WONDROUS ITEMS
Wondrous items are diverse in nature. Some must be worn in a specific magic item slot in order to work, while others must merely be owned and utilized to take effect. “Wondrous item” is a catchall category for anything that doesn’t fall into another group such as staves or weapons. Anyone can use a wondrous item unless the item specifies otherwise. There are two main categories of wondrous items: slotted and slotless. Slotted items take up a magic item slot and must be worn by those who want to benefit from them.
Table 1–9: Wondrous Items
Lesser Minor Item Price
Planar strap 500 gp
Protean cloak +1 500 gp
Lens of otherworldly answers 1,150 gp
Briar bomb 1,250 gp
Featherlight compass 1,500 gp
Protean cloak +2 2,000 gp
Crepuscular trinket 2,500 gp
Greater Minor Item Price
Homebound timepiece 4,000 gp
Protean cloak +3 4,500 gp
Soul scribe quill 4,500 gp
Lesser Medium Item Price
Protean cloak +4 8,000 gp
Anointed holy symbol 10,000 gp
Mask of the rabbit prince 12,000 gp
Portal-finding gloves 12,500 gp
Protean cloak +5 12,500 gp
Astralabe 16,000 gp
Planar keystone 16,200 gp
Greater Medium Item Price
Boots of planar grounding 25,000 gp
Lintel stone 26,000 gp
Lesser Major Item Price
Mask of the far traveler 38,000 gp
Anointed Holy Symbol
Source Planar Adventures pg. 52
Aura moderate evocation; CL 7th
Slot none; Price 10,000 gp; Weight 1 lbs.
Description
This hollow holy symbol includes a reservoir meant to contain a dose of holy water. When the reservoir is filled on the home plane of its corresponding deity with a dose of holy water as a full-round action, the symbol becomes charged with additional power. Each time a filled anointed holy symbol is used to channel energy, the user can use the standard form of channel energy or use variant channeling based on one aspect of her deity’s portfolio, selected each time the anointed holy symbol is used. The user cannot apply more than one variant channeling ability to her channeled energy at one time. An anointed holy symbol remains charged for 3 days, after which time the holy water within is consumed and the reservoir is empty again.
Anointed unholy symbols also exist for evil deities; they must be filled with unholy water to function but otherwise operate just as an anointed holy symbol.
Construction
Requirements Craft Wondrous Item, consecrate; Cost 5,000 gp
Astralabe
Source Planar Adventures pg. 52, Lost Treasures pg. 16
Aura moderate divination; CL 8th
Slot none; Price 16,000 gp; Weight 3 lbs.
Description
An astralabe is essentially an extraplanar compass: a device that explorers of the planes can use to orient themselves in realms without shared cardinal directions or physical laws. The device creates an abstraction of north, east, south, and west, as well as up, down, in, out, back, forward, past, future, and a variety of other directions that can prove helpful in navigating the planes. Despite diverse cosmetic differences, astralabes share a uniform internal design and, by and large, give consistent, shared directions. As such, many—if not most— planar cartographers utilize astralabes when creating maps, allowing travelers to navigate lands without magnetic poles or with malleable terrains as though there were one consistent north. The device keeps a constant orientation, but it does not adjust or circumvent hazards or show particular paths. Any creature not on the Material Plane who employs an astralabe while attempting a Knowledge, Survival, or similar skill check to navigate gains a +4 bonus on that check.
Additionally, an astralabe can aid a traveler in preparing to travel to another plane. The device can read emanations from portals, gates, and other connections between the planes and display them upon its surface. These displays can be interpreted with a successful Knowledge (planes) check. A user must typically succeed at a DC 25 Knowledge (planes) check to correctly read an astralabe, though demiplanes and stranger realms might require a higher DC or yield inconclusive results. Those who succeed learn the name of the plane beyond the portal, though not the portal’s exact location upon that plane—it doesn’t reveal tiers, layers, or subrealms, in the case of planes divided into multiple parts. Those who fail the check are unable to tell what plane lies beyond. Those who fail the check by 10 or more incorrectly identify what plane lies beyond, with the details of this misinformation determined by the GM.
