This is a catch-all category for items that aren’t armor, weapons,
potions, scrolls, staves, or wands. In general, any character class
can use a wondrous item (though a few require a character
with a specific class). Items can look different than how they’re
illustrated here—an evil dwarf wizard’s bracers of armor
probably look different than those from a good elf wizard.
AMULET OF NATURAL ARMOR +1
|
NECK |
Minor
|
- |
Major
|
1-3 |
2,000 GP
|
This bone amulet toughens your flesh, giving you a +1 bonus to your Armor Class. |
BAG OF HOLDING
|
NONE |
Minor
|
- |
Major
|
4-6 |
2,500 GP
|
This sack is larger on the inside than the outside.
It holds up to 250 pounds and always weighs 15
pounds (even when empty). It doesn’t create air,
so any creature inside it eventually suffocates. |
BAG OF TRICKS
|
NONE |
Minor
|
- |
Major
|
7 |
4,250 GP
|
As a standard action, you can create a boar or wolf
with the bag. It serves you loyally for 10 minutes
or until slain. The animal understands basic
commands. You can use the bag once per day. |
BANDAGES OF RAPID RECOVERY
|
NONE |
Minor
|
1-10 |
Major
|
- |
250 GP
|
As a standard action, you can create a boar or wolf
with the bag. It serves you loyally for 10 minutes
or until slain. The animal understands basic
commands. You can use the bag once per day. |
BELT OF GIANT STRENGTH
|
BELT |
Minor
|
- |
Major
|
8 |
4,000 GP
|
This thick leather belt is decorated with a large
metal buckle. When worn, it gives you a +1 bonus
on melee attack rolls, melee and thrown damage
rolls, STR checks, and STR-based skill checks. |
BELT OF INCREDIBLE DEXTERITY
|
BELT |
Minor
|
- |
Major
|
9 |
4,000 GP
|
This leather belt is decorated with a checkered
pattern. When worn, it gives you a +1 on ranged
attack rolls, Reflex saving throws, and DEX-based skill checks, and to Armor Class. |
BELT OF MIGHTY CONSTITUTION
|
BELT |
Minor
|
- |
Major
|
10
|
4,000 GP
|
This leather belt is decorated with a star-shaped
pattern. When worn, it gives you a +1 bonus on
Fortitude saving throws and increases your current
and maximum hit points by +1 per class level. |
BIRD FEATHER TOKEN
|
NONE |
Minor
|
11-17 |
Major
|
- |
300 GP
|
This magical feather turns into a messenger bird
when you say a command word. The bird carries
a written message to the person you name, and
disappears after it delivers the message. |
BOOTS OF ELVENKIND
|
FEET |
Minor
|
-
|
Major
|
11-13
|
2,500 GP
|
Wearing these soft leather boots makes
you nimble and gives you a +5 bonus on all
Acrobatics checks. |
BOOTS OF STRIDING AND SPRINGING
|
FEET |
Minor
|
- |
Major
|
14
|
5,500 GP
|
These stylish boots increase your speed by
10 feet. They also give you a +5 bonus on
Acrobatics checks. |
BOTTLE OF AIR
|
NONE |
Minor
|
- |
Major
|
15 |
7,250 GP
|
This corked glass bottle continually produces
fresh air. You can take a breath from the bottle as
a standard action. Multiple creatures can share
the bottle by passing it to each other. |
BRACERS OF ARMOR +1
|
WRISTS |
Minor
|
18-20 |
Major
|
16-19 |
1,000 GP
|
These arm guards can be found in a wide variety
of styles. They surround you with an invisible force
field that gives you a +1 bonus to your Armor Class.
The bracers do not work if you are wearing armor. |
BRACERS OF ARMOR +2
|
WRISTS |
Minor
|
-
|
Major
|
20-21 |
4,000 GP
|
These arm guards can be found in a wide variety
of styles. They surround you with an invisible force
field that gives you a +2 bonus to your Armor Class.
