Items: G (Part 8 of 10)

60 items, from Greater Saurian Spike to Greater Staff of the Dreamlands.

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Part: 1 2 3 4 5 6 7 8 9 10

Greater Saurian Spike · Greater Screech Shooter · Greater Sea Touch Elixir · Greater Sealing Chest · Greater Searing Suture · Greater Seer's Flute · Greater Sense-Dulling Hood · Greater Serene Mutagen · Greater Serpent Oil · Greater Shadow · Greater Shatterstone · Greater Shock · Greater Shrinking Potion · Greater Silver Crescent · Greater Silvertongue Mutagen · Greater Sinew-Shock Serum · Greater Singing Shortbow · Greater Sixfingers Elixir · Greater Skeleton Key · Greater Skittering Mask · Greater Skittering Mask · Greater Skunk Bomb · Greater Skyrider Sword · Greater Sleeves of Storage · Greater Slick · Greater Smoke Fan · Greater Smokestick · Greater Snarling Badger · Greater Sniper's Bead · Greater Soaring Wings · Greater Sonic Tuning Mace · Greater Soothing Powder · Greater Soothing Tonic · Greater Sparking Spellgun · Greater Spectacles of Understanding · Greater Spellstriker Staff · Greater Spider Gun · Greater Spiderfoot Brew · Greater Spiderfoot Brew · Greater Spirit-Sealing Fulu · Greater Spiritual Warhorn · Greater Spy Staff · Greater Staff of Abjuration · Greater Staff of Air · Greater Staff of Conjuration · Greater Staff of Divination · Greater Staff of Earth · Greater Staff of Enchantment · Greater Staff of Evocation · Greater Staff of Final Rest · Greater Staff of Fire · Greater Staff of Healing · Greater Staff of Illusion · Greater Staff of Impossible Visions · Greater Staff of Nature's Cunning · Greater Staff of Nature's Vengeance · Greater Staff of Necromancy · Greater Staff of Providence · Greater Staff of the Desert Winds · Greater Staff of the Dreamlands

Greater Saurian Spike

Item 11

magical spellheart transmutation 

Price 1,400 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence.

Activate Cast a Spell; Effect You cast gouging claw .
Activate Cast a Spell; Frequency once per day; Effect You cast dinosaur form.

The range of the scent and fear emanation are both 60 feet. The save DC is 28.

Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level dinosaur form.
Main Item: Saurian Spike

Treasure Vault, page 128.

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Greater Screech Shooter

Item 13

uncommon evocation magical 

Price 3,000 gp

Usage held in 2 hands; Bulk 2

Category Beast Gun Weapon

Built from the larynx of an owlbear, terror shrike, or similar animal that possesses a frightening screech or similar special ability, a screech shooter is a special +1 striking harmona gun designed to fire terrifying blasts of sound. A screech shooter deals sonic damage but can otherwise be used like a normal harmona gun.

Activate [>>] Interact (emotion, enchantment, fear, magical, mental); Frequency once per hour; Effect The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save.Critical Success The creature is unaffected.Success The creature is frightened 1.Failure The creature is frightened 2.Critical Failure The creature is frightened 3 and fleeing for 1 round.

A greater screech shooter is a +2 greater striking harmona gun. The DC for the activation is 30 and it affects creatures in a 40-foot emanation.

Main Item: Screech Shooter

Guns & Gears, page 155.

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Greater Sea Touch Elixir

Item 15

alchemical consumable elixir polymorph 

Price 920 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This briny concoction alters the skin on your hands and feet.

The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for 24 hours, and you can breathe underwater.

Main Item: Sea Touch Elixir

Core Rulebook, page 549.

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Greater Sealing Chest

Item 11

uncommon abjuration magical 

Price 1,250 gp

Usage held in 2 hands; Bulk L

Category Held

Vigilant Seal members use these containers when transporting samples and relics.

