Wondrous Items

Amulet of Arcane Insight
Aura Faint transmutation; CL 5th; Slot Neck; Price 10,000 Cp

This elaborately carved elven bone amulet grants its wearer a +10 competence bonus to Knowledge (arcane) checks.

Craft Wondrous Item, 10 ranks in Knowledge (arcana)

Amulet of Sacred Duty
Aura Faint divination; CL 1st; Slot Neck; Price 1,650 Cp

This necklace is composed of green leafs from different plants all seemingly growing from a vine. When worn by a grove master, you gain an additional 10 hit point for the purpose of using the sacrifice class ability. Those hit points that are sacrified return at dawn. This is a continuous effect and requires no activation.

When activated, as a standard (mental) action, this amulet can detect the presence and location of defilers within a 20-ft.-radius burst, centered on you, for the next 10 minutes. If any defiler is present within the area, the amulet's leafs turn black and wither for as long as the defiler's presence is sensed; afterwards, the leafs return to their original state. Otherwise, this function just like the defiler scent spell. This ability can be used once per day.

Craft Wondrous Item, defiler scent

Amulet of the Undead Dragon King
Aura Moderate conjuration; CL 3rd; Slot Neck; Price 37,500 Cp

These devices are usually small metal disks about two inches in diameter, attached to a leather tie or metal chain. These amulets are used by followers of Dregoth the Undead Dragon King and are considered holy symbols by his dray followers. The amulet grants the wearer the following abilities: resistance to fire 10, darkvision out to 60 ft., and the need for only half as much water as necessary for the wearer's size category. The amulets have the added side effect of allowing Dregoth to know where the wearer is at all times, as per the status spell.

Craft Wondrous Item, cooling canopy, darkvision, resist energy, status

Animal Companion's Pouch
Aura Faint transmutation; CL 5th; Slot Neck; Price 13,000 Cp

This small leather pouch, worn around the neck, contains a small portion of a druid or ranger's animal companion, such as a tuft of fur, a feather, or a scale. Any character with an animal companion can benefit from another's pouch if he replaces the contents with a portion of his own animal companion. The animal companion whose master boasts such an item is treated as having a master four levels higher. An animal companion's bonus Hit Dice, natural armor adjustment, Str/Dex adjustment and bonus tricks can increase into the epic range in this way, but only special abilities gained at less than 20th level are affected.

Craft Wondrous Item, awaken

Arcanamarch's Miter
Aura Strong evocation; CL 12th; Slot Head; Price 43,000 Cp

This religious headress is worn exclusively by royal defilers delegated with civic duties approaching those of a templar. A miter varies greatly in form and size among the cities, but each population has learned to recognize on sight the lawful power of a miter's wearer. The headress is most often a tall and showy contraption; one noticeable exception to this rule is in Nibenay where it takes the form of a black skullcap.

This religious cap functions only for defilers in the service of a sorcerer-monarch. The wizard can use arcane mark at will by simply touching the item he wishes to mark and concentrating for a full round. As a badge of office for the arcanamach position, the miter confers a +3 circumstance bonus to Diplomacy checks made in contests of Secular Authority. So he may use the resources of the templarate, the wearer also receives a +5 competence bonus to Use Magic Device checks involving divine scrolls. Twice per day, the wizard can activate the main function of the miter by speaking aloud the name of the sorcerer-monarch he has pledged fealthy to, gaining the effects of a wisdom of the sorcerer-king spell.

Craft Wondrous Item, creator must have 5 ranks in Use Magic Device, arcane mark, wisdom of the sorcerer-king

Armband of Quiescence
Aura Strong (no school); CL 17th; Slot Wrist; Price 21,600 Cp

This bronze armband is composed of a single strand of rounded wire coiled into a double spiral in a figure-of-eight design, each spiral tightly wrapped around itself. Three times per day the wearer of this item can use the Still Spell feat on any spell of 6th level or lower he casts. The spell being stilled uses its normal spell slot.

Craft Wondrous Item, Still Spell

Magical Army Standards
These items are the most often encountered items in the armies of the sorcerer-kings. To be effective, these standards must be affixed to a two-handed hafted weapon such as a halberd or a lance. No more than three standards can be affixed to a weapon at a time.

Arrow Standard
Aura Faint divination; CL 5th; Slot None; Price 30,000 Cp; Weight 1 lb.

Since many soldiers in the sorcerer-monarchs' armies are conscripted and have only minimal practice in the use of most ranged weapons, their templar overseers developed this standard as a way to remediate for their lack of training.

Any allies within 30 feet of the item gain a +2 morale bonus on all ranged attacks.

Craft Wondrous Item, magic weapon

Lion's Standard
Aura Faint enchantment and moderate transmutation; CL 9th; Slot None; Price 43,500 Cp; Weight 1 lb.

It is said that Urik's armies have never lost a battle when led by their king. During the long years of his reign, king Hamanu has learned that he cannot always lead his armies as he'd wish, and developed a war standard to help his armies in his absence. This standard bears his effigy.

The bearer of the standard and any allies within 40 feet of the item gain +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while foes of the standard bearer take a –1 penalty on such rolls. Once per day, the standard can produce a burst affecting the standard bearer and any allies within 40 feet of the item. Subjects of the burst gain a +4 enhancement bonus to Strength and +4d4 temporary hit points for 9 rounds, after which any remaining temporary hit points are lost.

Craft Wondrous Item, Enlarge Spell, klar's heart, prayer

Occluding Standard
Aura Strong abjuration; CL 17th; Slot None; Price 36,720 Cp; Weight 1 lb.

The sorcerer-monarchs and their defiler lackeys have developed these army standards to rob enemy armies of the advantage of spellcasters. These standards are usually entrusted to units with mindbender and warrior troops.

Once per day, the standard can produce a field preventing the functioning of any magic items or spells within its confines, and which is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. The field functions like an antimagic field with a 20-ft.-radius emanation centered on the standard, and once activated lasts for 170 minutes or until dismissed by the standard bearer.

Craft Wondrous Item, Widen Spell, antimagic field

Ashbound Scarab
Aura Moderate necromancy and transmutation; CL 9th; Slot Neck; Price 20,000 Cp

This device appears to be a copper medallion in the shape of an agony beetle, with verdigris forming the transverse lines of the beetle's shell.

The penalties suffered to attacks, saves and skill checks for being caught in the scarab-possessor's defiling radius increase by 1 (this effect stacks with Agonizing Radius and the painful radius class ability). Plant creatures also suffer an additional 2 points of damage per spell level (this effect stacks with Exterminating Raze). If donned by a character with the life-draining radius class ability, living beings caught in the defiling radius suffer an additional 1 point of damage per level of the spell being cast. The above effects do not stack with that of other feats, class abilities, or items that give similar abilities.

Craft Wondrous Item, blight, symbol of pain, vampiric touch

Athasian Bag of Holding
Aura Moderate conjuration; CL 9th; Slot None; Price 2,500 Cp (Type I), 5,000 Cp (Type II), 7,400 Cp (Type III), 10,000 Cp (Type IV)

This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into the Gray: its interior is a window into that dimension. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below. The limits are not due to the Gray’s capacity to hold objects, which is virtually infinite, but to the bag’s ability to keep those objects floating in the Gray close enough to the window so that they can be retrieved later.

If the bag is overloaded, or if sharp objects pierce it from the outside, the bag ruptures and is ruined; all its contents are lost to the Gray. A powerful psion or wizard could conceivably undertake to find and collect those items if he could voyage to the Gray. If a bag of holding is turned inside out, its contents are expelled from the Gray, spilling out unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they follow the rules for travelling into the Gray. Retrieving a specific item from a bag of holding is a move action unless the bag contains more than an ordinary backpack could hold, in which case retrieving a specific item is a full-round action.

If a bag of holding is placed within a portable hole a rift to the Gray is torn in the space; bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Gray: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.

Creatures native to the Gray, or creatures traveling through the Gray, may chance upon items placed within a bag of holding. If and when this happens is up to the DM, and they are encouraged to read The Obsidian Oracle for more details, specifically the scene where King Tithian of Tyr places an item of extreme value within a bag of holding. Ultimately, this should be used as a plot device by the DM.

Finally, chatacters may enter a bag of holding to access the Gray, but this method is very unreliable, however. For full rules on the Gray and traveling there, see the Dark Sun 3 Core Rules or Terrors of the Deadlands. For every round that an individual is within the Gray that they do not hold on to the edge of the entrance of the bag of holding, they must make a Will save (DC 10 + 1 per round spent within the Gray). Creatures that loose their way in the Gray and that have entered through a bag of holding face serious dangers from native inhabitants, lack of food and water, and an inability to use magic to escape unless they are able to use the Gray for energy, or come across an Athasian wraith they can use as an energy source for their spellcasting.

Craft Wondrous Item, secret chest

Baleful Regalia
Aura Moderate necromancy; CL 10th; Slot Neck; Price 10,000 Cp; Weight 3 lb.

This regalia usually takes the form of an ominous bone necklace coated with black, charred ivory, but may take the form of a pectoral or pendant of beaten metal, ivory, or decorative stone and display a royal defiler's authoritative ensigns of office when crafted for his use.

