作者 主题: 【OA】魔法物品(magic item)与 神器(Artifacts)  (阅读 31141 次)

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【OA】魔法物品(magic item)与 神器(Artifacts)
« 于: 2017-11-08, 周三 17:57:15 »
魔法物品 Magic Items
以下各类魔法物品都以PFRPG:极限宝具中概述的类别进行分类,因此您可以将它们与UE书中详述的宝藏生成器一起使用。如果您正在开的团中有npc拥有OA职业的等级,或是你的PC拥有OA职业的等级,在确定宝藏时,请考虑要么在用宝藏生成器随机生成之前就发放本节的物品作为一部分loot,要么就把这些物品也加入到宝藏生成器中。
« 上次编辑: 2017-11-10, 周五 23:02:30 由 灯泡powerbult »

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戒指 (Rings)
戒指为穿戴者赋予神奇的力量。任何人都可以使用戒指,但一个角色最多只能同时获得两枚魔法戒指的效果。

引述: 戒指
高等高级戒指 (Greater Major Ring) 价格
异能精通戒指 (Ring of psychic mastery)50,000 gp
隐魂戒指 (Ring of the hidden psyche)160,000 gp
异能精通戒指(Ring of psychic mastery)
价格 50,000 gp;栏位 戒指;施法者等级 10;重量 -;灵光 强烈(无学派)
这款铂金戒指上佩有一颗大蓝宝石,其色泽会随着穿戴者逐渐消耗自身异能施法能力而慢慢变深。当穿戴者的每日法术耗尽,或是穿戴者没有施放异能法术的能力时,宝石会变黑。异能精通戒指能使施法者1环到4环的每日异能法术位各额外增加1,只要她能施放该环级的法术。

成本 25,000 gp
需求 锻造戒指,有限祈愿术


隐魂戒指 (RING OF THE HIDDEN PSYCHE)
价格 160000gp;栏位 戒指; 施法者等级 18;重量 -;灵光 强烈(无学派)
这枚戒指类似于异能精通戒指,但它那完美无瑕的蓝宝石还能作为容纳穿戴者灵魂的容器。它拥有一枚异能精通戒指的所有能力,以及下文所述的效果。
穿戴者死亡时,其灵魂会立即进入戒指,哪怕他的身体被彻底摧毁也是如此。该效果视为一个物品占据术法术,除了占据其中的灵魂不能活化戒指,而是等待有其他人穿戴它。她可以在戒指中尝试对任何自愿戴上戒指的人发动一次高等占据术的效果(意志 DC 23无效)。对高等占据术效果豁免成功的新穿戴者会在24小时内免疫此类尝试。解除戒指上的物品占据术会放逐其内的灵魂,使其迎接应有的来世。否则,灵魂可以无限期地存留在戒指中。戒指内的灵魂会知道有生物戴上了戒指。灵魂不能以其他方式感知周围的区域,或进行除发动高等占据术效果以外的行动。
隐魂戒指会抵抗企图辨别其真实性质的尝试。侦测魔法只会显示其作为异能精通戒指的能力,若使用检定术或更强大的魔法,则施法者需要成功进行DC23的意志豁免,才可以揭示出戒指的全部力量

成本 80,000 gp
需求 锻造戒指,高等占据术 greater possessionOA,魔法灵光,物品占据术 object possessionOA,祈愿术


权杖 (Rods)
权杖是具有独特魔法力量的杖状装置,通常没有任何充能。任何人都可以使用权杖(虽然不会施法的生物使用超魔权杖则不会有任何效果)。普通超魔权杖能够被应用在6环或以下的法术。次等超魔权杖为3环或以下,而高等超魔权杖为9环或以下。

引述: 权杖
次等中级权杖(Lesser Medium Rods)价格
次等暴怒超魔权杖 (Furious metamagic rod, lesser) 3,000 gp
次等逻辑超魔权杖 (Logical metamagic rod, lesser )3,000 gp
次等创痕超魔权杖 (Scarring metamagic rod, lesser)3,000 gp
重聚心智权杖 (Refocusing rod)5,000 gp
次等骇人超魔权杖 (Fearsome metamagic rod, lesser)9,000 gp
次等创伤超魔权杖 (Traumatic metamagic rod, lesser)9,000 gp
暴怒超魔权杖 (Furious metamagic rod)11,000 gp
逻辑超魔权杖 (Logical metamagic rod)11,000 gp
创痕超魔权杖 (Scarring metamagic rod)11,000 gp
 
次等高级权杖(Lesser Major Rods)价格
高等暴怒超魔权杖 (Furious metamagic rod, greater) 24,500 gp
高等逻辑超魔权杖 (Logical metamagic rod, greater )24,500 gp
高等创痕超魔权杖 (Scarring metamagic rod, greater)24,500 gp
满溢权杖 (Overflowing rod)25,000 gp
巫术棒 (Witching rod)31,000 gp
骇人超魔权杖 (Fearsome metamagic rod)32,500 gp
创伤超魔权杖 (Traumatic metamagic rod )32,500 gp
 
高等高级权杖(Greater Major Rods)价格
高等骇人超魔权杖 (Fearsome metamagic rod, greater)73,000 gp
高等创伤超魔权杖 (Traumatic metamagic rod, greater)73,000 gp
空心权杖 (Hollow rod)121,500 gp
双蛇节杖 (Caduceus rod)142,000 gp

双蛇节杖 (CADUCEUS ROD)
价格 142,000 gp;栏位 无;施法者等级 12;重量 3磅;灵光 强烈咒法系和变化系
这根由月桂木制成的权杖上刻有一对互相缠绕的木蛇,蛇身上则复有一对黄铜翅膀。这件神秘器具的拥有者在工艺(炼金术)技能检查中获得+5洞察加值,并在使用炼金物品(包括炼金术师的炼金炸弹)的攻击骰和伤害骰上获得+1洞察加值。当被持用在手中时,双蛇节杖每天可以被启动5次,以给予下列效果之一,每一个效果都视为一个6环的类法术能力。
唤醒:节杖会唤醒以持有着为中心40尺爆发范围内所有睡眠中的生物。在爆发范围内的生物会获得对睡眠效果的免疫1分钟。
交换:节杖的持有者将一个他已准备的化合练成转化为他公式列表中同环或更低环的另一个化合练成。
怜悯:节杖持有者为中心40尺爆发范围内所有濒死(生命值为-1或更低)的生物都死亡。每个此类生物都可以进行DC 19强韧豁免,成功的话则只会受到1d6点的负能量伤害。这是一个死亡效果。
复活:持有者能以40尺范围内一个生物为目标施放强效生命之息。
沉眠:如同深度睡眠法术,除了它影响以持有者为中心20英尺爆发范围,可以影响至多20 HD的生物,且意志豁免DC为19。节杖的维持者不受影响,且可以选择从该效果中排除至多四个其他目标。

成本 71,000 gp
需求 制造权杖,生命之息,深度睡眠,英雄气概,万用公式 universal formulaAPG,制造者必须至少在工艺(炼金术)有10个等级


骇人超魔权杖 (Fearsome metamagic rod)   
价格 9,000gp(次等),32,500gp(普通),73,000(高等);栏位 无;施法者等级 17;重量 1磅;灵光 强烈(无学派)
持用者能够如同使用「骇人法术」专长一样使受到影响的生物战栗,每天至多3次

成本 4,500gp(次等),16,250gp(普通),36,500(高等)
需求 制造权杖,骇人法术Fearsome SpellOA


暴怒超魔权杖 (Furious metamagic rod)
价格 3,000gp(次等),11,000gp(普通),24,500(高等);栏位 无;施法者等级 17;重量 1磅;灵光 强烈(无学派)
持用者能够如同使用「暴怒法术」专长一样在施法时引导自身的愤怒,每天至多3次

成本 1,500gp(次等) 5,500gp(普通) 22,250gp(高等)
需求 制造权杖,暴怒法术Furious SpellOA


空心权杖 (HOLLOW ROD)
价格121,500 gp;栏位 无;施法者等级 15;重量 5磅;灵光 强烈(无学派)
空心权杖是一根中空的,布满复杂的符文与细小按键的银管(就像一根长笛)。和元气法杖(Vril staff)相比,它要稍微短小一些。每天三次,一个操念使能将空心权杖与一次念袭原力(blast wild talent)或念力医者原力(kinetic healer wild talent)相结合,以增强这次原力的破坏性或治疗力,使其被极效(maximized)。空心权杖不能用于一次已被超念(metakinesis)所影响的原力上。

成本 60,750 gp
需求 制造权杖,制作者必须是至少10级的操念使


逻辑超魔权杖 (Logical metamagic rod)
价格 3,000gp(次等),11,000gp(普通),24,500(高等);栏位 无;施法者等级 17;重量 1磅;灵光 强烈(无学派)
持用者能够如同使用「逻辑法术」专长一样施法时免除情绪成分,每天至多3次

成本 1,500gp(次等) 5,500gp(普通) 22,250gp(高等)
需求 制造权杖,逻辑法术 Logical SpellOA


满溢权杖 (Overflowing rod)
价格 25,000 gp;栏位 无;施法者等级 10;重量 1磅;灵光 中等塑能系
满溢权杖能放大并聚焦操念使超载的副作用。当操念使持有(hold)该权杖时,她在决定自身元素满溢能力的效果时视为高3级。若被没有元素满溢能力的角色所使用,权杖会给予持用者3级操念使元素满溢能力的好处(这通常只对那些低级的操念使,或是选用了将元素满溢能力取代为其他职业能力的操念使变体的角色有所帮助。)

成本 12,500 gp
需求 制造权杖,制作者必须是至少10级的操念使


重聚心智权杖 (Refocusing rod)
价格 5,000 gp;栏位 无;施法者等级 10;重量 1磅;灵光 中等(无学派)
每天一次,重聚心智权杖允许一个秘学士通过心智转移职业能力转移自己的心智点,而不会损耗任何心智点数。他能把一个灵器中的心智点转移到权杖中,再从权杖中转移到另一个灵器上,这会消耗他正常进行心智转移的两倍时间(因为他一共转移了2次)。秘学士必须在10分钟内把权杖中的心智点转移出去,否则这些心智点就会消失。
如果秘学士把重聚心智权杖作为他当日灵器之一,他可以改用上述能力将心智点转移到权杖上并存留在其中,或者将已经存储在权杖中的心智点转移到另一个灵器中。在这两种情况下,心智点在转移中都不会发生损耗,而心智转移所花费的时间也是正常值而非两倍时间。若重聚心智权杖并非秘学士当日灵器之一,存在其中的心智点不能用于除了转移到另一个灵器之外的任何用途。
所有转移到权杖中的心智点仍然属于进行转移的秘学士本人。该权杖无法用于在两个使用者之间转移心智点。

成本 2,500 gp
需求 制造权杖,制作者必须是至少10级的秘学士


创痕超魔权杖 (Scarring metamagic rod)
价格 3,000gp(次等),11,000gp(普通),24,500(高等);栏位 无;施法者等级 17;重量 1磅;灵光 强烈(无学派)
持用者能够如同使用「创痕法术」专长一样削弱目标的意志,每天至多3次

成本 1,500gp(次等),5,500gp(普通),22,250gp(高等)
需求 制造权杖, 创痕法术Scarring SpellOA


创伤超魔权杖 (Traumatic metamagic rod)   
价格 9,000gp(次等),32,500gp(普通),73,000(高等);栏位 无;施法者等级 17;重量 1磅;灵光 强烈(无学派)
持用者能够如同使用「创伤法术」专长一样使法术造成梦魇,每天至多3次

成本 4,500gp(次等),16,250gp(普通),36,500gp(高等)
需求 制造权杖, 创伤法术Traumatic SpellOA


巫术棒 (witching rod)
价格 31,000 gp;栏位 无;施法者等级 11;重量 1磅;灵光 中等变化系
这根特别强大的探宝棒(dowsing rod)通常由古树的枝或者稀有金属杆制成。当取代普通的探宝棒进行神秘技能解放中的探宝(Dowsing)时,巫术棒在生存检定中提供+5环境加值。
巫术棒不仅可以侦测水体,墓穴和金属矿藏,还可以操纵与其相关的物质或灵魂。巫术棒能产生操纵水位,死者交谈(DC 14)或塑石术的效果。虽然该能力通常每天只能使用一次,但若持有者自己拥有每天进行多于一次探宝神秘技能解放的能力,每能额外使用一次探宝,她就能每天额外制造一次巫术棒的法术效果。这并不会消耗她的探宝次数。每根巫术棒每天只能有一个生物用此法获得额外的使用次数。

成本 16,500 gp
需求 制造奇物,操纵水位,死者交谈,塑石术



卷轴 (Scrolls)
卷轴根据其制造时所用的魔法类型来分类;异能施法者制造异能卷轴,就像奥术施法者制造奥术卷轴,神术施法者制造神术卷轴一样。异能卷轴遵循与其他卷轴相同的规则。异能卷轴是一个法术完成型物品,需要使用者解读(decipher)和阅读(read)卷轴。使用者还必须提供所有必需的成分,除了材料和器材成分(这由卷轴的制造者提供)。这包括思想和情感成分。
通常,一张卷轴有70%几率是奥术卷轴而有30%几率是神术卷轴。但如果在包含异能魔法的游戏中随机决定宝藏时,请使用下表。

引述: 随机卷轴
d%法术类型
01-59奥术卷轴
60-84神术卷轴
85-100异能卷轴



法杖 (Staves)
法杖是储存了数种法术的长木杖。法杖储存的法术通常都拥有一个主题,并且偶尔会给使用者提供其它一些能力。初被制造出的法杖拥有10发充能,并且可以被拥有适当法术的施法者充能。
引述: 法杖
高等高级法杖(Greater Major Staff)价格
元气法杖(Vril Staff)200,000 gp
元气法杖 (Vril staff)   
价格 200,000 gp;栏位 无;施法者等级 15;重量 5磅;灵光 强烈变化系
这根中空的银制法杖上布满复杂的符文与细小按键的银管(就像一根长笛)。可以用它施展以下法术:
法师之手(1发)
治疗轻伤(1发)
治疗中度伤(2发)
心灵遥控(2发)
排斥术(3发)
若元气法杖的持有者是一个施法者,以一个标准动作,她可以花费1发充能,并牺牲一环或更高环级的已准备法术或未使用的法术位,以引导出法杖中的力量,发射出一种名为元气Vril的原生魔法能量。该射线可作为一次射程30尺的远程接触攻击,由持有者决定它是造成伤害还是治疗。射线造成的伤害量或治疗量等于 牺牲法术的环级数xd6 + 持有者的施法者等级。
在操念使的手中,这根法杖运作方式有所不同。作为其念袭的一部分,通过从法杖中消耗1发充能,该操念使便可以使用一种被称为元气念袭vril blast的新基础能量念袭(basic energy blast)。该念袭造成无名(untyped)伤害。只有那些特别注明能关联任意念袭的塑型和性质注能才能应用到元气念袭中。如果操念使改为消耗3发充能,她的元气念袭会更加猛烈,使其忽视法术抗力。操念使可以直接使用元气法杖而无需进行使用魔法装置检定。
施法者可以正常地为元气法杖充能。一个操念使可以通过承受3点超载为元气法杖提供单发充能。

成本 100,000gp
需求 制造权杖,治疗轻伤,治疗中度伤,法师之手,排斥术,心灵遥控

« 上次编辑: 2017-11-10, 周五 18:02:30 由 灯泡powerbult »

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Re: 【OA】奇物(Wondrous Items)
« 回帖 #2 于: 2017-11-08, 周三 17:58:59 »
奇物 Wondrous Items
“奇物”是任何不属于其他类别(如武器,法杖等等)的物品的总称。奇物可谓五花八门。有些奇物必须穿戴在特定的魔术物品栏位中才能工作,而有些则仅可被取出并使用。任何人都可以使用奇物,除非物品的描述另有说明。这里列出的许多物品都要求使用者与异能之力有所关联,详情请见各物品的描述。
奇物主要分两类:有位置奇物和无位置奇物。有栏位物品会占用魔术物品栏位,必须被想获得其效果的人穿戴。

引述: 奇物
次等次级奇物(Lesser Minor Wondrous Items)价格
次等祝福之风护身符(Talisman of beneficial winds,lesser)50 gp
虚假硬币(False coin)375 gp
次等封锁召唤护身符(Talisman of sealed summons,lesser)450 gp
次等勇士胆魂护身符(Talisman of warrior's courage,lesser)    450 gp
高等祝福之风护身符 (Talisman of beneficial winds,greater) 500 gp
诅咒蜡像 (Waxen image) 500 gp
次等箭矢防护护身符 (Talisman of arrow protection, lesser)600 gp
次等危险探知护身符(Talisman of danger sense, lesser)750 gp
精魂复苏熏香(Spirit revivification incense)800 gp
次等自由护身符(Talisman of freedom, lesser)900 gp
次等火焰防护护身符(Talisman of protection from flames, lesser)1,250 gp
卜兽壶(Animal divining pot)1,400 gp
幽灵粉(Ghost powder)1,400 gp
实化熏香(Incense of corporeality)1,400 gp
精魂防护蜡烛(Candle of spirit protection)1,500 gp
次等好运护身符(Talisman of good fortune, lesser)1,680 gp
次等治愈之力护身符(Talisman of healing power, lesser)2,400 gp
捕梦器(Dreamcatcher)2,800 gp
思维开放熏香(Incense of open thoughts)2,800 gp
次等生命之息护身符(Talisman of life's breath, lesser)3,500 gp
四叶苜蓿 (Four-leaf clover)3,750 gp
 
高等次级奇物(Greater Minor Wondrous Items)价格
反异界粉末(Thaumaturgic powder)4,000 gp
高等封锁召唤护身符(Talisman of sealed summons, lesser)4,500 gp
高等勇士胆魂护身符(Talisman of warrior's courage, greater)4,500 gp
高等箭矢防护护身符(Talisman of arrow protection, lesser)6,000 gp
幸运马蹄铁 (Lucky horseshoe)6,800 gp
高等危险探知护身符(Talisman of danger sense, lesser)7,500 gp
 
次等中级奇物(Lesser Medium Wondrous Items)价格
高等自由护身符(Talisman of freedom, lesser)9,000 gp
不屈宝石(Indomitable jewel)12,000 gp
占卜石(Lithomancy stones)12,000 gp
精魂石板(Spirit slate)12,000 gp
高等火焰防护护身符(Talisman of protection from flames, lesser)12,500 gp
动物折纸之书(Tome of origami animals)13,500 gp
共用幸运马蹄铁(Lucky horseshoe, communal)15,000 gp
锡箔帽(Tin cap)15,000 gp
压胜人偶(Ganji doll)16,000 gp
高等好运护身符(Talisman of good fortune, lesser)16,800 gp
 
高等中级奇物(Greater Medium Wondrous Items)价格
次等操念使之冠(Kineticist's diadem, lesser)18,000 gp
精魂镜(Spirit mirror)18,900 gp
魔法通灵板(Magic talking board)20,000 gp
高等治愈之力护身符(Talisman of healing power, lesser)24,000 gp
催眠师面具(Mask of the mesmerist) 25,000 gp
感官剥夺兜帽(Sensory deprivation hood)27,500 gp
 
