Wondrous Items (C-D)

Candle of Invocation

Aura strong conjuration; CL 17th

Slot none; Price 8,400 gp; Weight 1/2 lb.

Description

Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual if the candle's alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame.

A cleric whose alignment matches the candle's operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn't interfere with its magical properties.

In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process.

Construction

RequirementsCraft Wondrous Item, gate, creator must be same alignment as candle created; Cost 4,200 gp

Candle of Truth

Aura faint enchantment; CL 3rd

Slot none; Price 2,500 gp; Weight 1/2 lb.

Description

This white tallow candle, when burned, calls into place a zone of truth spell (Will DC 13 negates) in a 5-foot radius centered on the candle. The zone lasts for 1 hour, while the candle burns. If the candle is snuffed before that time, the effect is canceled and the candle ruined.

Construction

RequirementsCraft Wondrous Item, zone of truth; Cost 1,250 gp

Cape of the Mountebank

Aura moderate conjuration; CL 9th

Slot shoulders; Price 10,800 gp; Weight 1 lb.

Description

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.

Construction

RequirementsCraft Wondrous Item, dimension door; Cost 5,400 gp

Carpet of Flying

Aura moderate transmutation; CL 10th

Slot none; Price varies; Weight

Description

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.

Size Capacity Speed Weight Market Price
5 ft. by 5 ft. 200 lbs. 40 ft. 8 lbs. 20,000 gp
5 ft. by 10 ft. 400 lbs. 40 ft. 10 lbs. 35,000 gp
10 ft. by 10 ft. 800 lbs. 40 ft. 15 lbs. 60,000 gp

A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. A carpet of flying can hover without making a Fly skill check and gives a +5 bonus to other Fly checks.

Construction

RequirementsCraft Wondrous Item, overland flight; Cost 10,000 gp (5 ft. by 5 ft.), 17,500 gp (5 ft. by 10 ft.), 30,000 gp (10 ft. by 10 ft.)

Chime of Interruption

Aura moderate evocation; CL 7th

Slot none; Price 16,800 gp; Weight 1 lb.

Description

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).

Construction

RequirementsCraft Wondrous Item, shout; Cost 8,400 gp

Chime of Opening

Aura moderate transmutation; CL 11th

Slot none; Price 3,000 gp; Weight 1 lb.

Description

A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A chime of opening also automatically dispels a hold portal spell or even an arcane lock cast by a wizard of lower than 15th level.

The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck and a clear tone rings forth. The wielder can make a caster level check against the lock or binding, using the chime's caster level of 11th. The DC of this check is equal to the Disable Device DC to open the lock or binding. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four successful uses of a chime of opening to get it open. A silence spell negates the power of the device. A brand-new chime can be used a total of 10 times before it cracks and becomes useless.

Construction

RequirementsCraft Wondrous Item, knock; Cost 1,500 gp

Circlet of Persuasion

Aura faint transmutation; CL 5th

Slot head; Price 4,500 gp; Weight

Description

This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks.

Construction

RequirementsCraft Wondrous Item, eagle's splendor; Cost 2,250 gp

Cloak of Arachnida

Aura moderate conjuration and transmutation; CL 6th

Slot shoulders; Price 14,000 gp; Weight 1 lb.

Description

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.

Construction

RequirementsCraft Wondrous Item, spider climb, web; Cost 7,000 gp

Cloak of the Bat

Aura moderate transmutation; CL 7th

Slot shoulders; Price 26,000 gp; Weight 1 lb.

Description

Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Stealth checks. The wearer is also able to hang upside down from the ceiling like a bat.

By holding the edges of the garment, the wearer is able to fly as per the spell (including a +7 bonus on Fly skill checks). If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly (as beast shape III). All possessions worn or carried are part of the transformation. Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.

Construction

RequirementsCraft Wondrous Item, beast shape III, fly; Cost 13,000 gp

Cloak of Displacement, Major

Aura moderate illusion; CL 7th

Slot shoulders; Price 50,000 gp; Weight 1 lb.

