Red_Rob wrote:Wondrous Items:
Lesser Wondrous Item abilities
All Around vision - [Helms, Goggles] This enhancement gives the user the ability to see in all directions, preventing enemies from flanking.
Arrow Deflection - [Gloves, Rings] This enhancement provides the wearer with a Supernatural ability to parry or knock incoming missiles out of the air, even when not aware of them. This provides a 50% miss chance against the first physical ranged attack that targets the wearer each round.
Borrowed Time - [Periapts] As a Swift action the user of this enhancement can borrow a small slice of time from the near future. This activates a Haste effect upon the user that lasts until the start of their next action. Once this wears off the wearer is then subject to a Slow effect for 1 round. Attempting to borrow time more often than once per minute locks the user in a Temporal Stasis effect for 24 hours.
Called - [Any item] An item with this enhancement can be instantly fitted to the wearer's person with a swift action, teleporting if need be. It is also not automatically unattuned when removed, instead remaining as one of the wearers attuned items until they will it to unattune.
Change Self - [Brooches, Cloaks] This enhancement allows the wearer to change their appearance with a thought, acting as a Disguise Self at will usable as a standard action.
Counterspelling - [Amulets, Headbands] This enhancement provides protection from arcane energies. As an Immediate action the user may attempt to counter a spell cast against them. This requires a character level check (D20+Char level) with a DC of 10+Caster level of the spell. If successful the spell is countered. Using this item is taxing to the wearer, and they are Staggered for one round after successfully countering a spell. Once expended the item requires 1 hour to recharge before it can be used again.
Darkvision - [Helms, Goggles] This enhancement gives the user the ability to see without light, as Darkvision out to 60’.
Disease Immunity - [Periapts, Belts] The wearer of an item with this enhancement is immune to all diseases, including magical disease.
Eagle Eyes - [Goggles] This enhancement provides the user with magically enhanced eyesight. This provides Low-Light vision and penalties to Spot checks from range are halved.
Earthmastery – [Boots] This enhancement provides the wearer with the ability to soften unworked earth or stone as per the spell as a standard action. Up to a 10’ square area can be softened, which must be adjacent to the wearer.
Feather Falling - [Rings, Cloaks] This enhancement activates a Feather Fall spell whenever the wearer falls more than 10 feet.
Firebreathing – [Helms] This enhancement allows the wearer to breathe out a blast of flames. Treat this as a breath weapon which deals D6 fire dam/level in a 30' cone (Reflex save for half damage). Once used, this power cannot be again for D4 rounds.
Great Breath - [Belts, Cloaks] This enhancement allows the wearer to huff, and puff, and blow the house down. By spending a Full-round action to breathe in, the next round the wearer can release a Gust of Wind effect as a standard action.
Lifelight - [Periapts, Amulets] This enhancement protects against the forces of Undeath. By holding the item aloft and Concentrating it sheds a blinding light that can be seen only by those creatures tied to Negative Energy. Treat this as a Gaze Attack to 60' only visible by Undead, which forces them to make a Will save or be Blinded. Intelligent undead can choose to avert or "close" their eyes as usual to reduce the effect.
Lightning Fist – [Gloves, Rings] This enhancement allows the wearer to spend a standard action charging their hands with Lightning. In future rounds the wearer can attempt a touch attack or natural weapon attack to release the charge, dealing D6 Lightning damage per level to the target. If not used the charge dissipates after 5 rounds.
Mage hand - [Amulets, Gloves] This enhancement allows the user to spend a standard action to conjure a glowing hand that can manipulate objects within Close range, as per the spell Mage Hand. Controlling the hand requires Concentration, and it vanishes once the users Concentration is broken.
Metamagic, Lesser - [Rods] A Lesser Metamagic enhancement provides the ability to apply any one Metamagic power (chosen when the item is created) with an ML of +2 or less spontaneously to up to 3 spells per day, which must be level 3 or less.
Minor Arcana - [Rods, Headbands] This enhancement provides the user with a number of useful minor magical powers that can misdirect and confuse. The user can activate the effects of an Animate Rope, Ventriloquism or Prestidigitation spells as a Standard action.
Ramming - [Gloves, Rings] As a standard action the user of this enhancement can project an invisible force that can bull rush a target within 30 feet. This is a force effect that has a strength score of 25, and counts as Large.