次等高级奇物(Lesser Major Woundrous Items)价格
窃魂镜(Soultheft glass)  33,000 gp
高等生命之息护身符(Talisman of life's breath, greater)35,000 gp
高等压胜人偶(Ganji doll, greater)36,000 gp
生命力收集器(Orgone accumulator)48,000 gp
 
高等高级奇物(Greater Major Wondrous Items)价格
操念使之冠(Kineticist's diadem)50,000 gp
飞行橇(Flying sled)80,000 gp
干瘪头颅(Shrunken head)90,000 gp
高等操念使之冠(Kineticist's diadem, greater)98,000 gp
飞行艇(Flying skiff)180,000 gp

卜兽壶 Animal divining pot
价格 1,400 gp;栏位 无;施法者等级 15;重量 5磅;灵光 微弱预言系
这些小型黏土器皿会被烤制成各类小动物的形象——最常见的是鱼,蜥蜴,老鼠和麻雀。若在一个卜兽壶中放入一只与壶形状对应的活着的动物,使用者就能与该动物细语交谈,如同动物交谈法术。该能力每天可使用3次。

成本 700 gp
需求 制造奇物,动物交谈


精魂防护蜡烛 CANDLE OF SPIRIT PROTECTION
价格 1,500 gp;栏位 无;施法者等级 11;重量 1磅;灵光 中等死灵系
精魂防护蜡烛由蜡和被收集起的灵质ectoplasm制成,它能保护生物不受灵魂世界的威胁。要使其生效,精魂防护蜡烛必须被放置在所期望生效的区域中。当它被点亮时,蜡烛会缓缓地冒出一缕青烟,在其周围10英尺半径处形成一条圆形的烟线。该区域将免受星界投影的生物、灵界生物、作祟、虚体生物、正在引导英灵的通灵者(mediums channeling a spirit)和魅影的侵犯,GM还可以决定它能影响哪些其他精魂(spirits)或是由灵质构成的生物。这些生物不能进入效果区域,如同受到了一个只以他们而非其他生物为目标的反活物护罩法术影响。
蜡烛点亮后不能被移动;移动蜡烛的尝试会结束其效果。否则,点燃的精魂防护蜡烛能持续燃烧1小时。无论用哪种方式,蜡烛都会在使用一次后消耗。

成本 750 gp
需求 制造奇物,反活物护罩




捕梦器 DREAMCATCHER
价格 2,800 gp;栏位 无;施法者等级  1;重量2磅;灵光 微弱预言系
这个防护性护符是将一条细长柔韧的木条曲成一个木圈,然后在上面用筋编织出网状图案而制成的。捕梦器上经常饰有珠子和羽毛。更精致的捕梦器可能会用金或银制成,并用悬挂的珠宝和金属雕像装饰。
捕梦器能保护其睡梦中的拥有者不受恶意效果的影响。其拥有者在睡眠时豁免检定获得+2神圣加值。此外,在这段时间内,他所遭受的任何属性伤害或属性吸取都减少1点(最低为0)。

成本 1,400 gp
需求 制造奇物,提升抗力


虚假硬币 False coin   
价格 375 gp;栏位 无;施法者等级 1;重量 -;灵光 微弱预言系
拥有者需要在拇指和食指之间揉搓这枚破旧不堪的金币以启动其效果。虚假硬币只能被拥有异能敏感Psychic Sensitivity OA专长或是能施展异能法术的角色所启动。在启动之后,硬币将产生与启动者的连结,并且如果传递给其他人,它会与启动者共用关于其新持有人的情感信号。这种情感连结给予启动者在对硬币当前持有人的唬骗、交涉、威吓和察言观色检定+2洞察价值。此外,持有人在对抗由硬币启动者所施放的带有情绪、恐惧或探知(scrying)描述符的法术时,豁免检定会受到-1减值。被启动时,硬币看起来是非魔法的,如同受到魔法灵光法术的影响(意志DC 11)。
(译者注:此处scrying存疑,疑为探知子学派的笔误。)
虚假硬币与其启动者的联结能维持一周,之后它就会失去所有力量,成为一枚普通硬币。

成本 188 gp
需求 制造奇物,侦测思想,魔法灵光


飞行艇 Flying skiff   
价格 180,000 gp;栏位 无;施法者等级 12;重量 2,500磅;灵光 强烈咒法系和防护系
飞行艇是一种长而平底的类似于舰艇的载具,船身复盖着金属导线脉络。若没有一位异能驾驶员,飞行艇在所有方面都如同龙骨船(keelboat)一般运作。飞行艇的船头可以安放单一架大型直射型攻城兵器。
一个适合小型,中型或大型生物穿戴的控制头盔通过粗长的缆线连接着船体的金属导线。每当一个异能生物(拥有OA职业的等级,异能敏感 Psychic SensitivityOA 专长,或是可以使用异能类法术能力)戴上了控制头盔,飞行艇便会获得以下的能力。
飞行艇可以飞行,其最高速度为100尺,加速度为30尺。
当其生命值低于一半时,飞行艇获得快速痊愈5。高于该阈值的伤害必须被正常修复。
当被异能生物驾驶时,除了上述给予飞行艇的能力之外,驾驶员还获得以下额外的能力。
每当驾驶员施放下列的异能法术时,该法术会影响到飞行艇上的全部船员:智慧堡垒,精神屏障,思维护盾和意志钢塔。这包括此类法术的所有变体。对于在法术持续时间结束之前离开飞行艇的生物,其身上的效果会结束。
驾驶员可以用她的心灵来瞄准和发射飞行艇上的攻城兵器(使用与正常情况下相同数量的动作)。这并不会赋予她用心灵重新装填攻城兵器的能力。
每天一次,驾驶员能以一个整轮动作传送整艘飞行艇以及船上全部船员,如同异界传送法术。

成本 90,000 gp
需求 制造奇物,智慧堡垒 III intellect fortress III OA,精神屏障 III mental barrier III OA, 翱翔天际, 异界传送,思维护盾 III thought shield III OA,意志钢塔 II tower of iron will II OA



飞行橇 Flying sled   
价格 80,000 gp;栏位 无;施法者等级 12;重量 100磅;灵光 强烈咒法系
飞行橇是类似于划艇(rowboat)的小型载具,橇身复盖着金属导线脉络。飞行橇可以容纳一个乘员(occupant)。一个异能驾驶者能控制飞行橇,若没有异能驾驶员,则飞行橇在各方面如同划艇一般运作。
一个适合小型或中型生物穿戴的控制头盔通过粗长的缆线连接着橇体的金属导线。每当一个异能生物(拥有OA职业的等级,异能敏感 Psychic SensitivityOA 专长,或是可以使用异能类法术能力)戴上了控制头盔,飞行橇便会获得以下的能力。
飞行橇可以飞行,其最高速度为100尺,加速度为30尺。
当其生命值低于一半时,飞行橇获得快速痊愈2。高于该阈值的伤害必须被正常修复。
当被异能生物驾驶时,除了上述给予飞行橇的能力之外,驾驶员还获得以下额外的能力。
每天一次,驾驶员能以一个整轮动作把她自己和飞行橇在星界和物质位面之间进行转移。该能力在其他方面如同异界传送法术一般运作

成本 40,000 gp
需求 制造奇物,翱翔天际,异界传送

四叶苜蓿(Four-leaf clover)
栏位:无;价格:3,750 gp
施法者等级:5级;重量:-
灵氲:微弱塑能系
这件珍品是在野外采下并且善加保存的四叶苜蓿。通常四叶苜蓿会装在玻璃或水晶罐中,但有时候也会被压平、镀铜或以其他方式加以保存。拥有四叶苜蓿的生物可以在进行一次属性检定、豁免检定或技能检定前给自己的运气一点小小的加成。她在该次检定上获得+2幸运加值。此能力每天可以使用三次,需要以自由动作启动此能力,不过即使不在拥有者的回合也可以使用。
制造要求:制造奇物,神恩
制造成本:1,875 gp


压胜人偶 GANJI DOLL
价格 16,000 gp;栏位 无;施法者等级6;重量 1/2磅;灵光 中等死灵系
压胜人偶是一种与其预定的受术者拥有紧密联系的小人偶,无论是有益还是有害效果都可以通过人偶转嫁到目标身上。在制造过程中,制造者必须选择人偶与具体的一个类人生物相绑定。这需要创造者收集目标身体的一小部分——通常是头发,血液或牙齿,并将其加入制造人偶的材料中 。在这之后,该压胜人偶就不会影响除绑定目标之外的其他生物。在制造完成之后,压胜人偶的目标也就无法改变了。
压胜人偶被制造好后,每天三次,任何拥有人偶的人都可以使用人偶制造以下任何一种效果。这些效果仅能影响人偶的绑定目标。该目标在对抗这些效果的所有豁免检定中受到-2减值。
致盲:用布遮盖人偶的头部,使目标目盲1分钟(意志DC16 无效)。
伤害:用利器刺伤人偶,将其放在明焰上晃动,把绳子勒紧人偶的脖子,或以其他方式损坏人偶,使得目标受到3d6点伤害(强韧DC16减半)。该伤害忽略所有减免(resistances)和免疫。
接触法术:在使用任何范围为接触的法术时,压胜人偶视为被绑定的目标。目标会遭受任何施放在人偶上的效果(同样受到压胜人偶每天至多三种效果的限制),就好像施法者实际上接触到他一样。目标可以尝试按照正常方式对法术进行豁免(若允许豁免),但会受到来自人偶的-2减值。有益法术,如治疗轻伤,也可以依此法使用。

成本 8,000 gp
需求 制造奇物,降咒,以及被影响的类人生物的一小片身体部分


高等压胜人偶 GANJI DOLL, GREATER
价格 36,000 gp;栏位 无;施法者等级 12;重量 1/2磅;灵光 中等死灵系
高等压胜人偶外观与其普通版本相似,也拥有类似的效果,不过它可以每天使用5次,目标对抗其效果受到-4减值,且除了所有压胜人偶拥有的能力以外还拥有以下额外或有所变动的能力。
伤害:损坏人偶会使目标受到6d6点伤害(强韧豁免DC16减半)。该伤害忽略所有减免(resistances)和免疫。
定位生物:高等压胜人偶的持有者可以用它来定位它的目标,如同生物定位术。
暗示:使用者在人偶耳边低语,以制造暗示术法术效果的影响。目标必须通过DC 16意志豁免来抵抗其效果。与法术不同,目标不需要理解使用者的语言。

成本 18,000 gp
需求 制造奇物,降咒,生物定位术,暗示术,以及被影响的类人生物的一小片身体部分


幽灵粉 Ghost powder
价格 1,400 gp;栏位 无;施法者等级 7;重量1/2磅;灵光 中等防护系
当撒在地上时,这种盐和铁粉的混合物能形成一个隐形的,不可被精魂穿越的屏障。幽灵粉通常被装在小袋子或玻璃管中,单一剂幽灵粉能铺成长达50尺的线,可按5尺的增量使用。;实体生物能通过幽灵粉铺出的线,但灵体和虚体生物则会被挡住,如同它是一堵力场墙。传送效果能穿过幽灵粉划的线,附身在实体生物上的虚体生物也可以。创造出来的屏障高10尺。它会防止虚体穿越线正下方的地板,而且如果屏障顶部碰着天花板,它也不能穿越线正上方的天花板。另外,如果把幽灵粉洒在一个建筑物的所有入口(包括烟囱、通风口等等),它就能防止虚体生物穿过建筑物的墙体、地板或天花板进入其内。扫走幽灵粉会摧毁结界,但虚体和灵体生物不能干扰粉末,也不能用自己的能力影响它,除非他们对屏障本身造成了足够的伤害来摧毁它。 如果迅速地倾倒(每个标准动作撒出10尺),幽灵粉的效果持续一小时。如果小心翼翼地倒出粉末(每5尺花费1分钟),其效果持续8小时。

成本 700 gp
需求 制造奇物,反虚体护罩Anti-Incorporeal Shell ACG,反邪恶法阵


实化熏香 INCENSE OF CORPOREALITY
价格 1,400 gp;栏位 无;施法者等级 7;重量 1/2磅;灵光 中等防护系
这根闻起来苦涩的熏香在被点燃之前与普通熏香并没有什么差别。但是点燃后,在静止的空气中,熏香的烟雾会扩散到40尺×40尺,高20尺的区域。在该区域内,虚体生物会处于一种实体态,使他们不能再穿过物体,并受到所有攻击(甚至是非魔法攻击)的完整伤害。在该区域内进行的虚体接触攻击会变成一次近战攻击,但是虚体生物能在此类攻击检定上加上他们的魅力加值。虚体生物仍然缺乏凝聚性和品质。他们保留飞行能力,以及对重击和战技的免疫。他们可以捡起和操纵实体物品,如同他们拥有等同于自身魅力属性的力量属性一般,但还是不够实化到足以穿戴装备。
常风(moderate wind)能使实化熏香的区域减半。强风(strong wind)能吹散香气,只要风一直不停,熏香就会失去效果。单一根实化熏香能燃烧1小时。如果熏香被熄灭,其剩余的部分也会失效。

成本 700 gp
需求 制造奇物,次元锚,镇魂曲 ghostband dirge APG


思维开放熏香 INCENSE OF OPEN THOUGHTS
价格 2,800 gp;栏位 无;施法者等级 9;重量1磅;灵光 中等预言系
点燃一块这种气味香甜的熏香后,吸入其烟气的生物会变得异常容易接收他人的思维。在静止的空气中,熏香的烟雾会扩散到40尺x40尺,高20尺的区域。该区域内的生物可以与同在该地区的其他生物以心灵感应进行交流。以这种方式沟通的生物不需要懂得同一门语言,但必须具有3点或更高的智力。熏香所引起的心灵开放性也使得所有对同在区域内生物进行的交涉和察言观色检定获得+5洞察加值,而对这些生物进行的唬骗和威吓检定会受到-5减值,以及对抗影响心灵效果的豁免骰受到-2减值。
常风(moderate wind)能使思维开放熏香的区域减半。强风(strong wind)能吹散香气,只要风一直不停,熏香就会失去效果。单一根思维开放熏香能燃烧1小时。它可以被熄灭后再点燃,但每次使用会消耗至少10分钟的剩余时间。

成本 1,400 gp
需求 制造奇物,心灵连线


不屈宝石 Indomitable jewel
价格 12,000 gp;栏位 颈部;施法者等级 8;重量 1磅;灵光 中等防护系
这颗黑色欧珀石被镶嵌在抛光的铜制吊坠上,其颜色会随穿戴者的情绪而变化。当穿戴者由于影响心灵效果而陷入眩晕,反胃,麻痹或震慑状态时,当他回合开始时他可以选择在智力、感知和魅力都受到2点属性伤害,使得这轮中他仍然可以进行一个标准动作(若是反胃的场合则取代原本的移动动作)。即使通常无法进行任何行动时,他也能做出该选择如果受到多重此类状态的影响,佩戴者必须为每个状态各承受属性伤害才能进行标准动作。不屈宝石所造成的伤害不能被防止或减少,而且只能自然回复。此外,不屈宝石使穿戴者免疫由影响心灵效果造成的睡眠。

成本 6,000 gp
需求 制造奇物,行动自如,思维护盾I thought shield I OA

操念使之冠(Kineticist's Diadem)
位置:头带;价格:18,000 gp(次等),50,000 gp(普通),98,000gp(高等)
施法者等级:10级;重量:-
灵氲:中等塑能系
这款金属头冠镶着一颗闪闪发光的菱形宝石。操念使之冠上镶着五色宝石中的其中一颗,每种颜色分别对应不同的元素:蓝色(水),透明(以太),绿色(土),红色(火)和白色(气)。头冠上的宝石强化了穿戴者对于关连元素的掌控能力。
操念使穿戴此头冠时,此物品会使其镶嵌宝石颜色对应元素的基础与复合念袭伤害增加1d6(次级操念使之冠)、2d6(普通操念使之冠)或3d6(高等操念使之冠)。若该念袭是物理念袭,则来自操念使之冠的额外伤害骰增加为d8(而非原本的d6)。这些额外伤害骰不会在重击时翻倍。若某种塑型注能(如念刃与念鞭)不能从元素满溢处获得额外伤害,那么也不会获得此额外伤害骰。
制造要求:9,000 gp(次等),25,000 gp(普通),49,000 gp(高等)
制造成本:制造奇物,制造者必须是至少10级且能够操纵对应元素的操念使

占卜石 LITHOMANCY STONES
价格 12,000 gp;栏位 无;施法者等级   7;重量 2磅;灵光 中等预言系
一套占卜石包含15块颜色形状各异的半宝石,它们代表了各种元素、情绪,以及来自外层位面的诸多精神存在的聚合。每天一次,一套占卜石的拥有者可以在她的脑海里构想一个问题,然后将占卜石扔到地上,并用知识(位面)检定尝试解读,以找到她问题的答案。该检定花费1分钟,而DC取决于问题的时间范围。有关未来30分钟内的问题DC是20。有关第二天的问题的DC为30,而有关下周的问题DC则为40。GM暗骰该检定。如果拥有者在检定中失败且低于DC5点或更多,她会获得虚假或误导性的解读。如果拥有者检定失败但低于DC少于5点,则不会产生解读结果。若检定成功,石头掉落位置之间的关联会揭示出类似于通过成功的占卜术(关于未来30分钟的解读)或预言术(关于更久远未来的解读)所获得的资讯。
除了上述功能以外,占卜石还可以被用作占卜术,预言术或类似法术的额外器材成分,以增加10%获得正确资讯的概率(最高达90%)。

成本 6,000 gp
需求 制造奇物,预言术,制造者必须至少在知识(位面)上有5个等级


幸运马蹄铁(Lucky Horseshoe)
位置:无;价格:6,800 gp(次等)
施法者等级:9级;重量:2磅
灵氲:中等塑能系
虽然幸运马蹄铁看上去就只是一块普通的马蹄铁,但它能够凝聚并引导带来好运的神秘力量。只要幸运马蹄铁的拥有者仍把它带在身上,她的豁免便能获得+1幸运加值。每天一次,她可以引导幸运马蹄铁的力量,让自己在一次豁免检定上获得+4幸运加值。她必须在掷骰前声明使用此能力。
制造要求:3,400 gp
制造成本:制造奇物,神恩

共用幸运马蹄铁 Lucky horseshoe, communal   
价格 15,800 gp;栏位 无;施法者等级   9;重量 2磅;灵光 中等塑能系
该物品外观与幸运马蹄铁相似,也拥有其全部功能。此外,如果这块马蹄铁被显着地安置在建筑物的入口上方至少8小时,那么所有在该建筑物内度过时间的人都可以获得好运。要获得其效果,一个角色必须至少在建筑物内呆满连续的8小时;该效果持续24小时。单一个共用幸运马蹄铁可以每天为任意数量的生物提供好处,但每个生物一次只能获得一个幸运马蹄铁的好处。一旦一个生物启用了幸运马蹄铁的能力,她在24小时内不能从另一个幸运的马蹄中获得收益,不过她在这段时间内呆在建筑物内的时间仍然计入到为获得共用幸运马蹄铁下一天的好处所需的连续8小时内。