The containers are soundproof, airtight, and studded with lead sheets, mistletoe, and other materials that block magical auras. Up to 1 Bulk of objects can be placed inside a sealing chest; the magic auras and curses of any objects placed within the chest cannot extend beyond the box unless they are of a greater level than the chest. Artifacts and similarly powerful items are unaffected regardless of level. Many cursed items prevent their bearer from removing them, but a successful remove curse gives enough time to stash the item in the chest.

Main Item: Sealing Chest

LOPSG, page 38.

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Greater Searing Suture

Item 9

uncommon alchemical consumable fire 

Price 120 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Activating this black powder–infused alchemical bandage cauterizes wounds. You can apply a searing suture to yourself or an adjacent willing creature as you activate it. The target creature takes 1d6 fire damage and can immediately attempt a flat check to remove the persistent bleed damage—the DC of this flat check depends on the type of searing suture applied. When applied against a bleed effect that is lower level than the searing suture, the flat check is automatically successful.

The flat check DC is 5.

Main Item: Searing Suture

OoA1, page 77.

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Greater Seer's Flute

Item 8

uncommon coda divination occult staff 

Price 460 gp

Usage held in 2 hands; Bulk L

Category Coda

This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to Perception checks and Performance checks.

Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Seer's Flute

Treasure Vault, page 137.

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Greater Sense-Dulling Hood

Item 12

alchemical consumable 

Price 350 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Consumable

Sometimes, an enemy's dangerous special ability makes relatively standard sensory capabilities a liability. From otyugh stench to a harpy's song, plenty of creatures use their prey's senses against them. A sense-dulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, olfactory, and visual effects for a time, according to the mask's type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using Perception for the same duration.

The bonus is +4, and the duration is 1 hour.

Main Item: Sense-Dulling Hood

Treasure Vault, page 55.

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Greater Serene Mutagen

Item 11

alchemical consumable elixir mutagen polymorph 

Price 300 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

You gain inner serenity, focused on fine details and steeled against mental assaults, but you find violence off-putting.

Benefit You gain a +3 item bonus to Will saves and Perception, Medicine, Nature, Religion, and Survival checks. This bonus improves to +4 when you attempt Will saves against mental effects. When you roll a success on a Will save against a mental effect, you get a critical success instead. The duration is 1 hour.

Drawback You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage.

Main Item: Serene Mutagen

Core Rulebook, page 549.

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Greater Serpent Oil

Item 7

consumable magical oil transmutation 

Price 56 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed.

The oil can be applied to a Medium object, producing a giant viper.

Main Item: Serpent Oil

Treasure Vault, page 87.

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Greater Shadow

Rune 9

magical transmutation 

Price 650 gp

Usage etched onto light or medium nonmetallic armor

Category Rune

Armor with this rune becomes hazy black. You gain a +2 item bonus to Stealth checks while wearing the armor.

Main Item: Shadow

Core Rulebook, page 583.

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Greater Shatterstone

Item 18

alchemical bomb consumable sonic splash 

Price 3,800 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

A shatterstone is a small ceramic orb, much like a thunderstone.

Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants an item bonus to attack rolls and deals sonic damage and sonic splash damage, according to the bomb's type. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a Fortitude saving throw at the listed DC or be deafened until the end of their next turn.

You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 sonic damage and 4 sonic splash damage. The Fortitude DC is 40.

Main Item: Shatterstone

Treasure Vault, page 44.

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Greater Shock

Rune 15

electricity evocation magical 

Price 6,500 gp

Usage etched onto a weapon

Category Rune

Electric arcs crisscross this weapon, dealing an extra 1d6 electricity damage on a hit. On a critical hit, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target.

Electricity damage dealt by this weapon ignores the target's electricity resistance (and the other creatures' on a critical hit).

Main Item: Shock

Core Rulebook, page 585.

