Items: M (Part 5 of 9)

60 items, from Manacles to Mind's Light Circlet.

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Part: 1 2 3 4 5 6 7 8 9

Manacles · Manacles Of Persuasion · Mantis Shell · Mantle of Amazing Health · Mantle of the Faletraer · Marble Elephant Wondrous Figurine · Marbles · Marked Playing Cards · Marking Snare · Martyr's Shield · Marvelous Calliope · Marvelous Medicines · Marvelous Pigment · Mask · Mask Of Allure · Mask Of Mercy · Mask of Mercy · Mask Of The Banshee · Mask of the Banshee · Mask Of The Cursed Eye · Mask of the Cursed Eye · Mask of Uncanny Breath · Master Magus Ring · Matchmaker Fulu · Material Component Pouch · Material Essence Disruptor · Mattock of the Titans · Maul · Maw of Hungry Shadows · Mechanical Torch · Medusa Armor · Medusa's Scream · Medusa's Scream · Membership Cords · Memoir Map · Memoraifu's Heartstone · Memory Palace · Menacing · Menacing · Mending Lattice · Merchant's Guile · Merchant's Scale · Merciful · Merciful Balm · Mercurial Mantle · Mesmerizing Opal · Messenger Missive · Messenger Missive · Messenger's Ring · Messenger's Ring · Metalmist Sphere · Meteor Hammer · Meteor Shield · Meteor Shot · Meteor Shot · Metronomic Hammer · Mianin's Leafstick · Midday Lantern · Mikazuki · Mind's Light Circlet

Manacles

Item

Bulk —

Hands 2

Category Adventuring Gear

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

Type Poor; Level 0; Price 2 sp

Type Simple; Level 1; Price 3 gp

Type Average; Level 3; Price 20 gp

Type Good; Level 9; Price 250 gp

Type Superior; Level 17; Price 5,000 gp

Core Rulebook, page 288.

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Manacles Of Persuasion

Item 3

uncommon magical necromancy nonlethal 

Access follower of Zamoulel

Price 45 gp

Usage worn on wrists; Bulk 1

Category Worn Item

These sturdy, average manacles are connected by a thick iron chain that is much heavier than its appearance suggests at a glance.

Followers of Zamoulel sometimes employ manacles of persuasion against captured enemies and spies. When the manacles are locked around an immobilized creature's wrists, they begin to sap the life out of the victim, dealing 2 negative damage per hour until the creature falls unconscious. The effect is nonlethal, so the damage doesn't cause the creature to become dying.

While the creature is unconscious, the manacles deal no damage and allow the creature to recover Hit Points normally to a maximum of 10 Hit Points, at which point the manacles begin to deal damage once more. The manacles have no effect on a creature that is not immobilized.

LOGM, page 122.

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Mantis Shell

Item 1

uncommon adjusted weapon harness 

Price 10 gp

Bulk 1

AC Bonus +2; Dex Cap +3

Strength 12; Check Penalty –-1; Speed Penalty —

Category Light Armor; Group Skeletal

Construction of mantis shell armor originates with the Tranithair Mantis assassins. Authentic mantis shell can be found in some dark markets, but wearing such armor can attract deadly attention from the armor's originators. Mantis shell comes with the weapon harness adjustment, though these special vambraces are meant to hold sawtooth sabers, and attaching anything else is an insult to the Tranithair Mantis. A character who is a member of the Tranithair Mantis assassins has access to this uncommon armor.

Treasure Vault, page 9.

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Mantle of Amazing Health

Item 19

apex invested magical transmutation 

Price 40,000 gp

Usage worn cape; Bulk L

Category Apex

This ragged cloak doesn't appear to be anything special at first glance, seemingly made from mangy black bear fur with various rings of blackened iron piercing the edge of the skin. While somewhat off-putting, the mantle grants a +2 status bonus to all Fortitude saving throws against disease and poison. When you invest the mantle, you either increase your Constitution score by 2 or increase it to 18, whichever is higher.

Activate [R] Interact; Frequency once per round; Trigger You take damage; Effect Drawing the cloak around you, you reduce the damage taken by 10.
Activate [>>] envision, Interact; Frequency once per hour; Effect If you're currently afflicted by a poison or a disease, you can hold the cloak tight to your body and immediately attempt a saving throw to end the effect. If that saving throw succeeds, you end the effect of either the poison or disease no matter the stage of the affliction. Furthermore, you gain immunity to that poison or disease for 24 hours.

Treasure Vault, page 104.

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Mantle of the Faletraer

Item 18

unique abjuration invested primal 

Price 22,000 gp

Usage worn cloak; Bulk L

Category Worn Item

This long, golden cloak is among the royal regalia of the emperors of Kheithoun. It was fashioned from the pelt of Faletraer itself, after being slain by Taemorem, and Faletraer's mane was fashioned into a thick fringe that runs all along the mantle's edges. The paws of the Faletraer cross beneath the wearer's throat, giving you an imposing appearance. The Mantle of the Faletraer grants you fire resistance 15 and physical resistance 5 (except bludgeoning).

Activate [>>] envision, Interact (evocation, incapacitation, light, primal, visual); Frequency once per day; Effect You pull the hood of the mantle over your face, revealing the six eyes of Faletraer. The mantle gives off a flash of blinding light in a 60-foot emanation. All enemies within this area must attempt a DC 38 Fortitude saving throw. On a failure, they're blinded for 1 minute. On a critical failure, they're permanently blinded.

