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Other Wondrous Items (Chapter 12.20 - Wondrous Items - No Equip Slot)

Bedroll of Ultimate Comfort (14400gp): (Passive) This extremely soft felt bedroll and sleeping bag combination is enchanted with potent magic. Anyone who lays within this bedroll gains the following benefits:

      -You heal +1HP per hour. You may heal 1 broken bone and +1 additional Weakened Stage if you rest within the bedroll for 6 hours. You reduce the chances of nightmares or any similar sleeping problem by 75%.

      -You are constantly protected as if by the Life Bubble spell. (Druid SL4)

      -The bedroll allows you to sleep comfortably on nearly any somewhat horizontal terrain, including ice, snow, sand, cobblestone, wet soil, thorny forest floor, etc. The bedroll will even float, and you could sleep normally upon a pond or river, provided the surface of the water is calm. Creative use of the bedroll can serve as a makeshift life raft. The magic protections function on 1 single medium size creature (or 2 small size or smaller).

           Weight: 4 lbs      Storage Slots: 6                 (Spells – Restful Healing, Life Bubble)

-A 2-person version (or 1 large creature) is available for 18000 gp. It weighs 6 pounds and takes up 8 Storage Slots.

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Bottle of Fog (1400gp): This bottle looks like decorative flower vase with a stopper in the top, which is secured to the bottle with a string or band so it can’t be lost. It is constantly covered in condensation.

-When the stopper is removed (Big Action, AOO), dense fog billows out of the bottle. On the turn it is removed, the fog expands to fill a 20-foot radius cylinder 10 feet high. The fog causes Opaque Terrain & Weather Effects (See Ch8.6). Each additional turn the bottle remains open, the fog radius expands by +10 feet, and the height expands by +5’, up to a maximum radius of 50’ and a height of 20’. The fog continues emanating from the bottle until sealed with the stopper. Once closed, the fog dissipates in 4 rounds. Moderate winds (20mph+) disperse the fog in 1 round.   Weight: 1 lb, 3 Storage Slots        (Spell – Viscous Fog)

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Bowl of Blandness (350gp): (Touch) 3/day - When activated, this seemingly average wooden bowl fills with a pasty gruel. While completely bland and generally flavorless, this provides 1 daily ration of food to a single medium sized character. Weight: 0.5 lbs / 3 Storage Slots (Spell - Create Food & Water)

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Candle of Truth (200gp): While this candle is lit, it generates a constant Zone of Truth (SL2, WILL Save DC13) spell within 20 feet. The candle can burn for a total of 4 hours before it is consumed, and the magic is lost.

      -Each use of the candle consumes at least 10 minutes of remaining duration. (Total possible: 240 minutes)

-The magic candle emits light as a bright as a torch. (LL4 in same hex, LL3 out to 20’, etc)

-Crafting a MW candle requires DC15 Craft(Academia or Alchemy). Weight: 0.1 lbs / 1 Storage Slots

      -Candle of Truth, Greater (600gp): Functions as Candle of Truth at SL4, WILL Save DC16.

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Chime of Interruption (3600gp): (Touch) At-Will: You strike the chime against a solid surface to make it resonate in your hand. While the chime resonates, anyone attempting to cast a spell with Verbal (V) components within 30’ must make a DC(20+[2xSL]) Perseverance check or the spell fails & is wasted.

-The resonating tone lasts for up to 3 minutes while the chime is held in your hand, but it stops if you put the chime down. After the resonating stops, the chimes cannot produce this effect again for at least 10 minutes.

Weight: 0.5 lbs, 2 Storage Slots  (Spell – Confounding Burst)

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Chime of Opening (600gp): Strike this 12” mithryl tube against a solid surface (Big Action, AOO) to make it resonate in your hand and point it toward a locked/closed door, chest, trap, or other opening.

-The magical resonance acts as a SL3 Knock Spell with a Range of 30 feet. The chime allows you to roll a +25 Disable check against the Unlock/Disable DC of the locked door, trap, or shut container.