Any creature entering the tainted aura (such as that gained from the arch defiler prestige class) of a defiler wearing a baleful regalia must succeed at a DC 17 Fortitude save or become sickened (save negates). Creatures with 6 or more Hit Dice are immune to this effect.

Craft Wondrous Item, ghoul touch, must be a defiler

Band of Familiar Protection
Aura Faint abjuration; CL 3rd; Slot Neck; Price 1,000 Cp (band +1), 4,000 Cp (band +2), 9,000 Cp (band +3), 16,000 Cp (band +4), 25,000 Cp (band +5), 36,000 Cp (band +6), 49,000 Cp (band +7), 64,000 Cp (band +8), 81,000 Cp (band +9), 100,000 Cp (band +10)

This band offers a familiar continual magical protection in the form of an armor bonus of +1 to +10 to AC.

Craft Wondrous Item, mage armor, caster must be of a level at least three times greater than the bonus of the band

Band of Friend Masking
Aura Faint illusion; CL 3rd; Slot Neck; Price 9,000 Cp

This band renders a familiar who wears it invisible to sight as if you had cast invisibility upon it. It must remain in physical contact with its master or it becomes visible. This effect cannot be shared.

Craft Wondrous Item, invisibility

Bead of Agony
Aura Faint conjuration; CL 5th; Slot None; Price 4,500 Cp The surface of this small, hard chitin sphere is graven with a pair of wings from an agony beetle, complete with dark, transverse lines. The user can throw it as a missile up to 60 feet with no range penalties. If both wings are pressed simultaneously just before the bead is hurled, it causes the bead to transform into four agony beetles when shattering upon impact. The beetles take flight and attach themselves to the nearest living creature other than the thrower and attack. The beetles fight until slain or until no living creatures other than the thrower remain within 120 feet of the bead's impact point. Pressing the wings is a free action and throwing it destroys the bead.

Craft Wondrous Item, summon monster III

Beaded Curtain of Vigilance
Aura Moderate transmutation and evocation; CL 11th; Slot None; Price 30,000 Cp

This normal-looking beaded curtain made of colored ceramic beads is about 4 feet wide and 7 feet high. When commanded to guard a doorway, it animates and attempts to grab, then grapple any Medium or smaller creature that comes within 5 feet. The owner can set a password to allow creatures to pass through without causing the curtain to attack, and can command the curtain from up to 30 feet away (though the owner needs not be present for the curtain to attack). The curtain can attack one creature at a time; unless it is destroyed, it continues to attempt to grapple or hold its target until commanded to release.

Craft Wondrous Item, animate objects, grasping hand

Animated Beaded Curtain; CR 3 N Medium construct Init +3; Senses darkvision 60 ft, low-light vision; Perception +0

DEFENSE AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) hp 42 (4 HD) Fort +1, Ref +4, Will +1 Immune construct immunities

OFFENSE Speed 0 ft. Melee whip +10 (1d4 nonlethal plus grab) Space 5 ft.; Reach 5 ft. Special Attacks grab

STATS Str 25, Dex 16, Con None, Int None, Wis 11, Cha 1 Base Atk +3; CMB +10 (+16 to grapple) CMD 20 SQ construct traits, grab Feats improved grapple, greater grapple Skills None Languages None

STATS Grab (Ex): To use this ability, a beaded curtain must hit with its grapple attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Belt of Glory
Aura Strong transmutation; CL 18th; Slot Belt; Price 108,000 Cp

This belt is made from interlocking hexagonal gold plates. It grants its wearer a +6 enhancement bonus to Strength, Dexterity and Constitution.

Craft Wondrous Item, bull's strength, cat's grace, endurance

Belt of the Beast's Might
Aura Moderate transmutation; CL 11th; Slot Belt; Price 40,000 Cp; Weight 1 lb

As a free action, the wearer of this chitin and leather belt can visualize himself as a mighty braxat, enabling him to act as though affected by the transformation spell for up to 10 rounds each day. The duration of the effect need not be consecutive rounds.

Craft Wondrous Item, transformation

Brazier of the Gray Calling
Aura Faint necromancy; CL 5th; Slot None; Price 25,000 Cp

This basalt brazier consists of a clawed tripod under a support strut shaped in the form of a spinal column, supporting a bowl surrounded by four equidistant skulls with green peridot gems for eyes.

When the skull of a dead intelligent creature and burning coal are put into the bowl, the user can speak with dead with this creature, if it can speak and understand the language spoken by the creature in life. The spirit will answer up to five questions and is not allowed a Will save to resist the effect no matter the alignment of the user. The skull must be intact for the contact to be made with the spirit of the dead and the same creature cannot be spoken to more than once a week. The fire burning inside the brazier does not destroy the skull used.

Alternatively, a gem from a casting of soul bind can be put into the bowl, and questions asked of the soul trapped within the gem.

Craft Wondrous Item, speak with dead

Brooch of Obsidian Shattering
Aura Moderate evocation; CL 7th; Slot None; Price 10,000 Cp

This appears to be a small silver hammer used as a fastener for a cloak or cape. In addition to this mundane task, it can shatter all non-magical or psionic obsidian items in a 60 ft. burst once per day by speaking the word “shallackan” (shatter, in Elven) and then touching a small piece of obsidian to the hammer.

Craft Wondrous Item, shout

Cassock of Ordinance
Aura Moderate enchantment; CL 10th; Slot Body; Price 42,000 Cp

This brocade templar's cassock is sewn with the symbol of the sorcerer-monarch's templarate. Any person found in possession of such a cassock without being a member of the templarate will be hunted down and given an exemplary punishment, often in public, therefore adding to the fear of those normally wearing these cassocks. The magic of the cassock give the wearer a +10 competence bonus to Intimidation checks, and the use of doom at will, hold person three time per day, and greater command once per day, all of these as cast by a 10th level templar.

Craft Wondrous Item, doom, hold person, greater command, scare

Censer of Repulsion
Aura Moderate abjuration; CL 11th; Slot None; Price 65,340 Cp; Weight 1 lb

This vessel consists of a copper bowl resting on a firm base, a hollow, movable pan for holding ignited charcoal, and a lid and four chains about three feet in length linked to a ring. To carry the censer the chains are grasped in the hand just under the ring, and the censer swung gently to and fro, the air current keeping the materials within aflame and smoking. Perforations on the bowl take the shape of animal skulls and dessicated trees.

When putting defiler's ash on the bowl's fire and speaking the command word, the censer produces an antiplant shell in a 10 feet radius, for up to 11 minutes or until the fire is blown out. This function can be used up to three times per day. When defiler's ash produced by dragon magic or leech defiling is placed over the fire and the command word spoken, the censer produces instead an antilife shell of the same radius and duration, usable no more than once per day. The emanation moves with the censer and may only be used defensively; forcing the barrier against affected creatures blows out the censer's fire automatically.

Craft Wondrous Item, antilife shell, antiplant shell

Chamberlain Insignia
Aura Faint divination, enchantment, and transmutation; CL 5th; Slot None; Price 32,040 Cp

Some sorcerer-monarchs have a special position within their templerate: that of the chamberlain, a templar who fulfills a dual role, both managing the palace of the monarch as well as that of master of protocol, maintening proper etiquette within the templerate. The chamberlain is personaly chosen by the monarch from amidst the most loyal of his templars and elevated in status. Becoming a chamberlain is to see all the doors in the royal palace open to you. Usually the chamberlain maintains a small army of hand-picked slaves that carry his orders, protected from anyone else's influence, as these slaves and the chamberlain himself are considered under the direct protection of the sorcerer-monarch.

Upon first achieving the position of chamberlain a templar is awarded the metal insignia that is his badge of office. With it the templar can open all the doors of his monarch's palace in the pursuit of his duties. The form that this insignia takes varies from one city-state to another; for example, in Balic the insignia is a beaten silver brace that holds at the left shoulder the chamberlain's unique toga.

Wearing a chamberlain insignia adds to a templar's sigil capabilities:
 * Calm emotions as per the spell. The chamberlain must grasp and hold his sigil and, after a full round of concentration, the spell takes effect and lasts as long as the chamberlain maintains concentration.
 * Command as per the spell. The chamberlain must grasp and hold his sigil, while uttering its command.
 * Knock at will. The chamberlain must grasp and hold his sigil and, after concentrating as a standard action, the spell takes effect.
 * Tongues at will. The chamberlain needs only wear his sigil for this effect to take place.

Craft Wondrous Item, calm emotions, command, knock, tongues

Cloak of Fire and Smoke
Aura Strong evocation; CL 17th; Slot Shoulders; Price 58,050 Cp; Weight: 3 lb.

Beautifully fashioned from smooth leather strips of fire eel hide, this cloak has a wide band of tougher fire lizard's scales sewn along its edges. Each stitch and seam has been made by using a golden-colored thread composed of burnflower fibers. Every cloak of fire and smoke is further consecrated to the elemental powers of fire at the end of its construction.