LOMM, page 35.

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Marble Elephant Wondrous Figurine

Item 13

conjuration magical 

Price 2,700 gp

Usage held in 1 hand; Bulk L

Category Held

Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals.

Activate [>>] command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency (if any), appear in its entry below.

If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost.

Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be called upon no more than four times per month.

It remains for 24 hours as long as it is being used as a beast of burden or for transport. If it attempts an attack or otherwise engages in combat, it reverts to statuette form after 1d4 rounds.

Main Item: Wondrous Figurine

Core Rulebook, page 576.

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Marbles

Item 0

Price 2 sp

Usage held in 1 hand; Bulk L

Category Held

These tiny round balls are made of polished stone and colorful glass, and come in a bag of 200. You can pour marbles in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 13 Acrobatics check or Reflex save (its choice) or fall prone. Once a creature enters a space with marbles, enough marbles are scattered that other creatures moving into that space don't need to attempt a roll to avoid falling.

Trathoustol Toys.

LOTGB, page 58.

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Marked Playing Cards

Item

Price 1 gp

Hands 2

Category Adventuring Gear

A deck of marked playing cards appears to be an ordinary deck upon initial inspection but bears specific folds, colors, scratches, or other markings on each card that allow an informed user to know what's on the other side of a card. A deck of marked cards grants you a +1 item bonus to Games Lore checks or other relevant checks to gamble with the cards. You can determine that an unattended deck of cards is marked with a successful DC 20 Perception check. Determining that a deck is marked during play is more difficult and is typically determined by a Perception check against the dealer's Games Lore or Thievery DC.

LOPSG, page 114.

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Marking Snare

Snare 1

consumable mechanical snare trap 

Price 3 gp

Category Snare

This snare is often used to mark intruders for later tracking or identification. When you create this snare, you must decide whether to make it a dye or a scent marker. Either type of marking grants a +2 circumstance bonus to Track the creature for up to 24 hours or until the dye or scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). A creature that enters a square of the snare must attempt a DC 17 Reflex save.

Success The creature is unaffected.Failure The snare marks the creature.Critical Failure The snare marks the creature, and the creature is blinded until the end of its next turn.

Core Rulebook, page 590.

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Martyr's Shield

Item 7

rare lg abjuration divine intelligent 

Usage held in 1 hand; Bulk 1

Category Held

Perception +12; precise vision 30 feet, imprecise hearing 30 feet

Communication speech (Common and Celestial)

Skills Diplomacy +15, Religion +13

Int +0, Wis +2, Cha +4

Will +15

A martyr's shield is a lesser sturdy shield imbued with the compassion of a devout champion of a righteous deity, like Laisouvis or Sezialak, who sacrificed themself to save an ally. In addition to good-naturedly attempting to convert you to its religion, the martyr's shield can use 1 reaction each round that, when raised, it uses to Shield Block to protect an ally adjacent to you, with the effects of the Shield Warden feat. The martyr's shield uses this reaction whether you would prefer it did so or not. The martyr's shield can be upgraded to a stronger form of sturdy shield by paying the difference in cost between its current type of sturdy shield and the new type.

Gamemastery Guide, page 89.

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Marvelous Calliope

Item 4

uncommon conjuration magical structure 

Price 100 gp

Bulk L (when not activated)

Category Structure

This large slide whistle appears to be made of fine brass, the sides of which are engraved with musical notes and dancing clowns.

Activate 1 minute (command, envision, Interact); Effect You blow a tune upon the slide whistle, causing the whistle to expand. The whistle sprouts from one into several, and then creates a large wooden frame and keyboard.

By the time the unfolding is complete, the whistle fully transforms into a calliope, a wagon-sized contraption consisting of several steam whistles played like an organ. The calliope is heavy and anchored in place.

You have a +1 item bonus to Performance checks to play the calliope. The calliope has a tendency to produce music for a few seconds after you cease playing it, adding a jaunty and overlong conclusion to your music.

If you use an Interact action to pull the small metal ring on the underside of the marvelous calliope, the calliope collapses back down into a slide whistle.

Activate [>>] Interact; Frequency once per hour; Effect You play the calliope, causing it to cast charm on one of the listeners.

Extinction Curse #2: Legacy of the Lost God, page 74.

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Marvelous Medicines

Item 12+

magical necromancy 

Usage held in 2 hands; Bulk 1

Category Held

This set of healer's tools contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus to Medicine checks.

Activate [>] Treat Poison or 8 hours (Treat Disease); Effect You can activate the tools when you use them to Treat Poison in order to produce the effects of neutralize poison, or when you Treat Disease in order to produce the effects of remove disease. Once these medicines have been used to treat a patient's poison or disease, they can't be used again to treat the same affliction for that patient.

Type standard; Level 12; Price 1,800 gp

Type greater; Level 18; Price 19,000 gp

The tools grant a +3 item bonus, and the spells are heightened to 6th level.

Core Rulebook, page 574.

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Marvelous Pigment

Item 12

uncommon conjuration consumable magical 

Price 325 gp

Usage held in 1 hand; Bulk L

Activate 10 minutes envision, Interact

Category Consumable

Marvelous pigment comes in a small container of shifting, multicolored paint that can magically create an object painted with it. The pigment is applied with a stick tipped with bristles, hair, or fur. The paint flows as you Activate the marvelous pigment and changes color at your whim as you paint. The paint can cover a 10-foot-square, two-dimensional surface.

