Items/Magic Items

Magic items are a series of tools at a player’s disposal to increase their versatility. If a magic item would call for a save attack the caster may substitute it with 1d20 + ½ their ranks in UMD + his Psyche modifier. Many magic items will have a save DC rather than a normal attack roll, effectively treating the save attack as if it had rolled a 10.

Magic items have a BCB listed, but this is for the purpose of crafting and other effects and is not a requirement to utilize or wear the magic item.

= Magic Item Slots = Magic items come in 2 forms, slotted and slotless. A slotless magic item usually requires the creature to be holding the item to activate it, similar to wielding a weapon or implement.

Slotted magic items may be activated without holding them, but occupy a specific part of a character’s body. Two magic items cannot occupy the same slot and both become inoperable until one is removed.

Slots Include the following:


 * Head
 * Neck
 * Body
 * Hand(2)
 * Feet

If a creature would lack an appropriate appendage a reasonable substitution may be suggested, but generally that creature is disallowed from wearing that magic item. For example a creature without legs and feet would be unable to wear feet slot items; though a creature without arms, but has tentacles, may be able to wear a ring or wrist slot item on them.

A creature with a hand slot has 2 hand slots as some items may only be equipped to a single hand, though some items may come in pairs and as such occupy both hand slots. Items that do not specify that they come in pairs can be equipped to a single hand allowing a different hand slot item on each hand.

Magic Item Attunement
Before a magic item within a slot may be worn, it must first be attuned to. Attunement begins at the start of each day, usually after a creature has performed their rest, though a creature can perform attunement at any point during the day. Attuning to an item takes a standard action once it is worn in a slot.

Magic items worn in slots cannot be utilized until attuned to, and once attuned the wearer of that item cannot utilize a different magic item in that slot until they take an 8 hour rest and gain the opportunity to attune to a different magic item.

Items that were previously attuned to before the rest may be chosen to be automatically attuned to again at the start of the day without spending an action, though if the character does not choose to renew the attunement then the item cannot be used until it has been attuned to.

A creature may re-attune to a new magic item, despite being already attuned to another a number of times per day equal to their Psyche modifier (minimum 1). Doing removed attunement from the previous item and attunes them to the new item, making them unable to utilize the previously attuned item until they are able to attune again to it.

= Temporary Magic Items = Items marked as temporary are items usually with a limited function. These items do not take up a slot as normal, nor are they restricted to the attunement system. Instead a temporary magic item has its own special slot in which only one of the item may be equipped at a time; otherwise no temporary magic items will function until the excess is removed.. A temporary magic item may only be used while equipped, though may be unequipped at any time. Most temporary magic items have a single use or limited number of uses before they are spent; once a temporary magic item is spent a new temporary magic item may be equipped without conflict with the previous.

= List of Magic Items = Below is a series of magic items ordered by slot.

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Head Slot Items

 * Name
 * Ability
 * Cost
 * Weight
 * BCB
 * Cavedweller’s Goggles
 * The wearer of these goggles may activate them as a 1 AP action to grant themselves darkvision with a range of 30 feet; if the wearer already possesses darkvision, this improves their existing darkvision by an additional 30 feet. This effect lasts for a number of hours per day equal to the wearer’s Psyche modifier (minimum 2). The wearer may always choose to deactivate the goggles using an additional 1 AP action, allowing the wearer to resume their function later.
 * 3,400 gp
 * 2 lb
 * 5th
 * Cavedweller’s Goggles, Deep
 * The wearer of these goggles may activate them as a 1 AP action to grant themselves greater darkvision with a range of 30 feet; if the wearer already possesses greater darkvision, this improves their existing darkvision by an additional 30 feet. If the wearer possesses darkvision but not greater, their darkvision improves by 30 feet, but only in conditions their darkvision would normally be able to see in. This effect lasts for a number of hours per day equal to the wearer’s Psyche modifier (minimum 2). The wearer may always choose to deactivate the goggles using an additional 1 AP action, allowing the wearer to resume their function later.
 * 50,000 gp
 * 3 lb
 * 10th
 * Cavedweller’s Goggles, Deep Chromatic
 * These goggles function identically to the deep cavedweller’s goggles, but also provide the benefits of the dark rainbow lenses, prodiving (or enhancing) darkvision capable of perceiving color.
 * 50,900 gp
 * 3 lb
 * 10th
 * Cavedweller’s Goggles, Chromatic
 * These goggles function identically to the cavedweller’s goggles, but also provide the benefits of the dark rainbow lenses, prodiving (or enhancing) darkvision capable of perceiving color.
 * 4,300 gp
 * 2 lb
 * 6th
 * Circlet of Focus
 * This circlet when worn allows a creature to spend a reaction before rolling a concentration check. When doing so the creature may roll twice and take the higher result of the two. This circlet may be used 3 times per day plus an additional number of times equal to the wearer’s Psyche modifier (minimum 1).
 * 14,800 gp
 * 1 lb
 * 8th
 * Dark Rainbow Lenses
 * A creature with darkvision wearing these lenses gains the ability to perceive color when utilizing their darkvision, despite the normal limitations of darkvision.
 * 600 gp
 * 1 lb
 * 3rd
 * Helm of Protection
 * Once per day when using armor sacrifice to redirect a critical hit to your armor, you may instead treat the hit, and the resulting damage, as if the critical hit did not successfully confirm. When using this ability you may reduce the damage further by an amount equal to your Psyche modifier (minimum 0).
 * 6,000 gp
 * 4 lb
 * 7th
 * Infiltrator’s Mask
 * The wearer of this mask may touch a creature that is nor more than one size category larger or smaller than them as a 5 AP action action making a Mental save attack against them DC 20. Regardless if successful the wearer of this mask has the effects of the transformation cast on them taking on the appearance and race of the target creature. No additional traits are able to be added to this transformation beyond basic form (such as limbs), and natural weapons the creature’s form would have possessed. The disguise is nearly perfect in appearance and voice, removing the usual penalties for disguising as a creature of a different race, gender, or size, and granting a +10 bonus to their disguise checks to appear as that creature. The mask also copies any injuries the target may have sustained; thus using this mask on an injured or dead creature will impact the resulting disguise.
 * Helm of Protection
 * Once per day when using armor sacrifice to redirect a critical hit to your armor, you may instead treat the hit, and the resulting damage, as if the critical hit did not successfully confirm. When using this ability you may reduce the damage further by an amount equal to your Psyche modifier (minimum 0).
 * 6,000 gp
 * 4 lb
 * 7th
 * Infiltrator’s Mask
 * The wearer of this mask may touch a creature that is nor more than one size category larger or smaller than them as a 5 AP action action making a Mental save attack against them DC 20. Regardless if successful the wearer of this mask has the effects of the transformation cast on them taking on the appearance and race of the target creature. No additional traits are able to be added to this transformation beyond basic form (such as limbs), and natural weapons the creature’s form would have possessed. The disguise is nearly perfect in appearance and voice, removing the usual penalties for disguising as a creature of a different race, gender, or size, and granting a +10 bonus to their disguise checks to appear as that creature. The mask also copies any injuries the target may have sustained; thus using this mask on an injured or dead creature will impact the resulting disguise.
 * Infiltrator’s Mask
 * The wearer of this mask may touch a creature that is nor more than one size category larger or smaller than them as a 5 AP action action making a Mental save attack against them DC 20. Regardless if successful the wearer of this mask has the effects of the transformation cast on them taking on the appearance and race of the target creature. No additional traits are able to be added to this transformation beyond basic form (such as limbs), and natural weapons the creature’s form would have possessed. The disguise is nearly perfect in appearance and voice, removing the usual penalties for disguising as a creature of a different race, gender, or size, and granting a +10 bonus to their disguise checks to appear as that creature. The mask also copies any injuries the target may have sustained; thus using this mask on an injured or dead creature will impact the resulting disguise.