Description

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.

Construction

RequirementsCraft Wondrous Item, Extend Spell, displacement; Cost 25,000 gp

Cloak of Displacement, Minor

Aura faint illusion; CL 3rd

Slot shoulders; Price 24,000 gp; Weight 1 lb.

Description

This item appears to be a normal cloak, but when worn by a character, its magical properties distort and warp light waves. This displacement works similar to the blur spell, granting a 20% miss chance on attacks against the wearer. It functions continually.

Construction

RequirementsCraft Wondrous Item, blur; Cost 12,000 gp

Cloak of Elvenkind

Aura faint illusion; CL 3rd

Slot shoulders; Price 2,500 gp; Weight 1 lb.

Description

When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks.

Construction

RequirementsCraft Wondrous Item, invisibility, creator must be an elf; Cost 1,250 gp

Cloak of Etherealness

Aura strong transmutation; CL 15th

Slot shoulders; Price 55,000 gp; Weight 1 lb.

Description

This silvery gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ethereal jaunt spell). The effect is dismissible. The cloak works for a total of up to 10 minutes per day. This duration need not be continuous, but it must be used in 1 minute increments.

Construction

RequirementsCraft Wondrous Item, ethereal jaunt; Cost 27,500 gp

Cloak of the Manta Ray

Aura moderate transmutation; CL 9th

Slot shoulders; Price 7,200 gp; Weight 1 lb.

Description

This cloak appears to be made of leather until the wearer enters salt water. At that time, the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the beast shape II spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray.

The cloak does allow the wearer to attack with a manta ray's tail spine, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.

Construction

RequirementsCraft Wondrous Item, beast shape II, water breathing; Cost 3,600 gp

Cloak of Resistance

Aura faint abjuration; CL 5th

Slot shoulders; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb.

Description

These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Construction

RequirementsCraft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonus; Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5)

Crown of Blasting, Minor

Aura moderate evocation; CL 6th

Slot head; Price 6,480 gp; Weight 1 lb.

Description

On command, this simple golden crown projects a blast of searing light (3d8 points of damage) once per day.

Construction

RequirementsCraft Wondrous Item, searing light; Cost 3,240 gp

Crown of Blasting, Major

Aura strong evocation; CL 17th

Slot head; Price 23,760 gp; Weight 1 lb.

Description

On command, this elaborate golden crown projects a blast of searing light (5d8 maximized for 40 points of damage) once per day.

Construction

RequirementsCraft Wondrous Item, Maximize Spell, searing light; Cost 11,880 gp

Crystal Ball

Aura moderate divination; CL 10th

Slot none; Price varies; Weight 7 lbs.

Description

This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. So well-known are these items that many so-called oracles or fortune-tellers use similar appearing (but completely non-magical) replicas of these items to ply their trades. A character can use a magical crystal ball to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates). A crystal ball can be used multiple times per day, but the DC to resist its power decreases by 1 for each additional use.

Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed.

Crystal Ball Type Market Price
Crystal ball 42,000 gp
Crystal ball with see invisibility 50,000 gp
Crystal ball with telepathy* 70,000 gp
Crystal ball with true seeing 80,000 gp
Crystal ball with detect thoughts (Will DC 13 negates) 51,000 gp
* The viewer is able to send and receive silent mental messages with the person appearing in the crystal ball. Once per day, the character may attempt to implant a suggestion (as the spell, Will DC 14 negates) as well.

Construction

RequirementsCraft Wondrous Item, scrying (plus any additional spells put into item); Cost 21,000 gp (standard), 25,000 (with see invisibility), 25,500 gp (with detect thoughts), 35,000 gp (with telepathy), 40,000 gp (with true seeing)

Cube of Force

Aura moderate evocation; CL 10th

Slot none; Price 62,000 gp; Weight 1/2 lb.