Astralabes generally don’t function on the Material Plane, shutting down and emanating an aura of only faint divination. However, should one be brought within 20 feet of a portal or similar passage to another plane, it becomes active for as long as it remains nearby. An astralabe operates continuously while on any plane other than the Material Plane.
Construction
Requirements Craft Wondrous Item, know direction, cannot be created on the Material Plane; Cost 8,000 gp
Boots of Planar Grounding
Source Planar Adventures pg. 53
Aura faint abjuration; CL 5th
Slot feet; Price 25,000 gp; Weight —
Description
These heavy, iron-soled boots link the wearer with the plane she is on. The wearer always counts as being on her home plane, regardless of the plane she is on, and she never gains the extraplanar subtype.
Construction
Requirements Craft Wondrous Item, dimensional anchor; Cost 12,500 gp
Briar Bomb
Source Planar Adventures pg. 53
Aura faint conjuration; CL 3rd
Slot none; Price 1,250 gp; Weight 1 lb.
Description
Often crafted by denizens of the First World, this pinecone shaped knot of briars can be thrown as a splash weapon with a range increment of 10 feet. The area within a 20-foot radius of where the briar bomb lands erupts with thick, thorny brambles (hardness 5, hp 15) that hinder creatures in the area. The briars extend to 20 feet high, so long as there is vertical space for this growth. The briars do not block vision, but they provide cover against attacks made through them.
A creature moving through the briars takes 1d4 points of piercing damage for every 5 feet of movement through the area. In addition, each creature trying to move through the briars must succeed at a DC 20 Reflex save or become entangled in place. Entangled creatures can break free of the briars as a full-round action with a successful DC 20 Strength check or Escape Artist check. A creature trapped in the briars can opt to remain motionless in order to avoid taking any more damage. A creature can try to pick its way slowly through a field of briars without taking damage or risking entanglement by attempting a Dexterity check as a full-round action. For every 5 points by which the result exceeds 10, the creature can move 5 feet (up to its normal speed).
Once a briar bomb is thrown, it is destroyed.
Construction
Requirements Craft Wondrous Item, entangle, plant growth; Cost 625 gp
Crepuscular Trinket
Source Planar Adventures pg. 53
Aura faint abjuration; CL 5th
Slot neck; Price 4,000 gp; Weight —
Description
This simple necklace contains an hourglass-shaped pendant with one black half and one white half. Once per day, the wearer can speak a command word to gain spell resistance 15 against spells and spell-like abilities with the light or shadow descriptors, as well as spells and spell-like abilities of the shadow subschool. This effect lasts for 1 minute.
Construction
Requirements Craft Wondrous Item, dancing lights, darkness; Cost 2,000 gp
Featherlight Compass
Source Planar Adventures pg. 53
Aura faint divination; CL 3rd
Slot none; Price 1,500 gp; Weight —
Description
This compass’s components are so fine that it is practically weightless. When held in the hand in an area of subjective directional gravity, the bearer automatically succeeds at Wisdom checks to change direction and can increase or decrease his falling speed by 30 feet during the first round after he changes his subjective gravitational direction.
Construction
Requirements Craft Wondrous Item, know direction; Cost 750 gp
Homebound Timepiece
Source Planar Adventures pg. 53
Aura faint divination; CL 5th
Slot none; Price 4,000 gp; Weight 1/2 lb.
Description
This complicated brass chronometer can be wound only while on the Material Plane. Attempts to wind a homebound timepiece on any other plane simply fail, with the winding pin spinning and turning without effect. Winding a homebound timepiece is an arduous process that requires 10 minutes, but it thereafter keeps accurate time for the next 10 days, as time passes on the Material Plane. If a homebound timepiece is taken to a plane with the erratic time or flowing time traits, it speeds up or slows down as necessary to accurately measure the passage of relative time on the Material Plane (for example, if it is taken to a plane where 1 day is equal to 1 round on the Material Plane, the timepiece slows down considerably and functions for nearly 40 years). If the homebound timepiece is taken to a plane with the timeless trait, it is immediately but harmlessly unwound.
Construction
Requirements Craft Wondrous Item, divination; Cost 2,000 gp
Lens of Otherworldly Answers
Source Planar Adventures pg. 54
Aura strong divination; CL 13th
Slot none; Price 1,150 gp; Weight 1/2 lb.
