Items: M (Part 3 of 9)

60 items, from Major Junk Bomb to Major Staff of Air.

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Part: 1 2 3 4 5 6 7 8 9

Major Junk Bomb · Major Library Robes · Major Life Shot · Major Life-Boosting Oil · Major Lightweave Scarf · Major Lyrakien Staff · Major Maekuth's Staff · Major Magnetic Suit · Major Magnifying Scope · Major Material Essence Disruptor · Major Meteor Shot · Major Midday Lantern · Major Moonlit Spellgun · Major Necrotic Bomb · Major Numbing Tonic · Major Oil of Unlife · Major Ooze Ammunition · Major Ouroboros Flail · Major Paired Runes · Major Perfect Droplet · Major Peshspine Grenade · Major Phantasmal Doorknob · Major Pipes of Compulsion · Major Poison Concentrator · Major Poisoner's Staff · Major Potion of Retaliation · Major Pressure Bomb · Major Quenching · Major Quicksilver Mutagen · Major Radiant Prism · Major Resilient · Major Resonating Fork · Major Retaliation · Major Rime Crystal · Major Ring of Energy Resistance · Major Ruby Capacitor · Major Sanguine Fang · Major Sanguine Mutagen · Major Sapling Shield · Major Saurian Spike · Major Screech Shooter · Major Sealing Chest · Major Seer's Flute · Major Serene Mutagen · Major Serpent Oil · Major Shadow · Major Silvertongue Mutagen · Major Sinew-Shock Serum · Major Skunk Bomb · Major Slick · Major Sniper's Bead · Major Soaring Wings · Major Soothing Tonic · Major Spellstriker Staff · Major Spider Gun · Major Spiderfoot Brew · Major Spiritual Warhorn · Major Spy Staff · Major Staff of Abjuration · Major Staff of Air

Major Junk Bomb

Item 17

uncommon alchemical bomb consumable splash 

Price 2,750 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A greater junk bomb deals 4d8 slashing damage, 4 persistent bleed damage, and 4 piercing splash damage. You gain a +3 item bonus to attack rolls.

Main Item: Junk Bomb

PFUM.

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Major Library Robes

Item 15

invested magical transmutation 

Price 6,000 gp

Usage worn armor; Bulk L

Category Armor

These +1 resilient scroll robes magically store a spell for you.

During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' inscribed trait, but without needing to go through the normal scribing process.

You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe.

The armor is +2 greater resilient scroll robes, and the spell can be 8th level or lower.

Main Item: Library Robes

Treasure Vault, page 15.

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Major Life Shot

Item 16

alchemical consumable healing 

Price 1,500 gp

Ammunition round

Activate [>] Interact

Category Consumable

Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it.

The ammunition restores 8d4+11 Hit Points, and the bonus is +3.

Main Item: Life Shot

Treasure Vault, page 43.

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Major Life-Boosting Oil

Item 15

uncommon consumable healing magical necromancy oil 

Price 1,300 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

When you apply sticky, stinging life-boosting oil, you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not.

The oil grants fast healing 15.

Main Item: Life-Boosting Oil

Treasure Vault, page 86.

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Major Lightweave Scarf

Item 18

illusion magical spellheart visual 

Price 22,000 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

The first of these strips of glittering cloth was worn by a monk from Vrutaen who would interweave it into his handwraps of mighty blows. The spell DC of any spell cast by activating this item is 24.

Activate Cast a Spell; Effect You cast dancing lights.
Activate Cast a Spell; Frequency once per day; Effect You cast hypnotic pattern.

Item bonus when affixed to armor is +3; when affixed to a weapon, creatures are confused for 1 minute; and the spell DC is 38.

Activate Cast a Spell; Frequency once per day; Effect You cast 8th-level vibrant pattern.
Activate Cast a Spell; Frequency once per day; Effect You cast scintillating pattern.
Main Item: Lightweave Scarf

Treasure Vault, page 127.