Description

This device is just under an inch across and can be made of ivory, bone, or any hard mineral. Typically, each of the cube's faces are polished smooth, but sometimes they are etched with runes. The device enables its possessor to put up a special cube made up of 6 individual wall of force spells, 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges when fully charged—charges used are automatically renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor's speed is limited to the maximum value given on the table.

When the cube of force is active, attacks dealing more than 30 points of damage drain 1 charge for every 10 points of damage beyond 30 that they deal. The charge cost to maintain each of the cube's six walls is summarized below.

Cube Face Charge Cost per Minute Max. Speed Effect
1 1 30 ft. Keeps out gases, wind, etc.
2 2 20 ft. Keeps out nonliving matter
3 3 15 ft. Keeps out living matter
4 4 10 ft. Keeps out magic
5 6 10 ft. Keeps out all things
6 0 As normal Deactivates

Spells that affect the integrity of the screen also drain extra charges. These spells cannot be cast into or out of the cube.

Attack Form Extra Charges
Disintegrate 6
Horn of blasting 6
Passwall 3
Phase door 5
Prismatic spray 7
Wall of fire 2

Construction

RequirementsCraft Wondrous Item, wall of force; Cost 31,000 gp

Cube of Frost Resistance

Aura faint abjuration; CL 5th

Slot none; Price 27,000 gp; Weight 2 lbs.

Description

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. 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 reactivated for 1 hour. If the field absorbs more than 100 points of cold damage in a 10-round period, the cube is destroyed.

Construction

RequirementsCraft Wondrous Item, protection from energy; Cost 13,500 gp

Cubic Gate

Aura strong conjuration; CL 13th

Slot none; Price 164,000 gp; Weight 2 lbs.

Description

This potent magical item is a small cube fashioned from carnelian. Each of the six sides of the cube is keyed to a different plane of existence or dimension, one of which is the Material Plane. The character creating the item chooses the planes to which the other five sides are keyed.

If a side of the cubic gate is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time.

If a side is pressed twice in quick succession, the character so doing is transported to a random point on the other plane, along with all creatures in adjacent squares. The other creatures may avoid this fate by succeeding on DC 23 Will saves.

Construction

RequirementsCraft Wondrous Item, plane shift; Cost 82,000 gp

Darkskull

Aura moderate evocation [evil]; CL 9th

Slot none; Price 60,000 gp; Weight 5 lbs.

Description

This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as though an unhallow spell had been cast with the skull as the touched point of origin. Each darkskull has a single spell effect tied to it. This spell is from the standard list given in the unhallow spell description, and it cannot be changed.

Construction

RequirementsCraft Wondrous Item, unhallow, creator must be evil; Cost 30,000 gp

Decanter of Endless Water

Aura moderate transmutation; CL 9th

Slot none; Price 9,000 gp; Weight 2 lbs.

Description

If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type of water as well as the volume and velocity.

The geyser effect exerts considerable pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down each round the effect is maintained. In addition, the powerful force of the geyser deals 1d4 points of damage per round to a creature that is subjected to it. The geyser can only affect one target per round, but the user can direct the beam of water without needing to make an attack role to strike the target since the geyser's constant flow allows for ample opportunity to aim. Creatures with the fire subtype take 2d4 points of damage per round from the geyser rather than 1d4. The command word must be spoken to stop it.

Construction

RequirementsCraft Wondrous Item, control water; Cost 4,500 gp

Deck of Illusions

Aura moderate illusion; CL 6th

Slot none; Price 8,100 gp; Weight 1/2 lb.

Description

This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of 34 cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.)

