Held Items
These items need to be held to use them. Weapons, wands,
and staves follow special rules and have their own sections.
BAG OF HOLDING ITEM 4+
CONJURATION EXTRADIMENSIONAL MAGICAL
Usage held in 2 hands; Bulk 1
Though it appears to be a cloth sack decorated with panels
of richly colored silk or stylish embroidery, a bag of holding
opens into an extradimensional space larger than its outside
dimensions. The Bulk held inside the bag doesn’t change the
Bulk of the bag of holding itself. The amount of Bulk the bag’s
extradimensional space can hold depends on its type.
You can Interact with the bag of holding to put items in or
remove them just like a mundane sack. Though the bag can
hold a great amount of material, an object still needs to be able
to fit through the opening of the sack to be stored inside.
If the bag is overloaded or broken, it ruptures and is
ruined, causing the items inside to be lost forever. If it’s
turned inside out, the items inside spill out unharmed,
but the bag must be put right before
it can be used again. A living creature
placed inside the bag has enough air for
10 minutes before it begins to suffocate,
and it can attempt to Escape against a DC of 13. An
item inside the bag provides no benefits unless it’s
retrieved first. An item in the bag can’t be detected
by magic that detects only things on the same plane.
Type I; Level 4; Price 75 gp; Capacity 25 Bulk
Type II; Level 7; Price 300 gp; Capacity 50 Bulk
Type III; Level 11; Price 1,200 gp; Capacity 100 Bulk
Type IV; Level 13; Price 2,400 gp; Capacity 150 Bulk
BOTTLED AIR ITEM 7
AIR CONJURATION MAGICAL
Price 320 gp
Usage held in 1 hand; Bulk L
Appearing to be an ordinary corked glass
bottle, this item contains a limitless supply of
fresh air. You must uncork the bottle with an
Interact action before you can activate it.
Activate [one-action] Interact; Effect You draw a
breath of air from the bottle. This allows you to
breathe even in an airless or toxic environment. Air doesn’t
escape the mouth of the bottle, so leaving the open bottle in
an airless environment doesn’t change the environment.
BROOM OF FLYING ITEM 12
MAGICAL TRANSMUTATION
Price 1,900 gp
Usage held in 1 hand; Bulk 1
This broom has a tenuous connection to gravity, and it tends to
drift even while stowed. You can ride on the broom using one
hand to guide it, and the broom can carry up to one passenger
in addition to you. The broom moves at a fly Speed of 20 feet.
The broom can carry only so much, taking a –10‑foot penalty
to its Speed if laden with more than 20 Bulk, and crashing to
the ground if it carries more than 30 Bulk.
Activate [two-actions] command, Interact; Effect You name
a destination on the same plane, and the broom
speeds toward it at a fly Speed of 40 feet. You must
either clutch the broom with two hands in order to
ride it, or you need to release the broom to send it
off with no rider. If you don’t have a good idea of the
location, layout, and general direction of the destination,
or if your named destination is on another plane, the
broom wanders aimlessly, circling back to its starting
location after 30 minutes.
If the broom carries a rider, this activation lasts until
4 hours pass (typically 16 miles of travel), the broom
reaches its destination, or you Dismiss the activation.
If the broom doesn’t have a rider, the activation lasts
until the broom reaches its destination. When the
activation ends, the broom floats to the ground and
can’t be activated again for 1 hour.
CHIME OF OPENING ITEM 6
UNCOMMON EVOCATION MAGICAL
Price 235 gp
Usage held in 2 hands; Bulk L
This hollow mithral tube is about a foot long and bears
engravings reminiscent of open locks and broken chains.
The chime can be activated 10 times before it cracks and
becomes useless.
Activate [one-action] Interact; Effect You aim the chime at a
container, door, or lock you want to open and strike the
chime. The chime sends out magical vibrations that
attempt a Thievery check against the lock’s DC, with
a Thievery bonus of +13. This targets only one lock
or binding at a time, so you might need to activate
the chime multiple times to open a target with
several forms of protection.
