Aura Faint Abjuration; CL 1; Slot Neck; Weight -; Price 50 GP;
DESCRIPTION
This simple iron medallion grants the wearer a +1 resistance bonus on WIL saves versus the involuntary triggering of the wearers lycanthropy curse.
CONSTRUCTION REQUIREMENTS
Craft Wondrous, Resistance; Cost 25 GP;
Aura Faint Transmutation; CL 1; Slot Wrists; Weight 1 lb.; Price 50 GP;
DESCRIPTION
These bracers are made of a flexible leather accented by a silver inlay usually depicting a faction or deity. If the wearer is proficient with any type of bow, she gains a +1 competence bonus on attack rolls whenever using that type of bow. Both bracers must be worn for the magic to be effective.
CONSTRUCTION REQUIREMENTS
Craft Wondrous, Crafter must be proficient with a longbow or shortbow; Cost 25 GP;
Aura Faint Transmutation; CL 1; Slot Feet; Weight 1 lb.; Price 50 GP;
DESCRIPTION
These soft leather boots always appear dirty even when cleaned, and they grant the wearer the power to walk on the surface of mud. This effectively lets him move through mud at no cost to his speed and leaves no tracks or other sign of his passage on the surface of the mud.
CONSTRUCTION REQUIREMENTS
Craft Wondrous, Water Walk, Pass Without Trace; Cost 25 GP;
Aura Alignment of Creator; CL See Text; Slot None; Weight 1 lbs.; Price N/A;
DESCRIPTION
A Channel Stone, is a stone carved with the symbol of a deity and contains a stored channel effect that can be unleashed by throwing it on the ground. Upon impact the stone turns to dust and the effects are released. Throwing a Channel stone on the ground or at range is a Standard action, if more than one stone is activated with overlapping fields of effect the stone with the highest number of dice negates the others completely. If both stones are of equal effect both channel stones are negated.
To create a channel stone a character with a channel energy ability can expend 2 uses of their channel into a mundane stone carved with the symbol of their god and succeeding on a Knowledge Religion Check DC/15. If the check fails, the uses of channel are still consumed as normal. This ritual takes 10 minutes per Channel dice to complete and costs 10 GP per Channel dice in Silver Dust. Only 1 stone per channel dice granted from class abilities can be powered at any one time. If new channel stones are created the oldest created stone loses power.
The resulting channel stone retains the energy type (Positive/Negative), selected heal or harm option, feats, and abilities of the original caster with the exception of selective channeling and all d6s are converted into d4s. A Channel stone can be used by anyone who successfully deciphers the inscriptions on the stone as a Knowledge Religion Check (DC 10 + CL of creator), this is a full round action and can be done in advance much like deciphering a scroll.
CONSTRUCTION REQUIREMENTS
Craft Wondrous, Channel Class Ability; Cost See Text;
Aura: Moderate Abjuration; CL: 5th; Slot: Shoulders; Weight: 1 lb.; Price: 400 GP;
DESCRIPTION
This rugged yet fine cloak is crafted from a durable fabric that bears the muted gray hues of the Iron Peaks stone, symbolizing endurance and protection. The edges of the cloak are meticulously embroidered with the sigil of House Alderhold, featuring a runic hammer encircled by chains, signifying strength and unity. When worn, this cloak not only bolsters the wearer's resilience against the harsh cold, granting a +2 resistance bonus on Fortitude saving throws against environmental cold conditions and cold-based magic effects, but it also functions as a +1 cloak of resistance, providing a +1 resistance bonus on all other saving throws.
CONSTRUCTION REQUIREMENTS
Feats: Craft Wondrous Item; Spells: Endure Elements, Resistance; Cost: 200 GP;
Aura Moderate Necromancy; CL 9rd; Slot Shoulders; Weight 1 lbs.; Price 1,000 GP;
DESCRIPTION
This dark, tattered cloak seems to absorb light. When worn, it grants the wearer a +2 competence bonus on Stealth checks and low-light vision. Once per day, as a swift action, the wearer can activate the cloak to cause all enemies within a 30-foot radius to become shaken for 1d4 rounds unless they succeed on a DC 15 Will save.
CONSTRUCTION REQUIREMENTS
Feats: Craft Wondrous; Spells: Cause Fear; Ranks: 5 in Stealth; Cost 500 GP;
Aura Faint Transmutation; CL 3rd; Slot Instrument; Weight 8 lbs.; Price 1,000 GP;
DESCRIPTION
When played, this sturdy drum increases the base movement speed of allied creatures within 120 ft. who can hear the performance by 5 ft. and gives a +2 Dodge bonus to AC against attacks of opportunity provoked from movement. Activating the drum is a standard action that requires a DC 20 Perform (percussion) check; maintaining the playing is a free action. If the bearer stops playing the drum, the enhancement ends. The drum may be used for up to 1 Hour per day. This duration does not need to be consecutive, but must be used in 10-minute increments.
