Ultimate Equipment | Rules | Wondrous Items | Slotless

Slotless

Slotless Wondrous Items

These wondrous items do not adhere to a specific slot, and are often carried by a character in a way similar to a potion or wand, worn on some part of the body that doesn't correspond to an item slot, or are otherwise utilized in a particular way detailed in the item's description. Slotless wondrous items range through the gamut of appearances and functions, and, generally, if a magic item doesn't fit into any other category it appears here.

Anyone can use slotless wondrous items 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.

Slotless Wondrous Items

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Slotless Wondrous Items
d%Least Minor Slotless ItemPrice
01Feather token (anchor)50 gp
02Universal solvent50 gp
03–04Ioun torch75 gp
05Stubborn nail100 gp
06War paint of the terrible visage100 gp
07Elixir of love150 gp
08Unguent of timelessness150 gp
09Feather token (fan)200 gp
10Formula alembic200 gp
11Hybridization funnel200 gp
12Soul soap200 gp
13Dust of tracelessness250 gp
14–16Elixir of hiding250 gp
17–19Elixir of swimming250 gp
20–22Elixir of tumbling250 gp
23–25Elixir of vision250 gp
26–27Nightdrops250 gp
28Oil of silence250 gp
29–31Silversheen250 gp
32Traveler's any-tool250 gp
33–34Bottle of messages300 gp
35–36Feather token (bird)300 gp
37Origami swarm300 gp
38Alluring golden apple400 gp
39Feather token (tree)400 gp
40Key of lock jamming400 gp
41–42Feather token (swan boat)450 gp
43Animated portrait500 gp
44Bottled misfortune500 gp
45–46Elixir of truth500 gp
47–48Feather token (whip)500 gp
49–51Scabbard of honing500 gp
52–53Seer's tea550 gp
54–57Abjurant salt600 gp
58–61Arrow magnet600 gp
62–63Dust of darkness600 gp
64–69Campfire bead720 gp
70–72Archon's torch750 gp
73–75Book of extended summoning (lesser)750 gp
76–79Iron rope750 gp
80–83Snapleaf750 gp
84–86Bottled yeti fur800 gp
87–89Defoliant polish800 gp
90–92Dust of emulation800 gp
93–97Steadfast gut-stone800 gp
98–100Dust of dryness850 gp
d%Lesser Minor Slotless ItemPrice
01–03Roll on the Least Minor table
04Anatomy doll1,000 gp
05Bead of newt prevention1,000 gp
06Beast-bond brand1,000 gp
07Bookplate of recall1,000 gp
08–09Boro bead (1st)1,000 gp
10Concealing pocket1,000 gp
11Dowsing syrup1,000 gp
12Incense of transcendence1,000 gp
13–14Page of spell knowledge (1st)1,000 gp
15–17Pearl of Power (1st)1,000 gp
18Preserving flask (1st)1,000 gp
19–20Pyxes of redirected focus1,000 gp
21–22Salve of slipperiness1,000 gp
23Wasp nest of swarming1,000 gp
24–26Elixir of fire breath1,100 gp
27Grave salt1,100 gp
28–29Pipes of the sewers1,150 gp
30–31Dust of illusion1,200 gp
32–33Goblin skull bomb1,200 gp
34–35Elixir of dragon breath1,400 gp
36Bookmark of deception1,500 gp
37Word bottle1,500 gp
38Dust of acid consumption1,600 gp
39–40Dust of appearance1,800 gp
41–42Efficient quiver1,800 gp
43Pipes of sounding1,800 gp
44Scabbard of vigor1,800 gp
45Agile alpenstock2,000 gp
46Blood reservoir of physical prowess2,000 gp
47Clamor box2,000 gp
48Dry load powder horn2,000 gp
49Goblin fire drum (normal)2,000 gp
50–51Handy haversack2,000 gp
52–53Horn of fog2,000 gp
54Iron spike of safe passage2,000 gp
55Knight's pennon (honor)2,200 gp
56–59Volatile vaporizer (1st)2,200 gp
60–62Elemental gem2,250 gp
63–64Flying ointment2,250 gp
65Sovereign glue2,400 gp
66Apple of eternal sleep2,500 gp
67–68Bag of holding (type I)2,500 gp
69Candle of truth2,500 gp
70Hexing doll2,500 gp
71–72Stone of alarm2,700 gp
73Book of extended summoning (standard) 2,750 gp
74–77Bead of force3,000 gp
78Cauldron of brewing3,000 gp
79–80Chime of opening3,000 gp
81Philter of love3,000 gp
82–86Rope of climbing3,000 gp
87–88Volatile vaporizer (2nd)3,000 gp
89Shroud of disintegration3,300 gp
90–92Bag of tricks (gray)3,400 gp
93–95Dust of disappearance3,500 gp
96Dust of weighty burdens3,600 gp
97Noble's vigilant pillbox3,600 gp
98–99Figurine of wondrous power (silver raven) 3,800 gp
100Volatile vaporizer (3rd)3,800 gp
d%Greater Minor Slotless ItemPrice
01Boro bead (2nd)4,000 gp
02Cautionary creance4,000 gp
03Escape ladder4,000 gp
04Far-reaching sight4,000 gp
05–06Ioun stone (clear spindle)4,000 gp
07Marvelous pigments4,000 gp
08–15Page of spell knowledge (2nd)4,000 gp
16–25Pearl of Power (2nd)4,000 gp
26Preserving flask (2nd)4,000 gp
27Restorative ointment4,000 gp
28–30Stone salve4,000 gp