Description
This multifaceted prism acts as an aid in concentration. It can be used as a focus for the read aura occult skill unlock to reduce the time needed to read an aura from 10 minutes to 5 minutes. When held by psychic creatures, a lens of otherworldly answers emits light in a small area, increasing the light level in a 10-foot-radius by one step (darkness becomes dim light, and dim light becomes normal light). The lens cannot increase the light level above normal light. The color of the light produced varies according to the psychic creature’s predominant emotional state at the time (Occult Adventures, 199), defaulting to soft white light in the case of no significant emotional state.
In addition, the owner gains special insight into questions asked and answers received from inscrutable planar powers. When expended as an additional material component when casting contact other plane (which causes the lens to crumble into valueless shards of crystal) the owner can attempt a Charisma check, Intelligence check, or Wisdom check (instead of being able to attempt only an Intelligence check) to avoid the Intelligence and Charisma drain risked by the spell. In addition, the owner subtracts 1d10 from the percentage roll (to a minimum of 1) for determining whether a contacted entity tells the truth, doesn’t know, lies, or provides a random answer. If the owner is on the same plane as the entity being contacted, she subtracts an additional 1d10 from the percentage roll.
Construction
Requirements Craft Wondrous Item, contact other plane; Cost 575 gp
Lintel Stone
Source Planar Adventures pg. 54
Aura moderate conjuration; CL 11th
Slot none; Price 26,000 gp; Weight 12 lbs.
Description
This heavy granite brick has no effect until it is held at the top of a door, window, or similar portal and touched with a forked metal rod attuned to serve as the focus component for a plane shift spell as a standard action. Once activated in this manner, the lintel stone remains affixed to the portal, in defiance of gravity, and cannot be removed for 1 minute. During this time, creatures stepping through the opening must succeed at a DC 17 Will save or be shunted to the plane to which the metal rod is attuned. All travelers appear in the same location, stepping out of another portal somewhere on the destination plane (which might be a constructed doorway or a natural arch, as befits the destination plane). Unlike with plane shift, the creature activating a lintel stone has no control over the arrival point on the destination plane, although the portal is usually in a similar area (such as an urban one, if activated in a city). One minute after activation, the lintel stone disappears, reappearing among the possessions of the creature that activated it, regardless of the current location or plane of that creature. A lintel stone can be activated once per day.
Construction
Requirements Craft Wondrous Item, plane shift; Cost 13,000 gp
Mask of the Far Traveler
Source Planar Adventures pg. 54
Aura moderate transmutation; CL 7th
Slot head; Price 38,000 gp; Weight 1/2 lb.
Description
This leather half-mask covers the wearer’s nose and mouth, obscuring her lip movements but not her voice. Creatures that are on their native plane and have a language understand all words spoken by the wearer, as though her words were spoken in the listening creature’s native tongue. In addition, because the mask replicates local idioms efficiently and skillfully, the wearer gains a +5 competence bonus on Diplomacy checks and on Bluff checks to tell a lie. A mask of the far traveler does not function on the Material Plane.
Construction
Requirements Craft Wondrous Item, tongues; Cost 19,000 gp
Mask of the Rabbit Prince
Source Planar Adventures pg. 54
Aura faint transmutation; CL 3rd
Slot head; Price 12,000 gp; Weight 1/2 lb.
Description
This colorful mask evokes the image of the Rabbit Prince from the Harrowed Realm. It covers the top half of the wearer’s face and depicts the countenance of a resolute rabbit complete with large, floppy felt ears. Despite its apparently fragile construction, the mask is as tough as iron (hardness 10). The mask of the rabbit prince imparts reckless bravado, granting the wearer a +2 morale bonus on initiative checks and on saving throws against fear effects. In addition, the wearer always counts as having a running start when attempting Acrobatics checks to jump.
Construction
Requirements Craft Wondrous Item, jump, remove fear; Cost 6,000 gp
Planar Keystone
Source Planar Adventures pg. 54
Aura strong conjuration; CL 17th
Slot none; Price 16,200 gp; Weight 2 lbs.