If the Mental save against the target was successful the wearer of the mask gains access to the target creature’s recent surface thoughts in addition to recent memories from the past hour; this portion of the ability only functions if the target was conscious and alive when this ability was utilized.
 * 27,500 gp
 * 1 lb
 * 10th
 * Lantern Helm
 * This helm is a favorite of cavern explorers and miners as when activated as a 2 AP action, it begins to shine light as a torch. This helm may be overloaded to cause it to shine blinding light momentarily to attempt to blind creatures in a 15 foot cone, making a Physical save attack at a +3 bonus. A successful save attack causes the creatures to become blinded for 1d4+1 rounds, and dazzled for 1 round thereafter. If the save attack fails by less than one degree the creatures are instead dazzled for 1 round.
 * This helm is a favorite of cavern explorers and miners as when activated as a 2 AP action, it begins to shine light as a torch. This helm may be overloaded to cause it to shine blinding light momentarily to attempt to blind creatures in a 15 foot cone, making a Physical save attack at a +3 bonus. A successful save attack causes the creatures to become blinded for 1d4+1 rounds, and dazzled for 1 round thereafter. If the save attack fails by less than one degree the creatures are instead dazzled for 1 round.

This overload may only occur a number of times per day equal to the wearer’s Psyche modifier; afterwards the helm ceases to emit light for 1d6+1 rounds minus the wearer’s Psyche modifier (minimum 1).
 * 900 gp
 * 1 lb
 * 3rd
 * Mirrored Monocles
 * This set of two monocles may be activated to allow the wearer to see through the eyes of the other monocle. When worn together by the same creature they provide no benefit, but when worn by separate creatures they allow each creature to see what the other sees up to 1,200 feet away. Each wearer may as a reaction aid another on perception and sense motive checks made while sharing vision; each wearer may only use this a number of times per day equal to their Psyche modifier (minimum 2).
 * 2,000 gp
 * 0.5 lb
 * 4th
 * Obscuring Hat
 * While worn the wearer as a 4 AP action may cause this hat to begin to obscure their face, making it difficult for others to get a clear view of the wearer’s face. Creatures in passing may not discern details of the wearer’s face though may still not other details such as height or build.
 * Obscuring Hat
 * While worn the wearer as a 4 AP action may cause this hat to begin to obscure their face, making it difficult for others to get a clear view of the wearer’s face. Creatures in passing may not discern details of the wearer’s face though may still not other details such as height or build.

A creature may attempt to see through the illusion of the hat, but requires a 3 AP action to focus on the wearer. While focusing the opposing creature must make a Mental save against 10 + ½ the wearer’s hit dice + the wearer’s Psyche modifier (minimum 1). If the creature succeeds they are capable of seeing the wearer’s features clearly.

Deactivating the hat is another 4 AP action.
 * 2,000 gp
 * 2 lb
 * 4th
 * Scholar’s Monocle
 * The wearer of this monocle may spend a reaction when they fail to identify a creature using a knowledge check. The monocle attempts to identify the creature allowing the wearer to roll again with a circumstance bonus to the check equal to the wearer’s Psyche modifier; despite the previous failure. This ability may only be used once per knowledge check and cannot be used to re-attempt the same knowledge check an additional time after the first retry.
 * 5,500
 * 1 lb
 * 6th
 * Warrior’s Blindfold
 * This blindfold may be worn as a headband granting no benefits. As a reaction the wearer may pull the blindfold down granting themselves the blinded condition while worn in this way; and must spend a 2 AP action to return it to its original position. The wearer of this blindfold when blindfolded gains a +4 insight bonus to non-sight based perception checks (such as sound and touch).
 * Warrior’s Blindfold
 * This blindfold may be worn as a headband granting no benefits. As a reaction the wearer may pull the blindfold down granting themselves the blinded condition while worn in this way; and must spend a 2 AP action to return it to its original position. The wearer of this blindfold when blindfolded gains a +4 insight bonus to non-sight based perception checks (such as sound and touch).

