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CHAPTER 5MAGIC ITEMSlow-light vision and the ability to use feather fall, flame arrow,fly, resist energy, and speak with animals (birds only) each onceper day.Moderate various; CL 9th; Craft Wondrous Item, featherfall, flame arrow, fly, low-light vision*, resist energy, speak withanimals; Price 53,000 gp; Weight 3 lb.*New spell described on page 113.Powder of the Black Veil: A pinch of this sooty, blackpowder cast into an area creates a 10-foot-high cloud in a10-foot spread centered on the user. The cloud remains inplace for 2d4 rounds, and any creature caught in the area(or one that enters it) is blinded for as long as it stays in thecloud and for 1d4 rounds after it leaves unless it succeeds ona DC 13 Will save.Faint necromancy; CL 3rd; Craft Wondrous Item, blindness/deafness;Price 750 gp.Rug of Welcome: This finely crafted rug looks like anormal floor covering, 5 feet wide and 10 feet long. Whencommanded to guard an area, it animates and attempts tograb, then grapple any Large or smaller creature that stepson it. The owner can set a password to allow creatures to passwithout causing the rug to attack, and can command the rugfrom up to 30 feet away (though the owner need not be presentfor the rug to attack). The rug can attack one creature at atime; unless it is destroyed, it continues to attempt to grappleor hold its target until commanded to release.Moderate transmutation, moderate evocation; CL 11th;Craft Wondrous Item, animate objects, Bigby’s grasping hand;Price 30,000 gp; Weight 15 lb.Animated Rug of Welcome: CR 5; Large construct;HD 13d10; hp 71; Init +0; Spd 0 ft.; AC 20, touch 9, flatfooted20; Base Atk +9; Grp +23; Atk +22 melee touch (nodamage, grab); Full Atk +22 melee touch (no damage, grab);Space/Reach 10 ft./5 ft.; SA improved grab; SQ constructtraits; AL N; SV Fort +4, Ref +4, Will +4; Str 31, Dex 10,Con —, Int —, Wis 11, Cha 1.Improved Grab (Ex): To use this ability, a rug of welcomemust hit a creature of its size category or smaller withits grab attack. (The rug has a +4 racial bonus on its grabattacks, already figured into the statistics above.) It canthen attempt to start a grapple as a free action withoutprovoking attacks of opportunity. If it wins the grapplecheck, it establishes a hold.Sending Stones: These items usually resemble two lumpsof unworked stone. Once per day, each stone in a pair cansend a message (as the sending spell) to the bearer of the otherstone. If the stone’s mate is not in a creature’s possession,no message is sent and the user knows the message did notgo through. If either stone in a pair is destroyed, its matebecomes useless.Moderate evocation; CL 7th; Craft Wondrous Item, sending;Price 15,000 gp (pair); Weight 1 lb.Thought Bottle: A flask of thick green glass, a thoughtbottle can be used to store thoughts, memories, experience,or spells. A single bottle can hold five thoughts or memoriesat a time, or a single creature’s current experience, or a singlespellcaster’s collection of prepared spells. Any individual thattouches the bottle and speaks the command word instantlygains a general knowledge of the bottle’s contents, but doesn’tactually access the thoughts, memories, or spells withinuntil she consciously decides to do so. Storing or retrievinganything from a thought bottle requires a full-round actionthat provokes attacks of opportunity.Thoughts: The bottle can store specific ideas, communications,or conclusions. Once a memory is stored, it disappearsfrom the user’s mind, but she remembers the general natureof the stored thought. For example, if the user stored thename of a murderer, that name would disappear from hermemory and be unrecoverable from her own mind by anymeans, though she would know that the thought bottle nowcontains the murderer’s name. Similarly, secret messages andintelligence can be hidden in a thought bottle to pass them tosomeone else.Memories: The user’s recollection of a single day’s eventscan be stored in the bottle. Once stored, the user remembersthe general nature of the memory (“the day we performed theRitual of Binding”) but loses all details of the event itself.Experience: A thought bottle can be used to offset level lossas a restoration spell can, but is effective against level loss thateven restoration can’t undo (including levels lost due to death,but not the negative levels bestowed by magic items such asa holy weapon). When a user’s experience has been storedwithin the bottle, he can subsequently access the bottle torestore his XP total to exactly what it was when it was laststored, negating any levels lost in the interim. Storing experiencein the bottle is difficult, and the user must pay 500 XP(deducted before storing) to do so. Only the creature thatstored experience can retrieve it, but if the bottle is destroyedor lost, the user suffers no ill effects.Spells: An owner who prepares spells can store some or allof her memorized spells in a thought bottle. Any spell she putsinto the thought bottle is expended as if she had cast it, but thespells in the bottle can then be retrieved at any later date tobe prepared as normal. Wizards often use this function ofthe bottle to create a kind of backup spellbook, concealingthought bottles in well hidden boltholes against the eventualityof their grimoires being stolen or destroyed. Only thecharacter who stored the spells can retrieve them, and if thebottle is destroyed, the stored spells are lost with no effect.Strong enchantment; CL 13th; Craft Wondrous Item,demand, modify memory; Price 20,000 gp; Weight 1 lb.Vest of Resistance: These garments offer magic protectionin the form of a +1 to +5 resistance bonus on all savingthrows.Faint abjuration; CL 5th; Craft Wondrous Item, resistance,creator’s caster level must be at least three times the vest’sbonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000gp (+4), 25,000 gp (+5); Weight 1 lb.150

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