Ultimate Equipment | Rules | Wondrous Items

Wondrous Items

Wondrous items are varied and diverse. Some must be worn in a specific magic item slot in order to work, while others must merely be possessed and utilized. "Wondrous item" is a catchall category for anything that doesn't fall into other groups, such as weapons, staves, and so on. 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 the character who wants to employ the item or benefit from its abilities.

Slotted Wondrous Items

When a character wears a slotted wondrous item he cannot gain the benefit from a wondrous items of the same slot until the first item is removed. Of course, a character may carry or possess any number of slotted items of the same type, but additional items have no effect until they are worn. Sometimes a slotted wondrous item must be worn for a period of time (typically 24 hours) before the item's full effect manifests. If a creature is missing the body part where a wondrous item is worn, it cannot use that type of slotted item. If a creature has multiple body parts that correspond to a single wondrous item slot, it can still only gain the benefit of one item of that slot.

Belt

This slot consists of belts and other items that can be worn around the waist.

Body

This slot consists of body wraps, cassocks, corsets, dusters, harnesses, robes, vestments and any other article of clothing that can be worn on the body.

Chest

This slot consists of jackets, mantels, shirts, vests and other items that can be worn around the torso or chest.

Eyes

This slot consists of goggles, lenses, monocles, spectacles, and other items that can be worn over the eyes.

Feet

This slot consists of boots, horseshoes, sandals, shoes, slippers, and other items that can be worn on the feet.

Hands

This slot consists of gauntlets, gloves, and other items that can worn on the hands.

Head

This slot consists of circlets, crowns, hats, helms, hoods, masks, and other items that can be worn on the head.

Headband

This slot consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead.

Neck

This slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other items that can be worn around the neck or fastened to a cloak.

Shoulders

This slot consists of capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and other items that can be worn on the shoulders.

Wrists

This slot consists of armbands, bracelets, bracers, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.

Slotless

Other Wondrous Items

Wondrous items not worn in one of the magic item slots are called "slotless" wondrous items. Sometimes these items take the form of trinkets, like the figurines of wondrous power. other times they are larger items, such as the carpet of flying. Typically the possession of such an item is enough to gain its benefit, but sometimes one must manipulate and activate the item. Slotless wondrous items are the largest category and most diverse of the wondrous items.

Special Wondrous Items

Some wondrous items are intelligent, while others provide some clue as to their function. Roll d%. A roll of 01 indicates the wondrous item is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function (or if the item is command word-activated, that it has the command word or words written on it), and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes (see Intelligent Items). Wondrous items with charges can never be intelligent.

Activation

Wondrous items are usually use-activated or activated by a command word, but details vary from item to item.

Command Word

If the activation is on command or if no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some nonsensical word, or a word or phrase from an ancient language. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.

Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved, carved, or built into the item, or the item might bear a clue to the command word.

The Knowledge (arcana) and Knowledge (history) skills can be useful in identifying command words or deciphering clues regarding them. In such cases, a successful DC 30 check is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide a clue. The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified.

Use-Activated

This type of item merely has to be used in order to activate it. A character has to drink a potion, swing a sword, interpose a shield to deflect a blow, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory.

Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears. A few must simply be in the character's possession (meaning on her person). However, some items made for wearing must still be activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the activation. The description of an item states whether a command word is needed in such a case.

Extradimensional Spaces

A number of spells and magic items utilize extradimensional spaces, such as rope trick, bags of holding, handy haversacks, and portable holes. These spells and magic items create a tiny pocket space that does not exist in any dimension. Such items do not function, however, inside another extradimensional space. If placed inside such a space, they cease to function until removed from the extradimensional space. For example, if a bag of holding is brought into a rope trick, the contents of the bag of holding become inaccessible until the bag of holding is taken outside the rope trick. the only exception to this is when a bag of holding and a portable hole interact, forming a rift to the astral plane, as noted in their descriptions.

Wondrous Item Types

Wondrous Item Types
d%Wondrous Item Type
01–06Belts
07–12Body
13–17Chest
18–22Eyes
23–28Feet
29–34Hands
35–41Head
42–47Headband
48–54Neck
55–61Shoulders
62–67Wrists
68–100Slotless

Belt

Belt Slot Wondrous Items

The belt category includes belts, scabbards and other items worn on or around the waist.

Anyone can use a belt slot wondrous item unless specified otherwise by its description. These wondrous items are usually use-activated or triggered by a command word, but details vary from item to item.