31Wind-caller compass4,400 gp
32Goblin fire drum (greater)4,500 gp
33Knight's pennon (battle)4,500 gp
34Knight's pennon (parley)4,500 gp
35Void dust4,500 gp
36Incense of meditation4,900 gp
37Admixture vial5,000 gp
38–51Bag of holding (type II)5,000 gp
52Bone razor5,000 gp
53Horn of the huntmaster5,000 gp
54Insistent doorknocker5,000 gp
55–56Ioun stone (dusty rose prism)5,000 gp
57Mallet of building5,000 gp
58Polymorphic pouch5,000 gp
59Scabbard of stanching5,000 gp
60School of eyes5,000 gp
61Sheath of bladestealth5,000 gp
62Stone of alliance5,000 gp
63Summoning shackle5,000 gp
64Eversmoking bottle5,400 gp
65Sustaining spoon5,400 gp
66Wind fan5,500 gp
67Grim lantern5,800 gp
68Coin of the untrodden road6,000 gp
69Horn of battle clarity6,000 gp
70Life link badge6,000 gp
71Martyr's tear6,000 gp
72Pipes of haunting6,000 gp
73Rope of knots6,000 gp
74Singing bell of striking6,000 gp
75Stone familiar6,000 gp
76Book of extended summoning (greater)6,126 gp
77Dragonbone divination sticks6,400 gp
78–79Horn of goodness/evil6,500 gp
79Naga-scale bindi6,600 gp
80Bottle of shadows7,000 gp
81Cape of bravado7,000 gp
82–83Instant bridge7,000 gp
84Mirror of guarding reflections7,000 gp
85Folding boat7,200 gp
86–87Bottle of air7,250 gp
88–94Bag of holding (type III)7,400 gp
95Balm of impish grace7,500 gp
96Candle of clean air7,500 gp
97Harp of charming7,500 gp
98–100Manual of war7,500 gp
d%Lesser Medium Slotless ItemPrice
01Chalice of poison weeping8,000 gp
02Exorcist's aspergillum8,000 gp
03Golem manual (flesh)8,000 gp
04Harp of shattering8,000 gp
05Insignia of valor8,000 gp
06Ioun stone (deep red sphere)8,000 gp
07Ioun stone (incandescent blue sphere)8,000 gp
08Ioun stone (pale blue rhomboid)8,000 gp
09Ioun stone (pink and green sphere)8,000 gp
10Ioun stone (pink rhomboid)8,000 gp
11Ioun stone (scarlet and blue sphere)8,000 gp
12Needles of fleshgraving8,000 gp
13Restless lockpicks8,000 gp
14Werewhistle8,000 gp
15–16Deck of illusions8,100 gp
17Candle of invocation8,400 gp
18–19Bag of tricks (rust)8,500 gp
20Boro bead (3rd)9,000 gp
21Decanter of endless water9,000 gp
22Loathsome mirror9,000 gp
23–25Page of spell knowledge (3rd)9,000 gp
26–31Pearl of Power (3rd)9,000 gp
32Preserving flask (3rd)9,000 gp
33Figurine of wondrous power (serpentine owl)9,100 gp
34Strand of prayer beads (lesser)9,600 gp
35–38Bag of holding (type IV)10,000 gp
39Boundary chalk10,000 gp
40Chime of resounding silence10,000 gp
41Construct channel brick10,000 gp
42Doomharp10,000 gp
43Drum of advance and retreat10,000 gp
44Embalming thread10,000 gp
45Eye of the void10,000 gp
46Figurine of wondrous power (bronze griffon)10,000 gp
47Figurine of wondrous power (ebony fly)10,000 gp
48Figurine of wondrous power (slate spider)10,000 gp
49Hourglass of last chances10,000 gp
50–51Ioun stone (dark blue rhomboid)10,000 gp
52Ki mat10,000 gp
53Lord's banner (swiftness)10,000 gp
54Malleable symbol10,000 gp
55Migrus locker10,000 gp
56Ornament of healing light10,000 gp
57Prayer wheel of ethical strength10,000 gp
58Stone horse (courser)10,000 gp
59Summon-slave crystal10,000 gp
60Treasurer's seal10,000 gp
61Black soul shard12,000 gp
62Golem manual (clay)12,000 gp
63Horsemaster's saddle12,000 gp
64Pipes of dissolution12,000 gp
65Pipes of pain12,000 gp
66Seeker's sight12,000 gp
67Blessed book12,500 gp
68Waters of transfiguration12,500 gp
69Gem of brightness13,000 gp
70Harp of contagion13,000 gp
71Lyre of building13,000 gp
72Void pennant14,000 gp
73Stone horse (destrier)14,800 gp
74Book of the loremaster15,000 gp
75Cauldron of plenty15,000 gp
76Horn of judgment 15,000 gp
77Horn of the tritons15,000 gp
78Pearl of the sirines15,300 gp
79Figurine of wondrous power (onyx dog)15,500 gp
80–81Bag of tricks (tan)16,000 gp
82Boro bead (4th)16,000 gp
83Page of spell knowledge (4th)16,000 gp
84–87Pearl of Power (4th)16,000 gp
88Preserving flask (4th)16,000 gp
89–91Scabbard of keen edges16,000 gp
92–93Figurine of wondrous power (golden lions)16,500 gp
94–95Chime of interruption16,800 gp
96–99Broom of flying17,000 gp
100Figurine of wondrous power (marble elephant)17,000 gp
d%Greater Medium Slotless ItemPrice
01–03Ioun stone (iridescent spindle)18,000 gp
04Orb of foul Abaddon18,000 gp
05–08Carpet of flying (5 ft. by 5 ft.)20,000 gp
09Horn of antagonism20,000 gp
10–13Horn of blasting20,000 gp
14–17Ioun stone (pale lavender ellipsoid)20,000 gp