When you're done painting, attempt a DC 30 Crafting check.

Critical Success The object you painted emerges from the surface as a real, permanent object no larger than 10 feet in any dimension. It's non-magical and inanimate and has no value except to certain art collectors. If you paint a creature, machine, or form of energy (such as a campfire), these depictions appear only as inanimate sculptures. The created object has a painterly appearance that clearly marks its unusual origin, but is as real as any other.Success As critical success, but the object constantly sheds flakes of paint until it falls apart, destroyed, after 24 hours.Failure The pigments leave a painting that doesn't quite look right and doesn't become an object.Critical Failure Is it a dog? Whatever you made is a pretty lousy painting and doesn't resemble what you set out to make.

Treasure Vault, page 97.

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Mask

Item 0+

Usage worn mask

Category Worn Item

A mask helps you use the Impersonate action to pass yourself off as someone you aren't.

Type ordinary mask; Level 0

This ordinary mask is made out of cheap material, such as paper-mâché or simple cloth. This can be specially fitted over another mask.

Type fine mask; Level 0; Price 2 gp

This well-crafted mask, suitable for a noble at a masquerade, is made with impeccable craftsmanship and expensive material, such as porcelain and gold filigree.

Type plague mask; Level 1; Price 10 gp

This stylized bird mask is equipped with a basic filter. The plague mask attempts to counteract any inhaled poisons or airborne diseases each round you breathe. The same replacement filters used in water purifiers can be used with a plague mask, granting you the counteract modifier and effects of the filter for 20 minutes. Plague masks are uncommon items because the filters they use to protect from inhaled poisons and diseases are themselves uncommon. As such, you can buy a plague mask without a filter as a common item, though it's usually more cost-effective to buy a fine mask in the shape of a plague mask in that case.

Type rubber mask; Level 1; Price 5 gp

Rubber masks are sculpted to resemble the face of another creature. You can use this mask to help decrease the difficulty of Impersonating a specific creature with a very different face than yours.

LOTGB, page 92.

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Mask Of Allure

Item 18

apex enchantment invested magical 

Price 24,000 gp

Usage worn mask; Bulk L

Category Apex

This mask appears to be a pool of mirrored, shifting silver adhered to a thin metal plate.

When you place it against your face, it melds to the shape of your head. The material is breathable and light, and does not obscure vision. You gain a +2 item bonus to Deception, Diplomacy, Intimidation, and Performance checks while wearing the mask.

When you invest the mask, you either increase your Charisma score by 2 or increase it to 18, whichever would give you a higher score.

Activate [F] envision (visual); Trigger You attempt a Deception, Diplomacy, Intimidation, or Performance check; Effect You gain a +4 status bonus to the triggering check. This ability has no effect if you're under the effects of a disguise that hides the mask of allure. Depending on the skill used, the mirrored silver transforms into one of the following appearances.
  • Deception A swirl of silver, which entirely obscures and conceals your normal features.
  • Diplomacy A kind, gentle and inviting expression.
  • Intimidation A monstrous visage that shocks viewers into paying attention.
  • Performance A jovial humanoid face, the mouth cracked wide with a comedic smile or a tragic frown, depending on the nature of the performance.

Secrets of Magic, page 186.

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Mask Of Mercy

Item 4

uncommon fortune invested magical necromancy 

Price 100 gp

Usage worn mask

Category Worn Item

This porcelain or alabaster mask portrays an angelic visage of kindness and mercy.

Activate [F] envision (fortune); Frequency once per day; Trigger You are about to roll a variable number of Hit Points you restore from an action with the healing trait; Effect Roll twice to determine the number of Hit Points you restore and take the higher result.

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

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Mask of Mercy

Item 4

invested magical necromancy 

Price 100 gp

Usage worn mask; Bulk —

Category Worn Item

This porcelain or alabaster mask portrays an angelic visage of kindness and mercy. The mask grants a +1 item bonus to Medicine checks.

Activate [>] envision (fortune); Frequency once per day; Trigger You are about to roll a variable number of Hit Points you restore from an action with the healing trait; Effect Roll twice to determine the number of Hit Points you restore and take the higher result.

Treasure Vault, page 154.

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Mask Of The Banshee

Item 9+

auditory invested magical necromancy negative 

Usage worn mask

Category Worn Item

This ice-blue half-mask is adorned with a wicked silver grin that covers the wearer's mouth, leaving the rest of the face uncovered. You gain a +2 item bonus to Intimidation checks.

Activate [>>] envision, Interact; Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 negative damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save).

Type mask of the banshee; Level 9; Price 700 gp

Type greater mask of the banshee; Level 19; Craft Requirements Supply a casting of wail of the banshee.

The item bonus to Intimidation is +3. Activating a greater mask of the banshee casts a 9th-level wail of the banshee (DC 41) affecting all living creatures in the area.

Advanced Player’s Guide, page 261.

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Mask of the Banshee

Item 9

auditory invested magical necromancy negative 

Price 700 gp

Usage worn mask

Category Worn Item

This ice-blue half-mask is adorned with a wicked silver grin that covers the wearer's mouth, leaving the rest of the face uncovered. You gain a +2 item bonus to Intimidation checks.

Activate [>>] envision, Interact; Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 negative damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save).
Main Item: Mask Of The Banshee

Advanced Player’s Guide, page 261.