The bracers do not work if you are wearing armor. |
BROOCH OF SHIELDING
|
NECK |
Minor
|
- |
Major
|
22-27 |
300 GP
|
This piece of jewelry is normally used to fasten a
cloak or cape. It absorbs any magic missilecast
at you, absorbing it harmlessly. It melts once it
has absorbed 20 points of magic missiledamage. |
CAMPFIRE BEAD
C
|
NONE |
Minor
|
28-30 |
Major
|
- |
720 GP
|
Once per day, this glass bead transforms itself into a 2-foot campfire whenever you speak its command word. The fire burns for 8 hours or until extinguished, then turns back into a bead. |
CHIME OF OPENING
|
NONE |
Minor
|
- |
Major
|
22-24 |
3,000 GP
|
This bronze bell is attached to a wooden handle. Ringing it creates a loud chime that acts as a knockspell. To open a lock, roll 1d20+21 against the DC of the lock. The chime has 10 charges. |
CLEAR SPINDLE IOUN STONE
C
|
NONE |
Minor
|
- |
Major
|
25 |
4,000 GP
|
This tiny gem circles your head like an orbiting moon, but never blocks your vision or interferes with your actions. It sustains you without food or water, so you do not have to eat or drink. |
CLOAK OF DARK TAPESTRY
C
|
SHOULDERS |
Minor
|
- |
Major
|
26-28 |
2,500 GP
|
This glimmering cloak lets you sleep in medium armor and not be fatigued. If you worship Desna, for 5 hours per day you can increase your speed by 10 feet. |
CLOAK OF ELVENKIND
KC
|
SHOULDERS |
Minor
|
- |
Major
|
29-31 |
2,500 GP
|
When you wear this plain green cloak and pull the hood up over your head, you get a +5 bonus on Stealth checks. |
CLOAK OF RESISTANCE +1
KC
|
SHOULDERS |
Minor
|
31-32 |
Major
|
32-37 |
1,000 GP
|
This cloak can be in almost any color or style. When worn, it gives you a +1 bonus on all saving throws. |
CLOAK OF RESISTANCE +2
|
SHOULDERS |
Minor
|
- |
Major
|
38 |
4,000 GP
|
This cloak can be in almost any color or style. When worn, it gives you a +2 bonus on all saving throws. |
DAWNFLOWER SASH
|
BELT |
Minor
|
- |
Major
|
39-41 |
2,500 GP
|
This long strip of red fabric can be tied or fastened with a clasp. Once per day it lets you use feather fall. If you worship Sarenrae, once per day it lets you use cure light wounds(1d8+5 damage healed). |
DUST OF ILLUSION
|
NONE |
Minor
|
33 |
Major
|
42-44 |
1,200 GP
|
If you sprinkle this on yourself or another creature, the target is disguised as if using the disguise self spell. An unwilling creature can resist with a DC 11 Reflex save. The disguise lasts for 2 hours. |
DUSTY ROSE PRISM IOUN STONE
|
NONE |
Minor
|
- |
Major
|
45 |
5,000 GP
|
This rose quartz circles your head like an orbiting moon, but never blocks your vision or interferes with your actions. It adds +1 to your Armor Class. Using more than one of these stones has no effect. |
ELEMENTAL GEM
|
NONE |
Minor
|
34 |
Major
|
46-48 |
1,000 GP
|
When you crush, smash, or break this coin-sized gem, it summons an elemental (air, earth, fire or water) to serve you for 10 rounds. The gem’s color indicates air, earth, fire, or water. |
ELIXIR OF FIRE BREATH
|
NONE |
Minor
|
35-36 |
Major
|
49-53 |
1,100 GP
|
Once consumed as a standard action, you can breathe fire on one creature within 25 feet (4d6 fire damage, Reflex half DC 13). The elixir lasts 1 hour or until you breathe fire three times. |
ELIXIER OF HIDING
|
NONE |
Minor
|
37-51 |
Major
|
54 |
250 GP
|
When you drink this elixir, you gain a +10 bonus on Stealth checks for 1 hour. |
ELIXIR OF SWIMMING
|
NONE |
Minor
|
52-66 |
Major
|
55 |
250 GP
|
When you drink this elixir, you gain a +10 bonus on Swim checks for 1 hour |
ELIXIR OF VISION
|
NONE |
Minor
|
67-82 |
Major
|
56-57 |
250 GP
|
When you drink this elixir, you gain a +10 bonus on Perception checks for 1 hour. |
FLYING OINTMENT
|
NONE |
Minor
|
- |
Major
|
58-60 |
2,250 GP
|
As a standard action, you can rub this pungent ointment on your skin. It allows you to fly at a speed of 40 feet (30 feet if wearing medium or heavy armor) for 9 hours. |
GLOVES OF ARROW SNARING
|
HANDS |
Minor
|
- |
Major
|
61 |
4,000 GP
|
Twice per day, if you have a hand free when you would normally be hit with an arrow, bolt, bullet, or thrown weapon, you can instead grab the object in midair before it hits you, negating the attack.
