Items: S (Part 5 of 10)

60 items, from Sparking Spellgun to Splint Mail.

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

Sparking Spellgun · Sparkler · Spear · Spear Frog Poison · Spear of the Destroyer's Flame · Specialist Snare Kit · Spectacles of Inquiry · Spectacles of Piercing Sight · Spectacles Of Understanding · Spectacles of Understanding · Spectral Nightshade · Speed · Spell Duelist's Siphon · Spell Echo Shot · Spell-bastion · Spell-eating Pitch · Spell-storing · Spellbook (Blank) · Spellbook Of Redundant Enchantment · Spellbreaking · Spellender · Spellguard Blade · Spellguard Shield · Spellstrike Ammunition · Spellstrike Ammunition (Type I) · Spellstrike Ammunition (Type II) · Spellstrike Ammunition (Type III) · Spellstrike Ammunition (Type IV) · Spellstrike Ammunition (Type IX) · Spellstrike Ammunition (Type V) · Spellstrike Ammunition (Type VI) · Spellstrike Ammunition (Type VII) · Spellstrike Ammunition (Type VIII) · Spellstriker Staff · Spellstriker Staff · Sphere Barricade Stone · Sphere Of Annihilation · Spider · Spider Chair · Spider Gun · Spider Gun · Spider Root · Spiderfoot Brew · Spiderfoot Brew · Spike Launcher · Spike Snare · Spiked Chain · Spiked Gauntlet · Spined Shield · Spiral Rapier · Spirit Snare · Spirit-sealing Fulu · Spirit-Sealing Fulu · Spirit-Singer · Spirit-Singer · Spiritsight Crossbow · Spiritsight Ring · Spiritual Warhorn · Splint · Splint Mail

Sparking Spellgun

Item 5+

attack consumable evocation fire magical spellgun 

Usage held in 1 hand; Bulk L

Activate [>>] Interact, Strike

Category Consumable

A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and persistent fire damage according to its type.

Critical Success The target takes double damage, takes double persistent damage, is blinded for 1 round, and is dazzled while the persistent damage lasts.Success The target takes full damage, full persistent damage, and is dazzled while the persistent damage lasts.

Type lesser; Level 5; Price 30 gp

The damage is 4d6, and the persistent damage is 1d4.

Type moderate; Level 9; Price 150 gp

The damage is 7d6, and the persistent damage is 3d4.

Type greater; Level 13; Price 600 gp

The damage is 10d6, and the persistent damage is 5d4.

Treasure Vault, page 98.

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Sparkler

Item 1

uncommon alchemical consumable fire 

Access Sparklers are common in Moutriavriam and Mikonein and can be Crafted by those who can specifically Craft fireworks (such as a fireworks technician; Guns & Gears 134).

Price 4 sp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

A sparkler gives off colorful sparks, burning for 1 minute. It provides bright light in a 10-foot radius (and dim light for the next 10 feet). While the sparkler burns, you can use it as an improvised weapon, dealing 1 fire damage on a hit.

On a critical hit, you cause the target to become dazzled for 1 round.

You can touch a sparkler to a flammable object as part of the same Interact action you use to Activate it or as an Interact action while the sparkler is already activated. If you do so, the sparkler can ignite flammable objects the way a tindertwig does.

Treasure Vault, page 55.

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Spear

Item

thrown 20 ft. 

Price 1 sp

Bulk 1

Damage 1d6 piercing

Hands 1

Category Simple Melee Weapon; Group Spear

A long metal shaft ending with a metal spike, a spear can be used one-handed as a melee weapon and can be thrown.

Core Rulebook, page 280.

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Spear Frog Poison

Item 1

alchemical consumable injury poison 

Price 3 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

Harvested from the skin of the poisonous spear frog, this toxin causes a burning rash and weakness in the limbs. Each frog yields enough toxin to Craft one dose of spear frog poison.

Saving Throw DC 15 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and enfeebled 1 (1 round)

Treasure Vault, page 71.

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Spear of the Destroyer's Flame

Item 20

unique artifact evocation magical 

Usage held in 2 hands; Bulk 3

Category Artifact

The tip of this +3 major striking greater flaming returning speed longspear is edged with several razor-sharp obsidian blades. The spear has the thrown 30 feet weapon trait, in addition to the normal weapon traits for a longspear.

While the Spear of the Destroyer's Flame is in your possession, you gain fire resistance 20. When you critically hit a creature with the spear, the creature's blood begins to boil, unleashing blasts of heat from the wound. The creature takes 2d8 persistent fire damage, in addition to the persistent fire damage from the greater flaming rune; all creatures adjacent to the creature when it takes the persistent fire damage take an equal amount of fire damage. Like the fire damage from the greater flaming rune, this fire damage ignores a creature's fire resistance, though it doesn't ignore fire immunity.

