Planar Magic Items


An aethership is a 10-ft.-diameter bronze sphere set with a metal door and two thick, glass portals equally spaced on its hull. Three legs arranged like a tripod extend from its lower half, allowing it to stand on its own without tipping. Its interior is a single cabin with six chairs and a complex set of crystalline knobs, dials, and levers. This rare artifact can travel through the planes, allowing explorers to rest comfortably within its interior while they visit hostile worlds. One of the six crewmen serves as navigator, selecting the aethership’s destination plane. This craft may journey between the planes four times per day, each time as if under the effects of plane shift.

The cabin’s interior remains at room temperature and it holds a supply of fresh air that lasts 24 hours divided by the number of creatures within it. The door can be locked (Open Lock DC 40) while the hull and windows are, for all intents and purposes, unbreakable and indestructible. The ship is under the continual effects of feather fall, allowing it to float gently to safety if it enters a plane above ground level.

In addition to the navigator, one crew member acts as pilot. The ship can fly with a speed of 60 ft. at average maneuverability. It has no weapons, and attacks are impossible through the windows and the ship’s hull. The hull does not block spells such as dimension door or teleport.

The aethership is a major artifact that you can use as the basis for an entire planar campaign. PCs who have access to it can wander from world to world, exploring countless lands or completing an epic quest.

Caster Level: 20th; Prerequisites: Craft Wondrous Item, wish; Market Price: 2,000,000 gp; Weight: 3,000 lbs.

Air Ball

This is a large bronze nail with an odd hemispherical head about two inches in diameter. A set of 50 air balls is created in the magical process, and each is usable only once. When the air ball is carefully hammered into the structure, typically an aethership’s hull, its magic is activated. It cannot be removed without being permanently ruined. When activated, an air ball begins to release a constant 30 ft. radius emanation of air, the effect of a Miserean’s Air Cleansing. The air is fresh and healthy, and is created even in vacuum. It does not function underwater. Any naturally occurring impurity that taints the air, such as smoke, vapors, or even corrosive atmosphere is prevented from entering the area, and the spell will cleanse any within the area in one round. It does not remove or keep out odors, fog, or creatures. Caster Level: 5th; Prerequisites: Craft Wondrous Item, Miserean’s air cleansing; Market Price: 30,000 gp (set), 600 gp each; Weight: 1 lb. each

Astral Keel

The heart of an astral barge is the astral keel, the magical device that propels the barge. Most keels are driven by the will of the ‘rowers,’ except for magekeels (which drain spell slots – each spell slot gives as much ‘push’ as one rower) and binding-keels (which rely on magically bound creatures of high Wisdom such as gynosphinxes). Moderate conjuration; CL 7th; Create Wondrous Item, dimension door; 28,000 gp.


These mushroom-shaped brass nodules come as a matching set of four. When all four are affixed to the outside of an aethership’s hull, they provide a continual magical deflection bonus of +1 to +5 to the vessel’s AC. Caster Level: 5th; Prerequisites: Craft Wondrous Item, shield of faith, caster’s class level must be three times that of the bonus; Market Price: 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight: 10lb. each.

Celestial Circlet

The celestial circlet is a delicate, intricately carved silver headband inlaid with diamonds, rarely found in the possession of non-elves. The circlet’s sole use is for celestial navigation in an unfamiliar star system, and it functions only under the night sky. Once donned, the effects of the circlet are not immediately noticeable. After one minute, the circlet then projects the illusion of a celestial sphere that only the wearer can see. Any wearer can see the illusionary night sky and the stars, but only a celestial navigator can put the information to use.

The illusionary celestial sphere is of the system where the circlet was created. It cannot be changed, so the circlet will be of little use to anyone unfamiliar with the system. A celestial navigator who is familiar with the circlet’s celestial sphere can navigate their ship from the constellations depicted by the illusion, negating the immediate need to define new celestial points in an unfamiliar system. Caster Level: 5th; Prerequisites: Craft Wondrous Item, silent image, caster must be a celestial navigator; Market Price: 10,000 gp; Weight: ―.