Belt Slot Wondrous Items

Belt Slot Wondrous Items
d%Lesser Minor Belt ItemPrice
01–16Belt of tumbling800 gp
17–28Beneficial bandolier1,000 gp
29–40Meridian belt1,000 gp
41–54Bladed belt2,000 gp
55–70Heavyload belt2,000 gp
71–84Aquatic cummerbund2,600 gp
85–100Equestrian belt3,200 gp
d%Greater Minor Belt ItemPrice
01–18Belt of giant strength +24,000 gp
19–36Belt of incredible dexterity +2 4,000 gp
37–54Belt of mighty constitution +24,000 gp
55–62Belt of teeth 4,000 gp
63–74Blinkback belt5,000 gp
75–84Plague rat belt5,200 gp
85–100Belt of foraging6,000 gp
d%Lesser Medium Belt ItemPrice
01–04Serpent belt9,000 gp
05–08Monkey belt9,400 gp
09–16Belt of physical might +210,000 gp
17–22Belt of the weasel10,000 gp
23–27Belt of thunderous charging10,000 gp
28–32Minotaur belt11,000 gp
33–36Plague rat belt, greater11,200 gp
37–41Belt of equilibrium12,000 gp
42–46Security belt12,500 gp
47–51Belt of mighty hurling, lesser14,000 gp
52–57Belt of dwarvenkind14,900 gp
58–61Cord of stubborn resolve15,000 gp
62–71Belt of giant strength +416,000 gp
72–80Belt of physical perfection +216,000 gp
81–90Belt of incredible dexterity +416,000 gp
91–100Belt of mighty constitution +416,000 gp
d%Greater Medium Belt ItemPrice
>01–12Monkey belt, greater18,000 gp
13–26Anaconda's coils18,500 gp
27–38Serpent belt, greater20,000 gp
39–53Belt of fallen heroes21,000 gp
54–67Gorgon belt23,000 gp
68–84Elemental earth belt24,000 gp
85–100Sash of flowing water25,000 gp
d%Lesser Major Belt ItemPrice
01–12Merform belt32,000 gp
13–30Belt of giant strength +636,000 gp
31–48Belt of incredible dexterity +636,000 gp
49–66Belt of mighty constitution +636,000 gp
67–88Belt of physical might +440,000 gp
89–100Belt of mighty hurling, greater42,000 gp
d%Greater Major Belt ItemPrice
01–25Belt of stoneskin60,000 gp
26–55Belt of physical perfection +464,000 gp
56–75Belt of physical might +690,000 gp
76–90Shadowform belt110,000 gp
91–100Belt of physical perfection +6144,000 gp

Anaconda's Coils

Aura: moderate transmutation
CLl: 8th
Price: 18,500 gp
Weight: 1 lb.

This snakeskin belt's buckle is shaped like a serpent's head. The wearer gains a +2 enhancement bonus to Strength and a +2 competence bonus on grapple combat maneuver checks. Treat the enhancement bonus to Strength as temporary ability bonus for the first 24 hours the belt is worn. In addition, the belt grants the wearer the constrict ability for 1d6 points of damage plus the wearer's Strength modifier.

Aquatic Cummerbund

Aura: faint transmutation
CLl: 5th
Price: 2,600 gp
Weight: &mdash

Long believed to have been gnome in origin, this stately cummerbund features a number of dancing dolphins embroidered on its deep blue material. The cummerbund grants its wearer a +4 competence bonus on Swim checks, and allows her to take 10 on such checks even if distracted or endangered.

Belt of Dwarvenkind

Aura: strong divination
CLl: 12th
Price: 14,900 gp
Weight: 1 lb.

This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a –2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 60-foot darkvision, dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance bonus on saves against poison, spells, and spell-like effects.

Belt of Equilibrium

Aura: faint conjuration
CLl: 3rd
Price: 12,000 gp
Weight: 1 lb.

As long as this belt's wearer doesn't move more than 5 feet during her turn, she ignores the penalties for being fatigued, shaken, or sickened until the end of her next turn or until she moves more than 5 feet, whichever occurs first. While she does not take any of the penalties of those conditions, she is considered to be under the effect of those conditions until they end or are removed.

Belt of Fallen Heroes

Aura: moderate conjuration
CLl: 6th
Price: 21,000 gp
Weight: 1 lb.

This large brass belt has three panels depicting scenes of battle. Once per day on command, the wearer can summon the spirit of a hero of one of the depicted battles. This spirit acts as an unseen servant, though unlike the force created by that spell, the summoned hero is not entirely mindless. While the summoned hero is active, it attempts to guide its wearer to victory via telepathic warning and advice, granting its user a +1 insight bonus on all saving throws.

Belt of Foraging

Aura: faint divination
CLl: 3rd
Price: 6,000 gp
Weight: 1 lb.

