The dust deals 5d6 points of damage to the creature even if its saving throw succeeds. This unremarkable powder resembles chalk dust or powdered graphite. Stare at it, however, and the dust changes color and form. Put dust of illusion on a creature, and that creature is affected as if by a disguise self glamer, with the individual who sprinkles the dust envisioning the illusion desired. An unwilling target is allowed a DC 11 Reflex save to avoid the dust.
The glamer lasts for 2 hours. This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade. A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for feet back into the distance.
The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal. This appears to be a typical arrow container capable of holding about twenty arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible.
The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow spears, staffs, or the like. Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals.
A thin stream of smoke is often seen issuing from it. The bottle can be opened once per day. When opened, the efreeti imprisoned within issues from the bottle instantly. In either case, the efreeti afterward disappears forever. The elemental is under the control of the creature that broke the gem. The coloration of the gem varies with the type of elemental it summons. Air elemental gems are transparent, earth elemental gems are light brown, fire elemental gems are reddish orange, and water elemental gems are blue-green. This strange elixir bestows upon the drinker the ability to spit gouts of flame.
He can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts dissipate 1 hour after the liquid is consumed. This sweet-tasting liquid causes the character drinking it to become charmed with the first creature she sees after consuming the draft as charm person —the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates.
The charm effects wear off in 1d3 hours. This elixir bestows swimming ability. This elixir forces the individual drinking it to say nothing but the truth for 10 minutes Will DC 13 negates. She is compelled to answer any questions put to her in that time, but with each question she is free to make a separate DC 13 Will save.
No more than one question can be asked each round. This is a mind-affecting compulsion enchantment. This metal urn is identical in appearance to an efreeti bottle , except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a foot spread in 1 round.
If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a foot radius. This area remains smoke-filled until the eversmoking bottle is stoppered. The bottle must be resealed by a command word , after which the smoke dissipates normally. The wearer is able to use charm person one target per round as a gaze attack. Those failing a DC 16 Will save are charmed as per the spell. If the wearer has only one lens, the DC of the saving throw is reduced to Those failing a DC 11 Will save are affected as by the doom spell.
However, if the wearer has both lenses, he gains the additional power of a continual deathwatch effect and can use fear Will DC 16 partial as a normal gaze attack once per week. These items are made of special crystal and fit over the eyes of the wearer. Wearing only one of the pair causes a character to become dizzy and, in effect, stunned for 1 round.
Thereafter, the wearer can use the single lens without being stunned so long as she covers her other eye. Of course, she can remove the single lens and see normally at any time, or wear both lenses to end or avoid the dizziness. They allow her to use a petrification gaze attack Fortitude DC 19 negates for 10 rounds per day. Both lenses must be worn for the magic to be effective. Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high with one exception.
When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size except when noted otherwise below. The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined.
All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette.
When animated, an ebony fly is the size of a pony and has all the statistics of a hippogriff but can make no attacks. The item can be used three times per week for up to 12 hours per use. When 12 hours have passed or when the command word is spoken, the ebony fly again becomes a tiny statuette. These figurines come in pairs. They become normal adult male lions. If slain in combat, the lions cannot be brought back from statuette form for one full week. Otherwise, they can be used once per day for up to 1 hour.
They enlarge and shrink upon speaking the command word. These figurines come in threes. Each goat of this trio looks slightly different from the others, and each has a different function:. This is the largest of the figurines, the statuette being about the size of a human hand. Upon utterance of the command word , a marble elephant grows to the size and specifications of a true elephant. The statuette can be used four times per month for up to 24 hours at a time. This figurine appears to be a small, shapeless lump of black stone. Only careful inspection reveals that it vaguely resembles some form of quadruped.
On command, the near-formless piece of obsidian becomes a fantastic mount. Treat it as a heavy warhorse with the following additional powers usable once per round at will: overland flight , plane shift , and ethereal jaunt. The statuette can be used once per week for one continuous period of up to 24 hours. Note that when an obsidian steed becomes ethereal or plane shifts , its rider and his gear follow suit.