Roaring - [Helms, Belts] As a standard action the wearer of this item can release a mighty shout, which can be heard up to a mile away. Everything within 10' suffers D8 Sonic damage/2 levels and is struck Deaf for 10 minutes unless a Fortitude save is made. Brittle or crystalline creatures or objects instead suffer 1D6 Sonic damage/lvl.
Sense Invisibility - [Amulets, Brooches] An item bearing this enhancement glows when any invisible creatures approach within 60'.
Shadows - [Cloaks] An item with this enhancement seems to be in shadow even in the midday sun. As a standard action the wearer can expand this to a 20' radius area of Darkness as per the spell that moves with the wearer.
Skill Bonus - [Any] An item can provide a +5 competence bonus to any one skill in addition to another scaling bonus.
Small Animal Summoning - [Gloves] An item with this enhancement contains a spirit of a Small animal of CR1 or less (e.g. cat, dog, eagle, etc. chosen when the item is created), which the wearer can summon from the item as a standard action. The animal is intelligent (Int 8) and can follow orders and communicate basic ideas to the wearer. If slain the animal's soul returns to the item and cannot be re-summoned for 1 hour.
Spell Recall, Lesser - [Headbands, Periapts] This enhancement allows a prepared spellcaster to recall a previously cast lvl 3 or lower spell as a swift action. Once used this power cannot be used again until 8 hours have passed.
Spell Effect - [Any] A Lesser item can create a spell effect as its magical ability. This must be a spell chosen from the 1st or 2nd level PHB Wizard or Cleric spell list that takes a standard action to cast and has a material component that costs less than 1gp and no xp cost. As a standard action the user can produce the spell effect from the item. A (Harmless) spell must take effect on the wearer of the item, for other spells the user makes all decisions as if casting it. A level 1 spell can be used 3 times before the magic is expended, whilst a level 2 spell can be used once. Once expended, the item takes 8 hours to recharge before the spell can be used again.
Spellpower, Minor - [Headbands, Periapts, Brooches] This enhancement increases the wearers capacity for magic. This increases the number of spells the wearer can cast each day by one. This additional spell is of the highest level the character can cast, to a maximum of level 3, however the item must be worn and attuned for the entire time the character is readying/preparing their daily spells to gain the additional spell.
Stability - [Boots, Belts] The user of this enhancement seems rooted to the ground. This provides a +4 bonus to resist Trip and Bullrush attempts, and to saving throws against any effect that would make them prone.
Storing - [Gloves, Belts] This enhancement creates an extradimensional space within the item that can be accessed by an attuned wearer. As a swift action, the user can store or retrieve any one item, which can weigh no more than 20 pounds and must be able to be held in one hand, within this space.
Striding - [Boots] This enhancement allows the wearer to take longer strides, and provides an Enhancement bonus of 10' to the wearer's base movement speed.
Sustenance - [Belts, Rings] A creature no longer needs to eat or drink whilst wearing an item with this enhancement.
Translation – [Brooches, Headbands] This enhancement allows the wearer to understand any spoken languages heard or writing read, however it does not allow them to speak or write any additional languages.
Tremorsense – [Boots] This enhancement gives the user the ability to detect creatures within 30’ who are touching the ground as with tremor sense.
Wall Walking - [Boots, Gloves] This enhancement provides a Climb speed equal the wearers base speed. In addition, the wearer can climb on smooth or vertical surfaces without penalty and does not need their hands free to climb.
Water Breathing - [Rings, Helms] The wearer of this item can breathe water as if it were air.
Water Walking - [Boots] An item with this enhancement allows the wearer to walk on any liquid (including water, snow, oil or lava) as if it were solid ground. This does not prevent any damage from contact with the liquid, and standing on violently moving liquid may involve balance checks to remain standing.
Medium Wondrous Item Abilities
Adaption - [Rings, Helms] The wearer of this item no longer needs to breathe and is immune to gasses.
Animal Friendship - [Periapts, Brooches] This enhancement provides the user with the ability to command savage beasts. By using a standard action and speaking a few words the wearer can Charm Animal as per the spell.