This belt allows its wearer to easily forage while in the wilderness. As long as the wearer of this belt has at least 1 rank in Survival, she need not make a check to get along in the wild; she always succeeds at that Survival check as long as she moves at half her overland speed. She can still choose to make that check to provide food and water for one other creature for every 2 points by which her result exceeds DC 10. Furthermore, she can instead make a DC 20 Survival check to get along in the wild while moving at full speed instead of half speed. While doing so, she can provide food and water for one other creature for every 2 points by which his check result exceeds 20.

Belt of Giant Strength

Aura: moderate transmutation
CLl: 8th
Price: Varies
Weight: 1 lb.

This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Belt of Incredible Dexterity

Aura: moderate transmutation
CLl: 8th
Price: Varies
Weight: 1 lb.

This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Belt of Mighty Constitution

Aura: moderate transmutation
CLl: 8th
Price: Varies
Weight: 1 lb.

This belt's golden buckle depicts a bear's head. The belt grants the wearer an enhancement bonus to Constitution of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Belt of Mighty Hurling, Greater

Aura: moderate transmutation
CLl: 12th
Price: 42,000 gp
Weight: 1 lb.

This item functions as the lesser belt of mighty hurling, except it grants a +4 enhancement bonus to Strength and any thrown weapons its wearer hurls are treated as though they had the returning quality. This does not apply to improvised ranged weapons, splash weapons, or weapons the wearer lacks proficiency with. Treat the bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn.

Belt of Mighty Hurling, lesser

Aura: moderate transmutation
CLl: 8th
Price: 14,000 gp
Weight: 1 lb.

This thick leather belt is buckled with a bright bronze clasp in the shape of a fist. When worn, it grants its wearer a +2 enhancement bonus to Strength and allows him to apply his Strength modifier as a bonus on attack rolls instead of his Dexterity modifier when making ranged attacks with thrown weapons. Also, the range increment of any weapon thrown by the wearer gains a +10-foot bonus. Treat this Strength bonus as a temporary ability bonus for the first 24 hours the belt is worn.

Belt of Physical Might

Aura: strong transmutation
CLl: 12th
Price: Varies
Weight: 1 lb.

This belt grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. These bonuses are chosen when the belt is created and cannot be changed.

Belt of Physical Perfection

Aura: strong transmutation
CLl: 16th
Price: Varies
Weight: 1 lb.

This belt has a large platinum buckle and grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Belt of Stoneskin

Aura: moderate abjuration
CLl: 10th
Price: 60,000 gp
Weight: 10 lbs.

Every 24 hours, this belt's wearer gains DR 10/adamantine until the belt absorbs 100 points of damage, at which point the belt becomes useless for the remainder of the 24-hour period. When first worn, or after each time this belt is taken off, it must worn for 24 consecutive hours in order for its magic to take effect again.

Belt of Teeth

Aura: faint transmutation
CLl: 1st
Price: 4,000 gp
Weight: 3 lbs.

The brass buckle on this stout leather belt is fashioned to resemble three demonic faces. Once each round, this belt's buckle can animate, lashing out at a creature that provokes an attack of opportunity within 5 feet. This attack uses its wearer's base attack bonus and Strength modifier, with a +4 competence bonus. It deals damage as a bite attack made by a creature of its wearer's size (1d6 for a Medium wearer; see Table 3—1: Natural Attacks by Size, Bestiary 302) plus the wearer's Strength modifier. This belt does not add to the normal number of attacks the wearer can make in a round; it offers another way in which to make attacks of opportunity.

Belt of the Weasel

Aura: moderate transmutation
CLl: 4th
Price: 10,000 gp
Weight: 1 lb.

This surprisingly soft belt has an absurdly large buckle, made even more absurd by the fact that it's crafted in the shape of a smiling weasel's face. It grants its wearer a +2 enhancement bonus to Dexterity, and the ability to move at half normal speed while prone. Treat the enhancement bonus to Dexterity as a temporary ability bonus for the first 24 hours the belt is worn. The wearer does not take a penalty on melee attack rolls or to AC against melee attacks while prone. Additionally, the wearer gains the compression ability.

Belt of Thunderous Charging

Aura: moderate transmutation
CLl: 8th
Price: 10,000 gp
Weight: 1 lb.

An engraving of a charging rhinoceros decorates this thick leather belt. The belt grants its wearer a +2 enhancement bonus to Strength. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

The belt magnifies the wearer's momentum whenever she charges, granting her a +2 bonus on bull rush and overrun maneuvers. Furthermore, when the wearer makes a charge attack, her melee weapons and natural weapons deal damage as if they were one size category larger than they actually are.

Belt of Tumbling

Aura: faint transmutation
CLl: 1st
Price: 800 gp
Weight: 1 lb.