|
GLOWING GLOVE
|
HANDS |
Minor
|
- |
Major
|
62-64 |
2,000 GP
|
As a standard action, you may press this glove against any surface or object and cause a luminous handprint to appear. The print is the color you wish, sheds light as a candle, and lasts 1 day.
|
HAND OF GLORY
|
NECK |
Minor
|
83-84 |
Major
|
65 |
4,000 GP
|
This mummified hand on a necklace can wear one magic ring. You gain the benefits of that ring as if you were wearing it yourself, and it does not count against your two-ring limit.
|
HAND OF THE MAGE
|
NECK |
Minor
|
- |
Major
|
66 |
900 GP
|
This necklace is a mummified elf hand on a golden chain. When you wear it, you can use the mage hand cantrip as often as you want, up to once per round.
|
HAT OF DISGUISE
|
HEAD |
Minor
|
- |
Major
|
67-69 |
1,800 GP
|
This hat lets you can change your appearance as if using a disguise selfspell up to once per round. You can change the hat to look like any kind of hat, ribbon, hair comb, and so on.
|
HEADBAND OF ALLURING CHARISMA
|
HEADBAND |
Minor
|
- |
Major
|
70 |
4,000 GP
|
This silver headband is decorated with red and orange gems. When worn, it gives you a +1 bonus on CHA checks and CHA-based skill checks, and to save DCs based on your CHA (such as channel energy).
|
HEADBAND OF INSPIRED WISDOM
|
HEADBAND |
Minor
|
- |
Major
|
71 |
4,000 GP
|
This silver headband is decorated with green gems. When worn, it gives you a +1 bonus on WIS checks, WIS-based skill checks, and Will saves, and to save DCs based on your WIS (such as cleric spells).
|
HEADBAND OF VAST INTELLIGENCE
|
HEADBAND |
Minor
|
- |
Major
|
72 |
4,000 GP
|
This silver headband is decorated with blue and purple gems. When worn, it gives you a +1 bonus on INT checks and INT-based skill checks, and to save DCs based on your INT (such as wizard spells).
|
HEROIC TABARD
|
CHEST |
Minor
|
85-88 |
Major
|
|
700 GP
|
This tabard is white and has a clasp at the neck. When worn, it gives you a +2 bonus on saving throws against fear attacks.
|
HORN OF FOG
|
NONE |
Minor
|
- |
Major
|
73-75 |
2,000 GP
|
Once per round as a standard action, you can create a 10-ft. cloud of fog that provides concealment. It lasts 3 minutes and moves 10 feet away from you per round.
|
MOSSY DISK IOUN STONE
|
NONE |
Minor
|
- |
Major
|
76 |
5,000 GP
|
This gem circles your head like an orbiting moon, but never blocks your vision or interferes with your actions. It gives you a +5 bonus to one Knowledge skill. Using more than one gem has no effect.
