Items
Algamar's Silver Bear Pelt
This pelt grants a Charisma bonus of +1 if it is worn by an Ogre. This is an Enhancement bonus.
Blueprints
Complex instructions detailing the creation of machines and components for one or more teknology spells.
Bone Club
This +1 club is a human leg bone covered in runes. As a swift action a straight, serrated spine can be commanded to shoot out the end and it can now be used as a shortsword. A second command also as a swift action, causes the spine to bleed causing all within 30' to become Shaken on a failed Will save, DC 15. The bleed function will not work unless in shortsword form.
Bracer of Bone
This single bracer is made of many long bones which are each inscribed with mystical glyphs. When a command word is spoken as a swift action the bracer transforms into a light shield and grants the wearer the proficiency to use it.
Chaos Gem
A gift from Tam, this small multi-hued gem rapidly shifts in color. By performing a special ritual the owner may permanently imprint the Chaos Gem upon their soul. This marks them as a Favored of Tam and grants them the ability to create and summon a Chaos Weapon.
A Favored of Tam retains any abilities granted by the mark where ever their soul may be, even if they are reincarnated in a new body or their soul is transferred through use of a magic jar or similar spell.
The owner does not need to be Chaotic to imprint a Chaos Gem, nor does the action of doing so cause them to become Chaotic. They retain whatever alignment they previously had.
A Favored of Tam retains any abilities granted by the mark where ever their soul may be, even if they are reincarnated in a new body or their soul is transferred through use of a magic jar or similar spell.
The owner does not need to be Chaotic to imprint a Chaos Gem, nor does the action of doing so cause them to become Chaotic. They retain whatever alignment they previously had.
Conducting Stone
When placed in a magic item this stone raises the save DC of any spell cast from the item by +4. Requires 1 day of work and the appropriate Item Creation feat to insert the stone.
Crap Slinger
A sling that magically produces crap when it is used. It does no damage but anyone within 5' of the target must make a Fort save (DC 14) or be affected as if by a stinking cloud spell.
Crystal Helm of Syl
This helmet is made entirely of crystal. It is adorned with a green feather plume and elven markings. The helmet grants total immunity to gaze attacks.
Device
This mechanical device contains a single teknology spell and is consumed upon use.
Drow Slave Bracelet
This beautiful item is a bracelet and ring connected by a thin chain. On command 4d10 spiders spray out of the ring in a 60ft. cone, swarming over the targets causing 1 point of damage per spider for 1 round then they scatter. This ability can be used 3/day. In addition, 2/day the user can summon a phantasmal spider to ride on similar to the Phantasmal Mount spell. It can climb walls and ceilings but can not attack.
Dust of Burying
This black dust smells like soil. When sprinkled on a dead creature it is transported 6ft. beneath the ground where it lay. No trace is left. The dust is contained in a plain 2" ivory box and refills when closed.
Ellie's Arquebus
This pistol never needs reloading. The user can attack normally, once for every attack they have.
Fae's Fan
Priests of Fae recieve this fan of feathers upon completing initiation into the fold. When held onto it produces the same effect as a Feather Fall spell.
Gloves of Luna
These are a pair of beautiful black fingerless gloves embroidered with an image of Luna on their back. When in unarmed combat the gloves grow to fully cover the hand and produce a one inch claw from each finger. These claws grant a +2 to hit and +4 to damage. This is a Divine bonus and the user is considered armed. When combat is over the gloves return to normal. Only priests of Luna can use these gloves.
Journey Box
These boxes come in groups of 2 or more. They are 2' wide, 1' high and 1' deep. When something is placed in one box and the lid is closed it can be found in any of the boxes when their lid is opened. Each box in a group leads to the same extra dimensional space but living things can not survive and die as soon as the lid is closed. Items do not appear in other boxes until the box is reopened after the item has been placed inside. The box can only hold as much as would normally fit in a box of it's size. Since it does contain an extra dimensional space, the journey box functions the same as a bag of holding if placed in a bag of holding or a portable hole. A journey box only has a connection with boxes in it's group on the same plane.