While wearing the cloak of fire and smoke, the wearer benefits from fire resistance 10. Up to three times per day as a standard action, you can command the cloak (in Ingan) to cast produce flames. When activated, the flames last for up to 10 minutes, as specified in the produce flames spell description. When activated, you can use the flames in your hand as those created by a produce flames spell cast by a 10th level caster. The flames last for 10 minutes, or less as specified in the spell description. In addition to the normal spell effects, activating the spell ability of this cloak grants you two additional options beyond the normal spell parameters, which must be decided each time the cloak is activated. Instead of the normal use for the flames created via the produce flames ability of the cloak, you can choose to activate one of the two following special effects:
 * Blinding Lights: The flames disappear in a momentary burst of glowing, colored aerial lights. Creatures within 60 feet in all directions of the wearer must make a DC 16 Reflex save or becomes blinded for 1d4+1 rounds. These creatures must have line of sight to the wearer to be affected. Spell resistance can prevent blindness and the wearer is immune to this effect. This effect is instantaneous.
 * Smoke Cloud: A writhing stream of smoke billows from the flames, which then disappear, forming a choking cloud. The cloud spreads 20 feet in all directions and blocks all sight, including darkvision. All within the cloud must make a DC 16 Fortitude or take –4 penalties to Strength and Dexterity; creatures remaining within the smoke must make additional saves at the beginning of each of their turns until they either leave the smoke or fail a save. Spell resistance does not apply and the wearer is immune to the ability score penalties, but not the sight impairment. This effect lasts for 10 rounds, and the ability penalties associated with the smoke last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.

As a standard action, you can activate the blazing wreath ability of the cloak by uttering the command word (in Ignan). This last ability of the cloak of fire and smoke can only be used once, as invoking it destroys the cloak and possibly the wearer. The cloak bursts into flames and gives you the benefits of the blazing wreath spell. While surrounded by the blaze, you suffer 1d4 points of fire damage per round, which are not subjected to the protection offered by the cloak. Magical protection from fire resulting from spells and items other than the cloak still protect you, but cannot stop the destruction of the cloak. This effect will continue until the wearer is completely incinerated or for 10 minutes, whichever comes first. Using this ability completely consumes the cloak of fire and smoke. Removing the cloak in this state is difficult, requiring a Dexterity DC 15 check as a full-round action, and upon being removed the cloak is destroyed as if the full 10 minutes had elapsed.

Craft Wondrous Item, blazing wreath, produce flame, pyrotechnics, resist energy

Minor Defiling Engine
Aura Strong (no school); CL 7th; Slot None; Price 50,000 Cp; Weight 200 lb.

These devices are composed of a tapered basalt pole as tall as an elf, with the fused bones of one or more defilers circling and twisting around it like a constricting snake. An engine is topped with a large obsidian orb, with several smaller, embedded orbs of decreasing size descending in a spiral around the pole. Defiling engines were perfected during the Cleansing Wars by the very armies that used them, but how to create one is knowledge now restricted to the highest-ranking lackeys of the sorcerer-monarchs.

Defiling engines hold the essence of several Raze feats. An engine is use-activated (casting spells in a threatened area still draws attacks of opportunity). Any spells cast by a wizard making use of an engine is treated as if the caster had the Efficient Raze and Distance Raze feats. (If the caster already possesses one or both of these feats their effects do not stack.)

In order to be used an engine must first be planted in the ground. In a combat situation a DC 18 Strength check is required to plant (or uproot) an engine in sand, dirt, or gravel, and requires a full-round action. On the round that it is planted, the defiling engine defiles the 5-ft. square of ground around itself. Afterwards up to three wizards can benefit from the engine's effects at any given time, each wizard touching the device while casting to do so. Wizards casting spells while making use of the engine treat the device as a focus component. Each spell cast by a wizard touching the engine causes the latter to further defile the ground around itself, increasing the radius of its ashen circle by another 5 feet. Any characters touching the engine when a spell is cast are unaffected by the engine's defiling radius, as if protected by the Controlled Raze feat.

A preserver casting a spell using a defiling engine benefits from the Raze feats, but by doing so cannot preserve and becomes automatically tainted.

Craft Wondrous Item, creator must be a defiler

Major Defiling Engine
Aura Strong (no school); CL 11th; Slot None; Price 75,000 Cp; Weight 200 lb.

A major defiling engine looks like its minor counterpart but boasts another large obsidian orb embedded in the pole, replacing one of the smaller orbs near the top.

A major defiling engine functions as a minor defiling engine, with the addition that the caster can also make use of the Destructive Raze feat. (If the caster already possesses that feat its effects do not stack.)

Craft Wondrous Item, creator must be a defiler

Denier's Pipe
Aura Moderate abjuration; CL 11th; Slot None; Price 100,000 Cp; Weight 2 lb. This small ivory blowpipe is delicately carved in the form of a gasping figure with hands at its throat, its angled mouth serving as the blowpipe's mouth.

When defiler's ash is inserted in the tube it becomes a powerful sorcerous poison. If blown on a wizard it causes the loss of the ability to gather or access energy, no matter the source, for 1 hour. A wizard is entitled to a DC 19 Will save to negate the effect. When attempting to blow the ash on a target, treat the blowpipe as a blowgun with half the range increment. Filling a blowpipe is a move action that provokes attacks of opportunity.

Craft Wondrous Item, antimagic field

Erdlu Canteen
Aura Faint conjuration; CL 5th; Slot None; Price 1,800 Cp; Weight 2 lb.

This item appears to be a normal canteen made from an erdlu egg. Once per day, upon command, the canteen fills itself with the fresh red yolks of an erdlu's egg. The canteen provides sustenance to feed one human for a day.

Craft Wondrous Item, create food and water

Essence Amphora
Aura Faint necromancy; CL 3rd; Slot None; Price 4,500 Cp; Weight 9 lb.

This glazed ceramic amphora is painted with a scene of a tyrant gaining magical power by collecting the blood of victims in an amphora. It is created by templars who regularly smuggle the liquid it produces to myrmeleon agents infiltrating the Veiled Alliance.

By touching the neck of the amphora to a living creature that has –1 or fewer hit points, the ebbing life force of the touched creature is transferred into the amphora on a failed DC 14 Will save and distilled into a liquid known as golden ambrosia. Each use of the amphora creates enough liquid for 1d4 spell levels of life energy, and the amphora can contain up to 20 spell levels in liquid form. Glowing with a faint golden light, each draught bestows one spell level of life energy upon the drinker. Drinking from the amphora is a standard action that provokes attacks of opportunity. The spell levels gained can be used to replace partially or totally the standard energy gathering process when casting arcane spells. For example, if a 5th-level spell is cast by a defiler who has drunk 4 spell levels of life energy, defiling occurs as if a 1st-level spell had been cast. If unused within the hour, ingested golden ambrosia breaks down and suffuses the body, curing 1 point of damage per spell level of life energy ingested. Golden ambrosia can exist indefinetly without braking down if contained in the essence amphora.

Craft Wondrous Item, death knell

Exequial Mask
Aura Moderate necromancy; CL 7th; Slot Head; Price 36,400 Cp

These beautifully carved and colorful agafari or ivory masks resemble the traditional ancestral death masks worn by nibenese nobles during funeral processions, but are much older than that tradition. The masks are found in necropolises across Athas. Each mask is unique and carved with the faces of its creator's ancestors. The sculpting is intricate, each face being composed of other, smaller faces. Legend has it these masks were supposed to appease the spirits of the dead and protect the wearer from their nefarious attentions.

Upon command, once per day and for up to 10 minutes, this mask wards the wearer from attacks by undead creatures. It creates a magical barrier around the wearer at a distance of 1 foot. The barrier moves with the wearer and has two major effects.

First, the mask prevents bodily contact by undead creatures, both corporeal and incorporeal. This causes the natural weapon attacks and incorporeal touch attacks of such creatures to fail and the creatures to recoil if such attacks require touching the wearer. Supernatural abilities that could affect the wearer, such as a ioramh's despair ability or a dwarven banshee's gaze of frenzy, cannot penetrate the barrier. This protection ends if the wearer makes an attack against or tries to force the barrier against a blocked undead. Spell resistance can allow an undead to overcome this protection and touch the wearer.

Second, against those attacks that are not warded against, such as ranged attacks, spells, psi-like abilities and the likes, the wearer gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by undead creatures.

The wearer of the exequial mask can also use halt undead three times per day on undead within 170 feet, for a duration of 7 rounds per use. A DC 14 Will save negates this effect for intelligent undead, while mindless undead are automatically affected.

Craft Wondrous Item, death ward, halt undead

Familiar's Brooch
Aura Faint transmutation; CL 5th; Slot None; Price 13,000 Cp

This brooch is usually made of everyday materials - such as ivory or bone - but metal examples exist. It is carved or shaped in the form of one's familiar, although a wizard with a different type of familiar than the one represented by the brooch can also benefit from it. The familiar whose master boasts such an item is treated as having a master four levels higher. A familiar's natural armor and Intelligence can increase into the epic range in this way but only familiar special abilities gained at less than 20th level are affected.

Craft Wondrous Item

Farcaster Orb
Aura Strong varied; CL 18th; Slot None; Price 65,000 Cp; Weight 6 lb. This glass sphere is 8 inches in diameter. It marries the properties of an Athasian orb of storms with those of a crystal ball. The possessor can call forth all manner of weather over the area within range of the orb, or over areas viewed through use of the spell scrying (Will DC 16 negates).

