Items: G (Part 9 of 10)

60 items, from Greater Staff of Transmutation to Greater Winged.

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

Greater Staff of Transmutation · Greater Staff of Water · Greater Staff-Storing Shield · Greater Stalk Goggles · Greater Stampede Medallion · Greater Stanching · Greater Star Grenade · Greater Starshot Arrow · Greater Stepping Stone Shot · Greater Stone Body Mutagen · Greater Stone Body Mutagen · Greater Stone Circle · Greater Storm Flash · Greater Stouseisu's Recourse · Greater Striking · Greater Sturdy Shield · Greater Sulfur Bomb · Greater Swallow-Spike · Greater Swapping Stone Bonmuan Swapping Stone · Greater Talisman Cord · Greater Tanglefoot Bag · Greater Tentacle Cannon · Greater Tentacle Potion · Greater Theatrical Mutagen · Greater Thunderbird Tuft · Greater Thunderblast Slippers · Greater Thundering · Greater Thunderstone · Greater Thurible of Revelation · Greater Toadskin Salve · Greater Tome of Restorative Cleansing · Greater Tooth and Claw Tattoo · Greater Torrent Spellgun · Greater Tracker's Goggles · Greater Trackless · Greater Tradecraft Tattoo · Greater Transposition Ammunition · Greater Trickster's Mandolin · Greater Trinity Geode · Greater True Name Amulet · Greater Trueshape Bomb · Greater Twilight Lantern · Greater Universal Solvent · Greater Unmemorable Mantle · Greater Unsullied Blood · Greater Vaccine · Greater Verdant Staff · Greater Vermin Repellent Agent · Greater Vexing Vapor · Greater Victory Plate · Greater Vigilant Eye · Greater Vroustiam's Mud · Greater War Blood Mutagen · Greater Warding Escutcheon · Greater Warding Statuette · Greater Wardrobe Stone · Greater Weapon Shot · Greater Wildwood Ink · Greater Wind-Catcher · Greater Winged

Greater Staff of Transmutation

Item 10

magical staff transmutation 

Price 900 gp

Usage held in 1 hand; Bulk 1

Category Staff

A glass orb atop this metal staff contains fine, undulating sand.

While wielding the staff, you gain a +2 circumstance bonus to checks to identify transmutation 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 Transmutation

Core Rulebook, page 595.

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Greater Staff of Water

Item 8

evocation magical staff 

Price 450 gp

Usage held in 1 hand; Bulk 1

Category Staff

A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water, you have resistance 2 to fire.

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

The resistance is 5.

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

Main Item: Staff of Water

Treasure Vault, page 135.

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Greater Staff-Storing Shield

Item 11

extradimensional invested magical transmutation 

Price 1,300 gp

Usage held in 1 hand; Bulk 1

AC Bonus +2; Hardness 9; HP 54; BT 27

Speed Penalty —

Category Held

This magically reinforced wooden shield normally has a blank face. It can absorb a staff and transform between a shield and staff. When you prepare a staff, you can hold it up to the shield, at which point the items will merge, and the shield's face becomes an image corresponding to the type of magic, such as a skull for a staff of necromancy.

Activate [>] Interact; Effect You change the staff-storing shield from its shield form into the stored staff, which has an image of the shield on it, or change it from the stored staff back into a shield.
Main Item: Staff-storing Shield

Secrets of Magic, page 190.

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Greater Stalk Goggles

Item 3

rare invested magical morph transmutation 

Price 60 gp

Usage worn eyepiece; Bulk —

Category Worn Item

These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer's eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer's head on lengthened optic nerves.

Activate [>] envision; Frequency once per day; Effect By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can't be flanked.

When you activate the goggles, you also gain a +1 item bonus to Perception checks involving sight for the duration of the effect.

Main Item: Stalk Goggles

Gatewalkers #1: The Seventh Arch.

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Greater Stampede Medallion

Item 15

eidolon evocation invested magical 

Price 6,200 gp

Usage worn; Bulk L

Category Worn Item

When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just over your eidolon's heart. While your eidolon wears the medallion, they gain a +2 item bonus to Athletics checks to Shove or Trip.

Activate [>>] envision; Frequency once per day; Effect Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of themself. The stampede rampages out in every direction, swerving around your allies while trampling any foe on the ground in an emanation around your eidolon with a radius equal to your eidolon's Speed.

Each of these foes takes 8d6 bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked prone. After dealing damage, the stampede of eidolons vanishes as quickly as it appeared.

The activation's DC is 34 and the damage is 12d6.

Main Item: Stampede Medallion

Secrets of Magic, page 190.

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Greater Stanching

Rune 9

uncommon magical necromancy 

Price 600 gp

Usage etched onto armor

Category Rune

These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with particularly effective assistance).

The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance).

Main Item: Stanching

LOTGB, page 39.

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Greater Star Grenade

Item 11

uncommon alchemical bomb consumable fire splash 

Price 250 gp

Usage held in 1 hand; Bulk L

Activate [>] These unusual gunpowder bombs, typically marked with a

Category Bomb

symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they Strike a target.

