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Wondrous Items



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

K
C

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

K
C

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.