成本 7,500 gp
需求 制造奇物,神恩,圣居


魔法通灵板 Magic talking board  
价格 20,000 gp;栏位 无;施法者等级   9;重量2磅;灵光 中等预言系
这块矩形木板上有着排列成拱形的字母表、数位和表肯定和否定的短语,以及一个心形的三脚小指标。它可以用来代替非魔法的通灵板(talking board)(常被唤魂师和降灵术士seance-holder用于与周边的作祟或是他们自己的潜意识交流),但是其用于沟通灵魂的魔法能力并不依赖于要有作祟出现,或是使用者一定要对异能之力非常敏感。当代替普通通灵板用于扶乩(automatic writing)神秘技能解放时,魔法通灵板为该语言检定提供+5环境加值。
每天一次,魔法通灵板可以用来呼唤一个已死类人生物的灵魂,如同呼唤魂魄法术。该灵魂可以进行DC 17意志检定来抵抗此召唤;如果其检定成功,总会有另一个具有恶毒企图的灵魂取代原本的灵魂回应呼唤。灵魂并不会以幽灵形态显形,也不会说话;它会通过通灵板来进行交流。只要使用者保持专注,精魂就会引导通灵板的指标指向特定的字幕,以每轮一个单词的速度回答使用者提出的问题。至多4个生物能同时使用通灵板,而被呼唤的精魂在豁免检定上会受到【使用者总数-1】的减值。

成本 10,000 gp
需求 制造奇物,呼唤魂魄call spirit OA


催眠师面具(Mask of the mesmerist)
价格 25,000 gp;栏位 头部;施法者等级 5;重量 4磅;灵光 微弱预言系和幻术系
这个木质面具被精心雕刻成一种神秘生物的模样,它复盖其佩戴者的整个脸部,仅留下两个眼孔。穿戴该面具的催眠者能更加专注于他的目标,使其催眠凝视能力范围增加10尺。受穿戴者催眠凝视影响的生物所有对穿戴者进行的攻击检定都受到-2减值。
如果佩戴者拥有催眠师诡计职业能力,每天一次,他可以植入一个诡计,而无需消耗一次催眠师诡计的使用次数。该诡计也不算入他同时保有植入诡计的数目限制中。

成本 12,500 gp
需求 制造奇物,烦厌术aversion OA,监察焦点focused scrutinyACG


生命力收集器 ORGONE ACCUMULATOR
价格 48,000 gp;栏位 无;施法者等级 7;重量 150磅;灵光 中等咒法系
这个木柜尺寸与一个直立的大宝箱相同,其内衬有寒铁板。柜子有足够的空间能刚好让一个中型生物舒适地坐在其中的小木凳上。柜体采用交替层迭的寒铁板和柏木板制作,层间还塞满羊毛,以起保温效果。它专门用于吸引和聚集大气中的能量,为那些能施放异能魔法的角色身体充入能量。
启动生命力收集器需要在其内冥想若干小时。生物必须保持清醒,除了冥想之外不能采取其他任何行动。柜中保持在冥想状态的生物会自动在用于从诅咒、疾病和毒素中恢复的豁免检定中获得+2加值。生命力收集器也可以与信念治疗神秘技能解放(faith healing occult skill unlock)一起使用。如果信念治疗的受术者位于生命力收集器中,则施展信念治疗的生物会在医疗检定获得+2环境加值。
此外,在柜中的生物可以专注精神来获得一系列恢复法术的好处。这些法术每一个都列出了使用者必须保持冥想的小时数。在冥想时间结束时,使用者必须用下文列出的DC进行一次感知检定,检定成功则能获得法术效果。拥有异能敏感Psychic Sensitivity OA专长,或是在OA职业中拥有等级的生物,在此感知检定上获得+2加值。
次等复原术(2小时,DC 14)
移除目盲/耳聋(3小时,DC 16)
复原术(4小时,DC 18,无法移除永久负向等级)
拥有气池的使用者也可以集中心神以重新获得气(取代获得恢复法术),就好像他正在使用真气蒲团Ki Mat UE。他需要通过感知检定,DC为10+他当前拥有气的点数(注意,属性检定和技能检定一样,不会在骰出自然20时自动成功)。在检定中成功的使用者获得1点气。

成本 24,000 gp
需求 制造奇物,次等复原术,移除目盲/耳聋,复原术


感官剥夺兜帽 Sensory deprivation hood 
价格 27,500 gp;栏位 头部;施法者等级 10;重量 5磅;灵光 中等预言系
这件特别厚重的皮革遮蔽斗篷(hoodwink cowl)旨在使穿戴者的正常感官得到平静,让他专注于自己的超自然感官。穿上或取下兜帽需要1分钟,有他人协助则为5轮。
与普通的遮蔽斗篷一样,感官剥夺兜帽的穿戴者被视为目盲、耳聋,且在所有其他察觉检定上都受到-10减值。如果穿戴者拥有盲感,盲视,颤动感知或类似能力,他可以用一个整轮动作来压制这些感官,这种压制直到他不再穿戴感官剥夺兜帽,或者直到他恢复使用此类感官(这需要花费另一个整轮动作)才会结束 。如果佩戴者当前正受益于这些感官之一,他不会从兜帽中获益。
只要佩戴者的感官被压制,即使没有异能施法能力或异能敏感Psychic Sensitivity OA专长,他也能够进行扶乩(automatic writing),探宝(dowsing)和感灵(psychometry)神秘技能解放。如果他原本就有异能施法能力或异能敏感专长,他将在进行这些神秘技能解放的技能检定中获得+5加值。。
另外,每天一次,感官剥夺兜帽的穿戴者可以放开其心绪,感受各种精魂的资讯,以从中获得对特定事物更深入的了解。该效果如同异界探知法术,每次允许穿戴者问至多5个问题,但取代询问一位异位面的存在,穿戴者会与一个附近的精魂或其他异能存在进行沟通。取代使用法术描述中列出的各位面获得资讯的表格,该效果使用以下规则:避免智力/魅力降低 DC 10/24小时;真实答案01-34;不知道35-62;谎言63-83;随机答案84  -  100。与异界探知不同,穿戴者可以选择进行魅力检定或是智力检定,以避免智力和魅力下降。

成本 13,750 gp
需求 制造奇物,异界探知


干瘪头颅 Shrunken head  
价格 90,000 gp;栏位 无或颈部;施法者等级 9;重量 1磅;灵光 中等死灵系
这个干瘪扭曲头颅的嘴巴被粗线缝合了起来。干瘪头颅可以用一只手拿着来使用,也可以挂在皮带上,穿戴在颈部奇物位来使用。每天一次,以一个直觉动作,持有者可以用头颅吸收一个以他本人为目标的,至高5环的影响心灵法术。以此法吸收法术仅能保护持有者,而非任何法术的其他目标。吸收咒语后,干瘪头颅的眼睛会睁开并燃烧起苍绿色的火焰,持续轮数等同于所吸收法术的环级。当干瘪头颅的眼睛正在燃烧时,以一个标准动作,持有者可以如同弱能术一般释放头颅中的能量,该射线所造成的负向等级数等同于所吸收法术的环级。
干瘪头颅还能作为具有恐惧描述符法术的额外器材成分(译者注:原文为fear subtype,疑为笔误)使得所关联法术的所有豁免DC增加1。干瘪头颅无需吸收法术也能以此法使用。


成本 45,000 gp
需求 制造奇物,破除结界,弱能术,恐惧术


窃魂镜 Soultheft glass   
价格 33,000 gp;栏位 无;施法者等级 7;重量 1磅;灵光 中等死灵系
这块手掌大小的精美玻璃镜能通过在镜中观看他人的镜像,来窃取该生物的一块灵魂碎片。这么做需要使用者如同防御凝视攻击一般移开双眼,以确保只从镜中看到目标生物,然后再花费一个引发借机攻击的标准动作。被映照的生物会受到1个临时负向等级(强韧豁免DC16无效)一块窃魂镜至多可容纳同一个生物的3块灵魂碎片,且不能同时容纳多于一个生物的灵魂碎片。当窃魂镜容量已满时,窃取额外灵魂碎片的尝试会失败。当镜窃魂镜容纳着至少一块灵魂碎片时,其拥有者在属性检定、豁免检定和技能检定上获得+1幸运加值。
持有者可以问询被困在镜中的灵魂,这实际上是询问目标生物的记忆回响该效果如同呼唤魂魄,除了目标生物不需要死亡。持有者每天可以询问等同于窃魂镜中灵魂碎片数量的问题。
窃魂镜造成的负向等级永远不会变成永久负向等级。每24小时,受害者可以尝试对每个负面等级各进行一次DC 16强韧检定。豁免成功会移除该负向等级,并解放镜中的一块灵魂碎片。任何其他能移除负向等级的手段(如复原术)也能解放镜中的灵魂碎片。
一旦窃魂镜对一个生物造成了临时负向等级,镜中就会显出该生物幽灵般的镜像(尽管没有任何关于它所处环境的资讯),直到所有的灵魂部分都被归还为止。如果受害者死亡,其灵魂碎片在24小时后就会消失。以一个标准动作,镜子的持有者可以释放所有灵魂碎片,这也移除了受害者的负向等级。

成本 16,500 gp
需求 制造奇物,呼唤魂魄call spirit OA,弱能术


精魂镜 Spirit mirror
价格 18,900 gp;栏位 无;施法者等级   9;重量 4磅。;灵光 中等死灵系
这种不寻常的手持镜允许使用者与新近死亡之人的精魂进行交流,不过这种交流也冒着巨大的风险。以一个命令,使用者可以注视着镜子,并念出一个新近死亡个体的名字,以试图将该人的精魂以镜中映射的形势呼唤而来 。
尝试沟通特定精魂的尝试有70%几率成功。被指定的生物死去每有一周,成功概率就会减少10%(最少为0%)。如果尝试失败,精魂镜将停止工作1d4天,且之后也永远无法沟通到该特定的精魂。如果尝试成功,死者的形像会出现在镜子里,使用者可以询问她三个问题,如同呼唤魂魄法术。该精魂也能用意念移动精魂镜周围20尺内的物品,如同隐形仆役法术。
这种形式的交流是非常危险的,它允许带有恶意的精魂攻击使用者。每当精魂镜在沟通特定精魂中失败,就会有另一个精魂取而代之进入其中。通常,这个精魂只会通过给予不准确的答案或移动周边的物体来做些恶作剧,但它也有10%的几率会显形未一个随机虚体不死生物,并对镜子的使用者发起攻击。

成本 9,450 gp
需求 制造奇物,呼唤魂魄call spirit OA


精魂复苏熏香 Spirit revivification incense   
价格 800 gp;栏位 无;施法者等级 11;重量-;灵光 中等死灵系
这根熏香包裹在死去精魂的灵质残渣之中。唤魂师可以将熏香点燃作为她使魅影显形仪式的一部分,在这种情况下,无论先前的伤势如何,魅影都会以最大生命值显形。每根精魂复苏熏香只能使用一次,用后就会被完全消耗。

成本 400 gp
需求 制造奇物,医疗术


精魂石板 Spirit slate  
价格 12,000 gp;栏位 无;施法者等级 5;重量 2磅;灵光 微弱预言系
这块书本大小的扁平矩形黑色薄板岩四边镶有木框,如同一块普通的小黑板。虽然通灵者通常使用普通石板来进行扶乩(automatic writing),但如果使用者至少拥有死去生物的一小块骨片,这块魔法石板便能获得有关死亡生物的具体问题的答案。当使用者将骨片放在石板上时,骨片便会自行活动起来,并在石板表面刻写以下4个问题的答案。
你是谁?(生物最广为人知的名称)
你是什么?(生物的性别,种族,职业或社会角色)
你是怎么死的?(简要概述造成生物死亡的事件,以该生物自身对此最精确的认知为准)
你是什么时候死的?(该生物自身所能确定的最精确的死亡时间)
这些答案总是以使用者可以阅读的语言出现,即使死去的生物不会说这种语言或任何语言。精魂石板每天至多使用3次。

成本 6000 gp
需求 制造奇物,血之讯息blood biography APG


高等护身符 TALISMAN, GREATER
价格 可变;栏位 颈部;施法者等级 可变;重量1磅;灵光 可变
箭矢防护 6,000 gp;祝福之风 500 gp;危险探知 7,500 gp;自由 9,000 gp;好运 16,800 gp;治愈之力 24,000 gp;生命之息 35,000 gp;火焰防护 12,500 gp;封锁召唤 4500gp;勇士胆魂 4,500 gp
高等护身符的功能如同同类型的次等护身符,但是有更长的使用寿命。它可以每天一次为穿戴者提供其好处。

成本 可变
箭矢防护 3,000 gp;祝福之风 250 gp;危险探知 3,750 gp;自由 4,500 gp;好运 8,400 gp;治愈之力 12,000 gp;生命之息 17,500 gp;火焰防护 6,250 gp;封锁召唤 2,250gp;勇士胆魂 2,250 gp
需求 制造奇物,其他法术(见描述)


次等护身符 TALISMAN, LESSER
价格 可变;栏位 颈部;施法者等级 可变;重量1磅;灵光 可变
箭矢防护 600 gp;祝福之风 50 gp;危险探知 750 gp;自由 900 gp;好运 1,680 gp;治愈之力 2,400 gp;生命之息 3,500 gp;火焰防护 1,250 gp;封锁召唤 450gp;勇士胆魂 450 gp
这些护身符中注入了令它们可以从特定的危险中保护穿戴者的魔法力量。一个护身符在它所列出的条件满足时自动触发。虽然护符占用了颈部奇物位,但你通过一条绳子或者细链来同时佩戴最多三个护符。以这种方式同时佩戴多个护符会提供佩戴者更多可能的保护,但是同一时间里,佩戴者只会从一个护身符的效果中获益。如果佩戴者正处于一个护身符的效果影响中时,另一个护身符的效果触发,这个护身符的效果不会触发,并且可以在之后使用
次等护符中只包含着可以保护佩戴者一次的魔法能量,在那之后它粉碎化为灰烬。
引用
箭矢防护护身符 Talisman of Arrow Protection:这些护身符上雕刻着一位殉身圣人的名字和徽记,据说它曾经在被九十九支箭矢射中之后仍然存活,最终被第一百支箭所杀死当佩戴者第一次在一轮中被两次或更多的远程攻击命中,他会自动受到防护箭矢的影响。灵光 :微弱防护系;施法者等级 3;防护箭矢。

祝福之风护身符 Talisman of Beneficial Winds:这些护身符上雕刻着四象之风的秘名,并且会在长距离的坠落中保护穿戴者。当佩戴者第一次坠落了至少5尺时,他会自动受到羽落术的影响。灵光 :微弱变化系;施法者等级 1;羽落术。


危险探知护身符 Talisman of Danger Sense:这些护身符上雕刻着凶猛的食肉动物的描述。当穿戴者第一次进行先攻检定时,她会立即受到预知危险UM的影响。灵光 :微弱预言系;施法者等级 5;预知危险anticipate peril UM


自由护身符 Talisman of Freedom:这些护身符上雕刻着与自由和解放相关的精魂与其他形象的名字。当佩戴者第一次进入被擒抱,被纠缠,或者麻痹状态时,他会自动受到行动自如的影响,持续3轮。灵光 :中等防护系;施法者等级 7;行动自如。


好运护身符 Talisman of Good Fortune:这些护身符上雕刻着象征好运的符号,并从厄运中保护佩戴者。当佩戴者第一次在一次d20检定(例如在一次属性检定,攻击检定,豁免检定,或者技能检定)中自然投骰结果为1时,他可以立即重骰并使用新的结果代替。灵光 :中等惑控系;施法者等级 7;强大希望。


治愈之力护身符 Talisman of Healing Power:这些护身符上雕刻着与治疗相关的精魂与其他形象的名字。当佩戴者第一次生命值被降低到他最大生命值的一半以下时,它自动治疗4d8+7点生命值。灵光 :中等咒法系;施法者等级 7;治疗致命伤。


生命之息护身符 Talisman of Life's Breath:这些护身符上雕刻着象征生命与死亡的符文符号,以及其他与赐予生命力量紧密相关的精魂和其他形象的名字。当佩戴者第一次死亡时,他会自动受到生命之息的影响。灵光 :中等咒法系;施法者等级 9;生命之息。


火焰防护护身符 Talisman of Protection from Flames:这些护身符上雕刻着被圆圈、三角或者其他形状所包围的火焰,以此来表现被控制住的火焰。当佩戴者第一次在一轮中承受5点或更多火焰伤害时,他会自动受到防护能量伤害的影响,这会保护他免受剩余的火焰伤害。防护其他类型元素类型的护身符远没有此护身符常见。灵光 :微弱防护系;;施法者等级 5;防护能量伤害。


封锁召唤护身符 Talisman of Sealed Summons:这些护身符上雕刻着通常在束缚异界生物时使用的复杂的封印和符号。当佩戴者第一次被邪恶召唤生物的天生武器攻击命中时,佩戴者会自动受到防护邪恶的影响。这个护符的其他版本,分别影响混乱、守序、和善良召唤生物的,远没有此护身符常见。灵光 :微弱防护系;施法者等级 1;防护邪恶


勇士胆魂护身符 Talisman of Warrior's Courage:这些护身符上雕刻着强大而无畏的战士的名字,以及象征力量与战斗能力的符号。当佩戴者第一次将要获得惊惧或者恐慌状态时,他会改为获得战栗状态。灵光 :微弱防护系;施法者等级 1;移除恐惧。


成本 可变
箭矢防护 300 gp;祝福之风 25 gp;危险探知 375 gp;自由 450 gp;好运 840 gp;治愈之力 1,200 gp;生命之息 1,750 gp;火焰防护 625 gp;封锁召唤 225gp;勇士胆魂 225 gp
需求 制造奇物,附加法术(见描述)


反异界粉末 Thaumaturgic powder  
价格 4,000 gp;栏位 无;施法者等级   9;重量 -;灵光 中等防护系
这种银粉通常装在一个拳头尺寸的皮袋里。当被倒在地上时,粉尘会在1轮时间内自行形成一个半径20尺的圆形法阵,并在其内组合出银色的反异界咒文与徽记。这个圆形法阵如同一个完美的反混乱/邪恶/善良/秩序法阵的特殊魔法图阵(diagram),且能阻挡跨位面移动,如同使用者已经为该法阵附上了次元锚的效果。该圆形法阵持续24小时。一袋反异界粉末只能使用一次。
被呼唤或召唤到法阵中的对应阵营的异界生物可以在法阵持续时间内至多尝试打破法阵一次,如同它试图用自己的法术抗力或通过DC26魅力检定以尝试逃脱一个次等异界誓缚法术的效果。

成本 2,000 gp
需求 制造奇物,法术延时,次元锚,反邪恶法阵


锡箔帽 TIN CAP
价格 15,000 gp;栏位 头部;施法者等级15;重量 2磅;灵光 强烈防护系
这顶看似普通的锡箔帽子乃是强大的锡皇冠stannum crown OA的弱化仿制品。锡箔帽从其穿戴者的偏执中获取能量,赋予她对抗影响心灵效果和收集关于她资讯的预言系效果的豁免检定+4洞察加值。戴上一顶锡箔帽会使穿戴者心灵受创,使其智力、感知和魅力属性受到-2减值。越发强烈的偏执会使得穿戴者永远试图进行豁免检定,哪怕是对无害效果也是如此。取下锡帽会移除其带来的好处与坏处,直到被再次穿戴为止。

