6 points of electrical damage, and the third 
  deals +3d6 points of electrical damage.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, lightning bolt; Market Price: 31,000 gp; Cost to Create:
  16,000 gp + 1,200 XP.
  UNAPPROACHABLE EAST 
  (3.5)
  AGLARONDAN FLIGHT LANCE
  This +2 shock lance is made especially for griffonriders.
  Once per day, the wielder may use feather fall (caster level 
  8th), on herself only, as a free action.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  feather fall, call lightning or lightning bolt; Market Price: 21,510 
  gp; Cost to Create: 10,910 gp + 848 XP.
  EBON LASH
  Created by and for Red Wizards, the ebon lash is a +2 scourge 
  that inflicts searing agony on its victims.
  Any living creature struck by the scourge in a successful 
  melee attack must make a Fortitude save (DC 11) or be 
  dazed for 1 round and crippled by pain for 6 rounds, taking 
  a –2 penalty on all attack rolls, saving throws, and checks.
  Spellcasters suffering from this effect are distracted and 
  must make Concentration checks to cast spells (see the 
  Concentration skill in the Player’s Handbook).
  The pain effect is the same as that caused by the spell 
  Nybor’s gentle reminder, as if cast by a 6th-level sorcerer.
  
  804
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  Nybor’s gentle reminder; Market Price: 20,320 gp; Cost to Create:
  10,320 gp + 800 XP.
  FLAMELANCE
  Crafted by Red Wizards for their favored warriors, the 
  flamelance is a +1 flaming burst lance that may be wielded as a 
  longspear by a character on foot at no penalty.
  On command, the flamelance can fire a jet of white-hot 
  flame as Aganazzar’s scorcher cast by a 6th-level sorcerer.
  This deals 3d8 points of damage (Reflex half DC 13) in a 5-
  footwide path 40 feet long.
  The flamelance can produce fifty such blasts before this 
  power is exhausted, after which it is simply a +1 flaming 
  burst lance.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, Aganazzar’s scorcher, and flame blade, flame strike, or 
  fireball; Market Price: 39,910 gp; Cost to Create: 20,110 gp + 
  1,584 XP.
  SPECTRAL DAGGER
  Fashioned from a bone of a creature that died violently, this 
  appears to be just a dagger hilt made of bone.
  When a creature grasps the hilt, a dagger “blade” of light 
  appears.
  (Treat the weapon as a dagger for proficiency, feats, and so 
  on).
  The blade winks out when the hilt leaves the wielder’s 
  hand.
  The spectral dagger has no attack bonus and deals no damage, 
  but any target struck is affected by a chill touch spell (DC 
  11).
  Striking with the spectral dagger is considered a touch attack.
  Creatures with multiple attacks may use the spectral dagger 
  in a full attack action to strike more than once per round 
  just as if they wielded a normal dagger.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  chill touch; Market Price: 20,000 gp.
  THAYAN BOMBARD
  The Thayan bombard is a magical cannon that can launch a 
  variety of dangerous or noxious bombs.
  The effects depend on the missile launched.
  Firing the weapon is a standard action, requiring a ranged 
  touch attack to strike the desired space.
  (The touch AC of an empty square is 5).
  The Thayan bombard has a range increment of 150 feet, and 
  like any projectile weapon, can fire up to 10 range 
  increments at the normal –2 penalty per range increment.
  If the ranged touch attack misses, resolve the bomb’s effect 
  as a grenade-like weapon (see Chapter 3: Running the 
  Game in the DUNGEON MASTER’s Guide).
  Once fired, the Thayan bombard requires three separate 
  Profession (siege engineer) skill checks (DC 10) to clear, 
  load with a new bomb, and prepare for firing.
  A skilled crew of four can fire the weapon every round with 
  a little cooperation, while a smaller or less proficient crew 
  takes longer (although a single skilled character can fire the 
  bombard once every 4 rounds, provided he makes 
  successful checks).
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  telekinesis; Market Price: 22,500 gp; Weight: 500 lb.
  Typical bombs are listed below.
  Most bombs are single-use magic items that can be 
  triggered only through being launched from a Thayan 
  bombard, although similar actions such as being flung from 
  a catapult or hurled by a giant might also work.
  A bomb is a thick glass sphere about 1 foot in diameter and 
  weighing 20 pounds.
  CLOUDKILL BOMB
  This bomb is filled with a bilious green liquid.
  When it hits, it creates a cloudkill spell triggered at and 
  centered on the point of impact.
  The cloudkill is stationary and does not move away from the 
  point of impact.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  cloudkill; Market Price: 1,125 gp; Weight: 20 lb.
  DEATH BOMB
  Black and cold, this bomb is covered with sinister blue 
  runes.
  It creates a circle of death triggered at and centered on its 
  point of impact, slaying 11d4 Hit Dice of creatures.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, circle of 
  death; Market Price: 1,650 gp; Weight: 20 lb.
  FIREBALL BOMB
  The most common magical bomb, this is warm to the touch 
  and glows a dull, angry red.
  It creates a fireball triggered at and centered on the point of 
  impact.
  These bombs come in three sizes: a 3d6, 6d6, or 10d6 
  fireball.
  Caster Level: 5th, 6th, or 10th, for 3d6, 6d6, or 10d6 fireball,
  respectively; Prerequisites: Craft Wondrous Item, fireball;
  Market Price: 375 gp (3d6), 450 gp (6d6), or 750 gp (10d6); 
  Weight: 20 lb.
  SNOWBALL SWARM BOMB
  This bomb is blue and frost-covered.
  It creates a Snilloc’s snowball swarm that deals 3d6 points of 
  cold damage, triggered at and centered on the point of 
  impact.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, Snilloc’s 
  snowball swarm; Market Price: 250 gp; Weight: 20 lb.
  STINKING CLOUD BOMB
  Filled with a sickly yellow concoction, this bomb creates a 
  stinking cloud triggered at and centered on the point of 
  impact.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, stinking 
  cloud; Market Price: 375 gp; Weight: 20 lb.
  STONE SHOT
  Not a magical bomb at all but a simple stone shaped to fit 
  the Thayan bombard, a stone shot deals 3d6 points of 
  damage.
  
  805
  The shot must be aimed at a creature, not a square, and it is 
  resolved through a ranged attack (not a ranged touch 
  attack).
  Market Price: 5 gp; Weight: 30 lb.
  YUIR GHOSTBLADE
  Made by the star elves to battle the extradimensional 
  marauders threatening their home, this +1 aberration bane 
  ghost touch longsword also confers a +2 deflection bonus to 
  the wielder’s Armor Class.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  dimensional anchor, plane shift, shield of faith, summon monster 
  I; Market Price: 44,315 gp; Cost to Create: 22,315 gp + 1,760 
  XP.
  UNDERDARK (3.5)
  DROW MISSION BLADE
  This weapon is a +1 drowcraft finder short sword.
  (A drowcraft weapon grants the wielder a +2 luck bonus on 
  attack and damage rolls in addition to its normal 
  enhancement bonus, so a drow mission blade functions as a 
  +3 weapon in areas of faerzress).
  In addition to gaining bonuses on various skill checks, the 
  wielder can use blindsight (caster level 3rd; see Chapter 4) as 
  a standard action once per day.
  Strong varied; CL 12th; Craft Magic Arms and Armor, 
  drow, blindsight, contingency, disintegrate, divination; Price 
  15,270 gp; Cost 7,790 gp + 598 XP.
  EVERCHANGING BLADE
  This +1 metalline morphing sizing longsword can become any 
  single +1 weapon the wielder desires.
  Strong transmutation; CL 15th; Craft Magic Arms and 
  Armor, enlarge person, polymorph any object, reduce person;
  Price 50,315 gp; Cost 25,315 gp + 2,000 XP.
  FINAL REST
  This +1 morphing undead bane longsword has a +3 bonus 
  against undead and deals +2d6 points of bonus damage to 
  such foes.
  In addition, three times per day, the wielder can benefit 
  from a hide from undead effect with a command word.
  Moderate conjuration and transmutation; CL 9th; Craft 
  Magic Arms and Armor; hide from undead, summon monster I;
  Price 28,035 gp; Cost 14,175 gp + 1,109 XP.
  HAND SPINNERET (DROW)
  A favored drow weapon, the hand spinneret is a +3 drowcraft 
  unholy hand crossbow.
  (A drowcraft weapon grants the wielder a +2 luck bonus on 
  attack and damage rolls in addition to its normal 
  enhancement bonus, so a hand spinneret functions as a +5 
  weapon in areas of faerzress).
  In addition, the wielder can use web (caster level 8th) as a 
  standard action three times per day.
  Strong evocation; CL 12th; Craft Magic Arms and Armor, 
  contingency, disintegrate, web, drow; Price 90,400 gp; Cost 
  45,400 gp + 3,600 XP.
  KING’S KNIFE
  In the hands of a gray dwarf, this +2 short sword grants two 
  additional uses per day each of enlarge person and invisibility,
  for a total of three uses of each ability per day.
  Moderate transmutation; CL 6th; Craft Magic Arms and 
  Armor, enlarge person, invisibility, creator must be a duergar; 
  Price 13,170 gp; Cost 6,740 gp + 514 XP.
  Nature’s Wrath: “That which should not be alive shall die”
  is the philosophy behind this +2 aberration, construct, and 
  undead bane club.
  Against any of these foes, it has a +4 bonus and deals +2d6 
  points of bonus damage.
  Strong conjuration; CL 15th; Craft Magic Arms and Armor; 
  summon monster I; Price 50,300 gp; Cost 25,000 gp + 2,000 
  XP.
  QUEEN’S SCOURGE (DROW)
  This black, whip-like weapon appears to be crafted of thick 
  webs woven through with cruel barbs.
  A queen’s scourge is a +2 drowcraft scourge.
  (A drowcraft weapon grants the wielder a +2 luck bonus on 
  attack and damage rolls in addition to its normal 
  enhancement bonus, so a queen’s scourge functions as a +4 
  weapon in areas of faerzress).
  A character proficient with either the scourge or the whip 
  may employ the queen’s scourge at no penalty.
  Like a spiked chain, it may be used to strike adjacent 
  opponents or opponents 10 feet away.
  In addition, once per day, the wielder can choose to affect a 
  living creature struck by the queen’s scourge with inflict 
  critical wounds, dealing 4d8+12 points of damage (Will DC 
  17 half) in addition to the weapon’s normal damage.
  Strong evocation; CL 12th; Craft Magic Arms and Armor, 
  drow, contingency, disintegrate, inflict critical wounds; Price 
  47,520 gp; Cost 23,920 gp + 1,888 XP.
  SPIDERBANE
  This +2 spiderkind bane spiked chain has a +4 bonus and deals 
  +2d6 points of bonus damage against spiderkind foes.
  Moderate conjuration; CL 9th; Craft Magic Arms and 
  Armor; summon monster I; Price 18,325 gp; Cost 9,325 gp + 
  720 XP.
  TRESPASSER (ILLITHID)
  The hilt of this +2 illithidwrought keen tentacle greatsword is 
  swaddled in fine leather harvested from the past victims of 
  illithids.
  The blade resembles a great black tentacle with 
  phosphorescent green veining through its sinuous length.
  (An illithidwrought weapon grants a psionic wielder an 
  additional +2 insight bonus on attack and damage rolls, so a 
  trespasser functions as a +4 weapon in the hands of such a 
  creature.
  When wielded by a nonpsionic creature, it functions as a +3 
  weapon).
  
  806
  In addition, three times per day, the wielder can gain the 
  benefits of death knell on creatures whose brains the blade 
  extracts on a critical hit.
  The victim gets no saving throw against the death knell 
  effect.
  Strong necromancy; CL 15th; Craft Magic Arms and Armor 
  or Craft Psionic Arms and Armor, death knell, mind flayer; 
  Price 177,350 gp; Cost 88,850 gp + 7,080 XP.
  
  807
  STAFFS
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  ARTISAN
  This staff is extremely well crafted, covered with gold leaf 
  and images of artisans at work.
  The staff of the artisan allows use of the following spells.
  • Minor creation (1 charge)
  • Major creation (1 charge)
  • Fabricate (1 charge)
  • Mending (1 charge)
  Caster Level: 12th; Prerequisites: Craft Staff, fabricate, mending.
  minor creation, major creation; Market Price: 69,800 gp.
  ASSASSIN
  This slender, unadorned wooden staff is shorter than usual 
  for staffs, only 4 feet long, and it has a leather strap 
  attached, making it easy to sling over the shoulder.
  It allows use of the following spells.
  • Obscuring mist (1 charge)
  • Pass without trace (1 charge)
  • Improved invisibility (2 charges)
  • Poison (2 charges, DC 16)
  Caster Level: 7th; Prerequisites: Craft Staff, improved invisibility,
  obscuring mist, pass without trace, poison; Market Price: 24,000 
  gp.
  This price assumes the staff is made by an assassin.
  CACOPHONY
  Though elegantly carved, this wooden staff depicts violent 
  and contorted images of screaming faces and figures 
  clutching their ears.
  Favored by evil or wantonly chaotic bards, it allows use of 
  the following spells.
  • Shatter (1 charge, DC 13)
  • Sound burst (1 charge, DC 13)
  • Tasha’s hideous laughter (1 charge, DC 13)
  • Sculpt sound (1 charge, DC 14)
  • Shout (1 charge, DC 16)
  Caster Level: 10th; Prerequisites: Craft Staff, sculpt sound,
  shatter, shout, sound burst, Tasha’s hideous laughter; Market 
  Price: 60,000 gp.
  CREATION
  This wooden staff is about 5 feet long.
  One end is forked and the other forms a graceful hook, 
  making it resemble certain scepters of office or symbols of 
  authority.
  It allows use of the following spells.
  • Create food and water (1 charge)
  • Minor creation (1 charge)
  • Major creation (2 charges)
  Caster Level: 9th; Prerequisites: Craft Staff, create food and water,
  major creation, minor creation; Market Price: 45,000 gp.
  DESTRUCTION
  This 6-foot-long staff is made of cracked white marble.
  Despite its appearance, however, the staff is curiously light 
  and solid.
  The staff shatters into a thousand pieces as soon as all the 
  charges are used up.
  It allows use of the following spells.
  • Shatter (1 charge, DC 13)
  • Disintegrate (1 charge, DC 20)
  • Earthquake (2 charges)
  Caster Level: 15th; Prerequisites: Craft Staff, disintegrate,
  earthquake, shatter; Market Price: 98,500 gp.
  FALLEN
  This is a heavy black iron staff, fairly short, and decorated 
  with images of demonic faces and leering skulls.
  Usually made by blackguards, the staff of the fallen allows use 
  of the following spells.
  • Doom (1 charge, DC 11)
  • Shatter (1 charge, DC 13)
  • Contagion (2 charges, DC 14)
  • Summon monster IV (evil creatures only, 2 charges)
  Caster Level: 7th; Prerequisites: Craft Staff, contagion, doom,
  shatter, summon monster IV, creator must be evil; Market 
  Price: 24,000 gp.
  This price assumes the staff is made by a blackguard.
  FELLOWSHIP
  This staff is a smooth shaft of gleaming steel engraved with 
  the word “peace” in many languages.
  It allows use of the following spells.
  • Calm emotions (1 charge, DC 11)
  • Shield other (1 charge)
  • Status (1 charge)
  • Rary’s telepathic bond (1 charge)
  • Heroes’ feast (2 charges)
  Caster Level: 11th; Prerequisites: Craft Staff, calm emotions,
  heroes’ feast, Rary’s telepathic bond, shield other, status; Market 
  Price: 80,000 gp.
  GLORY
  Formed of glass and crowned with a golden sunburst, a staff 
  of glory is awe-inspiring, though dreaded by creatures of 
  darkness.
  It allows use of the following spells.
  • Daylight (1 charge)
  • Searing light (1 charge, DC 14)
  • Holy smite (1 charge, DC 16)
  • Sunbeam (2 charges, DC 20)
  Caster Level: 13th; Prerequisites: Craft Staff, daylight, holy smite,
  searing light, sunbeam; Market Price: 80,000 gp.
  GOBLIN LORD
  This shabby-looking and gnarled staff is topped with a rat 
  skull.
  
  808
  It grants a +2 enhancement bonus to Charisma in the hands 
  of a goblin or orc.
  A staff of the goblin lord allows use of the following spells.
  • Protection from law (1 charge)
  • Confusion (1 charge, DC 16)
  • Unholy blight (1 charge, DC 16)
  Caster Level: 12th; Prerequisites: Craft Staff, confusion, protection 
  from law, unholy blight; Market Price: 26,625 gp.
  LIBERATION
  Appearing to be little more than a rustic walking-stick, this 
  staff allows use of the following spells.
  • Remove fear (1 charge)
  • Remove paralysis (1 charge)
  • Remove curse (1 charge)
  • Freedom of movement (2 charges)
  • Break enchantment (2 charges)
  Caster Level: 9th; Prerequisites: Craft Staff, break enchantment,
  freedom of movement, remove curse, remove fear, remove paralysis;
  Market Price: 45,000 gp.
  MADNESS
  This staff is formed of wildly twisting and entangled rods of 
  iron.
  It allows use of the following spells.
  • Random action (1 charge, DC 11)
  • Confusion (1 charge, DC 16)
  • Insanity (2 charges, DC 20)
  • Weird (2 charges, DC 23)
  Caster Level: 17th; Prerequisites: Craft Staff, confusion, insanity,
  random action, weird; Market Price: 110,000 gp.
  RIGHTEOUSNESS
  Made of elegantly shaped mithral, this staff is a badge of 
  purity and righteousness.
  It allows use of the following spells.
  • Divine favor (1 charge)
  • Prayer (1 charge)
  • Dispel evil (1 charge)
  • Holy sword (2 charges)
  Caster Level: 7th; Prerequisites: Craft Staff, dispel evil, divine 
  favor, holy sword, prayer; Market Price: 34,000 gp.
  SACRED FIRE
  Almost indistinguishable from a staff of fire, this staff usually 
  incorporates a deity’s holy symbol into its design, often the 
  leafy face of Obad-Hai.
  It allows use of the following spells.
  • Flame strike (1 charge, DC 16)
  • Fire storm (2 charges, DC 20)
  Caster Level: 13th; Prerequisites: Craft Staff, fire storm, flame 
  strike; Market Price: 60,000 gp.
  This price assumes the staff is created by a druid.
  SPIDER
  The staff of the spider is made from black hardwood and 
  etched with silver web patterns.
  It allows the use of the following spells.
  • Spider climb (1 charge)
  • Web (1 charge, DC 13)
  • Summon swarm (spiders only, 1 charge)
  • Poison (1 charge, DC 16)
  • Insect plague (2 charges, DC 17)
  Caster Level: 12th; Prerequisites: Craft Staff, insect plague, 
  poison, spider climb, summon swarm, web; Market Price: 42,600 
  gp.
  UNDYING
  This staff is constructed from humanoid bones wired 
  together into a single piece.
  It allows use of the following spells.
  • Animate dead (1 charge)
  • Create undead (2 charges)
  Caster Level: 12th; Prerequisites: Craft Staff, animate dead, create 
  undead; Market Price: 27,375 gp.
  BOOK OF EXALTED DEEDS 
  (3.5)
  RAPTURE
  This ash staff bears a few holy etchings but otherwise looks 
  unremarkable.
  However, in the hands of a cleric, the staff sheds golden 
  light as brightly as a torch.
  The staff of rapture can be used as a +1 quarterstaff, but it deals 
  only nonlethal damage.
  Against evil creatures, it has a critical threat range of 17–20.
  The staff allows use of the following spells.
  • Atonement (2 charges)
  • Divination (1 charges)
  • Elation (1 charge)
  • Sword of conscience (2 charges)
  • Vision of heaven (1 charge)
  Strong various schools; CL 12th; Craft Staff, atonement,
  divination, elation, sword of conscience, vision of heaven, creator 
  must be good; Price 73,800 gp; Cost to Create 37,050 gp + 
  2,940 XP.
  SUNSTAFF
  This staff is fashioned from bleached darkwood and capped 
  with an ornate golden sunburst set with a cut diamond.
  As a free action, the sunstaff can be turned into a +3 brilliant 
  energy quarterstaff.
  Turning the quarterstaff back into staff form is also a free 
  action and allows use of the following spells.
  • Bless (1 charge)
  • Crown of flame (2 charges)
  • Searing light (1 charge)
  • Shield other (1 charge)
  Strong various schools; CL 16th; Craft Staff, continual flame,
  crown of flame, gaseous form, bless, magic circle against evil,
  prayer, searing light, shield other, creator must be good; Price 
  173,300 gp; Cost to Create 86,800 gp + 6,920 XP.
  
  809
  BOOK OF VILE DARKNESS 
  (3.0)
  CORRUPTION
  This near-artifact level staff is made of a thin, withered shaft 
  of wood, sickly gray in color.
  Worms appear to squirm about its surface, but that is just an 
  illusion.
  The staff allows the use of the following spells.
  • Befoul (2 charges)
  • Despoil (2 charges)
  • Morality undone (1 charge, DC 16)
  • Shriveling (heightened to 6th level, 10d4 damage, DC 19) 
  (1 charge)
  • Wither limb (heightened to 6th level, 10d8 damage, DC 19) 
  (1 charge)
  Caster Level: 17th; Prerequisites: Craft Staff, befoul, despoil,
  shriveling, morality undone, wither limb; Market Price: 192,000 
  gp; Weight: 5 lb.
  DARKNESS
  It is said that this staff was first created by a drow sorcerer 
  deep in some forsaken Underdark sanctum.
  A smooth shaft of surprisingly lightweight black metal, this 
  rather short staff allows the use of the following spells.
  • Damning darkness (2 charges, DC 16)
  • Darkbolt (3d8 damage, DC 13) (1 charge)
  • Darkness (1 charge)
  • Deeper darkness (2 charges)
  Caster Level: 7th; Prerequisites: Craft Staff, damning darkness,
  darkbolt, darkness, deeper darkness; Market Price: 24,000 gp; 
  Weight: 5 lb.
  PESTILENCE
  This wooden staff is covered in diseased sores that ooze 
  yellow pus.
  It gives off a horrible odor of rotten flesh, but allows the use 
  of the following spells.
  • Contagion (1 charge, DC 16)
  • Insect plague (1 charge, DC 17)
  • Pox(2 charges, DC 19)
  Caster Level: 11th; Prerequisites: Craft Staff, contagion, insect 
  plague, pox; Market Price: 70,000 gp; Weight: 5 lb.
  CITY OF SPLENDORS 
  WATERDEEP (3.5)
  BANISHMENT
  Savengriff of Waterdeep (see page 31) has crafted at least a 
  dozen of these short staves, giving them to Khelben 
  “Blackstaff” Arunsun and others.
  A staff of banishment, usually made of shadow-wood, allows 
  the use of the following spells:
  banishment (2 charges)
  dismissal (1 charge)
  repulsion (2 charges)
  slow (1 charge)
  Strong abjuration; CL 13th; Craft Staff, banishment, dismissal, 
  repulsion, slow; Price 47,532 gp; Weight 1 lb.
  MORGAN
  Laeral Arunsun crafted this staff, although why she calls it 
  Morgan’s staff in her guise as Irusyl Eraneth is unclear.
  Fashioned of polished cherry and walnut twined together 
  into a solid shaft, this +1 thundering/+1 shock quarterstaff 
  allows the use of the following spells:
  baleful polymorph (1 charge)
  chain lightning (1 charge)
  thunderlance (1 charge)
  Strong evocation; CL 11th; Craft Magic Arms and Armor, 
  Craft Staff, baleful polymorph, blindness/deafness, chain 
  lightning, thunderlance; Price 57,069 gp; Cost 28,835 gp + 
  2,259 XP; Weight 4 lb.
  REJECTING
  Trobriand has crafted several of these finely carved ivory 
  sticks.
  A staff of rejection allows the use of the following spell:
  Trobriand’s baleful teleport (2 charges)
  Most such staves are somehow “keyed” to a sublevel of 
  Undermountain known as “Trobriand’s Graveyard” and 
  cannot be used to send the target anywhere else.
  Strong conjuration; CL 11th; Prerequisites: Craft Staff, 
  Trobriand’s baleful teleport; Price 12,375 gp; Weight 1 lb.
  COMPLETE ARCANE (3.5)
  ENTRAPMENT
  A staff of this type is short and made of brass.
  Though most date from an earlier era and have only a 
  handful of charges remaining, a rare few are of more recent 
  vintage.
  It allows the use of the following spells.
  • Dimensional anchor (1 charge)
  • Otiluke’s resilient sphere (1 charge)
  Moderate abjuration; CL 8th; Craft Staff, dimensional anchor,
  Otiluke’s resilient sphere; Price 36,750 gp.
  ETHEREAL ACTION
  A staff of smooth wood adorned with three silver bands, 
  this staff is a +1 ghost touch quarterstaff and allows the use of 
  the following spells.
  • Blink (1 charge)
  • Ethereal jaunt (1 charge)
  When all its charges are used up, the staff remains a +1 ghost 
  touch quarterstaff.
  Moderate transmutation; CL 9th; Craft Staff, Craft Magic 
  Arms and Armor, blink, ethereal jaunt, plane shift; Price 
  57,300 gp.
  
  810
  EYES
  A spiraling staff with silver inlay and topped with a large 
  piece of amber, the staff of eyes allows the use of the 
  following spells.
  • Arcane eye (1 charge)
  • Remove blindness/deafness (1 charge)
  • See invisibility (1 charge)
  Moderate divination; CL 8th; Craft Staff, arcane eye, remove 
  blindness/deafness, see invisibility; Price 34,700 gp.
  FIENDISH DARKNESS
  First seen long ago in the hands of humans and drow in the 
  service of powerful demons and devils, these staffs are 
  made of ebony or polished bone, often topped with a metal 
  claw at one or both ends.
  When held by any good creature, a staff of fiendish darkness 
  bestows one negative level that remains as long as the staff 
  is carried.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the staff is held.
  A staff of fiendish darkness allows the use of the following 
  spells.
  • Darkness (1 charge)
  • Summon monster IX (nightmare only) (2 charges)
  • Dispel magic (2 charges)
  • Animate dead (2 charges)
  Strong varied; CL 17th; Craft Staff, animate dead, darkness,
  dispel magic, summon monster IX, creator must be evil; Price 
  98,200 gp.
  MASTERY
  Wrought from four twisted rods of adamantine, this double 
  weapon is a +4 axiomatic staff of clouting (see the clouting 
  special ability earlier in this chapter) and a +1 staff.
  In addition to its potent properties as a weapon, a staff of 
  mastery allows the use of the following spells.
  • Hold person (1 charge)
  • Dimensional anchor (1 charge)
  • Repulsion (2 charges)
  • Dominate monster (3 charges)
  When its charges are used up, a staff of mastery remains a +4 
  axiomatic staff of clouting/+1 staff.
  Strong enchantment; CL 17th; Craft Staff, dimensional 
  anchor, dominate monster, hold person, order’s wrath, repulsion,
  creator must be lawful; Price 223,000 gp.
  NIGHT
  This staff of black wood is carved with runes of darkness, 
  stars, and night (including one rune resembling an umber 
  hulk).
  The staff grants its wielder immunity to an umber hulk’s 
  confusing gaze in addition to allowing the use of the 
  following spells.
  • Darkvision (1 charge)
  • Low-light vision* (1 charge)
  • Darkness (can counter or dispel any light spell regardless 
  of level) (1 charge)
  • Summon monster VI (summons one fiendish umber hulk 
  only, usable once per week) (2 charges)
  If the summoned fiendish umber hulk is slain, the staff 
  crumbles to dust.
  Moderate varied; CL 11th; Craft Staff, darkness, darkvision,
  dispel magic, low-light vision*, summon monster VI; Price 
  30,000 gp.
  * New spell described on page 113.
  OPENING
  This wooden staff is carved with images of doors, many of 
  which have embossed iron bindings and miniature but 
  nonfunctional keyholes.
  It allows the use of the following spells.
  • Knock (1 charge)
  • Open/close (1 charge)
  • Passwall (1 charge)
  • Shatter (1 charge)
  Moderate transmutation; CL 9th; Craft Staff, knock,
  open/close, passwall, shatter; Price 42,200 gp.
  SKULLS
  This staff is either made of ebony and topped with a skull 
  carved from ivory, or crafted from the thighbone of a giant 
  and topped with a smooth-polished real skull.
  It allows the use of the following spells.
  • Animate dead (1 charge)
  • Cure light wounds (1 charge)
  • Inflict light wounds (1 charge)
  • Mass inflict light wounds (2 charges)
  Moderate necromancy; CL 9th; Craft Staff, animate dead,
  cure light wounds, inflict light wounds, mass inflict light wounds;
  Price 39,200 gp.
  TRANSPORTATION
  Originally created by a wizard known as Whisper, this staff 
  is mostly hollow (fashioned simply of wire in the shape of a 
  staff), with a mottled brown uncut gemstone at each end.
  It allows the use of the following spells.
  • Blink (1 charge)
  • Dimension door (1 charge)
  • Teleport (2 charges)
  Moderate transmutation; CL 9th; Craft Staff, blink,
  dimension door, teleport; Price 67,500 gp.
  VISION
  Cut from bamboo and fitted with white leather straps, this 
  slender staff seems more delicate than most.
  It allows the use of the following spells.
  • See invisibility (1 charge)
  • Darkvision (1 charge)
  • Remove blindness/deafness (1 charge)
  • True seeing (2 charges)
  Each use of this staff is mentally tiring and requires the 
  user to make a DC 12 Will save or take 1 point of 
  Intelligence damage.
  Strong divination; CL 12th; Craft Staff, darkvision, see 
  invisibility, remove blindness/deafness, true seeing; Price 42,800 
  gp.
  
  811
  COMPLETE CHAMPION 
  (3.5)
  DOMAIN
  DEATH
  Price (Item Level): 36,000 gp (17th)
  Body Slot: — (held) Caster level: 17th.
  Aura: Strong (DC 23); necromancy.
  Activation: As spell used
  Weight: 5 lb.
  This polished bone staff bears symbols at its head that represent the 
  Death domain.
  A domain staff of death allows you to cast any of the following 
  spells (each once per day) by expending a prepared divine 
  spell or divine spell slot of the same level or higher.
  • cause fear (1st)
  • death knell (2nd)
  • animate dead (3rd)
  • death ward (4th)
  • slay living (5th)
  • create undead (6th)
  • destruction (7th)
  • create greater undead (8th)
  • wail of the banshee (9th)
  Cost to Create: 18,000 gp, 1,440 XP, 36 days.
  Prerequisites: Craft Staff, animate dead, cause fear, create greater 
  undead, create undead, death knell, death ward, destruction, slay 
  living, wail of the banshee.
  HEALING
  Price (Item Level): 36,000 gp (17th)
  Body Slot: — (held) Caster Level: 17th.
  Aura: Strong (DC 23); conjuration.
  Activation: As spell used
  Weight: 5 lb.
  This pale staff of ashwood hears symbols at its head that represent 
  the Healing domain.
  A domain staff of healing allows you to cast any of the 
  following spells (each once per day) by expending a 
  prepared divine spell or divine spell slot of the same level 
  or higher.
  • cure light wounds (1st)
  • cure moderate wounds (2nd)
  • cure serious wounds (3rd)
  • cure critical wounds (4th)
  • cure light wounds, mass (5th)
  • heal (6th)
  • regenerate (7th)
  • cure critical wounds, mass (8th)
  • heal, mass (9th)
  Cost to Create: 18,000 gp, 1,440 XP, 36 days.
  Prerequisites: Craft Staff, cure critical wounds, cure light wounds,
  cure moderate wounds, cure serious wounds, heal, mass cure 
  critical wounds, mass cure light wounds, mass heal, regenerate.
  NOBILITY
  Price (Item Level): 36,000 gp (17th)
  Body Slot: — (held) Caster Level: 17th.
  Aura: Strong (DC 23); conjuration.
  Activation: As spell used
  Weight: 5 lb.
  This polished bone staff bears symbols at its head that represent the 
  Nobility domain.
  A domain staff of nobility allows you to cast any of the 
  following spells (each once per day) by expending a 
  prepared divine spell or divine spell slot of the same level 
  or higher.
  • divine favor (1st)
  • enthrall (2nd)
  • magic vestment (3rd)
  • discern lies (4th)
  • command, greater (5th)
  • geas/quest (6th)
  • repulsion (7th)
  • demand (8th)
  • storm of vengeance (9th)
  Cost to Create: 18,000 gp, 1,440 XP, 36 days.
  Prerequisites: Craft Staff, demand, discern lies, divine favor,
  enthrall, geas/quest, greater command, magic vestment, repulsion,
  storm of vengeance.
  WAR
  Price (Item Level): 36,000 gp (17th)
  Body Slot: — (held) Caster Level: 17th.
  Aura: Strong (DC 23); enchantment.
  Activation: As spell used
  Weight: 5 lb.
  This fire-hardened staff of oak bears symbols at its head that 
  represent the War domain.
  A domain staff of war allows you to cast any of the following 
  spells (each once per day) by expending a prepared divine 
  spell or divine spell slot of the same level or higher.
  • magic weapon (1st)
  • spiritual weapon (2nd)
  • magic vestment (3rd)
  • divine power (4th)
  • flame strike (5th)
  • blade barrier (6th)
  • power word blind (7th)
  • power word stun (8th)
  • power word kill (9th)
  Cost to Create: 18,000 gp, 1,440 XP, 36 days.
  Prerequisites: Craft Staff, blade barrier, divine power, flame 
  strike, magic weapon, magic vestment, power word blind, power 
  word kill, power word stun, spiritual weapon.
  COMPLETE DIVINE (3.5)
  BEATIFIC, GREATER
  A more powerful version of lesser staff of the beatific, this staff 
  allows use of the following spells.
  • Cloak of chaos (2 charges)
  • Holy aura (2 charges)
  • Word of chaos (1 charge)
  • Holy word (1 charge)
  Strong abjuration; CL 15th; Craft Staff, cloak of chaos, holy 
  aura, holy word, word of chaos; Price 78,750 gp.
  
  812
  BEATIFIC, LESSER
  This staff, which benefits chaotic good spellcasters the 
  most, allows use of the following spells.
  • Dispel evil (2 charges)
  • Dispel law (2 charges)
  • Chaos hammer (1 charge)
  • Holy smite (1 charge)
  Moderate abjuration; CL 9th; Craft Staff, chaos hammer,
  dispel evil, dispel law, holy smite; Price 28,266 gp.
  BUILDING
  This wooden staff, exactly 3 feet long and notched every 
  inch, allows use of the following spells.
  • Animate objects (2 charges)
  • Wall of stone (1 charge)
  • Major creation (1 charge)
  Moderate conjuration; CL 11th; Craft Staff, animate objects,
  major creation, wall of stone; Price 38,156 gp.
  DIABOLICAL, GREATER
  A more powerful version of lesser staff of the diabolical, this 
  staff allows use of the following spells.
  • Shield of law (2 charges)
  • Unholy aura (2 charges)
  • Dictum (1 charge)
  • Blasphemy (1 charge)
  Strong abjuration; CL 15th; Craft Staff, blasphemy, dictum,
  shield of law, unholy aura; Price 78,750 gp.
  DIABOLICAL, LESSER
  This staff, which benefits lawful evil spellcasters the most, 
  allows use of the following spells.
  • Dispel good (2 charges)
  • Dispel chaos (2 charges)
  • Order’s wrath (1 charge)
  • Unholy blight (1 charge)
  Moderate abjuration; CL 9th; Craft Staff, dispel chaos, dispel 
  good, order’s wrath, unholy blight; Price 28,266 gp.
  FAUNA
  This staff, often created by druids to store spells for their 
  animal companions, allows use of the following spells.
  • Animal growth (2 charges)
  • Barkskin (1 charge)
  • Greater magic fang (1 charge)
  Moderate transmutation; CL 9th; Craft Staff, animal growth,
  barkskin, greater magic fang; Price 19,406 gp.
  GAOL
  Used to trap foes without killing them, a staff of the gaol 
  allows use of the following spells.
  • Hold monster (1 charge)
  • Blade barrier (1 charge)
  • Dimensional anchor (1 charge)
  Moderate evocation; CL 11th; Craft Staff, blade barrier,
  dimensional anchor, hold monster; Price 51,563 gp.
  HOMELAND
  This staff improves a druid’s connection with the 
  surrounding terrain, and allows use of the following spells.
  • Find the path (1 charge)
  • Commune with nature (1 charge)
  • Forestfold (1 charge)
  Moderate divination; CL 11th; Craft Staff, commune with 
  nature, find the path, forestfold; Price 48,469 gp.
  HUNTING SPIRITS
  This white-ash staff allows use of the following spells.
  • Spirit bear (2 charges)
  • Spirit wolf (1 charge)
  Strong conjuration; CL 17th; Craft Staff, spirit bear, spirit 
  wolf; Price 66,938 gp.
  INCARNATION
  This iron-shod staff, often decorated with the holy symbol 
  of a specific deity, allows use of the following spells.
  • Greater incarnation (3 charges)
  • Incarnation (2 charges)
  • Lesser incarnation (1 charge)
  Strong conjuration; CL 17th; Craft Staff, greater incarnation,
  incarnation, lesser incarnation; Price 60,563 gp.
  JETSTREAM
  The staff of the jetstream, made of teak with gold filigree, 
  allows use of the following spells.
  • Greater whirlwind (2 charges)
  • Wind walk (1 charge)
  • Whirlwind (1 charge)
  Strong conjuration; CL 17th; Craft Staff, greater whirlwind,
  whirlwind, wind walk; Price 89,250 gp.
  OAKEN BATTLE
  Intended to help a druid protect herself in the wild, this 
  thick staff of black oak allows use of the following spells.
  • Shillelagh (1 charge)
  • Spikes (1 charge)
  Moderate transmutation; CL 8th; Craft Staff, shillelagh,
  spikes; Price 13,500 gp.
  PAIN
  This staff, which has thorn-like spikes carved across swaths 
  of its surface, allows use of the following spells.
  • Eyebite (2 charges)
  • Wrack (1 charge)
  • Inflict serious wounds (1 charge)
  Moderate necromancy; CL 11th; Craft Staff, eyebite, inflict 
  serious wounds, wrack; Price 27,844 gp.
  PLANAR DEFENSE
  This silvery staff with green crystals on both ends allows 
  use of the following spells.
  • Banishment (2 charges)
  • Subvert planar essence (1 charge)
  
  813
  • Dismissal (1 charge)
  • Dimensional anchor (1 charge)
  Moderate abjuration; CL 11th; Craft Staff, banishment,
  dimensional anchor, dismissal, subvert planar essence; Price 
  44,344 gp.
  SAINTLY, GREATER
  A more powerful version of lesser staff of the saintly, this staff 
  allows use of the following spells.
  • Shield of law (2 charges)
  • Holy aura (2 charges)
  • Dictum (1 charge)
  • Holy word (1 charge)
  Strong abjuration; CL 15th; Craft Staff, dictum, holy aura,
  holy word, shield of law; Price 78,750 gp.
  SAINTLY, LESSER
  This staff, which benefits lawful good spellcasters the most, 
  allows use of the following spells.
  • Dispel evil (2 charges)
  • Dispel chaos (2 charges)
  • Order’s wrath (1 charge)
  • Holy smite (1 charge)
  Moderate abjuration; CL 9th; Craft Staff, dispel chaos, dispel 
  evil, holy smite, order’s wrath; Price 28,266 gp.
  SOUL-WARD
  This supple staff of sumac, favored by clerics who face off 
  against undead, allows use of the following spells.
  • Greater restoration (3 charges)
  • Death ward (1 charge)
  • Restoration (1 charge)
  Strong conjuration; CL 13th; Craft Staff, death ward, greater 
  restoration, restoration; Price 82,417 gp.
  STORMS
  A gnarled staff favored by powerful druids, a staff of storms 
  allows use of the following spells.
  • Storm tower (1 charge)
  • Stormrage (1 charge)
  • Storm of elemental fury (1 charge)
  • Control weather (1 charge)
  Strong transmutation; CL 15th; Craft Staff, control weather,
  storm of elemental fury, storm tower, stormrage; Price 118,125 
  gp.
  TRUE BELIEF
  This maple staff, designed both to reward the faithful and 
  punish the unbelievers, allows use of the following spells.
  • Righteous wrath of the faithful (2 charges)
  • Castigate (1 charge)
  Strong enchantment; CL 13th; Craft Staff, castigate, righteous 
  wrath of the faithful; Price 31,688 gp.
  VAPOROUS MENACE
  Containing spells that choke the life from enemies, this 
  staff allows use of the following spells.
  • Acid fog (2 charges)
  • Miasma (1 charge)
  • Murderous mist (1 charge)
  Moderate conjuration; CL 11th; Craft Staff, acid fog, miasma,
  murderous mist; Price 40,094 gp.
  WANTON, GREATER
  A more powerful version of lesser staff of the wanton, this staff 
  allows use of the following spells.
  • Cloak of chaos (2 charges)
  • Unholy aura (2 charges)
  • Word of chaos (1 charge)
  • Blasphemy (1 charge)
  Strong abjuration; CL 15th; Craft Staff, blasphemy, cloak of 
  chaos, unholy aura, word of chaos; Price 78,750 gp.
  WANTON, LESSER
  This staff, which benefits chaotic evil spellcasters the most, 
  allows use of the following spells.
  • Dispel good (2 charges)
  • Dispel law (2 charges)
  • Chaos hammer (1 charge)
  • Unholy blight (1 charge)
  Moderate abjuration; CL 9th; Craft Staff, chaos hammer,
  dispel good, dispel law, unholy blight; Price 28,266 gp.
  WINDS
  This staff, made of mahogany with silver filigree, allows use 
  of the following spells.
  • Binding winds (1 charge)
  • Control winds (1 charge)
  • Summon nature’s ally V (Large air elemental only) (1 
  charge)
  Moderate conjuration; CL 9th; Craft Staff, binding winds,
  control winds, summon nature’s ally V; Price 37,969 gp.
  COMPLETE MAGE (3.5)
  ASSASSIN
  This unusually small staff is a potent killer’s tool, enabling 
  an assassin to cast a variety of useful and lethal spells.
  Description: An assassin’s staff is unusually small in diameter 
  for a staff, more resembling a wooden rod.
  It has a metal handle or globe on one end, allowing it to 
  pass as a walking stick.
  When a spell is cast through the staff, the wood darkens 
  further, becoming unnaturally black.
  Activation: An assassin’s staff is a spell trigger item, requiring 
  a standard action to activate.
  Effect: An assassin’s staff allows the wielder to produce the 
  following spell effects.
  • pall of twilight, (page 112), 1 charge
  • vital strike, (page 122), 1 charge
  • deathsight, (page 102), 2 charges
  • unseen strike, (page 122), 2 charges
  Aura/Caster Level: Moderate divination and illusion. CL 
  8th.
  
  814
  Construction: Craft Staff, deathsight, unseen strike, vital strike,
  pall of twilight, 19,500 gp, 1,560 XP, 39 days.
  Weight: 5 lb.
  Price: 39,000 gp.
  DREAM
  A dreamstaff grants its wielder power over sleep and dreams.
  Description: A dreamstaff is carved of light ash wood and 
  possesses strange marbling patterns that run up and down 
  the length.
  It is unusually slender and topped with a crystal finial.
  The mottling and marbling seem to shift and writhe when 
  the staff is activated, and the crystal fills with smoky, 
  abstract images that are strangely familiar to the viewer.
  Activation: A dreamstaff is a spell trigger item, requiring a 
  standard action to activate.
  Effect: A dreamstaff allows the wielder to produce the 
  following spell effects.
  • deep slumber, 1 charge
  • endless slumber, (page 103), 2 charges
  • dream, 3 charges
  • nightmare, 3 charges
  Aura/Caster Level: Moderate enchantment and illusion. CL 
  11th.
  Construction: Craft Staff, dream, endless slumber, nightmare,
  deep slumber, 27,000 gp, 2,160 XP, 54 days.
  Weight: 5 lb.
  Price: 54,000 gp.
  LIFELESS TOUCH
  Favored by necromancers and martial casters, a staff of lifeless 
  touch grants you many of the attack forms of the undead.
  Description: A staff of lifeless touch is constructed entirely of 
  bone.
  Some versions appear to be made of a single long bone, 
  such as the femur of a giant, while others are clearly 
  constructed from multiple interconnected bones.
  The staff is topped with a skeletal hand, its fingers bent into 
  a shallow claw.
  When you cast a spell through the staff, the hand clenches 
  of its own accord, as though attempting to grasp the target.
  Activation: A staff of lifeless touch is a spell trigger item, 
  requiring a standard action to activate.
  Effect: A staff of lifeless touch allows the wielder to produce 
  the following spell effects:
  ghoul touch, 1 charge
  spectral hand, 1 charge
  vampiric touch, 2 charges
  cryptwarden’s grasp (page 100), 3 charges
  touch of Vecna (page 120), 3 charges
  Aura/Caster Level: Strong necromancy. CL 13th.
  Construction: Craft Staff, cryptwarden’s grasp, ghoul touch,
  spectral hand, touch of Vecna, vampiric touch, 19,125 gp, 1,530 
  XP, 39 days.
  Weight: 5 lb.
  Price: 38,250 gp.
  MAGEBANE
  Designed for no other purpose than to defeat spellcasters, a 
  magebane staff is a prized weapon of casters who expect to 
  battle their own kind.
  Description: A magebane staff is made of heavy wood, 
  banded at the top and bottom with rune-etched iron.
  Each staff of this kind functions as a masterwork 
  quarterstaff, and many are enchanted with additional 
  weapon-based abilities.
  When activated, the staff emits a palpable aura of hostility 
  that only spellcasters can feel.
  This has no mechanical effect, but it does make casters—
  particularly arcane casters—uncomfortable.
  Activation: A magebane staff is a spell trigger item, requiring 
  a standard action to activate.
  Effect: A magebane staff allows the wielder to produce the 
  following spell effects.
  • arcane turmoil, (page 96), 1 charge
  • Nystul’s magic aura, 1 charge
  • break enchantment, 2 charges
  • Otiluke’s suppressing field (page 112), 2 charges
  Aura/Caster Level: Moderate abjuration or strong 
  abjuration (greater). CL 9th.
  Construction: Craft Staff, break enchantment, arcane turmoil,
  Otiluke’s suppressing field, Nystul’s magic aura, 18,500 gp, 1,485 
  XP, 38 days.
  Variants: The exceptionally rare greater version of the 
  magebane staff also includes Mordenkainen’s disjunction (4 
  charges).
  (CL 17th, +9,500 gp, +755 XP, +19 days).
  Weight: 5 lb.
  Price: 37,000 gp (normal), 56,000 gp (greater).
  MALEDICTION
  A creation of Vecna’s priesthood, a staff of malediction allows 
  you to create all manner of havoc with your voice.
  Description: The staff is constructed of dark wood, with a 
  quartet of screaming faces carved around the perimeter of 
  the top end.
  When the staff is activated, the faces seem to open their 
  mouths farther still, as through letting out silent shrieks of 
  agony and hatred.
  Activation: A staff of malediction is a spell trigger item, 
  requiring a standard action to activate.
  Effect: A staff of malediction allows the wielder to produce 
  the following spell effects.
  • death’s call (page 101), 1 charge
  • suggestion, 1 charge
  • Vecna’s malevolent whisper (page 122), 2 charges
  • wail of the banshee, 5 charges
  Aura/Caster Level: Strong enchantment and necromancy. 
  CL 17th.
  Construction: Craft Staff, death’s call, suggestion, Vecna’s 
  malevolent whisper, wail of the banshee, 33,787 gp and 5 sp, 
  2,703 XP, 68 days.
  Weight: 5 lb.
  Price: 67,575 gp.
  OOZE
  Casters who prefer indirect methods of combat and can 
  produce a variety of slime-like effects and impediments 
  favor the staff of ooze.
  Description: A staff of ooze is constructed of a heavy wood 
  that glistens as though wet or slimy to the touch.
  Physical contact reveals the wood to be perfectly dry, 
  however.
  
  815
  When the staff is in use, its head undulates slowly, as 
  though made of a viscous substance slowly rolling 
  downhill, but it always resumes its original appearance.
  Activation: A staff of ooze is a spell trigger item, requiring a 
  standard action to activate.
  Effect: A staff of ooze allows the wielder to produce the 
  following spell effects.
  • grease, 1 charge
  • incendiary slime (page 108), 1 charge
  • resinous tar (page 115), 1 charge
  • caustic mire (page 98), 2 charges
  Aura/Caster Level: Moderate conjuration and 
  transmutation. CL 7th.
  Construction: Craft Staff, caustic mire, grease, incendiary slime,
  resinous tar, 13,500 gp, 1,080 XP, 27 days.
  Weight: 6 lb.
  Price: 27,000 gp.
  TRICKS
  A staff of tricks allows you to call forth a number of mundane 
  but useful items.
  It is favored by bards who expect to be lacking vital 
  materials.
  Description: A staff of tricks appears to be a simple, 
  unadorned walking stick.
  It is capped with decorations, jester’s motley, or whatever 
  fits the persona of its owner.
  Other than the fact that the staff seems somewhat lighter 
  than its size would indicate, its appearance offers no trace of 
  its abilities.
  Activation: A staff of tricks is a spell trigger item, requiring a 
  standard action to activate.
  Effect: A staff of tricks allows the wielder to produce the 
  following spell effects.
  • summon component (page 118), 1 charge
  • summon instrument, 1 charge
  • unseen servant, 1 charge
  • summon weapon (page 118), 2 charges
  Aura/Caster Level: Moderate conjuration. CL 8th.
  Construction: Craft Staff, summon component, summon 
  instrument, summon weapon, unseen servant, 6,750 gp, 540 XP, 
  14 days.
  Weight: 3 lb.
  Price: 13,500 gp.
  DRACONOMICON (3.5)
  DRACONIC POWER
  This fire-blackened staff is studded with dragon’s teeth.
  It allows use of the following spells.
  • Dragon breath (30-ft. cone of fire, 5d6 damage; 1 charge)
  • Dragonskin (1 charge)
  • Draconic might (2 charges)
  Moderate transmutation; CL 9th; Craft Staff, draconic might,
  dragon breath, dragonskin; Price 42,000 gp.
  DRAGONSLAYER
  This staff is carved from the thigh bone of a dragon of at 
  least Huge size.
  It allows use of the following spells.
  • Scale weakening (1 charge)
  • Suppress breath weapon (1 charge)
  • Lower spell resistance (1 charge)
  • Vulnerability (2 charges)
  Moderate enchantment and transmutation; CL 9th; Craft 
  Staff, lower spell resistance, scale weakening, suppress breath 
  weapon, vulnerability; Price 54,000 gp.
  DUNGEON MASTER’S 
  GUIDE 3.0 (3.0)
  CHARMING
  Made of twisting wood ornately shaped and carved, this 
  staff allows use of the following spells.
  • Charm person (1 charge, DC 11)
  • Charm monster (2 charges, DC 16)
  Caster Level: 7th; Prerequisites: Craft Staff, charm person, charm 
  monster; Market Price: 12,000 gp.
  HEALING
  This white ash staff, with inlaid silver runes, allows use of 
  the following spells.
  • Lesser restoration (1 charge)
  • Cure serious wounds (1 charge)
  • Remove blindness/deafness (1 charge)
  • Remove disease (1 charge)
  Caster Level: 7th; Prerequisites: Craft Staff, lesser restoration, cure 
  serious wounds, remove blindness/deafness, remove disease;
  Market Price: 33,000 gp.
  DEFENSE
  The staff of defense is a simple-looking staff that throbs with 
  power when held defensively.
  It allows use of the following spells.
  • Shield (1 charge)
  • Shield of faith (+5 deflection bonus to AC) (l charge)
  • Shield other (1 charge)
  • Shield of law (2 charges)
  Caster Level: 15th; Prerequisites: Craft Staff, shield, shield of 
  faith, shield other, shield of law, creator must be lawful; Market 
  Price: 80,000 gp.
  EARTH AND STONE
  This staff is topped with a fist-sized emerald that gleams 
  with smoldering power.
  It allows the use of the following spells.
  • Passwall (1 charge)
  • Move earth (1 charge)
  Caster Level: 11th; Prerequisites: Craft Staff, passwall, move 
  earth; Market Price: 85,000 gp.
  FIRE
  Crafted from bronzewood with brass bindings, this staff 
  allows use of the following spells.
  • Burning hands (l charge, DC 11)
  
  816
  • Fireball (8d6, DC 14) (l charge)
  • Wall of fire (2 charges, DC 16)
  Caster Level: 8th; Prerequisites: Craft Staff, burning hands,
  fireball, wall of fire; Market Price: 29,000 gp.
  FROST
  Tipped on either end with a glistening diamond, this rune-
  covered staff allows the use of the following spells.
  • Ice storm (1 charge, DC 16)
  • Wall of ice (1 charge, DC 16)
  • Cone of cold (10d6, DC 17) (1 charge)
  Caster Level: 10th; Prerequisites: Craft Staff, ice storm, wall of ice,
  cone of cold; Market Price: 70,000 gp.
  LIFE
  Made of thick oak shod in gold, this staff allows use of the 
  following spells.
  • Heal (l charge)
  • Resurrection (l charge)
  Caster Level: 13th; Prerequisites: Craft Staff, heal, resurrection;
  Market Price: 130,000 gp.
  PASSAGE
  This potent item allows the use of the following spells.
  • Dimension door (l charge)
  • Passwall (l charge)
  • Phase door (2 charges)
  • Teleport without error (2 charges)
  • Astral projection (2 charges)
  Caster level: 17th; Prerequisites: Craft Staff, dimension door,
  passwall, phase door, teleport without error, astral projection;
  Market Price: 180,000 gp.
  POWER
  The staff of power is a very potent magic item, with offensive 
  and defensive abilities.
  It is usually topped with a glistening gem, its shaft straight 
  and smooth.
  It has the following powers.
  • Magic missile (5 missiles) (1 charge)
  • Ray of enfeeblement (heightened to 5th level, DC 17) (1 
  charge)
  • Continual flame (1 charge)
  • Levitate (1 charge)
  • Lightning bolt (heightened to 5th level, 10d6, DC 17) (1 
  charge)
  • Fireball (heightened to 5th level, 10d6, DC 17) (1 charge)
  • Cone of cold (15d6, DC 15) (2 charges)
  • Hold monster (2 charges, DC 14)
  • Wall of force (in a 10-foot-diameter hemisphere around the 
  caster only) (2 charges)
  • Globe of invulnerability (2 charges)
  The wielder of a staff of power gains a +2 luck bonus to AC 
  and 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 (×3 on a critical hit) for 1 round.
  A staff of power can be broken for a retributive strike.
  The breaking of the staff must be purposeful and declared 
  by the wielder.
  All charges currently in the staff are instantly released in a 
  30-foot-radius globe.
  All within 10 feet of the broken staff take hit points of 
  damage equal to eight times the number of charges in the 
  staff, those between 11 feet and 20 feet away take six times 
  the number of charges in damage, and those 21 feet to 30 
  feet distant take four times the number of charges in 
  damage.
  Successful Reflex saving throws (DC 17) reduce the damage 
  sustained 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 (see Minor 
  Artifacts) and the staff of power, are capable of a retributive 
  strike.
  After all charges are used up from the staff, it remains a +2 
  quarterstaff.
  (Once empty of charges, it cannot be broken in a 
  retributive strike).
  Caster Level: 15th; Prerequisites: Craft Staff, Craft Magic Arms 
  and Armor, magic missile, heightened ray of enfeeblement,
  continual flame, levitate, heightened fireball, heightened 
  lightning bolt, cone of cold, hold monster, wall of force, globe of 
  invulnerability; Market Price: 200,000 gp.
  SIZE ALTERATION
  Stout and sturdy, this staff of dark wood allows use of the 
  following spells.
  • Enlarge (1 charge)
  • Reduce (1 charge)
  Caster Level: 5th; Prerequisites: Craft Staff, enlarge, reduce;
  Market Price: 6,500 gp.
  SWARMING INSECTS
  Made of twisted dark wood with dark spots resembling 
  crawling insects (which occasionally seem to move), this 
  staff allows use of the following spells.
  • Summon swarm (1 charge)
  • Insect plague (2 charges)
  Caster Level: 9th; Prerequisites: Craft Staff, summon swarm,
  insect plague; Market Price: 20,000 gp.
  WOODLANDS
  Appearing to have grown naturally into its shape, this oak, 
  ash, or yew staff allows use of the following spells.
  • Animal friendship (1 charge)
  • Barkskin (1 charge)
  • Speak with animals (1 charge)
  • Wall of thorns (1 charge)
  • Summon nature’s ally VI (2 charges)
  Further, the staff may be used as a weapon, functioning as a 
  +2 quarterstaff.
  The staff of the woodlands also allows its wielder to pass 
  without trace at will, with no charge cost.
  Caster Level: 9th; Prerequisites: Craft Staff, Craft Magic Arms 
  and Armor, pass without trace, animal friendship, barkskin,
  speak with animals, wall of thorns, summon nature’s ally VI;
  Market Price: 90,000 gp.
  
  817
  DUNGEON MASTER’S 
  GUIDE 1 3.5 (3.5)
  ABJURATION
  Usually carved from the heartwood of an ancient oak or 
  other large tree, this staff allows use of the following spells.
  • Shield (1 charge)
  • Resist energy (1 charge)
  • Dispel magic (1 charge)
  • Lesser globe of invulnerability (2 charges)
  • Dismissal (2 charges)
  • Repulsion (3 charges)
  Strong abjuration; CL 13th; Craft Staff, dismissal, dispel 
  magic, lesser globe of invulnerability, resist energy, repulsion,
  shield; Price 65,000 gp.
  CHARMING
  Made of twisting wood ornately shaped and carved, this 
  staff allows use of the following spells.
  • Charm person (1 charge)
  • Charm monster (2 charges)
  Moderate enchantment; CL 8th; Craft Staff, charm person,
  charm monster; Price 16,500 gp.
  CONJURATION
  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.
  • Unseen servant (1 charge)
  • Summon swarm (1 charge)
  • Stinking cloud (1 charge)
  • Minor creation (2 charges)
  • Cloudkill (2 charges)
  • Summon monster VI (3 charges)
  Strong conjuration; CL 13th; Craft Staff, cloudkill, stinking 
  cloud, summon monster VI, summon swarm, unseen servant;
  Price 65,000 gp.
  DEFENSE
  The staff of defense is a simple-looking 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)
  Strong abjuration; CL 15th; Craft Staff, shield, shield of faith,
  shield of law, shield other, creator must be lawful; Price 58,250 
  gp.
  DIVINATION
  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)
  Strong divination; CL 13th; Craft Staff, detect secret doors, 
  locate creature, locate object, prying eyes, tongues, true seeing; 
  Price 73,500 gp.
  EARTH AND STONE
  This staff is topped with a fist-sized emerald that gleams 
  with smoldering power.
  It allows the use of the following spells.
  • Passwall (1 charge)
  • Move earth (1 charge)
  Moderate transmutation; CL 11th; Craft Staff, move earth,
  passwall; Price 80,500 gp.
  ENCHANTMENT
  Often made from applewood and topped with a clear 
  crystal, this staff allows use of the following spells.
  • Sleep (1 charge)
  • Tasha’s hideous laughter (1 charge)
  • Suggestion (1 charge)
  • Crushing despair (2 charges)
  • Mind fog (2 charges)
  • Suggestion, mass (3 charges)
  Strong enchantment; CL 13th; Craft Staff, crushing despair,
  mass suggestion, mind fog, sleep, suggestion, Tasha’s hideous 
  laughter; Price 65,000 gp.
  EVOCATION
  Usually very smooth and carved from hickory, willow, or 
  yew, this staff allows use of the following spells.
  • Magic missile (1 charge)
  • Shatter (1 charge)
  • Fireball (1 charge)
  • Ice storm (2 charges)
  • Wall of force (2 charges)
  • Chain lightning (3 charges)
  Strong evocation; CL 13th; Craft Staff, chain lightning,
  fireball, ice storm, magic missile, shatter, wall of force; Price 
  65,000 gp.
  FIRE
  Crafted from bronzewood with brass bindings, this staff 
  allows use of the following spells.
  • Burning hands (1 charge)
  • Fireball (1 charge)
  • Wall of fire (2 charges)
  Moderate evocation; CL 8th; Craft Staff, burning hands,
  fireball, wall of fire; Price 17,750 gp.
  FROST
  Tipped on either end with a glistening diamond, this rune-
  covered staff allows use of the following spells.
  • Ice storm (1 charge)
  • Wall of ice (1 charge)
  • Cone of cold (2 charge)
  
  818
  Moderate evocation; CL 10th; Craft Staff, cone of cold, ice 
  storm, wall of ice; Price 56,250 gp.
  HEALING
  This white ash staff, with inlaid silver runes, allows use of 
  the following spells.
  • Lesser restoration (1 charge)
  • Cure serious wounds (1 charge)
  • Remove blindness/deafness (2 charges)
  • Remove disease (3 charges)
  Moderate conjuration; CL 8th; Craft Staff, cure serious 
  wounds, lesser restoration, remove blindness/deafness, remove 
  disease; Price 27,750 gp.
  ILLUSION
  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)
  • Mirror image (1 charge)
  • Major image (1 charge)
  • Rainbow pattern (2 charges)
  • Persistent image (2 charges)
  • Mislead (3 charges)
  Strong illusion; CL 13th; Craft Staff, disguise self, major 
  image, mirror image, persistent image, project image, rainbow 
  pattern; Price 65,000 gp.
  ILLUMINATION
  This staff is usually sheathed in silver and decorated with 
  sunbursts.
  It allows use of the following spells.
  • Dancing lights (1 charge)
  • Flare (1 charge)
  • Daylight (2 charges)
  • Sunburst (3 charges)
  Strong evocation; CL 15th; Craft Staff, dancing lights,
  daylight, flare, sunburst; Price 48,250 gp.
  LIFE
  Made of thick oak shod in gold, this staff allows use of the 
  following spells.
  • Heal (1 charge)
  • Raise dead (5 charges) Moderate conjuration; CL 11th; 
  Craft Staff, heal, resurrection; Price 155,750 gp.
  NECROMANCY
  This staff is made from ebony or other dark wood and 
  carved with the images of bones and skulls.
  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)
  Strong necromancy; CL 13th; Craft Staff, cause fear, circle of 
  death, enervation, ghoul touch, halt undead, waves of fatigue;
  Price 65,000 gp.
  PASSAGE
  This potent item allows use of the following spells.
  • Dimension door (1 charge)
  • Passwall (1 charge)
  • Phase door (2 charges)
  • Greater teleport (2 charges)
  • Astral projection (2 charges) Strong varied; CL 17th; Craft 
  Staff, astral projection, dimension door, greater teleport, passwall,
  phase door; Price 170,500 gp.
  POWER
  The staff of power is a very potent magic item, with offensive 
  and defensive abilities.
  It is usually topped with a glistening gem, its shaft straight 
  and smooth.
  It has the following powers.
  • Magic missile (1 charge)
  • Ray of enfeeblement (heightened to 5th level) (1 charge)
  • Continual flame (1 charge)
  • Levitate (1 charge)
  • Lightning bolt (heightened to 5th level) (1 charge)
  • Fireball (heightened to 5th level) (1 charge)
  • Cone of cold (2 charges)
  • Hold monster (2 charges)
  • Wall of force (in a 10-ft.
  -diameter hemisphere around the caster only) (2 charges)
  • Globe of invulnerability (2 charges)
  The wielder of a staff of power gains a +2 luck bonus to AC 
  and 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 (×3 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 radius.
  All within 2 squares of the broken staff take points of 
  damage equal to 8 × the number of charges in the staff, 
  those 3 or 4 squares away take 6 × the number of charges in 
  damage, and those 5 or 6 squares distant take 4 × 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 (page 280) 
  and the staff of power, are capable of being used for a 
  retributive strike.
  After all charges are used up from the staff, it remains a +2 
  quarterstaff.
  (Once empty of charges, it cannot be used for a retributive 
  strike).
  
  819
  Strong varied; CL 15th; Craft Staff, Craft Magic Arms and 
  Armor, magic missile, heightened ray of enfeeblement,
  continual flame, levitate, heightened fireball, heightened 
  lightning bolt, cone of cold, hold monster, wall of force, globe of 
  invulnerability; Price 211,000 gp.
  SIZE ALTERATION
  Stout and sturdy, this staff of dark wood allows use of the 
  following spells.
  • Enlarge person (1 charge)
  • Reduce person (1 charge)
  • Shrink item (1 charge)
  • Enlarge person, mass (1 charge)
  • Reduce person, mass (1 charge)
  Faint conjuration; CL 8th; Craft Staff, enlarge person, mass 
  enlarge person, reduce person, mass reduce person, shrink item; 
  Price 29,000 gp.
  SWARMING INSECTS
  Made of twisted dark wood with dark spots resembling 
  crawling insects (which occasionally seem to move), this 
  staff allows use of the following spells.
  • Summon swarm (1 charge)
  • Insect plague (3 charges)
  Moderate conjuration; CL 9th; Craft Staff, insect plague,
  summon swarm; Price 24,750 gp.
  TRANSMUTATION
  This staff is generally carved from or decorated with 
  petrified wood and allows use of the following spells.
  • Expeditious retreat (1 charge)
  • Alter self (1 charge)
  • Blink (1 charge)
  • Polymorph (2 charges)
  • Baleful polymorph (2 charges)
  • Disintegrate (3 charges)
  Strong transmutation; CL 13th; Craft Staff, alter self, baleful 
  polymorph, blink, disintegrate, expeditious retreat, polymorph;
  Price 65,000 gp.
  WOODLANDS
  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)
  • Wall of thorns (3 charges)
  • Summon nature’s ally VI (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 pass 
  without trace at will, with no charge cost.
  These two attributes continue to function after all the 
  charges are expended.
  Moderate varied; CL 13th; Craft Staff, Craft Magic Arms 
  and Armor, animate plants, barkskin, charm animal, pass 
  without trace, speak with animals, summon nature’s ally VI, wall 
  of thorns; Price 101,250 gp.
  FROSTBURN (3.5)
  ICEBERG
  This staff looks like a jagged lance of solid ice topped with a 
  tangled mass of ice crystals.
  It allows the use of the following spells.
  • Snow walk (1 charge)
  • Entomb (2 charges)
  • Ice ship (2 charges)
  • Ice castle (3 charges)
  • Iceberg (5 charges)
  The staff may be used as a weapon, functioning as a +2 icy 
  burst quarterstaff (only one end of the staff bears this magic).
  It also allows its wielder to move across icy surfaces without 
  fear of slipping or falling.
  These two abilities continue to function after all the 
  charges are expended.
  Strong evocation (cold); CL 17th; Craft Staff, Craft Magic 
  Arms and Armor; entomb, ice castle, ice ship, iceberg, snow walk;
  Price 138,000 gp.
  WINTER
  This staff is made of bleached white wood; the end is a large 
  crystalline snowflake.
  It allows the use of the following spells.
  • Boreal wind (1 charge)
  • Obscuring snow (1 charge)
  • Winter’s embrace (1 charge)
  • Whiteout (2 charges)
  Strong conjuration; CL 13th; Craft Staff, boreal wind,
  obscuring snow, whiteout, winter’s embrace; Price 58,000 gp.
  GHOSTWALK (3.0)
  BONEFRIEND
  This staff is often found in the hands of necromancers or 
  other folk allied with the undead.
  Because this item is illegal in Manifest, most of them are 
  unadorned and resemble common quarterstaffs, although 
  they always have a black metal skull on one end of the staff.
  The staff allows the use of the following spell effects.
  disguise undead (1 charge, DC 13)
  inflict light wounds (1 charge, DC 11)
  stone bones (1 charge, DC 13)
  summon undead II (2 charges)
  Caster Level: 5th; Prerequisites: Craft Staff, disguise undead,
  inflict light wounds, stone bones, summon undead II; Market 
  Price: 17,000 gp.
  ECTOPLASM
  This staff is made of light green wood and inlaid with resin 
  in swirling patterns.
  It allows the use of the following spell effects.
  create ectoplasm (1 charge)
  ectoplasmic decay (2 charges, DC 14)
  ectoplasmic web (2 charges, DC 14)
  hail of ectoplasm (1 charge, DC 13)
  
  820
  Caster Level: 6th; Prerequisites: Craft Staff, create ectoplasm,
  ectoplasmic decay, ectoplasmic web, hail of ectoplasm; Market 
  Price: 20,000 gp.
  SKULLS
  This staff is made of ebony and topped with an ivory skull, 
  but is sometimes made of the thighbone of a giant and 
  topped with a smooth-polished real skull.
  In Manifest, it is illegal to own one of these staffs.
  It allows the use of the following spell effects.
  animate dead (1 charge)
  circle of doom (2 charges, DC 17)
  cure light wounds (1 charge, DC 11)
  inflict light wounds (1 charge, DC 11)
  Caster Level: 9th; Prerequisites: Craft Staff, animate dead, cure 
  light wounds, circle of doom, inflict light wounds; Market Price:
  39,200 gp; Cost to Create: 20,850 gp + 1,468 XP.
  This item first appeared in Magic of Faerûn.
  UNDEAD SLAYING
  This staff is shorter than most, made of white wood, and 
  adorned with silver bands.
  It allows the use of the following spell effects:
  bonerattle (1 charge, DC 11)
  undead bane weapon (2 charges, DC 14)
  undeath to death (2 charges, DC 19)
  Caster Level: 11th; Prerequisites: Craft Staff, bonerattle, undead 
  bane weapon, undeath to death; Market Price: 36,000 gp.
  LOST EMPIRES OF FAERÛN 
  (3.5)
  SILVERYMOON, LESSER
  Alustriel of Silverymoon created fewer than a dozen of 
  these staffs.
  Each is made of rich weirwood chased with heavy silver 
  inlays and crowned with a softly glowing moonstone.
  At least one lesser staff of Silverymoon lies in the ruins of 
  Hellgate Keep; most of the others are in the hands of 
  spellcasters trusted by the Lady of Silverymoon or in her 
  own vaults.
  Alustriel sometimes entrusts a staff to a worthy hero with a 
  good heart as well as a strong desire to aid the cause of the 
  Silver Marches.
  A lesser staff of Silverymoon allows use of the following spells.
  • Arcane sight (1 charge)
  • Fly (1 charge)
  • Dimension door (2 charges)
  • Minor globe of invulnerability (2 charges)
  • Animate object (3 charges)
  • Chain lightning (3 charges)
  • Hold monster (3 charges)
  • Passwall (3 charges)
  • Wall of force (3 charges)
  • Forcecage (4 charges)
  Strong evocation; CL 15th; Craft Staff, animate object, arcane
  sight, chain lightning, dimension door, fly, forcecage, hold 
  monster, minor globe of invulnerability, passwall, wall of force; 
  Price 70,000 gp.
  THYRSUS OF THE DRUID
  The wood elf druid Craenoth Driel of Eaerlann crafted the 
  first known thyrsus more than six hundred years ago.
  The great druid was slaughtered while defending the High 
  Forest against tanarukk forces from Hellgate Keep.
  His thyrsus was carried back to that foul rift as part of the 
  war spoils of the demon lords, but its current location is 
  unknown.
  Several of Craenoth’s bereaved acolytes created their own 
  versions of this staff to honor their slain master.
  Dozens of variants now exist and can be found in the hands 
  of capable druids as far north as Lurkwood and as far east as 
  the forests of Cormanthor.
  A typical thyrsus of the druid appears as a gnarled staff carved 
  from a single piece of oak, duskwood, or weirwood, with a 
  large pine cone mounted securely upon its top.
  Its shaft is wrapped in coils of leafy vines that remain green 
  all year round.
  The thyrsus of the druid allows the use of the following spells.
  • Plant growth (1 charge)
  • Speak with plants (1 charge)
  • Animate plants (2 charges)
  • Thorn spray (2 charges)
  • Control plants (3 charges)
  Strong varied; CL 15th; Craft Staff, animate plants, control 
  plants, plant growth, speak with plants, thorn spray; Price 53,000 
  gp.
  MAGIC ITEM 
  COMPENDIUM (3.5)
  RUNESTAFFS
  ABJURATION
  Price (Item Level): 32,000 gp (16th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) abjuration
  Activation: As spell used
  Weight: 4 lb.
  This roughly carved staff is made from the heartwood of an ancient 
  tree.
  A runestaff of abjuration allows you to cast any of the 
  following spells (each three times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • dismissal
  • dispel magic
  • lesser globe of invulnerability
  • repulsion
  • resist energy
  • shield
  Prerequisites: Craft Staff, dismissal, dispel magic, lesser globe of 
  invulnerability, repulsion, resist energy, shield.
  Cost to Create: 16,000 gp, 1,280 XP, 32 days.
  
  821
  ARCHITECT
  Price (Item Level): 30,000 gp (16th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) transmutation
  Activation: As spell used
  Weight: 5 lb.
  This staff is made of oak shod with iron.
  A runestaff of the architect allows you to cast any of the 
  following spells (each three times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • move earth
  • stone shape
  • wall of stone
  • wood shape
  Prerequisites: Craft Staff, move earth, stone shape, wall of stone, 
  wood shape.
  Cost to Create: 15,000 gp, 1,200 XP, 30 days.
  ARTISAN
  Price (Item Level): 23,000 gp (15th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) conjuration, transmutation
  Activation: As spell used
  Weight: 5 lb.
  This extremely well-crafted staff is gilded in gold.
  It bears a small rune of a hand at the center of its length.
  A runestaff of the artisan allows you to cast any of the 
  following spells (each three times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • fabricate
  • major creation
  • mending
  • minor creation
  Prerequisites: Craft Staff, fabricate, major creation, mending, 
  minor creation Cost to Create: 11,500 gp, 920 XP, 23 days.
  ASSASSIN
  Price (Item Level): 10,000 gp (12th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) illusion
  Activation: As spell used
  Weight: 3 lb.
  This simple, slim staff is only 4 feet long.
  It is fastened to a leather strap to make it easy to sling over your 
  shoulder.
  It bears a small rune of a dagger on one end.
  A runestaff of the assassin allows you to cast any of the 
  following spells (each two times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • greater invisibility
  • obscuring mist
  • pass without trace
  • poison
  Prerequisites: Craft Staff, greater invisibility, obscuring mist, pass 
  without trace, poison.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  CACOPHONY
  Price (Item Level): 26,000 gp (16th)
  Body Slot: — (held)
  Caster Level: 16th
  Aura: Strong; (DC 23) evocation
  Activation: As spell used
  Weight: 3 lb.
  This thin, iron staff is forked at one end.
  A rune depicting a warped musical note is inscribed below the fork.
  A runestaff of cacophony allows you to cast any of the 
  following spells (each three times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • shout
  • shout, greater
  • sound burst
  • sympathetic vibration
  Prerequisites: Craft Staff, greater shout, shout, sound burst, 
  sympathetic vibration.
  Cost to Create: 13,000 gp, 1,040 XP, 26 days.
  CHARMING
  Price (Item Level): 8,000 gp (11th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) enchantment
  Activation: As spell used
  Weight: 4 lb.
  This twisting and ornately carved staff is shaped from brightly 
  colored tropical wood.
  A runestaff of charming allows you to cast either of the 
  following spells (each three times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • charm monster
  • charm person
  Prerequisites: Craft Staff, charm monster, charm person.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  CONJURATION
  Price (Item Level): 25,000 gp (15th)
  Body Slot: — (held)
  Caster Level: 13th
  Aura: Strong; (DC 21) conjuration
  Activation: As spell used
  Weight: 4 lb.
  This ash staff bears a number of ornate runes depicting animals.
  A runestaff of conjuration allows you to cast any of the 
  following spells (each two times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • cloudkill
  • minor creation
  • stinking cloud
  • summon monster VI
  • summon swarm
  • unseen servant
  Prerequisites: Craft Staff, cloudkill, minor creation, stinking 
  cloud, summon monster VI, summon swarm, unseen servant.
  Cost to Create: 12,500 gp, 1,000 XP, 25 days.
  
  822
  DESTRUCTION
  Price (Item Level): 27,000 gp (16th)
  Body Slot: — (held)
  Caster Level: 15th
  Aura: Strong; (DC 22) evocation
  Activation: As spell used
  Weight: 3 lb.
  This staff is very long and made of marble.
  Despite appearances, it is extremely light.
  It bears a small rune of a shattered mask on the top end.
  A runestaff of destruction allows you to cast any of the 
  following spells (each once per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • disintegrate
  • earthquake
  • shatter
  Prerequisites: Craft Staff, disintegrate, earthquake, shatter.
  Cost to Create: 13,500 gp, 1080 XP, 27 days.
  DIVINATION
  Price (Item Level): 21,000 gp (15th)
  Body Slot: — (held)
  Caster Level: 13th
  Aura: Strong; (DC 21) divination
  Activation: As spell used
  Weight: 2 lb.
  This forked staff is made of supple willow.
  A rune of an eye sits below the fork.
  A runestaff of divination allows you to cast any of the 
  following spells (each two times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • detect secret doors
  • locate creature
  • locate object
  • prying eyes
  • tongues
  • true seeing
  Prerequisites: Craft Staff, detect secret doors, locate creature, locate 
  object, prying eyes, tongues, true seeing.
  Cost to Create: 10,500 gp, 840 XP, 21 days.
  EARTH AND STONE
  Price (Item Level): 24,000 gp (15th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) transmutation
  Activation: As spell used
  Weight: 4 lb.
  This short staff is carved of almost unbreakable gray stone, tipped 
  on one end with a fist-sized emerald that gleams with smoldering 
  power.
  A runestaff of earth and stone allows you to cast either of the 
  following spells (each three times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • move earth
  • passwall
  Prerequisites: Craft Staff, move earth, passwall.
  Cost to Create: 12,000 gp, 960 XP, 24 days.
  ENCHANTMENT
  Price (Item Level): 32,000 gp (16th)
  Body Slot: — (held)
  Caster Level: 13th
  Aura: Strong; (DC 21) enchantment
  Activation: As spell used
  Weight: 3 lb.
  This applewood staff is capped with a clear zircon crystal.
  It has a small rune depicting clasped hands.
  A runestaff of enchantment allows you to cast any of the 
  following spells (each three times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • crushing despair
  • mass suggestion
  • mind fog
  • sleep
  • suggestion
  • Tasha’s hideous laughter
  Prerequisites: Craft Staff, crushing despair, mass suggestion, mind 
  fog, sleep, suggestion, Tasha’s hideous laughter.
  Cost to Create: 16,000 gp, 1,280 XP, 32 days.
  ENTRAPMENT
  Price (Item Level): 12,000 gp (13th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) abjuration, evocation
  Activation: As spell used
  Weight: 4 lb.
  This 4-foot-long staff of brass is covered in ancient carvings.
  A runestaff of entrapment allows you to cast either of the 
  following spells (each three times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • dimensional anchor
  • Otiluke’s resilient sphere
  Prerequisites: Craft Staff, dimensional anchor, Otiluke’s resilient 
  sphere.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  ETHEREAL ACTION
  Price (Item Level): 31,300 gp (16th)
  Body Slot: — (held)
  Caster Level: 14th
  Aura: Strong; (DC 22) transmutation
  Activation: As spell used
  Weight: 4 lb.
  This long staff is made of white wood and adorned with three 
  silver bands.
  A runestaff of ethereal action is a +1/masterwork ghost touch
  quarterstaff that also allows you to cast either of the 
  following spells (each three times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • blink
  • ethereal jaunt
  Prerequisites: Craft Magic Arms and Armor, Craft Staff, blink, 
  ethereal jaunt.
  Cost to Create: 15,500 gp (plus 300 gp for masterwork 
  quarterstaff), 1,240 XP, 31 days.
  
  823
  EVOCATION
  Price (Item Level): 25,000 gp (15th)
  Body Slot: — (held)
  Caster Level: 13th
  Aura: Strong; (DC 21) evocation
  Activation: As spell used
  Weight: 3 lb.
  This smooth, yew staff has a rune of an arrow halfway down its 
  length.
  A runestaff of evocation allows you to cast any of the following 
  spells (each two times per day) by expending a prepared 
  arcane spell or arcane spell slot of the same level or higher.
  • chain lightning
  • fireball
  • ice storm
  • magic missile
  • shatter
  • wall of force
  Prerequisites: Craft Staff, chain lightning, fireball, ice storm, 
  magic missile, shatter, wall of fire.
  Cost to Create: 12,500 gp, 1,000 XP, 25 days.
  EYES
  Price (Item Level): 11,000 gp (13th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) divination
  Activation: As spell used
  Weight: 4 lb.
  This spiraling staff is covered with silver inlay and topped with a 
  large piece of amber.
  A runestaff of eyes allows you to cast any of the following 
  spells (each three times per day) by expending a prepared 
  arcane spell or arcane spell slot of the same level or higher.
  • arcane eye
  • remove blindness/deafness
  • see invisibility
  Prerequisites: Craft Staff, arcane eye, remove blindness/deafness, 
  see invisibility.
  Cost to Create: 5,500 gp, 440 XP, 11 days.
  FIENDISH DARKNESS
  Price (Item Level): 48,000 gp (17th)
  Body Slot: — (held)
  Caster Level: 18th
  Aura: Strong; (DC 24) conjuration
  Activation: As spell used
  Weight: 4 lb.
  This staff is made of polished ebony topped with a tarnished iron 
  claw at either end.
  A runestaff of fiendish darkness bestows one negative level on 
  any good-aligned creature as long as it carries or holds the 
  runestaff.
  The negative level never results in actual level loss, but 
  cannot be overcome in any way (including restoration spells) 
  while the runestaff is held.
  This staff allows you to cast any of the following spells 
  (each three times per day) by expending a prepared arcane 
  spell or arcane spell slot of the same level or higher.
  • animate dead
  • darkness
  • dispel magic
  • summon monster IX (nightmare only)
  Prerequisites: Craft Staff, animate dead, darkness, dispel magic, 
  summon monster IX, evil alignment.
  Cost to Create: 24,000 gp, 1,920 XP, 48 days.
  FIRE
  Price (Item Level): 8,400 gp (12th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) evocation
  Activation: As spell used
  Weight: 4 lb.
  This staff is crafted from bronzewood with rune-scribed brass 
  bindings.
  A runestaff of fire allows you to cast any of the following 
  spells (each three times per day) by expending a prepared 
  arcane spell or arcane spell slot of the same level or higher.
  • burning hands
  • fireball
  • wall of fire
  Prerequisites: Craft Staff, burning hands, fireball, wall of fire.
  Cost to Create: 4,200 gp, 336 XP, 9 days.
  FORCED HAPPINESS
  Price (Item Level): 18,000 gp (14th)
  Body Slot: — (held)
  Caster Level: 16th
  Aura: Strong; (DC 23) enchantment
  Activation: As spell used
  Weight: 3 lb.
  This smooth alabaster staff feels hollow, but doesn’t seem fragile or 
  easily chipped.
  A runestaff of forced happiness allows you to cast any of the 
  following spells (each two times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • celebration (SC 44)
  • Otto’s irresistible dance
  • Tasha’s hideous laughter
  Prerequisites: Craft Staff, celebration, Otto’s irresistible dance, 
  Tasha’s hideous laughter.
  Cost to Create: 9,000 gp, 720 XP, 18 days.
  FROST
  Price (Item Level): 20,000 gp (15th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) evocation
  Activation: As spell used
  Weight: 4 lb.
  This rune-covered staff is made from white wood and silver, and is 
  tipped at each end with a glittering diamond.
  A runestaff of frost allows you to cast any of the following 
  spells (each three times per day) by expending a prepared 
  arcane spell or arcane spell slot of the same level or higher.
  • cone of cold
  • ice storm
  • wall of ice
  Prerequisites: Craft Staff, cone of cold, ice storm, wall of ice.
  Cost to Create: 10,000 gp, 800 XP, 20 days.
  
  824
  ILLUMINATION
  Price (Item Level): 34,500 gp (16th)
  Body Slot: — (held)
  Caster Level: 15th
  Aura: Strong; (DC 22) evocation
  Activation: As spell used
  Weight: 3 lb.
  This slim silver staff features a rune of a sunburst.
  It seems to reflect light as if it were a polished mirror that never 
  tarnishes.
  A runestaff of illumination allows you to cast any of the 
  following spells (each three times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • dancing lights
  • daylight
  • flare
  • sunburst
  Prerequisites: Craft Staff, dancing lights, daylight, flare, sunburst.
  Cost to Create: 17,250 gp, 1,380 XP, 35 days.
  ILLUSION
  Price (Item Level): 19,000 gp (15th)
  Body Slot: — (held)
  Caster Level: 13th
  Aura: Strong; (DC 21) illusion
  Activation: As spell used
  Weight: 3 lb.
  This twisted ebony staff has a rune of a half-mask near one end.
  A runestaff of illusion allows you to cast any of the following 
  spells (each once per day) by expending a prepared arcane 
  spell or arcane spell slot of the same level or higher.
  • disguise self
  • major image
  • mirror image
  • mislead
  • persistent image
  • rainbow pattern
  Prerequisites: Craft Staff, disguise self, major image, mirror 
  image, mislead, persistent image, rainbow pattern.
  Cost to Create: 9,500 gp, 760 XP, 19 days.
  INSANITY
  Price (Item Level): 46,000 gp (17th)
  Body Slot: — (held)
  Caster Level: 17th
  Aura: Strong; (DC 23) illusion
  Activation: As spell used
  Weight: 5 lb.
  This staff is formed from wildly twisting rods of solid iron.
  It bears numerous runes depicting cracked, warped, human skulls.
  A runestaff of insanity allows you to cast any of the following 
  spells (each two times per day) by expending a prepared 
  arcane spell or arcane spell slot of the same level or higher.
  • confusion
  • insanity
  • lesser confusion
  • weird
  Prerequisites: Craft Staff, confusion, insanity, lesser confusion, 
  weird.
  Cost to Create: 23,000 gp, 1,840 XP, 46 days.
  NECROMANCY
  Price (Item Level): 32,000 gp (16th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) necromancy
  Activation: As spell used
  Weight: 4 lb.
  Made of ebony and carved with images of bones and skulls, this 
  staff is fitted at each end with a small ivory skull.
  A runestaff of necromancy allows you to cast any of the 
  following spells (each three times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • cause fear
  • circle of death
  • enervation
  • ghoul touch
  • halt undead
  • waves of fatigue
  Prerequisites: Craft Staff, cause fear, circle of death, enervation, 
  ghoul touch, halt undead, waves of fatigue.
  Cost to Create: 16,000 gp, 1,280 XP, 32 days.
  NIGHT
  Price (Item Level): 14,000 gp (14th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) conjuration
  Activation: As spell used
  Weight: 4 lb.
  Black onyx end caps adorn this ebony staff, which is carved with 
  runes of darkness, night, and stars, as well as a rune that resembles 
  an umber hulk.
  A runestaff of night allows you to cast any of the following 
  spells (each three times per day) by expending a prepared 
  arcane spell or arcane spell slot of the same level or higher.
  • darkness (can counter or dispel any light spell, regardless 
  of level)
  • darkvision
  • low-light vision
  This runestaff also allows you to cast the following spell 
  once per day by expending a prepared arcane spell or 
  arcane spell slot of the same level or higher.
  • summon monster VI (summons one fiendish umber hulk 
  only)
  Prerequisites: Craft Staff, darkness, darkvision, low-light vision 
  (SC 134), summon monster VI.
  Cost to Create: 7,000 gp, 560 XP, 14 days.
  OPENING
  Price (Item Level): 15,000 gp (14th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) transmutation
  Activation: As spell used
  Weight: 4 lb.
  This wooden staff is carved with the images of doors, many of 
  which have embossed iron bindings and miniature—
  nonfunctional—keyholes.
  A runestaff of opening allows you to cast any of the following 
  spells (each three times per day) by expending a prepared 
  arcane spell or arcane spell slot of the same level or higher.
  
  825
  • knock
  • open/close
  • passwall
  • shatter
  Prerequisites: Craft Staff, knock, open/close, passwall, shatter.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  PASSAGE
  Price (Item Level): 75,000 gp (19th)
  Body Slot: — (held)
  Caster Level: 18th
  Aura: Strong; (DC 24) necromancy
  Activation: As spell used
  Weight: 4 lb.
  Alternating sections of glass and mirror-polished steel comprise 
  this slender staff.
  A runestaff of passage allows you to cast any of the following 
  spells (each three times per day) by expending a prepared 
  arcane spell or arcane spell slot of the same level or higher.
  • astral projection
  • dimension door
  • greater teleport
  • passwall
  • phase door
  Prerequisites: Craft Staff, astral projection, dimension door, 
  greater teleport, passwall, phase door.
  Cost to Create: 37,500 gp, 3,000 XP, 75 days.
  POWER
  Price (Item Level): 38,300 gp (17th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) abjuration
  Activation: As spell used and swift (mental); see text
  Weight: 4 lb.
  At the top of this smooth, jet-black staff is a single glistening gem.
  Several arcane runes have been etched into the crystal.
  A runestaff of power allows you to cast any of the following 
  spells (each once per day) by expending a prepared arcane 
  spell or arcane spell slot of the same level or higher.
  • cone of cold
  • continual flame
  • fireball
  • globe of invulnerability
  • hold monster
  • levitate
  • lightning bolt
  • magic missile
  • ray of enfeeblement
  • wall of force (in a 5-foot-radius hemisphere around the 
  wielder only)
  In addition, a runestaff of power functions as a +2/masterwork 
  quarterstaff and grants you a +2 luck bonus to AC and on 
  saves as long as it is held.
  As a swift action, you can expend a 1st-level arcane spell or 
  spell slot while holding a runestaff of power to activate a 
  smite ability.
  Until the start of your next turn, all melee attacks made 
  with the runestaff of power deal double damage (or triple 
  damage on a critical hit).
  If you aren’t attuned to a runestaff of power (see page 224 for 
  details on attunement), its enhancement bonus remains, 
  but all its other abilities are unavailable to you.
  Prerequisites: Craft Magic Arms and Armor, Craft Staff, cone 
  of cold, continual flame, fireball, globe of invulnerability, hold 
  monster, levitate, lightning bolt, magic missile, ray of 
  enfeeblement, wall of force.
  Cost to Create: 19,000 gp (plus 300 gp for masterwork 
  quarterstaff), 1,520 XP, 39 days.
  SIZE ALTERATION
  Price (Item Level): 12,000 gp (13th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) transmutation
  Activation: As spell used
  Weight: 5 lb.
  This sturdy oak staff has a rune of a mouse morphing into an 
  elephant at its tip.
  The staff is shaped like an hourglass—thick at both ends, but thin 
  in the middle.
  A runestaff of illumination allows you to cast any of the 
  following spells (each two times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • enlarge person
  • mass enlarge person
  • mass reduce person
  • reduce person
  • shrink item
  Prerequisites: Craft Staff, enlarge person, mass enlarge person, 
  mass reduce person, reduce person, shrink item.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  TIME
  Price (Item Level): 35,000 gp (16th)
  Body Slot: — (held)
  Caster Level: 17th
  Aura: Strong; (DC 23) transmutation
  Activation: As spell used
  Weight: 3 lb.
  When you look at this staff, it becomes hard for your eyes to focus, 
  as if the item is constantly blurring and shifting.
  A runestaff of time allows you to cast any of the following 
  spells (each once per day) by expending a prepared arcane 
  spell or arcane spell slot of the same level or higher.
  • expeditious retreat
  • haste
  • temporal stasis
  • time stop
  Prerequisites: Craft Staff, expeditious retreat, haste, temporal 
  stasis, time stop.
  Cost to Create: 17,500 gp, 1,400 XP, 35 days.
  TRANSMUTATION
  Price (Item Level): 25,000 gp (15th)
  Body Slot: — (held)
  Caster Level: 13th
  Aura: Strong; (DC 21) transmutation
  Activation: As spell used
  Weight: 4 lb.
  This petrified wood staff has a rune depicting the symbol for 
  infinity emblazoned over bars of lead and gold.
  A runestaff of transmutation allows you to cast any of the 
  following spells (each two times per day) by expending a 
  
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  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • alter self
  • baleful polymorph
  • blink
  • disintegrate
  • expeditious retreat
  • stone shape
  Prerequisites: Craft Staff, alter self, baleful polymorph, blink, 
  disintegrate, expeditious retreat, stone shape.
  Cost to Create: 12,500 gp, 1,000 XP, 25 days.
  TRANSPORTATION
  Price (Item Level): 19,000 gp (15th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) transmutation
  Activation: As spell used
  Weight: 4 lb.
  A hollow coil of wire fashioned in the shape of a staff, it has a 
  mottled brown gemstone at both ends.
  A runestaff of transportation allows you to cast any of the 
  following spells (each three times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • blink
  • dimension door
  • teleport
  Prerequisites: Craft Staff, blink, dimension door, teleport.
  Cost to Create: 9,500 gp, 760 XP, 19 days.
  UNDEAD SLAYER
  Price (Item Level): 37,000 gp (17th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) necromancy
  Activation: As spell used
  Weight: 5 lb.
  This staff is formed from a solid piece of black marble.
  It is veined with lines of gold and silver.
  A runestaff of the undead slayer allows you to cast any of the 
  following spells (each three times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • death ward
  • detect undead
  • disrupting weapon
  • searing light
  • undeath to death
  Prerequisites: Craft Staff, death ward, detect undead, disrupting 
  weapon, searing light, undeath to death.
  Cost to Create: 18,500 gp, 1,480 XP, 37 days.
  UNDYING
  Price (Item Level): 16,000 gp (14th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) necromancy
  Activation: As spell used
  Weight: 5 lb.
  This staff is formed from human bones bound together by copper 
  wire.
  Each bone bears small skull runes.
  A runestaff of the undying allows you to cast any of the 
  following spells (each two times per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher.
  • animate dead
  • create undead Prerequisites: Craft Staff, animate dead, create 
  undead.
  Cost to Create: 8,000 gp, 640 XP, 16 days.
  VISION
  Price (Item Level): 16,000 gp (14th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) divination
  Activation: As spell used
  Weight: 4 lb.
  Cut from bamboo and fitted with white leather straps elegantly 
  inked with runes, this slender staff seems unusually delicate.
  A runestaff of vision allows you to cast any of the following 
  spells (each three times per day) by expending a prepared 
  arcane spell or arcane spell slot of the same level or higher.
  • darkvision
  • see invisibility
  • true seeing
  Prerequisites: Craft Staff, darkvision, see invisibility, true seeing.
  Cost to Create: 8,000 gp, 640 XP, 16 days.
  MAGIC OF FAERÛN (3.0)
  DIVINER
  The diviner’s staff is most often crafted from gnarled hazel.
  It allows the wielder to cast the following spells.
  • Identify (1 charge)
  • Locate object (1 charge)
  • Locate creature (1 charge)
  • Analyze dweomer (2 charges)
  • Vision (2 charges)
  The staff also grants its current owner a +1 competence 
  bonus on all Knowledge skill checks.
  Caster Level: 13th; Prerequisites: Craft Staff, identify, locate 
  object, locate creature, analyze dweomer, vision; Market Price:
  137,375 gp.
  ENTRAPMENT
  This sort of staff was originally created in Netheril and 
  traditionally is short and made of brass.
  Most dating from that era have only a handful of charges 
  remaining, though many more have been made since.
  It allows the use of the following spells.
  • Dimensional anchor (1 charge, DC 16)
  • Otiluke’s resilient sphere (1 charge, DC 16)
  Caster Level: 7th; Prerequisites: Craft Staff, dimensional anchor,
  Otiluke’s resilient sphere; Market Price: 36,750 gp.
  ETHEREAL ACTION
  A staff of smooth wood adorned with three silver bands, 
  this staff is a +1 ghost touch quarterstaff and allows the use of 
  the following spells.
  
  827
  • Blink (1 charge)
  • Ethereal jaunt (1 charge)
  After all the charges are used up, it remains a +1 ghost touch 
  quarterstaff.
  Caster Level: 9th; Prerequisites: Craft Staff, Craft Magic Arms 
  and Armor, blink, ethereal jaunt, plane shift; Market Price:
  57,300 gp; Cost to Create: 28,800 gp + 2,280 XP.
  EYES
  A spiraling staff with silver inlay and topped with a large 
  piece of amber, the staff of eyes allows the use of the 
  following spells.
  • Arcane eye (1 charge)
  • Remove blindness (1 charge)
  • See invisibility (1 charge)
  Caster Level: 7th; Prerequisites: Craft Staff, arcane eye, remove 
  blindness, see invisibility; Market Price: 34,700 gp.
  FIENDISH DARKNESS
  First seen long ago in the hands of humans and drow who 
  served powerful demons and devils, these staffs are made of 
  ebony or polished bone and are often topped with a metal 
  claw at one or both ends.
  The staff bestows one negative level on any good creature 
  that holds it.
  The negative level remains as long as the staff is in hand 
  and disappears when it is no longer carried.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the staff is held.
  The staff allows the use of the following spells.
  • Darkness (1 charge)
  • Summon monster IX (nightmare only) (2 charges)
  • Dispel magic (2 charges)
  • Animate dead (2 charges)
  Caster Level: 17th; Prerequisites: Craft Staff, animate dead,
  darkness, dispel magic, summon monster IX, creator must be 
  evil; Market Price: 98,200 gp; Cost to Create: 50,350 gp + 3,828 
  XP.
  MIRACLES
  This white wooden staff is carved with symbols of good 
  dwarven, elven, gnome, halfling, and human deities 
  worshiped in Myth Drannor.
  It allows the use of the following spells.
  • Heal (1 charge)
  • Holy aura (2 charges)
  • Rosemantle (2 charges)
  Caster Level: 15th; Prerequisites: Craft Staff, heal, holy aura,
  rosemantle; Market Price: 77,000 gp.
  NIGHT
  This staff of black wood is carved with runes of darkness, 
  stars, and night, with one resembling an umber hulk.
  The wielder of the staff is immune to the confusing gaze 
  power of umber hulks.
  In addition, the staff has the following powers.
  • Darkvision (1 charge)
  • Low-light vision (1 charge)
  • Dispel magic (only works against light spells) (1 charge)
  • Darkness (1 charge)
  • Summon monster VI (summons one umber hulk only, 
  usable only once every tenday) (2 charges)
  If the summoned umber hulk is slain, the staff crumbles to 
  dust.
  Caster Level: 11th; Prerequisites: Craft Staff, darkness,
  darkvision, dispel magic, summon monster VI; Market Price:
  30,000 gp.
  OPEN DOORS
  This wooden staff is carved with images of doors, some of 
  which have small iron bindings and miniature but 
  nonfunctional keyholes.
  It allows the use of the following spells.
  • Knock (1 charge)
  • Open/close (1 charge)
  • Passwall (1 charge)
  • Shatter (1 charge)
  Caster Level: 9th; Prerequisites: Craft Staff, knock, open/close,
  passwall, shatter; Market Price: 42,200 gp.
  PEACE
  This staff is usually made of yew wood.
  It grants use of the following spells.
  • Heightened (6th-level) sanctuary (1 charge, DC 19)
  • Heightened (6th-level) hold person (1 charge, DC 19)
  • Heightened (6th-level) calm emotions (1 charge, DC 19)
  • Greater command (2 charges, DC 19)
  In addition, if the wielder has chosen Eldath as his patron, 
  he gains a +10 competence bonus on Diplomacy checks; 
  this expends no charges.
  Caster Level: 11th; Prerequisites: Craft Staff, Heighten Spell,
  sanctuary, hold person, calm emotions, greater command; Market 
  Price: 175,250 gp.
  SCRIVENING
  Carved with symbols of quills and runes from many 
  languages, this kind of staff was first created in Myth 
  Drannor, and allows the use of the following spells.
  • Comprehend languages (1 charge)
  • Erase (1 charge)
  • Suppress glyph (2 charges)
  • Amanuensis (1 charge)
  • Read magic (1 charge)
  Caster Level: 11th; Prerequisites: Craft Staff, amanuensis,
  comprehend languages, erase, suppress glyph, read magic; Market 
  Price: 53,600 gp.
  SKULLS
  This staff is usually made of ebony and topped with an 
  ivory skull, but sometimes made of the thighbone of a giant 
  and topped with a smooth-polished real skull.
  It allows the use of the following spells.
  • Animate dead (1 charge)
  • Circle of doom (2 charges, DC 17)
  • Cure light wounds (1 charge)
  • Inflict light wounds (1 charge, DC 11)
  Caster Level: 9th; Prerequisites: Craft Staff, animate dead, cure 
  light wounds, circle of doom, inflict light wounds; Market Price:
  39,200 gp; Cost to Create: 20,850 gp +1,468 XP.
  
  828
  TRANSPORTATION
  Originally created by the wizard known as Whisper, this 
  staff is mostly hollow, fashioned of wire in the shape of a 
  staff, with a mottled brown uncut gemstone at each end.
  It allows the use of the following spells.
  • Blink (1 charge)
  • Dimension door (1 charge)
  • Teleport (2 charges)
  Caster Level: 9th; Prerequisites: Craft Staff, blink, dimension 
  door, teleport; Market Price: 67,500 gp.
  VISION
  This staff has the following powers.
  • See invisibility (1 charge)
  • Darkvision (1 charge)
  • Remove blindness (1 charge)
  • True seeing (2 charges)
  The staff has an unusual side effect that using it is mentally 
  tiring; each use requires a Will save (DC 12) or the user 
  takes 1 point of temporary Intelligence damage.
  Caster Level: 12th; Prerequisites: Craft Staff, darkvision, see 
  invisibility, remove blindness, true seeing; Market Price: 42,800 
  gp; Cost to Create: 27,650 + 1,212 XP.
  PLANAR HANDBOOK (3.5)
  ABYSSAL IRON
  Forged from the metal of the Lakes of Molten Iron on the 
  Plain of Infinite Portals (the topmost of the Infinite Layers 
  of the Abyss), this staff looks like nothing more than a 
  particularly long and slightly twisted iron rod, with dents 
  and nicks along its entire length.
  It gives off an odor of burnt metal, like that in a foundry, 
  and always leaves a dark stain on its wielder’s hands.
  A staff of abyssal iron allows use of the following spells.
  • Protection from good (1 charge)
  • Protection from law (1 charge)
  • ?Magic circle against good (1 charge)
  • ?Magic circle against law (1 charge)
  • Blasphemy (4 charges)
  • Word of chaos (4 charges)
  • ?Wall of iron (3 charges)
  Strong varied; CL 13th; Craft Staff, protection from good, 
  protection from law, magic circle against good, magic circle against 
  law, blasphemy, word of chaos, wall of iron; Price 39,350 gp.
  ETHEREALNESS
  Made of a smoky gray wood, this staff allows use of the 
  following spells.
  • Ethereal jaunt (2 charges)
  • ?Etherealness (3 charges)
  • Teleport object (3 charges)
  Strong varied; CL 17th; Craft Staff, ethereal jaunt, 
  etherealness, teleport object; Price 43,300 gp.
  PLANES
  Designed as an aid to planar travelers, this staff allows use 
  of the following spells.
  • Analyze portal (1 charge)
  • Gate (3 charges)
  • Summon monster VI (2 charges)
  Strong varied; CL 17th; Craft Staff, analyze portal, gate, 
  summon monster VI; Price 43,100 gp.
  VITALIZATION
  Created from a length of wood that has lain in an edge zone 
  of the Positive Energy Plane, this staff allows use of the 
  following spells.
  • Mass cure light wounds (1 charge)
  • ?Mass cure moderate wounds (2 charges)
  • Mass cure serious wounds (3 charges)
  • Mass cure critical wounds (4 charges)
  • Mass heal (5 charges)
  Strong conjuration; CL 17th; Craft Staff, mass cure light 
  wounds, mass cure moderate wounds, mass cure serious wounds, 
  mass cure critical wounds, mass heal; Price 54,000 gp.
  WAVES AND DEPTHS
  Studded along its entire length with tiny aquamarines in 
  gradually darker shades and always slightly damp to the 
  touch, this staff allows use of the following spells.
  • Water walk (1 charge)
  • ?Control water (1 charge)
  Moderate transmutation; CL 7th; Craft Staff, water walk, 
  control water; Price 11,200 gp.
  WINDS AND SKY
  Topped by a columnar prism of sapphire as long as a human 
  hand, and wrapped with silver filigree, this staff allows use 
  of the following spells.
  • Air walk (1 charge)
  • ?Control winds (1 charge)
  Moderate transmutation; CL 9th; Craft Staff, air walk, control 
  winds; Price 27,000 gp.
  PLAYER’S GUIDE TO 
  FAERÛN (3.5)
  THUNDERSTAFF
  At least a dozen thunderstaffs are known to exist, including 
  one in the possession of Khelben “Blackstaff” Arunsun.
  Each thunderstaff is a 6-foot length of duskwood capped at 
  the head with a mithral casting of a blue dragon’s head and 
  at the base with a long mithral spike, which allows the staff 
  to be used as a spear in emergencies.
  A thunderstaff holds several spells related to thunder, 
  lightning, and weather control, usually one spell of each 
  level.
  It is rumored that each thunderstaff has a unique suite of 
  powers.
  
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  The following set of spells is only one example of what a 
  thunderstaff might hold.
  Shocking grasp (1 charge)
  Gedlee’s electric loop (1 charge)
  Lightning bolt (1 charge)
  Thunderlance (2 charges)
  Ball lightning (2 charges)
  Chain lightning (2 charges)
  Great thunderclap (3 charges)
  Lightning ring (3 charges)
  Shapechange (blue dragon only) (3 charges)
  Strong evocation; CL 17th; Craft Staff, ball lightning, chain 
  lightning, Gedlee’s electric loop, great thunderclap, lightning bolt,
  lightning ring, shapechange, shocking grasp, thunderlance; Price 
  83,841 gp; Weight 4 lb.
  SANDSTORM (3.5)
  NOMADS
  A simple, wooden staff with a pronounced bend at the top, 
  this item appears to be nothing more than a shepherd’s 
  crook.
  It allows the use of the following spells.
  • Cloak of shade (1 charge)
  • Locate water (1 charge)
  • Hydrate (1 charge)
  • Find the path (2 charges)
  Strong divination; CL 12th; Craft Staff, find the path, cloak of 
  shade, locate water, hydrate; Price 49,500 gp.
  PHARAOH
  This staff is covered in gold leaf, giving it a metallic sheen.
  The head forms a large hook, open in the center.
  It allows the use of the following spells.
  • Cause fear (1 charge)
  • Summon monster IV (a celestial or fiendish snake, Huge 
  viper only) (1 charge)
  • Lightning bolt (1 charge)
  • Control weather (2 charges)
  Strong transmutation; CL 13th; Craft Staff, cause fear, control 
  weather, lightning bolt, summon monster IV; Price 82,901 gp.
  SANDS
  A clear glass sphere half filled with dust tops this staff of 
  fused and vitreous sand.
  It allows use of the following spells.
  • Blast of sand (1 charge)
  • Haboob (1 charge)
  • Flaywind burst (2 charges)
  • Sandstorm (2 charges)
  Strong conjuration; CL 12th; Craft Staff, sandstorm, flaywind 
  burst, blast of sand, haboob; Price 79,890 gp.
  WITHERING THIRST
  This horrid staff is crafted from the mummified limb of a 
  creature that died of thirst.
  It allows use of the following spells.
  • Desiccate (1 charge)
  • Wither (2 charges)
  • Dispel water (2 charges)
  • Mass desiccate (2 charges)
  • Horrid wilting (3 charges)
  Strong necromancy and abjuration; CL 15th; Craft Staff, 
  desiccate, dispel water, horrid wilting, mass desiccate, wither;
  Price 91,880 gp.
  SAVAGE SPECIES (3.0)
  GLUTTON
  This +2/+2 quarterstaff appears to be made from melted 
  flesh.
  At the top, a humanoid head bares its fangs and appears to 
  melt down into the staff.
  On a critical hit, the fanged head at the end of the staff bites 
  the victim for 1d8 points of damage in addition to the 
  normal critical damage.
  In addition, the staff of the glutton has the following 
  powers:
  Acid fog, as an 11th-level wizard, on command (2 charges).
  Summon swarm, as an 11th-level wizard, on command.
  The swarm lasts for 8 rounds and does not require 
  concentration.
  The staff always summons vermin, so add +14 to the d20 
  roll to see which type of swarm appears (2 charges).
  Caster Level: 11th; Prerequisites: Craft Staff, acid fog, summon 
  swarm; Market Price: 58,200 gp.
  LICH
  This +2/+1 unholy quarterstaff appears to be badly charred, 
  but is in fact completely sound.
  It has the following powers, all as a 7th-level wizard, all on 
  command:
  Negative Energy Wave: The staff releases a silent burst of 
  negative energy.
  It affects 7d6 HD worth of undead creatures.
  Those closest to it are affected first; among equidistant 
  undead creatures, those with fewer Hit Dice are affected 
  first.
  Undead creatures gain turn resistance of 1d4 + the wielder’s 
  Charisma modifier (minimum +1).
  The effect lasts 10 rounds (2 charges).
  Negative Energy Burst: The staff releases a silent burst of 
  negative energy from a point its wielder indicates.
  The point must be within 20 feet of the staff and its wielder.
  The energy deals 1d8+7 points of damage to living creatures 
  in a 20-foot-radius burst.
  A successful Will save (DC 15) reduces damage by half.
  Since undead are powered by negative energy, this spell 
  cures them of a like amount of damage, rather than 
  harming them (2 charges).
  Negative Energy Ray: A ray of negative energy projects from 
  the tip of the staff.
  The wielder must succeed on a ranged touch attack with 
  the ray to deal damage to a target.
  The ray deals 4d6 points of negative energy damage to a 
  living creature.
  
  830
  Since undead are powered by negative energy, this spell 
  cures them of a like amount of damage, rather than 
  harming them (1 charge).
  Caster Level: 7th; Prerequisites: Craft Staff, negative energy 
  protection, unholy blight, creator must be evil; Market Price: 
  78,950 gp.
  STORMWRACK (3.5)
  WAVES
  This coral staff is shaped like an eel.
  It allows use of the following spells.
  • create water (1 charge)
  • wind wall (1 charge)
  • control water (2 charges)
  • control winds (2 charges)
  • control currents (2 charges)
  Strong conjuration, evocation, and transmutation; CL 11th; 
  Craft Staff, control currents, control water, control winds, create 
  water, wind wall; Price 65,000 gp.
  TOME AND BLOOD (3.0)
  ABJURATION
  Usually carved from the heartwood of an ancient oak or 
  other large tree, this staff allows use of the following spells.
  • Shield (1 charge)
  • Resist elements (1 charge)
  • Dispel magic (caster level 10th) (1 charge)
  • Minor globe of invulnerability (1 charge)
  • Dismissal (2 charges, DC 17)
  • Repulsion (2 charges, DC 19)
  Caster Level: 13th; Prerequisites: Craft Staff, dismissal, dispel 
  magic, minor globe of invulnerability, resist elements, repulsion,
  shield; Market Price: 99,000 gp.
  CONJURATION
  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.
  • Unseen servant (1 charge)
  • Summon swarm (1 charge)
  • Stinking cloud (1 charge, DC 14)
  • Minor creation (1 charge)
  • Cloudkill (2 charges, DC 17)
  • Summon monster VI (2 charges)
  Caster Level: 13th; Prerequisites: Craft Staff, cloudkill, stinking 
  cloud, summon monster VI, summon swarm, unseen servant;
  Market Price: 102,000 gp.
  DIVINATION
  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 (1 charge)
  • Prying eyes (2 charges, DC 17)
  • True seeing (2 charges)
  Caster Level: 13th; Prerequisites: Craft Staff, detect secret doors,
  locate creature, locate object, prying eyes, tongues, true seeing;
  Market Price: 102,000 gp.
  ENCHANTMENT
  Often made from applewood and topped with a clear 
  crystal, this staff allows use of the following spells.
  • Sleep (1 charge, caster level 10th, DC 11)
  • Tasha’s hideous laughter (1 charge, DC 13)
  • Suggestion (1 charge, DC 14)
  • Emotion (1 charge, DC 16)
  • Mind fog (2 charges, DC 17)
  • Mass suggestion (2 charges, DC 19)
  Caster Level: 13th; Prerequisites: Craft Staff, emotion, mass 
  suggestion, mind fog, sleep, suggestion, Tasha’s hideous laughter;
  Market Price: 101,000 gp.
  EVOCATION
  Usually smooth and carved from hickory, willow, or yew, 
  this staff allows use of the following spells.
  • Magic missile (caster level 10th) (1 charge)
  • Shatter (1 charge, DC 13)
  • Fireball (1 charge, caster level 10th, DC 14)
  • Ice storm (1 charge)
  • Wall of force (2 charges, DC 17)
  • Chain lightning (2 charges, DC 19)
  Caster Level: 13th; Prerequisites: Craft Staff, chain lightning,
  fireball, ice storm, magic missile, shatter, wall of force; Market 
  Price: 98,000 gp.
  ILLUMINATION
  This staff is usually sheathed in silver and decorated with 
  sunbursts.
  It allows use of the following spells.
  • Dancing lights (1 charge)
  • Flare (1 charge, DC 10)
  • Daylight (2 charges)
  • Sunburst (2 charges, DC 22)
  Caster Level: 13th; Prerequisites: Craft Staff, dancing lights,
  daylight, flare, sunburst; Market Price: 51,000 gp.
  ILLUSION
  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.
  • Change self (1 charge)
  • Mirror image (1 charge)
  • Major image (1 charge, DC 14)
  • Rainbow pattern (1 charge, DC 16)
  • Persistent image (2 charges, DC 17)
  • Project image (2 charges, DC 19)
  Caster Level: 13th; Prerequisites: Craft Staff, change self, major 
  image, mirror image, persistent image, project image, rainbow 
  pattern; Market Price: 102,000 gp.
  
  831
  NECROMANCY
  This staff is made from ebony or other dark wood and 
  carved with the images of bones and skulls.
  It allows use of the following spells.
  • Cause fear (1 charge, caster level 10th, DC 11)
  • Ghoul touch (1 charge, DC 13)
  • Halt undead (1 charge, DC 14)
  • Enervation (1 charge, DC 16)
  • Animate dead (2 charges)
  • Circle of death (2 charges, DC 19)
  Caster Level: 13th; Prerequisites: Craft Staff, animate dead, cause 
  fear, circle of death, enervation, ghoul touch, halt undead; Market 
  Price: 101,000 gp.
  TRANSMUTATION
  This staff is generally carved from or decorated with 
  petrified wood and allows use of the following spells.
  • Burning hands (1 charge, caster level 10th, DC 11)
  • Alter self (1 charge)
  • Blink (1 charge)
  • Polymorph other (1 charge, DC 16)
  • Passwall (1 charges)
  • Disintegrate (2 charges, DC 19)
  Caster Level: 13th; Prerequisites: Craft Staff, alter self, blink,
  burning hands, disintegrate, passwall, polymorph other; Market 
  Price: 101,000 gp.
  UNDERDARK (3.5)
  PORTALS
  This staff is constructed of many different types of wood 
  (including darkwood, purple heartswood, mahogany, and 
  ash) and bound with ferrules of iron, mithral, steel, and 
  adamantine.
  Only a cleric with the Portal domain can make full use of 
  this staff.
  Sorcerers and wizards can coax some of the lesser spells 
  from it, but they can never access its full potential.
  This staff allows use of the following spells.
  • Analyze portal (FRCS) (1 charge)
  • Portal view (1 charge)
  • Dimension door (2 charges)
  • Portal barricade (2 charges)
  • Portal-to-portal redirect (2 charges)
  • Etherealness (3 charges)
  • Portal reformat (3 charges)
  Strong varied; CL 15th; Craft Staff, analyze portal, dimension 
  door, etherealness, portal barricade, portal-to-portal redirect, portal 
  view; Price 120,000 gp.
  SHADOW, LESSER
  This ebony staff has runes made of rough-textured obsidian 
  embedded in the wood.
  It seems as if the staff actually absorbs light.
  A lesser staff of shadow allows use of the following spells.
  • Shadow conjuration (1 charge)
  • Shadow evocation (2 charges)
  • Shadow walk (3 charges)
  Moderate illusion; CL 11th; Craft Staff, shadow conjuration,
  shadow evocation, shadow walk; Price 48,500 gp.
  SHADOW, GREATER
  This staff looks just like a lesser staff of shadow.
  It allows use of the following spells.
  • Shadow walk (1 charge)
  • Shadow conjuration, greater (2 charges)
  • Shadow image (2 charges)
  • Shadow evocation, greater (2 charges)
  Strong illusion; CL 13th; Craft Staff, greater shadow 
  conjuration, greater shadow evocation, shadow image, shadow 
  walk; Price 113,000 gp.
  STONE
  This staff is a thin, 1-inch-diameter staff made of petrified 
  wood with hardness 8 and 15 hit points.
  It allows use of the following spells.
  • Stone shape (1 charge)
  • Stone metamorphosis (1 charge)
  • Wall of stone (2 charges)
  • Stone shape, greater (2 charges)
  • Stone metamorphosis, greater (3 charges)
  Strong conjuration and transmutation; CL 13th; Craft Staff, 
  greater stone metamorphosis, greater stone shape, stone 
  metamorphosis, stone shape, wall of stone; Price 71,250 gp.
  SPIDER
  This wooden staff is covered with silver chasing in web-like 
  patterns.
  It allows use of the following spells.
  • Spider climb (1 charge)
  • Summon swarm (1 charge)
  • Spiderskin (1 charge)
  Moderate conjuration and transmutation; CL 8th; Craft 
  Staff, spider climb, spiderskin, summon swarm; Price 33,000 gp.
  UNDERDARK
  This plain wood staff is highly useful for maneuvering 
  around the Underdark.
  It allows use of the following spells.
  • Amorphous form (1 charge)
  • Passwall (2 charges)
  • Find the path (3 charges)
  Moderate divination and transmutation; CL 11th; Craft 
  Staff, amorphous form, find the path, passwall; Price 48,500 gp.
  WATERY GRAVE
  This clear, blue glass staff is etched with wave and sea 
  monster designs.
  It allows the use of the following spells.
  • Dehydrate (1 charge)
  • Rushing waters (1 charge)
  • Drown (2 charges)
  • Contagious fog (2 charges)
  Strong conjuration and necromancy; CL 13th; Craft Staff, 
  contagious fog, dehydrate, drown, rushing waters; Price 100,000 
  gp.
  
  832
  TALISMANS
  ORIENTAL ADVENTURES 
  (3.0)
  BLACK FAN
  When activated, a black fan talisman surrounds the user in 
  an aura of power and mystery.
  This aura gives the user a +10 circumstance bonus on 
  Diplomacy checks for 1 hour, because it tends to inspire a 
  measure of fear and awe in people the user interacts with.
  The talisman must be worn visibly on the user’s clothing 
  for the duration of the effect.
  It crumbles into ash at the end of the hour.
  Caster Level: 2nd; Prerequisites: Craft Talisman, spellcaster 
  level 6th+; Market Price: 150 gp.
  BROOCH OF PLENTY
  This talisman provides its user with sufficient nourishment 
  for one day’s sustenance.
  It also enhances the user’s rest, so that sleeping for 2 hours 
  provides all the benefits of 8 hours of sleep.
  It crumbles to dust 24 hours after it is activated.
  Caster Level: 5th; Prerequisites: Craft Talisman, create food and 
  water; Market Price: 100 gp.
  INCENSE OF CONCENTRATION
  A spellcaster who burns this incense while preparing or 
  readying spells for the day can cast one extra 1st-level spell 
  that day.
  Caster Level: 3rd; Prerequisites: Craft Talisman; Market Price:
  1,000 gp.
  
  833
  TOKENS
  SILVER MARCHES (3.0)
  SILVERYMOON
  Silverymoon’s wards have four sorts of tokens, all of them 
  pierced (for wearing with necklaces) silver items about the 
  size of a large thimble.
  It’s not known how many of each token type exist, but 
  spares aren’t stored where they can easily be found or 
  reached, even by a skilled rogue.
  No ward token can ever physically leave the wards—the 
  instant a token leaves the wards, it crumbles into useless
  powder.
  This fate cannot be prevented by extradimensional 
  transport such as portals, planar travel, or attempts to place 
  tokens in extradimensional places.
  Silvaeren deemed trustworthy by Alustriel or Taern are 
  given adrath tokens to keep; visitors are loaned these 
  tokens, for return upon departure.
  Creatures who need duraph tokens to enter the city must 
  satisfy the senior officer at the entry point as to their 
  business, and come under both armed escort and 
  Spellguard scrutiny immediately.
  Spellcasters with business inside the Vaelun are issued 
  lauthaul tokens at guardposts when entering only if a 
  Spellguard officer or higher-ranking initiate deems it 
  suitable, and those spellcasters must surrender the tokens 
  when leaving the inner ward.
  Individuals who need a duraph token will never also be 
  allowed a lauthaul token unless Alustriel is personally 
  present to grant permission.
  ADRATH
  This sort of token allows bearers to cast conjuration 
  (summoning) spells, evocation [fire] spells, and spells with 
  the teleportation descriptor in the outer ward areas of 
  Silverymoon, and use items with those effects.
  Without the token, castings of these types of spells are 
  wasted.
  Adrath tokens are crafted in the shape of unicorn heads.
  DURAPH
  This sort of token negates the antipathy and detect scrying 
  effects otherwise prevalent in Silverymoon’s wards.
  Duraph tokens are diamond-shaped.
  LAUTHAUL
  This token functions like the adrath token, except it 
  extends those effects into the inner ward.
  It allows bearers to cast conjuration (summoning) spells, 
  evocation [fire] spells, and spells with the teleportation 
  descriptor in the Vaelun.
  A small number of lauthaul tokens are keyed to permit 
  entry into otherwise barred portions of the palace.
  Lauthaul tokens look like shields.
  THELBANE
  Only a few dozen persons know these tokens exist, and 
  there are believed to be less than ten of the tokens in 
  existence.
  Alustriel and Taern carry one each at all times when in 
  Silverymoon, and several are in the safekeeping of various 
  Chosen of Mystra.
  They’re kept as secret as possible because bearers can 
  suspend ward powers indefinitely (or reinstate them 
  instantly) with a full-round action.
  Thelbane tokens look like tiny six-pointed stars depending 
  from one horn of a crescent moon.
  
  834
  TOUCHSTONES
  CHAMPIONS OF VALOR 
  (3.5)
  DARKMAIDEN’S LEAP (EL 7)
  In the northern reaches of the High Forest, southeast of 
  Everlund, is a small clearing bearing a large gray stone with 
  a flat top bearing a single left footprint the size of a drow 
  woman’s foot.
  The clearing is free of undergrowth and is well trod with 
  the passing of animal and humanoid footfalls.
  Many folk camp here, not knowing the site’s significance 
  but liking its access to moonlight and easily defensible 
  position at the top of the rock.
  To those who know its power and history, the 
  Darkmaiden’s Leap is a sacred place to Eilistraee.
  Though a holy place to the drow, its guardians are usually 
  wood elves, grudging allies of the area’s good-aligned drow 
  in service to the Dark Maiden.
  Depending on the time of year, visitors can find it empty or 
  secretly watched.
  Initial Encounter: Roll on the Darkmaiden’s Leap 
  encounter table when the characters visit the site for the 
  first time, or for the first time in over a year.
  The wood elf scouts are suspicious of everyone but more 
  inclined to accept elves and half-elves.
  The drow pilgrims are most likely visitors from the 
  Promenade.
  The drow raiders are non-Eilistraeean drow investigating 
  drow appearances in the area.
  The treant behaves much like the wood elves.
  Subsequent Encounters: Once the characters clear out the 
  area or make peace with its guardians, on subsequent visits 
  the chance of an encounter is 50%.
  If the PCs fail to visit the Leap for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain low-light vision and a +2 bonus on 
  Perform (dance) checks.
  Recharge Condition: Perform a joyous dance for an hour in 
  the moonlight (half-moon or more).
  Higher-Order Ability: Once per day you can cast moon blade 
  as though you were a cleric of your character level.
  Higher-Order Uses: 5.
  MAGIC OF INCARNUM 
  (3.5)
  BASTION OF SOULS (EL 9)
  Faceted crystal surfaces glow with the emerald, sapphire, and other 
  hues of precious gems.
  Clear crystalline trees sprout thickly from the floor, laden with 
  brilliant points of white light.
  The sound of thousands of crystal leaves constantly chiming like 
  bells fills the air.
  A blaze of brilliant light shines in the center of this area.
  The Bastion of Souls is one of several fonts of preincarnate 
  souls, created before there were deities and existing 
  without any divine influence.
  Incarnum flows like water through the heart of the Bastion, 
  passing from the Bastion to the Material Plane to enter 
  mortal flesh.
  The Bastion is made of solidified positive energy—
  unbreakable, impenetrable to magical entry, and 
  unresponsive to magical methods to learn about the 
  interior.
  Creatures inside it cannot summon aid with calling or 
  summoning spells.
  Inside the Bastion, the visual brilliance of the Positive 
  Energy Plane is absent and gravity becomes objective 
  (rather than subjective), but it otherwise conforms to the 
  traits of the Positive Energy Plane.
  
  835
  Inside the Bastion of Souls, crystalline trees sprout 
  preincarnate souls, which appear like brilliant points of 
  light.
  When “ripe,” a soul falls from the tree in a flash of brighter 
  light and the preincarnate soul flies off, soon to incarnate 
  somewhere in the multiverse.
  If picked before it is ripe, the preincarnate soul withers and 
  dies within 10 rounds, dooming a creature somewhere in 
  the multiverse to a soulless birth.
  At the center of the Bastion is the Node, where soulstuff 
  coalesces from the very fabric of the Positive Energy Plane.
  From the Node, it is drawn to nurture the crystal trees 
  where the souls grow, but soul energy also flows from the 
  Node directly to the Material Plane in the form of 
  incarnum.
  Location: The Positive Energy Plane.
  Initial Encounters: Roll on the Bastion of Souls encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  Subsequent Encounters: Once the characters clear out the 
  Bastion, on subsequent visits the chance of an encounter is 
  only 60%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain 1 point of essentia.
  (See the Planar Touchstone sidebar, which describes the 
  feat needed to gain abilities from planar touchstones).
  Recharge Condition: Immerse yourself in the flowing 
  stream of soul-stuff.
  Higher-Order Ability: When you activate this ability, you 
  can bind one additional soulmeld or magic item to one of 
  your available chakras, exceeding your normal limit of 
  simultaneous chakra binds.
  This chakra bind lasts for 1 day.
  Higher-Order Uses: 1.
  PLANAR HANDBOOK (3.5)
  ARTHENMYR’S WRATH (EL 6)
  Niflheim, the second gloom of Hades, is a place covered in 
  thick, obscuring mists.
  Somewhere in this bleak landscape is a small dell where the 
  fog takes on a yellowish tinge and the air is filled with a 
  sulfurous stench.
  Anyone who enters takes 1d6 points of acid damage every 
  round they stand in the poisoned fog.
  The dell is known as Arthenmyr’s Wrath, and at its center 
  stands a bone-white chapel dedicated to a nameless god.
  Arthenmyr is a barbazu sorcerer who has seen every 
  companion he has ever known die in the Blood War.
  He decided that rather than perpetuating the pointless 
  battle, he would seek to end it in a most fitting manner.
  At the heart of the chapel is a magic fountain filled with 
  acid that continually roils and sends up clouds of poisonous 
  gas that mix with the fog and make the dell unlivable.
  
  836
  If Arthenmyr has his way, he will someday discover a way 
  to spread the effect to all of Niflheim and, eventually, the 
  entirety of Hades.
  Location: Niflheim, the second gloom (layer) of Hades.
  Initial Encounters: Roll on the Arthenmyr’s Wrath 
  encounter table when the characters visit the site for the 
  first time, or for the first time in over a year.
  Subsequent Encounters: Once the characters clear out the 
  area, on subsequent visits the chance of an encounter is 
  only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Once Arthenmyr has been defeated, reroll any result of 81–
  100.
  Base Ability: You gain resistance to acid 5.
  Recharge Condition: Place your bare hand into the 
  fountain at the center of Arthenmyr’s Wrath.
  Doing this causes 3d6+1 points of acid damage.
  Higher-Order Ability: Once per day, you may cast rusting 
  grasp as though you were a 10th-level druid.
  Higher-Order Uses: 4.
  €Arthenmyr: Bearded devil sorcerer 6; CR 8; Medium 
  outsider (baatezu, evil, extraplanar, lawful); HD 6d6+24 plus 
  6d4+24; hp 84; Init +5; Spd 40 ft.; AC 18, touch 11, flat-
  footed 17; Base Atk +9; Grp +11; Atk +13 melee (1d10+4/×3 
  plus infernal wound, +1 glaive) or +11 melee (1d6+2, claw); 
  Full Atk +13/+8 melee (1d10+4/×3 plus infernal wound, +1 
  glaive) or +11 melee (1d6+2, 2 claws); SA infernal wound, 
  beard, battle frenzy, summon baatezu; SQ damage reduction 
  5/silver or good, darkvision 60 ft., immunity to fire and 
  poison, resistance to acid 10 and cold 10, see in darkness, 
  spell resistance 17, telepathy 100 ft.; AL LE; SV Fort +13, 
  Ref +10, Will +14; Str 15, Dex 13, Con 19, Int 8, Wis 14, Cha 
  16.
  Skills and Feats: Climb +11, Concentration +7, Diplomacy +2, 
  Hide +11, Listen +9, Move Silently +9, Sense Motive +9, 
  Spellcraft +2, Spot +9; Combat Casting, Improved Initiative, 
  Power Attack, Weapon Focus (glaive).
  Spell-Like Abilities: At will—greater teleport (self plus 50 
  pounds of objects).
  Caster level 12th.
  Infernal Wound (Su): Arthenmyr’s glaive deals a persistent 
  wound that deals an additional 2 points of damage per 
  round until stopped by a DC 17 Heal check, a cure spell, or a 
  heal spell.
  Cure and heal spells work only if the caster makes a DC 17 
  caster level check.
  Beard (Ex): If Arthenmyr hits with both claws, he 
  automatically hits with his beard for 1d8+3 points of 
  damage and delivers the disease of devil chills (Fort DC 17 
  to avoid infection, incubation 1d4 days, damage 1d4 
  Strength).
  Battle Frenzy (Ex): Twice per day, Arthenmyr can start a 
  battle frenzy that gives him +4 Strength, +4 Constitution, 
  +2 morale bonus on Will saves, and –2 to AC for 6 rounds.
  Summon Baatezu (Sp): Once per day, Arthenmyr can 
  summon 2d10 lemures (50% chance) or another bearded 
  devil (35% chance).
  Sorcerer Spells Known (6/7/6/4):
  0—dancing lights, detect poison, detect magic, mage hand,
  message, open/close, read magic; 1st—identify, mage armor,
  obscuring mist, shield; 2nd—cat’s grace, Melf’s acid arrow; 3rd—
  displacement.
  Possessions: Cloak of resistance +2, +1 glaive.
  ASHARDALON’S TONGUE (EL 13)
  Khalas, the first layer of the bleak eternity of Gehenna, has 
  hundreds, perhaps thousands, of lava flows pouring 
  constantly across its sloped face.
  The largest and most destructive of these is known as 
  Ashardalon’s Tongue.
  Named after an ancient red dragon that terrorized several 
  planes of existence, Ashardalon’s Tongue is aptly named.
  It is wide and deep where it bursts from the ground high 
  up on the mountain, but it tapers to a forked point lower 
  down on the slopes where it cools.
  Additionally, the bottom end is in more or less constant 
  motion-like a geologically slow snake’s tongue flicking here 
  and there.
  The tip of Ashardalon’s Tongue only moves about 300 feet a 
  day, but it travels over a range of about 8 miles, and there is 
  no way to accurately predict where it will go next.
  Location: Khalas, the first layer of Gehenna.
  Initial Encounters: Roll on the Ashardalon’s Tongue 
  encounter table when the characters visit the site for the 
  first time, or for the first time in over a year.
  
  837
  Subsequent Encounters: Once the characters clear out the 
  area, on subsequent visits the chance of an encounter is 
  only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +1 bonus on unarmed melee attack 
  rolls.
  Recharge Condition: Plunge your bare fists into 
  Ashardalon’s Tongue.
  Doing this deals 5d6 points of fire damage (no save).
  Higher-Order Ability: Once per day, for a number of 
  rounds equal to your character level, all unarmed melee 
  attacks you make become flaming attacks.
  Your unarmed melee attack deals an extra 1d6 points of fire 
  damage on a successful hit.
  Higher-Order Uses: 4.
  ASTRAL SOJOURNER (EL 8)
  Once a mighty githyanki astral galleon, the Astral Sojourner 
  is now, effectively, a ghost ship.
  Lost during a particularly violent psychic storm, the ship’s 
  captain is said to have promised a powerful demon that he 
  would give anything, if only his ship could reach home 
  once again.
  The truth behind this story is unknown, for the Sojourner, 
  when it appears, is always seen in the midst of a violent 
  psychic storm, and the crew is long since gone.
  Those who can steer the Astral Sojourner back out of the 
  psychic storm are able to reap great rewards.
  Location: A psychic storm on the Astral Plane.
  Initial Encounters: When first encountered, the Astral 
  Sojourner is always in the midst of a psychic storm; the 
  characters can reach the lost ship only by braving the 
  dangers of the storm.
  Roll once on the tables below for the characters’ group and 
  once for each individual.
  Subsequent Encounters: Once the characters have steered 
  the Astral Sojourner clear of the psychic storm, there is a 20% 
  chance that the Sojourner will find its way back into another 
  psychic storm.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You treat all destinations on the Astral Plane 
  as being one step more familiar than they normally are.
  Areas you have studied carefully become “very familiar” to 
  you, areas you have seen casually are considered to have 
  been “studied carefully,” and so on.
  (The best result you can get, however, is “very familiar”).
  Recharge Condition: Pilot the Astral Sojourner safely out of 
  the psychic storm.
  This requires a DC 25 Profession (sailor) check and can be 
  attempted once per hour.
  If the check fails, the character can try again in 1 hour.
  For each hour, roll once on the Mental Effects table, above, 
  for each person aboard the ship.
  Higher-Order Ability: Once per day, you can summon a 
  small contingent of githyanki—the Sojourner’s original 
  crew—to aid you, either in battle or in handling a ship.
  The crew, consisting of one 5th-level githyanki fighter, two 
  3rd-level githyanki fighters, and ten 1st-level githyanki 
  warriors, remain until the battle is over or the character’s 
  ship is out of danger, then vanish.
  
  838
  They each have maximum ranks in Profession (sailor)—4 
  ranks for the captain, 3 ranks for the two mates, and 2 ranks 
  for the crew (it’s a cross-class skill for these classes)—and 
  either perform any task that needs doing on a ship or aid a 
  character already performing the task.
  Though they understand the characters’ language, no 
  matter what tongue the characters speak, the githyanki do 
  not speak themselves.
  Higher-Order Uses: 2.
  BLAZING FORGE (EL 7)
  In the deep caverns of Nidavellir, dwarves, gnomes, and 
  drow contest ownership of a magic forge capable of 
  creating anything—weapons, armor, food, drink, even 
  living beings—out of iron, copper, and brass.
  Naturally, a forge with such awesome abilities is highly 
  sought after, but because it cannot be removed from its 
  current location without losing all of its magical abilities, 
  the forge has become the focal point for countless 
  underground battles between those who would make use of 
  its power.
  Location: Nidavellir, the third layer of the Heroic Domains 
  of Ysgard.
  Initial Encounters: Roll on the Blazing Forge encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  None of the beings encountered are particularly happy to 
  see armed intruders arriving to take up their valuable time 
  with the forge, but the dwarves and the gnomes are at least 
  willing to negotiate, rather than rush right into battle.
  Subsequent Encounters: The Blazing Forge never sits 
  unattended for long.
  No matter whether the characters negotiated or fought to 
  gain access to it, the forge is in someone else’s hands every 
  time the characters return.
  Roll on the encounter table again.
  Base Ability: You gain a +2 bonus on Craft checks involving 
  metals, and your cost for creating masterwork items is 
  halved.
  Recharge Condition: Either provide 100 pounds of pig iron 
  (costing about 20 gp) for the forge, or operate the bellows 
  for one hour, taking 1d6 points of fire damage each minute.
  Higher-Order Ability: Once per day, you can fix anything 
  made of metal in a single round, as if a make whole spell 
  were cast.
  You accomplish this amazing task with a DC 20 Craft 
  (blacksmithing) check; if the check fails, you lose one use 
  of this ability, but the item is not destroyed.
  Higher-Order Uses: 6.
  BLEAK TOWER (EL 13)
  Ages ago, a powerful lich created a swampy demiplane in 
  which to build her stronghold—a single obsidian structure 
  known as the Bleak Tower.
  Although the bog seemed to surround the tower for miles 
  in every direction, the plane was really only 1 mile in 
  diameter.
  The lich made the plane self-contained so that no one who 
  entered could move very far from her clutches.
  For centuries the lich remained in her tower, researching 
  new and innovative ways to turn dead flesh into undead 
  servants.
  Whenever she needed new subjects for her experiments, 
  she opened a portal from her demiplane to some other 
  place in the multiverse.
  The creatures pulled into the swampy plane through such 
  portals were never seen again—at least not in any 
  recognizable form.
  No one knows what happened to the lich, but she has not 
  been seen or heard from in millennia.
  The demiplane’s boundaries have grown so weak that it 
  periodically breaches them, spilling into swampy regions of 
  other planes.
  When such a tear occurs, the Bleak Tower beckons to all 
  the undead in the region, augmenting its own forces.
  Location: A nameless demiplane.
  Initial Encounters: Roll on the Bleak Tower Encounter 
  Table below when the characters visit the site for the first 
  time, or for the first time in more than a year.
  Subsequent Encounters: Once the characters clear out the 
  area, the chance of an encounter is only 25% on each 
  subsequent visit.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +1 bonus on all Fortitude saving 
  throws.
  Recharge Condition: Walk across the demiplane, 
  beginning at the entrance to the Bleak Tower and walking 
  away in a straight line until you arrive at the entrance again.
  Traversing the demiplane in this manner is possible 
  because it is self-contained.
  While walking, you have a 50% chance of having an 
  encounter, in addition to any encounters that may occur as 
  a result of your arrival on the demiplane.
  Higher-Order Ability: Once per day, you may use inflict 
  serious wounds (caster level 10th) as a spell-like ability.
  
  839
  Higher-Order Uses: 5.
  €Balor Skeleton: CR 8; Large undead; HD 20d12; hp 130; 
  Init +12; Spd 40 ft.; AC 19, touch 17, flat-footed 11; Base Atk 
  +10; Grp +26; Atk +21 melee (1d10+12, slam) or +21 melee 
  (1d6+12, claw) or +14 melee (1d8+13/19–20, +1 vorpal 
  longsword); Full Atk +21 melee (1d10+12, 2 slams) or +21 
  melee (1d6+12, 2 claws) or +14/+9 melee (1d8+13/19–20, +1 
  vorpal longsword) and +22 melee (1d2+1 plus 1d6 fire, +1 
  flaming whip); Space/Reach 10 ft./10 ft.; SQ damage 
  reduction 5/bludgeoning, darkvision 60 ft., immunity to 
  cold, undead traits; AL NE; SV Fort +6, Ref +14, Will +12; 
  Str 35, Dex 27, Con —, Int —, Wis 10, Cha 1.
  Skills and Feats: Hide +4, Jump +16, Listen +8, Spot +8; 
  Improved Initiative(B).
  Undead Traits: A balor skeleton is immune to mind-
  affecting effects, poison, sleep effects, paralysis, stunning, 
  disease, death effects, and any effect that requires a 
  Fortitude save unless it also works on objects or is harmless.
  It is not subject to critical hits, nonlethal damage, ability 
  damage to its physical ability scores, ability drain, energy 
  drain, fatigue, exhaustion, or death from massive damage.
  It cannot be raised, and resurrection works only if it is 
  willing.
  Possessions: None.
  BLINDING TOWER (EL 7)
  The rumors of a “shining citadel” of color and light, located 
  at the very heart of the Plane of Shadow, may be fueled by 
  the Blinding Tower—a mysterious edifice from which 
  emerges a blinding light.
  This light sweeps out for hundreds of feet, slowly circling.
  Shadow creatures caught in the light suffer excruciating 
  pain, but the light moves slowly enough that some are able 
  to scurry past and assault the tower, seeking a way to 
  extinguish the beam.
  Location: The Plane of Shadow.
  Initial Encounters: Roll on the Blinding Tower encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  All of the beings encountered attack intruders.
  Subsequent Encounters: Once the characters rid the area of 
  creatures, on subsequent visits the chance of an encounter 
  is only 50%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain darkvision out to 60 feet, or your 
  existing darkvision distance increases by 30 feet.
  Recharge Condition: Look directly into the light from the 
  Blinding Tower (DC 20 Fort save or be blinded for 1d4 
  hours).
  Higher-Order Ability: Once per day, you can shine a light 
  from your eyes that heals damage as a cure moderate wounds 
  spell (2d8 +1 point per character level, maximum +10), with 
  the usual effects against undead creatures.
  Using this ability against an unwilling target requires a 
  successful ranged touch attack.
  Higher-Order Uses: 6.
  BREACHING OBELISK (EL 11)
  In one of the many nameless demiplanes, there stands a 
  single squat metallic obelisk carved with many faded runes 
  whose meanings are obscure, or perhaps without meaning.
  The four-sided obelisk (60 feet by 60 feet by 97 feet high) is 
  forged of astral driftmetal (see Chapter 4: Equipment and 
  Magic Items).
  In addition to serving as a planar touchstone, the Breaching 
  Obelisk and its environs commonly breach on extraplanar 
  and Material Plane locations (see Planar Breaching in this 
  chapter), according to a complicated schedule.
  The demiplane that contains the Breaching Obelisk is only 
  about 1,000 feet in radius.
  It has all the traits of the Material Plane, plus one additional 
  trait that usually leaks into the destination plane when 
  breaching occurs: wild magic.
  The breaching schedule is somehow controlled by the 
  obelisk itself.
  The DM may determine his own schedule, or use this: The 
  obelisk visits one location on each of the planes of the 
  DUNGEONS & DRAGONS cosmology, one every other 
  day, for a breach duration of 1 day each.
  Those who succeed on a DC 40 Knowledge (the planes) 
  check can choose the destination plane and intraplanar 
  location if allowed 8 hours of uninterrupted concentration 
  while maintaining physical contact with the obelisk prior 
  to a breach.
  Location: A demiplane.
  Initial Encounters: Roll twice on the Breaching Obelisk 
  encounter table when the characters visit the site for the 
  first time.
  Because the Breaching Obelisk serves as such a handy way 
  to travel, a wide variety of creatures can be found, 
  sometimes existing in harmony, other times at each other’s 
  necks, according to their natures.
  Subsequent Encounters: The Breaching Obelisk is always 
  collecting new hopeful travelers or those who stumble 
  upon it.
  Roll twice each time the characters visit the obelisk if more 
  than two days have passed since their last visit.
  Base Ability: You gain a +3 competence bonus on 
  Knowledge (the planes) checks.
  
  840
  Recharge Condition: Maintain continuous physical contact 
  with the obelisk for at least 8 hours.
  Higher-Order Ability: Once per day, you can instantly 
  enter another time frame, speeding up so greatly that all 
  other creatures seem frozen, though they are actually still 
  moving at their normal speeds.
  You are free to act for 1 round of apparent time.
  Normal and magical fire, cold, acid, and the like can still 
  harm you.
  While you are accelerated, other creatures are invulnerable 
  to your attacks and spells; you cannot target such creatures 
  with any attack or spell.
  A spell that affects an area and has a duration that is longer 
  than the remaining duration of your temporal acceleration 
  has its normal effects on other creatures once the power 
  ends.
  You cannot move or harm items held, carried, or worn by a 
  creature stuck in the standard time frame, but you can 
  affect any item that is not in another creature’s possession.
  While accelerated, you are undetectable and cannot enter 
  an area of dead magic.
  When the acceleration lapses, you are disoriented on your 
  return to the standard time frame.
  You take a –4 penalty on all attack rolls, saving throws, and 
  skill checks for 2 rounds.
  Higher-Order Uses: 2.
  BREATH OF THREPHOCRIS (EL 8)
  In the secret hollows of the petrified body of a dead god 
  lost on the Astral Plane, sparks of power yet remain.
  The forgotten deity Threphocris contains many such 
  hollows, though not all connect to one another.
  One long tunnel holds a forest of crystal stalagmites and 
  stalactites strung with pearly ectoplasm.
  A wind comes from nowhere and seemingly goes nowhere, 
  but it cools the long tunnel as if a breeze on an otherwise 
  too-warm summer day.
  (All the hollows within Threphocris appear to be naturally 
  formed caverns of gray stone covered with a thin crystalline 
  lattice, like a geode.
  Pale, wispy-white ectoplasm drifts through the caverns, 
  ephemeral and essentially harmless.
  The floating milky strands and gossamer draperies lend the 
  caves an otherworldly quality.
  The ectoplasm is sensitive to psionic energy and is naturally 
  pushed out of any square occupied by any creature that 
  manifests a psionic power or has innate psionic spell-like 
  abilities).
  Location: The petrified body of Threphocris, which drifts 
  through the Astral Plane.
  Initial Encounters: Roll on the Threphocris encounter table 
  when the characters visit the site for the first time, or for 
  the first time in over a year.
  Subsequent Encounters: Once the characters clear the site, 
  on subsequent visits the chance of an encounter is only 
  30%.
  If the PCs fail to visit the location for more than six 
  months, they must roll for encounters as if they had never 
  visited the site.
  Base Ability: You gain a +1 insight bonus on Wisdom-based 
  skill checks.
  Recharge Condition: Stay within the tunnel hollow for at 
  least 1 hour, breathing in the lost breath of Threphocris.
  Higher-Order Ability: Once per day, you can breathe forth 
  a cone of air that is charged with positive energy.
  The cone can be as short as 10 feet or as long as 60 feet.
  This cures 1d8+9 points of damage to all creatures in the 
  cone or deals the same to undead, though they may attempt 
  a Will save (DC 15 + your Wis modifier) for half damage.
  Higher-Order Uses: 3.
  €Githyanki Mageknife: Githyanki wizard 5/fighter 6; CR 
  13; Medium humanoid (extraplanar); HD 6d10+6 plus 
  5d4+5; hp 61; Init +1; Speed 40 ft.(base 30 ft.); AC 24 (+1 
  Dex, +5 +2 studded leather, +4 shield spell, +4 mage armor 
  spell), touch 16, flat-footed 23; Base Atk +8; Grp +8; Atk +13 
  melee (2d6+5/17–20, +2 keen greatsword); Full Atk +13/+8 
  melee (2d6+5/17–20, +2 keen greatsword); Space/reach 5 ft./5 
  ft.; SA psionics, spells; SQ darkvision 60 ft., psionics, SR 16; 
  AL LE; SV Fort +8, Ref +7, Will +7; Str 15, Dex 12, Con 12, 
  Int 16, Wis 10, Cha 8.
  Skills and Feats: Concentration +8, Craft (weaponsmithing) 
  +8, Jump +11, Knowledge (arcana) +9, Knowledge (the 
  planes) +9, Listen +6, Ride +8, Spellcraft +13, Spot +6; 
  Alertness, Brew Potion, Craft Magic Arms and Armor, 
  Combat Expertise, Improved Trip, Mounted Combat, 
  Lightning Reflexes, Quick Draw, Scribe Scroll, Weapon 
  Focus (greatsword).
  Psionics (Sp): At will—clairaudience/clairvoyance, daze (DC 9), 
  mage hand; 3/day—blur, dimension door, telekinesis (DC 14); 
  1/day—plane shift (DC 16).
  Caster level 11th; save DC 9 + spell level.
  Wizard Spells Prepared (4/4/3/2; arcane spell failure 15%):
  0—detect magic, open/close, read magic, resistance; 1st—magic 
  missile (2), mage armor, shield; 2nd—invisibility, resist energy,
  see invisibility; 3rd—fireball (DC 16), slow (DC 16).
  Possessions: +2 studded leather armor, +2 keen greatsword, cloak of 
  resistance +1, boots of striding and springing, pearl of power (1st).
  BURNING RIFT (EL 5)
  The Burning Rift is situated upon a solidified plain of free-
  floating magma on the Elemental Plane of Fire, some 200 
  feet above the infinite expanse of fire and ash below.
  The floating plain is bisected, forming a great rift from 
  which wells up a great river of fire called the Rift River.
  The Rift River flows out along the rift and into empty 
  space, creating a magnificent cascade of fire.
  The “headwaters” of the Rift River are a magnet to native 
  creatures.
  Location: The Elemental Plane of Fire.
  Initial Encounters: Roll on the Burning Rift encounter 
  table when the characters visit the location for the first 
  time, or for the first time in over a year.
  The elementals are randomly drawn to the site, while the 
  magmin and salamanders have attempted to make a home 
  there.
  
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  Subsequent Encounters: Once the characters clear out the 
  Burning Rift, it is theirs.
  However, if they fail to visit the location for more than a 
  year, they must roll for encounters as if they had never 
  visited the site.
  Base Ability: You gain a +4 bonus on saving throws against 
  fire effects.
  Recharge Condition: Drink from the “headwaters” of the 
  Rift River (which inflicts 5d6 points of fire damage, no 
  save).
  Higher-Order Ability: Once per day, you can create a fireball 
  (as the spell), dealing 1d6 points of fire damage per 
  character level (maximum 10d6).
  Caster level is equal to your character level.
  Save DC 13 + Charisma bonus.
  Higher-Order Uses: 5.
  €Magmin Firehand: Magmin monk 3; CR 6; Small 
  elemental (extraplanar, fire); HD 2d8+2 plus 3d8+3; hp 30; 
  Init +0; Speed 40 ft.; AC 18 (+1 size, +6 natural, +1 Wisdom), 
  touch 12, flat-footed 18; Base Atk +3; Grp +1; Atk +6 melee 
  touch (1d8 fire plus combustion, burning touch) or +7 
  melee (1d4+3 plus combustion, slam); Full Atk +6 melee 
  touch (1d8 fire plus combustion, melee touch) or +7 melee 
  (1d4+3 plus combustion, slam) or +5/+5 melee (1d4+3 plus 
  combustion, flurry of blows); Space/reach 5 ft./5 ft.; SA 
  combustion, fiery aura, flurry of blows, evasion, still mind; 
  SQ damage reduction 5/magic, darkvision 60 ft., elemental 
  traits, immunity to fire, melt weapons, vulnerability to cold; 
  AL CN; SV Fort +6, Ref +6, Will +4; Str 15, Dex 11, Con 13, 
  Int 8, Wis 12, Cha 10.
  Skills and Feats: Climb +4, Spot +4; Combat Reflexes, Great 
  Fortitude, Stunning Fist, Weapon Focus (unarmed 
  attack/slam), Planar Touchstone.
  Combustion (Ex): Anyone a magmin touches must succeed 
  on a DC 12 Reflex save or take an extra 1d8 points of fire 
  damage as clothes ignite or armor becomes searing hot.
  The damage continues for another 1d4+2 rounds after the 
  magmin’s last successful attack.
  Magmins can also ignite flammable materials with a touch.
  The save DC is Constitution-based.
  Fiery Aura (Ex): Anyone within 30 feet of a magmin must 
  succeed on a DC 12 Fortitude save or take 1d6 points of fire 
  damage per round from the intense heat.
  The save DC is Constitution-based.
  Melt Weapons (Ex): Any metal weapon that strikes a magmin 
  must succeed on a DC 12 Fortitude save or melt away into 
  slag.
  The save DC is Constitution-based.
  Evasion (Ex): If exposed to any effect that normally allows 
  an attempted Reflex saving throw for half damage, a 
  magmin takes no damage with a successful saving throw.
  Still Mind (Ex): +2 bonus on saving throws against 
  enchantment spells and effects.
  Burning Rift (Su): Can throw one 6d6 fireball-like burst 1/day 
  (see above).
  Three charges remaining.
  CATALOGUES OF ENLIGHTENMENT 
  (EL 8)
  Resting on its own separate cog on the Clockwork Nirvana 
  of Mechanus, the Fortress of Disciplined Enlightenment is 
  teeming with clerks, functionaries, legal aides, translators, 
  mathematicians, philosophers, and bureaucrats who have 
  made it their goal to learn each and every law of the 
  cosmos.
  Their stronghold contains seemingly endless stacks of 
  books and tomes, manuals and librams, each discussing or 
  explaining some facet of natural or universal law—in effect, 
  the source code of the multiverse.
  Once they have collated all of these laws, these mortal 
  researchers believe, they will hold the very same power of 
  the deities who originally created the multiverse.
  Location: The Fortress of Disciplined Enlightenment on 
  the Clockwork Nirvana of Mechanus.
  Initial Encounters: Roll on the Catalogues of 
  Enlightenment encounter table when the characters visit 
  the site for the first time, or for the first time in over a year.
  The functionaries of the fortress do not mind allowing 
  seekers of knowledge access to the libraries, but they are 
  adamant that only the most learned and wise should gain 
  access to the fortress’s greatest secrets, such as the higher-
  order abilities granted by the Catalogues.
  Thus, whoever seeks access must debate the nature of the 
  multiverse with a philosopher.
  If the supplicant can defeat the philosopher in an opposed 
  Knowledge check (see below for the subject), the character 
  can gain access.
  
  842
  The philosopher, an 8th-level expert, has a total skill 
  modifier of +18 in the indicated Knowledge field.
  Subsequent Encounters: Once admitted to the Catalogues, 
  a character need not debate a philosopher again unless a 
  year has passed between visits.
  The debate at that point is largely a question of new 
  procedures, rather than any particular doubt as to the 
  character’s knowledge.
  A character who loses the debate is shown outside, along 
  with his companions, and not allowed to return for six 
  months.
  Base Ability: Choose a cleric domain; you gain the granted 
  power of that domain.
  Recharge Condition: A character who desires to recharge 
  his planar touchstone higher-order ability at the Catalogues 
  of Enlightenment has three options:
  • Add to the body of knowledge in the Catalogue by 
  spending 1d4 weeks writing a detailed account of her 
  activities since her last visit.
  • Spend 1d4 weeks indexing books in the Catalogue.
  • Track down an error in the Catalogue.
  Once per day, make a DC 25 Intelligence check to uncover 
  a translation error, misplaced decimal, mathematical 
  anomaly, or so forth.
  You may take 20 on this check (requiring 20 days).
  Higher-Order Ability: Once per day, you may cast a spell 
  from the cleric domain you have chosen, as though you had 
  prepared the spell normally.
  You must be of sufficient character level to cast the spell 
  and have a Wisdom equal to 10 + the spell’s level.
  Higher-Order Uses: 3.
  CAVERN OF THE SELF (EL 10)
  In the stygian depths of Pandemonium is a cavern where 
  the plane’s eternal winds have eroded the walls to the point 
  that they are as smooth as glass.
  In fact, every surface in the cave reflects light like a mirror.
  However, the chaotic nature of the plane makes this more 
  than a place for mere vanity.
  When a creature enters the Cavern of the Self, he sees 
  himself reflected hundreds, perhaps thousands, of times.
  (Part of the magic of the cave is that no matter how many 
  creatures are in the cave simultaneously, each one sees only 
  reflections of himself).
  Each reflection, though, is slightly different.
  Each one shows the viewer at a different stage in his life or 
  in the grips of a different emotion, and no two reflections 
  are identical.
  Somewhere in the jumble is a reflection of how the 
  creature is at that moment in time.
  It is said that if one can find and concentrate on the true 
  reflection, he will gain a great insight into himself and his 
  relationships with all other creatures.
  As in a carnival’s hall of mirrors, all the reflections make it 
  difficult to move around in the Cavern of the Self.
  Anyone within the cave takes a –4 penalty on all attack 
  rolls, Reflex saving throws, and Dexterity-based skill 
  checks.
  Creatures that do not rely on eyesight, or those with the 
  blindsense special quality, have immunity to this effect.
  Likewise, a character may choose to close his eyes while in 
  the cave, taking all the penalties associated with that action.
  Location: Pandesmos, the first layer of Pandemonium.
  Initial Encounters: Roll on the Cavern of the Self 
  encounter table when the characters visit the site for the 
  first time, or for the first time in over a year.
  Subsequent Encounters: Once the characters clear out the 
  area, on subsequent visits the chance of an encounter is 
  only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +1 bonus on all Bluff checks.
  Recharge Condition: Stand in the Cavern of the Self and 
  locate the reflection of your current self.
  This requires a successful DC 20 Will saving throw.
  Each attempt takes a number of minutes equal to 20 minus 
  your total Will saving throw score (minimum 1).
  Higher-Order Ability: Once per day, you may cast charm 
  monster as if you were a 10th-level wizard.
  Higher-Order Uses: 4.
  CUSP OF THE TRYST (EL 14)
  The 148th layer of the Abyss is a rocky, wind-blasted plain 
  named Torrent.
  Dark blue and green clouds roil endlessly through the sky, 
  and bolts of lightning strike the ground incessantly.
  Only creatures made of lightning—or those with 
  immunity to its effects—can live in this dismal place.
  Any creature standing on the surface of Torrent will 
  eventually be struck by lightning.
  The inhabitants consider such an event joyous—a sensual 
  joining between the sky and the earth via the body of a 
  fortunate intermediary.
  Most visitors, however, have no such romantic notions 
  about several million volts of electricity coursing through 
  their bodies.
  The tallest point on Torrent is a relatively small mountain 
  that the locals call the Cusp of the Tryst because it is struck 
  by lightning more frequently than any other spot.
  Many of Torrent’s inhabitants consider it a sacred place, 
  and those who travel to it can enjoy the kiss of the 
  lightning more than ten times per hour.
  Location: Torrent, the 148th layer of the Abyss.
  
  843
  Initial Encounters: Roll on the Cusp of the Tryst Encounter 
  Table below when the characters visit the site for the first 
  time, or for the first time in more than a year.
  In addition, every 10 minutes that a group of characters 
  remains above ground on Torrent, one of them may (25% 
  chance) be struck by a natural lightning bolt.
  This chance increases to 50% every 5 minutes for characters 
  standing atop the Cusp of the Tryst.
  Each of Torrent’s lightning bolts deals 5d6 points of 
  electricity damage (Reflex DC 15 half).
  Subsequent Encounters: Once the characters clear out the 
  area, the chance of an encounter is only 20% on each 
  subsequent visit.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  The chance of a lightning strike does not change.
  Base Ability: You gain electricity resistance 5.
  Recharge Condition: Climb to the top of the Cusp of the 
  Tryst and stand there until lightning strikes you.
  The lightning deals 5d6 points of electricity damage (no 
  save).
  Higher-Order Ability: Once per day as a full-round action, 
  you can create an effect similar to that of the lightning bolt 
  spell, except that it deals 1d6 points of electricity damage 
  for every two character levels you have achieved (maximum 
  10d6, Reflex DC 3 + your character level).
  Higher-Order Uses: 5.
  DEEPING POOL (EL 11)
  The Deeping Pool is actually a small lake, perhaps a quarter 
  mile wide and several miles long.
  It lies hidden within a broadleaf forest on Krigala, the 
  realm of eternal day.
  Though the sun shines perpetually overhead, the forest’s 
  thick canopy casts the whole area in a green twilight 
  gloom—except for the exact center of the lake, where 
  shafts of golden light stream down and make the waters 
  sparkle like a field of precious diamonds.
  The pool’s depth has never been precisely determined, 
  perhaps because its verdant surroundings are so lovely that 
  no one has ever bothered to do so, or perhaps because it is 
  bottomless indeed.
  The Deeping Pool is the only sizable body water for 
  hundreds of miles in any direction.
  Thus, for inexperienced travelers, the forest surrounding 
  the pool is effectively a cool, green desert.
  At any given hour, dozens or even hundreds of animals 
  visit the pool to slake their thirst.
  Most of these visitors are harmless enough, but some come 
  here for more than a cool drink.
  Location: The first layer of the Beastlands.
  Initial Encounters: Roll on the Deeping Pool Encounter 
  Table below whenever the characters visit the site for the 
  first time, or for the first time in more than a year.
  Subsequent Encounters: The Deeping Pool serves as a 
  watering hole for all manner of wildlife.
  PCs who make an effort to clear the area of monsters find it 
  just as busy each time they visit.
  If they make a concerted effort to clear out the bigger 
  predators in the area, however, treat an encounter with dire 
  animals or giant crocodiles as no encounter during 
  subsequent visits.
  If the characters don’t visit for a year or more, go back to 
  using the regular encounter table.
  Base Ability: You gain a +2 bonus on all Handle Animal 
  checks and on Survival checks made to forage for food and 
  water.
  Recharge Condition: Share a drink from the pool with an 
  animal.
  To do so, you must be adjacent to an animal, and the two of 
  you must drink from the pool at the same time.
  For the purpose of recharging the pool’s higher-order 
  ability, an “animal” is any creature with the animal type or 
  the augmented animal subtype.
  Characters with animal companions should find meeting 
  this condition fairly simple, but others must calm or 
  control the animal in some fashion.
  Higher-Order Ability: Once per day, you can assume one of 
  the following animal traits for 1 minute per character level.
  The duration of the ability need not be consecutive minutes 
  or rounds, and starting or suspending the effect is a 
  standard action for you.
  Choose from the following traits each time you use the 
  ability.
  • Gain the low-light vision special quality.
  • Gain the scent special quality.
  • Increase your current natural armor bonus by +2.
  • Gain a climb speed equal to the base land speed for your 
  race (maximum 30 feet).
  Higher-Order Uses: 3.
  DENSAHL’S CHALLENGE (EL 13)
  Every day on the Plain of Ida, warriors and champions test 
  themselves and their prowess in contests of skill and 
  martial cunning.
  Valiant heroes from across the multiverse engage in games 
  of strategy, speed, and raw strength.
  The most famous of the latter is known as Densahl’s 
  Challenge.
  At first, Densahl’s Challenge seems like nothing more than 
  a rocky tor sticking out from the grassy field.
  It stands about 20 feet tall and is made of a rose-colored 
  stone very similar to granite.
  Long ago, a mighty dwarf warrior named Densahl (who had 
  just won an ale-quaffing competition) stumbled into the tor 
  and took exception to it being in his way.
  
  844
  He climbed to the top of the rock and announced that he 
  would break it to a thousand pieces so that it never 
  bothered anyone again.
  He only managed one swing of his hammer before passing 
  out, but that single blow broke off a boulder the size of 
  Densahl’s head and shoulders.
  The crowd was impressed, but many claimed they could do 
  better.
  One by one, they climbed the stone to try, and the tradition 
  continues to this day.
  Densahl’s Challenge is quite simple.
  Contestants carry sledgehammers to the top of the tor, call
  out their names and affiliations, and then swing the 
  hammer with all their might.
  The goal is to break off as large a piece of the rock as 
  possible.
  The record blow was struck by none other than Kord 
  himself—a boulder the size of a workhorse.
  No matter how many warriors break off significant chunks 
  of the stone, though, each day the tor is just as tall as ever.
  Although the warriors who frequent the Plain of Ida can be 
  quite competitive, and many climb the tor time and again 
  to outdo their rivals, Densahl’s Challenge is a friendly 
  competition.
  No matter what the result of an individual swing, the 
  onlookers (a crowd of spectators is always present at 
  Densahl’s Challenge) raise a mighty cheer in the 
  contestant’s honor.
  Location: Ysgard, the top layer of Ysgard.
  Initial Encounters: Roll on the Densahl’s Challenge 
  encounter table when the characters visit the site for the 
  first time, or for the first time in over a year.
  The creatures they meet may well be arrogant or 
  belligerent, but they will not be evil.
  The PCs have a relatively good chance of negotiating these 
  encounters peacefully—or at least without serious injury 
  (contests of strength or martial prowess may take the place 
  of actual battle).
  Subsequent Encounters: Once the characters have 
  established their presence in the area, on subsequent visits 
  the chance of an encounter is only 50%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +1 bonus on melee damage rolls.
  Recharge Condition: Participate in Densahl’s Challenge.
  To gauge your results, make a single melee attack roll using 
  a sledgehammer (treat as a warhammer) with the following 
  results.
  Unless you roll a 1, the blow lands true (rolling a 1 results 
  in the hammer breaking).
  If you threaten a critical hit, roll to confirm the critical hit 
  even though you’re attacking an object.
  The weight of the piece of rock you break off depends on 
  how much damage you deal.
  Higher-Order Ability: Once per day, after rolling a 
  successful melee attack but before rolling the damage, you 
  may add a bonus equal to your character level to the 
  damage dealt by the blow.
  Higher-Order Uses: 3.
  DESTINY POINT (EL 6)
  Along the shore of Celestia’s Glass Tarn, a spit of land sticks 
  out into the water like a finger pointing forward.
  This islet is known as Destiny Point, and it is considered 
  the most auspicious place from which to access the lake’s 
  prophetic powers.
  It is said that merely standing at the water’s edge along 
  Destiny Point is enough to fill a person with a sense of 
  purpose.
  What’s more, some claim that this physically changes a 
  person so that others will see her as one who is favored by 
  fate—a person with an important role to play in the 
  multiverse.
  Whether or not any truth lies in these claims, it is one of 
  the most picturesque spots along the shoreline, and an 
  especially good spot from which to view the constellations.
  Location: Venya, the third layer of Celestia.
  Initial Encounters: Roll on the Destiny Point encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  The cleric will generally be a character similar to the PCs 
  who has come to the Glass Tarn to glean information about 
  his future.
  The lantern archons may be members of the local 
  constabulary, or simply be wandering for their own 
  purposes.
  Subsequent Encounters: Once the characters have 
  established their presence in the area, on subsequent visits 
  the chance of an encounter is only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +1 bonus on Diplomacy checks.
  Recharge Condition: Pick a stone from the shore of the 
  Glass Tarn, and throw it across the water so that it skips at 
  least three times.
  To count how many skips you get per throw, make a 
  Dexterity check.
  The number of skips is based on the check result; the stone 
  skips once for every 5 full points of the result (so a result of 
  0–4 would not skip at all, a result of 5–9 would skip once, a 
  result of 10–14 would skip twice, and so on).
  
  845
  Higher-Order Ability: Once per day as a full-round action, 
  you can urge your companions on to extraordinary levels of 
  capability.
  You may affect a number of allies equal to one-quarter of 
  your character level (round down, minimum 1).
  The subjects receive a +1 morale bonus on attack rolls and 
  weapon damage rolls, and a +2 morale bonus on saving 
  throws against charm and fear effects.
  The bonuses last for a number of rounds equal to your 
  character level.
  This ability will not work on anyone who has immunity to 
  mind-affecting spells and abilities.
  Higher-Order Uses: 5.
  ECHOLOST (EL 9)
  Where no tunnels reach, there can be found the closed 
  cavern of Echolost.
  Vast in size, echoes chase each other across the wide space 
  for eternity.
  Some are so complex that they may be considered creatures 
  in their own right, though they could not exist outside the 
  space of Echolost.
  One side of the cavern in particular, known as the Wall of 
  Echoes, is special.
  It appears as a flat black expanse of dense, rock-like 
  material.
  It absorbs any sound that falls upon it, then once again 
  emits that sound minutes, hours, days, or sometimes many 
  years later.
  Sages sometimes come here just to listen to the wall, 
  hoping to hear whispers of knowledge long lost.
  The other major feature of the cavern, the Earthpool, is a 
  basin of dust so fine that it appears to be liquid, though woe 
  to those who mistake the pale dust for water.
  Location: The Elemental Plane of Earth.
  Initial Encounters: Roll on the Echolost encounter table 
  when the characters visit the site for the first time, or for 
  the first time in over a year.
  If an eartheurge is encountered, it is attempting to establish 
  (or has established) a lair.
  Subsequent Encounters: Once the characters clear the site, 
  on subsequent visits the chance of an encounter is only 
  10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +2 bonus on saving throws you 
  make while in a subterranean environment (or while on 
  the Elemental Plane of Earth).
  Furthermore, you gain a +1 bonus on your Hide, Move 
  Silently, Search, and Spot checks while in a subterranean 
  environment or on the Elemental Plane of Earth.
  Recharge Condition: Chisel a stone from the Wall of 
  Echoes.
  Higher-Order Ability: Once per day for a period of 1 
  minute per character level, you gain the ability to burrow 
  through dirt at a speed of 20 feet and through rock at a 
  speed of 5 feet.
  You cannot charge or run while burrowing.
  You do not leave behind tunnels that other creatures can 
  use because the material you tunnel through fills in behind 
  you, but you can bring one other creature with you ahead of 
  the fill whose size is equal to or smaller than your own.
  Higher-Order Uses: 5.
  €Eartheurge: Earth elemental sorcerer 9; CR 12; Large 
  elemental (earth, extraplanar); HD 4d8+12 plus 9d4+27 plus 
  3; hp 85; Init –1; Speed 20 ft.; AC 24 (–1 Dex, +9 natural, +4 
  mage armor, +2 ring of protection), touch 9, flat-footed 22; Base 
  Atk +7; Grp +7; Atk +7 melee (1d8, slam); Full Atk +7/+2 
  melee (1d8, slam); Space/reach 5 ft./5 ft.; SA earth mastery, 
  push, spells; SQ darkvision 60 ft., earth glide, elemental 
  traits; AL N; SV Fort +10, Ref +5, Will +9; Str 10, Dex 8, Con 
  17, Int 10, Wis 11, Cha 18.
  Skills and Feats: Concentration +9, Listen +7, Search +2, 
  Spellcraft +9, Spot +6; Iron Will, Lightning Reflexes, 
  Toughness, Spell Penetration, Craft Wand.
  Earth Mastery (Ex): An earth elemental gains a +1 bonus on 
  attack and damage rolls if both it and its foe are touching 
  the ground.
  If an opponent is airborne or waterborne, the elemental 
  takes a –4 penalty on attack and damage rolls.
  (These modifiers are not included in the statistics block).
  Push (Ex): An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity.
  The combat modifiers given in Earth Mastery, above, also 
  apply to the elemental’s opposed Strength checks.
  
  846
  Earth Glide (Ex): An earth elemental can glide through 
  stone, dirt, and almost any other sort of earth (except metal) 
  as easily as a fish swims through water.
  Its burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence.
  A move earth spell cast on an area containing a burrowing 
  earth elemental flings the elemental back 30 feet, stunning 
  the creature for 1 round unless it succeeds on a DC 15 
  Fortitude save.
  Sorcerer Spells Known (6/7/7/7/5): 0—dancing lights, daze,
  detect magic, ghost sound, mage hand, ray of frost, read magic,
  resistance; 1st— cause fear (DC 15), mage armor, magic missile,
  obscuring mist, sleep (DC 15); 2nd—blur, flaming sphere (DC 
  16), invisibility, spectral hand; 3rd—dispel magic, lightning bolt 
  (DC 17), vampiric touch; 4th—ice storm, stoneskin.
  Possessions: +2 ring of protection, wand of icestorm (10 charges).
  EMPYREA MERE (EL 4)
  This cold, clear mountain lake overlooks the great City of 
  Tempered Souls, with its healing fountains and curing 
  waters.
  In fact, the city’s healing waters are drawn from the Mere.
  Those looking in the Mere see the truth about 
  themselves—all their strengths, flaws, and weaknesses, it is 
  said—and those who bathe in the water are healed of all 
  curses and spiritual hurts.
  Location: Mertion, the fifth layer of Celestia, near the City 
  of Tempered Souls.
  Initial Encounters: Roll on the Empyrea Mere encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  The creatures encountered are initially suspicious of those
  seeking the Mere, but diplomacy may turn their hostile 
  attitudes to a less aggressive posture.
  Subsequent Encounters: Once the players negotiate a peace 
  (or clear the location), on subsequent visits the chance of an 
  encounter is only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain +3 hit points.
  Recharge Condition: Drink of the Mere from a silver 
  chalice.
  Higher-Order Ability: Once per day, your touch upon the 
  target creature can wipe away one of the following ailments 
  or conditions: ability damage, blinded, confusion, dazed, 
  dazzled, deafened, disease, exhaustion, fatigue, 
  feeblemindedness, insanity, nausea, sickness, stun, poison 
  (ongoing), or hit point damage (up to 90 points).
  Your touch has no effect on undead creatures.
  Higher-Order Uses: 4.
  EYE OF GU’N’RAGH (EL 11)
  The Astral Plane is perhaps the most desolate place in the 
  multiverse, with only a smattering of solid matter, the 
  petrified bodies of dead gods, and the rolling astral winds to 
  disturb the endless silver void.
  The winds, however, sometimes coalesce into a psychic 
  storm that disturbs the eternal silence, making it 
  impossible for anyone to travel across that particular part of 
  astral space.
  These storms usually pass relatively quickly, but from time 
  to time, a squall will flare into a psychic tempest that 
  ravages the astral landscape for decades or even centuries.
  Tempest Gu’n’ragh is the largest and longest-lived psychic 
  storm ever recorded.
  It has been raging for well over 2,500 years and shows no 
  signs of abating.
  During that time, Gu’n’ragh has wandered over a huge area, 
  wreaking damage on dozens of githyanki communities and 
  even shattering the remains of several smaller dead deities.
  Although Tempest Gu’n’ragh is incredibly destructive, like 
  a terrestrial hurricane, it whirls around a calm center, 
  known as its “eye”.
  Unlike terrestrial storms, though, a psychic tempest is 
  roughly spherical in shape, so it is impossible to see this eye 
  or approach it from a relatively safe angle.
  However, some have braved the ravages of the storm to 
  find and enter the eye.
  They report that it is the most transcendently peaceful 
  place they have ever visited and that they experienced 
  complete clarity of thought and emotion that forever 
  changed their outlooks on life.
  Location: The Astral Plane.
  Initial Encounters: Roll on the Eye of Gu’n’ragh encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  Subsequent Encounters: On subsequent visits to the site, 
  the chance of an encounter is only 5%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +1 bonus on Will saving throws.
  Recharge Condition: Travel through the psychic tempest to 
  reach the Eye of Gu’n’ragh.
  To find the center requires three successful DC 30 
  Knowledge (the planes) checks or six successful DC 30 
  Survival checks.
  Each time you attempt a check, you must also make a DC 
  13 Will saving throw.
  If the saving throw fails, you (or your silver cord) take 1d10 
  points of damage.
  Higher-Order Ability: Once per day, you can use mind fog as 
  though you were a 12th-level wizard.
  Higher-Order Uses: 3.
  
  847
  FIELDS OF AUTUMN (EL 12)
  In Mertion, the fifth layer of Celestia, a vast open plain is 
  dotted with small groves of elm and oak trees that eternally 
  wear their colorful autumn foliage.
  Orange, red, and yellow leaves hang heavy on the trees and 
  blow lazily through the mountain air.
  These fields are a favorite training ground for paladins and 
  celestials who favor bows, crossbows, and other ranged 
  weapons.
  There is plenty of space to set up archery ranges, and the 
  task at hand is made all the more challenging because of 
  the leaves that float distractingly between the archer and 
  the target.
  In fact, a favorite test of skill is to shoot a leaf of a particular 
  color out of midair, pinning it to a target (hopefully in the 
  bullseye).
  Location: Mertion, the fifth layer of Celestia.
  Initial Encounters: Roll on the Fields of Autumn encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  Subsequent Encounters: Once the characters clear out the 
  area, on subsequent visits the chance of an encounter is 
  only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +1 bonus on ranged attack rolls.
  Recharge Condition: Using a ranged weapon, shoot a red 
  leaf from the air and pin it to a specific target or tree.
  This is the equivalent of hitting Armor Class 30.
  Higher-Order Ability: Once per day, for a number of 
  rounds equal to your character level, you gain a +5 
  competence bonus on ranged attacks.
  Furthermore, for the duration of this effect, you may 
  double the range increment of any ranged weapon you fire.
  Higher-Order Uses: 3.
  FOUNTAIN OF SCREAMS (EL 7)
  On the 245th layer of the Abyss, on an island of black glass 
  in a vast sea of acid, stands the ruins of a small town made 
  entirely of that same black glass.
  Embedded in the walls of this town are its former 
  inhabitants, creatures that seem human but might be half-
  elves or even aasimars.
  All are frozen in attitudes of extreme agony, their mouths 
  open as if to utter one last scream.
  In the center of this macabre village sits a large public 
  fountain, still working after countless centuries—though 
  rather than spraying out water, the fountain sprays out 
  potent, searing acid.
  Location: The 245th layer of the Infinite Layers of the 
  Abyss.
  Initial Encounters: Roll on the Fountain of Screams 
  encounter table when the characters visit the site for the 
  first time, or for the first time in over a year.
  Though each creature encountered is thoroughly evil, they 
  are less interested in combat than in the spectacle of 
  someone bathing in the Fountain of Screams.
  In their excitement, they might even attempt to help 
  someone into the fountain sooner than that person is 
  ready—perhaps even holding that person under to ensure 
  immersion for the “full duration”.
  Subsequent Encounters: Because a great many creatures of 
  the Abyss make this vast acid sea their home, the chance of 
  an encounter on every subsequent visit is 60%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You can spit a small glob of acid as a standard 
  action.
  The glob of acid has a range increment of 5 feet, with a 
  maximum range of 20 feet, and deals 1d3 points of damage.
  The acid does no harm to you, and becomes inert in less 
  than a round.
  Recharge Condition: You must bathe in the Fountain of 
  Screams (which deals 2d6 points of acid damage per round).
  At least 1 round of bathing must consist of complete 
  immersion (which deals 10d6 points of acid damage).
  The longer you immerse yourself in the Fountain of 
  Screams, the more effective the higher-order ability is.
  Higher-Order Ability: Immediately after emerging from 
  the Fountain of Screams, you gain the ability to become 
  resistant to acid for short periods.
  Once per day as a free action, you gain resistance to acid 10, 
  and it lasts for a number of rounds equal to the number of 
  rounds you bathed in the Fountain of Screams (to a 
  maximum of 20).
  For each round you were fully immersed in the Fountain of 
  Screams, you may activate this ability one additional time 
  per day.
  Each activation still counts toward the total number of uses.
  Higher-Order Uses: 6.
  GREAT ORRERY (EL 12)
  In the heart of the endless sea of cogs, flywheels, and 
  spindles that make up the Clockwork Nirvana of 
  Mechanus, a relatively small cog ticks in perfect harmony 
  with its surroundings.
  This cog would be completely unremarkable except for the 
  spinning circular mechanism that sits at its center.
  The mechanism, called the Great Orrery, is a perfect model 
  of the multiverse from the heart of the Material Plane to 
  the most distant Outer Plane.
  (See the map of the planes, page 137).
  
  848
  No one ever sees the Great Orrery move, but every time 
  one looks away for even an instant—even for the blink of 
  an eye—the mechanism has advanced a turn or the 
  arrangement of individual cubes and spheres has been 
  changed.
  No one knows who designed or built the Great Orrery, let 
  alone why.
  Indeed, no one even understands why it functions the way 
  it does.
  The internal gears are not in synch with the observed 
  external movements, sometimes moving only in tiny 
  increments, but other times completely rearranging 
  themselves several times within a few minutes.
  It is said, though, that by studying the Orrery, you gain a 
  glimpse into how the multiverse functions (at least at that 
  moment in time).
  Location: Mechanus.
  Initial Encounters: Roll on the Great Orrery encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over six months.
  The formian astronomer is at the Orrery to measure the 
  progress of the multiverse and make predictions about the 
  future.
  It may be friendly or antagonistic toward the PCs as the 
  DM deems most appropriate.
  Subsequent Encounters: Once the characters establish their 
  presence in the area, on subsequent visits the chance of an 
  encounter is only 15%.
  If the PCs fail to visit the location for more than six 
  months, they must roll for encounters as if they had never 
  visited the site.
  Base Ability: You gain a +2 bonus on Knowledge (the 
  planes) checks.
  Recharge Condition: Study the Great Orrery for 1 hour 
  without interruption.
  Higher-Order Ability: Once per day, you gain the effects of 
  the plane shift spell as if cast by a 10th-level cleric.
  This ability allows for more accurate travel than the spell 
  usually provides.
  Instead of arriving 5d% miles away from the intended 
  target, characters using this ability arrive 2d10+5 miles 
  away.
  Higher-Order Uses: 3.
  €Formian Astronomer: Formian myrmarch bard 3; CR 11; 
  Large outsider (lawful, extraplanar); HD 12d8+60 plus 
  3d6+15; hp 139; Init +8; Spd 50 ft.; AC 30, touch 13, flat-
  footed 26; Base Atk +14; Grp +21; Atk +16 melee (2d4+3 
  plus poison, sting); Full Atk +16 melee (2d4+3 plus poison, 
  sting) and +14 melee (2d6+1, bite) or +17/+12 ranged 
  (1d6+3, javelin); SA poison, spell-like abilities; SQ fast 
  healing 2, hive mind, immunity to 
  poison/petrification/cold, resistance to electricity 10 and 
  fire 10 and sonic 10, SR 25, bardic music (countersong, 
  fascinate, inspire courage +1, inspire competence) 3/day, 
  bardic knowledge; AL LN; SV Fort +14, Ref +15, Will +15; 
  Str 17, Dex 18, Con 20, Int 20, Wis 18, Cha 21.
  Skills and Feats: Climb +18, Concentration +22, Diplomacy 
  +25, Hide +18, Knowledge (arcana) +23, Knowledge 
  (religion) +23, Knowledge (the planes) +23, Listen +22, 
  Move Silently +22, Search +23, Sense Motive +22, Spot +22, 
  Survival +4 (+6 following tracks); Combat Reflexes, Dodge, 
  Improved Initiative, Mobility, Multiattack, Spring Attack.
  Poison (Ex): Injury, DC 21 Fort save, initial and secondary 
  damage 2d6 Dex.
  Spell-Like Abilities: At will—charm monster (DC 19), 
  clairaudience/clairvoyance, detect chaos, detect thoughts (DC 17), 
  magic circle against chaos, greater teleport; 1/day—dictum (DC 
  22), order’s wrath (DC 19).
  Caster level 12th.
  Bard Spells Known (3/3): 0—dancing lights, detect magic, know 
  direction, light, mage hand, read magic; 1st—cure light wounds,
  identify, silent image.
  Possessions: Amulet of natural armor +2.
  HEART OF THE SEA (EL 5)
  The Heart of the Sea is a configuration of four bubbles of 
  breathable air that float through the infinite depths of the 
  Elemental Plane of Water.
  The bubbles align themselves in a shape reminiscent of the 
  four chambers of a human heart, and a stream of fast-
  moving water flows through them in roughly the same 
  path that blood would take through a heart.
  Inhabitants of the plane sometimes use the heart as a way 
  to test the mettle and valor of visitors.
  If a “bubble breather” can swim upstream through all four 
  chambers of the Heart of the Sea, she is considered to have 
  been embraced by Mother Ocean.
  Location: The Elemental Plane of Water.
  Initial Encounters: Roll on the Heart of the Sea encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  Subsequent Encounters: Once the characters clear out the 
  area, on subsequent visits the chance of an encounter is 
  only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: If you fail a Fortitude saving throw to keep 
  from drowning, you may attempt the saving throw a second 
  time.
  You must accept the results of the second roll.
  (See Drowning, page 304 of the Dungeon Master’s Guide).
  Recharge Condition: You must swim one complete circuit 
  through the Heart of the Sea, swimming against the flow of 
  the stream, without taking a breath during the course of the 
  circuit.
  (See Water Dangers, page 304 of the Dungeon Master’s 
  Guide).
  
  849
  You must do this without the benefit of a water breathing 
  spell or any other magical effect that allows you to ignore 
  the effects of having no air to breathe.
  Higher-Order Ability: Once per day, you gain the benefits 
  of water breathing as though it were cast solely on you by a 
  20th-level cleric.
  Higher-Order Uses: 5.
  ICE CATACOMBS (EL 7)
  At the core of one of the larger ice pockets on the 
  Elemental Plane of Water lies a great iceberg easily the size 
  of a mountain.
  Into one side of this mountain of ice runs a great tunnel 
  leading to a vast hall of ice, with columns so tall that the 
  ceiling is lost to view, hundreds of feet overhead.
  In this hall dwell aboleths and ice paraelementals, though 
  none of them is responsible for the construction of the 
  mighty hall.
  In fact, the craftsmanship of the Ice Catacombs suggests 
  dwarven manufacture, as though a dwarf citadel were 
  constructed in the heart of a mountain, somehow turned to 
  ice (mountain and all), and transported to the Elemental 
  Plane of Water.
  Location: The Elemental Plane of Water.
  Initial Encounters: Roll on the Ice Catacombs encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  Most of the mephits and ice paraelementals claim the site 
  as their home, but the greater ice paraelemental considers 
  the Ice Catacombs its personal palace, and defends it 
  aggressively.
  Remember that entering an ice pocket on the Elemental 
  Plane of Water deals 1d6 points of cold damage each 
  minute to any creature within the area.
  Subsequent Encounters: Should the characters kill or drive 
  off all the mephits and paraelementals, on subsequent visits 
  to the Ice Catacombs the chance of an encounter is only 
  30%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain resistance to cold 5.
  Recharge Condition: Embed treasure worth 500 gp (gems 
  or jewelry) in the ice of the Catacombs’ floor.
  Higher-Order Ability: Once per day, you can create an area 
  of intense cold about yourself in a 10-foot radius.
  This zone of cold drains heat from everything in the area, 
  dealing 1d6 points of cold damage per character level 
  (maximum 10d6) to everything in the area.
  Higher-Order Uses: 3.
  JUIBLEX’S GRASP (EL 11)
  One part of the Slime Pits is very much the same as any 
  other—a bubbling morass of ooze and sludge dotted here 
  and there with multicolored fungus.
  Many visitors have difficulty navigating the realm of 
  Juiblex because they cannot tell one place from another, 
  but one area is like no other: Juiblex’s Grasp.
  Juiblex’s Grasp is a shallow bay of slime that completely 
  covers a rich forest of mushrooms.
  The hidden fungus makes negotiating the passage 
  treacherous, tripping unwary pedestrians.
  In addition, the flow of the slime is so funneled that in 
  several places vicious riptides and undertows can suck a 
  Medium humanoid several hundred feet away in just a few 
  seconds.
  Tales speak of seasoned adventurers losing their footing, 
  falling into the slime, and never being seen again.
  Location: The Slime Pits, the 222nd layer of the Abyss.
  Initial Encounters: Roll on the Juiblex’s Grasp encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  Subsequent Encounters: Once the characters clear out the 
  area, on subsequent visits the chance of an encounter is 
  only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +1 bonus on Fortitude saving 
  throws.
  Recharge Condition: Submerge your whole body in the 
  slime and pick a mushroom from the bed underneath.
  Higher-Order Ability: Once per day, you gain the benefits 
  of freedom of movement for a number of minutes equal to ten 
  times your character level.
  Higher-Order Uses: 4.
  €Thrall of Juiblex*: Human monk 8/thrall of Juiblex 8; CR 
  16; Medium humanoid; HD 8d8+8 plus 8d10+8; hp 96; Init 
  +2; Spd 50 ft.; AC 24, touch 19, flat-footed 19; Base Atk +14; 
  Grp +17; Atk +20 melee (2d6+5/19–20, unarmed strike); 
  Full Atk +19/+19/+14/+9 melee (2d6+5/19–20, unarmed 
  strike); SA ki strike (magic), sickening slime, corrosive 
  touch 3/day, summon ooze, contagion 1/day, summon 
  minor demon, corrosive spew, summon pudding; SQ 
  evasion, still mind, slow fall 40 ft., purity of body, 
  wholeness of body, polymorph; AL LE; SV Fort +13, Ref +14, 
  Will +15; Str 16, Dex 14, Con 12, Int 8, Wis 16, Cha 10.
  Skills and Feats: Escape Artist +13, Hide +13, Intimidate +10, 
  Move Silently +21, Tumble +13; Combat Reflexes, Dodge, 
  Improved Critical (unarmed strike), Improved Disarm, 
  Mobility, Spring Attack, Stunning Fist, Thrall to Demon, 
  Weapon Focus (unarmed strike), Willing Deformity.
  Sickening Slime (Ex): A thrall of Juiblex can secrete a slime 
  that forces anyone within 5 feet to make a DC 19 Fortitude 
  
  850
  save or take a –1 circumstance penalty on attack rolls and 
  skill checks.
  Corrosive Touch (Ex): A thrall can secrete a slime that deals 
  an extra 2d6 points of damage with an unarmed attack.
  Summon Ooze (Sp): A thrall can summon a patch of green 
  slime, a gray ooze, an ochre jelly, or a gelatinous cube as an 
  8th-level caster.
  Contagion (Su): As the spell, caster level 10th.
  Summon Minor Demon (Sp): Any demon of 5 HD or fewer, as 
  a 15th-level caster.
  Corrosive Spew (Ex): 30 ft. line, 8d6 points of acid damage, 
  DC 19 Reflex half.
  Summon Pudding (Sp): A thrall can summon a black pudding 
  as an 8th-level caster.
  Polymorph (Su): At will, as the spell from an 8th-level caster.
  Possessions: Amulet of mighty fists +2, monk’s belt, bracers of 
  armor +5, boots of speed, ring of protection +2.
  * The thrall of Juiblex prestige class originally appeared in 
  Book of Vile Darkness.
  This statistics block should have everything you need to 
  run the encounter.
  LIBRARY OF IGNORANCE (EL 6)
  Agathys, the innermost layer of Carceri, is a dark sphere of 
  black ice.
  The wind howls endlessly, and little light or shelter can be 
  found anywhere.
  At the base of one glacial cliff sits a tiny, lonely stone 
  building known as the Library of Ignorance.
  The library consists of a main level and a balcony that runs 
  around three sides.
  Each wall of the building is filled from floor to ceiling with 
  rows of bookshelves—all empty.
  None of them holds even a single book.
  In the center of the main floor sits a wooden table, a single 
  chair, and a small, pot-bellied stove.
  On the table rests a tremendous volume whose cover reads 
  “Book of Knowledge”.
  The library’s sole occupant is a derro wizard by the name of 
  Dreschm.
  Once, Dreschm was an adventurer who wandered the 
  planes, learning all he could from anyone who would speak 
  with him.
  Now he is irretrievably mad (even for a derro).
  Though no one is certain how he came to be in this state, it 
  is presumed that somewhere in his adventuring, he earned 
  the ire of Nerull.
  Every day, Dreschm sits at the table and fills one page in 
  the book with memories from his long-ago travels across 
  the multiverse.
  However, since he has no other source of heat, he also tears 
  one page from the book and tosses it into the stove to feed 
  the flame.
  Despite the wretched conditions, Dreschm has no desire to 
  leave his library, and will actively fight anyone who tries to 
  “rescue” him or otherwise make him leave.
  Location: Agathys, the innermost sphere of Carceri.
  Initial Encounters: Roll on the Library of Ignorance 
  encounter table when the characters visit the site for the 
  first time, or for the first time in over a year.
  Some of the encounters are with creatures that wander the 
  frozen waste; others are with visitors who come to torment 
  Dreschm.
  No matter when one visits the library, Dreschm will be 
  there, sitting at his table, either writing or tearing out a 
  page to feed into the stove.
  Subsequent Encounters: Once the characters clear out the 
  area, on subsequent visits the chance of an encounter is 
  only 10%.
  (Dreschm will always be there).
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +2 bonus on checks involving one 
  Knowledge skill.
  Recharge Condition: Provide Dreschm with one day’s 
  worth of wood or other suitable material to burn in his 
  stove.
  Higher-Order Ability: Once per day, you can cast the legend 
  lore spell as though you were a 10th-level bard.
  Higher-Order Uses: 4.
  €Dreschm: Male derro wizard 5; CR 6; Small monstrous 
  humanoid; HD 3d8+9 plus 5d4+15; hp 49; Init +7; Spd 20 ft.; 
  AC 16, touch 14, flat-footed 13; Base Atk +5; Grp +2; Atk +7 
  melee (1d4+1/19–20, short sword) or +9 ranged (1d6/19–20 
  plus poison); Full Atk +7 melee (1d4+1/19–20, short sword) 
  
  851
  or +9 ranged (1d6/19–20 plus poison); SA poison use, spell-
  like abilities, sneak attack +1d6; SQ madness, SR 15, 
  vulnerability to sunlight; AL CE; SV Fort +5, Ref +7, Will 
  +9; Str 13, Dex 16, Con 17, Int 16, Wis 5*, Cha 14*.
  * Adjusted due to madness.
  Skills and Feats: Bluff +4, Concentration +8, Hide +11, 
  Knowledge (arcana) +11, Knowledge (history) +11, 
  Knowledge (the planes) +11, Listen +1, Move Silently +9, 
  Spellcraft +8; Blind-Fight, Dodge, Improved Initiative, 
  Scribe Scroll, Spell Focus (enchantment).
  Madness (Ex): Derro use their Charisma modifier on Will 
  saves, and they have immunity to confusion and insanity 
  effects.
  Poison Use (Ex): Dreschm can’t poison himself accidentally.
  Sneak Attack (Ex): Any time Dreschm’s opponent is denied 
  his Dexterity bonus to Armor Class, or if Dreschm flanks 
  his opponent, he deals an extra 1d6 points of damage.
  This ability is just like the rogue’s sneak attack.
  Spell-Like Abilities: At will—darkness, ghost sound.
  1/day—daze (DC 12), sound burst (DC 14).
  Caster level 3rd.
  Vulnerability to Sunlight (Ex): Dreschm takes 1 point of 
  Constitution damage for every hour he is exposed to 
  sunlight.
  Wizard Spells Prepared (5/5/4/3): 0—arcane mark, daze, detect 
  magic, ray of frost (2); 1st—hypnotism (DC 15), mage armor,
  shield (2), shocking grasp; 2nd—daze monster (DC 16), spider 
  climb, touch of idiocy, web; 3rd—deep slumber (DC 17), hold 
  person (DC 17), suggestion (DC 17).
  Specialty school: enchantment.
  Prohibited schools: necromancy and illusion.
  Spellbook: 0—arcane mark, daze, detect magic, flare, ray of frost,
  mage hand, mending; 1st—charm person, expeditious retreat,
  hypnotism, mage armor, magic missile, shield, shocking grasp;
  2nd—arcane lock, detect thoughts, daze monster, Tasha’s hideous 
  laughter, shatter, spider climb, touch of idiocy, web; 3rd—blink,
  deep slumber, clairaudience/clairvoyance, dispel magic, heroism,
  hold person, slow, suggestion.
  Possessions: Spellbook, 6 doses of greenblood oil, wand of 
  magic missile (5th), potion of cure moderate wounds.
  LIFE MOLDS OF NEUMANNUS (EL 
  12)
  On a free-floating, clock-like cog wheel some 900 feet in 
  diameter stands a building bristling with smokestacks, 
  which projects from either side of the two-dimensional cog.
  Called Neumannus, this is a factory of sorts that turns out 
  creatures known as inevitables.
  Inevitables are constructs that have taken it upon 
  themselves to uphold the laws of the cosmos.
  But not all inevitables follow the law.
  Living entities are not allowed to visit Neumannus, or 
  usually suffered even to know its location.
  However, certain constructs with less moral character than 
  their counterparts allow living visitors access through 
  secret “back doors” and into a mold chamber.
  This is where inevitables take form, gaining animation.
  And, with the proper knowledge, it is where biologicals can 
  be subtly modified with machine features.
  Location: Mechanus.
  Initial Encounters: Roll on the Life Molds encounter table 
  when the characters visit the site for the first time, or for 
  the first time in over a year.
  Subsequent Encounters: Once the characters make an 
  initial contact within the Life Mold complex, on 
  subsequent visits the chance of an encounter is only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You have a construct-inspired resistance to 
  certain weaknesses of the flesh, granting you a +2 bonus on 
  saving throws against disease, paralysis, poison, or 
  stunning.
  Recharge Condition: Deliver several quarts of your blood 
  (which some inevitables prize for their own reasons) to the 
  construct currently running the secret “life molds” out of 
  Neumannus.
  Upon payment, the inevitable will enclose your body in a 
  mold and instigate the special process that recharges your 
  higher-order ability.
  Higher-Order Ability: Once per day, your body is sheathed 
  in a slim layer of flexible iron for 1 minute per character 
  level.
  You gain damage reduction 5/adamantine, resistance to fire 
  5 and acid 5, and a +4 enhancement bonus to your Strength, 
  but you take a –2 penalty to your Dexterity score (to a 
  minimum of 1).
  You need not (and cannot) breathe while protected by your 
  “construct shell”.
  You have a 25% chance to turn critical hits or sneak attacks 
  into regular hits.
  You have an arcane spell failure chance of 25% and a –4 
  armor check penalty.
  You cannot drink (and thus can’t use potions) or play wind 
  instruments.
  Your unarmed attacks deal damage equal to a club sized for 
  you (1d4 for Small characters or 1d6 for Medium 
  characters), and you are considered armed when making 
  unarmed attacks.
  Your weight increases by a factor of five, causing you to 
  sink in water.
  However, you could survive the crushing pressure and lack 
  of air at the bottom of the ocean—at least until the duration 
  of the power expires.
  Higher-Order Uses: 2.
  €Zelekhut Enforcer: Zelekhut fighter 3; CR 12; Large 
  construct (extraplanar, lawful); HD 8d10+30 plus 3d10; hp 
  90; Init +0; Speed 35 ft., fly 40 ft.; AC 27 (–1 size, +10 
  natural, +8 plate barding), touch 9, flat-footed 27; Base Atk 
  +9; Grp +18; Atk +14 melee (2d6+5 plus 1d6 electricity, 
  spiked chain); Full Atk 2 +14 melee (2d6+5 plus 1d6 
  electricity, spiked chain); Space/reach 10 ft./10 ft.; SA spell-
  like abilities; SQ construct traits, damage reduction 
  10/chaotic, darkvision 60 ft., fast healing 5, low-light vision, 
  spell resistance 20; AL LN; SV Fort +7, Ref +5, Will +8; Str 
  21, Dex 11, Con —, Int 10, Wis 17, Cha 15.
  
  852
  Skills and Feats: Diplomacy +5, Listen +10, Search +9, Sense 
  Motive +12, Spot +9, Survival +4 (+6 following tracks); 
  Great Fortitude, Iron Will, Lighting Reflexes, Ride-By 
  Attack, Spirited Charge, Weapon Focus (spiked chain).
  Spell-Like Abilities: At will—clairaudience/clairvoyance,
  dimensional anchor, dispel magic, fear (DC 16), hold person (DC 
  15), locate creature, true seeing; 3/day—hold monster (DC 17), 
  mark of justice; 1/week—lesser geas (DC 16).
  Caster level 8th.
  Skills: A zelekhut has a +4 racial bonus on Search and Sense 
  Motive checks.
  Feats: Due to its centaur-like construction, a zelekhut 
  enforcer qualifies for feats as if it had the Mounted Combat 
  feat.
  LIP OF PURITY (EL 11)
  A river winds its way down the slopes of Mount 
  Clangeddin and across the plains of Abellio, the first layer 
  of the Peaceable Kingdoms of Arcadia.
  Eventually, this river runs off the edge of the layer to feed 
  into a lake at the center of Buxenus, the second layer.
  (While it is true that Abellio has an edge and Buxenus has a 
  center, it is also true that both layers are infinite in size.
  These are just two of the many seeming contradictions to 
  be found in the boundless reaches of the multiverse).
  Although the river rushes wildly as it approaches the 
  precipice, it becomes calm and tranquil at a spot just before 
  the water plunges over the edge.
  This location is known as the Lip of Purity, and it is a 
  meditation spot favored by many devotees of law.
  It is a perfect metaphor, they say, for the way that 
  adherence to the rules of nature provides peace, purity, and 
  protection in even the most dangerous situations.
  Location: Abellio, the first layer of Arcadia.
  Initial Encounters: Roll on the Lip of Purity encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  Subsequent Encounters: Once the characters clear out or 
  establish their presence in the area, on subsequent visits the 
  chance of an encounter is only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +2 bonus to your Armor Class 
  when being attacked by any chaotic creature.
  Recharge Condition: Wade into the Lip of Purity while 
  wearing no armor or weapons, and submerge your whole 
  body in the waters.
  Higher-Order Ability: Once per day, you can gain a +2 
  morale bonus on all attacks made against evil creatures.
  You also deal an extra 2d6 points of damage against chaotic 
  foes.
  The bonus and the extra damage last for 10 minutes.
  Higher-Order Uses: 3.
  MAUSOLEUM OF ICY FEAR (EL 11)
  A cemetery in the Abyss whose graves are carved into the 
  surface of a frozen ocean hosts many mausoleums, 
  gravestones, and buried tombs.
  In fact, the entire cemetery is actually just part of a far 
  greater necropolis, though it doesn’t pay to wander in the 
  greater city, where its war-like legions of retrievers, 
  vampiric giants, and liches rule a greater population of 
  zombies, ghouls, wights, and motionless, decaying corpses.
  No, better to remain among the towering funeral obelisks, 
  crypt parapets, and icy mausoleums of this corner of the 
  cemetery where the dead are mostly quiet.
  Here, a mausoleum carved directly from the icy substrate 
  stands.
  Its doors, though, are bone panes on which carved glyphs 
  warn away trespassers.
  Inside is an empty space, a chasm that plunges straight into 
  the icy ocean.
  No one has ever plumbed its depths.
  And from these unknown depths issues the icy presence of 
  fear.
  Any creature who opens the bone doors is subject to a fear 
  spell as cast by a 20th-level caster (DC 30).
  Location: The city of Naratyr in the 113th layer of the 
  Abyss.
  Initial Encounters: Roll on the Mausoleum encounter table 
  when the characters visit the site for the first time, or for 
  the first time in over a year.
  
  853
  Subsequent Encounters: Once the characters clear out the 
  site, on subsequent visits the chance of an encounter is only 
  40%.
  If the PCs fail to visit the location for more than four 
  months, they must roll for encounters as if they had never 
  visited the site.
  Base Ability: You gain a +4 bonus on saving throws against 
  cold effects.
  Recharge Condition: Descend at least 100 feet into the shaft 
  capped by the mausoleum (which inflicts 5d6 points of cold 
  damage, no save).
  Higher-Order Ability: Once per day, you can consume the 
  ebbing life force of a creature.
  If you make a successful touch attack against a living 
  creature that has –1 or fewer hit points, the subject must 
  make a Fortitude save (DC 14 + your Wis modifier) or die.
  If the target dies, you gain 1d8 temporary hit points and a 
  +2 bonus to Strength.
  Your effective caster level goes up by one, improving spell 
  effects dependent on caster level.
  (This increase in effective caster level does not grant you 
  access to more spells).
  These effects last for 10 minutes per level or Hit Die of the 
  target creature.
  Higher-Order Uses: 8.
  METACUBE (EL 9)
  Nearly hidden among the buildings, arches, and doorways 
  of Sigil sits a cube, 10 feet on a side and composed entirely 
  of mithril.
  Unlike practically every other structure in the city, this 
  cube has no doors, windows, or other portals.
  It’s simply a solid block of metal with no filigree or 
  adornments—with one bizarre exception.
  Anyone who looks at the cube long enough will see what at 
  first appears to be a shadow or reflection moving across its 
  surface.
  Closer inspection will reveal that this is actually a sequence 
  of numbers and letters that carve themselves into the 
  mithril—a great equation that progresses across the face of 
  the cube.
  The equation develops, moving at about an inch per second.
  It extends about 4 feet long, with the tail end constantly 
  melting back into smooth mithril as the front end 
  continues to build.
  It does not move in a straight line, curving from time to 
  time for no fathomable reason, and occasionally splitting in 
  two (or more) with each mini-equation following a 
  different path for a while before they meet and rejoin a few 
  minutes later.
  One of the most interesting qualities of the equation is that 
  it can be stopped.
  If someone puts a hand or other living body part in its path, 
  the series of numbers and symbols stop their progression.
  (Unliving material has no effect on the equation).
  Once stopped, the only way to get it going again is for 
  someone to use a knife or other sharp instrument to carve 
  out the next three numbers or symbols in the equation, 
  after which the process will continue on its own again.
  Scholars know that the equation is part mathematics, part 
  arcane notation, and part divine symbology, but they 
  cannot be certain what it means.
  Most believe that it is an academic notation for the state of 
  the multiverse at that particular moment.
  They say that the secrets of reality can be found if one 
  studies the equation long enough.
  So far, however, no one has come up with the answer.
  Location: The city of Sigil, floating above the Spire in the 
  center of the Outlands.
  Initial Encounters: Roll on the Metacube encounter table 
  when the characters visit the touchstone for the first time, 
  or for the first time in over a year.
  Subsequent Encounters: Once the characters establish 
  themselves in the area, on subsequent visits the chance of 
  an encounter is only 25%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +2 bonus on Knowledge 
  (architecture and engineering) checks.
  Recharge Condition: Stop the equation, then restart its 
  progress by carving the next three symbols yourself.
  This requires a DC 15 Intelligence check or a DC 25 
  Knowledge (the planes) check.
  Higher-Order Ability: Once per day as a full-round action, 
  you can improve the sturdiness and durability of one 
  building, piece of sculpture, piece of furniture, or other 
  constructed object.
  To do this, you must spend the full round touching the 
  object in question.
  At the end of that period, the object gains a number of hit 
  points equal to your character level, which may make the 
  object better than new, even more sturdy than when it was 
  first constructed.
  Higher-Order Uses: 2.
  MIMSHAN’S CURTAIN (EL 6)
  Mimshan’s Curtain can be found in the mountains outside 
  the city of Fortitude on the Concordant Domain of the 
  Outlands.
  It is a thin veil of a waterfall that feeds into a crystal clear 
  pool of chilly water.
  The spot got its name because it was favored by a legendary 
  monk named Mimshan who would sit under the waterfall 
  and meditate for days on end.
  He claimed that the purity of the waters helped to cleanse 
  his mind and heal his body.
  
  854
  Mimshan was secretive about the location of his waterfall.
  He never took anyone there with him, and never marked 
  the spot on a map.
  Then, one day, the monk left his home to visit the site but 
  never returned.
  Some say he was waylaid by greedy merchants or rival 
  monks who wanted to know the location of his famous 
  retreat.
  Others believe that he achieved such enlightenment while 
  sitting under the waterfall that he simply became one with 
  the multiverse.
  The truth of the matter will never be known.
  In the intervening years, though, many individuals claim to 
  have found Mimshan’s Curtain.
  And even more people have sat shivering under waterfalls 
  in the mountains of the Outlands, generally to no effect 
  other than catching a cold.
  Location: The Outlands, in the mountains outside the city 
  of Fortitude.
  Initial Encounters: Roll on the Mimshan’s Curtain 
  encounter table when the characters visit the site for the 
  first time, or for the first time in over a year.
  Subsequent Encounters: Once the characters clear out or 
  establish themselves in the area, on subsequent visits the 
  chance of an encounter is only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  The monk is another seeker who wishes to find the 
  legendary Mimshan’s Curtain.
  It is left to the DM to decide whether he is a worthy 
  pilgrim or a would-be exploiter.
  Base Ability: You gain a +2 bonus on Heal checks.
  Recharge Condition: Sit under the waterfall meditating for 
  24 hours.
  You may wear only a light cotton tunic or breeches, and 
  you may not take any food or drink during the period of 
  meditation.
  Higher-Order Ability: Once per day, you gain the benefits 
  of one of the following spells (as if cast by a 10th-level 
  cleric): cure serious wounds, magic circle against evil, remove 
  blindness/deafness, remove curse, or remove disease.
  Higher-Order Uses: 5.
  MONASTERY OF ZERTH’AD’LUN (EL 
  7)
  A githzerai monastery overseen by a 16th-level githzerai 
  monk named Belthomais, the Monastery of Zerth’Ad’lun 
  teaches zerthi—a form of martial arts that emphasizes 
  anticipating an opponent’s next move.
  The practitioners of zerthi claim to be able to see a moment 
  into the future as a result of their training, but in a secret 
  shrine inside the monastery, the monks meditate over a 
  small pool that grants the same ability.
  Location: The Ever-Changing Chaos of Limbo.
  Initial Encounters: Roll on the Monastery of Zerth’Ad’lun 
  encounter table when the characters visit the site for the 
  first time, or for the first time in over a year.
  Although the monks welcome visitors, they may require 
  that the supplicant prove his martial prowess before being 
  admitted to the chamber of the pool.
  Such matches are carried out without weapons, though a 
  monk’s unarmed damage is perfectly acceptable.
  Most monks strike for nonlethal damage rather than 
  dealing lethal damage.
  Subsequent Encounters: Once a character has proven 
  herself worthy of a visit to the chamber of the pool, there is 
  only a 25% chance that the monks will insist on another 
  test on a subsequent visit.
  If the PCs fail to visit the location for more than a year, they 
  must meet the challenge again.
  Base Ability: You gain a +1 dodge bonus against melee 
  attacks.
  If a melee opponent makes a full attack (two or more melee 
  attacks) against you, your dodge bonus increases to +2.
  Recharge Condition: Spend one week training with the 
  githzerai monks and abiding by their grueling schedule 
  (DC 18 Constitution check or suffer from the effects of 
  fatigue for 1d4 days after leaving the monastery).
  Higher-Order Ability: Once per day as a free action, you 
  can look into the immediate future to determine what a 
  melee opponent will do in the next round.
  You may then declare that you are readying an action 
  against that opponent, without specifying what your action 
  will be, or what conditions will trigger it.
  In essence, you are able to allow your opponent to begin 
  acting, then interrupt him at some point to take either a 
  standard action, a move action, or a free action.
  If you do not use your special readied action before your 
  next action, this use of the ability is wasted.
  Higher-Order Uses: 3.
  MOUNT SANGAREE (EL 6)
  Over 100 miles “tall,” this vast mountain of ice floats on the 
  Elemental Plane of Air, shrouded in cold fogs and howling 
  wind.
  Local gravity gives the otherwise directionless location a 
  sense of height and danger.
  At the apex, a blot of super-chilled yet unfrozen water lies 
  trapped beneath a thin veneer of ice.
  It is easy enough to break through the coating to reach the 
  water beneath, but the very air freezes soon after, once 
  more encasing the liquid in ice.
  Location: The Elemental Plane of Air.
  
  855
  Initial Encounters: Roll on the Mount Sangaree encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  If a frost giant is encountered, it is attempting to establish a 
  lair.
  Subsequent Encounters: Once the characters clear out the 
  mount, on subsequent visits the chance of an encounter is 
  only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +4 bonus on saving throws against 
  cold effects.
  Recharge Condition: Submerge yourself in the superchilled 
  water (which deals 5d6 points of cold damage).
  Higher-Order Ability: Once per day, you can create an area 
  of intense cold around yourself—in effect, you emanate a 
  20-foot-radius burst of cold.
  All creatures within the affected area take 1d6 points of 
  cold damage for each of your character levels (maximum 
  10d6), unless they succeed on a Reflex save (DC 15 + your 
  Cha modifier).
  Higher-Order Uses: 5.
  MUNDELLIR LAKE (EL 4)
  A floating earthberg some 100 miles in rough diameter 
  holds a windswept lake that constantly spills over the 
  edges.
  Great freshwater pearl beds dot the shallow portion of the 
  lake’s bottom some 90 feet below the surface (though the 
  lake is far deeper).
  In addition to the encounters noted on the table below, 
  fishermen from the surrounding earthbergs of Ysgard 
  sometimes wait on the lake’s surface, casting great nets into 
  its deepest portion, hoping to dredge up a great haul of fish 
  or a trophy worthy of a heroic Ysgardian.
  Location: The top layer of Ysgard (also called Ysgard).
  Initial Encounters: Roll on the Mundellir Lake encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  Subsequent Encounters: Once the characters clear out the 
  lake, on subsequent visits the chance of an encounter is 
  only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +2 bonus on Swim checks and add 
  +10 to your swim speed.
  Recharge Condition: Retrieve a pearl from the seabed (each 
  has a value of 1d10 gp).
  Higher-Order Ability: Once per day, you can breathe water 
  freely for up to 1 hour per character level (and you can still 
  breathe air, too).
  During this same period, you can also choose to stay above 
  the water, treading upon it as if it were firm ground, though 
  your feet actually hover an inch above the surface.
  This ability works in mud, oil, snow, quicksand, and ice in 
  addition to water.
  Should you decide to begin treading on the substance while 
  beneath its surface, you are borne toward the surface at 60 
  feet per round until you stand above it.
  Higher-Order Uses: 5.
  OMORE’S FOLLY (EL 5)
  The Underworld is as bleak and desperate a place as one 
  will find anywhere in the multiverse.
  The gray, blasted landscape is home to thousands of 
  petitioners—the spirits of those who have recently died—
  who are slowly being drained of the last vestiges of their 
  emotions and spiritual strength.
  Legends tell of heroes who traveled to the Underworld to 
  rescue lovers or family members from untimely deaths, 
  though these stories rarely speak of the hundreds of would-
  be saviors who failed in the attempt.
  Saddest among these is Omore.
  Omore came to Hades and scaled the wall of the 
  Underworld to retrieve the spirit of his recently departed
  love, the beautiful but morally shallow Jeilut.
  Against all odds, the young man found his lover’s spirit and 
  managed to get her up the same wall he climbed on his way 
  in.
  At the top, he paused and told her to look back so that she 
  would see how much he loved her—what he was willing to 
  dare for her sake.
  Unfortunately, it was at just that moment that Jeilut’s 
  resolve crumbled.
  Being a woman of poor character to begin with, she 
  transformed into a larva, attacked Omore, and killed him 
  with a single bite.
  The section of wall on which this unhappy incident 
  occurred has been known ever since as Omore’s Folly.
  Location: The Underworld within Pluton, the third gloom 
  (layer) of Hades.
  Initial Encounters: Roll on the Omore’s Folly encounter 
  table when the characters visit the location for the first 
  time, or for the first time in over a year.
  
  856
  Subsequent Encounters: Once the characters clear out the 
  area, on subsequent visits the chance of an encounter is 
  only 40%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +1 bonus on Will saving throws.
  Recharge Condition: Climb to the top of Omore’s Folly.
  This requires a DC 15 Climb check.
  Higher-Order Ability: Once per day, as a move action, you 
  may affect one creature’s ability to resist being dominated.
  The next time the target attempts a Will saving throw, he 
  gains a circumstance bonus equal to your base Will save 
  bonus.
  Higher-Order Uses: 5.
  OXYRHYNCHUS (EL 10)
  In the midst of an infinite desert is a ruined city, buried 
  below the shifting sands, but sometimes revealing itself in 
  small part in the aftermath of a windstorm.
  Once it had enclosing walls miles long, with five mighty 
  gates; colonnaded streets, each a mile long, connecting to 
  the central square; a coliseum with seating for thirty 
  thousand people; and a grand temple to a long-forgotten, 
  jackal-headed deity.
  On one side were quays, and on the other, a great road led 
  up to the desert and camel-routes to the oases and gates off-
  plane.
  All around lay small farms and orchards, irrigated by an 
  annual flood.
  Most of the city has been worn away, but in the center 
  square of Oxyrhynchus, a stone pyramid still stands, its 
  lines sharp, brooding silently over the ruin all around.
  Inside, if one can bypass the traps, is a domed chamber.
  On the ceiling of this large room, luminescent stars are 
  painted, still bright after thousands of years.
  Someone standing in the center of this chamber may 
  invoke great power from ancient days.
  Location: Demiplane.
  Initial Encounters: Roll on the Oxyrhynchus encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  Traps are reset by creatures that come to inhabit the 
  pyramid, or the traps reset themselves, sometimes in new, 
  previously clear locations.
  Such is the power of the site.
  Subsequent Encounters: Once the characters clear the site, 
  on subsequent visits the chance of an encounter is only 
  40%.
  If the PCs fail to visit the location for more than six 
  months, they must roll for encounters as if they had never 
  visited the site.
  Traps change their places, so maps are not always accurate.
  Base Ability: Choose a weapon with which you are 
  proficient.
  If you can catch an opponent when he is unable to defend 
  himself effectively from your attack (i.e., flat-footed) with 
  your chosen weapon, you can make an additional free 
  attack at your base attack bonus –5.
  You can make this extra attack during any round that you 
  can make multiple attacks, but only with your chosen 
  weapon type.
  This means that if you are of a high enough level to make 
  additional attacks (you have at least a +6 or higher base 
  attack bonus), you could make two additional attacks at 
  your base attack bonus –5.
  Recharge Condition: Hold forth your chosen weapon and 
  recite a string of ancient words inscribed around the 
  periphery of the dome.
  Doing this takes at least 2 minutes and involves calling on 
  “the sentinel of Oxyrhynchus to energize the implement of 
  guardianship”.
  Higher-Order Ability: Once per day, you can call up the 
  power stored in the weapon you charged at the center of 
  Oxyrhynchus.
  The weapon is now considered a consumptive weapon (a 
  new weapon special ability introduced in Chapter 4) and 
  for 10 rounds, the weapon is sheathed in light-sucking 
  negative energy.
  The energy does not harm the wielder.
  A consumptive weapon deals an extra 1d6 points of damage 
  on a successful hit.
  Bows, crossbows, and slings so crafted bestow the energy 
  upon their ammunition.
  Higher-Order Uses: 4.
  PEAK OF CONTINUATION (EL 14)
  The Peak of Continuation is not one of the tallest 
  mountains in Shurrock, one of the two facing layers of the 
  Twin Paradises of Bytopia.
  It is, however, one of the most challenging to climb.
  The mountain has a double summit—twin peaks that are 
  separated by a 100-foot-wide chasm over nothing but the 
  steep, gravelly slopes.
  The peaks are connected by a simple rope bridge.
  In a land that is renowned for harsh weather, formidable 
  terrain, and being an especially difficult place for even the 
  most skilled outdoorsmen to simply survive a few days in 
  
  857
  the wild, the Peak of Continuation is a challenge that even 
  the hardiest of locals usually shy away from.
  The winds blow nearly constantly in excess of 100 miles per 
  hour, the air is bitterly cold, and the mountain is home to 
  several dangerous carnivores.
  Still, those who have succeeded at crossing the span atop 
  the Peak of Continuation say that it was a life-changing 
  experience.
  They now have looked death in the face without blinking, 
  and they feel prepared to do so again.
  Location: Shurrock, one of the layers of Bytopia.
  Initial Encounters: Roll on the Peak of Continuation 
  encounter table when the characters visit the site for the 
  first time, or for the first time in over a year.
  Subsequent Encounters: Once the characters clear out or 
  establish themselves in the area, on subsequent visits the 
  chance of an encounter is only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain the ability to shrug off some amount 
  of injury from any source of damage.
  Subtract 1 from the damage you take from any source.
  This ability works in conjunction with other sources of 
  damage reduction.
  Recharge Condition: Cross the rope bridge from one peak 
  to the other (requiring a DC 25 Balance check).
  Higher-Order Ability: If your hit point total drops below –
  10, you become the target of a resurrection spell (as though it 
  had been prepared ahead of time using the contingency 
  spell).
  This ability can be used only once per day.
  Higher-Order Uses: 1.
  €Winged Auditor: Elf bard 8/arcane archer 3; CR 11; 
  Medium humanoid; HD 8d6+8 plus 3d8+3; hp 52; Init +4; 
  Spd 30 ft.; AC 21, touch 14, flat-footed 17; Base Atk +9; Grp 
  +11; Atk +12 melee (1d8+3/19–20, longsword) or +16 
  ranged (1d8+4/×3 plus 1d6 fire, +1 flaming burst composite 
  longbow); Full Atk +12/+7 melee (1d8+3/19–20, longsword) 
  or +16/+11 ranged (1d8+4/×3 plus 1d6 fire, +1 flaming burst 
  composite longbow); SA enhance arrow +2, imbue arrow; SQ 
  bardic knowledge, bardic music (countersong, fascinate,
  inspire courage +2, inspire competence, suggestion) 8/day; 
  AL CG; SV Fort +6, Ref +13, Will +7; Str 15, Dex 18, Con 12, 
  Int 8, Wis 10, Cha 14.
  Skills and Feats: Concentration +12, Diplomacy +13, Perform 
  +13, Ride +18, Spellcraft +10, Spot +6; Mounted Combat, 
  Point Blank Shot, Precise Shot, Weapon Focus (composite 
  longbow).
  Imbue Arrow (Sp): An area spell the winged auditor casts can 
  be centered on an arrow shot from his bow.
  Bard Spells Known (3/4/4/1): 0—dancing lights, daze (DC 12),
  detect magic, know direction, light, summon instrument; 1st—
  charm person (DC 13), comprehend languages, cure light wounds,
  feather fall; 2nd—animal messenger, cat’s grace, cure moderate 
  wounds, heroism; 3rd—charm monster, (DC 15) dispel magic,
  haste.
  Possessions: +1 flaming burst composite longbow (+2 Str bonus), 
  gauntlets of ogre power, +2 mithral breastplate, 40 arrows, 
  masterwork longsword.
  PILGRIM’S REST (EL 10)
  Pilgrim’s Rest is a graveyard on both the Material Plane and 
  the Ethereal Plane.
  On the Material Plane, it is a pauper’s field where the 
  bodies of those who could afford no comfort or solitude in 
  life find eternal rest under similar conditions.
  Mass graves are the norm, and remains are rarely laid in 
  restful repose—they are generally thrown into the earth 
  haphazardly.
  What’s more, murderers often use the field as a convenient 
  place to hide the evidence of their handiwork.
  On the Ethereal Plane, the spirits of those who cannot or 
  refuse to go on to their eternal rest linger.
  Some are eternally bound to the spot where their body lies.
  Others have no idea who killed them, and so have no idea 
  where to go in search of revenge.
  Still others simply feel that they have unfinished business 
  in the world of the living but have no place other than this 
  from which to center their activities and no way to 
  communicate with the living to get their final affairs in 
  order.
  Pilgrim’s Rest is one of the most profoundly sorrowful 
  places in the multiverse.
  Sadness permeates both the Material and Ethereal sides of 
  the location.
  From time to time, however, an altruistic soul comes here 
  for the express purpose of easing another’s pain.
  Through magic or psionics, she discovers a simple task that 
  one of the departed souls needs performed and acts as a 
  proxy for that tortured spirit, hopefully allowing it to leave 
  its former life behind and move on to its next level of 
  existence.
  Location: The Material Plane and the Ethereal Plane.
  Initial Encounters: Roll on the Pilgrim’s Rest encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  Some of the spirits in Pilgrim’s Rest are malevolent, while 
  others are peaceful.
  The DM may decide the specific temperament and goals of 
  whatever creature the characters encounter.
  
  858
  Subsequent Encounters: Once the characters have 
  established their presence in the area, on subsequent visits 
  the chance of an encounter is only 50%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a permanent connection to the 
  Ethereal Plane.
  Because of this, whenever you are on the Material Plane, 
  you gain a +1 bonus to your Armor Class.
  Recharge Condition: Perform a simple task (pass a message 
  to a loved one, fix a broken window, and so on) for one of 
  the spirits in Pilgrim’s Rest.
  The DM may determine the exact nature of this task, but it 
  should not take more than half a day to accomplish, nor 
  should it require combat.
  Higher-Order Ability: Once per day, you gain the benefits 
  of ethereal jaunt for a number of rounds equal to your 
  character level.
  Higher-Order Uses: 2.
  PILLAR OF SKULLS (EL 12)
  On the first of the Nine Hells of Baator is a mountainous 
  pile of skulls collected as trophies in the Blood War.
  The skulls can be as large as a house or as tiny as a pebble, 
  and they are in various states of decay.
  The devils leave them here in part as a way to celebrate 
  their victories, but just as much as a way to show fealty to 
  Tiamat, the five-headed queen of all evil dragons, whose 
  cave is nearby.
  It has long been rumored that the skulls themselves 
  contain some magical power.
  Some say that they are enchanted and can be fashioned into 
  impregnable armor, while others say that if properly treated 
  with alchemical elixirs, they become highly unstable and 
  explode upon even the slightest impact.
  None of these rumors is true, but enough treasure seekers 
  have come skulking around the pillar that a cadre of 
  osyluths has been assigned to stand guard.
  They will attack anyone they catch approaching the Pillar 
  of Skulls, no matter how outmatched they might be—they 
  fear Tiamat’s retribution more than they do death in battle.
  Location: Avernus, the first layer of Baator.
  Initial Encounters: Roll on the Pillar of Skulls encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  Subsequent Encounters: Once the characters clear out the 
  area, on subsequent visits the chance of an encounter is 
  only 40%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +2 dodge bonus to your Armor 
  Class when being attacked by any creature with the tanar’ri 
  subtype.
  Recharge Condition: Smash one demon skull from the 
  Pillar of Skulls.
  (The skulls generally have hardness 8 and 15 hit points).
  Higher-Order Ability: Once per day, you may force any 
  outsider with the tanar’ri subtype back to its proper plane if 
  it fails a special Will save (DC 10 + your class level minus 
  the creature’s HD).
  This spell functions similarly to the dismissal spell.
  Higher-Order Uses: 4.
  €Bone Guardian: Bone devil fighter 5; CR 14; Large 
  outsider (baatezu, evil, extraplanar, lawful); HD 10d8+70 
  plus 5d10+35; hp 167; Init +10; Spd 40 ft.; AC 28, touch 16, 
  flat-footed 22; Base Atk +15; Grp +26; Atk +22 melee (1d8+9, 
  bite); Full Atk +22 melee (1d8+9, bite) and +20 melee 
  (1d4+3, 2 claws), and +20 melee (3d4+5 plus poison, sting); 
  SA spell-like abilities, fear aura, poison, summon baatezu; SQ 
  damage reduction 10/good, darkvision 60 ft., immunity to 
  fire and poison, resistance to acid 10 and cold 10, see in 
  darkness, spell resistance 21, telepathy 100 ft.; AL LE; SV 
  Fort +18, Ref +14, Will +11; Str 25, Dex 23, Con 25, Int 14, 
  Wis 13, Cha 16.
  Skills and Feats: Bluff +16, Climb +22, Concentration +20, 
  Diplomacy +7, Disguise +3 (+5 acting), Hide +15,
  Intimidate +23, Knowledge (the planes) +15, Listen +16, 
  Move Silently +19, Search +15, Sense Motive +14, Spot +16, 
  Survival +1 (+3 following tracks); Alertness, Improved 
  Initiative, Iron Will, Multiattack, Weapon Focus (bite), 
  Weapon Focus (claw), Weapon Focus (sting), Weapon 
  Specialization (bite), Weapon Specialization (sting).
  Possessions: Ring of protection +1, amulet of natural armor +1.
  RED PIT (EL 11)
  The Bastion of Last Hope on Carceri boasts what are widely 
  considered to be the bleakest, most soul-crushingly dismal 
  dungeons in the multiverse.
  They are not the cruelest, nor the most inescapable, but 
  something about their nature seems to sap a prisoner’s 
  resolution and will to survive.
  Worst among these is known as the Red Pit.
  Although the residents of the Bastion refer to it as a “cell,”
  the Red Pit really is no more than a rough-hewn, 100-
  footdeep hole in the ground into which the most hard-
  bitten criminals are thrown.
  An iron gate is then placed over the opening and the 
  prisoner is left there, rarely for longer than a day or two.
  When the gate is withdrawn and the offender is removed, 
  he is a mere shell of his former self.
  Most visitors to the Red Pit enter with overwhelming self-
  confidence and bravado but come out scared of their own 
  shadows.
  Exactly what gives the pit this effect is uncertain, but it 
  does have some striking characteristics.
  Foremost, about halfway down, the rock appears to change 
  color from a mottled brown to a deep red the color of blood.
  
  859
  This is considered to be an optical illusion, because samples 
  removed from the wall have no noticeable discoloration 
  when examined under torch or sunlight.
  Location: Othrys, the first layer of Carceri.
  Initial Encounters: Roll on the Red Pit encounter table 
  when the characters visit the site for the first time, or for 
  the first time in over a year.
  If the encounter happens in the Red Pit (as opposed to 
  some nearby chamber within the Bastion of Last Hope), 
  everyone in the pit is subject to the effects granted by 
  meeting the recharge condition.
  Subsequent Encounters: Once the characters clear out the 
  area, on subsequent visits the chance of an encounter is 
  only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +1 bonus on Escape Artist checks.
  Recharge Condition: Spend 30 minutes at the bottom of 
  the Red Pit.
  At the end of this time, your higher-order ability is 
  recharged, but you must also attempt a DC 20 Will saving 
  throw.
  If the save fails, you take a –5 penalty on all attack rolls and 
  saving throws for a number of days equal to 20 minus your 
  character level.
  (Those who spend more than 30 minutes in the Red Pit 
  must make one saving throw for every hour or portion 
  thereof they spend in the hole).
  Higher-Order Ability: Once per day, for a number of 
  minutes equal to your character level, you gain a +5 bonus 
  on Escape Artist, Hide, Move Silently, Listen, and grapple 
  checks.
  Higher-Order Uses: 5.
  RESTYN’S LAST STAND (EL 13)
  Among the Battleplains of Avalas, the first layer of the 
  infernal battlefield of Acheron, is a small cube that orbits 
  Scourgehold, the cube that holds Hextor’s realm.
  The tiny cube hosts the ruins of what was once a modest 
  fortress, the home of a Heironeous-worshiping planetar
  named Restyn.
  She chose this location despite (indeed, because of) its 
  proximity to Hextor’s domain.
  Her fellow angels told her that she was mad—the cube was 
  small and worthless, and Hextor was welcome to it.
  These words did not faze Restyn in the least.
  For years that stretched into decades and eventually into 
  centuries, she and her followers defended their chosen 
  home against attacks from the nearby bastion of evil.
  Wave after wave of Hextorites threw themselves against 
  the fortress, only to be driven back by Restyn’s righteous 
  fury.
  However, no defense is impenetrable, and the tide of 
  opponents was never-ending.
  Restyn and her followers eventually fell.
  Although they crushed the planetar and the forces of good 
  at her command, the Hextorites were unable to lay claim to 
  the cube.
  Every time they tried, a force of Heironean angels drove 
  them back to Scourgehold.
  The angels, it seemed, now considered the cube sacred 
  ground, hallowed by the determination and blood of 
  Restyn and her followers.
  They would now pay any price to keep it free from Hextor 
  and his followers.
  The irony of this fact is not lost on the Heironeans, but it 
  does nothing to soften their stance.
  Among the ruins of the fortress now stands a small marble 
  monument engraved with Restyn’s final words.
  “There is no island so small and insignificant that it is not 
  worth defending.
  Inch by inch is how evil subverts the pure heart”.
  Location: Avalas, the first layer of Acheron.
  Initial Encounters: Roll on the Restyn’s Last Stand 
  encounter table whenever the characters visit the site.
  The Heironeans and the Hextorites each have the goal of 
  driving from the cube anyone who is not specifically 
  aligned with them.
  If the characters are not their allies, then they will be 
  treated as enemies.
  
  860
  Subsequent Encounters: The characters will have 
  encounters every time they visit Restyn’s Last Stand—the 
  Hextorites and the Heironeans fight a never-ending battle.
  Indeed, the DM should roll for subsequent encounters 
  once every 2d10+10 minutes.
  Base Ability: You gain a +1 bonus on all melee attacks.
  Recharge Condition: Overcome one encounter.
  Then place on Restyn’s monument a single stone bearing 
  the blood of one creature that fought in the encounter.
  Higher-Order Ability: Once per day, when you threaten a 
  critical hit with a melee attack, you may automatically 
  confirm the critical without rolling the die.
  Higher-Order Uses: 2.
  SARGASSO OF ENTROPY (EL 14)
  The Negative Energy Plane is an endless void that is darker 
  than the blackest night and emptier than the most evil 
  heart.
  Here and there, one can find voidstones—negative energy 
  so densely concentrated that it becomes solid matter.
  But in one especially dismal corner of the plane, a number 
  of voidstones have accumulated to form a shifting 
  congregation of annihilation known as the Sargasso of 
  Entropy.
  The sargasso is one of the most deadly locations in the 
  multiverse.
  Every one of the voidstones is powerful enough to 
  completely wipe out anything it touches.
  Together, swirling in the unpredictable, chaotic way they 
  do, the voidstones are practically unavoidable—getting any 
  closer to the sargasso than a few dozen feet is practically an 
  act of suicide.
  The Sargasso of Entropy is a sacred site for those who 
  worship Wee Jas, Nerull, and other deities associated with 
  death.
  Champions of life, on the other hand, occasionally visit the 
  spot because it is so closely attuned to death.
  They believe that seeing it and feeling its power will focus 
  their resolve to resist the inevitable, withering end that 
  waits for all creatures.
  Location: The Negative Energy Plane.
  Initial Encounters: Roll on the Sargasso of Entropy 
  encounter table when the characters visit the site for the 
  first time, or for the first time in over a year.
  Pale raiders are a cult of death slaadi clerics who have 
  rededicated themselves to the pursuit of magical power for 
  the purpose of honoring death in all its myriad forms.
  Subsequent Encounters: Once the characters clear out the 
  area, on subsequent visits the chance of an encounter is 
  only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +1 bonus on Fortitude saving 
  throws.
  
  861
  Recharge Condition: Throw an item weighing at least 2 
  pounds into the sargasso.
  Higher-Order Ability: Once per day, you can make a 
  withering melee touch attack that, if successful, inflicts 
  10d6 points of damage.
  The subject may attempt a DC 15 Fortitude save to halve 
  the damage.
  If the melee touch attack fails, the ability is still expended 
  for that day.
  Higher-Order Uses: 2.
  €Pale Raider: Death slaad cleric 5; CR 15; Medium 
  outsider (chaotic, extraplanar); HD 15d8+90 plus 5d8+30; 
  hp 210; Init +10; Spd 30 ft.; AC 29, touch 16, flat-footed 23; 
  Base Atk +18; Grp +24; Atk +25 melee (3d6+6 plus stun,
  claw); Full Atk +25 melee (3d6+6 plus stun, 2 claws) and 
  +22 melee (2d10+3, bite); SA stun 3/day, spell-like abilities, 
  summon slaad, rebuke undead; SQ change shape, DR 
  10/lawful, darkvision 60 ft., fast healing 5, immunity to 
  sonic, resistance to acid 5 and cold 5 and electricity 5 and
  fire 5, telepathy 100 ft.; AL CN; SV Fort +19, Ref +16, Will 
  +20; Str 23, Dex 22, Con 23, Int 19, Wis 24, Cha 22.
  Skills and Feats: Climb +24, Concentration +21, Escape Artist 
  +24, Hide +24, Intimidate +24, Jump +24, Knowledge (the 
  planes) +22, Knowledge (religion) +27, Listen +25, Move 
  Silently +24, Search +22, Spellcraft +24, Spot +25, Survival 
  +15 (+17 when tracking), Use Rope +6 (+8 with bindings); 
  Cleave, Great Cleave, Improved Initiative, Improved 
  Sunder, Multiattack, Power Attack, Weapon Focus (claw).
  Stun (Ex): With successful melee attack; DC 24 Fort save or 
  be stunned for 1 round.
  Spell-Like Abilities: At will—animate objects, chaos hammer 
  (DC 20), deeper darkness, detect magic, dispel law (DC 21), fear 
  (DC 20), finger of death (DC 23), fireball (DC 19), fly, identify,
  invisibility, magic circle against law, see invisibility, shatter (DC 
  18); 3/day—circle of death (DC 22), cloak of chaos (DC 24), 
  word of chaos (DC 23); 1/day—implosion (DC 25), power word 
  blind.
  Caster level 15th.
  Change Shape (Su): A death slaad can assume any humanoid 
  shape as a standard action.
  Summon Slaad (Sp): Twice per day, a death slaad can attempt 
  to summon 1d2 red or blue slaadi (60% chance of success) 
  or 1d2 green slaadi (40% chance of success).
  Cleric Spells Prepared (5/6/5/4): 0—cure minor wounds, detect 
  poison, guidance, mending, read magic; 1st—command (DC 18),
  cure light wounds, divine favor, entropic shield, protection from 
  law, shield of faith; 2nd—bear’s endurance, bull’s strength, cure 
  moderate wounds, death knell (DC 19), lesser restoration; 3rd—
  animate dead, cure serious wounds, dispel magic (2).
  Domains: Chaos (cast chaos spells at +1 caster level), Death 
  (death touch 1/day, damage 5d6).
  Possessions: Periapt of wisdom +2, bracers of armor +1.
  White Feather Bridge (EL 14):
  Amoria is not only the topmost layer of Elysium, but it is 
  also the most populated.
  Sprinkled throughout the forests and rolling hills are towns 
  and villages, and the land is crisscrossed with roads, trails, 
  and paths that people use to get from place to place.
  Along a particularly well-traveled stretch of road, a wooden 
  bridge crosses a rushing river.
  The span, known as White Feather Bridge, is hand-carved 
  and painted to resemble a great white swan stretching her 
  wings from bank to bank.
  It is considered one of the finest pieces of art on the plane.
  However, it was constructed during a time when the road 
  did not see so much traffic, and it is too narrow to allow 
  more than a single creature to pass at a time.
  Some have talked about replacing or adding to the bridge.
  Others have gone so far as to build a new, wider bridge 
  across the river only a few hundred feet to the north.
  But travelers still prefer to cross at the White Feather 
  Bridge.
  They say, “Even the divine skies of Elysium look brighter 
  when viewed from the span of the White Feather Bridge; it 
  is more than just a convenience, it is a tradition that no one 
  should be denied”.
  Location: Amoria, the topmost layer of Elysium.
  Initial Encounters: Roll on the White Feather Bridge 
  encounter table when the characters visit the site for the 
  first time, or for the first time in over a year
  Subsequent Encounters: Once the characters clear out the 
  area, on subsequent visits the chance of an encounter is 
  only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: Once per day, you may add a +1 luck bonus to 
  one check, saving throw, attack roll, or damage roll.
  You may use this ability after rolling the d20, but you must 
  do so before the DM announces the result.
  Recharge Condition: Cross the White Feather Bridge.
  However, you must allow a traveler going in the opposite 
  direction to cross the bridge before you do.
  Higher-Order Ability: Once per day, you may cast the 
  planar ally spell.
  Higher-Order Uses: 2.
  SENTINEL GROVE (EL 9)
  The towering oaks of the sentinel grove are massive and 
  ancient even by the standards of Arborea.
  Many rise hundreds of feet into the air and have boles more 
  than 20 feet across.
  A thick bed of moss, fallen leaves, and delicate ferns 
  blankets the ground under these trees, except where 
  occasional gaps in the canopy let in shafts of pure sunlight.
  Beds of gorgeous wildflowers thrive in such locations, 
  filling the air with their heady perfume.
  In the heart of this grove stands an ancient temple—
  ruined, yet still magnificent.
  Flowering vines twine around its stately marble columns, 
  and within the roofless sanctuary lies a pond filled with 
  lilies.
  The remains of friezes depicting epic battles between 
  heroes and all manner of terrible foes decorate the interior 
  walls, but no clues reveal the identity of the deity to whom 
  the temple was dedicated.
  
  862
  Some say the building is simply a monument to struggle, 
  and that it was created as a ruin to indicate the fleeting 
  nature of glory.
  Location: The first layer of Arborea.
  Initial Encounters: Roll on the Sentinel Grove Encounter 
  Table below when the characters visit the site for the first 
  time, or for the first time in more than a year.
  Subsequent Encounters: Once the characters clear out the 
  area, the chance of an encounter is only 50% on each 
  subsequent visit.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  The creatures of the sentinel grove resent constant 
  intrusions but are basically good-natured.
  They may consent to give the characters access to the grove 
  in return for some service rather than simply fighting.
  Base Ability: When standing upright on any natural terrain, 
  you gain a +1 bonus on any opposed checks you make to 
  resist bull rush, trip or overrun attempts, and on saving 
  throws to resist being moved against your will (by wind 
  effects or telekinesis, for example).
  Recharge Condition: You must climb to the top of the 
  tallest oak in the grove, harvest an acorn, and plant it in 
  fertile soil.
  The relative heights of the trees may change from time to 
  time because of irregularities in growth and vagaries in the 
  weather, so a fresh determination of the correct tree is 
  necessary with each visit.
  Higher-Order Ability: Once per day, you can create a heroes’
  feast effect, as the spell (caster level equals your character 
  level).
  Higher-Order Uses: 2.
  SHRINE OF ACERERAK (EL 11)
  On Pandemonium, a great statue carved of strange, night-
  dark stone stands alone before a sealed mausoleum of cold 
  iron.
  The statue is of a humanoid skull and measures 5 feet in 
  diameter.
  Jewel-like stones glint in the eyesockets and in place of the 
  skull’s teeth.
  The mausoleum is but one of many tombs and unmarked 
  graves studding a vast tunnel along which howling winds 
  blow mournfully.
  Undead of various sorts prowl this forgotten graveyard.
  Location: Cocytus, the second layer of Pandemonium.
  Initial Encounters: Roll on the Shrine of Acererak 
  encounter table when the characters visit the site for the 
  first time, or for the first time in over a year.
  The base undead are randomly drawn to the site, but the 
  lich, if encountered, is attempting to establish a permanent 
  position at the shrine.
  Subsequent Encounters: Once the characters clear out the 
  shrine, on subsequent visits the chance of an encounter is 
  only 10% (reroll any result of a lich encounter).
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the 
  location.
  Base Ability: Mindless undead ignore you unless you attack 
  them, after which they react normally (attacking a single 
  undead that belongs to a group of adjacent undead causes 
  all in the group to likewise treat you normally).
  Recharge Condition: Kiss the idol of Acererak.
  Higher-Order Ability: Once per day, you can influence one 
  undead within 50 feet.
  To influence the undead, you must indicate a course of 
  activity (limited to a sentence or two).
  This direction may not be to take some obviously harmful 
  act such as to impale itself or leap into a vat of acid; 
  however, an undead may be directed to leave the area, 
  defend you, or defeat a former ally or master.
  An influenced undead acts on its direction until one of the 
  following conditions is met: its assigned task is completed, 
  a number of hours equal to your character level have 
  passed, the undead is redirected, or someone else with the 
  ability to turn or command undead successfully affects the 
  directed undead.
  The direction can continue for the entire duration (a 
  number of hours equal to your character level).
  If the direction can be completed in a shorter time, the 
  effect ends when the undead finishes what it was asked to 
  do.
  You can instead specify conditions that will trigger a special 
  activity during the duration.
  For example, you might suggest that an undead give 
  directions to the first traveler it meets.
  If the condition is not met before the duration expires, the 
  activity is not performed.
  Higher-Order Uses: 5.
  SILENT TEMPLE (EL 8)
  In the steaming jungles of Smargard, a massive temple lies 
  nestled in the forking branches of a vast tree, so high up 
  that the ground (if any exists) cannot be seen.
  All around is the susurrus of the jungle, with occasional 
  shrill cries or harsh growls of prey and predator.
  Inside the great temple, all is deadly quiet, and the 
  structure seems deserted.
  But lurking in its labyrinthine depths, the children of 
  Merrshaulk, the yuan-ti deity, slither through ancient 
  passageways and perform rites that even their own god has 
  forgotten.
  Location: Smargard, one of the layers of the Infinite Layers 
  of the Abyss.
  
  863
  Initial Encounters: Roll on the Silent Temple encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  Any yuan-ti that are encountered attempt to thwart the 
  characters from fulfilling the recharge conditions of the 
  Silent Temple’s higher-order ability, waiting until the 
  characters are preoccupied before striking.
  Subsequent Encounters: Once the characters defeat a trap, 
  there is a 50% chance that yuan-ti arrive and reset or replace 
  it.
  If the characters defeat the yuan-ti, there is a 20% chance 
  that more yuan-ti arrive to take their place before the 
  characters return.
  If the PCs fail to visit the location for more than a year, they 
  must roll for temple encounters as if they had never visited 
  the site.
  Base Ability: You gain a +2 competence bonus on Move 
  Silently checks, and you gain a +5 circumstance bonus on 
  Hide checks made in heavily wooded settings (including 
  jungles).
  Recharge Condition: Find and retrieve a citrine (worth 50 
  gp) in a 20-foot-by-20-foot pit filled with venomous snakes, 
  enduring 1d4+4 attacks per round from (roll d6) a Small 
  viper (1–3), a Medium viper (4–5), or a Large viper (6).
  Finding the citrine requires a DC 25 Search check, though 
  magical means can suffice.
  The citrine must then be placed in a bowl of similar 
  gemstones at an idol farther inside the temple.
  Higher-Order Ability: Once per day, you can polymorph 
  yourself into a viper of your same size category.
  This transformation lasts for 1 minute per your character 
  level, or until you choose to change back to your natural 
  form.
  Higher-Order Uses: 4.
  SPIRE OF THORNS (EL 9)
  The sprawling forests of Arvandor, topmost layer of the 
  Olympian Glades of Arborea, are home to a nearly infinite 
  number of different plants, trees, and shrubs.
  Far from Corellon’s Court, or indeed any settlement, in a 
  stretch of woods that grows so thick that the sun never 
  reaches the forest floor, a single, poisonous bramble has 
  grown so tall and strong that it has become a tower whose 
  top fairly scrapes the canopy of leaves overhead.
  Called the Spire of Thorns by the elves of Arvandor, this 
  tower has become a way that foresters, rangers, barbarians, 
  and other folk who relish the wild life use to prove their 
  mettle.
  They climb the tower barehanded while wearing only a 
  light tunic.
  The spire’s thorns are coated in a poison that addles the wits 
  and dulls the senses, but completing the task is said to 
  toughen the body against all toxins.
  Location: Arvandor, the topmost layer of Arborea.
  Initial Encounters: Roll on the Spire of Thorns encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  The elf barbarian is there to test his mettle by climbing the 
  spire.
  The elf may be friendly or antagonistic, at the DM’s 
  discretion.
  Subsequent Encounters: Once the characters clear out the 
  area, on subsequent visits the chance of an encounter is 
  only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +2 bonus on saves against poison.
  Recharge Condition: Climb to the top of the spire.
  This requires a successful DC 20 Climb check; you may 
  take 10 on this check, but you may not take 20.
  Each attempt inflicts 1d6 points of damage.
  If the Climb check fails, you must succeed on a DC 14 
  Fortitude saving throw or fall prey to the bramble’s poison.
  The poison has an initial damage of 1 point of Wisdom and 
  a secondary damage of 1 point of Dexterity.
  Higher-Order Ability: You gain the ability to cast neutralize 
  poison on yourself once per day.
  The spell functions as if cast by a 15th-level ranger.
  Higher-Order Uses: 5.
  STORMVAULT (EL 8)
  Controlling the weather on the two layers of the Peaceable 
  Kingdoms of Arcadia are four once-mortal beings now 
  known as the Storm Kings: Rain, Wind, Lightning, and 
  Cloud.
  Each dwells in a mighty castle, arranged precisely at 
  equidistant points around Arcadia’s Orb of Day and Night, 
  and from here they work together to provide just the right 
  mixture of rain and shine for all of Arcadia.
  The one place they share together is the Stormvault, a great 
  subterranean cistern containing the power of the storms.
  Each of the Storm Kings visits the Stormvault from time to 
  time, withdrawing power when particularly large 
  atmospheric phenomena are called for, or returning power 
  when a storm has run its course.
  And though they are precise in their measurements, even 
  beings as powerful as the Storm Kings cannot be 
  everywhere, especially on the infinite layers of Abellio and 
  Buxenus.
  Thus, the Storm Kings reward those who aid them in their 
  duties—everything from rounding up stray air elementals 
  to controlling the winds and calling the lightning from the 
  skies and back into the vault.
  
  864
  Location: The Peaceable Kingdoms of Arcadia.
  Initial Encounters: Roll on the Stormvault encounter table 
  when the characters visit the site for the first time, or for 
  the first time in over a year.
  Air elementals in the vicinity of the Stormvault are stray 
  powers of the Storm Kings, who would not appreciate their 
  destruction.
  An arrowhawk, on the other hand, has wandered in from 
  the Elemental Plane of Air and become curious about the 
  power contained in the Stormvault.
  Subsequent Encounters: Bits of the Storm Kings’ power are 
  always getting loose or wandering back to the Stormvault 
  after doing their work on the layers of Arcadia.
  Every time the characters return to the Stormvault, roll a 
  new encounter as though it was their first visit.
  Base Ability: Add +1 to the DC for all saving throws against 
  any spells you cast that deal with rain, wind, lightning, or 
  clouds.
  Recharge Condition: Stand upon the Stormvault and cast 
  call lightning, fog cloud, gust of wind, sleet storm, or ice storm.
  Higher-Order Ability: Choose one of the four Storm Kings.
  Once per day, you can cast control weather to create weather 
  conditions associated with that king, depending on the 
  climate and season in your current environment.
  • Rain: Sleet storm (spring), torrential rain or hailstorm 
  (summer), sleet (autumn), or snow (winter);
  • Wind: Tornado (spring), gentle breezes (summer), chill 
  winds (autumn), or freezing winds (winter);
  • Lightning: Thunderstorm (spring, summer, or fall) or 
  blizzard (winter);
  • Cloud: Hot weather (spring), humidity (summer), fog 
  (spring or autumn), or frigid cold (winter).
  The conditions you create last for 4d12 hours, or until you 
  activate this ability again and change the weather.
  You may choose a different Storm King each time you 
  recharge this higher-order ability.
  Higher-Order Uses: 2.
  TEMPLE OF RADIANCE (EL 12)
  The Temple of Radiance sits atop a tiny spit of rock that juts 
  from the waters of Thalasia, the bottommost layer of 
  Elysium.
  It is a temple to Pelor, god of the sun, built in the classic 
  style.
  Walls, columns, and arches measure out the forms of 
  various rooms and chambers—including a large central 
  chapel—but none of these areas has even the pretense of a 
  roof or other covering.
  The entire building is open to the sky so that worshipers 
  may follow the sun along its celestial journey.
  Some claim that this was the very first shrine ever built in 
  Pelor’s name; others say that it is merely the most beautiful.
  Whatever the truth, the Temple of Radiance is one of the 
  most popular pilgrimage destinations for worshipers who 
  have the wherewithal to travel to and within Elysium.
  The temple generally receives anywhere from a dozen to 
  several hundred visitors per day.
  Of course, since the Temple of Radiance is so highly valued 
  by worshipers, it occasionally comes under attack from 
  enemies of Pelor (in particular, by worshipers of Nerull).
  To protect the pilgrims from this and other dangers, a cadre 
  of holy warriors, known as the Radiant Guardians, protect 
  the island.
  Location: Thalasia, the lowest layer of Elysium.
  Initial Encounters: Roll on the Temple of Radiance 
  encounter table when the characters visit the site for the 
  first time, or for the first time in over a year.
  The Radiant Guardians are cautious if visitors arrive heavily 
  armed, but they will welcome anyone who has come to 
  worship at the Temple.
  Subsequent Encounters: Once the characters establish a 
  relationship with the Radiant Guardians (or clear the 
  location), the chance of an encounter on subsequent visits 
  is only 25%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +1 bonus on saving throws against 
  evil creatures or effects.
  Recharge Condition: Spend one day praying and fasting in 
  the Temple of Radiance.
  Higher-Order Ability: Once per day, you can cast the 
  searing light spell.
  This spell functions as if cast by a 10th-level cleric, dealing 
  5d8 points of damage to any target that is struck (or 10d6 
  points to any undead target that is struck).
  Higher-Order Uses: 5.
  €Radiant Guardian: Human paladin 10; CR 10; Medium 
  humanoid; HD 10d10+10; hp 65; Init –1; Spd 20 ft.; AC 23, 
  touch 10, flat-footed 23; Base Atk +10; Grp +13; Atk +15 
  melee (1d8+4/19–20, +1 longsword); Full Atk +15/+10 melee 
  (1d8+4/19–20, +1 longsword); SA smite evil 3/day, turn 
  undead; SQ aura of good, detect evil, divine grace, lay on 
  
  865
  hands, aura of courage, divine health, special mount, remove 
  disease 2/week; AL LG; SV Fort +11, Ref +5, Will +8; Str 16, 
  Dex 8, Con 12, Int 10, Wis 14, Cha 16.
  Skills and Feats: Concentration +14, Ride +12; Cleave, 
  Mounted Combat, Power Attack, Ride-By Attack, Weapon 
  Focus (longsword).
  Smite Evil (Su): +3 attack, +10 damage.
  Lay on Hands (Su): 30 points per day.
  Aura of Courage (Su): Allies within 10 feet gain +4 morale 
  bonus on saves against fear effects.
  Turn Undead (Su): As a 7th-level cleric.
  Paladin Spells Prepared (2/2): 1st—bless weapon, protection from 
  evil; 2nd—resist energy, zone of truth.
  Possessions: +2 full plate, +1 heavy steel shield, +1 longsword,
  gauntlets of ogre power, masterwork composite (+2) longbow, 
  20 arrows.
  UNSEEN PATH (EL 5)
  On the whole, the plane of Pandemonium is a dark, 
  befuddling place.
  The ground is generally uneven, rocky terrain, there are no 
  natural sources of light, and winds howl constantly, 
  bringing odd sounds from every direction.
  This makes it difficult, even at the best of times, for a visitor 
  to get her orientation, and walking even a few steps can be 
  an adventure.
  Of all the disorienting places in Pandemonium, the section 
  of tunnel known as the Unseen Path is perhaps the most 
  baffling.
  Approximately 300 feet long and laid with fine 
  cobblestones, the Unseen Path was clearly carved by some 
  intelligent hand.
  Because of the nature of gravity on Pandemonium, the fact 
  that this path wanders unpredictably from floor to wall to 
  ceiling and back is not all that strange.
  What is strange is that the tunnel has been enchanted so 
  that if one wanders off the path, gravity reverses itself, 
  causing unwary pedestrians to unexpectedly “fall” the 
  entire width of the tunnel (about 50 feet).
  This would be troublesome enough, but there is a second 
  enchantment on the Unseen Path.
  The entire length of the passageway is cloaked by a series of 
  deeper darkness spells, making traversing the span an 
  especially dangerous proposition.
  Location: Cocytus, the second layer of Pandemonium.
  Initial Encounters: Roll on the Unseen Path encounter 
  table when the characters visit the location for the first 
  time, or for the first time in over a year.
  Subsequent Encounters: Once the characters clear out the 
  area, on subsequent visits the chance of an encounter is 
  only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +1 bonus on Listen checks.
  Recharge Condition: Walk the entire length of the Unseen 
  Path.
  You do not have to keep on the cobblestone path for the 
  whole distance; you merely have to traverse the entire 
  tunnel.
  Higher-Order Ability: Once per day, you can use darkvision 
  for a number of minutes equal to 10 × your character level.
  Higher-Order Uses: 6.
  VALLEY OF THUNDER (EL 10)
  Among the rolling hills of Brux, the second layer of the 
  Wilderness of the Beastlands, is a valley that is home to the 
  massive reptiles known as dinosaurs.
  On most worlds, dinosaurs ruled the land until the rise of 
  dragons or until some natural calamity culled their 
  numbers enough to allow a humanoid race to flourish.
  In the Valley of Thunder, though, they remain the 
  undisputed masters, and any creature that knows what’s 
  good for itself will give the ancient lizards as wide a berth as 
  possible.
  Not all the dinosaurs are dangerous, of course.
  Some are carnivorous and some are vegetarian, but like 
  most animals, they want nothing more than to live out 
  their lives following nature’s simple requirements—eating, 
  sleeping, and mating at the appropriate times.
  But being as big as they are, dinosaurs can cause trouble for 
  smaller creatures in many unintended ways.
  And, of course, the great hunters, such as the 
  Tyrannosaurus, consider anything that moves to be a 
  potential meal.
  Location: Brux, the second layer of the Beastlands.
  Initial Encounters: Roll on the Valley of Thunder 
  encounter table when the characters visit the site for the 
  first time, or for the first time in over a year.
  Subsequent Encounters: On subsequent visits, the chance 
  of an encounter is only 25%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +1 bonus to your Armor Class.
  Recharge Condition: Find a bone or tooth from a freshly 
  killed dinosaur (one that has been dead for no more than a 
  week), grind it into a powder, and sprinkle the powder over 
  your head.
  Higher-Order Ability: Once per day as a full-round action, 
  you can cause your skin to harden into a dinosaur-like 
  armor plating.
  This provides you with damage reduction 5/magic for a 
  number of rounds equal to your character level.
  Higher-Order Uses: 4.
  
  866
  VEIL (EL 5)
  The Plane of Shadow is an ever-changing landscape of stark 
  contrast.
  The sky is always black and the land a powdery white, with 
  no shade or hue anywhere (except for subtle gray tones that 
  hint at an object’s texture and depth).
  In one area, however, the line of stark delineation ripples 
  and blurs—the Veil.
  From a distance, the Veil looks like a small dust devil or 
  smoke from a smoldering fire.
  But as one draws closer, it becomes clear that the Veil is 
  even more ephemeral.
  It is a ripple in the air, a distortion through which colors 
  appear to morph into their opposites and back again many 
  times a second.
  Since the only two colors on the Plane of Shadow are black 
  and white, this means that anything viewed through the 
  Veil has a soft gray tone, almost like highly realistic 
  drawings done in charcoal.
  Creatures native to the plane find this effect disturbing, 
  even profane, and avoid it at all costs.
  Some of them believe that merely looking through the Veil 
  can addle a person’s mind, making it difficult for him to 
  make decisions or understand opposing concepts.
  Visitors are more likely to see it as a peculiar but intriguing 
  natural wonder.
  Location: The Plane of Shadow.
  Initial Encounters: Roll on the Veil encounter table when 
  the characters visit the location for the first time, or for the 
  first time in over a year.
  Subsequent Encounters: Once the characters clear out the 
  area, on subsequent visits the chance of an encounter is 
  only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +1 bonus on Hide checks.
  Recharge Condition: Stand on the opposite side of the Veil 
  from an object or person.
  Using chalk, pencil, or charcoal, make as good a drawing as 
  you’re able of what you see.
  Then look at the drawing through the Veil.
  Higher-Order Ability: Once per day, as long as you are 
  within 10 feet of some sort of shadow, you can hide from 
  view in the open without anything to actually hide behind.
  You cannot, however, hide in your own shadow.
  Higher-Order Uses: 5.
  WERE GLADE (EL 7)
  Deep in a forest of continual night, the trees part.
  A circle of ancient obelisks scrawled with generations of 
  beastmarks seems to keep the trees at bay.
  The opening in the trees allows the silver moon above to 
  cast its radiance down unhindered.
  Where the silver shaft touches the stones, they take on an 
  inner, answering light.
  Were wolves often meet in the glade, to dance under the 
  lambent moon.
  The Stone of Wailing and the Stone of Lament are huge 
  boulders that push up from the earth, revealing just their 
  tips.
  It is uncertain how these formations received their name.
  Location: Karasuthra, third layer of the Beastlands.
  Initial Encounters: Roll on the Were Glade encounter table 
  when the characters visit the site for the first time, or for 
  the first time in over a year.
  If a werewolf lord is encountered, it is attempting to 
  establish a lair.
  Subsequent Encounters: Once the characters clear out the 
  glade, on subsequent visits the chance of an encounter is 
  only 10%.
  
  867
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +2 bonus on Handle Animal, 
  Diplomacy, Bluff, and Sense Motive checks when dealing 
  with animals, magical beasts, or shapechangers.
  Recharge Condition: Scratch a “beastmark” of your own 
  onto one of the obelisks in the Were Glade.
  A beastmark can be a simple scoring on the stone, or a 
  series of scratches that represents a bestial image.
  Higher-Order Ability: You gain limited wolf lycanthropy.
  Once per day, you can become a werewolf, either a full wolf 
  or a hybrid between your normal form and that of a wolf.
  Once changed, you can maintain your new form for up to 9 
  hours.
  Changing back to your normal form ends the effect and 
  counts as one use.
  While in your alternate form, you retain full control of your 
  actions and gain most of the benefits of the lycanthrope 
  template; however, you cannot pass on the curse of 
  lycanthropy.
  Once you’ve made your first visit to the Were Glade, you 
  permanently retain the shapechanger subtype, even if 
  you’ve exhausted all your uses of the higher-order ability.
  For full details of the template, see Creating a Lycanthrope 
  and associated text on page 175 of the Monster Manual.
  Higher-Order Uses: 2.
  WIDOW’S WALK (EL 8)
  Nestled in a quiet corner of Lolth’s Demonweb Pits is a 
  high spire draped all about with webs.
  Atop this spire, a pair of glittering black opals sits at each of 
  the four corners.
  Throughout the webs climb thousands of black widow 
  spiders of all different sizes, paying their own special 
  homage to their Spider Queen.
  Those who clamber up the webbing to clear the webs from 
  the opals—and thus, be seen by the spire’s “eyes”—are 
  granted special favors.
  Location: The Demonweb Pits, the 66th layer of the Infinite 
  Layers of the Abyss.
  Initial Encounters: Roll on the Widow’s Walk encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  Subsequent Encounters: The Demonweb Pits have no 
  shortage of spiders.
  On every subsequent visit, roll a new encounter.
  Base Ability: You gain a +2 competence bonus on Climb 
  skill and add +10 feet to your climb speed.
  Recharge Condition: Climb 200 feet up the webs of the 
  spire and clean each of the black opals, enduring 1d6+6 
  attacks per round from (roll 1d6) a Small monstrous spider 
  (1–3), a Medium monstrous spider (4–5), or a Large 
  monstrous spider (6).
  Higher-Order Ability: Once per day, you can either spider 
  climb as the spell or cast web as the spell.
  In either case, use your character level as the caster level.
  Higher-Order Uses: 6.
  YONDALLA’S TEETH (EL 9)
  Amid the ever-changing chaos of Limbo is an area where a 
  jumble of alabaster boulders and rocks tumbles through the 
  miasma, crashing into one another and anything else in its 
  way.
  The boulders seem to be drawn to a central point of gravity.
  More than anything, they look like a great maw of teeth 
  chewing up everything in their path.
  This phenomenon is just a part of the unpredictable nature 
  of Limbo—the lawful good goddess Yondalla has nothing 
  to do with it.
  The place earned its name because acrobats and tumblers 
  from all over the multiverse travel to the Teeth in order to 
  hone their prowess at avoiding injury even in the most 
  chaotic of circumstances.
  A disproportionate number of these visitors are halflings, 
  and so it became widely, albeit erroneously, supposed that 
  their goddess had something to do with it.
  Every round that a character spends inside Yondalla’s 
  Teeth, she takes 2d6 points of damage.
  A successful DC 15 Reflex save halves the damage.
  Location: Limbo.
  Initial Encounters: Roll on the Yondalla’s Teeth encounter 
  table when the characters visit the site for the first time, or 
  for the first time in over a year.
  The rogues are there to test their skills inside Yondalla’s 
  Teeth and may be friendly or antagonistic as the DM 
  prefers.
  Subsequent Encounters: Once the characters clear out the 
  area, on subsequent visits the chance of an encounter is 
  only 10%.
  If the PCs fail to visit the location for more than a year, they 
  must roll for encounters as if they had never visited the site.
  Base Ability: You gain a +1 bonus on Spot checks.
  Recharge Condition: Spend a number of rounds equal to 
  half your character level, rounded down, inside Yondalla’s 
  Teeth.
  Higher-Order Ability: Once per day as a move action, you 
  can gain a +4 dodge bonus to your Armor Class for a 
  number of rounds equal to half your character level, 
  rounded down.
  Higher-Order Uses: 5.
  
  868
  SANDSTORM (3.5)
  BLUE DRAGONS’ GRAVEYARD (EL 17)
  Deep in a cave hidden beneath an overhang in a canyon 
  wall lays a huge pit filled with the gigantic bones of 
  countless blue dragons.
  Unaccountably drawn here from all quarters of the world 
  since the beginning of time, ancient blue wyrms journey to 
  this place, lie down their heads one last time, and die.
  Treasure seekers sometimes brave the trackless wastes to 
  seek the Blue Dragons’ Graveyard but rarely find anything 
  worth taking back—a horn here and some scales there.
  The real treasure is the great store of electrical energy the 
  dragons have left behind.
  Initial Encounter: Roll on the Blue Dragons’ Graveyard 
  Encounters table when the characters first visit the site.
  Adventurers are likely in search of treasure and do not 
  know of the powers of the graveyard.
  Blue dragons are either in search of treasure or have come 
  to die.
  Subsequent Encounters: The Blue Dragons’ Graveyard is 
  never completely abandoned.
  Even if the characters clear the area, there is still a 40% 
  chance of an encounter each time they visit the place.
  Base Ability: You gain electricity resistance 5.
  Recharge Condition: Deal 50 points of electricity damage to 
  the bones of the Graveyard in a single attack, casting, or 
  activation.
  Higher-Order Ability: You can breathe a line of lightning, 
  the length of which is determined by your size.
  (See the Dragon Breath Weapons table, page 69 of the 
  Monster Manual).
  The line of lightning deals 1d8 points of damage for every 
  two character levels you have.
  A successful Reflex save (DC 10 + 1/2 your character level + 
  your Con modifier) halves the damage.
  Higher-Order Uses: 4.
  CITY OF THE DEAD (EL 7)
  Used as a necropolis by a long-lost dynasty of wasteland 
  plains folk, this crumbling city has been abandoned for 
  ages, though its ancient traps and undead sentinels are still 
  active.
  Said to contain the riches of generations of emperors, the 
  City of the Dead is a place many seek, but from which few 
  return.
  Labyrinthine passages below the desert sands lead to burial 
  chambers long closed and sealed, each of which, in turn, is 
  filled with all manner of deadly traps to ward off grave 
  robbers.
  Those clever enough to outmaneuver the traps must still 
  face legions of mummies, wraiths, and specters that seek to 
  convert intruders into unliving slaves.
  The greatest treasure, however, are the intricate mosaics of 
  the Hall of the First King.
  Those who translate their elaborate instructions gain 
  fantastic powers.
  Initial Encounter: Roll on the City of the Dead Encounters 
  table when the characters visit the site for the first time.
  Any undead encountered try to thwart attempts at fulfilling 
  the recharge conditions of the city’s higher-order ability.
  They wait until the characters are preoccupied before 
  striking.
  