-Each strike functions once. These chimes may be used 10 times before they crack and become useless.

Weight: 0.25 lbs, 2 Storage Slots               (Spell – Knock SL3)

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Detector Stone (450gp): If placed upon any inanimate object with magical properties, this white marble pebble sheds a pale glow as bright as a candle. The stone must be held upon an object for at least 6 seconds before it starts glowing. (This smooth pebble is considered a medium quality white gem.)  Weight: 0.1 lbs, 1 Storage Slot

-The gem cannot activate more than 10 times in a single day. (Spells – Lesser Detect Magic, Light)

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Dimensional Shackles (3000gp): (Passive) These manacles are formed using of a mix of Demonic Obsidian and Mithryl. The shackles come with 1 physical key. A creature bound by these shackles cannot cast any Conjuration spells and is affected by the SL6 version of the Quantum Anchor spell. Weight: 2 lbs, 2 Storage Slots

      -The manacles will resize to properly restrain any creature from Tiny to Huge Size. Escaping the shackles requires a DC30 STR check or DC30 Sleight of Hand check. The Dimensional Shackles have hardness 10 and 30 HP. These may be unlocked using a DC30 Craft(Mechanisms) check. (Spells – Quantum Anchor, Banish)

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Enchanted Craft Kit[Skill] (600gp): Large box (approx 22”x16”x12”). Contains all MW tools needed for the indicated Craft Skill. The box opens from the top center, and latches shut with a handle on the top for carrying. It has a mechanical lock and comes with 2 keys (Lock DC25). (Reminder: MW Tools grant a +2 Gear Bonus on Craft checks)

      -The kit can hold up to 3 Pounds of CraComs or consumable items common to the craft, such as inks, glass vials, or pouches. (CraComs must be purchased or acquired separately!)

-(Command) Each Enchanted Craft Kit contains a collapsible, 5’x5’ worktable that extends from underneath the box within 30 seconds after giving a Command Word. A Command Word and a Touch upon the lid of the box is required to return the table into the box, which also takes about 30 seconds.

      -These kits never risk breaking the materials held inside from falls or being carried during combat.

      -The materials inside are only damaged if the box itself is destroyed. (Spell – Skilled)

      -Regardless of materials held within, the Enchanted Craft Kit always weighs only 5 pounds.

      -The individual items held within are not magical and are not replaced automatically. If misplaced, these items will not reappear in the box. Make sure you always put your materials back!  Weight: 5 lbs, Storage Slots: 6

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      -Collapsible Craft Kit[Skill] (1000gp): Small box (approx 2”x6”x2”). This functions as an Enchanted Craft Kit, but when closed and locked with the key, the box shrinks down to the size (and weight) of a small jewelry box. When unlocked and opened, the box expands to a full-size Craft Kit. Weight: 2 lbs, Storage Slots: 2

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Everburning Torch (50gp): (Passive) This torch has been imbued with the Permanent Torchlight spell. It glows as a normal torch but creates no heat and never runs out. Weight: 1 lb, Storage Slots: 4

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Flying Carpet (30000gp): (Attuned) This beautifully crafted 4’x8’ Persian-style rug recognizes only one person as its owner. Attunement to the carpet requires speaking the Command Word and sitting upon the carpet for at least 10 minutes. The Command Word for the carpet is generally a longer phrase or rhyme.

      -While upon the carpet, the owner can direct it to fly using only their thoughts. This requires no actions, and it responds instinctively. The owner of the carpet essentially becomes the “pilot.”

      -The carpet flies safely at a speed of 60’ with Good Maneuverability. It can fly at a rate of up to 90’ with Perfect Maneuverability, but any rider who wishes to take advantage of such movement must make an Acrobatics Check or REF Save DC15 or be thrown off the carpet. You cannot use the Run Action with the carpet.