18–21Ioun stone (pearly white spindle)20,000 gp
22–24Master's perfect golden bell20,000 gp
25–27Necromancer's athame20,000 gp
28–31Portable hole20,000 gp
32–35Stone of good luck20,000 gp
36–37Figurine of wondrous power (ivory goats)21,000 gp
38–40Rope of entanglement21,000 gp
41–42Golem manual (stone)22,000 gp
43Orb of golden heaven22,000 gp
44–45Mattock of the titans23,348 gp
46–48Drinking horn of bottomless valor24,000 gp
49–51Boro bead (5th)25,000 gp
52–53Chaos emerald25,000 gp
54–57Page of spell knowledge (5th)25,000 gp
58–64Pearl of Power (5th)25,000 gp
65–67Preserving flask (5th)25,000 gp
68–69Maul of the titans25,305 gp
70–73Iron bands of binding26,000 gp
74–76Cube of frost resistance27,000 gp
77–80Manual of bodily health +127,500 gp
81–84Manual of gainful exercise +127,500 gp
85–88Manual of quickness of action +127,500 gp
89–92Tome of clear thought +127,500 gp
93–96Tome of leadership and influence +127,500 gp
97–100Tome of understanding +127,500 gp
d%Lesser Major Slotless ItemPrice
01–04Figurine of wondrous power (obsidian steed)28,500 gp
05–07Cauldron of the dead30,000 gp
08–11Drums of panic30,000 gp
12–15Ioun stone (orange prism)30,000 gp
16–19Ioun stone (pale green prism)30,000 gp
20–23Lantern of revealing30,000 gp
24–27Racing broom of flying30,000 gp
28–31Cauldron of resurrection33,000 gp
32–36Carpet of flying (5 ft. by 10 ft.) 35,000 gp
37–38Golem manual (iron)35,000 gp
39–40Boro bead (6th)36,000 gp
41–44Ioun stone (vibrant purple prism)36,000 gp
45–48Orb of utter chaos36,000 gp
49–50Page of spell knowledge (6th)36,000 gp
51–58Pearl of Power (6th)36,000 gp
59–60Preserving flask (6th)36,000 gp
61–64Cauldron of flying40,000 gp
65–66Enmity fetish40,000 gp
67–69Ioun stone (lavender and green ellipsoid)40,000 gp
70–73Ring gates40,000 gp
74–77Cauldron of seeing42,000 gp
78–81Crystal ball42,000 gp
82–83Golem manual (stone guardian)44,000 gp
84–87Drums of haste45,000 gp
88–91Strand of prayer beads (standard)45,800 gp
92–94Orb of storms48,000 gp
95–96Page of spell knowledge (7th)49,000 gp
97–100Pearl of Power (7th)49,000 gp
d%Greater Major Slotless ItemPrice
01–03Crystal ball with see invisibility50,000 gp
04–05Horn of Valhalla50,000 gp
06–08Crystal ball with detect thoughts51,000 gp
09Last leaves of the autumn dryad52,000 gp
10–11Instant fortress55,000 gp
12–15Manual of bodily health +255,000 gp
16–19Manual of gainful exercise +255,000 gp
20–23Manual of quickness of action +255,000 gp
24–27Tome of clear thought +255,000 gp
28–31Tome of leadership and influence +255,000 gp
32–35Tome of understanding +255,000 gp
36Lord's banner (terror)56,000 gp
37Carpet of flying (10 ft. by 10 ft.)60,000 gp
38–39Darkskull60,000 gp
40Orb of pure law60,000 gp
41Cube of force62,000 gp
42–43Page of spell knowledge (8th)64,000 gp
44–49Pearl of Power (8th)64,000 gp
50Crystal ball with telepathy70,000 gp
51Horn of blasting (greater)70,000 gp
52–54Pearl of Power (two spells)70,000 gp
55Gem of seeing75,000 gp
56Lord's banner (victory)75,000 gp
57Crystal ball with true seeing80,000 gp
58–59Page of spell knowledge (9th)81,000 gp
60–62Pearl of Power (9th)81,000 gp
63Well of many worlds82,000 gp
64–65Manual of bodily health +382,500 gp
66–67Manual of gainful exercise +382,500 gp
68–69Manual of quickness of action +382,500 gp
70–71Tome of clear thought +382,500 gp
72–73Tome of leadership and influence +382,500 gp
74–75Tome of understanding +382,500 gp
76Apparatus of the crab90,000 gp
77Bowl of conjuring water elementals90,000 gp
78Brazier of conjuring fire elementals90,000 gp
79Censer of conjuring air elementals90,000 gp
80Stone of conjuring earth elementals90,000 gp
81Mirror of opposition92,000 gp
82Strand of prayer beads (greater)95,800 gp
83Lord's banner (crusades)100,000 gp
84Manual of bodily health +4110,000 gp
85Manual of gainful exercise +4110,000 gp
86Manual of quickness of action +4110,000 gp
87Tome of clear thought +4110,000 gp
88Tome of leadership and influence +4110,000 gp
89Tome of understanding +4110,000 gp
90Manual of bodily health +5137,500 gp
91Manual of gainful exercise +5137,500 gp
92Manual of quickness of action +5137,500 gp
93Tome of clear thought +5137,500 gp
94Tome of leadership and influence +5137,500 gp
95Tome of understanding +5137,500 gp
96Efreeti bottle145,000 gp
97Cubic gate164,000 gp
98Iron flask170,000 gp
99Mirror of mental prowess175,000 gp
100Mirror of life trapping200,000 gp

