Orb of Storms
Aura strong varied; CL 18th
Slot none; Price 48,000 gp; Weight 6 lbs.
Description
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.
Construction
RequirementsCraft Wondrous Item, control weather, endure elements, storm of vengeance;Cost 24,000 gp
Pearl of Power
Aura strong transmutation; CL 17th
Slot none; 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), 70,000 gp (two spells); Weight —
Description
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).
Construction
RequirementsCraft Wondrous Item, creator must be able to cast spells of the spell level to be recalled; Cost 500 gp (1st), 2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp (5th), 18,000 gp (6th), 24,500 gp (7th), 32,000 gp (8th), 40,500 gp (9th), 35,000 gp (two spells)
Pearl of the Sirines
Aura moderate abjuration and transmutation; CL 8th
Slot none; Price 15,300 gp; Weight —
Description
This pearl is worth at least 1,000 gp for its beauty alone, yet if it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl's powers, she understands and is able to employ the item.
The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.
Construction
RequirementsCraft Wondrous Item, freedom of movement, water breathing;Cost 8,150 gp
Periapt of Health
Aura faint conjuration; CL 5th
Slot neck; Price 7,500 gp; Weight —
Description
The wearer of this blue gem on a silver chain (worn on the neck) is immune to disease, including supernatural diseases.
Construction
RequirementsCraft Wondrous Item, remove disease;Cost 3,750 gp
Periapt of Proof against Poison
Aura faint conjuration; CL 5th
Slot neck; Price 27,000 gp; Weight —
Description
This item is a brilliant-cut black gem on a delicate silver chain meant to be worn about the neck. The wearer is immune to poison, although poisons active when the periapt is first donned still run their course.
Construction
RequirementsCraft Wondrous Item, neutralize poison;Cost 13,500 gp
Periapt of Wound Closure
Aura moderate conjuration; CL 10th
Slot neck; Price 15,000 gp; Weight —
Description
This stone is bright red and dangles on a gold chain meant to be worn on the neck. The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). The periapt doubles the wearer's normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage caused by bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes ability damage or drain.
Construction
RequirementsCraft Wondrous Item, heal;Cost 7,500 gp
Phylactery of Faithfulness
Aura faint divination; CL 1st
Slot headband; Price 1,000 gp; Weight —
Description
This item is a tiny box containing religious scripture. The box is affixed to a leather cord and tied around the forehead, worn so that the box sits upon the wearer's brow. There is no mundane way to determine what function this religious item performs until it is worn. The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act.
Construction
RequirementsCraft Wondrous Item, detect chaos, detect evil, detect good, detect law;Cost 500 gp
Phylactery of Negative Channeling
Aura moderate necromancy [evil]; CL 10th
Slot headband; Price 11,000 gp; Weight —
Description
This item is a boon to any character able to channel negative energy, increasing the amount of damage dealt to living creatures by +2d6. This also increases the amount of damage healed by undead creatures.
Construction
RequirementsCraft Wondrous Item, creator must be a 10th-level cleric; Cost 5,500 gp
Phylactery of Positive Channeling
Aura moderate necromancy [good]; CL 10th
Slot headband; Price 11,000 gp; Weight —
Description
This item allows channelers of positive energy to increase the amount of damage dealt to undead creatures by +2d6. This also increases the amount of damage healed by living creatures.
Construction
RequirementsCraft Wondrous Item, creator must be a 10th-level cleric; Cost 5,500 gp
Pipes of Haunting
Aura faint necromancy; CL 4th
Slot none; Price 6,000 gp; Weight 3 lbs.
Description
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.
Construction
RequirementsCraft Wondrous Item, scare;Cost 3,000 gp
Pipes of the Sewers
Aura faint conjuration; CL 2nd
Slot none; Price 1,150 gp; Weight 3 lbs.
Description
If the possessor learns the proper tune, he can use these pipes to attract 1d3 rat swarms if rats are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform (wind instruments) check. Success means that they obey the piper's telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. The Perform DC increases by +5 for each time the rats have been successfully called in a 24-hour period.
If the rats are under the control of another creature, add the HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control.
Construction
RequirementsCraft Wondrous Item, charm animal, summon nature's ally I,wild empathy ability;Cost 575 gp
Pipes of Sounding
Aura faint illusion; CL 2nd
Slot none; Price 1,800 gp; Weight 3 lbs.
Description
When played by a character who has the Perform (wind instruments) skill, these shiny metallic pan pipes create a variety of sounds. The figment sounds are the equivalent of ghost sound.
Construction
RequirementsCraft Wondrous Item, ghost sound;Cost 900 gp
Portable Hole
Aura strong conjuration; CL 12th
Slot none; Price 20,000 gp; Weight —
Description
A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight, resulting in a portable extradimensional space. When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains, traveling with the item.
The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the portable hole and bag of holding being destroyed in the process.
Construction
RequirementsCraft Wondrous Item, plane shift;Cost 10,000 gp