If the wearer of this blindfold is in blind warrior stance and is currently blindfolded by this item, they may add 3+ their Psyche modifier (minimum 5) as a reaction to the result of a percentile roll against concealment when determining if they would hit.
 * 20,000
 * 0.5 lb
 * 9th
 * Wise Monkey’s Blessing
 * The Wise Monkeys' Blessing allows the wearer to gain a +5 bonus to concentration checks made to attempt to cast a spell without a verbal component as a reaction when casting a spell.
 * The Wise Monkeys' Blessing allows the wearer to gain a +5 bonus to concentration checks made to attempt to cast a spell without a verbal component as a reaction when casting a spell.

In addition when the wearer of this item fails a saving throw that would give the wearer the blind or deafened condition they may spend a reaction to reroll that saving throw at a +5 bonus; the new result must be used even if worse.

The wearer of this item may utilize these effects a number of times per day equal to the wearer’s Psyche modifier (minimum 2).
 * 10,000
 * 1 lb
 * 8th
 * }
 * }

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Neck Slot Items

 * Name
 * Ability
 * Cost
 * Weight
 * BCB
 * Boreal Scarf
 * This magical scarf when worn around the neck allows the wearer to treat the temperature as one tier less severe when within cold environments. In addition as a 2 AP action the wearer may call upon the scarf’s magic to grant them Resist 2 Cold for 1 minute; the wearer may use this ability a number of times per day equal to their Psyche modifier (minimum 1).
 * 8,500 gp
 * 1 lb
 * 7th
 * Camouflage Cloak
 * This magical cloak allows the wearer to blend in with their surroundings. As a 2 AP action the wearer of this cloak can cause the cloak to take on the appearance of its surroundings granting a circumstance bonus to stealth equal to the wearer’s Psyche modifier (minimum 2) while the wearer does not move any distance during their turn. This bonus is reduced by half if the wearer moves any distance during their turn.
 * Camouflage Cloak
 * This magical cloak allows the wearer to blend in with their surroundings. As a 2 AP action the wearer of this cloak can cause the cloak to take on the appearance of its surroundings granting a circumstance bonus to stealth equal to the wearer’s Psyche modifier (minimum 2) while the wearer does not move any distance during their turn. This bonus is reduced by half if the wearer moves any distance during their turn.
 * This magical cloak allows the wearer to blend in with their surroundings. As a 2 AP action the wearer of this cloak can cause the cloak to take on the appearance of its surroundings granting a circumstance bonus to stealth equal to the wearer’s Psyche modifier (minimum 2) while the wearer does not move any distance during their turn. This bonus is reduced by half if the wearer moves any distance during their turn.

The cloak retains this appearance until it is set to take on the appearance of new surroundings; and thus provides no benefit to stealth when within the incorrect environment.
 * 2,200 gp
 * 4 lb
 * 4th
 * Shockwave Cloak
 * The wearer of this cloak may spend a reaction when grappled to attempt a bull rush reposition maneuver against the foe using the wearer’s Psyche modifier in place of their strength and their hit dice in place of their Base Attack Bonus. This maneuver does not provoke attacks of opportunity. If successful the grapple immediately ends as the foe is pushed away from the wearer from the bull rush. This may be activated a number of times per day equal to the wearer’s Psyche modifier (minimum 1).
 * 4,800 gp
 * 5 lb
 * 5th
 * Unraveling Cloak
 * The wearer of this cloak can begin to unravel it, transforming the cloak into twine or hemp rope.
 * Unraveling Cloak
 * The wearer of this cloak can begin to unravel it, transforming the cloak into twine or hemp rope.

The wearer may draw up to 100 feet of twine plus an additional 20 feet per point of Psyche modifier the wearer possesses (minimum +20 feet). The wearer may instead unravel up to 50 feet of hempen rope plus an additional 5 feet per point of Psyche modifier the wearer possesses (minimum +5 feet). Once this maximum has been reached the cloak becomes inert for 24 hours before regenerating and becoming capable of unraveling again.

A creature may only unravel 30 feet of twine or 10 feet of rope per round as a 3 AP action.

Twine and rope created with this cloak is not permanent and disappears after 24 hours.
 * 450 gp
 * 3 lb
 * 2nd
 * }
 * }

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Body Slot Items

 * Name
 * Ability
 * Cost
 * Weight
 * BCB
 * Compression Corset
 * The wearer of this Corset may activate its effects as a 1 AP action up to 4 times per day. When activated the wearer’s body becomes compressed for a number of rounds equal to 1 + the wearer’s Psyche modifier (minimum 3). When activated the wearer is treated as one size category smaller for the purposes of determining what spaces they can walk and squeeze through, and in addition gains a +5 bonus on Escape Artist checks for the duration.
 * Compression Corset
 * The wearer of this Corset may activate its effects as a 1 AP action up to 4 times per day. When activated the wearer’s body becomes compressed for a number of rounds equal to 1 + the wearer’s Psyche modifier (minimum 3). When activated the wearer is treated as one size category smaller for the purposes of determining what spaces they can walk and squeeze through, and in addition gains a +5 bonus on Escape Artist checks for the duration.