  869
  Subsequent Encounters: Once the characters defeat a trap, 
  there is a 50% chance mummies of the City of the Dead 
  reset or replace it before the characters return.
  If the characters defeat undead, 10% of the time their ranks 
  are replenished.
  If the heroes fail to visit the location for more than a year, 
  roll for an encounter as if they had never visited the city.
  If the characters dally in the Hall of the First King (see 
  Recharge Condition below), roll on the City of the Dead 
  encounter table once per day, rerolling trap results.
  The undead are not idle while the characters linger.
  Base Ability: You gain a +1 insight bonus on all Charisma-
  based checks.
  Your Charisma-based spells get a +1 insight bonus on caster 
  level checks made to overcome a creature’s spell resistance.
  Recharge Condition: Find the Hall of the First King.
  There, translate the instructions on one of the many 
  mosaics, either by means of a spell or magic item, by 
  learning the ancient language, or by making a DC 35 
  Decipher Script check.
  Higher-Order Ability: Once per week, you can use mass 
  charm monster as a spell-like ability on creatures that share 
  one element of your alignment (chaotic, evil, good, lawful, 
  neutral).
  The total Hit Dice you can affect is equal to three times the 
  caster level or one creature regardless of Hit Dice.
  Your caster level is equal to your character level.
  Higher-Order Uses: 4.
  CRYPT OF BADR AL-MOSAK (EL 7)
  In the midst of rocky, low-lying hills, a few broken pillars 
  form a circle surrounding a terraced bowl.
  Stone columns lay scattered and broken within the basin, 
  seeming to point to the sarcophagus at the center of what 
  might have once been an amphitheater.
  The massive stone crypt stands 10 feet high and is of one 
  piece with the stone upon which it seems to rests.
  The grand sarcophagus is that of a pharaoh named Badr Al-
  Mosak.
  The stone coffin doesn’t open—it is actually a statue.
  While the area beneath the statue does, in fact, contain 
  haunted crypts and treasures of old, few have ever thought 
  to check and merely believe the ruined amphitheater to be 
  a touchstone site.
  Initial Encounter: Roll on the Crypt of Badr Al-Mosak 
  Encounters table when the characters visit the site for the 
  first time.
  Subsequent Encounters: Once the characters clear the area 
  around the crypt, subsequent visits have a 10% chance of an 
  encounter.
  If the visitors fail to visit the location for more than six 
  months, roll for an encounter as if they had never visited 
  the location.
  Base Ability: Within the sight or presence of the Crypt of 
  Badr Al-Mosak, you gain a +4 bonus on saving throws 
  against necromancy spells, as well as a +4 bonus on any 
  saving throw to resist the special attacks of undead.
  Outside the crypt’s presence, you must succeed on a DC 15 
  Concentration check to gain this benefit.
  Check each time you are asked to make an appropriate save.
  Recharge Condition: Pray at the foot of the sarcophagus.
  Higher-Order Ability: You can use undeath to death (as the 
  spell) as a spell-like ability.
  Your caster level is equal to your character level.
  Higher-Order Uses: 2.
  DUSTY CONCLAVE (EL 12)
  In the deepest part of the most inhospitable depths of the 
  waste is a grotesque gallery.
  What seem at first to be statues arrayed in a circle are soon 
  revealed as petrified, fossilized, and transformed remnants 
  of once-living creatures.
  Crude lumps of salt are scattered amid leathery corpses still 
  holding the poses in which they died.
  This is the secret meeting place of the Dusty Conclave, a 
  gathering of the strange desert wanderers known as 
  walkers in the waste.
  At midsummer noon each year, the walkers gather to 
  perform powerful magic rituals.
  Initial Encounter: Roll on the Dusty Conclave Encounters 
  table the first time the PCs approach the rift.
  Subsequent Encounters: If the visitors enter this region 
  again, they have a 50% chance of another encounter.
  If the characters fail to visit the location for more than six 
  months, roll for an encounter as if they had never visited 
  the location.
  Base Ability: Your natural armor bonus improves by 1.
  Recharge Condition: You must restore life to a creature 
  petrified by flesh to stone or flesh to salt within the circle of 
  statues.
  Higher-Order Ability: You can use flesh to stone as a spell-
  like ability.
  Your caster level is equal to your character level.
  Higher-Order Uses: 2.
  
  870
  ETERNAL BREATH OF SENEFERU (EL 
  8)
  The Eternal Breath of Seneferu is not static—it moves 
  across the face of the desert as a permanent sandstorm.
  One doesn’t so much find the Eternal Breath as get found 
  by it.
  However, one can track the Eternal Breath by the trail it 
  leaves in the sand after its passage—the Eternal Breath 
  usually moves only a few feet per hour, though it 
  sometimes surges ahead at a speeds of up to 15 miles per 
  hour (130 feet per round).
  Seneferu is the name of a wizard who once lived in the 
  desert where the Eternal Breath roams.
  He sought the heart of the desert, a mystical force that 
  drives desertification into living lands.
  Legend records that he found it in a tomb buried by the 
  sands (some say buried in a divine sandstorm that lasted a 
  year and a day).
  Only a few know of the Eternal Breath’s touchstone 
  qualities.
  These creatures can call to Seneferu.
  If such seekers are sufficiently deep into the desert, the 
  Eternal Breath responds, arriving 1d4 days from the 
  moment it was first called.
  The Eternal Breath of Seneferu manifests as a sandstorm 
  (see Sandstorms, page 16).
  Unlike a standard sandstorm, fell creatures move within 
  the gritty winds of the Eternal Breath, immune to its biting 
  sand.
  They attack anything they find within the storm.
  Initial Encounter: Roll on the Eternal Breath of Seneferu 
  Encounters table when the characters track down the 
  roving sandstorm for the first time.
  Subsequent Encounters: Unlike many touchstones, the 
  Eternal Breath of Seneferu constantly draws to it the 
  creatures noted in the encounter table.
  Thus, any time seekers track down or call the Eternal 
  Breath after a span of more than five days has passed since 
  the last visit, roll on the encounter table again.
  Base Ability: You are less affected by powerful winds; 
  moreover, you are refreshed and invigorated in windy 
  environments.
  For the purposes of wind effects (see Table 3–24: Wind 
  Effects, page 95 of the Dungeon Master’s Guide) you are 
  treated as a creature two sizes larger than your actual size.
  Any time you are exposed to an average wind speed of at 
  least 21 miles per hour, you gain a +4 bonus on all Fortitude 
  and Will saving throws.
  Moreover, you gain damage reduction 2/– against 
  nonlethal damage dealt by a sandstorm.
  Recharge Condition: Remain for 5 minutes within the 
  Eternal Breath of Seneferu.
  Higher-Order Ability: You can use gust of wind as a spell-like 
  ability.
  Unlike the blast of air created by the normal gust of wind 
  spell, the wind you create blows at 70 miles per hour (with 
  the appropriate effects as indicated on Table 3–24 in the 
  Dungeon Master’s Guide).
  Your caster level is equal to your character level.
  Higher-Order Uses: 8.
  HEALING WATERS OF ABU-IMA (EL 
  5)
  Like the shrine at Kahar, the pool found amid the ruins of 
  an ancient temple at Abu-Ima is reputed to have the ability 
  to heal the sick and cure the afflicted.
  However, unlike the shrine at Kahar, the pool lost in the 
  ruins of Abu-Ima is not a popular destination—the curse 
  that fell on Abu-Ima killed all its inhabitants, and now 
  awful creatures and visions of hell are said to roam its sand-
  filled lanes.
  Initial Encounter: Roll on the Healing Waters of Abu-Ima 
  Encounters table when the characters visit the site for the 
  first time.
  Subsequent Encounters: Once the characters clear the area 
  around the pool of foes, subsequent visits have a 10% 
  chance of an encounter.
  If the characters fail to visit the location for more than a 
  year, roll for an encounter as if they had never visited the 
  location.
  Base Ability: Once per day, you can use either cure serious 
  wounds or remove disease as a spell-like ability.
  Caster level equals your cleric level.
  Recharge Condition: While bathing in the pool, channel 
  positive energy into the pool by expending one of your 
  daily uses of turn undead.
  Higher-Order Ability: Once per week, you can use raise 
  dead as a spell-like ability.
  Your caster level equals your character level.
  Higher-Order Uses: 2.
  PYRAMID OF AMUN-RE (EL 6)
  Amid the vast desert sands, the last relic of a dead 
  civilization rears from the ashen dunes, four-sided and 
  stately.
  Surrounded by the broken foundations of a once mighty 
  city, the great pyramid itself seems hardly weathered by the 
  ages.
  
  871
  Over 700 feet square at the base and rising to a height of 
  700 feet, the pyramid’s four surfaces face the points of the 
  compass.
  While the pyramid of Amun-Re is reputed to contain 
  hidden chambers, trapped galleries, ancient curses, 
  guardians, and monsters in its own right, as a whole the 
  pyramid is also a touchstone site, though few recognize this 
  fact.
  Initial Encounter: Roll on the Pyramid of Amun-Re 
  Encounters table when the characters visit the site for the 
  first time.
  Subsequent Encounters: Any time visitors return to the 
  pyramid after more than five days, roll on the encounter 
  table again.
  Base Ability: When in the presence of the Pyramid of 
  Amun-Re, you can take a standard action to grant yourself a 
  number of temporary hit points equal to your character 
  level.
  Outside the presence of the pyramid, you can attempt to 
  grant yourself the same number of temporary hit points 
  with a DC 15 Concentration check.
  These temporary hit points last 1 hour.
  You can attempt this ability only once per day.
  Recharge Condition: Travel to the top of the pyramid.
  Higher-Order Ability: The temporary hit points you gain 
  from the base ability last for 24 hours.
  Higher-Order Uses: 6.
  SALT STATUARY (EL 7)
  A great crack in the earth opened up a buried salt deposit, 
  exposing the crystals to the elements.
  Staggered protrusions of the mineral jut from the broken 
  surface, and strange forms of gleaming salt lie exposed in 
  places weather cannot reach.
  They resemble statues of living things, but the forms are of 
  creatures known in no history.
  They might be religious carvings or unfortunate beings 
  transmuted to salt.
  Initial Encounter: Roll on the Salt Statuary Encounters 
  table the first time the PCs approach the rift.
  Subsequent Encounters: Later visits to the site have a 25% 
  chance of another encounter.
  If the characters wait a year or longer to visit the chasm, roll 
  for an encounter as if they had never visited the location.
  Base Ability: You gain the Improved Heat Endurance feat.
  Recharge Condition: You must successfully cast flesh to salt 
  (see page 116) on a living creature within the region.
  Higher-Order Ability: You can use parching touch (see page 
  118) as a spell-like ability.
  Your caster level is equal to your character level.
  Higher-Order Uses: 12.
  SHRINE AT KAHAR (EL 3)
  The tiny shrine at the Kahar oasis draws thousands of 
  worshipers every year, each hoping to receive the blessing 
  of Solanil, the deity of oases.
  Many visitors have claimed minor (or even major) miracles 
  as a result of having prayed at the shrine.
  However, only those with true faith receive the real 
  blessing of the deity, for only they who do her holy work 
  best know how to use her gifts.
  Initial Encounter: A long line of supplicants can always be 
  found at the shrine.
  Since gaining the blessing of Solanil requires placing one’s 
  hands upon the shrine, a visitor can expect to wait 3d4 
  hours before reaching it.
  One can hurry to the front of the line, however.
  Roll twice on the Shrine at Kahar Encounters table 
  whenever the characters first visit the site.
  If someone is able to provide what the injured parties need, 
  the rest of those assembled are so impressed that they allow 
  that character to go straight to the shrine.
  (Other needy souls might also approach the character after 
  he goes to the shrine).
  A character who pushes his way to the front of the line, or 
  otherwise ignores the pleas of the disadvantaged, does not 
  benefit from the blessing of the shrine even if he possesses 
  the Touchstone feat.
  He can return after six months and try again.
  
  872
  Subsequent Encounters: Because many supplicants visit the 
  shrine at Kahar many times a year, word of a character’s 
  ability to heal travels quickly through the oasis.
  There is a 60% chance that someone recognizes the 
  character and ushers him to the shrine each time he 
  returns.
  Base Ability: Once per day, you can use one of the 
  following spell-like abilities: aid, calm emotions, cure moderate 
  wounds, lesser restoration, or remove paralysis.
  Your caster level equals your cleric level.
  Recharge Condition: Channel positive energy into the 
  shrine by expending one of your daily uses of your ability 
  to turn undead while laying hands on the shrine.
  Higher-Order Ability: You may cast create food and water as a 
  spell-like ability.
  Your caster level equals your character level + 3.
  Higher-Order Uses: 12.
  SKYSEA (EL 9)
  Formed during a fiery battle between a mighty wizard-king 
  and an efreeti lord, the Skysea appears at first as only a 
  remote shimmer.
  Eventually, to the distant eye, dunes seem to flatten and 
  their hue appears bluish.
  Those who continue to approach notice that the sky itself 
  seems to wrap down and around, and become part of the 
  desert, while the desert seems to drop off into the sky.
  Clouds float deep within this strange expanse.
  Those who approach closer still see that the ground seems 
  to drop away into deep sky.
  A shoreline of small dunes stretches to either side as far as 
  the eye can see, beyond which is only an empyreal vastness.
  A haze of heat dances across the sky, and the air at the 
  shoreline is so dry and hot that it burns the lungs.
  A small island seems to float in the center of the Skysea 
  (the focus of this touchstone site).
  The Skysea is great stretch of mirrored glass (see Glass Sea 
  Terrain, page 29).
  Its surface is almost perfectly smooth, worn down by 
  sandstorms over centuries, and the glass is an average of 10 
  feet thick.
  Skysea varies somewhat from typical glass seas—it is solid 
  glass throughout, has no slope (or other terrain hazards 
  associated with natural glass seas), and is slippery (a 
  creature can move more than half speed only by making a 
  DC 15 Balance check).
  The Skysea’s temperature hovers around 150 degrees (see 
  Heat Dangers, page 12) during the day, so most who travel 
  across it do so at night.
  Initial Encounter: Roll on the Skysea Encounters table 
  when the characters first journey out onto the Skysea.
  Subsequent Encounters: The Skysea covers miles of area, 
  with a 5% chance of encounter every hour.
  Base Ability: You gain a +6 bonus on saving throws against 
  heat and fire.
  Recharge Condition: Reach the mile-wide island at the 
  center of the Skysea, where the ruins of an abandoned city 
  lie.
  Higher-Order Ability: You can use desiccate (see page 114) as 
  a spell-like ability.
  Your caster level is equal to your character level.
  Higher-Order Uses: 6.
  SUNKEN BARGE (EL 10)
  The wreckage of an ancient barge lies in the Salt Waste, 
  half buried in the salt.
  Once the royal vessel of an ancient king of the plains folk, 
  it capsized in a storm and sank, lost for thousands of years.
  Looters have long since stripped away anything of value, 
  but have overlooked the greatest prize: the barge itself.
  Built by the high priests of Tem-Et-Nu, and blessed by the 
  deity herself, those who carry a piece of the barge can call it 
  to them, and sail it upon any river by Tem-Et-Nu’s grace.
  Initial Encounter: Roll on the Sunken Barge Encounters 
  table when the characters first visit the site.
  The ghosts are always hostile.
  
  873
  Subsequent Encounters: The ghosts that inhabit the area of 
  the barge are numerous and tenacious.
  If the characters did not manage to permanently lay to rest 
  ghosts they previously encountered at the barge, the same 
  creatures might be there.
  Otherwise, roll again on the encounter table every time the 
  characters visit the site.
  Base Ability: You gain the ability to water walk as a spell-like 
  ability for up to 10 minutes per day.
  The time need not be used consecutively, but a minimum 
  of 1 minute is consumed with any use.
  Unlike the spell, this ability also allows you to walk on 
  softsand and slipsand (see Chapter 1).
  Your caster level is equal to your character level.
  Recharge Condition: Pour water all around the barge, so 
  that wherever the barge touches the salt flats, it is at least 
  damp.
  This requires 200 gallons of water.
  Then carve off a small piece of the damp barge to carry with 
  you.
  Higher-Order Ability: Once per week, you can drop or 
  throw half of your piece of the barge into water to cause a 
  phantom version of the vessel to appear on that spot (which 
  must be large enough to support the barge’s Colossal size, 
  or nothing happens).
  You can then command the barge to voyage to any point on 
  the water within one day’s travel (about thirteen miles 
  upriver—double that when traveling downriver).
  When one full day has passed, the barge sinks to the 
  bottom, along with anything and anyone still aboard, and 
  vanishes, although your piece of the barge appears in your 
  hand at the same time.
  Higher-Order Uses: 2.
  SUNKEN CITY OF PAZAR (EL 4)
  The upper half of a marble statue thrusts from the ash 
  dunes of the surrounding desert.
  The statue’s noble face is pockmarked and scarred by the 
  ravages of the elements, and it holds a tablet, partially 
  buried in sand.
  If uncovered, the tablet is too scoured by the sands for 
  anyone to comprehend what might once have been 
  inscribed upon it.
  The weight of those who spend any time at all in front of 
  the statue causes a stone in the buried dome beneath to give 
  way, dropping the visitors down onto the side of a sand pile 
  inside the buried dome.
  (The sand blunts the 30-foot fall, dealing only 2d6 points of 
  damage).
  Within a small complex of ruins beneath the dome (which 
  is half filled with sand) is a platform on which a large brass 
  lamp is permanently affixed.
  It once held a potent magic.
  Initial Encounter: Roll on the Sunken City of Pazar 
  Encounters table when the characters visit the site for the 
  first time.
  
  874
  Subsequent Encounters: Once the characters clear the 
  sunken city of foes, subsequent visits have a 10% chance of 
  an encounter.
  If the PCs fail to visit the location for more than a year, roll 
  for an encounter as if they had never visited the location.
  Base Ability: Once per day, for a period of 1 minute, you 
  function in many ways as if you were one size larger than 
  normal.
  While so functioning, you gain the bonuses associated with 
  being one size larger for the purposes of opposed checks 
  (such as grapple checks and bull rush attempts), but not the 
  penalties.
  You are also considered one size larger for the purposes of 
  the effects of any ability (such as improved grab or swallow 
  whole).
  Further, while this ability functions, you can use weapons 
  designed for a creature one size category larger than you 
  without penalty.
  Your space and reach remain those of a creature of your 
  actual size.
  The benefits of this ability do not stack with any similar 
  ability.
  Recharge Condition: Rub the brass lamp and defeat the 
  summoned djinni in a grappling contest.
  Higher-Order Ability: You maintain your altered size for 8 
  hours (or until you dismiss the effect).
  Higher-Order Uses: 4.
  TEMPLE OF THREE (EL 10)
  A long row of statues, called the Avenue of Sphinxes, leads 
  to the main entrance of this temple, which was originally a 
  small part of a greater temple compound.
  Of that compound, only the Temple of Three remains.
  The rest of the buildings are tumbled ruins, and even the 
  Temple of Three has seen better days.
  Passing through the outer pylons into the nave of the 
  temple, visitors discover a triple shrine dedicated to the 
  worship of three mighty deities of old: Set, Sobek, and 
  Apep.
  A grand frieze on the back wall of the nave depicts each of 
  these deities, Apep in the ascendant.
  While the depictions of Set and Sobek seem faded and 
  crumbling, Apep’s relief sculpture seems vital, fresh, and so 
  life-like that it seems poised to leap into reality at any 
  moment.
  Initial Encounter: Roll on the Temple of Three Encounters 
  table when the characters first arrive at the temple.
  
  875
  Subsequent Encounters: Once the PCs clear the temple, 
  subsequent visits have only a 10% chance of an encounter.
  If the characters fail to visit the location for more than six 
  months, roll for an encounter as if they had never visited 
  the location.
  Base Ability: You gain a +6 bonus on Handle Animal and 
  wild empathy checks with snakes and snake-like magical 
  beasts.
  Recharge Condition: Sacrifice precious gems worth at least 
  500 gp before Apep’s visage.
  Higher-Order Ability: You can use summon monster VI as a 
  spell-like ability.
  Your caster level is equal to your character level.
  The only creature you can summon with this ability, 
  however, is a fiendish giant constrictor snake.
  Higher-Order Uses: 6.
  VALE OF DEAD TREES (EL 9)
  Some trees in the petrified forests of the wastes were once 
  treants, though they too fell prey to the same geological 
  processes that created the colorful stone trees.
  In places where a great many treants gathered to await their 
  inevitable end, some vestige of their collective 
  consciousness survives.
  Those who seek out those ancient locales, and show the 
  proper reverence to the spirits of the treants, can gain their 
  favor.
  Initial Encounter: Roll on the Vale of Dead Trees 
  Encounters table when characters visit the site for the first 
  time.
  Those who dwell in the Vale feel a certain responsibility for 
  the spirits of the treants and suspect the motivations of 
  anyone who comes seeking power.
  These local denizens might not immediately attack 
  interlopers, but they certainly pay close attention to what 
  goes on in the Vale.
  Subsequent Encounters: Once a character has proven 
  herself worthy of a visit to the Vale of Dead Trees, the 
  painted elves have a 25% chance of choosing to interact 
  with the party.
  However, if the composition of the group has changed 
  significantly, the painted elves assume it’s a different group, 
  and an encounter is guaranteed.
  Base Ability: You gain damage reduction 2/slashing.
  Recharge Condition: You must cast commune with nature at 
  least once per day for three days while within the vale.
  Higher-Order Ability: You gain the spell-like ability to 
  animate a tree within 180 feet as a standard action.
  The tree takes 1 full round to uproot itself.
  Thereafter, it moves at a speed of 10 feet and has the 
  statistics of a treant in all other respects.
  The animated tree loses its ability to move if you are dying,
  dead, or move out of range.
  This ability is otherwise similar to liveoak.
  Your caster level is equal to your character level.
  Higher-Order Uses: 4.
  WELL OF AL-SHARAZ (EL 8)
  All that remains of a fabled city of wonders, the Well of Al-
  Sharaz is an unremarkable stone well found deep in the 
  barren waste of the Al-Sharaz desert, surrounded only by 
  fallen and broken rock.
  The well is very narrow—about 2-1/2 feet wide—and very 
  deep.
  The bottom cannot be seen, though pebbles dropped in 
  return a distant splashing noise.
  Those who drink of the water from the well are said to gain 
  the wisdom of the deities.
  Initial Encounter: Roll on the Well of Al-Sharaz 
  Encounters table whenever the characters visit the site.
  Unless otherwise noted, all the creatures mentioned below 
  attack intruders.
  
  876
  Subsequent Encounters: Once the characters rid the area of 
  creatures, subsequent visits have only a 50% chance of an 
  encounter.
  If the characters fail to visit the location for more than a 
  year, roll for an encounter as if they had never visited the 
  location.
  Base Ability: Once per day, you can use augury as a spell-like 
  ability.
  Your caster level is equal to your character level.
  Recharge Condition: Drink three times in a row from the 
  well, each time making a DC 20 Wisdom check.
  If any of the checks fail, you are so overwhelmed by the 
  knowledge flowing through your mind that you become 
  confused, as the confusion spell, for the next 24 hours.
  Higher-Order Ability: You can use divination as a spell-like 
  ability.
  Your caster level is equal to your character level.
  Higher-Order Uses: 12.
  WOMB OF KIKANUTI (EL 10)
  The bhukas emerged from below the earth in vast antiquity, 
  and they claim to be the only race still in contact with 
  Kikanuti, the deity who nurtured all life in her 
  subterranean womb until the proper time.
  Every bhuka phratry protects a relic of the Emergence.
  These relics are more than just ritual totems.
  When placed together in the correct pattern, they produce 
  a stylized map that leads to the Womb of Kikanuti.
  Sometimes the deity’s children come to the bhukas and 
  bring a message, requiring a pilgrimage to the Womb.
  Sometimes the sacred site is defiled by the unworthy, and 
  the normally peaceable bhukas go on a holy war to rescue 
  and purify it.
  The Womb is the very essence of life and water.
  The Womb of Kikanuti is a deep, water-carved cavern 
  located beneath a vast, shallow salt lake.
  In the floor of the cave is a small, pure pool of water that 
  grants healing to those who immerse themselves in it.
  When the bhukas first arrived on the surface, the opening 
  to the Womb was in a dry valley, but they sealed the 
  entrance and Kikanuti diverted a stream into the lower 
  ground to hide it.
  The stream is intermittent, pouring muddy water into the 
  lake after storms and remaining bone-dry the rest of the 
  year.
  Initial Encounter: Roll on the Womb of Kikanuti 
  Encounters table when the PCs first enter the lake.
  Subsequent Encounters: Once the PCs rid the lake of 
  creatures, they can attempt to find the hidden entrance to 
  the Womb.
  However, violating the sanctum brings a party of ten 3rd- to 
  4th-level bhuka rangers, fighters, and rogues led by a 10th-
  to 12th-level druid (EL 12 to 14).
  If the PCs manage to survive and approach the area again 
  after less than a year has passed, there is a 50% chance they 
  encounter a bhuka patrol of six 3rd-level bhuka rangers led 
  by an 8th-level bhuka druid (EL 10).
  If the heroes fail to visit the location for more than a year, 
  roll for an encounter as if they had never visited.
  Base Ability: You gain a number of temporary hit points at 
  the beginning of each day equal to your Wisdom bonus 
  (minimum 1).
  Temporary hit points retained from the previous day do not 
  overlap with the temporary hit points from a new day.
  Recharge Condition: You must bring an offering of 
  turquoise, worth at least 100 gp, which you must place into 
  the pool in the Womb’s floor while intoning a prayer to 
  Kikanuti.
  Then make a DC 20 Will save; if you fail, you gain no 
  benefit and you fall unconscious for 1d4 hours.
  The offering is always consumed.
  Higher-Order Ability: You gain fast healing 2 for 24 hours.
  Higher-Order Uses: 2.
  
  877
  UNIVERSAL ITEMS
  COMPLETE PSIONIC (3.5)
  CRYSTAL ANCHORS
  ALERTNESS
  When planted in the ground, this crystal anchor grants all 
  creatures in the affected area an enhanced ability to see and 
  hear.
  For details on crystal anchors, see page 172 of Expanded 
  Psionics Handbook.
  Description: A crystal anchor of alertness is a shaft of 
  transparent crystal 4 feet in length, with a sharpened, spear-
  like head on one end.
  The crystal anchor has Armor Class 7, 15 hit points, a 
  hardness of 8, and a break DC of 20.
  When activated, the shaft burns with a clear light, 
  providing illumination equal to that of a lantern.
  Activation: The crystal anchor is activated by plunging the 
  sharp head into the ground, leaving the shaft freestanding 
  (a standard action).
  The effect is deactivated by pulling the shaft out of the 
  ground.
  The anchor can be used any number of times per day.
  Effect: When activated, a crystal anchor of alertness radiates a 
  field of alertness such that all creatures within 30 feet of the 
  anchor gain a +5 bonus on their Spot and Listen checks.
  Aura/Manifester Level: Faint telepathy.
  ML 5th.
  Construction: Craft Universal Item, zone of alertness, 2,500 
  gp, 200 XP, 3 days.
  Weight: 1/2 lb.
  Price: 10,000 gp.
  CRYSTALLINE SPIDER BEAD
  A crystalline Spider bead can erupt to unleash a swarm of 
  ectoplasmic spiders upon anyone in the area.
  Description: A crystalline spider bead is a small spider carved 
  from crystal, about 4 inches in diameter.
  A faint amber light shines from within the bead.
  Close observers can notice that the eyes on the crystalline 
  spider bead appear to move to follow those nearby.
  After being thrown and activated, a crystalline spider bead 
  explodes (and is destroyed), unleashing an ectoplasmic 
  swarm (page 129)—a sparkling swarm of gem-encrusted 
  spiders that attack the nearest creature.
  Activation: As a standard action, you shout the command 
  word and throw the crystalline spider bead to a point within 
  30 feet where you would like the swarm to appear.
  The command word is what activates the item, which 
  means the bead can be placed in advance and triggered 
  with the command word by anyone standing within 30 feet 
  of the item.
  At the beginning of the activator’s next round of actions, 
  the bead explodes and unleashes an ectoplasmic swarm.
  The ectoplasmic swarm remains active for 7 rounds before 
  disappearing back onto the Astral Plane.
  Effect: A crystalline spider bead calls an ectoplasmic swarm 
  that attacks the nearest creature in the round after it is 
  activated.
  It the victim dies or is trapped within an ectoplasmic 
  cocoon, the swarm moves on to attack the next closest 
  creature, and so on until it disappears, returning to the 
  Astral Plane.
  It you have one or more crystalline spider beads, keep the 
  statistics for an ectoplasmic swarm handy, along with 
  details regarding the ectoplasmic cocoon power.
  Aura/Manifester Level: Moderate psychoportation.
  ML 7th.
  Construction: Craft Universal Item, ectoplasmic swarm, 700 
  gp.
  56 XP, 2 days.
  Weight: 1/4 lb.
  Price: 1,400 gp.
  CRYSTAL MASKS
  A crystal mask is a psionically charged face mask of clear 
  crystal that grants its wearer a particular ability.
  The examples described below appear much the same as 
  any crystal mask—transparent and blurring the wearer’s 
  features.
  A crystal mask is a type of universal item.
  For details on crystal masks, see page 173 of Expanded 
  Psionics Handbook.
  DELUDED PERCEPTION
  This crystal mask traps a creature in a world of its own 
  imagining.
  Description: When initially donned, the mask gives off a 
  sharp crack of energy accompanied by the stink of burning 
  flesh as the mask attempts to graft itself to the wearer.
  Activation: As a standard action, the mask can be applied to 
  a helpless psionic humanoid (or a creature with a 
  humanoid-like head, such as an illithid).
  The mask automatically resizes to fit any size head.
  Nonpsionic creatures can wear the mask, but it has no 
  effect on them.
  It’s impossible to place the mask on a resisting creature.
  Effect: If the wearer makes a DC 15 Will saving throw, the 
  mask deals 1d6 points of damage as it tries to adhere to her 
  face and tails, tailing away.
  If the wearer tails the save, the crystal mask of deluded 
  perception affects her as cerebral phantasm (page 80).
  The victim begins to see horrors dredged up from her own 
  subconscious.
  She also takes 1d6 points of damage as the mask begins to 
  graft to her face.
  If the wearer donned the mask accidentally (as opposed to 
  having it forced on her), she can attempt another saving 
  throw 1 round later.
  If this second save succeeds, the mask falls away, but she is 
  dazed for 1 round.
  If the second save fails, she takes an additional 1d6 points of 
  damage as the mask settles permanently into place.
  Once the mask is in place, the victim’s senses are overlaid 
  with horrible images that daze her, though she continues to 
  
  878
  scream, cry, and froth until exhaustion forces 
  unconsciousness.
  When the wearer wakes the next morning, it is only to 
  another day of dreadfulness.
  The wearer can remove the mask by dealing it enough 
  damage to destroy it.
  Unfortunately, she takes as much damage as the mask does 
  and doesn’t benefit from the mask’s hardness.
  The mask has hardness 10 and 50 hit points.
  Alternatively, the mask can be removed with powers such 
  as psychic chirurgery (EPH 126) and bend reality (EPH 80).
  Aura/Manifester Level: Strong telepathy.
  ML 15th.
  Construction: Craft Universal Item, cerebral phantasm,
  60,000 gp, 4,800 XP, 60 days.
  Weight: 1/2 lb.
  Price: 120,000 gp.
  ENTRENCHED PSYCHE
  This crystal mask prevents a psionic creature from using its 
  psionic or psi-like abilities.
  Description: When initially donned, the mask gives off a 
  sharp crack of energy accompanied by the stink of burning 
  flesh as the mask attempts to graft itself to the wearer.
  Activation: As a standard action, the mask can be applied to 
  a helpless psionic humanoid (or a creature with a 
  humanoid-like head, such as an illithid).
  The mask automatically resizes to fit any size head.
  Nonpsionic creatures can wear the mask, but it has no 
  effect on them.
  It’s impossible to place the mask on a resisting creature.
  Effect: If the wearer makes a DC 15 Will saving throw, the 
  mask deals 1d6 points of damage as it tries to adhere to his 
  lace and tails, falling away.
  If the wearer fails the save, the crystal mask of entrenched 
  psyche affects him as the psychic containment power (page 96).
  The victim is immediately cut off from his psionic abilities.
  including psi-like abilities and manifested powers, as well 
  as any racial extraordinary and supernatural abilities that 
  are psionic in nature.
  The victim also takes 1d6 points of damage as the mask 
  begins to graft to his face.
  It the wearer donned the mask accidentally (as opposed to 
  having it forced on him), he can attempt another saving 
  throw 1 round later.
  If this second save succeeds, the mask tails away, but its 
  residual effect continues to block his psionic abilities for 5 
  more rounds.
  If the second save fails, he takes an additional 1d6 points of 
  damage as the mask settles permanently into place.
  Once the mask is in place, the wearer can remove it by 
  dealing enough damage to the mask to destroy it.
  Unfortunately, the wearer takes as much damage as the 
  mask does and doesn’t benefit from the mask’s hardness.
  The mask has hardness 10 and 50 hit points.
  Alternatively, the mask can be removed with powers such 
  as psychic chirurgery (EPH 126) and bend reality (EPH 80).
  Aura/Manifester Level: Strong telepathy.
  ML 15th.
  Construction: Craft Universal Item, psychic containment,
  60,000 gp, 4,800 XP, 60 days.
  Weight: 1/2 lb.
  Price: 120,000 gp.
  OTHERWORLDLY GAZE
  This crystal mask allows you to view other locations on the 
  Material Plane as if you were on the Ethereal Plane.
  Description: When the mask is donned and activated, a 
  wavy, silvery sphere rises from the center of the forehead 
  on the mask, then quickly disappears onto the Ethereal 
  Plane.
  Activation: You can activate the worn mask once per day as 
  a standard action.
  Effect: When a crystal mask of otherworldly gaze is activated, it 
  creates a sensor that duplicates the effect of the ethereal 
  agent power (page 88).
  You must concentrate on the sensor to maintain it.
  If concentration lapses, the sensor stands inert; it fades after 
  5 rounds unless you renew your concentration.
  You can maintain your concentration up to a maximum of 
  90 minutes before the effect ends.
  Aura/Manifester Level: Moderate clairsentience.
  ML 9th.
  Construction: Craft Universal Item, ethereal agent, 8,100 gp, 
  648 XP, 9 days.
  Weight: 1/2 lb.
  Price: 16,200 gp.
  PSYCHOMETRY
  This crystal mask allows you to view the recent past of the 
  spot upon which you stand.
  Description: When the mask is activated, the eyes of the 
  mask glaze over with an inky black film, obscuring your 
  present sight so that you can better view the past.
  Activation: You can activate the worn mask once per day as 
  a standard action.
  Effect: When a crystal mask of psychometry is activated, you 
  can see images of events that occurred within the local area 
  in the recent past, as the psychometry power (page 96) 
  manifested by an 11th-level manifester.
  Aura/Manifester Level: Moderate clairsentience.
  ML 11th.
  Construction: Craft Universal Item, psychometry, 11,880 gp, 
  950 XP, 12 days.
  Weight: 1/2 lb.
  Price: 23,760 gp.
  TERROR
  This crystal mask projects an aura of fear that affects 
  everyone bur the wearer.
  Description: When a crystal mask of terror that you wear is 
  activated, your features seem to melt and distort into an 
  awful, horrifying mess of flesh, worms, mouths, and other 
  frightening elements.
  Activation: You can activate the worn mask once per day as 
  a standard action.
  Effect: When a crystal mask of terror is activated, one target 
  within 100 feet, who is chosen by you and to which you 
  have line of sight, is affected as if by the cerebral phantasm
  power (page 80).
  If the target fails a DC 15 Will saving throw, she sees the 
  horror lurking in her subconscious on the face of the mask, 
  takes 3d6 points of nonlethal damage, and is dazed for 1d4 
  rounds, though she continues to scream, cry, and froth 
  during that time.
  
  879
  If the target makes her Will save, she takes no damage and 
  is not dazed.
  Aura/Manifester Level: Strong telepathy.
  ML 16th.
  Construction: Craft Universal Item, cerebral phantasm, 2,700 
  gp, 216 XP, 3 days.
  Weight: 1/2 lb.
  Price: 5,400 gp.
  VISUAL INSIGHT
  This crystal mask allows you to briefly ignore the 
  concealment of any nearby creature.
  Description: When the mask is donned and activated, the 
  eyes of this mask light up, glowing with a blue radiance.
  Activation: You can activate the worn mask three times per 
  day as a swift action.
  Effect: When a crystal mask of visual insight that you wear is 
  activated, you can ignore die effects of concealment (but 
  not invisibility) enjoyed by any creature within 30 feet for 1 
  round.
  Regardless of what effect is creating concealment—such as 
  fog, shadow, or absolute darkness—you can see through it 
  to any targets in range for a brief moment.
  Aura/Manifester Level: Strong clairsentience.
  ML 15th.
  Construction: Craft Universal Item, moment of insight, 5,400 
  gp, 432 XP, 6 days.
  Weight: 1/2 lb.
  Price: 10,800 gp.
  ELEMENTAL EFFIGY
  An elemental effigy becomes one of the four kinds of 
  elemental stewards (page 130)—arctine, emberling.
  geodite, or tempestan—for a short time, as determined by 
  the carving of the effigy itself.
  Description: Each of the four kinds of elemental effigy 
  appears to be a miniature statuette of an elemental steward 
  about 3 to 5 inches high.
  Though carved from stone, each effigy has its own unique 
  feel.
  The emberling effigy is warm to the touch, while the 
  arctine effigy is cool.
  The geodite effigy emits a very low hum that can be heard 
  if the statuette is held up to the ear, while the tempestan 
  effigy is prone to static electric discharge.
  When activated, an elemental effigy becomes an elemental 
  steward of the appropriate type and serves the owner of the 
  effigy for a brief period.
  The steward always considers the creature that activated 
  the elemental effigy to be the item’s owner, which might or 
  might not be true.
  Activation: As a standard action, you set the effigy on the 
  ground and utter the command word (typically, the name 
  of the elemental steward).
  Effect: Once activated, in the following round the effigy 
  grows into the appropriate elemental steward of regular 
  size.
  The elemental steward obeys and serves die owner of the 
  effigy.
  If an elemental effigy is broken or destroyed in its statuette 
  form, it is forever ruined and has no more magic or power.
  If the elemental steward is slain, it reverts to statuette form 
  and can be used again at a later time (though no sooner 
  than one week).
  An elemental effigy can maintain its steward form for up to
  12 hours per day, but the duration need not be continuous.
  If you have an elemental effigy, keep the statistics for the 
  appropriate elemental steward handy.
  Aura/Manifester Level: Strong psychoportation.
  ML 16th.
  Construction: Craft Universal Item, elemental steward, 6,000 
  gp, 240 XP, 6 days.
  Weight: 1 lb.
  Price: 25,000 gp.
  PSIONIC BANDS
  Psionic bands come in pairs; one is worn on each hand.
  Each pair of bands described below takes up space on the 
  body as a pair of gloves or gauntlets.
  ETHEREAL ABDUCTION
  This pair of metallic bands allows you to send troublesome 
  foes onto the Ethereal Plane.
  Description: These metallic bands are finely crafted.
  Each bears a small clear crystal that rests across the top of 
  the knuckles.
  The bands are thin and almost translucent in bright light.
  When activated, the crystals glow with a pale white light.
  Activation: To activate the bands, you give a mental 
  command while simultaneously bringing both worn bands 
  together so they touch (a standard action).
  The bands can be activated once per day.
  Effect: When activated, the bands project a 15-foot cone-
  shaped burst that has a chance of sending toes tumbling 
  headlong onto the Ethereal Plane.
  A DC 19 Will saving throw negates the effect.
  Creatures that fail their saving throws are forced 
  temporarily onto the Ethereal Plane along with their 
  equipment.
  They remain there for 11 rounds unless they have another 
  way of leaving.
  The bands can also be used from the Ethereal Plane against 
  a target that exists on the Material Plane, pulling the target 
  to your ethereal location.
  Aura/Manifester Level: Moderate psychoportation.
  ML 11th.
  Construction: Craft Universal Item, ethereal abduction,
  23,760 gp, 1,900 XP, 24 days.
  Weight: 1/2 lb.
  Price: 47,530 gp.
  EXTENDED RANGE
  This pair of metallic bands allows you to increase the range 
  of thrown weapons.
  Description: These metallic bands are finely crafted.
  Each bears a small violet crystal that rests across the top of 
  the knuckles.
  When activated, the crystals generate a purplish aura that 
  encompasses the wearer’s hands.
  Activation: To activate the bands, you need only put them 
  on.
  
  880
  Effect: Whenever you wear the bands and use a throwing 
  weapon (classified as a weapon typically capable of being 
  thrown}, the bands give the weapon a telekinetic push, 
  doubling its range increment as if you enjoyed the effect of 
  extend range (page 89).
  Aura/Manifester Level: Faint psychokinesis.
  ML 5th.
  Construction: Craft Universal Item, extend range, 1,000 gp, 
  80 XP, 1 day.
  Weight: 1/2 lb
  Price: 2,000 gp.
  MINDFIRE
  This pair of metallic bands allows you to inflict a mentally 
  crippling disease upon those you touch.
  Description: These metallic bands are finely crafted.
  Each bears a small amber crystal that rests across the top of 
  the knuckles.
  The bands appear to be pitted and decayed, even though 
  the metal they are composed of is quite sound.
  When the bands are activated, the crystals glow brightly.
  A sickly, grayish-brown aura encompasses the hands of the 
  wearer.
  Activation: To activate the bands, you give a mental 
  command while simultaneously bringing both worn bands 
  together so they touch (a standard action).
  The bands can be activated once per day.
  Effect: When activated, the bands project a 15-foot cone-
  shaped burst of mental sickness that has a chance of 
  affecting those in the area with the mindfire disease.
  A DC 14 Fortitude saving throw negates the effect.
  Creatures that fail their saving throws contract a virulent 
  form of mindfire.
  Mindfire has no incubation period; a victim immediately 
  takes 1d4 points of Intelligence damage.
  Each day thereafter, the victim must succeed on a DC 14 
  Fortitude saving throw or take another 1d4 points of 
  Intelligence damage.
  If the victim makes her Fortitude save for two days in a 
  row, she fights off mindfire and recovers, taking no more 
  damage.
  Aura/Manifester Level: Faint psychometabolism.
  ML 5th.
  Construction: Craft Universal Item, mindfire, 5,500 gp, 440 
  XP, 6 days.
  Weight: 1/2 lb.
  Price: 11,000 gp.
  BLAZING ARC
  This pair of metallic bands is capable of projecting fire in a 
  small, cone-shaped burst.
  Description: These metallic bands are finely crafted.
  Each bears a small red crystal that rests across the top of the 
  knuckles.
  Flames etched into the steel give the bands a fiery 
  appearance.
  When the bands are activated, each band’s crystal glows 
  brightly as waves of searing heat project out from the 
  wearer’s outstretched hands.
  A faint aroma of brimstone is present after activation.
  Activation: To activate the bands, you give a mental 
  command while simultaneously bringing both worn bands 
  together so they touch (a standard action).
  The bands can be activated three times per day.
  Effect: When activated, the bands project a 15-foot cone-
  shaped burst of flame that deals 4d4+4 points of fire damage 
  to anything caught in the area.
  A DC 14 Reflex saving throw reduces the damage by half.
  Aura/Manifester Level: Moderate psychokinesis.
  ML 7th.
  Construction: Craft Universal Item, energy arc, 2,835 gp.
  226 XP, 3 days.
  Variants: Bands have been created for the other energy 
  types common to psionic energy powers.
  Bands of the electric arc deal 4d4 points of electricity damage 
  with a save DC of 16, bands of the frozen arc deal 4d4+4 points 
  of cold damage with a save DC of 14, and bands of the 
  thundering arc ignore hardness and deal 4d4–4 points of 
  sonic damage with a save DC of 14.
  These variants have no change in cost or aura.
  Weight: 1/2 lb.
  Price: 6,300 gp.
  PSYCHOACTIVE SKINS
  A psychoactive skin is a psionically charged mass of 
  ectoplasm that grows to cover its wearer’s body, forming a 
  second skin that grants a specific psionic ability.
  A psychoactive skin is a type of universal item.
  For details on psychoactive skins, see page 175 of Expanded 
  Psionics Handbook.
  CELESTIAL
  A skin of the celestial allows you to take on the celestial 
  template for a short period of time.
  Description: At first sight, this skin appears to be a white 
  glob of ectoplasm approximately 6 inches in diameter.
  When donned, it melds over your skin, becoming a 
  stainless white epidermis complete with a shimmering 
  golden halo.
  Activation: As a standard action, you can activate the skin 
  by projecting a command thought, causing it to spread over 
  your body.
  The skin’s effect lasts for 7 rounds, after which it 
  automatically removes itself from you and shrinks back 
  down to its quiescent state (a small glob of ectoplasm).
  A skin of the celestial can be activated once per day.
  Effect: The skin grams you the benefit of the celestial 
  template (MM 31).
  Each time the skin is activated, you gain the template for 7 
  rounds.
  Aura/Manifester Level: Moderate psychometabolism.
  ML 10th.
  Construction: Craft Universal Item, planar apotheosis, 5,000 
  gp, 400 XP, 10 days.
  Weight: 1 lb.
  Price: 10,000 gp.
  CELESTIAL EMBRACE
  The skin of celestial embrace allows you to take on the half-
  celestial template for a short period of time.
  
  881
  Description: At first sight, this skin appears to be a 
  pearlescent glob of ectoplasm approximately 6 inches in 
  diameter.
  When donned, it melds over your skin, becoming an 
  iridescent white epidermis complete with a shimmering 
  golden halo.
  Activation: As a standard action, you can activate the skin 
  by projecting a command thought, causing it to spread over 
  your body.
  The skins effect lasts for 15 rounds, after which it 
  automatically removes itself from you and shrinks back 
  down to its quiescent state (a small glob of ectoplasm).
  A skin of celestial embrace can be activated once per day.
  Effect: The skin grants you the benefit of the half-celestial 
  template (MM 144).
  Each time the skin is activated, you gain the template for 15 
  rounds.
  Aura/Manifester Level: Strong psychometabolism.
  ML 15th.
  Construction: Craft Universal Item, planar embrace, 24,000 
  gp, 1,920 XP, 48 days.
  Weight: I lb.
  Price: 48,000 gp.
  ECTOPLASMIC ARMOR
  A skin of ectoplasmic armor covers you in a suit of protective 
  armor.
  Description: At first sight, this skin appears to be a silver 
  ball of ectoplasm approximately 6 inches in diameter.
  When donned, it appears as a suit of silvery, ectoplasmic 
  full plate armor.
  The armor feels soft to the touch, though it immediately 
  becomes as hard as iron at the exact spot of contact if struck 
  with any kind of force.
  Activation: As a standard action, you can activate the skin 
  by projecting a command thought, causing it to spread over 
  your body.
  The same command thought causes the skin to shrink back 
  down to its original form.
  The skin can be activated at will.
  Effect: A skin of ectoplasmic armor gives you a +8 armor bonus 
  (which does not stack with armor bonuses provided by 
  other armor, powers, spells, or effects).
  The skin is somewhat bulky and penalizes you with a +2 
  maximum Dexterity bonus, an armor check penalty of –6, 
  and a 25% arcane spell failure chance.
  The skin does not penalize your speed.
  Successfully dispelling this psychoactive skin causes it to 
  shrink back to its original form and remain inert for 1d4
  rounds.
  Aura/Manifester Level: Moderate metacreativity.
  ML 9th.
  Construction: Craft Universal Item, 1,500 gp, 120 XP, 15 
  days.
  Weight: 1 lb.
  Price: 3,000 gp.
  FIEND
  A skin of the fiend allows you to take on the fiendish 
  template for a short period of time.
  Description: At first sight, this skin appears to be a red glob 
  of ectoplasm approximately 6 inches in diameter.
  When donned, it melds over your skin, becoming a deep 
  red epidermis complete with tiny horns on the forehead.
  Activation: As a standard action, you can activate the skin 
  by projecting a command thought, causing it to spread over 
  your body.
  The skin’s effect lasts for 7 rounds, after which it 
  automatically removes itself from you and shrinks back 
  down to its quiescent state (a small glob of ectoplasm).
  A skin of the fiend can be activated once per day.
  Effect: The skin grants you the benefit of the fiendish 
  template (MM 107).
  Each time the skin is activated, you gain the template for 7 
  rounds.
  Aura/Manifester Level: Moderate psychometabolism.
  ML 10th.
  Construction: Craft Universal Item, planar apotheosis, 5,000 
  gp.
  400 XP, 5 days.
  Weight: 1 lb.
  Price: 10,000 gp.
  FIENDISH EMBRACE
  A skin of fiendish embrace allows you to take on the half-fiend 
  template for a short period of time.
  Description: At first sight, this skin appears to be a dull 
  reddish-brown glob of ectoplasm approximately 6 inches in 
  diameter.
  When donned, it melds over your skin, becoming a 
  glistening, blood-red epidermis complete with horns on the 
  forehead that are the color of bloodied bones.
  Activation: As a standard action, you can activate the skin 
  by projecting a command thought, causing it to spread over 
  your body.
  The skin’s effect lasts for 15 rounds, after which it 
  automatically removes itself from you and shrinks back 
  down to its quiescent state (a small glob of ectoplasm).
  A skin of fiendish embrace can be activated once per day.
  Effect: The skin grants you the benefit of the halt-fiend 
  template (MM 147).
  Each time the skin is activated, you gain the template for 15 
  rounds.
  Aura/Manifester Level: Strong psychometabolism.
  ML 15th.
  Construction: Craft Universal Item, planar embrace, 24,000 
  gp, 1,920 XP, 48 days.
  Weight: 1.
  lb.
  Price: 48,000 gp.
  POWER DAMPING
  A skin of power damping protects you from the full brunt of 
  damaging (or beneficial) powers.
  Description: At first sight, this skin appears to be a blue ball 
  of ectoplasm approximately 6 inches in diameter.
  When donned, it melds over your skin, becoming a 
  translucent bluish epidermis.
  Activation: As a standard action, you can project a 
  command thought, causing the skin to spread over your 
  body.
  The skin’s true effect is not always active.
  To activate the effect, you take an immediate action while 
  wearing the skin.
  
  882
  The skin can be activated three times per day.
  Effect: When the skin is activated, you are protected for 1 
  round from the vagaries of force directed against you.
  All variable, numeric effects of any power, psi-like ability, 
  spell.
  or spell-like ability that affect you are decreased to their 
  minimum possible values.
  For instance, if you are struck by an energy ray (EPH 103) 
  augmented to deal 5d6 points of damage, you take only 5 
  points of damage.
  You are likewise shielded from beneficial effects.
  If the power, psi-like ability, spell, or spell-like ability 
  affects an area—energy ball (EPH 100), for example—its 
  effect is minimized only for you.
  Other creatures in the area are affected normally.
  Aura/Manifester Level: Faint psychometabolism.
  ML 5th.
  Construction: Craft Universal Item, damp power, 5,400 gp, 
  432 XP, 6 days.
  Weight: 1 lb.
  Price: 10,800 gp.
  QUIVER OF ENERGY
  Arrows or bolts placed into this quiver deal extra energy 
  damage when drawn forth again.
  Each quiver is associated with a specific energy type (cold, 
  electricity, fire, or sonic).
  Description: This quiver, constructed of supple tan leather, 
  is large enough to hold up to 20 arrows or bolts.
  Each quiver is embroidered in a way that calls to mind the 
  energy type associated with the quiver.
  Ravaging bolts of lightning decorate an electricity quiver’s 
  exterior, silver embroidery covers the entire surface of a 
  cold quiver, a fire quiver is inlaid with golden embroidery, 
  and a sonic quiver is devoid of ornamentation.
  Nonmagical arrows and bolts placed in the quiver are 
  charged with the associated energy type.
  When drawn from the quiver, the projectiles shower sparks 
  of electricity, trail steamy vapor, drop fiery sparks, or emit a 
  low hum.
  as appropriate to the energy type.
  When fired, they leave a dissipating trail of energy in their 
  wake.
  Activation: To activate the power of a quiver, the projectiles 
  must be left to rest within it for at least 1 round prior to 
  withdrawing them.
  Effect: Arrows or bolts placed within a quiver of energy and 
  left there for at least 1 round deal an extra 1d6 points of 
  damage when they successfully hit.
  This damage is of the energy type associated with the 
  quiver.
  The quiver can hold a maximum of 20 arrows or bolts (or 
  any combination of the two adding up to 20).
  A projectile loses the special ability after it is used in an 
  attack.
  Aura/Manifester Level: Moderate psychokinesis.
  ML 7th.
  Construction: Craft Universal Item, energy missile, 7,875 gp, 
  630 XP, 15 days.
  Weight: 1 lb.
  6 lb.
  when full).
  Price: 15,750 gp.
  QUIVER OF ETHEREALNESS
  Arrows or bolts placed into this quiver affect creatures on 
  the Ethereal Plane when drawn forth again.
  Description: This quiver, constructed of supple black 
  leather, is large enough to hold up to 20 arrows or bolts.
  Spidery silver embroidery covers the entire surface of the 
  quiver.
  The silver webs seem to fade in and out while under 
  observation, giving the quiver an otherworldly look in 
  strong light.
  Arrows and bolts placed in the quiver are imbued with a 
  misty, ghost-like quality, becoming almost transparent.
  When drawn from the quiver, the projectiles maintain 
  their ghostly quality, leaving swirling mist trails in their 
  wake when they are fired.
  Activation: To activate the power of a quiver, the projectiles 
  must be left to rest within it for at least 1 round prior to 
  withdrawing them.
  Effect: Arrows or bolts placed within a quiver of etherealness 
  and left there for at least 1 round can then be used to attack 
  an ethereal creature while still on the Material Plane.
  The quiver can hold a maximum of 20 arrows or bolts (or 
  any combination of the two adding up to 20).
  A projectile loses the special ability after it is used in an 
  attack.
  A crows or bolts removed from a quiver of etherealness are 
  also treated as if possessing the ghost touch weapon special 
  ability, and thus are potent against incorporeal creatures as 
  well.
  Aura/Manifester Level: Moderate psychokinesis.
  ML 7th.
  Construction: Craft Universal Item, ethereal volley, 7,875 gp, 
  630 XP, 15 days.
  Weight: 1 lb.
  (3 lb.
  when full).
  Price: 15,750 gp.
  SADDLE OF THE INSPIRED MOUNT
  When a mount is equipped with this saddle, its speed 
  increases and its rider can negate hits made against her 
  mount.
  Description: This saddle is constructed from the finest 
  leather, dark and richly appointed in a severe military style.
  The leather is inlaid with rounded pieces of glossy black 
  obsidian, and the buckles and stirrup irons are fashioned 
  from solid mithral.
  A saddle of the inspired mount automatically adjusts to fit any 
  size mount.
  The saddle does not count toward the creature’s 
  encumbrance, since it is extraordinarily comfortable to 
  bear.
  It even conforms to fit both standard and exotic mounts.
  Activation: The saddle’s power is triggered by mental 
  command as a standard action.
  The saddle can be activated three times per day.
  Effect: When a saddle of the inspired mount being worn by 
  your mount is activated, the speed of your mount increases 
  by 20 feet.
  Additionally, you can attempt to negate a hit on your 
  mount as though you possessed the Mounted Combat feat.
  
  883
  If you already have the Mounted Combat feat, the saddle 
  instead grants you a +10 competence bonus on your Ride 
  check when attempting to negate a hit on your mount.
  The effect of the saddle lasts for 5 rounds once activated, 
  but it ends immediately after you attempt a Ride check to 
  negate a hit on your mount, regardless of whether the 
  check succeeds.
  Aura/Manifester Level: Faint psychometabolism.
  ML 5th.
  Construction: Craft Universal Item, inspire mount, 2,700 gp, 
  216 XP, 3 days.
  Weight: 30 lb.
  Price: 5,400 gp.
  SANDALS OF SPRINGING
  These sandals allow you to make extraordinarily long 
  jumps.
  Description: Sandals of springing appear to be exceptionally 
  well-made leather sandals with laces that wrap around the 
  wearer’s calf.
  A large, smooth, hemispherical blue crystal, inset into a 
  silver clasp, binds the laces at the top of the shin, just below 
  the knees.
  The sandals grow or shrink to fit any creature from size 
  Small to size Large.
  They are extremely comfortable to wear, even while 
  walking long distances.
  Activation: The sandals are activated by use.
  You need only jump, and a powerful telekinetic field 
  propels you through the air, creating a cloud of dust (as 
  appropriate) with each jump.
  Effect: These sandals grant you a +15 enhancement bonus 
  on Jump checks.
  Aura/Manifester Level: Faint psychokinesis.
  ML 3rd.
  Construction: Craft Universal Item, mighty spring, 3,000 gp, 
  240 XP, 6 days.
  Weight: 1 lb.
  Price: 6,000 gp.
  SHROUD OF OBLIVION
  This shroud gives you the appearance and abilities of an 
  undead creature.
  Description: A shroud of oblivion is a diaphanous burial veil 
  that can be worn over the entire body.
  While unworn, the shroud appears dingy and bloodstained.
  When you wear it, it becomes translucent, but your features 
  and form become partially obscured by shadows.
  Activation: To activate a shroud, it must be pulled over the 
  head of a psionic creature and 4 power points must be 
  expended, all as part of a standard action.
  A shroud changes size to accommodate the creature that 
  wears it.
  A shroud can be activated once a day for a period of 13 
  minutes.
  You must possess at least 4 power points to activate this 
  psionic item successfully.
  Nonpsionic characters can use a shroud of oblivion only by 
  making a successful Use Psionic Device check to emulate a 
  class feature.
  Effect: When activated, a shroud of oblivion gives you the 
  benefit of stygian veil (page 102).
  Aura/Manifester Level: Faint psychometabolism.
  ML 5th.
  Construction: Craft Universal Item, stygian veil, 11,850 gp, 
  948 XP, 12 days.
  Weight: 1/2 lb.
  Price: 23,700 gp.
  STACKED PSIONATRICES
  A psionatrix is a multifaceted crystal worn as an amulet.
  One basic psionatrix exists for each of the six psionic 
  disciplines.
  Each of the six basic psionatrices described on page 175 of 
  Expanded Psionics Handbook grants a +1 enhancement bonus 
  to save DCs of a particular discipline of power.
  There is more to learn about psionatrices, though.
  Each one appears as a slender, disc-shaped crystal with a 
  hole at the center.
  While most users of these psionic items run an amulet 
  chain through the hole, the opening is primarily useful as a 
  guide for stringing more than one psionatrix together.
  When two or more psionatrices are stacked in this fashion 
  (either on the string of an amulet or with a rigid wire), the 
  crystal discs adhere to each other, in effect creating a single 
  psionic item with variable power output.
  When you wear a stacked psionatrix, you can access its 
  power by spending a standard action to rotate the discs in 
  the stack to a new configuration.
  In effect, you can gain the benefits of several psionic items 
  while only taking up one space on your body to wear all of 
  them.
  Up to six psionatrices can be stacked together to form a 
  single stacked psionatrix.
  None of the six basic psionatrices described in Expanded 
  Psionics Handbook can be stacked together.
  Instead, each of those serves as the foundation of its own 
  stack.
  Description: Each psionatrix described below appears
  as a clear crystal disc with no distinguishing marks.
  Any psionic creature or character who holds a disc can 
  determine the psionic discipline to which the disc has 
  affinity.
  When activated, this disc glows with the radiance of a 
  candle.
  Activation: Each psionatrix described below is inert until 
  stacked with any one of the base psionatrices from 
  Expanded Psionics Handbook; the base psionatrix doesn’t have 
  to match the aura discipline of a stacked psionatrix.
  As a standard action, the owner of a stacked psionatrix can 
  rotate the discs to generate each special effect.
  The effect of each psionatrix in the stack can be generated 
  once per day.
  ANIMAL AFFINITY
  As part of a psionatrix stack, this crystal disc grants you the 
  use of animal affinity (EPH 76).
  This disc has an affinity for the psychometabolism 
  discipline.
  Effect: When this disc in the stack is activated, you gain the 
  benefit of animal affinity as if manifested by a 3rd-level 
  manifester.
  Aura/Manifester Level: Faint psychometabolism.
  ML 3rd.
  
  884
  Construction: Craft Universal Item, animal affinity, 810 gp, 
  65 XP, 1 day.
  Weight: 1/6 lb.
  (per disc in stack).
  Price: 1,620 gp.
  CHAMELEON
  As part of a psionatrix stack, this crystal disc grants you the 
  use of chameleon (EPH 82).
  This disc has an affinity for the psychometabolism 
  discipline.
  Effect: When this disc in the stack is activated, you gain the 
  benefit of chameleon as if manifested by a 3rd-level 
  manifester.
  Aura/Manifester Level: Faint psychometabolism.
  ML 3rd.
  Construction: Craft Universal Item, chameleon, 810 gp, 65 
  XP, 1 day.
  Weight: 1/6 lb.
  (per disc in stack).
  Price: 1,620 gp.
  CLAIRVOYANT SENSE
  As part of a psionatrix stack, this crystal disc grants you the 
  use of clairvoyant sense (EPH 83).
  This disc has an affinity for the clairsentience discipline.
  Effect: When this disc in the stack is activated, you gain the 
  benefit of clairvoyant sense as if manifested by a 3rd-level 
  manifester.
  Aura/Manifester Level: Faint clairsentience.
  ML 3rd.
  Construction: Craft Universal Item, clairvoyant sense, 810 gp, 
  65 XP, 1 day.
  Weight: 1/6 lb.
  (per disc in stack).
  Price: 1,620 gp.
  CONCEALING AMORPHA
  As part of a psionatrix stack, this crystal disc grants you the 
  use of greater concealing amorpha (EPH 85).
  This disc has an affinity for the metacreativity discipline.
  Effect: When this disc in the stack is activated, you gain the 
  benefit of greater concealing amorpha as if manifested by a 
  5th-level manifester.
  Aura/Manifester Level: Faint metacreativity.
  ML 5th.
  Construction: Craft Universal Item, greater concealing 
  amorpha, 2,025 gp, 162 XP, 3 days.
  Weight: 1/6 lb.
  (per disc in stack).
  Price: 4,050 gp.
  CONTROL
  As part of a psionatrix stack, this crystal disc grants you the 
  use of control air (EPH 86).
  This disc has an affinity for the psychokinesis discipline.
  Effect: When this disc in the stack is activated, you gain the 
  benefit of control air as if manifested by a 3rd-level 
  manifester.
  Aura/Manifester Level: Faint psychokinesis.
  ML 3rd.
  Construction: Craft Universal Item, control air, 810 gp, 65 
  XP, 1 day.
  Weight: 1/6 lb.
  (per disc in stack).
  Price: 1,620 gp.
  DAMAGE REPAIR
  As part of a psionatrix stack, this crystal disc grants you the 
  use of psionic repair damage (EPH 126).
  This disc has an affinity for the metacreativity discipline.
  Effect: When this disc in the stack is activated, you gain the 
  benefit of psionic repair damage as if manifested by a 3rd-
  level manifester.
  Aura/Manifester Level: Faint metacreativity.
  ML 3rd.
  Construction: Craft Universal Item, psionic repair damage,
  810 gp.
  65 XP, 1 day.
  Weight: 1/6 lb.
  (per disc in stack).
  Price: 1,620 gp.
  DIMENSION SWAP
  As part of a psionatrix stack, this crystal disc grants you the 
  use of dimension swap (EPH 93).
  This disc has an affinity for the psychoportation discipline.
  Effect: When this disc in the stack is activated, you gain the 
  benefit of dimension swap as if manifested by a 3rd-level 
  manifester.
  Aura/Manifester Level: Faint psychoportation.
  ML 3rd.
  Construction: Craft Universal Item, dimension swap, 810 gp, 
  65 XP, 1 day.
  Weight: 1/6 lb.
  (per disc in stack).
  Price: 1,620 gp.
  FALSE SENSORY INPUT
  As part of a psionatrix stack, this crystal disc grants you the 
  use of fake sensory input (EPH 106).
  This disc has an affinity for the telepathy discipline.
  Effect: When this disc in the stack is activated, you gain the 
  benefit of false sensory input as if manifested by a 5th-level 
  manifester.
  Aura/Manifester Level: Faint telepathy.
  ML 5th.
  Construction: Craft Universal Item, false sensory input, 2,025 
  gp, 162 XP, 3 days.
  Weight: 1/6 lb.
  (per disc in stack).
  Price: 4,050 gp.
  LEVITATION
  As part of a psionatrix stack, this crystal disc grants you the 
  use of psionic levitate (EPH 114).
  This disc has an affinity for the psychoportation discipline.
  Effect: When this disc in the stack is activated, you gain the 
  benefit of psionic levitate as if manifested by a 3rd-level 
  manifester.
  Aura/Manifester Level: Faint psychoportation.
  ML 3rd.
  
  885
  Construction: Craft Universal Item, psionic levitate, 810 gp, 
  65 XP, 1 day.
  Weight: 1/6 lb.
  f per disc in stack:.
  Price: 1,620 gp.
  PSYCHIC SENSITIVITY
  As part of a psionatrix stack, this crystal disc grants you the 
  use of sensitivity to psychic impressions (EPH 131).
  This disc has an affinity for the clairsentience discipline.
  Effect: When this disc in the stack is activated, you gain the 
  benefit of sensitivity to psychic impressions as if manifested by 
  a 3rd-level manifester.
  Aura/Manifester Level: Faint clairsentience.
  ML 3rd.
  Construction: Craft Universal Item, sensitivity to psychic 
  impressions, 810 gp, 65 XP, 1 day.
  Weight: 1/6 lb.
  (per disc in stack).
  Price: 1,620 gp.
  STUNNING ENERGY
  As part of a psionatrix stack, this crystal disc grants you the 
  use of energy stun (page 88).
  This disc has an affinity for the psychokinesis discipline.
  Effect: When this disc in the stack is activated, you gain the 
  benefit of energy stun as if manifested by a 3rd-level 
  manifester.
  Aura/Manifester Level: Faint psychokinesis.
  ML 3rd.
  Construction: Craft Universal Item, energy stun, 810 gp, 65 
  XP, 1 day.
  Weight: 1/6 lb.
  (per disc in stack).
  Price: 1,620 gp.
  THOUGHT READING
  As part of a psionatrix stack, this crystal disc grants you the 
  use of read thoughts (EPH 128).
  This disc has an affinity for the telepathy discipline.
  Effect: When this disc in the stack is activated, you gain the 
  benefit of read thoughts as if manifested by a 3rd-level 
  manifester.
  Aura/Manifester Level: Faint telepathy.
  ML 3rd.
  Construction: Craft Universal Item, read thoughts, 810 gp, 65 
  XP, 1 day.
  Weight: 1/6 lb.
  (per disc in stack).
  Price: 1,620 gp.
  EPIC INSIGHTS (3.0)
  CRYSTAL MASKS
  SHADOWS
  This smooth crystal mask distorts the wearer’s features by 
  using an ever-shifting, swirling pattern of smoke within the 
  crystal.
  On command, the crystal mask of shadows allows the 
  character to use the shadow body power for up to 1 hour per 
  day.
  The duration of the shadow body need not be consecutive 
  minutes.
  Manifester Level: 16th; Prerequisites: Craft Universal Item, 
  shadow body; Market Price: 185,000 gp; Weight: 1 lb.
  EXPANDED PSIONICS 
  HANDBOOK (3.5)
  AMULET OF CATAPSI
  This copper amulet aids the wearer against other psionic 
  characters.
  Once per day, the wearer can mentally command the catapsi 
  power, which blankets a 30-foot-radius area surrounding 
  the wearer in telepathic noise for 9 rounds.
  Each time other psionic characters within this range 
  attempt to manifest a power, they must succeed on a DC 17 
  Will save or pay 4 more points than they otherwise would 
  for each power manifestation.
  The limit on the number of power points a subject can 
  spend on a power remains in effect, so the subject may not 
  be able to manifest his or her highest-level powers.
  Moderate telepathy; ML 9th; Craft Universal Item, catapsi;
  Price 16,200 gp.
  BOOTS OF LANDING
  These boots allow the wearer to recover instantly from a fall 
  and can absorb some damage from falling once per day.
  The wearer lands on her feet no matter how far she falls, 
  and takes 2 fewer dice of damage from the fall than normal 
  (thus, a fall of 20 feet or less deals her no damage).
  Faint psychoportation; ML 2nd; Craft Universal Item, 
  catfall; Price 1,000 gp; Weight 1 lb.
  BOOTS OF SKATING
  These boots allow the wearer to slide along the ground at 
  will as if using the skate power.
  Faint psychoportation; ML 1st; Craft Universal Item, skate;
  Price 7,000 gp; Weight 1 lb.
  BOOTS OF STOMPING
  These boots allow the wearer to use stomp as the power 
  three times per day (Reflex save DC 13) when the wearer 
  stomps her feet.
  Faint psychokinesis; ML 3rd; Craft Universal Item, stomp;
  Price 600 gp; Weight 1 lb.
  BOOTS OF TEMPORAL 
  ACCELERATION
  These boots allow the wearer to speed up his own time 
  frame for 2 rounds as if using the power temporal 
  acceleration.
  The wearer can use this power once per day.
  
  886
  Strong psychoportation; ML 15th; Craft Universal Item, 
  temporal acceleration; Price 43,200 gp; Weight 1 lb.
  CRAWLING TATTOOS
  Crawling tattoos resemble standard psionic tattoos, but 
  their effects are often harmful rather than beneficial.
  Like a psionic tattoo, a crawling tattoo can be scribed only 
  with a power of no higher than 3rd level that targets one or 
  more creatures.
  Exceptions are the body adjustment power, which can be 
  scribed even though it affects only the manifester, and 
  telepathy (compulsion) powers, which cannot be scribed at 
  all.
  Powers that normally have an area, such as energy cone, 
  affect only one target if scribed in a crawling tattoo.
  Powers with an experience point requirement cannot be 
  scribed into a crawling tattoo.
  Otherwise, crawling tattoos are treated as psionic tattoos 
  (see above) until they are activated by the wearer.
  The wearer of a crawling tattoo can tap the tattoo as a 
  standard action that provokes attacks of opportunity, 
  mentally specifying a target (to which the wearer must 
  have line of sight).
  Instead of manifesting its stored power, the tattoo 
  animates, drops to the ground, and scuttles toward the 
  target.
  The original wearer need no longer concentrate on the 
  tattoo once animated.
  The animated tattoo moves toward its designated target in 
  the same round when it is activated.
  Treat it as a Fine construct that has AC 18, 10 hit points, a 
  hardness of 5, speed 30 feet, and a bonus on attack rolls 
  equal to the wearer’s manifester level + his key ability 
  modifier.
  Crawling tattoos, unlike true constructs, are subject to 
  illusions, darkness, fog, and similar effects.
  Should the target be killed, teleport away, or otherwise 
  absent itself before the animated tattoo reaches it, the 
  wearer can reclaim the tattoo.
  If it is destroyed, a crawling tattoo shatters and evaporates.
  A crawling tattoo must enter the target’s square to attack 
  and thus provokes attacks of opportunity as it passes 
  through the target’s threatened area.
  The tattoo makes one touch attack per round thereafter 
  until it strikes its target or is destroyed.
  On a successful attack, the power scribed in the crawling 
  tattoo affects the target if the target fails the appropriate 
  saving throw; however, powers that normally allow a Reflex 
  saving throw automatically affect the touched target.
  Crawling tattoos can ferry beneficial powers as well as 
  harmful ones, and a target can allow the tattoo’s touch 
  attack to succeed if he or she desires.
  Two examples of crawling tattoos are described below; 
  many more types are possible.
  Market Price: The cost of a crawling tattoo depends on the 
  level of the power scribed in it.
  CONCUSSION
  This crawling tattoo delivers a concussion effect, dealing 
  1d6 points of damage to a creature hit by its touch attack.
  Faint psychokinesis; ML 1st; Craft Universal Item, 
  concussion blast; Price 50 gp.
  ENERGY BOLT
  Each of these tattoos is keyed to one energy type: cold, 
  electricity, fire, or sonic.
  This crawling tattoo delivers the energy bolt power, dealing 
  5d6 points of damage of its energy type.
  Faint psychokinesis; ML 5th; Craft Universal Item, energy 
  bolt; Price 750 gp.
  CRYSTAL ANCHORS
  A crystal anchor is a shaft of transparent crystal 4 to 5 feet in 
  length, with a sharpened, spear-like head on one end.
  It ensnares the minds of those within range who manifest 
  powers of a specified psionic discipline.
  The triggering discipline is specified at the time of creation.
  A crystal anchor is activated by plunging the sharp head into 
  the ground, leaving the shaft freestanding.
  It projects an invisible, 30-foot-radius field.
  If a power from the specified discipline is manifested 
  within this range, the manifester must succeed on a Will 
  save (DC 15 + power level) or become subject to an effect 
  similar to brain lock, except that the effect is permanent 
  until dispelled or dismissed by the individual who initially 
  drove the crystal anchor into the earth.
  Any anchor can be pulled out of the ground and reused at a 
  later time.
  When a crystal anchor successfully ensnares a target, a 
  slender filament of insubstantial ectoplasm connects the 
  victim to the shaft, even one outside the original area of the 
  field (for instance, if the victim is carried away but the 
  effect remains active).
  A crystal anchor can attempt to ensnare a victim only five 
  times per day.
  Previously caught targets can remain caught day after day 
  and do not count against this daily limit on attempts.
  An anchor’s owner can designate certain creatures to be 
  unaffected by the anchor; such creatures need not make a 
  saving throw and do not count against the daily limit on 
  attempts.
  One crystal anchor can ensnare multiple targets 
  simultaneously, and multiple crystal anchors can share 
  overlapping fields.
  Anchors that activate when a specific power is manifested 
  in range are also possible (such as the ghost crystal anchor 
  described below), but are rarer.
  A crystal anchor has AC 7, 15 hit points, a hardness of 8, and 
  a break DC of 20.
  
  887
  BODY
  Those who manifest psychometabolism powers are affected 
  as described above.
  Faint psychometabolism; ML 5th; Craft Universal Item, 
  brain lock, psionic contingency, any psychometabolism power; 
  Price 24,000 gp; Weight 3 lb.
  COMPREHENSION
  Those who manifest clairsentience powers are affected as 
  described above.
  Faint clairsentience; ML 5th; Craft Universal Item, brain 
  lock, psionic contingency, any clairsentience power; Price 
  24,000 gp; Weight 3 lb.
  CREATION
  Those who manifest metacreativity powers are affected as 
  described above.
  Faint metacreativity; ML 5th; Craft Universal Item, brain 
  lock, psionic contingency, any metacreativity power; Price 
  24,000 gp; Weight 3 lb.
  ENERGY
  Those who manifest psychokinesis powers are affected as 
  described above.
  Faint psychokinesis; ML 5th; Craft Universal Item, brain 
  lock, psionic contingency, any psychokinesis power; Price 
  24,000 gp; Weight 3 lb.
  GHOST
  Those who manifest remote viewing are affected as described 
  above.
  Faint clairsentience; ML 5th; Craft Universal Item, brain 
  lock, psionic contingency, remote viewing; Price 24,000 gp; 
  Weight 3 lb.
  MIND
  Those who manifest telepathy powers are affected as 
  described above.
  Faint telepathy; ML 5th; Craft Universal Item, brain lock,
  psionic contingency, any telepathy power; Price 24,000 gp; 
  Weight 3 lb.
  TRAVEL
  Those who manifest psychoportation powers are affected as 
  described above.
  Faint psychoportation; ML 5th; Craft Universal Item, brain 
  lock, psionic contingency, any psychoportation power; Price 
  24,000 gp; Weight 3 lb.
  CRYSTAL MASKS
  Each of the various types of crystal masks fits over the face 
  of any Medium or Small humanoid, with slits for eyes and 
  nostrils.
  The mask is transparent, although it distorts the wearer’s 
  features.
  Leather straps attached to small holes on the sides of a mask 
  enable the owner to affix the mask to his face.
  Crystal masks confer special abilities or improved skills on 
  their wearers.
  A crystal mask is treated as eyewear or goggles for the 
  purpose of determining which items can be worn on the 
  body (see page 214 of the Dungeon Master’s Guide).
  DETECTION
  The wearer of a crystal mask of detection can make Search 
  checks with a +10 competence bonus.
  Moderate clairsentience; ML 7th; Craft Universal Item, 
  creator must have 10 ranks in Search; Price 10,000 gp; 
  Weight 1/2 lb.
  DISCERNMENT
  The wearer of a crystal mask of discernment can make Sense 
  Motive checks with a +10 insight bonus.
  Moderate clairsentience; ML 7th; Craft Universal Item, 
  creator must have 10 ranks in Sense Motive; Price 10,000 
  gp; Weight 1/2 lb.
  DREAD
  The wearer of a crystal mask of dread can attempt to frighten 
  other beings to her will.
  The wearer makes all Intimidate checks with a +10 
  competence bonus.
  Moderate clairsentience; ML 7th; Craft Universal Item, 
  creator must have 10 ranks in Intimidate; Price 10,000 gp; 
  Weight 1/2 lb.
  INSIGHTFUL DETECTION
  The wearer of a crystal mask of insightful detection can make 
  Search checks and Spot checks with a +9 insight bonus.
  Moderate clairsentience; ML 7th; Craft Universal Item, 
  creator must have 9 ranks in both Search and Spot; Price 
  20,250 gp; Weight 1/2 lb.
  KNOWLEDGE
  Each of the various crystal masks of knowledge grants the 
  wearer a +5 competence bonus on a specific type of 
  Knowledge check.
  For instance, one mask might add the bonus on Knowledge 
  (psionics) checks while another might do so for Knowledge 
  (history).
  Faint clairsentience; ML 3rd; Craft Universal Item, creator 
  must have 5 ranks in the Knowledge skill of the 
  appropriate type; Price 2,500 gp; Weight 1/2 lb.
  LANGUAGES
  Each of the various crystal masks of language grants the 
  wearer the ability to speak and write five different 
  languages.
  For instance, a mask might grant the ability to speak 
  Draconic, Celestial, Dwarven, Elven, and Infernal.
  Faint clairsentience; ML 3rd; Craft Universal Item, creator 
  must have the Speak Language skill for each of five 
  languages; Price 2,500 gp; Weight 1/2 lb.
  
  888
  MINDARMOR
  A crystal mask of mindarmor grants the wearer a +4 insight 
  bonus on all Will saving throws.
  Faint telepathy; ML 5th; Craft Universal Item, conceal 
  thoughts; Price 10,667 gp; Weight 1/2 lb.
  PSIONIC CRAFT
  The wearer of a crystal mask of psionic craft makes all Psicraft 
  checks with a +10 competence bonus.
  Moderate clairsentience; ML 7th; Craft Universal Item, 
  creator must have 10 ranks in Psicraft; Price 10,000 gp; 
  Weight 1/2 lb.
  EYES OF EXPANDED VISION
  These crystal lenses fit over the user’s eyes to expand his 
  field of vision.
  Flanking opponents gain only a +1 bonus when attacking 
  the user instead of +2 (rogues still get their full sneak attack 
  damage because the wearer is still flanked).
  The wearer gains a +1 enhancement bonus on Spot checks 
  but takes a –2 penalty on saves against gaze attacks.
  Faint clairsentience; ML 1st; Craft Universal Item, 
  ubiquitous vision; Price 3,000 gp.
  EYES OF POWER LEECH
  These crystal lenses fit over the user’s eyes.
  Once per day, the wearer is able to drain power points from 
  another psionic creature or character by meeting its gaze as 
  if using power leech.
  A selected target within 40 feet must succeed on a DC 16 
  Will save, or a connection of crackling energy is formed 
  between the wearer and the victim.
  The connection drains 1d6 power points from the target for 
  every round in which the wearer maintains concentration 
  (to a maximum of 7 rounds).
  The wearer gains 1 power point from those drained from 
  the target each round (subject to his normal maximum; 
  points he cannot gain immediately are lost).
  If the wearer has only one lens, the DC of the Will save is 
  14 instead of 16.
  Eyes of power leech have no effect on nonpsionic targets or 
  psionic creatures with a current power point reserve of 0.
  Moderate telepathy; ML 7th; Craft Universal Item, power 
  leech; Price 10,080 gp.
  EYES OF POWER LEECH, VAMPIRIC
  As eyes of power leech, except the wearer gains drained power 
  points from the subject even if doing so would bring him 
  over his normal maximum.
  The wearer of vampiric eyes of power leech can maintain 
  concentration for up to 13 rounds.
  Power points the wearer gains in excess of his maximum 
  fade after 8 hours if they are not spent before that time.
  Strong telepathy; ML 15th; Craft Universal Item, bend 
  reality, power leech; Price 20,160 gp.
  GLOVES OF OBJECT READING
  While wearing these gloves, the user can learn the details 
  of an inanimate object’s previous owner if he handles the 
  object, as if manifesting the object reading power.
  Faint clairsentience; ML 1st; Craft Universal Item, object 
  reading; Price 3,000 gp.
  GLOVES OF TITAN’S GRIP
  While wearing these oversize gloves, the user gains a +8 
  enhancement bonus on grapple checks.
  The power is activated when the user enters a grapple.
  The enhancement bonus lasts for a maximum of 7 rounds 
  per use, up to three uses per day.
  Moderate psychometabolism; ML 9th; Craft Universal 
  Item, grip of iron; Price 14,000 gp.
  MIRROR OF MIND SWITCH
  This small hand mirror manifests its power once per day 
  against a creature that sees its reflection within it, as a gaze 
  attack with a range of 30 feet.
  Potential victims can attempt to avert their eyes or look 
  away as they would from a normal gaze attack (see page 309 
  of the Monster Manual).
  A creature meeting its own gaze in the mirror must succeed 
  on a DC 19 Will save, or its mind and the mind of the 
  mirror’s wielder switch, as if by the mind switch power.
  Because the mirror is small, only a single creature can meet
  its own gaze.
  The wielder of the mirror is not affected by seeing himself.
  Moderate telepathy; ML 11th; Craft Universal Item, mind 
  switch; Price 19,800 gp; Weight 1/2 lb.
  MIRROR OF SUGGESTION
  This small hand mirror manifests its power up to twice per 
  day against creatures that see their reflections within it, as a 
  gaze attack with a range of 30 feet.
  Potential victims can attempt to avert their eyes or look 
  away as they would from a normal gaze attack (see page 309 
  of the Monster Manual).
  A creature meeting its own gaze in the mirror must succeed 
  on a DC 13 Will save or be affected by a suggestion chosen by 
  the mirror’s wielder.
  Because the mirror is small, only a single creature can meet 
  its own gaze each round.
  The wielder of the mirror is not affected by seeing herself.
  Faint telepathy; ML 3rd; Craft Universal Item, psionic 
  suggestion; Price 3,600 gp; Weight 1/2 lb.
  MIRROR OF TIME HOP
  This small hand mirror manifests its power up to twice per 
  day against creatures that see their reflections within it, as a 
  gaze attack with a range of 30 feet.
  Potential victims can attempt to avert their eyes or look 
  away as they would from a normal gaze attack (see page 309 
  of the Monster Manual).
  A creature meeting its own gaze in the mirror must succeed 
  on a DC 14 Will save or be pushed forward in time by 5 
  rounds, as if subject to the time hop power.
  
  889
  Because the mirror is small, only a single creature can meet 
  its own gaze each round.
  The wielder of the mirror is not affected by seeing herself.
  Faint psychoportation; ML 5th; Craft Universal Item, time 
  hop; Price 9,000 gp; Weight 1/2 lb.
  PEARL, BRAIN LOCK
  This tiny pearly sphere speeds toward its target when 
  hurled by its owner.
  He can hurl the pearl at any target within 130 feet that he 
  can see and to which he has line of effect.
  If the target fails a DC 13 Will saving throw, the pearl 
  seems to impact and then enter the flesh of the target.
  The target stands mentally paralyzed, as if by brain lock, for 3 
  rounds.
  The use destroys the item.
  Faint telepathy; ML 3rd; Craft Universal Item, brain lock;
  Price 300 gp.
  PEARL, BREATH CRISIS
  This tiny pearly sphere speeds toward its target when 
  hurled by its owner.
  He can hurl the pearl at any target within 150 feet that he 
  can see and to which he has line of effect.
  If the target fails a DC 14 Will saving throw, the pearl 
  seems to impact and then enter the flesh of the target.
  The target is affected as if by crisis of breath for 5 minutes.
  The use destroys the item.
  Faint telepathy; ML 5th; Craft Universal Item, crisis of 
  breath; Price 750 gp.
  PEARL, MIND SEED
  This tiny pearly sphere instantly takes on the skin tone and 
  texture of whatever creature handles it.
  It speeds toward its target when hurled by its owner.
  He can hurl the pearl at any target within 150 feet that he 
  can see and to which he has line of effect.
  If the target fails a DC 22 Will saving throw, the pearl 
  seems to impact and then enter the flesh of the target.
  The target is affected as if by a mind seed power, with the 
  pearl’s wielder acting as the manifester.
  The use destroys the item.
  Strong telepathy; ML 15th; Craft Universal Item, mind seed;
  Cost 6,000 gp + 2,500 XP; Price 18,500 gp.
  PEARL, PERSONALITY PARASITE
  This tiny pearly sphere speeds toward its target when 
  hurled by its owner.
  He can hurl the pearl at any target within 130 feet that he 
  can see and to which he has line of effect.
  If the target fails a DC 16 Will saving throw, the pearl 
  seems to impact and then enter the flesh of the target.
  The target is affected as if by personality parasite for 5 rounds.
  The use destroys the item.
  Faint telepathy; ML 7th; Craft Universal Item, personality 
  parasite; Price 1,400 gp.
  PSIONATRICES
  Each of these multifaceted crystals is worn as an amulet.
  Unless noted otherwise, a psionatrix adds a +1 
  enhancement bonus to the save DC when the wearer uses 
  powers of the discipline to which the psionatrix is keyed.
  CLAIRSENTIENCE
  Blue light glimmers in this crystal’s heart.
  Moderate clairsentience; ML 8th; Craft Universal Item, 
  creator must be a seer; Price 8,000 gp.
  METACREATIVITY
  Green light glimmers in this crystal’s heart.
  Moderate metacreativity; ML 8th; Craft Universal Item, 
  creator must be a shaper; Price 8,000 gp.
  PSYCHOKINESIS
  Red light glimmers in this crystal’s heart.
  Moderate psychokinesis; ML 8th; Craft Universal Item, 
  creator must be a kineticist; Price 8,000 gp.
  PSYCHOMETABOLISM
  Violet light glimmers in this crystal’s heart.
  Moderate psychometabolism; ML 8th; Craft Universal 
  Item, creator must be an egoist; Price 8,000 gp.
  PSYCHOPORTATION
  Yellow-red light glimmers in this crystal’s heart.
  Moderate psychoportation; ML 8th; Craft Universal Item, 
  creator must be a nomad; Price 8,000 gp.
  TELEPATHY
  Piercing yellow light shines from this crystal’s heart.
  Moderate telepathy; ML 8th; Craft Universal Item, creator 
  must be a telepath; Price 8,000 gp.
  PSIONIC RESTRAINTS
  Each of the various psionic restraints is an iron cuff that 
  cunningly locks around the wrist (DC 27 Open Lock 
  check).
  The cuff limits the total number of power points a psionic 
  creature wearing it can use in 1 round (regardless of the 
  creature’s total power point reserve), or completely damps 
  the ability to use psionics.
  All types of psionic restraints prevent the free manifesting 
  of powers.
  Strong psychokinesis; ML 16th; Craft Universal Item, bend 
  reality, dispel psionics; Weight 1 lb.
  
  890
  PSYCHOACTIVE SKINS
  Psychoactive skins (also sometimes called ectoshells) are 
  fist-sized globs of psionically charged ectoplasm.
  As a standard action, a psychoactive skin spreads over and 
  covers a Medium or smaller creature that projects the 
  proper command thought; the same command thought 
  causes the skin to shrink back down to its former size.
  Each of the various psychoactive skins is charged with one 
  of a wide array of powers that constantly affect the wearer.
  A deployed skin completely covers the wearer and all his 
  equipment like a second skin, allowing the wearer to see, 
  hear, and breathe normally.
  It rolls away from various parts of the body as needed, such 
  as when the wearer needs to eat or access a backpack.
  Held items or items specifically excluded are not covered 
  by a psychoactive skin.
  Up to three skins can be worn simultaneously, although 
  only the outermost is active in any given round (the powers 
  of hidden skins cannot be manifested).
  Skin layers can be changed with a command thought as a 
  standard action, which causes a lower-layer skin to come to 
  the surface.
  CHAMELEON
  This psychoactive skin adjusts to surrounding textures and 
  colors, continually granting the wearer a +10 enhancement 
  bonus on Hide checks.
  Faint psychometabolism; ML 3rd; Craft Universal Item, 
  chameleon; Price 18,000 gp; Weight 2 lb.
  CLAW
  This psychoactive skin benefits only a wearer who has 
  levels in psychic warrior.
  If such a character wears this skin, he can activate the claws 
  of the beast power at will, as a free action that does not 
  provoke attacks of opportunity.
  He can also dismiss the claws equally quickly.
  Faint psychometabolism; ML 4th; Craft Universal Item, 
  claws of the beast; Price 16,000 gp; Weight 2 lb.
  DEFENDER
  This psychoactive skin continually grants the wearer a +4 
  bonus to natural armor.
  Faint psychometabolism; ML 5th; Craft Universal Item, 
  thicken skin; Price 32,000 gp; Weight 2 lb.
  FIERY RESPONSE
  This psychoactive skin answers the first attack made against 
  the wearer in each round with an automatically manifested 
  and targeted “ectoburst” against the attacker.
  The burst ejects from the skin on the wearer’s turn, making 
  a ranged touch attack as described in the energy retort power, 
  but the energy type chosen is always fire.
  If the attack hits, the target takes 2d6 points of fire damage 
  as the ectoburst flames up and is consumed.
  This attack does not in any way hinder the wearer, count 
  against her total actions for the round, or provoke attacks of 
  opportunity.
  Faint psychokinesis; ML 5th; Craft Universal Item, energy 
  retort; Price 60,000 gp; Weight 2 lb.
  HERO
  This psychoactive skin continually grants the wearer a +3 
  deflection bonus to Armor Class, a +3 resistance bonus on 
  all saving throws, and a +3 enhancement bonus on attack 
  rolls.
  Strong psychometabolism; ML 18th; Craft Universal Item, 
  bend reality; Price 77,500 gp; Weight 2 lb.
  IRON
  This psychoactive skin affects the wearer as the psionic iron 
  body power up to three times per day for 15 minutes with 
  each use.
  When the skin’s power is not active, it has no protective 
  qualities.
  Activating the psionic iron body effect is a standard action 
  that provokes attacks of opportunity.
  Strong metacreativity; ML 15th; Craft Universal Item, 
  psionic iron body; Price 129,600 gp; Weight 2 lb.
  NIMBLENESS
  This psychoactive skin continually grants the wearer a +10 
  competence bonus on Tumble checks.
  Moderate psychometabolism; ML 8th; Craft Universal 
  Item, creator must have 10 ranks in Tumble; Price 10,000 
  gp; Weight 2 lb.
  PROTEUS
  This psychoactive skin continually affects the wearer as the 
  metamorphosis power.
  While in a form other than his natural form, the wearer 
  does not appear to be wearing the skin.
  Moderate psychometabolism; ML 7th; Craft Universal 
  Item, metamorphosis; Price 84,000 gp; Weight 2 lb.
  PSION
  This psychoactive skin grants the wearer 7 bonus power 
  points per day and power resistance 21.
  Strong clairsentience; ML 17th; Craft Universal Item, power 
  resistance; Price 151,000 gp; Weight 2 lb.
  SPIDER
  This psychoactive skin continually grants the wearer a +20 
  competence bonus on Climb checks and continually affects 
  the wearer as the body equilibrium power.
  Three times per day, the wearer can manifest entangling 
  ectoplasm against a target within 30 feet.
  Faint psychometabolism; ML 3rd; Craft Universal Item, 
  creator must have 10 ranks in Climb, body equilibrium,
  entangling ectoplasm; Price 79,080 gp; Weight 2 lb.
  TROLL
  This psychoactive skin continually allows a living wearer to 
  heal more quickly.
  The wearer heals 5 points of damage per minute.
  Except for the slower rate of healing, this skin affects its 
  wearer as if the wearer were under the effect of a continual 
  true metabolism power.
  Strong psychometabolism; ML 17th; Craft Universal Item, 
  true metabolism; Price 61,200 gp; Weight 2 lb.
  
  891
  RING OF SELF-SUFFICIENCY
  This crystalline ring continually grants the wearer a +10 
  competence bonus on Autohypnosis checks.
  Moderate psychometabolism; ML 7th; Craft Universal 
  Item, creator must have 10 ranks in Autohypnosis; Price 
  10,000 gp.
  SHARDS
  These universal items are tiny fragments of cast-off crystal 
  imprinted with minuscule bits of psionic power.
  Using a shard requires grasping it and projecting a 
  command thought as a standard action (most shards 
  telepathically whisper their command word into the minds 
  of living creatures who handle them).
  A shard grants a temporary competence bonus on one 
  specific skill, ranging from +1 to +10.
  The granted bonus lasts until the skill is used or 10 rounds 
  pass, whichever comes first.
  For instance, a shard of Jump +8 grants a +8 competence 
  bonus on the user’s next Jump check if made within the 
  next 10 rounds.
  Once its effect is activated, a shard disintegrates 
  immediately, whether or not the bonus granted by the 
  shard is eventually used.
  Moderate psychometabolism; ML 7th; Craft Universal 
  Item, creator must have ranks in the specified skill at least 
  equal to the imprinted bonus; Price 10 gp (+1), 40 gp (+2), 
  90 gp (+3), 160 gp (+4), 250 gp (+5), 360 gp (+6), 490 gp (+7), 
  640 gp (+8), 810 gp (+9), or 1,000 gp (+10).
  THIRD EYES
  These objects appear as small crystals, always with at least 
  one wide, flat facet, and contain a variety of powers.
  When the owner uses the proper command thought, the 
  crystal adheres to the center of his forehead (the same 
  command thought causes the third eye to disengage).
  Only one third eye can be worn at a time.
  A third eye is treated as eyewear or goggles for the purpose 
  of determining which items can be worn on the body (see 
  page 214 of the Dungeon Master’s Guide).
  AWARE
  This kind of third eye continually grants the wearer a +10 
  competence bonus on Spot checks.
  Moderate clairsentience; ML 7th; Craft Universal Item, 
  creator must have 10 ranks in Spot; Price 10,000 gp.
  CONCEAL
  While worn, a third eye conceal protects the wearer from 
  view by all devices, powers, and spells that detect, 
  influence, or read emotions or thoughts.
  This power protects against all mind-affecting powers and 
  effects as well as information-gathering by clairsentience 
  powers or effects (except for metafaculty); this item affects 
  the wearer as if he enjoyed the benefit of the psionic mind 
  blank power.
  Strong telepathy; ML 15th; Craft Universal Item, psionic 
  mind blank; Price 120,000 gp.
  CONCENTRATE
  This kind of third eye continually grants the wearer a +10 
  competence bonus on Concentration checks.
  Moderate telepathy; ML 7th; Craft Universal Item, creator 
  must have 10 ranks in Concentration; Price 10,000 gp.
  DOMINATE
  The wearer of a third eye dominate can attempt to dominate a 
  subject as with the power psionic dominate, augmented to 
  target any creature type it can affect, once per day (save DC 
  18).
  Strong telepathy; ML 15th; Craft Universal Item, psionic 
  dominate; Price 120,000 gp.
  EXPOSE
  The wearer of this kind of third eye always knows when 
  someone lies directly to him.
  Strong telepathy; ML 15th; Craft Universal Item, bend 
  reality; Price 112,000 gp.
  GATHER
  This kind of third eye continually grants the wearer a +10 
  competence bonus on Gather Information checks.
  Moderate clairsentience; ML 7th; Craft Universal Item, 
  creator must have 10 ranks in Gather Information; Price 
  10,000 gp.
  PENETRATE
  While worn, a third eye penetrate grants the wearer a +2 
  bonus on manifester level checks to overcome a creature’s 
  power resistance.
  Strong clairsentience; ML 15th; Craft Universal Item, bend 
  reality; Price 8,000 gp.
  POWERTHIEVE
  While worn, a third eye powerthieve allows the wearer to 
  borrow one power from a psionic target within 40 feet once 
  per day.
  If the target fails a DC 16 Will save, it instantly loses one 
  power of the wearer’s choice, and the wearer instantly gains 
  temporary knowledge of this power.
  The wearer can manifest the borrowed power normally if 
  she has sufficient power points to pay for its cost.
  The wearer retains knowledge of the power for up to 70 
  minutes, at which time she loses knowledge of the power 
  and the former owner regains it, regardless of the distance 
  between them.
  If the former owner is dead, the wearer still loses the 
  borrowed power.
  Moderate telepathy; ML 7th; Craft Universal Item, thieving 
  mindlink; Price 10,080 gp.
  REPUDIATE
  While worn, this powerful item allows the wearer to 
  manifest dispel psionics once per day with a +20 modifier on 
  the dispel check (the wearer uses the +20 modifier in place 
  of his manifester level).
  Strong psychokinesis; ML 20th; Craft Universal Item, dispel 
  psionics; Price 43,200 gp.
  
  892
  SENSE
  The wearer of this kind of third eye can manifest clairvoyant 
  sense at will.
  Faint clairsentience; ML 3rd; Craft Universal Item, 
  clairvoyant sense; Price 24,000 gp.
  VIEW
  The wearer of this kind of third eye can spin a quasi-real 
  version of himself and send it over virtually any distance or 
  into other planes of existence, as if manifesting the remote 
  viewing power, once per day.
  Moderate clairsentience; ML 7th; Craft Universal Item, 
  remote viewing; Price 10,180 gp.
  TORC OF FREE WILL
  This item is a band inlaid with precious metal, worn around 
  the neck or upper arm.
  The wearer of a torc of free will is not affected by the brain 
  lock power or items that produce brain lock effects (such as 
  crystal anchors).
  A torc is treated as an amulet for the purpose of 
  determining which items can be worn on the body (see 
  page 214 of the Dungeon Master’s Guide).
  Faint telepathy; ML 3rd; Craft Universal Item, brain lock;
  Price 6,000 gp; Weight 2 lb.
  TORC OF LEECH FREEDOM
  This item is a band inlaid with precious metal, worn around 
  the neck or upper arm.
  The wearer of a torc of leech freedom automatically resists up 
  to two uses of power leech against him per day.
  A torc is treated as an amulet for the purpose of 
  determining which items can be worn on the body (see 
  page 214 of the Dungeon Master’s Guide).
  Faint telepathy; ML 5th; Craft Universal Item, power leech;
  Price 12,000 gp; Weight 2 lb.
  TORC OF POWER PRESERVATION
  This item is a band inlaid with precious metal, worn around 
  the neck or upper arm.
  The wearer of a torc of power preservation manifests all powers 
  by paying power points equal to the standard cost minus 1 
  (minimum of 1).
  A torc is treated as an amulet for the purpose of 
  determining which items can be worn on the body (see 
  page 214 of the Dungeon Master’s Guide).
  Strong clairsentience; ML 15th; Craft Universal Item, bend 
  reality; Price 36,000 gp; Weight 2 lb.
  PSIONICS HANDBOOK 
  (3.0)
  AMULET OF CATAPSI
  This copper amulet aids the wearer against other psionic 
  characters.
  Three times per day, the wearer can trigger the catapsi 
  power, which blankets a 100-foot radius in telepathic noise 
  for 10 minutes.
  Each time other psionic characters within this range 
  attempt to manifest a psionic power, they must succeed at a 
  Will save (DC 17) or pay double the normal power point 
  cost.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  catapsi; Market Price: 12,000 gp; Weight: —.
  AMULET OF PSYCHIC BASTION
  When worn, this amulet protects the wearer as the Psychic 
  Bastion feat.
  The wearer gains mental hardness +1 against a foe’s 
  successful psionic attack.
  This bonus does not stack with that granted by Psychic 
  Bastion, but either bonus alone stacks with mental 
  hardness bonuses from psionic defense modes.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  Psychic Bastion; Market Price: 2,000 gp; Weight: —.
  BRAIN LOCK PEARL
  When hurled at a target, this tiny pearl-like sphere bursts 
  into a shower of yellow sparks.
  Treat this as a ranged touch attack.
  A target that is hit stands dazed as if by brain lock for 4 
  rounds.
  Brain lock pearls are grenade-like weapons (see Chapter 7 of 
  the Player’s Handbook and Chapter 3 of the DUNGEON 
  MASTER’s Guide), so a miss can potentially deal splash 
  damage against all creatures within 5 feet, affecting them 
  for 1 round.
  The burst destroys the item.
  Manifester Level: 4th; Prerequisites: Craft Universal Item, brain 
  lock; Market Price: 1,000 gp; Weight: —.
  BOOTS OF SKATING
  These boots allow the wearer to slide along the ground at 
  will as if using the skate power.
  This benefit counts as an enhancement bonus.
  Manifester Level: 3rd; Prerequisites: Craft Universal Item, skate; 
  Market Price: 2,000 gp; Weight: 1 lb.
  BOOTS OF STOMPING
  These boots allow the wearer to use stomp as the power 
  three times per day (Reflex save DC 12).
  Manifester Level: 3rd; Prerequisites: Craft Universal Item, 
  stomp; Market Price: 1,200 gp; Weight: 1 lb.
  CRAWLING TATTOOS
  These resemble standard psionic tattoos, but their effects 
  are often offensive rather than beneficial.
  Like psionic tattoos, a crawling tattoo can be scribed only 
  with powers of level 0 to 3 that target a creature or 
  creatures.
  The exceptions are body adjustment powers, which can be 
  scribed despite their effect being personal, and compulsion 
  powers, which cannot be scribed at all.
  
  893
  Powers that normally have an area, such as whitefire, only 
  affect one target if scribed in a crawling tattoo.
  Otherwise, crawling tattoos are treated in all ways as psionic 
  tattoos (see “Psionic Tattoos” above) until they are activated 
  by the wearer.
  The wearer of a crawling tattoo can tap the tattoo as a 
  standard action that draws an attack of opportunity, 
  mentally specifying a target (to which the wearer must 
  have line of sight).
  The designated target could be an object.
  Instead of triggering its stored power, this animates the 
  tattoo, which drops to the floor and scuttles toward the 
  target.
  The original wearer need no longer concentrate on the 
  tattoo once animated.
  The animated tattoo begins to move toward its designated 
  target at the beginning of the original wearer’s next round.
  Treat it as a Fine construct that has an AC of 18, 10 hit 
  points, a hardness of 5, speed 30, and an attack bonus of +5.
  Crawling tattoos, unlike true constructs, are subject to 
  illusions, dark-ness, fog, and similar effects.
  Should the target be killed, teleport away, or otherwise 
  absent itself before contact, the wearer can reclaim the 
  tattoo.
  If destroyed, a crawling tattoo shatters and evaporates.
  A crawling tattoo must enter the target’s square to attack and 
  thus draws an attack of opportunity as it passes through the 
  target’s threatened area.
  The tattoo makes melee touch attacks until it strikes its 
  target or is destroyed.
  On a successful attack, the power scribed in the crawling 
  tattoo automatically affects the target, even if a save is 
  normally allowed.
  Crawling tattoos can ferry beneficial powers as well, and the 
  target can allow the touch attack to succeed if it desires.
  Manifester Level: 6th; Prerequisites: Craft Universal Item, 
  power of the appropriate type and level; Weight: —.
  Crawling Tattoo Example:
  CONCUSSION
  This crawling tattoo delivers a concussion effect, dealing 3d6 
  points of damage against a creature hit by its touch attack.
  Manifester Level: 6th; Prerequisites: Craft Universal Item, 
  concussion; Market Value: 600 gp; Weight: —.
  CRYSTAL ANCHORS
  A crystal anchor is a shaft of transparent crystal some 4 to 5 
  feet in length, with a sharpened spear-like head on one end.
  It ensnares the minds of those who manifest certain psionic 
  powers within range.
  A crystal anchor can be configured to ward against powers of 
  6th level and lower.
  The triggering power is specified at the time of creation.
  The user activates a crystal anchor by plunging the sharp 
  head into the ground, leaving the shaft freestanding.
  It projects an invisible, 30-foot-radius field.
  If the specified power is manifested within this range, the 
  manifester must succeed at a Will save (DC 14 + power 
  level) or be affected by brain lock for 10 rounds.
  Someone outside the area can still be ensnared by 
  manifesting the specified power into or within it.
  A crystal anchor can only attempt to ensnare five victims per 
  day.
  One crystal anchor can ensnare multiple targets 
  simultaneously, and multiple crystal anchors can share 
  overlapping fields.
  When a crystal anchor success fully ensnares a target, a 
  slender filament of insubstantial ectoplasm connects the 
  manifester to the shaft, even one outside the area, up to 300 
  feet away.
  (Beyond that distance, there is no filament, although the 
  anchor does glow to indicate it is working).
  This is only a visual display: Severing the filament does not 
  dispel the effect.
  A crystal anchor has an AC of 7, 15 hit points, a hardness of 8, 
  and a break DC of 20.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  brain lock, contingency, power to be designated; Weight: 3 lb.
  Crystal Anchor Example:
  GHOST
  This crystal anchor ensnares those who use remote viewing or 
  similar powers to see anywhere within its area.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  brain lock, contingency, remote viewing; Market Price: 11,300 gp; 
  Weight: 3 lb.
  CRYSTAL MASKS
  Each of the various types of crystal mask fits over the face of 
  any Medium-size or Small humanoid creature, with slits for 
  eyes and nostrils.
  The mask is transparent, although it distorts the wearer’s 
  features.
  Small holes on the side admit leather straps for affixing the 
  mask to tilt wearers face.
  Crystal masks confer special abilities or improved skills on 
  their wearers.
  DETECTION
  The wearer of a crystal mask of detection can make Search 
  checks to detect traps as a rogue can.
  The mask grants no special bonus on the wearer’s Search 
  checks.
  Manifester Level: 14th; Prerequisites: Craft Universal Item, 
  creator must have 1 level of rogue; Market Price: 12,000 gp; 
  Weight: 1 lb.
  
  894
  FEAR
  The wearer of a crystal mask of fear can terrify other beings.
  The wearer need merely meet the gaze of a creature as a 
  standard action.
  A target who fails a Will save (DC 16) panics, has a 50% 
  chance to drop what it’s holding, and flees away from you 
  for 10 rounds (see Panicked in Chapter 3 of the DUNGEON 
  MASTER’s Guide for a complete description).
  This is a mind-affecting, fear effect.
  Manifester Level: 14th; Prerequisites: Craft Universal Item, 
  emulate power; Market Price: 56,000 gp; Weight: 1 lb.
  KNOWLEDGE
  Each of the various crystal masks of knowledge grants the 
  wearer a +5 competence bonus on a specific type of 
  Knowledge check.
  For instance, one mask might add the bonus on Knowledge 
  (arcana) checks while another might do so for Knowledge 
  (dragons).
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  creator must have 5 ranks of a Knowledge skill of the 
  appropriate type; Market Price: 500 gp; Weight: 1 lb.
  LANGUAGE
  Each of the various crystal masks of language grants the 
  wearer the ability to speak and write a specific language.
  For instance, one mask might grant the ability to speak 
  Draconic, while another might allow the wearer to speak 
  the human language of the northern ice barbarians.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  creator must have the Speak Language skill of the 
  appropriate type; Market Price: 500 gp; Weight: 1 lb.
  MINDARMOR
  A crystal mask of mindarmor grants the wearer a +4 
  enhancement bonus on saving throws against all 
  compulsion effects while worn.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  conceal thoughts; Market Price: 4,000 gp; Weight: 1 lb.
  EYES OF POWERLEECH
  These crystal lenses fit over the user’s eyes.
  The wearer is able to drain power points from psionic 
  characters merely by meeting their gaze (at the rate of one 
  target per round).
  The target must succeed at a Will save (DC 14) or lose 2d10 
  power points.
  The eyes of powerleech have no effect on nonpsionic targets 
  or psionic beings who have exhausted their power points 
  already (or manifest their powers freely).
  If the wearer has only one lens, the DC of the saving throw 
  is reduced to 10.
  The wearer can attempt a powerleech attack up to three 
  times per day.
  Manifester Level: 11th; Prerequisites: Craft Universal Item, 
  negate psionics; Market Price: 7,200 gp; Weight: —.
  EYES OF VAMPIRIC POWERLEECH
  These crystal lenses fit over the user’s eyes, enabling him to 
  drain power points from psionic characters merely by 
  meeting their gaze (at the rate of one target per round).
  The target must succeed at a Will saving throw (DC 18) or 
  lose 2d10 power points, which the wearer instantly adds to 
  his own power point reserve, even if these would bring him 
  over his normal maximum.
  Power points in excess of the wearer’s maximum fade after 
  24 hours.
  The eyes of vampiric powerleech have no effect on nonpsionic 
  targets or psionic beings who have exhausted their power 
  points already (or manifest their powers freely).
  If the wearer has only one lens, the DC of the saving throw 
  is reduced to 10.
  The wearer can attempt a vampiric powerleech attack up to 
  three times per day.
  Manifester Level: 11th; Prerequisites: Craft Universal Item, 
  negate psionics, psychic vampire; Market Price: 61,000 gp; 
  Weight: —.
  GLOVES OF OBJECT READING
  While wearing these gloves, the user can learn the details 
  of an inanimate object’s previous owner, as if manifesting 
  the object reading power.
  Manifester Level: 3rd; Prerequisites: Craft Universal Item, object 
  reading; Market Price: 2,000 gp; Weight: —.
  MIRROR OF SUGGESTION
  This small hand mirror manifests its power against those 
  who see their reflections within it, as a gaze attack with a 
  range of 30 feet.
  Potential victims can attempt to avert their eyes or look 
  away as they would from a normal gaze attack (see Gaze 
  Attacks in Chapter 3 of the DUNGEON MASTER’s Guide).
  A creature meeting its own gaze in the mirror must succeed 
  at a Will save (DC 13) or be affected by a suggestion chosen 
  by the mirror’s wielder.
  Because the mirror is small, only a single creature can meet 
  its own gaze each round.
  The wielder of the mirror is not affected by seeing herself.
  Manifester Level: 5th; Prerequisites: Craft Universal Item, 
  suggestion; Market Price: 12,000 gp; Weight: 1/2 lb.
  POWERLEECH PEARL
  When hurled at a psionic character, this tiny pearl-like 
  sphere bursts into a shower of rainbow-colored sparks.
  Treat this as a ranged touch attack.
  A target who is hit loses 2d4 power points (psionic 
  creatures, which manifest freely, are not affected).
  Powerleech pearls are grenade-like weapons (see Chapter 7 of 
  the Player’s Handbook and Chapter 3 of the DUNGEON 
  MASTER’s Guide), so a miss can potentially deal splash 
  damage, draining 1 power point from psionic characters 
  within 5 feet.
  The burst destroys the item.
  Manifester Level: 6th; Prerequisites: Craft Universal Item, 
  negate psionics; Market Price: 1,000 gp; Weight: —.
  
  895
  PSIONATRICES
  Each of these multifaceted crystals is worn as an amulet.
  Any psionatrix adds an enhancement bonus on the wearer’s 
  roll to set the save DC when using psionic powers or 
  attack/defense modes, in addition to the other standard 
  modifiers.
  CLAIRSENTIENCE
  Blue light glimmers in this crystal’s heart.
  A psionatrix of Clairsentience adds a +1 enhancement bonus 
  on the wearer’s roll when using a Clairsentience power.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  creator must be a seer; Market Price: 2,000 gp; Weight: —.
  METACREATIVITY
  Green light glimmers in this crystal’s heart.
  A psionatrix of Metacreativity adds a +1 enhancement bonus 
  on the wearer’s roll when using a Metacreativity power.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  creator must be a shaper; Market Price: 2,000 gp; Weight: —.
  PSIONIC ATTACK
  White light glimmers in this crystal’s heart.
  A psionatrix of psionic attack adds a +1 enhancement bonus on 
  the wearer’s roll when using a specified psionic attack 
  mode.
  For instance, a psionatrix of mind thrust grants a +1 bonus on 
  the attacker’s roll when using mind thrust, in addition to me 
  other standard modifiers.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, any 
  psionic attack mode; Market Price: 2,000 gp; Weight: —.
  PSIONIC DEFENSE
  White light glimmers in this crystal’s heart whenever the 
  wearer is subject to psionic attack modes.
  A psionatrix of psionic defense adds a +1 enhancement bonus 
  on the wearer’s Will save using a specified psionic defense 
  mode.
  For instance, a psionatrix of empty mind grants a +1 bonus on 
  the defender’s roll when using empty mind, in addition to 
  the other standard modifiers.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, any 
  psionic defense mode; Market Price: 2,000 gp; Weight: —.
  PSYCHOKINESIS
  Red light glimmers in this crystal’s heart.
  A psionatrix of Psychokinesis adds a +1 enhancement bonus on 
  the wearer’s roll when using a Psychokinesis power.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  creator must be a savant; Market Price: 2,000 gp; Weight: —.
  PSYCHOMETABOLISM
  Violet light glimmers in this crystal’s heart.
  A psionatrix of Psychometabolism adds a +1 enhancement 
  bonus on the wearer’s roll when using a Psychometabolism 
  power.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  creator must be an egoist; Market Price: 2,000 gp; Weight: —
  .
  PSYCHOPORTATION
  Yellow-red light glimmers in this crystal’s heart.
  A psionatrix of Psychoportation adds a +1 enhancement bonus 
  on the wearer’s roll when using a Psychoportation power.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  creator must be a nomad; Market Price: 2,000 gp; Weight: —.
  TELEPATHY
  Piercing yellow light shines from this crystal’s heart.
  A psionatrix of Telepathy adds a +1 enhancement bonus on 
  the wearer’s roll when using a Telepathy power.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  creator must be a telepath; Market Price: 2,000 gp; Weight: 
  —.
  PSIONIC RESTRAINTS
  Each of the various psionic restraints is an iron cuff that 
  cunningly locks around the wrist (DC 27 for Open Lock 
  checks).
  The cuff limits the total number of power points a psionic 
  character wearing it can use in a round (regardless of total 
  power point reserve), or completely damps the ability to 
  use psionics.
  Damping psionic restraints even inhibit free manifestation, 
  so they also affect psionic creatures, which are unaffected 
  by the other types of restraints.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  negate psionics; Weight: 1 lb.
  PSYCHOACTIVE SKINS
  Psychoactive skins (also sometimes called “ectoshells”) are 
  fist-sized globs of psionically charged ectoplasm.
  As a standard action, a skin spreads over and covers a 
  Medium-size or smaller creature who projects the proper 
  command thought; the same command thought causes the 
  skin to shrink back down to its former size.
  Each of the various psychoactive skins is charged with one 
  of a wide array of powers that constantly affect the wearer.
  A deployed skin completely covers the wearer (but not 
  bulky equipment such as armor, backpacks, and other large 
  items) like a second skin, allowing the wearer to see, hear, 
  and breathe normally.
  It rolls away from various parts of the body as needed, such 
  as when the wearer needs to eat.
  Up to three skins can be worn simultaneously, although 
  only the outermost is active in any given round (hidden 
  skins cannot manifest their powers).
  Skin layers can be changed with a command thought as a 
  standard action, which causes the current skin to “boil 
  away” and reveal a lower-layer skin.
  
  896
  CHAMELEON
  This psychoactive skin adjusts to surrounding textures and 
  colors, continually granting the wearer a +15 circumstance 
  bonus on Hide checks (assuming she doffs heavy armor 
  and bulky equipment).
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  chameleon; Market Price: 4,500 gp; Weight: 2 lb.
  CLAW
  This psychoactive skin grows massive, sickle-shaped claws 
  over the wearer’s fingertips.
  With claws extended, the wearer’s unarmed attacks deal a 
  base damage of 1d12 (and do not draw attacks of 
  opportunity).
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  claws of the bear; Market Price: 16,000 gp; Weight: 2 lb.
  DEFENDER
  This psychoactive skin continually grants the wearer a +4 
  natural armor bonus.
  Manifester Level: 18th; Prerequisites: Craft Universal Item, 
  natural armor; Market Price: 32,000 gp; Weight: 2 lb.
  HERO
  This psychoactive skin continually grants the wearer a +3 
  luck bonus to AC, a +3 luck bonus on all saving throws, and 
  a +3 luck bonus on attack rolls.
  Manifester Level: 18th; Prerequisites: Craft Universal Item, fate 
  of one; Market Price: 68,000 gp; Weight: 2 lb.
  IRON
  This psychoactive skin continually affects the wearer as the 
  iron body power.
  Manifest Level: 18th; Prerequisites: Craft Universal Item, iron 
  body; Market Price: 240,000 gp; Weight: 2 lb.
  NIMBLENESS
  This psychoactive skin continually grants the wearer a +10 
  competence bonus on Tumble check.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  creator must have 5 ranks of the Tumble skill; Market Price:
  2,000 gp; Weight: 2 lb.
  PROTEUS
  This psychoactive skin continually affects the wearer as the 
  metamorphosis power.
  While in a form other than his natural form, the wearer 
  does not appear to be wearing the skin.
  Manifester Level: 18th; Prerequisites: Craft Universal Item, 
  metamorphosis; Market Price: 90,000 gp; Weight: 2 lb.
  PSION
  This psychoactive skin grants the wearer 7 bonus power 
  points per day and a power resistance of 18.
  Manifester Level: 16th; Prerequisites: Craft Universal Item, 
  psychic chirurgery; Market Price: 66,000 gp; Weight: 2 lb.
  SPIDER
  This psychoactive skin continually grants the wearer a +20 
  competence bonus on Climb checks and continually affects 
  the wearer as the body equilibrium power.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  creator must have 5 ranks of the Climb skill, body 
  equilibrium; Market Price: 20,000 gp; Weight: 2 lb.
  STRIKING
  This psychoactive skin answers the first attack made against 
  the wearer each round with an automatically manifested 
  and targeted “ectoburst” against the attacker.
  The burst ejects from the skin on the wearer’s turn, making 
  a ranged touch attack using the wearer’s base ranged attack 
  bonus (range increment 10).
  If hit, the target takes 3d4 points of fire damage as the 
  ectoburst flames and is consumed.
  This attack does not in any way hinder the wearer, count 
  against her total actions for the round, or draw an attack of 
  opportunity.
  Manifester Level: 5th; Prerequisites: Craft Universal Item, 
  burning ray, hustle; Market Price: 24,000 gp; Weight: 2 lb.
  TROLL
  This psychoactive skin continually allows a living wearer to 
  heal 1 point of damage per level every hour rather than 
  every day.
  (This ability cannot be aided by the Heal skill).
  Subdual damage heals at a rate of 1 point per level every 5 
  minutes.
  If the wearer loses a limb, an organ, or any other body part 
  while wearing this skin, the skin regenerates it.
  In either case, only damage taken while wearing this skin 
  outermost is regenerated.
  Manifester Level: 18th; Prerequisites: Craft Universal Item, true 
  metabolism; Market Price: 90,000 gp; Weight: 2 lb.
  REVERSE CAPACITOR
  A reverse capacitor doesn’t store power points—it drains 
  them, to the surprise and chagrin of a psionic character 
  taken in by its resemblance to a crystal capacitor.
  Powers that identify psionic items will incorrectly identify 
  a reverse capacitor as a crystal capacitor 50% of the time.
  A psionic character attempting to use the power points 
  supposedly stored in a reverse capacitor must succeed at a 
  Will save (DC 20) or lose 3d6 power points.
  If this drains more power points than the psionic character 
  possesses, he takes the balance in temporary Charisma 
  damage on a point-for-point basis.
  If this Charisma damage is greater than his Charisma score, 
  he takes the balance as temporary Constitution damage.
  Manifester Level: 16th; Prerequisites: Craft Universal Item, 
  Disarm Mind, contingency; Market Price: 182,000 gp; Weight: 1 
  lb.
  RING OF STABILIZATION
  This crystalline ring continually grants the wearer a +10 
  competence bonus on Stabilize Self checks.
  
  897
  Manifester Level: 5th; Prerequisites: Craft Universal Item, 
  creator must have 5 ranks of the Stabilize Self skill; Market 
  Price: 2,000 gp; Weight: —.
  RING OF SELF-SUFFICIENCY
  This crystalline ring continually grants the wearer a +10 
  competence bonus on Autohypnosis checks.
  Manifester Level: 5th; Prerequisites: Craft Universal Item, 
  creator must have 5 ranks of the Autohypnosis skill; Market 
  Price: 2,000 gp; Weight: —.
  SHARDS
  These are tiny fragments of castoff crystal imprinted with 
  miniscule bits of psionic power.
  Using a shard requires grasping it and projecting a 
  command thought as a standard action (most shards 
  telepathically whisper their command word into the minds 
  of living creatures who handle them).
  A shard always grants a temporary competence bonus to 
  one specific skill, ranging from +1 to +10 inclusive.
  This bonus lasts until the skill is used or 10 rounds pass, 
  whichever comes first.
  For instance, a shard of Jump +8 grants a +8 bonus on the 
  user’s next jump check if made within the next 10 rounds.
  Once activated, a shard disintegrates, even if its bonus is not 
  used.
  Manifester Level: 10th; Prerequisites: Craft Universal Item, 
  creator must have ranks of the specified skill totaling half 
  the encoded bonus (minimum 1 rank); Weight: —.
  THIRD EYES
  These appear as small crystals, always with at least one 
  wide, flat facet, and contain a variety of powers.
  With the proper command thought, the crystal self-adheres 
  to the center of the wearer’s forehead (the same command 
  thought causes the third eye to disengage).
  Only one third eye can be worn at a time.
  ASSIMILATE
  While worn, a third eye assimilate allows the wearer to 
  borrow one power from a psionic target’s repertoire once 
  per day.
  This is a ranged touch attack with a ray of silvery plasma 
  streaming from the third eye (range 100 feet), and the wearer 
  can make as many attacks each day as needed until one 
  succeeds.
  On a successful attack, the wearer becomes aware of the 
  victim’s psionic repertoire, chooses one power from among 
  those and instantly gains it, while the victim loses it.
  Once the power has been assimilated, the wearer can 
  manifest it normally if she is of sufficient level to use it.
  If she assimilates a power from a creature that freely 
  manifests it, the wearer must still pay the appropriate 
  number of power points to manifest that power.
  The wearer retains the power for 24 hours, at which time 
  she loses knowledge of the power and the former owner 
  regains it, regardless of the separation between them.
  If the former owner is dead, the wearer loses the 
  assimilated power.
  Manifester Level: 12th; Prerequisites: Craft Universal Item, 
  forced mindlink; Market Price: 11,200 gp; Weight: —.
  AWARE
  This third eye continually grants the wearer a +10 
  competence bonus on Spot and Search checks.
  Manifester Level: 5th; Prerequisites: Craft Universal Item, 
  creator must have 5 ranks of the Spot and Search skills; 
  Market Price: 4,000 gp; Weight: —.
  CONCEAL
  While worn, a third eye conceal hides the wearer from all 
  powers that attempt to view, locate, or otherwise detect the 
  wearer, except for the Clairsentience power metafaculty.
  But even metafaculty reveals only the name of the 
  location—not an image, nor any other information 
  regarding the wearer.
  Manifester Level: 12th; Prerequisites: Craft Universal Item, 
  sequester; Market Price: 90,000 gp; Weight: —.
  CONCENTRATE
  This third eye continually grants the wearer a +10 
  competence bonus on Concentration checks.
  Manifester Level: 5th; Prerequisites: Craft Universal Item, 
  creator must have 5 ranks of the Concentration skill; Market 
  Price: 2,000 gp; Weight: —.
  DOMINATE
  The wearer of this third eye can see over virtually any 
  distance or into other planes of existence, as with the power 
  remote viewing, and can send and receive silent mental 
  messages to and from the person viewed.
  Once per day the wearer may attempt to use lesser 
  domination on the person viewed (Will save DC 15).
  Manifester Level: 5th; Prerequisites: Craft Universal Item, lesser 
  domination, remote viewing; Market Price: 96,000 gp; Weight:
  —.
  EXPOSE
  The wearer of this third eye always knows when someone 
  lies directly to him.
  Manifester Level: 5th; Prerequisites: Craft Universal Item, 
  Psychic Inquisitor; Market Price: 12,000 gp; Weight: —.
  NEGATE
  While worn, a third eye negate allows the wearer to suppress 
  the powers of psionic items three times per day.
  
  898
  This is a ranged touch attack with a grainy blue ray that 
  springs from the third eye (range 100 feet).
  On a successful attack, the ray suppresses any currently 
  active function of the target item and has a 75% chance to 
  suppress any other power from that item, regardless of the 
  level or strength of the power, for 2d4 rounds.
  To negate instantaneous effects, the wearer needs to use a 
  ready action.
  The target item gets no saving throw and cannot resist this 
  effect.
  The third eye negate cannot affect artifacts (even minor 
  ones).
  Manifester Level: 16th; Prerequisites: Craft Universal Item, 
  emulate power, negate psionics; Market Price: 44,600 gp; Weight:
  —.
  OPEN
  The wearer of this third eye can freely manifest 
  clairaudience/clairvoyance at will.
  Manifester Level: 5th; Prerequisites: Craft Universal Item, 
  clairaudience/clairvoyance; Market Price: 12,000 gp; Weight: —.
  PENETRATE
  While worn, a third eye penetrate grants the wearer a +2 
  bonus on manifester level checks to beat a creature’s power 
  resistance.
  This stacks with other applicable bonuses.
  Manifester Level: 5th; Prerequisites: Craft Universal Item, 
  Power Penetration; Market Price: 4,000 gp; Weight: —.
  PERCEIVE
  This third eye continually grants the wearer a +10 
  competence bonus on Sense Motive checks.
  Manifester Level: 5th; Prerequisites: Craft Universal Item, 
  creator must have 5 ranks of the Sense Motive skill; Market 
  Price: 2,000 gp; Weight: —.
  VIEW
  The wearer of this third eye can see over virtually any 
  distance or into other planes of existence, as with the power 
  remote viewing.
  Manifester Level: 5th; Prerequisites: Craft Universal Item, 
  remote viewing; Market Price: 42,000 gp; Weight: —.
  TORC OF FREE WILL
  This is a band inlaid with precious metal, worn around the 
  neck or upper arm.
  The wearer is not affected by the brain lock power or items 
  that produce brain lock effects (such as crystal anchors).
  Manifester Level: 6th; Prerequisites: Craft Universal Item, 
  negate psionics; Market Price: 12,000 gp; Weight: 2 lb.
  TORC OF POWER
  This is a band inlaid with precious metal, worn around the 
  neck or upper arm.
  The wearer is not affected by powerleech effects, as produced 
  by powerleech pearls or eyes of powerleech/vampiric powerleech.
  Manifester Level: 6th; Prerequisites: Craft Universal Item, 
  negate psionics; Market Price: 12,000 gp; Weight: 2 lb.
  TORC OF PSIONIC MIGHT
  This is a band inlaid with precious metal, worn around the 
  neck or upper arm.
  The wearer manifests all powers by paying power points 
  equal to the standard cost –1 (minimum of 1).
  This does not change the cost of 0-level and 1st-level 
  powers.
  Thus, a 3rd-level power costs 4 power points to manifest 
  and a 2nd-level power costs 2, but a 1st-level power still 
  costs 1.
  Psionic creatures that freely manifest their powers gain no 
  benefit from the torc of psionic might, nor do nonpsionic 
  creatures.
  Manifester Level: 14th; Prerequisites: Craft Universal Item, 
  emulate power; Market Price: 10,000 gp; Weight: 2 lb.
  
  899
  WEAPON AND 
  ARMOR TEMPLATES
  DUNGEON MASTER’S 
  GUIDE 2 (3.5)
  FEYCRAFT
  The feycraft template can be added to any suit of armor, 
  shield, or weapon crafted by fey or by creatures in the 
  service of fey.
  While most fey creatures have little interest in weapons or 
  armor, some find the martial aspects of such items quite 
  appealing.
  Satyrs occasionally take ranks in the Craft skills necessary 
  to create these items, as do evil and martial fey (such as the 
  redcaps from Monster Manual III).
  However, most feycraft weapons are made by the servants 
  of fey creatures wishing to procure armor and weapons.
  Such servitors can be of any race, but they must be under 
  the direct magical influence of a fey creature to create a 
  feycraft item.
  A feycraft suit of armor or weapon has all the base statistics 
  of the normal armor or weapon except as noted here.
  REQUIREMENTS
  The creator of a feycraft item must be of the fey type or be 
  under such a creature’s magical influence.
  A creature merely infatuated with a fey (such as a human 
  enthralled with a nymph’s beauty) does not qualify as 
  magically influenced—the fey must actually employ a spell, 
  supernatural ability, or spell-like ability to establish 
  influence.
  A feycraft item cannot be created within the boundaries of 
  a small town or larger settlement.
  FEYCRAFT ARMOR AND SHIELDS
  The feycraft template can be added only to light or medium 
  armor, or to wooden shields.
  Even fey that are martially minded enough to construct 
  objects of war favor tactics involving stealth and guerilla 
  warfare.
  Heavier armor or shields only slow the wearer down in 
  most natural settings, so the fey do not specialize in their 
  manufacture.
  The only exception is the rare suit of mithral heavy armor, 
  which actually counts as a medium armor because of its 
  construction (see page 284 of the Dungeon Master’s Guide).
  Because most fey appreciate the beauty of nature, including 
  the living body in its natural state, armor and shields with 
  this template seem to mold themselves to the wearer’s 
  body.
  Some feycraft items also include elements of the creator’s 
  favorite natural setting.
  Satyr armorsmiths, for example, might make armor with a 
  surface pattern that resembles the bark of their favorite 
  trees, or the water flowing in a nearby brook.
  Cost: The feycraft template adds 500 gp to the other costs 
  associated with creating a given suit of armor or shield.
  Weight: A feycraft shield or suit of armor weighs 10% less 
  than its normal counterpart.
  Hardness: The hardness of a feycraft armor or shield is 
  reduced by 1 (minimum 0).
  Hit Points: The hit points of a feycraft armor or shield are 
  reduced by 5 (minimum 1).
  Arcane Spell Failure Chance: The arcane spell failure 
  chance of feycraft armor and shields is reduced by 5% 
  (minimum of 0%).
  Fey cast spells, and their smiths have learned to 
  compensate for this tendency in their armorsmithing.
  Affinities: Glamered, silent moves, improved silent moves, 
  and greater silent moves (special abilities); winged shield 
  (specific shield).
  Special: The delicate beauty of a feycraft shield or suit of 
  armor makes the wearer feel more confident, granting her a 
  +1 bonus on Bluff checks made to deceive another creature 
  with words.
  This bonus does not apply to any other use of the Bluff 
  skill, such as for feinting.
  FEYCRAFT WEAPONS
  For the most part, fey construct feycraft weapons only 
  when they must battle others of their kind.
  Thus, such weapons are made from cold iron.
  This feature ensures that those who hunt demons and other 
  creatures harmed by cold iron also find feycraft weapons 
  quite desirable.
  The feycraft template can be added only to light or one-
  handed melee weapons, and to ranged weapons.
  It cannot be added to two-handed weapons because most 
  fey prefer to leave an appendage free for spellcasting or the 
  manipulation of an instrument.
  Like their armor counterparts, feycraft weapons are 
  frequently made to resemble the smith’s favorite natural 
  setting in some way.
  Curved elements—often a blade or haft, or part of the hilt 
  or handle—are quite popular.
  Fey smiths frequently construct scimitars and rapiers with 
  this template, but it is rarely applied to axes—even small 
  ones.
  Cost: The feycraft template adds 1,500 gp to the other costs 
  associated with creating a given weapon.
  Weight: A feycraft weapon weighs 10% less than its normal 
  counterpart.
  Hardness: The hardness of a feycraft weapon is reduced by 
  1 (minimum 0).
  Affinities: Dancing (special ability); sylvan scimitar (specific 
  weapon).
  Special: Feycraft weapons are lightweight and fragile, but 
  extraordinarily well balanced.
  Thus, they are treated as one size category smaller than 
  normal for the purpose of dealing damage.
  For example, a feycraft short sword sized for a human deals 
  1d4 points of damage rather than 1d6.
  If the weapon would normally be considered one-handed, 
  it can be treated as a light weapon for the purpose of the 
  Weapon Finesse feat, but not for any other purpose.
  If the weapon would normally be considered light, the 
  wielder can apply his Dexterity modifier instead of his 
  Strength modifier to attack rolls made with it, as if he had 
  the Weapon Finesse feat.
  
  900
  FIRESHAPED
  The fireshaped template can be added to any suit of armor, 
  shield, or weapon crafted by creatures with the fire subtype 
  or by those in the service of such creatures.
  While most fire creatures rely more on their offensive fire-
  based abilities than on weapons or armor, some find the 
  martial aspects of such accoutrements quite appealing.
  Salamanders and efreet are the most common creators of 
  fireshaped armor and weapons.
  Azer experts with sufficient ranks in the appropriate Craft 
  skill also frequently forge such items.
  A fireshaped suit of armor or weapon has all the base 
  statistics of the normal item except as noted here.
  REQUIREMENTS
  The creator of a fireshaped item must be a native of the 
  Elemental Plane of Fire and must make the item on that 
  plane.
  FIRESHAPED ARMOR AND SHIELDS
  The fireshaped template can be added to any metallic armor 
  or shield, but never to wooden shields, leather armor, hide 
  armor, or armor made of any other flammable material.
  Armor and shields with this template seem to gleam with a 
  red hue in any light, and they sometimes appear to flicker 
  as if possessed of an inner flame.
  Fire creatures usually craft fireshaped armor for servitors 
  that are more susceptible to heat than they are.
  In addition, fireshaped armor is made to appear as if it were 
  flaming when struck in combat.
  The flames produced by such armor are not real, but they 
  supply a light equivalent to that of a torch.
  Salamander armorsmiths might make armor that resembles 
  the flame patterns of a raging inferno, and other fire 
  creatures favor similar motifs.
  Cost: The fireshaped template adds 300 gp to the other 
  costs associated with creating a given suit of armor or 
  shield.
  Affinities: Fire resistance, improved fire resistance, and 
  greater fire resistance (special abilities).
  Special: The wearer of fireshaped armor gains a +2 bonus on 
  saves against fire effects, and on saves made to resist the 
  effect of heat (see page 303 of the Dungeon Master’s Guide).
  FIRESHAPED WEAPONS
  Fire creatures construct weapons that mimic their own 
  fiery natures to equip either themselves or their servitors.
  As a result, such weapons tolerate special abilities involving 
  flame much better than ordinary weapons do.
  Thus, characters who hunt creatures of cold find fireshaped 
  weapons particularly desirable.
  The fireshaped template can be added to any weapon that 
  has a metallic cutting edge.
  For example, a battleaxe with a wooden haft or a steel-shod 
  staff could acquire the template, but a simple wooden club 
  or staff could not.
  Like their armor counterparts, fireshaped weapons are 
  frequently made to appear as if they were flaming when 
  wielded.
  The flames produced by such weapons are not real, but they 
  supply a light equivalent to that of a torch.
  Flame-shaped greatswords are especially popular examples 
  of these weapons.
  Cost: The fireshaped template adds 800 gp to the other 
  costs associated with creating a given weapon.
  Affinities: Flaming burst (special ability); flame tongue 
  (specific weapon).
  Special: A fireshaped weapon burns with a subtle but 
  palpable inner energy.
  It deals an extra 1 point of damage to a foe with the cold 
  subtype.
  GITHCRAFT
  The githcraft template can be added to any suit of armor, 
  shield, or weapon crafted on the Astral Plane by a 
  githyanki.
  Known throughout the planes as battle-crazed zealots, 
  githyanki revere weapons and armor more highly than 
  almost any other possession, and their craftmasters focus 
  exclusively on items of warfare.
  Githcraft items are distinctive in appearance, and 
  nongithyanki creatures that acquire and use them are likely 
  to face retribution when their equipment is recognized.
  Many creatures, however, are more than willing to risk 
  githyanki wrath for the benefits offered by a githcraft item.
  A githcraft suit of armor or weapon has all the base statistics 
  of the normal item except as noted here.
  Because the githyanki jealously guard the secrets of 
  creating githcraft armor and weaponry, they remain the 
  only creatures capable of crafting them.
  Some sages theorize that a githzerai with the requisite skill 
  could also produce such items, but that claim is still 
  unproven.
  REQUIREMENTS
  The creator of a githcraft item must be a githyanki and 
  must make the item on the Astral Plane.
  GITHCRAFT ARMOR AND SHIELDS
  The githcraft template can be added to any suit of armor or 
  any shield.
  It is sometimes quite difficult to determine by casual 
  observation whether a particular set of githcraft armor is 
  hide, leather, chain, or plate, since those who create it are 
  not bound by design conventions.
  A particular suit of githcraft armor might be decorated with 
  spikes, baroque elements, and components of other types of 
  armor, all mixed together in a unique style of its own.
  Cost: The githcraft template adds 600 gp to the other costs 
  associated with creating a given suit of armor or shield.
  Arcane Spell Failure Chance: The arcane spell failure 
  chance of githcraft armor and shields is reduced by 5% 
  (minimum 0%).
  Many githyanki are multiclass spellcasters, and their 
  armorsmiths have learned to channel the race’s natural 
  affinity for magic into their creations.
  Affinities: Mindarmor (special ability; see the Expanded 
  Psionics Handbook); mithral full plate of speed (specific armor).
  Special: The wearer of githcraft armor or the bearer of a 
  githcraft shield gains a +1 bonus on Concentration checks.
  GITHCRAFT WEAPONS
  Most githcraft weapons are large and showy bladed items, 
  such as greatswords or bastard swords.
  The githyanki are proud of their combat prowess and favor 
  ostentatious weaponry.
  The githcraft template can be added to any bladed weapon, 
  though most githyanki smiths prefer to create weapons 
  with large blades.
  Githcraft weapons always look distinctive and more than a 
  little menacing.
  
  901
  A single weapon might combine decorative features, such 
  as a serrated edge and baroque elements, in a somewhat 
  organic style.
  During the forging process, every githcraft weapon is given 
  a name of great power and promise.
  Cost: The githcraft template adds 900 gp to the other costs 
  associated with creating a given weapon.
  Affinities: Mindcrusher (special ability; see the Expanded 
  Psionics Handbook); githyanki silver sword (specific weapon; 
  see page 128 of the Monster Manual).
  Special: A githcraft weapon deals an extra 1 point of damage 
  against psionic creatures.
  GLORYBORN
  The gloryborn template can be added to any suit of armor, 
  shield, or weapon crafted on the Heroic Domains of Ysgard 
  by a smith native to that plane.
  The mighty battlesmiths of Ysgard sing songs of glory and 
  honor while working their forges to create weapons and 
  armor for the countless heroes who do battle there.
  Many of these artisans are titans, though angels and other 
  denizens of the plane possess the skills required to craft 
  gloryborn items.
  Though gloryborn items are almost always crafted for use 
  in the eternal battles of Ysgard, visitors to the plane can 
  acquire weapons or armor with this template if they can 
  locate an owner willing to part with them.
  A gloryborn suit of armor or weapon has all the base 
  statistics of the normal item except as noted here.
  An evil creature that wears gloryborn armor or wields a 
  gloryborn weapon takes a –1 penalty on attack rolls because 
  it finds the innate purity of the item uncomfortable and 
  distracting.
  REQUIREMENTS
  The creator of a gloryborn item must be native to the 
  Heroic Domains of Ysgard and must make the item on that 
  plane.
  GLORYBORN ARMOR AND SHIELDS
  Ysgardian natives emphasize heroic recklessness in battle, 
  and armor with this template reflects that philosophy.
  Though they are constructed to heroic proportions and 
  tend to bear flashy decorations, gloryborn armor and 
  shields frequently seem to lack some vital defensive piece.
  The overall look might awe viewers or even strike terror 
  into the wearer’s enemies, but the items frequently look 
  incomplete.
  For example, a suit of gloryborn leather armor might be 
  little more than a set of elaborate leather straps constructed 
  to show off the wearer’s bulging muscles by leaving 
  portions of his torso entirely exposed.
  Likewise, a gloryborn shield cut to resemble a fearsome 
  mask might be oddly shaped and appear ill-suited for 
  protection.
  But such oddities of design do not limit the effectiveness of 
  gloryborn armor or shields.
  Gloryborn armor might look as though it couldn’t stop a 
  kitchen knife, let alone a greataxe, but something about its 
  design seems to draw attacks toward protected areas, 
  making it just as effective as armor crafted on other planes.
  Cost: The gloryborn template adds 150 gp to the other costs 
  associated with creating a given suit of armor or shield.
  Affinities: Bashing (shield special ability); rhino hide 
  (specific armor).
  Special: A character wearing gloryborn armor gains a +1 
  bonus to AC when charging.
  (The normal penalty to AC for charging also applies).
  This bonus lasts until the start of the wearer’s next turn.
  GLORYBORN WEAPONS
  Gloryborn weapons are as flashy and seemingly ill 
  conceived as gloryborn armor is.
  For example, a gloryborn longsword might have so many 
  bizarre, intimidating spikes jutting from its pommel that it 
  looks as though it should be unbalanced.
  But, as with gloryborn armor and shields, the apparent poor 
  design does not diminish the item’s utility.
  Gloryborn weapons function as well as or better than 
  standard weapons created elsewhere.
  In fact, wielders of gloryborn weapons report feeling 
  unlimited confidence in battle, and they perform the sort of 
  great deeds about which bards write their epic songs.
  Cost: The gloryborn template adds 600 gp to the other costs 
  associated with creating a given weapon.
  Affinities: Thundering (special ability); luck blade (0 wishes) 
  (specific weapon).
  Special: A gloryborn weapon deals an extra 1 point of 
  damage on a charge attack.
  HELLFORGED
  The hellforged template can be added to any suit of armor, 
  shield, or weapon crafted on the Nine Hells of Baator by a 
  smith native to that plane.
  Chain devils frequently make hellforged items for their 
  masters, who outfit entire elite regiments with them.
  A hellforged suit of armor or weapon has all the base 
  statistics of the normal item except as noted here.
  A good creature that wears hellforged armor or wields a 
  hellforged weapon takes a –1 penalty on attack rolls 
  because it finds the innate vileness of the item 
  uncomfortable and distracting.
  REQUIREMENTS
  The creator of a hellforged item must be native to the Nine 
  Hells of Baator and must make the item on that plane.
  HELLFORGED ARMOR AND SHIELDS
  Hellforged armor and shields have a green cast stemming 
  from the noxious combination of chemicals used in their 
  creation.
  In addition, they generally appear heavier than their 
  normal counterparts because a firm, solid defense is 
  generally valued over speed in the Nine Hells.
  Cost: The hellforged template adds 1,000 gp to the other 
  costs associated with creating a given suit of armor or 
  shield.
  Hardness: The hardness of a hellforged suit of armor or 
  shield is increased by 1.
  Hit Points: The hit points of a hellforged suit of armor or 
  shield are increased by 5.
  Maximum Dexterity Bonus: The maximum Dexterity 
  bonus granted by hellforged armor or a hellforged shield is 
  reduced by 1 (minimum +0).
  If the item has no maximum Dexterity bonus, this 
  adjustment does not apply.
  Armor Check Penalty: The armor check penalty imposed 
  by hellforged armor or a hellforged shield improves by 1 
  (minimum –1).
  
  902
  Arcane Spell Failure: The arcane spell failure chance 
  imposed by hellforged armor or a hellforged shield 
  increases by 5% (minimum 5%).
  Affinities: Fortification (light, moderate, and heavy); 
  breastplate of command (specific armor).
  Special: A suit of hellforged armor grants a +1 bonus to its 
  wearer’s AC whenever she is adjacent to an ally.
  This benefit does not apply to hellforged shields.
  HELLFORGED WEAPONS
  Like hellforged armor, weapons with this template are 
  designed with resolute sturdiness and focus in mind.
  Their construction reflects this philosophy succinctly.
  Cost: The hellforged template adds 1,500 gp to the other 
  costs associated with creating a given weapon.
  Hardness: The hardness of a hellforged weapon is increased 
  by 1.
  Hit Points: The hit points of a hellforged weapon are 
  increased by 5.
  Affinities: Speed (special ability); sword of subtlety (specific 
  weapon).
  Crafters of hellforged weapons find that their handiwork 
  rewards good tactics and helps their wielders focus attacks 
  on individual foes.
  Special: A hellforged weapon deals an extra 1 point of 
  damage to any foe that the wielder flanks.
  
  903
  WEAPON AUGMENT 
  CRYSTALS
  MAGIC ITEM 
  COMPENDIUM (3.5)
  ADAMANT WEAPONRY
  Price (Item Level): 300 gp (2nd) (least); 1,400 gp (5th) 
  (lesser); 3,400 gp (8th) (greater)
  Body Slot: — (weapon crystal)
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Weight: —
  This clasp holds a small diamond orb with a sphere of steel at its 
  center.
  A crystal of adamant weaponry strengthens your weapon 
  against damage.
  Least: This crystal improves the hardness of a weapon by 2.
  Lesser: This crystal improves the hardness of a weapon by 5.
  Greater: This crystal improves the hardness of a weapon by 
  10.
  Prerequisites: Craft Magic Arms and Armor, diamondsteel (SC 
  64).
  Cost to Create: 150 gp, 12 XP, 1 day (least); 700 gp, 56 XP, 2 
  days (lesser); 1,700 gp, 136 XP, 4 days (greater).
  ARCANE STEEL
  Price (Item Level): 500 gp (3rd) (least); 2,000 gp (6th) 
  (lesser); 6,000 gp (10th) (greater)
  Body Slot: — (weapon crystal)
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: —
  The needlelike iron deposits in this spherical quartz crystal pulse 
  with arcane energy.
  A crystal of arcane steel is designed for those who can blend 
  magical and martial arts into a single strike.
  It functions only when attached to a melee weapon.
  Least: This crystal grants a +1 insight bonus on your 
  weapon damage roll when delivering a spell or spell-like 
  ability through a melee attack with the weapon.
  Lesser: As the least crystal, and it also grants you a +1 
  insight bonus on the attack roll.
  Greater: As the lesser crystal, and it also increases the save 
  DC of the spell or spell-like ability by 1.
  Prerequisites: Craft Magic Arms and Armor, magic weapon.
  Cost to Create: 250 gp, 20 XP, 1 day (least); 1,000 gp, 80 XP, 2 
  days (lesser); 3,000 gp, 240 XP, 6 days (greater).
  DEMOLITION
  Price (Item Level): 1,000 gp (4th) (least); 3,000 gp (7th) 
  (lesser); 6,000 gp (10th) (greater)
  Body Slot: — (weapon crystal)
  Caster Level: 11th
  Aura: Moderate; (DC 20) transmutation
  Activation: —
  Weight: —
  This blue-white diamond bears a tiny adamantine emblem of a 
  hammer.
  Demolition crystals were designed for those who fight 
  constructs, particularly for the servants of wizards who 
  battle enemy golems.
  Least: A weapon with this crystal attached deals an extra 
  1d6 points of damage to constructs.
  Lesser: As the least crystal, and the weapon is treated as 
  adamantine for the purpose of overcoming the damage 
  reduction of constructs.
  Greater: As the lesser crystal, and the weapon can deliver 
  sneak attacks and critical hits against constructs as if they 
  were living creatures.
  Prerequisites: Craft Magic Arms and Armor, disintegrate.
  Cost to Create: 500 gp, 40 XP, 1 day (least); 1,500 gp, 120 XP, 3 
  days (lesser); 3,000 gp, 240 XP, 6 days (greater).
  ENERGY ASSAULT
  Price (Item Level): 600 gp (3rd) (least); 3,000 gp (7th) 
  (lesser); 6,000 gp (10th) (greater)
  Body Slot: — (weapon crystal)
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: —
  Weight: —
  Acid Assault
  This crystal seems to contain an incandescent green fluid.
  Cold Assault
  Covered in a faint layer of condensation, this clear crystal radiates 
  chilling waves of energy.
  Electricity Assault
  A brilliant blue color, this crystal sparks and snaps with electrical 
  discharge.
  Fire Assault
  This fiery red crystal appears to burn with a heatless flame.
  A crystal of energy assault adds a particular type of energy 
  damage to a weapon’s attacks: acid, cold, electricity, or fire.
  This bonus damage doesn’t stack with any energy damage 
  of the same type dealt by the weapon.
  Least: This crystal adds 1 point of energy damage of its type 
  to the weapon’s damage.
  Lesser: This crystal adds an extra 1d6 points of energy 
  damage of its type to the weapon’s damage.
  Greater: This crystal adds an extra 1d6 points of energy 
  damage of its type to the weapon’s damage, as well as a 
  secondary effect depending on the type of crystal:
  Acid Assault: Target takes –1 penalty to AC for 1 round 
  (multiple hits on the same creature don’t stack).
  Cold Assault: Target’s speed is reduced by 10 feet for 1 round, 
  to a minimum speed of 5 feet (multiple hits on the same 
  creature don’t stack).
  Electricity Assault: Target is dazzled for 1 round.
  
  904
  Fire Assault: Target takes an additional 1d6 points of fire 
  damage 1 round later (multiple hits on the same creature 
  don’t increase the next round’s damage beyond 1d6).
  Prerequisites: Craft Magic Arms and Armor; Melf’s acid arrow, 
  ray of frost, lightning bolt, or fireball; or energy bolt (EPH 100).
  Cost to Create: 300 gp, 24 XP, 1 day (least); 1,500 gp, 120 XP, 3 
  days (lesser); 3,000 gp, 240 XP, 6 days (greater).
  FIENDSLAYER
  Price (Item Level): 1,000 gp (4th) (least); 3,000 gp (7th) 
  (lesser); 5,000 gp (9th) (greater)
  Body Slot: — (weapon crystal)
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Weight: —
  This perfect crystal sphere emits a faint white glow.
  A fiendslayer crystal helps you fight creatures infused with 
  evil.
  Least: A weapon with this crystal attached deals an extra 
  1d6 points of damage to evil outsiders.
  Lesser: As the least crystal, and the weapon is treated as 
  good-aligned for the purpose of overcoming damage 
  reduction.
  Greater: As the lesser crystal, and if the weapon scores a 
  critical hit against an evil outsider, that creature can’t use 
  any teleportation abilities or spells for 1 round.
  Any evil creature grasping a weapon that bears a fiendslayer 
  crystal gains one negative level, which remains as long as it 
  holds the weapon and disappears when the weapon is no 
  longer wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Prerequisites: Craft Magic Arms and Armor, align weapon, 
  good alignment.
  Cost to Create: 500 gp, 40 XP, 1 day (least); 1,500 gp, 120 XP, 3 
  days (lesser); 2,500 gp, 200 XP, 5 days (greater).
  ILLUMINATION
  Price (Item Level): 100 gp (1st) (least); 400 gp (2nd) (lesser); 
  1,000 gp (4th) (greater)
  Body Slot: — (weapon crystal)
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: Swift (command)
  Weight: —
  This faceted, yellow crystal glows as if a small spark burns within 
  it.
  Activating a crystal of illumination causes your weapon to 
  glow.
  Least: The weapon sheds bright illumination in a 5-foot 
  radius and shadowy illumination for 5 feet beyond that.
  Lesser: The weapon sheds bright illumination in a 20-foot 
  radius and shadowy illumination for 20 feet beyond that.
  Greater: The weapon sheds bright illumination in a 60-foot 
  radius and shadowy illumination for 60 feet beyond that.
  Prerequisites: Craft Magic Arms and Armor, daylight.
  Cost to Create: 50 gp, 4 XP, 1 day (least); 200 gp, 16 XP, 1 day 
  (lesser); 500 gp, 40 XP, 1 day (greater).
  LIFE DRINKING
  Price (Item Level): 400 gp (2nd) (least); 1,500 gp (5th) 
  (lesser); 6,000 gp (10th) (greater)
  Body Slot: — (weapon crystal)
  Caster Level: 5th
  Aura: Faint; (DC 17) necromancy
  Activation: —
  Weight: —
  This transparent black crystal has a faint, sickly glow.
  A crystal of life drinking bestows a small amount of life 
  energy upon you each time you damage a living creature 
  with the weapon to which the crystal is attached.
  Dealing nonlethal damage with the weapon doesn’t activate 
  the crystal’s effect.
  Least: Each time you deal damage to a living creature with 
  the weapon to which this crystal is attached, you heal 1 
  point of damage.
  When the crystal has healed a total of 10 points of damage, 
  it becomes inert until the following day.
  Lesser: As the least crystal, except that you heal 3 points of 
  damage with each attack until the crystal has healed 30 
  points of damage.
  Greater: As the least crystal, except that you heal 5 points of 
  damage with each attack until the crystal has healed 50 
  points of damage.
  Prerequisites: Craft Magic Arms and Armor, vampiric touch.
  Cost to Create: 200 gp, 16 XP, 1 day (least); 750 gp, 60 XP, 2 
  days (lesser); 3,000 gp, 240 XP, 6 days (greater).
  PHOENIX ASH THREAT
  Price (Item Level): 500 gp (3rd) (least); 2,000 gp (6th) 
  (lesser); 6,000 gp (10th) (greater)
  Body Slot: — (weapon crystal)
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: —
  Weight: —
  Alternating fire opals and jacinths comprise this glittering chain of 
  gemstones.
  The augment crystal known as a phoenix ash threat leaves 
  smoldering embers on your enemies after every strike.
  Each round, at the start of your turn, the embers deal fire 
  damage to each target struck by the weapon in the previous 
  round.
  Least: If you hit a creature with a weapon bearing this 
  crystal, that target takes 1 point of fire damage on the 
  following round.
  Multiple hits by the weapon against the same target aren’t 
  cumulative.
  Lesser: As the least crystal, but the target takes 3 points of 
  fire damage.
  Greater: As the least crystal, but the target takes 5 points of 
  fire damage.
  Lore: This crystal was first employed by mystic swordsmen 
  of the Golden Desert (Knowledge [arcana or history] DC 
  15).
  The first signs that it was in use in more civilized lands 
  were the charred bodies of Graz’zt cultists left piled outside 
  their dark abbey’s door after Sir Alax of Bergholdt cleansed 
  the den with his fiery sword (Knowledge [arcana or history] 
  DC 20).
  Prerequisites: Craft Magic Arms and Armor, burning hands.
  
  905
  Cost to Create: 250 gp, 20 XP, 1 day (least); 1,000 gp, 80 XP, 2 
  days (lesser); 3,000 gp, 240 XP, 6 days (greater).
  RETURN
  Price (Item Level): 300 gp (2nd) (least); 1,000 (4th) (lesser); 
  4,000 gp (8th) (greater)
  Body Slot: — (weapon crystal)
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: —
  This crystal is the color of a cloudless sky.
  A crystal of return allows a weapon to leap into its owner’s 
  hand.
  Least: This crystal allows you to draw the weapon to which 
  it is attached as a free action.
  Lesser: As the least crystal, and in addition you can call the 
  weapon (if unattended) to your hand from up to 30 feet 
  away as a move action.
  Greater: As the lesser crystal, and the weapon also gains the 
  returning property (DMG 225).
  This property functions only for a weapon designed to be 
  thrown.
  Prerequisites: Craft Magic Arms and Armor, mage hand.
  Cost to Create: 150 gp, 12 XP, 1 day (least); 500 gp, 40 XP, 1 
  day (lesser); 2,000 gp, 160 XP, 4 days (greater).
  REVELATION
  Price (Item Level): 400 gp (2nd) (least); 1,000 gp (4th) 
  (lesser); 5,000 gp (9th) (greater)
  Body Slot: — (weapon crystal)
  Caster Level: 9th
  Aura: Moderate; (DC 19) divination
  Activation: —
  Weight: —
  This tiger’s-eye gem bears a striking resemblance to the eye of a cat, 
  its gaze seeming to dart about.
  A revelation crystal help you battle foes who rely on 
  invisibility.
  Least: When you damage an invisible creature using a 
  weapon with this augment crystal attached, the creature 
  emits a glowing golden aura for 1 round, allowing everyone 
  to know the square or squares it occupies and where it 
  moves during that duration.
  The aura is as bright as a torch.
  Despite the glow in the square, creatures that attack the 
  invisible foe still suffer a 50% miss chance; the glow merely 
  allows them to determine the appropriate square to attack.
  Lesser: As the least crystal, but any active invisibility effects 
  on the damaged creature are also suppressed for 1 round 
  (even if the invisibility is natural or extraordinary).
  Greater: As the lesser crystal, but it also suppresses active 
  effects on the damaged creature that grant concealment or 
  similar effects (such as blur or displacement) for 1 round.
  This has no effect on concealment granted by the 
  environment (such as fog or a darkness spell).
  Prerequisites: Craft Magic Arms and Armor, true seeing.
  Cost to Create: 200 gp, 16 XP, 1 day (least); 500 gp, 40 XP, 1 
  day (lesser); 2,500 gp, 200 XP, 5 days (greater).
  SECURITY
  Price (Item Level): 300 gp (2nd) (least); 1,000 gp (4th) 
  (lesser); 3,000 gp (7th) (greater)
  Body Slot: — (weapon crystal)
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: —
  This cool, silver-tinted crystal emanates feelings of peace and safety 
  when held.
  A crystal of security makes a weapon cling tightly to your 
  hand during normal use.
  Least: This crystal grants you a +2 bonus on any check made 
  to draw the weapon (such as when grappling) or to keep the 
  weapon in your hand (such as on an opposed disarm check 
  or an opposed Strength check if you and an opponent both 
  grab the weapon).
  Lesser: As the least crystal, except the bonus is +5.
  Greater: As the least crystal, except the bonus is +10.
  Prerequisites: Craft Magic Arms and Armor, bull’s strength.
  Cost to Create: 150 gp, 12 XP, 1 day (least); 500 gp, 40 XP, 1 
  day (lesser); 1,500 gp, 120 XP, 3 days (greater).
  TRUEDEATH
  Price (Item Level): 1,000 gp (4th) (least); 5,000 gp (9th) 
  (lesser); 10,000 gp (12th) (greater)
  Body Slot: — (weapon crystal)
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: —
  Weight: —
  This amethyst is carved in the shape of a humanoid skull.
  Clerics craft truedeath crystals to aid themselves and others 
  in sending undead to their final rest.
  Least: A weapon with this crystal attached deals an extra 
  1d6 points of damage to undead.
  Lesser: As the least crystal, and the weapon also functions as 
  a ghost touch weapon (DMG 224).
  Greater: As the lesser crystal, and the weapon can deliver 
  sneak attacks and critical hits against undead as if they were 
  living creatures.
  Prerequisites: Craft Magic Arms and Armor, consecrate.
  Cost to Create: 500 gp, 40 XP, 1 day (least); 2,500 gp, 200 XP, 5 
  days (lesser); 5,000 gp, 400 XP, 10 days (greater)
  WITCHLIGHT RESERVOIR
  Price (Item Level): 5,000 gp (9th)
  Body Slot: — (weapon crystal)
  Caster Level: 10th
  Aura: Moderate; (DC 20) necromancy
  Activation: Swift (mental)
  Weight: —
  This coin-sized crystal sphere is inscribed with arcane sigils 
  representing earth, air, wind, fire, magic, death, and beauty.
  It rattles like soft thunder.
  As its name suggests, a witchlight reservoir can hold a small 
  quantity of magical power, which can be used to enhance 
  the power of a melee weapon.
  To imbue this augment crystal with power, you must 
  directly expose it for 8 hours to one of the following 
  
  906
  substances: sunlight, moonlight, blood, or wine (at least one 
  pint of either of the last two substances).
  Each one of these substances grants the item a different 
  effect, as described below.
  Exposing a full reservoir to a new substance replaces the 
  old effect with the new effect.
  When activated, a reservoir adds an extra effect to its 
  weapon’s next successful melee strike (as long as it is made 
  before the end of your turn).
  The effect depends on the substance to which the witchlight 
  reservoir was exposed (see above).
  Sunlight: +2d6 fire damage (or +4d6 fire damage if the 
  target is undead).
  Moonlight: +2d6 electricity damage (or +4d6 electricity 
  damage if the target is a lycanthrope).
  Blood: +2d6 damage to a living target.
  Wine: –2 penalty on Will saves for 1 round.
  A witchlight reservoir functions five times before it loses its 
  power and must be imbued again.
  It is considered a greater augment crystal.
  Lore: The first witchlight reservoir was recovered by Iggwilv 
  from the vanity drawer of one of Graz’zt’s previous 
  paramours (Knowledge [arcana] DC 15).
  Who created the first sphere is unknown, but the Witch of 
  the Yatils made several more after her discovery, including 
  one for her daughter Drelzna, who employed a bastard 
  sword called The Bleeding Infanta fitted with a blood-filled 
  witchlight reservoir.
  She carried the weapon until it was lost in battle against a 
  gnome army led by a gold dragon somewhere between Ket 
  and Perrenland (Knowledge [arcana] DC 20).
  Prerequisites: Craft Magic Arms and Armor, burning hands, 
  shocking grasp, touch of idiocy, vampiric touch.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  
  907
  WEAPON SPECIAL 
  ABILITIES
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  ACIDIC BURST
  An acidic burst weapon functions as a corrosive weapon (see 
  below) that also explodes with acid upon scoring a 
  successful critical hit.
  The acid does not harm the hands that hold the weapon.
  Acidic burst weapons deal +1d10 points of bonus acid 
  damage on a successful critical hit.
  If the weapon’s critical multiplier is ×3, add +2d10 points of 
  bonus acid damage instead, and if the multiplier is ×4, add 
  +3d10 points of bonus acid damage.
  Bows, crossbows, and slings with this ability bestow the 
  acid energy upon their ammunition.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, acid fog, Melf’s acid arrow, or storm of vengeance; Market 
  Price: +2 bonus.
  BALANCED
  A balanced weapon can be wielded more easily by smaller 
  characters.
  A creature one size smaller than the weapon can use it in 
  one hand.
  For example, a halfling could wield a balanced battleaxe in 
  one hand.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  reduce; Market Price: +2 bonus.
  BINDING
  This weapon prevents extradimensional movement by 
  those it hits.
  Once per day, the wielder of a binding weapon may make a 
  binding strike.
  On a successful attack, the target of the binding strike 
  cannot move extradimensionally by any means, as though 
  affected by the dimensional anchor spell.
  This effect lasts for 13 minutes.
  If the attack misses, the binding strike for that day is 
  wasted.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, dimensional anchor; Market Price: +1 bonus.
  COMMANDING
  A commanding weapon looks imposing and lends force to the 
  wielder’s personality.
  Even when sheathed or stowed, this weapon grants a +2 
  enhancement bonus on Bluff, Diplomacy, and Intimidate 
  checks.
  When held or drawn, a commanding weapon provides a +4 
  enhancement bonus on Intimidate checks.
  In addition, the wielder can cast suggestion once per day as a 
  7th-level sorcerer.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  suggestion; Market Price: +2 bonus.
  CORROSIVE
  Upon command, a corrosive weapon becomes slick with a 
  thick layer of acidic fluid.
  The acid does not harm the hands that hold the weapon.
  Corrosive weapons deal +1d6 points of bonus acid damage on 
  a successful hit.
  Bows, crossbows, and slings with this ability bestow the 
  acid energy upon their ammunition.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, acid fog, Melf’s acid arrow, or storm of vengeance; Market 
  Price: +1 bonus.
  CRAZED
  This weapon gives its wielder the ability to fly into a rage
  once per day as though affected by emotion (rage), but 
  without the compulsion to fight heedless of danger.
  While in a rage, the wielder gains a +2 morale bonus to 
  Strength and Constitution, and a +1 morale bonus on Will 
  saves, but takes a –1 penalty to Armor Class.
  This effect does not stack with emotion (rage) or with 
  barbarian rage.
  While in a rage, the wielder of a crazed weapon suffers the 
  same restrictions to feat and skill use that a barbarian 
  suffers while raging.
  The rage lasts for 3 rounds.
  Only melee weapons can be crazed.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  emotion; Market Price: +1 bonus.
  DISARMING
  This weapon has one special purpose: Disarming opponents 
  of their weapons.
  It eliminates the opponent’s bonuses for weapon size and 
  two-handed weapons.
  Weapons with this ability also grant the wielder a +1 bonus 
  on the opposed attack roll during a disarm attempt; this 
  bonus does not apply to any other attack roll.
  Only melee weapons can have this ability.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor; 
  Market Price: +2 bonus.
  Energy Aura: Any weapon with this ability may add an 
  additional amount of damage from an energy type of the 
  wielder’s choice (acid, cold, electricity, fire, or sonic).
  Regardless of the energy type selected, the energy does not 
  harm the hands that hold the weapon.
  The weapon deals an additional +1d6 points of damage of 
  the appropriate energy type on a successful hit.
  Changing the weapon’s energy aura is a free action available 
  once per round.
  Bows, crossbows, and slings with this ability bestow the 
  energy type upon their ammunition.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, chill metal, flame blade, lightning bolt, Melf’s acid arrow,
  sound burst; Market Price: +3 bonus.
  
  908
  EAGER
  An eager weapon is easy to draw and allows its possessor to 
  react quickly to danger.
  It grants a +2 bonus on its owner’s initiative checks, 
  regardless of whether it is being used.
  An eager weapon may be drawn as a free action.
  Only melee weapons can have this ability.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  cat’s grace; Market Price: +2 bonus.
  EVERBRIGHT
  These weapons are as bright and shiny as polished silver.
  They never tarnish and are immune to corrosive attacks.
  The weapon flashes with a brilliant light up to twice per day 
  upon the wielder’s command.
  All within 20 feet except the wielder must succeed on a 
  Reflex saving throw (DC 14) or be blinded for 1d4 rounds.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, blindness/deafness, searing light; Market Price: +2 
  bonus.
  FIERCE
  If its wielder is willing to forgo the opportunity to evade 
  foes, a fierce weapon can land tremendous blows.
  It allows the wielder to transfer some or all of his Dexterity 
  bonus to damage rolls (reducing his Armor Class by the 
  same amount).
  As a free action, the wielder chooses how to allocate his 
  Dexterity bonus at the start of his turn, and the effect lasts 
  until his next turn.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, bull’s strength; Market Price: +2 bonus.
  FORCE
  On a successful hit, a force weapon emits a powerful jolt of 
  magical force.
  The magical force does not harm the weapon’s wielder.
  Force weapons deal +1d6 points of force damage on a 
  successful hit.
  If the weapon successfully hits a target protected by a force 
  effect, such as a shield spell or bracers of armor, it might dispel 
  the force effect in addition to damaging the target.
  Make a dispel check (1d20+10) against the effect (DC 11 + 
  caster level).
  If the check succeeds, the force effect is dispelled (if a spell) 
  or suppressed (if a magic item).
  Ranged weapons bestow this property on their 
  ammunition.
  Incorporeal creatures get no miss chance against force 
  weapons.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, wall of force; Market Price: +3 bonus.
  FORTUNATE
  A fortunate weapon gives its wielder incredible luck—a +1 
  luck bonus on all saving throws.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  bless; Market Price: +1 bonus.
  GRASPING
  A grasping weapon is more effective when attempting to trip 
  or disarm an opponent.
  It grants its wielder a +2 circumstance bonus on trip and 
  disarm attempts.
  Disarm attempts made with grasping weapons do not 
  provoke attacks of opportunity.
  Only melee weapons can have this ability.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  web; Market Price: +2 bonus.
  HARMONY
  Harmony weapons help their wielders press the advantage 
  against a flanked opponent.
  When flanking an opponent, the wielder of this weapon 
  gains a +4 bonus on attacks rather than the normal +2 
  bonus for flanking.
  Only melee weapons can have this ability.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  detect thoughts; Market Price: +1 bonus.
  HEARTFINDER
  This weapon allows its wielder to strike particularly 
  vulnerable areas of a foe.
  Much like a rogue’s sneak attack ability, heartfinder weapons 
  deal extra damage to flat-footed or flanked foes.
  Any time the wielder’s target would be denied its Dexterity 
  bonus to AC, or when the wielder flanks the target, this 
  weapon deals an additional 1d6 points of damage.
  This bonus damage has no effect against creatures that are 
  immune to critical hits.
  Only piercing melee weapons can have this ability.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  keen edge; Market Price: +2 bonus.
  IMPACT
  Any bludgeoning weapon with this ability has its threat 
  range doubled.
  For example, an impact quarterstaff scores a threat on a 19–
  20, and an impact heavy flail scores a threat on a 17–20.
  This ability does not affect piercing or slashing weapons.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor; Market Price: +1 bonus.
  KI FOCUS
  This weapon serves as a channel for the wielder’s ki,
  allowing her to use any ki-based special attacks (such as a 
  monk’s stunning attack, ki strike, and quivering palm, and 
  the Stunning Fist feat) through the weapon as if they were 
  unarmed strikes.
  Only melee weapons can have this ability.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  creator must be a monk; Market Price: +1 bonus.
  KNOCKBACK
  A weapon with this ability can drive its targets back.
  On a successful hit, the target of the attack must succeed on 
  a Fortitude save (DC 19) or be knocked back 10 feet.
  
  909
  If the target can’t move back 10 feet, it instead falls to the 
  ground.
  If the first save fails, the target must succeed on another 
  Fortitude save (DC 19), or be stunned for 1 round.
  Knockback weapons work only on creatures of the 
  wielder’s size or smaller.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, repulsion; Market Price: +3 bonus.
  MERCIFUL
  The weapon deals 1d6 points of bonus damage, and all 
  damage it deals is subdual damage.
  On command, the weapon suppresses this ability until 
  commanded to resume it.
  Bows, crossbows, and slings bestow the effect upon their 
  ammunition.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  cure light wounds; Market Price: +1 bonus.
  PRECISE
  Only ranged weapons can have this ability.
  A precise weapon can be shot or thrown at an opponent 
  engaged in melee without incurring the standard –4 
  penalty.
  This weapon doesn’t grant any further benefit to wielders 
  who already have the Precise Shot feat.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  Precise Shot; Market Price: +1 bonus.
  PROFICIENT
  The wielder of a proficient weapon never takes a 
  nonproficiency penalty when attacking with it.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, Tenser’s transformation; Market Price: +2 bonus.
  QUICK-LOADING
  Only crossbows can have this ability.
  A quick-loading crossbow accesses an extradimensional space 
  that can hold up to 100 bolts, allowing the wielder to reload 
  the crossbow more rapidly than normal.
  Reloading a hand or light crossbow is a free action 
  (allowing a character with multiple attacks to make a full 
  attack), and reloading a heavy crossbow is a move-
  equivalent action.
  Adding a bolt to or removing one from the 
  extradimensional space by hand requires a move-equivalent 
  action.
  The extradimensional space can hold different types of 
  bolts, and the wielder may select freely from these when 
  reloading the crossbow.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  Leomund’s secret chest, shrink item; Market Price: +2 bonus.
  RADIANT
  A radiant weapon can give off brilliant light.
  At will, it emits daylight as the spell cast by a 9th-level cleric.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  daylight; Market Price: +2 bonus.
  SCREAMING
  Upon command, a screaming weapon emits a low hum that is 
  grating upon the ears but does not harm the wielder.
  If it hits a target, it produces a high-pitched sound and deals 
  +1d6 points of bonus sonic damage.
  Bows, crossbows, and slings with this ability bestow the 
  sonic energy upon their ammunition.
  Screaming weapons don’t deal this bonus damage if the target 
  is within a silence spell.
  They have no additional adverse effects on creatures with 
  unusually acute hearing, although such creatures dislike 
  them.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, shout or sound burst; Market Price: +1 bonus.
  SEEKING
  Only ranged weapons can have this ability.
  The weapon veers toward the target, negating any miss 
  chances that would otherwise apply, such as from 
  concealment.
  The wielder still has to aim the weapon at the right place.
  Arrows mistakenly shot into an empty space, for example, 
  do not veer and hit invisible enemies, even if they are 
  nearby.
  Caster Level: Craft Magic Arms and Armor, true seeing;
  Market Price: +1 bonus.
  SHADOWSTRIKE
  A shadowstrike weapon can reach through the wielder’s own 
  shadows to catch foes off guard.
  Once per day, the wielder can make such an attack.
  The weapon reaches 5 feet farther than normal, and the 
  target is denied its Dexterity bonus to AC for this attack.
  To make a shadowstrike attack, the weapon must be 
  illuminated by a light source or be outside on a day bright 
  enough to cast shadows.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, shadow walk, shadow conjuration; Market Price: +2 
  bonus.
  SHRINKING
  This weapon can shrink, as if affected by the shrink item 
  spell, on command.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  shrink item; Market Price: +1 bonus.
  STUNNING
  When striking a foe, a stunning weapon emits a powerful 
  burst of sonic energy.
  It deals +1d6 points of bonus sonic damage on a successful 
  hit.
  The sonic energy does not harm the weapon’s wielder or 
  others nearby.
  On a successful critical hit, the target must succeed on a 
  Fortitude save (DC 17) or be stunned for 1 round.
  Bows, crossbows, and slings with this ability bestow the 
  sonic energy on their ammunition.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  sound burst, hold monster; Market Price: +2 bonus.
  
  910
  SURE STRIKING
  A sure striking weapon harms creatures with damage 
  reduction as if it had a +5 enhancement bonus.
  Bows, crossbows, and slings cannot have this ability.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  greater magic weapon; Market Price: +1 bonus.
  SWEEPING
  This ability grants a +4 bonus on any Strength checks the 
  wielder makes as part of an attempt to trip an opponent 
  with the weapon.
  Only melee weapons can have this ability.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  bull’s strength; Market Price: +1 bonus.
  VICIOUS
  When a vicious weapon strikes an opponent, it creates a flash 
  of disruptive energy that resonates between the opponent 
  and the wielder.
  This energy deals 2d6 points of bonus damage to the 
  opponent and 1d6 points of bonus damage to the wielder.
  Only melee weapons can have this ability.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  enervation; Market Price: +1 bonus.
  BOOK OF EXALTED DEEDS 
  (3.5)
  BANISHING
  Any extraplanar creature with 25 Hit Dice or fewer that is 
  struck by the weapon must succeed on a DC 24 Will save or 
  be banished back to its home plane.
  Spell resistance applies, and a creature so banished cannot 
  return for at least 24 hours.
  The wielder may choose to deactivate this special ability as 
  a free action.
  Bows, crossbows, and slings so crafted confer the banishing 
  power upon their ammunition.
  Strong abjuration; CL 13th; Craft Magic Arms and Armor, 
  banishment; Price +3 bonus.
  BLESSED
  This replicates the effect of the bless weapon spell, but it is 
  permanent and always in effect.
  The weapon becomes good, which means it can bypass the 
  damage reduction of certain creatures, particularly evil 
  outsiders.
  Furthermore, all critical hit rolls against evil foes are 
  automatically successful, so every threat is a critical hit.
  This last effect does not apply to any weapon that already 
  has a magical effect related to critical hits, such as a keen 
  weapon or vorpal weapon.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  bless weapon; Price +1 bonus.
  ENFEEBLING
  On a critical hit, this weapon deals 1d6+2 points of 
  temporary Strength damage in addition to its regular 
  damage.
  Spell resistance applies.
  Bows, crossbows, and slings so crafted confer the 
  enfeebling power upon their ammunition.
  Faint necromancy; CL 5th; Craft Magic Arms and Armor, 
  ray of enfeeblement; Price +1 bonus.
  HEAVENLY BURST
  On a successful critical hit against an evil creature, this 
  weapon discharges a radiant burst that deals +3d6 points of 
  damage to the target and blinds it for 1 round.
  A successful DC 14 Fortitude save negates the blindness.
  Bows, crossbows, and slings so crafted confer the heavenly 
  burst power upon their ammunition.
  Every time this weapon discharges a radiant burst, the 
  wielder takes 1d2 points of temporary Strength damage.
  Faint evocation; CL 5th; Craft Magic Arms and Armor, 
  Ayailla’s radiant burst, creator must be good; Price +2 bonus.
  PARALYZING
  Any creature struck by this weapon must succeed on a DC 
  17 Will save or be paralyzed.
  Each round on its turn, the target may attempt a new saving 
  throw to end the effect; otherwise, the paralysis lasts 10 
  rounds.
  Spell resistance applies.
  Bows, crossbows, and slings so crafted confer the paralyzing 
  power upon their ammunition.
  Moderate enchantment; CL 10th; Craft Magic Arms and 
  Armor, hold monster; Price +2 bonus.
  RIGHTEOUS
  This weapon acts as though it has the spell detect evil upon 
  it.
  This enchantment is always active unless the wielder 
  commands the weapon to deactivate (a free action).
  The wielder receives a +2 bonus on attack and damage rolls 
  against any creature with a strong or overwhelming aura of 
  evil (see the detect evil spell description in the Player’s 
  Handbook).
  Bows, crossbows, and slings so crafted confer the righteous 
  power upon their ammunition.
  Moderate divination and evocation; CL 7th; Craft Magic 
  Arms and Armor, detect evil, holy smite, creator must be good; 
  Price +4 bonus.
  ROARING
  This weapon unleashes a tremendous roar with each swing.
  Any evil creature struck by the roaring weapon must 
  succeed on a DC 22 Will save or be shaken.
  A roaring weapon also deals +2d6 points of sonic damage 
  on a successful critical hit.
  A roaring weapon cannot also have the thundering ability 
  (see the Dungeon Master’s Guide), and vice versa.
  Strong evocation; CL 15th; Craft Magic Arms and Armor, 
  leonal’s roar, creator must be good; Price +3 bonus.
  
  911
  BOOK OF VILE DARKNESS 
  (3.0)
  BLOODFEEDING
  Every time this weapon deals damage to a creature with 
  blood, it gains 1 blood point.
  When the weapon has 5 blood points, it can deal an 
  additional 1 point of damage at the user’s behest (spending 
  the blood points).
  The weapon can store up to 50 blood points, allowing an 
  additional 10 points of damage, usable all at once or divided 
  up over a number of attacks.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  vampiric touch; Market Price: +1 bonus.
  CURSESPEWING
  Every time this weapon deals damage, the target must 
  succeed at a Will saving throw (DC 15) or be affected by a 
  curse that confers a –4 morale penalty on attack rolls, 
  saving throws, skill checks, and ability checks.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  bestow curse; Market Price: +1 bonus.
  FLESHGRINDING
  When this piercing or slashing melee weapon deals damage 
  to a living creature, the wielder may command the weapon 
  to “grind” as a free action.
  At that time, the wielder lets go of the weapon and it 
  continues, magically animated, to grind itself into the foe’s 
  flesh.
  Each round, it deals damage as if the character who had 
  been wielding it had dealt a successful hit with it.
  The wielder need not concentrate or devote any time or 
  attention to the weapon.
  The original wielder can grab it at any time as a standard 
  action.
  The foe (or someone else) can attempt to rid herself of the 
  grinding weapon by making a Strength check (DC 20).
  If the foe succeeds at the Strength check and has a free 
  hand, she is now holding the fleshgrinding weapon.
  In any event, the fleshgrinding weapon stops grinding after 
  5 rounds.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, animate objects; Market Price: +2 bonus.
  MARROWCRUSHING
  Every time this weapon deals damage, it also deals 1 point 
  of Constitution damage.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  boneblast; Market Price: +3 bonus.
  MASTERSLAYING
  This melee weapon comes with a scabbard, belt hook, or 
  other holder that is keyed to it in a special way.
  At the command of the character wearing the scabbard, the 
  weapon attacks its current wielder with the scabbard 
  wearer’s attack bonus, and the wielder is considered flat-
  footed (no sneak attack is possible, even if the scabbard 
  wearer is a rogue).
  If it hits, the masterslaying weapon deals critical hit damage.
  This weapon is useful against rogues, foes that enjoy 
  disarming and grabbing weapons, and in conjunction with 
  the fleshgrinding ability.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, animate objects; Market Price: +1 bonus.
  SOULDRINKING
  This melee weapon bestows one negative level each time it 
  deals damage normally.
  When the wielder scores a critical hit with the weapon, it 
  bestows two negative levels, and the wielder gains +1d8 
  temporary hit points and a +2 enhancement bonus to 
  Strength.
  The temporary hit points and enhancement bonus fade 
  after 1 hour.
  Caster Level: 17th; Prerequisites: Craft Magic Arms and 
  Armor, energy drain; Market Price: +4 bonus.
  STRENGTH SAPPING
  Every time this weapon deals damage, the target must 
  succeed at a Fortitude save (DC 15) or become exhausted.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  sap strength; Market Price: +2 bonus.
  VILE
  Every time this weapon deals damage, it deals an additional 
  1 point of vile damage.
  If the weapon scores a critical hit, it deals 2 additional 
  points of vile damage.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  vile lance; Market Price: +1 bonus.
  CHAMPIONS OF RUIN (3.5)
  DOOMSTRIKE
  The wielder of a doomstrike weapon can cleave into an 
  enemy immediately upon sundering his weapon.
  Description: Doomstrike weapons have blades or heads 
  coated in a thin layer of blue-black frost or rime.
  In addition, they tend to have sinister yet ornate designs 
  worked into them.
  Activation: A melee weapon with the doomstrike ability 
  only functions if its wielder has the Improved Sunder feat.
  Effect: After successfully sundering an enemy’s weapon, 
  the wielder of a doomstrike weapon can cleave into the 
  enemy, as though using the Cleave feat.
  Aura/Caster Level: Faint evocation; CL 5th.
  Construction: Cleave, Craft Magic Arms and Armor, shatter, 
  +4,000 gp, +320 XP, +8 days.
  Weight: —.
  Price: +1 bonus.
  
  912
  RAVENOUS
  A ravenous weapon acquires a taste for the blood of those it 
  wounds, dealing extra damage on subsequent attacks.
  Description: Ravenous weapons are adorned with teeth or 
  fangs (real or engraved).
  They make terrible slurping and gnashing noises as they 
  smash bones and carve through flesh.
  Activation: A melee weapon with the ravenous ability only 
  functions if its wielder is evil and can make multiple attacks 
  in a single round.
  Effect: When a ravenous weapon wounds a creature, it 
  acquires a taste for that creature’s flesh and blood.
  Subsequent attacks made against the same creature during 
  the same round deal an extra 2d6 points of damage (of the 
  same type the weapon normally deals—bludgeoning, 
  piercing, or slashing).
  For example, Xokarus the blackguard makes three attacks 
  with his +1 ravenous greataxe, hitting Andril the paladin all 
  three times.
  The first attack deals normal damage, while the second and 
  third attacks each deal an extra 2d6 points of slashing 
  damage.
  Aura/Caster Level: Moderate necromancy; CL 9th.
  Construction: Craft Magic Arms and Armor, slay living, 
  creator must be evil, +9,000 gp, +720 XP, +18 days.
  Weight: —.
  Price: +2 bonus.
  SPLITTING
  Any missile fired from a splitting weapon, or an arrow or 
  bolt enchanted with the splitting ability, breaks into two 
  identical missiles before striking the intended target.
  Description: V-shaped engravings adorn a splitting weapon 
  or splitting ammunition.
  Activation: The splitting ability of a ranged weapon (must 
  be a bow, crossbow, arrow, or bolt) only functions if its 
  wielder has the Precise Shot feat.
  Effect: Any arrow or bolt fired from a splitting weapon 
  magically splits into two missiles in mid-flight.
  Both missiles are identical, sharing the nonsplitting 
  properties of the original missile; for example, a +1 splitting 
  arrow splits into two +1 arrows in mid-flight.
  Both missiles strike the same target.
  Make a separate attack roll for each missile using the same 
  attack bonus.
  Aura/Caster Level: Moderate conjuration (creation); CL 
  7th.
  Construction: Craft Magic Arms and Armor, Precise Shot, 
  arrowsplit, +9,000 gp, +720 XP, +18 days.
  Weight: —.
  Price: +3 bonus.
  CHAMPIONS OF VALOR 
  (3.5)
  HOMELAND CHAMPION
  This weapon ability invokes a mystical tie between the 
  weapon and a particular country (determined at the time of 
  creation).
  When the weapon is wielded by a character with the 
  Defender of the Homeland feat (see page 28) whose 
  homeland matches the weapon’s associated country and it 
  is used against an evil creature within this homeland, its 
  enhancement bonus increases by 2 and it deals an extra 2d6
  points of damage.
  Bows, crossbows, and slings so crafted bestow the 
  homeland champion quality upon their ammunition.
  A hit by the weapon bestows one negative level on any 
  enemy of the weapon’s homeland.
  The negative level remains as long as the weapon is in hand 
  and disappears when the weapon is no longer wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Moderate conjuration; CL 8th; Craft Magic Arms and 
  Armor, Defender of the Homeland; Price +1 bonus.
  SACRIFICIAL SMITING
  Only melee weapons can have this special ability.
  Useable only by paladins or characters able to smite evil, 
  this good-aligned weapon property allows the wielder to 
  sacrifice some of her own vitality to gain extra uses of smite 
  evil.
  By accepting one negative level, the wielder can use smite 
  evil on a creature struck by the weapon even if the wielder 
  has expended all her uses of smite evil for the day.
  For example, Aelryndai Martyr-Sister is a 10th-level paladin 
  with 14 Charisma; even though she has expended all of her 
  own smite evil uses against her enemies today, she can call 
  upon the power of her sacrificial smiting weapon, accept a 
  negative level, and smite again to gain +2 on the attack roll 
  and +9 on the damage roll (normally +10, but 1 lower 
  because of the negative level).
  The wielder decides at the time of the attack whether to 
  make the sacrifice, instantly applying the effect of the smite 
  and the negative level to her attack roll and damage roll.
  The negative level gained by this sacrifice lasts for 24 hours, 
  never results in actual level loss, and cannot be overcome in 
  any way (including restoration spells).
  This weapon ability was devised by paladins of Ilmater, and 
  weapons with this ability are sometimes called martyrsmite 
  weapons.
  Moderate evocation [good]; CL 7th; Craft Magic Arms and 
  Armor, creator must be a paladin; Price +1 bonus.
  
  913
  CITY OF SPLENDORS 
  WATERDEEP (3.5)
  CORROSIVE
  Upon command, a corrosive weapon becomes slick with a 
  thick layer of acidic fluid (the wielder takes no damage 
  from this effect).
  Corrosive weapons deal an extra 1d6 points of acid damage 
  on a successful hit.
  Bows, crossbows, and slings with this ability bestow the 
  acid energy upon their ammunition.
  Moderate conjuration or evocation; CL 10th; Craft Magic 
  Arms and Armor, acid fog, acid storm, Melf’s acid arrow, or 
  storm of vengeance; Price +1 bonus.
  HARMONIZING
  This enchantment can only be placed on melee weapons.
  A harmonizing weapon accompanies its wielder in song if 
  drawn, granting a +6 enhancement bonus on Perform 
  checks that involve singing.
  Beginning on the second round of singing, the 
  harmonizing weapon begins to sing alongside the wielder.
  If the wielder stops singing at any time after the second 
  round, the weapon continues singing for a number of 
  rounds equal to the wielder’s Charisma bonus or until 
  sheathed.
  This extended singing is equivalent in effect to the wielder 
  continuing to sing.
  For example, a bard with a 16 Charisma could start singing 
  for 1 round to inspire courage in his allies.
  In the second round, his harmonizing weapon would join 
  in.
  If the bard stopped singing in the third round, the 
  harmonizing weapon would sing for up to 3 additional 
  rounds, continuing to inspire courage in the bard’s allies.
  If the bard restarted his song any time before the end of the 
  6th round, the harmonizing weapon would continue to 
  sing with him, uninterrupted.
  (Restarting the song in this manner does not count as 
  another use of bardic music).
  If you start using another form of bardic music while your 
  harmonizing weapon is maintaining a song, the weapon 
  stops maintaining the first song and begins aiding the 
  second.
  Faint illusion; CL 5th; Craft Magic Arms and Armor, ghost 
  sound; Price +1 bonus.
  SHATTERMANTLE
  A shattermantle weapon damages an opponent’s spell 
  resistance.
  Each time the weapon strikes a foe with spell resistance, 
  the value of that spell resistance is reduced by 2 for 1 round.
  The penalties for multiple hits during the same round 
  stack.
  For example, if the wielder succeeds on three attacks in the 
  same round against the same foe with spell resistance, that 
  foe’s spell resistance is reduced by 6 until the beginning of 
  the wielder’s next turn.
  This weapon property does not grant the bearer the ability 
  to determine how much spell resistance (if any) a target 
  might have.
  Faint abjuration; CL 5th; Craft Magic Arms and Armor, 
  Spell Penetration; Price +1 bonus.
  SPELLSTRIKE
  A spellstrike weapon allows the wielder to transfer some or 
  all of the weapon’s enhancement bonus as a bonus on his 
  saving throws against spells and spell-like abilities.
  As a free action, the wielder chooses how to allocate the 
  weapon’s enhancement bonus at the start of his turn before 
  using the weapon, and the effect on saving throws lasts 
  until his next turn.
  This bonus stacks with all other bonuses that benefit the 
  wielder’s saving throws.
  Moderate abjuration; CL 8th; Craft Magic Arms and Armor, 
  resistance; Price +1 bonus.
  SUNDERING
  A sundering weapon deals an extra 1d6 points of damage on 
  a successful sunder attempt.
  This property can only be added to a slashing or 
  bludgeoning weapon.
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor, shatter; Price +1 bonus.
  CITYSCAPE (3.5)
  ASSASSINATION
  Price: +1
  Caster Level: 7th
  Aura: Moderate; (DC 13) divination
  Activation: —
  The striking surface of this weapon is jet black.
  Although it shows little sign of use, you cannot help but picture it 
  covered in freshly spilled blood.
  An assassination weapon deals an extra 1d6 points of 
  damage against a foe who is flat-footed or otherwise denied 
  a Dexterity bonus to AC, or who is flanked.
  If the wielder deals sneak attack damage from other 
  sources, such as levels in the rogue class, the extra damage 
  stacks.
  In addition, the weapon seems to eagerly drink in poison.
  The wielder never risks poisoning herself when applying 
  poison to an assassination weapon, and the save DC of any 
  poison applied to the weapon increases by an amount equal 
  to the weapon’s enhancement bonus.
  (Thus, a +1 assassination dagger increases the DC of any 
  applied poison by 1, while a +3 assassination dagger increases 
  the DC by 3).
  Prerequisites: Craft Magic Arms and Armor, true strike, sneak 
  attack +2d6.
  Cost to Create: Varies.
  
  914
  COMPLETE ADVENTURER 
  (3.5)
  DEADLY PRECISION
  A deadly precision weapon deals an extra 2d6 points of 
  damage when its wielder makes a successful sneak attack.
  This ability does not bestow the ability to make sneak 
  attacks upon a user who does not already have it.
  Moderate transmutation; CL 12th; Craft Magic Arms and
  Armor, keen edge; Price +2 bonus.
  SIZING
  The wielder of a sizing weapon can change the weapon’s 
  size category to any other size category as a standard action.
  Spellcasters who frequently polymorph themselves 
  appreciate weapons with the sizing special ability.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, enlarge person, reduce person; Price +1 bonus.
  COMPLETE ARCANE (3.5)
  CLOUTING
  A weapon enhanced by this property has the ability to drive 
  its targets back.
  On a successful hit, the target of the attack must succeed on 
  a DC 19 Fortitude save or be knocked back 10 feet (falling 
  to the ground instead if such movement is impossible).
  If the first save fails, the target must succeed on another DC 
  19 Fortitude save or be stunned for 1 round.
  Moderate abjuration; CL 11th; Craft Magic Arms and 
  Armor, repulsion; Price +3 bonus.
  MAGEBANE
  Weapons crafted with the magebane property are rightly 
  feared by all arcane spellcasters.
  Against any creature with arcane spells currently prepared 
  or spell slots available to cast arcane spells without 
  preparation, or against creatures with the ability to use 
  arcane spell-like abilities, a magebane weapon’s effective 
  enhancement level is 2 better than normal (so that a +1 
  longsword becomes a +3 longsword when wielded against 
  arcane spellcasters) and deals an extra 2d6 points of 
  damage.
  Magebane bows, crossbows, and slings bestow this ability 
  upon their ammunition.
  Moderate conjuration; CL 8th; Craft Magic Arms and 
  Armor, dispel magic; Price +1 bonus.
  SKILLFUL
  Highly prized by many arcane spellcasters, a skillful 
  weapon can be wielded without penalty by a character not 
  normally proficient with it.
  In addition, the wielder’s base attack bonus improves to a 
  minimum of 3/4 his level (as a cleric of the same character 
  level) when he attacks with a skillful weapon, though he 
  gains no such bonus with any other weapon, even if a 
  skillful weapon is wielded at the same time.
  The skillful special ability can be added only to melee 
  weapons.
  Moderate transmutation; CL 11th; Craft Magic Arms and 
  Armor, Tenser’s transformation; Price +2 bonus.
  COMPLETE WARRIOR (3.5)
  BLOOD SEEKING
  Weapons with the blood seeking ability often have strange-
  looking sights on them.
  Ammunition fired from blood seeking weapons flies 
  around cover if necessary to strike a living creature, 
  negating any bonus to Armor Class the target might have 
  due to intervening cover.
  The shooter can even fire at a target with full cover, but she 
  must know the target is there, there must be an 
  unobstructed path for the ammunition to reach the target, 
  and the target still has total concealment (and thus a 50% 
  miss chance).
  The blood seeking ability doesn’t function against plants, 
  oozes, undead, and constructs.
  Moderate divination; CL 9th; Craft Magic Arms and Armor, 
  arcane eye; Price +1 bonus.
  DEFLECTING
  If you’re wielding a deflecting weapon of your size or one 
  size larger, you can try to knock projectiles aimed at you out 
  of the air.
  Once per round when you would normally be hit by a 
  ranged weapon, you may make a DC 20 Reflex saving throw 
  (if the ranged weapon has a magical enhancement bonus, 
  the DC increases by that amount).
  If you succeed, the ranged weapon or projectile deflects 
  away harmlessly.
  You must be aware of the attack and not flat-footed.
  Only melee weapons can have this ability.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  entropic shield; Price +1 bonus.
  DISARMING
  This weapon ability functions differently depending on 
  whether it’s applied to a melee weapon or a ranged weapon.
  If applied to a melee weapon, the disarming ability 
  eliminates the opponent’s bonuses for both weapon size 
  and two-handed weapons.
  If applied to a ranged weapon, the disarming ability makes 
  possible a disarm attack; you can shoot a weapon out of 
  someone’s hand.
  The relative weapon sizes don’t matter for a ranged disarm 
  attempt, but the defender gains a +4 bonus for wielding a 
  weapon in two hands.
  Moderate transmutation; CL 11th; Craft Magic Arms and 
  Armor, telekinesis; Price +2 bonus.
  
  915
  EXIT WOUND
  Weapons with the exit wound ability propel their 
  ammunition entirely through living targets they hit.
  This effect deals an extra 1d6 points of damage.
  The weapon or projectile continues in a straight line 
  beyond the original target.
  Targets in that path are attacked using the same attack roll 
  as the original target; these additional targets gain a +4 
  bonus to AC for each previous target in the path.
  When an exit wound weapon or projectile hits an object, it 
  stops.
  The exit wound ability can be applied to any ranged 
  weapon; projectile weapons so enhanced bestow the ability 
  on their ammunition.
  Moderate transmutation; CL 8th; Craft Magic Arms and 
  Armor, Melf’s acid arrow; Price +2 bonus.
  EXPLOSIVE
  Always slightly warm to the touch, weapons with the 
  explosive ability deal extra damage to anyone near the 
  intended target.
  Each successful hit with an explosive weapon deals 2d4 
  points of damage to all targets in a 5-foot burst (Reflex DC 
  15 half), including the original target.
  The explosive ability can be applied to any melee weapon 
  (though the wielder may be subject to the extra damage) or 
  ranged weapon.
  Projectile weapons so enhanced bestow the explosive 
  ability on their ammunition.
  Moderate transmutation; CL 10th; Craft Magic Arms and 
  Armor, shatter; Price +2 bonus (+3 bonus for ranged 
  weapons).
  KNOCKBACK
  Knockback weapons often emit a low, almost inaudible 
  hum when drawn.
  Whenever a knockback weapon hits its target, it initiates a 
  bull rush attack in addition to dealing normal damage.
  To resolve the bull rush attempt, treat the projectile as a 
  Medium creature with a +8 Strength bonus.
  The projectile doesn’t provoke an attack of opportunity, and 
  it always tries to push the target as far back as possible.
  Only ranged weapons can have the knockback ability, and 
  they bestow it on their ammunition.
  Moderate evocation; CL 11th; Craft Magic Arms and 
  Armor, Bigby’s forceful hand; Price +3 bonus.
  LAST RESORT
  A melee weapon (usually a dagger) with the last resort 
  ability is particularly effective in a grapple.
  Its wielder doesn’t take the –4 penalty for attacking with a 
  weapon while grappling, and the weapon deals an extra 1d6 
  points of damage in a grapple for every size category the 
  target is bigger than the wielder.
  For example, a halfling armed with a +1 last resort dagger 
  would deal an extra 2d6 points of damage when being 
  grappled by an ogre.
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, freedom of movement; Price +1 bonus.
  DEITIES AND DEMIGODS
  (3.0)
  FRIGHTFUL
  This weapon makes an unearthly wailing noise whenever 
  the wielder attacks.
  This sonic, mind-affecting fear effect extends in a 30-foot 
  burst.
  The wielder’s allies are not affected, but foes who are not 
  the target of the weapon’s attack must make Will saves (DC 
  16).
  Those who fail their saves become shaken for 3d6 rounds.
  Targets of the weapon’s attack become panicked for 3d6 
  rounds if they fail their saving throws.
  Foes who make successful saving throws are unaffected by 
  the weapon’s power for one day.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  fear; Market Price: +3 bonus.
  DROW OF THE 
  UNDERDARK (3.5)
  ACCURATE
  Price:+1 bonus
  Property: Weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) divination
  Activation: —
  This weapon is finely balanced and made of exceptional materials.
  An accurate weapon helps its wielder correct his mistakes.
  When you miss, the weapon provides a +2 circumstance 
  bonus on your next attack roll.
  Prerequisite: Craft Magic Arms and Armor, true strike.
  Cost to Create: Varies.
  LIGHT BURST
  Price: +1 bonus
  Property: Weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: —
  Images of the sun are etched onto the surface of this weapon, and it 
  feels warm to the touch.
  A light burst weapon explodes with dazzling light upon 
  striking a successful critical hit.
  The light does not affect you (in case you have light 
  sensitivity, light blindness, or some other vulnerability to 
  light).
  The target of your critical hit is dazzled for 5 rounds.
  If it has a weakness to light, it suffers the effects of its 
  weakness for 1 round as if it was in the presence of a 
  daylight spell, and is dazzled for 5 rounds afterward.
  For example, if you wield a light burst weapon and score a 
  critical hit against a drow, the drow is blinded for 1 round, 
  and then dazzled for 5 rounds as normal.
  
  916
  Projectile weapons bestow the light burst property upon 
  their ammunition.
  Prerequisite: Craft Magic Arms and Armor, daylight.
  Cost to Create: Varies.
  SPARKLING
  Price: +2 bonus
  Property: Weapon
  Caster Level: 9th
  Aura: Moderate; (DC 19) evocation
  Activation: —
  Gleaming specks of blue, purple, and red lie just below the 
  weapon’s surface, reflecting oddly in the light.
  A sparkling weapon causes a target it strikes to erupt in pale 
  multicolored flame, as if affected by the faerie fire spell.
  The flames last for 5 rounds.
  Multiple hits by sparkling weapons have no additional 
  effect.
  Projectile weapons bestow the sparkling property upon 
  their ammunition.
  Prerequisite: Craft Magic Arms and Armor, faerie fire, creator 
  must be drow.
  Cost to Create: Varies.
  SPIDERKISSED
  Price: +1 bonus
  Property: Weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Tracery suggestive of a spider’s web covers the entire surface of this 
  weapon.
  When you confirm a critical hit with a spiderkissed 
  weapon, the target must succeed on a DC 13 Reflex save or 
  become entangled for 5 rounds as a mass of webbing covers 
  its body.
  The webbing cannot be removed and lasts for the duration 
  of the effect.
  Bows, crossbows, and slings with this property bestow the 
  spiderkissed property upon their ammunition.
  Prerequisite: Craft Magic Arms and Armor, web, drow.
  Cost to Create: Varies.
  TOXIC
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  When exposed to any light, this weapon gleams with an 
  unhealthy ochre glow.
  When you apply contact or injury poison to a toxic weapon, 
  the weapon retains its potency after two successful hits 
  instead of just one.
  Prerequisite: Craft Magic Arms and Armor, gentle repose.
  Cost to Create: Varies.
  VIRULENT
  Price: +1 bonus
  Property: Melee weapon or ammunition
  Caster Level: 7th
  Aura: Moderate; (DC 18) necromancy
  Activation: —
  Oozing pits mar the surface of this weapon.
  When you apply contact or injury poison to a virulent 
  weapon, the poison becomes fast acting.
  Targets struck by a virulent weapon must make the saving 
  throw to resist secondary damage 5 rounds after the initial 
  damage instead of the customary 1 minute.
  Prerequisite: Craft Magic Arms and Armor, poison.
  Cost to Create: Varies.
  DUNGEON MASTER’S 
  GUIDE 3.0 (3.0)
  BANE
  A bane weapon excels at attacking one type of creature.
  Against its designated foe, its effective enhancement bonus 
  is +2 better than its normal enhancement bonus (so a +1 
  longsword is a +3 longsword against its foe).
  Further, it deals +2d6 points of bonus damage against the 
  foe.
  To randomly determine a weapon’s designated foe, roll on 
  the following table:
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  summon monster I; Market Price: +2 bonus.
  
  917
  BRILLIANT ENERGY
  A brilliant energy weapon has its significant portion—such 
  as its blade, axe head, or arrowhead—transformed into 
  light, although this does not modify the item’s weight.
  It gives off light as a torch (20-foot radius).
  A brilliant energy weapon ignores nonliving matter.
  Armor and enhancement AC bonuses do not count against 
  it because the weapon passes through armor.
  (Dexterity, deflection, dodge, natural armor, and other such 
  bonuses still apply).
  A brilliant energy weapon cannot harm undead, constructs, 
  and objects.
  Bows, crossbows, and slings cannot be enchanted with this 
  ability.
  Caster Level: 16th; Prerequisites: Craft Magic Arms and 
  Armor, gaseous form, continual flame; Market Price: +4 bonus.
  CHAOTIC
  A chaotic weapon is chaotically aligned and infused with 
  the power of chaos.
  It deals +2d6 points of bonus chaotic damage against all of 
  lawful alignment.
  It bestows one negative level on any lawful creature 
  attempting to wield it.
  The negative level remains as long as the weapon is in hand 
  and disappears when the weapon is no longer wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Bows, crossbows, and slings so enchanted bestow the 
  chaotic power upon their ammunition.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  chaos hammer, creator must be chaotic; Market Price: +2 
  bonus.
  DANCING
  A dancing weapon can be loosed (requiring a standard 
  action) to attack on its own.
  It fights for 4 rounds using the base attack bonus of the one 
  who loosed it and then drops.
  It never leaves the side of the one who loosed it (never 
  straying more than 5 feet) and fights on even if that 
  creature falls.
  The wielder who loosed it can grasp it while it is attacking 
  on its own as a free action, but when so retrieved it can’t 
  dance (attack on its own) again for 4 rounds.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, animate objects; Market Price: +4 bonus.
  DEFENDING
  A defender weapon allows the wielder to transfer some or 
  all of the sword’s enhancement bonus to his AC as a special 
  bonus that stacks with all others.
  As a free action, the wielder chooses how to allocate the 
  weapon’s enhancement bonus at the start of his turn before 
  using the weapon, and the effect to AC lasts until his next 
  turn.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  shield or shield of faith; Market Price: +1 bonus.
  DISRUPTION
  A weapon of disruption is the bane of all undead.
  Any undead creature struck in combat must succeed at a 
  Fortitude save (DC 14) or be destroyed.
  A weapon of disruption must be a bludgeoning weapon.
  (If you roll this property randomly for a piercing or 
  slashing weapon, reroll).
  Caster Level: 14th; Prerequisites: Craft Magic Arms and 
  Armor, heal; Market Price: +2 bonus.
  DISTANCE
  This enchantment can only be placed on a ranged weapon.
  A weapon of distance doubles its range increment.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  clairaudience/clairvoyance; Market Price: +1 bonus.
  FLAMING
  Upon command, a flaming weapon is sheathed in fire.
  The fire does not harm the hands that hold the weapon.
  Flaming weapons deal +1d6 points of bonus fire damage on 
  a successful hit.
  Bows, crossbows, and slings so enchanted bestow the fire 
  energy upon their ammunition.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor 
  and flame blade, flame strike, or fireball; Market Price: +1 bonus.
  FLAMING BURST
  A flaming burst weapon functions as a flaming weapon that 
  also explodes with flame upon striking a successful critical 
  hit.
  The fire does not harm the hands that hold the weapon.
  Flaming burst weapons deal +1d10 points of bonus fire 
  damage on a successful critical hit.
  If the weapon’s critical multiplier is ×3, add +2d10 points of 
  bonus fire damage instead, and if the multiplier is ×4, add 
  +3d10 points of bonus fire damage.
  Bows, crossbows, and slings so enchanted bestow the fire 
  energy upon their ammunition.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor 
  and flame blade, flame strike, or fireball; Market Price: +2 bonus.
  FROST
  Upon command, a frost weapon is sheathed in icy cold.
  The cold does not harm the hands that hold the weapon.
  Frost weapons deal +1d6 points of bonus cold damage on a 
  successful hit.
  Bows, crossbows, and slings so enchanted bestow the cold 
  energy upon their ammunition.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  chill metal or ice storm; Market Price: +1 bonus.
  GHOST TOUCH
  A ghost touch weapon deals damage normally against 
  incorporeal creatures, regardless of its bonus.
  (An incorporeal creature’s 50% chance to avoid damage 
  does not apply to ghost touch weapons).
  Further, it can be picked up and moved by incorporeal 
  creatures at any time.
  
  918
  A manifesting ghost can wield the weapon against 
  corporeal foes.
  Essentially, a ghost touch weapon counts as either 
  corporeal or incorporeal at any given time, whichever is 
  more beneficial to the wielder.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  plane shift; Market Price: +1 bonus.
  HOLY
  A holy weapon is good aligned and blessed with holy 
  power.
  It deals +2d6 points of bonus holy (good) damage against all 
  of evil alignment.
  It bestows one negative level on any evil creature 
  attempting to wield it.
  The negative level remains as long as the weapon is in hand 
  and disappears when the weapon is no longer wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Bows, crossbows, and slings so enchanted bestow the holy 
  power upon their ammunition.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  holy smite, creator must be good; Market Price: +2 bonus.
  ICY BURST
  An icy burst weapon functions as a frost weapon that also 
  explodes with frost upon striking a successful critical hit.
  The frost does not harm the hands that hold the weapon.
  Icy burst weapons deal +1d10 points of bonus cold damage 
  on a successful critical hit.
  If the weapon’s critical multiplier is ×3, add +2d10 points of 
  bonus cold damage instead, and if the multiplier is ×4, add 
  +3d10 points of bonus cold damage.
  Bows, crossbows, and slings so enchanted bestow the cold 
  energy upon their ammunition.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, chill metal or ice storm; Market Price: +2 bonus.
  KEEN
  This enchantment doubles the threat range of a weapon.
  For instance, if it is placed on a longsword (which has a 
  normal threat range of 19–20), the keen longsword scores a 
  threat on a 17–20.
  Only piercing or slashing weapons can be enchanted to be 
  keen.
  (If you roll this property randomly for an inappropriate 
  weapon, reroll).
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, keen edge; Market Price: +1 bonus.
  LAWFUL
  A lawful weapon is lawfully aligned and infused with the 
  power of law.
  It deals +2d6 points of bonus lawful damage against all of 
  chaotic alignment.
  It bestows one negative level on any chaotic creature 
  attempting to wield it.
  The negative level remains as long as the weapon is in hand 
  and disappears when the weapon is no longer wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Bows, crossbows, and slings so enchanted bestow the 
  lawful power upon their ammunition.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  order’s wrath, creator must be lawful; Market Price: +2 bonus.
  MIGHTY CLEAVING
  A mighty cleaving weapon allows a wielder with the Cleave 
  feat to make one additional cleave attempt in a round.
  Only one extra cleave attempt is allowed per round.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  divine power; Market Price: +1 bonus.
  RETURNING
  This enchantment can only be placed on a weapon that can 
  be thrown.
  A returning weapon returns through the air back to the 
  creature that threw it.
  It returns on the round following the round that it was 
  thrown just before its throwing creature’s turn.
  It is therefore ready to use again that turn.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  telekinesis; Market Price: +1 bonus.
  SHOCK
  Upon command, a shock weapon is sheathed in crackling 
  electricity.
  The electricity does not harm the hands that hold the 
  weapon.
  Shock weapons deal +1d6 points of bonus electricity 
  damage on a successful hit.
  Bows, crossbows, and slings so enchanted bestow the 
  electricity energy upon their ammunition.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  call lightning or lightning bolt; Market Price: +1 bonus.
  SHOCKING BURST
  A shocking burst weapon functions as a shock weapon that 
  also explodes with electricity upon striking a successful 
  critical hit.
  The electricity does not harm the hands that hold the 
  weapon.
  Shocking burst weapons deal +1d10 points of bonus 
  electricity damage on a successful critical hit.
  If the weapon’s critical multiplier is ×3, add +2d10 points of 
  bonus electricity damage instead, and if the multiplier is ×4, 
  add +3d10 points of bonus electricity damage.
  Bows, crossbows, and slings so enchanted bestow the 
  electricity energy upon their ammunition.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, call lightning or lightning bolt; Market Price: +2 bonus.
  SPEED
  A weapon of speed allows the wielder one single extra 
  attack each round at his highest bonus.
  It is not cumulative with haste.
  
  919
  The extra attack must be with this weapon, not with some 
  other weapon.
  The weapon does not grant the benefits of a haste spell, so 
  an additional partial action is not what is granted, simply an 
  extra single attack with this weapon.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  haste; Market Price: +4 bonus.
  SPELL STORING
  A spell-storing weapon allows a spellcaster to store a single 
  targeted spell of up to 3rd level in the weapon.
  (The spell must have a casting time of 1 action).
  Any time the weapon strikes a creature and the creature 
  takes damage from it, the weapon can immediately cast the 
  spell on that creature as a free action if the wielder desires.
  (This ability is a special exception to the general rule that 
  casting a spell from an item takes at least as long as casting 
  that spell normally).
  Inflict serious wounds, contagion, blindness, and hold person are 
  all common choices for the stored spell.
  Once the spell has been cast, the weapon is empty of spells, 
  and a spellcaster can cast any other targeted spell of up to 
  3rd level into it.
  The weapon magically imparts to the wearer the name of 
  the spell currently stored within it.
  A randomly rolled spell-storing weapon has a 50% chance to 
  have a spell stored in it already.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  creator must be a caster of at least 12th level; Market Price:
  +1 bonus.
  THUNDERING
  A thundering weapon creates a cacophonous roar like 
  thunder upon striking a successful critical hit.
  The sonic energy does not harm the wielder of the weapon.
  Thundering weapons deal +1d8 points of bonus sonic 
  damage on a successful critical hit.
  If the weapon’s critical multiplier is ×3, add +2d8 points of 
  bonus sonic damage instead, and if the multiplier is ×4, add 
  +3d8 points of bonus sonic damage.
  Bows, crossbows, and slings so enchanted bestow the sonic 
  energy upon their ammunition.
  Subjects dealt a critical hit by a thundering weapon must 
  make a Fortitude save (DC 14) or be deafened permanently.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  blindness/deafness; Market Price: +2 bonus.
  THROWING
  This enchantment can only be placed on a melee weapon.
  A melee weapon enchanted with this ability gains a range 
  increment of 10 feet and can be thrown by a wielder 
  proficient in its normal use.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  magic stone; Market Price: +1 bonus.
  UNHOLY
  An unholy weapon is evilly aligned and blessed with 
  unholy power.
  It deals +2d6 points of bonus unholy (evil) damage against 
  all of good alignment.
  It bestows one negative level on any good creature 
  attempting to wield it.
  The negative level remains as long as the weapon is in hand 
  and disappears when the weapon is no longer wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Bows, crossbows, and slings so enchanted bestow the 
  unholy power upon their ammunition.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  unholy blight, creator must be evil; Market Price: +2 bonus.
  VORPAL
  This potent and feared enchantment allows the weapon to 
  sever the heads of those it strikes.
  Upon a successful critical hit, the weapon severs the 
  opponent’s head (if it has one) from its body.
  Some creatures, such as many abominations and all oozes, 
  have no heads.
  Others, such as golems and undead creatures other than 
  vampires, are not affected by the loss of their heads.
  Most other creatures, however, die when their heads are 
  cut off.
  The DM may have to make judgment calls about this 
  sword’s effect.
  A vorpal weapon must be a slashing weapon.
  (If you roll this property randomly for an inappropriate 
  weapon, reroll).
  Caster Level: 18th; Prerequisites: Craft Magic Arms and 
  Armor, keen edge, death spell; Market Price: +5 bonus.
  WOUNDING
  A weapon of wounding deals damage to a creature such that 
  a wound it inflicts bleeds for 1 point of damage per round 
  thereafter in addition to the normal damage the weapon 
  deals.
  Multiple wounds from the weapon result in cumulative 
  bleeding loss (two wounds for 2 points of damage per 
  round, and so on).
  The bleeding can only be stopped by a successful Heal 
  check (DC 15) or the application of any cure spell or other 
  healing spell (heal, healing circle, and so on).
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, Mordenkainen’s sword; Market Price: +2 bonus.
  DUNGEON MASTER’S 
  GUIDE 1 3.5 (3.5)
  ANARCHIC
  An anarchic weapon is chaotically aligned and infused with 
  the power of chaos.
  It makes the weapon chaos-aligned and thus bypasses the 
  corresponding damage reduction.
  It deals an extra 2d6 points of damage against all of lawful 
  alignment.
  It bestows one negative level on any lawful creature 
  attempting to wield it.
  
  920
  The negative level remains as long as the weapon is in hand 
  and disappears when the weapon is no longer wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Bows, crossbows, and slings so crafted bestow the chaotic 
  power upon their ammunition.
  Moderate evocation [chaotic]; CL 7th; Craft Magic Arms 
  and Armor, chaos hammer, creator must be chaotic; Price +2 
  bonus.
  AXIOMATIC
  An axiomatic weapon is lawfully aligned and infused with 
  the power of law.
  It makes the weapon law-aligned and thus bypasses the 
  corresponding damage reduction.
  It deals an extra 2d6 points of damage against all of chaotic 
  alignment.
  It bestows one negative level on any chaotic creature 
  attempting to wield it.
  The negative level remains as long as the weapon is in hand 
  and disappears when the weapon is no longer wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Bows, crossbows, and slings so crafted bestow the lawful 
  power upon their ammunition.
  Moderate evocation [lawful]; CL 7th; Craft Magic Arms and 
  Armor, order’s wrath, creator must be lawful; Price +2 bonus.
  BANE
  A bane weapon excels at attacking one type or subtype of 
  creature.
  Against its designated foe, its effective enhancement bonus 
  is +2 better than its normal enhancement bonus (so a +1 
  longsword is a +3 longsword against its foe).
  It deals an extra 2d6 points of damage against the foe.
  Bows, crossbows, and slings so crafted bestow the bane 
  quality upon their ammunition.
  To randomly determine a weapon’s designated foe, roll on 
  the following table.
  Moderate conjuration; CL 8th; Craft Magic Arms and 
  Armor, summon monster I; Price +1 bonus.
  BRILLIANT ENERGY
  A brilliant energy weapon has its significant portion—such 
  as its blade, axe head, or arrowhead—transformed into 
  light, although this does not modify the item’s weight.
  It always gives off light as a torch (20-foot radius).
  A brilliant energy weapon ignores nonliving matter.
  Armor bonuses to AC (including any enhancement 
  bonuses to that armor) do not count against it because the 
  weapon passes through armor.
  (Dexterity, deflection, dodge, natural armor, and other such 
  bonuses still apply).
  A brilliant energy weapon cannot harm undead, constructs, 
  and objects.
  This property can only be applied to melee weapons, 
  thrown weapons, and ammunition.
  Strong transmutation; CL 16th; Craft Magic Arms and 
  Armor, gaseous form, continual flame; Price +4 bonus.
  DANCING
  As a standard action, a dancing weapon can be loosed to 
  attack on its own.
  It fights for 4 rounds using the base attack bonus of the one 
  who loosed it and then drops.
  While dancing, it cannot make attacks of opportunity, and 
  the person who activated it is not considered armed with 
  the weapon.
  
  921
  In all other respects, it is considered wielded or attended by 
  the creature for all maneuvers and effects that target items 
  (such as the sunder action or a heat metal spell).
  While dancing, it takes up the same space as the activating 
  character and can attack adjacent foes (weapons with reach 
  can attack opponents up to 10 feet away).
  The dancing weapon accompanies the person who 
  activated it everywhere, whether she moves by physical or 
  magical means.
  If the wielder who loosed it has an unoccupied hand, she 
  can grasp it while it is attacking on its own as a free action; 
  when so retrieved the weapon can’t dance (attack on its 
  own) again for 4 rounds.
  Strong transmutation; CL 15th; Craft Magic Arms and 
  Armor, animate objects; Price +4 bonus.
  DEFENDING
  A defending weapon allows the wielder to transfer some or 
  all of the sword’s enhancement bonus to his AC as a bonus 
  that stacks with all others.
  As a free action, the wielder chooses how to allocate the 
  weapon’s enhancement bonus at the start of his turn before 
  using the weapon, and the effect to AC lasts until his next 
  turn.
  Moderate abjuration; CL 8th; Craft Magic Arms and Armor, 
  shield or shield of faith; Price +1 bonus.
  DISRUPTION
  A weapon of disruption is the bane of all undead.
  Any undead creature struck in combat must succeed on a 
  DC 14 Will save or be destroyed.
  A weapon of disruption must be a bludgeoning weapon.
  (If you roll this property randomly for a piercing or 
  slashing weapon, reroll).
  Strong conjuration; CL 14th; Craft Magic Arms and Armor, 
  heal; Price +2 bonus.
  DISTANCE
  This property can only be placed on a ranged weapon.
  A weapon of distance has double the range increment of 
  other weapons of its kind.
  Moderate divination; CL 6th; Craft Magic Arms and Armor, 
  clairaudience/clairvoyance; Price +1 bonus.
  FLAMING
  Upon command, a flaming weapon is sheathed in fire.
  The fire does not harm the wielder.
  The effect remains until another command is given.
  A flaming weapon deals an extra 1d6 points of fire damage 
  on a successful hit.
  Bows, crossbows, and slings so crafted bestow the fire 
  energy upon their ammunition.
  Moderate evocation; CL 10th; Craft Magic Arms and Armor 
  and flame blade, flame strike, or fireball; Price +1 bonus.
  FLAMING BURST
  A flaming burst weapon functions as a flaming weapon that 
  also explodes with flame upon striking a successful critical 
  hit.
  The fire does not harm the wielder.
  In addition to the extra fire damage from the flaming 
  ability (see above), a flaming burst weapon deals an extra 
  1d10 points of fire damage on a successful critical hit.
  If the weapon’s critical multiplier is ×3, add an extra 2d10 
  points of fire damage instead, and if the multiplier is ×4, 
  add an extra 3d10 points of fire damage.
  Bows, crossbows, and slings so crafted bestow the fire 
  energy upon their ammunition.
  Even if the flaming ability is not active, the weapon still 
  deals its extra fire damage on a successful critical hit.
  Strong evocation; CL 12th; Craft Magic Arms and Armor 
  and flame blade, flame strike, or fireball; Price +2 bonus.
  FROST
  Upon command, a frost weapon is sheathed in icy cold.
  The cold does not harm the wielder.
  The effect remains until another command is given.
  A frost weapon deals an extra 1d6 points of cold damage on 
  a successful hit.
  Bows, crossbows, and slings so crafted bestow the cold 
  energy upon their ammunition.
  Moderate evocation; CL 8th; Craft Magic Arms and Armor, 
  chill metal or ice storm; Price +1 bonus.
  GHOST TOUCH
  A ghost touch weapon deals damage normally against 
  incorporeal creatures, regardless of its bonus.
  (An incorporeal creature’s 50% chance to avoid damage 
  does not apply to attacks with ghost touch weapons).
  The weapon can be picked up and moved by an incorporeal 
  creature at any time.
  A manifesting ghost can wield the weapon against 
  corporeal foes.
  Essentially, a ghost touch weapon counts as either 
  corporeal or incorporeal at any given time, whichever is 
  more beneficial to the wielder.
  Moderate conjuration; CL 9th; Craft Magic Arms and 
  Armor, plane shift; Price +1 bonus.
  HOLY
  A holy weapon is imbued with holy power.
  This power makes the weapon good-aligned and thus 
  bypasses the corresponding damage reduction.
  It deals an extra 2d6 points of damage against all of evil 
  alignment.
  It bestows one negative level on any evil creature 
  attempting to wield it.
  The negative level remains as long as the weapon is in hand 
  and disappears when the weapon is no longer wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Bows, crossbows, and slings so crafted bestow the holy 
  power upon their ammunition.
  
  922
  Moderate evocation [good]; CL 7th; Craft Magic Arms and 
  Armor, holy smite, creator must be good; Price +2 bonus.
  ICY BURST
  An icy burst weapon functions as a frost weapon that also 
  explodes with frost upon striking a successful critical hit.
  The frost does not harm the wielder.
  In addition to the extra damage from the frost ability, an icy 
  burst weapon deals an extra 1d10 points of cold damage on 
  a successful critical hit.
  If the weapon’s critical multiplier is ×3, add an extra 2d10 
  points of cold damage instead, and if the multiplier is ×4, 
  add an extra 3d10 points.
  Bows, crossbows, and slings so crafted bestow the cold 
  energy upon their ammunition.
  Even if the frost ability is not active, the weapon still deals 
  its extra cold damage on a successful critical hit.
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor, chill metal or ice storm; Price +2 bonus.
  KEEN
  This ability doubles the threat range of a weapon.
  For instance, if it is placed on a longsword (which has a 
  normal threat range of 19–20), the keen longsword scores a 
  threat on a 17–20.
  Only piercing or slashing weapons can be keen.
  (If you roll this property randomly for an inappropriate 
  weapon, reroll).
  This benefit doesn’t stack with any other effect that 
  expands the threat range of a weapon (such as the keen edge 
  spell or the Improved Critical feat).
  Moderate transmutation; CL 10th; Craft Magic Arms and 
  Armor, keen edge; Price +1 bonus.
  KI FOCUS
  The magic weapon serves as a channel for the wielder’s ki, 
  allowing her to use her special ki attacks through the 
  weapon as if they were unarmed attacks.
  These attacks include the monk’s stunning attack, ki strike, 
  and quivering palm, as well as the Stunning Fist feat.
  Only melee weapons can have the ki focus ability.
  Moderate transmutation; CL 8th; Craft Magic Arms and 
  Armor, creator must be a monk; Price +1 bonus.
  MERCIFUL
  The weapon deals an extra 1d6 points of damage, and all 
  damage it deals is nonlethal damage.
  On command, the weapon suppresses this ability until 
  commanded to resume it.
  Bows, crossbows, and slings so crafted bestow the merciful 
  effect upon their ammunition.
  Faint conjuration; CL 5th; Craft Magic Arms and Armor, 
  cure light wounds; Price +1 bonus.
  MIGHTY CLEAVING
  A mighty cleaving weapon allows a wielder with the Cleave 
  feat to make one additional cleave attempt in a round.
  Moderate evocation; CL 8th; Craft Magic Arms and Armor, 
  divine power; Price +1 bonus.
  RETURNING
  This special ability can only be placed on a weapon that can 
  be thrown.
  A returning weapon flies through the air back to the 
  creature that threw it.
  It returns to the thrower just before the creature’s next turn 
  (and is therefore ready to use again in that turn).
  Catching a returning weapon when it comes back is a free 
  action.
  If the character can’t catch it, or if the character has moved 
  since throwing it, the weapon drops to the ground in the 
  square from which it was thrown.
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, telekinesis; Price +1 bonus.
  SEEKING
  Only ranged weapons can have the seeking ability.
  The weapon veers toward its target, negating any miss 
  chances that would otherwise apply, such as from 
  concealment.
  (The wielder still has to aim the weapon at the right square.
  Arrows mistakenly shot into an empty space, for example, 
  do not veer and hit invisible enemies, even if they are 
  nearby).
  Strong divination; CL 12th; Craft Magic Arms and Armor, 
  true seeing; Price +1 bonus.
  SHOCK
  Upon command, a shock weapon is sheathed in crackling 
  electricity.
  The electricity does not harm the wielder.
  The effect remains until another command is given.
  A shock weapon deals an extra 1d6 points of electricity 
  damage on a successful hit.
  Bows, crossbows, and slings so crafted bestow the 
  electricity energy upon their ammunition.
  Moderate evocation; CL 8th; Craft Magic Arms and Armor, 
  call lightning or lightning bolt; Price +1 bonus.
  SHOCKING BURST
  A shocking burst weapon functions as a shock weapon that 
  also explodes with electricity upon striking a successful 
  critical hit.
  The electricity does not harm the wielder.
  In addition to the extra electricity damage from the shock 
  ability, a shocking burst weapon deals an extra 1d10 points 
  of electricity damage on a successful critical hit.
  If the weapon’s critical multiplier is ×3, add an extra 2d10 
  points of electricity damage instead, and if the multiplier is 
  ×4, add an extra 3d10 points.
  Bows, crossbows, and slings so crafted bestow the 
  electricity energy upon their ammunition.
  Even if the shock ability is not active, the weapon still deals 
  its extra electricity damage on a successful critical hit.
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor, call lightning or lightning bolt; Price +2 bonus.
  
  923
  SPEED
  When making a full attack action, the wielder of a speed 
  weapon may make one extra attack with it.
  The attack uses the wielder’s full base attack bonus, plus 
  any modifiers appropriate to the situation.
  (This benefit is not cumulative with similar effects, such as 
  a haste spell).
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, haste; Price +3 bonus.
  SPELL STORING
  A spell storing weapon allows a spellcaster to store a single 
  targeted spell of up to 3rd level in the weapon.
  (The spell must have a casting time of 1 standard action).
  Any time the weapon strikes a creature and the creature 
  takes damage from it, the weapon can immediately cast the 
  spell on that creature as a free action if the wielder desires.
  (This special ability is an exception to the general rule that 
  casting a spell from an item takes at least as long as casting 
  that spell normally).
  Inflict serious wounds, contagion, blindness, and hold person are 
  all common choices for the stored spell.
  Once the spell has been cast from the weapon, a spellcaster 
  can cast any other targeted spell of up to 3rd level into it.
  The weapon magically imparts to the wielder the name of 
  the spell currently stored within it.
  A randomly rolled spell storing weapon has a 50% chance to 
  have a spell stored in it already.
  Strong evocation (plus aura of stored spell); CL 12th; Craft 
  Magic Arms and Armor, creator must be a caster of at least 
  12th level; Price +1 bonus.
  THUNDERING
  A thundering weapon creates a cacophonous roar like 
  thunder upon striking a successful critical hit.
  The sonic energy does not harm the wielder.
  A thundering weapon deals an extra 1d8 points of sonic 
  damage on a successful critical hit.
  If the weapon’s critical multiplier is ×3, add an extra 2d8 
  points of sonic damage instead, and if the multiplier is ×4, 
  add an extra 3d8 points of sonic damage.
  Bows, crossbows, and slings so crafted bestow the sonic 
  energy upon their ammunition.
  Subjects dealt a critical hit by a thundering weapon must 
  make a DC 14 Fortitude save or be deafened permanently.
  Faint necromancy; CL 5th; Craft Magic Arms and Armor, 
  blindness/deafness; Price +1 bonus.
  THROWING
  This ability can only be placed on a melee weapon.
  A melee weapon crafted with this ability gains a range 
  increment of 10 feet and can be thrown by a wielder 
  proficient in its normal use.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  magic stone; Price +1 bonus.
  UNHOLY
  An unholy weapon is imbued with unholy power.
  This power makes the weapon evil-aligned and thus 
  bypasses the corresponding damage reduction.
  It deals an extra 2d6 points of damage against all of good 
  alignment.
  It bestows one negative level on any good creature 
  attempting to wield it.
  The negative level remains as long as the weapon is in hand 
  and disappears when the weapon is no longer wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Bows, crossbows, and slings so crafted bestow the unholy 
  power upon their ammunition.
  Moderate evocation [evil]; CL 7th; Craft Magic Arms and 
  Armor, unholy blight, creator must be evil; Price +2 bonus.
  VICIOUS
  When a vicious weapon strikes an opponent, it creates a 
  flash of disruptive energy that resonates between the 
  opponent and the wielder.
  This energy deals an extra 2d6 points of damage to the 
  opponent and 1d6 points of damage to the wielder.
  Only melee weapons can be vicious.
  Moderate necromancy; CL 9th; Craft Magic Arms and 
  Armor, enervation; Price +1 bonus.
  VORPAL
  This potent and feared ability allows the weapon to sever 
  the heads of those it strikes.
  Upon a roll of natural 20 (followed by a successful roll to 
  confirm the critical hit), the weapon severs the opponent’s 
  head (if it has one) from its body.
  Some creatures, such as many aberrations and all oozes, 
  have no heads.
  Others, such as golems and undead creatures other than 
  vampires, are not affected by the loss of their heads.
  Most other creatures, however, die when their heads are 
  cut off.
  The DM may have to make judgment calls about this 
  sword’s effect.
  A vorpal weapon must be a slashing weapon.
  (If you roll this property randomly for an inappropriate 
  weapon, reroll).
  Strong necromancy and transmutation; CL 18th; Craft 
  Magic Arms and Armor, circle of death, keen edge; Price +5 
  bonus.
  WOUNDING
  A wounding weapon deals 1 point of Constitution damage 
  from blood loss when it hits a creature.
  A critical hit does not multiply the Constitution damage.
  Creatures immune to critical hits (such as plants and 
  constructs) are immune to the Constitution damage dealt 
  by this weapon.
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor, Mordenkainen’s sword; Price +2 bonus.
  
  924
  DUNGEON MASTER’S 
  GUIDE 2 (3.5)
  ACIDIC BURST
  An acidic burst weapon is similar to a corrosive weapon (see 
  page 256), except that it deals even more acid damage.
  When the wielder scores a critical hit with it, the weapon 
  showers the opponent with slick acid that burns its flesh to 
  the bone.
  Description: An acidic burst weapon looks much like a 
  corrosive weapon.
  Its surface is pitted and worn, although it remains as strong 
  as any comparable magic weapon.
  Like a corrosive weapon, an acidic burst weapon is coated 
  with a thick layer of burning acid that drips from its tip 
  when the corrosive ability is active.
  Activation: Activating or deactivating the corrosive ability 
  is a standard action.
  Even if the corrosive ability is not active, the weapon still 
  deals its extra acid damage on a successful critical hit, with 
  no action required on the part of the wielder.
  Effect: At its most basic, an acidic burst weapon functions 
  like a corrosive weapon.
  Once activated, this effect lasts as long as the wielder 
  desires.
  In addition, an acidic burst weapon explodes with acid on a 
  successful critical hit.
  The acid does not harm the wielder as long as she has the 
  weapon in hand.
  In addition to the acid damage dealt by the corrosive 
  ability, an acidic burst weapon deals extra acid damage on a 
  successful critical hit.
  The amount depends on its critical multiplier, as follows.
  Bows, crossbows, and slings with this ability bestow the 
  acid energy upon their ammunition.
  Aura/Caster Level: Strong conjuration; CL 12th.
  Construction: Craft Magic Arms and Armor plus acid fog,
  acid storm, Melf’s acid arrow, or storm of vengeance.
  Price: +2 bonus.
  AIR ELEMENTAL POWER [SYNERGY]
  An air elemental power weapon allows its wielder to 
  summon forth a powerful air elemental and communicate 
  with it in its native language.
  This creature serves the wielder both in and out of combat.
  Lore: Characters can gain the following pieces of 
  information about the air elemental power ability by 
  making Knowledge (history) checks at the appropriate 
  DCs, as given below.
  DC 20: The first air elemental power weapons were crafted 
  several thousand years ago by the elf smith Limbuth 
  Shadarrahn.
  Known for creating delicate weapons that used raw 
  elemental air to great effect, he also imbued his items with 
  devious and clever magic that mimicked the ephemeral and 
  elusive nature of his favorite element.
  DC 30: Though he was fond of the finesse with which air 
  could be manipulated, Limbuth was also fascinated with 
  the savage power it had.
  His first air elemental power creation was a composite 
  longbow he called Quickstrike, which his apprentices later 
  used as a model to create similar weapons.
  Description: An air elemental power weapon has barely 
  visible etchings of blowing clouds and eddying winds along 
  its length.
  The hilt or grip resembles puffs of clouds, and the pommel 
  or crest is set with a single clear diamond.
  An air elemental power weapon feels lighter than most 
  comparable weapons.
  When used to summon an air elemental, it seems to 
  become temporarily insubstantial, as though made of 
  moving air.
  Prerequisite: The air elemental power ability can be added 
  only to a weapon that already has the shock ability or the 
  shocking burst ability.
  Activation: The wielder of an air elemental power weapon 
  can summon an elemental once per day as a standard 
  action.
  Effect: A weapon with this ability allows the wielder to 
  summon a powerful air elemental ally.
  The exact kind of air elemental summoned depends on the 
  potency of the special ability.
  The least powerful version summons a Large elemental, 
  and more powerful versions summon Huge, greater, or 
  elder air elementals.
  The amount of time that the elemental remains on a plane 
  other than its native one depends on its kind, as follows.
  The elemental can be dismissed before its duration expires, 
  but doing so wastes the unused rounds.
  The wielder can communicate with the summoned 
  elemental as if fluent in the Auran language.
  He can give the elemental direction and suggest tactics in 
  battle, or even induce it to provide services other than 
  battle.
  For example, an elemental summoned with an air 
  elemental power weapon can cause a distraction using its 
  whirlwind ability, carry the wielder and his allies through 
  the air, or perform special combat maneuvers, such as the 
  aid another action.
  Aura/Caster Level: Moderate or strong conjuration; CL 
  11th (Large), 13th (Huge), 15th (greater), or 17th (elder).
  Construction: Craft Magic Arms and Armor plus call 
  lightning or lightning bolt plus summon monster VI (Large), 
  summon monster VII (Huge), summon monster VIII (greater), 
  or summon monster IX (elder).
  
  925
  Price: +1 bonus (Large), +2 bonus (Huge), +3 bonus 
  (greater), or +4 bonus (elder).
  BRUTAL SURGE
  Brutal surge weapons deal crushing blows and occasionally 
  imbue a strike with a blast of magical force that hurls the 
  affected creature away from the wielder.
  Most wielders of brutal surge weapons are physically 
  powerful warriors, but smaller, swifter characters find them 
  useful for their ability to drive away a dangerous creature 
  long enough to allow a quick escape.
  Description: Weapons with the brutal surge ability are 
  broader and thicker than normal versions, and they usually 
  have darker coloring as well.
  For example, a brutal surge spear has a dark, nearly charred 
  wooden haft and a head made of blackened iron.
  The heavy blades and shafts of these weapons enable them 
  to deliver abnormally powerful blows.
  Activation: Activating a weapon with this ability is a swift 
  action that must occur immediately after the wielder makes 
  a successful melee attack.
  (See page 237 for the definition of a swift action).
  Effect: Once per day, upon a successful melee attack, the 
  brutal surge weapon can initiate a bull rush attempt in 
  addition to dealing its normal damage.
  The attempt does not provoke attacks of opportunity and is 
  resolved using the wielder’s size, Strength, and other 
  relevant characteristics.
  A character who wields a brutal surge weapon in two hands 
  gains a +2 bonus on the bull rush attempt.
  If successful, the bull rush pushes the affected creature 
  back the greatest possible distance allowed by the result of 
  the opposed check, but the wielder does not move along 
  with the target.
  Movement caused by this bull rush attempt provokes 
  attacks of opportunity normally, except that it never allows 
  the wielder of the brutal surge weapon an attack of 
  opportunity against the affected creature.
  Only slashing and bludgeoning melee weapons can have 
  the brutal surge ability.
  Aura/Caster Level: Moderate evocation; CL 7th.
  Construction: Craft Magic Arms and Armor, Bigby’s forceful 
  hand.
  Price: +2,000 gp.
  CAUSTIC SURGE
  A caustic surge weapon spews forth a deadly burst of acid 
  for a short time each day.
  Caustic surge weapons are generally favored by characters 
  who prefer to strike from hiding, or by those who make a 
  practice of breaking into secured areas.
  The weapon’s ability to deliver damage quickly works well 
  with the sneak attack ability, and the fact that acid quickly 
  and quietly damages objects such as doors or locks can 
  prove very useful to a stealthy cat burglar or a quick-
  striking thug.
  Description: Caustic surge weapons typically have a sickly 
  green tint, and many are of unusual design.
  A bladed weapon with this property, for example, typically 
  has an exotic wavy blade rather than a straight one.
  In addition, a caustic surge weapon bears a single green 
  gem, such as an emerald.
  Activation: Activating a weapon with this ability is a swift 
  action that must occur immediately after the wielder makes 
  a successful melee attack.
  (See page 237 for the definition of a swift action).
  Effect: On a successful melee attack, the wielder can cause 
  the weapon to expel its acidic burst, which deals an extra 
  2d6 points of acid damage to the target.
  This acid does not harm the wielder.
  This ability is usable a number of times per day equal to the 
  wielder’s Constitution bonus.
  Aura/Caster Level: Moderate evocation; CL 5th.
  Construction: Craft Magic Arms and Armor, Melf’s acid 
  arrow.
  Price: +2,000 gp.
  CORROSIVE
  A corrosive weapon harnesses the effects of acid, burning 
  enemies with every blow.
  Description: The surface of a corrosive weapon looks dark 
  and pitted, and the portion that deals damage to foes 
  actually appears fragile, as if the first blow might break it.
  This appearance is deceptive, however, since the weapon is 
  as strong as any other magic weapon.
  When activated, a corrosive weapon becomes slick with a 
  thick layer of acidic fluid.
  Small drops fall from its surface to the ground, hissing as if 
  in anticipation of combat.
  Activation: Activating or deactivating the corrosive ability 
  is a standard action.
  Effect: A corrosive weapon deals an extra 1d6 points of acid 
  damage on each successful hit.
  The wielder takes no damage from the corrosive properties 
  of the acid coating the weapon.
  Once activated, the effect lasts as long as the wielder 
  desires.
  Bows, crossbows, and slings with this ability bestow the 
  acid energy upon their ammunition.
  Aura/Caster Level: Moderate conjuration; CL 10th.
  Construction: Craft Magic Arms and Armor and acid fog,
  acid storm, Melf’s acid arrow, or storm of vengeance.
  Price: +1 bonus.
  DEFENSIVE SURGE
  Weapons with this special ability protect the wielder at 
  crucial moments or during particularly desperate 
  encounters.
  Description: Weapons with the defensive surge quality are 
  thicker and heavier than normal versions.
  Regardless of their appearance, defensive surge weapons 
  feel well balanced in the hands of any wielder.
  This trait does not allow a nonproficient wielder to use the 
  weapon any better than he normally could, but anyone who 
  handles the weapon knows that it’s special in some way.
  Activation: Activating a weapon with this ability is a swift 
  action that must occur immediately after the wielder makes 
  a successful melee attack.
  (See page 237 for the definition of a swift action).
  Effect: During any round in which the wielder uses the 
  Combat Expertise feat or fights defensively, he can trigger 
  the sword’s magic and gain an additional +2 bonus to 
  Armor Class.
  
  926
  During a round in which he takes the total defense option, 
  he gains an additional +4 bonus to Armor Class.
  This ability is usable a number of times per day equal to the 
  wielder’s Charisma bonus.
  Aura/Caster Level: Moderate abjuration; CL 5th.
  Construction: Craft Magic Arms and Armor, shield.
  Price: +2,000 gp.
  EARTH ELEMENTAL POWER 
  [SYNERGY]
  Much like an air elemental power weapon, a weapon with 
  this ability allows the wielder to call forth a powerful ally to 
  aid him in battle.
  In this case, the ally takes the form of an earth elemental, 
  which the wielder directs as desired.
  Lore: Characters can gain the following pieces of 
  information about the earth elemental power ability by 
  making Knowledge (history) checks at the appropriate 
  DCs, as given below.
  DC 20: The first earth elemental power weapon was 
  designed by the dwarf weaponsmith Daergal Ebonforge, 
  who wanted a weapon capable of calling forth a powerful 
  ally in battle.
  DC 30: Ebonforge based his work on, of all things, the work 
  of the elf smith Limbuth Shadarrahn.
  Daergal’s first earth elemental power weapon, the mighty 
  war hammer known as Thunderstone, has achieved near-
  legendary status among some dwarf clans.
  It was lost nearly a thousand years ago when its last bearer 
  was slain in a war against the drow, but dwarf adventurers 
  are still mounting fruitless quests to locate it.
  Description: Earth elemental power weapons are sturdily 
  crafted, much like the elementals they summon.
  Even the most elegant one appears thicker of blade or haft 
  than normal, and the weapon is decorated with earth like 
  motifs.
  A single emerald is always set in the pommel or grip.
  An earth elemental power weapon gives its wielder an 
  added feeling of stability.
  When it is used to summon an elemental ally, its surface 
  seems to grow craggy and rocky, roiling as if an avalanche 
  had spilled down its length.
  Prerequisite: The earth elemental power ability can be 
  added only to a weapon that already has the corrosive 
  ability or the acidic burst ability (both described above).
  Activation: The wielder of an earth elemental power 
  weapon can summon an earth elemental once per day as a 
  standard action.
  Effect: A weapon with this ability allows the wielder to 
  summon a powerful earth elemental ally.
  The exact kind of earth elemental summoned depends on 
  the potency of the special ability.
  The least powerful version summons a Large elemental, 
  and more powerful versions summon Huge, greater, or 
  elder earth elementals.
  The amount of time that the elemental remains on a plane 
  other than its native one depends on its kind, as follows.
  The elemental can be dismissed before its duration expires, 
  but doing so wastes any unused rounds.
  The wielder can communicate with the summoned 
  elemental as if fluent in the Terran language.
  He can give the elemental direction and suggest tactics in 
  battle, or even induce it to provide services other than 
  battle.
  For example, an elemental summoned with an earth 
  elemental power weapon can break down a wall, perform 
  reconnaissance using its earth glide ability, or perform 
  special combat maneuvers, such as the aid another action.
  Aura/Caster Level: Moderate or strong conjuration; CL 
  11th (Large), 13th (Huge), 15th (greater), or 17th (elder).
  Construction: Craft Magic Arms and Armor plus acid fog or 
  Melf’s acid arrow plus summon monster VI (Large), summon 
  monster VII (Huge), summon monster VIII (greater), or 
  summon monster IX (elder).
  Price: +1 bonus (Large), +2 bonus (Huge), +3 bonus 
  (greater), or +4 bonus (elder).
  FIERCEBANE [SYNERGY]
  A bane weapon with this ability deals even more 
  devastating attacks against the designated creatures than 
  usual.
  Lore: Characters can gain the following pieces of 
  information about the fiercebane ability by making 
  Knowledge (history) or Knowledge (arcana) checks at the 
  appropriate DCs, as given below.
  DC 20: Few rangers acquire the skills needed to create 
  magic items, but the gnome ranger Tir Hearthand had 
  learned to hate orcs at an early age.
  Unsatisfied with normal orc bane weapons, he devoted the 
  last half of his life to creating the ultimate weapon for 
  slaying orcs.
  DC 30: The first fiercebane weapon was an orc bane scimitar 
  sized for a gnome and named Hearthand, after its creator.
  Tir Hearthand wielded this weapon for many years, and it 
  eventually achieved a near-legendary status.
  Gnomes with an interest in weaponcraft now believe it to 
  be a potent artifact capable of striking dead any orc that 
  even sets eyes upon it.
  Hearthand is believed to have been lost in the dark hills 
  near the long-dead orc kingdom where Tir Hearthand met 
  his end.
  Description: Carved into the pommel or handle of a 
  fiercebane weapon is a single rune in the Gnome language 
  that represents the foe the weapon is dedicated to slaying.
  When one of these weapons strikes its bane enemy, it 
  begins to emit a low, eager hum that the wielder feels 
  thrumming in her hand, as if the weapon were actually 
  feeding off the lifeblood of its enemy.
  Energy pulses along the weapon in barely visible waves 
  while it fights the foes it was intended to destroy.
  Activation: Like the bane special ability, the fiercebane 
  ability is always active.
  
  927
  The weapon must be wielded against the appropriate type 
  of creature to provide its benefits.
  Effect: A fiercebane weapon excels at attacking one type or 
  subtype of creature.
  It gains all the benefits that a bane weapon has against its 
  designated foe, plus a few more.
  A fiercebane weapon glows when its designated foe comes 
  within 100 feet, even if the wielder cannot see or detect it.
  In addition, a fiercebane weapon deals extra damage on a 
  successful critical hit.
  The amount depends on its critical multiplier, as follows.
  Bows, crossbows, and slings with this ability bestow the 
  fiercebane ability upon their ammunition.
  Aura/Caster Level: Strong conjuration; CL 12th.
  Construction: Craft Magic Arms and Armor, summon 
  monster I.
  Price: +2 bonus.
  FIRE ELEMENTAL POWER
  [SYNERGY]
  A fire elemental power weapon allows its wielder to 
  summon forth a powerful fire elemental and communicate 
  with it in its native language.
  This creature serves the wielder both in and out of combat.
  Lore: Characters can gain the following pieces of
  information about the fire elemental power ability by 
  making Knowledge (history) or Knowledge (arcana) checks 
  at the appropriate DCs, as given below.
  DC 20: Revelh Gnockrian was a young half-elf apprenticed 
  to the master elf weaponsmith Limbuth Shadarrahn, who 
  made the first air elemental power weapon.
  A promising student, Revelh quickly decided that elements 
  other than air could be harnessed in a similar fashion.
  DC 30: Known among his fellow apprentices as 
  Flametongue, both for his favorite sort of weapon and for 
  the trouble his human temper could lead him into, Revelh 
  began to experiment with flaming weapons.
  He was the first to discover that the processes used to 
  create one sort of elemental power weapon could not be 
  used to create another sort.
  So using new methods and techniques, he constructed the 
  first fire elemental power weapon—a longsword called 
  Scorch.
  Description: A fire elemental power weapon is flashy and 
  ostentatious compared with other weapons of the same 
  basic type.
  Flames are etched into its blade or handle, and graven or 
  molded flames figure prominently in other aspects of its 
  design.
  The pommel or crest is always set with a single ruby.
  A fire elemental power weapon seems to crackle when 
  wielded.
  As it cuts through the air, the wielder hears the faint roar of 
  flames and smells a hint of smoke.
  When used to summon a fire elemental, the weapon 
  appears to become liquid flame, although it does not burn 
  the wielder.
  Prerequisite: The fire elemental power ability can be added 
  only to a weapon that already has the flaming ability or the 
  flaming burst ability.
  Activation: The wielder of a fire elemental power weapon 
  can summon a fire elemental once per day as a standard 
  action.
  Effect: A weapon with this ability allows the wielder to 
  summon a powerful fire elemental ally.
  The exact kind of fire elemental summoned depends on the 
  potency of the special ability.
  The least powerful version summons a Large elemental, 
  and more powerful versions summon Huge, greater, or 
  elder fire elementals.
  The amount of time that the elemental remains on a plane 
  other than its native one depends on its kind, as follows.
  The elemental can be dismissed before its duration expires, 
  but doing so wastes the unused rounds.
  The wielder can communicate with the summoned 
  elemental as if fluent in the Ignan language.
  He can give the elemental direction and suggest tactics in 
  battle, or even induce it to provide services other than 
  battle.
  For example, an elemental summoned with a fire elemental 
  power weapon can burn through a door, set a field alight, or 
  perform special combat maneuvers, such as the aid another 
  action.
  Aura/Caster Level: Moderate or strong conjuration; CL 
  11th (Large), 13th (Huge), 15th (greater), or 17th (elder).
  Construction: Craft Magic Arms and Armor plus flame 
  blade, flame strike, or fireball plus summon monster VI (Large), 
  summon monster VII (Huge), summon monster VIII (greater), 
  or summon monster IX (elder).
  Price: +1 bonus (Large), +2 bonus (Huge), +3 bonus 
  (greater), or +4 bonus (elder).
  FLAMING SURGE
  A flaming surge weapon flares with dangerous bursts of 
  flame at its wielder’s command, burning any creatures hit 
  by its deadly fire.
  Description: Flaming surge weapons typically have wavy 
  blades, or heads or points that resemble flames caught and 
  held within solid metal forms.
  Its metal surfaces easily catch and reflect the light of any 
  open flame and seem to move subtly with the fire.
  In addition, a flaming surge weapon is adorned with red or 
  orange gems, such as rubies or amber, that flash like fire 
  when the weapon is wielded.
  Activation: Activating a weapon with this ability is a swift 
  action that must occur immediately after the wielder makes 
  a successful melee attack.
  (See page 237 for the definition of a swift action).
  
  928
  Effect: On a successful melee attack, the wielder can cause 
  the weapon to burst into flames, which deal an extra 2d6 
  points of fire damage to the target.
  This fire does not harm the wielder.
  This ability is usable a number of times per day equal to the 
  wielder’s Constitution bonus.
  Aura/Caster Level: Moderate evocation; CL 5th.
  Construction: Craft Magic Arms and Armor plus flame 
  blade, flame strike, or fireball.
  Price: +2,000 gp.
  HOLY SURGE
  Holy surge weapons carry the power of pure good within 
  them, and their wielders use this energy to deal extra 
  damage to evil foes.
  While paladins and martially oriented clerics of good 
  deities do prize these weapons, they tend to prefer the rare 
  and coveted holy weapons.
  On the other hand, detectives, sentries, investigators, and 
  other heroes who know how to drop a vulnerable foe with a 
  few well-placed attacks find holy surge weapons extremely 
  handy.
  Description: These blessed weapons combine graceful 
  artistry with deadly function.
  Many are decorated with the holy symbols of good gods 
  whose portfolios have martial aspects.
  Characters who serve gods of valor, honor, and the like 
  craft these weapons for themselves and for others who 
  share their values.
  Activation: Activating a weapon with this ability is a swift 
  action that must occur immediately after the wielder makes 
  a successful melee attack.
  (See page 237 for the definition of a swift action).
  Effect: On a successful melee attack, the wielder of a holy 
  surge weapon causes it to give off a burst of holy energy 
  that deals an extra 2d6 points of holy damage to an evil foe.
  If used against a nonevil creature, it deals no additional 
  damage, and that use of the ability is wasted.
  This ability is usable a number of times per day equal to the 
  wielder’s Charisma bonus.
  Aura/Caster Level: Moderate evocation; CL 11th.
  Construction: Craft Magic Arms and Armor plus holy smite 
  or holy word.
  Price: +2,000 gp.
  ICY SURGE
  An icy surge weapon emits bursts of dangerous freezing 
  cold at its wielder’s command, delivering a deadly magical 
  chill to foes.
  Characters who wish to strike from hiding or with surprise 
  covet such weapons.
  Although an icy surge weapon might prove less powerful in 
  a long, drawn-out combat than one with the frost ability, 
  any character who can fell a foe with a few well-placed 
  sneak attacks profits from the weapon’s ability to deliver 
  damage at a faster rate.
  Description: An icy surge weapon usually has a slender 
  blade with a very subtle blue tint that grows more 
  pronounced in areas with low ambient temperatures.
  In a tropical clime, an icy surge weapon looks almost 
  normal, but in the midst of a frozen tundra or deep within 
  an icy cave, it has a distinct pale blue sheen that seems to 
  come from within the metal.
  Portions of the weapon made from wood or other 
  nonmetallic materials do not display this blue tint.
  In addition, an icy surge weapon is adorned with sapphires 
  or light blue diamonds.
  Activation: Activating a weapon with this ability is a swift 
  action that must occur immediately after the wielder makes 
  a successful melee attack.
  (See page 237 for the definition of a swift action).
  Effect: On a successful melee attack, the wielder causes the 
  weapon to emit a burst of deadly chill, which deals an extra 
  2d6 points of cold damage to the target.
  This cold aura does not harm the wielder.
  This ability is usable a number of times per day equal to the 
  wielder’s Charisma bonus.
  Aura/Caster Level: Moderate evocation; CL 5th.
  Construction: Craft Magic Arms and Armor plus chill metal 
  or ice storm.
  Price: +2,000 gp.
  ILLUSION BANE
  This weapon special ability allows the wielder to pierce the 
  veil of illusion surrounding her foes and see them as they 
  truly are.
  Creatures with poor ability to resist insidious illusions tend 
  to favor illusion bane weapons.
  Lore: Characters can gain the following pieces of 
  information about the illusion bane ability by making 
  Gather Information checks at the appropriate DCs, as given 
  below.
  DC 20: A sect of the church of St. Cuthbert whose members 
  despised illusions and those who used them originally 
  created the illusion bane ability.
  An illusion bane weapon allows its wielder to destroy 
  protective illusions.
  DC 25: An illusion bane weapon functions much like the 
  dispel magic spell, but only against illusion effects active on a 
  creature struck by the weapon.
  Illusion bane weapons are characterized by simple black 
  iron ornamentation along the handles or crosspieces.
  Description: An illusion bane weapon strikes to the heart of 
  the matter, dispelling illusions that protect creatures from 
  harm.
  As such, it is typically quite simple in design.
  Black iron and adamantine are favored materials for 
  illusion bane weapons, and some symbology of St. Cuthbert 
  is worked into the design as a form of homage to the 
  original creators.
  Wielders of illusion bane weapons claim that they feel 
  more focused than ever before in their quests and pursuits, 
  as if the weapons help them see situations more clearly.
  This added focus is not a property of the weapon, but rather 
  a side effect of the confidence that wielding such a weapon 
  brings.
  When used to destroy an illusion, an illusion bane weapon 
  shimmers with power in an effect reminiscent of heat 
  waves, as if the weapon were burning away the magical 
  energy of the illusory effect.
  Activation: An illusion bane weapon can be activated upon 
  striking a creature affected by illusion magic, or when 
  touched to an illusion.
  
  929
  Within these limitations, the wielder decides when to 
  activate the illusion bane ability, which is usable only once 
  per day.
  If it is used against a creature not under the influence of 
  illusion magic, or against a perceived but not actual illusion, 
  it has no effect, but the use is not wasted for the day.
  Effect: The wielder of an illusion bane weapon has no miss 
  chance with it against a creature affected by any illusion 
  magic that normally provides one (such as blur or 
  displacement), even if a magic item generates the effect.
  In addition, a successful hit with such a weapon allows the 
  wielder to attempt an immediate dispel check (1d20+10) to 
  dispel any illusion magic currently affecting the target—
  whether or not the blow deals any damage.
  This effect is a targeted dispel, but it functions only against 
  illusion magic.
  Thus, the wielder makes a check for each illusion spell 
  affecting the target.
  Alternatively, the wielder can attempt to dispel a single 
  illusion by touching it with the illusion bane weapon.
  For example, touching a silent image spell (or an image 
  generated by the mirror image spell) with the weapon 
  subjects it to the dispel check immediately.
  A successful check dispels the illusion, so dispelling one 
  mirror image ends the spell entirely for the target creature.
  Such a use of an illusion bane weapon still counts as a use of 
  the weapon’s dispel ability.
  Aura/Caster Level: Moderate abjuration and divination; CL 
  10th.
  Construction: Craft Magic Arms and Armor, true seeing,
  dispel magic.
  Price: +7,000 gp.
  ILLUSION THEFT [SYNERGY]
  An illusion theft weapon is similar to an illusion bane 
  weapon, except that its propensity for disrupting illusions 
  is matched by its ability to reproduce them.
  The wielder of such a weapon can transfer the power of 
  beneficial illusions to himself.
  Description: An illusion theft weapon looks much like an 
  illusion bane weapon with its simple design and dark metal 
  construction.
  The difference is that an illusion theft weapon always has a 
  cut and polished piece of quartz set in the pommel or crest.
  When activated, an illusion theft weapon thrums with 
  power that resembles heat waves.
  When used to activate a stored illusion, it shifts and jumps 
  within the wielder’s grip, as if eager to unleash its power.
  Prerequisite: The illusion theft ability can be added only to 
  a weapon that already has the illusion bane special ability.
  Activation: The illusion bane special ability can be activated 
  in the normal fashion.
  Activating an illusion spell stored within the weapon (see 
  below) takes a standard action.
  Once a stored illusion spell has been discharged, the 
  wielder cannot activate the illusion theft ability until he has 
  successfully dispelled another illusion, which is then stored 
  within the weapon.
  Unlike a spell storing weapon, an illusion theft weapon 
  need not actually strike a creature to activate the stored 
  spell.
  Effect: The first illusion spell that an illusion theft weapon 
  successfully dispels (because of its illusion bane ability) is 
  automatically stored within it.
  This ability functions like spell storing, except that the 
  illusion theft weapon is not limited to storing a 3rd-level or 
  lower spell.
  An illusion theft weapon can store only one spell at a time.
  A spell cannot be cast into the weapon; it can store only a 
  spell that it has actually dispelled with a touch.
  The stored spell is preserved as originally cast in every way, 
  except that its duration is effectively arrested at its most 
  recent point.
  The wielder immediately becomes aware of its remaining 
  duration as soon as it is stored, and he can activate it at any 
  time.
  When the spell is activated, the duration begins passing 
  again as if no time had passed.
  Aura/Caster Level: Strong evocation (plus illusion if the 
  weapon currently stores a spell); CL 17th.
  Construction: Craft Magic Arms and Armor, true seeing,
  dispel magic.
  Price: +3 bonus.
  INCORPOREAL BINDING [SYNERGY]
  Adventurers—particularly those who hunt undead—favor 
  the ghost touch weapon special ability because it 
  consistently allows a weapon to damage creatures that are 
  mostly immune to physical attacks.
  However, ghost touch weapons are really valuable only to 
  those who wield them directly.
  Realizing this drawback, a clever smith of long ago 
  rationalized that a ghost touch weapon would be much 
  more potent if it could extend some benefit to the wielder’s 
  allies as well.
  Description: An incorporeal binding weapon is always 
  misty gray in color, even if the base material used in its 
  construction has a distinct color of its own (such as 
  adamantine).
  The weapon is simple in design, with no special frills or 
  ornamentation.
  When an incorporeal binding weapon strikes an 
  incorporeal creature, it temporarily anchors the target 
  entity more firmly to the material world.
  In so doing, it emits a single pulse of gray energy and seems 
  to slow for a fraction of a second while passing through the 
  creature’s body.
  The wielder is aware of this slowing effect, but it doesn’t 
  actually hamper his combat ability.
  Prerequisite: The incorporeal binding ability can be added 
  only to a weapon that already has the ghost touch special 
  ability.
  Activation: The incorporeal binding ability activates 
  automatically whenever the weapon strikes an incorporeal 
  creature.
  Effect: An incorporeal creature damaged by this weapon 
  loses the benefit of its incorporeal miss chance (50%) for 1 
  round.
  It also does not benefit from its normal 50% chance to 
  ignore damage from spells originating from a corporeal 
  source.
  It does, however, retain all other benefits of incorporeality, 
  including immunity to all nonmagical attack forms, the 
  
  930
  ability to pass through solid objects, and a deflection bonus 
  to AC equal to its Charisma bonus (if any).
  Aura/Caster Level: Moderate abjuration; CL 9th.
  Construction: Craft Magic Arms and Armor, plane shift,
  dimensional anchor.
  Price: +3 bonus.
  LIGHTNING SURGE
  A lighting surge weapon exudes a deadly spark at its 
  wielder’s command, scorching its target with electrical 
  energy.
  Like other surge weapons, it is an excellent choice for a 
  character who likes to strike from hiding or finish off 
  opponents with one or two well-placed attacks.
  Description: Lightning surge weapons occasionally crackle 
  with tiny sparks of electrical energy, but they have no other 
  physical traits that reflect their true nature.
  Activation: Activating a weapon with this ability is a swift 
  action that must occur immediately after the wielder makes 
  a successful melee attack.
  (See page 237 for the definition of a swift action).
  Effect: On a successful melee attack, the wielder causes the 
  weapon to emit a jolt of electrical energy, which deals an 
  extra 2d6 points of electricity damage to the target.
  This electrical energy does not harm the wielder.
  This ability is usable a number of times per day equal to the 
  wielder’s Charisma bonus.
  Aura/Caster Level: Moderate evocation; CL 5th.
  Construction: Craft Magic Arms and Armor plus call 
  lightning or lightning bolt.
  Price: +2,000 gp.
  SUDDEN STUNNING
  Weapons with the sudden stunning ability can, to put it 
  simply, knock their targets into next week.
  Description: A sudden stunning weapon is usually broad 
  and heavy compared to other weapons of its kind.
  It displays a rough but solid craftsmanship that speaks of 
  straightforward functionality.
  Activation: Activating a weapon with this ability is a swift 
  action that must occur immediately after the wielder makes 
  a successful melee attack.
  (See page 237 for the definition of a swift action).
  Effect: On a successful melee attack, the wielder causes the 
  weapon to emit a surge of magical energy.
  Unless the target succeeds on a Reflex save (DC 10 + 1/2 
  wielder’s level + wielder’s Cha modifier), it is stunned for 
  1d4+1 rounds.
  This ability is usable a number of times per day equal to the 
  wielder’s Charisma bonus.
  Aura/Caster Level: Moderate enchantment; CL 9th.
  Construction: Craft Magic Arms and Armor, hold monster.
  Price: +2,000 gp.
  UNHOLY SURG
  Unholy surge weapons carry the power of pure evil within 
  them, and their wielders use this energy to deal extra 
  damage to good foes.
  Blackguards, thugs, and other servants of evil prize these 
  weapons for their insidious ability to deliver a significant 
  amount of harm to a good creature with just a few blows.
  Description: These vile weapons usually have an abundance 
  of menacing features—typically jagged spikes, skulls, and 
  other macabre designs.
  Many are decorated with the holy symbols of evil gods 
  whose portfolios have martial aspects.
  Characters who serve gods of murder, strife, and the like 
  craft these weapons for themselves and for others who 
  share their foul desires.
  Activation: Activating a weapon with this ability is a swift 
  action that must occur immediately after the wielder makes 
  a successful melee attack.
  (See page 237 for the definition of a swift action).
  Effect: On a successful melee attack, the wielder of an 
  unholy surge weapon causes it to give off a burst of unholy 
  energy that deals an extra 2d6 points of unholy damage to a 
  good foe.
  If used against a nongood creature, it deals no additional 
  damage, and that use of the ability is wasted.
  This ability is usable a number of times per day equal to the 
  wielder’s Charisma bonus.
  Aura/Caster Level: Moderate evocation; CL 11th.
  Construction: Craft Magic Arms and Armor plus unholy 
  blight or unholy word.
  Price: +2,000 gp.
  WATER ELEMENTAL POWER 
  [SYNERGY]
  Like other weapons of elemental power, a weapon with this 
  ability allows the wielder to call forth a powerful ally to aid 
  him in battle.
  In this case, the ally takes the form of a water elemental, 
  which the wielder directs as desired.
  Lore: Characters can gain the following pieces of 
  information about the water elemental power ability by 
  making Knowledge (arcana) or Knowledge (history) checks 
  at the appropriate DCs, as given below.
  DC 20: The half-elf weaponsmith Revelh Gnockrian did not 
  cease his efforts to harness the elements into weapons with 
  the creation of the first fire elemental weapon.
  Shortly thereafter, he turned his attention the flowing, 
  rhythmic, yet still unpredictable element of water.
  Once again, he used new techniques that were especially 
  suited to the element in question.
  DC 30: The fact that Revelh had taken on a number of 
  human apprentices over the years distanced him from the 
  elven community he called home, and as his research 
  progressed, both his business and his health suffered.
  Upon completing the first water elemental power 
  weapon—a fierce spiked chain that he named Surge—he 
  bequeathed it to his eldest son, then gasped his last breath.
  Description: Water elemental power weapons look as if 
  water were flowing along their surfaces, although they are 
  as solid as any other weapons.
  Each weapon with this quality seems to have a faint blue 
  cast, and the handle or grip is decorated with images of 
  breaking waves.
  The pommel or crest is set with a single sapphire.
  When it is used to summon an elemental ally, the weapon’s 
  surface seems to become pure water for just a moment, and 
  the sound of surf fills the wielder’s ears.
  