When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). Any effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades.

You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage and 3 splash damage.

Main Item: Star Grenade

OoA3, page 75.

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Greater Starshot Arrow

Item 14

rare conjuration consumable magical 

Price 800 gp

Ammunition arrow

Activate [>] Interact

Category Consumable

The metal of these arrows is said to have come from a star that ventured too close to Falavririak and was shot down by a moonlit archer. When you activate and shoot a starshot arrow, you take no range penalties against any target that you can personally detect. There must be a line of effect between you and the target.

You can fire at any creature you can detect, regardless of range. The arrow travels instantly, hitting your target as soon as you fire the arrow. This is a teleportation effect.

Main Item: Starshot Arrow

LOL, page 48.

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Greater Stepping Stone Shot

Item 10

uncommon consumable magical transmutation 

Price 185 gp

Ammunition round

Activate [>] envision, Interact

Category Consumable

A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot, whether you hit or miss your target, the shot creates a series of supports in a line that creatures can walk on as if solid ground. The line can ascend or descend at a 45-degree angle. The discs support any amount of weight, but don't otherwise pose any sort of obstacle; creatures and attacks can move through them if they wish. They crumble to dust if anything attempts to move or otherwise manipulate them. A creature can use a two-action activity, which has the manipulate trait, to Stride up to its speed on the stones while causing them to crumble behind it. This ammunition does not work in firearms with the scatter trait. The maximum length of the line depends on the type of ammunition. However, the line also can't extend beyond the maximum distance for a Strike from your firearm (usually six times the firearm's range increment).

The stones reach up to 250 feet, and they last up to 1 minute if no one collapses them.

Main Item: Stepping Stone Shot

Guns & Gears, page 171.

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Greater Stone Body Mutagen

Item 15

uncommon alchemical consumable elixir mutagen polymorph 

Price 920 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This mutagen calcifies your body making it as hard as stone.

Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount.

Drawback Your Speeds are reduced by 10 feet (minimum 5 feet) and you take a –2 penalty to Reflex saves.

You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.

Main Item: Stone Body Mutagen

The Fall of Plaguestone, page 56.

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Greater Stone Body Mutagen

Item 15

alchemical consumable elixir mutagen polymorph 

Price 920 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount.

Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a –2 penalty to Reflex saves.

You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.

Main Item: Stone Body Mutagen

Treasure Vault, page 61.

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Greater Stone Circle

Item 19

uncommon conjuration magical structure 

Price 32,000 gp

Usage held in one hand; Bulk — (when not activated)

Category Structure

A stone circle appears to be a thumb-sized rectangular gray stone until activated.

Activate (1 minute) (envision, Interact); Frequency once per day; Effect When the circle is stood on the ground and activated, the stone grows into a massive stone pillar 13 feet high, 7 feet across, and weighing 25 tons. Identical pillars rise up from the ground marking a circle 100 feet across, with capstones connecting the pillars. There must be enough space to deploy the circle or it won't activate. During the activation, you align the stone circle to face a single astronomical feature, such as the sun, the moon, or a constellation. You can revert the stone circle back to its original state by using an Interact action to push over the original stone pillar. Once you do, the rest of the stone circle collapses in a dramatic fashion, the stones falling, cracking, and disintegrating into dust. If you don't begin a ritual inside of the stone circle within 1 day of its activation, it reverts back to its original state.

When you cast a ritual within the stone circle, the secondary check with the worst degree of success is improved by one degree of success, even if that secondary check succeeded Once you complete a ritual within the stone circle, regardless of the result, the stones collapse and it reverts back to its original form.

Main Item: Stone Circle

LOTGB, page 39.

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Greater Storm Flash

Item 18

electricity evocation magical 

Price 21,000 gp

Usage held in 1 hand; Bulk 1

Category Weapon

This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it's wielded. When out of its sheath under an open sky, the blade causes storm clouds to gather slowly above.

Activate [>>] command, envision; Frequency once per day; Effect You cast a 6th-level lightning bolt (DC 33).
Activate [R] command; Frequency once per 10 minutes; Trigger An electricity effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area; Effect You try to divert the electricity off course, to be absorbed by storm flash. Choose one eligible creature to protect and roll a melee attack roll against the DC of the electricity effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect.

This is a +3 greater striking greater shock rapier. When activating the sword to cast lightning bolt, the spell is 8th level (DC 38).

Main Item: Storm Flash

Core Rulebook, page 602.

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Greater Stouseisu's Recourse

Item 7

magical transmutation 

Price 625 gp

Usage held in 1 hand; Bulk 1

AC Bonus undefined; Hardness 8; HP 60; BT 30

Category Held

This standard-grade darkwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus to Sailing Lore and to Athletics checks to Swim.

Activate [>>] command; Frequency once per day; Requirements You're in a body of water; Effect For 10 minutes, you don't sink if you haven't succeeded at a Swim action on a turn, and if you're submerged, you automatically ascend 10 feet at the end of your turn.