Should the effect end while the wearer is within a space they normally could not squeeze through; the wearer can resume the effect with another 1 AP action. Should the wearer be unable to spend a 1 AP action or has no more uses per day of the corset, they take 2d6 bludgeoning damage as their body restores to its original size; and may be unable to continue through the space if they are unable squeeze through it normally, but do not continue to take further damage for being stuck within the space.
 * 5,000 gp
 * 1 lb
 * 5th
 * Dimensional Jumper’s Vest
 * The wearer of this vest may spend a reaction to gain a +5 competence bonus to an Athletics check they are currently attempting to make to jump. In addition a number of times per day equal to the wearer’s Psyche modifier (minimum 2), the wearer can teleport up to 30 feet as a 2 AP action.
 * 10,000 gp
 * 2 lb
 * 8th
 * Guarding Buckle
 * The wearer a number of times per day equal to their Psyche modifier (minimum 2), may choose to treat their armor's AC bonus as double for the purposes of how much damage may be redirected to it (this includes other effects that would boost the armor's AC value for redirection such as the double-plated armor feature).
 * 3,550 gp
 * 1 lb
 * 5th
 * Hauler’s Belt
 * The wearer of this belt treats their carrying capacity as 3x its normal value; as normal this value is additive with any other multipliers due to size or if the creature is a quadruped.
 * 1,000 gp
 * 8 lb
 * 3rd
 * Precision Vest
 * The wearer of this vest as a reaction may add the wearer’s Psyche modifier (minimum 4) to a single % roll they are making against miss chance for an attack roll or against spell resistance. If an ability would allow for a reroll this benefit only applies to a single roll and an additional reaction must be spent to benefit the reroll.
 * 35,000 gp
 * 6 lb
 * 10th
 * Shielding Belt
 * The wearer of this belt allows the wearer to use the raise shield reaction despite not carrying a shield. This is treated as an unenchanted light shield for the purposes of how much is added to the wearer’s Physical save. This item may be used 1 + the wearer’s Psyche modifier times per day.
 * 6 lb
 * 10th
 * Shielding Belt
 * The wearer of this belt allows the wearer to use the raise shield reaction despite not carrying a shield. This is treated as an unenchanted light shield for the purposes of how much is added to the wearer’s Physical save. This item may be used 1 + the wearer’s Psyche modifier times per day.
 * The wearer of this belt allows the wearer to use the raise shield reaction despite not carrying a shield. This is treated as an unenchanted light shield for the purposes of how much is added to the wearer’s Physical save. This item may be used 1 + the wearer’s Psyche modifier times per day.

Enhancement gems may be applied to this belt similar to a shield to allow it to provide additional bonus to Physical saves as an enchanted shield would.
 * 2,200 gp
 * 4 lb
 * 4th
 * Spiked Retaliation Belt
 * This belt is made of interlocking metal segments with an entirely smooth appearance. Whenever a creature successfully grapples (or maintains a grapple) the belt springs to life and deploys several sharp spikes outward from the wearer. These spikes damage the creature grappling the wearer for 1d6 piercing damage.
 * This belt is made of interlocking metal segments with an entirely smooth appearance. Whenever a creature successfully grapples (or maintains a grapple) the belt springs to life and deploys several sharp spikes outward from the wearer. These spikes damage the creature grappling the wearer for 1d6 piercing damage.

A number of times per day equal to the wearer’s Psyche modifier the wearer can begin to cause the belt and spikes to shift and move as a 2 AP action. This causes the belt to immediately deal 1d6 piercing damage to any creature currently grappling them; the next attempt the wearer makes to escape the grapple before the end of their next turn after using this ability gains a +2 circumstance bonus to their roll.
 * 4,500 gp
 * 8 lb
 * 6th
 * Swordsman’s Buckle
 * This buckle may be applied to a single weapon with the blade keyword. Once applied the buckle melds into the item harmlessly and can be un-melded at any point. Once melded the wearer can cause the weapon to transform into a belt to be worn by the wearer. When in this state the weapon is unassuming and simply looks like a metallic belt. A creature attempting to identify the item may determine the magic of the belt, but otherwise be unable to tell the type of weapon before it was transformed.
 * This buckle may be applied to a single weapon with the blade keyword. Once applied the buckle melds into the item harmlessly and can be un-melded at any point. Once melded the wearer can cause the weapon to transform into a belt to be worn by the wearer. When in this state the weapon is unassuming and simply looks like a metallic belt. A creature attempting to identify the item may determine the magic of the belt, but otherwise be unable to tell the type of weapon before it was transformed.

The weapon may be up to one size category larger or smaller than the wearer, though weapons of larger size may look more like armor covering the abdominal region of the wearer rather than a belt due to the large amount of material to be transformed.

Transforming a weapon using this is a 3 AP action. The wearer may draw and transform the weapon as a reaction a number of times per day equal to their Psyche modifier (minimum 1).
 * 850 gp
 * 2 lb
 * 2nd
 * }
 * }

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Hand Slot Items

 * Name
 * Ability
 * Cost
 * Weight
 * BCB
 * Juggler’s Glove
 * This pair of gloves may be bought as a single item or as a pair. Normally these gloves provide no bonus, but have a slot for an enhancement gem and seal similar to a normal weapon. When an enhancement gem or seal is applied to this item it confers this bonus to any weapon currently held in that hand; including unarmed strikes and natural weapons if they are with that hand. Weapons thrown with this glove (improvised or not) retain their enhancement bonus until the attack with them resolves.
 * Juggler’s Glove
 * This pair of gloves may be bought as a single item or as a pair. Normally these gloves provide no bonus, but have a slot for an enhancement gem and seal similar to a normal weapon. When an enhancement gem or seal is applied to this item it confers this bonus to any weapon currently held in that hand; including unarmed strikes and natural weapons if they are with that hand. Weapons thrown with this glove (improvised or not) retain their enhancement bonus until the attack with them resolves.