Craft Wondrous Item, control weather, control wind, endure elements, eye of the storm, glass storm, scrying, sirocco, storm of vengeance (plus any additional spells put into the crystal ball); Cost 32,500 Cp (plus the price of the crystal ball ×1.5)

Malachite Locust
Aura Moderate conjuration; CL 9th; Slot None; Price 21,000 Cp

The first of these figurines is rumored to have been created by druids to retaliate against armies bent on their eradication. While it was somewhat successful, it did not prevent the later from virtually annihilating their order. It is carved in the form of five Athasian locusts swarming one over the other.

When animated, a malachite locust transforms into a cloud of five Athasian locust swarms under the command of its possessor. Each swarm always move so as to stay adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). Each swarm attacks creatures occupying its area and will pursue creatures that flee, if so commanded by the possessor. The item can be used once per day for up to 1 hour. When the hour has passed or the command word is spoken, the malachite locust once again becomes a tiny statuette. If all the swarms are slain in combat, they cannot be brought back from statuette form for one full week.

Craft Wondrous Item, insect plague

Obsidian Beetle
Aura Moderate transmutation; CL 11th; Slot None; Price 10,000 Cp

Said to have seen first use during a time when preservers of all races were track down and slayed, this figurine is now mostly found in the treasure vaults of the sorcerer-monarchs. When animated, an obsidian beetle transforms into a giant stag beetle under the command of its possessor. As a free action, the user can send a mental command to the beetle to use a special form of detect magic. In effect, untainted wizards are detected within a 60 feet radius and the one with the strongest Aura (able to cast the highest spell level) is immediately attacked by the beetle. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or the command word is spoken, the obsidian beetle once again becomes a tiny statuette. If slain in combat, the beetle cannot be brought back from statuette form for one full week.

Craft Wondrous Item, animate objects

Fulgurite Pendant
Aura Moderate evocation; CL 11th; Slot Neck; Price 16,000 Cp

This pendant is made of multiple gold wires encircling a few inches of blue-green fulgurite speckled with rust-colored sand particles that were fused into glass by the power of a Tyr Storm's lightning.

A cerulean receives a +1 to the save DC of spells with the electricity descriptor they cast using the fulgurite pendant as a focus. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect. Also, all spells with the electricity descriptor cast using the fulgurite pendant as a focus channel some of the power of the Cerulean Storm, dealing an extra 1 point of sonic damage for each die of damage the spell deals. The cerulean can also call upon shocking grasp three times per day, shatter once per day, and chain lightning once per week.

Craft Wondrous Item, chain lightning, shatter, shocking grasp

Gems of Amara
Aura Strong conjuration (summoning); CL 15th; Slot None; Price 90,000 Cp + 1,000 Cp/Hit Dice to be stored

These large, multi-faceted egg-shaped stones are of unimaginable perfection, each the size of a woman's hand and of a different, vibrant color. While storing its precious cargo, one of these gems contains at its heart a tiny spark, like a glowing insect captured in amber.

Ensorcelled centuries ago, the gems of Amara have the property of storing a creature's spirit (and its material body), not unlike the trap the soul spell. The gem holds the stored entity indefinitely or until the gem is activated anew or broken, releasing its spirit, which allows the material body to reform. Once activated, a willing creature touching the gem is forced into it; the gem cannot be used to trap an unwilling creature. Once occupied, the gem will release its occupant if activated anew, after which it is once again ready to store another creature. The gem uses the spell trigger activation method. The quality of these gems varies greatly, their value depending on how strong a spirit they were made to contain. For every Hit Die possessed by the creature to be stored, the gem must have a value of at least 1,000 Cp If the gem is not valuable enough it's magic does not work when the storing is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem required to store an individual can be judged by an individual capable of activating the item.)

Each gem has 50 charges, with each activation costing one charge. Once all charges have been spent and it's latest stored spirit released, the gem crumbles to useless dust.

Craft Wondrous Item, trap the soul

Gloves of Far Reaching
Aura Faint necromancy; CL 3rd; Slot Hand; Price 2,400 Cp; Weight 2 lb.

This glove is made of the chitinous parts of a cured scrab pincer, remolded to fit a humanoid's hand. Whenever its wearer uses the spectral hand spell, the glove provides the 1d4 hit points instead of the character, and the bonus on melee touch attack rolls the spell provides increases to +3.

Craft Wondrous Item, spectral hand

Gulgan Fetish
Aura Faint conjuration; CL 3rd; Slot None; Price 375 Cp per HD of the bound spirit.

After undergoing their rite of passage, gulgans come back from their Forest Walk with the vision of a creature of the forest that is to be their totem. This source of strength and omen of their destiny gives them an honor name and acceptance as full members of the community. But to those with magical talent, this totem can be more than that: they can bind a part of this spirit totem into a fetish that they can use to summon help. Each gulgan fetish is unique, consisting of a bone, a cluster of feathers, or a patch of fur from the totem animal, and are often carved or inscribed with symbols.

The fetish can only be used to summon the creature represented by the totem of the creator, which always has the same HD and characteritics every time it is summoned, as chosen at the moment of creation of the gulgan fetish. The maximum number of HD possessed by the creature should not be higher than the creator's class level, barring the DM's approval. When the fetish is incorporated into a skeleton or model of the totem animal, the power of the bound spirit transforms it into a living animal of the appropriate. It takes 10 minutes per HD of the bound spirit to build the skeleton or model for the summoning. After a round spent getting used to its new body, the spirit will perform as a creature summoned with a summon's nature ally spell. The creator of the fetish can communicate with and command the summoned creature until it is destroyed or either the next sunset or sunrise, whichever comes first. The creature has DR 5/magic and can use invisibility at will, giving it an adjustement of +1 to its normal CR. The creator of the fetish can always see the creature he summoned. A successful dispel magic affecting the creature forces it back into the fetish, from where it can be summoned again one day later, but that summoning still counts for the purpose of determining the DC of the ability check to force the spirit back into the fetish as noted below.

When its task is done, the spirit tries to escape its creator's power. The creator must succeed on a Charisma ability check of DC 15 to force the spirit back into the fetish if he wants to store it for later use. On a failed save, the spirit has gotten free and may attack its creator, his companions, or simply choose to escape. The spirit's physical form is free to wreak damage as it pleases until the next sunset or sunrise, whichever comes first, after which it vanishes with the fetish, never to return. Every additional time the creator summons the spirit, the DC for the Charisma check is increased by +2. If the spirit is summoned within a year of a previous summoning, the DC is augmented by +4 for each additional summons until a full year has passed between summonings. The DC increase is cumulative, and does not lessens over time; it becomes more and more difficult to keep the spirit bound to the fetish as the item is repeatedly used.

Only the creator of the fetish can summon the spirit bound within it.

Craft Wondrous Item, creator must have successfully completed the Forest Walk ceremony, creator must be 3rd level

Hullan's Tar Sphere
Aura Moderate transmutation; CL 6th; Slot None; Price 1,575 Cp; Weight 2 lb.

This warm, 4-inch diameter glass sphere is filled with tar taken from the bubbling pits near Giustenal. When successfully thrown at an opponent as a ranged touch attack, the sphere breaks and magically-enhanced boiling tar engulfs the target, causing 2d6 points of fire damage in the first round and 1d6 points for the next 5 rounds. In addition, the target is considered under the effect of the slow spell for that time. A Hullan's Tar Sphere can be also thrown farther with the same means as a splash-globe.

Craft Wondrous Item, fireball, slow

Inquisitorial Chest
Aura Faint divination and strong abjuration; CL 17th; Slot None; Price 43,300 Cp

Sometimes refered to as arcanopic chests, these elaborate chests weigh in at around 500 pounds and are worth at least 2,000 Cp in materials and workmanship alone. Their make, and the scenes depicted on their surfaces, varies from one city to another. In Urik for example, an arcanopic chest is composed of a checkered pattern of lead plates and polished white onyx slabs fitted together and held with iron wire. The removable lid is made of a single slab of white onyx with encrusted pieces of crystalline sulphur shaped to depict the face of the Lion King. Handles beneath the chest retract and are meant to help two porters bear the chest on their shoulders when moving it.

Such chests are under constant guard in a templarate building, and only accessible by mid- and high-level templars and equally powerful servants of the local sorcerer-monarch. Characters with Secular Authority and seven or more ranks in Diplomacy can request the use of the chest, and those with eighteen or more ranks in Diplomacy can have it moved up to the limits of his sorcerer-monarch's domain. Slaves oil and polish these templarate treasures daily.

Only characters with Secular Authority can activate this item. If a magic item is kept in the chest for an hour while the lid is shut, its magical properties are imparted unto the user as if identify had been cast. An object of up to Medium size can be placed inside the chest. Once per day, upon strong utterance of the name of the sorcerer-monarch worshiped by the user, a single item put into the chest can be affected by mage's disjunction (save DC 23).

Craft Wondrous Item, identify, mage's disjunction, creator must have Secular Authority

Jug of Clear Water
Aura Moderate transmutation; CL 7th; Slot None; Price 500 Cp; Weight: 5 lb.

This ordinary-looking sandstone water jug causes any liquid put into it to be cleared of any poisons or impurities, making it safe for consumption. Twice per day, the jug can also be filled to the brim with silt, which will instantly transform into 1 gallon of pure water.

Craft Wondrous Item, purify food and drink

King's Boon
Aura Moderate evocation; CL 7th; Slot None; Price 56,000 Cp; Weight: 2 lb.