Beastform - [Brooches, Cloaks] This enhancement allows the user to take on a Monstrous form. By using a standard action to transform the wearer gains a +4 Enhancement bonus to Str & Con, and its natural armor bonus increases to +4. Its hands grow claws (dealing D6 damage as a medium creature) and it grows long fangs, giving a bite attack (D8 damage for a Medium creature). The wearer gains Scent (Ex) and Fast Healing 5, however it cannot speak. Remaining in this form can be dangerous. The user must make a DC20 Will Save each full minute they remain in this form or fly into a bestial rage and attack the nearest creature for 5 rounds. The user can revert to their original form as a standard action, however once reverted they cannot transform again for 1 hour.
Blinding - [Rings, Gloves] Items with this enhancement include several large gems, from which can be released a blinding light as a standard action. The light can be released as a 10' burst, a 30' cone or a ray up to 60' long that strikes one target as a touch attack. All creatures except the user within the affected area must pass a Reflex save or be blinded for D6 rounds.
Blindsense – [Helms, Goggles] This enhancement gives the user the ability to detect things within 60’ as with blind sense.
Blurring - [Cloaks, Rings] This enhancement causes the wearer of the item to appear hazy and hard to focus on. This deception includes sight, sound and smell, and can only be pierced by a True Seeing or similar magic. This effect provides Concealment (20% Miss Chance) against any attacks targeting AC.
Clairvoyance - [Headbands, Goggles] This enhancement allows the user to project their vision, allowing them to see as if they were stood at some distant place. As a Full Round action the user can shift their point of view to anywhere they can see, seeing in all respects as if they were stood at the chosen point. This projected form can be seen using See Invisibility or Detect Magic and similar effects. This lasts for as long as the user concentrates, however once the effect ends the user is Nauseated for 1D6 rounds.
Clarity - [Headbands, Helms] A creature wearing an item with this enhancement is resistant to mental influence. If the wearer is affected by any Mind Affecting effects at the start of its turn it may make another saving throw to end each of these effects.
Cloudwalking - [Boots, Cloaks] The wearer of this enhancement can walk on the air for short periods. Whilst stood on a solid surface the wearer can use a Swift action to activate this effect, which acts as an Air Walk spell for a period of 10 rounds. At the end of this period if the wearer is not on a solid surface they immediately begin to fall.
Eyeshielding - [Goggles, Helms] The user of this enhancement is Immune to Gaze attacks and cannot be Blinded or Dazzled by any means.
Fire Shield - [Belts, Amulets] This enhancement provides the wearer with a constant Fire Shield (Warm or Cold, determined when the item is made). This can be suppressed as a Free action.
Invisibility - [Rings, Cloaks] The user of this enhancement can become Invisible as a standard action at will. This invisibility ends if the wearer makes an attack or takes any other offensive action.
Levitation - [Boots, Cloaks] This enhancement allows the user to levitate. They can move up to their base speed vertically upwards or downwards as a Move action. The wearer does not fall unless they wish to and can hover in mid air indefinitely.
Lifeshield - [Amulets, Belts] This enhancement reinforces the wielders life energy and creates a shield against the powers of entropy. The wearer of this enhancement cannot gain negative levels - any effect that would apply a negative level fails. In addition, they gain a +4 bonus to saves against [Death] effects.
Madness - [Periapts, Brooches] This enhancement surrounds the user the with maddening trills and whispers, causing all sane creatures within 10 feet of the user to have to save vs. a Hypnotism effect each round that the item is active and uncovered.
Metamagic - [Rods] A Metamagic enhancement provides the ability to apply any one Metamagic power (chosen when the item is created) spontaneously to up to 3 spells per day. If the ML is up to +2, the user may apply this ability to spell of level 6 or less. If the ML is +3 or greater it may only be applied to spells of level 3 or less.
Mindshielding - [Headbands, Helms] This enhancement shields the wearer from mental detection, protecting them from spells that detect thoughts, alignments or lies the character tells. The wearer instantly knows when any such spell includes them in it's area of effect, and the spell reports whatever result the wearer wishes, including no result at all.
Mistform - [Cloaks, Rings] The wearer of this item can assume a Gaseous Form as a Full Round action. This effect lasts until the wearer spends a Full Round action to coalesce into a physical form.
Poison Immunity - [Periapts, Belts] This enhancement provides the wearer with total immunity to all poisons. In addition, the wearer can detect poisons by smell (treat as if the character had Scent with regards to poisons and poison using creatures.)
See Invisibility - [Goggles] You see invisible people, walking around like regular people. This enhancement functions like the spell of the same name.