This thin and flexible cotton cord is meant to be wrapped several times around wearer's waist. The belt's wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy's space.

Beneficial Bandolier

Aura: moderate transmutation
CLl: 9th
Price: 1,000 gp
Weight: 2 lbs.

This bandolier is made of finely tanned leather. It has slots for up to 200 rounds of ammunition. Pellets and black powder are kept in tiny individual pouches, and bullets in small loops. The bandolier alters itself as needed to accommodate both. There are also places on the beneficial bandolier for a gunsmith's kit and a powder horn. Regardless of what quantities of these items are placed within the beneficial bandolier, its weight does not change.

As a swift action, the wearer can command a single round of ammunition from the beneficial bandolier to teleport into a firearm of the appropriate type that he is wielding.

Bladed Belt

Aura: faint transmutation
CLl: 1st
Price: 2,000 gp
Weight: 3 lbs.

Rather than being made of one continuous line of material, this belt consists of many bits of tanned leather joined together by thick metal studs. On command, the belt's wearer can transform the belt into a single masterwork slashing and/or piercing melee weapon of her choice. As long as she is holding the weapon, she can also revert it back to belt form with a command. Furthermore, the belt can be enchanted like a piercing and slashing melee weapon, using the cost of the belt as the cost of the masterwork item.

Blinkback Belt

Aura: moderate conjuration
CLl: 7th
Price: 5,000 gp
Weight: 2 lbs.

A set of clips is attached to this segmented belt constructed of metallic links. Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.

Cord of Stubborn Resolve

Aura: moderate transmutation
CLl: 8th
Price: 15,000 gp
Weight: 1 lb.

When fastened about the waist, this stout length of rope grants a +2 enhancement bonus to Constitution along with prodigious stamina. Treat the enhancement bonus to Constitution as a temporary ability bonus for the first 24 hours the belt is worn.

Any effect which would cause the wearer to become fatigued deals an additional 1d6 points of nonlethal damage instead. Any effect that would cause exhaustion likewise causes 1d6 points of nonlethal damage, and leaves the wearer fatigued instead of exhausted.

Elemental Earth Belt

Aura: moderate transmutation
CLl: 11th
Price: 24,000 gp
Weight: 3 lbs.

This belt is constructed of flat pieces of slate connected with strong leather straps. This belt grants its wearer a +4 enhancement bonus to Constitution, and the wearer is immune to effects that would push, pull, or forcefully move the wearer. This offers no protection from teleportation effects. Furthermore, once per day on command, the wearer can take the form of a Large earth elemental, and though subject to the elemental body III spell.

Treat the enhancement bonus to Constitution as a temporary ability bonus for the first 24 hours the belt is worn.

Equestrian Belt

Aura: faint transmutation
CLl: 3rd
Price: 3,200 gp
Weight: 1 lb.

This belt is worked with images of horses stampeding across a barren, windswept plain. The belt's wearer automatically succeeds at any check to guide with the knees, stay in the saddle, fight with a combat-trained mount, control a mount in battle, or make a fast mount or dismount, as long as the belt's wearer is wearing medium, light, or no armor. Furthermore, the belt grants a +4 competence bonus on all other Ride checks, including ones made while the wearer is in heavy armor.

Gorgon Belt

Aura: moderate transmutation
CLl: 9th
Price: 23,000 gp
Weight: 1 lb.

This belt grants its wearer a +4 enhancement bonus to Strength, and the ability to ignore difficult terrain while charging or making an overrun, bull rush, or trample attempt. Furthermore, once per day on command, its wearer can spew a 60-foot cone of poisonous green gas as a breath weapon. Any creature caught in the area of the gas can attempt a DC 18 saving throw to resist its effect, but if the creature fails the saving throw, it is paralyzed for 1d4 rounds. At the end of its turn, a creature petrified by this breath weapon can attempt a new save to end the paralysis effect. Treat the enhancement bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn.

Heavyload Belt

Aura: faint transmutation
CLl: 1st
Price: 2,000 gp
Weight: 3 lbs.

This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt's wearer is affected as though subject to a permanent ant haul spell.

Merform Belt

Aura: faint transmutation
CLl: 3rd
Price: 32,000 gp
Weight: 2 lbs.

Once per day, the wearer of this belt can command it to transform her into the form of a merfolk. While in this form, the wearer can breathe water and transform her lower body into a merfolk fishtail. Her new form provides a +2 natural armor bonus and a swim speed of 30 feet, though while the wearer is in this form her land speed is reduced to 5 feet. The wearer can take this form for up to 12 hours, and can end the effect at any time with a command.

Body

Loading more... (52)