The shield has Hardness 8, HP 60, and BT 30, and when you Activate the shield, it casts water walk on you.

Main Item: Stouseisu's Recourse

Treasure Vault, page 22.

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Greater Striking

Rune 12

evocation magical 

Price 1,065 gp

Usage etched onto a weapon

Category Rune

A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 striking dagger would deal 2d4 damage instead of 1d4 damage.

You can upgrade the striking rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices.

The weapon deals three weapon damage dice.

Main Item: Striking

Core Rulebook, page 581.

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Greater Sturdy Shield

Item 13

abjuration magical 

Price 3,000 gp

Usage held in 1 hand; Bulk 1

AC Bonus undefined; Hardness 15; HP 120; BT 60

Category Shield; Group Shield

With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy.

The shield has Hardness 15, HP 120, and BT 60.

Main Item: Sturdy Shield

Core Rulebook, page 588.

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Greater Sulfur Bomb

Item 11

uncommon acid alchemical bomb consumable olfactory splash 

Price 275 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

A thick, sulfurous, irritating gas fills this golden-yellow flask.

You gain a +2 item bonus to attack rolls. The bomb deals 3d4 acid damage and 3 acid splash damage. On a hit, the target takes a –1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute.

Main Item: Sulfur Bomb

LOTGB, page 15.

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Greater Swallow-Spike

Rune 12

magical transmutation 

Price 1,750 gp

Usage etched onto armor

Category Rune

Your armor responds to your desire to break free of a creature grabbing you by growing spikes.

Activate [R] envision (attack); Trigger You become grabbed, restrained, or otherwise held immobilized in a creature's grasp, such as by being engulfed or swallowed; Effect Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals 2d6 piercing damage. If the creature is swallowing or engulfing you, the attack deals an additional 1d6 damage, and damage from this attack can cut you free if it equals or exceeds the Rupture value of the immobilizing ability. This attack gets an item bonus to the attack roll equal to the armor's item bonus to your AC and an item bonus to damage equal to double that amount.
Activate [>] envision (attack); Requirements You're being held immobilized as described in the rune's other activation; Effect Your armor attacks the creature immobilizing you.

The armor makes a melee attack against the creature, as described in the rune's other activation.

The attack modifier increases to +22, the damage increases to 3d6, and the extra damage to an engulfing or swallowing creature increases to 2d6.

Main Item: Swallow-Spike

Treasure Vault, page 13.

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Greater Swapping Stone Bonmuan Swapping Stone

Item 17

uncommon conjuration consumable magical teleportation 

Price 3,000 gp

Usage held in 1 hand

Activate [>] Interact

Category Consumable

This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone.

You can instead hurl the stone at a creature in an attempt to bring that creature closer to you.

Make a ranged Strike against a creature using your highest proficiency with a ranged weapon. The swapping stone has a range increment of 15 feet. On a hit, the stone shatters against the creature, casting dimension door on the creature and causing it to instantly teleport to a space adjacent to you. An unwilling creature can resist this teleportation with a successful DC 28 Will save.

The Will save DC is 37.

Main Item: Bonmuan Swapping Stone

Fists of the Ruby Phoenix #1: Despair on Danger Island, page 75.

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Greater Talisman Cord

Item 16

uncommon abjuration invested magical 

Price 8,500 gp

Usage worn

Category Worn Item

This thin leather cord bears delicate runic markings and threads through an item that can bear affixed talismans.

When you Affix a Talisman to that item, you can thread the talisman onto the cord, activating the cord's preserving effects. The cord is attuned to a particular school of magic, chosen when the cord was created. It gains the corresponding trait for that school. When you activate a talisman threaded through a cord with the same magic school trait that's also the cord's level or lower, attempt a DC 16 flat check. On a success, that talisman is not consumed and can be used again.

The cord is attuned to three schools of magic, and since it's higher level, it can hold higher-level talismans.

Main Item: Talisman Cord

LOPSG, page 118.

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Greater Tanglefoot Bag

Item 11

alchemical bomb consumable 

Price 250 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

A tanglefoot bag is filled with sticky substances.

When you hit a creature with a tanglefoot bag, that creature takes a –15-foot penalty to its Speeds for 1 minute.

You gain a +2 item bonus to attack rolls.

On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water.

The target can end any effects by Escaping (Escape DC 28) or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well.

Main Item: Tanglefoot Bag

Core Rulebook, page 545.

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Greater Tentacle Cannon

Item 13

uncommon evocation magical 

Price 2,000 gp

Usage held in 2 hands; Bulk 2

Category Beast Gun Weapon

A tentacle cannon is a +1 striking weapon, built using components from squids, krakens, and sometimes even stranger tentacled creatures like lomos. It's a distinct type of martial firearm that deals 1d8 piercing damage. It has the capacity 5, concussive, and fatal d12 traits, a range increment of 30 feet, and reload 2. The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle.