Sense Evil - [Periapts, Amulets] The user of this enhancement is instantly alerted whenever an Evil aura approaches within 60'. By Concentrating for a round they can pinpoint the location and strength of all evil auras within 60', which lasts as long as they maintain Concentration.
Speed - [Gloves, Boots] This enhancement allows the user to move and act with bursts of incredible speed. Treat this as a Haste effect that can be activated as a Swift action. This effect lasts for 3 rounds, after which time it cannot be reactivated for 10 rounds.
Spell Effect - [Any] A Medium item can create a Spell effect as its magical ability. This must be a spell chosen from the 3rd or 4th level PHB Wizard or Cleric spell list that takes a standard action to cast and has a material component that costs less than 1gp and no xp cost. As a standard action the wearer can produce the spell effect from the item. A (Harmless) spell must take effect on the wearer of the item, for other spells they make all decisions as if casting it. A level 3 spell can be used 3 times before the magic is expended, whilst a level 4 spell can be used once. Once expended, the item takes 8 hours to recharge before the spell can be used again.
Spellpower - [Headbands, Periapts, Brooches] This enhancement increases the wearers capacity for magic. This increases the number of spells the wearer can cast each day by one. This additional spell is of the highest level the character can cast, to a maximum of level 5, however the item must be worn and attuned for the entire time the character is readying/preparing their daily spells to gain the additional spell.
Spell Recall - [Headbands, Periapts] This enhancement allows a prepared spellcaster to recall a previously cast lvl 5 or lower spell as a swift action. Once used this power cannot be used again until 8 hours have passed.
Spell Resistance - [Amulets, Cloaks] This enhancement provides protection from baleful magic, giving the user Spell Resistance of 10 + Character Level. This does not stack with other items with the Spell Resistance or Spell Turning enhancements.
Spell Storing - [Rings, Rods, Gloves] A spellcaster can cast spells into this item, so long as the total spell levels do not add up to more than three, which the wearer can then activate at a later time with the caster level and save DC's of the caster. Metamagic versions of spells take up storage space equal to their spell level plus their metamagic level. No components (including somatic) or focus are required to activate the spells in the item. The action required to cast any spell is same as the casting time for the relevant spell, with a minimum of 1 standard action.
Stone Ward - [Belts, Amulets] This enhancement provides a shield against the forces of Elemental Earth. This provides Immunity to all forms of petrification, and a constant Protection from Evil effect against creatures with the [Earth] subtype. In addition, if the wearer touches a petrified creature and a command word is given the creature will be restored as per the Flesh to Stone spell.
Stunning Glare - [Helms, Goggles] Two closed eyes are prominently displayed on items bearing this enhancement. As a Standard action the user can cause them to open, and glow with a baleful glare. This acts as a Gaze attack out to 30' that lasts until the start of their next action. Anyone meeting the gaze of the eyes must make a Will save or be Stunned for 1 round.
Summon Elemental - [Rods, Gloves] An item with this enhancement contains a bound Elemental (type chosen when the item is created). As a standard action the user can release it, which summons a Huge Elemental which obeys their verbal commands. This remains for up to 10 minutes, however once this time is ended or the Elemental is destroyed it returns to the item and cannot be resummoned for 1 hour.
Telepathy - [Helms, Headbands] The user of this enhancement may speak telepathically with any creature that has a language that is within 100'.
Wakefulness - [Belts] This enhancement ensures the wearers mind is always active and refreshed. The wearer need not sleep, although they still cannot travel for more than 8 hours without a rest period, and must rest for 8 hours before memorising spells. If they would be dazed or stunned, they are instead staggered for the same length of time.
Wound Closure - [Periapts, Belts] This enhancement causes the wearers wounds to seal closed and never bleed. The wearer automatically stabilises every round they are at negative hit points, and heals at double the usual rate (including any hit points regained through magical healing). In addition they never suffer ongoing damage from bleeding.
Greater Wondrous Item abilities
Alertness - [Helms, Headbands] This enhancement provides the wearer with supernatural reactions and awareness. It provides a +1/3 levels Insight bonus to initiative checks. The user can See Invisible creatures and objects, and can see magical auras as per the spell Arcane Sight.
Blink - [Rings, Boots] This enhancement allows the user to activate and deactivate a blink effect as a standard action, as per the spell.