Description
A planar keystone is a small cube etched with runes. Each planar keystone is attuned to a specific site on a particular plane—this site must be determined when the planar keystone is created and cannot be changed at a later date. Anyone examining the etched patterns can determine the plane and location with a successful DC 20 Knowledge (planes) check. Once per day, up to eight intelligent creatures within 20 feet of the planar keystone can concentrate upon its etched patterns for 1 minute. This concentration is tenuous; if any of the creatures are attacked or pause to take other actions during this time, the concentration of all participants is broken and the planar keystone’s use for that day is lost. At the end of this time, all creatures concentrating on the planar keystone are transported to the planar keystone’s site as if via plane shift, but arriving precisely on target. The planar keystone travels with the creatures—it is not left behind in the process.
Construction
Requirements Craft Wondrous Item, gate; Cost 8,100 gp
Planar Strap
Source Planar Adventures pg. 55
Aura faint transmutation; CL 3rd
Slot none; Price 500 gp; Weight —
Description
When this worn leather strap is tied around the grip of a weapon, the weapon becomes immune to the harmful environmental effects of a plane, such as heat or acidity. This does not protect the weapon against non-environmental energy effects; although it would apply to the ambient fire damage caused by being on the Plane of Fire, it would not apply to damage caused by a fireball spell. If the weapon is destroyed, the planar strap is destroyed with it. It is a full-round action to tie or untie a strap. You can only have one planar strap applied to a weapon at a time.
Construction
Requirements Craft Wondrous Item, planar adaptation; Cost 250 gp
Portal-Finding Gloves
Source Planar Adventures pg. 55
Aura faint divination; CL 5th
Slot none; Price 12,500 gp; Weight —
Description
These tight-fitting, black leather gloves have reinforced fingertips marked with arcane sigils. The gloves prickle slightly when in the presence of portals to other planes. The wearer gains a +5 bonus on Perception and Knowledge (planes) checks to identify portals and planar connections and can automatically learn where such connections lead by touching the portal or a connected area (such as a wall) within 10 feet of it.
Construction
Requirements Craft Wondrous Item, detect magic, divination; Cost 6,250 gp
Protean Cloak
Source Planar Adventures pg. 55
Aura faint abjuration; CL 5th
Slot shoulders; Price 500 gp ( +1 bonus), 2,000 gp ( +2 bonus), 4,500 gp ( +3 bonus), 8,000 gp ( +4 bonus), 12,500 gp ( +5 bonus); Weight 1 lb.
Description
These multihued cloaks are as mutable as the proteans that inspired them. The typical protean cloak appears to be crafted from the hide of a naunet protean, but regardless of their apparent source, all protean cloaks shimmer and flicker with a riot of color. While the material feels scaly and rugose to the touch, a protean cloak flows like silk and does not hinder mobility.
A protean cloak provides a +1 to +5 resistance bonus on a single type of saving throw (typically Will saving throws). Once per day as a standard action, the wearer can change the type of saving throw that receives this bonus; the cloak then provides its bonus on the new type of saving throw until its type is changed again. If a protean cloak is unattended for more than 24 hours, the resistance bonus it applies automatically reverts back to Will saves.
Construction
Requirements Craft Wondrous Item, entropic shield, resistance, creator must be chaotic, creator’s caster level must be at least three times the cloak’s bonus; Cost 250 gp (+1 bonus), 1,000 gp (+2 bonus), 2,250 gp (+3 bonus), 4,000 gp (+4 bonus), 6,250 gp (+5 bonus)
Soul Scribe Quill
Source Planar Adventures pg. 55
Aura faint necromancy; CL 5th
Slot none; Price 4,500 gp; Weight —
Description
This elaborate red and black quill contains an endless reservoir of red ink that resembles fresh blood. Once per day, when within 5 feet of a living creature with –1 or fewer hit points, the bearer can activate this quill as a standard action by scribing a short sentence in the air with it describing the dying creature’s death. If the victim fails a DC 15 Will save, it dies, and the bearer gains a +5 profane bonus on Bluff, Diplomacy, and Sense Motive checks, a +1 profane bonus to caster level for spell-like abilities, and a +2 enhancement bonus to Charisma for 10 minutes per Hit Die of the victim.
Construction
Requirements Craft Wondrous Item, death knell, honeyed tongue; Cost 2,250 gp