Abjurant Salt

Aura: moderate abjuration
CLl: 9th
Price: 600 gp
Weight: 1 lb.

Carried in a tube of beaten silver, this rough-ground salt is a powerful defense against evil conjurers. As a full-round action that provokes attacks of opportunity, the salt can be poured in a circle with a diameter of 5 feet or a straight line up to 15 feet long. While the line of salt remains unbroken and undisturbed, evil summoned or called creatures cannot physically cross it or interfere with it. These creatures can continue to make ranged or magical attacks over the line. Any other creature may disturb the line simply by scuffing it. The effects of the salt last as long as the line remains unbroken. Once laid, the salt cannot be recollected.

Admixture Vial

Aura: moderate universal
CLl: 8th
Price: 5,000 gp
Weight: &mdash

Once per day, an alchemist can use this simple-looking glass vial to combine two extracts into one usable extract as if he had the combine extracts discovery. An admixture vial can combine extracts of 3rd level or lower. Extracts combined with an admixture vial cannot be combined again using this item or the combine extracts discovery.

Agile Alpenstock

Aura: faint transmutation
CLl: 3rd
Price: 2,000 gp
Weight: 1 lb.

This gnarled wooden walking stick aids a creature's travel, granting a +5 foot enhancement bonus to speed and a +2 enhancement bonus to CMD against trip attempts and on saving throws to avoid being tripped. These bonuses apply as long as the agile alpenstock is held in hand. It can be wielded in combat as a quarterstaff.

Alluring Golden Apple

Aura: faint enchantment
CLl: 4th
Price: 400 gp
Weight: 1 lb.

This enchanted apple appears to be made of solid gold. When dropped or thrown, it draws the attention of the nearest hostile creature within 20 feet. The creature must make a DC 13 Will save or be paralyzed as if by hold person as it focuses its undivided attention on the golden apple. If the creature makes its save on a later round, it realizes it has been affected by magic and the apple is not actually gold. While focusing on the apple, the target takes a –2 penalty on Perception checks. The apple is consumed upon being dropped or thrown.

