Marvelous Items [Wondrous Items]
Table of Contents
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A marvelous item is a device that produces a magical effect that must be activated (usually activated as a standard action), often through the touch of a button, the speaking of a command word, or some other action such as striking the item against the ground, holding it against the intended target, throwing the item through the air. Marvelous items use the talent-based method of magic item creation. If a wondrous item’s effect requires a saving throw from any creature, the DC is equal to 10 + 1/2 the item’s caster level.

Note: Item Placement

In Spheres of Power, items are separated based on the feat used to craft them. Magic item slots are less important in SoP, and slotted items aren't necessarily made with Craft Marvelous/Wondrous Item. As such, items you may be used to looking at this page for (such as belts or headbands that improve ability scores) are not found on this page.

Instead, see the following pages for specific examples of items that aren't Wondrous Items:

  • Alchemical Items (Generally mundane gear)
  • Apparatuses (Constant or At-Will Powers, including use of talents)
  • Apparatuses, Metamagic (Apparatuses that allow you to apply metamagic when casting sphere effects; kept separate due to length)
  • Charms (Items that provide constant bonuses, including ability score boosts)
  • Compounds (Consumables, including potions, oils, and dusts)
  • Fabled Items (Scaling artifacts with talent-based properties)
  • Implements (Caster Level Bonus items, and sometimes additional talents)
  • Scrolls (Partially-Completed Spells)
  • Spell Engines (Self-contained items that provide talents)
  • Summoning Orbs (Bonus page for a Companion-summoning type of item)
  • Talent Crystals (Artifacts that can permanently teach talents at set power levels)

New Marvelous Items

Amulet of Primal Protection

Aura faint Enhancement and Protection; CL 5th; Scaling wonder
Slot neck; Price 3,150 gp; Weight 0.1 lbs.

Description
This amulet appears to be small shield made of teeth, and is often found in the possession of the holy warriors of the primal world. The wearer gains the benefit of the Improved Unarmed Strike feat.
6th Level - 4,800 gp: The amulet grants the wearer a +4 bonus on saving throws against all forms of poison and disease.
7th Level - 7,050 gp: The amulet grants a +1 natural armor enhancement bonus.
8th Level - 9,900 gp: The amulet grants an enhancement bonus of +1 on attack and damage rolls with unarmed attacks and natural weapons.
9th Level - 13,800 gp: The amulet grants the wearer a +4 bonus on saving throws against all forms of fear.
10th Level - 18,600 gp: The amulet grants a +2 natural armor enhancement bonus.
11th Level - 24,600 gp: The amulet grants an enhancement bonus of +2 on attack and damage rolls with unarmed attacks and natural weapons.
12th Level - 32,400 gp: The amulet grants the wearer immunity to all forms of poison and disease.
13th Level - 42,000 gp: The amulet grants a +3 natural armor enhancement bonus.
14th Level - 55,500 gp: The amulet grants an enhancement bonus of +3 on attack and damage rolls with unarmed attacks and natural weapons.
15th Level - 72,000 gp: The amulet grants the wearer immunity to all forms of fear.
16th Level - 94,500 gp: The amulet grants a +4 natural armor enhancement bonus.
17th Level - 129,000 gp: The amulet grants an enhancement bonus of +4 on attack and damage rolls with unarmed attacks and natural weapons.
18th Level - 159,000 gp: The amulet grants the wearer the stalwart class feature.
19th Level - 205,500 gp: The amulet grants a +5 natural armor enhancement bonus.
20th Level - 264,000 gp: The amulet grants an enhancement bonus of +5 on attack and damage rolls with unarmed attacks and natural weapons.

Construction Requirements
Craft Marvelous Item, Enhancement sphere (Natural Enhancement), Protection sphere (Inner Peace (aegis)), Improved Unarmed Strike; Cost 132,000 gp

Amulet of the Revealing Eye

Aura faint Divination and Light; CL 3rd
Slot neck; Price 10,800 gp; Weight -

Description
Three times per day, you may activate this amulet as a standard action. Doing so produces a 60-foot cone of bright light for 3 rounds that reveals all hidden creatures and objects as well as anything expressly designed to be hidden. Creatures and objects lose all the benefits of invisibility for as long as they are within the area of bright light. Hidden objects include secret doors, hidden caches, and secret compartments. Not only does this detect the presence of such secrets, but it also gives you knowledge of their trigger mechanisms. This only detects doors, passages, and openings specifically designed to avoid detection. The orientation of the cone may be changed once per turn as a free action.

Construction Requirements
Craft Marvelous Item, Light sphere, Divination sphere (Detect Secrets (divine)); Cost 5,400 gp

Banner of the Warlord

Aura moderate War; CL 10th
Slot none; Price 30,000 gp; Weight 0.1 lbs.

Description
This ornate strip of cloth is small enough to tie around a weapon but colorful enough to be seen easily from a distance. Although worn and frayed around the edges, the cloth is magically clean and its colors never run. It has 10 hit points but, impossibly, has a hardness of 30.

Each banner of the warlord is imbued with a totem, chosen when it is made. Its totem does not change. It can be activated by tying it to a pole (or polearm) and openly displayed. It continues to be effective, whether carried, wielded as part of a weapon, or planted on the battlefield. Whether the banner can be actually seen is not important, only that it is not being hidden.

Before being used, it must be attuned to a creature who will determine who its allies and enemies are. It takes a standard action to attune the banner, and all it requires is for the holder to hold it aloft and make a brief (but stirring) speech, or just screaming really loud.

If it is lost, either by having its owner die or having a non-ally take away the banner physically, another creature can attune it as a standard action. The banner remains attuned to the original owner as long as no one else attunes to it.

Construction Requirements
Craft Marvelous Item, War sphere, totem to be imbued; Cost 15,000 gp

Banner of the Warlord, Major

Aura strong War; CL 20th
Slot none; Price 60,000 gp; Weight 0.1 lbs.

Description
This is the same as a banner of the warlord, but its effective caster level is 20.

Construction Requirements
Craft Marvelous Item, War sphere, totem to be imbued; Cost 30,000 gp

Banner of the Warlord, Minor

Aura moderate War; CL 5th
Slot none; Price 15,000 gp; Weight 0.1 lbs.

Description
This is the same as a banner of the warlord, but its effective caster level is 5.

Construction Requirements
Craft Marvelous Item, War sphere, totem to be imbued; Cost 7,500 gp

Bloody Mess [TS]

Aura faint Death; CL 3rd
Slot any; Price 3,600 gp; Weight 2 lbs.

Bloody messes often look like a heart and must be squeezed hard to activate, after which they reform themselves in the user’s hand. Most crafters believe this is a little gratuitous, but they have a hard time denying the effectiveness of this item. Once per day, as a standard action, a creature can use a bloody mess to make a ranged touch attack dealing 1 bleed damage per caster level to one creature in close range (25 feet + 5 feet per 2 caster levels); this has no save if it hits, but it is a negative energy death effect and will not harm undead and certain similar creatures. This damage occurs on the round they are hit, and on each additional round until the bleeding stops (normally by using the Heal skill or any magical healing).

Flask Shard Effect: Increase the caster level of this item to the next increment of 5, which increases the range and how much bleed damage you do. At +1, you may attack all creatures in a close-range cone when using the bloody mess instead of a single target (make one ranged touch attack roll for all of them). At +2, this item can be used an additional time per day and deals 2 bleed damage per caster level. At +4, this item can be used an additional time per day. Flask Shard Limit: +4.

Construction Requirements
Craft Marvelous Item, Death sphere (Bleeding Wounds (ghost strike), Greater Ghost Strike); Cost 1,800 gp

Boots of Polymorphous Alacrity [BaP]

Aura faint Alteration; CL 5th
Slot feet; Price 6,500 gp; Weight 1 lb.

Description
These oddly comfortable boots grant the wearer a +10 enhancement bonus to their base land speed and to any movement speed granted to the wearer by a shapeshift or other polymorph effect.

In addition, the wearer gains a +2 competence bonus on initiative checks.

Construction Requirements
Craft Marvelous Item, Alteration sphere (Agile); Cost 3,250 gp

Boots of Toe Beans [Catgirl HB]

Aura faint Enhancement; CL 5th
Slot body; Price 6,500 gp; Weight 1 lbs.

Description
These luxurious thigh-high boots sport a number of gleaming buckles and paw-like motifs. While worn, the wearer may speak a command word to cause the boots meld with the wearer’s body, transforming the wearer’s legs from the thigh down into feline-like legs. While the boots are worn this way, the wearer gains a +5 competence bonus to Acrobatics and Stealth. This command word may be used to return the boots and the wearer’s legs to their normal form.

If the wearer is a rogue, unchained rogue, ninja, or other class with access to rogue talents (such as a charlatan path hedgewitch), the wearer gains the expert leaper unchained rogue talent while the boots are melded with the wearer’s body.

Construction Requirements
Craft Marvelous Item, Enhancement sphere (Alter Movement (enhance), Enhance Focus (enhance)); Cost 3,250 gp

Charms of the Spirit Lords [Conq. HB]

Aura moderate Alteration; CL 10th
Slot none; Price 26,000 gp; Weight 0.3 lbs.

Description
This string of ornate, carved charms sport depictions of strange and mystical creatures and can be wrapped around a wrist or used to adorn a piece of clothing or weapon. Each set of charms has a single Alteration talent that grants traits stored inside. The carvings on the charms share a common theme bearing the appearance and characteristics of the Alteration talent stored. For example, a set of charms with the Bestial Spirit talent will have more animalistic features, whereas a set of charms with the Fey Body talent will be more delicate and lithe.

Whenever the bearer of the charms would apply a shapeshift to themselves, they may also apply one trait to their form from the stored Alteration talent. This trait does not count towards your maximum amount of traits you may possess on a form. Traits that require an additional spell point must be spent as normal. If the bearer has the wild shape class feature, they may apply a trait from the stored Alteration talent to their wild shape as though it were a shapeshift, using their effective druid level as their caster level for the Alteration sphere. You cannot gain benefits from more than one charms of the spirit lords at a time.

Construction Requirements
Craft Marvelous Item, Alteration sphere (Greater Changes); Cost 13,000 gp

Conforming Mountlord’s Saddle [BTH]

Aura faint Alteration and Warp; CL 6th (normal), 10th (greater)
Slot none; Price 5,000 gp (normal), 12,000 gp (greater);
Weight 2 lbs.

Description
This finely crafted, lightweight saddle is able to conveniently fit any creature it is fitted to and allow a rider to comfortably ride the creature. The rider treats any creature fitted with this saddle as a suitable mount and does not suffer the -5 penalty on Ride checks due to a creature being ill suited as a mount.

This saddle also improves the rider and saddled creature’s compatibility, granting the rider a +5 competence bonus on Ride checks and the saddled creature a +5 competence bonus on Acrobatics, Fly, and Swim checks while serving as a mount.

A greater conforming mountlord’s saddle also allows the rider to treat the saddled creature as a suitable mount, regardless of their actual size. If the rider and the saddled creature are different sizes, the rider and the saddled creature share the space of the larger creature. The saddled creature is able to carry any creature riding it, allowing the saddled creature to ignore the rider’s weight when calculating their carry capacity and encumbrance and carry a rider while flying without reducing its fly speed.

Example: A Large giant fits the greater conforming mountlord’s saddle to a Tiny raven. The giant is able to treat the raven as a suitable mount, and the raven is able to carry the giant despite the giant being far too heavy for the raven. When determining the space the rider and mount occupy, the giant and raven would occupy a Large space, as the giant is larger than the raven.

Construction Requirements
Craft Marvelous Item, Alteration sphere (Agile), Warp sphere (Distort Size); Cost 2,500 gp (normal), 6,000 gp (greater)

Contrast Spectacles

Aura faint Divination; CL 3rd
Slot eyes; Price 2,000 gp

Description
The light pair of wire-rimmed lenses reveal natural levels of illumination from unnatural, even in conditions where the wearer can not otherwise see. Contrast spectacles instantly reveal the location and boundaries of all areas of darkness, blot, and glow, even if they do not change the ambient lighting conditions. As a swift action the wearer may attempt a Spellcraft check to identify any active (darkness), (blot), (glow), and (nimbus) talents. This does not grant low-light vision or darkvision, nor does it allow the wearer to notice magical lighting conditions through physical barrier to vision. The Obfuscation talent thwarts the effects of contrast spectacles.

Construction Requirements
Craft Marvelous Item, Divination sphere; Cost 1,000 gp

Crusader’s Insignia [Conq. HB]

Aura moderate Enhancement; CL 7th
Slot none; Price 3,000 gp; Weight -

Description
These ornate insignias bear iconography of a deity or cause, and usually take the form of bright sashes, medals, or other pieces of finery which can be brightly displayed. So long as the bearer of the insignia displays it prominently on their person, such as attached to their armor or adorned on their weapon, they may spend 1 panache to gain the use of a specific ability associated with the insignia.

The bearer may use the insignia once per day without spending panache. Characters without panache can use the insignia, but unless they have a way to gain panache, they can use the insignia’s ability only once per day. Characters with grit, kismet, or other features which act as panache may spend points to use this item as though it were panache.

  • Obsidian Periapt: The user can spend 1 panache point as an immediate action, granting the user 20% concealment for 1 round, as though under the effects of a blur spell. While the user is benefiting from concealment granted by the insignia, whenever a ranged attack misses the user, they may attempt a Stealth check to hide as a free action. Author's Note: This allows the user to hide even if they do not have cover.
  • Platinum Regalia: The user can spend 1 panache point as a swift action to cause the insignia to become active, running flush with a crimson hue for 1 minute. While the insignia is active, the user gains the benefits of the Step Up feat. Whenever the user follows a bleeding creature’s movement with the Step Up feat or a similar ability, the user heals 5 hit points.
  • Silver Blazon: The user can spend 1 panache point as a move action to cause the insignia to shine with a bright light for 1 minute, shedding light as a torch. While the insignia shines, creatures adjacent to the user are dazzled. If you feint a creature that is dazzled by this insignia, you gain a +2 circumstance bonus to your Bluff check.

Construction Requirements
Craft Marvelous Item, Enhancement sphere; Cost 1,500 gp

Cryptkeeper’s Coffin [Gravecaller's HB]

Aura moderate Death; CL 5th
Slot none; Price 8,000 gp; Weight 50 lbs.

Description
This ornately-carved, wooden coffin features a heavy lock and, at first-glance, can fit the body of an average Medium humanoid. A cryptkeeper’s coffin opens into an extradimensional space sufficiently large to hold up to 12 Medium humanoid bodies (or any combination thereof, a Large body being the same size as 2 Medium bodies, and so on).

A corpse stored inside a cryptkeeper’s coffin does not decay or decompose, as though under a constant Death sphere Corpse Manipulation sphere effect, and the time the corpse can be resurrected or otherwise raised from death is extended by up to 5 days. Undead can also be stored inside the cryptkeeper’s coffin.

Undead stored inside the coffin are healed for 2d6 hit points each hour. A living creature stored inside the cryptkeeper’s coffin has enough air to breath for approximately 1 hour before beginning to suffocate and takes 2d6 points of negative energy damage each hour instead of healing.

The cryptkeeper’s coffin cannot hold or store objects other than bodies and up to 100 pounds of worn or held equipment per body. Attempting to store objects within a cryptkeeper’s coffin without a body causes those objects to be ejected into a nearby unoccupied space.

A body can be stored or retrieved from the coffin as a standard action, or a creature inside the coffin can exit the unlocked coffin into the nearest unoccupied space as a move action. If the coffin is locked, a stored body trying to escape the coffin, such as a violent undead not under the owner of the cryptkeeper’s coffin’s control, can attempt a DC 15 Strength check to break open the coffin’s door. Attempts to break out are loud and obvious.

Construction Requirements
Craft Marvelous Item, Death (Corpse Manipulation, Tomb Of Flesh); Cost 4,000 gp

Cursed Sign [TS]

Aura faint Mana; CL 2nd
Slot none; Price 1,600 gp; Weight 2 lbs.

Once per day, when brandished in one hand as a standard action, a cursed sign can give one creature in close range (25 feet + 5 feet per 2 caster levels) the Painful Magic casting drawback unless they succeed at a Will save (DC 10 + 1/2 this item’s caster level). If successful, this effect lasts for 24 hours.

Flask Shard Effect: Increase this item’s caster level by 5 and increase its uses per day by 1. At +1, the cursed sign also gives a target the Draining Casting drawback. At +2, the cursed sign also gives a target the Variant Wild Magic drawback. At +3, the cursed sign also gives a target the Center Of Power drawback. Flask Shard Limit: +3

Construction Requirements
Craft Marvelous Item, Mana sphere (Mark Of Incompetency (expunge)); Cost 800 gp

Dagger of False Death [TS]

Aura faint Alteration; CL 3rd
Slot weapon; Price 3,602 gp; Weight 1 lb.

A surprisingly popular tool among certain groups of bodyguards and assassins, this item appears to be a regular dagger. However, once per day, a wielder can shapeshift a creature they strike when making a ranged or melee attack as a standard action using this weapon. When shapeshifted (Will negates), the target gains a +10 bonus to Disguise checks to appear dead (although the specifics can vary from appearing to have all the water sucked out of their body to simply turning pale and bleeding out). This shapeshift lasts for up to 30 minutes and hides small movements such as breathing or twitches. Greater daggers of false death cost 13,602 gp, but provide an additional +10 circumstance bonus to Disguise checks while stabbed into someone.

Construction Requirements
Craft Marvelous Item, Alteration sphere (Lingering Transformation, Transforming Strike [strike]); Cost 1,801 gp

Dashing Cloak

Aura faint Warp; CL 5th
Slot shoulders; Price 5,200 gp; Weight 1 lb.

Description
The silver embroidery on this fine purple cloak seems to twist and shift in the light. A dashing cloak has five charges which are renewed each day at dawn, represented by five symbols in the embroidery. Spending 1 or more charges causes one of the symbols to grow still and allows the wearer to teleport to any place they have line of effect and line of sight to, up to a maximum range of 30 feet. The action it takes to teleport depends on how many charges are spent.

  • 1 charge: Standard action
  • 2 charges: Move action
  • 3 charges: Swift action

Construction Requirements
Craft Marvelous Item, Warp sphere (Quick Teleport); Cost 2,600 gp

Dowsing Rods

Aura moderate Divination; CL 11th
Slot none; Price 1,000 gp; Weight 0.1 lbs.

Description
This pair of rods is used in divining the location of various objects, such as gems, metals or even water. Dowsing rods are made with a specific purpose upon its creation - see the table below for examples of available dowsing rods.

As a full-round action, you may attempt to cross the rods, which depending upon the results determine the direction or location of the nearest target. If the ends of the rods cross, you are either directly above or below a location where the target is within close range. If the rods remain parallel, you are facing the general direction where the nearest target may be found. If the rods repel each other, the nearest source of the target is not in that general direction. The larger the target, the stronger the pull of the rods. The rods will only become parallel if the target is within 1 mile of the rods.

Most dowsing rods, once they cross, lose the ability to find new targets, but may be used like a compass to find the old target. However, dowsing rods which divine for life necessities such as food, water, or habitable shelter may be used multiple times to find new targets (even after their rods have crossed if so desired). PCs seeking treasure in the form of precious metal ore or gem deposits to find such worth totaling roughly 500 gp (not including any wealth of any denizens who may be guarding it). Dowsing rods are thus not so much a means for PCs to get rich quick, but rather a tool that can be utilized to help move the story along.

Construction Requirements
Craft Marvelous Item, Divination sphere (Dowsing (divine)); Cost 500 gp

Roll Dowsing Rod Example Table
1 Dowsing rod of beasts (divines the location of the nearest animal, usually with a minimum Hit Dice or specific type)
2 Dowsing rod of breathable air
3 Dowsing rod of copper deposits
4 Dowsing rod of diamonds
5 Dowsing rod of dragons (divines the location of the nearest dragon)
6 Dowsing rod of gold deposits
7 Dowsing rod of goblinoids (divines for the location of the nearest goblinoid)
8 Dowsing rod of iron deposits
9 Dowsing rod of leylines (divines the location of the nearest leyline)
10 Dowsing rod of lead deposits
11 Dowsing rod of nutrition (divines for edible plants)
12 Dowsing rod of outsiders (divines the location of the nearest outsider of a specific subtype)
13 Dowsing rod of platinum deposits
14 Dowsing rod of poison detection (divines the presence of poison)
15 Dowsing rod of saturation (divines the presence of drinkable water)
16 Dowsing rod of shelter (divines the presence of habitable shelter)
17 Dowsing rod of silver deposits
18 Dowsing rod of undeads (divines the location of the nearest undead)
19 Dowsing rod of vermin (divines the location of the nearest vermin)
20 Dowsing rod of the woodlands (divines the location of the nearest grove of trees)

Earth Warrior’s Boots

Aura faint Life; CL 2nd
Slot feet; Price 4,000 gp; Weight

Description
These sturdy leather boots are prized by mercenaries who may not have healers available when they most need them. When standing upright on solid soil or stone, slamming the heel of either boot into the ground (a free action) will grant the wearer fast healing 1 for 2 minutes. Each boot can be used once per day, and can be used at the same time or separately (the effect stacks with itself). Both boots must be worn for the magic to be effective. The boots also grant DR 5/magic vs. anything harmful that the wearer steps on that are environmental in nature, or traps that attack from beneath the wearer.