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Major Lyrakien Staff

Item 16

evocation magical staff 

Price 8,600 gp

Usage held in 1 hand; Bulk 1

Category Staff

A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff, a silver shaft that sparkles with the gentle glow of starlight. Bregik first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff, you gain a +1 circumstance bonus on saving throws against incapacitation effects.

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

The circumstance bonus is +2.

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

Main Item: Lyrakien Staff

Treasure Vault, page 133.

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Major Maekuth's Staff

Item 12

divination magical staff 

Price 1,800 gp

Usage held in 1 hand; Bulk 1

Category Staff

This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to checks to identify mental 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: Maekuth's Staff

Core Rulebook, page 592.

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Major Magnetic Suit

Item 16

aura consumable 

Price 2,000 gp

Usage worn over armor and clothes; Bulk 1

Activate [>>] Interact

Category Consumable

This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or repel.

While set to attract, you take a –3 item penalty to your AC against attacks made by metal weapons, while creatures within a 20-foot emanation other than you gain a +3 item bonus to their AC. If set to repel, you gain a +3 item bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +3 item bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a –3 item penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +3 item bonus to Athletics checks to Shove metal creatures, but you take a –3 item penalty to Climb metal objects and Grapple metal creatures.

Main Item: Magnetic Suit

Guns & Gears, page 71.

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Major Magnifying Scope

Item 17

divination magical 

Price 16,000 gp

Usage attached ; Bulk L

Category Scope Customization

These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual Perception checks to Seek creatures through the scope.

Activate [>] Interact; Effect While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you're no longer wielding the weapon, whichever comes first.

The item bonus is +3, and activating the scope increases the range increment by 20 feet.

Main Item: Magnifying Scope

Guns & Gears, page 181.

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Major Material Essence Disruptor

Item 15

uncommon consumable gadget 

Price 6,500 gp

Usage held in 1 hand; Bulk 1

Activate [>>] Interact

Category Consumable

A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active arcane or primal spell within 90 feet, with a +24 counteract modifier and counteract level of 8.

Main Item: Material Essence Disruptor

Guns & Gears, page 71.

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Major Meteor Shot

Item 17

uncommon consumable evocation fire magical splash 

Price 3,000 gp

Ammunition round

Activate [>] Interact

Category Consumable

This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot, it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon's normal damage, the meteor shot deals 9d6 fire damage in a 20-foot emanation around the target (DC 37 basic Reflex save) and the ground in the area becomes difficult terrain.

In addition, the Strike gains the following critical failure effect.

Critical Failure The weapon misfires. Main Item: Meteor Shot

Guns & Gears, page 171.

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Major Midday Lantern

Item 18

uncommon light magical transmutation 

Price 18,750 gp

Usage held in 1 hand; Bulk L

Category Held

This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness.

Activate [>] to [>>>] envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level scorching ray (Secrets of Magic 127) using a spell attack roll of +14, with its effect determined by the number of actions you used to Activate the lantern.

The lantern casts 8th-level scorching ray, using a spell attack roll of +32.

Main Item: Midday Lantern

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

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Major Moonlit Spellgun

Item 17

attack consumable evocation fire light magical spellgun 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact, Strike

Category Consumable

Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it's often carried by hunters of werecreatures, vampires, and devils.

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 emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun's damage is treated as silver for the purposes of weaknesses, resistances, and the like.

Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it's also enfeebled 1 for 1 minute.Success The target takes full damage and is dazzled until the start of your next turn.

The damage is 18d8 at night, or 18d6 at other times.

Main Item: Moonlit Spellgun

Treasure Vault, page 97.

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Major Necrotic Bomb

Item 17

alchemical bomb consumable negative splash 

Price 2,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures.

Many types grant an item bonus to attack rolls.

You gain a +3 bonus to attack rolls. The bomb deals 4d6 negative damage and 4 negative splash damage. On a critical hit, the target is sickened 4.

