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Revision as of 06:26, 21 February 2014
APPARATUS OF THE CRAB
Aura strong evocation and transmutation; CL 19th
Slot none; Price 90,000 gp; Weight 500 lbs.
DESCRIPTION
At first glance, an inactive apparatus of the crab appears to be a large, sealed iron barrel big enough to hold two Medium creatures. Close examination, and a DC 20 Perception check, reveals a secret catch that opens a hatch at one end. Anyone who crawls inside finds 10 (unlabeled) levers and seating for two Medium or Small occupants. These levers allow those inside to activate and control the apparatus's movements and actions.
Lever (1d10) | Lever Function |
1 | Extend/retract legs and tail |
2 | Uncover/cover forward porthole |
3 | Uncover/cover side portholes |
4 | Extend/retract pincers and feelers |
5 | Snap pincers |
6 | Move forward/backward |
7 | Turn left/right |
8 | Open/close “eyes” with continual flame inside |
9 | Rise/sink in water |
10 | Open/close hatch |
Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two 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.
When active, an apparatus of the crab has the following characteristics: hp 200; hardness 15; Spd 20 ft., swim 20 ft.; AC 20 (–1 size, +11 natural); Attack 2 pincers +12 melee (2d8); CMB +14; CMD 24.
CONSTRUCTION
Requirements Craft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in Knowledge (engineering); Cost 45,000 gp
BAG OF HOLDING
Aura moderate conjuration; CL 9th
Slot none; Price see below; Weight see below
DESCRIPTION
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.
Bag | Bag Weight | Contents Limit | Contents Volume Limit | Market Price |
Type I | 15 lbs. | 250 lbs. | 30 cubic ft. | 2,500 gp |
Type II | 25 lbs. | 500 lbs. | 70 cubic ft. | 5,000 gp |
Type III | 35 lbs. | 1,000 lbs. | 150 cubic ft. | 7,400 gp |
Type IV | 60 lbs. | 1,500 lbs. | 250 cubic ft. | 10,000 gp |
If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of 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. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.
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.
CONSTRUCTION
Requirements Craft Wondrous Item, secret chest; Cost 1,250 gp (type I), 2,500 gp (type II), 3,700 gp (type III), 5,000 gp (type IV)
BAG OF TRICKS
Aura faint (gray or rust) or moderate (tan) conjuration; CL 3rd (gray), 5th (rust), 9th (tan)
Slot none; Price 3,400 gp (gray); 8,500 gp (rust); 16,000 gp (tan)
DESCRIPTION
This small sack appears empty. 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. Each of the three kinds of bags of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.
Gray Bag | Rust Bag | Tan Bag | |||
d% | Animal | d% | Animal | d% | Animal |
01–30 | Bat | 01–30 | Wolverine | 01–30 | Grizzly bear |
31–60 | Rat | 31–60 | Wolf | 31–60 | Lion |
61–75 | Cat | 61–85 | Boar | 61–80 | Heavy horse |
76–90 | Weasel | 86–100 | Leopard | 81–90 | Tiger |
91–100 | Riding dog | — | 91–100 | Rhinoceros |
The heavy horse 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 10 animals can be drawn from the bag each week, but no more than two per day.
CONSTRUCTION
Requirements Craft Wondrous Item, summon nature's ally II (gray), summon nature's ally III (rust), or summon nature's ally V (tan); Cost 1,700 gp (gray); 4,250 gp (rust); 8,000 gp (tan)
BEAD OF FORCE
Aura moderate evocation; CL 10th
Slot none; Price 3,000 gp; Weight —
DESCRIPTION
This small black sphere appears to be a lusterless pearl. A bead of force can be thrown 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.
Once thrown, a bead of force functions like a 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.
CONSTRUCTION
Requirements Craft Wondrous Item, resilient sphere; Cost 1,500 gp
BLESSED BOOK
Aura moderate transmutation; CL 7th
Slot none; Price 12,500 gp; Weight 1 lb.
DESCRIPTION
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 blessed book with spells without paying the material cost. This book is never found as randomly generated treasure with spells already inscribed in it.
CONSTRUCTION
Requirements Craft Wondrous Item, secret page; Cost 6,250 gp
BOAT, FOLDING
Aura moderate transmutation; CL 6th
Slot none; Price 7,200 gp; Weight 4 lbs.
DESCRIPTION
A folding boat looks like a small wooden box about 12 inches long, 6 inches wide, and 6 inches deep when it is inactive. In this mode, it can be used to store items just like any other box. Yet when the proper command word is given, the box unfolds itself rapidly in the space of a single round to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold even further into a ship 24 feet long, 8 feet wide, and 6 feet deep. The folding boat cannot unfold if there isn't enough open space for it to occupy once unfolded. 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 rudder, an anchor, a deck cabin, and a mast with a square sail. The boat can hold 4 people comfortably, while the ship carries 15 with ease.
A third word of command causes the boat or ship to fold itself into a box once again, but only when it is unoccupied.
CONSTRUCTION
Requirements Craft Wondrous Item, fabricate, creator must have 2 ranks in the Craft (ships) skill; Cost 3,600 gp
---
BOTTLE OF AIR
Aura moderate transmutation; CL 7th
Slot none; Price 7,250 gp; Weight 2 lbs.
DESCRIPTION
This item appears to be a normal glass bottle with a cork. When taken to any airless environment, 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.
CONSTRUCTION
Requirements Craft Wondrous Item, water breathing; Cost 3,625 gp
BROOM OF FLYING
Aura moderate transmutation; CL 9th
Slot none; Price 17,000 gp; Weight 3 lbs.
DESCRIPTION
This broom is able to fly through the air as if affected by an overland flight spell (+4 on Fly skill checks) 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 flies 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.
CONSTRUCTION
Requirements Craft Wondrous Item, overland flight, permanency; Cost 8,500 gp
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
Requirements Craft 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
Requirements Craft Wondrous Item, zone of truth; Cost 1,250 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
Requirements Craft 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
Requirements Craft 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
Requirements Craft Wondrous Item, knock; Cost 1,500 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
Requirements Craft 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
Requirements Craft 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
Requirements Craft 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
Requirements Craft 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
Requirements Craft 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.
- “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 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
Requirements Craft 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
Requirements Craft Wondrous Item, major image; Cost 4,050 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
Requirements Craft 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
Requirements Craft 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
Requirements Craft 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
Requirements Craft 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
Requirements Craft 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
Requirements Craft Wondrous Item, pass without trace; Cost 125 gp
EFFICIENT QUIVER
Aura moderate conjuration; CL 9th
Slot none; Price 1,800 gp; Weight 2 lbs.
DESCRIPTION
This appears to be a typical arrow container capable of holding about 20 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 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 6 objects of the same general size and shape as a bow (spears, staves, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what's placed inside it.
CONSTRUCTION
Requirements Craft Wondrous Item, secret chest; Cost 900 gp