Construction Requirements
Craft Marvelous Item, Life sphere (Revitalize); Cost 2,000 gp

Elemental Ward [TS]

Aura faint Protection; CL 4th
Slot wrists; Price 6,400 gp; Weight 1 lb.

Elemental wards are golden bracelets decorated with gems of various colors that bearers can clasp onto their wrists. Once per day, as a standard action, a creature can activate these bracelets to create an aegis on 1 ally + 1 additional ally per 2 caster levels who are within close range (25 feet + 5 feet per 2 caster levels) for 1 minute per caster level. This aegis grants energy resistance 10 + this item’s caster level to one of the following elements, chosen when the item is activated and applying to all creatures that benefit from the aegis: acid, cold, electricity, fire, or sonic damage. This only absorbs damage and may not protect from other side-effects. The elemental ward starts with the ability to affect three allies within 35 feet, grants energy resistance 14, and lasts for 4 minutes. The energy resistance granted by this item overlaps (and does not stack with) any existing energy resistance.

Flask Shard Effect: Increase this item’s caster level to the next increment of 4 and increase its uses per day by 1. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Protection sphere (Distant Protection [range], Elemental Resistance (aegis, ward), Mass Aegis [mass]); Cost 3,200 gp

Emergency Exit [TS]

Aura moderate Warp; CL 7th
Slot none; Price 19,600 gp; Weight 4 lbs.

Once per day, as a standard action, you may use the emergency exit to create a magical teleport beacon on a touched spot. At any point during the next seven hours, you may use another standard action to activate the emergency exit and teleport yourself and up to three other willing creatures who are within 40 feet of you back to that teleport beacon, regardless of your distance from the beacon (as long as it is on the same plane). A creature can only benefit from an emergency exit once per day.

Construction Requirements
Craft Marvelous Item, Warp sphere (Mass Teleport [mass], Ranged Warp [range], Teleport Beacon (space)); Cost 9,800 gp

Balancing An Emergency Exit

The ability to quickly retreat from a battle to a predetermined location is a powerful defensive tool for a party that gets in over their heads, especially when facing dangerous, high CR foes. There are limits to this item, but creative parties can also use them to jump back home after a day of adventuring or circumvent one-way teleports to get out of a restricted area. This item is less powerful than taking Teleport Beacon as a talent, but the GM should still carefully consider the impact of this item on a game before making it available.

If you need to make a more powerful version to accommodate a larger party, you only need to increase the caster level for this item, at a rate of one creature per 2 caster levels (this also increases the range willing creatures have to be in to benefit from this item, at a rate of 5 feet per 2 caster levels). The updated price for this item will be 400 x 7 x caster level. For example, a party of six characters would need a CL 10th item costing 28,000 gp.

Energy Converter [TS]

Aura faint Mana; CL 1st
Slot hands; Price 400 gp; Weight 2 lbs.

These ornate gauntlets seem to be made of metal thin enough to be woven into threads, but durable enough to withstand the rigors of combat, making them more like gloves than gauntlets. Once per day, as a standard action, a wearer can activate an energy converter to create an immobile spherical field with a radius of 10 feet + 5 feet per 10 caster levels and select one energy type from the following list: acid, cold, electricity, or fire. For one round, all damage from magical or supernatural sources that’s of the damage types on that list and that passes through or affects anything within the field becomes the type of damage selected.

Flask Shard Effect: Increase the caster level of this item to the next increment of 5 and increase its number of uses per day by 1. At +1, increase its duration to 1 round per caster level. At +2, add sonic to the list of elements the energy converter affects. At +3, add force to the list of elements the energy converter affects. At +4, add positive energy and negative energy to the list of elements the energy converter affects. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Mana sphere; Cost 200 gp

Entropic Gloves

Aura moderate Destruction; CL 12th
Slot hands; Price 60,000 gp; Weight -

Description
Once per round, when you use a sphere ability that deals hit point damage, you do an extra point of damage per caster level.

Construction Requirements
Craft Marvelous Item, Destruction sphere; Cost 30,000 gp

Feline Fineries [Catgirl HB]

Aura faint Illusion; CL 4th
Slot body; Price 150 gp; Weight 1 lbs.

Description
This fine silk vest is embroidered with small cat paws along the seams and stitchings. The feline fineries are a popular choice amongst noble households to clothe their servants in trim butler or frilly maid uniforms, but also find themselves in the hands of adventurers who simply wish to have a convenient set of presentable formalwear.

With a command word, the appearance of the wearer’s clothes are visually transformed into any non-magical set of pristine noble’s or servant’s clothing, which fit the wearer perfectly. In addition, if the wearer is not already an anthropomorphic feline, the wearer gains a cat’s tail and ears, whose appearance are chosen by the wearer (color, fluffiness, etc.). The wearer can manipulate the tail and ears as if they were real (such as swishing the tail or wiggling the ears), but gains no other benefits as they are otherwise superficial; the wearer’s normal ears are hidden while this effect is active.

The feline fineries otherwise function as a masterwork tool for Diplomacy while attending formal functions (such as balls, coronations, or parties).

Other variants of the feline fineries exist, such as those for canines, foxes, and other exotic animals.

Construction Requirements
Craft Marvelous Item, Illusion sphere (Illusory Disguise); Cost 75 gp

Flame Bearer’s Mask [TS]

Aura faint Bear; CL 5th
Slot head; Price 10,000 gp; Weight 3 lbs.

This wooden mask is carved into the shape of a bear’s head and seems a bit charred around the mouth. Once per day, the wearer can activate the flame bearer’s mask to channel a bear spirit. While channeling this spirit, the user gains the ability to exhale a cone of flames in close range (25 feet + 5 feet per 2 caster levels) as a standard action. This cone does 1d8 fire damage per two caster levels of this item, and creatures within its area of effect may attempt a Reflex save for half damage. This flame breath must recharge for 1d4 rounds after each use. This bear spirit only lasts for one minute, regardless of this item’s caster level.

Flask Shard Effect: Increase the caster level of this item to the next increment of 5 and increase the number of times it can be activated per day by 1. Flask Shard Limit: +3

Construction Requirements
Craft Marvelous Item, Bear sphere (Bearbaque (bearacteristic)); Cost 5,000 gp

Flask of the Dawn [TS]

Aura faint Life; CL 2nd
Slot none; Price 4,800 gp; Weight 2 lbs.

A much-beloved item among newer adventurers who do not have a friendly cleric around to heal them, and originally said to have been gifted to the world by a kind goddess for whom it is named, the flask of the dawn fills with three uses of a life-giving drink each morning and restores 2d8+2 hit points to anyone who drinks from it (as a standard action). This drink only heals and cannot be used to damage creatures vulnerable to positive energy. Rumors exist of flasks that work exclusively on undead, although whether this represents mercy from a goddess or a cruel joke by dark powers remains to be seen…

Flask Shard Effect: Increase the uses per day by 1, increase the dice rolled by 1, and increase the caster level of this item and the fixed healing to the next increment of 5 (thus, the first improvement gives 3d8+5 healing, then 4d8+10, etc.). Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Life sphere (Deeper Healing); Cost 2,400 gp

Focus of the Diviner

Aura faint Divination; CL 2nd; Scaling prize
Slot none; Price 150 gp; Weight 1 lb.

Description
This particular focus is made and sold in various different shapes, the most common of which is a wooden box containing either a complete deck of harrow cards or set of runes. If any of the harrow cards or runes move more than 400 feet from the box or becomes damaged those cards or runes rematerialize inside the box undamaged.
4th Level – 900 gp: While the owner is touching a harrow card or rune, she gains a +1 enhancement bonus to her caster level with Divination sphere talents and abilities.
6th Level – 2,400 gp: While the owner is in possession of the focus of the diviner, she gains the benefits of the Deadly Dealer feat, even if she does not meet the feat’s prerequisites. Thrown cards and runes are treated as darts, but cannot be imbued with additional power except as listed below unless the owner also has the Arcane Strike feat. This otherwise functions as the Deadly Dealer feat.
8th Level – 4,950 gp: The enhancement bonus increases to +2.
10th Level – 9,300 gp: The owner, if she throws harrow cards or runes may add the enhancement bonus with the Divination sphere to her attack and damage rolls with the harrow cards or runes.
12th Level – 16,200 gp: The enhancement bonus increases to +3.
14th Level – 27,750 gp: The cards and runes gain a +1 ranged weapon special ability of your choice, such as distance, flaming, or ghost touch.
16th Level – 47,250 gp: The enhancement bonus increases to +4.
18th Level – 79,500 gp: The cards and runes gain your choice of an additional +2 ranged weapon special ability or two +1 ranged weapon special abilities of your choice.
20th Level – 132,000 gp: The enhancement bonus increases to +5.

Construction Requirements
Craft Marvelous Item, Divination sphere, Enhancement sphere; Cost 66,000 gp

Foodmaker [TS]

Aura faint Nature; CL 2nd
Slot none; Price 1,600 gp; Weight -

Despised the world over by arcane masters confident they could come up with a much better name - but who have been continually rebuffed by commoners who refuse to call it anything else - the foodmaker is a popular choice among caravaners and travelers who expect to travel a long distance and do not know how much food they can find or carry along the way. Foodmakers look like boxes containing seeds that refresh each morning; once per day, you can toss these seeds onto the ground in a 5-foot radius, +5 feet per 2 caster levels. Immediately after, one of these plants per caster level sprouts enough common food (such as corn or berries) to feed three Medium-sized creatures or one horse for a day.

Flask Shard Effect: Increase the caster level to the next increment of 5, which increases the number of plants that can be harvested and the radius of ground where plants will grow. Flask Shard Limit: +2

Construction Requirements
Craft Marvelous Item, Nature sphere ((plant) package, Create Nature (geomancing)); Cost 800 gp

Goggles of Magic Sight

Aura faint Divination; CL 1th
Slot eyes; Price 1,200 gp; Weight 1 lb.

Description
These goggles look like simple goggles used by fliers, but closer inspection reveals that the glasses can be rotated. Moving both glasses to the right position provides the effects of the standard divine effect of the Divination sphere. The effect persists until the user ceases concentration, after which both glasses snap back to their original position. These goggles can be used 3 times per day.

Construction Requirements
Craft Marvelous Item, Divination sphere; Cost 600 gp

Gravity Regulator [RW HB]

Aura faint Telekinesis; CL 6th
Slot chest; Price 2,000 gp (personal), 8,000 gp (prime), 12,000 gp (vessel); Weight 2 lbs.

A gravity regulator is a feat of magic and technology, using minor gravity alteration to normalize ambient gravity and assist against many of the regular hazards of gravity. The gravity regulator is frequently created as a vest but may also be available for the feet, shoulder, or wrist item slot.

The gravity regulator’s wearer always takes the minimum possible damage from falling (as if each die of fall damage had rolled a 1) and is not knocked prone after taking lethal damage from a fall.

In addition, a gravity regulator’s wearer grants a number of benefits in different types of gravity:

  • Heavy Gravity: The wearer suffers no penalties from the effects of heavy gravity.
  • Light Gravity: Other creatures do not gain a circumstance bonus on attack rolls against the wearer.
  • No Gravity: The wearer gains a 5-foot fly speed with clumsy maneuverability while in an area of no gravity.
  • Subjective Gravity: The wearer gains a +8 bonus on Wisdom checks made to choose a new “down” in an area of subjective gravity.

A gravity regulator’s effects only function in areas of non-magical gravity (or “naturally occurring” gravity, such as a gravity planar trait). Gravity created by magic, such as with a Telekinesis sphere talents, affects the wearer normally. A prime gravity regulator functions even in areas of magically altered gravity.

A prime gravity regulator can also be crafted such that it affects an entire vessel (such as a vehicle or spaceship), granting its benefits to any creatures inside of or otherwise manning the vessel. This does not protect against the hazards of a vacuum or space and does not grant the vessel itself these benefits. If using the Ships of Skybourne vehicle rules, a prime gravity regulator outfitted for a vessel provides its benefits for the entire vehicle, regardless of how many locations it possesses.

Construction Requirements
Craft Marvelous Item, Telekinesis sphere; Cost 1,000 gp (normal), 4,000 (prime), 6,000 gp (vessel)

Growing Can [TS]

Aura faint Nature; CL 2nd
Slot none; Price 1,600 gp; Weight -

Once per day, you can pour out the water in a growing can to create a field of ivy, vines, and general plant cover on the ground. This field has a radius of 5 feet + 5 feet per 2 caster levels. This is an instantaneous effect and the plants remain on the ground, but may die quickly if the terrain is unsuitable for supporting them. The can refills itself each morning and the water never spills out unless intentionally poured.

Flask Shard Effect: Increase the caster level to the next increment of 5, which increases the radius of ground where plants will grow, and increase the number of uses per day by 1. Flask Shard Limit: +2

Construction Requirements
Craft Marvelous Item, Nature sphere ((plant) package, Create Nature (geomancing)); Cost 800 gp

Headband of Ill Fortune

Aura faint Fate; CL 5th
Slot headband; Price 10,000 gp; Weight -

Description
When a creature wears this headband, once per day they may look at a creature within close range and curse them as an immediate action, forcing them to roll an attack roll, skill check, ability check, or saving throw twice and take the lower result.

Construction Requirements
Craft Marvelous Item, Fate sphere; Cost 5,000 gp

Healing Shiv [TS]

Aura faint Life; CL 3rd
Slot weapon; Price 3,602 gp; Weight 1 lb.

This dagger has a rough, jagged edge and a cobbled-together grip that looks like something put together in a prison. Once per day, as part of making an attack as a standard action using this weapon, the wielder can heal the target struck by the attack for 2d8 + this item’s caster level in hit points (the target still takes damage from the attack first). This is a positive energy effect and can damage creatures who are vulnerable to positive energy (a Will save halves the positive energy damage). If the user has the Spell Attack feat, this weapon can be used and activated as part of a special attack action.

Flask Shard Effect: Increase this item’s caster level to the next increment of 5, increase the number of dice healed by 1, and increase the number of uses per day by 1. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Life sphere (Clarified Strike [strike], Deeper Healing); Cost 1,801 gp

Inspiring Crest [TS]

Aura faint Mind; CL 2nd
Slot any; Price 1,600 gp; Weight -

Inspiring crests are enchanted works of art often affixed to the insides of shields, the bottoms of gauntlets, or other areas where they can be quickly glanced at during battle. Once per day, as an immediate action, you can look at the inspiring crest to gain a +2 competence bonus to a skill check or an attack roll you have already made. This can change the result, but must be done after rolling and before the result is revealed.

Flask Shard Effect: Increase the caster level of this item to the next increment of 5 and increase the number of uses per day by 1. At +1, the bonus becomes +2d4. At +3, the bonus becomes +2d4 +1 per 2 caster levels. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Mind sphere (Inspiration (charm), Powerful Charm); Cost 800 gp

Invisible Edge [TS]

Aura faint Light; CL 4th
Slot hands; Price 6,400 gp; Weight 3 lbs.

Once per day, as a standard action, a creature can activate an invisible edge to gain an aura of non-visible light for one minute per caster level of this item. This effect functions in magical darkness and does not interact with or hinder the functions of magical darkness. While a creature possesses this aura, they deal damage and gain reach as if they were one size category larger. This effect stacks with any actual size changes, such as using the Alteration sphere to grow larger, but does not stack with any other effective size changes.

Flask Shard Effect: Increase this item’s caster level to the next increment of 4 and increase its uses per day by 1. At +2 and +4, creatures using this item act as if they were an additional size category larger. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Light sphere (Black Light, Encompassing Light (light)); Cost 3,200 gp

Last Musicbox

Aura moderate Fate; CL 10th
Slot none; Price 20,000 gp; Weight 2 lbs.

Description
This small mechanical box plays a haunting melody when opened, and is decorated with images of angels and demons locked in combat. Whenever a creature within 50 feet of the music box hears the melody for at least one uninterrupted minute, one of the following happens:

If the creature is good, they gain a +2 sacred bonus to attack rolls, saving throws, and skill checks for 10 minutes.

If the creature is evil, they gain a +2 profane bonus to attack rolls, saving throws, and skill checks for 10 minutes.

If the creature is neither good nor evil, they suffer a -2 penalty to all attack rolls, saving throws, and skill checks for 10 minutes.

The music box can only be played once per day. If a creature opens the box a second time in a day, no music plays, and instead every creature within 50 feet becomes sickened for 1 hour.

Construction Requirements
Craft Marvelous Item, Fate sphere; Cost 10,000 gp

Left-Handed Gauntlet [Youxia HB]

Aura faint transmutation; CL 15th
Slot hands; Price 5,000 gp; Weight 3 lbs.

Description
This plain looking silver gauntlet is attuned to the first creature to wear it, bonding with them permanently until destroyed. When it is first donned, the creature gains temporary hit points equal to half of their total hit points (if their total hit points increase while wearing it, they gain additional temporary hit points); these hit points are restored at the rate of 1 per hour as long as the wearer has at least 1 temporary hit point from this item. In addition, the wearer takes a penalty on attack and damage rolls equal to 1/2 their base attack bonus (minimum 1, and if the wearer’s base attack bonus increases while wearing this gauntlet, they can choose to increase this penalty); this penalty is only active during combat after rolling initiative. While wearing this gauntlet, the wearer is unable to use any spells or spell-like abilities. Once all temporary hit points are lost, this item breaks, granting the wearer DR X/- for 10 minutes, with X being equal to the penalty they took on attack and damage rolls.
Construction Requirements
Feats Craft Marvelous Item, Life sphere, Nature sphere (Nature’s Carapace (spirit)), Cost 2,500 gp

Ley Line Taprod [RW HB]

Aura faint Mana; CL 3rd
Slot none; Price 1,500 gp (normal), 4,000 gp (greater); Weight 1 lb.

A ley line taprod is a device similar to a dowsing rod inlaid with quartz which is used as an aide when attuning to a ley line. A ley line taprod grants a +5 competence bonus on Spellcraft checks made to attune to a ley line.

A greater ley line taprod is the same as a normal ley line taprod, except the competence bonus to Spellcraft checks made to attune to a ley line is +10.

Construction Requirements
Craft Marvelous Item, Mana sphere; Cost 750 gp (normal), 2,000 (greater)

Leylantern [RW HB]

Aura faint Light and Mana; CL 5th
Slot none; Price 3,500 gp (normal), 4,000 gp (attendant); Weight 3 lbs.

This well-crafted lantern is made of wrought iron or other metal with simple glass panes with a single chunk of quartz in the middle where a candle or fuel source would sit. The leylantern functions as a hooded lantern and does not require oil or fuel to function, instead being lit or snuffed with a command word, causing the quartz chunk to shed light.

Beyond its normal functions as a lantern, a leylantern has a unique property allowing it to capture a sliver of a ley line’s energies and attune to the ley line as a creature could. The leylantern can be attuned to a ley line by spending 10 minutes at a ley line accessible node. An attuned leylantern’s quartz chunk changes color to match the ley line’s strength and influence (such as a weak, fire-aligned leyline’s violet hues surrounded by dancing cinders and sparks). The leylantern remains attuned to the ley line for 1 year, at which point the ley line’s energy leaves the leylantern. A leylantern can only be attuned to a single ley line at a time. Attempting to attune the leylantern to a new ley line severs the leylantern’s connection with the previous ley line.

While a leylantern is attuned to a ley line, creatures attuned to that same ley line treat the leylantern as though it were the ley line for the purposes of effects and abilities (such as receiving that ley line’s bonuses or boons or the Ley Line Affinity drawback feat) as long as the creature is within 30 feet of the leylantern. This does not allow creatures not attuned to the ley line to attune using the leylantern; a creature must still travel to the ley line and attune at an accessible node.

An attendant leylantern can float in the user’s space with a command word, following the user without needing to be held. While floating in this manner, the attendant leylantern may be mentally commanded as a move action to remain floating in its current space, or return to the user’s side if within 30 feet of the user. An attendant leylantern cannot hold weight, and any weight in excess of 1 pound causes the lantern to fall to the ground.

Construction Requirements
Craft Marvelous Item, Light sphere, Mana sphere; Cost 1,750 gp (normal), 2,000 gp (attendant)

Light of Iris

Aura moderate Light and Fate; CL 8th
Slot hand; Price 32,000 gp; Weight 0.5 lbs.