CRYSTAL BALL ITEM 14+
UNCOMMON DIVINATION MAGICAL SCRYING
Usage held in 1 hand; Bulk L
This polished crystal sphere enhances scrying magic. Any
visual information received through a spell with the scrying
trait that was cast by the crystal ball appears within the
sphere, and any auditory information sounds out from the
surface of the sphere. When you cast a scrying spell by any
other means while holding the sphere, you can relay any
information you receive in the same way, allowing others to
see or hear the target.
The base version of a crystal ball is a sphere of clear quartz,
but other versions are made of different stones.
Activate 1 minute (command, envision, Interact); Frequency
once per hour; Effect The crystal ball casts clairvoyance to
your specifications.
Activate 10 minutes (command, envision, Interact);
Frequency twice per day; Effect The crystal ball casts a DC 33
scrying spell to your specifications.
Type clear quartz; Level 14; Price 3,800 gp
Type selenite; Level 15; Price 7,000 gp
Scrying is DC 36 and gives you the benefits of see invisibility
on the target.
Type moonstone; Level 16; Price 7,500 gp
Scrying is DC 37 and gives you the benefits of mind reading
on the target, using the same save DC.
Type peridot; Level 17; Price 12,500 gp
Scrying is DC 39 and gives you the benefits of
telepathy for communicating with the target.
Type obsidian; Level 19; Price 32,000 gp
Scrying is DC 41 and gives you the benefits of
true seeing for anything you watch through it.
DECANTER OF ENDLESS WATER ITEM 7
CONJURATION MAGICAL WATER
Price 320; Bulk L
This item looks like an ordinary glass flask full of water.
The stopper can’t be removed unless you speak one of
the item’s three command words, each of which causes
water to pour forth in a different way. Pulling the stopper
straight out creates fresh water, and rotating it as you pull
creates salt water. Any effect of the decanter lasts until the
decanter is plugged (with its own stopper, a finger, or the like).
Activate [one-action] command, Interact; Effect Speaking “stream,”
you cause water to pour out at a rate of 1 gallon per round.
Activate [one-action] command, Interact; Effect Speaking
“fountain,” you cause water to pour out in a 5-foot-long
stream at a rate of 5 gallons per round.
Activate [one-action] command, Interact; Effect Speaking “geyser,”
you cause a powerful deluge of water to erupt at a rate
of 15 gallons per round. You can direct the stream at a
creature, subjecting it to the effects of hydraulic
push (spell attack roll +15). You can repeat this
once per round as long as the geyser continues,
spending an Interact action to direct the geyser
each time.
EVERBURNING TORCH ITEM 1
EVOCATION LIGHT MAGICAL
Price 15 gp
Usage held in 1 hand; Bulk L
An everburning torch is one of the most common
applications of permanent magic. This torch sheds light
constantly, requiring no oxygen and generating no heat.
The flame can be covered or hidden, but can’t be smothered
or quenched.
HOLY PRAYER BEADS ITEM 5+
UNCOMMON DIVINE HEALING NECROMANCY POSITIVE
Usage held in 1 hand; Bulk —
This strand of ordinary-looking prayer beads glows with a
soft light and becomes warm to the touch the first time you
cast a divine spell while holding it. When you do, the prayer
beads become attuned to your deity, changing their form
and iconography to prominently incorporate your deity’s
religious symbol and iconography. The beads don’t transform
or function for an evil spellcaster.
Whenever you cast a divine spell from your own spell slots
while holding the prayer beads, you recover 1 Hit Point; this
is a positive healing effect. If the spell you cast was a healing
spell, you can grant this additional healing to one of the
spell’s targets instead of yourself.
Activate Cast a Spell; Effect Cast bless or heal,
each once per day.