      -Standing upon the carpet as it flies is possible, although this it is treated as standing on Difficult Terrain, and any Save or check made to remain upon the carpet is made at +5DC.

      -The Carpet can carry up to 600 pounds of passengers & cargo; it cannot move with more weight upon it.

      -If attuned to the carpet but not upon it, you may use the Command Word to call it to you if it is anywhere within 500 feet; the carpet gets to you at the start of your next turn. 

      -If all passengers fall off the carpet, it ceases to fly and falls to the ground.

-The rug is a Masterwork Carpet, requiring a DC25 Craft(Tailor) check. Without any magic, this rug is worth 800gp.

Weight: 15 lbs / 10 Storage Slots (Spells – Fly[SL7], Detect Thoughts)

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Folding Boat (26000gp): This appears as a crudely fashioned, weathered, wood model of a boat roughly 12” long that smells of the sea, covered with barnacles and runes. When activated using a Command Word while setting it afloat in the water, it expands into one of three possible forms: A Small Sailing Ship, a Keelboat, or a Canoe.

The folding boat expands slowly over the course of 1 minute, and will not expand unless placed into an appropriately sized area of water. The same activation is used to change into one of the other boat shapes.

                -Knarr: A 50’ long, 20-ton “Small Sailing Ship” with anchor, sails, and 8 long oars. (24-person max)

                -Dory: 18’ long, 0.5-ton, has a small mast & sail, four oars (two matched pairs). (8-person max)

                -Canoe: 12’ long, four oars (4-person max)

      Once expanded, the boat cannot return to its tiny model form until all living passengers are removed. Returning it to its small form requires a Command Word while your hand is upon the hull of the ship. Materials left onboard while folded remain unharmed and will be functional when the boat expands, although perishable items kept inside may go bad. The boat may be damaged or sunk as normal, though it is twice as durable as a standard boat of its type. Damage dealt remains through multiple forms.

            While Shrunk: Weight: 2 lbs / 4 Storage Slots (Spell – Shrink/Enlarge Item-SL8)

      -Folding Dory (1400gp): Functions exactly as the Folding Boat, but expands only to the size of an 8-person dory boat about 18 feet long. It comes with two pairs of oars, and is only an 8” long model boat when shrunk.

            While Shrunk: Weight: 1 lb / 3 Storage Slots (Spell – Shrink/Enlarge Item-SL5)

      -Folding Canoe (800gp): Functions exactly as the Folding Boat, but expands only to the size of a 4-person canoe about 12 feet long. It comes with two sets of oars, and is only a 6” long model canoe when shrunk.

            While Shrunk: Weight: 1 lb / 2 Storage Slots (Spell – Shrink/Enlarge Item-SL3)

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Gem of Seeing (30000gp): (Passive) Hold this high-quality red gem up to your eyes and peer through it to gain all the benefits of the True Seeing spell in your cone of vision. Since this requires one hand to hold the gem up to your eye, fighting while peering through it is difficult. You suffer a -2 Penalty to AC and Attack Rolls while holding the gem, and you are Distracted to things outside the gem’s field of view. (Spell – True Seeing) Weight: 0.1, 1 Slot.

Horn of Blasting (6500gp): This large animal horn may be played as a Masterwork instrument (+2 Gear Bonus on Perform[Music-Aerobic]), but it is also a potent weapon for those who can play it.

                (Special) 2/day - As a Big Action (AOO), you may make a DC20 Perform(Music-Aerobic) check to blow a powerful note through horn which creates a the effects of a Shout spell (FORT/REF Save DC16).

                -The daily charge is not wasted if you fail the check.    Weight: 1 lb, 3 Storage Slots        (Spell – Shout)

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Image Crystal (5000gp): This enchanted crystal can capture, store, and display images. It appears to be a large, high quality clear crystal with at least two flat, parallel, rectangular faces. Between 3 to 6 small runes are engraved upon the smaller faces of the crystal. The crystal is 6-8 inches long and at least 3 inches wide (15x8cm+).