Activate [>>] Interact (magical, transmutation); Effect You cause one of the tentacles forming the weapon's five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to Grapple with a +13 bonus. It can attempt to Grapple any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it's in a square adjacent to you.
Activate [>] Interact; Requirements The tentacle cannon has a creature grabbed; Effect You continue to keep the tentacle cannon's hold on one creature it has grabbed.

Attempt another check to Grapple the creature with a +13 bonus.

Activate [>>] Interact; Frequency once per hour; Effect The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes blinded for 1 round and dazzled for 1 minute or until it removes the ink. On a critical failure, the creature becomes blinded and dazzled; both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an Interact action to remove the ink from its eyes to remove the blinded and dazzled conditions.

A greater tentacle cannon is a +2 greater striking weapon.

It has a +20 bonus to Grapple, and its ink spray DC is 30.

Main Item: Tentacle Cannon

Guns & Gears, page 156.

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Greater Tentacle Potion

Item 14

consumable magical potion transmutation 

Price 660 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm.

Your clothing doesn't need to accommodate this limb of ghostly matter, which can extrude through your clothing and armor. The limb lasts 1 hour, and you can Dismiss the activation. You can't hide or disguise the tentacle. You can use the limb to perform simple Interact actions, such as opening an unlocked door. Your limb can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish. You can't use it to hold items. At one time, you can have only one extra limb from any version of this potion. Stronger tentacle potions replace the effects of weaker ones.

If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type.

As moderate, but the tail can hold an item of up to 1 Bulk or be used as a second hand to help hold an item of up to 2 Bulk. You can also use the limb to make an unarmed attack that deals 1d6 bludgeoning damage and has the sweep trait. This potion lasts 24 hours.

Main Item: Tentacle Potion

Treasure Vault, page 91.

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Greater Theatrical Mutagen

Item 11

alchemical consumable elixir mutagen polymorph 

Price 300 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Developed and widely used by students at the Lokhia Academy in Ziatroubax, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks.

Benefit You gain the listed item bonus to Acrobatics checks, Crafting checks, and Performance checks. If you're untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed.

Drawback You take a –1 penalty to Perception checks and Will saves. After any round where you don't spend at least 1 action to Interact with an object, Perform, Step, or Stride, you're flat-footed until the start of your next turn.

The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes.

Main Item: Theatrical Mutagen

Treasure Vault, page 61.

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Greater Thunderbird Tuft

Item 9

catalyst consumable magical 

Price 125 gp

Usage held in 1 hand; Bulk L

Category Consumable

This carved chunk of amber contains a single tuft of gray feathers, which spark with electricity to create an odd jittery sensation in anyone holding the amber for long. When used as part of a shocking grasp spell, thunderbird tuft funnels electricity back into the spellcaster in a defensive nimbus. For 1 minute, any creature that touches you or that hits you with a melee unarmed attack or non-reach melee weapon attack takes 2d4 electricity damage, or 2d6 electricity damage if the creature is using a metal weapon.

Main Item: Thunderbird Tuft

Secrets of Magic, page 169.

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Greater Thunderblast Slippers

Item 15

evocation invested magical sonic 

Price 6,500 gp

Usage worn footwear; Bulk L

Category Worn Item

Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to Acrobatics checks.

Activate [>>] command, envision, Interact; Frequency once per day; Effect You move like the wind, with precision and speed. You Stride up to 60 feet; this movement doesn't trigger reactions. When you stop, if you've moved at least 30 feet from where you started, you release a thunderous 5-foot emanation that deals 2d6 bludgeoning damage and 2d6 sonic damage with a DC 25 basic Fortitude save. A creature that critically fails its save is also knocked prone.

The distance you can Stride increases to 120 feet, the damage is 3d6 of each type, and the Fortitude DC is 34.

Headwear

Main Item: Thunderblast Slippers

Treasure Vault, page 151.

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Greater Thundering

Rune 15

evocation magical sonic 

Price 6,500 gp

Usage etched onto a weapon

Category Rune

This weapon lets out a peal of thunder when it hits, dealing an extra 1d6 sonic damage on a successful Strike. On a critical hit, the target has to succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure).

The save DC is 34, and the deafness is permanent. Sonic damage dealt by this weapon ignores the target's sonic resistance.

Main Item: Thundering

Core Rulebook, page 585.

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Greater Thunderstone

Item 11

alchemical bomb consumable sonic splash 

Price 250 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a DC 28 Fortitude saving throw with the listed DC or be deafened until the end of its next turn. You gain a +2 item bonus to attack rolls.

Main Item: Thunderstone

Core Rulebook, page 546.

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Greater Thurible of Revelation

Item 18

divination divine 

Price 19,000 gp

Usage held in 1 hand; Bulk 1

Category Held

This brass censer dangles on a length of chain.

Most thuribles of revelation are adorned with swirling Celestial text, though some are iron and feature Infernal or Abyssal text.