Type standard; Level 5; Price 160 gp
Type greater; Level 11; Price 1,400 gp
You recover 1d4 Hit Points instead of 1 Hit Point
when casting divine spells from your spell slots.
Change the beads’ list of spells to the 4th-level
versions of bless, divine wrath (matching one
component of your deity’s alignment), heal, neutralize
poison, and remove disease. You can cast each of these
once per day.
Craft Requirements You have a spellcasting class
feature with the divine tradition.
HORN OF BLASTING ITEM 9
EVOCATION SONIC
Price 700 gp
Usage held in 1 hand; Bulk L
A horn of blasting is a bright brass trumpet. It can
be played as an instrument, granting a +2 item
bonus to your Performance check.
Activate [one-action] Interact; Frequency once per round;
Effect When you activate the horn by blowing into it with
destructive intent, you create a blast note targeting
one creature or object within 30 feet. The blast deals
3d6 sonic damage. (DC 28 basic Fortitude save).
Activate [two-actions] Interact; Frequency once per
day; Effect You can blow even louder to create
an intense blast wave in a 30-foot cone that
deals 8d6 sonic damage. Each creature
attempts a DC 28 Fortitude save with
the following effects.
Critical Success The creature takes
no damage.
Success The creature takes half damage.
Failure The creature takes full damage and is deafened for
2d6 rounds.
HORN OF FOG ITEM 6
CONJURATION MAGICAL WATER
Price 230 gp
Usage held in 1 hand; Bulk 1
This large ram’s horn perpetually glistens with tiny droplets of
water, much like condensation.
Activate [two-actions] Interact; Frequency once per hour; Effect You
activate the horn by blowing deeply into it, causing it to issue
forth a low blast and cast a 2nd-level obscuring mist spell. You
can Dismiss the mist at any time by blowing a second note on
the horn using an Interact action.
IMMOVABLE ROD ITEM 9
MAGICAL TRANSMUTATION
Price 600 gp
Usage held in 1 hand; Bulk 1
This flat iron bar is almost completely nondescript, except for
one small button appearing on its surface.
Activate [one-action] Interact; You push the button to anchor the rod
in place. It doesn’t move, defying gravity if need be. If the
button is pushed again, the rod deactivates, ending
the anchoring magic. While anchored, the
rod can be moved only if 8,000 pounds of
pressure are applied to it or if a creature uses
Athletics to Force Open the rod with a DC of
40 (though most intelligent creatures can just
push the button to release the rod).
MAESTRO’S INSTRUMENT ITEM 3+
ENCHANTMENT MAGICAL
Usage held in 2 hands; Bulk 1
A maestro’s instrument can be crafted in the form of
any variety of handheld musical instrument. A maestro’s
instrument grants you a +1 item bonus to Performance
checks while playing music with the instrument.
Activate [two-actions] Interact; Frequency once per day; Effect
You can play the instrument to produce the effects of a
charm spell.
Type lesser; Level 3; Price 60 gp
Type moderate; Level 10; Price 900 gp
The item bonus is +2, and the charm spell is 4th level.
Type greater; Level 18; Price 19,000 gp
The item bonus is +3, and the charm spell is 8th level.
Craft Requirements You must supply a casting of
charm of the appropriate level.
MARVELOUS MEDICINES ITEM 12+
MAGICAL NECROMANCY
Usage held in 2 hands; Bulk 1
This set of healer’s tools contains a seemingly endless
supply of bandages, herbs, and healing items of impeccable
quality, granting you a +2 item bonus to Medicine checks.
Activate [one-action] Treat Poison or 8 hours (Treat Disease);
Effect You can activate the tools when you use them to
Treat Poison in order to produce the effects of neutralize
poison, or when you Treat Disease in order to produce the
effects of remove disease. Once these medicines have been
used to treat a patient’s poison or disease, they can’t be used
again to treat the same affliction for that patient.