成本 7,500 gp
需求 制造奇物,心灵屏障


动物折纸之书 Tome of origami animals 
价格 13,500 gp;栏位 无;施法者等级 12;重量 15磅;灵光 强烈变化系
这本钢铁镶边的巨大典籍由一页页打薄的铜制书页组成,每一页上都刻有标志着折迭方位的奥术符文,以方便使用者制造出各种折纸生物。一旦从书中撕下一页或多页并将它们折起,这些铜制书页便会在魔法力量下变大,以制造出一个与所需生物相似的折纸模型。一旦被制造后,每个折纸生物都会被注入活力,如同被活化物品法术活化一般,并服从其制造者的命令。
使用者可以折迭书页制造出各种各样的小型、中型和大型活化构装体(译者注:就是B1的活化物体animate object)。制作小型生物需要用1页,中型生物为2页,而大型生物则为4页。由动物折纸之书制造的每个构装体都会拥有与其体型对应的生命值和用于购买能力的基础构装生物点数(Construction Points, CP),不过所有折纸构装体都会免费获得基础合金体(basic metal)构装生物点数能力(Construction Points quality)。动物折纸之书无法制造其他金属或石质的构装体,但它能为其造物添加额外的CP,每额外消耗1页便能多获得1点CP。该能力遵循制造活化物体的所有规则,且折纸动物永远不能多次选择相同的CP能力。
动物折纸之书中还包含了折出数不胜数的神奇生物的指南,使用者能发挥出其想像力和才智的无限可能。例如,使用者可以花费两页折出一只长得像大猩猩的中型动物,然后再撕下3页来为其添加额外攻击、攫抓和紧勒能力,总计花费5页。
制造一只折纸动物需要花费一个整轮动作。每只折纸动物持续1小时,然后就会化为无用的碎铜片。动物折纸之书在刚制造好时有50页,不过在冒险中找到的通常会只剩下2d20+10页。

成本 6,750 gp
需求 制造奇物,活化物品


诅咒蜡像 Waxen image
价格 500 gp;栏位 无;施法者等级 7;重量 1/2磅;灵光 中等死灵系
这种造型难看的蜡像看上去向一个未完成的类人生物塑像。它可以以类似于压胜人偶 ganji doll OA的方式与一个活的类人生物进行绑定,但必须雕刻成该类人生物的形状,并将该生物的一小片头发,牙齿,血液,骨骼或血肉压入蜡中。那些熟悉目标的人能通过DC15察觉检定注意到蜡像与目标的相似之处。
诅咒蜡像能以与压胜人偶相同的方式施展目盲、伤害或传递接触法术的能力,不过被绑定的生物必须位于诅咒蜡像100尺范围内,否则就会不受其影响。一个诅咒蜡像只能使用一次,使用后就会融化。

成本 250 gp
需求 制造奇物,降咒
« 上次编辑: 2019-12-26, 周四 12:47:23 由 黎白羽 »

离线 灯泡powerbult

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【OA】诅咒物品(curse items)
« 回帖 #3 于: 2017-11-08, 周三 17:59:10 »
诅咒物品 curse items
或许在所有诅咒物品之中,最为危险和阴毒的便是那些原有功能被诅咒完全取代的魔法物品。然而,即使是这些物品也可以物尽其用,尤其是作为陷阱或武器。以下便是一些典型的诅咒物品范例。取代制造的需求,典型的诅咒物品会与一种或多种普通魔法物品相关联,这些物品如果制造不当,便有可能产生对应的诅咒物品。诅咒物品可以像它们看起来正常的物品一样出售,当然前提是买家不知道这件物品被诅咒了。

作祟人偶 (HAUNTED DOLL)
栏位 无;施法者等级 11;重量 1磅;灵光 中等预言系和死灵系
这个儿童形象的布娃娃笑容快乐而甜美,但当有人不经意间用眼尾余光扫过时,其表情却会扭曲成恶毒的狞笑。作祟人偶以激烈的情绪与愤怒为食粮。每当距离人偶20尺范围内有人爆发出怒火或是战斗的怒气,人偶中的恶毒精魂就有5%几率被唤醒,并显形成为一个带有进化模板的骚灵(advanced poltergeistB2)。在这种情况下,人偶会化为虚体,漂浮在空中,而其中的骚灵则会保持隐形并环绕其四周。此骚灵的地缚灵能力被设置在它出现的位置;它会立即攻击周围的人。当此骚灵被杀死后,人偶会重新实体化并掉在地上,其内的精魂会暂时平息作祟人偶中的精魂能通过使用呼唤魂魄OA法术进行问询。
作祟人偶的拥有者会不断做噩梦,其梦中充满了看似预言的厄运警告。拥有者者每晚都有10%的几率需要进行一次DC20的意志检定。若检定失败,作祟人偶的拥有者会彻夜不得安眠,以至于无法恢复法术、能力池、或其他每日能力。
正常物品
解剖玩偶UE,巫术人偶UE,压胜人偶OA


癫狂之手 (MANIAC HAND)
栏位 无(取代一只手);施法者等级 13;重量 2磅;灵光 强烈死灵系
这只干瘪枯萎的手有着锯齿状的末端。当碰到一个失去了一只手臂的类人生物断臂的末端时,癫狂之手会立即与断口连接起来,并变回充满生命力的模样。它会缩小或长大以匹配新主人的体格,并根据失去的是左手或右手来改变自身的手型。合并后,接口处不自然的疤痕以及手臂不健康的色泽会使得该手臂与其新主人都显得很怪异。
用癫狂之手作出的攻击,其攻击检定和伤害检定会获得+2表现加值。另外,当发动全力攻击时,持有者能在AC上承受-2减值,以用癫狂之手额外进行一次攻击,这次攻击使用持有者完整的基础攻击加值。该效果不会与类似效果叠加,例如加速术法术。在计算这些加值时,任何被持用在癫狂之手的武器,或是双手持用的武器都可适用,且癫狂之手自身也能造成伤害,如同一次与持有者体型相符的挥击攻击(中型生物时造成1d4点伤害)。
癫狂之手中寄居著一股阴险的意志,它会慢慢夺取其主人的控制权。它的属性为智力8,感知12和魅力10。癫狂之手只懂得毫无止境的毁灭欲求,它无法进行沟通,也毫无理性思维。当刚被接上人体时,癫狂之手的自我值(Ego score)为5点。每天至少一次,当出现能不被目击地谋杀一个朋友或无辜之人的机会时,癫狂之手便会试图夺取身体控制权,使用智能物品反抗使用者的规则。若对抗成功,癫狂之手会操控其主人,直到它完成谋杀或经过5分钟,以先到者为准。手臂的主人不会记得任何犯罪行为,他心中只会残留一种盲目的愤怒,而手臂的Ego降回到5。如果手臂无法操纵主人,其主人会感到一瞬间愤怒激增,但不能确定怒气的来源。每一天,如果手臂没有杀死一个智力属性为3或更高的生物,其Ego就会增加1。如果其Ego增加到20以上,癫狂之手会不再小心行事,它会无视被发现的风险不断地企图进行谋杀。
无法杀害朋友或无辜者超过30天的癫狂之手会转而袭向它的主人。如果遇到能毁灭其主人的时机,例如松开手中的绳索,它就会试图夺得操控权。当主人睡觉时,它可以尝试夺得控制权,以使其主人窒息,或拿起武器发动CDG。癫狂之手每天最多尝试一次这样的行为。愿意屠杀无辜者的主人可以通过找到一个无辜者,并自愿放弃对手臂的控制权,来满足癫狂之手的欲求。
如果手臂的主人试图通过摧毁或截肢来移除癫狂之手,该手臂会尽全力反抗。它会以其主人的力量和敏捷属性,再加上手臂自身的加值,来发动攻击和单手擒抱。手臂的AC等同于其主人的接触AC,再加上+4的体型加值(该加值与主人自身的体型调整叠加)。手臂的主人在对抗癫狂之手的攻击时会失去自身AC的敏捷加值,但反之则不然。癫狂之手的HP等同于其主人的1/4。
成功对癫狂之手施放移除诅咒能防止其对截肢的抵抗,持续1小时。
正常物品
荣耀之手UE,贤者之手UE,岩石之手UE


陷魂镜 (MIRROR OF SOUL SNARING)
栏位 无;施法者等级 15;重量 45磅;灵光 强烈死灵系
这面看似普通的镜子约有4尺长,3尺宽。它与死敌分身镜UE或摄心镜UE类似,但缺少命令词。一面陷魂镜中拥有15个异次元隔间。任何距离镜子30尺范围内并从中看到自己镜像的生物必须成功通过DC23意志检定,否则其灵魂就会被吸入其中一个隔间。未能意识到陷魂镜本质的生物总会看到自己的镜像。如果生物知道镜子被诅咒并试图避免看着它,他看到自己镜像并因此需要进行豁免的概率降低到50%(如同凝视攻击)。
当一个生物的灵魂被困住时,它的身体仍会留在镜外。该身体会被一个恶毒的精魂占据,其所作所为与被困的生物恰好完全相反。将此精魂视为拥有反转阵营的该生物(且潜在的其他方面也会反转,例如从圣武士变成反圣武士)。若角色阵营为绝对中立,精魂阵营可以是混乱邪恶或守序善良,由GM决定。被困生物身躯的死亡并不能将其灵魂从镜中释放,不过如果此后该灵魂以他法得以解放,它会立即前往来世(因为已经没有身躯能让它寄居)。
若超出了陷魂镜的容量,一个受害者的灵魂(随机确定)会被释放,并立即重新连接其原有的身体(如果有的话)。如果镜子被摧毁(硬度1,5hp),所有受害者都会被释放。除非镜子被摧毁,否则哪怕是奇迹术也无法使被困生物的灵魂归还到身躯。
正常物品
摄心镜UE,死敌分身镜UE

猴爪 (MONKEY'S PAW)
栏位 无;施法者等级 20;重量 1/2磅;灵光 强烈通用系
这只干瘪的猴子手臂拥有实现3个愿望的力量,但其代价也无比高昂。猴爪可以实现任何祈愿术法术能力范围内的请求,但是猴爪上的诅咒会扭曲其结果,而为使用者带来绝望。例如,一个防止喷发的火山燃尽山下城镇的祈愿可能会将火山地下的岩浆全部抽干,导致城镇因地表塌陷而整个被天坑活吞。用谨慎的言辞避免负面效果的尝试只会使祈愿简单地无效,但也不会消耗使用次数。当猴爪实现了一个愿望,它会在持有者的手中扭动。
一旦猴爪的第三个祈愿被使用,它就会在使用者和其熟人的手中失效,但是当被交到陌生人手中时它又会恢复其力量。
正常物品
无;这是一个独特诅咒物品。
(译者注:UE有一个同名的次等神器MONKEY'S PAW,效果相似但不完全相同,此处使用了另取译名以示区分。)

« 上次编辑: 2017-11-10, 周五 18:12:20 由 灯泡powerbult »

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Re: 【OA】神器(Artifacts)
« 回帖 #4 于: 2017-11-08, 周三 18:03:39 »
神器 (artifacts)
与普通魔法物品不同,神器难以被摧毁(而且PC也不可能制造它们)。取代制造需求,每个神器都写出了一种可能摧毁它的方法(但不限于只此一种)。
神器不应该能购买或作为随机宝藏的一部分。当您在游戏中设置神器时,请务必考虑其影响,但也请注意,神器都是变幻无常的物品。一旦它们引发了大麻烦,角色很容易一而再再而三的失去它们。

次级神器 (Minor Artifacts)
以下列出的都是次级神器。次级神器不一定是独一无二的。但即便如此,它们也是些无法用凡俗手段所制造的魔法物品。

传送门网络 (PORTAL NETWORK)
栏位 无;施法者等级 20;重量 64,000磅;灵光 强烈咒法系
传送门网络是一系列刻满符文的巨型铁环。其每一座传送门都绑定到至少另一座同类传送门,并能立即将任何通过它的生物传送到另一座传送门处,无论是在同一位面还是在不同位面。传送门网络允许大型或更小的生物通过。超大型或以上的生物不会被传送,即使他们设法挤过铁环也是如此。如果目的地的传送门有不可移动的障碍物,则网络会无法运作。
具有两个以上门户的传送门网络能通过特定的信物(focal object,具体由传送门的制造者决定)来区分目的地。典型的信物包括宝石,次级的魔法物品和仔细绘制的徽记。如果没有信物,某些传送门会无法运行,而其他传送门则会把受术者传送到一个默认地点。多个生物可以在通过传送门时相互接触来共享信物的效果。具有多个信物的传送门会拥有一套优先级(在创建传送门网络时设置),以确定哪些信物比其他信物更优先。
传送门网络能无限时地运作。当一扇传送门被启动时,不可穿透的黑暗将填满整个环形的传送门,直到最后一个生物通过1轮后才恢复。生物只有完全穿过铁环才会到达另一端,直到传送结束前都无法看到彼此。
若一个传送门网络需要用到信物,只有使用信物的生物,以及其他正和他接触的生物能穿过传送门,哪怕传送门已被启动也是如此。阻塞传送门(例如通过在传送门开口处树一面墙壁)可防止任何人通过,但是一个挡住传送门的生物则不会;一旦任何人通过时,占据着传送门的生物会被推开。
摧毁
要彻底摧毁一个传送门网络,需要向其中一座传送门中送入一个毁灭之球( sphere of annihilation UE神器)。 这也能将毁灭之球摧毁(如同满足了毁灭之球描述中的摧毁需求),不过这种情况下必定会引发空间裂隙。


原初徽记 (PRIMORDIAL SYMBOL)
栏位 无;施法者等级 20;重量 1磅;灵光 强烈防护系
原初徽记是一块抛光的石头,上面带有一个神秘的徽记,类似于一个下半部分多出一划的十字架;它的起源早已在无尽时光里流逝。若被能施展异能法术或拥有异能敏感Psychic SensitivityOA专长的角色举高并启动,原初徽记会在100尺半径爆发区域内闪耀出一股不可视的亮光,对该区域产生以下效果。
HD数为40或更少的拥有跨位面亚种的生物会被遣返到自己的原属位面,如同放逐术法术,且无视其法术抗力也无法进行豁免。这包括占据着其他生物的跨位面存在。
任何正在附身其他生物的非跨位面存在,或是拥有超过40HD且正在附身其他生物的跨位面存在会被从宿主身上驱离。
所有幻灵、通灵者英灵和魅影都被驱逐。
该区域内所有异能法术都被解除,如同高等解除魔法的效果,且无需进行施法者等级检定。
该区域内所有防护系效果和法阵(magic circle)也会被解除。
所有生物目盲1轮(反射豁免DC 22无效)。
除此之外,该区域内的其他生物和物品不会再受到其他影响。当徽记被激活时,其持有者将受到2d6点智力、感知和魅力伤害(每种属性分别掷伤害骰)。在激活后,原初徽记便会崩坏消解,然后又毫发无损地在另一片遥远的大陆或世界中重新出现。
摧毁
虽然原初徽记似乎在被启动时就被摧毁了,但其实它依旧与一股强大而神秘的潜能相连,这使得它能在多元宇宙的别处重现。要彻底摧毁原初符文,就必须将其带到外层位面无形边缘的一个纯粹混乱的区域中,并将其融化在此处创造万物的原始能量之中。


灵魂画像 (SOUL PORTRAIT)
栏位 无;施法者等级 20;重量 25磅;灵光 强烈死灵系
灵魂画像是装裱在坚固木质画框中的一副充满魔法力量的画像。每幅灵魂画像上展现的具体图画各不相同,且仅在画像上描绘有当前拥有者的肖像时才会产生魔法效果。该拥有者无需被单独绘制,且继续在背景中绘制图案并不会影响此效果。
灵魂画像的拥有者看起来不再因岁月而老化,也不再承受因岁数造成的惩罚,但仍然获得相应的心智加值。随着拥有者年岁正常增长,其肖像转而变得衰老。灵魂画像的拥有者不会死于年迈。若受益于该效果的生物不再是画像的拥有者,她会立刻获得所有与她当前岁数相关的肉体减值,其外貌也会相应的变化;如果她已经超过了最大年龄,就会立刻萎缩死去。
当被通过魔法手段进行侦察时(如阵营视域Aura sight ACG,侦测邪恶,侦测魔法或辨识谎言),画像的拥有者可以获得一个特殊的误导术效果,而调查者无法对此进行豁免。灵魂画像会提供拥有者第一次获得画像时的状体作为误导术提供信息的来源。与普通的误导术不同,该效果不仅限于能够检测她灵光的法术。拥有者在对抗任何收集她个人信息的法术效果时都可以视为年轻版本的自己,只要这么做对她有益即可。例如,如果她否认在拥有画像之后才犯下的罪行,所有形式的揭示真相的魔法(truth magic)都会显示她的否认是实话。即使是像侦测思想的法术也只会揭示出她年轻自我的想法。
当灵魂画像的主人即将受到属性伤害,属性吸取或负向等级时,她不会受到任何不利影响,直到这些效果足以致命为止(但这些效果会如常在其肖像中累积);她在灵魂画像中的形象会因痛苦而扭曲,如同它为拥有者代受苦难一般。若任何一种累积性负面效果足以致命(如等同于拥有者HD的负向等级),拥有者会立即死亡。灵魂画像中的肖像累积受到的属性伤害、属性吸取和负向等级可以通过正常治愈这些负面效果的手段来减轻或移除。
当灵魂画像的拥有者死亡时,她的灵魂会被拉入画布,她的肖像会成为画面背景中新的一员,为新的肖像留下空间。生物可以通过委讬一位艺术家在原有画面中绘制她的肖像来获得该灵魂画像的拥有权。新拥有者必须在艺术家绘画时出席且自愿,而艺术家必须成功通过DC 25工艺(绘画)检定,以划出足够好的肖像使神器愿意接纳新拥有者。。一旦此情况发生,若前任拥有者仍然在生,她会失去灵魂画像的所有权并如上文所述一般变老。除了以下摧毁中所述方法外,灵魂画像不能被切割,烧毁或以其他方式损坏。
摧毁
一幅灵魂画像只能由其现任拥有者销毁。所有者必须杀死绘制她本人肖像艺术家,然后用同一把武器摧毁画像。


锡皇冠 STANNUM CROWN
栏位 头部;施法者等级 15;重量 2磅;灵光 强烈防护系
虽然抛光得闪耀着银光,制成这个天鹅绒盖冠的金属只是普通的锡。神秘学学者认为,第一枚锡皇冠是由一个疯狂的异能者国王制造的,此人深信来自异位面的诸多存在正注视着他,企图对他阴谋不轨。
锡皇冠从穿戴者的偏执和不信任获取力量,并用这股力量赋予佩戴者对影响心灵效果和收集关于她信息的预言系效果的免疫。穿戴者若不脱掉锡皇冠就无法压制这种免疫。戴上锡皇冠会使穿戴者心灵受创,使其智力、感知和魅力属性受到-2减值。
移除锡皇冠也能移除该减值,但佩戴者越发增强的偏执会使他不愿意脱掉此头冠。他每天可以尝试进行一次意志豁免(DC=25+连续佩戴锡皇冠的天数)来试图摘下锡皇冠。若豁免DC变为35或更高,佩戴者的偏执会上升到极点,让他不再将任何其他生物视为盟友,并对所有法术和效果进行豁免,哪怕无害的法术和能力也是如此。在这种情况下,哪怕骰出自然20也不能让他在摘下锡皇冠的豁免检定中自动成功,而且即使佩戴者失去意识,他也不会视为他人的法术或能力的自愿目标。其他生物无法强行移除锡皇冠;只有佩戴者可以把它摘下。
摧毁
只有将锡皇冠戴在一个完全不懂得怀疑他人的智能存在的头上,才能将其摧毁。此举会将锡皇冠彻底摧毁,但也让该生物获得皇冠的益处与坏处,且其效果永远无法消除或弱化。