Playing Card Tarot Card Creature
Ace of hearts IV. The Emperor Red dragon
King of hearts Knight of swords Male human fighter and four guards
Queen of hearts Queen of staves Female human wizard
Jack of hearts King of staves Male human druid
Ten of hearts VII. The Chariot Cloud giant
Nine of hearts Page of staves Ettin
Eight of hearts Ace of cups Bugbear
Two of hearts Five of staves Goblin
Playing Card Tarot Card Creature
Ace of diamonds III. The Empress Glabrezu (demon)
King of diamonds Two of cups Male elf wizard and female apprentice
Queen of diamonds Queen of swords Half-elf ranger
Jack of diamonds XIV. Temperance Harpy
Ten of diamonds Seven of staves Male half-orc barbarian
Nine of diamonds Four of pentacles Ogre mage
Eight of diamonds Ace of pentacles Gnoll
Two of diamonds Six of pentacles Kobold
Playing Card Tarot Card Creature
Ace of spades II. The High Priestess Lich
King of spades Three of staves Three human clerics
Queen of spades Four of cups Medusa
Jack of spades Knight of pentacles Male dwarf paladin
Ten of spades Seven of swords Frost giant
Nine of spades Three of swords Troll
Eight of spades Ace of swords Hobgoblin
Two of spades Five of cups Goblin
Playing Card Tarot Card Creature
Ace of clubs VIII. Strength Iron golem
King of clubs Page of pentacles Three halfling rogues
Queen of clubs Ten of cups Pixies
Jack of clubs Nine of pentacles Half-elf bard
Ten of clubs Nine of staves Hill giant
Nine of clubs King of swords Ogre
Eight of clubs Ace of staves Orc
Two of clubs Five of cups Kobold
Playing Card Tarot Card Creature
Joker Two of pentacles Illusion of deck's owner
Joker (with trademark) Two of staves Illusion of deck's owner (sex reversed)

A randomly generated deck is usually complete (11–100 on d%), but may be discovered (01–10) with 1d20 of its cards missing. If cards are missing, reduce the price by a corresponding amount.

Construction

RequirementsCraft Wondrous Item, major image; Cost 4,050 gp

Dimensional Shackles

Aura moderate abjuration; CL 11th

Slot wrists; Price 28,000 gp; Weight 5 lbs.

Description

These shackles have golden runes traced across their cold iron links. Any creature bound within them is affected as if a dimensional anchor spell were cast upon it (no save). They fit any Small to Large creature. The DC to break or slip out of the shackles is 30.

Construction

RequirementsCraft Wondrous Item, dimensional anchor; Cost 14,000 gp

Drums of Panic

Aura moderate necromancy; CL 7th

Slot none; Price 30,000 gp; Weight 10 lbs. for the pair.

Description

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.

Construction

RequirementsCraft Wondrous Item, fear;Cost 15,000 gp

Dust of Appearance

Aura faint conjuration; CL 5th

Slot none; Price 1,800 gp; Weight

Description

This powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. In this, it works just like the faerie fire spell. The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a –30 penalty on its Stealth checks. The dust's effect lasts for 5 minutes.

Dust of appearance is typically stored in small silk packets or hollow bone tubes.

Construction

RequirementsCraft Wondrous Item, glitterdust;Cost 900 gp

Dust of Disappearance

Aura moderate illusion; CL 7th

Slot none; Price 3,500 gp; Weight

Description

This dust looks like dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible (as greater invisibility). Normal vision can't see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance. Other factors, such as sound and smell, also allow possible detection. The greater invisibility bestowed by the dust lasts for 2d6 rounds. The invisible creature doesn't know when the duration will end.

Construction

RequirementsCraft Wondrous Item, greater invisibility;Cost 1,750 gp

Dust of Dryness

Aura moderate transmutation; CL 11th

Slot none; Price 850 gp; Weight

Description

This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed into nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids.

If the dust is employed against an outsider with the elemental and water subtypes, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the creature even if its saving throw succeeds.

Construction

RequirementsCraft Wondrous Item, control water;Cost 425 gp

Dust of Illusion

Aura moderate illusion; CL 6th

Slot—;Price 1,200 gp; Weight

Description

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.

Construction

RequirementsCraft Wondrous Item, disguise self;Cost 600 gp

Dust of Tracelessness

Aura faint transmutation; CL 3rd

Slot none; Price 250 gp; Weight

Description

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.

Construction

RequirementsCraft Wondrous Item, pass without trace;Cost 125 gp