Description
The light of iris is a silver eye that is worn like a glove so that the eye is over the person’s palm. When different creatures are within 100 feet of the one wearing the light of iris, the eye glows dimly in a variety of colors. If multiple creatures are within range, it will alternate its glow every second between the different types that are within range. If the wearer chooses he may consciously exclude a creature he can see from those the light of iris detects (such as his party members). Excluding or re-including a creature in this manner is a standard action.
Creature Type Glow Color
Goblinoids (goblins, orcs, etc.) Blue
Undead Red
Oozes Orange
Aberrations Green
Outsiders White
Dragons Purple
Fey, gnomes, or elves Yellow

Additionally, twice per day when the hand is empty and the hand opened completely, the wearer may spend a standard action to cause the light of iris to unleash a 60 ft. cone of bright light for one round. Once during this round, each ally within this bright light may roll an attack roll, skill check, ability check, or saving throw twice and take the better result. This only functions if they are within the area of bright light.

Construction Requirements
Craft Wondrous Item, Light sphere (Style), Fate sphere (Bless); Cost 16,000 gp

Lucky Charm [TS]

Aura faint Divination; CL 2nd
Slot any; Price 1,600 gp; Weight 0.5 lbs.

Instilled with a suspiciously high amount of luck, these charms are often made with simple materials and prayed over by people who care for the individual it is being made for. Once per day, as a free action that can be taken even when it is not your turn, you may add 1d4 to one attack roll, skill check, saving throw, ability check (including Initiative rolls), or combat maneuver roll you are about to make. As an immediate action, you may instead grant this effect to an ally who can see and hear you. You may only use this effect once per roll and must do so before rolling the dice.

Flask Shard Effect: Increase the caster level of this item to the next increment of 5, add a +1 bonus to the result of the roll, and increase the number of daily uses by 1. Also, once per day for each flask shard used on this item, the user can meditate for one minute with this item to regain all daily uses of its effect. (This means a +1 lucky charm has a real maximum of 4 uses/day, a +2 has a real maximum of 9 uses/day, etc.) Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Divination sphere (Divine Future); Cost 800 gp

Magic-Shielding Tattoo [TS]

Aura faint Enhancement; CL 4th
Slot any; Price 6,400 gp; Weight 0.5 lbs.

This tattoo comes stored in a vial and can be poured onto a creature’s body, whereupon it covers their skin to reveal its intended form. This tattoo covers one magic item slot and only functions as long as a creature is not wearing any other items in that slot. Once a day, as a standard action, a creature can activate a magic-shielding tattoo to create a layer of magical energy that protects them from counterspelling and dispel attempts, as the Magic Sink (enhance) talent of the Enhancement sphere. Treat this magic sink as having an effective MSD to pass of 11 + this item’s caster level. This barrier lasts for 1 minute per caster level.

Flask Shard Effect: Increase the caster level of this item to the next increment of 4. At +1 and +3, this item can be activated an additional time per day. At +2, this item can be activated as an immediate action in response to an enemy’s counterspell or dispel attempt, but this reduces its duration to 1 round. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Enhancement sphere (Magic Sink (enhance)); Cost 3,200 gp

Matrix of Order [WM]

Aura faint protection; CL 6th;
Slot neck; Price 8,000 gp Weight 1 lb.

Description
This necklace appears to hold a modestly sized crystal, but closer inspection reveals the crystal to be an impossible complex lattice of smaller crystal filaments designed to trap and hold the excess energy of a wild magic event. Once per day, when the wearer of a matrix of order triggers a wild magic event (but not a major event), as a free action that may be taken even when it is not his turn, he may choose to negate the event. This decision must be made before the roll is made on the wild magic table. Once used, the matrix sheds light as a torch for 1 hour, then as a candle for 6 hours as it bleeds away the trapped magical energies. A matrix of order must be worn for 24 hours to be attuned.

Construction Requirements
Craft Marvelous Item, Protection sphere; Cost 4,000 gp

Mind-Shielding Ring [TS]

Aura faint Mind; CL 2nd
Slot ring; Price 1,800 gp; Weight 0.5 lbs.

These rings are often worn by those expecting to go into mentally difficult situations. Once per day, you can activate this ring as a standard action to gain a morale bonus to saving throws made against mind-affecting effects equal to 1 + 1/2 this item’s caster level. This bonus lasts for up to this item’s caster level in rounds, but ends as soon as you attempt a saving throw against such an effect, regardless of the success.

Flask Shard Effect: Increase the caster level of this item to the next increment of 5, which increases its bonus and duration, and increase the uses per day by 1. At +1, this item instead grants a morale bonus equal to its caster level for all Will saves against mind-affecting effects, but the bonus is halved (rounding down) with each Will save made. At +2, this item can be activated as an immediate action, but doing so reduces its duration to 1 round. You can still activate it as a standard action to get its normal duration. At +3, this item instead grants immunity to mind-affecting effects that allow Will saves for its duration (and is no longer halved in duration with each save); this can be bypassed by attempting a magic skill check against 11 + your character level, as well as through some other special abilities. If the immunity is bypassed, you instead gain a bonus to your Will save equaling this item’s caster level against that effect. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Mind sphere (Mind Shield (charm), Powerful Charm); Cost 800 gp

Necklace of the Healed Soul

Aura faint Fate and Life; CL 3rd; Scaling prize
Slot neck; Price 400 gp; Weight 1/2 lbs.

Description
This necklace, is a thin platinum chain interwoven with small diamonds with a single charge that refreshes each day. The wearer as a standard action, may use the restore Life sphere ability by spending a single charge. When using sphere talents or abilities from the necklace they are considered to have CL 1st.

4th Level - 900 gp: The wearer of the necklace of the healed soul can now use restore with the Restore Health talent. The wearer uses the necklace sphere talents or abilities at CL 2nd.
7th Level - 3,525 gp: The wearer of the necklace of the healed soul can now use restore with the Restore Health and Restore Senses talents. The wearer uses the necklace sphere talents or abilities at CL 4th.
10th Level - 9,300 gp: The wearer of the necklace of the healed soul can now use restore with the Restore Health, Restore Senses, and Restore Spirit talents. The wearer uses the necklace sphere talents or abilities at CL 6th.
12th Level - 16,200 gp: The wearer of the necklace of the healed soul can now use restore with the Break Enchantment, Restore Health, Restore Senses, and Restore Spirit talents. The wearer uses the necklace sphere talents or abilities at CL 8th.
14th Level - 27,750 gp: The wearer of the necklace of the healed soul can use the Freedom word from the Fate sphere by spending a single charge. The wearer uses the necklace sphere talents or abilities at CL 10th.
15th Level - 36,000 gp: As an immediate action, the wearer of the necklace can use the Bless word from the Fate sphere by spending a single charge. The wearer uses the necklace sphere talents or abilities at CL 12th.
16th Level - 47,250 gp: The necklace has 2 charges which refresh daily. The wearer uses the necklace sphere talents or abilities at CL 14th.
17th Level - 61,500 gp: The necklace has 3 charges which refresh daily. The wearer uses the necklace sphere talents or abilities at CL 16th.
18th Level - 79,500 gp: The necklace has 4 charges which refresh daily. The wearer uses the necklace sphere talents or abilities at CL 18th.
19th Level - 102,750 gp: The necklace has 5 charges which refresh daily. The wearer uses the necklace sphere talents or abilities at CL 20th.

Construction Requirements
Craft Marvelous Item, Craft Apparatus, Life sphere (Break Enchantment, Restore Health (cure), Restore Senses (cure), Restore Spirit (cure)), Fate sphere (Bless (word), Freedom (word)); Cost 51,375 gp

Necrotic Marionette

Aura strong Death; CL varies
Slot none; Price varies; Weight 100 lbs.

Description
A creation of necromancers unwilling or unable to secure bodies for reanimation, a necrotic marionette is a puppet that functions as a corpse for the purposes of any Death talent - it can be reanimated, absorbed by Tomb Of Flesh, detonated by Corpse Bomb, repaired by Corpse Manipulation, and so on. Necrotic marionettes count as twice their Hit Dice against the total amount you may have reanimated at once.

A necrotic marionette has the following ability scores when raised as an undead: Str 12, Dex 14, Con -, Int 7, Wis 10, Cha 13. It gains additional bonuses to Strength, Charisma, and natural armor based on its Hit Dice, as shown on the table below.

Necrotic marionettes cost 500 gp per Hit Dice and have a caster level equal to their Hit Dice.

Construction Requirements
Craft Marvelous Item, Death sphere, creator must have a CL equal to or greater than the Hit Dice of the necrotic marionette; Cost 250 gp per Hit Die

Table: The Necrotic Marionette
Hit Dice Str/Cha Bonus Natural Armor Bonus
1 +0 +0
2 +1 +0
3 +1 +2
4 +2 +2
5 +2 +2
6 +3 +4
7 +3 +4
8 +4 +4
9 +4 +6
10 +5 +6
11 +5 +6
12 +6 +8
13 +6 +8
14 +7 +8
15 +7 +10
16 +8 +10
17 +8 +10
18 +9 +12
19 +9 +12
20 +10 +12

Obdurate Douter

Aura moderate Dark; CL 7th
Slot none; Price 5,000 gp; Weight 2 lbs.

Description
The soot-stained bell of this ornate silver candle snuffer seems immune to cleaning, but closer examination reveals that the metal has somehow been contaminated with darkness. As a standard action, an obdurate douter can be used to snuff out any source of non-magical light or fire within 40 feet as per the Extinguish talent. For diffuse light sources and conflagrations, it can extinguish up to one 5-foot square per turn. Magical fires with a duration longer than instantaneous can be extinguished with a successful magical skill check with a +7 modifier. If the obdurate douter is plunged directly into the magical flame the magical skill check is made with a +10 modifier, but the wielder takes damage from the magical fire should the attempt fail.

Construction Requirements
Craft Marvelous Item, Dark sphere (Extinguish); Cost 2,500 gp

Obsidian Key

Aura weak Dark; CL 5th
Slot neck; Price 3,000 gp; Weight -

Description
This faceted key is carved from volcanic glass and hangs around the wearer’s neck on thread of spider silk. Each obsidian key must be attuned to a particular Dark sphere user in a ritual using a small sample of the caster’s blood, hair, or similar token piece of her body. Once attuned, a creature donning the obsidian key is treated as having the Clearsight and Darkvision melds with respect to the attuned Dark sphere user’s areas of darkness or blot. As a swift action, the wearer may immediately dispel all ongoing darkness, blot, or shadow effects within medium range that were created by the attuned caster, at which time the obsidian key becomes non-magical.

Construction Requirements
Craft Marvelous Item, Dark sphere (Clearsight (meld)); Cost 1,500 gp

Obstructing Shield [TS]

Aura faint Protection; CL 2nd
Slot any; Price 1,600 gp, Weight 2 lbs.

Obstructing shields are small medallions shaped to look like the insignia of particular organizations, though they are occasionally crafted in other forms. Once per day, as a standard action, you can activate the obstructing shield to gain an aegis that grants DR /- equal to half the caster level of this item for one minute per caster level. This aegis ends when it has absorbed damage equal to 10x this item’s caster level or the duration expires, whichever comes first.

Flask Shard Effect: Increase the caster level of this item to the next increment of 5, and increase the number of uses per day by 1. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Protection sphere (Obstruction (aegis)); Cost 800 gp

Origami Charm

Aura faint Enhancement; CL 1st
Slot none; Price 75 gp; Weight -

Description
A sheet of parchment of assorted colors that requires a Craft (art) check DC 15 to use as a full-round action. If successful, the crafted origami becomes an awakened Diminutive animated object for 1 hour, utilizing the stat-block provided below. If the Craft check was unsuccessful or the animated object is destroyed before the duration expires, the wondrous item is consumed and drained of all magical power becoming nothing more than a pile of paper confetti. If the duration expires before the animated object is destroyed, the origami reverts back to a sheet of parchment and may be used again.

Special: Characters with the Object Familiar feat may select origami charm as their familiar instead of a Tiny animated object. Origami charms who are made into familiars are not consumed by an unsuccessful Craft (art) check, but rather become inert for 24 hours or until the character regains their spell pool (whichever comes first), at which time the character regains the ability to reanimate the origami charm.

Construction Requirements
Craft Marvelous Item, Enhancement sphere; Cost 37.5 gp

Origami Charm (CR 1/8)

XP 50
N Diminutive construct
Init +3, Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 19, touch 17, flat-footed 12 (+3 Dex, +2 natural, +4 size)
hp 2 (1d10)
Fort +0, Ref +3, Will +0
Defensive Abilities hardness 0, Immune construct traits
Weakness fire vulnerability

Offense
Speed 10 ft.
Melee slam (1d1-3)
Space 1 ft., Reach 0 ft

Statistics
Str 4, Dex 16, Con -, Int -, Wis 11, Cha 11
Base Atk +1, CMB -6, CMD 7
Languages Common
SQ 3 construction points (+2 from flaws)

Special Abilities
Construction Flaws (Ex)

  • Cloth (+1 CP) The origami charm is made of cloth-like parchment decreasing its hardness by 5.
  • Flammable (+1 CP) The origami charm has vulnerability to fire.

Familiar
If the origami charm is a familiar, it may change out its construction points by attempting a Craft (art) check DC 15 + 1 per construction point changed. Flaws may not be changed or traded out with others.

Performer’s Edge [TS]

Aura faint Enhancement; CL 2nd
Slot none; Price 1,600 gp; Weight 3 lbs.

This bottle contains a faintly shimmering lime-green liquid that occasionally switches to another bright color for a moment. When consumed as a standard action, this liquid grants a +5 enhancement bonus to 1 skill of the drinker’s choice for one round per caster level. The bottle refills itself once each day, usually sometime late in the afternoon. Rumors exist of greater versions of this item that last for minutes per caster level, as well as a superior bottle with a permanent extend spell effect applied on top of that.

Flask Shard Effect: Increase the caster level of this item to the next increment of 4, increase its uses per day by 1, and increase the enhancement bonus it provides by +1. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Enhancement sphere (Enhance Focus (enhance)); Cost 800 gp

Pixie Partner [TS]

Aura faint Conjuration; CL 5th
Slot none; Price 10,000 gp; Weight 1 lb.

The pixie partner is a small golden leaf pin. Once per day, it can summon a 5th-level biped companion with the following statistics; this pixie companion remains for one round per caster level of this item and follows any commands given to it. Though mischievous by nature and likely to creatively interpret orders in a way that can provide amusement, pixie companions appreciate being given gifts of sweets or baubles and are generally nicer when summoned by mortals that care for them. If injured, pixie companions are restored to full hit points after seven straight days of not being summoned.

Flask Shard Effect: The pixie gains an additional (form) talent, chosen by the creature upgrading this item. At +1, the summoned pixie can remain for up to one hour per caster level. At +3, it can remain indefinitely, and can be summoned and dismissed at-will. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Conjuration sphere (Altered Size (form), Avian Creature (form), Fey Companion (type), Sage Companion (form)); Cost 5,000 gp

Pixie Partner (Companion)

Bipedal companion
N Tiny outsider
Init +3; Senses Perception +4

Defense
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 28 (4d10+4)
Fort +5, Ref +4, Will +4
Defensive Abilities DR 2/cold iron, evasion, +1 to saves vs. charm and sleep effects

Offense
Speed 30 ft., fly 50 ft. (average)
Melee 2 slams +6 (1d2)
Space 20 ft.; Reach 0 ft.

Statistics
Str 10, Dex 16, Con 13, Int 12, Wis 10, Cha 11
Base Atk +4; CMB +5; CMD 15
Feats Go UnnoticedAPG, Stealthy
Skills Escape Artist +5, Fly +13, Perception +4, Stealth +20
SQ altered size x2, avian creature, fey companion, skillful companion

Special Abilities
Altered Size Companion changes size by one category (taken twice)
Avian Creature Companion gains flight
Evasion (Ex) No damage on successful Reflex save.
Fly (50 ft., average) You can fly!
Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth checks, allowing you to attempt a Stealth check that round to hide from them. Skillful Companion Companion gains increased Intelligence and skill points

Portable Shell [TS]

Aura faint Protection; CL 3rd
Slot any; Price 3,600 gp; Weight 2 lbs.

This charm comes in many forms, though creators often use symbols of turtle shells or shields when making them to give a clue to their function. Once per day, a portable shell can create an immobile ward with a 10-foot radius that reduces the damage of all projectiles that pass through its edge by 7 points. (This includes projectile weapons, thrown rocks, projectile-like rays such as Stone Blasts, falling debris, and anything the GM decides is sufficiently similar to these examples.) This dome lasts for 1 minute per caster level (normally 3 minutes).

Flask Shard Effect: Increase the caster level of this item to the next increment of 5, which increases the amount of damage reduced to 5 + caster level and increases the amount of time the ward remains. At +2 and +4, portable shells can be used an additional time each day. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Protection sphere (Enduring Protection, Missile Shield (ward)); Cost 1,800 gp

Power Charm of the Elementalist

Aura faint Destruction; CL 5th
Slot none; Price 2,000 gp; Weight

Description
The wearer treats his elementalist level as 4 higher for the purposes of determining the bonus damage from the favored element class feature. This bonus does not grant early access to increased multipliers.

Construction Requirements
Craft Marvelous Item, favored element class feature; Cost 1,000 gp
For information on power charms, see Steelforge by Dreamscarred Press.

Purrsian Carpet [Catgirl HB]

Aura moderate Enhancement; CL 8th
Slot none; Price 34,000 gp; Weight 20 lbs.

Description
Originally developed as a means for the rich to traverse long distances in comfort, due to their unnatural behaviour such carpets ended up becoming more like pets and protectors to said people than just vehicles. It is not rare to see a wealthy lord or lady keeping a pair of these beside them to offer company and protection in lieu of guards. After all, they’re friendly to their owner and ferocious to said person’s enemies.

This exquisitely-made carpet is often fashioned from the pelt of a tiger or other large feline. Those who tame these large creatures as lifelong companions may also have them fashioned into a carpet to keep them close even after their passing.

This carpet can be animated with a command word as a standard action to become a Large animated object, as though enhanced with the Enhancement sphere Animate Object (enhance) talent with an unlimited duration. As an animated object, the purrsian carpet has a 50-feet fly speed with maneuverability (good). If the command word is spoken a second time, the purrsian carpet will return to its inanimate state; if this command word is spoken while the purrsian carpet is flying, it will slowly descend, taking itself and anything riding it slowly to the ground, as though under a Nature sphere Air Mastery feather fall effect.

While animated, the purrsian carpet automatically succeeds at Fly checks made to hover, and possesses a +10 racial bonus on all other Fly checks.

Although a purrsian carpet does not possess an Intelligence score, it is capable of uncanny acts of “intelligence”. While not in use as a rideable animated object, the purrsian carpet will often exhibit cat-like behavior, engaging in acts such as ‘grooming’ itself, chasing nearby small rodents and birds, and even purring when stroked. Whatever its behaviour, the purrsian carpet will never stray more than 30 feet from whomever last issued its command word, or from the place it was instructed to remain.

Construction Requirements
Craft Marvelous Item, Enhancement sphere (Animate Object, Alter Movement); Cost 17,000 gp

Purrsian Carpet (activated) (CR 5)

XP 1,600
N Large construct
Init -1; Senses darkvision 60; Perception -5

Defense
AC 14, touch 8, flat-footed 14 (-1 Dex, +6 natural, -1 size)
hp 67 (4d10+15+30 size)
Fort +1, Ref +0, Will -4
Defensive Abilities hardness 5; Immune construct traits

Offense
Speed 40 ft., fly 50 ft. (good)
Melee slam +9 (1d6+9)

Statistics
Str 22, Dex 8, Con -, Int -, Wis 1, Cha 1
Base Atk +4 CMB +11 CMD 20 (24 vs. trip)
Skills +9 Fly; Racial Modifiers +10 Fly
SQ 3 construction points (additional movement [fly], durable, faster [land]), show you the world

Special Abilities
Show You The World (Ex): As a magic item, the purrsian carpet’s fly speed is 50 feet with maneuverability (good). Whenever the purrsian carpet would be deactivated mid-flight, it descends slowly to the ground, as though under a Nature sphere Air Mastery feather fall effect. The purrsian carpet has a +10 racial bonus on all Fly checks and automatically succeeds at Fly checks made to hover.

Quickdraw Scabbard [TS]

Aura faint Time; CL 3rd
Slot none; Price 3,600 gp; Weight 3 lbs.

This scabbard automatically reshapes itself to fit any weapon that the wearer attempts to fit into it. Twice per day, as a free action, the wearer can press a button to accelerate the weapon out of the sheath and draw the weapon as part of making an attack with it. This can be used with splash weapons, but not with non-weapons like potions and spell engines.

Construction Requirements
Craft Marvelous Item, Time sphere, Quick Draw feat or Equipment (Fast Draw) talent; Cost 1,800 gp

Ring of Vitaelity [Jester's HB]

This bloodstained ring pulses with life when those around it bleed.
Aura moderate Life; CL 8th
Slot ring; Price 17,000 gp; Weight 0.1 lbs.

