Items: R (Part 3 of 3)

57 items, from Ring of Lies to Rusting Carapace.

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Part: 1 2 3

Ring of Lies · Ring of Maniacal Devices · Ring of Maniacal Devices · Ring Of Minor Arcana · Ring of Ravenousness · Ring Of Recalcitrant Wishes · Ring of Sneering Charity · Ring of Spell Turning · Ring Of Stoneshifting · Ring of Sustenance · Ring of Swimming · Ring of the Ram · Ring of the Ram · Ring Of The Weary Traveler · Ring Of Truth · Ring of Wizardry · Ring of Wizardry (Type I) · Ring of Wizardry (Type II) · Ring of Wizardry (Type III) · Ring of Wizardry (Type IV) · Ringmaster's Staff · Ringmaster's Staff · Roaring Potion · Robe of Eyes · Robe of the Archmagi · Robe of the Archmagi · Rock Ripper Snare · Rock-braced · Rod Of Cancellation · Rod of Negation · Rod of Wonder · Ronas's Brew · Ronas's Brew · Ronas's Tankard · Rope (50 feet) · Rope Dart · Rope Of Climbing · Rose of Loves Lost · Rotary Bow · Round · Round · Round · Rowan Rifle · Rubber Bear Wondrous Figurines · Rubber Mask · Rubbing Set · Ruby Capacitor · Ruby Capacitor · Ruby Hippopotamus Wondrous Figurines · Ruby String · Ruler · Rune Of Sin · Runestone · Rungu · Rushoux's Kiss · Rusting Ammunition · Rusting Carapace

Ring of Lies

Item 10

uncommon enchantment invested magical 

Price 850 gp

Usage worn; Bulk —

Category Worn Item

This plain silver ring has an almost oily sheen. While wearing the ring, you gain a +2 item bonus to Deception checks.

Activate [>>] Interact; Frequency once per day; Effect Snapping your fingers on the hand that wears the ring causes the ring to cast glibness on you with no visual manifestations of a spell being cast.

Core Rulebook, page 614.

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Ring of Maniacal Devices

Item 11+

divination invested magical 

Usage worn; Bulk —

Category Worn Item

This ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an Interact action to pull a set of thieves' tools from the ring. These tools appear in your hand and fold back into the ring if they would leave your possession. They grant you a +2 item bonus to Thievery checks to Disable a Device and to Pick a Lock, and the ring's insights grant you the same bonus to Crafting checks to Craft and Repair snares and traps.

Activate 10 minutes (Interact); Frequency once per day; Effect You create a 4th-level glyph of warding containing fireball. You can have only one glyph of warding from a ring of maniacal devices active at a time, even if you have multiple rings, and the spell ends if you lose your investiture in the ring.

Type ring of maniacal devices; Level 11; Price 1,175 gp

Type greater ring of maniacal devices; Level 18; Price 21,000 gp

The ring grants a +3 bonus. Activating it creates an 8th-level glyph of warding containing your choice of either prismatic spray or 7th-level fireball.

Core Rulebook, page 614.

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Ring of Maniacal Devices

Item 11

divination invested magical 

Price 1,175 gp

Usage worn; Bulk —

Category Worn Item

This ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an Interact action to pull a set of thieves' tools from the ring. These tools appear in your hand and fold back into the ring if they would leave your possession. They grant you a +2 item bonus to Thievery checks to Disable a Device and to Pick a Lock, and the ring's insights grant you the same bonus to Crafting checks to Craft and Repair snares and traps.

Activate 10 minutes (Interact); Frequency once per day; Effect You create a 4th-level glyph of warding containing fireball. You can have only one glyph of warding from a ring of maniacal devices active at a time, even if you have multiple rings, and the spell ends if you lose your investiture in the ring.
Main Item: Ring of Maniacal Devices

Core Rulebook, page 614.

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Ring Of Minor Arcana

Item 5

uncommon arcane evocation invested 

Price 160 gp

Usage worn

Category Worn Item

This rose-gold ring is adorned in the center by a somewhat ominous-looking horned skull.

This ring gives you the power to cast the following innate arcane cantrips any number of times each day: detect magic, mage hand, and prestidigitation. Each is cast as a 1st-level spell.

If you are an arcane spellcaster, these can instead be heightened to the level of your cantrips.

The Fall of Plaguestone, page 58.

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Ring of Ravenousness

Item 7

rare conjuration cursed invested magical 

Usage worn; Bulk —

Category Worn Item

Carved of acacia wood, a ring of ravenousness is inlaid with a geometric pattern. The ring appears to be a ring of sustenance. Once you invest it, though, it fuses to you, its effects activating immediately. While wearing the ring, you require twice the normal amount of food and drink for a creature your size to avoid starvation and thirst.

Treasure Vault, page 192.

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Ring Of Recalcitrant Wishes

Item 20

rare divination invested magical 

Price 10,000 gp

Usage worn

Category Worn Item

This band of interwoven gold and copper, traced with Aklo symbols, is topped with a gleaming, luminescent opal gently bleeding wisps of shadowstuff.

Activate [>>>] command; Effect You attempt to make the ring cast an arcane wish spell. However, if the ring doesn't deem the wish to be sufficiently selfless, the wish isn't cast and the ring can't be activated for 24 hours. You are drained 3, whether or not the ring refuses the wish.

Once the wish is cast, the Ring of Recalcitrant Wishes has no powers, though it is rumored that the wearer's death in an act of profound self-sacrifice restores the wish to the ring.