思维记录器 (THOUGHT RECORD)
栏位 无;施法者等级 15;重量 2磅;灵光 强烈预言系
虽然这根管子看上去就像一根普通的铜管,但其异种金属材质却能重塑时间流本身。一根思维记录器长约1尺,尽管重量很轻,它能抵抗猛然的加速,就像是一根沉重的大树干。管内蚀刻有复杂的图案,它们不停变换成新的组合而永不重复。思维记录器能存储和回放记忆,它可以瞬间吸收一个人一生的全部体验。这些记忆会无限期地保存在思维记录器中,且无法被修改,不过同一个个体能继续向内追加自己的后续记忆。思维记录器吸收记忆的行为是不可预测的,没有任何征兆表明这件神器何时将自行触发,也无法得知如何主动启动它。当思维记录器记下了一段生命记录时,其蚀刻的金属内表面会消失,转而变成一个能看到宇宙星空的小窗口。没有人知道单一个思维记录器能容纳多少组记忆。
存储在思维记录器中的记忆可以与诸如奇蹟术等改变现实(reality-altering)的魔法一并使用,以救回那些遭受不可挽回之死的人(irrevocably lost to death)对于该效果是如同一个异种的复生术,还是它用他人的体验复写出了一个新灵魂,则意见不一。
思维记录器可以让其持有人立即体验另一个人的一部分生命体验。目前还不清楚什么行为能触发这种现象,但最常见的是,当一个生物首次触摸该神器时,此现象会立即发生。当思维记录器回放过去画面时,持有人会经历存储在神器中的回忆,就好像她亲临其境,且还自己做出相应抉择一样。
神秘学研究者推测,思维记录器为阿卡夏记录(Akashaic Record)创造了渠道,而经历存储在神器中的记忆能将持有者的意识带入另一个人的过去,在对方的心灵中形成心理完型(gestalt,心理学词汇)这种完型体验能在当年事件发生时对其造成影响,而不仅仅是阅读一份记录。根据这个理论,经历记忆的人不仅仅是观察另一个人的生活 - 他们在形成这段记忆的过程中也发挥了作用。有些人甚至怀疑思维记录器可以分享尚未被存储的记忆。无论如何解释,思维记录器提供的体验总是如此完整 ,以至于接受体验的生物会遭受任何记忆中曾遭受过的心智状体,如精神错乱,对心智属性的伤害,和影响心灵的效果。
虽然一个思维记录器可以记录许多人的记忆,但它几乎从来不会为单个使用者重放多于一个生物的记忆。相反,该使用者的后续启动只会展现出来自同一个生物的其他记忆,揭示了对方更多的生命记录。多次重复地启动会让使用者在一瞬间爆发性地经历他人的一生。思维记录器不会按顺序重放记录下的记忆。相反,它会在被记录者的一生中来回跳跃,无视每段记录的时序,从而可能让后续启动时获得的内容早于前次启动。
由于思维记录器自身也能改变时间流,和其记载的记忆一样可以在时间轴上来回跳跃,因此它几乎完全免疫物理损伤。无论是金属管本身还是其中的记忆都能抵抗任何摧毁或修改的尝试。
摧毁
一个思维记录器可以通过吸取一位衰老之神的记忆而被摧毁。

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Re: 【OA】魔法物品(magic item)与 神器(Artifacts)
« 回帖 #5 于: 2017-11-08, 周三 18:06:54 »
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Magic Items
The magic items in these sections are divided into the categories outlined in Pathfinder RPG Ultimate Equipment, so you can use them with the treasure generator detailed in that book. If you're running an adventure that features an NPC with levels in one of the classes introduced in Occult Adventures, or you have a PC with levels in one of these classes, when determining treasure, consider either using items from this section before rolling randomly on the treasure generator, or adding these items to the treasure generator.

Rings
Rings bestow magical powers upon their wearers. Anyone can use a ring, but a character can gain the benefits of only two magic rings at a time.

Rings
Greater Major Ring   Price
Ring of psychic mastery   50,000 gp
Ring of the hidden psyche   160,000 gp
RING OF PSYCHIC MASTERY
Price 50,000 gp; Slot ring; CL 14th; Weight ¡ª; Aura strong (no school)
The large sapphire that adorns this platinum ring darkens in hue as its wearer depletes her psychic spellcasting potential. The gem turns black when the wearer's daily spells are exhausted or if the wearer has no ability to cast psychic spells. A ring of psychic mastery grants the caster 1 additional psychic spell per day for each spell level from 1st to 4th that she is capable of casting.
CONSTRUCTION REQUIREMENTS

Cost 25,000 gp
Forge Ring, limited wish
RING OF THE HIDDEN PSYCHE
Price 160,000 gp; Slot ring; CL 18th; Weight ¡ª; Aura strong (no school)
This ring resembles a ring of psychic mastery, but its flawless sapphire serves as a vessel for the wearer's soul. It possesses all the abilities of a ring of psychic mastery in addition to the following effects.
The wearer's soul instantly enters the ring upon the wearer's death, even if her body is utterly destroyed. This counts as an object possession spell, except that the possessing soul cannot animate the ring and must instead wait for someone to wear it. From inside the ring, she can attempt a greater possession on anyone who voluntarily wears the ring (Will DC 23 negates). A successful save against the greater possession effect renders the new wearer immune to further such attempts for 24 hours. Dispelling the object possession effect on the ring banishes the soul from the ring to its appropriate afterlife. Otherwise, a soul can remain in the ring indefinitely. While in the ring, the soul knows when a creature has put on the ring. The soul can't otherwise sense the area around it or take actions other than attempting the greater possession effect.
A ring of the hidden psyche resists attempts to discern its true nature. detect magic reveals only the properties of a ring of psychic mastery, though identify or stronger magic can reveal the ring's full powers if the caster succeeds at a DC 23 Will save.
CONSTRUCTION REQUIREMENTS

Cost 80,000 gp
Forge Ring, greater possession*, magic aura, object possession*, wish
Rods
Rods are scepterlike devices that have unique magical powers and usually do not have any charges. Anyone can use a rod (though metamagic rods have no effect when used by creatures that cannot cast spells). Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Rods
Lesser Medium Rods   Price
Furious metamagic rod, lesser   3,000 gp
Logical metamagic rod, lesser   3,000 gp
Scarring metamagic rod, lesser   3,000 gp
Refocusing rod   5,000 gp
Fearsome metamagic rod, lesser   9,000 gp
Traumatic metamagic rod, lesser   9,000 gp
Furious metamagic rod   11,000 gp
Logical metamagic rod   11,000 gp
Scarring metamagic rod   11,000 gp
Lesser Major Rods   Price
Furious metamagic rod, greater   24,500 gp
Logical metamagic rod, greater   24,500 gp
Scarring metamagic rod, greater   24,500 gp
Overflowing rod   25,000 gp
Witching rod   31,000 gp
Fearsome metamagic rod   32,500 gp
Traumatic metamagic rod   32,500 gp
Greater Major Rods   Price
Fearsome metamagic rod, greater   73,000 gp
Traumatic metamagic rod, greater   73,000 gp
Hollow rod   121,500 gp
Caduceus rod   142,000 gp
CADUCEUS ROD
Price 142,000 gp; Slot none; CL 12th; Weight 3 lbs.; Aura strong conjuration and transmutation
Two entwined wooden snakes run the length of this laurel rod, which is capped with a pair of brass wings. This mystical implement gives its possessor a +5 insight bonus on Craft (alchemy) checks and a +1 insight bonus on attack and damage rolls with alchemical items, including alchemists' bombs. When it's held in hand, the caduceus rod can be invoked five times per day to grant one of the following boons, each of which counts as a 6th-level spell-like ability.
Awaken: The rod awakens all sleeping creatures within a 40-foot-radius burst centered on the wielder. Creatures in the burst gain immunity to sleep effects for 1 minute.
Exchange: The wielder transmutes one of his prepared alchemical extracts into an extract of another formula in his formula book of equal or lower level.
Mercy: All dying (¨C1 or fewer hit points) creatures in a 40-foot-radius burst centered on the wielder die. Each such creature can attempt a DC 19 Fortitude save to instead take 1d6 points of negative energy damage. This is a death effect.
Revive: The wielder targets a creature within 40 feet with empowered breath of life.
Slumber: As deep slumber, except that it affects a 20-foot-radius burst centered on the wielder, can affect up to 20 HD of creatures, and has a Will save DC of 19. The wielder of the rod is unaffected and can choose to exclude up to four other targets from the effects.
CONSTRUCTION REQUIREMENTS

Cost 71,000 gp
Craft Rod, breath of life, deep slumber, heroism, universal formula, creator must have at least 10 ranks in Craft (alchemy)
FEARSOME METAMAGIC ROD
Price varies; Slot none; CL 17th; Weight 1 lb.; Aura strong (no school)
Lesser fearsome metamagic rod 9,000 gp; Fearsome metamagic rod 32,500 gp; Greater fearsome metamagic rod 73,000 gp
The wielder of this rod can cast up to three spells per day that make enemies shaken as though using the Fearsome Spell feat.
CONSTRUCTION REQUIREMENTS

Cost varies
Lesser fearsome metamagic rod 4,500 gp; Fearsome metamagic rod 16,250 gp; Greater fearsome metamagic rod 36,500 gp
Craft Rod, Fearsome Spell
FURIOUS METAMAGIC ROD
Price varies; Slot none; CL 17th; Weight 1 lb.; Aura strong (no school)
Lesser furious metamagic rod 3,000 gp; Furious metamagic rod 11,000 gp; Greater furious metamagic rod 24,500 gp
The wielder of this metamagic rod can cast up to three spells per day that channel her anger as though using the Furious Spell feat.
CONSTRUCTION REQUIREMENTS

Cost varies
Lesser furious metamagic rod 1,500 gp; Furious metamagic rod 5,500 gp; Greater furious metamagic rod 22,250 gp
Craft Rod, Furious Spell
HOLLOW ROD
Price 121,500 gp; Slot none; CL 15th; Weight 5 lbs.; Aura strong (no school)
Slightly smaller and shorter than vril staves, hollow rods are hollow silver tubes covered in intricate glyphs and small, flute-like keys. Three times per day, a kineticist can utilize the hollow rod in conjunction with a blast wild talent or the kinetic healer wild talent to augment that talent's destructive or healing capabilities, treating the wild talent as maximized. A hollow rod can't be used on a wild talent affected by metakinesis.
CONSTRUCTION REQUIREMENTS

Cost 60,750 gp
Craft Rod, creator must be a 10th-level kineticist
LOGICAL METAMAGIC ROD
Price varies; Slot none; CL 17th; Weight 1 lb.; Aura strong (no school)
Lesser logical metamagic rod 3,000 gp; Logical metamagic rod 11,000 gp; Greater logical metamagic rod 24,500 gp
The wielder of this rod can cast up to three spells per day without emotion components as though using the Logical Spell feat.
CONSTRUCTION REQUIREMENTS

Cost varies
Lesser furious metamagic rod 1,500 gp; Furious metamagic rod 5,500 gp; Greater furious metamagic rod 12,250 gp
Craft Rod, Logical Spell
OVERFLOWING ROD
Price 25,000 gp; Slot none; CL 10th; Weight 1 lb.; Aura moderate evocation
An overflowing rod amplifies and focuses the side effects of a kineticist's burn. While holding the rod, the kineticist counts as 3 levels higher for the purpose of determining the effects of her elemental overflow ability. If used by a character without elemental overflow, the rod grants its wielder the benefit of elemental overflow as a 3rd-level kineticist (which is generally helpful only to low-level kineticists or kineticists with archetypes that replace elemental overflow with another class feature).
CONSTRUCTION REQUIREMENTS

Cost 12,500 gp
Craft Rod, creator must be a 10th-level kineticist
REFOCUSING ROD
Price 5,000 gp; Slot none; CL 10th; Weight 1 lb.; Aura moderate (no school)
Once per day, a refocusing rod allows an occultist to transfer mental focus using the shift focus class feature without losing any points of focus. He can move focus from one implement into the rod, and then from the rod into another implement, by spending twice as long as it normally takes him to shift focus (because he's making two transfers). The occultist must transfer the focus from the rod within 10 minutes or the focus is lost.
If an occultist chooses a refocusing rod as one of his implements for the day, he can instead use this ability to transfer focus into the rod and leave it there or transfer focus he already stored in the rod into another implement. In either of these cases, no points of focus are lost in the transfer and it takes the normal amount of time to shift focus instead of twice as long. If the refocusing rod is not one of the occultist's implements for the day, mental focus stored in it can't be used for any purpose except transference to another implement.
Any mental focus transferred into the rod still belongs to the occultist who transferred it. The rod can't be used to transfer mental focus between two users.
CONSTRUCTION REQUIREMENTS

Cost 2,500 gp
Craft Rod, creator must be a 10th-level occultist
SCARRING METAMAGIC ROD
Price varies; Slot none; CL 17th; Weight 1 lb.; Aura strong (no school)
Lesser scarring metamagic rod 3,000 gp; Scarring metamagic rod 11,000 gp; Greater scarring metamagic rod 24,500 gp
The wielder of this rod can cast up to three spells per day that weaken her target's will as though using the Scarring Spell feat.
CONSTRUCTION REQUIREMENTS

Cost varies
Lesser scarring metamagic rod 1,500 gp; Scarring metamagic rod 5,500 gp; Greater scarring metamagic rod 22,250 gp
Craft Rod, Scarring Spell
TRAUMATIC METAMAGIC ROD
Price varies; Slot none; CL 17th; Weight 1 lb.; Aura strong (no school)
Lesser traumatic metamagic rod 9,000 gp; Traumatic metamagic rod 32,500 gp; Greater traumatic metamagic rod 73,000 gp
The wielder of this rod can cast up to three spells per day that cause nightmares as though using the Traumatic Spell feat.
CONSTRUCTION REQUIREMENTS

Cost varies
Lesser traumatic metamagic rod 4,500 gp; Traumatic metamagic rod 16,250 gp; Greater traumatic metamagic rod 36,500 gp
Craft Rod, Traumatic Spell
WITCHING ROD
Price 31,000 gp; Slot none; CL 11th; Weight 1 lb.; Aura moderate transmutation
This especially powerful dowsing rod is typically made of a branch from an ancient tree or shafts forged of rare metals. When used for the dowsing skill unlock in place of a mundane dowsing rod, a witching rod provides a +5 circumstance bonus on the Survival check.
A witching rod can not only detect bodies of water, grave sites, and metal deposits, but can also manipulate substances or souls related to them. The rod can produce the effects of control water, speak with dead (DC 14), or stone shape. Though this ability can typically be used only once per day, a wielder with the ability to use the dowsing occult skill unlock more than once per day can instead produce a spell effect one additional time per day for each additional use of dowsing she has. This doesn't require her to expend uses of dowsing. Only one creature can produce extra uses of the witching rod in this way each day.
CONSTRUCTION REQUIREMENTS

Cost 16,500 gp
Craft Wondrous Item, control water, speak with dead, stone shape
Scrolls
Scrolls are divided based on the type of magic used to create the scroll; psychic spellcasters create psychic scrolls in much the same way arcane spellcasters create arcane scrolls and divine spellcasters create divine scrolls. Psychic scrolls follow all the same rules as other scrolls. A psychic scroll is a spell completion item that requires the user to decipher and read the scroll. The user must also provide all necessary components except material and focus components (which were provided by the scroll's creator). This includes thought and emotion components.

Normally, there's a 70% chance a scroll will be arcane and a 30% chance it will be divine. When determining treasure randomly in a game that includes psychic magic, use the table below instead.

Random Scrolls
d%   Spell Type
1¨C59   Arcane scroll
60¨C84   Divine scroll
85¨C100   Psychic scroll
Staves
A staff is a long shaft that stores several spells. Staves usually hold spells grouped by a theme and sometimes possess other abilities that they grant to the wielder. A staff has 10 charges when created but can be recharged by a spellcaster with the appropriate spells.

Staves
Greater Major Staff   Price
Vril staff   200,000 gp
VRIL STAFF
Price 200,000 gp; Slot none; CL 15th; Weight 5 lbs.; Aura strong transmutation
This hollow, silver staff is covered in intricate glyphs and flute-like keys, and allows use of the following spells:
mage hand (1 charge)
cure light wounds (1 charge)
cure moderate wounds (2 charges)
Telekinesis (2 charges)
repulsion (3 charges)
If the wielder of a vril staff is a spellcaster, as a standard action, she can expend 1 charge and sacrifice a prepared spell or unused spell slot of 1st level or higher to channel the power through the staff as a blast of raw magical energy known as vril. This ray resolves as a ranged touch attack with a range of 30 feet, and the wielder chooses whether it deals damage or heals. The amount of damage dealt or healed by the ray is equal to 1d6 points per level of the spell sacrificed + 1 point per caster level of the wielder.

In the hands of a kineticist, the staff functions differently. By spending 1 charge from the staff as part of her kinetic blast, the kineticist can use a new basic energy blast called a vril blast. This blast deals untyped damage. A vril blast works only with form and substance infusions that specify that they work on any blast. If the kineticist instead spends 3 charges, her vril blast's intensity increases and it ignores spell resistance. A kineticist can use a vril staff without attempting a Use Magic Device check.
A spellcaster can recharge a vril staff normally. A kineticist can restore a single charge to a vril staff by accepting 3 points of burn.
CONSTRUCTION REQUIREMENTS

Cost 100,000 gp
Craft Staff, cure light wounds, cure moderate wounds, mage hand, repulsion, telekinesis
Wondrous Items
"Wondrous item" is a catchall category for anything that doesn't fall into other groups (such as weapons, staves, and so on). Wondrous items are a diverse group. Some must be worn in a specific magic item slot in order to work, while others must merely be possessed and utilized. Anyone can use a wondrous item unless the item's description specifies otherwise. Many of the items presented here require the user to have some psychic connection to function, as specified in the item's description.

There are two main categories of wondrous items: slotted and slotless. Slotted items take up a magic item slot, and must be worn by those who want to benefit from them.