In addition to its deadliness as a weapon, the Spear of the Destroyer's Flame gives its wielder full control over the Army of Fire, though the orders of the Commander of Flame supersede the orders of anyone wielding the spear, as noted below. While the spear is in your possession, you're aware of the location of the Army of Fire and the army's distance from you. In addition, you can give orders to the Army of Fire, and the army's members will understand and obey you, regardless of what language you speak. If you're within 1 mile of the Army of Fire, the army and its members gain a +10 circumstance bonus to their Speeds. Any members of the Army of Fire within 100 feet of you become quickened and can use the additional action to Step, Stride, or Strike. The army remains quickened for 1 minute after moving further than 100 feet from you.

The Army of Fire has unwavering loyalty to the Commander of Flame, an individual who has completed a special activation that ties their soul to the spear. As long as the Army of Fire can see and hear the Commander of Flame, the army will follow the Commander's orders. The Commander of Flame can sense the presence of the Army of Fire and issue orders, regardless of language, with the same effects as for someone in possession of the spear. The Commander of Flame still needs the spear in hand to muster the Army of Fire, however.

If the Commander of Flame doesn't hold the Spear of the Destroyer's Flame for 1 week, it returns to Laimobound's gut, instantly teleporting to the creature's location. If Laimobound is dead at this time, the spear also resurrects the creature, using the effects of a critical success on a 10th-level resurrect ritual.

Activate 1 minute (envision, Interact); Frequency once per day; Effect You attempt to tie your soul to the spear. If the current Commander of Flame still lives, you must attempt either a Will save, Diplomacy check, Intimidation check, or Warfare Lore check. The DC of this check is equal to the current Commander's Will DC, Diplomacy DC, Intimidation DC, or Warfare Lore DC, whichever is highest. On a success, you become the Commander of Flame. On a failure, the current Commander knows your name and appearance and is aware of your exact location for 24 hours.
Activate 1 hour (envision, Interact); Frequency once per week; Effect You use the spear's power to muster the Army of Fire. You can choose to either call the Army of Fire to your location or move yourself to the army's location. When calling the army, you select an area you can see within 500 feet. The army is instantly teleported to the location you select, spreading out as necessary to arrive safely. When moving yourself, you instantly teleport yourself to a location within 500 feet of the army. The army is composed of souls given form as burning humanoids, elementals, spirits, and undead.

Destruction If the entire Army of Fire is destroyed and the Commander of Flame is slain with the Spear of the Destroyer's Flame, the spear shatters into a massive explosion of flame, dealing 20d10 fire damage in a 30-foot burst (DC 43 basic Reflex save). In addition, the Commander's soul burns away to nothing, destroying the Commander forever and releasing the bound souls of the Army of Fire to the River of Souls.

LOMM, page 16.

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Specialist Snare Kit

Item 3

Price 55 gp

Bulk 2

Hands 2

Category Adventuring Gear

This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. You can draw and replace a worn snare kit as part of the action to use it.

A specialist snare kit gives you a +1 item bonus to the check.

Main Item: Snare Kit

Core Rulebook, page 288.

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Spectacles of Inquiry

Item 12

divination invested magical 

Price 1,750 gp

Usage worn eyepiece; Bulk —

Category Worn Item

Anything viewed through these thin spectacles looks crisp and clear, and the earpieces accentuate sounds around you. You gain a +2 item bonus to Perception checks.

Activate [>] envision; Frequency once per hour; Effect The spectacles key in on someone to show you their social cues in perfect clarity. Choose a creature you can see. You gain a +3 item bonus on Perception checks you make to use Sense Motive against that creature. This benefit lasts until you Activate the item again in this way.

If you're an investigator, you can use this activation as part of the action you take to Devise a Stratagem or Pursue a Lead, and you can do the latter even though you can't see the creature. You must choose the same creature you chose for Devise a Stratagem or Pursue a Lead.

Craft Requirements You are an investigator.

Treasure Vault, page 147.

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Spectacles of Piercing Sight

Item 18

rare divination invested magical 

Price 24,000 gp

Usage worn eyepiece; Bulk —

Category Worn Item

With lenses set in a silver frame, spectacles of piercing sight grant you a +3 item bonus to visual Perception checks.

Activate [>] command; Frequency once per hour; Effect You can see into and through solid matter for 1 minute. This vision can pierce through solid materials up to 20 feet away as if looking at something in normal light even if no illumination is available. You can see through up to 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt. A thin sheet of lead blocks this vision entirely.

Treasure Vault, page 147.