AoE6, page 74.

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Ring of Sneering Charity

Item 7

cursed enchantment invested magical 

Usage worn ring; Bulk –

Category Worn Item

This gold ring seems to offer good fortune to the wearer when they are charitable to those in need, but its curse was created to tear societies apart by inflaming class resentments and discrediting good works of true charity.

Upon donning the ring, you must attempt a secret DC 25 Will save to avoid activating its magic. If you succeed, the ring's curse remains dormant, and it appears to be an exhausted item with no magic left. If you fail, the curse awakens, and the ring fuses to you.

You are compelled to spend 10% of your wealth—and 10% of any future wealth you obtain—on charity. However, your acts of charity are insensitive and so insulting that they earn the recipients' enmity. For example, upon learning someone lost a child, you might toss money at them "to buy a new one. " You can't understand why your gifts aren't met with gratitude and resent the unappreciative recipients, and you firmly believe you should be able to call upon them for favors. You consider yourself an ideal philanthropist, and you constantly try to ingratiate yourself with other charitable organizations and individuals by offering to guide their donations to be more like your own.

Dark Archive, page 161.

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Ring of Spell Turning

Item 20

rare abjuration invested magical 

Price 67,000 gp

Usage worn; Bulk —

Category Worn Item

This golden ring has three diamonds set into its face.

Activate [R] envision; Trigger You are targeted by a spell; Effect The ring replicates the effects of an 8th-level spell turning with a counteract modifier of +35, possibly causing the triggering spell to reflect back on its caster. The ring can reflect no more than 9 total levels of spells per day. If you activate the ring to reflect a spell that would exceed this limit, the attempt fails, but the attempted usage of the ring does not count toward the daily limit.

Core Rulebook, page 615.

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Ring Of Stoneshifting

Item 12

uncommon conjuration earth invested magical teleportation 

Price 1,800 gp

Usage worn; Bulk L

Category Worn Item

This simple iron ring is faceted with a bulbous geode lined with bright purple crystals. A ring of stoneshifting grants you the ability to ignore difficult terrain caused by rubble or uneven ground made of stone and earth.

Activate 1 minute; Frequency three times per day; Requirements You are standing on at least 5 feet of earthen material (such as stone, soil, clay, or sand); Effect You sink into the ground and emerge at another location within 100 miles. This location must have an earthen surface at least 5 feet deep and you must be able to identify the location precisely by both its position relative to your starting position and its appearance or other identifying features. You can't carry extradimensional spaces with you to the destination, and if you attempt to do so, the activation fails.

Extinction Curse #3: Life’s Long Shadows, page 69.

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Ring of Sustenance

Item 7

uncommon conjuration invested magical 

Price 325 gp

Usage worn; Bulk —

Category Worn Item

This polished wooden ring constantly refreshes your body and mind. You don't need to eat or drink while wearing it, and you need only 2 hours of sleep per day to gain the benefits of 8 hours of sleep. A ring of sustenance doesn't function until it's been worn and invested continuously for a week. Removing it resets this interval.

Core Rulebook, page 615.

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Ring of Swimming

Item 12

invested magical transmutation 

Price 1,750 gp

Usage worn; Bulk —

Category Worn Item

This blue metal ring grants you a swim Speed equal to half your land Speed. Penalties to your Speed (including from your armor) apply before halving.

Core Rulebook, page 615.

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Ring of the Ram

Item 6+

evocation force invested magical 

Usage worn; Bulk —

Category Worn Item

This heavy iron ring is shaped to look like the head of a ram, with curling horns.

Activate [>] or more (Interact); Frequency once per minute; Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save.Critical Success The target is unaffected.Success The target takes half damage and is pushed half the distance.Failure The target takes full damage and is pushed the full distance.Critical Failure The target takes double damage and is pushed twice the distance.

Type ring of the ram; Level 6; Price 220 gp

Type greater ring of the ram; Level 13; Price 2,700 gp

The ring deals 3d6 force damage per action spent, and the save DC is 32. When you activate the ring using 3 actions, you can disperse the force into multiple magical rams, targeting all creatures in a 30-foot cone instead of one target within 60 feet.

Core Rulebook, page 615.

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Ring of the Ram

Item 6

evocation force invested magical 

Price 220 gp

Usage worn; Bulk —

Category Worn Item

This heavy iron ring is shaped to look like the head of a ram, with curling horns.

Activate [>] or more (Interact); Frequency once per minute; Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save.Critical Success The target is unaffected.Success The target takes half damage and is pushed half the distance.Failure The target takes full damage and is pushed the full distance.Critical Failure The target takes double damage and is pushed twice the distance.
Main Item: Ring of the Ram

Core Rulebook, page 615.

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Ring Of The Weary Traveler

Item 5

uncommon invested transmutation 

Price 160 gp

Usage worn

Category Worn Item

This fanciful golden ring has an ornate band cast with delicate, swirling decorations and is inlaid with three bright-green emeralds. While wearing this ring, you gain a +10-foot item bonus to your Speed, but only when determining your overland movement per hour.

Activate [>>>] envision, Interact; Effect You refresh yourself from fatigue. For 10 minutes, you can ignore the penalties from the fatigued condition. This does not remove the condition, it merely suppresses the penalties and drawbacks of having the condition. If something would cause you to become fatigued again while the ring's power is in effect, the suppression ends, and you immediately take the penalties again.