CONSTRUCTION REQUIREMENTS
Feats: Craft Wondrous; Spells: Expeditious Retreat; Cost 500 GP;
Aura Moderate Divination; CL 5rd; Slot -; Weight 1 lb.; Price 120 GP;
DESCRIPTION
This seemingly ordinary candle, when lit, emanates a soft, otherworldly glow that reveals the unseen. It is capable of unveiling invisible creatures and objects within a 5-foot radius around it. The Eldritch Candle burns with a faint, eerie light, casting ghostly shadows that seem to dance with hidden knowledge. The candle can burn for a total of 1 hour, which can be used in increments of 10 minutes.
CONSTRUCTION REQUIREMENTS
Feats: Craft Wondrous; Spells: See Invisibility, Light; Cost 60 GP;
Aura Moderate Transmutation; CL 6rd; Slot Hands; Weight 2 lb.; Price 400 GP;
DESCRIPTION
These spiked steel gauntlets are etched with runes of strength and power. They grant the wearer a +2 enhancement bonus to Strength when worn. Both gauntlets must be worn to gain the this bonus to strenght.
CONSTRUCTION REQUIREMENTS
Feats: Craft Wondrous; Spells: Bull's Strength; Cost 200 GP;
Aura Faint Abjuration; CL 3rd; Slot -; Weight 1/2 lb.; Price 50 GP;
DESCRIPTION
This small candle is made from the thick green wax extracted from corpses. A Ghostfire Candle burns for 4 hours. While a Ghostfire Candle is lit, the lowlight glow it produces cannot be seen by undead creatures. Undead creatures do not gain any visual perception of the light or the source of illumination from the candle. However, the candle's glow is visible to living creatures as a subtle, dim light source.
CONSTRUCTION REQUIREMENTS
Feats: Craft Wondrous; Spells: Invisibility, Light; Cost 25 GP;
Aura Strong Transmutation; CL 10; Slot None; Weight 4 lbs.; Price N/A;
DESCRIPTION
The Golem Heart, is an incredibly complicated blend of construct machinery and arcane magic only a few have ever managed to create such a device. When the Golem Heart is activated it will consume the materials around it and transform into a fully automatism Golem made from the material source most abundant where it was activated. For example if the Golem Heart is activated on a stone floor in a castle or dungeon it will turn into a Stone Golem. If it is activated in a place with equal amounts of resources the result is random. For example if it is activated in/on a corpse it will become either a flesh, bone, or blood Golem. A Golem Heart does not create any materials(if there is not enough recourse to create the creature it will not form.) and can only effect influence on materials with a hardness equal too or lower than the CL of the Heart. Once activated its takes a full round before the Golem is completely formed. If the Golem is attacked and takes damage before it is fully formed the damage is doubled. After the Golem is fully formed it obeys the commands of the activator to the best of its abilities. A Golem Heart can remain active for 10 min per week which must be consecutive or until it is destroyed, at which point it reverts back to its original form leaving what ever material it was constructed as on the ground. The Device has a number of empty slots on it indicating that it can be upgraded.
CONSTRUCTION REQUIREMENTS
Craft Wondrous, Special Knowledge; Cost N/A;
Aura Moderate Transmutation; CL 7th; Slot Neck; Weight - lbs.; Price 1,200 GP;
DESCRIPTION
This medallion is a simple, polished stone inscribed with druidic symbols and bound by twine. When worn, the Groveheart Medallion grants the wearer a +2 natural armor enhancement bonus to AC as the Green Lady Elowen of Sablewood Grove provides protection. In addition, once per day, the wearer heal themself for 1d8+5 points of damage as a move action.
The wearer also gains a +4 competence bonus on Survival checks made within any forested area. This bonus is a reflection of the Grove's wisdom and the connection the medallion forges with the natural world.
Finally, the medallion provides a unique ability to communicate with animals as per the spell speak with animals, but only for a total of 10 minutes per day. These minutes do not need to be consecutive, but they must be used in 1-minute increments.