Anatomy Doll

Aura: faint necromancy
CLl: 5th
Price: 1,000 gp
Weight: 1 lb.

This stuffed rag doll might resemble a child's toy if not for the vital organs depicted on its cloth. By dabbing the doll with a few drops of blood from a living creature (a standard action), the bearer can form a sympathetic link between the doll and the victim. If the chosen victim has spell resistance, the doll must beat the target's spell resistance to create the link. As a standard action, the bearer can twist or stab the doll; this gives the target the sickened condition for one round and deals 1 point of negative energy damage plus 1 point for each die of the doll bearer's sneak attack damage (if any). Each time the target is affected by the doll, it receives a DC 14 Will save to end the link. The doll's holder needs line of effect to the victim, but not line of sight. Once linked to a particular creature, an anatomy doll cannot be linked to another creature, but the bearer can re-establish a broken link by anointing it with more of the target's blood.

Animated Portrait

Aura: faint illusion
CLl: 5th
Price: 500 gp
Weight: 10 lbs.

This 4-foot-by-6-foot framed painting is a detailed portrait of a particular intelligent creature, animated to show movement or action within the painted scene. The image reacts when questioned, with the creature turning to face the viewer and responding appropriately. The image is a magical effect with no actual intelligence, but is programmed with up to ten 25-word verbal responses and can respond to questions if these responses seem appropriate. For example, if one of the programmed responses is the name of the person shown in the portrait, it can answer questions such as "who are you?" and "what is your name?" If the item crafter is familiar with or has the cooperation of the creature depicted in the painting, the illusory image has the voice and mannerisms of that creature.

Apparatus of the Crab

Aura: strong evocation and transmutation
CLl: 19th
Price: 90,000 gp
Weight: 00 lbs.

An apparatus of the crab is a metallic magical vehicle. When unoccupied, it 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

Lever (1d10)Lever Function
1Extend/retract legs and tail
2Uncover/cover forward porthole
3Uncover/cover side portholes
4Extend/retract pincers and feelers
5Snap pincers
6Move forward/backward
7Turn left/right
8Open/close "eyes" with continual flame inside
9Rise/sink in water
10Open/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 active, an apparatus of the crab has the following characteristics: hp 200; hardness 15; Speed 20 ft., swim 20 ft.; AC 20 (–1 size, +11 natural); Melee 2 pincers +12 (2d8); CMB +14; CMD 24.

Apple of Eternal Sleep

Aura: moderate enchantment
CLl: 10th
Price: 2,500 gp
Weight: &mdash

This ripe red apple looks fresh and delicious. Should anyone bite into it (even a small taste), he must make an immediate DC 19 Will saving throw or fall into an eternal slumber as though by the witch's grand hex of the same name. The victim can only be awakened by a casting of break enchantment, limited wish, wish, or miracle, or by a kiss from someone of royal blood.

Archon's Torch

Aura: faint evocation
CLl: 5th
Price: 750 gp
Weight: 1 lb.

This torch is made of pale yellow wood and inscribed with holy runes. When lit, it burns as a regular torch, but only lasts for 5 minutes. When held by a lawful good creature, it functions as an archon's aura spell. The magical aura ends if a lawful good creature isn't holding it, and resumes automatically if a lawful good creature holds it again.

Arrow Magnet

Aura: faint abjuration
CLl: 3rd
Price: 600 gp
Weight: &mdash

This tiny silver cube is activated by throwing it at an intersection of squares within 50 feet. The cube hovers 5 feet above the ground at that location for the next 5 rounds. Any small projectile or thrown weapon (such as arrows, shuriken, vials, and bullets) that passes through the squares adjacent to the cube automatically turn in midair to hit the cube (no attack roll needed) instead of their intended target. The cube has 5 hit points and hardness 8. If the arrow magnet is touched by a creature or reduced to 0 hit points or less, it falls to the ground and is destroyed.

Bag of Holding

Aura: moderate conjuration
CLl: 9th
Price: Varies
Weight: 15+ lbs.

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

BagBag WeightContents LimitContents Volume LimitPrice
Type I15 lbs.250 lbs.30 cubic ft.2,500 gp
Type II25 lbs.500 lbs.70 cubic ft.5,000 gp
Type III35 lbs.1,000 lbs.150 cubic ft.7,400 gp
Type IV60 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.

Bag of Tricks

Aura: faint conjuration
CLl: 3rd
Price: Varies
Weight: 1 lb.