Activate [>>] Interact; Effect You light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to Religion checks, and any critical failure you roll when you Decipher Writing of a religious nature is a failure instead.

The thurible grants a +3 bonus. The greater version shares the once-per-day enhanced revelations of the moderate version, except peering through the smoke also grants you the effects of true seeing.

Main Item: Thurible of Revelation

Core Rulebook, page 575.

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Greater Toadskin Salve

Item 7

uncommon alchemical consumable poison 

Price 55 gp

Usage held in 1 hand; Bulk L

Category Poison

This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the two ways detailed below. After either reaction has been used, the remaining mucus loses its reactive properties and falls away as the effect ends. You can only have one dose applied at a time. If you don't use either reaction, after 10 minutes, the mucus flakes away and the effect ends.

Activate [R] Interact; Trigger You hit a creature with a melee; Effect You fling mucus on the creature, dealing 2d4 persistent poison damage.
Activate [R] Interact; Trigger You are hit with a melee attack that deals physical damage; Effect The mucus dulls the blow, granting you resistance 5 to physical damage against the triggering attack.
Main Item: Toadskin Salve

LOTGB, page 27.

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Greater Tome of Restorative Cleansing

Item 14

grimoire magical necromancy 

Price 3,750 gp

Bulk L

Category Grimoire

This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes.

Activate [F] envision (healing, necromancy, positive); Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally; Effect Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour.

The creature gains 3d8 temporary Hit Points.

Main Item: Tome of Restorative Cleansing

Treasure Vault, page 113.

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Greater Tooth and Claw Tattoo

Item 8

invested magical tattoo transmutation 

Price 500 gp

Usage tattooed on the body; Bulk —

Category Tattoo

This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the Diplomacy skill with animals of that kind. This tattoo is usually located on the body part or parts it's meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on.

Activate [>] command (morph); Effect You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog's jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws.
Activate [>>] command, envision (polymorph); Effect The tattoo casts 3rd-level animal form to transform you into the animal that matches your tattoo.

The tattoo casts 4th-level animal form instead of 3rd.

Main Item: Tooth and Claw Tattoo

Treasure Vault, page 122.

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Greater Torrent Spellgun

Item 11

attack consumable evocation magical spellgun water 

Price 275 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact, Strike

Category Consumable

Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. 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 blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand.

Critical Success The target takes double damage and is knocked back 10 feet.Success The target takes full damage and is knocked back 5 feet.

The damage is 12d6.

Main Item: Torrent Spellgun

Treasure Vault, page 98.

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Greater Tracker's Goggles

Item 9

divination invested magical 

Price 660 gp

Usage worn eyepiece

Category Worn Item

These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to Survival checks to Sense Direction and Track. If you fail a check to Track, you can try again after 30 minutes rather than an hour.

The goggles grant a +2 bonus. If you fail a check to Track, you can try again after 15 minutes rather than an hour.

Main Item: Tracker's Goggles

Core Rulebook, page 616.

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Greater Trackless

Item 10

abjuration magical 

Price 900 gp

Usage applied to footwear

Category Rune

Trackless runes are common among hunters and trappers, as well as thieves and anyone fleeing pursuit. While wearing trackless footwear, you have a +4 item bonus to the DC to track you. However, this bonus doesn't stack with the status bonus from pass without trace.

The rune has an activation.

Activate [>>] command, envision; Frequency once per day; Effect You extend the effect of your rune out to a 20-foot emanation. The emanation remains for 8 hours, affecting up to 10 creatures of your choice within the area. You can Dismiss this effect.
Main Item: Trackless

Treasure Vault, page 145.

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Greater Tradecraft Tattoo

Item 17

conjuration invested magical tattoo 

Price 13,000 gp

Usage tattooed on the body; Bulk —

Category Tattoo

Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they take the form of artistic patterns or depict tools of the trade, such as anvils, paintbrushes, or trowels. You gain a +2 item bonus to Crafting checks. Furthermore, when you roll a critical failure on a Crafting check to Earn Income, treat it as a failure instead.

Activate 1 minute (envision, Interact); Frequency once per day; Effect The tattoo casts creation. You choose the item and its appearance, and whether the spell is 4th or 5th level.

The item bonus to Crafting checks is +3. The creation spell's duration is unlimited but ends when you Activate the tattoo again.

Main Item: Tradecraft Tattoo

Treasure Vault, page 122.

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Greater Transposition Ammunition

Item 15

uncommon conjuration consumable magical teleportation 

Price 1,250 gp

Ammunition any

Activate [>>] Interact

Category Consumable

Transposition ammunition has a milky-white cast and will sometimes shift position subtly of its own accord. When you activate the ammunition, instead of making your Strike against a foe, you fire transposition ammunition at any unoccupied square you can see within your weapon's first range increment and succeed without making an attack roll. You pull yourself through the Astral Plane, teleporting along with any items you are holding into the square where you shot the ammunition. If this would carry along any other creature (even one in an extradimensional space), the activation fails.

Main Item: Transposition Ammunition

LOTGB, page 31.