  931
  Prerequisite: The water elemental power ability can be 
  added only to a weapon that already has the frost or icy 
  burst special ability.
  Activation: The wielder of a water elemental power weapon 
  can summon a water elemental once per day as a standard 
  action.
  Effect: A weapon with this ability allows the wielder to 
  summon a powerful water elemental ally.
  The exact kind of water elemental summoned depends on 
  the potency of the special ability.
  The least powerful version summons a Large elemental, 
  and more powerful versions summon Huge, greater, or 
  elder water elementals.
  The amount of time that the elemental remains on a plane 
  other than its native one depends on its kind, as follows.
  The elemental can be dismissed before its duration expires, 
  but doing so wastes any unused rounds.
  The wielder can communicate with the summoned 
  elemental as if fluent in the Aquan language.
  He can give the elemental direction and suggest tactics in 
  battle, or even induce it to provide services other than 
  battle.
  For example, an elemental summoned with a water 
  elemental power weapon can suck enemies into a 
  whirlpool, extinguish a flame, or perform special combat 
  maneuvers, such as the aid another action.
  Aura/Caster Level: Moderate or strong conjuration; CL 
  11th (Large), 13th (Huge), 15th (greater), 17th (elder).
  Construction: Craft Magic Arms and Armor plus chill metal 
  or ice storm plus summon monster VI (Large), summon monster 
  VII (Huge), summon monster VIII (greater), or summon 
  monster IX (elder).
  Price: +1 bonus (Large), +2 bonus (Huge), +3 bonus 
  (greater), or +4 bonus (elder).
  DUNGEONSCAPE (3.5)
  SWARMSTRIKE
  Standard weapons are not terribly effective at dealing with 
  insect swarms, but a weapon that has the swarmstrike 
  special ability is much more capable of killing the pests.
  Description: A swarmstrike weapon is slightly flexible so 
  that you can swing it quickly enough to swat the insects 
  that make up most swarms.
  Arrows or bolts that have this special ability are crafted 
  with a wide, flat head that resembles a shovel.
  The ammunition splatters bugs on its leading edge as it 
  passes through the swarm’s space.
  Activation: The swarmstrike ability activates automatically 
  when you attack a creature of the swarm subtype.
  No other action on your part is required.
  Effect: When used to attack creatures of the swarm subtype, 
  the weapon’s enhancement bonus increases by 2.
  Further, a swarmstrike weapon deals lethal damage against 
  a creature of the swarm subtype, regardless of the size of the 
  component creatures or the type of damage dealt by the 
  weapon.
  Aura/Caster Level: Moderate abjuration; CL 7th.
  Construction: Craft Magic Arms and Armor, repel vermin.
  Price: +1 bonus.
  ENEMIES AND ALLIES (3.0)
  WRATHFUL HEALING
  This enchantment can only be placed on a melee weapon, 
  creating positive energy that flows to its wielder.
  When the weapon deals damage to a creature, the wielder 
  heals a number of hit points equal to half the damage dealt.
  If the wielder already has full hit points, there is no effect.
  Because the weapon channels positive energy, it damages 
  an undead wielder instead.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, regenerate; Market Price: +3 bonus.
  EXPANDED PSIONICS 
  HANDBOOK (3.5)
  BODYFEEDER
  All feeder weapons have a special ability that functions only 
  upon scoring a successful critical hit.
  A bodyfeeder weapon grants its wielder temporary hit 
  points equal to the total damage dealt by a successful 
  critical hit.
  These temporary hit points last for 10 minutes.
  Thus, if the wielder of a bodyfeeder weapon successfully 
  scores a critical hit while the wielder still enjoys temporary 
  hit points from a previous critical hit, the wielder gains 
  only the better of the two values: Either his current number 
  of temporary hit points, or the new influx of temporary hit 
  points, whichever is higher.
  Strong psychometabolism; ML 12th; Craft Psionic Arms 
  and Armor, claws of the vampire; Price +3 bonus.
  COLLISION
  Collision weapons psionically increase their own mass at 
  the end point of each swing or shot.
  Such weapons deal an extra 5 points of damage on each 
  successful strike, in addition to the weapon’s enhancement 
  bonus.
  Bows, crossbows, and slings bestow the extra damage upon 
  their ammunition.
  Moderate metacreativity; ML 10th; Craft Psionic Arms and 
  Armor, matter manipulation; Price +2 bonus.
  COUP DE GRACE
  Coup de grace weapons are exceptionally dangerous.
  
  932
  On a successful critical hit, the foe must succeed on a DC 
  27 Will save or be paralyzed for 1 round.
  While this ability does work on creatures that are immune 
  to extra damage from critical hits, it does not work on 
  creatures without an Intelligence score.
  Bows, crossbows, and slings bestow this ability on their 
  ammunition.
  Strong telepathy; ML 19th; Craft Psionic Arms and Armor, 
  psionic dominate; Price +5 bonus.
  DISLOCATOR
  The wielder of this kind of weapon can attempt to dislocate 
  a designated foe up to three times per day.
  On a successful hit, the foe must succeed on a DC 17 Will 
  save or be teleported 1–100 miles in a random direction.
  If the weapon misses, the use is wasted.
  Bows, crossbows, and slings bestow this ability on their 
  ammunition.
  Strong psychoportation; ML 12th; Craft Psionic Arms and 
  Armor, psionic teleport; Price +3 bonus.
  DISSIPATER
  This kind of weapon is devastating to creatures and objects 
  composed of or originally formed from ectoplasm (such as 
  astral constructs, walls of ectoplasm, creatures in 
  ectoplasmic form, and items created using the 
  metacreativity discipline).
  Against qualifying targets, a dissipater weapon ignores 
  damage reduction and hardness, and treats all successful 
  hits as critical hits.
  Strong metacreativity; ML 12th; Craft Psionic Arms and 
  Armor, dismiss ectoplasm; Price +1 bonus.
  GREAT DISLOCATOR
  The wielder of this kind of weapon can attempt to greatly 
  dislocate a designated foe up to three times per day.
  On a successful hit, the foe must succeed on a DC 20 Will 
  save or be cast into a random alternate plane of existence 
  (such as the Astral Plane, the Plane of Shadow, or even the 
  Abyss).
  If the weapon misses, the use is wasted.
  Bows, crossbows, and slings bestow this ability upon their 
  ammunition.
  Strong psychoportation; ML 12th; Craft Psionic Arms and 
  Armor, psionic plane shift; Price +4 bonus.
  LUCKY
  A lucky weapon offers a second chance at success.
  Once per day, the wielder can reroll a failed attack roll 
  (whether a single attack or one in a series of multiple 
  attacks) as a free action.
  The rerolled attack uses the same bonuses or penalties as 
  the missed roll.
  Moderate clairsentience; ML 8th; Craft Psionic Arms and 
  Armor, fate of one; Price +1 bonus.
  MANIFESTER
  This kind of weapon generates 5 power points once per day 
  that the wearer can use when manifesting a power he 
  knows.
  These power points must all be used on the same power.
  As usual, a psionic character cannot pay a power’s cost with 
  power points from more than one source, so the power 
  points in the shield must be used for discrete 
  manifestations.
  Moderate clairsentience; ML 8th; Craft Psionic Arms and 
  Armor, knowledge of any 3rd-level power; Price +16,000 gp.
  MINDCRUSHER
  Any psionic creature struck in combat by a mindcrusher 
  weapon loses a number of power points equal to half the 
  amount of hit point damage the weapon deals (only the 
  base damage of the weapon contributes to the power point 
  loss; additional damage from high Strength or other 
  sources does not cause additional power point loss).
  A psionic creature that is out of power points (or has none) 
  must succeed on a DC 17 Will save or take 1d2 points of 
  Wisdom damage.
  Strong psychometabolism; ML 12th; Craft Psionic Arms 
  and Armor, psychic vampire; Price +2 bonus.
  MINDFEEDER
  All feeder weapons have a special ability that functions only 
  upon scoring a successful critical hit.
  A mindfeeder weapon grants its wielder temporary power 
  points equal to the total damage dealt by a successful 
  critical hit.
  These temporary power points last for 10 minutes.
  The wielder gains power points even if the target has none 
  (effectively, its hit point damage is converted to power 
  points).
  Constructs and undead are not subject to mindfeeder 
  weapons.
  As with temporary hit points, temporary power points do 
  not stack with each other; they overlap.
  Thus, if a mindfeeder weapon successfully scores a critical 
  hit while the wielder still enjoys temporary power points 
  from a previous critical hit, the wielder gains only the 
  better of the two values: either her current number of 
  temporary power points, or the new influx of temporary 
  power points, whichever is higher.
  Strong psychometabolism; ML 15th; Craft Psionic Arms 
  and Armor, psychic vampire; Price +3 bonus.
  PARRYING
  A parrying weapon perceives an instant into the future, and 
  of its own accord resists melee and ranged attacks aimed at 
  the wielder, granting a +1 insight bonus to the wielder’s 
  Armor Class.
  The weapon is so adept at parrying that it even affects 
  incoming powers, granting the wielder a +1 insight bonus 
  on saving throws.
  The bonuses are granted whenever the wielder holds the 
  weapon, even if flat-footed.
  Faint clairsentience; ML 5th; Craft Psionic Arms and 
  Armor, defensive precognition; Price +8,000 gp.
  
  933
  POWER STORING
  A power storing weapon allows a manifester to store a 
  single targeted power of up to 5 power points in the 
  weapon.
  (The power must have a manifesting time of 1 standard 
  action).
  Any time the weapon strikes a creature and the creature 
  takes damage from it, the weapon can immediately 
  manifest the power on that creature as a swift action if the 
  wielder desires.
  (This ability is an exception to the rule that manifesting a 
  power from an item takes at least as long as manifesting 
  that power normally).
  Once the power is manifested, the weapon is empty, and a 
  manifester can imbed any other targeted power of up to 5 
  power points into it.
  The weapon telepathically whispers to the wearer the name 
  of the power currently stored within it.
  A randomly generated power storing weapon has a 50% 
  chance to have a power stored in it already.
  Strong psychokinesis; ML 12th; Craft Psionic Arms and 
  Armor, creator must be a manifester of at least 12th level; 
  Price +1 bonus.
  PSIBANE
  A psibane weapon is crafted to oppose psionic beings.
  When used against such creatures, its effective 
  enhancement bonus is 2 higher than its actual 
  enhancement bonus (so a +1 psibane longsword has a +3 
  enhancement bonus against psionic foes).
  It deals an extra 2d6 points of damage against psionic 
  opponents.
  It bestows one negative level on any psionic creature 
  attempting to wield it.
  This negative level remains as long as the weapon is in 
  hand and disappears when the weapon is no longer 
  wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way while the weapon is 
  wielded.
  Psibane bows, crossbows, and slings bestow this ability 
  upon their ammunition.
  Strong clairsentience; ML 15th; Craft Psionic Arms and 
  Armor, bend reality; Price +2 bonus.
  PSYCHIC
  A psychic weapon’s power depends on its wielder.
  In the hands of a nonpsionic creature, the weapon 
  possesses the qualities of a nonmagical, nonpsionic 
  masterwork weapon.
  When wielded by a psionic creature, this weapon has an 
  enhancement bonus based on the wielder’s current power 
  point reserve, as shown on the following table.
  The weapon’s enhancement bonus decreases as the wielder 
  spends power points, and it increases whenever the wielder 
  gains enough power points (by any means) to put his power 
  point reserve into the next higher category.
  Strong clairsentience; ML 17th; Craft Psionic Arms and 
  Armor, reality revision; Price +35,000.
  PSYCHOKINETIC
  Upon command, a psychokinetic weapon glows from the 
  inside with lethal psionic energy.
  The energy does not harm the hands that hold the weapon.
  Such a weapon deals an extra 1d4 points of damage on a 
  successful hit.
  This extra damage is ectoplasmic in nature and is not 
  affected by damage reduction.
  Bows, crossbows, and slings bestow this ability upon their 
  ammunition.
  Moderate psychokinesis; ML 10th; Craft Psionic Arms and 
  Armor, concussion blast; Price +1 bonus.
  PSYCHOKINETIC BURST
  This weapon functions as a psychokinetic weapon that also 
  releases a blast of destructive psionic energy upon scoring a 
  successful critical hit.
  In addition to the extra damage of the psychokinetic ability 
  (see above), a psychokinetic burst weapon deals an extra 
  1d6 points of damage on a successful critical hit.
  If the weapon’s critical multiplier is ×3, add 2d6 points of 
  extra damage instead, and if the multiplier is ×4, add 3d6 
  points of extra damage.
  This extra damage is ectoplasmic in nature and is not 
  affected by damage reduction.
  Bows, crossbows, and slings bestow this ability upon their 
  ammunition.
  Strong psychokinesis; ML 12th; Craft Psionic Arms and 
  Armor, concussion blast; Price +2 bonus.
  SOULBREAKER
  This weapon has a special ability that functions only upon 
  scoring a successful critical hit.
  On a successful critical hit, a soulbreaker weapon bestows 
  one negative level on the foe.
  One day after being struck, if the negative levels have not 
  been purged, the subject must succeed on a DC 18 
  Fortitude save for each negative level or lose a character 
  level.
  Strong telepathy; ML 12th; Craft Psionic Arms and Armor, 
  mindwipe; Price +3 bonus.
  
  934
  SUNDERING
  This kind of weapon allows a wielder to attack opponents’
  weapons as if he had the Improved Sunder feat.
  Faint metacreativity; ML 5th; Craft Psionic Arms and 
  Armor, Great Sunder, metaphysical weapon; Price +1 bonus.
  SUPPRESSION
  An opponent or object struck by this kind of weapon is 
  subject to a targeted dispel psionics power (see page 94).
  The wielder makes a power check (1d20 + 5 + manifester 
  level, maximum +15) against a DC of 11 + the manifester 
  level of the power to be dispelled.
  Bows, crossbows, and slings bestow this ability upon their 
  ammunition, but can do so only three times per day.
  Moderate psychokinesis ML 10th; Craft Psionic Arms and 
  Armor, dispel psionics; Price +2 bonus.
  TELEPORTING
  This ability can be imbedded only in weapons that can be 
  thrown.
  (Reroll on Table 7–6: Psionic Ranged Weapon Special 
  Abilities if this result is indicated for an inappropriate type 
  of ranged weapon).
  A teleporting weapon returns through the Astral Plane to 
  the creature that threw it.
  It teleports into the throwing creature’s empty hand in the 
  round following the round when it was thrown, just before 
  that creature’s turn.
  It is therefore ready to use again on that turn.
  Faint psychoportation; ML 5th; Craft Psionic Arms and 
  Armor, psionic dimension door; Price +1 bonus.
  FAITHS AND PANTHEONS
  (3.0)
  ENERGY AURA
  Any weapon enhanced by this special ability may add an 
  additional amount of damage from an element of the 
  wielder’s choice (acid, cold, electricity, fire, or sonic), 
  exactly as described under the flaming special property, 
  including bestowing an additional 1d6 points of damage of 
  the appropriate elemental subtype on a normal hit.
  Determining the weapon’s elemental aura is a free action 
  that may be taken no more than once per round (thus, you 
  can’t change the subtype between attacks in the same 
  round).
  Bows, crossbows, and slings with this ability bestow the 
  energy upon their ammunition.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, blindness/deafness, chill metal, flame blade, lightning 
  bolt, Melf’s acid arrow; Market Price: +3 bonus.
  EVERBRIGHT
  The sun elven smiths of Evermeet know the secret of 
  forging everbright into blades.
  These weapons are as bright and shiny as polished silver.
  They never tarnish and are immune to corrosive attacks.
  The weapon flashes with a brilliant light up to twice per day 
  upon the command of the wielder.
  All within 20 feet except the wielder must make a Reflex 
  saving throw (DC 14) or be blinded for 1d4 rounds.
  This weapon property first appeared in Magic of Faerûn.
  Caster Level: 12th; Prerequisites: Create Magic Arms and 
  Armor, spellcaster 12th level+, blindness/deafness, searing 
  light; Market Price: +2 bonus.
  IMPACT
  Any bludgeoning weapon enhanced by This ability has its 
  threat range doubled.
  For example, a quarterstaff thus enhanced scores a threat on 
  a 19–20, and a heavy flail scores a threat on a 17–20.
  This enhancement does not affect piercing or slashing 
  weapons.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, weapon of impact; Market Price: +1 bonus.
  IMPACT
  Any bludgeoning weapon enhanced by this ability has its 
  threat range doubled.
  For example, a quarterstaff thus enhanced scores a threat on 
  a 19–20, and a heavy flail scores a threat on a 17–20.
  This enhancement does not affect piercing or slashing 
  weapons.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, weapon of impact; Market Price: +1 bonus.
  IMPACT
  Any bludgeoning weapon enhanced by this ability has its 
  threat range doubled.
  For example, a quarterstaff thus enhanced scores a threat on 
  a 19–20, and a heavy flail scores a threat on a 17–20.
  This enhancement does not affect piercing or slashing 
  weapons.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, weapon of impact; Market Price: +1 bonus.
  SCREAMING
  Upon command, a screaming weapon emits a low hum that 
  is grating on the ears but docs not harm the wielder.
  Screaming weapons that hit produce a louder high-pitched 
  sound and deal +1d6 points of bonus sonic damage on a 
  successful hit.
  Bows, crossbows, and slings with this ability bestow the 
  sonic energy upon their ammunition.
  Screaming weapons do deal this bonus damage within a 
  silence spell.
  Screaming weapons do not have any additional adverse 
  effects upon creatures that use enhanced hearing, although 
  such creatures dislike screaming weapons.
  Caster Level: 10th;.
  Prerequisites: Craft Magic Arms and Armor, shout or sound 
  burst; Market Price: +1 bonus.
  Caster Level: 25thyWeight: 6 lb.
  
  935
  SEEKING
  Only ranged weapons can have the seeking ability.
  The weapon veers toward the target, negating any miss 
  chances that would apply because of concealment.
  (The wielder still has to aim the weapon at the target.
  Arrows mistakenly shot into an empty space, for example, 
  do not veer and hit invisible enemies, even if they are 
  nearby).
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, true seeing; Market Price: +1 bonus.
  SWEEPING
  This weapon special ability grants a +4 bonus on any 
  Strength checks the wielder makes as part of an attempt to 
  trip an opponent with the weapon.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  bull’s strength; Market Price: +1 bonus.
  FIEND FOLIO (3.5)
  BLASPHEMOUS
  Weapons with this property are a blight upon the world, 
  and a paladin or good cleric who learns of one’s existence is 
  duty-bound to work unceasingly toward its destruction.
  A blasphemous weapon is evilly aligned due to the fiendish 
  spirit bound within it.
  Like an unholy weapon, it deals 2d6 points of bonus unholy 
  (evil) damage against all of good alignment; on a critical hit 
  this damage is increased to 2d10 and the weapon unleashes 
  a limited blasphemy effect that targets only the creature hit.
  A blasphemous weapon bestows two negative levels on any 
  good creature attempting to wield it.
  The negative levels remain as long as the weapon is in hand 
  and disappear when the weapon 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 weapon is wielded.
  Blasphemous bows, crossbows, and slings bestow the 
  property upon their ammunition.
  Anathemas often equip their most powerful cultists with 
  blasphemous scimitars and falchions.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, blasphemy, unholy blight, creator must be evil; Market 
  Price: +4 bonus.
  SICKENING
  A sickening weapon functions as an unholy weapon that 
  releases extra unholy power upon striking a successful 
  critical hit against a good creature.
  The struck creature hit must make a successful Fortitude 
  save (DC 16) or take a –2 penalty on attack rolls, weapon 
  damage rolls, saves, skill checks, and ability checks for 1d4 
  rounds.
  Lower-level yuan-ti cultists often wield sickening weapons.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  unholy blight, creator must be evil; Market Price: +3 bonus.
  FIENDISH CODEX 2 (3.5)
  CURSESPEWING
  When this weapon deals damage, the victim must make a 
  Will save (DC 15) or take a –4 morale penalty on attacks, 
  saves, and ability and skill checks.
  MAGEBANE
  Against creatures with prepared spells or available spell 
  slots to cast spells without preparation, or those with arcane 
  spell-like abilities that are not all used up for the day, this 
  weapon has an additional +2 bonus on attack and damage 
  and does an additional 2d6 points of damage.
  GHOSTWALK (3.0)
  GHOST BANE
  This special ability functions like the bane ability in the 
  DUNGEON MASTER’s Guide, except the effective 
  enhancement bonus and extra damage apply only to ghosts, 
  regardless of alignment.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  disrupt ectoplasm; Market Price: +2 bonus.
  MERCIFUL
  The weapon deals an extra 1d6 points of damage, and all the 
  damage it deals is subdual damage.
  On command, the weapon suppresses this ability until 
  commanded to resume it.
  Bows, crossbows, and slings with this property bestow the 
  merciful effect on their ammunition.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  cure light wounds; Market Price: +1 bonus.
  This special ability first appeared in Sword and Fist.
  SNAKEBITER
  This special ability functions like the bane ability in the 
  DUNGEON MASTER’s Guide, except the effective 
  enhancement bonus and extra damage apply only to yuan-ti 
  of all types.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  summon monster I; Market Price: +2 bonus.
  SCREAMING
  Upon command, a screaming weapon emits a low hum that 
  is grating on the ears but does not harm the wielder.
  Screaming weapons that hit produce a louder high-pitched 
  sound and deal an extra 1d6 points of sonic damage on a 
  successful hit.
  Bows, crossbows, and slings with this property bestow the 
  sonic energy upon their ammunition.
  Screaming weapons deal this extra damage even within the 
  area of a silence spell.
  
  936
  Screaming weapons do not have any additional adverse 
  affects upon creatures that use enhanced hearing, although 
  such creatures dislike screaming weapons.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, shout or sound burst; Market Price: +1 bonus.
  This special ability first appeared in Magic of Faerûn.
  TORTUROUS
  Upon a successful hit, the target of this weapon must make 
  a Fortitude save (DC 12) or be stunned for 1 round from 
  pain.
  This ability can be applied to a weapon a second time; doing
  so increases the Fortitude save DC to 17.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  death knell; Market Price: +1 bonus.
  TRUESILVER
  This ability incorporates magically purified and hardened 
  silver into the weapon.
  It is treated as a silver weapon for the purpose of harming 
  creatures particularly vulnerable to silver, such as ghosts.
  Furthermore, a truesilver weapon allows sneak attacks or 
  critical hits on ghosts.
  Even though it is a change to the composition of the 
  weapon rather than simply a magical property, truesilver can 
  be added to an existing weapon.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  Craft (metalworking) 5 ranks; Market Price: +1 bonus.
  VAMPIRIC
  Any living opponent struck by a vampiric weapon must 
  make a Fortitude save (DC 16) or lose an additional 1d4 hit 
  points, which are immediately added to the wielder’s 
  current hit point total.
  Any hit points above the wielder’s maximum are treated as 
  temporary hit points (multiple additions of temporary hit 
  points don’t stack) and disappear after 1 hour.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  vampiric touch; Market Price: +2 bonus.
  This special ability first appeared in Magic of Faerûn.
  VENOMOUS
  Once per day, a venomous weapon can inflict a poison spell 
  (DC 14) upon a creature struck by the weapon (or 
  projectile).
  The wielder can decide to use the power after he has struck.
  Doing so is a free action, but the poison effect must be used 
  in the same round that the weapon (or projectile) strikes.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  poison; Market Price: +1 bonus.
  This special ability first appeared in Magic of Faerûn.
  HEROES OF BATTLE (3.5)
  CHARGEBREAKER
  Only weapons that can be set to receive a charge (such as a 
  spear) can have the chargebreaker special ability.
  Any charging creature struck by a chargebreaker weapon 
  must succeed on a DC 14 Fortitude save or be knocked 
  prone.
  Faint evocation; CL 5th; Craft Magic Arms and Armor, daze 
  monster; Price +1 bonus.
  EXPLOSIVE
  This property can be added only to ammunition.
  The ammunition explodes upon hitting its target, dealing 
  1d6 points of fire damage to the target.
  Each creature within 10 feet of the explosive projectile 
  when it explodes also takes 1d6 points of fire damage 
  (Reflex DC 14 negates).
  Faint evocation; CL 5th; Craft Magic Arms and Armor, 
  fireball; Price +2 bonus.
  FURY
  A weapon with this property deals an extra 1d6 points of 
  damage when the wielder is raging.
  Faint enchantment; CL 5th; Craft Magic Arms and Armor, 
  rage; Price +1 bonus.
  RESOUNDING
  Only melee weapons can have the resounding special 
  ability.
  A resounding weapon emits a deep, ringing chime each 
  time it successfully hits a target.
  The sound carries over the din of battle, encouraging the 
  wielder’s allies.
  When the wielder of a resounding weapon hits a foe with 
  the weapon, allies within 30 feet gain a +1 morale bonus on 
  attack rolls and on saves against fear effects for 1 round.
  Strong enchantment; CL 11th; Craft Magic Arms and 
  Armor, bless; Price +1 bonus.
  SIEGE ENGINES AND 
  AMMUNITIONS
  DISRUPTING
  In addition to dealing its normal damage, a projectile from 
  a disrupting siege weapon can destroy undead creatures 
  within 60 feet of the impact.
  Treat this effect as if the projectile had performed a turning 
  check as a 5th-level cleric (the projectile has no Charisma 
  modifier).
  Undead that would be turned by the check are unaffected, 
  but any undead that would be destroyed by the check are 
  destroyed.
  Undead closest to the impact spot are affected first.
  Moderate transmutation; CL 5th; Craft Magic Arms and 
  Armor, ability to turn undead; Price +2 bonus.
  NECROMANTIC
  In addition to dealing its normal damage, a projectile from 
  a necromantic siege weapon animates dead creatures 
  within 60 feet of the impact spot, turning them into 
  zombies for the next 10 rounds.
  
  937
  A single necromantic projectile can create up to 20 HD of 
  zombies.
  The undead created by a necromantic projectile are 
  uncontrolled and will attack the nearest living creature.
  Faint necromancy; CL 10th; Craft Magic Arms and Armor; 
  animate legion; Price +3,000 gp.
  SELF-LOADING
  A self-loading siege weapon automatically winches the 
  throwing arm back into firing position and loads the next 
  projectile in line.
  This replaces the Strength check and Profession (siege 
  engineer) check required to reload a weapon and reduces 
  the time needed to load a siege weapon by one full-round 
  action (to a minimum of one full-round action).
  Strong transmutation; CL 11th; Craft Magic Arms and 
  Armor; telekinesis; Price +2 bonus.
  STARBURST
  Stones fired from a starburst siege weapon explode above 
  the ground, spraying the area below with a deadly shower 
  of rock fragments.
  A stone fired from a starburst siege weapon deals piercing 
  and slashing damage (equal to its normal damage) to all 
  creatures within 20 feet of the impact square (Reflex DC 15 
  half).
  Moderate abjuration; CL 7th; Craft Magic Arms and Armor; 
  stone shape; Price +2 bonus.
  SUBJUGATING
  A subjugating weapon damages an opponent’s morale in 
  addition to dealing physical damage.
  Any creature struck by a subjugating weapon must succeed 
  on a DC 20 Will save or become shaken for 5 rounds.
  If the creature is already shaken, it instead becomes 
  frightened.
  Multiple strikes by a subjugating weapon do not stack.
  This property is a mind-affecting fear effect.
  Moderate necromancy; CL 7th; Craft Magic Arms and 
  Armor, fear; Price +2 bonus.
  STUNNING
  This property can be added only to ammunition that deals 
  bludgeoning damage, such as catapult stones.
  Any target hit by stunning ammunition is stunned for 1 
  round (Fortitude DC 13 negates).
  Faint evocation; CL 5th; Craft Magic Arms and Armor, 
  sound burst; Price +1 bonus.
  LIBRIS MORTIS (3.5)
  GHOST STRIKE
  A ghost strike weapon deals damage normally against 
  incorporeal creatures, regardless of its bonus, just as if it 
  were a ghost touch weapon.
  In addition, a ghost strike weapon can deliver sneak attacks 
  or critical hits to an incorporeal undead creature as if the 
  creature were not undead.
  Only melee weapons can have the ghost strike ability.
  Moderate conjuration; CL 11th; Craft Magic Arms and 
  Armor, ghost touch weapon, undeath to death; Price +2 bonus.
  PROFANE
  Upon command, a profane weapon is sheathed in crackling 
  black negative energy.
  A living creature who wields a profane weapon when it is 
  so energized takes 1 point of Con damage each round he 
  holds the weapon.
  The effect remains until another command is given.
  A profane weapon deals an extra 1d6 points of damage to 
  living creatures (or 2d6 against good outsiders) on a 
  successful hit.
  Bows, crossbows, and slings so crafted bestow the negative 
  energy upon their ammunition.
  The weapon is also treated as being evil-aligned (for the 
  purpose of overcoming damage reduction) when sheathed 
  in negative energy.
  Moderate conjuration; CL 7th; Craft Magic Arms and 
  Armor, inflict light wounds; Price +1 bonus.
  PROFANE BURST
  A profane burst weapon functions as a profane weapon that 
  also explodes with negative energy upon striking a 
  successful critical hit.
  (This effect occurs even if the target is normally immune to 
  critical hits).
  The negative energy burst also deals 1d4 points of 
  Constitution damage to a living wielder.
  In addition to the extra damage from the profane ability 
  (see above), a profane burst weapon deals an extra 1d10 
  points of damage to living creatures on a successful critical 
  hit.
  If the weapon’s critical multiplier is ×3, add an extra 2d10 
  points of damage instead, and if the multiplier is ×4, add an 
  extra 3d10 points.
  (Double the bonus dice of damage against good outsiders).
  Bows, crossbows, and slings so crafted bestow the negative 
  energy upon their ammunition.
  Even if the profane ability is not active, the weapon still 
  deals its extra damage on a successful critical hit.
  Strong conjuration; CL 12th; Craft Magic Arms and Armor, 
  inflict critical wounds; Price +2 bonus.
  SACRED
  Upon command, a sacred weapon is sheathed in luminous 
  positive energy.
  This energy does not harm the wielder unless it is undead, 
  in which case it takes 1 point of Charisma damage per 
  round it holds the weapon when it is so energized.
  The effect remains until another command is given.
  A sacred weapon deals an extra 1d6 points of damage to 
  undead (or 2d6 against evil outsiders) on a successful hit.
  Bows, crossbows, and slings so crafted bestow the positive 
  energy upon their ammunition.
  The weapon is also treated as being good-aligned (for the 
  purpose of overcoming damage reduction) when sheathed 
  in positive energy.
  Moderate conjuration; CL 7th; Craft Magic Arms and 
  Armor, cure light wounds; Price +1 bonus.
  
  938
  SACRED BURST
  A sacred burst weapon functions as a sacred weapon that 
  also explodes with positive energy upon striking a 
  successful critical hit.
  (This effect occurs even if the target is normally immune to 
  critical hits).
  The positive energy burst does not harm the wielder unless 
  it is undead, in which case it takes 1d4 points of Charisma 
  damage each time the weapon bursts.
  In addition to the extra damage from the sacred ability (see 
  above), a sacred burst weapon deals an extra 1d10 points of 
  damage to undead on a successful critical hit.
  If the weapon’s critical multiplier is ×3, add an extra 2d10 
  points of damage instead, and if the multiplier is ×4, add an 
  extra 3d10 points.
  (Double the bonus dice of damage against evil outsiders).
  Bows, crossbows, and slings so crafted bestow the positive 
  energy upon their ammunition.
  Even if the sacred ability is not active, the weapon still deals 
  its extra damage on a successful critical hit.
  Strong conjuration; CL 12th; Craft Magic Arms and Armor, 
  cure critical wounds; Price +2 bonus.
  NECROTIC FOCUS
  The magic weapon serves as a channel for the wielder’s 
  ability drain or energy drain supernatural ability, allowing 
  the wielder to deal ability drain or bestow negative levels 
  through the weapon as if attacking with its natural 
  weapons.
  If a saving throw against the effect is allowed, add the 
  weapon’s enhancement bonus to the save DC.
  Only melee weapons can have the necrotic focus ability.
  Moderate necromancy; CL 7th; Craft Magic Arms and 
  Armor, enervation, spectral hand; Price +3 bonus.
  LORDS OF DARKNESS (3.0)
  SMOKING
  Upon command, a smoking weapon fills the wielder’s area 
  (a 5-foot square) with noxious smoke equal to a stinking 
  cloud spell.
  The smoke affects any creature that enters the wielder’s 
  area (such as to make a grapple attempt) and provides one-
  half concealment for the wielder.
  The wielder is not affected by the nauseating fumes and can 
  see through them normally.
  The smoke dissipates instantly if the wielder leaves the 
  smoke-filled square, forming again in whatever area the 
  wielder ends his movement.
  A creature with a face larger than 5 ft. by 5 ft. still only has 
  one square enveloped in smoke; only attacks that cross or 
  enter the smoke-filled area are subject to the miss chance.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  stinking cloud; Market Price: +1 bonus.
  LORDS OF MADNESS (3.5)
  MOUTHPICK
  Although most beholders are content with the vast power 
  afforded by their eye rays and antimagic cone, some revel 
  in the act of melee combat and enjoy the sensation of 
  crushing bone and cutting flesh.
  For these beholders, a mouthpick weapon is a valued 
  treasure indeed.
  Mouthpick is a weapon quality that can be added to any 
  melee weapon.
  The weapon must be of a size the beholder would normally 
  use, or it takes a penalty for using an awkwardly sized 
  weapon.
  Mouthpick weapons are of Large size.
  Only creatures with a natural bite attack can wield a 
  mouthpick weapon.
  A mouthpick weapon looks similar to a normal weapon, but 
  when a qualifying creature places the handle of the weapon 
  in its mouth, the handle writhes and transforms into a 
  shape that can be wielded easily in the creature’s jaws.
  The creature’s natural bite attack is now replaced by the 
  weapon attack; if the creature has a sufficiently high base 
  attack, it can even gain additional attacks with the 
  mouthpick weapon.
  While wielded in a creature’s mouth, the weapon 
  automatically grants the creature proficiency in its use.
  Recently, mouthpick weapons have begun to gain favor 
  among other creatures that lack hands but have a natural 
  bite attack.
  They are particularly useful to druids who wish to continue 
  wielding their favorite weapon while in a wild shape form.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, fabricate; Price +1 bonus.
  LOST EMPIRES OF FAERÛN 
  (3.5)
  POWERLEECH
  The powerleech special ability can be added only to melee 
  weapons.
  A weapon with this ability drains psychic energy from the 
  creature struck and transfers it to the wielder, thereby 
  producing the following effects.
  • Any creature that has a psionic power point reserve loses 1 
  power point when struck with a powerleech weapon, just as 
  if it had expended that amount to manifest a psionic power.
  The creature can regain the power point normally when it 
  rests or by any other normal means of regaining power 
  points.
  • A wielder who has a power point reserve gains 1 power 
  point upon striking a creature that has a power point 
  reserve, psi-like abilities, or spell-like abilities that are 
  described as psionic in origin.
  Power points gained by the use of a powerleech weapon can 
  restore expended power points but cannot increase the 
  wielder’s current power point score above its normal 
  maximum.
  
  939
  • A wielder who does not have a power point reserve gains 
  nothing from the strike, although he can still drain power 
  points from creatures that do possess power point reserves.
  Powerleech weapons were popular among the bladelords of 
  ancient Jhaamdath, many of whom were potent psychic 
  warriors and psions.
  Moderate psychometabolism; ML 6th; Craft Psionic Arms 
  and Armor; Price +8,000 gp.
  SENDING
  A weapon with this ability transports any creature it strikes 
  to a place of the wielder’s choosing on a roll of natural 20, 
  followed by a successful roll to confirm the critical hit.
  The wielder must select the opponent’s destination as a free 
  action when the confirmation roll is made.
  The selected location must be a place that the wielder has 
  personally visited or seen, and it must be on the same plane 
  as the wielder is at the time.
  If no location is indicated, the opponent is not transported.
  This ability otherwise functions like the teleport spell.
  Strong conjuration; CL 17th; Craft Magic Arms and Armor, 
  teleportation circle; Price +4 bonus.
  MAGIC ITEM 
  COMPENDIUM (3.5)
  ACIDIC BURST [SYNERGY]
  Price: +1 bonus
  Property: Weapon
  Caster Level: 12th
  Aura: Strong; (DC 21) conjuration
  Activation: Standard (command) and —
  Synergy Prerequisite: Corrosive
  The surface of this weapon is pitted and worn.
  An acidic burst weapon functions as a corrosive weapon 
  (see page 31).
  In addition, the weapon automatically showers an 
  opponent with acid upon a successful critical hit, dealing 
  extra acid damage as set out on the table below.
  This acid does not harm you or any creature other than the 
  target.
  This is a continuous effect and requires no activation.
  Even if the weapon has not been activated to deal the extra 
  1d6 points of acid damage that comes from the corrosive 
  property, the weapon still deals its extra acid damage on a 
  successful critical hit.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, Melf’s acid arrow.
  Cost to Create: Varies.
  AQUAN
  Price: +2 bonus
  Property: Weapon
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: —
  Water constantly drips from the tip of this blue-green weapon.
  Its grip is inlaid with mother-of-pearl in a wavelike design.
  An aquan weapon automatically overcomes the damage 
  reduction of any creature that has the fire subtype.
  In addition, the weapon deals an extra 2d6 points of 
  damage against such creatures.
  An aquan weapon also bestows one negative level on any 
  creature that has the fire subtype and attempts to wield it.
  The negative level remains as long as the weapon is in hand 
  and disappears when the weapon is no longer held.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, water subtype.
  Cost to Create: Varies.
  AQUATIC
  Price: +2,000 gp
  Property: Weapon
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: —
  This weapon has a silvery-blue tinge, like the sheen of white scales 
  in sunlight.
  While wielding an aquatic weapon, you do not incur any 
  penalties that would otherwise apply to using the weapon 
  underwater (DMG 92), as though you were affected by a 
  freedom of movement spell.
  Prerequisites: Craft Magic Arms and Armors, freedom of 
  movement.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  ARCANE MIGHT
  Price: +1 bonus
  Property: Bows (not crossbows)
  Caster Level: 15th
  Aura: Strong; (DC 22) transmutation
  Activation: Swift (mental)
  This elegant, supple bow has intricate runes carved along its 
  length.
  You can channel the energy of your arcane spells through 
  this bow to make the arrows fired from it more damaging.
  As a swift action, you can sacrifice a prepared arcane spell 
  from memory (or an unused spell slot if you are a 
  spontaneous arcane caster).
  Doing so grants a bonus equal to the sacrificed spell’s level 
  on the next damage roll you make with the bow that turn.
  Prerequisites: Craft Magic Arms and Armor, greater magic 
  weapon.
  Cost to Create: Varies.
  
  940
  AURAN
  Price: +2 bonus
  Property: Weapon
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: —
  Wind constantly whistles along the length of this white-enameled 
  weapon.
  Its grip is inlaid with whorls of silver that resemble clouds.
  An auran weapon automatically overcomes the damage 
  reduction of any creature that has the earth subtype.
  In addition, the weapon deals an extra 2d6 points of 
  damage against such creatures.
  An auran weapon also bestows one negative level on any 
  creature that has the earth subtype and attempts to wield it.
  The negative level remains as long as the weapon is in hand 
  and disappears when the weapon is no longer held.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, air subtype.
  Cost to Create: Varies.
  BANISHING
  Price: +2 bonus
  Property: Weapon
  Caster Level: 13th
  Aura: Strong; (DC 21) abjuration
  Activation: Free (command)
  A barely visible bead of light slowly traces the outline of this 
  weapon.
  When you strike an extraplanar creature of 26 Hit Dice or 
  fewer while wielding a weapon that has this property, you 
  can activate the weapon to banish that creature back to its 
  home plane (Will DC 20 negates).
  A creature so banished cannot return for at least 24 hours.
  A creature that succeeds on its save cannot be banished by 
  the same weapon for 24 hours.
  If the creature struck has damage reduction that requires a 
  particular weapon alignment or special material to 
  overcome, increase the save DC by 2 for each such property 
  shared by the weapon.
  For example, if you use a holy banishing cold iron weapon 
  against a hezrou (damage reduction 10/good), the save DC 
  would increase by 2, while against a marilith (damage 
  reduction 10/ good and cold iron), the save DC would 
  increase by 4.
  The banishing property can be activated three times per 
  day.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, banishment.
  Cost to Create: Varies.
  BERSERKER
  Price: +1 bonus
  Property: Two-handed melee weapon
  Caster Level: 7th
  Aura: Moderate; (DC 18) enchantment
  Activation: —
  Though tarnished and battered, this simple weapon is incredibly 
  durable, the scars of a hundred battles marring its surface.
  In your hands, a berserker weapon deals an extra 1d8 points
  of damage on any successful attack while you are raging.
  Prerequisites: Craft Magic Arms and Armor, rage.
  Cost to Create: Varies.
  BINDING
  Price: +1 bonus
  Property: Weapon
  Caster Level: 10th
  Aura: Moderate; (DC 20) abjuration
  Activation: Swift (command)
  This weapon has a length of chain looped decoratively around its 
  grip or head.
  When you activate a binding weapon, the next successful 
  attack you make with it before the end of your turn 
  prevents the target from using any form of 
  extradimensional travel, as the dimensional anchor spell.
  The binding property functions two times per day, and the 
  effect lasts for 10 minutes.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, dimensional 
  anchor.
  Cost to Create: Varies.
  BLESSED
  Price: +1 bonus
  Property: Weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: — and swift (command)
  This weapon has a faint glow emanating from within it.
  A blessed weapon is treated as good-aligned for the purpose 
  of overcoming damage reduction.
  This effect is continuous and requires no activation.
  In addition, three times per day you can activate a blessed 
  weapon to automatically confirm all critical threats against 
  evil foes for 1 round (as if the weapon were affected by the 
  bless weapon spell).
  Other effects related to threatening or confirming critical 
  hits (such as the keen edge spell or the vorpal weapon 
  property) don’t confer an additional benefit on a weapon 
  that has this property.
  Prerequisites: Craft Magic Arms and Armor, bless weapon.
  Cost to Create: Varies.
  BLINDSIGHTED
  Price: +2 bonus
  Property: Weapon
  Caster Level: 6th
  Aura: Moderate; (DC 18) divination
  Activation: Standard (command)
  The form of a screeching bat’s head adorns the end of this weapon, 
  and images of wings and fluttering nocturnal forms run along its 
  length.
  When activated, a blindsighted weapon emits a susurrus of 
  whispered notes (Listen DC 10).
  
  941
  While wielding the activated weapon, you gain blindsight 
  out to 30 feet.
  This effect is negated by silence spells and effects.
  The blindsighted property functions three times per day, 
  and the effect lasts for 1 minute.
  Prerequisites: Craft Magic Arms and Armor, see invisibility.
  Cost to Create: Varies.
  BLOODFEEDING
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 7th
  Aura: Moderate; (DC 18) necromancy
  Activation: — and free (command)
  This weapon has a blood-red tint.
  Every time a bloodfeeding weapon deals damage to a living 
  creature, it gains 1 “blood point”, which it can store for up 
  to 1 hour.
  The weapon can store a maximum of 10 blood points.
  This effect is continuous and requires no activation.
  When you deal damage to a creature while wielding a 
  bloodfeeding weapon, you can activate the weapon to 
  spend up to 5 stored blood points.
  Each blood point you spend in this way deals an extra 2 
  points of damage to that creature.
  The weapon doesn’t gain any blood points from a strike on 
  which you use this ability.
  Prerequisites: Craft Magic Arms and Armor, vampiric touch.
  Cost to Create: Varies.
  BLOODSTONE
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 10th
  Aura: Moderate; (DC 20) necromancy
  Activation: Free (command)
  The blade of this weapon bears red crystals carefully inlaid in 
  intricate designs.
  A bloodstone weapon can store and cast a vampiric touch
  spell against a creature it strikes, just as if it were a spell 
  storing weapon (DMG 225).
  Any such spell cast from a bloodstone weapon is 
  automatically empowered (as if by the Empower Spell feat).
  A bloodstone weapon can store no more than one such 
  spell at any time, and it cannot store a spell other than 
  vampiric touch.
  Prerequisites: Craft Magic Arms and Armor, Empower Spell, 
  vampiric touch.
  Cost to Create: Varies.
  BLURSTRIKE
  Price: +2 bonus
  Property: Melee weapon
  Caster Level: 6th
  Aura: Moderate; (DC 18) illusion
  Activation: Swift (command)
  This weapon is semitransparent, almost as though it were glass, 
  but it is obviously of sturdier make.
  When activated, a blurstrike weapon partially fades from 
  view for 1 round, appearing only as a faint outline (though 
  you, as the wielder, can see it normally).
  When you attack, an activated blurstrike weapon (along 
  with your hand and arm) appears to others as an amorphous 
  blur, preventing a foe from knowing exactly where the 
  blow is aimed.
  After you activate this property, your opponent is 
  considered flat-footed against the first attack you make 
  with the blurstrike weapon in the round when you activate 
  it.
  Creatures that don’t rely on sight for combat (such as those 
  with the blindsight special quality) and creatures with 
  uncanny dodge aren’t treated as flat-footed against this 
  attack.
  The blurstrike property functions ten times per day.
  Prerequisites: Craft Magic Arms and Armor, blur.
  Cost to Create: Varies.
  BODYFEEDER
  Price: +3 bonus
  Property: Weapon
  Caster Level: 9th
  Aura: Moderate; (DC 19) necromancy
  Activation: —
  Composed of a dark, dull metal, this weapon is cold to the touch.
  Indeed, it seems to absorb your body heat.
  Whenever a bodyfeeder weapon you wield scores a 
  successful critical hit against a living creature, you gain 
  temporary hit points equal to half the damage dealt by the 
  critical hit.
  These temporary hit points last for up to 1 minute and don’t 
  stack with those from any other source, including 
  additional critical hits with this weapon.
  Prerequisites: Craft Magic Arms and Armor, vampiric touch or 
  claws of the vampire (EPH 84).
  Cost to Create: Varies.
  BRASH
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration
  Activation: —
  A slight vibration runs through this weapon, and a barely audible 
  sound, like that of a distant battle cry, seems to echo from within it.
  If you enter a rage while wielding a brash weapon, the rage 
  lasts for an extra 3 rounds.
  In addition, while raging and wielding a brash weapon, you 
  gain immunity to fear effects.
  Prerequisites: Craft Magic Arms and Armor, remove fear.
  Cost to Create: Varies.
  BRUTAL SURGE
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 11th
  Aura: Moderate; (DC 20) evocation
  Activation: Swift (command)
  This weapon is broader, thicker, and darker in color than a 
  normal weapon of its type.
  After a successful melee attack with a brutal surge weapon, 
  you can command the weapon to initiate a bull rush 
  
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  attempt against the target of the attack in addition to 
  dealing its normal damage.
  This attempt does not provoke attacks of opportunity and is 
  resolved using your size, Strength, and other relevant 
  characteristics.
  If you wield a brutal surge weapon in two hands, you gain a 
  +2 bonus on the opposed Strength check.
  If successful, the bull rush pushes the affected creature 
  back the greatest possible distance allowed by the result of 
  the opposed check, but you do not move along with the 
  target.
  Movement caused by this bull rush attempt provokes 
  attacks of opportunity from other creatures normally, but 
  you cannot make an attack of opportunity against the 
  affected creature.
  The brutal surge property is usable a number of times per 
  day equal to 1 + your Con bonus (if any).
  Once you activate this property, it can’t be activated by any 
  other creature until the following day.
  Prerequisites: Craft Magic Arms and Armor, Bigby’s forceful 
  hand.
  Cost to Create: Varies.
  CHANGELING
  Price: +2,000 gp
  Property: Spear, shortspear, or longspear
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (command)
  This spear appears to be made entirely of a metal with a bright 
  silver sheen, and the head is joined seamlessly to the haft.
  A changeling weapon allows you to choose its length and 
  appearance each time you attack with it.
  Once per round, by speaking the appropriate command 
  word, you can change the weapon into a spear, a shortspear, 
  or a longspear sized appropriately for you.
  As part of the same action, you can make its haft and head 
  appear to be composed of any wood, stone, metal, or 
  combination thereof that you want, and add any decorative 
  flourishes desired, though the spear’s actual composition 
  does not change.
  Prerequisites: Craft Magic Arms and Armor, shrink item.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  CHARGEBREAKER
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) enchantment
  Activation: —
  This weapon’s tip is rounded slightly, like that of a jousting lance.
  Any charging creature hit by a chargebreaker weapon must 
  succeed on a DC 14 Fortitude save or be knocked prone.
  Prerequisites: Craft Magic Arms and Armor, daze monster.
  Cost to Create: Varies.
  CHARGING
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 8th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  The image of a heavily armored, mounted knight, leveling a 
  ribbon-covered lance for a charge, adorns this weapon.
  When you are mounted and wielding a weapon that has 
  this property, you deal an extra 2d6 points of damage on a 
  successful charge attack.
  Prerequisites: Craft Magic Arms and Armor, Spirited Charge, 
  keen edge.
  Cost to Create: Varies.
  COLLISION
  Price: +2 bonus
  Property: Weapon
  Caster Level: 6th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  This delicately balanced weapon settles into your grip as if you had 
  wielded it for years.
  Its blue-gray hue shimmers as you heft the weapon.
  A collision weapon temporarily increases its own mass at 
  the end point of each swing or shot.
  When you wield such a weapon, you deal an extra 5 points 
  of damage with each hit.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, weapon of impact 
  (SC 237).
  Cost to Create: Varies.
  CONSUMPTIVE
  Price: +2 bonus
  Property: Weapon
  Caster Level: 7th
  Aura: Moderate; (DC 18) necromancy
  Activation: Standard (command)
  This weapon is dark in color, and its blade or head is covered with 
  menacing runes.
  When activated, a consumptive weapon is shrouded in 
  negative energy that seems to draw light into it.
  The negative energy does not harm you as long as you have 
  the weapon in hand.
  The effect persists until you speak a second command 
  word.
  A weapon that has this property deals an extra 1d8 points of 
  damage to any living creature on a successful hit.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, enervation.
  Cost to Create: Varies.
  CORROSIVE
  Price: +1 bonus
  Property: Weapon
  Caster Level: 10th
  Aura: Moderate; (DC 20) conjuration
  Activation: Standard (command)
  The surface of this weapon looks dark and pitted, and the blade, 
  point, or head appears fragile, as if the first blow might break it.
  When activated, a corrosive weapon is sheathed in acid.
  The acid does not harm you as long as you have the weapon 
  in hand.
  
  943
  The effect persists until you speak a second command 
  word.
  A weapon that has this property deals an extra 1d6 points of 
  acid damage on a successful hit.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, acid fog, acid 
  storm (SC 7), Melf’s acid arrow, or storm of vengeance.
  Cost to Create: Varies.
  CURSESPEWING
  Price: +3 bonus
  Property: Weapon
  Caster Level: 11th
  Aura: Moderate; (DC 20) necromancy
  Activation: —
  A barely perceptible dark glow surrounds this weapon.
  Whenever this weapon scores a critical hit against a target, 
  it bestows a curse that imposes a –4 penalty on attack rolls, 
  saving throws, skill checks, and ability checks for 1 minute.
  Multiple strikes aren’t cumulative with one another.
  Prerequisites: Craft Magic Arms and Armor, bestow curse.
  Cost to Create: Varies.
  DEADLY PRECISION
  Price: +1 bonus
  Property: Weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  This weapon looks more slender and elegant than others of its type.
  Its blade, point, or head glitters as though a thousand tiny facets 
  were reflecting the ambient light.
  A deadly precision weapon deals an extra 1d6 points of 
  damage whenever you make a successful sneak attack or 
  sudden strike (CAd 8) with it.
  The property grants no benefit if you don’t already have 
  one of these class features, and its bonus doesn’t increase if 
  you have both.
  Prerequisites: Craft Magic Arms and Armor, keen edge.
  Cost to Create: Varies.
  DEFENSIVE SURGE
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration
  Activation: Swift (command)
  This weapon is thicker and heavier than a normal weapon of its 
  type, but it feels well balanced.
  Its hilt or grip is set with a smoothly rounded topaz.
  After a successful melee attack with a defensive surge 
  weapon in any round in which you use the Combat 
  Expertise feat or fight defensively, you can activate the 
  weapon and gain an additional +2 bonus to Armor Class 
  until the start of your next turn.
  This ability is usable a number of times per day equal to 1 + 
  your Int bonus (if any).
  Once you activate this property, it can’t be activated by any 
  other creature until the following day.
  Prerequisites: Craft Magic Arms and Armor, shield.
  Cost to Create: Varies.
  DESICCATING
  Price: +1 bonus
  Property: Weapon
  Caster Level: 8th
  Aura: Moderate; (DC 19) necromancy
  Activation: —
  This weapon looks cracked and parched, as if it has spent decades 
  baking in the desert sun.
  A desiccating weapon destroys the water in a living 
  creature that it strikes, dealing an extra 1d4 points of 
  damage (or an extra 1d8 points against plants and against 
  elementals that have the water subtype).
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, desiccating bubble 
  (SC 63).
  Cost to Create: Varies.
  DESICCATING BURST [SYNERGY]
  Price: +1 bonus
  Property: Weapon
  Caster Level: 12th
  Aura: Strong; (DC 21) necromancy
  Activation: —
  Synergy Prerequisite: Desiccating
  All the moisture seems to have been sapped from this brittle, gray 
  weapon, as if it’s been buried below shifting sands for centuries.
  A desiccating burst weapon functions as a desiccating 
  weapon (see above).
  In addition, the weapon explodes with a dehydrating blast 
  on a successful critical hit, dealing extra damage as set out 
  in the table below.
  (This effect activates even if the target is not normally 
  vulnerable to extra damage from critical hits).
  The amount of damage is determined by the weapon’s 
  critical multiplier and is doubled against plants and against 
  elementals that have the water subtype.
  This burst does not harm you or any creature other than the 
  target.
  This is a continuous effect and requires no activation.
  Even if the weapon has not been activated to deal extra 
  damage because of the desiccating property, the weapon 
  still deals its extra damage on a successful critical hit.
  In addition, the critical hit renders the struck creature 
  fatigued for 8 hours or until it consumes at least 1 gallon of 
  water or some other rehydrating liquid.
  Projectile weapons bestow this property upon their 
  ammunition.
  
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  Prerequisites: Craft Magic Arms and Armor, horrid wilting.
  Cost to Create: Varies.
  DISARMING
  Price: +2 bonus
  Property: Weapon
  Caster Level: 5th
  Aura: Moderate; (DC 17) transmutation
  Activation: —
  Several jutting prongs and ridges extend from this weapon.
  A disarming weapon grants you a +2 bonus on disarm 
  attempts.
  In addition, opponents cannot disarm you of this weapon.
  Prerequisites: Craft Magic Arms and Armor, bull’s strength.
  Cost to Create: Varies.
  DISLOCATOR
  Price: +1 bonus
  Property: Weapon
  Caster Level: 12th
  Aura: Strong; (DC 21) conjuration
  Activation: Swift (mental)
  Discolorations in the surface of this weapon appear, then fade in a 
  random pattern.
  An elaborate handle contains a thumb-sized indent.
  When you activate a dislocator weapon, the next successful 
  attack you make before the end of your turn causes your 
  target to be teleported up to 10 feet in any direction you 
  choose (Will DC 17 negates).
  You can’t teleport a target into an occupied space (such an 
  attempt automatically fails and wastes the effect).
  Projectile weapons bestow this property on their 
  ammunition.
  A dislocator weapon functions three times per day.
  Prerequisites: Craft Magic Arms and Armor, teleport.
  Cost to Create: Varies.
  DISLOCATOR, GREAT [SYNERGY]
  Price: +1 bonus
  Synergy Prerequisite: Dislocator
  Brilliant discolorations in the surface of this weapon appear, then 
  fade in a random pattern.
  An elaborate handle contains a thumb-sized indent coated in gold 
  filigree.
  This property functions as a dislocator weapon (see above), 
  except the target can be teleported up to 30 feet in any 
  direction (Will DC 20 negates).
  Prerequisites: Craft Magic Arms and Armor, greater teleport.
  Cost to Create: Varies.
  DISPELLING
  Price: +1 bonus
  Property: Weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration
  Activation: Free (command)
  Arcane symbols cover this weapon, but many are scratched out and 
  defaced, obscuring any meaning.
  When you strike a creature or object with a dispelling 
  weapon, you can activate it to target that creature or object 
  with a targeted dispel magic effect (as the spell).
  A dispelling weapon functions three times per day.
  Prerequisites: Craft Magic Arms and Armor, dispel magic.
  Cost to Create: Varies.
  DISPELLING, GREATER [SYNERGY]
  Price: +1 bonus
  Caster Level: 15th
  Aura: Strong; (DC 22) abjuration
  Synergy Prerequisite: Dispelling
  A single, incredibly complex arcane formula covers every inch of 
  this weapon, but deep gashes and complex scratches cover it, as if 
  purposefully destroying its meaning.
  This weapon functions as a dispelling weapon (see above), 
  except that when you activate it, the creature or object 
  struck is affected by a targeted greater dispel magic effect (as 
  the spell).
  A greater dispelling weapon functions three times per day.
  Prerequisites: Craft Magic Arms and Armor, greater dispel 
  magic.
  Cost to Create: Varies.
  DIVINE WRATH
  Price: +1 bonus
  Property: Weapon
  Caster Level: 13th
  Aura: Strong; (DC 21) evocation
  Activation: Swift (mental)
  This weapon has a golden sheen, and its grip is imprinted with a 
  hand holding a lightning bolt.
  Divine wrath weapons are especially prized by paladins and 
  clerics of Heironeous.
  Whenever you hold such a weapon in your hand, you can 
  expend a turn undead attempt to imbue it with divine 
  power for 1 round.
  If your next successful attack with it hits an undead target, 
  the weapon deals an extra 1d6 points of damage per point of 
  Charisma bonus you possess (minimum 1d6).
  Prerequisites: Craft Magic Arms and Armor, searing light, turn 
  undead, good alignment.
  Cost to Create: Varies.
  DOMINEERING
  Price: +2 bonus
  Property: Weapon
  Caster Level: 11th
  Aura: Moderate; (DC 20) necromancy
  Activation: —
  A single, screaming skull adorns this weapon, its eyes set with raw 
  black onyx inlays that give it a soulless look.
  A creature hit by a domineering weapon becomes shaken 
  for 1 minute (Will DC 16 negates).
  This effect doesn’t stack with itself or with any other fear 
  effects (it can’t render an already shaken creature 
  frightened, for example).
  Prerequisites: Craft Magic Arms and Armor, fear.
  Cost to Create: Varies.
  
  945
  DOOM BURST
  Price: +2 bonus
  Property: Weapon
  Caster Level: 11th
  Aura: Moderate; (DC 20) necromancy
  Activation: —
  This weapon is enveloped in a shroud of darkness.
  Whenever you score a critical hit with this weapon, a wave 
  of blackness washes over the target, causing it to become 
  shaken (no saving throw) for 5 rounds.
  This effect activates even if the creature struck is not 
  normally subject to extra damage from critical hits.
  This effect doesn’t stack with itself or with any other fear 
  effects (it can’t render an already shaken creature 
  frightened, for example).
  Prerequisites: Craft Magic Arms and Armor, fear.
  Cost to Create: Varies.
  DRAGONDOOM
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: Swift (command)
  This weapon is engraved with a severed dragon’s head.
  When wielding a dragondoom weapon, you can choose to 
  deliver a smite attack against a Large or larger creature of 
  the dragon type up to three times each day.
  For every size category of the dragon larger than Medium, 
  the smite attack deals an extra 1d6 points of damage (+1d6 
  against a Large dragon, +2d6 against Huge, +3d6 against 
  Gargantuan, and +4d6 against Colossal).
  You must declare the smite attack before you make your 
  attack roll.
  If the attack misses (or the creature you strike is not of the 
  dragon type), the smite is wasted.
  Prerequisites: Craft Magic Arms and Armor, fell the greatest foe 
  (SC 90).
  Cost to Create: Varies.
  DRAGONHUNTER
  Price: +1 bonus
  Property: Projectile weapon
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation, necromancy
  Activation: —
  This weapon is carved from a dragon’s thighbone.
  The image of a dragon’s skeleton is inlaid in jet.
  A creature of the dragon type that is hit by a projectile fired 
  from this weapon takes 1 point of Strength damage in 
  addition to the normal damage from the weapon.
  In addition, the weapon’s critical multiplier increases by 1 
  if the target is a dragon.
  For example, a critical hit from a dragonhunter longbow 
  has a ×4 damage multiplier (instead of the normal ×3) 
  against a dragon, so such a creature would take four times 
  normal damage (but still only 1 point of Strength damage) 
  with a critical hit.
  Other effects related to threatening or confirming critical 
  hits (such as keen edge or bless weapon spells) don’t function 
  when placed on a weapon that has this property.
  Prerequisites: Craft Magic Arms and Armor, keen edge, ray of 
  enfeeblement.
  Cost to Create: Varies.
  EAGER
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 9th
  Aura: Moderate; (DC 19) evocation
  Activation: —
  This weapon, which is decorated with a wing motif, vibrates 
  slightly, as though with excitement.
  An eager weapon can be drawn as a free action.
  While wielding it, you gain a +2 bonus on initiative checks 
  and a +2 bonus on damage rolls made during a surprise 
  round and the first round of combat.
  Prerequisites: Craft Magic Arms and Armor, cat’s grace.
  Cost to Create: Varies.
  ENERGY AURA
  Price: +2 bonus
  Property: Weapon
  Caster Level: 15th
  Aura: Strong; (DC 22) evocation
  Activation: Standard (command)
  The surface of this weapon seems to gleam with ever-shifting 
  colors.
  From time to time, it glows with heat, crackles with electricity, 
  emits acrid-smelling fumes, or develops a rime of frost.
  Once activated, each hit by this weapon deals an extra 1d6 
  points of damage of an energy type of your choice (acid, 
  cold, electricity, or fire, chosen when activated).
  This energy does not harm you, regardless of the type 
  selected.
  The energy damage remains the same until you activate the 
  weapon again.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, chill metal, flame 
  blade, Melf’s acid arrow, shocking grasp.
  Cost to Create: Varies.
  ENERGY SURGE [SYNERGY]
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: Swift (command)
  Synergy Prerequisite: Corrosive, flaming, frost, or shock
  The pommel of this weapon bears a single diamond that flashes 
  with an inner radiance.
  An energy surge weapon functions as a weapon of the 
  prerequisite type (corrosive, flaming, frost, or shock).
  In addition, on a successful melee attack with an energy 
  surge weapon, you can command it to expel a blast of 
  energy, of the same type as the prerequisite property, which 
  deals an extra 3d6 points of damage to the target of the 
  attack.
  The synergy prerequisite property need not be active to 
  activate the energy surge property.
  
  946
  This ability is usable a number of times per day equal to 1 + 
  your Con bonus (if any).
  Once you activate this property, it can’t be activated by any 
  other creature until the following day.
  A weapon can have this property more than once, but only 
  once per synergy prerequisite, and each activation only 
  triggers one type of surge.
  For example, you could have a +1 corrosive surge flaming surge 
  longsword, and each activation would deal either 3d6 points 
  of acid damage or 3d6 points of fire damage.
  Each diamond set into the pommel or haft of an energy 
  surge weapon radiates a different color that corresponds to 
  the energy damage dealt by the weapon: green (acid), blue 
  (cold), yellow (electricity), or red (fire).
  Prerequisites: Craft Magic Arms and Armor, spell for the 
  prerequisite property.
  Cost to Create: Varies.
  ENERVATING
  Price: +2 bonus
  Property: Weapon
  Caster Level: 11th
  Aura: Moderate; (DC 20) necromancy
  Activation: —
  This weapon looks worn and its blade has ruddy tinge, as though it 
  has been stained with blood.
  Four blood-red rubies surround the weapon’s bronze pommel.
  When you score a critical hit against a living creature with 
  an enervating weapon, the weapon bestows one negative 
  level on the target.
  Assuming the subject survives, it regains lost levels after 1 
  hour.
  Usually, negative levels have a chance of permanently 
  draining a victim’s levels, but the negative levels from the 
  enervating property don’t last long enough to do so.
  Prerequisites: Craft Magic Arms and Armor, enervation.
  Cost to Create: Varies.
  ETHEREAL REAVER
  Price: +3 bonus
  Property: Melee weapon
  Caster Level: 12th
  Aura: Strong; (DC 21) divination
  Activation: —
  This weapon appears ghostly, but it is as solid and unforgiving as 
  any other of its type.
  An ethereal reaver weapon functions as a ghost touch 
  weapon (DMG 224).
  In addition, such a weapon allows you to see invisible 
  creatures as if you were subject to a see invisibility spell.
  Prerequisites: Craft Magic Arms and Armor, see invisibility.
  Cost to Create: Varies.
  EVERBRIGHT
  Price: +2,000 gp
  Property: Weapon
  Caster Level: 12th
  Aura: Strong; (DC 21) evocation
  Activation: Standard (command)
  Flecks of marble and pearl shimmer across this weapon, set within 
  images of bursting stars and beaming suns.
  An everbright weapon can flash with a brilliant light twice 
  per day at your command.
  When it is activated, all creatures within 20 feet of you are 
  blinded for 1 round (Reflex DC 14 negates).
  An everbright weapon is also immune to acid damage and 
  rusting effects.
  Prerequisites: Craft Magic Arms and Armor, searing light.
  Cost to Create: Varies.
  FIERCEBANE [SYNERGY]
  Price: +1 bonus
  Property: Weapon
  Caster Level: 12th
  Aura: Strong; (DC 21) conjuration
  Activation: —
  Synergy Prerequisite: Bane
  Carved into the handle of this weapon is a single rune in the 
  Gnome language representing the foe the weapon is dedicated to 
  slaying.
  A fiercebane weapon excels at attacking one type or 
  subtype of creature.
  It acts as a bane weapon against the creature type (and 
  subtype, if relevant) to which its synergy prerequisite 
  ability was attuned.
  Whenever it strikes its designated bane enemy, it begins to 
  emit a low, eager hum, as if it were actually feeding off the 
  victim’s life blood.
  A fiercebane weapon glows when a designated foe comes 
  within 60 feet, even if you cannot see or detect it.
  In addition, the weapon deals extra damage on every 
  successful critical hit.
  The amount depends on its critical multiplier, as follows.
  Projectile weapons bestow this property upon their 
  ammunition.
  Lore: Few rangers acquire the skills needed to create magic 
  items, but the gnome ranger Tir Hearthand learned to hate 
  orcs at an early age.
  Unsatisfied with normal orc bane weapons, he devoted the 
  last half of his life to creating the ultimate weapon for 
  slaying orcs (Knowledge [arcana] or Knowledge [history] 
  DC 20).
  The first fiercebane weapon was an orc bane scimitar sized 
  for a gnome and named Hearthand, after its creator.
  Tir Hearthand wielded this weapon for many years, and it 
  eventually achieved a near-legendary status.
  Gnomes with an interest in weaponcraft now believe it to 
  be a potent artifact capable of striking dead any orc that 
  even sets eyes upon it.
  The original weapon is believed to have been lost in the 
  dark hills near the long-dead orc kingdom where Tir 
  Hearthand met his end (Knowledge [arcana] or Knowledge 
  [history] DC 30).
  Prerequisites: Craft Magic Arms and Armor, summon monster 
  I.
  Cost to Create: Varies.
  
  947
  FLESHGRINDING
  Price: +2 bonus
  Property: Piercing or slashing melee weapon
  Caster Level: 11th
  Aura: Moderate; (DC 20) transmutation
  Activation: Free (command)
  Upon close inspection, this weapon appears to have shallow 
  serrations along its blade.
  You can activate a fleshgrinding weapon any time you deal 
  damage with it to a living creature in melee.
  When this occurs, you let go of the weapon and it magically 
  animates, grinding itself into the foe’s flesh.
  In each round at the start of your turn, it automatically 
  damages that creature as if you had scored a normal hit 
  with it (including damage from the weapon’s enhancement 
  bonus, other weapon properties, and your normal bonus 
  from Strength, but not extra damage from feats such as 
  Power Attack).
  The grinding continues for 5 rounds or until you or 
  someone else pulls the fleshgrinding weapon free; doing 
  this requires a standard action and (for anyone other than 
  you) a successful DC 20 Strength check.
  After the duration expires, a fleshgrinding weapon returns 
  to your hand (as the returning weapon property).
  It will not return to your hand if the target has pulled the 
  weapon free and still holds it.
  Prerequisites: Craft Magic Arms and Armor, animate objects.
  Cost to Create: Varies.
  FORCE
  Price: +2 bonus
  Property: Projectile weapon
  Caster Level: 9th
  Aura: Moderate; (DC 19) evocation
  Activation: —
  This weapon appears translucent, as though its substance is not 
  entirely of this world.
  A projectile weapon with the force property turns 
  ammunition shot from it into a force attack.
  These force projectiles automatically overcome damage 
  reduction and suffer no miss chance against incorporeal 
  targets, but they don’t damage creatures immune to force 
  effects.
  Ammunition shot from a force weapon deals the same 
  amount of damage as normal ammunition.
  Prerequisites: Craft Magic Arms and Armor, magic missile.
  Cost to Create: Varies.
  GHOST STRIKE [SYNERGY]
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 11th
  Aura: Moderate; (DC 20) conjuration
  Activation: —
  Synergy Prerequisite: Ghost touch
  Fine tendrils of white smoke slowly rise from this weapon’s surface.
  A ghost strike weapon functions as a ghost touch weapon 
  (DMG 224).
  In addition, sneak attacks and critical hits made with a 
  ghost strike weapon against an undead creature affect it as 
  if it were a living creature.
  Prerequisites: Craft Magic Arms and Armor, undeath to death.
  Cost to Create: Varies.
  HARMONIZING
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) illusion
  Activation: —; see text
  A strange melody seems to emanate from within this weapon.
  A harmonizing weapon accompanies you in song if drawn, 
  granting a +2 competence bonus on Perform (sing) checks.
  In addition, if you hold a harmonizing weapon when you 
  begin a bardic music effect, the weapon can continue the 
  effect for you, allowing you to focus on other efforts.
  One round after you begin a bardic music effect that allows 
  or requires continued use or concentration (including 
  inspire courage, countersong, fascinate, inspire competence, 
  inspire greatness, song of freedom, and inspire heroics), the 
  weapon picks up and continues the performance flawlessly 
  for 10 rounds, until you start another bardic music effect, or 
  until you command it to end as a swift (mental) action.
  Prerequisites: Craft Magic Arms and Armor, ghost sound, 
  bardic music.
  Cost to Create: Varies.
  HEAVENLY BURST
  Price: +1 bonus
  Property: Weapon
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: —
  This weapon emits a low hum that sounds distinctly like a chorus 
  chanting slowly.
  On a critical hit against an evil creature, a heavenly burst 
  weapon discharges a shower of radiance that deals 3d6 
  points of damage to the target and blinds it for 1 round.
  A successful DC 14 Fortitude save negates the blindness.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, holy smite.
  Cost to Create: Varies.
  HIDEAWAY
  Price: +2,000 gp
  Property: Weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (command)
  Several studs texture this weapon, as do numerous hinges and slots, 
  though none seems to impede its effectiveness.
  When activated, a hideaway weapon folds up into a bundle 
  two size categories smaller than you, making it easy to 
  conceal.
  You gain a +2 bonus on Sleight of Hand checks to conceal a 
  hideaway weapon when it’s folded up (as if it were a 
  dagger).
  A second command word (also a swift action) causes the 
  weapon to unfold to its normal shape.
  Prerequisites: Craft Magic Arms and Armor, shrink item.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  
  948
  HOLY SURGE [SYNERGY]
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 11th
  Aura: Moderate; (DC 20) evocation
  Activation: — and swift (command)
  Synergy Prerequisite: Holy
  This elegant weapon appears smooth and pristine.
  Characters who serve gods of valor, honor, and other lofty 
  principles craft these weapons of pure goodness for 
  themselves and others who share their values.
  A holy surge weapon functions as a holy weapon (DMG 
  225).
  This is a continuous effect and requires no activation.
  In addition, on a successful melee attack with a holy surge 
  weapon, you can command it to emit a burst of holy energy.
  Against an evil target, this burst deals an extra 3d6 points of 
  damage.
  If used against a non-evil creature, it deals no additional 
  damage, and that use of the property is wasted.
  This ability is usable a number of times per day equal to 1 + 
  your Cha bonus (if any).
  Once you activate this property, it can’t be activated by any 
  other creature until the following day.
  Prerequisites: Craft Magic Arms and Armor, holy smite or holy 
  word.
  Cost to Create: Varies.
  HUNTING
  Price: +1 bonus
  Property: Weapon
  Caster Level: 6th
  Aura: Moderate; (DC 18) abjuration
  Activation: —
  This weapon bears toothlike inscriptions across its surface.
  A hunting weapon increases your bonus on weapon 
  damage rolls by 4 against your favored enemies (see the 
  ranger class feature; PH 47).
  Prerequisites: Craft Magic Arms and Armor, greater magic 
  fang.
  Cost to Create: Varies.
  IGNAN
  Price: +2 bonus
  Property: Weapon
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: —
  Tiny flames constantly flicker along the surface of this red-tinted 
  weapon.
  Its grip is inlaid with amber in a flamelike design.
  An ignan weapon automatically overcomes the damage 
  reduction of any creature that has the water subtype.
  In addition, the weapon deals an extra 2d6 points of 
  damage against such targets.
  An ignan weapon also bestows one negative level on any 
  creature that has the water subtype and attempts to wield it.
  The negative level remains as long as the weapon is in hand 
  and disappears when it is no longer held.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, fire subtype.
  Cost to Create: Varies.
  ILLUMINATING
  Price: +500 gp
  Property: Weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: —
  A sunburst set with topaz flecks gleams upon this weapon.
  When drawn, an illuminating weapon glows with pure 
  white light, brightly illuminating a 20-foot-radius area and 
  providing shadowy illumination for another 20 feet beyond 
  that.
  Prerequisites: Craft Magic Arms and Armor, light.
  Cost to Create: 250 gp, 20 XP, 1 day.
  ILLUSION BANE
  Price: +1 bonus
  Property: Weapon
  Caster Level: 10th
  Aura: Moderate; (DC 20) divination
  Activation: — and swift (command)
  Worked into the grip of this weapon is an iron cross set in the 
  center of two concentric circles.
  Any attack with an illusion bane weapon ignores any miss 
  chance created by an illusion effect (including effects that 
  mimic illusions, such as a displacer beast’s displacement 
  effect).
  However, you must still target the correct square when 
  making an attack against a for that has total concealment.
  This is a continuous effect and requires no activation.
  In addition, once per day you can activate an illusion bane 
  weapon to destroy illusion effects.
  This ability can take one of two forms: After hitting a 
  creature, you can activate the weapon in the same round to 
  make a dispel check (1d20+10) against each illusion spell 
  currently affecting the target.
  This effect essentially acts as a targeted dispel magic spell, 
  but it functions only against magic of the illusion school.
  You must make a separate check for each illusion spell 
  affecting the target.
  Alternatively, you can attempt to dispel a single illusion by 
  touching it with the illusion bane weapon and speaking the 
  appropriate command word.
  For example, touching a silent image spell (or an image 
  generated by the mirror image spell) with the weapon 
  subjects it to the dispel check immediately.
  A successful check against any part of the illusion dispels 
  the whole effect, so dispelling one mirror image ends the 
  spell entirely for the target creature.
  Lore: The illusion bane property was created by a sect of the 
  church of St.
  Cuthbert whose members despised illusionists and desired 
  a way to destroy their protective illusions (Knowledge 
  [religion] DC 20).
  
  949
  An illusion bane weapon functions much like the dispel 
  magic spell, but only against illusion effects (Knowledge 
  [arcana] DC 25).
  Prerequisites: Craft Magic Arms and Armor, true seeing, dispel 
  magic.
  Cost to Create: Varies.
  ILLUSION THEFT [SYNERGY]
  Price: +2 bonus
  Property: Weapon
  Caster Level: 17th
  Aura: Strong; (DC 23) divination
  Activation: Standard (command)
  Synergy Prerequisite: Illusion bane
  This dark metal weapon is crafted of black iron and adamantine 
  worked into a simple design.
  Set into its pommel or grip is a cut and polished piece of quartz.
  An illusion theft weapon functions as an illusion bane 
  weapon (see above).
  In addition, such a weapon allows you to disrupt 
  opponents’ illusions and transfer their protective qualities 
  to yourself.
  The first illusion spell that this weapon dispels with its 
  illusion bane property is automatically stored within it.
  This ability functions like the spell storing property (DMG 
  225), with the following exceptions.
  • It must be an illusion spell, but it need not be 3rd level or 
  lower.
  • A spell cannot be cast into the weapon; it can store only a 
  spell that it has actually dispelled through the illusion bane 
  ability.
  • An illusion theft weapon need not actually strike a 
  creature to activate the stored spell.
  The stored spell is preserved as originally cast in every way, 
  except that its duration is effectively arrested at the time 
  you steal it.
  As soon as the spell is stored, you immediately become 
  aware of its effect and its remaining duration, and you can 
  activate it at any time.
  You can choose a different target to be affected by the 
  stored spell if you so desire.
  When the spell is activated, the duration begins passing 
  again as if no time had elapsed.
  Once a stored illusion spell has been discharged, you 
  cannot activate the weapon’s illusion theft property again 
  until you have successfully dispelled another illusion 
  (using the illusion bane property), which is then stored 
  within the weapon.
  Prerequisites: Craft Magic Arms and Armor, true seeing, dispel 
  magic.
  Cost to Create: Varies.
  IMPACT
  Price: +1 bonus
  Property: Bludgeoning weapon
  Caster Level: 10th
  Aura: Moderate; (DC 20) evocation
  Activation: —
  This weapon seems heavier than a typical weapon of its type, and 
  its head and haft have a square design.
  An impact weapon has double the threat range of a normal 
  weapon of its type.
  For example, an impact quarterstaff scores a threat on a roll 
  of 19–20, and an impact heavy flail scores a threat on a roll 
  of 17–20.
  This effect doesn’t stack with any other effect that expands 
  a weapon’s critical threat range.
  Prerequisites: Craft Magic Arms and Armor, weapon of impact 
  (SC 237).
  Cost to Create: Varies.
  IMPALING
  Price: +1 bonus
  Property: Piercing melee weapon
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: Swift (command)
  This weapon has a particularly sharp and slim point.
  Three times per day, you can activate this weapon to treat 
  its next attack (if made before the end of your turn) as a 
  touch attack.
  You must declare that you are using this property before 
  making your attack roll.
  If the attack misses, the use is wasted.
  Prerequisites: Craft Magic Arms and Armor, find the gap (SC 
  91).
  Cost to Create: Varies.
  IMPEDANCE
  Price: +2 bonus
  Property: Weapon
  Caster Level: 11th
  Aura: Moderate; (DC 20) abjuration
  Activation: —
  This weapon is reinforced with cold iron and set with chunks of 
  obsidian in a foursquare pattern.
  An impedance weapon mimics the impeded magic planar 
  trait (DMG 150).
  When you use it to strike a creature, the target’s ability to 
  cast spells or use spell-like abilities is impeded for 1d6 
  rounds.
  To cast an impeded spell or use an impeded spell-like 
  ability, the creature must attempt a Spellcraft check, 
  Intelligence check, or Charisma check (whichever one is 
  made with the highest bonus).
  The DC for this check is 15 + the spell level.
  If the check succeeds, the effect functions normally; if the 
  check fails, the effect does not function and the spell or the 
  use of the spell-like ability is lost.
  Prerequisites: Craft Magic Arms and Armor, antimagic field.
  Cost to Create: Varies.
  IMPLACABLE
  Price: +3 bonus
  Property: Weapon
  Caster Level: 9th
  Aura: Moderate; (DC 18) necromancy
  Activation: —
  This weapon has a lustrous purple sheen.
  When an implacable weapon deals damage to a living 
  creature, the wound bleeds profusely and the creature takes 
  2 additional points of damage at the start of each of the 
  wielder’s turns for the next 5 rounds.
  
  950
  Multiple wounds are cumulative (a creature struck three 
  times in the same round would take 6 points of damage per 
  round for the next 5 rounds).
  This bleeding can be stopped by a successful DC 15 Heal 
  check or any effect that restores hit points (such as cure light 
  wounds).
  However, while the wound is active, anyone attempting to 
  cast a spell on the target that would restore hit points must 
  succeed on a DC 15 caster level check.
  An implacable weapon counts as adamantine for the 
  purpose of overcoming the damage reduction of 
  aberrations.
  Prerequisites: Craft Magic Arms and Armor, vampiric touch.
  Cost to Create: Varies.
  INCORPOREAL BINDING [SYNERGY]
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: —
  Synergy Prerequisite: Ghost touch
  This weapon is simple in design and appears misty gray, even 
  though the base material used in its construction has a distinct 
  color of its own.
  An incorporeal binding weapon functions as a ghost touch 
  weapon (DMG 224).
  In addition, when this weapon strikes an incorporeal 
  creature, it emits a single pulse of gray energy that 
  temporarily anchors the target more firmly to the material 
  world.
  An incorporeal creature damaged by this weapon loses the 
  benefit of its incorporeal miss chance (50%) and its 50% 
  chance to ignore spells for 1 round.
  It does, however, retain all other benefits of 
  incorporealness, including immunity to all nonmagical 
  attack forms, the ability to pass through solid objects, and a 
  deflection bonus to AC equal to its Charisma bonus (if any).
  Prerequisites: Craft Magic Arms and Armor, dimensional 
  anchor, plane shift.
  Cost to Create: Varies.
  KNOCKBACK
  Price: +1 bonus
  Property: Weapon
  Caster Level: 11th
  Aura: Moderate; (DC 20) evocation
  Activation: Swift (command)
  This weapon looks broader and thicker than a typical item of its 
  type.
  A ram’s head with curling horns decorates its head or hilt.
  Three times per day, you can activate this weapon and use it 
  to drive your opponent back.
  The next time you hit a creature with the weapon before 
  the end of your turn, the target must succeed on a DC 19 
  Fortitude save or be pushed back 5 feet.
  If the target can’t move back, this ability has no effect.
  The knockback property works only on creatures of your 
  own size category or smaller.
  Prerequisites: Craft Magic Arms and Armor, repulsion.
  Cost to Create: Varies.
  LUCKY
  Price: +1 bonus
  Property: Weapon
  Caster Level: 15th
  Aura: Strong; (DC 22) divination
  Activation: Free (mental)
  The golden sheen on this weapon raises your spirits and fills you 
  with confidence in your fighting prowess.
  A lucky weapon offers a second chance at success.
  Once per day, you can reroll a single failed attack roll.
  Prerequisites: Craft Magic Arms and Armor, moment of 
  prescience or fate of one (EPH 107).
  Cost to Create: Varies.
  MAGEBANE
  Price: +1 bonus
  Property: Weapon
  Caster Level: 8th
  Aura: Moderate; (DC 19) evocation
  Activation: —
  The surface of this black iron weapon is inscribed with runes 
  representing the grounding of energy, and its pommel or grip is set 
  with three diamonds.
  Weapons that have this property are feared by arcane 
  spellcasters.
  Against any creature that can cast arcane spells or use 
  invocations (CAr 7), a magebane weapon’s enhancement 
  bonus is 2 higher than normal.
  (Thus, a +1 longsword with the magebane property becomes 
  a +3 longsword when wielded against such targets).
  Furthermore, a magebane weapon deals an extra 2d6 points 
  of damage against targets capable of casting arcane spells or 
  using invocations.
  The magebane property can be added to a cold iron weapon 
  without paying the extra 2,000 gp (DMG 284).
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, dispel magic.
  Cost to Create: Varies.
  MAIMING
  Price: +1 bonus
  Property: Weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  This weapon has a twisted haft or grip and spikes along its blade, 
  head, or point.
  A maiming weapon twists and digs into the flesh of its 
  target, rending, tearing, smashing, and bruising it.
  Whenever you score a critical hit with this weapon, it deals 
  an amount of extra damage depending on its critical 
  multiplier.
  
  951
  Prerequisites: Craft Magic Arms and Armor, keen edge.
  Cost to Create: Varies.
  MANIFESTER
  Price: +12,000 gp
  Property: Weapon
  Caster Level: 8th
  Aura: Moderate; (DC 19) divination
  Activation: Free (mental)
  Radiating inner power, this princely weapon settles and clarifies 
  your thoughts.
  When manifesting a power, the bearer of this weapon can 
  draw 5 power points from it.
  These points must be all be used on the same power, and 
  that power cannot be imbued with power points from any 
  other source.
  A manifester weapon functions once per day.
  Prerequisites: Craft Magic Arms and Armor, any 3rd-level 
  psionic power.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  METALLINE
  Price: +2 bonus
  Property: Weapon
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: Standard (command)
  The color and texture of this weapon seem to shift with each 
  passing moment.
  When you activate a metalline weapon, you can change its 
  composition to adamantine, alchemical silver, cold iron, or 
  ordinary steel.
  Prerequisites: Craft Magic Arms and Armor, fabricate.
  Cost to Create: Varies.
  MIGHTY SMITING
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 8th
  Aura: Moderate; (DC 19) evocation
  Activation: —
  This weapon feels heavier than a normal weapon of its type.
  Inscribed on its surface is a message affirming its superiority over 
  some category of creature.
  If you have a smite ability (smite, smite evil, smite 
  shadowlands, or the like), you gain an extra +2 bonus on 
  your smite attack rolls and damage rolls.
  In addition, you gain one additional use of your smite 
  ability each day while wielding this weapon.
  If you have more than one smite ability, you must choose 
  which one gains the extra use.
  A weapon of mighty smiting only grants one extra smite 
  per day, regardless of how many characters wield it.
  Prerequisites: Craft Magic Arms and Armor, divine power.
  Cost to Create: Varies.
  MINDCRUSHER
  Price: +2 bonus
  Property: Weapon
  Caster Level: 12th
  Aura: Strong; (DC 21) necromancy
  Activation: —
  This red-tinted weapon seems to draw light and feeling from 
  around it.
  You sense its hunger.
  Any psionic creature struck in combat by a mindcrusher 
  weapon loses a number of power points equal to half the 
  amount of hit point damage the weapon deals on that 
  strike.
  Only the base damage of the weapon contributes to the 
  power point loss; additional damage from high Strength or 
  other sources does not cause additional power point loss.
  A creature with no power points, including any nonpsionic 
  creature, must succeed on a DC 17 Will save or take 1 point 
  of Wisdom damage.
  A projectile weapon bestows this property upon its 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, vampiric touch or 
  psychic vampire (EPH 127).
  Cost to Create: Varies.
  MINDFEEDER
  Price: +1 bonus
  Property: Weapon
  Caster Level: 15th
  Aura: Strong; (DC 22) necromancy
  Activation: —
  Composed of a flat, rough, slate-gray crystal, this weapon seems to 
  absorb your thoughts.
  When you score a critical hit with a mindfeeder weapon, 
  you gain 1 temporary power point for every 5 points of 
  damage dealt by the critical hit.
  These temporary power points last for up to 1 minute.
  You gain power points even if the target has none.
  As with temporary hit points, temporary power points do 
  not stack with each other; they overlap.
  Thus, if the wielder of a mindfeeder weapon successfully 
  scores a critical hit while still enjoying temporary power 
  points from a previous critical hit, the wielder gains only 
  the higher of the two values: either her current number of 
  temporary power points, or the new influx of temporary 
  power points, whichever is greater.
  Creatures immune to extra damage from critical hits do not 
  trigger mindfeeder weapons.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, vampiric touch or 
  psychic vampire (EPH 127).
  Cost to Create: Varies.
  MORPHING
  Price: +1 bonus
  Property: Melee or thrown weapon
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: Standard
  This weapon’s shape constantly flows and reforms in slightly 
  different compositions.
  You can reshape a morphing weapon into any other melee 
  or thrown weapon of the same size and type (light, one-
  handed, or two-handed).
  
  952
  For instance, a morphing greatsword could become a spear, 
  greataxe, or dire flail.
  If a single weapon created with the morphing property 
  becomes a double weapon, only one end of the double 
  weapon retains the weapon’s magical bonus, although the 
  other end is masterwork.
  If a double weapon created with the morphing property 
  becomes a single weapon, it can have the properties of 
  either end of the original double weapon.
  The properties of the other end are dormant but not lost; 
  they become active again when the morphing weapon once 
  again becomes a double weapon.
  Prerequisites: Craft Magic Arms and Armor, fabricate.
  Cost to Create: Varies.
  NECROTIC FOCUS
  Price: +3 bonus
  Property: Melee weapon
  Caster Level: 7th
  Aura: Moderate; (DC 18) necromancy
  Activation: —
  This weapon has a golden sheen and a series of black runes inlaid 
  in jet along its length.
  Its pommel or grip is set with a black star sapphire.
  A necrotic focus weapon serves as a channel for your ability 
  drain or energy drain supernatural ability.
  While wielding it, you deal ability drain or bestow negative 
  levels through it as if attacking with your natural weapons.
  If a saving throw against the effect is allowed, add the 
  weapon’s enhancement bonus to the save DC.
  Prerequisites: Craft Magic Arms and Armor, enervation, 
  spectral hand.
  Cost to Create: Varies.
  PARALYTIC BURST
  Price: +2 bonus
  Property: Weapon
  Caster Level: 9th
  Aura: Moderate; (DC 19) enchantment
  Activation: —
  This weapon appears unusually straight and stiff.
  Set into the base of its blade or head is a smoothly polished piece of 
  aventurine that seems to glow with an energy all its own.
  Whenever you score a critical hit with this weapon, a wave 
  of green energy washes over the target, paralyzing it for 1 
  round (Will DC 17 negates).
  This effect activates even if the target is not normally 
  subject to extra damage from critical hits.
  Prerequisites: Craft Magic Arms and Armor, hold monster.
  Cost to Create: Varies.
  PARALYZING
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 10th
  Aura: Moderate; (DC 20) enchantment
  Activation: Swift (command)
  This weapon bears a number of hard-to-see parallel striations near 
  its handle.
  When a paralyzing weapon is activated, the next creature 
  struck by the weapon must succeed on a DC 17 Will save or 
  be paralyzed.
  Each round on its turn, the target can attempt a new saving 
  throw to end the effect; otherwise, the paralysis lasts for 10 
  rounds.
  A paralyzing weapon functions once per day.
  Prerequisites: Craft Magic Arms and Armor, hold monster.
  Cost to Create: Varies.
  PARRYING
  Price: +2 bonus
  Property: Weapon
  Caster Level: 15th
  Aura: Strong; (DC 22) enchantment
  Activation: —
  The detailed engravings on this shiny weapon appear to spin and 
  jump about.
  Even when grasped, it twitches and bucks.
  A parrying weapon allows you to discern events an instant 
  into the future, granting you a +1 insight bonus to AC.
  The weapon makes you so adept at parrying that it grants 
  you a +1 insight bonus on saving throws.
  The bonuses are granted whenever you hold the weapon, 
  even if you are flat-footed.
  Prerequisites: Craft Magic Arms and Armor, divine protection 
  (SC 70) or defensive precognition (EPH 124).
  Cost to Create: Varies.
  POWER STORING
  Price: +1 bonus
  Property: Weapon
  Caster Level: 12th
  Aura: Strong; (DC 21) evocation
  Activation: Free (command)
  This weapon is composed of a white, honeycomb substance of 
  substantial weight.
  A power storing weapon allows a manifester to store a 
  single targeted power of up to 5 power points in the 
  weapon.
  (The power must have a manifesting time of 1 standard 
  action).
  Any time the weapon strikes a creature and the creature 
  takes damage from it, the weapon can manifest the power 
  on that creature if you desire.
  Once the power is manifested, the weapon is empty, and a 
  manifester can store any other targeted power of up to 5 
  power points into it.
  The weapon telepathically whispers to you the name of the 
  power currently stored within it.
  A randomly generated power storing weapon has a 50% 
  chance to have a power stored in it already.
  Prerequisites: Craft Magic Arms and Armor, manifester level 
  12th.
  Cost to Create: Varies.
  PRECISE
  Price: +1 bonus
  Property: Ranged weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  
  953
  Activation: —
  This weapon has a carved peephole or sighting tube worked into its 
  design, and its hilt is set with a faceted diamond.
  You can shoot or throw a precise weapon at an opponent 
  engaged in melee without incurring the standard –4 
  penalty.
  This benefit does not apply if you already have the Precise 
  Shot feat.
  Prerequisites: Craft Magic Arms and Armor, Precise Shot.
  Cost to Create: Varies.
  PRISMATIC BURST
  Price: +30,000 gp
  Property: Weapon
  Caster Level: 13th
  Aura: Strong; (DC 21) evocation
  Activation: —
  This smoothly polished weapon is set with a ruby, a fire opal, a 
  yellow topaz, an emerald, a blue topaz, a sapphire, and an 
  amethyst.
  Whenever you score a successful critical hit with this 
  weapon, multicolored light springs from the gems and 
  cascades along its blade or head, subjecting the target to a 
  prismatic spray effect (save DC 20; see spell description, PH 
  264).
  This effect activates even if the target is not normally 
  subject to extra damage from critical hits.
  Prerequisites: Craft Magic Arms and Armor, prismatic spray.
  Cost to Create: Varies.
  PROFANE
  Price: +1 bonus
  Property: Weapon
  Caster Level: 7th
  Aura: Moderate; (DC 17) necromancy
  Activation: Standard (command)
  This black iron weapon is decorated with a single silver skull.
  A runic phrase describing a vile act runs along its blade or haft.
  By speaking the appropriate command word, you can 
  sheathe a profane weapon in crackling black negative 
  energy.
  If you have no Constitution score, this energy does not 
  harm you; otherwise you take 1 point of Constitution 
  damage for each round that you hold the weapon while the 
  effect is activated.
  This effect lasts until you speak another command word to 
  end it.
  While activated, a profane weapon deals an extra 1d6 points 
  of damage to any living target (or 2d6 points against a good 
  outsider) on a successful hit.
  Also, it is treated as evil-aligned for the purpose of 
  overcoming damage reduction.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, inflict light 
  wounds.
  Cost to Create: Varies.
  PROFANE BURST [SYNERGY]
  Price: +1 bonus
  Property: Weapon
  Caster Level: 12th
  Aura: Strong; (DC 21) necromancy
  Activation: Standard (command) and —
  Synergy Prerequisite: Profane
  This black iron weapon is decorated with dozens of silver skulls.
  Runic phrases describing vile acts run along its blade or haft and 
  glow when it is wielded.
  A profane burst weapon functions as a profane weapon (see 
  above).
  In addition, the weapon explodes with negative energy on a 
  successful critical hit, dealing extra negative energy damage 
  as set out in the table below.
  (This effect activates even if the target is not normally 
  subject to extra damage from critical hits).
  A profane burst weapon deals even more damage to good 
  outsiders on a successful critical hit.
  This burst does not harm you or any creature other than the 
  target if you are undead; otherwise, you take 1d4 points of 
  Constitution damage (or Charisma damage if you have no 
  Constitution score).
  This is a continuous effect and requires no activation.
  Even if the weapon has not been activated to deal extra 
  damage because of the profane property, the weapon still 
  deals its extra negative energy damage on a successful 
  critical hit.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, inflict critical 
  wounds.
  Cost to Create: Varies.
  PSIBANE
  Price: +2 bonus
  Property: Weapon
  Caster Level: 15th
  Aura: Strong; (DC 22) divination
  Activation: —
  This extraordinary weapon is shot through with translucent 
  purple crystal shards.
  You detect a vague air of menace about it.
  A psibane weapon is crafted to oppose psionic beings.
  When used against any creature that has the psionic 
  subtype (EPH 183), its effective enhancement bonus is 2 
  higher than its actual enhancement bonus (so a +1 psibane 
  longsword instead has a +3 enhancement bonus against 
  psionic foes).
  It deals an extra 2d6 points of damage against psionic 
  opponents.
  A psibane weapon bestows one negative level on any 
  psionic creature attempting to wield it.
  
  954
  This negative level remains as long as the weapon is in 
  hand and disappears when the weapon is no longer 
  wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way while the weapon is 
  wielded.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, dispel magic or 
  bend reality (EPH 80).
  Cost to Create: Varies.
  PSYCHIC
  Price: +2 bonus
  Property: Weapon
  Caster Level: 17th
  Aura: Strong; (DC 23) no school
  Activation: —
  This weapon has an inner glow of varying brightness.
  It glows more brightly when brought near those with psionic 
  ability.
  A psychic weapon’s power depends on its wielder.
  It gains an enhancement bonus based on the wielder’s 
  current power point reserve, as shown on the table below.
  (This benefit doesn’t stack with the weapon’s normal 
  enhancement bonus).
  The weapon’s enhancement bonus decreases (to a 
  minimum of +1) as the wielder spends power points, and it 
  increases whenever the wielder gains enough power points 
  (by any means) to put his power point reserve into the next 
  higher category.
  Prerequisites: Craft Magic Arms and Armor, wish or reality 
  revision (EPH 128).
  Cost to Create: Varies.
  PSYCHOKINETIC
  Price: +1 bonus
  Property: Weapon
  Caster Level: 10th
  Aura: Moderate; (DC 20) evocation
  Activation: Standard (command)
  This silvery-white weapon has a smooth sheen and is difficult to 
  grip tightly.
  Upon command, a psychokinetic weapon glows from the 
  inside with lethal psionic energy.
  Such a weapon deals an extra 1d4 points of force damage on 
  a successful hit.
  This extra damage is not affected by damage reduction, and 
  it affects incorporeal creatures even if the attack would 
  normally miss due to the incorporeal miss chance.
  The energy does not harm you while wielding the weapon.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, blast of force (SC 
  31) or concussive blast (EPH 85).
  Cost to Create: Varies.
  PSYCHOKINETIC BURST [SYNERGY]
  Price: +1 bonus
  Property: Weapon
  Caster Level: 12th
  Aura: Strong; (DC 21) evocation
  Activation: Standard (command) and —
  Synergy Prerequisite: Psychokinetic
  Silvery-black and potent, this weapon is very smooth and difficult 
  to grip tightly.
  This weapon functions as a psychokinetic weapon (see 
  above).
  In addition, the weapon releases a blast of destructive 
  psionic energy on a successful critical hit, dealing extra 
  force damage as set out in the table below.
  (This effect activates even if the target is not normally 
  subject to extra damage from critical hits).
  This burst does not harm you or any creature other than the 
  target.
  This is a continuous effect and requires no activation.
  Even if the weapon has not been activated to deal extra 
  damage because of the psychokinetic property, the weapon 
  still deals its extra force damage on a successful critical hit.
  This extra damage is not affected by damage reduction, and 
  it affects incorporeal creatures even if the attack would 
  normally miss due to the incorporeal miss chance.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, blast of force (SC 
  31) or concussive blast (EPH 85).
  Cost to Create: Varies.
  QUICK LOADING
  Price: +1 bonus
  Property: Crossbow
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Free (manipulation) or move (manipulation); 
  see text
  Volleys of soaring bolts are engraved upon this loaded crossbow.
  
  955
  A quick loading crossbow accesses an extradimensional 
  space that can hold up to 100 bolts, allowing you to reload 
  the crossbow more rapidly than normal.
  Reloading a quick loading hand or light crossbow is a free 
  action (allowing a character with multiple attacks to use his 
  full attack rate), and reloading a quick loading heavy 
  crossbow is a move action.
  Different types of bolts can be held in the extradimensional 
  space, and you can select freely from these when reloading 
  the crossbow.
  Adding or removing a bolt by hand from an 
  extradimensional space requires a move (manipulation) 
  action.
  Prerequisites: Craft Magic Arms and Armor, Leomund’s secret 
  chest, shrink item.
  Cost to Create: Varies.
  RESOUNDING
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) enchantment
  Activation: —
  This weapon bears a small engraving of a bell.
  A resounding weapon emits a deep, ringing chime each 
  time it successfully hits a target.
  The sound carries over the din of battle, encouraging your 
  allies.
  When you strike a foe with a resounding weapon, allies 
  (including you) within 30 feet gain a +1 morale bonus on 
  attack rolls and saves against fear effects for 1 round.
  Prerequisites: Craft Magic Arms and Armor, bless.
  Cost to Create: Varies.
  REVEALING
  Price: +1 bonus
  Property: Weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: —
  A sea of flames flickers upon this weapon, though it is perfectly cool 
  to the touch.
  Any opponent struck by a weapon that has this property is 
  outlined in magical flames, as the faerie fire spell, for 1 
  round.
  Prerequisites: Craft Magic Arms and Armor, faerie fire.
  Cost to Create: Varies.
  SACRED
  Price: +1 bonus
  Property: Weapon
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: Standard (command)
  This silver-white weapon is decorated with a single golden sun.
  A runic phrase describing a heroic deed runs along its blade or 
  haft.
  By speaking the appropriate command word, you can 
  sheathe a sacred weapon in luminous positive energy.
  If you are not undead, this energy does not harm you; 
  otherwise, you take 1 point of Charisma damage for each 
  round that you hold the weapon.
  This effect lasts until you speak another command word to 
  end it.
  While activated, a sacred weapon deals an extra 1d6 points 
  of damage to any undead target (or 2d6 points against an 
  evil outsider) on a successful hit.
  Also, it is treated as good-aligned for the purpose of 
  overcoming damage reduction.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, cure light wounds.
  Cost to Create: Varies.
  SACRED BURST [SYNERGY]
  Price: +1 bonus
  Property: Weapon
  Caster Level: 12th
  Aura: Strong; (DC 21) conjuration
  Activation: —
  Synergy Prerequisite: Sacred
  This silver-white weapon is decorated with dozens of golden sun 
  motifs.
  Runic phrases describing various heroic deeds run along its blade 
  or haft and glow when it is wielded.
  A sacred burst weapon functions as a sacred weapon (see 
  above).
  In addition, the weapon explodes with positive energy on a 
  successful critical hit, dealing extra positive energy damage 
  to creatures as set out in the table below.
  (This effect activates even if the target is not normally 
  subject to extra damage from critical hits).
  A sacred burst weapon deals even more damage to evil 
  outsiders on a successful critical hit.
  This burst does not harm you or any creature other than the 
  target unless you are undead; if you are, you take 1d4 points 
  of Charisma damage from the burst.
  This is a continuous effect and requires no activation.
  Even if the weapon has not been activated to deal extra 
  damage because of the sacred property, the weapon still 
  deals its extra positive energy damage on a successful 
  critical hit.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, cure critical 
  wounds.
  Cost to Create: Varies.
  SCREAMING
  Price: +1 bonus
  
  956
  Property: Weapon
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: Standard (command)
  This weapon is pierced with numerous tiny holes in a decorative 
  pattern.
  These holes produce a whistling sound when air moves through 
  them.
  Upon command, this weapon begins to vibrate gently, 
  though it emits no actual sound in this mode.
  Whenever an activated screaming weapon hits, it produces 
  a high-pitched sound and deals an extra 1d4 points of sonic 
  damage to the target.
  This noise is unpleasant, but it has no adverse effect upon 
  any creatures other than the one struck.
  The ability of a screaming weapon to deal extra sonic 
  damage is negated in any area of magical silence.
  Screaming weapons have no additional adverse effect on 
  creatures with unusually acute hearing, although such 
  creatures tend to dislike them.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, shout or sound 
  burst.
  Cost to Create: Varies.
  SCREAMING BURST [SYNERGY]
  Price: +1 bonus
  Property: Weapon
  Caster Level: 12th
  Aura: Strong; (DC 21) evocation
  Activation: —
  Synergy Prerequisite: Screaming
  This weapon is decorated with engravings of bells, cymbals, drums, 
  and other images associated with loud noises.
  A screaming burst weapon functions as a screaming 
  weapon (see above).
  In addition, the weapon explodes with sonic energy on a 
  successful critical hit, dealing extra sonic damage as set out 
  in the table below.
  (This effect activates even if the target is not normally 
  subject to extra damage from critical hits).
  This burst does not harm you or any creature other than the 
  target.
  This is a continuous effect and requires no activation.
  Even if the weapon has not been activated to deal extra 
  damage because of the screaming property, the weapon still 
  deals its extra sonic damage on a successful critical hit.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, shout or sound 
  burst.
  Cost to Create: Varies.
  SHADOWSTRIKE
  Price: +5,000 gp
  Property: Weapon
  Caster Level: 15th
  Aura: Strong; (DC 22) illusion
  Activation: Swift (mental)
  This weapon is made of a dull black material, and its edges seem 
  indistinct.
  A shadowstrike weapon can reach through your own 
  shadow to catch foes off guard.
  Once per day, you can activate the property to add 5 feet to 
  the weapon’s reach for a single attack.
  The target is denied its Dexterity bonus to AC for this 
  attack.
  Prerequisites: Craft Magic Arms and Armor, shadow 
  conjuration.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  SHATTERMANTLE
  Price: +1 bonus
  Property: Weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) divination
  Activation: —
  Translucent, writhing energy and blue sparks can be seen raging 
  within this weapon.
  A shattermantle weapon damages a foe’s spell resistance.
  Each time the weapon strikes a foe that has spell resistance, 
  the value of that spell resistance is reduced by 2 for 1 round.
  The penalties for multiple hits during the same round 
  stack.
  For example, if you succeed on three attacks in the same 
  round against the same foe, that foe’s spell resistance is 
  reduced by 6 until the beginning of your next turn.
  Prerequisites: Craft Magic Arms and Armor, assay spell 
  resistance (SC 17).
  Cost to Create: Varies.
  SHIELDING
  Price: +1 bonus
  Property: Light melee weapon
  Caster Level: 10th
  Aura: Moderate; (DC 20) transmutation
  Activation: Swift (command)
  The handle of this weapon has a handguard shaped like a shield.
  A shielding weapon is most often employed as an off-hand 
  weapon.
  Activating a shielding weapon transforms it into a heavy 
  steel shield, with the same enhancement bonus as the 
  weapon itself (both for AC and when making shield bash 
  attacks).
  Prerequisites: Craft Magic Arms and Armor, animate objects, 
  shield.
  Cost to Create: Varies.
  SIZING
  Price: +5,000 gp
  Property: Weapon
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  
  957
  Activation: Swift (command)
  This weapon features a series of decorative nubs on the hilt or haft.
  Activating a sizing weapon changes its size category to any 
  other that you desire.
  Prerequisites: Craft Magic Arms and Armor, shrink item.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  SLOW BURST
  Price: +5,000 gp
  Property: Weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  This weapon has an image of a snail worked into its hilt or grip, 
  and it feels cold to the touch.
  A chill aura numbs this weapon’s victim when you strike 
  true.
  Whenever you score a critical hit with this weapon, the 
  target is slowed (as the slow spell) for 3 rounds (Will DC 14 
  negates).
  This effect activates even if the creature struck is not 
  normally subject to extra damage from critical hits.
  Prerequisites: Craft Magic Arms and Armor, slow.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  SOULBOUND
  Price (Item Level): +1 bonus
  Property: Weapon
  Caster Level: 6th
  Aura: Moderate; (DC 18) abjuration
  Activation: Swift (mental)
  This looks like a normal item of its kind except for a faint, blue 
  sheen.
  A soulbound weapon serves as a receptacle for your 
  essentia, much as a soulmeld does.
  Every point of essentia invested in the weapon increases its 
  enhancement bonus on attack rolls and damage rolls by 1, 
  up to a maximum enhancement bonus of +3.
  Each soulbound weapon has an essentia capacity.
  The maximum number of essentia points that can be 
  invested in it equals this value or your normal essentia 
  capacity (see Table 2–1: Essentia Capacity, Magic of 
  Incarnum 19), whichever is lower.
  A soulbound weapon has a maximum essentia capacity of 2.
  Chakra Bind: A soulbound weapon grants bonuses when it 
  is bound to a chakra, as described below.
  These effects function continuously, with no need for 
  activation.
  See Binding Items to Chakras (MoI 108) for more 
  information.
  Arms: Binding a soulbound weapon to your arms chakra 
  grants you a +2 insight bonus on rolls made to confirm 
  critical hits with the weapon.
  Brow: Binding a soulbound weapon to your brow chakra 
  allows you, if you miss an attack because of concealment, to 
  reroll your miss chance percentile roll one time to see if 
  you actually hit.
  This benefit is usable once per round.
  Hands: Binding a soulbound weapon to your hands chakra 
  grants you a +2 insight bonus on initiative checks while the 
  weapon is held.
  Prerequisites: Craft Magic Arms and Armor, magic weapon, 
  essentia pool 2.
  Cost to Create: Varies.
  SOULBOUND, GREATER [SYNERGY]
  Price (Item Level): +2 bonus
  Caster Level: 18th
  Aura: Strong; (DC 24) abjuration
  This entire weapon seems composed of some blue material, and it 
  moves through the air effortlessly.
  This property functions as the soulbound property (see 
  above), except a greater soulbound weapon has a maximum 
  essentia capacity of 4 (instead of 2), for a maximum 
  enhancement bonus of +5 (instead of +3).
  Prerequisites: Craft Magic Arms and Armor, magic weapon, 
  essentia pool 4.
  SOULBREAKER [SYNERGY]
  Price: +1 bonus
  Property: Weapon
  Caster Level: 17th
  Aura: Strong; (DC 23) necromancy
  Activation: —
  Synergy Prerequisite: Enervating
  Shrouded by motes of darkness, this weapon is the color of a deep 
  bruise.
  This weapon functions as an enervating weapon (see page 
  34).
  However, a negative level gained from an attack from a 
  soulbreaker weapon doesn’t fade 1 hour later.
  Instead, 24 hours after being struck, if the negative level or 
  levels have not been purged, the subject must succeed on a 
  DC 18 Fortitude save for each negative level or lose a 
  character level.
  Prerequisites: Craft Magic Arms and Armor, energy drain.
  Cost to Create: Varies.
  SOULDRINKING [SYNERGY]
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) necromancy
  Activation: —
  Synergy Prerequisite: Enervating
  A barely perceptible shadow, in the shape of a screaming 
  humanoid face, seems to flicker on this weapon.
  This weapon functions as an enervating weapon (see page 
  34).
  In addition, when a souldrinking weapon scores a critical 
  hit on a living creature, it grants you 5 temporary hit points 
  and a +2 morale bonus on melee damage rolls.
  The temporary hit points don’t stack with temporary hit 
  points from any other source.
  This effect fades after 10 minutes.
  Prerequisites: Craft Magic Arms and Armor, vampiric touch.
  Cost to Create: Varies.
  SPELLSTRIKE
  Price: +1 bonus
  Property: Weapon
  
  958
  Caster Level: 8th
  Aura: Moderate; (DC 19) abjuration
  Activation: Free (mental)
  The image of a great helm ornaments the end of this hefty, 
  unusually solid weapon.
  A spellstrike weapon allows you to transfer some or all of 
  the weapon’s enhancement bonus, using it as a bonus on 
  your saving throws against spells or spell-like abilities.
  As a free action, you choose how to allocate the weapon’s 
  enhancement bonus at the start of your turn before using 
  the weapon, and the effect on saving throws lasts until the 
  start of your next turn.
  Prerequisites: Craft Magic Arms and Armor, resistance.
  Cost to Create: Varies.
  STUNNING [SYNERGY]
  Price: +1 bonus
  Property: Weapon
  Caster Level: 9th
  Aura: Moderate; (DC 19) enchantment
  Activation: —
  Synergy Prerequisite: Screaming
  The surface of this weapon is covered with jagged lines resembling 
  lightning bolts.
  A stunning weapon functions as a screaming weapon (see 
  page 42).
  In addition, on a successful critical hit with a stunning 
  weapon, the target must succeed on a DC 17 Fortitude save 
  or be stunned for 1 round.
  Projectile weapons bestow this property on their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, hold monster.
  Cost to Create: Varies.
  STUNNING SURGE
  Price: +1 bonus
  Property: Weapon
  Caster Level: 9th
  Aura: Moderate; (DC 19) enchantment
  Activation: Swift (command)
  This weapon is broad and heavy compared to other weapons of its 
  kind.
  Its rough but solid craftsmanship bespeaks straightforward 
  functionality.
  On a successful melee attack, you can command this 
  weapon to emit a surge of magical energy.
  Unless the target succeeds on a Fortitude save (DC 10 + 1/2 
  your character level + your Cha modifier), it is stunned for 
  1 round.
  This ability is usable a number of times per day equal to 1+ 
  your Charisma bonus (if any).
  Once you activate this ability, it can’t be activated by any 
  other creature until the following day.
  Prerequisites: Craft Magic Arms and Armor, hold monster.
  Cost to Create: Varies.
  STYGIAN
  Price: +1 bonus
  Property: Weapon
  Caster Level: 9th
  Aura: Moderate; (DC 19) necromancy
  Activation: Swift (mental)
  This weapon is composed of a black crystal that seems to absorb the 
  light around it.
  When you activate a stygian weapon, the next successful 
  attack you make before the end of your turn bestows one 
  negative level on the target in addition to dealing normal 
  damage.
  This negative level lasts for 10 minutes, and thus can’t 
  result in a permanent level decrease.
  A stygian weapon functions three times per day.
  Prerequisites: Craft Magic Arms and Armor, enervation.
  Cost to Create: Varies.
  SUNDERING
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Decorated with sculpted, imposing fists, this item seems denser 
  than normal.
  A sundering weapon allows you to attack as if you have the 
  Improved Sunder feat, and it deals an extra 1d6 points of 
  damage on a sunder attempt.
  Prerequisites: Craft Magic Arms and Armor, Improved 
  Sunder, weapon of impact (SC 237) or metaphysical weapon 
  (EPH 118).
  Cost to Create: Varies.
  SWEEPING
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Images of clouds and gusting wind cover this strangely flexible 
  weapon.
  This property grants you a +2 competence bonus on any 
  Strength check made to trip an opponent with the weapon.
  Prerequisites: Craft Magic Arms and Armor, bull’s strength.
  Cost to Create: Varies.
  TERRAN
  Price: +2 bonus
  Property: Weapon
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: —
  This weapon appears to have been hewn from crystal.
  Its grip is inlaid with gems in a circular design.
  A terran weapon automatically overcomes the damage 
  reduction of any creature that has the air subtype.
  In addition, the weapon deals an extra 2d6 points of 
  damage against such targets.
  A terran weapon also bestows one negative level on any 
  creature that has the air subtype and attempts to wield it.
  The negative level remains as long as the weapon is in hand 
  and disappears when it is no longer held.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  
  959
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, earth subtype.
  Cost to Create: Varies.
  TRANSMUTING
  Price: +2 bonus
  Property: Weapon
  Caster Level: 13th
  Aura: Strong; (DC 21) transmutation
  Activation: —
  This odd-looking weapon has both sharp and blunt sections.
  Its pommel or grip is set with a diamond, a piece of jet, a sapphire, 
  and a ruby.
  In addition, it is inlaid with both adamantine and silver.
  When you score a successful hit with a transmuting 
  weapon against a creature that has damage reduction, that 
  attack is resolved normally.
  At the start of your next turn, however, the weapon 
  transforms, taking on the properties required to overcome 
  that creature’s damage reduction.
  Once so changed, the weapon overcomes the designated 
  type of damage reduction for 10 rounds, or until you strike 
  a creature that has a different type of damage reduction.
  In this case, the weapon transforms in the same manner to 
  overcome that damage reduction instead.
  If the target has multiple types of damage reduction, the 
  weapon overcomes all of them.
  If the creature gains a new type of damage reduction after 
  initially being struck (from changing its form, for example), 
  the weapon must change again before it can overcome the 
  new type.
  A transmuting weapon does not gain any other benefit of 
  the properties it takes on, and it always deals normal 
  damage.
  Prerequisites: Craft Magic Arms and Armor, fabricate.
  Cost to Create: Varies.
  UNHOLY SURGE [SYNERGY]
  Price: +1 bonus
  Property: Melee weapon
  Caster Level: 11th
  Aura: Moderate; (DC 20) evocation
  Activation: — and swift (command)
  Synergy Prerequisite: Unholy
  This vile weapon is decorated with jagged spikes, skulls, and other 
  macabre designs.
  Characters who serve gods of murder, strife, and other base 
  deeds craft these weapons of pure evil for themselves and 
  for others who share their foul desires.
  This weapon functions as an unholy weapon (DMG 226).
  This is a continuous effect and requires no activation.
  In addition, on a successful melee attack with an unholy 
  surge weapon, you can command it to emit a burst of 
  unholy energy, which deals an extra 3d6 points of damage 
  to a good-aligned target.
  If used against a non-good creature, it deals no additional 
  damage, and that use of the ability is wasted.
  This ability is usable a number of times per day equal to 1 + 
  your Cha bonus (if any).
  Once you activate this property, it can’t be activated by any 
  other creature until the following day.
  Prerequisites: Craft Magic Arms and Armor, unholy blight or 
  unholy word.
  Cost to Create: Varies.
  VAMPIRIC
  Price: +2 bonus
  Property: Melee weapon
  Caster Level: 9th
  Aura: Moderate; (DC 19) necromancy
  Activation: —
  A gaping maw with elongated incisors adorns this weapon.
  The fangs shimmer wetly.
  A vampiric weapon deals an extra 1d6 points of damage to 
  any living creature it hits, and you heal damage equal to this 
  amount.
  Prerequisites: Craft Magic Arms and Armor, vampiric touch.
  Cost to Create: Varies.
  VANISHING
  Price: +8,000 gp
  Property: Melee weapon
  Caster Level: 10th
  Aura: Moderate; (DC 20) conjuration
  Activation: Swift (command)
  The grip of this weapon is transparent, and its pommel or guard is 
  set with white diamonds.
  A vanishing weapon allows you to travel short distances 
  instantaneously.
  Once per day, after a successful melee attack, you can 
  transport yourself and any equipment you are carrying to 
  any spot within 60 feet by activating the weapon.
  This movement otherwise conforms to the limitations 
  given for the dimension door spell (PH 221).
  Prerequisites: Craft Magic Arms and Armor, dimension door.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  VENOMOUS
  Price: +1 bonus
  Property: Weapon
  Caster Level: 9th
  Aura: Moderate; (DC 19) necromancy
  Activation: Swift (command)
  A carved snake coils around much of this weapon, its body tensed 
  to strike.
  When activated, a venomous weapon coats itself in injury 
  poison (Fort DC 14, 1d4 Str/1d4 Str), which lasts for 1 
  minute or until your next successful attack with the 
  weapon, whichever comes first.
  A venomous weapon functions three times per day.
  Projectile weapons bestow this property on their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, poison.
  Cost to Create: Varies.
  WARNING
  Price: +1 bonus
  Property: Weapon
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  
  960
  Four glass eyes circle this weapon, each watching a different 
  direction.
  A warning weapon grants you a +5 insight bonus on 
  initiative checks as long as it is held.
  Prerequisites: Craft Magic Arms and Armor, cat’s grace.
  Cost to Create: Varies.
  WEAKENING
  Price: +1 bonus
  Property: Weapon
  Caster Level: 5th
  Aura: Faint; (DC 17) necromancy
  Activation: —
  Macabre ornamentation and stretched bits of leather make this 
  weapon look as though it were made from a shriveled limb.
  When you score a critical hit with a weakening weapon, the 
  target takes a –4 penalty to its Strength score (to a 
  minimum score of 1) for 10 minutes.
  Multiple strikes aren’t cumulative.
  Projectile weapons bestow this property upon their 
  ammunition.
  Prerequisites: Craft Magic Arms and Armor, ray of 
  enfeeblement.
  Cost to Create: Varies.
  WHIRLING
  Price: +1 bonus
  Property: Slashing melee weapon
  Caster Level: 11th
  Aura: Moderate; (DC 20) transmutation
  Activation: Full-round (mental)
  The hilt of this weapon is twisted into a corkscrew design, and its 
  blade is dramatically curved.
  Three times per day, you can use this weapon to make a 
  whirling attack that has a chance of striking all nearby 
  opponents.
  Instead of making your regular attacks, you instead make 
  one melee attack at your full attack bonus against each 
  opponent within reach of the weapon.
  This property otherwise functions like the Whirlwind 
  Attack feat.
  Prerequisites: Craft Magic Arms and Armor, haste.
  Cost to Create: Varies.
  MAGIC OF FAERÛN (3.0)
  ACIDIC BURST
  An acidic burst weapon functions as a corrosive weapon 
  that also explodes with acid upon striking a successful 
  critical hit.
  The acid does not harm the hands that hold the weapon.
  Acidic burst weapons deal +1d10 points of bonus acid 
  damage on a successful critical hit.
  If the weapon’s critical multiplier is ×3, add +2d10 points of 
  bonus acid damage instead, and if the multiplier is ×4, add 
  +3d10 points of bonus acid damage.
  Bows, crossbows, and slings with this ability bestow the 
  acid energy upon their ammunition.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, acid fog, acid storm, Melf’s acid arrow, or storm of 
  vengeance; Market Price: +2 bonus.
  CORROSIVE
  Upon command, a corrosive weapon becomes slick with a 
  thick layer of acidic fluid (the wielder takes no damage 
  from this effect).
  Corrosive weapons deal +1d6 points of bonus acid damage 
  on a successful hit.
  Bows, crossbows, and slings with this ability bestow the 
  acid energy upon their ammunition.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, acid fog, acid storm, Melf’s acid arrow, or storm of 
  vengeance; Market Price: +1 bonus.
  DISARMING
  A disarming weapon has one special purpose: Disarming 
  the bearer’s opponent.
  It eliminates the opponent’s bonuses for both weapon size 
  and two-handed weapons.
  This type of weapon also adds +1 to the bearer’s attack roll 
  for purposes of the disarm attempt; this bonus does not 
  apply to any other attack roll.
  Other rules applicable to disarming an opponent remain 
  intact.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor; 
  Market Price: +2 bonus.
  DISPELLING
  Once per day, the weapon can be used to make a melee 
  touch attack that acts as a targeted dispel magic against the 
  creature or object touched.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, dispel magic; Market Price: +1 bonus.
  DOMINEERING
  Anyone attacking the wielder of a domineering weapon in 
  melee combat must succeed at a Will save (DC 16) or fight 
  defensively (–4 penalty on attacks, +2 dodge bonus to AC).
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, fear; Market Price: +3 bonus.
  DOOMWARDING
  Sometimes bestowed on adventurers favored by the church 
  of Tymora, these weapons usually are created with 7 
  charges.
  The wielder can spend 1 charge on his or her turn to gain 
  an extra partial action.
  The wielder can also use 1 charge at any time during a 
  round to reroll any die.
  (The wielder can spend a maximum of 2 charges a round, 1 
  for a partial action and 1 for a reroll).
  The wielder gets to know the result of a roll before deciding 
  to take a reroll.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, limited wish; Market Price: +3 bonus +1,500 gp; Cost to 
  Create: +3 bonus +300 XP.
  
  961
  Elemental Aura: Any weapon enhanced by this special 
  property may add an additional amount of damage from 
  fire, or sonic), exactly as described under the flaming 
  special property, including bestowing an additional 1d6 
  points of damage of the appropriate elemental subtype on a 
  normal hit.
  Determining the weapon’s elemental aura is a free action 
  that may be taken no more than once per round (thus, you 
  can’t change the subtype between attacks in the same 
  round).
  Bows, crossbows, and slings with this ability bestow the 
  energy upon their ammunition.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, blindness/deafness, chill metal, flame blade, lightning 
  bolt, Melf’s acid arrow; Market Price: +3 bonus.
  EVERBRIGHT
  The sun elven smiths of Evermeet know the secret of 
  forging everbright into blades.
  These weapons are as bright and shiny as polished silver.
  They never tarnish and are immune to corrosive attacks.
  The weapon flashes with a brilliant light up to twice per day 
  upon the command of the wielder.
  All within 20 feet except the wielder must make a Reflex 
  saving throw (DC 14) or be blinded for 1d4 rounds.
  Caster Level: 12th; Prerequisites: Create Magic Arms and 
  Armor, blindness/deafness, searing light; Market Price: +2 
  bonus.
  FLYING
  A flying weapon can fly at speed 30 feet and is treated as an 
  animated object with hardness and hit points equal to a 
  typical weapon of its kind.
  A flying weapon follows orders subject to the limits of its 
  ability (it has no Intelligence) but can be ordered to guard a 
  location just as an animated skeleton can.
  Only melee weapons can have the flying ability.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  animate objects, fly, or telekinesis; Market Price: +1 bonus.
  IMPACT
  Any bludgeoning weapon enhanced by this ability has its 
  threat range doubled.
  For example, a quarterstaff thus enhanced scores a threat on 
  a 19–20, and a heavy flail scores a threat on a 17–20.
  This enhancement does not affect piercing or slashing 
  weapons.
  (If you roll this property for an inappropriate weapon, 
  reroll).
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, weapon of impact; Market Price: +1 bonus.
  JUMPING
  When grasped, the weapon acts as a ring of feather falling.
  Once every other round, the wielder can jump with a +30 
  bonus on the Jump check.
  The character’s height does not limit the distance jumped.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor,
  jump, mage hand; Market Price: Add +13,750 gp.
  KNOCKBACK
  A weapon enhanced by this property has the ability to drive 
  its targets back.
  On a successful hit, the target of the attack must succeed at 
  a Fortitude save (DC 19) or be knocked back 10 feet.
  (If the target can’t move back 10 feet, it instead falls to the 
  ground).
  If the first save fails, the target must succeed at another 
  Fortitude save (DC 19) or be stunned for 1 round.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, repulsion; Market Price: +3 bonus.
  MERCIFUL
  The weapon deals +1d6 points of damage, and all the 
  damage it deals is subdual damage.
  On command, the weapon suppresses this ability until 
  commanded to resume it.
  Bows, crossbows, and slings with this ability bestow the 
  merciful effect on their ammunition.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  cure light wounds; Market Price: +1 bonus.
  PRECISE
  This property can only be placed on a ranged weapon.
  A precise weapon can be shot or thrown at an opponent 
  engaged in melee without suffering the standard –4 penalty 
  (as the Precise Shot feat).
  This doesn’t grant any special power to those who already 
  have the Precise Shot feat.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  Precise Shot; Market Price: +1 bonus.
  QUICK-LOADING
  This property may only be placed on a crossbow.
  A quick-loading crossbow accesses an extradimensional 
  space that can hold up to 100 bolts, allowing the wielder to 
  reload the crossbow more rapidly than normal.
  Reloading a quick-loading hand or light crossbow is a free 
  action (allowing a character with multiple attacks to use his 
  full attack rate), while reloading a quick-loading heavy 
  crossbow is a move-equivalent action.
  Adding or removing a bolt by hand from the 
  extradimensional space requires a move-equivalent action.
  Different types of bolts can be held in the extradimensional 
  space, and the wielder may select freely from these when 
  reloading the crossbow.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  Leomund’s secret chest, shrink item; Market Price: +2 bonus.
  RADIANT HOLDING
  This property (sometimes employed by wizard’s guards in 
  the Old Empires) can only be placed on ranged weapon 
  ammunition.
  A radiant holding projectile turns into a pulse of silvery 
  radiance when shot.
  Any attack with such a projectile is a ranged touch attack.
  The projectile inflicts 1 point of force damage (instead of its 
  normal damage), but the target must also make a Will save 
  (DC 17) or be held (as the hold monster spell).
  
  962
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  magic missile, hold monster; Market Price: +3 bonus.
  SCREAMING
  Upon command, a screaming weapon emits a low hum that 
  is grating on the ears but does not harm the wielder.
  Screaming weapons that hit produce a louder high-pitched 
  sound and deal +1d6 points of bonus sonic damage on a 
  successful hit.
  Bows, crossbows, and slings with this ability bestow the 
  sonic energy upon their ammunition.
  Screaming weapons do inflict this bonus damage within a 
  silence spell.
  Screaming weapons do not have any additional adverse 
  affects upon creatures that use enhanced hearing, although 
  such creatures dislike screaming weapons.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, shout or sound burst; Market Price: +1 bonus.
  SEEKING
  Only ranged weapons can have the seeking ability.
  The weapon veers toward the target, negating any miss 
  chances that would apply because of concealment.
  (The wielder still has to aim the weapon at the target.
  Arrows mistakenly shot into an empty space, for example, 
  do not veer and hit invisible enemies, even if they are 
  nearby).
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, true seeing; Market Price: +1 bonus.
  SPELLBLADE
  The wielder is immune to a single spell chosen at the time 
  the weapon is created.
  The chosen spell must be one that is targeted against the 
  wielder (not a spell that affects an area).
  When the wielder is subjected to the spell, the weapon 
  absorbs the spell.
  On the wielder’s next turn, she can opt to let the spell drain 
  harmlessly away or direct the spell at a new target as a free 
  action.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and 
  Armor, spell turning; Market Price: +1 bonus.
  SURE STRIKING
  A sure striking weapon harms creatures with damage 
  reduction as if it had a +5 enhancement bonus.
  Bows, crossbows, and slings cannot have the sure striking 
  ability.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor; 
  greater magic weapon; Market Price: +1 bonus.
  SWEEPING
  This property grants a +4 bonus on any Strength checks the 
  wielder makes as part of an attempt to trip an opponent 
  with the weapon.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  bull’s strength; Market Price: +1 bonus.
  VAMPIRIC
  Any living opponent struck by a vampiric weapon must 
  make a Fortitude save (DC 16) or lose an additional 1d4 hit 
  points, which are immediately added to the wielder’s 
  current hit point total.
  Any hit points above the wielder’s maximum are treated as 
  temporary hit points (multiple additions of temporary hit 
  points don’t stack) and disappear after 1 hour.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  vampiric touch; Market Price: +2 bonus.
  VENOMOUS
  Once per day, a venomous weapon can inflict a poison spell 
  (DC 14) upon a creature struck by the weapon (or 
  projectile) once per day.
  The wielder can decide to use the power after he has struck.
  Doing so is a free action, but the poison spell must be 
  inflicted on the same round that the weapon (or projectile) 
  strikes.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  poison; Market Price: +1 bonus.
  WARNING
  The wielder of a warning weapon never loses his Dexterity 
  bonus to AC if caught flat-footed (just as if he had the 
  uncanny dodge ability).
  This doesn’t stack with any other form of the uncanny 
  dodge ability.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  uncanny dodge ability; Market Price: +1 bonus.
  MAGIC OF INCARNUM 
  (3.5)
  SOULBOUND WEAPON
  A soulbound weapon allows its wearer to invest essentia to 
  improve his ability to hit and deal damage.
  Description: Soulbound weapons have no special
  appearance except when essentia is invested in them, at 
  which point they crackle with faintly visible blue sparks.
  Prerequisite: Anyone can wield a soulbound weapon, 
  though only those with an essentia pool can take advantage 
  of its full benefit.
  Activation: Investing essentia in or reallocating essentia 
  invested in a soulbound weapon is part of the swift action 
  required to invest or reallocate essentia.
  Effect: A soulbound weapon serves as a receptacle for the 
  wearer’s essentia much like a soulmeld.
  Every point of essentia invested in the weapon increases its 
  enhancement bonus on attack rolls and damage rolls by 1, 
  up to a maximum of +5.
  Soulbound weapons have an essentia capacity.
  Lesser soulbound weapons have a maximum essentia 
  capacity of 2, while greater soulbound weapons have a 
  maximum essentia capacity of 4.
  The maximum value of essentia that can be invested in the 
  weapon is equal to this capacity or the character’s normal 
  
  963
  essentia capacity (see Table 2–1: Essentia Capacity), 
  whichever is less.
  Chakra Bind: A soulbound weapon grants extra power if 
  you bind it to your arms, brow, or hands chakra.
  Each day, you must choose one of the following benefits for 
  which you qualify; you cannot change your decision until 
  24 hours have passed.
  Arms: The wearer gains a +2 insight bonus on rolls made to 
  confirm critical hits with the weapon.
  Brow: Once per round, if you miss because of concealment, 
  you can reroll your miss chance percentile roll one time to 
  see if you actually hit.
  Hands: You gain a +2 insight bonus on initiative checks 
  while the weapon is held.
  Aura and Caster Level: Moderate transmutation (lesser) or 
  strong transmutation (greater); CL 6th (lesser) or 18th 
  (greater).
  Construction: Craft Magic Arms and Armor, magic weapon, 
  essentia pool 2 (lesser) or 4 (greater).
  Weight: As normal for weapon.
  Price: +1 bonus (lesser) or +3 bonus (greater).
  MASTERS OF THE WILD 
  (3.0)
  EXHAUSTING
  A weapon with this ability deals +1d6 points of damage 
  with each successful hit.
  However, all the damage it deals (the normal amount for a 
  weapon of its kind plus all applicable bonuses) is subdual 
  rather than normal damage.
  Bows, crossbows, and slings so enchanted bestow the 
  exhausting effect upon their ammunition.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  soften earth and stone; Market Price: +1 bonus.
  HUNTING
  When used by a ranger against a favored enemy, a hunting 
  weapon doubles the wielder’s favored enemy bonus on 
  weapon damage rolls.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  greater magic fang; Market Price: +1 bonus.
  OPPOSABLE
  Even a creature that lacks the proper hands for weapon use 
  can wield an opposable weapon.
  This enchantment creates one or more thumb-like 
  projections on the weapon.
  These artificial “thumbs” fold around the appropriate limb 
  of the wielder to allow proper use.
  To wield an opposable weapon, a creature must be 
  corporeal, have limbs, have proficiency with the weapon, 
  and be able to stand without the limb(s) that wield the 
  opposable weapon.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  greater magic fang; Market Price: +1 bonus.
  MINIATURES HANDBOOK 
  (3.5)
  DEADLY PRECISION
  A weapon with this ability deals an extra 2d6 points of 
  damage when its wielder makes a successful sneak attack.
  This ability does not bestow the ability to make sneak 
  attacks upon a user who does not already have it.
  Strong enchantment; CL 12th; Craft Magic Arms and 
  Armor, keen edge; Price +2 bonus.
  DOOM BURST
  A cascade of blackness pours from this weapon when its 
  wielder strikes true.
  On a successful critical hit, the weapon causes the victim to 
  become shaken (no saving throw) for 5 minutes.
  This effect activates even if the creature struck is not 
  subject to critical hits (roll to see if a critical hit occurs, then 
  apply the shaken effect if appropriate).
  A creature that is already shaken is not affected (aside from 
  the critical hit damage).
  Faint necromancy; CL 5th; Craft Magic Arms and Armor; 
  doom; Price +1 bonus.
  FEAR BURST
  A horrific vision of impending death rises out of the 
  weapon when its wielder strikes true.
  On a successful critical hit, the weapon afflicts the target 
  with cause fear (Will DC 11 negates).
  This effect activates even if the creature struck is not 
  subject to critical hits (roll to see if a critical hit occurs, then 
  apply the fear effect if appropriate), but it does not affect 
  creatures immune to mind-affecting spells.
  Faint necromancy; CL 5th; Craft Magic Arms and Armor; 
  cause fear; Price +1 bonus.
  MAIMING
  A weapon with this special ability twists and digs into the 
  flesh of the creatures it strikes true.
  This weapon has a random multiplier for critical hits.
  If the weapon normally has a ×2 critical multiplier, roll 1d4 
  each time you successfully score a critical hit to determine 
  your multiplier.
  For weapons with a ×3 multiplier, roll 1d6 to determine the 
  new multiplier.
  For a ×4 multiplier, roll 1d8.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  keen edge; Price +1 bonus.
  PARALYTIC BURST
  A wave of green energy washes over the victim of this 
  weapon when its wielder strikes true.
  On a successful critical hit, the weapon afflicts the target 
  with hold monster (Will DC 17 negates).
  
  964
  This effect activates even if the creature struck is not 
  subject to critical hits (roll to see if a critical hit occurs, then 
  apply the hold monster effect if appropriate).
  Moderate enchantment; CL 9th; Craft Magic Arms and 
  Armor, hold monster; Price +2 bonus.
  PRISMATIC BURST
  A multicolored beam of light plays over the victim of this 
  weapon when its wielder strikes true.
  On a successful critical hit, the weapon strikes the target 
  with a prismatic spray effect (save DC 20).
  This effect activates even if the creature struck is not 
  subject to critical hits (roll to see if a critical hit occurs, then 
  apply the prismatic spray effect if appropriate).
  Strong evocation; CL 13th; Craft Magic Arms and Armor, 
  prismatic spray; Price +3 bonus.
  SLOW BURST
  A chill aura numbs this weapon’s victim when its wielder 
  strikes true.
  On a successful critical hit, the weapon afflicts the target 
  with a slow effect (Will DC 14 negates).
  This effect activates even if the creature struck is not 
  subject to critical hits (roll to see if a critical hit occurs, then 
  apply the slow effect if appropriate).
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  slow; Price +1 bonus.
  SONIC
  Upon command, a sonic weapon is surrounded with waves 
  of sound energy.
  The sonic energy does not harm the wielder.
  The effect remains until another command is given.
  A sonic weapon deals an extra 1d4 points of sonic damage 
  on a successful hit.
  Bows, crossbows, and slings so crafted bestow the sonic 
  energy upon their ammunition.
  Moderate evocation; CL 8th; Craft Magic Arms and Armor, 
  sound burst; Price +1 bonus.
  SONIC BURST
  A sonic burst weapon functions as a sonic weapon that also 
  explodes with sonic energy upon striking a successful 
  critical hit.
  If the weapon normally has a ×2 critical multiplier, add an 
  extra 1d8 points of sonic damage each time you successfully 
  score a critical hit.
  For weapons with a ×3 multiplier, add 2d8 points of sonic 
  damage; for a ×4 multiplier, add 3d8 points of sonic damage.
  Bows, crossbows, and slings so crafted bestow the sonic 
  energy upon their ammunition.
  This effect activates even if the creature struck is not 
  subject to critical hits (roll to see if a critical hit occurs, then 
  apply the extra damage if appropriate).
  Even if the sonic ability is not active, the weapon still deals 
  its extra sonic damage on a successful critical hit.
  Strong evocation; CL 12th; Craft Magic Arms and Armor, 
  sound burst; Price +2 bonus.
  MONSTER MANUAL 2 (3.0)
  GREATER WOUNDING
  A wound inflicted by a weapon of greater wounding bleeds 
  for 2 points of damage per round thereafter, in addition to 
  the normal damage the weapon deals.
  Multiple wounds from the weapon result in cumulative 
  bleeding loss (two wounds deal 4 points of damage per 
  round, and so on).
  The bleeding can be stopped only by a successful Heal 
  check (DC 15) or the application of a cure spell or some 
  other healing spell (heal, healing circle, and so on).
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, Mordenkainen’s sword; Market Price: +4 bonus.
  ORIENTAL ADVENTURES 
  (3.0)
  AGILITY
  An agility weapon gives its wielder a +2, +4, or +6 resistance 
  bonus on all Reflex saving throws made while holding the 
  weapon.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  resistance, caster level must be three times weapon’s bonus; 
  Market Price: +2,000 gp (+2), +8,000 gp (+4), or +18,000 (+6).
  BALANCE
  A balance weapon gives its wielder a +8 competence bonus 
  on all Balance checks while carrying the weapon.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  cat’s grace; Market Price: +1,280 gp.
  BLURRING
  This weapon makes its wielder appear blurred and hazy, 
  just like the blur spell.
  It functions whenever the weapon is held.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  blur; Market Price: +50,000 gp.
  DISPLACEMENT
  This weapon makes its wielder appear to be standing right 
  next to his actual location, just like the displacement spell.
  It functions whenever the weapon is held.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  displacement; Market Price: +100,000 gp.
  FLYING
  Up to three times a day, by holding the weapon aloft in one 
  hand and speaking the command word, the wielder can fly 
  for up to 50 minutes, almost as if using the fly spell.
  The weapon pulls the character through the air, so the 
  character cannot use the arm holding the weapon while 
  flying.
  
  965
  The character need not hold the weapon in his primary 
  hand, and can use his free hand to attack or perform other 
  actions.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  fly; Market Price: +16,200 gp.
  FOCUS
  This enchantment can only be placed on a katana.
  A focus weapon adds a +4 insight bonus to the wielder’s 
  Iaijutsu Focus checks while carrying the weapon, even if 
  the weapon is sheathed.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  true strike; Market Price: +640 gp.
  FURIOUS
  A furious weapon enhances the rage of a character with that 
  class ability (including a barbarian, a Hida defender, a singh 
  rager, or a Moto avenger).
  When raging and wielding the furious weapon, the 
  bonuses granted by the rage increase to +6 Strength, +6 
  Constitution, and +3 on Will saves.
  If the character has the greater rage ability (or its
  equivalent), these bonuses rise to +8 Strength, +8 
  Constitution, and +4 on Will saves.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  emotion; Market Price: +2 bonus.
  HONORABLE
  An honorable weapon is imbued with the spiritual essence 
  of a samurai’s honor.
  It deals +2d6 bonus points of damage against dishonorable 
  characters and creatures, including all the following: 
  creatures of nongood and nonlawful alignment, creatures 
  with the Shadowlands Taint or the Shadowlands subtype, 
  and samurai who have violated their code of conduct and 
  lost their class abilities.
  It bestows one negative level on any dishonorable creature 
  attempting to wield it.
  The negative level remains as long as the weapon is in hand 
  and disappears when the weapon is no longer wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Bows, crossbows, and slings so enchanted bestow the 
  honorable power upon their ammunition.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  castigate, creator must be lawful neutral or lawful good; 
  Market Price: +2 bonus.
  INITIATIVE
  An initiative weapon gives its bearer a +2 luck bonus on 
  initiative checks made while carrying the weapon.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  haste; Market Price: +20,000 gp.
  KUNI CRYSTAL
  Made by the Kuni family of the Crab clan, crystal weapons 
  are powerfully enchanted against Shadowlands creatures.
  When a creature with the Shadowlands Taint is within 30 
  feet of a Kuni crystal weapon, the weapon glows with a 
  powerful white aura out to a radius of 5 feet × the weapon’s 
  enhancement bonus.
  This aura illuminates the area as bright as a daylight spell, 
  and can keep Shadowlands creatures (including monsters 
  with the Shadowlands descriptor and characters infected 
  with the Shadowlands Taint) at bay.
  To enter the area of the aura, a Shadowlands creature must 
  win an opposed level check (1d20 + level) against the 
  weapon’s wielder.
  To this special level check, the Shadowlands creature adds 
  its Taint score, and the wielder adds the weapon’s 
  enhancement bonus.
  If the weapon’s bearer moves so that the Shadowlands 
  creature is within the aura, the creature is unharmed and 
  no die roll is required.
  A crystal weapon deals +2d6 bonus points of holy (good) 
  damage against Shadowlands creatures.
  It also deals 2d6 points of holy damage to any Shadowlands 
  creature attempting to wield it.
  Oni cannot regenerate damage dealt by a crystal weapon, 
  and their damage reduction does not apply to crystal 
  weapons, even if the weapon’s enhancement bonus is lower 
  than would normally be required to hit the oni.
  This ability cannot be added to an existing weapon (such as 
  a samurai’s katana) that is not made of crystal.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  Craft Crystal Weapon, holy smite or jade strike, daylight, 
  creator cannot have any Shadowlands Taint; Market Price: +3 
  bonus.
  Note: Mundane weapons made out of crystal, or crystal 
  weapons enchanted (magically or psionically) by means 
  other than the Craft Crystal Weapon feat, have no special 
  properties against Shadowlands creatures.
  MIGHTY SMITING
  A mighty smiting weapon allows a wielder with a smite 
  ability (such as smite, smite evil, or smite Shadowlands) to 
  use that ability one extra time per day, as long as the mighty 
  smiting weapon is used for all smite attacks.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  divine power; Market Price: +1 bonus.
  PASSAGE
  Once per day, a passage weapon can slice open a portal into 
  the Spirit World.
  This works as the plane shift spell, but creates a portal that 
  remains open for 1d4 minutes and then closes.
  Any creature can pass through the portal, in either 
  direction, while it is open, but once it closes it cannot be 
  opened again.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, plane shift; Market Price: +32,400 gp.
  SILENT MOVES
  A silent moves weapon gives a +10 circumstance bonus on 
  its owner’s Move Silently checks when it is carried.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  silence; Market Price: +4,000 gp.
  
  966
  TAINTED
  A Tainted weapon is corrupted with the Shadowlands 
  Taint.
  It deals +1d6 bonus points of damage against honorable 
  characters and creatures, including all creatures of lawful 
  good, lawful neutral, or neutral good alignment.
  Each time it deals this extra damage, the wielder must make 
  a Fortitude save (DC 15 + bonus damage dealt) or increase 
  his Taint score by 1.
  Bows, crossbows, and slings so enchanted bestow the 
  Tainted power upon their ammunition.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  castigate, creator must be lawful neutral or lawful good; 
  Market Price: +2 bonus.
  TAINT RESISTANT
  A Taint resistant weapon usually has jade inlay on the hilt, 
  blade, or other part of the weapon.
  This jade does not decay in the presence of the 
  Shadowlands Taint, and gives its wielder a +4 resistance 
  bonus on Fortitude saves made to resist the Taint while 
  carrying the weapon.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  resistance, creator cannot have any Shadowlands Taint; 
  Market Price: +8,000 gp.
  PLANAR HANDBOOK (3.5)
  AQUAN
  An aquan weapon is imbued with the water-dominant 
  planar trait.
  This power grants the weapon the ability to overcome the 
  damage reduction of any creature with the fire subtype 
  (regardless of what the damage reduction normally 
  specifies).
  It deals an extra 2d6 points of damage against creatures 
  with the fire subtype.
  It bestows one negative level on any fire creature 
  attempting to wield it.
  The negative level remains as long as the weapon is in hand 
  and disappears when the weapon is no longer wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Bows, crossbows, and slings so crafted bestow the aquan 
  special ability upon their ammunition.
  Moderate evocation; CL 7th; Craft Magic Arms and Armor, 
  creator must be of the water subtype; Price +2 bonus.
  AURAN
  An auran weapon is imbued with the air-dominant planar 
  trait.
  This power grants the weapon the ability to overcome the 
  damage reduction of any creature with the earth subtype 
  (regardless of what the damage reduction normally 
  specifies).
  It deals an extra 2d6 points of damage against creatures 
  with the earth subtype.
  It bestows one negative level on any earth creature 
  attempting to wield it.
  The negative level remains as long as the weapon is in hand 
  and disappears when the weapon is no longer wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Bows, crossbows, and slings so crafted bestow the auran 
  special ability upon their ammunition.
  Moderate evocation; CL 7th; Craft Magic Arms and Armor, 
  creator must be of the air subtype; Price +2 bonus.
  CONSUMPTIVE
  Upon command, a consumptive weapon is sheathed in 
  light-sucking negative energy.
  The energy does not harm the wielder.
  The effect remains until another command is given.
  A consumptive weapon deals an extra 1d6 points of damage 
  on a successful hit.
  Bows, crossbows, and slings so crafted bestow the energy 
  upon their ammunition.
  Moderate necromancy; CL 7th; Craft Magic Arms and 
  Armor, enervation; Price +2 bonus.
  CONSUMPTIVE BURST
  A consumptive burst weapon functions as a consumptive 
  weapon that also flares with excess negative energy upon 
  striking a successful critical hit.
  The negative energy does not harm the wielder.
  In addition to the extra negative energy damage from the
  consumptive ability, a consumptive burst weapon bestows 
  one negative level.
  Bows, crossbows, and slings so crafted bestow the effect 
  upon their ammunition.
  Even if the consumptive ability is not active, the weapon 
  still bestows one negative level on a successful critical hit.
  Moderate necromancy; CL 7th; Craft Magic Arms and 
  Armor, enervation; Price +3 bonus.
  IGNAN
  An ignan weapon is imbued with the fire-dominant planar 
  trait.
  This power grants the weapon the ability to overcome the 
  damage reduction of any creature with the water subtype 
  (regardless of what the damage reduction normally 
  specifies).
  It deals an extra 2d6 points of damage against creatures 
  with the water subtype.
  It bestows one negative level on any water creature 
  attempting to wield it.
  The negative level remains as long as the weapon is in hand 
  and disappears when the weapon is no longer wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Bows, crossbows, and slings so crafted bestow the ignan 
  special ability upon their ammunition.
  Moderate evocation; CL 7th; Craft Magic Arms and Armor, 
  creator must be of the fire subtype; Price +2 bonus.
  
  967
  IMPEDANCE
  An impedance weapon mimics the impeded magic planar 
  trait.
  When the wielder strikes a creature that uses spells or spell-
  like abilities, that creature’s ability to use its spells is 
  impeded for 1d6 rounds.
  To cast an impeded spell or use an impeded spell-like 
  ability, the creature must make a Spellcraft check, 
  Intelligence check, or Charisma check (whatever is most 
  beneficial to the creature) against a DC of 15 + the level of 
  the spell.
  If the check fails, the spell does not function but is still lost 
  as a prepared spell or a use of a spell-like ability.
  If the check succeeds, the spell functions normally.
  Moderate abjuration; CL 11th; Craft Magic Arms and 
  Armor, antimagic field; Price +3 bonus.
  TERRAN
  A terran weapon is imbued with the earth-dominant planar 
  trait.
  This power grants the weapon the ability to overcome the 
  damage reduction of any creature with the air subtype 
  (regardless of what the damage reduction normally 
  specifies).
  It deals an extra 2d6 points of damage against creatures 
  with the air subtype.
  It bestows one negative level on any air creature attempting 
  to wield it.
  The negative level remains as long as the weapon is in hand 
  and disappears when the weapon is no longer wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Bows, crossbows, and slings so crafted bestow the terran 
  power upon their ammunition.
  Moderate evocation; CL 7th; Craft Magic Arms and Armor, 
  creator must be of the earth subtype; Price +2 bonus.
  PLAYER’S GUIDE TO 
  FAERÛN (3.5)
  DISPELLING
  Once per day as a free action, the wielder of a dispelling 
  weapon can use a targeted dispel magic effect upon a 
  creature the weapon strikes.
  The wielder can decide to use this power after the blow has 
  landed, but the dispel magic must be used in the same round 
  that the weapon strikes.
  Faint abjuration; CL 5th; Craft Magic Arms and Armor, 
  dispel magic; Price 6,000 gp.
  DISPELLING, GREATER
  Three times per day as a free action, the wielder of a greater 
  dispelling weapon can use a targeted greater dispel magic 
  effect upon a creature the weapon strikes.
  The wielder can decide to use this power after the blow has 
  landed, but the greater dispel magic must be used in the same 
  round that the weapon strikes.
  Moderate abjuration; CL 11th; Craft Magic Arms and 
  Armor, greater dispel magic; Price 79,200 gp.
  DOMINEERING
  A creature hit by a domineering weapon must make a DC 
  16 Will save or become shaken.
  Moderate enchantment; CL 11th; Craft Magic Arms and 
  Armor, fear; Price +2 bonus.
  DOOMWARDING
  Weapons with this ability are sometimes bestowed on 
  adventurers favored by the church of Tymora.
  Typically, each is created with 7 charges.
  The wielder can spend 1 charge on his turn (as a free 
  action) to make an extra attack with the weapon.
  She can also use 1 charge at any time, but no more than 
  once per round, to reroll any die.
  The wielder can decide to spend a charge to reroll a die 
  after learning the result of the original die roll.
  Strong transmutation; CL 13th; Craft Magic Arms and 
  Armor, limited wish; Price 38,500 gp; Cost 14,000 gp + 3,220 
  XP.
  SPELLBLADE
  The wielder of a spellblade weapon is immune to a single 
  spell chosen at the time the weapon is created.
  The selected spell must be one that is targeted against the 
  wielder, not one that affects an area or creates an effect.
  When the wielder is next subjected to the chosen spell, the 
  weapon absorbs it.
  On his next turn, he can opt to either let the spell drain 
  harmlessly away or direct it at a new target as a free action.
  Strong abjuration; CL 13th; Craft Magic Arms and Armor, 
  spell turning; Price 6,000 gp.
  SURE STRIKING
  A sure striking weapon overcomes damage reduction as 
  though it were aligned chaotic, evil, good, or lawful—
  whichever is most appropriate for the foe.
  Moderate transmutation; CL 6th; Craft Magic Arms and 
  Armor, align weapon; Price +1 bonus.
  POWER OF FAERÛN (3.5)
  SHADOWSCOURGE
  A shadowscourge weapon excels at attacking creatures with 
  ties to the Plane of Shadow.
  Such creatures include, but are not limited to, gloamings, 
  krinth, malaugrym, nightshades, shadar-kai, shades, 
  shadows, shadowswyfts, shadow asps, shadow dragons, 
  shadow mastiffs, shadow spiders, shadurakul, and creatures 
  with the shadow template.
  
  968
  Against such foes, its effective enhancement bonus is +2 
  better than its normal enhancement bonus (so a +1 
  longsword is a +3 longsword against its foe).
  It deals an extra 2d6 points of damage against the foe.
  Bows, crossbows, and slings so created bestow the 
  shadowscourge quality upon their ammunition.
  Moderate conjuration; CL 8th; Craft Magic Arms and 
  Armor, daylight; Price +1 bonus.
  PSIONICS HANDBOOK 
  (3.0)
  BODY FEEDER
  All feeder weapons have a special ability that functions on 
  scoring a successful critical bit.
  A body feeder weapon grants its wielder temporary hit 
  points equal to the total damage dealt by a successful 
  critical hit.
  These temporary hit points last 10 minutes.
  Manifester Level: 10th; Prerequisites: Craft Psionic Arms and 
  Armor, claws of the vampire, metaphysical weapon; Market Price:
  +2 bonus.
  CHARGED
  Upon command, this weapon glows from the inside with 
  lethal psionic energy.
  The energy does not harm the hands that hold the weapon.
  Charged weapons deal, +1d4 points of bonus damage on a 
  successful hit.
  Bows, crossbows, and slings bestow the energy upon their 
  ammunition.
  Manifester Level: 10th; Prerequisites: Craft Psionic Arms and 
  Armor, Psionic Weapon, metaphysical weapon; Market Price:
  +1 bonus.
  COUP DE GRACE
  Coup de grace weapons are exceptionally dangerous.
  Once per day, the wielder can use a full attack action to 
  make one attack that, if it hits, strikes the foe as if the 
  wielder had delivered a coup de grace (see Chapter 8 of the 
  Player’s Handbook).
  On a miss, the use is wasted for the day.
  Bows, crossbows, and slings bestow this power on their 
  ammunition.
  Manifester Level: 18th; Prerequisites: Craft Psionic Arms and 
  Armor, Deep Impact, greater domination; Market Price: +5 
  bonus.
  DISLOCATOR
  The wielder of this weapon can attempt to dislocate a 
  designated foe up to three times per day.
  On a successful hit, the foe must succeed at a Will save (DC 
  17) or be teleported 1–100 miles in a random direction.
  If the weapon misses, the use is wasted.
  Bows, crossbows, and dings bestow this power on their 
  ammunition.
  Manifester Level: 12th; Prerequisites: Craft Psionic Arms and 
  Armor, teleport; Market Price: +3 bonus.
  DISSIPATER
  This weapon is devastating to creatures and objects 
  composed of or originally formed from ectoplasm (such as 
  astral constructs, walls of ectoplasm, creatures in ectoplasmic 
  form, and items created using the Metacreativity discipline).
  Against qualifying targets, a dissipater weapon ignores 
  damage reduction and treats all successful hits as critical 
  hits.
  Manifester Level: 12th; Prerequisites: Craft Psionic Arms and 
  Armor, dismiss ectoplasm; Market Price: +1 bonus.
  GREAT DISLOCATOR
  The wielder of this weapon can attempt to dislocate a 
  designated foe up to three times per day.
  On a successful hit, the foe must succeed at a Will save (DC 
  20) or be cast into a random alternate plane of existence 
  (such as the Astral Plane, the Plane of Shadow, or even the 
  Abyss).
  If the weapon misses, the use is wasted.
  Bows, crossbows, and slings bestow their effects upon their 
  ammunition.
  Manifester Level: 18th; Prerequisites: Craft Psionic Arms and 
  Armor, plane shift; Market Price: +4 bonus.
  IMPACT
  Impact weapons psionically increase their own mass at the 
  end point of each swing or shot.
  Such weapons deal +2 points of bonus damage on each 
  successful strike, in addition to the weapon’s enhancement 
  bonus.
  Bows, crossbows, and slings bestow the bonus damage 
  upon their ammunition.
  Manifester Level: 10th; Prerequisites: Craft Psionic Arms and 
  Armor, matter rearrangement; Market Price: +1 bonus.
  LUCKY
  A lucky weapon offers a second chance at success.
  Once per day, the wielder can reroll a failed attack roll 
  (whether a single attack or one in a series of multiple 
  attacks) as a free action.
  The rerolled attack uses the same bonuses or penalties as 
  the missed roll.
  Manifester Level: 8th; Prerequisites: Craft Psionic Arms and 
  Armor, fate of one; Market Price: +1 bonus.
  MANIFESTER
  This weapon must have at least one other special quality 
  with a specified number of uses per day.
  It allows the wielder to use that ability more often than 
  otherwise allowed.
  For each additional use, the wielder pays 5 power points as 
  a standard action.
  Power storing weapons (see below) with this quality do not 
  lose the power stored—unless the wielder so desires—but 
  instead allow the wielder to manifest that power over and 
  
  969
  over by paying power points commensurate with the level 
  of the power stored.
  Bows, crossbows, and slings bestow this ability upon their 
  ammunition if the wielder makes the same power point 
  payment.
  Manifester Level: 18th; Prerequisites: Craft Psionic Arms and 
  Armor, psychic chirurgery; Market Price: +4 bonus.
  MINDCRUSHER
  Any psionic creature struck in combat by this weapon loses 
  a number of power points equal to the points of damage 
  dealt.
  A creature that is out of power or a psionic creature that 
  freely manifests its powers, must succeed at a Will save (DC 
  17) or take 1d2 points of temporary Wisdom damage.
  Manifester Level: 14th; Prerequisites: Craft Psionic Arms and 
  Armor, disarm mind; Market Price: +2 bonus.
  MIND FEEDER
  All feeder weapons have a special ability that functions on 
  scoring a successful critical hit.
  A mind feeder weapon grants its wielder temporary power 
  points equal to the total damage dealt by a successful 
  critical hit.
  These temporary power points last 10 minutes.
  The wielder gains power points even if the target has none 
  (its hit points are converted).
  Manifester Level: 12th; Prerequisites: Craft Psionic Arms and 
  Armor, metaphysical weapon, psychic vampire; Market Price: +2 
  bonus.
  PARRYING
  The weapon perceives an instant into the future, and of its 
  own accord parries melee and ranged attacks aimed at the 
  wielder, granting a +1 insight bonus to the wielder’s Armor 
  class.
  The bonus is granted whenever the wielder holds the 
  weapon, even if flat-footed.
  Manifester Level: 5th; Prerequisites: Craft Psionic Arms and 
  Armor, combat precognition; Market Price: +1 bonus.
  POWER STORING
  A power storing weapon allows a manifester to store a 
  single targeted psionic power of up to 3rd level in the 
  weapon.
  (The power must have a manifestation time of 1 action).
  Any time the weapon strikes a creature and the creature 
  takes damage from it, the weapon can immediately 
  manifest the power on that creature as a free action if the 
  wielder desires.
  (This ability is a special exception to the general rule that 
  manifesting a power from an item takes at least as long as 
  manifesting that power normally).
  Once the power has been manifested, the weapon is empty, 
  and a manifester can imbed any other targeted power of up 
  to 3rd level into it.
  The weapon telepathically whispers to the wearer the name 
  of the power currently stored within it.
  A randomly rolled power storing weapon has a 50% chance 
  to have a power stored in it already.
  Psionic attack modes cannot be stored.
  Manifester Level: 8th; Prerequisites: Craft Psionic Arms and 
  Armor, creator must be a manifester of at least 12th level; 
  Market Price: +1 bonus.
  PSIBANE
  A psibane weapon is crafted to oppose psionic beings.
  It deals +2d6 points of bonus damage against all psionic 
  opponents.
  It bestows one negative level on any psionic creature 
  attempting to wield it.
  This negative level remains as long as the weapon is in 
  hand and disappears when the weapon is no longer 
  wielded.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way while the weapon is 
  wielded.
  Psibane bows, crossbows, and slings bestow this ability 
  upon their ammunition.
  Manifester Level: 7th; Prerequisites: Craft Psionic Arms and 
  Armor, concussion; Market Price: +2 bonus.
  PSYCHIC
  A psychic weapon’s power depends on its wielder.
  In the hands of a nonpsionic creature, it possesses the 
  qualities of a mundane weapon of its type.
  When wielded by a psionic creature, however, the weapon’s 
  abilities are revealed and become functional, based on the 
  wielder’s current power point reserve.
  The enhancement bonus and special abilities noted below 
  do not stack: A wielder with 15+ power points doesn’t also 
  have access to powers revealed at lower reserves.
  Available abilities cannot exceed a +2 bonus to market 
  price, as noted below.
  The DM chooses or rolls randomly on Table 7–5: Melee 
  Weapon Special Abilities.
  Once a bonus ability is revealed, it is “locked in”.
  Manifester Level: 18th; Prerequisites: Craft Psionic Arms and 
  Armor, emulate power, metaphysical weapon, and powers 
  specifically imprinted; Market Price: +5 bonus.
  PSYCHOKINETIC BURST
  This weapon releases a blast of destructive psionic energy 
  upon striking a successful critical hit.
  Psychokinetic burst weapons deal +1d10 points of bonus 
  damage on a successful critical hit.
  If the weapon’s critical multiplier is ×3, add +2d10 points of 
  bonus damage instead, and if the multiplier is ×4, add +3d10 
  points of bonus damage.
  
  970
  Bows, crossbows, and slings bestow the energy upon their 
  ammunition.
  Manifester Level: 10th; Prerequisites: Craft Psionic Arms and 
  Armor, concussion, metaphysical weapon; Market Price: +2 
  bonus.
  SOUL FEEDER
  All feeder weapons have a special ability that functions on 
  scoring a successful critical hit.
  On a successful critical hit, a soul feeder weapon bestows 
  one negative level on the foe.
  One day after being struck, the subject must succeed at a 
  Fortitude save (DC 18) for each negative level or lose a 
  character level.
  Manifester Level: 14th; Prerequisites: Craft Psionic Arms and 
  Armor, metaphysical weapon, mind wipe; Market Price: +3 
  bonus.
  SUNDERING
  This weapon allows a wielder with the Sunder feat to attack 
  opponents’ weapons as if with the Great Sunder feat.
  Only one such attempt is allowed per round.
  Manifester Level: 8th; Prerequisites: Craft Psionic Arms and 
  Armor, Great Sunder, lesser metaphysical weapon; Market 
  Price: +1 bonus.
  SUPPRESSION
  An opponent or object struck by this weapon is subject to a 
  targeted negate psionics power (see the entry in Chapter 5: 
  Powers).
  The wielder makes a power check at 1d20 +5 + manifester 
  level (maximum +15) against a DC of 11 + the power to be 
  negated’s manifester level.
  Bows, crossbows, and slings bestow the negating effect 
  upon their ammunition but may only do so three times per 
  day.
  Manifester Level: 12th; Prerequisites: Craft Psionic Arms and 
  Armor, negate psionics; Market Price: +2 bonus.
  TELEPORTING
  This ability can only be imbedded in weapons that can be 
  thrown.
  A teleporting weapon returns through the Astral plane to 
  the creature that threw it.
  It teleports into the throwing creature’s empty hand on the 
  round following the round that it was thrown, just before 
  that creature’s turn.
  It is therefore ready to use again that turn.
  Manifester Level: 7th; Prerequisites: Craft Psionic Arms and 
  Armor, dimension door; Market Price: +1 bonus.
  RACES OF FAERÛN (3.0)
  BERSERKER
  A berserker weapon is particularly valuable to barbarians 
  and other creatures who can enter a rage.
  When the wielder is raging, the weapon’s enhancement 
  bonus increases by +2.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  divine power or emotion; Market Price: +1 bonus.
  HORNBLADE
  This special ability was developed by gnomes and halflings 
  to allow them to use larger weapons.
  In the hands of a halfling or gnome, a hornblade weapon is 
  treated as one size category smaller than its actual size for 
  the purpose of determining if the weapon is light, one-
  handed, two-handed, or too large to use (see Chapter 7 of 
  the Player’s Handbook).
  For example, a Medium longsword is normally a two-
  handed weapon for a Small creature, but if it were a 
  hornblade longsword it would be treated as a Small weapon 
  when held by a gnome or halfling, allowing them to wield 
  it one-handed.
  The weapon is considered a normal weapon of its type for 
  the purpose of feats such as Weapon Focus.
  The weapon functions normally for anyone other than a 
  gnome or halfling.
  Most hornblades are short swords or longswords with 
  curving blades, although in rare cases spears are given this 
  special ability.
  The first hornblades were crafted from actual animal horns 
  or antlers, and many are decorated with bits of horn or 
  designs that resemble horns.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, shrink item; Market Price: +1 bonus.
  SURE STRIKING
  A sure striking weapon harms creatures with damage 
  reduction as if it had a +5 enhancement bonus.
  Bows, crossbows, and slings cannot have the sure striking 
  ability.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  greater magic weapon; Market Price: +1 bonus.
  RACES OF THE WILD (3.5)
  BLURSTRIKE
  On command (a free action), a weapon with this special 
  ability fades partially from view, appearing as only a faint 
  outline, though the wielder can see it normally.
  When used in an attack, an activated blurstrike weapon 
  (along with its wielder’s hand and arm) appears as nothing 
  but an amorphous blur near the wielder’s body.
  The blurring effect prevents a foe from knowing exactly 
  where the blow is aimed.
  The first attack made with a blurstrike weapon each round 
  is made as if the target were flat-footed.
  Foes that don’t rely on sight for combat (such as creatures 
  with the blindsight special quality) and creatures with the 
  uncanny dodge class feature retain their Dexterity bonus 
  and dodge bonuses to AC against the wielder’s attacks.
  A blurstrike weapon can remain blurry for up to 10 rounds 
  a day.
  
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  The duration of the effect need not be in consecutive 
  rounds; deactivating the effect is also a free action.
  This property can be applied only to melee weapons.
  Faint illusion; CL 3rd; Craft Magic Arms and Armor, blur or 
  invisibility; Price +2 bonus.
  HIDEAWAY
  The races of the wild like to travel light.
  To help satisfy this desire, elf and halfling wizards have 
  developed hideaway weapons, which can made to fold up 
  simply by pressing a stud on a handle or haft.
  Hideaway weapons are easy to conceal when folded and not 
  easily recognizable as weapons, making them very popular 
  with rogues.
  When folded, a hideaway weapon collapses into a small 
  cylinder small enough to fit comfortably in the wielder’s 
  hand.
  Pressing a second stud unfolds the weapon, which always 
  appears in the wielder’s hand, ready for use.
  Pressing the stud to fold or unfold the weapon is a free 
  action.
  If you use the Sleight of Hand skill to conceal a folded 
  hideaway weapon, you get a +2 circumstance bonus on your 
  check.
  Since the folded weapon fits easily in your hand, you can 
  attempt to conceal a weapon of any size.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  shrink item; Price +7,500 gp.
  SANDSTORM (3.5)
  DESICCATING
  A desiccating weapon destroys the water in a living 
  creature that it strikes.
  Upon command, it is surrounded by a glow like the desert 
  sun, which does not harm the wielder.
  A desiccating weapon deals an extra 1d6 points of 
  dessication damage (1d8 points against plants and 
  elementals of the water subtype).
  Bows, crossbows, slings, and other projectile weapons so 
  crafted bestow the desiccating effect on their ammunition.
  Moderate necromancy; CL 8th; Craft Magic Arms and 
  Armor, desiccate, wither, or horrid wilting; Price +2 bonus.
  DESICCATING BURST
  A desiccating burst weapon functions as a desiccating 
  weapon that also explodes with a dehydrating blast upon 
  striking a successful critical hit.
  The burst does not harm the wielder.
  In addition to the dessication damage from the desiccating 
  ability (see above), a desiccating burst weapon deals an 
  extra 1d10 points of dessication damage on a successful 
  critical hit (2d8 points against plants and elementals of the 
  water subtype).
  If the weapon’s critical multiplier is ×3, add an extra 2d10 
  points of dessication damage instead, and if the multiplier
  is ×4, add an extra 3d10 points of dessication damage (4d8 
  and 6d8 points, respectively, against plants and elementals 
  of the water subtype).
  Bows, crossbows, slings, and other projectile weapons so 
  crafted bestow the desiccating burst effect on their 
  ammunition.
  Even if the desiccating ability is not active, the weapon still 
  deals its extra dessication damage on a successful critical 
  hit.
  Strong necromancy; CL 12th; Craft Magic Arms and 
  Armor, desiccate, wither, or horrid wilting; Price +3 bonus.
  DUSTSTORM
  This special ability can be placed only on a melee weapon.
  Three times per day, the wielder of a duststorm weapon can 
  use it to activate haboob, as the spell.
  The wielder has immunity to the effect.
  To cast the spell, the wielder must take a full-round action 
  to swing the weapon about in circles, provoking attacks of 
  opportunity.
  Moderate conjuration; CL 10th; Craft Magic Arms and 
  Armor, freedom of breath and haboob; Price +3 bonus.
  SERPENT KINGDOMS (3.5)
  VIPER
  Upon command, a viper weapon transforms its blade or 
  lash into a viper one size category smaller than the wielder 
  for which it is sized.
  For example, the blade of a greatsword sized for a Large 
  character temporarily becomes a Medium viper, while the 
  blade of a dagger sized for a Small character temporarily 
  becomes a Tiny viper.
  The wielder of a viper weapon uses his own attack bonus or 
  that of the viper, whichever is higher, when making an 
  attack with the transformed weapon.
  The damage dealt is always equivalent to the base damage 
  for the bite attack of the appropriate kind of viper, plus the 
  weapon’s enhancement bonus and any other applicable 
  modifiers.
  A successful attack also delivers the viper’s poison.
  When thus transformed, viper weapons are always treated 
  as piercing weapons.
  This ability can be applied up to three times to a scourge, 
  with each application converting one lash into a viper.
  When a viper scourge is used with an attack action, only one 
  viper can attack; when it is used with a full attack action, all 
  three can attack.
  Only bladed weapons (including daggers and swords), 
  scourges (see FORGOTTEN REALMS Campaign Setting), and 
  whips can become viper weapons.
  (If this special ability is rolled randomly for an 
  inappropriate weapon, reroll).
  All weapons with this special ability are emerald-green in 
  hue and covered in scales.
  A typical bladed viper weapon is crafted with a ring-
  pommel that allows the bearer to hang it from a belt, tie it 
  to his wrist for use in mounted combat, or lower it on a 
  cord through trapdoors onto intruders below.
  (This last usage always employs the viper’s attack bonus for 
  attacks).
  Moderate conjuration; CL 6th; Craft Magic Arms and 
  Armor, summon monster I (Small or smaller weapons), 
  
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  summon monster II (Medium weapons), or summon monster 
  III (Larger or larger weapons); Price +1 bonus.
  SHINING SOUTH (3.5)
  ENERVATING
  An enervating weapon is particularly insidious and favored 
  by dark-hearted cultures such as that found in Dambrath or 
  Veldorn.
  On a critical hit, a creature hit by an enervating weapon 
  takes damage and also gains one negative level, and that 
  creature dies if it has total negative levels equal to or 
  exceeding its HD.
  Spell resistance applies.
  If the creature survives, any negative level bestowed by this 
  weapon is removed after 13 hours.
  Undead struck by an enervating weapon take weapon 
  damage normally, but they also gain 5 temporary hit points 
  instead of a negative level.
  Bows, crossbows, and slings so crafted confer the 
  enervating ability upon their ammunition.
  Strong necromancy; CL 13th; Craft Magic Arms and 
  Armor, enervation; Price +3 bonus.
  EXHAUSTING
  Any creature struck by an exhausting weapon must make a 
  DC 14 Fortitude save or become fatigued for 5 minutes.
  Spell resistance applies.
  The ability has no effect on creatures that are already 
  fatigued or those immune to fatigue.
  Bows, crossbows, and slings so crafted confer the 
  exhausting ability upon their ammunition.
  Faint necromancy; CL 5th; Craft Magic Arms and Armor, 
  ray of exhaustion; Price +1 bonus.
  PARALYZING
  On a successful critical hit, a paralyzing weapon renders 
  any living creature immobile for 10 rounds unless it 
  succeeds on DC 17 a Will save.
  Each round on its turn, the paralyzed creature gets a new 
  saving throw to break the effect.
  Spell resistance applies.
  Creatures immune to mind-affecting magic are immune to 
  this property.
  Bows, crossbows, and slings so crafted confer the paralyzing 
  ability upon their ammunition.
  Moderate enchantment; CL 10th; Craft Magic Arms and 
  Armor, hold monster; Price +2 bonus.
  RUSTING
  A rusting weapon is never constructed of any iron parts, but 
  must be built of wood, bone, stone, or other nonferrous 
  materials.
  When it is employed, it can cause metal objects with which 
  it comes into contact to quickly rust.
  A wearer of a ferrous armor or shield that is struck by a 
  rusting weapon must make a DC 16 Fortitude saving throw 
  or the item loses 1 point of armor bonus—shields are 
  struck first.
  Once an item loses its entire armor bonus, it falls to pieces, 
  ruined.
  Bows, crossbows, and slings so crafted confer the rusting 
  ability upon their ammunition.
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, rusting grasp; Price +1 bonus.
  WEAKENING
  Weakening weapons deal 1 point of Strength damage in 
  addition to their regular damage with each successful 
  attack.
  Spell resistance applies.
  This weakness lasts for 10 minutes, and multiple strikes on 
  the same creature are cumulative, but the creature’s 
  Strength score cannot drop below 1 as a result of this 
  ability.
  Bows, crossbows, and slings so crafted confer the 
  weakening power upon their ammunition.
  Moderate necromancy; CL 10th; Craft Magic Arms and 
  Armor, ray of enfeeblement; Price +3 bonus.
  STORMWRACK (3.5)
  ACIDIC BURST
  An acidic burst weapon functions as a corrosive weapon 
  (see below) that also releases a burst of acid upon making a 
  critical hit.
  The acid does not harm the wielder or the weapon.
  In addition to the extra acid damage from the corrosive 
  special weapon ability, an acidic burst weapon deals an 
  extra 1d10 points of acid damage on a critical hit.
  If the weapon’s critical multiplier is ×3, add an extra 2d10 
  points of acid damage instead;.
  if the multiplier is ×4, add an extra 3d10 points of acid 
  damage.
  Bows, crossbows, and slings so crafted bestow the acid 
  energy upon their ammunition.
  Even if the corrosive ability is not active, the weapon still 
  deals its extra acid damage on a critical hit.
  Strong evocation; CL 12th; Craft Magic Arms and Armor 
  and acid fog or Melf’s acid arrow; Price +2 bonus.
  AQUATIC
  Weapons with this enhancement have a silvery-blue tinge, 
  similar in sheen to the scales of certain fish.
  The wielder is treated as though he were under the effects 
  of a freedom of movement spell for the purpose of using this 
  weapon while underwater; it negates the penalties that 
  would otherwise apply from using the weapon underwater.
  Moderate abjuration; CL 5th; Craft Magic Arms and 
  Armors, freedom of movement; Price +1 bonus.
  CORROSIVE
  Upon command, a corrosive weapon becomes slick with a 
  thick layer of acidic slime.
  
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  The acid does not harm the wielder and does not wash away 
  in water.
  The effect remains until a counter command is given.
  A corrosive weapon deals an extra 1d6 points of acid 
  damage per hit.
  Bows, crossbows, and slings so crafted bestow the acid 
  energy upon their ammunition.
  Moderate evocation; CL 10th; Craft Magic Arms and Armor 
  and acid fog or Melf’s acid arrow; Price +1 bonus.
  SWORD AND FIST (3.0)
  KI FOCUS
  The magic weapon serves as a channel for the wielder’s fact, 
  allowing her to use her special ki attacks through the 
  weapon as if it were an unarmed attack.
  These attacks include the monk’s stunning attack, strike, 
  and quivering palm, as well as the Stunning Fist feat.
  Only melee weapons can have ki focus.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  creator must be a monk; Market Price: +1 bonus.
  MERCIFUL
  The weapon deals +1d6 points of damage, and all damage it 
  deals is subdual damage.
  On command, the weapon suppresses this ability until 
  commanded to resume it.
  Bows, crossbows, and slings so enchanted bestow the 
  merciful effect upon their ammunition.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  cure light wounds; Market Price: +1 bonus.
  SEEKING
  Only ranged weapons can have the seeking ability.
  The weapon veers toward the target, negating any miss 
  chances that would otherwise apply, such as from 
  concealment.
  (The wielder still has to aim the weapon at the right place.
  Arrows mistakenly shot into an empty space, for example, 
  do not veer and hit invisible enemies, even if they are 
  nearby).
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, true seeing; Market Price: +1 bonus.
  SURE STRIKING
  A sure striking weapon harms creatures with damage 
  reduction as if it had a +5 enhancement bonus.
  Bows, crossbows, and slings cannot have the sure striking 
  ability.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, 
  greater magic weapon; Market Price: +1 bonus.
  VICIOUS
  When a vicious weapon strikes an opponent, it creates a 
  flash of disruptive energy that resonates between the 
  opponent and the wielder.
  This energy deals +2d6 points of damage to the opponent 
  and 1d6 points of damage to the wielder.
  Only melee weapons can be vicious.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  enervation; Market Price: +1 bonus.
  TOME OF BATTLE (3.5)
  APTITUDE
  The aptitude property lets a wielder apply his expertise 
  with another type of weapon to the aptitude weapon.
  Thus, the master of a greatswords the also the master of any 
  aptitude weapon.
  Description: Aptitude weapons have no special appearance.
  Prerequisite: Anyone can wield an aptitude weapon, but to 
  gain any benefit from it, a wielder must have feats that are 
  tied to the use of a particular weapon type.
  Activation: An aptitude weapon’s magic is worthless in the 
  hands of someone who lacks the appropriate feats, but 
  anyone with the right feats gains the weapon’s benefits just 
  by wielding it.
  Effect: A wielder who has feats that affect the use of a 
  particular type of weapon, such as Weapon Focus, Greater 
  Weapon Focus, Weapon Specialization, or the like, can 
  apply the benefits of those feats to any weapon that has the 
  aptitude quality.
  In addition, if any of the wielder’s weapon use feats are 
  specifically keyed to the aptitude weapon’s type, he gains a 
  +1 bonus on attack and damage rolls.
  Aura/Caster Level: Faint evocation.
  Construction: Craft Magic Arms and Armor, Weapon 
  Focus (weapon being enchanted).
  Weight: As normal for the weapon.
  Price: +1 bonus.
  MARTIAL DISCIPLINE
  A martial discipline enhancement seems worthless in the 
  hands of a wielder not initiated in the use of the discipline’s 
  maneuvers, and even to someone with appropriate training, 
  it might appear to be a weak substitute for more traditional 
  enhancements.
  Yet when used in conjunction with a maneuver 1 ram the 
  right discipline, the weapon seems to come alive in the 
  wielder’s hands, seeking its target’s blood like a living 
  predator.
  Description: Martial discipline weapons need not possess 
  any special appearance, but most magic item crafters 
  decorate them with emblems and add special effects 
  relating to their associated disciplines.
  For example, a +1 Shadow Hand siangham might have black 
  hand emblems that appear on the blade when its wielder 
  swings it.
  Or a +2 Iron Heart shocking bastard sword might crackle with 
  electricity with even the smallest shift in position and spit a 
  trail of sparks with every swing.
  Prerequisite: Anyone can wield a martial discipline weapon, 
  but its greatest benefits are reserved for a wielder who 
  knows and uses maneuvers from the discipline to which 
  the weapon is keyed.
  
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  Activation: A wielder who knows a maneuver from the 
  appropriate discipline gains a small bonus on attack rolls, 
  but to gain the true benefits of a martial discipline weapon, 
  the wielder must use a maneuver from the correct 
  discipline while attacking.
  Effect: Each martial discipline weapon is keyed to a 
  particular martial discipline.
  For someone who doesn’t know any maneuvers from that 
  discipline, this property provides no benefit.
  But when the weapon is wielded by a martial adept who 
  knows at least one maneuver from the associated discipline, 
  the property provides a +1 bonus on attack rolls.
  And when the wielder is actually using a maneuver from 
  the appropriate discipline, the bonus on attack rolls 
  increases to +3.
  A martial discipline weapon can bear multiple martial 
  discipline special abilities, as long as each is keyed to a 
  different discipline.
  Thus, a martial adept could have a +1 Stone Dragon Shadow 
  Hand greatsword.
  In the hands of someone who knows maneuvers from both 
  disciplines, such a weapon would provide a +3 bonus on 
  attack rolls.
  If the wielder were actually using maneuvers from both 
  schools—for example, a Stone Dragon stance with a 
  Shadow Hand strike—it would provide a +7 bonus on 
  attack rolls.
  Most martial adepts use this extra bonus in conjunction 
  with feats such as Combat Expertise and Power Attack, or 
  with maneuvers that decrease their chances of hitting a foe 
  in exchange for some other benefit.
  Aura/Caster Level: Faint evocation.
  Construction: Craft Magic Arms and Armor, knowledge of 
  a maneuver from the discipline to which the weapon is 
  keyed.
  Weight: As normal for the weapon.
  Price: +1 bonus.
  TOME OF MAGIC (3.5)
  SHADOW STRIKING
  Although mystery users are not normally martial 
  combatants, they have developed the shadow striking 
  weapon special ability to aid them and their companions in 
  battle.
  A shadow striking weapon takes on the properties of a 
  creature it hits, developing the ability to overcome damage 
  reduction.
  Description: A shadow striking weapon is an Un reflective 
  jet black.
  It seems almost to ripple on occasion, like an object viewed 
  under a thin layer of uneasy water.
  It is uncomfortably cold, but not painful, to the touch.
  Prerequisite: The striking surface of a shadow striking 
  weapon must be made of metal.
  Weapons that are made entirely of wood cannot be shadow 
  striking.
  Bows, crossbows, and slings cannot benefit from the 
  shadow striking ability, but metal ammunition can.
  Activation: A shadow striking weapon automatically 
  attunes itself to the target.
  When it strikes a target that has damage reduction, it 
  adjusts itself to overcome the damage reduction of that 
  creature.
  Effect: Shadow striking weapons draw on the reflective 
  nature of shadow to alter their nature and overcome 
  damage reduction.
  A shadow striking weapon can adjust to emulate any 
  alignment or substance required to overcome damage 
  reduction.
  A shadow striking weapon’s attunement to a particular sort 
  of damage reduction fades 1d4 minutes after the last time it 
  made contact with the appropriate creature.
  Aura/Caster Level: Moderate universal (shadow). CL 9th.
  Construction: Craft Magic Arms and Armor, creation of the 
  weapon must take place on the Plane of Shadow.
  Price: +3 bonus.
  UNAPPROACHABLE EAST 
  (3.5)
  BERSERKER
  A berserker weapon is valuable to barbarians and other 
  creatures that can enter a rage.
  When the wielder is raging, the weapon’s enhancement 
  bonus increases by +2.
  The vremyonni of Rashemen craft many axes and swords 
  with this ability.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  divine power or rage; Market Price: +1 bonus.
  DISEASED
  Sometimes found in the hands of Talontar blightlords or 
  minions of the most sinister Red Wizards, this foul weapon 
  immediately infects the creature struck with disease—no 
  incubation time is required.
  Any living creature struck must succeed at a Fortitude save 
  (DC 12) or contract filth fever.
  This deals 1d3 points of temporary Dexterity damage and 
  1d3 points of temporary Constitution damage, and the 
  subject continues to suffer from the effects of the disease 
  until he recovers on his own or is cured through magical 
  means.
  Multiple infections against the same target have no 
  additional effect—the subject either has filth fever or he 
  doesn’t.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  contagion; Market Price: +1 bonus.
  DISMISSER
  Created long ago by the warlords of Raumathar to deal with 
  the infernal legions of Narfell, a dismisser weapon has a 
  chance to blast an extraplanar creature back to its plane of 
  origin with every hit.
  Any creature subject to a dismissal spell (including called or 
  summoned creatures, celestial or fiendish creatures, 
  outsiders, and some elementals) struck in combat by this 
  weapon must succeed at a Will save (DC 17) or be 
  dismissed as by the spell.
  
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  The subject adds a modifier to its saving throw equal to its 
  Hit Dice –9.
  For example, a 6 HD succubus would save at a –3 penalty, 
  while a 13 HD pit fiend saves at a +4 bonus.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  dismissal; Market Price: +3 bonus.
  VALOROUS
  A valorous weapon allows its wielder to make powerful 
  charge attacks.
  When used in a charge, the valorous weapon deals double 
  damage, much like a mounted warrior with the Spirited 
  Charge feat.
  More than one doubling of damage increases the damage 
  multiple by one per additional doubling, so double-double 
  damage is triple damage, triple-double damage is quadruple 
  damage, and so on.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and 
  Armor, righteous might; Market Price: +1 bonus.
  VAMPIRIC
  Any living opponent struck by a vampiric weapon must 
  make a Fortitude save (DC 16) or lose an additional 1d4 hit 
  points, which are immediately added to the wielder’s 
  current hit point total.
  Any hit points above the wielder’s maximum are treated as 
  temporary hit points (multiple additions of temporary hit 
  points don’t stack) and disappear after 1 hour.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, 
  vampiric touch; Market Price: +2 bonus.
  UNDERDARK (3.5)
  BLINDSIGHTED
  A blindsighted weapon constantly emits a susurrus of 
  whispered notes (Listen DC 10).
  A wielder actively grasping the weapon gains blindsight to 
  a range of 30 feet.
  This ability allows the wielder to see invisible creatures and 
  objects, see through darkness, and ignore many forms of 
  concealment, but it does not confer any special immunity 
  to illusions or any special ability to find hidden objects.
  The weapon’s blindsight effect is canceled by silence spells 
  and effects.
  Moderate divination; CL 6th; Craft Magic Arms and Armor, 
  see invisibility; Price 30,000 gp more than the weapon’s 
  normal price.
  BLOODTHIRSTY
  A bloodthirsty weapon grants its wielder a +2 morale bonus 
  on attack rolls so long as the blade is sated.
  To keep it sated, the wielder must use the weapon to kill a 
  creature of at least 4 HD every 24 hours.
  When this blood price goes unpaid, the bonus on attack 
  rolls is replaced by a –2 penalty.
  The bonus replaces the penalty again as soon as the wielder 
  has slaked the weapon’s need to slay.
  Moderate enchantment; CL 6th; Craft Magic Arms and 
  Armor, rage; Price +1 bonus.
  DROWCRAFT
  Drowcraft weapons were once quite common, but they 
  have fallen out of favor in some drow cities.
  A drowcraft weapon is energized by local earth nodes and 
  the surrounding aura of faerzress.
  As long as it remains within an earth node or a zone of 
  faerzress, it grants its wielder a +2 luck bonus on attack and 
  damage rolls, in addition to its normal enhancement bonus.
  Outside a faerzress zone (for example, aboveground), the 
  weapon does not grant the luck bonuses, but it otherwise 
  works normally.
  A drowcraft weapon exposed to sunlight must make a DC 8 
  Fort save or dissolve utterly.
  A new save at the same DC is required for each day of 
  exposure.
  Sheathed weapons or weapons exposed to indirect light 
  (such as indoors) are still vulnerable to this effect, but a 
  drowcraft weapon can be kept safe indefinitely inside a 
  lead-lined case.
  A drowcraft weapon treated with darkoil (see Special Items, 
  above) is immune to the effects of sunlight.
  Strong evocation; CL 12th; Craft Magic Arms and Armor, 
  drow, contingency, disintegrate; Price +1 bonus.
  FINDER
  A finder weapon helps its bearer navigate the pathless 
  depths of the Underdark.
  Via silent warnings and hunches, it grants its wielder a +4 
  insight bonus on Search, Spot, and Survival checks made 
  underground.
  Moderate divination; CL 9th; Craft Magic Arms and Armor, 
  divination; Price 4,800 gp more than the weapon’s normal 
  price.
  ILLITHIDWROUGHT
  Weapons with this ability are common enough within the 
  confines of illithid-controlled areas, but they are little 
  known outside the Lowerdark.
  Illithidwrought items sometimes seem to have minds of 
  their own, moving and shifting almost imperceptibly, even 
  when not being wielded.
  An illithidwrought weapon grants any wielder a +1 insight 
  bonus on attack and damage rolls.
  This bonus rises to +2 for a psionic wielder.
  Moderate divination; CL 8th; Craft Magic Arms and Armor 
  or Craft Psionic Arms and Armor, psionic creature; Price +2 
  bonus.
  METALLINE
  The wielder can alter the composition of a metalline 
  weapon from one kind of metal to another as a standard 
  action.
  For instance, a metalline bastard sword can become an 
  adamantine bastard sword or an iron bastard sword.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, polymorph any object; Price +2 bonus.
  
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  MORPHING
  The wielder of a morphing weapon can reshape it into any 
  other weapon of the same type (light, one-handed, or two-
  handed) as a standard action.
  For instance, a morphing longsword could become a 
  battleaxe or a composite longbow.
  If a single weapon created with the morphing property 
  becomes a double weapon, only one end of the double 
  weapon has the weapon’s magical bonus.
  If a double weapon created with the morphing property 
  becomes a single weapon, it can have the properties of 
  either end of the original double weapon.
  The properties of the other end are dormant but not lost; 
  they become active again when the morphing weapon once 
  again becomes a double weapon.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, polymorph any object; Price +1 bonus.
  SIZING
  The wielder of a sizing weapon can change its size category 
  as a standard action.
  For example, a Small short sword can be changed into a 
  Large short sword.
  Spellcasters who polymorph themselves frequently tend to 
  appreciate weapons with the sizing property.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, enlarge person, reduce person; Price +1 bonus.
  STALACTITE
  This property is normally reserved for bladed weapons.
  A stalactite blade resembles a long, thin stalactite instead of 
  standard blade.
  This difference in appearance does not affect the weapon’s 
  statistics in any way.
  A critical hit with a stalactite blade turns the target to stone 
  (Fort DC 19 negates).
  Strong transmutation; CL 12th; Craft Magic Arms and 
  Armor, flesh to stone; Price +3 bonus.
  TENTACLE
  A tentacle weapon’s blade sprouts writhing, metallic 
  tentacles around the striking edge.
  This difference in appearance does not affect the weapon’s 
  statistics in any way.
  A tentacle blade that achieves a critical hit pulls forth the 
  target creature’s brain, instantly killing it (Fort DC 21 
  negates).
  Constructs, elementals, oozes, plants, and undead are not 
  affected by this property, and creatures with multiple heads 
  are not instantly killed.
  Strong necromancy; CL 15th; Craft Magic Arms and Armor 
  or Craft Psionic Arms and Armor, mind flayer; Price +4 
  bonus (+3 bonus if added to an illithidwrought weapon).
  
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  WONDROUS ITEMS
  ARMS AND EQUIPMENT 
  GUIDE (3.0)
  AMULET OF OOZE RIDING
  Any time the wearer of this amulet comes into contact with 
  an ooze, a sphere of force springs up around the wearer.
  The sphere prevents any contact with an ooze and protects 
  the wearer from direct attacks by oozes.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  Otiluke’s resilient sphere; Market Price: 28,000 gp.
  ARMBAND OF REDUCTION
  This metal armband allows its wearer to reduce his height 
  to one-half normal, as if a reduce spell had been cast upon 
  him.
  This effect functions once per day, lasts for 2 hours, and 
  may be dismissed at will by the wearer.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, reduce;
  Market Price: 2,000 gp; Weight: 1 lb.
  BAG OF ENDLESS CALTROPS
  This nondescript leather pouch creates an endless supply of 
  caltrops.
  The owner can reach into the pouch and pull out handful 
  after handful.
  It takes one standard action to fill a 5-foot square by hand.
  If the pouch is dumped out (as a partial action), it produces 
  the equivalent of a 2-pound unit, but does not produce any 
  more caltrops at all for 2 whole rounds.
  The caltrops produced are not magical and follow all the 
  rules for normal caltrops (see Chapter 7 of the Player’s 
  Handbook).
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  Leomund’s secret chest; Market Price: 2,300 gp; Weight: —.
  BANNER OF VALOR
  Made from bright silks, gold thread, and other flashy 
  materials, the banner of valor bolsters the spirits of all 
  friendly troops that gaze upon it.
  The banner holder can remove fear at will on chosen 
  creatures within a 20-foot radius.
  In addition, the holder can produce a healing circle three 
  times a day.
  All these effects are as the spells from a 9th-level caster.
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, healing 
  circle, remove fear; Market Price: 61,000 gp; Weight: 10 lb.
  BELT OF ENDURANCE
  This belt is made of numerous thin but solid chains and a 
  large iron buckle.
  The belt of endurance grants a +2 enhancement bonus to the 
  wearer’s Constitution score, and she gains the Great 
  Fortitude feat while she wears the belt.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item,
  righteous might; Market Price: 10,000 gp; Weight: 1 lb.
  BLINDFOLD OF TRUE DARKNESS
  This black, silky blindfold grants the blindsight ability with 
  a range of 60 feet (see Special Qualities in the Monster 
  Manual).
  Because the wearer’s eyes are protected, he is also immune 
  to gaze attacks, spells, or effects that rely on sight.
  Wearing the blindfold takes up the same space as goggles.
  The wearer cannot use vision in any way while wearing the 
  blindfold.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, see 
  invisibility; Market Price: 9,000 gp; Weight: —.
  BOOTS OF THE MOUNTAIN KING
  These rugged and worn iron-shod boots allow full 
  movement in rocky, rugged, or mountain terrain (see 
  Movement in Chapter 9 of the Player’s Handbook), including 
  bad or very bad surfaces.
  The wearer can also cast stoneskin on herself twice per day, 
  as the spell from a 12th-level caster.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, 
  freedom of movement, stoneskin; Market Price: 48,810 gp; 
  Weight: 1 lb.
  BOOTS OF THE SEA
  These are kneehigh boots made from fine sharkskin.
  The wearer can water walk and cast water breathing on 
  himself at will.
  The wearer also gains a +10 competence bonus on Swim 
  checks.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, water 
  breathing, water walk; Market Price: 56,500 gp; Weight: 1 lb.
  BOOTS, STEADFAST
  These thick and heavy iron-toed boots help keep the wearer 
  from getting knocked down.
  Someone wearing steadfast boots cannot be tripped or 
  pushed back by a bull rush.
  As long as the wearer carries a melee weapon that is 
  Medium-size or larger, she also counts as being set against a 
  charge.
  The weapon does not have to have reach.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, bull’s 
  strength; Market Price: 6,000 gp; Weight: 1 lb.
  BOOTS OF TRACKLESSNESS
  These pale green boots are slim and elegant, with perfectly 
  smooth soles.
  They grant pass without trace to the wearer and can cast 
  improved invisibility (wearer only) three times per day.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  improved invisibility, pass without trace; Market Price: 33,500 
  gp; Weight: 1 lb.
  
  978
  BOOTS OF WOODLAND STRIDING
  These durable boots feel amazingly light when picked up.
  The boots allow full movement in forest or jungle terrain, 
  including moderate or heavy obstruction (see Movement in 
  Chapter 9 of the Player’s Handbook).
  In addition, the wearer can detect snares and pits at will and 
  tree stride once per day, as the spells from a 12th-level caster.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, detect 
  snares and pits, tree stride; Market Price: 23,600 gp; Weight: 1 lb.
  BRACELET OF FRIENDS
  Rather than a unique magic item, this is a special 
  application of the bracelet of friends found in the DUNGEON 
  MASTER’S Guide.
  It has the same prerequisites and cost.
  Instead of keying charms to people, the wearer may key the
  charms to her mount, animal companion, or guard creature, 
  and call the creature to her wherever she may be.
  
  979
  BRACERS OF EXIT
  These bracers each bear a crude design of a square bisected 
  by an arrow.
  The wearer can negate one dimensional anchor effect per day.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  dimensional anchor; Market Price: 11,200 gp; Weight: 1 lb.
  BRIDLE OF EASE
  This magic bridle grants trainers a +5 competence bonus on 
  Handle Animal checks when training a mount.
  Versions of this item are available for exotic mounts.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, charm 
  monster; Market Price: 500 gp; Weight: 1 lb.
  CANDLE OF ICY DEATH
  This black candle is 1 foot tall, 12 inches thick, and icy to 
  the touch.
  When lit, the flame burns a pale blue, gives off no smoke or 
  heat, and doesn’t melt down.
  If examined with detect magic, the candle radiates a 
  necromantic aura.
  Every minute that the candle burns reduces the 
  temperature by 1° in a 20-foot-diameter area until 0°
  Fahrenheit is reached.
  In addition, the candle prevents any healing, natural or 
  magical, from occurring in its range.
  A wounded creature inside the area does not regain any lost 
  hit points, and cure spells targeting a creature inside the 
  area automatically fail (but are considered cast).
  Once lit, the candle can be snuffed only by a bless spell.
  The temperature of the area returns to the regular 
  temperature at a normal rate.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  enervation, fire shield; Market Price: 34,800 gp; Weight: 1 lb.
  CHOKER OF ELOQUENCE
  Coveted by bards, singers, and public speakers, this 
  beautiful piece of jewelry is carved from ivory and jade.
  There are two versions of these chokers.
  The lesser choker of eloquence grants a +5 competence bonus 
  on Diplomacy, Innuendo, Bluff, and Perform (vocal only) 
  checks.
  The greater choker of eloquence increases the bonus to +10.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, creator 
  must be a spellcaster of 6th level; Market Price: 1,500 gp 
  (lesser), 6,000 gp (greater); Weight: —.
  CINDERS OF THE INFERNO
  This tiny iron box contains a small bit of ash and cinders.
  When dumped into a flame at least as big as an average 
  campfire, the cinders cause the fire to flare and sputter 
  dramatically.
  In 1d4+1 rounds, an equal number of Small fire elementals 
  leap from the fire.
  The elementals are not under any control, although they 
  can be controlled later through charm monster or other 
  magic.
  They attack the nearest creature or creatures, continuing 
  their rampage until destroyed or banished.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  elemental swarm; Market Price: 7,650 gp; Weight: —.
  CLASP OF THE ELDER
  Forged by dwarven artisans, this clasp is meant to be worn 
  around a beard.
  It is carved from pure gold and studded with brilliant gems.
  If the wearer is a nondwarf, the clasp only grants a +1 
  competence bonus on Diplomacy checks.
  If a dwarf wears the clasp around the beard, it grants a +2 
  enhancement bonus to the wearer’s Wisdom score, and a +5 
  competence bonus on Diplomacy and Intimidate checks.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, 
  creator must be a dwarf, creator must be a spellcaster of 
  10th level; Market Price: 6,000 gp; Weight: —.
  CLEVER BRIDLE
  This bit-and-bridle set always looks clean and new.
  When worn by a horse, a clever bridle grants the ability to 
  learn three, six, or nine more tricks than the horse could 
  normally learn, depending on the version.
  The horse must wear the bridle for 8 hours per day to 
  maintain any extra tricks it learns.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, animal 
  friendship; Market Price: 3 tricks 1,000 gp, 6 tricks 4,000 gp, 9 
  tricks 9,000 gp; Weight: 1 lb.
  CLOAK OF SHELTER
  This plain but sturdy-looking cloak provides excellent 
  protection against wind, cold, sun, and rain.
  On command, the cloak turns itself into a 4-person tent.
  This tent includes an alarm spell (as if cast by a 7th-level 
  sorcerer) but is otherwise normal.
  Once per day, the cloak can turn into a small lodge, as 
  Leomund’s secure shelter.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, alarm,
  Leomund’s secure shelter; Market Price: 12,080 gp; Weight: 1 lb.
  COIN OF ETERNAL REST
  A raised skull adorns both sides of this otherwise 
  featureless copper coin.
  When placed in the mouth of a corpse, the coin prevents it 
  from being raised, resurrected, or turned into undead of any 
  sort.
  Vermin and undead avoid a corpse bearing this coin, but 
  they can overcome the aversion with a successful Will 
  check (DC 20).
  The coin does not work in the mouth of a living or undead 
  being.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, gentle 
  repose; Market Price: 6,000 gp; Weight: —.
  
  980
  COLLAR OF MATERIAL 
  ENTRAPMENT
  This silvery collar has an emerald sheen in the light.
  A creature wearing the collar is completely barred from 
  extradimensional travel, as the dimensional anchor spell, for 
  as long as it wears the collar.
  The collar expands or contracts to fit any size creature.
  The DC to break or slip out of the collar is 40.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  dimensional anchor; Market Price: 30,000 gp; Weight: 1 lb.
  DIMENSIONAL CHALK HOLDER
  This small, elaborately carved silver tube is designed to 
  hold a single piece of normal chalk.
  On mental command, the user can “draw” in the air, which 
  leaves behind a vibrant blue line of crackling energy.
  Once a complete circle has been formed, the enclosed 
  space suddenly disappears, creating a gate to wherever the 
  user wishes.
  It only allows the planar travel aspect of the gate spell, not 
  the ability to call forth creatures.
  The item allows its user to draw only a circle.
  The user can feel it resisting anything but a curved line.
  There is no size limit to the circle, but it must be 
  completely drawn in 1 full round to create the gate.
  The dimensional chalk holder can draw 1d4+1 gates before 
  crumbling into dust.
  Drawing a line counts as one use, regardless of whether a 
  complete circle was made or not.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, gate;
  Market Price: 22,950 gp; Weight: —.
  DRAGONFLY MEDALLION
  This silver dragonfly-shaped medallion is covered with 
  precious gems.
  It grants the Improved Initiative feat while worn.
  If the wearer already has this feat, it grants an additional +1 
  competence bonus on Initiative rolls.
  Once per day, the medallion can transform into a Large 
  dragonfly to attack at the command of its owner.
  The owner can give mental commands to the dragonfly 
  from up to 200 feet away.
  If the dragonfly is slain in its vermin form, then the 
  medallion is destroyed as well.
  If the owner is killed, knocked unconscious, or taken out of 
  range while the medallion is in dragonfly form, it converts 
  back into a medallion immediately.
  €Giant Dragonfly: CR 1; Large vermin; HD 3d8+3; hp 16; 
  Init +1; Spd 20 ft., fly 60 ft.(good); AC 14 (touch 10, flat-
  footed 13); Atk +5 melee (1d8+6, bite); Face/Reach 5 ft. by 
  10 ft./5 ft.; SQ Vermin, darkvision 60 ft.; AL N; SV Fort +4, 
  Ref +2, Will +2; Str 18, Dex 12, Con 13, Int –, Wis 12, Cha 
  12.
  Skills: Hide –3, Intuit Direction +7, Spot +7.
  Vermin: Immune to all mind-influencing effects.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects, cat’s grace; Market Price: 29,760 gp; Weight: —.
  DROPLETS OF THE STORM
  This tiny blue vial contains a small amount of constantly 
  moving water.
  When poured into a pool of water at least a foot deep, the 
  droplets cause the pool to bubble and froth furiously.
  In 1d4+1 rounds, an equal number of Small water 
  elementals emerge from the pool.
  The elementals are not under any control, although they 
  can be controlled later through charm monster or other 
  magic.
  They attack the nearest creature or creatures, continuing 
  their rampage until destroyed or banished.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  elemental swarm; Market Price: 7,650 gp; Weight: —.
  DUST OF THE ZEPHYR
  This clear vial and stopper contains a small amount of dust.
  When released into a breeze, the dust creates sudden bursts 
  of wind.
  In 1d4+1 rounds, an equal number of Small air elementals 
  are created from the wind.
  The elementals are not under any control, although they 
  can be controlled later through charm monster or other 
  magic.
  They attack the nearest creature or creatures, continuing 
  their rampage until destroyed or banished.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  elemental swarm; Market Price: 7,650 gp; Weight: —.
  DIMENSIONAL PRISM
  This translucent and oddly shaped prism seems to fade in 
  and out of existence when seen in daylight.
  The prism grants see invisibility when looked through.
  When shattered (requiring a DC 15 Strength check), the 
  crystal releases a greenish burst of energy.
  Any creatures within 30 feet that are on nearby transitive 
  planes such as the Astral Plane, Ethereal Plane, or Plane of 
  Shadow (including those using spells such as blink, maze, or 
  shadow walk), must succeed on a Will save (DC 30) or be 
  forced onto the Material Plane.
  Creatures that are made tangible in this way cannot leave 
  the Material Plane for 1d6 rounds.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  dimensional anchor, see invisibility; Market Price: 17,600 gp; 
  Weight: —.
  EQUESTRIAN’S SADDLE
  Anyone seated in this military saddle feels more 
  comfortable and competent at equestrianism.
  The saddle grants a +10 circumstance bonus on Ride checks 
  with horses.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item; Market 
  Price: 2,000 gp; Weight: 30 lb.
  EVERFULL MUG
  With a command word, this common-looking mug fills 
  with 12 ounces of water, cheap ale, or watery wine (user’s 
  choice).
  It functions three times per day.
  
  981
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, create 
  water; Market Price: 800 gp; Weight: —.
  EVERLASTING FEEDBAG
  This feedbag has a small medallion on it with an embossed 
  cornucopia symbol.
  When placed around the muzzle of a horse, donkey, or 
  other equine animal, it produces an unlimited amount of 
  suitable feed.
  Care must be taken that the animal does not overeat, and 
  most creatures must still eat other plants for proper 
  nutrition.
  The feedbag produces nothing when it is not placed around 
  an animal’s muzzle.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, create 
  food and water; Market Price: 15,000 gp; Weight: 1 lb.
  EVERSOAKING SPONGE
  This large, normal-looking sponge is capable of absorbing 
  an enormous quantity of water.
  If placed in a body of water, it floats and begins soaking it 
  up at the rate of 1,000 gallons per round.
  The sponge stops once it has absorbed 225,000 gallons of 
  water—the size of a pool 100 feet long, 50 wide, and 6 feet 
  deep.
  This water disappears completely, and if the sponge is 
  squeezed afterward, it releases only as much water as a 
  normal wet sponge.
  The eversoaking sponge absorbs only water, not mud or muck.
  Acid, oil, and other liquids affect it as they would a normal 
  sponge.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  disintegrate; Market Price: 26,400 gp; Weight: —.
  FAN OF FURIOUS FLAME
  This collapsible fan is made of thin red iron and resembles 
  licking flames when opened.
  Three times per day, the fan can create a cone 30 feet long 
  that causes any open flames, including candles, torches, or 
  lanterns, to explode in a burst of fire and deal the indicated 
  damage (Reflex half DC 15).
  All fire that explodes in this way is permanently 
  extinguished.
  The explosion occurs too quickly for nearby combustibles 
  to catch on fire.
  The fan of furious flame has no effect on magical fires such as 
  those created by continual flame.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, fireball;
  Market Price: 18,750 gp; Weight: 1 lb.
  FRUIT BLOSSOM SPIKE
  When driven or hammered into a fruit tree, this slim 
  wooden stake causes the tree to go through an amazingly 
  fast rejuvenation, growing extremely healthy and 
  producing an enormous amount of fruit.
  It takes 1 complete round to complete this growth, at 
  which point the fruit falls to the ground and the tree begins 
  to wither and die.
  Both the tree and the spike are utterly destroyed in the 
  process.
  A single tree produces enough fresh fruit to feed eight 
  creatures for two days, acting like a maximized goodberry 
  spell.
  After three days, the fruit turns into worthless mush.
  Fruit blossom spikes do not work on plant creatures such as 
  treants or tendriculos.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  goodberry, plant growth; Market Price: 5,800 gp; Weight: —.
  GLOVES OF BRACHIATION
  These tight leather gloves allow the wearer to travel from 
  branch to branch using only her arms, as a monkey or 
  gibbon would.
  As long as she is at medium encumbrance or less, the 
  wearer can move at her full speed through the tree canopy.
  The wearer also gains a +10 circumstance bonus on Jump 
  checks as long as she is aboveground (leaping from tree 
  branch to tree branch, for example).
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, cat’s 
  grace; Market Price: 4,000 gp; Weight: —.
  GOGGLES OF DAY
  The lenses of this item are made of silvered crystal.
  When they are placed over the eyes, the wearer can operate 
  without penalty in preternaturally bright light, such as 
  might result from a flare, sunbeam, or sunburst spell.
  Vampires wearing goggles of day have a full-round action 
  before dissolution when confronted with sunlight, as 
  opposed to just a partial action.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  darkvision; Market Price: 4,000 gp; Weight: —.
  HAMMERSPHERE
  This magic sphere is 4 inches in diameter, made of silver, 
  and covered in small rubies.
  Etched into it in four places is the hammer-and-anvil 
  symbol of the deity Moradin.
  When held aloft and activated with a command word, the 
  sphere conjures forth a giant hammer.
  This hammer functions as a spiritual weapon except that it 
  deals 3d6 points of damage per hit.
  The user of the hammersphere does not have to concentrate 
  on the hammer or keep the sphere aloft while the hammer 
  attacks.
  The hammersphere is usable once per day.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, spiritual 
  weapon, greater magic weapon; Market Price: 2,500 gp; Weight:
  —.
  
  982
  HAT OF ANONYMITY
  This broad-brimmed black hat obscures the wearer from 
  being detected, allowing him to blend into a crowd with 
  ease.
  The wearer is under a continuous nondetection effect and has 
  a +10 bonus on Hide checks while the hat is worn.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  nondetection; Market Price: 34,050 gp; Weight: —.
  HORNED HELM
  This dark leather helm has an open face and sports a pair of 
  impressive deer antlers that rise from the forehead.
  When worn, the antlers join solidly with the wearer’s skull.
  The wearer’s base speed is doubled, and the horned helm 
  grants a +2 enhancement bonus on melee attacks with the 
  horns, which deal 1d8 points of damage.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, haste,
  magic fang; Market Price: 38,000 gp; Weight: 1 lb.
  HORSELESS SADDLE
  When the command word is spoken, this riding saddle 
  leaps into the air and fastens itself around a phantom steed, as 
  the spell cast by an 8th-level caster.
  If the steed is killed, the saddle cannot be reactivated for 24 
  hours.
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, 
  phantom steed; Market Price: 43,200 gp; Weight: 25 lb.
  HORSESHOES OF THUNDER
  Once per day, when a horse gallops at a full run, and the 
  rider speaks the command word, these shoes emit a loud 
  crack of thunder.
  Any creature in a 20-foot radius (excluding the mount, 
  rider, and any passengers) comes under the effect of a shout 
  spell cast by a 7th-level caster.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, shout; 
  Market Price: 10,080 gp; Weight: 1 lb.
  each.
  IDOL OF FALSE VISION
  This large statue automatically detects any attempt to scry 
  (including scrying and similar spells such as arcane eye and 
  clairaudience/clairvoyance) any individuals or locations 
  within 50 feet of it.
  Any such effect triggers a false vision spell that masks any 
  creature attuned to the idol from being scried.
  Attunement may be performed during the idol’s creation or 
  at any later time by touching the idol and speaking a 
  command word chosen during creation.
  The idol can cast false vision three times per day.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, detect 
  scrying, false vision; Market Price: 54,500 gp; Cost to Create:
  33,500 gp + 1,680 XP; Weight: 400 lb.
  INCENSE OF THE GORGON
  This foul-smelling incense is typically found in a dark 
  green vial with the embossed image of a gorgon.
  When burned, however, it creates a truly overwhelming 
  smoke that fills a 10-foot cube.
  The incense is consumed after 1 round and the smoke 
  dissipates naturally.
  Those in the area and not holding their breath must 
  succeed on a Fortitude save (DC 19) or be turned to stone as 
  if affected by the flesh to stone spell.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, flesh to 
  stone; Market Price: 6,600 gp; Weight: —.
  INSATIABLE LOCUST
  Banned in almost every civilized society, this 1-foot-long 
  statue of a locust is capable of incredible destruction to 
  crops and agricultural areas.
  It is carved from a single piece of brilliant jade and has two 
  large rubies for eyes.
  On command, the insatiable locust can animate.
  It then goes on an eating rampage, devouring up to ten tons 
  of grain, crops, and fruits per day for up to seven days, over 
  a diameter of fifty miles.
  It never attacks people or livestock and attempts to fly away 
  when confronted with violence.
  The locust first eats planted crops, such as corn, wheat, and 
  rye, followed by fruit and finally wild vegetation.
  The locust attacks and consumes plant creatures, but only 
  after all other vegetation has been destroyed first.
  Once the locust has eaten for seven days (or there is no 
  more food), it unerringly returns to its owner and reverts to 
  its statue form.
  It cannot be reactivated again for another full seven days.
  The eaten crops are utterly destroyed.
  €Jade Locust: CR 1/2; Tiny construct; HD 3d10; hp 16; Init 
  +2; Spd 40 ft., fly 80 ft.(good); AC 14 (touch 14, flat-footed 
  12); Atk +3 melee (1d3–1, bite); Face/Reach 2 1/2 ft. by 2 
  1/2 ft./0 ft.; SQ Construct, darkvision 60 ft.; AL N; SV Fort 
  +1, Ref +3, Will –4; Str 8, Dex 14, Con –, Int –, Wis 1, Cha 1.
  Skills and Feats: Hide +10.
  Construct: Immune to mind-influencing effects and to 
  poison, sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect that requires a Fortitude 
  save unless it also works on objects; cannot heal damage 
  (though regeneration and fast healing still apply, if 
  present); not subject to critical hits, subdual damage, ability 
  damage, ability drain, or energy drain; not at risk of death 
  from massive damage, but destroyed when reduced to 0 hit 
  points or less; cannot be raised or resurrected.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects, disintegrate; Market Price: 29,975 gp; Weight: 
  10 lb.
  IOUN STONES
  RESISTANCE
  These ioun stones (usually burnt orange in color) possess all 
  the features of a standard ioun stone.
  Ioun stones of resistance offer magic protection in the form of 
  a +1 to +5 resistance bonus on all saving throws.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  resistance, caster level must be three times that of the ioun 
  stone’s bonus; Market Price: 2,000 gp (+1), 8,000 gp (+2), 
  18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight: —.
  
  983
  LANTERN OF BRIGHTNESS
  This ornate bullseye lantern is adorned with gold filigree 
  and sun patterns.
  It is illuminated with a permanent light spell.
  Twice per day, the lantern can emit a sunbeam (as the spell 
  from a 13th-level caster).
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, light,
  sunbeam; Market Price: 66,520 gp; Weight: 3 lb.
  LIBRAM OF FLESH
  This weighty tome details the creation of flesh golems.
  Additionally, the magical inscriptions of the libram allow 
  the reader to create a flesh golem even if not a 14th-level 
  arcane spellcaster.
  The reader gains a +2 bonus to effective caster level for the 
  purpose of making golems and can emulate knowledge of 
  the requisite spells necessary to create a flesh golem.
  Thus, an 11th-level arcane spellcaster still couldn’t create a 
  golem using the libram, though a 12th-level spellcaster 
  could, because 14th level is the minimum to create a flesh 
  golem.
  Flesh golems created using the libram of flesh retain up to 
  five abilities from one of the donor bodies used in the 
  golem’s creation, which are layered on the flesh golem as if 
  using a template.
  The DM determines which abilities of a donor body are 
  appropriate, and which are inappropriate, which abilities 
  stack, and which do not.
  Each time a flesh golem is created using the libram, 
  enchantment visibly drains from the book as inscriptions 
  fade.
  When first created, a libram of flesh has enough magical 
  power to create seven golems.
  After this time, the book falls into ruin.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, wish;
  Market Price: 178,500 gp; Weight: 5 lb.
  MAGEBANE MANACLES
  These sturdy masterwork manacles have an antimagic field 
  that extends around anyone locked in them, including any 
  magic items the captive might be carrying.
  Although expensive, they are commonly found in the 
  prisons of metropolitan cities that are used to dealing with 
  high-level troublemakers.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item,
  antimagic field; Market Price: 132,000 gp; Weight: 2 lb.
  MASK OF LIES
  This black, featureless mask only has slits for the eyes and 
  mouth.
  The wearer can cast change self on himself at will and is 
  continually under the effect of undetectable alignment.
  In addition, he or she gains a +5 bonus on Bluff checks.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, change 
  self, undetectable alignment; Market Price: 17,000 gp; Weight: —
  .
  MASK OF THE FEATHER QUEEN
  This vibrantly colored mask is made from the feathers of a 
  variety of rare and beautiful songbirds.
  The wearer can levitate and charm birds by uttering a 
  command word.
  Once per day, the wearer can cast fly (on herself or another 
  person), as the spell from a 12th-level caster.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, charm 
  person or animal, fly, levitate; Market Price: 27,120 gp; Weight: 
  —.
  MEDALLION OF CONTACT
  Once per day, the wearer of this silver disk can speak a 
  command word and forge a telepathic bond (as Rary’s 
  telepathic bond) with one person lasting for 1 minute.
  Range is one mile.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, Rary’s 
  telepathic bond; Market Price: 5,000 gp; Weight: —.
  MEDALLION OF THE LYCANTHROPE
  Found in lands where lycanthropy is an epidemic, these 
  medallions grant powerful protection.
  Once per day, the medallion can cast antipathy against 
  lycanthropes as the spell from a 15th-level caster.
  In addition, any melee weapons carried by the wearer 
  damage lycanthropes as though they were made of silver.
  Ranged weapons are not affected.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, 
  antipathy, magic weapon; Market Price: 44,200 gp; Weight: —.
  MIRROR OF SECRETS REVEALED
  This ornate silver mirror reveals hidden objects and auras 
  when viewed in the reflection.
  The wielder can cast analyze dweomer once per day and true 
  seeing twice per day.
  Each of these abilities functions like the spells from an 
  11th-level caster.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, analyze 
  dweomer, detect magic, true seeing; Market Price: 95,000 gp; 
  Weight: 1/2 lb.
  NECKLACE OF THE MARAUDING 
  BEAST
  There are three different versions of these necklaces, 
  commonly found among primitive tribesfolk.
  Each necklace incorporates parts from a different, 
  dangerous predator.
  Raging Bear Necklace: This crudely made leather necklace is 
  adorned with uncut precious stones and claws from an 
  enormous bear.
  The wearer gains a +2 enhancement bonus to Strength.
  In addition, if the wearer has the ability to rage, each rage 
  lasts 1 round longer than normal.
  Frenzied Shark Necklace: Crafted from tough seaweed and 
  sharks’ teeth, this necklace grants the wearer a +2 
  enhancement bonus to Strength and a +4 circumstance 
  bonus on Swim checks.
  
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  In addition, if the character has the ability to rage, each rage 
  lasts 1 round longer than normal.
  Rampaging Boar Necklace: This necklace is crafted from the 
  two tusks of a boar, clasping together in the middle.
  The wearer gains the Sunder feat (Great Sunder if she 
  already possesses this feat) and a +1 enhancement bonus to 
  Constitution.
  In addition, if the character has the ability to rage, each rage 
  lasts 1 round longer than normal.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, bull’s 
  strength, emotion; Market Price: 11,840 gp (raging bear), 12,160 
  gp (frenzied shark), 12,440 gp (rampaging boar); Weight: —.
  NECKLACE OF THE WILD BEAST
  A necklace of this sort appears to be a normal piece of 
  nonvaluable jewelry until it is placed about the neck of a 
  character capable of casting animal friendship.
  The necklace of the wild beast has one or more special beads.
  Each special bead can be used only once, and then becomes 
  forever inert.
  The power of a special bead is lost if removed from the 
  necklace.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, animal 
  friendship, and one or more of the following spells: Animal 
  growth, awaken, calm animals, dominate animal, greater magic 
  fang, summon nature’s ally IV (as appropriate); Market Price: 
  500 gp (bead of calming), 1,500 gp (bead of servitude), 1,500 gp 
  (bead of the fang), 2,000 gp (bead of beckoning), 2,500 gp 
  (bead of the great beast), 3,750 gp (bead of awakening); Cost to 
  Create: As normal except 1,250 gp plus 250 XP (bead of 
  awakening); Weight: —.
  ORACLE BEADS
  Made from perfectly clear crystal beads, this necklace 
  assists in receiving visions and oracles.
  The wearer gains a +5 insight bonus on Scry checks.
  In addition, the wearer can cast divination once per day.
  If the wearer is able to cast divine spells, then divination can 
  be cast twice per day.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  divination; Market Price: 19,192 gp; Weight: —.
  PELT OF ANIMAL SENSES
  This pelt, worn like a cloak, is made from large predator: a 
  wolf, bear, or great cat.
  When worn, it grants low-light vision, scent, and a +2 
  circumstance bonus on Listen checks.
  Animals react poorly to the wearer while it is worn; 
  herbivores in general become nervous and try to flee, while 
  carnivores generally become aggressive.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, see 
  invisibility; Market Price: 30,080 gp; 1 lb.
  PHYLACTERY OF CHANGE
  The wearer of this item can invoke a polymorph self ability 
  with an indefinite duration (or until the phylactery is 
  removed, destroyed, or dispelled).
  A new form can be adopted once per day.
  The wearer can assume his natural form without limitation, 
  however.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  polymorph self; Market Price: 11,200 gp; Weight: —.
  PITONS, BURROWING
  Covered with various runes and sigils meaning “earth”, 
  these pitons burrow into earth, rock, and stone, providing a 
  secure support for ropes and other climbing gear.
  It requires a partial action to burrow into solid, cut stone 
  and other masonry.
  The pitons grant a +2 circumstance bonus on Climb checks 
  while using climbing equipment.
  They are single-use items.
  A burrowing piton used in melee deals 1d8 points of 
  damage (×3 critical) against stone golems, clay golems, 
  earth elementals, and any other creature composed of earth 
  or stone.
  It has no special effect against other types of creatures.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, soften 
  earth and stone; Market Price: 380 gp; Weight: 1/2 lb.
  PIXIE DUST
  This sparkling, silvery dust is created by several different 
  fey but primarily used by pixies.
  It comes in long, thin, silvery tubes.
  A single tube’s contents finely coat a 5-foot square, and any 
  passage through the area stirs up the dust for 1d6 rounds.
  Alternatively, the contents of a tube can be blown at a target 
  creature as a ranged touch attack (maximum range 5 feet).
  A creature that stirs up the dust or is targeted by someone 
  wielding a tube of the dust must make a successful 
  Fortitude save (DC 15) or begin shrinking to the size of a 
  grig (Tiny).
  In addition, the creature acts as though under the effect of a 
  charm person spell from a 9th-level caster, obeying the 
  person who spread the dust.
  Both effects last for 9 hours before restoring the person to 
  normal.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, reduce,
  charm person or creator must be a fey; Market Price: 2,700 gp; 
  Weight: —.
  PORTABLE BRIDGE
  Once per day on command, this tiny statue of a bridge can 
  turn into a fully functioning bridge.
  The bridge is always 5 feet wide and can extend in length 
  from 5 feet to 50 feet.
  
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  It takes a full round for the bridge to extend, regardless of 
  the length of the bridge.
  The owner can choose which side the bridge retracts to, 
  making it ideal for crossing chasms and leaving pursuers 
  behind.
  The statue must be placed on solid rock or earth to work.
  Ideally, there should be equally solid rock or earth on the 
  other side.
  If there is not stable ground on the other side (it reaches 
  maximum range and doesn’t touch anything, there is loose 
  sand, and so on), the bridge spends another round 
  retracting to its statue form.
  The bridge can be destroyed through disintegrate or by 
  normal means such as breaking and chipping.
  Each 5-foot square has 75 hit points and a hardness of 8.
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, wall of 
  stone; Market Price: 36,000 gp; Weight: 1 lb.
  PRESERVING JAR
  This large glass jar has been magically treated to preserve 
  any organic material placed in it.
  The jar can hold the equivalent of 2 gallons of liquid.
  Anything small enough to fit in the jar does not rot, age, or 
  wilt.
  The lid must be placed securely on the top for the effect to 
  work.
  A Tiny or smaller creature can be placed in the jar, but 
  without a supply of air and food it eventually dies, although 
  the corpse never rots.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, gentle 
  repose; Market Price: 3,000 gp; Weight: 2 lb.
  RESTRICTING BAND
  This plain, 1-foot diameter, 1-inch-thick steel band grows 
  and shrinks on verbal command.
  Its maximum size is 5 feet in diameter, but retains the same 
  thickness.
  It can shrink to the size of a ring, reducing in thickness 
  accordingly.
  If placed around a person, say to bind their arms to their 
  sides, it can be sized to fit snugly around them.
  The band never shrinks to the point where it deals damage; 
  it’s simply uncomfortably tight.
  It requires an Escape Artist check (DC 30) to wiggle out of a 
  restricting band placed around the body and arms (DC 25 
  when the band is placed around arms or legs only).
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, enlarge,
  reduce; Market Price: 5,400 gp; Weight: 2 lb.
  ROPE OF STONE
  This normal-looking silk rope can be become as hard as 
  stone (8 hardness, 15 hp) when a command word is spoken.
  The rope retains its exact shape when hardened.
  If it is ever broken in either form, it becomes normal rope.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, flesh to 
  stone; Market Price: 11,800 gp; Weight: 5 lb.
  SADDLEBAGS OF HOLDING
  These saddlebags open into an extradimensional space, 
  allowing them to hold much more than they would seem 
  able to.
  Saddlebags of holding always come in pairs.
  Each bag contains 30 cubic feet of space and can hold 250 
  pounds.
  They otherwise operate identically to the bag of holding 1 
  described in the DUNGEON MASTER’S Guide.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  Leomund’s secret chest; Market Price: 5,000 gp; Weight: 30 lb.
  SADDLEBAGS OF PROVIDING
  Each bag of this pair serves a different function.
  Every morning, the right bag contains enough food to feed 
  whatever creature it is slung over for one day.
  For horses, this is generally oats and a few lumps of sugar; 
  for griffons, it means several pounds of raw horsemeat.
  If removed and not eaten, the food spoils after 24 hours.
  Food does not appear if anything else is placed in the bag.
  The left bag contains a masterwork set of grooming and 
  leather repair tools.
  The grooming tools are appropriate for whatever creature 
  the bag is slung over.
  In addition, the left bag contains 10 cubic feet of space for 
  the rider’s personal effects, and in all other ways acts as a 
  bag of holding.
  Both bags weigh the same as regular empty saddlebags, 
  regardless of their contents.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, create 
  food and water, Leomund’s secret chest; Market Price: 8,000 gp; 
  Weight: 16 lb.
  SADDLE OF GROWTH
  When a command word is uttered, this saddle causes a 
  horse, mule, or donkey to increase by one size category.
  For example, a horse, which is normally Large (long), 
  would increase to Huge (long) while wearing the saddle.
  Another command word causes the steed to shrink back to 
  its normal size.
  This effect can be done three times a day.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, animal 
  growth; Market Price: 48,600 gp; Weight: 25 lb.
  SADDLE OF THE PEGASUS
  This exquisitely crafted saddle is heavily adorned with the 
  feathers from pegasi wings.
  The saddle adjusts to fit any normal-sized horse, donkey, or 
  mule.
  When securely placed, it allows the steed and rider to fly (as 
  the fly spell from a 5th-level caster, except maneuverability 
  is clumsy) three times per day upon command.
  The saddle acts as an exotic military saddle for the rider.
  The first time someone uses this saddle on a steed 
  untrained in flying, the rider must make a DC 15 Ride 
  check to keep the steed from panicking.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, fly;
  Market Price: 16,875 gp; Weight: 25 lb.
  
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  SADDLE OF WEATHER PROTECTION
  A boon to travelers, this highly polished saddle protects the 
  steed and rider from the elements.
  The steed and rider are completely immune to “normal”
  temperature from 0° to 110° Fahrenheit and remain 
  perfectly dry unless completely immersed in a body of 
  water.
  In addition, the rider can cast protection from elements on 
  himself and his mount once per day.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  protection from elements; Market Price: 5,400 gp; Weight: 25 lb.
  SAW OF PRODIGIOUS CUTTING
  This one-person, steel-and-brass band saw is etched with 
  leaf patterns.
  Its razor-sharp blade easily cuts through most normal wood 
  and trees.
  The saw ignores the hardness of any wooden object that it 
  cuts into and deals 4d6 damage to it.
  The saw can be used in melee against plant creatures with a 
  similar effect, although the wielder takes a –4 penalty on 
  attacks for using such an unwieldy weapon.
  The saw automatically avoids other living creatures and 
  twists out of a person’s hand if used as a weapon against 
  them.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, magic 
  weapon; Market Price: 2,000 gp; Weight: 3 lb.
  SEEDS OF THE TREANT
  This pouch made from tightly interwoven leaves contains 
  1d4 large acorns.
  When one or more of these are planted in soil, a treant 
  begins to grow from that spot.
  It takes two full rounds for the treant to be completely 
  summoned.
  If two seeds are planted next to each other, then the 
  summoned treant is increased by one size (8 HD, Huge).
  If three seeds are planted next to each other, then the 
  summoned treant is two sizes bigger (17 HD, Gargantuan).
  The treant is not controlled at the time of summoning, 
  although it can be charmed, dominated, or made friendly 
  through Diplomacy.
  The treant’s initial attitude is indifferent.
  The treant remains indefinitely, although it could perish if 
  summoned in terrain that is not suitable for its survival 
  (desert, for example).
  The treant takes a dim view of being summoned in this 
  manner and more than likely will attack the summoner.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  summon nature’s ally IX; Market Price: 15,300 gp per acorn; 
  Weight: —.
  SHARDS OF THE FISSURE
  This handful of sharp gray flint chips is usually found 
  inside a tattered brown pouch.
  When emptied onto solid earth or stone, the shards burrow 
  into the earth, causing a slight tremor.
  In 1d4+1 rounds, an equal number of Small earth 
  elementals claw to the surface.
  The elementals are not under any control, although they 
  can be controlled later through charm monster, dominate 
  monster, and so on.
  They attack the nearest creature or creatures, then continue 
  their rampage until destroyed or banished.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  elemental swarm; Market Price: 7,650 gp; Weight: —.
  SHIELDING BLINDERS
  This set of blinders is black with gold inlaid glyphs 
  covering the outer surfaces.
  A horse wearing shielding blinders is completely protected 
  from gaze attacks.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  darkness; Market Price: 12,000 gp; Weight: 2 lb.
  SHRINK COLLAR
  Rather than resizing to fit its wearer, as most wearable 
  magic items do, this half-inch-wide metal collar studded 
  with tiny jewels resizes its wearer.
  When worn, the collar grows to 2 inches wide, and the 
  jewels enlarge to cover most of its surface.
  Regardless of his or her original size, the wearer shrinks to 
  Small size, becoming around 3 feet in height and weighing 
  no more than 60 pounds.
  None of the creature’s other attributes change.
  Unwilling targets get a Fortitude save (DC 11) to resist.
  If the save is successful, the collar snaps and is ruined.
  A creature with Intelligence 2 or lower must succeed on a 
  Will save (DC 11) or become panicked by the 
  transformation.
  Animal companions do not have to make this save, nor do 
  creatures that have the effect of the collar explained to 
  them beforehand somehow, such as through telepathy or 
  speak with animals.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, reduce;
  Market Price: 10,000 gp; Weight: 1 lb.
  SINGING BOWL
  Carved from a single piece of flawless crystal (10 hardness, 
  10 hp), this bowl comes with a smooth, thick wooden stick.
  Running the stick slowly along the edge of the bowl 
  produces a clear, vibrating hum.
  The volume can range from barely audible to intensely 
  loud.
  While the bowl is being played, spells in a 30-foot radius 
  with a verbal component are prevented as though under 
  the effect of a silence spell.
  Spells cast with the Silent Spell feat still work, however.
  The bowl’s effect can be activated with any stick—the one 
  provided has no special abilities.
  It requires at least 1 rank of Performance (any percussion 
  instrument).
  In addition, the bowl can cast shatter and blindness/deafness 
  (deafness only) once per day as a 12th-level bard.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  blindness/deafness, shatter, silence; Market Price: 19,440 gp; 
  Weight: 4 lb.
  
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  SPARRING DUMMY OF THE MASTER
  This battered wooden dummy is designed for monks to 
  practice their striking and blocking techniques.
  It consists of a plain round wooden post that stands 6 feet 
  high and 1 foot thick.
  Six smaller posts stick out horizontally from the post, 
  roughly representing a defending enemy’s limbs.
  To gain the benefit of its magic, a person with at least one 
  level in monk must train with the dummy 8 hours a day for 
  four weeks.
  If the training is ever interrupted for more than a 24 hours, 
  she must begin again.
  If this training is interrupted twice, the monk can never 
  gain the benefit of the sparring dummy.
  Once she has completed the required training, the monk is 
  allowed to make a 10-foot adjustment whenever she can 
  normally make a 5 foot adjustment.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, haste;
  Market Price: 30,000 gp; Weight: 40 lb.
  STALWART EYE
  This Tiny bird-like item allows its owner to speak a 
  command word and see through its eyes.
  The stalwart eye has AC 18, hardness 8, 5 hp, and cannot 
  move on its own except to turn its head as the owner 
  desires.
  No range limitation exists on the power except that the 
  owner must be on the same plane as the stalwart eye.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, alarm,
  animal messenger; Market Price: 10,000 gp; Weight: 2 lb.
  STEADFAST STONE
  This dwarven item is commonly given out to dwarven 
  defenders and other tunnel guards who require instant 
  fortifications.
  The steadfast stone is a granite cube, 1 inch on each side, with 
  runes indicating “growth” written on all sides.
  When thrown upon the ground and the command word 
  uttered, the cube grows as a wall of stone cast by a 9th-level
  cleric.
  The stone can grow up to two times per day.
  The wall lasts for up to 24 hours or until the command 
  word is uttered, causing it to shrink back into cube form.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, wall of 
  stone; Market Price: 32,400 gp; Weight: 1 lb.
  STOVE OF EVERLASTING FLAME
  Tired of hearing adventurers complain about not being able 
  to start a fire in the middle of rainstorms or underground, 
  an enterprising mage created the first of these handy 
  devices for cooking food.
  This enclosed metal box easily fits in the palm of someone’s 
  hand.
  It has two metal flaps on one end that pop open to reveal a 
  continuously burning flame.
  The heat of the flame is equivalent to a torch, although the 
  flame’s size (and the light it produces) is the same as a 
  candle.
  The metal of the box remains slightly warm to the touch, 
  whether the flaps are open or not.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, produce 
  flame; Market Price: 2,400 gp; Weight: 1 lb.
  STYLUS OF THE MASTERFUL HAND
  This elegant but sturdy metal stylus grants +5 competence 
  bonus on Forgery checks.
  On command, the stylus can also “remember” up to three 
  different types of handwriting, which allows another 
  Forgery attempt without having to make a roll—the DC of 
  that handwriting is “fixed” at whatever was rolled during 
  the attempt.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Scribe 
  Scroll, read magic; Market Price: 3,000 gp; Weight: —.
  TESTING CHALICE
  Made from tough clear glass, this chalice immediately 
  discerns the properties of any liquid poured into it.
  The color of the chalice varies depending on the liquid 
  poured into it.
  The opacity of the chalice also varies, depending on the 
  strength of the liquid.
  See the table below for the various results.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, detect 
  magic, detect poison; Market Price: 4,000 gp; Weight: 1/2 lb.
  THURIBLE OF DIVINING
  This perforated metal vessel usually comes in the shape of a 
  deity’s holy symbol or some totem creature associated with 
  a deity or cult.
  If it is filled with incense and lighted, the thurible produces 
  the effect of a prayer spell for as long as the incense burns.
  A character wielding the lighted thurible can also trigger 
  the following spells.
  • Three times per day: Detect magic, detect good, or detect law.
  The user can use one effect three times, each effect once, or 
  any other combination of effects totaling three uses per 
  day.
  
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  Some thuribles may detect other alignments.
  • Once per day: Augury or locate object.
  • Once per week: Divination or true seeing.
  • Once per month: Commune.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  commune, detect good, detect law, detect magic, divination, prayer,
  true seeing; Market Price: 77,000 gp; Weight: 1 lb.
  THURIBLE OF RETRIBUTION
  This item is similar to a thurible of divining.
  It produces a prayer effect when lighted and allows the 
  following spell effects.
  • Three times per day: Command, doom, or inflict light 
  wounds.
  • Once per day: Spiritual weapon or searing light.
  • Once per week: Inflict critical wounds or circle of doom.
  • Once per month: Geas/quest.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, circle of 
  doom, command, doom, geas/quest, inflict critical wounds, inflict 
  light wounds, prayer; Market Price: 77,000 gp; Weight: 1 lb.
  THURIBLE OF WARDING
  This item is similar to a thurible of divining.
  It produces a prayer effect when lighted and allows the 
  wielder to use the following spell effects.
  • Three times per day: Entropic shield, endure elements, or 
  sanctuary.
  • Once per day: Silence or dispel magic.
  • Once per week: Spell immunity or spell resistance.
  • Once per month: Blade barrier.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, blade 
  barrier, dispel magic, endure elements, entropic shield, sanctuary,
  silence, spell immunity, spell resistance, prayer; Market Price:
  77,000 gp; Weight: 1 lb.
  TRITON SHELL
  Created by tritons, these backpacks are made from single 
  giant shells.
  They have been magically treated to keep anything placed 
  inside perfectly dry and protected from pressures of the 
  ocean.
  Due to the shape and composition of the shell, it does not 
  hinder the wearer’s ability to swim underwater.
  Some versions of this magical device are enchanted with 
  gust of wind, allowing Tiny or smaller air-breathing creatures 
  to survive inside the shell.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, resist 
  elements, gust of wind; Market Price: 3,000 gp (without air), 
  18,000 gp (with air); Weight: 3 lb.
  TRUMPETER’S GIFT
  This shiny mouthpiece fits any brass instrument such as 
  trumpets and horns.
  It grants a +5 competence bonus on Performance checks 
  using the instrument.
  Once per day, the trumpeter can use the horn to cast a shout 
  spell.
  Unless the horn is at least masterwork quality, however, it 
  is destroyed once the spell is complete.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, shout; 
  Market Price: 12,200 gp; Weight: —.
  VEHICLE AUGMENTATIONS
  These additions to vehicles are constructed like any other 
  magic item, employing the Craft Wondrous Item feat.
  BRIDLE OF BURDEN-BEARING
  This bit-and-bridle set increases the Strength score of the 
  harnessed dray creature, enabling it to pull heavier loads.
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, bull’s 
  strength; Market Price: 4,000 gp (+2), 16,000 gp (+4), 36,000 gp 
  (+6); Weight: —.
  CAPTAIN’S TABLE
  This broad wooden table, usually kept in the officers’ mess, 
  duplicates the effects of heroes’ feast for up to twelve crew 
  members.
  Those who spend an hour partaking of the magical fare 
  created by the captain’s table are cured of disease, become 
  immune to poison and magical fear and hopelessness, heal 
  1d4+4 points of damage, and receive the benefits of a bless 
  spell.
  The effects last for 12 hours.
  The captain’s table serves one such meal a day.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, heroes’
  feast; Market Price: 72,000 gp; Weight: 16 lb.
  CATAPULT STONE OF BECALMING
  This catapult stone eliminates even the trace of a breeze 
  within a 400-foot radius of whatever it strikes.
  Prevailing winds don’t return for 10 minutes.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and 
  Armor, control winds; Market Price: 2,500 gp; Weight: 16 lb.
  CHARTS OF CERTAINTY
  This blank sheet of parchment is every captain’s boon.
  If unrolled and directly exposed to the sun while aboard a 
  vehicle, it instantly displays a map (as detailed as a 
  commercially available one) of everything within 24 hours’
  travel at the vehicle’s current maximum speed.
  If the bearer then specifies a destination, it draws the most 
  direct physical route to that destination.
  Like the find the path spell, the charts of certainty work only 
  with respect to locales, not objects or creatures.
  If the parchment is rolled up, the map it was displaying 
  disappears.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, find 
  the path; Market Price: 47,520 gp; Weight: 1 lb.
  CLOUD KEEL
  An invention of djinn on the Elemental Plane of Air, the 
  cloud keel gives its vessel the ability to fly at a speed of 40 
  feet (clumsy).
  If the vessel is wind-powered, it can still use its sails if they 
  provide faster movement than the keel itself.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, fly,
  wish; Market Price: 200,000 gp; Weight: 1,000 lb.
  
  989
  EARTH KEEL
  This item, often forged on the Elemental Plane of Earth, 
  enables a water vehicle to move across land as if it were on 
  water.
  The vessel’s speed is unaffected, but rough terrain slows the 
  vehicle just as it would a land vehicle.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  transmute rock to mud, wish; Market Price: 150,000 gp; Weight:
  1,000 lb.
  ELDRITCH EXHAUST
  Once per day at the command of the driver, a vehicle 
  equipped with this device expels a billowing mass of vapors 
  from its rear.
  The three types of vapor available are a fog that obscures 
  the vehicle from pursuers as the fog cloud spell, a cloud of 
  acid as the acid fog spell, or deadly poison as the cloudkill 
  spell.
  The 20-foot-high cloud has a 30-foot radius.
  Caster Level: 3rd (fog cloud), 9th (cloudkill), 11th (acid fog); 
  Prerequisites: Craft Wondrous Item, relevant spell; Market 
  Price: 2,160 gp (fog cloud), 16,200 gp (cloudkill), 23,760 gp (acid 
  fog); Weight: 10 lb.
  FHARLANGHN’S LINES
  These bowlines and other ropes are magically animated to 
  make sailing a ship easier.
  The ropes snake forward of their own volition, and pull and 
  release by voice command, enabling sails to be set and 
  changed without breaking the backs of the crew.
  Each set of Fharlanghn’s lines aboard a windpowered ship 
  reduces the required crew by five, to a minimum of two for 
  Colossal wind-powered ships and one for Gargantuan or 
  smaller ships.
  Fharlanghn’s lines respond only to nautical commands, so 
  they can’t be used to entangle foes or tie up captives.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, animate 
  rope, telekinesis; Market Price: 8,100 gp; Weight: 5 lb.
  LIGHTNING TURBINE
  Often used in conjunction with magic that controls 
  weather, the lightning turbine is a series of antennae 
  connected to a clockwork gearbox that gives the vehicle 
  greater speed during a storm.
  Lightning strikes the antennae, providing power to double 
  the vehicle’s speed or give it a speed of 90 feet, whichever is 
  greater.
  The vehicle ignores any weather-related penalties to speed.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, call 
  lightning, expeditious retreat; Market Price: 90,000 gp; Weight:
  300 lb.
  NONDIMENSIONAL TRUNK
  Much like a bag of holding, a nondimensional trunk is a cargo 
  box that holds more than it looks capable of.
  Anything with dimensions of less than 10 feet in all 
  directions will fit inside.
  Up to two tons of cargo can fit in the nondimensional trunk,
  which weighs no more than 200 pounds, even if the weight 
  of its contents is much heavier than that.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  Leomund’s secret chest; Market Price: 30,000 gp; Weight: 200 lb. 
  (maximum).
  PLANAR SAILS
  These rainbow-hued sails enable a vehicle to sail to places 
  beyond the Material Plane.
  It takes 5 minutes and a successful Knowledge (the planes) 
  check (DC 20) to set the sails for a particular plane.
  While the planar sails provide a means to reach worlds 
  beyond, they don’t grant the ability to move or survive on 
  the destination plane.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, plane
  shift; Market Price: 72,000 gp; Weight: 600 lb.
  SELF-PROPELLED VEHICLE
  By animating the wheels, steering mechanism, and other 
  moving parts on a vehicle, it’s possible to build a vehicle 
  that doesn’t require dray creatures.
  Any land vehicle of Large size or smaller can become self-
  propelled, gaining a speed of 60 feet.
  It still moves under the direction of the driver and retains 
  its usual maneuverability.
  Unlike with a normal casting of the animate objects spell, the 
  vehicle does not become a construct and does not gain the 
  ability to fight on its own.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects; Market Price: 132,000 gp; Weight: —.
  SKYRIDER’S PLATFORM
  This base plate for a single or double chariot enables it to be 
  pulled by flying creatures just as if it were on the ground 
  being pulled by horses.
  The chariot ascends or descends according to the dray 
  creatures’ maneuverability but turns according to the 
  chariot’s maneuverability.
  Note that the dray creatures cannot fly if they’re burdened 
  with more than a light load, so chariots equipped with this 
  feature sometimes require more dray creatures than their 
  landbound counterparts.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, air 
  walk; Market Price: 56,000 gp; Weight: 20 lb.
  SMUGGLER’S HOLD
  As the nondimensional trunk above, but the lid and latch of 
  the trunk are magically hidden until a command word 
  reveals them for 1 round.
  Spellcasters trying to find the smuggler’s hold with 
  divination magic must succeed on a caster level check 
  against DC 20.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item,
  Leomund’s secret chest, major image, nondetection; Market Price:
  90,000 gp; Weight: 200 lb.
  SPEEDY WHEELS
  This pair of wooden wheels fits most wheeled vehicles, 
  increasing the speed of one so equipped by 10 feet.
  The wheels must be placed on the same axle to be effective.
  Regardless of how many speedy wheels a vehicle bears, its 
  speed increases by only 10 feet.
  
  990
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  expeditious retreat; Market Price: 100 gp; Weight: 20 lb.
  each.
  SUMMONER’S BRIDLE
  This harness conjures its own dray creature, which serves 
  the bridle’s owner for 12 hours.
  Most summoner’s bridles summon light horses, although 
  some rare versions create a phantom steed (as the spell) with 
  19 hp, speed 240 feet, carrying capacity 250 pounds, and the 
  ability to gallop across a chasm as if it were firm land for 1 
  round.
  Because the summoner’s bridle is usable only once per day, 
  it takes more than one such item to provide enough dray 
  creatures to pull most land vehicles.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, mount 
  or phantom steed (depending on version); Market Price: 2,160 
  gp (light horse), 12,960 gp (phantom steed); Weight: —.
  VEIL OF OBSCURITY
  This augmentation disguises a vehicle from curious eyes, 
  making the vehicle appear to be part of the surrounding 
  terrain.
  The glamer includes audible, visual, tactile, and olfactory 
  elements, though it can’t disguise, conceal, or add creatures.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, mirage 
  arcana; Market Price: 25,000 gp; Weight: —.
  WIND-FAVORED SAILS
  This set of sails comes in two varieties.
  Raising a set of lesser wind-favored sails ensures that the wind 
  speed is always heavy (21–30 mph, speed multiplier ×3), no 
  matter what the prevailing weather conditions.
  A set of greater windfavored sails also lets the driver set the 
  wind direction within 600 feet of the vehicle with a 
  command word.
  Caster Level: 9th (lesser), 15th (greater); Prerequisites: Craft 
  Wondrous Item, control winds; Market Price: 40,500 gp 
  (lesser), 67,500 gp (greater); Weight: 600 lb.
  WEIGHTLESS SCABBARD
  This magical scabbard grows and shrinks in size to 
  accommodate any Large to Tiny bladed weapon.
  This includes greatsword, falchion, scimitar, rapier, 
  longsword, short sword, and dagger.
  While the weapon is in the scabbard, its weight is reduced 
  to zero, although the scabbard retains its own weight.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, reduce;
  Market Price: 1,600 gp; Weight: 1 lb.
  WHIP OF OBEYANCE
  This masterwork leather riding whip grants its user a +10 
  circumstance bonus on Handle Animal checks.
  This bonus applies only to creatures with Intelligence 2 or 
  lower.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, animal 
  friendship; Market Price: 2,000 gp; Weight: 2 lb.
  YONDALLA’S WAGON WHEEL
  Created by adepts of Yondalla, one of these small amulets is 
  in the shape of a wagon wheel.
  Throwing it upon the ground and uttering a command 
  word causes the wheel to grow into a normal-sized covered 
  wagon.
  It can remain in that form indefinitely, until the command 
  word is uttered again.
  Once per day, the amulet (in wagon form only) can create 
  Leomund’s secure shelter as the spell from a 9th-level caster.
  The shelter’s outside appearance blends in perfectly with 
  the exterior of the wagon, so it is not possible to tell that the 
  spell is in effect until someone steps inside.
  When the spell effect ends, the wagon remains.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  Leomund’s secure shelter, major creation, reduce; Market Price:
  92,880 gp; Weight: 1 lb.
  BOOK OF CHALLENGES 
  (3.0)
  MIRROR OF CONFUSION
  Once per day, any humanoid who sees his or her reflection 
  in this 4-foot-by-2-foot mirror triggers a confusion spell (Will 
  save DC 16 negates) centered on the mirror.
  The confusion affects only humanoids.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  confusion; Market Value: 4,500 gp.
  OIL OF NIGHT
  This inky liquid may be used in two ways.
  When a vial is thrown onto a surface and breaks, it acts as a 
  darkness spell.
  If poured carefully onto an object (requiring a full-round 
  action), it radiates a magical field for one day that 
  temporarily negates any light spells (of 3rd level or lower) 
  brought within 20 feet of it.
  The field also renders darkvision useless within its area.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Brew 
  Potion, blindness/deafness, deeper darkness; Market Price: 900 
  gp.
  SECURE DOOR-KNOCKER
  Whenever the door-knocker is attached to a wooden door, 
  that door is sealed with arcane lock.
  Striking the knocker suppresses the arcane lock for 1 minute 
  and sends a mental alarm (as the alarm spell) to any creature 
  attuned to the knocker (up to five creatures that must be 
  selected when the knocker is installed).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, alarm,
  arcane lock, knock; Market Price: 2,000 gp.
  
  991
  BOOK OF EXALTED DEEDS 
  (3.5)
  ANTIMAGIC SHACKLES
  These adamantine manacles fit any Small to Large creature 
  and create an antimagic field to a radius of 5 feet when they 
  are fastened.
  The DC to slip out of the shackles is 28, but breaking them 
  is nearly impossible, requiring a DC 40 Strength check.
  Moderate abjuration; CL 11th; Craft Wondrous Item, 
  antimagic field; Price 132,000 gp; Weight 5 lb.
  INCENSE OF CONSECRATION
  When burned in a censer or thurible, the smoke from this 
  incense creates a consecrate effect in a 20-foot emanation.
  For the duration of the effect, the censer or thurible can be 
  moved, moving the area of the consecrate as well.
  The incense burns for 6 hours, after which it loses all 
  magical properties.
  Faint evocation; CL 3rd; Craft Wondrous Item, consecrate; 
  Price 300 gp; Weight 1 lb.
  RETRIBUTIVE AMULET
  This amulet provides a +2 sacred bonus to AC.
  In addition, when the wearer takes damage from a melee 
  attack made with a natural or hand-held weapon, the 
  damage is divided equally between the attacker and the 
  target.
  If the damage is an odd number, the extra point of damage 
  goes to the attacker.
  The retributive amulet deals the same types of wounds upon 
  the attacker that the wearer receives, but only damage to hit 
  points.
  For example, a rogue who uses a poisoned dagger to stab 
  the amulet’s wearer would receive an identical gash in the 
  same spot as the wearer, but would not suffer ability loss 
  from the weapon’s poison.
  The amulet must be worn to function; it needs no 
  command word for activation.
  Faint abjuration; CL 5th; Craft Wondrous Item, shield other;
  Price 56,000 gp.
  SHACKLES OF SILENCE
  These wrought-iron manacles fit any Small to Large 
  creature.
  They exude a silence effect in a radius just large enough to 
  contain the creature they hold—a 2 1/2-foot radius for a 
  Small or Medium creature, a 5-foot radius for a Large 
  creature.
  However, if the creature bound by them escapes without 
  opening them—by slipping out of the shackles or breaking 
  them—the silence effect ends and the shackles ring for 1 
  round, as the effect of an alarm spell’s audible alarm.
  The DC to break or slip out of the shackles is 28.
  Faint abjuration and illusion; CL 3rd; Craft Wondrous Item, 
  alarm, silence; Price 12,000 gp; Weight 2 lb.
  STARMANTLE CLOAK
  This draping black cloak turns into a sparkling mantle of 
  tiny, cascading stars when worn.
  The cloak sheds light as a torch, renders the wearer 
  impervious to nonmagical weapon attacks, and transforms 
  any nonmagical weapon or missile that strikes the wearer 
  into harmless light, destroying it.
  Contact with the starmantle does not destroy magic 
  weapons or missiles, but the starmantle’s wearer is entitled 
  to a DC 15 Reflex save each time he is struck by such a 
  weapon; success indicates that the wearer takes only half 
  damage from the attack.
  Moderate abjuration; CL 11th; Craft Wondrous Item, 
  starmantle; Price 132,000 gp; Weight 1 lb.
  THURIBLE OF CONSECRATION
  Each of these golden censers is sacred to a particular deity 
  whose symbol appears on it.
  When a cleric of that deity burns incense of consecration in 
  the thurible and carries it, the effects of the incense are 
  increased as though an altar or similar fixture were in the 
  area of the consecrate spell, doubling its effects.
  If a cleric of a different deity uses the thurible, it has no 
  special effect.
  Faint evocation; CL 5th; Craft Wondrous Item, consecrate, 
  creator must be a cleric of the deity to whom the thurible is 
  sacred; Price 5,000 gp; Weight 4 lb.
  TRUMPET OF DOOM
  This small brass trumpet is engraved with interwoven 
  patterns of feathers and flames.
  The trumpet emits a haunting blare that fills evil enemies 
  with a terrible sense of dread.
  All evil creatures within 100 feet that can hear the 
  trumpet’s blare are shaken for 1 minute (DC 14 Will save 
  negates).
  The trumpet can be blown up to three times per day.
  Moderate necromancy; CL 6th; Craft Wondrous Item, 
  doom; Price 7,185 gp; Weight 1 lb.
  TRUMPET OF HEALING
  This finely wrought trumpet plays beautifully in the hands 
  of any talented trumpeter.
  Invoking any of its magic, however, requires playing the 
  horn uninterrupted for a full-round and making a DC 15 
  Perform (wind instruments) check.
  The trumpeteer can employ the trumpet three times per 
  day, selecting from the following powers for each use:
  remove blindness/deafness, remove disease, cure serious wounds, or 
  neutralize poison.
  These powers affect all creatures within 360 feet of the 
  horn.
  In addition, the trumpet can heal a single creature within 
  hearing range of the uplifting song once per day.
  Evil creatures cannot benefit from these effects; in fact, 
  they hear nothing at all when the horn plays.
  The trumpeter cannot personally benefit from the 
  trumpet’s healing powers.
  Strong conjuration; CL 13th; Craft Wondrous Item, cure 
  serious wounds, heal, neutralize poison, remove 
  
  992
  blindness/deafness, remove disease, creator must be good; Price 
  115,440 gp; Weight 2 lb.
  VAMBRACES OF EVIL’S WARDING
  These golden bracers are engraved with holy runes and fit 
  snugly over the arms of any creature that dons them.
  Ranged attacks made by evil creatures against the wearer 
  take a –4 penalty.
  An evil creature that dons the vambraces of evil’s warding 
  takes 2d6 points of damage per round.
  Faint abjuration; CL 5th; Craft Wondrous Item, protection 
  from arrows, creator must be good; Price 18,000 gp; Weight 1 
  lb.
  BOOK OF VILE DARKNESS 
  (3.0)
  BELT OF THE DREAD EMPEROR
  If a willing (or dominated or helpless) humanoid creature is 
  attached to the wearer of this belt by a chain and a manacle 
  (see armor of the Dread Emperor), the wearer can draw energy 
  from that creature to power spells.
  The belt of the Dread Emperor functions for all spellcasters 
  who prepare spells (including clerics, druids, rangers, 
  paladins, and wizards).
  The belt enables the wearer to recall a prepared spell, even 
  if the spell has already been cast, as long as the spell was 
  among those he most recently prepared.
  For each spell recalled, the chained creature takes damage 
  equal to the square of the spell’s level: A recalled 1st-level 
  spell deals 1 point of damage, a 2nd-level spell deals 4 
  points, a 3rd-level spell deals 9 points, and so on, up to a 
  9th-level spell that deals 81 points of damage.
  If the chained creature does not have enough hit points left 
  to power a desired spell, the spell fails and the creature dies.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  creator must be able to cast 9th-level spells; Market Price:
  120,000 gp; Weight: 1 lb.
  COLLAR OF VENOM
  A creature wearing this heavy iron collar gives all of its 
  natural attacks an additional poison attack (Fort DC 14) that 
  deals 1d10 points of Constitution damage as its initial and 
  secondary damage.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, poison;
  Market Price: 50,000 gp; Weight: 3 lb.
  COLLAR OF VIRULENT VENOM
  As a collar of venom (see above), except that this collar’s 
  poison is harder to resist (Fort DC 20).
  Caster Level: 18th; Prerequisites: Craft Wondrous Item, 
  Heighten Spell, poison; Market Price: 138,000 gp; Weight: 3 lb.
  DARK ALTAR STONE
  This piece of black granite, if used as an altar or part of an 
  altar, can be commanded to absorb the soul of a victim 
  sacrificed upon that altar.
  The soul is stored as if in a gem as a part of a trap the soul 
  spell.
  It can be called forth and used in the various ways 
  described in the Souls as Power section of Chapter 2.
  A dark altar stone can store only one soul at a time.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, trap 
  the soul; Market Price: 150,000 gp; Weight: 100 lb.
  ELIXIR OF THE DARK SPEECH
  This allows the imbiber to speak and understand the Dark 
  Speech as if he possessed the feat of the same name.
  This elixir deals 1 point of Strength damage when used.
  The speech effect lasts for 10 minutes.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, dread 
  word; Market Price: 750 gp; Weight: 1 lb.
  FANATIC’S COLLAR
  When worn by a willing creature, this spiked iron collar 
  allows the wearer to choose another creature to dominate it, 
  as the spell dominate monster.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  dominate monster; Market Price: 30,000 gp; Weight: 2 lb.
  FLESH RING OF SCORN
  When this ring is pierced into the flesh of an evil outsider, 
  it allows the outsider to automatically score a critical hit 
  against a nonoutsider whenever the threat of a critical hit is 
  indicated.
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, corrupt 
  weapon; Market Price: 8,000 gp.
  GEM OF PSYCHIC POISON
  This gem, when in the possession of a creature, poisons that 
  creature so that anyone casting a mind-affecting or 
  divination spell at the creature is affected with a psychic 
  poison (see Chapter 3) that deals 1d6 points of Intelligence 
  damage as both initial and secondary damage.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, poison 
  area; Market Price: 28,000 gp.
  HEAVEN’S THORN
  Despite its sharp point, this dark green, dagger-sized thorn 
  makes a poor weapon because it is too brittle and fragile.
  However, when it breaks against the flesh of a good-aligned 
  outsider (requiring a touch attack), it releases terrible 
  energy that stuns the target for 1d4 rounds (no save, but 
  spell resistance applies).
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, power 
  word stun, creator must be evil; Market Price: 4,550 gp; 
  Weight: 1 lb.
  
  993
  HOOK OF DISSOLUTION
  This wicked metal hook is about 9 inches long.
  If thrust into a helpless opponent, that opponent slowly 
  disintegrates over a period of 3 rounds (Fort DC 22 
  negates).
  This ability works on organic inanimate objects as well as 
  creatures.
  It can be used three times per day.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, wall of 
  chains; Market Price: 14,400 gp; Weight: 2 lb.
  IRON MAIDEN OF PRESERVATION
  This coffin-like torture device is filled with spikes that 
  pierce the flesh of anyone placed inside.
  It deals 1d6 points of damage per round to the prisoner 
  within.
  It also heals 1d6 points of damage per round, however, but 
  only if that damage was dealt by its own spikes.
  Thus, the prisoner inside is not likely to die soon, despite 
  the constant pain and terrible wounds continually being 
  inflicted and then healed.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, heal;
  Market Price: 7,000 gp; Weight: 550 lb.
  MAGGOT HARVESTER
  This 6-inch Vasharan orb appears to be made from teeth 
  and bones.
  When held above a rotting, maggot-infested corpse for 1 
  round, it draws the maggots into itself.
  The maggots can then be used to allow the wielder to speak 
  and understand the Dark Speech (see Chapter 2) for 1 
  minute.
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, tongues,
  creator must be evil; Market Price: 10,000 gp; Weight: 5 lb.
  NECKLACE OF DEMONS
  This necklace has eight small black spheres attached to it 
  that can be easily removed (a move-equivalent action).
  When removed from the necklace and tossed upon the 
  ground (or any hard surface), the sphere shatters, 
  summoning a demon that remains for 10 rounds.
  Different spheres summon different kinds of demons.
  Two of the spheres summon 2d4 dretches, two summon 1 
  quasit each, one summons 1 succubus, two summon 1 
  vrock each, and one summons 1 hezrou.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  summon monster IX; Market Price: 28,500 gp; Weight: 1 lb.
  NIPPLE CLAMP OF EXQUISITE PAIN
  The wearer of this ring is immune to debilitating pain 
  effects such as the circle of nausea spell.
  He is also immune to the wrack spell.
  He is not immune to actual damage described as pain, such 
  as that found in eyes of the zombie, however.
  The clamp converts all pain into a pleasurable sensation.
  This item does not change how or whether the character 
  takes damage, but it does change how he might react to it.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  masochism; Market Price: 8,000 gp.
  OIL OF THE LAMIA
  Said to have been created by an evil lamia wizard, this 
  concoction makes magic items more powerful.
  When applied to a magic item that produces an effect 
  requiring a foe to make a saving throw, the oil increases the 
  DC of the saving throw by +2 if the foe is of good 
  alignment.
  The oil lasts for 1 hour.
  The oil is held in a small flask and will coat one item, no 
  matter the size.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, dispel 
  evil; Market Price: 2,000 gp; Weight: 1 lb.
  PAIN EXTRACTOR
  This strange device consists of a flat metal plate about 6 
  inches square lined with barbed hooks.
  A thin, flexible tube extends from the plate to an adjustable 
  nozzle that could attach to a variety of flasks, bottles, or 
  other containers.
  Over the course of one day, this device can extract pain in 
  liquid form from a creature being tortured or otherwise 
  suffering terrible physical torment.
  This physical manifestation of pain can be used to power 
  magical items or enhance spells (see Pain as Power in 
  Chapter 2).
  It can also be used as a potent drug.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, liquid 
  pain; Market Price: 64,000 gp; Weight: 3 lb.
  PIPE OF GRIEF
  This long smoking pipe, when filled with tobacco and 
  lighted, can create a single 5-foot-radius cloud that remains 
  for 3d8 minutes, once per day.
  The cloud stays in place for the duration unless acted on by 
  a magical force such as a gust of wind.
  Anyone within the cloud except the user must succeed at a 
  Will save (DC 17) or take a –4 morale penalty on attack 
  rolls, saving throws, skill checks, and ability checks for 10 
  rounds.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, wave of 
  grief; Market Price: 3,000 gp; Weight: 1 lb.
  PIERCING NEEDLES OF PAIN
  These three needles must be used together to gain any 
  effect.
  If all three pierce the flesh of a creature (each dealing 1 
  point of damage that can’t be healed until it is removed), 
  the pained creature can give feelings of intense pain to 
  others by touch.
  The painful touch produces the effect of a wrack spell (Fort 
  DC 15 negates).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, wrack;
  Market Price: 35,000 gp; Weight: 1 lb.
  PSYCHIC POISON OIL
  Each type of psychic poison comes in the form of an oil that 
  can be sprinkled upon the creature, object, or 25-foot-radius 
  area to be poisoned.
  
