Items: M (Part 4 of 9)

60 items, from Major Staff of Conjuration to Mana-Rattler Liniment.

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Part: 1 2 3 4 5 6 7 8 9

Major Staff of Conjuration · Major Staff of Divination · Major Staff of Earth · Major Staff of Enchantment · Major Staff of Evocation · Major Staff of Final Rest · Major Staff of Fire · Major Staff of Healing · Major Staff of Illusion · Major Staff of Impossible Visions · Major Staff of Nature's Cunning · Major Staff of Nature's Vengeance · Major Staff of Necromancy · Major Staff of Providence · Major Staff of the Desert Winds · Major Staff of the Dreamlands · Major Staff of Transmutation · Major Staff of Water · Major Staff-Storing Shield · Major Stalk Goggles · Major Stampede Medallion · Major Stanching · Major Star Grenade · Major Stouseisu's Recourse · Major Striking · Major Sturdy Shield · Major Sulfur Bomb · Major Swallow-Spike · Major Swapping Stone Bonmuan Swapping Stone · Major Tanglefoot Bag · Major Tentacle Cannon · Major Theatrical Mutagen · Major Thunderbird Tuft · Major Thunderstone · Major Toadskin Salve · Major Tooth and Claw Tattoo · Major Torrent Spellgun · Major Trickster's Mandolin · Major Trinity Geode · Major True Name Amulet · Major Twilight Lantern · Major Universal Solvent · Major Unmemorable Mantle · Major Unsullied Blood · Major Vaccine · Major Vermin Repellent Agent · Major Vexing Vapor · Major Vigilant Eye · Major War Blood Mutagen · Major Weapon Shot · Major Wildwood Ink · Major Wovenwood Shield · Major Wyrm Claw · Major Wyrm on the Wing · Major Zombie Staff · Majordomo Torc · Malleable Mixture · Malyass Root Paste · Mambele · Mana-Rattler Liniment

Major Staff of Conjuration

Item 14

conjuration magical staff 

Price 4,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

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

Main Item: Staff of Conjuration

Core Rulebook, page 593.

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Major Staff of Divination

Item 14

divination magical staff 

Price 4,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

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

Main Item: Staff of Divination

Core Rulebook, page 593.

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Major Staff of Earth

Item 12

evocation magical staff 

Price 1,800 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

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

Main Item: Staff of Earth

Treasure Vault, page 135.

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Major Staff of Enchantment

Item 14

uncommon 

Price 4,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

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

Main Item: Staff of Enchantment

Core Rulebook, page 593.

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Major Staff of Evocation

Item 14

evocation magical staff 

Price 4,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

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

Main Item: Staff of Evocation

Core Rulebook, page 593.

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Major Staff of Final Rest

Item 16

uncommon magical necromancy staff 

Price 9,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

The circumstance bonus to damage rolls is +3.

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

Main Item: Staff of Final Rest

LOTGB, page 30.

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Major Staff of Fire

Item 12

evocation magical staff 

Price 1,800 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

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

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

Main Item: Staff of Fire

Core Rulebook, page 594.

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Major Staff of Healing

Item 12

magical necromancy staff 

Price 1,800 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

The item bonus granted to heal spells is +3.

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

Main Item: Staff of Healing

Core Rulebook, page 594.

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Major Staff of Illusion

Item 14

illusion magical staff 

Price 4,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

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

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

Main Item: Staff of Illusion

Core Rulebook, page 594.

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Major Staff of Impossible Visions

Item 16

uncommon illusion magical staff 

Price 10,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

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

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

Main Item: Staff Of Impossible Visions

Advanced Player’s Guide, page 263.

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Major Staff of Nature's Cunning

Item 15

magical plant staff transmutation 

Price 6,500 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

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

Main Item: Staff Of Nature's Cunning

Secrets of Magic, page 167.

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Major Staff of Nature's Vengeance

Item 18

evocation magical staff 

Price 24,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

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

Main Item: Staff Of Nature's Vengeance

Advanced Player’s Guide, page 263.

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Major Staff of Necromancy

Item 14

magical necromancy staff 

Price 4,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

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

Main Item: Staff of Necromancy

Core Rulebook, page 594.

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Major Staff of Providence

Item 14

divination magical staff 

Price 4,100 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

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

Main Item: Staff Of Providence

Advanced Player’s Guide, page 264.

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Major Staff of the Desert Winds

Item 16

abjuration magical staff 

Price 10,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

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

Main Item: Staff Of The Desert Winds

Secrets of Magic, page 190.