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Greater Shrinking Potion

Item 8

consumable magical potion transmutation 

Price 90 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This fungus-flavored potion conveys the effects of a 4th-level shrink spell to make you and all your gear smaller. You remain small for 1 hour.In addition, you gain a +2 item bonus to Stealth checks while shrunken.

Main Item: Shrinking Potion

Core Rulebook, page 564.

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Greater Silver Crescent

Item 16

alchemical consumable light lozenge 

Price 1,400 gp

Usage held in 1 hand; Bulk —

Category Consumable

A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against olfactory effects according to the crescent's type. While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected.

Secondary Effect [>>] A ray of light descends on a 5-foot square of your choice within 120 feet. Any creature in that space takes positive damage with a basic Reflex save and is dazzled until the end of its next turn on a failed save.

This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert.

The bonus is +3, the DC is 35, and the ray deals 9d6 damage.

Main Item: Silver Crescent

Treasure Vault, page 50.

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Greater Silvertongue Mutagen

Item 11

alchemical consumable elixir mutagen polymorph 

Price 300 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your features become striking and your voice becomes musical and commanding, though facts and figures become hazy for you and emotion clouds your ability to reason.

Benefit You gain a +3 item bonus to Deception, Diplomacy, Intimidation, and Performance checks. Your critical failures with any of these skill become failures instead. The duration is 1 hour.

Drawback You take a –2 item penalty to Arcana, Crafting, Lore, Occultism, and Society checks. Choose one skill in which you are trained; for the duration, you become untrained in that skill. All your failures on checks to Recall Knowledge become critical failures.

Main Item: Silvertongue Mutagen

Core Rulebook, page 550.

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Greater Sinew-Shock Serum

Item 12

alchemical consumable elixir healing 

Price 325 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This serum jolts the body to help shake off physical debilitations.

When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the clumsy or enfeebled condition from a single source, using the source of that condition to determine the counteract level and DC.

The serum has a +19 modifier for the roll.

Main Item: Sinew-shock Serum

Advanced Player’s Guide, page 254.

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Greater Singing Shortbow

Item 18

enchantment magical 

Price 22,500 gp

Usage held in 1 hand; Bulk 1

Category Held

Rather than a normal bowstring, this +2 greater striking thundering composite shortbow has a string made of animal gut, much like a musical instrument's. When you shoot the bow, it releases a soft musical note—sonorous if your aim is true and discordant if your shot goes off-target.

Activate [>>] command (auditory, abjuration); Frequency once per hour; Effect You sing, hum, or whistle a note, and your bow provides appropriate accompaniment. Make a Strike with the bow. If it hits, the bow generates a magical effect determined by the note you sung, which has the traits indicated in parentheses. This affects every creature in a 10-foot emanation from the creature you hit. As normal for an emanation, you choose whether the creature you hit is affected.
  • Song of Soothing (emotion, enchantment, healing, mental) Each creature regains 3d10 Hit Points and gains a +1 status bonus to saves against mental effects for 1 minute.
  • Song of Suffering (evocation, sonic) Each creature takes 3d10 sonic damage with a DC 31 basic Fortitude save.

The weapon is a +3 greater striking greater thundering composite shortbow, the healing and damage are 5d10, and the DC is 38.

Main Item: Singing Shortbow

Secrets of Magic, page 189.

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Greater Sixfingers Elixir

Item 17

uncommon alchemical consumable elixir polymorph 

Price 2,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This gritty, spicy fluid causes you to grow a sixth finger on each hand and gives you a spiderlike grip.

You gain a +2 item bonus to your Reflex DC to keep from being Disarmed and a climb Speed of 20 feet for the listed duration.

The duration is 8 hours.

Main Item: Sixfingers Elixir

The Slithering, page 61.

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Greater Skeleton Key

Item 11

magical transmutation 

Price 1,250 gp

Usage held in 1 hand; Bulk —

Category Held

A grinning skull tops the bow of this macabre key. This key can be used in place of thieves' tools when attempting to Pick a Lock, and it grants a +1 item bonus to the Thievery check.