  994
  Caster Level: See above; Prerequisites: Craft Wondrous Item, 
  creator must be at least 13th level; Market Price: See above.
  Weight: 2 lb.
  QUIVER OF LIES
  This 3-inch-long quiver holds no arrows or bolts.
  It fits around the wrist, like a bracelet.
  If the wearer holds a bow or crossbow and speaks a lie, an 
  arrow or bolt (whichever is appropriate) appears in the 
  wearer’s hand, ready for use.
  The arrow or bolt only lasts for 10 rounds.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, minor 
  creation; Market Price: 12,000 gp.
  Weight: —.
  RACK OF IRRESISTIBLE TORTURE
  This torture device, when used on a victim, provides a +10 
  bonus on the Intimidate check made by the torturer.
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, cause 
  fear; Market Price: 3,000 gp; Weight: 275 lb.
  SKULL OF FEAR
  This ebony skull is fashioned so it can be mounted on 
  armor, a weapon haft, or a staff or pole.
  It gives the wearer or wielder an aura of fear, so that anyone 
  coming within 10 feet is affected as if by a fear spell (Will 
  DC 16 negates).
  The wearer or wielder can raise or lower the aura with a 
  command word.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, fear;
  Market Price: 70,000 gp; Weight: 2 lb.
  SLIME POT
  This small black pot has a removable lid and an iron handle.
  If the pot is filled with water and some decaying organic 
  matter (a dead rat, a severed hand, or something of similar 
  size) within 24 hours a patch of green slime grows there.
  By carefully dumping out the contents of the pot (a 
  standard action), the slime pot’s owner can place the patch 
  of slime where she wants it.
  She has no special control over or immunity to the slime, 
  however.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, summon 
  monster IV; Market Price: 11,200 gp; Weight: 5 lb.
  SPIRALBURST BOTTLE
  This is a sort of magic weapon contained within a glass 
  bottle until it is used.
  Opening or shattering the bottle (often by throwing it like 
  a flask of acid or alchemist’s fire) unleashes the spiralburst.
  The spiralburst is a portal to the Ethereal Plane that is only 
  about 1/2 inch wide.
  This portal has an almost limitless amount of pull, sucking 
  a single creature or object through the gate unless it 
  succeeds at a Fortitude save (DC 30).
  If the bottle bursts against something, the object it shatters 
  against is the target.
  If the bottle is opened, the opener is the target.
  The spiralburst only pulls up to 10 cubic feet through, so if 
  the object or creature is larger than that, only a portion of it 
  is pulled through.
  The weapon gets its name because the target drawn 
  through the portal is sucked through in a spiral pattern.
  For most living creatures, this is a blood-red spiral as their 
  body is liquefied into a spiral-shaped stream, then drawn 
  through the very small portal in a single round.
  Objects, unless they are extraordinarily malleable, are 
  destroyed.
  Creatures die instantly unless they are amorphous (such as 
  oozes).
  Even objects and creatures that survive are lost on the 
  Ethereal Plane.
  The spiralburst disappears after a single use.
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, 
  sympathy, gate; Market Price: 19,000 gp; Weight: 1 lb.
  SYMBOL OF DEMOGORGON
  This unholy symbol, dedicated to the Prince of Demons, is 
  worn as an amulet.
  It provides a +2 enhancement bonus to Wisdom and allows 
  the owner to cast rotting curse of Urfestra with no corruption 
  cost.
  The caster must still prepare the spell normally; if he does 
  not prepare spells, this aspect of the symbol cannot be used.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, rotting 
  curse of Urfestra; Market Price: 10,000 gp; Weight: —.
  TONGUE STUDS OF HELL BREATH
  These golden studs, pierced through the tongue, turn 
  normal breath passing over them into a 50-foot line of 
  hellfire three times per day.
  This hellfire deals 3d6 points of unholy (not fire) damage.
  There is no saving throw.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, hellfire;
  Market Price: 35,000 gp; Weight: —.
  VASHARAN OFFAL BAG
  This big burlap sack is filled with dung that always remains 
  fresh and odiferous.
  If someone empties the bag, it loses all its power.
  
  995
  Otherwise, a nonflying giant cockroach (see Chapter 8) can 
  be called out of the bag once per day to serve the bag 
  holder.
  The giant cockroach remains for 1 hour or until killed.
  It obeys all verbal commands of the bag owner, although it 
  will not roam farther than 100 feet from the bag.
  If it is forcibly moved farther, it responds to no commands, 
  although it will still disappear after its hour is up.
  Unlike other vermin, a giant cockroach brought forth from 
  this bag understands Common and has an Intelligence 
  score of 3.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, summon 
  monster II; Market Price: 3,000 gp.
  Weight: 10 lb.
  VASHARAN WORM POD
  This item is a 6-inch-long gray seed pod.
  To get the Vasharan worm pod to function, it must be 
  forcibly inserted into a helpless character’s stomach (a 
  standard action), dealing 3d6 points of damage to the 
  character.
  For 2d10 days thereafter, gray-white worms grow within 
  the pod, feeding on the character’s flesh, dealing 1d4 points 
  of damage each day and creating specialized body parts 
  within the stomach lining.
  Once the worms are fully grown, the character can 
  mentally command the worms (a full-round action) to 
  snake a long, fleshy tube out of his stomach and up into his 
  nose.
  Thereafter, until the host of the worm pod retracts the tube 
  (a standard action), he can command a worm to travel up 
  the tube, into the nose, through the nasal passage, and into 
  his mouth.
  As a standard action, up to three times per day, the 
  character can spit a worm up to 30 feet away, hitting a target 
  with a successful ranged touch attack.
  If a worm hits a living creature, it burrows into the 
  creature’s body and into its vital organs.
  The target must succeed at a Fortitude save (DC 18) or die 
  1d4 rounds after the worm strikes.
  Even a target that succeeds at its saving throw take 2d6 
  points of damage each round for 1d4 rounds, after which 
  the worm dies.
  A remove disease or heal spell kills the burrowing worm, 
  stopping the damage and the risk of death.
  A creature with no discernible anatomy is immune to the 
  worms and cannot be the host of a Vasharan worm pod.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, slay 
  living, fabricate, animal growth; Market Price: 35,000 gp.
  Weight: 5 lb.
  CHAMPIONS OF RUIN (3.5)
  CAMELLIA OF THE BLACK LADY
  A beautiful flower that beguiles—then punishes.
  Lore: A character who makes a DC 20 Knowledge (religion) 
  check knows that the Black Lady was a notorious assassin 
  and servant of Shar.
  She used subversion with beauty and poise, and the scent of 
  sweet flowers.
  Description: A camellia of the Black Lady is a creamy-white 
  blossom worn in the hair, taking up space on the body as a 
  headband or helmet.
  On close inspection, the inner whorls of the flower suggest 
  unsettling, depraved forms.
  The item has a sweet, overpowering odor that carries a 
  considerable distance.
  Activation: The flower remains perpetually fragrant and 
  perfectly preserved.
  The wearer activates the blossom’s dominate person power by 
  choosing a humanoid target and pressing the stem (a 
  standard action).
  The poison effect activates automatically once the dominate 
  person effect ends.
  Effect: When the designated target comes within 20 feet of 
  the wearer, he must make a DC 19 Will save (DC 21 if 
  Selûne is his patron deity) or be captivated by a dominate
  person effect.
  In addition, he is subjected to a remorseless charm effect (no 
  save) that stills his moral conscience.
  The victim must follow the instructions of the wearer, no 
  matter how dreadful those orders might be.
  The subject remains in the thrall of the wearer for nine 
  days, until the dominate person effect is dispelled, or until 
  the camellia of the Black Lady is destroyed.
  When the dominate person effect ends (either through the 
  duration elapsing, a dispel magic effect freeing the victim, or 
  the destruction of the flower), Shar’s vengeance manifests 
  finally as a poison spell, dealing 1d10 points of Constitution 
  damage immediately and another 1d10 points of 
  Constitution damage 1 minute later.
  Each instance of damage can be negated with a DC 19 
  Fortitude save (DC 21 if Selûne is the victim’s patron deity).
  A camellia can be used only once.
  Aura/Caster Level: Strong enchantment and necromancy; 
  CL 13th.
  Construction: Requires Craft Wondrous Item, dominate 
  person, poison, remorseless charm*, 3,500 gp, 280 XP, 7 days.
  Variants: A used camellia of the Black Lady still retains its 
  freshness, fragrance, and interesting appearance; it has a 
  price of 200 gp.
  Weight: —.
  Price: 7,000 gp.
  * New spell described on page 34.
  CORONATION CROWNS OF ALIIA 
  AND RHIIGARD
  The Coronation Crowns of Aliia and Rhiigard were crafted in 
  the Year of the Fearless Peasant (926 DR) and packed 
  aboard the Nadyra’s Glory, along with many other treasures 
  of the realm that were being sent to Cormyr.
  After scuttling the bridal ship, Soneillon kept the crowns as 
  symbols of her eventual rightful rule of Impiltur, and they 
  now serve as the royal crowns of Naratyr.
  The Coronation Crown of Rhiigard usually sits on the brow of 
  Prince-Consort Imbrar; he even wears it into battle.
  It is an ornate, almost gaudy, crown, fashioned of gold and 
  adorned with countless jewels.
  The Coronation Crown of Aliia usually lies on Soneillon’s 
  throne, although the Queen of Whispers wears it whenever 
  she manifests in physical form.
  
  996
  This crown is often “loaned out” to the most powerful 
  hobgoblin among the tribes of the Giantspires.
  It too is an ornate crown, fashioned of platinum and also 
  adorned with countless jewels.
  Each crown is worth some 30,000 gp in materials alone.
  Each of the Coronation Crowns has earned the sobriquet of 
  the “Crown of Whispers” and acquired the reputation of a 
  fell magical artifact among the hobgoblins of the 
  Giantspires.
  However, despite the legends that surround them, both 
  simply enhance the Charisma of their bearers (as a cloak of 
  charisma +4).
  The reason behind their reputation is that both crowns are 
  favorite targets of Soneillon’s object possession ability, and 
  she often whispers to whomever’s head her crown 
  bestrides.
  Moderate transmutation; CL 8th; Craft Wondrous Item, 
  eagle’s splendor; Price 50,000 gp; Weight 5 lb.
  GREATSWORD OF IMPILTUR
  Commissioned to mark the coronation of Sarshel Elethim 
  as king of Impiltur and forged by the dwarves of Earthfast, 
  the Greatsword of Impiltur was not completed until the Year 
  of the Splendid Stag (734 DR), during the early days of the 
  reign of Halanter I.
  The blade served as Halanter’s ceremonial sword of state 
  from the time of its dedication until the Year of the Missing 
  Blade (759 DR), when it vanished from the royal vaults 
  along with several other treasures of the realm.
  Rumors at the time attributed the blade’s theft to an agent 
  of Ndulu, the balor general who was known to have 
  survived the Fiend Wars.
  However, the Greatsword of Impiltur was not among the 
  treasures seized in the aftermath of the Battle of Moaning 
  Gorge twenty-seven years later, casting some doubt on this 
  theory.
  In the Year of Wolfpacks (826 DR), Eljak Ferenfal, the 
  Horned Ranger, spent the latter half of the winter hunting 
  a pack of winter wolves across the ice-bound Bluefang 
  Water.
  During the course of his relentless pursuit, Eljak stumbled 
  across the mauled and frozen corpse of a Rashemi berserker 
  trapped in the ice.
  Although the body was clad in simple hide armor and 
  carried nothing else of any worth, the warrior’s scabbard 
  held an impressive greatsword, later identified as Impiltur’s 
  long-missing sword of state.
  At winter’s end, Eljak presented both the Greatsword of 
  Impiltur and a cloak made from the pelt of the winter-wolf 
  pack leader to King Halanter II, and both were placed in 
  the royal vaults with the king’s heartfelt thanks.
  In the Year of the Fearless Peasant (926 DR), the Greatsword 
  of Impiltur was lost en route to Cormyr, during the sinking 
  of the Nadyra’s Glory, along with Princess Aliia and many 
  treasures of the realm.
  Thus, it is one of the few royal blades of Impiltur that is not 
  included in the five-score swords collectively known as 
  Soargar’s Legacy.
  Soneillon recovered the blade from the depths of the Inner 
  Sea, along with the Coronation Crowns of Aliia and Rhiigard, 
  and eventually bore it back to her court in the depths of the 
  Giantspire Mountains.
  The great blade then passed to a succession of hobgoblin 
  champions until the Year of the Luminar Procession (1127 
  DR), when Soneillon reclaimed the blade and gave it to her 
  newly risen undead servant, Prince-Consort Imbrar 
  Heltharn, who has wielded it ever since.
  Forged of cold iron, the Greatsword of Impiltur is a +2 
  ravenous doomstrike greatsword.
  The blade is engraved with images of dead and wailing 
  demons, and the pommel is carved in the shape of a balor 
  whose torso has been pierced by the blade.
  Strong evocation and necromancy [death]; CL 15th; Craft 
  Arms and Armor, shatter, slay living; Price 54,350 gp; Cost 
  27,350 gp + 2,174 XP; Weight 15 lb.
  SANGUINE NOSTRUM
  A powder sprinkled on the heart and mixed with the blood 
  of an enemy.
  Description: Sanguine nostrum appears as a simple magical 
  powder.
  Activation: The powder must be mixed with a recently 
  killed enemy’s blood and sprinkled on its heart.
  Preparing and consuming the heart in this way takes 3 
  rounds.
  Effect: The powder is used to season the fresh heart of an 
  enemy that has been dead for no more than 1 minute.
  If treated with sanguine nostrum and eaten immediately, the 
  enemy’s heart grants you great insight, as through the 
  effect of a moment of prescience spell.
  The more powerful the enemy, the greater the benefits; the 
  caster level of the spell is equal to the Hit Dice of the 
  creature whose heart you consumed with the powder.
  One vial of sanguine nostrum has one use.
  Aura/Caster Level: Strong divination and necromancy; CL 
  15th.
  Construction: Craft Wondrous Item, moment of prescience, 
  2,500 gp, 20 XP, 5 days.
  Weight: —.
  Price: 5,000 gp.
  CHAMPIONS OF VALOR 
  (3.5)
  DUKAR HAND CORAL
  This living, magic coral is the legacy of the Dukars, an 
  almost lost order of peacekeeping aquatic wizards living in 
  the Sea of Fallen Stars.
  When implanted under the skin of the palm, it accelerates 
  the host’s ability to heal and helps him breathe air (if a 
  water-breather) or survive underwater (if an air-breather).
  The Dukar wizards know how to activate other latent 
  abilities within the coral (see the Dukar substitution levels 
  on page 38).
  Lore: The Dukar are an order of wizards in the Sea of Fallen 
  Stars that tries to preserve peace between the often-hostile 
  races living in that body of water.
  (Knowledge [history] or Knowledge [arcana] DC 20) The 
  wizards are known for their magical coral implants and 
  extreme specialization in certain schools of magic.
  
  997
  Most of the order’s members were wiped out in some long-
  forgotten conflict and only a handful remain.
  (Knowledge [history] or Knowledge [arcana] DC 25).
  Description: This piece of coral is about the size and shape 
  of a medallion, three inches across but barely thicker than a 
  coin.
  It has a convoluted texture, almost like a maze, and has 
  many colors—pink, pale blue, yellow, and green in 
  seemingly random patterns.
  The coral feels slightly rough and smells like saltwater.
  If immersed in salt water, it glows faintly for a moment, 
  then returns to normal.
  The coral absorbs water if it has been dry for a long time, 
  then feels a little damp for days afterward.
  Activation: The coral has to be implanted under the skin of 
  the palm to function.
  Cutting the hand deeply and touching the coral to the 
  wound is enough to make this happen (the coral pulls itself 
  into the wound and seals the injury shut behind it).
  The Dukar normally do this as part of an initiation 
  ceremony, but the ceremony is not required.
  Once implanted, the coral immediately starts working.
  The coral ejects itself automatically from a slain creature, 
  and the host of the coral can will it to eject itself from his 
  living flesh, causing 1d4 points of damage in the process 
  and wounding that hand (see Variant: Damage to Specific 
  Areas on page 27 of the Dungeon Master’s Guide).
  The coral does not interfere with the use of that hand or 
  magic items on the hand or arm in any way.
  The palm looks normal except for a pattern of bumps and 
  ridges under the skin.
  Effect: Implanted coral increases the host’s healing rate; 
  add his Hit Dice to the number of hit points per day he 
  recovers from resting (thus a character resting heals 
  damage equal to his Hit Dice × 2 per day, and a person 
  resting under long-term care heals damage equal his Hit 
  Dice × 3 per day).
  The coral slowly regenerates the host’s lost limbs and other 
  destroyed tissue, taking 1d2 days to regenerate a missing 
  eye and 2d8 days to regrow a missing limb.
  If the hand with the implanted coral is lost, the host’s body 
  cannot use the coral’s power to regenerate, nor can the 
  hand regenerate an entire body.
  This ability does not give the host the regeneration ability 
  described on page 314 of the Monster Manual (it doesn’t 
  cause most attacks to do nonlethal damage, and so on).
  The coral helps an aquatic host extend how long he can 
  breathe air.
  For example, an aquatic elf can normally survive out of 
  water for 1 hour per point of Constitution before starting to 
  suffocate, while a sahuagin can last 1 hour per 2 points of 
  Constitution.
  Treat the host’s Constitution score as 10 points higher for 
  the purpose of determining the host’s ability to survive out 
  of water (so an aquatic elf host with Constitution 10 can last 
  20 hours instead of 10 before starting to suffocate, and a 
  sahuagin host with Constitution 10 could last 10 hours 
  instead of 5).
  The coral helps an air-breathing host make better use of his 
  air while holding his breath underwater.
  Treat the host’s Constitution as 10 points higher for 
  determining how long he lasts before needing to make 
  Constitution checks.
  Implanted coral reacts to the presence of other hosts, 
  glowing eerily (light is equivalent to a candle) when it 
  comes within 10 feet of another host creature.
  The Dukar use this as a symbol of recognition, greeting 
  each other palm-out.
  Though the coral is a colony of living creatures, treat it as 
  an object for all game purposes.
  Aura/Caster Level: Faint conjuration. CL 3rd.
  Construction: Craft Wondrous Item, heal or minor creation,
  water breathing, 800 gp, 64 XP, 2 days.
  Weight: —
  Price: 1,600 gp.
  FAITH TOKEN
  A faith token is a minor magic item attuned to a particular 
  deity.
  These tokens normally bear a single cantrip or orison 
  related to the deity’s portfolio or dogma.
  Lore: Faith tokens are usually given as gifts to exceptional 
  members of a church or to someone who performed a 
  significant but not life-saving service.
  (Knowledge [religion] DC 10) Among good churches it is 
  customary to for a bearer to give a faith token to another 
  follower of his deity when he no longer has need of it or if 
  he finds someone who needs it more than he does.
  (Knowledge [religion] DC 15).
  Description: This small piece of jewelry looks like a simple 
  necklace with a small charm stamped or carved with a holy 
  symbol.
  A faith token and its necklace can be metal, wood, bone, or 
  any material appropriate for the deity in question.
  When activated, a faith token can glow, make noise, flash 
  brightly, or change temperature, depending on its function 
  and its deity.
  Prerequisite [optional]: A faith token only works for a 
  worshiper of the deity whose holy symbol it bears.
  Activation: Faith tokens are command word activated, 
  usually requiring a few words of prayer (such as “Ilmater 
  protect me”), but sometimes the deity’s name is sufficient.
  Effect: A faith token usually has embedded within it one 0-
  level spell usable twice per day.
  Some of them have two spells, each usable once per day.
  The following are common faith token spells associated 
  with particular deities.
  Arvoreen—message, virtue
  Chauntea—mending, naturewatch
  Corellon Larethian—detect magic, summon instrument
  Eilistraee—ghost sound, guidance
  Garl Glittergold—prestidigitation, virtue
  Hanali Celanil—minor disguise
  Helm—virtue
  Horus-Re—flare, message
  Ilmater—cure minor wounds
  Lathander—light
  Lurue—cure minor wounds, light
  Mielikki—detect poison, know direction
  Moradin—resistance
  Oghma—songbird, summon instrument
  Selûne—light, lullaby
  Sune—daze, minor disguise
  Torm—guidance, virtue
  Tymora—guidance
  Tyr—resistance, virtue
  
  998
  Yondalla—open/close, purify food and drink.
  Aura/Caster Level: Faint (school depends on individual 
  item). CL 1st.
  Construction: Craft Wondrous Item, appropriate spell or 
  spells, 150 gp, 12 XP, 1 day.
  Weight: —.
  Price: 300 gp.
  HARPER TOKEN
  The Harpers have many friends and allies, and sometimes 
  they reward people who have done them a service.
  They also like to mark their friends and loved ones so that 
  other Harpers know to look out for them.
  A Harper token is a minor magic item that gives the bearer a 
  small benefit and lets the Harpers identify him.
  Such items are often carried by the adventuring sons and 
  daughters of Harpers.
  Description: This small brooch is made of silver.
  Its head is a flat disk embossed with a handharp.
  Some Harper tokens are made of gold or other materials, 
  have different embossed symbols such as a musical note or 
  a tree, and come in other shapes such as belt buckles, 
  bracelets, or rings.
  When its power is used, a Harper token glows slightly, 
  becomes warm, buzzes softly, or gives some other small 
  signal that it is functioning.
  This signal is never contrary to the purpose of the item; for 
  example, a token that gives a bonus on Hide checks would 
  never glow, and one that helps Move Silently checks would 
  not make noise.
  Activation: A Harper token requires a command word to 
  activate it once it is worn, but once activated it continues to 
  function as long as it is worn; removing it ends its benefit 
  until it is donned and the command word spoken once 
  again.
  The command words are phrases made up of words that 
  would never be spoken together, such as “blessed 
  Zhentarim”, “friendly phaerimm”, or “drunken golem”.
  Harper tokens do not work for evil creatures.
  Effect: A Harper token provides a +2 competence bonus on a 
  single skill, such as Climb, Diplomacy, Hide, Knowledge 
  (arcana), or Perform (sing).
  The particular skill of each Harper token is usually chosen 
  based on the needs of the person wearing it.
  For example, a Harper whose son was prone to blunt 
  speech might give him a token that adds +2 to his 
  Diplomacy checks.
  If a Harper token and a Harper pin (see page 159 of Magic of 
  Faerûn) of any kind touch, the token glows momentarily.
  This property allows Harpers to verify if a token is actually 
  a Harper item or just something that looks like one.
  Aura/Caster Level: Faint transmutation. CL 5th.
  Construction: Craft Wondrous Item, creator must have 2 
  ranks in the token’s skill, 150 gp, 12 XP, 1 day.
  Weight: —.
  Price: 300 gp.
  TABARD OF THE NIMBRAL HERALD
  Heralds of Nimbral wear distinctive black-with-white-
  piping “triangular” tabards, uniforms with a fly ability that 
  allows them to move from point to point throughout 
  Nimbral quickly when necessary.
  Lore: The triangular shape of the tabard echoes Leira’s holy 
  symbol, but no Herald will be pleased to be told this.
  (Knowledge [religion or local Nimbral] DC 10).
  Description: The tabards are identical belted black robes 
  dominated by an equilateral triangle-front having one point 
  at the belt, the other two giving the wearer wide, 
  impressive shoulders.
  Activation: Once per day, the wearer can utter a command 
  word (“aloft” in Halruaan) as a free action to activate the 
  tabard, allowing the wearer to use a fly effect for up to 5 
  minutes.
  Effect: Every tabard magically resists mold and soiling, and 
  also allows the wearer to fly (as the spell, page 232 of the 
  Player’s Handbook).
  Aura/Caster Level: Faint transmutation. CL 5th.
  Construction: Craft Wondrous Item, fly, 2,700 gp, 216 XP, 6 
  days.
  Variants: There is evidence that Nimbral Lords often 
  temporarily confer additional magic on a tabard for the 
  wearer’s use in a specific task.
  Weight: 2 lb.
  Price: 5,400 gp.
  ZUNDAERAZYLYM’S NEVERTOKENS
  Zundaerazylym, an ancient steel dragon secretly based in 
  Neverwinter, gives these special tokens to her agents, the 
  Soft Claws, to aid them in performing their duties for her 
  and in identifying one another.
  Lore: The origin of these magical insignias is lost in history, 
  though their like were once often crafted by powerful 
  wizard families in Halruaa.
  (Knowledge [history] DC 20) When questioned, members 
  of such families that are known to have fashioned them at 
  some time in the past either profess no knowledge of such 
  things or simply ignore the queries outright.
  Zundaerazylym, the steel dragon leader of the Soft Claws 
  mercenaries based out of Neverwinter, has a cache of 
  nevertokens given to her in the Year of the Watching Cold 
  (1320 DR) by Ensible Mritavvalan, the dying last member 
  of the Mritavvalan family of Halruaa.
  (Knowledge [history] DC 30).
  Description: All of Zundaerazylym’s nevertokens appear as 
  identical, glossy smooth, silvery blue, four-pointed metal 
  stars.
  Each is 1 inch thick and about 4 inches across from point to 
  point.
  They are lighter than their volume suggests, pierced in the 
  center to allow a neck chain or keepstrap to be passed 
  through them, and their points and edges are rolled and 
  blunt.
  They are constructed of an unknown alloy that is extremely 
  durable and resistant to damage.
  In fact, it’s hard to mark a nevertoken with anything short of 
  a forge hammer; when broken, a token typically bursts into 
  a harmless flaring flame and falls to dust in seconds.
  All nevertokens are protected by a blueshine treatment and 
  all emit a pleasant four-tone metallic chord, like a quartet of 
  bells, when struck (a property difficult to fake without 
  careful spellwork).
  Prerequisite: Handling a nevertoken doesn’t yield any hint of 
  its abilities; Zundaerazylym instructs her agents in token 
  powers, yielding information about the strongest abilities 
  only when she comes to trust a particular Soft Claw.
  
  999
  Activation: All noncontinuous nevertoken powers function 
  when the item is grasped with bare flesh and a power is 
  willed into action (a standard action).
  Each of the three noncontinuous powers mentioned below 
  can be used once per day.
  Effect: Nevertokens constantly function as a glove of storing 
  (page 257 of the Dungeon Master’s Guide), a ring of feather 
  falling, and a ring of mind shielding (both page 232 of the 
  Dungeon Master’s Guide).
  The tokens are known to have the following additional 
  powers (they might have more, but the dragon has not 
  revealed them):
  Sending (page 275 of the Player’s Handbook).
  Teleport (page 292 of the Player’s Handbook).
  Trace Nevertoken: As know direction (page 246 of the Player’s 
  Handbook), except pointing to the nearest nevertoken.
  Aura/Caster Level: Strong conjuration. CL 9th.
  Construction: Craft Wondrous Item, teleport, sending,
  nondetection, shrink item, feather fall, know direction, 33,500 gp, 
  2,680 XP, 67 days.
  Weight: 1/2 lb.
  Price: 67,000 gp.
  CITY OF SPLENDORS 
  WATERDEEP (3.5)
  AMULET OF ALCEDOR
  This amulet, consisting of a large sapphire carved in the 
  shape of a clenched fist hung on a chain of platinum links, 
  was crafted by Alcedor Kolat and is always clasped about his 
  neck.
  The amulet allows the wearer to cast hold person (Will save 
  DC 14) at will.
  Held victims are also affected by a vampiric touch spell.
  Moderate enchantment; CL 13th; Craft Wondrous Item, 
  hold person, vampiric touch; Price 318,500 gp; Weight —.
  AMULET OF FIRE BREATH
  This amulet, fashioned in shape of a miniature gold 
  dragon’s head, allows the wearer to breathe fire, as the spell 
  Palarandusk’s fire breath, three times per day.
  Faint evocation; CL 5th; Craft Wondrous Item, 
  Palarandusk’s fire breath; Price 10,800 gp; Weight —.
  AMULET OF THE WATCH
  This amulet, fashioned in shape of a miniature shield 
  emblazoned with the crest of Waterdeep, allows the wearer 
  to use whispering wind once per day.
  Watch captains use the amulet to summon help from the 
  Watch or Guard barracks when needed.
  Faint evocation; CL 3rd; Craft Wondrous Item, whispering 
  wind; Price 2,160 gp; Weight —.
  BELABRANTAN CAPARISON OF 
  WARMTH
  A Belabrantan caparison of warmth is a large ornate cloth 
  fashioned of red silk and emblazoned with the heraldic 
  device of House Belabranta (a white field with a light blue 
  stream and purple netting).
  A Belabrantan caparison of warmth keeps both a steed and its 
  rider comfortably warm in extreme temperatures as if they 
  had endure elements cast upon them.
  This item takes up space on a griffon’s body as a robe.
  Faint abjuration; CL 1st; Craft Wondrous Item, endure 
  elements; Price 3,000 gp; Weight 5 lb.
  BIT AND BRIDLE OF 
  GRIFFONRIDING
  A bit and bridle of griffonriding gives the rider of a griffon a 
  +10 circumstance bonus on Ride checks.
  This item takes up space on a griffon’s body as an amulet, 
  brooch, medallion, necklace, periapt, or scarab.
  Faint conjuration; CL 1st; Craft Wondrous Item, mount;
  Price 5,000 gp; Weight 2 lb.
  GAUNTLETS OF WEAPONRY ARCANE
  These gauntlets are made of dragonhide filigreed with 
  silver thread in the shape of magic runes.
  They grant the wearer the ability to cast magic weapon at will 
  on a single melee weapon.
  The effect lasts as long as the weapon is in contact with at 
  least one gauntlet, and the gauntlets cannot affect more 
  than one weapon at a time.
  Faint transmutation; CL 1st; Craft Wondrous Item, magic 
  weapon; Price 2,000 gp; Weight 4 lb.
  GRIFFON BADGE OF WATERDEEP
  These amulets, fashioned in the form of silver cloak clasps 
  inscribed with a griffon rampant above the arms of 
  Waterdeep, are given to every member of Waterdeep’s 
  griffon cavalry.
  A griffon badge allows the wearer to use feather fall, as the 
  spell, once per day.
  The spell effect can be triggered as an immediate action 
  (see page 80), even if it isn’t the rider’s turn.
  Faint evocation; CL 1st; Craft Wondrous Item, feather fall;
  Price 400 gp; Weight —.
  GRIFFON LANCESADDLE
  This exotic military saddle is custom-designed for griffon 
  riding.
  It appears to have six small leather cylinders, akin to leather 
  scroll tubes, affixed to it.
  Each of the tubes actually contains an extradimensional 
  space capable of holding a single heavy lance (or other item 
  of similar size and shape).
  Once the owner has filled at least one tube, she can 
  command the saddle each round to produce any stored 
  items she wishes.
  
  1000
  This item takes up space on a griffon’s body as a cloak, cape, 
  or mantle.
  Moderate conjuration; CL 9th; Craft Wondrous Item, 
  Leomund’s secret chest; Price 1,860 gp; Weight 40 lb.
  LAERAL’S ANKLETS
  Fashioned and worn by Laeral Arunsun, these everbright
  anklets are adorned with tiny padlocks.
  Their appearance has led to rumors that Laeral is Khelben’s 
  captive, kept obedient by magic cast on the anklets.
  This is a rumor Laeral has never denied, as it has led to 
  some interesting offers over the years from foes of Khelben 
  who were hoping to gain her help in defeating him in 
  return for freeing her.
  In truth, Laeral’s anklets surround the wearer with an 
  invisible but tangible field of force, granting her a +8 armor 
  bonus to AC.
  Both anklets must be worn for the magic to be effective.
  In addition, two times per day, the wearer can cast passwall.
  Finally, the everbright property means that the anklets never 
  tarnish, are immune to acid and rusting attacks, and grant 
  the bearer resistance to acid 5.
  This item takes up space on the body as a pair of boots.
  Moderate transmutation; CL 9th; Craft Wondrous Item, 
  mage armor, 16th level caster; Price 135,000 gp; Weight —.
  LAERAL’S ROBES
  Fashioned and worn by Laeral Arunsun, these rich robes 
  are adorned with scores of magical, eye-like patterns, visible 
  only when the robes are worn.
  Laeral’s robes act as a robe of eyes, a cloak of resistance +5, and a 
  Heward’s handy haversack.
  Moderate divination; CL 11th; Craft Wondrous Item, 
  Leomund’s secret chest, true seeing, resistance, creator must be 
  15th level; Price 160,500 gp; Weight 1 lb.
  LORDS’ AMULET
  Equivalent to an amulet of proof against detection and location, 
  these light, gold medallions on silver chains are stamped 
  with the symbol of the particular Lord of Waterdeep’s deity 
  (so as to appear to be a simple religious symbol).
  They also function as keys for a set of portals in and about 
  Waterdeep created by Khelben “Blackstaff” Arunsun.
  Moderate abjuration; CL 8th; Craft Wondrous Item, 
  nondetection; Price 35,000 gp; Weight —.
  LORDS’ HELM
  These enchanted helms are worn by the Lords of 
  Waterdeep only when they appear in public and support 
  their featureless masks.
  A Lords’ helm is equivalent to a ring of mind shielding, with 
  the additional property that it alters the wearer’s voice to a 
  deep, hollow baritone.
  Faint abjuration; CL 3rd; Craft Wondrous Item, ghost sound, 
  nondetection; Price 8,750 gp; Weight —.
  LORDS’ RINGS
  A Lords’ ring acts as a periapt of proof against poison.
  It allows the wearer to cast sending (to Piergeiron or 
  Khelben “Blackstaff” Arunsun only) or teleport (to a fixed 
  location only) at will.
  In the latter case, the fixed location varies for each Lord, 
  but it is always considered “very familiar”.
  Moderate conjuration and evocation; CL 9th; Forge Ring, 
  neutralize poison, sending, teleport; Price 92,250 gp; Weight —.
  LORDS’ ROBE
  The black robes of the Lords disguise body shape and 
  height within their folds, making all the Lords seem 6 feet 
  tall and of indeterminate gender.
  Only a true seeing effect pierces the effect, but even then the 
  voluminous robes function as a mundane disguise that 
  conceal most details about the wearer.
  Faint illusion; CL 1st; Craft Wondrous Item, disguise self; 
  Price 3,000 gp; Weight 1 lb.
  MASK OF LHESTYN
  The mask of Lhestyn is a bejeweled white silk veil worn 
  across the brow and secured by a string of black pearls.
  It acts as both a hat of disguise and a medallion of thoughts.
  Fabricated by Shilarn Silmaeril for her daughter, Lhestyn 
  employed the mask to infiltrate the Shadow Thieves and 
  expose their activities.
  Ever since, the mask of Lhestyn has served as a symbol of 
  Waterdeep’s expulsion of the guild, making it both a 
  beloved symbol of justice for ordinary Waterdhavians and 
  the focus of the Shadow Thieves’ anger.
  The mask vanished when Lhestyn’s husband Zelphar died, 
  suggesting the Shadow Thieves had a part in his murder.
  However, members of the exiled guild have continued to 
  search for the mask of Lhestyn, a fact that either absolves 
  them of his death or suggests that their plot went awry.
  Faint divination; CL 5th; Craft Wondrous Item, detect 
  thoughts, disguise self; Price 14,700 gp; Weight —.
  
  1001
  SPELL-LENS
  Originally fashioned by the Netherese, spell-lenses have only 
  recently been recovered from the ruins of the Sargauth 
  Enclave by explorers of Undermountain.
  A spell-lens resembles a small crystal oval with a socket on 
  one end that attaches to the end of a wand.
  When used in such a fashion, a spell cast from a wand acts 
  as if affected by both the Empower Spell feat and the 
  Enlarge Spell feat, but costs triple the normal number of 
  charges.
  If the wand lacks sufficient charges, the spell-lens has no 
  effect.
  Strong transmutation; CL 17th; Craft Wondrous Item, 
  Empower Spell, Enlarge Spell; Price 13,500 gp; Weight —.
  SLIPPERS OF SHADOWWALKING
  When worn, a pair of these soft black slippers enable the 
  wearer to use shadow walk once per day.
  Originally fashioned by Marune (see page 68), the method 
  of creating these Shadow Weave items has been shared 
  with several other magic item fabricators in the employ of 
  the Shadow Thieves of Amn.
  Moderate illusion; CL 9th; Craft Wondrous Item, shadow 
  walk; Price 23,760 gp; Weight 1/2 lb.
  STAMP OF THE MESSENGER
  Appearing as a well-crafted wax-seal stamp, the silver form 
  of this handheld seal magically produces its own sealing 
  wax.
  The gold form of this stamp causes the sealed wax to 
  animate as a Fine construct with wings and fly to the 
  intended recipient, assuming they are within two miles of 
  the sealed wax at the time of its creation and assuming it is 
  affixed to an object of 1/2 pound or less in weight.
  €Flying Wax Seal: CR 1/5; Fine construct; HD 1/8d10; hp 1; 
  Init +0; Spd fly 40 ft.(average); AC 18, touch 18, flat-footed 
  18; Base Atk +0 (no effective attack form); SQ darkvision 60 
  ft., low-light vision, construct traits; SV Fort +0, Ref +0, Will 
  +0; AL N; Str 1, Dex 10, Con —, Int —, Wis 10, Cha 1.
  Silver: Faint transmutation; CL 1st; Craft Wondrous Item, 
  arcane mark; Price 1,000 gp; Weight 1 lb.
  Gold: Faint transmutation; CL 5th; Craft Wondrous Item, 
  animate object, arcane mark, overland flight; Price 2,750 gp; 
  Weight 1 lb.
  TEUKIIR BADGE
  These raw mithral badges bear the mark of a rolled-up 
  scroll sealed by a round moon, set in white enamel rimmed 
  with a circle of twelve blue-white stars.
  Once per day, the bearer of the badge can transport himself 
  and only himself directly to the Silver Safehold, a 
  mysterious demiplane created by Khelben and the Sword 
  Heralds.
  Portals in the Silver Safehold lead back to Faerûn.
  Strong conjuration; CL 18th; Craft Wondrous Item, plane 
  shift; Price 12,000 gp; Weight —.
  CITYSCAPE (3.5)
  DUO-DIMENSIONAL JUG
  Price (Item Level): 1,000 gp (4th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 12) transmutation
  Activation: Standard (command)
  Weight: 8 lb.
  This appears to be a perfectly normal jug, though it’s perhaps a bit 
  nicer and cleaner than most.
  A duo-dimensional jug contains two interiors—one accessed 
  normally, and one in an extradimensional space—each of 
  which can hold up to a gallon of liquid.
  By speaking the command word as you remove the cork, 
  you can access the extradimensional space instead, filling it 
  or emptying it as you choose.
  Anyone who removes the cork without saying the 
  command word accesses the jug’s normal contents.
  Only liquids can be placed within the extradimensional 
  space.
  This is particularly useful for smuggling poisons, potions, 
  or the like, though it can be used simply to keep one’s 
  companions out of the good wine.
  Prerequisites: Craft Wondrous Item, rope trick.
  Cost to Create: 500 gp, 40 XP.
  GUARDIAN’S LANTERN
  Price (Item Level): 7,750 gp (11th)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 13) divination and evocation
  Activation: Standard (manipulation)
  Weight: 2 lb.
  The light dancing within flickers off the polished brass hood and 
  handle of this lantern.
  The glass emits a faint glow, almost independent of the fire within.
  This hooded lantern requires no fuel, and it burns with no 
  heat.
  It is activated or deactivated by turning a knob at the top.
  In addition, all weapons glow when brought within the 
  lantern’s 60-foot radius of dim illumination, and all 
  invisible creatures glow when they come within the 
  lantern’s 30-foot radius of bright illumination.
  (See detect weaponry, Cityscape 66, and see invisibility ; the 
  lantern detects or fails to detect targets as per these spells).
  This glow is visible only to the person who manipulates the 
  lamp’s knob.
  The manipulator need not be holding the lamp for these 
  effects to be noticeable to her, but she must be within 5 feet 
  of it.
  The lamp can be used for up to 1 hour a day.
  The time need not be consecutive, but each use rounds up 
  to the next 10-minute interval.
  Prerequisites: Craft Wondrous Item, continual flame, detect 
  weaponry, see invisibility.
  Cost to Create: 3,785 gp, 310 XP.
  
  1002
  COMPLETE ADVENTURER 
  (3.5)
  AMULET OF ABERRANT EMPATHY
  This strange, twisted amulet allows the wearer to use the 
  Handle Animal skill in place of the Diplomacy skill when 
  dealing with some aberrations.
  While wearing an amulet of aberrant empathy, a character can 
  make Handle Animal checks rather than Diplomacy checks 
  to influence the attitude of aberrations with an Intelligence 
  of 9 or lower.
  Moderate enchantment; CL 11th; Craft Wondrous Item, 
  charm monster; Price 1,400 gp.
  ARMBANDS OF MIGHT
  These bronze armbands grant their wearer a +2 bonus on 
  Strength checks and Strength-based skill checks.
  If the wearer has the Power Attack feat, he gains a +2 bonus 
  on melee damage rolls on any attack on which he uses the 
  Power Attack feat and takes a penalty of at least –2 on his 
  attack roll.
  Armbands occupy the same space on the body as a pair of 
  bracers or bracelets.
  Faint transmutation; CL 3rd; Craft Wondrous Item, bull’s 
  strength; Price 4,100 gp.
  BADGE OF VALOR
  This golden brooch provides its wearer with a +2 morale 
  bonus on saves against fear effects.
  This bonus improves to +4 on level checks made to avoid 
  being intimidated.
  The morale bonus of this badge stacks with the morale 
  bonus granted by the paladin’s aura of courage ability and 
  the bard’s inspire courage ability.
  Faint enchantment; CL 4th; Craft Wondrous Item; heroism; 
  Price 1,000 gp.
  CHOKER OF ELOQUENCE
  Coveted by bards, singers, and public speakers, this 
  beautiful necklace is carved from ivory and jade.
  There are two versions of these chokers.
  A lesser choker of eloquence grants a +5 competence bonus on 
  Diplomacy, Bluff, and Perform (sing) checks.
  A greater choker of eloquence increases the bonus to +10.
  Moderate transmutation; CL 6th; Craft Wondrous Item, 
  creator must be a spellcaster of at least 6th level; Price 6,000 
  gp (lesser), 24,000 gp (greater).
  COLLAR OF OBEDIENCE
  Any animal or magical beast wearing this collar becomes 
  easier to handle.
  The DC of any Handle Animal check to handle, push, 
  teach, train, or rear the wearer is decreased by 5.
  A collar occupies the same space on the body as an amulet, 
  brooch, or other item meant to be worn around the neck.
  Faint enchantment; CL 3rd; Craft Wondrous Item, charm 
  animal; Price 1,500 gp.
  CROWN OF STEADY RULERSHIP
  This ornate golden crown is a useful tool for princes and 
  potentates, for it allows them to see through the falsehoods 
  that parade before them.
  The wearer gains a +5 competence bonus on Sense Motive 
  checks and on Spot checks made to see through disguises.
  Faint divination; CL 3rd; Craft Wondrous Item, see 
  invisibility; Price 4,500 gp.
  FLUTE OF THE SNAKE
  The music of this flute has the power to charm snakes of all 
  kinds.
  By playing this flute and making a DC 15 Perform (wind 
  instruments) check, the musician can produce a charm 
  animal effect that affects only snakes.
  This power can be used three times per day.
  Once per day, by playing a droning sequence of notes for 1 
  full round and succeeding on a DC 20 Perform (wind 
  instruments) check, a musician can summon 1d4+1 
  Medium vipers.
  These snakes appear wherever the flutist designates within 
  30 feet of her location.
  They fight on the musician’s behalf, attacking on her turn, 
  and remain for 7 rounds or until killed.
  Moderate conjuration and enchantment; CL 7th; Craft 
  Wondrous Item, charm animal, summon nature’s ally IV; 
  Price 15,400 gp.
  FOCHLUCAN BANDORE
  In the same vein that most folk consider the Fochlucan 
  College to be the most famous of the bardic colleges, the 
  most well-known and most often encountered of all the 
  famed instruments of the bards is the Fochlucan bandore.
  (This item and the other instruments of the bards are 
  described in detail in Complete Arcane).
  This three-stringed masterwork lute grants a +2 
  circumstance bonus on Perform (string instruments) 
  checks and a +1 competence bonus on bardic music checks 
  for countersong, fascinate, and suggestion.
  The instrument can be played by anyone to produce light 
  once per day.
  Any character with at least 2 ranks in Perform (string 
  instruments) can use the bandore to cast flare, mending, and 
  message each once per day.
  Faint transmutation, faint evocation; CL 3rd; Craft 
  Wondrous Item, flare, light, mending, message, creator must 
  be a bard; Price 1,900 gp; Weight 3 lb.
  HARP OF THE IMMORTAL MAESTRO
  This pinnacle of instrument design functions as a 
  masterwork harp with minor magical effects in the hands 
  of someone with 1 or more ranks in Perform (string 
  instruments).
  By speaking the correct command words, such a musician 
  can use levitate and magic circle against evil once per day each.
  
  1003
  A harp of the immortal maestro functions best in the hands of 
  a musician with at least 15 ranks in Perform (string 
  instruments).
  Such a user can, simply by strumming the harp, generate 
  the following effects once per day each: cure critical wounds,
  displacement, and summon monster V.
  Moderate abjuration, conjuration, illusion, and 
  transmutation; CL 9th; Craft Wondrous Item, cure critical 
  wounds, displacement, levitate, magic circle against evil, summon 
  monster V, creator must have 15 ranks in Perform (string 
  instruments); Price 51,000 gp; Weight 3 lb.
  HEADBAND OF CONSCIOUS EFFORT
  Anyone wearing a headband of conscious effort can make a 
  Concentration check in place of a required Fortitude saving 
  throw.
  This ability can be activated once per day.
  Activating the headband is an immediate action that does 
  not provoke attacks of opportunity.
  Moderate transmutation; CL 6th; Craft Wondrous Item, 
  Combat Casting, bear’s endurance; Price 4,000 gp.
  JUMPING CALTROPS
  These unusual items are actually Diminutive animated 
  objects.
  When released from their bag, they begin hopping around 
  the 5-foot square in which they land.
  When someone tries to move into, through, or within that 
  square on foot, the jumping caltrops immediately try to 
  scurry under the interloper’s feet.
  Jumping caltrops can’t move from the square in which they 
  land.
  The number of caltrop attacks a creature is subject to while 
  within the affected area depends on its current speed: four 
  if it moved into the square at normal speed, two if it moved 
  into the square at half speed, and none if it moved into the 
  square at one-quarter speed or less.
  (One-quarter speed assumes that the creature is shuffling 
  forward without picking up its feet).
  The target’s shield, armor, and deflection bonuses don’t 
  count against these attacks.
  A target that is wearing shoes or other footwear, however, 
  gets a +2 bonus to AC.
  The speed of any target that takes damage from the caltrop 
  attack is reduced to one-half normal because of the foot 
  injury.
  Once they are released, jumping caltrops continue to move 
  for 11 rounds, though the owner can order them back into 
  the bag before the duration expires if desired.
  However, they can move (and thus attack on their own) 
  only upon their first use; thereafter, they become normal 
  caltrops.
  €Jumping Caltrop: CR 1/4; Diminutive construct; HD 1/4 
  d10; hp 1; Init +3; Spd n/a; AC 17, touch 17, flat-footed 14; 
  Base Atk +0; Grp –14; Atk or Full Atk +7 melee (1, impale); 
  Space/Reach 1/2 ft. by 1/2 ft./0 ft.; SQ construct traits, use 
  Dexterity instead of Strength for melee attacks; AL N; SV 
  Fort +0, Ref +3, Will –5; Str 6, Dex 16, Con —, Int —, Wis 
  1, Cha 1.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects; Price 150 gp; Weight 2 lb.
  LUTE OF THE WANDERING 
  MINSTREL
  This finely wrought instrument functions as a masterwork 
  lute with minor magical effects in the hands of someone 
  with 1 or more ranks in Perform (string instruments).
  By speaking the correct command words, such a musician 
  can use levitate and magic circle against evil once per day each.
  A musician with 5 or more ranks in Perform (string 
  instruments) can coax additional magical effects from this 
  instrument.
  By playing a single chord on the lute, such a performer can 
  generate an expeditious retreat, haste, or phantom steed effect.
  Each of these abilities is usable once per day.
  Faint abjuration, conjuration, and transmutation; CL 5th; 
  Craft Wondrous Item, expeditious retreat, haste, levitate, magic 
  circle against evil, phantom steed, creator must have 5 ranks in 
  Perform (string instruments); Price 29,500 gp; Weight 3 lb.
  MANDOLIN OF THE INSPIRING 
  MUSE
  Bards and other musicians prize this carefully crafted 
  mandolin, which functions as a masterwork mandolin with 
  minor magical effects in the hands of someone with 1 or 
  more ranks in Perform (string instruments).
  By speaking the correct command words, such a musician 
  can utilize levitate and magic circle against evil once per day 
  each.
  In addition, an owner with at least 15 ranks in Perform 
  (string instruments) can use the mandolin to generate the 
  effects of crushing despair, dominate person, and good hope each 
  once per day each by playing the correct notes.
  Moderate abjuration, enchantment, and transmutation; CL 
  9th; Craft Wondrous Item, crushing despair, dominate person,
  good hope, levitate, magic circle against evil, creator must have 
  10 ranks in Perform (string instruments); Price 42,000 gp; 
  Weight 3 lb.
  MASK OF LIES
  This black, featureless mask has only slits for eyes and 
  mouth.
  The wearer can use disguise self on herself at will and is 
  continually under the effect of undetectable alignment.
  In addition, she gains a +5 competence bonus on Bluff 
  checks.
  A mask occupies the same space on the body as eye lenses 
  or goggles.
  Faint abjuration and illusion; CL 5th; Craft Wondrous Item, 
  disguise self, undetectable alignment; Price 17,000 gp.
  MEDAL OF GALLANTRY
  This silver sun-shaped brooch grants its wearer a +2 bonus 
  on Diplomacy checks but imposes a –2 penalty on Bluff 
  checks.
  This penalty remains for 24 hours after the medal is 
  removed.
  Three times per day the wearer can use sanctuary on himself 
  as a swift action.
  
  1004
  If the wearer attacks while protected by this effect, he takes 
  a –1 morale penalty on that attack and all subsequent 
  attacks for 1 hour afterward.
  Faint abjuration; CL 3rd; Craft Wondrous Item, sanctuary; 
  Price 1,100 gp.
  MONOCLE OF PERUSAL
  This crystal lens provides the user with a +5 competence 
  bonus on Appraise checks.
  Once per day the user can use identify.
  A monocle occupies the same space on the body as a pair of 
  eye lenses or goggles.
  Faint divination; CL 3rd; Craft Wondrous Item, identify; 
  Price 6,500 gp.
  PAPYRUS OF DECEPTION
  This enchanted sheet of paper usually looks thick and 
  yellowed with age.
  However, when used as the basis for a forged document, 
  the papyrus is extremely useful, since it changes its size, 
  consistency, and appearance to match the mental 
  description of the forger.
  When used as part of a forgery, papyrus of deception adds a +5 
  enhancement bonus to the Forgery check.
  The papyrus can never duplicate a sheet of paper larger 
  than 12 inches on a side or smaller than 3 inches on a side.
  Papyrus of deception can be reused.
  Faint divination; CL 5th; Craft Wondrous Item, read magic;
  Price 2,000 gp.
  PENDANT OF DRACONIC EMPATHY
  This enchanted amulet allows the wearer to use the Handle 
  Animal skill in place of the Diplomacy skill when dealing 
  with dragons whose Intelligence is 11 or lower.
  Moderate enchantment; CL 11th; Craft Wondrous Item, 
  charm monster; Price 3,300 gp.
  POSSUM POUCH
  Also known as a false stomach, a possum pouch is a small, flat, 
  circular bag about 10 to 12 inches in diameter and up to 2 
  inches thick.
  When placed against a humanoid’s abdomen and sealed 
  there with a command word, it blends in unobtrusively 
  with the surrounding skin, requiring a DC 30 Search check 
  to detect.
  Spies and couriers find these items useful as diplomatic 
  pouches, while nobles and wealthy merchants sometimes 
  use them as money belts.
  Assassins, ninjas, and sneak-thieves love possum pouches 
  because they make it easy to smuggle poison, daggers, and 
  small valuables into or out of well-guarded houses.
  Faint illusion; CL 3rd; Craft Wondrous Item, disguise self; 
  Price 1,800 gp; Weight 1 lb.
  ROPE OF STONE
  This normal-looking, 50-foot coil of silk rope becomes as 
  hard as stone (hardness 8, 15 hp) when a command word is 
  spoken.
  A second command word returns the rope to its normal 
  composition.
  The rope retains its exact shape when hardened (which 
  adds 5 to the DC of Escape Artist checks made to slip free of 
  it).
  If it is ever broken in either form, the rope is destroyed.
  Faint transmutation; CL 5th; Craft Wondrous Item, stone 
  shape; Price 2,800 gp; Weight 5 lb.
  SANDALS OF HARMONIOUS 
  BALANCE
  These plainlooking wood and leather sandals make it 
  possible to undertake incredible feats of balance.
  While wearing sandals of harmonious balance, a character 
  gains a +10 insight bonus on Balance checks and can 
  balance on vertical surfaces.
  The normal DC modifiers (such as for a slippery surface) 
  apply, except for the modifier for a sloped or angled surface.
  If balanced on a vertical surface, the wearer can move up or 
  down as if she were climbing.
  However, she is not actually climbing, so she can make 
  attacks normally, retains her Dexterity bonus to Armor 
  Class, and generally follows the rules of the Balance skill 
  rather than the Climb skill.
  If the wearer has 10 or more ranks in Balance, she can 
  balance on liquids, semisolid surfaces such as mud or snow, 
  or similar surfaces that normally couldn’t support her 
  weight.
  For each consecutive round that she begins balanced on a 
  particular surface of this sort, the DC of her Balance check 
  increases by 5.
  As with all uses of the Balance skill, the wearer moves at 
  half speed unless she decides to use the accelerated 
  movement option (thereby increasing the DC of the 
  Balance check by 5).
  For more information on the Balance skill, see page 67 of 
  the Player’s Handbook.
  Moderate transmutation; CL 8th; Craft Wondrous Item, 
  balancing lorecall; Price 14,000 gp.
  SCARF OF WARMTH
  This woolen scarf provides the wearer with a +4 bonus on 
  Fortitude saves made to resist the effects of cold weather 
  (see Cold Dangers, page 302 of the Dungeon Master’s Guide).
  A scarf occupies the same space on the body as an amulet, 
  necklace, or other item worn around the neck.
  Faint abjuration; CL 3rd; Craft Wondrous Item, endure 
  elements; Price 250 gp.
  SHAWL OF BEWITCHING
  A character wearing this simple-looking shawl gains a +5 
  competence bonus on Bluff checks made to conceal the 
  truth (but not on any other use of the Bluff skill, including 
  feinting in combat, creating a diversion to hide, or 
  delivering a secret message).
  It also adds 1 to the wearer’s caster level when he casts any 
  enchantment (charm) spell.
  A shawl occupies the same space on the body as a cloak, 
  cape, or mantle.
  
  1005
  Faint enchantment; CL 3rd; Craft Wondrous Item, charm 
  person; Price 3,500 gp.
  SPELLSIGHT SPECTACLES
  These spectacles grant the wearer a +5 competence bonus 
  on Spellcraft checks made to decipher scrolls, and a +5 
  competence bonus on Use Magic Device checks made to 
  use scrolls.
  Spectacles occupy the same space on the body as a pair of 
  eye lenses or goggles.
  Faint divination; CL 3rd; Craft Wondrous Item, read magic;
  Price 2,500 gp.
  SPOOL OF ENDLESS ROPE
  Some adventurers never seem to have enough rope.
  A spool of endless rope contains an unlimited amount of the 
  finest silk rope, yet the whole spool weighs only a single 
  pound.
  The spool comes with a belt loop so that it can be hung 
  conveniently at an adventurer’s side.
  To use a spool of endless rope, the owner feeds out as little or as 
  much rope as desired, up to a maximum of 500 feet at any 
  one time.
  When finished with the rope, the owner can simply wind it
  back onto the spool.
  (Feeding out or rewinding requires 1 round per 50 feet of 
  rope).
  The rope can’t be entirely separated from the spool, though 
  it can be cut or broken as a normal silk rope can be.
  Any portion of rope cut away from the spool disappears 
  instantly, but the spool immediately replenishes the 
  missing rope.
  The rope from a spool of endless rope can be spliced or knotted 
  together with another rope (including a rope from a second 
  spool of endless rope), but the rope can’t be wound back into 
  the spool while so attached.
  Moderate conjuration; CL 9th; Craft Wondrous Item, 
  Leomund’s secret chest; Price 2,000 gp; Weight 1 lb.
  STRINGS OF SPELL STORING
  This set of catgut strings for a lute, mandolin, or other 
  string instrument can store up to five levels of spells.
  By making a DC 15 Perform (string instruments) check 
  while employing a masterwork instrument equipped with 
  these strings, a musician can unleash the desired spell.
  Each spell has a caster level equal to the minimum level 
  needed to cast the spell.
  The user need not provide any material components or 
  focus, or pay an XP cost to cast the spell, and there is no 
  arcane spell failure chance for any armor the user is 
  wearing.
  The activation time for the strings is the same as the casting 
  time for the relevant spell, with a minimum of 1 standard 
  action.
  Treat a randomly generated set of strings of spell storing as a 
  scroll for determining what spells are stored within it (see 
  pages 238–243 of the Dungeon Master’s Guide).
  If you roll a spell that would put the set over its five-level 
  limit, ignore that roll; those strings have no more spells in 
  them.
  (Not every newly discovered set of strings is fully charged).
  The strings magically impart to the user the names of all 
  spells currently stored within them.
  Casting spells into the strings functions identically to 
  casting spells into a ring of spell storing (see page 233 of the 
  Dungeon Master’s Guide), except that the caster must have at 
  least 1 rank of Perform (string instruments) and must make 
  a successful Perform (string instruments) check (DC 10 + 
  spell level).
  Failure causes the spell to be lost to no effect.
  Moderate evocation; CL 9th; Craft Wondrous Item, imbue 
  with spell ability, creator must have 5 ranks in Perform 
  (string instruments); Price 45,000 gp.
  STYLUS OF THE MASTERFUL HAND
  This elegant but sturdy metal stylus grants a +5 competence 
  bonus on Forgery checks.
  On command, a stylus of the masterful hand can also 
  remember up to three different types of handwriting, 
  which allows a later attempt to create a forgery of a 
  document without requiring the forger to have a sample of 
  the handwriting (see Forgery, page 74 of the Player’s 
  Handbook).
  The DC to reproduce that handwriting is fixed at whatever 
  check result was achieved during the attempt in which the 
  sample was collected.
  A second command word allows the user to erase a sample 
  of handwriting stored in a stylus.
  Faint divination; CL 3rd; Craft Wondrous Item, read magic;
  Price 3,000 gp.
  TABLE OF SECLUSION
  The Fochlucan masters created this unique item to ensure 
  that their deliberations remained private.
  The great mahogany table can produce a Mordenkainen’s 
  private sanctum effect on command once per day.
  All members of the Yew Circle know the command word.
  Moderate abjuration; CL 9th; Craft Wondrous Item, 
  Mordenkainen’s private sanctum; Price 16,200 gp.
  TRUMPETER’S GIFT
  This shiny mouthpiece fits any wind instrument, such as a 
  trumpet or other horn.
  It grants a +5 competence bonus on Perform (wind 
  instruments) checks using the instrument.
  Once per day, the trumpeter can use the horn to produce a 
  shout effect.
  If the horn is not of masterwork quality, however, it is 
  destroyed once this effect is produced.
  Moderate evocation; CL 7th; Craft Wondrous Item, shout;
  Price 12,700 gp.
  TUNIC OF STEADY SPELLCASTING
  The wearer of this tunic gains a +5 competence bonus on 
  Concentration checks.
  Despite the item’s name, its bonus applies on all 
  Concentration checks, not just those made to cast spells.
  Faint transmutation; CL 3rd; Craft Wondrous Item, bear’s 
  endurance; Price 2,500 gp.
  
  1006
  VIAL OF THE LAST GASP
  This is actually the necromantically preserved last breath of 
  some famous figure, trapped in a vial.
  A vial of the last gasp allow the user to draw strength and 
  knowledge from the dead creature.
  Anyone who unstoppers the vial and inhales its vapors (the 
  equivalent of drinking a potion) gains 1d8 temporary hit 
  points, a +2 enhancement bonus to Strength, and a +4 
  insight bonus on checks using one Craft, Knowledge, or 
  Profession skill possessed by the deceased.
  (However, the vapors in a vial of the last gasp do not allow an 
  untrained user to make use of a trained-only skill).
  The creator specifies the skill to which the bonus applies 
  upon creating the item; it is usually the skill in which the 
  deceased has the greatest number of ranks.
  In addition, the fumes increase the user’s effective caster 
  level by 1.
  These effects last for 10 minutes.
  Faint necromancy; CL 4th; Craft Wondrous Item, death 
  knell; Price 2,200 gp.
  COMPLETE ARCANE (3.5)
  AROMA OF CURDLED DEATH
  This dark, viscous fluid is usually stored in a small 
  stoppered bottle and applied like a perfume.
  One round after exposure to air, it creates an invisible cloud 
  of poison gas in a 10-foot radius that lasts for 1 minute.
  The creature wearing the aroma of curdled death is protected 
  from the cloud’s effect, but all other exposed creatures with 
  3 Hit Dice or less die with no save.
  Creatures with 4 to 6 Hit Dice must succeed on a DC 17 
  Fortitude save each round they are exposed to the effect or 
  die (taking 1d4 points of Constitution damage on a 
  successful save), and creatures with 6 or more Hit Dice take 
  1d4 points of Constitution damage (Fortitude DC 17 half).
  The cloud moves as the creature does.
  If the bottle is opened but the liquid within not 
  immediately applied to a creature, the cloud of poison gas 
  that forms spreads to fill only a 5-foot radius, centered on 
  the opened bottle or the place the liquid was poured out.
  This cloud also lasts for 1 minute.
  Moderate conjuration; CL 9th; Craft Wondrous Item, 
  cloudkill, character must have 4 ranks in Craft (alchemy); 
  Price 4,500 gp.
  AROMA OF DREAMS
  This silvery liquid is usually kept in a small bottle and 
  applied like a perfume.
  One round after exposure to air, it creates an invisible cloud 
  of magical poison gas in a 10-foot radius that lasts for 1 
  minute.
  The creature wearing the aroma is not subject to its effect, 
  but other creatures exposed to the gas must make a DC 14 
  Fortitude save or fall asleep for 1 minute.
  One round later, exposed creatures (whether already asleep 
  or not) must make a second DC 14 Fortitude save or fall 
  asleep for 1 hour.
  Sleeping creatures are helpless.
  The cloud moves as the creature does.
  If the aroma is opened but not immediately applied to a 
  creature, the cloud of poison gas that forms spreads to fill 
  only a 5-foot radius, centered on the opened bottle or the 
  place the liquid was poured out.
  This cloud also lasts for 1 minute.
  Faint enchantment; CL 5th; Craft Wondrous Item, deep 
  slumber, character must have 4 ranks in Craft (alchemy); 
  Price 1,500 gp.
  BELT OF MANY POCKETS
  This broad belt seems to be nothing more than a well-made 
  article of clothing, but closer examination reveals eight 
  small pouches along its inner front.
  In fact, a total of sixty-four extradimensional pouches exist 
  in the belt, with seven more “behind” each of the eight 
  readily apparent ones.
  Each pouch is similar to a miniature bag of holding, able to 
  contain up to 1 cubic foot of material weighing as much as 
  10 pounds.
  In addition, if the wearer has a familiar, any pouch can hold 
  it no matter what its size or weight.
  The familiar has no need for food, water, or air while inside 
  the pouch, but any other living creature of suitable size 
  placed within a pocket has enough air for only 1 minute, 
  after which it suffocates.
  Anything stored in the belt’s pockets is effectively 
  weightless and doesn’t affect the wearer’s carrying capacity 
  so long as the belt is worn around the waist.
  If removed, the belt weighs one-tenth of the total weight of 
  all the items stored within it.
  While worn around the waist, the belt responds to its 
  wearer’s desire to extract something (by opening the 
  correct pouch) or store something (by opening an empty 
  pouch).
  Retrieving a specific item from the pouch is a move action, 
  but doesn’t provoke the attacks of opportunity that 
  retrieving a stored item usually does.
  Moderate conjuration; CL 9th; Craft Wondrous Item, 
  familiar pocket*, Leomund’s secret chest, locate object; Price 
  11,000 gp; Weight 1 lb.
  * New spell described on page 106.
  BELT OF SPELL RESISTANCE
  When worn around the waist, this intricately embroidered 
  sash grants the wearer spell resistance 21.
  Moderate abjuration; CL 9th; Craft Wondrous Item, spell 
  resistance; Price 90,000 gp.
  BOOK OF BLOOD
  Bound in blood-red leather and bearing a bronze clasp, this 
  vellum spellbook is waterproof, fireproof, and lockable, and 
  can contain up to forty-five spells of any level.
  In addition, once per day, its owner can use the book to cast 
  summon monster IV to summon a yeth hound.
  The book can also be used to cast finger of death once per 
  day, but each such use permanently drains 1 hit point from 
  the wielder.
  The book must be held to utilize its powers.
  
  1007
  Strong conjuration, strong necromancy; CL 13th; Craft 
  Wondrous Item, finger of death, summon monster IV; Price 
  21,300 gp; Weight 3 lb.
  CHASUBLE OF FELL POWER
  This long, embroidered strip of scarlet cloth is covered with 
  arcane sigils and mystic designs.
  Worn over the neck (occupying space on the body as an 
  amulet), a chasuble of fell power adds 1d6 points of damage 
  (lesser) or 2d6 points of damage (greater) to any eldritch blast 
  the wearer invokes, or to any spell the wearer casts that 
  deals hit point damage and has the chaotic descriptor.
  Moderate evocation; CL 6th (lesser) or 9th (greater); Craft 
  Wondrous Item, creator must be able to invoke an eldritch 
  blast or cast chaos hammer; Price 8,000 gp (lesser), 18,000 gp 
  (greater).
  CONTRACT OF NEPTHAS
  Easily mistaken for a scroll if found as treasure, this item is 
  actually a magical contract, usually contained in an ivory 
  tube and scribed in black ink on golden-brown vellum.
  The details of the contract are blank, and the user can fill it 
  in with any instructions, agreement, or conditions he cares 
  to create.
  When the contract is signed, though, the item’s true power 
  is revealed to both parties, and any signatory who breaks 
  the contract is subject to a curse that strikes it blinded, 
  deafened, and mute (no saving throw, though spell 
  resistance applies).
  The curse of a contract of Nepthas can be removed only by 
  means of remove curse cast by an 8th-level spellcaster or a 
  break enchantment spell (DC 25).
  Because a contract typically involves two parties agreeing 
  on a set of conditions, nonspecific terms might allow a 
  clever signatory to escape them without suffering the 
  contract’s curse.
  For example, if an adventurer signs a contract with a king 
  stating that she will slay a dragon in the Northern Hills by 
  the eve of the new moon, the contract is effectively open-
  ended by virtue of its not specifying “the next new moon”, 
  even if that was both parties’ meaning and intent.
  Contracts signed by creatures under the influence of charm 
  or compulsion effects are null and void.
  Moderate enchantment; CL 11th; Craft Wondrous Item, 
  lesser geas; Price 1,400 gp.
  DUST OF DISPERSION
  This fine powder resembles other types of magic dust, and a 
  single handful flung into the air creates a translucent cloud 
  10 feet high, 10 feet long, and 10 feet wide.
  Creatures outside the cloud can see into it and through it 
  (though their sight is slightly blurred), but any ranged 
  attacks entering or passing through the cloud have a 50% 
  miss chance.
  Creatures within the cloud make ranged attack rolls 
  normally.
  The cloud persists for 3 minutes, but a moderate wind (11+ 
  mph) disperses it in 4 rounds.
  A strong wind (21+ mph) disperses the cloud in 1 round, 
  and any spell that deals fire damage burns away any part of 
  the cloud in its area.
  The dust cannot be used underwater.
  Faint illusion; CL 3rd; Craft Wondrous Item, blur, glitterdust;
  Price 2,100 gp.
  DYRR’S IMPERVIOUS VESTMENT
  This black silk robe is embroidered with adamantine thread 
  in an elegant waterfall pattern.
  It confers a +9 armor bonus to its wearer, and once per day 
  can be commanded to create a blade barrier as a full-round 
  action.
  The spell produces a ringed wall of whirling blades only (20 
  feet high, up to 90 feet in diameter, centered on the 
  wearer’s current location), which lasts for 18 minutes or 
  until dismissed as a standard action.
  As long as Dyrr’s impervious vestment is worn, the wearer is 
  able to pass through the barrier without harm, though he 
  receives no such protection against any other blade barrier.
  Strong abjuration; CL 18th; Craft Wondrous Item, blade 
  barrier, mage armor; Price 123,000 gp; Weight 3 lb.
  INSTRUMENTS OF THE BARDS
  A wise and powerful bard named Falataer reportedly 
  created the first of these instruments, using them to test 
  and reward the students of the seven levels of his bardic 
  college.
  Others have since copied the designs, honoring Falataer by 
  keeping the names he gave them.
  Each instrument has its own set of unique powers that can 
  be activated automatically by anyone with sufficient ranks 
  in the appropriate Perform skill, but for a character without 
  the requisite skill, some instruments bestow one negative 
  level as long as the instrument is carried.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the instrument is held.
  ANSTRUTH HARP
  This masterwork harp grants a +2 circumstance bonus on 
  Perform (string instruments) checks and a +6 competence 
  bonus on a bard’s bardic music checks for countersong, 
  fascinate, and suggestion.
  A character with 12 ranks in Perform (string instruments) 
  can use the instrument to cast control water, mass cure light 
  wounds, and mind fog each once per day.
  An anstruth harp bestows one negative level on any creature 
  that doesn’t have at least 12 ranks in Perform (string 
  instruments).
  Strong various; CL 14th; Craft Wondrous Item, control 
  water, mass cure light wounds, mind fog, creator must be a 
  bard; Price 60,000 gp; Weight 3 lb.
  CANAITH MANDOLIN
  This eight-stringed masterwork mandolin grants a +2 
  circumstance bonus on Perform (string instruments) 
  checks and a +4 competence bonus on a bard’s bardic music 
  checks for countersong, fascinate, and suggestion.
  A character with 8 ranks in Perform (string instruments) 
  can use the instrument to cast cure serious wounds, dispel 
  magic, or summon monster III each once per day.
  
  1008
  When held, the instrument bestows one negative level on 
  any creature that doesn’t have at least 8 ranks in Perform 
  (string instruments).
  Moderate various; CL 8th; Craft Wondrous Item, cure serious 
  wounds, dispel magic, summon monster III, creator must be a 
  bard; Price 23,400 gp; Weight 3 lb.
  CLI LYRE
  This masterwork lyre grants a +2 circumstance bonus on 
  Perform (string instruments) checks and a +5 competence 
  bonus on a bard’s bardic music checks for countersong, 
  fascinate, and suggestion.
  A character with 10 ranks in Perform (string instruments) 
  can use the instrument to cast break enchantment, dimension 
  door, and shout each once per day.
  When held, a cli lyre bestows one negative level on any 
  creature that doesn’t have at least 10 ranks in Perform 
  (string instruments).
  Moderate various; CL 11th; Craft Wondrous Item, break 
  enchantment, dimension door, shout, creator must be a bard; 
  Price 37,600 gp; Weight 3 lb.
  DOSS LUTE
  This masterwork lute grants a +2 circumstance bonus on 
  Perform (string instruments) checks and a +3 competence 
  bonus on bardic music checks for countersong, fascinate,
  and suggestion.
  A character with 6 ranks in Perform (string instruments) 
  can use the instrument to cast delay poison, hold person, and 
  mirror image each once per day.
  When held, a doss lute bestows one negative level on any 
  creature that doesn’t have at least 6 ranks in Perform (string 
  instruments).
  Faint various; CL 5th; Craft Wondrous Item, delay poison,
  hold person, mirror image, creator must be a bard; Price 9,800 
  gp; Weight 3 lb.
  FOCHLUCHAN BANDORE
  This three-stringed masterwork lute grants a +2 
  circumstance bonus on Perform (string instruments) 
  checks and a +1 competence bonus on bardic music checks 
  for countersong, fascinate, and suggestion.
  The instrument can be played by anyone to produce light 
  once per day.
  Any character with 2 ranks in Perform (string instruments) 
  can also use the bandore to cast flare, mending, and message 
  each once per day.
  Faint transmutation, faint evocation; CL 3rd; Craft 
  Wondrous Item, flare, light, mending, message, creator must 
  be a bard; Price 1,900 gp; Weight 3 lb.
  MAC-FUIRMIDH CITHERN
  This pear-shaped masterwork lute grants a +2 circumstance 
  bonus on Perform (string instruments) checks and a +2 
  competence bonus on bardic music checks for 
  countersong, fascinate, and suggestion.
  The cithern can be played by anyone with 4 ranks in 
  Perform (string instruments) to cast cure light wounds, mage 
  armor, and sleep each once per day.
  Faint various; CL 3rd; Craft Wondrous Item, cure light 
  wounds, mage armor, sleep, creator must be a bard; Price 2,900 
  gp; Weight 3 lb.
  OLLAMH HARP
  This masterwork harp grants a +2 circumstance bonus on 
  Perform (string instruments) checks and a +7 competence 
  bonus on a bard’s bardic music checks for countersong, 
  fascinate, and suggestion.
  A character with 14 ranks in Perform (string instruments) 
  can use the instrument to cast control weather, eyebite, and 
  repulsion each once per day.
  The instrument bestows one negative level on any creature 
  that doesn’t have at least 14 ranks in Perform (string 
  instruments).
  Strong various; CL 17th; Craft Wondrous Item, control 
  weather, eyebite, repulsion, creator must be a bard; Price 
  83,600 gp; Weight 3 lb.
  LENSES OF DARKNESS
  These two dark glass lenses fit over the user’s eyes, granting 
  a +4 bonus on saving throws against illusion (pattern) 
  spells, spells with the light descriptor, and any light effects 
  that cause blindness (such as a prismatic wall).
  Faint abjuration, faint evocation; CL 3rd; Craft Wondrous 
  Item, darkness, resistance; Price 7,700 gp.
  PHOENIX HELM
  This helm is forged of copper and inlaid with silver and 
  gold, stylized in the shape of a phoenix with wings 
  unfurled, legs guarding the temples, and its head adorning 
  the brow.
  When worn, the helmet grants its wearer low-light vision 
  and the ability to use feather fall, flame arrow, fly, resist energy,
  and speak with animals (birds only) each once per day.
  Moderate various; CL 9th; Craft Wondrous Item, feather fall,
  flame arrow, fly, low-light vision*, resist energy, speak with 
  animals; Price 53,000 gp; Weight 3 lb.
  * New spell described on page 113.
  POWDER OF THE BLACK VEIL
  A pinch of this sooty, black powder cast into an area creates 
  a 10-foot-high cloud in a 10-foot spread centered on the 
  user.
  The cloud remains in place for 2d4 rounds, and any 
  creature caught in the area (or one that enters it) is blinded 
  for as long as it stays in the cloud and for 1d4 rounds after it 
  leaves unless it succeeds on a DC 13 Will save.
  Faint necromancy; CL 3rd; Craft Wondrous Item, 
  blindness/deafness; Price 750 gp.
  PROTECTED SPELLBOOKS
  Any wizard with the means to do so will carefully safeguard 
  her spellbooks against accident, battle damage, or theft.
  Most arcanabula feature cheap and inexpensive protections 
  (often a simple explosive runes or fire trap), but for most 
  wizards, the risk of losing a workbook isn’t enough to 
  justify the expense of high-level protection.
  
  1009
  Grimoires, on the other hand, are generally stored in the 
  most secret hiding places (sometimes even on other planes) 
  and equipped with mechanical traps, loyal guardians, and 
  deadly spells of defense.
  The protections applied to a great book can take virtually 
  any form, from magically sustained poisonous spiders or 
  snakes, to bladders of paralyzing or sleep-inducing gases, to 
  scything blades or poisoned needles concealed in the locks, 
  lids, or frames of the coffers and cabinets the books are 
  hidden in.
  These traps are never of a design or nature that might 
  endanger the book, but otherwise are almost limitless in 
  the kinds of damage they can inflict on the uninvited.
  Magical protections can add thousands of gold pieces to the 
  cost of even the simplest tome.
  Some of the most common spellbook defenses include the 
  following.
  GLAMERED
  The book looks and feels like something else of similar size 
  (no more than 25% larger or smaller in any dimension) and 
  weight (between half as heavy and twice as heavy as the 
  original).
  Upon command, the book switches between its normal and 
  its glamered appearance, but anyone who touches the book 
  in glamered form can make a DC 14 Will save to disbelieve 
  the illusion.
  Moderate illusion; CL 6th; Craft Wondrous Item, major 
  image; Price +2,000 gp.
  LEVITATING
  The book hovers in the air at whatever point it is placed, 
  much like an immovable rod (though the book can support 
  only its own weight).
  Moderate transmutation; CL 6th; Craft Wondrous Item, 
  levitate; Price +2,000 gp.
  PUNGENT
  The book is infused with an acrid essence that repels 
  damaging pests.
  Any creature that touches the book without first speaking a 
  command word must make a DC 14 Fortitude save or 
  become nauseated for 1d4+1 rounds.
  Moderate conjuration; CL 7th; Craft Wondrous Item, 
  stinking cloud; Price +2,000 gp.
  RESISTANT TO ENERGY (MAJOR)
  The book has resistance 12 against acid, cold, electricity, 
  fire, and sonic attacks.
  Moderate abjuration; CL 10th; Craft Wondrous Item, 
  protection from energy; Price +3,000 gp.
  RESISTANT TO ENERGY (MINOR)
  The book has resistance 5 against acid, cold, electricity, fire, 
  and sonic attacks.
  Moderate abjuration; CL 6th; Craft Wondrous Item, resist 
  energy; Price +1,000 gp.
  SPELLTRAPPED
  A magic trap has been incorporated into the book (for 
  example, a burning hands spell that strikes anyone handling 
  the book except its owner).
  The trap can be set to operate when the book is touched, 
  when it is opened, or when a particular page is read.
  Any spell appropriate for a trap may be used (see Sample 
  Traps, page 70 of the Dungeon Master’s Guide, for suggestions 
  and pricing).
  WATERPROOF
  The book is impervious to damage caused by immersion in 
  or exposure to water.
  Faint abjuration; CL 3rd; Craft Wondrous Item, endure 
  elements; Price +1,000 gp.
  RUG OF WELCOME
  This finely crafted rug looks like a normal floor covering, 5 
  feet wide and 10 feet long.
  When commanded to guard an area, it animates and 
  attempts to grab, then grapple any Large or smaller creature 
  that steps on it.
  The owner can set a password to allow creatures to pass 
  without causing the rug to attack, and can command the 
  rug from up to 30 feet away (though the owner need not be 
  present for the rug to attack).
  The rug can attack one creature at a time; unless it is 
  destroyed, it continues to attempt to grapple or hold its 
  target until commanded to release.
  Moderate transmutation, moderate evocation; CL 11th; 
  Craft Wondrous Item, animate objects, Bigby’s grasping hand;
  Price 30,000 gp; Weight 15 lb.
  €Animated Rug of Welcome: CR 5; Large construct; HD 
  13d10; hp 71; Init +0; Spd 0 ft.; AC 20, touch 9, flat-footed
  20; Base Atk +9; Grp +23; Atk +22 melee touch (no damage, 
  grab); Full Atk +22 melee touch (no damage, grab); 
  Space/Reach 10 ft./5 ft.; SA improved grab; SQ construct 
  traits; AL N; SV Fort +4, Ref +4, Will +4; Str 31, Dex 10, Con 
  —, Int —, Wis 11, Cha 1.
  Improved Grab (ex): To use this ability, a rug of welcome must 
  hit a creature of its size category or smaller with its grab 
  attack.
  (The rug has a +4 racial bonus on its grab attacks, already 
  figured into the statistics above).
  It can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity.
  If it wins the grapple check, it establishes a hold.
  SENDING STONES
  These items usually resemble two lumps of unworked 
  stone.
  Once per day, each stone in a pair can send a message (as 
  the sending spell) to the bearer of the other stone.
  If the stone’s mate is not in a creature’s possession, no 
  message is sent and the user knows the message did not go 
  through.
  If either stone in a pair is destroyed, its mate becomes 
  useless.
  Moderate evocation; CL 7th; Craft Wondrous Item, sending;
  Price 15,000 gp (pair); Weight 1 lb.
  
  1010
  THOUGHT BOTTLE
  A flask of thick green glass, a thought bottle can be used to 
  store thoughts, memories, experience, or spells.
  A single bottle can hold five thoughts or memories at a 
  time, or a single creature’s current experience, or a single 
  spellcaster’s collection of prepared spells.
  Any individual that touches the bottle and speaks the 
  command word instantly gains a general knowledge of the 
  bottle’s contents, but doesn’t actually access the thoughts, 
  memories, or spells within until she consciously decides to 
  do so.
  Storing or retrieving anything from a thought bottle requires 
  a full-round action that provokes attacks of opportunity.
  Thoughts: The bottle can store specific ideas, 
  communications, or conclusions.
  Once a memory is stored, it disappears from the user’s 
  mind, but she remembers the general nature of the stored 
  thought.
  For example, if the user stored the name of a murderer, that 
  name would disappear from her memory and be 
  unrecoverable from her own mind by any means, though 
  she would know that the thought bottle now contains the 
  murderer’s name.
  Similarly, secret messages and intelligence can be hidden 
  in a thought bottle to pass them to someone else.
  Memories: The user’s recollection of a single day’s events can 
  be stored in the bottle.
  Once stored, the user remembers the general nature of the 
  memory (“the day we performed the Ritual of Binding”) but 
  loses all details of the event itself.
  Experience: A thought bottle can be used to offset level loss as a 
  restoration spell can, but is effective against level loss that 
  even restoration can’t undo (including levels lost due to 
  death, but not the negative levels bestowed by magic items 
  such as a holy weapon).
  When a user’s experience has been stored within the bottle, 
  he can subsequently access the bottle to restore his XP total 
  to exactly what it was when it was last stored, negating any 
  levels lost in the interim.
  Storing experience in the bottle is difficult, and the user 
  must pay 500 XP (deducted before storing) to do so.
  Only the creature that stored experience can retrieve it, but 
  if the bottle is destroyed or lost, the user suffers no ill 
  effects.
  Spells: An owner who prepares spells can store some or all of 
  her memorized spells in a thought bottle.
  Any spell she puts into the thought bottle is expended as if 
  she had cast it, but the spells in the bottle can then be 
  retrieved at any later date to be prepared as normal.
  Wizards often use this function of the bottle to create a 
  kind of backup spellbook, concealing thought bottles in well 
  hidden boltholes against the eventuality of their grimoires 
  being stolen or destroyed.
  Only the character who stored the spells can retrieve them, 
  and if the bottle is destroyed, the stored spells are lost with 
  no effect.
  Strong enchantment; CL 13th; Craft Wondrous Item, 
  demand, modify memory; Price 20,000 gp; Weight 1 lb.
  VEST OF RESISTANCE
  These garments offer magic protection in the form of a +1 
  to +5 resistance bonus on all saving throws.
  Faint abjuration; CL 5th; Craft Wondrous Item, resistance,
  creator’s caster level must be at least three times the vest’s 
  bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 
  16,000 gp (+4), 25,000 gp (+5); Weight 1 lb.
  COMPLETE CHAMPION 
  (3.5)
  ASPERGILLUM OF PERPETUAL 
  BENEDICTION
  Price (Item Level): 1,500 gp (5th)
  Body Slot: — (held)
  Caster Level: 3rd.
  Aura: Faint (DC 16); transmutation.
  Activation: Standard (manipulation)
  Weight: 1 lb.
  This small silver shaft has a hollow ball at one end.
  Tiny holes in the ball allow holy water to emerge from the font 
  within.
  You can use this vessel to dispense small amounts of holy 
  water.
  The reservoir holds a pint of holy water, even though it 
  does not appear large enough to contain such a quantity.
  Every dawn, an aspergillum of perpetual benediction refills 
  itself, ensuring you a nearly endless supply of holy water.
  Holy water dispensed from this item loses its blessing after 
  24 hours.
  Chaotic, evil, and lawful versions of the aspergillum exist as 
  well, though they are far less common.
  Cost to Create: 750 gp, 60 XP, 2 days.
  Prerequisites: Craft Wondrous Item, bless water.
  BOOK OF ALL KNOWLEDGE
  Price (Item Level): 3,000 gp (7th)
  Body Slot: — (held) Caster Level: 5th.
  Aura: Faint (DC 17); divination.
  Activation: See text
  Weight: 8 lb.
  The pages of this enormous tome are rough-edged and yellowed.
  Embossed on the worn, blue leather cover is the holy symbol of 
  Boccob.
  A book of all knowledge is said to contain all the secrets of the 
  world, but few mortals are capable of accessing all that 
  information.
  Its pages are apparently infinite; no matter how many you 
  turn, more still remain unturned.
  Once per day, you can attempt a single Knowledge check 
  (as if you were trained) with a +10 insight bonus after 
  perusing the book for 2d4 hours.
  If you’re a worshiper of Boccob (or any deity that offers 
  access to the Knowledge domain), the time required is only 
  1d4 hours.
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  Prerequisites: Craft Wondrous Item, lore of the gods, worshiper 
  of Boccob.
  
  1011
  BOOTS OF THE WANDERER
  Price (Item Level): 1,500 gp (5th)
  Body Slot: Feet
  Caster Level: 3rd.
  Aura: Faint (DC 16); conjuration.
  Activation: —
  Weight: 1 lb.
  These rugged, brown leather boots appear faded as though from 
  years of use.
  The soles are scuffed but still quite solid.
  While wearing boots of the wanderer, you automatically 
  succeed on any Constitution checks required for running 
  or making a forced march.
  If you are a worshiper of Fharlanghn (or any deity that 
  offers access to the Travel domain), you also gain a +5-foot 
  enhancement bonus to your land speed while wearing the 
  boots.
  Cost to Create: 750 gp, 60 XP, 2 days.
  Prerequisites: Craft Wondrous Item, lesser restoration,
  longstrider, worshiper of Fharlanghn.
  BRACERS OF DIVINE LUCK
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Arms
  Caster Level: 9th.
  Aura: Moderate (DC 19); abjuration.
  Activation: —
  Weight: 2 lb.
  These leather bracers are a deep burgundy color.
  Close examination reveals that the left bracer is stitched in 
  patterns of seven, while the right is stitched in patterns of eleven.
  When you cast a divine spell while wearing these bracers, 
  you gain a +1 luck bonus on attack rolls, saving throws, or 
  AC (chosen at the time you cast the spell).
  This bonus lasts until the start of your next turn.
  If you worship Olidammara (or any other deity that offers 
  access to the Luck domain), the bonus instead applies to 
  your attack rolls, saving throws, and Armor Class 
  simultaneously.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  Prerequisites: Craft Wondrous Item, worshiper of 
  Olidammara.
  CLOAK OF THE DRAGON
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Shoulders
  Caster Level: 10th.
  Aura: Moderate (DC 20); transmutation.
  Activation: — and standard
  Weight: 1 lb.
  This cloak consists of layers of tiny scales affixed to a thin leather 
  backing.
  Ten varieties of this item exist, each corresponding in hue 
  to one of the five chromatic or the five metallic dragons.
  While you wear the cloak, you gain a +1 enhancement 
  bonus to your natural armor bonus.
  If you worship Bahamut or Tiamat (or any other draconic 
  deity), you may activate the cloak of the dragon once per 
  day to grow a pair of draconic wings that grants you a fly 
  speed (equal to your land speed) for 10 minutes.
  While this effect is active, you may use a breath weapon (as 
  if you were a half-dragon matching the hue of your cloak; 
  see MM 146) once.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  Prerequisites: Craft Wondrous Item, polymorph, worshiper of 
  a draconic deity.
  CLOAK OF THE VAGABOND
  Price (Item level): 9,000 gp (12th)
  Body Slot: Shoulders
  Caster Level: 11th.
  Aura: Moderate (DC 20); abjuration.
  Activation: —
  Weight: 1/2 lb.
  This torn and tattered cloak is spattered with mud and looks to 
  have been poorly made.
  Its original fabric was a particularly nauseating shade of yellow.
  While wearing the cloak of the vagabond, you gain resistance 
  5 to cold and fire.
  This cloak is part of a set known collectively as the garb of 
  the vagabond, which also includes the robe of the vagabond,
  the sandals of the vagabond, and the staff of the vagabond.
  When you wear a cloak of the vagabond while using any two 
  of the other items, it also grants you resistance 5 to 
  electricity.
  When you use all four set items together, the staff of the 
  vagabond gains an extra benefit (see page 137).
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  Prerequisites: Craft Wondrous Item, resist energy.
  CREST OF VALOR
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Head
  Caster Level: 7th.
  Aura: Moderate (DC 18); enchantment.
  Activation: —
  Weight: —
  Designed to fit atop any helm, this crest is actually a small golden 
  statuette of a griffon.
  Behind it trails a long, blood-red plume that could well be visible 
  even across a field of battle.
  While wearing a crest of valor, you gain a +2 morale bonus on 
  melee weapon damage rolls while your current hit point 
  total is equal to or less than one-half of your full normal hit 
  points.
  The crest of valor is part of a set known collectively as the 
  raiment of valor, which also includes the periapt of valor (page 
  140) and the tabard of valor (page 142).
  When wearing all three of these items, all allies within 10 
  feet of you (including yourself) gain a +4 bonus on saves 
  against fear effects.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  Prerequisites: Craft Wondrous Item, prayer, remove fear.
  GAUNTLETS OF WAR
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Hands
  Caster Level: 3rd.
  Aura: Moderate (DC 16); transmutation.
  Activation: —
  Weight: 4 lb.
  
  1012
  These simple metal gauntlets are the type that normally comes 
  with a suit of full plate armor, though they are abnormally well 
  polished.
  Symbols of war are etched deeply across the back of each.
  While you wear gauntlets of war, you gain a +1 bonus on 
  melee weapon damage.
  If you worship any deity that grants access to the War 
  domain, this bonus increases to +3 with that deity’s favored 
  weapon.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  Prerequisites: Craft Wondrous Item, bull’s strength, access to 
  the War domain.
  HELM OF RIGHTEOUS WAR
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Head
  Caster Level: 9th.
  Aura: Moderate (DC 19); evocation.
  Activation: — and swift; see text
  Weight: 3 lb.
  This heavy helm covers the entire head and face.
  When it is worn, the image of a deity’s holy symbol forms around 
  the eye-slits.
  The helm of righteous war grants you a +2 insight bonus on 
  initiative checks and Spot checks.
  As a swift action, you can sacrifice one daily turn or rebuke 
  undead attempt; this pinpoints the current locations of all 
  enemies within 10 feet of you (even if invisible).
  You also become immune to being flanked until the start of 
  your next turn.
  This ability can be activated five times per day.
  The helm of righteous war is part of a set known collectively 
  as regalia of righteous war, which also includes the bastion of 
  righteous war (page 136) and the blade of righteous war (page 
  137).
  When you use all three together, you gain additional 
  abilities as noted in the description of the bastion of righteous 
  war.
  The holy symbol pictured on the helm always matches the 
  deity worshiped by the wearer (if any).
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  Prerequisites: Craft Wondrous Item, true seeing, turn or 
  rebuke undead.
  ICONIC GUARDIAN
  Price (Item Level): 3,300 gp (8th)
  Body Slot: — (held) Caster Level: 11th.
  Aura: Moderate (DC 20); evocation.
  Activation: Standard (thrown)
  Weight: —
  This simple, 2-inch-tall, marble icon resembles a noble knight in 
  full plate.
  When you throw an iconic guardian to the ground beside 
  you, it transforms into a spiritual guardian, as the spell.
  Once the duration of that effect ends, the icon crumbles to 
  dust.
  Cost to Create: 1,650 gp, 132 XP, 4 days.
  Prerequisites: Craft Wondrous Item, spiritual guardian.
  LANCER’S SPURS
  Price (Item Level): 12,000 gp (13th)
  Body Slot: Feet
  Caster Level: 7th.
  Aura: Moderate (DC 18); transmutation.
  Activation: —
  Weight: 1/2 lb.
  These silver spurs gleam brightly in the ambient light.
  The points on the wheels are slightly jagged, like the lightning 
  bolts of Heironeous.
  Lancer’s spurs always come in pairs, and they do not function 
  if attached to magic footwear, since the two kinds of items 
  occupy the same body slot.
  While you wear these spurs, any mount you ride gains a +1 
  enhancement bonus on attack rolls and damage rolls with 
  its natural weapons.
  If you are a paladin or other character with a special mount, 
  and you ride that mount while wearing lancer’s spurs, the 
  enhancement bonus increases to +2, and the mount’s 
  natural weapons are treated as either good- or evil-aligned 
  (as appropriate to your own alignment) for the purpose of 
  overcoming damage reduction.
  If you are neutral, you must choose the alignment of the 
  spurs when you wear them for the first time, and you 
  cannot thereafter change your mind unless your alignment 
  changes in such a way as to render the initial choice 
  unsuitable.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  Prerequisites: Craft Wondrous Item, war-mount.
  MANTLE OF THE BEAST
  Price (Item Level): 18,000 gp (14th)
  Body Slot: Shoulders
  Caster Level: 10th.
  Aura: Moderate (DC 20); transmutation.
  Activation: —
  Weight: 2 lb.
  This heavy cloak is made of a rough, gray fur from some 
  unidentifiable creature.
  The mantle of the beast allows you to use your wild shape 
  ability as a swift action.
  While wild shaped, your natural weapons gain a +1 
  enhancement bonus on attack and damage rolls.
  A mantle of the beast is part of a set known collectively as the 
  trappings of the beast, which also includes the armor of the 
  beast (page 135) and the ring of the beast (see below).
  When you wear all three items together, you gain 
  additional abilities, as noted in the description of armor of 
  the beast.
  Cost to Create: 9,000 gp, 720 XP, 18 days.
  Prerequisites: Craft Wondrous Item, greater magic fang, wild 
  shape.
  PENDANT OF REDEMPTION
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Throat
  Caster Level: 13th.
  Aura: Strong (DC 21); divination.
  Activation: —
  Weight: 1 lb.
  This silver pendant looks like an ordinary holy symbol of any 
  lawful neutral, lawful good, or neutral good deity.
  If you are a worshiper of any lawful neutral, lawful good, or 
  neutral good deity, the pendant of redemption refashions 
  
  1013
  itself into the shape of your holy symbol when you don it, 
  and it functions as a divine focus for your spellcasting.
  You also gain a +5 competence bonus on Diplomacy checks 
  when communicating with any being that can still be 
  redeemed (or is already redeemed) in the eyes of your god.
  When dealing with a creature that your deity finds 
  unredeemable, the pendant instead grants you a +5 
  competence bonus on Intimidate checks.
  You are instinctively aware which skill will work best with 
  a given being.
  If you’re a paladin, you can use the pendant to lead other 
  toward repentance and forgiveness more effectively, if you 
  so choose.
  While you wear the pendant of redemption, your detect evil 
  ability does not reveal a creature’s evil aura but instead 
  whether or not a being can be redeemed, and what a 
  redeemable being must do to achieve full redemption in 
  the eyes of your deity.
  Some beings might require multiple redemptive acts to 
  make up for their past transgression but you know only the 
  most pressing requirement at any given moment.
  In addition, the competence bonus on Diplomacy check 
  that the pendant normally grants rises to +10 while you are 
  actively working to convince a creature to embark upon the 
  redemptive action you have divined.
  If it completes sue an act, you can then detect again to see 
  whether any more penance is required.
  Though the insights you receive do not specifically tell you 
  the details of the subject’s original transgression you can 
  often infer a great deal from the information you gain.
  For example, if you know that to atone for her sin; a certain 
  person must “give the crown jewels back to the king”, you 
  can be reasonably certain that her transgression involved 
  the theft of the crown jewels.
  Even wit.
  less specific information, such as, “take up a nonviolent 
  profession”, you can guess that the person’s profession 
  involved violence.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  Prerequisites: Craft Wondrous Item, divination, legend lore,
  Diplomacy 10 ranks, Intimidate 5 ranks.
  PERIAPT OF VALOR
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Throat
  Caster Level: 7th.
  Aura: Moderate (DC 18); enchantment.
  Activation: —
  Weight: —
  Hanging on a thin mithral chain is a tiny charm, on which is 
  carved an odd combination of the holy symbols of Heironeous and 
  Kord.
  While wearing a periapt of valor, you gain a +2 morale bonus 
  on AC and saving throws while your current hit point total 
  is equal to or less than one-half of your full normal hit 
  points.
  The periapt of valor is part of a set known collectively as the 
  raiment of valor.
  When you wear it along with a crest of valor (page 139) and a 
  tabard of valor (page 142), you gain additional abilities as 
  given in the description of the crest of valor.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  Prerequisites: Craft Wondrous Item, good hope or prayer,
  lesser restoration.
  QUIVER OF ELVENKIND
  Price (Item Level): 8,000 gp (11th)
  Body Slot: —
  Caster Level: 12th.
  Aura: Strong (DC 21); transmutation.
  Activation: —
  Weight: 7 lb.
  Made of soft brown leather, this quiver has been expertly stitched 
  with golden strands.
  A tiny image of an eye is etched into its strap.
  A quiver of elvenkind holds up to 50 arrows.
  Any nonmagical arrow drawn forth from the quiver 
  functions as a +1 arrow (as long as it has been held in the 
  quiver for at least the previous hour).
  This magic fades after 1 round.
  If you are an elf or a worshiper of Corellon Larethian, 
  however, any nonmagical arrow drawn from the quiver 
  functions instead as a +1 orc bane arrow, and on a critical hit 
  permanently blinds any living target (Fortitude DC 14 
  negates).
  If you are an elf using this quiver in conjunction with a bow 
  of elvenkind (page 137), you gain additional benefits as noted 
  in the description of that item.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  Prerequisites: Craft Magic Arms and Armor, Craft Wondrous 
  Item, blindness, elf.
  ROBE OF THE VAGABOND
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Torso
  Caster Level: 18th.
  Aura: Strong (DC 24); evocation.
  Activation: —
  Weight: 1 lb.
  This badly stained robe looks as if it was deliberately cut to be 
  unflattering on anyone.
  The fabric seems to be of poor quality and is dyed a questionable 
  shade of brown-tinged green.
  While wearing the robe of the vagabond, you gain a +1 luck 
  bonus to Armor Class and on all saving throws.
  This robe is part of a set known collectively as the garb of the 
  vagabond, which also includes the cloak of the vagabond, the 
  sandals of the vagabond, and the staff of the vagabond.
  Using three or more of these items together grants extra 
  benefits, as described in the entries for the cloak of the 
  vagabond and the staff of the vagabond.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  Prerequisites: Craft Wondrous Item, miracle.
  SANDALS OF THE VAGABOND
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Feet
  Caster Level: 11th.
  Aura: Moderate (DC 20); divination.
  Activation: —
  Weight: 1/2 lb.
  
  1014
  The soles of these of dust-covered sandals are worn nearly paper-
  thin in spots, and the cracking leather straps seem likely to 
  crumble to dust at any moment.
  While wearing sandals of the vagabond, you gain a +2 luck 
  bonus on initiative checks and immunity to exhaustion.
  You can still become fatigued normally, but any spell or 
  effect that would cause you to become exhausted instead 
  makes you merely fatigued.
  If you’re already fatigued, any effect that would cause you 
  to become exhausted merely extends your fatigue for the 
  number of rounds the exhaustion would have applied.
  These sandals are part of a set known collectively as the garb 
  of the vagabond, which also includes the cloak of the vagabond,
  the robe of the vagabond, and the staff of the vagabond.
  Using three or more of these items together grants extra 
  benefits, as described in the entries for cloak of the vagabond
  and staff of the vagabond.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  Prerequisites: Craft Wondrous Item restoration.
  TABARD OF VALOR
  Price (Item Level): 16,000 gp (14th)
  Body Slot: Torso
  Caster Level: 7th.
  Aura: Moderate (DC 18); enchantment.
  Activation: —
  Weight: 3 lb.
  Emblazoned in blood-red hues across the chest of this gleaming 
  white tabard is the lightning bolt symbol of Heironeous.
  Whenever your current hit point total is equal to or less 
  than one-half of your full normal hit points, you gain the 
  mettle ability: If you are affected by a spell that would 
  normally have a reduced effect on a successful Fortitude or 
  Will saving throw, it instead has no effect at all upon you if 
  you save successfully.
  If you already have mettle from a class feature or some 
  other source, you instead gain improved mettle, which 
  halves the harmful effects of a spell on a failed Fortitude or 
  Will save while still protecting you entirely on a successful 
  save.
  The tabard of valor is part of a set known collectively as the 
  raiment of valor, which also includes the crest of valor (page 
  139) and the periapt of valor (page 140).
  When you use a tabard with both of the other items, you 
  gain additional abilities, as noted in the description of the 
  crest of valor.
  Cost to Create: 8,000 gp, 640 XP, 16 days.
  Prerequisites: Craft Wondrous Item, good hope or prayer.
  COMPLETE MAGE (3.5)
  AMULET OF SPELL CONVERSION
  This bronze medallion allows you to exchange one 
  prepared spell for another.
  Description: An amulet of spell conversion is a bronze octagon, 
  roughly 2 inches on a side, dangling from either a leather 
  thong or a bronze chain.
  Each of the eight sides is adorned with mystic runes; these 
  meet in the middle, crossing and overlapping to form 
  abstract patterns.
  The amulet grows faintly warm to the touch when used, 
  and the runes seem to waver as if viewed through shallow 
  water or a heat mirage.
  Prerequisite: An amulet of spell conversion functions only for 
  arcane casters who prepare their spells in advance from a
  spellbook, such as wizards.
  Activation: Activating the amulet requires a full-round
  action.
  It functions once per day.
  Effect: An amulet of spell conversion allows you to lose one 
  spell you have prepared for the day and replace it with 
  another spell of equal or lower level.
  The new spell must be one that is already scribed in your 
  spellbook.
  You can now cast that spell as though you had prepared it 
  normally.
  Aura/Caster Level: Moderate, no school. CL 11th.
  Construction: Craft Wondrous Item, Rary’s arcane conversion 
  (page 114), 9,000 gp, 720 XP, 18 days.
  Weight: 1 lb.
  Price: 18,000 gp.
  CLOAK OF COMFORT
  This cloak allows you to remain comfortable in any 
  mundane environment, and to share that comfort with 
  nearby allies.
  Description: A cloak of comfort appears old and slightly worn.
  It is normally of dark brown hue, though some in shades of 
  black, blue, and gray exist.
  The cloak always feels comfortable to touch, regardless of 
  the ambient temperature.
  Activation: A cloak of comfort is active as long as it is worn; it 
  requires no special actions to activate.
  Effect: You are protected by a constant endure elements 
  effect, as are any allies within 30 feet of you.
  You also gain a +1 resistance bonus on saving throws.
  Aura/Caster Level: Faint abjuration. CL 3rd.
  Construction: Craft Wondrous Item, endure elements or cold 
  comfort (page 123), resistance, 1,500 gp, 120 XP, 3 days.
  Variants: More powerful versions of this cloak can be 
  created with a higher resistance bonus on saves (+1,500 gp, 
  +120 XP, +3 days for +2 bonus; +4,000 gp, +320 XP, +8 days 
  for +3 bonus; +7,500 gp, +600 XP, +15 days for +4 bonus; 
  +12,000 gp, +960 XP, +24 days for +5 bonus).
  Weight: 2 lb.
  Price: 3,000 gp (+1), 6,000 gp (+2), 11,000 gp (+3), 18,000 gp 
  (+4), 27,000 gp (+5).
  FAMILIAR’S BELT
  With a simple command, you can mystically call your 
  familiar, which appears in the pouch attached to this belt.
  Description: This item appears to be a peculiarly wide 
  leather belt.
  Dangling from it is a heavy padded leather pouch.
  Activation: You activate a familiar’s belt with a command 
  word, requiring a standard action.
  Normally in Draconic, this word translates to “appear” or 
  “sanctuary”.
  The belt functions up to three times per day.
  Effect: Your Tiny or smaller familiar instantly appears in 
  the belt’s pouch.
  The familiar can be anywhere on the same plane as you.
  
  1015
  Aura/Caster Level: Moderate conjuration. CL 11th.
  Construction: Craft Wondrous Item, familiar refuge (page 
  104), 3,000 gp, 240 XP, 6 days.
  Weight: 3 lb.
  Price: 6,000 gp.
  HEWARD’S FORTIFYING BEDROLL
  Less well known than Heward’s other great creation but 
  still a boon to adventurers everywhere, this bedroll grants 
  the benefit a full night’s sleep in a fraction of the time.
  Description: This item appears to be a normal, if well made, 
  bedroll.
  The cushioning is thick, the stitching skilled.
  It is made of dark green cloth with a dull yellow interior.
  It smells faintly comforting, a mix of burning firewood and 
  goose down.
  Activation: To activate the magic of the bedroll, you need 
  merely climb into it (a move action) and spend 1 
  uninterrupted hour resting.
  Each bedroll functions once per day.
  Effect: Heward’s fortifying bedroll grants you the benefits of a 
  full 8 hours of rest—including the elimination of fatigue or 
  exhaustion, natural healing, and the ability to prepare or 
  ready arcane spells—over the course of a single hour.
  Spells cast within the last 8 hours still count against your 
  daily limit as normal.
  After using Heward’s fortifying bedroll, you can’t gain the 
  same benefit again (either from the same or a different 
  item) until 48 hours have passed.
  Aura/Caster Level: Faint transmutation. CL 3rd.
  Construction: Craft Wondrous Item, sleep, 1,500 gp, 120 
  XP, 3 days.
  Weight: 2 lb.
  Price: 3,000 gp.
  HORIZON GOGGLES
  These lenses greatly increase your prowess with ranged 
  attacks, allowing you to accurately strike targets much 
  farther away than normal.
  Description: These goggles feature small oval lenses in a 
  wire-thin frame.
  When worn, they are difficult (Spot DC 15) for others to 
  notice.
  The world seems particularly clear and three-dimensional 
  when viewed through the goggles, which glow faintly any 
  time you nock a bow or otherwise prepare to use a ranged 
  weapon.
  Activation: Horizon goggles are active as long as they are 
  worn; they require no special action to activate.
  Effect: Horizon goggles grant you the benefits of the Far Shot 
  feat (increases range increment of projectile weapons by 
  50%, and of thrown weapons by 100%).
  These goggles also increase the range of spells and spell-like 
  abilities that require ranged attack rolls by 50%.
  Aura/Caster Level: Faint divination. CL 3rd.
  Construction: Craft Wondrous Item, near horizon (page 
  111), 4,000 gp, 320 XP, 8 days.
  Price: 8,000 gp.
  METAMAGIC WANDGRIP
  This copper wand-sized handgrip allows you to apply your 
  metamagic feats to wands.
  Description: A metamagic wandgrip is made of copper.
  It is unadorned except for a single magical rune carved out 
  of the handgrip, so that the wielder’s skin is exposed to the 
  magic item through that rune.
  The hollow rune glows whenever the item is used, though 
  its position inside the closed hand makes this difficult to 
  see (Spot DC 15).
  Activation: Activating a metamagic wandgrip is subsumed in 
  the activation of the wand.
  It functions only three times per day.
  Placing a wand into the wandgrip (or removing a wand from 
  it) requires a move action.
  Effect: You can apply any one metamagic feat you know to a 
  wand placed within the wandgrip.
  Doing this drains an additional number of charges from the 
  item equal to the normal cost of that feat in spell slots.
  For instance, Extend Spell normally raises the cost of a spell 
  by one level, so using Extend Spell on a wand or staff would 
  drain one additional charge (on top of the cost of the spell 
  being cast) from the item.
  In all other ways, this item functions as if you had the 
  Metamagic Spell Trigger feat (see page 45).
  Aura/Caster Level: Moderate transmutation. CL 6th.
  Construction: Craft Wondrous Item, Metamagic Spell 
  Trigger (page 45), 3,000 gp, 240 XP, 6 days.
  Price: 6,000 gp.
  MURDERERS GLOVES
  These thin gloves allow a killer to escape undetected, 
  causing him to disappear upon making a successful attack.
  Description: These gloves, always found in pairs, appear to 
  be made of very thin deer- or lambskin leather.
  They are dyed black and seem well worn, feeling soft and 
  supple to the touch.
  Prerequisite: Murderer’s gloves function only for wearers who 
  have the sneak attack, skirmish, or sudden strike ability.
  Activation: Activating murderer’s gloves is a swift action.
  They can only be activated upon making a successful sneak 
  attack, skirmish attack, or sudden strike.
  The gloves function three times per day.
  Effect: The instant the wearer has delivered his sneak 
  attack, skirmish attack, or sudden strike, he turns invisible 
  for 1 round (as the invisibility spell, PH 245).
  Aura/Caster Level: Moderate illusion. CL 7th.
  Construction: Craft Wondrous Item, unseen strike (page 
  122), 8,000 gp, 640 XP, 16 days.
  Weight: 1 lb.
  Price: 16,000 gp.
  QUILL OF SCRIBING
  Beloved by wizards everywhere, this magical quill can 
  scribe a scroll for you, leaving you free to pursue other 
  activities.
  Description: This item appears to be a normal quill, albeit 
  one made from the feather of an exotic bird.
  It is jet black but shimmers with a veritable rainbow of 
  colors when observed at an angle in bright light, as if it was 
  coated in a thin sheen of reflective oil.
  
  1016
  Despite this, it feels dry to the touch.
  When in use, the pen writes on its own, needing no inkwell 
  or other writing supplies.
  Prerequisite: You must have the Scribe Scroll feat to 
  activate a quill of scribing.
  Activation: A quill of scribing is activated by a command 
  word in Draconic, translating roughly as “inscribe”.
  This requires a standard action.
  It deactivates when it is through scribing the scroll in 
  question, but it can be deactivated early simply by taking it 
  in hand and pulling it away from the scroll (though this 
  wastes any resources required to scribe the scroll).
  The quill can be activated only once per day, even if it is 
  deactivated early.
  Effect: A quill of scribing animates and scribes a scroll for you 
  (of any single spell that you know).
  Treat this just as if you were scribing it, including gp cost, 
  XP cost, time, and all other construction requirements.
  Spellcasters typically activate a quill of scribing just before 
  going to bed (or, in the case of more raucous spellcasters, 
  just before going drinking).
  Aura/Caster Level: Faint, no school. CL 1st.
  Construction: Craft Wondrous Item, Scribe Scroll, 
  prestidigitation, 875 gp, 70 XP, 2 days.
  Price: 1,750 gp.
  STEADYING ROBE
  This simple garment negates movement beneath you, 
  enabling you to cast spells on a mount or a while on a 
  moving boat.
  Description: A steadying robe is made of a thick blue-gray 
  cloth, with silver lining around the hem, the cuffs, and the 
  hood.
  It is clearly of fine manufacture, and though plain, would 
  not seem out of place at a courtly function.
  Although the robe is perfectly comfortable to wear, anyone 
  running a hand over it notices an unusual stiffness, as 
  though the cloth were somehow held erect by an interior 
  framework.
  Prerequisite: A steadying robe functions only for spellcasters.
  Activation: A steadying robe is active as long as it is worn; it 
  requires no special action to activate.
  Effect: A steadying robe negates the unsteadying effect of 
  vigorous, violent, or extremely violent motion on your 
  spellcasting (see the Concentration skill, PH 70).
  You need not make a Concentration check to successfully 
  cast a spell in such a situation.
  A steadying robe’s benefit doesn’t apply in any other 
  situations, such as when you take damage or are entangled, 
  grappling, or distracted by weather.
  The robe also grants you a +2 competence bonus on Balance 
  checks.
  Aura/Caster Level: Faint transmutation. CL 1st.
  Construction: Craft Wondrous Item, feather fall, 500 gp, 40 
  XP, 1 day.
  Weight: 1 lb.
  Price: 1,000 gp.
  STORMSTRIDER BOOTS
  These mystical boots allow you, when making a spring 
  attack, to transform into a bolt of lightning, blasting your 
  foes and transporting yourself across the battlefield.
  Description: These are simple boots of soft leather, a light 
  brown in hue.
  Gold stitching surrounds the cuffs.
  For a split second before stormstrider boots activate, the 
  stitching flashes and crackles with power, and the boots 
  smell of ozone for a round after use.
  Prerequisite: These boots function only for characters who 
  have the Spring Attack feat.
  Activation: Activating the primary function of the boots is a 
  swift action that you can take only when initiating a spring 
  attack.
  This function works once per day.
  The bonus to your land speed requires no activation; it 
  applies as long as the boots are worn.
  Effect: Before and after making the attack as part of your 
  spring attack, you become pure lightning.
  You can move through occupied squares during your 
  spring attack, and any creature in a square you move 
  through takes 9d6 points of electricity damage (Reflex DC 
  17 half).
  Moving through a creature’s space more than once during 
  your spring attack doesn’t have any additional effect.
  You rematerialize briefly at a single point during your 
  spring attack, enabling you to make a single attack as 
  normal.
  Stormstrider boots also provide a 5-foot enhancement bonus 
  to your land speed.
  Aura/Caster Level: Moderate transmutation. CL 9th.
  Construction: Craft Wondrous Item, expeditious retreat,
  lightning leap (page 109), 9,000 gp, 720 XP, 18 days.
  Weight: 2 lb.
  Price: 18,000 gp.
  COMPLETE SCOUNDREL 
  (3.5)
  ASPECT MIRROR
  Aspect mirrors allow you to converse with others, face to face, 
  at nearly any distance.
  Description: A typical aspect mirror looks like a plain, 
  circular, silvered mirror, usually 1-1/2 feet in diameter.
  Activation: As a standard action, you touch an aspect mirror 
  and concentrate to activate it.
  Touching the mirror a second time and willing away the 
  images it displays deactivates the item.
  An aspect mirror can function for as long as a user wishes 
  and regardless of the wishes of other bearers of mirrors 
  attuned to it.
  Effect: Aspect mirrors are magical communication tools 
  created in groups.
  An aspect mirror allows you to see, hear, and speak as if you 
  were in the same place as an attuned aspect mirror (one 
  created as part of the same set as the one you hold).
  While you use a mirror, you and your location are visible in 
  turn to those near the distant aspect mirror you’re 
  communicating with.
  Thus, two distant users can see, hear, and speak as if 
  knowingly scrying on one another at the same time.
  
  1017
  To use an aspect mirror, you activate both your own and 
  another mirror of your choice (specified when you activate 
  your mirror).
  The possessor of the other mirror does not need to be 
  present at the mirror’s location, and you can scry on its 
  location even without the knowledge of the other mirror’s 
  owner.
  Of course, other users of aspect mirrors attuned to your 
  mirror can activate your mirror in the same manner.
  Thus, owners of aspect mirrors often keep them covered or in 
  extradimensional containers when they are not in use.
  You cannot cast spells through an aspect mirror, although 
  you can use a distant mirror to direct the subjects of 
  enchantment spells you have already cast.
  Aspect mirrors function at any range on the same plane.
  Two aspect mirrors are commonly created in a set, although 
  sets exist with as many as five attuned mirrors.
  Using an aspect mirror does not grant you knowledge of all 
  the other mirrors in its set.
  You can attempt to contact only a mirror that you know 
  exists; you must also have general knowledge of its location 
  or owner.
  For example, upon activating your aspect mirror, you could 
  attempt to reach out to an attuned mirror that you know is 
  held by the merchant Fraudis Smerch or the one that you 
  know is hanging in the back room of the Friendly Girallon 
  tavern.
  You could not, however, attempt to activate a fourth mirror 
  in the set whose location and existence are unknown to 
  you.
  If all the mirrors attuned to a particular aspect mirror are 
  destroyed, the remaining mirror becomes an ordinary item 
  of its sort.
  Variants: Some versions of aspect mirrors project an image of 
  the user that appears on the mirror’s surface.
  Aura/Caster Level: Moderate divination; CL 10th.
  Construction: Craft Wondrous Item, scrying, 2,000 gp, 160 
  XP, 4 days.
  These construction requirements apply to a single mirror.
  Making other mirrors attuned to the first one (up to a 
  maximum of four additional attuned mirrors) requires an 
  additional expenditure of gp, XP, and time, as well as 
  another casting of the scrying spell, for each other mirror 
  beyond the first one.
  Weight: 10 lb. (single mirror).
  Price: 4,000 gp (single mirror).
  BANDS OF FORTUNE
  These innocuous-looking items allow you to change your 
  luck on the battlefield.
  Description: Bands of fortune are gold armbands elaborately 
  decorated with glass jewels.
  They occupy space on the body as a pair of bracers.
  Prerequisite: You must have at least one luck feat (page 72) 
  or some other source of luck rerolls, such as the granted 
  power of the Luck domain, to activate bands of fortune.
  Activation: You activate bands of fortune by expending one of 
  your luck rerolls as a swift action.
  Effect: You can channel your luck into one of three 
  different benefits, each of which lasts for 1 round.
  You can gain the benefit from only one effect at a time.
  • Attack: You gain a +2 luck bonus on attack and damage 
  rolls.
  • Defend: You gain a +2 luck bonus to Armor Class.
  • Survive: You gain a +2 luck bonus on saving throws.
  Aura/Caster Level: Moderate transmutation; CL 9th.
  Construction: Craft Wondrous Item, any luck feat, 1,000 
  gp, 80 XP, 2 days.
  Weight: —.
  Price: 2,000 gp.
  BLADESHIMMER
  A silvery oil, bladeshimmer causes nonliving objects on 
  which it is smeared to turn invisible.
  Description: Most often found in small vials full of what 
  looks like quicksilver, bladeshimmer is a thin, magical oil.
  When it is smeared over a weapon or other object, the 
  materials making up the object become wholly transparent.
  Activation: You can coat a weapon or other object of similar 
  size with bladeshimmer as a full-round action.
  Effect: Bladeshimmer renders an object invisible.
  Anyone holding an affected object appears to have an 
  empty hand, though keen eyes can spot something out of 
  place.
  Use the bearer’s Sleight of Hand check result (with a +10 
  competence bonus) as the DC for the observer’s Spot check.
  If you attack with a weapon coated with bladeshimmer, the 
  target is considered flat-footed unless it succeeds on a Spot 
  check to notice something unusual.
  A single successful attack wipes away enough bladeshimmer 
  to end the invisibility effect.
  A single vial of this substance can coat an area up to 2 feet 
  square.
  It can’t be divided between multiple objects, though 
  multiple vials can combine to make a larger object invisible.
  Each doubling of the area to be affected requires four times 
  as much bladeshimmer (four vials for an area 4 feet square, 
  and so forth) and takes a correspondingly longer time to 
  apply.
  Bladeshimmer has no effect on creatures—even undead and 
  constructs cannot be rendered invisible with this 
  substance.
  Aura/Caster Level: Faint illusion; CL 5th.
  Construction: Craft Wondrous Item, invisibility, 375 gp, 30 
  XP, 1 day.
  Weight: 1 lb.
  Price: 750 gp.
  LUCKY CHARM
  A lucky charm makes you more fortunate than you already 
  are.
  Description: A thick gold bracelet bearing various 
  decorative solid gold figurines forms a set of lucky charms.
  Each figurine on the bracelet is made in the form of a 
  different item or creature, usually something considered 
  lucky (such as cats, horseshoes, four-leaf clovers, and the 
  like).
  A new set of lucky charms has seven such figurines.
  When you activate a lucky charm, the bracelet glows briefly 
  with a mild white radiance, and the figurine you chose to 
  activate disappears.
  Once all its charms are used up, the gold bracelet becomes a 
  nonmagical item worth 100 gp.
  
  1018
  Prerequisite: You must have at least one luck feat (page 72) 
  or some other source of luck rerolls, such as the granted 
  power of the Luck domain, to activate a lucky charm.
  Activation: Whenever you would otherwise use a luck 
  reroll, you can instead activate a lucky charm.
  As a standard action, while holding the bracelet you 
  vigorously rub one of the charms with your thumb while 
  concentrating.
  Effect: When you activate this item, you use one of the 
  charms on the bracelet to gain the benefit of a successful 
  luck reroll without expending one of your daily luck 
  rerolls.
  You can expend only one charm per round.
  You can use this ability only with luck effects that require 
  one luck reroll to activate.
  Effects that require more than one luck reroll cannot be 
  partially paid for by expending a charm.
  Aura/Caster Level: Moderate transmutation; CL 11th.
  Construction: Craft Wondrous Item, any three luck feats, 
  3,500 gp, 280 XP, 7 days.
  Weight: —.
  Price: 7,000 gp.
  PANIC BUTTON
  Taking the shape of various small and innocuous 
  adornments, panic buttons produce a wide range of effects 
  depending on the specific type.
  Lore: The first of these items were created by the famed 
  assassin Fratello Simm to aid his guildmates in avoiding 
  capture.
  Knowledge of panic buttons began to spread when examples 
  of the items were discovered on captured assassins’ guild 
  members.
  Fratello originally created the bolstering, escaping, and 
  flexing panic buttons.
  Since then, a wider assortment of buttons has been 
  developed by other sorts of spellcasters.
  Description: As their name implies, panic buttons often look 
  like normal buttons sewn into clothing.
  They might also resemble round metal bells, glass beads, or 
  other small, inconspicuous adornments.
  Regardless of its form, when activated a panic button bursts 
  with a small flash of light, a tiny popping noise, and a faint 
  smell of sulfur.
  Activation: You activate a panic button by dropping or 
  throwing it onto the ground.
  These items are designed for quick use; you can pull a panic 
  button off your clothing (as long as you aren’t wearing 
  armor) and drop it in your square as a swift action.
  You can pull it off your clothing and toss it into another 
  square as standard action.
  A thrown panic button has a range increment of 5 feet.
  Throwing the button into a square other than your own 
  requires a ranged touch attack, as though it were a splash 
  weapon, and it lands in a random square if you miss (see PH 
  158).
  Effect: A panic button affects whatever creature is in the 
  square it lands in.
  Unless otherwise noted, a button’s effect lasts for 1 round.
  If you target another creature’s square, that creature is 
  allowed a DC 16 Fortitude save to resist the effect created 
  by a panic button.
  (Most panic buttons are harmless effects that creatures 
  would like to receive).
  A number of different kinds of panic buttons exist.
  The following are the most common; each one lists the 
  spell needed to create it.
  Bolstering: You gain 10 temporary hit points for 1 round.
  Requires false life.
  Dodging: You gain a +2 dodge bonus to your Armor Class 
  against the first attack made against you in the next round.
  Requires haste.
  Escaping: You immediately gain the benefit of dimension 
  door, except that the range is limited to 30 feet and you must 
  have line of sight to the destination.
  Requires dimension door.
  Flexing: You gain a +5 bonus on all Dexterity-related skill 
  checks and Dexterity checks made in the next round.
  Requires cat’s grace.
  Meandering: You act as if under the effect of a slow spell for 1 
  round; this panic button is usually thrown at an opponent.
  Requires slow.
  Protecting: You gain a +2 bonus on the next saving throw 
  you roll within 1 round.
  Requires resistance.
  Retreating: You gain an enhancement bonus of 30 feet to 
  your speed for 1 round.
  Requires expeditious retreat.
  Silencing: You act as if under the effect of a silence spell, 
  centered on you, for 1 round.
  Requires silence.
  Standing: You act as if under the effect of a dimensional 
  anchor spell for 1 round; this panic button is usually thrown 
  at an opponent.
  Requires dimensional anchor.
  Strengthening: You gain a +5 bonus on all Strength-related 
  skill checks and Strength checks made in the next round.
  Requires bull’s strength.
  Aura/Caster Level: Moderate transmutation; CL 7th.
  Construction: Craft Wondrous Item, spell varies (see 
  individual description), 375 gp, 30 XP, 1 day.
  Weight: —.
  Price: 750 gp.
  SHRUNKEN SHRIEKER
  This shrunken head can be attached to any weapon, shield, 
  or piece of armor.
  It lets out a scream if anyone but the true owner attempts to 
  use the item.
  Lore: Ensorceled by savage adepts, the heads of fallen 
  enemies now guard the armaments of those who killed 
  them.
  Description: This item is a disgusting severed head, 
  shrunken to the size of a baby’s fist, with its eyes and mouth 
  loosely stitched shut.
  A clasp in its long, straggly black hair allows the head to be 
  clamped or tied onto other objects.
  Activation: A shrunken shrieker can be attached to any 
  weapon, shield, or piece of armor.
  Once it is so affixed, it considers the attacher to be the 
  item’s true owner.
  Effect: A shrunken shrieker dangles quietly from the weapon, 
  shield, or armor it is attached to, as long as it considers the 
  user to be the item’s true owner.
  
  1019
  If any other creature attempts to use the item to which the 
  head is attached, the shrunken shrieker’s mouth distends 
  around the stitches, letting out a horrible, inhuman 
  screaming.
  The sound of a shrunken shrieker is just as loud as an audible 
  alarm created by the alarm spell, and it continues for as long 
  as a creature other than the item’s true owner uses the item.
  The head stops screaming as soon as the item it is attached 
  to is put down or removed.
  A shrunken shrieker can be ripped off an item as a full-round 
  action.
  If the head has started screaming and is torn off an item, it 
  continues shrieking wherever it falls until either the true 
  owner of the item it was attached to touches it or it is 
  destroyed.
  A shrunken shrieker has hardness 2 and 5 hit points.
  Variants: Some shrunken shriekers are said to be crafted from 
  the heads of fiends.
  These variations scream so terribly that they also hinder 
  those who make use of the items they guard; a creature 
  other than the item’s true owner must make a DC 13 Will 
  save or be shaken for as long as the head continues 
  screaming.
  This is a mind-affecting fear ability.
  Creatures that fail this save are vulnerable to this shrunken 
  fiendshrieker’s screaming for the next 24 hours, they do not 
  receive a new save if they put down the affected item and 
  pick it back up later.
  Aura/Caster Level: Faint abjuration; CL 3rd.
  Construction: Craft Wondrous Item, alarm, 250 gp, 20 XP, 1 
  day.
  Weight: 1/2 lb.
  Price: 500 gp.
  A shrunken fiendshrieker variant costs an extra 1,500 gp, and 
  its XP cost and crafting time increase accordingly.
  TRINKET OF TRICKERY
  A trinket of trickery makes you trickier than you already are.
  Description: Trinkets of trickery can take the form of any 
  small baubles, totems, or lucky charms.
  A popular shape is that of a stylized cat sitting on its 
  haunches and waving, but many such items resemble chess 
  pieces or figurines of mounted knights and dragons.
  A trinket of trickery is never larger than 1 inch in its longest 
  dimension.
  Prerequisite: You must know at least one skill trick to use a 
  trinket of trickery.
  Activation: You must wear a trinket of trickery on your 
  person for at least 24 hours to attune it to you.
  After that time, the trinket grants its power to you as long it 
  is on your person (in a pocket, held on a necklace around 
  the neck, attached to a helmet, and so on).
  It does not grant its power if stored within a backpack, bag 
  of holding, or similar location; it must be in close physical 
  contact in some way (though it doesn’t take up space on 
  your body).
  Effect: A trinket of trickery holds the secret knowledge of a 
  single skill trick (see page 83 for a list).
  You can use that trick as if you had spent skill points to 
  learn it, but only if you meet the prerequisite for learning 
  the trick.
  You can’t gain the benefit of more than one trinket of trickery 
  simultaneously; if you wear a second trinket while one is 
  already on your body, the second has no effect.
  Aura/Caster Level: Faint transmutation; CL 5th.
  Construction: Craft Wondrous Item, knowledge of the 
  trick contained, 500 gp, 40 XP, 1 day.
  Weight: —.
  Price: 1,000 gp.
  WHEEL OF FORTUNE
  This hand-held wheel grants its user a dose of extra fortune.
  Lore: Clerics of Olidammara claim the genesis of these 
  items lies with their fickle and fun-loving god, and nobody 
  seems intent on arguing the point with them.
  Indeed, the oldest known wheels of fortune bear the 
  Laughing Rogue’s symbol in conspicuous locations.
  Description: A wheel of fortune consists of a 2-foot-wide 
  wooden box with a brightly painted metal wheel, a little 
  larger in diameter than the width of the box, partially 
  encased at one end.
  The wheel is divided into eight “slices”, each one 
  corresponding to one of the colors of the rainbow, plus a 
  white slice.
  A brass needle sticks out the end of the box at the wheel 
  end and acts as a pointer.
  In the center of the box’s top, lined up perfectly with the 
  edge of the wheel, is a raised brass button (which 
  sometimes bears the mark of Olidammara).
  Spinning the wheel causes the color slices to blur into a 
  disk of white.
  Regardless of how tightly a user holds it and no matter how 
  hard the wheel is spun, the item never wobbles or loses its 
  perfect balance.
  Activation: Pressing the brass button (a standard action) 
  activates the wheel, causing it to spin all the way around 
  seven times.
  One round after activation, the wheel comes to a stop 
  sometime during its eighth rotation with the brass pointer 
  indicating one of the eight slices at random.
  Any attempt to stop the wheel or influence its outcome 
  once its button has been pushed not only fails but also 
  results in a jolt that deals 1d6 points of electricity damage.
  A wheel of fortune confers its effect on the character holding 
  it.
  Effect: When the wheel stops spinning, you gain an effect 
  that depends on the slice the brass pointer indicates.
  The effect lasts for 24 hours.
  Once used, a wheel of fortune does not function again for the 
  same character for 24 hours.
  Roll on the following table to determine the wheel’s effect.
  COMPLETE WARRIOR (3.5)
  BRACERS OF DAWN
  These bejeweled bracers have a miniscule lens-and-dial 
  contraption mounted on the exterior of one bracer of the 
  pair.
  When the dial is turned to the left, the bracers appear 
  normal.
  
  1020
  When the wearer turns the dial to the middle position (a 
  move action), a beam of light emerges from the lens, 
  illuminating the surroundings as a bullseye lantern.
  Four times per day, the wearer can turn the dial to the right 
  position as a standard action and aim the lens at a target, 
  unleashing a beam of searing light that deals 3d8 points of 
  damage to most creatures, 6d6 points of damage to undead, 
  and 6d8 points of damage to creatures with light sensitivity.
  The dial returns to the middle position after each searing 
  light.
  Even though only one of the pair contains the lens-and-dial 
  apparatus, both bracers must be worn for the magic to be 
  effective.
  Moderate evocation; CL 6th; Craft Wondrous Item, searing 
  light; Price 26,000 gp; Weight 1 lb.
  GAUNTLET OF THE DWARVEN 
  FORGE
  This iron gauntlet extends to the elbow and is always cool 
  to its wearer’s touch.
  When its command word is spoken, a gauntlet of the dwarven 
  forge glows red-hot for 10 rounds, illuminating everything 
  within 10 feet as if by torchlight.
  Anyone else touched by the gauntlet during this time takes 
  1d6+10 points of fire damage.
  The wearer of a gauntlet of the dwarven forge takes half 
  damage from fire-based attacks while the gauntlet is 
  glowing.
  Fire attacks that allow Reflex saves for half damage deal the 
  wearer no damage if he makes his save.
  Moderate evocation; CL 10th; Craft Wondrous Item, fire 
  shield; Price 24,000 gp; Weight 3 lb.
  GAUNTLET OF LASSITUDE
  This leather glove bound in brass magically transforms to 
  match the hand shape of its owner, and thus it can be worn 
  on either hand.
  With a successful melee touch attack, the gauntlet of lassitude 
  slows the target for 5 rounds (Will DC 14 negates).
  Faint transmutation; CL 5th; Craft Wondrous Item, slow;
  Price 27,000 gp; Weight 2 lb.
  GAUNTLET OF UTTERDEATH
  This spiked gauntlet of jet-black steel smells faintly of 
  brimstone.
  If the wearer succeeds on a melee touch attack, the target 
  must make a DC 20 Fortitude save or be reduced to a pile of 
  smoldering cinders.
  If the Fortitude save succeeds, the target instead takes 10d6 
  points of damage.
  A gauntlet of utterdeath is usable three times per day.
  Strong necromancy; CL 13th; Craft Wondrous Item, 
  destruction; Price 96,000 gp; Weight 2 lb.
  SACRED SCABBARD
  This item has a variable appearance.
  When first found, there is a 25% chance it looks like a 
  dagger sheath, a 25% chance it looks like an axe case, and a 
  50% chance it looks like some sort of sword sheath.
  A user quickly discovers, however, that a sacred scabbard can 
  change shape to fit whatever dagger, sword, or axe is 
  touched to it, even making allowances for double weapons.
  This scabbard keeps any weapon carried in it clean and 
  sharp.
  In addition, up to three times per day, the user may place a 
  weapon in the scabbard, utter a command word, and invoke 
  bless weapon on the weapon inside.
  Faint transmutation; CL 4th; Craft Wondrous Item, bless 
  weapon; Price 4,400 gp; Weight 1 lb.
  STANDARD OF COURAGE
  For a standard of courage to be effective, it must be affixed to 
  a two-handed hafted weapon such as a halberd or a lance.
  The bearer of the standard and any allies within 30 feet of 
  the item gain a +4 morale bonus against fear effects.
  Faint abjuration; CL 5th; Craft Wondrous Item, remove fear;
  Price 15,000 gp; Weight 1 lb.
  STANDARD OF HEROISM
  This standard functions as a standard of courage, except that 
  the standard bearer and any allies within 30 feet of the item 
  gain a +2 morale bonus on attack rolls, saves, and skill 
  checks.
  Faint enchantment and abjuration; CL 5th; Craft Wondrous 
  Item, heroism, remove fear; Price 40,000 gp; Weight 1 lb.
  STANDARD OF NO RETREAT
  This standard functions as a standard of courage, except that it 
  also prevents outward extradimensional travel within 30 
  feet, just as if creatures were subjected to a dimensional 
  anchor spell.
  Creatures trying to flee from the standard’s area must 
  succeed on a DC 19 Will save, or their attempt to flee fails.
  A standard of no retreat doesn’t prevent creatures from using 
  extradimensional travel to enter the area, just to leave it.
  Summoned creatures within the standard’s area still 
  disappear when the spell that brought them here ends.
  Moderate abjuration; CL 11th; Craft Wondrous Item, 
  dimensional anchor, remove fear; Price 145,000 gp; Weight 1 
  lb.
  DEFENDERS OF THE FAITH 
  (3.0)
  AMULET OF MEMORY
  Once per day the bearer of this amulet may recall up six 
  levels of divine spells already cast.
  The bearer can recall only spells prepared and cast that day.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item; Market 
  Price: 36,000 gp; Weight: —.
  ARM OF NYR
  This artificial arm made of mithral replaces an arm that has 
  been lost by a good character.
  It will not function for a neutral character.
  
  1021
  An evil character who tries to attach it takes 1d4 points of 
  temporary Dexterity damage.
  A character who makes successful use of the arm gains +2 
  Strength and +2 Dexterity.
  The arm also provides a +2 deflection bonus to Armor Class.
  Generally, 70% of these items are left arms and 30% are 
  right arms, though there are rumors of rare arms that adapt 
  to the user.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, animate 
  object, shield; Market Price: 12,800 gp; Weight: —.
  BLACK PATCH
  This black leather eyepatch conveys no extraordinary 
  abilities except to those of orc blood.
  Any orc or half-orc who wears this patch over an empty eye 
  socket or blind eye gains a +2 competence bonus on ranged 
  attack rolls and on saving throws against illusions.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item; Market 
  Price: 8,800 gp; Weight: —.
  BOWL OF CONTEMPLATION
  This bowl gives anyone who casts a divination spell over it a 
  100% chance for a correct divination.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, 
  divination; Market Price: 44,800 gp; Weight: 2 lb.
  BRACERS OF BINDING
  These appear no different from any other magic bracers.
  On command, these bracers jerk together and remain 
  bound to each other until another command word is 
  spoken.
  Against escape attempts, the bracers have Strength 30, and 
  the DC for the Escape Artist check is 35.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, make 
  whole; Market Price: 10,800 gp; Weight: 1 lb.
  CLOAK OF THE FOREST
  This elf-made item is a green cloak with brown leather trim.
  When worn by an elf, that individual gains a +4 
  competence bonus on Balance and Climb checks and may 
  use tree stride three times per day.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, tree 
  stride; Market Price: 39,392 gp; Weight: 2 lb.
  GATE AMULET
  This amulet allows the bearer to return to her home plane.
  The bearer has no control over where she returns, and the 
  amulet has no function if she’s already on her home plane.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, plane 
  shift; Market Price: 64,000 gp; Weight: —.
  GREATER HOLY SYMBOL
  Manufactured from precious metals and gems, this item is 
  imbued with divine power by a servant of the deity it is 
  associated with.
  A greater holy symbol grants the bearer the Empower 
  Turning feat, usable at will.
  Caster Level: 4th; Prerequisites: Craft Wondrous Item, ability 
  to turn or rebuke undead as 4th-level cleric, participation of 
  a celestial, fiend, or other outsider servant of a deity; Market 
  Price: 5,040 gp; Weight: 1 lb.
  HELM OF VISION
  This metal helmet appears useless from the outside, since it 
  completely covers the eyes.
  Anyone who dons the helmet discovers he can see 
  perfectly.
  The helm provides the wearer with the effects of the spell 
  true seeing and gives the wearer a +1 insight bonus to Armor 
  Class.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, 
  true seeing; Market Price: 91,600 gp; Weight: 3 lb.
  MARK OF APOSTASY
  Sometimes the deities of evil mark an individual as one of 
  their own.
  A mark of apostasy may be of any material but is generally 
  made from the same material as the deity’s favored weapon.
  It is a large symbol, roughly 8 inches across.
  A mark has mixed benefits.
  On one hand, it is instantly recognizable to anyone who 
  sees it as a mark of evil.
  On the other, it increases the bearer’s ability to rebuke 
  undead by giving him the Empower Turning feat and 
  allows him to cast fear three times per day as a 10th-level 
  wizard.
  A mark of apostasy cannot be created.
  It is a “gift”.
  Caster Level: N/a; Prerequisites: N/a; Market Price: 38,880 gp; 
  Weight: 1 lb.
  MASK OF THE DEAD
  This ghastly, full-face mask looks like the decaying face of a 
  corpse.
  While wearing it, the user can speak with dead, regardless of 
  language, three times per day.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  comprehend languages, speak with dead; Market Price: 23,400 gp; 
  Weight: —.
  MIRROR OF REVELATION
  If an evil outsider looks into this small, octagonal mirror, 
  the mirror dispels any illusion spells or effects that conceal 
  the true nature of the outsider.
  This effect functions as a targeted dispel magic cast by a 10th-
  level cleric.
  If the outsider is wary or attempts to avert its gaze, treat the 
  situation as a gaze attack (see page 77 of the DUNGEON 
  MASTER’S Guide).
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, dispel 
  magic; Market Price: 48,000 gp; Weight: 1/2 lb.
  SACRED SCABBARD
  This item has a varying appearance.
  
  1022
  When first found, there is a 25% chance it appears as a 
  dagger sheath, a 25% chance it appears as an axe case, and a 
  50% chance it appears as some sort of sword sheath.
  A user quickly discovers, however, that a sacred scabbard can 
  change shape to fit whatever dagger, sword, or axe is 
  touched to it, even making allowances for double weapons.
  These scabbards keep any weapon carried in them clean 
  and sharp.
  In addition, up to three times per day, the user may place a 
  weapon in the scabbard, utter a command word, and invoke 
  bless weapon on the weapon inside.
  Caster Level: 4th; Prerequisites: Craft Wondrous Item, bless 
  weapon; Market Price: 6,400 gp; Weight: 1 lb.
  DRACONOMICON (3.5)
  BOOTS OF DRAGONSTRIDING
  These scaled boots grant their wearer a +5 enhancement 
  bonus on Climb and Jump checks.
  Once per day, the wearer can cast jump on himself.
  Moderate transmutation; CL 9th; Craft Wondrous Item, 
  jump, spider climb; Price 10,000 gp.
  CRIMSON DRAGONHIDE BRACERS
  These bracers, crafted from the armored hide of a red 
  dragon, grant their wearer an enhancement bonus of +1 to 
  +5 to his natural armor.
  They also grant resistance to fire 5.
  Faint to strong abjuration and transmutation; CL 3rd 
  (bracers +1), 6th (bracers +2), 9th (bracers +3), 12th (bracers +4), 
  or 15th (bracers +5); Forge Ring, barkskin, resist energy,
  creator’s caster level must be three times that of the bonus 
  placed in the bracers; Price 5,000 gp (bracers +1), 11,000 gp 
  (bracers +2), 21,000 gp (bracers +3), 35,000 gp (bracers +4), or 
  53,000 gp (bracers +5); Weight 1 lb.
  DRACOLICH BREW
  This ingested poison (Fortitude DC 25; 2d6 Con/2d6 Con) 
  is created specifically for a dragon who wishes to become a 
  dracolich.
  It automatically slays the dragon for which it is prepared 
  (no save allowed).
  See the dracolich entry, page 146, for more information.
  Moderate necromancy; CL 11th; Brew Potion, Knowledge 
  (arcana) 14 ranks; Price 5,000 gp.
  DRACOLICH PHYLACTERY
  A dracolich’s phylactery is crafted from a solid, inanimate 
  object of at least 2,000 gp value.
  Gemstones, particularly ruby, pearl, carbuncle, and jet, are 
  commonly used for the phylactery, since they must be able 
  to resist decay.
  When a dracolich first dies, and any time its physical form 
  is destroyed thereafter, its spirit instantly retreats to its 
  phylactery regardless of the distance between that and its 
  body.
  A dim light within the phylactery indicates the presence of
  the spirit.
  While so contained, the spirit cannot take any actions 
  except to possess a suitable corpse; it cannot be contacted or 
  attacked by magic.
  The spirit can remain in the phylactery indefinitely.
  See the dracolich entry, page 146, for more information.
  Strong necromancy; CL 13th; Craft Wondrous Item, control 
  undead, gem or similar item of minimum value 2,000 gp; 
  Price 50,000 gp plus value of gem; Cost 25,000 gp plus value 
  of gem + 2,000 XP.
  DRAGON’S EYE AMULET
  This fist-sized orb resembles the eye of a dragon and 
  dangles from a heavy gold chain.
  It grants its wearer a +10 enhancement bonus on Search 
  and Spot checks, as well as blindsense with a 30-foot range.
  Strong transmutation; CL 9th; Craft Wondrous Item, 
  dragonsight; Price 85,000 gp.
  DRAGONFANG GAUNTLETS
  These leather gauntlets are studded with dragon teeth and 
  deal damage as spiked gauntlets.
  They grant a +4 enhancement bonus to the wearer’s 
  Strength.
  Three times per day, the character may use the gauntlets to 
  attack a weapon or shield as if she had the Improved 
  Sunder feat (even if she doesn’t have the prerequisites).
  When worn by a character with the Improved Unarmed 
  Strike feat, dragonfang gauntlets allow the wearer to 
  overcome damage reduction with unarmed strikes as if she 
  were wielding a magic weapon.
  In this case, the wielder deals her normal unarmed strike 
  damage, rather than the damage for spiked gauntlets.
  Moderate evocation and transmutation; CL 12th; Craft 
  Wondrous Item, bull’s strength, greater magic fang, shatter; 
  Price 28,500 gp; Weight 1 lb.
  DRAUGHT OF METABREATH MAGIC
  These draughts are thick liquids, similar to potions, that 
  bestow magical effects on a creature drinking them.
  The magical effects duplicate the metabreath spells 
  described in the previous section, but the drinker must 
  supply the breath component for the effect to take place.
  Drinking a draught is a standard action, and activates the 
  magic of the draught for just over 1 round.
  After drinking, the drinker must use its breath weapon 
  before the end of the next round.
  This use of the drinker’s breath weapon is enhanced as if 
  the drinker had cast the appropriate metabreath spell on 
  itself.
  Draughts of metabreath magic come in a number of different 
  varieties, whose caster level and market price are listed on 
  the table below.
  Varies (no school); Craft Wondrous Item, appropriate 
  metabreath spell; Weight 1/2 lb.
  
  1023
  DRAUGHT OF METALLIC DRAGON 
  BREATH
  A special variety of draughts of metabreath magic, this liquid 
  comes in five varieties, corresponding to the five kinds of 
  metallic dragons, and their color is the same: brass, bronze, 
  copper, gold, and silver.
  When drunk, this draught alters the drinker’s next use of 
  its breath weapon, as long as that use occurs before the end 
  of the next round.
  The breath weapon works just like the nondamaging effects 
  of a metallic dragon.
  A brass draught creates a cone of sleep, a bronze draught 
  creates a cone of repulsion gas, a copper draught creates a 
  cone of slow gas, a gold draught creates a cone of weakening 
  gas, and a silver draught creates a cone of paralyzing gas.
  The saving throw against the metallic breath weapon has 
  the same DC as the drinker’s natural breath weapon, and 
  the effects are the same as if the drinker used the breath 
  weapon normally.
  For example, an old red dragon that drank a gold draught of 
  metallic dragon breath could breathe a cone of weakening gas 
  that deals 8 points of Strength damage.
  A character under the effects of a potion of fire breath or 
  similar effect can use a draught of metallic dragon breath to 
  alter the fiery blasts from that potion, using the caster level 
  of the effect (3rd, in the case of a potion of fire breath) as the 
  effective age category.
  A creature with no breath weapon ability is unaffected by 
  drinking the draught.
  Moderate transmutation; CL 7th; Craft Wondrous Item, 
  breath weapon substitution, and one of the following: sleep,
  repulsion, slow, ray of enfeeblement, or hold person; Price 2,100 
  gp; Weight 1/2 lb.
  GEMSTONE OF FORTIFICATION
  This large, faceted stone must be embedded in a creature’s 
  hide to function.
  True dragons can accomplish this with ease, since they 
  routinely embed gems in among the scales of their bellies.
  Other creatures have a more difficult time of it, requiring at 
  least a limited wish, at the DM’s discretion.
  When properly embedded, a gemstone of fortification protects 
  the wearer’s vital areas from lethal damage.
  When a critical hit or sneak attack is scored on the wearer, 
  there is a chance that the critical hit or sneak attack is 
  negated and damage is instead rolled normally.
  A gemstone of light fortification has a 25% chance to negate a 
  critical hit or sneak attack, a gemstone of moderate fortification 
  has a 75% chance, and a gemstone of heavy fortification has a 
  100% chance.
  Strong universal or evocation; CL 13th; Craft Magic Arms 
  and Armor, Craft Wondrous Item, limited wish or miracle;
  Price 3,000 gp (light), 15,000 gp (moderate), 35,000 gp 
  (heavy).
  GOGGLES OF DRACONIC VISION
  The wearer of these goggles gains a +10 bonus on Spot 
  checks and enjoys low-light vision and 60-foot darkvision.
  Once per day, the wearer can command the goggles to 
  grant him blindsense for 1 minute.
  The goggles also protect the wearer from being blinded by 
  the cloud created by a hovering dragon (though the cloud 
  still provides concealment for all within it).
  Moderate transmutation; CL 9th; Craft Wondrous Item, 
  dragonsight; Price 46,000 gp.
  GOLEM MANUAL
  A golem manual contains information, incantations, and 
  magical power that help a character to craft a golem (see 
  page 134 of the Monster Manual).
  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 and effectively grants the builder use of the 
  Craft Construct feat (see page 303 of the Monster Manual) 
  during the construction of the golem, and grants the 
  character an increase to her caster level for the purpose of 
  crafting a golem.
  Any golem built using a golem manual does not cost the 
  creator any XP, since the requisite XP are “contained” in the 
  book and “expended” by the book during the creation 
  process.
  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.
  DRAGONBONE
  This book contains animate dead, cause fear, and geas/quest.
  The reader may treat her caster level as one level higher 
  than normal for the purpose of crafting a dragonbone 
  golem.
  The book supplies 4,400 XP for the creation of a 
  dragonbone golem.
  
  1024
  Strong enchantment and necromancy [evil]; CL 12th; Craft 
  Construct, creator must be caster level 12th, animate dead,
  cause fear, geas/quest; Price 28,000 gp; Cost 3,000 gp + 4,640 
  XP; Weight 5 lb.
  DRAKESTONE
  This book contains animate objects, antimagic field, flesh to 
  stone, and geas/quest.
  The reader may treat her caster level as three levels higher 
  than normal for the purpose of crafting a drakestone golem.
  The book supplies 6,400 XP for the creation of a drakestone 
  golem.
  Strong abjuration, enchantment, and transmutation; CL 
  16th; Craft Construct, creator must be caster level 16th, 
  animate objects, antimagic field, flesh to stone, geas/quest; Price 
  40,000 gp; Cost 4,000 gp + 6,720 XP; Weight 5 lb.
  IRONWYRM
  This book contains animate objects, antimagic field, geas/quest,
  incendiary cloud, and limited wish.
  The reader may treat her caster level as four levels higher 
  than normal for the purpose of crafting a ironwyrm golem.
  The book supplies 8,000 XP for the creation of a ironwyrm 
  golem.
  Strong abjuration, enchantment, evocation, and 
  transmutation; CL 18th; Craft Construct, creator must be 
  caster level 18th, animate objects, antimagic field, geas/quest,
  incendiary cloud, limited wish; Price 50,000 gp; Cost 5,000 gp + 
  8,400 XP; Weight 5 lb.
  GORGET OF TEMPEST BREATH
  This metal collar bestows the benefit of the Tempest Breath 
  feat upon its wearer.
  A creature wearing the gorget cannot also make use of a 
  magic robe.
  Strong (no school); CL 13th; Craft Wondrous Item, 
  Tempest Breath; Price 10,000 gp; Weight 10 lb.
  HORN OF DRAGONS
  This horn bears intricate carvings of dragons in flight.
  When blown (a full-round action), the horn summons an 
  adult dragon 1 round later, to a location up to 100 feet away.
  The dragon remains for 1 hour and serves the user of the 
  horn to the best of its ability.
  At the end of the duration, or if the dragon is slain or 
  dispelled, the dragon disappears.
  The type of dragon depends on the user’s alignment (see 
  the table below).
  The horn may be blown once per month.
  Strong conjuration; CL: 17th; Craft Wondrous Item, 
  summon monster IX; Price 75,000 gp.
  IDOL OF THE DRAGON
  Much like a figurine of wondrous power, an idol of the dragon is 
  a miniature statuette (about 2 inches long) resembling a 
  particular variety of dragon.
  The color and kind of the dragon is very apparent, even at a 
  glance, due to the craftsmanship involved.
  The idol grants energy resistance (5 or 10) of the 
  appropriate type to its owner while carried (but not while 
  the idol is in dragon form).
  Once per week, when the idol is tossed into the air and the 
  proper command word spoken, it becomes a full-size 
  dragon of the appropriate age (see the table below).
  The dragon is a living creature, not a construct, and has all 
  the abilities and powers of an average dragon of its age.
  The dragon obeys and serves its owner for up to 1 hour.
  At the end of this duration, or if it is prematurely dismissed 
  by its owner, the dragon returns to idol form.
  A targeted dispel magic on the full-size dragon can return it 
  to idol form if successful.
  If the dragon is slain while at full size, the idol is destroyed.
  Faint to strong conjuration; CL 3rd (white), 5th (black, 
  brass), 7th (copper, green), 9th (bronze), 11th (blue), 13th 
  (silver), 15th (red), or 17th (gold); Craft Wondrous Item, 
  resist energy, and either summon monster II (white), summon 
  monster III (black, brass), summon monster IV (copper, 
  green), summon monster V (bronze), summon monster VI 
  (blue), summon monster VII (silver), summon monster VIII 
  (red), or summon monster IX (gold); Price as shown on table.
  JAWS OF THE DRAGON
  This complex metal device is worn in the mouth, fitting 
  over the teeth while allowing them to protrude.
  A row of metal teeth is set into the jaws of the dragon behind 
  where the dragon’s teeth emerge, increasing the damage 
  dealt by the dragon’s bite.
  The dragon gains the benefit of the sharptooth spell while 
  the jaws are worn.
  The device resizes to fit any creature as normal for a magic 
  item, but creatures with no natural bite attack gain no 
  benefit from wearing it.
  Moderate transmutation; CL 7th; Craft Wondrous Item, 
  sharptooth; Price 40,000 gp; Weight 8 lb.
  LAIR WARDS
  Lair wards are a special kind of wondrous item that dragons 
  often use to protect their lairs and hoards.
  
  1025
  They are identical to certain kinds of wondrous 
  architecture used in humanoid-built strongholds and 
  dungeons, as detailed in the Stronghold Builder’s Guidebook.
  Essentially, lair wards are immobile (or practically 
  immobile) magic items, and they follow all the normal 
  rules for the use of magic items.
  See the Stronghold Builder’s Guidebook for information on 
  creating these items and determining the market price for 
  new items.
  Most lair wards affect an area defined as a “single cavern.”
  This need not be an actual cavern; such an effect wards an 
  area of approximately 400 square feet.
  Disabling a Lair Ward: As a stationary magic item, a lair 
  ward is essentially identical to a magic trap (even though 
  some have beneficial rather than harmful effects).
  A character with the trapfinding ability (including rogues 
  and characters affected by a find traps spell) can use Search
  to find lair wards and Disable Device to deactivate them.
  The DC for both checks is 25 + the spell level of the 
  highest-level spell used in the lair ward’s construction.
  A successful Disable Device check suppresses the ward’s 
  magical properties for 1d4 rounds, just as if the character 
  had cast dispel magic on it.
  If the character beats the DC by 10 or more, she suppresses 
  its magical properties for 1d4 minutes instead.
  BLACK LUMINARY
  This 3-foot-wide steel half-orb sheds darkness in a 20-foot 
  radius around itself.
  Not even creatures who can normally see in the dark can 
  see through it, and it cancels out any normal light, as well as 
  magical light of 1st level or lower.
  If magical light of 2nd level (such as continual flame) is 
  brought into or cast in the area, it and the black luminary 
  cancel each other out until the light spell expires or is 
  removed from the area.
  Higher-level light spells, such as the daylight spell, are 
  unaffected by a black luminary’s darkness.
  The orb has a shutter that enables a person standing 
  beneath a ceiling-mounted black luminary to conceal or 
  reveal the item (and the resulting darkness) with a move 
  action.
  Faint evocation; CL 3rd; Craft Wondrous Item, darkness;
  Price 6,000 gp.
  BLACK LUMINARY, PITCH
  This 4-foot-wide steel half-orb sheds deeper darkness in a 60-
  foot radius around itself.
  Not even creatures that can normally see in the dark can 
  see in this darkness, and it cancels out any normal light as 
  well as any magical light of 2nd level or lower.
  If a daylight spell is brought into or cast in the area, it and 
  the pitch black luminary cancel each other out until the light 
  spell expires or is removed from the area.
  The orb has a shutter that enables a person standing 
  beneath a ceiling-mounted pitch black luminary to conceal or 
  reveal the item (and the resulting darkness) with a move 
  action.
  Faint evocation; CL 5th; Craft Wondrous Item, deeper 
  darkness; Price 15,000 gp.
  BRIGHT LUMINARY
  This 4-foot-wide steel half-orb sheds daylight in a 60-foot 
  radius around itself.
  Creatures affected by normal daylight are affected by a 
  bright luminary as well.
  If magical darkness is brought into or cast in the area, it and 
  the bright luminary cancel each other out until the magical 
  darkness expires or is removed from the area.
  The orb has a shutter that enables a person standing 
  beneath a ceiling-mounted bright luminary to conceal or 
  reveal the item with a move action.
  Faint evocation; CL 5th; Craft Wondrous Item, daylight;
  Price 15,000 gp.
  CAVERN OF THE EARTHBOUND
  Within the walls of this cavern, the fly spell does not 
  function.
  Characters who are flying when they enter the cavern float 
  to the ground as if the spell’s duration had expired.
  When they leave the cavern, any fly spells whose durations 
  have not expired return to normal efficacy.
  Moderate abjuration; CL 7th; Craft Wondrous Item, spell 
  immunity; Price 14,000 gp.
  CLOUDGATHERING ORB
  This 4-foot-wide crystal orb keeps the weather nasty 
  (thunderstorms in spring, torrential rain in summer, sleet 
  in autumn, and blizzards in winter) around a lair for a 2-
  mile radius.
  Anyone attempting to magically alter the weather in this 
  area must make an opposed caster level check against the 
  cloudgathering orb’s power to succeed.
  See pages 93–95 of the Dungeon Master’s Guide for 
  information on weather effects.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  control weather; Price 33,000 gp.
  CAVERN OF BABBLE
  Anyone who enters this cavern must make a DC 14 Will 
  save or have any words that she speaks come out as 
  unintelligible gibberish.
  The exact nature of the transmuted sounds is determined 
  by the creator of this magic item at the time of creation.
  This effect makes it impossible for anyone in the cavern to 
  communicate verbally with anyone else.
  Additionally, it prevents a spellcaster from casting a spell 
  that requires a verbal component.
  Faint transmutation; CL 5th; Craft Wondrous Item, sculpt 
  sound; Price 7,500 gp.
  CAVERN OF SILENCE
  All sounds made within this cavern are negated (as if by a 
  silence spell).
  Making a DC 13 Will save allows a character to speak 
  normally (including casting spells with vocal components), 
  though other sounds remain dampened.
  This property doesn’t affect sounds created outside this 
  cavern.
  Faint illusion; CL 3rd; Craft Wondrous Item, silence; Price 
  3,000 gp.
  
  1026
  HURRICANE’S EYE
  This 5-foot-wide crystal orb maintains hurricane-force 
  winds (see page 95 of the Dungeon Master’s Guide) around 
  the outside of the lair at all times.
  The eye of the hurricane (the safe, calm part) is a cylinder 
  with a diameter of up to 80 feet.
  If the lair is larger than this, multiple orbs can be linked 
  together by overlapping the eyes.
  Any section that is surrounded by eyes on all sides 
  automatically becomes a part of the eye, turning the whole 
  region into one massive, continuously operating eye, 
  keeping the raging winds of the hurricane entirely outside 
  of the affected regions.
  The winds circle the eye in a clockwise or counter-
  clockwise fashion, as you prefer.
  However, if there are more orbs than one, they must all 
  force the wind to circle in the same direction.
  If you join this item up with a tornado’s eye or a windstorm’s 
  eye, they can each only function at the level of the weakest 
  item.
  Strong transmutation; CL 15th; Craft Wondrous Item, 
  control winds; Price 75,000 gp.
  INSCRIPTIONS OF PRIVACY
  This form of wondrous architecture places arcane sigils 
  throughout the walls and ceiling of a cavern.
  They can be as subtle or outlandish as the creator likes.
  However, when anyone tries to spy upon anyone in the 
  cavern by means of clairaudience/clairvoyance or scrying or a 
  crystal ball or any other magic scrying device, the 
  inscriptions glow softly.
  If the scrying attempt originates from within the cavern, 
  the person making the attempt begins glowing as well.
  Anyone scried upon can attempt an opposed caster level 
  check (using the caster level of the inscriptions of privacy).
  If the target of the scrying attempt wins the opposed check, 
  she immediately gets a mental image of the scrier, along 
  with a sense of the direction and distance of the scrier, 
  accurate to within one-tenth of the distance.
  Moderate divination; CL 7th; Craft Wondrous Item, detect 
  scrying; Price 14,000 gp.
  INSCRIPTIONS OF VACANCY
  Everyone within a cavern adorned with these inscriptions 
  becomes undetectable to scrying.
  In fact, to someone casting a scrying spell it appears as if the 
  cavern is entirely empty of people and devoid of activity, no 
  matter how many people are in it or what they are doing.
  Moderate illusion; CL 9th; Craft Wondrous Item, false 
  vision; Price 22,500 gp.
  MISSING CHAMBER
  This cavern—and everyone and everything inside it—is 
  difficult to detect by divination spells and detection spells 
  and magic items.
  For such a spell or item to work, the caster or user must 
  succeed on a caster level check (1d20 + caster level) against 
  DC 16.
  Faint abjuration; CL 5th; Craft Wondrous Item, 
  nondetection; Price 7,500 gp.
  ORB OF PLEASANT BREEZES
  This 4-foot-wide crystal orb keeps the weather in a 2-mile 
  radius around the lair mild and pleasant no matter the time 
  of year.
  Anyone attempting to magically alter the weather in this 
  area must make an opposed caster level check against the 
  orb’s power to succeed.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  control weather; Price 33,000 gp.
  PLATFORM OF HEALING
  Any time an injured creature is placed on this 10-foot-
  round platform—which is affixed to the floor—the 
  creature recieves the benefits of a heal spell.
  If an undead creature somehow ends up on the platform, 
  treat it as if a harm spell had been cast upon it instead.
  Strong conjuration; CL 17th; Craft Wondrous Item, mass 
  heal; Price 76,500 gp.
  POOL OF SCRYING
  This shallow pool forms a reflective surface in which the 
  user can scry on others.
  This works just like the standard scrying spell.
  Spellcasters can cast certain spells through the pool of scrying 
  at creatures or things they are scrying upon, as per the 
  scrying spell.
  While the pool can be shallow, it must be at least 2 feet by 4 
  feet.
  It can be formed into the top of a large pedestal, but these 
  items are just as often found in a room’s floor.
  If the water is ever entirely emptied from the pool, the item 
  loses its magic.
  Faint divination; CL 5th; Craft Wondrous Item, scrying;
  Price 7,500 gp.
  POOL OF SCRYING, GREATER
  This magic item works just like the standard pool of scrying, 
  with one exception.
  You can reliably cast any spells through it that you could 
  use with the greater scrying spell.
  Moderate divination; CL 11th; Craft Wondrous Item, 
  greater scrying; Price 33,000 gp.
  SECURE CAVERN
  The entire cavern is affected by a mind blank spell.
  No one in the cavern can be affected by devices and spells 
  that detect, influence, or read emotions and thoughts, up to 
  and including miracle or wish.
  Even a scrying attempt that scans an area does not work.
  Strong abjuration; CL 15th; Craft Wondrous Item, mind 
  blank; Price 60,000 gp.
  SIGILS OF SUPPRESSION
  A globe of invulnerability fills the entire cavern, as 
  represented by the arcane sigils that are inscribed upon the 
  walls.
  No spell effects of 4th level or lower function within this 
  cavern.
  Such spells cannot be cast within the cavern, nor can their 
  effects extend to within the cavern.
  
  1027
  A targeted dispel magic can temporarily suppress sigils of 
  suppression, just like any other magic item.
  Moderate abjuration; CL 11th; Craft Wondrous Item, globe 
  of invulnerability; Price 33,000 gp.
  SIGILS OF SUPPRESSION, LESSER
  These are identical to sigils of suppression, except that they 
  only block spell effects of 3rd level or lower (as per lesser 
  globe of invulnerability).
  Moderate abjuration; CL 7th; Craft Wondrous Item, lesser 
  globe of invulnerability; Price 14,000 gp.
  TORNADO’S EYE
  This 6-foot-wide crystal orb maintains tornado-force winds 
  (see page 95 of the Dungeon Master’s Guide) around the 
  outside of the lair at all times.
  See the description of the hurricane’s eye for how this works.
  If this item is joined with a hurricane’s eye or a windstorm’s 
  eye, each item functions at the level of the weakest item.
  Strong transmutation; CL 18th; Craft Wondrous Item, 
  control winds; Price 90,000 gp.
  VEIL OF OBSCURITY
  This lair ward disguises up to 8,000 contiguous square feet 
  of caverns with a mirage arcana effect, making the lair 
  appear as something other than it is.
  It includes audible, visual, tactile, and olfactory elements, 
  though it can’t disguise, conceal, or add creatures.
  Moderate illusion; CL 10th; Craft Wondrous Item, mirage 
  arcana; Price 25,000 gp.
  WINDSTORM’S EYE
  This 4-foot-wide crystal orb maintains windstorm-force 
  winds (see page 95 of the Dungeon Master’s Guide) around 
  the outside of the lair at all times.
  See the description of the hurricane’s eye for details.
  If this item is joined with a hurricane’s eye or a tornado’s eye, 
  each item functions at the level of the weakest item.
  Moderate transmutation; CL 12th; Craft Wondrous Item, 
  control winds; Price 60,000 gp.
  WONDROUS ABSENCE
  This ward conceals all magical auras in a single cavern, just 
  as if Nystul’s magic aura had been cast.
  Faint illusion; CL 3rd; Craft Wondrous Item, Nystul’s magic 
  aura; Price 3,000 gp.
  MANTLE OF THE SILVER WYRM
  This impressive cloak is fashioned from the hide of a silver 
  dragon.
  It grants its wearer a +2 enhancement bonus to Charisma 
  and resistance to cold 10.
  In addition, its wearer can use fly (as the spell) once per day.
  Faint abjuration and transmutation; CL 5th; Craft 
  Wondrous Item, eagle’s splendor, fly, resist energy; Price 27,000 
  gp; Weight 3 lb.
  PECTORAL OF MANEUVERABILITY
  This metal disk has straps that go over a dragon’s forelimbs 
  to hold the pectoral in place over its chest.
  A winged creature wearing a pectoral of maneuverability has 
  its flying maneuverability improved by one step.
  A greater pectoral of maneuverability improves 
  maneuverability by two steps.
  A humanoid can wear a pectoral as if it were a vest.
  Faint (ordinary) or moderate (greater) transmutation; CL 
  3rd (ordinary) or 9th (greater); Craft Wondrous Item, wings 
  of air (ordinary) or greater wings of air (greater); Price 12,000 
  gp (ordinary) or 90,000 (greater); Weight 5 lb.
  WYRMFANG AMULET
  This necklace of dragon teeth grants all of the wearer’s 
  natural attacks the ability to overcome damage reduction as 
  if they were magic weapons.
  (The attacks don’t actually gain an enhancement bonus, 
  only the ability to ignore some creatures’ damage 
  reduction).
  Moderate transmutation; CL 12th; Craft Wondrous Item, 
  greater magic fang; Price 2,500 gp.
  DRAGON MAGIC (3.5)
  AMULET OF FEARSOME MIGHT
  This amulet enhances your ability to inspire terror in your 
  enemies, making you even more frightening than you 
  normally are.
  Description: This bronze necklace is formed in the shape of 
  a roaring draconic head embedded with sparkling ruby 
  eyes.
  Whenever the wearer’s frightful presence becomes active 
  (or when the wearer casts a fear spell), the eyes of the 
  amulet flash with a burning red light.
  Activation: An amulet of fearsome might functions 
  automatically as long as it is worn.
  Effect: When worn, an amulet of fearsome might doubles the 
  radius of the wearer’s innate frightful presence (to a 60-foot 
  radius per age category, in the case of dragons) and 
  increases its save DC by 2.
  if the wearer does not have a frightful presence, the amulet 
  does not bestow that ability.
  In addition, if the wearer casts any spells or spell-like 
  abilities with the fear descriptor, the amulet increases their 
  save DC by 2.
  This bonus does not stack with that from the Spell Focus or 
  Greater Spell Focus feats.
  This ability functions whether or not the wearer has an 
  innate frightful presence.
  Aura/Caster Level: Moderate necromancy; CL 7th.
  Construction: Craft Wondrous Item, crafter must possess 
  the frightful presence special ability, fear, 5,500 gp, 440 XP, 
  11 days.
  Weight: 1 lb.
  Price: 11,000 gp.
  
  1028
  CLOAK OF MYSTERIOUS 
  EMERGENCE
  The enemies of the Shadow’s Fang cabal (see page 144) 
  sometimes see a ghostly dragon maw appear in their 
  peripheral vision.
  A heartbeat later, they see a black-cloaked figure step out of 
  the open mouth.
  That’s usually the last thing they see.
  Description: A cloak of mysterious emergence is fashioned from 
  multiple layers of fine silk.
  Along the hem is a row of glittering red scales, molted away 
  by Vaeratrux, the secret dragon master of the Shadows 
  Fangs.
  When the cloak is activated, a ghostly apparition of a 
  dragon’s head appears next to the wearer, and its jaws open.
  When the wearer steps into the jaws, he teleports to the 
  desired location and emerges from a second insubstantial 
  dragon maw a fraction of a second later.
  Members of the Shadow’s Fangs created dozens of cloaks of 
  mysterious emergence for their top agents.
  Many have spread beyond the reach of the cabal, however, 
  taken from agents who failed to complete their assigned 
  missions.
  Activation: It takes a standard action to call forth the power 
  of a cloak of mysterious emergence and step into its maw.
  Once the wearer arrives in his new location, he can’t take 
  any other actions until his next turn.
  Effect: Stepping through the dragon maw created by a cloak 
  of mysterious emergence functions like a dimension door spell 
  with a range of 120 feet.
  A cloak of mysterious emergence has three charges per day.
  However, the wearer can choose to expend all three 
  charges to have the cloak teleport him and up to 50 pounds 
  of items up to 120 miles away.
  Aura/Caster Level: Moderate conjuration; CL 9th.
  Construction: Craft Wondrous Item, teleport, dimension door,
  6,500 gp, 520 XP, 13 days.
  Weight: 1 lb.
  Price: 13,000 gp.
  DRAGONSLAYER CLAWS
  Perhaps the most dangerous foe a dragon can face is 
  another dragon.
  With that in mind, the great creatures designed these 
  magic claws to help them fight off dragons that try to seize 
  their hoards.
  More aggressive dragons use these claws to claim the 
  hoards of those they view as weak.
  Description: These heavy, dark metal blades fit smoothly 
  over the wearer’s claws like comfortable gloves.
  Dragonslayer claws occupy the same space on the body as 
  gloves.
  Prerequisite: Although dragonslayer claws are made for 
  dragons, any creature that has a claw attack can wear them, 
  and they resize to fit the wearer.
  However, dragonslayer claws bestow a negative level when 
  worn by any creature that is not of the dragon type or the 
  dragonblood subtype.
  The negative level remains as long as the claws are worn 
  and disappear when the creature removes the dragonslayer 
  claws.
  This negative level never results in actual level loss, but it 
  cannot be overcome by any means (not even restoration or 
  wish) while the dragonslayer claws are worn.
  A wearer that does not have claw attacks gains no benefit 
  from dragonslayer claws.
  Activation: Activating dragonslayer claws is a free action.
  The wearer can use the claws once per round, up to a 
  maximum of three times per day.
  Before making an attack roll, the wearer must declare to 
  which attack the extra damage will be applied.
  Effect: When the wearer makes a claw attack, dragonslayer 
  claws deal an extra 1d6 points of damage.
  Against a creature of the dragon type or the dragonblood 
  subtype, the claws instead deal an extra 3d6 points of 
  damage and are treated as magic weapons for the purpose of 
  overcoming damage reduction.
  Aura/Caster Level: Moderate transmutation; CL 8th.
  Construction: Craft Wondrous Item, creator must be of the 
  dragonblood subtype, magic weapon, 1,250 gp, 100 XP, 3 
  days.
  Weight: 6 lb.
  Price: 2,500 gp.
  ELIXIR OF BLINDSIGHT
  As dragon hunters become more talented at stalking their 
  prey, dragons have been forced to keep up by creating new 
  items that help them keep their edge.
  The elixir of blindsight, which grants its drinker perfect 
  vision within a limited range, is a particularly significant 
  advance of this nature.
  Description: This liquid is blood-red and slightly viscous, 
  like a watery syrup.
  When a creature drinks the elixir, the liquid races through 
  its blood in a flash, and it feels each of its senses come alive.
  Prerequisite: Only a creature with blindsense gains any 
  benefit from this item.
  Activation: Drinking an elixir of blindsight requires a 
  standard action that provokes attacks of opportunity.
  Effect: After consuming this elixir, the user gains 
  blindsight with a range equal to its normal blindsense 
  range for a period of 10 minutes.
  Aura/Caster Level: Faint divination; CL 5th.
  Construction: Craft Wondrous Item, 
  clairaudience/clairvoyance, 500 gp, 40 XP, 1 day.
  Weight: —.
  Price: 1,000 gp.
  TAILBANDS OF IMPACT
  Characters who face the mightiest of dragons know to fear 
  their tail slap more than their bite.
  These adamantine bands enhance the already prodigious 
  destructive capability of a tail slap attack.
  Description: Each of these three progressively larger 
  adamantine bands is a stunning piece of jewelry in its own 
  right, studded with gems and inscribed with draconic runes 
  of strength.
  The three bands slip over the wearer’s tail and are magically 
  held in place once donned, spread equidistant up its length.
  Tailbands of impact occupy the same space on the body as 
  boots.
  
  1029
  Prerequisite: While tailbands of impact are made for dragons, 
  any creature that has a tail slap attack can wear them, and 
  they resize to fit the wearer.
  A creature that does not have a tail slap attack gains no 
  benefit from wearing the bands.
  Aura/Caster Level: Moderate evocation; CL 11th.
  Construction: Craft Wondrous Item, bull’s strength, 3,000 gp, 
  240 XP, 6 days.
  Weight: 10 lb.
  Price: 6,000 gp.
  TOME OF THE WYRM
  Favored by spellcasters who hunt dragons, a tome of the 
  wyrm gradually increases the potency of its bearer’s spells.
  Lore: A tome of the wyrm describes dozens of battles between 
  spellcasters and dragons (DC 10 Knowledge [arcana]).
  Wyrm wizards (see page 55) created the tomes to help them 
  conduct research by overcoming the magical defenses of 
  dragons, growing stronger over time (DC 20 Knowledge 
  [arcana]).
  Description: A tome of the wyrm is a leather-covered 
  grimoire with binding hinges and a back plate made of dark 
  iron.
  An embossed, glowing eye with a slitted pupil adorns the 
  cover.
  The eye remains heavily lidded unless a dragon attacks the 
  tome’s owner or the owner attempts a saving throw against 
  a dragon’s frightful presence.
  Then it opens wide until the battle is over.
  Prerequisite: Anyone can carry a tome of the wyrm, but its 
  magic benefits only those who cast spells.
  Activation: A tome of the wyrm functions automatically, but 
  only when carried in one hand.
  If it is left in a backpack or other container, it still records 
  battles (as described below), but it doesn’t improve its 
  owner’s caster level.
  Effect: A spellcaster carrying a tome of the wyrm in one hand 
  gains a +1 insight bonus to his caster level on any spell that 
  targets an enemy dragon or includes an enemy dragon in its 
  area.
  This benefit applies against all creatures affected by the 
  spell, not just the dragon.
  At the end of each of the caster’s turns, determine whether 
  he cast a spell that harmed an enemy dragon.
  (For the purpose of this item, this means any spell that dealt 
  damage to the dragon, any spell against which the dragon 
  failed a save, or any spell that overcame the dragon’s spell 
  resistance).
  If so, the insight bonus of the tome of the wyrm increases by 
  1.
  If not, the insight bonus decreases by 1.
  A tome of the wyrm’s bonus can’t drop below +1, nor can it 
  rise above a number equal to the highest-level spell that its 
  owner can cast.
  One hour alter the last time the caster harms an enemy 
  dragon with a spell, this effect fades, and the tome’s bonus 
  returns to normal.
  Each page of a tome of the wyrm describes one battle against 
  a dragon—a brief narrative explaining who was present, 
  how the fight unfolded, and how the dragon died (or how 
  its attackers got away).
  After each new battle with a dragon, the tome magically 
  adds a new page describing that battle.
  Once this 200-page book is full, any new entry overwrites 
  the oldest entry.
  Aura/Caster Level: Moderate divination; CL 10th.
  Construction: Craft Wondrous Item, detect dragonblood, 
  7,500 gp, 600 XP, 15 days.
  Weight: 5 lb.
  Price: 15,000 gp.
  VIAL OF EXPLOSIVE BREATH
  A lesser vial of explosive breath holds a tightly controlled 
  quantity of energy not unlike a dragon’s breath weapon.
  Prized by dragons and their allies alike, this item offers a 
  surprise for those who think they know what to expect 
  from a foe.
  Description: This smoky crystal vial is closed with a golden 
  stopper, capped by a faintly glowing piece of clear quartz.
  When it shatters, destructive magical energy explodes 
  outward, looking very much like a dragon unfolding its 
  wings before dissipating into thin air.
  Activation: A creature can throw a lesser vial of explosive 
  breath as an attack, either as a standard action or as part of a 
  full attack action.
  Hurling the vial as a ranged attack provokes attacks of 
  opportunity.
  Effect: A lesser vial of explosive breath is hurled as a splash 
  weapon and must be aimed at a grid intersection.
  Upon impact, the vial shatters, releasing the energy of its 
  breath weapon in a 20-foot-radius spread centered upon the 
  point of impact.
  This deals 6d6 points of acid, cold, electricity, or fire 
  damage, depending on the breath weapon of the dragon 
  that created the vial (Reflex DC 18 half).
  Variant: A greater version of this item can be crafted by true 
  dragons of ancient age or older.
  A greater vial of explosive breath deals 10d6 points of damage 
  (Reflex DC 22 half).
  Aura/Caster Level: Moderate transmutation; CL 6th.
  Construction: Craft Wondrous Item, creator must be a true 
  dragon of adult age or greater with a breath weapon that 
  deals acid, cold, electricity, or fire damage, 500 gp (or 1,000 
  gp for greater trial), 40 XP (or 80 XP for greater vial), 1 day 
  (or 2 days for greater vial).
  Weight: —.
  Price: 1,000 gp (lesser) or 2,000 gp (greater).
  
  1030
  DRAGONS OF FAERÛN 
  (3.5)
  AMBER ACORNS OF THE 
  MOONWOOD CIRCLE
  The amber acorns of the Moonwood Circle are the legacy of a 
  now-vanished circle of druids once active in the woodlands 
  west of Silverymoon.
  Lore: Characters can gain the following pieces of 
  information about the amber acorns of the Moonwood Circle by 
  making Knowledge (arcana) or Knowledge (nature) checks.
  DC 15: The Moonwood Circle was a circle of druids active 
  in the Moonwood region with close ties to the city of 
  Silverymoon.
  The sect disappeared in the Year of the Creeping Fang 
  (1305 DR).
  DC 20: Before their disappearance, members of the 
  Moonwood Circle were known for the many magic items 
  they had created and stashed in caches across the Silver 
  Marches, of which the best known are their amber acorns.
  DC 25: The Moonwood Circle vanished after months of 
  fighting with the People of the Black Blood in a series of 
  skirmishes known as the Beast Wars, which were notable 
  for the large number of beasts summoned into the fray.
  Some believe the druids escaped to a floating forest on the 
  Elemental Plane of Air through a unknown portal in the 
  heart of the Moonwood.
  Description: The amber acorns look like a necklace of four 
  acorns strung on a cord of woven roots.
  Effect: As with a necklace of prayer beads, once the wearer 
  casts a divine spell, this item’s true nature becomes 
  apparent.
  Each acorn is actually made of amber and contains a small 
  piece of elemental matter (air, earth, fire, or water) encased 
  within.
  Each day, the wearer of a necklace can use summon nature’s 
  ally VI once for each kind of elemental, summoning a 
  creature appropriate to that element.
  (Each acorn essentially has 1 charge per day).
  This item takes up space on die body as a necklace or 
  amulet.
  Moderate conjuration; CL 11th; Craft Wondrous Item, 
  summon nature’s ally VI; Price 95,040 gp; Cost 47,520 gp + 
  3,802 XP.
  CROWN OF THE DEATH DRAGON
  Priests of Tiamat that were also members of the Cult of the 
  Dragon created these crowns.
  They grant the wearer a semblance of the power of a 
  dracolich, at the expense of spellcasting ability.
  Lore: Characters can gain the following pieces of 
  information about crowns of the death dragon by making 
  Knowledge (arcana) or Knowledge (religion) checks.
  DC 20: The cultists that created these crowns were strong 
  devotees of the prophecy of Maglas (or at least Sammaster’s 
  interpretation of it), which proclaimed that undead dragons 
  would rule Faerûn.
  DC 30: Some neutral scholars believe that the cultists had 
  read about these crowns in a tome they found concerning
  ancient magic of the priests of Myrkul, even before 
  Sammaster’s Cult was formed.
  The Cult of the Dragon denies the existence of dracoliches 
  prior to their experiments.
  Description: When inactive, one of these crowns looks like 
  the skull of a Large metallic dragon.
  When it is donned, the wearer appears to have the head of a 
  skeletal dragon.
  Activation: The wearer of a crown of the death dragon must 
  spend 1 round exulting in the power and negative energy 
  of the death dragon (an imagined paragon of dracoliches).
  At the end of this round, the wearer must proclaim, “By the 
  prophecy of Maglas and the might of Sammaster, I 
  command the power of the dragon of death”.
  Effect: Once per day, after embracing the power of the 
  dragon of death, the wearer of a crown summons the might 
  of the dracolich.
  For the following 13 rounds, he receives a +4 enhancement 
  bonus to natural armor, a +4 deflection bonus to Armor 
  Class, and 13 temporary hit points.
  He is treated as armed when making unarmed attacks, and 
  his limbs deal damage as if they were short swords of an 
  appropriate size.
  The wearer of a crown can use his off hand to attack this 
  way, but still incurs the standard two-weapon fighting 
  penalties (PH 160).
  The power of the death dragon prevents the wearer from 
  casting spells with somatic, material, or focus (but not 
  divine focus) components, but does not otherwise hinder 
  actions or movement.
  While under the effect of the crown, the wearer can, as a 
  standard action, project a cone of fear (Will DC 20 partial) or 
  make a melee touch attack to use inflict critical wounds (Will 
  DC 20 half).
  Strong necromancy; CL 13th; Craft Wondrous Item, death 
  dragon; Price 32,760 gp; Cost 16,380 gp + 1,310 XP; Weight 2 
  lb.
  CROWN OF THE NORTH WIND
  A crown of the north wind is the traditional headgear of a 
  humanoid servitor of Bahamut.
  In the past year, individual dragonborn have begun to 
  receive visions leading them to the lair of a chromatic 
  dragon whose hoard contains one of these ancient relics.
  Lore: Characters can gain the following pieces of 
  information about crowns of the north wind by making 
  Knowledge (arcana) or Knowledge (history) checks.
  DC 15: Bahamut, the Lord of the North Wind, has 
  traditionally rewarded his greatest dragonborn knights 
  with such crowns, allowing them to lead small groups of 
  adventurers into battle with the spawn of Tiamat.
  DC 25: Unlike the Dragon Queen, Bahamut rewards 
  metallic dragons for their discretion and mercy by giving 
  them less destructive alternatives to their traditional energy 
  breath weapons.
  A crown of the north wind grants the bearer similar 
  alternatives.
  DC 35: The elven Parwiccan Cycle speaks of dragonborn 
  wearing such crowns during the Time of Dragons.
  It is apparently Bahamut’s will that such crowns have 
  begun reappearing in the Realms, although it is unclear 
  whether they are new creations or truly ancient relics 
  forged millennia ago.
  
  1031
  Description: A crown of the north wind is an elegant platinum 
  crown with five spires, each one shaped like a different 
  metallic dragon (brass, copper, bronze, gold, and silver).
  Effect: A crown of the north wind provides a +2 enhancement 
  bonus to Charisma and radiates a continuous cloak of bravery 
  effect when worn.
  (The latter effect can be consciously dismissed or resumed 
  as a standard action).
  If the crown-wearer has an energy breath weapon (acid, 
  cold, fire, or lightning), the crown allows the wearer to 
  substitute the secondary breath weapon of a metallic 
  dragon, as follows:
  For effects that depend on the age category of the breather, 
  use the wearer’s age category (if he or she has one) or 
  assume an age category of young, whichever is more 
  favorable to the wearer.
  If a creature can choose among energy types for his breath 
  weapon, then he can also choose among substitution 
  effects.
  Moderate enchantment and transmutation [good]; CL 8th; 
  Craft Wondrous Item, calm emotions, eagle’s splendor; Price 
  70,000 gp; Cost 35,000 gp + 2,800 XP.
  CROWNRING OF TCHAZZAR
  The crownring of Tchazzar is the primary component of the 
  royal regalia of Chessenta.
  It occupies space on the body as a headband, hat, helmet, or 
  phylactery for a Large or smaller creatures.
  It occupies space on the body as a ring for a Huge or larger 
  creature.
  Although only one of these items exists, it is theoretically 
  possible to create other crownrings that have a similar 
  function.
  Lore: Characters can gain the following pieces of 
  information about the crownring of Tchazzar by making 
  Knowledge (arcana) or Knowledge (history) checks.
  DC 20: Worn by Tchazzar as a ring before his disappearance 
  in the Year of the Dracorage (1018 DR), the crownring of 
  Tchazzar was later adopted by the Sceptenar of Cimbar, 
  nominal ruler of Chessenta.
  DC 30: Tchazzar received the crownring in his youth from 
  the Dragon Queen, in exchange for a pledge of service.
  The terms of this pact were invoked during the Time of 
  Troubles, resulting in Tchazzar’s death (albeit temporary).
  Description: This simple mithral circlet is engraved with 
  draconic characters that read: “Through worship ascended, 
  by fire consumed, a god-king is reborn”.
  Effect: Once per day, upon command, the wearer of the 
  crownring can summon 1d4+1 red abishai, as the spell 
  summon monster VIII.
  Strong conjuration; CL 15th; Craft Wondrous Item, 
  summon monster VIII; Price 43,200 gp; Cost 21,600 gp + 
  1,728 XP.
  DRAGON BLIGHT BOMB
  When thrown, this bomb explodes into a magical cloud 
  that inflicts grievous harm on dragons in its area.
  Lore; Characters can gain the following pieces of 
  information about dragon blight bombs by making 
  Knowledge (arcana) checks.
  DC 25: Vaasan mages created these bombs to combat the 
  Witch King Zhengyi after learning that he had summoned 
  evil dragons to do his bidding.
  DC 30: The bombs do not distinguish between friend and 
  foe, so it is unwise to employ one around dragon and 
  dragonblood allies.
  Description: Dragon blight bombs appear to be small, silvered 
  glass globes, filled with a green liquid.
  Activation: The user must throw the bomb so that it lands 
  near a suitable target.
  Effect: Wherever the bomb lands, it produces a dragon blight 
  effect.
  (See the spell description on page 114).
  The thrower must make a ranged touch attack against the 
  target.
  If the attack misses, use the rules for splash weapons (PH 
  158).
  Dragons in the area take 10d6 points of damage and are 
  stunned for 1d4 rounds.
  A successful DC 18 Fortitude save halves the damage and 
  negates the stun effect.
  Dragonblood creatures take 7d8 points of damage and are 
  stunned for 1d4 rounds unless they make a successful save.
  Moderate evocation; CL 10th; Craft Wondrous Item, dragon 
  blight Price 2,050 gp; Cost 1,025 gp + 82 XP; Weight 1 lb.
  DRAGON’S DRAUGHT
  This elixir comes in fifteen different varieties, correlating 
  to the major dragon varieties in Faerûn.
  Any dragon or dragonblood creature who drinks a potion 
  gets one use of the given type of breath weapon.
  This breath weapon can be used on the drinker’s next turn 
  or at any time up to 1 hour after the drinking.
  If a second dragon’s draught is consumed before the first is 
  used, the effect of the first is lost.
  Nondragons find the potion useless and horrible-tasting, 
  but harmless.
  Strong evocation; CL 12th; Craft Wondrous Item, 
  spcllcaster level 12th; Price as given below.
  
  1032
  DRAGONSKULL TALISMAN
  This metal amulet is shaped like a dragon’s skull.
  If the wearer speaks the command word, she and up to two 
  other creatures touching the talisman arc protected by a 
  hide from undead spell for the next 30 minutes.
  (The protection only lasts as long as the creatures are in 
  contact with the amulet).
  The Cult of the Dragon creates these amulets to allow 
  nonspellcasting members to bypass minor undead 
  guardians within their strongholds.
  Faint abjuration; CL 3rd; Craft Wondrous Item, hide from 
  undead; Price 4,000 gp; Weight 1 lb.
  DRAGONSPECTRE FLUTE
  The half-shadow dragon members of the Jaezred Chaulssin 
  created these flutes to aid them in tapping into their inner 
  reserves of shadow magic.
  The flutes allow them to summon forth the essence of their 
  dragon ancestors in the form of a dragon-shaped shadow 
  mass.
  Lore: Characters can gain the following pieces of 
  information about dragonspectre flutes by making Knowledge 
  (arcana) checks.
  DC 25: The Jaezred Chaulssin created these flutes to 
  summon their inner dragon.
  Shadow creatures and casters who use the Shadow Weave 
  can be found in possession of these instruments.
  DC 30: Those who play the flute must use some of their own 
  life force to channel its powers.
  Description: This elegant yet simple flute is carved from a 
  single piece of ebony wood.
  Activation: The user must spend 1 full round playing the 
  flute.
  At the end of that round, she must sacrifice 6 hit points.
  These hit points cannot be healed magically; only time will 
  repair the damage to the wielder’s spirit.
  The wielder can use the flute up to three times per day—
  though this can prove draining on her life force, since each 
  time the instrument is used, there is a 5% chance that the 
  hit point loss is permanent.
  Effect: After the flute is played, it summons a spectral dragon 
  (as the spell; see page 118).
  The player of the flute can concentrate on the dragon for up 
  to 13 rounds.
  Only shadow creatures and Shadow Weave casters can use 
  dragonspectre flutes.
  Strong necromancy; CL 13th; Craft Wondrous Item, spectral 
  dragon; Price 75,000 gp; Cost 37,500 gp + 3,000 XP; Weight 2 
  lb.
  IDOL OF APOSTASY
  Idols of apostasy are tools used by evil priesthoods (especially 
  the church of Tiamat) to shatter the faith and values of 
  members of good churches.
  For good people, looking upon the seductive debauchery 
  depicted in the idol jeopardizes all their beliefs.
  Lore: Characters can gain the following pieces of 
  information about idols of apostasy by making successful 
  Knowledge (religion) checks.
  DC 20: The Church of Tiamat was the first to create these 
  idols.
  They use them to sabotage key members of other religions 
  in their mission to subvert Faerûn’s other faiths.
  DC 30: Some books tell that an entire monastery of Tyr was 
  turned to evil when it allowed the idol into its temple (as 
  part of a plan to destroy it).
  The residents of the monastery did not know that priests of 
  Tiamat arranged the events that led to the monastery’s 
  discovery of the idol.
  Description: This object appears to be a dual-faced alabaster 
  idol, approximately 2 feet in height.
  One side depicts a scene of a seductive succubus luring a 
  paladin to commit lascivious acts.
  The other side portrays a scene of graphic and excessive 
  violence committed by a kindly goodwife or mother.
  The acts personalize themselves to the individual, changing 
  form to depict loved ones and respected figures.
  Activation: Looking at an idol is the only thing required to 
  activate it.
  Even if initially resisted, the idol continues to try to subvert 
  the viewer’s will.
  Effect: The first time a character of good alignment views 
  an idol, she must attempt a DC 19 Will save.
  If the save fails, the subject’s normal moral inhibitions are 
  suppressed and her conscience is silenced, such that the 
  subject is suddenly willing to commit acts she would 
  normally never consider.
  (The viewer’s alignment is instantly transformed to its polar 
  opposite).
  
  1033
  A paladin might murder innocents mercilessly; a priestess 
  of love might slaughter a young couple at their wedding.
  The suppression of the subject’s morals is permanent until 
  broken by a break enchantment spell.
  It is entirely likely that a.
  religious character will require atonement before she 
  regains the favor of her deity—if forgiveness is even 
  possible, depending on what acts were committed.
  If a viewer of an idol succeeds on the save, she is protected 
  from that idol’s effect for 24 hours, but must attempt 
  another save if she views the item again after that time has 
  passed.
  Moderate enchantment; CL 11th; Craft Wondrous Item, 
  remorseless charm; Price 66,000 gp; Cost 33,000 gp + 2,640 
  XP; Weight 8 lb.
  SCALEBANE BOTTLE
  Scalebane bottles are extremely helpful tools when fighting 
  dragons with high natural armor bonuses.
  When the bottle is opened, it sends forth a dull gray ray of 
  magic, weakening the strength of a creature’s scales.
  Although the bottles are effective against all creatures that 
  have natural armor, they were designed to combat dragons.
  Lore: Characters can gain the following pieces of 
  information about scalebane bottles by making Knowledge 
  (arcana) or Knowledge (history) checks.
  DC 20: The War Wizards of Cormyr created the first 
  scalebane bottles.
  They’ made the bottles to aid knights in their battles against 
  the Purple Dragon.
  DC 30: The use of the bottles met with some success when 
  the knights tested them in fights against lesser dragons.
  When they ultimately fought the Purple Dragon, they were 
  not prepared for its innate resistance to magic.
  It ignored the effect of the bottles and ate several of the 
  knights.
  Description: Each scalebane bottle is made from Cormyrean 
  glass, wrapped in snakeskin, and capped with a small cork.
  An individual who holds one can feel faint vibrations 
  within.
  Activation: In order to remove the stopper from the bottle, 
  its wielder must say the command word “Derynax”.
  The wielder then points the bottle toward the target 
  creature and removes its cork.
  Effect: Once per day-, the wielder can uncork the bottle and 
  direct a ray of magic at a creature up to 60 feet away as a 
  ranged touch attack.
  If the target is struck, it takes a –10 penalty to natural armor 
  for 150 minutes.
  This penalty cannot reduce the creature’s natural armor 
  bonus below 0, nor does it have any effect on enhancement 
  bonuses to natural armor (such as that granted by a barkskin 
  spell).
  The target is not entitled to a saving throw, but the ray is 
  subject to spell resistance; the wielder rolls 1d20+17 and 
  must beat the creature’s spell resistance.
  Strong transmutation; CL 15th; Craft Wondrous Item, scale 
  weakening; Price 10,800 gp; Cost 5,400 gp + 432 XP; Weight 
  1 lb.
  STONE OF AERIAL ALARM
  Stones of aerial alarm are useful tools to warn towns (and 
  individual homes and buildings) of the presence of 
  draconic foes.
  Usually placed at intervals around the perimeter of a town, 
  these stones give towns a short span of time to prepare for a 
  dragon attack.
  Many towns have patrols circling the perimeter, watching 
  out for alarms.
  Lore: Characters can gain the following pieces of 
  information about stones of aerial alarm by making 
  Knowledge (arcana) checks.
  DC 20: These stones are a recent invention, designed to 
  protect against dragon flights during the Year of Rogue 
  Dragons.
  It is rumored that they are being used in Hillsfar, Emmech, 
  and Phlan.
  DC 30: Sages suggest that Larendrammagar (“Nexus”), a 
  great wyrm gold dragon, devised these as useful tools to 
  help towns protect themselves from raging dragons.
  Description: These objects appear to be stone cylinders 
  painted with small pictures of the various dragons native to 
  Faerûn.
  Effect: The cylinders constantly project a cylindrical 
  warning area 500 feet high, with a radius of 100 feet.
  When a dragon passes over or touches the cylinder, it 
  projects a loud noise for 1 round.
  In addition, it flashes a cylindrical image of the kind of 
  dragon detected for 3 rounds, visible up to a mile in all 
  directions.
  Moderate abjuration and illusion; CL 11th; Craft Wondrous 
  Item, aerial alarm, programmed image; Price 15,000 gp; Cost 
  7,500 gp + 600 XP; Weight 2 lb.
  DROW OF THE 
  UNDERDARK (3.5)
  ASSASSIN’S CLOAK
  Price (Item level): 10,000 gp (12th)
  Body Slot: Shoulders
  Caster Level: 9th
  Aura: Moderate; (DC 19) abjuration
  Activation: Swift (command)
  Weight: 1 lb.
  This long gray cloak has a black lining.
  Three times per day, whenever you speak the command 
  word, the assassin’s cloak diminishes your presence, making 
  you seem insignificant and unimportant.
  You gain a +10 competence bonus on Hide checks, and 
  creatures must succeed on a DC 17 Will save to attack you.
  Those who succeed can attack you normally.
  This effect lasts 10 rounds or until you make an attack (as 
  invisibility, PH 245), whichever comes first.
  Prerequisite: Craft Wondrous Item, heightened (5th) 
  sanctuary.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  
  1034
  BELT OF THE REINFORCED FORM
  Price (Item Level): 5,400 gp (10th)
  Body Slot: Waist
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: 1 lb.
  This wide belt is made of orange scaly leather.
  Despite its appearance, it is soft and pliable.
  The adamantine buckle is set with a strange teardrop gemstone 
  that changes color in the light.
  While you wear a belt of the reinforced form, whenever you are 
  the target of a transmutation spell or spell-like effect, or 
  some other transformative effect such as an aboleth’s slime 
  or a basilisk’s petrifying gaze, you gain a +4 bonus on your 
  saving throw.
  In addition, once per day, when casting a transmutation 
  spell with a casting time of 1 standard action on yourself, 
  you can cast that spell as a swift action instead.
  Prerequisite: Craft Wondrous Item, alter self, haste.
  Cost to Create: 2,700 gp, 216 XP, 6 days.
  BOTTLED NIGHT
  Price (Item Level): 200 gp (2nd)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) evocation
  Activation: Standard (thrown)
  Weight: —
  Inky black liquid swirls inside this fragile glass vial.
  You can throw bottled night by making a ranged touch 
  attack with a range increment of 10 feet.
  Upon impact, it instantly fills the area with magical 
  darkness, granting concealment to all creatures in a 20-foot 
  radius.
  The darkness lasts for 10 rounds.
  Bottled night dispels any light spell of 2nd level or lower.
  Prerequisite: Craft Wondrous item, darkness.
  Cost to Create: 100 gp, 8 XP, 1 day.
  BRACERS OF MURDER
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Arms
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: —
  Weight: 3 lb.
  Each of these burnished metal bracers is adorned with grinning 
  skull set with onyx stones in its eye sockets.
  Bracers of murder grant you a +2 profane bonus on attack 
  rolls and damage rolls against flat-footed targets.
  If you have the death attack ability.
  the save DC to resist your death attack increases by 2.
  If you have sneak attack or sudden strike, reroll any result 
  of 1 on the dice.
  Prerequisite: Craft Wondrous Item, divine favor, evil.
  Cost to Create: 4,000 gp, 200 XP, 8 days.
  CIRCLET OF SPIDERKIND 
  COMMAND
  Price (Item Level): 8,400 gp (12th)
  Body Slot: Head
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: Standard (command)
  Weight: 1 lb.
  Eight tiny silver spiders with ruby chips for eyes adorn this delicate 
  circlet.
  Three times per day, a circlet of spiderkind command allows 
  you to issue psychic commands to spiderkind creatures (see 
  page 112).
  As a standard action, you can target a single spiderkind 
  creature within 30 feet.
  The target is entitled to a DC 14 Will save to resist the 
  command.
  If it fails, you can direct it to perform simple commands 
  such as “attack”, “run”, and “fetch”.
  If the spiderkind creature has the mindless special quality, 
  you can order it to make suicidal or self-destructive 
  commands.
  Once you establish control, you can direct it with silent 
  mental commands as long as you can see the affected 
  creature.
  Changing a command is a move action.
  As a daily use of this item, you can also cast giant vermin on 
  any single spider within range.
  Prerequisite: Craft Wondrous Item, dominate vermin (see page 
  61), giant vermin.
  Cost to Create: 4,200 gp, 336 XP, 9 days.
  DAYLIGHT PELLET
  Price (Item Level): 150 gp (1st)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: Standard (thrown)
  Weight: —
  Within a thick black pouch, you see a handful of tiny ceramic 
  beads.
  Thin veins of light shine through cracks in each bead.
  This implement was devised by drow for use against other 
  drow, but it is equally useful against any light-sensitive 
  creature.
  A daylight pellet can be thrown up to 50 feet; when it lands, it 
  shatters and creates illumination equivalent to a daylight 
  spell, but with a duration of 10 rounds.
  These small stones are usually found in pouches containing 
  3d4 pellets.
  Using a pellet destroys it.
  Prerequisite: Craft Wondrous Item, daylight.
  Cost to Create: 75 gp, 6 XP, 1 day.
  DROW HOUSE INSIGNIA (SPELL)
  Price (Item Level): See table
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) see text
  Activation: Standard (command)
  
  1035
  Weight: —
  This small unusually shaped amulet bears a strange symbol.
  Each drow house insignia (spell) is keyed to a specific noble 
  house of a particular drow city, and is wrought to reflect the 
  house that created it.
  Some might be stylized versions of crossbows, javelins, 
  maces, or even just spiders.
  A drow house insignia (spell) contains a single minor magical 
  effect that can be used once per day, usually a 1st-, 2nd-, or 
  3rd-level spell, with the more powerful spells reserved for 
  drow of significant station or influence.
  These insignia typically contain one of the following spells: 
  blur, cat’s grace, comprehend languages, feather fall, jump,
  levitate, shield, spider climb, unseen servant, and water breathing.
  The aura of this item is of the same school as the spell it 
  contains.
  Since each insignia is slightly different— even those from 
  the same noble house—a person aware of the unique shape 
  of an individual insignia can magically locate that amulet 
  with a scrying or similar spell.
  Lore: A DC 15 Knowledge (local), or a DC 20 Knowledge 
  (dungeoneering) or bardic knowledge check reveals the 
  house to which an insignia is keyed.
  Drow gain a +4 circumstance bonus on these checks.
  Prerequisite: Craft Wondrous Item, appropriate spell, drow.
  Cost to Create: See table.
  DROW HOUSE INSIGNIA 
  (TRANSMITTING)
  Price (Item Level): 500 gp (3rd)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Standard (command)
  Weight: —
  This small, unusually shaped adamantine amulet bears a strange 
  symbol.
  Each drow house insignia (transmitting) is keyed to a specific 
  noble house of a particular drow city, and is wrought to 
  reflect the house that created it.
  Three times per day, by speaking the command word, you 
  can utter a short message into the item, which transmits it 
  up to 1 mile away to another character wearing an insignia 
  of the same house.
  The recipient hears the message in its mind.
  To transmit the message, you must name the intended 
  target as part of the command word.
  Should the target not be wearing its drow house insignia, the 
  message is lost, but you have no way of knowing whether it 
  successfully transmits or not.
  Since each insignia is slightly different, even those from 
  the same noble house, a person aware of the unique shape 
  of an individual insignia can magically locate that amulet 
  with a scrying or similar spell.
  Lore: A DC 15 Knowledge (local), or a DC 20 Knowledge 
  (dungeoneering) or bardic knowledge check reveals the 
  house to which this insignia is keyed.
  Drow gain a +4 circumstance bonus on these checks.
  Prerequisite: Craft Wondrous Item, whispering wind, drow.
  Cost to Create: 250 gp, 20 XP, 1 day.
  ELIXIR OF THE UNFAILING SERVANT
  Price (Item Level): 750 gp (3rd)
  Body Slot: — (held)
  Caster Level: 8th
  Aura: Moderate; (DC 19) necromancy
  Activation: Standard (manipulation)
  Weight: —
  Inside this bone flask is a noxious black fluid that stinks of rot.
  The flask itself resembles a screaming face, with a fat stopper in its 
  mouth.
  An elixir of the unfailing servant ensures that minions keep 
  fighting, even in death.
  If you consume this vile concoction, any time within the 
  next 8 hours that your hit points are reduced to 0 or lower, 
  you are instantly slain.
  On the following round, you rise as a zombie (MM 265) 
  with the instructions to attack any nondrow you encounter.
  Prerequisite: Craft Wondrous Item, animate dead, death knell,
  evil.
  Cost to Create: 375 gp, 30 XP, 1 day.
  GLOOM MASK
  Price (Item Level): 3,000 gp (7th)
  Body Slot: Face
  Caster Level: 11th
  Aura: Moderate; (DC 20) evocation
  Activation: Standard (command)
  Weight: —
  This black mask seems to absorb the light around it.
  It is cool to the touch.
  Three times per day, you gain the ability to see in darkness 
  out to 30 feet.
  This sight penetrates all forms of darkness, even that 
  created by a deeper darkness spell; the effect lasts for 5 
  rounds.
  In addition, three times per day, any spell or spell-like 
  ability up to 3rd level with the darkness descriptor that you 
  cast functions as if you had cast it with the Widen Spell 
  metamagic feat.
  Prerequisite: Craft Magic Arms and Armor, darkvision, deeper 
  darkness.
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  MASK OF THE MATRIARCH
  Price (Item Level): 9,000 gp (12th)
  
  1036
  Body Slot: Face
  Caster Level: 11th
  Aura: Moderate; (DC 20) necromancy
  Activation: Standard (command)
  Weight: 5 lb.
  This obsidian mask has been fashioned into the likeness of a drow 
  female.
  Framing the face are eight straps that hold the mask in place on 
  the wearer’s head.
  Three times per day, you can make a gaze attack (DMG 294) 
  against all creatures that can clearly see you and are within 
  30 feet.
  Those who fail a DC 20 Will save cower in fear for 1 round 
  and are shaken on the following round.
  Your gaze remains effective for 1 round.
  Prerequisite: Craft Wondrous Item, imperious glare.
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  MOTHER’S CORSET
  Price (Item Level): 7,200 gp (11th)
  Body Slot: Waist
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: Swift (command)
  Weight: 1 lb.
  Woven into this black corset is purple thread suggestive of 
  webbing.
  Up to 20 minutes each day (which you can split up as you 
  choose), you can cause the mother’s corset to sprout eight 
  spider legs from your body.
  You gain a climb speed of 30 feet and a +8 bonus on Climb 
  checks.
  While under this effect, you can take 10 on Climb checks, 
  even if rushed or threatened.
  Prerequisite: Craft Wondrous Item, spider form (see page 63),
  drow.
  Cost to Create: 3,600 gp, 288 XP, 8 days.
  SHADOW CLOAK
  Price (Item Level): 5,500 gp (10th)
  Body Slot: Shoulders
  Caster Level: 12th
  Aura: Strong; (DC 21) conjuration, illusion
  Activation: — and immediate (command)
  Weight: 1 lb.
  This black cloak writhes as if it were alive.
  A shadow cloak grants a +1 deflection bonus to AC.
  If you are attacked, you can use the cloak three times per 
  day to produce one or the other of the following effects.
  You can gain concealment for 1 round, or you can teleport 
  to a space you can see clearly up to 10 feet in any direction.
  Prerequisite: Craft Wondrous Item, blur, dimension hop, mage 
  armor.
  Cost to Create: 2,750 gp, 220 XP, 6 days.
  SKULLCAP OF EYES
  Price (Item Level): 5,500 gp (10th)
  Body Slot: Head
  Caster Level: 3rd
  Aura: Faint; (DC 16) divination
  Activation: —
  Weight: —
  This iron skullcap is wrought to appear as if it were covered in 
  eyes.
  As long as you wear a skullcap of eyes, you gain a +5 
  competence bonus on Spot checks.
  In addition, opponents gain no bonus on attacks when they 
  flank you.
  If you have Improved Uncanny Dodge, the level your 
  opponent needs to flank you increases by 2.
  Prerequisite: Craft Wondrous Item, combat readiness (see page 
  61).
  Cost to Create: 2,750 gp, 220 XP, 6 days.
  SPIDER BOX
  Price (Item Level): 3,200 gp (8th)
  Body Slot: —
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: — and standard (command)
  Weight: 2 lb.
  This pale white stone box is carved with bas-reliefs depicting 
  spiders of all shapes and sizes.
  Some wriggling thing within the container causes it to shake 
  violently.
  When a spider box is in your possession, you gain a +4 
  resistance bonus on saving throws against spiderkind 
  poison.
  Also, when you place a spider box on any level surface and 
  speak the command word, the box unfolds and releases a 
  swarm of spiders (MM 239).
  The creatures respond to your silent commands, attacking 
  where you direct them for a maximum of 7 rounds.
  Commanding the creatures to change targets is a move 
  action.
  A spider box can be used twice per day, Only one swarm can 
  be in existence at a time.
  If the swarm is destroyed or the duration ends, the box 
  reassembles, awaiting your next command to open it.
  Prerequisite: Craft Wondrous Item, summon swarm.
  Cost to Create: 1,600 gp, 128 XP, 4 days.
  TRACKLESS BOOTS
  Price (Item Level): 1,000 gp (4th)
  Body Slot: Feet
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: —
  Weight: —
  These boots look rather ordinary, though of fine make.
  While you wear trackless boots, Survival checks made to 
  follow your trail have a –5 circumstance penalty.
  In addition, creatures with scent cannot use this ability to 
  detect you.
  Prerequisite: Craft Wondrous Item, camouflage.
  Cost to Create: 500 gp, 40 XP, 1 day.
  
  1037
  DUNGEON MASTER’S 
  GUIDE 3.0 (3.0)
  AMULET OF HEALTH
  This amulet is a golden disk on a chain.
  It usually bears the image of a lion or other powerful 
  animal.
  The amulet grants the wearer an enhancement bonus to 
  Constitution of +2, +4, or +6.
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, 
  endurance; Market Price: 4,000 gp (+2), 16,000 gp (+4), or 
  36,000 gp (+6); Weight: —.
  AMULET OF NATURAL ARMOR
  This amulet, usually crafted from bone or beast scales, 
  toughens the wearer’s body and flesh, giving him a natural 
  armor bonus to his AC of from +1 to +5, depending on the 
  type of amulet.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  barkskin, creator’s caster level must be at least three times 
  the amulet’s bonus; Market Price: 2,000 gp (+1), 8,000 gp (+2), 
  18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5); Weight: —.
  AMULET OF THE PLANES
  This strange device usually appears to be a black circular 
  amulet, although any character looking closely at it sees a 
  dark, moving swirl of color.
  The amulet allows its wearer to utilize plane shift.
  However, this is a difficult item to master.
  The user must make an Intelligence check (DC 15) in order 
  to get the amulet to take her to the plane (and the specific 
  location on that plane) that she wants.
  If she fails, the amulet transports her and all those traveling 
  with her to a random location on that plane (a 01–60 result 
  on d%) or to a random plane (61–100).
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, plane 
  shift; Market Price: 80,000 gp; Weight: —.
  AMULET OF PROOF AGAINST 
  DETECTION AND LOCATION
  This silver amulet protects the wearer from scrying and 
  magical location just as a nondetection spell does.
  If a divination is attempted against the wearer, the caster of 
  the divination must succeed at a caster level check (1d20 + 
  caster level) against a DC of 19 (as if the caster had cast 
  nondetection on herself).
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, 
  nondetection; Market Price: 35,000 gp; Weight: —.
  AMULET OF UNDEAD TURNING
  This holy item allows a cleric or paladin to turn undead as if 
  she were four levels higher than her actual class level.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, 10th-
  level cleric; Market Price: 11,000 gp; Weight: —.
  APPARATUS OF KWALISH
  This item appears to be a large, sealed iron barrel, but it has 
  a secret catch (Search DC 20 to locate) that opens a hatch in 
  one end.
  Anyone who crawls inside finds ten (unlabeled) levers:
  The device has the following characteristics:
  Operating a lever is a full-round action, and no lever may be 
  operated more than once per round.
  However, since two Medium-size characters can fit inside, 
  the apparatus can move and attack in the same round.
  The device can function in water up to 900 feet deep.
  It holds enough air for a crew of two to survive 1d4+1 hours 
  (twice as long for a single occupant).
  When activated, the apparatus looks something like a giant 
  lobster.
  Caster Level: 19th; Prerequisites: Craft Wondrous Item, 
  animate objects, continual flame, 8 ranks of Knowledge 
  (architecture and engineering); Market Price: 130,000 gp; 
  Weight: 500 lb.
  BAG OF HOLDING
  This appears to be a common cloth sack about 2 feet by 4 
  feet in size.
  The bag of holding opens into a nondimensional space: Its 
  inside is larger than its outside dimensions.
  Regardless of what is put into the bag, it weighs a fixed 
  amount.
  This weight, and the limits in weight and volume of the 
  bag’s contents, depend on the bag’s type, as shown on the 
  table below:
  
  1038
  If the bag is overloaded, or if sharp objects pierce it (from 
  inside or outside), the bag ruptures and is ruined.
  All contents are lost forever.
  If a bag of holding is turned inside out, its contents spill out, 
  unharmed, but the bag must be put right before it can be 
  used again.
  If living creatures are placed within the bag, they can 
  survive for up to 10 minutes, after which time they 
  suffocate.
  Retrieving a specific item from a bag of holding is a move-
  equivalent action—unless the bag contains more than an 
  ordinary backpack would hold, in which case retrieving a 
  specific item is a full-round action.
  If a bag of holding is placed within a portable hole, a rift to the 
  Astral Plane is torn in the space: Bag and hole alike are 
  sucked into the void and forever lost.
  If a portable hole is placed within a bag of holding, it opens a 
  gate to the Astral Plane: The hole, the bag, and any 
  creatures within a 10-foot radius are drawn there, 
  destroying the portable hole and bag of holding in the process.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  Leomund’s secret chest.
  BAG OF TRICKS
  This small sack appears normal and empty.
  However, anyone reaching into the bag feels a small, fuzzy 
  ball.
  If the ball is removed and tossed up to 20 feet away, it turns 
  into an animal.
  The animal serves the character who drew it from the bag 
  for 10 minutes (or until slain or ordered back into the bag), 
  at which point it disappears.
  There are three drab colors of bags, each producing a 
  different set of animals.
  Use the following tables to determine what animals can be 
  drawn out of each.
  Animals produced are always random, and only one may 
  exist at a time.
  Up to ten animals can be drawn from the bag each week.
  Caster Level: 3rd (gray), 5th (rust), or 9th (tan); Prerequisites:
  Craft Wondrous Item; summon nature’s ally II (gray), 
  summon nature’s ally III (rust), or summon nature’s ally V 
  (tan); Market Price: 900 gp (gray); 3,000 gp (rust); 6,300 gp 
  (tan); Weight: —.
  BEAD OF FORCE
  This small black sphere appears to be a lusterless pearl.
  Upon sharp impact, however, the bead explodes, sending 
  forth a burst of force that deals 5d6 points of damage to all 
  creatures within a 10-foot radius.
  Each victim is allowed a Reflex saving throw (DC 16).
  Those who fail are then encapsulated in a sphere of force 
  with a radius of 10 feet.
  Those trapped inside cannot escape except by those 
  methods that can bypass or destroy a wall of force.
  The sphere persists for 3d6 minutes and then disappears.
  The explosion completely consumes the bead, making this 
  a one-use item.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, wall of 
  force; Market Price: 2,000 gp; Weight: —.
  BELT, MONK’S
  This simple rope belt, when wrapped around a character’s 
  waist, confers great ability in unarmed combat.
  Any time the wearer engages in unarmed combat, the belt 
  grants him the ability to use both hands as though he 
  possessed the Ambidexterity and Two-Weapon Fighting 
  feats.
  He may also make a stunning attack (as a monk) once per
  day.
  If donned by a monk, the belt grants one additional 
  stunning attack per day and allows the monk to haste 
  herself once per day for up to 10 consecutive rounds.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, haste,
  righteous might or Tenser’s transformation; Market Price: 9,000 
  gp; Weight: 1 lb.
  BELT OF DWARVENKIND
  This belt gives the wearer a +4 competence bonus on all 
  Charisma checks (such as Charisma checks for NPC 
  attitude) and Charisma-keyed skill checks such as Bluff, 
  Diplomacy, Disguise, Gather Information, Intimidate and 
  Perform as they relate to dealing with dwarves, a +2 
  competence bonus on similar checks when dealing with 
  gnomes and halflings, and a –2 competence penalty on 
  similar checks when dealing with anyone else.
  The wearer can understand, speak, and read Dwarven.
  If the wearer is not a dwarf, he gains darkvision (range 60 
  feet), dwarven stonecunning, a +2 enhancement bonus to 
  Constitution, and +2 resistance bonuses against poison, 
  spells, and spell-like effects.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, 
  tongues, and either polymorph self or the creator must be a 
  dwarf; Market Price: 14,900 gp; Weight: 1 lb.
  BELT OF GIANT STRENGTH
  This wide belt is made of thick leather and studded with 
  iron.
  The belt adds to the wearer’s Strength score in the form of 
  an enhancement bonus of +4 or +6.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, bull’s 
  strength; Market Price: 16,000 gp (+4) or 36,000 gp (+6); 
  Weight: 1 lb.
  BOAT, FOLDING
  A folding boat looks like a small wooden box—about 12 
  inches long, 6 inches wide, and 6 inches deep.
  It can be used to store items like any other box.
  If a command word is given, however, the box unfolds 
  itself to form a boat 10 feet long, 4 feet wide, and 2 feet in 
  depth.
  A second (different) command word causes it to unfold to a 
  ship 24 feet long, 8 feet wide, and 6 feet deep.
  
  1039
  Any objects formerly stored in the box now rest in the 
  bottom of the boat or ship.
  In its smaller form, the boat has one pair of oars, an anchor, 
  a mast, and a lateen sail.
  In its larger form, the boat has a deck, single rowing seats, 
  five sets of oars, a steering oar, an anchor, a deck cabin, and 
  a mast with a square sail.
  The boat can hold three or four people comfortably, while 
  the ship carries fifteen with ease.
  A third word of command causes the boat or ship to fold 
  itself into a box once again.
  The words of command may be inscribed visibly or 
  invisibly on the box, or they may be written elsewhere—
  perhaps on an item within the box.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, 
  fabricate, 2 ranks of Craft (shipmaking); Market Price: 10,500 
  gp; Weight: 4 lb.
  BOCCOB’S BLESSED BOOK
  This well-made tome is always of small size, typically no 
  more than 12 inches tall, 8 inches wide, and 1 inch thick.
  All such books are durable, waterproof, bound with iron 
  overlaid with silver, and locked.
  The pages of a Boccob’s blessed book freely accept spells 
  scribed upon them, and any such book can contain up to 
  forty-five spells of any level.
  The book is thus highly prized by wizards as a spellbook.
  This book is never found as randomly generated treasure 
  with spells already inscribed in it.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, secret 
  page; Market Price: 9,500 gp; Weight: 1 lb.
  BOOTS OF ELVENKIND
  These soft boots enable the wearer to move quietly in 
  virtually any surroundings, granting a +10 circumstance 
  bonus to Move Silently checks.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, creator 
  must be an elf; Market Price: 2,000 gp; Weight: 1 lb.
  BOOTS OF LEVITATION
  These leather boots allow the wearer to levitate as if she had 
  cast levitate on herself.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, levitate;
  Market Price: 7,500 gp; Weight: 1 lb.
  BOOTS OF SPEED
  On command, these boots enable the wearer to act as 
  though hasted for up to 10 rounds each day.
  The duration of the haste need not be consecutive rounds.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, haste; 
  Market Price: 8,000 gp; Weight: 1 lb.
  BOOTS OF STRIDING AND 
  SPRINGING
  The wearer of these boots moves at double her normal 
  speed.
  In addition to this striding ability, these boots allow the 
  wearer to make great leaps.
  She can jump with a +10 competence bonus to Jump 
  checks, and the wearer’s jumping distance is not limited by 
  her height.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  expeditious retreat, jump; Market Price: 6,000 gp; Weight: 1 lb.
  BOOTS, WINGED
  These boots appear to be ordinary footgear.
  On command, the boots sprout wings at the heel and let 
  the wearer fly, without having to maintain concentration, as 
  if affected by a fly spell.
  He can fly for a total of up to 2 hours each day.
  Caster Level: 9th; Prerequisites; Craft Wondrous Item, fly;
  Market Price: 12,000 gp; Weight: 1 lb.
  BOOTS OF THE WINTERLANDS
  This footgear bestows many powers upon the wearer.
  First, he is able to travel across snow at his normal speed, 
  leaving no tracks.
  The boots also enable him to travel at half normal speed 
  across the most slippery ice (horizontal surfaces only, not 
  vertical or sharply slanted ones) without falling or slipping.
  Finally, boots of the winterlands warm the wearer, as if he 
  were affected by an endure elements (cold) spell.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, endure 
  elements, pass without trace, cat’s grace; Market Price: 2,500 gp; 
  Weight: 1 lb.
  BOTTLE OF AIR
  This item appears to be a normal glass bottle with a cork.
  When taken to any airless environment (such as 
  underwater or in a vacuum), it retains air within it at all 
  times, continually renewing its contents.
  This means that a character can draw air out of the bottle in 
  order to breathe.
  The bottle can even be shared by multiple characters who 
  pass it around.
  Breathing out of the bottle requires a standard action, but a 
  character so doing can then act for as long as she can hold 
  her breath.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, control 
  wind; Market Price: 14,500 gp; Weight: 2 lb.
  BOWL OF COMMANDING WATER 
  ELEMENTALS
  This large container is usually fashioned from blue or green 
  semiprecious stone (malachite, lapis lazuli, azurite, 
  turquoise, or peridot, or sometimes jade).
  It is about 1 foot in diameter, half that deep, and relatively 
  fragile.
  When the bowl is filled with fresh water, and certain words 
  are spoken, a Large water elemental appears.
  The summoning words require 1 full round to speak.
  In all ways the bowl functions as the summon monster VI
  spell.
  Only one elemental can be called at a time.
  A new elemental requires the bowl to be filled with new 
  water, which cannot happen until after the first elemental 
  disappears (is dispelled, dismissed, or slain).
  
  1040
  If salt water is used, the elemental is Huge rather than 
  Large (as if summon monster VII had been cast).
  See the Monster Manual for details on water elementals.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, 
  summon monster VI, summon monster VII; Market Price:
  100,000 gp; Weight: 3 lb.
  BRACELET OF FRIENDS
  This silver charm bracelet has seven charms upon it.
  The owner may designate one person known to him to be 
  keyed to one charm.
  (This designation takes a standard action, but once done it 
  lasts forever or until changed).
  When a charm is grasped and the name of the keyed 
  individual is spoken, that person is called to the spot 
  (another standard action) along with his or her gear.
  Unwilling characters are allowed a Will saving throw (DC 
  19).
  Once a charm is activated, it disappears, so such bracelets 
  discovered as treasure may have fewer than a full 
  complement of charms when found.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, refuge;
  Market Price: 4,550 gp; Weight: —.
  BRACERS OF ARCHERY
  These wristbands look like normal protective wear.
  The bracers empower the wearer to use any bow (not 
  including crossbows) as if she were proficient in its use.
  If she already has proficiency with any type of bow, she 
  gains a +2 competence bonus to attack rolls and a +1 
  competence bonus to damage dealt whenever using that 
  type of bow.
  The bonus to damage only applies if the target is within 30 
  feet.
  Both bracers must be worn for the magic to be effective.
  Caster Level: 4th; Prerequisites: Craft Wondrous Item, Craft 
  Magic Arms and Armor; Market Price: 5,100 gp; Weight: 1 lb.
  BRACERS OF ARMOR
  These items appear to be wrist or arm guards.
  They surround the wearer with an invisible but tangible 
  field of force, granting him an armor bonus of +1 to +8, just 
  as though he were wearing armor.
  Both bracers must be worn for the magic to be effective.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, mage 
  armor, creator’s class level must be twice that of the bonus 
  placed in the bracers; Market Price: 1,000 gp (+1), 4,000 gp 
  (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp 
  (+6), 49,000 gp (+7), or 64,000 gp (+8); Weight: 1 lb.
  BRAZIER OF COMMANDING FIRE 
  ELEMENTALS
  This device appears to be a normal container for holding 
  burning coals.
  When a fire is lit in the brazier and the proper summoning 
  words are spoken, a Large fire elemental appears.
  The summoning words require 1 full round to speak.
  In all ways the brazier functions as the summon monster VI 
  spell.
  If brimstone is added, the elemental is Huge instead of 
  Large, and the brazier works as a summon monster VII spell.
  Only one elemental can be summoned at a time.
  A new elemental requires a new fire, which cannot be lit 
  until after the first elemental disappears (is dispelled, 
  dismissed, or slain).
  See the Monster Manual for details on fire elementals.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, 
  summon monster VI, summon monster VII; Market Price: 
  100,000 gp; Weight: 5 lb.
  BROOCH OF SHIELDING
  This appears to be a piece of silver or gold jewelry used to 
  fasten a cloak or cape.
  In addition to this mundane task, it can absorb magic 
  missiles of the sort generated by spell or spell-like ability.
  A brooch can absorb up to 101 points of magic missile 
  damage before it melts and becomes useless.
  Caster Level; 1st; Prerequisites: Craft Wondrous Item, shield;
  Market Price: 1,500 gp; Weight: —.
  BROOM OF FLYING
  This broom is able to fly through the air as if affected by a 
  fly spell with unlimited duration.
  The broom can carry 200 pounds.
  In addition, the broom can travel alone to any destination 
  named by the owner as long as she has a good idea of the 
  location and layout of that destination.
  It comes to its owner from as far away as 300 yards when 
  she speaks the command word.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, fly,
  permanency; Market Price: 15,100 gp; Weight: 3 lb.
  CANDLE OF INVOCATION
  Each of these specially blessed tapers is dedicated to one of 
  the nine alignments.
  Simply burning the candle generates a favorable aura for 
  the individual so doing if the candles alignment matches 
  that of the character.
  Characters of the same alignment as the burning candle 
  add a +2 morale bonus to attack rolls, saving throws, and 
  skill checks while within 30 feet of the flame.
  A cleric whose alignment matches the candle’s operates as 
  if 2 levels higher for purposes of determining spells per day 
  if he burns the candle during or just prior to his spell 
  preparation time.
  He can even cast spells normally unavailable to him, as if he 
  were of that higher level, but only so long as the candle 
  continues to burn.
  Except in special cases (s below), the candle burns for 4 
  hours.
  In addition, burning the candle also allows the owner to 
  cast a gate spell, the respondent being of the same 
  alignment as the candle, but the taper is immediately 
  consumed in the process.
  It is possible to extinguish the candle simply by blowing it 
  out, so users often place it in a lantern to protect it from 
  drafts and the like.
  Doing this doesn’t interfere with its magical properties.
  
  1041
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, gate,
  creator must be same alignment as candle created; Market 
  Price: 7,800 gp; Weight: 1/2 lb.
  CANDLE OF TRUTH
  This white tallow candle, when burned, calls into place a 
  zone of truth spell in a 30-foot radius centered on the candle.
  The zone lasts for 1 hour, as the candle burns.
  If the candle is snuffed before that time, the effect is 
  canceled and the candle ruined.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, zone of 
  truth; Market Price: 2,500 gp; Weight: 1/2 lb.
  CAPE OF THE MOUNTEBANK
  On command, this bright red and gold cape allows the 
  wearer to use the magic of the dimension door spell once per 
  day.
  When he disappears, he leaves behind a cloud of smoke, 
  appearing in a similar fashion at his destination.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  dimension door; Market Price: 12,960 gp; Weight: 1 lb.
  CARPET OF FLYING
  This rug is able to fly through the air as if affected by a fly
  spell of unlimited duration.
  The size, carrying capacity, and speed of the different carpets 
  of flying are shown on the table below.
  Beautifully and intricately made, each carpet has its own 
  command word to activate it—if the device is within voice 
  range, the command word activates it, whether the speaker 
  is on the rug or not.
  The carpet is then controlled by spoken directions.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, fly,
  permanency.
  CENSER OF CONTROLLING AIR 
  ELEMENTALS
  This 6-inch-wide, 1-inch-high perforated golden vessel 
  resembles thuribles found in places of worship.
  If it is filled with incense and lit, summoning words spoken 
  over it summon forth a Large air elemental.
  The summoning words require 1 full round to speak.
  In all ways the censer functions as the summon monster VI 
  spell.
  If incense of meditation is burned within the censer, the air 
  elemental is an elder air elemental instead (as if summon 
  monster IX had just been cast).
  Only one elemental can be summoned at a time.
  A new elemental requires a new piece of incense, which 
  cannot be lit until after the first elemental disappears (is 
  dispelled, dismissed, or slain).
  See the Monster Manual for details on air elementals.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  summon monster VI, summon monster IX; Market Price:
  100,000 gp; Weight: 1 lb.
  CHAOS DIAMOND
  This lustrous gemstone is uncut and about the size of a 
  human fist.
  The gem grants its possessor the following powers:
  • Random action
  • Magic circle against law
  • Word of chaos
  • Cloak of chaos
  Each power is usable 1d4 times per day.
  (The DM rolls secretly each day for each power separately).
  A nonchaotic character who possesses a chaos diamond gains 
  one negative level.
  Although this level never results in actual level loss, it 
  remains as long as the diamond is in the character’s 
  possession and cannot be overcome in any way (including 
  restoration spells).
  Caster Level: 19th; Prerequisites: Craft Wondrous Item, random 
  action, magic circle against law, word of chaos, cloak of chaos,
  creator must be chaotic; Market Price: 93,000 gp; Weight: 1 lb.
  CHIME OF INTERRUPTION
  This instrument can be struck once every 10 minutes, and 
  its resonant tone lasts for 3 full minutes.
  While the chime is resonating, no spell requiring a verbal
  component can be cast within a 30-foot radius of it unless 
  the caster can make a Concentration check (DC = 15 + the 
  spell’s level).
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, shout; 
  Market Price: 15,800 gp; Weight: 1 lb.
  CHIME OF OPENING
  A chime of opening is a hollow mithral tube about 1 foot long.
  When struck, it sends forth magic vibrations that cause 
  locks, lids, doors, valves, and portals to open.
  The device functions against normal bars, shackles, chains, 
  bolts, and so on.
  The chime of opening also automatically dispels a hold portal 
  spell or even an arcane lock cast by a wizard of less than 15th 
  level.
  The chime must be pointed at the item or gate to be loosed 
  or opened (which must be visible and known to the user).
  The chime is then struck, a clear tone rings forth, and in 1 
  round the target lock is unlocked, the shackle is loosed, the 
  secret door is opened, or the lid of the chest is lifted.
  Each sounding only opens one form of locking, so if a chest 
  is chained, padlocked, locked, and arcane locked, it takes four 
  uses of the chime of opening to get it open.
  A silence spell negates the power of the device.
  A brand-new chime can be used a total of 50 times before it 
  cracks and becomes useless.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, knock;
  Market Price: 3,000 gp; Weight: 1 lb.
  CIRCLET OF BLASTING, MINOR
  On command, this simple golden headband projects a blast 
  of searing light (3d8 points of damage) once per day.
  
  1042
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, searing 
  light; Market Price: 6,480 gp; Weight: —.
  CIRCLET OF BLASTING, MAJOR
  On command, this elaborate golden headband projects 
  blast of searing light (5d8 maximized for 40 points of 
  damage) once per day.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  Maximize Spell, searing light; Market Price: 23,760 gp; Weight:
  —.
  CIRCLET OF PERSUASION
  This silver headband grants a +2 competence bonus to the 
  wearer’s Charisma checks and Charisma-based skill checks.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, charm 
  person; Market Price: 4,500 gp; Weight: —.
  CLOAK OF ARACHNIDA
  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 to all Fortitude saves against 
  poison from spiders.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, spider 
  climb, web; Market Price: 6,000 gp; Weight: 1 lb.
  CLOAK OF THE BAT
  Fashioned of dark brown or black cloth, this cloak bestows 
  a +10 circumstance bonus to Hide checks.
  The wearer is also able to hang upside down from the 
  ceiling, like a bat.
  By holding the edges of the garment, the wearer is able to 
  fly as per the spell.
  If he desires, the wearer can actually polymorph himself 
  into an ordinary bat and fly accordingly.
  (All possessions worn or carried are part of the 
  transformation).
  Flying, either with the cloak or in 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 1 hour at a 
  time, but after a flight of any duration the cloak cannot 
  bestow any flying power for a like period of time.
  Finally, the cloak also provides a +2 deflection bonus to 
  Armor Class.
  This benefit extends to the wearer even when he is in bat 
  form.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, fly, 
  polymorph self; Market Price: 24,000 gp; Weight: 1 lb.
  CLOAK OF CHARISMA
  This lightweight and fashionable cloak has a highly 
  decorative silver trim.
  When in a character’s possession, it adds a +2, +4, or +6 
  enhancement bonus to her Charisma score.
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, charm 
  monster; Market Price: 4,000 gp (+2), 16,000 gp (+4), or 36,000 
  gp (+6); Weight: 2 lb.
  CLOAK OF DISPLACEMENT, MINOR
  This item appears to be a normal cloak, but when worn by a 
  character its magic properties distort and warp light waves.
  This displacement works similar to the displacement spell 
  except that it only grants a 20% miss chance (the same as 
  one-half concealment).
  It functions continually.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  displacement; Market Price: 25,000 gp; Weight: 1 lb.
  CLOAK OF DISPLACEMENT, MAJOR
  This item appears to be a normal cloak, but when worn by a 
  character its magic properties distort and warp light waves.
  This displacement works just like the displacement spell and 
  functions continually.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  displacement; Market Price: 50,000 gp; Weight: 1 lb.
  CLOAK OF ELVENKIND
  This cloak of neutral gray cloth is indistinguishable from an 
  ordinary cloak of the same color.
  However, when worn with the hood drawn up around the 
  head, it gives the wearer a +10 circumstance bonus on Hide 
  checks.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  invisibility, creator must be an elf; Market Price: 2,000 gp; 
  Weight: 1 lb.
  CLOAK OF ETHEREALNESS
  This silvery-gray cloak seems to absorb light rather than be 
  illuminated by it.
  On command, the cloak makes its wearer ethereal (as the 
  spell ethereal jaunt).
  The effect is dismissible.
  The cloak works for a total of up to 10 minutes per day.
  This duration need not be continuous.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, 
  ethereal jaunt; Market Price: 52,000 gp; Weight: 1 lb.
  CLOAK OF THE MANTA RAY
  This cloak appears to be made of leather until the wearer 
  enters salt water.
  At that time the cloak of the manta ray adheres to the 
  individual, and he appears nearly identical to a manta ray.
  (A Spot check against DC 20 is needed to determine 
  otherwise).
  He gains a +3 natural armor bonus, the ability to breathe 
  underwater, and a speed of 60 feet, exactly like a real manta 
  ray.
  Although the cloak does not enable the wearer to bite 
  opponents as a manta ray does, it does have a tail spine that 
  
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  can be used to strike at opponents behind him, dealing 1d6 
  points of damage.
  This attack can be used in addition to any other attack the 
  character has, using his highest melee attack bonus.
  The wearer can release his arms from the cloak without 
  sacrificing underwater movement if so desired.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, water 
  breathing, freedom of movement; Market Price: 20,000 gp; 
  Weight: 1 lb.
  CLOAK OF RESISTANCE
  These garments offer magic protection in the form of a +1 
  to +5 resistance bonus for all saving throws (Fortitude, 
  Reflex, Will).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  resistance, caster level must be three times that of the cloak’s 
  bonus; Market Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp 
  (+3), 16,000 gp (+4), or 25,000 gp (+5); Weight: 1 lb.
  CRYSTAL BALL
  This is the most common form of scrying device, a crystal 
  sphere about 6 inches in diameter.
  A character can use the device to see over virtually any 
  distance or into other planes of existence, as with the spell 
  scrying.
  Certain crystal balls have additional powers that can be 
  used through the crystal ball at targets viewed.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, scrying 
  (plus any additional spells put into item); Weight: 7 lb.
  CUBE OF FORCE
  This device can be made of ivory, bone, or any hard 
  mineral.
  About the size of a large die (perhaps 3/4 inch across), it 
  enables its possessor to put up a special wall of force 10 feet 
  per side around her person.
  This cubic screen moves with the character and is 
  impervious to the attack forms shown on the table below.
  The cube has 36 charges, which are renewed each day.
  The character presses one face of the cube to activate or 
  deactivate the field:
  When the force screen is up, attacks dealing more than 30 
  points of damage drain 1 charge for every 10 points of 
  damage beyond 30 that they deal (40 points of damage 
  drains 1 charge, 50 points drains 2 charges, and so forth).
  Spells that affect the integrity of the screen, such as 
  disintegrate or passwall, also drain extra charges.
  These spells (in the following list) cannot be cast into or out 
  of the cube:
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, wall of 
  force; Market Price; 62,000 gp; Weight: —.
  CUBE OF FROST RESISTANCE
  When this cube is activated, it encloses a cube-shaped area 
  10 feet per side.
  The temperature within this area is always at least 65°F The 
  field absorbs all cold-based attacks (such as ice storm, cone of 
  cold, and white dragon breath).
  However, if the field is subjected to more than 50 points of 
  cold damage in 1 round (from one or multiple attacks), it 
  collapses and cannot be renewed for 1 hour.
  If the field receives over 100 points of damage in a 10-round 
  period, the cube is destroyed.
  Cold below 0°F deals the field 2 points of cold damage per 
  round, +2 points per each 10° below 0 (2 points at –1° to –9°, 
  4 points at –10° to –19°, and so on).
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  protection from elements; Market Price: 22,000 gp; Weight: —.
  CUBIC GATE
  This item is fashioned from carnelian.
  Each of the six sides of the cube is keyed to a plane, one of 
  which is the Material Plane.
  The character creating the item should choose the planes to 
  which the other five sides are keyed.
  If such a cube is found as treasure, the DM can determine 
  the planes accessed by the device in any manner he or she 
  chooses.
  If a side of the cubic gate is pressed once, it opens a gate to 
  the plane keyed to that side.
  There is a 10% chance per minute that an outsider from that 
  plane (determine randomly) comes through it looking for 
  food, fun, or trouble.
  Pressing the side a second time closes the gate.
  It is impossible to open more than one gate at a time.
  
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  If a side is pressed twice in quick succession, the character 
  so doing is transported to the other plane, along with all 
  creatures in a 5-foot radius.
  (Those others may avoid this fate by succeeding at Will 
  saves against DC 23).
  Caster Level: 18th; Prerequisites: Craft Wondrous Item, gate; 
  Market Price: 156,000 gp; Weight: —.
  DAERRIS INSTANT FORTRESS
  This metal cube is small, but when activated it grows to 
  form a tower 20 feet square and 30 feet high, with arrow 
  slits on all sides and a crenellated battlement atop it.
  The metal walls extend 10 feet into the ground, rooting it to 
  the spot and preventing it from being tipped over.
  The fortress has a small door that opens only at the 
  command of the owner of the fortress—even knock spells 
  can’t open the door.
  The adamantine walls of Daern’s instant fortress have 100 hit 
  points and a hardness of 20.
  The fortress cannot be repaired except by a wish or a miracle,
  which restores 50 points of damage sustained.
  The fortress springs up in just 1 round, with the door facing 
  the device’s owner.
  The door opens and closes instantly at his command.
  People and creatures nearby (except the owner) must be 
  careful not to be caught by the fortress’s sudden growth.
  Anyone so caught sustains 10d10 points of damage (Reflex 
  half DC 19).
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, 
  Mordenkamen’s magnificent mansion; Market Price: 55,000 gp; 
  Weight: —.
  DARKSKULL
  This skull, carved from ebony, is wholly evil.
  Wherever the skull goes, the area around it is treated as 
  though an unhallow spell had been cast with the skull as the 
  touched point of origin (except that there is no additional 
  spell effect tied or fixed to the darkskull).
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  unhallow, creator must be evil; Market Price: 60,000 gp; 
  Weight: 5 lb.
  DECANTER OF ENDLESS WATER
  If the stopper is removed from this ordinary-looking flask 
  and a command word spoken, a stream of fresh or salt water 
  pours out.
  Separate command words determine the type as well as the 
  volume and velocity.
  • Stream: Pours out 1 gallon per round
  • Fountain: 5-foot-long stream at 5 gallons per round
  • Geyser: 20-foot-long, 1-foot-wide stream at 30 gallons per 
  round
  The geyser causes considerable back pressure, requiring the 
  holder to make a Strength check (DC 12) to avoid being 
  knocked down.
  The force of the geyser deals 1d4 points of damage but can 
  only affect one target per round.
  The command word must be spoken to stop it.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, control 
  water; Market Price: 9,000 gp; Weight: 2 lb.
  DECK OF ILLUSIONS
  This set of parchment cards is usually found in an ivory, 
  leather, or wooden box.
  A full deck consists of thirty-four cards.
  When a card is drawn at random and thrown to the ground, 
  a major image of a creature is formed.
  The figment lasts until dispelled.
  The illusory creature cannot move more than 30 feet away 
  from where the card landed, but otherwise moves and acts 
  as if it were real.
  At all times it obeys the desires of the character who drew 
  the card.
  When the illusion is dispelled, the card becomes blank and 
  cannot be used again.
  If the card is picked up, the illusion is automatically and 
  instantly dispelled.
  The cards in a deck and the illusions they bring forth are 
  summarized 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).
  
  1045
  A randomly generated deck may be discovered (a 01–10 
  result on d%) with 1d20 of its cards missing.
  (On a result of 11–100, it is complete).
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, major 
  image; Market Price: 9,200 gp; Weight: 1/2 lb.
  DIMENSIONAL SHACKLES
  These shackles have golden runes traced across their cold 
  iron surface.
  Any creature bound within them is affected as if a 
  dimensional anchor spell were cast upon her (no save).
  They fit any Small to Large creature.
  The DC to break or slip out of the shackles is 30.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  dimensional anchor; Market Price: 26,000 gp; Weight: 5 lb.
  DRUMS OF PANIC
  These drums are kettle drums (hemispheres about 11/2 feet 
  in diameter on stands).
  They come in pairs and are unremarkable in appearance.
  If both of the pair are sounded, all creatures within 120 feet 
  (with the exception of those within a 20-foot-radius safe 
  zone around the drums) are affected as by a fear spell (Will 
  negates DC 16).
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, fear;
  Market Price: 30,000 gp; Weight: 10 lb.
  DUST OF APPEARANCE
  This fine powder appears to be a very fine, very light 
  metallic dust.
  A single handful of this substance flung into the air coats 
  surrounding objects, making them visible even if they are 
  invisible—just like the glitterdust spell.
  (The dust of appearance, however, doesn’t blind creatures).
  The dust also reveals figments, minor images, and projected 
  images for what they are.
  It likewise negates the effects of blur and displacement, (In 
  this, it works just like the faerie fire spell).
  A creature coated with the dust cannot hide.
  The dust’s effect lasts for 2d% minutes.
  Dust of appearance is typically stored in small silk packets or 
  hollow bone blow-tubes.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  glitterdust; Market Price: 2,100 gp; Weight: —.
  DUST OF DISAPPEARANCE
  This dust looks just like dust of appearance and is typically 
  stored in the same manner.
  A creature or object touched by it becomes invisible (as 
  improved invisibility).
  Normal vision can’t see dusted creatures or objects, nor can 
  they be detected by magical means, including see invisibility 
  or invisibility purge.
  Dust of appearance, however, does reveal people and objects 
  made invisible by dust of disappearance.
  Other factors, such as sound and smell, also allow possible 
  detection.
  The improved invisibility bestowed by the dust lasts for 2d10 
  minutes (1d10+10 if sprinkled carefully upon an object).
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  improved invisibility; Market Price: 3,500 gp; Weight: —.
  DUST OF DRYNESS
  This special dust has many uses.
  If it is thrown into water, up to a cubic yard of the water is 
  instantly transformed to nothingness, and the dust 
  becomes a marble-sized pellet, floating or resting where it 
  was thrown.
  If this pellet is hurled down, it breaks and releases the same 
  volume of water.
  The dust affects only water (fresh, salt, alkaline), not other 
  liquids.
  If the dust is employed against a water creature, the 
  creature must make a Fortitude save (DC 18) or be 
  destroyed.
  
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  The dust deals 5d6 points of damage to the water creature 
  even if its saving throw succeeds.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, control 
  water; Market Price: 850 gp; Weight: —.
  DUST OF ILLUSION
  This unremarkable powder resembles chalk dust or 
  powdered graphite.
  Stare at it, however, and the dust changes color and form.
  Put the dust of illusion on a creature, and that creature is 
  affected as if by a change self glamer, with the individual 
  who sprinkles the dust envisioning the illusion desired.
  An unwilling recipient is allowed a Reflex saving throw 
  (DC 11) to escape the effect.
  The glamer lasts for 1d6+6 hours.
  Caster level: 2nd; Prerequisites: Craft Wondrous Item, change 
  self; Market Price: 500 gp; Weight: —.
  DUST OF TRACELESSNESS
  This normal-seeming dust is actually a magic powder that 
  can conceal the passage of its possessor and his 
  companions.
  Tossing a pinch of this dust into the air causes a chamber of 
  up to 1,000 square feet of floor space to become as dusty, 
  dirty, and cobweb-laden as if it had been abandoned and 
  disused for a decade.
  A pinch of dust sprinkled along a trail causes evidence of 
  the passage of as many as a dozen men and horses to be 
  obliterated for a mile back into the distance.
  The results of the dust are instantaneous, so no magical aura 
  lingers afterward from this use of the dust.
  Tracking checks across an area affected by this dust are 
  made against a DC 20 higher than normal.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, pass 
  without trace; Market Price: 250 gp; Weight: —.
  EFREETI BOTTLE
  This item is typically fashioned of brass or bronze, with a 
  lead stopper bearing special seals.
  A thin stream of smoke is often seen issuing from it.
  The bottle can be opened once per day.
  When opened, the efreeti imprisoned within issues from 
  the bottle instantly.
  There is a 10% chance (a 01–10 result 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, the efreeti afterward disappears forever.
  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.
  (See the Monster Manual for efreeti statistics).
  Roll each day the bottle is opened for that day’s effect.
  Caster Level: 14th; Prerequisites: Craft Wondrous Item, 
  summon monster VII; Market Price: 150,000 gp; Weight: 1 lb.
  EVERBURNING TORCH
  This torch has a continual flame cast upon it.
  Caster Level: 3rd; Prerequisite: Continual flame (no feat 
  needed); Market Price: 90 gp; Weight: 1 lb.
  EVERSMOKING BOTTLE
  This metal urn is identical in appearance to an efreeti bottle,
  except that it does nothing but smoke.
  The amount of smoke is great if the stopper is pulled out, 
  pouring from the bottle and totally obscuring vision across 
  a spread of 50 feet in 1 round.
  If the bottle is left unstoppered, the smoke spreads another 
  10 feet per round until it has spread 100 feet.
  This area remains smoke-filled until the eversmoking bottle is 
  stoppered.
  The bottle must be resealed by a command word, after 
  which the smoke dissipates normally.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  pyrotechnics; Market Price: 5,200 gp; Weight: 1 lb.
  EYES OF CHARMING
  These two crystal lenses fit over the user’s eyes.
  The wearer is able to charm person (one target per round) 
  merely by meeting a target’s gaze.
  Those failing a Will saving throw (DC 16) are charmed as per 
  the spell.
  If the wearer has only one lens, the DC of the saving throw 
  is reduced to 10.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  Heighten Spell, charm person; Market Price: 56,000 gp; 
  Weight: —.
  EYES OF DOOM
  These crystal lenses fit over the user’s eyes, enabling him to 
  cast doom upon those around him (one target per round) 
  merely by meeting their gaze.
  Those failing a Will saving throw (DC 11) are doomed as per 
  the spell.
  If the wearer has only one lens, the DC of the saving throw 
  is reduced to 10.
  However, if the wearer has both lenses, he gains the 
  additional power of continual deathwatch vision and can 
  enact an eyebite (DC 19) once per week.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, doom,
  deathwatch, eyebite; Market Price: 24,500 gp; Weight: —.
  EYES OF THE EAGLE
  These items are made of special crystal and fit over the eyes 
  of the wearer.
  These lenses grant a +5 circumstance bonus to Spot checks.
  Wearing only one of the pair causes a character to become 
  dizzy and, in effect, stunned for 1 round.
  Thereafter, the wearer can use the single lens without 
  being stunned so long as she covers her other eye.
  Of course, she can remove the single lens and see normally 
  at any time, or wear both lenses to end or avoid the 
  dizziness.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  clairaudience/clairvoyance; Market Price: 1,000 gp; Weight: —.
  EYES OF PETRIFICATION
  These items are made of special crystal and fit over the eyes 
  of the wearer.
  
  1047
  They allow her to use a petrification gaze attack (DC 19), 
  such as that of a basilisk, for 10 rounds per day (see the 
  Monster Manual for details on the basilisk’s gaze attack).
  Both lenses must be worn for the magic to be effective.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, flesh to 
  stone; Market Price: 98,000 gp; Weight: —.
  FIGURINES OF WONDROUS POWER
  Each of the several kinds of figurines of wondrous power 
  appears to be a tiny statuette of an creature an inch or so 
  high (with one exception).
  When the figurine is tossed down and the correct 
  command word spoken, it becomes a living creature of 
  normal size (except when noted otherwise below).
  The creature obeys and serves its owner.
  If a figurine of wondrous power is broken or destroyed in its 
  statuette form, it is forever ruined.
  All magic is lost, its power departed.
  If slain in animal form, the figurine simply reverts to a 
  statuette that can be used again at a later time.
  BRONZE GRIFFON
  When animated, the bronze griffon acts in all ways like a 
  normal griffon under the command of its possessor.
  The item can be used twice per week for up to 6 hours per 
  use.
  When 6 hours have passed or when the command word is 
  spoken, the bronze griffon once again becomes a tiny 
  statuette.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects; Market Price: 10,000 gp; Weight: —.
  EBONY FLY
  When animated, the ebony fly is the size of a pony and has 
  all the statistics of a hippogriff (Hit Dice, AC, carrying 
  capacity, speed, and so on) but can make no attacks.
  The item can be used three times per week for up to 12 
  hours per use.
  When 12 hours have passed or when the command word is 
  spoken, the ebony fly again becomes a tiny statuette.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects; Market Price: 10,000 gp; Weight: —.
  GOLDEN LIONS
  These come in pairs.
  They become normal adult male lions (see the Monster 
  Manual).
  If slain in combat, the lions cannot be brought back from 
  statuette form for one full week.
  Otherwise, they can be used once per day for up to 1 hour.
  They enlarge and shrink upon speaking the command 
  word.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects; Market Price: 16,500 gp; Weight: —.
  IVORY GOATS
  These come in threes.
  Each goat of this trio looks slightly different from the 
  others, and each has a different function.
  • The Goat of Traveling: This statuette provides a speedy and 
  enduring mount equal to that of a draft horse in every way 
  except appearance.
  The goat can travel for a maximum of one day each week—
  continuously or in any combination of periods totaling 24 
  hours.
  At this point, or when the command word is uttered, it 
  returns to its statuette form for not less than one day before 
  it can again be used.
  • The Goat of Travail: This statuette becomes an enormous 
  creature, larger than a bull, with the statistics of a 
  nightmare except for the addition of a pair of wicked horns 
  of exceptional size (damage 1d8+4/1d8+4).
  If it is charging to attack, it may only use its horns (but add 
  +6 points of damage to each successful attack on that 
  round).
  It can be called to life just once per month for up to 12 
  hours at a time.
  • The Goat of Terror: When called upon with the proper 
  command word, this statuette becomes a destrier-like 
  mount, with the statistics of a light warhorse (but hairier).
  However, its rider can employ the goat’s horns as weapons 
  (one horn as a +3 lance, the other as a +5 longsword).
  When ridden in an attack against an opponent, the goat of 
  tenor radiates fear as the spell in a 30-foot radius (DC 16).
  It can be used once every two weeks for up to 3 hours per 
  use.
  After three uses, each of the ivory goats loses its magical 
  ability forever.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects; Market Price: 21,000 gp; Weight: —.
  MARBLE ELEPHANT
  This is the largest of the figurines, the statuette being about 
  the size of a human hand.
  Upon utterance of the command word, a marble elephant 
  grows to the size and specifications of a true elephant.
  The animal created from the statuette is fully obedient to 
  the figurine’s owner, serving as a beast of burden, a mount, 
  or a combatant.
  Details of the elephant are found in the Monster Manual.
  The statuette can be used four times per month for up to 24 
  hours at a time.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects; Market Price: 17,000 gp; Weight: —.
  OBSIDIAN STEED
  An obsidian steed appears to be a small, nearly shapeless 
  lump of black stone.
  Only careful inspection reveals that it vaguely resembles 
  some form of quadruped.
  On command, the near-formless piece of obsidian becomes 
  a fantastic mount.
  Treat it as a heavy warhorse with the following additional 
  powers usable once per round at will: fly, plane shift, and 
  etherealness.
  The steed allows itself to be ridden, but if the rider is of 
  good alignment, the steed is 10% likely per use to carry him 
  to the Lower Planes and then return to its statuette form.
  The statuette can be used once per week for one continuous 
  period of up to 24 hours.
  
  1048
  Note that when the obsidian steed becomes ethereal or 
  plane shifts, its rider and his gear follow suit.
  Thus, the user can travel to other planes via this means.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, 
  animate objects, fly, plane shift, etherealness; Market Price: 28,500 
  gp; Weight: —.
  ONYX DOG
  When commanded, this statuette changes into a creature 
  with the same properties as a war dog, except that it is 
  endowed with an Intelligence score of 8, can communicate 
  in Common, and has exceptional olfactory and visual 
  abilities.
  (It has the scent ability and adds +4 to its Spot and Search 
  checks).
  It has darkvision (range 60 feet) and it can see invisible.
  An onyx dog can be used once per week for up to 6 hours.
  It obeys only its owner.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects; Market Price: 15,500 gp; Weight: —.
  SERPENTINE OWL
  A serpentine owl becomes either a normal-sized horned owl 
  or a giant owl, according to the command word used.
  The transformation can take place once per day, with a 
  maximum duration of 8 continuous hours.
  However, after three transformations into giant owl form, 
  the statuette loses all of its magical properties.
  The owl communicates with its owner by telepathic means, 
  informing her of all it sees and hears.
  (Remember the limitations of its Intelligence).
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects; Market Price: 9,100 gp; Weight: —.
  SILVER RAVEN
  This figurine turns into a raven on command (but it retains 
  its silver consistency, which gives it a hardness of 10).
  Another command sends it off into the air, bearing a 
  message just like a creature affected by an animal messenger 
  spell.
  If not commanded to carry a message, the raven obeys the 
  commands of its owner, although it has no special powers 
  or telepathic abilities.
  It can maintain its nonfigurine status for only 24 hours per 
  week, but the duration need not be continuous.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, animal 
  messenger; Market Price: 3,800 gp; Weight: —.
  GAUNTLETS OF OGRE POWER
  These gauntlets are made of tough leather with iron studs 
  running across the back of the hands and fingers.
  They grant the wearer great strength, adding a +2 
  enhancement bonus to his Strength score.
  Both gauntlets must be worn for the magic to be effective.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, bull’s 
  strength; Market Price: 4,000 gp; Weight: 2 lb.
  GAUNTLET OF RUST
  This single metal gauntlet looks rusted and pitted but is 
  actually quite powerful.
  Once per day, it can affect an object as with the rusting grasp 
  spell.
  It also completely protects the wearer and her gear from 
  rust (magical or otherwise), including the attack of a rust 
  monster.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, rusting 
  grasp; Market Price: 11,500 gp; Weight: 2 lb.
  GEM OF BRIGHTNESS
  This crystal appears to be a long, rough prism.
  Upon utterance of a command word, the crystal emits 
  bright light of one of three sorts.
  • One command word causes the gem to shed a pale light in 
  a cone 10 feet long.
  This use of the gem does not expend any charges.
  • Another command word causes the gem of brightness to 
  send out a very bright ray 1 foot in diameter and 50 feet 
  long.
  This strikes as a ranged touch attack, and any creature 
  struck by this beam is blinded for 1d4 rounds unless it 
  succeeds at a Reflex save (DC 14).
  This use of the gem expends 1 charge.
  • The third command word causes the gem to flare in a 
  blinding flash of light in a cone 30 feet long Although this 
  glare lasts but a moment, all creatures within its area must 
  make a Reflex save (DC 14) or be blinded for 1d4 rounds 
  and thereafter suffer a penalty of –1 to attack rolls, Spot 
  checks, and Search checks due to permanent eye damage.
  This use expends 5 charges.
  Eye damage can be cured by a remove blindness or a heal 
  spell.
  A newly created gem of brightness has 50 charges.
  When all its charges are expended, the gem becomes 
  nonmagical.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, daylight,
  blindness/deafness; Market Price: 15,200 gp; Weight: —.
  GEM OF SEEING
  This finely cut and polished stone is indistinguishable from 
  an ordinary jewel in appearance.
  When gazed through, the gem of seeing enables the user to 
  see as though she were affected by a true seeing spell.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, true 
  seeing; Market Price: 75,000 gp; Weight: —.
  GLOVES OF ARROW SNARING
  Once snugly worn, these gloves seem to meld with the 
  hands, becoming almost invisible.
  (They are undetectable unless the viewer is within 5 feet of 
  the wearer).
  The wearer can act as if he had the Deflect Arrows feat, 
  except that he catches the thrown weapons and projectiles 
  instead of deflecting them.
  Both gloves must be worn for the magic to be effective.
  At least one hand must be free to take advantage of the 
  magic.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, shield;
  Market Price: 4,000 gp; Weight: —.
  
  1049
  GLOVES OF DEXTERITY
  These tight-fitting, thin leather gloves are very flexible and 
  allow for delicate manipulation.
  They add to the wearer’s Dexterity score in the form of an 
  enhancement bonus of +2, +4, or +6.
  Both gloves must be worn for the magic to be effective.
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, cat’s 
  grace; Market Price: 4,000 gp (+2), 16,000 gp (+4), or 36,000 gp 
  (+6); Weight: —.
  GLOVE OF STORING
  This device is a simple leather glove.
  On command, one item held in the hand wearing the glove 
  disappears.
  The item can weigh no more than 20 pounds and must be 
  able to be held in one hand.
  With a snap of the fingers wearing the glove, the item 
  reappears.
  A glove can only store one item at a time.
  The item is held in stasis and shrunk down so small within 
  the palm of the glove that it cannot be seen.
  Many owners of gloves of storing find them to be useful and 
  dramatic ways to store weapons, wands, and—because the 
  item is stored in stasis—even lit torches.
  If the effect is suppressed or dispelled, the stored item 
  appears instantly.
  Although it is handy to have two of these gloves, the 
  creation process yields only one.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, shrink 
  item; Market Price: 2,200 gp; Weight: —.
  GLOVES OF SWIMMING AND 
  CLIMBING
  These apparently normal lightweight gloves grant a +10 
  competence bonus to Swim and Climb checks.
  Both gloves must be worn for the magic to be effective.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, cat’s 
  grace; Market Price: 6,000 gp; Weight: —.
  GOGGLES OF MINUTE SEEING
  The lenses of this item are made of special crystal.
  When placed over the eyes of the wearer, they enable her to 
  see much better than normal at distances of 1 foot or less, 
  granting her a +5 bonus to Search checks to locate or 
  identify features such as tiny seams, marks, cracks, or 
  imperfections.
  Both lenses must be worn for the magic to be effective.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, true 
  seeing; Market Price: 1,000 gp; Weight: —.
  GOGGLES OF NIGHT
  The lenses of this item are made of dark crystal.
  Even though the lenses are opaque, when placed over the 
  eyes of the wearer they enable him to see normally and also 
  grant him darkvision (range 60 feet).
  Both lenses must be worn for the magic to be effective.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  darkvision; Market Price: 8,000 gp; Weight: —.
  HAND OF GLORY
  This mummified human hand hangs by a leather cord 
  around a character’s neck (taking up space as a magic 
  necklace would).
  If a magic ring is placed on one of the fingers of the hand, 
  the wearer benefits from the ring as if wearing it herself, 
  and it does 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.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, daylight,
  detect invisibility, animate dead; Market Price: 7,200 gp; Weight:
  2 lb.
  HAND OF THE MAGE
  This mummified elven hand hangs by a golden chain 
  around a character’s neck (taking up space as a magic 
  necklace would).
  It allows the wearer to utilize the spell mage hand at will.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, mage 
  hand; Market Price: 1,000 gp; Weight: 2 lb.
  HARP OF CHARMING
  This instrument is a golden, intricately carved harp.
  When played, it enables the performer to cast one suggestion 
  (Will negates DC 14) for each 10 minutes of playing if he 
  can succeed at a Perform check (DC 15).
  On a die roll of a natural 1, the harpist has played so poorly 
  that he enrages all those within earshot.
  Caster level: 5th; Prerequisites: Craft Wondrous Item, 
  suggestion; Market Price: 7,500 gp; Weight: 5 lb.
  HAT OF DISGUISE
  This apparently normal hat allows its wearer to alter her 
  appearance as with a change 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.
  Caster Level: 2nd; Prerequisites: Craft Wondrous Item, change 
  self; Market Price: 2,000 gp; Weight: —.
  HEADBAND OF INTELLECT
  This device is a light cord with a small gem set so that it 
  rests upon the forehead of the wearer.
  The headband adds to the wearer’s Intelligence score in the 
  form of an enhancement bonus of +2, +4, or +6.
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, 
  commune or legend lore; Market Price: 4,000 gp (+2), 16,000 gp 
  (+4), or 36,000 gp (+6); Weight: —.
  HELM OF BRILLIANCE
  This normal-looking helm takes its true form and manifests 
  its powers when the user dons it and speaks the command 
  word.
  Made of brilliant silver and polished steel, a newly created 
  helm is set with ten diamonds, twenty rubies, thirty fire 
  opals, and forty opals, each of large size and enchanted.
  
  1050
  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:
  The helm may be used once per round, but each gem can 
  perform its spell-like power just once.
  Until all of its jewels are depleted, a helm of brilliance also 
  has the following magical properties when activated.
  • It emanates a bluish light when undead are within 30 feet.
  This light causes pain and 1d6 points of damage per round 
  to all such creatures within that range.
  • The wearer may command any weapon he wields to 
  become a flaming weapon (see page 186).
  This is in addition to whatever abilities the weapon may 
  already have (unless the weapon already is a flaming 
  weapon).
  The command takes 1 round to take effect.
  • Each round, the helm absorbs the first 30 points of fire 
  damage the wearer would otherwise take.
  This protection does not stack with similar protection from 
  other sources, such as endure elements.
  Once all of its jewels have lost their magic, the helm loses 
  all its powers and the gems turn to worthless powder.
  Removing a jewel destroys it.
  If a creature wearing the helm is damaged by magic fire 
  (after the fire protection is taken into account) and fails an 
  additional Will saving throw (DC 15), the remaining gems 
  on the helm overload and detonate.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, light,
  fireball, prismatic spray, wall of fire, flame blade, detect undead,
  protection from elements; Market Price: 157,000 gp; Weight: 3 lb.
  HELM OF COMPREHENDING 
  LANGUAGES AND READING MAGIC
  Appearing as a normal helmet, a helmet of comprehending 
  languages and reading magic grants its wearer a 90% chance to 
  understand any strange tongue or writing she encounters 
  and an 80% chance to understand any magic writings.
  Note that understanding does not necessarily imply spell 
  use.
  Caster Level: 4th; Prerequisites: Craft Wondrous Item, 
  comprehend languages, read magic; Market Price: 2,600 gp; 
  Weight: 3 lb.
  HELM OF TELEPATHY
  The wearer can use detect thoughts at will.
  Furthermore, he can send a telepathic message to anyone 
  whose surface thoughts he is reading (allowing two-way 
  communication).
  Once per day, the wearer of the helm can implant a 
  suggestion (as the spell, Will negates, DC 14) along with his 
  telepathic message.
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, detect 
  thoughts, suggestion; Market Price: 31,000 gp; Weight: 3 lb.
  HELM OF TELEPORTATION
  Any character wearing this device may teleport three times 
  per day, exactly as if he had cast the spell of the same name.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, teleport;
  Market Price: 48,600 gp; Weight: 3 lb.
  HELM OF UNDERWATER ACTION
  The wearer of this helmet can see underwater.
  Drawing the small lenses in compartments on either side 
  into position before the wearer’s eyes activates the visual 
  properties of the helm, allowing her to see five times 
  farther than water and light conditions would allow for 
  normal human vision.
  (Weeds, obstructions, and the like block vision in the usual 
  manner).
  If the command word is spoken, the helm of underwater 
  action creates a globe of air around the wearer’s head and 
  maintains it until the command word is spoken again, 
  enabling her to breathe freely.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, freedom 
  of movement, water breathing; Market Price: 24,000 gp; Weight:
  3 lb.
  HEWARD’S HANDY HAVERSACK
  A backpack of this sort appears to be well made, well used, 
  and quite ordinary.
  It is constructed of finely tanned leather, and the straps 
  have brass hardware and buckles.
  It has two side pouches, each of which appears large 
  enough to hold about a quart of material.
  In fact, each is like a bag of holding and can actually hold 
  material equal to as much as 2 cubic feet in volume or 20 
  pounds in weight.
  The large central portion of the pack can contain up to 8 
  cubic feet or 80 pounds of material.
  Even when so filled, the backpack always weighs only 5 
  pounds.
  While such storage is useful enough, the pack has an even 
  greater power in addition.
  When the wearer reaches into it for a specific item, that 
  item is always on top.
  Thus, no digging around and fumbling is ever necessary to 
  find what a haversack contains.
  Retrieving any specific item from a haversack is a free 
  action.
  Heward’s handy haversack and whatever it contains gain a +2 
  resistance bonus to all saving throws.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  Leomund’s secret chest; Market Price: 2,000 gp; Weight: 5 lb.
  HORN OF BLASTING
  This horn appears to be a normal trumpet.
  