Lotus Spear
This is a blue spear with golden runes along the shaft. When this spear is stuck into the ground by it's spearhead it emits an aura of protection vs. non-true neutral beings in a 10ft. radius. None of these may enter the area. This power lasts as long as the spear is stuck in the ground.
Myl's Forever Fire Torch
This torch is made of iron and never burns out. When turned over, the flame disappears and reappears at the tip of the handle as a candle flame.
Nymph's Lily
A rare lily that never wilts. Blue with orange speckles, a purple pistal and a green stem and leaves. Anyone who smells it becomes friendly to everyone they encounter for 1 hour, no saving throw. This is an Extraordinary Enchantment effect.
Pickerloo Box
A 5'x3'x2' chest that shrinks to a 1'' cube when the owner says "Pickerloo". Saying it again returns it to a chest. The cube weighs 1 pound and the chest can hold up to 1,500 pounds.
Potion of the Mighty Midget
This red liquid shrinks the drinker to half their size and grants them a +10 enhancement bonus to Strength. These effects last for 2 hours at which time the character regains their original size and strength. Contains two doses.
Ring of Wardrobe
When the insignia on this iron ring is turned all carried weapons, armor and any other held, worn or carried items will vanish and be replaced with another outfit previously stored in the ring. Turn it back and the outfits switch back. The act of turning the insignia is a swift action.
Shield of Missile Reversing
The front of this +5 large steel shield bears a picture of two broken arrows, one crossed over the other. When a missile, magic or not, is fired upon the holder of this shield, it bounces off and strikes the attacker with the same attack roll. The shield holder does not need to be facing the attacker, but must have the shield in hand.
Spellstone
This brightly colored transparent stone is etched with a number. Small, round and about an inch in diameter, the stone can hold magical energy in the form of a spell. The number indicates the level of the spell that can be cast into the stone. A single spell can be cast in multiple stones equaling the spells level combined together. A lower or higher level spell can not be cast in stones equaling a different level. Ex. A 1st level spell can be cast in a 1st level spellstone but not in a 3rd level spellstone. A 3rd level spell can be cast in a 3rd level spellstone or three 1st level spellstones or one 1st level spellstone and one 2nd level spellstone gathered together.
The color of the spellstone is based on what school of magic it is associated with. Only spells of the spellstones school may be cast into the spellstone. Evocation = orange, Necromancy = purple, Illusion = pink, Enchantment = blue, Conjuration = green, Abjuration = yellow, Divination = white, Transmutation = red
A spell cast into a spellstone(s) is activated by a precise trigger that is created when the spell is cast. The trigger may have a distance requirement of up to 15' per level of the spell it is holding. A spellstone can only hold one spell at a time and may be used again once it's been activated and become empty. Spellstones holding a spell glow with an inner light the same color of the stone. This light is as strong as a candle flame.
The color of the spellstone is based on what school of magic it is associated with. Only spells of the spellstones school may be cast into the spellstone. Evocation = orange, Necromancy = purple, Illusion = pink, Enchantment = blue, Conjuration = green, Abjuration = yellow, Divination = white, Transmutation = red
A spell cast into a spellstone(s) is activated by a precise trigger that is created when the spell is cast. The trigger may have a distance requirement of up to 15' per level of the spell it is holding. A spellstone can only hold one spell at a time and may be used again once it's been activated and become empty. Spellstones holding a spell glow with an inner light the same color of the stone. This light is as strong as a candle flame.
Staff of Boiling
Identifies as an average +1 Staff but also has the Bane traits vs Oozes and Outsiders (Water). When submerged in a liquid the liquid boils in a 10' radius around the staff.
Sword of Finishing
The blade of this +5 rapier is made of sapphire. When an opponent has 1/10 or less HP left, this sword delivers a fatal blow on the next hit, whether or not it would normally kill the opponent.
Legacy Items - Special items that are tied to an individual player.