If the skeleton key becomes broken due to a critical failure on the check, it works as normal thieves' tools and loses its benefits until repaired.

Activate [F] Interact; Frequency once per day; Trigger You attempt to Pick a Lock but haven't rolled yet; Effect The key casts knock on the lock you're trying to pick.

The key grants a +2 item bonus, and you can activate the key once per hour.

Main Item: Skeleton Key

Core Rulebook, page 575.

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Greater Skittering Mask

Item 8

uncommon invested magical transmutation 

Price 500 gp

Usage worn mask; Bulk 1

Category Worn Item

This carved wooden full-head mask sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy.

The mask Steps 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn unconscious and within 25 feet of an enemy, the mask Steps 15 feet away from the nearest enemy again. An ally can signal the mask with a single action, which has the auditory and concentrate traits. If the mask hears the signal, it attempts to move you towards that ally when it Steps away from the nearest enemy.

Main Item: Skittering Mask

Strength of Thousands #1: Kindled Magic, page 74.

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Greater Skittering Mask

Item 8

invested magical transmutation 

Price 500 gp

Usage worn mask; Bulk 1

Category Worn Item

A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, skittering metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask.

If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy.

The mask Steps 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn unconscious and within 25 feet of an enemy, the mask Steps 15 feet away from the nearest enemy again. An ally can signal the mask with a single action, which has the auditory and concentrate traits. If the mask hears the signal, it attempts to move you towards that ally when it Steps away from the nearest enemy.

Main Item: Skittering Mask

Treasure Vault, page 155.

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Greater Skunk Bomb

Item 11

alchemical bomb consumable olfactory poison splash 

Price 240 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better.

Critical Success The target is unaffected.Success The target is sickened 1.Failure The target is sickened 1 and slowed 1 while sickened.Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened.Creatures sickened by the bomb emit an odor that lasts 10 minutes after the sickened condition ends (or 1 hour if they were also blinded). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent.

You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage and 3 poison splash damage. The Fortitude DC is 28.

Main Item: Skunk Bomb

Treasure Vault, page 45.

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Greater Skyrider Sword

Item 19

uncommon air magical transmutation 

Price 32,000 gp

Usage held in 2 hands; Bulk 1

Category Held

This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a Medium-sized or smaller wielder. Magic allows the weapon to soar through the air, carrying its wielder along with it.

Activate [>] command; Frequency once per day; Effect You leap upon your sword as it soars through the air for up to 10 minutes. You gain a fly Speed of 25 feet or your land Speed, whichever is slower, but you can't Strike with your weapon except via the weapon's other activation (see below). You can Dismiss the activation, and it ends automatically if you cease holding the weapon with at least one hand.
Activate [>>] Interact; Requirements You are riding on your weapon; Effect You ride your weapon into a foe, attacking it as you fly past. You Fly, making a melee Strike with the weapon once at any point during your movement.

The sword is a +3 greater striking greater shock greatsword.

You can activate the weapon's flight any number of times per day, and its duration is no longer limited to 10 minutes.

Main Item: Skyrider Sword

LOTGB, page 106.

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Greater Sleeves of Storage

Item 9

conjuration extradimensional invested magical 

Price 600 gp

Usage worn garment; Bulk L

Category Worn Item

This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a bag of holding that can hold up to 5 Bulk of items (for a total of 10 Bulk), though no individual item can be of more than 1 Bulk; the sleeves grow slightly heavy as you reach maximum capacity. You can add or remove an item from a sleeve with a single hand free as an Interact action.

If a sleeve is completely empty, you can place your own familiar into that extradimensional space. It can survive comfortably in your sleeve for up to 1 hour, after which it begins to suffocate. While in your sleeve, it can't be affected or targeted by any effects, but you don't benefit from any master abilities. A familiar can exit the sleeve of its own volition with a single action that has the manipulate and move traits. You can't place any other creature into your sleeves, nor can you place your familiar in a sleeve if it's larger than Tiny. If your familiar is in your sleeve, you can't place any items in the sleeve.