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Mask Of The Cursed Eye

Item 8

uncommon invested magical necromancy 

Price 475 gp

Usage worn mask

Category Worn Item

These masks are always decorated with at least one wide, staring eye.

The first time each day a creature on your plane that you can't perceive targets you with a divination spell, the creature must attempt a DC 24 Will save. This effect is automatic and does not require you to Activate the item.

Critical Success The creature is unaffected.Success The creature is unaffected. You know you've been targeted with a divination spell, but the mask gives you no additional information.Failure The creature is sickened 1 and dazzled for 1 minute. You know you've been targeted with a divination spell, but the mask gives you no additional information.Critical Failure The creature is sickened 2 and dazzled for 10 minutes, and the spell is disrupted. You gain a brief mental glimpse of the triggering creature and learn its approximate distance and direction.

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

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Mask of the Cursed Eye

Item 8

uncommon invested magical necromancy 

Price 475 gp

Usage worn mask; Bulk —

Category Worn Item

A mask of the cursed eye is decorated with at least one wide, staring eye. The first time each day a creature on your plane that you can't perceive targets you with a divination spell, the creature must attempt a DC 24 Will save. This effect is automatic and does not require you to Activate the item.

Critical Success The creature is unaffected.Success The creature is unaffected. You know you've been targeted with a divination spell, but the mask gives you no additional information.Failure The creature is sickened 1 and dazzled for 1 minute.You know you've been targeted with a divination spell, but the mask gives you no additional information.Critical Failure The creature is sickened 2 and dazzled for 10 minutes, and the spell is disrupted. You gain a brief mental glimpse of the triggering creature and learn its approximate distance and direction.

Treasure Vault, page 155.

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Mask of Uncanny Breath

Item 11

focused invested necromancy occult 

Price 1,200 gp

Usage worn mask; Bulk L

Category Worn Item

A thin wooden mask carved in the shape of a skull, monstrous face, or eerily featureless visage, a mask of uncanny breath fully covers your face. While wearing it, each breath you take feels cool and pure, perfectly flowing to feed your ki. You gain resistance 10 to inhaled poisons and can breathe in an airless or toxic environment. When you breathe in, fragments of bizarre knowledge flow through you, granting you a +2 item bonus to Occultism checks.

Activate [F] envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast an occult monk ki spell. If not used by the end of your turn, this Focus Point is lost.
Activate [R] command; Frequency once per day; Trigger Your unarmed Strike hits a creature that breathes; Effect The mask contorts and inhales, sucking breath from your target's lungs. The target falls unconscious but doesn't fall prone or drop what it's holding. It wakes up at the end of your turn if it hasn't been woken up already.

Craft Requirements You are a monk with occult ki spells.

Treasure Vault, page 150.

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Master Magus Ring

Item 11

arcane conjuration focused invested 

Price 1,250 gp

Usage worn; Bulk —

Category Worn Item

Elegant jewelry such as the master magus ring adorns experienced magi. Each ring has a significant metal and symbol to represent a particular hybrid study, such as a heavy iron ring with an icon of a mountain for inexorable iron, or glittering silver with a shield-like emblem for sparkling targe.

You gain a +2 item bonus to Arcana checks.

Activate [F] envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a magus conflux spell. If not used by the end of your turn, this Focus Point is lost.
Activate [F] command; Frequency once per day; Effect The ring transports you and any items you're wearing and holding from your current space to an unoccupied space you can see within a range equal to your Speed. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the activation fails and is used.

Craft Requirements You are a magus.

Treasure Vault, page 150.

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Matchmaker Fulu

Item 3

consumable enchantment fortune fulu magical talisman 

Price 10 gp

Usage affixed to armor

Activate [F] envision; Trigger You attempt a Diplomacy check to Make an Impression.

Category Consumable

This red fulu contains blessings for one's relationship from Baimoraimou, goddess of beauty and love. You get a +2 status bonus to the Diplomacy check, and if you roll a critical failure on the check, you get a failure instead.

Secrets of Magic, page 160.

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Material Component Pouch

Item

Price 5 sp

Bulk L

Hands 1

Category Adventuring Gear

This pouch contains material components for those spells that require them. Though the components are used up over time, you can refill spent components during your daily preparations.

Core Rulebook, page 288.

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Material Essence Disruptor

Item 3+

uncommon consumable gadget 

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 the listed range, with the listed counteract modifier and counteract level.

Type lesser; Level 3; Price 60 gp

The range is 30 feet, the counteract modifier is +7, and the counteract level is 2.

Type moderate; Level 7; Price 360 gp

The range is 40 feet, the counteract modifier is +13, and the counteract level is 4.

Type greater; Level 11; Price 1,400 gp

The range is 60 feet, the counteract modifier is +18, and the counteract level is 6.

Type major; Level 15; Price 6,500 gp

The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.

Guns & Gears, page 71.

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Mattock of the Titans

Item 19

uncommon evocation magical 

Price 36,000 gp

Usage held in 2 hands; Bulk 16

Category Weapon

This 15-foot-long adamantine digging tool is far too big for even a Large creature to wield, though if you're a Small or larger creature, you can wield it while wearing a belt of giant strength, as though it were appropriately sized for you and had 2 Bulk. The GM might also allow you to wield the mattock if you have some other means of wielding oversized weapons, such as if you're a Large barbarian with the giant instinct or are a Huge creature. When it's used as a weapon, the mattock of the titans has the statistics of a +3 greater striking keen adamantine great pick.