This worn, steel ring is coated in a heavy patina. The wearer of this ring reduces any bleed damage taken by 3.

When worn by anyone with vitae, the first time the wearer would gain vitae each round, they gain 1 point of temporary vitae. Temporary vitae must always be spent first. Temporary vitae not spent before the end of the wearer’s next turn is lost.

Construction Requirements
Craft Marvelous Item, Life sphere (any (vitality) talent); Cost 8,500 gp

Robes of Gentle Snowfall [BaP]

Aura moderate Nature; CL 10th
Slot body; Price 14,000 gp; Weight 2 lbs.

Description
These soft robes are inlaid with small, twinkling crystals that seem to shimmer and sway like falling snow on the fabric. If the wearer of these robes is an incanter with the frostweaver archetype (or otherwise possesses the frost motes class feature), wearing these robes increases the maximum number of frost motes the wearer may possess by 1 and the wearer treats their incanter level as 4 higher than normal when determining the effects of the wearer’s ice charms and any blessings of winter the wearer possess. This does not grant the wearer access to ice charms or blessings of winter earlier, it simply increases the effect of ice charms and blessings of winter that you have access to.

In addition, once per day, the wearer of these robes may use an ice charm that does not reserve frost motes or augment a sphere effect as a frost mote-augmented sphere effect without spending a frost mote.

Cosmetic variations of these robes exist for variant frostweavers.

Construction Requirements
Craft Marvelous Item, Nature sphere (Create Nature); Cost 7,000 gp

Runic Vambraces [Conq. HB]

Aura moderate Destruction; CL 9th
Slot wrists; Price 16,000 gp; Weight 1 lb.

Description
This pair of arm guards are emblazoned with dozens of softly glowing runewords, with an attuned rune more prominently featured as the motifs of the vambrace’s embellishments, chosen from the runes available to the fighter runesinger archetype’s runes class ability. A pair of runic vambraces attuned to the smoke rune might have billowing clouds around the base, while attunement to the pain rune might show faces of anguish.

When worn by a fighter with the runesinger archetype, she is considered four levels higher for the purposes of determining the effects of her runes class feature. If the wearer is not a fighter with the runesinger archetype, she gains the runes ability of a 4th-level runesinger fighter, and can use one rune’s attack and movement abilities, determined by the vambraces’ attuned rune. Both arm guards must be worn for the wearer to benefit.

In addition, once per day as a swift action, the wearer can make one of their runes bright.

Construction Requirements
Craft Marvelous Item, Destruction sphere; Cost 8,000 gp

Shadow-Dipping Gloves

Aura weak Dark; CL 5th
Slot hands; Price 5,000 gp

Description
These skin-tight kid gloves look more like a coating of liquid pitch than a typical article of clothing. Donning a pair of shadow-dipping gloves allows the wearer to attempt Sleight of Hand checks and Steal combat maneuvers in order to take items stored in another person’s shadow stash or to surreptitiously deposit items into it. The gloves grant the wearer the ability to use her own shadow as a shadow stash with a caster level of 5th, even if she does not have access to the Dark sphere and Shadow Stash talent. If she has the Shadow Stash talent, she is treated as if she has taken it a second time. If she has taken the Shadow Stash talent twice, shadow-dipping gloves provide no benefit.

Construction Requirements
Craft Marvelous Item, Dark sphere (Shadow Stash); Cost 2,500 gp

Sharpening Stone [TS]

Aura faint Enhancement; CL 1st
Slot none; Price 400 gp; Weight 1 lb.

This grey stone is supernaturally effective at honing power of various weapons - including, oddly, blunt weapons like hammers that do not have an edge to sharpen. Once per day, as a standard action, a creature can use a sharpening stone to give a weapon a +1 enhancement bonus for one round per caster level. This overlaps (and does not stack with) any existing enhancement bonus on an item. Calculate the duration of this effect starting from the end of the user’s turn (so the enhancement, at the base level, wears off at the end of the character’s next round, ensuring at least one round of use).

Flask Shard Effect: Increase this item’s caster level to the next increment of 4, increase its uses per day by 1, and increase the enhancement bonus by +1. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Enhancement sphere; Cost 200 gp

Skeletal Palanquin [Gravecaller's HB]

Aura faint Death; CL 7th
Slot none; Price 8,000 gp (normal), 11,000 gp (greater); Weight 40 lb.

Description
This palanquin consists of a luxurious, almost throne-like chair with two ivory poles.

With a command word, the poles spring to life, contorting into misshapen, homunculus-like skeletal bodies whose arms are fused with the poles, four in total. While activated, a skeletal palanquin has the statistics of a Large animated object with the faster (taken twice) and metal construction point abilities as well as the noncombatant and undead construction flaws. A skeletal palanquin moves when commanded by the one sitting in the palanquin’s chair, that can be done as a free action, and can otherwise be treated as a mount. The palanquin can comfortably carry up to 500 lbs. and becomes encumbered with additional weight.

A skeletal palanquin can be deactivated with the same command word, returning to an inactive state. If a skeletal palanquin is ever reduced to 0 or fewer hit points while active, it is returned to an inactive state, and cannot be activated again until repaired (it can be healed as though it were an undead while inactive or a Death sphere caster can return it to full hit points by targeting it with the reanimate sphere effect).

A greater skeletal palanquin possesses a side-table next to the chair. When activated, the greater skeletal palanquin’s side table changes to be a functional, skeletal limb, that can be commanded by the one sitting in the palanquin’s chair as though it were a prehensile limb, capable of retrieving, storing, and basic manipulation of objects. While useful in combat, owners of a greater skeletal palanquin also use the limb to hold and feed them fruits, refill their wine, or other shows of shallow nobility.

Construction Requirements
Craft Marvelous Item, Enhancement (Animate Object), Death; Cost 4,000 gp (normal), 5,500 gp (greater)

Skeletal Palanquin (activated) (CR 5)

XP 1,600
N Large undead
Init -1; Senses darkvision 60; Perception -5

Defense
AC 16, touch 8, flat-footed 16 (-1 Dex, +8 natural, -1 size)
hp 76 (4d10+54)
Fort +7, Ref +0, Will -4
DR 10/bludgeoning; Immune undead traits

Offense
Speed 50 ft.

Statistics
Str 22, Dex 8, Con -, Int -, Wis 1, Cha 22
Base Atk +4; CMB +11; CMD 20 (24 vs. trip)
SQ 2 construction flaws (noncombatant, undead), 3 construction points (faster x2, metal)

Space-Linking Gloves [TS]

Aura faint Warp; CL 3rd
Slot hands; Price 3,600 gp; Weight 2 lbs.

These comfortable cloth gloves are dyed dark blue and have threads of gold woven throughout, creating elaborate symbols and patterns on the underside. Once per day, as a standard action, you can touch a 5-foot square and link it to another 5-foot square in close range (25 feet + 5 feet per caster level) that you have both line of sight and line of effect to. Anyone may choose to use 5 feet of their movement to travel in a straight line between two linked squares as if they were adjacent (though they are not treated as adjacent for any other purpose). This linked space lasts for 1 round per caster level, although you may use a free action on your turn to end it early. The link between squares is clearly visible from both sides and a DC 5 Knowledge (arcana) check reveals its nature to any observer.

Flask Shard Effect: Increase the caster level of this item to the next increment of 5. At +2, this item can be used one additional time per day and can link squares in medium range (100 feet + 10 feet per caster level). At +4, this item can be used an additional time per day and can link squares in long range (400 feet + 40 feet per caster level). Flask Shard Limit: +4.

Construction Requirements
Craft Marvelous Item, Warp sphere (Ranged Warp [range], Wormhole (space)); Cost 1,800 gp

Staunching Wraps [TS]

Aura faint Enhancement; CL 2nd
Slot chest; Price 1,600 gp; Weight 2 lbs.

These linen wraps are covered in arcane marks. Once per day, as a standard action, a creature can activate the staunching wraps to gain a +2 untyped bonus to a saving throw of their choice. This bonus lasts for one round per caster level.

Flask Shard Effect: Increase the caster level of this item to the next increment of 5, increase uses per day by 1, and increase the bonus to saving throws by +1. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Enhancement sphere (Staunch Resistance (enhance)); Cost 800 gp

Stone Hemispheres

Aura strong War; CL 15th
Slot none; Price 27,500 gp (per pair); Weight 0.5 lbs. each

Description
Each of these stones starts out as a smooth sphere engraved with geometric patterns that has been splintered into two pieces. When the stones are carried by two separate individuals, they benefit from a specific mandate, determined when the stone was created. There is no range limit on how far apart the stones can be and still function, provided both stones are still on the same plane of existence.

Construction Requirements
Craft Marvelous Item, War sphere, the mandate to be granted; Cost 13,750 gp (per pair)

Striking Ribbon [TS]

Aura faint Variable (see text); CL 3rd
Slot special (see text); Price 3,600 gp; Weight 0.2 lbs.

Striking ribbons are long strips of cloth that can be tied around the end of a weapon. Each striking ribbon contains two talents: a strike talent and an associated talent from the same sphere that can be used with that strike talent.

Once per day, a creature wielding a weapon augmented by a striking ribbon can activate it as part of making a single attack as a standard action (including single-strike attack actions) in order to add the effects of the strike talent and the associated talent to that attack, with a caster level equal to this item’s caster level. You must activate this item before making your attack roll. If an effect requires a saving throw, the DC is 10 + 1/2 this item’s caster level. A weapon can only have one striking ribbon attached to it at a time and cannot benefit from more than one striking ribbon each day. Activating a striking ribbon never provokes an attack of opportunity. Common Striking ribbons include (but are not limited to) the following effects:

  • Blood: Migraine (quicken)
  • Death: Drain (ghost strike), Sickening (ghost strike)
  • Destruction: Incandescent Blast (blast type), Searing Blast (blast type), Thunder Blast (blast type)
  • Enhancement: Alter Movement (enhance; slowing only), Harden/Weaken (enhance; Weaken Only)
  • Fate: Mercy (word)
  • Mind: Any (charm) [Always starts with the lesser charm; flask shards improve the effect to the greater charm at +1 and to the powerful charm at +3]
  • Time: Age (time), Broken Time (time), Slow, Steal Time (time)
  • Warp: Blink (space) [Flask shards improve caster level to the next increment of 3 instead of 5, Limit +4]

Flask Shard Effect: Increase the caster level of this item to the next increment of 5 and increase the daily uses by 1. Some Striking ribbons upgrade at other rates, as determined by the talents they contain. Flask Shard Limit: +4.

Construction Requirements
Craft Marvelous Item, any sphere with a strike talent, one applicable talent from that sphere, the strike talent from that sphere; Cost 1,800 gp

Tattoo of Potion Storing [TS]

Aura faint Life; CL 3rd
Slot any; Price 3,600 gp; Weight -

These tattoos come in a variety of shapes and styles and are often customized by the user and their tattoo artist. As a standard action, the bearer can store one potion or alchemical formulae within the tattoo, which captures the power within and retains it indefinitely. At the GM’s discretion, this tattoo may also store similar effects. If storing a formulae, the formulae stored within the tattoo no longer counts against the user’s maximum number of formulae prepared at one time. If another potion or formulae is added when the tattoo of potion storing is already full, the old item’s effect is lost and the new one replaces it. As a swift action, the bearer can mentally activate the tattoo to consume the potion or formulae and gain its effects; the effects only apply to the bearer of the tattoo, even if they could normally be spread to other allies. After activating this tattoo, the user must rest for 8 hours before another potion or formulae can be added; the tattoo needs time to cleanse itself of lingering energies. A character may have up to two of these tattoos inked into their skin, which take up one magic item slot each but can be disabled (without losing any stored effects) by equipping another magic item in that slot. The tattoo appears bright and colorful while it contains a potion or formulae, but dull and faded when nothing is contained within.

Flask Shard Effect: Increase the number times the tattoo can be activated each day by 1. (This does not allow storing more than one potion or formulae per tattoo, but does allow bearers to use it multiple times before it needs to recover.) Flask Shard Limit: +2

Construction Requirements
Craft Marvelous Item, Life sphere (Fount Of Life, Self-Renewal); Cost 1,800 gp

The Northern Star [BaP]

Aura moderate Nature; CL 9th
Slot none; Price 10,500 gp; Weight -

Description
This ornately carved jewel, inlaid into an ornate, wearable brooch, is actually a piece of enchanted glacial ice which has a unique connection to the coldest oceans of the Plane of Water. This brooch may be used as a focus component for a Nature sphere (water) package geomancing effect, as though the caster possessed the Focus Casting casting tradition. If the bearer does, they may treat this amulet as a source of water for the Nature sphere (water) package (such as rain, mist, or at least 5 cubic feet of water).

Construction Requirements
Craft Marvelous Item, Nature sphere ((water) package, Create Nature); Cost 5,250 gp

Thunderbolt Ring [TS]

Aura faint Destruction; CL 4th
Slot ring; Price 6,400 gp; Weight 0.5 lbs.

This ring is etched with a symbol of lightning that glows faintly during storms. Once per day, as a standard action, a user can call upon the ring and hurl an enormous spear of lightning, dealing 1d6 electricity damage per caster level of this item to all foes in a 5-foot wide medium-ranged line (100 feet + 10 feet per caster level). Targets within the line may attempt a Reflex save (DC 10 + 1/2 this item’s caster level) to halve the damage, but foes wearing metal armor or that are primarily composed of metal take a -3 penalty to their saving throw. The thunderbolt ring starts with 4d6 electricity damage and has a range of 140 feet with a DC 12 save.

Flask Shard Effect: Increase this item’s caster level to the next increment of 4 and increase its uses per day by 1. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Destruction sphere (Electric Blast (blast type), Sculpt Blast (blast shape)); Cost 3,200 gp

More Destruction!

You can change the attack area of the thunderbolt ring to a growing radius or a close-range cone, and/or change the damage type and additional effect to that of any other (blast type) talent that does not cost a spell point, without changing the price of this item. Making reusable offensive items really is that easy!

Timeshifting Gloves [TS]

Aura faint Time; CL 4th
Slot hands; Price 6,400 gp; Weight 2 lbs.

These elegant gloves have strange, translucent crystals woven into them that rumors say are solidified fragments of time itself. Once per day, as a standard action, you can activate the time gloves to grant one creature in close range (25 feet + 5 feet per 2 caster levels) the ability to immediately take a standard, move, or swift action. These gloves only require a swift action to activate if you are using them on yourself, or a free action if you are gaining a swift action for yourself. You may only activate these gloves once per turn.

Errata: A creature who gains an action from this item loses that action on their next turn. (For example, if you use the timeshifting gloves to gain a standard action, you lose your standard action on your next turn.)

Flask Shard Effect: Increase the caster level of this item to the next increment of 4 and increase the number of times per day you can use it by 1. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Time sphere (Ranged Time [range], Shift Time (time)); Cost 3,200 gp

Token of Fey Affection

Aura moderate Warp; CL 10th
Slot neck; Price 20,000 gp; Weight -

Description
This small necklace contains a single, small gemstone, and is often given by Fey creatures to their mortal lovers or champions. Once per day, when the wearer of the token is reduced to 0 hit points or fewer (or, when the wearer simply desires it), they are instantly teleported to the creature who gave them the token, provided they are on the same plane of existence.

Only the creature to whom this token is given may use the token, and only to teleport to the creature who presented it to them. While it is possible to find or steal a token, the token will not work properly until it has been presented to a creature, and then may only be used to teleport to the side of the one who presented it to them.

Construction Requirements
Craft Marvelous Item, Warp sphere (Teleport Beacon (space)); Cost 10,000 gp

Troll Hunter’s Friend [TS]

Aura faint Enhancement; CL 4th
Slot none; Price 6,400 gp; Weight 3 lbs.

This wand-shaped item is useful for hunting much more than trolls, but it is most popular among martially-oriented groups who need a way to stop the regeneration of their foes for long enough to kill them and the name stuck. Once per day, when activated as a standard action, a troll hunter’s friend can enhance multiple weapons in close range (25 feet + 5 feet per 2 caster levels), up to 1 weapon + 1 per 2 caster levels. Each of these weapons gains the corrosive, flaming, frost, or shock special ability (chosen when this item is used) and deals 1 extra point of damage of the chosen type per 2 caster levels for 1 round per caster level. All weapons receive the same enhancement, but this item cannot raise the effective total bonus of a weapon beyond +10. The troll hunter’s friend starts with a range of 35 feet, provides the enhancement and 2 additional points of damage, and lasts for 4 rounds.

Flask Shard Effect: Increase the caster level to the next increment of 4, and increase the number of uses per day by 1. At +2, the troll hunter’s friend can instead apply the keen special ability and grant a +1 bonus to critical hit confirmation rolls for every 3 caster levels. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Enhancement sphere (Deadly Weapon (enhance), Energy Enhancement (enhance), Mass Enhancement [mass]); Cost 3,200 gp

Twin Caskets

Aura moderate Warp; CL 6th
Slot none; Price 6,000 (for a pair) gp; Weight 15 lbs. (each).

Description
Made in pairs, these caskets are spatially linked. So long as a set of caskets are on the same plane, the contents of the caskets can be swapped by speaking a command word. Only inanimate objects can be transferred this way. Each casket can be used once per day.

A casket can hold 1 cubic foot of material, and is typically fitted with a lock.

Construction Requirements
Craft Marvelous Item, Warp sphere (Teleport Beacon (space), Teleport Object); Cost 3,000 gp

Upgrade Crystal [MCS]

An upgrade crystal is a small crystal sphere, about four inches across, that contains the crafted essence of a specific type of magical item. Upgrade crystals can be crafted with the effects of any apparatus, charm, implement, marvelous item, or spell engine at 1.5x the normal crafting cost (or, if your GM does not require the cost multiplier for stacking effects on items, they may be crafted at the normal crafting cost instead), and they take the normal time and resources for crafting an item. upgrade crystals have no effect until used, but as a full-round action, a creature can merge it with an existing item to instantly and permanently grant that item the effects contained within the crystal. For example, if you have an upgrade crystal with the effects of a portable roomTS and you apply it to a weapon, that weapon would then have the effects of a portable room. You cannot use an upgrade crystal on an item if the item’s form is required for the item to function (this is relatively rare, but can occur). Upgrade crystals are consumed once used and increase the value of items they are applied to by twice their crafting Cost.
Construction Requirements
The Construction Requirements for an upgrade crystal are identical to the item being made into said crystal.

Who’d Actually Craft An Upgrade Crystal?

Not many player characters, honestly. While there are a few scenarios where someone might want to do it, an upgrade crystal works best when it is found by players as treasure, rather than being crafted. For example, these crystals could improve a character’s weapon outside of their normal enhancement line, or they could provide the effects of a charm to help a character catch up on ability score improvements. In other words, these are good items to give out when the GM wants to improve existing items, rather than giving entirely new items to characters. An upgrade crystal is similar to a flask shard (from Treasures of the Spheres), but rather than upgrading a specific power along a predetermined track, these crystals provide an entirely new effect.

Vampiric Maw [TS]

Aura faint Death; CL 3rd
Slot none; Price 3,600 gp; Weight 2 lbs.

Vampiric maws come in many shapes, but are usually silver disks or rune-carved skulls. While unimpressive at first, their upgrades grant substantial power, making them much-prized by those who realize their hidden potential. Once per day, as a standard action, a creature can use a vampiric maw to make a ranged touch attack dealing 1d6 damage per two caster levels to one creature in close range (25 feet + 5 feet per 2 caster levels); this is a negative energy death effect and will not harm undead and similar creatures. A Fortitude save (DC 10 + 1/2 this item’s caster level) halves this damage. The vampiric maw’s user gains temporary hit points equal to the damage dealt for up to 1 minute per caster level. You cannot gain more hit points from the target than their current hit points + their Constitution score. The vampiric maw begins with a 30 feet range, deals 1d6 damage, and provides the hit points for up to 3 minutes.

Flask Shard Effect: Increase the caster level of this item to the next increment of 5, which increases the range, the save DC, how much damage you do, the maximum number of hit points you can acquire, and how long the hit points last, as described above. At +1, you may attack all creatures in a close-range cone when using the vampiric maw instead of a single target (make one ranged touch attack roll for all of them), and this item provides a maximum of 3 hit points per caster level (rather than being limited by the target’s health). This effect keeps the Fortitude save and does not grant a Reflex save to avoid it. At +3, this item can be used one additional time per day. Flask Shard Limit: +4.

Construction Requirements
Craft Marvelous Item, Death sphere (Greater Ghost Strike, Vampiric Strike (ghost strike)); Cost 1,800 gp

Vanishing Vest [TS]

Aura moderate Time; CL 10th
Slot chest; Price 8,000 gp; Weight 2 lbs.