This small sack looks empty at first glance. Anyone reaching into the bag feels a small, fuzzy ball inside. 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

Gray Bagd% AnimalRust Bagd% AnimalTan Bagd% Animal
01–30Bat01–30Wolverine01–30Grizzly bear
31–60Rat31–60Wolf31–60Lion
61–75Cat61–85Boar61–80Heavy horse
76–90Weasel86–100Leopard81–90Tiger
91–100Riding dog91–100Rhinoceros

The heavy horse and the riding dog appear with harness and tack, and each 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.

Balm of Impish Grace

Aura: moderate transmutation
CLl: 7th
Price: 7,500 gp
Weight: &mdash

When rubbed vigorously into the skin, this potent red liniment enhances a Tiny or smaller creature's ability to make full use of its size and mobility. Applying a dose of liniment is a standard action that provokes an attack of opportunity (similar to applying an oil). A creature under the effects of the liniment no longer provokes attacks of opportunity for moving through threatened squares or for entering a larger creature's square. The balm lasts for 5 minutes before its effects wear off. A newly created bottle of balm holds 5 doses.

Bead of Force

Aura: moderate evocation
CLl: 10th
Price: 3,000 gp
Weight: &mdash

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 the targeted 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.

Bead of Newt Prevention

Aura: faint abjuration
CLl: 5th
Price: 1,000 gp
Weight: &mdash

This bead is carved with a tiny pictogram representing a small, harmless animal such as a newt, rabbit, or frog. If the bearer fails a saving throw against a hostile polymorph effect such as baleful polymorph, the bead is destroyed and the effect does not affect the bearer.

Beast-bond Brand

Aura: faint abjuration
CLl: 5th
Price: 1,000 gp
Weight: &mdash

This sticky henna paste is used to stamp a rust-colored handprint onto the body of a familiar or animal companion, and a hoof, claw, or paw print from that creature onto its master. These brands demonstrate a bond of friendship and balance, not ownership and subservience. Applying the brand requires a full-round action each for master and companion. The brand enhances the share spells ability of druids, wizards, and other classes with animal companions or familiars, allowing these characters to cast spells with a range of personal or touch on the marked companion at a range of 30 feet, provided the character has line of effect to the creature. Each spell cast at range in this way drains one charge from the beast-bond brand for each spell level of the spell cast. A newly applied beast-bond brand has 10 charges. When all charges are consumed, the brand vanishes. For the purposes of teleportation spells and effects, the master may treat a marked companion as an object or a creature, whichever is more favorable (weight restrictions still apply).

A character may have only one creature marked in this way at any time. The brand lasts until all charges are expended or the master marks another companion in this way.

Black Soul Shard

Aura: moderate necromancy
CLl: 7th
Price: 12,000 gp
Weight: &mdash

This dark gem attunes itself to the soul of its bearer. When carried close to the body of a creature continuously for 1 week, the gem harmlessly absorbs a portion of that creature's life essence. If separated from its bearer for at least 1 day, the gem loses this attunement. If the bearer gains one or more negative levels, the black soul shard absorbs one of these negative levels into itself, negating the effect. The black soul shard can only absorb a negative level if carried by the person it is attuned to. If an attuned black soul shard is used as an additional focus component for raising the attuned creature from the dead, the negative level cost of being raised is one less than normal (minimum 1), but only if the spell is cast within 24 hours of the creature's death.

Absorbing a negative level (whether from an attack or raising the attuned creature from the dead) destroys the portion of the soul within a black soul shard. This does not harm the creature, but requires re-attuning the gem for another week for it to function again. A creature can only have one black soul shard attuned to it at a time.

Blessed Book

Aura: moderate transmutation
CLl: 7th
Price: 12,500 gp
Weight: 1 lb.

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.

Blood Reservoir of Physical Prowess

Aura: faint necromancy
CLl: 3rd
Price: 2,000 gp
Weight: &mdash

This blown-glass vial has a chain for attaching it to the handle of a weapon. When filled with the wearer's blood, it gains powerful magic. Filling the reservoir takes a full minute, deals 4 points of Constitution damage (which can be healed normally), and imbues the reservoir with 4 charges. Charging the reservoir changes the blood to magical fluid, which does not clot or decay with time.

The wearer can speak the first command word to draw 1 or more charges from the reservoir, curing 1 point of physical ability score damage per charge used.

The wearer can speak the second command word to imbue herself with a great burst of physical prowess, depleting all remaining charges and gaining an inherent bonus to one physical ability score equal to twice the number of charges used. This bonus lasts until the end of the wearer's next turn.

The bearer can only use the reservoir if it is held in hand or attached to a held or wielded weapon. A bearer can safely carry only one charged reservoir at a time; any others spontaneously drain their charges in 1d10 rounds, leaving only the highest-charged reservoir intact. A reservoir has no effect if not charged with the wearer's blood, and cannot be charged by bloodless creatures or those that cannot take Constitution damage.