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Greater Trickster's Mandolin

Item 8

coda illusion occult staff 

Price 460 gp

Usage held in 2 hands; Bulk L

Category Coda

Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to Deception and Performance checks.

Activate [>] envision; Effect You change the instrument's color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands to play.
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: Trickster's Mandolin

Treasure Vault, page 137.

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Greater Trinity Geode

Item 8

earth evocation magical spellheart 

Price 460 gp

Usage affixed to armor or a weapon

Category Spellheart

The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by Activating this item is 24.

Activate Cast a Spell; Effect You cast scatter scree.
Activate Cast a Spell; Frequency once per day; Effect You cast meld into stone.
Main Item: Trinity Geode

Secrets of Magic, page 171.

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Greater True Name Amulet

Item 15

rare invested magical 

Price 5,500 gp

Usage worn amulet

Category Worn Item

This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested.

If you can read the language in which the name is written, that creature always takes the effects of invoke true name against your spells (with a spell level equal to half the item's level, rounded up). In addition, when the creature uses any magical effect against you, you can immediately attempt to counteract it using Arcana, Nature, Occult, or Religion for the counteract check and the true name amulet's level to determine the counteract level.

Legendary amulets bearing the true names of creatures of level 21+ may exist.

Main Item: True Name Amulet

Secrets of Magic, page 247.

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Greater Trueshape Bomb

Item 18

alchemical bomb consumable poison splash 

Price 3,750 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Concentrated wolfsbane and other anti-braefaedath reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, persistent poison damage, and poison splash damage, according to their type. If the primary target is under the effects of a morph or polymorph effect, it must succeed at a Fortitude saving throw at the bomb's listed DC, or else the effects end and the creature returns to its normal form. Targets taking persistent poison damage from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a morph or polymorph effect.

The persistent damage can last up to 1 minute.

You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 40.

Main Item: Trueshape Bomb

Treasure Vault, page 45.

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Greater Twilight Lantern

Item 14

uncommon light magical transmutation 

Price 3,700 gp

Usage held in 1 hand; Bulk L

Category Held

This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light.

Activate [>] envision; Effect You concentrate on the lantern's light and reduce or increase its radius.

The light can have a minimum radius of 5 feet and a maximum radius equal to double the light's standard radius.

Activate [>>] envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a beam of powerful moonlight, targeting a darkness effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10.

As moderate twilight lantern, but the counteract modifier is +21.

Main Item: Twilight Lantern

Strength of Thousands #4: Secrets of the Temple-City, page 76.

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Greater Universal Solvent

Item 12

alchemical consumable 

Price 325 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Originally formulated as a means of dissolving sovereign glue, this powerful solvent can break almost any adhesive's grip.

As universal solvent is particularly effective against sovereign glue, it automatically dissolves sovereign glue. It attempts to counteract any other adhesives, such as tanglefoot bags, with a counteract modifier depending on the type.

The serum has a counteract modifier of +19.

Main Item: Universal Solvent

Advanced Player’s Guide, page 255.

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Greater Unmemorable Mantle

Item 9

illusion invested magical worn 

Price 1,300 gp

Usage worn cloak; Bulk 1

Category Worn Item

This long, shoddy cloak bears a hood and a simple brass clasp. While wearing the cloak, you gain a +1 item bonus to Deception checks to Impersonate an individual and to Lie while in character as that individual.

Activate 1 minute (envision, Interact); Frequency once per day; Requirements You are Impersonating someone else; Effect While conversing or otherwise casually interacting with other creatures, you can adjust the mantle's clasp to modify those creatures' recollections of the last 5 minutes of their interaction with you. Each creature must attempt a DC 25 Will save.Critical Success The creature recalls the interaction clearly and realizes you were trying to alter their memory.Success The creature recalls the interaction clearly.Failure You decide whether or not the creature recalls the interaction. You can also alter minor details the creature recalls about the interaction, such as the time, place, and whether the interaction was favorable, as determined by the GM.Critical Failure You decide whether or not the creature recalls the interaction. You can also alter major details the creature recalls about the interaction, such as believing you to be another individual or that the creature agreed to a favor, as determined by the GM.

The item bonus is +2, and the Will save DC is 28.

Main Item: Unmemorable Mantle

LOCG, page 73.

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Greater Unsullied Blood

Item 10

uncommon catalyst consumable magical 

Price 200 gp

Usage held in one hand; Bulk L

Activate [>] envision

Category Consumable

Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was extracted. When this catalyst is added to a vampiric touch spell of up to 4th level, instead of gaining temporary Hit Points based on the damage dealt, you recover half of the damage dealt as Hit Points.

As moderate, except you can add the catalyst to a vampiric touch or vampiric maiden spell of up to 6th level.

Main Item: Unsullied Blood

LOIL, page 177.

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Greater Vaccine

Item 12

alchemical consumable elixir healing 

Price 400 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

The duration is 1 year.

Main Item: Vaccine

Treasure Vault, page 61.