Type standard; Level 12; Price 1,800 gp
Type greater; Level 18; Price 19,000 gp
The tools grant a +3 item bonus, and the spells are heightened
to 6th level.
POSSIBILITY TOME ITEM 18
MAGICAL DIVINATION
Price 22,000 gp
Usage held in 2 hands; Bulk 2
An array of semiprecious stones is set into the ornate silver
and beaten copper cover of this thick and weighty tome. If
you open the book before it’s been activated, its vellum pages
are blank and pristine, but once activated, words dance and
swim onto the pages before your eyes.
Activate 10 minutes (envision, Interact); Effect As you flip
through the book, you think about a broad topic you want
to know more about. Choose one skill: Arcana, Crafting,
Medicine, Nature, Occultism, Religion, Society, or a single
subcategory of Lore. The book’s pages fill with
information about that skill, though only you can
see the information. While the pages are full,
you can spend an Interact action perusing the
book just before attempting a check to Recall
Knowledge with the chosen skill. This grants
you a +3 item bonus to the check, and if you
roll a critical failure, you get a failure instead.
The information within the book disappears after
24 hours or when the tome is activated again.
PRIMEVAL MISTLETOE ITEM 6+
PRIMAL TRANSMUTATION
Usage held in 1 hand; Bulk —
This sprig of berry-festooned holly and mistletoe doesn’t wilt
or rot. It can be used as a primal focus, and it also grants the
creature holding it a +1 item bonus to Nature checks.
Activate [two-actions] Interact; Frequency once per 10 minutes;
Effect You squeeze juice from one of the berries and smear
it onto a non-magical club or staff to cast shillelagh upon it.
Activate [two-actions] Interact; Frequency once per day; Effect You
can twine the sprig around the wrist of one hand and touch
a tree to cast tree shape upon yourself, except instead of a
becoming a tree, you become a vine on the touched tree.
Type standard; Level 6; Price 230 gp
Type greater; Level 14; Price 3,900 gp
The sprig grants a +2 bonus and can be activated in one
additional way:
Activate [two-actions] Interact; Frequency once per day; Effect You
plant the primeval mistletoe into an area of natural
earth or stone. Once planted, the plant immediately
sprouts into an area of holly bushes that don’t impede
movement and that pulse with positive energy, replicating
the effects of a field of life spell. This lasts for up to 1 minute,
as long as you continue to Sustain the Activation. When this
magic ends, the holly bushes revert back into the original
primeval mistletoe.
ROD OF NEGATION ITEM 14
ABJURATION MAGICAL
Price 4,300 gp
Usage held in 1 hand; Bulk 1
This long, plain, leaden rod can disrupt magic.
Activate [two-actions] Interact; Effect This rod emits a thin, gray
beam that negates a spell or magic item, casting a 6th-level
dispel magic spell with a counteract modifier of +23. Once
activated, the rod can’t be activated again for 2d6 hours.
ROD OF WONDER ITEM 8
RARE CHAOTIC EVOCATION MAGICAL
Price 465 gp
Usage held in 1 hand; Bulk L
This peculiar rod is strange and unpredictable. Each time it is
activated, it produces one of a variety of effects at random.
Activate [two-actions] command, Interact; Effect Choose a creature
within 60 feet and roll d% on the table below to determine the
rod’s effect. If an entry lists only a spell name, the rod casts
that spell at its lowest level. You make any decisions for a
spell cast by the rod unless otherwise indicated, except that it
must target the creature you chose, or the creature you chose
must be the center of the spell’s area, if it has an area but no
targets. If the spell’s range is less than 60 feet, increase the
range to 60 feet.
Any spell DC required is DC 27, and any spell attack roll
required is +17. If the rod casts a spell on you, you don’t get a
saving throw or other defense against it.
Once activated, the rod can’t be activated again for 1d4 hours.