Strong conjuration and transmutation; CL 15th; Craft Wondrous Item , animate objects , etherealness , fly , plane shift ; Price 28, gp. When commanded, this statuette changes into a creature with the same properties as a riding dog except that it is endowed with an Intelligence of 8, can communicate in Common, and has exceptional olfactory and visual abilities.
It has foot darkvision , and it can see invisibility. An onyx dog can be used once per week for up to 6 hours. It obeys only its owner. This figurine becomes either a normal-sized horned owl or a giant owl according to the command word used. The transformation can take place once per day, with a maximum duration of 8 continuous hours.
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However, after three transformations into giant owl form, the statuette loses all its magical properties. The owl communicates with its owner by telepathic means, informing her of all it sees and hears. Remember the limitations of its Intelligence. This silver figurine turns into a raven on command but it retains its metallic consistency, which gives it hardness Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell.
If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous. Faint enchantment and transmutation; CL 6th; Craft Wondrous Item , animal messenger , animate objects ; Price 3, gp. Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below.
Each token is usable once. A token that can be used to deliver a small written message unerringly to a designated target as would a carrier pigeon. The token lasts as long as it takes to carry the message. A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship about 25 mph. This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds but wave size in a storm is not affected.
The fan can be used for up to 8 hours. It does not function on land. A token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day. A token that causes a great oak to spring into being 5-foot diameter trunk, foot height, foot top diameter. This is an instantaneous effect.
A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The whip lasts no longer than 1 hour. Moderate conjuration; CL 12th; Craft Wondrous Item , major creation ; Price 50 gp anchor , gp bird , gp fan , gp swan boat , gp tree , gp whip. These gauntlets are made of tough leather with iron studs running across the back of the hands and fingers.
Both gauntlets must be worn for the magic to be effective. This single metal gauntlet looks rusted and pitted but is actually quite powerful. Once per day, it can affect an object as with the rusting grasp spell. It also completely protects the wearer and her gear from rust magical or otherwise , including the attack of a rust monster. This crystal appears to be a long, rough prism. Upon utterance of a command word , the crystal emits bright light of one of three sorts. A newly created gem of brightness has 50 charges.
When all its charges are expended, the gem becomes nonmagical. This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, a gem of seeing enables the user to see as though she were affected by the true seeing spell. A gem of seeing can be used for as much as 30 minutes a day, divided up into periods of minutes or rounds as the user sees fit. Once snugly worn, these gloves seem to meld with the hands, becoming almost invisible. Twice per day, the wearer can act as if he had the Snatch Arrows feat, even if he does not meet the prerequisites for it.
Both gloves must be worn for the magic to be effective. At least one hand must be free to take advantage of the magic. These thin leather gloves are very flexible and allow for delicate manipulation. This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight.
With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire.
If an effect is suppressed or dispelled, the stored item appears instantly. The lenses of this item are made of special crystal. The lenses of this item are made of dark crystal. Even though the lenses are opaque, when placed over the eyes of the wearer they enable him to see normally and also grant him foot darkvision. A golem manual contains information, incantations and magical power that help a character to craft a golem. Each manual also holds the prerequisite spells needed for a specific golem, effectively grants the builder use of the Craft Construct feat during the construction of the golem, and grants the character an increase to her caster level for the purpose of crafting a golem.
Any golem built using a golem manual does not cost the creator any XP, since the requisite XP are "contained" in the book and "expended" by the book during the creation process. The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. The book contains animate objects , bless , commune , and resurrection. The reader may treat her caster level as two levels higher than normal for the purpose of crafting a clay golem.
The book supplies 1, XP for the creation of a clay golem. The reader may treat her caster level as one level higher than normal for the purpose of crafting a flesh golem. The book supplies XP for the creation of a flesh golem. The reader may treat her caster level as four levels higher than normal for the purpose of crafting a iron golem.
The book supplies 5, XP for the creation of a iron golem. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem. The book supplies 3, XP for the creation of a stone golem. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a greater stone golem. The book supplies 7, XP for the creation of a greater stone golem. If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit.
The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use daylight and see invisibility each once per day. It allows the wearer to utilize the spell mage hand at will. A backpack of this sort appears to be well made, well used, and quite ordinary.