Celestial Compass

Appearing at first glance to be a small crystal ball, this magical device can be invaluable to a spacefaring ship and crew. The celestial compass is a clear crystal globe that is etched with a finely detailed latticework not unlike latitude and longitude lines. It is designed to provide the direction of a location previously specified when the compass was activated. Though it can be used anywhere, the celestial compass is designed for the vast distances of the traverse, and is notoriously inaccurate if used to pinpoint a location smaller than a planetary body. The celestial compass has three functions, each of which can be used once per day. When held and activated by a command word, the translucent interior of the globe darkens to a golden amber color as the compass commits the current location to its memory. Thereafter, when the celestial compass is held and a second command word is spoken, the golden amber within the globe coalesces into an arrowhead shape which points toward the preset location. A third command word clears the set location, though it need not be uttered before defining a new location. The celestial compass finds its greatest use if a ship becomes lost in the traverse, though some have been used to provide directions to an obscure planetary body. Despite its limited use, most captains prefer to have one onboard their ship. Caster Level: 5th; Prerequisites: Craft Wondrous Item, clairaudience/clairvoyance; Market Price: 5,400 gp; Weight: 4 lb.

Gravity Spike: This is a black iron spike approximately six inches in length and quite ordinary in appearance. A set of 50 spikes is created in the magical process, and each is usable only once. The gravity spike has a hollow core that is pierced when the spike is hammered into an aethership’s hull. This activates the spike, and it cannot be removed without being permanently ruined. When activated, a gravity spike continually emanates a 30 ft. radius of average gravity, the effect of a well of gravity spell. Any circumstance that will prevent the well of gravity spell from functioning also causes the gravity spike to cease working. As items can block the gravity’s emanation, it has become common practice for gravity spikes affixed below the main deck to be hammered into the overhead. Caster Level: 5th; Prerequisites: Craft Wondrous Item, well of gravity; Market Price: 30,000 gp (set), 600 gp each; Weight: 1 lb. per spike

Dice of Probability Manipulation

This item is a pair of dice with strange, arcane runes etched on to their sides. When rolled, the dice alter the ebb and flow of luck in an area. One die stands for good luck, the other one for ill chance. To use this item, a character must roll both dice. Depending on the die rolls, he gains a luck bonus or penalty to all attacks, saves, and checks for one hour. This luck modifier equals the result of the good luck die minus the result of the bad luck die. Note that if the bad luck die rolls higher, the character is stuck with a penalty. These dice may be used once per day.

Caster Level: 7th; Prerequisites: Craft Wondrous Item, bestow curse, bless; Market Price: 10,000 gp; Weight: —.

Dismissing Weapon Property

Weapons with the dismissal property are to outsiders as disrupting weapons are to undead. Any extraplanar creature struck with a dismissing weapon must make a Will save (DC 14) or be sent back to their home plane. Only bludgeoning weapons can be given the property of dismissal.

Strong abjuration; CL 14th; Craft Magic Arms and Armour, dismissal; Price: +2 bonus.

Forked Tongue Whip

Crafted from the sinuous tongue of a demon, this fearsome weapon is the bane of evil outsiders. When used to strike them, it inflicts 2d8 points of damage and counts as a good-aligned weapon. In addition, if the whip is forcibly snapped it emits a piercing wail that terrifies all evil outsiders. They must make Will saves (DC 14) or become shaken and suffer a –2 morale penalty to attacks, checks, and saves for one hour. The whip may be used in this manner three times per day, and activating this ability counts as a standard action.

Caster Level: 9th; Prerequisites: Craft Magical Arms and Armor, a tongue taken from any evil outsider, emotion; Market Price: 18,000 gp; Weight: 3 lbs.

Helm of Planar Navigation

This globular metal helm has a glass window set in the front, completely enclosing its user’s head while allowing him to see the area in front of him. The helm is enchanted to protect its wearer from gas attacks, providing him with an unlimited store of clean air and rendering him immune to any attack delivered via fumes or vapors. In addition, while the helm blocks the user’s ears and most of his field of vision, magical sensors placed within it project a full view of the area on to the helm’s inner surface. The wearer gains a +4 competence bonus to all Listen and Spot checks. Finally, when the user looks at a portal he can look into the area it leads to with a successful Spot check (DC 15). The wearer may make one check per portal.

Caster Level: 11th; Prerequisites: Craft Wondrous Item, true seeing; Market Price: 10,000 gp; Weight: 10 lbs.