      (Touch Code) The crystal becomes active and gains a very dim glow around the edges. Once Active:

-If at least 1 image is stored in the crystal, the last viewed image appears upon the largest face of the crystal. You may slide your finger across the face of the crystal to switch to the next stored image. If you slide to an empty crystal face, the gem is not full, and you may add more images.

Note: Essentially, this crystal is a Digital Camera that can hold 20 photos.

      -Every stored image looks lifelike, as if you were truly looking at the object or scene that was occurring when the image was captured. Images all appear as if viewed through Diurnal Vision.

-The images are clear enough to use to copy a written scroll or map. You may expand or contract your view of the image by sliding two fingers apart or together upon the glass while viewing. (Zoom In / Zoom Out)

To capture an image: While viewing an empty crystal face, peer through the crystal towards an object or area you wish to record. Use a Touch Action with your other hand upon one of the small runes of the crystal to have it store this image. The image is copied and captured, and it immediately appears upon the face of the gem.

-Up to 20 images may be stored within the crystal at any time. If left alone for 5 minutes, the crystal deactivates. You may also type the Touch Code while active to deactivate it.

-The glowing images of the active crystal give off a small amount of light. It is not enough to function as a candle, but it is easily visible in darkness.

To remove an image: Input the touch code backwards while the image is being viewed.

-An image crystal is somewhat fragile, and a drop of over 10 feet onto a solid surface or a purposeful strike from a weapon will destroy it.    Weight: 0.25 lbs, 3 Storage Slots               (Spells – Mirror Image, Bestow Curse)

      Special: The image crystal has secret, extra powers which are often not known to those using or making them. A DC30 Knowledge(Religion) check is required to know this: If you possess an Image Crystal with a captured image of a specific individual person or creature, any Saves that creature makes against spells you cast are made at +2 Save DC. Also, scrying on a creature or location when you have an exact image of it becomes much easier.

      -In addition, if the final image slot is used (image #20), there is a 25% chance the crystal activates a "Summon Demon" spell (SL8), with the demon owing 1 favor to the owner. If this activates, the crystal is destroyed. (This fun, extra power plays off the idea of capturing tiny pieces of souls. This power may be removed at GM discretion)

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Immovable Rod (1000gp): This simple iron bar is about 12” long and 1” thick with a button on one end. Activation requires a push of the button as a Swift Action. You may do so with the thumb of the hand holding the rod. This magically secures it in place wherever it is, even if doing so defies gravity. Another push of the button releases the rod, allowing it to be moved normally. While activated, the Immovable Rod functions as follows:

      -The rod can support up to 2000 pounds of force before the magic is overcome and the rod is automatically disabled until next activation. (About 9000 Newtons; the effective weight of a 900 kg object on Earth.)

      -A DC24 STR Check (1d20+STRmod) may also be used to overpower the rod and disable its magic until the next activation. (You must be braced against something to attempt to move the rod)

      -At least 2 Immovable Rods may be used to form a sort of mobile ladder. These can also be used as makeshift locks for doors. If multiple Immovable Rods are used to support an object or bar a door, each additional Rod adds +5DC to the STR check, max DC35.                            Weight: 2 lbs / 2 Storage Slots    (Spell - Hold)

      -Ex: 2 Rods could support 4000 pounds, and moving them both would require a DC30STRCheck.

      -The Rod becomes “immovable” relative to the frame of reference around which it is activated. Ex: On a ship’s deck, the rod remains “immobile” over the same position of the ship. If used in a forest, it remains immobile relative to the forest.

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Iron Ball of Binding (5200gp): This seemingly innocuous rusty iron ball is roughly 2” across and covered in strange runes. It holds a powerful enchantment that is capable of constraining nearly any foe.