It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action , but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
This instrument is a golden, intricately carved harp. When played, it enables the performer to work one suggestion as the spell, Will DC 14 negates into the music for each 10 minutes of playing if he can succeed on a DC 14 Perform string instruments check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours. This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell.
As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on. This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. This enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced Intelligence bonus to determine skill points.
This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: ten diamonds, twenty rubies, thirty fire opals, and forty opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crownlike, gem-tipped spikes. The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a helm of brilliance also has the following magical properties when activated.
Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it. If a creature wearing the helm is damaged by magical fire after the fire protection is taken into account and fails an additional DC 15 Will save , the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range possibly the wearer , rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer.
The opals and the helm itself are destroyed. Strong varied; CL 13th; Craft Wondrous Item , detect undead , fireball , flame blade , light , prismatic spray , protection from energy , wall of fire ; Price , gp; Weight 3 lb. Appearing as a normal helmet, a helm of comprehend languages and read magic grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing.
Note that understanding a magical text does not necessarily imply spell use. The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading allowing two-way communication. Once per day, the wearer of the helm can implant a suggestion as the spell, Will DC 14 negates along with his telepathic message. A character wearing this device may teleport three times per day, exactly as if he had cast the spell of the same name.
The wearer of this helmet can see underwater. Weeds, obstructions, and the like block vision in the usual manner. This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a foot cone and causes them to be deafened for 2d6 rounds a DC 16 Fortitude save reduces the damage by half and negates the deafening.
This horn functions as a horn of blasting, except that it deals 10d6 points of sonic damage, stuns creatures for 1 round, and deafens them for 4d6 rounds a DC 19 Fortitude reduces the damage by half and negates the stunning and deafening. Crystalline objects take 16d6 points of sonic damage as described for the horn of blasting. This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell.
The fog covers a foot square next to the horn blower each round that the user continues to blow the horn; fog clouds travel 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. If the owner is neither good nor evil, the horn has no power whatsoever. If he is good, then blowing the horn has the effect of a magic circle against evil.
If he is evil, then blowing the horn has the effect of a magic circle against good. In either case, this ward lasts for 1 hour. The horn can be blown once per day. This device is a conch shell that can be blown once per day except by a triton which can sound it three times per day. A horn of the tritons can perform any one of the following functions when blown. Any sounding of a horn of the tritons can be heard by all tritons within a 3-mile radius. Moderate conjuration and transmutation; CL 8th; Craft Wondrous Item , fear , summon monster V , control water , creator must be a triton or get construction aid from a triton; Price 15, gp; Weight 2 lb.
This magic instrument comes in four varieties. Each appears to be normal until someone speaks its command word and blows the horn. Then the horn summons a number of human barbarians to fight for the character who summoned them. Each horn can be blown just once every seven days. Summoned barbarians are constructs , not actual people though they seem to be ; they arrive with the starting equipment for barbarians.
They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first. These iron shoes come in sets of four like ordinary horseshoes. As with other effects that increase speed, jumping distances increase proportionally. All four shoes must be worn by the same animal for the magic to be effective. These four iron shoes are affixed like normal horseshoes.
They allow a horse to travel without actually touching the ground. The horse must still run above always around 4 inches above a roughly horizontal surface. This means that nonsolid or unstable surfaces can be crossed, and that movement is possible without leaving tracks on any sort of ground. The horse moves at its normal base land speed.
This small rectangular block of sweet smelling incense is visually indistinguishable from nonmagical incense until lit. When it is burning, the special fragrance and pearly-hued smoke of this special incense are recognizable by anyone making a DC 15 Spellcraft check. When a divine spellcaster lights a block of incense of meditation and then spends 8 hours praying and meditating nearby, the incense enables him to prepare all his spells as though affected by the Maximize Spell feat. However, all the spells prepared in this way are at their normal level, not at three levels higher as with the regular metamagic feat.
This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The adamantine walls of instant fortress have hit points and hardness The fortress cannot be repaired except by a wish or a miracle , which restores 50 points of damage taken.
The door opens and closes instantly at his command.
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Anyone so caught takes 10d10 points of damage Reflex DC 19 half. The fortress is deactivated by speaking a command word different from the one used to activate it. It cannot be deactivated unless it is empty. These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone to keep it safe while she is sleeping, for example , but she loses the benefits of the stone during that time.