Bone Razor

Aura: faint necromancy
CLl: 5th
Price: 5,000 gp
Weight: 1 lb.

This jagged bone knife seems too thin and frail for combat but easily cuts flesh. If used to perform a coup de grace on a helpless living creature and the creature dies from the attack, the creature's flesh begins to peel off and its bones animate as a skeleton under the command of the bearer of the razor. The creature's flesh is not destroyed, but decays at a steady rate. The bearer of the razor can spend 1 minute reattaching the flesh to the animate skeleton, which ends the necromantic magic and results in a normal corpse (though a corpse of a person killed or mutilated by knife wounds). If the bearer uses the razor to flense and animate another creature's bones, the previous animate skeleton is immediately destroyed.

Book of Extended Summoning

Aura: strong conjuration
CLl: 17th
Price: Varies
Weight: 1 lb.

This leather-bound book is inscribed with runes relating to outsiders and conjuration magic. It enhances spells that summon monsters. The user may apply the Extend Spell feat to these spells as they are cast. This does not change the spell slot of the altered spell. The book counts as a metamagic rod for the purpose of combining multiple metamagic effects on a spell. A normal book of extended summoning can be used with spells of 6th level or lower, while a lesser book can be used with spells of 3rd level or lower, and a greater book can be used with spells of 9th level or lower. Each book is keyed to a particular alignment (equal chances of chaotic, evil, good, or lawful) and only works when used to summon a creature with that alignment. Once the book is used, it crumbles into cold ash and is destroyed.

Book of the Loremaster

Aura: moderate divination
CLl: 7th
Price: 15,000 gp
Weight: 2 lbs.

This digest-sized book contains a seemingly random collection of words, phrases, and strange mnemonic aids. Three times each day, a bard can consult it while using the lore master class feature in order to gain a +5 competence bonus when taking 10 or taking 20 on a Knowledge check.

Bookmark of Deception

Aura: faint illusion
CLl: 5th
Price: 1,500 gp
Weight: &mdash

This bookmark alters the book that holds it so that it appears to be another book entirely, even upon a thorough reading. The apparent book is determined when the bookmark is crafted, and is usually an especially boring or commonplace book such as a legal or religious text. The bookmark also protects itself and the book with nondetection.

Bookplate of Recall

Aura: strong conjuration
CLl: 13th
Price: 1,000 gp
Weight: &mdash

This metal bookplate is inscribed with mystical words in Draconic, leaving space for a single written name. When the bookplate is glued to the inside cover of a book, the named individual may speak the title of the book to summon it as if using instant summons. This ability functions once per day.

Boro Bead

Aura: strong transmutation
CLl: 16th
Price: Varies
Weight: &mdash

This multicolored, sturdy glass bead is an aid to members of the alchemist class. Once per day on command, a boro bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. Different beads exist for recalling one extract per day of each level from 1st through 6th. A bead works on an infusion, but not a potion, elixir, bomb, mutagen, or nonmagical alchemical material such as antitoxin.

Bottle of Air

Aura: moderate transmutation
CLl: 7th
Price: 7,250 gp
Weight: 2 lbs.

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.

Bottle of Messages

Aura: faint illusion
CLl: 3rd
Price: 300 gp
Weight: 1 lb.

This green glass bottle has a tiny winding key on its elongated stem that, if turned, causes a shadowy cork to slowly become substantial over a 1-round period. Anything the owner of the bottle speaks into the bottle during this time (up to 25 words) gets trapped inside it once the cork fully manifests. As soon as the cork is removed or the bottle is smashed, this message is released exactly as if the owner had spoken the words at that moment. Once the bottle releases its message, it shatters.

Bottle of Shadows

Aura: faint conjuration
CLl: 5th
Price: 7,000 gp
Weight: &mdash

This bottle is crafted from the darkest ebony. When opened and held upright, faint whispers can be heard emanating from the bottle's mouth. The bottle initially has 4 charges. When turned upside down, the bottle summons a shadow to do the bidding of the user, draining 1 charge each round of service. As a standard action, the bearer may dismiss the summoned shadow. If the shadow kills a humanoid creature of at least 4 HD, the bottle gains 1 charge. The bottle is automatically restored to 4 charges at sundown.

Bottled Misfortune

Aura: moderate necromancy
CLl: 10th
Price: 500 gp
Weight: 1 lb.

This leather bottle is filled to the brim with frothy green liquid. As a full-round action, a witch can target the bottle with any hex (but not a greater or grand hex) she knows that targets a single creature, transferring its effects to the brew within, which congeals into a sticky syrup. Any creature can use this syrup as a dose of injury poison (including the 5% chance to affect the user if she does not possess the poison use class feature). Any creature struck by a weapon coated in this syrup must save against the hex (DC 15) or be affected as if the witch had targeted them with the hex directly. The syrup counts as a poison and is a magical effect. If the hex cannot affect a target more than once every 24 hours, subsequent doses of the syrup are similarly ineffective against that target. Once imbued with the power of a hex, the syrup lasts for 24 hours before reverting into useless, harmless liquid.