The enhancement bonus and special abilities of these gloves overwrite the enhancement bonus and special abilities of the weapons held even if they would be better. The wearer of these gloves may choose to suppress or resume their effects as a reaction.
 * 100 gp
 * 1 lb
 * 1st
 * Watchmen’s Bracers
 * These unassuming bracers have a gem affixed to a small protrusion on the bracers. When activated as a 3 AP action the bracers begin to emit light within a 60 foot cone from the wearer. The wearer can freely adjust the direction of this cone on their turn, casting normal light within the cone’s area. The wearer may adjust the bracer further as a 2 AP action, turning the light source from a cone to a line, improving its length to 90 feet.
 * These unassuming bracers have a gem affixed to a small protrusion on the bracers. When activated as a 3 AP action the bracers begin to emit light within a 60 foot cone from the wearer. The wearer can freely adjust the direction of this cone on their turn, casting normal light within the cone’s area. The wearer may adjust the bracer further as a 2 AP action, turning the light source from a cone to a line, improving its length to 90 feet.

For a number of minutes per day equal to the wearer’s Psyche modifier (minimum 1) the wearer may instead as a 2 AP action cause the bracer’s to emit bright light within the cone or line emitted by the bracers.

The magic of the bracer allows for the cone to remain steady even within vigorous motion of the wearer, while leaving their hands free to hold other implements, making it a popular item for some city guardsmen or even kheldzean mechanics.
 * 200 gp
 * 2 lb
 * 1st
 * Weaponmaster Gauntlet
 * This pair of gauntlets allow the wearer to shrink and store a wielded weapon within them as a free action. Items stored within the gauntlet have an image depicting them appear on the back of the gauntlet. The wearer can touch the desired weapon as a reaction action to call forward the desired weapon. Items are ejected from the gauntlets once the gauntlets are removed from the wearer.
 * This pair of gauntlets allow the wearer to shrink and store a wielded weapon within them as a free action. Items stored within the gauntlet have an image depicting them appear on the back of the gauntlet. The wearer can touch the desired weapon as a reaction action to call forward the desired weapon. Items are ejected from the gauntlets once the gauntlets are removed from the wearer.

A creature may wear a 2nd glove on the other hand to store items separately in both hands. These gauntlets can only by default store items appropriately sized for the creature though higher tier versions may allow for larger variants.

A creature can purchase a higher tier version of this item to gain additional storage capacity:
 * 4,500 each
 * 4 lbs
 * 6th
 * Farsight Glove
 * A wearer as a reaction can create a ring with their finger and thumb and peer through it as looking through a very powerful spyglass reducing the penalties from distance on perception checks to 1/4th their usual value.
 * A wearer as a reaction can create a ring with their finger and thumb and peer through it as looking through a very powerful spyglass reducing the penalties from distance on perception checks to 1/4th their usual value.

This glove only occupies a single hand slot. If a wearer buys a second and uses both hands they empower the magics of the glove to also grant the wearer a circumstance bonus to perception checks while using the gloves equal to the wearer’s Psyche modifier (minimum 1).
 * 650 gp
 * 2 lb
 * 3rd
 * Gloves of Elemental Attunement
 * When a wearer of this pair of gloves comes in contact with an element or an environment appropriate to that element (such as ice for cold, forest for nature, rocks for earth) they may attune the gloves to that element as a 4 AP action up to 1 round after this contact has been made.
 * When a wearer of this pair of gloves comes in contact with an element or an environment appropriate to that element (such as ice for cold, forest for nature, rocks for earth) they may attune the gloves to that element as a 4 AP action up to 1 round after this contact has been made.

Once attuned the gloves let the wearer count as possessing the associated elemental affinity talent for the purposes of preparing and casting spells. If the wearer changes the attuned element of the gloves to a different element, or removes the gloves they lose access to the associated elemental affinity talent and cannot cast spells of that element unless the regain that affinity talent; this applies to prepared spells as well, though the caster can cast the prepared spells again if they regain the affinity talent later. Gloves removed lose their attuned spell and must be attuned to an element once they are worn again.
 * 18,000 gp
 * 3 lb
 * 9th
 * Signet of Elemental Focus
 * A signet of elemental focus when created is attuned to a single element. When worn by a spellcaster the wearer may spend a reaction to improve the BCB and Save Attack of a spell they are currently casting by 2; if the spell being cast matches the elemental affinity of the ring. This ring cannot be applied more than once to a single spellcasting, though it may be activated multiple times within a round should the wearer perform multiple spell castings.
 * A signet of elemental focus when created is attuned to a single element. When worn by a spellcaster the wearer may spend a reaction to improve the BCB and Save Attack of a spell they are currently casting by 2; if the spell being cast matches the elemental affinity of the ring. This ring cannot be applied more than once to a single spellcasting, though it may be activated multiple times within a round should the wearer perform multiple spell castings.

The wearer may utilize this ability a number of times per day equal to their Psyche modifier (minimum 2).
 * 20,000 gp
 * 0.5 lb.
 * 9th
 * Signet of Garments
 * The wearer of this signet can call upon it as a 3 AP action to reshape their current garments to fit whatever style or wear they wish it to take on. This effect is an illusion maintained by the signet, and once the signet is removed or the clothing is removed it will return to its original state.
 * The wearer of this signet can call upon it as a 3 AP action to reshape their current garments to fit whatever style or wear they wish it to take on. This effect is an illusion maintained by the signet, and once the signet is removed or the clothing is removed it will return to its original state.