Ioun stones have AC 24, 10 hit points, and hardness 5. Regeneration from the pearly white ioun stone works like a ring of regeneration. It only cures damage taken while the character is using the stone. The pale lavender and lavender and green stones work like a rod of absorption, but absorbing a spell requires a readied action, and these stones cannot be used to empower spells. Stored spells in the vibrant purple stone must be placed by a spellcaster but can be used by anyone see ring of minor spell storing.
When initially discovered, this very potent item appears to be a 3-inch-diameter rusty iron sphere with bandings on the globe. When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile until the command word is spoken to bring the bands into spherical form again.
Iron bands of binding are usable once per day. These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols. When the user speaks the command word , he can force any creature from another plane into the container, provided that creature fails a DC 19 Will save. The range of this effect is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature. If the individual freeing the captured creature speaks the command word, the creature can be forced to serve for 1 hour.
If freed without the command word, the creature acts according to its natural inclinations. It usually attacks the user, unless it perceives a good reason not to. A newly discovered bottle might contain any of the following:. This lantern operates as a normal hooded lantern. While it is lit, it also reveals all invisible creatures and objects within 25 feet of it, just like the spell invisibility purge. The lens is about 6 inches in diameter and set in a frame with a handle. If the proper chords are struck, a single use of this lyre negates any attacks made against all inanimate construction walls, roof, floor, and so on within feet.
This includes the effects of a horn of blasting, a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes. The lyre is also useful with respect to building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever.
The effect produced in but 30 minutes of playing is equal to the work of humans laboring for three days. Each hour after the first, a character playing the lyre must make a DC 18 Perform string instruments check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed. This garment, worn over normal clothing or armor, grants the wearer spell resistance This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect.
Once the book is read, the magic disappears from the pages and it becomes a normal book.
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This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the desired image. One pot of marvelous pigments is sufficient to create a 1,cubic-foot object by depicting it two-dimensionally over a square-foot surface.
Only normal, inanimate objects can be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft painting check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments —precious metals, gems, jewelry, ivory, and so on— appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials.
The user can create normal weapons, armor, and any other mundane item including foodstuffs whose value does not exceed 2, gp. This ivory mask has been fashioned into the likeness of a human skull. It travels up to 50 feet away from the wearer and attacks a target assigned to it. If the attack succeeds, the target must make a DC 20 Fortitude save or be struck dead , as if affected by a finger of death spell.
After attacking whether successful or not , the mask flies back to its user. The mask has AC 16, 10 hit points, and hardness 6. Strong necromancy and transmutation; CL 13th; Craft Wondrous Item , animate objects , finger of death , fly ; Price 22, gp; Weight 3 lb. This digging tool is 10 feet long. Any creature of at least Huge size can use it to loosen or tumble earth or earthen ramparts a foot cube every 10 minutes.
It also smashes rock a foot cube per hour. This mallet is 8 feet long. However, the wielder must have a Strength of at least 18 to wield it properly.
Otherwise, she takes a -4 penalty on attack rolls. This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or nickel-silver, the medallion allows the wearer to read the thoughts of others, as with the spell detect thoughts. This crystal device is usually about 4 feet square and framed in metal or wood. It can be hung or placed on a surface and then activated by giving a command word. The same command word deactivates the mirror.
A mirror of life trapping has fifteen nonspatial extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its own reflection must make a DC 23 Will save or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device always sees its own reflection. When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped, nor are inanimate objects and other nonliving matter.
Another command word frees the trapped creature. Each pair of command words is specific to each prisoner. If the mirror is broken, all victims currently trapped in it are freed. This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. The possessor who knows the proper commands can cause it to perform as follows. This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word.
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This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original including magic. Upon the defeat or destruction of either the duplicate or the original, the duplicate and her items disappear completely. The mirror functions up to four times per day. This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases such as cloudkill and stinking cloud effects, as well as inhaled poisons and allowing him to breathe, even underwater or in a vacuum.