Once per day, as a standard action, a creature wearing this threadbare vest can eject itself from time itself for 10 rounds. The creature disappears completely and cannot be the target of any damage or effect while it is vanished. When the effect ends, the creature returns to the exact spot it disappeared from (or the closest unoccupied square). From the target’s perspective no time has passed, and any effect already on the target with a duration (such as magic or poison) continues as if the time spent ejected simply had not happened. An ejected creature can attempt a new saving throw each round as a full-round action to end this effect early.

Construction Requirements
Craft Marvelous Item, Time sphere (Eject (time)); Cost 4,000 gp

Wall Slat

Aura faint Creation; CL 4th
Slot none; Price 320 gp; Weight 1 lb.

Description
This deceptively simple trinket was supposedly developed by a thieves guild, giving them a quick and easy means of securing an escape route. It consists of a thin, flat 7 inch long piece of black wood with glyphs covering the length of it and one short end a lighter shade than the rest. To activate it, the user snaps up the lighter end and places it on the ground (a move action). The following round the slat expands into a 10-foot-by-10-foot stone wall that is 2 inches thick, growing in the same directions that the slat is placed. This wall lasts for 4 minutes and is a single-use item. Stronger and longer-lasting versions of this item exist, but this is the most commonly found type.

Construction Requirements
Craft Marvelous Item, Creation sphere (Expanded Materials (material)); Cost 160 gp

War Drum [TS]

Aura faint War; CL 2nd
Slot none; Price 1,600 gp; Weight 3 lbs.

War drums are small, highly portable drums often created by militaristic societies. Once per day, you can play a war drum as a standard action to activate the totem effect it contains. This creates a stationary effect with a radius of 50 feet + 5 feet per 2 caster levels that lasts for 1 round per caster level. Totems of War are the most common type of war drum (and only cost 800 gp to buy, or 400 gp to craft), providing a +2 circumstance bonus to all weapon damage rolls from you and your allies, but many other types of war drums exist.

Flask Shard Effect: Increase the caster level of this item to the next increment of 5, and increase its daily uses by 1. Some war drums level up at other rates due to the talents they contain. At +1, you may create the totem anywhere within close range (25 feet + 5 feet per 2 caster levels). At +3, you may activate this item as a move action. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, War sphere (Call To Arms, Ranged Totem [range], the (totem) talent used for this item); Cost 800 gp

Ward and Peace [TS]

Aura moderate Fate and War; CL 7th
Slot none; Price 5,000 gp; Weight 4 lbs.

When activated as a standard action, this wooden idol can project a totem in a circle up to 75 feet across for up to 7 minutes. Within this circle, any creature who willingly accepts its effects can only deal nonlethal damage (this applies to all powers and abilities they have, including spells). Creatures cannot be mind-controlled or otherwise artificially compelled to accept the effects of the ward and peace. A visible mark hovers above any creature who has accepted the effects of this item, clearly distinguishing them from all other creatures in the area, and another illusion hovers over the idol to clearly indicate how long it will be before the effect shuts off.

Construction Requirements
Craft Marvelous Item, Merciful Spell, Fate sphere (Mercy), War sphere; Cost 2,500 gp

Ward and Peace, Improved [TS]

Aura moderate Fate and War; CL 7th
Slot none; Price 10,000 gp; Weight 4 lbs.

As ward and peace, but it creates a circular totem up to 300 feet across.

Construction Requirements
Craft Marvelous Item, Merciful Spell, Fate sphere (Mercy), War sphere; Cost 5,000 gp

Warrior’s Blessing [TS]

Aura faint Time; CL 3rd
Slot any; Price 2,400 gp; Weight 2 lbs.

This blessed mark can be crafted onto something and worn in any slot, and warriors often call upon it immediately before they go into battle. Once per day, as a standard action, a creature can activate the warrior’s blessing to gain a +10 enhancement bonus to all forms of movement, a +1 bonus to attack rolls, a +1 dodge bonus to armor class and Reflex saves, and either an extra attack at their highest base attack bonus when making a full attack or an additional attack of opportunity (this can be chosen each round). This bonus lasts for 1 round per caster level (normally 3 rounds) and does not stack with similar effects (such as speed weapons).

Flask Shard Effect: Increase the caster level of this item to the next increment of 5. This increases the speed bonus by +10 and provides +1 attacks of opportunity at each level, as well as an extended duration as described above. At +2 and +4, warrior’s blessings can be used an additional time each day and provide an additional +1 to attack rolls, armor class, and Reflex saves. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Time sphere (Improved Haste); Cost 1,200 gp

White Lotus Seal

Aura faint Death; CL 2nd
Slot none; Price 1,600 gp; Weight -

Description
This strip of parchment has transcribed on it various verses of scripture laid out in pentacle form. The white lotus seal has been alchemically treated to work equally well against incorporeal as well as corporeal undead. In place of an attack, the character may make a melee touch attack against an undead creature placing the white lotus seal upon them. Undead who have the seal attached to them must attempt a Will save (DC 11 + the user’s Wisdom modifier). Undead who fail their save become helpless until attacked or the seal is removed as a move action.

Construction Requirements
Craft Marvelous Item, Death sphere (Command Undead (ghost strike)); Cost 800 gp

Wild Magic Generator [TS]

Aura faint Universal; CL 3rd
Slot none; Price 3,600 gp; Weight 2 lbs.

Once per day, as a swift action, a creature can activate a wild magic generator to create a spherical region with a 50-foot radius. This region goes around corners and through small holes, but does not go through force effects (such as barriers from the Protection sphere) and does not function in anti-magic fields. Any time a creature within the region casts a sphere effect (including by activating magic items such as other marvelous items and spell engines), that effect has a 15% chance of triggering a wild magic effect for the appropriate sphere; if the effect involves two or more spheres, or is an effect not associated with a particular sphere, it triggers a universal wild magic effect instead. See Wild Magic by Drop Dead Studios for the wild magic effects. This item creates an effect on space, not on creatures, and is triggered by the magic that creatures cast, so it applies to all creatures within its range and cannot be blocked by spell resistance. This region lasts for 1 round per caster level, but you can shut it off early as a free action you may only take during your turn by pressing a button on the wild magic generator. The region itself is visibly discolored and obviously present to any creature that can see it.

Flask Shard Effect: Increase the caster level of this item to the next increment of 5 and increase the number of times it can be used each day by 1. Optional: At +3, this field can instead be set to trigger major wild magic events. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, the creator must have some way to trigger wild magic; Cost 1,800 gp

Be Very, Very Careful

While regular wild magic is unpredictable as it is, major events are a lot like drawing from a deck of many things and can have campaign-altering consequences… and this item could trigger a lot of them. That improvement to the wild magic generator is only available at the GM’s discretion - it is present for groups that enjoy such chaos, but it is not a good choice for every table. If in doubt, do not use it.

Wizard’s Cube of Gaming

Aura strong Creation; CL 12th
Slot none; Price 20,500 gp; Weight 1 lb.

Description
This small ebony box looks like a beautiful, if simple, container for a deck of cards, the holy symbol of a deity of luck being the only design on the exterior of the lid. When the lid is opened and the command word spoken a table grows out of the box and expands or shrinks as necessary with an appropriate number of chairs around it. The table can expand to support up to 8 players sitting comfortably, or be small enough for just one. While the table exists, the true nature of the box can be revealed by the one who spoke the command word. By focusing on the box and speaking aloud the name any type of board, card, or dice game that they know the rules of, they can cause the table to alter its form to suit the game and conjure all of the relevant pieces to play in their starting positions. These pieces are physically real and can be made of any common wood, stone, metal, or mineral depending on the specific box in question, and they may be moved conventionally or verbally commanded and move autonomously, but regardless of material each piece is very fragile and destroyed by any amount of damage or by moving more than 10 feet away from the box at any time. Destroyed pieces reform when a new game is declared. Sliding the lid closed dismisses the table and any extant pieces.

Different games require differing amounts of time to play and have various rules, but most games require at least 5 times 1d4 per player minutes to complete and can be shortened down to an opposed skill or ability check appropriate to the declared game (including but not limited to Sleight of Hand to cheat at cards or reposition chess pieces, Bluff to force a fold or fake a strategy that you do not truly understand, or a relevant profession that allows you insight into how the game is played).

If the game declared requires more players than are present, the wizard’s cube of gaming plays on its own in place of the missing players. It never cheats and has a +5 bonus to Intelligence- or Wisdom-based checks and a +0 bonus to Charisma-based checks. If the wizard’s cube of gaming is playing and perceives cheating, the game ends with no winner, but if it is not playing in place of a player, cheating does not automatically end any ongoing game.

A wizard’s cube of gaming is a test of skill, luck, and cunning, and rewards those who do well playing it. The most recent victor of any completed game played using the wizard’s cube of gaming gains a +1 insight bonus on saving throws, ability checks, and skill checks. If the winning player won by pure luck (1d20 with no modifier), this is a luck bonus instead. This bonus lasts until another player wins on that particular wizard’s cube of gaming, at which point the bonuses granted to the previous winner immediately cease. The game looks down on those who would simply let themselves lose, however, and intentionally losing a game results in the winner receiving no bonus and the loser taking a -1 penalty on saving throws, ability checks, and skill checks for 24 hours.

Construction Requirements
Craft Marvelous Item, Creation sphere, Fate sphere; Cost 10,250 gp

Wizard’s Cube of Gaming, Greater

Aura strong Creation; CL 17th
Slot none; Price 85,000 gp; Weight 1 lb.

Description
A greater wizard’s cube of gaming functions as a wizard’s cube of gaming except that the game has a +8 bonus to Intelligence-, Wisdom-, and Charisma-based checks, the bonus for winning and penalty for intentionally losing increases to +2 and -2 respectively.

Additionally, once per day a wager can be declared with another command word. Every loser of the game that a wager is declared in is immediately subject to the Greater Geas talent as if cast by the winner. A game that a wager was declared on must be played to completion and everyone who sat down to play is immediately subject to a Greater Geas to play the game to completion.

Construction Requirements
Craft Marvelous Item, Creation sphere, Fate sphere (Geas (advanced, word), Greater Geas (advanced)); Cost 47,500 gp

Wizard’s Cube of Gaming, Lesser

Aura moderate Creation; CL 7th
Slot none; Price 500 gp; Weight 1 lb.

Description
A lesser wizard’s cube of gaming functions as a wizard’s cube of gaming except that the game only has a +3 bonus to Intelligence- and Wisdom-based checks, and winning only provides a +1 bonus to the skill or ability check used to win the game (or a +1 luck bonus to all ability checks if the game is won with luck).

Construction Requirements
Craft Marvelous Item, Creation sphere, Fate sphere; Cost 250 gp


Elemental Augmentations

Originally printed in Paizo’s Pathfinder Player Companion: Elemental Master’s Handbook, elemental augmentations are magical implants. The Realmwalker’s Handbook reintroduces this category of items, expands on their rules, and presents new augmentations as well.

Elemental augmentations are like any normal magic item and can be purchased or crafted using Craft Marvelous Item (or Craft Wondrous Item), but the augmentation is inert until implanted. A character can permanently implant an elemental augmentation (detailed below). Elemental augmentations refer to the creature using the augmentation as the recipient or wearer of the augmentation interchangeably.

Unless otherwise stated, an elemental augmentation functions as a normal organ or prosthetic of a body part. A body part with an elemental augmentation cannot receive another elemental augmentation, even of the same type, or receive other similar augmentations or implants which replace a body part.

Once an elemental augmentation is implanted, it is considered to be part of the creature’s body. An implanted elemental augmentation can only be removed by removing the augmented body part. Removing an elemental augmentation this way deals 1d6 points of Constitution damage and can have other effects as well, such as blindness, lameness, or other penalties from limb loss, as determined by the GM.

Implanted Elemental Augmentations

Implanting an elemental augmentation requires 1 hour, and the recipient must succeed at a DC 18 Fortitude save or the elemental augmentation is not successfully implanted. Whether the elemental augment is successfully implanted or not, the recipient of the elemental augmentation takes 2 points of Constitution damage from the attempt.

An implanted elemental augmentation’s effects are treated as supernatural effects which cannot be dispelled, but can be suppressed in areas of antimagic (and function as normal limbs or organs of that kind while suppressed).

Perfect Elemental Augmentations

New to the Realmwalker’s Handbook are “perfect” elemental augmentations. A normal (or “imperfect”) elemental augmentation carries a downside unique to the augmentation, such as weaknesses to an opposing element or physiological limitations to the organ. A perfect elemental augmentation is the same as a normal elemental augmentation of that kind except it carries no downside to the recipient. Each elemental augmentation included in this section notes the augmentations downsides as an imperfection, which a perfect augmentation ignores.

The original elemental augmentations included in the Elemental Master’s Handbook are considered normal elemental augmentations.

Chimewing [RW HB]

Aura faint Weather; CL 4th
Slot none; Price 2,500 gp (normal), 3,500 gp (perfect); Weight

This slender, wing-like arm and hand has a number of holes down the forelimb and the hand itself. The air which passes through these holes are infused with the passing breezes of an air-aligned plane.

The chimewing can be used as a masterwork instrument for Perform (wind), as though playing a flute or ocarina, except the recipient plays the instrument by gently strumming the air (the chimewing may be played as an instrument even if the recipient’s hands are not free, such as when holding a shield). In addition, the recipient adds 1/2 their Constitution bonus (minimum 1) as a circumstance bonus on Perform (wind) checks made with the chimewing.

At-will as a standard action, the recipient may create a soothing but firm breeze (Wind severity 3) in a 20-foot cone, which includes audible flute and wind chime-like noises. Creatures in this cone immediately wake up if they were sleeping. This elemental augmentation replaces one of the recipient’s arms or armlike appendages (such as a wing).

Imperfection: The recipient suffers a -4 penalty on Stealth checks and is treated as 1 size smaller for the purposes of weather conditions (such as being checked or blown away by high Wind severity).

Construction Requirements
Craft Marvelous Item, Nature ((air) package), Weather; Cost 1,250 gp (normal), 1,750 gp (perfect)

Entropic Grip [RW HB]

Aura moderate Death; CL 10th
Slot none; Price 9,000 gp (normal), 12,000 gp (perfect); Weight

The coiling blackness of this solid-energy prosthetic coils and twists like smoke, seething energy found from a distant negative energy-aligned plane.

The recipient of an entropic grip gains a melee touch attack that is treated as a light weapon and can be used whenever the wearer could make an attack (such as during an attack action or attack of opportunity) dealing 3d6 negative energy damage. This is a supernatural effect. The entropic grip’s energy damage cannot damage objects, cannot be used to heal a creature normally healed by negative energy, and deals no damage to a creature normally healed with negative energy (such as undead). The recipient is considered armed with this melee touch attack and can be used to make attacks of opportunity.

Once per round, instead of making an attack with the entropic grip, the recipient can apply the entropic grip’s negative energy damage to a weapon attack (such as an attack made with a manufactured weapon, natural attack, or unarmed strike), dealing damage as though the target were also struck by the entropic grasp’s melee touch attack.

This elemental augmentation replaces one of the recipient’s arms or armlike appendages.

Imperfection: The recipient suffers a -2 penalty on all attack rolls they make that is not the entropic grip’s melee touch attack or infused with its energy. In addition, if the recipient misses an attack with the entropic grip’s melee touch attack or one infused with its energy, the recipient provokes an attack of opportunity from the missed target.

Construction Requirements
Craft Marvelous Item, Death, Destruction (Gloom Blast (blast type)); Cost 4,500 gp (normal), 6,000 gp (perfect)

Radiant Skingraft [RW HB]

Aura moderate Light and Nature; CL 6th
Slot none; Price 5,000 gp (normal), 8,500 gp (perfect); Weight

The gleaming scales of this smooth, flat cloth seamlessly merges with skin, infusing the target with the radiant sunlight found at the intersections of positive and fire-aligned planes.

The recipient of a radiant skingraft can choose to shed light as a torch, shedding normal light in a 20-feet radius, and increasing the light level in an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). This light can be turned on and off as a free action, and its radius can be adjusted down to a minimum of 5 feet. The light emitted by this augmentation does not impede Stealth checks (unless the augmentation is imperfect). A radiant skingraft’s light can be suppressed as a source of magical light, which suppresses this item’s other benefits.

While shedding light, the recipient gains the following benefits:

  • Fire resistance 5, which stacks with other sources of fire resistance
  • +2 circumstance bonus on saving throws against fear, and can roll twice against fear effects and take the better result
  • +2 circumstance bonus on Diplomacy checks

This elemental augmentation replaces the recipient’s skin (creatures with amorphous, single substance bodies such as oozes and some elementals cannot benefit from this elemental augmentation).

Imperfection: The recipient cannot turn off or reduce the radius of the light shed by the radiant skingraft. While this augmentation emits light, the recipient takes a -20 on all Stealth checks and cannot benefit from invisibility, displacement effects, darkness, or other similar effects.

Construction Requirements
Craft Marvelous Item, Light (Beacon Of Hope (light), Halo (lens)), Nature (Resist Elements (spirit)); Cost 2,500 gp (normal), 4,250 gp (perfect)

Stonelord’s Girdle [RW HB]

Aura moderate Alteration and Nature; CL 7th
Slot none; Price 4,000 gp (normal), 6,000 gp (perfect); Weight

The creature’s waistband is a heavy band of carven, fine stone, the power of great quarries of earthen realms.

As long as the recipient is touching the ground, the recipient of the stonelord’s girdle gains a +2 untyped bonus to CMD against bull rush, drag, push, and trip combat maneuvers. If the recipient has not moved since their previous turn, the recipient also gains a +1 shield bonus to AC and CMD until the start of their next turn.

Once per day as an immediate, if the recipient would be knocked prone or forcibly moved (except by mind-affecting or teleportation effects), the recipient is not knocked prone or moved (this may prevent further effects from occurring). This elemental augmentation replaces the recipient’s hips (or pelvis).

Imperfection: The recipient’s armor check penalty increases by +1, even if they are not wearing armor.

Construction Requirements
Craft Marvelous Item, Nature ((earth) package); Cost 2,000 gp (normal), 3,000 gp (perfect)

Swellrunners [RW HB]

Aura moderate Alteration and Nature; CL 11th
Slot none; Price 12,000 gp (normal), 18,000 gp (perfect); Weight

The surface of these cerulean blue leg prosthetics ebb and flow, like great waves in a stormy sea.

The recipient of the swellrunners treats any water or liquid as though it were normal ground (including mud, oil, snow, quicksand, running water, ice, and lava), ignoring any difficult terrain those surfaces would normally impose, although the recipient is not immune to that surface’s hazards (such as damage from being in contact with lava). The recipient may choose to sink into water and swim as normal.

Whenever the recipient begins their turn in or on liquid, or moves in or across liquid, the recipient gains a +20 feet bonus to all movement modes they possess until the end of their turn. This elemental augmentation replaces two of the recipient’s legs.

Imperfection: The recipient suffers a -4 penalty to CMD against the bull rush, drag, reposition, and trip combat maneuvers while not standing on a liquid surface.

Construction Requirements
Craft Marvelous Item, Nature ((water) package, Nature’s Movement (spirit)); Cost 6,000 gp (normal), 9,000 gp (perfect)

Tongue of D’hool [RW HB]

Aura moderate Creation and Nature; CL 6th
Slot none; Price 2,000 gp (normal), 3,000 gp (perfect); Weight

This strange, snake-like tongue is weaved together with energies from the intersection of a negative and earth-aligned plane of vast and endless dust, desiccating with the slightest touch.

Whenever the recipient consumes any substance (either by eating, drinking, smoking, etc.), that substance is immediately purified, removing any non-magical contamination (such as spoilage, rot, disease, poison, etc.) from the substance and making it suitable for consumption. This purification effect has no effect on creatures or magic consumables (such as potions, instills, elixirs, etc.). If the substance has magical contamination, the tongue of d’hool attempts a magic skill check against the DC of the harmful substance with a MSB equal to twice the character’s Hit Dice. On a success, the harmful substance is purified and removed from the consumed substance. The recipient can also lick a substance as a standard action, rather than consuming it. Using the tongue this way purifies up to 1 cubic foot or 1 gallon of non-magical contamination from the substance, but exposes the recipient to any magical contamination as though the wearer ingested it with the tongue of d’hool attempting a magic skill check against the substance as normal.

This elemental augmentation replaces the recipient’s tongue (creatures without a tongue cannot benefit from this elemental augmentation).

Imperfection: Whenever the recipient consumes an item which grants a benefit (such as an alchemical item, potion, or other consumable), that benefit’s duration is reduced by 1 round (if less than 1 minute) or by 10%. This reduction cannot reduce an effect’s duration below 1 round.

Construction Requirements
Craft Marvelous Item, Creation, Nature (Purify Nature (spirit)); Cost 1,000 gp (normal), 1,500 gp (perfect)


Shards

Shards are magical items that can instantly empower items that are described as benefitting from flask shards. These are always minor artifacts.