|
NECKLACE OF FIREBALLS
|
NECK |
Minor
|
- |
Major
|
77-79 |
2,250 GP
|
Three of the golden spheres on this necklace are magic. As a standard action, you can detach one and throw it up to 70 feet. The sphere explodes as a fireball(5d6 fire damage, Reflex half DC 14).
|
PEARL OF POWER (1ST-LEVEL)
|
NONE |
Minor
|
89 |
Major
|
80-84 |
1,000 GP
|
Once per day as a standard action, you can use this pearl to instantly re-prepare a 1st-level spell that you already cast today, allowing you to cast it again later.
|
PEARL OF POWER (2ND-LEVEL)
|
NONE |
Minor
|
|
Major
|
85 |
4,000 GP
|
Once per day as a standard action, you can use this pearl to instantly re-prepare a 2nd-level spell that you already cast today, allowing you to cast it again later.
|
RESTORATIVE OINTMENT
|
NONE |
Minor
|
- |
Major
|
86 |
4,000 GP
|
This jar of healing ointment has 5 doses. You can use a dose as neutralize poison(+9 caster level check), remove disease (+9 caster level check), or cure light wounds (1d8+5 hit points).
|
SALVE OF SLIPPERINESS
|
NONE |
Minor
|
90 |
Major
|
87-88 |
1,000 GP
|
This salve protects you from sticky attacks. You can move unhindered through webspells and spiderwebs. The grab monster special ability can’t hold you in place. The salve lasts 8 hours.
|
SHADOW HELM
|
HEAD |
Minor
|
- |
Major
|
89 |
4,200 GP
|
This iron helm gives you a +1 bonus on Fortitude saves and reduces fire damage you take by 1 point. If you worship Gorum, once per day you can use the helm to cast divine favor on yourself.
|
SIHEDRON MEDALLION
|
NECK |
Minor
|
- |
Major
|
90 |
3,500 GP
|
This silver disk with a seven-pointed star gives you a +1 bonus on all saving throws. Once per day, you can use it to give yourself the benefit of a false life spell (1d10+5 temporary hit points).
|
SILVERSHEEN
|
NONE |
Minor
|
91-95 |
Major
|
91 |
250 GP
|
If you apply silversheen to a weapon (or 20 pieces of ammunition), it counts as a silver weapon for 1 hour, bypassing the damage reduction of creatures vulnerable to silver, like werewolves.
|
SLIPPERS OF SPIDER CLIMBING
|
FEET |
Minor
|
- |
Major
|
92 |
4,800 GP
|
These slippers give you a climb speed of 20 feet, allowing you to climb 20 feet as a move action without having to make a Climb check. You can use them 10 times per day, for 1 minute per use.
|
SOVEREIGN GLUE
|
NONE |
Minor
|
- |
Major
|
93-95 |
2,400 GP
|
This adhesive covers 1 square foot, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set, after which only universal solvent can separate them.
|
STONE SALVE
|
NONE |
Minor
|
- |
Major
|
96-98 |
2,000 GP
|
This gray ointment restores life to a creature that’s been turned to stone. Applying the ointment is a standard action, and immediately restores the creature to flesh and life.
|
SUSTAINING BOWL
|
NONE |
Minor
|
- |
Major
|
99 |
5,400 GP
|
Once per day you can command this bowl to fill with a thick gruel, which tastes like warm, wet paper, but is highly nourishing. The bowl produces enough gruel each day to feed up to four humans.
|
TREE FEATHER TOKEN
|
NONE |
Minor
|
96-100 |
Major
|
|
300 GP
|
This magical feather turns into a mighty oak tree (5-foot-diameter trunk, 60-foot height, 40-foot top diameter) when you say a command word. The tree is a permanent, living plant.
|
UNIVERSAL SOLVENT
|
NONE |
Minor
|
- |
Major
|
100 |
3,450 GP
|
This substance dissolves all kinds of glue instantly, including sovereign glue, mimic adhesive, or a 5-foot-square of a webspell or spiderweb. Applying it is a standard action.
|
|