Wondrous Items
Lesser Minor Wondrous Items   Price   
Talisman of beneficial winds, lesser   50 gp
False coin   375 gp
Talisman of sealed summons, lesser   450 gp
Talisman of warrior's courage, lesser   450 gp
Talisman of beneficial winds, greater   500 gp
Waxen image   500 gp
Talisman of arrow protection, lesser   600 gp
Talisman of danger sense, lesser   750 gp
Spirit revivification incense   800 gp
Talisman of freedom, lesser   900 gp
Talisman of protection from flames, lesser   1,250 gp
Animal divining pot   1,400 gp
Ghost powder   1,400 gp
Incense of corporeality   1,400 gp
Candle of spirit protection   1,500 gp
Talisman of good fortune, lesser   1,680 gp
Talisman of healing power, lesser   2,400 gp
Dreamcatcher   2,800 gp
Incense of open thoughts   2,800 gp
Talisman of life's breath, lesser   3,500 gp
Four-leaf clover   3,750 gp
Greater Minor Wondrous Items   Price   
Thaumaturgic powder   4,000 gp
Talisman of sealed summons, greater   4,500 gp
Talisman of warrior's courage, greater   4,500 gp
Talisman of arrow protection, greater   6,000 gp
Lucky horseshoe   6,800 gp
Talisman of danger sense, greater   7,500 gp
Lesser Medium Wondrous Items   Price   
Talisman of freedom, greater   9,000 gp
Indomitable jewel   12,000 gp
Lithomancy stones   12,000 gp
Spirit slate   12,000 gp
Talisman of protection from flames, greater   12,500 gp
Tome of origami animals   13,500 gp
Lucky horseshoe, communal   15,000 gp
Tin cap   15,000 gp
Ganji doll   16,000 gp
Talisman of good fortune, greater   16,800 gp
Greater Medium Wondrous Items   Price   
Kineticist's diadem, lesser   18,000 gp
Spirit mirror   18,900 gp
Magic talking board   20,000 gp
Talisman of healing power, greater   24,000 gp
Mask of the mesmerist   25,000 gp
Sensory deprivation hood   27,500 gp
Lesser Major Woundrous Items   Price   
Soultheft glass   33,000 gp
Talisman of life's breath, greater   35,000 gp
Ganji doll, greater   36,000 gp
Orgone accumulator   48,000 gp
Greater Major Wondrous Items   Price   
Kineticist's diadem   50,000 gp
Flying sled   80,000 gp
Shrunken head   90,000 gp
Kineticist's diadem, greater   98,000 gp
Flying skiff   180,000 gp
ANIMAL DIVINING POT
Price 1,400 gp; Slot none; CL 3rd; Weight 5 lbs.; Aura faint divination
These small clay vessels are fired in shapes representing various small animals¡ªfish, lizards, mice, and sparrows are the most common. If a pot's user places a living animal matching the pot's form within, the user can communicate with the animal through whispers, as speak with animals. This ability functions three times per day.
CONSTRUCTION REQUIREMENTS

Cost 700 gp
Craft Wondrous Item, speak with animals
CANDLE OF SPIRIT PROTECTION
Price 1,500 gp; Slot none; CL 11th; Weight 1 lb.; Aura moderate necromancy
Crafted from collected ectoplasm and wax, candles of spirit protection ward off creatures from the spirit world. To function, a candle of spirit protection must be placed in the desired area. When it's lit, fine lines of smoke coil out, creating a circular line of smoke in a 10-foot radius around the candle. This area is protected against intrusion by astrally projected creatures, ethereal creatures, haunts, incorporeal creatures, mediums channeling a spirit, and phantoms, and at the GM's discretion can affect other spirits or creatures made of ectoplasm. Such creatures can't enter the area of effect, and act as though they were affected by an antilife shell that specifically targets them and no other creatures.
The candle can't be moved once it is lit; attempting to do so ends the effect. Otherwise, a lit candle of spirit protection burns for 1 hour. Either way, the candle is expended after one use.
CONSTRUCTION REQUIREMENTS

Cost 750 gp
Craft Wondrous Item, antilife shell
DREAMCATCHER
Price 2,800 gp; Slot none; CL 1st; Weight 2 lbs.; Aura faint abjuration
This protective ward is fashioned from a thin, supple piece of wood bound in a circle, and then woven with sinew to create a weblike pattern. Dreamcatchers are often decorated with beads and feathers. More elaborate dreamcatchers might be made of gold or silver instead, and decorated with dangling jewels and metal figurines.
A dreamcatcher protects its sleeping owner from malicious influences. The owner gains a +2 sacred bonus on saving throws while asleep. Further, any ability damage or ability drain he takes during this time is reduced by 1 point (to a minimum of 0 points).
CONSTRUCTION REQUIREMENTS

Cost 1,400 gp
Craft Wondrous Item, resistance
FALSE COIN
Price 375 gp; Slot none; CL 1st; Weight ¡ª; Aura faint divination
The possessor activates this well-worn gold coin by rubbing it between her thumb and forefinger while willing it to function. The false coin can be activated only by creatures with the Psychic Sensitivity feat or the ability to cast psychic spells. Once activated, the coin maintains a link to the creature that activated it, and if passed along to someone else, it shares empathic cues about its new possessor with the creature that activated it. This empathic link gives the activator a +2 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the coin's current possessor. In addition, the possessor takes a ¨C1 penalty on saving throws against spells with the emotion, fear, or scrying descriptors cast by the coin's activator. While activated, the coin appears nonmagical as though protected by magical aura (Will DC 11).
The link between the activator and the coin persists for 1 week, after which the coin loses all of its powers and becomes a mundane coin.
CONSTRUCTION REQUIREMENTS

Cost 188 gp
Craft Wondrous Item, detect thoughts, magic aura
FLYING SKIFF
Price 180,000 gp; Slot none; CL 12th; Weight 2,500 lbs.; Aura strong conjuration and abjuration
A flying skiff is a long, flat-bottomed vehicle akin to a naval ship, and is covered in metallic veins. Without a psychic pilot, a flying skiff acts in all regards as a keelboat. A single Large direct-fire siege engine can be mounted on the front of a flying skiff.
A control helmet that fits a Small, Medium, or Large creature is linked by long, curling cables to the metal veins of the skiff. Whenever a psychic creature (one with levels in an occult class, the Psychic Sensitivity feat, or the ability to use psychic spell-like abilities) wears the control helmet, the flying skiff gains the following abilities.?
The skiff can fly with a maximum speed of 100 feet and acceleration of 30 feet.
The skiff gains fast healing 5 when reduced below half its starting hit points. Damage above this threshold must be repaired normally.
Along with the abilities granted to the flying skiff when piloted by a psychic creature, the pilot gains the following additional abilities.
Anytime the pilot casts one of the following psychic spells, the spell affects the entire crew of the flying skiff: intellect fortress, mental barrier, thought shield, and tower of iron will. This includes all variants of these spells. The effect ends for a creature that departs the skiff before the spell's duration ends.
The pilot can aim and fire the siege weapon on the flying skiff with her mind (using the same number of actions this would normally take). This does not grant her the ability to reload the siege weapon with her mind.
Once per day, the pilot can take a full-round action to transport the flying skiff and all crew onboard as plane shift.
CONSTRUCTION REQUIREMENTS

Cost 90,000 gp
Craft Wondrous Item, intellect fortress III*, mental barrier III*, overland flight, plane shift, thought shield III*, tower of iron will II*
FLYING SLED
Price 80,000 gp; Slot none; CL 12th; Weight 100 lbs.; Aura strong conjuration
A flying sled is a small vehicle akin to a rowboat, and is covered in metallic veins. The sled can hold one occupant. A psychic pilot can the control the craft. Without a psychic pilot, a flying sled acts in all regards as a rowboat.
A control helmet that fits a Small or Medium creature is linked by cables to the metal veins of the sled. When a psychic creature (one with levels in an occult class, the Psychic Sensitivity feat, or the ability to use psychic spell-like abilities) wears the control helmet, the flying sled gains the following abilities.
The sled can fly with a maximum speed of 100 feet and acceleration of 30 feet.
The sled gains fast healing 2 when reduced below half its starting hit points. Damage above this threshold must be repaired normally.
Along with the abilities granted to the flying sled when piloted by a psychic creature, the pilot gains the following additional ability.
Once per day, the pilot can take a full-round action to transport herself and the flying sled between the Astral Plane and the Material Plane. This ability otherwise functions as plane shift.
CONSTRUCTION REQUIREMENTS

Cost 40,000 gp
Craft Wondrous Item, overland flight, plane shift
FOUR-LEAF CLOVER
Price 3,750 gp; Slot none; CL 5th; Weight ¡ª; Aura faint evocation
This curio is a four-leaf clover that was harvested from the wild and preserved. Typically encased in glass or crystal, four-leaf clovers are sometimes pressed, bronzed, or protected through other means. A creature with a four-leaf clover in her possession can call upon an extra boost of luck before attempting a single ability check, saving throw, or skill check. She gains a +2 luck bonus on that check. This ability functions three times per day, and requires a free action that the owner can perform even when it's not her turn.
CONSTRUCTION REQUIREMENTS

Cost 1,875 gp
Craft Wondrous Item, divine favor
GANJI DOLL
Price 16,000 gp; Slot none; CL 6th; Weight 1/2 lb.; Aura moderate necromancy
A ganji doll is a fetish tied so intimately to its intended victim that good or ill can be done to the target through the doll itself. During the item's creation, the creator must choose a humanoid creature to bind the doll to. This requires the creator to obtain and craft a bit of the intended target's body¡ªtypically hair, blood, or a tooth¡ªinto the fetish. Once this has been done, the ganji doll affects no other creature aside from the bound target. The target of the ganji doll can't be changed after crafting is complete.
Once the doll has been created, three times per day, any bearer can employ the doll to create any one of the following effects. These effects target only the creature bound to the doll. The target takes a ¨C2 penalty on all saving throws against these effects.
Blind: Covering the doll's head with a cloth blinds the target for 1 minute (Will DC 16 negates).
Damage: Stabbing the doll with a sharp instrument, waving it over an open flame, wrapping a cord around the doll's neck, or otherwise damaging the doll causes the target to take 3d6 points of damage (Fortitude DC 16 half). This damage ignores all resistances and immunities.
Touch Spell: The ganji doll functions as the bound target for the purpose of any spell with a range of touch. The target receives the effect of any spell cast upon the doll (up to the doll's limit of three effects per day) as if the caster had actually touched him. The target can attempt saving throws against such spells, if allowed, as normal, but takes the ¨C2 penalty imposed by the doll. Beneficial spells, such as cure light wounds, can also be used in this manner.
CONSTRUCTION REQUIREMENTS

Cost 8,000 gp
Craft Wondrous Item, bestow curse, and a piece of the body of the humanoid to be affected
GANJI DOLL, GREATER
Price 36,000 gp; Slot none; CL 12th; Weight 1/2 lb.; Aura moderate necromancy
A greater ganji doll looks similar to and functions as the normal version, except that it can be used 5 times per day, imposes a ¨C4 penalty on the target's saving throws against its effects, and has the following altered or additional special abilities in addition to all the abilities of a ganji doll.
Damage: Damaging the doll causes the target to take 6d6 points of damage (Fortitude DC 16 half). This damage ignores all resistances and immunities.
Locate Creature: The bearer of a ganji doll can use it to locate its bound target as locate creature.
Suggestion: The user whispers in the doll's ear, creating the effect of a suggestion spell. The target must attempt a DC 16 Will save to resist the effect. Unlike with the spell, the target doesn't need to comprehend the user's language.
CONSTRUCTION REQUIREMENTS

Cost 18,000 gp
Craft Wondrous Item, bestow cure, locate creature, suggestion, and a piece of the body of the humanoid to be affected
GHOST POWDER
Price 1,400 gp; Slot none; CL 7th; Weight 1/2 lb.; Aura moderate abjuration
When sprinkled on the ground, this mixture of salt and powdered iron forms a barrier that is invisible and impenetrable for spirits. Ghost powder is typically found in bags or tubes, and a single dose of ghost powder can trace a line up to 50 feet in length; it can be used in 5-foot increments. Corporeal creatures can cross a line of ghost powder, but ethereal and incorporeal creatures are blocked as though the line were a wall of force. Teleportation effects can cross a line of ghost powder, as can an incorporeal creature possessing a corporeal creature. The barrier created is 10 feet high. It prevents incorporeal creatures from crossing through the floor directly beneath it, and if the barrier reaches the ceiling, it prevents them from crossing through the ceiling directly above. In addition, if ghost powder is sprinkled in front of every entrance (including chimneys, air vents, and the like) of a building, it prevents incorporeal creatures from entering the building through the walls, floor, and ceiling in their entirety. Sweeping away the ghost powder destroys the barrier, but incorporeal and ethereal creatures can't disturb the powder or affect it with their abilities unless they deal enough damage to destroy the barrier itself. When laid down quickly (up to 10 feet can be spread as a standard action), the effects of ghost powder last for 1 hour. If the powder is laid down carefully (taking 1 minute for every 5 feet), the effects last 8 hours.
CONSTRUCTION REQUIREMENTS

Cost 700 gp
Craft Wondrous Item, anti-incorporeal shell, magic circle against evil
INCENSE OF CORPOREALITY
Price 1,400 gp; Slot none; CL 7th; Weight 1/2 lb.; Aura moderate abjuration
Little distinguishes this bitter-smelling stick of incense from normal incense until it is lit. In still air, the incense's smoke permeates a 40-foot-by-40-foot area to a height of 20 feet. Within that area, incorporeal creatures take on a measure of substance, such that they can no longer pass through objects and take full damage from all attacks (even nonmagical ones). Incorporeal touch attacks within this area resolve as melee attacks, but the incorporeal creatures add their Charisma bonus on such attacks. Incorporeal creatures still lack cohesion and mass. They retain the ability to fly as well as their immunity to combat maneuvers and critical hits. They can pick up and manipulate physical objects as though they had Strength scores equal to their Charisma scores, but they are still not solid enough to wear equipment.
Moderate wind halves the area of incense of corporeality. Strong wind disperses the incense, rendering it ineffective as long as the wind continues. A single stick of incense of corporeality burns for 1 hour. If extinguished, the remaining incense loses effectiveness.
CONSTRUCTION REQUIREMENTS

Cost 700 gp
Craft Wondrous Item, dimensional anchor, ghostbane dirge
INCENSE OF OPEN THOUGHTS
Price 2,800 gp; Slot none; CL 9th; Weight 1 lb.; Aura moderate divination
While a block of this sweet-scented incense burns, creatures inhaling its fumes become unusually receptive to thought. In still air, the incense's smoke permeates a 40-foot-by-40-foot area to a height of 20 feet. Creatures within that area can communicate telepathically with other creatures in the area. Creatures communicating in this fashion don't need to share a language, but must have an Intelligence of 3 or higher. The openness of mind engendered by the incense also provides a +5 insight bonus on Diplomacy and Sense Motive checks against creatures in the area, and imposes a ¨C5 penalty on Bluff and Intimidate checks against such creatures and a ¨C2 penalty on saving throws against mind-affecting effects.
Moderate wind halves the area of the smoke. Strong wind disperses the incense, rendering it ineffective as long as the wind continues. A single block of incense of open thoughts burns for 1 hour. It can be extinguished and relit, but each use consumes at least 10 minutes of its remaining duration.
CONSTRUCTION REQUIREMENTS

Cost 1,400 gp
Craft Wondrous Item, telepathic bond
INDOMITABLE JEWEL
Price 12,000 gp; Slot neck; CL 8th; Weight 1 lb.; Aura moderate abjuration
Set in a burnished copper pendant, the colors of this black opal shift with the wearer's mood. While the wearer is dazed, nauseated, paralyzed, or stunned because of a mind-affecting effect, at the start of his turn he can take 2 points of ability damage to Intelligence, Wisdom, and Charisma to still take a standard action that turn (in place of the move action in the case of nauseated). He can make this choice even if otherwise prevented from taking actions. If affected by multiple such conditions, the wearer must take the ability damage for each in order to take his standard action. Ability damage caused by the jewel can't be prevented or reduced, and it must be healed naturally. In addition, the indomitable jewel renders the wearer immune to sleep caused by mind-affecting effects.
CONSTRUCTION REQUIREMENTS

Cost 6,000 gp
Craft Wondrous Item, freedom of movement, thought shield I
KINETICIST'S DIADEM
Price varies; Slot headband; CL 10th; Weight ¡ª; Aura moderate evocation
Lesser kineticist's diadem 18,000 gp; Kineticist's diadem 50,000 gp; Greater kineticist's diadem 98,000 gp
This metal headband holds a glistening, diamond-shaped gem. A kineticist's diadem includes one of five colors of gem, each corresponding to a different element: blue (water), clear (aether), green (earth), red (fire), and white (air). The diadem's gem grants the wearer greater control over its associated element.
While worn by a kineticist, this item increases the damage dealt by the kineticist's simple and composite blasts that match the element of the inlaid gem by 1d6 points (for a lesser kineticist's diadem), 2d6 points (for a kineticist's diadem), or 3d6 points (for a greater kineticist's diadem). If the blast is a physical blast, the extra damage dice from the kineticist's diadem increase to d8s instead of d6s. These extra damage dice do not multiply on a critical hit, and the extra damage dice do not apply to blasts with form infusions that do not apply the extra damage from elemental overflow, like kinetic blade and kinetic whip.
CONSTRUCTION REQUIREMENTS

Cost varies
Lesser kineticist's diadem 9,000 gp; Kineticist's diadem 25,000 gp; Greater kineticist's diadem 49,000 gp
Craft Wondrous Item, creator must be a 10th-level kineticist with access to the appropriate element
LITHOMANCY STONES
Price 12,000 gp; Slot none; CL 7th; Weight 2 lbs.; Aura moderate divination
A set of lithomancy stones contains 15 semi-precious stones of varying shape and color, representing a mixture of elements, emotions, and various spiritual presences from the outer planes. Once per day, the possessor of a set of lithomancy stones can frame a question in her mind, cast the stones upon the ground, and attempt a reading with a Knowledge (planes) check to find the answer to her question. The check takes 1 minute, and the DC depends on the time frame of the question. The DC for a question regarding the next 30 minutes is 20. A question regarding the next day has a DC of 30, and a question about the next week has a DC of 40. The GM rolls the check in secret. If the possessor fails the check by 5 or more, she receives a false or misleading reading. If the possessor fails the check by less than 5, it yields no result. A successful check reveals information similar to that gained through a successful augury (for a reading about the next 30 minutes) or divination (for longer readings), which is communicated by the relative position of the stones.
In addition to this function, lithomancy stones can be used as an additional focus for augury, divination, or similar spells to increase the chance of receiving correct information by 10% (to a maximum of 90%).
CONSTRUCTION REQUIREMENTS

Cost 6,000 gp
Craft Wondrous Item, divination, creator must have at least 5 ranks in Knowledge (planes)
LUCKY HORSESHOE
Price 6,800 gp; Slot none; CL 9th; Weight 2 lbs.; Aura moderate evocation
Although it appears to be a simple horseshoe, a lucky horseshoe focuses and channels the mystical energies of good fortune. As long as a lucky horseshoe's owner carries it on her person, she gains a +1 luck bonus on saving throws. Once per day, she can invoke the lucky horseshoe's power to gain a +4 luck bonus on a single saving throw. She must declare that she is using this ability before the roll is made.
CONSTRUCTION REQUIREMENTS

Cost 3,400 gp
Craft Wondrous Item, divine favor
LUCKY HORSESHOE, COMMUNAL
Price 15,000 gp; Slot none; CL 9th; Weight 2 lbs.; Aura moderate evocation
This item looks like and functions as a lucky horseshoe. In addition, if the horseshoe is placed prominently over the entrance of a building and left there for a period of at least 8 hours, it provides good luck to all those who spend time within that building. In order to gain this benefit, a character must spend at least 8 consecutive hours within the building; the benefit lasts for 24 hours. A single communal lucky horseshoe can provide its benefit to any number of creatures per day, but each creature can gain the benefits of only one lucky horseshoe at a time. Once a creature invokes the lucky horseshoe's ability, she can't benefit from another lucky horseshoe for 24 hours, though time she spends inside the building during that interval counts toward the 8 consecutive hours required to gain the communal lucky horseshoe's benefit for the next day.
CONSTRUCTION REQUIREMENTS