Flask Shard (Minor Artifact) [TS]

Aura strong Universal; CL 20th
Slot none; Price none; Weight -

Named for their association with flasks of the dawn, which are their most popular place of use, flask shards are items whose form of creation has long been lost. When dropped onto certain items described as benefiting from this item (typically marvelous items, but sometimes magic weapons and other gear), flask shards instantly and permanently enhance those items; the flask shard is consumed in this process. Flask shards come in various levels of quality, usually referred to as +1, +2, and so on, and items must be powered up using flask shards of the correct power level in sequential order. Thus, you must use a +1 shard on an item before using a +2 shard, and so on. If a flask shard increases an item’s uses per day to 5 or more, that item only has that number of uses per day (rather than switching to unlimited uses). Flask shards of +5 and higher are extremely rare, as are the items that use them. If an item has multiple effects that could be powered up by a flask shard (such as a cursed sign that is also an inspiring crest), each flask shard only improves one of those effects. Items upgradable with flask shards cannot be upgraded through other methods unless this is specified in their description.

Flask shards that have not been added to an item can be used once a day as a standard action to heal 1d8 hit points per shard level.

Effects that increase the effective caster level of an item that uses flask shards instead increase the effective caster level by one item level (usually to the next increment of 4 or 5 caster levels, capped to the user's hit dice) unless the item is fully upgraded.

Metamagic Shard (Minor Artifact) [TS]

Aura strong Universal; CL 20th
Slot none; Price none; Weight -

Metamagic shards are especially rare versions of flask shards. Rather than improving the normal effect of a marvelous item, metamagic shards permanently apply the effects of a metamagic compatible with spherecasting to that item. (This includes all metamagic effects available as metamagic apparatuses, which are described of the Apparatuses, Metamagic page, as well as all other compatible metamagic effects.)

These shards can only be used on marvelous items that benefit from flask shards and do not count against that item’s flask shard limit. Also, the shard must provide an effect compatible with that item, as determined by the GM. For example, you cannot apply a quicken shard to an item you can already activate as a swift action (or better).

Unlike flask shards, metamagic shards have no useful effect until applied to an item.

Flask Shards In Your World

Flask shards are items that can instantly power up specific marvelous items (and are listed later on this page), but how easy they are to get depends on the GM and the setting. They might be very rare and require delving deep into ancient dungeons to find… or they could be sold in magic item stores at reasonable prices. In effect, flask shards create items whose scaling is controlled by the GM, rather than by a character’s level. (This is why there is no recommended price for them - different games may want to make them much easier or harder to obtain, with an accompanying impact on the world.) Note that each flask shard represents a significant increase in the value of the item it is applied to, so the character’s wealth should be updated accordingly and they should not be so easy to get that a crafter can utterly destroy the game’s economy. Do not assume you must allow all of these items to level up, or to level up at all. Improvements for these marvelous items should only be allowed as long as they fit the intended power balance of your game.

Making New Flask Shard Items

New items that use flask shards should have a single effect (possibly augmented by additional talents) and a limited number of uses per day (normally one), with each shard providing the next level of its effect and more uses as appropriate for the item in question. For example, if an item gives an aegis from the Protection sphere that improves every 4 levels, then shards should power the item up to CL 4th (or have the item start there), then CL 8th, and so on. These items should start weak - which usually means costing less than 5,000 gp - so they can be obtained as treasure and used early in a game. Effects that improve rapidly, such as every 1-2 caster levels, should gain 4-5 caster levels with each upgrade from a flask shard. Most items made with this method start CL 3rd-ish and get upgrades for CL 5th, 10th, 15th, and 20th, but this is more of a suggestion than a guideline.

Items do not have to gain caster level increases when upgraded by flask shards; in general, this should only happen when they benefit from a higher caster level, or when they have a minimum caster level for their improved effects. Increasing the caster level of an item significantly increases its value, and for items that do not benefit from it, increasing the caster level is likely to lead to over-valuing its actual effect.

The normal rule for flask shards is that you have to use multiple shards in sequential order to power items up, but at the GM’s discretion, higher-level shards can instantly raise items to that level. Optionally, flask shards may only be usable on specific items (which prevents players from improving anything except the specified item).

Metamagic shards should be extremely rare, with perhaps just one in your whole campaign - and only at a high level. (This can be relaxed for +0 effects like Merciful Spell.) The marvelous items described here were not created, balanced, or priced with metamagic shards in mind, and if in doubt, it is probably better to not use them. They are included primarily for groups who enjoy high-power games.

Optional Rule: Characters cannot use more than one of the same type of item that can be improved by flask shards in any one day. (This prevents over-use of inspiring crests and similar items.)

Buying More Expensive Flask Shard Items

While the value of flask shards vary by setting, it is possible to calculate the price for a “pre-improved” version of a flask shard item. Most of the items listed here have a complexity equal to their initial caster level and a price based on the normal calculation for marvelous items of 400 gp * caster level * complexity * number of uses per day. Items that gain additional talents when they level up have their complexity go up by 1 (or 2 if the talent costs a spell point), while higher caster levels and uses per day are self-explanatory.

In general, pre-improved items should use this calculation, rather than the cost of flask shards in your setting. (This is because it is already possible to craft the improved versions of items, and making them more or less expensive than intended could have unanticipated side-effects.) That said, flask shard items are meant to be bought only at their base level or found as treasure at any level, but not bought at higher levels.


Minor Artifacts

Blood Bath (Minor Artifact)

Aura moderate Alteration; CL 10th
Slot none; Weight 300 lbs.

Description
The blood bath is a minor artifact used by evil creatures to steal the youth of their victims. Sized to fit a Medium or smaller creature, the blood bath must to primed by filling it with the blood of creatures of no older than the young adult age category.

Filling requires the blood of 20 Medium-sized creatures. For this purpose, 2 Small-sized creatures count as one Medium-sized creature. Once filled the user must spend at least 1 hour in the bath. At the end of this time, the user’s age category is reduced by 1 (to the minimum age in that category), to a minimum of young adult. Any penalties from aging are removed, though bonuses from aging are retained (though do not stack with future bonuses from aging). This does not prevent future aging.

Destruction
The blood bath shatters if filled with the bones of an intelligent humanoid that died of old age and blessed soil for 24 hours.

Cloak Of The Stormlord (Minor Artifact) [MCS]

Aura strong Weather; CL 15th
Slot shoulders; Price -; Weight 2 lbs.
This ankle-length gray cloak seems to be woven from strands of solidified cloudstuff and sewn with lightning that occasionally flashes across it. While worn, this cloak acts as a +5 Weather implement that also grants access to all Weather talents with the word “Lord” in their name, including advanced talents. A mythic creature wearing this cloak gains a fly speed of 10 feet per round per tier with perfect maneuverability as long as they are within an area of weather they are controlling.
Destruction
The cloak of the stormlord can be destroyed by cutting it in half with a granite weapon inside the house of the leader of the largest city of the elemental plane of earth.

Crystal of the Hero (Minor Artifact) [TS]

Aura strong Universal; CL 20th
Slot ring; Price -; Weight 3 lbs.
The crystal of the hero is a rare artifact supposedly created by the god of self-improvement, appearing as a clear gem set into a gold band. The first time a creature equips the crystal of the hero, they instantly lose all of their current class levels and replace them with levels in another class of their choice, as if they had retrained their class levels.

At this point, the gem changes its color to something suiting the new class; for example, selecting Druid often turns it green. If the user selects a prestige class, they replace as many of their levels as possible even if they do not meet the prerequisites for the class, but cannot gain more levels in that prestige class than would normally be possible at their character level. (This means that a character at 6th level cannot usually gain more than 1 level in a prestige class, since most can only be taken starting at 6th level.) A creature wearing a crystal of the hero may reassign their skill points to the new class in any way they like, but wearing a crystal of the hero does not change the user’s ability scores, non-class feats known, or favored class bonuses. Any other changes (such as determining hit points) are up to the GM. Crystals of the hero bond to their user and cannot be used by anyone else while their user lives.

Destruction
A crystal of the hero can be destroyed if a 20th-level character who does not have any NPC classes selects commoner as the class they want to change into, then wears the ring for 10 years straight.

Deck Of Fates (Minor Artifact) [TS]

Aura strong Fate; CL 20th
Slot none; Price -; Weight 2 lbs

This deck is made up of 20 cards, each with a distinct design on one side and a neutral backing on the other. As a standard action, a character can draw up to three cards from the deck of fates, each one corresponding to a motif talent of the Fate sphere. Once drawn, the user may cast those effects (at caster level 20) on one target each. No creature may have more than one effect granted by the deck of fates at any one time. After these effects are cast, the cards return to the deck and the deck cannot be used again for one hour per card that was drawn.

You may roll on the table below to determine the effects (rerolling any duplicates) or, if you have a physical tarot deck, you may create your own deck of fates by removing all other cards from the tarot deck.

Table: Deck of Fates
d20 Motif Result d20 Motif Result
1 The Chariot 11 The Lovers
2 The Devil 12 The Magician
3 The Emperor 13 The Moon
4 The Empress 14 The Star
5 The Fool 15 Strength
6 The Hanged Man 16 The Sun
7 The Hermit 17 Temperance
8 The Hierophant 18 The Tower
9 Judgment 19 The Wheel
10 Justice 20 The World

Destruction
The deck of fates can only be destroyed by drawing all 20 different cards in 20 hours, at which point the deck transforms into one magical item of the GM’s choice (this may be an artifact).

Fey Court’s Blessing (Minor Artifact) [SB:F&F]

Aura moderate Alteration; CL 15th
Slot none; Weight 1 lbs.

Description
The fey court’s blessing takes many forms, a budding flower, an ornate silver broach, a comically small saber. The shape varies depending on the fey court granting the blessing, but the size is generally no larger than a small riverstone. When a fey court grants a fey court’s blessing to a creature, no other creature may hold or possess it, and the blessed creature cannot rid themselves of the item. Should the blessed creature attempt to rid themselves of a fey court’s blessing, it reappears on their person within an hour.

Fey courts will grant individuals or groups these blessings after making deals for the other party to perform a service, allowing the fey court to subtly monitor the blessed creature’s progress, or as a show of gratitude to those who have performed them a service.

A fey court’s blessing allows the fey court which granted the blessing to view the blessed creature’s location at-will, as though using the Divination sphere Viewing sphere effect, and grants the blessed creature one of the following effects, determined at the time the fey court grants the blessed creature this item:

Spring: The blessed creature gains electricity resistance 15 and can move effortlessly and without harm through difficult terrain caused by natural or magically created plants. This does not allow the wearer to move through solid objects or creatures.

Summer: The blessed creature gains fire resistance 15 and a +10 feet bonus to any movement speed the blessed creature possesses. In addition, the blessed creature can walk on water or other liquid surfaces.

Autumn: The blessed creature gains acid resistance 15 and immunity to poisons from non-fey creatures. In addition, the blessed creature can consume rotten or spoiled food as though it were unspoiled. Food consumed this way tastes perfectly fine, and sometimes slightly better than normal.

Winter: The blessed creature gains cold resistance 15 and suffers no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or snowy weather conditions. In addition, the blessed creature always succeeds on saving throws and takes no damage from cold weather effects caused by non-fey creatures.

Destruction
A fey court’s blessing immediately crumbles to dust should the fey court that granted the blessing revoke their approval of the blessed creature, or upon the fey court disappearing (such as by dissolving or all members of the fey court being slain).

Lucy's Pyre (Minor Artifact) [Wiki]

Aura moderate Conjuration; CL 6th
Slot none; Weight 6 tons

Description
Sometimes called "the altar of the weak man", this stone altar is etched with inscriptions in no language known to mortals. A creature with 5 or fewer hit dice can sacrifice one meal's worth of common food in their area (such as some poultry, potatoes, and beer) on the altar to summon an imp that will faithfully perform one minor and non-dangerous task for them before returning to its infernal home. A creature cannot summon an imp with this altar more than once per week.

Destruction
Lucy's Pyre can be destroyed by melting gold onto it worth more than the value of all the meals ever sacrificed on it.

Ring of Multiple Personalities (Minor Artifact)

Aura strong Mind and Time; CL 15th
Slot ring; Weight -

Description
Originally invented by a wizard hoping to double his magic, this ring is considered a cursed ring, and cannot be removed without the aid of magic such as the Break Enchantment talent from the Life sphere. When a creature puts on the ring of multiple personalities they gain a second personality. This personality is considered a separate character with the same current hit points, attribute scores, equipment, and class levels as the character wearing the ring, but with its own alignment, skill ranks, feats, and variable class features, such as rogue talents or magic talents; the 2nd personality possesses a separate spell point pool from the main personality, and any other limited-use abilities it possesses such as alchemist bombs are tracked separately for each personality. Magic that reads minds or communicates telepathically reveals both minds, and can even allow them to communicate with each other, and the suppressed personality is aware of what happens while it is not in control. The GM may create this character as they see fit, but may use the following guidelines if they are beneficial:
d% Personality
1-20 The 2nd personality is the opposite of the wearer; opposite alignment and opposite choices wherever possible.
21-40 The 2nd personality is a monster that loves destruction; its features are maximized for dealing damage and it fights every chance it gets.
41-60 The 2nd personality is hostile towards the first personality, and seeks to undermine it in any way that does not place itself in danger or discomfort (it will not try to get the wearer killed or injured, but will sow discord in other ways).
61-80 The 2nd personality is a timid being that hates violence; its features are built for support and utility, and it avoids combat as much as possible.
81-100 The 2nd personality is similar to the wearer, and indeed believes it to be the ‘real’ personality, trapped inside the ring when it was put on and will die if the ring is ever removed. Whenever the characters rests for roughly 8 hours (such as to regain spell points), there is a 25% that the character will awaken with the 2nd personality in control. Whenever the creature wearing the ring is struck with a critical hit, fails a saving throw against a harmful effect, or suffers some sort of shock the GM deems sufficient, the personality in charge switches.

Destruction
If the wearer of the ring of multiple personalities commits suicide, their body is brought back to life as if through the Resurrection talent with their alternate personality in control; the original personality is dead and its spirit departed as usual. Afterward, the ring loses all of its power.

Scroll of the Ancients (Minor Artifact) [TS]

Aura overwhelming All; CL 25th
Slot none; Price -; Weight -

It’s not known who scribed the scrolls of the ancients. Some scholars theorize that reality itself created them, while others loudly proclaim that such theories are rubbish and there must be some kind of reasonable explanation. Either way, activating one of these scrolls requires a DC 35 Use Magic Device check as a standard action that, if successful, can create any effect that is possible with a wish or miracle spell (including effects requiring expensive material components). Unlike most scrolls, the scrolls of the ancients do not fade away once used up. Instead, they require one week to regain their energy; this is judged by the passage of time in the material plane, and the scrolls seem immune to trickery like placing them in a demiplane where time is drastically sped up. Each time a character successfully reads from a scroll of the ancients, there is a cumulative 20% chance that they gain a permanent oracle curse selected by the GM that they do not already have, treating their total character level as their class level for determining the effects of the curse. Characters only receive the negative aspects of such a curse and do not benefit from any improvements or useful traits the curse has. The chance of acquiring a curse in this way resets to 0% each time a character gains such a curse. Effects that allow characters to bypass or ignore the effects of curses do not work on curses given by a scroll of the ancients.

Destruction
A scroll of the ancients can only be destroyed by using its power and asking it to destroy itself. The backlash of magical energies involved gives the user three permanent negative levels that cannot be removed except by artifacts, divine intervention, or mythic powers.

Shard of Secrets (Minor Artifact) [TS]

Aura none; CL Unknown
Slot any; Price -; Weight 2 lbs.
The shard of secrets is a slender vertical crystal that can be tied to any magic item slot. The item itself is utterly impervious to all forms of mortal divination, both direct and indirect, and cannot be spotted or located through any magical means (including spells such as wish and miracle). The carrier is likewise shielded from all divinations, which treat the wearer as if they do not exist. Broader divinations, such as those scanning for an area instead of a person, do not provide any information on the wearer. Gods are not affected by the shard of secrets.

Destruction
The shard of secrets can only be destroyed if its bearer learns and whispers the deepest secret of the universe to it, whereupon the shard wipes that secret from their memory and disappears forever.

Spike of Affixion (Minor Artifact)

Aura strong Dark; CL 15th
Slot none; Weight 0.5 lbs.

Description
When a creature’s shadow passes over it, this rusty, gnarled iron nail sinks into the earth and spikes the shadow in place, anchoring the creature that casts the shadow to the spot. The victim is powerless to remove the nail, but anyone else can pluck it from the earth with a DC 20 Strength check. A spiked creature can not move more than 5 feet away from its location while the nail is affixed. A creature can not be spiked if it is not in contact with its own shadow, such as when flying. A spiked creature can not fly, jump, or otherwise lose contact with its shadow.

Applying a spike of affixion directly to a target requires a melee or ranged touch attack. A spike of affixion has a range increment of 10 feet when thrown. Any creature attacked with a spike of affixion, moving through the same square the spike occupies, or attempting to pick it up off the ground must succeed at a DC 20 Reflex save in order to avoiding being spiked. A spike of affixion can spike as many creatures as fit within 5 feet of it, though an attack using the spike of affixion can only target one creature at a time.

A spike of affixion loses its hold on its target if they cease to cast a shadow, such as in areas of darkness or utterly diffuse light. A target pinned by a spike of affixion can not use spells, sphere effects or abilities that directly target, manipulate, or remove its own shadow, nor can its shadow be consumed or stolen.

Destruction
To destroy a spike of affixion, it must be hammered into a beam of light from the noon sun on the day of the equinox at the equator.

Staff Of Nature’s Wrath (Minor Artifact) [MCS]

Aura strong Nature; CL 20th
Slot none; Price -; Weight 5 lbs.
Several tiny spheres of elemental power orbit the head of this gnarled wooden staff, which functions as a +5 aiming attendant Nature and Weather implement. Once per day, as a standard action, the bearer of a staff of nature’s wrath may use it to cast the Nature sphere Cyclone (air, geomancing), Earthquake (earth, geomancing), Freezing Geyser (fire, water, geomancing), Rapid Growth (plant, geomancing), Tsunami (water, geomancing), Volcano (fire, geomancing), or Wildfire (fire) advanced talents as if they knew those talents. These effects manifest at caster level 20, although the user may lower the caster level if they desire. The user may also use their own caster level with the nature sphere for these effects if their caster level is higher. A mythic creature may expend three uses of mythic power to activate these natural disasters without it counting against this staff’s normal daily limit. When they do so, they may add their tier to the caster level of the effect.
Destruction
A staff of nature’s wrath can only be destroyed if a creature uses all seven of its abilities over the course of one week and targets an entirely artificial structure, but fails to deal any damage to that structure.

Tablet Of Heroes (Minor Artifact) [MCS]

Aura strong Time; CL 15th
Slot none; Price - gp; Weight 98 tons
This enormous stone tablet is about fifteen feet high, fifteen feet wide, and five feet deep. Most of its surface is covered in writing detailing the heroics of people of every class. The legends recorded are never quite the same from day to day. Once per day, a creature can touch the tablet of heroes for one minute to commune with the spirits that inhabit it; the stone glows with vivid, spiritual light during this process. Upon completing their communion with the spirits, the creature who touched the stone may immediately retrain any and all class levels they possess. This functions as the Time sphere Reversion advanced talent, augmented by the Complete Reversion talent. There are usually far more people who want to use these items than the number of uses it possesses, so governments often take control of these items and restrict access, instituting fees, challenges, or competitions to determine who may use it. Most leave these tablets in place not by choice, but because even budging them out of place is incredibly difficult for all but the most well-prepared.

In addition to, or separate from, changing the class of people who touch it, a tablet of heroes occasionally bestows active or latent mythic powers upon a creature. There does not seem to be any pattern to this, nor any way to control it, regardless of the method. Similarly, the tablet of heroes occasionally gives people class levels other than the ones they intended to get, or even gives them levels in NPC classes. Levels given by a tablet of heroes cannot be retrained or changed by any method except using a tablet of heroes again, and records indicate it is significantly more likely to give a ‘bad’ result to someone who uses it more than once.
Destruction
The tablet of heroes can only be destroyed by being struck simultaneously by nine characters, who must be of different classes, different alignments, and who are 16th level or higher.

Transmogrifier (Minor Artifact)

Aura moderate Alteration; CL 10th
Slot none; Weight 25 lbs.

Description
The transmogrifier is a thin, unassuming wooden box that collapses flat for transport, which can be set-up or taken down as a full-round action. The plain appearance belies its true power. The small dial set into the box’s side can be turned to select any creature imaginable as a move action. Once selected, a creature may enter the box as a standard action. Exiting the box is a move action. The creature gains the benefits of the Transformation and Improved Transformation feats, but may not choose to dismiss their transformation form nor suppress the granted traits. This effect is instantaneous, though the transmogrifier may be used to return the creature to its original state. The transmogrifier is normally just large enough for 1 Medium-sized creature, but will automatically resize to accommodate creatures of greater than Medium size.

