Wondrous Items (G-H)

Gauntlet of Rust

Aura moderate transmutation; CL 7th

Slot hands; Price 11,500 gp; Weight 2 lbs.

Description

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.

Construction

RequirementsCraft Wondrous Item, rusting grasp;Cost 5,750 gp

Gem of Brightness

Aura moderate evocation; CL 6th

Slot none; Price 13,000 gp; Weight

Description

This crystal appears to be a long, rough prism. Upon utterance of a command word, though, the gem's facets suddenly grow highly polished as the crystal emits bright light of one of three sorts.

A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical and its facets grow cloudy with a fine network of cracks.

Construction

RequirementsCraft Wondrous Item, daylight;Cost 6,500 gp

Gem of Seeing

Aura moderate divination; CL 10th

Slot none; Price 75,000 gp; Weight

Description

This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, a gem of seeing enables the user to see as though she were affected by the true seeing spell. A gem of seeing can be used for as many as 30 minutes a day, in increments of 5 minutes. These increments do not need to be consecutive.

Construction

RequirementsCraft Wondrous Item, true seeing;Cost 37,500 gp

Gloves of Arrow Snaring

Aura faint abjuration; CL 3rd

Slot hands; Price 4,000 gp; Weight

Description

Once worn, these snug gloves seem to meld with the hands, becoming almost invisible to casual observation. Twice per day, the wearer can act as if he had the Snatch Arrows feat (see Feats for details), even if he does not meet the prerequisites for the feat. Both gloves must be worn for the magic to be effective, and at least one hand must be free to take advantage of the magic.

Construction

RequirementsCraft Wondrous Item, shield;Cost 2,000 gp

Glove of Storing

Aura moderate transmutation; CL 6th

Slot hands; Price 10,000 gp (one glove); Weight

Description

This device is a single leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If the glove's effect is suppressed or dispelled, the stored item appears instantly. A glove of storing uses up your entire hands slot. You may not use another item (even another glove of storing) that also uses the hands slot.

Construction

RequirementsCraft Wondrous Item, shrink item;Cost 5,000 gp

Gloves of Swimming and Climbing

Aura faint transmutation; CL 5th

Slot hands; Price 6,250 gp; Weight

Description

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.

Construction

RequirementsCraft Wondrous Item, bull's strength, cat's grace;Cost 3,125 gp

Goggles of Minute Seeing

Aura faint divination; CL 3rd

Slot eyes; Price 2,500 gp; Weight

Description

The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Disable Device checks. Both lenses must be worn for the magic to be effective.

Construction

RequirementsCraft Wondrous Item, true seeing;Cost 1,250 gp

Goggles of Night

Aura faint transmutation; CL 3rd

Slot eyes; Price 12,000 gp; Weight

Description

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.

Construction

RequirementsCraft Wondrous Item, darkvision;Cost 6,000 gp

Golem Manual

Aura varies; CL varies

Slot none; Price 12,000 gp (clay), 8,000 gp (flesh), 35,000 gp (iron), 22,000 gp (stone), 44,000 gp (stone guardian); Weight 5 lbs.

Description

A golem manual contains information, incantations, and magical power that help a character to craft a golem. The instructions therein grant a +5 competence bonus on skill checks made to craft the golem's body. Each manual also holds the prerequisite spells needed for a specific golem (although these spells can only be used to create a golem and cannot be copied), effectively granting the builder use of the Craft Construct feat during the construction of the golem, and an increase to her caster level for the purpose of crafting a golem.

The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem's body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book's ashes are sprinkled upon the golem, it becomes fully animated.

Clay Golem Manual: The book contains animate objects, bless, commune, prayer, and resurrection. The reader may treat her caster level as two levels higher than normal for the purpose of crafting a clay golem. Moderate conjuration, divination, enchantment, and transmutation; CL 11th; Craft Construct, creator must be caster level 11th, animate objects, commune, prayer, resurrection.

Flesh Golem Manual: The book contains animate dead, bull's strength, geas/quest, and limited wish. The reader may treat her caster level as one level higher than normal for the purpose of crafting a flesh golem. 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.

Iron Golem Manual: The book contains cloudkill, geas/quest, limited wish, and polymorph any object. The reader may treat her caster level as four levels higher than normal for the purpose of crafting an 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.

Stone Golem Manual: The book contains geas/quest, limited wish, polymorph any object, and slow. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem. Strong abjuration and enchantment; CL 14th; Craft Construct, creator must be caster level 14th, antimagic field, geas/quest, limited wish, symbol of stunning.

