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Wondrous Items from Andycollins.net


Brilliant

Aura ???; CL 5th; Prerequisites Craft Magic Arms and Armor; Spells daylight; Price +2 bonus.

Whenever a creature wearing brilliant armor or wielding a brilliant shield enters the area of effect of a spell or effect with the [darkness] descriptor, it automatically dispels that effect. In addition, once per day the wearer can cause the armor or shield to shed light as the daylight spell.

Featherweight

Aura ???; CL 5th; Prerequisites Craft Magic Arms and Armor; Spells levitate; Price +2 bonus.

Featherweight armor is essentially weightless when worn. It inflicts no penalty to Swim checks. Reduce armor check penalties by 2 and increase maximum Dexterity bonus by 2. It is treated as one category lighter (heavy as medium, medium or light armors as light) for purposes of movement and other limitations (for example, whether a barbarian can use his fast movement ability while wearing the armor or not). It has no effect on arcane spell failure chance. The bonuses granted by featherweight armor do not stack with those of mithral armor.

Fiery

Aura ???; CL 10th; Prerequisites Craft Magic Arms and Armor; Spells fire shield; Price +4 bonus.

This armor burns with a blue-white flame for 10 rounds on command of the wearer. This fire does not harm the wearer or any of his possessions, but anyone touching or striking the wearer suffers 1d6 points of fire damage. The armor may be activated five times per day.

Healing

Aura ???; CL 7th; Prerequisites Craft Magic Arms and Armor; Spells cure critical wounds, cure light wounds; Price +4 bonus.

As a standard action the wearer of healing armor may activate it to target itself with a cure light wounds spell up to five times per day. In addition, once per day when the wearer of this armor is reduced half its total hit points (or less), the wearer is targeted with a cure critical wounds spell. This is an automatic action that requires no action on the part of the wearer.

Mighty Bulwark

Aura ???; CL 11th; Prerequisites Craft Magic Arms and Armor, enlarge, repulsion; Price +4 bonus.

On command, a mighty bulwark shield grows to the size of a tower shield but retains its normal weight and armor check penalty (you suffer the tower shield’s arcane spell failure chance when in that form). When the shield is in this form, any creature attempting to approach within 10 feet of you from the direction the shield faces must make a Will save (DC 19) or be unable to approach. This save must be repeated each round, regardless of success or failure. A creature within the area of effect that fails its save cannot approach any closer to you. The effect doesn’t push back a repelled creature if you approach it. The mighty bulwark shield doesn’t prevent creatures from making ranged attacks against you, nor does it repel melee attacks made from outside the area of effect (such as by a creature with reach).

Shadowguard Ring Bracers

Aura ???; CL 5th; Prerequisites Craft Wondrous Item, blur, shield of faith; Price 1,500 gp (+1), 3,500 gp (+2), 7,000 gp (+3), 12,000 gp (+4), 18,000 gp (+5).

This pair of black metal ring bracers provides the wearer a +1 or better deflection bonus to armor class. Additionally, once per day they can cast blur upon the wearer, but only when in areas of shadow or darkness (anything short of daylight).

Staff of Shadows

Aura ???; CL 9th; Prerequisites Craft Staff; Spells darkness, shadow evocation; Price 27,000 gp.

The wielder can cast darkness (1 charge) and shadow evocation (2 charges).

Everfull Component Pouch

Aura ???; CL 3rd; Prerequisites Craft Wondrous Item, locate object; Price 2,000 gp; Weight —.

This plain leather belt pouch always contains any spell component or focus (maximum value 1 gp) required by its owner. Additionally, the component or focus instantly appears in hand whenever the wearer begins casting a spell. Though this is of little use in most situations, it proves very useful if the caster is grappling or pinned, since he doesn’t have to reach the components himself (in other words, the caster may cast spells with a material or focus component while grappling.) Any component or focus not used to cast a spell within one round disappears back into the pouch (and thus can’t be sold or traded by the owner). If the owner stores his other components or foci in the pouch, it delivers them in the same manner.

Handy Scroll Tube

Aura ???; CL 6th; Prerequisites Craft Wondrous Item, read magic; Price 8,000 gp; Weight 1 lb.

This adamantine tube will hold up to 100 scrolls or similar items (anything of the size and flexibility of a sheet of parchment). When the owner reaches into it for a scroll, that scroll is always the first one he finds. Thus, no searching through the pages is ever necessary. Drawing a scroll from the tube is a move-equivalent action that does not provoke attacks of opportunity. In addition, the caster level of any spell cast from a scroll taken from this tube is increased by +1 for all purposes. This increase only applies if the owner begins casting the spell on the same turn he pulled the scroll from the tube (even if the casting time is longer than one standard action, as long as the casting begins on the same turn, the effect applies). If a scroll has more than one spell, it must be put back into the tube before the caster level increase will apply again. The tube has a hardness of 20 and 20 hp, making it an excellent safeguard for its contents as well. If the tube’s power is suppressed or dispelled, the scrolls remain within, but cannot be accessed until the item functions once again.

Handy Wand Case

Aura ???; CL 4th; Prerequisites Craft Wondrous Item, unseen servant; Price 2,000 gp; Weight —.