Destruction
The transmogrifier loses all power if willingly cast away by a child who has used it at least once a year for 3 or more years.

Wishing Stones (Minor Artifact) [TS]

Aura overwhelming Fate; CL 23rd
Slot none; Price none; Weight 4 lbs. (each)

Wishing stones are spherical crystals about eight inches across, largely amber-colored but each containing a crimson symbol on the inside. When all wishing stones in a set are brought together (sets typically contain a prime number of stones, such as 3, 7, or 13), a creature can use a special incantation as a full-round action to activate them and gain the effects of one wish. The actual effects may be anything possible to get from a wish spell, including effects that normally require expensive material components. After granting a wish, wishing stones turn into gray stone and scatter across the planet (or plane) they are on and cannot be used again for one year, at which point they return to looking like crystals instead of rocks.

Destruction
A set of wishing stones can be destroyed by smashing all of its components with an artifact weapon. If any of the stones survive, the entire set will reform in one year.

Major Artifacts

Divine Notebook (Major Artifact)

Aura overwhelming Creation and Enhancement; CL 22th
Slot none; Weight 8 lbs.

Description
The divine notebook is an artist’s sketchbook of unremarkable appearance, but upon close inspection it is revealed to be of unsurpassed quality. It stands 3 feet by 2 feet in size with hundreds of pages, which replenish themselves if removed. The divine notebook is unknown to most, and even fewer believe it to truly exist; it has a long and sordid history which is kept closely guarded by many bardic colleges that wish to keep its true history unknown to the world, for fear it might fall into hands other than their own. For those who know what to look for, however, the notebook appears over and over again throughout the ages as it passed from one creator to another.

If an artist draws a semblance of any living creature in the notebook, be it humanoid, plant, animal, monster, or a wholly unique creation, upon completion the artist gains a permanent negative level and the drawn creature immediately steps out of the notebook, a fully-realized living being.

If the created organism is a tree or similar object, it simply exists as a normal creature of its kind. If the created creature is intelligent, it appears knowing one language the creator speaks and possesses general knowledge for its creature type and age; it can speak, dress, play, fight, and perform other tasks, although it possesses no personal knowledge such as a name or memories. An exception to this is if the artist draws a portrait of specific creature, as detailed below. The creator can choose the alignment of the created creature, and while the created creature is under no bounds to obey its creator, it spawns with an attitude of helpful towards its creator (thus it may very well perform actions to please its creator, but if not treated well it might turn against them).

When drawing in the notebook, the artist must attempt a Craft (painting) check, an Artistry check (if using background skills), or some other skill check the GM deems appropriate. The total Hit Dice of the created target determines the DC of the check, the cost of required inks, charcoals, and paints, as well as the time required to create the image. It is possible to have many partially-finished images in the notebook at one time.

Table: Created Creature
Hit Dice/Levels1 DC Materials Fee Crafting Time
1/2 10 2 cp 5 minutes
1 15 5 gp 20 minutes
2 20 10 gp 1 hour
3 25 25 gp 3 hours
4 30 50 gp 8 hours (1 day)
+12 35 +50 gp +1 day

1: Trees, small animals with less than 1 Hit Dice, and level 1 commoners count as possessing 1/2 a Hit Dice. For higher levels, NPC classes count as their level -1 for determining their effective Hit Dice, while commoners count as their level -2 for determining their effective Hit Dice.
2: Every +1 added to the created creature’s Hit Dice above 4 increases the target DC, materials cost, and crafting time by the listed amount. The effects are cumulative.

If the user fails to meet the target DC, the created creature is created, but possesses one of the following flaws, chosen randomly. For every 5 points by which the check failed to meet the target DC, the created creature gains another flaw. If the same flaw is gained twice, reroll unless the flaw states it may be gained multiple times.

Table: Created Creature Flaws
d8 Flaw
1 The created creature’s alignment is the exact opposite of intended. If true neutral was the intended alignment, it becomes either LG, CG, CE, or LE, determined randomly.
2 The created creature gains two permanent negative levels that cannot be removed by any means. If this would kill the creature, the creature is not created. This flaw may be gained multiple times. The effects are cumulative.
3 The created creature is born with an irrational hatred of the one who created it; it begins with an attitude of hostile towards its creator.
4 The created creature is soulless; the creature possess no skill points or feats, and always refers to itself in the 3rd person.
5 The created creature is malformed in some way; it gains a -10 penalty to one attribute, determined randomly. If this would reduce the attribute to 0, the creature is not created. This flaw may be gained multiple times. Each time it is gained, roll another random attribute; rolling the same attribute multiple times increases the penalty to that attribute cumulatively.
6 The created creature cannot handle that it is a creation and falls into a permanent existential crisis. If it is given any orders or requests from its creator, it will either obey, refuse to obey, perform the opposite of the order or request, or attempt to flee (chosen randomly).
7 The created creature is missing body parts; it loses a limb, chosen randomly. This flaw may be gained multiple times. The effects are cumulative.
8 The created creature is mentally unstable; it is permanently confused.

Portraits: It is possible to create a portrait of a specific creature; to do so, the creator must reliably know what the target looks like and the DC, cost, and time must reflect the target’s actual levels/Hit Dice. Additionally, the DC is increased by 10, which is reduced to 5 if the target can be easily seen during the creation process, or 0 if the target poses for the drawing. If successful, the created creature is a duplicate of the intended creature possessing its memories and abilities, but its alignment is chosen by the creator as normal. The created creature is aware it is a copy and still begins helpful to the creator, unless flaws dictate otherwise (a portrait creature suffering an existential crisis believes it is the original creature and will do its best to return to its ‘normal’ life).

Destruction
The divine notebook is destroyed if it is used to successfully draw a portrait of a god.

Eye of the Sky Monarch (Major Artifact) [Conq. HB]

This foot-wide jade-green orb is decorated with intricate carvings which wrap around, seemingly endlessly, with motifs of wings. It radiates a soft aura that seems to acknowledge those near it, as though it could sense their presence.
Aura strong Divination; CL 20th
Slot none; Price —; Weight 10 lbs.

Description
When held and concentrated on as a full-round action, the user’s vision melds with the orb’s infinite sight, giving them a view of the surrounding land within a 30 mile radius as though they were flying above it. The user can see with perfect clarity, and may focus on any point they can see, including inside structures and through barriers. The sight granted by the eye of the sky monarch bypasses any immunity to divination effects that would otherwise ward an individual.

In addition, the user may use any divine or alternate divination while using the eye of the sky monarch, using the orb’s caster level as their own. This allows them to divine the entire area the user is granted vision of, identifying any creature, object, or other piece of information and immediately knowing the location of them within the sight granted by the stone. For example, the user could use Divine Life to accurately pinpoint and view every living creature within the sight granted by the orb, then Divine Time to view details within the radius of the sight granted by the stone over the past 20 hours.

Destruction
The eye of the sky monarch can only be destroyed when consumed by a snake of any kind, who must be decapitated within one minute of consuming it. Should a snake consume the eye of the sky monarch without being decapitated within a minute, it becomes a sphere incarnation for divination (see Sphere Templates), sprouts wings, and becomes the incarnation of the sky monarch. Should the incarnation of the sky monarch die, the eye of the sky monarch reforms, returning somewhere in the jungle where it calls home within 1d4 years.

History
The eye of the sky monarch is said to be the last physical remnant of one of the great primordials, who formed the skies over the earth. Worshipped as a living god by a seemingly-tribalistic but culturally and technologically competent empire, this powerful artifact has given unparalleled knowledge and foresight over the region. This has allowed the bearers to aggressively expand as a military power in the jungle-dense continent they call home. Legends say that the sky monarch may return from his eon-slumber, using the eye of the sky monarch as his physical vessel, but only time will tell.

Incarnation of the Sky Monarch (CR 28)

This massive, feathered serpent gracefully moves through the sky or jungle, its eyes glowing a faint jade that echoes wisdom beyond imagination.

XP 4,915,200

Female sphere incarnation (divination) giant anaconda incanter 20 (Pathfinder Bestiary 2 pg. 252)
N Gargantuan magical beast (augmented, shapechanger)
Init +28 plus Forewarned; Senses darkvision 60 ft., keen scent 4300 ft., lifesense 1720 ft., low-light vision, scent, see in darkness, sense magic 1720 ft., spiritsense 1720 ft., thoughtsense 1720 ft., touchsight 1720 ft., tremorsense 1720 ft., true seeing 120 ft., unobscured vision 1720 ft.; Perception +57 (+32 to locate invisible or ethereal creatures, +16 to locate traps, +16 to disbelieve illusions)

Defense
AC 57, touch 38, flat-footed 49 (+4 Dex, +5 dodge, +7 insight, +16 natural, +16 sacred, –4 size)
hp 488 (12d10+20d6+352)
Fort +34, Ref +35, Will +41; +16 vs. disbelieving illusions
Defensive Abilities battlefield sense, blindfolded oracle, detect scrying, discern individual (+16 to identify), foreshadow, freedom of movement, ghost sight, nature sense, see hazard, storm vision, sphere chrysalis, unhooded sight; DR 15/—; Immune ability damage, ability drain, charm effects, compulsion effects, disease, death effects, energy drain, petrification, poison; SR 39

Offense
Speed 20 ft., climb 20 ft., fly 40 ft. (good), swim 20 ft.
Melee bite +40 (4d6+30/19–20 plus grab plus serpent’s fang)
Space 20 ft., Reach 20 ft.
Special Attacks attuned sphere (divination), constrict (4d6+30), den of vipers (1/day, creeping doom (DC 36)), incarnation conduit (divination), prescience (+26 insight), scaled soul (alter self or beast shape III), sniper’s eye, sphere blessing (divination)

Magic
Caster Level 20 (33 with Divination sphere); MSB +20 (+33 with Divination sphere), MSD 31 (+44 with Divination sphere), Concentration +36 (+49 with Divination sphere)
Tradition Divine’s Will (Somatic Casting (2), Witchmarked (distortions)); Tradition Boons Easy Focus, Overwhelming Power; CAM Wis
Spell Points 42
Destruction sphere: Crystal Cocoon; (blast shape) Calamity, Energy Strike, Explosive Orb; (blast type) Crystal Blast; Energy Focus (crystal) drawback

  • destructive blast, close range touch (75 ft.), DC 36; Calamity (Reflex save, 75-ft. radius); Energy Strike, Explosive Orb (Reflex save, 30-ft. radius); Crystal Blast (10d4 piercing, Reflex save or encased in 48 hp crystal); Crystal Cocoon

Divination sphere: Expanded Divinations (all), Expansive Vision, Fast Divinations, Grant Divination, Greater Divine, Instill Divination, Lingering Divination, Penetrating Divination, Scrying; (divine) Augury, Detect Secrets, Detect Spellcaster, Detect Teleportation, Detect Thoughts, Discern Location, Divine Future, Divine Identity, Divine Information, Divine Knowledge, Dowsing, Greater Scrying, Object Reading, Read Omens, Sensory Overlord, Viewing, Witness the City; (sense) Alternate Divinations, Advanced (all), Battlefield Sense, Blindfolded Oracle, Detect Scrying, Discern Individual, Foreshadow, Ghost Sight, Logos, Nature Sense, Prescience, Scent, See Hazard, Sense Magic, Shared Perception, Sniper’s Eye, Trapfinding, Tremorsense, True Seeing, Unhooded Sight, Unobscured Vision

  • divine, long (1720 ft.), all

Life sphere: Self-Renewal; (cure) Restore Capacity, Restore Health, Restore Senses, Restore Spirit

  • cure, 1d8+100
  • invigorate, 20 temporary hp
  • restore (Restore Capacity, Restore Health, Restore Senses, Restore Spirit); Self-Renewal (swift action, self cure or restore)

Nature sphere: Deep Nature, Ranged Geomancy, Zoetic Geometry; (geomancing) Air (Breeze, Gust of Wind, Purify Air), Air Mastery, Create Nature, Cyclone, Earth (Bury, Dust Storm, Tremor), Earth Mastery, Earthquake, Manipulate Nature, Plant (Entangle, Harvest, Pummel), Rapid Growth, Plant Mastery, Water (Fog, Freeze, Vortex), Water Mastery; (spirit) Speak With The Elements

  • geomancing, medium (300 ft.), DC 36; Air (Absorbing Inhalation, Air Geyser, Breeze, Cyclone, Feather Fall, Gust of Wind, Purify Air); Create Nature; Earth (Bury, Dust Storm, Earthquake, Forge Earth, Sandstone, Shelter, Tremor, Unearth); Plant (Entangle, Harvest, Pummel); Water (Air Bubble, Fog, Freeze, Push Swimmer, Vortex, Wave); Zoetic Geometry (create permanent elementals)

Warp sphere: Distant Teleport, Planeshift, True Teleport, Unseeing Teleport

  • teleport, close (75 ft.), long (1200 ft.) 1 sp; Distant Teleport; Planeshift; True Teleport; Unseeing Teleport

Statistics
Str 44, Dex 22, Con 33, Int 26, Wis 43, Cha 26
Base Atk +22; CMB +40 (+44 grapple); CMD 67 (cannot be tripped)
Feats Counterspell, Counterspell Mastery, Defensive Combat Training, Dodge, Greater Counterspell, Improved Counterspell, Improved Critical (bite), Improved Initiative, Power Attack, Precognicient Protection, Precognicient Resistance, Precognicient Smite, Quicken Spell Metamagic, Skill Focus (Perception), Tabulated Mind, Weapon Focus (bite)
Skills Acrobatics +37, Climb +29, Disable Device +18, Fly +34, Knowledge (arcana, history) +43, Knowledge (nature) +50, Perception +57, Sense Motive +51, Spellcraft +43, Survival +58, Swim +29, Use Magic Device +40
Languages Speak with Animals (reptilians), Truespeech SQ Divination specialization (diviner’s fortune +10 (19/day), foretell (20 rounds/day), forewarned), serpentine bloodline (den of vipers (1/day), serpent’s fang (at will), serpent friend (viper familiar), scaled soul, snakeskin), sphere incarnation traits

Ecology
Environment warm jungle
Organization solitary or living god (1 served by a society of tribalistic warriors and shamans)
Treasure triple

Special Abilities
Eye’s Bearer (Su): The incarnation of the sky monarch was created by the unparalleled dormant magic of the eye of the sky monarch. The incarnation of the sky monarch can use any of the abilities of the eye of the sky monarch as if it were her own. When the incarnation of the sky monarch is slain, the eye of the sky monarch returns to the jungle, as indicated in its “Destruction” section.

Serpent’s Fang (Ex): Bite—injury; save Fort DC 36; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 saves. In addition, the incarnation of the sky monarch’s fangs are considered magical for the purpose of overcoming damage reduction.

Description
The incarnation of the sky monarch is the manifestation of the eye of the sky monarch’s power, giving physical form to a long-dormant primordial which commanded the omniscient powers of the Divination sphere. Born from the artifact’s power, the incarnation of the sky monarch is an inherently nonviolent being, taking to aiding people who have worshiped the primordial for centuries. When manifested, she acts as an oracle for those worshipers, providing prophecy and fortune to those who leave sufficient offerings of pleasing foods, fine jewels, and intricate pieces of artistry.

While it is rare for the incarnation of the sky monarch to do battle, she is still fierce jungle predator, although now in command of magical talent which rivals the gods themselves. Her favorite way of dispatching foes is to encase them in crystal after injecting them with a potent poison, manifested from the eye of the sky monarch’s overwhelming power drawing forth her ancient serpentine pedigree.

Key of Azathoth (Major Artifact) [TS]

Aura overwhelming Conjuration; CL 25th
Slot none; Price none; Weight 2 lbs.

This silver key contains inscriptions too complex for the eye to follow; indeed, they seem to shift so that their pattern can never be traced to its conclusion. Three times per day, as a standard action, a creature can point the key of azathoth at a target they can see and call upon its powers. This creates a magic-dead zone similar to an antimagic field that automatically dispels all non-instantaneous magical effects, banishes all summoned creatures, and otherwise negates all spells, spell-like abilities, and supernatural abilities within its area of effect, including effects that normally protect against antimagic, dispels, and similar effects unless those effects were created by a creature with more mythic tiers than this artifact’s user. The magic-dead zone does not affect deities or artifacts. The zone takes the form of a sphere that must have at least a 10-foot radius, but at the user’s discretion, the zone can be up to 50 feet across. This zone lasts for 24 hours, but can be removed by any effect capable of eliminating an antimagic field, such as the Greater Counterspell feat (if the caster succeeds at a check against this item).

When a user creates a magic-dead field with this artifact, they may choose to deal 100d6 untyped damage to everything within the field, including attended objects. If this happens, the user also triggers a major wild magic event (see Wild Magic from Drop Dead Studios); no spells, feats, class abilities, items, or other effects (except artifacts and mythic effects) can affect the roll for this wild magic event.

If the user has the Twists Of Fate mythic quality, they may use that ability when using the key of azathoth to deal damage in order to roll 2d100 and pick which wild magic event they want to have occur. The GM acquires the other result and may activate it at any time, in any location, and they keep the roll until it is used.

Destruction
The key of azathoth can only be destroyed if the Gate is also destroyed. Unfortunately, nobody seems to know what the Gate actually is…

Shrieking Skull of Hez’ba’eth (Major Artifact) [SB:UatIF]

Aura overwhelming Death; CL 26
Slot none; Weight 5 lbs.
Description
This ebony-black metal quarterstaff is enchanted as a +5 weapon and +5 Death sphere implement on the same side. Any creature struck by the shrieking skull of hez’ba’eth that is not undead takes an additional 5d6 points of negative energy damage and must succeed at a DC 28 Fortitude saving throw or be paralyzed, as though struck by a lich’s paralyzing touch special attack.

The wielder of this staff gains access to the Death sphere, the Dark Sacrifice, Empowered Reanimate, Expanded Necromancy, Greater Reanimate, Sustained Necromancy talents, and the Corpse Forge, Greater Undead, and Permanent Undead advanced talents. The wielder of this staff may choose to use this staff’s caster level in place of their own for the Death sphere, but does not gain the staff’s enhancement bonus to the Death sphere if they do. Any undead reanimated while using this staff deals additional damage and Fortitude save or paralysis with any natural attacks they possess, as though a creature struck by the undead’s natural attacks were struck with this staff.

If the owner of the shrieking skull of hez’ba’eth is the primary caster of an incantation to gain the lich template or a variant lich template, the staff may be used as an additional focus component, granting the primary caster a +5 bonus on all checks made as part of the incantation. However, when the incantation is complete, the primary caster’s soul is consumed by the staff, killing the primary caster instead of granting them the lich template. Each time the staff consumes at least 2 souls this way, the souls are permanently destroyed and Hez’ba’eth is reborn, wielding the staff. A soul consumed or destroyed by the staff cannot be restored by any means.

Hez’ba’eth is a lawful evil, ancient elf incanter 20 mythic 7 with the spheremaster mythic path who specializes in the Death sphere but also dabbles in the Dark sphere and Divination sphere. His motivations vary by setting, but sway from total domination of the living, to establishing a kingdom of the dead to exist as an independent state, or resurrecting his longdead wife (which will require many more innocent lives to be sacrificed).

Destruction
The shrieking skull of hez’ba’eth can only be destroyed if Hez’ba’eth is convinced to let go of his ambitions for the good of others.

The Third Law (Major Artifact) [MCS]

Aura overwhelming Universal and Tech; CL none
Slot none; Price -; Weight 2 lbs.
The third law is a large book that contains densely written information about magic and technology of various levels of development. The holder of this book has access to all talents of the Mana and Tech spheres. In addition, by speaking a command word and expending one use of mythic power as a standard action, the holder of this tome can create a 300-foot spherical space that alters the rules of reality within it for 24 hours. Within this space, any creature can spend charges or batteries from the Tech sphere instead of spell points (and vice versa) on effects that require either. In addition, effects that specifically target magic or technology can work on both magical effects and technological gadgets, although at the GM’s discretion, the effects may manifest in a more appropriate way depending on the exact effects involved. For example, dispelling a lock (a piece of mundane technology) may unlock it, while a Knowledge (engineering) check could identify magic in place of a Spellcraft check. It is impossible to predict or list every possible combination of effects, so the GM has the final say on whether or not specific combinations do work, and if so, how they should manifest. Magical and Tech sphere items crafted entirely within the altered rules of reality created by this item may use charges or spell points instead of what they would normally use. For example, you could create a gadget powered by spell points, allowing any spherecaster to power the item.
Destruction
The third law can be destroyed by simultaneously striking it with at least 100 points of fire damage each from two separate sources. One source must be entirely magical, the other entirely mundane.

Twelve-Tribes Scepter (Major Artifact) [Conq. HB]

This heavy, engraved scepter bears twelve distinct iconographies inlaid on the weathered, wooden haft. An intricate silver crown sits atop the scepter’s heavy metal head.
Aura strong War; CL 20th
Slot none; Price —; Weight 6 lbs.