  1051
  It can be sounded as a normal horn, but if the command 
  word is spoken and the instrument is then played, it has the 
  following effects, both of which happen at once.
  • A 100-foot cone of sound issues forth from the horn.
  All within this area must make a Fortitude saving throw 
  (DC 16).
  Those who succeed are stunned for 1 round and deafened 
  for 2 rounds.
  Those failing the saving throw take 1d10 points of damage, 
  are stunned for 2 rounds, and are deafened for 4 rounds.
  • An ultrasonic wave 1 foot wide and 100 feet long issues 
  from the horn.
  The wave weakens such materials as metal, stone, and 
  wood.
  This effect deals 1d10 points of damage to objects within 
  the area, ignoring their hardness.
  If a horn of blasting is used magically more than once in a 
  given day, there is a 10% cumulative chance with each extra 
  use that it explodes and deals 5d10 points of damage to the 
  person sounding it.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, shout;
  Market Price: 12,000 gp; Weight: 1 lb.
  HORN OF FOG
  This small bugle allows its possessor to blow forth a thick 
  cloud of heavy fog similar to that of an obscuring mist spell.
  The fog spreads 10 feet each round that the user continues 
  to blow the horn.
  The device makes a deep, foghorn-like noise, with the note 
  dropping abruptly to a lower register at the end of each 
  blast.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  obscuring mist; Market Price: 2,000 gp; Weight: 1 lb.
  HORN OF GOODNESS/EVIL
  This trumpet adapts itself to its owner, so it produces either 
  a good or an evil effect depending on the owner’s 
  alignment.
  If the owner is neither good nor evil, the horn has no 
  power whatsoever.
  If he is good, then blowing the horn has the effect of a 
  magic circle against evil If he is evil, then blowing the horn 
  has the effect of a magic circle against good.
  In either case, this ward lasts for 10 rounds.
  The horn can be blown once per day.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, magic 
  circle against good or magic circle against evil; Market Price:
  6,000 gp; Weight: 1 lb.
  HORN OF THE TRITONS
  This device is a conch shell that can be blown once per day 
  (except by a triton, who can sound it three times per day).
  A horn of the tritons can do any one of the following 
  functions when blown.
  • Calm rough waters in a one-mile radius.
  This dispels a summoned water elemental if it fails its Will 
  saving throw (DC 16).
  • Attract 5d4 Large sharks (a 01–30 result on d%), 5d6 
  Medium-size sharks (31–80), or 1d10 sea lions (81–100) if 
  the character is in a body of water in which such creatures
  dwell.
  The creatures are friendly and obey, to the best of their 
  ability, the one who sounded the horn.
  • Panic and demoralize aquatic creatures with Intelligence 
  scores of 1 or 2 within 500 feet as if they had been targeted 
  by a fear spell (DC 16).
  Those who do save are shaken for 3d6 rounds.
  Any sounding of a horn of the tritons can be heard by all 
  tritons within a three-mile radius.
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, fear, 
  summon monster V, water control, creator must be a triton or 
  get construction aid from a triton; Market Price: 15,100 gp; 
  Weight: 2 lb.
  HORN OF VALHALLA
  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 seven days.
  Roll d% to see what type of horn is found.
  The horn’s type determines what barbarians are summoned 
  and what prerequisite is needed to use the horn.
  Any character who uses a horn of Valhalla but doesn’t have 
  the prerequisite is attacked by the barbarians she herself 
  summoned.
  Summoned barbarians are magic constructs, not actual 
  people (though they seem to be), and they arrive with the 
  starting equipment for barbarians found in the Player’s 
  Handbook (page 26).
  They gladly attack anyone the possessor of the horn 
  commands them to fight until they or their opponents are 
  slain or until 1 hour has elapsed, whichever comes first.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, 
  summon monster VI; Market Price: 50,000 gp; Weight: 2 lb.
  HORSESHOES OF SPEED
  These iron shoes come in sets of four like ordinary 
  horseshoes.
  When affixed to a horse’s hooves, they double the animal’s 
  speed.
  All four shoes must be worn by the same animal for the 
  magic to be effective.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, haste;
  Market Price: 1,900 gp; Weight: 3 lb.
  each.
  HORSESHOES OF A ZEPHYR
  These four iron shoes are affixed like normal horseshoes.
  
  1052
  They allow a horse to travel without actually touching the 
  ground.
  The horse must still run above (always around 4 inches 
  above) a roughly horizontal surface.
  This means that nonsolid or unstable surfaces, such as 
  water or lava, can be crossed, and that movement is possible 
  without leaving tracks on any sort of ground.
  The horse moves at normal speed.
  All four shoes must be worn by the same animal for the 
  magic to be effective.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, levitate;
  Market Price: 3,000 gp; Weight: 1 lb.
  each.
  INCENSE OF MEDITATION
  This small rectangular block of sweet-smelling incense is 
  visually indistinguishable from nonmagical incense until 
  lit.
  When it is burning, the special fragrance and pearly-hued 
  smoke of this special incense are recognizable by anyone 
  making a Spellcraft check (DC 15).
  When a divine Spellcaster lights a block of incense of 
  meditation and then spends 8 hours praying and meditating 
  nearby, the incense enables him to prepare all of his spells 
  as though affected by the Maximize Spell metamagic feat.
  However, all the spells prepared in this way are at their 
  normal level, not at three levels higher (as with the regular 
  metamagic feat).
  Each block of incense burns for 8 hours, and the effects 
  remain for 24 hours.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  Maximize Spell, bless; Market Price: 4,900 gp; Weight: 1 lb.
  each.
  IOUN STONES
  These stones always float in the air and must be within 3 
  feet of their owner to be of any use.
  When a character first acquires a stone, she must hold it 
  and then release it, whereupon it takes up a circling orbit 
  1d3 feet from her head.
  Thereafter, a stone must be grasped or netted to separate it 
  from its owner.
  The owner may voluntarily seize and stow a stone (while 
  sleeping, for example) to keep it safe, but she loses the 
  benefits of the stone during that time.
  Ioun stones have an AC of 24, 10 hit points, and a hardness of 
  5.
  Regeneration from the pearly white Ioun stone works like a 
  ring of regeneration.
  (It only cures damage taken while the character is using the 
  stone).
  The pale lavender and lavender and green stones work like 
  a rod of absorption, but absorbing a spell requires a readied 
  action, and these stones cannot be used to empower spells.
  Stored spells in the vibrant purple stone must be placed by 
  a Spellcaster but can be used by anyone (see ring of spell 
  storing).
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, 
  creator must be 12th level; Weight: —.
  IRON BANDS OF BILARRO
  When initially discovered, this very potent item appears to 
  be a rusty iron sphere.
  Close examination reveals that there are bandings on the 3-
  inch-diameter globe.
  When the proper command word is spoken and the 
  spherical iron device is hurled at an opponent, the bands 
  expand and tightly constrict the target creature on a 
  successful ranged touch attack.
  A single creature of Large size or smaller can be captured 
  thus and held immobile until the command word is spoken 
  to bring the bands into globular form again.
  The creature can break (and ruin) the bands with a 
  successful Strength check (DC 30) or escape them with a 
  successful Escape Artist check (also DC 30).
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, Bigby’s 
  grasping hand; Market Price: 26,000 gp; Weight: 1 lb.
  
  1053
  IRON FLASK
  These special containers are typically inlaid with runes of 
  silver and stoppered by a brass plug bearing a seal engraved 
  with sigils, glyphs, and special symbols.
  When the user speaks the command word, he can force any 
  creature from another plane into the container, provided 
  that creature fails a Will saving throw (DC 19).
  The range of this effect is 60 feet.
  Only one creature at a time can be so contained.
  Loosing the stopper frees the captured creature.
  If the individual freeing the captured creature speaks the 
  command word, the creature can be forced to serve for 1 
  hour.
  If freed without the command word, the creature acts 
  according to its natural inclinations.
  (It usually attacks the user, unless it perceives a good reason 
  not to).
  Any attempt to force the same creature into the flask a 
  second time allows it a +2 bonus on its saving throw and 
  makes it very angry and totally hostile.
  A newly discovered bottle might contain any of the 
  following:
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, trap 
  the soul; Market Price: 170,000 gp (empty); Weight: 1 lb.
  KEOGHTOM’S OINTMENT
  Ajar of this unguent is small-—3 inches in diameter and 1 
  inch deep—but contains five applications.
  Placed upon a poisoned wound or swallowed, the ointment 
  detoxifies any poison (as neutralize poison).
  Applied to a diseased area, it removes disease (as remove 
  disease).
  Rubbed on a wound, the ointment cures 1d8+5 points of 
  damage (as cure light wounds).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, cure 
  light wounds, neutralize poison, remove disease; Market Price:
  4,000 gp; Weight: 1/2 lb.
  LANTERN OF REVEALING
  This lantern operates as a normal hooded lantern.
  While it is lit, it also reveals all invisible creatures and 
  objects within 25 feet of it, just like the spell invisibility 
  purge.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  invisibility purge; Market Price: 30,000 gp; Weight: 2 lb.
  LENS OF DETECTION
  This circular prism enables its user to detect minute details, 
  granting a +10 bonus to Search checks.
  It also aids in following tracks, adding a +10 bonus to 
  Wilderness Lore checks when tracking.
  The lens is about 6 inches in diameter and set in a frame 
  with a handle.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, true 
  seeing; Market Price: 3,500 gp; Weight: 1 lb.
  LYRE OF BUILDING
  If the proper chords are struck, a single use of this lyre 
  negates any attacks made against all inanimate construction 
  (walls, roof, floor, and so on) within 300 feet.
  This includes the effects of a horn of blasting, a disintegrate 
  spell, or an attack from a ram or similar siege weapon.
  The lyre can be used in this way once per day, with the 
  protection lasting for 30 minutes.
  The lyre is also useful with respect to building.
  Once a week its strings can be strummed so as to produce 
  chords that magically construct buildings, mines, tunnels, 
  ditches, or whatever.
  The effect produced in but 30 minutes of playing is equal to 
  the work of 100 humans laboring for three days.
  Each hour after the first, a character playing the lyre must 
  make a Perform check (DC 18).
  if it fails, she must stop and cannot play it again for this 
  purpose until a week has passed.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, 
  fabricate; Market Price: 13,000 gp; Weight: 5 lb.
  MANTLE OF SPELL RESISTANCE
  This embroidered garment is worn over normal clothing or 
  armor.
  It grants the wearer spell resistance of 21.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, spell
  resistance; Market Price: 90,000 gp; Weight: —.
  MANUAL OF BODILY HEALTH
  This thick tome contains tips on health and fitness, but 
  entwined within the words is a powerful magical effect.
  If anyone reads this book, which takes a total of 48 hours 
  over a minimum of six days, he gains an inherent bonus of 
  from +1 to +5 (depending on the type of manual) to his 
  Constitution score.
  Once the book is read, the magic disappears from the pages 
  and it becomes a normal book.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, wish or 
  miracle; Market Price: 27,500 gp (+1), 55,000 gp (+2), 82,500 
  gp (+3), 110,000 gp (+4), or 137,500 gp (+5); Cost to Create:
  1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp 
  + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), or 6,250 gp + 
  25,500 XP (+5); Weight: 5 lb.
  
  1054
  MANUAL OF GAINFUL EXERCISE
  This thick tome contains exercise descriptions and diet 
  suggestions, but entwined within the words is a powerful 
  magical effect.
  If anyone reads this book, which takes a total of 48 hours 
  over a minimum of six days, she gains an inherent bonus of 
  from +1 to +5 (depending on the type of manual) to her 
  Strength score.
  Once the book is read, the magic disappears from the pages 
  and it becomes a normal book.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, wish or 
  miracle; Market Price: 27,500 gp (+1), 55,000 gp (+2), 82,500 
  gp (+3), 110,000 gp (+4), or 137,500 gp (+5); Cost to Create:
  1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp 
  + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), or 6,250 gp + 
  25,500 XP (+5); Weight: 5 lb.
  MANUAL OF QUICKNESS OF 
  ACTION
  This thick tome contains tips on coordination exercises and 
  balance, but entwined within the words is a powerful 
  magical effect.
  If anyone reads this book, which takes a total of 48 hours 
  over a minimum of six days, he gains an inherent bonus of 
  from +1 to +5 (depending on the type of manual) to his 
  Dexterity score.
  Once the book is read, the magic disappears from the pages 
  and it becomes a normal book.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, wish or 
  miracle; Market Price: 27,500 gp (+1), 55,000 gp (+2), 82,500 
  gp (+3), 110,000 gp (+4), or 137,500 gp (+5); Cost to Create:
  1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp 
  + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), or 6,250 gp + 
  25,500 XP (+5); Weight: 5 lb.
  MASK OF THE SKULL
  This ivory mask has been fashioned into the likeness of a 
  human skull.
  Once per day, after it has been worn for at least 1 hour, the 
  mask can be loosed to fly from the wearer’s face.
  It travels up to 50 feet away from the wearer and attacks a 
  target assigned to it.
  The grinning skull mask makes a touch attack against the 
  target.
  If it succeeds, the target must make a Fortitude saving 
  throw (DC 20) or be struck dead, as if affected by a finger of 
  death spell.
  If the target succeeds at his saving throw, he nevertheless 
  takes 3d6+13 points of damage.
  After attacking (whether successful or not), the mask flies 
  back to its user.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, finger 
  of death, animate objects, fly; Market Price: 25,000 gp; Weight: 3 
  lb.
  MATTOCK OF THE TITANS
  This digging tool is 10 feet long.
  Any creature of at least Huge size can use it to loosen or 
  tumble earth or earthen ramparts (a 10-foot cube every 10 
  minutes).
  It also smashes rock (a 10-foot cube per hour).
  If used as a weapon, it is the equivalent of a +3 gargantuan 
  morningstar, dealing 4d6 points of base damage.
  Caster Level: 16th; Prerequisites: Craft Wondrous Item, Craft 
  Magic Arms and Armor, dig; Market Price: 23,000 gp; Weight:
  120 lb.
  MAUL OF THE TITANS
  This mallet is 8 feet long.
  If used as a weapon, it is the equivalent of a +3 greatclub and 
  deals triple damage against inanimate objects.
  However, the wielder must have a Strength score of at least 
  18 to wield it properly.
  Otherwise, she suffers a –4 attack penalty.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, Craft 
  Magic Arms and Armor, Bigby’s clenched fist; Market Price:
  25,000 gp; Weight: 160 lb.
  MEDALLION OF THOUGHTS
  This appears to be a normal pendant disk hung from a neck 
  chain.
  Usually fashioned from bronze, copper, or nickel-silver, the 
  medallion allows the wearer to read the thoughts of others, 
  as with the spell detect thoughts.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, detect 
  thoughts; Market Price: 12,000 gp; Weight: —.
  MIRROR OF LIFE TRAPPING
  This crystal device is usually about 4 feet square and framed 
  in metal or wood.
  It can be affixed to a surface and activated by giving a 
  command word.
  The same command word deactivates the mirror.
  A mirror of life trapping has from thirteen to eighteen 
  nonspatial extradimensional compartments within it.
  Any creature coming within 30 feet of the device and 
  looking at its reflection must make a Will save (DC 19) or 
  be trapped within the mirror in one of the cells.
  A creature not aware of the nature of the device always sees 
  its reflection.
  The probability of a creature seeing its reflection, and thus 
  needing to make the saving throw, drops to 50% if the 
  creature is aware that the mirror traps life and seeks to 
  avoid looking at it (treat as a gaze attack; see page 77).
  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.
  
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  If the mirror’s capacity is exceeded, one victim (determined 
  randomly) is set free in order to accommodate the latest 
  one.
  If the mirror is broken, all victims currently trapped in it 
  are freed and usually promptly attack the possessor of the 
  device in revenge for their imprisonment.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, 
  imprisonment; Market Price: 152,000 gp; Weight: 50 lb.
  MIRROR OF MENTAL PROWESS
  This mirror resembles an ordinary looking glass 5 feet tall 
  by 2 feet wide.
  The possessor who knows the proper commands can cause 
  it to perform as follows.
  • Read the thoughts of any creature reflected therein, as 
  long as the owner is within 25 feet of the mirror, even if 
  those thoughts are in an unknown language.
  • Scry with it as if it were a crystal ball, able to view even into 
  other planes if the viewer is sufficiently familiar with them.
  Use it as a portal to visit other places.
  The user first scries the place normally and then steps 
  through the mirror to the place pictured.
  An invisible portal remains on the other side where she 
  arrives, and she can return through that portal.
  Once she returns, the portal closes.
  The portal closes on its own after 24 hours (trapping the 
  user if she’s still in the other place), and the user can also 
  close it with a command word.
  Creatures with Intelligence scores of 12 or greater might 
  notice the portal just as they might notice a magical sensor 
  from a scrying spell.
  Any creature who steps through the portal appears in front 
  of the mirror.
  • Once per week the mirror accurately answers one short 
  question regarding a creature whose image is shown on its 
  surface.
  Caster Level: 18th; Prerequisites: Craft Wondrous Item, detect 
  thoughts, scrying, clairaudience/clairvoyance, gate, commune;
  Market Price: 175,000 gp; Weight: 40 lb.
  MIRROR OF OPPOSITION
  This item resembles a normal mirror about 4 feet long and 
  3 feet wide.
  It can be affixed to a surface and activated by speaking a 
  command word.
  The same command word deactivates the mirror.
  If a creature sees its reflection in the mirror’s surface, an 
  exact duplicate of that creature comes into being.
  This opposite immediately attacks the original.
  The duplicate has all the possessions and powers of its 
  original (including magic).
  Upon the defeat or destruction of either the duplicate or 
  the original, the duplicate and her items disappear 
  completely.
  The mirror functions up to four times per day.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, clone;
  Market Price: 92,000 gp; Weight: 45 lb.
  MURLYND’S SPOON
  This unremarkable eating utensil is typically fashioned 
  from horn.
  If the spoon is placed in an empty container—a bowl, a cup, 
  or a dish, for example—the vessel fills with a thick, pasty 
  gruel.
  Although this substance has a flavor similar to that of 
  warm, wet cardboard, it is highly nourishing and contains 
  everything necessary to sustain any herbivorous, 
  omnivorous, or carnivorous creature.
  The spoon can produce sufficient gruel each day to feed up 
  to four humans.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, create 
  food and water; Market Price: 5,500 gp; Weight: —.
  Necklace of Adaptation: This necklace is a heavy chain with 
  a platinum medallion.
  The magic of the necklace wraps the wearer in a shell of 
  fresh air, making him immune to all gases and allowing 
  him to breathe, even underwater or in a vacuum.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, water 
  breathing; Market Price: 19,000 gp; Weight: —.
  NECKLACE OF FIREBALLS
  This device appears to be nothing but a cheap medallion or
  piece of valueless jewelry.
  If a character places it about her neck, however, all can see 
  the necklace as it really is—a golden chain from which 
  hang a number of golden spheres.
  The spheres are detachable by the wearer (and only by the 
  wearer), who can easily hurl them up to a 70-foot distance.
  When a sphere arrives at the end of its trajectory, it bursts 
  as a magic fireball (DC 14).
  The number of spheres on each type of necklace, and their 
  respective Hit Dice of fireball damage, are as follows:
  For example, a Type III necklace has seven spheres—one 7-
  dice, two 5-dice, and four 3-dice fireballs.
  The more dice of damage a sphere deals, the bigger it is.
  If the necklace is being worn or carried by a character who 
  fails her saving throw against a magic fire attack, the item 
  must make a saving throw as well (with a bonus of +7).
  If the necklace fails to save, all of its remaining spheres 
  detonate simultaneously, often with regrettable 
  consequences for the wearer.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, fireball;
  Weight: 2 lb.
  NECKLACE OF PRAYER BEADS
  A necklace of this sort appears to be a normal piece of 
  nonvaluable jewelry until it is placed about a character’s 
  neck and the wearer casts a divine spell.
  The necklace of prayer beads consists of 1d6+24 semiprecious 
  stones (total value 1,000 gp) along with one special bead:
  
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  Each special bead can be used once per day, except for the 
  bead of summons.
  If the wearer uses that bead to summon his deity 
  frivolously, the deity takes the character’s items and places 
  a geas upon him as punishment at the very least.
  The power of a special bead is lost if it is removed from the 
  necklace.
  Sometimes necklaces are found with multiple special 
  beads.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, gate, 
  wind walk, and one of the following spells: bless, cure 
  blindness, cure disease, cure serious wounds, holy smite, chaos 
  hammer, order’s wrath, or unholy blight (whichever is 
  appropriate); Market Price: 500 gp (bead of blessing), 5,000 gp 
  (bead of karma), 10,000 gp (bead of healing), 15,000 gp (bead of 
  smiting), 30,000 gp (bead of wind walking), or 50,000 gp (bead 
  of summons), plus 1,000 gp for the nonmagical beads for 
  each necklace; Weight: —.
  NOLZUR’S MARVELOUS PIGMENTS
  These magic emulsions enable their possessor to create 
  actual, permanent objects simply by depicting their form in 
  two dimensions.
  The pigments are applied by a stick tipped with bristles, 
  hair, or fur.
  The emulsion flows from the application to form the 
  desired object as the artist concentrates on the desired 
  image.
  One pot of Nolzur’s marvelous pigments is sufficient to create 
  a 1,000-cubic-foot object by depicting it two-dimensionally 
  over a 100-square-foot surface.
  Thus, a 10-foot-by-10-foot rendition of a pit would result in 
  an actual 10-foot-by-10-foot-by-10-foot pit; a 10-foot-by-10-
  foot depiction of a room would result in a 10-foot-by-10-
  foot-by-10-foot room; and so on.
  Only normal, inanimate objects can be created—doors, 
  pits, flowers, trees, cells, and so on.
  Creatures can’t be created.
  The pigments must be applied to a surface (a floor, wall, 
  ceiling, door, etc).
  It takes 10 minutes to depict an object with the pigments.
  Nolzur’s marvelous pigments cannot create magic items.
  Objects of value depicted by the pigments—precious 
  metals, gems, jewelry, ivory, and so on—appear to be 
  valuable but are really made of tin, lead, paste, brass, bone, 
  and other such inexpensive materials.
  The user can create normal weapons, armor, and other 
  mundane items whose value does not exceed 2,000 gp.
  Items created are not magical; the effect is instantaneous.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, major 
  creation; Market Price: 5,500 gp; Weight: —.
  ORB OF STORMS
  This glass sphere is 8 inches in diameter.
  The possessor can call forth all manner of weather, even 
  supernaturally destructive storms.
  Once per day she can call upon the orb to access a control 
  weather spell.
  Once per month, she can bring upon a storm of vengeance.
  The owner of the orb gains a +2 luck bonus to all saves and 
  checks concerning the weather (including surviving in 
  great heat or cold, but not including walking through fire, 
  cones of cold, and other such conditions).
  Caster Level: 18th; Prerequisites: Craft Wondrous Item, control 
  weather, storm, of vengeance; Market Price: 38,000 gp; Weight: 6
  lb.
  PEARL OF POWER
  This seemingly normal pearl of average size and luster is a 
  potent aid to all spellcasters who prepare spells (clerics, 
  druids, rangers, paladins, and wizards).
  Once per day on command, a pearl of power enables the 
  possessor to recall any one spell that she had prepared and 
  then cast.
  The spell is then prepared again, just as if it hadn’t been 
  cast.
  The spell must be of a particular level, depending on the 
  pearl.
  Different pearls exist for recalling one spell per day of each 
  level from 1st through 9th and for the recall of two spells 
  per day (each of a different level, up to 6th).
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  creator must be able to cast spells of the spell level to be 
  recalled; Market Price: 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp 
  (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 
  49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th), or 70,000 
  gp (two spells); Weight: —.
  PEARL OF THE SIRINES
  This normal-seeming pearl is beautiful and worth at least 
  1,000 gp on that basis alone.
  If it is clasped firmly in hand or held to the breast while the 
  possessor attempts actions related to the pearl’s powers, she 
  understands and is able to employ the item.
  The pearl enables its possessor to breathe in water as if she 
  were in clean, fresh air.
  Her underwater swim speed is 60 feet, and she can cast 
  spells and act underwater without hindrance.
  Caster level: 8th; Prerequisites: Craft Wondrous Item, water 
  breathing, freedom of movement; Market Price: 15,300 gp; 
  Weight: —.
  PERIAPT OF HEALTH
  The wearer of this blue gem on a silver chain is immune to 
  disease, including supernatural diseases (see Table 3–14: 
  Diseases, page 75).
  
  1057
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, remove 
  disease; Market Price: 7,500 gp; Weight: —.
  PERIAPT OF PROOF AGAINST 
  POISON
  This item is a brilliant-cut black gem on a delicate silver 
  chain.
  The wearer gains a +4 luck saving throw bonus against any 
  type of poison.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  neutralize poison; Market Price: 4,000 gp; Weight: —.
  PERIAPT OF WISDOM
  Although it appears to be a normal pearl on a light chain, a 
  periapt of wisdom actually increases the possessor’s Wisdom 
  score in the form of an enhancement bonus of +2, +4, or +6 
  (depending on the individual item).
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, 
  commune or legend lore; Market Price: 4,000 gp (+2), 16,000 gp 
  (+4), or 36,000 gp (+6); Weight: —.
  PERIAPT OF WOUND CLOSURE
  This stone is bright red and dangles on a gold chain.
  The wearer does not lose hit points when brought to 
  negative hit points.
  The periapt doubles the normal rate of healing or allows 
  normal healing of wounds that would not do so normally.
  Bleeding damage, such as that from a weapon of wounding, is 
  negated, but the periapt doesn’t prevent active blood drain 
  (such as that caused by a stirge).
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, heal;
  Market Price: 15,000 gp; Weight: —.
  PHYLACTERY OF FAITHFULNESS
  This item is a small box containing holy scripture affixed to 
  a leather cord.
  There is no mundane way to determine what function this 
  religious item performs until it is worn.
  The wearer of a phylactery of faithfulness is aware of any 
  action or item that could adversely affect his alignment and 
  standing with his deity, including magical effects.
  He acquires this information prior to performing the action 
  or becoming associated with such an item if he takes a 
  moment to contemplate the action.
  Caster Level: 1st; Prerequisites: Craft Wondrous Item plus 
  either detect evil, detect good, detect chaos, or detect law; Market 
  Price: 1,000 gp; Weight: —.
  PIPES OF HAUNTING
  This magic item appears to be a small set of pan pipes.
  When played by a person who has the Perform (pan pipes) 
  skill, the pipes create an eerie, spellbinding tune.
  A listener thinks the source of the music is somewhere 
  within 30 feet of the musician.
  Those hearing the tune but not aware of the piper must 
  make a Will saving throw (DC 13).
  Those who fail become shaken for 10 minutes.
  Caster Level: 4th; Prerequisites: Craft Wondrous Item, scare; 
  Market Price: 6,500 gp; Weight: 3 lb.
  PIPES OF PAIN
  These appear to be like any other standard set of pipes with 
  nothing to reveal their true nature.
  When played by a person who has the Perform (pan pipes) 
  skill, the pipes create a wondrous melody.
  All within 30 feet, including the piper, must make a Will 
  save (DC 14) or be enchanted by the sound.
  (This is a mind-affecting sonic enchantment).
  So long as the pipes are played, none of the creatures so 
  enchanted attack or attempt any action (as if they are 
  dazed).
  If the piper is enchanted, however, he plays on for 1d10 
  rounds.
  As soon as the piping stops, all those affected are stricken 
  by intense pain at even the slightest noise.
  Unless a character is in a totally silent area, she takes 1d4 
  points of damage per round for 2d4 rounds.
  During this time, damage from sonic attacks, such as sound 
  burst, is doubled.
  Thereafter, the least noise causes an affected character to 
  wince, giving her a –2 penalty to attack rolls, skill checks, 
  and saving throws (except when she is in a totally silent 
  area).
  This hypersensitivity is a curse and therefore hard to 
  remove (see the bestow curse spell).
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, charm 
  person, sound burst; Market Price: 12,000 gp; Weight: 3 lb.
  PIPES OF THE SEWERS
  These wooden pipes appear ordinary, but if the possessor 
  learns the proper tune, he can attract 1d16×10 dire rats (01–
  80 result on d%) or 3d6×10 normal rats (81–100) if either or 
  both are within 400 feet.
  For each 50-foot distance the rats have to travel, there is a 1-
  round delay.
  The piper must continue playing until the rats appear, and 
  when they do so, the piper must make a Perform (pan 
  pipes) check (DC 10).
  Success means that they obey the piper’s telepathic 
  commands so long as he continues to play.
  Failure indicates that they turn on the piper.
  If for any reason the piper ceases playing, the rats leave 
  immediately.
  If they are called again within a day, the Perform check is 
  against DC 15.
  If the rats are under the control of another creature, add the 
  HD of the controller to the Perform check DC.
  Once control is assumed, another check is required each 
  round to maintain it if the other creature is actively seeking 
  to reassert its control.
  Caster Level: 2nd; Prerequisites: Craft Wondrous Item, 
  summon nature’s ally I, animal friendship; Market Price: 1,150 
  gp; Weight: 3 lb.
  PIPES OF SOUNDING
  When played by a character who has the Perform (pan 
  pipes) skill, these pipes create a variety of sounds.
  
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  The figment sounds are the equivalent of ghost sound (caster 
  level 2).
  Caster Level: 2nd; Prerequisites: Craft Wondrous Item, ghost 
  sound; Market Price: 1,800 gp; Weight: 3 lb.
  PORTABLE HOLE
  A portable hole is a circle of cloth spun from the webs of a 
  phase spider interwoven with strands of ether and beams of 
  starlight.
  When opened fully, a portable hole is 6 feet in diameter, 
  but it can be folded up to be as small as a pocket 
  handkerchief.
  When spread upon any surface, it causes an 
  extradimensional space 10 feet deep to come into being.
  This hole can be picked up from inside or 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.
  The only air in the hole is that which enters when the hole 
  is opened.
  It contains enough air to supply one Medium-size creature 
  or two Small creatures for 10 minutes.
  (See Suffocation, page 88).
  The cloth does not accumulate weight even if its hole is 
  filled (with gold, for example).
  Each portable hole opens on its own particular 
  nondimensional space.
  If a bag of holding is placed within a portable hole, a rift to the 
  Astral Plane is torn in that place.
  Both the bag and the cloth are sucked into the void and 
  forever lost.
  If a portable hole is placed within a bag of holding, it opens a 
  gate to the Astral Plane.
  The hole, the bag, and any creatures within a 10-foot radius 
  are drawn there, the portable hole and bag of holding being 
  destroyed in the process.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, plane 
  shift; Market Price: 14,000 gp; Weight: —.
  QUAAL’S FEATHER TOKEN
  Each of these items is a small feather that has a power to 
  suit a special need.
  The types of tokens are described below.
  Each token is usable but once.
  Anchor: A token useful to moor a craft in water so as to 
  render it immobile for up to one day.
  Bird: A token that can be used to deliver a small written 
  message unerringly to a designated target as would a carrier 
  pigeon.
  The token lasts as long as it takes to carry the message.
  Fan: A token that forms a huge flapping fan, causing a 
  breeze of sufficient strength to propel one ship (about 25 
  mph).
  This wind is not cumulative with existing wind speed—if a 
  severe wind is already blowing, this wind cannot be added 
  to it to create a windstorm.
  The token can, however, be used to lessen existing winds, 
  creating an area of relative calm or lighter winds (but wave 
  size in a storm is not affected).
  The fan can be used up to 8 hours.
  It does not function on land.
  Swan Boat: A token that forms a huge swan-like boat 
  capable of moving on water at a speed of 60 feet.
  It can carry eight horses and gear or thirty-two Medium-
  size characters or any equivalent combination.
  The boat lasts for one day.
  Tree: A token that causes a great oak to spring into being (6-
  foot-diameter trunk, 60-foot height, 40-foot top diameter).
  This is an instantaneous effect.
  Whip: A token that forms into a huge leather whip and 
  wields itself against any opponent desired just like a 
  dancing weapon (see page 186).
  The weapon has a +10 base attack bonus, does 1d6+1 points 
  of base damage, has a +1 enhancement bonus to attacks and 
  damage, and a makes a free grapple attack (at a +15 attack 
  bonus) if it hits.
  The whip lasts no longer than 1 hour.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, major 
  creation; Market Price: 50 gp (anchor), 300 gp (bird), 200 gp 
  (fan), 450 gp (swan boat), 100 gp (tree), or 500 gp (whip); 
  Weight: —.
  QUIVER OF EHLONNA
  This appears to be a typical arrow container capable of 
  holding about 20 arrows.
  Examination shows that it has three distinct portions, each 
  with an extradimensional space allowing it to store far 
  more than would normally be possible.
  The first and smallest one can contain up to 60 objects of 
  the same general size and shape as an arrow.
  The second slightly longer compartment holds up to 18 
  objects of the same general size and shape as a javelin.
  The third and longest portion of the case contains as many 
  as six objects of the same general size and shape as a bow 
  (spears, staffs, etc).
  Once the owner has filled it, she can command the quiver 
  each round to produce any stored items she wishes.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  Leomund’s secret chest; Market Price: 1,800 gp; Weight: —.
  RING GATES
  These always come in pairs—two iron rings, each about 14 
  inches in diameter.
  The rings must be within 100 miles of each other to 
  function.
  Whatever is put through one ring comes out the other, and 
  up to 100 pounds of material can be transferred each day.
  (Objects only partially pushed through do not count).
  This useful device allows for instantaneous transport of 
  items, messages, and even attacks.
  A character can reach through to grab things near the other 
  ring, or even stab a weapon through if so desired.
  Alternatively, a character could stick his head through to 
  look around.
  A spellcaster could even cast a spell through a ring gate.
  A Small character can make an Escape Artist check (DC 13) 
  to slip through.
  Creatures of Tiny, Diminutive, or Fine size can pass 
  through easily.
  Each ring has a “entry side” and an “exit side”, both marked 
  with appropriate symbols.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, gate;
  Market Price: 40,000 gp; Weight: 1 lb.
  
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  each.
  ROBE OF THE ARCHMAGI
  This normal-appearing garment can be white (a 01–45 
  result on d%, good alignment), gray (46–75, neither good 
  nor evil alignment), or black (76–100, evil alignment).
  Its wearer, if an arcane spellcaster, gains the following 
  powers.
  • +5 armor bonus to AC.
  • Spell resistance 17.
  • +1 resistance bonus to all saving throws.
  • Ability to overcome the spell resistance of others as if she 
  had the feat Spell Penetration.
  If a white robe is donned by an evil character, she 
  immediately gains three negative levels.
  The reverse is true with respect to a black robe donned by a 
  good character.
  An evil or good character who puts on a gray robe, or a 
  neutral character who dons either a white or black robe, 
  gains two negative levels.
  While negative levels never result in lost levels, they 
  remain as long as the garment is worn and cannot be 
  overcome in any way (including restoration spells).
  Caster Level: 14th; Prerequisites: Craft Wondrous Item, mage
  armor, bless, spell resistance, creator must be same alignment 
  as robe; Market Price: 75,000 gp; Weight: 1 lb.
  ROBE OF BLENDING
  When this robe is put on, the wearer intuitively knows that 
  the garment has very special properties.
  A robe of blending enables its wearer to appear to be part of 
  his surroundings.
  This allows her to add a +15 circumstance bonus to her 
  Hide check.
  Further, the wearer can adopt the appearance of another 
  creature as in the spell change self at will.
  All creatures acquainted with and friendly to the wearer see 
  him normally.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, change 
  self; Market Price: 10,000 gp; Weight: 1 lb.
  ROBE OF EYES
  This valuable garment appears to be a normal robe until it is 
  put on.
  Its wearer is able to see in all directions at the same 
  moment due to scores of visible, magical eye-like patterns 
  that adorn the robe.
  She also gains darkvision (range 120 feet).
  The robe of eyes sees all forms of invisible or ethereal things 
  within 120 feet.
  The robe of eyes grants its wearer a +15 circumstance bonus 
  to Search and Spot checks.
  She retains her Dexterity bonus to AC even when flat-
  footed and can’t be flanked.
  The wearer can’t avert her eyes from or close her eyes to a 
  creature with a gaze attack.
  A light or continual flame spell thrown directly on a robe of 
  eyes blinds it for 1d3 minutes.
  A daylight spell blinds it for 2d4 minutes.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, true 
  seeing; Market Price: 90,000 gp; Weight: 1 lb.
  ROBE OF SCINTILLATING COLORS
  The wearer can cause the garment to become a shifting 
  pattern of incredible hues, color after color cascading from 
  the upper part of the robe to the hem in sparkling rainbows 
  of dazzling light.
  The colors daze those near the wearer, conceal the wearer, 
  and illuminate the surroundings.
  It takes 1 full round after the wearer speaks the command 
  word for the colors to start flowing on the robe.
  The colors create the equivalent of a gaze attack with a 30-
  foot range.
  Those who look at the wearer are dazed for 1d4+1 rounds 
  (Will negates DC 14).
  This is a mind-affecting pattern.
  Every round of continuous scintillation of the robe gives 
  the wearer better concealment.
  Miss chances start at 10% (one-quarter concealment) and 
  increase another 10% each round until they reach 50% (full 
  concealment).
  The robe illuminates a 30-foot radius.
  The effect can last no longer than a total of 10 rounds per 
  day.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, 
  hypnosis, color spray; Market Price: 27,000 gp; Weight: 1 lb.
  ROBE OF STARS
  This garment is typically black or dark blue and 
  embroidered with small white or silver stars.
  The robe has three magical powers.
  • The robe enables its wearer to travel physically to the 
  Astral Plane, along with all that she is wearing or carrying.
  • The robe gives its wearer a +1 luck bonus to all saving 
  throws.
  • The robe’s wearer can use up to six of the embroidered 
  stars 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.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, astral 
  projection or plane shift, magic missile; Market Price: 58,000 gp; 
  Weight: 1 lb.
  ROBE OF USEFUL ITEMS
  This appears to be an unremarkable robe, but a character 
  who dons it notes that it is adorned with small cloth 
  patches of various shapes.
  Only the wearer of the robe can see these patches, 
  recognize them for what items they become, and detach 
  them.
  One patch can be detached each round.
  Detaching a patch causes it to become an actual item, as 
  indicated below.
  A newly created robe of useful items always has two each of 
  the following patches.
  • dagger
  • bullseye lantern (filled and lit)
  • mirror (a highly polished 2-foot-by-4-foot steel mirror)
  • pole (10-foot length)
  • hemp rope (50-foot coil)
  • sack
  In addition, the robe has 4d4 other items:
  
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  Multiple items of the same kind are permissible.
  Once removed, items cannot be replaced.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  fabricate; Market Price: 7,000 gp; Weight: 1 lb.
  ROPE OF CLIMBING
  A 60-foot-long rope of climbing is no thicker than a slender 
  wand, but it is strong enough to support 3,000 pounds.
  Upon command, the rope snakes forward, upward, 
  downward, or in any other direction at 10 feet per round, 
  attaching itself securely wherever its owner desires.
  It can unfasten itself and return in the same manner.
  A rope of climbing can be commanded to knot or unknot 
  itself.
  This causes large knots to appear at 1-foot intervals along 
  the rope.
  Knotting shortens the rope to a 50-foot length until the 
  knots are untied but lowers the DC of Climb checks while 
  using it by 10.
  A creature must hold one end of the rope when its magic is 
  invoked.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, animate 
  rope; Market Price: 3,000 gp; Weight: 3 lb.
  ROPE OF ENTANGLEMENT
  A rope of entanglement looks just like any other hemp rope 
  about 30 feet long.
  Upon command, the rope lashes forward 20 feet or upward 
  10 feet to entangle a victim, using a grapple attack with a 
  +15 attack bonus (including +4 for being Large and +6 for 
  its Strength score of 22).
  The rope cannot be broken by sheer strength.
  It must be severed by an edged weapon.
  The rope has an AC of 22,12 hit points, and a hardness of 
  10.
  Damage repairs itself at a rate of 1 point per 5 minutes, but 
  if a rope of entanglement is severed (all 12 hit points lost to 
  damage), it is destroyed.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, 
  entangle, animate rope, animate objects; Market Price: 21,000 gp; 
  Weight: 5 lb.
  SCABBARD OF KEEN EDGES
  This scabbard is fashioned from cured leather and fine 
  silver.
  It can shrink or enlarge to accommodate any knife, dagger, 
  sword, or similar weapon up to and including a greatsword.
  Up to three times per day on command, the scabbard casts 
  keen edge on any blade placed within it.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, keen 
  edge; Market Price: 15,000 gp; Weight: 1 lb.
  SCARAB OF PROTECTION
  This device appears to be a silver medallion in the shape of 
  a beetle.
  It gives off a faint magical aura.
  If it is held for 1 round, an inscription appears on its surface 
  letting the holder know that it is a protective device.
  The scarab’s possessor gains spell resistance 15.
  The scarab can also absorb up to twelve energy-draining 
  attacks or death effects (such as finger of death).
  (An attack that would bestow two negative levels counts as 
  two attacks).
  However, upon absorbing twelve such attacks, the scarab 
  turns to powder and is destroyed.
  Caster Level: 18th; Prerequisites: Craft Wondrous Item, bless, 
  death ward, negative energy protection, and wish or miracle;
  Market Price: 38,000 gp; Weight: —.
  SCARAB, GOLEMBANE
  This beetle-shaped pin enables its wearer to detect any 
  golem within 60 feet, although he must concentrate in 
  order for the detection to take place.
  Furthermore, the scarab enables its possessor to combat a 
  golem with weapons or unarmed attacks as if the golem had 
  no damage reduction.
  Each scarab has this effect with regard to a different sort of 
  golem.
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, detect 
  magic, and keen edge or holy power; Market Price: 800 gp 
  (flesh), 1,000 gp (clay), 1,200 gp (stone), 1,600 gp (iron), 
  1,800 gp (flesh and clay), or 2,500 gp (any golem); Weight: 
  —.
  SLIPPERS OF SPIDER CLIMBING
  When worn, a pair of these slippers enable movement on 
  vertical surfaces or even upside down along ceilings, 
  leaving the wearer’s hands free.
  Her speed is 15 feet.
  Extremely slippery surfaces—icy, oiled, or greased 
  surfaces—make these slippers useless.
  Caster Level: 4th; Prerequisites: Craft Wondrous Item, spider 
  climb; Market Price: 2,000 gp; Weight: 1/2 lb.
  SOVEREIGN GLUE
  This pale amber substance is thick and viscous.
  Because of its particular powers, it can be contained only in 
  a flask whose inside has been coated with 1 ounce of oil of 
  slippenness, and each time any of the bonding agent is 
  poured from the flask, a new application of the oil of 
  slippenness must be put in the flask within 1 round to 
  
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  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-l, minimum 1), with the 
  other ounce of the flask’s capacity taken up by the oil of 
  slippenness.
  One ounce of this adhesive covers 1 square foot of surface, 
  bonding virtually any two substances together in a 
  permanent union.
  The glue takes 1 round to set.
  If the objects are pulled apart before that time has elapsed, 
  that application of the glue loses its stickiness and is 
  worthless.
  If the glue is allowed to set, then attempting to separate the 
  two bonded objects only results in the rending of one or 
  the other, except when universal solvent is applied to the 
  bond.
  (Sovereign glue is dissolved by universal solvent).
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, make 
  whole; Market Price: 2,400 gp (per ounce); Weight: —.
  STONE OF ALARM
  This stone cube, when given the command word, affixes 
  itself to any object.
  If that object is touched thereafter by anyone who does not 
  first speak that same command word, the stone emits a 
  piercing screech for 1 hour that can be heard up to a 
  quarter-mile away (assuming no intervening barriers).
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, alarm; 
  Market Price: 1,000 gp; Weight: 2 lb.
  STONE OF CONTROLLING EARTH 
  ELEMENTALS
  A stone of this nature is typically an oddly shaped bit of 
  roughly polished rock.
  The possessor of such a stone need but utter a few words of 
  summoning, and a Huge earth elemental comes to the 
  summoner if earth, mud, or clay is available.
  The summoning words require 1 full round to speak, and in 
  all ways the stone functions as the summon monster VII 
  spell.
  (If sand or rough, unhewn stone is the summoning 
  medium, the elemental that comes is Large instead, and the 
  stone functions as the summon monster VI spell).
  The area of summoning for an earth elemental must be at 
  least 4 feet square and have a volume of 4 cubic yards.
  The elemental appears in 1d4 rounds.
  For detailed information about elementals, see the Monster 
  Manual.
  Only one elemental can be summoned at a time.
  A new elemental requires a new patch of earth or stone, 
  which cannot be accessed until after the first elemental 
  disappears (is dispelled, dismissed, or slain).
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, 
  summon monster VI, summon monster VII; Market Price:
  100,000 gp; Weight: 5 lb.
  STONE OF GOOD LUCK 
  (LUCKSTONE)
  This stone is typically a bit of rough polished agate or some 
  similar mineral.
  Its possessor gains a +1 luck bonus on saving throws, ability 
  checks, and skill checks.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, divine 
  favor; Market Price: 10,000 gp; Weight: —.
  STONE HORSE
  Each item of this nature appears to be a full-sized, roughly 
  hewn statue of a horse, carved from some type of hard 
  stone.
  A command word brings the steed to life, enabling it to 
  carry a burden and even to attack as if it were a real horse of 
  the appropriate type.
  A stone horse can carry 1,000 pounds tirelessly and never 
  needs to rest or feed.
  Damage dealt to it can be repaired by first using a stone to 
  flesh spell, thus causing the stone horse to become a normal 
  horse that can be healed normally.
  When fully healed, it automatically reverts to its stone 
  form.
  While in its stone form, it can be fed gemstones, healing 1 
  point of damage for each 50 gp worth of mineral it is given.
  There are two sorts of stone horses:
  Courser: This stone horse has all the same statistics as a heavy 
  horse, as well as having a hardness of 10.
  Destrier: This stone horse has all the same statistics as a heavy 
  warhorse, as well as having a hardness of 10.
  Caster Level: 14th; Prerequisites: Craft Wondrous Item, flesh to 
  stone, animate objects; Market Price: 10,000 gp (courser) or 
  14,800 gp (destrier); Weight: 6,000 lb.
  STONE SALVE
  This strange ointment has two uses.
  If an ounce of it is applied to the flesh of a petrified 
  creature, it returns the creature to flesh (as the spell stone to 
  flesh).
  If an ounce of it is applied to the flesh of a nonpetrified 
  creature, it protects the creature as a stoneskin spell.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, flesh to 
  stone, stoneskin; Market Price: 4,000 gp per ounce; Weight: —.
  TALISMAN OF THE SPHERE
  This small adamantine loop and handle are useless to those 
  unable to cast arcane spells.
  Characters who cannot cast arcane spells take 5d6 points of 
  damage merely from picking up and holding a talisman of 
  this sort.
  However, when held by an arcane spellcaster who is 
  concentrating on control of a sphere of annihilation (see page 
  238), a talisman of the sphere doubles the bonus for 
  Intelligence and level for determining control.
  If the wielder of a talisman establishes control, he need 
  check for continual control only every other round 
  thereafter.
  If control is not established, the sphere moves toward him.
  
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  Note that while many spells and effects of cancellation 
  have no effect upon a sphere of annihilation, the talisman’s 
  power of control can be suppressed or canceled.
  Caster Level: 16th; Prerequisites: Craft Wondrous Item, 
  telekinesis; Market Price: 9,000 gp; Weight: 1 lb.
  TOME OF CLEAR THOUGHT
  This heavy book contains instruction on improving 
  memory and logic, but entwined within the words is a
  powerful magical effect.
  If anyone reads this book, which takes a total of 48 hours 
  over a minimum of six days, she gains an inherent bonus of 
  from +1 to +5 (depending on the type of tome) to her 
  Intelligence score.
  Once the book is read, the magic disappears from the pages 
  and it becomes a normal book.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, wish or 
  miracle; Market Price: 27,500 gp (+1), 55,000 gp (+2), 82,500 
  gp (+3), 110,000 gp (+4), or 137,500 gp (+5); Cost to Create: 
  1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp 
  + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), or 6,250 gp + 
  25,500 XP (+5); Weight: 5 lb.
  TOME OF LEADERSHIP AND 
  INFLUENCE
  This ponderous book details suggestions for persuading 
  and inspiring others, but entwined within the words is a 
  powerful magical effect.
  If anyone reads this book, which takes a total of 48 hours 
  over a minimum of six days, he gains an inherent bonus of 
  from +1 to +5 (depending on the type of tome) to his 
  Charisma score.
  Once the book is read, the magic disappears from the pages 
  and it becomes a normal book.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, wish or 
  miracle; Market Price: 27,500 gp (+1), 55,000 gp (+2), 82,500 
  gp (+3), 110,000 gp (+4), or 137,500 gp (+5); Cost to Create: 
  1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp 
  + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), or 6,250 gp + 
  25,500 XP (+5); Weight: 5 lb.
  TOME OF UNDERSTANDING
  This thick book contains tips for improving instinct and 
  perception, but entwined within the words is a powerful 
  magical effect.
  If anyone reads this book, which takes a total of 48 hours 
  over a minimum of six days, she gains an inherent bonus of 
  from +1 to +5 (depending on the type of tome) to her 
  Wisdom score.
  Once the book is read, the magic disappears from the pages 
  and it becomes a normal book.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, wish or 
  miracle; Market Price: 27,500 gp (+1), 55,000 gp (+2), 82,500 
  gp (+3), 110,000 gp (+4), or 137,500 gp (+5); Cost to Create: 
  1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp 
  + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), or 6,250 gp + 
  25,500 XP (+5); Weight: 5 lb.
  UNIVERSAL SOLVENT
  This strange liquid appears to be some sort of minor oil or 
  potion and always comes in containers of 1 ounce.
  Upon first examination, it seems to have the properties of 
  oil of slipperiness.
  However, if it is applied to any form of adhesive or sticky 
  material, the solution immediately dissolves the other 
  material.
  It immediately negates the effect of sovereign glue, as well as 
  any other form of cement, glue, or adhesive.
  An ounce affects 1 cubic foot.
  If the liquid is carefully distilled to bring it down to one-
  third of its original volume, each dose (1/3 ounce, having 
  been a full ounce before distillation) dissolves 1 cubic foot 
  of organic or inorganic material, just as if a disintegrate spell 
  had been employed.
  To find out if a resisting target is affected by this 
  concentrated solution, a touch attack roll is required, and 
  the subject is entitled to a Fortitude saving throw (DC 19).
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, 
  disintegrate; Market Price: 2,000 gp (per ounce); Weight: —.
  VEST OF ESCAPE
  Hidden within secret pockets of this simple silk vest are 
  lockpicks that add a +4 competence bonus to Open Lock 
  checks.
  If the lockpicks are separated by more than 15 feet from the 
  vest, they lose their competence bonus, but the bonus 
  returns when they are returned to the pockets of the vest.
  Further, the vest grants the wearer a +6 competence bonus 
  to Escape Artist checks.
  Caster Level: 4th; Prerequisites: Craft Wondrous Item, knock,
  grease; Market Price: 2,000 gp; Weight: —.
  VESTMENT, DRUID’S
  This light garment is worn over normal clothing or armor.
  Most such vestments are green, embroidered with plant or 
  animal motifs.
  When worn by a druid with the wild shape ability, the 
  character can use that ability one additional time each day.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, 
  polymorph self or creator must be at least a 10th-level druid; 
  Market Price: 5,800 gp; Weight: —.
  VESTMENTS OF FAITH
  This holy garment, worn over normal clothing, grants a 
  special protection (damage reduction 5/+5) to the character 
  wearing it.
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, 
  stoneskin; Market Price: 76,000 gp; Weight: —.
  WELL OF MANY WORLDS
  This strange, interdimensional device looks just like a 
  portable hole.
  Anything placed within it is immediately cast to another 
  world—a parallel world, another planet, or a different 
  plane, at the DM’s option or by random determination.
  If the well is moved, the random factor again comes into 
  play.
  
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  It can be picked up, folded, or rolled, just like a portable hole.
  Objects from the world the well touches can come through 
  the opening just as easily as from the initiating place.
  (It is a two-way portal).
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, gate;
  Market Price: 82,000 gp; Weight: —.
  WIND FAN
  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 generate air movement duplicating a gust of wind spell.
  The fan can be used once per day with no risk.
  If it is used more frequently, there is a 20% cumulative 
  chance per usage that the device tears into useless, 
  nonmagical tatters.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, gust of 
  wind; Market Price: 5,500 gp; Weight: —.
  WINGS OF FLYING
  A pair of these wings might appear to be nothing more than 
  a plain cloak of old, black cloth, or they could be as elegant 
  as a long cape of blue feathers.
  When the wearer speaks the command word, the cloak 
  turns into a pair of gigantic wings (bat or bird, 20-foot span) 
  and empower her to fly as with a fly spell anywhere wide 
  enough to accomadate her wingspan.
  Caster level: 5th; Prerequisites: Craft Wondrous Item, fly;
  Market Price: 22,000 gp; Weight: 2 lb.
  DUNGEON MASTER’S 
  GUIDE 1 3.5 (3.5)
  AMULET OF HEALTH
  This amulet is a golden disk on a chain.
  It usually bears the image of a lion or other powerful 
  animal.
  The amulet grants the wearer an enhancement bonus to 
  Constitution of +2, +4, or +6.
  Moderate transmutation; CL 8th; Craft Wondrous Item, 
  bear’s endurance; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 
  gp (+6).
  AMULET OF MIGHTY FISTS
  This amulet grants an enhancement bonus of +1 to +5 on 
  attack and damage rolls with unarmed attacks and natural 
  weapons.
  Faint evocation; CL 5th; Craft Wondrous Item, greater magic 
  fang, creator’s caster level must be at least three times the 
  amulet’s bonus; Price 6,000 gp (+1), 24,000 gp (+2), 54,000 
  gp (+3), 96,000 gp (+4), 150,000 gp (+5).
  AMULET OF NATURAL ARMOR
  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 bonus of from +1 
  to +5, depending on the kind of amulet.
  Faint transmutation; CL 5th; Craft Wondrous Item, 
  barkskin, creator’s caster level must be at least three times 
  the amulet’s bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 
  gp (+3), 32,000 gp (+4), or 50,000 gp (+5).
  AMULET OF THE PLANES
  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).
  Strong conjuration; CL 15th; Craft Wondrous Item, plane 
  shift; Price 120,000 gp.
  AMULET OF PROOF AGAINST 
  DETECTION AND LOCATION
  This silver amulet protects the wearer from scrying and 
  magical location just as a nondetection spell does.
  If a divination 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 
  caster had cast nondetection on herself).
  Moderate abjuration; CL 8th; Craft Wondrous Item, 
  nondetection; Price 35,000 gp.
  APPARATUS OF KWALISH
  This item appears to be a large, sealed iron barrel, but it has 
  a secret catch (Search DC 20 to locate) that opens a hatch in 
  one end.
  Anyone who crawls inside finds ten (unlabeled) levers:
  The device has the following characteristics: Hp 200; 
  hardness 15; Spd 20 ft., swim 20 ft.; AC 20 (–1 size, +11 
  natural); Atk +12 melee (2d8, 2 pincers).
  Operating a lever is a full-round action, and no lever may be 
  operated more than once per round.
  However, since two Medium 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.
  
  1064
  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.
  Strong evocation and transmutation; CL 19th; Craft 
  Wondrous Item, animate objects, continual flame, creator 
  must have 8 ranks in the Knowledge (architecture and 
  engineering) skill; Price 90,000 gp; Weight 500 lb.
  BAG OF HOLDING
  This appears to be a common cloth sack about 2 feet by 4 
  feet in size.
  The bag of holding opens into a nondimensional space: Its 
  inside is larger than its outside dimensions.
  Regardless of what is put into the bag, it weighs a fixed 
  amount.
  This weight, and the limits in weight and volume of the 
  bag’s contents, depend on the bag’s type, as shown on the 
  table below.
  If the bag is overloaded, or if sharp objects pierce it (from 
  inside or outside), the bag ruptures and is ruined.
  All contents are lost forever.
  If a bag of holding is turned inside out, 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.
  If a bag of holding is placed within a portable hole (page 264), 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.
  Moderate conjuration; CL 9th; Craft Wondrous Item, 
  Leomund’s secret chest.
  BAG OF TRICKS
  This small sack appears normal and empty.
  However, anyone reaching into the bag feels a small, fuzzy 
  ball.
  If the ball is removed and tossed up to 20 feet away, it turns 
  into an animal.
  The animal serves the character who drew it from the bag 
  for 10 minutes (or until slain or ordered back into the bag), 
  at which point it disappears.
  It can follow any of the commands described in the Handle 
  Animal skill (page 74 of the Player’s Handbook).
  Each of the three kinds of a bag of tricks produces a different 
  set of animals.
  Use the following tables to determine what animals can be 
  drawn out of each.
  The heavy warhorse 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 ten animals can be drawn from the bag each week.
  Faint or moderate conjuration; CL 3rd (gray), 5th (rust), 9th 
  (tan); Craft Wondrous Item, summon nature’s ally II (gray), 
  summon nature’s ally III (rust), or summon nature’s ally V 
  (tan); Price 900 gp (gray); 3,000 gp (rust); 6,300 gp (tan).
  BEAD OF FORCE
  This small black sphere appears to be a lusterless pearl.
  You can throw it 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.
  It functions like an Otiluke’s 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.
  Moderate evocation; CL 10th; Craft Wondrous Item, 
  Otiluke’s resilient sphere; Price 3,000 gp.
  BELT, MONK’S
  This simple rope belt, when wrapped around a character’s 
  waist, confers great ability in unarmed combat.
  The wearer’s AC and unarmed damage is treated as a monk 
  of five levels higher.
  If donned by a character with the Stunning Fist feat, the 
  belt 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.
  This AC bonus functions just like the monk’s AC bonus.
  
  1065
  Moderate transmutation; CL 10th; Craft Wondrous Item,
  righteous might or Tenser’s transformation; Price 13,000 gp; 
  Weight 1 lb.
  BELT OF DWARVENKIND
  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, or spell-like effects.
  Moderate divination; CL 12th; Craft Wondrous Item, 
  tongues, creator must be a dwarf; Price 14,900 gp; Weight 1 
  lb.
  BELT OF GIANT STRENGTH
  This wide belt is made of thick leather and studded with 
  iron.
  The belt adds to the wearer’s Strength score in the form of 
  an enhancement bonus of +4 or +6.
  Moderate transmutation; CL 10th; Craft Wondrous Item, 
  bull’s strength; Price 16,000 gp (+4), 36,000 gp (+6); Weight 1 
  lb.
  BOAT, FOLDING
  A folding boat looks like a small wooden box—about 12 
  inches long, 6 inches wide, and 6 inches deep.
  It can be used to store items like any other box.
  If a command word is given, however, the box unfolds 
  itself to form a boat 10 feet long, 4 feet wide, and 2 feet in 
  depth.
  A second command word causes it to unfold to a ship 24 
  feet long, 8 feet wide, and 6 feet deep.
  Any objects formerly stored in the box now rest 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 steering oar, an anchor, a deck cabin, and 
  a mast with a square sail.
  The boat can hold four people comfortably, while the ship 
  carries fifteen with ease.
  A third word of command causes the boat or ship to fold 
  itself into a box once again.
  The words of command may be inscribed visibly or 
  invisibly on the box, or they may be written elsewhere—
  perhaps on an item within the box.
  Faint transmutation; CL 6th; Craft Wondrous Item, 
  fabricate, creator must have 2 ranks in the Craft 
  (shipmaking) skill; Price 7,200 gp; Weight 4 lb.
  BOCCOB’S BLESSED BOOK
  This well-made tome is always of small size, typically no 
  more than 12 inches tall, 8 inches wide, and 1 inch thick.
  All such books are durable, waterproof, bound with iron 
  overlaid with silver, and locked.
  A wizard can fill the 1,000 pages of a Boccob’s blessed book 
  with spells without paying the 25 gp per page material cost.
  This book is never found as randomly generated treasure 
  with spells already inscribed in it.
  Moderate transmutation; CL 7th; Craft Wondrous Item, 
  secret page; Price 12,500 gp; Weight 1 lb.
  BOOTS OF ELVENKIND
  These soft boots enable the wearer to move quietly in 
  virtually any surroundings, granting a +5 competence 
  bonus on Move Silently checks.
  Faint transmutation; CL 5th; Craft Wondrous Item, creator 
  must be an elf; Price 2,500 gp; Weight 1 lb.
  BOOTS OF LEVITATION
  On command, these leather boots allow the wearer to 
  levitate as if she had cast levitate on herself.
  Faint transmutation; CL 3rd; Craft Wondrous Item, levitate;
  Price 7,500 gp; Weight 1 lb.
  BOOTS OF SPEED
  As a free action, the wearer can click her boot heels 
  together, enabling her 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.
  Moderate transmutation; CL 10th; Craft Wondrous Item, 
  haste; Price 12,000 gp; Weight 1 lb.
  BOOTS OF STRIDING AND 
  SPRINGING
  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 Jump checks.
  Faint transmutation; CL 3rd; Craft Wondrous Item, 
  longstrider, creator must have 5 ranks in the Jump skill; Price 
  5,500 gp; Weight 1 lb.
  BOOTS OF TELEPORTATION
  Any character wearing this footwear may teleport three 
  times per day, exactly as if he had cast the spell of the same 
  name.
  Moderate conjuration; CL 9th; Craft Wondrous Item, 
  teleport; Price 49,000 gp; Weight 3 lb.
  BOOTS OF THE WINTERLANDS
  This footgear bestows many powers upon the wearer.
  First, he is able to travel across snow at his normal speed, 
  leaving no tracks.
  The boots also enable him to travel at normal speed across 
  the most slippery ice (horizontal surfaces only, not vertical 
  or sharply slanted ones) without falling or slipping.
  
  1066
  Finally, boots of the winterlands warm the wearer, as if he 
  were affected by an endure elements spell.
  Faint abjuration and transmutation; CL 5th; Craft 
  Wondrous Item, cat’s grace, endure elements, pass without trace;
  Price 2,500 gp; Weight 1 lb.
  BOOTS, WINGED
  These boots appear to be ordinary footgear.
  On command, the boots sprout wings at the heel and let 
  the wearer fly, without having to maintain concentration, 
  as if affected by a fly spell.
  He can fly three times day for up to 5 minutes per flight.
  Faint transmutation; CL 5th; Craft Wondrous Item, fly;
  Price 16,000 gp; Weight 1 lb.
  BOTTLE OF AIR
  This item appears to be a normal glass bottle with a cork.
  When taken to any airless environment (such as 
  underwater or in a vacuum), it retains air within it at all 
  times, continually renewing its contents.
  This means that a character can draw air out of the bottle 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.
  Moderate transmutation; CL 7th; Craft Wondrous Item, 
  water breathing; Price 7,250 gp; Weight 2 lb.
  BOWL OF COMMANDING WATER 
  ELEMENTALS
  This large container is usually fashioned from blue or green 
  semiprecious stone (malachite, lapis lazuli, azurite, 
  turquoise, peridot, or sometimes jade).
  It is about 1 foot in diameter, half that deep, and relatively 
  fragile.
  When the bowl is filled with fresh water, and certain words 
  are spoken, a Large water elemental appears.
  The summoning words require 1 full round to speak.
  In all ways the bowl functions as the summon monster VI 
  spell.
  Only one elemental can be called at a time.
  A new elemental requires the bowl to be filled with new 
  water, which cannot happen until after the first elemental 
  disappears (is dispelled, dismissed, or slain).
  If salt water is used, the elemental is Huge rather than 
  Large (as if summon monster VII had been cast).
  See page 98 of the Monster Manual for details on water 
  elementals.
  Strong conjuration; CL 13th; Craft Wondrous Item, 
  summon monster VI, summon monster VII; Price 100,000 gp; 
  Weight 3 lb.
  BRACELET OF FRIENDS
  This silver charm bracelet has four charms upon it when 
  created.
  The owner may designate one person known to him to be 
  keyed to one charm.
  (This designation takes a standard action, but once done it 
  lasts forever or until changed).
  When a charm is grasped and the name of the keyed 
  individual is spoken, that person is called to the spot (a 
  standard action) along with his or her 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.
  Strong conjuration; CL 15th; Craft Wondrous Item, refuge;
  Price 19,000 gp.
  BRACERS OF ARCHERY, GREATER
  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.
  Moderate transmutation; CL 8th; Craft Wondrous Item, 
  Craft Magic Arms and Armor; Price 25,000 gp; Weight 1 lb.
  BRACERS OF ARCHERY, LESSER
  These wristbands function as greater bracers of archery, except 
  that they grant a +1 competence bonus on attack rolls and 
  no bonus on damage rolls.
  Faint transmutation; CL 4th; Craft Wondrous Item, Craft 
  Magic Arms and Armor; Price 5,000 gp; Weight 1 lb.
  BRACERS OF ARMOR
  These items appear to be wrist or arm guards.
  They surround the wearer with an invisible but tangible 
  field of force, granting him an armor bonus of +1 to +8, just 
  as though he were wearing armor.
  Both bracers must be worn for the magic to be effective.
  Moderate conjuration; CL 7th; Craft Wondrous Item, mage 
  armor, creator’s caster level must be at least two times that 
  of the bonus placed in the bracers; Price 1,000 gp (+1), 4,000 
  gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 
  gp (+6), 49,000 gp (+7), 64,000 gp (+8); Weight 1 lb.
  BRAZIER OF COMMANDING FIRE 
  ELEMENTALS
  This device appears to be a normal container for holding 
  burning coals.
  When a fire is lit in the brazier and the proper summoning 
  words are spoken, a Large fire elemental appears.
  The summoning words require 1 full round to speak.
  In all ways the brazier functions as the summon monster VI 
  spell.
  If brimstone is added, the elemental is Huge instead of 
  Large, and the brazier works as a summon monster VII spell.
  Only one elemental can be summoned at a time.
  
  1067
  A new elemental requires a new fire, which cannot be lit 
  until after the first elemental disappears (is dispelled, 
  dismissed, or slain).
  See page 98 of the Monster Manual for details on fire 
  elementals.
  Strong conjuration; CL 13th; Craft Wondrous Item, 
  summon monster VI, summon monster VII; Price 100,000 gp; 
  Weight 5 lb.
  BROOCH OF SHIELDING
  This appears to be a piece of silver or gold jewelry used to 
  fasten a cloak or cape.
  In addition to this mundane task, it can absorb magic 
  missiles of the sort generated by spell or spell-like ability.
  A brooch can absorb up to 101 points of damage from magic 
  missiles before it melts and becomes useless.
  Faint abjuration; CL 1st; Craft Wondrous Item, shield; Price 
  1,500 gp.
  BROOM OF FLYING
  This broom is able to fly through the air as if affected by an 
  overland flight spell (average maneuverability) 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 comes 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.
  Moderate transmutation; CL 9th; Craft Wondrous Item, 
  overland flight, permanency; Price 17,000 gp; Weight 3 lb.
  CANDLE OF INVOCATION
  Each of these special tapers is dedicated to one of the nine 
  alignments.
  Simply burning the candle generates a favorable aura for 
  the individual so doing if the candle’s alignment matches 
  that of the character.
  Characters of the same alignment as the burning candle 
  add a +2 morale bonus 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.
  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.
  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.
  Strong conjuration; CL 17th; Craft Wondrous Item, gate,
  creator must be same alignment as candle created; Price 
  8,400 gp; Weight 1/2 lb.
  CANDLE OF TRUTH
  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, as the candle burns.
  If the candle is snuffed before that time, the effect is 
  canceled and the candle ruined.
  Faint enchantment; CL 3rd; Craft Wondrous Item, zone of 
  truth; Price 2,500 gp; Weight 1/2 lb.
  CAPE OF THE MOUNTEBANK
  On command, this bright red and gold cape allows the 
  wearer to use the magic of the dimension door spell once per 
  day.
  When he disappears, he leaves behind a cloud of smoke, 
  appearing in a similar fashion at his destination.
  Moderate conjuration; CL 9th; Craft Wondrous Item, 
  dimension door; Price 10,080 gp; Weight 1 lb.
  CARPET OF FLYING
  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.
  A carpet of flying can carry up to double its capacity, but 
  doing so reduces its speed to 30 feet.
  It has average maneuverability, but a carpet of flying can still 
  hover.
  Moderate transmutation; CL 10th; Craft Wondrous Item, 
  overland flight, permanency.
  CENSER OF CONTROLLING AIR 
  ELEMENTALS
  This 6-inch-wide, 1-inch-high perforated golden vessel 
  resembles a thurible found in a place of worship.
  If it is filled with incense and lit, summoning words spoken 
  over it summon forth a Large air elemental.
  The summoning words require 1 full round to speak.
  In all ways the censer functions as the summon monster VI 
  spell.
  If incense of meditation is burned within the censer, the air 
  elemental is an elder air elemental instead (as if summon 
  monster IX had just been cast).
  Only one elemental can be summoned at a time.
  
  1068
  A new elemental requires a new piece of incense, which 
  cannot be lit until after the first elemental disappears (is 
  dispelled, dismissed, or slain).
  See page 95 of the Monster Manual for details on air 
  elementals.
  Strong conjuration; CL 17th; Craft Wondrous Item, 
  summon monster VI, summon monster IX; Price 100,000 gp; 
  Weight 1 lb.
  CHAOS DIAMOND
  This lustrous gemstone is uncut and about the size of a 
  human fist.
  The gem grants its possessor the following powers.
  • Confusion, lesser
  • Magic circle against law
  • Word of chaos
  • Cloak of chaos
  Each power is usable 1d4 times per day.
  (The DM rolls secretly each day for each power separately).
  A nonchaotic character who possesses a chaos diamond gains 
  one negative level.
  Although this level never results in actual level loss, it 
  remains as long as the diamond is in the character’s 
  possession and cannot be overcome in any way (including 
  restoration spells).
  Strong varied; CL 19th; Craft Wondrous Item, cloak of chaos,
  magic circle against law, random action, word of chaos, creator 
  must be chaotic; Price 160,000 gp; Weight 1 lb.
  CHIME OF INTERRUPTION
  This instrument can be struck once every 10 minutes, and 
  its resonant tone lasts for 3 full minutes.
  While the chime is resonating, no spell requiring a verbal 
  component can be cast within a 30-foot radius of it unless 
  the caster can make a Concentration check (DC 15 + the 
  spell’s level).
  Moderate evocation; CL 7th; Craft Wondrous Item, shout;
  Price 16,800 gp; Weight 1 lb.
  CHIME OF OPENING
  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, a clear tone rings forth, and in 1 
  round the target lock is unlocked, the shackle is loosed, the 
  secret door is opened, or the lid of the chest is lifted.
  Each sounding only opens one form of locking, so if a chest 
  is chained, padlocked, locked, and arcane locked, it takes four 
  uses of a chime of opening to get it open.
  A silence spell negates the power of the device.
  A brand-new chime can be used a total of ten times before 
  it cracks and becomes useless.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  knock; Price 3,000 gp; Weight 1 lb.
  CIRCLET OF BLASTING, MINOR
  On command, this simple golden headband projects a blast 
  of searing light (3d8 points of damage) once per day.
  Faint evocation; CL 6th; Craft Wondrous Item, searing light;
  Price 6,480 gp.
  CIRCLET OF BLASTING, MAJOR
  On command, this elaborate golden headband projects a 
  blast of searing light (5d8 maximized for 40 points of 
  damage) once per day.
  Strong evocation; CL 17th; Craft Wondrous Item, 
  Maximize Spell, searing light; Price 23,760 gp.
  CIRCLET OF PERSUASION
  This silver headband grants a +3 competence bonus on the 
  wearer’s Charisma-based checks.
  Faint transmutation; CL 5th; Craft Wondrous Item, eagle’s 
  splendor; Price 4,500 gp.
  CLOAK OF ARACHNIDA
  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.
  Faint conjuration and transmutation; CL 6th; Craft 
  Wondrous Item, spider climb, web; Price 14,000 gp; Weight 1 
  lb.
  CLOAK OF THE BAT
  Fashioned of dark brown or black cloth, this cloak bestows 
  a +5 competence bonus on Hide checks.
  The wearer is also able to hang upside down from the 
  ceiling, like a bat.
  By holding the edges of the garment, the wearer is able to 
  fly as per the spell.
  If he desires, the wearer can actually polymorph himself 
  into an ordinary bat and fly accordingly.
  (All possessions worn or carried are part of the 
  transformation).
  Flying, either with the cloak or in 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.
  Moderate transmutation; CL 7th; Craft Wondrous Item, fly,
  polymorph; Price 26,000 gp; Weight 1 lb.
  CLOAK OF CHARISMA
  This lightweight and fashionable cloak has a highly 
  decorative silver trim.
  
  1069
  When in a character’s possession, it adds a +2, +4, or +6 
  enhancement bonus to her Charisma score.
  Moderate transmutation; CL 8th; Craft Wondrous Item, 
  eagle’s splendor; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp 
  (+6); Weight 2 lb.
  CLOAK OF DISPLACEMENT, MINOR
  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 displacement spell 
  except that it only grants a 20% miss chance on attacks 
  against the wearer.
  It functions continually.
  Faint illusion; CL 3rd; Craft Wondrous Item, displacement;
  Price 24,000 gp; Weight 1 lb.
  CLOAK OF DISPLACEMENT, MAJOR
  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.
  Moderate illusion; CL 7th; Craft Wondrous Item, Extend 
  Spell, displacement; Price 50,000 gp; Weight 1 lb.
  CLOAK OF ELVENKIND
  This cloak of neutral gray cloth is indistinguishable from an 
  ordinary cloak of the same color.
  However, when worn with the hood drawn up around the 
  head, it gives the wearer a +5 competence bonus on Hide 
  checks.
  Faint illusion; CL 3rd; Craft Wondrous Item, invisibility,
  creator must be an elf; Price 2,500 gp; Weight 1 lb.
  CLOAK OF ETHEREALNESS
  This silvery-gray cloak seems to absorb light rather than be 
  illuminated by it.
  On command, the cloak makes its wearer ethereal (as the 
  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.
  Strong transmutation; CL 15th; Craft Wondrous Item, 
  ethereal jaunt; Price 55,000 gp; Weight 1 lb.
  CLOAK OF THE MANTA RAY
  This cloak appears to be made of leather until the wearer 
  enters salt water.
  At that time the cloak of the manta ray adheres to the 
  individual, and he appears nearly identical to a manta ray 
  (as the polymorph 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.
  Although the cloak does not enable the wearer to bite 
  opponents as a manta ray does, it does have a tail spine that 
  can be used to strike at opponents behind the wearer, 
  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.
  Moderate transmutation; CL 9th; Craft Wondrous Item, 
  polymorph, water breathing; Price 7,200 gp; Weight 1 lb.
  CLOAK OF RESISTANCE
  These garments offer magic protection in the form of a +1 
  to +5 resistance bonus on all saving throws (Fortitude, 
  Reflex, and Will).
  Faint abjuration; CL 5th; Craft Wondrous Item, resistance,
  creator’s caster level must be at least three times the cloak’s 
  bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 
  16,000 gp (+4), 25,000 gp (+5); Weight 1 lb.
  CRYSTAL BALL
  This is the most common form of scrying device, a crystal 
  sphere about 6 inches in diameter.
  A character can use the device to see over virtually any 
  distance or into other planes of existence, as with the spell 
  scrying (Will DC 16 negates).
  Certain crystal balls have additional powers that can be used 
  through the crystal ball on the target viewed.
  Moderate divination; CL 10th; Craft Wondrous Item, 
  scrying (plus any additional spells put into item); Weight 7 
  lb.
  CUBE OF FORCE
  This device is about the size of a large die (perhaps 3/4 inch 
  across) and can be made of ivory, bone, or any hard mineral.
  It enables its possessor to put up a special wall of force 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, which are 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 (40 points of damage 
  drains 1 charge, 50 points drains 2 charges, and so forth).
  
  1070
  Spells that affect the integrity of the screen, such as 
  disintegrate and passwall, also drain extra charges.
  These spells (given in the list below) cannot be cast into or 
  out of the cube:
  Moderate evocation; CL 10th; Craft Wondrous Item, wall of 
  force; Price 62,000 gp.
  CUBE OF FROST RESISTANCE
  This cube is activated or deactivated by pressing one side.
  When activated, it creates a cube-shaped area 10 feet on a 
  side centered on the possessor (or on the cube itself, if the 
  item is later placed on a surface).
  The temperature within this area is always at least 65°F.
  The field absorbs all cold-based attacks (such as ice storm,
  cone of cold, and white dragon breath).
  However, if the field is subjected to more than 50 points of 
  cold damage in 1 round (from one or multiple attacks), it 
  collapses into its portable form and cannot be reactivated 
  for 1 hour.
  If the field absorbs more than 100 points of cold damage in 
  a 10-round period, the cube is destroyed.
  Faint abjuration; CL 5th; Craft Wondrous Item, protection 
  from energy; Price 27,000 gp.
  CUBIC GATE
  This item is fashioned from carnelian.
  Each of the six sides of the cube is keyed to a plane, one of 
  which is the Material Plane.
  The character creating the item should choose the planes to 
  which the other five sides are keyed.
  If such a cube is found as treasure, the DM can determine 
  the planes accessed by the device in any manner he or she 
  chooses.
  If a side of the cubic gate is pressed once, it opens a gate to 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).
  Strong conjuration; CL 13th; Craft Wondrous Item, plane 
  shift; Price 164,000 gp.
  DAERN’S INSTANT FORTRESS
  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 Daern’s 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.
  Strong conjuration; CL 13th; Craft Wondrous Item, 
  Mordenkainen’s magnificent mansion; Price 55,000 gp.
  DARKSKULL
  This skull, carved from ebony, is wholly evil.
  Wherever the skull goes, the area around it is treated as 
  though an unhallow spell had been cast with the skull as the 
  touched point of origin (except that no additional spell 
  effect is tied or fixed to the darkskull).
  Moderate evocation [evil]; CL 9th; Craft Wondrous Item, 
  unhallow, creator must be evil; Price 60,000 gp; Weight 5 lb.
  DECANTER OF ENDLESS WATER
  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 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 causes considerable back pressure, 
  requiring the holder to make a DC 12 Strength check to 
  avoid being knocked down.
  The force of the geyser deals 1d4 points of damage but can 
  only affect one target per round.
  The command word must be spoken to stop it.
  Moderate transmutation; CL 9th; Craft Wondrous Item, 
  control water; Price 9,000 gp; Weight 2 lb.
  
  1071
  DECK OF ILLUSIONS
  This set of parchment cards is usually found in an ivory, 
  leather, or wooden box.
  A full deck consists of thirty-four cards.
  When a card is drawn at random and thrown to the ground, 
  a major image of a creature is formed.
  The figment lasts until dispelled.
  The illusory creature cannot move more than 30 feet away 
  from where the card landed, but otherwise moves and acts 
  as if it were real.
  At all times it obeys the desires of the character who drew 
  the card.
  When the illusion is dispelled, the card becomes blank and 
  cannot be used again.
  If the card is picked up, the illusion is automatically and 
  instantly dispelled.
  The cards in a deck and the illusions they bring forth are 
  summarized on the following table.
  (Use one of the first two columns to simulate the contents 
  of a full deck using either ordinary playing cards or tarot 
  cards).
  A randomly generated deck is usually complete (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.
  Faint illusion; CL 6th; Craft Wondrous Item, major image;
  Price 8,100 gp; Weight 1/2 lb.
  DIMENSIONAL SHACKLES
  These shackles have golden runes traced across their cold 
  iron surface.
  Any creature bound within them is affected as if a 
  dimensional anchor spell were cast upon her (no save).
  They fit any Small to Large creature.
  The DC to break or slip out of the shackles is 30.
  
  1072
  Moderate abjuration; CL 11th; Craft Wondrous Item, 
  dimensional anchor; Price 28,000 gp; Weight 5 lb.
  DRUMS OF PANIC
  These drums are kettle drums (hemispheres about 1-1/2 
  feet in diameter on stands).
  They come in pairs and are unremarkable in appearance.
  If both of the pair are sounded, all creatures within 120 feet 
  (with the exception of those within a 20-foot-radius safe 
  zone around the drums) are affected as by a fear spell (Will 
  DC 16 partial).
  Drums of panic can be used once per day.
  Moderate necromancy; CL 7th; Craft Wondrous Item, fear;
  Price 30,000 gp; Weight 10 lb.
  for the pair.
  DUST OF APPEARANCE
  This fine powder appears to be a very fine, very light 
  metallic dust.
  A single handful of this substance flung into the air coats 
  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 
  Hide checks.
  The dust’s effect lasts for 5 minutes.
  Dust of appearance is typically stored in small silk packets or 
  hollow bone tubes.
  Faint conjuration; CL 5th; Craft Wondrous Item, glitterdust;
  Price 1,800 gp.
  DUST OF DISAPPEARANCE
  This dust looks just like dust of appearance and is typically 
  stored in the same manner.
  A creature or object touched by it becomes invisible (as 
  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.
  Moderate illusion; CL 7th; Craft Wondrous Item, greater 
  invisibility; Price 3,500 gp.
  DUST OF DRYNESS
  This special dust has many uses.
  If it is thrown into water, a volume of as much as 100 
  gallons is instantly transformed to nothingness, and the 
  dust becomes a marble-sized pellet, floating or resting 
  where it was thrown.
  If this pellet is hurled down, it breaks and releases the same 
  volume of water.
  The dust affects only water (fresh, salt, alkaline), not other 
  liquids.
  If the dust is employed against an elemental with the water 
  subtype, 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.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  control water; Price 850 gp.
  DUST OF ILLUSION
  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.
  Faint illusion; CL 6th; Craft Wondrous Item, disguise self;
  Price 1,200 gp.
  DUST OF TRACELESSNESS
  This normal-seeming dust is actually a magic powder that 
  can conceal the passage of its possessor and his 
  companions.
  Tossing a 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 cobweb-laden 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.
  Faint transmutation; CL 3rd; Craft Wondrous Item, pass 
  without trace; Price 250 gp.
  EFREETI BOTTLE
  This item is typically fashioned of brass or bronze, with a 
  lead stopper bearing special seals.
  A thin stream of smoke is often seen issuing from it.
  The bottle can be opened once per day.
  When opened, the efreeti imprisoned within issues from 
  the bottle instantly.
  There is a 10% chance (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, the efreeti afterward disappears forever.
  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.
  (See page 115 of the Monster Manual for efreeti statistics).
  Roll each day the bottle is opened for that day’s effect.
  
  1073
  Strong conjuration; CL 14th; Craft Wondrous Item, 
  summon monster VII; Price 145,000 gp; Weight 1 lb.
  ELEMENTAL GEM
  This gem 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.
  Moderate conjuration; CL 11th; Craft Wondrous Item, 
  summon nature’s ally V; Price 2,250 gp.
  ELIXIR OF FIRE BREATH
  This strange elixir bestows upon the drinker the ability to 
  spit gouts of flame.
  He can breathe fire up to three times, each time dealing 
  4d6 points of fire damage to a single target up to 25 feet 
  away.
  The victim can attempt a DC 13 Reflex save for half 
  damage.
  Unused blasts dissipate 1 hour after the liquid is consumed.
  Moderate evocation; CL 11th; Craft Wondrous Item, 
  scorching ray; Price 1,100 gp.
  ELIXIR OF HIDING
  A character drinking this liquid gains an intuitive ability to 
  hide (+10 competence bonus on Hide checks for 1 hour).
  Faint illusion; CL 5th; Craft Wondrous Item, invisibility;
  Price 250 gp.
  ELIXIR OF LOVE
  This sweet-tasting liquid causes the character drinking it to 
  become charmed 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 effects wear off in 1d3 hours.
  Faint transmutation; CL 4th; Craft Wondrous Item, charm 
  person; Price 150 gp.
  ELIXIR OF SNEAKING
  This draught of liquid grants the drinker the ability to walk 
  softly and dampens sound around her slightly, granting a 
  +10 competence bonus on Move Silently checks for 1 hour.
  Faint illusion; CL 5th; Craft Wondrous Item, silence; Price 
  250 gp.
  ELIXIR OF SWIMMING
  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).
  Faint illusion; CL 2nd; Craft Wondrous Item, creator must 
  have 5 ranks in the Swim skill; Price 250 gp.
  ELIXIR OF TRUTH
  This elixir forces the individual drinking it to say nothing 
  but the truth for 10 minutes (Will DC 13 negates).
  She is compelled to answer any questions put to her in that 
  time, but with each question she is free to 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.
  No more than one question can be asked each round.
  This is a mind-affecting compulsion enchantment.
  Faint enchantment; CL 5th; Craft Wondrous Item, zone of 
  truth; Price 500 gp.
  ELIXIR OF VISION
  Drinking this elixir grants the imbiber the ability to notice 
  acute details with great accuracy (+10 competence bonus on 
  Search checks for 1 hour).
  Faint divination; CL 2nd; Craft Wondrous Item, true seeing;
  Price 250 gp.
  EVERSMOKING BOTTLE
  This metal urn is identical in appearance to an efreeti bottle,
  except that it does nothing but smoke.
  The amount of smoke is great if the stopper is pulled 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.
  Faint transmutation; CL 3rd; Craft Wondrous Item, 
  pyrotechnics; Price 5,400 gp; Weight 1 lb.
  EYES OF CHARMING
  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.
  If the wearer has only one lens, the DC of the saving throw 
  is reduced to 10.
  Moderate enchantment; CL 7th; Craft Wondrous Item, 
  Heighten Spell, charm person; Price 56,000 gp for a pair.
  
  1074
  EYES OF DOOM
  These crystal lenses fit over the user’s eyes, enabling him to 
  cast doom upon those around him (one target per round) 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.
  If the wearer has only one lens, the DC of the saving throw 
  is reduced to 10.
  However, if the wearer has both lenses, he gains the 
  additional power of a continual deathwatch effect and can 
  use fear (Will DC 16 partial) as a normal gaze attack once 
  per week.
  Moderate necromancy; CL 11th; Craft Wondrous Item, 
  doom, deathwatch, fear; Price 25,000 gp.
  EYES OF THE EAGLE
  These items are made of special crystal and fit over the eyes 
  of the wearer.
  These lenses grant a +5 competence bonus on Spot checks.
  Wearing only one of the pair causes a character to become 
  dizzy and, in effect, stunned for 1 round.
  Thereafter, the wearer can use the single lens without 
  being stunned so long as she covers her other eye.
  Of course, she can remove the single lens and see normally 
  at any time, or wear both lenses to end or avoid the 
  dizziness.
  Faint divination; CL 3rd; Craft Wondrous Item, 
  clairaudience/clairvoyance; Price 2,500 gp.
  EYES OF PETRIFICATION
  These items are made of special crystal and fit over the eyes 
  of the wearer.
  They allow her to use a petrification gaze attack (Fortitude 
  DC 19 negates), such as that of a basilisk, for 10 rounds per 
  day (see page 24 of the Monster Manual for details on the 
  basilisk’s gaze attack).
  Both lenses must be worn for the magic to be effective.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  flesh to stone; Price 98,000 gp.
  FIGURINES OF WONDROUS POWER
  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.
  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.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects; Price 10,000 gp.
  EBONY FLY
  When animated, an ebony fly is the size of a pony and has all 
  the statistics of a hippogriff (Hit Dice, AC, carrying 
  capacity, speed, and so on; see page 152 of the Monster 
  Manual) 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.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects; Price 10,000 gp.
  GOLDEN LIONS
  These figurines come in pairs.
  They become normal adult male lions (see page 274 of the 
  Monster Manual).
  If slain in combat, the lions cannot be brought back from 
  statuette form for one full week.
  Otherwise, they can be used once per day for up to 1 hour.
  They enlarge and shrink upon speaking the command 
  word.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects; Price 16,500 gp.
  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 (see page 
  273 of the Monster Manual) in every way except appearance.
  The goat can travel for a maximum of one day each week—
  continuously or in any combination of periods totaling 24 
  hours.
  At this point, or when the command word is uttered, it 
  returns to its statuette form for not less than one day before 
  it can again be used.
  • The Goat of Travail: This statuette becomes an enormous 
  creature, larger than a bull, with the statistics of a 
  nightmare (see page 194 of the Monster Manual) 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 warhorse (see page 274 
  of the Monster Manual).
  
  1075
  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 two weeks for up to 3 hours per 
  use.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects; Price 21,000 gp.
  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 (see 
  page 272 of the Monster Manual).
  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.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects; Price 17,000 gp.
  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 near-formless piece of obsidian becomes 
  a fantastic mount.
  Treat it as a heavy warhorse (see page 273 of the Monster 
  Manual) 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.
  Strong conjuration and transmutation; CL 15th; Craft 
  Wondrous Item, animate objects, etherealness, fly, plane shift;
  Price 28,500 gp.
  ONYX DOG
  When commanded, this statuette changes into a creature 
  with the same properties as a riding dog (see page 272 of 
  the Monster Manual), 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 to its Spot and Search 
  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.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects; Price 15,500 gp.
  SERPENTINE OWL
  This figurine becomes either a normal-sized horned owl or 
  a giant owl (see page 277 or 205 of the Monster Manual,
  respectively), 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.
  (Remember the limitations of its Intelligence).
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects; Price 9,100 gp.
  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.
  Faint enchantment and transmutation; CL 6th; Craft 
  Wondrous Item, animal messenger, animate objects; Price 
  3,800 gp.
  GAUNTLETS OF OGRE POWER
  These gauntlets are made of tough leather with iron studs 
  running across the back of the hands and fingers.
  They grant the wearer great strength, adding a +2 
  enhancement bonus to his Strength score.
  Both gauntlets must be worn for the magic to be effective.
  Faint transmutation; CL 6th; Craft Wondrous Item, bull’s 
  strength; Price 4,000 gp; Weight 4 lb.
  GAUNTLET OF RUST
  This single metal gauntlet looks rusted and pitted but is 
  actually quite powerful.
  Once per day, it can affect an object as with the rusting grasp 
  spell.
  It also completely protects the wearer and her gear from 
  rust (magical or otherwise), including the attack of a rust 
  monster.
  Moderate transmutation; CL 7th; Craft Wondrous Item, 
  rusting grasp; Price 11,500 gp; Weight 2 lb.
  GEM OF BRIGHTNESS
  This crystal appears to be a long, rough prism.
  Upon utterance of a command word, the crystal emits 
  bright light of one of three sorts.
  • One command word causes the gem to shed light as a 
  hooded lantern.
  This use of the gem does not expend any charges.
  • Another command word causes the gem of brightness to 
  send out a bright ray 1 foot in diameter and 50 feet long.
  
  1076
  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.
  Faint evocation; CL 6th; Craft Wondrous Item, daylight;
  Price 13,000 gp.
  GEM OF SEEING
  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 much as 30 minutes a day, 
  divided up into periods of minutes or rounds as the user 
  sees fit.
  Moderate divination; CL 10th; Craft Wondrous Item, true 
  seeing; Price 75,000 gp.
  GLOVES OF ARROW SNARING
  Once snugly worn, these gloves seem to meld with the 
  hands, becoming almost invisible.
  Twice per day, the wearer can act as if he had the Snatch 
  Arrows feat, even if he does not meet the prerequisites for 
  it.
  Both gloves must be worn for the magic to be effective.
  At least one hand must be free to take advantage of the 
  magic.
  Faint abjuration; CL 3rd; Craft Wondrous Item, shield; Price 
  4,000 gp.
  GLOVES OF DEXTERITY
  These thin leather gloves are very flexible and allow for 
  delicate manipulation.
  They add to the wearer’s Dexterity score in the form of an 
  enhancement bonus of +2, +4, or +6.
  Both gloves must be worn for the magic to be effective.
  Moderate transmutation; CL 8th; Craft Wondrous Item, 
  cat’s grace; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
  GLOVE OF STORING
  This device is a simple leather glove.
  On command, one item held in the hand wearing the glove
  disappears.
  The item can weigh no more than 20 pounds and must be 
  able to be held in one hand.
  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 held in stasis and shrunk down so small within 
  the palm of the glove that it cannot be seen.
  Many owners of a glove of storing find it to be a useful and 
  dramatic way to store weapons, wands, and—because the 
  item is stored in stasis—even lit torches.
  Spell durations are not suppressed, but continue to expire.
  If an effect is suppressed or dispelled, the stored item 
  appears instantly.
  Faint transmutation; CL 6th; Craft Wondrous Item, shrink 
  item; Price 10,000 gp (one glove).
  GLOVES OF SWIMMING AND 
  CLIMBING
  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.
  Faint transmutation; CL 5th; Craft Wondrous Item, bull’s 
  strength, cat’s grace; Price 6,250 gp.
  GOGGLES OF MINUTE SEEING
  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 Search checks 
  to find secret doors, traps, and similar concealed objects.
  Both lenses must be worn for the magic to be effective.
  Faint divination; CL 3rd; Craft Wondrous Item, true seeing;
  Price 1,250 gp.
  GOGGLES OF NIGHT
  The lenses of this item are made of dark crystal.
  Even though the lenses are opaque, when placed over the 
  eyes of the wearer they enable him to see normally and also 
  grant him 60-foot darkvision.
  Both lenses must be worn for the magic to be effective.
  Faint transmutation; CL 3rd; Craft Wondrous Item, 
  darkvision; Price 12,000 gp.
  GOLEM MANUAL
  A golem manual contains information, incantations and 
  magical power that help a character to craft a golem (see 
  page 134 of the Monster Manual).
  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, effectively grants the builder use of the 
  Craft Construct feat (see page 303 of the Monster Manual) 
  during the construction of the golem, and grants the 
  character an increase to her caster level for the purpose of 
  crafting a golem.
  Any golem built using a golem manual does not cost the 
  creator any XP, since the requisite XP are “contained” in the 
  book and “expended” by the book during the creation 
  process.
  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.
  
  1077
  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
  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.
  The book supplies 1,540 XP for the creation of a clay golem.
  Moderate conjuration, divination, enchantment, and 
  transmutation; CL 11th; Craft Construct, creator must be 
  caster level 11th, animate objects, commune, prayer,
  resurrection; Price 12,000 gp; Cost 2,150 gp + 1,712 XP; 
  Weight 5 lb.
  FLESH
  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.
  The book supplies 780 XP for the creation of a flesh golem.
  Moderate enchantment, necromancy [evil], and 
  transmutation; CL 8th; Craft Construct, creator must be 
  caster level 8th, animate dead, bull’s strength, geas/quest,
  limited wish; Price 8,000 gp; Cost 2,050 gp + 944 XP; Weight 
  5 lb.
  IRON
  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.
  The book supplies 5,600 XP for the creation of a iron golem.
  Strong conjuration, enchantment and transmutation; CL 
  16th; Craft Construct, creator must be caster level 16th, 
  cloudkill, geas/quest, limited wish, polymorph any object; Price 
  35,000 gp; Cost 3,500 gp + 5,880 XP; Weight 5 lb.
  STONE
  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.
  The book supplies 3,400 XP for the creation of a stone 
  golem.
  Strong abjuration and enchantment; CL 14th; Craft 
  Construct, creator must be caster level 14th, antimagic field,
  geas/quest, symbol of stunning; Price 22,000 gp; Cost 2,500 gp 
  + 3,600 XP; Weight 5 lb.
  STONE, GREATER
  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.
  The book supplies 7,640 XP for the creation of a greater 
  stone golem.
  Strong abjuration and enchantment; CL 16th; Craft 
  Construct, creator must be caster level 16th, antimagic field,
  geas/quest, symbol of stunning; Price 44,000 gp; Cost 2,900 gp 
  + 7,872 XP; Weight 5 lb.
  HAND OF GLORY
  This mummified human hand hangs by a leather cord 
  around a character’s neck (taking up space as a magic 
  necklace would).
  If a magic ring is placed on one of the fingers of the hand, 
  the wearer benefits from the ring as if wearing it herself, 
  and it does 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.
  Faint varied; CL 5th; Craft Wondrous Item, animate dead, 
  daylight, detect invisibility; Price 8,000 gp; Weight 2 lb.
  HAND OF THE MAGE
  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.
  Faint transmutation; CL 2nd; Craft Wondrous Item, mage 
  hand; Price 900 gp; Weight 2 lb.
  HARP OF CHARMING
  This instrument is a golden, intricately carved harp.
  When played, it 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.
  Faint enchantment; CL 5th; Craft Wondrous Item, 
  suggestion; Price 7,500 gp; Weight 5 lb.
  HAT OF DISGUISE
  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.
  Faint illusion; CL 1st; Craft Wondrous Item, disguise self;
  Price 1,800 gp.
  HEADBAND OF INTELLECT
  This device is a light cord with a small gem set so that it 
  rests upon the forehead of the wearer.
  The headband adds to the wearer’s Intelligence score in the 
  form of an enhancement bonus of +2, +4, or +6.
  This enhancement bonus does not earn the wearer extra 
  skill points when a new level is attained; use the 
  unenhanced Intelligence bonus to determine skill points.
  Moderate transmutation; CL 8th; Craft Wondrous Item, 
  fox’s cunning; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp 
  (+6).
  
  1078
  HELM OF BRILLIANCE
  This normal-looking helm takes its true form and manifests 
  its powers when the user dons it and speaks the command 
  word.
  Made of brilliant silver and polished steel, a newly created 
  helm is set with large magic gems: ten diamonds, twenty 
  rubies, thirty fire opals, and forty 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 (see page 224).
  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 resistance to fire 30.
  This protection does not stack with similar protection from 
  other sources, such as resist energy.
  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.
  Strong varied; CL 13th; Craft Wondrous Item, detect undead,
  fireball, flame blade, light, prismatic spray, protection from energy,
  wall of fire; Price 125,000 gp; Weight 3 lb.
  HELM OF COMPREHEND 
  LANGUAGES AND READ MAGIC
  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 Decipher 
  Script checks to understand messages written in 
  incomplete, archaic, or exotic forms.
  Note that understanding a magical text does not necessarily 
  imply spell use.
  Faint divination; CL 4th; Craft Wondrous Item, comprehend 
  languages, read magic; Price 5,200 gp; Weight 3 lb.
  HELM OF TELEPATHY
  The wearer can use detect thoughts at will.
  Furthermore, he can send a telepathic message to anyone 
  whose surface thoughts he is reading (allowing two-way 
  communication).
  Once per day, the wearer of the helm can implant a 
  suggestion (as the spell, Will DC 14 negates) along with his 
  telepathic message.
  Faint divination and enchantment; CL 5th; Craft 
  Wondrous Item, detect thoughts, suggestion; Price 27,000 gp; 
  Weight 3 lb.
  HELM OF TELEPORTATION
  A character wearing this device may teleport three times per 
  day, exactly as if he had cast the spell of the same name.
  Moderate conjuration; CL 9th; Craft Wondrous Item, 
  teleport; Price 73,500 gp; Weight 3 lb.
  HELM OF UNDERWATER ACTION
  The wearer of this helmet can see underwater.
  Drawing the small lenses in compartments on either side 
  into position before the wearer’s eyes activates the visual 
  properties of the helm, allowing her to see five times 
  farther than water and light conditions would allow for 
  normal human vision.
  (Weeds, obstructions, and the like block vision in the usual 
  manner).
  If the command word is spoken, the helm of underwater 
  action creates a globe of air around the wearer’s head and 
  maintains it until the command word is spoken again, 
  enabling her to breathe freely.
  Faint transmutation; CL 5th; Craft Wondrous Item, water 
  breathing; Price 57,000 gp; Weight 3 lb.
  HEWARD’S HANDY HAVERSACK
  A backpack of this sort appears to be well made, well used, 
  and quite ordinary.
  It is constructed of finely tanned leather, and the straps 
  have brass hardware and buckles.
  It has two side pouches, each of which appears large 
  enough to hold about a quart of material.
  In fact, each is like a bag of holding and can actually hold 
  material 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 in addition.
  When the wearer reaches into it for a specific item, that 
  item is always on top.
  Thus, no digging around and fumbling is ever necessary to 
  find what a haversack contains.
  Retrieving any specific item from a haversack is a move 
  action, but it does not provoke the attacks of opportunity 
  that retrieving a stored item usually does.
  Moderate conjuration; CL 9th; Craft Wondrous Item, 
  Leomund’s secret chest; Price 2,000 gp; Weight 5 lb.
  
  1079
  HORN OF BLASTING
  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 (Will 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 damage to the 
  person sounding it.
  Moderate evocation; CL 7th; Craft Wondrous Item, shout;
  Price 20,000 gp; Weight 1 lb.
  HORN OF BLASTING, GREATER
  This horn functions as a horn of blasting, except that it deals 
  10d6 points of sonic damage, stuns creatures for 1 round, 
  and deafens them for 4d6 rounds (a DC 19 Fortitude 
  reduces the damage by half and negates the stunning and 
  deafening).
  Crystalline objects take 16d6 points of sonic damage as 
  described for the horn of blasting.
  A greater horn of blasting also has a 20% cumulative chance of 
  exploding.
  Strong evocation; CL 16th; Craft Wondrous Item, greater 
  shout; Price 70,000 gp; Weight 1 lb.
  HORN OF FOG
  This small bugle allows its possessor to blow forth a thick 
  cloud of heavy fog similar to that of an obscuring mist spell.
  The fog covers a 10-foot square next to the horn blower 
  each round that the user continues to blow the horn; fog 
  clouds travel 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.
  Faint conjuration; CL 3rd; Craft Wondrous Item, obscuring 
  mist; Price 2,000 gp; Weight 1 lb.
  HORN OF GOODNESS/EVIL
  This trumpet adapts itself to its owner, so it produces either 
  a good or an evil effect depending on the owner’s 
  alignment.
  If the owner is neither good nor evil, the horn has no 
  power whatsoever.
  If he is good, then blowing the horn has the effect of a 
  magic circle against evil.
  If he is evil, then blowing the horn has the effect of a magic 
  circle against good.
  In either case, this ward lasts for 1 hour.
  The horn can be blown once per day.
  Faint abjuration; CL 6th; Craft Wondrous Item, magic circle 
  against good, magic circle against evil; Price 6,500 gp; Weight 1 
  lb.
  HORN OF THE TRITONS
  This device is a conch shell that can be blown once per day 
  except by a triton (see page 245 of the Monster Manual), 
  which can sound it three times per day.
  A horn of the tritons can perform any one of the following 
  functions when blown.
  • Calm rough waters in a 1-mile radius.
  This effect dispels a summoned water elemental if it fails a 
  DC 16 Will save.
  • Attract 5d4 Large sharks (01–30 on d%), 5d6 Medium 
  sharks (31–80), or 1d10 sea lions (81–100) if the character is 
  in a body of water in which such creatures dwell.
  The creatures are friendly and obey, to the best of their 
  ability, the one who sounded the horn.
  • Causes aquatic creatures with Intelligence scores of 1 or 2 
  within 500 feet to become panicked as if they had been 
  targeted by a fear spell (Will DC 16 partial).
  Those who successfully save are shaken for 3d6 rounds.
  Any sounding of a horn of the tritons can be heard by all 
  tritons within a 3-mile radius.
  Moderate conjuration and transmutation; CL 8th; Craft 
  Wondrous Item, fear, summon monster V, control water,
  creator must be a triton or get construction aid from a 
  triton; Price 15,100 gp; Weight 2 lb.
  HORN OF VALHALLA
  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 seven days.
  Roll d% and refer to the table below 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 given on page 26 of the Player’s 
  Handbook.
  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.
  
  1080
  Strong conjuration; CL 13th; Craft Wondrous Item, 
  summon monster VI; Price 50,000 gp; Weight 2 lb.
  HORSESHOES OF SPEED
  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.
  All four shoes must be worn by the same animal for the 
  magic to be effective.
  Faint transmutation; CL 3rd; Craft Wondrous Item, haste;
  Price 3,000 gp; Weight 12 lb.
  (for four).
  HORSESHOES OF A ZEPHYR
  These four iron shoes are affixed like normal horseshoes.
  They allow a horse to travel without actually touching the 
  ground.
  The horse must still run above (always around 4 inches 
  above) a roughly horizontal surface.
  This means that nonsolid or unstable surfaces, such as 
  water or lava, can be crossed, and that movement is possible 
  without leaving tracks on any sort of ground.
  The horse moves at its normal base land speed.
  All four shoes must be worn by the same animal for the 
  magic to be effective.
  Faint transmutation; CL 3rd; Craft Wondrous Item, levitate;
  Price 6,000 gp; Weight 4 lb.
  (for four).
  INCENSE OF MEDITATION
  This small rectangular block of sweet-smelling incense is 
  visually indistinguishable from nonmagical incense until 
  lit.
  When it is burning, the special fragrance and pearly-hued 
  smoke of this special incense are recognizable by anyone 
  making a 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.
  Moderate enchantment; CL 7th; Craft Wondrous Item, 
  Maximize Spell, bless; Price 4,900 gp; Weight 1 lb.
  IOUN STONES
  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.
  Regeneration from the pearly white ioun stone works like a
  ring of regeneration.
  (It only cures damage taken while the character is using the 
  stone).
  The pale lavender and lavender and green stones work like 
  a rod of absorption, but absorbing a spell requires a readied 
  action, and these stones cannot be used to empower spells.
  Stored spells in the vibrant purple stone must be placed by 
  a spellcaster but can be used by anyone (see ring of minor 
  spell storing, page 233).
  Moderate varied; CL 12th; Craft Wondrous Item, creator 
  must be 12th level.
  
  1081
  IRON BANDS OF BILARRO
  When initially discovered, this very 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 until the command word is spoken to bring 
  the bands into spherical form again.
  The creature can break (and ruin) the bands with a DC 30 
  Strength check or escape them with a DC 30 Escape Artist 
  check.
  Iron bands of Bilarro are usable once per day.
  Strong evocation; CL 13th; Craft Wondrous Item, Bigby’s 
  grasping hand; Price 26,000 gp; Weight 1 lb.
  IRON FLASK
  These special containers are typically inlaid with runes of 
  silver and stoppered by a brass plug bearing a seal engraved 
  with sigils, glyphs, and special symbols.
  When the user speaks the command word, he can force any 
  creature from another plane into the container, provided 
  that creature fails a 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 given 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:
  Strong conjuration; CL 20th; Craft Wondrous Item, trap the 
  soul; Price 170,000 gp (empty); Weight 1 lb.
  KEOGHTOM’S OINTMENT
  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).
  Applied to a diseased area, it removes disease (as remove 
  disease).
  Rubbed on a wound, the ointment cures 1d8+5 points of 
  damage (as cure light wounds).
  Faint conjuration; CL 5th; Craft Wondrous Item, cure light 
  wounds, neutralize poison, remove disease; Price 4,000 gp; 
  Weight 1/2 lb.
  LANTERN OF REVEALING
  This lantern operates as a normal hooded lantern.
  While it is lit, it also reveals all invisible creatures and 
  objects within 25 feet of it, just like the spell invisibility 
  purge.
  Faint evocation; CL 5th; Craft Wondrous Item, invisibility 
  purge; Price 30,000 gp; Weight 2 lb.
  LENS OF DETECTION
  This circular prism enables its user to detect minute details, 
  granting a +5 bonus on Search checks.
  It also aids in following tracks, adding a +5 bonus on 
  Survival checks when tracking.
  The lens is about 6 inches in diameter and set in a frame 
  with a handle.
  Moderate divination; CL 9th; Craft Wondrous Item, true 
  seeing; Price 3,500 gp; Weight 1 lb.
  LYRE OF BUILDING
  If the proper chords are struck, a single use of this lyre 
  negates any attacks made against all inanimate construction 
  (walls, roof, floor, and so on) within 300 feet.
  This includes the effects of a horn of blasting, a disintegrate 
  spell, or an attack from a ram or similar siege weapon.
  The lyre can be used in this way once per day, with the 
  protection lasting for 30 minutes.
  The lyre is also useful with respect to building.
  Once a week its strings can be strummed so as to produce 
  chords that magically construct buildings, mines, tunnels, 
  ditches, or whatever.
  The effect produced in but 30 minutes of playing is equal to 
  the work of 100 humans laboring for three days.
  Each hour after the first, a character playing the lyre must 
  make a 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.
  Faint transmutation; CL 6th; Craft Wondrous Item, 
  fabricate; Price 13,000 gp; Weight 5 lb.
  MANTLE OF FAITH
  This holy garment, worn over normal clothing, grants 
  damage reduction 5/evil to the character wearing it.
  Strong abjuration [good]; CL 20th; Craft Wondrous Item, 
  stoneskin; Price 76,000 gp.
  
  1082
  MANTLE OF SPELL RESISTANCE
  This garment, worn over normal clothing or armor, grants 
  the wearer spell resistance 21.
  Moderate abjuration; CL 9th; Craft Wondrous Item, spell 
  resistance; Price 90,000 gp.
  MANUAL OF BODILY HEALTH
  This thick tome contains tips on health and fitness, but 
  entwined within the words is a powerful magical effect.
  If anyone reads this book, which takes a total of 48 hours 
  over a minimum of six days, he gains an inherent bonus of 
  from +1 to +5 (depending on the type of manual) to his 
  Constitution score.
  Once the book is read, the magic disappears from the pages 
  and it becomes a normal book.
  Strong evocation (if miracle is used); CL 17th; Craft 
  Wondrous Item, wish or miracle; Price 27,500 gp (+1), 55,000 
  gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); 
  Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 
  3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 
  gp + 25,500 XP (+5); Weight 5 lb.
  MANUAL OF GAINFUL EXERCISE
  This thick tome contains exercise descriptions and diet 
  suggestions, but entwined within the words is a powerful 
  magical effect.
  If anyone reads this book, which takes a total of 48 hours 
  over a minimum of six days, she gains an inherent bonus of 
  from +1 to +5 (depending on the type of manual) to her 
  Strength score.
  Once the book is read, the magic disappears from the pages 
  and it becomes a normal book.
  Strong evocation (if miracle is used); CL 17th; Craft 
  Wondrous Item, wish or miracle; Price 27,500 gp (+1), 55,000 
  gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); 
  Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 
  3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 
  gp + 25,500 XP (+5); Weight 5 lb.
  MANUAL OF QUICKNESS OF 
  ACTION
  This thick tome contains tips on coordination exercises and 
  balance, but entwined within the words is a powerful 
  magical effect.
  If anyone reads this book, which takes a total of 48 hours 
  over a minimum of six days, he gains an inherent bonus of 
  from +1 to +5 (depending on the type of manual) to his 
  Dexterity score.
  Once the book is read, the magic disappears from the pages 
  and it becomes a normal book.
  Strong evocation (if miracle is used); CL 17th; Craft 
  Wondrous Item, wish or miracle; Price 27,500 gp (+1), 55,000 
  gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); 
  Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 
  3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 
  gp + 25,500 XP (+5); Weight 5 lb.
  MASK OF THE SKULL
  This ivory mask has been fashioned into the likeness of a 
  human skull.
  Once per day, after it has been worn for at least 1 hour, the 
  mask can be loosed to fly from the wearer’s face.
  It travels up to 50 feet away from the wearer and attacks a 
  target assigned to it.
  The grinning skull mask makes a touch attack against the 
  target based on the wearer’s base attack bonus.
  If the attack succeeds, the target must make a DC 20 
  Fortitude save or be struck dead, 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.
  Strong necromancy and transmutation; CL 13th; Craft 
  Wondrous Item, animate objects, finger of death, fly; Price 
  22,000 gp; Weight 3 lb.
  MATTOCK OF THE TITANS
  This digging tool is 10 feet long.
  Any creature of at least Huge size can use it to loosen or 
  tumble earth or earthen ramparts (a 10-foot cube every 10 
  minutes).
  It also smashes rock (a 10-foot cube per hour).
  If used as a weapon, it is the equivalent of a Gargantuan +3 
  adamantine warhammer, dealing 4d6 points of base damage.
  Strong transmutation; CL 16th; Craft Wondrous Item, Craft 
  Magic Arms and Armor, move earth; Price 23,348 gp; Cost 
  13,348 gp + 800 XP; Weight 120 lb.
  MAUL OF THE TITANS
  This mallet is 8 feet long.
  If used as a weapon, it is the equivalent of a +3 greatclub and 
  deals triple damage against inanimate objects.
  However, the wielder must have a Strength of at least 18 to 
  wield it properly.
  Otherwise, she takes a –4 penalty on attack rolls.
  Strong evocation; CL 15th; Craft Wondrous Item, Craft 
  Magic Arms and Armor, Bigby’s clenched fist; Price 25,305 gp; 
  Cost 12,305 gp + 480 XP; Weight 160 lb.
  MEDALLION OF THOUGHTS
  This appears to be a normal pendant disk hung from a neck 
  chain.
  Usually fashioned from bronze, copper, or nickel-silver, the 
  medallion allows the wearer to read the thoughts of others, 
  as with the spell detect thoughts.
  Faint divination; CL 5th; Craft Wondrous Item, detect 
  thoughts; Price 12,000 gp.
  MIRROR OF LIFE TRAPPING
  This crystal device is usually about 4 feet square and framed 
  in metal or wood.
  It can be hung or placed on a surface and then activated by 
  giving a command word.
  The same command word deactivates the mirror.
  
  1083
  A mirror of life trapping has fifteen nonspatial 
  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 page 294).
  When a creature is trapped, it is taken bodily into the 
  mirror.
  Size is not a factor, but constructs and undead are not 
  trapped, nor are inanimate objects and other nonliving 
  matter.
  A victim’s equipment (including clothing and anything 
  being carried) remains behind.
  If the mirror’s owner knows the right command word, he 
  can call the reflection of any creature trapped within to its 
  surface and engage his powerless prisoner in conversation.
  Another command word frees the trapped creature.
  Each pair of command words is specific to each prisoner.
  If the mirror’s capacity is exceeded, one victim (determined 
  randomly) is set free in order to accommodate the latest 
  one.
  If the mirror is broken, all victims currently trapped in it 
  are freed and usually promptly attack the possessor of the 
  device in revenge for their imprisonment.
  Strong abjuration; CL 17th; Craft Wondrous Item, 
  imprisonment; Price 200,000 gp; Weight 50 lb.
  MIRROR OF MENTAL PROWESS
  This mirror resembles an ordinary looking glass 5 feet tall 
  by 2 feet wide.
  The possessor who knows the proper commands can cause 
  it to perform as follows.
  • Read the thoughts of any creature reflected therein, as 
  long as the owner is within 25 feet of the mirror, even if 
  those thoughts are in an unknown language.
  • View other places as if with clairvoyance, but vision extends 
  even onto other planes if the viewer is sufficiently familiar 
  with them.
  • Use it as a portal to visit other places.
  The user first views the place with the clairvoyance function, 
  then steps through the mirror to the place pictured.
  Others can follow her through the mirror if they like.
  An invisible portal remains on the other side where she 
  arrives, and she can return through that portal.
  Once she returns, the portal closes.
  The portal closes on its own after 24 hours (trapping the 
  user if she’s still in the other place), and the user can also 
  close it with a command word.
  Creatures with Intelligence of 12 or higher might notice 
  the portal just as they might notice a magical sensor from a 
  scrying spell.
  Any creature who steps through the portal appears in front 
  of the mirror.
  • Once per week the mirror accurately answers one short 
  question regarding a creature whose image is shown on its 
  surface (giving answers similar to those from the legend lore 
  spell).
  Strong conjuration and divination; CL 17th; Craft 
  Wondrous Item, detect thoughts, clairaudience/clairvoyance,
  gate, legend lore; Price 175,000 gp; Weight 40 lb.
  MIRROR OF OPPOSITION
  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 her items disappear 
  completely.
  The mirror functions up to four times per day.
  Strong necromancy; CL 15th; Craft Wondrous Item, clone;
  Price 92,000 gp; Weight 45 lb.
  MURLYND’S SPOON
  This unremarkable eating utensil is typically fashioned 
  from horn.
  If the spoon is placed in an empty container—a bowl, a cup, 
  or a dish, for example—the vessel fills with a thick, pasty 
  gruel.
  Although this substance has a flavor similar to that of 
  warm, wet cardboard, it is highly nourishing and contains 
  everything necessary to sustain any herbivorous, 
  omnivorous, or carnivorous creature.
  The spoon can produce sufficient gruel each day to feed up 
  to four humans.
  Faint conjuration; CL 5th; Craft Wondrous Item, create food 
  and water; Price 5,400 gp.
  Necklace of Adaptation: This necklace is a heavy chain with 
  a platinum medallion.
  The magic of the necklace wraps the wearer in a shell of 
  fresh air, making him immune to all 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.
  Moderate transmutation; CL 7th; Craft Wondrous Item, 
  alter self; Price 9,000 gp.
  NECKLACE OF FIREBALLS
  This device appears to be nothing but beads on a string, 
  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.
  
  1084
  The market price of a sphere is 150 gp for each die of 
  damage it deals (ranging from 300 gp for a 2d6 sphere to 
  1,500 gp for a 10d6 sphere).
  Each necklace of fireballs contains a combination of spheres 
  of various strengths.
  Some traditional combinations, designated types I through 
  VII, are detailed below.
  For example, a type III necklace has seven spheres—one 7-
  dice, two 5-dice, and four 3-dice fireballs.
  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.
  Moderate evocation; CL 10th; Craft Wondrous Item, 
  fireball.
  NOLZUR’S MARVELOUS PIGMENTS
  These magic emulsions enable their possessor to create 
  actual, permanent objects simply by depicting their form in 
  two dimensions.
  The pigments are applied by a stick tipped with bristles, 
  hair, or fur.
  The emulsion flows from the application to form the 
  desired object as the artist concentrates on the desired 
  image.
  One pot of Nolzur’s marvelous pigments is sufficient to create 
  a 1,000-cubic-foot object by depicting it two-dimensionally 
  over a 100-square-foot surface.
  Thus, a 10-foot-by-10-foot rendition of a pit would result in 
  an actual 10-foot-by-10-foot-by-10-foot pit; a 10-foot-by-10-
  foot depiction of a room would result in a 10-foot-by-10-
  foot-by-10-foot room; and so on.
  Only normal, inanimate objects can be created—doors, 
  pits, flowers, trees, cells, and so on.
  Creatures can’t be created.
  The pigments must be applied to a surface (a floor, wall, 
  ceiling, door, or the like).
  It takes 10 minutes and a DC 15 Craft (painting) check to 
  depict an object with the pigments.
  Nolzur’s marvelous pigments cannot create magic items.
  Objects of value depicted by the pigments—precious 
  metals, gems, jewelry, ivory, and so on—appear to be 
  valuable but are really made of tin, lead, paste, brass, bone, 
  and other such inexpensive materials.
  The user can create normal weapons, armor, and any other 
  mundane item (including foodstuffs) whose value does not 
  exceed 2,000 gp.
  Items created are not magical; the effect is instantaneous.
  Strong conjuration; CL 15th; Craft Wondrous Item, major 
  creation; Price 4,000 gp.
  ORB OF STORMS
  This glass sphere is 8 inches in diameter.
  The possessor can call forth all manner of weather, even 
  supernaturally destructive storms.
  Once per day she can call upon the orb to 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.
  Strong varied; CL 18th; Craft Wondrous Item, control 
  weather, endure elements, storm of vengeance; Price 48,000 gp; 
  Weight 6 lb.
  PEARL OF POWER
  This seemingly normal pearl of average size and luster is a 
  potent aid to all spellcasters who prepare spells (clerics, 
  druids, rangers, paladins, and wizards).
  Once per day on command, a pearl of power enables the 
  possessor to recall any one spell that she had prepared and 
  then cast.
  The spell is then prepared again, just as if it 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).
  Strong transmutation; CL 17th; Craft Wondrous Item, 
  creator must be able to cast spells of the spell level to be 
  recalled; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 
  16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp 
  (7th), 64,000 gp (8th), 81,000 gp (9th), or 70,000 gp (two 
  spells).
  PEARL OF THE SIRINES
  This normal-seeming pearl is beautiful and worth at least 
  1,000 gp on that basis alone.
  If it is clasped firmly in hand or held to the breast while the 
  possessor attempts actions related to the pearl’s powers, she 
  understands and is able to employ the item.
  The pearl enables its possessor to breathe in water as if she 
  were in clean, fresh air.
  Her swim speed is 60 feet, and she can cast spells and act 
  underwater without hindrance.
  Moderate abjuration and transmutation; CL 8th; Craft 
  Wondrous Item, freedom of movement, water breathing; Price 
  15,300 gp.
  PERIAPT OF HEALTH
  The wearer of this blue gem on a silver chain is immune to 
  disease, including supernatural diseases (see Table 8–2: 
  Diseases, page 292).
  Faint conjuration; CL 5th; Craft Wondrous Item, remove 
  disease; Price 7,500 gp.
  
  1085
  PERIAPT OF PROOF AGAINST 
  POISON
  This item is a brilliant-cut black gem on a delicate silver 
  chain.
  The wearer is immune to poison, although poisons still 
  active when the periapt is first donned still run their 
  course.
  Faint conjuration; CL 5th; Craft Wondrous Item, neutralize 
  poison; Price 27,000 gp.
  PERIAPT OF WISDOM
  Although it appears to be a normal pearl on a light chain, a 
  periapt of wisdom actually increases the possessor’s Wisdom 
  score in the form of an enhancement bonus of +2, +4, or +6 
  (depending on the individual item).
  Moderate transmutation; CL 8th; Craft Wondrous Item, 
  owl’s wisdom; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp 
  (+6).
  PERIAPT OF WOUND CLOSURE
  This stone is bright red and dangles on a gold chain.
  The wearer of this periapt automatically becomes stable if 
  his hit points drop to between –1 and –9 inclusive.
  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 that involves bleeding (such as damage 
  caused by the horned devil’s infernal wound ability; see 
  page 55 of the Monster Manual), is negated for the wearer of 
  the periapt, but he is still susceptible to damage from 
  bleeding that causes Constitution loss, such as that dealt by 
  a wounding weapon.
  Moderate conjuration; CL 10th; Craft Wondrous Item, heal;
  Price 15,000 gp.
  PHYLACTERY OF FAITHFULNESS
  This item is a small box containing religious scripture 
  affixed to a leather cord and tied around the forehead.
  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.
  Faint divination; CL 1st; Craft Wondrous Item, detect chaos,
  detect evil, detect good, detect law; Price 1,000 gp.
  PHYLACTERY OF UNDEAD TURNING
  This item is a boon to any character able to turn undead, 
  allowing him to do so as if his class level were four levels 
  higher than it actually is.
  Moderate necromancy [good]; CL 10th; Craft Wondrous 
  Item, 10th-level cleric; Price 11,000 gp.
  PIPES OF HAUNTING
  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.
  Faint necromancy; CL 4th; Craft Wondrous Item, scare;
  Price 6,000 gp; Weight 3 lb.
  PIPES OF PAIN
  These appear to be like any other standard set of pipes with 
  nothing to reveal their true nature.
  When played by someone who succeeds on a DC 15 
  Perform (wind instruments) check, the pipes create a 
  wondrous melody.
  All within 30 feet must make a DC 14 Will save or be 
  fascinated by the sound.
  (This is a mind-affecting sonic compulsion).
  As soon as the piping stops, all those affected are stricken 
  by intense pain at even the slightest noise.
  Unless a character is in a totally silent area, she takes 1d4 
  points of damage per round for 2d4 rounds.
  During this time, damage from sonic attacks, such as sound 
  burst, is doubled.
  Thereafter, the least noise causes an affected character to 
  become shaken (except when she is in a totally silent area).
  This hypersensitivity is a curse and therefore hard to 
  remove (see the bestow curse spell).
  Faint enchantment and evocation; CL 6th; Craft Wondrous 
  Item, creator must have the bardic music class feature, 
  sound burst; Price 12,000 gp; Weight 3 lb.
  PIPES OF THE SEWERS
  These wooden pipes appear ordinary, but if the possessor 
  learns the proper tune, he can attract 1d3 rat swarms (see 
  page 239 of the Monster Manual) 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.
  If they are called again within a day, the Perform check DC 
  is 15.
  If the rats are under the control of another creature, add the 
  HD of the controller to the Perform check DC.
  Once control is assumed, another check is required each 
  round to maintain it if the other creature is actively seeking 
  to reassert its control.
  Faint conjuration; CL 2nd; Craft Wondrous Item, charm 
  animal, summon nature’s ally I, wild empathy ability; Price 
  1,150 gp; Weight 3 lb.
  
  1086
  PIPES OF SOUNDING
  When played by a character who has the Perform (wind 
  instruments) skill, these pipes create a variety of sounds.
  The figment sounds are the equivalent of ghost sound (caster 
  level 2nd).
  Faint illusion; CL 2nd; Craft Wondrous Item, ghost sound;
  Price 1,800 gp; Weight 3 lb.
  PORTABLE HOLE
  A portable hole is a circle of cloth spun from the webs of a 
  phase spider interwoven with strands of ether and beams of 
  starlight.
  When opened fully, a portable hole is 6 feet in diameter, 
  but it can be folded up to be as small as a pocket 
  handkerchief.
  When spread upon any surface, it causes an 
  extradimensional space 10 feet deep to come into being.
  This hole can be picked up from inside or 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.
  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.
  (See Suffocation, page 304).
  The cloth does not accumulate weight even if its hole is 
  filled (with gold, for example).
  Each portable hole opens on its own particular 
  nondimensional space.
  If a bag of holding (see page 248) 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.
  Moderate conjuration; CL 12th; Craft Wondrous Item, 
  plane shift; Price 20,000 gp.
  QUAAL’S FEATHER TOKEN
  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.
  Anchor: A token useful to moor a craft in water so as to 
  render it immobile for up to one day.
  Bird: A token that can be used to deliver a small written 
  message unerringly to a designated target as would a carrier 
  pigeon.
  The token lasts as long as it takes to carry the message.
  Fan: A token that forms a huge flapping fan, causing a 
  breeze of sufficient strength to propel one ship (about 25 
  mph).
  This wind is not cumulative with existing wind speed—if a 
  severe wind is already blowing, for example, this wind 
  cannot be added to it to create a windstorm.
  The token can, however, be used to lessen existing winds, 
  creating an area of relative calm or lighter winds (but wave 
  size in a storm is not affected).
  The fan can be used for up to 8 hours.
  It does not function on land.
  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 or thirty-two Medium 
  characters or any equivalent combination.
  The boat lasts for one day.
  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.
  Whip: A token that forms into a huge leather whip and 
  wields itself against any opponent desired just like a 
  dancing weapon (see page 224).
  The weapon has a +10 base attack bonus, does 1d6+1 points 
  of damage, has a +1 enhancement bonus on attack and 
  damage rolls, and a makes a free grapple attack (with a +15 
  attack bonus) if it hits.
  The whip lasts no longer than 1 hour.
  Moderate conjuration; CL 12th; Craft Wondrous Item, 
  major creation; Price 50 gp (anchor), 300 gp (bird), 200 gp 
  (fan), 450 gp (swan boat), 400 gp (tree), 500 gp (whip).
  QUIVER OF EHLONNA
  This appears to be a typical arrow container capable of 
  holding about twenty 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 sixty objects of 
  the same general size and shape as an arrow.
  The second slightly longer compartment holds up to 
  eighteen objects of the same general size and shape as a 
  javelin.
  The third and longest portion of the case contains as many 
  as six objects of the same general size and shape as a bow 
  (spears, staffs, or the like).
  Once the owner has filled it, the quiver can produce any 
  item she wishes, as if from a regular quiver or scabbard.
  The quiver of Ehlonna weighs the same no matter what’s 
  placed inside it.
  Moderate conjuration; CL 9th; Craft Wondrous Item, 
  Leomund’s secret chest; Price 1,800 gp; Weight 2 lb.
  RING GATES
  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.
  
  1087
  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 a “entry side” and an “exit side”, both marked 
  with appropriate symbols.
  Strong conjuration; CL 17th; Craft Wondrous Item, gate;
  Price 40,000 gp; Weight 1 lb.
  each.
  ROBE OF THE ARCHMAGI
  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).
  Its wearer, if an arcane spellcaster, gains the following 
  powers.
  • +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.
  If a white robe is donned by an evil character, she 
  immediately gains three negative levels.
  The reverse is true with respect to a black robe donned by a 
  good character.
  An evil or good character who puts on a gray robe, or a 
  neutral character who dons either a white or black robe, 
  gains two negative levels.
  While these negative levels never result in lost levels, they 
  remain as long as the garment is worn and cannot be 
  overcome in any way (including restoration spells).
  Strong varied; CL 14th; Craft Wondrous Item, antimagic 
  field, mage armor or shield of faith, creator must be of same 
  alignment as robe; Price 75,000 gp; Weight 1 lb.
  ROBE OF BLENDING
  When this robe is put on, the wearer intuitively knows that 
  the garment has very special properties.
  A robe of blending enables its wearer to appear to be part of 
  his surroundings.
  This allows him a +10 competence bonus on Hide checks.
  The wearer can adopt the appearance of another creature, as 
  with the disguise self spell, at will.
  All creatures acquainted with and friendly to the wearer see 
  him normally.
  Moderate illusion; CL 10th; Craft Wondrous Item, disguise 
  self; Price 30,000 gp; Weight 1 lb.
  ROBE OF BONES
  This handy item functions much like a robe of useful items for 
  the serious necromancer.
  It appears to be an unremarkable robe, but a character who 
  dons it notes that it is adorned with small embroidered 
  figures representing undead creatures.
  Only the wearer of the robe can see the embroidery and 
  recognize them for the creatures they become, and detach 
  them.
  One figure can be detached each round.
  Detaching a figure causes it to become an actual undead 
  creature(see the list below).
  The skeleton or zombie is not under the control of the 
  wearer of the robe, but may be subsequently commanded, 
  rebuked, turned, or destroyed.
  A newly created robe of bones always has two embroidered 
  figures of each of the following undead.
  • Small goblin skeleton
  • Medium human commoner skeleton
  • Medium wolf skeleton
  • Small goblin zombie
  • Medium human commoner zombie
  • Medium wolf zombie Moderate necromancy [evil]; CL 
  6th; Craft Wondrous Item, animate dead; Price 2,400 gp; 
  Weight 1 lb.
  ROBE OF EYES
  This valuable garment appears to be a normal robe until it is 
  put on.
  Its wearer is able to see in all directions at the same 
  moment due to scores of visible, magical eye-like patterns 
  that adorn the robe.
  She also gains 120-foot darkvision.
  The robe of eyes sees all forms of invisible or ethereal things 
  within 120 feet.
  The wearer of a robe of eyes gains a +10 competence bonus on 
  Search checks and Spot checks.
  She retains her Dexterity bonus to AC even when flat-
  footed, and she can’t be flanked.
  However, she is not able to avert her eyes 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.
  Moderate divination; CL 11th; Craft Wondrous Item, true 
  seeing; Price 120,000 gp; Weight 1 lb.
  ROBE OF SCINTILLATING COLORS
  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 mind-affecting 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.
  Moderate illusion; CL 11th; Craft Wondrous Item, blur,
  rainbow pattern; Price 27,000 gp; Weight 1 lb.
  
  1088
  ROBE OF STARS
  This garment is typically black or dark blue and 
  embroidered with small white or silver stars.
  The robe has three magical powers.
  • 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.
  Strong varied; CL 15th; Craft Wondrous Item, magic missile,
  astral projection or plane shift; Price 58,000 gp; Weight 1 lb.
  ROBE OF USEFUL ITEMS
  This appears to be an unremarkable robe, but a character 
  who dons it notes that it is adorned with small cloth 
  patches of various shapes.
  Only the wearer of the robe can see these patches, 
  recognize them for what items they become, and detach 
  them.
  One patch can be detached each round.
  Detaching a patch causes it to become an actual item, as 
  indicated below.
  A newly created robe of useful items always has two each of 
  the following patches.
  • Dagger
  • Bullseye lantern (filled and lit)
  • Mirror (a highly polished 2-foot-by-4-foot steel mirror)
  • Pole (10-foot length)
  • 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.
  Multiple items of the same kind are permissible.
  Once removed, a patch cannot be replaced.
  Moderate transmutation; CL 9th; Craft Wondrous Item, 
  fabricate; Price 7,000 gp; Weight 1 lb.
  ROPE OF CLIMBING
  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.
  Faint transmutation; CL 3rd; Craft Wondrous Item, animate 
  rope; Price 3,000 gp; Weight 3 lb.
  ROPE OF ENTANGLEMENT
  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.
  The rope has AC 22, 12 hit points, and hardness 10, and it 
  has damage reduction 5/slashing as well.
  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.
  Moderate transmutation; CL 12th; Craft Wondrous Item, 
  animate objects, animate rope, entangle; Price 21,000 gp; 
  Weight 5 lb.
  SALVE OF SLIPPERINESS
  This substance provides a +20 competence bonus on all 
  Escape Artist checks, meaning that it is almost impossible 
  to grapple such a character or to tie or chain him up.
  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 
  that is meant to hold sovereign glue (see below).
  Faint conjuration; CL 6th; Craft Wondrous Item, grease;
  Price 1,000 gp.
  SCABBARD OF KEEN EDGES
  This scabbard is fashioned from cured leather and fine
  silver.
  It can shrink or enlarge to accommodate any knife, dagger, 
  sword, or similar weapon up to and including a greatsword.
  Up to three times per day on command, the scabbard casts 
  keen edge on any blade placed within it.
  Faint transmutation; CL 5th; Craft Wondrous Item, keen 
  edge; Price 16,000 gp; Weight 1 lb.
  
  1089
  SCARAB OF PROTECTION
  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 (such as 
  the slam attack of a vampire spawn), death effects (such as 
  finger of death), and negative energy effects (such as from an 
  inflict critical wounds spell).
  Upon absorbing twelve such attacks, the scarab turns to 
  powder and is destroyed.
  Strong abjuration and necromancy; CL 18th; Craft 
  Wondrous Item, death ward, spell resistance; Price 38,000 gp.
  SCARAB, GOLEMBANE
  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.
  Moderate divination; CL 8th; Craft Wondrous Item, detect 
  magic, creator must be at least 10th level; Price 2,500 gp.
  SHROUDS OF DISINTEGRATION
  These burial wrappings look to be made of fine, 
  embroidered materials.
  When a body is placed inside, a command word will turn it 
  to dust.
  The magic of the shrouds is usable only once, after which 
  the wrappings become ordinary, fine cloth.
  Strong transmutation; CL 15th; Craft Wondrous Item, 
  disintegrate; Price 6,600 gp; Weight 10 lb.
  SILVERSHEEN
  This substance can be applied to a weapon as a standard 
  action.
  It will give the weapon the properties of alchemical silver 
  (see page 284) for 1 hour, replacing the properties of any 
  other special material it might have.
  For example, a +1 holy adamantine longsword becomes a +1 
  holy silver longsword for the duration of the effect.
  One vial will coat a single melee weapon or 20 units of 
  ammunition.
  Faint transmutation; CL 5th; Craft Wondrous Item; Price 
  250 gp.
  SLIPPERS OF SPIDER CLIMBING
  When worn, a pair of these slippers enable movement on 
  vertical surfaces or even upside down along ceilings, 
  leaving the wearer’s hands free.
  Her speed is 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.
  Faint transmutation; CL 4th; Craft Wondrous Item, spider 
  climb; Price 4,800 gp; Weight 1/2 lb.
  SOVEREIGN GLUE
  This pale amber substance is thick and viscous.
  Because of its particular powers, it can be contained only in 
  a flask whose inside has been coated with 1 ounce of salve of 
  slipperiness (see the previous page), 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).
  Strong transmutation; CL 20th; Craft Wondrous Item, make 
  whole; Price 2,400 gp (per ounce).
  STONE OF ALARM
  This stone cube, when given the command word, affixes 
  itself to any object.
  If that object is touched thereafter by anyone who does not 
  first speak that same command word, the stone emits a 
  piercing screech for 1 hour that can be heard up to a 
  quarter-mile away (assuming no intervening barriers).
  Faint abjuration; CL 3rd; Craft Wondrous Item, alarm; Price 
  2,700 gp; Weight 2 lb.
  STONE OF CONTROLLING EARTH 
  ELEMENTALS
  A stone of this nature is typically an oddly shaped bit of 
  roughly polished rock.
  The possessor of such a stone need but utter a few words of 
  summoning, and a Huge earth elemental comes to the 
  summoner.
  The summoning words require 1 full round to speak, and in 
  all ways the stone functions as the summon monster VII 
  spell.
  (If sand or rough, unhewn stone is the summoning 
  medium, the elemental that comes is Large instead, and the 
  stone functions as the summon monster VI spell).
  The elemental appears in 1d4 rounds.
  For detailed information about elementals, see page 95 of 
  the Monster Manual.
  Only one elemental can be summoned at a time.
  A new elemental requires a new patch of earth or stone, 
  which cannot be accessed until after the first elemental 
  disappears (is dispelled, dismissed, or slain).
  Strong conjuration; CL 13th; Craft Wondrous Item, 
  summon monster VI, summon monster VII; Price 100,000 gp; 
  Weight 5 lb.
  
  1090
  STONE OF GOOD LUCK 
  (LUCKSTONE)
  This stone is typically a bit of rough polished agate or some 
  similar mineral.
  Its possessor gains a +1 luck bonus on saving throws, ability 
  checks, and skill checks.
  Faint evocation; CL 5th; Craft Wondrous Item, divine favor;
  Price 20,000 gp.
  STONE HORSE
  Each item of this nature appears to be a full-sized, roughly 
  hewn statue of a horse, carved from some type of hard 
  stone.
  A command word brings the steed to life, enabling it to 
  carry a burden and even to attack as if it were a real horse of 
  the appropriate kind.
  A stone horse can carry 1,000 pounds tirelessly and never 
  needs to rest or feed.
  Damage dealt to it can be repaired by first using a stone to 
  flesh spell, thus causing the stone horse to become a normal 
  horse that can be healed normally.
  When fully healed, it automatically reverts to its stone 
  form.
  While in its stone form, it can be fed gems, healing 1 point 
  of damage for each 50 gp worth of mineral it is given.
  There are two sorts of stone horses.
  Courser: This item has the statistics of a heavy horse (see 
  page 273 of the Monster Manual), as well as having hardness 
  10.
  Destrier: This item has the statistics of a heavy warhorse (see 
  page 273 of the Monster Manual), as well as having hardness 
  10.
  Strong transmutation; CL 14th; Craft Wondrous Item, flesh 
  to stone, animate objects; Price 10,000 gp (courser) or 14,800 gp 
  (destrier); Weight 6,000 lb.
  STONE SALVE
  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.
  Strong abjuration and transmutation; CL 13th; Craft 
  Wondrous Item, flesh to stone, stoneskin; Price 4,000 gp per 
  ounce.
  STRAND OF PRAYER BEADS
  This item appears to be a normal string of prayer beads 
  until the owner casts a divine spell.
  Once that occurs, the owner instantly knows the powers of 
  the prayer beads and how to activate them.
  Each strand includes two or more special beads, each with a 
  different magic power.
  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.
  Faint, moderate or strong (many schools); CL 1st (blessing), 
  5th (healing), 7th (smiting), 9th (karma), 11th (wind walking), 
  17th (summons); Craft Wondrous Items and one of the 
  following spells per bead, as appropriate: bless (blessing); cure 
  serious wounds, remove blindness/deafness, or remove disease 
  (healing); righteous might (karma); gate (summons); chaos 
  hammer, holy smite, order’s wrath, or unholy blight (smiting), 
  wind walk (wind walking); Price 9,600 gp (lesser), 25,800 gp 
  (standard), 95,800 gp (greater).
  TOME OF CLEAR THOUGHT
  This heavy book contains instruction on improving 
  memory and logic, but entwined within the words is a 
  powerful magical effect.
  If anyone reads this book, which takes a total of 48 hours 
  over a minimum of six days, she gains an inherent bonus of 
  from +1 to +5 (depending on the type of tome) to her 
  Intelligence score.
  Once the book is read, the magic disappears from the pages 
  and it becomes a normal book.
  Because the tome of clear thought provides an inherent 
  bonus, the reader will earn extra skill points when she 
  
  1091
  attains a new level (unlike with the benefit provided by a 
  headband of intellect).
  Strong evocation (if miracle is used); CL 17th; Craft 
  Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 
  gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); 
  Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 
  3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 
  gp + 25,500 XP (+5); Weight 5 lb.
  TOME OF LEADERSHIP AND 
  INFLUENCE
  This ponderous book details suggestions for persuading 
  and inspiring others, but entwined within the words is a 
  powerful magical effect.
  If anyone reads this book, which takes a total of 48 hours 
  over a minimum of six days, he gains an inherent bonus of 
  from +1 to +5 (depending on the type of tome) to his 
  Charisma score.
  Once the book is read, the magic disappears from the pages 
  and it becomes a normal book.
  Strong evocation (if miracle is used); CL 17th; Craft 
  Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 
  gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); 
  Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 
  3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 
  gp + 25,500 XP (+5); Weight 5 lb.
  TOME OF UNDERSTANDING
  This thick book contains tips for improving instinct and 
  perception, but entwined within the words is a powerful 
  magical effect.
  If anyone reads this book, which takes a total of 48 hours 
  over a minimum of six days, she gains an inherent bonus of 
  from +1 to +5 (depending on the type of tome) to her 
  Wisdom score.
  Once the book is read, the magic disappears from the pages 
  and it becomes a normal book.
  Strong evocation (if miracle is used); CL 17th; Craft 
  Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 
  gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); 
  Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 
  3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 
  gp + 25,500 XP (+5); Weight 5 lb.
  UNGUENT OF TIMELESSNESS
  When applied to any matter that was once alive (leather, 
  leaves, paper, wood, dead flesh, and so on), this ointment 
  allows that substance to resist the passage of time.
  Each year of actual time affects the substance as if only a 
  day had passed.
  The coated object gains a +1 resistance bonus on all saving 
  throws.
  The unguent never wears off, although it can be magically 
  removed (by dispelling the effect, for instance).
  One flask contains enough material to coat eight Medium 
  or smaller objects.
  A Large object counts as two Medium objects, and a Huge 
  object counts as two Large objects.
  Faint transmutation; CL 3rd; Prerequisite: Craft Wondrous 
  Item; Price 150 gp.
  UNIVERSAL SOLVENT
  This substance has the unique property of being able to 
  dissolve sovereign glue (see page 266), tanglefoot bags (see 
  page 128 of the Player’s Handbook), and the adhesive created 
  by a kuo-toa (see page 163 of the Monster Manual).
  Applying the solvent is a standard action.
  Strong transmutation; CL 20th; Craft Wondrous Item, 
  disintegrate; Price 50 gp.
  VEST OF ESCAPE
  Hidden within secret pockets of this simple silk vest are 
  lockpicks that provide a +4 competence bonus on Open 
  Lock checks.
  The vest also grants its wearer a +6 competence bonus on 
  Escape Artist checks.
  Faint conjuration and transmutation; CL 4th; Craft 
  Wondrous Item, knock, grease; Price 5,200 gp.
  VESTMENT, DRUID’S
  This light garment is worn over normal clothing or armor.
  Most such vestments are green, embroidered with plant or 
  animal motifs.
  When this item is worn by a character with the wild shape 
  ability, the character can use that ability one additional time 
  each day.
  Moderate transmutation; CL 10th; Craft Wondrous Item, 
  polymorph or wild shape ability; Price 10,000 gp.
  WELL OF MANY WORLDS
  This strange, interdimensional device looks just like a 
  portable hole.
  Anything placed within it is immediately cast to another 
  world—a parallel world, another planet, or a different 
  plane, at the DM’s option or by random determination.
  If the well is moved, the random factor again comes into 
  play.
  It can be picked up, folded, or rolled, just as a portable hole 
  can be.
  Objects from the world the well touches can come through 
  the opening just as easily as from the initiating place.
  (It is a two-way portal).
  Strong conjuration; CL 17th; Craft Wondrous Item, gate;
  Price 82,000 gp.
  WIND FAN
  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 generate air movement duplicating a gust of wind spell.
  The fan can be used once per day with no risk.
  If it is used more frequently, there is a 20% cumulative 
  chance per usage during that day that the device tears into 
  useless, nonmagical tatters.
  Faint evocation; CL 5th; Craft Wondrous Item, gust of wind;
  Price 5,500 gp.
  
  1092
  WINGS OF FLYING
  A pair of these wings might appear to be nothing more than 
  a plain cloak of old, black cloth, or they could be as elegant 
  as a long cape of blue feathers.
  When the wearer speaks the command word, the cloak 
  turns into a pair of bat or bird wings that empower her to 
  fly with a speed of 60 feet (good maneuverability).
  Moderate transmutation; CL 10th; Craft Wondrous Item, 
  fly; Price 54,000 gp; Weight 2 lb.
  DUNGEON MASTER’S 
  GUIDE 2 (3.5)
  BRACELETS OF SPELL SHARING
  These paired bracelets allow two different wearers to share 
  spells.
  Description: A set of bracelets of spell sharing consists of two 
  light, silvery bracelets inlaid with pearl.
  When a spell is shared between two wearers, the pearl 
  inlays in each bracelet briefly flash with a blue radiance 
  equivalent to the light of a candle.
  Activation: As long as each of the two bracelets in a given 
  pair is worn by a different creature, both are continuously 
  active.
  Effect: Any spell with a range of personal and a target of 
  you automatically affects both wearers equally when they 
  are within 60 feet of each other.
  The duration of the effect on each wearer, however, is 
  halved.
  If this adjustment results in a duration of less than 1 round, 
  the spell fails.
  The bracelets can share only one spell at a time.
  Aura/Caster Level: Moderate transmutation; CL 10th.
  Construction: Craft Wondrous Item, share spell ability or 
  shield other, 30,000 gp (for pair), 2,400 XP, 60 days.
  Weight: —.
  Price: 60,000 gp.
  CASTING GLOVE
  A casting glove is a spellcaster’s best friend.
  Like a glove of storing, a casting glove stores one item weighing 
  up to 20 pounds.
  However, the wearer can make use of a stored potion, rod, 
  scroll, staff, or wand without retrieving it.
  The major reason that adventurers prefer to channel the 
  magic of stored items is that doing so does not provoke 
  attacks of opportunity.
  Description: A casting glove is a black leather gauntlet with 
  small silver and gold runes around the tip of each finger.
  Because the magic used in its creation smoothes out any 
  imperfections in the leather and eliminates any seams, the 
  glove feels smooth to the touch.
  When the wearer snaps her fingers, the runes on the 
  fingertips flash briefly.
  When she uses the glove to summon or store an item, 
  arcane energy crackles between her fingers.
  Activation: A casting glove has two functions.
  Storing or retrieving an item requires a command word but 
  is a free action.
  Using a magic item without first retrieving it requires a 
  standard action.
  Effect: On the wearer’s command, one item held in the 
  hand wearing the glove disappears and is stored in it, as 
  with a glove of storing.
  The item can weigh no more than 20 pounds, and the 
  wearer must be able to hold it in one hand.
  The item is actually shrunk down so small that it cannot be 
  seen and is held in stasis within the glove.
  While thus stored, the item has negligible weight.
  By snapping the fingers of the hand wearing the glove, the 
  wearer causes the item to reappear.
  A glove stores only one item at a time.
  Spell durations are not arrested; any active spell effects 
  continue to run normally.
  If an effect is suppressed or dispelled, the stored item 
  reappears instantly.
  The effect that distinguishes a casting glove from a glove of 
  storing is the former’s ability to channel the magic of certain 
  items without retrieving them.
  Once per round, the wearer of a casting glove can call upon 
  one effect of a stored potion, rod, wand, scroll, or staff as if 
  he were holding the item in his hand.
  Potions function as if the wearer had drunk them, and 
  scrolls function as if the wearer had read them.
  (Later, when the wearer retrieves these items, the scroll 
  page is blank, and the potion vial is empty).
  Channeling the power of a rod, staff, or wand in this way 
  expends charges from it normally, and the effect is 
  generated as if the wearer were holding the item.
  If the item has multiple functions, the wearer chooses one 
  in the normal fashion.
  Aura/Caster Level: Moderate transmutation; CL 11th.
  Construction: Craft Wondrous Item, shrink item, 10,000 gp, 
  800 XP, 20 days.
  Weight: —.
  Price: 25,000 gp.
  DAAZZIX’S VEST
  Daazzix’s vest is a boon to anyone who possesses spell 
  resistance.
  The vest increases the wearer’s defenses against magic, 
  making him nearly invulnerable to spells except from the 
  most potent of casters.
  Lore: Characters can gain the following pieces of 
  information about Daazzix’s vest by making Knowledge 
  (history) or Knowledge (dungeoneering) checks at the 
  appropriate DCs, as given below.
  DC 20: The first Daazzix’s vest was created by a drow wizard 
  fearful of his mistress’s wrath.
  Daazzix created the vest in the hopes of overthrowing his 
  tyrannical sisters.
  DC 30: To aid his innate defenses against his sisters’ divine 
  magic, Daazzix crafted the vest and arrogantly named it 
  after himself.
  Unfortunately, while the vest saved him from their magic, 
  he failed to calculate the effects their maces would have on 
  his head.
  Description: Each Daazzix’s vest is made from black silk, and 
  the buttons are shards of stone chipped from a stone golem.
  
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  Both buttons and vest are inscribed with runes that are also 
  used in the rituals of golem creation.
  The silk is soft to the touch, and its sheen never grows dull.
  Activation: Daazzix’s vest functions only for a creature that 
  already possesses spell resistance, either from an innate 
  ability (such as drow have) or from another magic item 
  (such as a mantle of spell resistance).
  Once it is donned by such a creature, the vest is always 
  active.
  If the wearer loses his other source of spell resistance (for 
  example, if his mantle of spell resistance is destroyed or 
  suppressed), he immediately loses the benefit of Daazzix’s 
  vest as well.
  Effect: Daazzix’s vest increases the wearer’s existing spell 
  resistance by 5.
  Aura/Caster Level: Moderate abjuration; CL 9th.
  Construction: Craft Wondrous Item, spell resistance, 12,500 
  gp, 1,000 XP, 25 days.
  Weight: 1 lb.
  Price: 25,000 gp.
  DOMAIN DRAUGHT
  The imbiber of a domain draught gains temporary access to 
  the clerical domain with which it is associated.
  Description: These potent elixirs appear in different shades, 
  but each comes in a small, translucent vial inscribed with 
  religious iconography.
  A successful DC 15 Knowledge (religion) check identifies 
  the draught’s cleric domain from the iconography on the 
  bottle.
  Activation: Like all elixirs, a domain draught is a one-use 
  item that is activated on consumption.
  Effect: Upon drinking a domain draught, the user gains 
  access to its associated cleric domain for 24 hours.
  She can use the domain’s granted power, and if she 
  normally prepares domain spells, she can choose them 
  from the list for the draught’s domain as well as her own 
  until the effect expires.
  If the imbiber gains access to a domain that is opposed to 
  her alignment and prepares domain spells from its list, she 
  might need to atone for that deed (DM’s discretion).
  Aura/Caster Level: Strong universal; CL 20th.
  Construction: Craft Wondrous Item, access to associated 
  domain, 4,000 gp, 320 XP, 8 days.
  Weight: —.
  Price: 8,000 gp.
  ELIXIR OF RECKONING
  A character who consumes an elixir of reckoning is assuming 
  the worst.
  Its power activates only when the imbiber falls in battle, 
  detonating his body in a spectacular explosion.
  Though suicide troopers in the service of evil warlords 
  commonly use elixirs of reckoning, heroes sometimes find 
  use for them when they face odds that they know they 
  cannot overcome.
  Description: The elixir is a brilliant, crimson liquid that 
  bubbles and churns with potent magical energy.
  The vial that holds it is constructed of extra-thick glass, as if 
  to protect those who carry it against the devastating power 
  of the liquid inside.
  When the seal is broken on a vial of elixir of reckoning, the 
  liquid inside flashes and flares in a brief surge of power.
  It has a slight scent of ozone, almost like the tang in the air 
  after a lightning strike.
  Upon consuming the elixir, the imbiber feels a rush of 
  energy, followed by a sense of euphoria and invincibility.
  Her flesh almost thrums with power, her heart rate 
  increases, and her skin flushes.
  This magic is released when she is slain, consuming her 
  body in a blast of magical energy.
  Activation: Like all elixirs, an elixir of reckoning is a one-use 
  item that is activated on consumption.
  Effect: After consuming an elixir of reckoning, the imbiber’s 
  body is filled with unstable magical energy.
  If she dies (that is, if her hit points fall to –10 or lower) 
  within 1 hour of imbibing the elixir, her body explodes in a 
  blast of eldritch energy that deals 5d6 points of damage to 
  every creature and object within a 20-foot radius.
  Targets in this area can attempt a DC 14 Reflex save to halve 
  the damage.
  Remnants of the imbiber’s body survive the blast but are 
  distributed around the periphery of the blast radius.
  If the imbiber is not slain (that is, if her hit points do not 
  fall to –10 or lower) within 1 hour of consuming the elixir, 
  it has no effect.
  Aura/Caster Level: Faint abjuration; CL 5th.
  Construction: Craft Wondrous Item, glyph of warding, 413 
  gp, 33 XP, 1 day.
  Variants: Rumors abound of more potent versions of the 
  elixir of reckoning.
  Each such elixir deals 10d6 (rather than 5d6) points of 
  damage when the imbiber is slain.
  The more powerful version costs 1,650 gp, and its aura 
  strength is moderate.
  Weight: —.
  Price: 825 gp.
  LENSES OF PAIN
  With a glance, the wearer of this item deals damage to 
  enemies and possibly weakens their resolve as well.
  Lenses of pain give characters the advantage that so many 
  monsters have naturally—they force opponents to avert 
  their eyes or suffer the consequences.
  Description: While most lenses are translucent, lenses of 
  pain have a slightly green cast because of the process used 
  to create them.
  Like other lenses, these are made to slip over the wearer’s 
  eyes.
  When so worn, they give the wearer’s irises a slightly green 
  hue.
  While inactive, the lenses are nearly invisible unless a 
  viewer looks closely at the wearer’s eyes.
  Once activated, they cause the wearer’s eyes to glow a 
  fierce, disturbing, brilliant shade of green.
  Activation: Activating the lenses is a standard action.
  Once they are active, the wearer need not take any further 
  action to subject his enemies to the basic gaze effect they 
  grant.
  However, he can take another standard action to subject 
  one creature to the effect.
  The lenses can be active for a total of 10 rounds every 24 
  hours.
  
  1094
  Turning them off is a swift action, and doing so doesn’t 
  waste any remaining rounds.
  (See page 237 for the definition of a swift action).
  The lenses can be activated at different times during a day, 
  but the total number of active rounds in 24 hours cannot 
  exceed ten.
  Effect: Lenses of pain grant the wearer a gaze attack (see page 
  309 of the Monster Manual for a complete description of 
  gaze attacks) that withers the flesh of foes.
  While the lenses are active, each creature within 30 feet of 
  the wearer must succeed on a DC 16 Will save every round 
  or take 2d6 points of damage and become sickened.
  A successful save negates half the damage and the sickened 
  effect.
  A target that successfully saves becomes immune to the 
  effect of the lenses for 24 hours.
  An opponent within 30 feet can avoid the effect altogether 
  by averting its eyes and accepting a 50% miss chance on 
  attacks against the wearer.
  Alternatively, the wearer can, as a standard action, focus his 
  gaze on a single creature while the lenses are active.
  The target creature must immediately make a Will save to 
  avoid the damage and the sickened effect, even if it was 
  averting its eyes at the time.
  The wearer can focus his gaze in this manner on a creature 
  that has already become immune to the general effect and 
  subject it to his gaze anyway.
  Aura/Caster Level: Moderate necromancy; CL 9th.
  Construction: Craft Wondrous Item, symbol of pain, 9,500 
  gp, 760 XP, 19 days.
  Weight: —.
  Price: 19,000 gp.
  LENSES OF TRUE FORM
  Those who fear the infiltration of shapechangers favor 
  lenses of true form.
  With these lenses in place, the wearer can spot creatures 
  that seek to conceal their true forms through the use of 
  shapechanging.
  With just her gaze, the wearer also forces such creatures to 
  reveal their true forms to everyone else.
  Description: These lenses appear as small, clear, crystalline 
  constructions.
  When placed over the eyes, they become all but invisible.
  When the wearer gazes at a shapechanger or other creature 
  that is concealing its true form through a transmutation 
  effect, the lenses glow briefly with a soft white light.
  Though the lenses are initially uncomfortable, new wearers 
  usually adjust to them quickly.
  When the wearer tries to force a shapechanged creature 
  back into its natural form, her eyes flash with an even 
  brighter white light.
  Activation: Lenses of true form are always active while worn.
  Placing them over the eyes requires a full-round action and 
  provokes attacks of opportunity.
  Both lenses must be worn for the magic to be effective.
  Furthermore, the wearer is dazzled (no save) for 1 round 
  after donning the lenses.
  Activating the gaze attack is a standard action.
  Effect: The wearer of the lenses sees creatures with the 
  shapechanger subtype or creatures under the effect of alter 
  self, polymorph, baleful polymorph, polymorph any object,
  shapechange, or a similar effect as they truly are.
  This ability does not pierce illusory shape-altering abilities 
  such as disguise self; it works only on transmutation effects.
  In addition, once per day the wearer can try to force a 
  single shapeshifted creature within 30 feet to resume its 
  natural form.
  The target creature can attempt a DC 14 Will save to resist; 
  failure means it immediately assumes its natural form, 
  shape, and size, and it cannot assume a different shape for 
  the next 2d4 rounds.
  A creature that wears only one lens not only gains no 
  benefit from the lenses but also must make a DC 11 Will 
  save or be dazed for 1 round.
  A new save is required at the end of each round until either 
  the single lens is removed or the other lens is donned.
  Aura/Caster Level: Strong abjuration and divination; CL 
  13th.
  Construction: Craft Wondrous Item, true seeing, dispel magic,
  or greater dispel magic, 25,020 gp, 2,002 XP, 51 days.
  Weight: —.
  Price: 50,040 gp.
  MANTLE OF SECOND CHANCES
  A mantle of second chances allows its wearer to survive deadly 
  situations or succeed at tasks that seem doomed to failure.
  Lore: Characters can gain the following pieces of 
  information about a mantle of second chances by making 
  Knowledge (history) or bardic knowledge checks at the 
  appropriate DCs, as given below.
  DC 20: A human bard named Elva who had a knack for 
  getting herself into tight situations designed the original 
  mantle of second chances.
  Elva frequently found herself wishing she had one more 
  chance at some task or one more opportunity to avoid 
  misfortune.
  DC 25: A mantle of second chances makes its wearer lucky and 
  allows her second chances when none should be possible.
  These mantles are flashy in color—suitable for 
  performers—and adorned with symbols of luck.
  Description: This mantle is a brilliant shade of blue.
  Symbols representing various elements of good fortune are 
  embroidered along its hem.
  The material of the mantle is smooth to the touch, like silk, 
  though it seems almost to avoid contact with the skin.
  Light and airy, it flutters with the wearer’s slightest 
  movements as if it were eager for more activity.
  When its magic is activated, the symbols of luck spin and 
  turn along its border.
  Activation: The mantle activates in response to the wearer’s 
  desire.
  Effect: Once per day, the wearer gains the power of good 
  fortune.
  He can reroll one roll that he has just made before the DM 
  declares whether it resulted in success or failure.
  He must accept the result of the reroll, even if it’s worse 
  than the original roll.
  The wearer can still access the mantle’s power even if he 
  already has a similar ability from a class feature (for 
  example, the granted power of the Luck domain).
  Aura/Caster Level: Moderate divination; CL 10th.
  Construction: Craft Wondrous Item, 3,000 gp, 240 XP, 8 
  days.
  Weight: —.
  Price: 6,000 gp.
  
  1095
  QUILL OF RAPID SCRIVENING
  A quill of rapid scrivening is an incredible boon for wizards 
  who have little time to scribe spells into their spellbooks.
  Description: A quill of rapid scrivening is black overall, but its 
  comfortable gripping surface is inscribed with silvery runes 
  representing stars and constellations.
  A many-colored feather graces its end.
  When the quill is used to trace a spell, the inlaid stars and 
  constellations glow faintly and shift across the gripping 
  surface.
  Activation: To claim the benefit of the quill, the user must 
  touch it to a blank page in his spellbook, then use it to trace 
  the runes of a spell scroll that he has successfully 
  deciphered and understood.
  This process requires 10 minutes of effort.
  Effect: Once the user has traced the runes of the desired 
  scroll with the quill, the scroll turns blank, and the spell 
  that was on it is automatically transferred onto the 
  previously designated blank page in the spellbook.
  Only spells on the wizard spell list can be copied in this 
  manner.
  Because it is so responsive and easy to write with, a quill of 
  rapid scrivening is also a boon to forgers.
  A user with the Forgery skill gains a +10 competence bonus 
  on Forgery checks made to forge documents.
  Aura/Caster Level: Moderate transmutation; CL 10th.
  Construction: Craft Wondrous Item, arcane mark, read 
  magic, fabricate, 13,500 gp, 1,080 XP, 27 days.
  Weight: —.
  Price: 27,000 gp.
  RIDING BOOTS
  These boots allow the wearer to ride into battle like the 
  most experienced cavalier.
  Her horsemanship improves tremendously, allowing her to 
  decimate her foes from atop a charging mount.
  Description: These calf-high boots are made of smooth, 
  supple leather and have pointed toes.
  Comfortable and functional, they are unadorned except for 
  a pair of shining silver spurs.
  While these boots are on her feet, a rider feels as one with 
  her mount.
  The spurs seem to glow an incandescent blue and leave a 
  tracery of light behind them as the wearer rides into battle.
  Activation: Riding boots activate automatically when the 
  wearer mounts a riding animal.
  They do not function when she is unmounted.
  Effect: Riding boots seem to simply know which commands 
  will bring out the best behavior in any mount.
  They react to the animal and correct it when necessary, 
  almost without the wearer’s guidance.
  While mounted, the wearer gains a +4 bonus on Ride 
  checks made during combat, plus the benefit of the Ride-
  By Attack feat (even if she lacks the prerequisite).
  In addition, if the wearer has the Spirited Charge feat, any 
  charge attacks she makes while mounted and wielding a 
  lance deal ×4 damage on a critical hit, instead of the normal 
  ×3.
  Aura/Caster Level: Moderate transmutation; CL 10th.
  Construction: Craft Wondrous Item, cat’s grace, 6,000 gp, 
  480 XP, 12 days.
  Weight: 2 lb.
  Price: 12,000 gp.
  ROBE OF THE INFERNO
  A robe of the inferno provides the wearer with potent, fiery, 
  magical defenses.
  Not only is he protected from fire, but he can also 
  counterattack with it.
  The orbs of fire that the robe produces can be launched at 
  enemies from a distance, or ordered to explode around 
  those who would threaten the wearer in melee.
  Lore: Characters can gain the following pieces of 
  information about a robe of the inferno by making 
  Knowledge (arcana) or Knowledge (history) checks at the 
  appropriate DCs, as given below.
  DC 20 (arcana): A robe of the inferno not only protects the 
  wearer from fire; it also allows her to launch fiery missiles 
  at foes.
  DC 30 (arcana or history): The first robe of the inferno was 
  crafted by an elf evoker named Killaith Marcaun, who was 
  badly burned in a fight against a large number of 
  summoned thoquua.
  Deeply humiliated by the scarring that resulted, she 
  constructed the robe so that she too could harness the 
  power of fire.
  Description: The coal-colored cloth of this robe is decorated 
  with crimson-stitched runes that run around the bottom 
  and up the length of the garment in meandering lines.
  The runes are a mixture of arcane formulas and praises to 
  fire written in Ignan, the language of fire elementals.
  When the robe is active, the sigils and runes flare up and 
  seem to burn and smolder, as if the flesh beneath it were on 
  fire.
  The faint odor of brimstone and a gentle warmth surround 
  the wearer.
  The four fiery orbs that give the robe its name zoom around 
  the wearer’s body.
  Activation: Activating the robe is a swift action that 
  requires a command word.
  (See page 237 for the definition of a swift action).
  Upon activation, the four orbs of fire that give the robe its 
  name spring from the sleeves and circle around the wearer 
  until she launches them at foes or deactivates the robe (by 
  stating the command word again).
  Command words are commonly in Ignan and always have 
  to do with burning; common examples are “shiirash”
  (alight) and “ssizak” (burn).
  Launching one of these orbs at a target within range is a 
  standard action.
  Effect: While worn, the robe continuously provides the 
  wearer with a +4 armor bonus to AC.
  Its major power, however, is apparent only upon activation.
  When the command word is spoken, four fiery orbs, each 
  about 6 inches in diameter, spring from the sleeves.
  They circle slowly around the wearer’s body at about waist 
  height as long as the robe remains active.
  When a fire-based attack targets the wearer, the orbs spin 
  more quickly, deflecting the attacks or absorbing their fire.
  The orbs do not interfere with the wearer’s movement or 
  actions in any way.
  As long as they are active, the wearer has resistance to fire 
  10.
  The orbs also collectively provide light equivalent to that of 
  a torch.
  
  1096
  While the robe is active, any invisible creature that comes 
  within 5 feet of the wearer is automatically outlined in 
  glowing flames, as though from a faerie fire spell, for 10 
  rounds.
  This effect remains in place even if the creature 
  subsequently leaves the 5-foot-radius area.
  In addition, the wearer can send one of the fiery orbs 
  streaking toward an enemy as a standard action up to twice 
  per day.
  To attack with an orb, the wearer must make a ranged touch 
  attack against a single target within 60 feet.
  Failure means the orb misses and explodes harmlessly in a 
  shower of sparks.
  Success means it explodes in a 5-foot-radius burst around 
  the target, dealing 8d6 points of fire damage to that creature 
  and leaving it dazzled for 1 round.
  A successful DC 16 Fortitude save negates the dazzled 
  effect and half the damage.
  Furthermore, the target and any other creatures in that area 
  are outlined in glowing flames for 10 rounds, as though by 
  a faerie fire spell, though only the target suffers the other 
  effects.
  Aura/Caster Level: Strong abjuration, divination, and 
  evocation; CL 10th.
  Construction: Craft Wondrous Item, scorching ray, resist 
  energy, faerie fire, mage armor, 18,560 gp, 1,485 XP, 38 days.
  Weight: 1 lb.
  Price: 37,120 gp.
  ROGUE’S VEST
  Any rogue who finds one of these precious vests counts 
  himself among the most fortunate of scoundrels.
  A rogue’s vest enhances the wearer’s natural roguish abilities, 
  making him more effective as both a scout and a combatant.
  Lore: Characters can gain the following pieces of 
  information about a rogue’s vest by making Knowledge 
  (arcana) checks at the appropriate DCs, as given below.
  DC 20: A rogue’s vest enhances a rogue’s ability to deal 
  devastating damage to unprepared or flanked opponents.
  DC 30: A female halfling arcane trickster named Lena 
  Wanderingeye created the first rogue’s vest.
  Not satisfied with her already powerful abilities, she 
  created the vest to further enhance her natural talents.
  She wore her rogue’s vest for many years before passing the 
  secret of its creation on to the arcane spellcasters of the 
  caravan into which she eventually retired.
  Description: This slick-looking, black vest is made of 
  supple, well-worked leather.
  Its buttons are carved of dull, black glass and seem to 
  absorb light rather than reflect it.
  Upon donning the vest, the wearer immediately senses that 
  his footsteps are lighter and more fluid, and his ability to 
  leap out of the way of danger is enhanced.
  If the wearer also has the sneak attack ability, his sneak 
  attacks seem to strike more true than normal.
  Activation: The rogue’s vest functions continuously as long as 
  it is worn, requiring no action on the wearer’s part to 
  activate.
  Effect: When worn, this vest grants its wearer a +2 
  competence bonus on Hide and Move Silently checks and 
  a +2 bonus on Reflex saves.
  In addition, if the wearer has the sneak attack ability as a 
  class feature or a special ability, his sneak attack damage 
  increases by 1d6 as long as he wears the vest.
  A character without the sneak attack ability doesn’t gain the 
  benefit of this increase.
  Aura/Caster Level: Strong illusion; CL 13th.
  Construction: Craft Wondrous Item, cat’s grace, invisibility,
  true strike, 14,800 gp, 1,184 XP, 30 days.
  Weight: 1 lb.
  Price: 29,600 gp.
  SCARAB OF STABILIZATION
  A boon to any adventurer, a scarab of stabilization protects 
  the wearer from bleeding to death.
  Every hero is taxed to the limit and beyond at some point in 
  her adventuring career, and this item allows her to live and 
  fight another day.
  Description: This item is a solid gold scarab with obsidian 
  chips for eyes.
  Glyphs of protection and health are carved into its carapace.
  The wearer can make its legs clench or release by 
  depressing a small button at the base of its abdomen.
  This feature allows the item to be worn as a cloak clasp or a 
  decorative piece of jewelry.
  The scarab functions automatically and continuously while 
  it is worn.
  If the wearer falls unconscious as a result of injury, the 
  scarab begins to give off a low, barely audible hum.
  Before the wearer even begins to lose blood, a ghostly shape 
  emanates from the scarab, flitting across her body almost 
  more rapidly than the eye can follow.
  This ghostly scarab visits the wearer’s most serious wounds 
  and staunches any bleeding.
  Activation: When the wearer’s hit points fall below 0, the 
  scarab activates automatically.
  Its secondary power to protect the wearer from death 
  activates automatically if her hit points drop to –10 or 
  lower.
  Effect: If the wearer’s hit points drop below 0 but she is still 
  alive (above –10 hit points), the scarab of stabilization 
  automatically stabilizes her.
  She is still unconscious from her wounds, but she need not 
  make a stabilization check each round to prevent further 
  hit point loss.
  If another wound causes her hit points to fall further, the 
  scarab automatically stabilizes her again at her new hit 
  point total, provided that it is still between 0 and –9.
  If a wound would drop the wearer to –10 hit points or 
  lower, the secondary power of the scarab activates.
  The wearer does not die, but her hit point total becomes –9, 
  and she automatically stabilizes.
  This power functions only once; the scarab crumbles into 
  dust as soon as this ability is used.
  Aura/Caster Level: Strong conjuration; CL 11th.
  Construction: Craft Wondrous Item, contingency, cure light 
  wounds, 46,200 gp, 3,696 XP, 93 days.
  Weight: —.
  Price: 92,400 gp.
  SCARF OF SPELLCATCHING
  This scarf protects the wearer by absorbing spells and even 
  allows her to cast absorbed spells back at her foes.
  
  1097
  Description: This long, silken scarf is embroidered with 
  numerous complex magic runes associated with the school 
  of abjuration.
  While a spell is stored within the scarf, it glows with a soft 
  white light equivalent to that of a torch.
  Activation: This scarf is continuously active as long as it is 
  worn about the neck as a necklace, or around the waist as a 
  belt, or about the arm as a bracer.
  No action on the wearer’s part is required to gain the effect.
  Effect: A scarf of spellcatching grants the wearer a +2 luck 
  bonus on all saving throws against spells and spell-like 
  abilities.
  If a spell targets only the wearer, and she succeeds on the 
  save to resist its full effects, the spell is immediately 
  absorbed by the scarf.
  The spell has no effect on the wearer, even if a successful 
  save would normally have resulted in a partial effect.
  An absorbed spell remains inside the scarf for 1 hour per 
  spell level, then fades harmlessly away.
  Any wearer with spellcasting ability (or ranks in the Use 
  Magic Device skill) can use a spell stored in the scarf.
  If the absorbed spell is on any of the wearer’s spell lists, she 
  can opt to “cast” the spell from the scarf as if she were 
  casting it from her own prepared spells (or from her daily 
  allotment of spells, if she is a spellcaster who doesn’t 
  prepare spells).
  If the spell is of a level that the wearer normally couldn’t 
  cast, she must cast it as if from a scroll and might suffer a 
  mishap as a result.
  A wearer with ranks in Use Magic Device can also try to 
  cast an absorbed spell as if from a scroll.
  A scarf of spellcatching absorbs only one spell at a time, but it 
  grants its luck bonus on saving throws as long as it remains 
  functional.
  After it has absorbed a total of twenty spell levels, it 
  unravels and is destroyed.
  If an incoming spell is of a higher level than the scarf’s 
  remaining capacity, the spell is negated and the scarf is 
  destroyed.
  Aura/Caster Level: Strong abjuration; CL 15th.
  Construction: Craft Wondrous Item, spell turning, 9,000 gp, 
  720 XP, 18 days.
  Weight: —.
  Price: 18,000 gp.
  SLIPPERS OF BATTLEDANCING
  These slippers imbue the wearer with a shocking grace and 
  a deadly fluidity in battle.
  Description: These soft, open-toed slippers are made of 
  supple leather and look very comfortable.
  Activation: This item is continuously active while worn, 
  provided that the wearer’s armor is no heavier than light.
  No action on the wearer’s part is required to gain the effect.
  Effect: While these slippers are on the wearer’s feet, he 
  moves with unnatural grace and alacrity, gaining an 
  enhancement bonus of +10 feet to his land speed.
  The slippers also grant him a +5 competence bonus on 
  Tumble checks.
  A wearer who has at least 5 ranks in Perform (dance) 
  accesses the true benefit of the slippers of battledancing.
  As long as he uses his base land speed to move (a fly, swim, 
  burrowing, or climb speed), he gains a +2 insight bonus on 
  initiative checks.
  If he moves at least 10 feet as part of a move action, he can 
  use his Charisma modifier instead of his Strength or 
  Dexterity modifier for attack rolls and damage rolls with 
  one-handed or light weapons (both melee and ranged).
  Aura/Caster Level: Moderate transmutation; CL 7th.
  Construction: Craft Wondrous Item, 5 ranks in Perform 
  (dance), longstrider, cat’s grace, eagle’s splendor, 16,875 gp, 1,350 
  XP, 33 days.
  Weight: 1 lb.
  Price: 33,750 gp.
  VEST OF LEGENDS
  Stories and anecdotes told by the wearer of one of these 
  vests seem to carry more weight than normal, and others 
  tend to listen more attentively to her words.
  Description: Even though this silk vest is festooned with 
  buckles and precious gems, it manages to look classy and 
  fashionable rather than overly gaudy.
  Activation: The skill bonuses granted by a vest of legends are 
  continuously active while it is worn.
  In addition, a bard automatically gains the full benefits of 
  the vest whenever she uses her bardic music abilities while 
  wearing it.
  Effect: Any character gains a +5 competence bonus on 
  Diplomacy checks and Perform checks while wearing a vest 
  of legends.
  In addition, a vest of legends enhances bardic music abilities 
  when a bard wears it.
  Her bard level is treated as five higher than it actually is for 
  the purpose of determining the effects of her inspire 
  courage, fascinate, inspire greatness, and inspire heroics 
  abilities.
  This increase in effective level does not grant her any 
  additional bardic music abilities or other class features.
  Aura/Caster Level: Strong enchantment and transmutation; 
  CL 13th.
  Construction: Craft Wondrous Item, eagle’s splendor, greater 
  heroism, 8,000 gp (for pair), 640 XP, 16 days.
  Weight: 1 lb.
  Price: 16,000 gp.
  VESTMENT OF VERMINSHAP
  This item allows a wearer with the wild shape ability to take 
  the shape of a monstrous vermin as well as the shapes to 
  which she is normally entitled.
  Description: This magic vestment appears to be constructed 
  of woven spider silk.
  Its hem is encrusted with preserved insect wings and 
  discarded exoskeletons.
  Activation: This vestment is continuously active while 
  worn, provided that the wearer has the wild shape class 
  ability.
  Effect: A vestment of verminshape allows the wearer to 
  assume the shapes of monstrous vermin with her wild 
  shape ability.
  The size options for the vermin shapes are the same as 
  those allowed for her animal shapes.
  Aura/Caster Level: Moderate transmutation; CL 10th.
  Construction: Craft Wondrous Item, polymorph or wild 
  shape ability, giant vermin, 10,000 gp, 800 XP, 20 days.
  Weight: 1 lb.
  Price: 20,000 gp.
  
  1098
  VESTMENTS OF DIVINITY
  Any character who has access to clerical domains can use 
  vestments of divinity to access an additional domain.
  Description: These fine vestments are made of silk.
  Fine strands of gold metal are woven into the fabric in 
  intricate designs.
  When the wearer casts a divine spell, the gold strands 
  rearrange themselves into recognizable patterns that briefly 
  reflect his holy symbol before returning to their original 
  random configuration.
  Activation: Vestments of divinity are continuously active 
  while worn, so long as the wearer is either good or evil and 
  has access to cleric domains.
  Effect: A good-aligned wearer gains access to the Good 
  domain, and an evil-aligned wearer gains access to the Evil 
  domain.
  The wearer casts spells with the appropriate alignment 
  descriptor at +1 caster level, and he can prepare domain 
  spells from the new domain, though he is still limited to 
  only one domain spell at each level.
  If the wearer already has access to the domain granted by 
  the vestments, he instead casts spells with the appropriate 
  alignment descriptor at +2 caster level.
  A wearer who is neither good nor evil gains no additional 
  benefits from vestments of divinity.
  Aura/Caster Level: Moderate conjuration; CL 9th.
  Construction: Craft Wondrous Item, access to Good or Evil 
  domain, 15,000 gp, 1,200 XP, 30 days.
  Weight: 2 lb.
  Price: 30,000 gp.
  DUNGEONSCAPE (3.5)
  BLANKETS OF SECURITY
  In case of nocturnal ambush, a set of blankets of security 
  allows you to awaken five people with a single uttered 
  phrase.
  Description: Blankets of security are five matching wool 
  blankets, each embroidered with sigils in orange thread 
  along the edges.
  When activated, the sigils glow brightly and vibrate, 
  emitting a low subsonic hum.
  Activation: You fall asleep under a blanket of security as you 
  would under any normal blanket.
  Activating the blanket’s magic requires a command word, 
  which can be spoken as a free action.
  The same command word or phrase activates all blankets in 
  a set, allowing whoever is on night watch to wake the rest 
  of the party quickly.
  Typical command words might be “Rise and shine”, 
  “Danger lurks”, or the simple but effective “Wake up!”.
  Effect: When a creature within 100 feet speaks the 
  command word, a blanket of security automatically wakes any 
  creature sleeping under it, even if the dozing creature is 
  under a magical sleep effect.
  Aura/Caster Level: Faint abjuration; CL 3rd.
  Construction: Craft Wondrous Item, alarm, 1,100 gp, 88 
  XP, 2 days.
  Variants: Sets of more than five blankets have been crafted 
  for larger adventuring parties.
  Weight: 15 lb. (set of 5) + 3 lb. per each additional blanket.
  Price: 2,200 gp (set of 5) + 440 gp per each additional 
  blanket.
  BOOTS OF SIDESTEPPING
  When worn, these boots increase your ability to dodge 
  certain incoming attacks, such as the effect of an activated 
  trap.
  Description: Boots of sidestepping are comfortable boots of 
  soft leather that have good traction.
  They are fashioned from the tanned hide of displacer beasts 
  and tooled with mystic symbols.
  When the boots activate, you move in a blur of speed as you 
  dodge an incoming attack.
  Activation: Boots of sidestepping activate automatically when 
  you are exposed to an attack that allows a Reflex save.
  No action on your part is necessary.
  Effect: While wearing boots of sidestepping, you can move 5 
  feet as an immediate action whenever you are allowed to 
  make a Reflex save against a spell, spell-like ability, or 
  supernatural effect.
  You move before making the Reflex save.
  If, after moving, you stand outside the attack’s area, you 
  avoid it completely and no longer need to attempt the save.
  This movement does not provoke attacks of opportunity.
  Aura/Caster Level: Strong transmutation; CL 12th.
  Construction: Craft Wondrous Item, haste, 1,500 gp, 60 XP, 
  2 days.
  Weight: 1 lb.
  Price: 3,000 gp.
  CLASP OF SAFEGUARDING
  This tiny, decorative clasp protects your valuable magic 
  items by drawing a harmful effect to itself instead.
  Description: A clasp of safeguarding looks like a delicate gold 
  pin that can be affixed to clothing or armor.
  The pin is sculpted to resemble a tortoise, with two 
  minuscule green gemstones for eyes.
  When the clasp is activated, the tortoise’s head and feet 
  animate and draw inside its shell.
  The clasp glows brilliant green and briefly surrounds you 
  with a translucent ward of energy.
  After the light fades, the clasp does not return to its former 
  appearance and is no longer magical.
  Activation: To be effective, a clasp of safeguarding must be 
  clipped on one of your exposed magic items.
  The clasp is automatically activated whenever you roll a 
  natural 1 on a saving throw against a spell, trap, or other 
  effect that could affect any of your items.
  For example, the clasp would activate in the case of a fireball 
  spell or a dragon’s lightning breath, but not in the case of a 
  charm person spell, which cannot affect objects.
  Effect: None of your exposed items (magical or otherwise) 
  is harmed by the effect for which you rolled a natural 1 on 
  your save.
  A clasp of safeguarding works only once.
  After it protects your equipment from harm, it loses its 
  magic and becomes a mundane piece of jewelry.
  Aura/Caster Level: Faint abjuration; CL 5th.
  Construction: Craft Wondrous Item, protection from energy,
  750 gp, 60 XP, 2 days.
  Weight: 1/3 lb.
  
  1099
  Price: 1,500 gp.
  DANCING LANTERN
  This bullseye lantern levitates on command, allowing you 
  to direct it verbally while keeping your hands free.
  Description: A dancing lantern resembles a standard bullseye 
  lantern, except that it is crafted of mithral and its interior 
  mirrors are made of polished silver rather than glass.
  When activated, the lantern floats in the air, darting back 
  and forth as commanded by its owner.
  As it flies, it leaves a trail of golden sparks that quickly fade.
  Activation: A dancing lantern is operated by two command 
  words.
  The first (“illuminion”) causes the lantern to light, and 
  repeating the word extinguishes the glow.
  The second command word (“aviallow”) causes the lamp to 
  float, and repeating the word causes it to land gently.
  While it floats, a dancing lamp can be directed verbally as a 
  free action as long as it is within 1,000 feet of its owner.
  Effect: A dancing lantern provides magical light as a standard 
  bullseye lantern, though it consumes no oil.
  However, it is more prized for its ability to remain aloft.
  When in the air, the lantern hovers within your reach, 
  allowing you to benefit from its illumination while keeping 
  your hands free.
  If desired, you can verbally direct a dancing lantern to move 
  away from you.
  On any of your turns, it can fly up to 90 feet per round with 
  perfect maneuverability and can rotate to shine its cone of 
  light in any direction.
  A dancing lantern will not stray farther than 1,000 feet from 
  you.
  If you move farther away, it will attempt to move to within 
  1,000 feet on its next turn.
  A lantern can be attacked while it is flying.
  It is Tiny and has AC 12,30 hit points, and hardness 10.
  Variant: Some dancing lanterns have been crafted as 
  intelligent items.
  An intelligent dancing lantern can fly on its own and 
  decide where to shine its light.
  It can also travel more than 1,000 feet from its owner.
  Like any intelligent magic item, it does not automatically 
  obey directions, though its owner can deactivate its ability 
  to fly with a command word, if desired.
  A typical intelligent dancing lantern has Int 14, Wis 10, Cha 
  14, and Ego 7; has vision and hearing to 120 feet; can speak 
  Common and two other languages; and can communicate 
  telepathically with its owner if within 1,000 feet.
  It has 10 ranks in Search and can use faerie fire (PH 229) 
  three times per day as a spell-like ability.
  It can be of any alignment, though most intelligent dancing 
  lanterns are chaotic.
  Intelligent dancing lanterns are insatiable explorers, curious 
  to see what lurks around the next turn of the dungeon 
  corridor.
  If forced to stop moving, they occasionally make Search 
  checks on their surroundings to stave off boredom.
  Many adventurers have been saved from death traps 
  because their dancing lantern was randomly searching the 
  area.
  Aura/Caster Level: Faint evocation and transmutation, CL 
  5th (standard lantern); or strong transmutation and 
  evocation, CL 15th (intelligent lantern).
  Construction: Craft Wondrous Item, continual flame, levitate, 
  1,000 gp, 40 XP, 1 day.
  Weight: 3 lb.
  Price: 2,000 gp (standard) or 10,300 gp (intelligent).
  GRASPING HOOK
  This animated grappling hook seeks out the best place to 
  secure a rope.
  Description: When dormant, a grasping hook appears to be a 
  mithral grappling hook delicately sculpted to resemble the 
  claw of a dragon, with three main claws jutting out and a 
  fourth opposable claw curled in at the palm.
  When the command word is spoken, the hook springs to 
  life.
  All four claws begin moving, and it can move by using the 
  claws as tiny legs.
  Activation: A single command word activates a grasping 
  hook.
  Speaking the word once causes the hook to animate and 
  immediately seek the nearest secure object that it can grasp.
  Speaking the word a second time causes the hook to release 
  its grasp immediately and resume its dormant position.
  Effect: When a grasping hook is tied to silk rope, you can 
  throw it as a standard mithral grappling hook (see page 32).
  However, you can also speak the command word (a free 
  action) as you throw the hook to cause it to animate.
  The hook then tries to grab onto the nearest secure object, 
  granting a +6 competence bonus on your Use Rope check 
  to seat it properly.
  A grasping hook has a Strength of 25 and can hold 1,600 
  pounds when grasping a secure object or terrain feature.
  You can cause a hook to release its grasp by speaking the 
  command word again.
  Aura/Caster Level: Weak transmutation; CL 3rd.
  Construction: Craft Wondrous Item, bull’s strength, 250 gp, 4 
  XP, 1 day.
  Weight: 2 lb.
  Price: 500 gp.
  ENEMIES AND ALLIES (3.0)
  KANTO’S LAMENT
  This sailing ship can magically fly at a speed of 90 feet over 
  sea and land, as though affected by a fly spell of unlimited 
  duration, and it can even use plane shift once per week.
  Its hull has been magically hardened (break DC 40, Hard 
  10, 120 hp per 10-foot-by-10-foot section), and two +1 
  ballistas (one forward, one aft) launch special ballista bolts 
  that crackle with electricity.
  When fired, these become lightning bolts that deal 5d6 
  points of damage (Reflex half DC 14).
  Fifty such bolts are on board, as are hundreds of normal 
  ballista bolts.
  The inside of the ship seems more spacious than the 
  outside, and each stateroom is luxuriously appointed.
  The cabin crew consists of near-transparent servants that 
  function as unseen servants, except that they are visible and
  can go anywhere on the ship.
  The ship magically provides foodstuffs for sumptuous 
  banquets.
  
  1100
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, fly, 
  Mordenkainen’s magnificent mansion, plane shift; Market Price: 
  266,464 gp.
  EPIC LEVEL HANDBOOK 
  (3.0)
  IOUN STONES
  RESISTANCE
  These Ioun stones (usually burnt orange in color) possess all 
  the features of a standard Ioun stone, Ioun stones of resistance 
  offer magic protection in the form of a +1 to +5 resistance 
  bonus on all saving throws (Fortitude, Reflex, Will).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  resistance, caster level must be three times that of the Ioun 
  stone’s bonus; Market Price: 2,000 gp (+1), 8,000 gp (+2), 
  18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight: —.
  ROBES OF RESISTING 
  ENCHANTMENT
  Shuruppak’s black robes give him a +5 luck bonus on his 
  saving throws against enchantment spells and effects.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, mind 
  blank; Market Price: 6,250 gp; Weight: 1 lb.
  FAITHS AND PANTHEONS
  (3.0)
  HEADBAND OF THE BINDER
  This circlet of blue-green metal is stamped with the blank-
  scroll symbol of Oghma.
  In addition to allowing the wearer to read magic three times 
  per day, a bard wearing the headband gains a +4 sacred 
  bonus to her bardic knowledge rolls.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, read 
  magic, creator must be a bard; Market Price: 2,600 gp; Weight:
  —.
  MAILED GAUNTLETS OF AENCAR
  Thought to have been crafted for the Mantled King during 
  his days as a mercenary in Sembian employ, this pair of 
  burnished steel gloves has been worn by various 
  descendants of Aencar since the death of the King of the 
  Dales.
  The mailed gauntlets of Aencar are equivalent to gauntlets of 
  ogre power.
  Once per day, each gauntlet also has the power to make a 
  magic melee weapon, held act as if it were a defending 
  weapon.
  Each use of this defending ability lasts 1 hour and only works 
  as long as the weapon is held in hand (if it is dropped, 
  thrown, handed to another creature, or removed from the 
  character’s hand, the effect ends).
  Both gauntlets must be worn to have any effect.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  Craft Wondrous Item, bull’s strength, shield or shield of faith;
  Market Price: 26,302 gp; Weight: 2 lb.
  WINGED MASK
  The edges of this full-face mask are made to resemble 
  feathers or wings.
  The wearer can use the fly spell at will, but glows with 
  white light (as a light spell) whenever this ability is used.
  A mask counts as a pair of lenses for limitations on wearing 
  multiple items of the same type.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, fly, light;
  Market Price: 13,000 gp; Weight: 1 lb.
  RHINGALADE’S HARP
  This masterwork harp (+2 circumstance bonus to Perform 
  (harp) checks) is carved with images of a multitude of 
  harpists playing in a chorus.
  Once per day it can be played to invoke a simultaneous 
  blink and mirror image spells upon its wielder (both effects 
  end after 6 rounds).
  Use of this item requires at least 1 rank in Perform (harp).
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, blink,
  mirror image; Market Price: 5,400 gp.
  ROBE OF MANY SIGILS
  This garment is a black robe filigreed with mithral threads 
  woven in the shape of dozens of runes and sigils.
  The spells laid on the robe enable the inscription of spells 
  into the fabric as if it were a scroll.
  The wearer can cast the inscribed spells as if using a scroll, 
  although his hands remain free, and he can cast scrolls 
  from any part of the robe, even the back.
  Inscribed spells can only be cast from the robe by its 
  wearer.
  Inscribing a spell onto the robe requires the Scribe Scroll 
  feat and 8 ranks in the Craft (weaving) skill.
  It otherwise follows the rules for inscribing scrolls.
  The robe can hold up to 10 inscribed spells at a time.
  Once a spell is cast from the robe, another can be inscribed 
  in its place.
  In addition to its other properties, the robe allows the 
  wearer to read magic three times per day.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Scribe 
  Scroll, read magic; Market Price: 7,300 gp.
  SALVE OF MINOR SPELL
  RESISTANCE
  This salve is based on a drow formula.
  It requires a full-round action to spread on the skin, after 
  which it grants SR 17 for five minutes.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, spell 
  resistance; Market Price: 1,250 gp.
  
  1101
  TORC OF ANIMAL SPEECH
  This beaten steel necklace is unadorned by pendant or 
  ornament.
  Its wearer can use a speak with animals effect at will.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, speak 
  with animals; Market Price: 12,000 gp; Weight: 1 lb.
  FIEND FOLIO (3.5)
  BLACKSTONE RUNE
  Shadar-kai overcome by the shadow curse often make use 
  of the blackstone rune.
  The rune is a complex sigil drawn on a small, glossy stone.
  On command, a blackstone rune allows its bearer to plane shift 
  between the Plane of Shadow and the Material Plane (in 
  either direction), along with up to 50 pounds of objects.
  A blackstone rune can be used three times before its magic 
  fades.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, plane 
  shift; Market Price: 3,300 gp.
  Weight: —.
  GAL-RALAN
  When this cold-forged iron armband is donned (taking up 
  the spot where a bracer would be worn), it pierces the 
  wearer’s forearm with long needles of the same metal.
  The device fixes its wearer’s soul to her body but also causes
  never-ending pain.
  As long as a character wears a gal-ralan, she takes 1 point of 
  Constitution damage that cannot be healed until after the 
  gal-ralan is removed.
  A gal-ralan provides its wearer with a +1 to +5 resistance 
  bonus on her saving throws.
  This bonus increases by an additional +2 against death 
  effects, energy drains, and effects that affect the wearer’s 
  soul (such as the shadow curse).
  For example, a +2 gal-ralan provides a +4 resistance bonus 
  against these effects, a +3 gal-ralan provides a +5 resistance 
  bonus against these effects, and so on.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  resistance, caster level must be three times that of the gal-
  ralan’s bonus; Market Price: 625 gp (+1), 2,500 gp (+2), 5,600 
  gp (+3), 10,000 gp (+4), or 15,600 gp (+5).
  Weight: —.
  NIGHT EXTRACT
  When thrown or dropped, one vial of this magic liquid 
  reduces the ambient light level to that of starlight in a 20-
  foot radius.
  Magical light still functions in the area (and counters the 
  effect), but torches, lanterns, sunrods, and other mundane 
  light sources are suppressed until removed from the area.
  The DC of Spot checks made against targets within the 
  night extract’s area increases by +10, although creatures with 
  darkvision or superior low-light vision ignore this increase, 
  and creatures with normal low-light vision gain a +5 bonus 
  on Spot checks made in starlight.
  The night extract provides nine-tenths concealment (40% 
  miss chance) against creatures without low-light vision, 
  one-half concealment (20% miss chance) against creatures 
  with low-light vision, and no concealment against creatures 
  with darkvision or superior low-light vision.
  The effect lasts for 10 minutes.
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, light;
  Market Price: 50 gp.
  Weight: —.
  SERPENT SYMBOL
  This silver disk represents the world with a snake coiled 
  around it, mouth gaping wide as if to consume it.
  This is a holy symbol used by anathema cults, symbolizing 
  their devotion to destruction and giving them some 
  concrete magical abilities to back it up.
  Once per day, a serpent symbol can generate either a 
  disintegrate spell or a destruction spell, according to the 
  command of the wearer.
  The save DC for both effects is 20.
  The device functions only in the hands of a yuan-ti.
  (However, a character with the Use Magic Device skill can 
  emulate the yuan-ti race to make the serpent symbol 
  function).
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, 
  Heighten Spell, destruction, disintegrate, creator must be a 
  yuan-ti; Market Price: 50,000 gp.
  VENOMOUS FIRE
  This alchemical creation is an insidious method of 
  delivering toxic venom.
  In essence, venomous fire is similar to alchemist’s fire—it 
  is a viscous substance that burns when exposed to air.
  However, it is also mixed with yuan-ti venom, so that, in 
  the round after taking any damage from the fire itself, a 
  character must make a Fortitude saving throw (DC 17) 
  against the poison that entered the body through the 
  wounds from the fire.
  Initial and secondary damage from the poison are the same 
  (1d6 Con).
  If the fire is allowed to burn for another round (thus 
  causing the character to take damage on successive rounds), 
  the character is exposed to two doses of poison.
  A flask of venomous fire is a grenade-like weapon with a 
  range increment of 10 feet.
  It deals 1d6 points of fire damage on a direct hit, plus 1d6 
  points of fire damage in the next round if it is not 
  extinguished (requiring a full-round action and a Reflex 
  save against DC 15).
  A splash deals 1 point of fire damage, and a target hit by the 
  splash has +4 circumstance bonus on the Fortitude save 
  against the poison.
  Cost: 220 gp; Weight: 1 lb.
  
  1102
  FROSTBURN (3.5)
  FROSTFELL FIGURINE OF 
  WONDROUS POWER
  Each of the several kinds of frostfell figurines of wondrous 
  power appears to be a miniature statuette of a creature an 
  inch or so high.
  When the figurine is tossed down and the correct 
  command word spoken, it becomes a living creature of 
  normal size.
  The creature obeys and serves its owner.
  The creature understands Common but does not speak.
  If a frostfell 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.
  Frostfell figurines of wondrous power differ from the standard 
  figurines of wondrous power in that they are always quite cold 
  to the touch.
  A character who carries a frostfell figurine of wondrous power 
  gains resistance to cold 10 as long as it is in figurine form.
  BASALT GLYPTODON
  When animated, a basalt glyptodon acts in all ways like a 
  normal glyptodon under the command of its possessor.
  Unlike a normal glyptodon, a basalt glyptodon has damage 
  reduction 5/–.
  The item can be used once per week for up to 6 hours per 
  use.
  When 6 hours have passed or when the command word is 
  spoken, a basalt glyptodon once again becomes a tiny 
  statuette.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects, stoneskin; Price 32,000 gp.
  CORAL ZEUGLODON
  A coral zeuglodon can only be animated in any body of water 
  large enough to hold the actual creature; it must be thrown 
  into the water and the command word spoken immediately 
  for it to animate.
  If the command word is not spoken, the coral zeuglodon 
  sinks to the bottom.
  A coral zeuglodon remains brightly colored when animated, 
  and acts in all ways like a normal zeuglodon under the 
  command of its possessor, except that it has a swim speed of 
  120 feet.
  The item can be used up to twice per week for up to 4 hours 
  per use.
  When a coral zeuglodon returns to figurine form, it magically 
  reappears in the hand of its owner, despite any physical 
  distance between the two.
  If the owner is dead or on another plane, a coral zeuglodon 
  instead sinks to the bottom of the sea when it returns to 
  figurine form.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects; Price 42,000 gp.
  DIAMOND ICE TOAD
  A diamond ice toad acts as a normal ice toad when animated, 
  except that it remains transparent and crystalline in 
  appearance.
  It remains under the command of its possessor, and gains 
  the benefits of concealment (20% miss chance) due to its 
  transparent nature.
  It can be activated up to two times per week for 1 hour per 
  use.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects, blur; Price 33,000 gp.
  IRON MEGALOCEROS
  When animated, an iron megaloceros acts in all ways like a 
  normal megaloceros under the command of its possessor, 
  except that it is a construct made of iron.
  It possesses damage reduction 5/adamantine, and has 
  immunity to poison, sleep effects, paralysis, stunning, 
  disease, death effects, necromancy effects, mind-affecting 
  effects (charms, compulsions, phantasms, patterns, and 
  morale effects), and any effect that requires a Fortitude save 
  unless it also works on objects or is harmless.
  It is not subject to extra damage from critical hits, nonlethal 
  damage, ability damage, ability drain, fatigue, exhaustion, or 
  energy drain.
  It cannot heal damage, but can be repaired.
  An iron megaloceros has darkvision 60 ft. and low-light 
  vision.
  It has no Constitution score, but it does have 10-sided Hit 
  Dice and 30 bonus hit points, granting it 63 hit points total.
  It can be affected normally by rust attacks, such as that of a 
  rust monster or a rusting grasp spell.
  It functions in all other ways like a standard megaloceros.
  The item can be used up to twice a week for up to 6 hours 
  per use.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  Craft Construct, animate objects; Price 27,000 gp.
  MALACHITE SMILODON
  When animated, a malachite smilodon acts in all ways like a 
  normal smilodon under the command of its possessor, 
  except that its fangs are exceptionally sharp.
  They threaten a critical hit on a roll of 17–20, and do ×3 
  damage on a successful critical hit.
  The item may be used once per day for up to 2 hours.
  If slain in animal form, a malachite smilodon cannot be 
  brought back from statuette form for one full week.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects, keen edge; Price 36,000 gp.
  FROSTFELL SUMMONING CHAMBER
  Frostfell spellcasters often construct special chambers for 
  summoning extraplanar creatures of cold (as a summon 
  monster spell) or conjuring beasts made of ice (as a conjure ice 
  beast spell).
  The main characteristic of these rooms is their temperature: 
  the colder, the better.
  Within these locations, the caster may summon or conjure 
  an additional numbers of creatures for a given spell as 
  indicated on the table below.
  
  1103
  All creatures summoned or conjured by the casting of a 
  single spell, including the bonus creatures, must be of the 
  same kind.
  Creating a frostfell summoning chamber requires the Craft 
  Wondrous Item feat and the expenditure of 15,000 gp.
  GLOVES OF THE ULDRA SAVANT
  Gloves of the uldra savant are made of a pale blue metal and 
  are adorned with light blue runes.
  The plates that make up the gauntlets always seem to be 
  caked with frost and ice.
  The wearer of gloves of the uldra savant can create a ray of frost 
  at will as a standard action.
  Three times per day, the user may imbue any melee weapon 
  held in her hand with the frost special ability as a standard 
  action; this causes the weapon to do an additional 1d6 
  points of cold damage on a successful hit.
  The weapon retains this quality for 5 rounds.
  Faint evocation and transmutation; CL 5th; Craft 
  Wondrous Item, frost weapon, ray of frost; Price 12,700 gp; 
  Weight 2 lb.
  ICEHEART, MINOR
  This fist-sized lump of magical ice has been infused with 
  the storms and bitter cold of winter.
  On command, a minor iceheart can produce the following 
  effects.
  • Ray of frost (at will)
  • Fog cloud (3/day)
  • Sleet storm (3/day) Faint evocation; CL 5th; Craft 
  Wondrous Item, fog cloud, ray of frost, sleet storm, creator must 
  be an uldra or a winterhaunt of Iborighu; Price 24,000 gp; 
  Weight 1 lb.
  ICEHEART, MAJOR
  A major iceheart looks similar to a minor iceheart, except that 
  it is constantly surrounded by a swirling vortex of snow and 
  ice to a radius of 1 foot.
  Creatures holding a major iceheart take 1d4+1 points of cold 
  damage per round as the powerful magic of the device 
  leeches heat from the body.
  On command, a major iceheart can be used to produce the 
  following effects.
  • Ray of frost (at will)
  • Cone of cold (3/day)
  • Fog cloud (3/day)
  • Ice storm (3/day)
  • Sleet storm (3/day)
  • Polar ray (1/day)
  • Fimbulwinter (1/day, see below)
  A major iceheart’s most awesome power is the ability to 
  create a fimbulwinter once per day.
  A major iceheart casts this spell automatically each day at 
  sunset, unless it has already been used that day to create a 
  fimbulwinter.
  Thus, the mere presence of a major iceheart generates a 15-
  mile-radius zone of eternal winter; the majority of frostfell 
  regions that appear in temperate or tropical climates are the 
  result of the introduction of a major iceheart into the region.
  Strong transmutation; CL 15th; Craft Wondrous Item, cone 
  of cold, fimbulwinter, fog cloud, ice storm, polar ray, ray of frost,
  sleet storm, creator must be an uldra or a winterhaunt of 
  Iborighu; Price 140,000 gp; Weight 1 lb.
  INSTANT IGLOO
  An instant igloo looks like an unremarkable snowball, except 
  that it does not melt in high temperatures.
  If hurled to the ground at any point within 20 feet, it 
  transforms into a large igloo.
  The igloo is identical to that created by the spell Leomund’s 
  tiny igloo, except that the igloo created has a 10-foot radius 
  and can contain up to 2 Large, 8 Medium, 32 Small, or 128 
  Tiny or smaller creatures.
  The igloo lasts for 16 hours before transforming back into 
  its snowball form, at which point it cannot be used again 
  for another 8 hours.
  Faint evocation; CL 7th; Craft Wondrous Item, Widen 
  Spell, Leomund’s tiny igloo; Price 11,000 gp.
  MANTLE OF HIDDEN FAITH
  This plain gray mantle shields your faith, alignment, and 
  patron deity from magical detection as long as it is worn.
  It does not provide any bonuses to skill checks used to 
  disguise or lie about your faith and beliefs.
  Faint abjuration; CL 3rd; Craft Wondrous Item, undetectable 
  alignment; Price 15,000 gp.
  SIMULACRUM ELIXIR
  This small vial of clear fluid contains a potent magical 
  charge.
  When the contents are poured over a body part (which can 
  be as small as a fingernail clipping or a single hair), the 
  liquid quickly grows in volume and transforms into a 
  simulacrum of the creature from which the body part came.
  The simulacrum functions as the spell of the same name, 
  and remains under the absolute command of the person 
  who created it.
  The simulacrum to be created cannot be a duplicate of a 
  creature with more than 26 HD or levels, and its likeness to 
  the original creature is crude at best.
  A vial of simulacrum elixir contains enough fluid to create 
  one simulacrum.
  Strong illusion (shadow); CL 13th; Craft Wondrous Item, 
  simulacrum; Price 21,000 gp.
  SKULL TALISMAN
  The craft of creating skull talismans was originally 
  pioneered by the primitive races that live in the frostfell.
  Potions tend to freeze in the cruel temperatures of the 
  frostfell, so the skull talisman was invented to provide a 
  replacement.
  A skull talisman can be used only once.
  
  1104
  The size of the creature’s skull used in creation of the 
  talisman determines the maximum level of spell that can be 
  stored in it.
  A Small skull can store a spell of up to 3rd level.
  A Medium Skull can store a spell of up to 6th level.
  A Large skull can store a spell of up to 9th level.
  Only spells that target one or more creatures can be stored 
  in a skull talisman.
  Physical Description: A skull talisman appears as the rune-
  covered skull of a creature of at least Small size; usually 
  talismans are made of animal skulls, but particularly savage 
  tribes and cruel individuals enjoy making them from their 
  slain enemies.
  A Small skull talisman has AC 7, 5 hit points, hardness 2, 
  and a break DC of 20.
  A Medium skull talisman has AC 5, 10 hit points, hardness 
  5, and a break DC of 25.
  A Large skull talisman has AC 4, 25 hit points, hardness 10, 
  and a break DC of 30.
  A skull talisman carried by a creature has the same effective 
  AC as the creature carrying it.
  A creature that controls possession of a skull talisman can 
  automatically break it with one hand by taking a standard 
  action to do so; the AC and break DCs listed above are for 
  those who try to strike or break an unattended skull 
  talisman or a skull talisman held by another creature.
  Identifying Skull Talismans: A skull talisman is covered with 
  mystical runes and magic symbols; the exact spell stored in 
  a skull talisman can be determined with a successful 
  Spellcraft check (DC 20 + spell level); a read magic spell 
  identifies the stored spell automatically.
  Activation: A skull talisman produces its effect when it is 
  purposefully destroyed by crushing it, either by smashing it 
  with a weapon or crushing it in one hand.
  The stored spell affects the person who destroyed it.
  If you have a skull talisman in your uncontested possession, 
  you can automatically destroy it by crushing it with your 
  hand, foot, or body.
  This is a standard action that provokes attacks of 
  opportunity.
  If you do not have a skull talisman in your possession, you 
  can destroy it by dealing enough damage to it.
  In order to gain the effects of a spell stored in a skull 
  talisman, the skull must be within 5 feet of you when it is 
  broken; otherwise, the stored spell dissipates harmlessly.
  Skull talismans are like spells cast upon the one who 
  destroys the talisman.
  The character destroying the skull talisman doesn’t get to 
  make any decisions about the effect—the creator of the 
  talisman has already done so.
  The destroyer is both the effective target and the caster of 
  the effect (though the skull talisman indicates the caster 
  level, the destroyer still controls the effect).
  Skull Talisman Descriptions: Because skull talismans are 
  simply spells stored in a magically prepared skull, refer to 
  the appropriate spell description for all pertinent details.
  The caster level for a standard skull talisman is the 
  minimum caster level needed to cast the spell.
  VEHICLE AUGMENTATIONS
  Vehicles can be enhanced with magic items to enhance 
  their performance on air, land, or water.
  COLDFIRE ENGINE
  This item, typically constructed on the Elemental Planes, 
  propels any vehicle at a speed of 80 feet.
  Strong universal; CL 17th; Craft Wondrous Item, animate 
  objects, wish; Price 200,000 gp; Weight 1,000 lb.
  COLDFIRE KEEL
  This item, often forged on the Elemental Planes, enables 
  any vehicle to move across coldfire as if it were on its 
  normal terrain (water, land, or air).
  The vessel’s speed is unaffected, but rough terrain or 
  conditions slow the vehicle just as it would a land vehicle.
  Strong universal; CL 17th; Craft Wondrous Item, wish; 
  Price 200,000 gp; Weight 1,000 lb.
  ICE KEEL
  This item, often forged on the Elemental Planes, enables a 
  water or land vehicle to move across ice as if it were on 
  water or land, respectively.
  The vessel’s speed is unaffected, but rough terrain slows the 
  vehicle just as it would an ice vehicle.
  Strong transmutation; CL 17th; Craft Wondrous Item, 
  thaw, wish; Price 150,000 gp; Weight 1,000 lb.
  RUNNERS OF SPEED
  These runners increase the speed of vehicles that travel 
  through snow or ice by 20 feet.
  Strong transmutation; CL 17th; Craft Wondrous Item, haste,
  wish; Price 100,000 gp; Weight 1,000 lb.
  VIAL OF ICY SHEETS
  The vial of icy sheets contains a clear fluid that creates a 
  region of slippery ice when its contents are poured upon 
  the ground (a standard action).
  The fluid spreads from the point of origin to a radius of 10 
  feet, coating the ground with a thin sheet of slippery ice.
  All creatures caught in this area must make a DC 11 Reflex 
  save or slip and fall.
  Those that successfully save can move at half speed across 
  the surface.
  Those that remain in the area must make a new saving 
  throw each round to avoid falling and to be able to move.
  Alternatively, the vial’s contents can be poured upon an 
  object.
  This encases the object with slippery ice, and if the object is 
  carried or wielded, its wielder must make a DC 11 Reflex 
  save to avoid dropping the item.
  A new saving throw must be made each round the item is 
  grasped.
  Icy sheets last for 5 rounds before they evaporate away into 
  nothingness.
  A vial of icy sheets automatically replenishes its supply of 
  liquid once every day.
  If the contents of a vial of icy sheets are swallowed, the ice 
  coats the mouth, throat, and stomach of the poor fool who 
  drank it.
  This causes 6d6 points of cold damage (Fortitude DC 20 
  half).
  Faint conjuration; CL 1st; Craft Wondrous Item, ice slick;
  Price 2,000 gp; Weight 1 lb.
  
  1105
  GHOSTWALK (3.0)
  BLOOD OF ORCUS
  This foul liquid looks like a mixture of blood, vomit, and 
  the slimy residue of rotting flesh.
  If it is mixed with a powdered black onyx gem worth at 
  least 100 gp, a living creature that drinks this horrible brew 
  must succeed on a Fortitude saving throw (DC 19) or die 
  and rise as a ghoul 1 hour later.
  If the powdered onyx is worth 200 gp, the creature that 
  drinks the mixture must save or die and rise as a ghast or 
  wight (equal chances).
  Normally, these items are given to drugged or enchanted 
  victims to quickly produce undead minions, but some are 
  given to volunteers or worshipers of Orcus as a “reward” for 
  their service.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, create 
  undead; Market Price: 3,300 gp; Weight: —.
  BLOODSWEETS
  These red lozenges are about the size of a human thumbnail 
  and resemble hard candies.
  Made from sugar and blood and corrupted with 
  necromancy, the item dissolves instantly and acts as an 
  inflict light wounds spell when swallowed.
  One can be swallowed as a standard action, or up to three 
  can be swallowed as a full-round action.
  Normally, these are used by undead creatures to heal 
  themselves when an evil cleric or a potion of inflict light 
  wounds is unavailable.
  Particularly cruel necromancers mix them in with bags of 
  normal candy and give them to children, who usually die as 
  a result.
  Caster Level: 1st; Prerequisite: Brew Potion or Craft Wondrous 
  Item, inflict light wounds; Market Price: 50 gp; Weight: —.
  BLUE OCTOPUS AMULET
  This item consists of a wooden octopus (painted blue) 
  hanging from a leather cord.
  In its tentacles, the octopus holds a hard, glassy sphere 
  filled with seawater.
  The amulet acts as a protection from elements (fire) spell, 
  absorbing a total of 60 points of fire damage before it is 
  rendered useless.
  It also absorbs hit point damage from horrid wilting and 
  similar attacks that work by removing or destroying 
  moisture in the target.
  It provides no protection against subdual damage from 
  thirst, since it is filled with saltwater.
  Like a brooch of shielding, the amulet does not have a fixed 
  duration for its effect; it simply continues to protect its 
  wearer until it has absorbed 60 points of damage.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  protection from elements; Market Price: 1,500 gp; Weight: 1 lb.
  CHAIN OF TEPHANERON
  This series of battered iron links has small hooks on each 
  end and is normally wrapped around the handle of a 
  weapon and clasped to itself.
  The chain allows the bearer to use magic weapon and keen 
  edge each once per day on the weapon to which it is 
  attached.
  The spell effects end if the chain is removed from the 
  weapon.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, keen 
  edge or weapon of the deity, magic weapon; Market Price: 9,000 
  gp; Weight: 1 lb.
  CHAINS OF SHIELD OTHER
  This item looks like a pair of slightly mismatched bracers, 
  although they are not intended to be worn by the same 
  person.
  If two people each wear a bracer and a command word is 
  spoken, the wearer of the larger bracer is protected by a 
  shield other spell, with the wearer of the smaller bracer 
  acting as the caster of the spell.
  Evil clerics decorate these bracers with symbols of 
  manacles and skulls and clap the smaller bracer on an 
  unwilling shackled victim, while good and neutral clerics 
  normally decorate them with more benign symbols and 
  give them to allies.
  The power of the bracers may be activated once per day.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, shield 
  other; Market Price: 2,200 gp; Weight: 1/2 lb.
  each.
  CHANIUD’S PLACARDS
  These lacquered pieces of parchment are usually found in 
  sets of ten.
  One side of each placard bears the symbol of Chaniud the 
  Lawkeeper (three horizontal lines below an open circle); 
  the other side depicts a famous cleric or scholar of 
  Chaniud’s faith.
  To activate a placard, the bearer must hold the card, speak 
  Chaniud’s name, and ask a single question as if using a 
  commune spell.
  Since most of these items are created by the church of 
  Chaniud, the answer comes from his agents and may be 
  colored by the god’s or agent’s perspective.
  (Members of other faiths who create similar placards do not 
  use Chaniud’s symbols or historical figures).
  After the placard has answered one question, it loses all 
  magic, and the images on both sides fade until they are 
  barely visible.
  The creation costs and other information provided below 
  are for a single placard.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  commune; Market Price: 875 gp; Cost to Create: 375 gp + 55 XP.
  CLOAK OF BLACKFLAME
  This cloak resembles a tangle of thick, black cobwebs when 
  not worn, but turns into a woven black cloak of coarse 
  threads when donned.
  
  1106
  It absorbs up to fourteen energy drain attacks (an attack 
  that would bestow two negative levels counts as two 
  attacks) before losing its magical properties.
  Caster Level: 14th; Prerequisites: Craft Wondrous Item, 
  negative energy protection; Market Price: 11,800 gp; Weight: 1 lb.
  This item first appeared in Magic of Faerûn.
  DIAMOND EYE CIRCLET
  When worn, this silver circlet’s diamond centerpiece rests 
  on the forehead.
  The wearer may use detect undead at will.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, detect 
  undead; Market Price: 2,000 gp; Weight: —.
  DRACANITE HELM
  This bronze helm grants a +2 deflection bonus to AC and 
  protects the wearer from all forms of possession.
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, 
  protection from possession, shield of faith, caster must be 6th 
  level; Market Price: 12,000 gp; Weight: 3 lb.
  DRIFTWOOD AMULET
  These items are typically made by the church of Soggelos.
  The amulet is an oddly shaped piece of water-worn wood 
  studded with pearls and coral on a leather cord.
  The wearer can speak and understand Aquan, is protected 
  by cold resistance 5, and may use a chill metal effect once 
  per day.
  Some of these items are crafted onto belts instead of 
  amulets.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, chill 
  metal, endure elements, creator must speak Aquan; Market 
  Price: 7,400 gp; Weight: 1 lb.
  DURANN’S VESTMENT
  This fine vest of brown and gold threads provides cold 
  resistance 5 and allows the wearer to use a zone of truth 
  effect once per day centered on herself.
  The wearer may also use cure critical wounds once per day.
  The wearer of the vestment is magically prevented from 
  speaking anything but the truth.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, cure 
  critical wounds, endure elements, zone of truth; Market Price:
  22,000 gp; Weight: —.
  ENEMY SPIRIT POUCH
  This leather pouch is worn around the neck like a necklace 
  and contains token items keyed to a type or subtype of 
  creature that can be a ranger’s favored enemy.
  (A pouch can also be keyed to ghosts or yuanti, as described 
  in the Ranger section earlier in this chapter).
  A creature wearing an enemy spirit pouch gains a +1 
  competence bonus on attack rolls against creatures of that 
  type.
  A ranger whose favored enemy matches that of the enemy 
  spirit pouch is treated as five levels higher for purposes of 
  determining his damage and skill check bonuses against 
  that favored enemy (in effect, the pouch increases those 
  bonuses by +1).
  If a creature of the type keyed to a pouch wears that pouch, 
  it gains one negative level.
  The negative level remains as long as the pouch is worn and 
  disappears when it is no longer carried.
  This negative level never results in actual level loss, but it 
  cannot be removed in any way (including by a restoration 
  spell) while the pouch is worn.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, detect 
  animals or plants, creator must be a ranger whose favored 
  enemy matches that of the pouch; Market Price: 2,100 gp; 
  Weight: 1 lb.
  This item first appeared in Magic of Faerûn.
  FEATHER MASK
  This item is a mask of raven feathers woven together.
  In addition to having all the properties of a ring of feather 
  falling, the mask allows the wearer to summon a giant raven 
  (treat as a giant eagle) once per day as if using a summon 
  nature’s ally IV spell.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, feather 
  fall, summon nature’s ally IV, creator must be not evil and not 
  lawful; Market Price: 14,500 gp; Weight: —.
  FIGURINES OF WONDROUS POWER
  Several other kinds of magic figurines can be found in this 
  part of the world.
  They follow all the normal rules for magic figurines.
  BONE APE
  This figurine is carved out of the thick end of an animal’s 
  thigh bone.
  When activated, it transforms into a black-furred ape with a 
  white face.
  The ape can be used once per week for up to 8 hours at a 
  time.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects; Market Price: 10,000 gp; Weight: —.
  JET SERPENT
  Carved from an unfaceted piece of jet, this figurine of a 
  twining black snake transforms into a Medium-sized 
  constrictor snake when activated.
  In addition to the standard abilities of the animal, the jet 
  serpent has a +1 morale bonus on attack and damage rolls 
  against undead creatures.
  The snake may be used twice per week for up to 8 hours at a 
  time.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects; Market Price: 12,000 gp; Weight: —.
  PEARL OCTOPUS
  Created almost exclusively by the church of Soggelos, this 
  bluish pearl is carved to resemble an octopus coiled into a 
  sphere.
  When activated, it turns into a blue Small octopus 
  (although it can change colors in the manner of its kind).
  It can be used up to three times per week, each use lasting 
  no more than 4 hours.
  
  1107
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects; Market Price: 5,000 gp; Weight: —.
  FLESH OF ORCUS
  Made from corrupted flesh and soaked in the ichor of a 
  vampire, this hunk of tainted meat is usually attached to a 
  bone (most often a humanoid bone).
  If this meat is eaten in its entirety by a living creature, that 
  creature must succeed on a Fortitude saving throw (DC 22) 
  or die and rise as a vampire the next night.
  Humanoids gain the vampire template, and creatures that 
  are eligible gain the monstrous vampire template, but all 
  other living creatures simply die and do not rise as undead.
  As with the blood of Orcus, this item is either forced upon 
  prisoners or given as a gift to servants who wish to become 
  undead.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, create 
  undead; Market Price: 6,000 gp; Weight: 1 lb.
  GHOST PRISON
  These simple foot-high glass cylinders are capped on both 
  ends with brass and appear to be filled with yellow mist.
  Created by yuan-ti, they are more deadly versions of the 
  phasestone and can trap ghosts within them.
  Any ghost who comes within 10 feet of a ghost prison must 
  make a Will saving throw each round (DC 17) or be pulled 
  entirely into the cylinder, to be trapped there until 
  someone speaks the ghost’s name (at which time he can 
  attempt another Will save—although no more than two 
  can be attempted in a given day) or the ghost prison is 
  destroyed.
  A ghost prison containing ghosts sometimes has ghostly 
  faces visible within the yellow mist.
  If the ghost prison is destroyed, any ghosts within it are slain.
  The cylinders have hardness 1, 5 hit points, and a break DC 
  of 16.
  A ghost prison can hold up to five ghosts (either at the same 
  time or sequentially); after the fifth ghost is freed, the 
  cylinder shatters and the item becomes nonmagical.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, magic 
  jar; Market Price: 10,000 gp; Weight: 1/2 lb.
  GLOVE OF THE MASTER STRATEGIST
  This black leather glove is decorated with purple silk 
  thread.
  It acts as a glove of storing and allows the wearer to use a true 
  strike effect once per day.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, shrink 
  item, true strike; Market Price: 3,600 gp; Weight: —.
  GREEN TOOTH NECKLACE
  While the first item of its kind may have actually been 
  made from one of the teeth of Saurivadartak the Green, 
  there are easier methods of creating such an item.
  A six-inch tooth worn on a braided copper necklace, this 
  item protects the wearer from 15 points of acid damage per 
  round (as a ring of minor elemental resistance).
  It also allows the wearer to speak and understand Draconic, 
  grants a +10 competence bonus on Diplomacy checks 
  involving dragons, and gives a +3 resistance bonus on Will 
  saving throws.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  comprehend languages, protection from elements, resistance;
  Market Price: 26,000 gp; Weight: —.
  IOUN STONES
  CLEAR TEARDROP
  This ioun stone allows its owner to use detect undead at will.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, detect 
  undead, creator must be 12th level; Market Price: 4,000 gp; 
  Weight: —.
  LAWKEEPER’S LOCK
  This padlock of orange-tinted metal is worn on a chain of 
  similar material and bears a key of shining steel.
  It counts as an amulet for the purpose of items using a 
  limited space.
  When worn, it gives constant protection from chaos.
  The item also has two powers, each of which works only 
  once.
  If the key is inserted into the lock and turned clockwise, 
  the item unleashes order’s wrath upon an area chosen by the 
  wearer.
  If the key is turned counter-clockwise, it summons either a 
  hound archon (if the wearer is neutral or good) or an 
  achaierai (if the wearer is evil) with a summon monster V 
  effect.
  Even after these powers are spent, the item still provides 
  protection from chaos.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, order’s 
  wrath, protection from chaos, summon monster V, creator must 
  be neither good nor evil; Market Price: 12,100 gp; Weight: —.
  LIVING MASK
  This one-use magic item functions as soon as a wearer puts 
  it on, and stops as soon as it is taken off, becoming 
  powerless.
  It works only when worn by an undead creature.
  Each mask provides an illusion that the wearer is alive, 
  albeit a living person wearing a theater mask and clad in 
  fine clothing.
  The undead appear alive not only to the senses, but also to 
  spells such as detect undead and deathwatch.
  These items allow people with undead minions to walk 
  about the city if need be.
  If these items were known to exist, the government of 
  Manifest would declare them illegal.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, change 
  self or disguise undead, misdirection; Market Price: 400 gp; 
  Weight: 1 lb.
  MESSAGE ARROW
  Each of these masterwork arrows has the image of a 
  pointing hand etched into its head and a small wooden 
  sleeve on its shaft that can hold a single folder piece of 
  paper.
  
  1108
  If a message is placed into the sleeve and the arrow is fired 
  into the air, it speeds off in the direction of the intended 
  recipient, who may be a specific individual or the closest 
  person matching a given description, as explained in the 
  helping hand spell.
  Its maximum range is 5 miles.
  Locating a recipient who is within range takes the amount 
  of time described in the helping hand spell, based on the 
  distance to the target.
  While in flight, the message arrow is invisible and 
  insubstantial, so it cannot harm creatures or be attacked.
  When it finds the intended recipient or an appropriate 
  match for the description it was given, the arrow strikes the 
  ground at the feet of that individual, who may then retrieve 
  the message from the sleeve.
  Once it lands, the power of the message arrow is spent; it 
  cannot be used in the same way to send a response.
  The message arrow cannot reach targets within a completely 
  enclosed space, but it can accurately steer through any 
  opening that is at least the size of an arrow slit.
  If the arrow cannot find the recipient or a suitable match 
  within range, or if it is prevented from reaching the target 
  by some barrier, it returns to the creature that fired it and 
  embeds itself near that creature’s feet, its power spent and 
  its shaft broken.
  A crossbow bolt variant of this weapon can be fired from a 
  crossbow instead of a standard bow.
  Either variety may be used as a masterwork item of its type 
  if desired, though it has the normal chance for breakage or 
  loss, and it possesses no special combat properties.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, helping 
  hand; Market Price: 400 gp.
  MITHRAL BELLS
  This item is a set of eleven small mithral bells on a bracelet-
  sized chain of mithral.
  The wearer can detach a bell and throw it up to 40 feet.
  When it reaches the end of its trajectory, it explodes in a 
  sound burst effect.
  As long as there are at least three bells remaining on the 
  chain, it provides a +2 circumstance bonus on all Perform 
  checks.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, sound 
  burst, creator must be a bard; Market Price: 3,700 gp; Weight:
  —.
  This item first appeared in Magic of Faerûn.
  NECKLACE OF SKULLJEWELS
  Eight tiny skulls carved of precious stones hang from this 
  black leather cord.
  As a standard action, the wearer can detach a skull from the 
  cord, name a kind of undead (see below), and throw the 
  skull up to 30 feet away, which causes the appropriate kind 
  of undead to appear as if summoned with a summon undead 
  III spell.
  As per the spell, if weaker undead are named to be 
  summoned, more appear.
  The wearer can choose from the following kinds and 
  numbers of undead: 1d4+1 Medium skeletons, 1d4+1 Small 
  zombies, 1d3 Medium zombies, 1d3 Large skeletons, 1 
  Large zombie, 1 ghoul, or 1 Huge skeleton.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, summon 
  undead III; Market Price: 7,000 gp; Weight: —.
  NESSEK’S CROWN
  This small crown of red gold is often decorated with gems 
  and shaped to look like licking flames.
  In addition to acting as a ring of minor elemental resistance,
  once per day it can shoot forth a blast of flame equivalent to 
  a burning hands spell.
  A crown counts as a headband for the purpose of what 
  space a magic item uses.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, burning 
  hands, protection from elements; Market Price: 20,000 gp; 
  Weight: —.
  PHAANT’S LUCKSTONE
  These faceted, translucent, flawed gray gemstones are 
  usually found in lots of two to five.
  When worn or carried by a creature, a Phaant’s luckstone 
  allows the bearer to reroll one roll she has just made, as if 
  using the granted power of the Luck domain.
  Once this reroll is made, the luckstone turns to worthless 
  black powder.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, divine 
  favor, creator must have the Luck domain; Market Price:
  1,000 gp; Weight: —.
  PHASESTONE
  This item can trap any ghost it touches, absorbing all 
  ectoplasm into it, and storing the ghost for up to 48 hours.
  An unwilling ghost is allowed a Will save (DC 20) to resist 
  the attempt.
  The stone can be used only once, but it is not considered 
  used until it has successfully stored a ghost.
  The possessor can “discharge” the ghost early if desired.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, disrupt 
  ectoplasm, trap the soul; Market Price: 2,000 gp; Weight: 1 lb.
  POUCH OF PUREST EARTH
  Created by Galaedran druids, this pouch is made of 
  softened tree bark and laced shut with carefully preserved 
  vines.
  Inside are five handfuls of rich mulch consisting of dark 
  soil and decomposed vegetable matter.
  Each handful of mulch can be used to produce one of the 
  following effects.
  antiplant shell entangle (DC 11) plant growth Once all the 
  mulch has been used, the item loses all power.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  antiplant shell, entangle, plant growth; Market Price: 4,000 gp; 
  Weight: 1 lb.
  SKULLMARBLE
  This item is made of a bleached mouse skull encased in a 
  sphere of clear resin.
  When touched to an undead creature (requiring a melee 
  touch attack), it disappears in a shockwave of positive 
  energy, dealing 1d6 points of damage to the undead.
  
  1109
  It can also be thrown at an undead creature (as a ranged 
  touch attack, range increment 10 feet) with the same effect.
  No weapon proficiency is needed to use the item.
  Up to three can be thrown as part of a single attack, each 
  requiring a separate attack roll.
  Alternatively, a skullmarble can be used like a bullet with a 
  sling, although it is still considered a ranged touch attack, 
  and it deals only positive energy damage, not a bullet’s 
  normal damage (the advantage is a longer range 
  increment).
  If used against a target that is not undead, it still disappears, 
  but has no effect.
  A character with at least 1 rank in the Alchemy skill knows 
  how to grind a skullmarble into a sandy powder.
  This powder can be thrown as a grenade-like weapon up to 
  5 feet.
  Up to three marbles’ worth of powder can be thrown as an 
  attack, dealing 1d6 points of damage per skullmarble to the 
  targeted undead and 1 point of splash damage to any 
  undead within 5 feet of the targeted undead.
  If used to target a square instead of a creature, undead in 
  that square or within 5 feet of it take 1 point of splash 
  damage.
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, disrupt 
  undead; Market Price: 25 gp; Weight: —.
  WANDERER’S BOOTS
  These sturdy leather boots have thick soles and are 
  incredibly comfortable.
  The wearer gains a +3 resistance bonus on all Fortitude 
  saves and may move as if under the effect of an expeditious 
  retreat spell once per day.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  expeditious retreat, resistance; Market Price: 7,800 gp; Weight: 1 
  lb.
  WHITE ROBE OF THE 
  GHOSTWARDEN
  This long white robe is decorated with holy runes in gold 
  thread.
  In addition to functioning as a cloak of resistance +1, it allows 
  the wearer to use prayer once per day.
  While worn by a ghost, it automatically shifts its 
  appearance to “normal”, regardless of the manner of the 
  ghost’s death.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, change 
  self or pleasant visage, prayer, resistance; Market Price: 10,000 gp; 
  Weight: 1 lb.
  HEROES OF BATTLE (3.5)
  BLAST DISK
  This item, resembling a jet-black plate with an 8-inch 
  diameter, can be set to explode via proximity or a timer.
  In either function, when the disk activates it explodes, 
  dealing 5d6 points of fire damage to all creatures and 
  objects within 10 feet of the disk (Reflex DC 14 half).
  If set to explode via proximity, a blast disk must be set down 
  in a square on the battlefield.
  The next creature of Small or larger size to enter that square 
  (either on the ground or airborne within 5 feet) sets off the 
  blast disk.
  That creature receives a –2 penalty on the save against the 
  blast.
  A blast disk can also be set to automatically explode up to 10 
  rounds after placement.
  Faint evocation; CL 5th; Craft Wondrous Item, fireball; 
  Price 900 gp.
  BLESSED BANDAGE
  This piece of first aid equipment can be applied to a dying 
  creature.
  Applying a blessed bandage is a standard action that 
  immediately stabilizes the target (but heals no damage).
  Faint conjuration; CL 3rd; Craft Wondrous Item, cure minor 
  wounds; Price 10 gp.
  CAMOUFLAGE PAINT
  This jelly-like substance comes in a jar 3 inches in diameter
  and 1 inch deep.
  Each jar has enough material for five applications.
  To apply, the user spreads globs of the substance across her 
  face as a standard action.
  Once applied, camouflage paint changes the color of the 
  user’s skin, clothing, and gear to that of her surroundings.
  This effect provides a +5 circumstance bonus on Hide 
  checks, but only when the user is stationary.
  The effects of camouflage paint last for 2 hours.
  Faint transmutation; CL 3rd; Craft Wondrous Item, disguise 
  self; Price 1,500 gp; Weight 1/2 lb.
  DAERN’S INSTANT TENT
  This item appears to be a strip of canvas, folded into a small 
  triangle.
  When activated by speaking the command word, it grows 
  to become a 20-foot-square tent.
  The inside of the tent is kept temperate, as the spell 
  Leomund’s tiny hut.
  There are cots for up to eight Medium creatures inside, and 
  a lit firepit with a smokehole.
  The tent itself has resistance 10 to electricity, fire, and acid, 
  as well as immunity to cold.
  Moderate conjuration; CL 7th; Craft Wondrous Item, 
  Leomund’s tiny hut; Price 9,000 gp.
  DRUMS OF MARCHING
  This pair of drums includes a harness that allows them to be 
  strapped to the front of a humanoid creature.
  A character who plays these drums during overland 
  movement and succeeds on a DC 15 Perform (percussion 
  instruments) check grants those within 120 feet a +4 bonus 
  on the Constitution check to avoid nonlethal damage from 
  a forced march (see page 164 of the Player’s Handbook).
  Using the drums doesn’t affect the performer’s speed.
  Faint transmutation; CL 1st; Craft Wondrous Item, 
  longstrider; Price 1,000 gp.
  
  1110
  EVERLASTING RATIONS
  This small leather pouch contains enough trail rations to 
  feed a Medium creature for one day.
  Every morning at sunrise the pouch magically creates 
  another day’s worth of rations.
  Faint conjuration; CL 9th; Craft Wondrous Item, Leomund’s 
  secret chest; Price 350 gp.
  HEALING SALVE
  This greasy, yellow, jelly-like substance comes in a jar 3 
  inches in diameter and 2 inches deep.
  A single application smeared across a wound will cure 
  1d8+1 points of damage (as cure light wounds).
  A double application will cure 2d8+3 points of damage (as 
  cure moderate wounds).
  A triple application will cure 3d8+5 points of damage (as 
  cure serious wounds).
  No matter how much salve is used, each application takes a 
  standard action to apply.
  A single jar has enough gel for ten single applications.
  Faint conjuration; CL 5th; Craft Wondrous Item, cure serious 
  wounds; Price 2,250 gp; Weight 1 lb.
  HORN OF PLENTY
  This horn can be blown once per week to create a heroes’
  feast, as the spell, for twelve participants.
  Strong conjuration; CL 12th; Craft Wondrous Item, heroes’
  feast; Price 12,960 gp.
  HORN, RALLYING
  Twice per day, this horn can be sounded in an attempt to 
  rally troops (see page 73).
  Anyone wielding one of these horns gets a +10 bonus on 
  any rally check he attempts.
  Moderate enchantment; CL 10th; Craft Wondrous Item, 
  remove fear; Price 3,600 gp.
  HORN OF THE RIDER
  This curved horn bears engravings of armed men on 
  horseback, charging into battle.
  Three times per day, the user can attempt a DC 15 Perform 
  (wind instruments) check to create one or more riders 
  made of force energy.
  If the check fails, no riders are created, but it still counts as 
  one of the horn’s daily uses.
  A lesser horn of the rider summons a single rider of force (as 
  the spiritual charger spell; see page 128).
  Each rider has a +5 attack bonus and deals 2d8+2 points of 
  damage.
  A greater horn of the rider summons three horsemen (as the 
  spiritual cavalry spell; see page 127).
  Each rider has a +11 attack bonus and deals 2d8+4 points of 
  damage.
  Moderate evocation (lesser) or strong evocation (greater); 
  CL 6th (lesser) or 12th (greater); Craft Wondrous Item, 
  spiritual cavalry (greater) or spiritual charger (lesser); Price 
  18,000 gp (lesser) or 60,000 gp (greater).
  ORB OF SHOWERS
  This 8-inch-diameter glass sphere is similar to, but much 
  weaker than, the orb of storms described on page 263 of the 
  Dungeon Master’s Guide.
  Once per week, the possessor can call upon the orb to 
  create a rain shower in a two-mile-radius circle around him 
  (see page 94 of the Dungeon Master’s Guide for the effect of 
  rain).
  The rain shower lasts for 24 hours.
  The orb has no effect indoors or underground.
  In cold climates, the orb creates sleet instead of rain.
  Strong transmutation; CL 13th; Craft Wondrous Item, 
  control weather; Price 15,000 gp.
  PHILOSOPHER’S WOOL
  This thick, milky cream protects the wearer from the 
  dangers of hot weather and from fire-based attacks.
  To apply, the user spreads the cream over her face, neck, 
  and any exposed flesh.
  Philosopher’s wool completely protects creatures from the ill 
  effects of very hot weather (temperatures between 90° and 
  110° F) and provides a +5 circumstance bonus to Fortitude 
  saves made when exposed to severe heat (temperatures 
  above 110° F).
  In addition, these saving throws need only be made once 
  per hour instead of every 10 minutes.
  Finally, philosopher’s wool protects a creature from up to 60 
  points of damage from fire-based attacks.
  The effects of philosopher’s wool wear off after 24 hours, or 
  after the substance absorbs 60 points of damage from fire-
  based attacks.
  A 3-inch diameter, 1-inch deep jar of philosopher’s wool has 
  enough cream for five applications.
  Faint abjuration; CL 5th; Craft Wondrous Item, endure 
  elements, protection from energy; Price 3,000 gp; Weight 1/2 lb.
  PORTABLE FOXHOLE
  When placed on a flat surface, this circular piece of canvas 
  creates a shallow pit 5 feet square and 3 feet deep.
  The foxhole provides cover against ranged attacks.
  Items left in the foxhole when it is closed end up on top of 
  the flat surface, since the portable foxhole is not an 
  extradimensional storage item.
  Faint transmutation; CL 5th; Craft Wondrous Item, move 
  earth; Price 5,000 gp.
  SCRYING BEACON
  This button-sized item is usually crafted of ebony or jet.
  If a spellcaster spends 1 minute attuning himself to the 
  beacon, he can choose for the next clairaudience/clairvoyance 
  spell he casts to be centered on the beacon, as long as he is 
  within one mile of it.
  Once this power has been used, the beacon becomes 
  dormant until the caster attunes himself to it again.
  Faint divination; CL 5th; Craft Wondrous Item, 
  clairaudience/clairvoyance; Price 750 gp.
  
  1111
  STANDARDS
  Standards (sometimes called banners) fly in the companies 
  of an army.
  This type of wondrous item provides benefits to the unit 
  that bears it.
  Unless otherwise noted, all allies of the standard-bearer 
  within 30 feet of the standard receive the indicated benefit 
  for as long as they can see the standard.
  A standard requires two hands to use, so a two-armed 
  holder is unable to use a weapon or shield while carrying 
  the banner.
  In some cases the standard is mounted on a weapon, and 
  that weapon can be used normally in combat.
  A standard is an important part of a military force.
  Even those that are not magical provide a sense of pride and 
  loyalty to those marching under them.
  They also can have important strategic value.
  If a standard-bearer falls during combat, any magical 
  benefits granted by the standard cease.
  If the standard is not raised again by an ally within 1 round, 
  all those who were benefiting from it must make a morale 
  check (see page 72).
  If the morale rules are not being used, then followers of a 
  fallen banner become shaken if it is not raised by an ally 
  within 1 round (Will DC 20 negates).
  BANNER OF LAW
  Order reigns supreme under this banner, and all 
  nonchaotic allies within 30 feet are protected as if by a 
  protection from chaos spell.
  Similar banners protect against law, evil, or good.
  Moderate abjuration; CL 6th; Craft Wondrous Item, magic 
  circle against chaos; Price 8,000 gp.
  BANNER OF THE GOBLIN’S BANE
  Those with a mutual loathing of goblins march under this 
  banner, which usually depicts the hated foe in some 
  manner of death or dire injury.
  Allies within 30 feet gain a +2 bonus on damage rolls 
  against goblinoids.
  Other banners exist that designate foes of a different type 
  or subtype.
  Common foes include orcs, giants, and undead.
  Faint conjuration; CL 5th, Craft Wondrous Item, summon 
  monster I; Price 8,000 gp.
  BANNER OF THE UNLIVING
  Depicting a bone-white skeleton on a field of midnight 
  blue, this flag provides +2 turn resistance to any undead 
  allies within 30 feet.
  This turn resistance stacks with any turn resistance the 
  undead might already have.
  Moderate necromancy; CL 9th; Craft Wondrous Item, 
  desecrate; Price 12,000 gp.
  FORGEHOME STANDARD
  Dwarves are the typical followers of this banner—
  particularly when they march to war against giantkind—
  but its benefits apply to all allies within 30 feet.
  This banner grants a +2 dodge bonus to Armor Class against 
  attacks made by giants; this bonus stacks with the dodge 
  bonus all dwarves gain when fighting giants.
  The banner also gives a +2 bonus to morale checks made 
  when at least one enemy giant is visible.
  Moderate enchantment; CL 7th; Craft Wondrous Item, 
  creator must be a dwarf; Price 4,000 gp.
  HEALER’S STANDARD
  This flag denotes the noncombative nature of its bearer and 
  her comrades, typically healers or combat medics.
  The bearer and any unarmed allies within 30 feet receive 
  the effects of a sanctuary spell (see Player’s Handbook page 
  274); any opponent that attempts to attack them must make 
  a DC 16 Will save or be unable to attack.
  Moderate abjuration; CL 7th; Craft Wondrous Item, 
  Heighten Spell, sanctuary; Price 14,000 gp.
  SIGN OF THE FAVORED
  This banner is of relatively simple design, usually in the 
  colors of the nation or entity it represents and adorned with 
  symbols for the gods of luck, valor, or war.
  Three times per day, the standard-bearer can invoke a 
  prayer to the depicted gods.
  The prayer grants allies within 30 feet a +1 luck bonus on 
  attack rolls, weapon damage rolls, saves, and skill checks for 
  5 rounds.
  Faint enchantment; CL 5th; Craft Wondrous Item, prayer; 
  Price 16,200 gp.
  STANDARD OF THE GALLOPING STEED
  This banner, emblazoned with the mark of a charging 
  horse, is typically mounted on the end of a spear or lance; 
  colorful streamers unfurl during a charge.
  When charging, the bearer and any charging allies within 
  30 feet receive a +2 bonus on their attack rolls.
  Moderate evocation; CL 8th; Craft Wondrous Item, mount; 
  Price 8,000 gp.
  HEROES OF HORROR (3.5)
  ROD OF SANCTITY
  Created by the ancient purifiers who learned at the feet of 
  Kardol Erzai himself (see page 109), the rod of sanctity is 
  both a weapon and a shield against taint.
  It is unique to the organization not because they keep its 
  construction secret—in fact, many purifiers would love to 
  see the rod become more common—but because only a 
  purifier of the Hallowed Doctrine can create one.
  Rod of Sanctity: This rod, constructed of black iron inlaid 
  with lapis lazuli, is a powerful tool against taint.
  It functions as a +2 bane light mace against any creature with 
  a taint score; against all other creatures it functions as a 
  masterwork light mace.
  It grants a +2 resistance bonus to any saves made to resist
  gaining taint.
  If wielded by a purifier of the Hallowed Doctrine, it adds +4 
  to his effective purifier level and +2 to his effective 
  
  1112
  Charisma modifier for purposes of smiting tainted 
  creatures or turning tainted creatures.
  Strong abjuration; CL 11; Craft Wondrous Item, must be 
  capable of channeling positive energy specifically against 
  taint; Price 36,805 gp; Cost 18,250 + 1,460; Weight 8 lb.
  LIBRIS MORTIS (3.5)
  BAGPIPES OF THE DAMNED
  When played, these bagpipes help bolster undead against 
  turning.
  The piper must make a DC 15 Perform (wind instruments) 
  check.
  If successful, all undead within 60 feet gain a +4 bonus on 
  turn resistance for 10 rounds.
  Moderate necromancy; CL 10th; Craft Wondrous Item, 
  able to rebuke undead as a 10th-level cleric; Price 3,000 gp; 
  Weight 4 lb.
  CLOAK OF TURN RESISTANCE
  This unholy item makes its wearer more difficult to turn by 
  adding a +4 bonus on its turn resistance.
  Moderate necromancy [evil]; CL 10th; Craft Wondrous 
  Item, able to rebuke undead as a 10th-level cleric; Price 
  11,000 gp.
  ECTOPLASMIC ICHOR
  When this thick, translucent paste is spread onto a 
  corporeal object (requiring a standard action), it allows 
  incorporeal creatures to interact with that object as if they 
  were corporeal (much like a ghost touch weapon).
  A single vial coats one Medium or smaller weapon, shield, 
  or suit of armor, or any other object of similar size.
  The effect lasts for 1 hour.
  Moderate transmutation; CL 7th; Craft Wondrous Item, 
  ghost touch; Price 500 gp.
  GHOST NET
  This gossamer-thin netting is thrown like a net, except it 
  only affects incorporeal creatures.
  If the net hits an incorporeal target, the creature isn’t 
  entangled, but instead is treated as corporeal for the 
  purpose of dealing damage to it with physical or magical 
  attacks.
  It can be hit with normal weapons (though the creature’s 
  normal damage reduction, if any, still applies) and there is 
  no 50% chance that it ignores damage from corporeal 
  sources.
  A creature ensnared by a ghost net also can’t turn ethereal 
  (or, if snared on the Ethereal Plane, can’t return to the 
  Material Plane).
  The creature retains all other special abilities, and can 
  extract itself from the net with a DC 20 Escape Artist check 
  (a full-round action).
  The ghost net can’t be burst by Strength.
  Moderate transmutation; CL 7th; Craft Wondrous Item, 
  ghost trap; Price 8,000 gp.
  GHOUL GAUNTLETS
  When worn by a living creature, these mottled gloves 
  virtually meld with the wearer’s own flesh, making his 
  hands appear gaunt and rotting.
  Once per round, the wearer can make a touch attack that 
  paralyzes the target for 1d6+2 rounds (Fortitude DC 13 
  negates).
  Elves are immune to this paralysis.
  The wearer can also deliver this attack as part of an 
  unarmed strike, slam, claw, or similar natural attack made 
  with the hand, but in that case must attack normally (and 
  not with a touch attack).
  The ghoul gauntlets have no effect when worn by a construct 
  or undead creature.
  If the wearer dies, the gauntlets revert to their normal 
  appearance.
  Faint necromancy; CL 3rd; Craft Wondrous Item, ghoul 
  touch; Price 10,000 gp.
  GLOBE OF SUNLIGHT
  This golden fist-sized orb can be hurled up to 50 feet.
  When it arrives at the end of its trajectory, it detonates as a 
  sunburst spell (Reflex DC 22 partial), except that the radius 
  of the burst is only 40 feet.
  Strong evocation; CL 15th; Craft Wondrous Item, sunburst; 
  Price 6,000 gp; Weight 1 lb.
  GOGGLES OF DAY
  The lenses of this item are made of silvered crystal.
  When placed over the eyes, the wearer can operate without 
  penalty in preternaturally bright light, such as might result 
  from a flare, sunbeam, or sunburst spell.
  A bonus side effect allows vampires a full-round action 
  prior to dissolution when confronted with sunlight, as 
  opposed to just a partial action.
  Faint transmutation; CL 3rd; Craft Wondrous Item, 
  darkvision; Price 4,500 gp; Weight 1 lb.
  GOGGLES OF LIFESIGHT
  The wearer of these goggles automatically knows whether 
  any visible creature within 30 feet is alive, dead, undead, or 
  neither alive nor dead (such as a construct).
  Moderate divination; CL 9th; Craft Wondrous Item; true 
  seeing; Price 2,000 gp.
  HUSK GLOBE
  The bodies of humanoid creatures sacrificed according to 
  special rituals of necromancy can be placed in globes of 
  glass or crystal, so they remain perfectly preserved and on 
  display indefinitely.
  Moreover, husk globes retain the imprinted knowledge once 
  possessed by the corpse preserved within.
  Anyone who runs a hand across the surface of the globe 
  and commands the occupant to speak by their correct name 
  can ask questions of it.
  The questioner may ask up to ten questions once the corpse 
  is activated.
  The corpse answers telepathically, mentally audible to all 
  within 30 feet of the globe.
  
  1113
  The husk’s knowledge is limited to what it knew during 
  life, including the languages it spoke (if any).
  Answers may be brief, cryptic, or repetitive.
  The husk can be activated once per week.
  The husk can learn new information if told while active, 
  and that information may be retrieved later by different 
  questioners.
  Moderate necromancy; CL 10th; Craft Wondrous Item, 
  speak with dead; Price 8,500 gp; Weight 700 lb.
  LYRE OF THE RESTFUL SOUL
  When played, this lyre weakens the ability of undead 
  creatures to resist turning or rebuking.
  The drummer makes a DC 15 Perform (string instruments) 
  check.
  If successful, all undead within 60 feet take a –4 penalty to 
  turn resistance (which can lower their effective HD for 
  turning to below their normal HD, but not lower than 1) 
  for 10 rounds.
  Moderate necromancy; CL 10th; Craft Wondrous Item, 
  able to turn or rebuke undead as a 10th-level cleric; Price 
  3,000 gp; Weight 5 lb.
  NIGHT CALLER
  This whistle is transparent but weighty as if forged of iron, 
  not glass.
  The whistle resembles a small dragon curled up like a snail.
  When blown over a grave containing a body in darkness or 
  at night, one corpse below animates and claws its way to the 
  surface.
  The zombie serves the whistler faithfully until it is 
  destroyed, as if it were created with animate dead.
  The whistle can be used once per week; however, the 
  whistler can acquire no more than two zombie followers at 
  any one time using night caller.
  Faint necromancy; CL 5th; Craft Wondrous Item, animate 
  dead; Price 7,000 gp.
  NYCOPTIC MANUSCRIPTS
  These twin papyrus scrolls are inscribed with ancient tales 
  and cryptic prophecies by an anonymous, almost-certainly 
  insane author.
  Despite their dubious accuracy, the manuscripts contain 
  many useful descriptions of spells from the school of 
  necromancy, and grant the possessor a +5 competence 
  bonus on any Knowledge (arcana) check she makes that 
  deals with necromantic topics as the long as the scrolls are 
  in her possession and the character can take 1d4 rounds to 
  find the proper reference.
  Moderate necromancy; CL 10th; Craft Wondrous Item, 
  Knowledge (arcana) 5 ranks; Price 2,500 gp; Weight 2 lb.
  UNHOLY SHROUDS
  These shrouds look like ordinary funerary wrappings for 
  dead bodies and are often decorated with symbols and 
  icons representing the dead rising.
  If a dead body is wrapped in the shrouds, and the command 
  word spoken, it returns as an undead creature.
  The kind of undead it returns as is determined by the type 
  of shrouds—lesser shrouds animate the corpse as a ghast, 
  while greater shrouds turn the body into a wraith.
  The undead creature is not under anyone’s control when it 
  rises, though it may be commanded or controlled by the 
  normal means.
  Wrapping a body takes 10 minutes.
  The magic of the shrouds is usable once only, after which 
  the wrappings turn to dust.
  Strong necromancy; CL 12th (lesser) or 16th (greater); Craft 
  Wondrous Item, create undead (lesser) or create greater undead 
  (greater); Price 3,600 gp (lesser) or 6,400 gp (greater); 
  Weight 10 lb.
  LORDS OF DARKNESS (3.0)
  DROW HOUSE INSIGNIA
  These metal tokens are normally worn on a chain or in a 
  pouch tied around the neck.
  Each bears a symbol of a noble house from a particular 
  drow city and requires a secret command word to activate.
  An insignia has a single minor magical ability that can be 
  used once per day, usually a spell of 3rd level or lower.
  Those belonging to powerful drow often have multiple 
  abilities of various power levels.
  Typical spells for a house insignia are blur, cat’s grace, cloak of 
  dark power, comprehend languages, feather fall, jump, read magic,
  scatterspray, shield, spider climb, unseen servant, and water 
  breathing.
  Each insignia is slightly different, even those of the same 
  noble house, so it is possible that a person aware of the 
  unique shape of a person’s insignia can magically locate that 
  person.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  appropriate spell; Market Price: 360 gp (1st-level ability), 
  2,160 gp (2nd-level ability), or 5,400 gp (3rd-level ability); 
  Weight: 1/2 lb.
  FIRE ELEMENTAL GEM
  Each of these red or orange gems contains a conjuration 
  spell attuned to the Elemental Plane of Fire.
  When the gem is crushed, smashed, or broken, a fire 
  elemental appears as if summoned by a summon monster 
  spell.
  The elemental is under the control of the creature that 
  broke the gem.
  Breaking the gem is a standard action.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, summon 
  monster III (Small elemental), V (Medium-size), VI (Large), 
  VII (Huge), VIII (greater), or IX (elder); Market Price: 750 gp 
  (Small), 2,250 gp (Medium-size), 3,300 gp (Large), 4,550 gp 
  (Huge), 6,000 gp (greater), or 7,650 gp (elder); Weight: —.
  GREATER PIWAFWI
  These dark-colored cloaks have all the abilities of a cloak of 
  elvenkind and also provide the benefit of endure elements 
  (fire), negating 5 points of fire damage per round.
  (Lesser piwafwi are simply cloaks of elvenkind).
  
  1114
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, endure 
  elements, invisibility, creator must be a drow; Market Price:
  6,100 gp; Weight: 1 lb.
  LORDS OF MADNESS (3.5)
  AMULET OF INVIOLATE FORM
  This mystic amulet is set with seven red garnets.
  Whenever the wearer is subjected to a spell or effect that 
  would significantly change her bodily form or composition, 
  she can expend one charge to negate the transformation.
  She must decide whether to use the charge before she 
  attempts a saving throw.
  Effects that the amulet protects against include polymorph, 
  petrification, gaseous form, and transformative attacks such 
  as the touch of an aboleth’s tentacle or a chaos beast.
  The amulet has 7 charges, one for each garnet; the garnets 
  turn dull black as charges are expended.
  Moderate abjuration; CL 9th; Craft Wondrous Item, break 
  enchantment; Price 11,000 gp.
  BRAIN CANISTER
  The ultimate goal of every mind flayer is to join the elder 
  brain upon death.
  To be denied this is the worst fate imaginable.
  When illithids die far from home, their brains cannot be 
  brought back to the elder brain before putrefaction begins.
  Once a deceased illithid’s brain begins to rot, the elder 
  brain does not accept it.
  This is viewed as a great waste.
  To prevent such a tragedy, mind flayers developed the 
  brain canister.
  This metal urn is typically made from copper and filled 
  with an alchemical solution.
  A brain placed in the canister lives on indefinitely, 
  although it is unconscious and insensible.
  Removing a brain for storage in the canister requires a DC 
  25 Heal check (mind flayers gain a +5 circumstance bonus 
  on this check due to their natural facility at the task).
  The body must be living when removal begins, and the 
  brain must be placed in the canister within 1 minute of 
  removal, or it dies.
  The creature whose brain is removed dies immediately and 
  cannot be raised or resurrected unless the brain is recovered 
  or destroyed.
  Mind flayers sometimes use brain canisters to store meals 
  for long journeys, when it might not be possible to feed as 
  often as they like.
  They also store the brains of particularly interesting 
  humanoids, so they can perform terrible experiments or 
  transplants on the brain or question these individuals 
  through various psionic means.
  Faint necromancy; CL 5th; Craft Wondrous Item, gentle 
  repose; Price 30,000 gp; Weight 5 lb.
  BRAINMATE
  Mind flayers in the vicinity of an elder brain feel its 
  presence constantly.
  This is not an unpleasant sensation for them.
  The never-ending hum of the elder brain’s activity is a 
  reassuring sensation for an illithid.
  When a mind flayer travels outside the elder brain’s range 
  of influence, that comforting presence is lost.
  An imperfect solution to this problem is the brainmate.
  The brainmate consists of a tiny bud, about the size of a 
  walnut, taken from an elder brain and encased in a crystal
  globe filled with mucus.
  The brain matter itself might or might not be visible within 
  the murky goo.
  The globe can be worn on a chain around the neck or 
  simply carried on the wearer’s person.
  A brainmate is nominally sentient.
  It contains a tiny portion of the elder brain’s knowledge, 
  and it responds to direct telepathic questions.
  Although a brainmate does not provide the comforting 
  background hum of mental activity that illithids find so 
  soothing, it is a useful companion to a far-ranging mind 
  flayer.
  If the wearer has the telepathy special ability, the ability to 
  cast Rary’s telepathic bond, or the mindlink psionic power, he 
  can access the brainmate to make use of its knowledge.
  A brainmate possesses 10 ranks in two specific Knowledge 
  skills, allowing the wearer to make checks in those specific 
  skills as if he possessed the same number of ranks.
  The wearer uses his own Intelligence modifier on these 
  checks Besides storing information from the elder brain, a 
  brainmate also records everything its owner imparts to it.
  If the brainmate is worn or carried by a telepathic user, it 
  records everything the individual sees, hears, or 
  experiences.
  It is common, therefore, for illithid spies to be equipped 
  with brainmates.
  When a spy returns to its community, the elder brain has 
  perfect access to everything the spy encountered, with no 
  memory loss or room for misinterpretation.
  Moderate divination; CL 11th; Craft Wondrous Item, Rary’s 
  telepathic bond or telepathy as a special ability; Price 10,000 
  gp.
  CERULEAN SIGN
  The ancient cerulean sign is a potent symbol against 
  aberrations and their ilk.
  Said to be an ancient glyph that captures and focuses the 
  power of the natural world, an item of jewelry that bears a 
  properly crafted cerulean sign becomes a potent ward 
  against creatures from outside the natural order.
  A cerulean sign is usually crafted as an amulet, but it can 
  sometimes be found in the form of a mantle, medallion, 
  periapt, or ring.
  As long as a cerulean sign is carried (either in the hand or in 
  a pocket or container you are wearing, excluding those that 
  create extradimensional spaces, such as bags of holding), it 
  grants the carrier a +1 resistance bonus on all Will saving 
  throws made against effects that originate from aberrations.
  If worn, a cerulean sign also grants a luck bonus to your 
  Armor Class and on all saving throws against attacks from 
  aberrations, as well as a luck bonus on level checks made to 
  penetrate an aberration’s spell resistance.
  The magnitude of this luck bonus ranges from +1 to +5.
  Moderate abjuration; CL 7th; Craft Wondrous Item, invoke 
  the cerulean sign†; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 
  gp (+3), 60,000 gp (+4), 100,000 gp (+5).
  
  1115
  † New spell described on page 211.
  CHUULFACE MASK
  This chitinous mask merges with its wearer’s flesh when 
  worn, but can be removed easily as a full-round action.
  As long as the mask is worn, the wearer’s lower face 
  becomes transformed into a mass of long red tentacles 
  within a chitinous mandible.
  His upper face is a smooth shell with tiny beady eyes.
  The user can still speak (albeit in a sloshing, gurgling 
  voice), but any spell with a verbal component has a 10% 
  spell failure chance.
  As long as it is worn, the wearer can breathe water and has 
  darkvision out to 60 feet.
  If the user manages to establish a grapple on a creature, he 
  can make a touch attack with the tentacles of the mask once 
  per round as a free action.
  A creature struck by these tentacles must make a DC 19 
  Fortitude saving throw or be paralyzed for 6 rounds.
  Moderate transmutation; CL 7th; Craft Wondrous Item, 
  darkvision, hold monster, water breathing; Price 65,000 gp; 
  Weight 1 lb.
  CODEX ANATHEMA
  This infamous book was written by the wizard Iphegor of 
  the Ebon Mirror.
  It has been copied on rare occasions since.
  It records terrible knowledge of distant times, alien worlds, 
  and various aberrations.
  If anyone reads this book (a minimum of 48 hours over at 
  least six days), she gains an inherent bonus of +2 to her 
  Intelligence score, but loses 2 points from her Wisdom 
  score.
  In addition, she gains 5 ranks of Knowledge 
  (dungeoneering), 2 ranks of Knowledge (arcana), and 2 
  ranks of Knowledge (the planes).
  Once the book is read, the magic disappears from its pages 
  and it becomes a normal book—still filled with disturbing 
  and frightful images, but no longer capable of granting its 
  reader any bonuses or penalties.
  Strong divination; CL 17th; Craft Wondrous Item, foresight,
  vision, creator must have read another Codex Anathema 
  (magical or discharged); Price 37,500 gp; Weight 5 lb.
  DARKRUNNER EMBLEM
  This small brooch is worn by members of the Darkrunner 
  Guild and signifies the wearer as an ally or member of the 
  organization.
  The emblem grants a +2 competence bonus on all Survival 
  checks made in underground locations, as long as it is worn 
  openly.
  If the wearer possesses any levels in the darkrunner 
  prestige class, the emblem can be used to produce light (as 
  the spell) at will, and the emblem itself glows softly with 
  pale blue magical fire (as the continual flame spell).
  A character who has been exiled from the guild but still has 
  levels in the darkrunner cannot use the emblem to produce 
  light, and the emblem glows with pale red light instead of 
  blue light.
  Most darkrunners wear their emblems openly in the city 
  but cover them with a patch of cloth when in the wild.
  In this way, the light doesn’t draw unwanted attention but 
  can be quickly exposed to aid in smoothing over an 
  unexpected encounter with an intelligent subterranean 
  creature.
  Faint evocation; CL 3rd; Craft Wondrous Item, creator 
  must be a member of the darkrunner prestige class, light,
  continual flame; Price 1,200 gp.
  DUST OF NEGATION
  This fine purple powder comes in a folded paper packet.
  When cast into the air, the dust creates a cloud of faint 
  violet sparkles in a 10-foot spread from the point of origin.
  This cloud functions as an antimagic field, negating all magic 
  effects within the area.
  The cloud persists for 2 minutes (or 2 rounds in windy 
  conditions).
  Moderate abjuration; CL 11th; Craft Wondrous Item, 
  antimagic field; Price 3,300 gp.
  LENS OF RAY CHAINING
  This small lens can be affixed over a beholder’s eyestalk and 
  held in place by suction and the creature’s eyelid.
  An eye ray shot from an eye wearing a lens of ray chaining is 
  enhanced so that it jumps from the initial target to a second 
  target within range of the user’s actual location.
  If the ray misses its initial target, it does not jump to a new 
  target.
  A spellcaster can use a lens of ray chaining as an additional 
  focus component to chain a ray spell as long as he holds the 
  lens in one hand.
  A lens of ray chaining shatters into ruin after it is used nine 
  times.
  Strong universal; CL 15th; Craft Wondrous Item; Price 
  11,000 gp; Weight 1 lb.
  LENS OF RAY DOUBLING
  This magic lens functions as a lens of ray chaining, except 
  that it instead splits any ray shot through it into two rays.
  The user can direct the rays at the same target (affecting it 
  twice) or at two different targets, as long as the two targets 
  are no more than 30 feet apart.
  Strong universal; CL 15th; Craft Wondrous Item; Price 
  16,000 gp; Weight 1 lb.
  LENS OF RAY EXTENDING
  This magic lens functions as a lens of ray chaining, except 
  that it instead doubles the range of any ray shot through it.
  Strong universal; CL 15th; Craft Wondrous Item; Price 
  2,500 gp; Weight 1 lb.
  LENS OF RAY WIDENING
  This magic lens functions as a lens of ray chaining, except 
  that it instead widens any ray shot through it into a cone-
  shaped effect.
  The user no longer rolls to hit a target with the ray.
  Instead, any creatures caught in the cone-shaped area must 
  make a DC 15 Reflex save to avoid the effect of the ray 
  entirely.
  