Main Item: Necrotic Bomb

Abomination Vaults #3: Eyes of Empty Death, page 74.

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Major Numbing Tonic

Item 16

alchemical consumable elixir 

Price 1,400 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

You gain 20 temporary Hit Points.

Main Item: Numbing Tonic

Treasure Vault, page 60.

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Major Oil of Unlife

Item 18

consumable magical necromancy negative oil 

Price 5,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Oil

This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or a living creature with negative healing, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points.

You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself.

The oil restores 8d8+30 Hit Points.

Main Item: Oil Of Unlife

Advanced Player’s Guide, page 258.

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Major Ooze Ammunition

Item 18

acid alchemical consumable 

Price 3,250 gp

Ammunition any

Activate [>] Interact

Category Consumable

Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. These Escape actions don't need to be consecutive, and other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn.

The ammunition deals 4d4 persistent acid damage and imposes a –15-foot penalty to Speed, and the Escape DC is 38.

Main Item: Ooze Ammunition

Treasure Vault, page 43.

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Major Ouroboros Flail

Item 20

magical transmutation 

Price 65,000 gp

Usage held in 2 hands; Bulk 2

Category Held

You can easily expand and contract the chain of this +2 greater striking extending war flail.

It magically grows new links when extended and loses them when contracted.

Activate [R] command; Trigger You successfully Strike with the flail while activating its extending rune; Effect The head of the flail wraps around the target of the triggering Strike and drags it in your direction. The target must succeed at a DC 31 Fortitude save or be pulled adjacent to you. A creature pulled in is then grabbed by the flail until the end of your next turn unless you move, your target Escapes (DC 31), or you use the flail.
Activate [>>>] Interact; Effect You extend the flail's chain, then wrap it across itself and strike two links together.

This severs a usable 60-foot loop of chain from the flail, which instantly returns to its normal length. If you use this activation again, any previous chain you created with it disappears after 1 round. As with most obviously magical and temporary constructs, the chain cannot be sold.

The flail is a +3 major striking greater extending war flail, the activation's DC is 43, and the severed chain is 120 feet long.

Main Item: Ouroboros Flail

Secrets of Magic, page 187.

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Major Paired Runes

Rune 13

uncommon conjuration magical teleportation 

Price 2,750 gp

Usage each rune applied to a separate item that has pockets

Category Rune

These runes always come in pairs and can be applied to a garment's pockets to be activated.

Activate [>] command; Frequency once per day; Effect Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation.

You can activate these runes at any distance as long as they're on the same plane.

Accessory Runes.

Main Item: Paired

LOTGB, page 88.

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Major Perfect Droplet

Item 12

evocation magical spellheart water 

Price 1,800 gp

Usage affixed to armor or a weapon

Category Spellheart

Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by Activating this item is 29.

Activate Cast a Spell; Effect You cast spout.
Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level aqueous orb or feet to fins.
Activate Cast a Spell; Frequency once per day; Effect You cast hydraulic torrent.
Main Item: Perfect Droplet

Secrets of Magic, page 171.

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Major Peshspine Grenade

Item 17

uncommon alchemical bomb consumable splash 

Price 2,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the stupefied condition until the end of its next turn.

Many types of peshpine grenade grant an item bonus to attack rolls.

You gain a +3 item bonus to attack rolls.

The bomb deals 4d6 piercing damage and 4 piercing splash damage, and the target is stupefied 3.

Main Item: Peshspine Grenade

Age of Ashes #5: Against the Scarlet Triad, page 77.

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Major Phantasmal Doorknob

Item 15

emotion illusion magical mental spellheart 

Price 6,000 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating this item is 20.

Activate Cast a Spell; Effect You cast ghost sound.
Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal treasure .

The item bonus when affixed to armor is +2, and the spell DC is 34. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn.

Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level phantasmal killer.
Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal calamity.
Main Item: Phantasmal Doorknob

Treasure Vault, page 127.

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Major Pipes of Compulsion

Item 12

uncommon coda enchantment occult staff 

Price 1,900 gp

Usage held in 2 hands; Bulk L

Category Coda

These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn't function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to Diplomacy and Performance checks.

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

The item bonuses are +2.

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

Main Item: Pipes of Compulsion

Treasure Vault, page 137.

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Major Poison Concentrator

Item 19

additive 1 alchemical 

Price 31,000 gp

Usage held in 2 hands; Bulk L

Category Held

This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same alchemical poison, creating a single concentrated poison with a +1 item bonus to its DC.

The concentrator combines poisons of level 18 or lower.

Main Item: Poison Concentrator

Treasure Vault, page 64.

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Major Poisoner's Staff

Item 14

uncommon conjuration magical necromancy staff 

Price 4,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

This gnarled staff is covered with thorns and coated with a glistening lacquer that acts as a minor irritant.

While holding the staff, you aren't affected by its coating or thorns, and you reduce the DC of your flat checks to overcome persistent poison damage.

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

You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 5.

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

Main Item: Poisoner's Staff

AoE4, page 80.

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Major Potion of Retaliation

Item 18

consumable evocation magical potion 

Price 5,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer reminiscent of the energy it contains. For 1 minute after drinking a potion of retaliation, you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike.

The aura deals 4d8 damage.

Main Item: Potion Of Retaliation

Advanced Player’s Guide, page 259.

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Major Pressure Bomb

Item 17

uncommon alchemical bomb consumable force splash 

Price 2,750 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A major pressure bomb deals 4d4 bludgeoning damage and 4 bludgeoning splash damage. On a critical hit, the target is knocked prone. You gain a +3 item bonus to attack rolls, and Medium or smaller creatures who take splash damage are pushed 5 feet away from the target, and then, if the target is Large or smaller, it is pushed 5 feet away from you.

Main Item: Pressure Bomb

PFUM.

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Major Quenching

Rune 14

abjuration magical 

Price 4,500 gp

Usage etched onto armor

Category Rune

This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance).

The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance).

Main Item: Quenching

Treasure Vault, page 13.

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Major Quicksilver Mutagen

Item 17

alchemical consumable elixir mutagen polymorph 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your features become thin and angular. You become swifter and nimbler, but your body also becomes fragile.

Benefit You gain a +4 item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-based attack rolls, and you gain a +20 foot bonus to your Speed. The duration is 1 hour.

Drawback You take damage equal to twice your level; you can't recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves.

Main Item: Quicksilver Mutagen

Core Rulebook, page 549.

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Major Radiant Prism

Item 20

abjuration magical spellheart 

Price 64,000 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

Any armor or weapon this glass prism is affixed to glows softly with shifting colored lights. The spell DC of any spell cast by activating this item is 35.

Activate Cast a Spell; Effect You cast light.
Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor .

The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 43. The rune is greater brilliant, and its damage is 3d4 of each type.

Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor.
Activate Cast a Spell; Frequency once per day; Effect You cast prismatic sphere.
Main Item: Radiant Prism

Treasure Vault, page 127.

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Major Resilient

Rune 20

abjuration magical 

Price 49,440 gp

Usage etched onto armor

Category Rune

Resilient runes imbue armor with additional protective magic.

This grants the wearer a +1 item bonus to saving throws.

You can upgrade the resilient rune already etched on a suit of armor 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 armor grants a +3 item bonus to saving throws.

Fundamental Weapon Runes.

Main Item: Resilient

Core Rulebook, page 581.

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Major Resonating Fork

Item 12

evocation magical sonic spellheart 

Price 1,800 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19.

Activate Cast a Spell; Effect You cast bullhorn .
Activate Cast a Spell; Frequency once per day; Effect You cast biting words .

The resistance is 10 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 1 minute (1 hour on a critical success), and the spell DC is 29.

Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level sound burst.
Activate Cast a Spell; Frequency once per day; Effect You cast painful vibrations .
Main Item: Resonating Fork

Treasure Vault, page 128.

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Major Retaliation

Item 19

evocation magical 

Price 40,000 gp

Usage applied to shield

Category Rune

Shields with a retaliation rune use the impact of weapons to generate blasts of explosive force that counterattack foes.

Activate [F] envision; Frequency once per hour; Trigger You Shield Block a melee Strike; Effect You unleash force damage against the creature that made the triggering attack. This attack deals 4d4 force damage (DC 20 basic Reflex save).

The damage is 16d4 force damage and the save DC is 41.

Main Item: Retaliation

Treasure Vault, page 144.

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Major Rime Crystal

Item 13

cold evocation magical spellheart 

Price 2,800 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17.

Activate Cast a Spell; Effect You cast ray of frost.

Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +20, and the spell DC is 30.

Activate Cast a Spell; Frequency once per day; Effect You cast ice storm .
Activate Cast a Spell; Frequency once per day; Effect You cast cone of cold.
Main Item: Rime Crystal

Treasure Vault, page 128.

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Major Ring of Energy Resistance

Item 14

abjuration invested magical 

Price 4,400 gp

Usage worn; Bulk —

Category Worn Item

This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a ring of fire resistance might be capped with a ruby, whereas a ring of cold resistance features a sapphire instead.

The ring grants resistance 15.

Main Item: Ring of Energy Resistance

Core Rulebook, page 614.

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Major Ruby Capacitor

Item 18

consumable evocation magical talisman 

Price 4,500 gp

Usage affixed to a magical staff; Bulk —

Activate [F] Interact; Requirements You prepared the staff.

Category Talisman

This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn.

The number of temporary charges increases to 5.

Main Item: Ruby Capacitor

Treasure Vault, page 95.

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Major Sanguine Fang

Item 15

magical necromancy negative spellheart 

Price 5,750 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25.

Activate Cast a Spell; Effect You cast chill touch.
Activate Cast a Spell; Frequency once per day; Effect You cast vampiric touch.

The resistance is 10 and the item bonus is +3 when affixed to armor, the persistent bleed damage is 2d6 when affixed to a weapon, and the spell DC is 34.

Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level vampiric touch.
Activate Cast a Spell; Frequency once per day; Effect You cast vampiric exsanguination.
Main Item: Sanguine Fang

Treasure Vault, page 128.

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Major Sanguine Mutagen

Item 17

alchemical consumable elixir mutagen polymorph 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood.

Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the disease trait, poison trait, or would give you the fatigued condition.

Drawback Whenever you take piercing or slashing damage, you take 1d6 persistent bleed damage.

The bonus is +4, and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead and your critical failures on such saves become failures instead.

Main Item: Sanguine Mutagen

Treasure Vault, page 60.

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Major Sapling Shield

Item 15

magical transmutation 

Price 5,860 gp

Usage held in 1 hand; Bulk 2

Category Held

This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage.

Activate [>] envision; Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler.

The buckler has Hardness 13, HP 104, and BT 52.

Main Item: Sapling Shield

Treasure Vault, page 22.

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Major Saurian Spike

Item 15

magical spellheart transmutation 

Price 6,500 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 scent is precise instead of imprecise, and creatures that fail their saves are frightened 2 (frightened 3 on a critical failure) with a DC 34 save.

Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level dinosaur form.
Main Item: Saurian Spike

Treasure Vault, page 128.

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Major Screech Shooter

Item 17

uncommon evocation magical 

Price 15,000 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.

The DC for the activation is 37 and it affects creatures in a 50-foot emanation.

Craft Requirements The initial raw materials must include the larynx of a creature with a frightening screech.

Main Item: Screech Shooter

Guns & Gears, page 155.