The Fall of Plaguestone, page 58.

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Ring Of Truth

Item 10

rare cursed enchantment invested magical 

Usage worn

Category Worn Item

This ring appears to be a ring of lies, but when invested, close investigation reveals angelic wings and divine creatures hidden on the face of the ring. When you invest the ring, you are rendered unable to tell a deliberate lie, in either speech or writing. If you attempt to omit the truth or phrase things truthfully but deceptively, roll a DC 11 flat check; on a failure, the ring itself blurts out the entire truth (as you believe it) as an answer. Keeping silent does not activate the ring's curse.

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

Gamemastery Guide, page 91.

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Ring of Wizardry

Item 7+

uncommon arcane divination invested 

Usage worn; Bulk —

Category Worn Item

This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry, you gain a +1 item bonus to Arcana checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells.

If you take off the ring for any reason, you lose the additional spell slots. You can't gain spell slots from more than one ring of wizardry per day, nor can a single ring of wizardry grant spell slots more than once per day.

If you can cast arcane spells in a variety of different ways (such as if you are a draconic bloodline sorcerer with the wizard multiclass archetype), you can divide the spell slots as you wish among your various sources of arcane spells.

Type I; Level 7; Price 360 gp

Type II; Level 10; Price 1,000 gp

The bonus is +2, and the ring grants two 2nd-level spell slots and one 1st-level spell slot.

Type III; Level 12; Price 2,000 gp

The bonus is +2, and the ring grants two 3rd-level spell slots and one 2nd-level spell slot.

Type IV; Level 14; Price 4,500 gp; Craft Requirements You have a spellcasting class feature with the arcane tradition.

The bonus is +2, and the ring grants two 4th-level spell slots and one 3rd-level spell slot.

Core Rulebook, page 615.

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Ring of Wizardry (Type I)

Item 7

uncommon arcane divination invested 

Price 360 gp

Usage worn; Bulk —

Category Worn Item

This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry, you gain a +1 item bonus to Arcana checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells.

If you take off the ring for any reason, you lose the additional spell slots. You can't gain spell slots from more than one ring of wizardry per day, nor can a single ring of wizardry grant spell slots more than once per day.

If you can cast arcane spells in a variety of different ways (such as if you are a draconic bloodline sorcerer with the wizard multiclass archetype), you can divide the spell slots as you wish among your various sources of arcane spells.

Main Item: Ring of Wizardry

Core Rulebook, page 615.

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Ring of Wizardry (Type II)

Item 10

uncommon arcane divination invested 

Price 1,000 gp

Usage worn; Bulk —

Category Worn Item

This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry, you gain a +1 item bonus to Arcana checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells.

If you take off the ring for any reason, you lose the additional spell slots. You can't gain spell slots from more than one ring of wizardry per day, nor can a single ring of wizardry grant spell slots more than once per day.

If you can cast arcane spells in a variety of different ways (such as if you are a draconic bloodline sorcerer with the wizard multiclass archetype), you can divide the spell slots as you wish among your various sources of arcane spells.

Main Item: Ring of Wizardry

Core Rulebook, page 615.

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Ring of Wizardry (Type III)

Item 12

uncommon arcane divination invested 

Price 2,000 gp

Usage worn; Bulk —

Category Worn Item

This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry, you gain a +1 item bonus to Arcana checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells.

If you take off the ring for any reason, you lose the additional spell slots. You can't gain spell slots from more than one ring of wizardry per day, nor can a single ring of wizardry grant spell slots more than once per day.

If you can cast arcane spells in a variety of different ways (such as if you are a draconic bloodline sorcerer with the wizard multiclass archetype), you can divide the spell slots as you wish among your various sources of arcane spells.

Main Item: Ring of Wizardry

Core Rulebook, page 615.

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Ring of Wizardry (Type IV)

Item 14

uncommon arcane divination invested 

Price 4,500 gp

Usage worn; Bulk —

Category Worn Item

This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry, you gain a +1 item bonus to Arcana checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells.

If you take off the ring for any reason, you lose the additional spell slots. You can't gain spell slots from more than one ring of wizardry per day, nor can a single ring of wizardry grant spell slots more than once per day.

If you can cast arcane spells in a variety of different ways (such as if you are a draconic bloodline sorcerer with the wizard multiclass archetype), you can divide the spell slots as you wish among your various sources of arcane spells.

Craft Requirements You have a spellcasting class feature with the arcane tradition.

Main Item: Ring of Wizardry

Core Rulebook, page 615.

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Ringmaster's Staff

Item 6+

uncommon illusion magical staff 

Usage held in 1 hand; Bulk 1

Category Staff

This highly polished black wooden staff resembles an aristocrat's oversized walking cane, complete with a silver head shaped like a large circus animal such as a horse or elephant. Ringmasters or announcers use ringmaster's staves to draw attention from their audiences or to salvage acts that fall flat mid-performance. While wielding a ringmaster's staff, your normal voice can be clearly heard by all creatures within 300 feet regardless of intervening barriers or ambient noise, although your voice can't penetrate magical silence and you can't use this to extend an auditory or sonic effect through barriers that would otherwise block it.