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Major Staff of the Dreamlands

Item 18

uncommon enchantment magical staff 

Price 24,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

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

Main Item: Staff Of The Dreamlands

LOTGB, page 111.

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Major Staff of Transmutation

Item 14

magical staff transmutation 

Price 4,000 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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Major Staff of Water

Item 12

evocation magical staff 

Price 1,800 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 10.

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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Major Staff-Storing Shield

Item 15

extradimensional invested magical transmutation 

Price 5,500 gp

Usage held in 1 hand; Bulk 1

AC Bonus +2; Hardness 12; HP 72; BT 36

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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Major Stalk Goggles

Item 8

rare invested magical morph transmutation 

Price 450 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 +2 item bonus to Perception checks involving sight and low- light vision for the duration of the effect.

Main Item: Stalk Goggles

Gatewalkers #1: The Seventh Arch.

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Major Stampede Medallion

Item 18

eidolon evocation invested magical 

Price 21,000 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 item bonus is +3, the activation's DC is 38 and the damage is 14d6.

Main Item: Stampede Medallion

Secrets of Magic, page 190.

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Major Stanching

Rune 13

uncommon magical necromancy 

Price 2,500 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 8 (3 with particularly effective assistance).

Main Item: Stanching

LOTGB, page 39.

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Major Star Grenade

Item 17

uncommon alchemical bomb consumable fire splash 

Price 2,500 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 +3 item bonus to attack rolls. The bomb deals 4d8 fire damage and 4 splash damage.

Main Item: Star Grenade

OoA3, page 75.

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Major Stouseisu's Recourse

Item 11

magical transmutation 

Price 2,650 gp

Usage held in 1 hand; Bulk 1

AC Bonus undefined; Hardness 11; HP 80; BT 40

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 11, HP 80, and BT 40; the item bonus is +2; and when you Activate the shield, you can breathe underwater for 10 minutes.

Main Item: Stouseisu's Recourse

Treasure Vault, page 22.

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Major Striking

Rune 19

evocation magical 

Price 31,065 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 four weapon damage dice.

Main Item: Striking

Core Rulebook, page 581.

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Major Sturdy Shield

Item 16

abjuration magical 

Price 10,000 gp

Usage held in 1 hand; Bulk 1

AC Bonus undefined; Hardness 17; HP 136; BT 68

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 17, HP 136, and BT 68.

Main Item: Sturdy Shield

Core Rulebook, page 588.

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Major Sulfur Bomb

Item 17

uncommon acid alchemical bomb consumable olfactory splash 

Price 2,750 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 +3 item bonus to attack rolls. The bomb deals 4d4 acid damage and 4 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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Major Swallow-Spike

Rune 16

magical transmutation 

Price 19,250 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 +28, the damage increases to 5d6, and the extra damage to an engulfing or swallowing creature increases to 3d6.

Main Item: Swallow-Spike

Treasure Vault, page 13.

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Major Swapping Stone Bonmuan Swapping Stone

Item 20

uncommon conjuration consumable magical teleportation 

Price 9,000 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 43.

Main Item: Bonmuan Swapping Stone

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

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Major Tanglefoot Bag

Item 17

alchemical bomb consumable 

Price 2,500 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 –20-foot penalty to its Speeds for 1 minute.

You gain a +3 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 37) 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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Major Tentacle Cannon

Item 17

uncommon evocation magical 

Price 15,000 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 major tentacle cannon is a +3 greater striking weapon.

It has a +27 bonus to Grapple, and its ink spray DC is 37.

Craft Requirements The initial raw materials must include the tentacles and ink glands of a creature with a tentacle Strike and ink.

Main Item: Tentacle Cannon

Guns & Gears, page 156.

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Major Theatrical Mutagen

Item 17

alchemical consumable elixir mutagen polymorph 

Price 3,000 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 +4, the bonus to Speed is +10 feet, and the duration is 1 hour.

Main Item: Theatrical Mutagen

Treasure Vault, page 61.

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Major Thunderbird Tuft

Item 13

catalyst consumable magical 

Price 500 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 3d4 electricity damage, or 3d6 electricity damage if the creature is using a metal weapon.

Main Item: Thunderbird Tuft

Secrets of Magic, page 169.

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Major Thunderstone

Item 17

alchemical bomb consumable sonic splash 

Price 2,500 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 36 Fortitude saving throw with the listed DC or be deafened until the end of its next turn. You gain a +3 item bonus to attack rolls.

Main Item: Thunderstone

Core Rulebook, page 546.

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Major Toadskin Salve

Item 11

uncommon alchemical consumable poison 

Price 225 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 1 hour, 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 3d4 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 8 to physical damage against the triggering attack.
Main Item: Toadskin Salve

LOTGB, page 27.