  1116
  Each target in the area that fails to save is affected as if 
  struck fully by the ray.
  This widening magic dilutes the original strength of the 
  ray; creatures affected by the cone gain a +2 bonus on any 
  saving throws made to resist or negate the actual effect of 
  the ray.
  When widened, rays that normally affect objects (such as a 
  disintegrate ray) now affect only creatures, unless the ray 
  deals some form of energy damage, in which case objects 
  automatically make their saving throw against the damage 
  caused by the attack.
  Strong universal; CL 15th; Craft Wondrous Item; Price 
  32,000 gp; Weight 1 lb.
  RESONANCE STONE OF DELIRIUM
  All creatures that come within 30 feet of this resonance 
  stone must succeed on a DC 14 Will save or be nauseated 
  and blinded for 1 minute.
  Moderate enchantment; CL 7th; Craft Wondrous Item, 
  major image or telepathy special ability; Price 45,000 gp.
  RESONANCE STONE OF DESPAIR
  All creatures that come within 30 feet of this resonance 
  stone must succeed on a DC 16 Will save or be affected as if 
  by crushing despair for as long as they remain in the affected 
  area.
  Moderate enchantment; CL 7th; Craft Wondrous Item, 
  crushing despair or telepathy special ability; Price 56,000 gp.
  RESONANCE STONE OF FEAR
  All creatures that come within 30 feet of this resonance 
  stone must succeed on a DC 16 Will save or be affected as if 
  by fear.
  Moderate necromancy; CL 7th; Craft Wondrous Item, fear 
  or telepathy special ability; Price 56,000 gp.
  SPHERE MIRROR
  This large pane of glass measures 10 feet tall by 5 feet wide.
  The item’s name, which seems at odds with its rectangular 
  shape, actually refers to the spherical shape of a beholder’s 
  body.
  The glass surface of the mirror does not reflect light, and, 
  viewed under normal circumstances, it seems like little 
  more than an empty metal frame.
  The magic of the glass perfectly reflects the image of any 
  beholder that looks into it, up to a range of 60 feet.
  The image is so perfect that it is very likely to be mistaken 
  for a live beholder; a DC 30 Spot check reveals the truth but 
  offers no additional protection from the beholder’s eye rays.
  A beholder can reflect and amplify any of its eye rays off the 
  surface of the mirror, effectively firing the ray from the 
  location of the mirror rather than from its eye.
  The beholder needs line of sight to the mirror, but not line 
  of effect.
  If it fires a ray at an object it cannot see from its actual 
  location or the mirror’s location, the target gains the benefit 
  of total concealment.
  It is possible for a beholder to redirect its eye ray attacks 
  around numerous corners if multiple sphere mirrors are 
  used, as long as no two mirrors are more than 60 feet apart.
  A beholder must use a standard action to focus on a sphere 
  mirror, and can use only one eye ray per round when 
  employing this magic item.
  Attacks made against the beholder’s reflected image do not 
  harm the beholder, although they might damage the mirror 
  itself, which has hardness 10 and 30 hit points.
  A beholder cannot use a sphere mirror if its central eye is 
  open.
  Strong illusion; CL 13th; Craft Wondrous Item, project 
  image; Price 91,000 gp; Weight 20 lb.
  STRIATOR
  This uniquely illithid stylus looks like nothing more than a 
  nicely polished piece of wood or bone.
  It typically is about a foot long, an inch wide, and a quarter 
  to a half-inch thick.
  More ornate versions have pleasantly sweeping curves that 
  fit the hand or are decorated with intricate inked carvings.
  The only universal distinguishing characteristics are four 
  small, flattened nibs at one end.
  When a creature grasps the stylus and draws it across a 
  piece of parchment or paper, the striator reads the thoughts 
  of the writer and causes a pattern of dashes and spaces to be 
  raised up on the surface in four parallel lines.
  This is Qualith, a system of tactile writing used by illithids 
  (see Language, below).
  The striator draws its information directly from the user’s 
  thoughts and transcribes the data into Qualith whether the 
  writer understands Qualith or not.
  Faint divination; CL 3rd; Craft Wondrous Item, detect 
  thoughts; Price 1,500 gp.
  THOUGHT EXTRUDER
  On occasion, a brain is more valuable to mind flayers if it’s 
  not eaten.
  Prisoners, for example, might have important knowledge 
  that the mind flayers need but cannot extract by brute 
  force.
  No matter how powerful a character’s psionic or magic 
  resistance to mind-reading might be, it can be overcome 
  through the use of a thought extruder.
  The device allows no saving throw and does not permit 
  spell resistance.
  This diabolical device is a collapsible cage of wires, mesh, 
  and needles.
  Once it’s fitted around the head of a restrained subject 
  (which takes 20 minutes), a mind flayer uses its 
  biocorrosive enzyme to open a fist-sized hole in the 
  prisoner’s skull, exposing the brain.
  Needles then drill into the gray matter, probing for active 
  thought centers, pleasure and pain receptors, and repressed 
  or shielded memories.
  The operator must be able to establish telepathic 
  communication with the subject by means of the telepathy 
  special ability or a spell or psionic power serving the same 
  purpose.
  The needles are thought conductors made from an organic 
  material specially developed by illithid alchemists.
  They enable the operator to read whatever is in the subject’s 
  mind.
  The process is slow; the operator can ask only one question 
  per minute, but receives a complete, truthful answer.
  
  1117
  With each question, the victim makes a DC 20 Fortitude 
  save.
  Each failure permanently drains its Intelligence, Wisdom, 
  and Charisma scores by 1.
  When the illithids are done asking questions, the victim 
  makes a Will save using its current Wisdom modifier.
  Failure leaves it permanently insane, as the spell insanity.
  Moderate divination; CL 9th; Craft Wondrous Item, Rary’s 
  telepathic bond or telepathy special ability; Price 45,000 gp.
  TOPAZ DIADEM
  All topaz guardians wear a magic headband known as a 
  topaz diadem.
  A diadem confers a +1 sacred bonus to AC and a +1 sacred 
  bonus on saving throws against attacks made by or effects 
  created by evil creatures.
  It also blocks any attempt to possess the wearer or to 
  exercise mental control over the wearer by means of 
  enchantment (charm) or enchantment (compulsion) 
  effects, as described in the spell protection from evil.
  (Some enchantment spells, such as hold person, do not 
  require the caster to actively exercise mental control, and 
  therefore still work against the wearer of a diadem).
  Unlike the spell, a diadem offers no protection against 
  summoned creatures.
  Diadems are created for members of the Topaz Order, and 
  function only for characters of the topaz guardian prestige 
  class.
  As a wearer gains levels in the topaz guardian prestige class, 
  his topaz diadem likewise grows more powerful; see the 
  topaz guardian prestige class description.
  Moderate abjuration; CL 9th; Craft Wondrous Item, bless,
  magic circle against evil, creator must be a member of the 
  Topaz Order; Price 12,000 gp.
  VEHICLE AUGMENTATIONS
  SERIES SPELLJAMMING HELM
  Hardness 10, hp 300, break DC 25.
  The series helm is a powerful but unique magic item, 
  though it is not an artifact.
  It is vulnerable to regular damage just like any other object.
  If the series helm is destroyed, the ship immediately loses 
  gravity, and the air envelope dissipates in 3d10 rounds (see 
  Power, above).
  Power: A series spelljamming helm provides propulsion for 
  the nautiloid.
  This device also forms an air envelope around the ship that 
  extends to a distance of 20 feet from the outer hull at all 
  points.
  In addition, the helm creates a gravity plane that runs along 
  the bottom of the ship.
  Any character or object that drops over the edge of the 
  nautiloid falls until it crosses the gravity plane, then 
  continues an equal distance on the opposite side.
  The following round, the object repeats the process in the 
  reverse direction, this time stopping 10 feet short of the 
  position from which it originally fell.
  This process continues until the object finally stops at the 
  gravity plane.
  If the helm is destroyed, all creatures aboard the ship move 
  at one-half their normal speed.
  The air envelope dissipates in 3d10 rounds, after which 
  each creature still aboard the ship takes 1d12 points of 
  damage per round until it either dies or finds a way off the 
  ship.
  LOST EMPIRES OF FAERÛN 
  (3.5)
  AOXAR’S HELM
  Aoxar, the great dwarf hero of Ammarindar, crafted this 
  open-faced, metal helmet to identify compatriots in dire 
  need on the battlefield so that he could come to their aid.
  It also enabled him to pass along the dying wishes of the 
  fallen to their families.
  The wearer of Aoxar’s helm can use deathwatch at will and 
  speak with dead once per day.
  Faint necromancy; CL 5th; Craft Wondrous Item; 
  deathwatch, speak with dead; Price 15,400 gp; Weight 3 lb.
  BATTLECLOAK OF VYCAENA
  This voluminous, emerald-green cloak is trimmed with an 
  intricate design done in gold thread.
  Each of its two clasps is a golden disk engraved with the 
  crest of a long-extinct Calishite noble family and set with a 
  small emerald.
  A battlecloak of Vycaena grants its wearer a +4 armor bonus to 
  Armor Class and a +1 resistance bonus on all saving throws, 
  but its most spectacular power comes from its clasps.
  On command, each clasp can store one item in the same 
  manner as a glove of storing.
  By touching the clasps (a free action), the wearer can call 
  the items to her hands instantly.
  Faint transmutation; CL 8th; Craft Wondrous Item, mage 
  armor, resistance, shrink item; Price 38,000 gp.
  CHYLNOTH’S CORONET
  Created in the early days of Cormanthyr by an aquatic elf 
  wizard as a gift for his moon elf lover, this narrow circlet of 
  silver is studded with small aquamarines.
  Mounted at the center is a tiny platinum sea cat with a 
  mane of pure gold.
  Chylnoth’s coronet functions as a helm of underwater action and 
  allows the wearer to use freedom of movement for up to 1 
  hour per day, though this time need not be used 
  consecutively.
  In addition, the sea cat figurine animates on command as 
  though it were a figurine of wondrous power.
  The sea cat (page 220 of the Monster Manual) can be 
  summoned twice a week and remains for up to 6 hours per 
  use.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate object, freedom of movement, water breathing; Price 
  100,000 gp; Weight 1 lb.
  
  1118
  GIIRAEGISIR
  These ivory cameos were popular among the wealthy 
  citizens of Myth Drannor at the city’s height.
  Giiraegisirs vary considerably in appearance based on the 
  house of the original owner and the aesthetics of the 
  creator.
  Each is basically an oval, ivory cameo with a metal pin on 
  the back to secure it to the wearer’s clothing.
  The ivory surface is engraved with some sign or glyph (a 
  house insignia, a portrait of a loved one, or the like), and 
  hidden within the setting (Search DC 20) is a small 
  compartment that can hold an item of up to 2 cubic inches 
  in size.
  The cameo is affixed to the setting via a small, sliding track.
  Pulling the ivory cameo down on its track (a free action) 
  grants the wearer a +5 deflection bonus to AC for 1 minute.
  This ability can be used once per day for the typical 
  giiraegisir, but a few have a superior version of the effect 
  that allows three uses per day of this function.
  Moderate abjuration; CL 10th; Craft Wondrous Item, shield 
  of faith; Price 10,800 gp (1/day) or 21,600 gp (3/day).
  GOLDEN ORB OF SILUVANEDE
  During the heady days of Siluvanede, sun elves from the 
  greater noble houses crafted arcane orbs that offered 
  protection against an enemy’s initial magical assault.
  These items, called golden orbs of Siluvanede, could be carried 
  by their owners or suspended from delicate chains and 
  worn like pendants.
  Some were even enspelled to float around their owners in a 
  manner similar to that of ioun stones.
  Each orb is a 1-inch-diameter sphere of purest gold 
  imprinted with the house symbol of a noble Siluvanedenn 
  family.
  These orbs were so expensive to make that each noble 
  house possessed only one, which was traditionally carried 
  by its eldest member.
  A golden orb of Siluvanede contains a Siluvanedenn 
  abjuration spell very similar to Elminster’s effulgent epuration.
  The protection offered is continuous, although the orb can 
  absorb and negate only one spell or spell-like ability that 
  targets its owner each day.
  The wearer can choose whether or not to let the orb absorb 
  a particular effect, although he gains no special knowledge 
  or insight that allows him to identify an incoming spell 
  before making this decision.
  When Eaerlann and Sharrven conquered Siluvanede, most 
  of the golden orbs were confiscated and placed within 
  secure vaults.
  Many of the newly released Siluvanedenn fey’ri now seek 
  to reclaim their stolen ancestral treasures.
  Strong abjuration; CL 17th; Craft Wondrous Item, 
  Elminster’s effulgent epuration; Price 30,600 gp.
  HARNESS OF ARMOR
  Created by wizards from the sweltering desert land of 
  Calimshan, these simple crossed baldrics of leather and 
  chainmail provide all the benefits of wearing armor with 
  none of the problems that a metal shell can cause in the 
  scorching sun.
  A harness of armor functions like bracers of armor but 
  occupies the same space on the body as a vest, thus freeing 
  the wearer to use other types of magic bracers.
  Moderate conjuration; CL 7th; Craft Wondrous Item, mage 
  armor, creator’s caster level must be at least two times the 
  bonus placed in the harness; Price 1,500 gp (+1), 6,000 gp 
  (+2), 12,500 gp (+3), 24,000 gp (+4), 37,500 gp (+5), 54,000 
  (+6), 73,500 gp (+7), 96,000 gp (+8); Weight 1 lb.
  ORB OF TEMPESTS
  An orb of tempests is a scrying device made from a crystal 
  sphere about 6 inches in diameter.
  It functions like a crystal ball (see page 253 of the Dungeon 
  Master’s Guide), allowing the use of the spell scrying (Will 
  DC 16 negates).
  In addition, the viewer can produce a control weather effect 
  once per day.
  This effect is centered on the person or locale the viewer 
  can see in the crystal ball at the time this ability is invoked.
  The art of making an orb of tempests was a closely held secret 
  of the Illuskan wizards, so only a handful of the devices 
  exist today.
  An orb of tempests is an especially potent defensive tool for 
  the defenders of a port city, since the owner can detect 
  hostile fleets long before they approach and sink them in a 
  fierce gale that seems to spring from nowhere.
  Strong transmutation; CL 13th; Craft Wondrous Item, 
  scrying, control weather; Price 85,000 gp.
  TELKIIRA
  Telkiiras are powerful lore-gems worn by the leaders of the 
  mightiest elf clans.
  Each telkiira holds the knowledge, skills, and sometimes 
  even a fragment of personality from each of the elves who 
  previously wore it.
  Only a few of these devices survived the destruction of 
  Myth Drannor and the other fallen elven realms, and most 
  of those that remain are jealously guarded by their houses.
  At least a few have made their way into the hands of other 
  creatures over the millennia.
  When placed on the forehead of an elf, a telkiira confers the 
  following benefits.
  • The wearer gains a +4 insight bonus on Will saves.
  • The wearer gains a +4 enhancement bonus to Intelligence.
  • A telkiira contains 10 ranks in each of four different 
  Intelligence-, Wisdom-, or Charisma-based skills.
  Among the most common skills available from a telkiira are 
  Decipher Script, Knowledge (arcana), Knowledge (history), 
  and Spellcraft.
  When making a check involving one of the telkiira’s skills, 
  the wearer can use either the device’s ranks in that skill or 
  his own, whichever is higher.
  He uses his own ability modifier for any skill check using 
  the telkiira’s ranks.
  • A telkiira functions as a spellbook that can hold up to 200 
  pages of spells.
  A wizard can “write” a spell into a telkiira without paying 
  the usual material cost of 25 gp per page, although he still 
  must take the normal time to do so.
  A telkiira is fully erasable, so its owner can remove spells 
  and replace them with new ones as he sees fit.
  
  1119
  • A telkiira can hold up to ten distinct memories, each up to 
  1 hour in length, with perfect clarity.
  A wearer who accesses one of these memories experiences 
  it as if she were the person who recorded it.
  Writing a memory requires 1 full round, regardless of its 
  length.
  Telkiiras often hold important or treasured memories of 
  their previous owners.
  Only an elf or a creature with elf blood (a half-elf, for 
  example) can wear a telkiira safely.
  Any other creature that places the gem on its forehead 
  gains two negative levels and cannot use any of its abilities.
  These negative levels remain as long as the telkiira is worn 
  and disappear as soon as it is removed.
  Telkiiras are often locked to prevent unauthorized elves 
  from enjoying their full benefits.
  An elf wearing a locked telkiira gains none of the benefits 
  described above except the bonuses to Intelligence and on 
  Will saves.
  Any member of the house, clan, or family that owns a given 
  telkiira can lock or unlock it as a free action.
  Any other wearer can attempt a Use Magic Device check or 
  Charisma check (DC 20 for either) to open a locked telkiira.
  Failure means the wearer must wait until he attains his next 
  level before trying again.
  Strong transmutation; CL 20th; Craft Wondrous Item, fox’s 
  cunning, protection from spells, limited wish, vision, creator 
  must be an elf; Price 100,000 gp; Cost 50,000 gp + 4,100 XP.
  MAGIC ITEM 
  COMPENDIUM (3.5)
  ABERRANT SPHERE
  Price (Item Level): 2,800 gp (7th)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: Full-round (command)
  Weight: 1 lb.
  The surface of this sphere seems to constantly flash with words in 
  your native tongue, but you can’t make out what they say.
  Created by alienists (CAr 21) and other cultists who 
  worship aberrant entities, an aberrant sphere allows its 
  wielder to summon creatures from beyond space and time 
  at the cost of a fraction of his own sanity.
  A sphere has 3 charges, which are renewed each day at 
  dawn.
  Spending 1 or more charges causes the sphere to shatter, as 
  it summons a particular kind of aberration, which appears 
  anywhere within 30 feet of you and serves you (as summon 
  monster I) for 7 rounds.
  You also take a penalty on your Will saves as long as the 
  creature is present.
  1 charge: Summons a choker; –1 penalty on Will saves.
  2 charges: Summons a grick; –2 penalty on Will saves.
  3 charges: Summons a carrion crawler; –3 penalty on Will 
  saves.
  At the end of the duration (or when the creature is 
  destroyed), the sphere re-forms in your hand (or at your 
  feet if your hands are full) and the penalty on your Will 
  saves disappears.
  Prerequisites: Craft Wondrous Item, summon monster IV.
  Cost to Create: 1,400 gp, 112 XP.
  ACROBAT BOOTS
  Price (Item Level): 900 gp (4th)
  Body Slot: Feet
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: — and swift (command)
  Weight: 1 lb.
  Multiple brass buckles run from the ankle to the top of the calf on 
  these finely crafted, black leather boots.
  A pair of acrobat boots grants you a +2 competence bonus on 
  Tumble checks.
  This is a continuous effect and requires no activation.
  In addition, these boots have 3 charges, which are renewed 
  each day at dawn.
  Spending 1 or more charges grants you an enhancement 
  bonus to your speed for 1 round.
  1 charge: +10-foot enhancement bonus.
  2 charges: +15-foot enhancement bonus.
  3 charges: +20-foot enhancement bonus.
  Prerequisites: Craft Wondrous Item, cat’s grace, longstrider.
  Cost to Create: 450 gp, 36 XP, 1 day.
  ADAMANTINE MIND BLADE 
  GAUNTLETS
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Hands
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Weight: 1 lb.
  Each of these heavy leather gloves bears a violet crystal set on a 
  small plate of adamantine.
  Adamantine mind blade gauntlets allow you to give your mind 
  blade the properties of adamantine.
  If you are able to enhance your mind blade (with the mind 
  blade enhancement class feature), whenever you 
  materialize your mind blade while wearing these gauntlets, 
  you can choose to treat it as an adamantine weapon for the 
  purpose of ignoring hardness or overcoming damage 
  reduction.
  This ability takes the place of a property with a +1 
  enhancement bonus value.
  For example, a 6th-level soulknife wearing the gauntlets 
  could either choose to apply the gauntlets’ effect or apply 
  one of the +1 enhancement bonus value properties given 
  on the table (EPH 29).
  A 10th-level soulknife could apply both the gauntlets’ effect 
  and a +1 enhancement bonus value property rather than 
  applying a combination of properties from the table 
  totaling +2.
  Adamantine mind blade gauntlets function an unlimited 
  number of times per day.
  The gauntlets require no separate activation; using them is 
  part of the action to materialize your mind blade.
  Prerequisites: Craft Wondrous Item, fabricate, mind blade.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  
  1120
  AMBER AMULET OF VERMIN
  Price (Item Level): See table
  Body Slot: Throat
  Caster Level: See table
  Aura: See table; (DC varies) transmutation
  Activation: Standard (command)
  Weight: —
  This irregularly shaped piece of natural amber is fastened at the 
  end of a long golden chain.
  Within the amber a tiny creature still seems to twitch.
  This item summons a giant vermin that appears and obeys 
  your commands for 1 minute (as if summoned by summon 
  nature’s ally).
  At the end of this duration, the creature vanishes.
  Eight varieties of the amber amulet of vermin exist (see the 
  table for the details of each version).
  An amber amulet of vermin works once per day.
  Prerequisites: Craft Wondrous Item, giant vermin.
  Cost to Create: Varies.
  AMULET OF AQUATIC SALVATION
  Price (Item Level): 500 gp (3rd)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration
  Activation: Immediate (mental)
  Weight: —
  This small pendant contains a perfect sphere of aquamarine hung 
  from a blue metal chain.
  These necklaces are boons to sailors and spelunkers alike, 
  because they prevent accidental drowning.
  When activated, an amulet of aquatic salvation grants you the 
  ability to breathe water (as the water breathing spell) for 5 
  rounds.
  An amulet of aquatic salvation functions once per day.
  Prerequisites: Craft Wondrous Item, water breathing.
  Cost to Create: 250 gp, 20 XP, 1 day.
  AMULET OF CATAPSI
  Price (Item Level): 16,000 gp (14th)
  Body Slot: Throat
  Caster Level: 9th
  Aura: Moderate; (DC 19) enchantment
  Activation: Standard (mental)
  Weight: —
  This crimson-tinted metal amulet is rimmed with dozens of copper 
  pyramids.
  It hums cheerfully when grasped.
  When activated, this amulet emits a 30-foot-radius area of 
  telepathic noise, centered on you, for 9 rounds.
  If any creature in this area (including you) attempts to 
  manifest a power, it must succeed on a DC 17 Will save or 
  pay 4 more points than it otherwise would for that power 
  manifestation.
  The limit on the number of power points a subject can 
  spend on a power remains in effect, so a creature that fails 
  its saving throw might not be able to manifest its highest-
  level powers.
  An amulet of catapsi functions once per day.
  Prerequisites: Craft Wondrous Item, antimagic field or catapsi 
  (EPH 82).
  Cost to Create: 8,000 gp, 640 XP, 16 days.
  AMULET OF EMERGENCY HEALING
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration
  Activation: Immediate (command)
  Weight: —
  This globe-shaped citrine is bisected by a sturdy silver chain.
  The wearer of an amulet of emergency healing can provide 
  instantaneous aid to an injured ally.
  When it is activated, you can heal 1d4+5 points of damage 
  to yourself or a creature within 30 feet.
  You can use this effect to prevent the death of a creature 
  reduced below –9 hit points, as long as the healing 
  provided returns the target’s hit points to –9 or higher.
  (For example, you couldn’t save a creature whose hit points 
  had been reduced to –19 or lower, since the amulet can’t 
  provide more than 9 points of healing).
  This amulet has no effect on undead creatures or creatures 
  immune to healing spells.
  An amulet of emergency healing functions three times per day.
  Prerequisites: Craft Wondrous Item, close wounds (SC 48).
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  AMULET OF FORTUNE PREVAILING
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Throat
  Caster Level: 9th
  Aura: Moderate; (DC 19) abjuration
  Activation: Immediate (command)
  Weight: 1 lb.
  This delicate gold amulet is suspended from a fine gold chain and 
  set with three aventurines.
  You can activate an amulet of fortune prevailing to reroll a 
  saving throw.
  You must activate this ability before the success or failure of 
  the saving throw has been determined, and you must use 
  the second result, even if it’s lower.
  You can’t use this ability if you have already rerolled the 
  save for any reason.
  An amulet of fortune prevailing functions once per day.
  Prerequisites: Craft Wondrous Item, break enchantment.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  AMULET OF INCARNUM SHIELDING
  Price (Item Level): 2,100 gp (6th)
  Body Slot: Throat
  Caster Level: 3rd
  
  1121
  Aura: Faint; (DC 16) abjuration
  Activation: —
  Weight: 1 lb.
  This ornate silver necklace is set with a brilliant, blue stone.
  While you wear an amulet of incarnum shielding, you are 
  immune to any effect that would drain your incarnum or 
  unshape one of your soulmelds.
  An amulet of incarnum shielding has 7 charges when created.
  Each time your amulet negates an effect, it expends 1 
  charge.
  When an amulet loses its last charge, it crumbles into dust.
  Prerequisites: Craft Wondrous Item, must have an essentia 
  pool.
  Cost to Create: 1,050 gp, 84 XP, 3 days.
  AMULET OF INVIOLATE FORM
  Price (Item Level): 11,000 gp (13th)
  Body Slot: Throat
  Caster Level: 9th
  Aura: Moderate; (DC 19) abjuration
  Activation: Immediate (command)
  Weight: 1 lb.
  This platinum amulet is set with seven red garnets.
  This amulet protects you from spells and effects that would 
  significantly change your bodily form or composition.
  Whenever you are the target of such an effect, you can 
  expend 1 charge to negate the transformation.
  You must decide whether to use the charge before you 
  attempt a saving throw.
  Effects that the amulet protects against include, but are not 
  limited to, polymorph, petrification, the touch of an aboleth’s 
  tentacle, and the attack of a chaos beast.
  An amulet of inviolate form has 7 charges when created, one 
  for each garnet.
  Each time a charge is expended, one garnet turns a dull 
  black color.
  Prerequisites: Craft Wondrous Item, break enchantment.
  Cost to Create: 5,500 gp, 440 XP, 11 days.
  AMULET OF RETRIBUTIVE HEALING
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Throat
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: Swift (command)
  Weight: 1 lb.
  This strand of ceramic beads is painted with sedate earth tones.
  Devoting your life to healing is often a thankless job.
  An amulet of retributive healing ensures that if you tend to 
  your allies, you are renewed in turn.
  When you activate your amulet, the next effect you use 
  before the end of your turn that heals another creature’s 
  damage also heals you of an equal amount, as long as you 
  could be healed by that same effect.
  If the effect heals multiple creatures, you only gain the 
  retributive healing once per effect.
  For example, a human cleric casting cure light wounds on an 
  ally after activating this amulet would gain the same 
  amount of healing, but a human wizard casting repair light 
  damage on her warforged ally would not benefit from 
  activating the amulet (since that spell only affects 
  constructs).
  An amulet of retributive healing functions three times per 
  day.
  Prerequisites: Craft Wondrous Item, mass cure light wounds.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  AMULET OF SECOND CHANCES
  Price (Item Level): 40,000 gp (17th)
  Body Slot: Throat
  Caster Level: 17th
  Aura: Strong; (DC 23) transmutation
  Activation: Swift (command)
  Weight: —
  This tiny, golden hourglass hangs from a thin mithral chain.
  An amulet of second chances gives you the ability to reverse 
  disastrous choices.
  When you activate the amulet, you undo all the events of 
  your current turn and begin the turn again.
  This includes moving yourself and any other creatures back 
  to the positions they occupied at the start of your turn, 
  removing any damage or other conditions (harmful or 
  beneficial) that have occurred during your turn (to yourself 
  or others), and in all other ways “resetting” events.
  All affected creatures are aware of the events of the now-
  nonexistent round, but they are free to make entirely 
  different choices from the ones they originally made.
  An amulet of second chances functions once per day.
  Prerequisites: Craft Wondrous Item, time stop or time 
  regression (EPH 138).
  Cost to Create: 20,000 gp, 1,600 XP, 40 days.
  AMULET OF TEAMWORK
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) enchantment
  Activation: — and swift (command)
  Weight: —
  This silver chain comes together in the form of a pair of linked 
  hands.
  An amulet of teamwork allows you to work more effectively
  as part of a team.
  When you successfully use the aid another action, the 
  bonus granted to your ally improves from +2 to +3.
  When you flank an enemy, you and any allies also flanking 
  that creature gain a +2 bonus on damage rolls.
  These are continuous effects and require no activation.
  In addition, you can activate the amulet to grant both you 
  and an adjacent ally a +5 competence bonus to AC for 1 
  round.
  You must be adjacent to an ally to activate this power.
  This ability can be used once per day.
  Prerequisites: Craft Wondrous Item, heroism.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  AMULET OF TEARS
  Price (Item Level): 2,300 gp (6th)
  Body Slot: Throat
  Caster Level: 4th
  Aura: Faint; (DC 17) enchantment
  Activation: Swift (command)
  Weight: —
  
  1122
  Adorning a glossy silver chain, a spiral of pearl teardrops circles a 
  colorless crystal sphere.
  An amulet of tears has 3 charges, which are renewed each 
  day at dawn.
  Spending 1 or more charges when you activate the amulet 
  grants you temporary hit points, as described below.
  These hit points last for up to 10 minutes; they don’t stack 
  with any other temporary hit points.
  1 charge: 12 temporary hit points.
  2 charges: 18 temporary hit points.
  3 charges: 24 temporary hit points.
  Prerequisites: Craft Wondrous Item, aid.
  Cost to Create: 1,150 gp, 92 XP, 3 days.
  AMULET OF TOXIN DELAY
  Price (Item Level): 400 gp (2nd)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) conjuration
  Activation: Immediate (command)
  Weight: —
  The transparent crystal hanging from this necklace contains 
  several drops of viscous green fluid.
  When you activate an amulet of toxin delay, it creates a delay 
  poison effect on you (as the spell, but with a duration of only 
  2 rounds).
  You can activate this item whenever you would be required 
  to attempt a saving throw against poison (before rolling the 
  save).
  An amulet of toxin delay functions once per day.
  Prerequisites: Craft Wondrous Item, delay poison.
  Cost to Create: 200 gp, 16 XP, 1 day.
  AMULET OF WORDTWISTING
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) divination
  Activation: — and standard (command)
  Weight: —
  Strips of torn and knotted scrolls seem to make up this amulet.
  You can discern a few letters in red ink on the tightly rolled 
  parchment, but these symbols are warped and meaningless.
  An amulet of wordtwisting grants you a +2 insight bonus on 
  Bluff, Diplomacy, Intimidate, and Sense Motive checks.
  This is a continuous effect and requires no activation.
  If you are an orc wearing an amulet of wordtwisting, you 
  instead gain a +4 insight bonus on the indicated skill 
  checks.
  In addition, once per day, you can activate a tongues effect 
  on yourself (as the spell).
  Prerequisites: Craft Wondrous Item, tongues.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  ANGELHELM
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Head
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: — and standard (command)
  Weight: 2 lb.
  This winged mithral helm shines in the light like a priceless 
  heirloom.
  An angelhelm allows a good-aligned wearer to emulate 
  certain traits of celestial beings.
  Your melee attacks are treated as good-aligned weapons for 
  the purpose of overcoming damage reduction.
  This is a continuous effect and requires no activation.
  In addition, your angelhelm allows you to use cure critical 
  wounds, dispel evil (DC 17), and resist energy (acid or cold 
  only) as spell-like abilities each once per day.
  The helm grants no benefit to nongood wearers.
  Prerequisites: Craft Wondrous Item, dispel evil, cure critical 
  wounds, resist energy, good alignment.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  ANKH OF ASCENSION
  Price (Item Level): 9,000 gp (12th)
  Body Slot: Throat
  Caster Level: 17th
  Aura: Strong; (DC 23) conjuration
  Activation: Free (command)
  Weight: 3 lb.
  Crudely carved from splintering wood and dangling from frayed 
  twine, this simple ankh looks brittle and ancient.
  When you activate an ankh of ascension, you must sacrifice a 
  prepared divine spell or divine spell slot.
  The caster level of any divine spells of that level or lower 
  that you cast before your next turn increases by 4.
  An ankh of ascension functions three times per day.
  Prerequisites: Craft Wondrous Item, gate.
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  ANKLET OF TRANSLOCATION
  Price (Item Level): 1,400 gp (5th)
  Body Slot: Feet
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: Swift (command)
  Weight: —
  A pewter chime hangs from this simple leather ankle-band.
  An anklet of translocation allows you to make short 
  dimensional hops.
  When it is activated, you can instantly teleport (with no 
  chance of error) up to 10 feet.
  The new space must be within line of sight and line of 
  effect.
  You can’t use the anklet to move into a space occupied by 
  another creature, nor can you teleport into a solid object; if 
  you attempt to do so, the anklet’s activation is wasted.
  You can bring along objects weighing up to your maximum 
  load, but you can’t bring another creature with you.
  An anklet of translocation functions two times per day.
  Prerequisites: Craft Wondrous Item, dimension door.
  Cost to Create: 700 gp, 56 XP, 2 days.
  ARCANE THIEVES’ TOOLS
  Price (Item Level): 1,400 gp (5th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (mental)
  
  1123
  Weight: 1 lb.
  This set of picks, pins, and levers is housed in a supple leather bag 
  decorated with arcane runes.
  This set of masterwork thieves’ tools is the perfect accessory 
  if you depend on a blend of magic and skill to achieve your 
  thieving goals.
  In addition to granting the normal +2 circumstance bonus 
  on Disable Device and Open Lock checks, these tools can 
  grant a character with the trapfinding class feature a special 
  benefit.
  When activating the tools, you can expend an arcane spell 
  or arcane spell slot of 1st level or higher to gain a +5 
  competence bonus on either a Disable Device check or an 
  Open Lock check begun before the end of that turn.
  Prerequisites: Craft Wondrous Item, knock, trapfinding.
  Cost to Create: 700 gp, 56 XP, 2 days.
  ARCANIST’S GLOVES
  Price (Item Level): 500 gp (3rd)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (command)
  Weight: —
  These sleek blue gloves bear tiny golden stars across the knuckles.
  When you activate arcanist’s gloves, you add 2 to the caster 
  level of the next 1st-level arcane spell you cast before the 
  end of your turn.
  Arcanist’s gloves function two times per day.
  Prerequisites: Craft Wondrous Item, fox’s cunning.
  Cost to Create: 250 gp, 20 XP, 1 day.
  ARMBAND OF ELUSIVE ACTION
  Price (Item Level): 800 gp (3rd)
  Body Slot: Arms
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Immediate (mental)
  Weight: 1 lb.
  This solid gold band is polished to a bright shine.
  An armband of elusive action allows you to protect yourself 
  from the hazards of battlefield chaos.
  When it is activated, the band allows you to avoid 
  provoking a single attack of opportunity that your actions 
  would otherwise incur.
  An armband of elusive action functions once per day.
  Prerequisites: Craft Wondrous Item, cat’s grace or evade attack 
  (CP 89).
  Cost to Create: 400 gp, 32 XP, 1 day.
  ARMBAND OF MAXIMIZED HEALING
  Price (Item Level): 7,200 gp (11th)
  Body Slot: Arms
  Caster Level: 17th
  Aura: Strong; (DC 23) conjuration
  Activation: Swift (mental)
  Weight: 1 lb.
  Numerous small diamonds adorn this silver armband like tiny 
  constellations.
  When you activate an armband of maximized healing, the 
  next healing spell of 6th level or lower that you cast on your 
  turn is automatically maximized (as the Maximize Spell 
  feat, but with no adjustment to spell level or casting time).
  An armband of maximized healing functions three times per 
  day.
  Prerequisites: Craft Wondrous Item, Maximize Spell, heal.
  Cost to Create: 3,600 gp, 288 XP, 8 days.
  ARMBANDS OF MIGHT
  Price (Item Level): 4,100 gp (9th)
  Body Slot: Arms
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: —
  Weight: 2 lb.
  These bronze armbands are engraved with images of bulls’ horns.
  When you wear these armbands, you gain a +2 bonus on 
  Strength checks and Strength-based skill checks.
  If you have the Power Attack feat, you also gain a +2 bonus 
  on melee damage rolls for any attack on which you use the 
  Power Attack feat and take a penalty of at least –2 on your 
  attack roll.
  Prerequisites: Craft Wondrous Item, bull’s strength.
  Cost to Create: 2,050 gp, 164 XP, 5 days.
  AROMA OF CURDLED DEATH
  Price (Item Level): 4,500 gp (9th)
  Body Slot: —
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Standard (manipulation)
  Weight: —
  This elegant, stoppered glass bottle holds a dark, viscous fluid.
  One round after you apply this elixir to your skin, it creates 
  an invisible cloud of gas in a 10-foot radius that moves with 
  you and persists for 1 minute.
  You are immune to the cloud’s effects, but every other 
  creature in the area that has 3 Hit Dice or fewer 
  immediately dies (no save).
  A creature that has 4–6 Hit Dice must succeed on a DC 17 
  Fortitude save each round it remains in the area or die.
  A creature that has 7 Hit Dice or more takes 1d4 points of 
  Constitution damage (Fort DC 17 half) per round of 
  exposure.
  If you open the bottle but do not immediately apply the 
  liquid, the cloud of gas spreads to fill a 5-foot-radius area, 
  centered on the opened bottle or the place where the liquid 
  was poured out.
  This cloud persists for 1 minute.
  Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 
  4 ranks.
  Cost to Create: 2,250 gp, 180 XP, 5 days.
  AROMA OF DREAMS
  Price (Item Level): 1,500 gp (5th)
  Body Slot: —
  Caster Level: 5th
  Aura: Faint; (DC 17) enchantment
  Activation: Standard (manipulation)
  Weight: —
  This cut crystal bottle is filled with silvery liquid.
  The bottle’s stopper is a single piece of smoky quartz.
  
  1124
  One round after you apply this elixir to your skin, it creates 
  an invisible cloud of gas in a 10-foot radius that moves with 
  you and persists for 5 rounds.
  You are immune to the cloud’s effects, but each round at 
  the end of your turn every other creature in the area with 
  10 Hit Dice or fewer must make a successful DC 14 
  Fortitude save or fall asleep for 1 minute.
  Furthermore, each creature remaining in the area 1 round 
  later (whether already asleep or not) must make a second 
  successful DC 14 Fortitude save or fall asleep for 1 hour.
  Creatures with more than 10 Hit Dice are immune to the 
  effect.
  If you open the bottle but do not immediately apply the 
  liquid, the cloud of gas spreads to fill a 5-foot-radius area, 
  centered on the opened bottle or the place where the liquid 
  was poured out.
  This cloud persists for 1 minute.
  Prerequisites: Craft Wondrous Item, deep slumber, Craft 
  (alchemy) 4 ranks.
  Cost to Create: 750 gp, 60 XP, 2 days.
  ARTIFICER’S MONOCLE
  Price (Item Level): 1,500 gp (5th)
  Body Slot: Face
  Caster Level: 5th
  Aura: Faint; (DC 17) divination
  Activation: See text
  Weight: —
  This glass lens is rimmed with gold and has a fine gold chain 
  attached to an ear clip.
  Putting on a monocle is a standard action.
  While wearing an artificer’s monocle, whenever you 
  successfully use your artificer knowledge class feature (ECS 
  31) to detect an item’s magical aura or you cast detect magic 
  and have at least 5 ranks of Knowledge (arcana), you can 
  spend 1 additional minute studying the item.
  If you do, you can identify the abilities of that item as if you 
  had cast identify upon it.
  Prerequisites: Craft Wondrous Item, identify, artificer 
  knowledge or Knowledge (arcana) 5 ranks.
  Cost to Create: 750 gp, 60 XP, 2 days.
  BADGE OF THE SVIRFNEBLIN
  Price (Item Level): 15,000 gp (14th)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) illusion, transmutation
  Activation: — and standard (command)
  Weight: —
  This brooch is little more than a hunk of gray rock studded with a 
  number of colorful, uncut gems and wrapped in tarnished metal 
  wire.
  While wearing this item, you gain darkvision out to 30 feet 
  and a +5 competence bonus on Hide checks.
  These are continuous effects and require no activation.
  Once per day, you can activate the badge to give yourself a 
  blur effect (as the spell).
  Prerequisites: Craft Wondrous Item, blur, darkvision, 
  svirfneblin.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  BAG OF BOULDERS
  Price (Item Level): 1,400 gp (5th)
  Body Slot: —
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Standard (thrown)
  Weight: 1 lb.
  This worn doeskin pouch holds a few unremarkable pebbles.
  This pouch creates tiny pebbles that strike with the force of 
  a catapult stone when thrown.
  Each stone has a range increment of 50 feet.
  You are proficient with the stones and must make a 
  successful ranged attack to strike with one.
  A stone disappears after it completes its flight.
  Activating a bag of boulders is a standard action that includes 
  both drawing and throwing a stone.
  Each bag of boulders has 3 charges, which are renewed each 
  day at dawn.
  Spending 1 or more charges when you draw a pebble from 
  the bag determines the damage dealt by the stone when 
  thrown.
  1 charge: Deals 2d6 points of bludgeoning damage.
  2 charges: Deals 3d6 points of bludgeoning damage.
  3 charges: Deals 4d6 points of bludgeoning damage.
  Prerequisites: Craft Wondrous Item, shrink item.
  Cost to Create: 700 gp, 56 XP, 2 days.
  BAG OF ENDLESS CALTROPS
  Price (Item Level): 800 gp (3rd)
  Body Slot: —
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Move (manipulation)
  Weight: 2 lb.
  This nondescript brown leather pouch is secured with a piece of 
  twisted wire that has several sharp points.
  Five times per day, you can reach into this pouch and pull 
  out a handful of caltrops (enough to cover a 5-foot square).
  In addition to the activation cost, filling a 5-foot square 
  with caltrops by hand requires a standard action.
  The caltrops produced are not magical and follow all the 
  rules for normal caltrops (PH 126).
  Prerequisites: Craft Wondrous Item, Leomund’s secret chest.
  Cost to Create: 400 gp, 32 XP, 1 day.
  BAG OF FLAMES
  Price (Item Level): 3,500 gp (8th)
  Body Slot: —
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Standard (manipulation)
  Weight: —
  This red burlap sack feels warm to the touch.
  A bag of flames contains a tiny ember of pure elemental fire.
  The bag has 3 charges, which are renewed each day at 
  dawn.
  Spending 1 or more charges when you place your hand into 
  the bag allows you to draw forth fire to create a particular 
  effect.
  1 charge: Flame burns in your hand, as the produce flame 
  spell, with a duration of 1 minute.
  
  1125
  Your melee touch attack deals 1d6+5 points of fire damage, 
  or you can hurl the flame up to 120 feet as a ranged touch 
  attack that deals 1d6+5 points of fire damage (and ends the 
  duration).
  2 charges: You hurl the flame up to 30 feet away, whereupon 
  it immediately turns into a Small fire elemental.
  The elemental is under your control (as if summoned by 
  summon nature’s ally II) and remains for 5 rounds.
  3 charges: Faint wisps of flame spread up your arm and cover 
  your body.
  This sheath provides immunity to fire for 1 hour or until it 
  has negated 60 points of fire damage.
  As a standard action, you can touch an adjacent creature to 
  grant it any remaining immunity to fire you have from this 
  effect (you lose the remaining immunity).
  Prerequisites: Craft Wondrous Item, produce flame, protection 
  from energy, summon nature’s ally II.
  Cost to Create: 1,750 gp, 140 XP, 4 days.
  BANNER OF THE STORM’S EYE
  Price (Item Level): 15,000 gp (14th)
  Body Slot: — (held) or shoulders
  Caster Level: 3rd
  Aura: Faint; (DC 16) enchantment
  Activation: —
  Weight: 2 lb. (12 lb. if backpack frame worn)
  This banner is a rectangular military standard depicting a white, 
  two-tailed swirl—like a stylized overhead view of a hurricane—
  on a dark green background.
  The banner’s fluttering movements seem slower than they should 
  be.
  An unfurled banner of the storm’s eye always waves more 
  slowly than nearby flags, and it seems unaffected by the 
  wind or by the movement of its bearer.
  As long as it is held aloft, the banner automatically 
  suppresses (but does not dispel) fear effects on all creatures 
  within 20 feet.
  It also prevents any creature within 20 feet from becoming 
  confused or stunned.
  Alternatively, you can mount the banner on a backpack 
  frame to leave your hands free.
  The backpack frame costs 5 gp and weighs 10 pounds.
  While so mounted, the banner occupies your shoulders 
  body slot.
  Lore: The swirling pattern on this banner was common to 
  elite military units in the last great war (Knowledge 
  [history] DC 15).
  Such banners provided protection from psychological 
  tricks employed by creatures such as mind flayers 
  (Knowledge [history] DC 25).
  Prerequisites: Craft Wondrous Item, calm emotions.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  BATTLE BRIDLE
  Price (Item Level): 9,000 gp (12th)
  Body Slot: Face; see text
  Caster Level: 7th
  Aura: Moderate; (DC 18) enchantment
  Activation: —
  Weight: 1 lb.
  A stampede of horses is depicted charging across this surprisingly 
  light leather saddle.
  A battle bridle occupies a mount’s face body slot.
  While you are mounted upon a creature that is wearing a 
  battle bridle, you gain a +5 competence bonus on Ride 
  checks and the benefit of the Mounted Combat feat.
  If you already have Mounted Combat, you instead gain the 
  benefit of Ride-By Attack.
  Prerequisites: Craft Wondrous Item, Mounted Combat, Ride-
  By Attack, calm animals.
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  BEAR HELM
  Price (Item Level): 1,500 gp (5th)
  Body Slot: Head
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: Immediate (mental)
  Weight: —
  This large helmet is wrapped in the hide of a bear’s head, with 
  metal teeth worked into its visor.
  While raging, you can halve the damage dealt by a single 
  sneak attack or critical hit scored against you.
  You can activate this item after the damage from the attack 
  has been determined.
  A bear helm functions once per day.
  Prerequisites: Craft Wondrous Item, stoneskin.
  Cost to Create: 750 gp, 60 XP, 2 days.
  BEETLE ELIXIR
  Price (Item Level): 1,350 gp (5th)
  Body Slot: —
  Caster Level: 6th
  Aura: Moderate; (DC 18) transmutation
  Activation: Full-round (manipulation)
  Weight: —
  The viscous liquid in this vial has an oily brown color and smells a 
  little like wet leaves.
  Drinking beetle elixir causes your skin to harden, darken, 
  and gloss over, and short antennae to sprout from your 
  forehead.
  You gain darkvision out to 60 feet and a +2 enhancement 
  bonus to your existing natural armor.
  (A creature without natural armor has an effective natural 
  armor bonus of +0).
  These effects last for 12 hours.
  Prerequisites: Craft Wondrous Item, alter self, darkvision, Craft 
  (alchemy) 5 ranks.
  Cost to Create: 675 gp, 54 XP, 2 days.
  BEHOLDER CROWN
  Price (Item Level): 20,000 gp (15th)
  Body Slot: Head
  Caster Level: 13th
  Aura: Strong; (DC 21) necromancy
  Activation: Swift (mental)
  Weight: 1 lb.
  Ten metal stalks sprout from this grotesquely formed bronze crown.
  At the tip of each stalk, a different gem gazes like a glistening eye.
  These strange crowns can shoot rays from eyelike gems, 
  much like the attacks of their namesake.
  Each gem can fire a different ray a single time at a target 
  (doing this burns out the gem).
  
  1126
  Each ray extends up to 30 feet and requires a ranged touch 
  attack to successfully strike a target.
  Each ray functions as a particular spell (though the ray only 
  affects a single target):
  • charm monster (Will DC 17 negates)
  • charm person (Will DC 17 negates)
  • deep slumber (Will DC 17 negates)
  • disintegrate (Fort DC 17 partial)
  • fear (Will DC 17 partial)
  • finger of death (Fort DC 17 partial)
  • flesh to stone (Fort DC 17 negates)
  • inflict moderate wounds (Will DC 17 half)
  • slow (Will DC 17 negates)
  • telekinesis (violent thrust against a target of up to 325 
  pounds; Will DC 17 negates)
  Prerequisites: Craft Wondrous Item, charm monster, charm 
  person, deep slumber, disintegrate, fear, finger of death, flesh to 
  stone, inflict moderate wounds, slow, telekinesis.
  Cost to Create: 10,000 gp, 800 XP, 20 days.
  BELT OF BATTLE
  Price (Item Level): 12,000 gp (13th)
  Body Slot: Waist
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: — and swift (mental)
  Weight: —
  This leather belt bears a platinum buckle set with three small 
  black pearls.
  A belt of battle helps you avoid being caught off guard in 
  combat and allows occasional bursts of extra activity.
  While worn, it grants you a +2 competence bonus on 
  initiative checks.
  This is a continuous effect and requires no activation.
  In addition, a belt of battle has 3 charges, which are renewed 
  each day at dawn.
  Each time you activate the belt, one of the black pearls set 
  into its buckle turns white.
  The pearls return to normal when the ring’s charges renew.
  Spending 1 or more charges grants you an extra action, 
  which must be taken immediately (before you take any 
  other action).
  1 charge: 1 move action.
  2 charges: 1 standard action.
  3 charges: 1 full-round action.
  Prerequisites: Craft Wondrous Item, haste.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  BELT OF GROWTH
  Price (Item Level): 3,000 gp (7th)
  Body Slot: Waist
  Caster Level: 10th
  Aura: Moderate; (DC 20) transmutation
  Activation: Standard (command)
  Weight: —
  This thick brass belt looks like it is riddled with cracks.
  It bends as though it has been stretched out of shape.
  When you activate a belt of growth, you instantly increase in 
  size (as if affected by enlarge person).
  This effect lasts for 10 minutes or until you command it to 
  end.
  This ability doesn’t stack with any other effect that 
  increases your size.
  A belt of growth functions once per day.
  Prerequisites: Craft Wondrous Item, enlarge person.
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  BELT OF HIDDEN POUCHES
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Waist
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Move (command); see text
  Weight: 1 lb.
  Ten tiny pockets run along the inside of this otherwise 
  unremarkable leather belt.
  Hidden inside this belt are ten small pockets, each of which 
  seems big enough to hold only a few coins.
  Each pocket actually functions as a small bag of holding and 
  can hold up to 1/2 cubic foot or 5 pounds of nonliving 
  matter.
  No object with any dimension exceeding 6 inches can be 
  placed in a pocket.
  Anything placed inside a pocket effectively has one-tenth 
  its normal weight, so a full pocket weighs only 1/2 pound at 
  most.
  In addition, two secret pockets lie behind each visible one, 
  for a total of thirty pockets in all.
  The hidden pockets can be accessed only through a 
  command word.
  A true seeing spell reveals the presence of the hidden 
  pockets but not the command word needed to open them.
  Even when a pocket is full, it never bulges, so a belt of hidden 
  pouches stuffed with 150 pounds of items still looks like an 
  ordinary belt.
  To place any object in the belt, you merely press the object 
  into the belt.
  Doing so while speaking the command word places the 
  object in one of the hidden pockets (if one of them is 
  empty).
  Placing an item in a pocket (hidden or visible) is a move 
  action that does not provoke attacks of opportunity.
  Naming a stored object and speaking a second command 
  word draws the named object out of the belt and places it in 
  your hand.
  Doing this is a move action that does not provoke attacks of 
  opportunity.
  You can also reach into one of the ten regular hidden 
  pockets and draw out an item, just as if retrieving a stored 
  object (a move action that provokes attacks of opportunity).
  A casual search won’t reveal any objects placed in the belt, 
  and searching the visible pockets cannot reveal anything 
  stored in the hidden pockets.
  It is possible to use a Sleight of Hand check to pluck 
  something out of one of the ten visible pockets, but only 
  someone wearing or holding a belt can access the hidden 
  pockets, and then only with the correct command word.
  Prerequisites: Craft Wondrous Item, Leomund’s secret chest.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  BELT OF ONE MIGHTY BLOW
  Price (Item Level): 1,500 gp (5th)
  Body Slot: Waist
  
  1127
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (command)
  Weight: 1 lb.
  The buckle of this wide leather belt is set with a single blood-red 
  carbuncle.
  Activating a belt of one mighty blow grants extra damage on 
  your next melee attack made before the end of your turn.
  A light weapon deals an extra 1d8 points of damage, a one-
  handed weapon deals an extra 2d6 points of damage, and a 
  two-handed weapon deals an extra 3d6 points of damage.
  A belt of one mighty blow functions once per day.
  Prerequisites: Craft Wondrous Item, bull’s strength.
  Cost to Create: 750 gp, 60 XP, 2 days.
  BELT OF PRIESTLY MIGHT
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Waist
  Caster Level: 8th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Weight: 1 lb.
  A prominent, yet worn, holy symbol adorns this threadbare cloth 
  sash.
  This belt features a deity’s holy symbol.
  Followers of that deity or anyone of that deity’s alignment 
  can wear the belt safely.
  Any other creature gains one negative level when wearing 
  the belt.
  The negative level remains for as long as the belt is worn.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the belt is worn.
  While wearing the belt, you gain a +1 enhancement bonus 
  to your existing natural armor bonus.
  (A creature without natural armor has an effective natural 
  armor bonus of +0).
  The belt also grants you a +2 enhancement bonus to 
  Strength.
  Prerequisites: Craft Wondrous Item, barkskin, bull’s strength.
  Cost to Create: 3,000 gp 240 XP, 6 days.
  BELT OF THEFT-HEALING
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Waist
  Caster Level: 8th
  Aura: Moderate; (DC 19) transmutation
  Activation: Free (command)
  Weight: 1 lb.
  This supple brown leather belt has a silver buckle engraved with 
  numerous tiny magical runes.
  Designed and used by spellthieves (CAd 13), belts of theft-
  healing heighten the payoff of stealing spells.
  When you steal a spell or spell-like ability from an 
  unwilling target, you can activate the belt to also heal 
  damage equal to the level of the spell or spell-like ability 
  stolen.
  A belt of theft-healing functions three times per day.
  Prerequisites: Craft Wondrous Item, bear’s endurance, steal 
  spell.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  BELT OF ULTIMATE ATHLETICISM
  Price (Item Level): 3,600 gp (8th)
  Body Slot: Waist
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: Swift (command)
  Weight: —
  This simple cloth belt is a braid of black, green, and gold threads.
  A belt of ultimate athleticism allows you to reliably perform 
  normal athletic feats, or occasionally pull off a truly 
  amazing stunt.
  When you activate the belt, you can take 10 on all Balance, 
  Climb, Jump, Swim, and Tumble checks made in that 
  round, even if you are in a stressful situation.
  In addition, once per day, you can activate the belt to treat 
  the next Balance, Climb, Jump, Swim, or Tumble check you 
  attempt as if you had rolled a 20.
  Prerequisites: Craft Wondrous Item, bull’s strength, cat’s grace.
  Cost to Create: 1,800 gp, 144 XP, 4 days.
  BLAST DISK
  Price (Item Level): 900 gp (4th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: Standard (manipulation)
  Weight: 1 lb.
  This jet-black, 8-inch-diameter plate bears a bas relief humanoid 
  skull surrounded by runes and sigils.
  Its other side is perfectly smooth and flat.
  A blast disk can be set to explode through proximity or on a 
  timer.
  In either case, when the disk activates it explodes, 
  destroying the blast disk and dealing 5d6 points of fire 
  damage to all creatures and objects within 10 feet (Reflex 
  DC 14 half).
  If set to explode through proximity, a blast disk must be set 
  down in a square on the battlefield.
  The next creature of Small or larger size to enter that square 
  (either on the ground or airborne within 5 feet) sets off the 
  blast disk.
  That creature receives a –2 penalty on the save against the 
  blast.
  A blast disk can also be set to automatically explode up to 10 
  rounds after placement.
  A character who has trapfinding can find (Search DC 28) 
  and disable (Disable Device DC 28) a blast disk.
  Prerequisites: Craft Wondrous Item, fireball.
  Cost to Create: 450 gp, 36 XP, 1 day.
  BLAST GLOBES
  Price (Item Level): 8,000 gp (11th)
  Body Slot: — (held)
  Caster Level: 11th
  Aura: Moderate; (DC 20) evocation
  Activation: Standard (command); see text
  Weight: 1 lb.
  Dozens of smaller glass spheres comprise this fist-sized orb.
  The flicker of a small flame seems to reflect from deep within.
  When you activate a set of blast globes, the transparent 
  globes separate and begin circling each other.
  
  1128
  One round after they activate, you can direct the globes to 
  strike (as a group) any location within 400 feet as a free 
  action.
  The globes then move to that location and create an 
  explosion in a 20-foot-radius spread.
  Any creature in the area takes 10d6 points of fire damage 
  and 2d6 points of sonic damage, is deafened for 2d6 rounds, 
  and is pushed 1d6 squares away from the center of the blast.
  A successful DC 15 Reflex save halves the fire damage and 
  negates the push, while a successful DC 15 Fortitude save 
  negates the deafening effect.
  After exploding, the globes reform in your hands or at your 
  feet (if your hands are full).
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, fireball, shout.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  BLESSED BANDAGE
  Price (Item Level): 10 gp (1/2)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) conjuration
  Activation: Standard (manipulation)
  Weight: —
  A single, softly glowing thread runs along one side of this linen 
  bandage.
  Applying a blessed bandage immediately stabilizes the 
  recipient (but heals no damage).
  Prerequisites: Craft Wondrous Item, cure minor wounds.
  Cost to Create: 5 gp, 1 XP, 1 day.
  BLIGHT STONE
  Price (Item Level): 300 gp (2nd)
  Body Slot: — (held); see text
  Caster Level: 3rd
  Aura: Faint; (DC 16) necromancy
  Activation: Standard (thrown) or — (ammunition)
  Weight: 1 lb.
  This stone is tacky with a putrid green residue.
  A blight stone creates an instantaneous burst of vapor that 
  damages plants and plant-based creatures.
  The stone must be thrown (range increment 10 feet) or 
  hurled from a sling (using that weapon’s normal range 
  increment) as a ranged touch attack.
  When the stone strikes its target or a hard surface, it deals 
  no damage but explodes in a 10-foot-radius burst of noxious 
  vapors.
  This cloud of gas deals 5d6 points of damage to all plants 
  and plant creatures in the area (Fort DC 14 half).
  Prerequisites: Craft Wondrous Item, blight.
  Cost to Create: 150 gp, 12 XP, 1 day.
  BLIGHTER’S HEX-EYE
  Price (Item Level): 1,400 gp (5th)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: Swift (command)
  Weight: —
  This black leather eyepatch bears a blood-red pentagram.
  When you activate a blighter’s hex-eye, your melee attacks 
  against elves and creatures of the plant type deal an extra 
  2d6 points of damage.
  This effect lasts for 1 round.
  A hex-eye functions three times per day, but it can’t be 
  activated in consecutive rounds.
  Lore: Gruumsh, god of orcs, gave his shamans the 
  knowledge to craft the first blighter’s hex-eye to help his 
  people clear the woodlands of their enemies (Knowledge 
  [history or religion] DC 15).
  Elves joke that the orcs are so stupid that Gruumsh has to 
  teach every new generation the secrets of the eyepatch’s 
  construction again (Knowledge [history or religion] DC 
  20).
  Prerequisites: Craft Wondrous Item, keen edge.
  Cost to Create: 700 gp, 56 XP, 2 days.
  BLINDFOLD OF TRUE DARKNESS
  Price (Item Level): 9,000 gp (12th)
  Body Slot: Face
  Caster Level: 3rd
  Aura: Faint; (DC 16) divination
  Activation: —
  Weight: —
  This black, silky piece of cloth is completely opaque when held up to 
  the light.
  When you wear this blindfold, you gain the blindsight 
  ability out to 30 feet (MM 306).
  Because your eyes are protected, you are also immune to 
  gaze attacks and spells or effects that rely on sight.
  You cannot use vision in any way while wearing the 
  blindfold.
  Prerequisites: Craft Wondrous Item, see invisibility.
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  BLINDHELM
  Price (Item Level): 15,000 gp (14th)
  Body Slot: Head
  Caster Level: 11th
  Aura: Strong; (DC 20) divination
  Activation: —
  Weight: 1/2 lb.
  This helm’s face is a solid slab of iron, apparently allowing its 
  wearer no way to see out.
  Despite its appearance and name, a blindhelm doesn’t 
  restrict your vision in any way.
  More important, it grants you blindsense out to 5 feet and 
  provides you with a +5 competence bonus on saves against 
  gaze attacks.
  Prerequisites: Craft Wondrous Item, true seeing.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  BOLT SHIRT
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Torso
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: Move (command)
  Weight: —
  Golden lightning bolts are embroidered along the sleeves of this 
  sturdy tunic of blue linen.
  
  1129
  You can teleport (with no chance of error) to any location 
  within 60 feet, as long as you have both line of sight and 
  line of effect to that destination.
  A harmless trail of crackling sparks traces the path from 
  your original location to your destination, making it 
  obvious where you have landed.
  You can’t use the shirt to move into a space occupied by 
  another creature, nor can you teleport into a solid object; if 
  you attempt to do so, the shirt’s activation is wasted.
  You can bring along objects weighing up to your maximum 
  load, but you can’t bring another creature with you.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, dimension door.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  BOOTS OF AGILE LEAPING
  Price (Item Level): 600 gp (3rd)
  Body Slot: Feet
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: —
  Weight: 2 lb.
  These crocodile-skin boots feel slightly elastic.
  While wearing boots of agile leaping, you can add your 
  Dexterity modifier (instead of your Strength modifier) on 
  Jump checks.
  If you have at least 5 ranks in Balance, you can stand from 
  prone as a swift action.
  When standing from prone, you do not provoke attacks of 
  opportunity.
  Prerequisites: Craft Wondrous Item, cat’s grace.
  Cost to Create: 300 gp, 24 XP, 1 day.
  BOOTS OF BIG STEPPING
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Feet
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: — and standard (command)
  Weight: 2 lb.
  These wolfhide boots are secured with leather thongs that wrap 
  twice about the ankle.
  The fur is exceptionally soft and has a faint sheen that makes the 
  boots appear to shimmer in the light.
  The spirit of a blink dog has been harnessed within these 
  boots.
  While you are wearing these boots, your caster level for all 
  teleportation spells is increased by 2.
  This is a continuous effect and requires no activation.
  In addition, when you speak the command word, you can 
  teleport up to 60 feet with no chance for error, as if using a 
  greater teleport spell.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, dimension door.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  BOOTS OF DESPERATION
  Price (Item Level): 2,800 gp (7th)
  Body Slot: Feet
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (command)
  Weight: —
  These soft-soled boots look comfortable and quiet.
  You can activate boots of desperation only when your current 
  hit point total is equal to or less than half your full normal 
  hit points.
  When activated, the boots grant a +30-foot enhancement 
  bonus to your base speed and a +5 dodge bonus to AC 
  against attacks of opportunity.
  These benefits last for 1 round.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, expeditious retreat.
  Cost to Create: 1,400 gp, 112 XP, 3 days.
  BOOTS OF DRAGONSTRIDING
  Price (Item Level): 1,500 gp (5th)
  Body Slot: Feet
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: — and swift (mental)
  Weight: 1 lb.
  These boots have a scaly look, as though they were made from 
  reptile hide.
  You gain a +2 competence bonus on Climb and Jump 
  checks while wearing these boots.
  This is a continuous effect and requires no activation.
  Once per day, you can activate boots of dragonstriding to gain 
  a climb speed equal to your land speed for 10 rounds.
  Prerequisites: Craft Wondrous Item, jump, spider climb.
  Cost to Create: 750 gp, 60 XP, 2 days.
  BOOTS OF JUMPING
  Price (Item Level): 2,500 gp (7th)
  Body Slot: Feet
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: — and swift (command)
  Weight: 2 lb.
  These comfortable, black leather boots have unusually springy 
  soles.
  Boots of jumping allow you to jump exceptionally long 
  distances.
  You only need to move at least 10 feet in a straight line to 
  attempt a running jump (rather than 20 feet).
  This is a continuous effect and requires no activation.
  In addition, boots of jumping have 3 charges, which are 
  renewed each day at dawn.
  Spending 1 or more charges grants you a competence 
  bonus on Jump checks for 1 round.
  1 charge: Gain a +10 competence bonus on Jump checks.
  2 charges: Gain a +15 competence bonus on Jump checks.
  3 charges: Gain a +20 competence bonus on Jump checks.
  Prerequisites: Craft Wondrous Item, jump.
  Cost to Create: 1,250 gp, 100 XP, 3 days.
  BOOTS OF LANDING
  Price (Item Level): 500 gp (3rd)
  Body Slot: Feet
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: —
  
  1130
  Weight: 1 lb.
  These light blue leather boots have very thick soles.
  Walking in them is like dancing in clouds.
  While wearing boots of landing, you land on your feet no 
  matter how far you fall, and you take 2 fewer dice of 
  damage from the fall than normal (thus, a fall of 20 feet or 
  less deals you no damage).
  Prerequisites: Craft Wondrous Item, feather fall or catfall (EPH 
  82).
  Cost to Create: 250 gp, 20 XP, 1 day.
  BOOTS OF SIDESTEPPING
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Feet
  Caster Level: 12th
  Aura: Strong; (DC 21) transmutation
  Activation: Swift (mental)
  Weight: —
  These soft leather boots are adorned with a copper chain around 
  the ankle.
  Boots of sidestepping allow you to slide out of range of an 
  enemy’s attacks.
  When you activate the boots, you can take a 5-foot step (PH 
  144).
  Unlike a normal 5-foot step, you can take this action even if 
  you have already moved during the round, and it doesn’t 
  prevent you from moving again afterward (or even taking 
  your normal 5-foot step).
  For example, you could activate the boots to move 5 feet 
  away from an adjacent monster, spend a move action to 
  move another 20 feet away, then take a standard action.
  Boots of sidestepping function three times per day.
  Prerequisites: Craft Wondrous Item, haste.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  BOOTS OF SKATING
  Price (Item Level): 7,000 gp (11th)
  Body Slot: Feet
  Caster Level: 3rd
  Aura: Faint; (DC 15) transmutation
  Activation: —
  Weight: 2 lb.
  These white leather boots extend to mid-calf and lace up from toe to 
  top.
  They sport two dull metal edges that slant downward from the 
  bottom of each side.
  These boots allow you to slide along the ground as if on 
  smooth ice.
  You can gracefully skate along the ground, turn, or stop 
  suddenly as desired.
  You gain a +10-foot enhancement bonus to your land speed 
  while wearing the boots.
  This is a continuous effect and requires no activation.
  Skating up an incline removes the bonus to speed, while 
  skating down a decline increases the boots’ enhancement 
  bonus to land speed by an additional 10 feet.
  Prerequisites: Craft Wondrous Item, expeditious retreat or skate 
  (EPH 132).
  Cost to Create: 3,500 gp, 280 XP, 7 days.
  BOOTS OF STOMPING
  Price (Item Level): 600 gp (3rd)
  Body Slot: Feet
  Caster Level: 3rd
  Aura: Faint; (DC 16) evocation
  Activation: Standard (manipulation)
  Weight: 1 lb.
  The thick metal soles of these dirt-brown boots are slightly wider 
  than the vamp.
  Brassy metal bands run from the sides of the soles to the tops.
  When you stomp your feet and activate boots of stomping, 
  you generate a 15-foot-long cone-shaped burst of 
  psychokinetic force that travels along the ground, toppling 
  creatures and loose objects.
  The shock wave affects only creatures standing on the 
  ground within the area.
  Creatures that fail a DC 13 Reflex save are thrown to the 
  ground, prone, and take 1d4 points of nonlethal damage.
  Boots of stomping function three times per day.
  Prerequisites: Craft Wondrous Item, sonic blast (SC 195) or 
  stomp (EPH 133).
  Cost to Create: 300 gp, 24 XP, 1 day.
  BOOTS OF SWIFT PASSAGE
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Feet
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: Move (command)
  Weight: 1 lb.
  These comfortable high boots are made from deep red leather with 
  brilliant copper-colored leather soles.
  When activated, boots of swift passage teleport you up to 20 
  feet in any direction (with no chance of error).
  You must have line of sight and line of effect to your 
  destination to use the boots.
  You can’t use the boots to move into a space occupied by 
  another creature, nor can you teleport into a solid object; if 
  you attempt to do so, the boots’ activation is wasted.
  You can bring along objects weighing up to your maximum 
  load, but you can’t bring another creature with you.
  Boots of swift passage function five times per day.
  Prerequisites: Craft Wondrous Item, dimension door.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  BOOTS OF TEMPORAL 
  ACCELERATION
  Price (Item Level): 43,000 gp (17th)
  Body Slot: Feet
  Caster Level: 17th
  Aura: Strong; (DC 23) conjuration
  Activation: Swift (command)
  Weight: 1 lb.
  These dark leather boots feature a small image of a sundial sewn 
  into each side.
  When worn, they pulse slightly once every second.
  Once per day, you can enter another time frame for 2 
  rounds, speeding up so greatly that all other creatures seem 
  frozen, though they are actually moving at normal speed.
  
  1131
  Other creatures are normally immune to your attacks, 
  powers, or spells, but if you create an area effect that lasts 
  longer than 2 rounds, that effect applies normally once the 
  duration of the item’s effect expires.
  While under the effect of the boots, you cannot enter an 
  area protected by an antimagic field, null psionics field, or by a 
  spell or power that neutralizes 9th-level spells or powers.
  Normal and magical fire, cold, acid, and the like can still
  harm you.
  Except as described here, this effect functions as a time stop 
  spell.
  When the duration expires, you resume acting during your 
  current turn in normal time, but you are shaken for 1 
  round.
  Splintered or partitioned minds within your own mind, 
  such as might be in effect through the use of psionic 
  powers such as schism, are not temporally sped up, even if 
  your second mind manifested this power.
  Your primary mind gains the benefit, while your second 
  mind remains stuck in the standard time frame.
  Prerequisites: Craft Wondrous Item, time stop or temporal 
  acceleration (EPH 136).
  Cost to Create: 21,500 gp, 1,720 XP, 43 days.
  BOOTS OF THE BATTLE CHARGER
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Feet
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (command)
  Weight: 2 lb.
  These heavy leather boots bear thick copper bands just above the 
  ankle.
  When activated, boots of the battle charger allow you to make a 
  charge attack as a standard action (rather than a full-round 
  action), though the charge only includes movement up to 
  your speed (rather than double your speed).
  You must make the charge attack in the round you activate 
  the boots, or the effect is lost.
  If you also wear a magic item that grants an enhancement 
  bonus to your Dexterity score, you can move across difficult 
  terrain and through squares occupied by allies when 
  making a charge after activating the boots.
  You can use this ability two times per day.
  Prerequisites: Craft Wondrous Item, cat’s grace, longstrider.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  BOOTS OF THE MOUNTAIN KING
  Price (Item Level): 1,500 gp (5th)
  Body Slot: Feet
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: —
  Weight: 1 lb.
  These iron-shod red leather boots appear rugged and worn.
  While wearing boots of the mountain king, you can move 
  more easily than usual over rough and difficult terrain.
  These boots allow you to ignore increased movement costs 
  and skill check DC increases for light and dense rubble.
  In addition, you can move up stairs and slopes at normal 
  speed and run or charge downhill without making a 
  Balance check (DMG 89).
  These boots require no activation.
  Prerequisites: Craft Wondrous Item, freedom of movement.
  Cost to Create: 750 gp, 60 XP, 2 days.
  BOOTS OF THE MOUNTAIN KING, 
  GREATER
  Price (Item Level): 21,500 gp (15th)
  Activation: — and swift (command)
  This rough-looking boots are made of craggy leather that resembles 
  a rough granite cliff face, and they are shod with thick iron.
  These boots function as boots of the mountain king.
  In addition, you can activate greater boots to gain the 
  benefit of a stoneskin spell.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, freedom of movement, 
  stoneskin.
  Cost to Create: 10,750 gp, 860 XP, 22 days.
  BOOTS OF TRACKLESSNESS
  Price (Item Level): 11,000 gp (13th)
  Body Slot: Feet
  Caster Level: 7th
  Aura: Moderate; (DC 18) illusion
  Activation: — and standard (mental)
  Weight: 1 lb.
  These pale green boots are slim and elegant, with perfectly smooth 
  soles.
  When you wear these boots, you leave no tracks (as if 
  affected by pass without trace).
  This is a continuous effect and requires no activation.
  Once per day, you can activate the boots to become 
  invisible (as greater invisibility) for 7 rounds.
  Prerequisites: Craft Wondrous Item, greater invisibility, pass 
  without trace.
  Cost to Create: 5,500 gp, 440 XP, 11 days.
  BOOTS OF TREMORSENSE
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Feet
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (command)
  Weight: 1 lb.
  The soles of these black boots are unusually wide and their shape 
  strangely cylindrical, like the feet of an elephant.
  When you activate boots of tremorsense, you gain tremorsense 
  out to 30 feet for 5 rounds.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, tremorsense.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  BRACERS OF ACCURACY
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Arms
  Caster Level: 5th
  Aura: Faint; (DC 17) divination
  Activation: Swift (mental)
  Weight: 1 lb.
  
  1132
  Each of these bronze bracers is engraved with an image of an open 
  eye.
  Wearing bracers of accuracy allows you to make ranged 
  attacks with extreme precision.
  The bracers have 3 charges, which are renewed each day at 
  dawn.
  Spending 1 or more charges grants a benefit to all ranged 
  attacks you make before the end of your turn.
  1 charge: Ignore AC bonus from cover (except total cover) 
  for all targets.
  2 charges: Ignore miss chance from concealment (except 
  total concealment), including miss chances from effects 
  such as blur or displacement (but not incorporeality), for all 
  targets.
  3 charges: Ignore both cover and concealment (as previous 
  entries) for all targets.
  Prerequisites: Craft Wondrous Item, 
  clairaudience/clairvoyance.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  BRACERS OF ARCANE FREEDOM
  Price (Item Level): 2,300 gp (6th)
  Body Slot: Arms
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: Swift (command)
  Weight: 1/2 lb.
  These ornate blue leather armbands are stitched with depictions of 
  golden eagles in flight.
  Bracers of arcane freedom allow you to cast arcane spells 
  without the normal complex gestures required.
  When you activate these bracers, you omit the somatic 
  component of the next arcane spell you cast before the end 
  of your turn (as if applying the Still Spell feat to it, but 
  without altering the spell’s level or casting time).
  This effect functions two times per day.
  Prerequisites: Craft Wondrous Item, freedom of movement.
  Cost to Create: 1,150 gp, 92 XP, 3 days.
  BRACERS OF DAWN
  Price (Item Level): 26,000 gp (16th)
  Body Slot: Arms
  Caster Level: 6th
  Aura: Moderate; (DC 18) evocation
  Activation: Move (manipulation) and standard 
  (manipulation)
  Weight: 1 lb.
  These leather bracers are set with brass studs.
  One of the pair also features a lens-and-dial contraption.
  When you turn the dial to the left, both bracers appear 
  normal.
  When you turn the dial to the middle position, a beam of 
  light emerges from the lens, illuminating your 
  surroundings as a bullseye lantern would.
  Turning the dial to the left or back to the middle is a move 
  action.
  Four times per day, you can turn the dial to the right 
  position as a standard action and aim the lens at a target, 
  unleashing a searing light effect (as the spell).
  The dial automatically returns to the middle position after 
  each use of this ability.
  Even though only one bracer is equipped with the lens-and-
  dial apparatus, both must be worn for the magic to be 
  effective.
  Prerequisites: Craft Wondrous Item, searing light.
  Cost to Create: 13,000 gp, 1,040 XP, 26 days.
  BRACERS OF GREAT COLLISION
  Price (Item Level): 1,500 gp (5th)
  Body Slot: Arms
  Caster Level: 5th
  Aura: Moderate; (DC 17) transmutation
  Activation: Free (command)
  Weight: —
  These thick platinum armbands are etched with a pattern of 
  crossed hammers.
  Bracers of great collision allow you to deliver particularly 
  crushing attacks with bludgeoning weapons.
  When you score a successful critical hit with a bludgeoning 
  melee weapon, you can activate the bracers to deal an extra 
  2d6 points of damage with that attack (or 3d6 points of 
  damage if you wield the weapon with two hands).
  You must activate the bracers before you roll damage for 
  the critical hit.
  Bracers of great collision function two times per day.
  Prerequisites: Craft Wondrous Item, greater magic weapon, 
  keen edge.
  Cost to Create: 750 gp, 60 XP, 2 days.
  BRACERS OF OPPORTUNITY
  Price (Item Level): 2,300 gp (6th)
  Body Slot: Arms
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: — and immediate (mental)
  Weight: 1/2 lb.
  These matching leather wristbands feel light but strong.
  Bracers of opportunity allow you to take advantage of 
  opponents who let down their defenses.
  If you have the Combat Reflexes feat, you gain a +2 
  competence bonus on any attack of opportunity you make 
  (whether the attack of opportunity is granted by the bracers 
  or not).
  This is a continuous effect and requires no activation.
  When you activate these bracers, you can take an attack of 
  opportunity granted to you by an opponent, even if you 
  have already reached your normal limit of attacks of 
  opportunity in the round.
  This ability functions two times per day.
  Prerequisites: Craft Wondrous Item, Combat Reflexes, cat’s 
  grace.
  Cost to Create: 1,150 gp, 92 XP, 3 days.
  BRACERS OF QUICK STRIKE
  Price (Item Level): 1,400 gp (5th)
  Body Slot: Arms
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (command)
  Weight: 1 lb.
  Each of these mithral bracers bears an image of a needle-sharp 
  dagger.
  
  1133
  When you activate bracers of quick strike, you can make one 
  extra attack with any weapon you are holding if you already 
  made a full attack on this turn.
  This attack is made at your full base attack bonus, plus any 
  modifiers appropriate to the situation.
  This effect is not cumulative with any other effect that 
  grants you an extra attack when making a full attack, such 
  as the Rapid Shot feat, a speed weapon, or the haste spell.
  Bracers of quick strike function once per day.
  You must wear bracers of quick strike for 24 hours before you 
  can access their abilities.
  If you take them off, they become inactive until worn for 
  an additional 24 hours.
  Prerequisites: Craft Wondrous Item, haste.
  Cost to Create: 700 gp, 56 XP, 2 days.
  BRACERS OF REPULSION
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Arms
  Caster Level: 11th
  Aura: Moderate; (DC 20) evocation
  Activation: Swift (command)
  Weight: —
  Each of these steel bracers bears an oval of smoky quartz carved 
  with the image of an upraised hand.
  Bracers of repulsion produce an instantaneous wave of force 
  that pushes back enemies.
  When you activate the bracers, all enemies within 10 feet 
  must succeed on a DC 19 Fortitude save or be pushed 5 feet 
  away from you.
  Huge and larger creatures are unaffected by bracers of 
  repulsion, though incorporeal creatures can be affected.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, Bigby’s forceful hand.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  BRACERS OF RETALIATION
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Arms
  Caster Level: 3rd
  Aura: Faint; (DC 16) enchantment
  Activation: — and immediate (command)
  Weight: 1 lb.
  These hard leather armguards look sturdy, yet flexible.
  Bracers of retaliation protect you from attacks and punish 
  attackers for injuring you.
  They grant you a +1 armor bonus to AC (as bracers of armor).
  This is a continuous effect and requires no activation.
  In addition, when you are dealt damage by a melee attack, 
  you can activate the bracers and sacrifice an arcane spell or 
  spell slot of 1st level or higher to daze your attacker for 1 
  round.
  A successful Will save (DC 10 + the level of the spell 
  sacrificed) negates this effect.
  This effect functions three times per day.
  Prerequisites: Craft Magic Arms and Armor, Craft Wondrous 
  Item, daze monster, mage armor.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  BRACERS OF THE BLAST BARRIER
  Price (Item Level): 3,200 gp (8th)
  Body Slot: Arms
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: Swift (command)
  Weight: 1 lb.
  These silver and red bracers are set with round, jet-black stones.
  Bracers of the blast barrier allow you to turn a spell or spell-
  like ability into a temporary wall of magical energy.
  When you activate these bracers, the next spell you cast or 
  spell-like ability you use before the end of your turn instead 
  appears as a 10-foot-long, 10-foot-high opaque wall that lasts 
  for 1 round per level of the spell.
  One end of the wall must be placed at any corner of your 
  space, and the wall can extend in any direction.
  The wall must be continuous and unbroken when created.
  If its surface is broken by any object or creature, the wall 
  fails to form and the spell and activation are lost.
  Any creature passing through the wall takes damage equal 
  to that normally dealt by the spell or spell-like ability (with 
  a minimum of 1 point per level of the spell or spell-like 
  ability).
  A successful Reflex save (using the normal save DC for a 
  spell of that level cast by you) halves this damage.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, wall of fire.
  Cost to Create: 1,600 gp, 128 XP, 4 days.
  BRACERS OF THE ENTANGLING 
  BLAST
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Arms
  Caster Level: 3rd
  Aura: Faint; (DC 16) conjuration
  Activation: Swift (command)
  Weight: 1 lb.
  Each of these jet black bracers is set with an oval of tiny, ruby-red 
  stones.
  Bracers of the entangling blast allow you to reduce the damage 
  dealt by your magic to ensnare those affected by it.
  When you activate these bracers, the next spell you cast or 
  spell-like ability you use deals only half its normal damage; 
  however, any creature damaged by the spell becomes 
  entangled for 1d3 rounds, taking an additional 1 point of 
  damage per level of the spell each round on your turn.
  This damage is of the same type as normally dealt by the 
  spell (or your choice if the spell deals more than one type of 
  damage).
  These bracers have no effect on a spell or spell-like ability 
  that doesn’t deal damage.
  This ability function three times per day.
  Prerequisites: Craft Wondrous Item, web.
  Cost to Create: 1,000 gp, 100 XP, 2 days.
  BRACERS OF WIND
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Arms
  Caster Level: 11th
  Aura: Moderate; (DC 20) conjuration
  Activation: Standard (command)
  Weight: 1 lb.
  
  1134
  These bracers consist of silver plates that can be attached to a 
  person’s forearms by ornate leather straps.
  An etching on their surface echoes the swirls within crystal shards 
  set just above the wrists.
  Bracers of wind continuously emit a faint breeze, 
  occasionally billowing your cloak or hair.
  Upon their activation, the winds around you swell and 
  surge, imposing a –2 penalty on ranged attacks made 
  against you, as if fired in a strong wind (DMG 95).
  Siege weapons, thrown boulders, and the like are 
  unaffected.
  This effect does not stack if the wind in the area is already 
  strong or greater.
  In addition, when you use a ranged weapon, you gain a +1 
  competence bonus on the attack roll.
  These effects function continuously while the bracers are 
  activated.
  You can suppress the winds about you by uttering “calm” in 
  Auran, although doing so also suppresses the benefits the 
  bracers bestow.
  You can reactivate the bracers by saying “zephyr” while 
  focusing on the etchings of the silver plates.
  Prerequisites: Bind Elemental (ECS 51) or Craft Wondrous 
  Item, planar binding.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  BRAWLER’S GAUNTLETS
  Price (Item Level): 1,000 gp (4th)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (command)
  Weight: 2 lb.
  The iron links and leather grips of these gauntlets are rough and 
  worn from hard use.
  Wrestlers and priests of the brawler god Kord prize these 
  gauntlets.
  When activated, for 1 round, they grant you a +2 bonus on 
  grapple checks and damage rolls when making unarmed 
  attacks.
  Brawler’s gauntlets function three times per day.
  Prerequisites: Craft Wondrous Item, bull’s strength.
  Cost to Create: 500 gp, 40 XP, 1 day.
  BROOCH OF AVOIDANCE
  Price (Item Level): 3,100 gp (8th)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (mental)
  Weight: —
  This brooch features a square, pale green crystal in a plain gold 
  setting.
  A brooch of avoidance allows you to better escape attacks of 
  opportunity.
  When activated, it grants you a +4 dodge bonus against 
  attacks of opportunity until the end of your turn.
  A brooch of avoidance functions three times per day.
  Prerequisites: Craft Wondrous Item, cat’s grace.
  Cost to Create: 1,550 gp, 124 XP, 4 days.
  BROOCH OF STABILITY
  Price (Item Level): 1,000 gp (4th)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) conjuration
  Activation: —
  Weight: —
  This runed silver brooch shows signs of considerable use.
  This brooch is useful in dangerous battles.
  When your hit points are reduced to –1 or lower, you 
  automatically become stable (assuming the damage wasn’t 
  enough to kill you).
  A brooch of stability functions once per day.
  Prerequisites: Craft Wondrous Item, cure light wounds.
  Cost to Create: 275 gp, 22 XP, 1 day.
  BRUTE GAUNTLETS
  Price (Item Level): 500 gp (3rd)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (command)
  Weight: —
  This pair of heavy black leather gauntlets is set with metal studs.
  Brute gauntlets allow you to temporarily increase your 
  physical might.
  These gauntlets have 3 charges, which are renewed each 
  day at dawn.
  Spending 1 or more charges grants you a morale bonus on 
  Strength checks, Strength-based skill checks, and melee 
  weapon damage for 1 round.
  1 charge: +2 morale bonus.
  2 charges: +3 morale bonus.
  3 charges: +4 morale bonus.
  Prerequisites: Craft Wondrous Item, bull’s strength.
  Cost to Create: 250 gp, 20 XP, 1 day.
  BURNOOSE OF 1,001 THORNS
  Price (Item Level): 3,000 gp (7th)
  Body Slot: Torso
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: — and swift (command)
  Weight: 2 lb.
  Thousands of strange pores cover this robe of thick green cloth, 
  making it look like the parched skin of some desert plant.
  A burnoose of 1,001 thorns grants you a +1 enhancement 
  bonus to your existing natural armor bonus.
  (A creature without natural armor has an effective natural 
  armor bonus of +0).
  You also gain a +4 bonus on saves to resist becoming 
  dehydrated from heat or exposure (but gain no protection 
  from desiccation damage, such as a horrid wilting spell, or 
  spells that cause you to become dehydrated).
  This is a continuous effect and requires no activation.
  When activated, a burnoose sprouts hundreds of sharp 
  thorns, which last for 5 rounds.
  Any creature that strikes you with a natural weapon or 
  makes a grapple check against you (except to escape your 
  grapple or pin) takes 1d6 points of piercing damage from 
  the needles.
  
  1135
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, skin of the cactus (Snd 
  120).
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  CADUCEUS BRACERS
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Arms
  Caster Level: 12th
  Aura: Strong; (DC 21) conjuration
  Activation: —
  Weight: 1 lb.
  These lightweight silver bracers depict a pair of intertwined, 
  snakelike shapes.
  Caduceus bracers allow you to convert your innate healing 
  powers into other forms of restorative magic.
  By sacrificing 5 points of healing (derived from lay on 
  hands, wholeness of body, or any similar ability that 
  measures your ability to heal as a daily limit of points), you 
  can remove 1 point of ability damage or remove the dazed, 
  fatigued, or sickened condition from one creature.
  Using these bracers in this manner follows all the normal 
  limitations of your healing ability.
  For example, a paladin using caduceus bracers must touch the 
  target to be affected (just as with lay on hands), while a 
  monk wearing these bracers can affect only herself (since 
  she can’t use wholeness of body on another creature).
  You can spend extra points for cumulative effect, For 
  example, you could spend 15 points of healing to remove 
  both the fatigued condition and 2 points of ability damage.
  You can also combine normal healing with the bracers’ 
  effect.
  For instance, you could spend 25 points to produce the 
  effects in the previous example and heal 10 points of 
  damage as well.
  Prerequisites: Craft Wondrous Item, lesser restoration.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  CAMOUFLAGE PAINT
  Price (Item Level): 1,500 gp (5th)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Standard (manipulation)
  Weight: 1/2 lb.
  This jar contains a colorful, jellylike substance.
  As a standard action, the user of camouflage paint can spread 
  a glob of the substance across her face.
  Once applied, camouflage paint changes the color of the 
  user’s skin, clothing, and gear to that of her surroundings.
  This effect provides a +5 circumstance bonus on Hide 
  checks, but only when the user is stationary.
  An application of camouflage paint lasts for 2 hours.
  Each 3-inch-diameter, 2-inch-deep jar of camouflage paint 
  has enough material for five applications.
  Prerequisites: Craft Wondrous Item, disguise self.
  Cost to Create: 750 gp, 60 XP, 2 days.
  CANNITH GOGGLES
  Price (Item Level): 13,000 gp (13th)
  Body Slot: Face
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: — and 10 minutes; see text
  Weight: 1/2 lb.
  These light orange, round, translucent lenses are mounted within 
  a flexible metal frame that has a soft leather strap with a clasp at 
  the back.
  Cannith goggles grant a +5 competence bonus on Search and 
  Spot checks.
  This is a continuous effect and requires no activation.
  In addition, an artificer (ECS 29) can power the goggles 
  with infusions, granting them greater power.
  Using an infusion to power Cannith goggles requires 10 
  minutes and the expenditure of an infusion of the 
  appropriate level.
  An infusion powers the goggles for 24 hours.
  Cannith goggles powered with a 1st-level infusion grant low-
  light vision.
  Powering them with a 2nd-level infusion grants the wearer 
  low-light vision and darkvision out to 60 feet.
  If powered with a 3rd-level infusion, the goggles provide 
  low-light vision and darkvision out to 120 feet.
  Lore: The artificers of a powerful noble family called House 
  Cannith were tasked to find a way to enhance human 
  vision, and the results of their research are Cannith goggles 
  (Knowledge [history] DC 20).
  Prerequisites: Craft Wondrous Item, hardening (ECS 112).
  Cost to Create: 6,500 gp, 520 XP, 13 days.
  CAPE OF THE VIPER
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Shoulders
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: Swift (command)
  Weight: 1 lb.
  This viridian cape is shot with threads of greenish metal.
  A cape of the viper allows you to transform into a poisonous 
  serpent.
  The cape has 3 charges, which are renewed each day at 
  dawn.
  Spending 1 or more charges transforms you into a viper for 
  7 rounds.
  1 charge: Small viper.
  2 charges: Medium viper.
  3 charges: Large viper; add +2 to the save DC of your bite’s 
  poison.
  While in viper form, you replace all your normal statistics 
  and special abilities with those of a typical viper of the 
  appropriate size, except for your alignment, your hit points, 
  your Hit Dice (for the purpose of adjudicating effects based 
  on HD), and your ability to understand (but not speak) the 
  languages you normally understand.
  Any gear worn or carried melds into the new form and 
  becomes nonfunctional.
  Treat this as a polymorph effect, as defined on page 95 of 
  Player’s Handbook II.
  Prerequisites: Craft Wondrous Item, ability to wild shape.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  CASTING GLOVE
  Price (Item Level): 20,000 gp (15th)
  
  1136
  Body Slot: Hands
  Caster Level: 11th
  Aura: Moderate; (DC 20) transmutation
  Activation: Free (manipulation); see text
  Weight: —
  This seamless black leather glove has small silver and gold runes 
  around the tip of each finger.
  A casting glove allows you to store an item and make use of it 
  without first retrieving it.
  It functions as a glove of storing (DMG 257), allowing you to 
  store or retrieve a single item within it as a free action.
  In addition, once per round while wearing a casting glove, 
  you can activate or consume a stored magic item as if you 
  were holding it in your hand.
  The activation and all effects function just as normal for the 
  item, and the activation requires the same type of action.
  Prerequisites: Craft Wondrous Item, shrink item.
  Cost to Create: 10,000 gp, 800 XP, 20 days.
  CAT’S-EYE BROOCH
  Price (Item Level): 9,000 gp (12th)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration
  Activation: —
  Weight: —
  This silver brooch holds a green chrysoberyl at its center, slitted 
  with a black streak like a living cat’s eye.
  A cat’s-eye brooch provides you with a +1 luck bonus on all 
  saving throws and an additional +4 bonus on saving throws 
  against disease.
  Prerequisites: Craft Wondrous Item, resistance, remove disease.
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  CHARM OF COUNTERSONG
  Price (Item Level): 400 gp (2nd)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: —
  Weight: —
  This small silver charm depicts lines of parallel musical notes.
  This small charm, usually pinned to the front of your shirt 
  or tunic, allows you to use countersong to interrupt a sonic 
  attack.
  Once per day, you can activate your countersong bardic 
  music ability as an immediate action.
  Prerequisites: Craft Wondrous Item, Perform 6 ranks, 
  countersong.
  Cost to Create: 200 gp, 16 XP, 1 day.
  CHASUBLE OF FELL POWER
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Throat
  Caster Level: 6th
  Aura: Moderate; (DC 18) evocation
  Activation: —
  Weight: —
  This long strip of scarlet cloth is embroidered with arcane sigils 
  and mystic designs.
  While wearing a chasuble of fell power, your eldritch blasts (CAr 
  7) or spells you cast that have the chaotic descriptor deal an 
  extra 1d6 points of damage.
  Only a chaotic spell that deals hit point damage can benefit 
  from this effect.
  Prerequisites: Craft Wondrous Item, chaos hammer or eldritch 
  blast.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  CHASUBLE OF FELL POWER, 
  GREATER
  Price (Item Level): 18,000 gp (14th)
  Caster Level: 9th
  Aura: Moderate; (DC 19) evocation
  Arcane runes seem to drift slowly across this scarlet strip of cloth.
  As a chasuble of fell power, except the greater chasuble adds 
  an extra 2d6 points of damage to your eldritch blasts or 
  damaging spells you cast that have the chaotic descriptor.
  Prerequisites: Craft Wondrous Item, chaos hammer or eldritch 
  blast.
  Cost to Create: 9,000 gp, 720 XP, 18 days.
  CHIME OF HARMONIC AGONY
  Price (Item Level): 3,100 gp (8th)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: Standard (command)
  Weight: 1/2 lb.
  This constantly vibrating silver chime is inscribed with bizarre, 
  alien musical notes.
  A chime of harmonic agony allows you to channel musical 
  power through your own body to wreak harm on your 
  enemies.
  When you activate the chime, you must spend one daily 
  use of your bardic music ability and target a creature within 
  30 feet.
  The chime deals sonic damage equal to 3d6 + your 
  Charisma modifier (Fort DC 16 half).
  If you also wear a magic item that grants an enhancement 
  bonus to your Constitution score, you can add the item’s 
  bonus to the damage dealt by the chime.
  A chime of harmonic agony functions three times per day.
  Prerequisites: Craft Wondrous Item, shout.
  Cost to Create: 1,550 gp, 124 XP, 4 days.
  CHRONOCHARM
  A chronocharm occupies the throat body slot, but it can be 
  worn simultaneously with any number of other 
  chronocharms, which all function normally.
  However, you can’t wear more than one of the same 
  chronocharm.
  You must wear a chronocharm for 24 hours before you can 
  access its abilities.
  If it is taken off, it becomes inactive until worn for an 
  additional 24 hours.
  CELESTIAL WANDERER
  Price (Item Level): 500 gp (3rd)
  
  1137
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Immediate (mental)
  Weight: —
  This charm resembles an ebony starburst.
  A chronocharm of the celestial wanderer slows your perception 
  of time, allowing you a second chance to recognize 
  potential danger.
  When you activate this chronocharm, you can immediately 
  reroll a single Listen or Spot check that you just attempted.
  The result of the second roll replaces the first result.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, hawkeye (SC 110 ).
  Cost to Create: 250 gp, 20 XP, 1 day.
  FATEWEAVER
  Price (Item Level): 500 gp (3rd)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Immediate (mental)
  Weight: —
  This tiny golden spindle dangles from a thin chain of gray steel.
  A chronocharm of the fateweaver slows your perception of 
  time, letting you avoid an ill-advised step.
  When you activate this chronocharm, you can immediately 
  reroll a single Balance, Climb, or Tumble check that you 
  just attempted.
  The result of the second roll replaces the first result.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, cat’s grace.
  Cost to Create: 250 gp, 20 XP, 1 day.
  GRAND MASTER
  Price (Item Level): 500 gp (3rd)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Immediate (mental)
  Weight: —
  This tiny, hollow glass flower dangles from a slim golden chain.
  A chronocharm of the grand master slows your perception of 
  time, allowing you to better dodge an incoming ranged 
  attack.
  When it is activated, you gain a +5 dodge bonus to your AC 
  against a single ranged attack.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, cat’s grace.
  Cost to Create: 250 gp, 20 XP, 1 day.
  HORIZON WALKER
  Price (Item Level): 500 gp (3rd)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (command)
  Weight: —
  This charm shows a rising sun half-obscured by the horizon.
  Like other chronocharms, this item slows your perception 
  of time for a specific, singular purpose.
  When you activate a chronocharm of the horizon walker, you 
  can move up to half your speed as part of the same swift 
  action used to activate it; this movement does not provoke 
  attacks of opportunity.
  When determining the distance you can move, round 
  down to the nearest 5-foot increment.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, expeditious retreat.
  Cost to Create: 250 gp, 20 XP, 1 day.
  LAUGHING ROGUE
  Price (Item Level): 500 gp (3rd)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Immediate (mental)
  Weight: —
  This miniature hourglass hangs on a thin silver chain.
  As the sand runs from one bulb to the other, it turns from black to 
  white.
  First imagined by skilled temple raiders devoted to 
  Olidammara, the god of rogues, chronocharms of the laughing 
  rogue have found their way into the toolboxes of thieves of 
  all stripes.
  When you activate this chronocharm, you can immediately 
  reroll a single Disable Device skill check that you just 
  attempted.
  You can activate this item after the success or failure of the 
  first roll has been determined (even if your failure resulted 
  in accidentally setting off a trap), but before any 
  ramifications of that roll have been applied.
  The result of second roll replaces the first result.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, haste.
  Cost to Create: 250 gp, 20 XP, 1 day.
  UNCARING ARCHMAGE
  Price (Item Level): 500 gp (3rd)
  Body Slot: Throat
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: Swift (command)
  Weight: —
  A bloodstone eye stares forth from this pentagonal trinket.
  A chronocharm of the uncaring archmage alters your 
  perception of time, allowing you to cast a single spell more 
  quickly.
  When it is activated, the next spell of 3rd level or lower you 
  cast that has a casting time of 1 full round can be cast as a 
  standard action instead.
  If you don’t cast such a spell by the end of your turn, the 
  effect fades.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, Quicken Spell.
  Cost to Create: 250 gp, 20 XP, 1 day.
  CIRCLET OF MAGES
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Head
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  
  1138
  Activation: — and free (command)
  Weight: —
  This leather circlet has a silver headpiece showing crescent moons 
  on either side of a seven-pointed star.
  A circlet of mages grants you a +2 competence bonus on 
  Concentration checks.
  This is a continuous effect and requires no activation.
  In addition, this circlet has 3 charges, which are renewed 
  each day at dawn.
  Spending 1 or more charges when you cast a spell allows 
  you to avoid losing that prepared spell or spell slot (as if you 
  hadn’t cast it).
  1 charge: Retain a spell of up to 1st level.
  2 charges: Retain a spell of up to 2nd level.
  3 charges: Retain a spell of up to 3rd level.
  Prerequisites: Craft Wondrous Item, Rary’s mnemonic 
  enhancer.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  CIRCLET OF RAPID CASTING
  Price (Item Level): 15,000 gp (14th)
  Body Slot: Head
  Caster Level: 11th
  Aura: Moderate; (DC 20) transmutation
  Activation: Swift (command)
  Weight: —
  This golden circlet is engraved with dozens of different symbols and 
  runes.
  A circlet of rapid casting allows you to cast a small number of 
  spells each day more quickly.
  This circlet has 3 charges, which are renewed each day at 
  dawn.
  Spending 1 or more charges allows you to cast a single spell 
  as part of the same swift action you used to activate the 
  circlet.
  This spell must be one that normally has a casting time of 
  no longer than 1 standard action.
  Doing this expends the prepared spell or spell slot as if you 
  had cast the spell normally.
  1 charge: Cast a single spell of up to 2nd level.
  2 charges: Cast a single spell of up to 3rd level.
  3 charges: Cast a single spell of up to 4th level.
  Prerequisites: Craft Wondrous Item, Quicken Spell.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  CIRCLET OF SOLACE
  Price (Item Level): 3,000 gp (7th)
  Body Slot: Head
  Caster Level: 3rd
  Aura: Faint; (DC 16) abjuration
  Activation: Swift (command)
  Weight: —
  The circlet is made of delicate ivory threads interwoven with silver 
  bands covered in runes of healing.
  A circlet of solace allows you to bolster your healing spells.
  After activating the circlet, the next healing spell you cast 
  on a living ally before the end of your turn also grants that 
  creature a +5 morale bonus on saves against disease, fear, 
  and poison for 1 minute.
  If the spell affects multiple creatures, only one (your 
  choice) gains the circlet’s benefit.
  A circlet of solace functions three times per day.
  Prerequisites: Craft Wondrous Item, delay poison, remove fear.
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  CIRCLET OF WILD SURGING
  Price (Item Level): 4,200 gp (9th)
  Body Slot: Head
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: Free (command)
  Weight: 1 lb.
  This thin, platinum circlet depicts blasts of wild energy across its 
  surface.
  A circlet of wild surging allows you to enhance your 
  emotional state to make your wild surges more powerful.
  When you use wild surge while manifesting a power, you 
  can activate the circlet to increase the bonus to your 
  manifester level by 1.
  The increased wild surge still requires the normal extra 
  power point cost normally required to augment the power.
  This also increases your chance of psychic enervation by 5% 
  and increases the duration of your surging euphoria by 1 
  round (if you have that class feature).
  A circlet of wild surging functions three times per day, but 
  won’t function in consecutive rounds.
  Prerequisites: Craft Wondrous Item, wild surge.
  Cost to Create: 2,100 gp, 168 XP, 5 days.
  CLOAK OF BATTLE
  Price (Item Level): 22,000 gp (15th)
  Body Slot: Shoulders
  Caster Level: 14th
  Aura: Strong; (DC 22) transmutation
  Activation: — and standard (command)
  Weight: 1 lb.
  Thousands of thin, silvery chain links make up this long cloak.
  A cloak of battle grants you a +4 armor bonus to AC.
  This is a continuous effect and requires no activation.
  The cloak also has two other abilities tied to unique 
  command words.
  The first command transforms the cloak into an iron +1/+1 
  quarterstaff that leaps into your hands (or falls at your feet if 
  you don’t have an open hand).
  The same command transforms the staff back into a cloak, 
  returning it to your shoulders.
  The second command allows the cloak to make a disarm 
  attempt against an adjacent opponent (using your base 
  attack bonus and size modifier, and with a +4 bonus on the 
  roll).
  This attempt does not provoke attacks of opportunity.
  If the disarm attempt succeeds, the cloak can fling the 
  weapon up to 10 feet in any direction.
  (The disarmed weapon can’t be thrown at a creature as an 
  attack).
  If the disarm attempt fails, you can’t be disarmed in return.
  This ability can be used three times per day.
  Prerequisites: Craft Wondrous Item, cat’s grace, mage armor, 
  magic weapon.
  Cost to Create: 11,000 gp, 880 XP, 22 days.
  
  1139
  CLOAK OF ELEMENTAL 
  PROTECTION
  Price (Item Level): 1,000 gp (4th)
  Body Slot: Shoulders
  Caster Level: 3rd
  Aura: Faint; (DC 16) abjuration
  Activation: Immediate (command)
  Weight: 1 lb.
  This white cloak is embroidered with runes representing the five 
  energy types in metallic thread.
  When you activate a cloak of elemental protection, you gain 
  resistance 10 against a single energy type of your choice 
  (acid, cold, electricity, fire, or sonic).
  This protection lasts until the start of your next turn.
  A cloak of elemental protection functions once per day.
  You must wear a cloak of elemental protection for 24 hours 
  before you can access its abilities.
  If it is taken off, it becomes inactive until worn for an 
  additional 24 hours.
  Prerequisites: Craft Wondrous Item, resist energy.
  Cost to Create: 500 gp, 40 XP, 1 day.
  CLOAK OF PREDATORY VIGOR
  Price (Item Level): 1,400 gp (5th)
  Body Slot: Shoulders
  Caster Level: 3rd
  Aura: Faint; (DC 16) conjuration
  Activation: Swift (mental)
  Weight: 2 lb.
  This leopardskin cloak appears comfortable, yet protective.
  A cloak of predatory vigor helps you channel the power of 
  your combat frenzy into rejuvenating energy.
  While in a rage or frenzy, you can activate this cloak to heal 
  damage to yourself equal to your Hit Dice.
  This effect functions two times per day.
  Prerequisites: Craft Wondrous Item, cure moderate wounds.
  Cost to Create: 700 gp, 56 XP, 2 days.
  CLOAK OF QUILLS
  Price (Item Level): 2,500 gp (7th)
  Body Slot: Shoulders
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Free (command)
  Weight: 1 lb.
  Thousands of small quills cover the exterior of this thick, high-
  collared leather cloak.
  While most of the quills are little more than the length of a 
  porcupine’s, several on the shoulders and back are nearly 2 feet 
  long.
  While grappling, each time you roll a grapple check (other 
  than the initial check to enter or resist the grapple), you can 
  activate your cloak of quills.
  Doing this lodges quills in your opponent, dealing 1d6 
  points of damage to each other creature in the grapple 
  (Reflex DC 16 negates).
  This ability functions five times per day.
  Prerequisites: Craft Wondrous Item, quillfire (SC 164).
  Cost to Create: 1,250 gp, 100 XP, 3 days.
  CLOAK OF SOULBOUND 
  RESISTANCE
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Shoulders
  Caster Level: 6th
  Aura: Moderate; (DC 18) abjuration
  Activation: —
  Weight: 1 lb.
  This finely crafted garment is made of blue and purple material.
  A pair of matched blue quartz crystals form the cloak’s clasp.
  A cloak of soulbound resistance grants you a +1 resistance 
  bonus on your saving throws.
  In addition, it serves as a receptacle for your essentia, much 
  as a soulmeld does.
  Every point of essentia invested in it increases the bonus by 
  1, subject to the maximum values noted below.
  Each cloak of soulbound resistance has an essentia capacity.
  The maximum number of essentia points that can be 
  invested in it equals this value or your normal essentia 
  capacity (see Table 2–1: Essentia Capacity, Magic of 
  Incarnum 19), whichever is lower.
  Investing or reallocating essentia in the cloak is a swift 
  action (and can be done as part of the normal swift action 
  used for reallocating essentia).
  A cloak of soulbound resistance has a maximum essentia 
  capacity of 2, and the maximum resistance bonus it can 
  grant is +3.
  Chakra Bind (Shoulders): A cloak of soulbound resistance 
  improves your resistance bonus by an additional 1 when it 
  is bound to your shoulders chakra, which can exceed the 
  maximum values described above.
  See Binding Items to Chakras (MoI 108) for more 
  information.
  Prerequisites: Craft Wondrous Item, resistance.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  CLOAK OF SOULBOUND 
  RESISTANCE, GREATER
  Price (Item Level): 13,000 gp (13th)
  Caster Level: 18th
  Aura: Strong; (DC 24) abjuration
  Made of cloth the color of a twilight sky, four bright blue quartz 
  crystals form the clasp of this finely crafted cloak.
  As a cloak of soulbound resistance, except a greater cloak of 
  soulbound resistance has a maximum essentia capacity of 4, 
  and the maximum resistance bonus it can grant is +5.
  Prerequisites: Craft Wondrous Item, resistance.
  Cost to Create: 6,500 gp, 520 XP, 13 days.
  CLOAK OF STONE
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Shoulders
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: — and standard (command)
  Weight: 2 lb.
  This mottled gray cloak looks like an incredibly thin sheet of stone.
  While wearing a cloak of stone, you gain a +5 competence 
  bonus on Hide and Move Silently checks.
  
  1140
  This is a continuous effect and requires no activation.
  In addition, you can activate the cloak to merge with stone 
  as though using the meld into stone spell.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, meld into stone.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  CLOAK OF THE SALAMANDER
  Price (Item Level): 6,000 (10th)
  Body Slot: Shoulders
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: Immediate (command)
  Weight: 1 lb.
  This red-hued cloak is made from the scales of a reptilian creature 
  and feels warm to the touch.
  When donned, it erupts in flame, which dances continuously over 
  its surface.
  A cloak of the salamander deals fire damage to those who 
  strike you in melee with natural weapons or nonreach 
  manufactured weapons.
  The flames that cover it do not harm you or creatures or 
  objects that you touch.
  When you activate a cloak of the salamander, any creatures 
  that strike you with such weapons take 1d6+7 points of fire 
  damage.
  This effect lasts until the beginning of your next turn.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, fire shield.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  CLOAK OF THE SALAMANDER, 
  GREATER
  Price (Item Level): 36,000 gp (17th)
  Activation: —
  Made from the scaly hide of some reptilian beast, this crimson 
  cloak is continuously shrouded in an aura of flame and smoke.
  As a cloak of the salamander, except the effect is continuous 
  and requires no activation.
  Prerequisites: Craft Wondrous Item, fire shield.
  Cost to Create: 18,000 gp, 1,440 XP, 36 days.
  CLOAK OF THORNS
  Price (Item Level): 26,000 gp (16th)
  Body Slot: Shoulders
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: 1 lb.
  This brown cloak seems to be composed entirely of long thorns.
  A cloak of thorns grants you a +2 enhancement bonus to your 
  existing natural armor bonus.
  (A creature without natural armor has an effective natural 
  armor bonus of +0).
  In addition, any creature striking you in melee with a 
  natural weapon or nonreach manufactured weapon takes 
  1d4+3 points of piercing damage.
  Prerequisites: Craft Wondrous Item, barkskin, command plants.
  Cost to Create: 13,000 gp, 1,040 XP, 26 days.
  CLOAK OF TURN RESISTANCE
  Price (Item Level): 11,000 gp (13th)
  Body Slot: Shoulders
  Caster Level: 10th
  Aura: Moderate; (DC 20) necromancy
  Activation: —
  Weight: 1 lb.
  This cloak is little more than a tattered piece of homespun cloth, 
  secured by a rotted leather thong at the neck.
  While you wear this cloak, your turn resistance increases 
  by 4.
  Prerequisites: Craft Wondrous Item, rebuke undead as a 
  10th-level cleric.
  Cost to Create: 5,500 gp, 440 XP, 11 days.
  CLOAK OF WEAPONRY
  Price (Item Level): 2,300 gp (6th)
  Body Slot: Shoulders
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Swift (command)
  Weight: 1 lb.
  This simple white linen cloak is lined with a dark pelt that seems 
  to shimmer and blur under close scrutiny.
  A cloak of weaponry has an extradimensional space within it 
  that can hold a single weapon with a weight of up to 25 
  pounds and a size no larger than Medium.
  When you activate the cloak, you can draw forth the 
  weapon (or stow a weapon, if the cloak is empty).
  Creatures and nonweapon objects can’t be stored within 
  the cloak.
  Prerequisites: Craft Wondrous Item, Leomund’s secret chest.
  Cost to Create: 1,150 gp, 92 XP, 3 days.
  COGNIZANCE CRYSTAL
  Price (Item Level): See text
  Body Slot: —
  Caster Level: See table
  Aura: See table; (DC varies) evocation
  Activation: Free (mental)
  Weight: 1 lb.
  Silver wire gently encloses and binds a large core crystal and 
  several smaller crystals in a geometric design.
  The aquamarine crystals emit a faint glow.
  A cognizance crystal stores power points, which the holder 
  can use to manifest a psionic power she knows (instead of 
  spending points from her own power pool).
  You cannot directly replenish your personal power points 
  from those stored in a cognizance crystal, nor can you draw 
  
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  power points from more than one source to manifest a 
  power (even if that second source is your own power pool).
  A cognizance crystal can store only as many power points as 
  its original maximum, set at the time of its creation.
  When a crystal’s power points are used up, the glow of the 
  crystal dims.
  A user can recharge it by paying power points on a 1-for-1 
  basis (a standard [mental] action).
  While doing this depletes the user’s own power point 
  reserve for the day, those power points remain available in 
  the crystal until used.
  Before you can use a cognizance crystal, you must hold or 
  have it on your person for at least 10 continuous minutes.
  A typical cognizance crystal has AC 7, 10 hit points, hardness 
  8, and a break DC of 16.
  Prerequisites: Craft Cognizance Crystal (EPH 44).
  Cost to Create: See table.
  COLLAR OF HEALING
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Throat
  Caster Level: 11th
  Aura: Moderate; (DC 20) conjuration
  Activation: — and immediate (command)
  Weight: —
  This lightweight animal collar is crafted from fine leather.
  This collar allows you to heal your trusted animal friend at a 
  moment’s notice.
  A collar of healing functions only when worn by your animal 
  companion, familiar, or special mount.
  While that creature wears the collar, you always know its 
  exact hit point total.
  This is a continuous effect and requires no activation.
  In addition, you can activate the collar from any distance 
  (as long as you are on the same plane) to cure the animal 
  wearing it.
  This instantly heals the creature wearing the collar of 50 
  points of damage and removes the fatigued or exhausted 
  condition (if the creature currently suffers from such).
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, heal or fortify familiar (SC 
  98) or heal mount, status.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  CONTACT MEDALLION
  Price (Item Level): 3,000 gp (7th)
  Body Slot: Throat
  Caster Level: 9th
  Aura: Moderate; (DC 19) enchantment
  Activation: Standard (mental)
  Weight: —
  This wide, ovoid medallion hangs from a tightly wrapped leather 
  cord.
  It bears an engraving of two heads facing one another with a 
  jagged beam of energy connecting their foreheads.
  When you activate a contact medallion, you forge a telepathic 
  bond (as Rary’s telepathic bond) with one person who is 
  within 1 mile and known to you.
  This bond lasts for 1 minute.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, Rary’s telepathic bond.
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  CORSAIR’S EYEPATCH
  Price (Item Level): 3,000 gp (7th)
  Body Slot: Face
  Caster Level: 3rd
  Aura: Faint; (DC 16) divination
  Activation: Swift (command)
  Weight: —
  A leather strap and a bit of hardened leather and krenshar hide 
  make up this menacing black eyepatch.
  Despite its name, the improved visual acuity provided by a 
  corsair’s eyepatch is equally useful to landlubbers.
  Wearing this eyepatch has no negative impact on your 
  eyesight—it appears completely transparent to you.
  While you wear a corsair’s eyepatch over your left eye, 
  activating it grants you the ability to use see invisibility (as 
  the spell) for 1 round.
  While you wear it over your right eye, activating it grants 
  you the benefit of the Blind-Fight feat for 1 minute.
  Moving the eyepatch from one eye to another requires a 
  move action that doesn’t provoke attacks of opportunity.
  A corsair’s eyepatch functions a total of three times per day.
  Prerequisites: Craft Wondrous Item, see invisibility.
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  COUNTERSTRIKE BRACERS
  Price (Item Level): 2,500 gp (7th)
  Body Slot: Arms
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Immediate (command)
  Weight: —
  Each of these steel bracers bears the image of a stacked pair of 
  daggers pointed in opposite directions.
  Counterstrike bracers allow you to answer an unsuccessful 
  melee attack against you with an unexpected riposte.
  You can activate the bracers immediately after an enemy 
  has missed you with a melee attack.
  Doing this grants you a free attack of opportunity against 
  that enemy (even if you have already used up your allotted 
  attacks of opportunity for the round).
  You must activate the bracers before your enemy takes any 
  other attacks or actions.
  This ability functions two times per day.
  Prerequisites: Craft Wondrous Item, haste.
  Cost to Create: 1,250 gp, 100 XP, 3 days.
  CREST OF BRAVERY
  Price (Item Level): 750 gp (3rd)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration
  Activation: Immediate (command)
  Weight: —
  This cloak clasp bears the engraved image of a paladin standing 
  against a dragon.
  A crest of bravery adds a regal touch to your attire, 
  emphasizing your bravery and loyalty to your comrades.
  A crest has 3 charges, which are renewed each day at dawn.
  Spending 1 or more charges enhances your ability to 
  bolster your allies against fear, as described below.
  The effect lasts for 5 rounds.
  
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  1 charge: The morale bonus granted by your aura of courage 
  increases by 4.
  2 charges: Your aura of courage affects all allies within 60 
  feet of you.
  3 charges: The morale bonus granted by your aura of courage 
  increases by 4, and your aura of courage affects all allies 
  within 60 feet of you.
  Prerequisites: Craft Wondrous Item, remove fear.
  Cost to Create: 375 gp, 30 XP, 1 day.
  CRIMSON DRAGONHIDE BRACERS
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Arms
  Caster Level: 3rd
  Aura: Faint; (DC 16) abjuration, transmutation
  Activation: —
  Weight: 1 lb.
  These leather bracers are crafted from the scaly red hide of a large 
  reptile.
  Crimson dragonhide bracers grant you resistance to fire 5 and 
  a +1 enhancement bonus to your existing natural armor 
  bonus.
  (A creature without natural armor has an effective natural 
  armor bonus of +0).
  Prerequisites: Craft Wondrous Item, barkskin, resist energy.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  CRYSTAL ANCHORS
  ALERTNESS
  Price (Item Level): 2,500 gp (7th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration
  Activation: Standard (manipulation)
  Weight: 1/2 lb.
  This lightweight shaft of transparent crystal is 4 feet long and 
  tapers to a point on both ends.
  When planted in the ground and activated, a crystal anchor of 
  alertness burns with clear light (providing illumination as a 
  lantern).
  In addition, your allies gain a +5 bonus on Listen and Spot 
  checks as long as they remain within 30 feet of the anchor.
  This effect lasts for 1 hour, and the anchor functions three 
  times per day.
  Prerequisites: Craft Wondrous Item, alarm or zone of alertness 
  (CP 104).
  Cost to Create: 1,250 gp, 100 XP, 3 days.
  CRYSTAL MASKS
  DETECTION
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) divination
  Activation: —
  Weight: 1/2 lb.
  This crystal mask is held in place with black cloth straps, and it 
  covers only the top portion of the face.
  Translucent and shot through with golden flecks, the mask is 
  warm to the touch.
  A crystal mask of detection grants you a +10 competence 
  bonus on Search checks.
  Prerequisites: Craft Wondrous Item, Search 10 ranks.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  DISCERNMENT
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) divination
  Activation: —
  Weight: 1/2 lb.
  This transparent crystal mask has a pale green tinge and covers all 
  the face, except the mouth and jaw.
  Its straps are made of silvery cloth.
  A crystal mask of discernment grants you a +10 insight bonus 
  on Sense Motive checks.
  Prerequisites: Craft Wondrous Item, Sense Motive 10 ranks.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  DREAD
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) divination
  Activation: —
  Weight: 1/2 lb.
  This black crystal mask is mapped with writhing red veins.
  It hides the entire face, revealing only the eyes.
  Black leather straps hold it tightly in place.
  A crystal mask of dread grants you a +10 competence bonus 
  on Intimidate checks.
  Prerequisites: Craft Wondrous Item, Intimidate 10 ranks.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  INSIGHT
  Price (Item Level): 20,000 gp (15th)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) divination
  Activation: —
  Weight: 1/2 lb.
  A simple, thin band of turquoise crystal, this item masks only the 
  eyes.
  Thin, bone-white twine holds it in place.
  A crystal mask of insightful detection grants you a +9 insight 
  bonus on Search and Spot checks.
  Prerequisites: Craft Wondrous Item, Search 9 ranks, Spot 9 
  ranks.
  Cost to Create: 10,000 gp, 800 XP, 20 days.
  KNOWLEDGE
  Price (Item Level): 2,500 gp (7th)
  Body Slot: Face
  Caster Level: 3rd
  Aura: Faint; (DC 16) divination
  Activation: —
  Weight: 1/2 lb.
  
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  This mask features a piece of curved golden crystal that covers the 
  forehead.
  The crystal is attached to the front of a dark brown cloth cap.
  A crystal mask of knowledge grants you a +5 competence 
  bonus on a specific type of Knowledge check.
  For instance, one mask would add the bonus on Knowledge 
  (psionics) checks, while another would do so for 
  Knowledge (history).
  Prerequisites: Craft Wondrous Item, Knowledge 5 ranks of 
  the appropriate type.
  Cost to Create: 1,250 gp, 100 XP, 3 days.
  LANGUAGES
  Price (Item Level): 2,500 gp (7th)
  Body Slot: Face
  Caster Level: 3rd
  Aura: Faint; (DC 16) divination
  Activation: —
  Weight: 1/2 lb.
  This cobalt mask covers only the lower portion of the face.
  Light brown leather straps hold it in place.
  Each of the various crystal masks of languages grants you the 
  ability to speak, read, and write five different languages.
  For example, a mask might grant the ability to speak, read, 
  and write Celestial, Draconic, Dwarven, Elven, and 
  Infernal.
  Prerequisites: Craft Wondrous Item, speak, read, and write all 
  five languages.
  Cost to Create: 1,250 gp, 100 XP, 3 days.
  MINDARMOR
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Face
  Caster Level: 5th
  Aura: Faint; (DC 17) enchantment
  Activation: —
  Weight: 1/2 lb.
  The front portion of this periwinkle crystal mask drops down 
  below the eyes.
  Narrow slits in the mask allow the wearer full range of vision.
  A crystal mask of mindarmor grants you a +4 insight bonus on 
  Will saving throws.
  Prerequisites: Craft Wondrous Item, remove fear or conceal 
  thoughts (EPH 85).
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  PSIONIC CRAFT
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) divination
  Activation: —
  Weight: 1/2 lb.
  This bright blue opaque eye covering extends up to the hairline, 
  down below the nose, and back to the ears.
  Though easy to pull off if desired, the mask fits snugly and needs no 
  straps to keep it in place.
  A crystal mask of psionic craft grants you a +10 competence 
  bonus on Psicraft checks.
  Prerequisites: Craft Wondrous Item, Psicraft 10 ranks.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  VISUAL INSIGHT
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Face
  Caster Level: 15th
  Aura: Strong; (DC 22) divination
  Activation: Swift (command)
  Weight: 1/2 lb.
  This transparent band extends around the head at eye level.
  When activated, a crystal mask of visual insight allows you to 
  ignore the effects of concealment (but not invisibility) on 
  any creature within 30 feet for 1 round.
  Prerequisites: Craft Wondrous Item, true strike or moment of 
  insight (CP 93).
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  DAERN’S INSTANT TENT
  Price (Item Level): 9,000 gp (12th)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: Standard (command)
  Weight: 1/2 lb.
  This strip of canvas, folded into a small triangle, bears a single 
  black sigil on one side.
  When activated, Daern’s instant tent grows to become a 20-
  foot-square tent.
  The inside of the tent is always temperate in climate, as the 
  Leomund’s tiny hut spell.
  Cots inside can sleep up to eight Medium creatures.
  The tent also features a fire pit with a smoke hole.
  The tent has resistance to electricity 10, fire 10, and acid 10, 
  as well as immunity to cold.
  Prerequisites: Craft Wondrous Item, Leomund’s tiny hut.
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  DAYLIGHT PELLET
  Price (Item Level): 150 gp (1st)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: Standard (thrown)
  Weight: —
  Within a thick black pouch, you see a handful of tiny ceramic 
  beads.
  Thin veins of light shine through cracks in each bead.
  A daylight pellet can be thrown up to 50 feet; when it lands, it 
  shatters and creates illumination equivalent to a daylight 
  spell, but with a duration of 10 rounds.
  These small stones are usually found in pouches containing 
  3d4 pellets.
  Using a pellet destroys it.
  Prerequisites: Craft Wondrous Item, daylight.
  Cost to Create: 75 gp, 6 XP, 1 day.
  DEATHGUARDIAN BRACERS
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Arms
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: Immediate (command)
  
  1144
  Weight: 3 lb.
  These two gold coils wind around the arm from bicep to wrist like 
  serpents.
  A tiny ruby is set into each end of the coils.
  Deathguardian bracers allow you to trade arcane spells for 
  protection from physical harm.
  When you activate the bracers, choose a prepared arcane 
  spell or uncast spell slot.
  You lose that spell or spell slot (as if you had cast the spell) 
  and gain damage reduction equal to twice the level of the 
  spell or spell slot sacrificed.
  This damage reduction lasts until the start of your next turn 
  and can’t be overcome by any type of weapon.
  Deathguardian bracers can be activated as long as you have 
  arcane spells remaining to sacrifice.
  Prerequisites: Craft Wondrous Item, stoneskin.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  DEATHSTRIKE BRACERS
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Arms
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (mental)
  Weight: 2 lb.
  Each of these black steel bracers is marked with an etching of 
  crossed swords.
  When activated, deathstrike bracers allow you to use melee 
  weapons to deal extra damage from critical hits and sneak 
  attacks to constructs, elementals, oozes, plants, and undead 
  as if they were not immune to such extra damage.
  You must still roll a critical threat and confirm it as a critical 
  hit or qualify to deliver sneak attack damage to gain any 
  benefit from the bracers.
  This effect does not allow you to overcome any other 
  immunity or resistance to extra damage from sneak attacks 
  or critical hits (such as the fortification armor property).
  This effect lasts for 1 round.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, keen edge.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  DESPERATION CHAIN
  Price (Item Level): 15,000 gp (14th)
  Body Slot: Waist
  Caster Level: 13th
  Aura: Strong; (DC 21) no school
  Activation: Immediate (command)
  Weight: 5 lb.
  Alternating links of a strange green metal and ivory make up this 
  chainlike belt.
  A desperation chain gives an arcane spellcaster the 
  opportunity to either avoid capture or strike back against an 
  enemy.
  You can activate a desperation chain when you are being 
  rendered helpless by an enemy (such as being pinned, 
  paralyzed, or dropped to –1 or fewer hit points).
  When you activate the chain, you can cast a single arcane 
  spell of 3rd level or lower without spending an additional 
  action to do so.
  Doing this expends the prepared spell or spell slot as if you 
  had cast the spell.
  The chosen spell must have a casting time no longer than 1 
  full round.
  Casting a spell in this way requires no verbal or somatic 
  components and does not provoke attacks of opportunity.
  You must still provide any material components or focus 
  required, as well as pay any XP or other costs of the spell.
  The spell you cast takes effect after the effect that rendered 
  you helpless (so it can’t prevent that effect), though it could 
  theoretically neutralize or reverse it.
  For example, a bard wearing the chain could cast cure light 
  wounds in response to being reduced to –3 hit points.
  This ability functions once per day.
  You must wear a desperation chain for 24 hours before you 
  can access its abilities.
  If it is taken off, it becomes inactive until worn for an 
  additional 24 hours.
  Prerequisites: Craft Wondrous Item, limited wish.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  DEVASTATION GAUNTLETS
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Hands
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (command)
  Weight: —
  Stylized flames rendered in scarlet enamel encircle these steel 
  gauntlets.
  Devastation gauntlets are prized by anyone who earns gold by 
  fighting in melee, from raging barbarians to wily 
  swashbucklers.
  These gauntlets have 3 charges, which are renewed each 
  day at dawn.
  Spending 1 or more charges grants you a bonus to the 
  damage dealt by a critical hit you make in melee.
  You activate the gauntlets after you have confirmed a 
  critical hit, but before damage is rolled.
  1 charge: +2d6 points of damage.
  2 charges: +3d6 points of damage.
  3 charges: +4d6 points of damage.
  Prerequisites: Craft Wondrous Item, keen edge.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  DIAMONDSKIN DECANTER
  Price (Item Level): 5,000 gp (9th)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: Standard (manipulation)
  Weight: 1 lb.
  This glittering pitcher is wrought of platinum worked into the 
  shape of dragon scales.
  When tipped, a diamondskin decanter pours out a thin, silver 
  oil shot through with flickering motes of light.
  A diamondskin decanter can pour forth up to 3 draughts, 
  which are renewed each day at dawn.
  Pouring 1 or more draughts onto yourself or an adjacent 
  creature grants it damage reduction.
  1 draught: Damage reduction 2/adamantine, which lasts for 
  1 hour until 20 points of damage have been prevented.
  2 draughts: Damage reduction 3/adamantine, which lasts for 
  1 hour or until 30 points of damage have been prevented.
  
  1145
  3 draughts: Damage reduction 4/adamantine, which lasts for 
  1 hour or until 40 points of damage have been prevented.
  Prerequisites: Craft Wondrous Item, stoneskin.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  DIMENSION STRIDE BOOTS
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Feet
  Caster Level: 7th
  Aura: Faint; (DC 16) conjuration
  Activation: — and standard (command)
  Weight: 1 lb.
  These sleek leather boots lean slightly forward, as if poised to leap.
  While wearing dimension stride boots, you gain a +2 
  competence bonus on Jump checks.
  This is a continuous effect and requires no activation.
  In addition, the boots have 5 charges, which are renewed 
  each day at dawn.
  Spending 1 or more charges allows you to teleport a short
  distance (with no chance of error).
  You must have line of sight and line of effect to your 
  destination.
  You can’t use the boots to move into a space occupied by 
  another creature, nor can you teleport into a solid object; if 
  you attempt to do so, the boots’ activation is wasted.
  You can bring along objects weighing up to your maximum 
  load, but you can’t bring other creatures.
  1 charge: Teleport 20 feet.
  3 charges: Teleport 40 feet.
  5 charges: Teleport 60 feet.
  Prerequisites: Craft Wondrous Item, dimension door.
  Cost to Create: 1,000 gp, 80 XP, 2 day.
  DISPELLING CORD
  Price (Item Level): 1,000 gp (4th)
  Body Slot: Torso
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration
  Activation: Swift (command)
  Weight: —
  The end of this long silken cord is tied with five different knots.
  A dispelling cord is worn wrapped loosely around your chest, 
  its two ends slung over your shoulder.
  When you activate a dispelling cord, you gain a +2 
  competence bonus on any dispel checks you make until the 
  end of your turn.
  A dispelling cord functions five times per day.
  Each time it is activated, one of the five knots magically 
  unties itself, indicating the uses remaining for the day.
  Lore: The first dispelling cords were created by an ancient 
  king who wanted to prevent his enemies from having 
  magical dominion over his army.
  To ensure magical supremacy, the king ordered his mages 
  into battle armed with dispelling cords (Knowledge [history] 
  DC 15).
  Prerequisites: Craft Wondrous Item, dispel magic.
  Cost to Create: 500 gp, 40 XP, 1 day.
  DOMAIN DRAUGHT
  Price (Item Level): 3,300 gp (8th)
  Body Slot: —
  Caster Level: 20th
  Aura: Strong; (DC 25) transmutation
  Activation: Standard (manipulation)
  Weight: —
  This jewel-toned liquid comes in a small, translucent vial inscribed 
  with religious iconography.
  A domain draught is the distilled essence of a cleric domain.
  A successful DC 15 Knowledge (religion) check identifies 
  the specific domain with which a given draught is 
  associated from the markings on the bottle.
  Upon drinking a domain draught, you gain access to its 
  domain for 24 hours.
  You can use the domain’s granted power, and if you 
  normally prepare domain spells, you can add those from 
  the draught’s domain to your choices until the effect 
  expires.
  If you drink a second domain draught before using the first 
  one, the effect of the first one is lost.
  Prerequisites: Craft Wondrous Item, access to the associated 
  domain.
  Cost to Create: 1,650 gp, 132 XP, 4 days.
  DOVE’S HARP
  Price (Item Level): 12,100 gp (13th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: —
  Weight: 3 lb.
  A flight of sculpted porcelain doves adorns this elegant harp.
  When you play this masterwork harp while using your 
  bardic music ability, all allies within 60 feet gain fast 
  healing 3 for 1 minute.
  Prerequisites: Craft Wondrous Item, mass cure light wounds.
  Cost to Create: 6,000 gp (plus 100 gp for masterwork harp), 
  480 XP, 12 days.
  DRAGON MASK
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Face
  Caster Level: 6th
  Aura: Moderate; (DC 18) divination
  Activation: Swift (command)
  Weight: 2 lb.
  Glistening metals and brilliant paints adorn this elaborate mask, 
  which has the shape of a stylized dragon head.
  Spreading like a sunburst around the draconic features are rays of 
  shimmering metal and glass, one for each breed of metallic and 
  chromatic dragon.
  When activated, a dragon mask allows you to use see 
  invisibility, as the spell, for 5 minutes.
  This ability functions two times per day.
  Prerequisites: Craft Wondrous Item, see invisibility.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  DRAGON SPIRIT AMULET
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Throat
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: Swift (command)
  
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  Weight: —
  This necklace features a large, clear crystal set in silver, and the 
  silhouette of a dragon has been etched onto it.
  Prized by dragon shamans (PH2 11), a dragon spirit amulet 
  expands the range of the draconic aura channeled by those 
  characters.
  When you activate this amulet, your draconic aura affects 
  you and all allies within 60 feet to whom you have line of 
  effect.
  This effect lasts for 1 round.
  Though originally designed for dragon shamans, this 
  amulet functions equally well for any other character who 
  gains a draconic aura (see Dragon Magic page 86).
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, dragon type or 
  dragonblood subtype.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  DRAGON SPIRIT CINCTURE
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Waist
  Caster Level: 6th
  Aura: Moderate; (DC 18) evocation
  Activation: —
  Weight: —
  This wide, embroidered belt sash is emblazoned with images of 
  fire-breathing dragons.
  While you wear a dragon spirit cincture, your breath weapon 
  damage is increased by one die (or by 1 point if your breath 
  weapon doesn’t deal damage expressed in dice).
  If you are also holding a magic weapon that deals the same 
  type of damage as your breath weapon, your breath weapon 
  save DC increases by 1.
  Prerequisites: Craft Wondrous Item, breath weapon.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  DRAGON’S DRAUGHT
  Price (Item Level): See text
  Body Slot: —
  Caster Level: 12th
  Aura: Strong; (DC 21) evocation
  Activation: Standard (manipulation)
  Weight: —
  A single dragon’s tooth servers as the stopper for this oversized flask.
  The liquid within bubbles turbulently with barely contained 
  energy.
  When a dragon or a creature that has the dragonblood 
  subtype (see Races of the Dragon or Dragon Magic) consumes a 
  dragon’s draught, it gains the ability to use a particular type of 
  breath weapon once during the next hour as a standard 
  action.
  If you drink a second dragon’s draught before using the first, 
  the effect of the first is lost.
  Dragon’s draughts come in ten different varieties, one for 
  each kind of true dragon.
  See the table for the size, shape, damage, Reflex save DC 
  (for half damage), and market price of each dragon’s draught.
  Prerequisites: Craft Wondrous Item, dragon type or 
  dragonblood subtype.
  Cost to Create: 600 gp, 48 XP, 2 days (brass or white); 1,200 
  gp, 96 XP, 3 days (black or copper); 1,750 gp, 140 XP, 4 days 
  (bronze or green); 2,250 gp, 180 XP, 5 days (blue or silver); 
  2,750 gp, 220 XP, 6 days (gold or red).
  DRAGON’S-EYE AMULET
  Price (Item Level): 55,000 gp (18th)
  Body Slot: Throat
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Weight: 1 lb.
  This amulet is a fist-sized orb painted to resemble a dragon’s eye.
  It hangs from a heavy gold chain.
  While wearing this amulet, you gain a +10 competence 
  bonus on Search and Spot checks, and blindsense out to 30 
  feet.
  Prerequisites: Craft Wondrous Item, dragonsight (SC 73).
  Cost to Create: 27,500 gp, 2,200 XP, 55 days.
  DRAGONDOOM SCEPTER
  Price (Item Level): 18,000 gp (14th)
  Body Slot: — (held)
  Caster Level: 11th
  Aura: Moderate; (DC 20) evocation
  Activation: — and swift (command)
  Weight: 3 lb.
  Carved chromatic and metallic dragon scales descend like leaves 
  down the length of this regal scepter.
  A dragondoom scepter aids spellcasters in defeating dragons.
  When you hold this scepter, you gain a +2 competence 
  bonus on caster level checks made to overcome the spell 
  resistance of dragons.
  This is a continuous effect and requires no activation.
  In addition, when you activate a dragondoom scepter, the next 
  spell of 6th level or lower you cast before the end of your 
  turn deals an extra 50% damage to any creature with the 
  dragon type.
  Spells that don’t deal damage are unaffected.
  This ability can be activated three times per day, but not in 
  consecutive rounds.
  Prerequisites: Craft Wondrous Item, Empower Spell.
  Cost to Create: 9,000 gp, 720 XP, 18 days.
  DRAGONFANG GAUNTLETS
  Price (Item Level): 8,610 gp (12th)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) evocation, transmutation
  
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  Activation: — and free (mental); see text
  Weight: 1 lb.
  These thick leather gauntlets sport real dragon’s teeth for studs.
  Dragonfang gauntlets function as masterwork spiked 
  gauntlets and also grant you a +2 enhancement bonus to 
  Strength.
  In addition, three times per day, you can activate the 
  gauntlets to treat your next melee attack against a weapon 
  or shield as though you had the Improved Sunder feat, 
  even if you don’t meet its prerequisites.
  If you have Improved Unarmed Strike, dragonfang gauntlets 
  allow you to overcome damage reduction with your 
  unarmed strikes as though you were wielding a magic 
  weapon.
  In this case, you deal unarmed strike damage instead of 
  spiked gauntlet damage.
  Prerequisites: Craft Wondrous Item, bull’s strength, magic 
  weapon, shatter.
  Cost to Create: 4,000 gp (plus 610 gp for masterwork spiked 
  gauntlets), 320 XP, 8 days.
  DREAMING BLINDFOLD
  Price (Item Level): 7,500 gp (11th)
  Body Slot: Face
  Caster Level: 9th
  Aura: Moderate; (DC 19) illusion
  Activation: 1 minute (command)
  Weight: —
  This black silk blindfold is embroidered with mystical symbols 
  done in silver thread.
  While wearing a dreaming blindfold, you are effectively 
  blinded, but you can send a useful or terrible dream to a 
  sleeping creature.
  Once per day, the blindfold can produce either one of two 
  effects (but not both in the same day):
  Dream: You send a phantasmal message to a specific known 
  living creature.
  This effect functions as the dream spell, except that the 
  range is 100 miles and you can’t deliver the dream through 
  a messenger.
  Nightmare: You send a hideous phantasmal vision to a 
  specific known living creature.
  This effect functions as the nightmare spell, except that the 
  range is 100 miles.
  If you are also wearing a psicrown (EPH 169), you can target 
  the recipient of the dream or nightmare with a single 
  psionic power generated by the psicrown as if you were 
  adjacent to that creature.
  However, the power costs twice the normal number of 
  power points and renders the dreaming blindfold inert for 
  seven days.
  Prerequisites: Craft Wondrous Item, dream, nightmare.
  Cost to Create: 3,750 gp, 300 XP, 8 days.
  DRUMS OF MARCHING
  Price (Item Level): 1,100 gp (4th)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: See text
  Weight: 5 lb.
  Each of these two drums bears a line of runes engraved around its 
  base.
  This pair of drums includes a harness that allows them to be 
  strapped to a humanoid creature.
  A character who plays drums of marching during overland 
  movement and succeeds on a DC 15 Perform (percussion 
  instruments) check grants allies within 120 feet a +4 bonus 
  on the Constitution check to avoid nonlethal damage from 
  a forced march (PH 164).
  Using the drums doesn’t adversely affect a performer’s 
  speed.
  Prerequisites: Craft Wondrous Item, longstrider.
  Cost to Create: 500 gp (plus 100 gp for masterwork drums), 
  40 XP, 1 day.
  DUST OF DISPERSION
  Price (Item Level): 500 gp (3rd)
  Body Slot: —
  Caster Level: 3rd
  Aura: Faint; (DC 16) conjuration, illusion
  Activation: Standard (thrown)
  Weight: —
  This fine powder sparkles like ground gems.
  You can fling this powder into the air up to 10 feet away 
  from yourself to create a translucent cloud that occupies a 
  10-foot cube.
  Creatures outside the cloud can see into it and through it 
  (though their sight is slightly blurred), but any ranged 
  attack entering or passing through the cloud has a 50% miss 
  chance.
  Creatures within the cloud make ranged attacks normally.
  The cloud persists for 3 minutes, but a moderate wind (11+ 
  mph) disperses it in 4 rounds.
  A strong wind (21+ mph) disperses the cloud in 1 round, 
  and any spell that deals fire damage burns away any part of 
  the cloud in its area.
  Dust of dispersion cannot be used underwater.
  Once activated, this dust is expended and cannot be used 
  again.
  Prerequisites: Craft Wondrous Item, blur, glitterdust.
  Cost to Create: 250 gp, 20 XP, 1 day.
  EAGLE CLAW TALISMAN
  Price (Item Level): 1,000 gp (4th)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (command)
  Weight: —
  An eagle claw worked from adamantine dangles from a silver 
  chain.
  The wearer of an eagle claw talisman is capable of delivering 
  ruinous strikes against doors, locked chests, or other 
  objects.
  When you activate an eagle claw talisman, you gain a +5 
  competence bonus on the next Strength check (or 
  unarmed strike damage roll) you make to break or burst an 
  item.
  This effect lasts for 1 round or until used.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, shatter.
  Cost to Create: 500 gp, 40 XP, 1 day.
  
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  ELECTRIC EEL ELIXIR
  Price (Item Level): 400 gp (2nd)
  Body Slot: —
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Standard (manipulation)
  Weight: —
  This vial contains blue liquid with sparkling yellow motes 
  dancing within it.
  Imbibing electric eel elixir turns your skin silvery and grants 
  you a +1 enhancement bonus to your existing natural armor 
  bonus.
  (A creature without natural armor has an effective natural 
  armor bonus of +0).
  Furthermore, one time while the elixir is in effect, you can 
  make a melee touch attack that deals 1d8+1 points of 
  electricity damage.
  You gain a +3 circumstance bonus on the attack roll if the 
  target is wearing metal armor.
  The elixir’s effect lasts for 12 hours.
  Prerequisites: Craft Wondrous Item, alter self, shocking grasp, 
  Craft (alchemy) 5 ranks.
  Cost to Create: 200 gp, 16 XP, 1 day.
  ELIXIR OF ADAMANTINE BLOOD
  Price (Item Level): 500 gp (3rd)
  Body Slot: —
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: Standard (manipulation)
  Weight: 1 lb.
  This heavy vial appears to be filled with solid black metal, but 
  when upended, the blackness flows slowly downward.
  An elixir of adamantine blood causes a reaction that hardens 
  your flesh.
  You gain 10 temporary hit points, which last for up to 1 
  hour.
  These temporary hit points do not stack with any other 
  effects that grant temporary hit points.
  If you wear adamantine armor when you drink this elixir, 
  you instead gain 20 temporary hit points (though if you 
  remove the armor before the duration elapses, you lose 10 
  of the temporary hit points immediately).
  Prerequisites: Craft Wondrous Item, stoneskin.
  Cost to Create: 250 gp, 20 XP, 1 day.
  ELIXIR OF FLAMING FISTS
  Price (Item Level): 300 gp (2nd)
  Body Slot: —
  Caster Level: 3rd
  Aura: Faint; (DC 16) evocation
  Activation: Standard (manipulation)
  Weight: —
  The viscous liquid inside this cut glass bottle is red-orange and roils 
  like the heart of an inferno.
  When you drink this elixir, your hands immediately burst 
  into flame, allowing you to deal an extra 1d6 points of fire 
  damage with each of your unarmed attacks.
  These flames do not harm you.
  This effect lasts for 3 minutes.
  Prerequisites: Craft Wondrous Item, burning hands.
  Cost to Create: 150 gp, 12 XP, 1 day.
  EMPOWERED SPELLSHARD
  Price (Item Level): See text
  Body Slot: Throat
  Caster Level: 9th
  Aura: Moderate; (DC 19) varies
  Activation: See text
  Weight: 1/4 lb.
  This reddish crystal shard is inscribed with arcane symbols, 
  banded with mithral, and hanging from a small silver chain.
  An empowered spellshard is keyed to a specific spell of up to 
  3rd level.
  When you cast the attuned spell, you can use your 
  empowered spellshard as a focus in addition to the spell’s 
  normal components (if any).
  Doing this empowers the spell (as though using the 
  Empower Spell feat, but with no adjustment to spell level 
  or casting time).
  The spellshard is activated as a part of the spellcasting 
  process.
  The markings on the shard reveal the spell to which it is 
  attuned to a character who makes a successful DC 30 
  Spellcraft check.
  The prices and levels of empowered spellshards are 
  described on the table below.
  An empowered spellshard functions three times per day.
  The school of magic an empowered spellshard radiates is the 
  same as that of the spell to which it is attuned.
  Lore: These shards were created during the last great war to 
  assist battle mages on the front lines (Knowledge [history] 
  DC 10).
  As a result, many empowered spellshards are keyed to 
  destructive evocation spells (Knowledge [history] DC 15).
  Prerequisites: Craft Wondrous Item, Empower Spell, spell to 
  which the shard is attuned.
  Cost to Create: 750 gp, 60 XP, 2 days (1st level); 1,500 gp, 120 
  XP, 3 days (2nd level); 3,000 gp, 240 XP, 6 days (3rd level).
  ENDURING AMULET
  Price (Item Level): 1,500 gp (5th)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) abjuration
  Activation: — and immediate (command)
  Weight: —
  This circular, coin-shaped talisman is half flame red and half ice 
  blue.
  An enduring amulet protects you from extremes of 
  temperature, as if by the endure elements spell.
  This is a continuous effect and requires no activation.
  In addition, the amulet has 3 charges, which are renewed 
  each day at dawn.
  
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  Spending 1 or more charges grants you resistance to cold 
  and fire for 1 round.
  1 charge: Resistance to cold 10 and fire 10.
  2 charges: Resistance to cold 15 and fire 15.
  3 charges: Resistance to cold 20 and fire 20.
  Prerequisites: Craft Wondrous Item, resist energy.
  Cost to Create: 750 gp, 60 XP, 2 days.
  ENEMY SPIRIT POUCH
  Price (Item Level): 2,100 gp (6th)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) divination
  Activation: —
  Weight: 1 lb.
  A small collection of teeth, small scales, knots of hair, and strange 
  bits of jerky fills this pouch.
  The worn leather bag’s strings are long enough to allow the pouch 
  to be worn as a necklace.
  This item is keyed to a single type of creature (aberration, 
  animal, magical beast, and so on).
  A pouch keyed to humanoids or outsiders must be keyed to 
  a subtype as described in the ranger’s favored enemy ability 
  (PH 47).
  While wearing an enemy spirit pouch, you gain a +1 
  competence bonus on attack rolls against creatures of this 
  type.
  If you are a ranger, the pouch increases your favored enemy 
  bonus against creatures of its type by 2.
  If you don’t have the favored enemy ability, the pouch 
  grants you a +2 bonus on damage rolls and certain skill 
  checks as if that type of creature were your favored enemy.
  If a creature of the type keyed to the pouch wears that 
  pouch, it receives one negative level.
  The negative level remains for as long as the pouch is worn 
  and disappears when it is no longer carried.
  The negative level never results in actual level loss, but 
  cannot be overcome in any way (including restoration spells) 
  while the pouch is worn.
  Prerequisites: Craft Wondrous Item, detect animals or plants, 
  ranger with favored enemy type/subtype matching that of 
  the pouch.
  Cost to Create: 1,050 gp, 84 XP, 3 days.
  ESSENTIA HELM
  Price (Item Level): 3,000 gp (7th)
  Body Slot: Head
  Caster Level: 11th
  Aura: Moderate; (DC 20) transmutation
  Activation: Swift (command)
  Weight: 3 lb.
  A flawless sapphire is set on this heavy steel helm, shining almost 
  too faintly to notice.
  These imposing helmets are valued by incarnates and other 
  meldshapers, because they can temporarily supercharge 
  one or more of your soulmelds or other essentia receptacles 
  (see Magic of Incarnum for details on incarnum).
  An essentia helm has 3 charges, which are renewed each day 
  at dawn.
  Spending 1 or more charges maximizes the essentia 
  investment in one or more of your soulmelds or other 
  essentia receptacles (as chosen by you when you activate it) 
  for 1 round.
  Effectively, the helm temporarily adds essentia to the 
  affected receptacles (soulmelds, incarnum feats, magic 
  items, and so on) until it reaches its maximum.
  While this ability is in effect, you can’t reallocate essentia 
  from the affected receptacle.
  1 charge: Maximizes essentia investment in one receptacle.
  2 charges: Maximizes essentia investment in two receptacles.
  3 charges: Maximizes essentia investment in three 
  receptacles.
  Prerequisites: Craft Wondrous Item, essentia pool, 
  meldshaper.
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  ESSENTIA JEWEL
  Price (Item Level): 400 gp (2nd)
  Body Slot: —
  Caster Level: 3rd
  Aura: Faint; (DC 16) necromancy
  Activation: Free (command)
  Weight: —
  The facets of this small, translucent white crystal gleam with faint 
  light.
  When activated, an essentia jewel adds 1 point of essentia to 
  your essentia pool for a single round.
  This essentia can be invested as normal.
  Only one essentia jewel can be used in each round, and each 
  can be used only once, after which it crumbles to dust.
  You need not hold an essentia jewel to activate it, but you 
  must keep it somewhere on your body (in a pouch or a 
  backpack, for example).
  Lore: Essentia jewels are mined from enormous crystalline 
  structures on the Positive Energy Plane (Knowledge [the 
  planes] DC 15).
  These crystalline structures are actually fonts of unborn 
  souls.
  Pure soul energy flows like water through these areas, 
  imbuing the surrounding structures with echoes of 
  incarnum (Knowledge [the planes] DC 25).
  Prerequisites: Craft Wondrous Item, soul boon (MoI 104).
  Cost to Create: 200 gp, 16 XP, 1 day.
  ETERNAL WAND
  Price (Item Level): See table
  Body Slot: — (held)
  Caster Level: See table
  Aura: Faint; (see table) school of spell contained in eternal 
  wand
  Activation: Standard (command)
  Weight: —
  This long, tapered wand ends with a pink crystal containing red 
  swirls.
  An eternal wand holds a single arcane spell of 3rd level or 
  lower, determined during creation.
  
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  Any character who can cast arcane spells can activate the 
  wand to use the spell contained in it, regardless of whether 
  the spell appears on his class spell list.
  An eternal wand functions two times per day.
  Lore: During the final years of the last great war, the 
  artificers and wizards of a powerful noble family perfected a 
  new form of wand built around a crystal shard (Knowledge 
  [history] DC 10).
  The development of the eternal wand allowed lesser 
  arcanists to take the place of war wizards during the final 
  days of the last great war, supplementing their passive 
  spells with more aggressive magic (Knowledge [history] 
  DC 15).
  While the artificers have been searching for ways to 
  streamline the process of creation, the technique is still in 
  its infancy.
  Currently, the wands are rarely seen except in military 
  units, but a few soldiers who served in the war brought 
  their eternal wands of magic missile home from the front 
  lines (Knowledge [history] DC 20).
  Prerequisites: Craft Wand, Craft Wondrous Item, the spell 
  contained in the eternal wand.
  Cost to Create: See table.
  EVERFULL MUG
  Price (Item Level): 200 gp (2nd)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) conjuration
  Activation: Standard (command)
  Weight: —
  This common-looking brown clay mug has persistent stains just 
  under the rim.
  Three times per day, when you recite the command word, 
  this mug fills with 12 ounces of water, cheap ale, or watery 
  wine (your choice).
  Prerequisites: Craft Wondrous Item, create water.
  Cost to Create: 100 gp, 8 XP, 1 day.
  EVERLASTING FEEDBAG
  Price (Item Level): 800 gp (3rd)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration
  Activation: —
  Weight: 1 lb.
  This leather feedbag is adorned with a small medallion bearing an 
  embossed cornucopia symbol.
  When you place an everlasting feedbag around the muzzle of 
  a horse, donkey, or other equine animal, suitable feed fills 
  the bag and is continuously replenished until it is removed 
  from the animal.
  Any uneaten feed disappears at that time.
  An everlasting feedbag can be used once per day.
  Prerequisites: Craft Wondrous Item, create food and water.
  Cost to Create: 400 gp, 32 XP, 1 day.
  EVERLASTING RATIONS
  Price (Item Level): 350 gp (2nd)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration
  Activation: — Weight: 2 lb.
  This nondescript, small leather pouch has a light blue silk 
  drawstring.
  This pouch contains enough trail rations to feed a Medium 
  creature for one day.
  Every morning at sunrise, the pouch magically creates 
  another day’s worth of rations.
  Prerequisites: Craft Wondrous Item, create food and water.
  Cost to Create: 175 gp, 14 XP, 1 day.
  EXPLODING SPIKE
  Price (Item Level): 1,500 gp (5th)
  Body Slot: — (held)
  Caster Level: 11th
  Aura: Moderate; (DC 20) evocation
  Activation: Standard (manipulation)
  Weight: 1/2 lb.
  This plain, iron spike feels warm to the touch and pulses with 
  stored energy.
  An exploding spike becomes invisible 1 round after you plant 
  it firmly in the ground.
  Thereafter, as soon as any creature comes within 10 feet of 
  it, the spike explodes in a fireball that deals 10d6 points of 
  fire damage (Reflex DC 14 half) to every creature within 20 
  feet of it.
  This blast destroys the spike.
  During the round that an exploding spike remains visible 
  after being planted, any creature can safely remove it from 
  the ground (a standard action) to render it harmless and 
  ready for reuse.
  Prerequisites: Craft Wondrous Item, fireball.
  Cost to Create: 750 gp, 60 XP, 2 days.
  EYES OF EXPANDED VISION
  Price (Item Level): 3,200 gp (8th)
  Body Slot: Face
  Caster Level: 3rd
  Aura: Faint; (DC 16) divination
  Activation: —
  Weight: —
  These two ovals of murky glass are rimmed with brass and linked 
  by a brass arch.
  When resting on the bridge of a wearer’s nose, the glass magically 
  clears.
  These lenses expand your field of vision.
  Flanking opponents gain only a +1 bonus when attacking 
  you instead of +2 (attack benefits that are conditional on 
  flanking, such as a rogue’s sneak attack damage, still apply 
  because you remain flanked).
  You gain a +2 competence bonus on Spot checks but take a 
  –2 penalty on saves against gaze attacks.
  These are continuous effects and require no activation.
  Prerequisites: Craft Wondrous Item, true seeing or ubiquitous 
  vision (EPH 139).
  Cost to Create: 1,600 gp, 128 XP, 4 days.
  EYES OF POWER LEECH
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Face
  Caster Level: 7th
  
  1151
  Aura: Moderate; (DC 18) enchantment
  Activation: Standard (command)
  Weight: —
  Bluish energy plays about these silver-tinted lenses.
  Silver wires extend back to wrap around the ears.
  Once per day, you can drain power points from another 
  psionic creature by meeting its gaze.
  A selected target within 40 feet must succeed on a DC 16 
  Will save, or a connection of crackling energy is formed 
  between the wearer and the victim.
  The connection drains 1d6 power points from the target for 
  every round that the wearer concentrates (to a maximum of 
  7 rounds).
  Concentrating to drain power points is a full-round action.
  Each round, you gain 1 power point from those drained 
  from the target (subject to your normal maximum).
  Points you cannot gain are lost immediately.
  Eyes of power leech have no effect on nonpsionic targets or 
  psionic creatures with a current power point reserve of 0.
  Prerequisites: Craft Wondrous Item, vampiric touch or power 
  leech (EPH 124).
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  EYES OF POWER LEECH, VAMPIRIC
  Price (Item Level): 20,000 gp (15th)
  Body Slot: Face
  Caster Level: 15th
  Aura: Strong; (DC 22) enchantment
  Activation: Standard (command)
  Weight: —
  Gold wire rims these dark lenses and extends back to wrap around 
  the ears.
  Blue sparks of energy dance about them.
  As eyes of power leech, except that you gain power points 
  from the subject even if doing so would bring you over 
  your normal maximum.
  Furthermore, you can maintain concentration for up to 13 
  rounds.
  Power points you gain in excess of your maximum fade 
  after 8 hours if they are not spent before that time.
  Prerequisites: Craft Wondrous Item, vampiric touch and 
  limited wish or power leech (EPH 124) and bend reality (EPH 
  80).
  Cost to Create: 10,000 gp, 800 XP, 20 days.
  EYES OF TRUTH
  Price (Item Level): 5,500 gp (10th)
  Body Slot: Face
  Caster Level: 9th
  Aura: Moderate; (DC 19) divination
  Activation: — and swift (command)
  Weight: —
  This pair of thin, crystal lenses has a faint blue tint.
  Eyes of truth grant you improved visual acuity, and can allow 
  you briefly to see the world as it truly is.
  While worn, the lenses grant you a +5 competence bonus 
  on Spot checks.
  This is a continuous effect and requires no activation.
  In addition, you can activate the lenses to gain a true seeing 
  effect (as the spell) for 1 round.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, true seeing.
  Cost to Create: 2,750 gp, 220 XP, 6 days.
  FANGED MASK
  Price (Item Level): 8,300 gp (12th)
  Body Slot: Face
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Standard (mental)
  Weight: 1 lb.
  Two rows of overlapping, mismatched teeth form a curving ridge 
  along the bottom of this bronze half-mask’s spiny demonic visage.
  Snakes’ fangs, sharks’ teeth, filed human incisors, and other 
  yellowed specimens create half of a monstrous maw.
  When you activate a fanged mask, you can make a natural 
  bite attack.
  The bite deals 1d6 points of damage plus your Strength 
  modifier (assuming you are Medium; see DMG 28 for 
  details on damage for larger and smaller creatures).
  This attack is treated as a magic weapon for the purpose of 
  overcoming damage reduction, and the bite damage doesn’t 
  stack with any bite attack you already have.
  Three times per day, upon biting a target while activating 
  the mask, you can force that creature to make a successful 
  DC 13 Fortitude save or be stunned for 1 round.
  Prerequisites: Craft Wondrous Item, magic fang or magic 
  weapon.
  Cost to Create: 4,150 gp, 332 XP, 9 days.
  FARSPEAKING AMULET
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) divination
  Activation: Swift (command)
  Weight: —
  This chain bears a large green crystal in its center.
  Four smaller, removable charms of red crystal also hang from the 
  pendant.
  To use a farspeaking amulet, one character wears the central 
  crystal, while up to four others carry the four removable, 
  red crystals.
  Removable crystals don’t occupy a body slot, and can 
  simply be carried.
  Charms can be removed or replaced as a standard action.
  The wearer can, with a standard (mental) action, return a 
  single charm to the amulet from any distance, as long as it 
  is on the same plane.
  When you activate the amulet, you create a link between 
  yourself and any or all of the characters carrying red 
  charms, enabling all affected characters to converse as if 
  standing together.
  This effect lasts for up to 10 minutes, and the amulet can be 
  activated three times per day.
  Only characters on the same plane as the amulet’s wearer 
  can participate in the conversation.
  If you also wear a magic item that grants you a competence 
  bonus on Listen checks when you activate the amulet, you 
  can choose to also listen to the environment of any or all of 
  the characters in the conversation as if you were present.
  The magic of the amulet allows you to differentiate 
  between the various locations without undue confusion.
  
  1152
  Prerequisites: Craft Wondrous Item, clairaudience/ 
  clairvoyance, message.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  FIELD PROVISIONS BOX
  Price (Item Level): 2,000 gp (6th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration
  Activation: Standard (command)
  Weight: 1 lb.
  This well-crafted wooden box is carved with runes denoting 
  abundance.
  When activated, a field provisions box produces a full day’s 
  sustenance (food and water) for up to fifteen humans or 
  five horses.
  A field provisions box functions once per day.
  Prerequisites: Craft Wondrous Item, create food and water.
  Cost to Create: 1,000 gp, 40 XP, 2 days.
  FIENDHELM
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Head
  Caster Level: 9th
  Aura: Moderate; (DC 19) abjuration
  Activation: — and full-round (command)
  Weight: 2 lb.
  This horned, black adamantine helm seems to absorb the light 
  around it.
  The helm’s faceplate shows a fiendish visage, and hellish orange 
  light leaks from its eyes, nostrils, and mouth.
  A fiendhelm allows an evil-aligned wearer to emulate certain 
  traits of evil extraplanar creatures.
  Your melee attacks are treated as evil-aligned for the 
  purpose of overcoming damage reduction.
  This is a continuous effect and requires no activation.
  In addition, a fiendhelm allows you to use dispel good, inflict 
  critical wounds, and resist energy (electricity or fire only) as 
  spell-like abilities each once per day.
  Use your own character level as the caster level, and the 
  save DCs equal 10 + the spell level + your Cha modifier.
  A fiendhelm grants no benefit to nonevil wearers.
  Prerequisites: Craft Wondrous Item, dispel good, inflict critical 
  wounds, resist energy, evil alignment.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  FIERY TUNIC
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Torso
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: — and swift (command)
  Weight: 2 lb.
  This eye-catching tunic shifts and moves like liquid flame.
  A crystal shard burns a brilliant red in the middle of the chest, 
  fused seamlessly with the cloth of the shirt.
  A fiery tunic grants you resistance to fire 5.
  This is a continuous effect and requires no activation.
  When you activate the tunic, it generates a fire shield, as the 
  spell (warm shield effect only), that lasts for 5 rounds.
  In addition, any melee weapons you hold while the fire 
  shield is active are treated as flaming weapons (DMG 224).
  You can deactivate this effect at any time with another swift 
  action.
  This ability functions once per day.
  Prerequisites: Bind Elemental (ECS 51) or Craft Wondrous 
  Item, planar binding.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  FINNED GAUNTLETS
  Price (Item Level): 3,500 gp (8th)
  Body Slot: Hands
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: 1 lb.
  Sweeping fins adorn these sharkskin gauntlets.
  You gain a natural swim speed of 30 feet (which also grants 
  you a +8 bonus on Swim checks to perform some special 
  action or avoid a hazard).
  You can always take 10 on a Swim check, even if distracted 
  or endangered, and can use the run action while 
  swimming.
  Prerequisites: Craft Wondrous Item, swim (SC 217).
  Cost to Create: 1,750 gp, 140 XP, 4 days.
  FIREFLOWER PENDANT
  Price (Item Level): 13,000 gp (13th)
  Body Slot: Throat
  Caster Level: 13th
  Aura: Strong; (DC 21) abjuration
  Activation: — or immediate (command)
  Weight: —
  This fragile pendant is constructed from rose gold and shaped into 
  the form of a flower.
  It is set with many tiny fire opals.
  A fireflower pendant provides you with resistance—or even 
  brief immunity—to fiery attacks.
  While it is worn, you gain resistance to fire 10.
  This is a continuous effect and requires no activation.
  When you activate the pendant, you gain immunity to fire 
  until the start of your next turn.
  However, doing this renders the pendant powerless for 1 
  hour thereafter.
  Prerequisites: Craft Wondrous Item, energy immunity, resist 
  energy.
  Cost to Create: 6,500 gp, 520 XP, 13 days.
  FLESH RING OF SCORN
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: —
  Weight: —
  Barbs protrude from this tiny iron ring.
  To gain the benefit of a flesh ring of scorn, you must wear it as 
  a piercing through the flesh of your upper chest.
  You can activate it whenever you score a critical threat on a 
  creature.
  
  1153
  The critical threat is automatically confirmed, but the flesh 
  ring of scorn deals damage to you based on your weapon’s 
  critical multiplier.
  A flesh ring of scorn functions three times per day.
  Prerequisites: Craft Wondrous Item, corrupt weapon (DMG 
  182).
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  FLESHEATER
  Price (Item Level): 12,000 gp (13th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Standard (command)
  Weight: 3 lb.
  This brown scepter is topped with a device that looks like a tooth-
  filled mouth.
  When you activate a flesheater, you summon forth horrible, 
  hungry apparitions of green energy resembling minuscule 
  imps or quasits.
  These apparitions surround a living creature you designate 
  within 30 feet.
  That creature must succeed on a DC 18 Fortitude save or 
  take 3d6 points of damage each round for the next 4 
  rounds.
  A flesheater functions two times per day.
  Prerequisites: Craft Wondrous Item, summon monster III.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  FORMLESS VEST
  Price (Item Level): 3,200 gp (8th)
  Body Slot: Torso
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: Immediate (mental)
  Weight: —
  This simple tunic seems misshapen, but it actually fits perfectly 
  well.
  A formless vest allows you to briefly make your body 
  amorphous, allowing you to avoid particularly deadly 
  strikes.
  Once per day, you can activate this vest to take half of the 
  damage dealt to you by a critical hit or sneak attack.
  You can activate the vest after damage has been 
  determined, but before it has actually been dealt.
  Prerequisites: Craft Wondrous Item, gaseous form.
  Cost to Create: 1,600 gp, 128 XP, 4 days.
  GAUNTLET OF GRUUMSH
  Price (Item Level): 8,302 gp (11th)
  Body Slot: Hands
  Caster Level: 5th
  Aura: Faint; (DC 17) necromancy
  Activation: Standard
  Weight: 1 lb.
  Flakes of dried gore encrust this crude iron gauntlet.
  Upon its back is stained the image of a single bloodshot eye.
  Three times per day, this +1 gauntlet allows you to make a 
  melee touch attack to blind a target creature for 1 hour 
  (Fort DC 14 negates).
  Elves take a –4 penalty on this save.
  Prerequisites: Craft Magic Arms and Armor, Craft Wondrous 
  Item, blindness/ deafness, orc.
  Cost to Create: 4,000 gp (plus 302 gp for masterwork 
  gauntlet), 320 XP, 8 days.
  GAUNTLET OF INFINITE BLADES
  Price (Item Level): 6,500 gp (10th)
  Body Slot: Hands
  Caster Level: 12th
  Aura: Strong; (DC 21) conjuration, divination
  Activation: Swift (mental)
  Weight: 1 lb.
  This gauntlet is made of braided mithral links.
  A gauntlet of infinite blades allows you to produce a weapon at 
  a moment’s notice.
  When it is activated, a dagger appears in the hand wearing 
  the gauntlet.
  This ability functions as often as needed, though the dagger 
  disappears 3 rounds after it is created.
  In addition, the gauntlet has 5 charges, which are renewed 
  each day at dawn.
  Spending 1 or more charges creates a more potent dagger 
  than normal, as described below.
  1 charge: +3 dagger.
  3 charges: +3 dagger of seeking.
  5 charges: +3 bane dagger of seeking (choose the creature type 
  and subtype, if needed, when activating the gauntlet).
  Prerequisites: Craft Magic Arms and Armor, Craft Wondrous 
  Item, greater magic weapon, major creation, summon monster I, 
  true seeing.
  Cost to Create: 3,250 gp, 260 XP, 7 days.
  GAUNTLETS OF ARROW 
  REFLECTION
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) abjuration
  Activation: Immediate (command)
  Weight: 1 lb.
  These leather gauntlets have small polished steel disks set in their 
  palms.
  Gauntlets of arrow reflection allow you to redirect a deflected 
  thrown or projectile weapon back at your attacker.
  When you use the Deflect Arrows feat (PH 93) to deflect a 
  ranged weapon attack, you can activate the gauntlets to 
  cause the weapon to fly back at the character who made the 
  attack.
  Use the attacker’s original attack roll to determine the 
  attack’s success, and roll damage as normal as if your 
  attacker had successfully hit with the weapon.
  
  1154
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, protection from arrows.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  GAUNTLETS OF ELDRITCH ENERGY
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Hands
  Caster Level: 10th
  Aura: Moderate; (DC 20) transmutation
  Activation: Swift (command)
  Weight: 1/2 lb.
  These black leather gauntlets are studded with multicolored gems.
  Gauntlets of eldritch energy let you imbue your eldritch blasts 
  (CAr 7) with a particular type of energy.
  When you activate these gauntlets, the next eldritch blast 
  you use before the end of your turn deals energy damage 
  (the type of energy depends on the type of gauntlets) 
  instead of its normal damage type.
  You can’t apply the gauntlets’ effect to any blast already 
  affected by an eldritch essence invocation.
  Four varieties of these gauntlets exist.
  Each applies a different type of energy damage to your 
  eldritch blast: gauntlets of eldritch frost (cold), gauntlets of eldritch 
  lightning (electricity), gauntlets of eldritch fire (fire), and 
  gauntlets of eldritch thunder (sonic).
  This ability can be used three times per day.
  Prerequisites: Craft Wondrous Item, eldritch blast.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  GAUNTLETS OF ENERGY 
  TRANSFORMATION
  Price (Item Level): 1,000 gp (4th)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) evocation
  Activation: Swift (command)
  Weight: —
  This pair of leather gloves is imprinted with arcane sigils 
  representing different types of energy.
  Gauntlets of energy transformation allow you to temporarily 
  change the type of energy produced by any weapon you 
  hold.
  When you activate the gauntlets, you change one type of 
  energy damage produced by a melee weapon you hold into 
  another type of energy damage (acid, cold, electricity, or 
  fire) for 1 round.
  Transformed energy does the same amount of damage, but 
  a +1 flaming longsword could be changed to deal acid, cold, or 
  electricity damage instead of fire.
  If a weapon produces more than one type of energy, each 
  activation affects only one type of energy produced.
  For example, if you wield a +1 flaming shock longsword, you 
  could activate the gauntlets to change the fire damage to 
  acid, cold, or electricity damage, and you could activate the 
  gauntlets a second time to change the electricity damage 
  dealt by the shock property to acid, cold, or fire.
  If your weapon doesn’t deal energy damage, these gauntlets 
  have no effect.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, acid splash, burning hands, 
  ray of frost, shocking grasp.
  Cost to Create: 500 gp, 40 XP, 1 day.
  GAUNTLETS OF EXTENDED RANGE
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Hands
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: 1/2 lb.
  Each of these well-made gauntlets is set with small purple crystals 
  that rest across the tops of the knuckles.
  Whenever you throw a weapon or other object, gauntlets of 
  extended range give the weapon a telekinetic push, doubling 
  its range increment.
  Prerequisites: Craft Wondrous Item, hawkeye (SC 110) or 
  extend range (CP 89).
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  GAUNTLETS OF GIANTFELLING
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (command)
  Weight: —
  These leather gloves are cracked and worn, but still quite durable.
  When you activate gauntlets of giantfelling, you gain a bonus 
  on the next weapon damage roll you make against a 
  creature larger than you before the end of your turn.
  The extra damage is based on how many size categories 
  larger than you the target is.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, reduce person.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  GAUNTLETS OF LASSITUDE
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Hands
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: 2 lb.
  These tan leather gloves are bound in brass.
  Three times per day, you can make a melee touch attack 
  with these gauntlets.
  If your attack is successful, the target is subjected to the 
  effect of a slow spell for 5 rounds (Will DC 14 negates).
  Prerequisites: Craft Wondrous Item, slow.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  
  1155
  GAUNTLETS OF MINDFIRE
  Price (Item Level): 11,000 gp (13th)
  Body Slot: Hands
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Standard (command)
  Weight: 1/2 lb.
  These gauntlets appear pitted and decayed, although closer 
  inspection reveals them to be sound.
  Each is set with small amber crystals that rest on the tops of the 
  knuckles.
  Once per day, gauntlets of mindfire can be activated to project 
  a 15-foot cone-shaped burst of mental sickness.
  A successful DC 14 Fortitude save negates the effect.
  Any creature that fails its saving throw contracts a virulent 
  form of mindfire.
  A victim can be infected only once; subsequent uses of this 
  item on an infected target produce no further effect.
  Mindfire has no incubation period—a victim immediately 
  takes 1d4 points of Intelligence damage.
  Each day thereafter, a victim must succeed on a DC 14 
  Fortitude save or take another 1d4 points of Intelligence 
  damage.
  If a victim succeeds on its Fortitude save two days in a row, 
  it fights off the disease and takes no more damage.
  Prerequisites: Craft Wondrous Item, mind poison (SC 141) or 
  mindfire (CP 93).
  Cost to Create: 5,500 gp, 440 XP, 11 days.
  GAUNTLETS OF THE BLAZING ARC
  Price (Item Level): 6,300 gp (10th)
  Body Slot: Hands
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: Standard (command)
  Weight: 1/2 lb.
  These finely crafted metal gauntlets are etched with flames.
  Each is set with small red crystals that rest on the tops of the 
  knuckles.
  When activated, gauntlets of the blazing arc create a 15-foot 
  cone-shaped burst of flame that deals 4d4+4 points of fire 
  damage to all creatures in the area (Reflex DC 14 half).
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, burning hands.
  Cost to Create: 3,150 gp, 252 XP, 7 days.
  GAUNTLETS OF THROWING
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (command)
  Weight: —
  This pair of flexible but tough maroon leather gauntlets has a 
  complex sigil on each palm.
  Gauntlets of throwing turn any handheld weapon into a 
  deadly thrown weapon.
  When you activate gauntlets of throwing, you grant any one 
  melee weapon you hold the throwing and returning 
  properties (DMG 225–226) for 1 round.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, magic stone, telekinesis.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  GAUNTLETS OF WEAPONRY ARCANE
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: —
  Weight: 1 lb.
  These long, leather gauntlets extend far up the forearm.
  Silver stitching covers much of the leather, forming complex arcane 
  runes.
  Any weapon (even a nonmetallic one) you hold while 
  wearing these gauntlets overcomes damage reduction as if 
  it were a magic silvered weapon.
  Prerequisites: Craft Wondrous Item, magic weapon.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  GHOST SHROUD
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Body
  Caster Level: 12th
  Aura: Strong; (DC 21) necromancy
  Activation: —
  Weight: —
  This shroud looks like a ghostly, translucent version of a winding 
  cloth used to wrap a body for burial.
  While wearing a ghost shroud, you gain a +1 deflection 
  bonus to Armor Class.
  In addition, all your melee attacks can affect incorporeal 
  creatures as if you were wielding a ghost touch weapon.
  Prerequisites: Craft Wondrous Item, create undead, 
  Knowledge (religion) 5 ranks.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  GHOUL GAUNTLETS
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) necromancy
  Activation: Standard (command)
  Weight: 1 lb.
  These mottled leather gauntlets appear worn and threadbare.
  Ghoul gauntlets have no effect when worn by a construct or 
  undead creature.
  If you are a living creature, however, these gauntlets 
  virtually meld with your flesh when you put them on, 
  making your hands appear gaunt and rotting.
  Once per round while wearing these gauntlets, you can 
  make a melee touch attack that paralyzes the target for 
  1d6+2 rounds (Fort DC 13 negates).
  Elves are immune to this paralysis.
  You can also deliver this attack as part of an unarmed strike, 
  slam, claw, or similar natural attack made with the hand, 
  but in that case, you must attack normally, not with a touch 
  attack.
  If you die while wearing ghoul gauntlets, they revert to their 
  normal appearance.
  Prerequisites: Craft Wondrous Item, ghoul touch.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  
  1156
  GITHBORN TALISMAN
  Price (Item Level): 1,800 gp (5th)
  Body Slot: Throat
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: Immediate (command)
  Weight: —
  A swirl of carved arabesques marks the top of this otherwise austere 
  gray stone pendant.
  Both githyanki knights who captain astral longships and 
  githzerai monks who hunt in rrakmas are known to wear 
  these stones, which are designed for use against their most 
  hated enemies.
  When you activate a githborn talisman, you gain a +2 insight 
  bonus on attack rolls and weapon damage rolls against 
  aberrations, as well as a +2 insight bonus on Will saves 
  made against the extraordinary, supernatural, and spell-like 
  abilities of aberrations.
  This benefit lasts for 1 round.
  If you are a githyanki or githzerai, these bonuses improve 
  to +4.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, owl’s wisdom, true strike.
  Cost to Create: 900 gp, 72 XP, 2 days.
  GLITTER STONE
  Price (Item Level): 450 gp (3rd)
  Body Slot: — (held); see text
  Caster Level: 3rd
  Aura: Faint; (DC 16) conjuration
  Activation: Standard (thrown) or — (ammunition)
  Weight: —
  Sparkles of light glitter on this stone’s surface.
  A glitter stone renders hidden creatures visible.
  The stone must be thrown (range increment 10 feet) or 
  hurled from a sling (using that weapon’s normal range 
  increment) as a ranged touch attack.
  When the stone strikes its target or a hard surface, it deals 
  no damage, but explodes in a 10-foot-radius burst of 
  glittering shards.
  All invisible creatures in the area become coated in glittery 
  dust, making them visible for 3 rounds.
  Any coated creature takes a –40 penalty on Hide checks for 
  the duration of the effect.
  Prerequisites: Craft Wondrous Item, glitterdust.
  Cost to Create: 225 gp, 18 XP, 1 day.
  GLOBE OF SUNLIGHT
  Price (Item Level): 6,000 gp (10th)
  Body Slot: — (held)
  Caster Level: 15th
  Aura: Strong; (DC 22) evocation
  Activation: Standard (thrown)
  Weight: 1 lb.
  This golden, fist-sized orb is set with faceted rubies and yellow 
  topazes.
  You can hurl a globe of sunlight up to 50 feet.
  When it arrives at the end of its trajectory, it detonates as a 
  sunburst spell (Reflex DC 22 partial), except that the radius 
  of the burst is only 40 feet.
  Once activated, the globe is expended and cannot be used 
  again.
  Prerequisites: Craft Wondrous Item, sunburst.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  GLOVES OF AGILE STRIKING
  Price (Item Level): 2,200 gp (6th)
  Body Slot: Hands
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: Swift (mental)
  Weight: —
  These forest-green silk gloves feel like a second skin.
  Gloves of agile striking grant you brief bursts of impressive 
  dexterity in combat.
  When you activate these gloves, you deal an extra 1d6 
  points of damage with ranged weapons and light weapons 
  (as well as nonlight weapons that can be used with Weapon 
  Finesse, such as a rapier).
  If you are delivering a skirmish attack (see the scout class, 
  CAd 10), this bonus improves to 2d6.
  This effect lasts for 1 round.
  This ability functions two times per day.
  Prerequisites: Craft Wondrous Item, divine agility (SC 69).
  Cost to Create: 1,100 gp, 84 XP, 3 days.
  GLOVES OF ELDRITCH ADMIXTURE
  Price (Item Level): 2,500 gp (7th)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) evocation
  Activation: Swift (command)
  Weight: —
  Dark whorls stream across these leather gloves, dizzying the eye 
  and clouding the mind.
  Warlocks (CAr 5) prize these gloves, which allow them to 
  enhance their eldritch blasts with pure energy.
  Gloves of eldritch admixture have 3 charges, which are 
  renewed each day at dawn.
  Spending 1 or more charges adds extra damage to the next 
  eldritch blast you make before the end of your turn.
  This damage can be acid, cold, or fire, as chosen by you each 
  time you activate the gloves.
  1 charge: +2d6 points of damage.
  2 charges: +3d6 points of damage.
  3 charges: +4d6 points of damage.
  Prerequisites: Craft Wondrous Item, Melf’s acid arrow or 
  vitriolic blast invocation (CAr 136), scorching ray or brimstone 
  blast invocation (CAr 132), ray of ice (SC 167) or hellrime blast 
  invocation (CAr 134).
  Cost to Create: 1,250 gp, 100 XP, 3 days.
  GLOVES OF FLAME
  Price (Item Level): 7,000 gp (11th)
  Body Slot: Hands
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration
  Activation: — and standard (command)
  Weight: 1/2 lb.
  These leather gloves have steel plates sewn onto the backs of each 
  hand and finger.
  
  1157
  Small black crystal shards are mounted on the back of each hand, 
  glowing an eerie orange that highlights the swirling mark within.
  A faint smell of sulfur surrounds the gloves.
  Gloves of flame provide you with the protection of an endure 
  elements spell against cold temperatures and resistance to 
  cold 5.
  These are continuous effects and require no activation.
  In addition, five times per day you can utter the word 
  “burn” in Ignan to generate flame in the palm of one hand.
  This flame is as bright as a torch and persists for up to 10 
  minutes or until you utter either of two other command 
  words, each of which creates a particular effect and then 
  extinguishes the flame.
  “Scorch”: Creates a 15-foot cone-shaped burst of fire that 
  deals 5d4 points of fire damage (Reflex DC 11 half).
  “Singe”: Make a melee touch attack that deals 1d6+5 points 
  of fire damage.
  Prerequisites: Bind Elemental (ECS 51) or Craft Wondrous 
  Item, planar binding.
  Cost to Create: 3,500 gp, 280 XP, 7 days.
  GLOVES OF FORTUNATE STRIKING
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) divination
  Activation: Immediate (mental)
  Weight: —
  These supple white leather gloves are embroidered with blue 
  symbols of luck.
  You can activate gloves of fortunate striking to reroll an attack 
  roll that you’ve made before you know whether the attack 
  succeeded.
  You must use the second result, even if it’s lower.
  You can’t use this ability if you have already rerolled the 
  attack for any reason.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, true strike.
  Cost to Create: 1,000 gp, 40 XP, 2 days.
  GLOVES OF INCARNUM THEFT
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Hands
  Caster Level: 7th
  Aura: Moderate; (DC 18) necromancy
  Activation: Standard (mental)
  Weight: 1 lb.
  These fine leather gloves are dyed midnight blue.
  A single ruby is set into the back of each.
  While wearing gloves of incarnum theft, if you make a 
  successful unarmed melee touch attack (as part of the 
  activation) against a target with essentia, you gain 1 point of 
  essentia and the target loses 1 point from its essentia pool 
  (Will DC 15 negates).
  If the target has no essentia pool, the attack has no effect.
  The stolen essentia can immediately be invested in any 
  soulmeld, incarnum feat, or other essentia receptacle of 
  yours with no action required, even if essentia investment 
  wouldn’t normally be allowed at this time.
  If you have no means of using essentia, you gain no benefit, 
  but the target still loses the point.
  The stolen essentia remains in your essentia pool for 12 
  minutes, then returns to the original possessor.
  Chakra Bind (Hands): If you bind gloves of incarnum theft to 
  your hands chakra, you instead steal 2 points of essentia 
  with a successful touch attack, and the save DC to resist its 
  effect increases by 2.
  See Binding Items to Chakras (MoI 108) for more 
  information.
  Lore: The first gloves of incarnum theft were created by an 
  arcane trickster named Hexandros who dabbled in 
  incarnum use (Knowledge [the planes) DC 15).
  Prerequisites: Craft Wondrous Item, rend essentia (MoI 104).
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  GLOVES OF LIGHTNING
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Hands
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: Standard (command)
  Weight: —
  Strips of hardened blue leather run to the knuckles of this fingerless 
  glove in a jagged lighting-bolt pattern.
  Three times per day, you can make a ranged touch attack 
  (range 30 feet) that deals 1d8+5 points of electricity 
  damage.
  You gain a +3 bonus on the attack if the target is wearing 
  metal armor (or is made out of metal, is carrying a lot of 
  metal, and so on).
  Prerequisites: Craft Wondrous Item, shocking grasp.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  GLOVES OF MANUAL PROWESS
  Price (Item Level): 3,000 gp (7th)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (mental)
  Weight: —
  This pair of fine, charcoal-gray leather gloves is exceptionally 
  comfortable.
  They are so well made that they do not impair the sense of touch.
  Gloves of manual prowess allow you to temporarily excel at 
  tasks involving fine manual dexterity.
  These gloves have 3 charges, which are renewed each day at 
  dawn.
  Spending 1 or more charges grants you a competence 
  bonus on the next Disable Device, Forgery, Open Lock, 
  Sleight of Hand, or Use Rope check you make.
  You must begin the check within 1 round of activating the 
  gloves.
  You can’t apply this bonus when you take 10 or take 20—it 
  only applies on a check you actually roll.
  1 charge: +5 competence bonus.
  2 charges: +7 competence bonus.
  3 charges: +10 competence bonus.
  Prerequisites: Craft Wondrous Item, cat’s grace.
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  GLOVES OF OBJECT READING
  Price (Item Level): 3,000 gp (7th)
  
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  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) divination
  Activation: —
  Weight: —
  The palms and fingertips of these white lace gloves are threaded 
  with platinum.
  While wearing these gloves and handling an inanimate 
  object, you can learn details about that object’s previous 
  owner through the psychic impressions it has accumulated.
  The amount of information revealed depends on how long 
  you study the object.
  1st minute: Last owner’s race.
  2nd minute: Last owner’s gender.
  3rd minute: Last owner’s age.
  4th minute: Last owner’s alignment.
  5th minute: How last owner gained and lost the object.
  6th+ minute: Next-to-last owner’s race, and so on.
  Gloves of object reading will not identify casual users as 
  owners.
  (Anyone who uses an object to attack someone or 
  something is not thereafter considered a casual user).
  An object without any previous owners, or without any 
  owners in the past ten years, reveals no information.
  If you employ these gloves additional times on the same 
  object, the information yielded is the same as the first time.
  Prerequisites: Craft Wondrous Item, scrying or object reading 
  (EPH 123).
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  GLOVES OF SPELL DISRUPTION
  Price (Item Level): 1,000 gp (4th)
  Body Slot: Hands
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration
  Activation: —
  Weight: —
  Black striations run across the fingers of these red leather gloves.
  If you hit a creature with a melee attack while it is casting a 
  spell, add 5 to the DC of the Concentration check required 
  to avoid losing the spell.
  Prerequisites: Craft Magic Arms and Armor, dispel magic.
  Cost to Create: 500 gp, 40 XP, 1 day.
  GLOVES OF THE BALANCED HAND
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Hands
  Caster Level: 12th
  Aura: Strong; (DC 21) transmutation
  Activation: —
  Weight: —
  Small, open hands formed of hardened leather rest upturned on 
  the backs of each of these thin, brown gloves.
  While wearing these gloves, you fight as though you 
  possess the Two-Weapon Fighting feat.
  If you already have Two-Weapon Fighting, you can make 
  an additional attack with your off hand as if using the 
  Improved Two-Weapon Fighting feat.
  Prerequisites: Craft Wondrous Item, righteous might or Tenser’s 
  transformation.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  GLOVES OF THE TITAN’S GRIP
  Price (Item Level): 14,000 gp (14th)
  Body Slot: Hands
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Weight: 2 lb.
  Banded with aged wood, rough metal, and chunks of stone, these 
  oversized gloves rumble when flexed.
  While wearing these gloves, you gain a +8 enhancement 
  bonus on grapple checks.
  These gloves automatically activate when you enter a 
  grapple, and the effect lasts for 7 rounds.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, bull’s strength or grip of 
  iron (EPH 111).
  Cost to Create: 7,000 gp, 560 XP, 14 days.
  GLOVES OF THE ULDRA SAVANT
  Price (Item Level): 3,100 gp (8th)
  Body Slot: Hands
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: Standard (command)
  Weight: 2 lb.
  Made from a pale blue metal and adorned with glowing, faint 
  blue runes, these gloves are caked with layers of frost and ice.
  While wearing these gloves, you can create a ray of frost at 
  will.
  In addition, three times per day, you can imbue any melee 
  weapon held in your hand with the frost property (DMG 
  224) for 5 rounds.
  Prerequisites: Craft Wondrous Item, ray of frost.
  Cost to Create: 1,550 gp, 124 XP, 4 days.
  GLYPH SEAL
  Price (Item Level): 1,000 gp (4th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Standard (manipulation)
  Weight: —
  This multicolored, thumb-sized opal is carved with a variety of 
  arcane symbols.
  A glyph seal allows you to convert any arcane or divine spell 
  of up to 2nd level into a symbol similar to a glyph of warding.
  To do so, you must cast the spell while holding the seal; 
  doing this is called keying the seal.
  You can safely transport a keyed glyph seal until you activate 
  it by pressing the seal to the desired surface.
  The seal can adhere to any nonmagical, nonliving object.
  An activated glyph seal functions as the spell glyph function 
  of a glyph of warding and can be detected and disabled as a 
  magic trap (DC 30).
  A glyph seal is unaffected by the spell within it.
  Once activated, the now-empty glyph seal can be retrieved 
  (though it requires a successful DC 30 Search check to find) 
  and used.
  You can always remove any glyph seal you keyed and 
  activated to redeploy it elsewhere.
  Prerequisites: Craft Wondrous Item, glyph of warding.
  
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  Cost to Create: 500 gp, 40 XP, 1 day.
  GLYPH SEAL, GREATER
  Price (Item Level): 4,000 gp (8th)
  Caster Level: 11th
  Aura: Moderate; (DC 20) transmutation
  This opal glows with multihued light, and ornate arcane symbols 
  have been etched into its surface.
  A greater glyph seal functions like a glyph seal, with the 
  following exceptions: It can be keyed with any spell of 5th 
  level or higher, it functions as the greater glyph of warding 
  spell, detecting and disabling it requires a successful DC 33 
  check, and a successful DC 33 Search check is needed to 
  find it.
  Prerequisites: Craft Wondrous Item, greater glyph of warding.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  GOGGLES OF DAY
  Price (Item Level): 4,500 gp (9th)
  Body Slot: Face
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: —
  Weight: —
  The lenses of these goggles are made of silvered crystal, and the 
  frames are hewn from smoky quartz.
  When you place these goggles over your eyes, you can 
  operate without penalty in preternaturally bright light, 
  such as might result from a flare, sunbeam, or sunburst spell.
  These goggles also allow a vampire wearer to take a full-
  round action prior to dissolution when confronted with 
  sunlight, as opposed to just a move or standard action.
  Prerequisites: Craft Wondrous Item, darkvision.
  Cost to Create: 2,250 gp, 180 XP, 5 days.
  GOGGLES OF DRACONIC VISION
  Price (Item Level): 16,000 gp (14th)
  Body Slot: Face
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: — and standard (command)
  Weight: 1 lb.
  These goggles have unusually large, yellow-tinted lenses, with a 
  dark stripe resembling a vertical pupil in the center of each.
  Goggles of draconic vision grant you a +5 bonus on Spot 
  checks, low-light vision, and darkvision out to 60 feet.
  In addition, while wearing them, you cannot be blinded by 
  the cloud a hovering dragon creates (though the cloud still 
  provides concealment for all within it).
  These are continuous effects and require no activation.
  Once per day, you can activate the goggles to grant you 
  blindsense out to 30 feet for 1 minute.
  Prerequisites: Craft Wondrous Item, dragonsight (SC 73).
  Cost to Create: 8,000 gp, 640 XP, 16 days.
  GOGGLES OF FOEFINDING
  Price (Item Level): 2,500 gp (7th)
  Body Slot: Face
  Caster Level: 5th
  Aura: Faint; (DC 17) divination
  Activation: —
  Weight: —
  The lenses of these goggles continually fade back and forth between 
  soot black and snow white.
  When you attack foes that have cover while you wear 
  goggles of foefinding, you can ignore the cover bonus to AC 
  they would normally receive.
  The goggles do not, however, allow you to circumvent the 
  effect of total cover.
  Prerequisites: Craft Wondrous Item, 
  clairvoyance/clairaudience.
  Cost to Create: 1,250 gp, 100 XP, 3 days.
  GOGGLES OF LIFESIGHT
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Face
  Caster Level: 9th
  Aura: Moderate; (DC 19) divination
  Activation: Standard (command)
  Weight: 1 lb.
  The lenses of these goggles are hewn from smoky quartz.
  A tiny hourglass decorates the upper corner of each side of the 
  frame.
  When you activate these goggles, you automatically know 
  whether any visible creature within 30 feet is alive, dead, 
  undead, or neither alive nor dead (such as a construct).
  This power can be blocked by any effect that would prevent 
  the effect of a detect undead spell.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, deathwatch.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  GOGGLES OF THE EBON HUNTER
  Price (Item Level): 18,000 gp (14th)
  Body Slot: Face
  Caster Level: 6th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: —
  These goggles consist of coin-sized lenses set in a wire frame with a 
  thin wire band apparently meant to secure them to the wearer’s 
  head.
  Goggles of the ebon hunter grant you darkvision out to 30 feet, 
  as well as a +1 competence bonus on attack rolls and 
  damage rolls with ranged weapons.
  Prerequisites: Craft Wondrous Item, darkvision, true strike.
  Cost to Create: 9,000 gp, 720 XP, 18 days.
  GOODBERRY BRACELET
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Arms
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Standard (manipulation)
  Weight: —
  Hanging from this simple silver bracelet are a number of charms 
  that look like berries.
  A goodberry bracelet provides basic nourishment and minor 
  healing to its wearer and her allies.
  Each day at dawn, as long as it is worn, this bracelet creates 
  five silver, berry-shaped charms.
  
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  When plucked from the bracelet, a charm becomes an 
  edible berry with magical properties equivalent to those 
  created by a goodberry spell, except that no character can 
  benefit from more than one berry per day.
  Regardless of whether the charm is eaten, removed but 
  uneaten, or still on the bracelet, all charms and berries 
  created by the bracelet disappear 24 hours after they are 
  created.
  If you also wear a magic item that grants a bonus to your 
  Wisdom score, you can add half the bonus granted by that 
  item to the healing provided by each berry.
  For example, a character wearing this bracelet and a periapt 
  of Wisdom +4 would create berries that heal 3 points of 
  damage (instead of just 1 point).
  Prerequisites: Craft Wondrous Item, goodberry.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  GREATER PIWAFWI
  Price (Item Level): 6,500 gp (10th)
  Body Slot: Shoulders
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration, illusion
  Activation: —
  Weight: 1 lb.
  Formed of fine gray cloth smoother and lighter than silk, this 
  delicate cloak is covered in a fine layer of spider webs.
  A greater piwafwi grants you resistance to fire 5 and a +5 
  competence bonus on Hide checks.
  A lesser version of this item is equivalent to a cloak of 
  elvenkind (DMG 253).
  Lore: The drow created piwafwis to conceal their scouts and 
  warriors from the eyes of enemies.
  They claim that the cloaks of elvenkind crafted by their 
  surface cousins are mere copies of these items (Knowledge 
  [arcana] or Knowledge [dungeoneering] DC 15).
  Prerequisites: Craft Wondrous Item, invisibility, resist energy, 
  drow.
  Cost to Create: 3,250 gp, 260 XP, 7 days.
  GREATREACH BRACERS
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Arms
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: Swift (command)
  Weight: 5 lb.
  This pair of arm-length, leathery bracers is sewn from blackened 
  sinews and tendons.
  Sometimes called “choker sleeves” due to their appearance 
  and effect, these pliable bracers allow you to attack from a 
  surprising distance.
  When you activate greatreach bracers, your arms stretch and 
  elongate, extending your reach by 10 feet for 1 round.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, enlarge person.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  GWAERON’S BELT
  Price (Item Level): 21,000 gp (15th)
  Body Slot: Waist
  Caster Level: 13th
  Aura: Strong; (DC 21) transmutation
  Activation: Standard (command)
  Weight: 1 lb.
  This belt of tightly woven, white human hair has several blue and 
  orange crystals braided evenly through it.
  A Gwaeron’s belt has two abilities, each of which functions 
  once per day.
  The first command causes your weapon to burst into flames 
  (as the flaming weapon property; DMG 224) for 12 rounds.
  The second command produces a wind walk effect, as the 
  spell, but affecting only you.
  Lore: The first of these belts was created for Gwaeron 
  Windstrom, a legendary tracker and master of wilderness 
  lore who served as an intercessor between mortals and 
  various wilderness deities (Knowledge [nature] DC 15).
  Some claim that Gwaeron Windstorm has ascended to the 
  status of demigod, and a few shrines even exist in his name 
  (Knowledge [nature] DC 20).
  Prerequisites: Craft Wondrous Item, flame blade, wind walk.
  Cost to Create: 10,500 gp, 840 XP, 21 days.
  GWAERON’S BOOTS
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Feet
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: —
  Weight: 1 lb.
  These boots are formed of intricately knotted and interwoven green 
  ropes.
  Small buds and leaves sprout from several of the larger fibers.
  While wearing these boots, you are affected as if by a pass 
  without trace spell.
  In addition, you produce no smell and cannot be detected 
  by the scent extraordinary ability.
  Lore: See Gwaeron’s belt.
  Prerequisites: Craft Wondrous Item, pass without trace.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  HAIR SHIRT OF SUFFERING
  Price (Item Level): 3,400 gp (8th)
  Body Slot: Torso
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: — and standard (command)
  Weight: 1 lb.
  Layers of coarse brown horsehair make up this stiff, crudely woven 
  shirt.
  A hair shirt of suffering provides a +1 enhancement bonus to 
  your existing natural armor.
  (A creature without natural armor has an effective natural 
  armor bonus of +0).
  This is a continuous effect and requires no activation.
  You can also activate the shirt to use cure serious wounds on
  any creature other than yourself (healing 3d8+9 points of 
  damage).
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, barkskin, cure serious 
  wounds.
  Cost to Create: 1,700 gp, 136 XP, 4 days.
  
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  HAMMERSPHERE
  Price (Item Level): 1,500 gp (5th)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: Standard (command)
  Weight: 1/2 lb.
  This sphere is 4 inches in diameter, made of silver, and covered in 
  small rubies.
  The hammer-and-anvil symbol of Moradin is etched onto its 
  surface in four places.
  Once per day, when held aloft and activated, this sphere 
  conjures forth a giant hammer.
  This hammer functions as a spiritual weapon except that it 
  deals 3d6 points of damage on a successful hit.
  You do not have to concentrate on the hammer or keep the 
  sphere aloft while it attacks.
  Prerequisites: Craft Wondrous Item, greater magic weapon, 
  spiritual weapon.
  Cost to Create: 750 gp, 60 XP, 2 days.
  HAND OF THE OAK FATHER
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) divination, transmutation
  Activation: Standard (command)
  Weight: 1 lb.
  This intricately detailed hand was carved from oak bark and 
  dangles from a crude loop of twine.
  A hand of the oak father has six abilities, each of which 
  functions once per day: barkskin, entangle, goodberry, plant 
  growth, speak with plants, and tree shape.
  All abilities function as the spells of the same name.
  A hand of the oak father has hardness 10 and resistance to 
  acid 10, cold 10, electricity 10, fire 10, and sonic 10.
  Prerequisites: Craft Wondrous Item, barkskin, entangle, 
  goodberry, plant growth, speak with plants, tree shape.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  HAT OF ANONYMITY
  Price (Item Level): 12,500 gp (13th)
  Body Slot: Head
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: —
  Weight: 1 lb.
  This plain black hat has a broad brim and a wide black silk band.
  This hat obscures you from detection, allowing you to 
  blend into a crowd with ease.
  While you wear it, you are under a continuous nondetection 
  effect and have a +5 bonus on Hide checks.
  Prerequisites: Craft Wondrous Item, nondetection.
  Cost to Create: 6,250 gp, 500 XP, 13 days.
  HEADBAND OF CONSCIOUS EFFORT
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Head
  Caster Level: 6th
  Aura: Moderate; (DC 18) transmutation
  Activation: Immediate (mental)
  Weight: —
  The front of this delicate golden headband is set with an array of 
  three matched tiger’s-eye gems that seem to glow with inner fire.
  While wearing a headband of conscious effort, you can attempt 
  a Concentration check instead of a required Fortitude 
  saving throw once per day.
  Prerequisites: Craft Wondrous Item, Combat Casting, bear’s 
  endurance.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  HEADBAND OF THE LOREBINDER
  Price (Item Level): 1,600 gp (5th)
  Body Slot: Head
  Caster Level: 3rd
  Aura: Faint; (DC 16) divination
  Activation: — and standard (command)
  Weight: —
  The face of this blue-green metal circlet is stamped with the image 
  of a blank, open scroll.
  A headband of the lorebinder grants a +4 sacred bonus on 
  bardic knowledge checks (and on a loremaster’s lore 
  checks).
  This is a continuous effect and requires no activation.
  Three times per day, you can activate the headband to gain 
  the effect of a read magic spell.
  This ability lasts for 30 minutes.
  Prerequisites: Craft Wondrous Item, read magic, bard.
  Cost to Create: 800 gp, 64 XP, 2 days.
  HEALING BELT
  Price (Item Level): 750 gp (3rd)
  Body Slot: Waist
  Caster Level: 3rd
  Aura: Faint; (DC 16) conjuration
  Activation: — and standard (command)
  Weight: 1 lb.
  This broad leather belt is studded with three moonstones.
  While wearing a healing belt, you gain a +2 competence 
  bonus on Heal checks.
  This is a continuous effect and requires no activation.
  In addition, the belt has 3 charges, which are renewed each 
  day at dawn.
  Spending 1 or more charges allows you to channel positive 
  energy and heal damage with a touch.
  (You can also use this ability to harm undead, dealing them 
  an equivalent amount of damage instead).
  1 charge: Heals 2d8 points of damage.
  2 charges: Heals 3d8 points of damage.
  3 charges: Heals 4d8 points of damage.
  Prerequisites: Craft Wondrous Item, cure moderate wounds.
  Cost to Create: 500 gp, 40 XP, 1 day.
  HEALING SALVE
  Price (Item Level): 2,250 gp (6th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration
  Activation: Standard (manipulation)
  Weight: 1 lb.
  This jar contains a greasy, yellow, jellylike substance.
  
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  A single application of healing salve smeared across a wound 
  heals 1d8+1 points of damage.
  A double application heals 2d8+3 points of damage.
  A triple application heals 3d8+5 points of damage.
  No matter how much salve is used, each application takes a 
  standard action to apply.
  A 3-inch-diameter, 2-inch-deep jar holds enough salve for 
  ten single applications.
  Prerequisites: Craft Wondrous Item, cure serious wounds.
  Cost to Create: 1,175 gp, 90 XP, 3 days.
  HEARTSEEKING AMULET
  Price (Item Level): 3,000 gp (7th)
  Body Slot: Throat
  Caster Level: 15th
  Aura: Strong; (DC 22) transmutation
  Activation: Swift (command)
  Weight: —
  Light reflects from this tiny, dark, three-tined amulet like the full 
  moon shining on a tranquil swamp.
  A heartseeking amulet allows your weapon to pierce armor 
  and scaled hides as if they were air.
  When you activate this amulet, the next melee attack you 
  make is made as a melee touch attack instead.
  If you don’t make a melee attack by the end of your turn, 
  the effect is wasted.
  A heartseeking amulet functions three times per day.
  Lore: Many sunsets ago in the swamps of the lizardfolk, the 
  Lizard King battled the Lava Children.
  Though he pierced them repeatedly with his trident, they 
  were immune to the metal of his weapon; it passed through 
  them as if they did not exist.
  Eventually, he drowned the Lava Children’s champions in 
  brackish pools and drove their menace back into the 
  magma bowels below the Geyser Fens (Knowledge 
  [history] DC 15).
  Eventually, he was able to imbue his own trident not just 
  with the ability to ignore metal but also to pass nearly all 
  physical defenses.
  Today that secret has been replicated in the tiny amulets 
  that resemble his mighty weapon (Knowledge [history] DC 
  20).
  Prerequisites: Craft Wondrous Item, true strike.
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  HELLCAT GAUNTLETS
  Price (Item Level): 3,200 gp (8th)
  Body Slot: Hands
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: Swift (command)
  Weight: —
  The fingers of these gray and scarlet gauntlets end in sharp talons, 
  and a faint odor of brimstone rises from them.
  When you activate hellcat gauntlets, the next spell you cast 
  during your turn that targets a single creature also deals 1d6 
  points of slashing damage per level of the spell, unless the 
  spell has no effect on the target (due to spell resistance or a 
  save negating the spell, for example), in which case the 
  extra damage is negated.
  This ability functions three times per day, but it can’t be 
  activated in consecutive rounds.
  Prerequisites: Craft Wondrous Item, spectral hand, keen edge.
  Cost to Create: 1,600 gp, 128 XP, 4 days.
  HELM OF BATTLE
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Head
  Caster Level: 5th
  Aura: Moderate; (DC 17) transmutation
  Activation: Swift (command)
  Weight: —
  This elegant mithral helm is light, yet sturdy.
  A helm of battle is a useful tool if you favor tactical 
  maneuvers over brute force.
  When you activate the helm, you gain a +2 bonus on the 
  next attack roll or ability check you make to attempt a bull 
  rush, disarm, overrun, sunder, or trip attempt during your 
  turn.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, fox’s cunning.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  HELM OF GAZES
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Head
  Caster Level: 13th
  Aura: Strong; (DC 21) abjuration
  Activation: —
  Weight: 3 lb.
  This mirror-bright steel cap is set with three tiger’s-eye gems, each 
  one looking in a different direction.
  Each time you would be required to roll a save against a 
  gaze attack, a helm of gazes automatically absorbs the gaze 
  (with no action required).
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, spell turning.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  HELM OF GLORIOUS RECOVERY
  Price (Item Level): 5,600 gp (10th)
  Body Slot: Head
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: Swift (command)
  Weight: 3 lb.
  This magnificent helmet is chased with gold and silver, and set 
  with three yellow topazes.
  Developed by a militant, lawful good sect for its paladins, 
  these helmets are potent healing devices.
  Once per day, this helmet can heal you of 4d8+7 points of 
  damage.
  Prerequisites: Craft Wondrous Item, cure critical wounds.
  Cost to Create: 2,800 gp, 224 XP, 6 days.
  HELM OF HEROES
  Price (Item Level): 5,600 gp (10th)
  Body Slot: Head
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: —
  Weight: 1 lb.
  
  1163
  This iron helm bears horns of ivory, each etched with scenes from 
  famous battles.
  A helm of heroes is prized by marshals (MH 11), because it 
  allows them to better direct their allies in battle.
  When you wear this helm and use your grant move action 
  ability, you can choose instead to grant each affected 
  character a single melee attack (using each ally’s full base 
  attack bonus).
  This ability’s activation is a part of the grant move action 
  activation.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, shout.
  Cost to Create: 2,800 gp, 224 XP, 6 days.
  HEXBANDS
  Price (Item Level): 3,100 gp (8th)
  Body Slot: Arms
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: — and swift (command)
  Weight: 3 lb.
  These hexagonal, cold iron bands are sized to fit over the biceps and 
  bear various arcane runes.
  Hexblades (CW 5) rely on these items to enhance their 
  curse power and their combat prowess.
  While worn, hexbands increase the save DC of your 
  hexblade’s curse by 1.
  This is a continuous effect and requires no activation.
  In addition, when you activate your hexbands, you can add 
  your Charisma bonus (if any) on weapon damage rolls you 
  make against any creature currently affected by your 
  hexblade’s curse.
  This benefit lasts for 1 round, and this ability functions five 
  times per day.
  Prerequisites: Craft Wondrous Item, eagle’s splendor.
  Cost to Create: 1,550 gp, 124 XP, 4 days.
  HORN OF PLENTY
  Price (Item Level): 12,000 gp (13th)
  Body Slot: — (held)
  Caster Level: 12th
  Aura: Strong; (DC 21) conjuration
  Activation: Standard (manipulation)
  Weight: 2 lb.
  This short, slightly curved horn looks like a cornucopia and bears 
  engravings of various foods.
  Once per day, you can blow a horn of plenty to create a heroes’ 
  feast, as the spell, for twelve participants.
  Prerequisites: Craft Wondrous Item, heroes’ feast.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  HORNED HELM
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Head
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: 1 lb.
  This dark leather helm has an open face, and a pair of deer antlers 
  rises from the forehead.
  When you place a horned helm on your head, the antlers join 
  solidly with your skull.
  These antlers grant you a natural secondary gore attack that 
  deals 1d8 points of damage plus half your Strength bonus.
  The antlers are treated as a magic weapon for the purpose of 
  overcoming damage reduction.
  Prerequisites: Craft Wondrous Item, haste, magic fang.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  ICY STRAND OF THE NORTH
  Price (Item Level): 2,500 gp (7th)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: Standard (thrown)
  Weight: 1 lb.
  Several jagged shards of ice are frozen onto this white cord.
  These ice crystals are still cold and show no evidence of melting.
  You can detach and throw one of the ice crystals on this 
  cord as a standard action.
  Each crystal can be thrown up to 80 feet.
  When it reaches the end of its trajectory, it explodes to 
  create an ice storm or sleet storm (as the spells) centered on its 
  endpoint.
  Each of two opaque crystals creates a sleet storm effect, while 
  each of four transparent crystals creates an ice storm.
  Prerequisites: Craft Wondrous Item, ice storm, sleet storm.
  Cost to Create: 1,250 gp, 100 XP, 3 days.
  IMPERVIOUS VESTMENT
  Price (Item Level): 34,000 gp (16th)
  Body Slot: Torso
  Caster Level: 18th
  Aura: Strong; (DC 24) evocation
  Activation: — and standard (command)
  Weight: 3 lb.
  This black silk robe is embroidered with adamantine thread in an 
  elegant waterfall pattern.
  An impervious vestment grants a +5 armor bonus to your 
  Armor Class.
  This is a continuous effect and requires no activation.
  In addition, you can command it once per day to create a 
  blade barrier as a ringed wall of whirling blades only (20 feet 
  high, up to 90 feet in diameter, centered on your current 
  location).
  This effect lasts for 18 minutes or until dismissed as a 
  standard action.
  As long as you wear the vestment, you can pass through 
  your barrier without harm, though you receive no such 
  protection against any other blade barrier.
  Prerequisites: Craft Wondrous Item, blade barrier, mage armor.
  Cost to Create: 17,000 gp, 1,360 XP, 34 days.
  INCARNUM FOCUS
  Price (Item Level): 15,000 gp (14th)
  Body Slot: See table
  
  1164
  Caster Level: 6th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: See table
  This item is forged or carved of a blue material, and a tiny star 
  sapphire has been set into it.
  While worn, an incarnum focus adds 1 to the essentia 
  capacity of any soulmeld occupying or bound to the chakra 
  it matches (up to a maximum capacity equal to your 
  Constitution bonus).
  See Magic of Incarnum for information on essentia, 
  soulmelds, and chakras.
  Wearing an incarnum focus does not prevent you from 
  binding a soulmeld to the corresponding chakra.
  This is a specific exception to the normal rule against 
  binding a soulmeld to the same chakra as a worn magic 
  item.
  Ten different kinds of incarnum focus exist, one for each 
  chakra (see the table).
  Chakra Bind (Any): While an incarnum focus is bound to its 
  chakra, any soulmeld occupying or bound to the same 
  chakra can’t be unshaped except by you, nor can any 
  essentia invested in it be lost or drained, except as part of 
  the normal reallocation process.
  You can bind an incarnum focus to its matching chakra even 
  if it is already occupied by a shaped or bound soulmeld.
  See Binding Items to Chakras (MoI 108) for more 
  information.
  Prerequisites: Craft Wondrous Item, Split Chakra (MoI 41), 
  essentia pool.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  INCENSE OF CONCENTRATION
  Price (Item Level): 250 gp (2nd)
  Body Slot: —
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: Standard (manipulation)
  Weight: —
  This golden yellow block of incense is imprinted with a rune 
  representing memory.
  If burned while you prepare spells, this incense allows you 
  to prepare one extra 1st-level spell for the day.
  You can benefit from only one exposure to incense of 
  concentration in a 24-hour period.
  Prerequisites: Craft Wondrous Item, Rary’s mnemonic 
  enhancer.
  Cost to Create: 125 gp, 10 XP, 1 day.
  INFINITE SCROLLCASE
  Price (Item Level): 2,800 gp (7th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Move (manipulation); see text
  Weight: 3 lb.
  This elaborate mahogany tube has a slit that runs along its length.
  A wooden dowel, capped on the ends with gold, fits against the slit, 
  locking into place with jeweled clasps.
  An infinite scrollcase holds up to fifty scrolls or other 
  parchments, which can be placed within it or removed as 
  with any normal scrollcase.
  When you activate an infinite scrollcase, the desired scroll 
  unfurls through the slit, ready to read or cast from.
  When you cast a spell from a scroll unfurled from an infinite 
  scrollcase, you gain a +4 competence bonus on 
  Concentration checks made to cast that spell defensively.
  If you have at least a +1 base attack bonus, you can retrieve a 
  scroll from an infinite scrollcase as part of a move action, 
  similar to drawing a weapon.
  Prerequisites: Craft Wondrous Item, Leomund’s secret chest.
  Cost to Create: 1,400 gp, 112 XP, 3 days.
  INQUISITOR BRACERS
  Price (Item Level): 1,500 gp (5th)
  Body Slot: Arms
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration
  Activation: Swift (command)
  Weight: 1 lb.
  The harsh suns carved into these heavy steel bracers resemble grim 
  versions of the normally forgiving visage of Pelor, god of the sun.
  Inquisitor bracers provide a potent method for sorting out 
  normal townsfolk from conniving vampires or similarly 
  stealthy undead.
  After you activate these bracers, the next melee attack you 
  make before the end of your turn includes a cure moderate 
  wounds effect (in addition to the normal damage dealt by 
  the attack).
  Ideally, this effect damages its undead target and reveals its 
  evil nature, but in cases of mistaken identity, at least the 
  healing helps counteract the damage dealt to a living (and 
  possibly innocent) target.
  You can’t use these bracers as part of a touch attack—only 
  as part of a normal melee attack.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, cure moderate wounds.
  Cost to Create: 750 gp, 60 XP, 2 days.
  INSTRUMENTS OF THE BARDS
  ANSTRUTH HARP
  Price (Item Level): 32,100 gp (16th)
  Body Slot: — (held)
  Caster Level: 14th
  Aura: Strong; (DC 22) conjuration, enchantment, 
  transmutation
  Activation: — and swift (command)
  Weight: 3 lb.
  This teakwood lap harp is slender and graceful, its strings made of 
  silver wire.
  An engraved design depicting waves and fog graces the wood.
  This masterwork harp grants you a +2 circumstance bonus 
  on Perform (string instruments) checks.
  
  1165
  If you have at least 12 ranks in Perform (string 
  instruments), you can also command it to produce one of 
  three spell effects (control water, mass cure light wounds, or 
  mind fog), each once per day.
  If you pick up an Anstruth harp but do not have 12 or more 
  ranks in Perform (string instruments), the instrument 
  bestows one negative level on you, which persists for as 
  long as you hold it.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the instrument is held.
  Lore: A wise and powerful bard named Falataer reportedly 
  created the first of these instruments, which he used to test 
  and reward the students at all seven levels of his bardic 
  college.
  Others have since copied the designs but honored Falataer 
  by keeping the name Anstruth harp (Knowledge [arcana] or 
  bardic knowledge DC 15).
  Prerequisites: Craft Wondrous Item, control water, mass cure 
  light wounds, mind fog, bard.
  Cost to Create: 16,000 gp (plus 100 gp for masterwork harp), 
  1,280 XP, 32 days.
  CANAITH MANDOLIN
  Price (Item Level): 8,100 gp (12th)
  Body Slot: — (held)
  Caster Level: 8th
  Aura: Moderate; (DC 19) abjuration, conjuration
  Activation: — and swift (command)
  Weight: 3 lb.
  This ornate, eight-stringed mandolin is carved of ebony and 
  decorated with mother-of-pearl inlays depicting fantastic monsters.
  This masterwork mandolin grants you a +2 circumstance 
  bonus on Perform (string instruments) checks.
  If you have at least 8 ranks in Perform (string instruments), 
  you can also command it to produce one of three spell 
  effects (cure serious wounds, dispel magic, or summon monster 
  III), each once per day.
  If you pick up a Canaith mandolin but do not have 8 or more 
  ranks in Perform (string instruments), the instrument 
  bestows one negative level on you, which persists for as 
  long as you hold it.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the instrument is held.
  Lore: See Anstruth harp (page 150).
  Prerequisites: Craft Wondrous Item, cure serious wounds, dispel 
  magic, summon monster III, bard.
  Cost to Create: 4,000 gp (plus 100 gp for masterwork 
  mandolin), 320 XP, 8 days.
  CLI LYRE
  Price (Item Level): 18,100 gp (15th)
  Body Slot: — (held)
  Caster Level: 11th
  Aura: Moderate; (DC 20) abjuration
  Activation: — and standard (command)
  Weight: 3 lb.
  This elegant lyre is carved from jade and strung with gold wire.
  Rubies adorn its frame.
  This masterwork lyre grants you a +2 circumstance bonus 
  on Perform (string instruments) checks.
  If you have at least 10 ranks in Perform (string 
  instruments), you can also command it to produce one of 
  three spell effects (break enchantment, dimension door, or 
  shout), each once per day.
  If you pick up a Cli lyre but do not have 10 or more ranks in 
  Perform (string instruments), the instrument bestows one 
  negative level on you, which persists for as long as you hold 
  it.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the instrument is held.
  Lore: See Anstruth harp (page 150).
  Prerequisites: Craft Wondrous Item, break enchantment, 
  dimension door, shout, bard.
  Cost to Create: 9,000 gp (plus 100 gp for masterwork lyre), 
  720 XP, 18 days.
  DOSS LUTE
  Price (Item Level): 4,100 gp (9th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration, enchantment, illusion
  Activation: — and standard (command)
  Weight: 3 lb.
  This graceful lute is carved of alder and inlaid with abstract 
  designs in copper.
  This masterwork lute grants you a +2 circumstance bonus 
  on Perform (string instruments) checks.
  If you have at least 6 ranks in Perform (string instruments), 
  you can also command it to produce one of three spell 
  effects (delay poison, hold person, or mirror image), each once 
  per day.
  If you pick up a Doss lute but do not have 6 or more ranks in 
  Perform (string instruments), the instrument bestows one 
  negative level on you, which persists for as long as you hold 
  it.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the instrument is held.
  Lore: See Anstruth harp (page 150).
  Prerequisites: Craft Wondrous Item, delay poison, hold person, 
  mirror image, bard.
  Cost to Create: 2,000 gp (plus 100 gp for masterwork lute), 
  160 XP, 4 days.
  FOCHLUCAN BANDORE
  Price (Item Level): 1,350 gp (5th)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) evocation, transmutation
  Activation: — and standard (command)
  Weight: 3 lb.
  This three-stringed bandore is carved of striated maple and set 
  with tiger’s-eye stones.
  This masterwork bandore grants you a +2 circumstance 
  bonus on Perform (string instruments) checks.
  If you have at least 2 ranks in Perform (string instruments), 
  you can also command it to produce one of four spell-like 
  abilities (flare, light, mending, or message), each once per day.
  Lore: See Anstruth harp.
  Prerequisites: Craft Wondrous Item, flare, light, mending, 
  message, bard.
  
  1166
  Cost to Create: 675 gp (plus 100 gp for masterwork bandore), 
  54 XP, 2 days.
  MAC-FUIRMIDH CITHERN
  Price (Item Level): 2,100 gp (6th)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) conjuration, enchantment
  Activation: — and standard (command)
  Weight: 3 lb.
  This pear-shaped cithern is crafted of rosewood and decorated with 
  mother-of-pearl inlays in an abstract, scalloped pattern.
  This masterwork cithern grants you a +2 circumstance 
  bonus on Perform (string instruments) checks.
  If you have at least 4 ranks in Perform (string instruments), 
  you can also command it to produce one of three spell 
  effects (cure light wounds, mage armor, and sleep), each once 
  per day.
  Lore: See Anstruth harp.
  Prerequisites: Craft Wondrous Item, cure light wounds, mage 
  armor, sleep, bard.
  Cost to Create: 1,000 gp (plus 100 gp for masterwork cithern), 
  80 XP, 2 days.
  OLLAMH HARP
  Price (Item Level): 50,100 gp (18th)
  Body Slot: — (held)
  Caster Level: 17th
  Aura: Strong; (DC 23) transmutation
  Activation: — and standard (command)
  Weight: 3 lb.
  This elongated green lap harp is strung with gold.
  Twinkling red rubies adorn its frame.
  This masterwork lap harp grants you a +2 circumstance 
  bonus on Perform (string instruments) checks.
  If you have at least 14 ranks in Perform (string 
  instruments), you can also command it to produce one of 
  three spell effects (control weather, eyebite, or repulsion), each 
  once per day.
  If you pick up an Ollamh harp but do not have 14 or more 
  ranks in Perform (string instruments), the instrument 
  bestows one negative level on you, which persists for as 
  long as you hold it.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the instrument is held.
  Lore: See Anstruth harp (page 150).
  Prerequisites: Craft Wondrous Item, control weather, eyebite, 
  repulsion, bard.
  Cost to Create: 25,000 gp (plus 100 gp for masterwork harp), 
  2,000 XP, 51 days.
  JUMPING CALTROPS
  Price (Item Level): 250 gp (2nd)
  Body Slot: — (held)
  Caster Level: 11th
  Aura: Moderate; (DC 20) transmutation
  Activation: Standard (command)
  Weight: 2 lb.
  This leather bag periodically twitches and jerks, as though it holds 
  something alive.
  Jumping caltrops function just like normal ones, except that 
  each round at the start of your turn, if no targets are in their 
  square, they move 5 feet toward the nearest enemy (chosen 
  randomly if more than one is equidistant).
  Upon entering an occupied square, the jumping caltrops 
  “attack” that creature as normal for caltrops.
  They remain capable of movement for 5 rounds after being 
  activated, then function like normal caltrops until dawn the 
  next day.
  Prerequisites: Craft Wondrous Item, animate objects.
  Cost to Create: 125 gp, 10 XP, 1 day.
  KI STRAPS
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Hands
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: —
  These two leather straps seem worn and frayed at the edges.
  When wrapped around both hands, these straps grant a +2 
  enhancement bonus to the DC of your Stunning Fist attack 
  (or any other effect gained by expending daily uses of that 
  feat).
  Prerequisites: Craft Wondrous Item, Stunning Fist, magic 
  weapon.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  LENS OF THE DESERT
  Price (Item Level): 20,000 gp (15th)
  Body Slot: — (held)
  Caster Level: 13th
  Aura: Strong; (DC 21) evocation
  Activation: Standard (command)
  Weight: —
  A gold frame worked with a sunburst motif and an elegant 
  wooden handle decorate this flawless magnifying glass.
  When you activate a lens of the desert, it creates a beam of 
  focused sunlight that is the equivalent of a sunbeam spell.
  A lens of the desert functions three times per day.
  Prerequisites: Craft Wondrous Item, sunbeam.
  Cost to Create: 10,000 gp, 800 XP, 20 days.
  LENSES OF BRIGHT VISION
  Price (Item Level): 600 gp (3rd)
  Body Slot: Face
  Caster Level: 3rd
  Aura: Faint; (DC 16) evocation
  Activation: Swift (command)
  Weight: —
  These thin, yellow quartz lenses are the size of two coins.
  Lenses of bright vision allow you to project light from your 
  eyes.
  When placed over your eyes (a standard action), these 
  lenses meld into your face, and the irises of your eyes take 
  on a faint yellow hue.
  When you activate the lenses, they create a 15-foot cone of 
  bright light emanating from your eyes.
  Unlike normal light sources, the lenses produce no 
  shadowy illumination.
  
  1167
  The illumination lasts for 10 minutes or until you expend 
  another swift action to douse it.
  Treat this effect as a 0-level spell for the purpose of 
  interacting with darkness effects.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, light.
  Cost to Create: 300 gp, 24 XP, 1 day.
  LENSES OF TRUE FORM
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Face
  Caster Level: 13th
  Aura: Strong; (DC 21) divination
  Activation: — and standard (command)
  Weight: —
  These lenses are small, clear, crystalline constructions set into a 
  golden frame.
  When you place these lenses over your eyes, they become 
  all but invisible (Spot DC 30 to notice).
  While wearing the lenses, you gain a +10 circumstance 
  bonus on Spot checks to see through a disguise.
  This is a continuous effect and requires no activation.
  In addition, once per day you can activate the lenses to 
  force a single shapeshifted creature within 30 feet to 
  resume its natural form.
  The target creature can attempt a DC 14 Will save to resist.
  Failure means it immediately assumes its natural form, 
  shape, and size, and it cannot assume a different shape for 
  the next 2d4 rounds.
  Prerequisites: Craft Wondrous Item, true seeing, dispel magic or 
  greater dispel magic.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  LIFE RING
  Price (Item Level): 400 gp (2nd)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Standard (manipulation)
  Weight: 5 lb.
  This 3-foot-diameter, 4-inch-thick wooden hoop has four equally 
  spaced handholds where the wood flattens slightly.
  A piece of thin twine crosses the middle of the ring.
  To activate a life ring, you break the twine crossing the hoop.
  Once active, a life ring grants a feather fall effect to the next 
  four creatures who touch it within 10 rounds.
  The duration of each subject’s feather fall benefit is equal to 
  the number of rounds remaining in the item’s duration 
  when that creature touches the life ring.
  At the end of this duration, the broken life ring becomes 
  inert and useless.
  Prerequisites: Craft Wondrous Item, Extend Spell, feather fall.
  Cost to Create: 200 gp, 16 XP, 1 day.
  LIGHTNING GAUNTLETS
  Price (Item Level): 1,000 gp (4th)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) evocation
  Activation: Standard (command)
  Weight: 1 lb.
  Threads of copper run along the fingers of these finely crafted black 
  leather gloves.
  Each pair of lightning gauntlets has 3 charges, which are 
  renewed each day at dawn.
  Spending 1 or more charges allows you to deal electricity 
  damage to an adjacent target.
  No attack roll is required, but a successful DC 14 Reflex 
  save halves the damage dealt.
  1 charge: 2d6 points of electricity damage.
  2 charges: 3d6 points of electricity damage.
  3 charges: 4d6 points of electricity damage.
  Prerequisites: Craft Wondrous Item, shocking grasp.
  Cost to Create: 500 gp, 40 XP, 1 day.
  LIGHTNING TUNIC
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Torso
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: Swift (command)
  Weight: 1 lb.
  A pattern of lightning bolts adorns this fine, blue linen tunic.
  A lightning tunic allows you to punish attackers with 
  crackling electricity.
  This tunic has 3 charges, which are renewed each day at 
  dawn.
  Spending 1 or more charges creates an electrical field 
  around your body, which deals electricity damage to 
  anyone striking you with a natural attack or nonreach 
  melee weapon.
  This effect lasts for 3 rounds once activated, and it does not 
  harm you or your gear.
  1 charge: 2d6 points of electricity damage.
  2 charges: 3d6 points of electricity damage.
  3 charges: 4d6 points of electricity damage.
  Prerequisites: Craft Wondrous Item, shocking grasp.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  LORE GEM
  Price (Item Level): 7,500 gp (11th)
  Body Slot: Head
  Caster Level: 11th
  Aura: Moderate; (DC 20) divination
  Activation: — and full-round (mental)
  Weight: —
  This oval purple gem is flat on one side.
  Images of strange runes seem to materialize and dissipate within 
  it.
  A lore gem affixes to your forehead and can be easily 
  removed (requiring a standard action either way).
  While it is worn, you can better focus your mind and 
  memory, gaining a +2 competence bonus on Knowledge 
  checks, though you must spend a full round in 
  contemplation to gain this bonus.
  This is a continuous effect and requires no activation.
  Additionally, a lore gem acts as a spellbook, allowing a 
  wizard (or any other spellcaster who requires a spellbook) 
  to record spells into and prepare spells directly from the lore 
  gem.
  The gem holds up to thirty spells of any levels, and 
  recording a new spell into a lore gem requires the normal 
  amount of time and expense.
  
  1168
  You can also erase an existing spell as a standard action.
  A newly created lore gem is empty of spells, but a lore gem 
  recovered as treasure might have spells recorded within, at 
  the DM’s option.
  If so, the value of the item should increase as if it were a 
  spellbook.
  Prerequisites: Craft Wondrous Item, legend lore, secret page.
  Cost to Create: 3,750 gp, 300 XP, 8 days.
  MAGIC BEDROLL
  Price (Item Level): 500 gp (3rd)
  Body Slot: —
  Caster Level: 3rd
  Aura: Faint; (DC 16) conjuration, enchantment
  Activation: Full-round (manipulation); see text
  Weight: 6 lb.
  This woolen sleeping bag is embroidered with stars and moons in 
  silver and blue thread, and it smells of lavender.
  A magic bedroll grants you a comfortable and peaceful 
  night’s sleep.
  As long as you lie in it, you gain the benefit of an endure 
  elements spell.
  After sleeping for 8 hours in the bedroll, you recover 1 hit 
  point per character level, in addition to the hit points you 
  recover normally.
  Getting into or out of a magic bedroll is a full-round action.
  Prerequisites: Craft Wondrous Item, cure light wounds, endure 
  elements.
  Cost to Create: 250 gp, 20 XP, 1 day.
  MANTLE OF SECOND CHANCES
  Price (Item Level): 12,000 gp (13th)
  Body Slot: Shoulders
  Caster Level: 10th
  Aura: Moderate; (DC 20) divination
  Activation: Immediate (mental)
  Weight: —
  This mantle is made of brilliant blue cloth that is smooth to the 
  touch, like silk.
  Symbols representing various elements of good fortune are 
  embroidered along its hem in white and silver.
  Once per day you can tap into the power of good fortune.
  When you do so, you can reroll one roll that you have just 
  made before the DM declares whether it resulted in success 
  or failure.
  You must accept the result of the reroll, even if it’s worse 
  than the original roll.
  You can access the mantle’s power even if you already have 
  a similar ability from a class feature (such as the granted 
  power of the Luck domain).
  Lore: A human bard named Elva, who had a knack for 
  getting herself into tight situations, designed the original 
  mantle of second chances (Knowledge [history] DC 15).
  A mantle of second chances makes you lucky and allows you 
  second chances when none should be possible (Knowledge 
  [history] DC 20).
  Prerequisites: Craft Wondrous Item, Luck domain.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  MASK OF BLOOD
  Price (Item Level): 3,300 gp (8th)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) enchantment
  Activation: — and standard (mental)
  Weight: 1 lb.
  Rivulets of blood gush down the flensed face of this red metal mask.
  If you are wearing a mask of blood when you enter a rage or 
  frenzy, that ability lasts for 1 round longer than normal.
  This is a continuous effect and requires no activation.
  The liquid flowing over a mask of blood is normally harmless, 
  but when you activate the mask, you can spit a stream of 
  blood as a ranged touch attack (range 30 feet).
  This stream deals 4d6 points of acid damage to the target.
  This ability functions two times per day.
  Prerequisites: Craft Wondrous Item, Melf’s acid arrow, rage.
  Cost to Create: 1,650 gp, 132 XP, 4 days.
  MASK OF LIES
  Price (Item Level): 4,500 gp (9th)
  Body Slot: Face
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration
  Activation: — and swift (mental)
  Weight: 1 lb.
  This black, featureless mask has cross-shaped slits where the 
  wearer’s eyes and mouth should be.
  While wearing this mask, you gain a +5 competence bonus 
  on Bluff checks and your alignment is disguised as if by an 
  undetectable alignment spell.
  This is a continuous effect and requires no activation.
  When you activate the mask, you can alter your appearance 
  as if by a disguise self spell.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, disguise self, undetectable 
  alignment.
  Cost to Create: 2,250 gp, 180 XP, 5 days.
  MASK OF MENTAL ARMOR
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Face
  Caster Level: 9th
  Aura: Moderate; (DC 19) abjuration
  Activation: —
  Weight: —
  Broad lines radiate from the eyes of this blue leather mask, each 
  ending in a spiral.
  You gain a +3 resistance bonus on saving throws against 
  mind-affecting spells and abilities.
  Prerequisites: Craft Wondrous Item, spell resistance.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  MASK OF SILENT TRICKERY
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Face
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (mental)
  Weight: —
  This pale gray mask is designed to cover the left half of your face.
  A moonstone is set into its cheek.
  
  1169
  A mask of silent trickery allows you to cast certain spells 
  without others hearing you.
  When you activate this mask, you can omit the verbal 
  component of the next enchantment or illusion spell you 
  cast before the end of your turn (as if applying the Silent 
  Spell feat to it, but without altering the spell’s level or 
  casting time).
  This ability functions two times per day.
  Prerequisites: Craft Wondrous Item, Silent Spell, silence.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  MASK OF SWEET AIR
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: —
  Weight: —
  Cut to cover the mouth and nose, this clear crystal half-mask has 
  tiny, bubblelike imperfections that mar the interior surface of.
  While wearing a mask of sweet air, you can breathe freely in 
  air fouled by smoke, dust, and fumes without fear of 
  suffocation.
  You gain a +5 bonus on saves against airborne stench 
  attacks and inhaled poisons, such as the stench of a 
  troglodyte or the effect of cloudkill.
  Prerequisites: Craft Wondrous Item, freedom of breath (Snd 
  116), neutralize poison.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  MEDAL OF GALLANTRY
  Price (Item Level): 1,350 gp (5th)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) abjuration
  Activation: — and swift (command)
  Weight: —
  This silver brooch is shaped like the sun.
  A golden cabochon adorns the center.
  A medal of gallantry grants you a +2 bonus on Diplomacy 
  checks but imposes a –2 penalty on Bluff checks.
  This is a continuous effect and requires no activation.
  Three times per day, you can activate the medal to use 
  sanctuary on yourself.
  If you attack while protected by this effect, you take a –1 
  morale penalty on that attack and all subsequent attacks for 
  1 hour afterward.
  Prerequisites: Craft Wondrous Item, sanctuary.
  Cost to Create: 675 gp, 54 XP, 2 days.
  MEMENTO MAGICA
  Price (Item Level): See table
  Body Slot: —
  Caster Level: 17th
  Aura: Strong; (DC 23) transmutation
  Activation: Standard (command)
  Weight: —
  Carved into the shape of a dragon’s scale, this piece of amethyst 
  swirls with foggy images of runes.
  When activated, a memento magica allows you to regain any 
  one spell slot that you have previously used this day.
  The spell slot is available just as if the spell had not been 
  cast.
  A memento magica recalls a spell slot of the level it was 
  created to hold.
  Different mementos magica exist for each level from 1st 
  through 9th.
  A memento magica functions once per day.
  This item has no effect for spellcasters who prepare their 
  spells.
  Prerequisites: Craft Wondrous item, ability to spontaneously 
  cast spells of the spell level to be regained.
  Cost to Create: See table.
  MESMERIST’S GLOVES
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Hands
  Caster Level: 13th
  Aura: Strong; (DC 21) enchantment
  Activation: Free (mental)
  Weight: 1 lb.
  These dark leather gloves have patterns of swirling, multicolored 
  lines embroidered onto the palms.
  Mesmerist’s gloves allow a spellcaster to affect an extra target 
  with her enchantment spells.
  Any time you cast an enchantment spell of 3rd level or 
  lower that targets an enemy, you can activate this item to
  have the spell also target another enemy within 10 feet of 
  the original target.
  This ability functions two times per day.
  Prerequisites: Craft Wondrous Item, mass suggestion.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  MIND BLADE GAUNTLET
  Price (Item Level): 24,000 gp (15th)
  Body Slot: Hands
  Caster Level: 10th
  Aura: Moderate; (DC 20) conjuration
  Activation: Free (mental)
  Weight: 1 lb.
  A shimmering opalescent gleam shifts slowly across this leather 
  gauntlet.
  A mind blade gauntlet allows a soulknife to enhance the 
  power of his mind blade.
  
  1170
  Each mind blade gauntlet is created with a particular weapon 
  property with a market price modifier of +2 (such as 
  collision) that can be used by a soulknife with the mind 
  blade enhancement class feature (see the soulknife class 
  description, EPH 26).
  When you expend your psionic focus while manifesting 
  your mind blade, the blade gains the weapon property 
  designated by the gauntlet.
  This effect lasts for 1 minute.
  If you split your mind blade into two matching blades, the 
  effect applies only to the mind blade manifested through 
  the mind blade gauntlet.
  Unlike most items that occupy the hands body slot, you can 
  wear two mind blade gauntlets simultaneously, allowing an 
  effect to be applied to each mind blade (but not two effects 
  to one mind blade).
  Prerequisites: Craft Magic Arms and Armor, mind blade.
  Cost to Create: 12,000 gp, 960 XP, 24 days.
  MIND BLADE GAUNTLET, GREATER
  Price (Item Level): 42,000 gp (17th)
  Caster Level: 15th
  Aura: Strong; (DC 22) conjuration
  This softly glowing gauntlet seems made from seamless cloth spun 
  from opals.
  A greater mind blade gauntlet functions as a mind blade 
  gauntlet, except that it holds a weapon property with a +3 
  bonus market price modifier that can be used by a 
  soulknife with the mind blade enhancement class feature.
  Prerequisites: Craft Magic Arms and Armor, mind blade.
  Cost to Create: 21,000 gp, 1,680 XP, 42 days.
  MIND BLADE GAUNTLET, LESSER
  Price (Item Level): 10,000 gp (12th)
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration
  This soft leather gauntlet has an opalescent shine.
  A lesser mind blade gauntlet functions as a mind blade gauntlet, 
  except that it holds a weapon property with a +1 bonus 
  market price modifier that can be used by a soulknife with 
  the mind blade enhancement class feature.
  Prerequisites: Craft Magic Arms and Armor, mind blade.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  MINDVAULT
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Head
  Caster Level: 9th
  Aura: Moderate; (DC 19) necromancy
  Activation: Immediate (command)
  Weight: —
  This circlet bears a tiny gem, which appears to have a hollow cage 
  deep within its facets.
  A mindvault offers its wearer temporary shelter from effects 
  that would influence his mind.
  When you activate a mindvault, your consciousness is 
  transferred into the gem held in the circlet for 1 round.
  While this effect lasts, you are immune to mindaffecting 
  spells and abilities.
  However, you are dazed in that round as well.
  You can activate a mindvault after you learn the result of an 
  incoming mindaffecting spell, but before the effect is 
  applied.
  For example, after failing your Will save and learning that 
  an enemy wizard has affected you with dominate person, you 
  could activate your mindvault before the domination takes 
  effect (thus negating it entirely).
  A mindvault functions once per day.
  You must wear a mindvault for 24 hours before you can 
  access its abilities.
  If it is taken off, it becomes inactive until worn for an 
  additional 24 hours.
  Prerequisites: Craft Wondrous Item, magic jar.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  MIRROR OF SUGGESTION
  Price (Item Level): 3,600 gp (8th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) enchantment
  Activation: Standard (command)
  Weight: 1/2 lb.
  The tarnished pewter back and handle of this small hand mirror 
  are engraved with complex swirling patterns.
  When activated, a mirror of suggestion must be held in such a 
  way as to force a creature within 30 feet to see its own 
  reflection.
  This functions as a gaze attack; any creature that fails a DC 
  14 Will save is subject to a suggestion made by the mirror’s 
  wielder.
  A mirror of suggestion functions two times per day, and each 
  activation of the mirror can affect only a single creature.
  The mirror’s wielder is immune to its effect.
  Prerequisites: Craft Wondrous Item, suggestion or psionic 
  suggestion (EPH 133).
  Cost to Create: 1,800 gp, 144 XP, 4 days.
  MIRROR OF TIME HOP
  Price (Item Level): 9,000 gp (12th)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: Standard (command)
  Weight: 1/2 lb.
  This silver hand mirror is exceedingly smooth, even slippery, to the 
  touch.
  When activated, a mirror of time hop must be held in such a 
  way as to force a creature within 30 feet to see its own 
  reflection.
  This functions as a gaze attack; any creature that fails a DC 
  14 Will save is pushed 5 rounds forward in time.
  In effect, the creature disappears in a shimmer of silver 
  energy, then reappears after the duration expires in the 
  same position, orientation, and condition.
  From the creature’s point of view, no time has passed.
  Any active effects on the creature simply resume when it 
  appears as if no time had passed.
  The creature can act normally on its next turn after the 
  effect ends.
  A mirror of time hop functions two times per day, and each 
  activation of the mirror can affect only a single creature.
  A mirror’s wielder is immune to her mirror’s effect.
  
  1171
  Prerequisites: Craft Wondrous Item, dimension door or time 
  hop (EPH 137).
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  MITHRAL BELLS
  Price (Item Level): 3,700 gp (8th)
  Body Slot: Arms
  Caster Level: 3rd
  Aura: Faint; (DC 16) evocation
  Activation: — and standard (thrown); see text
  Weight: 1 lb.
  A number of tiny silvery bells adorn this glistening bracelet, each 
  sculpted with swirling and curving embellishments.
  As long as at least one of the eleven bells that adorn this 
  bracelet remain, it provides a +2 competence bonus on 
  Perform checks.
  The bells are easily detached, allowing you to remove and 
  throw one up to 40 feet.
  When it reaches the end of its trajectory, the bell explodes 
  in a sound burst, as the spell.
  Once activated, a bell is expended and cannot be used 
  again.
  When the last bell is removed, the bracelet loses all magic.
  Prerequisites: Craft Wondrous Item, sound burst, bard.
  Cost to Create: 1,850 gp, 148 XP, 4 days.
  MONOCLE OF PERUSAL
  Price (Item Level): 6,500 gp (10th)
  Body Slot: Face
  Caster Level: 3rd
  Aura: Faint; (DC 16) divination
  Activation: — and standard (command)
  Weight: —
  This lens is made of smoothly polished crystal and set inside an 
  ebony band.
  It is attached to a black leather cord tied into a loop to secure it to 
  the wearer’s clothing when not in use.
  This lens provides you with a +5 competence bonus on 
  Appraise checks.
  This is a continuous effect and requires no activation.
  Furthermore, it allows you to use identify three times per 
  day.
  Prerequisites: Craft Wondrous Item, identify.
  Cost to Create: 3,250 gp, 260 XP, 7 days.
  MOONSTONE MASK
  Price (Item Level): 15,000 gp (14th)
  Body Slot: Face
  Caster Level: 3rd
  Aura: Faint; (DC 16) divination, transmutation
  Activation: —
  Weight: 1 lb.
  Highlights of moonstone accentuate every ridge and curve of this 
  angular silver mask.
  A moonstone mask grants you a +5 competence bonus on 
  Listen and Spot checks, as well as darkvision out to 30 feet.
  Prerequisites: Craft Wondrous Item, clairaudience/ 
  clairvoyance, darkvision.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  NECKLACE OF COPPER DRAGON 
  SCALES
  Price (Item Level): 570 gp (3rd)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) abjuration
  Activation: Swift (command)
  Weight: 1 lb.
  Six coin-sized copper dragon scales adorn this simple brown cord.
  Upon touching one of the six scales that make up this 
  necklace and uttering a command word, you gain resistance 
  to acid 5 for 1 hour.
  Once all six scales are used, the necklace becomes dull and 
  loses its magic.
  Prerequisites: Craft Wondrous Item, resist energy.
  Cost to Create: 285 gp, 22 XP, 1 day.
  NECKLACE OF WARNING
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) divination
  Activation: —
  Weight: 1 lb.
  This short necklace is composed of white jade and tiny sapphires.
  A necklace of warning warns you of impending danger, 
  granting you a +2 bonus to your flat-footed AC (up to a 
  maximum value equal to your normal AC).
  Prerequisites: Craft Wondrous Item, augury.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  NOBLE PENNON
  Price (Item Level): 5,000 gp (9th)
  Body Slot: —; see text
  Caster Level: 7th
  Aura: Moderate; (DC 18) enchantment
  Activation: Immediate (mental)
  Weight: —
  A lion rampant adorns this narrow, finely woven streamer.
  At the touch of a paladin or knight (PH2 24), the image on 
  this narrow banner changes to represent the coat of arms of 
  its bearer.
  Once claimed, it can be transferred to a new owner only if 
  the current owner is willing or the current owner dies.
  A pennon can be attached to a lance, carried by a cohort or 
  follower, or flown as a standard from a saddle or any fixed 
  object.
  Mounting a pennon is a standard action.
  As long as a noble pennon flies within 60 feet of the knight or 
  paladin who owns it, the save DC for his knight’s challenge 
  increases by 1, and his smite evil attacks deal an extra 2 
  points of damage.
  In addition, a pennon has 3 charges, which are renewed 
  each day at dawn.
  Activating a pennon and spending 1 or more charges grants 
  you a morale bonus on Fortitude or Will saves (your choice 
  when activated) for 3 rounds.
  1 charge: +2 morale bonus.
  2 charges: +3 morale bonus.
  3 charges: +4 morale bonus.
  
  1172
  Prerequisites: Craft Wondrous Item, heroism.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  ORB OF BLINDING
  Price (Item Level): 5,000 gp (9th)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) illusion
  Activation: Standard (command)
  Weight: —
  This round, fist-sized opalescent crystal glows faintly.
  An orb of blinding can emit a brilliant burst of light that 
  blinds all creatures within a 15-foot cone for 1 round (Fort 
  DC 16 negates).
  An orb of blinding can generate this effect three times per 
  day, but it can’t be activated in consecutive rounds.
  Prerequisites: Craft Wondrous Item, color spray.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  ORB OF ENVIRONMENTAL
  ADAPTATION
  Price (Item Level): 2,000 gp (6th)
  Body Slot: — (held); see text
  Caster Level: 3rd
  Aura: Faint; (DC 16) abjuration
  Activation: Standard (command)
  Weight: —
  This transparent crystal sphere faintly glows green and is the size 
  of a small plum.
  An orb of environmental adaptation provides a group of 
  creatures relief from extreme environments.
  When you hold the orb in your hand and activate it, it 
  transforms into a faintly glowing sphere of protection 
  centered on you.
  The radius of this sphere can vary between 5 and 30 feet 
  (and can be altered by you as a move action).
  All creatures and objects within the sphere take no harm 
  from being in a hot or cold environment.
  They can exist comfortably in conditions between –50 and 
  140 degrees Fahrenheit, and their equipment is likewise 
  protected.
  An orb of environmental adaptation functions for up to seven 
  consecutive days, after which it is dormant for seven days.
  Prerequisites: Craft Wondrous Item, endure elements.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  ORB OF MENTAL RENEWAL
  Price (Item Level): 3,100 gp (8th)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) conjuration
  Activation: Standard (command)
  Weight: 1 lb.
  This orb of bronze and gold shines like the sun rising over the 
  desert.
  An orb of mental renewal allows you to heal mental ability 
  damage taken by yourself or another.
  To use the orb, you must hold it while touching the target 
  to be affected (or merely hold the orb, if affecting yourself).
  The orb has 3 charges, which are renewed each day at dawn.
  Spending 1 or more charges heals damage to one or more 
  mental ability scores.
  1 charge: Heal 4 points of Int, Wis, or Cha damage (your 
  choice), or 2 points of damage to all three ability scores.
  2 charges: Heal 6 points of Int, Wis, or Cha damage (your 
  choice), or 3 points of damage to all three ability scores.
  3 charges: Heal 8 points of Int, Wis, or Cha damage (your 
  choice), or 4 points of damage to all three ability scores.
  Prerequisites: Craft Wondrous Item, lesser restoration.
  Cost to Create: 1,550 gp, 124 XP, 4 days.
  PEARL OF BRAIN LOCK
  Price (Item Level): 900 gp (4th)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) enchantment
  Activation: Standard (thrown)
  Weight: —
  This tiny pearl is engraved with the draconic symbol for the mind.
  You can hurl a pearl of brain lock as a ranged touch attack 
  with a range increment of 10 feet.
  If the target fails a DC 13 Will saving throw, the pearl 
  seems to impact and then enter the flesh of the creature, 
  dazing it for 3 rounds.
  This is a mindaffecting ability.
  A flying creature affected by a pearl of brain lock is allowed to 
  descend to the nearest safe, level area rather than be dazed, 
  while a swimmer incapable of breathing water is allowed to 
  head directly for the surface.
  In either case, the creature is dazed for the remaining 
  duration once it has reached safety.
  Once activated, a pearl is expended and cannot be used 
  again.
  Prerequisites: Craft Wondrous Item, daze monster or brain lock 
  (EPH 81).
  Cost to Create: 450 gp, 36 XP, 1 day.
  PEARL OF BREATH CRISIS
  Price (Item Level): 2,000 gp (6th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) enchantment
  Activation: Standard (thrown)
  Weight: —
  A draconic rune representing the body has been carefully engraved 
  on this small pearl.
  You can hurl a pearl of breath crisis as a ranged touch attack 
  with a range increment of 10 feet.
  If it strikes a humanoid that fails a DC 14 Will saving 
  throw, the pearl seems to impact and then enter the flesh of 
  the creature, compelling it to purge itself of breath.
  For the next 5 rounds, the creature can continue to breathe 
  only by taking a standard action each round to do so.
  This is a mind-affecting ability.
  At the end of each of the target’s turns in which it chooses 
  not to consciously take a breath, it must succeed on a DC 14 
  Fortitude save or begin to suffocate, falling to 0 hit points 
  and potentially dying in later rounds (DMG 304), as long as 
  the duration continues.
  If the effect ends before a suffocating creature has died, the 
  creature is no longer considered to be suffocating.
  
  1173
  Once activated, a pearl is expended and cannot be used 
  again.
  Prerequisites: Craft Wondrous Item, suggestion or crisis of 
  breath (EPH 89).
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  PEARL OF SPEECH
  Price (Item Level): 600 gp (3rd)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) divination
  Activation: — and standard (command)
  Weight: —
  This large blue pearl is shot through with crisscrossing brown, 
  green, and gold veins.
  These items were originally created by drow and used to 
  command their slaves without stooping to learn their foul 
  languages.
  The secret of creating pearls of speech long ago became 
  known to bards and others who rely on languages.
  When you place a pearl of speech upon your tongue (a 
  standard action), it is absorbed into your mouth until you 
  speak the proper command word to release it.
  While absorbed, the pearl grants you the ability to speak 
  and understand a specific language, such as Dwarven or 
  Draconic.
  Each pearl is created for a specific language, and you can 
  have only one pearl of speech active at a time.
  In addition, while the pearl is active, it can be activated to 
  produce a command effect once per day (Will DC 11 
  negates).
  Prerequisites: Craft Wondrous Item, command, tongues.
  Cost to Create: 300 gp, 24 XP, 1 day.
  PENDANT OF JOY
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Moderate; (DC 17) enchantment
  Activation: —
  Weight: —
  This teardrop-shaped amulet is made of blue-green crystal.
  When it is worn by a character who has at least 1 power 
  point, a pendant of joy subtly reaches out to nearby minds, 
  touching them with feelings of pleasure and contentment.
  All creatures within 30 feet (including the wearer) gain a +2 
  morale bonus on Diplomacy checks.
  Prerequisites: Craft Wondrous Item, calm emotions.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  PERSONAL OASIS
  Price (Item Level): 4,600 gp (9th)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration, evocation
  Activation: Standard (command)
  Weight: 3 lb.
  A brightly colored oasis complete with fruit-bearing desert trees 
  and bright blue water covers the surface of this woven blanket.
  It smells slightly of old incense.
  When you unroll this 10-foot-by-10-foot blanket and 
  activate it, a 5-foot-by-10-foot tent springs from the blanket, 
  along with a campfire, a bowl of dates, and a gallon of cool 
  water.
  The tent functions in all ways as a Leomund’s tiny hut spell.
  The campfire burns continuously, never needing fuel, and 
  the dates provide enough food to sustain a person for one 
  day.
  When you speak the command word again, a personal oasis 
  rolls back up into blanket form.
  A personal oasis functions once per day for up to 10 hours.
  Prerequisites: Craft Wondrous Item, create food and water, 
  Leomund’s tiny hut, produce flame.
  Cost to Create: 2,300 gp, 184 XP, 5 days.
  PHOENIX HELM
  Price (Item Level): 6,500 gp (10th)
  Body Slot: Head
  Caster Level: 9th
  Aura: Moderate; (DC 19) abjuration
  Activation: See text
  Weight: 3 lb.
  This helm is forged of copper and inlaid with silver and gold.
  The whole piece is stylized in the shape of a phoenix with its wings 
  unfurled, its legs guarding the temples, and its head adorning the 
  brow.
  A phoenix helm grants you low-light vision.
  This is a continuous effect and requires no activation.
  In addition, you can use each of the following abilities once 
  per day: feather fall, resist energy, and speak with animals (birds 
  only).
  Each of these abilities can be used as a standard (command) 
  action except feather fall, which requires an immediate 
  (command) action to activate.
  Prerequisites: Craft Wondrous Item, feather fall, low-light 
  vision (SC 134), resist energy, speak with animals.
  Cost to Create: 3,250 gp, 260 XP, 7 days.
  PIERCER CLOAK
  Price (Item Level): 900 gp (4th)
  Body Slot: Shoulders
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (mental)
  Weight: —
  The back of this dark cloak depicts a silver spear pointed 
  downward.
  The wearer of a piercer cloak can make devastating attacks 
  when positioned above her enemy.
  When you activate a piercer cloak, any attack you make on 
  your current turn from higher ground (PH 151) deals an 
  extra 1d6 points of damage.
  If you charge your enemy from at least 10 feet above him, 
  this extra damage increases to 2d6.
  This benefit lasts for 1 round.
  This ability functions three times per day.
  Lore: When the Halfling Rain came to Holtberg—the 
  seven nights when halfling thieves pounced from rooftops 
  onto passersby, assassinating them or knocking them out 
  and taking every last stitch they owned— many of the 
  thieves wore these cloaks (Knowledge [history] or 
  Knowledge [local] DC 15).
  
  1174
  Prerequisites: Craft Wondrous Item, bull’s strength, jump.
  Cost to Create: 450 gp, 36 XP, 1 day.
  PORCUPINE ELIXIR
  Price (Item Level): 800 gp (3rd)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Standard (manipulation)
  Weight: —
  The liquid in this vial is dark brown, shot through with vertical 
  threads of white and tan.
  Imbibing porcupine elixir toughens your skin, granting you a 
  +1 enhancement bonus to your existing natural armor 
  bonus.
  (A creature without natural armor has an effective natural 
  armor bonus of +0).
  In addition, hundreds of needle-sharp quills sprout from 
  your body.
  These quills enable you to deal 1d6 points of piercing 
  damage with a successful grapple attack.
  The quills sprout through light armor or hide armor, but 
  heavier armors prevent them from growing.
  The effect of this elixir lasts for 12 hours.
  Prerequisites: Craft Wondrous Item, alter self, Craft (alchemy) 
  5 ranks.
  Cost to Create: 400 gp, 32 XP, 1 day.
  PORTABLE FOXHOLE
  Price (Item Level): 5,000 gp (9th)
  Body Slot: — (held)
  Caster Level: 11th
  Aura: Moderate; (DC 20) transmutation
  Activation: Standard (command)
  Weight: —
  A row of tiny runes lines the edge of this matte black piece of 
  circular canvas.
  When placed on a flat surface, a portable foxhole creates a 
  shallow extradimensional pit 5 feet square and 3 feet deep.
  A foxhole provides cover against ranged attacks.
  Any items or creatures in a portable foxhole when it is picked 
  up (another standard action) are dumped out unharmed in 
  the space the foxhole occupied.
  Prerequisites: Craft Wondrous Item, move earth.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  POWDER OF THE BLACK VEIL
  Price (Item Level): 750 gp (3rd)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) necromancy
  Activation: Standard (thrown)
  Weight: —
  This sooty, black powder comes in a small tin, which is set with 
  pieces of jet in the shape of dark-colored goggles.
  When you cast this sooty, black powder into an area, it 
  creates a 10-foot-high cloud in a 10-foot spread, centered on 
  you (but not moving with you).
  The cloud remains for 2d4 rounds, and any creature, other 
  than you, caught in the area (or one that enters it) is 
  blinded for as long as it stays in the cloud and for 1d4 
  rounds after it leaves (Will DC 13 negates).
  Once activated, a dose of this powder is expended and 
  cannot be used again.
  Prerequisites: Craft Wondrous Item, blindness/deafness.
  Cost to Create: 375 gp, 30 XP, 1 day.
  PSIONATRICES
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Throat
  Caster Level: 8th
  Aura: Moderate; (DC 19) varies
  Activation: —
  Weight: —
  This heavy bronze amulet features a pair of wings that cover the 
  upper chest.
  At the pendant’s center rests a glimmering, multifaceted crystal.
  Each discipline of psionics has its own psionatrix.
  Wearing one adds a +1 enhancement bonus to the save DC 
  of powers of the appropriate discipline.
  For example, the DC to resist psionic suggestion is 1 higher 
  when the caster wears a psionatrix of telepathy.
  The glow in the heart of the central crystal varies 
  depending on its school: light blue (clairsentience), green 
  (metacreativity), red (psychokinesis), violet 
  (psychometabolism), orange (psychoportation), and yellow 
  (telepathy).
  Prerequisites: Craft Wondrous Item, specialized in the 
  appropriate discipline.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  PSYCHOACTIVE SKINS
  This fist-sized blob of murky ectoplasm shimmers faintly in the 
  light.
  Once a psychoactive skin is donned, the ball unfolds, 
  extends, and surrounds a Medium or smaller wearer’s 
  entire body in a variegated second skin, granting the wearer 
  access to a particular array of abilities (see below).
  Donning a psychoactive skin requires a mental command 
  as a standard action.
  A deployed skin completely covers the wearer and all his 
  equipment, but allows him to see, hear, and breathe 
  normally.
  It rolls away from various parts of the body as needed, such 
  as when the wearer needs to eat or access a backpack.
  Held items or items specifically excluded are not covered 
  up.
  Up to three skins can be worn simultaneously, although 
  only the outermost is active in any given round (the powers 
  of the hidden skins cannot be activated or accessed).
  Skin layers can be changed as a standard (mental) action, 
  which causes the desired lower-layer skin to come to the 
  surface.
  CELESTIAL
  Price (Item Level): 6,000 gp (10th)
  Body Slot: —
  Caster Level: 10th
  Aura: Moderate; (DC 20) transmutation
  Activation: Swift (mental)
  Weight: 2 lb.
  
  1175
  Once activated, the stainless white skin of the celestial bathes you 
  in a shimmering golden halo.
  When activated, this skin grants you the following abilities 
  for 7 rounds (if you already have one of these abilities, use 
  your own values if higher):
  • Damage reduction 5/magic.
  • Darkvision 60 feet.
  • Resistance to acid 10, cold 10, and electricity 10.
  • Smite Evil (Su): Once during the skin’s duration, you can 
  attempt a normal melee attack to deal an extra 10 points of 
  damage against an evil foe.
  If you accidentally smite a creature that is not evil, or if 
  your smite attack misses, the smite has no effect, but the 
  ability is still used up for that day.
  • Spell resistance 15.
  A skin of the celestial functions once per day.
  At the end of its duration, it falls dormant until the 
  following dawn.
  Prerequisites: Craft Wondrous Item, lesser holy transformation 
  (SC 116) or planar apotheosis (CP 93).
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  CELESTIAL EMBRACE
  Price (Item Level): 24,000 gp (15th)
  Body Slot: —
  Caster Level: 15th
  Aura: Strong; (DC 22) transmutation
  Activation: Swift (mental)
  Weight: 2 lb.
  This iridescent white skin bathes you in a shimmering golden halo 
  when activated.
  When activated, a skin of celestial embrace grants you the 
  following abilities for 15 rounds (if you already have any of 
  these abilities, use your own values if higher):
  • +4 bonus on Fortitude saves against poison.
  • Damage reduction 10/magic.
  • Darkvision 60 feet.
  • Feathered wings that allow you to fly at twice your base 
  land speed with good maneuverability.
  • Immunity to disease.
  • Resistance to acid 10, cold 10, and electricity 10.
  • Smite Evil (Su): Once during the skin’s duration, you can 
  attempt a normal melee attack to deal an extra 15 points of 
  damage against an evil foe.
  If you accidentally smite a creature that is not evil, or if 
  your smite attack misses, the smite has no effect, but the 
  ability is still used up for that day.
  • Spell resistance 25.
  A skin of celestial embrace functions once per day.
  At the end of its duration, it falls dormant until the 
  following dawn.
  Prerequisites: Craft Wondrous Item, holy transformation (SC 
  116) or planar embrace (CP 94).
  Cost to Create: 12,000 gp, 960 XP, 24 days.
  CHAMELEON
  Price (Item Level): 15,000 gp (14th)
  Body Slot: —
  Caster Level: 3rd
  Aura: Faint; (DC 16) evocation
  Activation: —
  Weight: 2 lb.
  This skin adjusts its color and texture according to your 
  surroundings.
  A skin of the chameleon adjusts to your surrounding textures 
  and colors, continually granting you a +10 competence 
  bonus on Hide checks.
  Prerequisites: Craft Wondrous Item, darkness or chameleon 
  (EPH 82).
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  CLAW
  Price (Item Level): 12,000 gp (13th)
  Body Slot: —
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (mental)
  Weight: 2 lb.
  This skin ripples with suppressed power once worn.
  A skin of the claw benefits you only if you are a psychic 
  warrior.
  If you are a psychic warrior and you wear this skin, you can 
  transform your hands into deadly claws.
  You gain two primary natural claw attacks, each dealing 1d6 
  points of damage (if you are Medium) plus your Strength 
  modifier.
  You can’t combine these claw attacks with other weapon or 
  natural weapon attacks as part of the same full attack action.
  You can return your hands to their previous form with 
  another swift (mental) action.
  Prerequisites: Craft Wondrous Item, claws of the bear (SC 47) 
  or claws of the beast (EPH 83).
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  DEFENDER
  Price (Item Level): 32,000 gp (16th)
  Body Slot: —
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: 2 lb.
  This thick, rough skin gives your body an appearance similar to 
  tree bark.
  This skin continually grants a +4 enhancement bonus to 
  your natural armor bonus.
  (A creature without natural armor has an effective natural 
  armor bonus of +0).
  Prerequisites: Craft Wondrous Item, barkskin or thicken skin 
  (EPH 137).
  Cost to Create: 16,000 gp, 1,280 XP, 32 days.
  ECTOPLASMIC ARMOR
  Price (Item Level): 6,000 gp (10th)
  Body Slot: —
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: —
  Weight: 2 lb.
  This silvery, translucent skin appears to surround you in a suit of 
  crystalline plates.
  This skin grants you a +8 armor bonus.
  The skin has a maximum Dexterity bonus of +2, a –6 armor 
  check penalty, and a 25% arcane spell failure chance.
  
  1176
  It is treated as light armor for the purpose of affecting class 
  features and movement.
  Prerequisites: Craft Wondrous Item, mage armor or inertial 
  armor (EPH 113).
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  FIEND
  Price (Item Level): 6,000 gp (10th)
  Body Slot: —
  Caster Level: 10th
  Aura: Moderate; (DC 20) transmutation
  Activation: Swift (mental)
  Weight: 2 lb.
  This deep red skin raises tiny horns from your forehead.
  When activated, a skin of the fiend grants you the following 
  abilities for 7 rounds (if you already have any of these 
  abilities, use your own values if higher):
  • Damage reduction 5/magic.
  • Darkvision 60 feet.
  • Resistance to cold 10 and fire 10.
  • Smite Good (Su): Once during the skin’s duration, you can 
  attempt a normal melee attack to deal an extra 10 points of 
  damage against a good foe.
  If you accidentally smite a creature that is not good, or if 
  your smite attack misses, the smite has no effect, but the 
  ability is still used up for that day.
  • Spell resistance 15.
  A skin of the fiend functions once per day.
  At the end of its duration, it falls dormant until the 
  following dawn.
  Prerequisites: Craft Wondrous Item, lesser infernal 
  transformation (SC 122) or planar apotheosis (CP 93).
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  FIENDISH EMBRACE
  Price (Item Level): 24,000 gp (15th)
  Body Slot: —
  Caster Level: 15th
  Aura: Strong; (DC 22) transmutation
  Activation: Swift (mental)
  Weight: 2 lb.
  This glistening, blood-red skin raises horns the color of bloodied 
  bones from your forehead.
  When activated, a skin of fiendish embrace grants you the 
  following abilities for 15 rounds (if you already have any of 
  these abilities, use your own values if higher):
  • Damage reduction 10/magic.
  • Darkvision 60 feet.
  • Batlike wings that allow you to fly at your base land speed 
  with average maneuverability.
  • Claws: Two primary claw attacks that each deal 1d6 points 
  of damage (assuming you are Medium).
  • Immunity to poison.
  • Resistance to acid 10, cold 10, electricity 10, and fire 10.
  • Smite Good (Su): Once during the skin’s duration, you can 
  attempt a normal melee attack to deal an extra 15 points of 
  damage against a good foe.
  If you accidentally smite a creature that is not good, or if 
  your smite attack misses, the smite has no effect, but the 
  ability is still used up for that day.
  • Spell resistance 25.
  A skin of fiendish embrace functions once per day.
  At the end of its duration, it falls dormant until the 
  following dawn.
  Prerequisites: Craft Wondrous Item, infernal transformation 
  (SC 122) or planar embrace (CP 94).
  Cost to Create: 12,000 gp, 960 XP, 24 days.
  FIERY RESPONSE
  Price (Item Level): 60,000 gp (18th)
  Body Slot: —
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: —
  Weight: 2 lb.
  Once donned, this skin pulses with occasional bursts of energy the 
  color of flame.
  A skin of fiery response answers the first melee or ranged 
  attack made against you in each round with a targeted blast 
  against the attacker.
  The blast of fire emits from the skin at the start of your next
  turn, making a ranged touch attack against the attacker if 
  within line of sight and line of effect (up to a maximum 
  distance of 40 feet).
  You must also be able to identify the source of the attack.
  For instance, if the attack comes from a foe that is hiding or 
  invisible, the attacker cannot be identified and is not 
  targeted by the effect.
  The ranged touch attack uses your base attack bonus plus 
  either your Dexterity modifier or the key ability modifier of 
  your highest-level spellcasting class (your choice) and deals 
  4d6+4 points of fire damage.
  Prerequisites: Craft Wondrous Item, scorching ray or energy 
  retort (EPH 137).
  Cost to Create: 30,000 gp, 2,400 XP, 60 days.
  HERO
  Price (Item Level): 77,000 gp (19th)
  Body Slot: —
  Caster Level: 18th
  Aura: Strong; (DC 24) no school
  Activation: —
  Weight: 2 lb.
  This skin gives your body a silvery hue.
  This skin continually grants its wearer a +3 deflection 
  bonus to Armor Class, a +3 resistance bonus on saving 
  throws, and a +3 enhancement bonus on attack rolls.
  Prerequisites: Craft Wondrous Item, limited wish or bend 
  reality (EPH 80).
  Cost to Create: 38,500 gp, 3,080 XP, 77 days.
  IRON
  Price (Item Level): 40,000 gp (17th)
  Body Slot: —
  Caster Level: 15th
  Aura: Strong; (DC 22) transmutation
  Activation: Swift (mental)
  Weight: 2 lb.
  Your body turns a uniform gray color while this skin is worn and 
  active.
  When activated, this skin grants you the benefit of the iron 
  body spell with a duration of 15 minutes.
  At the end of its duration, it falls dormant until the 
  following dawn.
  