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

Type ringmaster's staff; Level 6; Price 230 gp

Type greater ringmaster's staff; Level 12; Price 1,800 gp

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

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

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Ringmaster's Staff

Item 6

uncommon illusion magical staff 

Price 230 gp

Usage held in 1 hand; Bulk 1

Category Staff

This highly polished black wooden staff resembles an aristocrat's oversized walking cane, complete with a silver head shaped like a large circus animal such as a horse or elephant. Ringmasters or announcers use ringmaster's staves to draw attention from their audiences or to salvage acts that fall flat mid-performance. While wielding a ringmaster's staff, your normal voice can be clearly heard by all creatures within 300 feet regardless of intervening barriers or ambient noise, although your voice can't penetrate magical silence and you can't use this to extend an auditory or sonic effect through barriers that would otherwise block it.

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: Ringmaster's Staff

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

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Roaring Potion

Item 8+

consumable evocation magical potion sonic 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Ripples move constantly through a roaring potion, a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour.

Activate [>] envision; Effect You gain the effects of a bullhorn spell. You can Dismiss the activation.
Activate [>] envision; Frequency once every 1d4 rounds; Effect You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw.Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and is frightened 1.Critical Failure The creature takes double damage and is frightened 2.

Type lesser; Level 8; Price 90 gp

Type moderate; Level 13; Price 550 gp

You gain the effects of a 5th-level bullhorn spell. The damage is 6d4 and the save DC is 30.

Type greater; Level 18; Price 3,600 gp

You gain the effects of a 7th-level bullhorn spell. The damage is 10d4 and the save DC is 38.

Treasure Vault, page 90.

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Robe of Eyes

Item 17

uncommon divination invested magical 

Price 13,000 gp

Usage worn garment; Bulk 1

Category Worn Item

This garment appears to be an ordinary robe until donned, at which point numerous strange and alien eyes of varied shapes and colors open and blink across its fabric. While wearing the robe, you gain a +3 item bonus to Perception checks, and you constantly benefit from the effects of a 2nd-level see invisibility spell.

You can also see powerful magic auras. The highest-level magic aura within 30 feet of you glows in a color that reveals its school to you and allows you to determine where the effect originates. This can narrow down the origin point of the effect to a 5-foot-cube, but not more precisely than that.

The robe of eyes is not without its dangers. If any spell with the light trait is cast on you or your square while you are wearing the robe, you are blinded for a number of rounds equal to the spell's level unless you succeed at a Fortitude save against the spell's DC.

Activate [>] Interact; Effect You pluck an eye from the robe and toss it into the air, where it turns invisible and floats to a destination you choose, with the same effect as a 5th-level prying eye spell.

You can Sustain the Activation just as you would be able to Sustain the Spell.

Core Rulebook, page 615.

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Robe of the Archmagi

Item 15+

uncommon abjuration arcane invested 

Usage worn garment; Bulk 1

Category Worn Item

Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are gold, neutral robes are light blue, and evil robes are red. An evil or good robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead stupefied 2 while wearing a robe of the archmagi. This condition can't be removed in any way until you remove the robe.

The robes are +2 greater resilient explorer's clothing, and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 5 to damage from arcane spells.

Activate [R] command; Trigger You attempt a saving throw against an arcane spell, but you haven't rolled yet; Effect You automatically succeed at your save against the triggering arcane spell.

Type robe of the archmagi; Level 15; Price 6,500 gp

Type greater robe of the archmagi; Level 19; Price 32,000 gp; Craft Requirements You are an arcane spellcaster.

The resistance against arcane spells is 10.

You can activate the robe when you or an ally within 30 feet attempts a saving throw against an arcane spell, and the robe grants either you or the ally a success on the triggering saving throw; you still can activate it only once per day.

Core Rulebook, page 616.

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Robe of the Archmagi

Item 15

uncommon abjuration arcane invested 

Price 6,500 gp

Usage worn garment; Bulk 1

Category Worn Item

Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are gold, neutral robes are light blue, and evil robes are red. An evil or good robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead stupefied 2 while wearing a robe of the archmagi. This condition can't be removed in any way until you remove the robe.

The robes are +2 greater resilient explorer's clothing, and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 5 to damage from arcane spells.

Activate [R] command; Trigger You attempt a saving throw against an arcane spell, but you haven't rolled yet; Effect You automatically succeed at your save against the triggering arcane spell.
Main Item: Robe of the Archmagi

Core Rulebook, page 616.

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Rock Ripper Snare

Snare 3

uncommon consumable mechanical snare trap 

Price 9 gp

Category Snare

You weave plant matter among loose stones in an area with trees or a ceiling overhead. When a creature enters the square, the snare's square and each adjacent square becomes difficult terrain, and the triggering creature must attempt a DC 19 Reflex saving throw.

Success The target is unaffected.Failure The target takes 1d6 bludgeoning damage.Critical Failure The target takes 2d6 bludgeoning damage.

LOTGB, page 43.

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Rock-braced

Rune 13

rare abjuration dwarf magical ziafias 

Price 3,000 gp

Usage etched onto medium or heavy armor

Category Rune

Rock-braced armor makes you as hard to move as a boulder. Whenever another creature attempts to forcibly move you from your space, you gain a +4 item bonus to your Fortitude DC against the check to move you. If the creature would not normally need to attempt a check to move you, then the creature must succeed at an Athletics check against your Fortitude DC (including the +4 item bonus) or you are unmoved.

Age of Ashes #4: Fires of the Haunted City, page 73.

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Rod Of Cancellation

Item 20

rare abjuration magical 

Price 75,000 gp

Usage held in 1 hand; Bulk 1

Category Held

This powerful magic rod is inimical to all magic.