While you're wielding the mattock of the titans, you gain a +3 item bonus to Athletics checks. You can use it to loosen or push soft earth at a rate of 1 minute per 5-foot cube or smash through solid stone at the rate of 5 minutes per 5-foot-cube.

Activate [>>] Interact; Frequency once per day; Effect You dig furiously with the mattock to non-magically replicate the effects of an earthquake spell.

Craft Requirements You are a titan, and the initial raw materials must include 8,100 gp of adamantine.

Core Rulebook, page 601.

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Maul

Item

shove 

Price 3 gp

Bulk 2

Damage 1d12 bludgeoning

Hands 2

Category Martial Melee Weapon; Group Hammer

Mauls are massive warhammers that must be swung with two hands.

Core Rulebook, page 281.

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Maw of Hungry Shadows

Item 18

conjuration grimoire incapacitation magical shadow teleportation 

Price 21,000 gp

Bulk L

Category Grimoire

Shadows swirl around this soot-black tome, swallowing up any light that touches them. A faint whispering emanates from the grimoire's pages when opened.

Activate [>] envision; Frequency once per day; Trigger Your last action was to cast a spell prepared from this grimoire that has the shadow trait; Effect Your shadow, and that of the tome, elongates and reaches hungrily for one foe within 30 feet, who must attempt a Fortitude save.Critical Success The creature is unaffected.Success The creature is blinded for 1 round and drained 1 as the shadows scrape across it.Failure The creature is blinded for 1 minute and drained 2 as the shadows seize it.Critical Failure As failure, but the shadows also pull the creature into the tome, teleporting it to the Shadow Plane.

Treasure Vault, page 112.

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Mechanical Torch

Item 1

clockwork 

Price 10 gp

Usage held in 1 hand; Bulk L

Category Held

Powered by electricity, you can turn a mechanical torch on and off by toggling a lever on the torch with an Interact action. When active, the torch sheds bright light in either a 20-foot radius (and dim light to the next 40 feet) or a 40-foot cone (and dim light to the next 40 feet). Changing this area requires a single Interact action to flip a switch. The torch carries sufficient charge to operate for ten minutes.

You can recharge the torch in 1 minute via an integrated crank-charging mechanism, turning the clockwork gears and generating sparks to power the torch, though doing so requires two hands.

Guns & Gears, page 88.

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Medusa Armor

Item 14

rare cursed invested magical transmutation 

Usage worn armor; Bulk 3

Category Armor

This +2 adamantine scale mail appears to have a fortification rune but grants none of its effects. Whenever you are critically hit, after taking damage, you become petrified for 1 round.

Once the curse has activated for the first time, the armor fuses to you.

Gamemastery Guide, page 91.

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Medusa's Scream

Item 13+

magical transmutation 

Usage held in 1 hand; Bulk 1

Category Held

The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather cover to conceal the head.

Activate [>>] Interact (visual); Frequency once per day; Effect You reveal the medusa's face, focusing its gaze on one creature within 30 feet. The shield casts flesh to stone with a range of 30 feet.

Type medusa's scream; Level 13; Price 3,000 gp

Type greater medusa's scream; Level 16; Price 9,000 gp; Craft Requirements The initial raw materials must include the head of a medusa.

A greater medusa's scream (Hardness 15, HP 60, BT 30) has a frequency of once per hour for its activation instead of once per day, and the DC is 35.

Advanced Player’s Guide, page 261.

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Medusa's Scream

Item 13

magical transmutation 

Price 3,000 gp

Usage held in 1 hand; Bulk 1

Category Held

The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather cover to conceal the head.

Activate [>>] Interact (visual); Frequency once per day; Effect You reveal the medusa's face, focusing its gaze on one creature within 30 feet. The shield casts flesh to stone with a range of 30 feet.
Main Item: Medusa's Scream

Advanced Player’s Guide, page 261.

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Membership Cords

Item 0

uncommon 

Access Member of a secret society

Price 5 gp

Usage worn; Bulk L

Category Worn Item

These braided wool cords are threaded with reflective metal threads in patterns specified by the purchaser. No two society's patterns are the same, and purchasers tend to return to the same weaver each time to ensure new cords match previous ones. In a room lit only by dim candlelight, the reflective metal threads shimmer in a specific pattern. Many societies use these cords to prevent outsiders from infiltrating secret meetings and often have someone at the meeting area's entrance checking cords before allowing entry.

Dark Archive, page 78.

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Memoir Map

Item 1

divination invested magical tattoo 

Price 13 gp

Usage tattooed on the body; Bulk —

Category Tattoo

Your journeys and the major events in your life that occur after you obtain this tattoo appear on it, your life story traced upon your skin. Each time you journey somewhere new or accomplish something noteworthy to you, a design or symbol appears, representing the event. The positions of these images are relative in location, but measurements aren't exact. A memoir map starts with an icon representing your location when you receive the tattoo, usually over the heart, and grows from there. Traveling to another plane causes a new portion to appear on a different part of your body to represent that plane. If you want a record of your life before you receive your memoir map, you can have the tattoo artist embellish the map to represent past events.

Treasure Vault, page 120.