Horseshoes of Hellriding

Horseshoes of hellriding allow the horse or other mount fitted with them to gallop through the boundaries of reality. To activate the shoes, the horse must move to trigger the various abilities of the shoes, as follows:

Travel Riding Door |Horse must move at least 30-ft. in one round. Plane Shift Horse must make a Jump check (or rider must make a Ride check) at a DC equal to 10 + (40 – the Proximity trait of the target plane – the Accessibility trait of the target plane). For example, for a horse to ride from the Material Plane to the Plane of Earth, it could canter through a door to the Ethereal, move from the Border Ethereal of the Material Plane to that of Earth, and then ride through a second door; alternatively, it could try to plane shift by making a Jump check (DC 28).

Moderate conjuration; CL 9th; Craft Wondrous Item or Craft Portal, door, plane shift; Price: 90,000 gp.

Horseshoes of Hellriding, Cursed

Cursed horseshoes of hellriding look just like normal horseshoes of hellriding. However, when they are fitted to a mount and the rider tries to ride to another plane, the curse is triggered. The mount is polymorphed into a nightmare, who immediately begins to hellride towards the Infernum. Celestial mounts may make a Fortitude save against the polymorph (DC 17).

Moderate conjuration; CL 9th; Craft Wondrous Item or Craft Portal, door, plane shift, baleful polymorph; Price: 90,000 gp.

Mask of the Emissary

Crafted from wood and clay, this plain, featureless white mask molds to fit the face of whoever attempts to wear it. While wearing the mask, the user’s features change to take on a pleasing appearance based on a viewer’s cultural and personal preferences. An orc may see a snarling, fearsome visage, while an elf sees a lovely, delicately featured one. The wearer’s face retains his basic physical characteristics. Only the specifics of his countenance change. While wearing the mask of the emissary, a character gains a +4 bonus to all Bluff, Diplomacy, and Intimidate checks. In addition, three times per day he may cast tongues as a 6th-level sorcerer.

Caster Level: 7th; Prerequisites: Craft Wondrous Item, charm person, minor image, tongues; Market Price: 12,000 gp.

Master’s Chart Table

This chart table appears well made but otherwise is rather ordinary. It is constructed of teak and outfitted with brass hardware and fittings. The only discernible oddity about the table is that the fine vellum chart attached to its drafting surface cannot be removed. The master’s chart table functions only inside a star system. When a command word is uttered, markings slowly begin to appear on the vellum. Over the next 24 hours, the table will inscribe a serviceable chart of the current star system. The information displayed is the same as that provided by a celestial vision spell, but also includes the system’s celestial sphere. Though the chart cannot be removed from the table, it can be copied. Creating a copy requires one week of time, the appropriate materials, constant access to the original chart, and a successful Profession (Celestial Navigator) or Profession (Scribe) skill check against DC 20. You can take a 20 on the attempt. Caster Level: 9th; Prerequisites: Craft Wondrous Item, celestial vision; Market Price: 12,960 gp; Weight: 15 lb.

Planar Beacon

A planar beacon is a magical torch that burns for one day (24 hours). Its light penetrates the walls of reality, allowing any divination spells that are normally restricted to looking for targets on the same plane to detect items and creatures within 30 feet of the torch, or gives a +10 circumstance bonus to attempts to locate such creatures. For example, a scrying spell suffers a –5 penalty when searching for targets on another plane; if the target was holding a planar beacon, the penalty would be countered by the +10 bonus.

Alternatively, the planar beacon may be set alight entirely, in which case it burns out after one minute. However, for the duration of that minute, anyone anywhere thinking of a creature within the light of the torch knows where the creature is, as per the discern location spell. Furthermore, the fiery light of the torch tends to attract the attention of sensitive beings, those using arcane sight and so on.

Strong divination; CL 15th; Craft Wondrous Item, discern location; Price: 6,000 gp.

Pearls of the Planar Voyager

The pearls of the planar voyager are a string of pearls (5+1d4 stones) on a strand of silver (actually, a severed silver cord). Anyone grasping a single pearl and tugging on it firmly can detach it from the string; however, the silver cord continues to magically connect each pearl to the others.