Activate [>>] Interact; Effect You touch the rod to a magical effect or magic item and attempt to counteract the effect or item.

Regardless of the result, the rod of cancellation can't be activated again for 2d6 hours.

On a success, the effect or item is deactivated for the same amount of time, and its duration, if any, continues to expire during that time. If you choose, you can instead completely drain the rod of cancellation's magic on a success in order to completely drain the magic from the effect or item. If you do, both become completely non-magical and their magic can't be recovered, even by the remake spell.

The rod of cancellation automatically fails to counteract most artifacts and similarly powerful items, but it reacts explosively when activated against a sphere of annihilation without a counteract check (Gamemastery Guide 113).

Advanced Player’s Guide, page 262.

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Rod of Negation

Item 14

abjuration magical 

Price 4,300 gp

Usage held in 1 hand; Bulk 1

Category Held

This long, plain, leaden rod can disrupt magic.

Activate [>>] Interact; Effect This rod emits a thin, gray beam that negates a spell or magic item, casting a 6th-level dispel magic spell with a counteract modifier of +23. Once activated, the rod can't be activated again for 2d6 hours.

Core Rulebook, page 574.

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Rod of Wonder

Item 8

rare chaotic evocation magical 

Price 465 gp

Usage held in 1 hand; Bulk L

Category Held

This peculiar rod is strange and unpredictable. Each time it is activated, it produces one of a variety of effects at random.

Activate [>>] command, Interact; Effect Choose a creature within 60 feet and roll d% on the table below to determine the rod's effect. If an entry lists only a spell name, the rod casts that spell at its lowest level. You make any decisions for a spell cast by the rod unless otherwise indicated, except that it must target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. If the spell's range is less than 60 feet, increase the range to 60 feet.

Any spell DC required is DC 27, and any spell attack roll required is +17. If the rod casts a spell on you, you don't get a saving throw or other defense against it.

Once activated, the rod can't be activated again for 1d4 hours.

D%
Wondrous Effect
1–3
Leaves grow from the target; they last 24 hours
4–8
Darkness
10–13
A stream of 600 large and colorful butterflies pours forth, fluttering in a 20-foot burst for 2 rounds; creatures are blinded while in the cloud of butterflies
14–15
All the target's weapons animate with the effects of the dancing rune
16–25
Lightning bolt
26–29
Grass grows in a 60-foot cone in front of the rod, or existing grass grows at 10 × normal rate
30
Target turns blue, green, or purple with an unlimited duration
31
Summon an elephant (6th-level summon animal)
32–34
Heavy rain falls in a 60-foot radius around you for 1 round
35–38
Stinking cloud
39
Summon an ineffective mouse (1st-level summon animal)
40–42
Vibrant pattern, with a 1-round duration
43–44
The rod casts mirror image on you
45–46
Gust of wind
47–48
The non-living, unattended object closest to the target (up to 30 cubic feet in size) turns ethereal for an unlimited duration
49–53
Slow
54
You turn blue, green, or purple with an unlimited duration
55–59
The rod casts pest form on you, lasting 1d4 rounds
60–61
1d4 × 10 gems, each worth 1 sp, shoot from the rod, dealing 1 piercing damage to each creature in a 15-foot cone
62
Sleep, with a 100-foot burst
63–72
Fireball
73–77
Mind reading
78–80
Roll again; the target believes you created the effect of the second roll
81–84
Enlarge
85–87
Target is coated in nectar, making it clumsy 1 for 1 round
88–92
Faerie fire
93–97
The rod casts invisibility on you
98–100
The rod casts shrink on you, lasting 1 day

Core Rulebook, page 575.

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Ronas's Brew

Item 8+

conjuration consumable magical poison potion 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

Ronas's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against fear effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you use this breath weapon, you can't do so again for 1d4 rounds.

Critical Success The creature is unaffected.Success The creature is clumsy 1 and stupefied 1 for 1 round.Failure The creature is clumsy 1 and stupefied 1 for 1d4 rounds.Critical Failure The creature becomes clumsy 2, stupefied 2, and sickened 1. The clumsy and stupefied conditions last until 1d4 rounds after the sickened condition ends.

Type Ronas's brew; Level 8; Price 80 gp

Type double Ronas's brew; Level 13; Price 480 gp

The save DC is 31.

Type triple Ronas's brew; Level 18; Price 3,200 gp

The save DC is 40.

Treasure Vault, page 88.

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Ronas's Brew

Item 8

conjuration consumable magical poison potion 

Price 80 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

Ronas's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against fear effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you use this breath weapon, you can't do so again for 1d4 rounds.

Critical Success The creature is unaffected.Success The creature is clumsy 1 and stupefied 1 for 1 round.Failure The creature is clumsy 1 and stupefied 1 for 1d4 rounds.Critical Failure The creature becomes clumsy 2, stupefied 2, and sickened 1. The clumsy and stupefied conditions last until 1d4 rounds after the sickened condition ends. Main Item: Ronas's Brew

Treasure Vault, page 88.

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Ronas's Tankard

Item 25

unique artifact divine transmutation 

Usage held in 1 hand; Bulk L

Category Artifact

This ordinary-looking silver tankard functions as a +4 major striking hopeful GB returning light hammer when wielded as a weapon. Imbued with Grarus's courage, you are immune to fear effects. Any liquid poured into the tankard transforms into a strong, alcoholic ambrosia that remains contained safely within until you drink it. Drinking the ambrosia Activates the tankard, with one of the following effects. If you aren't the one blessed to borrow the tankard, you are drained 4 and enfeebled 4 while holding it, and its magic doesn't function for you.