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Memoraifu's Heartstone

Item 13

uncommon abjuration invested occult 

Price 2,500 gp

Usage worn

Category Worn Item

This pale gemstone grants its wearer a +2 item bonus to saving throws and the ability to discern a target's alignment (as detect alignment, but can detect chaotic, evil, good, and lawful auras simultaneously) at will by peering through the gemstone.

Like all hag heartstones, this gemstone is powered by Memoraifu's spirit. Memoraifu does not need to wear her heartstone to benefit from its powers, but she cannot use them if she hasn't touched her heartstone in the past 7 days. If Memoraifu's heartstone is separated from her for more than 7 days (or if she's been dead for 7 days), it becomes a non-magical gemstone. Memoraifu's heartstone allows her to use additional occult innate spells: ethereal jaunt (9th level) and bind soul at will, shadow blast (6th level) twice per day, and spirit blast once per day.

Activate [>] command; Requirements You must be touching the heartstone; Effect The heartstone attempts to counteract one disease affecting you (counteract level 7, counteract modifier +23).

Craft Requirements You must be a night hag.

Extinction Curse #3: Life’s Long Shadows, page 89.

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Memory Palace

Item 14

uncommon conjuration magical structure 

Price 4,200 gp

Bulk — (when not activated)

Category Structure

A memory palace is an elaborate magical structure that safely stores memories for easy access. It appears to be a miniature Kraesud villa small enough to fit in the palm of a human hand.

Activate (10 minutes) (envision, Interact); Frequency once per day; Effect The miniature grows into a building connected to the Astral Plane for 1 hour. The memory palace has a 30-foot-square central courtyard surrounded by 12 10-foot-square chambers. Arranged within these chambers are various items referred to as the palace's nodes—statues, tapestries, fountains, and other works of art are common, but a node can take other forms at the GM's discretion. As a 10-minute activity, you can imprint one extended memory onto a node: the contents of a specific simple book, for example, or the events of a recent adventure. When you do, the node changes its shape and appearance to visually represent the memory you have imprinted onto it. If the node was already imprinted with a memory, the old one can be overwritten to repurpose the node.

Memories you have imprinted on a node can be mentally accessed at any time by a creature holding the memory palace in its miniature form, regardless of who imprinted them. This grants a +2 item bonus to Recall Knowledge checks relating to details specifically occurring within the memory. What exactly qualifies is up to the GM's discretion, but a node shouldn't grant the benefits for most uses of a given skill. For example, a node dedicated to a book about trees found in the Falalugreid Expanse would help with Recall Knowledge checks for such trees, but it wouldn't grant the benefits for all Nature checks to Recall Knowledge.

A memory palace node can also store the text from a spellbook or magical tome, but these memories aren't a substitute for having the book in your possession. A wizard can't prepare spells from a memory palace, though they could use it as source material to try to Learn a Spell.

However, since storing spells in a node would only benefit someone else who later discovers the memory palace, few choose to take such an action. The memories contained within the nodes aren't real, and thus don't cause harmful effects, even if the source of the memory was a mental danger. Many memory palaces have leftover memories from previous users—now long dead—imprinted on their various nodes.

LOTGB, page 80.

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Menacing

Item 3+

enchantment magical 

Usage applied any visible article of clothing

Category Rune

Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to Intimidation checks to Coerce others.

Type menacing; Level 3; Price 50 gp

Type greater menacing; Level 10; Price 900 gp

This rune grants a +2 item bonus and has an activation.

Activate [>>] command, Interact; Frequency once per day; Effect The rune casts a 3rd-level fear spell (DC 25).

Treasure Vault, page 144.

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Menacing

Item 3

enchantment magical 

Price 50 gp

Usage applied any visible article of clothing

Category Rune

Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to Intimidation checks to Coerce others.

Main Item: Menacing

Treasure Vault, page 144.

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Mending Lattice

Item 13

uncommon abjuration consumable magical talisman 

Price 525 gp

Usage affixed to a shield or weapon; Bulk —

Activate [F] command; Trigger The affixed item would take damage; Requirements You are a master in Crafting.

Category Talisman

This lattice of reinforced iron is shaped into a perfect octagon. When you activate it, it negates the damage and instantly and completely repairs the affixed item.

Core Rulebook, page 568.

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Merchant's Guile

Item 5

uncommon enchantment invested 

Price 160 gp

Usage worn

Category Worn Item

The band of this ring is made from bluecolored iron and has two sharp, decorative protrusions on each side of the red-stone inlay. It feels quite heavy and reliable.

Wearing this ring grants you a +2 item bonus to Deception and Diplomacy checks, but only if the associated checks involve haggling or bargaining over a purchase or trade.

Activate [>>>] envision, Interact; Effect You can determine if an item is magical simply by handling it. You detect no other indication of its power, only whether or not it is magical, granting the effects of a 1st-level detect magic spell that affects only the object.

The Fall of Plaguestone, page 58.

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Merchant's Scale

Item

Price 2 sp

Bulk L

Hands 2

Category Adventuring Gear

No entries found.

Core Rulebook, page 288.

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Merciful

Rune 4

abjuration magical mental 

Price 70 gp

Usage etched onto a weapon

Category Rune

Merciful weapons are sheathed in an unmistakable wispy green aura recognized by both gladiators and guards around the world. A merciful weapon has the nonlethal trait and can't be used to make a lethal attack. Any persistent damage the weapon would deal is negated.