Each sleeve can hold up to 20 Bulk of items, and a familiar can survive within a sleeve for up to 4 hours.

Main Item: Sleeves Of Storage

Advanced Player’s Guide, page 263.

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Greater Slick

Rune 8

magical transmutation 

Price 450 gp

Usage etched onto armor

Category Rune

This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +2 item bonus to Acrobatics checks to Escape and Squeeze.

Main Item: Slick

Core Rulebook, page 583.

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Greater Smoke Fan

Item 8

uncommon consumable gadget 

Price 75 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

When you Activate a smoke fan, it creates a cloud of colored smoke. The smoke fills a 20-foot radius. The creator can choose for the smoke to be a mixture of colors when creating the smoke fan. Creatures within the smoke's area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.

The smoke's radius is 20 feet, and the creator can choose for the smoke to be a mixture of colors.

Main Item: Smoke Fan

Guns & Gears, page 71.

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Greater Smokestick

Item 7

alchemical consumable 

Price 53 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Tool

With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a 20-foot burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.

Main Item: Smokestick

Core Rulebook, page 554.

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Greater Snarling Badger

Item 18

consumable enchantment magical mental talisman 

Price 5,000 gp

Usage affixed to armor; Bulk —

Activate [F] command; Trigger You lose the dying condition; Requirements You have a wounded value of 1 or more.

Category Talisman

This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the wounded condition, the heroism ends immediately.

The heroism is 9th level.

Main Item: Snarling Badger

Treasure Vault, page 95.

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Greater Sniper's Bead

Item 10

consumable magical talisman transmutation 

Price 160 gp

Usage affixed to a two-handed firearm or crossbow; Bulk –

Activate [F] envision; Trigger You attempt a ranged Strike with the affixed weapon before rolling; Requirements You're a master with the affixed weapon.

Category Talisman

This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack.

You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first four range increments.

Main Item: Sniper's Bead

Guns & Gears, page 185.

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Greater Soaring Wings

Item 14

invested magical tattoo transmutation 

Price 3,800 gp

Usage tattooed on the body; Bulk —

Category Tattoo

Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings.

Activate [>>] command, envision; Frequency once per day; Effect For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater.

You can activate the tattoo once per hour.

Main Item: Soaring Wings

Treasure Vault, page 121.

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Greater Sonic Tuning Mace

Item 13

evocation magical sonic 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Category Held

This +1 striking thundering light mace has twin tips, perfectly spaced to resonate when striking foes.

Activate [>>] command, Interact; Frequency once per day; Effect You tap the tuning mace against a nearby surface to cast 4th-level sound burst with a DC of 25.

The mace is a +2 greater striking thundering light mace.

When you activate the mace to cast sound burst, the spell is 6th level (DC 30).

Main Item: Sonic Tuning Mace

Secrets of Magic, page 189.

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Greater Soothing Powder

Item 11

alchemical consumable healing 

Price 210 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Soothing powders are remedies made to stop a particular type of persistent damage. Each damage type requires a different formula, with the most popular being bleed soothing powder, poison soothing powder, fire soothing powder, and acid soothing powder. You Activate soothing powder by sprinkling it on yourself or another creature within reach. The target can immediately attempt a new flat check to remove persistent damage the powder works against. This powder lowers the DC to 10, as normal for a particularly appropriate type of help.

In addition to the effects described above, the powder persists for 1 minute, lowering the DCs of flat checks against that type of persistent damage due to particularly effective assistance.

Main Item: Soothing Powder

Treasure Vault, page 55.

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Greater Soothing Tonic

Item 10

alchemical consumable elixir healing 

Price 185 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time.