Activate [R] Interact; Trigger You are targeted or included in the area of a fear effect; Effect Calmly swigging a drink on the battlefield turns your foe's attempt to frighten you against them. The fear effect is counteracted for all targets, and the creature that created the effect must attempt a saving throw as if it alone were the original target of the effect.
Activate [>>] envision, Interact; Frequency once per hour; Effect You drink from the tankard, ending the controlled, grabbed, immobilized, paralyzed, restrained, and slowed conditions on yourself and creatures of your choice within 120 feet of you, as well as anything giving such targets a circumstance penalty to Speed. Any effect causing these conditions ends, and if the source of the effect is an item, that item can't produce the effect for 1 week, provided it is of a level lower than the tankard's. If a target needs to Escape an effect imposing any of these conditions, it automatically does so on its next attempt. You can Activate this ability even if one of the listed conditions would normally prevent you from doing so (such as paralyzed).
Activate [>>] envision, Interact; Frequency once per day; Effect You enhance yourself with a shard of Ronas's divine fortune and cast indestructibility.

Destruction If a lawful evil creature carries Ronas's Tankard into the Falelil Cathedral, drinks from it, and returns outside with it, the tankard shatters.

Treasure Vault, page 178.

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Rope (50 feet)

Item

Price 5 sp for 50 feet

Bulk L

Hands 2

Category Adventuring Gear

No entries found.

Core Rulebook, page 288.

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Rope Dart

Item

uncommon disarm finesse sweep tethered thrown 20 feet trip 

Price 1 gp

Bulk 1

Damage 1d4 piercing

Hands 2

Category Martial Melee Weapon; Group Dart

A deceptively simple weapon made from a length of cord attached to a weighted, conical metal spike. A rope dart can be whirled and manipulated at great speeds to attack in unexpected ways and from unexpected angles.

Treasure Vault, page 25.

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Rope Of Climbing

Item 3+

magical transmutation 

Usage held in 1 hand; Bulk L

Category Held

This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic.

Activate [>] Interact; Frequency once per day; Effect You hold one end of the rope and point to a destination.

The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an Interact action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself.

Type lesser rope of climbing; Level 3; Price 45 gp

Type moderate rope of climbing; Level 5; Price 125 gp

You can activate the moderate rope of climbing once per hour instead of once per day.

Type greater rope of climbing; Level 7; Price 300 gp

You can activate the greater rope of climbing without any frequency limit.

Advanced Player’s Guide, page 262.

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Rose of Loves Lost

Item 10

consumable cursed enchantment evil magical 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

No thorns are visible on this ruby-red crystal rose, which seems to grant a boon to a loved one, but it draws three beads of blood when first bestowed upon an unwitting recipient. Hags delight in using the rose's curse to ruin young lovers, but it can be found anywhere—even buried innocently in a treasure hoard.

You activate the rose of loves lost by giving it to someone toward whom you feel romantic attraction. This item functions only if you feel genuine attraction and desire, and it doesn't function if you know the item's curse. If the target accepts the gift, they must succeed at a DC 27 Will save with the effects of charm, except the duration is unlimited. Every 24 hours, the victim attempts another Will save to break the spell. If they fail three consecutive Will saves, they become doomed 1, as the rose inflicts a lethal wasting disease upon the recipient. This value can't decrease while the curse continues. Instead, it worsens every 3 days the victim fails to break the rose's spell, until the victim either dies or tainobraies off the enchantment. A successful saving throw or remove curse ends the charm and enables the victim to begin decreasing their doomed value.

Dark Archive, page 161.

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Rotary Bow

Item

capacity 4 

Price 8 gp

Bulk 1

Damage 1d8 piercing

Ammunition Bolt; Range 80 ft.; Reload 1

Hands 1

Category Martial Ranged Weapon; Group Bow

This one-handed crossbow has four arms instead of two, and four rotating chambers that can be pre-loaded with bolts for more efficient firing. The chamber can be swapped and the arms redrawn with a simple crank device built into the crossbow.

Treasure Vault, page 30.

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Round

Item

alchemical 

Bulk L

Category Ammunition

Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the Alchemical Crafting skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like arrows or bolts. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items.

Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves.

Type 5-pack; Price 1 sp (price for 5)

Type 10-pack; Price 1 sp (price for 10)

Guns & Gears, page 150.

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Round

Item

alchemical 

Price 1 sp (price for 5)

Bulk L

Category Ammunition

Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the Alchemical Crafting skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like arrows or bolts. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items.

Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves.

Main Item: Round

Guns & Gears, page 150.

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Round

Item

alchemical 

Price 1 sp (price for 10)

Bulk L

Category Ammunition

Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the Alchemical Crafting skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like arrows or bolts. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items.

Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves.

Main Item: Round

Guns & Gears, page 150.

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Rowan Rifle

Item 16

unique enchantment magical primal 

Usage held in two hands; Bulk 2

Category Held

In a dense forest within Treithebal, djezet fell from the sky millennia ago, even before Brataibrem. While this metal was poisonous to most of the plant life growing nearby, one stubborn rowan tree refused to die, its roots slowly absorbing djezet in small particles from the ground until the entire plant was suffused with it. Fey bowyers discovered the remarkable plant and coaxed it into growing into a very particular shape, its branching trunks woven together into a tightly twisted and naturally rifled barrel.

