SYSTEM REFERENCE DOCUMENT 3.5 |
Bag of Holding: This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. 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.
Bag |
Bag Weight |
Contents Weight Limit |
Contents Volume Limit |
Market Price |
Type I |
15 lb. |
250 lb. |
30 cu. ft. |
2,500 gp |
Type II |
25 lb. |
500 lb. |
70 cu. ft. |
5,000 gp |
Type III |
35 lb. |
1,000 lb. |
150 cu. ft. |
7,400 gp |
Type IV |
60 lb. |
1,500 lb. |
250 cu. ft. |
10,000 gp |
If the bag is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined. All contents are lost forever. If a bag of holding is turned inside out, its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action—unless the bag contains more than an ordinary backpack would 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 Astral Plane 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 Astral Plane: 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.
Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest.
Bag of Tricks: This small sack appears normal and empty. However, anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of a bag of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.
The heavy warhorse appears with harness and tack and accepts the character who drew it from the bag as a rider.
Animals produced are always random, and only one may exist at a time. Up to ten animals can be drawn from the bag each week.
Faint or moderate conjuration; CL 3rd (gray), 5th (rust), 9th (tan); Craft Wondrous Item, summon nature’s ally II (gray), summon nature’s ally III (rust), or summon nature’s ally V (tan); Price 900 gp (gray); 3,000 gp (rust); 6,300 gp (tan).
––— Gray —— |
–——— Rust —–—– |
———– Tan ———– |
|||
d% |
Animal |
d% |
Animal |
d% |
Animal |
01–30 |
Bat |
01–30 |
Wolverine |
01–30 |
Brown bear |
31–60 |
Rat |
31–60 |
Wolf |
31–60 |
Lion |
61–75 |
Cat |
61–85 |
Boar |
61–80 |
Heavy warhorse |
76–90 |
Weasel |
86–100 |
Black bear |
81–90 |
Tiger |
91–100 |
Badger |
|
|
91–100 |
Rhinoceros |
Bead of Force: This small black sphere appears to be a lusterless pearl. You can throw it up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, sending forth a burst that deals 5d6 points of force damage to all creatures within a 10-foot radius.
It functions like a resilient sphere spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses a creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within.
The explosion completely consumes the bead, making this a one-use item.
Moderate evocation; CL 10th; Craft Wondrous Item, resilient sphere; Price 3,000 gp.
Belt, Monk’s: This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk’s AC bonus.
Moderate transmutation; CL 10th; Craft Wondrous Item, righteous might or transformation; Price 13,000 gp; Weight 1 lb.
Belt of Dwarvenkind: This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a –2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 60-foot darkvision, dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance bonus on saves against poison, spells, or spell-like effects.
Moderate divination; CL 12th; Craft Wondrous Item, tongues, creator must be a dwarf; Price 14,900 gp;Weight 1 lb.
Belt of Giant Strength: This wide belt is made of thick leather and studded with iron. The belt adds to the wearer’s Strength score in the form of an enhancement bonus of +4 or +6.
Moderate transmutation; CL 10th; Craft Wondrous Item, bull’s strength; Price 16,000 gp (+4), 36,000 gp (+6);Weight 1 lb.
Blessed Book: This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked.
A wizard can fill the 1,000 pages of a blessed book with spells without paying the 100 gp per page material cost. This book is never found as randomly generated treasure with spells already inscribed in it.
Moderate transmutation; CL 7th; Craft Wondrous Item, secret page; Price 12,500 gp;Weight 1 lb.
Boat, Folding: A folding boat looks like a small wooden box—about 12 inches long, 6 inches wide, and 6 inches deep. It can be used to store items like any other box. If a command word is given, however, the box unfolds itself to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold to a ship 24 feet long, 8 feet wide, and 6 feet deep. Any objects formerly stored in the box now rest inside the boat or ship.
In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries fifteen with ease.
A third word of command causes the boat or ship to fold itself into a box once again.
Faint transmutation; CL 6th; Craft Wondrous Item, fabricate, creator must have 2 ranks in the Craft (shipmaking) skill; Price 7,200 gp;Weight 4 lb.
Boots of Elvenkind: These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on Move Silently checks.
Faint transmutation; CL 5th; Craft Wondrous Item, creator must be an elf; Price 2,500 gp;Weight 1 lb.
Boots of Levitation: On command, these leather boots allow the wearer to levitate as if she had cast levitate on herself.
Faint transmutation; CL 3rd; Craft Wondrous Item, levitate; Price 7,500 gp;Weight 1 lb.
Boots of Speed: As a free action, the wearer can click her boot heels together, enabling her to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.