The crafting secrets of this item are known only to templars and royal defilers who use it to better infiltrate the Veiled Alliance.

This smooth, palm-sized bronze disk has a bulge at the center of one side, about an inch in width. To activate its magic one must place the disk on a flat surface, bulge-side up, place a rolled-up magic scroll upright on it, and then light the scroll afire. The scroll burns unnaturally fast and hard, quickly turning to ashes. These actions takes one minute to accomplish. Removing the ashes reveals the bulge to be red-hot and boasting a mystic rune. If the bulge is then pressed onto a creature, as a standard action and within one minute of the scroll's burning, it brands the creature's flesh with the rune.

By touching the brand the creature gains the use of the scroll that was burnt on the disk, as if it were using an actual scroll. After activation the brand disappears. Treat activating the brand as activating a scroll (the requirements for activating a scroll still apply). The brand is treated as a psionic tattoo for the purpose of determining how many such marks can be worn on the body (see | Psionics Unleashed).

Craft Wondrous Item, imbue with spell ability

King's Circlet
Aura Strong transmutation; CL 18th; Slot Headband; Price 108,000 Cp

This golden diadem depicting powerful and influential figures grants its wearer a +6 enhancement bonus to Intelligence, Wisdom and Charisma.

Craft Wondrous Item, eagle's splendor, fox's cunning, owl's wisdom

King's Eye
Aura Moderate divination; CL 11th; Slot None; Price 6,000 Cp; Weight: 1 lb.

Putting the broad end of this large flattened cone of solid glass to one's eyes allows normal vision regardless of atmospheric conditions prevailing in the area, be they silt, sandstorm or otherwise. While looking through the cone the user also gains low-light vision.

Usually a king's eye is used by officiers of the balikite fleet to see through the silt haze on windy days, but caravan masters wanting to get an unobstructed view of their surroundings during sandstorms have also been known to procure this item for themselves.

Craft Wondrous Item, true seeing

Languor Pipe
Aura Strong necromancy; CL 13th; Slot None; Price 136,500 Cp; Weight 2 lb.

This small ceramic blowpipe is sculpted in the form of several worn visages, with the angled mouth of the last one serving as the blowpipe's mouth. When defiler's ash is inserted in the tube it becomes a powerful sorcerous poison. If blown on a living target it causes extreme fatigue, making the target exhausted for 1 hour. When attempting to blow the ash on a target, treat the blowpipe as a blowgun with half the range increment. Filling a blowpipe is a move action that provokes attacks of opportunity.

Craft Wondrous Item, waves of exhaustion

Lifespark Amulet
Aura Faint necromancy; CL 1st; Slot Neck; Price 1,500 Cp

This diamond-shaped silver amulet has shallow-carved glyphs and marks all over its surface. Those symbols represent life energy and are said to be anathema to undeath. If the wearer of a lifespark amulet is hit by the natural melee attack or unarmed strike of an undead creature an arc of bright positive energy shoots from the amulet to the attacker, dealing 1d6 points of damage. If an undead creature grapples the wearer, it takes the same damage every round the grapple is sustained.

Craft Wondrous Item, disrupt undead

Magical Sands
Some of the most common magic items found on Athas, these sands are often found as part of treasure, stored in sandstone urns within ruins of the ancients. Elves are known to make and sell these easily hidden magic substances, and rumored to know the secret to making several more types. All prices for the magical sands listed below are per handful.

Barrier Sand
Aura Moderate conjuration; CL 9th; Slot None; Price 2,250 Cp

This coarse sand, made of naturally ground sandstone, can be flung in the air as a standard action, creating a wall of stone made of magical sandstone up to 10 feet away. The character throwing the sand determines the shape of the wall. A single handful creates 9 5-ft. squares of wall, 2 inches thick. You can choose to double the wall's area by halving its thickness. Complex creations, such as bridges, or the addition of crenelations and battlements, are impossible with barrier sand. Note that barrier sand does not need natural sand to be present to function; it instead creates the material of the wall for the duration of the effect. It is possible to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful DC 17 Reflex saves.

Craft Wondrous Item, wall of stone

Petrifying Sand
Aura Moderate transmutation; CL 11th; Slot None; Price 3,300 Cp

A handful of this coarse sand, made of naturally ground sandstone, can be thrown at a target within 10 feet as a ranged touch attack, turning the target into sandstone as if by the spell flesh to stone unless he succeeds at a DC 19 Fortitude save. Flinging another handful of sand at the petrified target (or at a creature that has been petrified by the flesh to stone spell) reverses the petrification as if the spell stone to flesh had been cast. The target must succeed at a DC 15 Fortitude save to survive the process.

Craft Wondrous Item, flesh to stone

Sand of the Death Below
Aura Strong transmutation; CL 13th; Slot None; Price 4,550 Cp

This sand is constantly swirling, and when left to fall on the ground does so in a spiral. If a handful of this sand is thrown on sandy ground as a standard action, it begins to slowly make the ground swirl. A full round after the sand has been thrown an enormous whirlpool forms, covering a 20-ft. radius area to a depth of 50 feet (or less, to the depth allowed by terrain conditions). Anyone standing in the area must make a DC 20 Reflex save. Failure indicates that they have been sucked into the center of the whirlpool and must make a Swim check (DC 20) each round. Creatures that make three successful checks in a row are able to make their way to the edge of the pool and pull themselves free. Failing a single skill check means that the creature is pulled below the surface (and must hold its breath) until it succeeds at a Swim check. Failing two Swim checks in a row means that the character has been pulled 1d6x5 feet under the earth. Note that sand of the death below needs natural sand to be present in the area to function.

Craft Wondrous Item, whirlpool of doom

Sand of Obliteration
Aura Moderate evocation; CL 11th; Slot None; Price 3,300 Cp

A handful of these sharp, crystaline sandstone shards can be thrown in the air as a standard action, casuing them to immediately swirl around the character, doubling in number with each pass, rapidly creating a 100 mph crystal-filled wind that lasts for 11 rounds. The particles whip about the storm's area - a 50-ft. radius sphere - leaving a 10-ft. diameter eye where the character and his companions may stand unharmed. In addition to the effects of hurricane-force winds, creatures and unattended objects take 2d8 points of damage per round until they leave the area. All unprotected flames in the storm's area are extinguished. Note that sand of obliteration does not need natural sand to be present to function, as it magically creates the tiny shards for the duration of the effect.

Craft Wondrous Item, glass storm

Storm Sand
Aura Strong transmutation; CL 13th; Slot None; Price 4,550 Cp

This sand appears mundane if not for the fact that it can be seen and felt vibrating rapidly, as if under tremendous strain. When a handful of this sand is thrown in the air as a standard action, it generates a greater duststorm. Over the next 10 minutes the storm picks up local sand and dust and lifts it into the air in a cyclonic movement, covering a 2-mile-radius circle centered on you, with 70 mph winds that last for 4d12 hours. Note that storm sand needs natural sand and dust to be present in the area to function.

Craft Wondrous Item, control weather

Mantle of the Elemental Lord
Aura Strong abjuration; CL 14th; Slot Body; Price 75,000 Cp; Weight 1 lb.

Each one of these functional yet well-made and well-detailed garments sports stylized symbols representing one of the elemental forces. Such a mantle represents the element of air, earth, fire, water, magma, rain, silt, or sun. A mantle of the elemental lord, if worn over normal clothing by a cleric, grants a +5 armor bonus to AC and spell resistance 20. In addition, each mantle helps the wearer in battling creatures opposed to the element the mantle represents. Against creatures of the subtype opposed to that element, spells that cause damage and that are cast by the wearer deal an additional 2d6 points of damage, and he gains a +4 enhancement bonus on caster level checks made to overcome spell resistance against such creatures. When casting a divine spell with the associated energy type descriptor, the wearer gains a +2 enhancement bonus to his caster level. A mantle will not function when donned by a cleric worshipping an element other than the one represented by the mantle. Craft Wondrous Item, elemental strike, shield of faith, spell resistance, creator must be a cleric of the same element as represented by the mantle

Mark of Olaoun
Aura Strong necromancy; CL 15th; Slot None; Price 80,000 Cp; Weight 5 lb.

The creation of a powerful leech sorcerer who lived King's Ages ago near the border of the Obsidian Plains, these marks have long since made their way around the Tablelands by the hands of adventurous antiquarians.

This magical branding iron leaves on whoever it is applied the mark of Olaoun, imbued with the brand's magic. To apply the mark to a living creature, the brand must be heated red-hot in a very hot flame for five minutes, or acid applied to it as a standard action; the brand must be applied to a creature within one minute or else be reheated or acid applied to it again. The brand can apply the mark to a creature only once per day. The brand is applied to flesh in the same manner as a coup de grace, so it is impossible to brand a creature in normal combat without first subduing or incapacitating the opponent. A creature so branded gets a Fortitude save (DC 22) every day to negate the mark. A willing, charmed, or dominated victim gets no saving throw. The mark remains present for 5d10 days, or until the creature succeeds at its Fortitude save, after which the mark vanishes. The scar left behind by the branding is an arcane rune of obscure meaning, albeit a DC 19 Linguistics check reveals it is an ancient halfling symbol for life.