Anyone holding a pearl may telepathically communicate with all of the other holders. Furthermore, once per day per pearl, a character may plane shift the holder of a neighbouring pearl to his location. The target must be willing to travel. Only the holder of the pearl to the left or right of the ‘active’ pearl can be transported in this matter.

Moderate divination and conjuration; CL 9th; Craft Wondrous Item, plane shift, message; Price: 81,000 gp.

Pentacle of the Thaumaturgist

A pentacle of the thaumaturgist is an iron badge in the shape of a pentacle and marked with the runes of a summoning circle. A black gem is set in its centre. By passing his hand over the gemstone, the wearer can effect any one protection spell from the following list: protection from good, evil, law or chaos. This protection is permanent until deactivated, although only one effect can be active at any time. Once per day, the wearer may cast dimensional anchor or dismissal.

On command, the pentacle expands into a full-sized summoning circle and automatically erects a magic circle against the currently active alignment. The circle has all the appropriate sigils and binding to make it as secure as possible. The dimensional anchor ability of the pentacle is automatically triggered if a creature is called into the circle. The expanded pentacle can cast planar binding once per day.

Finally, wearing or displaying a pentacle of the thaumaturgist gives the holder a +2 circumstance bonus to any Charisma checks when dealing with outsiders.

Strong conjuration and abjuration; CL 15th; Craft Wondrous Item, protection from evil, magic circle against evil, dimensional anchor, dismissal, planar binding; Price: 250,000 gp.

Rod of Planar Stability

This slender, silver item resembles an overly large skeleton key. It is about as wide as a human’s hand and three feet in length. Normally a rod is unadorned, but some of these items are encrusted with gems and jewels. The rod’s true power becomes apparent when it is exposed to a magical gateway, as described in Chapter 2. When touched to a gateway, the rod’s bearer may make a Spellcraft check (DC 20) to temporarily re- attune the portal to allow travel to a plane of his choice. The check requires five minutes of uninterrupted work. On a failed check, the rod’s user may try again until he succeeds. The portal functions as per the spell plane shift, transporting anyone who walks through it to the selected destination. Roll once to determine displacement, with all creatures arriving at the same place. The portal loses all of its traits and features save for its ability to transport users to the selected plane. This effect functions for 1d4 minutes, after which the portal returns to normal. The rod may be used only once per day per portal. A portal changed in this manner does not allow two- way travel. Once a character moves through it, he must find another portal to go back home.

Caster Level: 9th; Prerequisites: Craft Wondrous Item, planar compass, plane shift; Market Price: 15,000 gp; Weight: 2 lbs.

Scroll Door

A scroll door appears just like any other rolled up piece of parchment, though it feels heavier than normal. When unrolled, the scroll door reveals one of its faces as a portal to another world. This portal counts as a gateway and can have any traits, abilities, and functions as chosen by the DM (see Chapter 2). So long as the scroll remains unrolled and secured, creatures may travel through it. Closing this portal is as simple as rolling up the scroll. From the entry point, the scroll looks like a piece of parchment from one side, a portal on the other. It has the same appearance on its destination end, though it cannot be rolled up and taken from that side.

Caster Level: 17th; Prerequisites: Craft Wondrous Item, Scribe Scroll, gate; Market Price: 30,000 gp; Weight: 2 lbs.

Thurible of Exorcism

The thurible of exorcism is a +1 flail. When loaded with incense, the pungent smoke emanating from the thurible gives anyone breathing it (anyone within 10 feet of the thurible) protection from evil. Any outsiders or extraplanar entities possessing creatures within range must make a Will save (DC 25) or be dismissed.

Only a cleric or paladin may wield a thurible.

Moderate abjuration; CL 9th; Craft Wondrous Item, magic circle against evil, dismissal; Price: 90,000 gp.

Vortex Darts

At first glance, these weapons appear to be nothing more than barbed, steel darts. They function as +3 darts, and when they successfully hit a creature they spawn tiny planar gateways within its body. These gates channel electricity, fire, acid, and cold into the creature’s body, dealing 3d4 points of damage to it one round after the successful hit. This damage counts as all four types of energy. A creature must have resistance to all four to gain any resistance to this damage.

The darts are exceptionally durable and may be re-used if they are recovered after being thrown.

Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, acid arrow, cone of cold, fireball, lightning bolt; Market Price: 10,000 gp; Weight: 1/2 lb.