D% Wondrous Effect
1–3 Leaves grow from the target; they last 24 hours
4–8 Darkness
9 Summon a giant stag beetle (5th-level summon
animal; Pathfinder Bestiary 41)
10–13 A stream of 600 large and colorful
butterflies pours forth, fluttering in
a 20-foot burst for 2 rounds;
creatures are blinded while in the
cloud of butterflies
14–15 All the target’s weapons animate
with the effects of the dancing rune
16–25 Lightning bolt
26–29 Grass grows in a 60-foot cone in front
of the rod, or existing grass grows at
10 × normal rate
30 Target turns blue, green, or purple with an
unlimited duration
31 Summon an elephant (6th-level summon animal;
Pathfinder Bestiary 154)
32–34 Heavy rain falls in a 60-foot radius around you for
1 round
35–38 Stinking cloud
39 Summon an ineffective mouse (1st-level summon
animal)
40–42 Vibrant pattern, with a 1-round duration
43–44 The rod casts mirror image on you
45–46 Gust of wind
47–48 The non-living, unattended object closest to the
target (up to 30 cubic feet in size) turns ethereal for
an unlimited duration
49–53 Slow
54 You turn blue, green, or purple with an unlimited
duration
55–59 The rod casts pest form on you, lasting 1d4 rounds
60–61 1d4 × 10 gems, each worth 1 sp, shoot from the rod,
dealing 1 piercing damage to each creature in a
15-foot cone
62 Sleep, with a 100-foot burst
63–72 Fireball
73–77 Mind reading
78–80 Roll again; the target believes you created the
effect of the second roll
81–84 Enlarge
85–87 Target is coated in nectar, making it clumsy 1 for
1 round
88–92 Faerie fire
93–97 The rod casts invisibility on you
98–100 The rod casts shrink on you, lasting 1 day
SKELETON KEY ITEM 5+
MAGICAL TRANSMUTATION
Usage held in 1 hand; Bulk —
A grinning skull tops the bow of this macabre key. This key
can be used in place of thieves’ tools when attempting to Pick
a Lock, and it grants a +1 item bonus to the Thievery check.
If the skeleton key becomes broken due to a critical failure
on the check, it works as normal thieves’ tools and loses its
benefits until repaired.
Activate [free-action] Interact; Frequency once per day; Trigger You
attempt to Pick a Lock but haven’t rolled yet; Effect The key
casts knock on the lock you’re trying to pick.
Type standard; Level 5; Price 125 gp
Type greater; Level 11; Price 1,250 gp
The key grants a +2 item bonus, and you can activate the key
once per hour.
THURIBLE OF REVELATION ITEM 3+
DIVINATION DIVINE
Usage held in 1 hand; Bulk 1
This brass censer dangles on a length of chain.
Most thuribles of revelation are adorned with
swirling Celestial text, though some are iron
and feature Infernal or Abyssal text.
Activate [two-actions] Interact; Cost incense worth
at least 5 gp; Effect You light the incense inside the
censer, and it burns for 1 hour. During that time, as long you
are holding the thurible, you gain a +1 item bonus to Religion
checks, and any critical failure you roll when you Decipher
Writing of a religious nature is a failure instead.
Type lesser; Level 3; Price 55 gp
Type moderate; Level 10; Price 900 gp
The thurible grants a +2 bonus. Once per day, when you
activate the thurible, you can increase its revelations. During
that activation, you can hold the thurible up to your eyes with
an Interact action to gain the effects of see invisibility for 1
round by peering through the smoke.
Type greater; Level 18; Price 19,000 gp
The thurible grants a +3 bonus. The greater version shares the
once-per-day enhanced revelations of the moderate version,
except peering through the smoke also grants you the effects
of true seeing.
TRAVELER’S ANY-TOOL ITEM 6
MAGICAL TRANSMUTATION
Price 200 gp
Usage held in 2 hands; Bulk 1
Before it’s activated, this item appears to be an ash rod capped
with steel on either end.