Stone Golem Guardian Manual: The book contains geas/quest, imbue with spell-like ability, limited wish, polymorph any object, shield other, and slow. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem guardian. Strong abjuration and enchantment; CL 14th; Craft Construct, creator must be caster level 14th, antimagic field, geas/quest, imbue with spell-like ability, limited wish, polymorph any object, shield other, slow.

Construction

Requirements Craft Construct, caster must be of a specific level, additional spells;Cost 6,000 gp (clay), 4,000 gp (flesh), 17,500 gp (iron), 11,000 gp (stone), 22,000 gp (stone guardian)

Hand of Glory

Aura faint varied; CL 5th

Slot neck; Price 8,000 gp; Weight 2 lbs.

Description

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.

Construction

RequirementsCraft Wondrous Item, animate dead, daylight, see invisibility;Cost 4,000 gp

Hand of the Mage

Aura faint transmutation; CL 2nd

Slot neck; Price 900 gp; Weight 2 lbs.

Description

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.

Construction

RequirementsCraft Wondrous Item, mage hand;Cost 450 gp

Handy Haversack

Aura moderate conjuration; CL 9th

Slot none; Price 2,000 gp; Weight 5 lbs.

Description

A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Construction

RequirementsCraft Wondrous Item, secret chest;Cost 1,000 gp

Harp of Charming

Aura faint enchantment; CL 5th

Slot none; Price 7,500 gp; Weight 5 lbs.

Description

This beautiful and intricately carved harp can be held comfortably in one hand, but both hands are required to utilize its magic. When played, a harp of charming enables the performer to work one suggestion (as the spell, Will DC 14 negates) into the music for each 10 minutes of playing if he can succeed on a DC 14 Perform (string instruments) check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours.

Construction

RequirementsCraft Wondrous Item, suggestion;Cost 3,750 gp

Hat of Disguise

Aura faint illusion; CL 1st

Slot head; Price 1,800 gp; Weight

Description

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.

Construction

RequirementsCraft Wondrous Item, disguise self;Cost 900 gp

Headband of Alluring Charisma

Aura moderate transmutation; CL 8th

Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.

Description

This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.

Construction

RequirementsCraft Wondrous Item, eagle's splendor; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

Headband of Inspired Wisdom

Aura moderate transmutation; CL 8th

Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.

Description

This simple bronze headband is decorated with an intricate pattern of small green gemstones. The headband grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.

Construction

RequirementsCraft Wondrous Item, owl's wisdom; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

Headband of Mental Prowess

Aura strong transmutation; CL 12th

Slot headband; Price 10,000 gp (+2), 40,000 gp (+4), 90,000 gp (+6); Weight 1 lb.

Description

This simple copper headband has a small yellow gem set so that when it rests upon the forehead of the wearer, the yellow gem sits perched on the wearer's brow as if it were a third eye in the middle of his forehead. Often, the headband contains additional designs to further accentuate the appearance of a third, crystal eye.

The headband grants the wearer an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence.

Construction

RequirementsCraft Wondrous Item, eagle's splendor, fox's cunning, and/or owl's wisdom; Cost 5,000 gp (+2), 20,000 gp (+4), 45,000 gp (+6)

headband of Mental Superiority

Aura strong transmutation; CL 16th

Slot headband; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp (+6); Weight 1 lb.

Description

This ornate headband is decorated with numerous small white gemstones. The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.

Construction

RequirementsCraft Wondrous Item, eagle's splendor, fox's cunning, owl's wisdom; Cost 8,000 gp (+2), 32,000 gp (+4), 77,000 gp (+6)

Headband of Vast Intelligence

Aura moderate transmutation; CL 8th

Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.

Description

This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.

Construction

RequirementsCraft Wondrous Item, fox's cunning; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

Helm of Brilliance

Aura strong varied; CL 13th

Slot head; Price 125,000 gp; Weight 3 lbs.

Description

This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: 10 diamonds, 20 rubies, 30 fire opals, and 40 opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels' functions are as follows:

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.

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.

Construction

RequirementsCraft Wondrous Item, detect undead, fireball, flame blade, daylight, prismatic spray, protection from energy, wall of fire;Cost 62,500 gp

Helm of Comprehend Languages and Read Magic

Aura faint divination; CL 4th

Slot head; Price 5,200 gp; Weight 3 lbs.

Description

Appearing as a normal helmet, a helm of comprehend languages and read magic grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Linguistics checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply spell use.

Construction

RequirementsCraft Wondrous Item, comprehend languages, read magic;Cost 2,600 gp

Helm of Telepathy

Aura faint divination and enchantment; CL 5th

Slot head; Price 27,000 gp; Weight 3 lbs.

Description

This pale metal or ivory helm covers much of the head when worn. The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a suggestion (as the spell, Will DC 14 negates) along with his telepathic message.