(Special) 1/day – When the Command Word is spoken, the ball may be thrown at a foe as a Ranged Touch Attack (Big Action, No AOO) with a 15’ Range Increment. If the foe is struck, the magic activates. The ball expands and grows multiple iron bands that grasp the foe and wrap around their torso, legs, and wrists.

-The creature struck must make an opposed Wrestling check against the Ball of Binding, which has a +25 on its Wrestling check. If the Ball of Binding wins, the creature is Grappled and Pinned.

-If the target creature wins this first check, the ball drops harmlessly on the ground.

-On their following turns, the creature may use a Big Action to attempt a DC26 STR Check (1d20+STRMod) to break out of the bands, which tatters the item and leaves it non-functional.

-The iron bands have Hardness 10 and 10 Hit Points, but allies may be able to cut through them with slashing or acid damage. Cutting through 2 iron bands tatters the item & leaves it nonfunctional.

-A Tattered Ball may be repaired with 1000gp of Magic Power, 4 hrs of Work, DC20 Craft[Magic Items].

-A creature may attempt an opposed Wrestling check (Big Action) to move from Pinned to only Grappled, and another check to escape from the grapple completely. Once a creature is bound, the bands do not change size.

-Once active, the bands remain wrapped around the creature for up to 48 hours, after which time the ball returns to its normal form. The bands may be reverted to ball form by speaking the Command Word.

-The Ball of Binding can grasp any creature from Tiny to Huge size.

                Weight: 1 lb, 1 Storage Slot          (Spells – Black Tentacles, Wall of Iron)

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Lantern of Revealing (4200gp): (Passive) This hooded lantern reveals invisible creatures when lit. This functions exactly as a cone lantern, which sheds a cone of Normal Light (LL4) out 30’, Torchlight to 60’, Low Light to 90’, and Dim Light to 120’. The first 60’ of the cone area is affected as per Invisibility Purge. All magically invisible creatures or objects within this 60’ cone become visible to all observers.

      -This lantern burns 1 pint of oil every 6 hours.     Weight: 2 lbs, 6 Storage Slots      (Spell – Invisibility Purge)

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Lute of Missile Deflection (3600gp): This odd-shaped lute has pointed edges and resembles a misshapen star with a gaudy red & yellow paint scheme. It functions as a MW instrument (+2 Gear Bonus on Perform[Music-Manual]).

                (Special) 2/day - As a Big Action (AOO), you may make a DC20 Perform(Music-Manual) check to begin playing a lute solo so potent it knocks incoming projectiles out of the air! This ability has a 20’ Radius, centered on you. Any Physical Ranged attack moving into or through this AoE suffers a -5 Penalty on the Attack Roll. An attack that misses its target is completely deflected and cannot then strike an Unintended Target.

-This ability continues to function for as long as you spend a Big Action (Provokes AOO) each following turn to continue playing the lute. Once you stop playing, the ability ends.

                -The daily charge is not wasted if you fail the check.    Weight: 1 lb, 5 Storage Slots        (Spell – Wind Wall)

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Lyre of Lies (1500gp): This lyre functions as a MW instrument (+2 Gear Bonus on Perform[Music-Manual]).

(Passive) While holding this lyre in your hands, you gain a +4 Power Bonus on Bluff checks and any spell you cast of the Guile & Glamer School gains a +1 Power Bonus to its Save DC.

Weight: 1 lb, 3 Storage Slots        (Spell – Major Image)

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Magic Bean (140gp): Single Use – This small brown bean, when thrown to the ground (Big Action, No AOO), a 15-foot tall, 1 hex diameter beanstalk immediately sprouts from the ground. (Spell - The Beanstalk)

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Magnificent Spellbook (1000gp): This enchanted spellbook has 4-8 small runes upon its cover.

      (Touch Code) You may cause all the text to appear or disappear. The last person to properly input the touch code is considered the book’s owner.

      -While the text is hidden, this appears to be just a short, unused spellbook with a high-quality solid cover and 50 empty pages. When the text is present, the spellbook contains exactly as many pages as you need, up to 500 pages maximum. Its size and weight never change, regardless of how many pages you have used.