You gain fast healing for 1 minute in an amount depending on the tonic's type.

You gain fast healing 5.

Main Item: Soothing Tonic

Treasure Vault, page 60.

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Greater Sparking Spellgun

Item 13

attack consumable evocation fire magical spellgun 

Price 600 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact, Strike

Category Consumable

A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and persistent fire damage according to its type.

Critical Success The target takes double damage, takes double persistent damage, is blinded for 1 round, and is dazzled while the persistent damage lasts.Success The target takes full damage, full persistent damage, and is dazzled while the persistent damage lasts.

The damage is 10d6, and the persistent damage is 5d4.

Main Item: Sparking Spellgun

Treasure Vault, page 98.

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Greater Spectacles of Understanding

Item 11

uncommon divination invested magical 

Price 1,200 gp

Usage worn

Category Worn Item

These folding, wood-framed spectacles hold flat discs of cut crystal as lenses and are held in place with thin cords that wrap around each ear, with another strap holding them around the neck while not in use. While you are wearing the spectacles, you gain a +1 item bonus to checks to Decipher Writing.

Activate [>] Interact; Frequency once per day; Effect Unfolding the spectacles onto the bridge of the nose, you gain the effects of 2nd-level comprehend language for one hour except that it applies to all languages you see rather than a single language, and it does not apply to language you hear.

The item bonus is +2, and the ability to comprehend writing from comprehend language lasts until you fold up the spectacles or the item is no longer invested by you, whichever comes first, rather than lasting 1 hour.

Main Item: Spectacles Of Understanding

LOPSG, page 118.

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Greater Spellstriker Staff

Item 11

evocation magical staff 

Price 1,400 gp

Usage held in 1 hand; Bulk 1

Category Staff

A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff.

Activate [F] envision; Frequency once per hour; Trigger You use Spellstrike with a non-cantrip spell and miss with the Strike; Effect An explosion of magical energy—stored up for the Spellstrike—explodes out. All creatures in a 5-foot emanation take 1d6 damage per level of the spell, with a basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Will instead of Reflex.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Used as a weapon, the staff is a +2 striking shifting staff.

Craft Requirements You have the magus's Spellstrike activity. Supply one casting of all listed levels of all listed spells.

Main Item: Spellstriker Staff

Treasure Vault, page 134.

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Greater Spider Gun

Item 9

uncommon evocation magical 

Price 1,400 gp

Usage held in 2 hands; Bulk 2

Category Beast Gun Weapon

A spider gun is a +1 striking weapon. It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take persistent poison damage equal to 1d4 + the number of weapon damage dice.

A spider gun does not add critical specialization effects.

The gun can be activated to fire webbing that hampers other creatures.

Activate [>] Interact (conjuration, magical); Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an Athletics check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it's immobilized for 1 round or until it Escapes (DC 20) or destroys the webbing.

The gun's webbing requires at least 15 slashing damage or 5 fire damage to clear away and the DC is 25.

Main Item: Spider Gun

Guns & Gears, page 155.

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Greater Spiderfoot Brew

Item 9

uncommon alchemical consumable elixir polymorph 

Price 150 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This gelatinous, sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny clinging hairs grow on your hands and feet, granting you a 20 feet climb Speed and a +2 item bonus to Athletics checks made to climb for 10 minutes.

Main Item: Spiderfoot Brew

PFUM.

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Greater Spiderfoot Brew

Item 17

alchemical consumable elixir morph 

Price 2,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This sticky fluid is made from the silk glands of giant spiders.

When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to Climb for the listed duration.

The climb Speed is 25 feet, the item bonus is +3, and the duration is 1 hour.

Main Item: Spiderfoot Brew

Treasure Vault, page 61.

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Greater Spirit-Sealing Fulu

Item 10

consumable fulu incapacitation magical necromancy 

Price 155 gp

Usage affixed to one undead creature

Duration 1 round (or 4 rounds)

Category Consumable

This classic fulu seals the negative energy within an undead, freezing it in its tracks. Upon affixing, the target undead must attempt a DC 27 Will save or be paralyzed for 1 round.