This device appears to be nothing but beads on a string, sometimes with the ends tied together to form a necklace. If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer and only by the wearer , who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell Reflex DC 14 half. Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is gp for each die of damage it deals.
Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed below. If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer. This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms.
Once per day she can call upon the orb to use a control weather spell, Once per month, she can conjure a storm of vengeance. The possessor of the orb is continually protected by an endure elements effect. This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells clerics , druids , rangers , paladins , and wizards. Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast.
The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day each of a different level, 6th or lower. Strong transmutation; CL 17th; Craft Wondrous Item , creator must be able to cast spells of the spell level to be recalled; Price 1, gp 1st , 4, gp 2nd , 9, gp 3rd , 16, gp 4th , 25, gp 5th , 36, gp 6th , 49, gp 7th , 64, gp 8th , 81, gp 9th , or 70, gp two spells.
This normal-seeming pearl is beautiful and worth at least 1, gp on that basis alone. The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.
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Moderate abjuration and transmutation; CL 8th; Craft Wondrous Item , freedom of movement , water breathing ; Price 15, gp. The wearer of this blue gem on a silver chain is immune to disease , including supernatural diseases. This item is a brilliant-cut black gem on a delicate silver chain. The wearer is immune to poison , although poisons still active when the periapt is first donned still run their course.
This stone is bright red and dangles on a gold chain. The wearer of this periapt automatically becomes stable if his hit points drop to between -1 and -9 inclusive. Hit point damage that involves bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes Constitution loss, such as that dealt by a wounding weapon. This item is a small box containing religious scripture affixed to a leather cord and tied around the forehead.
There is no mundane way to determine what function this religious item performs until it is worn. The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act.
Faint divination; CL 1st; Craft Wondrous Item , detect chaos , detect evil , detect good , detect law ; Price 1, gp. This item is a boon to any character able to turn undead , allowing him to do so as if his class level were four levels higher than it actually is. This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a DC 15 Perform wind instruments check, the pipes create an eerie, spellbinding tune. Those within 30 feet who hear the tune must succeed on a DC 13 Will save or become frightened for 4 rounds. Creatures with 6 or more Hit Dice are unaffected.
Pipes of haunting can be sounded twice a day. These appear to be like any other standard set of pipes with nothing to reveal their true nature. When played by someone who succeeds on a DC 15 Perform wind instruments check, the pipes create a wondrous melody. All within 30 feet must make a DC 14 Will save or be fascinated by the sound. This is a mind-affecting sonic compulsion. As soon as the piping stops, all those affected are stricken by intense pain at even the slightest noise.
Unless a character is in a totally silent area, she takes 1d4 points of damage per round for 2d4 rounds. During this time, damage from sonic attacks is doubled. Thereafter, the least noise causes an affected character to become shaken except when she is in a totally silent area. This hypersensitivity is a curse and therefore hard to remove see the bestow curse spell. Faint enchantment and evocation; CL 6th; Craft Wondrous Item , creator must have the bardic music class feature, sound burst ; Price 12, gp; Weight 3 lb.
These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract 1d3 rat swarms if rats are within feet. For each foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform wind instruments check. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately.
If they are called again within a day, the Perform check DC is If the rats are under the control of another creature, add the HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control. When played by a character who has the Perform wind instruments skill, these pipes create a variety of sounds.
The figment sounds are the equivalent of ghost sound caster level 2nd. A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight. When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being.
This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains. The only air in the hole is that which enters when the hole is opened.
It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place.
Both the bag and the cloth 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 foot radius are drawn there, the portable hole and bag of holding being destroyed in the process. A jar of this unguent is 3 inches in diameter and 1 inch deep and contains five applications.
Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison as neutralize poison. Applied to a diseased area, it removes disease as remove disease. These always come in pairs—two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within miles of each other to function. Whatever is put through one ring comes out the other, and up to pounds of material can be transferred each day.
Objects only partially pushed through and then retracted do not count. Though they have different compositions, hardnesses, densities and crystal structures, both are exceptionally tough stones, similar in appearance, and equally valuable in metaphysical properties. Both occur in the beautiful olive shades we've come to recognize as jade green, but have some distinctions.