      -If needed, the pages produce a dim glow, allowing the writing to be read even in total darkness. It does not produce enough light to be used as a light source. The spellbook cannot be damaged with fire.

      -The spellbook contains a permanent version of the Alarm spell, with a mental alarm that activates if anyone besides the owner picks up the book. This may be enabled/disabled by inputting the touch code in reverse order.                Weight: 2 Pounds, 4 Storage Slots (Note: The 1000gp Price is for an empty version of this item!)

                (Spells – Alarm, Scribe or Erase, Shrink Item)

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Rope of Climbing (600gp): (Command) At-Will: This high quality 60-foot rope may be commanded to independently move itself up, down, or in any desired direction at a rate of 10 feet per round. The rope is even able to secure itself at any desired location by knotting around an anchor-point. This rope can also be commanded to knot itself to make it easier to climb. This reduces the length to 50 feet with large knots spaced at 1-foot intervals. Weight: 6 lbs / 6 Storage Slots (Spell – Levitate)

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Tarot Card Deck / Oracle’s Cards (1750gp): (Passive) This set of finely decorated and exquisitely detailed cards generally has between 52-78 cards. They come in many shapes and sizes, but any properly made version of these cards grants the following benefits:

      -These cards serve as either an Arcane Focus or Divine Focus for any spell of the Divination School.

      -A reading with these cards may be used in place of the Unique Components required for the Augury and Divine Advice spells. (You must still have a Crystal Ball, Mirror, or Water to cast one of the Scrying spells.)

                -If used for the Augury spell, the Augury spell can predict up to 24 hours into the future.

-If used for the Divine Advice spell, the Divine Advice spell can predict up to 2 weeks into the future.

-If using these cards in conjunction with the ritual required for the Commune spell, the Commune spell can predict up to 2 months into the future.                      Weight 0.25lb / 2 Storage Slots

                -(Ritual) 1/day: You may attempt a reading in which you make a DC20 Knowledge(Religion) check to cast the Augury spell.                      Crafting these cards requires use of the Craft(Fine Arts) Skill. (Spell – Commune)

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Tinker Tent (265gp): This appears as a 3-inch stained, glossy wooden cube. When activated using a Command Word & Touch, it expands into a 2-person tent with 2 bedrolls inside. A Light spell (SL0) is placed on a string hanging in the in the center of the interior which can be activated or deactivated with a touch.

                -The tent & bedrolls are medium size. It expands/contracts to & from cube form in about 10 seconds.

-The command words are inscribed in the cube and stitched in gnomish into the interior of the tent, so any new owner should be able to use the tent properly. The tent cannot retract with a creature inside.

Weight: 3 lbs / 2 Storage Slots (Spells - Shrink Item/Enlarge Item, Light)

      -Small Tinker Tent (265gp): This Tinker Tent is designed for small-sized adventurers; it functions the same way, but it is only 2” wide in cube form. Weight: 2 lbs / 1 Storage Slots

      -Advanced Tinker Tent (1200gp): This functions exactly as the standard Tinker Tent with the following extra features: Anyone completely inside the tent is protected by Endure Elements. The tent is protected by a Command Word Alarm spell that sounds if either side of the tent is opened or if the tent is damaged.

Weight: 4 lbs / 3 Storage Slots  (Spells - Shrink Item/Enlarge Item, Light, Alarm)

Other Wondrous Items

Magic Items - Part 4

-Flying carpets, enchanting instruments, transforming boats, and more!

Wondrous Items with no Equip Slot

Other Wondrous Items – Wondrous Items that do not take up an Equip Slot.

      -The magic items described in this section are not directly wielded or worn. They are helpful tools and equipment designed to be used in certain situations.

      -Items are organized in alphabetical order.

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Other Wondrous Items
Immovable Rod
Tarot Card Deck
Detector Stone
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