  1177
  Prerequisites: Craft Wondrous Item, iron body.
  Cost to Create: 20,000 gp, 1,600 XP, 40 days.
  NIMBLENESS
  Price (Item Level): 15,000 gp (14th)
  Body Slot: —
  Caster Level: 8th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Weight: 2 lb.
  This skin is supportive and slightly tacky.
  This skin continually grants you a +10 competence bonus 
  on Tumble checks.
  Prerequisites: Craft Wondrous Item, Tumble 10 ranks.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  POWER DAMPING
  Price (Item Level): 10,000 gp (12th)
  Body Slot: —
  Caster Level: 11th
  Aura: Moderate; (DC 20) abjuration
  Activation: Immediate (mental)
  Weight: 2 lb.
  Your body has a faint blue cast while you wear this translucent 
  skin.
  This skin provides no benefits while worn unless it is 
  activated.
  When it is activated, all numeric effects of any spell, spell-
  like ability, power, or psi-like ability that affects you 
  (whether harmful or beneficial) are minimized for you (but 
  not for any other creatures affected by the spell, power, or 
  ability) for 1 round.
  For example, if you were struck by a lightning bolt from a 
  5th-level wizard, you would take only 5 points of damage 
  (or 2 points if you successfully save).
  A skin of power damping functions three times per day.
  At the end of its duration, it falls dormant until the 
  following dawn.
  Prerequisites: Craft Wondrous Item, antimagic field or damp 
  power (CP 82).
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  PSION
  Price (Item Level): 90,000 gp (20th)
  Body Slot: —
  Caster Level: 13th
  Aura: Strong; (DC 21) abjuration
  Activation: —
  Weight: 2 lb.
  This psychoactive skin glows pale blue with power when active.
  This skin grants you 7 additional power points per day and 
  spell resistance 21.
  Prerequisites: Craft Wondrous Item, spell resistance or power 
  resistance (EPH 124).
  Cost to Create: 45,000 gp, 3,600 XP, 90 days.
  SPIDER
  Price (Item Level): 40,000 gp (17th)
  Body Slot: —
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: — and standard (mental)
  Weight: 2 lb.
  This midnight-blue skin is highlighted with a red spiderweb 
  pattern and large black-rimmed white eyes.
  This skin grants you a +10 competence bonus on Climb 
  checks.
  The skin also automatically adjusts your body’s equilibrium 
  to correspond with any solid or liquid upon which you 
  stand.
  This allows you to move (but not run) across water, 
  quicksand, or even a spider’s web at your normal speed.
  These are continuous effects and require no activation.
  Three times per day, you can fire a glob of goo at a Medium 
  or smaller target within 30 feet as a ranged touch attack.
  If successful, the target is entangled for 5 rounds (Strength 
  DC 20 or Escape Artist DC 20 to escape).
  Prerequisites: Craft Wondrous Item, water walk or body 
  equilibrium (EPH 124), web or entangling ectoplasm (EPH 104), 
  Climb 10 ranks.
  Cost to Create: 20,000 gp, 1,600 XP, 40 days.
  TROLL
  Price (Item Level): 61,000 gp (18th)
  Body Slot: —
  Caster Level: 17th
  Aura: Strong; (DC 23) conjuration
  Activation: —
  Weight: 2 lb.
  Your body appears rough, cracked, and covered with blemishes as 
  long as you wear this skin.
  This skin heals you of 5 points of damage per minute.
  This benefit is not effective against damage from starvation, 
  thirst, or suffocation.
  The skin also regrows lost portions of your body and allows 
  you to reattach severed limbs.
  If you don’t have a Constitution score, a skin of the troll has 
  no effect on you.
  Prerequisites: Craft Wondrous Item, regenerate or true 
  metabolism (EPH 124).
  Cost to Create: 30,500 gp, 2,440 XP, 61 days.
  QUICKSILVER BOOTS
  Price (Item Level): 3,500 gp (8th)
  Body Slot: Feet
  Caster Level: 5th
  Aura: Faint; (DC 17) illusion
  Activation: Swift (command)
  Weight: —
  The tops of these leather boots are folded over to make cuffs, 
  revealing the arcane symbols that are woven with golden thread 
  into the boots’ lining.
  Quicksilver boots give you the ability to flash across the 
  battlefield with a moment’s impulse.
  When you activate these boots, you can move a distance up 
  to your land speed (as if using a move action to do so).
  This extra movement follows all the normal rules for 
  movement, except that you can move across water or other 
  liquid without falling in (as long as you start and finish on 
  solid ground).
  You provoke attacks of opportunity as normal for 
  movement, though the rapidity of your travel makes your 
  form blurry, providing concealment against such attacks.
  
  1178
  This ability functions two times per day.
  Prerequisites: Craft Wondrous Item, blur, expeditious retreat.
  Cost to Create: 1,750 gp, 140 XP, 4 days.
  QUIVER OF ENERGY
  Price (Item Level): 15,000 gp (14th)
  Body Slot: —
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: —
  Weight: 1 lb. (3 lb. when full)
  Constructed of supple leather, this quiver is festooned with arcane 
  symbols.
  A quiver of energy can hold up to 20 arrows or bolts.
  Each quiver imbues arrows or bolts drawn from it with a 
  particular type of energy (acid, cold, electricity, or fire), 
  indicated by the arcane symbols it bears.
  Such projectiles, if left within the quiver for at least 1 round 
  before being drawn, deal an extra 1d6 points of the 
  appropriate type of damage.
  The projectile loses this extra damage after it is used in an 
  attack, or 1 round after it is drawn (whichever comes first).
  Prerequisites: Craft Wondrous Item, energy missile (CP 88) or 
  the appropriate spell from the following: lightning bolt, ice 
  storm, fireball, or Melf’s acid arrow.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  RADIANT SPHERE
  Price (Item Level): 3,500 gp (8th)
  Body Slot: — (held)
  Caster Level: 11th
  Aura: Moderate; (DC 20) evocation
  Activation: See text
  Weight: 1 lb.
  This bright yellow crystal globe feels faintly warm to the touch.
  These spheres are prized possessions of priests who 
  worship a god of sun or light.
  As long as at least 1 charge remains (see below), a radiant 
  sphere continuously sheds bright illumination in a 20-foot 
  radius and shadowy illumination out to 20 feet beyond that.
  This effect requires no activation.
  A radiant sphere has 3 charges, which are renewed each day 
  at dawn.
  Spending 1 or more charges as a standard (command) 
  action creates a ray of pure light that extends up to 60 feet.
  The ray requires a successful ranged touch attack.
  1 charge: The ray deals 4d6 points of damage to any undead 
  creature it hits.
  2 charges: The ray deals 6d6 points of damage to any undead 
  creature it hits.
  3 charges: The ray deals 6d6 points of damage to any undead 
  creature it hits, as well as 2d6 points of damage to each 
  undead creature within 10 feet of the target (no save).
  While holding a sphere, you can recharge it by expending a 
  daily use of your turn undead ability or sacrificing a spell 
  with the light descriptor.
  This is a full-round (manipulation) action.
  Each expended spell or turn undead attempt adds 1 charge 
  to the sphere, up to its maximum of 3 charges.
  Prerequisites: Craft Wondrous Item, daylight, searing light, 
  turn undead.
  Cost to Create: 1,750 gp, 140 XP, 4 days.
  RAGS OF RESTRAINT
  Price (Item Level): 3,200 gp (8th)
  Body Slot: Torso
  Caster Level: 5th
  Aura: Faint; (DC 17) conjuration
  Activation: Swift (command)
  Weight: —
  The ancient strips of cloth that make up this ragged shirt are dirty 
  and tattered.
  Rags of restraint allow you to channel ki power to heal your 
  own injuries.
  When you activate this item, you must either expend a 
  daily use of your Stunning Fist feat (if you are a monk) or a 
  daily use of your ki power class feature (if you are a ninja).
  Doing so heals you of damage equal to your monk or ninja 
  level (or the sum of both if you have both classes).
  Prerequisites: Craft Wondrous Item, cure serious wounds, 
  wholeness of body or ki power.
  Cost to Create: 1,600 gp, 128 XP, 4 days.
  RAPIDSTRIKE BRACERS
  Price (Item Level): 3,100 gp (8th)
  Body Slot: Arms
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (command)
  Weight: —
  This pair of polished mithral bracers are of simple but elegant 
  craftsmanship, contoured to fit the forearms perfectly.
  Rapidstrike bracers increase the accuracy of a monk’s flurry of 
  blows.
  When you activate these bracers, you gain a +2 competence 
  bonus on attack rolls made as part of a flurry of blows until 
  the end of your turn.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, haste.
  Cost to Create: 1,550 gp, 124 XP, 4 days.
  REACH GAUNTLETS
  Price (Item Level): 500 gp (3rd)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (command)
  Weight: —
  Each of these gauntlets bears a brass plate set with a faceted pale 
  blue crystal on the back of the hand.
  If you are a psionic character, reach gauntlets allow you to 
  temporarily create a telekinetic extension of your normal 
  attacks.
  You must spend 1 power point to activate the gauntlets, 
  effectively extending your normal reach by 5 feet for all 
  melee attacks you make until the end of your turn.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, mage hand or extend reach 
  (CP 89).
  Cost to Create: 250 gp, 20 XP, 1 day.
  REARGUARD’S CAPE
  Price (Item Level): 2,000 gp (6th)
  
  1179
  Body Slot: Shoulders
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (command)
  Weight: 3 lb.
  Emblazoned upon the white cloth of this cloak is an azure shield 
  with two crossed black swords in front of it.
  If you are a marshal (MH 11), a rearguard’s cape provides you 
  with a potent ability whenever you and your allies are 
  outnumbered.
  If the number of visible, active enemies within 60 feet of 
  you exceeds the number of your visible, active allies 
  (including yourself) within 60 feet, you can activate this 
  cape.
  While it is active, the bonus granted by your minor and 
  major auras improves by 2.
  This benefit lasts for 10 rounds or until you and your allies 
  are no longer outnumbered.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, eagle’s splendor.
  Cost to Create: 1,000 gp, 160 XP, 2 days.
  RECIPROCAL BRACERS
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Arms
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Immediate (command)
  Weight: —
  These dark adamantine bracers are slightly difficult to separate, as 
  if a magical field attracts them to one another.
  Warriors tired of taking more damage than they deal out 
  appreciate the power of reciprocal bracers, which allow them 
  to turn their enemies’ powerful strikes against them.
  If you score a hit in melee against someone who scored a 
  critical hit or sneak attack against you since your last turn, 
  you can activate these bracers to automatically consider 
  your attack roll a critical threat.
  You must still confirm the critical hit as normal.
  This ability functions two times per day.
  Prerequisites: Craft Wondrous Item, keen edge.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  REINS OF ASCENSION
  Price (Item Level): 3,300 gp (8th)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (command)
  Weight: 1 lb.
  These sturdy leather reins are stitched with images of horses 
  soaring through the air.
  These reins allow your mount to briefly break the bonds of 
  gravity.
  Reins of ascension have 3 charges, which are renewed each 
  day at dawn.
  Spending 1 or more charges grants your mount a benefit as 
  described below.
  1 charge: +10 competence bonus on Jump checks for 10 
  rounds.
  2 charges: Fly at normal land speed (average 
  maneuverability) for 5 rounds.
  3 charges: Fly at double normal land speed (perfect 
  maneuverability) for 1 round.
  Prerequisites: Craft Wondrous Item, fly, jump.
  Cost to Create: 1,650 gp, 132 XP, 4 days.
  RELIQUARY HOLY SYMBOL
  Price (Item Level): 1,000 gp (4th)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) evocation
  Activation: —
  Weight: —
  This hollow holy symbol holds a pinch of dust and a fragment of 
  bone.
  As the repository of a tiny fragment of a long-dead high 
  priest of a particular deity, a reliquary holy symbol functions 
  just like any other holy symbol.
  In addition, for each of the following prerequisites that you 
  meet, the holy symbol grants you one additional daily use 
  of your turn or rebuke undead ability.
  • At least 5 ranks in Knowledge (religion)
  • Improved Turning feat
  • At least one divine feat (CD 77)
  Each reliquary holy symbol is crafted for a specific deity and is 
  only useful to characters dedicated to that deity (or in the 
  case of a character who isn’t devoted to a specific deity, 
  whose alignment matches that of the deity).
  For example, a reliquary holy symbol of Heironeous can be used 
  by any cleric of Heironeous, or by any lawful good 
  character.
  Prerequisites: Craft Wondrous Item, turn undead.
  Cost to Create: 500 gp, 40 XP, 1 day.
  RENDING GAUNTLETS
  Price (Item Level): 3,610 gp (8th)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) evocation
  Activation: Swift (command)
  Weight: —
  These heavy, fingerless leather gloves bear shining adamantine 
  bands across the knuckles.
  These masterwork spiked gauntlets allow you to tear the 
  flesh of any creature you strike with at least two weapons.
  If you deal damage to a creature with at least two different 
  weapons or natural attacks on your turn, you can activate 
  rending gauntlets to deal an extra 2d6 points of damage with 
  the second attack.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, shatter.
  Cost to Create: 1,500 gp (plus 610 gp for masterwork spiked 
  gauntlets), 120 XP, 3 days.
  REPELLING GAUNTLETS
  Price (Item Level): 2,300 gp (6th)
  Body Slot: Hands
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Immediate (command)
  Weight: —
  
  1180
  Dark birds of prey, four small chains, and a black-and-yellow 
  checkered field adorn these leather gloves.
  Inspired by the spells of the legendary wizard Bigby, these 
  gloves help keep enemies at a safe distance.
  You can activate repelling gauntlets only when a visible 
  enemy moves into a square adjacent to you.
  That enemy must attempt a DC 17 Reflex save; if this fails, 
  it is immediately pushed 5 feet away from you and it loses 
  any remaining movement allowed in that action (though it 
  can use additional actions to move farther).
  For example, if a wolf (speed 50 feet) moved 30 feet into a 
  square adjacent to you, and it failed its save against the 
  effect, you would push it 5 feet away from you in any 
  direction and it would lose the remaining 20 feet of that 
  move action.
  It could then use another move action, if it still had one, to 
  close the remaining distance.
  If the wolf were charging, its entire full-round action would 
  be wasted.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, Bigby’s interposing hand.
  Cost to Create: 1,150 gp, 92 XP, 3 days.
  REPLENISHING SKIN
  Price (Item Level): 1,000 gp (4th)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) conjuration
  Activation: —
  Weight: 4 lb.
  This waterskin looks to be made from the hide of a lizard or toad.
  It is moist to the touch, as if the skin were still alive.
  Whenever a replenishing skin becomes empty, it slowly 
  refills with cool, pure water over a period of 1d4 hours.
  Prerequisites: Craft Wondrous Item, create water.
  Cost to Create: 500 gp, 40 XP, 1 day.
  RETRIBUTIVE AMULET
  Price (Item Level): 9,000 gp (12th)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration
  Activation: Immediate (command)
  Weight: 1/2 lb.
  This inch-wide disk bears a large red crystal in its center.
  Tiny carvings around the crystal show an endless march of angels 
  and demons at war.
  You can activate a retributive amulet immediately after 
  another creature has dealt damage to you with a melee 
  attack.
  That creature takes damage equal to half the damage it dealt 
  to you.
  This damage is of the same type (or types).
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, shield other.
  Cost to Create: 4,600 gp, 360 XP, 9 days.
  RHINO ELIXIR
  Price (Item Level): 1,600 gp (5th)
  Body Slot: —
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: Standard (manipulation)
  Weight: —
  This vial holds a light gray liquid.
  Curling layers of lighter and darker colors within it give the 
  impression of wrinkles and folds.
  Drinking rhino elixir causes your skin to thicken and turn 
  gray, granting you a +3 enhancement bonus to your 
  existing natural armor bonus.
  (A creature without natural armor has an effective natural 
  armor bonus of +0).
  In addition, you gain a +1 bonus on melee damage rolls.
  These effects last for 12 hours.
  Prerequisites: Craft Wondrous Item, alter self, Craft (alchemy) 
  5 ranks.
  Cost to Create: 800 gp, 64 XP, 2 days.
  RIDING BOOTS
  Price (Item Level): 12,000 gp (13th)
  Body Slot: Feet
  Caster Level: 10th
  Aura: Moderate; (DC 20) transmutation
  Activation: —
  Weight: 2 lb.
  These calf-high boots are made of smooth, supple leather and have 
  pointed toes.
  They are unadorned except for a pair of shining, silver spurs that 
  seem to leave a tracery of light behind them.
  Riding boots react to your mount and correct it when 
  necessary, almost without your guidance.
  While mounted, you gain a +5 competence bonus on Ride 
  checks made during combat, plus the benefit of the Ride-
  By Attack feat, even if you lack the prerequisites for it.
  In addition, if you have the Spirited Charge feat, any charge 
  attacks you make while mounted and wielding a lance deal 
  ×4 damage on a critical hit (instead of the normal ×3).
  Prerequisites: Craft Wondrous Item, Ride-By Attack, cat’s 
  grace.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  ROBE OF ARCANE MIGHT
  Price (Item Level): 21,000 gp (15th)
  Body Slot: Body
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration
  Activation: —
  Weight: 1 lb.
  Mystical sigils line the hems of this bulky, thick-shouldered robe.
  Minuscule gems adorn the cuffs, collar, and hems.
  A robe of arcane might grants you a +4 armor bonus to AC.
  In addition, each robe is attuned to one of the eight schools 
  of magic, chosen during creation (and identifiable with a 
  successful DC 20 Spellcraft check).
  When casting a spell from that school, you gain a +1 
  competence bonus to your caster level.
  Prerequisites: Craft Wondrous Item, mage armor, specialist 
  wizard in the relevant school.
  Cost to Create: 10,500 gp, 840 XP, 21 days.
  
  1181
  ROBE OF MYSTERIOUS 
  CONJURATION
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Body
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Standard (command)
  Weight: 2 lb.
  This robe seems to have depth, as if you were gazing into a portal 
  between worlds, where vague behemoths move at the limit of your 
  vision.
  A robe of mysterious conjuration intensifies your connection 
  to other planes, linking your mind to the distant realms 
  from which a puissant mage can pluck servants and bind 
  them to his will.
  Three times per day, you can activate the robe and sacrifice 
  a prepared arcane spell (or arcane spell slot) to summon one 
  or more monsters, as if you had cast a summon monster spell 
  of the same level as the sacrificed spell from your class spell 
  list.
  The summoned monsters can act immediately.
  Prerequisites: Craft Wondrous Item, summon monster V.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  ROBE OF RETALIATION
  Price (Item Level): 6,500 gp (10th)
  Body Slot: Body
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: Immediate (command)
  Weight: 2 lb.
  An image of a solar eclipse with a blazing corona can be seen on 
  the back of this heavy red robe.
  A robe of retaliation allows you to react to attacks with a burst 
  of magical power.
  If you are struck by a creature wielding a melee weapon or a 
  natural weapon, you can activate the robe and sacrifice an 
  arcane spell of 1st level or higher to deal damage to your 
  attacker equal to 1d6 points per level of the spell sacrificed.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, fire shield.
  Cost to Create: 3,250 gp, 260 XP, 7 days.
  ROBE OF THE INFERNO
  Price (Item Level): 37,000 gp (17th)
  Body Slot: Body
  Caster Level: 10th
  Aura: Moderate; (DC 20) abjuration, evocation
  Activation: See text
  Weight: 1 lb.
  The coal-colored cloth of this robe is decorated with crimson-
  stitched runes.
  The runes run around the bottom and up the length of the 
  garment in meandering lines, and are a mixture of arcane 
  formulas and praises to fire written in Ignan.
  The robe emits a faint odor of brimstone, and a gentle warmth 
  surrounds it.
  While you wear this robe, it provides you with a +4 armor 
  bonus to AC.
  This is a continuous effect and requires no activation.
  The robe can also be activated as a swift (command) action 
  by speaking a word in Ignan that causes four fiery orbs, 
  each about 6 inches in diameter, to spring from the sleeves.
  They circle slowly around your body at waist height as long 
  as the robe remains active, but don’t interfere with your 
  actions in any way.
  As long as they are active, they collectively provide light 
  equal to that of a torch and grant you resistance to fire 10.
  Two times per day, you can send one of the fiery orbs 
  streaking toward a single enemy within 60 feet as a ranged 
  touch attack, which is a standard (command) action.
  Failure means the orb misses and explodes harmlessly in a 
  shower of sparks.
  Success means it explodes in a 5-foot-radius burst around 
  the target, dealing 8d6 points of fire damage and leaving 
  affected creatures dazzled for 1 round (Reflex DC 16 halves 
  the damage and negates the dazzled condition).
  Lore: The first robe of the inferno was crafted by an elf evoker 
  named Killaith Marcaun, who was badly burned in a battle 
  against a large number of summoned thoqqua.
  Deeply humiliated by the scars they left, she constructed 
  the robe so that she, too, could harness the power of fire 
  (Knowledge [arcana or history] DC 20).
  Prerequisites: Craft Wondrous Item, mage armor, resist energy, 
  scorching ray.
  Cost to Create: 18,500 gp, 1,480 XP, 37 days.
  ROCK BOOTS
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Feet
  Caster Level: 11th
  Aura: Moderate; (DC 20) conjuration
  Activation: — and free (command)
  Weight: 1 lb.
  Made from heavy leather, these boots have solid iron plating along 
  the toes and ankles.
  A smoky crystal shard is set into the back of each boot, a few inches 
  above the heel.
  Rock boots feel rigid, though they do not significantly 
  impede movement.
  They grant you a +4 bonus on Strength checks made to 
  resist being bull rushed or tripped when standing on the 
  ground.
  This is a continuous effect and requires no activation.
  When activated, rock boots allow you to ignore any 
  additional movement costs for moving over difficult terrain 
  for 1 round.
  This effect functions five times per day.
  Prerequisites: Bind Elemental (ECS 51) or Craft Wondrous 
  Item, planar binding.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  ROGUE’S VEST
  Price (Item Level): 18,000 gp (14th)
  Body Slot: Torso
  Caster Level: 13th
  Aura: Strong; (DC 21) divination
  Activation: —
  Weight: 1 lb.
  This slick-looking black vest is made of supple, well-worked 
  leather.
  
  1182
  Its buttons are carved of dull black glass and seem to absorb light 
  rather than reflect it.
  While wearing this vest, you gain a +2 competence bonus 
  on Hide and Move Silently checks, and a +2 competence 
  bonus on Reflex saves.
  In addition, if you have the skirmish, sneak attack, or 
  sudden strike ability, you deal an extra 1d6 points of 
  damage when making such an attack.
  Lore: A halfling arcane trickster named Lena 
  Wanderingeye created the first rogue’s vest.
  She wore it for many years before she retired from 
  adventuring and joined a caravan.
  She eventually passed the secret of its creation on to the 
  arcane spellcasters in the caravan (Knowledge [arcana or 
  history] DC 20).
  Prerequisites: Craft Wondrous Item, cat’s grace, invisibility, true 
  strike.
  Cost to Create: 9,000 gp, 720 XP, 18 days.
  ROPE OF CLIMBING, SUPERIOR
  Price (Item Level): 5,500 gp (10th)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Standard (command)
  Weight: 3 lb.
  This thick length of knotted rope is slightly sticky to the touch.
  This item functions like a rope of climbing (DMG 266), except 
  that it also grants a +5 circumstance bonus on Climb checks 
  made to ascend it.
  Prerequisites: Craft Wondrous Item, animate rope.
  Cost to Create: 2,750 gp, 220 XP, 6 days.
  ROPE OF STONE
  Price (Item Level): 800 gp (3rd)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (command)
  Weight: 5 lb.
  This 50-foot coil of silk rope has a silvery sheen.
  This silk rope becomes as hard as stone (hardness 8, 15 hp) 
  when you speak the command word (but remains just as 
  climbable as normal).
  A second command word returns the rope to its normal 
  composition.
  The rope retains its exact shape when hardened (which 
  adds 5 to the DC of Escape Artist checks made to slip free of 
  it).
  If the rope is ever broken in either form, it is destroyed.
  Prerequisites: Craft Wondrous Item, stone shape.
  Cost to Create: 400 gp, 32 XP, 1 day.
  RUBY CINCTURE OF IMMUTABILITY
  Price (Item Level): 12,000 gp (13th)
  Body Slot: Waist
  Caster Level: 11th
  Aura: Moderate; (DC 20) abjuration
  Activation: Immediate (command)
  Weight: —
  This sumptuous red silk sash is feather-light.
  It is set with a large ruby cabochon surrounded by an embroidered 
  silver circle.
  Wearing a ruby cincture of immutability provides you with a 
  safeguard against attacks that change your form.
  Once per day, you can instantly counter any effect that 
  would significantly change your bodily form or 
  composition.
  Effects that the sash protects against include polymorph, 
  petrification, disintegration, and transformative effects 
  such as the touch of an aboleth’s tentacle or a chaos beast’s 
  attack.
  Prerequisites: Craft Wondrous Item, break enchantment.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  SACRED SCABBARD
  Price (Item Level): 4,400 gp (9th)
  Body Slot: —
  Caster Level: 4th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (command)
  Weight: 1 lb.
  This hardened leather scabbard is inscribed with pictograms 
  depicting many different kinds of weapons.
  A sacred scabbard can change shape to fit any dagger, sword, 
  or axe touched to it, even making allowances for double 
  weapons.
  The scabbard keeps any weapon carried in it clean and 
  sharp.
  Furthermore, three times per day, you can command it to 
  produce a bless weapon effect on the weapon it holds as you 
  draw it.
  This effect lasts for 10 rounds.
  A sacred scabbard functions only for good-aligned characters.
  Prerequisites: Craft Wondrous Item, bless weapon.
  Cost to Create: 2,200 gp, 176 XP, 5 days.
  SAFEWING EMBLEM
  Price (Item Level): 250 gp (2nd)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Immediate (mental)
  Weight: —
  This porcelain pin is sculpted to look like a pair of outstretched 
  white wings.
  A tiny green stone adorns the center, where the wings meet.
  If you fall at least 10 feet, a safewing emblem becomes a pair 
  of feathery wings that grant you a feather fall effect, allowing 
  you to descend safely from any height up to 180 feet.
  When you land, the emblem shatters, its magic expended.
  Prerequisites: Craft Wondrous Item, feather fall.
  Cost to Create: 125 gp, 10 XP, 1 day.
  SALVE OF MINOR SPELL
  RESISTANCE
  Price (Item Level): 1,350 gp (5th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) abjuration
  Activation: Full-round (manipulation)
  
  1183
  Weight: 1/2 lb.
  This glass canister is filled with a gray salve that seems to be 
  flecked with crushed bits of insects.
  Upon spreading this salve upon your skin, you gain spell 
  resistance 17 for 5 minutes.
  Prerequisites: Craft Wondrous Item, spell resistance.
  Cost to Create: 675 gp, 54 XP, 2 days.
  SANDALS OF SPRINGING
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Feet
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: —
  Weight: 1 lb.
  The laces of these well-made sandals are bound at the calf by a 
  silver clasp inset with a large, smooth, hemispherical blue crystal.
  Sandals of springing grant you a +10 enhancement bonus on 
  Jump checks.
  Prerequisites: Craft Wondrous Item, jump or mighty spring 
  (CP 93).
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  SANDALS OF SPRINTING
  Price (Item Level): 2,300 gp (6th)
  Body Slot: Feet
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (command)
  Weight: 1/2 lb.
  These lightweight sandals are soled with tanned cheetah hide, and 
  the straps are made of dried, braided sinew.
  When you activate sandals of sprinting, you gain a +30-foot 
  enhancement bonus to your land speed (to a maximum of 
  twice your normal speed) until the start of your next turn.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, expeditious retreat.
  Cost to Create: 1,150 gp, 92 XP, 3 days.
  SCARAB OF INVULNERABILITY
  Price (Item Level): 40,000 gp (17th)
  Body Slot: Throat
  Caster Level: 15th
  Aura: Strong; (DC 22) transmutation
  Activation: Swift (command)
  Weight: —
  This broad adamantine necklace bears a scarab of the same metal, 
  polished to a mirrorlike sheen.
  A scarab of invulnerability provides you with brief but 
  complete protection from all forms of damage.
  For 1 round after activating the scarab, you are immune to 
  all forms of damage (including ability damage), whether 
  from weapons, spells, psionic powers, poison, 
  environmental effects, or any other cause.
  The scarab doesn’t protect you from harmful effects that 
  don’t deal damage.
  A scarab of invulnerability functions once per day.
  You must wear a scarab of invulnerability for 24 hours before 
  you can access its abilities.
  If it is taken off, it becomes inactive until worn for an 
  additional 24 hours.
  Prerequisites: Craft Wondrous Item, iron body.
  Cost to Create: 20,000 gp, 1,600 XP, 40 days.
  SCARAB OF STABILIZATION
  Price (Item Level): 20,000 gp (15th)
  Body Slot: Throat
  Caster Level: 11th
  Aura: Moderate; (DC 20) evocation
  Activation: —
  Weight: —
  This solid gold scarab has obsidian chips for eyes.
  Glyphs of protection and health are carved into its carapace.
  A button at the base of its abdomen makes its legs clench or release, 
  allowing it to be worn as a cloak clasp or a decorative piece of 
  jewelry.
  If your hit points drop below 0 but you are still alive (above 
  –10 hit points), a scarab of stabilization automatically 
  stabilizes you.
  You are still unconscious from your wounds, but you need 
  not make a stabilization check each round to prevent 
  further hit point loss.
  If another wound causes your hit points to drop lower, the 
  scarab automatically stabilizes you again at your new hit 
  point total, provided that it is still between –1 and –9.
  If a wound would drop you to –10 hit points or lower, the 
  secondary power of the scarab activates automatically.
  You do not die, but your hit point total becomes –1, and 
  you automatically stabilize.
  This power functions only once—the scarab crumbles into 
  dust as soon as this ability is used.
  Prerequisites: Craft Wondrous Item, contingency, cure light 
  wounds.
  Cost to Create: 10,000 gp, 800 XP, 20 days.
  SCENTBLINDER
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Throat
  Caster Level: 11th
  Aura: Moderate; (DC 20) illusion
  Activation: —
  Weight: —
  This battered pouch of rough burlap dangles from a tattered cord.
  A strong aroma of herbs and vegetable decay emanates through the 
  fabric.
  A scentblinder masks your odor, making the scent ability 
  ineffective against you.
  Creatures cannot track you or detect your location by scent.
  It also masks the effect of extraordinary, spell-like, and 
  supernatural abilities that you possess that are based on 
  scent, such as a troglodyte’s stench.
  Prerequisites: Craft Wondrous Item, persistent image.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  SCOUT’S HEADBAND
  Price (Item Level): 3,400 gp (8th)
  Body Slot: Head
  Caster Level: 9th
  Aura: Moderate; (DC 19) divination
  Activation: — and standard (command)
  Weight: —
  
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  This tattered strip of cloth is strangely resilient, and when you hold 
  it, elven runes appear along its length.
  A scout’s headband grants you a +2 competence bonus on 
  Spot checks.
  This is a continuous effect and requires no activation.
  In addition, this circlet has 3 charges, which are renewed 
  each day at dawn.
  Spending 1 or more charges enhances your visual acuity as 
  described below.
  1 charge: You gain darkvision out to 60 feet for 1 hour.
  2 charges: You can see invisible creatures and objects (as see 
  invisibility) for 10 minutes.
  3 charges: You gain true seeing (as the spell) for 1 minute.
  Lore: The runes appearing on the headband are taken from 
  the Saga of Filix, a great elf scout from long ago 
  (Knowledge [history] DC 10).
  Filix bargained with Corellon for unparalleled powers of 
  vision, but the gift came with a curse: The scout could see 
  the deaths of all his friends as well (Knowledge [history] 
  DC 15).
  Driven nearly mad by the ghostly perceptions haunting 
  him, Filix eventually fled society entirely, living out the 
  rest of his long days alone in the wilderness (Knowledge 
  [history] DC 20).
  Prerequisites: Craft Wondrous Item, see invisibility, darkvision, 
  true seeing.
  Cost to Create: 1,700 gp, 136 XP, 4 days.
  SCRY SHROUD
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Shoulders
  Caster Level: 7th
  Aura: Moderate; (DC 18) illusion
  Activation: — and immediate (mental)
  Weight: —
  The black lining of this nondescript gray cloak seems to absorb both 
  light and sound.
  While wearing a scry shroud, you gain a +5 competence 
  bonus on saves against divination spells.
  This is a continuous effect and requires no activation.
  Additionally, if you see or otherwise detect a magical sensor 
  created by a scrying spell, you can activate the cloak to 
  become invisible (as the invisibility spell) for 10 rounds.
  Prerequisites: Craft Wondrous Item, nondetection, invisibility.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  SCRYING BEACON
  Price (Item Level): 750 gp (3rd)
  Body Slot: — (held)
  Caster Level: 5th
  Aura: Faint; (DC 17) divination
  Activation: —; see text
  Weight: —
  This button-sized, black half-sphere appears to be made of ebony or 
  jet.
  If you spend 1 minute attuning yourself to a scrying beacon, 
  you can choose for the next clairaudience/clairvoyance spell 
  you cast to be centered on the beacon, as long as you are 
  within 1 mile of it.
  Once this power has been used, the beacon becomes 
  dormant until you attune yourself to it again.
  Prerequisites: Craft Wondrous Item, 
  clairaudience/clairvoyance.
  Cost to Create: 375 gp, 30 XP, 1 day.
  SCRYING SHARD
  Price (Item Level): 1,350 gp (5th)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) divination
  Activation: —
  Weight: 1 lb.
  Ever-shifting, deep red swirls writhe within this fist-sized pink 
  crystal.
  A character of any class can cast scrying using a scrying 
  shard as a focus.
  Prerequisites: Craft Wondrous Item, scrying.
  Cost to Create: 675 gp, 54 XP, 2 days.
  SENDING STONES
  Price (Item Level): 1,400 gp (5th)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: Standard
  Weight: 1 lb.
  These fist-sized chunks of unworked stone are mirror images of one 
  another.
  These unremarkable-looking stones come in pairs.
  Once per day, the bearer of each stone can send a message 
  (as the sending spell) to the bearer of the other stone.
  If a stone’s mate is not in a creature’s possession, no 
  message is sent and you know the communication has 
  failed.
  If either stone of the pair is destroyed, the other becomes 
  useless.
  Prerequisites: Craft Wondrous Item, sending.
  Cost to Create: 700 gp, 56 XP, 2 days.
  SEPULCHRAL VEST
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Torso
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: Immediate (command)
  Weight: —
  The smell of fresh graves and decaying lilies clings to this vest.
  Sometimes jokingly dubbed “gravedigger’s shirts”, these 
  items help characters who battle undead.
  When activated, a sepulchral vest grants you a +5 sacred 
  bonus on saves against any effect generated by an undead 
  creature for 1 round.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, death ward.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  SHACKLES OF SILENCE
  Price (Item Level): 6,000 gp (10th)
  Body Slot: —; see text
  Caster Level: 3rd
  Aura: Faint; (DC 16) illusion
  
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  Activation: —
  Weight: 2 lb.
  These iron manacles look old, slightly rusted, and heavily dented.
  Shackles of silence fit any Small, Medium, or Large creature.
  A creature manacled with these shackles is affected by a 
  silence effect (as the spell) that fills that creature’s space.
  A creature can slip free from shackles of silence with a 
  successful DC 28 Escape Artist check, or break free with a 
  successful DC 28 Strength check.
  However, if the creature bound by shackles of silence escapes 
  by breaking them or using Escape Artist, the silence effect 
  ends and the shackles ring for 1 round, as an alarm spell’s 
  audible alarm.
  Broken shackles of silence lose their power after sounding 
  this alarm, becoming nonmagical and useless.
  Prerequisites: Craft Wondrous Item, alarm, silence.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  SHADOW MANIPLE
  Price (Item Level): 3,700 gp (8th)
  Body Slot: Arms
  Caster Level: 7th
  Aura: Moderate; (DC 18) illusion
  Activation: Swift (command)
  Weight: —
  This wristband seethes with ever-shifting shadows.
  Its touch feels like frozen silk.
  Actually a small rift between the Plane of Shadow and the 
  Material Plane, a shadow maniple allows characters adept at 
  shadow magic to derive healing from their use of such 
  magic.
  When you cast a spell with the shadow descriptor, or 
  whenever you cast a mystery (see the shadowcaster class, 
  ToM 111), you can activate the maniple to heal damage 
  equal to the level of the spell or mystery.
  A shadow maniple functions three times per day.
  Prerequisites: Craft Wondrous Item, shadow conjuration or 
  any apprentice mystery.
  Cost to Create: 1,850 gp, 148 XP, 4 days.
  SHADOW VEIL
  Price (Item Level): 16,000 gp (14th)
  Body Slot: Body
  Caster Level: 12th
  Aura: Strong; (DC 21) necromancy
  Activation: —
  Weight: —
  This greenish, indistinct robe is designed to envelop the entire body.
  A shadow veil is crafted from the essence of the undead 
  creatures known as shadows.
  While wearing it, you gain a +1 deflection bonus to AC.
  In addition, while in shadowy areas, you are treated as if 
  you had concealment against creatures lacking darkvision, 
  blindsight, or some other sensory ability that does not rely 
  on light.
  Prerequisites: Craft Wondrous Item, Knowledge (religion) 5 
  ranks, create undead.
  Cost to Create: 8,000 gp, 640 XP, 16 days.
  SHIFTWEAVE
  Price (Item Level): 500 gp (3rd)
  Body Slot: Torso
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (mental)
  Weight: 5 lb.
  This otherwise plain-looking set of clothing seems to have gossamer 
  threads woven randomly into the fabric.
  When you activate shiftweave, it changes your garb to 
  resemble any of five specific outfits designated during its 
  creation.
  Shiftweave has no effect on any armor you wear (nor can it 
  mimic armor) and does not change the effect of any 
  magical clothing you wear.
  Lore: Though originally created for wealthy socialites who 
  wanted to avoid wearing the same gown to the gala, 
  shiftweave is also useful to spies and assassins (Knowledge 
  [nobility and royalty] DC 10).
  Prerequisites: Craft Wondrous Item, disguise self.
  Cost to Create: 250 gp, 20 XP, 1 day.
  SHIRT OF ANGELS
  Price (Item Level): 15,000 gp (14th)
  Body Slot: Torso
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Weight: 1 lb.
  This shirt is composed entirely of soft, white feathers like those from 
  an angel’s wings.
  Despite its composition, a shirt of angels is as durable as the 
  sturdiest homespun.
  This item grants you damage reduction 3/evil.
  Prerequisites: Craft Wondrous Item, righteous might.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  SHIRT OF BONE
  Price (Item Level): 9,000 gp (12th)
  Body Slot: Torso
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: 1 lb.
  This sturdy cotton shirt has bone stays that reinforce its shape.
  This shirt grants you damage reduction 3/bludgeoning.
  Prerequisites: Craft Wondrous Item, stoneskin.
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  SHIRT OF CHAINS
  Price (Item Level): 9,000 gp (12th)
  Body Slot: Torso
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: 1 lb.
  This silken shirt is looped with lengths of fine silver chain in an 
  intricate pattern.
  This shirt grants you damage reduction 3/piercing.
  Prerequisites: Craft Wondrous Item, stoneskin.
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  
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  SHIRT OF DEMONSKIN
  Price (Item Level): 15,000 gp (14th)
  Body Slot: Torso
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Weight: 1 lb.
  This leathery shirt is composed of bits of demonskin sewn together 
  with a rough stitch.
  This shirt grants you damage reduction 3/good.
  Prerequisites: Craft Wondrous Item, righteous might.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  SHIRT OF IRONSKIN
  Price (Item Level): 15,000 gp (14th)
  Body Slot: Torso
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: 10 lb.
  This shirt is made of interlocking iron plates.
  This shirt grants you damage reduction 3/adamantine.
  Prerequisites: Craft Wondrous Item, stoneskin.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  SHIRT OF RESILIENCE
  Price (Item Level): 12,000 gp (13th)
  Body Slot: Torso
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: 3 lb.
  This sturdy leather shirt is laced with a green leather cord.
  This shirt grants you damage reduction 3/magic.
  Prerequisites: Craft Wondrous Item, stoneskin.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  SHIRT OF SLAADSKIN
  Price (Item Level): 15,000 gp (14th)
  Body Slot: Torso
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Weight: 1 lb.
  This lightweight, brightly colored shirt is made from a rubbery, 
  pebbled hide.
  This shirt is made from the skin of a slaad.
  It grants you damage reduction 3/lawful.
  Prerequisites: Craft Wondrous Item, righteous might.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  SHIRT OF THE FEY
  Price (Item Level): 15,000 gp (14th)
  Body Slot: Torso
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: 1 lb.
  This light blue shirt is made of material so fine it seems like 
  gossamer.
  Embroidery along the neckline and cuffs depicts leaves and flowers.
  The faint scent of grass envelops it.
  When donned, a shirt of the fey fades away, becoming almost 
  impossible to see.
  This shirt grants you damage reduction 3/cold iron.
  Prerequisites: Craft Wondrous Item, stoneskin.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  SHIRT OF THE INEVITABLE
  Price (Item Level): 15,000 gp (14th)
  Body Slot: Torso
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: —
  Weight: 10 lb.
  This metal sheath covers the chest and shoulders This shirt is 
  actually the metallic chestplate from one of the constructs 
  of Mechanus—a noble inevitable.
  It grants you damage reduction 3/chaotic.
  Prerequisites: Craft Wondrous Item, righteous might.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  SHIRT OF THE LEECH
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Torso
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: — and immediate (command)
  Weight: 1 lb.
  This blood-red, silk shirt looks as though it was tailored to be form-
  fitting.
  Whenever a healing spell of 4th level or lower is cast within 
  30 feet of you, you instantly recognize the spell being cast.
  This is a continuous effect and requires no activation.
  As an immediate action, you can activate a shirt of the leech to 
  gain the effect of any healing spell cast within 30 feet of 
  you, instead of the spell affecting its intended target.
  If the spell would normally affect more than one creature, 
  you choose which target does not gain the effect.
  You must have line of sight to both the caster and the target 
  to use this effect.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, mass cure light wounds.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  SHIRT OF THE MOON
  Price (Item Level): 15,000 gp (14th)
  Body Slot: Torso
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: 1 lb.
  This shirt is made of gleaming, silvery material that feels like cool 
  silk to the touch.
  This shirt grants you damage reduction 3/silver.
  Prerequisites: Craft Wondrous Item, stoneskin.
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  
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  SHIRT OF THE TREANT
  Price (Item Level): 9,000 gp (12th)
  Body Slot: Torso
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: 1 lb.
  This vest is made of woven leaves and laced with a strong vine.
  The leaves that make up the fabric of this shirt were 
  gathered from living treants.
  This shirt grants you damage reduction 3/slashing.
  Prerequisites: Craft Wondrous Item, stoneskin.
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  SHROUD OF SCALES
  Price (Item Level): 24,000 gp (15th)
  Body Slot: Body
  Caster Level: 6th
  Aura: Moderate; (DC 18) abjuration
  Activation: —
  Weight: 10 lb.
  This opaque, reticulated shawl appears to contain hundreds of 
  polychromatic dragon scales stitched into its fibers.
  Deep, flowing sleeves hang from long arm slits cut into the main 
  body of the shawl.
  While wearing a shroud of scales, you can use your arms and 
  hands normally and see through the garment despite its 
  apparent opacity.
  You gain damage reduction 5/magic and are immune to a 
  dragon’s frightful presence.
  Prerequisites: Craft Wondrous Item, stoneskin.
  Cost to Create: 12,000 gp, 960 XP, 24 days.
  SILKSLICK BELT
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Waist
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: — and swift (mental)
  Weight: —
  This belt is crafted from a thousand strands of silk, which are dyed 
  the color of midnight.
  A silkslick belt is a boon to burglars and contortionists, but 
  also to anyone who wants to avoid being caught in a tight 
  spot.
  You can attempt an Escape Artist check to escape from a 
  grapple or pin as a move action (rather than as a standard 
  action).
  This is a continuous effect and requires no activation.
  In addition, once per day, you can activate a silkslick belt to 
  gain a +10 competence bonus on the next Escape Artist 
  check you begin before the end of your next turn.
  Prerequisites: Craft Wondrous Item, grease.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  SKILL SHARD
  Price (Item Level): 50 gp (1/2) (normal); 300 gp (2nd) 
  (greater)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: Swift (command)
  Weight: —
  This tiny fragment of cast-off crystal glows with a minuscule bit of 
  power.
  When held, a skill shard telepathically whispers its 
  command word into your mind.
  When you activate it, you gain a competence bonus on your 
  next check with a specific skill, chosen during the item’s 
  creation.
  The check must begin before the end of your turn and must 
  be completed within 10 minutes.
  A skill shard disintegrates when used.
  Normal: +2 competence bonus.
  Greater: +5 competence bonus.
  Prerequisites: Craft Wondrous Item, specified skill 2 ranks 
  (lesser) or 5 ranks (greater).
  Cost to Create: 25 gp, 1 XP, 1 day (lesser); 150 gp, 6 XP, 1 day 
  (greater).
  SKIRMISHER BOOTS
  Price (Item Level): 3,200 gp (8th)
  Body Slot: Feet
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: — and swift (command)
  Weight: 1 lb.
  These comfortable boots are made from soft doeskin.
  Scouts (CAd 10) prize skirmisher boots, but any character can 
  use them to increase combat prowess in a mobile battle.
  You gain a +2 bonus on damage rolls when you make a 
  skirmish attack.
  This is a continuous effect and requires no activation.
  A character without the skirmish class feature does not gain 
  this benefit.
  In addition, you can activate skirmisher boots to make a 
  single extra melee or ranged attack using your full base 
  attack bonus.
  You can only activate this ability if you have already moved 
  at least 10 feet from the space where you started your turn.
  Movement while mounted does not allow you to activate 
  the boots.
  This benefit does not require the skirmish class feature and 
  can be activated two times per day.
  Prerequisites: Craft Wondrous Item, haste.
  Cost to Create: 1,600 gp, 128 XP, 4 days.
  SKULL PLAQUE
  Price (Item Level): 6,200 gp (10th)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) enchantment
  Activation: — and standard (command)
  Weight: 2 lb.
  The image of a grinning skull is engraved upon this ivory amulet.
  Black enamel inlays form a shield-shaped background.
  Undead creatures take a –2 penalty on attack rolls against 
  the wearer of a skull plaque.
  This is a continuous effect and requires no activation.
  A skull plaque also has two additional abilities, each of which 
  can be activated once per day: death knell and detect undead.
  
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  Prerequisites: Craft Wondrous Item, death knell, detect undead, 
  prayer.
  Cost to Create: 3,100 gp, 248 XP, 7 days.
  SLASHING SAND
  Price (Item Level): 2,000 gp (6th)
  Body Slot: —
  Caster Level: 10th
  Aura: Moderate; (DC 20) transmutation
  Activation: Standard (thrown)
  Weight: —
  A handful of thick, glassy black sand fills this small lizardskin 
  sack.
  When you fling slashing sand onto the ground, it covers an 
  area of up to four contiguous squares with razor-sharp 
  obsidian shards for 1 hour (the equivalent of a spike stones 
  spell).
  At least one affected square must be adjacent to your space.
  Once activated, this item is expended and cannot be used 
  again.
  Prerequisites: Craft Wondrous Item, spike stones.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  SLEEPING SPIKE
  Price (Item Level): 3,500 gp (8th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) enchantment
  Activation: Standard (manipulation)
  Weight: 1/2 lb.
  This twisted wooden spike was carved from the misshapen limb of 
  an ash tree.
  A sleeping spike becomes invisible 1 round after you plant it 
  firmly in the ground.
  Thereafter, as soon as any creature comes within 10 feet of 
  it, the spike emits a sleep effect (Will DC 17 negates) in a 20-
  foot-radius burst that affects all creatures with 10 Hit Dice 
  or fewer.
  The spike is destroyed when the sleep effect is triggered.
  During the round that a sleeping spike remains visible after 
  being planted, any creature can safely remove it from the 
  ground (a standard action) to render it harmless and ready 
  for reuse.
  Prerequisites: Craft Wondrous Item, symbol of sleep.
  Cost to Create: 1,750 gp, 140 XP, 4 days.
  SNAKEBLOOD TOOTH
  Price (Item Level): 1,350 gp (5th)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: — and immediate (command)
  Weight: —
  This tiny chunk of ivory resembles the fang of a snake.
  When placed into an empty tooth socket, a snakeblood tooth 
  adheres to your jawbone until removed.
  Placing or removing a tooth requires a standard action.
  A snakeblood tooth grants you a +5 alchemical bonus on saves 
  against ingested poisons.
  This is a continuous effect and requires no activation.
  In addition, a snakeblood tooth has 3 charges, which are 
  renewed each day at dawn.
  Spending 1 or more charges enhances a tooth’s protective 
  qualities as described below.
  1 charge: You gain a +5 alchemical bonus on saves against all 
  types of poison for 3 rounds.
  2 charges: You and up to three allies within 10 feet of you 
  gain a +5 alchemical bonus on saves against poison for 3 
  rounds.
  3 charges: You gain immunity to poison for 1 round.
  Prerequisites: Craft Wondrous Item, neutralize poison.
  Cost to Create: 675 gp, 54 XP, 2 days.
  SOULSMITE GAUNTLETS
  Price (Item Level): 3,000 gp (7th)
  Body Slot: Hands
  Caster Level: 5th
  Aura: Faint; (DC 17) evocation
  Activation: Free (command)
  Weight: 2 lb.
  Each of these white steel gauntlets has a smooth cerulean gem 
  mounted on the wrist.
  Soulsmite gauntlets allow a soulborn (MoI 25) to channel the 
  power of a soulmeld into her smite opposition ability.
  When you use smite opposition, you can select one 
  soulmeld you have shaped.
  All essentia invested in that soulmeld becomes uninvested, 
  and you gain an additional bonus on your attack roll and 
  damage roll equal to the essentia that was invested.
  For example, if you were an 8th-level soulborn with 2 
  essentia invested in your impulse boots, you could drain that 
  soulmeld temporarily to gain an additional +2 bonus on the 
  attack roll and damage roll of your smite attack.
  Essentia drained from a soulmeld in this way returns to 
  your essentia pool and can be invested again as normal.
  Chakra Bind (Hands): If you bind soulsmite gauntlets to your 
  hands chakra, you gain one additional daily use of your 
  smite opposition ability.
  When the gauntlets are bound, the gems mounted on them 
  glow with soft inner light.
  See Magic of Incarnum for rules on binding magic items to 
  your chakras.
  Prerequisites: Craft Wondrous Item, essentia pool.
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  SOULSTONE
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Face
  Caster Level: 9th
  Aura: Moderate; (DC 19) transmutation
  Activation: —; see text
  Weight: —
  This faceted gemstone is the size of a coin and mounted on a golden 
  disk covered in runes and scrollwork.
  Soulstones are boons to all those who channel the power of 
  incarnum (see Magic of Incarnum).
  When you use the proper command thought, this gem 
  adheres to the center of your forehead (the same command 
  thought causes the soulstone to disengage).
  While you wear a soulstone, you can bind a soulmeld to your 
  brow chakra, gaining the normal ability granted by such a 
  bind.
  
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  This effect functions despite the fact that you are currently 
  wearing a magic item in that chakra.
  This bind is in addition to any binds you are already 
  allowed (though it doesn’t let you bind an extra soulmeld to 
  your brow chakra).
  If you are already able to bind soulmelds to your brow 
  chakra, the soulstone instead grants you 1 bonus essentia 
  that can be invested only in a soulmeld bound to your brow 
  chakra.
  If you also wear a magic item that grants an enhancement 
  bonus to your Wisdom, a soulstone also allows you to 
  unshape a soulmeld bound to your brow chakra and 
  immediately reshape another soulmeld, even binding it to 
  your brow chakra if you want.
  This ability requires a full-round action and functions once 
  per day.
  Prerequisites: Craft Wondrous Item, bind a soulmeld to a 
  chakra, essentia pool.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  SOULVOID ORB
  Price (Item Level): 700 gp (3rd)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) necromancy
  Activation: Standard (thrown)
  Weight: 1 lb.
  This black, fist-sized orb feels faintly greasy to the touch.
  When you throw a soulvoid orb against a hard surface, it 
  explodes in a shower of orange sparks that fills a 10-foot-
  radius burst.
  Each creature within that area is affected as if by a divest 
  essentia spell (MoI 101).
  Lore: Soulvoid orbs were first created by the githyanki for 
  use in a struggle with a splinter group of githzerai who had 
  taken up the practice of meldshaping (Knowledge [the 
  planes] DC 15).
  Prerequisites: Craft Wondrous Item, divest essentia.
  Cost to Create: 350 gp, 28 XP, 1 day.
  SPARE HAND
  Price (Item Level): 12,000 gp (13th)
  Body Slot: Waist
  Caster Level: 11th
  Aura: Moderate; (DC 20) transmutation
  Activation: —
  Weight: 5 lb.
  This strange item consists of an animated arm and three-fingered 
  claw attached to a heavy leather belt reinforced with strips of 
  metal.
  As its most basic function, a spare hand can grasp or carry 
  any object you could normally carry in one hand, freeing 
  your normal hands for other tasks.
  A spare hand can hold magic items such as wands and rods 
  for easy access, but you cannot activate those items while 
  they are so held.
  Transferring an item to or from a spare hand is a free action.
  Whenever your spare hand is not carrying an item, you gain 
  a +2 competence bonus on Climb, Escape Artist, and 
  grapple checks.
  Without further augmentation from an infusion (see 
  below), a spare hand cannot do anything other than hold an 
  item—it cannot wield a weapon, retrieve a stored item, or 
  perform any other task.
  If you power a spare hand with a 1st-level infusion (see the 
  EBERRON Campaign Setting), it gains additional qualities.
  Once per round, you can command the hand to stow an 
  item or retrieve a stowed item (including a weapon) as a 
  free action.
  If you instead expend a 2nd-level infusion, the spare hand 
  gains the above ability and can also hold a buckler or light 
  shield, freeing your normal hand while still providing a 
  bonus to AC from the shield.
  You still incur any armor check penalty or other drawbacks 
  of holding the shield, and are subject to normal penalties if 
  you are not proficient with the shield.
  If you expend a 3rd-level infusion, a spare hand gains all the 
  above abilities and becomes capable of wielding a light 
  weapon.
  You can command a spare hand to make off-hand attacks 
  with this weapon as if you were wielding it.
  A spare hand attacks using your normal attack modifier plus 
  any appropriate penalties for an off-hand attack.
  Using an infusion to power a spare hand requires 10 
  minutes and the expenditure of an infusion of the 
  appropriate level.
  An infusion powers a spare hand for 24 hours.
  Prerequisites: Craft Wondrous Item.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  SPELLMIGHT BRACERS
  Price (Item Level): 3,300 gp (8th)
  Body Slot: Arms
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: 1 lb.
  These finely wrought, black steel bracers are etched with the image 
  of a wand and a staff crossed.
  Magical runes surround both.
  Spellmight bracers grant you the ability to sacrifice accuracy 
  for damage when casting your spells.
  When casting a spell that requires a touch attack and that 
  deals hit point damage, you can take a –5 penalty on the 
  attack roll to deal an extra 1d6 points of damage with the 
  spell.
  A duskblade (PH2 19) can use these bracers when 
  delivering a touch spell through a melee weapon, even if 
  the spell doesn’t deal hit point damage.
  In this case, the weapon (rather than the spell) deals an 
  extra 1d6 points of damage.
  Prerequisites: Craft Wondrous Item, keen edge.
  Cost to Create: 1,650 gp, 132 XP, 4 days.
  SPELLSIGHT SPECTACLES
  Price (Item Level): 2,500 gp (7th)
  Body Slot: Face
  Caster Level: 3rd
  Aura: Faint; (DC 16) divination
  Activation: —
  Weight: —
  These round-rimmed spectacles have blue-tinted lenses and a clear 
  gem set into the joint of each earpiece.
  
  1190
  Spellsight spectacles grant you a +5 competence bonus on 
  Spellcraft checks made to decipher scrolls and Use Magic 
  Device checks made to use scrolls.
  Prerequisites: Craft Wondrous Item, read magic.
  Cost to Create: 1,250 gp, 100 XP, 3 days.
  SPELLSINK SCARAB
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Throat
  Caster Level: 11th
  Aura: Moderate; (DC 20) abjuration
  Activation: Immediate (command)
  Weight: —
  Exotic and arcane symbols circumscribe this scarab-shaped brooch.
  You can activate a spellsink scarab whenever you would take 
  hit point damage from a spell or psionic power.
  A scarab has 3 charges, which are renewed each day at 
  dawn.
  Spending 1 or more charges reduces the damage dealt to 
  you by the spell or power (to a minimum of 0 points of 
  damage).
  1 charge: Reduce damage by 2d6 points.
  2 charge: Reduce damage by 3d6 points.
  3 charges: Reduce damage by 4d6 points.
  Prerequisites: Craft Wondrous Item, greater dispel magic.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  SPHERE OF AWAKENING
  Price (Item Level): 1,800 gp (5th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) abjuration
  Activation: Swift (mental)
  Weight: 1 lb.
  This fist-sized sphere of crystal is perfectly clear.
  A sphere of awakening allows you to silently rouse your allies 
  from slumber, even if magically created.
  When you activate the sphere, all allies in a 60-foot-radius 
  burst are immediately awakened from sleep (whether 
  mundane or magical in origin).
  In addition, any fatigue or exhaustion affecting you and 
  those allies immediately ends.
  Furthermore, you and all affected allies gain immunity to 
  fatigue, exhaustion, and sleep effects for 10 minutes after 
  the sphere is activated.
  A sphere of awakening functions once per day.
  Prerequisites: Craft Wondrous Item, break enchantment.
  Cost to Create: 900 gp, 72 XP, 2 days.
  SPOOL OF ENDLESS ROPE
  Price (Item Level): 1,400 gp (5th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: —
  Weight: 1 lb.
  This spool of silk rope comes with a belt loop so that it can be hung 
  conveniently at the user’s side.
  A spool of endless rope holds an unlimited amount of the 
  finest silk rope.
  To use a spool of endless rope, you feed out as little or as much 
  rope as desired, up to a maximum of 500 feet at any one 
  time.
  When you are finished with the rope, you can simply wind 
  it back onto the spool.
  (Feeding out or rewinding requires 1 full-round action per 
  50 feet of rope).
  The rope can’t be entirely separated from the spool, though 
  it can be cut or broken like a normal silk rope.
  Any portion of rope cut away from the spool disappears 
  instantly.
  Rope from a spool of endless rope can be spliced or knotted 
  together with another rope (including one from a second 
  spool of endless rope), but it can’t be wound back into the 
  spool while so attached.
  Prerequisites: Craft Wondrous Item, Leomund’s secret chest.
  Cost to Create: 700 gp, 56 XP, 2 days.
  STEADFAST BOOTS
  Price (Item Level): 1,400 gp (5th)
  Body Slot: Feet
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: —
  Weight: 1 lb.
  These thick, heavy boots are reinforced with iron along the sole.
  Steadfast boots help keep you on your feet.
  You gain a +4 bonus on checks made to avoid being bull 
  rushed, overrun, or tripped.
  Furthermore, as long as you carry a two-handed weapon, 
  you are treated as if you had readied that weapon against 
  any creature that charges you (and thus it deals double 
  damage if your attack is successful), even if the weapon 
  can’t normally be set against a charge.
  Prerequisites: Craft Wondrous Item, bull’s strength.
  Cost to Create: 700 gp, 56 XP, 2 days.
  STENCH STONE
  Price (Item Level): 300 gp (2nd)
  Body Slot: — (held); see text
  Caster Level: 3rd
  Aura: Faint; (DC 16) necromancy
  Activation: Standard (thrown) or — (ammunition)
  Weight: —
  This stone reeks of rotting meat.
  A stench stone nauseates its target and sickens those nearby.
  The stone must be thrown (range increment 10 feet) or 
  hurled from a sling (using that weapon’s normal range 
  increment) as a ranged attack.
  If the stone strikes its target, it deals no damage but bursts 
  into a cloud of noxious vapor.
  If a stench stone misses its target, it is consumed without 
  effect.
  Any living creature struck by a stench stone becomes 
  nauseated for 1 round (Fort DC 13 negates).
  Regardless of the success or failure of the save, the target 
  exudes a stench for 3 rounds that causes all creatures within 
  10 feet of it to be sickened for the remaining duration of 
  the stench (Fort DC 13 negates).
  Creatures immune to poison are unaffected by stench stones; 
  any effect that neutralizes or delays poison also protects 
  against the effect.
  
  1191
  Once activated, this item is expended and cannot be used 
  again.
  Prerequisites: Craft Wondrous Item, ghoul touch.
  Cost to Create: 150 gp, 12 XP, 1 day.
  STORM GAUNTLETS
  Price (Item Level): 10,604 gp (13th)
  Body Slot: Hands
  Caster Level: 9th
  Aura: Moderate; (DC 19) evocation
  Activation: — and standard (command)
  Weight: 1 lb.
  Ribbons of electricity crackle over these gleaming, blue-tinged 
  metal gauntlets.
  Jagged white bolts arc between the pair, filling the air with the 
  scent of ozone.
  When worn together, this pair of +1 spiked gauntlets grants 
  you resistance to electricity 5.
  This is a continuous effect and requires no activation.
  In addition, storm gauntlets have 4 charges, which are 
  renewed each day at dawn.
  Spending 1 or more charges allows you to generate a 
  number of electricity-based effects.
  1 charge: shocking grasp.
  2 charges: lightning bolt (Reflex DC 14 half).
  4 charges: electric spheres.
  These act like flaming spheres, except that you create four 
  spheres of crackling electricity.
  You can direct any or all of the spheres with the same 
  action.
  Multiple spheres directed at the same creature deal damage 
  separately (Reflex DC 13 half).
  These spheres deal electric damage.
  Prerequisites: Craft Magic Arms and Armor, shocking grasp, 
  lightning bolt.
  Cost to Create: 5,000 gp (plus 604 gp for two masterwork 
  gauntlets), 400 XP, 10 days.
  STRAND OF ACID PEARLS
  Price (Item Level): 10,700 gp (13th)
  Body Slot: — (held)
  Caster Level: 11th
  Aura: Moderate; (DC 20) conjuration
  Activation: Standard (thrown)
  Weight: 1 lb.
  Seven green pearls stud this silver chain.
  One is large, and the others are in three progressively smaller 
  pairs.
  The stones slosh as though filled with liquid.
  Each of the seven pearls on this chain can be detached and 
  thrown up to 50 feet.
  When a pearl strikes its destination, it explodes into a 20-
  foot-radius, 20-foot-high, cylinder-shaped cloud of acid 
  centered on the end point.
  This cloud deals acid damage to any creature in the area 
  (Reflex DC 19 half).
  A strand of acid pearls has four different sizes of pearls, each 
  of which deals a different amount of acid damage.
  The two smallest each deal 3d6 points of damage, each of 
  the next larger pair deals 5d6 points of damage, each of the 
  next larger pair deals 7d6 points of damage, and the largest 
  pearl deals 9d6 points of damage.
  Prerequisites: Craft Wondrous Item, acid storm (SC 7).
  Cost to Create: 5,350 gp, 428 XP, 11 days.
  STRAND OF LIGHTNING
  Price (Item Level): 4,350 gp (9th)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) evocation
  Activation: Standard (thrown)
  Weight: 1 lb.
  Seven coils of brightly polished copper wire dangle from this strand 
  of interwoven silver and copper threads.
  Each of the seven coils on this chain can be detached and 
  thrown.
  When thrown, a coil explodes into a 30-foot line of 
  lightning originating from you.
  Each creature in the area takes electricity damage based on 
  the size of the coil (Reflex DC 14 half).
  Each of the four smallest coils deals 3d6 points of damage.
  The next larger two each deal 5d6 damage, and the largest 
  coil deals 7d6 points of damage.
  Prerequisites: Craft Wondrous Item, lightning bolt.
  Cost to Create: 2,175 gp, 174 XP, 5 days.
  STRONGARM BRACERS
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Arms
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: —
  Weight: 1 lb.
  These flexible, blue-green leather armbands are covered with gold 
  studs.
  When wearing strongarm bracers, you can wield weapons as 
  if you were one size category larger than normal.
  (You don’t take any penalty when using weapons as normal 
  for your size).
  For example, a human wearing these bracers could wield 
  Large or Medium weapons without penalty.
  The effect of these bracers doesn’t stack with the powerful 
  build trait (such as that possessed by the half-giant and 
  goliath races).
  Prerequisites: Craft Wondrous Item, enlarge person.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  STUNNING SPIKE
  Price (Item Level): 9,000 gp (12th)
  Body Slot: — (held)
  Caster Level: 13th
  Aura: Strong; (DC 21) enchantment
  Activation: Standard (manipulation)
  Weight: 1/2 lb.
  This bronze spike sparks with static electricity.
  A stunning spike becomes invisible 1 round after you plant it 
  firmly in the ground.
  Thereafter, as soon as any creature comes within 10 feet of 
  it, the spike bursts into fragments, stunning all creatures in 
  a 20-foot radius for 1 round (Will DC 20 negates).
  This effect destroys the spike.
  During the round that a stunning spike remains visible after 
  being planted, any creature can safely remove it from the 
  
  1192
  ground (a standard action) to render it harmless and ready 
  for reuse.
  Prerequisites: Craft Wondrous Item, symbol of stunning.
  Cost to Create: 4,500 gp, 360 XP, 9 days.
  SUMMONER’S TOTEM
  Price (Item Level): 3,100 gp (8th)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) conjuration
  Activation: —; see text
  Weight: 2 lb.
  This crudely carved, foot-long wooden rod bears a vaguely animal 
  visage at its head.
  A boon for those who magically conjure animals to aid 
  them in combat, a summoner’s totem allows instantaneous
  enhancement of your summoned allies.
  When you summon a single animal using a summon nature’s 
  ally spell, you can cast another spell targeting the 
  summoned creature as a swift action.
  The second spell must be no higher than 3rd level, it must 
  target the summoned creature (and only the summoned 
  creature), its casting time must be no longer than 1 
  standard action, and it expends the spell or spell slot as 
  normal.
  For example, immediately after summoning a brown bear 
  with summon nature’s ally IV, you could cast bull’s strength 
  upon that bear as a swift action (as long as you were 
  adjacent to the bear).
  You couldn’t use the totem to cast obscuring mist (since that 
  spell doesn’t target the bear).
  Prerequisites: Craft Wondrous Item, speak with animals, 
  summon nature’s ally II.
  Cost to Create: 1,550 gp, 124 XP, 4 days.
  SURCOAT OF VALOR
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Torso
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: 1 lb.
  This is a fine blue linen surcoat, with gold and white trim and a 
  golden dragon rampant emblazoned on the chest.
  If you are a knight (PH2 24), a surcoat of valor grants you 
  various benefits associated with your challenge ability.
  You can increase the save DC of your knight’s challenge by 
  1.
  If you also wear a magic item that provides a bonus on Will 
  saves (or on all saves), the duration of your knight’s 
  challenge increases by 1 round.
  Despite the described appearance, a surcoat automatically 
  changes its colors and image to match your official symbol 
  or heraldry.
  Prerequisites: Craft Wondrous Item, eagle’s splendor.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  SURGE CRYSTAL
  Price (Item Level): 18,000 (14th)
  Body Slot: Head
  Caster Level: 10th
  Aura: Moderate; (DC 20) transmutation
  Activation: Swift (command)
  Weight: —
  This leather band holds an indigo crystal that pulses with a 
  vibrant radiance.
  A surge crystal allows you to exceed your normal manifesting 
  limits briefly.
  A crystal has 5 charges, which are renewed each day at 
  dawn.
  Spending 1 or more charges increases your manifester level 
  for the next psionic power you manifest in that round.
  The manifester level boost gives you the ability to augment 
  the power to a higher degree than you otherwise could; 
  however, you must still pay the extra power point cost for 
  this augmentation.
  1 charge: +1 manifester level.
  3 charges: +2 manifester level.
  5 charges: +3 manifester level.
  The benefit from a surge crystal doesn’t stack with wild surge 
  or the Overchannel feat.
  A surge crystal can be activated only after being worn 
  continuously for 24 hours.
  If it is taken off, it becomes inactive until it is again donned 
  and worn for a full 24 hours.
  Prerequisites: Craft Wondrous Item, wild surge (EPH 31) or 
  Overchannel feat.
  Cost to Create: 9,000 gp, 648 XP, 18 days.
  SURVIVAL POUCH
  Price (Item Level): 3,300 gp (8th)
  Body Slot: — (held)
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Standard (manipulation)
  Weight: 5 lb.
  This pouch looks like it’s seen its share of rough use.
  It is tattered and stained from use in the wild.
  Five times per day, you can reach into a survival pouch and 
  retrieve your choice of one of the following items.
  You can draw out the same item five times in one day, draw 
  out five different items, or produce any combination of up 
  to five items.
  Each item lasts for 8 hours or until indicated below, 
  whichever comes first.
  • Trail rations for one Medium creature for one day.
  • Two gallons of water stored in a waterskin.
  The waterskin disappears if it is emptied completely.
  • A tent and two bedrolls sized for Medium creatures.
  • A 50-foot coil of hempen rope.
  • A shovel.
  • A campfire (about 2 feet square).
  The fire can be left to burn, or it can be pulled apart to 
  produce eight lit torches.
  Each removed torch lasts for 1 hour and reduces the 
  remaining burning time of the campfire by 1 hour.
  If the fire is extinguished, the unburnt portion vanishes.
  • A composite shortbow (+1 Str bonus) and a quiver of 20 
  arrows.
  The bow disappears 1 round after the last arrow has been 
  drawn from the quiver.
  • A mule with bit, bridle, saddle, and saddlebags (treat as a 
  summoned creature, except that it will not fight for you).
  Prerequisites: Craft Wondrous Item, major creation.
  
  1193
  Cost to Create: 1,650 gp, 132 XP, 4 days.
  SYMBOL OF TRANSFIGURATION
  Price (Item Level): 500 gp (3rd)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (command)
  Weight: —
  This holy symbol is warm and radiates a sense of peace and 
  security, as if an angel had been wearing it close to her heart.
  Many good-aligned religions have some especially well-
  wrought holy symbols that are actually symbols of 
  transfiguration.
  Three times per day, a symbol of transfiguration allows you to 
  produce a purify food and drink effect.
  Once per day, you can use align weapon (good only) on any 
  weapon you hold, though the duration is only 1 round.
  Prerequisites: Craft Wondrous Item, align weapon, purify food 
  and drink.
  Cost to Create: 250 gp, 20 XP, 1 day.
  TALISMAN OF THE DISK
  Price (Item Level): 500 gp (3rd)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Standard (command)
  Weight: —
  This convex lens of crystal dangles from a chain carved from blue 
  glass.
  Activating a talisman of the disk creates a Tenser’s floating disk 
  (PH 294).
  The disk can hold 300 pounds and lasts for up to 3 hours (or 
  until dismissed with another standard action).
  The disk’s maximum range from you is 30 feet.
  If you are also wearing a magic item that provides an 
  enhancement bonus to Strength, the disk’s carrying 
  capacity increases by 100 pounds per point of bonus 
  granted by the item.
  Prerequisites: Craft Wondrous Item, bull’s strength, Tenser’s 
  floating disk.
  Cost to Create: 250 gp, 20 XP, 1 day.
  TALISMAN OF UNDEAD MASTERY
  Price (Item Level): 3,000 gp (7th)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) necromancy
  Activation: Swift (mental)
  Weight: —
  This tarnished silver skull fits comfortably in a human hand.
  A talisman of undead mastery benefits any character capable 
  of either turning or rebuking undead.
  The talisman has 3 charges, which are renewed each day at 
  dawn.
  Spending 1 or more charges increases your effective cleric 
  level for the purpose of a single turn or rebuke undead 
  check, which must be made before the end of your turn.
  1 charge: Increase effective turning level by 2.
  2 charges: Increase effective turning level by 3.
  3 charges: Increase effective turning level by 4.
  Prerequisites: Craft Wondrous Item, command undead.
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  TALISMAN OF UNDYING FORTITUDE
  Price (Item Level): 8,000 gp (11th)
  Body Slot: — (held)
  Caster Level: 15th
  Aura: Strong; (DC 22) necromancy
  Activation: Swift (command)
  Weight: —
  This plum-sized skull carved from silver is tarnished black.
  A talisman of undying fortitude allows you to take on some of 
  the physical qualities of undead.
  When you activate the talisman, you gain immunity to 
  poison, sleep effects, paralysis, stunning, disease, death 
  effects, critical hits, nonlethal damage, physical ability 
  damage, ability drain, energy drain, fatigue, exhaustion, 
  death from massive damage, and any effect that requires a 
  Fortitude save.
  Also, you do not need to breathe.
  This effect lasts for 3 rounds.
  A talisman of undying fortitude functions two times per day.
  Prerequisites: Craft Wondrous Item, veil of undeath (SC 229).
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  TANGLEPATCH
  Price (Item Level): 200 gp (2nd)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Standard (thrown)
  Weight: 1 lb.
  Vines, creeping ivy, and gnarled roots knot together to form this 
  dense tangle of vegetation.
  To use a tanglepatch, you must throw it (it can be thrown up 
  to 50 feet).
  When it lands, it creates an entangle effect (as the spell) 
  centered on the point of impact, with a duration of 5 
  rounds.
  Once activated, a tanglepatch is expended and cannot be 
  used again.
  Prerequisites: Craft Wondrous Item, entangle.
  Cost to Create: 100 gp, 8 XP, 1 day.
  THIRD EYES
  This small hemispherical crystal has a wide, flat facet on one side 
  and a multifaceted dome shape on the other.
  It sparkles with an inner gleam.
  When you issue the proper command thought (a standard 
  action) to a third eye, it adheres to the center of your 
  forehead (the same command causes the item to 
  disengage).
  Some third eyes function continuously when worn, while 
  others require activation.
  AWARE
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Face
  Caster Level: 7th
  
  1194
  Aura: Moderate; (DC 18) divination
  Activation: —
  Weight: —
  This crystal glows with a pale, faint blue light.
  This crystal continually grants you a +10 competence bonus 
  on Spot checks.
  Prerequisites: Craft Wondrous Item, Spot 10 ranks.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  CLARITY
  Price (Item Level): 3,000 gp (7th)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: Immediate (mental)
  Weight: —
  This crystal is so clear that it is difficult to see.
  You can activate this crystal to negate any one of the 
  following conditions affecting you: confused, dazed, 
  fascinated, or stunned.
  You can activate the eye in response to an effect that would 
  impose one of these conditions (for instance, after failing 
  your save against a monk’s Stunning Fist attack but before 
  the stun takes effect).
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, panacea (SC 152).
  Cost to Create: 1,500 gp, 120 XP, 3 days.
  CONCEAL
  Price (Item Level): 120,000 gp (21st)
  Body Slot: Face
  Caster Level: 15th
  Aura: Strong; (DC 22) enchantment
  Activation: —
  Weight: —
  A bright white light shines from the heart of this crystal, seeming 
  to offer the promise of protection.
  A third eye conceal protects you from view by all devices, 
  spells, or powers that detect, influence, or read emotions or 
  thoughts, as well as those with mind-affecting or scrying 
  descriptors.
  It even foils bend reality, limited wish, miracle, reality revision, 
  and wish when they are used to affect your mind or to gain 
  information about you (however, metafaculty can pierce the 
  protective quality).
  In the case of arcane eye, remote viewing, or a scrying spell 
  used to scan an area you are in, the effect works but you 
  simply aren’t detected.
  Prerequisites: Craft Wondrous Item, mind blank or psionic 
  mind blank (EPH 119).
  Cost to Create: 60,000 gp, 4,800 XP, 120 days.
  CONCENTRATE
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) transmutation
  Activation: —
  Weight: —
  Glowing with a faint magenta light, this crystal draws your eyes 
  into its limitless depths.
  This crystal grants you a +10 competence bonus on 
  Concentration checks.
  Prerequisites: Craft Wondrous Item, Concentration 10 ranks.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  DAMPENING
  Price (Item Level): 2,500 gp (7th)
  Body Slot: Face
  Caster Level: 3rd
  Aura: Faint; (DC 16) abjuration
  Activation: Immediate (mental)
  Weight: —
  This matte black crystal seems to absorb any ambient light, rather 
  than reflect or refract it.
  You can activate a third eye dampening to reduce all variable 
  numeric effects of the next power, psi-like ability, spell, or 
  spell-like ability that affects you to the minimum value (if 
  this power or spell would affect multiple creatures, only 
  you are protected).
  This protection lasts until the end of your next turn.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, dispel magic or damp 
  power (CP 82) Cost to Create: 1,250 gp, 100 XP, 3 days.
  DOMINATE
  Price (Item Level): 120,000 gp (21st)
  Body Slot: Face
  Caster Level: 17th
  Aura: Strong; (DC 23) enchantment
  Activation: Standard (mental)
  Weight: —
  This yellow, gleaming crystal pulses with hypnotic power.
  A third eye dominate allows you to use dominate monster (as 
  the spell) once per day on any creature within 60 feet (Will 
  DC 23 negates).
  Prerequisites: Craft Wondrous Item, dominate monster or 
  psionic dominate (EPH 96).
  Cost to Create: 60,000 gp, 4,800 XP, 120 days.
  EXPOSE
  Price (Item Level): 2,500 gp (7th)
  Body Slot: Face
  Caster Level: 15th
  Aura: Strong; (DC 22) transmutation
  Activation: —
  Weight: —
  Emitting a white glow, this crystal seems to shed light into the 
  deepest shadows.
  This crystal grants you a +5 competence bonus on Sense 
  Motive checks.
  Prerequisites: Craft Wondrous Item, Sense Motive 5 ranks.
  Cost to Create: 1,250 gp, 100 XP, 3 days.
  FREEDOM
  Price (Item Level): 2,600 gp (7th)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) abjuration
  Activation: Immediate (mental)
  Weight: —
  This crystal flickers rapidly through a range of reddish hues.
  
  1195
  You can activate a third eye freedom to trigger a freedom of 
  movement effect lasting for 1 round.
  Since this ability suppresses only the effect hindering your 
  movement, you must either find some other method of 
  removing or eliminating the effect, or it will resume after 
  the duration ends.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, freedom of movement.
  Cost to Create: 1,300 gp, 104 XP, 3 days.
  GATHER
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) divination
  Activation: —
  Weight: —
  This crystal beams with a deep blue light.
  This crystal grants you a +10 competence bonus on Gather 
  Information checks.
  Prerequisites: Craft Wondrous Item, Gather Information 10 
  ranks.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  IMPROVISATION
  Price (Item Level): 1,000 gp (4th)
  Body Slot: Face
  Caster Level: 5th
  Aura: Faint; (DC 17) divination
  Activation: Swift (mental)
  Weight: —
  This crystal flickers from one color to the next in the blink of an 
  eye.
  You can activate this crystal to gain a +5 competence bonus 
  on a single skill check for a skill in which you have no 
  ranks.
  You are treated as being trained in the skill for the purpose 
  of making this check.
  You must begin the check before the end of your turn to 
  gain this benefit, and the check must be completed within 
  10 minutes.
  You can’t take 20 on this check (though you can take 10).
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, guidance.
  Cost to Create: 500 gp, 40 XP, 1 day.
  PENETRATE
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Face
  Caster Level: 15th
  Aura: Strong; (DC 22) no school
  Activation: —
  Weight: —
  This crystal glows with a piercing sapphire light.
  A third eye penetrate grants you a +2 bonus on caster level 
  checks to overcome a creature’s spell resistance.
  Prerequisites: Craft Wondrous Item, limited wish or bend 
  reality (EPH 80).
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  POWERTHIEVE
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Face
  Caster Level: 7th
  Aura: Moderate; (DC 18) enchantment
  Activation: Standard (mental)
  Weight: —
  This clear crystal features a faintly glowing emerald-green heart.
  A third eye powerthieve allows you to borrow one power from 
  a psionic target within 40 feet once per day.
  If the target fails a DC 16 Will save, it instantly loses one 
  power of your choice, and you instantly gain temporary 
  knowledge of that power.
  You can manifest the borrowed power normally if you have 
  sufficient power points to pay its cost.
  You retain knowledge of the power for up to 70 minutes, at 
  which time you lose knowledge of the power and the 
  former owner regains it, regardless of distance.
  If the former owner is dead, you still lose the borrowed 
  power.
  Prerequisites: Craft Wondrous Item, dominate person or 
  thieving mindlink (EPH 121).
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  REPUDIATE
  Price (Item Level): 15,000 gp (14th)
  Body Slot: Face
  Caster Level: 10th
  Aura: Moderate; (DC 25) abjuration
  Activation: Immediate (mental)
  Weight: —
  This crystal emits a powerful azure light.
  A third eye repudiate allows you to use dispel magic (as the 
  spell) once per day.
  Prerequisites: Craft Wondrous Item, dispel magic or dispel 
  psionics (EPH 94).
  Cost to Create: 7,500 gp, 600 XP, 15 days.
  SENSE
  Price (Item Level): 24,000 gp (15th)
  Body Slot: Face
  Caster Level: 3rd
  Aura: Faint; (DC 16) divination
  Activation: Standard (mental)
  Weight: —
  This bright orange crystal emits a steady inner glow.
  At will, you can activate this crystal to see and hear a distant 
  location.
  Line of sight or line of effect is not necessary, but the locale 
  must be a place familiar to you or an obvious one, such as 
  behind a door, around a corner, or in a grove of trees.
  Once the locale has been selected, the focus of your sight 
  does not move, but can be rotated in all directions to view 
  the area as desired.
  Psionically, magically, or supernaturally enhanced senses 
  cannot be used through this item.
  If the chosen locale is shrouded in magical or psionic 
  darkness, you see nothing.
  If it is naturally pitch black, you can see in a 10-foot radius 
  around the center of the effect or out to the extent of your 
  darkvision.
  This effect does not work across planes.
  
  1196
  Prerequisites: Craft Wondrous Item, scrying or clairvoyant 
  sense (EPH 83).
  Cost to Create: 12,000 gp, 960 XP, 24 days.
  SURGE
  Price (Item Level): 2,100 gp (6th)
  Body Slot: Face
  Caster Level: 13th
  Aura: Strong; (DC 21) transmutation
  Activation: Swift (command)
  Weight: —
  A pulsing green glow shines from this crystal.
  A third eye surge has 3 charges, which are renewed each day 
  at dawn.
  Spending 1 or more charges grants you an insight bonus on 
  Strength checks, Dexterity checks, Strength- and Dexterity-
  based skill checks, and weapon damage rolls for 1 round.
  1 charge: +2 insight bonus.
  2 charges: +3 insight bonus.
  3 charges: +4 insight bonus.
  Prerequisites: Craft Wondrous Item, true strike or adrenaline 
  boost (CP 78).
  Cost to Create: 1,050 gp, 84 XP, 3 days.
  THORN POUCH
  Price (Item Level): 4,400 (9th)
  Body Slot: —
  Caster Level: 9th
  Aura: Moderate; (DC 19) conjuration
  Activation: Swift (manipulation)
  Weight: 1 lb.
  This greenish sack is sticky with sap.
  A thorn pouch allows you to bring forth several types of 
  magical plant effects for offensive and defensive purposes.
  A pouch has 5 charges, which are renewed each day at 
  dawn.
  Spending 1 or more charges when you place your hand 
  within the bag allows you to draw forth a single thorn that 
  has one of the following effects (each as the spell of the 
  same name, but with a duration of 9 rounds): 1 charge: 
  Entangle.
  3 charges: Spike growth.
  5 charges: Wall of thorns.
  To use a thorn after drawing it forth, you drop it into your 
  own space or any adjacent square (a free action).
  After 1 round, the thorn produces the desired effect.
  If you don’t drop a thorn within 1 round after drawing it, it 
  disappears with no effect.
  Prerequisites: Craft Wondrous Item, entangle, spike growth, 
  wall of thorns.
  Cost to Create: 2,200 gp, 176 XP, 5 days.
  TOME OF WORLDLY MEMORY
  Price (Item Level): 1,500 gp (5th)
  Body Slot: — (held)
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: 1 minute or 1 standard action; see text
  Weight: 1 lb.
  This small book is bound in hammered silver and engraved with 
  the continents of the world.
  A tome of worldly memory allows you to call upon the secret 
  memories of the world to aid you in unlocking forgotten 
  knowledge.
  By studying the book for 1 minute, you gain a +5 
  competence bonus on a single Knowledge check.
  The tome functions three times per day.
  If you have at least 5 ranks in the Knowledge skill in 
  question, you need only peruse the book as a standard 
  action to gain its benefit.
  Prerequisites: Craft Wondrous Item, fox’s cunning.
  Cost to Create: 750 gp, 60 XP, 2 days.
  TOMEBOUND EYE OF BOCCOB
  Price (Item Level): 7,000 gp (11th)
  Body Slot: —
  Caster Level: 5th
  Aura: Faint; (DC 17) enchantment
  Activation: Standard (command)
  Weight: —
  The watchful Eye of the Uncaring One stares out from this seal.
  When affixed to a wizard’s spellbook, this seal provides a 
  focus for arcane energy.
  A tomebound eye of Boccob has 3 charges, which are renewed 
  each day at dawn.
  Spending 1 or more charges when you prepare your wizard 
  spells from a spellbook to which a tomebound eye is attached 
  grants one or more spells a competence bonus on caster 
  level checks to overcome a target’s spell resistance.
  1 charge: Gain a +4 competence bonus on your caster level 
  check to overcome spell resistance.
  2 charges: Gain a +6 competence bonus on your caster level 
  check to overcome spell resistance.
  3 charges: Gain a +8 competence bonus on your caster level 
  check to overcome spell resistance.
  You can divide the 3 charges between spells, or spend all 
  three to enhance a single spell.
  For example, you could grant three spells each a +4 bonus, 
  one spell a +6 bonus and another a +4 bonus, or a single 
  spell a +8 bonus.
  No spellbook can have more than one of these items affixed 
  to it, and you can’t gain benefits from more than one eye in 
  a given day.
  Prerequisites: Craft Wondrous Item, ability to prepare 3rd-
  level arcane spells.
  Cost to Create: 3,500 gp, 280 XP, 7 days.
  TORC OF DISPLACEMENT
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) illusion
  Activation: Immediate (mental)
  Weight: —
  This glass torc is partially silvered.
  From some angles it is perfectly transparent; from others it reflects 
  like a mirror.
  A torc of displacement allows you to temporarily shift your 
  image slightly away from your current location.
  A torc has 3 charges, which are renewed each day at dawn.
  Spending 1 or more charges grants you concealment for 1 
  round.
  
  1197
  The effectiveness of this concealment (the miss chance 
  provided) varies depending on the number of charges 
  spent.
  1 charge: 20% miss chance.
  2 charges: 30% miss chance.
  3 charges: 40% miss chance.
  Prerequisites: Craft Wondrous Item, displacement.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  TORC OF HEROIC SACRIFICE
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Throat
  Caster Level: 13th
  Aura: Strong; (DC 21) enchantment
  Activation: Immediate (command)
  Weight: —
  This jet-black torc is crafted in the form of two clasped hands.
  A torc of heroic sacrifice allows you to take an injury meant for 
  your ally.
  When you activate this torc, you take all the damage dealt 
  to a single ally by a single attack or effect that has just 
  occurred.
  The damage dealt to you has no type, and therefore ignores 
  any energy resistance, damage reduction, or immunities 
  you might have.
  The ally must be within 30 feet, and you must have line of 
  sight to that ally.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, greater heroism.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  TORC OF POWER PRESERVATION
  Price (Item Level): 4,000 gp (8th)
  Body Slot: Throat
  Caster Level: 15th
  Aura: Strong; (DC 22) no school
  Activation: —
  Weight: —
  This copper neck band is inlaid with gold, silver, and platinum.
  The inlays take the form of a dragon writhing across the surface of 
  the torc.
  Five times per day, you can manifest a power by paying 
  power points equal to the standard cost minus 1 (minimum 
  1).
  Prerequisites: Craft Wondrous Item, limited wish or bend 
  reality (EPH 80).
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  TORC OF THE TITANS
  Price (Item Level): 3,300 gp (8th)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: Swift (command)
  Weight: 1 lb.
  Dramatic, but simple, images of clouds and lightning blots cover 
  this thick, golden neck ring.
  When you activate a torc of the titans, you gain a +5 morale 
  bonus on Strength checks, Strength-based skill checks, and 
  melee weapon damage rolls for 1 round.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, bull’s strength.
  Cost to Create: 1,650 gp, 132 XP, 4 days.
  TOXIC GLOVES
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Hands
  Caster Level: 7th
  Aura: Moderate; (DC 18) necromancy
  Activation: Swift (mental)
  Weight: —
  These smooth black leather gloves feel slightly sticky to the touch.
  Toxic gloves allow you to imbue a held weapon with poison 
  without any risk to yourself.
  When you activate these gloves, choose a single melee 
  weapon you hold.
  The next attack made with that weapon before the end of 
  your turn also poisons the target (injury; 1d6 Con/1d6 Con; 
  Fort DC 16 negates).
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, poison.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  TRANSPOSER CLOAK
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Shoulders
  Caster Level: 12th
  Aura: Strong; (DC 21) conjuration
  Activation: Swift (command)
  Weight: —
  This cloak is divided diagonally into two colors.
  The upper portion is pure white, while the lower is black as night.
  A transposer cloak allows you to switch positions with 
  another creature.
  When you activate this cloak, you and any one creature 
  within 30 feet swap positions.
  Both you and the target must occupy the same size of space 
  on the battlefield (for instance, a human could swap places 
  with a dwarf or a goblin, but not with an ogre or a cat).
  If the other creature is unwilling to trade positions, it is 
  allowed a DC 13 Will save to negate the effect.
  Each creature can bring along objects weighing up to its 
  maximum load, but additional creatures can’t be brought 
  along.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, baleful transposition (SC 
  23).
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  TROLL GUT ROPE
  Price (Item Level): 500 gp (3rd)
  Body Slot: — (held)
  Caster Level: 7th
  Aura: Moderate; (DC 18) conjuration
  Activation: Standard (command)
  Weight: 7 lb.
  One end of this pile of pungent-smelling intestines has been tied 
  with an intricate knot.
  Once per day, you can command this 50-foot rope to grow 
  up to 350 feet in length.
  Any length beyond the original 50 feet decays to 
  nothingness after 12 hours.
  
  1198
  If the large knot on one end is ever untied or cut open, the 
  rope’s magic is destroyed.
  Prerequisites: Craft Wondrous Item, minor creation.
  Cost to Create: 250 gp, 20 XP, 1 day.
  TRUE STRIKE GAUNTLETS
  Price (Item Level): 3,500 gp (8th)
  Body Slot: Hands
  Caster Level: 3rd
  Aura: Faint; (DC 16) divination
  Activation: Standard (command)
  Weight: —
  These supple leather gauntlets are dyed the color of ivory.
  When you activate true strike gauntlets, you gain a +20 
  insight bonus on the next attack you make before the end 
  of your next turn.
  This ability functions once per day.
  Prerequisites: Craft Wondrous Item, true strike.
  Cost to Create: 1,750 gp, 140 XP, 4 days.
  TRUELIGHT LANTERN
  Price (Item Level): 36,000 gp (17th)
  Body Slot: — (held)
  Caster Level: 11th
  Aura: Moderate; (DC 20) divination
  Activation: — and standard (command)
  Weight: 3 lb.
  This lantern is elaborately crafted from flame-touched iron, 
  burnished to a silvery hue.
  A continuous, translucent white flame flickers within, though it 
  sheds no heat.
  A truelight lantern continually emanates bright light as a 
  continual flame spell.
  Its true power can be activated by speaking the word 
  “reveal” in Celestial.
  Once it is activated, a truelight lantern provides bright 
  illumination in a 60-foot cone and shadowy illumination 
  for another 60 feet beyond that.
  Everything within the 60-foot cone of bright illumination 
  can be seen as if all viewers were under the effect of a true 
  seeing spell.
  This effect lasts for 10 minutes.
  A truelight lantern can normally be activated once per day, 
  but can be activated additional times if a true seeing spell is 
  cast into it (overriding the normal targeting restriction of 
  the spell).
  Each casting of true seeing allows a lantern to be activated 
  one more time per day.
  Prerequisites: Craft Wondrous Item, true seeing.
  Cost to Create: 18,000 gp, 1,440 XP, 36 days.
  TUNIC OF STEADY SPELLCASTING
  Price (Item Level): 2,500 gp (7th)
  Body Slot: Torso
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: —
  Weight: 1 lb.
  This earth-colored tunic is sturdy, though the material is as soft as 
  silk.
  Around the neck, wrists, and hem are runes of stability stitched in 
  gold thread.
  You gain a +5 competence bonus on Concentration checks.
  Despite the name, the tunic’s bonus applies on all 
  Concentration checks, not just those made to cast spells.
  Prerequisites: Craft Wondrous Item, bear’s endurance.
  Cost to Create: 1,250 gp, 100 XP, 3 days.
  UNICORN PENDANT
  Price (Item Level): 6,000 gp (10th)
  Body Slot: Throat
  Caster Level: 10th
  Aura: Moderate; (DC 20) conjuration
  Activation: Swift (command)
  Weight: 1 lb.
  A marble unicorn’s head with a horn of gold has been sculpted 
  onto the face of this pendant.
  A unicorn pendant has two abilities, each of which can be 
  activated once per day: cure moderate wounds (2d8+10 points 
  of damage) and neutralize poison.
  In addition, if you are a paladin wearing a unicorn pendant, 
  you treat your Charisma as 4 points higher than normal for 
  the purpose of your lay on hands ability.
  This is a continuous effect and requires no activation.
  Prerequisites: Craft Wondrous Item, cure moderate wounds, 
  neutralize poison.
  Cost to Create: 3,000 gp, 240 XP, 6 days.
  VAMBRACES OF WARDING
  Price (Item Level): 8,000 gp (11th)
  Body Slot: Arms
  Caster Level: 5th
  Aura: Faint; (DC 17) abjuration
  Activation: —
  Weight: 1 lb.
  These golden bracers are engraved with holy sigils.
  Vambraces of warding fit snugly over the arms of any 
  creature that dons them.
  A good-aligned wearer gains a +2 sacred bonus to AC 
  against ranged attacks.
  Prerequisites: Craft Wondrous Item, protection from arrows.
  Cost to Create: 4,000 gp, 320 XP, 8 days.
  VAMPIRE TORC
  Price (Item Level): 5,000 gp (9th)
  Body Slot: Throat
  Caster Level: 5th
  Aura: Faint; (DC 17) necromancy
  Activation: Swift (command)
  Weight: —
  This black iron torc bears a ruby that seems to weep tears of blood.
  A vampire torc allows you to heal your own wounds when 
  you deal damage to an enemy.
  When you activate this torc, the next successful melee 
  attack you make before the end of your turn also heals you 
  of an amount of damage equal to half the damage your 
  attack dealt.
  This ability functions equally well regardless of your 
  creature type.
  If you don’t deal damage with a melee attack before the end 
  of your turn, that activation of the torc is wasted.
  
  1199
  This ability functions two times per day.
  Prerequisites: Craft Wondrous Item, vampiric touch.
  Cost to Create: 2,500 gp, 200 XP, 5 days.
  VANGUARD TREADS
  Price (Item Level): 3,100 gp (8th)
  Body Slot: Feet
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: —
  Weight: 2 lb.
  These massive boots have spiked, treaded soles and look large 
  enough to fit a heavily armored ogre.
  A row of inset amethysts runs around the top cuff.
  Vanguard treads provide you with superior traction and 
  stability, which provides the following effects:
  • You can move through difficult terrain (such as rubble, 
  undergrowth, steep slopes, stairs, or snow) at normal speed 
  and without suffering any other impairment.
  • You are unaffected by slippery ice, wet stones, or other 
  surfaces where traction is a problem.
  • You gain a +8 bonus on attempts to resist bull rushes and a 
  +4 bonus on grapple checks to resist a grapple attempt if 
  that grapple would move you into another square.
  Areas that have been magically manipulated to impede 
  movement (such as by an entangle spell) still affect you, as 
  do water, quicksand, and other nonsolid surfaces.
  You still have to slow down for narrow paths requiring 
  Balance checks and for surfaces steep enough to require 
  Climb checks.
  If the terrain deals damage (such as the burning ground on 
  the Elemental Plane of Fire), you still take that damage.
  The massive spikes and treads on the soles of vanguard 
  treads leave a distinctive trail.
  Anyone following you gains a +10 circumstance bonus on 
  Survival and Search checks made to track you.
  Lore: Ancient giants made the first vanguard treads to aid 
  their scouts in navigating difficult terrain and hazards 
  (Knowledge [arcana] DC 15).
  Prerequisites: Craft Wondrous Item, spider climb.
  Cost to Create: 1,550 gp, 124 XP, 4 days.
  VANISHER CLOAK
  Price (Item Level): 2,500 gp (7th)
  Body Slot: Shoulders
  Caster Level: 3rd
  Aura: Faint; (DC 16) illusion
  Activation: Standard (mental)
  Weight: 1 lb.
  This silk cloak is seamless—a single sheet of gossamer, gray fabric.
  A vanisher cloak allows you and nearby allies to briefly 
  disappear from sight.
  A cloak has 3 charges, which are renewed each day at dawn.
  Spending 1 or more charges turns you (and perhaps one or 
  more allies) invisible, as the invisibility spell, for 1 or more 
  rounds.
  1 charge: You become invisible for 4 rounds.
  2 charges: You and one adjacent ally become invisible for 3 
  rounds.
  3 charges: You and up to three adjacent allies become 
  invisible for 2 rounds.
  Prerequisites: Craft Wondrous Item, invisibility.
  Cost to Create: 1,250 gp, 100 XP, 3 days.
  VEIL OF ALLURE
  Price (Item Level): 14,000 gp (14th)
  Body Slot: Face
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: —
  Dyed in swirls of pink and purple, this semitransparent veil looks 
  like the garb of a sultan’s harem dancer.
  A veil of allure increases the save DC of your enchantment 
  spells or spell-like abilities, as well as the Charisma-based 
  save DCs of your extraordinary or supernatural abilities, by 
  2.
  Prerequisites: Craft Wondrous Item, eagle’s splendor.
  Cost to Create: 7,000 gp, 560 XP, 14 days.
  VEST OF DEFENSE
  Price (Item Level): 2,000 gp (6th)
  Body Slot: Torso
  Caster Level: 3rd
  Aura: Faint; (DC 16) transmutation
  Activation: Swift (command)
  Weight: 1 lb.
  This snug-fitting vest is crafted from the skin of a huge tan-and-
  black snake.
  A vest of defense improves your ability to dodge attacks.
  When activated, this vest improves the dodge bonus to AC 
  granted by fighting defensively, the total defense action, or 
  the Combat Expertise feat by 2.
  Using more than one of these techniques doesn’t provide 
  more than a +2 bonus.
  This bonus lasts for 1 round.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, cat’s grace.
  Cost to Create: 1,000 gp, 80 XP, 2 days.
  VEST OF RESISTANCE
  Price (Item Level): 1,000 gp (4th) (+1); 4,000 (8th) (+2); 
  9,000 (12th) (+3); 16,000 (14th) (+4); 25,000 (15th) (+5)
  Body Slot: Torso
  Caster Level: 10th
  Aura: Moderate; (DC 20) abjuration
  Activation: —
  Weight: 1 lb.
  This elegantly styled white leather vest is edged in silver piping 
  and has silver buttons.
  A vest of resistance offers magical protection in the form of a 
  +1 to +5 resistance bonus on saving throws.
  Prerequisites: Craft Wondrous Item, resistance.
  Cost to Create: 500 gp, 40 XP, 1 day (+1); 2,000 gp, 160 XP, 4 
  days (+2); 4,500 gp, 360 XP, 9 days (+3); 8,000 gp, 640 XP, 16 
  days (+4); 12,500 gp, 1,000 XP, 25 days (+5).
  VEST OF THE ARCHMAGI
  Price (Item Level): 200,000 gp (25th)
  Body Slot: Torso
  Caster Level: 20th
  Aura: Strong; (DC 25) no school
  
  1200
  Activation: — and swift (command)
  Weight: 2 lb.
  This gold-brocaded, burgundy garment seems fit to be worn by the 
  gods themselves.
  The vest of the archmagi is legendary.
  It fills the dreams of every apprentice sent to clean the 
  inkpots and dust the tomes, but rumors of this item are 
  unfounded.
  Whispering in the bunkrooms of the Academy at night, 
  after the oil lamps are quenched and curfew has long 
  passed, eager apprentices claim that a vest of the archmagi 
  provides its wearer with continuous defensive bonuses 
  equivalent to the most potent bracers of armor (+8 armor 
  bonus to AC) and cloak of resistance (+5 resistance bonus on 
  saving throws).
  It is also said that the vest provides its wearer with the 
  continuous ability to overcome the magical defenses of her 
  enemies (+2 enhancement bonus on caster level checks 
  made to overcome spell resistance), and that it allows him 
  to recall up to three arcane spells that he had previously 
  prepared and cast (as a pearl of power, except that it can be 
  used for any spell up to 9th level and activating it requires 
  only a swift action).
  Finally, it is suggested, the wearer of the vest of the archmagi 
  could expend a prepared arcane spell or spell slot to heal 
  himself of damage equal to five times the level of the spell 
  so expended.
  This act requires but a moment’s thought (a swift action), 
  and can be repeated as often as desired throughout the day.
  Sadly, these stories obviously have no basis in reality, for 
  such an item would undoubtedly be prized above all others 
  by any mage with the resources to craft one.
  Of course, as a thing of myth, the vest of the archmagi can’t be 
  created.
  But if it could, it might possibly have the following 
  prerequisites and costs.
  Prerequisites: Craft Wondrous Item, wish.
  Cost to Create: 100,000 gp, 8,000 XP, 200 days.
  VEST OF THE MASTER EVOKER
  Price (Item Level): 10,000 gp (12th)
  Body Slot: Torso
  Caster Level: 9th
  Aura: Moderate; (DC 19) evocation
  Activation: Swift (command)
  Weight: 2 lb.
  This black silk vest is heavy with moonstone and jacinth 
  beadwork sewn into arcane patterns on the back.
  Crackling with power, a vest of the master evoker intensifies 
  arcane evocation spells you cast.
  Many an ambitious evoker sees gaining this vest as a rite of 
  passage, much like casting his first magic missile or fireball, 
  and among elite warmages (CAr 10) it serves as an 
  unparalleled status symbol.
  Three times per day, you can activate the vest to enhance 
  the next arcane evocation spell you cast before the end of 
  your turn.
  That spell deals additional damage equal to twice its spell 
  level, and the save DC of the spell increases by 2.
  This damage is of the same type as normal for the spell (or, 
  if the spell deals more than one type of damage, of any one 
  of those types at your discretion).
  If the spell doesn’t normally deal damage, this use of the 
  vest has no effect.
  In addition, you can apply the effect of any sudden 
  metamagic feat (CAr 83) you know to any evocation spell 
  you cast from a wand or staff as if you were casting the spell 
  yourself.
  Doing this requires no activation, but uses up that feat’s 
  daily use as normal.
  Prerequisites: Craft Wondrous Item, Spell Focus (evocation) 
  or evoker, able to cast at least five evocation spells, two of 
  which must be 5th level or higher.
  Cost to Create: 5,000 gp, 400 XP, 10 days.
  WAND BRACELET
  Price (Item Level): 12,000 gp (13th)
  Body Slot: Arms
  Caster Level: 6th
  Aura: Moderate; (DC 18) transmutation
  Activation: See text
  Weight: —
  This golden chain bracelet has a number of small metal objects 
  hanging from it like charms.
  A wand bracelet can store up to four items, which appear as 
  charms along the bracelet.
  You can grab one of the charms from the bracelet as a swift 
  (manipulation) action, causing it to appear in your hand.
  If you have an item in hand, you can use a move 
  (manipulation) action to store the item in the bracelet or to 
  switch a held item for a stored item by touching the item to 
  the charm representing the stored item.
  Storing an item causes it to shrink down and appear as a 
  charm hanging from the bracelet.
  Any item stored can weigh no more than 3 pounds and 
  must be able to be held in one hand, such as a wand or a 
  light weapon.
  Only the wearer of the bracelet is able to retrieve or store 
  items.
  Lore: The name wand bracelet describes the most common 
  use of this item.
  Originally designed to hold small keepsakes as charms, and 
  crafted to be appropriate for formal gatherings, wand 
  bracelets have found popularity among artificers (ECS 29) 
  who favor spell trigger devices (Knowledge [history] DC 
  15).
  These bracelets are also sometimes known as assassins’ 
  charms, because small weapons can easily be concealed 
  within them (Knowledge [history] DC 20).
  Prerequisites: Craft Wondrous Item, shrink item.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  WAR WIZARD CLOAK
  Price (Item Level): 16,000 gp (14th)
  Body Slot: Shoulders
  Caster Level: 9th
  Aura: Moderate; (DC 19) evocation
  Activation: — and standard (command)
  Weight: 1 lb.
  This long black cloak has a high collar and is cut to overlap a 
  wearer’s chest and arms.
  An open white palm in a circle adorns the right breast, and a 
  rampant purple dragon rages on the left.
  
  1201
  A war wizard cloak protects you from the elements (as endure 
  elements) and also activates a feather fall effect on you 
  automatically if you fall more than 5 feet.
  This is a continuous effect and requires no activation.
  In addition, this cloak has four other abilities, each of 
  which can be activated once per day: dimension door, mage 
  armor, protection from arrows, and sending Prerequisites: Craft 
  Wondrous Item, dimension door, endure elements, feather fall, 
  mage armor, protection from arrows, sending.
  Cost to Create: 8,000 gp, 640 XP, 16 days.
  WATCH LAMP
  Price (Item Level): 500 gp (3rd)
  Body Slot: Head
  Caster Level: 1st
  Aura: Faint; (DC 15) evocation
  Activation: Swift (command)
  Weight: —
  This plain mithral headband has no distinguishing features.
  When activated, a watch lamp creates a globe of light that 
  hovers at your shoulder and sheds light as a torch.
  The light follows you wherever you move.
  It can be extinguished with a second command.
  Prerequisites: Craft Wondrous Item, dancing lights.
  Cost to Create: 250 gp, 20 XP, 1 day.
  WATER CLOAK
  Price (Item Level): 12,000 gp (13th)
  Body Slot: Shoulders
  Caster Level: 10th
  Aura: Moderate; (DC 20) conjuration
  Activation: — and immediate (command)
  Weight: 1 lb.
  This sailcloth cloak’s elaborate embroidery evokes the waves of the 
  sea.
  Within the pattern of the waves, a repeating swirl of thread 
  matches the symbol writhing within the large, dark crystal shard 
  that forms the clasp at the neck of the cloak.
  The cloak appears damp, and the lower edge looks as though it has 
  been soaked in water.
  Despite its damp appearance, a water cloak always feels 
  completely dry to its wearer, even in pouring rain.
  This cloak grants you a +5 bonus on Reflex saves against 
  any effect that deals fire damage and allows you to avoid 
  fire damage as if you had evasion.
  Whenever you make a successful Reflex saving throw 
  against any fire effect that deals half damage on a successful 
  save, you instead take no damage.
  This is a continuous effect and requires no activation.
  In addition, a water cloak offers two other activated abilities.
  Extinguish: The cloak extinguishes all nonmagical fires 
  within 30 feet.
  This ability has no effect on fire creatures.
  It functions five times per day.
  Counterfire: The cloak can counter any spell with the fire 
  descriptor (as if you were casting dispel magic).
  This ability functions once per day.
  Attempting to counter a spell that doesn’t have the fire 
  descriptor wastes the effect.
  Prerequisites: Bind Elemental (ECS 51) or Craft Wondrous 
  Item, planar binding.
  Cost to Create: 6,000 gp, 480 XP, 12 days.
  WHITE CLOAK OF THE SPIDER
  Price (Item Level): 4,200 gp (9th)
  Body Slot: Shoulders
  Caster Level: 6th
  Aura: Moderate; (DC 18) enchantment
  Activation: — and standard (command)
  Weight: 1 lb.
  This white cloak looks like it was woven by a gigantic arachnid.
  A large gray spider is embroidered upon the back amid radiating 
  patterns of webbing.
  You gain a +2 bonus on saves against poison.
  This is a continuous effect and requires no activation.
  In addition, this cloak has two other abilities, each of which 
  can be activated once per day: spider climb and hold person.
  Prerequisites: Craft Wondrous Item, hold person, resistance, 
  spider climb.
  Cost to Create: 2,100 gp, 168 XP, 5 days.
  WILDING CLASP
  Price (Item Level): 4,000 gp (8th)
  Body Slot: —
  Caster Level: 5th
  Aura: Faint; (DC 17) transmutation
  Activation: —
  Weight: —
  This 3-inch-long gold chain has a clasp on each end.
  A wilding clasp can be attached to any item worn on the 
  body.
  When so worn, a clasp prevents the worn item from 
  melding into your new form when you use wild shape (as 
  long as the item could reasonably be worn by the new 
  form).
  Thus, the item remains fully functional and can be used 
  normally in your new form.
  Prerequisites: Craft Wondrous Item, wild shape.
  Cost to Create: 2,000 gp, 160 XP, 4 days.
  WINK BROOCH
  Price (Item Level): 600 gp (3rd)
  Body Slot: Throat
  Caster Level: 3rd
  Aura: Faint; (DC 16) enchantment
  Activation: Swift (mental)
  Weight: —
  The ruby set at the head of this straight pin twinkles like the eye of 
  a gnome with a secret.
  Many a diplomat wears a wink brooch to court to gain an 
  edge in conversation.
  When activated, this brooch grants you a +2 competence 
  bonus on a single Bluff or Diplomacy check attempted 
  before the end of your turn.
  This ability functions three times per day.
  Prerequisites: Craft Wondrous Item, charm person.
  Cost to Create: 300 gp, 24 XP, 1 day.
  WYRMFANG AMULET
  Price (Item Level): 1,350 gp (5th)
  Body Slot: Throat
  Caster Level: 12th
  Aura: Strong; (DC 21) transmutation
  
  1202
  Activation: —
  Weight: 1 lb.
  This necklace consists of a leather thong strung with dragon’s teeth.
  All attacks you make with natural weapons or unarmed 
  strikes while wearing this amulet overcome damage 
  reduction as through they were magic weapons.
  (The attacks don’t gain an enhancement bonus, just the 
  ability to overcome some creatures’ damage reduction).
  Prerequisites: Craft Wondrous Item, greater magic fang.
  Cost to Create: 675 gp, 54 XP, 2 days.
  MAGIC OF FAERÛN (3.0)
  AMBER AMULET OF VERMIN
  This amber nugget on a gold chain holds a normal-size 
  vermin within its yellow depths.
  When broken, it releases the vermin, which instantly 
  grows to enormous size (as noted below) as if you had cast 
  giant vermin upon it.
  Each amulet works only once.
  Roll 1d8 to determine which type of amulet is found:
  Prerequisites: Craft Wondrous Item, giant vermin; Weight: —.
  AMULET OF LAERAL’S TEARS
  Named for the famous sorcerer Laeral, these soft, brittle, 
  colorless fancy stone crystals tend to be large and to keep a 
  glossy, magnificent finish.
  The witches of Rashemen use these stones to create 
  amulets that bestow 24 temporary hit points on the wearer.
  The amulet must be worn next to the skin.
  When the 24 temporary hit points are expended, the 
  amulet crumbles into worthless dust.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, aid,
  shield other, spellcaster 12th level; Market Price: 1,200 gp; 
  Weight: —.
  AQUAMARINE OF SPELL EXTENDING
  This blue stone is mounted in the center of a gold and silver 
  hourglass.
  Once per day the owner can use the Extend Spell feat on 
  any spell of 6th level or lower he casts.
  The spell being extended uses its normal spell slot (not a 
  slot one level higher as using the feat normally would 
  require).
  A bard or sorcerer still must pay the penalty of an extended 
  casting time when using this item.
  The item must be held in hand while the spell is cast to get 
  this effect.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  Extend Spell; Market Price: 7,200 gp; Weight: 1 lb.
  ARMBAND OF MAXIMIZED HEALING
  This silver armband is set with many small diamonds.
  It counts as a bracer for the purpose of wearing magic 
  items.
  Once per day the wearer of this item can use the Maximize 
  Spell feat on any conjuration (healing) spell of 6th level or 
  lower he casts.
  The spell being maximized uses its normal spell slot (not a
  slot three levels higher as using the feat normally would 
  require).
  A bard or sorcerer still must pay the penalty of an extended 
  casting time when using this item.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  Maximize Spell feat; Market Price: 7,200 gp; Weight: 1 lb.
  ARVOREEN’S AMULET OF AID
  This item is a three-inch-diameter gold disk with the holy 
  symbol of Arvoreen inlaid in platinum.
  It is a use-activated item, has six charges, and by command 
  the wearer can use the following spells.
  • Aid (1 charge)
  • Dimension door (3 charges) Any evil creature wearing the 
  amulet receives a negative level.
  The negative level remains as long as the amulet is worn 
  and disappears when it is no longer worn.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the amulet is worn.
  If the wearer ever attacks a nonevil halfling, the amulet 
  crumbles into dust.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, aid, 
  dimension door, creator must be a good halfling; Market 
  Price: 4,320 gp; Weight: —.
  AZLAER’S HARP
  When played, the harp acts as a calm emotions spell on all 
  creatures within 100 feet.
  Any charm effects upon creatures within this area are 
  suppressed while the harp is played, and no new charm 
  effects can be used on creatures in the area during the 
  playing.
  The strings of the harp glow with light equal to a light spell 
  when played.
  Use of this item requires at least 1 rank in Perform (harp).
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, calm 
  emotions, light, protection from evil; Market Price: 16,000 gp; 
  Weight: 3 lb.
  BADGE OF THE SVIRFNEBLIN
  This brooch is made of gray stone and studded with uncut 
  dull gems and wrapped in tarnished metal wire.
  The wearer is granted 60-foot darkvision and can use blur 
  and change self (both self only) by command once per day.
  The wearer gets a +10 circumstance bonus on all Hide 
  checks in areas of stone.
  
  1203
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, blur,
  change self, darkvision, invisibility, creator must be a 
  svirfneblin; Market Price: 17,480 gp; Weight: —.
  BAG OF BOULDERS
  When found, this pouch holds 1d4 stones the size of sling 
  bullets.
  (A newly created bag has four stones).
  When thrown (range increment 10 feet), a stone from the 
  bag of boulders instantly grows to the size of a light catapult 
  stone and inflicts 3d6 points of damage.
  If the attack misses, treat it as a grenade-like weapon attack.
  Once all four stones are thrown, the magic of the bag is 
  gone.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, shrink 
  item; Market Price: 1,200 gp (new) or 300 gp per stone 
  (partial bag); Weight: —.
  BATTLE BRIDLE
  This fine leather bridle aids a rider and mount, giving the 
  rider using the bridle a +10 competence bonus on all Ride 
  checks and allowing him to fight as if he had the Mounted 
  Combat feat.
  If the rider already has the Mounted Combat, he can act as 
  if he had the Ride-By Attack.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  Mounted Combat feat, Ride-By Attack feat, calm animals;
  Market Price: 9,000 gp; Weight: 1 lb.
  BEHOLDER CROWN
  This bizarre item is a crown of tarnished bronze with ten 
  metal eyestalks sprouting upward, each eyestalk bearing a 
  gem.
  It counts as a headband for the purpose of determining 
  what items can be worn together.
  The crown has ten different powers that each function only 
  once, each use burning out one of the gems.
  The powers are charm person, charm monster, disintegrate,
  eyebite (sleep), fear (one creature only), finger of death, flesh to 
  stone, inflict moderate wounds (20-foot range), slow, and 
  telekinesis (violent thrust).
  Effects that require a touch attack always use a ranged 
  touch attack.
  The crown’s powers are not limited to a certain arc as a 
  beholder’s are.
  When the last power is used, the crown crumbles to dust.
  These items are greatly valued by members of beholder 
  cults, and some sages believe that powerful beholders have 
  their servants construct such items to reward valuable 
  servants and slaves.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, charm 
  person, charm monster, disintegrate, eyebite, fear, finger of death,
  flesh to stone, inflict moderate wounds, slow, telekinesis; Market 
  Price: 22,000 gp; Weight: 1 lb.
  BELT OF LIONS
  This leather belt allows its wearer to communicate with 
  feline animals as the speak with animals spell.
  The wearer gets low-light vision, a +4 competence bonus on 
  all Charisma checks and Charisma-based skill checks 
  related to dealing with felines, and a +10 competence bonus 
  on Move Silently and Tumble checks.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, low-
  light vision, animal friendship, speak with animals; Market 
  Price: 20,000 gp; Weight: 1 lb.
  BELT OF PRIESTLY MIGHT
  These items first appeared in Halruaa at the end of the 
  Time of Troubles, which the wizards took as a sign that 
  Mystra had returned.
  Each broad leather belt has a stamp of the holy symbol of a 
  deity in the front, and followers of that deity or any of that 
  deity’s alignment can wear the belt safely.
  (If this item is generated as part of a random treasure, select 
  or randomly determine the deity to whom it is dedicated).
  Any other creature receives one negative level for wearing 
  the belt.
  The negative level remains as long as the belt is worn and 
  disappears when it is no longer carried.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the belt is worn.
  Three varieties of this sort of belt exist.
  The belt of priestly might grants its wearer a +2 natural armor 
  bonus to Armor Class and a +4 enhancement bonus to 
  Strength.
  The belt of priestly might and warding grants all the powers of 
  a belt of priestly might, and once per day with a (or good, if the 
  belt is devoted to an evil deity).
  The belt of holy might has all the powers of the belt of priestly 
  might and warding, and its wearer may use a word of recall 
  once per day (affecting only the wearer and his equipment) 
  that transports him to the nearest temple devoted to the 
  belt’s deity.
  Caster Level: 6th (belt of priestly might), 6th (belt of priestly 
  might and warding), 11th (belt of holy might); Prerequisites:
  Craft Wondrous Item, barkskin, bull’s strength, creator must 
  be at least 6th level (belt of priestly might), as belt of priestly 
  might plus magic circle against evil or good (belt of priestly might 
  and warding), as belt of priestly might and warding plus word of 
  recall (belt of holy might); Market Price: 40,000 gp (belt of priestly 
  might), 52,800 gp (belt of priestly might and warding), or 
  104,000 gp (belt of holy might).
  Weight: 1 lb.
  BIRD FEATHER HEADDRESS
  This gaudy headdress has six large plumes and many 
  smaller ones.
  The large plumes have magical powers if plucked from the 
  headdress and thrown into the air.
  The two green plumes each summon 1d3 hawks, the two 
  blue ones each summon 1d3 eagles, and the two gold ones 
  each summon a giant eagle or a giant owl (wearer’s choice).
  The summoned creatures serve you as if you had 
  summoned them with a summon nature’s ally spell.
  Once used, a feather’s power is expended.
  The headdress uses the headband, hat, or helmet location 
  on a character.
  Caster Level: 7th; Prerequisite: Craft Wondrous Item, summon 
  nature’s ally II, summon nature’s ally III, summon nature’s ally 
  IV; Market Price: 2,900 gp; Weight: —.
  
  1204
  BLAST GLOBES
  Although the secret to making these globes was known 
  only to powerful members of the Zhentarim, the recent 
  turmoil in that organization has allowed the process to 
  become known to those outside the Black Network.
  Rumors abound that Sememmon sold the secret to get 
  sanctuary from his enemies, which is not unlikely given 
  that he rose quickly through the ranks of the Zhentarim by 
  trading information on the process.
  A blast globe looks like a dozen transparent glass spheres 
  clustered into an irregular mass.
  Speaking the command word makes them glow, then 
  separate and orbit each other.
  One full round after they are activated, they can be directed 
  by the person who spoke the command word as a free 
  action to strike (as a group) any target or location within 
  400 feet.
  Any target struck by the blast globe must make a Fortitude 
  save (DC 19) or be disintegrated.
  The globes then explode in a blast of sound and fire in a 20-
  foot-radius spread.
  Any creature in the area takes 10d6 points of fire damage 
  and 2d6 points of sonic damage, is deafened for 2d6 rounds, 
  and is knocked 1d6×5 feet directly away from the center of 
  the blast.
  A successful Reflex save (DC 15) halves the fire damage 
  (but not the sonic damage) and negates the knockback, 
  while a successful Fortitude save (DC 15) negates the 
  deafening.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  battering ram, disintegrate, fireball, shout; Market Price: 8,000 
  gp; Weight: 1 lb.
  BONE BRACERS OF THE DEATH 
  DEITY
  These bracers of armor +3 are carved from the bones of good 
  dragons, each inlaid with flat onyx tiles forming a mosaic in 
  the shape of a skull.
  They allow the wearer to use death ward, desecrate, and 
  unholy blight each once per day.
  They bestow one negative level on any good creature that 
  wears them.
  The negative level remains as long as the bracers are worn 
  and disappears when they are no longer carried.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the bracers are worn.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, death 
  ward, desecrate, unholy blight, mage armor, creator must be at 
  least 6th level; Market Price: 58,300 gp; Weight: 1 lb.
  BOOK OF BLOOD
  This vellum spellbook is bound in blood-red leather and 
  bears a bronze clasp.
  Once per day its wielder can use it to summon a yeth 
  hound.
  The wielder can also cast finger of death once per day, but 
  each use in this manner permanently drains one hit point 
  from the wielder.
  The book must be held to utilize its powers.
  The book is otherwise waterproof, fireproof, locked, and 
  can contain up to forty-five spells of any level.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, finger 
  of death, summon monster V; Market Price: 21,300 gp; Weight: 3 
  lb.
  BRACERS OF THE BLINDING STRIKE
  These bracers of armor +6 give the wearer the benefits of the 
  Improved Initiative feat and allow him an extra attack 
  every round at his highest bonus as if he were using a speed 
  weapon.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, haste,
  mage armor; Market Price: 102,000 gp; Weight: 1 lb.
  BRACERS OF STRIKING
  The wearer of bracers of striking is considered armed even 
  when unarmed (as if he had the Improved Unarmed Strike 
  feat).
  The bracers may be modified with special weapon abilities 
  as if they were a blunt weapon (though they count as a 
  double weapon, so double the cost of any ability).
  Caster Level: Three times the magical bonus (minimum 5th 
  level); Prerequisites: Craft Magic Arms and Armor, magic fang 
  or magic weapon, plus any needed for additional special 
  powers; Market Price: 1,310 gp plus an additional amount 
  determined by the total bonus of the bracers (see Table 8–
  10, page 184 of the DUNGEON MASTER’s Guide); Weight: 1 
  lb.
  CAPE OF THE FIRE BATH
  This cloak of resistance +2 is brilliant red and embroidered 
  with images of flames.
  The wearer withstands warm weather and fire damage as if 
  he had endure elements (fire) cast upon him.
  Caster Level: 5th; Prerequisite: Craft Wondrous Item, endure 
  elements, resistance, creator must be at least 6th level; Market 
  Price: 6,200 gp; Weight: 1 lb.
  CAPE OF WINTER
  This cloak of resistance +2 is white and trimmed with white 
  fur.
  The wearer withstands cold weather and cold damage as if 
  she had endure elements (cold) cast upon her.
  Caster Level: 5th; Prerequisite: Craft Wondrous Item, endure 
  elements, resistance, creator must be at least 6th level; Market 
  Price: 6,200 gp; Weight: 1 lb.
  CLOAK OF BATTLE
  This sturdy cloak is woven through with steel fibers that 
  give it a subtle sheen.
  The cloak of battle has three powers.
  First, it provides a +4 armor bonus when worn.
  Second, on command it can be transformed into an iron 
  staff that functions as a +1 quarterstaff or back into cloak 
  form.
  Third, the wielder can command the cloak to make a 
  disarm attempt against an adjacent opponent as a standard 
  action, using the wielder’s base attack bonus and as if it had 
  
  1205
  the Improved Disarm feat (the cloak is considered to be the 
  same size category as the wearer).
  If the cloak succeeds at the disarm, it can fling the weapon 
  up to 10 feet in any direction as a free action that does not 
  provoke an attack of opportunity (the weapon cannot be 
  thrown at a creature as an attack).
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  Craft Wondrous Item, cat’s grace, mage armor, magic weapon,
  creator must be at least 8th level; Market Price: 22,600 gp; 
  Weight: 1 lb.
  CLOAK OF BLACKFLAME
  This cloak resembles a tangle of thick, black cobwebs when 
  not worn, but smooths into woven black cloak of coarse 
  threads when donned.
  It absorbs up to fourteen energy drain attacks (an attack 
  that would bestow two negative levels counts as two 
  attacks) before losing its magical properties.
  Caster Level: 14th; Prerequisite: Craft Wondrous Item, negative 
  energy protection; Market Price: 11,800 gp; Weight: 1 lb.
  COWL OF WARDING
  This headpiece of fine black cloth covers the wearer’s upper 
  face with a half-mask and hangs to the shoulders in the 
  back.
  It counts as a hat for the purpose of determining what 
  items can be worn together.
  The wearer of the cowl is protected by a mind blank spell 
  and acts as if wearing a ring of freedom of movement.
  It also turns six levels of spells per day as the spell turning 
  spell.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, 
  freedom of movement, mind blank, spell turning; Market Price:
  200,800 gp; Weight: —.
  CRYSTAL SPHERE OF SINGING 
  WATERS
  This crystalline sphere was inspired by the Crystrum of 
  Tranquility, a holy text of Eldath.
  To use any of its powers, a flask of holy water must be 
  poured over it.
  Once activated, the sphere functions for 24 hours.
  The activated sphere can glow with faerie fire and can cast 
  purify food and drink as often as desired.
  Once per day it can cast neutralize poison and scrying, with 
  itself as the scrying device.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, faerie 
  fire, neutralize poison, purify food and drink, scrying; Market 
  Price: 28,300 gp; Weight: 7 lb.
  DOVE’S HARP
  This type of item’s original name has been lost, and its 
  current name derives from Dove Falconhand, who owns 
  such a harp.
  This harp is a masterwork harp (grants a +2 circumstance 
  bonus on Perform checks) that is triangular in shape and 
  has from twenty to thirty-six strings.
  When it is played, all within a 20-foot spread are 
  temporarily cured of any insanity (as if a greater restoration 
  were in effect) and are protected by a calm emotions spell.
  Those who listen to it for 2 rounds or more receive a cure 
  light wounds spell, although this power can only affect a 
  being once per tenday.
  While its magic is being invoked, the harp and harpist 
  radiate light.
  Use of the harp requires at least 1 rank of the Perform 
  (harp) skill.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, calm 
  emotions, greater restoration, healing circle, light; Market Price:
  45,100 gp; Cost to Create: 22,600 gp + 2,300 XP; Weight: 3 lb.
  DRAGONSKULL TALISMAN
  This metal amulet is shaped like a dragon’s skull.
  If the wearer speaks the command word, she and up to two 
  other creatures touching the talisman are protected by an 
  invisibility to undead spell for the next 30 minutes.
  (The protection only lasts as long as the creatures are in 
  contact with the amulet).
  The Cult of the Dragon creates these amulets to allow 
  nonspellcasting members to bypass minor undead 
  guardians within their strongholds.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  invisibility to undead; Market Price: 4,000 gp; Weight: 1 lb.
  DRAGON’S DRAUGHT
  This elixir comes in ten different varieties, one for each of 
  the major subspecies of dragons.
  Any dragon who drinks a potion gets one use of the given 
  type of breath weapon.
  This breath weapon can be used any time between the 
  drinker’s next turn and 1 hour after the drinking.
  If a second dragon’s draught is consumed before the first is 
  used, the effect of the first is lost.
  
  1206
  Nondragons find the potion useless and horrible-tasting, 
  but harmless.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, 
  spellcaster level 12th+; Weight: —.
  DUST OF DISPERSION
  This fine powder resembles other types of magical dust.
  A single handful of this substance flung into the air creates 
  a cloud 10 feet high, 10 feet long, and 10 feet wide.
  Ray attacks entering or passing through the cloud have a 
  50% miss chance.
  The dust settles and becomes useless fairly quickly.
  For each full round the dust has been in the air, the miss 
  chance drops by 10% until it goes away after 5 full rounds.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, blur,
  glitterdust; Market Price: 2,100 gp; Weight: —.
  ELIXIR OF HORUS-RE
  When consumed, this elixir causes the imbiber to glow 
  with a daylight spell.
  At any time before the daylight expires, the imbiber can 
  release this light as a single sunbeam, which ends the 
  daylight.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, 
  daylight, sunbeam; Market Price: 6,500 gp; Weight: —.
  ENEMY SPIRIT POUCH
  This leather pouch is worn around the neck like a necklace 
  and contains token items keyed to a single type of creature 
  (aberration, animal, beast, and so on).
  A pouch keyed to humanoids or outsiders must follow the 
  more narrow definition as described in the favored enemy 
  ability for rangers in the Player’s Handbook.
  A creature wearing an enemy spirit pouch gains a +1 
  competence bonus to hit creatures of that type.
  A ranger whose favored enemy matches that of the enemy 
  spirit pouch is treated as five levels higher for purposes of 
  determining his damage and skill check bonuses against 
  that favored enemy (in effect, it increases those bonuses by 
  +1).
  If a creature of the type keyed to a pouch wears that pouch, 
  it receives one negative level.
  The negative level remains as long as the pouch is worn and 
  disappears when it is no longer carried.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the pouch is worn.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, detect 
  animals or plants, creator must be a ranger whose favored 
  enemy matches that of the pouch; Market Price: 2,100 gp; 
  Weight: 1 lb.
  ESHEEN’S HARP
  This masterwork harp (+2 circumstance bonus on Perform 
  checks) can be played so that it causes all glass and metal 
  items within 30 feet to resonate with the harp’s tones.
  This does not harm the items but provides an interesting 
  accompaniment to the harp itself.
  Anyone attempting to locate a creature in the area gets a +5 
  circumstance bonus on Listen checks against targets 
  carrying metal or glass items.
  Three times per day, anyone playing the harp may cast a 
  shatter spell.
  Use of this item requires at least 1 rank in Perform (harp).
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, ghost 
  sound, shatter; Market Price: 6,800 gp; Weight: 3 lb.
  EYE OF THE DRUUTHBANE
  This yellow crystal is the size of a human fist.
  Originally created by a wizard who opposed a powerful 
  druuth (a cabal of doppelgangers led by a mind flayer), but 
  since then widely copied, it glows with a red light when a 
  doppelganger is within 60 feet, blue when an illithid is 
  within 60 feet, and violet if both are within that range.
  If held in hand, the eye provides a +4 resistance bonus on 
  all Will saves.
  Once per day the crystal can fire a red ray (as a ranged 
  touched attack) that forces a doppelganger back into its 
  true shape for 1d4+1 rounds if it fails a Fortitude saving 
  throw (DC 16).
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, detect 
  thoughts, polymorph other, resistance; Market Price: 18,000 gp; 
  Weight: 3 lb.
  EYE OF WINKING
  This coin-sized piece of polished bone can be worn around 
  the neck as an amulet or pinned to clothing as a brooch.
  The wearer is immune to detect thoughts and other forms of 
  mind reading.
  Charms and compulsions do not affect the wearer and 
  instead are turned back on the caster as with the spell 
  turning spell but with an unlimited number of spell levels 
  that can be turned.
  The eye can be commanded to wink once per tenday.
  The wink releases an instantaneous flash of white light as 
  bright as a daylight spell.
  The wink renders the wearer immune to all spells, spell-like 
  effects, and supernatural effects for 1 round, as if the wearer 
  were protected by a personal antimagic field for 1 round.
  The wearer effectively has unbeatable spell resistance 
  against spells and spell-like effects and a similar immunity 
  to supernatural effects.
  Caster Level: 15th; Prerequisites: Create Wondrous Item, 
  antimagic field, mind blank, spell turning; Market Price: 120,000 
  gp; Weight: —.
  FANGED MASK
  This half-mask is like one worn to a masquerade party, but 
  the bottom edge has numerous sharp-looking cat-like teeth.
  The mask is effectively a +1 weapon that allows the wearer 
  to make a bite attack for 1d4 points of damage (this damage 
  doesn’t stack with existing bite damage).
  A bitten creature must make a Fortitude save (DC 13) or be 
  stunned for 1 round.
  A mask counts as a pair of lenses for the limitations on 
  wearing multiple magic items of the same type.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, magic 
  fang or magic weapon; Market Price: 8,302 gp; Weight: 1 lb.
  
  1207
  GAUNTLET OF FURY
  This single wrought iron gauntlet grants its wearer the 
  following benefits.
  • An invisible but tangible field of force continuously 
  surrounds the wearer, providing a +2 armor bonus to AC.
  This defense is otherwise similar to a mage armor spell.
  • Once every three days, the wearer can cast a magic missile 
  spell (as a 1st-level caster).
  • Also once every three days, the wearer can make a 
  battleblow.
  This melee touch attack deals 2d8+2 points of force damage 
  to the target.
  The target must make a Reflex save (DC 22) to avoid being 
  thrown to the ground and a Fortitude save (DC 22) to avoid 
  being stunned for 1d4 rounds.
  The wearer also can use the gauntlet once to automatically 
  get a result of 50 on a single Strength check.
  Using this power makes the gauntlet crumble to dust.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, mage 
  armor, magic missile, Bigby’s clenched fist; Market Price: 22,000 
  gp; Weight: 2 lb.
  GLOVES OF LIGHTNING
  These flexible leather gloves are covered with small copper 
  rivets.
  Three times per day the wearer may make a ranged touch 
  attack (range 30 feet) that deals 1d8+5 points of electrical 
  damage.
  The wearer gains a +3 bonus on the attack if the target is 
  wearing metal armor (or made out of metal, carrying a lot of 
  metal, and so on).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, shocking 
  grasp; Market Price: 8,000 gp; Weight: —.
  GLOVES OF THE BALANCED HANDS
  These fine leather gloves allow the wearer to fight as if she 
  had the Two-Weapon Fighting and Ambidexterity feats.
  If the wearer already has the Two-Weapon Fighting feat, 
  she can make an additional attack with her off hand as if 
  using the Improved Two-Weapon Fighting feat.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, 
  righteous might or Tenser’s transformation; Market Price: 18,000 
  gp; Weight: —.
  GOLDEN CHALICE OF LATHANDER
  This pure gold chalice is finely worked and bears the 
  symbol of a sun rising upon a blooming rose.
  On command, it sheds light equal to a daylight spell.
  The chalice can be commanded to create a healing circle, 
  which uses one charge.
  When all three of its charges have been used, the chalice 
  retains its daylight ability.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, daylight,
  healing circle; Market Price: 29,500 gp; Weight: 2 lb.
  GWAERON’S BELT
  This belt is made of long white human hair braided into a 
  rope.
  The wearer may use wind walk once per day and once per
  day can command his melee weapon to become a +1 
  flaming weapon for 12 rounds.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, 
  weapon of the deity, wind walk; Market Price: 60,500 gp; Weight:
  1 lb.
  GWAERON’S BOOTS
  These boots make it nearly impossible to track the wearer.
  They grant a continual pass without trace effect to the 
  character wearing them.
  In addition, the character leaves no scent whatsoever, so 
  tracking by scent is also impossible.
  These boots are sturdy and comfortable.
  They have a hardness of 3 and 15 hit points.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  pass without trace; Market Price: 6,000 gp; Weight: 1 lb.
  HAIR SHIRT OF ILMATER
  This thick shirt of coarse brown horsehair gives its wearer a 
  –2 penalty to Dexterity while worn but provides a +3 
  natural armor bonus.
  The wearer can invoke cure serious wounds once per day, but 
  the spell can only be used on another creature, not the 
  wearer of the hair shirt.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  barkskin, cure serious wounds, creator must be at least 9th 
  level; Market Price: 17,400 gp; Weight: —.
  HALRUAAN SKYSHIP
  Of all the wonders of Halruaa, the most famous is the 
  skyship: a sailing vessel that floats on air instead of water.
  The wizards of Halruaa guarded their secrets to creating 
  these devices for centuries, leaving others to experiment 
  (and fail) with various other methods.
  Recently a renegade Halruaan wizard revealed the process 
  to another spellcaster, and a couple of wealthy 
  governments have commissioned their own skyships.
  The magic of a skyship comes in multiple parts.
  First is the control rod, a bar of silver with a cylinder of gold 
  slid over each end.
  The rod is linked to the ten levitation plates (theoretically a 
  larger ship would require more) affixed to the underside of 
  the ship, which are traditionally made from the shells of 
  Halruaan sea turtles.
  The plates allow the ship to rise into the air and prevent it 
  from entering water as a normal ship would, and the broad 
  beam allows it to land on large flat surfaces without listing.
  The magic that suspends the vessel grows weaker with 
  altitude, greatly decreasing its cargo capacity, so a skyship 
  normally stays within 100 feet of the ground (at which 
  point its cargo capacity is 15 tons, much less than a 
  conventional sailing ship).
  The ship’s horizontal movement is at the mercy of the 
  wind, although its sails and supplemental magic from the 
  plates allow it to turn with clumsy maneuverability.
  The vertical movement of the ship is controlled by the rod 
  and allows it to rise or fall at a speed of 45 feet.
  A skyship is in all other respects like a standard sailing ship 
  with respect to crew and dimensions.
  
  1208
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, fly,
  levitate; Market Price: 700,000 gp; Cost to Create: 355,000 gp + 
  27,600 XP.
  Weight: 20 tons.
  HAMMER OF THE WEAPONSMITH
  This masterwork tool gives the user a +10 circumstance 
  bonus on Craft (weaponsmithing) checks.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, creator 
  must be at least 6th level; Market Price: 2,055 gp; Cost to 
  Create: 1,055 gp + 80 XP; Weight: 8 lb.
  HAND OF THE OAKFATHER
  This piece of oak bark is carved in the shape of a human 
  hand and magically hardened (hardness 10).
  Worn as a necklace on a cord of twine, it has the following 
  abilities, each usable once per day: Barkskin, entangle,
  goodberry, plant growth, speak with plants, and tree shape.
  The hand (but not the wearer) is protected by resist elements.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  barkskin, endure elements, entangle, goodberry, plant growth,
  speak with plants, and tree shape; Market Price: 41,400 gp; 
  Weight: 1 lb.
  HANDHARP
  These small harps are very popular among the Harpers, and 
  not just because of the name.
  A handharp is a crescent-shaped wooden instrument, about 
  the size of a human hand, with metal strings.
  Anyone who can play a tune on a stringed instrument can 
  use the harp.
  Various tunes and chords produce the following sonic 
  effects.
  (A musician can discover all the powers in about 10 
  minutes of playing).
  The user can generate only one effect each round.
  The effects are sonic effects.
  • Dancing lights as the spell.
  • Undead creatures within 10 feet suffer a –2 luck penalty 
  on their attack and damage rolls.
  • All creatures within 10 feet receive a +2 luck bonus on 
  saving throws against necromantic and compulsion effects 
  for 1 round.
  • Creatures within 10 feet are not subject to new charm 
  effects.
  Charmed creatures become dazed when within 10 feet.
  Both effects last for 1 round.
  • Once a day, the user can use dimension door.
  Effects marked with an asterisk increase their range to 20 
  feet when a character with bardic music plays the harp.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, dancing 
  lights, magic circle against evil, dimension door; Market Price:
  25,000 gp; Weight: 1 lb.
  HARPER PIN
  Two kinds of Harper pins exist, the lesser pin and the 
  greater pin.
  These pins act as brooches for the purposes of limitations 
  on wearing multiple items of the same type.
  The lesser Harper pin is normally fashioned of silver and 
  given to new members of the Harpers.
  It functions identically to a ring of mind shielding.
  Greater Harper pins are fashioned from silver magically 
  treated to give it the hardness of steel (see Creating Magic 
  Items, below).
  The following constant effects protect the wearer.
  • immune to magic missile
  • nondetection
  • resist elements (electricity)
  • undetectable alignment
  • +5 resistance bonus on saves against mind-affecting effects 
  When worn by an evil being, a greater Harper pin turns 
  black and makes discordant jangling sounds (a –10 penalty 
  on Move Silently checks).
  Caster Level: 3rd (lesser), 5th (greater); Prerequisites: Craft 
  Wondrous Item, nondetection (lesser), Craft Wondrous 
  Item, detect evil, ghost sound, nondetection, protection from 
  elements, resistance, shield, undetectable alignment (greater); 
  Market Price: 8,000 gp (lesser), 79,000 gp (greater); Cost to 
  Create: Standard (lesser), 39,625 gp + 3,150 XP (greater); 
  Weight: —.
  HEADBAND OF THE BINDER
  This circlet of blue-green metal is stamped with the blank-
  scroll symbol of Oghma.
  In addition to allowing the wearer to use read magic three 
  times per day, a bard who wears the headband gains a +4 
  sacred bonus on his bardic knowledge rolls.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, read 
  magic, creator must be a bard; Market Price: 2,600 gp; Weight:
  —.
  HEART OF THE BEAST
  Normally created by clerics of Malar, this item has begun to 
  appear in the hands of others.
  This item is the heart of a predatory animal, smoked and 
  magically cured.
  The heart confers the effects of a divine power spell upon the 
  creature that eats it.
  If the creature also has a base attack bonus of +10 or higher, 
  it gains a +1 bonus on attacks.
  Caster Level: 10th; Prerequisite: Craft Wondrous Item, divine 
  power; Market Price: 2,000 gp; Weight: 1 lb.
  HELM OF DARKNESS
  This shadow magic item looks like a normal helmet.
  Even when new, it seems worn or a little battered.
  It takes its true form and manifests its powers when the 
  user dons it.
  Made of blackened silver and steel, a newly created helm of 
  darkness is set with thirty-six black opals along its lower 
  edge and a great black sapphire in the front.
  The helm is self-identifying, though it does not reveal that 
  it is a shadow item.
  It has the following powers.
  • With a command word, the wearer can bring forth a deeper 
  darkness effect.
  (The helm imparts the command word to the wearer).
  The power issues from the sapphire, which can generate 
  ninety-nine such effects before crumpling to useless dust.
  
  1209
  • Whenever the wearer fails a saving throw against any 
  death effect, one black opal crumbles and the effect is 
  negated.
  In addition, the helm negates energy drain attacks.
  Each time the wearer would receive one or more negative 
  levels, a black opal crumbles to dust, negating the negative 
  level.
  (An attack that bestows two negative levels consumes two 
  opals).
  • Each round, the helm absorbs the first 30 points of cold 
  damage the wearer would otherwise take.
  This protection does not stack with similar protection from 
  other sources, such as endure elements.
  As long as the helm contains at least one intact gem, the 
  wearer is immune to fear effects and can see through any 
  form of darkness as though it were daylight.
  The wearer can use the following spell-like effects on 
  command: speak with dead once per day, chill metal three 
  times per day, and pass without trace at will.
  (The helm provides the command words).
  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.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, chill 
  metal, deeper darkness, emotion, pass without trace, negative 
  energy protection, protection from elements, speak with dead, spell 
  immunity; Market Price: 157,000 gp; Weight: 3 lb.
  HELM OF GAZES
  This mirror-bright steel cap is set with five cats’ eye gems.
  The helmet automatically absorbs up to five gaze attacks the 
  wearer is subjected to, rendering the wearer immune to the 
  gaze.
  Once the helmet reaches its capacity, however, the wearer 
  is susceptible to all gaze attacks even if he averts his gaze or 
  closes his eyes.
  (The wearer is still allowed a saving throw against the gaze, 
  if one is allowed).
  As a standard action, the wearer can release one stored gaze 
  effect harmlessly (not as an attack) with a command word.
  A stored gaze effect fades after a tenday.
  Caster Level: 12th; Prerequisites: Forge Ring, eyebite, spell 
  turning; Market Price: 33,000 gp; Weight: 3 lb.
  ICE NECKLACE OF THE ULUTIUN
  Several of these necklaces of magically hardened and 
  preserved ice were created by a half-mad sorcerer who 
  wandered among the Ulutiun tribes of the Great Glacier.
  Two of the acorn-sized ice crystals are opaque, four are 
  transparent.
  The wearer can detach a crystal and hurl it up to 80 feet.
  When the crystal reaches the end of its trajectory, it 
  explodes in a spell effect, either ice storm (transparent 
  crystal) or sleet storm (opaque crystal).
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, ice 
  storm, sleet storm; Market Price: 5,000 gp; Weight: 1 lb.
  INSTRUMENTS OF THE BARDS
  A wise and powerful bard in the Moonshaes named Falataer 
  created the first of these instruments, using them to test 
  and reward the students of his bardic college (which was 
  divided into seven levels of skill).
  Others have since copied the designs, keeping the names 
  Falataer gave them to honor him.
  Each instrument has its own set of unique powers that can 
  be activated by anyone with sufficient ranks in the Perform 
  skill without making a check.
  Some of the instruments bestow one negative level on a 
  character lacking the proper number of ranks in the 
  Perform skill.
  The negative level remains as long as the harp is carried and 
  disappears when it is no longer carried.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration spells) 
  while the instrument is carried.
  ANSTRUTH HARP
  This masterwork harp (+2 circumstance bonus on Perform 
  [harp] checks) bestows one negative level on any character 
  who does not have at least 12 ranks in Perform (harp).
  A character with 12 ranks in Perform (harp) can use the 
  instrument to cast control water, healing circle, and mind fog 
  once per day.
  It gives a +6 competence bonus on a bard’s bardic music 
  checks for countersong, fascinate, and suggestion.
  Caster Level: 14th; Prerequisites: Craft Wondrous Item, control 
  water, healing circle, mind fog, creator must be a bard; Market 
  Price: 60,000 gp; Weight: 3 lb.
  CANAITH MANDOLIN
  This eight-stringed masterwork mandolin (+2 circumstance 
  bonus on Perform [mandolin] checks) bestows one 
  negative level on any character who does not have at least 8 
  ranks in Perform (mandolin).
  A character with 8 ranks in Perform (mandolin) can use the 
  instrument to cast cure serious wounds, dispel magic, or 
  summon monster III once per day.
  It gives a +4 competence bonus on a bard’s bardic music 
  checks for countersong, fascinate, and suggestion.
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, cure 
  serious wounds, dispel magic, summon monster III, creator must 
  be a bard; Market Price: 23,400 gp; Weight: 3 lb.
  CLI LYRE
  This masterwork lyre (+2 circumstance bonus on Perform 
  [lyre] checks) bestows one negative level on any character 
  who does not have at least 10 ranks in Perform (lyre).
  A character with 10 ranks in Perform (lyre) can use the 
  instrument to cast break enchantment, dimension door, and 
  shout once per day.
  It gives a +5 competence bonus on a bard’s bardic music 
  checks for countersong, fascinate, and suggestion.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, break 
  enchantment, dimension door, shout, creator must be a bard; 
  Market Price: 37,600 gp; Weight: 3 lb.
  DOSS LUTE
  This masterwork lute (+2 circumstance bonus on Perform 
  [lute] checks) bestows one negative level on any character 
  who does not have at least 6 ranks in Perform (lute).
  
  1210
  A character with 6 ranks in Perform (lute) can use the 
  instrument to cast delay poison, hold person, and mirror image 
  once per day.
  It gives a +3 competence bonus on a bard’s bardic music 
  checks for countersong, fascinate, and suggestion.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, delay 
  poison, hold person, mirror image, creator must be a bard; 
  Market Price: 9,800 gp; Weight: 3 lb.
  FOCHLUCHAN BANDORE
  This 3-stringed masterwork lute (+2 circumstance bonus on 
  Perform [lute] checks) can be played by anyone to produce 
  light once per day.
  A character with 2 ranks in Perform (lute) can use the 
  bandore to cast flare, mending, and message each once per 
  day.
  It gives a +1 competence bonus on a bard’s bardic music 
  checks for countersong, fascinate, and suggestion.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, flare,
  light, mending, message, creator must be a bard; Market Price:
  1,900 gp; Weight: 3 lb.
  MAC-FUIRMIDH CITHERN
  This pear-shaped masterwork lute (+2 circumstance bonus 
  on Perform [lute] checks) can be played by a person with 4 
  ranks in Perform (lute) to cast cure light wounds, mage armor,
  and sleep each once per day.
  It gives a +2 competence bonus on a bard’s bardic music 
  checks for countersong, fascinate, and suggestion.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, cure 
  light wounds, mage armor, sleep, creator must be a bard; 
  Market Price: 2,900 gp; Weight: 3 lb.
  OLLAMH HARP
  This masterwork harp (+2 circumstance bonus on Perform 
  [harp] checks) bestows one negative level on any character 
  who does not have at least 14 ranks in Perform (harp).
  A character with 14 ranks in Perform (harp) can use the 
  instrument to cast control weather, eyebite, and repulsion once 
  per day.
  It gives a +7 competence bonus on a bard’s bardic music 
  checks for countersong, fascinate, and suggestion.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, control 
  weather, eyebite, repulsion, creator must be a bard; Market 
  Price: 83,600 gp; Weight: 3 lb.
  INSTRUMENT OF THE WINDS
  When the proper tune is played (which requires a DC 15 
  Perform [lute] check), this masterwork lute (+2 
  circumstance bonus on Perform [lute] checks) summons a 
  large air elemental as with the summon monster VI spell.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  summon monster VI; Market Price: 11,000 gp; Weight: 3 lb.
  JANTHRA’S HARP
  By playing this masterwork harp (+2 circumstance bonus 
  on Perform [harp] checks) for a full round, the harpist can 
  envelop all creatures within 10 feet of the harp in an 
  invisibility sphere that also allows them to pass without trace.
  Unlike the spell, creatures made invisible by the harp can 
  see each other.
  The harpist must continue playing to maintain the effect, 
  but the music seems distant and does not aid foes in 
  detecting the location of the harpist.
  If one of the invisible creatures attacks, the magic is ended 
  for all participants.
  If one creature leaves the area of the invisibility sphere, the 
  harpist must end the song and play again for a full round to 
  hide that creature again.
  The harp may be used in this manner for up to 1 hour per 
  day.
  Use of this item requires at least 1 rank in Perform (harp).
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, 
  invisibility sphere, pass without trace; Market Price: 12,000 gp; 
  Weight: 3 lb.
  JOYOUS STAR SONG
  Devout worshipers of Lliira and Milil created the first of 
  these items.
  The object appears as a scroll made of beaten silver, 
  stamped with the holy symbols of Milil (a harp made of 
  leaves) and Lliira (three six-pointed stars).
  The scroll also bears the musical notation and lyrics for an 
  inspiring song.
  When a bard sings the song, it allows him to use his bardic 
  music one additional time per day, with a +5 sacred bonus 
  on his Perform check for that use.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, 
  enthrall, suggestion, creator must be a bard of at least 10th 
  level; Market Price: 5,800 gp; Weight: —.
  KIIRA
  These smooth hemispherical precious stones are known by 
  their elven name, which means “lore gem”.
  While more powerful versions of these items known as 
  greater kiira exist, those date to the empire of Cormanthor, 
  can only be used by elves of particular families, and risk 
  causing madness and feeblemindedness in those not of the 
  proper bloodline and without the necessary intelligence.
  The kiira that can be found in the world are weaker but 
  safer versions of these devices.
  The kiira is worn on the forehead (it affixes itself if placed 
  there and can be removed easily by its wearer) and counts 
  as a hat for the purpose of determining what items can be 
  worn together.
  It allows its wearer to better focus her mind and memory, 
  allowing her to better remember information.
  In game terms, this results in a +2 competence bonus on all 
  Knowledge skill checks, though the wearer must spend a 
  full round of contemplation to gain this bonus.
  Furthermore, a kiira acts as a spellbook, allowing a wizard 
  (or any other spellcaster who requires a spellbook) to 
  record spells into and prepare spells from a kiira as if it were 
  a spellbook (holding up to thirty spells of any levels), 
  requiring the normal amount of time and expense.
  While a newly created kiira is empty of spells, a kiira 
  recovered as part of a treasure hoard is likely to have spells 
  recorded within it at the DM’s option.
  If so, the value of the item should increase as if it were a 
  spellbook.
  
  1211
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, legend 
  lore, secret page; Market Price: 7,500 gp; Weight: —.
  KNIFE OF THE BOWYER
  This masterwork tool gives the user a +10 circumstance 
  bonus on Craft (bowmaking) checks.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, creator 
  must be at least 6th level; Market Price: 2,055 gp; Cost to 
  Create: 1,055 gp + 80 XP; Weight: 1 lb.
  LENSES OF DARKNESS
  These two dark glass lenses fit over the user’s eyes.
  The wearer gains a +4 circumstance bonus on saving throws 
  against light and illusion (pattern) spells, as well as any 
  effects that cause blindness because of light (such as a 
  prismatic wall).
  Caster Level: 3rd; Prerequisite: Craft Wondrous Item, darkness,
  resistance; Market Price: 7,700 gp; Weight: —.
  MASK OF BLOOD
  This mask of red metal constantly weeps a blood-like liquid 
  when worn.
  Any NPC who sees a creature wearing the mask has his 
  attitude toward the wearer shifted one category toward 
  hostile.
  The liquid is normally harmless, but once per day the 
  wearer can spit it forth as a ranged touch attack with a 
  range increment of 10 feet.
  When used in this way, the fluid acts as a poison spell upon 
  the creature it strikes.
  If a barbarian wears the mask, the character’s rages last 1 
  round longer than normal.
  The mask counts as a pair of lenses for limitations on 
  wearing multiple magic items.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, emotion,
  poison; Market Price: 17,000 gp; Weight: 1 lb.
  MIEREST’S STARLIT SPHERE
  This item is said to have been created by the sorcerer 
  Mierest and given to one of his visitors in reward for a great 
  service.
  The shining silver metal sphere is 4 inches in diameter and 
  feels comfortably warm to the touch.
  When held, it is lit with cold blue-white pinpoints of light, 
  illuminating an area as a torch would.
  This ability can be turned off or on as a free action.
  The orb negates several spells by contact: dancing lights,
  darkness, faerie fire, gust of wind, light, and wind wall.
  Objects within the area of its light are viewed as if with a 
  true seeing spell.
  If passed through an open flame, it chimes a soothing song 
  for 4 minutes that can be heard up to 100 feet away and 
  quiets shriekers.
  Intelligent undead prefer to avoid the area it illuminates 
  but are not prevented from entering.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, dispel 
  magic, ghost sound, true seeing; Market Price: 53,000 gp; Weight:
  1 lb.
  MIRROR MASK
  This mask is circular, with dark lines radiating outward 
  from the point between the eyes.
  The wearer gains a +5 resistance bonus on all saves against 
  gaze attacks and spells that work through sight (such as 
  flare, illusion (pattern) spells, a vampire’s charm ability, and 
  so on).
  Furthermore, any creature that views the wearer’s face 
  while the mask is worn sees its own face rather than the 
  wearer’s.
  A mask counts as a pair of lenses for limitations on wearing 
  multiple items of the same type.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, change 
  self, resistance; Market Price: 8,759 gp; Weight: 1 lb.
  METHILD’S HARP
  When played by a character with at least 1 rank in Perform 
  (harp) for 1 full round, this masterwork harp (+2 
  circumstance bonus on Perform [harp] checks) 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.
  Methild’s harp also automatically dispels a hold portal spell or 
  even an arcane lock spell cast by a wizard of less than 15th 
  level.
  It also unties knots and bindings and frees targets from 
  entanglement of any kind (including web spells).
  Each round of playing opens only one form of locking or 
  tying or frees a single target from its bonds or 
  entanglement.
  The harp doesn’t function in an area of silence, nor can it 
  affect a target in such an area.
  Methild’s harp has a range of 100 feet and may be played a 
  maximum of 3 rounds per day.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, knock;
  Market Price: 4,100 gp; Weight: 3 lb.
  MITHRAL BELLS
  This item is a series of eleven small mithral bells on a 
  bracelet-sized chain of mithral.
  The wearer can detach a bell and throw it up to 40 feet.
  When it reaches the end of its trajectory, it explodes in a 
  sound burst spell.
  As long as there are at least three bells on the chain, it 
  provides a +2 circumstance bonus on all Perform checks.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, sound 
  burst, creator must be a bard; Market Price: 3,700 gp; Weight: 1 
  lb.
  MONK’S TATTOO
  This tattoo is usually of an animal or beast considered 
  important to the monks of a given monastery or school.
  Examples include tiger, dragon, snake, crane, monkey, and 
  so on.
  The tattoo improves the unarmed strike damage, speed, and 
  AC of the monk recipient by four levels.
  Thus, a 7th-level monk does damage, moves, and avoids 
  being struck as would an 11th-level monk.
  
  1212
  No other abilities are improved by this tattoo, including 
  base attack.
  The abilities of this tattoo do not stack with the abilities of 
  another monk’s tattoo, nor does the tattoo grant any 
  abilities to a nonmonk character.
  The tattoo does not take up an equipment space (see Limit 
  on Magic Items Worn, page 176 of the DUNGEON 
  MASTER’s Guide).
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, creator 
  must be a monk of at least 10th level; Market Price: 80,000 
  gp; Weight: —.
  MOON BRACERS
  Covered in mother-of-pearl, these bracers are normally 
  created by the manifestation of Selûne’s moonfire, but 
  spellcasters have learned how to create them.
  They have the same abilities as bracers of armor, plus the 
  wearer can use dimension door once per day.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  dimension door, mage armor, creator’s level must be twice that 
  of the bonus placed in the bracers (minimum 7th level); 
  Market Price: 12,100 gp (+1), 14,100 gp (+2), 19,100 gp (+3), 
  36,200 gp (+4), 45,200 gp (+5), 56,200 gp (+6), 69,160 gp (+7), 
  84,160 gp (+8); Weight: 1 lb.
  MOON MOTE
  This round, pale stone is one of the permanent 
  manifestations of Selûne’s moonfire.
  Once per day it can be commanded to create dancing lights 
  under the control of its bearer.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, dancing 
  lights; Market Price: 180 gp; Weight: —.
  MOONCLOAK
  This silvery-gray cloak is one of the items typically created 
  by Selûne’s moonfire, but has since been duplicated by 
  spellcasters.
  The cloak functions as a cloak of resistance, plus gives the 
  wearer the ability to levitate and water walk (both self only) 
  once per day.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, levitate,
  resistance, water walk, creator’s level must be three times that 
  of the cloak’s bonus (minimum 7th level); Market Price:
  9,000 gp (+1), 13,800 gp (+2), 18,800 gp (+3), 25,800 gp (+4), 
  34,800 gp (+5); Weight: 1 lb.
  MOONDRAUGHT
  This potent liquid is the equivalent of four potions of cure 
  light wounds.
  It can be consumed all at once (for a total of 4d8+4) or in 
  four separate uses (each curing 1d8+1 hit points of damage).
  A lycanthrope who drinks this potion automatically gets 
  the maximum effect for whatever amount is drank.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  Maximize spell, cure critical wounds, creator must have 
  access to the Moon domain; Market Price: 1,500 gp; Weight:
  —.
  MOONFIRE SALVE
  Stored in a translucent white ceramic jar about the size of a 
  flask, moonfire salve is the semisolid residue remaining after 
  a manifestation of moonfire at a holy ritual of Selûne.
  Depending upon how it is used, it has different magic 
  effects.
  An entire jar must be used to gain any of these benefits.
  • When poured on an item or rubbed on a creature’s 
  forehead, it acts as a targeted dispel magic.
  • When rubbed on the feet, it allows the recipient to use the 
  fly spell.
  • When rubbed on the eyelids, it grants darkvision.
  • When rubbed on the back of a hand, it allows the use of 
  greater mage hand spell.
  • When eaten, it acts as a cure serious wounds.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, cure 
  serious wounds, darkvision, dispel magic, fly, greater mage hand;
  Market Price: 2,500 gp; Weight: 1/2 lb.
  MOONSTONE MASK
  This silver mask is studded with many small moonstones.
  It gives the wearer darkvision and a +5 circumstance bonus 
  on Listen and Spot checks.
  A mask counts as a pair of lenses for the limitations on 
  wearing multiple magic items of the same type.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  clairaudience/clairvoyance, darkvision; Market Price: 12,000 gp; 
  Weight: 1 lb.
  NECKLACE OF ACID PEARLS
  This magic item resembles a tight silver choker with a 
  device bearing seven pale white pearls.
  The wearer can detach any of the pearls and hurl it up to 50 
  feet away, where it creates an acid storm.
  One of the pearls deals 9d6 points of damage, two deal 7d6, 
  two deal 5d6, and the last two deal 3d6.
  A Reflex save (DC 19) halves the damage from any pearl.
  The more damage a pearl deals, the larger it is.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, acid 
  storm; Market Price: 10,700 gp; Weight: 1 lb.
  NECKLACE OF COPPER DRAGON 
  SCALES
  This simple necklace consists of a copper chain with six 
  coin-sized copper dragon scales affixed to it.
  If the wearer touches a scale and issues a command word, 
  he is protected by endure elements (acid) for 24 hours.
  Once all six scales are used, the necklace grows dull and 
  loses its magic.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, endure 
  elements; Market Price: 570 gp; Weight: 1 lb.
  NECKLACE OF LIGHTNING
  This necklace is a silver chain with seven brightly polished 
  coils of copper wire.
  The wearer can detach a coil and hurl it up to a 50-foot 
  distance.
  
  1213
  When the coil reaches the end of its trajectory, it explodes 
  as a scintillating sphere spell (DC 14).
  One of the coils deals 7d6 points of damage, two deal 5d6, 
  and the other four deal 3d6.
  The more damage a coil does, the larger it is.
  If the necklace is being worn or carried by a character who 
  fails her saving throw against a magical electricity attack, 
  the necklace must make a saving throw as well (with a 
  bonus of +7).
  If the necklace fails to save, all its remaining coils detonate 
  simultaneously.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  scintillating sphere; Market Price: 4,350 gp; Weight: 1 lb.
  NECKLACE OF NATURE’S TEETH
  This leather cord is strung with the teeth or fangs of a wild 
  animal.
  When worn by a druid with the wild shape ability, this 
  necklace allows the druid to assume (as wild shape) the form 
  of the animal whose teeth are on the necklace once per day.
  Roll 1d10 to determine what kind of necklace is found.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  polymorph self or creator must be a druid of at least 7th level; 
  Market Price: 2,900 gp; Weight: —.
  NITHANALOR’S HARP
  This masterwork harp (+2 circumstance bonus on Perform 
  [harp] checks) is inlaid with several glassy gray gemstones 
  of various types.
  Once per day a character with at least 1 rank in Perform can 
  play the harp to gain the benefits of a stoneskin spell.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  stoneskin; Market Price: 22,300 gp; Cost to Create: 17,400 gp + 
  392 XP; Weight: 3 lb.
  ORB OF HOLINESS
  These glossy crystal spheres are about the size of an apple.
  Each is inscribed with one good-aligned deity’s symbol.
  An orb is always neutral with respect to chaos and law.
  An evil creature who touches an orb must make a Will save 
  (DC 25).
  If the save fails, the creature takes 4d6 points of damage and 
  is struck with a feeblemind effect.
  If the save succeeds, the creature still takes 2d6 points of 
  damage and is dazed for 1d4 rounds.
  A good-aligned creature can hold the orb and speak a 
  command word to cast hold monster (DC 17) or purify food 
  and drink each once per day.
  In addition, any good-aligned creature who is a follower of 
  the deity whose symbol appears on the orb (any creature 
  who has chosen the orb’s deity as their patron deity, in 
  other words) can hold it and speak a command word to cast 
  cure serious wounds (3/day) or regenerate (1/day).
  An orb of holiness continually emits a prayer effect.
  All good creatures are considered to be the orb’s allies; all 
  nongood creatures are its foes.
  An orb automatically counters and dispels all fear effects 
  within 60 feet of the orb (no action required).
  Finally, a creature holding an orb can use it to make touch 
  attacks against undead.
  A successful touch deals 5d6 points of damage to an undead 
  creature.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, cure 
  serious wounds, daylight, detect evil or detect good, glyph of 
  warding, prayer, purify food and drink, regenerate, remove fear;
  Market Price: 178,700 gp; Cost to Create: 89,450 gp + 7,140 XP; 
  Weight: 1 lb.
  ORBAKH’S GLASS SKULL
  Created by a Thayan inhabitant of Myth Drannor, this thick 
  glass skull is hollow and suitable as a tankard.
  It can cast disrupt undead three times per day, and can cast 
  enervation and shroud of undeath each once per day.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, disrupt 
  undead, enervation, shroud of undeath; Market Price: 15,700 gp; 
  Weight: 3 lb.
  PHOENIX HELM
  This helm is made of copper, gold, and electrum, stylized in 
  the shape of a phoenix with its wings unfurled, its legs 
  guarding the temples, and the head adorning the brow.
  The wearer can use the following spells each once per day: 
  Feather fall, flame arrow, fly, resist elements, and speak with 
  animals (birds only).
  The helm grants the wearer low-light vision.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, feather 
  fall, flame arrow, fly, resist elements, speak with animals; Market 
  Price: 53,000 gp; Weight: 3 lb.
  PHYLACTERY OF THE PRIESTHOOD
  Two versions of this phylactery exist (lesser and greater); 
  each is a small ivory box that contains holy scripture.
  Each phylactery allows the wearer to maximize (as the 
  Maximize Spell feat) any three divine spells he or she casts 
  in a day, without using a higher-level spell slot.
  The wearer chooses to maximize a spell at the time of 
  casting.
  The lesser phylactery can only affect spells of up to 3rd 
  level, while the greater phylactery can affect spells of up to 
  6th level.
  
  1214
  The phylactery of the priesthood is tied to the wearer’s 
  forehead (and counts as a headband) or arm (and counts as a 
  bracer).
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  Maximize Spell; Market Price: 27,200 gp (lesser), 108,000 gp 
  (greater); Weight: —.
  PROTECTED SPELLBOOKS
  Any wizard with the means to do so carefully protects her 
  spellbooks against accidents, battle damage, or theft.
  Arcanabula feature cheap and inexpensive protections, 
  such as a simple explosive runes or fire trap spell.
  Most wizards are willing to accept the loss of a workbook 
  and do not expend a great amount of money in defending 
  their traveling spellbooks.
  Great books, on the other hand, are carefully guarded.
  Hidden in trapped compartments (or even on other planes) 
  and equipped with mechanical traps, loyal guardians, and 
  deadly spells of defense, a great book is something that is 
  never meant to be lost.
  A wizard may conceal a great book in a compartment 
  crawling with poisonous spiders or snakes that the owner 
  can immobilize at will, trapped by bladders of paralyzing or 
  sleep-inducing gases, and mechanical traps such as scything 
  blades or poisoned needles hidden in the locks, lids, or 
  frames of coffers or cabinets the books are hidden in.
  These traps are seldom of a sort that can endanger the book 
  itself, but may otherwise take almost any form.
  Spell protections, of course, can add thousands of gold 
  pieces to the cost of even the simplest tome.
  The magical protections commonly employed to defend a 
  spellbook include:
  GLAMERED
  The book looks and feels like something else of similar size 
  and weight (no more than 25% different in any dimension, 
  no less than half as heavy, and no more than twice as 
  heavy).
  Upon command the book resumes its normal appearance 
  or takes on its glamered appearance.
  Anyone who touches the book can make a Will save (DC 
  14) to disbelieve the glamer.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, major 
  image; Market Price: +2,000 gp.
  LEVITATING
  The book hovers in the air at whatever point it is placed, 
  much like an immovable rod (although the book can only 
  support its own weight).
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, levitate;
  Market Price: +2,000 gp.
  PUNGENT
  The book is infused with an acrid essence that repels 
  damaging pests.
  Any creature attempting to eat any portion of the book 
  becomes ill and must attempt a Fortitude save (DC 14) or 
  become nauseated as per the stinking cloud spell.
  (The effects linger for 1d4+1 rounds after the creature tastes 
  the book).
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, stinking 
  cloud; Market Price: +2,000 gp.
  RESISTANT (MAJOR)
  The book has resistance 12 against acid, cold, electricity, 
  and fire attacks.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, 
  protection from elements; Market Price: +3,000 gp.
  RESISTANT (MINOR)
  The book has resistance 5 against acid, cold, electricity, and 
  fire attacks.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, endure 
  elements; Market Price: +1,000 gp.
  SPELLTRAPPED
  A magic trap has been incorporated into the book.
  For example, a shocking grasp has been placed that strikes 
  anyone handling the book except its owner.
  The trap can be set to operate when the book is touched, 
  when it is opened, or when a particular page is read.
  Any spell appropriate for a trap may be used (see Table 4–7: 
  Spells for Magic Traps, page 117 of the DUNGEON 
  MASTER’s Guide).
  Caster Level: As per spell chosen, minimum 3rd; Prerequisites:
  Craft Wondrous Item, spell chosen; Market Price: Adds 
  value equal to 500 gp × spell level × caster level, plus 100 gp 
  × the cost of the trapped spell (in gp or XP), if any.
  WATERPROOF
  The book is impervious to damage caused by immersion in 
  or exposure to water.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, endure 
  elements; Market Price: +1,000 gp.
  RHINGALADE’S HARP
  This masterwork harp (+2 circumstance bonus on Perform 
  [harp] checks) is carved with images of a multitude of 
  harpists playing in a chorus.
  Once per day it can be played to invoke simultaneous blink 
  and mirror image spells upon its wielder (both effects end 
  after 6 rounds).
  Use of this item requires at least 1 rank in Perform (harp).
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, blink,
  mirror image; Market Price: 5,400 gp; Weight: 3 lb.
  SALVE OF MINOR SPELL
  RESISTANCE
  This salve is based on a drow formula.
  The user must take a full-round action to spread it on his 
  skin, after which it grants spell resistance 17 for 5 minutes.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, spell 
  resistance; Market Price: 1,250 gp; Weight: 1/2 lb.
  SCARAB OF SCINTILLATING AURAS
  This multihued jewel creates a field of clashing visible auras 
  in a 90-foot radius.
  
  1215
  The multitude of auras blocks attempts to detect magic or 
  alignment within the area.
  Not even a true seeing spell can detect an alignment aura 
  within the scarab’s area unless cast at 16th level or higher.
  Once a day, the wearer can become invisible on command 
  as if using the invisibility spell (self only).
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, 
  nondetection, misdirection, invisibility; Market Price: 45,000 gp; 
  Weight: —.
  SENDING STONES
  These items usually resemble lumps of unworked stone.
  They come in pairs.
  Once a day, each stone in a pair can send a message (as the 
  sending spell) to the bearer of the other stone.
  If the stone’s mate is not in a creature’s possession, no 
  message is sent and the user knows the communication has 
  failed.
  If either stone in the pair is destroyed, the mate becomes 
  useless.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, sending;
  Market Price: 15,000 gp (for a pair); Weight: 1 lb.
  SHAUNDAKUL’S BOOTS
  Originally a secret kept by the loyal followers of the deity of 
  travel, the lore detailing the creation of these magical boots 
  has recently become more widely available.
  These boots increase the wearer’s base speed by 10 feet.
  Once per day the wearer may double his base speed (not 
  counting the boots’ effect) for 5 minutes.
  Once per tenday, she can cast find the path.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  expeditious retreat, find the path; Market Price: 6,300 gp; Weight:
  1 lb.
  SILENT PORTAL DISK
  This small disk affixes itself to (or can be removed from) 
  any surface with but a simple command word.
  If that surface is a portal (door, window, box lid, curtain of 
  beads, or any other such opening), it silences any sound of 
  opening the portal, just as if the 0-level spell silent portal had 
  been cast upon it.
  The disk operates once per day.
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, silent 
  portal; Market Price: 360 gp; Weight: —.
  SKULL PLAQUE
  This ivory disk is engraved with an image of a grinning 
  skull and inlaid with black enamel to form a shield-shaped 
  background.
  Worn on a necklace of human finger bones, the plaque 
  allows the wearer to cast death knell and detect undead once 
  per day.
  Undead suffer a –2 penalty on attack rolls against the 
  wearer.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, death 
  knell, detect undead, prayer; Market Price: 9,200 gp; Weight: 2 lb.
  SMOKEPOWDER
  This magic alchemical substance is similar to gunpowder.
  The substance burns rapidly, but is not explosive (though it 
  can be used to construct grenades and bombs).
  Burning smokepowder illuminates a 30-foot radius.
  The fire lasts 1 round for every ounce of powder.
  It takes an ounce of smokepowder to shoot a firearm once.
  If smokepowder gets wet, it never again burns and cannot 
  ever be used to fire a bullet.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 9+ 
  ranks of Alchemy; Market Price: 25 gp; Weight: 1 lb.
  SPICE JAR
  This relatively mundane item is highly prized among 
  travelers.
  It can produce any spice, even rare ones, as long as that 
  spice is used immediately (within 1 round) to prepare food 
  or drink.
  Any spice thus created disappears if it is not used in that 
  time.
  The spice jar replenishes itself continually, so its wielder 
  need not fear ever running out of spices.
  The spices produced purify any food or drink exactly as if 
  affected by a purify food or drink spell.
  In addition, any food or drink prepared with the spices 
  produced by the spice jar bestows some minor healing and 
  disease prevention upon up to twelve people who eat the 
  food or drink thus prepared.
  Eating or drinking meals prepared with these spices cures 1 
  hit point per use and grants a +4 resistance bonus on saves 
  against disease for next 4 hours.
  The spice jar may produce sufficient spices to make up to 
  three meals or drinks per day that bestow these curative 
  and resistance properties.
  The spices can affect any one person once per day.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, cure 
  minor wounds, purify food and drink; Market Price: 5,600 gp; 
  Weight: 1 lb.
  SUNITE SASH
  This scarlet sash is woven of fine red thread and delicate 
  gold wire.
  It adds a +2 enhancement bonus to Charisma and a +2 
  deflection bonus to AC, and allows the wearer to create 
  handfire once per day.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, enthrall,
  handfire, shield of faith; Market Price: 19,600 gp; Weight: 1 lb.
  TONGS OF THE ARMORER
  This tool gives the user a +10 competence bonus on Craft 
  (armorsmithing) checks when creating metal armor.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, 
  mending, creator must be at least 6th level; Market Price:
  2,055 gp; Cost to Create: 1,055 gp + 80 XP; Weight: 5 lb.
  TORQUE OF THE DEITY
  These items come from the Moonshae Isles, where clerics 
  of Chauntea create them.
  Each bears the symbol of the deity.
  
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  The torque of the deity bestows immunity to lycanthropy 
  upon its wearer, and also grants a +2 sacred bonus on attack 
  and damage against lycanthropes.
  In addition, a torque grants a +1 (or +2) resistance bonus on 
  saving throws and a deflection bonus to AC of the same 
  value.
  A torque counts as a necklace for limitations on wearing 
  multiple items of the same type.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, magic 
  weapon, remove disease, shield of faith; Market Price: 4,500 gp 
  (torque +1), 16,500 gp (torque +2); Weight: 2 lb.
  TORQUE OF THE TITANS
  This thick, heavy, golden neck ring is nearly indestructible.
  It has a hardness of 20, 50 hit points, and a break DC of 50.
  Five times per day, the torque’s wearer can (as a free action) 
  gain a +10 enhancement bonus to Strength that lasts for 
  one round.
  A torque counts as a necklace for limitations on wearing 
  multiple items of the same type.
  Caster Level: 20th; Prerequisites: Create Wondrous Item, bull’s 
  strength, divine power; Market Price: 72,000 gp; Weight: 3 lb.
  TRAVEL CLOAK
  This lightweight gray-green cloak protects the wearer 
  against some of the hazards and discomforts of outdoor 
  travel.
  The wearer resists cold as if affected by an endure elements 
  (cold) spell.
  Furthermore, the cloak sheds precipitation, keeping dry 
  the area of the body covered by the cloak (head to knees).
  In addition, three times per day, the wearer can reach into 
  one of the pockets of the cloak and pull out trail rations 
  sufficient to feed himself.
  From another pocket, the wearer may withdraw a 
  stoppered 1-quart metal flask that produces either pure cool 
  water or sugared hot tea.
  The flask produces up to two gallons of liquid per day.
  The flask only refills if placed back in the pocket of the 
  cloak; if separated from the cloak or wearer, it has no 
  magical properties.
  Finally, when the wearer utters a command word, the travel 
  cloak expands once per day to the size of a one-person tent.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, endure 
  elements, create food and water, enlarge; Market Price: 1,200 gp; 
  Weight: 1 lb.
  TROLL GUT ROPE
  This braided 50-foot rope has a slightly pungent odor, feels 
  rubbery, and bears a large, complex knot at one end.
  Once per day the rope can be commanded to grow up to 
  350 feet in length.
  Any length beyond the original 50 feet decays into 
  nothingness after 7 hours.
  If the large knot is ever untied or cut open, the rope’s magic 
  is destroyed.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, minor 
  creation; Market Price: 3,000 gp; Weight: 7 lb.
  UNICORN PENDANT
  This silver pendant bears the symbol of Lurue, unicorn 
  deity of talking beasts.
  The wearer can use cure moderate wounds and neutralize 
  poison once per day.
  A paladin wearing the pendant treats her Charisma as 4 
  points higher than normal for the purpose of her lay on 
  hands ability.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, cure 
  moderate wounds, enthrall, neutralize poison; Market Price:
  28,000 gp; Weight: 1 lb.
  VALARDE’S HARP
  This masterwork harp (+2 circumstance bonus on Perform 
  [harp] checks) is often carved of driftwood and engraved 
  with images of ships and clouds.
  Three times per day it can be played for a full round to 
  produce a gust of wind or a wind wall effect.
  Use of this item requires at least 1 rank in Perform (harp).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, gust of 
  wind, wind wall; Market Price: 8,500 gp; Weight: 3 lb.
  VESTMENTS OF POWER
  These ceremonial clerical robes are usually cut and tailored 
  to suit a particular deity’s worshipers.
  Two varieties exist: The lesser vestments of power and the 
  greater vestments of power.
  The lesser vestments of power grant the wearer a +3 deflection 
  bonus to AC and a +4 resistance bonus on saving throws.
  The robe also conveys a continuous protection from arrows 
  effect (10/+1, no limit to points of damage prevented), 
  grants fire resistance 15, and allows the wearer to use feather 
  fall whenever he falls 10 feet or more.
  The greater vestments of power have all the powers of lesser 
  vestments of power.
  In addition, the wearer may cast dimension door and true 
  seeing at will.
  Caster Level: 5th (lesser), 9th (greater); Prerequisites: Craft 
  Wondrous Item, dimension door (greater only), endure 
  elements, feather fall, protection from arrows, resistance, shield of
  faith, true seeing (greater only); Market Price: 88,000 gp 
  (lesser), 200,000 gp (greater); Cost to Create: Standard 
  (lesser), 112,500 gp + 7,000 XP (greater); Weight: —.
  WAR WIZARD CLOAK
  This full-cut black cloak (also called a weathercloak) hangs 
  to mid-boot.
  Cut to overlap on the chest and cover the wearer’s arms, it 
  has a high collar and a separate pullover hood.
  It is embroidered with a white upraised human palm in a 
  circle on the right collar, a purple dragon on the left collar, 
  and another on the center point of the hood (so that it is 
  displayed to the rear when the hood is pulled back).
  The cloak constantly provides the wearer with the 
  following benefits: endure elements (cold), darkvision, and 
  feather fall (self only).
  Once per day, the wearer may use dimension door, lesser 
  ironguard, protection from arrows, and sending.
  These cloaks are normally only worn by Cormyrian war 
  wizards, nobles, or specially chosen agents, although with 
  
  1217
  the troubles in Cormyr of late, it is likely that some have 
  been looted from corpses and can be found in other hands.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  darkvision, dimension door, endure elements, feather fall, lesser 
  ironguard, protection from arrows, sending; Market Price: 30,375 
  gp; Weight: 1 lb.
  WHITE CLOAK OF THE SPIDER
  This white silk garment is embroidered with a large gray 
  spider on the back and webs radiating across its surface.
  The wearer can use spider climb at will and use hold person 
  once per day.
  She gains a +2 luck bonus on all Fortitude saves against 
  poison from spiders and drow sleep poison.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, hold 
  person, resistance, spider climb, creator must be 6th level; 
  Market Price: 8,200 gp; Weight: 1 lb.
  WILD SHAPE AMULET
  This small amulet is usually shaped as a miniature version 
  of an animal.
  It allows a druid to use her wild shape ability as if she were 
  four levels higher.
  If she has not yet acquired that ability, the amulet allows 
  her the wild shape ability as a 5th-level druid.
  The amulet does not improve a druid’s wild shape ability 
  beyond that possessed by a 20th-level druid.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, 
  creator must be a druid of at least 15th level; Market Price:
  40,000 gp; Weight: —.
  WORD OF CHAOS’S POWER
  This normally appears as a stone tablet graven with magical 
  runes.
  Any creature that spends 1 minute or more studying the 
  runes understands the runes’ purpose.
  If the character studies them for an hour thereafter, the 
  runes fade and the character has the ability to invoke the 
  word of power as a supernatural ability.
  Each time the word is invoked, it functions as a rod of 
  wonder, and the user suffers 1 point of permanent Wisdom 
  drain.
  When the user reaches 0 Wisdom, he is totally insane and 
  withdraws into a deep nightmare-filled sleep from which 
  he cannot awaken.
  A creature that knows the word cannot convey its meaning 
  to another without investing the gp and XP to essentially 
  create another copy of the written word.
  The creature could also use a wish spell (or similar magic) to 
  create knowledge of the rune directly in the mind of 
  another willing creature.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, 
  confusion, creator must be chaotic; Market Price: 12,000 gp; 
  Weight: 1 lb.
  WHITE SKULL MASK
  This bone-colored mask is shaped like a skull and painted 
  black around the eyes.
  When worn, it transforms the wearer’s visage to look like 
  an actual skull.
  The wearer gains a +4 morale bonus on saving throws 
  against disease, fear, and paralysis, and is immune to energy 
  drain attacks.
  The wearer immediately recognizes any creature seen as 
  alive, dead, undead, or inanimate (never alive, such as a life-
  like statue).
  A mask counts as a pair of lenses for limitations on wearing 
  multiple magic items of the same type.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  deathwatch, detect undead, negative energy protection, remove 
  fear; Market Price: 50,000 gp; Weight: 1 lb.
  WILDING CLASP
  Appearing as a 3-inch long gold chain, this item only works 
  when attached to an amulet (or similar item) or vest (or 
  similar item).
  The clasp prevents its attached item from melding into the 
  wearer’s new form when transforming magic (such as 
  polymorph self or a druid’s wild shape ability) is used, allowing 
  the item to be used in the new form.
  For example, a druid with a wilding clasp attached to her 
  periapt of wisdom could take the shape of a wolf (which 
  normally doesn’t use equipment) and have the periapt 
  remain in its normal form, fully functional.
  Some forms may be harmful to certain items (such as a fire 
  elemental form when wearing a necklace of missiles).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  polymorph self or creator must have wild shape ability; Market 
  Price: 4,000 gp; Weight: —.
  WINGED MASK
  The edges of this full-face mask are made to resemble 
  feathers or wings.
  The wearer can use fly at will, but glows with white light (as 
  a light spell) whenever this ability is used.
  A mask counts as a pair of lenses for limitations on wearing 
  multiple items of the same type.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, fly, light;
  Market Price: 13,000 gp; Weight: 1 lb.
  WINGS OF PAIN
  This drab cloak can project a blast of gray light three times 
  per day against a single creature.
  The light functions either as a doom spell or a ray of 
  enfeeblement (wearer’s choice).
  The cloak acts as a ring of feather falling, but can only 
  function in this manner if it can unfurl itself to its full 15-
  foot span (it does so automatically if there is room).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, doom,
  feather fall, ray of enfeeblement; Market Price: 17,500 gp; Weight:
  2 lb.
  XVIM’S GREEN-EYED GAUNTLET
  This black gauntlet of sturdy black leather has two large 
  green gems mounted on the back that resemble staring 
  eyes.
  The wearer of the gauntlet has darkvision (60 feet), and 
  each gem can glow with a light spell once per day.
  
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  The wearer can cast phantasmal killer, but this power 
  functions only once (at which point the gauntlet maintains 
  its other powers).
  The gauntlet does not interfere with spellcasting.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  darkvision, light, phantasmal killer; Market Price: 11,800 gp; 
  Weight: 2 lb.
  YORNAR’S CRESCENT
  This piece of tooled leather appears very old and weather-
  worn.
  Named for a famous ranger of Mielikki (whose name also 
  graces one of her legendary holy texts), the crescent has 
  been passed through many hands, and others have made 
  many items with its powers.
  By speaking the proper command word, the holder can use 
  detect poison at will, can cause the crescent to shine with 
  faerie fire at will, or use greater magic fang or tree stride each 
  once per day.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, detect 
  poison, faerie fire, greater magic fang, tree stride; Market Price:
  27,700 gp; Weight: 1 lb.
  MAGIC OF INCARNUM 
  (3.5)
  AMULET OF INCARNUM SHIELDING
  An amulet of incarnum shielding protects the wearer’s soul 
  energy from harmful effects.
  Description: The amulet of incarnum shielding is a silver 
  necklace set with a brilliant amethyst.
  When the amulet activates, it shimmers briefly then grows 
  slightly duller than it was before.
  Activation: No activation is required to use the amulet—it 
  functions automatically.
  After seven uses, it crumbles into dust.
  Effect: The wearer of an amulet of incarnum shielding is 
  immune to any effect that would drain his incarnum or 
  unshape a soulmeld.
  Each effect protected against counts as one use of the 
  amulet (see Activation, above).
  Aura and Caster Level: Faint abjuration; CL 3rd.
  Construction: Craft Wondrous Item, essentia pool; cost 
  1,050 gp, 84 XP, 3 days.
  Weight: 1 lb.
  Price: 2,100 gp.
  CLOAK OF SOULBOUND 
  RESISTANCE
  The cloak of soulbound resistance allows its wearer to invest 
  essentia to protect herself from harmful effects.
  Description: A cloak of soulbound resistance is a finely crafted 
  garment of dark blue or blue-black material.
  Lesser cloaks bear a pair of matched blue quartz crystals 
  where the cloak fastens around the wearer’s neck, while 
  greater cloaks sport two matched pairs of crystals at that 
  location.
  While essentia is invested in the cloak, the crystals glisten 
  faintly (one crystal per point of essentia invested).
  Prerequisite: Any character can gain the basic effect of the 
  cloak of soulbound resistance, though only those with an 
  essentia pool can benefit from the essentia investment 
  feature.
  Activation: Investing or reallocating essentia in the cloak of 
  soulbound resistance is a swift action (and can be done as part 
  of the normal swift action used for reallocating essentia).
  Effect: A cloak of soulbound resistance grants a +1 resistance 
  bonus on the wearer’s saving throws.
  In addition, it serves as a receptacle for the wearer’s 
  essentia, much like a soulmeld.
  Every point of essentia invested in the cloak increases its 
  resistance bonus by 1.
  A cloak of soulbound resistance has an essentia capacity.
  Lesser cloaks of soulbound resistance have a maximum essentia 
  capacity of 2, while greater cloaks have a maximum essentia 
  capacity of 4.
  The maximum value of essentia that can be invested in the 
  cloak is equal to this capacity or the character’s normal 
  essentia capacity (see Table 2–1: Essentia Capacity), 
  whichever is less.
  Chakra Bind (Shoulders): A cloak of soulbound resistance 
  grants extra power if you bind it to your shoulders chakra.
  The resistance bonus granted by the cloak is improved by 1, 
  up to a maximum of +4 (lesser) or +6 (greater).
  Aura and Caster Level: Moderate abjuration (lesser) or 
  strong abjuration (greater); CL 6th (lesser) or 18th (greater).
  Construction: Craft Wondrous Item, resistance; cost 2,500 gp 
  (lesser) or 6,500 gp (greater), 200 XP (lesser) or 520 XP 
  (greater), 5 days (lesser) or 13 days (greater).
  Weight: 1 lb.
  Price: 5,000 gp (lesser) or 13,000 gp (greater).
  CRESCENT MOON CLASP
  Upon acceptance into the Knights of the Crescent Moon, 
  each new member receives a crescent moon clasp as a gift 
  from Lady Illeera Suntower, the noble patron of the order.
  This clasp is a silver brooch in the shape of a crescent moon 
  partially obscured by clouds.
  While wearing it, a character with an essentia pool gains a 
  +1 sacred bonus on attack rolls against evil creatures.
  The clasp uses the amulet, medallion, or brooch item slot.
  Faint evocation; CL 6th; Craft Wondrous Item, prayer,
  creator must be good; Price 6,000 gp.
  ESSENTIA JEWEL
  An essentia jewel stores a small quantity of incarnum, which 
  can be released into its owner’s essentia pool with a mere 
  thought.
  Lore: Essentia jewels are mined from enormous crystalline 
  structures on the Positive Energy Plane (DC 15 Knowledge 
  [the planes]).
  These crystalline structures are actually fonts of unborn 
  souls, where pure soul energy flows like water, imbuing the 
  surrounding structure with echoes of incarnum (DC 25 
  Knowledge [the planes]).
  Description: An essentia jewel appears as a small, translucent 
  white crystal whose facets gleam with faint light.
  When an essentia jewel is used, it shines briefly with blue 
  light and then crumbles to dust.
  
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  Prerequisite: An essentia jewel can be activated by any 
  character, though its benefit aids only those who are 
  capable of investing essentia (in soulmelds, magic items, or 
  the like).
  Activation: An essentia jewel is activated with a free action.
  Only one such jewel can be used each round.
  Each jewel can be used only once.
  An essentia jewel need not be held to be activated, but it 
  must be kept somewhere on your body (in a pouch or 
  backpack, for example).
  Effect: When activated, an essentia jewel adds 1 point of 
  essentia to your essentia pool for a single round.
  This essentia can be invested as normal.
  Aura and Caster Level: Faint conjuration; CL 3rd.
  Construction: Craft Wondrous Item, soul boon; cost 200 gp, 
  16 XP, 4 days.
  Price: 400 gp.
  GLOVE OF INCARNUM THEFT
  The wearer of a glove of incarnum theft can steal essentia from 
  another character to use himself.
  Lore: The first glove of incarnum theft was created by an 
  arcane trickster named Hexandros who dabbled in 
  incarnum use.
  (DC 15 Knowledge [arcana]).
  Description: This fine leather glove is dyed midnight blue.
  A single ruby is set into the back of the glove.
  When the glove successfully steals essentia from a target, 
  the ruby flashes brightly for a moment.
  Prerequisite: A wearer with no means of investing essentia 
  gains no benefit from this glove’s effect, though that 
  doesn’t stop it from functioning.
  Activation: Making an attack with a glove of incarnum theft is 
  a standard action.
  Effect: By making a successful unarmed touch attack with 
  the hand wearing the glove, the wearer gains 1 point of 
  essentia while the target loses 1 point from his essentia 
  pool.
  A DC 15 Will save negates this effect.
  (If the target has no essentia pool, there is no effect).
  The stolen essentia can immediately be invested in any 
  soulmeld, incarnum feat, or other essentia receptacle of the 
  wearer (with no action required), even if essentia 
  investment wouldn’t normally be allowed at this time.
  If the wearer has no means of using essentia, he gains no 
  benefit, but the target still loses the point.
  The stolen essentia remains in the wearer’s essentia pool for 
  1 minute, and then it returns to the original owner.
  Chakra Bind (Hands): A glove of incarnum theft grants extra 
  power if you bind it to your hands chakra.
  The save DC to resist the glove’s effect increases by 2.
  Aura and Caster Level: Moderate necromancy; CL 7th.
  Construction: Craft Wondrous Item, rend essentia; cost 4,000 
  gp, 320 XP, 8 days.
  Variants: Sometimes a matched pair of gloves of incarnum 
  theft is created.
  As a full-round action, the wearer of these gloves can make 
  a melee touch attack with both gloves together to steal 2 
  points of essentia instead of 1 point.
  A matched pair works only when both gloves are worn by 
  the same person.
  Such a set of gloves costs 12,000 gp and requires 6,000 gp, 
  480 XP, and 12 days to create.
  Weight: 1 lb.
  Price: 8,000 gp.
  INCARNUM FOCUS
  An incarnum focus concentrates its wearer’s innate soul 
  energy, allowing him to achieve greater effects with a 
  single soulmeld.
  Description: Every incarnum focus takes a different form, but 
  regardless of the exact shape or size, all items bear a tiny 
  star sapphire set into them in some fashion.
  Prerequisite: Only a character capable of investing essentia 
  in a soulmeld can benefit from an incarnum focus.
  Activation: No action is required to use an incarnum focus.
  Effect: While worn, an incarnum focus adds 1 to the essentia 
  capacity of any soulmeld occupying or bound to the chakra 
  it matches (up to a maximum capacity equal to the wearer’s 
  Constitution bonus).
  Wearing an incarnum focus does not prevent you from 
  binding a soulmeld to the corresponding chakra.
  This is a specific exception to the normal rule against 
  binding a soulmeld to the same chakra as a worn magic 
  item.
  Ten different kinds of incarnum focus exist, one for each 
  chakra.
  Chakra Bind (Any): An incarnum focus grants extra power if 
  you bind it to the matching chakra.
  (You can bind an incarnum focus to a chakra even if it is 
  already occupied by a shaped or bound soulmeld).
  The effect is the same, regardless of the specific item or 
  chakra.
  Any soulmeld occupying or bound to this chakra can’t be 
  unshaped except by you, nor can any essentia invested in it 
  be lost or drained (except as part of the normal reallocation 
  process).
  Aura and Caster Level: Moderate transmutation; CL 6th.
  Construction: Craft Wondrous Item, Split Chakra, essentia 
  pool; cost 12,500 gp, 1,000 XP, 25 days.
  Weight: As normal for item.
  Price: 25,000 gp.
  PEARL OF INCARNUM POWER
  Certain relics particularly suited for a soulcaster’s skills
  have been passed down from mentors to novitiates for 
  centuries.
  
  1220
  Among these are pearls of incarnum power, which look like 
  typical pearls except for a slightly cloudy sheen on their 
  surfaces.
  Like a pearl of power, a pearl of incarnum power enables the 
  possessor to recall any one spell that he has already 
  prepared and then cast.
  In addition, however, he can restore any essentia that was 
  previously invested in that spell as part of the same action 
  used to recall it.
  The spell is then prepared again, with its invested essentia, 
  just as if it had not been cast.
  Each pearl of incarnum power functions once per day, and 
  only for spells of a particular level.
  Strong transmutation; CL 17th; Craft Wondrous Item, 
  creator must be able to cast spells of the spell level to be 
  recalled, creator must have an essentia pool; Price 1,500 gp 
  (1st), 6,000 gp (2nd), 13,500 gp (3rd), 24,000 gp (4th), 37,500 
  gp (5th), 54,000 gp (6th), 73,500 gp (7th), 96,000 gp (8th), 
  121,500 gp (9th).
  SOULVOID ORB
  A soulvoid orb temporarily banishes free-flowing soul energy 
  from the immediate vicinity.
  It is a useful first strike against meldshapers and other 
  incarnum-wielding enemies.
  Lore: Soulvoid orbs were first created by the githyanki for 
  use in a struggle with a splinter group of githzerai, who had 
  taken up the practice of meldshaping (DC 15 Knowledge 
  [the planes]).
  Description: A soulvoid orb appears as a black, fist-sized 
  sphere with a faintly greasy feel.
  When thrown, it bursts into a shower of orange sparks.
  Activation: Activating a soulvoid orb is as simple as throwing 
  it against a hard surface, which can be done as a standard 
  action.
  Each soulvoid orb functions only once and is totally 
  consumed when used.
  Effect: When a soulvoid orb strikes a hard surface, it explodes 
  in a 10-foot-radius burst.
  Any creature within that area is affected as if by a divest 
  essentia spell (see page 101).
  Aura and Caster Level: Faint necromancy; CL 3rd.
  Construction: Craft Wondrous Item, divest essentia; cost 350 
  gp, 28 XP, 1 day.
  Weight: 1 lb.
  Price: 700 gp.
  MANUAL OF THE PLANES
  (3.0)
  DIMENSIONAL SEXTANT
  A dimensional sextant is an 8-inch sphere (constructed out of 
  any appropriate material) with arrows protruding out from 
  it in all directions.
  It leads the bearer to the nearest planar portal.
  The dimensional sextant is held in both hands, and the 
  shimmering arrows point in the correct direction.
  It takes a Knowledge (the planes) check to operate a 
  dimensional sextant.
  In the case of temporary portals, such at those created by 
  the gate spell, the sextant reveals the temporary nature of 
  that gate.
  It does not react to mere dimension extensions such as a 
  bag of holding or a rope trick spell, or to extrusions from other 
  dimensions such as shadow spells.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, discern 
  location; Market Price: 21,600 gp; Weight: 2 lb.
  ETHEREAL TAPESTRY
  An ethereal tapestry is a portable gateway to the Ethereal 
  Plane.
  It appears as a stout oak doorframe, carved with runes, from 
  which hangs a heavy velvet tapestry stitched with metallic 
  thread.
  When it is assembled and the command word spoken, the 
  tapestry becomes a shimmering band of colors that leads 
  directly onto the Ethereal Plane.
  The portal stays open until another command word is 
  spoken to deactivate it.
  While the tapestry is in operation, a portal is created 
  between the Material Plane and the Ethereal Plane.
  Anyone who passes through the ethereal tapestry becomes 
  ethereal (as the etherealness spell).
  They remain ethereal until they use a spell to return to the 
  Material Plane, pass through the ethereal tapestry in the 
  other direction, or use another portal.
  The curtain from the tapestry is obvious from the Ethereal 
  Plane side.
  If the ethereal tapestry is deactivated, those on the Ethereal 
  Plane must find another way back.
  While activated, the ethereal tapestry may attract visitors 
  seeking to pass through the portal and onto the Material 
  Plane, including lost souls and planar monsters.
  Roll encounters for the Ethereal Plane, and decide whether 
  encountered creatures would pass through.
  An ether cyclone has no direct effect on an ethereal tapestry,
  but it could prevent travelers from using it effectively.
  The portal is about the size of a normal doorway (8 feet high 
  and 3 feet wide).
  When dismantled, an ethereal tapestry is 10 feet long, 1 foot 
  wide, and 6 inches thick.
  It takes one person 10 minutes to set up or take down an 
  ethereal tapestry.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  etherealness; Market Price: 47,520 gp; Weight: 87 lb.
  MASTERS OF THE WILD 
  (3.0)
  BOOTS OF ENDURANCE
  These boots grant the wearer a +4 circumstance bonus on 
  checks for performing any physical action that extends 
  
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  over a period of time, such as running, swimming, or 
  breath-holding.
  The wearer also gains a +4 circumstance bonus on Fortitude 
  saves to avoid subdual damage caused by exposure to heat 
  or cold, and a +4 circumstance bonus on Constitution 
  checks made to prevent subdual damage from thirst or 
  starvation.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  endurance; Market Price: 16,000 gp; Weight: 1 lb.
  COLLAR OF CLEVERNESS
  This animal collar expands to fit its wearer.
  While wearing this item, an animal can perform one or 
  more additional tricks over and above those it knows.
  The creator of the collar must designate the specific trick or 
  tricks it can grant.
  An animal can wear only one collar at a time.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, animal 
  trick (see Chapter 6); Market Price: 700 gp (1 trick), 1,400 gp 
  (2 tricks), or 2,100 gp (3 tricks); Weight: 1 lb.
  COLLAR OF RESISTANCE
  This animal collar expands to fit its wearer.
  While wearing this item, an animal gains a +1 to +5 
  resistance bonus on all saving throws (Fortitude, Reflex, 
  and Will).
  An animal can wear only one collar at a time.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  resistance; Market Price: 490 gp (+1), 1,960 gp (+2), 4,410 gp 
  (+3), 7,840 (+4).
  or 12,250 gp (+5); Weight: 1 lb.
  GOGGLES OF FOLLOWING
  The lenses of these goggles are tinted with shades of green 
  and yellow.
  They grant the wearer a +10 competence bonus on 
  Wilderness Lore checks made for tracking.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  Wilderness Lore 5 ranks; Market Price: 2,000 gp; Weight: —.
  HELM OF BONDING
  This helm of animal hide looks to be of poor quality.
  Once per day, the wearer can bond telepathically with a 
  single animal within his or her sight.
  For the next hour, the wearer can communicate mentally 
  with that animal, both sending and receiving messages.
  The helm also bestows a speak with animals effect for the 
  same period to ensure optimum communication.
  If the distance between the animal and the helm’s wearer 
  ever exceeds one mile, the connection is suspended until 
  either the duration expires or the animal is once again 
  within range.
  The user can select a different animal for each use.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, speak 
  with animals; Market Price: 7,200 gp; Weight: 2 lb.
  NECKLACE OF FAVORED ENEMY 
  DETECTION
  This star-shaped necklace is made of pure silver.
  When one of the wearer’s favored enemies is within one 
  mile, the necklace emits a low hum.
  By concentrating, the wearer can detect the direction of the 
  nearest favored enemy within that range.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item.
  detect favored enemy; Market Price: 34,000 gp; Weight: —.
  STANDING STONE
  This massive stone obelisk increases a druid’s ability to cast 
  a single spell when in contact with it.
  The creator chooses a druid spell for the stone to affect and 
  a specific sacrifice (such as a cow or a pile of gems) that 
  activates it.
  Thereafter, any druid can use the meld into stone spell to 
  merge with the standing stone and discover those two pieces 
  of information.
  Once she has done so, she can activate the standing stone for 
  herself only by making the designated sacrifice.
  From that point forward, whenever the druid is in contact 
  with the activated stone, she casts that spell as if it were 
  affected by the feats Empower Spell, Enlarge Spell, and 
  Extend Spell.
  Because each standing stone affects only one spell, these 
  items are typically arranged in circles with no more than 30 
  feet between any adjacent pair, so that a druid may move to 
  a new stone to cast a new spell each round.
  The caster level and market price (not including 
  transportation) are determined by the level of the spell the 
  stone affects, as follows.
  Caster Level: 5th (or high enough to cast the chosen spell); 
  Prerequisites: Craft Wondrous Item, meld into stone.
  ability to cast the chosen spell; Weight: 8,000 lb.
  TORE OF ANIMAL SPEECH
  This beaten steel necklace is unadorned by pendant or 
  ornament.
  Its wearer can use a speak with animals effect at will.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, speak 
  with animals; Market Price: 12,000 gp; Weight: 1 lb.
  WILDING CLASP
  Appearing as a 3-inch-long gold chain, this item works only 
  when attached to an amulet, vest, or similar item.
  
  1222
  The clasp prevents both itself and the attached item from 
  melding into the wearer’s new form when transforming 
  magic (such as polymorph self or wild shape) is used.
  The item is still worn in the same manner it previously was 
  and remains available for use in the new form.
  For example, a druid with a wilding clasp attached to her 
  periapt of Wisdom could use wild shape to become a wolf, but 
  the periapt and the wilding clasp would remain in their 
  normal forms, fully functional.
  Some forms may be harmful to certain items; for instance, 
  it would be unwise to take the form of a fire elemental 
  while retaining a functional necklace of fireballs.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  polymorph self or wild shape ability; Market Price: 4,000 gp; 
  Weight: —.
  MINIATURES HANDBOOK 
  (3.5)
  AMULET OF FORTUNE PREVAILING
  Blessed by ancient gods of luck, this amulet allows its 
  wearer to change his fortune.
  Once per day, after the amulet’s wearer attempts a saving 
  throw (but before it’s determined whether the save 
  succeeded), he may choose to reroll the saving throw.
  He must use the second result even if it’s lower.
  The wearer can’t use this ability if he has already rerolled 
  the saving throw because of another ability he possesses, 
  nor can he use another ability he possesses to reroll the 
  saving throw a second time.
  The amulet can be used only after it is worn continuously 
  for 24 hours.
  If it is taken off, it becomes inactive until it is again donned 
  and worn for a full 24 hours.
  Moderate divination; CL 9th; Craft Wondrous Item, augury;
  Price 8,000 gp.
  BELT OF MAGNIFICENCE
  This sparkling metal belt projects power and authority.
  The belt adds a +2, +4 or +6 enhancement bonus to the 
  wearer’s Strength, Dexterity, Constitution, Intelligence, 
  Wisdom and Charisma scores.
  Strong transmutation; CL 18th; Craft Wondrous Item, bear’s 
  endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s 
  cunning, owl’s wisdom; Price 25,000 gp (+2), 100,000 gp (+4) 
  or 200,000 gp (+6).
  BELT OF ONE MIGHTY BLOW
  Once per day, as a swift action, the wearer of this belt can 
  activate the belt to gain extra damage on her next melee 
  attack.
  A light weapon deals an extra 1d8 points of damage, a one-
  handed weapon deals an extra 2d6 points of damage, and a 
  two-handed weapon deals an extra 3d6 points of damage.
  The belt can be used only after being worn continuously for 
  24 hours.
  If it is taken off, it becomes inactive until it is again donned 
  and worn for a full 24 hours.
  Faint transmutation; CL 5th; Craft Wondrous Item, bull’s 
  strength; Price 1,500 gp.
  BOOTS OF BIG STEPPING
  The spirit of the blink dog has been harnessed within these 
  wolfhide boots.
  Once per day, as a standard action, the wearer can use 
  dimension door.
  The boots can be used only after being worn continuously 
  for 24 hours.
  If they are taken off, they becomes inactive until they are 
  again donned and worn for a full 24 hours.
  Moderate conjuration; CL 7th; Craft Wondrous Item, 
  dimension door; Price 11,200 gp.
  BOOTS OF CHARGING
  These boots give the wearer the Powerful Charge feat (see 
  Chapter 1 of this book) as long as they are worn.
  Faint transmutation; CL 5th; Craft Wondrous Item, 
  longstrider; Price 5,000 gp.
  BRACERS OF QUICK STRIKE
  These bracers provide the benefit of incredible speed.
  Once per day, when taking a full attack action, as a swift 
  action the wearer may make one additional attack with any 
  weapon he is holding.
  The attack is made at the wearer’s full base attack bonus, 
  plus any modifiers appropriate to the situation.
  (This effect is not cumulative with similar effects, such as 
  that provided by a speed weapon or by the haste spell, nor 
  does it actually grant an extra action).
  The bracers can be used only after being worn continuously 
  for 24 hours.
  If they are taken off, they become inactive until they are 
  again donned and worn for a full 24 hours.
  Faint transmutation; CL 5th; Craft Wondrous Item, haste;
  Price 1,200 gp.
  CLOAK OF ELEMENTAL 
  PROTECTION
  This cloak, woven with threads of various colors, protects 
  the wearer from energy attacks.
  Once per day, as a swift action, the wearer can activate the 
  cloak and gain resistance 10 against a type of energy of the 
  wearer’s choice (acid, cold, electricity, fire, or sonic).
  The wearer can activate the cloak when it is not his turn.
  The wearer therefore can respond to an energy attack by 
  immediately activating the cloak and choosing the attack’s 
  energy type.
  The cloak can be used only after being worn continuously 
  for 24 hours.
  If it is taken off, it becomes inactive until it is again donned 
  and worn for a full 24 hours.
  Faint abjuration; CL 3rd; Craft Wondrous Item, resist energy;
  Price 1,000 gp.
  
  1223
  CLOAK OF THE SALAMANDER
  This cloak, made of scales from a reptilian creature, wraps 
  its wearer in a deep blue flame.
  Any creature striking the cloak’s wearer with a natural 
  attack or a melee weapon deals normal damage but also 
  takes 1d6+7 points of fire damage.
  Moderate evocation; CL 7th; Craft Wondrous Item, fire 
  shield; Price 56,000 gp.
  CLOAK OF THORNS
  This brown cloak seems to be composed entirely of long 
  thorns.
  The cloak grants its wearer a +2 natural armor bonus to AC.
  Any creature striking the cloak’s wearer with a natural 
  attack or a melee weapon deals normal damage but also 
  takes 1d4+3 points of piercing damage.
  Moderate transmutation; CL 7th; Craft Wondrous Item; 
  barkskin, command plants; Price 40,000 gp.
  COLLAR OF COMMAND
  When this collar is put on an animal, the animal is subject 
  to the control of the collar’s owner as if it is under a 
  dominate animal effect.
  The animal obeys the owner’s silent mental commands.
  Usually, the collar is placed on an animal that has been 
  rendered unconscious, staggered by means of nonlethal 
  damage, or grappled and pinned.
  When using the skirmish or mass battle rules, this collar 
  removes the animal’s Difficult special ability.
  Faint enchantment; CL 5th; Craft Wondrous Item, dominate 
  animal; Price 30,000 gp.
  EXPLODING SPIKE
  Warm to the touch, this red spike pulses with stored 
  energy.
  The spike does nothing until it is planted firmly in the 
  ground (a standard action).
  One round later, the spike becomes invisible.
  Any creature that thereafter comes within 10 feet of the 
  spike causes it to explode in a fireball that deals 10d6 points 
  of fire damage (Reflex DC 14 half) to every creature within 
  20 feet of the spike.
  This blast destroys the spike.
  Moderate evocation; CL 11th; Craft Wondrous Item, 
  fireball; Price 1,500 gp.
  FIELD PROVISIONS BOX
  When opened, this well-crafted wooden box produces 
  enough basic food and water to feed up to fifteen humans 
  or five horses, providing a full day’s sustenance.
  It can be used once per day.
  Faint conjuration; CL 5th; Craft Wondrous Item, create food 
  and water; Price 2,000 gp.
  GLOVES OF FORTUNATE STRIKING
  Best worn by the cleverest of warmakers, these gloves allow 
  their wearer to attempt to change an unfortunate strike at 
  the enemy to a more accurate one.
  Once per day, after the wearer of the gloves has made an 
  attack roll (but before it’s determined whether the roll 
  succeeded), he may choose to make the attack roll again.
  He must use the second result even if it’s lower.
  The wearer can’t use this ability if he has already made the 
  attack roll again because of another ability he possesses, nor 
  can he use another ability he possesses to make the attack 
  roll again as he uses the gloves.
  The gloves can be used only after they are worn 
  continuously for 24 hours.
  If they are taken off, they become inactive until they are 
  again donned and worn for a full 24 hours.
  Faint divination; CL 3rd; Craft Wondrous Item, true strike;
  Price 2,000 gp.
  HELM OF GLORIOUS RECOVERY
  Once per day, the wearer of this helm can activate it by 
  uttering the command word.
  The helm instantaneously cures the wearer of 4d8+7 points 
  of damage.
  The helm can only be activated after being worn 
  continuously for 24 hours.
  If it is taken off, it becomes inactive until it is again donned 
  and worn for a full 24 hours.
  Moderate conjuration; CL 7th; Craft Wondrous Item, cure 
  critical wounds; Price 5,600 gp.
  HORN OF VOLUME
  This horn lets the user be heard up to twice as far as she 
  normally would be when speaking, singing, or using an 
  ability that affects creatures that can hear the user.
  When using the skirmish or mass battle rules, the bearer 
  can command creatures not in line of sight up to 12 squares 
  away, instead of the normal 6.
  This benefit does not increase the range of Commander 
  Effects.
  Faint illusion; CL 3rd; Craft Wondrous Item, ghost sound;
  Price 1,000 gp.
  MAGIC SLEEPING BAG
  This woolen sleeping bag grants the user a comfortable and 
  peaceful night’s sleep.
  While the user lies within, it provides the benefit of endure 
  elements.
  With a night’s rest, the user also recovers 1 hit point per 
  character level (in addition to hit points recovered 
  normally).
  Getting into or out of a magic sleeping bag is a full-round 
  action.
  Faint conjuration and enchantment; CL 3rd; Craft 
  Wondrous Item, endure elements, cure light wounds; Price 
  1,000 gp.
  SANDALS OF SPRINTING
  The fleeting speed of the cheetah has been imbued in these 
  light sandals.
  Once per day, as a swift action, the sandals’ wearer can 
  activate them to increase her land movement by 30 feet, to 
  a maximum of twice her normal speed, until the start of her 
  next turn.
  
  1224
  This increase counts as an enhancement bonus, and it 
  affects the wearer’s jumping distance as normal for 
  increased speed.
  The sandals can be used only after being worn continuously 
  for 24 hours.
  If they are taken off, they become inactive until they are 
  again donned and worn for a full 24 hours.
  Faint transmutation; CL 5th, Craft Wondrous Item, 
  longstrider; Price 8,000 gp.
  SCEPTER OF OBEDIENCE
  This scepter grants a +5 competence bonus on the bearer’s 
  Charisma checks and Charisma-based skill checks.
  When using the skirmish or mass battle rules, this benefit 
  increases the Commander rating of the bearer by 1.
  Faint enchantment; CL 5th; Craft Rod, charm person; Price 
  12,500 gp.
  SHIRT OF BONE
  This shirt grants the wearer damage reduction 
  5/bludgeoning.
  Strong abjuration and perhaps evocation (if miracle is used); 
  CL 18th; Craft Wondrous Item, stoneskin, miracle or wish;
  Price 58,000 gp.
  SHIRT OF CHAINS
  This shirt grants the wearer damage reduction 5/piercing.
  Strong abjuration and perhaps evocation (if miracle is used); 
  CL 18th; Craft Wondrous Item, stoneskin, miracle or wish;
  Price 58,000 gp.
  SHIRT OF DEMONSKIN
  This shirt, composed of bits of demon skin sewed together, 
  grants the wearer damage reduction 5/good.
  Strong abjuration and perhaps evocation (if miracle is used); 
  CL 18th; Craft Wondrous Item, stoneskin, miracle or wish;
  Price 76,000 gp.
  SHIRT OF IRONSKIN
  This shirt is made of plates of iron grants the wearer 
  damage reduction 5/adamantine.
  Strong abjuration and perhaps evocation (if miracle is used); 
  CL 18th; Craft Wondrous Item, stoneskin, miracle or wish;
  Price 90,000 gp.
  SHIRT OF RESILIENCE
  This sturdy leather shirt grants the wearer damage 
  reduction 5/magic.
  Strong abjuration and perhaps evocation (if miracle is used); 
  CL 18th; Craft Wondrous Item, stoneskin, miracle or wish;
  Price 58,000 gp.
  SHIRT OF SLAADSKIN
  This shirt of scaly slaad skin grants the wearer damage 
  reduction 5/lawful.
  Strong abjuration and perhaps evocation (if miracle is used); 
  CL 18th; Craft Wondrous Item, stoneskin, miracle or wish;
  Price 76,000 gp.
  SHIRT OF THE ANGELS
  This shirt seems durable despite being composed entirely 
  of feathers (said to be taken from a living angel).
  The shirt grants the wearer damage reduction 5/evil.
  Strong abjuration and perhaps evocation (if miracle is used); 
  CL 18th; Craft Wondrous Item, stoneskin, miracle or wish;
  Price 76,000 gp.
  SHIRT OF THE FEY
  This light blue shirt fades, becoming almost impossible to 
  see once worn, leaving only the faint scent of grass behind.
  The item grants the wearer damage reduction 5/cold iron.
  Strong abjuration and perhaps evocation (if miracle is used); 
  CL 18th; Craft Wondrous Item, stoneskin, miracle or wish;
  Price 76,000 gp.
  Shirt of the Inevitable: This item is actually the metallic 
  chestplate from a noble of the inevitable constructs of 
  Mechanus, which grants the wearer damage reduction 
  5/chaos.
  Strong abjuration and perhaps evocation (if miracle is used); 
  CL 18th; Craft Wondrous Item, stoneskin, miracle or wish;
  Price 76,000 gp.
  SHIRT OF THE MOON
  This gleaming silvery shirt grants the wearer damage 
  reduction 5/silver.
  Strong abjuration and perhaps evocation (if miracle is used); 
  CL 18th; Craft Wondrous Item, stoneskin, miracle or wish;
  Price 76,000 gp.
  SHIRT OF THE TREANT
  This leafy vest grants the wearer damage reduction 
  5/slashing.
  Strong abjuration and perhaps evocation (if miracle is used); 
  CL 18th; Craft Wondrous Item, stoneskin, miracle or wish;
  Price 58,000 gp.
  SLEEPING SPIKE
  This twisted ashen spike displays no magical properties 
  until activated.
  The spike does nothing until it is planted firmly in the 
  ground (a standard action).
  One round later, the spike becomes invisible.
  Any creature that thereafter comes within 10 feet of the 
  spike causes it to emit a sleep effect (Will DC 17 negates) in 
  a 20-foot-radius burst, affecting all creatures with 10 Hit 
  Dice or fewer.
  This effect destroys the spike.
  Moderate enchantment; CL 9th; Craft Wondrous Item, 
  symbol of sleep; Price 3,250 gp.
  
  1225
  STUNNING SPIKE
  This bronze spike tingles the fingers with static electricity 
  but demonstrates no magical properties until activated.
  The spike does nothing until it is planted firmly in the 
  ground (a standard action).
  One round later, the spike becomes invisible.
  Any creature that thereafter comes within 10 feet of the 
  spike causes it to burst, stunning all creatures in a 20-foot 
  radius for 1 round (Will DC 20 negates).
  This effect destroys the spike.
  Strong enchantment; CL 13th; Craft Wondrous Item, 
  symbol of stunning, guards and wards; Price 9,550 gp.
  MONSTER MANUAL 2 (3.0)
  CHROMATIC DISK
  A spell weaver is never without its chromatic disk.
  This 6-inch-diameter indestructible disk glows with colors 
  that slowly shift through the spectrum.
  This object stores ten additional spell levels of energy that 
  the creature can tap and use as it wishes—the spell weaver 
  could, for example, cast two extra 5th-level spells in a day, 
  or three 3rd-level spells and one 1st-level spell, or any other 
  combination of extra spell levels that adds up to ten, so long 
  as no single spell is higher than 5th level.
  (For this purpose, two 0-level spells are equivalent to one 
  1st-level spell).
  To tap this spell energy, a spell weaver must hold the 
  chromatic disk in at least one of its hands.
  The disk automatically recharges itself to full power every 
  night, at midnight.
  A spell powered by the disk is cast as though the caster had 
  the Spell Focus feat for the spell in question.
  Only a spell weaver can utilize a chromatic disk.
  Should any other creature pick one up and try to tap its 
  energy (by employing the Use Magic Device skill, for 
  instance), it explodes, dealing 4d10 points of damage to 
  everything within a 30-foot radius.
  MONSTER MANUAL 3 (3.5)
  CORAL CIRCLET
  A coral circlet is a simple headpiece that allows the wearer 
  to control a single specific siege crab.
  The wearer can give the crustacean commands whenever 
  the crab is within 120 feet, which the crab carries out to the 
  best of its ability.
  By closing his or her eyes, the wearer can see through the 
  crab’s eyestalks, allowing him or her a clear view of the 
  battlefield even if the wearer is entirely enclosed within the 
  crab’s hollow abdomen.
  If the wearer of the circlet is located within the siege crab’s 
  shielded compartment, any spell he or she casts (except 
  those with a range of personal or touch) can be targeted as 
  if the spell was originating from the crab itself.
  For example, a wizard within the compartment could cast a 
  meteor swarm that originated from the crab’s claw rather 
  than the caster’s own hand.
  This does not require an action on the crab’s part.
  CL 20th; Craft Wondrous Item, geas/quest, giant vermin, 
  miracle, scrying, must be 20th-level divine caster; Price 
  160,000 gp; Cost 80,000 gp + 6,400 XP.
  MONSTER MANUAL 5 (3.5)
  HOWLING HELM
  Price (Item Level): 20,000 gp (15th)
  Body Slot: Head
  Caster Level: 15th
  Aura: Strong; (DC 22) evocation
  Activation: Standard (command)
  Weight: 3 lb.
  This shining mithral helm is shaped like a wolfs head.
  Whenever desired, the wearer can whisper a command 
  word to amplify his voice up to the level of twenty humans 
  shouting, which can be heard from six miles away in an 
  otherwise quiet area.
  A second whispered command, which is not amplified, 
  ends the effect.
  The wearer can utter a different command word to use 
  greater shout, as the spell, once per day.
  Prerequisites: Craft Wondrous Item, ghost sound, greater shout.
  Cost to Create: 10,000 gp, 800 XP, 20 days.
  MYSTERIES OF THE 
  MOONSEA (3.5)
  CHAUNTEAN SPHERE
  This wooden sphere is about 2 feet across, carved with 
  Moonshaean geometric patterns and various kinds of 
  plants.
  Once activated, it sends out invisible pulses of energy that 
  are soothing to nearby plants; plants that attempt to move 
  more than 200 feet from the item must succeed on a DC 22 
  Will save; failure means the plant remains within 200 feet 
  of the sphere.
  Ambulatory plant creatures sown within its area of 
  influence have a –5 penalty on their saving throws to resist 
  the item.
  Activating or deactivating the sphere requires a command 
  word, which is carved on the sphere and disguised as an 
  elaborate knot.
  Aura/Caster Level: Moderate transmutation; CL 10th.
  Construction: Craft Wondrous Item, command plants or 
  sympathy, 2,500 gp, 100 XP.
  Price: 5,000 gp.
  Weight: 15 lb.
  
  1226
  ORIENTAL ADVENTURES 
  (3.0)
  BIWA OF CALM
  The biwa is a stringed instrument similar to a lute.
  When played, the clear and dulcet tones of the instrument 
  produce an air of dignified calm if the performer can 
  succeed at a Perform check (DC 15).
  This has the effect of a calm emotions spell within a 30-foot 
  radius.
  The effect lasts as long as the player continues playing: He 
  must make one Perform check each minute.
  On a die roll of a natural 1, the music is exceptionally poor 
  and unharmonious, and the calming effect is immediately 
  broken for the remainder of the encounter.
  The instrument cannot be used effectively as long as hostile 
  creatures are present who previously heard the musician’s 
  musical butchery.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, calm 
  emotions, Perform skill; Market Price: 7,500 gp; Weight: 3 lb.
  BIWA OF KAKITA
  This fine plucked lute confers a +2 enhancement bonus on 
  its player’s Perform checks, in addition to the +2 
  circumstance bonus conveyed by a masterwork musical 
  instrument.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, creator 
  must have 5 ranks of the Perform skill; Market Price: 4,000 
  gp; Weight: 3 lb.
  CHARM OF PROTECTION FROM 
  DISEASE
  This magic item is a long strip of yellow or red paper, inked 
  with potent supplications to one of various major spirits.
  When hung in a house or similar building, it exerts its 
  magical influence to protect the occupants of the building 
  from disease.
  Characters are immune to any disease that might be 
  transmitted or contacted while within the building 
  protected by the charm.
  The charm is effective so long as it is hung in place, and 
  wards an area up to a 30-foot radius, but never larger than a 
  single building.
  The charm is easily destroyed by fire and other disasters, 
  and can be easily removed.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, remove 
  disease; Market Price: 30,000 gp; Weight: —.
  CHARM OF PROTECTION FROM 
  SPIRITS
  This charm, on yellow or red paper, is inked with powerful 
  threats against spirits.
  Any spirit attempting to enter a house warded by this 
  charm must make a successful Will saving throw.
  The DC is determined by the power of the charm, which 
  comes in three varieties.
  If the spirit fails the saving throw, it cannot enter the 
  warded house, though it can use spells and ranged attacks 
  to target those inside the building.
  The charm must be pasted to the lintel of the door to be 
  effective, and it cannot be touched by a spirit creature.
  It wards an area up to a 50-foot radius, but never larger than 
  a single building.
  Caster Level: 3rd [DC 13], 7th [DC 16], or 11th [DC 19]; 
  Prerequisites: Craft Wondrous Item, protection from spirits, 
  Heighten Spell [for DCs above 13]; Market Price: 12,000 gp 
  [DC 13], 56,000 gp [DC 16], or 132,000 gp [DC 19]; Weight:
  —.
  CHARM OF PROTECTION FROM 
  THEFT
  This charm, on yellow or red paper, is written with 
  supplications to various major spirits to protect the 
  building from thievery.
  All creatures within the building suffer a –10 penalty on all 
  Hide, Move Silently, and Open Lock checks.
  To be effective, the charm must be pasted to the lintel of 
  the door, clearly showing to all that the house is protected.
  Any person other than the owner of the building who 
  attempts to remove the charm suffers a blast from a glyph of 
  warding (2d8 points of electricity damage).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, see 
  invisibility, arcane lock, glyph of warding; Market Price: 36,000 
  gp; Weight: —.
  COURTIER’S OBI
  The wearer of this fine silk sash gains a +10 competence 
  bonus on Diplomacy checks.
  A magic obi occupies the same space as, and cannot be 
  worn with, a magic belt.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, creator 
  must have 5 ranks of the Diplomacy skill; Market Price:
  2,000 gp; Weight: 1 lb.
  DHOTI OF NONVIOLENCE
  This white dhoti, a 5-foot length of unsewn cloth that is 
  worn wrapped around the lower torso, can produce a calm 
  emotions effect upon command when it is worn by a person 
  as his only garment.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, calm 
  emotions; Market Price: 10,800 gp; Weight: —.
  DIAMOND ROD
  This item is a small iron rod topped with a large diamond.
  When a character points the rod and utters the command 
  word, a lightning bolt spell discharges from the gem, as if 
  cast by a 12th-level sorcerer.
  Each use requires 1 charge, and the diamond rod has 30 
  charges when created.
  When the charges are expended, the diamond itself is still 
  worth 5,000 gp.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, 
  lightning bolt; Market Price: 24,440 gp; Cost to Create: 14,720 
  gp + 389 XP; Weight: 2 lb.
  
  1227
  DRUMS OF THUNDER
  This magic item is a small pair of drums, adorned with 
  tassels and a harness to fasten it to the waist.
  The drums have several uses requiring different numbers 
  of charges.
  Only one use of the drums can be called on per round.
  When beat upon, they can cause the wearer to fly (one 
  charge), summon a cloud chariot (two charges), create fear (2 
  charges), control weather (1 charge), or cast a lightning bolt (2 
  charges).
  The save DC for the fear and lightning bolt effects is 16.
  The drums have 20 charges when created.
  Caster Level: 20th; Prerequisites: Craft Wondrous Item, cloud 
  chariot, control weather, fear, fly, lightning bolt; Market Price:
  36,750 gp; Weight: 5 lb.
  DUST OF IMMOBILITY
  This dust is typically found in a hollow blowpipe.
  It can be blown 5 feet as a standard action that does not 
  provoke an attack of opportunity.
  If the character using the dust makes a successful ranged 
  touch attack against an opponent within 5 feet, the target 
  must make a successful Will saving throw (DC 13) or be 
  affected by a hold person spell.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, hold 
  person; Market Price: 300 gp; Weight: —.
  EIGHT DIAGRAM COINS
  These coins are actually copper disks, each engraved with a 
  specific symbol.
  Eight are always in a set.
  Both minor and major varieties are used the same: The user 
  tosses the coins on the ground while asking a question 
  aloud.
  The minor variety grants the benefits of an augury spell 
  regarding the question, while the major variety grants the 
  benefits of divination.
  Both kinds can be used only once per day.
  Caster Level: 3rd [minor] or 7th [major]; Prerequisites: Craft 
  Wondrous Item, augury [minor] or divination [major]; 
  Market Price: 2,160 gp [minor] or 10,080 gp [major]; Weight:
  —.
  EVERPRODUCING RICE MORTAR
  This magic item appears to be a normal rice mortar and 
  mallet.
  The magic of the everproducing rice mortar is activated by 
  turning the mallet in the mortar one direction, and 
  deactivated by turning it in the other direction.
  Once per day, the rice mortar can produce any type of food 
  or drink for up to 100 people, as desired.
  The food spews from the mortar hot and fresh—rice, buns, 
  sake, candies, tea, salt, and other foodstuffs can all be 
  produced.
  The food is normal in all respects.
  A few extraordinary everproducing rice mortars are also 
  imbued with the ability to grant up to four wishes.
  Once all the wishes have been granted, these mortars still 
  function as the common variety.
  Caster Level: 11th [common] or 17th [extraordinary]; 
  Prerequisites: Craft Wondrous Item, create food and water, wish 
  [extraordinary only]; Market Price: 59,400 gp [common] or 
  190,500 gp [extraordinary]; Cost to Create [extraordinary]:
  45,250 gp + 23,620 XP; Weight: 1 lb.
  FIGURINES OF WONDROUS POWER
  These figurines work in the same manner as those detailed 
  in the DUNGEON MASTER’s Guide.
  ASHOKA’S LION KINGS
  These come in sets of four and grow into celestial lions that 
  do not attack unless threatened.
  Each lion has an Intelligence of 15, is lawful good, and is 
  well versed in the art of oratory and the study of philosophy 
  (Diplomacy +6, Knowledge (religion) +10).
  In addition to providing enlightening discourse on 
  kindness and justice, the lion kings can benefit their owner 
  by serving as guards, obstacles, or messengers.
  The lion kings remain in existence for up to a week, but 
  they can be called only once a month.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects, commune with greater spirit; Market Price:
  20,000 gp; Weight: — lb.
  BANDICOOT MOUNT
  This figurine appears as a Tiny rat when called, but if a 
  character speaks a special command word, she gains the 
  minute form effect, shrinking her to 3 inches tall (a Will save 
  against DC 22 is allowed if the owner is unwilling).
  The character may then ride the rat through areas too small 
  for normal passage with little chance of detection.
  Once a day for up to two hours, the owner can ride the 
  bandicoot mount; if it is damaged, or if the rider dismounts, 
  both rat and rider revert to their original state instantly.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, 
  animate objects, contingency, minute form; Market Price: 45,000 
  gp; Weight: — lb.
  WHITE BULL
  When animated, this figurine turns into a large white bull 
  (use the bison statistics in the Monster Manual).
  It fights only in self-defense and can pull a plow.
  The bull can haul up to 10,000 pounds at a speed of 30 feet.
  The owner can use the bull once per day and then it 
  transforms back into rock at sundown.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects; Market Price: 21,000 gp; Weight: — lb.
  FLUTE OF THE SNAKE
  This simple bamboo flute allows its player to summon 
  venomous snakes that follow the character’s mental 
  commands.
  The character must make a successful Perform check 
  against DC 15, and the number of snakes summoned 
  depends on the check result.
  If the check result is 15–19, the flute summons one Small 
  viper.
  If the result is 20–24, the flute summons 1d3 Small vipers.
  
  1228
  If the result is 25+, the flute summons 1d4+1 Small vipers 
  or 1d3 Medium-size vipers, at the player’s option.
  The snakes appear anywhere within 40 feet of the player 
  and remain for 7 rounds.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, summon 
  nature’s ally IV; Market Price: 45,360 gp; Weight: 2 lb.
  GEM OF WISHES
  This large gem looks like any other fine gemstone, and is 
  typically worth 1,000 gp on its own merit.
  Its magic is far more valuable, however, for it holds four 
  wishes when first created.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, wish;
  Market Price: 131,600 gp; Cost to Create: 16,300 gp + 21,224 
  XP; Weight: —.
  GONG OF DISPELLING
  This magic item is a large gong, 3 feet in diameter.
  When hung from a frame and struck, the gong has the 
  effects of dispel evil and dispel magic within a 30-foot radius.
  Each time the gong is sounded, 1 charge is used.
  The gong has 50 charges when created.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, dispel 
  evil, dispel magic; Market Price: 84,375 gp; Weight: 10 lb.
  KIMONO OF STORING
  This fine silk kimono has large sleeves in a formal style.
  On command, an item held in the wearer’s hand disappears.
  The item can weight no more than 20 pounds and must be 
  able to be held in one hand.
  With a snap of the fingers, the item reappears.
  Storing or retrieving an item is a free action.
  Each sleeve stores one item in stasis, shrunk down so small 
  within the sleeve that it cannot be seen.
  Many owners of kimonos of storing find them to be useful 
  and dramatic ways to store weapons, wands, and—because 
  items are stored in stasis—even lit lanterns.
  If the effect is suppressed or dispelled, the stored item 
  appears instantly.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, shrink 
  item; Market Price: 4,400 gp; Weight: 3 lb.
  MEMPO OF PURE THOUGHT
  The wearer of this iron face mask (usually worn with great 
  armor) can use discern lies, as a standard action, up to three 
  times per day.
  A character wearing a mempo of pure thought cannot also 
  wear a pair of eye lenses or goggles.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, discern 
  lies; Market Price: 30,240 gp; Weight: 2 lb.
  MIRROR OF CURING
  Looking like a normal mirror 5 feet tall by 2 feet wide, this 
  item has special therapeutic properties.
  When the command word is spoken, any creature viewing 
  the mirror receives the benefit of a heal spell.
  This requires the use of 1 charge; the mirror has 10 charges 
  when created.
  When all charges are spent, the mirror shatters.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, heal;
  Market Price: 11,800 gp; Weight: 40 lb.
  MIRROR OF ENLIGHTENMENT
  This looks like a normal round mirror, 3 feet in diameter.
  When a character speaks the command word, that 
  character (only) can see a colored aura surrounding the 
  reflection of any creature visible in the mirror.
  By concentrating as a standard action, the character can use 
  detect chaos, detect evil, detect good, detect law, or know 
  motivation on any one creature visible in the mirror.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, detect 
  chaos, detect evil, detect good, detect law, know motivation; Market 
  Price: 14,850 gp; Weight: 45 lb.
  MIRROR OF FEAR
  This mirror looks the same as a mirror of enlightenment.
  Any creature looking in the mirror sees a hideous and 
  distorted reflection of itself.
  The viewer must make a Will save (DC 15) or become 
  panicked.
  A panicked creature must drop anything it holds and flee at 
  top speed from the source of its fear, as well as any other 
  dangers it encounters, along a random path.
  In addition, the creature suffers a –2 morale penalty on 
  saving throws.
  If cornered, a panicked creature cowers and does not attack, 
  typically using the total defense action in combat.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, fear;
  Market Price: 56,000 gp; Weight: 45 lb.
  MIRROR OF SPIRIT SEEING
  This small, round mirror, 1 foot in diameter, looks ordinary 
  enough.
  However, all spirits passing in front of it are revealed in it 
  in their true forms, even if these forms are invisible, 
  ethereal, polymorphed, or otherwise disguised.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, true 
  seeing; Market Price: 45,000 gp; Weight: 5 lb.
  PAPER OF FORMS
  This magic colored paper can be used by those with the 
  Craft (origami) skill.
  When such a character folds the paper to create an animal 
  or object (making a successful Craft check against DC 20), 
  then blows on the origami form and utters the command 
  word, the paper transforms into a life-sized, real version of 
  the form with all the normal properties of the item created.
  The paper can only be used to make an animal (not any 
  other kind of creature) up to size Large, or a nonmagical 
  item up to 1,000 cubic feet large.
  Whatever the object or animal created, it is highly 
  susceptible to fire, taking double damage from fire unless it 
  makes a successful saving throw.
  The paper remains in its transformed state until the 
  character who created it utters a second command word, 
  causing it to revert back to its origami form.
  
  1229
  This origami form can be transformed again into the same 
  form as long as it is never unfolded; unfolding the origami 
  shape ruins the paper and negates its magic.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, 
  animate objects, major creation; Market Price: 10,000 gp; 
  Weight: —.
  PEARL OF PROTECTION FROM FIRE
  When carried, this pearl protects its owner from damage 
  from fire.
  When the bearer would normally take damage from fire, 
  subtract 15 points from the total to account for the pearl’s 
  effect.
  Some pearls subtract 30 points instead.
  Caster Level: 5th [minor] or 7th [major]; Prerequisites: Craft 
  Wondrous Item, protection from elements; Market Price: 32,000 
  gp [minor] or 48,000 gp [major]; Weight: —.
  PEARL OF THE TIDES
  This pearl allows a character to cause water to recede or rise 
  as if using the control water spell.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, control 
  water; Market Price: 50,400 gp; Weight: —.
  PORCELAIN MASK
  When placed on a corpse, this plain white porcelain mask 
  animates the body as though with the animate dead spell.
  The character who placed the mask on the corpse controls 
  the new skeleton or zombie.
  A character cannot control more than 2 HD of undead 
  created with porcelain masks per character level.
  Removing the mask from the animated undead ends the 
  effect, though the same corpse can later be reanimated 
  unless it is destroyed.
  A character can remove the mask by winning an opposed 
  grapple check after getting a hold on the undead creature.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, animate 
  dead; Market Price: 27,000 gp; Weight: 2 lb.
  SACRED OFUDA
  This small strip of paper has prayers written on it that are 
  powerful against undead.
  When touched to the forehead of an undead creature, the 
  sacred ofuda adheres to the creature and immobilizes it, as 
  the halt undead spell.
  The user of the ofuda must make a successful melee touch 
  attack against the creature.
  This provokes an attack of opportunity from the undead.
  If the attack of opportunity deals damage, the user fails to 
  place the ofuda.
  If the ofuda is successfully placed, the undead receives no 
  saving throw.
  The effect lasts as long as the ofuda remains attached, but 
  even a moderate wind can cause the ofuda to fall off the 
  creature’s forehead.
  Any attack on the undead creature causes the ofuda to fall 
  and the effect to end.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, halt 
  undead; Market Price: 27,000 gp; Weight: —.
  SPIRIT WHISK
  This brush-like implement can clear an area of spirits.
  A character can use the whisk to protect an area 10 feet 
  square by brushing the whisk around the area as a full-
  round action.
  In subsequent rounds, the character can extend the 
  protected region to contiguous square areas.
  The whisk creates the effects of a protection from spirits spell 
  in the affected area, which remains in effect as long as the 
  character holding the spirit whisk remains in the area.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  protection from spirits; Market Price: 10,800 gp; Weight: 1 lb.
  TWILIGHT LANTERN
  This paper lantern contains a tiny fire that burns without 
  fuel and brightens or dims in response to verbal commands 
  (when a command word is used).
  It sheds light in a radius from 5 feet to 30 feet, as 
  commanded.
  Normal conditions (wind or rain) cannot extinguish a 
  twilight lantern, though immersion in water or the use of 
  magic such as a quench spell ends the lantern’s magic.
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, animate 
  fire; Market Price: 2,000 gp; Weight: —.
  VAJRA ARROW
  This arrow becomes a 3d6 lightning bolt when fired from a 
  bow (save DC 14).
  In addition, it creates a loud clap of thunder.
  Creatures that are within the effect of the lightning bolt 
  must make Fortitude saves (DC 15) or be deafened.
  Deaf creatures, in addition to the obvious effects, suffer a –4 
  penalty on initiative and a 20% chance to miscast and lose 
  any spell with a verbal (V) component that they try to cast.
  The arrow is consumed in the attack.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 
  lightning bolt, 10 or more ranks in Alchemy; Market Price:
  480 gp.
  WILDING CLASP
  Appearing as a 3-inch long gold chain, this item only works 
  when attached to an amulet (or similar item) or vest (or 
  similar item).
  The clasp prevents its attached item from melding into the 
  wearer’s new form when transforming magic (such as 
  polymorph self or a druid’s wild shape ability) is used, allowing 
  the item to be used in the new form.
  For example, a druid with a wilding clasp attached to her 
  periapt of wisdom could take the shape of a wolf (which 
  normally doesn’t use equipment) and have the periapt 
  remain in its normal form, fully functional.
  Note that some forms may be harmful to certain items 
  (such as a fire elemental form when wearing a necklace of 
  missiles).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  polymorph self or creator must have wild shape ability; 
  Market Price: 4,000 gp; Weight: —.
  
  1230
  WRIST THREADS OF SPIRIT 
  PROTECTION
  These threads are worn about the wrists in various rituals, 
  particularly in summer.
  The threads create a permanent protection from spirits spell 
  centered on the wearer with a range of personal.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  protection from spirits; Market Price: 12,000 gp; Weight: —.
  WONDROUS WRITING SET
  This writing set comes in a fine lacquered box and contains 
  a brush, inking stone, and inkwell with ink.
  When used for writing, the set gives a +2 bonus on Craft 
  (calligraphy) checks and a +10 bonus on Forgery checks.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, creator 
  must have at least 5 ranks in both Forgery and Craft 
  (calligraphy); Market Price: 2,060 gp; Weight: 1 lb.
  PLANAR HANDBOOK (3.5)
  BOOTS OF GRAVITY
  These leather boots allow the wearer to choose the 
  direction of gravity’s pull on him and his equipment.
  The character can move normally on any solid surface by 
  imagining “down” as being whatever is below the boots.
  A character can make this decision once per round, as a free 
  action.
  If the wearer of the boots drops an item, it falls toward the 
  ground as normal.
  The wearer of the boots can carry another living being, and 
  so long as the wearer does not let go of the second 
  character, that character’s gravity is the same as the 
  wearer’s.
  However, as soon as the wearer releases the character, 
  normal gravity takes over.
  Technically, a character wearing boots of gravity can fly by 
  choosing a solid surface and letting himself fall through the 
  air toward it.
  A character “flying” in this fashion moves at 60 feet per 
  round.
  He can turn once per round thereafter by choosing a new 
  “down” and falling in that direction.
  A falling character loses all “downward” momentum when 
  he redefines his gravity.
  Moderate conjuration; CL 7th; Craft Wondrous Item, false 
  gravity; Price 50,400 gp; Weight 1 lb.
  CLOAK OF SHADOW
  This dark gray cloak appears to be made of diaphanous 
  cloth that always seems to be fluttering slightly, as though 
  in a breeze.
  When worn with the hood up, a cloak of shadow gives the 
  wearer a +5 competence bonus on Hide checks in areas of 
  shadowy illumination, but applies a –5 penalty in brightly 
  lit areas.
  In addition, when the wearer is in complete darkness, he 
  can become incorporeal once per day for up to 1 minute.
  The cloak is actually a greater shadow (see page 221 of the 
  Monster Manual), bound to the shape of a cloak by magic.
  Once per day, the wearer can command the shadow to 
  come forth, and it does the wearer’s bidding until slain, or 
  until the wearer commands it to return to its cloak form.
  If the shadow is slain, it reverts to cloak form and can’t be 
  brought forth again for seven days (the cloak functions 
  normally, but the shadow can’t be activated during this 
  time).
  If the cloak is destroyed, the shadow is destroyed forever.
  Should the wearer enter the Plane of Shadow, the greater 
  shadow is free to act on its own—and may well attempt to 
  slay its former master.
  Strong conjuration; CL 15th; Craft Wondrous Item, 
  summon monster VIII, ethereal jaunt; Price 75,000 gp; Weight 
  1 lb.
  DECK OF ILLUSIONS, PLANAR
  This set of parchment cards is usually found in an ivory, 
  leather, or wooden box.
  A full deck consists of thirty-four cards.
  A planar deck of illusions appears identical to a regular deck of 
  illusions.
  As with a regular deck, 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.
  A regular deck of illusions produces illusions of creatures 
  suitable to the environment of the Material Plane.
  The images of the creatures conjured with a planar deck of 
  illusions have a significantly otherworldly focus.
  The cards in a deck and the illusions they bring forth are 
  summarized on the accompanying table.
  (Use one of the first two columns to simulate the contents 
  of a full deck, using either ordinary playing cards or tarot 
  cards).
  
  1231
  A randomly generated deck is usually complete (roll of 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.
  Faint illusion; CL 6th; Craft Wondrous Item, major image;
  Price 8,100 gp; Weight 1/2 lb.
  GATE COMPASS
  This item looks like an ordinary compass.
  Instead of pointing to true north, a gate compass points to an 
  area envisioned by the holder (or to the nearest portal 
  leading to the area).
  It has the same chance of being on target or off target as if it 
  were casting a teleport spell.
  Once the compass points to an area (either correctly or 
  incorrectly), it will continue to point consistently to the 
  area until it reaches the area or goes to another plane.
  Faint divination; CL 5th; Craft Wondrous Item, divination; 
  Price 2,500 gp; Weight 1 lb.
  GATE COMPASS, GREATER
  As a gate compass, except that it always points correctly to 
  the desired destination.
  Moderate divination; CL 11th; Craft Wondrous Item, find 
  the path; Price 10,000 gp; Weight 1 lb.
  RING GATES, PLANAR
  Similar to ring gates, these items always come in pairs—two 
  silver-etched iron rings, each about 5 feet in diameter.
  The rings must be on different planes of existence to 
  function.
  Whatever is put through one ring comes out the other, and 
  up to 10,000 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 creatures.
  A character can reach through to grab items 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 can cast a spell through a planar ring gate.
  Creatures of Fine, Diminutive, Tiny, Small, or Medium size 
  can pass through easily.
  A Large creature can make a DC 15 Escape Artist check to 
  slip through.
  Each ring has an “entry side” and an “exit side”, both 
  marked with appropriate symbols.
  Strong conjuration; CL 17th; Craft Wondrous Item, gate; 
  Price 200,000 gp; Weight 20 lb.
  each.
  ROPE OF CROSSING
  This seemingly ordinary rope enables planar travel across 
  the layers of an Outer Plane.
  While holding one end of the rope, the bearer can hurl the 
  other end up into the air, where it remains magically 
  suspended, or drop the other end down from a height, such 
  as a cliff or a tree.
  By moving up the rope, climbers can ascend to higher 
  layers on their current plane; by moving down the rope, 
  climbers can descend to lower layers of the plane.
  The rope magically lengthens or shortens, depending on 
  how many layers the plane has.
  Crossing from one layer to the next is accomplished by 
  climbing 10 feet on the rope.
  When the climber reaches his destination, he merely steps 
  off the rope, and he is on the new layer of the plane.
  The rope remains in place until the last climber steps off, at 
  which point the bearer can recoil the rope.
  If the plane restricts exit or entry via plane shift or similar 
  magic, this item fails to function.
  Moderate conjuration; CL 9th; Craft Wondrous Item, plane 
  shift; Price 90,000 gp; Weight 10 lb.
  SEXTANT OF THE PLANES
  A sextant of the planes analyzes the environment to give the 
  user a planar bearing.
  In essence, it determines what planar traits the plane 
  exhibits.
  
  1232
  When not in use, the sextant appears to be a brass sphere 
  about 4 inches across, nestled into a round brass box about 
  8 inches in diameter, with designs inscribed over every 
  surface.
  When the brass sphere is pulled upward, the device 
  “unfolds” to reveal the inner workings, including a series of 
  crystal lenses and a myriad of control knobs and levers.
  This unfolding process takes 1 full round; restoring the 
  sextant to its portable form takes the same amount of time.
  Using a sextant of the planes takes 1 minute and reveals the 
  following information (see page 147 of the Dungeon Master’s 
  Guide for more information about planar traits).
  • Whether the gravity is normal, heavy, light, objective
  (“down” is always a specific direction), subjective (“down” is 
  defined by each individual), or nonexistent.
  • Whether time passes at the normal rate, faster, slower, or 
  erratically (randomly speeding up or slowing down), or 
  whether time has any noticeable effect on the plane at all.
  • Whether the plane is infinite, finite, or self-contained (the 
  edges of the plane wrap around).
  • ?Whether the plane’s basic nature is alterable morphic 
  (you can make changes by physical effort), static (the plane 
  never changes), highly morphic (changing as a reaction to 
  various stimuli), magically morphic (you can make changes 
  by casting spells), divinely morphic (deities can change the 
  plane), or sentient (the plane effects its own changes).
  • ?Whether the element of air, earth, fire, or water is 
  dominant on the plane, or whether the plane is dominated 
  by positive or negative energy.
  • ?Whether the plane is aligned with good or evil, law or 
  chaos, or neutrality, and whether the alignment is mild or 
  strong.
  • ?Whether magic works normally on the plane, or is dead 
  (nonexistent), wild (unpredictable in effect), impeded 
  (spells are more difficult to cast), enhanced (cast as though 
  with metamagic effects), or limited (only spells of certain 
  schools, subschools, descriptors, or levels work).
  • ?The location of any portals within 60 feet of the sextant.
  A sextant does not reveal the name of the plane it is on,
  though its user can attempt a DC 18 Knowledge (the 
  planes) check to determine which plane or planes this 
  information corresponds to.
  When used within 30 feet of a portal, a sextant of the planes 
  can be instructed to provide the same information about 
  the plane on the far side of the portal, as well as whether 
  the portal is one-way or two-way.
  Faint divination; CL 5th; Craft Wondrous Item, analyze 
  portal (see Manual of the Planes); Price 54,000 gp; Weight 12 
  lb.
  VESTMENTS OF STEADFAST 
  SPELLCASTING
  Versions of this item can vary greatly in appearance, 
  depending on the race of the garment’s creator and the 
  plane upon which it was made.
  Its appearance ranges from snowy white celestial robes to 
  leaf-adorned, dirt-colored clothing suitable to the 
  Beastlands.
  Vestments of steadfast spellcasting enable the wearer to ignore 
  the magic trait of a plane (except for dead magic planes) and 
  cast spells normally.
  Depending on the plane visited, the owner of the garment 
  might find it to be of unparalleled utility or might choose 
  to take it off to experience the enhanced spellcasting 
  opportunities certain places afford.
  Strong evocation (if miracle is used); CL 17th; Craft 
  Wondrous Item, limited wish or miracle; Price 25,000 gp; 
  Weight 2 lb.
  YETH HORN
  This strangely shaped device is a musical instrument 
  concocted of twisted tubes and miniature bellows.
  When sounded properly (requiring a DC 15 Perform [wind 
  instruments] check), it replicates a yeth hound’s bay.
  All creatures except evil outsiders within a 60-foot spread 
  must succeed on a DC 16 Will save or become panicked for 
  2d6 rounds.
  This is a sonic, mind-affecting fear effect.
  Whether or not the save is successful, an affected creature 
  cannot be affected by the same yeth horn’s sound for 24 
  hours.
  Moderate enchantment; CL 7th; Craft Wondrous Item, fear, 
  creator must have 5 ranks in Perform (wind instruments); 
  Price 10,000 gp; Weight 1 lb.
  PLAYER’S GUIDE TO 
  FAERÛN (3.5)
  AQUAMARINE OF SPELL EXTENDING
  This blue stone is mounted in the center of a gold and silver 
  hourglass.
  Once per day, the owner can gain the benefits of the 
  Extend Spell feat on any spell of 6th level or lower that she 
  casts.
  The affected spell uses its normal spell slot (not a slot one 
  level higher, as use of the feat would require).
  A caster who does not prepare spells still must pay the 
  penalty of an extended casting time when using this item.
  The item must be held in the caster’s hand while the spell is 
  cast to gain this benefit.
  Strong (no school); CL 17th; Craft Wondrous Item, Extend 
  Spell; Price 3,700 gp; Weight 1 lb.
  GAUNTLETS OF WEAPONRY ARCANE
  These heavy leather-and-silver gauntlets cover the wearer’s 
  hands and lower forearms.
  Ornate silver stitching decorates the leather armguards and 
  fingers, and each link of the silver chainmail that reinforces 
  the palms is etched with intricate runes.
  Any weapon (even a nonmetallic one such as a quarterstaff) 
  that the wearer grasps while wearing the gauntlets 
  overcomes damage reduction as if it were a magic silver 
  weapon.
  If the weapon is already magic and silver, the gauntlets have 
  no additional effect.
  Faint transmutation; CL 3rd; Craft Wondrous Item, magic 
  weapon; Price 9,000 gp; Weight 1 lb.
  
  1233
  GLOVE OF TAARNAHM THE 
  VIGILANT
  This chainmail gauntlet allows the wielder to hurl any 
  melee weapon he carries as though it had the throwing and 
  returning special abilities.
  Moderate transmutation; CL 7th; Craft Wondrous Item, 
  magic stone, telekinesis; Price 10,000 gp.
  INSTRUMENT OF THE WINDS
  This fine instrument is a masterwork lute (+2 circumstance 
  bonus on Perform [string instruments] checks).
  Once per day, the user can attempt to play a certain tune on 
  the instrument.
  If she succeeds on a DC 15 Perform (string instruments) 
  check, the instrument of the winds summons a Large air 
  elemental, as though with the summon monster VI spell.
  Moderate Conjuration; CL 11th; Craft Wondrous Item, 
  summon monster VI; Price 22,000 gp; Weight 3 lb.
  KIIRA N’VAELAHR
  These bright green gems, each about the size of a man’s fist, 
  were created for the most skilled spies serving the city of 
  Myth Drannor before it fell.
  When placed against the skin, a kiira N’Vaelahr embeds 
  itself painlessly into the flesh where it touches, fixing itself 
  so firmly that it cannot be removed.
  Traditionally, such a gem was placed over the heart, but it 
  may be bonded anywhere the owner desires.
  Once implanted, the gem may be moved along the user’s 
  body through mental concentration.
  A bonded kiira N’Vaelahr grants the following powers.
  • The kiira N’Vaelahr acts as a sort of recorder, storing the 
  memories of its current owner automatically.
  The stored memories can be replayed as a vision.
  Such a review of the information is visible and audible only 
  to the bearer of the kiira unless he uses another of its 
  abilities (see below) to make it visible to others.
  These memories encompass sight and sound only, and they 
  are somewhat hazy and difficult to focus on.
  (Attempts to see or hear a particular event in the vision take 
  a –2 penalty on Spot and Listen checks).
  The gem’s owner may, as a standard action, will the gem to 
  record memories in greater detail.
  The gem can hold up to 10 hours of such detailed 
  memories, which impose no skill penalties on later 
  readings.
  At the owner’s option, these detailed memories may 
  include his thoughts and feelings as well.
  • The owner may use detect thoughts at will.
  He may also send telepathic messages (including memories 
  stored in his kiira N’Vaelahr, if desired) to anyone whose 
  thoughts he is currently reading.
  • The bearer gains a +2 resistance bonus on Will saves.
  • The gem’s owner may use major image once per day.
  Only memories stored in the kiira N’Vaelahr may be 
  projected in this manner.
  • The gem’s owner may use overland flight once per day.
  Moderate divination, illusion, and transmutation; CL 7th; 
  Craft Wondrous Item, detect thoughts, major image, overland 
  flight; Price 75,040 gp.
  MANTLE STONE OF VHYRIDAAN
  This small gem resembles an ioun stone in most respects.
  It floats in a loose orbit 1d3 feet from its user’s head and can 
  be separated from its owner only by snatching or netting it.
  The mantle stone of Vhyridaan has AC 26, 10 hit points, and a 
  hardness of 5.
  Three times per day, the user may speak a command word 
  to gain protection from spells.
  This effect functions like the spell turning spell, except that a 
  mantle stone always absorbs five spell levels before being 
  discharged rather than the usual 1d4+6.
  Additionally, the owner of the mantle stone may imbue it 
  with up to three spell levels each day, as if it were a vibrant 
  purple ioun stone (as described on page 260 of the Dungeon 
  Master’s Guide).
  Strong abjuration; CL 13th; Craft Wondrous Item, imbue 
  with spell ability, spell turning, Quicken Spell; Price 232,560 
  gp.
  NAJJAR’S CLOAK OF WEAPONRY
  Created by a Calishite fighter/wizard to aid him in battle 
  against his rival Vycaena, this gauzy-looking cloak of white 
  linen is lined with the tanned pelt of a displacer beast.
  Once per round, the wearer may reach into the cloak’s folds 
  and withdraw a single weapon that has been stored there.
  Najjar’s cloak of weaponry functions like a bag of holding, 
  except that it stores only 25 pounds of nonliving material of 
  a volume that would reasonably fit beneath a 6-foot-long 
  cloak.
  Most two-handed weapons do not fit, unless they can be 
  coiled or folded in some way, but the cloak can easily hold 
  light or one-handed weapons or other items of comparable 
  size.
  Since the cloak was designed to hold weapons, it does not 
  suffer the ill effects from puncturing that a bag of holding 
  does.
  Moderate conjuration; CL 9th; Craft Wondrous Item, 
  Leomund’s secret chest; Price 2,500 gp.
  PEGASUS HELM OF KLOETH 
  IRONSTAR
  This magnificent winged helmet allows its wearer to 
  summon a celestial pegasus twice per day to serve as a 
  mount or aid in battle.
  Each summoning requires a command word, and the 
  creature summoned remains for up to 3 hours, though the 
  wearer may cut the duration short if desired.
  Moderate conjuration; CL 7th; Craft Wondrous Item, 
  summon monster IV; Price 20,160 gp.
  RUEHAR’S FLUTE
  This finely crafted silver flute resembles a rolled-up spell 
  scroll, with its holes lining the edge of the “parchment”.
  It has seldom been seen outside the possession of the 
  descendants of Ruehar, a green elf wizard who lived during 
  the days of Myth Drannor.
  When two short notes in any key are played on the flute, it 
  emanates light, as the spell, and automatically dispels any of 
  
  1234
  the following effects within the light effect’s radius: acid fog,
  cloudkill, fog cloud, obscuring mist, solid fog, and stinking cloud.
  The flute’s second ability is activated by a command word 
  known only to Ruehar’s descendants.
  When this word is spoken, the flute unrolls like a scroll, 
  revealing a small spellbook capable of holding twenty spell 
  levels.
  The original Ruehar’s flute contains the following spells: 
  1st—color spray, magic missile, Tenser’s floating disk,
  ventriloquism; 2nd—daze monster, glitterdust, lively step; 3rd—
  Leomund’s tiny hut, phantom steed; 4th—polymorph.
  Ruehar’s descendants may, however, have manufactured 
  more flutes since his death, and those spellbooks may 
  contain different spells or simply remain blank.
  Any wizard who has deciphered the spellbook within 
  Ruehar’s flute (see pages 178 and 179 of the Player’s 
  Handbook) may study and prepare these spells normally.
  Faint transmutation; CL 3rd; Craft Wondrous Item, gust of 
  wind, light; Price 15,000 gp.
  SHROUDCROWN
  This agate-studded bronze circlet holds considerable power 
  over undead.
  The wearer of the shroudcrown can turn undead as a 10th-
  level cleric, and she gains a +2 resistance bonus on all 
  saving throws against spells and spell-like abilities of 
  undead creatures.
  Furthermore, the wearer is constantly affected as if by a hide 
  from undead spell.
  Though the shroudcrown is not actually cursed in any way, 
  its owners have an unfortunate tendency to meet messy 
  ends at the claws of the very undead creatures against 
  which it protects.
  Moderate abjuration; CL 10th; Craft Wondrous Item, hide 
  from undead, resistance, creator must be a cleric of at least 
  10th level; Price 113,600 gp.
  SYMRUSTAR’S CHOKER
  This ornate choker, sized and designed for an elf woman’s 
  throat, functions as a spellbook.
  As long as a wizard character wears it, she may study and 
  prepare any spell “scribed” in the item.
  Symrustar’s choker may store a total of thirty-six spells, but no 
  more than four of each level.
  The choker is treated like a wizard’s spellbook for the 
  purpose of deciphering spells contained therein, “scribing”
  new spells, and so forth.
  To determine randomly how many spells are stored in a 
  given choker, roll 1d4–1 for each spell level, then roll 
  randomly as if generating a scroll to find the exact spells.
  Moderate transmutation; CL 7th; Craft Wondrous Item, 
  secret page; Price 15,000 gp.
  TASMIA’S HEART
  T his elaborate, high-necked bustier is laced and lined with 
  black silk and adorned with sapphires and beljurils.
  It functions as both a helm of underwater action and a ring of 
  freedom of movement.
  It also extends the wearer’s life span, doubling the number 
  of years in each remaining age category of the character’s 
  life, as well as her maximum age.
  For example, a human adult who dons Tasmia’s heart would 
  reach middle age at 70, old age at 106, venerable age at 140, 
  and maximum age 2d20×2 years after that.
  Tasmia’s heart counts as a shirt for the purpose of magic item 
  limitations (see page 214 of the Dungeon Master’s Guide).
  Moderate transmutation; CL 7th; Craft Wondrous Item, 
  freedom of movement, water breathing, creator must be at least 
  10th level; Price 127,000 gp.
  WEIRDSTONE
  These innocuous-looking, fist-sized pieces of faceted glass 
  are among the most highly sought-after items in all of 
  Faerûn.
  Mages who like their privacy and evil beings who prefer to 
  keep their plans secret are particularly fond of these items, 
  and they often dispatch minions or adventurers to retrieve 
  them.
  When placed upon a flat surface and activated by mental 
  command, a weirdstone floats about 3 feet into the air, 
  glowing and chiming softly.
  While active, it blocks out all of the following within a 6-
  mile radius (including into the air above and the ground 
  below).
  • All astral and ethereal travel.
  • All divination (scrying) spells.
  • All conjuration (teleportation) spells.
  • Any spell-like, supernatural, or extraordinary abilities, 
  psionic powers, or the like that mimic these effects.
  The weirdstone hampers only effects that manifest within its 
  area.
  Spells or abilities activated within the weirdstone’s area that 
  target an area outside its 6-mile radius are unaffected.
  For example, a wizard standing right next to a weirdstone 
  could cast a scrying spell to spy on a creature more than 6 
  miles away, but she could not teleport across the room 
  because the weirdstone blocks teleportation magic within its 
  radius.
  Strong abjuration; CL 20th; Craft Wondrous Item, 
  dimensional lock, nondetection, creator must be at least 20th 
  level; Price 250,000 gp.
  YNLOETH’S BRACER
  Owned by Coronal Ynloeth of Shantel Othreier, this single 
  silver bracer, made to fit the left arm, functions as bracers of 
  armor +8.
  In addition, the wearer of this bracer is immune to the 
  death effect of the shattering swords of Coronal Ynloeth (see 
  below).
  Strong abjuration; CL 16th; Craft Wondrous Item, mage 
  armor, death ward, creator must be at least 16th level; Price 
  70,000 gp.
  
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  PLAYER’S HANDBOOK 2 
  (3.5)
  TALISMAN OF TRANSFERENCE
  A talisman of transference is a conduit through which XP can 
  be transferred for the purposes of constructing an agreed 
  upon magic item.
  Lore: These devices were designed to protect creatures that 
  commissioned magic items from creators who spent their 
  transferred XP and did not finish the contract or 
  disappeared with the completed product (Gather 
  Information DC 20 or Knowledge [arcana] DC 10).
  Description: A talisman of transference typically takes the 
  shape of a bracer, periapt, or some other form of jewelry 
  worn against the skin.
  Activation: As a standard action, a worn talisman of 
  transference is brought into contact with the raw material of 
  an agreed upon magic item (for example, a cloak, sword, or 
  wand) before construction begins, with the wearer 
  speaking the word “attach” to create a link.
  The worn talisman of transference is then brought into 
  contact with the creator after at least one day (8 hours) has 
  been spent working on the magic item (but usually upon 
  completion), speaking the word “infuse” to complete the 
  effect.
  A talisman of transference can only form a connection with 
  one raw material at a time.
  Speaking the word “attach” while in contact with a new raw 
  material erases the old link.
  Effect: A talisman of transference transfers XP from the 
  wearer to the person who constructed the magic item, so 
  long as the magic item was made from the original raw 
  material to which this device was linked.
  The wearer can transfer the entire or partial amount, 
  though the wearer cannot transfer more XP than was 
  needed to construct the magic item.
  All the requirements for transferring XP, compensating for 
  XP, and sharing XP costs apply to using this device.
  If the wearer refuses to transfer XP for the magic item, the 
  creator can destroy the magic item, thereby regaining any 
  XP that was invested.
  The monetary investment, however, is still lost.
  Aura/Caster Level: Faint universal. CL 1st.
  Construction: Requires Craft Wondrous Item, transference 
  spell, 100 gp, 16 XP, 1 day.
  Weight: 1/2 lb.
  Price: 200 gp.
  RACES OF FAERÛN (3.0)
  ANKH OF ASCENSION
  The bearer of this magic item can cast her divine spells at 
  +4 caster level (with respect to range, duration, and other 
  numeric effects).
  The ankh does not grant a +4 bonus on checks to overcome 
  spell resistance, however, nor otherwise increase the 
  caster’s effective level.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, gate;
  Market Price: 60,000 gp; Weight: 3 lb.
  CATSEYE BROOCH
  Fashioned from silver set with a green chrysoberyl, a catseye 
  brooch is a good luck charm that provides a +1 luck bonus 
  on all saving throws and a +4 resistance bonus on saving 
  throws versus disease.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  resistance, remove disease; Market Price: 9,000 gp; Weight: —.
  DROW HOUSE INSIGNIA
  These metal tokens are normally worn on a chain or in a 
  pouch tied around the neck.
  Each bears a symbol of a noble house from a particular 
  drow city and requires a secret command word to activate.
  An insignia has a single minor magical ability that can be 
  used once per day, usually a 1st, 2nd, or 3rd-level spell.
  Those of powerful drow often have multiple abilities of 
  various power levels.
  Typical spells for a house insignia are blur, cat’s grace, cloak of 
  dark power, comprehend languages, feather fall, jump, levitate, 
  read magic, scatterspray, shield, spider climb, unseen servant, and 
  water breathing.
  Each insignia is slightly different, even those of the same 
  noble house, so it is possible that a person aware of the 
  unique shape of a person’s insignia can magically locate that 
  person.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  appropriate spell; Market Price: 360 gp (1st-level ability), 
  2,160 (2nd-level ability), or 5,400 (3rd-level ability); Weight:
  1 lb.
  FIGURINE OF WONDROUS POWER
  These figurines were crafted by some of the more creative 
  spellcasters of Faerûn’s races.
  BLUE QUARTZ EAGLE
  A blue quartz eagle becomes an eagle on command, but 
  with vision akin to that granted by eyes of the eagle (+5 
  circumstance bonus on Spot checks).
  Another command sends it aloft.
  It will not attack, even to defend itself, but it will obey the 
  telepathic commands of its owner as long as it remains 
  within one mile of her.
  If forced to move beyond that distance, a blue quartz eagle 
  will immediately revert to statuette form (usually 
  shattering if it falls a great distance to the ground).
  While the figurine is transformed, its owner can mentally 
  view everything the eagle can see, although the owner 
  must use a standard action to observe what the eagle sees in 
  that round.
  It can maintain its nonfigurine status for only 24 hours per 
  tenday, but the duration need not be continuous.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects, clairaudience/clairvoyance; Market Price: 5,400 
  gp; Weight: —.
  