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Greater Verdant Staff

Item 12

divination magical staff 

Price 1,750 gp

Usage held in 1 hand; Bulk 1

Category Staff

This oak branch grows leaves in spring that change color in autumn and shed in winter. While wielding it, you gain a +2 circumstance bonus to checks to identify plants and fungus.

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: Verdant Staff

Core Rulebook, page 595.

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Greater Vermin Repellent Agent

Item 12

uncommon alchemical consumable 

Price 315 gp

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Consumable

This specialized cream serves as a repellent to stave off insects.

The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you a +3 item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a DC 29 Will save when attempting to attack you with a melee Strike, or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute.

Critical Success The creature can act normally.Success The creature is frightened 1.Failure The creature is frightened 2.Critical Failure The creature is frightened 2 and fleeing. Main Item: Vermin Repellent Agent

LOPSG, page 101.

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Greater Vexing Vapor

Item 11

uncommon alchemical bomb consumable inhaled mental poison splash 

Price 300 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the concentrate trait. This lasts until the end of its next turn (1 minute on a critical hit).

Main Item: Vexing Vapor

LOTGB, page 27.

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Greater Victory Plate

Item 15

uncommon abjuration invested magical 

Price 5,500 gp

Usage worn armor; Bulk 4

Category Armor

The metal plates of this +1 resilient full plate are covered by a bright tabard featuring a distinctive coat of arms divided into four fields. This insignia magically records your recent victories, displaying one triumph in each field of the coat of arms, allowing you to call upon those victories for aid in future battles.

Activate [F] envision; Trigger You kill or destroy a creature of a level equal to or greater than your victory plate (adjusted as usual if you add fundamental runes to victory plate).; Effect You direct the armor to commemorate your victory. The coat of arms on the armor's tabard shifts to incorporate heraldry related to the slain creature, and the victory is recorded within the tabard. If you have already recorded four victories, choose one to replace with the new victory.
Activate [>>] envision, Interact; Frequency once per hour; Effect You touch one of the tabard's four fields representing one of your victories and recall your triumph over that creature. That creature vanishes from the tabard, and for 1 minute, you gain resistance 5 to a damage type based on the creature's trait (you gain resistance to only one type, even if the creature has more than one trait that could apply):
  • Aberration or Fey mental
  • Celestial good
  • Construct poison
  • Dragon or Elemental one energy type that matches one of the dragon's or elemental's traits
  • Fiend evil
  • Ooze precision, and the resistance is 10
  • Undead negative

The armor is a +2 greater resilient full plate. You can use the second activation once per minute instead of once per hour, and the resistance it grants is 10, or 20 for the ooze's resistance against precision damage.

Main Item: Victory Plate

Advanced Player’s Guide, page 264.

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Greater Vigilant Eye

Item 11

divination magical spellheart 

Price 1,250 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye's pupil continually twitches and moves, scanning its bearer's surroundings.

Activate Cast a Spell; Effect You cast detect magic.
Activate Cast a Spell; Frequency once per day; Effect You cast web of eyes .

The flat check DC if the eye is affixed to a weapon is 3 if the target is concealed or 9 if it's hidden.

Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance.
Main Item: Vigilant Eye

Treasure Vault, page 129.

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Greater Vroustiam's Mud

Item 18

consumable evocation magical potion 

Price 4,800 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Vroustiam's mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against incapacitation effects. Also, you can use a single action to breathe out a 20-foot cone of bitter vapor that causes an earth-shaking rumble that can be heard for 100 feet.

Creatures and objects in the area take 5d6 damage (DC 30 basic Fortitude save), decreasing Hardness by 5. An object's Hardness remains lowered for 1d4 rounds, and you can't use this breath again for the same amount of time.

The damage is 8d6, the save DC is 38, and Hardness decreases by 10.

Main Item: Vroustiam's Mud

Treasure Vault, page 90.

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Greater War Blood Mutagen

Item 11

uncommon alchemical consumable elixir mutagen polymorph 

Price 300 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding.

Benefit Choose one melee weapon you're holding in one or both hands. You gain the listed item bonus to your attack rolls with this weapon and to Will saves against fear effects. Any attempt to Disarm or otherwise remove the weapon from your hands must exceed the listed DC based on the type of war blood mutagen or the attempt fails.

Drawback You can't voluntarily remove the weapon unless you succeed at an Athletics check at the listed DC, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the concentrate trait, you must succeed at a DC 5 flat check or the action is lost.

The item bonus is +3, the DC to remove the weapon is 40, and the duration is 1 hour.

Main Item: War Blood Mutagen

OoA1, page 77.

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Greater Warding Escutcheon

Item 20

conjuration magical 

Price 55,000 gp

Usage held in 1 hand; Bulk 4

AC Bonus undefined; Hardness 20; HP 80; BT 40

Category Held

An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20).