Nephrite generally occurs in creamy white, mid- to deep olive green, brown and black. It has a smooth surface polish with a waxy sheen and is more commonly found. Jadeite may be a white-gray green, leafy green, blue or blue-green, emerald green, lavender, pink, red, orange, greenish-black or black. It is hard and lustrous, rarer than Nephrite, and usually more expensive. Translucent, emerald green Jadeite, colored by traces of chromium, is called Imperial Jade and is the rarest and most valuable.
The name and character of Jade is associated with many cultures, all referring to its reputed medicinal property of curing calculus stones and disorders of the kidneys or bladder.
Yu-Stone to the ancient Chinese, it was called "spleen-stone" by the Mesoamericans. Nephrite is from the Greek word nephros, the kidney. The Spanish named it Piedra de hijada when they conquered the New World lapis nephrictus in Latin , meaning "Stone of the loin," or "Stone of the flank. For metaphysical purposes discussed in this article, and related pages, Nephrite and Jadeite will both be referred to as Jade. This page will deal primarily with the overall properties of Jade, and attributes specific to Green Jade.
Other colors have additional properties and may be discussed on a separate page. Click the links below for complete listings of those Jades. Black Jade emanates strong, protective energies to ward off negative assault, physical or psychological, including self limitation. Blue Jade calms the mind, encouraging peace and reflection, and is valuable in promoting visions and dreams. Brown Jade is grounding.
It connects to the earth and provides comfort and reliability. Lavender Jade alleviates emotional hurt and provides spiritual nourishment. Its energy is of the highest etheric spectrum. Orange Jade brings joy and teaches the interconnectedness of all beings. It is energetic and quietly stimulating. Purple Jade encourages mirth and happiness, and purifies one's aura. It dispels the negative and increases one's level of discernment. Red Jade is a stone of life-force energy, dispelling fear that holds one back, and urges one to action.
White Jade filters distractions, pulls in relevant, constructive information and aids in decision making. Yellow Jade is cheerful and energetic, a stone of assimilation and discrimination. Jade is the stone of calm in the midst of storm. Its action balances nerves and soothes cardiac rhythm. A piece of Jade kept in a pocket or on a pendant to stroke from time to time recharges energy, and traditionally guards against illness.
Jade may also be used to temper the shock or fear of the very young or very old being cared for in the hospital or away from home and family. Jade is excellent for healing feelings of guilt, and for extreme cases of defeatism. It also treats "pathological normality," an excessive desire to adapt oneself to a group, even if it is sect-like, exaggerated militarism, a follow-the-leader attitude, or the compulsive desire to give in to general opinion to belong no matter the cost. As a travel stone, Green Jade prevents illness while on holiday, is beneficial for those traveling alone, and protects children and pets from straying or being hurt while on a journey.
Green Jade is a crystal of love. It is supportive of new love, and increases trustworthiness and fidelity. It also inspires love later in life. As a professional support stone, Jade aids doctors, nurses, veterinarians, and all healers in making practical diagnosis and in their applications.
It is a support stone for educators, and Jade, carved in the form of a faith symbol, is uplifting to military personnel. Jade pendants and necklaces protect against deception and authoritative abuse for financial or sexual gain. Jade signifies peace through strength, and is also helpful in homes or occupations that encounter bullying or intimidation from violent children or teens. Please note: Information on this web site is no substitute for consulting a health care professional.
All information contained on this web site, including information relating to medical and health conditions, products and treatments, is for informational purposes only. Please see your doctor or health care professional before starting any alternative treatments, diets, supplements or exercise programs. Jade is a powerful cleansing stone, enhancing the body's filtration and elimination organs. It is helpful to the bones and joints, especially the hips, and for treating bacterial and viral infections, cystitis and genito-urinary infections, and bedwetting.
Jade has a restorative property, allowing for both the cellular and skeletal systems to re-bind themselves, and assists in the removal of pain associated with the body's healing of itself. Jade also helps stitches to bind and heal properly, and has been used to diminish cramps and "Charlie horses. Jade is thought to treat reproductive disorders, especially male, and assist during childbirth.