One of the legendary star guns, Treithebal's greatest treasures, the Rowan Rifle is a +2 greater fearsome speed greater striking (Advanced Player's Guide 260) advanced firearm with a range of increment of 300 feet. It deals 1d8 fire damage and has the backstabber, concussive, and fatal traits.

As a star gun, the Rowan Rifle runs on magic, and doesn't use ammunition or black powder. As a weapon forged to protect the fey peoples of Treithebal, the Rowan Rifle's enchantments prevent it from ever causing harm to a creature with the fey trait; any attempt to shoot a fey with it results in an automatic misfire. This legendary star gun is as much a badge of office as a weapon, as it denotes dominion over all Baetri. If the Rowan Rifle's wielder is fey, or if they were specifically given the Rowan Rifle by a fey creature who recognized them as a worthy champion, they can use the following activations.

Activate [>] envision; Effect You will the Rowan Rifle to change the energy it fires from the white-hot energy of summer that glows like a star to the shivering chill of winter, the crackling electricity of the storm, or even the sonic vibrations of a roar. The Rowan Rifle's damage type changes from its current damage type to cold, electricity, fire, or sonic. On the next sunrise, the Rowan Rifle returns to dealing fire damage.
Activate [>>] command, Interact; Effect The Rowan Rifle fires a 60-foot line of liquid djezet that wraps around all creatures in the affected area before hardening, which impedes them with metallic vines unless the affected creature succeeds at a DC 35 Reflex save. A creature who fails the save takes a –15-foot circumstance penalty to their Speeds, and a creature who critically fails is immobilized. A creature who succeeds at a DC 35 Escape check ends this effect. Otherwise, the djezet vines last for 10 minutes before crumbling away.
Activate command, envision, Interact (1 minute); Frequency ten times per minute; Effect You hold aloft the Rowan Rifle and step into a tree in Baetri, and you tree stride to another tree in Baetri.

Guns & Gears, page 166.

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Rubber Bear Wondrous Figurines

Item 7

uncommon conjuration magical 

Price 350 gp

Usage held in 1 hand; Bulk L

Category Held

The magical statuettes known as wondrous figurines are described on page 576 of the Core Rulebook.

The following additional figurines are less common versions sometimes found in the pockets of menagerie owners who often find themselves in need of a quick act or diversion.

This small, stretchable statuette depicts a bear wearing a tutu and a fez and balancing on a ball slightly larger than its head. When activated, it becomes a grizzly bear with similar attire. The bear remains balanced upon its rubber ball, and is therefore ungainly: it cannot Climb or Swim, has a –10- foot circumstance penalty to its Speed, and is always flat-footed. If the bear leaves its ball, such as if it is repositioned with forced movement or knocked prone, it immediately reverts to statuette form. The bear can be used once per day, and it can remain in bear form for up to 1 hour.

Main Item: Wondrous Figurines

Extinction Curse #2: Legacy of the Lost God, page 75.

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Rubber Mask

Item 1

Price 5 gp

Usage worn mask

Category Worn Item

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

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.

Main Item: Mask

LOTGB, page 92.

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Rubbing Set

Item

uncommon 

Price 1 gp

Bulk 1

Hands 2

Category Adventuring Gear

By using a rubbing set, you can quickly make a copy of carvings or etchings you find during your explorations, making them easier to accurately reproduce. This kit consists of a roll of thin onion-skin paper in a waterproof leather case, several thick wax crayons, and a bar of sealing wax that can be melted and used to temporarily hold the paper in place while you take the rubbing. Using the kit consumes the materials and provides a +1 item bonus on checks to document or reproduce artwork or writing that has been carved, etched, or otherwise physically added to a surface.

LOPSG, page 114.

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Ruby Capacitor

Item 10+

consumable evocation magical talisman 

Usage affixed to a magical staff; Bulk —

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

Category Talisman

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

Type ruby capacitor; Level 10; Price 180 gp

Type greater ruby capacitor; Level 14; Price 800 gp

The number of temporary charges increases to 3.

Type major ruby capacitor; Level 18; Price 4,500 gp

The number of temporary charges increases to 5.

Treasure Vault, page 95.

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Ruby Capacitor

Item 10

consumable evocation magical talisman 

Price 180 gp

Usage affixed to a magical staff; Bulk —

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

Category Talisman

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

Main Item: Ruby Capacitor

Treasure Vault, page 95.

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Ruby Hippopotamus Wondrous Figurines

Item 9

uncommon conjuration magical 

Price 700 gp

Usage held in 1 hand; Bulk L

Category Held

The magical statuettes known as wondrous figurines are described on page 576 of the Core Rulebook.

The following additional figurines are uncommon versions sometimes found among the magical creations of the Falutairn or for sale in the streets of Briamorumorein.

This roughly hewn ruby figurine shimmers with a deep red hue and is carved into the likeness of an ornery hippopotamus. When activated, it transforms into an enraged hippopotamus that sees everything within 30 feet of its activation area as its territory. It will relentlessly and ferociously attack anyone within this area except you, but it ignores your commands in favor of defending its area. The hippopotamus is active for 1 minute before reverting to its statue shape, satisfied that it has punished all possible interlopers into its territory. The figurine can be used only once per day.

Main Item: Wondrous Figurines

Strength of Thousands #2: Spoken on the Song Wind, page 77.