Activate [>>] Interact; Frequency once per day; Effect The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all passage. The door has the same Hardness, HP, and Broken Threshold as the shield, with Athletics and Thievery DCs of 25 to open. The door remains in place for 1 hour, until it's opened or broken, or until you spend an action to end this effect, at which point the shield returns to your hand (or falls to the ground in your space if your hands are full).
Activate 1 minute (command); Frequency once per day; Effect The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast cozy cabin, with the shield becoming the door.

The DCs are 43, and using the second activation casts resplendent mansion, forming a tall stone keep.

Main Item: Warding Escutcheon

Treasure Vault, page 23.

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Greater Warding Statuette

Item 13

abjuration force magical spellheart 

Price 2,600 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

This small figurine is carved from soapstone in the shape of a deity or guardian, facing both front and back to indicate unflagging vigilance. The spell attack roll of any spell cast by activating this item is +13.

Activate Cast a Spell; Effect You cast shield.
Activate Cast a Spell; Frequency once per day; Effect You cast spiritual weapon.

The resistance is 5 when affixed to armor, and the spell attack roll is +20.

Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level spiritual weapon.
Activate Cast a Spell; Frequency once per day; Effect You cast spiritual guardian.
Main Item: Warding Statuette

Treasure Vault, page 129.

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Greater Wardrobe Stone

Item 20

uncommon illusion invested magical 

Price 55,000 gp

Usage held in 1 hand; Bulk L

Category Held

This large stone eye is the size of a fist and decorated with elaborate carvings of robes and other garments.

Activate (1 minute) (envision, Interact); Effect You enter a brief trance in which you envision yourself entering a large dressing room. You maneuver through the endless dressing-room mindscape and search for whatever articles of clothing, accessories, and other garments you desire.

After the activation, you gain the effects of illusory disguise, except that it only causes you to appear to be wearing the exact outfit you selected within the mindscape. The illusion also disguises the wardrobe stone to match your outfit and not appear out of place, such as by appearing to be a glove or bracelet, though it continues to occupy your hand while you're under the effects of illusory disguise.

You can actively Dismiss the Spell, but the effects are also dismissed immediately when you're no longer holding the wardrobe stone.

You gain +3 item bonus to Perception checks involving sight and a +3 item bonus to a specific Lore skill associated with your outfit.

Activate (1 minute) (envision, Interact); Frequency once per day; Effect You cast prying eye.
Activate (10 minutes) (envision, Interact); Frequency once per day; Effect The wardrobe stone splits open and permanently transforms into a specific type of magical robe of your choosing. It can transform into any 20th-level or lower magical robe to which you have access, except for items that can't normally be Crafted, such as artifacts. This process is irreversible.
Main Item: Wardrobe Stone

LOTGB, page 51.

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Greater Weapon Shot

Item 12

conjuration consumable magical 

Price 400 gp

Ammunition any

Category Consumable

The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it.

It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon.

Activate [>] envision; Effect For the Strike with which you consume the ammunition, use the ammunition's fundamental runes, according to its type, instead of those of the weapon firing it.
Activate [>>] envision, Interact; Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition's fundamental runes, according to its type.

The attack functions appropriately for a +2 greater striking weapon.

Main Item: Weapon Shot

Treasure Vault, page 83.

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Greater Wildwood Ink

Item 10

invested primal tattoo transmutation 

Price 900 gp

Usage tattooed on the body; Bulk —

Category Tattoo

These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to Stealth checks, which increases to +2 in forests.

Activate [R] Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You're in a forest or similar natural area; Effect The tattoo casts tree shape on you before you can be noticed. The duration of this spell is 10 minutes.

If you've already Activated the tattoo, you can supply a separate casting of tree shape to recharge the tattoo instead of having the spell's normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast tree shape to recharge the tattoo after each use.

The item bonus to Stealth checks is +2, or +3 in forests. Tree shape lasts up to 1 hour.

Main Item: Wildwood Ink

Treasure Vault, page 123.

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Greater Wind-Catcher

Rune 14

uncommon evocation magical 

Price 4,250 gp

Usage applied to a wind-powered vehicle

Category Rune

This rune is invested by the captain or pilot of the vehicle.

The vehicle gains a +10-foot item bonus to its Speed. If lack of wind prevents the vehicle from moving, it can still move at a Speed of 10 feet.

Main Item: Wind-catcher

LOTGB, page 89.

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Greater Winged

Rune 19

magical transmutation 

Price 35,000 gp

Usage etched onto armor

Category Rune

This rune is a swirling glyph on the front of the armor. A large pair of transparent, ephemeral wings floats out from the back of the armor.

Activate [>>] command, Interact; Frequency once per hour; Effect You trace the rune on the front of the breastplate and the armor's ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land Speed, whichever is slower. This effect lasts for 5 minutes or until you Dismiss it. Once the effect ends, the wings disappear completely, reappearing in their ephemeral form 1 hour later.

Once activated, the wings remain tangible indefinitely. You can Dismiss the activation if you choose, and you don't have to wait an hour to activate the rune again.

Main Item: Winged

Advanced Player’s Guide, page 265.

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