Dimensional Manipulation - [Gloves] This enhancement allows the user to tear open the barriers between the planes. By making a touch attack as a standard action against a target they can force a Will save or else the target is flung to a random plane as if Plane Shifted. As a Full Round action the wearer can open a travel Gate as per the spell, however the item can no longer be used for either purpose for 1 hour.
Displacement - [Cloaks, Rings] This enhancement causes the wearer of the item to appear to be several feet away from their true position. This deception includes sight, sound and smell, and can only be pierced by a True Seeing or similar magic. This effect provides a 50% Miss Chance against any attacks targeting AC.
Elemental Command of Fire - [Rods] Iconically found on ruby-encrusted scepters, this enhancement marks the bearer as a master of the Element of Fire. This provides total immunity to Fire damage. In addition, the wearer can use Pyrotechnics, Delayed Blast Fireball and Wall of Fire as a standard action at-will.
Elemental Command of Air - [Cloaks] Iconically found on great flowing silver capes, this enhancement marks the bearer as a master of the Element of Air. This provides total immunity to Lightning damage. The wearer can also use Fog Cloud, Gust of Wind and Chain Lightning as a standard action at-will.
Elemental Command of Water - [Helms] Iconically found on majestic coral crowns, this enhancement marks the bearer as a master of the Element of Water. This provides total immunity to Cold and allows the user to breathe water. The wearer can use Control Water, Water Walking and Horrid Wilting as a standard action at-will.
Elemental Command of Earth - [Boots] Iconically found on heavy metal boots, this enhancement marks the bearer as a master of the Element of Earth. This provides Tremorsense to 60' and DR10/Adamantine. The user can use Meld into Stone, Soften Earth and Stone and Wall of Stone as a standard action at-will.
Escape - [Boots, Periapts] This enhancement allows the wearer to escape from certain death. The user can activate a Dimension Door effect to move themselves up to 30' in any direction as an Immediate action. Using this enhancement taxes the user greatly, and once the movement is completed the wearer is Staggered for D4 rounds afterwards. This effect cannot be used whilst the wearer is Staggered or Flat footed.
Etherealness - [Belts] As a standard action the wearer may become Ethereal as per the spell Ethereal Jaunt. This effect lasts until they choose to end it, however once deactivated it cannot be reactivated for 10 minutes.
Flight - [Boots, Cloaks] This enhancement provides the user with a Flight speed of 60' with good maneuverability.
Freedom - [Belts, Rings] The wearer of this item is under a continual Freedom of Movement effect.
Ghost Hand - [Gloves] This enhancement causes the users hands to become ghostly and appear incorporeal. The wearer can reach into the bodies of other creatures and freeze their organs with a touch. This requires a standard action and is an Incorporeal touch attack, which if successful forces any living target subject to Critical Hits to make a Fortitude save or die (This counts as a Critical hit). As the attack is Incorporeal, Immunity to Critical hits from an external Corporeal source (such as Fortification armor) is ignored.
Ghoulish - [Brooches, Gloves] This enhancement causes the user to appear pale and gaunt, as if drained of blood. Most animals avoid them and sensitive people find them disturbing to be around. The wearer gains all the immunities and vulnerabilities of the Undead type with the Dark Minded and Unliving subtypes.
Incorporeality - [Cloaks, Amulets] As a full-round action, the wearer of this item can gain or lose the Incorporeal subtype.
Madness, Greater - [Periapts, Brooches] This enhancement, once activated, causes reality to bend and melt like wax around the user, warping the senses of those close to it. Any creature with a mind within 50' of the item at the start of their turn (including the wearer) must make a Will save or become Confused (This is [Mind affecting]). This lasts until they are no longer within 50' of the item, at which point they may make a new saving throw each round to end the effect.
Metamagic, Greater - [Rods] A Greater Metamagic enhancement provides the ability to apply any one Metamagic power (chosen when the item is created) spontaneously to up to 3 spells per day. If the ML is up to +2, the user may apply this ability to spells of any level. If the ML is +3 or greater it may only be applied to spells of level 6 or less.
Mind Blank - [Helms, Headbands] The wearer of this item is psychically protected from divinations and mental intrusion, benefitting from a constant Mind Blank effect as per the spell.
Petrification - [Goggles, Helms] This enhancement allows the wearer to turn others to stone with a glance. The wearer of this item gains a Petrification gaze attack out to 30'. Anyone meeting their gaze must pass a Fortitude save or be turned to stone. This can be suppressed as a free action.