Jade is a "dream stone," releasing negative thoughts and irritability and soothing the mind. It stabilizes the personality, integrating mind with body, to stimulate ideas and make tasks less complex and easier to act upon. Placed on the forehead, it brings insightful dreams. Jade relinquishes self-imposed limitations and assists in cherishing one's ideals and desires, facilitating the ambition and building of those thoughts into physical reality.
Jade provides confidence and self-assuredness, self-reliance and self-sufficiency. Imperial Jade improves dysfunctional relationships. It helps restore dignity to anyone who has been mocked for looking different, and gives very overweight people stuck in self-loathing the courage to seek help and persevere with treatment. Green Jade balances and harmonizes the Heart Chakra, aiding in both emotional and physical well-being.
The Heart Chakra is located near the center of the breastbone. It regulates our interaction with the external world and controls what we embrace and what we resist. It gives us the balancing ability to be ourselves within the environment. When the heart chakra is out of balance you may feel either controlling or controlled in a relationship, and become critical of the little foibles of others. You may well find yourself having inappropriately strong emotional responses to everyday external stimuli.
Green crystal energy is used to resolve blockages and to re-balance the heart chakra, helping us understand our own needs and emotions clearly. We can deal with the ebbs and flows of emotional relationships, understand their cyclic nature, and accept the changes. Jade in all forms has always represented nobility, not only of rank, but of ideals. The wearing of Jade assists in creating magic for the highest good and in protection from harmful or deceitful entities during spirit work.
Green Jade is an abundance stone, representing the flow of Divine energy into the reality of one's life. It brings harmony and happiness in business and family relationships, as well material abundance. It is a reminder to smell the flowers, touch the ones you love, and share your heart with others in affirmation of plenty.
Green Jade is a "growth crystal" - a powerful conduit of the earth's Life Force of birth, development, and creation, and of the power of nature's constant renewal. It is a potent aid in nurturing, whether of fledgling family relationships or a new business venture. Green Jade is perfect for keeping a venture on course, a project on schedule, and life on track. Lighter Green crystals promote spiritual growth and renewed commitment to a higher purpose.
Those of a darker hue are talismans of physical growth and strength, and safety in travel. Olive Jade combines the green rays of growth with the yellow rays of pure sunshine, a time of development, strength and maturity. It enhances our receptiveness to new meanings and ideas, and lights the path to wisdom and understanding. It is a talisman of the search for knowledge and enlightenment. In lighter shades, Olive Jade provides the perseverance needed in our quest for understanding the natural universe, efforts that require deep concentration, determination, and endurance for mental challenges.
In deeper tones, Olive Jade is a "Study Stone," aiding us in the long quest for a higher state of understanding or awareness. It is excellent for achieving goals that need deep constancy and long-term purpose - not wild, exuberant growth, but the slow, steady development and deep caring of a life's calling.
Olive shades of Jade are particularly conducive to meditation. Prayer beads or a beaded necklace works well. Finger the beads, one by one, and for each recite a rhythmic slow four- or five-word phrase or mantra, such as "May all be at peace. The Divinatory meaning of Jade: By acting unselfishly now you are storing goodwill for yourself in the future. Any personal inconvenience will almost immediately be more than compensated for. If your birthday falls in any of the following periods, a Green Jade of the color listed can be a valuable conduit to your Guardian Angel.
The table also provides the name of the Guardian Angel of those born in the time period. There are other Angels that are partial to Green Jade. The table below gives you the information about them. She protects women through all of their changes, and is a skilled healer, particularly with herbs. She is the most beloved of the Chinese goddesses and is regarded by many as the protector of women and children, and champion of the unfortunate.
Jade honors Maat, the Egyptian Goddess of Justice. She represents the underlying holiness and unity of the Universe. Jade honors the Moirae , the Three Goddesses of Fate. They appear three nights after a child's birth to figure out the course of the child's life, each having a different part to play in determining his fate. There are several ways to find an appropriate birthstone. The traditional one is listed first. These are from the popular lists that most people are familiar with. The second way is to find your natural birthstone by the color wheel of life. You can click on the Natural Birthstone graphic below to learn more.
Finally many people use the traditional stones of the Zodiac. Jade which is green in color is the natural birthstone of those fortunate enough to be born in the heart of spring April 20 - May