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Major Tooth and Claw Tattoo

Item 10

invested magical tattoo transmutation 

Price 1,000 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 5th-level animal form instead of 3rd.

Main Item: Tooth and Claw Tattoo

Treasure Vault, page 122.

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Major Torrent Spellgun

Item 15

attack consumable evocation magical spellgun water 

Price 1,250 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 16d6.

Main Item: Torrent Spellgun

Treasure Vault, page 98.

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Major Trickster's Mandolin

Item 12

coda illusion occult staff 

Price 1,900 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.

The item bonuses are +2.

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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Major Trinity Geode

Item 12

earth evocation magical spellheart 

Price 1,900 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 29.

Activate Cast a Spell; Effect You cast scatter scree.
Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level meld into stone.
Activate Cast a Spell; Frequency once per day; Effect You cast spike stones.
Main Item: Trinity Geode

Secrets of Magic, page 171.

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Major True Name Amulet

Item 20

rare invested magical 

Price 55,000 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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Major Twilight Lantern

Item 18

uncommon light magical transmutation 

Price 18,750 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.

The counteract modifier is +28, and the maximum radius is equal to quadruple the light's standard radius.

Main Item: Twilight Lantern

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

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Major Universal Solvent

Item 18

alchemical consumable 

Price 3,250 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 +28.

Main Item: Universal Solvent

Advanced Player’s Guide, page 255.

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Major Unmemorable Mantle

Item 17

illusion invested magical worn 

Price 21,750 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 +3, the Will save DC is 38, and you can activate the mantle once every 10 minutes.

Main Item: Unmemorable Mantle

LOCG, page 73.

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Major Unsullied Blood

Item 14

uncommon catalyst consumable magical 

Price 900 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, vampiric maiden or vampiric exsanguination spell of any level.

Main Item: Unsullied Blood

LOIL, page 177.

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Major Vaccine

Item 18

alchemical consumable elixir healing 

Price 5,000 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 permanent.

Crafting Requirements Creating a vaccine requires a sample of the disease in question.

Special A vaccine is the same rarity as the disease it's designed to prevent, or as the creature who inflicts the disease if the disease itself doesn't list a rarity.

Main Item: Vaccine

Treasure Vault, page 61.

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Major Vermin Repellent Agent

Item 16

uncommon alchemical consumable 

Price 1,350 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 +4 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 35 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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Major Vexing Vapor

Item 17

uncommon alchemical bomb consumable inhaled mental poison splash 

Price 3,000 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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Major Vigilant Eye

Item 13

divination magical spellheart 

Price 2,700 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 2 if the target is concealed or 8 if it's hidden.

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

Treasure Vault, page 129.

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Major War Blood Mutagen

Item 17

uncommon alchemical consumable elixir mutagen polymorph 

Price 3,000 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 +4, the DC to remove the weapon is 50, and the duration is 1 hour.

Main Item: War Blood Mutagen

OoA1, page 77.

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Major Weapon Shot

Item 16

conjuration consumable magical 

Price 2,000 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 +3 greater striking weapon.

Main Item: Weapon Shot

Treasure Vault, page 83.

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Major Wildwood Ink

Item 17

invested primal tattoo transmutation 

Price 15,000 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 +3, or +4 in forests. Tree shape lasts up to 8 hours.

Main Item: Wildwood Ink

Treasure Vault, page 123.

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Major Wovenwood Shield

Item 16

uncommon abjuration magical 

Price 8,500 gp

Usage held in one hand; Bulk 1

Category Held

This magically reinforced wooden shield is made by skilled Treikril mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it.

This shield has Hardness 15, Hit Points 120, and Broken Threshold 60.

Main Item: Wovenwood Shield

LOTGB, page 81.

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Major Wyrm Claw

Item 19

conjuration magical spellheart 

Price 40,000 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

The tip of a metallic dragon's claw is set into a band of silver.

When you summon dragons using the claw, you must choose metallic dragons.

Breath Weapon: a 30-foot line that deals acid, electricity, or fire, or a 15-foot cone that deals cold or fire. You can use this activity once before the end of your next turn.

Activate Cast a Spell; Effect You cast gouging claw .
Activate Cast a Spell; Frequency once per day; Effect You cast summon dragon.

Resistance when affixed to armor is 15, and damage from Breath Weapon when affixed to a weapon is 12d6 (DC 41).

Activate Cast a Spell; Frequency once per day; Effect You cast summon draconic legion .
Main Item: Wyrm Claw

Treasure Vault, page 129.