Activate [two-actions] Interact, envision; Effect You imagine a
specific simple tool, and the any-tool transforms into it.
(Usually, you can choose from a tool listed in Chapter 6). This
transforms the wooden portion into any haft and the metal
caps into spades, hammer heads, or the like, allowing for most
basic tools but nothing more complex. You can return the item
to its rod form with an Interact action.
TRITON’S CONCH ITEM 9
MAGICAL TRANSMUTATION
Price 640 gp
Usage held in 1 hand; Bulk L
If you put this large opalescent conch shell to your ear,
you can hear the sound of the roaring sea crashing against
the shore.
Activate [one-action] Interact (auditory); Effect You can raise
the conch to your lips and blow into it, letting out a long,
rumbling note. For the next minute, you and all allies who
were within 30 feet of you when you activated the conch
gain a +2 item bonus to Athletics checks to Swim and can
breathe under water.
WONDROUS FIGURINE ITEM 2+
CONJURATION MAGICAL
Usage held in 1 hand; Bulk L
Each one of these statuettes is 1 inch in height, carved from
a specific material and taking the shape of a particular animal
or animals.
Activate [two-actions] command, Interact; Effect You activate
the statue by placing it on solid ground and then speaking
its name, causing the statuette to transform into a living
creature or creatures. In creature form, the figurine has the
minion trait. It can understand your language and it obeys
you to the best of its ability when you use an action to
command it. The specifics of each creature, as well as the
activation’s frequency (if any), appear in its entry below.
If the figurine is slain while in animal form, it reverts to
its statue shape and cannot be activated again until 1 week
has passed. If the figurine is destroyed in statue form, it is
shattered and its magic is lost.
Type golden lions; Level 10; Price 900 gp
This statuette depicts a pair of gold lions, and when activated,
it becomes a pair of adult lions (Pathfinder Bestiary 52). The
lions can be called on only once per day, and they remain
in lion form for no more than 1 hour. If either of the lions
is slain, that lion cannot be summoned again until 1 week
has passed, but this doesn’t prevent you from summoning
the other.
Type jade serpent; Level 7; Price 340 gp
This tiny statue first appears to be a formless lump of jade
until closer inspection reveals it to be a serpentine body curled
into a snug knot. When activated, this figurine becomes a
giant viper (Pathfinder Bestiary 303). The figurine can be used
only once per day, and it can remain in serpent form for no
more than 10 minutes.
Type marble elephant; Level 13; Price 2,700 gp
Finely carved from a solid piece of marble, this gleaming
elephant statuette becomes a fully grown elephant
(Pathfinder Bestiary 154) when activated. The elephant
can be called upon no more than four times per month.
It remains for 24 hours as long as it is being used as a
beast of burden or for transport. If it attempts an attack or
otherwise engages in combat, it reverts to statuette form
after 1d4 rounds.
Type obsidian steed; Level 15 (uncommon); Price 6,000 gp
This sinister-looking black statuette resembles a horse rearing
up on its hind legs. When activated, this figurine becomes a
nightmare (Pathfinder Bestiary 244). It can be called upon
once per week for up to 24 hours, though it won’t use plane
shift or its other abilities on behalf of its rider. Although evil,
it allows itself to be ridden by creatures of any alignment,
although if a good creature mounts it, the rider must attempt
a DC 3 flat check. On a failure, the nightmare uses plane shift
to take the rider to a random location in the Abyss, where
it promptly returns to statue form, stranding its rider in that
nightmarish place.
Type onyx dog; Level 2; Price 34 gp
This simple onyx statue transforms into a guard dog
(Pathfinder Bestiary 102). The dog has a +4 circumstance
bonus to Survival checks to Track, and it has darkvision.
When the dog senses a hidden creature with its scent, that
creature is instead observed and concealed. The onyx dog
can be activated once per week and remains in its form for
up to 6 hours.