Description
The twelve-tribes scepter is a +5 axiomatic sacred conductive light mace. A creature wielding the scepter may utter prayers to the scepter’s benefactor deity as a standard action, choosing any War sphere (totem) to manifest on the scepter, as though targeting it with the Totemic Aura talent, using the twelve-tribes scepter’s caster level to determine its radius and effects. The scepter can create (totem) effects that cost spell points without needing to spend a spell points. This effect lasts indefinitely, until the bearer of the scepter utters another prayer to choose a new (totem) to attach, or until the bearer of the scepter deactivates the (totem) as a free action. Any allies benefiting from a totem cast from the twelve-tribes scepter also gains a +2 sacred bonus on all attack rolls, saving throws, and skill checks, as though guided by its divine providence. Once per day, the twelve-tribes scepter can be used to cast wish.

Destruction
An angel in service to the scepter’s benefactor deity must take the scepter into a tomb of a saint or hero who served the benefactor deity, striking it upon the gravestone of the fallen. This shatters the scepter, which reforms within 1d7 days unless placed inside the fallen saint or hero’s coffin. The angel must do so of their own free will, and may not be coerced, compelled, or otherwise incentivized to do so. The twelve-tribes scepter can only be reforged on the summit of a sacred mountain in the presence of a nation.

History
The twelve-tribes scepter is a relic of a family of twelve ancestors, who each fostered a thriving community which allied together following a time of hardship. The scepter is said to be a direct conduit with the benefactor deity of these twelve tribes as a deity of war, portents, and miracles who has overseen his followers success in many campaigns both to conquer and to survive conquest.

Wreath of the Immortal Prelate (Major Artifact) [Conq. HB]

This wreath of soft gold and silver metal leaves holds an air of long-held tradition, wisdom, and nobility.
Aura strong Mind and Enhancement; CL 20th
Slot head; Price —; Weight 1 lbs.

Description
This unique circlet of persuasionUE grants a +3 competence bonus on all Intelligence and Wisdom-based checks in addition to its regular effects. Any time the wearer attempts an Intelligence, Wisdom, or Charisma-based check, they can choose to assume the roll resulted in a natural 20.

The wearer can cast the Enhancement sphere Animate Object (enhance) effect at-will, using the wreath of the immortal prelate’s caster level to determine its effects. The wearer does not need to spend a spell point when casting Animate Object while wearing the wreath and ignores size-based caster level requirements when determining the size of objects the wearer can animate (to a maximum of Colossal+++). The wreath’s wearer may have a number of objects animated equal to half the wearer’s Hit Dice (minimum 1). These objects remain animated indefinitely and without needing to spend a spell to allow the effect to continue without concentration. Objects animated by the wreath of the immortal prelate remain under the effects of the Animate Object sphere effect until the wearer chooses to animate a new object exceeding the maximum number of objects they can have animated (choosing one currently animated object to replace), or the wreath is destroyed. The wearer may choose that any object animated with the wreath of the immortal prelate also be affected by the Enhancement sphere Bestow Intelligence.

Destruction
The wreath of the immortal prelate crumbles to ash if the wearer is killed by someone they trusted.

History
The wreath of the immortal prelate is a relic of a vast, rich empire. It has been passed down from emperor to emperor, granting the wearer the memories, knowledge and expertise of their predecessors. This power has been leveraged by emperors to skillfully navigating politics, warfare, and avoid economic and societal disaster. Each emperor will use the wreath’s powers to animate the great works of art in the empire’s capital, serving as immortal defenders of the emperor.


Mythic Marvelous Items

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Mythic Champions of the Spheres
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Astral Tome [MCS]

Aura strong Death; CL 15th
Slot none; Price 60,000 gp; Weight 8 lbs.
This thick, heavily-secured book has a dark cover with an image of a silver humanoid connected to something unseen by a silvery thread. The interior of the book contains detailed written descriptions of every place any user of the book has visited through its powers. Once per day, a creature can read from this book to let themselves and up to seven additional willing creatures travel through the Astral Plane and connected areas, as the effects of the Death sphere Astral Travel advanced talent.

Once per day, a mythic creature can expend one use of mythic power to transport themselves and up to seven other willing creatures to any destination described in the book, even if that destination is cut off from the Astral Plane; this planar movement always brings the user to the closest safe space to their intended destination. This movement cannot go through antimagic fields, wards against planar travel, or defenses created by deities.

Construction Requirements
Craft Wondrous Item, Mythic Crafter, Death sphere (Astral Projection (advanced), Astral Travel (advanced), Project Spirit (advanced)); Cost 30,000 gp

Battlefield [MCS]

Aura moderate Creation and Enhancement; CL 6th
Slot none; Price 14,400 gp; Weight 4 lbs.
This medallion has dozens of unique weapons stamped around the outside. Once per day, as a standard action, a user can activate the battlefield to summon countless weapons within close range (25 feet + 5 feet per 2 caster levels). This functions as the first-level armory arena ability of the lingchi warriorUSoP archetype except as modified here.

If the user expends one use of mythic power when activating the battlefield, all of the weapons come with +2 enhancement bonuses. The weapons created by this item last for one minute per caster level, but may be dismissed by the user as a free action.

Flask Shard Effect: Increase the caster level to the next increment of 4, increase the enhancement bonus on the weapons when expending mythic power by +1, and increase the number of uses per day by 1. Flask Shard Limit: +3

Construction Requirements
Craft Marvelous Item, Mythic Crafter, Enhanced Creation (dual sphere), Creation sphere (Divided Creation, Larger Creation), Enhancement sphere; Cost 7,200 gp

Blooddrinker [MCS]

Aura moderate Blood; CL 6th
Slot none; Price 14,400 gp; Weight 4 lbs.
This slender needle looks like a wand at first glance, but tapers to a much finer point. Once per day, a creature holding a blooddrinker may use it to drain the life of their enemies. This acts as the Blood sphere Drain Lifeblood advanced talent, and requires establishing and maintaining blood control on the targets (which is done through this item). A blooddrinker can target 1 creature, plus one additional creature per 2 caster levels, and all targets must be within close range (25 feet + 5 feet per 2 caster levels).

A mythic creature may expend one use of mythic power when activating a blooddrinker to use their own casting DC (if it is higher than this item’s DC) and add their tier to the item’s DC. Mythic creatures who activate a blooddrinker this way regain 5 hit points per point of Constitution bleed they inflict with this item.

Flask Shard Effect: Increase the caster level to the next increment of 4, and increase the number of uses per day by 1. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Mythic Crafter, Blood sphere (Drain Lifeblood (advanced), Mass Control [mass]); Cost 7,200 gp

Chronosphere [MCS]

Aura strong Time; CL 15th
Slot none; Price 36,000 gp; Weight 2 lbs.
Chronospheres are golden spheres etched with powerful runes. Once per day, a creature may activate a chronosphere to envelop themselves or a creature they touch in a bubble that freezes the passage of time. This functions as the Time sphere Temporal Stasis advanced talent. A chronosphere becomes the bubble of frozen time while functioning; when the stasis ends, either because it was dispelled or met the conditions to shut off on its own, it reverts back into item form. It returns to being an item even if enveloped in something like an antimagic field, though it could not be used again until brought out of such an area. Chronospheres must recharge for at least 24 hours between uses, regardless of how long they functioned.
Construction Requirements
Craft Marvelous Item, Mythic Crafter, Time sphere (Temporal Stasis (advanced)); Cost 18,000 gp

Cry Of Condemnation [MCS]

Aura strong Death; CL 15th
Slot none; Price 30,000 gp; Weight 2 lbs.
Once per day, as a standard action, a creature can squeeze this dried husk of a plant and curse one enemy in range (as the Death sphere Curse (ghost strike) talent). If successful, this curse is always vulnerability to a type of energy damage.

While this normally has a DC 17 Will saving throw to negate, a mythic creature can expend one use of mythic power when activating the cry of condemnation to instead target up to seven creatures in close range (60 feet) and use their save DC for the Death sphere (if higher), adding their tier to the normal save DC.

Flask Shard Effect: Increase the number of uses per day by 1. Flask Shard Limit: +2

Construction Requirements
Craft Marvelous Item, Mythic Crafter, Death sphere (Curse, Greater Curse (advanced)); Cost 15,000 gp

Dark And Darker [MCS]

Aura moderate Dark; CL 10th
Slot hands; Price 36,000 gp; Weight 3 lbs.
This pitch-black glove has even darker runes etched into the fabric, although the entire glove is so black to begin with that they are nearly impossible for creatures to make out. Once per day, by shouting this item’s name as a standard action, a creature wearing this item can transform into darkness (as the Dark sphere One With The Void advanced talent) for 1 minute per caster level. Creatures that attack you while you are in an area of darkness must roll twice and take the worse result. This effect can be ended as a swift action, as described in that talent.

A mythic creature can expend one use of mythic power while activating this item to also apply the effects of the Dark sphere Edge Of NightJHB talent to their shadowy form.

Flask Shard Effect: Increase the caster level to the next increment of 4, and increase the number of uses per day by 1. Flask Shard Limit: +2

Construction Requirements
Craft Marvelous Item, Mythic Crafter, Dark sphere (Edge Of Night (darkness), One With The Void (advanced), Step Through Darkness (meld)); Cost 18,000 gp

Forward Momentum [MCS]

Aura weak War; CL 2nd
Slot feet; Price 1,600 gp; Weight 6 lbs.
This set of durable shoes is emblazoned with marks denoting the glories of combat. Once a day, as a standard action, a creature can activate these boots to create a momentum pool with the effects of the War sphere Aggressive Momentum (momentum) talent. This pool’s size is equal to the forward momentum’s caster level plus its effective casting ability modifier (which is 1/2 its caster level), starting with three points. This momentum pool lasts for one hour per caster level and can only be refilled by reusing this item; creatures cannot spend spell points to refill it.

A mythic creature may expend one use of mythic power when activating the forward momentum to increase the maximum size of this momentum pool by their tier.

Flask Shard Effect: Increase the item’s caster level to the next increment of 5 and increase the number of uses per day by 1. Additional uses while the momentum pool is in effect raise it to its normal cap; any extra points are lost. At +2, this momentum pool also offers the effects of the War sphere Cooperative Momentum (momentum) talent (from The Warden by Drop Dead Studios). At +3, this momentum pool also offers the effects of the Damaging Momentum (momentum) talent. At +4, this momentum pool also offers the effects of the Marauding Momentum (momentum) talent. Flask Shard Limit: +4

Construction Requirements
Craft Marvelous Item, Mythic Crafter, War sphere (Aggressive Momentum (momentum), Cooperative Momentum (momentum), Damaging Momentum (momentum), Marauding Momentum (momentum)); Cost 800 gp

Fusion Rings [MCS]

Aura moderate Alteration; CL 8th
Slot ring; Price 25,600 gp; Weight 4 lbs.
These rings come in a variety of shapes and styles, but always come in pairs and must be worn by two different creatures. If the wearers of a pair of fusion rings are adjacent to each other and activate them at the same time (either with one creature using a readied action and the other creature using a standard action, or both creatures using readied actions together), they can fuse for eight minutes as the Alteration sphere Fusion advanced talent. Both creatures must be actively willing to use these items; if either creature is under the control of a mind-affecting talent or does not otherwise genuinely want to fuse with the other creature, the fusion rings automatically fail. If fusion rings are used by two mythic creatures, they may choose to average out their mythic power at the end of the fusion so that each of them end up with the same amount of power (if any power would be leftover, it is lost).

Construction Requirements
Craft Marvelous Item, Mythic Crafter, Alteration sphere (Fusion (advanced), Mass Alteration [mass]); Cost 12,800 gp

Gatestone [MCS]

Aura overwhelming Warp; CL 21st
Slot none; Price 176,400 gp; Weight 3 lbs.
This carved crystal appears to have a circular hole in the middle that goes deeper than its size could possibly allow, regardless of which angle the viewer looks at it from. Once per day a creature can use a gatestone to create a portal (as the Warp sphere Portal advanced talent) leading to any destination not protected from planar travel. The user must have some idea of their destination, as described in the Warp sphere True Teleport advanced talent (and augmented by the Universal Teleport advanced talent for its accuracy), but this destination can otherwise be on any plane. The portal created remains for 21 hours unless dispelled or otherwise negated.

A mythic creature can expend one use of mythic power while activating a gatestone to restrict travel such that it can only move one direction. Anything that goes even partially through such a one-way portal is sucked entirely through; anything too large to fit through the portal does not cross through at all.

Construction Requirements
Craft Marvelous Item, Mythic Crafter, Warp sphere (Distant Teleport, Enduring Portal (advanced), Mass Teleport [mass], Planeshift (advanced), Portal (advanced), Teleport Beacon, True Teleport (advanced), Universal Teleport (advanced), Unwilling Teleport, Wormhole (space)); Cost 88,200 gp

Marks Of Command [MCS]

Aura faint Mana; CL 15th
Slot hands; Price 75,000 gp; Weight -
These marks appear as three colored tattoos on the back of the user’s hand, often in a design unique to the bearer. As an action whose type is determined by the effect used, a creature with the marks of command can activate them to grant one of the following effects to an ally within close range (25 feet + 5 feet per two character levels):

  • Increase their next attack roll by three times the user’s tier (standard action)
  • Allow their next attack roll to ignore miss effects (such as miss chance or incorporeality), assuming they are otherwise capable of hitting the target (standard action)
  • Restore half of the target’s hit points, up to their normal maximum hit points (standard action)
  • Reduce the damage dealt from one attack or effect by 75% (immediate action)
  • Increase a saving throw by twice the user’s tier (immediate action)
  • Teleport the ally to any safe square adjacent to the user (standard action)

Any benefits not used within one minute are lost, and the benefits do not stack with those from other marks of command. One tattoo fades and loses its color each time this item is activated, and the marks of command can only be used as long as at least one tattoo is not faded. The tattoos regain their color at a rate of one per 24 hours. Marks of command cannot be used if a creature has another magical item equipped in their hands slot, and a creature cannot have multiple copies of this item, even if they attempt to tattoo it in a different slot.

Construction Requirements
Inscribe Magical Tattoo, Mythic Crafter, Life sphere, Mana sphere, Time sphere, Warp sphere; Cost 37,500 gp

Wiki Note: This is a magical tattoo, not a marvelous item, but it doesn't need its own page just for that.

Modifying Grip [MCS]

Aura strong Creation; CL 15th
Slot special, see text; Price 36,000 gp; Weight 1 lb.
This item can be attached to the grip of any weapon, such as the end of a spear or the inside of a gauntlet. Once per day, as a standard action, a creature can activate a modifying grip to envelop the weapon it’s attached to with adamantine, cold iron, or silver for 15 rounds. This functionally replaces the normal material the weapon is made out of.

A mythic creature may expend one use of mythic power when activating this item to instead envelop the weapon in planar energies matching their alignment (except neutral; see below), although this reduces the duration to 5 rounds. For example, if a chaotic good creature uses this effect, their weapon would be enveloped in the powers of chaos and good. This transforms all of the damage the weapon would deal into energy of that type (and this is applied after all other modifiers), or half of each type if the weapon has two types of damage. These planar energies deal 50% more damage to creatures of the opposite alignment, regular damage to creatures in-between, and 50% less damage to creatures with the same alignment. The user may replace any neutral component in their alignment with acid, cold, electricity, fire, or sonic damage. For example, a lawful neutral character could envelop their weapon in lawful and acid energies, doing half of each type. These changes never harm the weapon or the user.

A creature cannot use the foe-biting effect on any attack made with a modifying grip, nor any other effects similar to foe-biting.

Flask Shard Effect: Increase the number of uses per day by 1. Flask Shard Limit: +2

Construction Requirements
Craft Marvelous Item, Mythic Crafter, Creation sphere (Change Material (alter), Expanded Materials (material), Mythical Material Maker (advanced, material)); Cost 18,000 gp

Resurrection Sphere [MCS]

Aura strong Life; CL 20th
Slot none; Price 720,000 gp; Weight 3 lbs.
Resurrection spheres are among the most-prized magical items in existence. Although not actually artifacts, the sheer time and cost of creating them keeps them out of the hands of all but the wealthiest and most well-connected individuals. By spending one minute to activate it, the holder of a resurrection sphere can use it to bring one creature within 75 feet back to life, as the effects of the Life sphere Resurrection and Supreme Resurrection advanced talents. This counts as using miracle or wish for the purpose of effects that require using those spells to revive a creature. By expending five uses of mythic power and one minute to activate the resurrection sphere, a mythic user can instead revive up to 20 creatures within 75 feet.

Construction Requirements
Craft Marvelous Item, Mythic Crafter, Life sphere (Break Enchantment, Greater Resurrection (advanced), Make Whole (advanced), Restore Senses (cure), Restore Spirit (cure), Resurrection (advanced), Resuscitate, Supreme Resurrection (advanced)); Cost 360,000 gp

Seed Of Life [MCS]

Aura moderate Nature; CL 10th
Slot none; Price 28,000 gp; Weight 1/10 lb.
This tiny seed contains a truly enormous amount of natural energies. Once a day, as a standard action, a creature can place a seed of life within a sufficiently-large area of natural elements and create an elemental from it. This functions as the Nature sphere Zoetic Geomancy advanced talent. The seed of life is aware of the user’s intent and will always use the correct element it is in contact with. The seed is not consumed when creating an elemental and can be retrieved afterward. A mythic creature can expend one use of mythic power while activating this item to combine two elements when creating a geomancy- born elemental. Elementals created this way can change between being of either element as a swift action, which may change their statistics (except for their hit points, which should stay as whatever is determined by the form they started in).

Flask Shard Effect: Increase the number of uses per day by 1. Flask Shard Limit: +2

Construction Requirements
Craft Wondrous Item, Mythic Crafter, Nature sphere (Deep Nature, Zoetic Geomancy); Cost 14,000 gp

Wand Of False Reality [MCS]

Aura moderate Illusion; CL 6th
Slot none; Price 14,400 gp; Weight 2 lbs.
This slender wand occasionally changes shape, appearing to be made of different materials, a different design, or even a different length from the last time somebody looked at it. Once per day, as a standard action, a creature can activate a wand of false reality to create a blur in reality that wards off attacks and effects by imposing a 50% miss chance on anything that passes through it. This functions as using the Illusion sphere Blur (glamer) talent to create a 5-foot cube of affected space within close range (25 feet + 5 feet per 2 caster levels), with the additional effect of the Spell Disruption advanced talent. The blur in reality lasts for 1 round per caster level.

A mythic creature can expend one use of mythic power when activating this item to affect one additional 5-foot cube of space per tier. All affected spaces must be connected and within close range, but can otherwise take any shape. When a creature expends mythic power this way, the maximum miss chance of this item increases to 75% (and improves as described in the Blur (glamer) talent).

Flask Shard Effect: Increase the caster level to the next increment of 5, and increase the uses per day by 1. A wand of false reality cannot create more than one blur in reality at a time, and using it while an existing effect exists will erase the previous one. Flask Shard Limit: +3

Construction Requirements
Craft Marvelous Item, Mythic Crafter, Illusion sphere (Blur (glamer), Manipulate Aura (sensory, magic), Spell Disruption (advanced)); Cost 7,200 gp

White Dwarf [MCS]

Aura moderate Light; CL 10th
Slot none; Price 36,000 gp; Weight 4 lbs.
This hooded iron lantern seems drab and dull at first. However, once per day, a creature can activate the lantern as a standard action and create a tiny star within it. This sheds bright light in a radius of 55 feet that qualifies as daylight for all purposes, including damaging or destroying creatures harmed by daylight. In addition, it sheds regular bright light for another 55 feet (totaling 110 feet of bright light), and normal light for another 110 feet beyond that. The star remains for 10 minutes before snuffing itself out.

A mythic creature may expend one use of mythic power when activating a white dwarf to have it shed daylight in a two mile radius for one round, after which it sheds light as normal while activated. Any creature (except the user) looking towards a white dwarf when it is activated with mythic power must succeed at a Reflex save (DC 10 + 1/2 the user’s character level + the user’s highest mental ability modifier + the user’s tier) or be permanently blinded. This is a visual effect and does not work on any creature that cannot see. Any effect with the darkness descriptor (including all effects of the Dark sphere) in range of this enhanced light is automatically dispelled unless its caster level is higher than the user’s caster level plus their mythic tier. Darkness effects created by mythic creatures add their creator’s tier to their caster level to determine if they are dispelled by this effect.

In addition to its primary effects, a user may have a white dwarf shed normal light in a radius of 30 feet by speaking a command word; repeating the command word turns it off, but this light can otherwise last indefinitely.

Flask Shard Effect: Increase the number of uses per day by 1. Flask Shard Limit: +2

Construction Requirements
Craft Marvelous Item, Mythic Crafter, Light sphere (Intensity Control, Star Genesis (advanced)); Cost 18,000 gp


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