On a critical failure, the undead is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.

Main Item: Spirit-sealing Fulu

Secrets of Magic, page 160.

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Greater Spiritual Warhorn

Item 13

conjuration consumable force magical 

Price 600 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Consumable

A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies.

Once the magic is used, the warhorn remains as a non-magical musical instrument.

Six warriors manifest with a +22 attack modifier.

Main Item: Spiritual Warhorn

Treasure Vault, page 98.

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Greater Spy Staff

Item 11

uncommon illusion magical staff 

Price 1,175 gp

Usage held in 1 hand; Bulk 1

Category Staff

In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff were agents of Falutaix's Twilight Talons, but such staves have spread to espionage agencies throughout the Graikitain Sea region and beyond.

Activate [>] envision; Effect You change the shape and appearance of this staff to that of an ordinary handheld accessory of your choosing of the same Bulk. The staff's statistics don't change. Only a creature benefiting from true seeing or a similar effect can attempt to disbelieve this illusion, with a DC of 27.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

The DC to disbelieve the illusion disguising the staff is 32.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Spy Staff

Treasure Vault, page 134.

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Greater Staff of Abjuration

Item 10

abjuration magical staff 

Price 900 gp

Usage held in 1 hand; Bulk 1

Category Staff

This intricately carved wooden staff is warm to the touch and thrums with inner energy. While wielding the staff, you gain a +2 circumstance bonus to checks to identify abjuration magic.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Staff of Abjuration

Core Rulebook, page 593.

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Greater Staff of Air

Item 8

evocation magical staff 

Price 450 gp

Usage held in 1 hand; Bulk 1

Category Staff

Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air, you feel lighter on your feet, and you can Step into difficult terrain once per round.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Staff of Air

Treasure Vault, page 134.

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Greater Staff of Conjuration

Item 10

conjuration magical staff 

Price 900 gp

Usage held in 1 hand; Bulk 1

Category Staff

This ash staff is decorated with animals; wielding it, you gain a +2 circumstance bonus to checks to identify conjuration magic.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Staff of Conjuration

Core Rulebook, page 593.

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Greater Staff of Divination

Item 10

divination magical staff 

Price 900 gp

Usage held in 1 hand; Bulk 1

Category Staff

Semiprecious gemstones emerge, seemingly at random, from the surface of this gnarled wooden staff. While wielding it, you gain a +2 circumstance bonus to checks to identify divination magic.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Staff of Divination

Core Rulebook, page 593.

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Greater Staff of Earth

Item 8

evocation magical staff 

Price 450 gp

Usage held in 1 hand; Bulk 1

Category Staff

Geometric patterns are etched into the smooth brown and gray surface of a staff of earth, which makes a solid thud whenever tapped against the ground. While wielding a staff of earth, you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that Shove you or knock you prone.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Staff of Earth

Treasure Vault, page 135.

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Greater Staff of Enchantment

Item 10

enchantment magical staff 

Price 900 gp

Usage held in 1 hand; Bulk 1

Category Staff

A mesmerizing gemstone caps the head of this handsomely crafted wooden staff. While wielding the staff, you gain a +2 circumstance bonus to checks to identify enchantment magic.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Staff of Enchantment

Core Rulebook, page 593.

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Greater Staff of Evocation

Item 10

evocation magical staff 

Price 900 gp

Usage held in 1 hand; Bulk 1

Category Staff

This staff is tapered at the base and carved into a gemstudded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify evocation magic.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Staff of Evocation

Core Rulebook, page 593.