While a creature bearing the mark of Olaoun is present within a wizard's defiling radius, the life energy gathered by it does not come from plant life but instead from the marked creature. Such a feat is possible only if the wizard possesses an obsidian focus worth at least 250 Cp; the focus can be magical or nonmagical and can be of any shape. A creature so tapped for its life energy makes a Fortitude save (DC 10 + wizard's caster level), or if willing can voluntarily give up its saving throw. If successful, the wizard failed to draw energy from the creature, instead defiling the terrain around him as normal. However, on a failed save the creature suffers 3 points of damage per level of the spell being cast (a 0-level spell inflicts 1 hp damage). If this reduces the creature to 0 hit points or less, it becomes a dessicated, ashen corpse. Further, if the creature did not boast enough hit points to power the spell, one or more additional marked creatures within the defiling radius must be tapped for the remaining hit points, or the spell fails. A creature that survives this tapping becomes nauseated for one round as a result of the loss of life energy.

While tapping a creature bearing the mark of Olaoun, a wizard cannot make use of Raze feats, class features that affect his defiling (such as those class features gained from the arch defiler or leech prestige classes), and items that improve his defiling (such as an ashbound scarab or mask of fell defiling), nor can he extend the casting time of his spells to 1 round so as to gain a +1 bonus to caster level.

Craft Wondrous Item, creator must be a defiler, bestow curse

Mask of Fell Defiling
Aura Moderate necromancy; CL 10th; Slot Head; Price 10,000 Cp; Weight 3 lb.

These masks are usually made of wood, coated with black, charred ivory and sculpted in the shape of a carbonized face, but may be crafted of ivory, sheet metal, or decorative stone and impart an authoritative air when crafted for the use of royal defilers.

Any creature caught within the defiling radius of a wizard wearing a mask of fell defiling must succeed at a DC 17 Will save or become frightened; on a successful save it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.

Craft Wondrous Item, cause fear, must be a defiler

Mouthmask of Breathing
Faint transmutation; CL 5th; Slot Head; Price 1,000 Cp

This cured silt spawn-leather mouthmask completely covers the wearer's lower face, from the top of the nose to beneath the chin. It is often seen covering the face of the officers of the Balicite fleet to prevent the Gray Death while traveling the Estuary of the Forked Tongue or the Sea of Silt itself, but other peoples living near silt areas who are able to procure one for themselves also know its true value. The mouthmask prevents silt from entering the lungs of the wearer, protecting them as if under the effect of a constant breathing spell. Unlike the breathing spell, however, the mouthmask of breathing only protects against silt; the wearer does not gain the ability to breathe in other types of liquid.

Craft Wondrous Item, breathing

Necklace of Secretivness
Aura Strong (no school); CL 17th; Slot Neck; Price 21,600 Cp

This necklace is composed of a red rectangular piece of cinnabar, upon which are drawn some mystic signs, attached to a few string of giant's hair. Three times per day the wearer of this item can use the Silent Spell feat on any spell of 6th level or lower that he casts. The spell being silenced uses its normal spell slot, and its casting time is unchanged.

Craft Wondrous Item, Silent Spell

Athasian Orb of Storms
Aura Strong varied; CL 18th; Slot None; Price 65,000 Cp; Weight 6 lb.

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 control weather or control wind. Once per week she can use either glass storm or sirocco. Once per month she can conjure a storm of vengeance. The possessor of the orb is continually protected by an endure elements effect and a limited eye of the storm effect that protects only the possessor.

Craft Wondrous Item, control weather, control wind, endure elements, eye of the storm, glass storm, sirocco, storm of vengeance

Palm Bracelet
Aura Moderate transmutation; CL 7th; Slot Hand; Price 56,000 Cp

An old and enduring fashion amongst noblewoman is the wearing of hand or "slave" bracelets. This piece of jewelry, whose position on the body is over the back of the hand, is made of thin cords―either leather, metal wire or small metal chain links―that link from the wrist to one or more fingers, forming a web. Usually, hand bracelets are beaded and laced, forming intricate designs. Unbeknownst to the nobility, practitioners not of etiquette but of sorcery also wear a very similar item: a palm or "master" bracelet whose position is over the palm instead of the back of the hand. While women's hand bracelets are often both delicate and intricate, sorcerers' palm bracelets are rather simple and sturdy, utilitarian devices designed for the wear-and-tear of an Athasian freeman's life of labor and toil.

A plaque - often of polished ivory or metal - resting in the craddle of the palm and attached to the wrist and fingers, a palm bracelet has a hole in its middle in which a gem can be mounted. A wizard wearing a palm bracelet while casting a spell might enhance the spell if it is of the descriptor or school that the gem currently mounted within is set to enhance. Swapping a mounted gem for a different one takes 1 minute. Only one gem may be fitted to a palm bracelet at a time. Although a bracelet can be worned on each hand only one can be used to augment any one spell. Palm bracelets are considered gloves when determining how many magic items a character can wear.

See Athasian Precious Stones and Gems on page 54 of this document for more information on the various gems that can be mounted in a palm bracelet.

Craft Wondrous Item, creator must be 7th level

Phylactery of Ancient Lore
Aura Moderate divination; CL 11th; Slot Headband; Price 20,600 Cp

This item is a small ivory cube affixed to a leather or silk cord and tied around the forehead. There is no mundane way to determine what function this item performs until it is worn. The wearer of a phylactery of ancient lore gains great insight into the lore of past relics. He can use identify and locate object each once per day, legend lore once per week, and can find magic traps created by glyphs, runes, sigils, and symbols with a successful Perception check, just as a rogue does. Also, the phylactery confers continuous detect magic and read magic effects upon its wearer.

Craft Wondrous Item, detect magic, find traps, identify, legend lore, locate object, read magic

Phylactery of Life
Aura Faint necromancy; CL 3rd; Slot Headband; Price 1,750 Cp

This phylactery of blown glass or crystal contains a small piece of the heart of a good-aligned creature, such as an aviarag, bvanen, ruve, or a humanoid of good alignment. Whenever its wearer uses the spectral hand spell, he can choose to forgo the spell's ability to deliver touch spells at a distance and instead transform the hit points invested in the spell into a weapon against undeath.

For the duration of the spell, the hand can now be used to deliver melee touch attacks at a distance, its positive energy dealing as many points of damage to an undead target as hit points were invested in the spell. You can score critical hits with this type of attack, and if you are capable of multiple attacks per round (due to high level or being under the effects of haste, for example), you may make multiple melee touch attacks with the spell against a single opponent, as though using a full attack action.

Craft Wondrous Item, spectral hand

Sacred Mask of the Jaguar
Aura Moderate evocation and necromancy; CL 7th; Slot Head; Price 67,200 Cp

Bestowed unto the most fearless and devoted jaguar knights, this elaborate, brightly colored wooden mask is carved in the shape of a snarling, stylized jaguar, surrounded by a crown of feathers symbolizing the epitome of the draji warrior. It fills the warrior with energy and inspires fear in the heart of his enemies. The Moon Priests bestow them only to the most worthy of the knights' ranks.

The wearer of the sacred mask gains a +6 enhancement bonus to Strength, his base attack bonus becomes equal to his character level (which may give additional attacks), and he gains 7 temporary hit points; the temporary hit points are only gained once per 24-hour period and last for 24 hours or until lost. Once per day, the wearer can cause fear in one of their enemies within 40 feet (Will DC 13 partial).

Craft Wondrous Item, divine power, cause fear

Saddle of Desert Travel
Aura Faint transmutation; CL 3rd; Slot None; Price 15,000 Cp; Weight 6 lb.

This military saddle, made from giant lizard skin, fits any Large mount. When affixed to an animal, it increases the animal's base land speed by 30 feet when moving over desert terrain; this counts as an enhancement bonus. As with other effects that increase speed, jumping distances increase proportionally. In addition, the amount of water the mount needs each each day is reduced to one-quarter.

Craft Wondrous Item, cooling canopy, haste

Sanctum Amulet
Aura Faint transmutation; CL 10th; Slot Neck; Price 50,000 Cp

This wooden amulet is carved in a form that is symbolic of the sorcerer-monarch that commissionned its creation. It is used to give a royal defiler access to a tree of life from the sorcerer-monarch's personal grove, thus protecting the vegetation of the monarch's city and surrounding fields while still giving the defiler the power to fuel his spells. The amulet must be carved from a piece of wood taken from a still-living tree of life between 26 and 400 years of age. Because of this link, if the tree of life is ever destroyed, the amulet loses all its powers.

When worn by a wizard in the process of casting a spell, the amulet takes the life energy directly from the tree of life it is linked to in lieu of the wizard's energy gathering, as if the wizard were casting the spell within the tree's Aura of protection; the wearer can amplify his arcane spells or nullify the effects of his defiling radius for spells of 6th level or lower. The amulet can do so up to 5 mile away from its linked tree of life; beyond that range the wizard must power his spells using normal energy gathering. The amulet cannot be used to kill the tree, and so ceases to function if the act of spellcasting would bestow enough negative levels upon the tree to kill it.

The wood that composes the sanctum amulet has the property of aging at the same rate as the tree of life it is linked to. As such, a sanctum amulet that has reached the appropriate age can be enchanted to have the powers of a more powerful amulet. For example, a normal sanctum amulet that passes 400 years of age can be enchanted to become a greater sanctum amulet.