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Major Sealing Chest

Item 14

uncommon abjuration magical 

Price 3,750 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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Major Seer's Flute

Item 12

uncommon coda divination occult staff 

Price 1,900 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.

The item bonuses are +2.

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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Major Serene Mutagen

Item 17

alchemical consumable elixir mutagen polymorph 

Price 3,000 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 +4 item bonus to Will saves and Perception, Medicine, Nature, Religion, and Survival checks. When you roll a success on a Will save against a mental effect, you get a critical success instead, and your critical failures on Will saves against mental effects become failures 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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Major Serpent Oil

Item 11

consumable magical oil transmutation 

Price 225 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 Large object, producing an emperor cobra (Bestiary 2 245).

Main Item: Serpent Oil

Treasure Vault, page 87.

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Major Shadow

Rune 17

magical transmutation 

Price 14,000 gp

Usage etched onto light or medium nonmetallic armor

Category Rune

Armor with this rune becomes hazy black. You gain a +3 item bonus to Stealth checks while wearing the armor.

Main Item: Shadow

Core Rulebook, page 583.

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Major Silvertongue Mutagen

Item 17

alchemical consumable elixir mutagen polymorph 

Price 3,000 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 +4 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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Major Sinew-Shock Serum

Item 18

alchemical consumable elixir healing 

Price 3,250 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 +28 modifier for the roll.

Main Item: Sinew-shock Serum

Advanced Player’s Guide, page 254.

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Major Skunk Bomb

Item 17

alchemical bomb consumable olfactory poison splash 

Price 2,400 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 +3 item bonus to attack rolls. The bomb deals 4d4 poison damage and 4 poison splash damage. The Fortitude DC is 37.

Main Item: Skunk Bomb

Treasure Vault, page 45.

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Major Slick

Rune 16

magical transmutation 

Price 9,000 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 +3 item bonus to Acrobatics checks to Escape and Squeeze.

Main Item: Slick

Core Rulebook, page 583.

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Major Sniper's Bead

Item 16

consumable magical talisman transmutation 

Price 1,600 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, even if the target is all the way out to the weapon's sixth range increment. As normal, you still can't hit a target more than six range increments away.

Main Item: Sniper's Bead

Guns & Gears, page 185.

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Major Soaring Wings

Item 19

invested magical tattoo transmutation 

Price 38,000 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 any number of times, and the effect lasts until you Dismiss the activation.

Main Item: Soaring Wings

Treasure Vault, page 121.

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Major Soothing Tonic

Item 17

alchemical consumable elixir healing 

Price 2,700 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 10.

Main Item: Soothing Tonic

Treasure Vault, page 60.

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Major Spellstriker Staff

Item 16

evocation magical staff 

Price 8,500 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 greater 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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Major Spider Gun

Item 15

uncommon evocation magical 

Price 6,500 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.

A major spider gun is a +2 greater striking weapon. The gun's webbing requires at least 25 slashing damage or 15 fire damage to clear away and the DC is 34.

Craft Requirements The initial raw materials for the spider gun must include the fangs and spinneret of a giant spider or other Large spider.

Main Item: Spider Gun

Guns & Gears, page 155.

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Major Spiderfoot Brew

Item 17

uncommon alchemical consumable elixir polymorph 

Price 2,500 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 25 feet climb Speed and a +3 item bonus to Athletics checks made to climb for 1 hour.

Main Item: Spiderfoot Brew

PFUM.

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Major Spiritual Warhorn

Item 17

conjuration consumable force magical 

Price 3,000 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.

Eight warriors manifest with a +29 attack modifier.

Main Item: Spiritual Warhorn

Treasure Vault, page 98.

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Major Spy Staff

Item 15

uncommon illusion magical staff 

Price 5,300 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 38.

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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Major Staff of Abjuration

Item 14

abjuration magical staff 

Price 4,000 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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Major Staff of Air

Item 12

evocation magical staff 

Price 1,800 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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