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Greater Staff of Final Rest

Item 10

uncommon magical necromancy staff 

Price 900 gp

Usage held in 1 hand; Bulk 1

Category Staff

This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Sitreiku, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the versatile P trait and functions as a wooden stake, allowing you to use it to stake vampires, and your Strikes with the staff gain a +1 circumstance bonus to damage rolls against undead.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

The circumstance bonus to damage rolls is +2.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Staff of Final Rest

LOTGB, page 30.

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Greater Staff of Fire

Item 8

evocation magical staff 

Price 450 gp

Usage held in 1 hand; Bulk 1

Category Staff

This staff resembles a blackened and burned length of ashen wood. It smells faintly of soot and glows as if lit by embers.

You can use an Interact action to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Staff of Fire

Core Rulebook, page 594.

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Greater Staff of Healing

Item 8

magical necromancy staff 

Price 470 gp

Usage held in 1 hand; Bulk 1

Category Staff

Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or using charges from the staff.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

The item bonus granted to heal spells is +2.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Staff of Healing

Core Rulebook, page 594.

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Greater Staff of Illusion

Item 10

illusion magical staff 

Price 900 gp

Usage held in 1 hand; Bulk 1

Category Staff

This ornately designed metal staff shines with precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you desire flashes across its surface.

While wielding the staff, you gain a +2 circumstance bonus to checks to identify illusion magic.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Staff of Illusion

Core Rulebook, page 594.

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Greater Staff of Impossible Visions

Item 12

uncommon illusion magical staff 

Price 1,800 gp

Usage held in 1 hand; Bulk 1

Category Staff

This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes, using your normal visual senses (including any benefits of spells affecting your vision, like see invisibility). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners.

The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Staff Of Impossible Visions

Advanced Player’s Guide, page 263.

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Greater Staff of Nature's Cunning

Item 11

magical plant staff transmutation 

Price 1,400 gp

Usage held in 1 hand; Bulk 1

Category Staff

Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Staff Of Nature's Cunning

Secrets of Magic, page 167.

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Greater Staff of Nature's Vengeance

Item 14

evocation magical staff 

Price 4,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

This stout staff is made from gnarled hawthorn. When used as a weapon, a staff of nature's vengeance permanently has the effects of shillelagh.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells, plus one casting of shillelagh.

Main Item: Staff Of Nature's Vengeance

Advanced Player’s Guide, page 263.

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Greater Staff of Necromancy

Item 10

magical necromancy staff 

Price 900 gp

Usage held in 1 hand; Bulk 1

Category Staff

This twisted and grim-looking staff is adorned with hideous skull and bone motifs. While wielding the staff, you gain a +2 circumstance bonus to checks to identify necromancy magic.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Staff of Necromancy

Core Rulebook, page 594.

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Greater Staff of Providence

Item 10

divination magical staff 

Price 900 gp

Usage held in 1 hand; Bulk 1

Category Staff

A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus on Survival checks to Sense Direction or Subsist, and to Religion checks to Recall Knowledge.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Staff Of Providence

Advanced Player’s Guide, page 264.

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Greater Staff of the Desert Winds

Item 12

abjuration magical staff 

Price 1,750 gp

Usage held in 1 hand; Bulk 1

Category Staff

This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to Survival checks to Subsist, Track, and Cover Tracks.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from the staff's list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Staff Of The Desert Winds

Secrets of Magic, page 190.

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Greater Staff of the Dreamlands

Item 12

uncommon enchantment magical staff 

Price 2,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and survive in the Dreamlands and recognize its denizens. When wielding the staff, you gain a +1 circumstance bonus to Survival checks while in the Dreamlands and to checks to Recall Knowledge about creatures with the dream trait.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells. Whether one chooses to wander off the beaten path or accidentally turns too soon from the main thoroughfare, the Grand Bazaar's nooks, crannies, and winding lanes all hold vendors eager to catch the attention of any passersby. The following are but a small sample of the countless shops a visitor may encounter at the Grand Bazaar.

Main Item: Staff Of The Dreamlands

LOTGB, page 111.

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