A number of times per day equal to the wearer’s Psyche modifier (minimum 1), they may utilized the signent to reduce the time required to create a disguise as if they had rolled minimum on the time required to create a disguise (usually 1d4*10 minutes becomes 10 minutes.).
 * 1,500 gp
 * 0.5 lb
 * 4th
 * }
 * }

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Foot Slot Items

 * Name
 * Ability
 * Cost
 * Weight
 * BCB
 * Dancing Shoes
 * The wearer of these shoes may a number of times per day equal to their Psyche modifier (minimum 1) activate these boots to gain temporary benefits. For 1 minute after activated the wearer gains a +2 competence bonus to Perform(Dance) checks.
 * Dancing Shoes
 * The wearer of these shoes may a number of times per day equal to their Psyche modifier (minimum 1) activate these boots to gain temporary benefits. For 1 minute after activated the wearer gains a +2 competence bonus to Perform(Dance) checks.

In addition the wearer of these shoes may increase the distance moved by an additional 5 feet when taking a 5 foot step, but doing so reduces the duration of the effect of these shoes by 1 round. The wearer of these shoes gains an additional +1 dodge bonus to AC until the start of their next turn anytime they choose to move this additional distance with a 5 foot step.
 * 3,000 gp
 * 1 lb
 * 5th
 * Protective Treads
 * When walking through a terrain hazard mundane or magical, such as the Thorny vines talent of the grasping vines spell, you may utilize the armor redirection ability to reduce the damage of the terrain, despite it not being an effect that would target the wearer's AC. In addition, as a reaction the wearer may choose to ignore any difficult terrain caused by such hazardous terrain when redirecting the damage to his armor for the remainder of his turn; this may only be used a number of times per day equal to the wearer's Psyche modifier (minimum 1).
 * 5,000 gp
 * 2 lbs
 * 6th
 * Locking Boots
 * As a 2 AP action a creature wearing these boots may lock themselves in place. This allows a creature to keep their balance on a shifting surface, and not slide or fall off of others. An additional 2 AP action allows the wearer to disable these boots.
 * Locking Boots
 * As a 2 AP action a creature wearing these boots may lock themselves in place. This allows a creature to keep their balance on a shifting surface, and not slide or fall off of others. An additional 2 AP action allows the wearer to disable these boots.

This does not allow a creature to climb a vertical or horizontal surface as once the boots are enabled they are unable to move from that spot, but can allow a creature to stay in place should the entire terrain shift to a vertical or upside-down orientation.

While enabled the creature gains a 15 + the wearer’s Psyche modifier (minimum 1) circumstance bonus to CMD against trip and reposition combat maneuvers; but automatically fails all reflex saving throws. Successful combat maneuvers against the wearer cause the wearer to take 1d6 points of damage from the force as they are forcibly removed from their boots. Boots with no wearer cease to function and are no longer attached to the surface they were locked to.
 * 10,250 gp
 * 4 lbs
 * 8th
 * Soundless Shoes, Lesser
 * The wearer of these shoes may activate them as a 2 AP action. While active the shoes negate all noise caused through walking on any surface, negating the -5 penalty for moving up to your speed while attempting to stealth.
 * The wearer of these shoes may activate them as a 2 AP action. While active the shoes negate all noise caused through walking on any surface, negating the -5 penalty for moving up to your speed while attempting to stealth.

This effect lasts for 1 minute and may be activated a number of times per day equal to the wearer’s Psyche modifier.
 * 2,500 gp
 * 2 lb
 * 5th
 * Soundless Shoes, Greater
 * These shoes function like the lesser soundless shoes, but in addition when activated allow the wearer to perform a run or charge action at a -5 penalty to their stealth check. Normally a creature cannot perform a run or charge as part of stealth.
 * 12,500 gp
 * 2 lb
 * 8th
 * Stancemaster Boots
 * Once per round a creature wearing these boots may spend a free action instead of a reaction to change or maintain a stance. When entering a new stance these boots provide a circumstance bonus to CMD equal to the wearer’s Psyche modifier (minimum 1).
 * 2,500 gp
 * 4 lbs
 * 5th
 * }
 * 5th
 * }
 * }

{| class="wikitable mw-collapsible"
 * colspan="5" |

Temporary Items

 * Name
 * Ability
 * Cost
 * Weight
 * BCB
 * BCB

Elemental Talisman of Protection

 * An elemental talisman of protection is attuned to a single element when created. When the wearer would be struck by elemental damage they may activate the talisman as a reaction. Doing so grants the wearer resistance versus that element against the triggering attack as well as for 1 round after activation. The amount of resistance and price of the talisman varies based on the tier of the talisman.
 * Varies
 * Varies

Varies
{| class="wikitable mw-collapsible"
 * }
 * colspan="5" |

Slotless Items

 * Name
 * Ability
 * Cost
 * Weight
 * BCB
 * Bag of Holding
 * A bag of holding opens into an extradimensional space, allowing it to hold more than its outside dimensions would physically allow.
 * Bag of Holding
 * A bag of holding opens into an extradimensional space, allowing it to hold more than its outside dimensions would physically allow.

A bag of holding has a fixed weight despite what is carried within it, and has a carrying capacity determined by its tier. If a bag of holding is pierced from the outside or turned inside out its contents spill out unharmed, but the bag ceases to function until put right. A bag of holding within an area of anti-magic will contain its items until opened, at which point all items within spill out; this can be avoided by leaving the area of anti-magic.

A bag of holding cannot be placed within another bag of holding as the magics prevent it from being put in.

Creatures placed within the bag have only 10 minutes of air before they must hold their breath and risk suffocation; though opening the bag can let fresh air in. Unless otherwise specified a bag of holding cannot be opened from the inside once closed, nor can it be damaged from the inside.