On a critical hit, a merciful weapon causes the target to become fascinated with the weapon's wielder for 1 minute, as the target is bombarded with feelings of guilt and remorse. This is a mental effect. If you have access to the weapon's critical specialization effect, you choose whether to use it or the merciful effect.

Treasure Vault, page 33.

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Merciful Balm

Item 1

abjuration consumable magical oil 

Price 3 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

Smelling strongly of herbs and pine resin, merciful balm is a thick, sticky paste that can be used to anoint a weapon, granting the weapon the nonlethal trait for 1 hour.

Treasure Vault, page 86.

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Mercurial Mantle

Item 18

apex invested magical transmutation 

Price 24,000 gp

Usage worn cloak; Bulk L

Category Apex

This deep red cloak fits lightly about your shoulders, and the edges perpetually twitch slightly, as though caught in a breeze. The cloth feels smoother than silk, rippling and swaying like liquid when in motion. You feel a lively energy infusing your arms and legs. You gain a +3 item bonus to Acrobatics and Stealth, and a +2 circumstance bonus to AC against attacks from reactions triggered by your movement.

When you invest the cloak, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score.

Activate [R] Interact; Frequency once per hour; Trigger An enemy misses you with a melee Strike; Effect You slip around the attacking creature with ease. You Step, without moving away from the triggering enemy, and then make a melee Strike against the triggering enemy if it's within reach. If you do make a Strike, the target attempts a DC 38 Perception check before you roll.Failure This creature is flat-footed against the Strike.Critical Failure This creature is flat-footed against all your attacks until the end of their next turn.
Activate [>>] command, envision (conjuration, teleportation); Frequency once per day; Trigger An enemy misses you with a melee Strike; Effect The cloak hums with power as your whirl it around yourself, disappearing amid a brief flash of light. Teleport up to double your Speed to a location you can see. At the end of the teleportation, you can make a melee Strike against a creature within reach, if there is one.

Secrets of Magic, page 187.

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Mesmerizing Opal

Item 2

consumable enchantment magical talisman 

Price 7 gp

Usage affixed to armor; Bulk —

Activate [F] envision; Trigger You attempt a Deception check to Feint, but you haven't rolled yet.

Category Talisman

This silver-bound opal pendant is afire with iridescence.

When you activate it, if the outcome of your triggering Deception check is a critical failure, you get a failure instead (or if the outcome is a success, you get a critical success instead).

Core Rulebook, page 568.

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Messenger Missive

Item 4+

consumable divination magical missive 

Usage held in 1 hand; Bulk —

Activate [>>] envision, Interact

Category Missive

A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect to be in that location as a recipient; if you don't, the first creature in the location to touch the missive is treated as the recipient. Once you finish composing the missive, it folds itself into the shape of a bird and Flies at a Speed of 45 feet (15 miles per hour) toward the location for up to 24 hours. It alights near its recipient or in their hand. When activated, the missive becomes non‑magical but retains its contents. If it fails to reach its recipient in 24 hours, the missive burns to ash.

Type messenger missive; Level 4; Price 18 gp

Type multiple messenger missive; Level 7; Price 60 gp

You can write up to four locations on the missive, one on each edge of the paper; you can include a recipient for each location, as well. When you finish composing the missive, it folds into four identical missive birds, each one flying to one of the locations carrying the same message.

Treasure Vault, page 85.

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Messenger Missive

Item 4

consumable divination magical missive 

Price 18 gp

Usage held in 1 hand; Bulk —

Activate [>>] envision, Interact

Category Missive

A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect to be in that location as a recipient; if you don't, the first creature in the location to touch the missive is treated as the recipient. Once you finish composing the missive, it folds itself into the shape of a bird and Flies at a Speed of 45 feet (15 miles per hour) toward the location for up to 24 hours. It alights near its recipient or in their hand. When activated, the missive becomes non‑magical but retains its contents. If it fails to reach its recipient in 24 hours, the missive burns to ash.

Main Item: Messenger Missive

Treasure Vault, page 85.

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Messenger's Ring

Item 9+

enchantment invested magical 

Usage worn; Bulk —

Category Worn Item

This silver signet ring changes to match the insignia of a lord or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to Diplomacy checks and lets you cast message as an arcane innate spell at will.

Activate 1 minute (envision); Frequency once per day; Effect The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the lord or organization represented by the ring.

Type messenger's ring; Level 9; Price 700 gp

Type greater messenger's ring; Level 17; Price 13,500 gp

The ring grants a +3 bonus and can be activated in an additional way.

Activate [>>>] command; Frequency once per hour; Effect The ring casts sending to your specifications.

Core Rulebook, page 613.

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Messenger's Ring

Item 9

enchantment invested magical 

Price 700 gp

Usage worn; Bulk —

Category Worn Item

This silver signet ring changes to match the insignia of a lord or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to Diplomacy checks and lets you cast message as an arcane innate spell at will.

Activate 1 minute (envision); Frequency once per day; Effect The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the lord or organization represented by the ring.
Main Item: Messenger's Ring

Core Rulebook, page 613.

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Metalmist Sphere

Item 3+

uncommon alchemical consumable 

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Consumable

This sphere contains small fragments of thunderstones within a colloidal suspension of a precious metal. When you twist the sphere, it creates an opaque mist in a burst centered on one corner of your space. Creatures within that area are concealed, and all other creatures are concealed to them. Any creature with a weakness to the precious metal that starts its turn in the mist takes damage equal to its weakness. The mist lasts for 1 minute or until dispersed by a strong wind. Most metalmist spheres are filled with silver or cold iron, but more expensive versions containing other ingredients might exist.