Like the handy scroll tube, this six-pocket cloth sheath is a boon to spellcasters. Each pocket of the case can hold a single magic wand. With the merest thought (a free action), the wearer can summon any wand from the case into his hand. At the end of the round–or when the caster finishes activating the wand, for spells with a longer casting time–the wand magically disappears back into the case. If the case’s power is suppressed or dispelled, the wands remain within, but cannot be accessed until the item functions once again.

Bottomless Money Pouch

Aura ???; CL 9th; Prerequisites Craft Wondrous Item, secret chest; Price 2,200 gp; Weight —.

This leather belt pouch can hold an infinite quantity of coins (copper, silver, gold, or platinum only). If any other item is placed within, the pouch spits it out one round later. The pouch is also enhanced to resist thievery; any Sleight of Hand attempt made to steal it from its wearer suffers a -10 penalty. If the pouch’s power is suppressed or dispelled, the coins remain within, but cannot be accessed until the item functions once again.

Quiver of Arrow Creation

Aura ???; CL 9th; Prerequisites Craft Wondrous Item, fabricate; Price 1,500 gp; Weight 1 lb.

This simple quiver appears to hold 20 masterwork arrows within it. However, each arrow exists in a state of flux within the quiver, its physical properties not yet fully determined. When the wearer draws an arrow (a free action), he mentally chooses the material from which the arrowhead is forged (adamantine, alchemical silver, or cold iron). Once drawn, the arrow exists for only one minute, but for that minute functions exactly as a masterwork arrow of the chosen material and of an appropriate size for the user. Once all 20 arrows have been drawn, the quiver loses its power. Additional arrows cannot be added to the quiver.

Quiver of Endless Arrows

Aura ???; CL 7th; Prerequisites Craft Wondrous Item, minor creation; Price 900 gp; Weight 3 lb.

This quiver is a boon to the expert archer, for it magically creates an endless supply of masterwork arrows (of an appropriate size for the wearer). Each arrow exists for only a single round after it is drawn. The arrows don’t exist until they are drawn, so they can’t receive magical enhancements while still “in the quiver,” even by such means as greater magic weapon (though such effects can be added after the arrow is drawn).

Vest of Storing

Aura ???; CL 6th; Prerequisites Craft Wondrous Item, shrink item; Price 4,000 gp; Weight —.

This soft leather vest has four distinct “emblems” sewn into it. When the wearer touches an item to an emblem (a move action), the item disappears into an extradimensional space. If the wearer later touches the emblem (another move action), the item appears in that hand. Only one item can be “stored” in each emblem, and each item must weigh no more than 20 pounds and be able to be held in one hand. If the vest’s power is suppressed or dispelled, the items appear and fall to the floor. Neither storing nor retrieving an item provokes attacks of opportunity, making it an ideal storage space for otherwise hard-to-retrieve items such as scrolls or musical instruments.

Ring Bracelet

Aura ???; CL ???; ; Price XXXX.

This item of jewelry (sometimes called a handflower or a ring bracer) clasps around the wearer’s wrist, with thin chains extending up to wrap around one or more fingers as well.

When used as a magic item, the ring bracelet occupies one ring space, one glove space, and one bracer space. Thus, it can’t be worn with a full set of bracers or with a full set of gloves. However, two ring bracelets can be worn (each on a separate hand) and each will function normally.

Because it takes up multiple item locations on a character, a magic ring bracelet costs only half as much as a normal wondrous item with the same power or powers. If created as a matching pair, the item costs only one-third the normal price.

Crafting a magic ring bracelet requires both the Craft Wondrous Item and Forge Ring feats.

Handflower of Grace

Aura ???; CL 8th; Prerequisites Craft Wondrous Item, Forge Ring; Spells cat’s grace, charm monster; Price 6,000 gp (+2), 24,000 gp (+4), or 54,000 gp (+6).

This delicate web of gold chains set with tiny sapphires grants the wearer an enhancement bonus to Charisma and Dexterity (+2, +4, or +6.) The bonus is the same to both abilities.

Ring Bracers of Shielding

Aura ???; CL 7th; Prerequisites Craft Wondrous Item, Forge Ring; Spells shield of faith, spell immunity, caster must be of a level three times that of the bonus of the ring bracers; Price 6,000 gp (+1), 10,000 gp (+2), 15,000 gp (+3), 21,000 gp (+4), 28,000 gp (+5).

This pair of silver ring bracers grant their wearer a deflection bonus to Armor Class (+1 to +5) and provide immunity to magic missiles. Both must be worn to have any effect.

Figment Weavers

Aura ???; CL 5th; Prerequisites Craft Wondrous Item, Forge Ring; Spells major image, minor image, silent image; Price 18,000 gp.

This shimmering pair of ring bracelets appears to be composed of iridescent webs strung across the backs of the wearer’s hands. They allow the wielder to “weave” illusions as often as desired. Creating a silent image is a free action (Will DC 11 disbelief). Weaving a minor image requires a standard action (Will 13 disbelief). Creating a major image requires a full-round action (Will DC 14 disbelief). No more than one illusion can be created per round regardless of the type of action used. Using figment weavers provokes attacks of opportunity as if the wearer were casting a spell (though the wearer may cast defensively if desired).

Shoes of Agility

Aura ???; CL 5th; Prerequisites Craft Wondrous Item, cat’s grace; Price 2,500 gp.

These soft-soled shoes grant a +5 competence bonus to the wearer’s Acrobatics and Climb checks.

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