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Old Screeds


Magical Music Makers in D&D - Extra! [1 July 2016] A catalog of all the magic instruments in the Pathfinder Core.

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Chime of Interruption

Aura moderate evocation; CL 7th
Slot none; Price 16,800 gp; Weight 1 lb.

Description
This instrument can be struck once every 10 minutes, and its resonant tone lasts for 3 full minutes.

While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster can make a concentration check (DC 15 + the spell's level).

Construction
Requirements Craft Wondrous Item, shout ; Cost 8,400 gp

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Chime of Opening

Aura moderate transmutation; CL 11th
Slot none; Price 3,000 gp; Weight 1 lb.

Description
A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A chime of opening also automatically dispels a hold portal spell or even an arcane lock cast by a wizard of lower than 15th level.

The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck and a clear tone rings forth. The wielder can make a caster level check against the lock or binding, using the chime's caster level of 11th. The DC of this check is equal to the Disable Device DC to open the lock or binding. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four successful uses of a chime of opening to get it open. A silence spell negates the power of the device. A brand-new chime can be used a total of 10 times before it cracks and becomes useless.

Construction
Requirements Craft Wondrous Item, knock; Cost 1,500 gp

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Drums of Panic

Aura moderate necromancy; CL 7th
Slot none; Price 30,000 gp; Weight 10 lbs. for the pair.

Description
These drums are kettle drums (hemispheres about 1-1/2 feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the pairare sounded, all creatures within 120 feet (with the exception of those within a 20-foot-radius safe zone around the drums) are affected as by a fear spell (Will DC 16 partial). Drums of panic can be used once per day.

Construction
Requirements Craft Wondrous Item , fear; Cost 15,000 gp

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Horn of Blasting

Aura moderate evocation; CL 7th
Slot none; Price 20,000 gp; Weight 1 lb.

Description
This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they're held, worn, or carried by creatures (Fortitude DC 16 negates).

If a horn of blasting is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of sonic damage to the person sounding it.

Construction
Requirements Craft Wondrous Item, shout; Cost 10,000 gp

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Horn of Blasting, Greater

Aura strong evocation; CL 16th
Slot none; Price 70,000 gp; Weight 1 lb.

Description
This horn functions as a horn of blasting, except that it deals 10d6 points of sonic damage, stuns creatures for 1 round, and deafens them for4d6 rounds (a DC 19 Fortitude reduces the damage by half and negates the stunning and deafening). Crystalline objects take 16d6 points of sonic damage as described for the horn of blasting. A greater horn of blasting also has a 20% cumulative chance of exploding for each usage beyond the first each day.

Construction
Requirements Craft Wondrous Item, greater shout; Cost 35,000 gp

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Horn of Fog

Aura faint conjuration; CL 3rd
Slot none; Price 2,000 gp; Weight 1 lb.

Description
This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; a fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Construction
Requirements Craft Wondrous Item, obscuring mist; Cost 1,000 gp

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Horn of Goodness/Evil

Aura moderate abjuration; CL 6th
Slot none; Price 6,500 gp; Weight 1 lb.

Description
This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on the owner's alignment. If the owner is neither good nor evil, the horn has no power whatsoever. If he is good, then blowing the horn has the effect of a magic circle against evil. If he is evil, then blowing the horn has the effect of a magic circle against good. In either case, this ward lasts for 1 hour. The horn can be blown once per day.

Construction
Requirements Craft Wondrous Item, magic circle against good, magic circle against evil; Cost 3,250 gp

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Horn of Valhalla

Aura strong conjuration; CL 13th
Slot none; Price 50,000 gp; Weight 2 lbs.

Description
This magic instrument comes in four varieties. Each appears to be normal until someone speaks its command word and blows the horn. Then the horn summons a number of human barbarians to fight for the character who summoned them. Each horn can be blown just once every 7 days. Roll d% and refer to the table above to see what type of horn is found. The horn's type determines what barbarians are summoned and what prerequisite is needed to use the horn. Any character who uses a Horn of Valhalla but doesn't have the prerequisite is attacked by the barbarians she herself summoned.

Horn of Valhalla

d%

Type of Horn

Barbarians Summoned

Prerequisite

01– 40

Silver

2d4+2, 2nd-level

None

41– 75

Brass

2d4+1, 3rd-level

Spellcaster level 1st

76– 90

Bronze

2d4, 4th-level

Proficiency with all martial weapons or bardic performance ability

91– 100

Iron

1d4+1, 5th-level

Proficiency with all martial weapons or bardic performance ability

Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.

Construction
Requirements Craft Wondrous Item, summon monster VI; Cost 25,000 gp

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Lyre of Building

Aura moderate transmutation; CL 6th
Slot none; Price 13,000 gp; Weight 5 lbs.

Description
This magical instrument is usually made of gold and inlaid with numerous gems. If the proper chords are struck, a single use of this lyre negates any attacks made against inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a horn of blasting, a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes.

The lyre is also useful with respect to building. Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.

Construction
Requirements Craft Wondrous Item, fabricate; Cost 6,500 gp

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Pipes of Haunting

Aura faint necromancy; CL 4th
Slot none; Price 6,000 gp; Weight 3 lbs.

Description
This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a DC 15 Perform (wind instruments) check, the pipes create an eerie, spellbinding tune. Those within 30 feet who hear the tune must succeed on a DC 13 Will save or become frightened for 4 rounds. Creatures with 6 or more Hit Dice are unaffected. Pipes of haunting can be sounded twice a day.

Construction
Requirements Craft Wondrous Item, scare; Cost 3,000 gp

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Pipes of the Sewers

Aura faint conjuration; CL 2nd
Slot none; Price 1,150 gp; Weight 3 lbs.

Description
If the possessor learns the proper tune, he can use these pipes to attract 1d3 rat swarms if rats are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform (wind instruments) check. Success means that they obey the piper's telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. The Perform DC increases by +5 for each time the rats have been successfully called in a 24-hour period.

If the rats are under the control of another creature, add the HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control.

Construction
Requirements Craft Wondrous Item, charm animal, summon nature's ally I, wild empathy ability ; Cost 575 gp

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Pipes of Sounding

Aura faint illusion; CL 2nd
Slot none; Price 1,800 gp; Weight 3 lbs.

Description
When played by a characterwho has the Perform (wind instruments) skill, these shiny metallic pan pipes create a variety of sounds. The figment sounds are the equivalent of ghost sound.

Construction
Requirements Craft Wondrous Item, ghost sound; Cost 900 gp

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Sustaining Spoon

Aura faint conjuration; CL 5th
Slot none; Price 5,400 gp; Weight

Description
If this unremarkable appearing utensil is placed in an empty container, the vessel fills with a thick, pasty gruel. Although the gruel tastes like warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.

Construction
Requirements Craft Wondrous Item, create food and water; Cost 2,700 gp


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