Cost 7,500 gp
Craft Wondrous Item, divine favor, hallow
MAGIC TALKING BOARD
Price 20,000 gp; Slot none; CL 9th; Weight 2 lbs.; Aura moderate divination
This rectangular wooden board displays an arch of alphabetical letters, numbers, and short affirmative and negative messages, and comes with a small, heart-shaped, three-legged pointer. Though it can be used in place of a mundane talking board (such as those used by spiritualists and seance-holders to speak to nearby haunts or their own subconscious minds), this item's magical properties don't rely on the presence of a haunt or a psychically sensitive individual to establish communications. When used for the automatic writing skill unlock in place of a mundane talking board, a magic talking board provides a +5 circumstance bonus on the Linguistics check.
Once per day, a magic talking board can be used to call upon the spirit of a single deceased humanoid creature, as the spell call spirit. The spirit can attempt a DC 17 Will save to resist the summons; if it's successful, a spirit with malevolent intent always takes the place of the intended spirit. The spirit does not manifest as a vaporous apparition or speak; its communications instead come through the board itself. The spirit answers posed questions by guiding the pointer to specific letters at the rate of one word per round for as long as the user concentrates. Up to four creatures can use the board simultaneously, and the called spirit takes a penalty on its saving throw equal to the number of users beyond the first.
CONSTRUCTION REQUIREMENTS

Cost 10,000 gp
Craft Wondrous Item, call spirit*
MASK OF THE MESMERIST
Price 25,000 gp; Slot head; CL 5th; Weight 4 lbs.; Aura faint divination and illusion
Made from elaborately carved wood in the shape of a mythical creature, this mask covers the face of its wearer, leaving only two holes for eyes. A mesmerist wearing this mask increases the range of his hypnotic stare ability by 10 feet as the mask allows him to better focus on his targets. Creatures under the effects of the wearer's hypnotic stare take a ¨C2 penalty on all attack rolls against the wearer.
Once per day, if the wearer possesses the mesmerist trick class feature, he can implant a trick without expending a use of his mesmerist trick ability. This trick also does not count against his limit of total tricks active at the same time.
CONSTRUCTION REQUIREMENTS

Cost 12,500 gp
Craft Wondrous Item, aversion, focused scrutinyACG
ORGONE ACCUMULATOR
Price 48,000 gp; Slot none; CL 7th; Weight 150 lbs.; Aura moderate conjuration
This cold-iron-lined wooden cabinet is the size of a large upright chest, with just enough room inside for a Medium-sized creature to sit comfortably on a small wooden seat. The cabinet is constructed of alternating layers of cold iron sheets and slats of cypress wood insulated with sheep's wool, and is specially crafted to attract and focus atmospheric energy to recharge the internal reservoirs of characters capable of casting psychic magic.
Activating an orgone accumulator requires spending hours inside it while meditating. The creature must remain conscious, taking no actions other than meditating. A creature inside the box that remains in this state automatically gains a +2 bonus on saving throws to recover from curses, diseases, and poisons. An orgone accumulator can also be used in conjunction with the faith healing occult skill unlock. If the subject of the faith healing is within the orgone accumulator, the creature attempting the Heal check for faith healing gains a +2 circumstance bonus on the check.
In addition, a creature can concentrate while within the box to gain the benefits of restorative spells. Each of these spells lists a number of hours a user must remain meditating inside the box. At the end of that time, the user must attempt a Wisdom check with the listed DC to gain the benefits of the spell. A creature with the Psychic Sensitivity feat or levels in an occult class gains a +2 bonus on this Wisdom check.
lesser restoration (2 hours, DC 14)
Remove blindness/deafness (3 hours, DC 16)
Restoration (4 hours, DC 18, can't remove a permanent negative level)
A user with a ki pool can also focus in order to regain ki points instead of reproducing a restorative spell, much as if he were using a ki mat. He must succeed at a Wisdom check with a DC of 10 plus his current number of ki points (note that ability checks, like skill checks, do not automatically succeed on a natural 20). A user that succeeds at this check regains 1 ki point.
CONSTRUCTION REQUIREMENTS

Cost 24,000 gp
Craft Wondrous Item, lesser restoration, remove blindness/deafness, restoration
SENSORY DEPRIVATION HOOD
Price 27,500 gp; Slot head; CL 10th; Weight 5 lbs.; Aura moderate divination
This especially heavy leather hoodwink cowl is designed to quiet the wearer's mundane senses, allowing him to focus on his supernatural senses. Donning or removing the hood requires 1 minute, or 5 rounds with assistance.
As with a normal hoodwink cowl, the wearer of a sensory deprivation hood is blinded, deafened, and takes a ¨C10 penalty on all other Perception checks. If the wearer has blindsense, blindsight, tremorsense, or a similar ability, he can take a full-round action to suppress those senses for as long as he wears the hood or until he resumes using them (which requires another full-round action). If the wearer is currently benefitting from one of these senses, he gains no benefits from the hood.
As long as the wearer's senses are suppressed, he gains the ability to perform automatic writing, dowsing, and psychometry even if he doesn't have psychic spellcasting or the Psychic Sensitivity feat. If he does have psychic spellcasting or the Psychic Sensitivity feat, he gains a +5 bonus on skill checks for those skill unlocks.
Additionally, once per day while wearing the sensory deprivation hood, the wearer can open up his mind to passing spiritual phenomena in the hope of gaining greater insight into a specific issue. This functions as contact other plane, allowing the wearer to ask up to 5 questions per use, but rather than contacting an entity on another plane of existence, the wearer contacts a nearby spirit or other psychic entity. Rather than using the information for one of the planes listed in the spell, this effect uses the following information: Avoid Int/Cha Decrease DC 10/24 hours; True Answer 01¨C34; Don't Know 35¨C62; Lie 63¨C83; Random Answer 84¨C100. Unlike with contact other plane, the wearer can attempt either an Intelligence check or a Charisma check to avoid the Intelligence and Charisma decrease.
CONSTRUCTION REQUIREMENTS

Cost 13,750 gp
Craft Wondrous Item, contact other plane
SHRUNKEN HEAD
Price 90,000 gp; Slot none or neck; CL 9th; Weight 1 lb.; Aura moderate necromancy
The mouth of this shriveled, distorted head is stitched shut with coarse thread. A shrunken head can be used if it's held in one hand or worn in the neck slot by suspending it from a thong. Once per day as an immediate action, the owner can make the head absorb a mind-affecting spell of up to 5th level that was targeting the owner. Absorbing such a spell protects only the wielder, not any other targets. After absorbing the spell, the head's eyes open and burn with pale green fire for 1 round per level of the spell absorbed. While the eyes are burning, as a standard action, the wielder can unleash this energy as enervation, with the ray imposing 1 negative level per level of spell absorbed.
When used as an additional focus component for a spell with the fear subtype, a shrunken head augments its effects, increasing any save DC associated with the spell by 1. The shrunken head does not need to have absorbed a spell to be used in this manner.
CONSTRUCTION REQUIREMENTS

Cost 45,000 gp
Craft Wondrous Item, break enchantment, enervation, fear
SOULTHEFT GLASS
Price 33,000 gp; Slot none; CL 9th; Weight 1 lb.; Aura moderate necromancy
The wielder of this hand-sized, fine glass mirror can view another's reflection in the mirror to capture a portion of that creature's soul. Doing so requires the wielder to avert his eyes as if defending against a gaze attack so that he views the creature only by its reflection, and then take a standard action that provokes an attack of opportunity. This imposes 1 temporary negative level on the creature reflected (Fortitude DC 16 negates). A soultheft glass can hold no more than three portions of a creature's soul, and can't contain portions from more than one creature's soul at a time. When the glass is at full capacity, attempts to steal additional soul portions fail. While the mirror retains at least one soul portion, its possessor receives a +1 luck bonus on ability checks, saving throws, and skill checks.
The wielder can query the soul portions trapped within, in effect questioning echoed memories of the target creature. This works as call spirit, except the creature doesn't need to be dead. The wielder can ask a number of questions per day equal to the number of soul portions in the glass.
Temporary negative levels bestowed by a soultheft glass never become permanent. The victim can attempt a DC 16 Fortitude save to remove each negative level every 24 hours. Success removes that negative level and frees one soul portion held within the glass. Any other method of removing a negative level (such as restoration) also frees a soul portion from the glass.
Once it imposes a temporary negative level on a creature, a soultheft glass shows a ghostly reflection of that creature (though not any information about its surroundings) until all soul portions have been returned. If the victim dies, its soul portions fade after 24 hours. As a standard action, the mirror's wielder can release all soul portions, which also removes the victim's negative levels.
CONSTRUCTION REQUIREMENTS

Cost 16,500 gp
Craft Wondrous Item, call spirit*, enervation
SPIRIT MIRROR
Price 18,900 gp; Slot none; CL 9th; Weight 4 lbs.; Aura moderate necromancy
These unusual hand-mirrors allow the user to communicate with the spirits of the recently deceased, although such communication comes with great risk. On command, the user can look into the mirror and name a recently deceased individual, attempting to conjure the image of that person's spirit into the mirror.
There is a 70% chance that an attempt to contact a specific spirit succeeds. For each week that the specified creature has been deceased, this chance decreases by 10% (to a minimum of 0%). If the attempt is unsuccessful, the spirit mirror ceases to function for 1d4 days and can never contact that particular spirit. If the attempt is successful, the deceased person's image appears in the mirror, and the user can ask her up to three questions, as call spirit. The spirit also has the ability to telekinetically move objects within 20 feet of the mirror, as unseen servant.
This form of communication is highly dangerous, and allows malevolent spirits to attack the user. Each time the spirit mirror fails to contact a spirit, another spirit comes in its stead. Usually this spirit makes mischief by either giving inaccurate answers or by moving objects around, but there is a 10% chance that the spirit manifests as a random incorporeal undead and attacks the mirror's user.
CONSTRUCTION REQUIREMENTS

Cost 9,450 gp
Craft Wondrous Item, call spirit
SPIRIT REVIVIFICATION INCENSE
Price 800 gp; Slot none; CL 11th; Weight ¡ª; Aura moderate necromancy
This stick of incense is coated in the ectoplasmic residue of slain spirits. A spiritualist can burn the incense as part of her ritual to manifest her phantom, in which case the manifested phantom returns with its maximum number of hit points, regardless of previous damage incurred. A stick of spirit revivification incense can be used only once before being fully consumed.
CONSTRUCTION REQUIREMENTS

Cost 400 gp
Craft Wondrous Item, heal
SPIRIT SLATE
Price 12,000 gp; Slot none; CL 5th; Weight 2 lbs.; Aura faint divination
This simple chalkboard consists of a book-sized wooden frame surrounding a thin, rectangular slice of flat black slate. Though mediums typically use mundane slates to demonstrate automatic writing, this magical version can obtain answers to specific questions regarding a dead creature if the user has access to at least a fragment of bone from the deceased's body. Once the user places a bone fragment upon the slate, that fragment animates and begins scribbling answers to the following four questions on the slate's surface.
Who were you? (The name by which the creature was most commonly known.)
What were you? (The creature's gender, race, profession/role.)
How did you die? (A brief outline of the events that caused the creature's death, to the creature's best knowledge.)
When did you die? (To the most specific time the creature can place its death.)
These answers always appear in a language the user can read, even if the creature could not speak that or any language. The device can be used up to 3 times per day.
CONSTRUCTION REQUIREMENTS

Cost 6,000 gp
Craft Wondrous Item, blood biography
TALISMAN, GREATER
Price varies; Slot neck; CL varies; Weight 1 lb.; Aura varies
Arrow protection 6,000 gp; Beneficial winds 500 gp; Danger sense 7,500 gp; Freedom 9,000 gp; Good fortune 16,800 gp; Healing power 24,000 gp; Life's breath 35,000 gp; Protection from flames 12,500 gp; Sealed summons 4,500 gp; Warrior's courage 4,500 gp
A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.
CONSTRUCTION REQUIREMENTS

Cost varies
Arrow protection 3,000 gp; Beneficial winds 250 gp; Danger sense 3,750 gp; Freedom 4,500 gp; Good fortune 8,400 gp; Healing power 12,000 gp; Life's breath 17,500 gp; Protection from flames 6,250 gp; Sealed summons 2,250 gp; Warrior's courage 2,250 gp
Craft Wondrous Item, additional spells (see text)
TALISMAN, LESSER
Price varies; Slot neck; CL varies; Weight 1 lb.; Aura varies
Arrow protection 600 gp; Beneficial winds 50 gp; Danger sense 750 gp; Freedom 900 gp; Good fortune 1,680 gp; Healing power 2,400 gp; Life's breath 3,500 gp; Protection from flames 1,250 gp; Sealed summons 450 gp; Warrior's courage 450 gp
These amulets are imbued with magic that allows them to protect their wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later.
A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust.
Talisman of Arrow Protection: These talismans bear the insignia and name of a martyred saint, who was said to have survived being shot by 99 arrows, only to be slain by the hundredth. The first time that the wearer is hit by two or more ranged attacks in a single round, he is immediately affected by protection from arrows. Faint abjuration; CL 3rd; protection from arrows.
Talisman of Beneficial Winds: These talismans are inscribed with the secret names of the four winds, and protect the wearer against long falls. The first time that the wearer falls at least 5 feet, he is automatically affected by feather fall. Faint transmutation; CL 1st; feather fall.
Talisman of Danger Sense: These talismans are inscribed with depictions of predatory animals. The first time the wearer rolls initiative, she is immediately affected by anticipate peril. Faint divination; CL 5th; anticipate peril.
Talisman of Freedom: These talismans are inscribed with the names of spirits and other figures associated with freedom and liberation. The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds. Moderate abjuration; CL 7th; freedom of movement.
Talisman of Good Fortune: These talismans are inscribed with symbols of good luck, and protect the wearer against bad fortune. The first time that the wearer rolls a natural 1 on a d20 roll (such as on an ability check, attack roll, saving throw, or skill check), he can immediately roll again and take the new result instead. Moderate enchantment; CL 7th; good hope.
Talisman of Healing Power: These talismans are inscribed with the names and symbols of spirits and other figures associated with healing. The first time that the wearer is reduced to fewer than 1/2 his maximum hit points, he automatically heals 4d8+7 hit points. Moderate conjuration; CL 7th; cure critical wounds.
Talisman of Life's Breath: These talismans bear runic symbols of life and vitality, as well as the names of spirits and other figures that are closely associated with life-giving energies. The first time that the wearer dies, he is automatically affected by breath of life. Moderate conjuration; CL 9th; breath of life.
Talisman of Protection from Flames: These talismans bear symbols of fire and flames, surrounded by circles, triangles, or other shapes to show the flames as being contained. The first time that the wearer takes 5 or more points of fire damage in a single round, he is automatically affected by protection from energy, which protects him from subsequent fire damage. Talismans that protect against other energy types are much less common. Faint abjuration; CL 5th; protection from energy.
Talisman of Sealed Summons: These talismans bear intricate seals and symbols often used in the binding of outsiders. The first time that the wearer is hit by a natural attack from an evil summoned creature, the wearer is automatically affected by protection from evil. Other versions of this talisman, which affect chaotic, lawful, and good summoned creatures, are much less common. Faint abjuration; CL 1st; protection from evil.
Talisman of Warrior's Courage: These talismans bear the names of mighty and fearless warriors and symbols of power and martial prowess. The first time that the wearer would gain the frightened or panicked condition, he gains the shaken condition instead. Faint abjuration; CL 1st; remove fear.
CONSTRUCTION REQUIREMENTS

Cost varies
Arrow protection 300 gp; Beneficial winds 25 gp; Danger sense 375 gp; Freedom 450 gp; Good fortune 840 gp; Healing power 1,200 gp; Life's breath 1,750 gp; Protection from flames 625 gp; Sealed summons 225 gp; Warrior's courage 225 gp
Craft Wondrous Item, additional spells (see text)
THAUMATURGIC POWDER
Price 4,000 gp; Slot none; CL 9th; Weight ¡ª; Aura moderate abjuration
This silver powder typically comes in a fist-sized leather bag. When poured on the ground, the dust animates over the course of 1 round to scribble silver thaumaturgic script and symbols in a circular pattern with a 20-foot radius. This circle acts as the perfectly scribed special diagram of a magic circle against chaos, evil, good, or law and bars extradimensional movement as if the user had attached dimensional anchor to the magic circle. The scribed circle lasts 24 hours. A bag of thaumaturgic powder can be used only once.
An extraplanar creature of the appropriate alignment that is called or summoned into the circle can attempt to break through the circle once during the circle's duration, just as if trying to break free from a lesser planar binding spell with either its spell resistance or a DC 26 Charisma check.
CONSTRUCTION REQUIREMENTS

Cost 2,000 gp
Craft Wondrous Item, Extend Spell, dimensional anchor, magic circle against evil
TIN CAP
Price 15,000 gp; Slot head; CL 15th; Weight 2 lbs.; Aura strong abjuration
This simple tin headpiece is a lesser replica of the powerful stannum crown. A tin cap feeds on its wearer's paranoia, granting her a +4 insight bonus on saving throws against mind-affecting effects and divinations that gather information about her. Donning a tin cap saps the mind of the wearer, imposing a ¨C2 penalty to her Intelligence, Wisdom, and Charisma. The increased paranoia causes the wearer to always attempt saving throws, even against harmless effects. Removing the tin cap removes both the benefits and drawbacks until it is donned again.
CONSTRUCTION REQUIREMENTS

Cost 7,500 gp
Craft Wondrous Item, mind blank
TOME OF ORIGAMI ANIMALS
Price 13,500 gp; Slot none; CL 12th; Weight 15 lbs.; Aura strong transmutation
This massive, metal-bound tome is filled with thin pages of beaten copper, each of which is indented with arcane sigils indicating precise folding points for the creation of various origami creatures. Once one or more pages are torn out and folded, the copper sheets magically expand to create a pleated origami approximation of the desired creature. Once created, each origami creature is imbued with a semblance of life, just as if animated with animate objects, and obeys the commands of its creator.
The user can fold pages to craft a fantastic variety of Small, Medium, and Large animated constructs. Crafting a Small creature uses up one page, crafting a Medium creature uses two, and crafting a Large creature uses four. Each construct crafted by the book is built with the default number of Construction Points (CP) and hit points for its size, though all origami animations gain the basic metal Construction Point quality for free. Constructs of other metals or stone cannot be built with the book, though additional CP can be otherwise added to the creation at the expense of one page per point. This follows all rules for creating animated objects, and origami animals can never select the same CP ability more than once.
The book contains instructions for making innumerable variations of fantastic creatures, limited only by the user's ingenuity and imagination. For example, the user may fold a Medium gorilla-like animal with two pages, then tear out an additional three pages to construct it with additional attack, grab, and constrict abilities, for a total of five pages.
Crafting an origami animal requires a full-round action. Each one lasts for 1 hour before crumbling into useless copper shards. Tomes of origami animals have 50 pages when created, though most have 2d20+10 intact pages when found.
CONSTRUCTION REQUIREMENTS

Cost 6,750 gp
Craft Wondrous Item, animate objects
WAXEN IMAGE
Price 500 gp; Slot none; CL 7th; Weight 1/2 lb.; Aura moderate necromancy
This poorly formed wax figure resembles an unfinished sculpt of a humanoid. It can be bound to a living humanoid in a similar way to a ganji doll, but must be sculpted into the shape of that humanoid and have a piece of that creature's hair, teeth, blood, bone, or flesh pressed into the wax. Those familiar with the target notice the waxen image's resemblance to the target with a DC 15 Perception check.
A waxen image can be blinded, damaged, or targeted with a touch spell in the same way as a ganji doll, except that the bound creature is unaffected if it's farther than 100 feet from the waxen image. A waxen image can be used only once, and melts as soon as it's used.
CONSTRUCTION REQUIREMENTS

Cost 250 gp
Craft Wondrous Item, bestow curse
Cursed Items
Perhaps the most dangerous and insidious of all cursed items are those magic items whose intended functions are completely replaced by a curse. Yet even these items can have their uses, particularly as traps or weapons. The following are provided as specific examples of cursed items. Instead of prerequisites for construction, a typical cursed item is associated with one or more ordinary magic items whose botched creation might result in the cursed item. Cursed items can be sold as if they were the item they appear to be, provided the curse is not known to the buyer.