Moderate transmutation; CL 10th; Craft Wondrous Item, haste; Price 12,000 gp;Weight 1 lb.
Boots of Striding and Springing: These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Jump checks.
Faint transmutation; CL 3rd; Craft Wondrous Item, longstrider, creator must have 5 ranks in the Jump skill; Price 5,500 gp; Weight 1 lb.
Boots of Teleportation: Any character wearing this footwear may teleport three times per day, exactly as if he had cast the spell of the same name.
Moderate conjuration; CL 9th; Craft Wondrous Item, teleport; Price 49,000 gp;Weight 3 lb.
Boots of the Winterlands: This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. The boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if he were affected by an endure elements spell.
Faint abjuration and transmutation; CL 5th; Craft Wondrous Item, cat’s grace, endure elements, pass without trace; Price 2,500 gp; Weight 1 lb.
Boots, Winged: These boots appear to be ordinary footgear. On command, the boots sprout wings at the heel and let the wearer fly, without having to maintain concentration, as if affected by a fly spell. He can fly three times day for up to 5 minutes per flight.
Faint transmutation; CL 5th; Craft Wondrous Item, fly; Price 16,000 gp;Weight 1 lb.
Bottle of Air: This item appears to be a normal glass bottle with a cork. When taken to any airless environment it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.
Moderate transmutation; CL 7th; Craft Wondrous Item, water breathing; Price 7,250 gp;Weight 2 lb.
Bowl of Commanding Water Elementals: This large container is usually fashioned from blue or green semiprecious stone. It is about 1 foot in diameter, half that deep, and relatively fragile. When the bowl is filled with fresh water, and certain words are spoken, a Large water elemental appears. The summoning words require 1 full round to speak. In all ways the bowl functions as the summon monster VI spell. Only one elemental can be called at a time. A new elemental requires the bowl to be filled with new water, which cannot happen until after the first elemental disappears (is dispelled, dismissed, or slain).
If salt water is used, the elemental is Huge rather than Large (as if summon monster VII had been cast).
Strong conjuration; CL 13th; Craft Wondrous Item, summon monster VI, summon monster VII; Price 100,000 gp; Weight 3 lb.
Bracelet of Friends: This silver charm bracelet has four charms upon it when created. The owner may designate one person known to him to be keyed to one charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (a standard action) along with his or her gear, as long as the owner and the called person are on the same plane. The keyed individual knows who is calling, and the bracelet of friends only functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless. A bracelet found with fewer than four charms is worth 25% less for each missing charm.
Strong conjuration; CL 15th; Craft Wondrous Item, refuge; Price 19,000 gp.
Bracers of Archery, Greater: These wristbands look like normal protective wear. The bracers empower the wearer to use any bow (not including crossbows) as if she were proficient in its use. If she already has proficiency with any type of bow, she gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using that type of bow. Both bracers must be worn for the magic to be effective.
Moderate transmutation; CL 8th; Craft Wondrous Item, Craft Magic Arms and Armor; Price 25,000 gp;Weight 1 lb.
Bracers of Archery, Lesser: These wristbands function as greater bracers of archery, except that they grant a +1 competence bonus on attack rolls and no bonus on damage rolls.
Faint transmutation; CL 4th; Craft Wondrous Item, Craft Magic Arms and Armor; Price 5,000 gp;Weight 1 lb.
Bracers of Armor: These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.
Moderate conjuration; CL 7th; Craft Wondrous Item, mage armor, creator’s caster level must be at least two times that of the bonus placed in the bracers; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8);Weight 1 lb.
Brazier of Commanding Fire Elementals: This device appears to be a normal container for holding burning coals. When a fire is lit in the brazier and the proper summoning words are spoken, a Large fire elemental appears. The summoning words require 1 full round to speak. In all ways the brazier functions as the summon monster VI spell. If brimstone is added, the elemental is Huge instead of Large, and the brazier works as a summon monster VII spell. Only one elemental can be summoned at a time. A new elemental requires a new fire, which cannot be lit until after the first elemental disappears (is dispelled, dismissed, or slain).
Strong conjuration; CL 13th; Craft Wondrous Item, summon monster VI, summon monster VII; Price 100,000 gp; Weight 5 lb.
Brooch of Shielding: This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.
Faint abjuration; CL 1st; Craft Wondrous Item, shield; Price 1,500 gp.
Broom of Flying: This broom is able to fly through the air as if affected by an overland flight spell (average maneuverability) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.
Moderate transmutation; CL 9th; Craft Wondrous Item, overland flight, permanency; Price 17,000 gp;Weight 3 lb.