I know when we think about clockwork we tend to think about fantasy robots and complicated but beautiful prosthetics which solve the problems of frequent dismemberment. But often overlooked are the clocks themselves: beautiful, useful and intricate machines crafted by master artisans with such skill and precision as to inspire the imagination in a way few other crafts ever have. What’s more, fantasy roleplaying games seem to have a distinct lack of magical clocks, which is, in my opinion, a huge shame. Perhaps clocks were omitted because they seem too complex for a fantasy setting, or perhaps they were omitted because including clocks would mean figuring out how time works in a game world. Either way, as long as we have established that we can create fully functioning automatons with winding gears, then we can have clocks, and if we can have clocks, we can have magic clocks. Here’s a few to wet your whistle.
CLOCK OF PROGRESSIVE ENCHANTMENTS    PRICE 100,000 gp 
        Slot none; CL 9th; Weight 10  lbs. 
          Aura moderate varied 
                These magical clocks are housed  in highly polished ironwood carved with runes in Elven script, proclaiming  mighty phrases which must be uttered as the clock is wound to activate its  magic. The clock’s face is made of pearl inlaid with golden numbers, again in  Elven script, and the hands are miniature arrows made from silver. Once wound,  the clock keeps accurate time for 12 hours. 
                  Once per day, when winding the  clock, the phrases on the clock’s housing can be uttered. If this is done, then  when the clock chimes each hour, it releases a wave of magic which empowers  those within 30 feet for 1 hour. All creatures in the area are affected by one  of the following spells, determined at random: freedom of movement, good hope, heroism, and protection from evil (some clocks  of progressive enchantments instead protect against other alignments). These  spells always remain in effect for 1 hour, or until dispelled, regardless of  their normal duration.
Craft Wondrous Item, freedom of movement, good hope, heroism, protection from evil (or other appropriate protection spell, if the clock is to protection against a different alignment)
CLOCK OF SUBJECTIVE TIME                  PRICE 200,000 gp 
        Slot none; CL 17th; Weight 10  lbs. 
          Aura strong transmutation 
                This magnificent clock is  crafted from strange and alien metals, and gleams with supernatural luster. It  never requires winding and it emits a loud tick-tock as its hands move steadily around a featureless circle, mimicking a standard  12-hour clock.
                  These powerful devices can be  used slow, speed up, or stop time within a small area. For up to 10 minutes  each day, a creature touching the clock can speak a command word which either  causes the hands to slow or speed up. If the hands are sped up, then all  creatures within the 30-foot-radius area around the clock are affected as  though by slow, as time moves faster  around them. If the hands are slowed down, then creatures are affected as by haste. These 10 minutes need not be spent  consecutively, but must be spent in 1-minute increments. Additionally, once per  day a creature can use the clock to stop time, as per the spell time stop.
Craft Wondrous Item, time stop
EVERTICKING CLOCK OF ALERTS         PRICE 5,000 gp 
        Slot none; CL 17th; Weight 10  lbs. 
          Aura strong divination 
                Made of polished wood and inlaid  with bronze and silver swirls, these gorgeous clocks never require winding,  making them popular even among those who are not interested in their magical  properties. These clocks have dark wood faces with ivory numbers for a 24-hour  day and feature three very fine hands, made from gold, silver, and copper, to  represent hours, minutes and seconds, respectively.
                  These clocks constantly tick and  never require winding, keeping accurate time at all times. They can also be  used to alert the owner of the clock to various points of interest. By speaking  a command word, a creature can specify a set of conditions which cause the  clock to chime. Taking advantage of the clock’s perfect sense of time, such  conditions are usually “when 8 hours have passed,” or similar, but the everticking clock of alerts also has a  limited divination magic which alerts it to the presence of specified creatures  or objects within 120 feet and can chime in response to these triggers.  Adventurers commonly use these clocks to alert them to the presence of monsters  or gems. The clock can sense objects and creatures through 1 foot of stone, 3 feet  of wood, or 5 feet of dirt. Metal of any kind blocks the clock’s senses, and it  is fooled by illusion spells such as invisibility.  The clock cannot detect alignments or thoughts.
Craft Wondrous Item, foresight