Craft Wondrous Item, hand of the sorcerer-king

Sanctum Amulet, Greater
Aura Strong transmutation; CL 15th; Slot Neck; Price 100,000 Cp

A greater sanctum amulet is identical to a sanctum amulet, except that it is carved from a tree of life of more than 400 years of age and can be used to power spells of 9th level or lower. This amulet can be used up to 100 miles away from its linked tree of life.

Craft Wondrous Item, hand of the sorcerer-king

Sanctum Amulet, Lesser
Aura Moderate transmutation; CL 5th; Slot Neck; Price 25,000 Cp

A lesser sanctum amulet is identical to a sanctum amulet, except that it is carved from a tree of life between 1 and 25 years of age and can be used to power spells of 3rd level or lower. This amulet can be used up to 1 mile away from its linked tree of life.

Craft Wondrous Item, hand of the sorcerer-king

Seeds of Blooming Power
Aura Strong evocation and transmutation; CL 13th; Slot None; Price 1,500 Cp (assassin vine, bloodvine, blossomkiller), 3,000 Cp (jungle bloodgrass, poisonweed), 5,000 Cp (strangling vine).

These items were initially creations of druids who fought the defiler armies during the Eradication. Albeit ultimately unsuccessful in turning the tide of the massacre, the secret of their fabrication has been passed down through the generations of surviving druids and are still known by many modern-day defenders of the land.

Each kind of seeds of blooming power is an abnormally large seed, an inch or so in diameter. You can throw a seed of blooming power like a splash weapon. Treat this attack as a ranged touch attack that deals no damage, with a range increment of 10 feet. If the seed touches topsoil made of dirt, sand or humus and the command word is spoken, it blooms into a living plant creature of the appropriate type and of normal size, depending on the type of seed used. The creature acts in all ways like a normal plant creature under the command of the character that brought it to life and does so for 6 hours, after which time it gains control of itself but otherwise remains a normal plant creature. The creature understands and heeds the commands of the character, no matter what language he speaks. Even if vocal communication is impossible the controlled plant creature does not attack the character that made it bloom. The types of seeds most commonly found are the assassin vine, the bloodvine, the blossomkiller, the jungle bloodgrass, the poisonweed, and the strangling vine seed.

While controlled, the plant creature gains several abilities, which it loses after regaining self-control 6 hours later.
 * Backlash (Su): The creature can directly damage any wizard whose defiling radius touches a square it occupies. Any attempt to draw energy from the creature exposes the wizard to 1d4+1 points of negative energy damage per HD of the plant creature, with a Fortitude save (10 + 1/2 HD + Str modifier) for half damage. The wizard must make a Concentration check (DC 10 + spell level + damage dealt, as described in the Concentration skill) in order to continue casting her spell.
 * Fast Healing (Ex): The creature gains fast healing 4.
 * Drag (Ex): A number of tentacular vines equal to the plant creature's HD spawn from the plant creature and wave forth to grasp and entwine creatures that come within reach. The plant creature gains one attack per vine, and cannot attack a single target with more than one vine at a time. These vine attacks are considered secondary natural weapons and have a reach of 20 feet. If the plant creature hits with a vine attack, the vine latches onto the opponent's body. This deals bludgeoning damage depending on the plant creature's size (see below) and drags the stuck opponent 10 feet closer each subsequent round (provoking no attacks of opportunity) unless that creature breaks free, which requires an Escape Artist check or a Strength check (DC 10 + 1/2 plant creature's HD + plant creature's Str modifier). A plant creature can draw a creature within reach and attack in the same round. A vine has 8 hit points and can be attacked by making a successful sunder attempt. However, attacking a plant creature's vine does not provoke attacks of opportunity. If the vine is currently attached to a target, the plant creature takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing a vine deals no damage to a plant creature.
 * Life-shielding (Su): The creature is immune to all penalties and effects associated with the defiling radius of a spellcasting defiler, even when augmented with Raze feats, class abilities or magical items.

Craft Wondrous Item, allegiance of the land, animate plants

Sending Stone
Aura Moderate evocation; CL 8th; Slot None; Price 11,520 Cp

These plain, flat stones have a lightning pattern encircling them, with an engraved crown on one side of the pattern and an eye on the other. Manufactured by the templarates, these stones are broken up in two and one piece entrusted to spies, royal envoys, and military leaders, with the other in the posession of an official within the templarate. Once per day, and after 10 minutes of concentration, someone grasping the eye-piece can use the sending spell to contact whoever has the crown-piece on his person.

Craft Wondrous Item, sending

Smoking Mirror
Aura Strong conjuration; CL 13th; Slot None; Price 50,000 Cp; Weight 50 lb.

This deep-black obsidian slab is about the size of a grown man. One of its sides is completely smooth while the other is convex, showing a multitude of chisel marks. Draji myth holds that when a coward sees his reflection within a smoking mirror, an identical image of himself emerges, strangling him and taking his place in society. In truth, it is used by templars to dispose surreptitiously of undesirables or embarrassing adversaries.

Once per week, the smoking mirror can be used to call forth a shadow creature from the realm of the Black, with the statistics of an invisible stalker, to slay a specific person. The summoning incantation requires 1 full round to utter. The shadow creature assumes the form of its designated victim and pursue its task until its victim is dead or 13 hours have passed. In all other ways the smoking mirror functions as the summon monster VII spell. The shadow creature gains a +10 bonus to its Perception checks to track down its victim if the latter has seen its reflection in the smoking mirror within the 24 hours prior to its use. Only one shadow creature can be summoned at a time, and not before the first one disappears (is dispelled, dismissed, slain, or has fulfilled its task).

Craft Wondrous Item, summon monster VII

Stanchion of Second Birth, Greater
Aura Strong necromancy; CL 15th; Slot None; Price 59,100 Cp, Weight 300 lb.

Used during great gladiatorial events that showcase games known as Rebirthings, this massive object is a rare sight in the arena. A stanchion of second birth is so named because it is primarily used in the arena to reanimate dead gladiators and beasts. Weighing in at around 300 pounds and 3-feet tall, this bronze object is shaped like an inverted bell whose underside tapers to a point like a spiral shell. The top is inscribed with arcane symbols and fited with a heavy lid; two curved metal handles are meant to help porters move the stanchion.

A greater stanchion is activated by plunging the tapered end into the ground, leaving the top of the item freestanding. Upon utterance of a command word once per day, it animates corpses within a 50 feet radius, turning the remains into skeletons or zombies. The undead creatures recognize the user of the stanchion as their master and obey him as per the animate dead spell. Regardless of the type of undead you create with this item, you can't create more than 30 HD of undead per use. (The desecrate spell doubles this limit.) No matter how many times you use the stanchion in this way, however, you can control no more than 60 HD worth of undead creatures. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous uses become uncontrolled. (You choose which creatures are released.)

Craft Wondrous Item, animate dead

Stanchion of Second Birth, Lesser
Aura Faint necromancy; CL 5th; Slot None; Price 26,900 Cp; Weight 15 lb.

A 3 foot-tall bronze pole, this lesser version of the greater stanchion of second birth has the form of a nail or needle whose blunt end is shaped into a decomposing arm reaching for the sky. When impaled in a corpse or skeleton, and after a command word is spoken, a lesser stanchion animates the remains, turning the corpse into a skeleton or zombie. It can do so twice per day. The undead creature recognizes the pole-bearer as its master and obeys him as per the animate dead spell. Regardless of the type of undead you create with this item, you can't create more than 10 HD of undead per use. (The desecrate spell doubles this limit.) No matter how many times you use the stanchion in this way, however, you can control only 20 HD worth of undead creatures. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous uses become uncontrolled. (You choose which creatures are released.)

Craft Wondrous Item, animate dead

Stone of Earth Passage
Aura Strong transmutation; CL 9th; Slot None; Price 3,200 Cp; Weight 5 lb.

This stone is typically an oddly shaped bit of unpolished rock, unremarkable in all other respects. The possessor of such a stone need but utter the command word to be able to glide through stone, dirt, or almost any other sort of earth (except metal) as easily as a silt horror swims through silt. The burrowing, which is done at his normal speed, leaves behind no tunnel or hole, nor does it create any ripple or other signs of his presence. This ability can be used for up to 5 rounds each day, and is dismissible.

Craft Wondrous Item, passwall

Stone of Undying
Aura Strong necromancy; CL 5th; Slot None; Price 15,000 Cp

This thumb-sized obsidian jewel, carved with intricate arcane runes, is in the shape of a split egg. The obsidian stone is set in a brass frame, with short spikes on its underside. If applied to the skin or bone of a corporeal mindless undead creature, the stone of undying embeds itself in the body of the undead; from that point on the jewel is considered attended by the undead.

Whenever the undead is reduced to 0 hit points, the jewel takes a full round to defile a circular area equal to (5 feet × undead's Hit Dice) around the undead. In the next round, during the same turn it was destroyed, the undead becomes active again, restored to full hit points. Regeneration using the stone of undying is swift enough to save from destruction those undead that are instantly destroyed upon reaching 0 hit points. During the round in which the undead is inactive, the jewel is considered unattended. A typical stone of undying has AC 7, 5 hit points, hardness 8, and a break DC of 20.

