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Bridle of Conjuration Level 4<br />
This simple leather bridle conjures a magical mount for your<br />
use.<br />
Wondrous Item 840 gp<br />
Power (Daily ✦ Conjuration): As a standard action, you<br />
conjure a riding horse (MM 159) in a space adjacent<br />
to you. The bridle transforms into the mount’s tack<br />
and saddle. The horse serves you, obeying your spoken<br />
commands to the best of its ability, though it does not<br />
attack even in defense. The horse disappears after 12<br />
hours or if reduced to 0 hit or fewer points.<br />
Charm of Abundant Action Level 28<br />
This plain metal charm allows you to outrun or outfight your<br />
foes.<br />
Wondrous Item 2,125,000 gp<br />
Power (Encounter): Free Action. Use this power on your<br />
turn to spend an action point (assuming you have one<br />
available). You can spend the action point even if you<br />
spent an action point earlier in the encounter. You must<br />
be holding the charm when you spend the second action<br />
point.<br />
Chime of Awakening Level 4<br />
This silver chime sounds an alarm in the minds of you and your<br />
resting allies.<br />
Wondrous Item 840 gp<br />
Power (Daily): Standard Action. You set the chime of<br />
awakening to ring when a specific trigger occurs within<br />
10 squares of it. Example triggers include the presence<br />
of anyone other than you and your allies, the light of the<br />
sun touching the area, or the appearance of a specific<br />
character or type of creature. The chime rings in the<br />
minds of you and all allies within 10 squares of it. You<br />
and affected allies are instantly awoken (if asleep) and<br />
alert.<br />
The chime of awakening can be fooled by creatures in<br />
disguise. It makes active Perception checks with a +10<br />
modifier.<br />
Chime of Opening Level 25<br />
The subtle tone of this fluted mithral chime can overcome traps,<br />
wards, and the toughest locks.<br />
Wondrous Item 625,000 gp<br />
Power (Daily): Standard Action. When you strike the<br />
chime, you direct it to open a single locked or trapped<br />
door, chest, gate, or other object within 5 squares of<br />
you. Make a single Thievery check with a +30 modifier<br />
against the DCs required to open the object and disable<br />
any traps on it. Depending on the DCs, it is possible for<br />
the chime to unlock an object but not disable the traps<br />
on it (or vice versa), or to disable some traps but leave<br />
others intact.<br />
Chime of Warding Level 10<br />
The air around you shimmers with protective force when you<br />
strike this golden chime.<br />
Wondrous Item 5,000 gp<br />
Power (Daily ✦ Zone): As a standard action, strike this<br />
chime to create a close burst 2 that lasts until the end<br />
of your next turn. Any enemy that enters the zone<br />
is attacked: +15 vs. Fortitude. A hit pushes the target<br />
1 square away from the center of the burst and<br />
immobilizes it until the start of its next turn. If you or any<br />
ally makes an attack while in the zone, the effect ends.<br />
Sustain standard.<br />
Crystal Ball of Spying Level 10+<br />
This clear crystal orb flickers with the hazy images of distant<br />
people and places.<br />
Lvl 10 5,000 gp Lvl 20 125,000 gp<br />
Wondrous Item<br />
Property: When you use this crystal ball as a focus for a<br />
scrying ritual, gain a +2 item bonus to Arcana checks made<br />
during that ritual. The value of this crystal ball must meet<br />
the focus cost requirement for the ritual, as normal.<br />
Level 20: +4 item bonus.<br />
Darkskull Level 9<br />
Darkness swells around this menacing onyx skull.<br />
Wondrous Item 4,200 gp<br />
Power (Encounter ✦ Illusion): As a minor action, you<br />
cause all active light sources within 10 squares of you<br />
to be suppressed until the end of the encounter. Light<br />
sources activated after you use this power function<br />
normally.<br />
Deadblast Bone Level 19<br />
This rune-scarred bone has the power to temporarily stun<br />
undead.<br />
Wondrous Item 105,000 gp<br />
Power (Daily): Standard Action. Make an attack: Close<br />
burst 5; targets undead creatures; +22 vs. Will; on a hit,<br />
the target is stunned until the end of your next turn or<br />
until it is attacked, whichever comes first.<br />
Death Rattle Level 8<br />
Bone shards clatter within this black-beaded rattle, making your<br />
necrotic attacks more potent.<br />
Wondrous Item 3,400 gp<br />
Power (Daily ✦ Necrotic): Minor Action. You and all allies<br />
within 10 squares of you gain a +1 power bonus to<br />
attack rolls and damage rolls with powers that have the<br />
necrotic keyword. This effect lasts until the end of your<br />
next turn. Sustain minor.<br />
CHAPTER 2 | Magic Items<br />
WONDROUS ITEMS<br />
169