CONSTRUCTION REQUIREMENTS
Feats: Craft Wondrous Spells: Barkskin, Cure Light Wounds, Speak with Animals; Cost 600 GP;
Aura Moderate Conjuration; CL 9; Slot -; Weight 1; Price 100 GP;
DESCRIPTION
A belt pouch of this sort appears to be well made, well used, and quite ordinary. It has one pocket which appears large enough to hold about a quart of material. In fact, it 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. Even when so filled, the Belt Pouch always weighs only 1 pound. While such storage is useful enough, the pouch 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 Handy Belt Pouch contains. Retrieving any specific item from a Handy Belt Pouch is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
CONSTRUCTION REQUIREMENTS
Craft Wondrous, Secret Chest; Cost 50 GP;
Aura Moderate Abjuration; CL 8; Slot Head; Weight 3; Price 1600 GP;
DESCRIPTION
This sturdy helmet is crafted from reinforced steel and features intricate engravings of protective runes along its surface. Designed to safeguard the wearer's mind from intrusion and manipulation, the Helmet of Mind Shielding is a favored piece of gear among adventurers and soldiers who face enchanters and psionic foes. Its interior is lined with a soft, cushioned material, ensuring comfort while enhancing mental resilience. The wearer of the Helmet of Mind Shielding gains a +4 bonus on saving throws against all mind-affecting effects. This bonus reflects the helmet’s magical properties to fortify the wearer's mental defenses, providing robust protection against spells and abilities that would alter or control the wearer’s thoughts and actions. Additionally the wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern their alignment.
CONSTRUCTION REQUIREMENTS
Craft Wondrous, Protection from Evil; Cost 800 GP;
Aura Transmutation; CL 5th; Slot none; Weight 2 lb.; Price 1,000 GP;
DESCRIPTION
This simple looking War Horn is typically carried by a front line commander. When blown it grants all allies within 100 ft. of you who can hear its sound an immediate action to move up to their movement speed and they gain a +4 dodge bonus to AC against attacks of opportunity granted by this movement. This Horn can be activated three times per day, activating it is a move action that provokes attacks of opportunity.
CONSTRUCTION REQUIREMENTS
Feats: Craft Wondrous; Spells: Haste; Cost 500 GP;
Aura Moderate Illusion; CL 9th; Slot none; Weight 10 lb.; Price 2,500 GP;
DESCRIPTION
The Hourglass of Aging is a large ornate hourglass mounted on an intricately designed wooden stand. The glass chamber is filled with shimmering golden sand that flows in a mesmerizing pattern. When the hourglass is rotated, it triggers an illusionary magic that gradually changes the appearance of the person who turned it, aging them by one year for every minute that passes. This effect is purely visual and does not affect the physical body. The illusionary aging effect is permanent but can be dispelled by magic. The hourglass can be flipped back to its original position to reverse the illusion at the same rate.
The hourglass can age an individual's appearance by up to 60 years and reverse it back again.
Note: The Hourglass of Aging does not have any direct effect on the physical attributes or lifespan of the individual. It is a highly sought-after artifact among illusionists and collectors, valued for its craftsmanship and intriguing properties related to time and appearance.
CONSTRUCTION REQUIREMENTS
Feats: Craft Wondrous; Spells: Major Image, Permanency; Cost 1250 GP;
Aura Moderate Enchantment; CL 4th; Slot Neck; Weight 0; Price 400 GP;
DESCRIPTION
From this simple leather cord hangs a small transparent crystal. When worn by a class with the Ki Feature they gain +2 to their Ki Pool.
CONSTRUCTION REQUIREMENTS
Feats: Craft Wondrous; Spells: Calm Emotions; Cost 200 GP;
Aura Faint Transmutation; CL 5rd; Slot none; Weight 1 lb.; Price Varies;
DESCRIPTION
Leyline Crystals are natural, rare formations that can be harvested and used as batteries to store mana. These crystals have the ability to absorb and store arcane energy, allowing spellcasters to tap into extra reserves of magic when needed. The shape of the crystal directly impacts how much mana it can hold—better-shaped crystals are capable of holding more mana. Leyline Crystals must be identified and cut properly in order to be utilized effectively. A DC 20 Spellcraft check is required to identify a viable Leyline Crystal.
IDENTIFICATION
DC 20 Spellcraft Check: To identify a viable crystal for mana storage.
CUTTING A CRYSTAL
Cutting a Leyline Crystal for use requires an Arcana check, with the difficulty varying depending on how well the crystal is shaped. The Process of cutting takes 1 hour.
DC 20: Basic cutting (1 Mana)
DC 25: Moderate cutting (2 Mana)
DC 30: Fine cutting (3 Mana)
DC 35: Expert cutting (4 Mana)
DC 40: Master cutting (5 Mana)
DC 45: Legendary cutting (6 Mana)
USAGE
When properly cut and prepared, Leyline Crystals function as batteries that store additional mana. A Leyline Crystal can store a number of mana points equal to its cutting level (1-6). These mana points can be used by the caster to recharge or enhance spells or replenish their spell slots.