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Ruby String

Item 14

rare conjuration consumable 

Price 900 gp

Usage held in 1 hand

Category Consumable

The frayed threads from the rips and tears in Hao Jin's Tapestry still contain traces of the Ruby Phoenix's magic. Hao Jin has collected most of these loose strings, but others occasionally find these potent silk strands in unexpected places. A ruby string can fulfill the cost requirement for an 8th-level create demiplane ritual (Advanced Player's Guide 241). When used in this way, the ruby string negates the need for secondary casters, and you get a success for all secondary checks. Alternatively, you can activate it to create a smaller demiplane without requiring the ritual.

Activate 8 hours (envision, Interact); Effect You spin the thread to form a demiplane with the effects of a successful 8th-level create demiplane, but the space is a single 10-foot cube.

LOL, page 48.

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Ruler

Item 0

Price 5 sp

Usage held in 1 hand; Bulk –

Category Held

A ruler is a straight-edged object used for measuring small distances accurately and drawing straight lines.

LOPSG, page 35.

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Rune Of Sin

Item 12

uncommon arcane invested tattoo 

Price 1,700 gp

Usage tattooed on the body

Category Tattoo

This jagged glyph, one of the Virokral runes of sin, reacts to magic of a particular school (there's no rune for divination, as it was considered lesser within sin magic)

When you Cast a Spell of the school matching the sin, you gain resistance 5 to damage from spells until the start of your next turn. This resistance is increased to 7 against spells of the matching school. This tattoo has the school trait matching the rune: abjuration for envy, necromancy for gluttony, transmutation for greed, enchantment for lust, illusion for pride, conjuration for sloth, and evocation for wrath.

Secrets of Magic, page 165.

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Runestone

Item 1

consumable magical 

Price 3 gp

Usage held in 1 hand; Bulk L

Category Consumable

This flat piece of hard stone is specially prepared for etching a magical fundamental rune or property rune. You can etch only one rune upon a stone. Once the stone is etched, it gains the magic school trait of the rune etched upon it. When a rune is transferred from the runestone to another object, the runestone cracks and is destroyed. The Price listed is for an empty stone; a stone holding a rune adds the Price of the rune.

Core Rulebook, page 571.

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Rungu

Item

grippli shove thrown 30 ft. 

Price 4 sp

Bulk L

Damage 1d6 bludgeoning

Hands 1

Category Martial Melee Weapon; Group Club

This specialized club is designed for throwing and is useful for both combat and hunting. Rungus were invented by Shaekheis humans of the Falalugreid Expanse and are most common among their tribes, though gripplis have also adopted rungus for hunting creatures that hide high in treetops.

LOAG, page 139.

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Rushoux's Kiss

Item 20

rare alchemical consumable injury poison 

Access member of the Tranithair Mantis assassins

Price 13,000 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

Kept as a closely guarded secret by the deadly members of the Tranithair Mantis assassins, this poison is treated with reverence for its ability to end lives. If the victim dies while affected by this poison, its body decomposes to nothing in 1 minute, leaving only its gear behind. Non-magical preservation can't protect the tainted corpse. Gentle repose works on the poisoned body only if cast as a 5th-level spell and the caster succeeds at a counteract check against the poison's saving throw DC when casting the spell. Even if cast successfully, gentle repose only works as if it had been cast at 2nd level.

Saving Throw DC 42 Fortitude; Maximum Duration 6 rounds; Stage 1 7d12 poison damage and doomed 1 (1 round); Stage 2 9d12 poison damage and doomed 2 (1 round); Stage 3 11d12 poison damage and doomed 3 (1 round)

Treasure Vault, page 66.

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Rusting Ammunition

Item 13+

alchemical consumable force 

Ammunition any

Activate [>] Interact

Category Consumable

Rusting ammunition is made using a rust monster's saliva and, when activated, deals damage to objects or creatures primarily made of metal. The target takes persistent damage for a duration determined by the type of ammunition used. A creature that drops to 0 Hit Points while taking this persistent damage crumbles into fine powder; its gear remains. The ammunition's type determines the maximum amount of an object that's destroyed.

Type moderate; Level 13; Price 600 gp

The ammunition deals 3d8 persistent damage for up to 5 rounds. For an object, the ammunition destroys a 5-foot cube.

Type greater; Level 18; Price 3,600 gp

The ammunition deals 4d8 persistent damage for up to 6 rounds. For an object, the ammunition destroys a 10-foot cube.

Craft Requirements Supply the saliva of a rust monster (Bestiary 283).

Treasure Vault, page 43.

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Rusting Carapace

Item 8

uncommon evocation invested magical 

Price 476 gp

Usage worn armor; Bulk 1

Category Armor

This +1 leather lamellar armor incorporates the plates of a rust monster's hide, woven together with the creature's own antennae and sinew into a functional set of armor. While wearing the rusting carapace, you gain a +2 item bonus to your Reflex save to prevent an object you're holding from being affected by rust; this also increases your Reflex DC to avoid being Disarmed by a rust monster's Antenna Disarm ability.

Activate [>>] Interact; Frequency once per day; Effect Feathery antennae extend from between the segments of the rusting hide and brush against a nearby metal creature, non-magical metal hazard, or non-magical metal item of up to 1 Bulk, with the effects of rusting grasp. The DC is 24.

Craft Requirements The initial raw materials must include the hide of a rust monster (Bestiary 283).

Treasure Vault, page 19.

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