Bottled Yeti Fur

Aura: faint abjuration
CLl: 3rd
Price: 800 gp
Weight: &mdash

This small opaque flask releases a thick stream of coarse white fur when opened. This fur creeps up the user's arm and across her entire body until she is completely covered in a tangled pelt. While coated with this fur she gains cold resistance 5, a +2 natural armor bonus to AC, and a +4 competence bonus on Stealth checks in areas of ice and snow. This fur sheds from her body after 24 hours, or can be removed early by soaking it in alcohol. The flask is expended after one use.

Boundary Chalk

Aura: moderate evocation
CLl: 10th
Price: 10,000 gp
Weight: &mdash

The surface of this stick of white chalk is covered with silvery runes. Drawing a line with the chalk creates a wall of force that is as long as the line and extends 10 feet perpendicular to the surface on which the line was drawn. Drawing a 5-foot line is a standard action that provokes acts of opportunity. Each wall lasts 10 minutes; the bearer of the chalk can dismiss a section of wall as a swift action by touching the stick of chalk to it. One stick of boundary chalk can draw 100 feet of line before it is used up, and it must be used in 5-foot increments.

Bowl of Conjuring Water Elementals

Aura: moderate conjuration
CLl: 11th
Price: 90,000 gp
Weight: 3 lbs.

This large container is usually fashioned from silver with a rippled pattern. It is about 1 foot in diameter and half that deep. The bowl must be filled with fresh or salt water to function. On command as a full-round action, the bearer may summon a water elemental. If the bowl is filled with salt water, it conjures a Huge water elemental as if using summon monster VI. If filled with fresh water, it conjures a Large water elemental as if using summon monster V. Conjuring an elemental empties the bowl. The bowl cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.

Brazier of Conjuring Fire Elementals

Aura: moderate conjuration
CLl: 11th
Price: 90,000 gp
Weight: 5 lbs.

This device appears to be a normal container for holding burning coals. The brazier must be filled with coals or wood and a fire lit within it to function. On command as a full-round action, the bearer may summon a fire elemental. If 1 pound of brimstone (sulfur) is burning in the brazier, it conjures a Huge fire elemental as if using summon monster VI. Otherwise, the brazier conjures a Large fire elemental as if using summon monster V. Conjuring an elemental extinguishes the fire in the brazier. The brazier cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.

Broom of Flying

Aura: moderate transmutation
CLl: 9th
Price: 17,000 gp
Weight: 3 lbs.

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 900 feet when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.

Campfire Bead

Aura: faint evocation
CLl: 1st
Price: 720 gp
Weight: &mdash

This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead. The owner of the item must wait twice as long as the fire burned before he can order the bead to become a campfire again.

Candle of Clean Air

Aura: moderate abjuration
CLl: 10th
Price: 7,500 gp
Weight: &mdash

This clean-smelling white candle is inscribed with glyphs portraying various sweet smelling flowers. When lit, the candle repels smoke, mist, cloud, and other gas effects in a 5-foot radius. These effects do not penetrate the area around the candle if they are of spell level 3 or lower. Against more powerful cloud effects (including effects not based on spells, such as dragon breath or a gorgon's breath weapon), the candle grants creatures in the area a +4 resistance bonus on saving throws against these effects. Creatures in the area gain a +4 deflection bonus to AC against attacks from creatures with the air subtype.

The candle burns for up to 5 minutes, in increments of 1 minute. Once all 5 minutes are used, the candle is destroyed.

Candle of Invocation

Aura: strong conjuration
CLl: 17th
Price: 8,400 gp
Weight: 1/2 lb.

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.

Candle of Truth

Aura: faint enchantment
CLl: 3rd
Price: 2,500 gp
Weight: 1/2 lb.

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 ended and the candle ruined.

Cape of Bravado

Aura: faint enchantment
CLl: 2nd
Price: 7,000 gp
Weight: 1 lb.

This bright red garment bestows no benefit when worn on the shoulders, but when held in one hand while draped over the arm, the cape obscures its user's movements in combat. Used this way, the cape bestows a +1 insight bonus to AC and a +5 competence bonus on Bluff checks to feint in combat. Readying the cape in combat is a move action; if the wielder has a base attack bonus of +1 or higher, the wielder can ready the cape as a free action as part of movement.

Once per day as an immediate action, a creature brandishing a cape of bravado may attempt to compel an opponent within 30 feet to attack him on its next turn (Will negates DC 11).

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