Due to its spacious area and difficulty to organize, retrieving an item from a bag of holding requires a 4 AP action; items cease to provide benefits while within the bag of holding.
 * Varies
 * Varies
 * Varies
 * Endless Potion Decanter
 * An endless potion decanter allows a creature to pour a single dose of a potion into the flask. Once in the flask the flask will continue to replicate the potion after it has been consumed. The decanter once emptied will refill itself after one hour has passed, allowing for the potion to be consumed or emptied again.
 * An endless potion decanter allows a creature to pour a single dose of a potion into the flask. Once in the flask the flask will continue to replicate the potion after it has been consumed. The decanter once emptied will refill itself after one hour has passed, allowing for the potion to be consumed or emptied again.

Once emptied, if a new potion is input into the flask the decanter will attune to the new potion and begin producing it instead of the previous.

Decanters come in multiple tiers, which determine the rarity of potion the decanter can reproduce; the decanter will replicate any rank of potion as long as the minimum rarity it is reproducing is valid.

Non-potion liquids can be stored, but otherwise are not replicated by the decanter, and will stop the decanter from producing liquid until the foreign substance is removed.
 * Varies
 * 5 lbs
 * Varies
 * Flying Broom
 * An item commonly associated with that of witches, a flying broom is enchanted to allow for flight. A creature riding upon a flying broom is treated as if affected by the overland flight ritual while riding upon it, requiring a 4 AP action to fly each round. A creature must have at least one hand gripping a flying broom, or must make a DC 15 ride check to avoid falling off. The rider may choose to add their Psyche modifier in place of their Dexterity for this ride check.
 * An item commonly associated with that of witches, a flying broom is enchanted to allow for flight. A creature riding upon a flying broom is treated as if affected by the overland flight ritual while riding upon it, requiring a 4 AP action to fly each round. A creature must have at least one hand gripping a flying broom, or must make a DC 15 ride check to avoid falling off. The rider may choose to add their Psyche modifier in place of their Dexterity for this ride check.

A flying broom can only support one medium sized creature, but may support a creature of one size category larger at a +50% increase to the cost per size increase. A gem torch sheds normal light within the listed radius, plus raises the light level by one step in an equal radius beyond the first. This cannot raise the light level beyond one step.
 * 8,400 GP
 * 4 lbs
 * 7th
 * Gem Torch
 * This item is shaped like a torch with a large crystal affixed to the end of it. As a 3 AP action the wielder can perform a gesture or speak a command word to cause the gem to shed light within a radius similar to a torch; this radius is determined by the tier of gem torch.
 * This item is shaped like a torch with a large crystal affixed to the end of it. As a 3 AP action the wielder can perform a gesture or speak a command word to cause the gem to shed light within a radius similar to a torch; this radius is determined by the tier of gem torch.

The wielder may command the torch to glow brighter causing it to shed bright light within the listed radius, normal light within an equal radius beyond the first, and raising the light level by one step in an equal radius beyond the second. This cannot raise the light level beyond one step. This effect lasts a number of rounds equal to the wielder’s Psyche modifier (minimum 2) before the gem torch fizzles. Once the torch fizzles it becomes unable to produce light for 1 minute, reduced by 1 round per point of the wielder’s Psyche modifier (minimum 1 round).
 * Varies
 * 1 lb
 * Varies
 * Grand Flask
 * The Grand Flask is a hip flask decorated with either five jewels or runes. The flask may be as ornate or simplistic as the creator desires, but this has no bearing on the function of the flask.
 * The Grand Flask is a hip flask decorated with either five jewels or runes. The flask may be as ornate or simplistic as the creator desires, but this has no bearing on the function of the flask.

The flask is enchanted to give access to five separate extradimensional spaces, which the uses accesses by touching the corresponding rune or gem. Each space can hold up to 20 gallons of liquid, and can hold volatile or corrosive substances as long as they would be unable to damage the flask itself (such as the user attempting to bottle lava would likely damage it).

If holding items such as potions the user of the flask can imbibe one dose of the liquid per round as if they were drinking a normal potion. Otherwise items without specified uses (such as simply filling the flask with water), the flask is limited to being able to pour or be filled with one pint of liquid per round.

If the flask would be pierced or destroyed all the contents within automatically spill into the occupied square and the flask ceases to function until repaired.
 * 550 gp
 * 4 lb
 * 3rd
 * Mage’s Manacles
 * This pair of enchanted mithral manacles can be utilized to neutralize the casting capabilities of a spellcaster they are tied to. While placed onto a creature it prevents the usage of spells, supernatural abilities, and natural spells of that creature as if they were affected by an anti-magic field.
 * This pair of enchanted mithral manacles can be utilized to neutralize the casting capabilities of a spellcaster they are tied to. While placed onto a creature it prevents the usage of spells, supernatural abilities, and natural spells of that creature as if they were affected by an anti-magic field.

The power of these manacles varies and cannot suppress the abilities of a creature whose hit dice are greater than the hit dice limit of the manacles; requiring more powerful manacles to prevent casting from more powerful creatures. These manacles otherwise function as mithral manacles for the purpose of escaping them.
 * Varies
 * 1 lb
 * Varies
 * Magic Carpet
 * A magic carpet is an enchanted carpet that is capable of carrying creatures with flight. A magic carpet grants a creature standing or sitting upon it a 30 ft fly speed with perfect maneuverability, allowing the creature to guide and fly it using a 2 AP action. A creature cannot 5 ft-step using a flying carpet’s fly speed, though can physically take a 5-foot step on the carpet, if it has enough space upon it to do so. For every 5 Psyche modifier the controlling creature possesses, the carpet’s fly speed improves by 10 feet.
 * A magic carpet is an enchanted carpet that is capable of carrying creatures with flight. A magic carpet grants a creature standing or sitting upon it a 30 ft fly speed with perfect maneuverability, allowing the creature to guide and fly it using a 2 AP action. A creature cannot 5 ft-step using a flying carpet’s fly speed, though can physically take a 5-foot step on the carpet, if it has enough space upon it to do so. For every 5 Psyche modifier the controlling creature possesses, the carpet’s fly speed improves by 10 feet.