HAUNTED DOLL
Slot none; CL 11th; Weight 1 lb.; Aura moderate divination and necromancy
When glimpsed out of the corner of the eye, the beatific expression of this child's rag doll twists into a malignant grin. The doll feeds off of violent emotion and anger. Each time anger flares or battle rages within 20 feet of the doll, there is a 5% chance the malevolent spirit within the doll awakens, manifesting as an advanced poltergeist. When this happens, the doll becomes incorporeal and floats into the air, the poltergeist's malevolent spirit invisibly surrounding it. The poltergeist's site bond ability is tied to the space it spawned in, and it immediately attacks those around it. When the poltergeist is slain, the doll turns corporeal again and falls to the ground, its spirit quelled for the time being. The spirit within the doll can be questioned using the call spirit* spell.
Owning a haunted doll leads to troubled dreams for the possessor, full of seemingly prophetic warnings of doom. Each night, there is a 10% chance that the owner needs to attempt a DC 20 Will save. On a failure, the owner gains no rest for the night and can't recover spells, pools, or other daily abilities.
INTENDED MAGIC ITEM

anatomy doll, hexing doll, ganji doll*
MANIAC HAND
Slot none (replaces hand); CL 13th; Weight 2 lbs.; Aura strong necromancy
This dried and withered hand ends in a jagged stump. When it is touched against the arm stump of a humanoid who has lost a hand, the maniac hand bonds instantly and returns to a lifelike appearance. It shrinks or grows to match the size of its new owner, and transforms itself to match the hand lost, becoming either a right or left hand. After merging, an uneven scar and unhealthy hue identify it as alien to its new owner.
Attacks made with a maniac hand receive a +2 competence bonus on attack and damage rolls. In addition, when making a full attack, the wielder can accept a ¨C2 penalty to AC in order to make one extra attack with the hand using the wielder's full base attack bonus. This benefit is not cumulative with similar effects, such as a haste spell. For the purposes of these bonuses, any weapon held in the maniac hand or in both hands qualifies, and the hand itself can deal damage as a slam attack appropriate to the wielder's size (1d4 for a Medium creature).
A maniac hand has an insidious will that slowly usurps control from the owner. It has Intelligence 8, Wisdom 12, and Charisma 10. Incapable of communication and bereft of rational thought, a maniac hand knows only an insatiable urge to destroy. When first attached, a maniac hand has an Ego score of 5. At least once each day, when presented with an opportunity to murder a friend or innocent without being witnessed, the maniac hand attempts to assert control using the rules for items against characters. If it succeeds, the hand takes control of its owner until it can commit the murder or 5 minutes pass, whichever comes first. The owner remembers nothing of the crime save a blinding rage, and the hand's Ego score returns to 5. If the hand fails to assert control, the owner feels a momentary surge of anger, but can't identify the source. Each day that passes without the hand's murderous impulse killing a creature of Intelligence 3 or higher, its Ego score increases by 1. If its Ego score increases above 20, the hand no longer cares for caution, and attempts murder regardless of the chance of getting caught.
A maniac hand that's denied the death of friends or innocents for more than 30 days turns against its owner. If in a position to sabotage the owner, such as by letting go of a rope, it attempts to assert control. It can assert control while the owner sleeps, strangling its host or seizing a weapon to deliver a coup de grace. The hand attempts such an act at most once per day. An owner willing to slaughter innocents can keep the hand satisfied by finding an innocent victim and voluntarily relinquishing control to the hand.
If the owner tries to rid herself of the maniac hand by destroying or amputating it, the hand resists to the best of its ability. It makes attacks and one-handed grapple attempts with its owner's own Strength and Dexterity scores, augmented by the hand's bonuses. The hand has an AC equal to its owner's touch AC, except with a +4 size bonus that stacks with its owner's size modifier. Its owner loses her Dexterity bonus against the hand's attacks, but the hand retains its Dexterity bonus against its owner. The hand's hp is equal to 1/4 that of its owner.
Successfully casting remove curse on a maniac hand prevents it from resisting amputation for 1 hour.
INTENDED MAGIC ITEM

hand of glory, hand of the mage, hand of stone
MIRROR OF SOUL SNARING
Slot none; CL 15th; Weight 45 lbs.; Aura strong necromancy
This normal mirror is roughly 4 feet long and 3 feet wide. It is similar to a mirror of opposition or mirror of life trapping, but it lacks a command word. A mirror of soul snaring has 15 extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its own reflection must succeed at a DC 23 Will save or have its soul sucked into one of the compartments. A creature not aware of the cursed nature of the device always sees its own reflection. The probability of a creature seeing its reflection and thus needing to attempt the saving throw drops to 50% if the creature is aware that the mirror is cursed and seeks to avoid looking at it (treat as a gaze attack).
When a creature's soul is trapped, its body remains outside of the mirror. The body becomes possessed by a malignant spirit who behaves in a way entirely opposed to how the trapped creature would. Treat this spirit as the creature, with a reversed alignment (and potentially other factors reversed, such as being an antipaladin instead of a paladin). In the case of neutral characters, the spirit can be either chaotic evil or lawful good as decided by the GM. The death of the creature's original body does not free its soul from the mirror, though if it is ever set free, it immediately passes on to the afterlife as it no longer has a body to inhabit.
If the mirror's capacity is exceeded, one victim's soul (determined randomly) is set free and immediately reconnects with its duplicate body if available. If the mirror is destroyed (hardness 1, 5 hit points), all victims currently trapped in it are freed. Unless the mirror is destroyed, not even a miracle or wish can restore the trapped creature's spirit to its body.
INTENDED MAGIC ITEM

mirror of life trapping, mirror of opposition
MONKEY'S PAW
Slot none; CL 20th; Weight 1/2 lb.; Aura strong universal
This mummified monkey's hand bears the power to grant three wishes, but at a terrible cost. The paw can grant any request within the power of a wish spell, but the paw's curse twists the results to bring about despair. For example, a wish to prevent an erupting volcano from burying a town might drain the magma vault beneath the volcano, resulting in the town being swallowed up in a sinkhole when the vault collapses into a caldera. Careful wording to avoid negative effects simply results in the attempt failing without expending a wish. When the monkey's paw grants a wish, it writhes in the holder's grasp.
Once the third wish of a monkey's paw is used, it loses its power for those who used the wishes and their acquaintances, but regains its power once passed on to a stranger.
INTENDED ITEM

none; this is a unique cursed item
Artifacts
Unlike normal magic items, artifacts are not easily destroyed (and are impossible for PCs to create). Instead of construction information, each artifact includes one possible means by which it might be destroyed.

Artifacts should never be purchased or found as part of a random treasure hoard. When placing an artifact in your game, be sure to consider its impact, but also keep in mind that artifacts are fickle objects, and if they become too much of a nuisance, they can easily become lost once more.

Minor Artifacts
The artifacts presented here are all minor artifacts. Minor artifacts are not necessarily unique items. Even so, they are magic items that can no longer be created by common mortal means.

PORTAL NETWORK
Slot none; CL 20th; Weight 64,000 lbs.; Aura strong conjuration
Runes adorn this massive ring of iron. Each gate of a portal network is bound to at least one other such gate and instantly transports any creature who steps through it to its mate, anywhere on the same plane or any other plane. Portal network gates allow the passage of Large or smaller creatures. Huge creatures are not transported, even if they manage to squeeze through the ring. If the destination gate is obstructed by an immovable object, the network fails to function.
Portal networks with more than two gates distinguish between destinations via focal objects chosen by the gates' creators. Typical focal objects include gems, minor magic items, and carefully drawn sigils. Some gates fail to function at all if entered without a focal object, whereas others transport the subject to a default location. Creatures can share a focal object by touching each other as they pass through the gate. Gates with multiple focal objects have a set priority (established at the creation of the portal network) that determines which focal objects supersede the others.
Portal networks work an unlimited number of times. Once a gate is activated, impenetrable darkness fills the gate's ring until 1 round after the last creature passes through. A creature doesn't reach the other end until it passes fully through the ring, and can't see the other side until it finishes passing through.
If a portal network requires a focal object, only creatures using a focal object or touching someone else who is can pass through a gate, even if the gate is activated. Obstructing a gate (such as by building a wall against the gate's opening) prevents anyone from passing through, but a creature standing in the way does not; a creature occupying the gate is pushed aside once anyone passes through.
DESTRUCTION

Destroying a portal network entirely requires sending a sphere of annihilation through one of the network's gates. This destroys the sphere as well (as described in the destruction requirements for a sphere of annihilation), except a gap is always torn in the spatial fabric.
PRIMORDIAL SYMBOL
Slot none; CL 20th; Weight 1 lb.; Aura strong abjuration
Its origin lost in the infinite expanse of time, a primordial symbol is a polished stone bearing a mystic sign that resembles a lopsided, two-barred cross. When held forth and invoked by a bearer who is able to cast psychic spells or has the Psychic Sensitivity feat, a primordial symbol flares with an invisible flash in a 100-foot-radius burst, which has the following effects on those in range.
Creatures with 40 Hit Dice or fewer with the extraplanar subtype are returned to their home planes as though by the banishment spell, regardless of spell resistance and with no save permitted. This includes extraplanar entities possessing other creatures.
Any non-extraplanar entities possessing other creatures or extraplanar entities with more than 40 Hit Dice possessing other creatures are driven out of their hosts.
All eidolons, medium spirits, and phantoms are dismissed.
All psychic spells in the area are dispelled as though by greater dispel magic, with no caster level check required.
All abjuration effects and magic circles in the area are similarly dispelled.
All creatures are blinded for 1 round (Reflex DC 22 negates).
Other creatures and objects within the area are otherwise unharmed. When the symbol is activated, its wielder takes 2d6 points of Intelligence, Wisdom, and Charisma damage, rolled separately for each ability. The primordial symbol then collapses in on itself and vanishes, only to reappear unharmed in a distant land or world.
DESTRUCTION

Though seemingly destroyed by activation, the eldritch potential bound into a primordial symbol persists and recreates the symbol elsewhere in the multiverse. To permanently destroy the artifact, the primordial symbol must be brought to a realm of pure chaos at the unformed edges of the Outer Planes and melted in the primal energy of creation.
SOUL PORTRAIT
Slot none; CL 20th; Weight 25 lbs.; Aura strong necromancy
A soul portrait is a painting imbued with immense magical power attached to a solid wooden frame. The exact image presented on each soul portrait varies, and has a magical effect only if it depicts the likeness of its current owner. The owner doesn't need to be depicted alone, and additional figures painted in the background don't interfere with the effect.
The owner of a soul portrait doesn't appear to age and no longer takes the penalties associated with aging, but she still gains the appropriate mental bonuses. As the owner would normally age, the portrait appears to age instead. The owner of a soul portrait does not die of old age. If someone benefitting from this effect ceases to be the portrait's owner, she immediately gains all associated physical penalties from her current age, and her appearance changes appropriately; if the owner is past her maximum age, she withers and dies instantly.
When scrutinized by magical means (such as aura sight, detect evil, detect magic, or discern lies), the owner gains the benefits of a special misdirection with no saving throw allowed for the would-be investigator. For the purposes of the misdirection, the soul portrait provides results as the owner would have when she first acquired the portrait. Unlike a normal misdirection, this effect is not limited to spells that detect her aura. Whenever it would be beneficial to her, the owner counts as her younger self for any spell or effect that gathers information. For instance, if she denies committing a crime she perpetrated after she commissioned the portrait, all forms of truth magic would reveal her denial as being true. Even spells like detect thoughts would reveal the thoughts of her younger self.
When the portrait's owner would take ability damage, ability drain, or negative levels, she takes no adverse effects until they would be fatal (though she continues to accrue them in the portrait), and her image on the soul portrait twists in horrific agony as if suffering for its owner. Whenever any of the accrued maladies would be fatal (such as a number of negative levels equal to the owner's Hit Dice), the owner immediately dies. The soul portrait can be healed of ability damage, ability drain, and negative levels to reduce the accrued maladies by any effects that would normally heal these maladies.
When the owner of a soul portrait dies, her soul is pulled into the canvas and her likeness becomes a character in the background, leaving space for a new portrait. A creature can claim ownership over a soul portrait by commissioning an artist to paint her likeness over the original image. The new owner must be present and willing while the artist paints, and the artist must succeed at a DC 25 Craft (painting) check to create a sufficient likeness for the artifact to accept the new owner. Once this happens, if the previous owner is still alive, she ceases to be the soul portrait's owner and ages as described above. The portrait can't be cut, burned, or otherwise damaged, except as described in the destruction requirements below.
DESTRUCTION

A soul portrait can be destroyed only by its current owner. The owner must slay the artist who painted her likeness onto the portrait, and then use the same weapon to destroy the portrait.
STANNUM CROWN
Slot head; CL 15th; Weight 2 lbs.; Aura strong abjuration
Though polished to a silvery gleam, the metal of this velvet-capped crown is simple tin. Occult scholars believe the first stannum crowns were created by a mad psychic king who had become convinced that entities from other planes were watching and plotting against him.
The crown is powered by its wearer's paranoia and mistrust, using them to grant the wearer immunity to mind-affecting effects and divinations that gather information about him. The wearer can't lower this immunity without removing the crown. Donning a stannum crown saps the wearer's mind, imposing a ¨C2 penalty to Intelligence, Wisdom, and Charisma.
Removing the crown negates the penalty, but the wearer's enhanced paranoia makes him unwilling to doff the headdress. He can try to remove the crown once per day by attempting a Will save (DC = 25 + the number of consecutive days the crown has been worn). Once the DC becomes 35 or higher, the wearer's paranoia has progressed to the point where he no longer treats any other creature as an ally and attempts saving throws against even harmless spells and abilities. At this point, a natural 20 is not an automatic success on the saving throw to remove the crown, and the wearer never counts as a willing target for the purposes of another's spell or ability, even when he is unconscious. Other creatures can't remove the crown by force; only the wearer can take it off.
DESTRUCTION

A stannum crown can be destroyed only by placing it on the head of a sentient being who is truly incapable of mistrust. This destroys the crown, but leaves the creature with the powers and drawbacks of the crown, forever unable to remove or ameliorate them.
THOUGHT RECORD
Slot none; CL 15th; Weight 2 lbs.; Aura strong divination
Though this tube resembles a simple copper pipe, its exotic metal reshapes the flow of time itself. A thought record measures 1 foot in length, and despite its light weight, it resists sudden acceleration as if it were a heavy, massive tree trunk. Intricate patterns are etched inside the tube, constantly shifting into new configurations that never repeat. Thought records store and replay memories, absorbing the entirety of a person's experience in an instant. These memories remain in the thought record indefinitely and can't be altered, though subsequent recordings from the same individual can be added. Thought records absorb such imprints unpredictably, with no indication of when the artifact will trigger or how to activate it deliberately. When the thought record records a life, its etched metal surface fades, appearing instead as a tiny window into a cosmic starscape. No known limit exists as to how many sets of memories a single thought record can hold.
Memories stored in a thought record can be used along with reality-altering magic such as miracle or wish to bring back those irrevocably lost to death. Opinions differ on whether this amounts to an exotic resurrection or if it overwrites a newborn soul with the experiences of another.
A thought record can allow its holder to experience portions of another's life in an instant. It is unclear what act triggers this replay, though most commonly it happens immediately when a creature first touches the device. When the thought record replays the past, the holder experiences the memories stored in the device not just as though she were present, but as if she were consciously making the choices herself.
Occult researchers speculate that thought records create conduits to the Akashic Record, and that experiencing memories stored within such a rod brings the consciousness of the holder into the past of another person, forming a gestalt of their minds. This gestalt experiences and affects the events as they took place, not merely when they were recorded. According to this theory, those experiencing a memory don't merely observe another's life¡ªthey take a role in shaping it. Some even suspect that a thought record can share memories that have yet to be stored. Whatever the explanation, the experiences of the thought record are so total that the creature living the memories suffers from any mental conditions suffered in the memories, such as insanity, damage to mental ability scores, and mind-affecting effects.
Although a thought record can record the memories of many individuals, it almost never replays more than one creature's memories for a single user. Instead, later activations by that user replay other memories from the same creature, revealing more of its life. Repeated activation takes the user through another's life in bursts of instantaneous visions. The thought record does not replay recorded memories in sequential order. Instead, it skips back and forth across the life of the recorder, with later activations shedding light on earlier activations, regardless of their chronological order.
The same temporal effects that let a thought record transmit memories across time render it nearly invulnerable to physical harm. Both the rod and the memories stored within resist any attempts at destruction or alteration.
DESTRUCTION

A thought record can be destroyed by causing it to absorb the memories of a senile god.

感谢袋愚和坦格尔斯提供部分奇物的译名和译文。
« 上次编辑: 2017-11-09, 周四 15:21:57 由 灯泡powerbult »

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Re: 【OA】魔法物品(magic item)与 神器(Artifacts)
« 回帖 #6 于: 2017-11-09, 周四 16:08:33 »
主要是,有用的其实就那俩,叶子和圣符……

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Re: 【OA】魔法物品(magic item)与 神器(Artifacts)
« 回帖 #7 于: 2017-11-09, 周四 19:42:12 »
原来操念还有专门补伤害的奇物啊……权杖还给加了三级漫溢……突然感觉超模了

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Re: 【OA】魔法物品(magic item)与 神器(Artifacts)
« 回帖 #8 于: 2017-11-10, 周五 00:36:23 »
原来操念还有专门补伤害的奇物啊……权杖还给加了三级漫溢……突然感觉超模了

想多了啊少年……首先你看看那补1d6的价格,然后再想想拿了权杖你是不能聚念的 :em013

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Re: 【OA】魔法物品(magic item)与 神器(Artifacts)
« 回帖 #9 于: 2017-11-10, 周五 17:22:22 »
17.11.10 排版完成。(虽然排得很烂233)

除了强无敌的talisman和幸运铁幸运叶以外最喜欢的是
a,那本撕纸造高达的书,换算成卷轴价格简直是赚翻天。。。pc和npc都能撕著玩,最多是4张造大型+4张额外cp 造出全cp能力的cr8大型构装体,能飞能擒抱紧勒能碾压!
b,异能飞行艇。如果有幸跑海战长团的话一定要说服队友每人分点钱一起造这艘上天下海还自带扩散buff功能的船。。。(至于飞行橇就算了)
« 上次编辑: 2017-11-10, 周五 17:25:03 由 灯泡powerbult »