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Major Wyrm on the Wing

Item 17

abjuration invested magical tattoo 

Price 13,500 gp

Usage tattooed on the body; Bulk —

Category Tattoo

Depicting a majestic dragon in flight, this tattoo imparts the endurance and majesty of those powerful creatures. You gain resistance 5 to the damage type matching the dragon your tattoo depicts.

Activate [>>] command, envision; Frequency once per day; Effect The tattoo casts dragon wings on you. You can add the dragon claws benefit only if you know that focus spell and spend 1 Focus Point when you Activate the tattoo.

The resistance increases to 15. The tattoo gains the activation of the greater type, but the dragon form is heightened to 8th level.

Main Item: Wyrm on the Wing

Treasure Vault, page 123.

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Major Zombie Staff

Item 15

magical necromancy staff 

Price 5,600 gp

Usage held in 1 hand; Bulk 1

Category Staff

A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff's animate dead spells can be used only to animate undead that have flesh and an Intelligence modifier of –4 or lower.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. If you cast animate dead, you can also cast protect companion on the resulting minion as a free action.

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

Main Item: Zombie Staff

Treasure Vault, page 135.

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Majordomo Torc

Item 6

rare enchantment intelligent invested magical 

Usage worn; Bulk L

Category Worn Item

Perception +13; precise vision 30 feet, imprecise hearing 30 feet

Communication speech (Common and 1 imparted language)

Skills Diplomacy +13, Nobility Lore +13, Society +13

Int +3, Wis +3, Cha +3

Will +14

Forged in platinum, a majordomo torc is engraved with heraldic insignias along with one language's alphabet, much like a choker of elocution. You gain a +1 item bonus to Society checks and the ability to understand, speak, and write the torc's language. Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3.

Upon being invested, the torc appoints itself your majordomo and, given the chance, takes over coordinating your social calendar, engagements, and wardrobe. A majordomo torc has a prim, fussy disposition, and although it defers to you, it can grow sardonic if you frequently ignore its advice. The torc has the following activation.

Activate [>>] command, envision; Frequency once per day; Effect The majordomo torc casts befitting attire (Secrets of Magic 90) on you, usually to your specifications. However the torc can also choose the appearance of the illusion for you.

Treasure Vault, page 195.

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Malleable Mixture

Item 8+

uncommon alchemical consumable elixir 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your bones, muscles, and organs become vastly softer and more pliable. You can fit into and through small or narrow spaces as though you were smaller than your normal size, and you gain an item bonus to your Fortitude and Reflex DCs against attempts to Grapple, Shove, or Trip you.

Type lesser; Level 8; Price 75 gp

You can fit into and through small or narrow spaces as though you were 1 size smaller than your normal size (minimum Small). The bonus to your DCs is +2, and the duration is 1 minute.

Type greater; Level 14; Price 750 gp

You can fit into and through small or narrow spaces as though you were 2 sizes smaller than your normal size (minimum Tiny). The bonus to your DCs is +3, and the duration is 10 minutes.

LOTGB, page 19.

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Malyass Root Paste

Item 7

alchemical consumable contact poison 

Price 55 gp

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Poison

Malyass root paste sees use to impede opponents in athletic competitions, in addition to espionage and tracking.

Saving Throw DC 26 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 clumsy 1 and –10-foot status penalty to all Speeds (1 minute); Stage 2 clumsy 2 and –20-foot status penalty to all Speeds ; (1 minute)

Core Rulebook, page 552.

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Mambele

Item

uncommon deadly d8 disarm thrown 20 feet 

Price 6 sp

Bulk 1

Damage 1d6 slashing

Hands 1

Category Martial Melee Weapon; Group Axe

Also known as a hunga munga or danisco, this hybrid knife-axe consists of a hilt and a blade that curves backward toward the wielder. The curve of the blade is such that after a victim has been struck by a mambele, more damage is dealt as the weapon is extracted from the victim's body.

Treasure Vault, page 25. Originally in LOGM.

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Mana-Rattler Liniment

Item 9

uncommon alchemical consumable elixir morph 

Price 110 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

According to reports, as well as Emelett's own marketing pitches, this lotion is derived from rare mana rattlesnakes whose oils ward against poison and disease. When applied, you can attempt to counteract a poison or disease effect currently afflicting you. The potion has a counteract level of 5 and a +15 modifier for the roll. You also acquire a serpentine appearance, growing fangs and scaly skin. For 1 hour, you gain a fangs unarmed attack that deals 1d6 piercing damage plus 1 poison damage.

OoA3, page 77.

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