When the jewel is considered unattended (such as when the undead is regenerating or if it is helpless), a character can attempt to rip the jewel from the body of the undead by making a successful DC 15 Strength check. When the jewel is considered attended, the character must first succeed at a grapple check against the undead before making his Strength check. Successfully ripping or destroying the jewel on a regenerating undead causes the regeneration process to fail. If applied to a mindless corporeal undead that has been destroyed through hit point loss in the past 30 days, and whose remains are still mostly intact, the stone embeds itself and restores the undead to full hit points.

Craft Wondrous Item, animate dead, vampiric touch

Swarm Form Amulet
Aura Moderate transmutation; CL 7th; Slot Neck; Price 50,400 Cp

These flat iron amulets are shaped in the form of dozens of intermingled animals, usually birds, snakes or vermin. The wearer of this amulet can take the form of any swarm at will, and can change between types of swarms once per round. (Undead wearers can only assume undead swarms.) The effect is in all ways similar to polymorph, but unlike that spell this amulet only allows swarm forms to be assumed. Upon reaching 0 hit points or lower, or when forced to disperse due to high winds, or when rendered unconscious by means of nonlethal damage (see the swarm subtype), the polymorphed wearer does not break up like swarms do but instead reverts to his original form. If he had enough hit points to remain alive, he regains lost hit points as if he had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting).

Craft Wondrous Item, polymorph

Tagelmoust of the Tormented
Aura Moderate necromancy; CL 7th; Slot Head; Price: 89,500 Cp

This grayish turban is about 10 feet long when unwrapped and completely covers the face while worn. It is fashioned from the garments worn by a water cleric turned krag after drowning in the Sea of Silt.

When worn it creates a cone of terror, as per the spell fear, that causes each living creatures within a 30 feet area to become panicked unless it succeeds at a DC 16 Will save (if cornered, a panicked creature begins cowering). If the Will save succeeds, the creature is shaken for 1 round.

Up to three times per day, the turban can be unwrapped to reveal the face of the krag from which the cloth originated, bestowing a terrible curse upon any onlooker. The gaze attack has a range of 30 feet and forces any living creature within its range to succeed at a DC 16 Will save or suffer from a dehydration curse. In effect, the victim must drink four times his ordinary amount of water each day, or suffer from the effects of thirst. This effect lasts for 2d4 days or until removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. After the round in which the curse power is used, the wearer's face returns to normal. Unwrapping or rewrapping the turban is a standard action that does not provoke attacks of opportunity.

Craft Wondrous Item, bestow curse, fear

Teluri Abjuration Orb
Aura Strong transmutation; CL 20th; Slot None; Price 75,960 Cp

Powerful relics from a bygone age, these orbs were crafted before the great wars of ages past by the Teluri, a people renowned for their great knowledge of unraveling magic. These spheres are made of a lacework of beaten copper braids, with a wildly pulsating ball of greenish-yellow light flickering in its center. Once per day, someone holding an orb can command it to produce a dispelling burst. The orb's inner light pulses powerfully, creating a spherical burst of greenish-yellow light within a 30 feet radius of the orb. Anything in the burst's path is affected as if by an area dispel from a greater dispel magic, with a dispel check of (1d10+30). Unlike a normal area dispel, magic items are also affected by this dispel check. The holder of the orb and his equipment are unaffected by the burst.

Craft Wondrous Item, greater dispel magic, limited wish

Teluri Silver Pectoral
Aura Faint abjuration; CL 5th; Slot Neck; Price 62,500 Cp

Potent defenses, these beaten silver pectorals were crafted in ages past by the Teluri, a people renowned for their protective sorcery. These pectorals offer continual magical protection in the form of a deflection bonus of +5 to Armor Class, as well as a +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Craft Wondrous Item, resistance, shield of faith

Tempest Crown
Aura Strong transmutation and evocation; CL 13th; Slot Headband; Price 34,580 Cp

The creation of the first of these items is attributed to the wizard Malignor, a powerful cerulean with a mysterious tie to the Cerulean Storm. This thin, wavy silver circlet, equipped with a setting to hold a gem, increases the wearer's connection with the destructive energies of the storm. The circlet is inert until worn by a cerulean who sets his blue lens focus in the setting (a move-equivalent action). From that point on, and until the blue lens focus is removed, the activated circlet becomes a crackling crown of lightning that hovers a few inches above the cerulean's head. The wearer knows instinctively where his blue lens focus is within the flashing lightning and can take it out of the setting as a move-equivalent action. A tempest crown works only for the cerulean that inserted his blue lens focus into it; a creature other than the cerulean attempting to wear an activated tempest crown causes the blue lens focus to disengage itself and fall off, immediately returning the item to its inert state.

Once a tempest crown is activated, the cerulean doubles the number of times per day he can use his empower class feature. Three times per day, the cerulean can unleash a cerulean blast without fear of suffering Wisdom damage. Once per day and for up to one hour, the cerulean can summon, as a move-equivalent action, a 30-foot tall column of windstorm-strength winds that surrounds him to a radius of 100 feet. Windstorm-strength winds make ranged weapon attacks impossible, imposes a –4 penalty on siege weapon attack rolls and a –8 penalty to Perception checks. They automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. They blow away Small or smaller creatures, knock down Medium creatures as well as checking Large or Huge creatures. The column of winds forms and rages in the squares surrounding the cerulean, moving with him and leaving the user of the crown untouched.

Craft Wondrous Item, creator must be a cerulean, control weather, lightning bolt

Thorn Crown
Aura Moderate evocation; CL 6th; Slot Head; Price 15,120 Cp

This item is a crown made out of a thorn-bush from a hallowed region of a druid's guarded land. A spellcasting preserver can choose to gift the land with part of his life energy to have temporary vitality flow back to him in return. Whenever a preserver wearing a thorn crown casts a spell, he may choose to sacrifice 1 hit point to the land - the hit point cannot be magically or psionically healed and only returns through natural healing - to gain 1 temporary hit point per caster level in return. The preserver can only make such a sacrifice when he gathers energy to cast a spell, and can do so a number of times per day equal to 1 plus his Charisma modifier. The temporary hit points last for a maximum of 1 hour or until lost.

Craft Wondrous Item, creator must be a druid

Thri-kreen Choker
Aura Faint transmutation; CL 3rd; Slot Neck; Price 150 Cp

This choker is made from articulated chitin fragments. When worn around the neck this choker allows the wearer to understand Thri-kreen and speak it perfectly. Putting or removing a choker is a standard action.

Craft Wondrous Item, creator must know Thri-kreen

Torc of the Land's Desolation
Aura Moderate necromancy; CL 9th; Slot Neck or Wrists; Price 2,000 Cp

This item is made of the intertwined supple branches, or hard and twisted brambles, from a plant that turned into an undead creature after having been almost destroyed thanks to the actions of a defiler. It is worn around the neck or upper arm. Plant creatures caught within the defiling radius of the torc's wearer suffer an additional 2 hp damage per spell level. This effect stacks with the Exterminating Raze feat. This effect does not stack with that of other items that give similar abilities.

Craft Wondrous Item, blight

Tormentor's Pipe
Aura Moderate necromancy; CL 9th; Slot None; Price 67,500 Cp; Weight 2 lb.

This small horn blowpipe is carved like a spiral of teeth, all pointing toward its mouth. When defiler's ash is inserted into the tube it becomes a powerful sorcerous poison. If blown on a living target it causes wracking pains and agony, resulting in a –4 penalty on attack rolls, skill checks and ability checks, for 1 hour. The target is entitled to a DC 17 Fortitude save to negate the effect. When attempting to blow the ash on a target, treat the blowpipe as a blowgun with half the range incriment. Filling a blowpipe is a move action that provokes attacks of opportunity.

Craft Wondrous Item, symbol of pain

Vanishing Scabbard
Aura Moderate conjuration; CL 9th; Slot None; Price 7,000 Cp; Weight 1 lb.

This scabbard is fashioned from cured leather and fine silver. It can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. When a blade is placed within a vanishing scabbard both phase into the Gray, vanishing from the realm of Athas' prime material plane. Reaching for the blade's hilt and willing it with a brief mental command (a free action) recalls the scabbard and its sheathed weapon instantaneously. A phased scabbard is invisible and insubstantial; solid objects pass through it with no effect.

Craft Wondrous Item, secret chest

Warding Necklace
Aura Strong necromancy; CL 5th; Slot Neck; Price 20,000 Cp

This necklace is made out of a series of small parallel bones tied together with dried sinew, with a charred bone medallion shaped into a screaming skull. Upon command the magic of the necklace renders the wearer immune to incorporeal touch attacks and their effects for 24 hours. Once activated it needs 24 hours of inactivity before reactivation.

Craft Wondrous Item, Persistent Spell, halt undead

Wastelander's Cloak
Faint abjuration; CL 1st; Slot Shoulders; Price 2,000 Cp; Weight 1 lb.

A creature wearing this cloak suffers no harm from being in a hot or cold environment. It can exist comfortably in all natural conditions found on Athas, including the Obsidian Plains and the Ring of Fire, without having to make Fortitude saves. The wearer's equipment is likewise protected. Wearing this cloak negates the penalty to Fortitude saves versus heat from wearing armor. A wastelander's cloak doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Craft Wondrous Item, endure elements