  1236
  CORAL DOLPHIN
  Made by a water genasi mage, this finely carved dolphin of 
  white coral can transform into a living dolphin, except that 
  it possesses an Intelligence of 8 and the ability to speak and 
  understand Common and Aquan.
  The dolphin is treated as a magical beast when in its living 
  form.
  It may be used twice per tenday for up to 4 hours each use.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate objects, water breathing; Market Price: 10,000 gp; 
  Weight: —.
  GOGONDY
  This ruby wine, fermented by the deep gnomes, gives 
  visions to those who drink it.
  Anyone who consumes a glass of Gogondy should roll on 
  the following table:
  A full bottle of Gogondy holds enough wine for six glasses.
  Caster Level: 14th; Prerequisites: Craft Wondrous Item, 
  divination, contact other plane, creator must be a deep gnome; 
  Market Price: 3,000 gp; Weight: 5 lb.
  GREATER PIWAFWI
  These dark-colored cloaks have all the abilities of a cloak of 
  elvenkind and also provide the benefit of endure elements 
  (fire), negating 5 points of fire damage per round.
  (Lesser piwafwi are simply cloaks of elvenkind).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, endure 
  elements, invisibility, creator must be a drow; Market Price:
  6,100 gp; Weight: 1 lb.
  HAMMER OF THE WEAPONSMITH
  This masterwork tool gives the user a +10 circumstance 
  bonus on Craft (weaponsmithing) checks.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, creator 
  must be at least 6th level; Market Price: 2,055 gp; Cost to 
  Create: 1,055 gp + 80 XP; Weight: 8 lb.
  MASK OF THE IMPLACABLE
  This ceramic, painted mask makes its wearer into a 
  dangerous, if singularly focused, warrior.
  The wearer of the mask has fast healing 3 as long the mask 
  is worn.
  In addition, he gains a +4 bonus on attack and damage rolls 
  against any foe who deals the mask-wearer more than 50% 
  of his full normal hit point total in damage.
  The bonus lasts until the mask-wearer attacks someone 
  who hasn’t dealt him more than 50% of his hit point total in 
  damage.
  When that happens, the bonus ends and the fast healing 
  aspect of the mask is suppressed for 1 hour.
  A mask counts as a pair of lenses for limitations on wearing 
  multiple items of the same type.
  Prerequisites: Craft Wondrous Item, regeneration, mark of 
  justice; Market Price: 65,000 gp; Weight: 5 lb.
  TANGLEPATCH
  These magical balls of tangled vines are used by the wild 
  dwarves, particularly in their battles against the Batiri 
  goblins of the Chultan forests.
  The ball is thrown at a target and has a 20 ft. range 
  increment.
  Upon hitting a target or landing, it creates an entangle spell 
  centered on the point of impact.
  It is good for only one use.
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, entangle;
  Market Price: 100 gp; Weight: 1 lb.
  TONGS OF THE ARMORER
  This tool gives the user a +10 competence bonus on Craft 
  (armorsmithing) checks.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, 
  mending, creator must be at least 6th level; Market Price:
  2,055 gp; Cost to Create: 1,055 gp + 80 XP; Weight: 5 lb.
  RACES OF STONE (3.5)
  MAGIC FORGES
  FORGE OF SUSTENANCE
  A dwarf using this forge for any purpose need not eat, sleep, 
  or even breathe while he continues to work at the forge, 
  and he can work indefinitely without tiring.
  When using the forge to craft an item, the user multiplies 
  his check result by the item’s DC and then by 3 to 
  determine his progress on a weekly (in sp) or daily (in cp) 
  basis.
  Strong conjuration; CL 15th; Craft Wondrous Item, create 
  food and water, regenerate, creator must be a dwarf; Price 
  8,000 gp.
  FORGE OF THAUTAM
  A dwarf using this forge can create magic weapons and 
  armor as if he had the Craft Magic Arms and Armor feat.
  
  1237
  Strong conjuration; CL 12th; Craft Wondrous Item, 
  permanency, creator must be a dwarf; Price 15,000 gp.
  FORGE OF THE ARMORSMITH
  This magic forge grants a dwarf who uses it a +20 
  competence bonus on Craft (armorsmithing) checks made 
  using the forge.
  In conjunction with voluntarily increasing the DC by 20, a 
  smith working at this forge can craft expensive armor in a 
  dramatically reduced time.
  Strong conjuration; CL 18th; Craft Wondrous Item, 
  fabricate, creator must be a dwarf with 20 ranks in Craft 
  (armorsmithing); Price 10,000 gp.
  FORGE OF THE WEAPONSMITH
  This magic forge grants a dwarf who uses it a +20 
  competence bonus on Craft (weaponsmithing) checks 
  made using the forge.
  In conjunction with voluntarily increasing the DC by 20, a 
  smith working at this forge can craft expensive weapons in 
  a dramatically reduced time.
  Strong conjuration; CL 18th; Craft Wondrous Item, 
  fabricate, creator must be a dwarf with 20 ranks in Craft 
  (weaponsmithing); Price 10,000 gp.
  FURNACE OF FLAMES
  This magical forge provides spell prerequisites for a dwarf 
  who uses it to craft magic items.
  The forge allows its user to create magic items as if he were 
  able to cast any spell with the fire descriptor, using his 
  character level as the caster level.
  The forge does not replace any other prerequisites or costs, 
  including item creation feats, minimum caster level, and 
  gold and XP costs.
  Strong evocation; CL 12th; Craft Wondrous Item, fireball,
  flame blade, or flame strike, creator must be a dwarf; Price 
  20,000 gp.
  RACES OF THE DRAGON 
  (3.5)
  AMULET OF WARMTH
  Amulets of warmth are personal devices designed to keep 
  humanoids comfortable in any environment.
  Lore: These devices were originally crafted for kobolds 
  whose search for new mining locations kept them away 
  from their warm lairs.
  (Knowledge [geography] DC 10 or Knowledge 
  [dungeoneering] DC 20).
  Description: An amulet of warmth typically takes the form of 
  a simple amulet or brooch, though it can be fashioned into 
  some other form of personal jewelry.
  Activation: As a free action, tapping an amulet of health turns 
  the item on.
  Tapping it again turns the item off.
  Effect: An amulet of warmth produces an ambient cocoon of 
  70°F, protecting the wearer and his equipment from both 
  cold and heat.
  If an amulet takes any amount of cold damage, however, it 
  ceases to function for 24 hours.
  Aura/Caster Level: Faint abjuration; CL 3rd.
  Construction: Craft Wondrous Item, endure elements, 500 
  gp, 40 XP, 1 day.
  Weight: 1/2 lb.
  Price: 1,000 gp.
  ANGRIZ’S CHEST
  This container keeps meat fresh and wholesome.
  Lore: Angriz Ulhargix is a half-dragon wizard, a gourmet 
  cook, and a voracious carnivore.
  His monstrous nature makes it difficult for him to shop for 
  food frequently in the normal fashion, so he crafted this 
  box to keep large quantities of meat indefinitely.
  In this way, he could order an entire haunch of game once 
  in a while and consume it at his leisure.
  The item has since become popular with those who can 
  afford it, especially the proprietors of large eating 
  establishments and the managers of nobles’ kitchens.
  It has come to be known as Angriz’s chest, though its creator 
  simply called it a “preserving box”.
  (Knowledge [arcana] DC 20).
  Description: An Angriz’s chest is a box, about 4 feet on a side, 
  made of stout wood (usually oak) and lined with oilcloth to 
  prevent leakage.
  Effect: Any dead flesh kept within the box remains fresh 
  and palatable indefinitely.
  Once removed, the flesh begins to decay at the normal rate.
  Putting partly decayed meat into the box arrests further rot 
  but does not reverse previous effects.
  Aura/Caster Level: Faint necromancy; CL 1st.
  Construction: Craft Wondrous Item, gentle repose, 500 gp, 40 
  XP, 1 day.
  Weight: 50 lb.
  Price: 1,000 gp.
  FOLDING TRAP
  Folding traps were invented by a master kobold trapmaker to 
  aid in timely retreats.
  Lore: These devices are usually constructed by kobolds to 
  provide quick installation of traps, as well as to easily carry 
  along useful traps when they are retreating from their lair.
  (Knowledge [arcana] DC 15 or Knowledge [history] DC 25).
  Description: A folding trap is a small wooden ball the size of 
  a large apple, every square inch of which has been etched 
  with symmetrical Draconic runes.
  These carvings contain a hidden code that reveals the 
  folding trap’s command words.
  (Decipher Script DC 20).
  Activation: As a standard action, speaking the word 
  “expand” in Draconic (turalisjth) causes the wooden ball to 
  unfold into a trap that attaches itself to the available 
  supporting framework (floor, ground, trees, walls).
  Speaking the word “shrink” in Draconic (kosjth), another 
  standard action, while within 30 feet of the trap causes it to 
  fold into a wooden ball once again.
  Effect: Several varieties of folding trap exist, each based on 
  one of the sample traps presented in the Dungeon Master’s 
  Guide beginning on page 70.
  The known variations on this item include the scything blade 
  folding trap (CR 1), the wall blade folding trap (CR 1), the 
  
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  tripping chain folding trap (CR 2), the ceiling pendulum folding 
  trap (CR 3), and the wall scythe folding trap (CR 4).
  Once activated, a folding trap is indistinguishable from a 
  normal trap of its kind except for the trap’s magical aura 
  (see below).
  Aura/Caster Level: Faint transmutation; CL 5th.
  Construction: Craft Wondrous Item, create trap*, shrink item, 
  creator must have 5 ranks of Craft (trapmaking); 1,700 gp, 
  136 XP, 4 days (scything blade); 2,500 gp, 200 XP, 5 days 
  (wall blade); 3,800 gp, 304 XP, 8 days (tripping chain); 
  14,100 gp, 1,128 XP, 29 days (ceiling pendulum); 17,200 gp, 
  1,376 XP, 35 days (wall scythe).
  * New spell described on page 112.
  Variants: Other varieties of folding trap might also exist, but 
  they all must involve the use of mechanical traps that have 
  an automatic reset (no arrow traps), don’t represent a 
  significant change to the physical environment (no pits or 
  flooding chambers), and don’t incorporate poison, magic, or 
  living organisms (no toxic blades or brown mold).
  Weight: 1 lb.
  Price: 3,400 gp (scything blade); 5,000 gp (wall blade); 7,600 
  gp (tripping chain); 28,200 gp (ceiling pendulum); 34,400 
  gp (wall scythe).
  MEMENTO MAGICA
  Sorcerers, bards, and all spontaneous spellcasters of all sorts 
  can benefit from a memento magica.
  Description: A memento magica appears to be an amethyst 
  cunningly cut into some draconic shape, often that of a 
  dragon’s scale.
  Effect: A memento magica is a great aid to spontaneous 
  spellcasters such as sorcerers, bards, and favored souls (see 
  Complete Divine page 6), much as a pearl of power is to casters 
  who prepare spells.
  Once per day on command, a memento magica enables its 
  possessor to regain any one spell slot that she had 
  previously used that day.
  The spell slot is available just as if a spell had not been cast.
  A memento magica can only recall a spell slot of the level it 
  was created to hold.
  Different mementos magica exist for recalling one spell slot 
  per day of each level from 1st through 9th.
  Aura/Caster Level: Strong transmutation; CL 17th.
  Construction: Craft Wondrous Item, creator must be able 
  to spontaneously cast spells of the spell level to be recalled;
  750 gp, 60 XP, 2 days (1st); 3,000 gp, 240 XP, 6 days (2nd); 
  6,750 gp, 540 XP, 14 days (3rd); 12,000 gp, 960 XP, 24 days 
  (4th); 18,750 gp, 1,500 XP, 38 days (5th); 27,000 gp, 2,160 
  XP, 54 days (6th); 36,750 gp, 2,940 XP, 74 days (7th); 48,000 
  gp, 3,840 XP, 96 days (8th); 60,750 gp, 4,860 XP, 122 days 
  (9th).
  Weight: —
  Price: 1,500 gp (1st); 6,000 gp (2nd); 13,500 gp (3rd); 24,000 
  gp (4th); 37,500 gp (5th), 54,000 gp (6th); 73,500 gp (7th); 
  96,000 gp (8th); 121,500 gp (9th).
  NECKLACE OF DRAGON’S TEETH
  A necklace of dragon’s teeth summons a troop of loyal draconic 
  warriors to your aid.
  Lore: Legends say that in the early days of the world, nearly 
  all human life was wiped out in a great catastrophe.
  Sphenos, the Great Wyrm of the Earth, took pity on the few 
  survivors and gave a bag filled with his own teeth to the 
  farmer Imguten, telling him to sow them behind him in 
  the earth as he walked.
  From the scattered teeth arose new people, the children of 
  earth.
  (Knowledge [religion] DC 15) Imguten saved some of the 
  teeth against future need.
  Generations later, when his descendants were being 
  threatened by barbarians, they found the sack and planted 
  the remaining teeth.
  These teeth then sprang up into fierce warriors who drove 
  back the invading horde.
  These strings are made in remembrance of that miracle.
  (Knowledge [religion] DC 20).
  Description: A necklace of dragon’s teeth is a simple leather 
  cord strung with pierced fangs, each about 2 inches long.
  Sometimes the ends are loosely tied so that it can be worn 
  around the neck.
  (It does not count as an item worn around the neck for the 
  purpose of determining which of a character’s magic items 
  are effective).
  A strand initially has twelve fangs, though it can be 
  discovered with fewer fangs than this (reduce the price 
  proportionately).
  Activation: As a standard action, you remove a fang from 
  the string and throw it onto the ground.
  Effect: A thrown fang grows into a draconic myrmidon that 
  acts on your turn on the following round (see the statistics 
  block below).
  The myrmidon remains for 10 rounds or until it is slain, 
  and either defends you loyally or attacks a target of your 
  choice.
  The myrmidon understands your spoken commands 
  regardless of the language you speak.
  Aura/Caster Level: Moderate conjuration; CL 10th.
  Construction: Craft Wondrous Item, summon monster IV,
  12,000 gp, 960 XP, 24 days.
  Weight: —
  Price: 24,000 gp.
  
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  MEDALLIONS OF IO
  These are plain, burnished metal disks that grant some of 
  the strength of the Concordant Dragon to their users.
  Lore: Io’s holy symbol is a featureless metal disk with a 
  sheen of many colors, symbolizing the common heritage of 
  all dragons as well as the spinning disk of the Blending (see 
  page 66).
  In honor of that creative act, the Singers of Concordance 
  created the medallions of Io to aid the Ninefold Dragon’s 
  children throughout the world.
  (Knowledge [arcana] DC 20).
  Description: Each medallion of Io is an unremarkable coin-
  sized disk made from an alloy of precious and base metals.
  The exact mixture of metals produces a colored sheen that 
  corresponds to one of the ten standard dragon varieties.
  Activation: As a standard action, you press a disk into the 
  center of your brow, where it remains magically attached 
  and active for 1 hour.
  It does not count as an item worn on the head for the 
  purpose of determining which of a character’s magic items 
  are effective.
  At the end of the hour, the medallion loses its magic and 
  falls to the ground.
  Effect: Each of the ten disks has a different benefit 
  according to its sheen, as given below.
  Black: Resistance to acid 10 and a +4 bonus on Handle 
  Animal checks when dealing with reptiles.
  Blue: Resistance to electricity 10 and a +4 bonus on Bluff 
  checks.
  Green: Resistance to acid 10 and the ability to make 
  untrained Diplomacy checks to affect the attitude of plant 
  creatures.
  The DC of these checks is increased by 5.
  Red: Resistance to fire 10 and a +4 bonus on Will saves 
  against illusion spells and effects.
  White: Resistance to cold 10 and a +4 bonus on Balance 
  checks.
  Brass: Resistance to fire 10 and a +4 bonus on Handle 
  Animal checks.
  Bronze: Resistance to electricity 10 and a +4 bonus on Sense 
  Motive checks.
  Copper: Resistance to acid 10 and a +4 bonus on Perform 
  checks.
  Gold: Resistance to fire 10 and a +4 bonus on Fortitude saves 
  against effects that damage, drain, or apply a penalty to the 
  wearer’s ability scores.
  Silver: Resistance to cold 10 and a +4 bonus on checks to 
  resist being knocked down by wind, overrun and trip 
  attempts, and similar effects.
  Aura/Caster Level: Faint abjuration; CL 6th.
  Construction: Craft Wondrous Item, resist energy, creator 
  must be a Singer of Concordance (see page 91); 500 gp, 40 
  XP, 1 day.
  Weight: —
  Price: 1,000 gp.
  SOFTHANDS GLOVES
  Softhands gloves help disguise your draconic pedigree 
  without drawing attention to you.
  Description: These cloth gloves are made of a stretchy 
  material that allows them to fit over the hands of human-
  shaped creatures from Small to Large size.
  Effect: As long as you are wearing the gloves, your skin, 
  hair, and eyes lose overtly draconic features such as scales, 
  horns, slit pupils, and so forth.
  You resemble an ordinary member of your nondraconic 
  race, negating any penalty on Disguise checks you would 
  ordinarily take when disguising yourself as a different race.
  While wearing the gloves, you lose any natural claw attacks 
  you might have.
  Your hands appear ordinary.
  The gloves themselves are no longer visible once worn but 
  blend with the wearer’s apparent skin.
  Aura/Caster Level: Faint transmutation; CL 3rd.
  Construction: Craft Wondrous Item, alter self, 1,000 gp, 80 
  XP, 2 days.
  Weight: —
  Price: 2,000 gp.
  SPELLFLINGING SPEAR
  A spellflinging spear is a potent weapon highly prized by 
  kobold sorcerers.
  Lore: These spears are awarded to kobold sorcerers for 
  consistently protecting their lair without ever needing to 
  be protected themselves.
  (Knowledge [history] DC 10 or Knowledge [local] DC 20) 
  The ore that goes into making spellflinging spears is an 
  amalgam of red copper and steel.
  (Profession [miner] DC 15 or Craft [armorsmithing, 
  blacksmithing, or weaponsmithing] DC 25).
  Description: A spellflinging spear is a Small +1 returning spell 
  storing spear, the piercing blade of which is tinted with ruby 
  red metal and has a shaft of light steel.
  Activation: As a swift action (see page 122), speaking the 
  word “expand” in Draconic (turalisjth) elongates the 
  weapon, speaking the word “shrink” in Draconic (kosjth) 
  shortens the weapon, and speaking the word “normal” in 
  Draconic (munth) returns a spellflinging spear to normal size.
  Effect: Once elongated, a spellflinging spear has all the 
  characteristics of a longspear.
  Once shortened, a spellflinging spear has all the 
  characteristics of a shortspear.
  A spellflinging spear always weighs as much as a spear and 
  has hardness 12 and 20 hit points, regardless of its shape.
  Aura/Caster Level: Strong evocation (plus the aura of the 
  stored spell, if not already present) and transmutation; CL 
  12th.
  Construction: Craft Magic Arms and Armor, shrink item, 
  telekinesis, CL 12th, 10,802 gp, 840 XP, 11 days.
  Variants: More powerful versions of the spellflinging spear 
  often add the distance and/or the gnome bane weapon 
  special abilities (DMG 224).
  Adding one of these abilities increases the weapon’s price 
  by 14,000 gp; adding both increases it by 32,000 gp.
  Weight: 3 lb.
  Price: 21,300 gp.
  
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  RACES OF THE WILD (3.5)
  BELT OF HIDDEN POUCHES
  This item might be made of silk or soft leather, but it’s 
  always fairly wide and with a big buckle (usually brass or 
  silver).
  Hidden inside the belt are ten small pockets, each of which 
  seems big enough to hold only a few coins.
  Each pocket actually functions as a small bag of holding and 
  can hold up to 1/2 cubic foot or 5 pounds of nonliving 
  material.
  No object with any dimension exceeding 6 inches can be 
  placed in a pocket.
  Anything placed inside a pocket effectively has only one-
  tenth of its normal weight, so a full pocket weighs only half 
  a pound at most.
  In addition, two secret pockets lie behind each visible one, 
  for a total of thirty pockets in all.
  The hidden pockets can be accessed only through a 
  command word.
  A true seeing spell reveals the presence of the hidden 
  pockets but not the command needed to open them.
  Even when a pocket is full, it never bulges, so a belt of hidden 
  pouches stuffed with 150 pounds of items looks like an 
  ordinary belt.
  Accessing any pocket (including the hidden ones) is a 
  move action that does not provoke attacks of opportunity.
  To place any object in the belt, the wearer merely presses 
  the object into the belt.
  Doing so while speaking the command word places the 
  object in one of the hidden pockets (if one of them is 
  empty).
  Naming a stored object and speaking a second command 
  word draws the named object out of the belt and places it in 
  the wearer’s hand (though he could also simply reach into 
  one of the ten regular pockets and draw it forth, just as if 
  retrieving a stored object (a move action that provokes 
  attacks of opportunity; see page 141 of the Player’s Handbook.
  Simply frisking the wearer won’t reveal any objects placed 
  in the belt, and searching the visible pockets cannot reveal 
  anything stored in the hidden pockets.
  It is possible to use a Sleight of Hand check to pluck 
  something out of one of the ten visible pockets, but only 
  someone wearing or holding the belt can access the hidden 
  pockets, and then only with the correct command word.
  Moderate conjuration; CL 9th; Craft Wondrous Item, secret 
  chest; Price 5,000 gp; Weight 1 lb.
  SAFEWING EMBLEM
  This small feathered token can be worn or carried.
  If the owner falls at least 5 feet, the emblem becomes a set 
  of feathery wings that allow her to use a feather fall effect to 
  descend safely from any height up to 180 feet.
  The emblem requires no activation.
  When the owner lands, the token disappears, its magic 
  expended.
  Faint transmutation; CL 3rd; Craft Wondrous Item, feather 
  fall; Price 250 gp.
  SURVIVAL POUCH
  This mundane-looking leather belt pouch can literally save 
  its user’s life in the wilderness.
  Five times per day, the user of a survival pouch can reach 
  into the bag and retrieve his choice of one of the items 
  listed below.
  The user can draw out the same item five times in one day, 
  draw out five different items, or produce any other 
  combination of up to five items.
  Drawing an item from the bag is a standard action that does 
  not provoke attacks of opportunity.
  Each item lasts for 8 hours unless otherwise indicated.
  • Trail rations for one Medium creature for one day.
  • Two gallons of water stored in a waterskin.
  The bag disappears if it is emptied completely.
  • A tent and two bedrolls sized for Medium creatures.
  • A 50-foot coil of hempen rope, which disappears after 4 
  hours.
  • A shovel.
  • A campfire (about 2 feet square).
  The fire can be left to burn, or it can be pulled apart to 
  produce eight lit torches.
  Each torch removed reduces the remaining burning time 
  by 1 hour.
  If the fire is extinguished, any unburnt portion vanishes.
  • A composite shortbow (+1 Str bonus) and a quiver of 20 
  arrows.
  The bow disappears 1 round after the last arrow has been 
  drawn from the quiver.
  • A mule with bit, bridle, saddle, and saddlebags.
  The bit, bridle, saddle, and saddlebags vanish if removed 
  from the mule.
  Moderate conjuration; CL 9th; Craft Wondrous Item, major 
  creation, mount; Price 5,000 gp; Weight 5 lb.
  SANDSTORM (3.5)
  ASHWORM PELLET
  This item is a roughly spherical bead of volcanic scoria, 
  about 1 inch across.
  When thrown upon the ground, the pellet grows into an 
  ashworm (see page 140).
  This action consumes the pellet and takes 1 full round to 
  fully form.
  Disintegrating the pellet or dealing it at least 50 points of 
  damage during that time prevents the ashworm from 
  appearing.
  The ashworm remains for 10 minutes.
  It is an average specimen in all regards.
  It serves the user until it is slain or the duration ends (it can 
  obey only simple commands).
  Strong conjuration; CL 13th; Craft Wondrous Item, 
  summon nature’s ally VII; Price 6,825 gp.
  BOTTLE OF ENDLESS SAND
  If the stopper is removed from this opaque glass bottle and 
  a command word spoken, an amount of fine, dry sand flows 
  out.
  
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  Separate command words determine the type as well as the 
  volume and velocity.
  • “Heap” pours out 1 cubic foot per round.
  • “Dune” produces a 20-cubic-foot pile at 5 cubic feet per 
  round.
  • “Sandblast” produces a spray of sand dealing 1d6 points of 
  damage per round.
  This effect causes considerable back pressure, requiring the 
  holder to make a DC 12 Strength check to avoid being 
  knocked prone.
  A sandblast can affect only one target per round.
  The command word must be spoken to stop the flow of 
  sand.
  Moderate conjuration; CL 9th; Craft Wondrous Item, blast 
  of sand; Price 21,600 gp; Weight 2 lb.
  BURNOOSE OF MOONLESS NIGHTS
  This black burnoose seems like an ordinary desert robe.
  Three times per day, in darkness or shadowy illumination, 
  the wearer can draw up the hood to gain total concealment.
  Unlike ordinary invisibility, the wearer can attack without 
  revealing her location.
  The burnoose does not work in bright light, and such light 
  reveals a wearer within its area.
  Each use of the burnoose lasts for 10 rounds.
  Moderate illusion; CL 10th; Craft Wondrous Item, greater 
  invisibility; Price 33,000 gp.
  BURNOOSE OF 1,001 THORNS
  Once per day, the wearer of this robe can utter a command 
  word, causing the burnoose to harden and sprout hundreds 
  of sharp thorns.
  For 70 minutes thereafter, the wearer is the subject of a skin 
  of the cactus spell.
  Moderate abjuration; CL 7th; Craft Wondrous Item, skin of 
  the cactus; Price 10,080 gp.
  CANOPIC JARS
  To become a dry lich, a walker in the waste who has 
  reached 10th level in that prestige class must undergo the 
  Sere Rite.
  This ritual requires the participation of at least one other 
  dry lich, and the prospective dry lich must also craft a set of 
  five canopic jars in which to preserve his internal organs.
  Each canopic jar has a specific likeness, as given below.
  These jars retain the dry lich’s life force, and unless they are 
  destroyed, a slain dry lich resurrects within 1d6 weeks after 
  its destruction.
  The jars are Tiny objects, made of magically hardened clay 
  or ceramic having 40 hit points, hardness 20, and a break 
  DC of 40.
  Strong necromancy; CL 14th; Craft Wondrous Item, 9th-
  level walker in the waste; Price 20,000 gp.
  CAPE OF THE WASTES
  This bizarre garment appears to be made of sand, although 
  it is soft and light.
  Its wearer remains comfortably cool in hot weather up to 
  extreme heat, making no Fortitude saves or Constitution 
  checks to resist natural heat effects.
  The cape keeps its wearer comfortably warm, as the endure 
  elements spell, similarly negating the need for saves or 
  checks against natural cold effects.
  Finally, the wearer gains the benefit of the Sand 
  Camouflage feat (see page 51).
  Faint abjuration; CL 5th; Craft Wondrous Item, Sand 
  Camouflage, endure elements; Price 30,000 gp.
  CLOAK OF GARDEN SHADE
  The wearer of this deep green cloak is treated as if under 
  the effect of a cloak of shade spell.
  Faint abjuration; CL 5th; Craft Wondrous Item, cloak of 
  shade; Price 10,000 gp.
  CLOAK OF SANDSWIMMING
  This rust-red cloak is made of slick satin.
  The wearer’s body becomes smooth and slick like an 
  asherati’s, granting a +2 enhancement bonus to natural 
  armor.
  The wearer can also use the sandswim ability of the 
  asheratis (see page 38).
  Faint transmutation; CL 3rd; Craft Wondrous Item, 
  barkskin, creator must be an asherati; Price 15,000 gp; 
  Weight 1 lb.
  EVERFRESH BOTTLE
  Any water contained in this ornate glass bottle is always 
  pure and perfectly suitable for drinking.
  Even poisons and holy (or unholy) water become ordinary 
  drinking water when placed within.
  Magic potions are unaffected.
  Faint transmutation; CL 5th; Craft Wondrous Item, purify 
  food and drink; Price 10,000 gp.
  FIGURINES OF WONDROUS POWER
  Inhabitants of the waste craft these figurines from 
  inspiration they get from the desert and its trials.
  GOLD BEETLE
  When activated, a gold beetle grows, gaining the statistics of 
  a giant stag beetle (see page 285 of the Monster Manual) with 
  some exceptions.
  Its Intelligence is 6, it is able to understand Common and 
  Terran, and it is able to move across any waste terrain at 
  normal speed.
  
  1242
  The beetle is treated as a magical beast when in its living 
  form.
  The item can be used for up to 24 hours per week, but the 
  duration need not be continuous.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects, levitate; Price 11,500 gp.
  IVORY CAMEL
  When commanded, this statuette changes into a creature 
  with the same properties as a dromedary camel (see page 
  192), except that it has an Intelligence of 8, can 
  communicate in Common, and is exceptionally heat-
  tolerant.
  It has a +4 bonus on saves to resist heat and dehydration, 
  and it is unaffected by sun glare.
  The item can be used for up to 12 hours per week, but the 
  duration need not be continuous.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects; Price 8,500 gp.
  FOLDING SAND VESSEL
  This fine, wooden box is 12 inches long, 6 inches wide, and 
  6 inches deep.
  It can hold items like any other box.
  If a command word is spoken, the box unfolds itself to form 
  a sand skiff (see page 104) over the course of 1 round.
  Items in the box are deposited, unharmed, on the ground.
  A second command word causes it to unfold into a sand 
  schooner (see page 104) over the course of 5 rounds.
  A third word of command causes the vessel to fold itself 
  into a box again, taking the same amount of time as 
  unfolding.
  Strong transmutation; CL 15th; Craft Wondrous Item, 
  polymorph any object, creator must have 5 ranks in the Craft 
  (shipbuilding) skill; Price 100,000; Weight 4 lb.
  GLASS OF DISTANCE
  This fine spyglass can be used to see up to ten miles away.
  While looking into the distance, a user can speak a 
  command word to instantly transport to an adjacent square 
  of an object or creature he can see.
  If the spyglass is reversed, a user looking through the large 
  end can speak a command word to transport an adjacent 
  creature or object to a distance of up to ten miles away.
  More than one object or creature can be transported, so 
  long as each is in physical contact with another.
  A spyglass of distance can be used to teleport a creature only 
  once per day, regardless of direction.
  Moderate conjuration and divination; CL 9th; Craft 
  Wondrous Item, teleport, scrying; Price 52,200 gp; Weight 1 
  lb.
  GLOVE OF CHOKING SANDS
  This seemingly ordinary leather glove allows the wearer to 
  choke a target, as with the choking sands spell, on command, 
  once per day.
  Moderate necromancy; CL 9th; Craft Wondrous Item, 
  choking sands; Price 16,200 gp.
  GLOVES OF SAND SHAPING
  These lizardskin gloves confer sand shaping ability as if the 
  wearer possessed the Sand domain’s granted power (see 
  page 107).
  Moderate transmutation; CL 10th; Craft Wondrous Item, 
  creator must have access to the Sand domain; Price 15,000 
  gp.
  GOGGLES OF THE DESERT
  The lenses of these goggles are all black, except for thin 
  horizontal strips just over the wearer’s eyes.
  They protect a wearer from the effects of glare (see page 18) 
  and grant a +4 bonus on saving throws against dazzling 
  effects, such as flare.
  The goggles enable the wearer to see up to 60 feet without 
  penalty in duststorm conditions.
  Faint Transmutation; CL 3rd; Craft Wondrous Item, cloak of 
  shade, darkvision; Price 8,250 gp.
  JUG OF WHIRLWINDS
  This item is a beaten silver amphora, stoppered by a silver 
  plug engraved with runes of protection.
  Once per day, when the user speaks a command word and 
  opens the jug, a whirlwind (as the spell) emerges.
  The user directs the whirlwind, which lasts for 15 rounds 
  unless dismissed.
  Strong evocation; CL 15th; Craft Wondrous Item, 
  whirlwind; Price 64,800 gp; Weight 5 lb.
  LAMP OF STARS
  This item appears to be an ordinary oil lamp, decorated 
  with a pattern of tiny stars.
  Once per day, the bearer of the lamp can utter a command 
  word, causing the flame to flicker out and be replaced by 
  magical starlight.
  The lamp then sheds blue-white light in a 30-foot radius 
  (and shadowy light for an additional 30 feet).
  Creatures with low-light vision can see three times as far in 
  this light, instead of just twice as far.
  The starlight lasts until the lamp runs out of oil after 6 
  hours, at which point both the starlight and the lamplight 
  are extinguished.
  Refilling the lamp with oil allows the magic to be used once 
  again.
  Faint evocation; CL 3rd; Craft Wondrous Item, light; Price 
  1,100 gp.
  LENS OF THE DESERT
  This magnifying glass, its gold frame worked with a 
  sunburst motif, can be commanded to create a beam of 
  focused sunlight.
  Three times per day, on command, the lens emits a single 
  beam like that produced by a sunbeam spell.
  Strong evocation; CL 13th; Craft Wondrous Item, sunbeam;
  Price 66,000 gp.
  MASK OF SWEET AIR
  This clear crystal mask fits snugly over the mouth and nose.
  
  1243
  Its wearer can breathe freely in air fouled by smoke, dust, 
  and fumes without fear of suffocation.
  The wearer gains immunity to airborne stench attacks or 
  poisons, such as the stench of a troglodyte or the effect of 
  cloudkill.
  In addition, a mask of sweet air grants continuous water 
  breathing.
  Moderate abjuration, conjuration, and transmutation; CL 
  7th; Craft Wondrous Item, freedom of breath, neutralize poison,
  water breathing; Price 147,000 gp.
  OPAL OF TUNNELING
  This black opal bead is about the size of a large pearl.
  When thrown against a surface, the bead explodes in a red 
  flash and melts a hole into the material, forming a lava tube 
  10 feet wide and up to 30 feet long.
  The hot tunnel walls deal 1d6 points of fire damage per 
  round of contact.
  Edges of the lava tube glow with this heat for 1 minute, 
  after which time the new tunnel is safe for unprotected 
  creatures to enter.
  An opal of tunneling works only on rock and similar 
  materials (such as crystal, salt, and so on).
  It does not damage a living creature, nor does it penetrate 
  wood.
  However, a creature within the 10-foot-diameter sphere of 
  the bead’s explosion takes 2d6 points of fire damage from 
  the blast.
  Strong conjuration and transmutation; CL 13th; Craft 
  Wondrous Item, disintegrate, wall of magma; Price 6,350 gp.
  PERSONAL OASIS
  Once per day, when this 10-foot-by-10-foot blanket is 
  unrolled, and the command word spoken, a 5-foot-by-10-
  foot tent springs from the blanket, along with a campfire, a 
  bowl of dates, and a gallon of cool water.
  The tent functions in all ways, aside from its dimensions, as 
  Leomund’s tiny hut.
  The campfire burns continuously, never needing fuel, and 
  the dates are enough to sustain one person for a day.
  Upon speaking the command word again, the oasis rolls 
  back up into blanket form.
  Faint conjuration and evocation; CL 5th; Craft Wondrous 
  Item, create food and water, Leomund’s tiny hut, produce flame;
  Price 18,600 gp.
  PORTABLE FOUNTAIN
  When it is placed on the ground and a command word 
  spoken, this palm-sized, jade chrysanthemum expands to 
  become a fountain, gushing fresh water from its center into 
  a spacious basin.
  The fountain occupies a 5-foot square.
  It can be used once per day, producing 10 gallons of water.
  The fountain reverts to its portable form when all the water 
  has been removed from its basin.
  Faint conjuration; CL 5th; Craft Wondrous Item, create 
  water; Price 1,800 gp.
  PORTABLE SHADE
  This circle of black silk is 3 feet in diameter, but it can be 
  folded up into the size of a handkerchief.
  When unfolded, a portable shade floats into the air and 
  hovers over the user’s head, moving as the user does but no 
  more than 30 feet per round.
  It automatically tilts to block the sun’s rays, providing all 
  the benefits of a parasol (see page 100), but leaving the 
  user’s hands free for combat or spellcasting.
  Folding up a portable shade (a move action) ends its effect.
  Faint evocation; CL 1st; Craft Wondrous Item, Tenser’s 
  floating disk; Price 2,000 gp.
  REPLENISHING SKIN
  This unremarkable waterskin is made from the hide of a 
  camel.
  Whenever the skin becomes empty, it slowly refills with 
  pure water over a period of 1d4 hours.
  Smaller quantities of water can be drained from the skin 
  after a shorter time.
  Faint conjuration; CL 1st; Craft Wondrous Item, create 
  water; Price 1,000 gp.
  SAND PAINTING
  These clear glass bottles of varying shapes contain layers of 
  colored sand that form patterns when poured onto the 
  ground or on a floor.
  A DC 15 Craft (painting) or Craft (sculpture) check is 
  required to produce the effect successfully.
  Pouring the sand provokes attacks of opportunity.
  If the sand is disturbed while being poured, the effect is 
  spoiled and that bottle is wasted.
  Once a sand painting has been poured from its bottle, it 
  cannot be used again.
  MANDALA OF PEACE
  This conical bottle contains swirling, rainbow-colored sand.
  As a full-round action, the user can pour the sand into an
  ornate circular pattern with a 10-foot radius, producing a 
  lesser globe of invulnerability and an area of silence within that 
  area.
  The lesser globe of invulnerability lasts for 12 rounds, and the 
  silence lasts for 12 minutes.
  Strong abjuration and illusion; CL 12th; Craft Wondrous 
  Item, lesser globe of invulnerability, silence; Price 2,880 gp; 
  Weight 2 lb.
  TRAVELERS’ OASIS
  This spherical bottle is filled with a layer of green sand on 
  top of a layer of blue sand.
  It takes 5 minutes to pour out the sand, over an area of up to 
  400 square feet, in the shape desired.
  When the pattern is complete, the marked area becomes a 
  shaded oasis containing small date palms and a spring of 
  pure water.
  The oasis persists for 24 hours and supplies enough food 
  and water for up to thirty-six Medium creatures or twelve 
  Large creatures.
  
  1244
  Strong conjuration; CL 12th; Craft Wondrous Item, create 
  food and water, major creation; Price 4,000 gp; Weight 2 lb.
  SANDALS OF THE SHIFTING SANDS
  These plain sandals enable the wearer to travel across sand 
  and sand crust at his normal speed, without breaking 
  through sand crust and leaving no tracks.
  The wearer is also cooled as if protected by endure elements.
  Faint abjuration and transmutation; CL 5th; Craft 
  Wondrous Item, cat’s grace, endure elements, pass without trace;
  Price 2,500 gp; Weight 1 lb.
  SLASHING SAND
  This handful of glittering dark sand is typically stored in a 
  small sack.
  When flung on the ground, it covers an area of up to 200 
  square feet with razor-sharp obsidian shards that produce a 
  spike stones effect that lasts for 10 hours.
  Moderate transmutation; CL 10th; Craft Wondrous Item, 
  spike stones; Price 2,000 gp.
  THIRSTY SAND
  This sand looks like gritty volcanic ash.
  When sprinkled on a body of water (or a solution in water), 
  thirsty sand soaks up the liquid and stores it.
  Each grain can absorb up to 1 gallon of water, thereafter 
  covering a 1-foot cube and weighing about 24 pounds.
  When a command word is spoken, the water is released 
  again and the sand becomes nonmagical.
  An area of water-laden thirsty sand is a mud bog.
  It costs 2 squares of movement to enter a square containing 
  the mud, and the DC of Tumble checks in that area 
  increases by 2.
  If the water is not released from the sand within 4 hours, it 
  cannot be released and the material dries into normal, 
  sandy soil over a period of days.
  Releasing the water can be hazardous, depending on the 
  volume absorbed.
  It rapidly fills a depression or pit and might be deep 
  enough to present a drowning hazard, depending on the 
  dimensions of the volume filled.
  Releasing 10,000 gallons or more at once produces a 
  flashflood effect that lasts for 1 round per 10,000 gallons.
  Thirsty sand is usually packaged in a vial containing 1,000 
  grains.
  Moderate transmutation; CL 9th; Craft Wondrous Item, 
  control water, transmute rock to mud; Price 3,000 gp.
  TOVAR’S INSTANT WELL
  This item is a foot-long copper pipe that, when set into the 
  ground and activated with a command word, transforms 
  into a well that produces potable water.
  The lower end of the tube widens and lengthens, probing 
  into the ground until it finds a reliable water source.
  The protruding end becomes a pump.
  The pump springs up in just 1 round, but it might be 
  several minutes before water begins to flow, depending on 
  the distance of the source.
  Speaking a second command word deactivates the well, 
  returning the item to its pipe form.
  Strong transmutation and divination; CL 15th; Craft 
  Wondrous Item, locate water, polymorph any object; Price 
  23,500 gp.
  VEIL OF ALLURE
  This diaphanous veil has two effects.
  The DC to resist the wearer’s enchantment spells increases 
  by 2.
  Also, the DC to resist Charisma-based supernatural abilities 
  used by the wearer also increases by 2.
  Faint enchantment; CL 5th; Craft Wondrous Item, eagle’s 
  splendor; Price 14,000 gp.
  WATERSKIN OF DELUGE
  Once per week, the bearer of this blue leather waterskin 
  can remove the stopper and squeeze the container, 
  releasing a deluge of water identical to a flashflood spell.
  Removing the stopper at any other time produces no effect 
  at all, though the skin can be used to store water.
  If a waterskin of deluge is destroyed, it releases one last 
  flashflood, in the direction from which the damage that 
  destroyed it came.
  Strong conjuration; CL 15th; Craft Wondrous Item, 
  flashflood; Price 12,350 gp.
  SAVAGE SPECIES (3.0)
  ARMS OF THE NAGA
  These beautiful, silver arms hang from a harness made from 
  top-grade leather.
  The arms are proportioned as if for a Medium-size 
  humanoid.
  They have two “fingers” and an opposable “thumb” on each 
  hand.
  The magic that gives life to the arms when worn duplicates 
  the Strength and Dexterity of the character wearing them.
  In a stressful or demanding situation, such as combat, the 
  wearer must make a Will save (DC 19) or take a –2 penalty 
  on all attack rolls, saves, skill checks, and ability checks 
  until the situation passes.
  Magic armor shifts to accommodate the new arms.
  Arms of the naga do not allow additional attacks or the 
  performance of several simultaneous physical tasks.
  They do not increase the wearer’s reach.
  However, they do allow the wearer to use items designed 
  for creatures with humanoid hands and arms.
  If the wearer already has arms, arms of the naga allow the use 
  of a two-handed weapon plus another piece of equipment.
  For instance, a wearer could wield a greatsword while still 
  using a shield.
  Arms of the naga have hardness 10 and 30 hit points each.
  A character cannot remove arms of the naga from an 
  opponent by succeeding on a disarm attempt.
  The arms are donned or removed like medium armor and 
  are subject to attacks that target armor, such as a bebelith’s 
  armor damage attack, but require no proficiency to use.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  polymorph other; Market Price: 56,000 gp.
  Weight: 8 lb.
  
  1245
  BABBLING WHEEL
  An elaborately carved wooden drum set at one end of a 
  intricately engraved rod made of the same material, the 
  babbling wheel activates when the wielder spins the drum 
  around the handle.
  The irregular noise emitted is a sonic, mind-affecting 
  compulsion similar to an allip’s babble.
  All sane creatures within 30 feet of the babbling wheel 
  must succeed on a Will save (DC 11) or be affected as 
  though by a hypnotism spell for 2d4 rounds.
  Opponents who successfully save cannot be affected by the 
  same babbling wheel for one day.
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, 
  hypnotism; Market Price: 2,000 gp.
  CIRCLET OF REST
  Three interwoven rings make up this beautiful silver 
  headband.
  When worn, it provides a +10 resistance bonus against 
  nightmare and dream casting (see Chapter 6) and also makes 
  the wearer immune to dream.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, dream,
  nightmare, or dream casting (see Chapter 6: Spells); Market 
  Price: 12,500 gp.
  Weight: —.
  CLOAK OF CHARMS
  This cloak allows the wearer to cast animal friendship, charm 
  person or animal, or command plants as a 15th-level druid.
  This cloak does not allow you to exceed the maximum 
  number of animals befriended to you.
  Each ability can be used once per day.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, animal 
  friendship, charm person or animal, command plants; Market 
  Price: 54,000 gp.
  Weight: 1 lb.
  CLOAK OF QUILLS
  This brown cloak has a layer of quills on the outside.
  The quills are 1 to 2 feet long and have bands of tan, black, 
  and brown.
  When grappling, the wearer may thrash about, striking 
  with 1d4 quills every time he or she makes a successful 
  grapple check.
  An opponent hit by a quill attack must make a Reflex save 
  (DC 16) or have the quill break off in his or her flesh.
  A lodged quill imposes a –1 circumstance penalty on 
  attacks, saves, and checks.
  Removing the quill deals 1d6 additional points of damage.
  A cloak has 5d6 quills when found; when it is donned, it 
  grows 2d4 new quills every 24 hours until reaching the 
  maximum of 30 quills.
  Because the quills rustle and rattle against each other, 
  anyone wearing the cloak takes a –10 penalty on Move 
  Silently checks.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item; Market 
  Price: 2,500 gp.
  Weight: 1 lb.
  CLOAKER FLUTE
  This woodwind instrument is crafted to resemble the throat 
  of a living creature.
  Rumor has it that a cloaker taught an evil bard how to make 
  the first one.
  When played by a creature who has the Perform (flute) 
  skill, a cloaker flute produces one of four effects (the user 
  chooses the effect each time).
  Cloakers are immune to these sonic, mind-affecting attacks.
  Unless noted otherwise, creatures that successfully save 
  against these effects cannot be affected by the same cloaker 
  flute for one day.
  All saving throw DCs are equal to 10 + the user’s ranks in 
  Perform.
  Fear: All those within a 30-foot spread must succeed on a 
  Will save or flee in terror for 2 rounds.
  Nausea: Everyone in a 30-foot cone must succeed on a 
  Fortitude save or be overcome by nausea and weakness.
  Affected characters fall to the ground and are unable to take 
  any actions, including defending themselves, for 1d4+1 
  rounds.
  Stupor: A single creature within 30 feet of the cloaker flute 
  must succeed on a Fortitude save or be affected as though 
  by a hold person spell for 5 rounds.
  Even after a successful save, the creature remains 
  vulnerable if the cloaker flute produces this effect again.
  Unnerve: All within an 80-foot spread automatically take a –
  2 morale penalty on attack and damage rolls.
  Those forced to hear the sound for more than 6 consecutive 
  rounds must succeed on a Will save or enter a trance, 
  unable to attack or defend themselves until the sound 
  stops.
  Even after a successful save, they must repeat the save in 
  each round thereafter that the sound continues.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, cause 
  fear, hold person, stinking cloud; Market Price: 27,225 gp.
  Weight: 3 lb.
  DRAGON MASK
  This mask allows the wearer to see invisibility, as the spell 
  cast by a 6th-level wizard.
  The mask functions automatically when donned, for as 
  much as 1 hour per day.
  The time need not be continuous.
  When the mask is active, the wearer is not subject to a 
  rogue’s sneak attack unless the rogue is at least 10th level.
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, see 
  invisibility; Market Price: 44,000 gp.
  Weight: 2 lb.
  FAIRY GOLD
  This is a bag containing dried leaves that, for 8 hours after it 
  is found, appear to be d% gold coins.
  Fey creatures automatically see through the illusion, but all 
  others must make Will saves when they interact with the 
  bag of coins (DC 19).
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  persistent image, creator must be fey; Market Price: 4,950 gp.
  Weight: 2 lb.
  
  1246
  FINGERBONE NECKLACE
  This crude necklace appears to be made from the 
  fingerbones of humanoids strung on a leather thong.
  A goblin wearing this necklace gains a +2 competence 
  bonus on Handle Animal and Ride (worg) checks.
  If the goblin does not have the Mounted Combat feat, it 
  may fight as if it does while wearing the fingerbone necklace.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item; Market 
  Price: 7,620 gp.
  Weight: —.
  GAZEBLIND GOGGLES
  These goggles have dark lenses that appear opaque until 
  worn.
  Leather cups house the lenses and surround the wearer’s 
  eyes.
  Leather straps secure the cups and lenses to the wearer’s 
  head.
  When worn, the lenses appear clear to the wearer, and the 
  cups do not block peripheral vision.
  The goggles block the wearer’s gaze attacks.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item; Market 
  Price: 6,000 gp.
  Weight: —.
  GEAS ACORN
  Fey leave silver acorns like this one lying in the open for 
  foolish and unwary people to pick up.
  In this way, the fey gain cheap labor.
  Once per day, when picked up, a geas acorn can place a lesser 
  geas on the creature touching it unless that creature 
  succeeds on a Will save (DC 16).
  The effect remains until the creature discharges one task 
  set by the placer of the acorn, or until seven days pass.
  If the character remains in contact with the acorn after the 
  effect ends, it is subject to the effect again unless it 
  succeeds on another save.
  The acorn has no effect unless placed by a fey.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, lesser 
  geas, creator must be fey; Market Price: 8,400 gp.
  Weight: —.
  GLOVES OF MAN
  These magic gloves provide humanoid fingers and thumbs 
  for the wearer.
  Any creature may wear them, provided the creature has 
  tentacles or paws over which to slip them.
  While wearing the gloves, the creature may manipulate 
  items as if it had fully functional hands.
  The wearer can use her full Strength and Dexterity with 
  her new “hands”.
  Creatures with hands gain no benefit from the gloves, but 
  creatures missing a thumb, a finger, or even an entire hand 
  can use the gloves as a way to replace the loss.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  polymorph other; Market Price: 42,000 gp.
  Weight: —.
  GRIG FIDDLE
  Grigs are sprites known for lively fiddle music.
  When playing their fiddles, grigs force any nonsprite 
  within 30 feet of the instrument to succeed on a Will save 
  (DC 15) or be affected as though by Otto’s irresistible dance as 
  long as the playing continues.
  This is a sonic effect.
  Anyone capable of playing the instrument (which is of 
  Diminutive size) can produce the effect.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Otto’s 
  irresistible dance, creator must be a grig; Market Price: 14,400 
  gp.
  Weight: —.
  HAG EYE
  Coveys of hags create these magic gems.
  A hag eye appears to be nothing more than a semiprecious 
  stone, but a gem of seeing or other such effect reveals it as a 
  disembodied eye.
  Often, a hag eye is worn as a ring, brooch, or other 
  adornment.
  Any of the three hags who created the hag eye can see 
  through it whenever they wish, so long as it is on the same 
  plane as the hag.
  Destroying a hag eye deals 1d10 points of damage to each 
  member of the covey and blinds the one who sustained the 
  greatest damage for 24 hours.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  clairvoyance, creators must be a covey of hags; Market Price:
  22,500 gp.
  Weight: —.
  HEARTSTONE
  All night hags carry this periapt, which instantly cures any 
  disease contracted by the holder.
  In addition, a heartstone provides a +2 resistance bonus on 
  all saving throws.
  A night hag that loses this charm can no longer use 
  etherealness until it can manufacture another (which takes 
  one month).
  Other creatures, including those of good alignments, can 
  also benefit from the heartstone’s powers, but the periapt 
  shatters after ten uses and does not bestow etherealness.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, creator 
  must be a night hag; Market Price: 1,800 gp.
  Weight: —.
  HORSESHOES OF FLAME
  An ordinary horse wearing these horseshoes may transform 
  up to three times per day, for up to 7 hours each time, into a 
  creature resembling a nightmare.
  The transformation happens when the owner of the 
  horseshoes speaks the command word.
  Another command word transforms the horse back to its 
  normal form.
  Speaking the command is a free action, but the 
  transformation takes a standard action.
  When transformed, the horse gains a fly speed of 90 feet 
  (good), +1d4 points of fire damage on each successful hoof 
  attack, +2 Dexterity, +10 Intelligence, and +6 Charisma.
  
  1247
  A blow from the transformed horse’s hooves sets 
  combustible materials alight.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  polymorph other; Market Price: 30,240 gp.
  Weight: 2 lb.
  each.
  LIQUID VORTEX
  When a flask of this magical substance is poured into a pool 
  of water or similar fluid, liquid vortex creates a whirlpool 
  similar to the vortex created by a Large water elemental.
  The vortex lasts for 4 rounds.
  It is 5 feet wide at the base, up to 30 feet wide at the top, and 
  10 to 40 feet tall depending on the depth of the pool.
  Pouring the contents of the flask into a pool of fluid less 
  than 10 feet deep produces no effect.
  Medium-size and smaller creatures might take damage 
  when caught in the vortex and may be swept up by it.
  An affected creature must succeed on a Reflex save (DC 19) 
  when it comes into contact with the vortex or take 2d6 
  points of damage.
  It must also succeed on a second Reflex save or be picked 
  up bodily and held suspended in the powerful currents, 
  automatically taking damage each round.
  A creature that can swim is allowed a Reflex save (DC 19) 
  each round to escape the vortex.
  The creature still takes damage, but can leave if the save is 
  successful.
  If the vortex’s base touches the bottom of the body of water, 
  it creates a swirling cloud of debris.
  This cloud is centered wherever the wielder threw or 
  poured the liquid and has a diameter equal to half the 
  vortex’s height.
  The cloud obscures all vision, including darkvision, beyond 
  5 feet.
  Creatures 5 feet away have one-half concealment, while 
  those farther away have total concealment (see 
  Concealment in Chapter 8 of the Player’s Handbook).
  Those caught in the cloud must succeed on a 
  Concentration check (DC 19) to cast a spell.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  summon monster VI; Market Price: 3,300 gp.
  Weight: —.
  MASK OF FANGS
  Wearing this mask allows the owner to dominate and direct 
  animals with simple commands such as “Attack”, “Run”, 
  and “Fetch”.
  Suicidal or self-destructive commands (including an order 
  to attack a creature two or more size categories larger than 
  the dominated animals) are simply ignored.
  The wearer may simultaneously dominate and direct up to 
  12 HD of animals.
  The mask establishes a mental link between the wearer and 
  the subject creatures.
  The creatures can be directed by silent mental command as 
  long as they remain within 150 feet of the wearer.
  The wearer need not see the creatures to control them.
  The wearer does not receive direct sensory input from the 
  creatures, but knows what they experience, and which one 
  has which experience.
  Because the wearer directs the creatures with his own 
  intelligence, the creatures may be able to undertake actions 
  normally beyond their comprehension, such as 
  manipulating objects with their paws and mouths.
  The wearer need not concentrate exclusively on controlling 
  the creatures unless trying to direct them to do something 
  they normally could not do.
  Domination lasts for 6 rounds, after which the creatures 
  return to their normal, uncontrolled behavior.
  They have no bond toward the wearer of the mask, but 
  their attitude is friendly.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  dominate animal; Market Price: 30,000 gp.
  Weight: 2 lb.
  MASTER FIDDLE
  Sized for a Tiny creature, this exceptional fiddle produces 
  beautiful music when played.
  In the hands of a grig, however, it replaces the normal 
  effects of a grig fiddle with the bardic music abilities 
  inspire courage, countersong, fascinate, suggestion, or inspire 
  greatness as if it were being played by a 9th-level bard.
  See the bard class features in Chapter 3 of the Player’s 
  Handbook for descriptions of bardic music.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, creator 
  must be a bard or a grig; Market Price: 18,000 gp.
  Weight: —.
  NECKLACE OF NATURAL WEAPONS
  The enhancement bonuses on this necklace are applied to 
  attack and damage rolls involving one or more of the 
  wearer’s natural weapons.
  In addition, any weapon special quality may be applied to 
  this necklace, and the quality then applies to those natural 
  weapons as well.
  For instance, a +1 throwing returning necklace of natural 
  weapons would apply its enhancement bonus and the 
  throwing and returning special abilities to one or more of 
  the wearer’s natural weapons.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Craft 
  Magic Arms and Armor; Market Price: 600 gp, plus the cost 
  of the enhancement bonuses, multiplied by the number of 
  natural weapons affected.
  A +1 necklace of natural weapons that affects one natural 
  weapon costs 2,600 gp; if the same necklace affects six 
  natural weapons, it costs 15,600 gp.
  Weight: —.
  RENDER BAIT
  This amulet causes a gray render within 50 feet to regard 
  the wearer as a trusted friend and ally, as if its attitude were 
  helpful, unless it succeeds on a Will save (DC 19).
  This is a mind-affecting charm effect.
  Some renders develop a bond with the wearer, as described 
  in their Monster Manual entry.
  The wearer may bond with a number of renders that fail 
  their save equal to his Charisma bonus (if any).
  They remain fairly close to the wearer, leaving only to hunt 
  for food and find water.
  
  1248
  Once per day each affected gray render brings the wearer 
  an offering of enough meat to feed a Medium-size 
  humanoid for one day.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, charm 
  monster; Market Price: 35,640 gp.
  Weight: —.
  SATYR PIPES
  Any creature with the appropriate Perform (pan pipes) skill 
  can play these beautiful pan pipes.
  In the hands of a satyr, however, the pipes can produce the 
  performer’s choice of three magical effects.
  When the pipes are played, all creatures within a 60-foot 
  spread (except satyrs) must succeed on a Will save (DC 14) 
  or be affected by charm person, sleep, or fear, as the spells cast 
  by a 10th-level sorcerer (the satyr chooses the tune and its 
  effect).
  A creature that successfully saves against any of the pipes’
  effects cannot be affected by the same set of pipes again for 
  one day.
  A satyr often uses its pipes to charm and seduce especially 
  comely women or to put a party of adventurers to sleep and 
  then steal their valuables.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, creator 
  must be a satyr; Market Price: 3,000 gp.
  Weight: 3 lb.
  SCENTBLINDER
  This small pouch comes suspended on a leather thong and 
  is worn around the neck.
  While worn, a scentblinder masks the wearer’s scent.
  This effect increases the DC to track the wearer by scent by 
  +30.
  It also masks the effect of extraordinary, spell-like, and 
  supernatural powers of the wearer based on scent, such as a 
  troglodyte’s stench.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  persistent image; Market Price: 33,000 gp.
  Weight: —.
  SERPENT KINGDOMS (3.5)
  CIRCLET OF SEVEN SERPENTS
  Fashioned by a bard from a single piece of serpentine stone, 
  a circlet of seven serpents is carved to resemble a septet of 
  intertwined snakes, each devouring the tail of another.
  The serpents’ eyes are tiny emeralds, and silver filigree sets 
  off each snake’s individual scales.
  Thought to be originally of Jhaamdathan origin, such circlets 
  have been employed by the nagas of the Eastern Heartlands 
  since the founding of Sembia.
  A circlet of seven serpents reveals its powers to anyone who 
  places it upon her brow.
  It is considered a headband, hat, or helmet for the purpose 
  of limitations on magic items worn.
  The wearer of the circlet can use charm monster and true 
  strike once per day each, and mage hand and open/close at will 
  (range 25 feet for both).
  Moderate enchantment; CL 7th; Craft Wondrous Item, 
  charm monster, mage hand, open/close, true strike; Price 14,400 
  gp.
  EYE OF SSETH
  This yuan-ti device resembles a thick, heavy gold coin 
  about 2 inches in diameter.
  One side of it is usually graven with numerals and a device 
  such as a crown, a monarch’s head, or the arms or badge of a 
  country.
  The other side, however, is a jet-black, glossy serpent’s eye.
  When handled by any Scaled One, an eye of Sseth has no 
  effect—but any other creature that touches it is 
  immediately dosed with poison (contact, Fortitude DC 20, 
  initial and secondary damage 1d6 Con).
  The poison is gone after one creature handles the coin.
  If the last yuan-ti who touched that particular eye of Sseth 
  is still alive, he instantly becomes aware when the eye is first 
  handled by a creature other than a Scaled One, even if it is 
  on another plane.
  Furthermore, he knows the approximate distance and 
  direction to the spot where the handling occurred and 
  receives a mental vision of the specific creature that 
  touched the eye of Sseth (but not its companions or 
  surroundings).
  If an eye of Sseth is seized by human adventurers, passed 
  from hand to hand, and then spent in town, the yuan-ti 
  who placed it receives impressions of only the first 
  adventurer who touched it.
  Eyes of Sseth a re commonly placed with scatterings of real 
  coins as “warning lures” inside the entrances of yuan-ti 
  temples, to warn the inhabitants of intrusion.
  Moderate necromancy; CL 7th; Craft Wondrous Item;
  poison.
  Price 1,500 gp; Weight 1/10 lb.
  FANG BEAD
  The surface of this small, lusterless black sphere is graven 
  with a pair of fangs.
  The user can throw it up to 60 feet with no range penalties.
  If both fangs are touched simultaneously (a free action) just
  before the bead is hurled, it bursts upon sharp impact, 
  transforming into eight Tiny vipers (see Monster Manual) 
  that wriggle to attack the nearest living creatures other 
  than the thrower.
  The snakes fight until slain or until no living creatures 
  other than the thrower remain within 120 feet of the bead’s 
  impact point.
  Producing the vipers destroys the bead, though it can be 
  thrown or struck any number of times without effect if the 
  fangs aren’t triggered.
  Faint conjuration; CL 1st; Craft Wondrous Item; summon 
  monster I.
  Price 300 gp.
  
  1249
  SHINING SOUTH (3.5)
  AMULET OF PROOF AGAINST 
  PETRIFICATION
  This amulet gives its wearer immunity to any petrifying 
  attack.
  Strong transmutation; CL 11th; Craft Wondrous Item, stone 
  to flesh; Price 66,000 gp.
  BELT OF PRIESTLY MIGHT
  Many of these items first appeared in Halruaa at the end of 
  the Time of Troubles, which the wizards took as a sign that 
  Mystra had returned.
  Each broad leather belt has a stamp of the holy symbol of a 
  deity in the front, and followers of that deity or anyone of 
  the deity’s alignment can wear the belt safely.
  (If this item is placed as treasure, select or randomly 
  determine the deity to whom it is dedicated).
  Any other creature gains one negative level from wearing 
  the belt.
  The negative level remains as long as the belt is worn.
  This negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration 
  spells) while the belt is worn.
  Three varieties of this sort of belt exist.
  BELT OF HOLY MIGHT
  This version has all the abilities of a belt of priestly might and 
  warding.
  Its magic circle against evil (or magic circle against good) ability 
  lasts for 110 minutes, plus its wearer may use a word of 
  recall once per day, affecting only himself and his 
  equipment, that transports him to the nearest temple 
  devoted to the belt’s deity.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  barkskin, bull’s strength, magic circle against evil (or magic circle 
  against good), word of recall; Price 70,000 gp; Weight 1 lb.
  BELT OF PRIESTLY MIGHT
  This version grants its wearer a +2 natural armor bonus to 
  Armor Class and a +4 enhancement bonus to Strength.
  Moderate transmutation; CL 8th; Craft Wondrous Item, 
  barkskin, bull’s strength; Price 28,000 gp; Weight 1 lb.
  BELT OF PRIESTLY MIGHT AND WARDING
  This version has all the abilities of a belt of priestly might, plus 
  once per day, on command, it can create a magic circle against 
  evil (or a magic circle against good, if the belt is devoted to an 
  evil deity) that lasts for 80 minutes.
  Moderate transmutation; CL 8th; Craft Wondrous Item, 
  barkskin, bull’s strength, magic circle against evil (or magic circle 
  against good); Price 41,000 gp; Weight 1 lb.
  DWEOMERED DOORS
  A wide variety of these magic doors exist in the Shining 
  South, serving both beneficial and baleful purposes.
  Such doorways are widespread in Halruaa, where wizards 
  install them in their sanctums.
  These doors might come in odd shapes, be crafted of 
  unusual materials, and possibly have other features (locks, 
  traps, additional spells) set on them as well.
  The doors are often masterfully crafted, with highly 
  stylized motifs, but just as many are unremarkable.
  Some guard valuable prizes, some block a means of escape, 
  and some open onto blank walls, nothing more than a trap 
  for the overly curious.
  Eight examples follow.
  ANIMATING DOOR
  Any dead creature that falls or is carried through a doorway 
  of this type is temporarily animated (as the animate dead
  spell) for 1d6+4 rounds.
  The animated creatures function in all ways as either 
  zombies or skeletons, depending on the state of 
  decomposition (DM’s discretion) and attack any other 
  living creatures in the area.
  Moderate necromancy; CL 7th; Craft Wondrous Item, 
  animate dead; Price 15,000 gp.
  DOOR OF BEASTS
  This door is always found shut, locked, and adorned with an 
  elaborate knocker or doorknob in the shape of a beast-head 
  decorated with gems for eyes.
  Any time the gems are disturbed, the door flies open and 
  emits monsters (as the summon monster IV spell) that 
  immediately attack.
  The same happens if the door is opened from the side of the 
  knocker.
  Summoned creatures disappear 7 rounds after they appear, 
  but the door has no limit to the number of creatures it can 
  summon.
  Moderate conjuration; CL 7th; Craft Wondrous Item, 
  summon monster IV; Price 56,000 gp.
  DOOR OF DERANGEMENT
  Typically, this doorway affects only every third creature 
  that passes through it, though variations are not 
  uncommon.
  The affected creature must make a DC 17 Will save or be 
  blinded, deafened, and feebleminded (as the respective 
  spells) for 1d4+1 minutes.
  Moderate enchantment; CL 9th; Craft Wondrous Item, 
  blindness/deafness, feeblemind; Price 40,500 gp.
  DOOR OF MIRRORS
  This type of doorway usually functions sporadically—one 
  creature in four, once per day, or randomly (20% chance).
  Those affected by the door are surrounded by 1d4+2 exact 
  images of themselves, which duplicate their every move for 
  1d6+1 minutes.
  After that time the images remerge with the affected 
  creature, dealing it 1d6 points of electricity damage and 
  subjecting the victim to a confusion effect for 1 round per 
  image.
  Moderate varies; CL 7th; Craft Wondrous Item, confusion, 
  mirror image, shocking grasp; Price 22,000 gp.
  
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  DOOR OF NEGATION
  This powerful doorway suppresses the spell and spell-like 
  functions of magic items.
  The door makes a dispel check (1d20+20) against the caster 
  level of any magic item that passes through it.
  If the dispel check equals or exceeds the 11 + the item’s 
  caster level, its functions are suppressed for 1d4 rounds.
  Artifacts are immune to this effect.
  Strong abjuration; CL 20th; Craft Wondrous Item, greater 
  dispel magic; Price 80,000 gp.
  DOOR OF VISIONS
  Each creature passing through this doorway sees a very 
  distinct and clear image (determined at the time of the 
  door’s creation) such as that created by a silent image spell.
  Faint illusion; CL 3rd; Craft Wondrous Item, silent image; 
  Price 8,000 gp.
  HOLDING DOOR
  Doors of this type are often constructed as an exit from a 
  particularly dangerous area to give those fleeing from 
  danger a false sense of impending escape.
  When they pass through such a door, living creatures 
  vulnerable to mind-affecting spells and abilities must 
  succeed on a DC 17 Will save or be held immobile for 9 
  rounds.
  Immobilized creatures get a new saving throw to end the 
  effect each round.
  Moderate enchantment; CL 9th; Craft Wondrous Item, hold 
  monster; Price 90,000 gp.
  SILENCING DOOR
  This type of door is crafted so that it shuts automatically 
  when left unattended.
  When it shuts, a silence spell is cast upon the door itself, 
  affecting those nearby.
  Doors of this type are frequently made with passwords or 
  special keys that temporarily negate the effect.
  Faint illusion; CL 3rd; Craft Wondrous Item, silence; Price 
  12,000 gp.
  HALRUAAN SKYSHIP
  Of all the wonders of Halruaa, the most famous is the 
  skyship—a sailing vessel that floats on air instead of water.
  Halruaa’s elders guarded their methods of creating these 
  devices for centuries, leaving others to experiment (and 
  fail) with various methods.
  Recently, a renegade Halruaan wizard let the secret out, 
  and a couple of wealthy governments have commissioned 
  their own skyships.
  A skyship is much like a standard sailing vessel in 
  appearance and crew needs.
  The typical Halruaan skyship has three masts, square sails, 
  two panels that can be swung out on each side for guidance, 
  and a broad beam that allows it to land on flat surfaces 
  without listing.
  Ten plates are affixed to the underside of the ship, which 
  are traditionally made from the shells of Halruaan sea 
  turtles.
  The magic of a skyship comes in multiple parts.
  Essential is the control rod, a narrow cylinder of silver with 
  a tube of gold slipped over each end, which is linked to the 
  plates on the ship’s belly.
  These ten plates contain the magic that causes the vessel to 
  rise into the air (a larger ship requires more plates).
  The rod amplifies the will of the ship’s helms person and 
  there by controls the vertical movement of the ship, 
  allowing the vessel to rise and fall at a speed of 45 feet.
  While most of the ship’s horizontal movement is at the 
  mercy of the wind, its sails, steering panels, and 
  supplemental magic from the plates allow it to turn with 
  clumsy maneuverability.
  A skyship can also enter and sail in water and cannot be 
  sunk so long as its magic remains intact.
  Strong transmutation; CL 15th; Craft Wondrous Item, fly, 
  suspension; Price 400,000 gp; Weight 20 tons.
  POUCH OF WINDS
  This item looks like an ordinary leather pouch, tied shut 
  and bulging at the seams with its contents.
  It weighs no more than the leather it is made of.
  Once per day, when the pouch is opened, the user can 
  select one of two effects: a favorable wind or a contrary 
  wind.
  If the user chooses a favorable wind, then the prevailing 
  wind conditions shift so that a strong wind (see Table 3–24: 
  Wind Effects, page 95 of the Dungeon Master’s Guide) turns 
  to blow in the direction the user wishes.
  If a contrary wind is called from the bag, a strong wind 
  blows directly opposite the current heading of a single ship 
  within sight of the user.
  Either of these conditions last for 2d12 hours before the 
  wind shifts back to its original course.
  Moderate evocation; CL 10th; Craft Wondrous Item, wind 
  wall; Price 12,000 gp; Weight —.
  SOLUTION OF STILLNESS
  This stoppered bottle contains a thick, oily substance that, 
  when poured into a storm-tossed ocean, calms the waters 
  (winds become light/moderate) in a 100-foot radius for 
  2d12 hours.
  The solution negates magically created waves and also acts 
  as an antipathy spell against any creatures from the 
  Elemental Plane of Water.
  Strong varies; CL 15th; Craft Wondrous Item, antipathy, 
  control weather; Price 9,500 gp; Weight 1 lb.
  VAPOR BOTTLE
  This item looks like a simple silver flask with a silver 
  stopper.
  It functions exactly like an eversmoking bottle, except that 
  fog billows forth rather than smoke.
  Faint transmutation; CL 3rd; Craft Wondrous Item, fog 
  cloud; Price 5,400 gp; Weight 1 lb.
  
  1251
  SILVER MARCHES (3.0)
  COMMON SWORD PENDANT
  This battered and plain-looking steel pendant is shaped like 
  a sword or possibly a simple holy symbol of Tempus or 
  another deity whose symbol is a sword.
  On command, it transforms into a masterwork longsword 
  or back into pendant form.
  These pendants are favored by people who have to travel 
  into dangerous areas but do not want to risk carrying 
  obvious weapons.
  Some of these items are designed to look like a brooch 
  instead of an amulet, and others may turn into a weapon 
  other than a longsword.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, shrink 
  item; Market Price: 1,315 gp; Cost to Create: 802 gp + 40 XP.
  GREATER SWORD PENDANT
  As the common sword pendant, but the item transforms into a 
  +1 longsword.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, 
  Craft Wondrous Item, shrink item; Market Price: 4,315 gp; 
  Cost to Create: 2,315 gp + 160 XP.
  KLEN’S GARGOYLE SKULL
  Created by the sorcerer Klen when he planned to 
  investigate the gargoyle-infested stronghold in Fell Pass, 
  this actual skull-like gargoyle head is coated in a thick layer 
  of transparent hardened blue resin (a common feature of 
  many items Klen created).
  When the user holds and concentrates upon the item, it 
  detects gargoyles within 60 feet by becoming unnaturally 
  cold to the touch.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, locate 
  creature; Market Price: 3,000 gp.
  ROSE MASK
  This “mask”, made of a hard rose-colored crystal, is shaped 
  like the front of an open-faced helm rather than a 
  traditional mask.
  At the brow is etched the symbol of Lathander.
  The wearer of the mask gains a +4 morale bonus to saves 
  against fear effects and a +4 enhancement bonus to 
  Constitution.
  Certain members of the clergy believe this item to be the 
  “rightful sign” of Lathander’s favor described in the 
  Rhyester’s Matins (temple) entry in the Silverymoon 
  section of The Silver Marches.
  Caster Level: 14th; Prerequisites: Craft Magic Arms and 
  Armor, heal, plane shift; Market Price: 21,000 gp.
  STASIS SPHERE
  This device is a glowing, greenish sphere of crystal about 8 
  feet in diameter.
  When touched by its owner and commanded, one creature 
  within 30 feet of the sphere may be placed in temporal stasis 
  and imprisoned inside the sphere.
  The target is entitled to a Will saving throw (DC 23) to 
  resist the effect.
  The sphere contains an extradimensional space in which as 
  many as fifty creatures of any size may be imprisoned.
  By a second command, one imprisoned creature may be 
  released.
  If the sphere’s master does not specify by name, type, or 
  accurate physical description which creature is to be 
  released, the sphere releases one imprisoned creature at 
  random.
  If the stasis sphere is breached (hardness 20, 50 hp), all 
  trapped creatures are immediately.
  Once the stasis sphere has been used fifty times to imprison 
  creatures (each time using up one of the item’s charges), it 
  can no longer imprison new creatures.
  However, creatures inside can be held in temporal stasis 
  indefinitely.
  When the last prisoner is released and the sphere is out of 
  charges, the device collapses into a burned-out husk of 
  smoky glass.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  imprisonment, temporal stasis; Market Price: 137,700 gp; 
  Weight: 1,000 lb.
  TOME OF TWELVE SEALS
  This strange book has a cover made of red dragon hide and 
  12 pages made of thick black leather.
  Each leather page has one rune-inscribed metal disk 
  attached to it, like a seal on an urn, door, or drawer.
  Although all 12 seals were originally shiny gold, now seven 
  have turned to dull, charred lead, their magic spent.
  Each seal contains a summoning spell tied to a different 
  creature, and the runes on the seal are the command words 
  to activate the seal.
  An activated seal summons the appropriate creature, which 
  serves for 17 rounds as if conjured by a summon monster 
  spell.
  Once used, a seal’s gold turns into lead and loses its power.
  Although only one tome of 12 seals has been found, other 
  forms of this book may exist with different creatures bound 
  into its seals or with a different cover.
  Some versions may even contain normal spellbook pages or 
  maps to old treasures.
  The remaining five seals of the one known tome summon 
  the following creatures: huge air elemental, large fire 
  elemental, huge earth elemental, gibbering mouther, janni.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  Extend Spell, summon monster V, summon monster VI,
  summon monster VII, summon monster VIII; Market Price:
  25,500 gp.
  SONG AND SILENCE (3.0)
  BREAKER BOTTLE
  Potion bottles have an unfortunate tendency to break at the 
  wrong times.
  A breaker bottle.
  however, is designed to break only upon command.
  
  1252
  It looks like an ordinary bottle of wood, metal, or very 
  heavy glass, but its outside is inscribed with an attractive 
  latticework design.
  The bottle has been imbued with a shatter spell that 
  activates by spell trigger.
  Thus, when dropped, it simply bounces.
  When thrown across a room, it typically survives intact.
  But when the proper trigger word is spoken, it flies apart 
  into shards along the inscribed lines, scattering its 
  contents.
  Breaker bottles protect potions and other liquids from harm, 
  yet they can also serve as excellent grenade-like weapons, 
  or even trap components.
  For example, a character could simply line up a row of 
  breaker bottles filled with acid or alchemist’s fire atop a high 
  shelf, wait for a foe to pass near them, speak the trigger 
  word, and watch the contents rain down upon the 
  unfortunate target’s head.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, shatter;
  Market Price: 150 gp; Weight: 1/10 lb.
  EYES OF DARK AURA
  When placed over the eyes, these ebony lenses allow 
  normal vision and reveal the state of health of all creatures 
  visible to the wearer within 25 feet.
  The eyes of dark aura indicate whether each is dead, fragile (3 
  or fewer hit points left), fighting off death (alive with 4 or 
  more hit points), undead, or neither alive nor dead (a 
  construct, for example).
  Members of the Lamenters’ Order (see Chapter 4) are 
  particularly fond of this item.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  deathwatch; Market Price: 2,000 gp.
  FANG SCARAB
  A fang-shaped crystal dangles from a loop of finely wrought 
  silver chain in the center of this spiderweb medallion.
  When the chain is used to wrap the fang scarab around the 
  juncture of a monstrous spider’s cephalothorax (head) and 
  abdomen, the creature can hear Lolth’s dark whispers in its 
  subconscious.
  This gives it an instinctive knowledge of what the next 
  moment will bring, which manifests as a +1 insight bonus 
  on attack rolls.
  Because the fang scarab is designed for spiders, it’s not useful 
  to most adventurers.
  A nonspider can make a fang scarab function with a 
  successful Use Magic Device check (DC 25), but this also 
  fuses it permanently to its user’s neck, near the throat.
  Nothing short of the wearer’s death can then remove it.
  Though the fang scarab grants its wearer the same attack 
  bonus that it would to a spider, it also initiates a terrible 
  metamorphosis that changes the wearer into a half-spider 
  abomination over time.
  When the scarab first attaches itself, the wearer’s canine 
  teeth enlarge, and coarse black hair appears on the back of 
  her neck.
  No further changes occur until she attains levels in the 
  fang of Lolth prestige class (see Physical Changes, at right).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  divination; Market Price: 3,500 gp; Weight: —.
  FLUTE OF THE SNAKE
  The music of this flute, which is made from an exotic type 
  of dark wood, affects snakes of all kinds.
  This is a sonic, mind-affecting compulsion effect that works 
  like an animal trance spell, except that it affects only snakes.
  By playing a droning sequence of notes for 1 full round.
  a musician with at least 5 ranks in Perform can summon 
  1d4+1 Medium-size vipers.
  These snakes appear wherever the flutist designates, within 
  a radius of 30 feet from the flute.
  They fight on the musician’s behalf, attacking on his or her 
  turn, and remain for 9 rounds or until killed The flute can 
  put snakes into a trance three times per day and summon 
  snakes once per day.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item.
  animal trance, summon nature’s ally V; Market Price: 15,400 gp; 
  Weight: 1 lb.
  GLORIOUS HAND
  This grisly item is the severed left hand of a human male, 
  with a candle affixed to each of the fingers and the thumb.
  Upon command, the candles light, providing illumination 
  as per a light spell.
  If rapped on a locked door or other locked item, it produces 
  a knock effect.
  Finally, upon command, it produces a hold person effect 
  (Will save DC 17) against any designated target.
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, hold 
  person, knock, light; Market Price: 39,900 gp; Weight: 1 lb.
  HARP OF THE IMMORTAL MAESTRO
  This pinnacle of instrument design functions best in the 
  hands of a musician with at least 15 ranks in Perform.
  Such a user can, simply by strumming the harp, generate 
  the following effects once per day each: cure critical wounds,
  displacement and summon monster V.
  The harp also grants its owner a +6 enhancement bonus on 
  Perform checks made while using it.
  In addition, the harp of the immortal maestro has the 
  following command-word abilities, each usable once per 
  day: levitate, magic circle against evil, and fortissimo (see 
  Chapter 6).
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  fortissimo, cure critical wounds, displacement, levitate, magic circle 
  against evil, summon monster V; Market Price: 69,580 gp; 
  Weight: 3 lb.
  HORN OF TRIUMPH
  This silver trumpet is prized on the battlefield, for its music 
  can significantly improve soldiers’ combat prowess.
  When a character with the bardic music ability plays the 
  horn of triumph, each willing ally within 15 feet receives a +2 
  morale bonus on all saving throws, attack rolls, ability and 
  skill checks, and weapon damage rolls.
  Furthermore, every affected creature gains a +2 morale 
  bonus to both Strength and Constitution (which improves 
  attack bonuses and Fortitude saves accordingly) but suffers 
  a –1 morale penalty to AC.
  The instrument compels all affected creatures to fight, 
  heedless of danger.
  
  1253
  The effects of the horn last as long as the musician 
  continues to play and the affected creatures remain within 
  15 feet.
  Moving out of range ends the effect for the creature that 
  did so, but others still within the radius retain the benefits.
  The horn can produce this magical fanfare twice a day.
  It functions as a normal trumpet if its user does not have 
  the bardic music ability.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  emotion; Market Price: 35,380 gp; Weight: 3 lb.
  JUMPING CALTROPS
  These unusual items are actually Diminutive animated 
  objects.
  When released from their bag, they begin hopping around 
  the 5-foot square in which they land.
  When someone tries to move into, through, or within the 
  square on foot, the jumping caltrops immediately try to 
  scurry under the interloper’s feet.
  They can move at a speed of up to 50 feet, though they 
  cannot leave their square.
  The number of caltrop attacks a creature suffers while 
  within the affected area depends on its speed: four for 
  normal speed, two for half speed, and none for one-quarter 
  speed.
  (One-quarter-speed movement assumes that the creature is 
  shuffling forward without picking up its feet at all).
  The target’s shield, armor, and deflection bonuses don’t 
  count against these attacks.
  A target that is wearing shoes or other footwear, however, 
  gets a +2 armor bonus to AC.
  The speed of any target that takes damage from a caltrop 
  attack is reduced by one-half because of the foot injury 
  until the victim receives one successful Heal check, any 
  cure spell, or any other form of magical healing.
  Jumping caltrops continue to move for 11 rounds, though the 
  owner can order them back into the bag before the 
  duration expires if desired.
  However, they can move only on their first use; thereafter, 
  they become normal caltrops.
  €Jumping Caltrop: CR 1/4; Diminutive construct; HD 1/4 
  d10; hp 1: Init +3; Spd 50 ft.; AC 17 (touch 17, flat-footed
  14); Atk +7 melee (1, impale); Face/Reach 1/2 ft. by 1/2 ft./0 
  ft.; SQ Construct traits, use Dex instead of Str for melee 
  attacks; AL N; SV Fort +0, Ref +3, Will –5; Str 6, Dex 16, 
  Con –, Int –, Wis 1, Cha 1.
  Construct Traits: Immune to mind-influencing effects and 
  to poison, sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect that requires a Fort save 
  unless it also works on objects; cannot heal damage; not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain, or energy drain; not at risk of death from 
  massive damage, but destroyed when reduced to 0 or fewer 
  hit points; cannot be raised or resurrected; darkvision 60 ft.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate object; Market Price: 150 gp; Weight: 2 lb.
  LUTE OF THE WANDERING 
  MINSTREL
  This finely wrought instrument functions as a masterwork 
  lute with minor magical effects in the hands of someone 
  with fewer than 10 ranks in Perform.
  By speaking the correct command words, such a musician 
  can utilize fortissimo (see Chapter 6), levitate, and magic circle 
  against evil once per day each A musician with 10 or more 
  ranks in Perform, however, can coax even greater magical 
  effects from this instrument.
  By playing single chord on the lute, such a performer can 
  generate an expeditious retreat, haste, or phantom steed effect.
  Each of these spells is usable once per day.
  Furthermore, the lute of the wandering minstrel grants its 
  owner a +2 enhancement bonus on any Perform checks 
  made while playing it.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  fortissimo, expeditious retreat, haste, levitate, magic circle against 
  evil, phantom steed; Market Price: 39,500 gp; Weight: 3 lb.
  MANDOLIN OF THE INSPIRING 
  MUSE
  Bards and other musicians prize this carefully crafted 
  mandolin.
  An owner with at least 15 ranks in Perform can use crescendo 
  (see Chapter 6), emotion, and dominate person, each once per 
  day, by playing the correct notes.
  The musician also gains a +4 enhancement bonus on any 
  Perform checks made while playing the mandolin of the 
  inspiring muse.
  The mandolin also has the following command-word 
  abilities, each usable once per day: Levitate, magic circle 
  against evil, and fortissimo (see Chapter 6).
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  fortissimo, crescendo, dominate person, emotion, levitate, magic 
  circle against evil; Market Price: 53,920 gp; Weight: 3 lb.
  NONDESCRIPT BOX
  A nondescript box is perfectly ordinary in appearance, and it 
  always seems to fit in with its surroundings.
  In fact, it fits in so well that it is very difficult to notice.
  The eye seems to skip over it, and the mind forgets its 
  presence immediately.
  Characters walk around a nondescript box without even 
  realizing they have done so, and observers find nothing 
  strange about such detours.
  Search attempts always fail to locate this item, and it 
  radiates no magic.
  However, a successful Spot check (DC 25) enables the 
  mind to pierce the box’s protections and see it clearly.
  Once someone has pointed it out, others can see it as well.
  So well is it protected, however, that a character who does 
  find it must make a successful Will save (DC 25) or forget 
  to take it along upon departure.
  The nondescript box becomes a normal box in every way once 
  its contents are removed.
  Those who can afford nondescript boxes typically use them to 
  stash valuables, incriminating documents, or other items 
  that they wish to keep others from finding.
  
  1254
  A typical nondescript box is about the size of a small coffer—
  18 inches long by 1 foot deep by 1 foot high.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, 
  sequester; Market Price: 4,552 gp; Weight: 10 lb.
  POSSUM POUCH
  Also known as a false stomach, a possum pouch is a small, flat, 
  circular bag about 10–12 inches in diameter and up to 2 
  inches thick.
  When placed against a humanoid’s abdomen and sealed 
  there with a command word, it blends in unobtrusively 
  with the surrounding skin, requiring a successful Search 
  check (DC 30) to detect.
  Spies and couriers find these items useful as hidden 
  diplomatic pouches, while nobles and wealthy merchants 
  sometimes use them as superior money belts.
  Assassins and sneak-thieves love possum pouches because 
  they make it easy to smuggle poisons and small valuables 
  into or out of well-guarded houses.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, change 
  self; Market Price: 1,800 gp; Weight: 1 lb.
  SAFE BOX
  This reinforced box keeps anything inside it safe from 
  damage by most outside forces.
  Made of 2-inch-thick adamantine, it has a hardness of 40 
  and has 80 hit points.
  In addition, it ignores the first 12 points of damage from 
  fire and acid, and any direct attack against it has a 50% miss 
  chance.
  Safe boxes can come in a range of sizes and shapes, from 
  scroll cases to large boxes.
  Though they are very expensive, people with irreplaceable 
  items to protect consider them well worth the price.
  Bards in particular prize safe boxes highly as instrument 
  cases.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  displacement, protection from elements; Market Price: 77,500 gp; 
  Weight: 10 lb.
  SPOOL OF ENDLESS ROPE
  Some adventurers never seem to have enough rope.
  The spool of endless rope contains 300 feet of the finest silk 
  rope, yet the whole weighs only 10 pounds.
  The spool comes with a belt loop so that it can hang 
  conveniently at an adventurer’s side.
  One end of the rope is attached so firmly inside the spool 
  that a sharp tug would pull the owner over before it would 
  break the connection.
  To use it, the owner feeds out as little or as much rope as 
  desired, up to a maximum of 300 feet.
  When finished with the rope, the owner can simply wind it 
  back onto the spool.
  (Rewinding requires 1 round per 50 feet fed out, rounded 
  up).
  If some of the rope is cut off, the rest remains attached to 
  the spool and works as before, though its total length is 
  shortened by the amount removed.
  Extra lengths can be tied onto the rope to extend its length 
  beyond 300 feet, but that extra length cannot be wound 
  into the spool.
  Some owners of spools of endless rope like to use them in 
  conjunction with grapple-firing crossbows (see New 
  Weapons, page 51).
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  Leomund’s secret chest, 5 ranks of Use Rope; Market Price:
  2,000 gp; Weight: 10 lb.
  STRINGS OF SPELL STORING
  This set of six catgut strings for a lute, mandolin, or other 
  stringed instrument has up to six levels of spells stored 
  within it.
  By playing the proper sequence of notes (a standard action) 
  on an instrument strung with these and making a 
  successful Perform check (DC 10), a musician can unleash 
  the desired spell.
  As with a wand, the user need not provide any material 
  components or focus and pays no XP cost to cast the spell.
  No arcane spell failure chance exists because the musician 
  doesn’t need to gesture.
  A spellcaster with at least one rank in Perform can cast any 
  spells into the strings, as long as the total spell levels do not 
  add up to more than six.
  To store each spell, the caster must make a successful 
  Perform check (DC 10 + spell level).
  Failure causes the spell to fizzle.
  For example, a bard could cast protection from good and cure 
  moderate wounds into the strings, then give them to a wizard 
  with the Perform skill, who could cast fireball into them.
  Any character with the Perform skill could then cast all 
  three spells from the strings.
  Treat a randomly generated set of strings of spell storing as a 
  scroll to determine what spells are stored within it.
  If you roll a spell that would put the set over its six-level 
  limit, ignore that roll; those strings have no more spells in 
  them (not every newly discovered set of strings is fully 
  charged).
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, imbue 
  with spell ability; Market Price: 48,600 gp; Weight: 1/2 lb.
  THIEF CATCHER (HUNGRY BOOK)
  This insidious item is the bane of thieves everywhere.
  It appears to be an ordinary book, but, in fact, it is a trap.
  A successful Search check by a rogue or other character 
  with the traps ability reveals the presence of a magic trap.
  Detect magic used in conjunction with a successful Spellcraft 
  check (DC 15) reveals only abjuration magic.
  The book is locked with an arcane lock spell, so it refuses to 
  open until that is bypassed, suppressed, or negated by any 
  of the usual means (see the spell description in the Player’s 
  Handbook).
  The owner of the book can freely bypass the lock.
  Any other attempt works as it normally would, but also 
  primes the trap.
  A Search check (DC 30) made by a character with the traps 
  ability after an attempt to bypass the arcane lock reveals that 
  a trap is still in place.
  Once the trap is primed, the first character who opens the 
  thief catcher is sucked into the book, which promptly slams 
  shut.
  It then holds that prisoner indefinitely in stasis—the 
  victim is conscious of his or her surroundings but unable to 
  move, speak, or activate any powers or abilities.
  
  1255
  Once it has a prisoner, the book becomes harmless to 
  others, and Search checks reveal no more traps.
  Anyone else who opens the book sees a life-like illustration 
  of the prisoner as its frontispiece.
  The text is a series of stories about thieves who came to bad 
  ends, and the prisoner’s name appears in red as the 
  unfortunate protagonist of each tale.
  Each of these stories ends with a pious moral about the 
  virtue of leaving others’ property alone.
  When the book is in this state, detect magic used in 
  conjunction with a successful Spellcraft check (DC 15) 
  reveals transmutation magic.
  The trapped character can be retrieved only with a limited 
  wish or a spell of equivalent power.
  If the book is burned, any prisoner inside dies, leaving 
  behind lifesized bones among the ashes.
  A thief catcher can be used only once; if a trapped character is 
  freed, the text remains, but the frontispiece is gone, and the 
  book is no longer magical.
  Thief catchers are extremely rare.
  It is rumored that their creator was an archwizard who had 
  lost one too many precious magic items to daring rogues.
  Because this item is not stationary like the typical magic 
  device trap, it is treated as a wondrous item.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, arcane 
  lock, Nystul’s magic aura, trap the soul; Market Price: 32,250 gp; 
  Weight: 3 lb.
  STORMWRACK (3.5)
  ADMIRAL’S BICORNE
  This elaborately braided headgear is made of rich blue felt, 
  embroidered with golden thread.
  It often has a showy badge called a cockade, proclaiming 
  nationality, faith, family crest, and the like.
  A humanoid or monstrous humanoid who dons the 
  admiral’s bicorne gains a +5 bonus on Profession (sailor) 
  checks and all Charisma-based checks (including 
  Leadership) as long as it is worn.
  The wearer’s voice is magically amplified, so that it can be 
  heard clearly by anyone within 100 feet; class features and 
  effects that depend on hearing the speaker benefit from the 
  increased range.
  Finally, the admiral’s bicorne grants a +2 morale bonus on 
  attack rolls, saves, and skill checks to allies within sound of 
  the wearer’s voice (including the wearer).
  Strong conjuration; CL 10th; Craft Wondrous Item, eagle’s 
  splendor; heroism, owl’s wisdom, ventriloquism.
  Price 51,000 gp; Weight 1 lb.
  BAG OF TEETH
  This small sack is made of fish skin and contains a handful 
  of piranha teeth.
  By opening the bag and scattering its contents in a body of 
  water, the user creates a piranha swarm (see page 162).
  The swarm is average in all regards and remains for 10 
  minutes.
  The swarm moves toward and attacks the closest living 
  creature in the water, and the user has no control over its 
  target or direction of travel.
  If no other creature is available, the swarm remains where 
  it was summoned and attacks the first creature that 
  approaches.
  Strong conjuration; CL 13th; Craft Wondrous Item, 
  summon swarm; Price 2,000 gp; Weight 1 lb.
  CAPTAIN’S LANTERN
  This exquisite brass and green-glass lantern constantly 
  protects the ship to which it is attuned with an alarm effect.
  The captain of the ship can speak a command word while 
  touching a copper coin to the underside of the lantern to 
  create a lantern token.
  Those who possess a lantern token do not set off the alarm.
  The captain can turn the alarm on or off with a command 
  word.
  The captain can, at any time, negate all the current lantern 
  tokens, turning them back into nonmagical copper coins.
  Tokens radiate a very minor abjuration effect.
  Faint abjuration; CL 3rd; Craft Wondrous Items, alarm; 
  Price 12,000 gp; Weight 2 lb.
  EVERFULL SAILS
  Sails crafted of a sky-blue canvas with strange silver 
  flecking, these magical sails are always filled with a strong 
  wind when fully unfurled.
  The wind created behind the sails is sufficient to drive the 
  ship forward at its full normal speed, and the sails ignore 
  any other winds that might be blowing contrary to that 
  generated by the sails themselves.
  The winds stop when the sails are furled or otherwise 
  pulled down.
  A ship requires one set of everfull sails per mast, or the magic 
  does not function (although the sails work as normal sails).
  Moderate evocation [air]; CL 3rd; Craft Wondrous Item, 
  gust of wind; Price 12,000 gp; Weight 500 lb.
  FIGURINE OF WONDROUS POWER
  PEARLSTEEL TURTLE
  This miniature statuette of a sea turtle is about the size of a 
  human hand.
  Tossing down the figurine and uttering the command word 
  causes it to transform into a giant sea turtle.
  The creature obeys and serves its owner; it understands 
  Common but does not speak.
  The giant sea turtle described here is a Huge version of a 
  common sea turtle and is not aggressive.
  It serves only as a transport and does not obey orders to 
  attack, although it will defend itself if threatened.
  €Giant Turtle: CR 3; Huge magical beast (aquatic); HD 
  8d10+32, hp 87; Init +0; Speed 20 ft., swim 30 ft.; AC 25, 
  touch 8, flat-footed 25; Base Atk +8; Grp +23; Atk or Full 
  Atk +13 melee (1d8+3, bite)*; Space/Reach 15 ft./10 ft.(bite 
  10 ft.); SQ darkvision 60 ft., hold breath, low-light vision; 
  AL N; SV Fort +10, Ref +6, Will +6; Str 25, Dex 10, Con 19, 
  Int 6, Wis 14, Cha 6.
  * A giant turtle’s bite is treated as a secondary attack and 
  adds only half the creature’s Strength bonus to the damage 
  roll.
  
  1256
  Skills and Feats: Listen +10, Spot +9, Swim +12; Alertness, 
  Iron Will.
  Languages: Common (does not speak).
  Hold Breath (ex): A giant turtle can hold its breath for 1 
  hour before it risks drowning.
  Skills: A giant turtle has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard.
  It can always choose to take 10 on a Swim check, even if 
  distracted or endangered.
  It can use the run action while swimming, provided it 
  swims in a straight line.
  This creature can be harnessed to pull a boat or raft at up to 
  one-half its swim speed.
  It is possible to ride on the turtle’s shell, but doing so 
  requires a harness or rope or improvising handholds.
  Hanging onto the slick shell while the animal moves is 
  extremely difficult, requiring a DC 20 Ride check each
  minute of travel.
  The pearlsteel turtle can be used up to three times per week 
  for up to 6 hours at a time.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects; Price 10,000 gp; Weight 5 lb.
  FINNED GAUNTLETS
  These sharkskin gauntlets are adorned with sweeping fins.
  The wearer gains a natural swim speed of 30 feet, with a +8 
  competence bonus on Swim checks to perform some 
  special action or avoid a hazard.
  The wearer can always take 10 on a Swim check, even if 
  distracted or endangered, and can use the run action while 
  swimming.
  Both gloves must be worn for the magic to be effective.
  Faint transmutation; CL 5th; Craft Wondrous Item, alter 
  self; Price 10,000 gp; Weight 1 lb.
  LIVING FIGUREHEADS
  Each of the several kinds of living figureheads is carved from 
  fine wood and resembles an ordinary figurehead.
  When a command word is spoken, the figurehead animates 
  and is able to use special powers as described below.
  The living figurehead obeys and serves the ship’s master 
  (usually the captain).
  Unless stated otherwise, it can speak Common and 
  communicate telepathically with its master, provided it is 
  within 100 feet.
  If a living figurehead is broken or destroyed in its carving 
  form, it is forever ruined.
  If destroyed while animated, it simply reverts to a wooden 
  carving that can be used again at a later time.
  An animated living figurehead is a construct of the same size 
  as the object (see Animated Object on page 13 of the 
  Monster Manual), but it has the Intelligence, Wisdom, and 
  Charisma scores given in its entry.
  Special abilities whose save DCs depend on Constitution 
  use the animated figurehead’s Charisma score instead.
  DRAGON HEAD
  This Large dragon’s head and neck are carved from cedar or 
  spruce and painted as a chromatic or metallic dragon, with 
  gaping mouth and fierce eyes.
  When animated, this living figurehead gains a breath weapon 
  appropriate to the kind of dragon.
  It also confers on its ship immunity to a type of energy 
  damage according to the kind of dragon.
  €Dragon Head: As Large animated object, with the 
  following changes:
  Speed 0 ft.; Atk or Full Atk +5 melee (1d8+4, bite); 
  Space/Reach 10 ft./5 ft.; SA breath weapon; SQ hardness 5, 
  immunity to energy, telepathy; AL N; SV Will HD/3 + Wis 
  modifier; Int, Wis, Cha as dragon type.
  Languages: Common and Draconic.
  Breath Weapon (su): As dragon type; see below.
  The breath weapon can be used once every 1d4 rounds.
  The save DC is Charisma-based.
  Immunity to Energy (ex): The ship gains immunity to a 
  specific type of energy according to dragon type; see the 
  following table.
  The animated dragon head has the mental statistics of a 
  young adult dragon of its kind (see pages 68–88 of the 
  Monster Manual).
  The item can be used once per week for up to 10 minutes at 
  a time.
  Strong transmutation; CL 15th; Craft Wondrous Item, 
  animate objects, protection from energy, and one of the 
  following: acid fog or water to acid (acid), cone of cold (cold),
  lightning bolt (electricity), fireball or scorching ray (fire); Price 
  40,000 gp (black or white), 44,000 gp (green, brass, or 
  copper), 49,000 gp (blue or bronze), gp (red or silver), or 
  56,000 gp (gold); Weight 500 lb.
  
  1257
  EBONY PORPOISE
  This living figurehead is carved from ebony, waxed and 
  polished to a high gloss.
  When animated, this living figurehead grants its ship swift 
  movement through the water, doubling its ordinary speed.
  Alternatively, the ebony porpoise can move a becalmed 
  sailing ship as though it were propelled by a strong wind.
  The ebony porpoise also allows its ship to clear aquatic 
  hazards, such as reefs, shipwreck debris, and the like, by 
  making long leaps.
  The ship is briefly airborne, its keel clearing the water by 
  up to 10 feet, for up to 15 rounds per day.
  The duration of these leaps need not be consecutive 
  rounds.
  The animated figurehead is treated as a Large animated 
  object.
  Its increased speed ability can be used three times per week 
  for up to 6 hours at a time.
  Strong transmutation; CL 15th; Craft Wondrous Item, 
  levitate, quickswim; Price 100,000 gp; Weight 400 lb.
  GOLDEN SHEDU
  This living figurehead is carved into a likeness of the 
  forequarters of a shedu, a creature with the head of a 
  bearded man and the body of a winged bull (see page 153 of 
  Fiend Folio for more on this being).
  It is crafted of mahogany and overlaid with gold leaf.
  When animated, this living figurehead grants its ship a fly 
  speed of 60 feet with poor maneuverability.
  In addition, the golden shedu allows its ship and crew to shift 
  briefly from the Material Plane to the Ethereal Plane as the 
  etherealness spell.
  The animated figurehead has a Charisma score of 16 but is 
  otherwise treated as a Large animated object.
  Its flight ability can be used twice per week for up to 1 hour 
  at a time.
  It can transport the ship to the Ethereal Plane for up to 10 
  minutes each week; the duration of the etherealness effect 
  need not be consecutive periods.
  Strong transmutation; CL 17th; Craft Wondrous Item, 
  etherealness, fly; Price 100,000 gp; Weight 350 lb.
  PURPLEHEART KRAKEN
  This living figurehead is a (much) smaller-than-life rendition 
  of a kraken.
  It carved from the wood of the amaranth tree, which has a 
  rich purple-brown color, and has tourmaline gems inlaid 
  for its eyes.
  When animated, the tentacles of the purpleheart kraken 
  reach out to grab opponents or to hold fast an enemy ship.
  In addition, the figurehead can produce a control winds 
  effect as a 15th-level caster.
  The item can be used once per week for up to 10 minutes at 
  a time.
  The animated figurehead is treated as a Large animated 
  object, except that instead of a single slam attack, it has 8 
  slams that each deal 1d8+3 points of damage.
  It also has the improved grab ability, allowing it to attempt 
  to start a grapple as a free action without provoking attacks 
  of opportunity.
  It can constrict, dealing automatic slam damage against a 
  held creature or object.
  The tentacles can grab creatures of up to Large size and can 
  hold multiple Small or smaller creatures.
  The tentacles have a reach of 30 feet.
  While animated, the master’s ship gains a +8 bonus on any 
  Profession (sailor) checks made to start a ship-to-ship 
  grapple.
  Strong transmutation; CL 15th; Craft Wondrous Item, 
  animate objects, control winds, entangle; Price 45,000 gp; 
  Weight 500 lb.
  MAGNIFICENT CAPTAIN’S COAT
  This heavy woolen coat prevents the wearer from 
  becoming wet in rain and sea spray.
  The wearer also gains the benefit of an endure elements spell 
  against cold (but not hot) extremes of weather.
  Additionally, the effects from powerful winds (see page 95 
  of the Dungeon Master’s Guide) are reduced by one step on 
  the wearer.
  Thus, when the wearer of this coat is standing in 
  windstorm-speed winds, she receives only the penalties 
  associated with severe winds; if the wearer is standing in a 
  strong wind, she receives only moderate wind penalties.
  Finally, this coat grants its wearer a +5 competence bonus 
  on both Profession (sailor) and Balance checks.
  Threat the coat as a shirt or vestment for determining 
  whether it can be worn with other magic items.
  Moderate abjuration, transmutation [air]; CL 5th; Feat, 
  control winds, endure elements, other requirements; Price 
  11,000 gp; Weight 4 lb.
  OARS OF SPEED
  Carved of lightweight yet durable wood, this pair of oars 
  can be fitted on a rowboat or used to paddle a canoe or 
  other small watercraft.
  They grant an enhancement bonus of +10 feet to the 
  vessel’s speed.
  This bonus does not improve with the addition of more oars 
  of speed.
  Boats requiring more than two oars can benefit from oars of 
  speed, but all the vessel’s oars must be oars of speed to gain the 
  speed bonus.
  Faint transmutation; CL 5th; Craft Wondrous Item, 
  quickswim, creator must have 5 ranks in the Craft 
  (boatbuilding) skill; Price 2,500 gp per pair; Weight 15 lb.
  each.
  PLANAR HELM
  This ship’s wheel, crafted of silver and ebony, is made to be 
  mounted at a ship’s helm.
  Once this has been done, the planar helm operates just as 
  any other ship’s wheel.
  Additionally, twice per day anyone who knows the proper 
  phrase can use the helm to produce a planar navigation 
  effect on the ship.
  Strong conjuration; CL 13th; Craft Wondrous Items, planar 
  navigation; Price 65,520 gp; Weight 25 lb.
  
  1258
  SAILS OF DISPLACEMENT, MINOR
  Sails of displacement are crafted of a misty gray-blue canvas-
  like material, the edges of which seem to be slightly blurred 
  in the sea breeze.
  This grants a 20% miss chance to ship-to-ship attacks 
  against the ship fitted with them, functioning continually.
  Moderate illusion; CL 5th; Craft Wondrous Item, 
  displacement; Price 120,000 gp; Weight 500 lb.
  SEA-STEED’S BRIDLE
  Crafted of leather with silver bits shaped as shells, this 
  bridle can transform any animal or magical beast trained to 
  accept riders into an aquatic form, as though it were the 
  target of a steed of the seas spell.
  Doing so requires the use of a command word to shift into 
  the altered form, and a second use to return to normal form.
  The item will shrink or enlarge to fit any size creature.
  Creatures affected by this bridle need not actually be 
  paladin’s special mounts.
  Moderate transmutation; CL 8th; Craft Wondrous Item, 
  steed of the seas; Price 28,800 gp; Weight 1 lb.
  SECURE LINES
  This thick, tarred rope comes in 50-foot lengths and weighs 
  twice as much as normal rope.
  Its magical enhancement grants it hardness 2 and 5 hp, and 
  it requires a DC 25 Strength check to burst.
  Designated creatures moving over lines and rigging 
  fashioned from this rope gain a +5 enhancement bonus on 
  Balance and Climb checks.
  In addition, should a crew member fall from the rigging, 
  the lines snake out and grab him in midair, preventing a fall 
  and gently setting the creature to the deck of the ship.
  The master of a vessel designates crew members for the 
  secure lines, adding or removing individuals as the ship’s 
  complement changes.
  Adding or removing a crew member requires a command 
  word.
  Moderate conjuration and transmutation; CL 9th; Craft 
  Wondrous Item, animate rope, fabricate; Price 10,800 gp; 
  Weight 20 lb.
  SOVEREIGN SEALANT
  This thick, colorless spread makes ships and watertight 
  containers less susceptible to damage and leaks.
  One drum of sovereign sealant is sufficient to treat a boat or 
  container of Huge size, or two hull sections of a larger craft.
  A treated wooden item gains +2 hardness and is completely 
  waterproof.
  A ship treated with sovereign sealant can lose one more hull 
  section than normal before sinking.
  Moderate conjuration; CL 8th; Craft Wondrous Item, minor 
  creation; Price 8,000 gp per drum; Weight 60 lb.
  STORMRIDER CLOAK
  A cloak crafted of water-resistant storm-gray wool and 
  accented with gold lightning-pattern embroidery, the 
  stormrider cloak allows the user to use a fly effect three times 
  per day, for up to 5 minutes each time.
  Additionally, the user gains resistance to electricity 10.
  Moderate abjuration and transmutation; CL 5th; Craft 
  Wondrous Item, fly, resist energy; Price 30,000 gp; Weight 1 
  lb.
  WATER WHEELS
  This set of four wooden wheels fits most wheeled vehicles, 
  allowing one so equipped to float in water, regardless of its 
  size or composition (although a vehicle with large openings 
  will quickly become waterlogged).
  A vehicle so equipped has no independent mode of 
  propulsion once afloat but must be rowed or fitted with 
  sails unless it has magical propulsion or dray creatures 
  capable of swimming.
  Faint transmutation; CL 5th; Craft Wondrous Item, wave 
  blessing; Price 10,000 gp; Weight 20 lb. each.
  WIND PIPE
  A device built for pumping air into submerged or otherwise 
  enclosed spaces, this is a 2-foot-long brass tube, threaded so 
  that additional lengths of ordinary tubing can be attached.
  The wind pipe has a diameter of 3 inches.
  When activated, a flow of air equivalent to a moderate wind 
  blows through the pipe.
  The intake end must be surrounded by air for the magic to 
  work.
  Even if the space the air moves into has no outlet, the wind 
  pipe provides circulation of the air magically.
  Moderate evocation; CL 10th; Craft Wondrous Item, 
  favorable wind; Price 7,000 gp; Weight 10 lb.
  STRONGHOLD BUILDER’S 
  GUIDEBOOK (3.0)
  WALL AUGMENTATIONS
  You can augment walls by adding these effects to them.
  Unlike the wall materials above, they don’t support weight 
  by themselves.
  You can’t build a castle of “magically treated”, for example.
  It must be magically treated something.
  Some augmentations only affect exterior or freestanding 
  walls.
  In this case, even though you pay for an entire stronghold 
  space to be augmented, the augmentation does not affect 
  any interior walls.
  Unless otherwise stated, any wall’s augmentation also 
  applies to any doors, windows, or other accessways through 
  that wall.
  You can leave such items out of its effects, though their area 
  still counts toward the limit of the augmentation’s effect.
  In other words, you can’t increase the augmentation’s 
  effective area by leaving out doors or windows.
  Unless specified otherwise, you can apply more than one 
  augmentation to your walls.
  For augmentations that only affect a single side of the wall, 
  you can augment both sides by purchasing the 
  augmentation
  twice.
  
  1259
  As magic items, augmented walls gain a saving throw 
  against any spells that could affect them, with the save 
  bonus equaling 2 + half the caster level of the magic 
  reinforcing the wall.
  In the case of a wall with multiple augmentations, use the 
  highest caster level to determine the save bonus.
  Disabling Wall Augmentations
  Remember that augmentations are essentially magic items, 
  and magic exists through which their effects can be 
  temporarily suppressed (such as dispel magic) or 
  permanently disjoined (such as Mordenkainen’s disjunction).
  Treat each stronghold space of augmented wall (or each 800 
  square feet, for freestanding walls) as a separate magic item 
  for this purpose.
  As stationary magic items (see Wondrous Architecture, 
  below), wall augmentations can be discovered by a rogue 
  (or other character capable of finding traps) and deactivated 
  with a Disable Device check.
  The DC for both Search and Disable Device checks is equal 
  to 25 + the spell level of the highest-level spell used in the
  creation of the wall augmentation.
  If a wall has multiple augmentations, each one must be 
  discovered and disabled separately.
  A successful Disable Device check against a wall 
  augmentation suppresses the magic properties (just as if 
  you had successfully cast dispel magic against the item)of a 5-
  foot-by-5-foot section of the wall for 1d4 rounds.
  If you beat the DC by 10 or more, you suppress the magic 
  properties for 1d4 minutes instead.
  AIRTIGHT
  Assuming it can hold air and be sealed, the stronghold 
  space becomes airtight.
  This means that it is impervious to gasses that originated 
  outside of the space.
  In addition, it prevents water from getting into the room 
  except through an open window or door (although this 
  renders the space no longer airtight).
  This does not protect against the pressure of submerging 
  underwater (see the submersible mobility function, below).
  This augmentation is usually necessary for strongholds that 
  sail beneath the surface of water or beyond the limits of the 
  atmosphere.
  In that case, you need only apply this augmentation to any 
  stronghold spaces that make up the stronghold’s exterior 
  (though it may be wise to apply it to all spaces in case of a 
  breach).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, water 
  walk; Market Price: 7,500 gp.
  ASTRAL
  The stronghold can shift into the Astral Plane and back 
  again.
  Without locomotion (see Table 2–12: Stronghold 
  Locomotion), it cannot move once in the Astral Plane 
  (though its occupants may exit and move about the plane).
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, plane 
  shift; Market Price: 15,000 gp.
  BLADED
  When creating this augmentation, choose one face of the 
  wall.
  Whirling blades cover the chosen side of the wall.
  Any creature touching the bladed wall suffers 11d6 points 
  of damage per round (Reflex save DC 19 halves).
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, blade 
  barrier; Market Price: 33,000 gp.
  BURROWING
  This mobility function allows the stronghold to pass 
  through earth and rock much like an earth elemental or 
  phasing creature.
  The entire stronghold and every stronghold space must 
  have this mobility function to allow movement through the 
  normally solid substance.
  Unless it has immunity to fire, the stronghold cannot pass 
  through magma or lava, and so it is limited to about fifty 
  miles in depth and must avoid volcanic rifts.
  Without locomotion (see Table 2–12: Stronghold 
  Locomotion), this mobility function has no effect.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, phase 
  door; Market Price: 10,000 gp.
  CHAOTIC GUARDING
  When creating this augmentation, choose one face of the 
  wall.
  Any chaotic character on the chosen side of the wall (or 
  standing atop the wall) gains a +4 deflection bonus to AC 
  and a +4 resistance bonus on saves.
  They also gain spell resistance 25 against lawful spells and 
  spells cast by lawful creatures.
  Furthermore, they are protected from possession and 
  mental influence as per protection from law.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, cloak of 
  chaos; Market Price: 50,000 gp.
  CRAWLING
  Strongholds that creep across the ground, sliding along 
  rock and paving through forests, use this mobility function.
  A crawling stronghold can also move along a seafloor or 
  continental shelf as long as the depth does not exceed 50 
  feet; in this case, making it airtight may be necessary to 
  ensure the survival of its occupants.
  This cost notes the price of securing the stronghold 
  components and reinforcing them.
  Without locomotion (see Table 2–12: Stronghold 
  Locomotion), this mobility function has no effect.
  The speed of a crawling stronghold is subject to the 
  modifiers for terrain.
  See Table 9–5 in Chapter 9 of the Player’s Handbook.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, 
  augment object; Market Price: 1,000 gp.
  ELEMENTAL PROTECTION
  This magic augmentation causes the wall to absorb the first 
  60 points of damage from a specific energy type (acid, cold, 
  electricity, fire, or sonic) per day.
  If all 60 points of protection are expended, they return 24 
  hours later, if the wall is still there.
  The improved version of this augmentation absorbs the 
  first 120 points of damage from a specific energy type (acid, 
  cold, electricity, fire, or sonic) per day.
  
  1260
  Caster Level: 5th (elemental protection), 10th (improved 
  elemental protection); Prerequisites: Craft Wondrous Item, 
  protection from elements; Market Price: 7,500 gp (elemental 
  protection), 15,000 gp (improved elemental protection).
  ETHEREAL
  The stronghold can shift into the Ethereal Plane and back 
  again.
  Without locomotion (see Table 2–12: Stronghold 
  Locomotion), it cannot move once in the Ethereal Plane 
  (though its occupants may exit and move about the plane).
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  etherealness; Market Price: 7,500 gp.
  ETHEREAL SOLID
  The Ethereal Plane is mostly an insubstantial mirror of the 
  Material Plane, but some solids exist there that have no 
  reality on the Material Plane.
  If a sufficiently large ethereal solid coexists with the part of 
  the plane where your stronghold stands, ethereal intruders 
  can’t sneak inside (any more than they could pass through a 
  huge rock on the Material Plane).
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, ethereal 
  jaunt; Market Price: 12,000 gp.
  FIERY
  A blazing curtain of magic fire covers one side of the wall, 
  emanating heat in that direction.
  This augmentation deals damage to those nearby or 
  touching it as a wall of fire.
  Any 5-foot-by-5-foot section of wall that takes 20 or more 
  points of cold damage in 1 round is extinguished for 24 
  hours (do not divide cold damage by 4, as normal for 
  objects).
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, wall of 
  fire; Market Price: 14,000 gp.
  FLYING
  This function allows the stronghold to float adrift in the air, 
  immune to the call of gravity.
  Without locomotion (see Table 2–12: Stronghold 
  Locomotion), the stronghold floats and does not truly fly—
  in this case, the designer must, during construction, choose 
  a fixed height from 10 feet to ten miles in altitude.
  If this mobility function is dispelled or destroyed 
  somehow, the fortress slowly drops down to whatever 
  surface lies below (as if under the effect of feather fall).
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, reverse 
  gravity; Market Price: 15,000 gp.
  FOG VEIL
  When creating this augmentation, choose one face of the 
  wall.
  A 10-foot-thick cloud of mist extends out from this side of 
  the wall.
  The fog obscures all sight, including darkvision, beyond 5 
  feet.
  A creature within 5 feet gets one-half concealment (20% 
  miss chance for attacks).
  Creatures farther away have full concealment (50% miss 
  chance, and sight can’t be used to locate the target).
  The fog veil disperses in a moderate wind (11+ mph) in 4 
  rounds.
  A strong wind (21+ mph) has the same effect in a single 
  round.
  Once the winds die down, however, the fog returns within 
  1d4 rounds.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, fog 
  cloud; Market Price: 3,000 gp.
  FOG VEIL, KILLING
  This augmentation works like fog veil, except that the fog is 
  sickly green and poisonous.
  Any living creature in the killing fog veil with 3 or less HD 
  dies instantly (no save).
  Creatures of 4–6 HD must make Fortitude saves (DC 17) or 
  die.
  Those that survive (including all creatures above 6 HD) 
  take 1d10 points of poison damage each round, whether 
  they breathe or not.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  cloudkill; Market Price: 22,500 gp.
  FOG VEIL, SOLID
  This augmentation works like fog veil, but the thick fog 
  reduces movement through it to 10% of normal.
  Also, all melee attack and melee damage rolls suffer a –2 
  penalty.
  Except for magic rays and the like, ranged attacks are not 
  permitted through the solid fog veil.
  A creature falling or leaping into the solid fog veil takes 1d6 
  less falling damage for each 10 feet of the fog he passes 
  through before hitting the ground.
  Only a severe wind (31+ mph) can disperse this fog, and it 
  does so in 1 round.
  Once the winds die down, however, the fog returns within 
  1d4 rounds.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, solid fog;
  Market Price: 14,000 gp.
  FOG VEIL, STINKING
  This augmentation works like fog veil, except that any living 
  creature in the stinking fog veil must make a Fortitude save 
  (DC 14) every round or be overcome by nausea, unable to 
  attack, cast spells, concentrate on spells, and so on.
  A nauseated creature may only make a single move each 
  turn.
  This effect lasts 1d4+1 rounds after the subject leaves the 
  affected area.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, stinking 
  cloud; Market Price: 7,500 gp.
  FROSTWALL
  A wall with this augmentation appears normal, though it is 
  cold to the touch.
  If the wall is shattered or broken, anyone passing through 
  the plane where the wall existed suffers damage as if it were 
  a wall of ice (1d6+7 points of cold damage).
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, wall of 
  ice; Market Price: 7,000 gp.
  
  1261
  HOLY GUARDING
  When creating this augmentation, choose one face of the 
  wall.
  Any good character on the chosen side of the wall (or 
  standing atop the wall) gains a +4 deflection bonus to AC 
  and a +4 resistance bonus on saves.
  They also gain spell resistance 25 against evil spells and 
  spells cast by evil creatures.
  Furthermore, they are protected from possession and 
  mental influence as per protection from evil.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, holy 
  aura; Market Price: 50,000 gp.
  INCENDIARY VEIL
  This augmentation works like fog veil, except that a 10-foot-
  thick cloud of burning smoke extends out from the chosen 
  side.
  Any creature in the smoke takes 4d6 points of fire damage 
  every round.
  (Reflex save DC 22 halves).
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, 
  incendiary cloud; Market Price: 60,000 gp.
  INNER PLANE-LINKED
  The stronghold can shift to a specific location in one of the 
  Inner Planes, determined at the time of the stronghold’s 
  construction, and back again.
  Without locomotion (see Table 2–12: Stronghold 
  Locomotion), it cannot move once in the Inner Plane 
  (though its occupants may exit and move about the plane).
  In addition, this provides the stronghold with protection 
  against any dangers posed by conditions within the plane, 
  though this doesn’t extend to other, similar effects.
  For instance, while a stronghold linked to the Elemental 
  Plane of Fire won’t suffer any damage from that plane’s 
  conditions, it would suffer normal damage from a fireball or 
  any other source of flame.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, gate;
  Market Price: 15,000 gp.
  LAWFUL GUARDING
  When creating this augmentation, choose one face of the 
  wall.
  Any lawful character on the chosen side of the wall (or 
  standing atop the wall) gains a +4 deflection bonus to AC 
  and a +4 resistance bonus on saves.
  They also gain spell resistance 25 against chaotic spells and 
  spells cast by chaotic creatures.
  Furthermore, they are protected from possession and 
  mental influence as per protection from chaos.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, shield 
  of law; Market Price: 50,000 gp.
  MAGIC WARDING
  When creating this augmentation, choose one face of the 
  wall.
  Anyone within 5 feet of the chosen side of the wall 
  (including those standing atop the wall) gains spell 
  resistance 21 (or spell resistance 32 for improved magic 
  warding) or against any spells cast from the other side of 
  the wall.
  If the caster’s line of sight to a target does not pass through 
  the plane of the wall, the spell is unaffected.
  Caster Level: 9th (magic warding), 20th (improved magic 
  warding); Prerequisites: Craft Wondrous Item, spell resistance;
  Market Price: 22,500 gp (magic warding), 50,000 gp 
  (improved magic warding).
  MAGICALLY TREATED
  This augmentation adds +20 to the Break DC of the wall’s 
  material and doubles its hardness and hit points (or 
  increases the hit points to 50, whichever is greater).
  This augmentation is identical to the “magically treated 
  wall” described in Chapter 4 of the DUNGEON MASTER’s 
  Guide.
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, augment 
  object; Market Price: 12,000 gp.
  OUTER PLANE-LINKED
  The stronghold can shift to a specific location in one of the 
  Outer Planes, determined at the time of the stronghold’s 
  construction, and back again.
  Without locomotion (see Table 2–12: Stronghold 
  Locomotion), it cannot move once in the Outer Plane 
  (though its occupants may exit and move about the plane).
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, gate;
  Market Price: 15,000 gp.
  PLANE-SHIFTING
  The stronghold can shift from one plane to another as per 
  the plane shift spell.
  As noted under the spell description, exact location within 
  the target plane is impossible, and the stronghold appears 
  5–500 (5d%) miles from its intended destination.
  Without locomotion (see Table 2–12: Stronghold 
  Locomotion), it cannot move once on the new plane 
  (though its occupants may exit and move into the plane).
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, plane 
  shift; Market Price: 25,000 gp.
  PRISMATIC SCREEN
  When creating this augmentation, choose one face of the 
  wall.
  A prismatic wall covers the chosen side.
  It can be destroyed by the same laborious process as a 
  prismatic wall; however, note that any layer destroyed 
  automatically reforms 24 hours later.
  The creator of the prismatic screen is immune to its effects.
  When creating this augmentation, the creator can add up to 
  1 additional person per caster level to the list of those who 
  are immune to its effects.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, 
  prismatic wall; Market Price: 60,000 gp.
  SAILING
  The stronghold floats as if naturally buoyant, and no natural 
  force can bring the castle beneath the sea’s surface.
  Without locomotion (see Table 2–12: Stronghold 
  Locomotion), the stronghold simply floats and does not 
  
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  actually sail under its own power (though currents will 
  move it about).
  If this mobility function is dispelled or destroyed 
  somehow, the fortress slowly sinks to the bottom of 
  whatever body of water it sails upon.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, water 
  walk; Market Price: 3,000 gp.
  SHADOW-SHIFTING
  By infusing the walls with umbral ichor (found in pools on 
  the Plane of Shadow), you can create a stronghold that 
  shifts between the Material Plane and the Plane of Shadow.
  The price below assumes a single dose of umbral ichor and 
  allows the stronghold to exist on the Plane of Shadow for 1 
  hour (set at the time of construction) each day.
  For example, if you mix 12 doses of umbral ichor into the 
  mortar of your stronghold, it can remain on the Plane of 
  Shadow for 12 hours and the Material Plane for 12 hours 
  each day.
  Which hours are spent on the Plane of Shadow is set 
  during construction, but night on the Material Plane is 
  common.
  Every space in your stronghold must have umbral ichor for 
  it to be effective.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, shadow 
  walk; Market Price: 5,000 gp.
  SLICK
  Add +10 to the DC of any Climb check made to scale the 
  chosen side of the wall.
  When creating this augmentation, you may choose for it to 
  affect only one side of a wall.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, grease;
  Market Price: 1,500 gp.
  SPIDERWALK
  Anyone scaling this wall can climb as if under the effect of 
  a spider climb spell (though you need not have bare hands 
  and feet to use it).
  When creating this augmentation, you may choose for it to 
  affect only one side of a wall.
  For instance, you might place it on the inner side of a 
  freestanding wall to obviate the need for stairwells or 
  ladders to reach the top of a defensive placement.
  Some builders place many arrow slits backed with small 
  platforms all along the inside of such a wall to maximize its 
  utility.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, spider 
  climb; Market Price: 1,500 gp.
  SUBMERSING
  The stronghold can withstand the pressures of the deep sea, 
  able to travel to depths as great as twenty miles below the 
  sea.
  If the inhabitants need to breathe air, the stronghold must 
  have the airtight augmentation.
  Without locomotion (see Table 2–12: Stronghold 
  Locomotion), the stronghold sits on the seafloor and does 
  not move.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, water 
  walk, augment object; Market Price: 7,500 gp.
  TANGLEWOOD
  This augmentation can only be added to walls of wood or 
  living wood.
  The wall animates and entangles (as the entangle spell) 
  anyone approaching within 5 feet of the outside of a 
  tanglewood wall.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  entangle; Market Price: 2,500 gp.
  TELEPORTING
  The stronghold can teleport without error as a whole once 
  or more per day.
  In a single round, it disappears from one location and 
  appears in another.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, teleport 
  without error; Market Price: 50,000 gp.
  THORNWOOD
  This augmentation can only be added to walls of wood or 
  living wood.
  Creatures who attempt to climb or are forced into 
  thornwood suffer damage as if it were a wall of thorns.
  This augmentation does not allow creatures to force their 
  way through the wall (unlike wall of thorns).
  Magical fire burns away the thornwood augmentation, 
  though it naturally grows back in 24 hours.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, wall of 
  thorns; Market Price: 15,000 gp.
  TRANSPARENT
  This augmentation makes the wall transparent (though not 
  actually invisible).
  Viewers on either side of the wall can see through it as if it 
  were a window.
  This does not affect any other properties of the wall, nor 
  does it affect anything hanging from the wall or painted, 
  drawn, or scribed onto it.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  invisibility; Market Price: 3,000 gp.
  UNHOLY GUARDING
  When creating this augmentation, choose one face of the 
  wall.
  Any evil character on the chosen side of the wall (or 
  standing atop the wall) gains a +4 deflection bonus to AC 
  and a +4 resistance bonus on saves.
  They also gain spell resistance 25 against good spells and 
  spells cast by good creatures.
  Furthermore, they are protected from possession and 
  mental influence as per protection from good.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, unholy 
  aura; Market Price: 50,000 gp.
  WEBBED
  When creating this augmentation, choose one face of the 
  wall.
  A 10-foot-thick web (as the spell) extends out from the 
  chosen side.
  Any damaged or burned section of webs automatically 
  reforms 24 hours later.
  
  1263
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, web;
  Market Price: 3,000 gp.
  WINDGUARD
  When creating this augmentation, choose one face of the 
  wall.
  A wind wall protects that side of the wall.
  When creating the augmentation, you can choose to 
  include the first 10 feet above a wall of stronghold space in 
  the augmentation (for instance, to protect your wall-
  mounted guards from arrows).
  Remember that the windguard works against objects going 
  in either direction.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, wind 
  wall; Market Price: 3,000 gp.
  WOODBANE
  When creating this augmentation, choose one face of the 
  wall.
  No wooden objects can come within 10 feet of the chosen 
  side of the wall.
  Fixed wooden objects with a circumference greater than 3 
  inches—such as most trees—are unaffected.
  When creating the augmentation, you can choose to 
  include the first 10 feet above a wall of stronghold space in 
  the augmentation (for instance, to protect your wall-
  mounted guards from arrows).
  You cannot apply this augmentation to walls of wood or 
  living wood.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  repulsion; Market Price: 33,000 gp.
  WONDROUS ARCHITECTURE
  Chapter 3: Strongholds in the Campaign discusses how best 
  to use existing magic items—as described in the 
  DUNGEON MASTER’s Guide—in a stronghold.
  In this section, we introduce a number of new magic items 
  of special interest to the builder or owner of a stronghold.
  Wondrous architecture are essentially immobile (or largely 
  immobile) magic items, and follow all the normal rules for 
  using such items.
  Remember that dungeons are a form of stronghold.
  Even when you’re not building strongholds for characters, 
  you can use the wondrous architecture presented here to 
  spice up your dungeons.
  Add some surprises to your next dungeon-crawl adventure.
  If you want to have a continuing magic effect in use in your 
  stronghold, and it’s not something you can find in the 
  Player’s Handbook or the DUNGEON MASTER’s Guide, then 
  you should build it yourself.
  For this, use the rules on creating magic items in Chapter 8 
  of the DUNGEON MASTER’s Guide.
  Creating Wondrous Architecture
  To create wondrous architecture (stationary or bulky 
  versions of wondrous items), the character needs the 
  proper tools and equipment to work on the item in 
  question, whatever it may be.
  She also needs a supply of certain materials.
  The first and foremost of these is the item to be enchanted.
  Unlike with other magic items, the cost of an architectural 
  item is not subsumed into the cost of creating the item.
  Any other materials needed are covered in this basic cost, 
  but the item itself must be purchased or obtained 
  separately.
  If the item has a permanent spell effect, the costs are simple 
  to determine.
  They depend only on one factor: whether the item in 
  question is removable or an embedded part of the 
  stronghold.
  If the item is bulky but technically removable—like a 
  statue, a tapestry, or a rug—the cost to imbue it with a 
  permanent spell effect is 1,000 gp × the spell level × the 
  caster level.
  For example, a guardian statue is a normal statue that has had 
  the alarm spell permanently infused into it.
  Since alarm is a 1st-level spell and can be cast by a 1st-level 
  caster, the cost for giving the statue this ability is (1,000 × 1 
  × 1) = 1,000 gp.
  The cost of the statue is entirely separate.
  In this way, the character can give this magic ability to any 
  statue that she likes, no matter how artistic or mundane, 
  and pay the original cost.
  If the item is not movable at all—if it’s actually a part of the 
  stronghold and would be damaged or destroyed if 
  removed—then the cost is 500 gp × the spell level × the 
  caster level.
  For example, an ambassador’s chamber is a room in which 
  everyone inside is affected by friendship, as listed under the 
  emotion spell.
  Since emotion is a 3rd-level bard spell and can be cast by a 
  7th-level bard, the cost for giving the room this ability is 
  (500 × 3 × 7 =) 10,500 gp.
  Building the room, of course, is paid for normally.
  If the prerequisites for making the item include one or 
  more spells, the creator must have the spells prepared 
  ahead of time or, in the case of a sorcerer or a bard, at least 
  know the spells.
  She does not have to provide any material components or 
  focuses the spell requires, nor are any XP costs inherent in 
  any of these spells incurred in the creation of the item.
  The act of working on the spell triggers the prepared spells, 
  making them unavailable for casting on any of the days that 
  the creator is working on the item.
  Those spell slots are expended from the creator’s currently 
  prepared or known spells, just as if they had been cast in 
  the course of an adventure.
  Creating some items may involve meeting other 
  prerequisites than simply being able and available to cast 
  the spells in question.
  See the individual descriptions of the various magic items 
  for full details.
  Crafting wondrous architecture requires one day for each 
  1,000 gp of the worth of the created item.
  Creating the ambassador’s chamber described above, for 
  instance, would require eleven days of work on the part of 
  the creator.
  Disabling Wondrous Architecture
  As a stationary magic item, wondrous architecture is 
  essentially identical to a magic trap (even though some 
  have beneficial rather than harmful effects), such items can 
  be discovered by a rogue (or other character capable of 
  finding traps) and deactivated with a Disable Device skill 
  check.
  
  1264
  The DC for both Search and Disable Device checks is equal 
  to 25 + the spell level of the highest-level spell used in the 
  construction of the wondrous architecture.
  A successful Disable Device check against an item of 
  wondrous architecture suppresses its magic properties for 
  1d4 rounds (just as if you had successfully cast dispel magic 
  against the item).
  If you beat the check by 10 or more, you suppress its magic 
  properties for 1d4 minutes instead.
  AMBASSADOR’S CHAMBER
  This stronghold space shifts the attitude of any creature 
  entering to the next most favorable reaction on Table 5–4: 
  Influencing NPC Attitude in the DUNGEON MASTER’s 
  Guide, as if affected by an emotion spell of the friendship 
  variety (Will save DC 14 negates).
  Creatures involved in combat continue to fight normally.
  If a wizard creates this chamber, the DC is 16 and the 
  market price is 14,000 gp.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, emotion;
  Market Price: 10,500 gp.
  BED OF REGENERATION
  Any subject missing a limb or other extremity can lie in 
  this bed and find his body restored to its original state.
  If the severed parts are available and touching the subject, 
  this healing takes place in 4 full rounds.
  Otherwise, it takes 2d10+3 rounds.
  The subject also regains 1d8+13 lost hit points.
  If the subject does not want to be healed, he can make a 
  Fortitude save (DC 20) to negate the effect.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, 
  regeneration; Market Price: 91,000 gp.
  BED OF RESTORATION
  This bed works like a lesser bed of restoration, but it instead 
  casts restoration on the user.
  If the subject does not want to be affected, he can make a 
  Will save (DC 16) to negate the effect.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  restoration; Market Price: 38,000 gp.
  BED OF RESTORATION, LESSER
  This bed casts lesser restoration on any person who lies on it 
  for 3 consecutive rounds.
  It can function only on a single target at once, so if more 
  than one creature lies on the bed, nothing happens.
  If the subject does not want to be healed, he can make a 
  Will save (DC 13) to negate the effect.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, lesser 
  restoration; Market Price: 6,000 gp.
  BED OF WELLNESS (REMOVE 
  BLINDNESS/DEAFNESS)
  This bed works like a lesser bed of restoration, but it instead 
  casts remove blindness/deafness (one effect per use) on the 
  user.
  If the subject does not want to be affected, he can make a 
  Fortitude save (DC 14) to negate the effect.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, remove 
  blindness/deafness; Market Price: 15,000 gp.
  BED OF WELLNESS (REMOVE CURSE)
  This bed works like a lesser bed of restoration, but it instead 
  casts remove curse on the user.
  If the subject does not want to be affected, he can make a 
  Fortitude save (DC 14) to negate the effect.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, remove 
  curse; Market Price: 15,000 gp.
  BED OF WELLNESS (REMOVE DISEASE)
  This bed works like a lesser bed of restoration, but it instead 
  casts remove disease on the user.
  If the subject does not want to be affected, he can make a 
  Fortitude save (DC 14) to negate the effect.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, remove 
  disease; Market Price: 15,000 gp.
  BIER OF INQUISITION
  This large stone platform casts speak with dead on any corpse 
  lain upon it.
  This lasts for 5 minutes, and in this time the corpse can be 
  asked up to two questions, and it answers as best it can.
  This does not work on undead.
  If the corpse’s alignment differs from that of the person 
  asking the question, the corpse gets a Will save (DC 14).
  After the effect expires, the bier of inquisition will not work 
  on that same corpse for a full week, nor will a standard speak 
  with dead spell.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, speak 
  with dead; Market Price: 7,500 gp.
  BIER OF INQUISITION, GREATER
  This works like the standard bier of inquisition, but the effect 
  lasts for up to 15 minutes and the corpse can be asked up to 
  seven questions.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, speak 
  with dead; Market Price: 22,500 gp.
  BIER OF LIFE
  This large stone platform casts raise dead on any corpse laid 
  upon it, but only if you also place a diamond worth at least 
  500 gp over the corpse’s heart.
  The activation of the magic consumes the diamond.
  The raise dead spell only works upon corpses less than nine 
  days dead and if the subject’s soul is free and willing to 
  return.
  A raised subject loses a level when raised—or 1 point of 
  Constitution if she’s at 1st level.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, raise 
  dead; Market Price: 22,500 gp.
  BIER OF RESURRECTION
  This large stone platform casts resurrection on any corpse 
  laid upon it, but only if you also place a diamond worth at 
  least 500 gp over the corpse’s heart.
  The activation of the magic consumes the diamond.
  The resurrection spell only works upon remains less than 90 
  years dead.
  
  1265
  The revived subject is restored to full hit points, vigor, and 
  health.
  However, he loses a level—or 1 point of Constitution if he’s 
  at 1st level.
  This effect even works on those killed by a death effect or 
  who have become undead.
  It cannot, however, help someone dead of old age.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, 
  resurrection; Market Price: 44,500 gp.
  BLACK LUMINARY
  This large (3-foot-wide) steel half-orb sheds darkness in a 20-
  foot radius around itself.
  The creator of the orb can choose to include a shutter that 
  will block the darkness when closed.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  darkness; Market Price: 6,000 gp.
  BLACK LUMINARY, PITCH
  This large (4-foot-wide) steel half-orb sheds deeper darkness 
  in a 60-foot radius around itself.
  The creator of the orb can choose to include a shutter that 
  will block the darkness when closed.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, deeper 
  darkness; Market Price: 15,000 gp.
  BRAZIER OF AURA REVEALING (CHAOS)
  This works like a brazier of aura revealing (evil), except that it 
  detects chaos instead and you can be overwhelmed only if 
  you’re lawful.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, detect 
  chaos; Market Price: 3,000 gp.
  BRAZIER OF AURA REVEALING (EVIL)
  When lit, this massive (5-foot-wide) brazier outlines any 
  evil creature within 60 feet in a faint greasy, gray 
  illumination.
  If such a creature remains in the area for more than 2 
  rounds, the strength of its aura (dim, faint, moderate,
  strong, or overwhelming, as per the detect evil spell in the 
  Player’s Handbook) becomes apparent to all who can see the 
  creature.
  This item can’t reveal creatures who aren’t visible (whether 
  by concealment, cover, or sheer invisibility), though 
  anyone within 60 feet of the brazier can sense the presence 
  (and direction) of the evil creature, though not its exact 
  location.
  If the evil power is “overwhelming” and twice the character 
  level of a good-aligned viewer, the viewer is stunned for 1 
  round.
  This can actually make having such a brazier around a 
  liability if some truly nasty things invade your stronghold.
  Of course, if the creature entering is that powerfully evil, 
  anyone who is overwhelmed by its presence probably 
  wouldn’t be much good against it anyhow.
  It’s up to you to gauge the risk-benefit ratio for installing 
  such an item.
  See detect evil in the Player’s Handbook for details on aura 
  strength and how long an aura lingers.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, detect 
  evil; Market Price: 3,000 gp.
  BRAZIER OF AURA REVEALING (GOOD)
  This works like a brazier of aura revealing (evil), except that it 
  detects good instead and you can only be overwhelmed if 
  you’re evil.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, detect 
  good; Market Price: 3,000 gp.
  BRAZIER OF AURA REVEALING (LAW)
  This works like a brazier of aura revealing (evil), except that it 
  detects law instead and you can only be overwhelmed if 
  you’re chaotic.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, detect 
  law; Market Price: 3,000 gp.
  BRAZIER OF AURA REVEALING (MAGIC)
  This works like a brazier of aura revealing (evil), except that it 
  detects magic instead (and an overwhelming aura strength 
  has no dangerous effect).
  The brazier does not reveal its own magic power.
  For particulars about aura strengths and the length than an 
  aura lingers, see the Player’s Handbook.
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, detect 
  magic; Market Price: 1,000 gp.
  BRAZIER OF AURA REVEALING (UNDEAD)
  This works like a brazier of aura revealing (evil), except that it 
  detects undead instead.
  As with such a brazier, those of good alignment can be 
  overwhelmed if they detect extremely powerful undead.
  For particulars about aura strengths and the length than an 
  aura lingers, see the Player’s Handbook.
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, detect 
  law; Market Price: 1,000 gp.
  BRAZIER OF BRIGHT BURSTS
  While lit, this massive brazier (5 feet wide) can cause the 
  fireworks version of pyrotechnics with but a word from its 
  user.
  All those who can see the brazier, who are within 120 feet 
  of it, and who fail to make a Will save (DC 13) are blinded 
  by the fireworks blasting out of the brazier.
  This effect lasts 1d4+1 rounds.
  Those who know that the brazier’s power is about to be 
  activated gain a +10 circumstance bonus on their saving 
  throws against this effect.
  Many guardhouses keep a brazier of bright bursts nearby, for 
  two key purposes.
  First and most obvious, guards can use it to blind intruders, 
  and it works against all of them within range, no matter the 
  number.
  This can give the guards valuable, needed time to shut the 
  gates and secure the stronghold.
  Second, the fireworks serve as a signal to everyone else in 
  the castle of brewing trouble.
  The fireworks make a great deal of noise as well as light.
  Anyone within 200 feet of the brazier can hear this easily.
  Reduce the distance by 10 feet for each interposing closed 
  door and by 20 feet for each interposing substantial wall.
  In quiet conditions, the blasts can be heard 300 feet away.
  
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  The fire in the brazier is not itself magical, although the 
  brazier is.
  The fire is extinguished by the activation of the brazier.
  Relighting a brazier of bright bursts requires a full action, 
  assuming there sufficient fuel exist.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  pyrotechnics; Market Price: 6,000 gp.
  BRIGHT LUMINARY
  This large (4-foot-wide) steel half-orb sheds daylight in a 60-
  foot radius around itself.
  The creator of the orb can choose to include a shutter that 
  will block the light when closed.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, daylight;
  Market Price: 6,000 gp.
  CABINET OF STASIS
  This cabinet stands 8 feet tall by 3 feet deep by 4 feet wide.
  Any creature placed fully within it is immediately placed 
  into a state of suspended animation (no save), slowing its 
  life functions to the point where they essentially halt.
  Once inside, the creature feels the passage of one day for 
  every decade that actually passes, although it spends the 
  time in a dreamless sleep.
  Creatures inside the cabinet only awaken if pulled from the 
  cabinet by someone outside; it’s possible to starve to death.
  A cabinet of stasis can be used to keep a prisoner “on ice”.
  Sometimes the creators of heavily trapped strongholds 
  retreat into cabinets of stasis for centuries rather than face 
  some outer calamity.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  temporal stasis; Market Price: 66,000 gp.
  CACOPHONOUS CHAMBER
  Whenever someone enters this stronghold space, the very 
  walls scream at him at an eardrum-bursting volume.
  The creature must make a Fortitude save (DC 16) or be or 
  be deafened for 2d6 rounds and take 2d6 points of damage.
  A successful save avoids the deafness and halves the 
  damage.
  Brittle or crystalline objects or crystalline creatures take 
  7d6 points of damage.
  Crystalline creatures get a Fortitude save (DC 16) to halve 
  this damage, while creatures holding an endangered object 
  can negate the damage with a Reflex save (DC 16).
  This effect cannot penetrate magical silence.
  The hall of noise is extremely loud and so works effectively 
  as an alarm.
  Anyone within 200 feet of the place can hear the noise 
  easily.
  Reduce the distance by 10 feet for each interposing closed 
  door and by 20 feet for each interposing substantial wall.
  In quiet conditions, the noise can be heard 300 feet away.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, shout;
  Market Price: 14,000 gp.
  CHAMBER OF AIRY WATER
  Anyone in this stronghold space can breathe water as if it 
  were air.
  Those that can breathe water are unaffected.
  If a subject doesn’t wish to be affected, it can make a Will 
  save (DC 14) to negate the effect.
  Just about every underwater stronghold has at least one 
  such chamber in which to entertain surface-dwelling 
  guests.
  More ambitious underwater builders use this feature in as 
  much of their stronghold as possible, leaving only the most 
  private areas alone.
  Some air-breathing builders even use this feature to create 
  underwater portions of their airy strongholds.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, water 
  breathing; Market Price: 8,500 gp.
  CHAMBER OF CLIMBING
  Anyone who enters this stronghold space can suddenly 
  traverse walls and ceilings as if a spider climb spell had been 
  cast on her.
  This effect only lasts on any particular subject as long as she 
  is actually in the room.
  This extra is often added to rooms with trapdoors in the 
  ceiling or secret doors placed high in the wall.
  The chamber of climbing isn’t obvious, so only the stronghold 
  residents will walk up to the trapdoor.
  Intruders probably won’t think to try walking up a wall.
  A subject can make a Will save (DC 13) to prevent being 
  affected by the spell.
  A creature with a Strength score of 23 or better can pull the 
  subject off the wall.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, spider 
  climb; Market Price: 1,500 gp.
  CHAMBER OF COMFORT
  The temperature in this stronghold space is always a cozy 
  70°F.
  Additionally, the room magically circulates fresh air in and 
  out of the room.
  The smoke from a fire lit in the room draws directly into 
  the ceiling and then disappears.
  The place is never stuffy, always feeling like a soft breeze is 
  flowing through the place, even if it’s airtight.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  Leomund’s tiny hut; Market Price: 7,500 gp.
  CHAMBER OF COURAGE
  Any creature in this stronghold space gains a +4 morale 
  bonus against fear effects while in the room.
  This also lasts for 10 minutes after the subject leaves the 
  room.
  If a subject suffering from a fear effect enters the room, she 
  gets a new saving throw with the +4 morale bonus.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, remove 
  fear; Market Price: 1,500 gp.
  CHAMBER OF GUIDANCE
  Anyone who speaks the proper command word (usually 
  engraved on a wall) while in this chamber receives a +1 
  competence bonus on a single attack roll, saving throw, or 
  skill check made in the next hour.
  Each user can only take advantage of this effect once per 
  day.
  
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  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  guidance; Market Price: 750 gp.
  CHAMBER OF HIDDEN CHARACTER
  The alignment of anyone in this stronghold space is 
  undetectable.
  Evil characters who do not wish for those around them to 
  know their true alignment often use this feature.
  Caster Level: 2nd; Prerequisites: Craft Wondrous Item, 
  undetectable alignment; Market Price: 3,000 gp.
  CHAMBER OF SAFETY
  This extra provides anything in this stronghold space 
  damage reduction against ranged weapons, akin to that of a 
  protection from arrows spell.
  Anything in the area of effect, including the stronghold 
  space itself, gains DR 10/+1 against ranged weapons.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  protection from arrows; Market Price: 9,000 gp.
  CHAMBER OF SAFETY, GREATER
  This wondrous architecture is identical to the standard 
  chamber of safety, except that ranged ammunition that misses 
  a target within this stronghold space is reversed in midair.
  It then flies back to the original attacker, making a ranged 
  attack with an attack bonus of +0 as if someone standing in 
  the location of the original target had fired it.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  protection from arrows, repel wood; Market Price: 50,000 gp.
  CHAMBER OF SEEING
  Any invisible creature that enters this stronghold space 
  instantly becomes visible.
  Only creatures with no visible form, such as invisible 
  stalkers, remain unseen.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  invisibility purge; Market Price: 7,500 gp.
  CHAMBER OF SLOTH
  Any creature entering this stronghold space falls under the 
  influence of a slow spell (Will save DC 14 negates).
  Since this potential trap affects all creatures within the 
  space, stronghold defenders wishing to best utilize it must 
  equip themselves with ranged weapons that they can use 
  from outside the chamber.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, slow;
  Market Price: 7,500 gp.
  CHAMBER OF SPEED
  Any creature entering this room acts as if under the 
  influence of a haste spell.
  The main reason for having a room such as this is so that 
  you can get things done more quickly.
  Those extra partial actions add up after a while.
  Most tasks can be completed in about half the normal time.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, haste;
  Market Price: 15,000 gp.
  CHAMBER OF THE EARTHBOUND
  Within the walls of this chamber, the fly spell does not 
  function, nor does the flight function of any magic item 
  that has fly as a prerequisite.
  Characters flying before entering the chamber float to the 
  ground as if the spell’s duration had expired.
  Upon leaving the chamber, any fly spells or effects whose 
  duration has not expired returns to normal efficacy.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, spell 
  immunity; Market Price: 14,000 gp.
  CHAMBER OF THE UNLIVING
  The entire stronghold space is under the influence of an 
  antilife shell.
  Most living creatures cannot enter the space.
  The exceptions are constructs, elementals, outsiders, or 
  undead.
  No saving throw is allowed to permit other types of 
  creatures to enter the space affected.
  The chamber of the unliving is most often found in the 
  stronghold of a necromancer, because the spellcaster’s 
  minions can move through the space freely, even if she 
  cannot.
  Such places are often also encountered in an extraplanar 
  stronghold, because the outsiders that live there can move 
  about without pause, while most visitors from the Material 
  Plane cannot.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, antilife 
  shell; Market Price: 33,000 gp.
  CHAMBER OF WEAK-MINDEDNESS
  Anyone who enters this mist-filled stronghold space must 
  make a Will save (DC 17) or fall victim to a mind fog spell.
  While the fog doesn’t significantly affect vision in the area, 
  those who fall victim to its magical effects suffer a –10 
  competence penalty on all Wisdom checks and Will saves.
  This effect lasts while the target is in the chamber, as well 
  as for another 2d6 rounds after she leaves.
  Anyone who makes the original Will save once need not 
  make another save against the chamber’s effects while she 
  remains in the chamber.
  If she leaves and comes back in, though, she must make a 
  new saving throw.
  This magic item is best used in conjunction with other 
  effects, such as inscriptions of urgency, or in the sanctum of a 
  bard or enchanter.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, mind 
  fog; Market Price: 22,500 gp.
  CLOUDGATHERING ORB
  This large (4-foot-wide) crystal orb keeps the weather nasty 
  (thunderstorms in spring, torrential rain in summer, sleet 
  in autumn, and blizzards in winter) around the stronghold 
  for a two-mile radius.
  Anyone attempting to magically alter the weather in this 
  area must make an opposed level check against the 
  cloudgathering orb’s power to succeed.
  See the DUNGEON MASTER’s Guide for weather effects.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, control 
  weather; Market Price: 33,000 gp.
  
  1268
  CONSECRATED CHAPEL
  The entire stronghold space is consecrated, as per the spell.
  All Charisma checks to turn undead gain a +6 sacred bonus.
  Undead in the space suffer a –2 sacred penalty on attack 
  and damage rolls and saves.
  Undead cannot be created within nor summoned into this 
  space.
  The consecrated chapel must contain an altar, shrine, or other 
  permanent fixture dedicated to the creator’s chosen deity.
  A desecrate spell negates the effect of the consecrated chapel 
  for the duration of the desecrate spell.
  After that, the effects of the consecrated chapel return.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, fixture 
  dedicated to chosen higher power, consecrate; Market Price:
  5,500 gp.
  DESECRATED SHRINE
  The entire stronghold space is desecrated, as per the spell.
  All Charisma checks to turn undead suffer a –6 penalty.
  Undead in the space gain a profane +2 bonus on attack and 
  damage rolls and saves.
  Undead cannot be created within nor summoned into this 
  space.
  Undead summoned or created in this space gain +2 hit 
  points per HD.
  The desecrated shrine must contain an altar, shrine, or other 
  permanent fixture dedicated to the creator’s chosen higher 
  power.
  A consecrate spell negates the effect of the desecrated shrine 
  for the duration of the consecrate spell.
  After that, the effects of the desecrated shrine return.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, fixture 
  dedicated to chosen higher power, desecrate; Market Price:
  3,000 gp.
  DISHONEST CHAMBER
  Whenever anyone uses a Divination spell to detect an aura 
  within this chamber, the spell instead randomly indicates 
  that some other person or object radiates the aura searched 
  for.
  If nothing in the chamber radiates the aura detected for, 
  the chamber has no effect.
  If the caster of the Divination spell makes a Will save (DC 
  13), his spell works normally.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  misdirection; Market Price: 3,000 gp.
  ENGRAVED CIRCLE OF PROTECTION (CHAOS)
  This addition is identical to an engraved circle of protection 
  (evil), except that it provides protection from chaotic 
  creatures.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, magic 
  circle against chaos; Market Price: 7,500 gp.
  ENGRAVED CIRCLE OF PROTECTION (EVIL)
  This work is a permanent form of a magic circle against evil.
  It is engraved into the floor of the stronghold space that 
  encloses it.
  It can be any size from 3 feet wide up to a full 20 feet across, 
  taking up most of a stronghold space.
  Once engraved, the size cannot be changed.
  Anyone within the engraved circle of protection (evil) 
  gains the effects of a protection from evil spell.
  Alternatively, the engraved circle of protection can be created 
  to serve as a magical prison for a called creature (as magic 
  circle against evil, except that the effect is permanent).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, magic 
  circle against evil; Market Price: 7,500 gp.
  ENGRAVED CIRCLE OF PROTECTION (GOOD)
  This addition is identical to an engraved circle of protection 
  (evil), except that it provides protection from good 
  creatures.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, magic 
  circle against good; Market Price: 7,500 gp.
  ENGRAVED CIRCLE OF PROTECTION (LAW)
  This work is identical to an engraved circle of protection (evil),
  except that it provides protection from lawful creatures.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, magic 
  circle against law; Market Price: 7,500 gp.
  EVERFUL BASIN
  This enchanted basin always has six gallons of water in it, 
  no matter how many times it might be dipped into.
  However, if the everful basin is ever emptied completely, 
  such as by tipping it over, it ceases to work forever, the 
  magic spilling away with the last of the water.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, create 
  water; Market Price: 4,500 gp.
  EVERFUL LARDER
  Whenever opened, this magical larder produces simple, 
  nourishing food for five people.
  If removed from the larder and not immediately consumed, 
  the food becomes inedible after 24 hours, although it can be 
  kept fresh for another 24 hours by casting a purify food and 
  water spell on it.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, create 
  food and water; Market Price: 15,000 gp.
  FORBIDDING SIGILS
  These inscriptions guard a stronghold space from 
  unwanted visitors—extraplanar or otherwise.
  A sigil has two effects: First, the area is sealed from 
  extradimensional travel into it, including dimension door,
  teleport, plane shift, and summoning spells.
  Second, creatures with alignments different from the 
  caster’s cannot enter the area.
  Creatures whose alignments differ in one aspect (lawful 
  evil vs.
  chaotic evil, for example), suffer 3d6 points of damage and 
  are hedged out.
  Creatures whose alignments differ in two aspects (chaotic 
  good vs.
  lawful neutral) suffer 6d6 points of damage.
  A successful Will save (DC 19) negates both effects, but if a 
  character fails the save once, future attempts automatically 
  fail.
  
  1269
  Dispel magic automatically fails against forbidding sigils unless 
  the dispeller is 11th level or higher.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  forbiddance; Market Price: 12,200 gp.
  FRIGHTFUL TAPESTRY
  This huge tapestry takes up an entire wall in a stronghold 
  space.
  Any creature of less than 6 HD who enters becomes 
  frightened for 5 rounds (Will save DC 13 negates).
  A frightened creature flees the stronghold by the shortest 
  possible path.
  If unable to flee the subject can still fight, but a frightened 
  creature suffers a –2 morale penalty on attack rolls, damage 
  rolls, and saving throws.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, scare;
  Market Price: 10,000 gp.
  GARDEN OF UNDERSTANDING
  Any character that enters this stronghold space can 
  understand and communicate with all plants (including 
  plant creatures) in the space.
  This works like a speak with plants spell, although the effect 
  ends as soon as either the character or the plant leaves the 
  space.
  While this bit of wondrous architecture is most often 
  created as part of a garden—all the better to find plants 
  in—it can just as easily be worked into any other place in 
  which the owner might wish to communicate with plants.
  Some stronghold owners have this effect placed upon any 
  space and then place potted plants about the area.
  Later, the owner can go back and converse with the plants 
  to see if they have learned or simply overheard anything 
  while she was away.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, speak 
  with plants; Market Price: 7,500 gp.
  GHASTLY CHAMBER
  Any person entering this space is immediately paralyzed 
  for 1d6+2 rounds (as if affected by a ghoul touch spell), and 
  exudes a nauseating stench that deals a –2 penalty on attack 
  rolls, weapon damage rolls, saving throws, skill checks, and 
  ability checks to all within 10 feet.
  This stench (and effect) lasts as long as the person remains 
  paralyzed.
  A successful Fortitude save (DC 13) by the person entering 
  negates the paralysis and stench, while the same save 
  negates the nausea.
  This effect is best used in conjunction with either a number 
  of guards or some kind of alarm.
  Otherwise, the victims may be able to simply suffer 
  through the paralyzation and walk away.
  The creator may make the area of effect for this chamber 
  smaller than the standard 400 square feet (as small as a 5-
  foot-by-5-foot square).
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, ghoul 
  touch; Market Price: 3,000 gp.
  GUARDIAN STATUE
  This item looks like nothing more than a standard piece of 
  statuary.
  However, if someone comes within 5 feet without giving 
  the password, it lets out with an alarming hue and cry.
  The creator can make this either a mental alarm or an 
  audible alarm, as per the spell.
  When found, this is a mental alarm 25% of the time and an 
  audible alarm 75% of the time.
  If the alarm is audible, anyone within 60 feet can hear it 
  clearly.
  Each interposing closed door reduces that distance by 10 
  feet.
  Each interposing substantial wall reduces the distance by 
  20 feet.
  In quiet conditions, the alarm can be heard faintly up to 180 
  feet away.
  A silence spell on either the guardian statue or the listener 
  defeats the audible alarm.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, alarm;
  Market Price: 3,000 gp.
  HALL OF BABBLE
  Anyone who enters this stronghold space must make a Will 
  save (DC 14) or have any words that she speaks come out as 
  an unintelligible mess.
  The creator of this magic item determines the exact nature 
  of the transmuted sounds at the time of creation.
  This makes it impossible for anyone in the room to 
  communicate verbally with anyone else.
  Additionally, it prevents a spellcaster from casting a spell 
  that requires a verbal component.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, sculpt 
  sound; Market Price: 7,500 gp.
  HALL OF CHAOS
  An aura of randomly patterned colors surrounds all chaotic 
  characters in this stronghold space.
  This grants them a +4 deflection bonus to AC and a +4 
  resistance bonus on saves.
  They also get spell resistance 25 against lawful spells and 
  those cast by lawful creatures.
  They are also protected from possession and mental 
  influence as per protection from chaos.
  If a lawful creature hits a protected character in melee, the 
  attacker is confused for 1 round, as per the confusion spell.
  A Will save (DC 22) negates this.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, cloak of 
  chaos; Market Price: 60,000 gp.
  HALL OF DESPAIR
  Any creature that enters this stronghold space suffers a –2 
  morale penalty on saving throws, attack rolls, ability 
  checks, skill checks, and weapon damage rolls as long as he 
  remains within the chamber (as if affected by an emotion 
  spell of the despair variety; Will save DC 14 negates).
  If a wizard creates this chamber, the DC is 16 and the 
  market price is 14,000 gp.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, emotion;
  Market Price: 10,500 gp.
  
  1270
  HALL OF FEAR
  Any creature that enters this stronghold space must 
  immediately flee from the area (as if affected by an emotion 
  spell of the fear variety; Will save DC 14 negates).
  If a wizard creates this chamber, the DC is 16 and the 
  market price is 14,000 gp.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, emotion;
  Market Price: 10,500 gp.
  HALL OF FRIENDSHIP
  Any humanoid entering this stronghold space while the 
  owner is also within the space becomes charmed by the 
  stronghold’s owner (as if by the charm person spell; Will save 
  DC 22 negates).
  This lasts as long as the charmed person remains within the 
  stronghold space.
  The hall of friendship’s effect can function on a maximum of 
  30 HD of creatures at any given time.
  If more potential targets exist than the room can affect, the 
  owner may select potential targets one at a time until he 
  reaches the limit (any target whose HD would put the total 
  over 30 is not affected).
  Many throne rooms or negotiation chambers include this 
  wondrous architecture.
  Tread carefully, though, since the effect fades as soon as the 
  target leaves the affected area.
  Those who realize that they have been charmed may not be 
  happy about it.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, mass 
  charm; Market Price: 60,000 gp.
  HOLE OF HIDING
  This addition is effectively a permanent rope trick set into 
  the ceiling of a stronghold space.
  Alternatively, if there is no ceiling, it leads up to 30 feet 
  above the space.
  The hole of hiding is an extradimensional space with a rope 
  attached to its entry.
  You climb up the rope (Climb check, DC 15) to enter the 
  space.
  Up to seven people and the rope can fit in the space, or 
  eight people if you let the rope hang out.
  Once you pull up the rope, the space is undetectable.
  Inside the hole of hiding you can see out into the real world 
  as if you are looking out a 3-foot-by-5-foot window centered 
  on the rope.
  Spells cannot cross this window, nor can area effects work 
  across it.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, rope 
  trick; Market Price: 3,000 gp.
  HALL OF HOLINESS
  A brilliant divine radiance surrounds all good characters in 
  this stronghold space.
  This grants them a +4 deflection bonus to AC and a +4 
  resistance bonus on saves.
  They also get spell resistance 25 against evil spells and 
  those cast by evil creatures.
  They are also protected from possession and mental 
  influence as per protection from evil.
  If an evil creature hits a protected character in melee, the 
  attacker is blinded.
  A Fortitude save (DC 22) negates this.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, holy 
  aura; Market Price: 60,000 gp.
  HALL OF HOPE
  Any creature that enters this stronghold space gains a +2 
  morale bonus on saving throws, attack rolls, ability checks, 
  skill checks, and weapon damage rolls while in the 
  stronghold space (as if affected by an emotion spell of the 
  hate variety; Will save DC 14 negates, though most 
  creatures aware of the effect voluntarily forego the save).
  If a wizard creates this chamber, the DC is 16 and the 
  market price is 14,000 gp.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, emotion;
  Market Price: 10,500 gp.
  HALL OF LAW
  A dim blue glow surrounds all lawful characters in this 
  stronghold space.
  This grants them a +4 deflection bonus to AC and a +4 
  resistance bonus on saves.
  They also get spell resistance 25 against chaotic spells and 
  those cast by chaotic creatures.
  They are also protected from possession and mental 
  influence as per protection from chaos.
  If a chaotic creature hits a protected character in melee, the 
  attacker is slowed, as per the slow spell.
  A Will save (DC 22) negates this.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, shield 
  of law; Market Price: 60,000 gp.
  HALL OF SILENCE
  All sounds made within this stronghold space are negated 
  (as if by a silence spell).
  A Will save (DC 13) allows a character to speak normally 
  (including casting spells with vocal components), though 
  other sounds remain dampened.
  This doesn’t affect sounds created outside this stronghold 
  space, so you can hear the noise from other rooms 
  normally.
  Stronghold builders often use this wondrous architecture 
  in libraries and sometimes even bedchambers.
  It can also quiet extremely noisy places in a stronghold—
  such as a smithy—so that those nearby can hear themselves 
  think.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, silence;
  Market Price: 3,000 gp.
  HALL OF SPEECH
  Anyone who enters this stronghold space can understand 
  any spoken words heard, no matter the language.
  Similarly, the subject can speak in any language, although 
  he can only use one at a time.
  This wondrous architecture can be especially useful when 
  used in conjunction with scrying magic.
  Often a character can spy on someone else magically but 
  not be able to understand what is being said.
  When the scrying character is in this hall, such a situation 
  is not a problem.
  
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  Caster Level: 4th; Prerequisites: Craft Wondrous Item, tongues;
  Market Price: 4,000 gp.
  HALL OF STRIFE
  Any creature that enters this stronghold space gains a +2 
  morale bonus to Strength and Constitution scores, and a +1 
  morale bonus on Will saves, but suffers a –1 penalty to AC 
  and must fight regardless of danger (as if affected by an 
  emotion spell of the rage variety; Will save DC 14 negates, 
  though many creatures aware of the effect voluntarily 
  forego the save).
  This effect does not stack with barbarian rage.
  If a wizard creates this chamber, the DC is 16 and the 
  market price is 14,000 gp.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, emotion;
  Market Price: 10,500 gp.
  HALL OF TRUTH
  Those who enter this stronghold space are unable to speak 
  deliberate and intentional lies unless they make a Will save 
  (DC 13).
  Those affected by the enchantment are aware of it, so they 
  cannot be tricked into saying something they would rather 
  not.
  This effect only lasts as long as the subject is in the space.
  If a subject leaves the space and reenters it later, he must 
  make another saving throw.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, zone of 
  truth; Market Price: 3,000 gp.
  HURRICANE’S EYE
  This large (5-foot-wide) crystal orb maintains hurricane-
  force winds (see Chapter 3 of the DUNGEON MASTER’s 
  Guide) around the outside your stronghold at all times.
  Properly placed within a stronghold, the eye of the 
  hurricane (the safe, calm part) can encompass up to twelve 
  stronghold spaces clustered around the orb.
  If your stronghold is larger than this, you can purchase 
  multiple orbs and link them together by overlapping the 
  eyes.
  Any section surrounded by eyes on all sides automatically 
  becomes a part of the eye, turning the whole region into 
  one massive, continuous eye, leaving the raging winds 
  entirely outside the affected regions.
  Any single hurricane’s eye can be calibrated to create an eye 
  in a smaller number of spaces too.
  The only caveat is that these spaces must all be clustered 
  tightly together.
  The winds circle the eye in a clockwise or counter-
  clockwise fashion, as you prefer.
  However, if there are more orbs than one, they must all 
  force the wind to circle in the same direction.
  If you join this item with a tornado’s eye or a windstorm’s eye, 
  they can each only function at the level of the weakest 
  item.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, control 
  winds; Market Price: 75,000 gp.
  ILLUSORY LANDSCAPE
  The creator designs a permanent illusory terrain capable of 
  changing the terrain around a stronghold.
  This can make a foreboding or dangerous land look friendly 
  and peaceful, or vice versa.
  Some stronghold owners put an illusory landscape into place 
  before they even break ground.
  This helps prevent later visitors from knowing the true 
  nature of the surrounding terrain.
  A single illusory landscape covers up to forty-seven 
  contiguous stronghold spaces, and you can overlap 
  multiple illusory landscapes to cover more area.
  Note, however, that the spell only affects natural terrain.
  Structures, equipment and creatures within the area cannot 
  be hidden by the illusory landscape or have their appearance 
  changed.
  An illusory landscape can cover up the existence of a river or 
  a moat.
  It could even make a floating stronghold look as though it 
  sits on the ground, or make a regular stronghold look as 
  though it hovers over the open land.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  hallucinatory terrain; Market Price: 14,000 gp.
  INSCRIPTIONS OF CONCEALMENT
  Every object within this stronghold space (except for the 
  walls, floor, and ceiling) becomes undetectable to any kind 
  of divination spells and even invisible to normal vision.
  Living creatures (and any objects they wear or carry) are not 
  affected by this effect.
  The spell does not prevent items in the room from being 
  discovered by touch.
  Most stronghold builders who include this wondrous 
  architecture use it to disguise the nature and contents of a 
  treasure or trophy room.
  A determined effort can get around the effects, but for most 
  purposes, the room seems empty.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, 
  sequester; Market Price: 45,500 gp.
  INSCRIPTIONS OF FALSEHOOD
  Every creature within this stronghold space becomes 
  undetectable to scrying and even normal vision.
  When the inscriptions of falsehood are created, the creator 
  specifies what appears to be going on in the room instead.
  You must state this in general terms, and once you set the 
  conditions, you cannot change them.
  Attempts to scry the area automatically see the programmed 
  illusion.
  Direct observation can allow a save (Will save DC 22) if 
  there’s a reason to disbelieve the image.
  Even entering the space doesn’t necessarily allow this, as 
  long as the image is well-constructed and any hidden 
  people take pains to avoid detection.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, screen;
  Market Price: 45,500 gp.
  INSCRIPTIONS OF PRIVACY
  This wondrous architecture places arcane sigils throughout 
  the walls and ceiling of a room.
  They can be as subtle or outlandish as the creator likes.
  However, when anyone tries to spy upon anyone in the 
  room by means of clairaudience/clairvoyance, scrying, a crystal 
  ball, or any other method of scrying, the inscriptions glow 
  softly.
  
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  If the scrying attempt originates within the stronghold 
  space, the person attempting it begins glowing as well.
  Anyone scried upon can make an opposed Scry check.
  If the target of the scrying attempt wins the roll, she 
  immediately gets a mental image of the scrier, along with a 
  sense of the direction and distance of the scrier, accurate to 
  within 10%.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, detect 
  scrying; Market Price: 14,000 gp.
  INSCRIPTIONS OF URGENCY
  Any creature who enters this stronghold space immediately 
  becomes the subject of a suggestion spell (Will save DC 19 
  negates).
  The suggested action must be chosen when the inscriptions 
  are created, and cannot be changed afterward.
  The suggestion cannot be more than one or two sentences 
  long, and it must seem reasonable in nature (as the spell).
  The suggestion lasts up to 11 hours after the target leaves the 
  room or until the suggested course of action is completed.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, mass 
  suggestion; Market Price: 35,000 gp.
  INSCRIPTIONS OF VACANCY
  Everyone within this stronghold space becomes 
  undetectable to scrying.
  In fact, to them it appears as if the room is entirely empty of 
  people and devoid of activity, no matter how many people 
  are in it or what they are doing.
  These inscriptions are often used on areas that need to 
  remain secure, such as throne rooms or war counsel rooms.
  No decent kingdom is without at least one such room in its 
  leader’s stronghold.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, false 
  vision; Market Price: 22,500 gp.
  INVISIBLE HELPER
  This permanent unseen servant is anchored to a single 
  stronghold space and cannot leave that space.
  If it takes enough damage to be destroyed (6 hit points), it 
  disappears forever.
  Many stronghold owners use one or more invisible helpers to 
  supplement their more traditional servants.
  They never tire and can work endlessly, but due to their 
  lack of smarts, they are a poor substitute for the real thing 
  when it comes to complex tasks or real responsibility.
  In general, an invisible helper can replace any servant whose 
  role is typically filled by a commoner (as opposed to an 
  expert or other class).
  Anyone in the space can command the invisible helper.
  If the helper receives conflicting commands, the helper 
  obeys the owner of the stronghold; otherwise, would-be 
  controllers can make opposed Wisdom checks to see who 
  wins command.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, unseen 
  servant; Market Price: 1,500 gp.
  JESTER’S THEATER
  Upon entering this stronghold space, a subject must make a 
  Will save (DC 13) or fall into a fit of uncontrollable 
  laughter for 3 rounds.
  The subject can take no actions while laughing.
  Creatures with Intelligence of 2 or lower are unaffected.
  At the end of the duration, or if the save succeeds, the 
  target is immune to the effect as long as she remains within 
  the space.
  If she leaves and reenters, she must make the save again.
  The name of this space is somewhat misleading, as no 
  honest performer—serious or otherwise—would ever 
  stoop to using magic to get a laugh.
  This wondrous architecture is most often used as either a 
  trap (with guards nearby to overhear the laughter) or a form 
  of torture.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Tasha’s 
  hideous laughter; Market Price: 3,000 gp.
  LEOMUND’S LASTING SHELTER
  This stronghold space is essentially a permanent version of 
  Leomund’s secure shelter.
  The Player’s Handbook has a diagram of this spell’s effect.
  It’s usually cheaper to simply build a place instead of 
  creating a Leomund’s lasting shelter, but there are times and 
  locations in which it’s not so easy to get materials or 
  workers into place.
  Some builders have created a quick stronghold by putting 
  up four or five of these shelters and then connecting them 
  together with simple stone or wooden walls.
  In addition to the structure, Leomund’s lasting shelter comes 
  with a decent security system.
  The doors and windows are fitted with arcane locks, and the 
  chimney has an iron grate atop it.
  In addition, an unseen servant is there to meet your every 
  need.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  Leomund’s secure shelter; Market Price: 14,000 gp.
  LEOMUND’S TEMPERATE HUT
  This wondrous architecture is at its heart a permanent 
  version of Leomund’s tiny hut.
  Despite the name of the original spell, the hemisphere of 
  force it creates is actually large enough to fill nearly four 
  full stronghold spaces (a 20-foot-radius hemisphere).
  The temperate hut maintains a nice, steady temperature in all 
  but the most extreme climates.
  It provides solid protection from the elements and can 
  withstand up to a hurricane-force wind (75+ mph) before it 
  is blown away.
  The dome of the hut is opaque from the outside, but people 
  and creatures can pass through it easily.
  Ranged weapons can be fired into the hut as well, but since 
  the shell is opaque from that direction, those inside have 
  total concealment.
  Those inside the hut can see out clearly.
  In addition, the hut can be illuminated or darkened from 
  within with but a word.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  Leomund’s tiny hut; Market Price: 7,500 gp.
  MAP OF GUIDANCE
  When created, this magic item is keyed specifically to a 
  certain stronghold.
  As long as it hangs in that stronghold, it depicts the layout 
  of that stronghold.
  
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  The map can be as crude or ornate as the creator desires.
  The map will faithfully depict all areas and elements of the 
  stronghold on the same plane as the map (even additions 
  made after the map is created), though the creator can 
  designate certain areas not to be shown on the map (such as 
  secret vaults).
  Whenever the user touches a room on the map, she 
  instantly knows the shortest, most direct route to get from 
  where she is to the location touched on the map.
  The creator can also choose for the map of guidance to instill 
  knowledge of how to bypass any traps or dangerous 
  locations (such as passwords or trap bypasses).
  The map must be carved into stone, steel, or some other 
  durable substance, and measures at least 4 feet ×3 feet.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, find 
  the path; Market Price: 18,000 gp.
  MAP OF TACTICS
  This table (at least 5 feet ×5 feet) features a topographical 
  map of the stronghold and the outlying area to a distance of 
  one mile from the stronghold.
  When a person touches the map, a glowing icon 
  representing her appears at the appropriate location on the 
  map (Will save DC 16 negates).
  The person can then leave the room and wander as she 
  likes.
  As long as she stays within the region represented on the 
  map of tactics, the map shows where she is.
  If she leaves the area and then returns, the map 
  immediately picks up her presence again.
  The map can track up to three people at a time for up to 9 
  hours each.
  The icon gives more than just location data on the tracked 
  subjects.
  It also renders their status: unharmed, wounded, dying, 
  disabled, unconscious, stunned, dead, and so on.
  Anyone within 5 feet of the map instantly understands how 
  to read these icons properly.
  If the maximum number of people are already being 
  tracked, no additional people can be tracked until the time 
  limit one or more of the current subjects expires or unless 
  one of the current subjects returns to the map and touches 
  it again.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, status;
  Market Price: 18,000 gp.
  MAP OF TACTICS, GREATER
  This item works like the map of tactics, except that it can 
  track up to six subjects at a time and for up to 18 hours 
  each.
  Caster Level: 18th; Prerequisites: Craft Wondrous Item, status;
  Market Price: 36,000 gp.
  MISSING CHAMBER
  This stronghold space—and everyone and everything 
  inside it—is difficult to detect by divination spells, detect 
  spells, and magic items that mimic these effects.
  For such a spell or item to work, the caster or item must 
  succeed at a caster level check (1d20 + caster level) against a 
  DC of 16.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  nondetection; Market Price: 7,500 gp.
  PANTRY OF PRESERVATION
  This stronghold space is enchanted with a permanent 
  version of gentle repose.
  This prevents the remains of dead creatures from decaying, 
  making for the ultimate in meat preservation.
  No fine kitchen goes without it.
  When used to store the bodies of deceased humans and 
  humanoids, such a place is called a morgue of preservation.
  While these spaces are sometimes used to keep many 
  bodies in perfect storage, they are just as often used to keep 
  fresh the body of a notable person that is lying in state.
  Often these bodies are placed in a glass case to prevent 
  other damage, then put out (usually under heavy guard) 
  where people can visit the place to pay their respects to the 
  dead.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, gentle 
  repose; Market Price: 3,000 gp.
  OAKEN GUARDIAN
  This magic item is a large oak tree that can transform into a 
  treant (see the Monster Manual).
  The creator of an oaken guardian gives it an 11-word trigger 
  phrase that tells the treant what to do and when.
  You must create the oaken guardian within 300 feet of 
  something it is meant to protect.
  A druid can create multiple oaken guardians if she likes, but 
  they must each be near something that needs protecting.
  The oaken guardian returns to its tree-like state when it has 
  accomplished its objective.
  If it is killed, it is no more.
  However, if it is only damaged, it can heal normally—as a 
  treant would, not a tree—even in its tree-like state.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, liveoak;
  Market Price: 33,000 gp.
  ORB OF PLEASANT BREEZES
  This large (4-foot-wide) crystal orb keeps the weather in a 
  two-mile radius around the stronghold mild and pleasant 
  no matter the time of year.
  Anyone attempting to magically alter the weather in this 
  area must make an opposed level check against the orb’s 
  power to succeed.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, control 
  weather; Market Price: 33,000 gp.
  PATH OF WATERY SOLIDITY
  This effect covers up to eight contiguous 5-foot-by-5-foot 
  squares on the surface of a liquid.
  Any creature that walks on the enchanted area treats the 
  liquid as if it were entirely solid, as per a water walk spell.
  Creatures that wish to avoid this effect must make a Will
  save (DC 14).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, water 
  walk; Market Price: 7,500 gp.
  PLATFORM OF JAUNTING
  By stepping on this 10-footround platform—which is 
  affixed to the floor—the user is immediately transported to 
  any other locale within 680 feet, as per the spell dimension 
  door.
  
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  You always arrive at exactly the right spot, whether you’re 
  able to actually visualize the area or simply give relative 
  coordinates by stating a direction and a distance from your 
  current position.
  As with dimension door, you can risk the chance of 
  reappearing inside of something solid.
  If that happens, you remain stuck in the Astral Plane until 
  you make a Will save (DC 25), which you can try each 
  round.
  A successful save allows you to move up to 100 feet into an 
  open spot.
  If no open spot exists within that range, you can make a 
  similar Will save (DC 25) once each minute to move up to 
  1,000 feet to an open area.
  If no such space exists, you remain trapped in the Astral 
  Plane unless you can escape in some other manner.
  When using the platform of jaunting, you can bring up to 350 
  pounds of material you touch.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, 
  dimension door; Market Price: 14,000 gp.
  PLATFORM OF JAUNTING, GREATER
  This fixture is similar to the platform of jaunting, except that 
  it has limitless range on the same plane and you have no 
  chance of becoming stuck on the Astral Plane.
  You need only a reliable description of the destination.
  If your information proves unreliable, you disappear and 
  then reappear on the platform.
  When using the greater platform of jaunting, you can bring up 
  to 850 pounds of material you touch.
  Since the greater platform of jaunting provides only one-way 
  transport, some stronghold builders construct a network of 
  devices to allow for round trips.
  This works particularly well when you collaborate with 
  other owners so that you can visit each other at will.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, teleport 
  without error; Market Price: 76,500 gp.
  PLATFORM OF HEALING
  This 10-foot-diameter platform, which must be affixed to 
  the floor when created, casts heal on any living creature that 
  steps onto it.
  If an undead creature steps onto the platform, treat it as if a 
  harm spell had been cast upon it instead, removing all but 
  1d4 hit points from it.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, heal;
  Market Price: 30,000 gp.
  PLATFORM OF LEVITATION
  Anyone standing upon this square platform can cause it to 
  levitate up or down at a rate of 20 feet per round.
  If more than one person attempts to direct the platform of 
  levitation at once, the winner of an opposed Wisdom check 
  gains control for that round.
  In the case of a tie, the platform stays remains in place for 1 
  round.
  When not in use, the platform levitates in place.
  The lesser platform of levitation measures 5 feet on a side and 
  can lift up to 250 pounds of material in addition to the 
  platform itself, while the greater platform (10 feet by 10 feet) 
  can lift a full 2000 pounds in addition to itself.
  A lesser platform of levitation usually serves used as a magic 
  elevator, bringing beings and light goods from one level of 
  a stronghold to another.
  Greater platforms of levitation often serve as freight elevators, 
  used to haul heavy things up and down between levels in a 
  stronghold.
  They can even move large weaponry into place at the top of 
  a tower.
  Some stronghold owners use the platform of levitation to 
  travel between floors.
  When the platform is in place, it serves as both ceiling and 
  floor, sealing the room from unwanted visitors.
  Caster Level: 3rd (lesser), 20th (greater); Prerequisites: Craft 
  Wondrous Item, levitate; Market Price: 6,000 gp (lesser), 
  40,000 (greater).
  PLATFORM OF TELEKINESIS
  This addition is similar to the platform of levitation, except 
  that the platform can move in any direction at up to 20 feet 
  per round.
  Though most commonly used as a versatile elevator, this 
  item functions admirably outside strongholds as well (even 
  as a mobile weapons platform).
  Since it doesn’t fit well through a standard doorway, you 
  must plan your stronghold layout carefully to make 
  maximum use of the platform.
  Caster Level: 9th (lesser), 20th (greater); Prerequisites: Craft 
  Wondrous Item, telekinesis; Market Price: 20,000 gp (lesser), 
  100,000 gp (greater).
  POOL OF SCRYING
  This shallow pool forms a reflective surface in which the 
  user can scry on others.
  This works like the standard scrying spell.
  Spellcasters can cast certain spells through the pool of scrying 
  at creatures or things they are scrying upon, as per the 
  scrying spell.
  While the pool can be shallow, it must be at least 2 feet ×4 
  feet.
  It can be formed into the top of a large pedestal, but these 
  items are just as often found in a room’s floor.
  If the water is ever entirely emptied from the pool, the item 
  loses its magic.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, scrying;
  Market Price: 12,000 gp.
  POOL OF SCRYING, GREATER
  This magic item works like the standard pool of scrying, with 
  one exception.
  You can reliably cast any spells through it that you could 
  use with the greater scrying spell.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, greater 
  scrying; Market Price: 50,000 gp.
  PRISMATIC PRISON
  A prismatic wall surrounds the entire stronghold space, 
  lining the exterior of the walls, ceiling, and floor.
  The effect of the walls face outward, which blinds anyone 
  with fewer than 8 HD coming within 20 feet (Fortitude 
  save DC 22 negates).
  
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  Only the prison’s creator can pass through harmlessly; 
  anyone else passing through the wall suffers its effects.
  Most builders who include this item place the space it 
  guards some distance from well-traveled areas of the 
  stronghold.
  Caster Level: 15; Prerequisites: Craft Wondrous Item, prismatic 
  wall; Market Price: 60,000 gp.
  PRISON OF BLADES
  A continuously spinning blade barrier lines every inch of 
  this stronghold space’s outer walls, ceiling, and floor.
  Any creature passing into or out of the prison of blades 
  automatically takes 11d6 points of slashing damage.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, blade 
  barrier; Market Price: 33,000 gp.
  PRISON OF FIRE
  A permanent wall of fire lines every inch of this stronghold 
  space’s outer walls, ceiling, and floor.
  A prison of fire takes normal damage from cold (not one-
  quarter as most objects).
  If any 5-foot length of the prison of fire takes 20 or more 
  points of cold damage in a single round, the flames go out 
  in that section for 1d4 minutes.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, wall of 
  fire; Market Price: 14,000 gp.
  PRISON OF ICE
  A permanent 7-inch-thick wall of ice lines every inch of this 
  stronghold space’s outer walls, ceiling, and floor.
  Each 10-foot-square section of the bulwark has 21 hit 
  points, and requires a Strength check (DC 17) to breach 
  with a single attack.
  If a section of the prison of ice is breached, it repairs itself in 
  1d4 minutes.
  Fire deals full damage to the prison of ice, instead of the 
  normal half damage for objects.
  Suddenly melting a portion of the prison creates a cloud of 
  steamy fog that lasts for 10 minutes, after which the ice 
  reforms instantly.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, wall of 
  ice; Market Price: 14,000 gp.
  PRISON OF THE MIND
  Anyone who enters this stronghold space must make a Will 
  save (DC 17) or fall victim to a feeblemind spell.
  Those who cast arcane spells, such as bards, sorcerers, and 
  wizards, suffer a –4 penalty on their saving throws.
  Most owners keep such stronghold spaces locked up tight, 
  as the prison of the mind doesn’t distinguish between friend 
  or foe.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  feeblemind; Market Price: 22,500 gp.
  PRISON OF THORNS
  A permanent wall of thorns lines every inch of this 
  stronghold space’s outer walls, ceiling, and floor.
  Any creature passing through the thorns automatically 
  takes 25 points of damage, minus 1 point for each point of 
  the creature’s AC, each round.
  Dexterity bonuses to AC and dodge bonuses do not count 
  for this calculation.
  Ten minutes of chopping with slashing weapons can create 
  a 1-foot-deep safe passage into a prison of thorns.
  Of course, even after passing through the thorns the 
  intruder still has the stronghold’s normal walls to deal with.
  Normal fire cannot harm the prison of thorns, but magical 
  fire ignites it and burns away any affected section in 10 
  minutes.
  A damaged (but not destroyed) prison of thorns regrows 
  completely within 1d4 hours.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, wall of 
  thorns; Market Price: 22,500 gp.
  PROOF AGAINST VERMIN
  This stronghold space cannot be entered by vermin with 2 
  or fewer HD.
  Vermin with 3 or more HD can only enter the space if they 
  make a Will save (DC 16).
  Even if the vermin makes the save, it takes 2d6 points of 
  damage.
  Pressing against the barrier causes enough pain to drive 
  away nonaggressive vermin.
  Builders often employ this wondrous architecture in the 
  lower levels of a stronghold, which tend to be more 
  vulnerable to invasion by vermin.
  Some stronghold owners include this on their 
  bedchambers and their kitchens as well.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, repel 
  vermin; Market Price: 14,000 gp.
  RAINBOW TAPESTRY
  This tapestry is covered with a glowing, rainbow-hued 
  pattern of colors.
  This captivates all who see it (Will save DC 16 negates), just 
  as if they were looking at a rainbow pattern.
  The rainbow tapestry can only affect up to 24 HD of 
  creatures at a time, starting with the targets with the fewest 
  HD.
  Among those with equal HD, the creatures closest to the 
  tapestry are affected first.
  Captivated creatures cannot move away from the tapestry 
  nor take actions other than to defend themselves.
  Any attack upon a captivated creature frees it immediately.
  This item cannot affect sightless creatures.
  It is most often used as a trap inside certain stronghold 
  spaces.
  Sometimes, it is kept furled over the guard-house or atop a 
  stronghold wall, then unfurled when danger approaches.
  Those who know that it is there receive a +10 circumstance 
  bonus on their saving throws.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, rainbow 
  pattern; Market Price: 28,000 gp.
  ROOM OF READING
  Any literate creature in this stronghold space can 
  automatically read magical inscriptions, as per a read magic 
  spell.
  This effect is most often found in libraries, particularly 
  those owned by spellcasters.
  
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  It saves them the trouble of having to cast the read magic 
  spell every time they want to puzzle out a bit of magical 
  writing.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, read 
  magic; Market Price: 750 gp.
  ROOM OF RENDING
  All magic items (not including artifacts) and magical effects 
  entering this stronghold space are affected as if by 
  Mordenkainen’s disjunction.
  Permanent magic items must make a Will save (DC 23) or 
  be turned into normal items.
  An item in a creature’s possession uses its own Will save 
  bonus or that of its possessor, whichever is higher.
  An antimagic field has only a 17% chance of being affected.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, 
  Mordenkainen’s disjunction; Market Price: 76,500 gp.
  SANCTUM SANCTORUM
  Each creature entering this stronghold space becomes 
  protected by a sanctuary spell.
  Anyone trying to attack such a target (including with 
  targeted spells, but not with area or effect spells) must make 
  a Will save (DC 11) to do so.
  Otherwise, that action of the attacker is wasted, and the 
  attacker cannot attack that target again until the target 
  leaves the room.
  If the target reenters the room, the attacker may attempt a 
  new Will save.
  If someone protected by the sanctum’s effects attacks, he 
  loses the benefits of the sanctum and can be attacked 
  normally.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  sanctuary; Market Price: 1,500 gp.
  SECURE CHAMBER
  The entire stronghold space is affected by a mind blank 
  spell.
  No one in the chamber can be affected by devices and 
  spells that detect, influence, or read emotions and thoughts, 
  up to and including miracle or wish.
  Even a scrying that scans an area does not work.
  Most throne rooms of mighty rulers use this effect.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, mind 
  blank; Market Price: 60,000 gp.
  SIGILS OF ANTIMAGIC
  An antimagic field fills the entire stronghold space, as 
  indicated by the arcane sigils inscribed upon the walls.
  No magical effects, including spells, spell-like abilities, or 
  supernatural abilities, work within this space, nor do any 
  other magic items.
  Elementals, outsiders, corporeal undead, golems, and other 
  magical constructs all function normally within the space, 
  although many of their abilities are suppressed.
  If a summoned or conjured creature enters the space, it 
  winks out.
  Certain spells such as wall of force, prismatic sphere, and 
  prismatic wall are unaffected in this space.
  This means that it’s possible to have a permanent wall of 
  force in an area affected by sigils of antimagic without having 
  the place come tumbling down.
  The sigils of antimagic have no effect on artifacts and 
  creatures of demigod or higher status.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  antimagic field; Market Price: 66,000 gp.
  SIGILS OF SUPPRESSION
  A globe of invulnerability fills the entire stronghold space, as 
  represented by the arcane sigils that are inscribed upon the 
  walls.
  No spell effects of 4th level or lower function within this 
  space.
  Such spells cannot be cast within the space, nor can their 
  effects extend to within the space (though a targeted dispel 
  magic can suppress the effect as with any other magic item).
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, globe of 
  invulnerability; Market Price: 33,000 gp.
  SIGILS OF SUPPRESSION, LESSER
  These are identical to the sigils of suppression, except that 
  they only block spell effects of 3rd level or lower (as per 
  minor globe of invulnerability).
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, minor 
  globe of invulnerability; Market Price: 14,000 gp.
  SPEAKING STONES
  Any character that enters this stronghold space can 
  understand and communicate with the stone and rock in 
  the space, whether natural or worked.
  This functions like a stone tell spell.
  While this bit of wondrous architecture is most often 
  created as part of an open courtyard lined with rocks or 
  floored with stones, you can just as easily work it into an 
  any other place in which you might wish to speak with 
  rocks.
  Some stronghold owners place this upon a vault or other 
  important room, allowing them to question the walls 
  themselves about intruders.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, stone 
  tell; Market Price: 33,000 gp.
  STABLE OF UNDERSTANDING
  Any character in this stronghold space can understand and 
  communicate with animals in the space (not including 
  beasts, magical beasts, and vermin).
  This works like a speak with animals spell, although the 
  effect ends as soon as either the character or the animal 
  leave the space.
  While most builders who include this wondrous 
  architecture create it as part of a stable, you can just as easily 
  work it into an aviary, a menagerie, or any other place in 
  which you might wish to communicate with animals.
  Some stronghold owners include this on the roof of their 
  stronghold so that they can chat with any local fauna—
  mostly birds—brave enough to enter the space.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, speak 
  with animals; Market Price: 3,000 gp.
  
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  SUMMONING STONE
  When any creature comes within 30 feet of one of these 
  menhir-like stones, the stone summons a creature from 
  another plane (as summon monster).
  Summoned creatures will attack anything coming within 
  30 feet of the stone.
  A summoning stone functions three times a day.
  The creature summoned is set at the time of the stone’s 
  creation.
  The table below indicates some typical creatures, though 
  you may select any appropriate creature from the summon 
  monster tables in the Player’s Handbook.
  When creating a summoning stone, you may set a password 
  or passphrase that allows characters to approach it without 
  activating it.
  Summoning stones come in nine varieties:
  Caster Level: 5th (I, II, III), 7th (IV), 9th (V), 11th (VI), 13th 
  (VII), 15th (VIII), 17th (IX); Prerequisites: Craft Wondrous 
  Item, summon monster I–IX (same as level of item); Market 
  Price: See table above.
  TABLE OF FEASTING
  This banquet table seats twelve and magically delivers three 
  fantastic meals per day, each of which works as a heroes’ feast.
  Each feast requires an hour to eat, and any interruption of 
  the feast ruins the effects.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, heroes’
  feast; Market Price: 43,200 gp.
  TABLE OF FRESHNESS
  This table (which seats up to 12 people) automatically 
  purifies any food or drink put upon it (as the purify food and 
  drink spell).
  This makes it safe to consume, no matter how spoiled or 
  poisonous.
  If left on the table, the substance rots again naturally.
  However, if taken from the table and returned, the table 
  again purifies it.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, purify 
  food and drink; Market Price: 3,000 gp.
  TABLE OF SAFE MEALS
  Any poisoned food or drink placed on this table 
  immediately begins glowing with a faint black 
  illumination.
  Anyone seated at the table may make a Wisdom check (DC 
  20) to determine the exact kind of poison.
  Such a table can seat up to twelve people.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, detect 
  poison; Market Price: 1,500 gp.
  TOUCHSTONE OF FAITH
  The 5-foot-square touchstone grants a deflection bonus to 
  AC to any single creature standing upon it.
  Stronghold builders often add this to key guard posts or 
  other areas important to the defense of a stronghold.
  If more than one creature attempts to use this 
  simultaneously (for instance, if two grappling creatures 
  stand atop it), the item grants no AC bonus.
  The touchstone of faith comes in four varieties: Type I grants 
  a +2 bonus, type II a +3 bonus, type III a +4 bonus, and type 
  IV a +5 bonus.
  Caster Level: 3rd (I), 6th (II), 12th (III), 18th (IV); 
  Prerequisites: Craft Wondrous Item, shield of faith; Market 
  Price: 1,500 gp (I), 3,000 gp (II), 6,000 gp (III), 9,000 gp (IV).
  TOUCHSTONE OF SAFETY
  The 5-foot-square touchstone grants damage reduction 
  against ranged weapons (as the protection from arrows spell) 
  to any single creature standing upon it.
  Stronghold builders often add this to key guard posts or 
  other areas important to the defense of a stronghold.
  If more than one creature attempts to use this 
  simultaneously (for instance, if two grappling creatures 
  stand atop it), the item grants no damage reduction.
  The touchstone of safety comes in five varieties: Type I grants 
  DR 10/+1, type II DR 10/+2, type III DR 10/+3, type IV DR 
  10/+4, and type V DR 10/+5.
  Caster Level: 3rd (I), 5th (II), 10th (III), 15th (IV), 20th (V); 
  Prerequisites: Craft Wondrous Item, protection from arrows;
  Market Price: 3,000 gp (I); 5,000 gp (II), 10,000 gp (III), 
  15,000 gp (IV), 20,000 gp (V).
  TORNADO’S EYE
  This large (6-foot-wide) crystal orb maintains tornado-force 
  winds (see the DUNGEON MASTER’s Guide) around the 
  outside your stronghold at all times.
  See the description of the hurricane’s eye for how this works.
  
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  If you join this item with a hurricane’s eye or a windstorm’s 
  eye, they can each only function at the level of the weakest 
  item.
  Caster Level: 18th; Prerequisites: Craft Wondrous Item, control 
  winds; Market Price: 90,000 gp.
  TREE OF JAUNTING
  This tree looks like an ordinary member of its species.
  When you enter this tree, you may immediately teleport to 
  a nearby tree of the same species as if you had cast tree stride.
  The tree you enter and the tree you appear in must be wider 
  around than you are for this to work.
  Some stronghold owners set up several such trees around 
  their stronghold to allow people to move around easily.
  Sometimes they place one tree at an outpost and another in 
  a central courtyard.
  Since an intruder can use this tree as easily as a trusted 
  guard, avoid leaving them unprotected.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, tree 
  stride; Market Price: 22,500 gp.
  TREE OF JAUNTING, GREATER
  This Medium-size or larger tree looks like an ordinary 
  member of its species.
  However, a user can step into the tree and instantly teleport 
  to another tree of the same species, regardless of the 
  distance between the two.
  You need only specify a direction and distance or location 
  as you enter the greater tree of jaunting, and it brings you to 
  the closest possible tree of the same species.
  You can’t teleport into a dead tree, nor can you use a tree-
  like plant creature (such as a treant).
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  transport via plants; Market Price: 33,000 gp.
  UNHOLY HALL
  An aura of malevolent darkness surrounds all evil 
  characters in this stronghold space.
  This grants them a +4 deflection bonus to AC and a +4 
  resistance bonus on saves.
  They also get spell resistance 25 against good spells and 
  those cast by good creatures.
  They are also protected from possession and mental 
  influence as per protection from good.
  If a good creature hits a protected character in melee, the 
  attacker suffers 1d6 points of temporary Strength damage.
  A Fortitude save (DC 22) negates this.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, unholy 
  aura; Market Price: 60,000 gp.
  UPSIDE-DOWN ROOM
  Anyone entering this stronghold space immediately falls 
  upward, to a maximum of 30 feet above the floor.
  Cunning builders plant spikes along the ceiling to increase 
  damage (this functions identically to a pit).
  If no ceiling exists (or if the ceiling is more than 30 above 
  the floor), victims merely hang in space at a height of 30 
  feet.
  In a tall enough room, this can create multiple directions of 
  gravity (allowing guards standing on high ledges to pick off 
  helpless floating targets).
  A ceiling-level entrance to the room can allow those who 
  enter to simply flip about and stand on the ceiling, though 
  visitors unaware of the effect must make a Reflex save (DC 
  10) to avoid falling to the ceiling (this deals no damage 
  either way).
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, reverse 
  gravity; Market Price: 45,500 gp.
  VEGETATIVE TRAP
  The plant material in this stronghold space reaches up to 
  snare anyone who enters the area, much like an entangle 
  spell.
  Any creature within the vegetative trap must make a Reflex 
  save (DC 11).
  If it succeeds, it can move at only half normal speed 
  through the area, but suffers no other ill effects.
  Those who fail the save become entangled.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  entangle; Market Price: 1,500 gp.
  VEIL OF OBSCURITY
  This wondrous architecture disguises up to twenty 
  contiguous stronghold spaces (or two levels of ten 
  contiguous stronghold spaces each) with a mirage arcana 
  effect, making the structure appear as something other 
  than it is.
  It includes audible, visual, tactile, and olfactory elements, 
  though it can’t disguise, conceal, or add creatures.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, mirage 
  arcana; Market Price: 25,000 gp.
  WARDING BELL
  When this enormous bell is rung (requiring a standard 
  action), it immediately activates a guards and wards spell.
  The warding bell must be somewhere in the area to be 
  warded.
  The fog and web effects work normally.
  The arcane lock effect allows the stronghold’s owner to open 
  the doors normally, but no one else.
  The confusion part affects all intruders—as defined by the 
  stronghold’s owner at the time of the creation of the 
  warding bell.
  This means that the owner must list the people who would 
  not be considered an intruder.
  The longer and less specific the criteria are, the more easily 
  this portion of the warding bell’s security can be breached.
  Up to 12 doors can be “lost”.
  These doors must be specified at the creation of the device.
  Similarly, the other extra effect granted by the guards and 
  wards spell must be chosen at item creation.
  Any locations or programming required for these effects 
  must be defined at that time as well.
  Some stronghold owners place a warding bell at the 
  stronghold’s front gate.
  In this way, the guards at the gate can activate the security 
  system at a moment’s notice.
  A single warding bell can protect up to six contiguous 
  stronghold spaces, although the warded area is up to 20 feet 
  high.
  This means that a cunning creator could cover up to twelve 
  stronghold spaces (six apiece on two levels).
  
  1279
  To protect larger strongholds, you must include multiple 
  warding bells (each within the area they protect).
  The warding bell only functions once per day, and the 
  effects last 24 hours or until the stronghold owner 
  voluntarily dismisses them (you can’t dismiss individual 
  effects, only the whole spell).
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, guards 
  and wards; Market Price: 7,200 gp.
  WELL OF FALLING
  This fixture is not actually a well so much as a sneaky way 
  to get from one part of a multilevel stronghold to another.
  It looks like an open well at the top, but at the bottom, the 
  well opens out into another room.
  Anyone passing through the stone rim of the well (up to 10 
  feet in diameter) falls slowly to the bottom, as if under the 
  effect of a feather fall spell.
  This makes the fall the equivalent to jumping off a table, no 
  matter how long the fall.
  You can make the well of falling up to 100 feet deep (pay for 
  multiple wells if you need a deeper one).
  Most stronghold builders use a well of falling as a way to get 
  from one part of a stronghold to another safely and quickly.
  Many builders choose to conceal the door into the bottom 
  of the well (treat as a secret door).
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, feather 
  fall; Market Price: 1,500 gp.
  WELL OF FLYING
  As with the well of falling, this is not a well so much as a 
  sneaky way to get from one part of a multilevel stronghold 
  to another.
  Unlike the well of falling, the well of flying can (and usually 
  does) include multiple entrances to the shaft.
  Anyone entering the well can fly at a speed of 90 (or 60 if 
  wearing medium or heavy armor) while in the well.
  If 10 feet wide, the well of flying can be up to 50 feet deep.
  If only 5 feet wide, it can be up to 100 feet deep.
  You can link multiple wells of flying to create a deeper shaft.
  Most builders construct the well of flying to extend all the 
  way to the ceiling of its top level, allowing you to exit 
  without pulling yourself up from the lip (since the effect 
  extends only to the rim of the well).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, fly;
  Market Price: 7,500 gp.
  WINDSTORM’S EYE
  This large (4-foot-wide) crystal orb maintains tornado-force 
  winds (see Chapter 3 of the DUNGEON MASTER’s Guide) 
  around the outside your stronghold at all times.
  See the description of the hurricane’s eye for details.
  If you use this item in conjunction with a hurricane’s eye or a 
  tornado’s eye, they can each only function at the level of the 
  weakest item.
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, control 
  winds; Market Price: 60,000 gp.
  WONDROUS ABSENCE
  This conceals all magical auras in a single stronghold space.
  This works like Nystul’s undetectable aura.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Nystul’s 
  undetectable aura; Market Price: 3,000 gp.
  WONDROUS WHISPERER
  This 5-foot-wide concave cone is carved into an exterior 
  wall of the stronghold.
  The wide end of the cone opens into the stronghold, while 
  the tip is actually a small hole into the outside.
  Any message (of up to twenty-five words) spoken at the 
  open end travels through the wind to any known location 
  within three miles (as the whispering wind spell).
  The location must be reachable by a wind.
  The wind covers one mile every 10 minutes.
  When the wind reaches its objective, it swirls about, leaves 
  its message, and then dissipates.
  Many outposts use this item to deliver messages to the 
  main stronghold.
  
  1280
  In addition, in open and airy strongholds, it provides a fine 
  way to communicate with others throughout the place.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  whispering wind; Market Price: 3,000 gp.
  ZONE OF ELEMENTAL IMMUNITY
  The stronghold space is immune to damage from a specific 
  energy type (acid, cold, electricity, fire, or sonic).
  Anyone within the stronghold space shares this immunity, 
  but only if the damage comes from a source outside the 
  stronghold.
  For instance, while the stronghold floats on a lake of lava, 
  those within suffer no damage, but a fireball cast from 
  within the space affects all creatures within normally.
  Unless you have some specific reason to protect only a 
  section of your stronghold, this effect is generally placed on 
  the entire stronghold.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  protection from elements; Market Price: 10,000 gp.
  SWORD AND FIST (3.0)
  AMULET OF MIGHTY FISTS
  This amulet grants an enhancement bonus of +1 to +5 to 
  attack and damage rolls with unarmed attacks.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, magic 
  fang, caster must be of a level three times that of the bonus 
  of the amulet; Market Price: 6,000 gp (amulet +1); 24,000 gp 
  (amulet +2); 54,000 gp (amulet +3); 96,000 gp (amulet +4); or 
  150,000 gp (amulet +5).
  BELT OF MIGHTY PROWESS
  This wide, adamantine-studded leather belt grants the 
  wearer a +6 enhancement bonus to Strength and 
  Constitution.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, bull’s 
  strength, endurance; Market Price: 108,000 gp.
  GLOVES OF FEARSOME GRIP
  These flexible leather gloves increase the strength of the 
  wearer’s grip.
  They grant the wearer a +5 enhancement bonus to Climb 
  checks, grapple checks, and opposed attack rolls made 
  during a disarm attempt (either offensively or defensively).
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, bull’s 
  strength; Market Price: 15,000 gp.
  HEADBAND OF FEROCITY
  This headband made of wild boar leather lets the wearer 
  keep going when she would normally collapse from her 
  wounds.
  She can act normally at 0 hp (though taking strenuous 
  actions still damages her), if she’s at negative hp (as low as –
  9), she acts normally, although she still risks losing 1 hp 
  each round, as normal.
  At –10 hp, she dies.
  Likewise, the wearer is harder to stop with subdual damage.
  Subdual damage does not stagger her, and she falls 
  unconscious only when her subdual damage exceeds her 
  hp by 10 or more.
  Caster Level: 8th; Prerequisites: Craft Wondrous Item, 
  endurance; Market Price: 2,000 gp.
  HEADBAND OF PERFECT 
  EXCELLENCE
  This pure silk cloth is worn as a headband.
  It grants the wearer a +6 enhancement bonus to Strength, 
  Dexterity, and Wisdom.
  Caster Level: 18th; Prerequisites: Craft Wondrous Item, bull’s 
  strength, cat’s grace, and either commune or legend lore; Market 
  Price: 180,000 gp.
  KI STRAPS
  These leather straps, when wrapped around both hands, 
  grant the wearer a +5 enhancement bonus to her DC with a 
  monk’s stunning attack or the Stunning Fist feat.
  Wearing the straps is like wearing gloves; they take up the 
  “gloves” slot on the character’s body.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, monk 
  level 3rd+; Market Price: 5,000 gp.
  SANDALS OF THE TIGER’S LEAP
  These sandals allow the wearer to make devastating flying 
  kicks.
  The wearer must have 5 ranks of Jump or Tumble to use 
  them.
  On a charge, she can perform a flying kick.
  Treat this as an unarmed attack that deals double normal 
  damage.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, jump; 
  Market Price: 3,500 gp.
  VEST OF FALSE LIFE
  While wearing the vest, a character gains +10 hp.
  When he takes it off, he loses 10 hp.
  (They are not temporary hp in the normal sense).
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, 
  endurance; Market Price: 12,000 gp.
  TOME AND BLOOD (3.0)
  BELT OF MANY POCKETS
  This broad belt seems to be nothing more than a well-made 
  article of clothing, but closer examination reveals eight 
  small pouches on its inner front surface.
  In fact, a total of sixty-four magical pouches exist in the 
  belt, seven others «behind» each of the eight readily 
  apparent ones.
  Each of these pouches is similar to a miniature bag of 
  holding, able to contain up to 1 cubic foot of material 
  weighing as much as 10 pounds.
  One of these pouches can hold the wearer’s familiar, no 
  matter what its size.
  
  1281
  The familiar has access to food, air, and water while inside 
  the pouch.
  Anything stored in the pockets is effectively weightless and 
  does not affect the wearer’s encumbrance, so long as the 
  belt is worn around the waist.
  It can be rolled up and stored away, but in that case it 
  weighs one-tenth of the total weight of all stored items.
  When worn around the waist, the belt responds to the 
  thoughts of its wearer by opening a full pouch (to extract 
  something from) or an empty one (to put something in) as 
  desired.
  Naturally, this item is greatly prized by spellcasters, for it 
  can hold components for many spells and make them 
  readily available.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, familiar 
  pocket (see Chapter 5: Spells), Leomund’s secret chest, locate 
  object; Market Price: 11,000 gp; Weight: 1 lb.
  BELT OF SPELL RESISTANCE
  This intricately embroidered sash is worn around the waist.
  It grants the wearer spell resistance of 21.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, spell 
  resistance; Market Price: 90,000 gp; Weight: —.
  ESCRIER’S BROOCH
  This magic brooch of metal and glass allows its wearer to 
  contact any other creature wearing a similar brooch as the 
  sending spell twice per day.
  This spell-like ability requires a standard action that does 
  not draw an attack of opportunity.
  Creatures not wearing an Escrier’s brooch cannot be 
  contacted using this item.
  The brooch does not work in dead-magic areas or across 
  planes.
  it has an AC of 13, 1 hit point, a hardness of 5, and a break 
  DC of 18.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, sending; 
  Market Price: 20,000 gp; Weight: —.
  GOLEM MANUAL
  This book is a treatise on the construction and animation of
  golems.
  It contains all the information and incantations necessary 
  to make one of the four sorts of golems described in the 
  Monster Manual.
  The spells included in a golem manual require a spell 
  trigger and can be activated only when building a golem.
  Once the golem is finished, the writing fades and the book 
  is consumed in flames.
  When the ashes are sprinkled upon the golem, it becomes 
  fully animated.
  CLAY
  The book contains animate objects, bless, commune, prayer, and 
  resurrection.
  Caster Level: 16th; Prerequisites: Craft Magic Arms and 
  Armor, Craft Wondrous Item, animate objects, bless,
  commune, prayer, resurrection; Market Price: 24,000 gp; Cost to 
  create: 9,250 gp +5,575 XP; Weight: 5 lb.
  FLESH
  The book contains bull’s strength, geas/quest, limited wish,
  polymorph any object, and protection from arrows.
  Caster Level: 14th; Prerequisites: Craft Magic Arms and 
  Armor, Craft Wondrous Item, bull’s strength, geas/quest,
  limited wish, polymorph any object, and protection from arrows;
  Market Price: 24,000 gp; Cost to Create: 8,750 gp +5,675 XP; 
  Weight: 5 lb.
  IRON
  The book contains cloudkill, geas/quest, limited wish, and 
  polymorph any object.
  Caster Level: 16th; Prerequisites: Craft Magic Arms and 
  Armor, Craft Wondrous Item, cloudkill, geas/quest, limited 
  wish, and polymorph any object.
  Market Price: 32,250 gp; Cost to Create: 10,500 gp +7,500 XP; 
  Weight: 5 lb.
  STONE
  The book contains geas/quest, limited wish, polymorph any 
  object, and slow.
  Caster Level: 16th; Prerequisites: Craft Magic Arms and 
  Armor, Craft Wondrous Item, geas/quest, limited wish,
  polymorph any object, and slow; Market Price: 28,750 gp; Cost to 
  Create: 9,500 gp +6,700 XP; Weight: 5 lb.
  RUG OF WELCOME
  This finely crafted rug looks like a normal floor covering, 5 
  feet wide and 10 feet long.
  It can be commanded to guard an area, and when so 
  activated it animates and grapples creatures of up to Large 
  size that step on it.
  If desired, the owner can set a password to avoid activating 
  the rug’s effect.
  The owner need not be present for the rug to attack.
  The rug can attack one creature at a time.
  Once it grabs a creature, it holds on until commanded to 
  release the foe.
  The owner can command the rug from up to 30 feet away.
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  animate object or Bigby’s grasping hand; Market Price: 30,000 
  gp; Weight: 15 lb.
  €Animated Rug: CR 5; Large construct; HD 13d10; hp 71; 
  Init +0; Spd 0 ft.; AC 20 (touch 9, flat-footed 20); Atk +23 
  melee (no damage, grab); Face/Reach: 5 ft. by 10 ft./5 ft.; SA 
  Improved grab, +4 modifier on grab attacks; SQ Construct; 
  AL N; SV Fort +4, Ref +4, Will +4; Str 31, Dex 10, Con –.
  Int –.
  Wis 11, Cha 1.
  Skills and Feats: None.
  Improved Grab (ex): If the rug hits a creature of Large size 
  or smaller with its grab attack, it attempts to start a grapple 
  as a free action without provoking an attack of opportunity.
  The rug’s attack bonus for establishing or maintaining a 
  hold is +28.
  Construct: Immune to mind-influencing effects, poison, 
  disease, and similar effects.
  Not subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage.
  
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  VEST OF RESISTANCE
  These garments offer magic protection in the form of a +1 
  to +5 resistance modifier to all saving throws (Fortitude, 
  Reflex, Will).
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  resistance, caster level must be three times that of the cloak’s 
  bonus; Market Price: 1,000 gp (+1),4,000 gp (+2), 9,000 gp 
  (+3), 16,000 gp (+4), or 25,000 gp (+5); Weight: 1 lb.
  TOME OF BATTLE (3.5)
  CROWN OF WHITE RAVENS
  A crown of White Ravens is one of several items that grants its 
  wearer the use of a maneuver.
  The crown’s wearer need not be a martial adept, but 
  knowledge of other maneuvers and ranks in the discipline’s 
  key skill give the wearer access to more powerful 
  maneuvers.
  Lore: Elf scholars insist that members of their race were the 
  first to create crowns of White Ravens, and all other similar 
  items, such as Desert cloaks and slippers of the Setting Sun, are 
  copies of the concept created by martial adepts of other 
  races.
  This assessment seems plausible not only because all crowns 
  of White Ravens seem to be fashioned in the elven style, but 
  also because the crowns have the longest recorded history.
  Description: Three types of crowns of White Ravens exist:
  novice, scholar, and master.
  Each looks like a crown of white alabaster, carved with 
  delicate fluting and spindles that rise from it like castle 
  towers.
  Novice crowns of White Ravens have the simplest appearance 
  and the fewest spires, while a master crown of White Ravens
  bears more than a dozen towers and some highly ornate 
  carvings.
  Prerequisite: Anyone can wear a crown of White Ravens, but 
  to gain any benefit from it, a wearer must meet the 
  prerequisite of the desired maneuver.
  Activation: A crown of White Ravens requires a day to attune 
  to its wearer once it is donned.
  After wearing it continually for 24 hours, the wearer must 
  choose one of the White Raven maneuvers that the item 
  can grant for which he meets the prerequisite.
  He then gains knowledge of that maneuver and can use it 
  as long as the crown is worn.
  Should the crown be removed and then replaced, it 
  requires another day to attune itself to the wearer before it 
  can grant knowledge of any maneuvers.
  Effect: A person who has worn a crown of White Ravens for 
  24 hours gains the use of a single White Raven maneuver 
  for which he meets the prerequisite.
  The maneuver can be of a martial adept level up to the 
  highest level the item grants.
  A novice crown of White Ravens grants a maneuver of up to 
  3rd level, a scholar crown of White Ravens grants a maneuver 
  of up to 6th level, and a master crown of White Ravens grants a 
  maneuver of up to 9th level.
  Aura/Caster Level: Faint divination (novice), moderate 
  divination (scholar), or strong divination (master). CL 5th 
  (novice), 10th (scholar), or 15th (master).
  Construction (Novice): Craft Wondrous Item, knowledge 
  of a maneuver from the White Raven discipline; 1,500 gp, 
  120 XP, 3 days.
  Construction (Scholar): Craft Wondrous Item, knowledge 
  of a maneuver from the White Raven discipline; 7,500 gp, 
  600 XP, 15 days.
  Construction (Master): Craft Wondrous Item, knowledge 
  of a maneuver from the White Raven discipline; 22,500 gp, 
  1,800 XP, 45 days.
  Variants: Eight variants of the crown of While Ravens exist, 
  one for each of the other martial disciplines.
  Like the crown of White Ravens, each has a novice, scholar, 
  and master version.
  In all respects, they function in the same manner as the 
  crown of White Ravens does, except that each grants access to 
  a maneuver from a different discipline and occupies a 
  different place on the wearer’s body.
  Desert Wind Cloak: Desert Wind cloaks are the color of 
  windblown sand, and they always shift and flutter as if 
  disturbed by a breeze, even indoors and on calm days.
  Most bear decorative stitching around the edges in gold 
  and red thread depicting flaming scimitars, picks that trail 
  smoke, and maces that shine like the sun.
  Devoted Spirit Amulet: The appearance of these amulets 
  varies considerably, since each is constructed to serve a 
  particular axis of alignment: chaos, evil, good, or law.
  Some even double as holy symbols.
  A Devoted Spirit amulet does not function for someone 
  who doesn’t share its alignment.
  Iron Heart Vest: These heavy, leather vests are run through 
  with tiny slivers of iron, which give them a dull sparkle.
  The iron resists rust, but Iron Heart vests can eventually rake 
  on an orange hue because the iron slivers degrade and stain 
  the vest’s material.
  Ring of the Diamond Mind: Unlike similar items devoted to 
  different disciplines, a ring of the Diamond Mind requires its 
  creator to have the Forge Ring feat instead of Craft 
  Wondrous Item.
  A ring of the Diamond Mind looks like a simple gold band 
  set with a diamond, but anyone peering closely into the 
  stone can see the visage of the wearer, or of the last person 
  to wear the ring if no one currently wears it.
  Shadow Hands: Shadow Hands look like hands carved of jet 
  The carvings are incredibly detailed, depicting every mark 
  of a humanoid hand, down to fingerprints and every crack 
  in the palm and knuckle.
  When someone places both hands over the Shadow Hands
  so that his shadow falls over them, the carved hands vanish, 
  and a pair of black silk gloves appears on the person’s 
  hands.
  These gloves can be removed normally, whereupon they 
  become hands carved of jet that look exactly like the 
  wearer’s hands.
  Slippers of the Setting Sun: Each of these beautifully crafted 
  red silk slippers bears an emblem of the setting sun upon 
  the toe.
  The sun is stitched in gold thread, and its rays are bronze 
  and copper.
  Stone Dragon Belt: A Stone Dragon belt looks like a wide belt 
  made from expertly broken slabs of slate.
  Surprisingly, it weighs almost nothing and doesn’t inhibit 
  movement at all.
  
  1283
  Tiger Claw Bracers: These bracers bear a tiger’s stripes, but all 
  in metal, with copper for orange, iron for black, and silver 
  for white.
  Upon donning the bracers, the wearer hears a tiger’s roar 
  and feels the pain of sharp claws in his back for fleeting 
  moment.
  Weight: 1 lb. (Desert Wind cloak, crown of White Ravens, Iron 
  Heart vest, Stone Dragon belt, Tiger Claw bracers); 1/2 lb. 
  (slippers of the Setting Sun), or — (Devoted Spirit amulet, ring of 
  the Diamond Mind, Shadow Hands).
  Price: 3,000 gp (novice), 15,000 gp (scholar), or 45,000 gp 
  (master).
  TOME OF MAGIC (3.5)
  AMULET OF THE SILVER TONGUE
  An amulet of the silver tongue makes its wearer better able To 
  pronounce words clearly and correctly—a key aspect of the 
  art of the truenamer.
  Description: An amulet of the silver tongue depicts a grinning 
  face with an open mouth.
  Naturally, most are fashioned from silver.
  Many have a pin on the back and are used As a cloak-clasp.
  An amulet’s functions are subtle, although wearers seem to 
  enunciate their words more clearly, whether they’re 
  uttering truenames or conversing normally.
  Prerequisite: This item functions for any creature, but only 
  those with the Truespeak skill benefit from wearing it.
  Activation: An amulet of the silver tongue provides its bonus 
  as long as it’s worn.
  Effect: The lesser version of the amulet grants a +5 
  enhancement bonus on Truespeak checks.
  A greater amulet of the silver tongue grants a +10 
  enhancement bonus.
  Aura/Caster Level: Moderate transmutation. CL 7th.
  Construction: Craft Wondrous Item, glibness, Truespeak 5 
  ranks (lesser) or Truespeak 10 ranks (greater), 1,250 gp 
  (lesser) or 5,000 gp (greater), 100 XP (lesser) or 400 XP 
  (greater), 3 days (lesser) or 10 days (greater).
  Variants: Divine spellcasters sometimes use vestments of the 
  silver tongue (+625 gp for lesser and +5,000 gp for greater).
  Amulets are problematic for clerics and druids because so 
  many wear periapts of Wisdom.
  Weight: —.
  Price: 2,500 gp (lesser), 10,000 gp (greater).
  CHIME OF SUPPRESSION
  A chime of suppression helps you gain control of an unruly 
  vestige.
  Lore: During the time of Syfal.
  binders created and used these items to conceal the vestiges 
  they bound while they were hunted by the Seropaeneans.
  (Knowledge [religion] DC 25).
  Description: This triangular brass instrument is inscribed 
  with strange runes and feels unusually light.
  One end features a hinged handle made of rosewood and a 
  chain, also brass, that ends in a metal striker.
  The runes are the confounding seals of the vestiges, 
  reinforced with additional markings that suggest control 
  and power.
  When struck, the instrument produces an unsettling, 
  echoing chime that can be heard only by the wielder.
  Prerequisite: This item functions only if the wielder is 
  bound to a vestige.
  Activation: As a standard action, you touch the striker to 
  the chime.
  You can use a chime three times per day, and its effects last
  for 1 minute.
  You can only target a vestige within yourself with a chime of 
  suppression.
  Effect: A chime of suppression temporarily stifles one of your 
  bound vestiges (chosen by you at the lime of use), forcing 
  its will into the dark corners of your mind.
  For the duration of the effect, you lose access to all the 
  abilities granted by the spirit, but it has no influence over 
  you, and you do not show its sign.
  Aura/Caster Level: Moderate abjuration. CL 7th.
  Construction: Craft Wondrous Item, soul binding ability, 
  dismissal, 1,900 gp, 152 XP, 2 days.
  Weight: 1/2 lb.
  Price: 3,800 gp.
  COLLAR OF UMBRAL 
  METAMORPHOSIS
  This collar temporarily transforms you into a creature of 
  shadow.
  Description: A collar of umbral metamorphosis is a thick collar 
  of black leather studded with onyx spikes and closed with a 
  tarnished silver clasp.
  When activated, it seems to disappear into your shadowy 
  flesh.
  Activation: A command word, such as “fade” or darken”, 
  both activates and deactivates the collar.
  This requires a standard action.
  A collar functions for up to 10 minutes per day, divided up 
  as you see fit (but each use counts as 1 minute, Minimum).
  Effect: This item transforms you into a being of shadow.
  bestowing the dark creature template.
  Aura/Caster Level: Moderate transmutation. CL 11th.
  Construction: Craft Wondrous Item, shadow investiture,
  5,400 gp, 432 XP, 11 days.
  Variants: While some mystery users appreciate the cost 
  savings associated with a command word item, others 
  prefer a continuous collar of umbral metamorphosis.
  These items have a market price of 22,000 gp.
  Weight: 1 lb.
  Price: 10,800 gp.
  DARK LANTERN
  Designed by shadowcasters, a dark lantern sheds a mystical 
  light in the form of shadowy illumination.
  Description: This item is a hood lantern, constructed of 
  black iron with mithral filigree.
  Its crystalline panels are tinted bright gold.
  When lit.
  the lantern radiates shadowy illumination out to 60 feet.
  The light flickers more slowly than normal fire, and the 
  crackle of the flames sounds more like plodding footsteps.
  Activation: You strike a light within, just as if it were a 
  normal lantern.
  The lantern must have oil or other fuel.
  
  1284
  You also speak a command word, such as “shadows” or 
  “darkness”.
  The activating process requires a full-round action.
  You can deactivate the lantern by opening it and blowing 
  out the flame within (altogether a standard action).
  Effect: A dark lantern sheds a mystic light that creates 
  shadowy illumination, modifying the brightness of 
  ambient light as well as spells of equal or lower level with
  the light or darkness descriptor.
  Aura/Caster Level: Moderate evocation. CL 9th.
  Construction: Craft Wondrous Item, dusk and dawn, 1,000 
  gp, 80 XP, 2 days.
  Weight: 2 lb.
  Price: 2,000 gp.
  GEM OF NIGHT
  A gem of night is essentially a piece of solid shadow that can 
  grow into a shadow elemental.
  Description: The item appears to be a reflective black 
  gemstone.
  It is a rough globe, covered in hundreds of tiny facets.
  It is vaguely cold to the touch and seems to absorb rather 
  than reflect light.
  Prerequisite: Anyone can benefit from a gem of night.
  Activation: The gem must be crushed, smashed, or broken 
  (a standard action).
  Effect: The gem conjures a Large shadow elemental under 
  the control of the creature that broke the gem.
  The elemental is banished back to the Plane of Shadow 
  after 13 rounds.
  Aura/Caster Level: Moderate conjuration. CL 13th.
  Construction: Craft Wondrous Item, summon umbral 
  servant, caster must begin with a gem mined or found on 
  the Plane of Shadow, 750 gp, 60 XP.
  2 days.
  Weight: —.
  Price: 1,500 gp.
  IMPLEMENTS OF BINDING
  Implements of binding enhance your ability to bind and 
  control vestiges.
  They help to focus your concern during the binding 
  process and provide incentive for the spirit to be amenable 
  to your will.
  Description: Inside an intricately carved leak box, a set of 
  unusual objects rests upon a red velvet cushion.
  The items are an ivory chalice, a bronze serpentine knife, 
  and three perfectly spherical crystals.
  When you use implements of binding, the knife vibrates and 
  the chalice creates a soft ringing sound, while three stones 
  glow with the brightness of candles.
  Prerequisite: Only characters with the soul binding class 
  feature can use this item.
  Activation: As part of the time it lakes to draw a vestige’s 
  seal properly (see page 17), you can use implements of binding
  to aid the process of pact making.
  You must begin by placing the three crystals around the 
  seal to form an inverted triangle Then you use the knife to 
  cut a small incision in each of your palms, dealing a total of 
  1 point of damage, and squeeze the blood into the chalice.
  Effect: Implements of binding provide a +2 competence bonus 
  on your bind check to make a pact with a summoned 
  vestige, in combat, the knife functions as a nonmagical 
  masterwork dagger.
  Aura/Caster Level: Faint transmutation. CL 3rd.
  Construction: Craft Wondrous Item, soul binding ability, 
  eagle’s splendor, 1,130 gp.
  32 XP, 2 days.
  Variants: –1 on binding checks (–600 gp), +4 on binding 
  checks (+2,400 gp), +6 on binding checks (+6,400 gp), +8 on 
  binding checks (+12,000 gp).
  Weight: 10 lb.
  Price: 1,530 gp.
  ORB OF SHADOW
  Mystery users prize orb of shadow as wizards do pearls of 
  power.
  Description: An orb of shadow appears to be a black pearl of 
  average size and unusual luster.
  Activation: Once per day.
  you can speak a command word as a standard action to 
  activate an orb.
  You must have the orb in your hand; drawing it out is a 
  move action.
  Effect: Like a pearl of power, this item allows a single extra 
  use of a mystery, regardless of whether that mystery 
  functions as a spell, spell-like ability, or supernatural ability.
  The mystery must be of a particular level, depending on the 
  orb.
  Different orbs exist for recalling one mystery per day of 
  each level from 1st through 9th and for the recall of two 
  mysteries per day (each of a different level, 6th or lower).
  Aura/Caster Level: Strong transmutation. CL 17th.
  Construction: Craft Wondrous Item, creator must be able 
  to cast mysteries of the mystery level to be recalled; 500 gp, 
  40 XP, 1 day (1st); 2,000 gp, 160 XP, 4 days (2nd); 4,500 gp, 
  360 XP, 9 days (3rd); 8,000 gp, 640 XP, 16 days (4th); 12,500 
  gp, 1,000 XP, 25 days (5th); 18,000 gp, 1,440 XP, 36 days 
  (6th); 24,500 gp, 1,960 XP, 49 days (7th); 32,000 gp, 2,560 
  XP, 64 days (8th); 40,500 gp, 3,240 XP, 81 days (9th); or 
  35,000 gp, 2,800 XP, 70 days (two mysteries).
  Variants: Some mystery users prefer to set an orb of shadow 
  into a ring.
  In case, you need never draw out the orb, but it occupies 
  space on your body as a ring.
  Weight: —.
  Price: 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 
  gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 
  64,000 gp (8th), 81,000 gp (9th), or 70,000 gp (two 
  mysteries).
  SEAL OF THE SPIRIT
  A seal of the spirit provides a permanent and reusable seal for 
  summoning a particular vestige.
  Lore: Each seal is keyed to a specific spirit.
  Knowledge [arcana] or Knowledge [religion] DC 25; 
  Knowledge [the planes] DC 30).
  The Seropaenean Order is desperate to acquire and destroy 
  these items.
  (Knowledge [religion] DC 35).
  Description: This silky black bundle of cloth unfolds into a 
  square 5 feet across.
  A wide circle with peculiar lines inside it is embroidered on 
  the fabric with gold thread.
  
  1285
  When activated, a seal of the spirit binds itself to a surface 
  and remains fixed until the binding process is finished.
  Throughout the entire binding process, the seal emits a 
  pulsing and flickering red light with the brightness of a 
  torch.
  Prerequisite: Only characters with the soul binding class 
  feature can use this item.
  Activation: As a standard action, you activate A seal of the 
  spirit by speaking its command word (usually the name of 
  the spirit keyed to it) and placing it on a flat and steady 
  surface.
  Once activated, the seal functions until either you bind the 
  vestige or it leaves of its own accord.
  You can use a particular seal of the spirit once per day.
  Effect: Once activated, a seal of the spirit serves as the seal 
  you would otherwise draw during the ritual required to 
  contact a vestige.
  Since you need not draw the seal to contact the spirit, the 
  item considerably reduces the time it takes to conjure the 
  entity.
  The seal does not negate any other requirements for 
  summoning a particular vestige.
  For more information on binding vestiges, see the binder 
  class description (page 9).
  Aura/Caster Level: Moderate conjuration. CL 7th.
  Construction: Craft Wondrous Item, soul binding ability, 
  minor creation, 3,000 gp, 240 XP, 3 days.
  Weight: —.
  Price: 6,000 gp.
  SHROUD OF NIGHT
  A shroud of night grants you a number of shadow-oriented 
  defenses.
  Description: A shroud of night is a very lightweight cloth, 
  made of a thin, gossamer material.
  It is always black or dark gray.
  When worn, it ripples slightly even in the absence of any 
  wind or movement.
  The shroud wraps about the shoulders but occupies space 
  on the body as a vest, not as a cloak.
  Activation: The deflection bonus is active constantly while 
  the shroud is worn.
  Using dancing shadows or shallow skin requires a command 
  word, such as “nightfall” or “obfuscate”.
  Effect: A shroud of night grants you a +2 deflection bonus to 
  AC.
  It can also cast the mysteries dancing shadows and shadow 
  skin each once per day, on you only.
  Aura/Caster Level: Fatal abjuration, illusion. CL 5th.
  Greater shroud: Moderate abjuration, illusion (shadow). CL 
  11th.
  Construction: Craft Wondrous Item, dancing shadows,
  shadow skin, caul of shadow, 5,080 gp, 407 XP, 11 days.
  Greater shroud: Craft Wondrous Item, dancing shadows, 
  shadow skin, caul of shadow, voyage into shadow, 18,315 gp.
  1,466 XP.
  37 days.
  Variants: A greater shroud of night grants a +3 deflection 
  bonus, and also enables you to use voyage into shadow once 
  per day (self only).
  To do so, you must utter a command word (such as 
  “vanish”) and wrap the shroud about yourself.
  Weight: 1 lb.
  Price: 10,160 gp.
  Greater shroud: 36,630 gp.
  SOUL LENS
  A soul lens refines and augments the abilities granted by a 
  vestige.
  Description: A soul lens is a sapphire monocle held inside a 
  gold ring.
  Whenever the wearer uses a supernatural ability granted by 
  a vestige and augments it with this item, the lens flashes 
  with a soft blue light.
  Prerequisite: You must be bound to a vestige to use this 
  item.
  Activation: Using a soul lens is not an action: you simply 
  wear the item.
  It fills the goggle slot.
  Effect: While you wear a soul lens, the save DC of any 
  supernatural ability bestowed upon you by a vestige 
  increases by 1.
  Aura/Caster Level: Faint transmutation. CL 3rd.
  Construction: Craft Wondrous Item, soul binding ability, 
  eagle’s splendor.
  6,000 gp, 480 XP, 6 days.
  Weight: —
  Price: 12,000 gp.
  TEETH OF DAHLVER-NAR
  The strange and wondrous teeth of Dahlver-Nar give you a 
  physical link to the vestiges and their power.
  Lore: The teeth of Dahlver-Nar bear the name of the first 
  human to use them.
  Rumor among the ignorant holds that the teeth tie your 
  soul to fiendish forces, granting them control over your 
  body and even your thoughts.
  (Knowledge [history] DC 30).
  No one knows who created the teeth, or even how it was 
  done.
  Binder scholars debate whether the items can be created at 
  all—many contend that a new one simply comes into being 
  when a soul transforms into a vestige.
  (Knowledge [arcana] DC 30).
  Individual teeth of Dahlver-Nar have occasionally been 
  destroyed, but a new version of a destroyed tooth always 
  crops up at some later date.
  However, no more than one version of a particular tooth 
  ever exists at any given time.
  (Knowledge[history]DC 35).
  Several versions of the story about the origin of the teeth of 
  Dahlver-Nar exist, but one aspect of it remains constant: 
  Dahlver-Nar.
  a human cleric, discovered the teeth and made them 
  known through his use of their powers.
  (Knowledge history] DC 30).
  Legend says that using the teeth too often or using too 
  many of them at once can drive the user mad or.
  turn her into a tooth beast (see page 88).
  How much of this tale is truth and how much is fiction 
  remains to be seen.
  Marry binders have attempted to find out by collecting all 
  the teeth, but as yet no one has managed to obtain all of 
  them at once.
  (Knowledge [history] DC 30).
  
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  Description: Teeth of Dahlver-Nar differ in appearance 
  according to their associated vestiges.
  Many look like the teeth of various humanoids; others 
  appear more unusual.
  Eurynome’s tooth, for example, is a molar as big as 3 dwarf’s 
  fist, Acererak’s tooth is a ruby shaped like a cuspid, and 
  Zagan’s tooth is a snake fang the length of an elf’s hand.
  Each tooth is inscribed with the seal of a vestige—though it 
  is unbound by the outer circle common to vestige seals.
  The teeth change size to fit the user’s mouth, but only just.
  Chupoclops’s tooth juts out of the user’s mouth in the form 
  of a tusk, beside the two created by his sign.
  Activation: To employ one of these items, you must remove 
  one of your own teeth and put the tooth of Dahlver-Nar in its 
  place.
  This bloody process requires a full-round action and deals 1 
  point of damage.
  Afterward, your tooth is permanently gone; you cannot 
  later replace it after removing the tooth of Dahlver-Nar.
  A regenerate spell replaces lost teeth, so long as no teeth of 
  Dahlver-Nar occupy the spaces of missing teeth at the time 
  of casting.
  Replacing your teeth with teeth of Dahlver-Nar does not 
  affect bite damage or give you a bite attack if you normally 
  lack one.
  You must have a tooth of Dahlver-Nar in your mouth for one 
  full day before you can use its ability.
  During that time, you show the sign of the associated 
  vestige and are under its influence, as described in the 
  Effect section below.
  After the tooth has been in your mouth for 24 hours, you 
  can activate or deactivate any continuous abilities it grants 
  as a standard action.
  Other abilities require a standard action to use.
  Use of an ability granted by this item never provokes an 
  attack of opportunity, but effects produced by a tooth of 
  Dahlver-Nar are not supernatural; they can be dispelled and 
  suppressed in the same way as those of other magic items.
  A creature cannot target a tooth in your mouth for the 
  purpose of sundering or magic effects other than dispel 
  magic.
  The only way a foe can get your tooth is to render you 
  helpless and physically remove it.
  Such a removal deals no damage.
  Using teeth of Dahlver-Nar does not give you the ability to 
  bind a vestige for the purpose of meeting the prerequisites 
  of a feat or a prestige class.
  Teeth of Dahlver-Nar do not occupy a magic item body slot.
  Effect: Placing a tooth of Dahlver-Nar in your mouth grants 
  you a special magical ability, but it also links your soul and 
  body to the vestige with which the tooth is associated.
  When the tooth is in your mouth, you show the sign of the 
  associated vestige, just as you would if you had actually 
  bound it.
  In addition, you are automatically under its influence, as 
  though you were a binder who had failed a binding check.
  If you choose to ignore the vestige’s influence, you take the 
  normal penalty for doing so.
  The penalty lasts until the tooth is removed, but you can 
  still use its power.
  As normal, the penalties of ignoring the influences of 
  multiple vestiges stack.
  These effects of a tooth of Dahlver-Nar cannot be avoided by 
  making a binding check, or by using the suppress sign 
  ability.
  If you have access to multiple teeth of Dahlver-Nar, you can 
  use as many as you wish simultaneously, but you show the 
  signs and are under the influence of all of them.
  Although some vestiges grant natural attacks associated 
  with their signs, you do not gain those attacks—even 
  though you show the same sign—unless the tooth actually 
  grants that power.
  Each tooth of Dahlver-Nar grants an ability similar to one 
  granted by the associated vestige.
  The effects of the teeth are not supernatural.
  They are Spell-like effects and follow all the normal rules 
  for such—they can be suppressed by a targeted dispel 
  magic, for example.
  A tooth of Dahlver-Nar is activated by a command word—
  specifically, the name of the associated vestige.
  The effects of the specific teeth are given below, along with 
  their saving throw DCs.
  Acererak: You can use command undead three times per day 
  (Will DC 14 negates).
  Faint necromancy; CL 5th; Price 10,800 gp.
  Agares: You can use earthquake once per day.
  Strong evocation; CL 15th; Price 43,200 gp.
  Amon: You can use burning hands at will (5d4 fire; Reflex DC 
  11 half).
  Faint evocation; CL 5th; Price 9,000 gp.
  Andras: You can use magic circle against evil or magic circle 
  against good (chosen when expending the use) once per day.
  Faint abjuration; CL 5th; Price 5,400 gp.
  Andromalius: You can use discern location once per day.
  Strong divination; CL 15th; Price 43,000 gp.
  Aym: You can use produce flame once per day.
  Faint evocation; CL 5th; Price 9,000 gp.
  Balam: You can use polar ray once per day.
  Strong evocation; CL 15th; Price 5,400 gp.
  Buer: You can use neutralize poison once per day.
  Faint conjuration; CL 5th; Price 5,400 gp.
  Chupoclops: You can use ethereal jaunt once per day.
  Strong evocation; CL 13th; Price 32,760 gp.
  Dahlver-Nar: You gain a +2 enhancement bonus to natural 
  armor.
  Faint transmutation; CL 5th; Price 8,000 gp.
  Dantalion: You can use command three limes per day (Will 
  DC 13 negates).
  Faint enchantment; CL 5th; Price 5,400 gp.
  Eligor: You gain a +4 enhancement bonus to Strength.
  Moderate transmutation; CL 10th; Price 16,000 gp.
  Eurynome: You can use water walk once per day.
  Faint transmutation; CL 5th; Price 5,400 gp.
  Focalor: You can use call lightning once per day (Reflex DC 
  11 half).
  Faint evocation; CL 5th; Price 5,400 gp.
  Geryon: You can use fly once per day.
  Faint transmutation; CL 5th; Price 5,400 gp.
  Haagenti: You can use lesser confusion at will (Will DC 11 
  negates).
  Faint enchantment; CL 5th; Price 9,000 gp.
  Halphax: You can use imprisonment once per day (Will DC 
  23 negates).
  Strong abjuration; CL 17th; Price 55,000 gp.
  Haures: You can use phantasmal killer three times per day 
  (Will/Fortitude DC 16 negates/partial).
  
  1287
  Moderate Illusion; CL 7th; Price 30,240 gp.
  Ipsos: You gain a +4 enhancement bonus to Intelligence.
  Moderate transmutation; CL 10th; Price 16,000 gp.
  Karsus: You can use dispel magic three times per day.
  Faint abjuration; CL 5th; Price 16,200 gp.
  Leraje: You can use greater magic weapon once per day to 
  grant your weapon a +5 enhancement bonus.
  Strong transmutation; CL 20th; Price 21,600 gp.
  Malphas: You can use greater invisibility once per day.
  Moderate illusion; CL 7th; Price 10,080 gp.
  Marchosias: You gain a +4 enhancement bonus to Charisma.
  Moderate transmutation; CL 10th; Price 16,000 gp.
  Naberius: You can use lesser restoration three times per day.
  Faint conjuration; CL 5th; Price 10,800 gp.
  Orthos: You can use displacement once per day.
  Faint illusion; CL 5th; Price 5,400 gp.
  Otiax: You can use fog cloud three rimes per day.
  Faint conjuration; CL 5th; Price 10,800 gp.
  Paimon: You gain a +4 enhancement bonus to Dexterity.
  Moderate transmutation; CL 10th; Price 16,000 gp.
  Ronove: You can use expeditious retreat at will.
  Faint transmutation; CL 5th; Price 9,000 gp.
  Savnok: You move at your normal speed even when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load (unlike other creatures, whose speed is reduced 
  in such situations).
  Faint transmutation; CL 5th; Price 2,000 gp.
  Shax: You can use freedom of movement once per day.
  Moderate abjuration; CL 7th; Price 10,080 gp.
  Tenebrous: You can use deeper darkness once per day.
  Faint evocation; CL 5th; Price 5,400 gp.
  Zagan: You can use poison three limes per day (Fortitude DC 
  14 negates).
  Faint necromancy; CL 5th; Price 16,200 gp.
  Aura/Caster Level: See each tooth for details.
  Construction: The means of constructing teeth of Dahlver-
  Nar, if it was ever known, is lost.
  Each tooth of Dahlver-Nar is a unique magic item.
  Weight: —.
  Price: See the description of each tooth for details.
  VESTIGE PHYLACTERY
  A vestige phylactery allows you to bind an alternate vestige so
  that you can swap one spirit for another without having to 
  go through a second ritual.
  Vestige phylacteries are always found empty.
  Lore: Vestige phylacteries were the last magic items crafted 
  by the first followers of Syfal.
  They were designed to give binders better tools with which 
  to combat their enemies.
  (Knowledge [history] DC 35).
  Description: A vestige phylactery is an ornately carved jade 
  cube measuring about 6 inches on a side.
  Runes of power and magical inscriptions of binding cover 
  every surface.
  The box has no apparent means of opening.
  When a phylactery houses a vestige, it shakes and moves as 
  if alive Whenever you exchange a bound vestige for the one 
  in the box, it flares brightly and turns translucent.
  Diminutive figments of the vestiges momentary grapple as 
  they cross paths going to and from the phylactery.
  Prerequisite: You must have the soul binding ability to use 
  this magic item.
  Activation: As a full-round action, you can call forth a 
  vestige you have previously bound into the box, willing it 
  to leave the phylactery and enter your body.
  To bind a vestige into the box, resolve the binding as 
  normal, except that the binding DC increases by 10.
  You can bind a spirit into a vestige phylactery once per day, 
  and you can call a spirit from it once per day.
  The box does not occupy an item slot, but you must hold it 
  in one hand to activate it.
  Effect: Upon activating the phylactery, you immediately 
  bind to the vestige inside it.
  If doing so would cause the number of vestiges bound to 
  you to exceed your normal limit, you expel a vestige of your 
  choice (prematurely ending its binding) releasing it to 
  make room for the one from the phylactery.
  The released vestige does not automatically enter the 
  phylactery.
  You can only call a vestige from the phylactery if you 
  bound the vestige yourself.
  If you have not bound a vestige into the phylactery when 
  you activate this item, you gain no benefit and instead are 
  stunned for 1d4 rounds.
  Once the exchange is complete, you lose all the abilities 
  granted by the departed vestige and gain those granted by 
  the new vestige.
  You show the vestige’s sign (or not) as normal.
  You are influenced by the new vestige if you failed your 
  binding check when you placed it into the phylactery.
  You remain bound to the vestige from the phylactery based 
  on the time you bound it into the phylactery.
  A vestige can only be bound into a phylactery for a 
  maximum of 24 hours, after which time it is automatically 
  released.
  Aura/Caster Level: Moderate conjuration. CL 10th.
  Construction: Craft Wondrous Item, planar binding or 
  planar ally, 7,500 gp, 600 XP, 8 days
  Weight: 5 lb.
  Price: 15,000 gp.
  UNAPPROACHABLE EAST 
  (3.5)
  BREACHSTONE
  A smooth stone token carved with runes on both sides, the 
  breachstone need only be touched to a wall or barrier to 
  create a passwall as cast by a 10th-level sorcerer.
  The breachstone’s tunnel is 5 feet wide, 8 feet tall, and up to 
  10 feet long.
  The tunnel remains in existence as long as the breachstone 
  remains in the passage, and it closes 1 round after the 
  breachstone is removed.
  As with passwall, the breachstone can only create an opening 
  in stone, wood, or plaster walls, not through metal or 
  magical walls.
  (A wall of stone is not magical after it has been created).
  The breachstone operates five times and then crumbles into 
  dust.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, passwall;
  Market Price: 10,000 gp; Weight: —.
  
  1288
  CIRCLET OF THE WILDERNESS
  When placed on the head of a ranger, this band of braided 
  strands of wood grants the wearer a number of spell-like 
  abilities.
  Each function requires a different command word.
  At will—calm animals (DC 11), pass without trace, speak with 
  animals; 3/day—summon nature’s ally I, cure light wounds (DC 
  11); 1/day—summon nature’s ally II, cure serious wounds (DC 
  16).
  These abilities are as the spells cast by a 7th-level druid.
  The wearer of the circlet of the wilderness can also predict all 
  naturally occurring weather within fifty miles of his 
  current location for the next 24 hours, at will.
  He cannot predict the use of weather-altering magic by 
  someone else.
  The Simbul sometimes awards these wondrous items to 
  Aglarondan rangers who have proven their loyalty to her 
  and their country through some great act of heroism.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, animal 
  friendship, cure light wounds, cure serious wounds, pass without 
  trace, speak with animals, summon nature’s ally I, summon 
  nature’s ally II; Market Price: 50,000 gp.
  Weight —.
  HATHRAN MASKS
  The hathrans of Rashemen are known for traveling and 
  fighting wearing elaborate masks.
  Often these masks are magical, and some of the more 
  common types of hathran masks are listed here.
  A mask counts as a pair of lenses for limitations on wearing 
  multiple magic items.
  MASK OF DISGUISE
  In its normal form, this mask is usually decorated with 
  carved wavy lines and small, plain bird feathers.
  It functions as a hat of disguise, although it changes only the 
  wearer’s face (the mask also adjusts to accommodate the 
  disguise, appearing as a circlet, comb, hat, or similar item 
  worn on the face or head).
  Caster Level: 2nd; Prerequisites: Craft Wondrous Item, change 
  self; Market Price: 1,000 gp; Weight: —.
  MASK OF FLAME
  This mask is red with flames drawn in black or orange.
  The wearer is protected by endure elements (fire) and may 
  invoke a burning hands spell (caster level 5, DC 11) once per 
  day.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, burning 
  hands, endure elements; Market Price: 5,700 gp; Weight: —.
  MASK OF LANGUAGE
  This mask is covered with tiny letters in many languages 
  and with pictures of strange creatures.
  A mask of language is created with three languages, and the 
  wearer can speak, understand, read, and write those 
  languages.
  The most common languages used are Chondathan, 
  Shaaran, and Thayan Mulhorandi.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, tongues;
  Market Price: 4,000 gp; Weight: —.
  MASK OF MENTAL ARMOR
  This mask is painted with broad lines radiating from the 
  eyes, each of which ends in a protective spiral.
  The wearer gains a +4 resistance bonus on all saving throws 
  against mind-affecting effects.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, spell 
  resistance; Market Price: 4,000 gp; Weight: —.
  MASK OF NIGHTSEEING
  These dark gray masks are usually decorated with owl’s 
  feathers and stylized eye markings around the eye holes.
  They function exactly like goggles of night, granting the 
  wearer 60-foot darkvision.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  darkvision; Market Price: 8,000 gp; Weight: —.
  MASK OF PROTECTION AND RESISTANCE
  These powerful masks are decorated with powerful 
  abjurative symbols and the feathers of rare birds.
  Each acts as a combined ring of protection and a cloak of 
  resistance, and normally the protective bonus of each of 
  these powers is the same.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  resistance, shield of faith, caster level must be three times that 
  of the mask’s bonus; Market Price: 4,000 gp (mask +1), 16,000 
  gp (mask +2), 36,000 gp (mask +3), 64,000 gp (mask +4), 
  100,000 gp (mask +5); Weight: —.
  MASK OF TRUE SEEING
  These masks are white with red markings under the eyes 
  and on the forehead.
  They allow the wearer to view things with true seeing.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, true 
  seeing; Market Price: 75,000 gp; Weight: —.
  MASK OF WATER BREATHING
  This mask is decorated with blue and green waves or fish 
  scale patterns.
  It allows the wearer to breathe water as if under the effects 
  of a water breathing spell.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, water 
  breathing; Market Price: 3,000 gp; Weight: —.
  ROBE OF RUKHYON
  This fine gold-trimmed robe of red brocade confers 
  nondetection upon its wearer and also functions as a robe of 
  resistance +3.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  nondetection, resistance; Market Price: 48,000 gp; Weight: 2 lb.
  SHAPORYL’S MASK
  This very rare hathran mask is decorated with tiny fancy 
  stones and painted with elaborate patterns.
  Its wearer can use charm person three times per day, 
  confusion once per day, and dominate person once per day.
  The mask can also scintillate in a multicolored pattern for 1 
  round three times per day, which works like a gaze attack 
  with a range of 30 feet.
  
  1289
  Creatures that succumb to the gaze attack (Will negates DC 
  14) are dazed for 1d4+1 rounds.
  The gaze attack is a mind-affecting pattern.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, charm 
  person, confusion, dominate person, hypnotic pattern; Market 
  Price: 65,000 gp; Weight: —.
  WITCHBOAT
  One of these rowboat-sized wooden boats can hold three 
  people.
  They move through the water effortlessly at a speed of 30 
  feet upstream or downstream and are guided by verbal 
  commands from a person who knows the activation 
  command word.
  A witchboat can even be ordered to return to a previous 
  location without a pilot or passengers, and the sight of such 
  empty boats is common in Rashemen.
  Crafted by the Witches and Old Ones, these boats do not 
  work outside the boundaries of Rashemen.
  A larger variety of the witchboat, called a warboat, is made by 
  applying the same spells to a well-crafted felucca (a two-
  masted Rashemi sailing vessel), giving it a speed of 20 feet.
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, freedom 
  of movement, fly, permanency; Market Price: 20,000 gp 
  (witchboat), 40,000 gp (warboat); Weight: —.
  UNDERDARK (3.5)
  ANTIMAGIC TORC
  By speaking a command word, the wearer of this necklace 
  can create an antimagic field, as the spell, centered on 
  himself.
  This function is usable once per day.
  Moderate abjuration; CL 11th; Craft Wondrous Item, 
  antimagic field; Price 25,000 gp.
  BOOTS OF TREMORSENSE
  The wearer can automatically sense the location of any 
  creature or object within 30 feet that is in contact with the 
  ground.
  Faint transmutation; CL 5th; Craft Wondrous Item, 
  tremorsense; Price 45,000 gp; Weight 1 lb.
  BRAINCAP
  This metal cap fits closely over the wearer’s head (taking 
  the head slot for magic items).
  The wearer gains a +4 resistance bonus on saving throws 
  against enchantment effects and immunity to psionic mind 
  blast attacks.
  Moderate abjuration; CL 12th; Craft Wondrous Item, spell 
  immunity; Price 22,000 gp.
  CEPHALOMETER (ILLITHID)
  This psionically empowered caliper measures a creature’s 
  head size via two inwardly curved, iron projections.
  These projections are connected at one end with a bolt that 
  allows them to open or close.
  In addition, the caliper wielder can use dominate person and 
  feeblemind (DC 17) each once per day on any willing or 
  subdued creature whose head is between the projections.
  Fitting the calipers to a subject’s head provokes an attack of 
  opportunity.
  In addition to the two powers noted above, a cephalometer 
  applied to the head of a willing or subdued subject can 
  conduct a mind probe once per day for up to 10 minutes.
  All the subject’s memories and knowledge are accessible, 
  from memories deep below the surface to those that are 
  easily called to mind.
  The wielder can telepathically pose one question, and the 
  caliper extracts the answer from the subject’s brain and 
  relays it directly to the wielder’s mind.
  These answers are to the best of the subject’s knowledge.
  The wielder and the subject do not need to speak the same 
  language, though less intelligent creatures may yield only 
  appropriate visual images in answer to questions.
  The cephalometer may be used to probe a sleeping subject, 
  though the subject may attempt a DC 17 Will save to wake 
  after each question.
  Creatures protected by mind blank or those that are not 
  affected by mind-affecting effects are immune to this mind 
  probing.
  Moderate enchantment and divination; CL 9th; Craft 
  Wondrous Item or Craft Universal Item, dominate person,
  feeblemind; Price 36,450 gp; Weight 1 lb.
  CLOAK OF STONE
  This mottled gray cloak grants the wearer a +5 
  circumstance bonus on Hide and Move Silently checks.
  In addition, by speaking a command word, the wearer can 
  merge with stone as though using the meld into stone spell 
  twice a day.
  Faint transmutation; CL 5th; Craft Wondrous Item, meld 
  into stone; Price 20,800 gp; Weight 2 lb.
  DAYLIGHT PELLET
  This nasty weapon was devised by drow for use against 
  other drow, but it is equally useful against any light-
  sensitive creature.
  Daylight pellets are simply small pieces of glass, rock crystal, 
  or igneous rock coated with grease and covered with clay, 
  then baked until hard.
  When thrown (a standard action), a daylight pellet shatters 
  on impact and activates a daylight spell.
  Daylight pellets are usually found in pouches in quantities of 
  3d4 pellets.
  Faint evocation; CL 5th; Craft Wondrous Item, daylight;
  Price 750 gp per pellet.
  DRIFTDISC
  Drow matrons and other prominent drow use animated, 6-
  foot-diameter stone disks to travel in state for important 
  ceremonies or occasions.
  Every so often an eccentric drow may even use a driftdisc as 
  a bed.
  The disc can carry up to 300 pounds and fly at a speed of 30 
  feet with perfect maneuverability.
  Unattended driftdiscs customarily float 3 feet above a 
  horizontal surface.
  
  1290
  Each driftdisc is activated by a different command word.
  If the device is within voice range, the command word 
  activates it, whether the speaker is on the disk or not.
  The disk can then be controlled telepathically by the 
  creature that spoke the command word.
  Mentally commanding the disk is a free action, and the 
  user can do so at a range of up to 120 feet.
  The user retains control of the disc until he uses another 
  command word to deactivate it.
  At that point, another creature could speak the activating 
  command word and take control of the driftdisc.
  Once per day, the user can animate the driftdisc as though 
  with an animate objects spell.
  The animated disc is a Large animated object (see Monster 
  Manual) with a fly speed of 90 feet and perfect 
  maneuverability.
  As an animated object, it fights and moves as directed by its 
  user.
  Moderate evocation and transmutation; CL 11th; Craft 
  Wondrous Item, animate objects, detect thoughts, overland 
  flight; Price 113,760 gp; Weight 1,500 lb.
  FIGURINES OF ILLUSORY ESCORT
  In the Underdark, looking too tough to challenge is often 
  the best way to win a fight.
  Each of these figurines appears to be a miniature humanoid 
  about 1 inch high.
  To activate it, the user must speak the correct command 
  word and specify a humanoid or monstrous humanoid race 
  and a gender of each figurine, as well as whether it should 
  appear to be a slave in leg chains or a guard with armor and 
  weapons typical for the race.
  The figurine then produces a major image of the specified 
  creature, which cannot move more than 30 feet away from 
  the figurine.
  The figment lasts for 8 hours, after which the figurine 
  cannot be used again for 1 day.
  Slave figures can be commanded to march, do chores, or 
  mine.
  Guard figures can be commanded to either march or stand 
  guard.
  The illusion cloaking these figures randomizes and varies 
  their movements, so that each figure appears to act as an 
  individual.
  These figures act in their programmed manner, regardless 
  of circumstance, so they are usable only as a preventive 
  measure.
  The ruse can work well enough in a calm situation, but if a 
  combat does occur, the figures continue to do their chores 
  or stand guard—inappropriate actions under the 
  circumstances.
  Moderate illusion; CL 6th; Craft Wondrous Item, major 
  image; Price 6,500 gp per figurine.
  FIGURINES OF WONDROUS POWER
  Each figurine 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.
  JASPER SPIDER
  When animated, a jasper spider has all the statistics of a Large 
  monstrous spider (Hit Dice, AC, carrying capacity, speed, 
  and so on).
  It can make no attacks, but a Medium or smaller creature 
  can ride it.
  The spider remains for up to 12 hours per use.
  After 12 hours have passed, or when the command word is 
  spoken, the jasper spider again becomes a statuette and 
  cannot be activated again for 24 hours.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects; Price 5,000 gp.
  SARDONYX STONE FLYER
  This statuette becomes a normal adult stone flyer (see 
  Chapter 6) that can be used as a mount when the command 
  word is spoken.
  It can make no attacks, but a Medium or smaller creature 
  can ride it.
  If slain in combat, the stone flyer cannot be brought back 
  from statuette form for one full tenday.
  Otherwise, it can be used once per day for up to 1 hour at a 
  time.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects; Price 16,500 gp.
  GAUNTLET OF DISINTEGRATION
  The simple appearance of this single leather glove belies its 
  power.
  Once per day, it can affect a target as though with the 
  disintegrate spell (DC 19).
  In addition, a +2 luck bonus applies to any saving throw the 
  wearer makes against a disintegration spell or effect.
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  disintegration; Price 27,650 gp.
  GLOVE OF VENOM
  The wielder of this snakeskin or spiderfur glove can speak a 
  command word to envenom it, as though with the poison 
  spell, up to three times per day.
  A successful touch attack with the envenomed glove 
  delivers the poison (Fort DC 16).
  The initial and secondary damage is 1d10 points of 
  Constitution damage.
  Moderate necromancy; CL 7th; Craft Wondrous Item, 
  poison; Price 31,500 gp.
  GLOVES OF BURROWING
  These gloves appear ordinary, but when the correct 
  command word is spoken, they stiffen and allow the wearer 
  to burrow as if affected by a burrow spell.
  
  1291
  This effect lasts for up to 10 minutes each day.
  Faint transmutation; CL 3rd; Craft Wondrous Item, burrow;
  Price 14,400 gp.
  GOROTHIR’S GIRDLE
  The inside of this black leather corset contains the sacred 
  tale of how the mythical Shar worshiper Gorothir felled an 
  empire with only a lie and a secret.
  The text also contains a spellbook entry for the false sending 
  spell.
  The corset grants its wearer a +5 deflection bonus and 
  grants her the following spell-like abilities: 1/day—aberrate,
  damning darkness, fiendish clarity, slow consumption (see the 
  Book of Vile Darkness).
  A creature of good alignment takes 3d6 points of damage 
  for each round that it remains in contact with the girdle.
  Moderate transmutation; CL 14th; Craft Wondrous Item, 
  armor of darkness; Price 120,500 gp; Weight 3 pounds.
  HEADBAND OF IDIOCY
  A headband of idiocy appears to be a headband of another 
  sort, and detection spells reveal nothing more than the fact 
  that it has a magical aura.
  Upon donning this item, the wearer takes an immediate –
  10 penalty (to a minimum of 3) to her Intelligence and 
  Wisdom scores, forgetting all spells and magical knowledge 
  derived from either ability score.
  The headband can be removed only through a remove curse 
  spell.
  Strong transmutation; CL 13th; Craft Wondrous Item, 
  bestow curse, permanency; Price 5,500 gp.
  LENSES OF CLARITY
  The wearer of these lenses gains a +4 insight bonus on 
  saving throws against all spells with the charm, 
  compulsion, or glamer descriptors.
  The lenses also reduce any miss chance the target might 
  have when attacking an opponent with concealment from a 
  glamer spell (such as blur and displacement) by 10%.
  For example, a creature wearing lenses of clarity that attacks 
  an opponent protected by a displacement spell suffers only a 
  40% miss chance instead of the customary 50%.
  Faint abjuration; CL 3rd; Craft Wondrous Item, clarity of 
  mind; Price 12,000 gp; Weight—.
  LURKER CLOAK
  This mottled gray cloak strongly resembles stone.
  Upon speaking the correct command word, the wearer is 
  transformed into a lurker (see Chapter 6) as though with 
  the polymorph spell, for 7 minutes.
  The cloak can be used twice per day.
  Moderate transmutation; CL 7th; Craft Wondrous Item, 
  polymorph; Price 10,000 gp; Weight 1 lb.
  MANTLE OF ENERGY RESISTANCE
  This garment is made of silky, smooth cloth woven through 
  with strands of colored thread.
  The color of the thread corresponds to the type of energy 
  the cloak resists: green for acid, white or blue for cold, 
  yellow for electricity, red for fire, and black or iridescent 
  for sonic.
  The cloak grants the wearer energy resistance 10 against 
  the indicated type of energy.
  A basic mantle of energy resistance protects against only one 
  type of energy, but more expensive ones that protect 
  against multiple energy types are also popular.
  Faint abjuration; CL 3rd; Craft Wondrous Item, resist energy;
  Price 18,000 gp (one energy type), 54,000 gp (two energy 
  types), 90,000 gp (three energy types), 126,000 gp (four 
  energy types), 162,000 gp (all five energy types); Weight 1 
  lb.
  MESSENGER MEDALLION
  A messenger medallion resembles a small, metal cone on a 
  slender chain and can be worn as a necklace.
  Once per day, the wearer can speak a command word to 
  send a message and receive a brief reply, as though with the 
  sending spell.
  Moderate evocation; CL 7th; Craft Wondrous Item, sending;
  Price 10,000 gp.
  ROPE OF CLIMBING, SUPERIOR
  This item functions exactly like a rope of climbing, as 
  described in the Dungeon Master’s Guide, except that it also 
  grants the climber a +5 enhancement bonus on Climb 
  checks.
  Faint transmutation; CL 3rd; Craft Wondrous Item, animate 
  rope; Price 5,500 gp; Weight 3 lb.
  SPIDER MASK
  Four spider-like, jointed, wire legs protrude from either 
  side of this black velvet mask.
  The wearer of a spider mask gains darkvision out to 60 feet 
  and a +5 bonus on Fortitude saving throws against any sort 
  of spiderkind poison.
  The wearer is also immune to entrapment by web spells or 
  webs of any sort—in fact, she can actually move in webs at 
  one-half her normal speed.
  Faint conjuration and transmutation; CL 5th; Craft 
  Wondrous Item, darkvision, neutralize poison; Price 16,000 
  gp; Weight 1 lb.
  SUN FLASH PELLET
  Like daylight pellets, sun flash pellets are simply small pieces of 
  glass, rock crystal, or igneous rock coated with grease and 
  covered with clay, then baked until hard.
  When thrown (a standard action), a sun flash pellet shatters 
  on impact and activates a sunburst spell.
  These items are especially useful against creatures 
  vulnerable to sunlight, such as vampires.
  Due to the high cost of these items, it is rare to find more 
  than a single pellet at a time.
  Strong evocation; CL 15th; Craft Wondrous Item, sunburst;
  Price 6,000 gp per pellet.
  
  1292
  TENTACLE EXTENSION (ILLITHID)
  This item is designed for use by illithids, though any 
  tentacled creature may use one.
  A single tentacle extension appears as a flexible, 5-foot length 
  of iron composed of many thin iron threads.
  A razor-sharp blade is attached to the end, and a small duct 
  runs throughout the length of the extension to convey an 
  illithid’s natural flesh-dissolving enzymes to the tip.
  A tentacle extension grants a tentacled wearer a +2 
  enhancement bonus on attack and damage rolls made for 
  that tentacle and increases its base damage die by one step.
  For illithids, this means that a tentacle attack with a tentacle 
  extension deals base damage of 1d6 instead of 1d4 points.
  A tentacle extension increases its wearer’s reach by 5 feet.
  A creature with multiple tentacles can wear multiple 
  extensions, if desired.
  Strong evocation and transmutation; CL 12th; Craft Magic 
  Arms and Armor or Craft Psionic Arms and Armor, 
  tentacled creature; Price 32,000 gp; Weight 2 lb.
  USKURA
  Worn by most adult deep Imaskar, these magic items 
  contain a more powerful version of the unseen servant spell.
  Nearly any object can be an uskura, although amulets and 
  ioun stones are favored.
  A typical uskura produces an effect identical to that of an 
  unseen servant spell (caster level 10th), except that it has an 
  effective Strength score of 6 and moves at a speed of 30 feet.
  An uskura may be activated for a total of 100 minutes per 
  day, although this duration need not be consecutive.
  Many Imaskari either have multiple uskuras or create them 
  at higher caster levels to provide them with around-the-
  clock service.
  Moderate conjuration; CL 10th; Craft Wondrous Item, 
  unseen servant; Price 36,000 gp.
  WEB CHOKER (DROW)
  Strung of barbs and black webbing, with nine gray spheres 
  depending from it, this choker is considered high fashion 
  for drow priestesses.
  The wearer (and only the wearer) can detach and hurl the 
  spheres up to 70 feet.
  When a sphere arrives at the end of its trajectory, it bursts, 
  generating a web effect (DC 14).
  Once all nine spheres have been used, the web choker is 
  nothing other than a simple choker.
  Faint conjuration; CL 5th; Craft Wondrous Item, web; Price 
  2,700 gp.
  WEAPONS OF LEGACY (3.5)
  AMULET OF DEATH’S CALLING
  This amulet is made of pale alabaster, carved into the 
  likeness of a small gong or bell with a skull motif sculpted 
  on the face.
  It is usually worn on a fine chain of steel that has been 
  blackened as though by a tremendous fire.
  Once per day on command, it allows the wearer to use death 
  knell as the spell.
  Faint necromancy; CL 3rd; Craft Wondrous item, death 
  knell; Price 2,160 gp; Weight 1 lb.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/3rd Party/ITEM BIBLE.pdf