Should a creature be knocked off a flying carpet (such as through a reposition or other such maneuver) the carpet ceases to maintain its flight and begins to plummet after 1 round unless another creature is there to take control.

Taking control of a flying carpet is a purely mental 4 AP action and can only be done if the carpet is not already controlled by another creature.

A carpet by default is a 5x5 square, though for +100% cost can be made one size category larger (10x10, 15x15, and so on). If the carpet has enough space multiple creatures may ride upon it but only one creature is treated as in control. A magic carpet has 350 lbs of capacity doubling as the size of the carpet increases.

Most carpets have simple ornate designs, though a creature may craft, or request a carpet be crafted with a specific design or imagery.
 * 22,000 gp
 * 20 lbs
 * 9th
 * Spell Prism
 * A spell prism is a magic item allowing a spellcaster to store a portion of their power for later use. As a 4 AP action a spell prism may be charged with a single spell point from the spellcaster; once changed this way the spell prism remains changed until this charge is spent.
 * A spell prism is a magic item allowing a spellcaster to store a portion of their power for later use. As a 4 AP action a spell prism may be charged with a single spell point from the spellcaster; once changed this way the spell prism remains changed until this charge is spent.

A spellcaster may use a spell prism as a free action as part of casting a spell to supply a single spell point to the spell. Spells cast in this way have a maximum BCB they may be cast at and thus even if your BCB would be higher the spell must be undercast to the level of the spell prism. If a spell would require additional spell points to cast the spellcaster must supply the additional spell points on their own. If undercasting a spell this way would bring the BCB of a spell too far below the minimum prerequisites of the spell it cannot be cast with this tier of Spell Prism and requires a higher tier one.

The maximum BCB of a spell prism is determined by its tier. In addition a spellcaster must have a BCB equal to or higher than the maximum BCB of the spell prism to supply it a spell point, as otherwise their magic is insufficient to power the spell prism.
 * Varies
 * 2 lbs
 * Varies
 * Warping Quiver
 * Unlike other slotless magic items, a warping quiver must be attuned to each day; though does not limit the usage of other spotless magic items. The creature may store a number of weapons equal to their Psyche modifier (minimum 2) within the quiver that are appropriately sized for them. Other creatures cannot access or store weapons within the quiver while it is attuned to a creature, though other creatures may attempt to attune to this quiver; but doing so ejects all the items stored within this quiver. This quiver automatically resizes itself to the size of the creature wearing it.
 * Unlike other slotless magic items, a warping quiver must be attuned to each day; though does not limit the usage of other spotless magic items. The creature may store a number of weapons equal to their Psyche modifier (minimum 2) within the quiver that are appropriately sized for them. Other creatures cannot access or store weapons within the quiver while it is attuned to a creature, though other creatures may attempt to attune to this quiver; but doing so ejects all the items stored within this quiver. This quiver automatically resizes itself to the size of the creature wearing it.

Larger weapons may be stored within it, but for each size category above the attuned creature the weapon takes twice the number of slots it normally would (thus a medium sized creature would need 2 slots for a large sized weapon, and 4 slots for a huge sized weapon).

Once a weapon has spent at least an hour within the quiver it becomes bound to the quiver for 24 hours. A bound weapon thrown or shot by the wearer are immediately recalled to the quiver after the attack resolves as long as the weapon would still be unattended after the attack resolves (a weapon caught by a foe would be unable to be called back to the quiver).

Ammunition that would be destroyed after an attack resolves is still destroyed, but this may be used to recover ammunition that would not be normally destroyed after the attack resolves.
 * 8,000 gp
 * 12 lbs
 * 7th
 * }

= Creating Magic Items = A character may attempt to craft their own magical items rather than paying for them, similar to crafting any other item. By default a character must have a BCB to craft an item, but some feats and abilities may allow a creature to substitute their skill ranks in place of BCB.

First to create a magic item you must have at least 75% of the cost of the item in materials to perform the craft. Next you must have a BCB greater than or equal to the listed BCB of the item being crafted.

Finally creating the item works similarly to crafting using a profession check, but using your BCB and your CAM instead of the skill. The DC to craft the item is DC 15 + the BCB requirement to craft the item. For each degree of success you exceed the DC you improve the progress you make for the day by double (one degree being double, two degrees being triple, and three degrees being quadruple and so-on). If you successfully exceed the cost of the item by 5 degrees of success you gain the usual progress increase, but also reduce the cost of crafting the item by 5% (to a minimum of 50% of the cost of the item). Items are crafted at 1,000 gp of progress each day.

Progress in excess of what is needed for the item may be applied to the next magic item even if it's not exactly the same type of item, or different special abilities), though cannot be applied to other forms of crafting.

A failed check results in no progress, but a failure by one degree or greater causes a waste of raw materials equal to the base progress of the item that day, to a maximum of the initial cost (the 75% of cost in raw materials).

To complete an item you have gained enough progress for, the crafter must make a final check against the craft DC of the item. If successful the item is finished; some items gain additional benefits based on the degrees of success of this final check. If this check fails by less than one degree the final cost of the item is increased by 50%, but the item is still finished. A failure by one degree or more fails to craft the item.