Recharging a Leyline Crystal is a standard action. An arcane caster can channel their own mana into the crystal to recharge it. This action allows the caster to expend a portion of their own mana to replenish the Leyline Crystal, with 1 mana point being transferred into the crystal per point the caster channels. Mana stored in the crystal remains indefinitely or until the crystal is broken.
ABSORBING MANA
As a standard action, a caster can choose to absorb some of the mana stored in the Leyline Crystal. This allows the caster to restore mana points equal to the amount they absorb from the crystal. However, the caster cannot exceed their maximum mana limit. For prepared casters, the spells they have already prepared that day must be chosen to recover mana from the crystal, and they cannot recover more mana than their daily allowance.
Aura Faint Conjuration; CL 3rd; Slot none; Weight 1 lb.; Price 600 GP;
DESCRIPTION
This drinking horn is made from the highly polished tusk of some great beast. Etched around the rim are interlocking Lotus leaves. The horn typically appears empty, but once per day a creature holding it can command it to fill with a liquid that when drank has the effect of one of four spells: cure moderate wounds, delay poison, delay disease, or lesser restoration. Consuming a drink from the horn is a standard action that provokes attacks of opportunity. No matter the spell chosen, the drink in the horn has the appearance and honeyed fragrance of summer mead. If the liquid is not consumed within 1 minute or is spilled from the horn, its effects are wasted.
CONSTRUCTION REQUIREMENTS
Craft Wondrous, Cure Light Wounds, Lesser Restoration, Delay Poison, Delay Disease; Cost 300 GP;
Aura Faint Transmutation; CL 5; Slot Neck; Weight -; Price 300 GP;
DESCRIPTION
This clasp is carved from the bark of an ancient Oak tree and engraved with a stylized Oak Leaf. The wearer of an Oaken Guardian is granted the Woodland Stride ability, and a +1 Natural Armor Bonus.
CONSTRUCTION REQUIREMENTS
Feats: Craft Wondrous; Spells: Barkskin; Cost 150 GP;
Aura Transmutation; CL 5; Slot Weapon; Weight -; Price 800 GP;
DESCRIPTION
This foot long fragment of an Onyx Deer Antler has been sharpened at one end. When wielded as an improvised weapon it deals damage as a dagger. Upon striking a living creature and successfully dealing damage the Target must also make a Fortitude save of DC 18. If the Target fails they take 1d4 Points of Constitution damage. A living creature reduced to Constitution 3 or less transforms into onyx stone, resembling nothing more than a statue. A Stone to Flesh spell returns a transformed creature to its original form, though if it was reduced to Constitution 0 it immediately dies upon returning to its natural form. After the Onyx Antler Shiv has dealt Constitution damage to a target it crumbles to dust and is destroyed.
CONSTRUCTION REQUIREMENTS
Feats: Craft Wondrous; Spells: Flesh to Stone; Material Component: Onyx Antler Cost 400 GP;
Aura Moderate Abjuration & Conjuration; CL 10th; Slot Neck; Weight -; Price 250 GP;
DESCRIPTION
A Patron Pendant grants its wearer a +1 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the Patron Pendant heals the wearer for 1d6 points of damage, it can only do this once per week.
Patron Pendants are often gifts from a clan or organization to its members and bares the crest of the house or organization from which the wearer hails.
CONSTRUCTION REQUIREMENTS
Craft Wondrous, Barkskin, Breath of life; Cost 125 GP;
Aura Moderate transmutation; CL 7th; Slot None; Weight -; Price 800 GP;
DESCRIPTION
This small, finely crafted metal disk is etched with intricate symbols and arcane runes. When placed in a specially designed slot found in certain magical books, the Page Turner alters the contents of the book. The transformation is not just a mere illusion but a physical alteration of the pages themselves, revealing new texts, images, or even magical scripts. The change persists as long as the disk remains in place. Removing the Page Turner returns the book to its original state. The device is especially popular among scholars and spellcasters who wish to conceal important information or carry multiple tomes' worth of knowledge in a single book.
Activation: To activate the Page Turner, the user must place the disk into a compatible book with a designated slot. The process of changing the contents of the book takes one full round. Once activated, the contents remain altered until the disk is removed. The Page Turner can be reused indefinitely.
Notes: The Page Turner only works with books specifically designed to accommodate its magic. It cannot alter ordinary books or texts that do not have the required slot. The creation of a compatible book is typically a separate process, often involving additional magical enchantments.