Construction

RequirementsCraft Wondrous Item, detect thoughts, suggestion;Cost 13,500 gp

Helm of Teleportation

Aura moderate conjuration; CL 9th

Slot head; Price 73,500 gp; Weight 3 lbs.

Description

A character wearing this device may teleport three times per day, exactly as if he had cast the spell of the same name.

Construction

RequirementsCraft Wondrous Item, teleport;Cost 36,750 gp

Helm of Underwater Action

Aura faint transmutation; CL 5th

Slot head; Price 24,000 gp; Weight 3 lbs.

Description

The wearer of this helmet can see underwater. Drawing the small lenses in compartments on either side into position before the wearer's eyes activates the visual properties of the helm, allowing her to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action gives the wearer a 30-foot swim speed and creates a globe of air around the wearer's head and maintains it until the command word is spoken again, enabling her to breathe freely.

Construction

RequirementsCraft Wondrous Item, water breathing; Cost 12,000 gp

Horn of Blasting

Aura moderate evocation; CL 7th

Slot none; Price 20,000 gp; Weight 1 lb.

Description

This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they're held, worn, or carried by creatures (Fortitude DC 16 negates).

If a horn of blasting is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of sonic damage to the person sounding it.

Construction

RequirementsCraft Wondrous Item, shout;Cost 10,000 gp

Horn of Blasting, Greater

Aura strong evocation; CL 16th

Slot none; Price 70,000 gp; Weight 1 lb.

Description

This horn functions as a horn of blasting, except that it deals 10d6 points of sonic damage, stuns creatures for 1 round, and deafens them for 4d6 rounds (a DC 19 Fortitude reduces the damage by half and negates the stunning and deafening). Crystalline objects take 16d6 points of sonic damage as described for the horn of blasting. A greater horn of blasting also has a 20% cumulative chance of exploding for each usage beyond the first each day.

Construction

RequirementsCraft Wondrous Item, greater shout;Cost 35,000 gp

Horn of Fog

Aura faint conjuration; CL 3rd

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

Description

This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; a fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Construction

RequirementsCraft Wondrous Item, obscuring mist;Cost 1,000 gp

Horn of Goodness/Evil

Aura moderate abjuration; CL 6th

Slot none; Price 6,500 gp; Weight 1 lb.

Description

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.

Construction

RequirementsCraft Wondrous Item, magic circle against good, magic circle against evil;Cost 3,250 gp

Horn of Valhalla

Aura strong conjuration; CL 13th

Slot none; Price 50,000 gp; Weight 2 lbs.

Description

This magic instrument comes in four varieties. Each appears to be normal until someone speaks its command word and blows the horn. Then the horn summons a number of human barbarians to fight for the character who summoned them. Each horn can be blown just once every 7 days. Roll d% and refer to the table above to see what type of horn is found. The horn's type determines what barbarians are summoned and what prerequisite is needed to use the horn. Any character who uses a horn of Valhalla but doesn't have the prerequisite is attacked by the barbarians she herself summoned.

Horn of Valhalla
d% Type of Horn Barbarians Summoned Prerequisite
01–40 Silver 2d4+2, 2nd-level None
41–75 Brass 2d4+1, 3rd-level Spellcaster level 1st
76–90 Bronze 2d4, 4th-level Proficiency with all martial weapons or bardic performance ability
91–100 Iron 1d4+1, 5th-level Proficiency with all martial weapons or bardic performance ability

Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.

Construction

RequirementsCraft Wondrous Item, summon monster VI;Cost 25,000 gp

Horseshoes of Speed

Aura faint transmutation; CL 3rd

Slot feet; Price 3,000 gp; Weight 12 lbs. (for four)

Description

These iron shoes come in sets of four like ordinary horseshoes. When affixed to an animal's hooves, they increase the animal's base land speed by 30 feet; this counts as an enhancement bonus. As with other effects that increase speed, jumping distances increase proportionally (see Using Skills). All four shoes must be worn by the same animal for the magic to be effective.

Construction

RequirementsCraft Wondrous Item, haste;Cost 1,500 gp

Horseshoes of a Zephyr

Aura faint transmutation; CL 3rd

Slot feet; Price 6,000 gp; Weight 4 lbs. (for four).

Description

These four iron shoes are affixed like normal horseshoes. They allow a horse to travel without actually touching the ground. The horse must still run above (always around 4 inches above) a roughly horizontal surface. This means that non-solid or unstable surfaces can be crossed, and that movement is possible without leaving tracks on any sort of ground. The horse moves at its normal base land speed. All four shoes must be worn by the same animal for the magic to be effective.

Construction

RequirementsCraft Wondrous Item, levitate;Cost 3,000 gp