Type lesser; Level 3; Price 11 gp

The radius of the burst is 5 feet.

Type moderate; Level 8; Price 90 gp

The radius of the burst is 10 feet.

Type greater; Level 13; Price 500 gp

The radius of the burst is 15 feet.

LOPSG, page 39.

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Meteor Hammer

Item

backswing disarm reach trip 

Price 3 gp

Bulk 2

Damage 1d8 bludgeoning

Hands 2

Category Martial Melee Weapon; Group Flail

This weapon consists of a long chain connected to a heavy weight at each end. When a wielder swings the weights by the chain, they build momentum and can serve as deadly bludgeons with incredible reach.

Treasure Vault, page 25. Originally in LOGM.

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Meteor Shield

Item

shield throw 30 ft. 

Price 4 gp

Bulk 1

AC Bonus +2; Hardness 4; HP 16; BT 8

Category Shield; Group Shield

Meteor shields are specifically designed with throwing in mind. A meteor shield is made from thin steel and has quick-release straps, allowing for easy, long-distance throws.

Treasure Vault, page 21.

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Meteor Shot

Item 7+

uncommon consumable evocation fire magical splash 

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 fire damage and the ground in the area becomes difficult terrain.

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

Critical Failure The weapon misfires.

Type meteor shot; Level 7; Price 70 gp

The ammunition deals 3d6 fire damage in a 5-foot emanation around the target (DC 23 basic Reflex save).

Type greater meteor shot; Level 12; Price 400 gp

The ammunition deals 6d6 fire damage in a 10-foot emanation around the target (DC 29 basic Reflex save).

Type major meteor shot; Level 17; Price 3,000 gp

The ammunition deals 9d6 fire damage in a 20-foot emanation around the target (DC 37 basic Reflex save).

Guns & Gears, page 171.

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Meteor Shot

Item 7

uncommon consumable evocation fire magical splash 

Price 70 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 3d6 fire damage in a 5-foot emanation around the target (DC 23 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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Metronomic Hammer

Item 5

uncommon evocation magical 

Price 160 gp

Usage held in 1 or 2 hands; Bulk 1

Category Held

A polished brass metronome ticks rhythmically within the haft of this +1 striking gnome hooked hammer.

Gnome adherents of Thousteton often attempt to reproduce this item as part of a ritual symbolizing methodical problem-solving and thoughtful craftsmanship.

Activate [R] envision; Trigger You attempt to Trip a creature with the metronomic hammer; Effect By timing the sweeping arcs of your Trip attempt to the built-in metronome of a metronomic hammer, you gain a +1 item bonus to your Athletics check to Trip the target. This item bonus increases by 1 with every subsequent Trip attempt you make with the metronomic hammer against the same target this turn, to a maximum of +3 on your third Trip. The bonus resets to +1 if you successfully Trip the target, if you critically fail to Trip the target, or if your turn ends.

OoA2, page 79.

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Mianin's Leafstick

Item 15

unique 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.

Secrets of Magic, page 167.

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Midday Lantern

Item 6+

uncommon light magical transmutation 

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.

Type lesser; Level 6; Price 235 gp

Type moderate; Level 10; Price 850 gp

The lantern casts 4th-level scorching ray using a spell attack roll of +20.

Type greater; Level 14; Price 3,700 gp

The lantern casts 6th-level light and 6th-level scorching ray, using a spell attack roll of +26.

Type major; Level 18; Price 18,750 gp

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

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

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Mikazuki

Item 1

combination 

Price 8 gp

Bulk 2

Ranged

Traits monk, propulsive

Damage 1d6 piercing

Ammunition bolt; Range 70 ft.; Reload 1

Hands 1+

Group Bow

Melee

Traits backswing, disarm, monk, parry

Damage 1d6 bludgeoning

Hands 2

Group Flail

Category Martial Ranged Weapon

The mikazuki combines a sansetsukon with a thin length of metal string and several locking mechanisms built into the joints, allowing it to be quickly locked into configuration as a bow.

Treasure Vault, page 31.

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Mind's Light Circlet

Item 11

enchantment focused invested light occult 

Price 1,200 gp

Usage worn headwear; Bulk —

Category Worn Item

Gemstones of many colors adorn the silver of a mind's light circlet. When you're charged with mental power, the jewels scintillate with light, with different gems resonating based on your emotions. If you have at least 1 Focus Point, the gems cast dim light in a 10-foot radius. When you amp a spell, the light increases to bright light in a 20-foot radius (and dim light to the next 20 feet) until the start of your next turn.

You gain a +2 item bonus to Occultism checks. You also gain the following amp, which you can apply to any of your psi cantrips that have a target or area, much like an amp gained from a feat (Dark Archive 10). Amp You transfer some of the magical luminescence from the mind's light circlet to one of the creatures. Choose a creature targeted by the spell or in its area. Until the start of your next turn, that creature sheds bright light in a 20-foot radius (and dim light to the next 20 feet) and can't be concealed. If the creature is invisible, it's concealed while alight, rather than being undetected.

Activate [F] envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to use a psychic amp. If not used by the end of your turn, this Focus Point is lost.

Craft Requirements You are a psychic.

Treasure Vault, page 150.

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