CONSTRUCTION REQUIREMENTS
Craft Wondrous, Secret Page; Cost 450 GP;
Aura Strong Abjuration & Conjuration; CL 12th; Slot Neck; Weight -; Price 2500 GP;
DESCRIPTION
A Master Patron Pendant grants its wearer a +1 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the Master Patron Pendant heals the wearer for 1d6 points of damage, it can only do this once per week.
The Master Patron Pendants can be linked to up to 12/CL Patron Pendants. As a standard action the wearer of the Master Patron Pendant can destroy one of the linked Patron pendants on the same plane dealing 1d6 force damage to the wearer.
CONSTRUCTION REQUIREMENTS
Craft Wondrous, Barkskin, Breath of life, Srying; Cost 1250 GP;
Aura Moderate Conjuration ; CL 7; Slot None; Weight 2 lbs.; Price 700;
DESCRIPTION
The Sablewood Hunter’s Horn is a beautifully crafted horn made from the antler of a stag, adorned with intricate emerald inlays that glimmer in the light. When blown, the horn emits a magical call that resonates with the primal forces of nature. Once per week, the horn can summon a group of 1d4+1 dire wolves, functioning as the spell summon nature’s ally IV. These wolves remain for 10 minutes, fiercely defending the party and acting according to the summoner’s commands. The horn serves not only as a tool for summoning but also as a symbol of the bond between the hunter and the wilderness.
CONSTRUCTION REQUIREMENTS
Craft Wondrous, Summon Nature’s Ally IV; Cost 350 GP;
Aura Faint Divination; CL 3; Slot -; Weight -; Price 250;
DESCRIPTION
This small piece of dark, almost opaque glass is a remnant of a mysterious and otherworldly substance. When held up to the eye, the Shadowglass Shard allows the user to peer across the veil separating the material world from the Ethereal Plane. The glass is cool to the touch, and its surface seems to absorb light rather than reflect it. By looking through the Shadowglass Shard, the user gains the ability to see into the Ethereal Plane for up to 10 rounds. This effect can be activated with a standard action and does not need to be used consecutively, but the total duration of use should not exceed 10 rounds per day.
CONSTRUCTION REQUIREMENTS
Craft Wondrous, See Invisibility; Cost 125 GP;
Aura Moderate Evocation; CL 8; Slot Neck; Weight -; Price 1200 GP;
DESCRIPTION
Crafted from enchanted silver infused with the essence of sunlight, a Sunsilver Amulet is adorned with sun symbols that glow faintly even in magical darkness. These amulets were originally created by druids and clerics seeking to defend against the restless dead that roam the night.
Once per day, the wearer can use the amulet to project a blast of searing sunlight in a 60-foot cone. This cone deals 8d6 points of positive energy damage to undead creatures, and any undead within the cone must succeed at a DC 16 Reflex save or be blinded for 1 round. Creatures particularly weak to sunlight, such as lesser vampires, take double damage from this burst. This effect can be negated by spell resistance.
Additionally, the wearer can, as a swift action, imbue a single weapon they wield with the Undead Bane property for 5 rounds. This grants a +2 bonus on attack and damage rolls and deals an extra +2d6 points of damage against undead creatures.
CONSTRUCTION REQUIREMENTS
Feats: Craft Wondrous; Spells: Sunbeam, Bane Weapon; Other: Creator must be good-aligned; Cost 600 GP;
Aura Faint Transmutation; CL 1; Slot Chest; Weight 1 lb.; Price 50;
DESCRIPTION
This shirt is made of light, gossamer-thin fabric embroidered with a fish scale pattern. Once per day if the wearer is underwater and reduced to below 0 hp the shirt will trigger as an immediate action casting Air Bubble on the wearer and causing the wearer to float upward at a rate of 10 ft. per round.
CONSTRUCTION REQUIREMENTS
Feats: Craft Wondrous; Spells: Air Bubble; Cost 25 GP;
Aura Faint Transmutation; CL 5; Slot Belt; Weight 10 lbs.; Price 200;
DESCRIPTION
This heavy leather belt, reinforced with sturdy metal rings, grants its wearer enhanced size and presence. As a standard action that does not provoke attacks of opportunity, the wearer can shout a battle cry as a command word to activate the effects of an enlarge person spell for a total of 10 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Additionally, the wearer gains a +1 competence bonus to Intimidate checks at all times.
CONSTRUCTION REQUIREMENTS
Feats: Craft Wondrous; Spells: Enlarge Person; Cost 100 GP;