Regeneration - [Belts, Rings] This powerful enhancement allows the wearer to shrug off mortal wounds. The user of this enhancement gains Regeneration (1), penetrated by either Acid, Fire, Cold, Adamantine or Silver (chosen when the item is created).
Shielding - [Rings, Amulets] This powerful defensive enhancement allows the user to create an unmovable 10' sphere of Force around themselves as an Immediate action. This sphere cannot be breached except by things that specify they can pierce Force effects, and remains in place for 10 rounds, regardless of the wishes of the wearer. Once the Sphere disappears it cannot be called again for 1 hour.
Soul Drain - [Cloaks, Amulets] An item bearing this enhancement exudes a palpable aura of death, the wearer leaving a trail of blasted earth and withered plants in their wake. At the start of the wearers turn everything within 10' of the item (including the wearer) gains a negative level (Fortitude save to remove). This is a Negative Energy effect. Creatures with at least 2 HD slain by this effect rise as Wights under the wearer's control.
Spell Effect - [Any] A Major item can create a spell effect as its magical ability. This must be a spell chosen from the 5th or 6th level PHB Wizard or Cleric spell list that takes a standard action to cast and has a material component that costs less than 1gp and no xp cost. As a standard action the user can produce the spell effect from the item. A (Harmless) spell must take effect on the wearer of the item, for other spells they make all decisions as if casting it. A level 5 spell can be used 3 times before the magic is expended, whilst a level 6 spell can be used once. Once expended, the item takes 8 hours to recharge before the spell can be used again.
Spellpower, Greater - [Periapts, Headbands, Brooches] This enhancement increases the wearers capacity for magic. This increases the number of spells the wearer can cast each day by one. This additional spell is of the highest level the character can cast, to a maximum of level 8, however the item must be worn and attuned for the entire time the character is readying/preparing their daily spells to gain the additional spell.
Spell Recall, Greater - [Periapts, Headbands] This enhancement allows a prepared spellcaster to recall a previously cast lvl 8 or lower spell as a swift action. Once used this power cannot be used again until 8 hours have passed.
Spell Turning - [Amulets, Headbands] This enhancement gives the user Spell Resistance of 10 + Character Level. This does not stack with other items with the Spell Resistance or Spell Turning enhancements. As an Immediate action the wearer can reflect back at the caster a spell that had them as the only target that has just failed to penetrate their spell resistance.
Spellshield - [Amulets, Belts] This enhancement provides the user with almost complete immunity from low level magic. Spell effects of 4th level or lower that allow spell resistance automatically fail to affect the wearer as if they had failed to penetrate spell resistance. The wearer cannot choose to allow beneficial spells to affect them as with normal Spell Resistance, however they can suppress this ability for a full round as a Free action.
Spell Storing, Greater - [Rings, Rods, Gloves] A spellcaster can cast spells into this item, so long as the total spell levels do not add up to more than six, which the wearer can then activate at a later time. Metamagic versions of spells take up storage space equal to their spell level plus their metamagic level. No components (including somatic) or focus are required to activate the spells in the item. The action required to cast any spell is same as the casting time for the relevant spell, with a minimum of 1 standard action.
Static Form - [Belts, Brooches] This enhancement protects against any attempt to warp or change the wearers form with magic. It provides total immunity to Petrification, Polymorph and Disintegration effects, and any Transmutation spell that allows spell resistance.
Telekinesis - [Gloves, Headbands] This enhancement allows the wearer to manipulate objects with an invisible force as a standard action at will, as per the spell Telekinesis. This effect continues until the character ceases Concentrating on maintaining it.
Teleportation - [Boots] The wearer of this item may Teleport themselves and up to 4 other willing people adjacent to them as a standard action, exactly as if he had cast the spell of the same name. Once used this ability cannot be used again for 1 hour.
True Seeing - [Goggles, Helms] This enhancement enables the user to see things as they truly are. By spending a standard action they can gain the effects of a True Seeing spell that lasts for Concentration +3 rounds.
X-Ray Vision - [Goggles] This enhancement allows the user to gain X-ray vision that can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt as a standard action. This lasts as long as the user continues Concentrating. Thicker substances than those listed or a thin sheet of lead blocks the vision.