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Spectacles Of Understanding

Item 5+

uncommon divination invested magical 

Usage worn

Category Worn Item

These folding, wood-framed spectacles hold flat discs of cut crystal as lenses and are held in place with thin cords that wrap around each ear, with another strap holding them around the neck while not in use. While you are wearing the spectacles, you gain a +1 item bonus to checks to Decipher Writing.

Activate [>] Interact; Frequency once per day; Effect Unfolding the spectacles onto the bridge of the nose, you gain the effects of 2nd-level comprehend language for one hour except that it applies to all languages you see rather than a single language, and it does not apply to language you hear.

Type spectacles of understanding; Level 5; Price 130 gp

Type greater spectacles of understanding; Level 11; Price 1,200 gp

The item bonus is +2, and the ability to comprehend writing from comprehend language lasts until you fold up the spectacles or the item is no longer invested by you, whichever comes first, rather than lasting 1 hour.

LOPSG, page 118.

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Spectacles of Understanding

Item 5

uncommon divination invested magical 

Price 130 gp

Usage worn

Category Worn Item

These folding, wood-framed spectacles hold flat discs of cut crystal as lenses and are held in place with thin cords that wrap around each ear, with another strap holding them around the neck while not in use. While you are wearing the spectacles, you gain a +1 item bonus to checks to Decipher Writing.

Activate [>] Interact; Frequency once per day; Effect Unfolding the spectacles onto the bridge of the nose, you gain the effects of 2nd-level comprehend language for one hour except that it applies to all languages you see rather than a single language, and it does not apply to language you hear.
Main Item: Spectacles Of Understanding

LOPSG, page 118.

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Spectral Nightshade

Item 13

uncommon consumable divine ingested poison 

Price 450 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

Belladonna cultivated in planes hazardous to living visitors, such as the Shadow Plane or the Vreitaistian, grow with a strange, skeletal look to their branches. The leaves and berries of these extraplanar plants are partly incorporeal and significantly more toxic than belladonna grown on the Material Plane. When imbued with spirit-twisting magic, spectral nightshade quickly drains away the victim's vitality and makes colors painfully bright and bewildering. Spectral nightshade doesn't affect creatures that have no spirit; if a possessing spirit inhabits a body that takes poison damage from spectral nightshade, the possessor takes an equal amount of force damage, even if the possessor can't be affected directly by poisons.

Saving Throw DC 33 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 10d6 poison damage and dazzled (1 minute); Stage 2 13d6 poison damage and drained 1 (1 minute); Stage 3 15d6 poison damage, confused, and drained 2 (1 minute)

Craft Requirements Supply one casting of spirit blast.

AoE4, page 79.

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Speed

Rune 16

rare magical transmutation 

Price 10,000 gp

Usage etched onto a weapon

Category Rune

Attacks with a speed weapon are supernaturally swift. While wielding a speed weapon, you gain the quickened condition, but you can use the additional action granted only to make a Strike with the etched weapon.

Core Rulebook, page 585.

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Spell Duelist's Siphon

Item 12

abjuration grimoire magical 

Price 1,750 gp

Bulk L

Category Grimoire

Metal clasps line the spine of this book, and diagrams displaying proper somatic casting forms are etched into its cover.

Activate [R] envision; Frequency once per day; Trigger You're targeted with an arcane spell attack and you have this grimoire raised; Requirements You have the Raise a Tome feat; Effect The grimoire attempts to absorb knowledge of the spell targeting you. You attempt to counteract the triggering spell. If you succeed, the spell is absorbed into the grimoire, and the diagrams on the cover change to indicate the somatic gestures and sigils for the counteracted spell. While the grimoire contains a spell, you can spend a spell slot of the same or higher level as the spell in the grimoire to cast that spell instead, heightened to the appropriate level (if you spent a higher-level spell slot). After you cast the spell, it's expended from the grimoire.

Treasure Vault, page 113.

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Spell Echo Shot

Item 19

consumable evocation magical 

Price 5,500 gp

Ammunition any

Activate [>] command

Category Consumable

Generous amounts of djezet and orichalcum mix in a spell echo shot. When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for.

When spell echo shot strikes a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 5th level or lower; has an area of a burst, cone, or line; and does not have a duration, the materials in the ammunition immediately duplicate that spell with the same parameters. A duplicated spell can't be duplicated again by another effect. Duplicating a spell destroys the ammunition, which otherwise remains active for 1 minute.

Treasure Vault, page 83.

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Spell-bastion

Rune 13

uncommon abjuration magical 

Price 2,700 gp

Usage applied to shield

Category Rune

A spell-bastion rune creates a reservoir of eldritch energy within the shield. A spellcaster can spend 1 minute to Cast a Spell of 3rd level or lower into the shield. The spell must take 2 actions or fewer to cast and must be able to target a creature other than the caster. The spell has no immediate effect—it's instead stored for later. When you invest a spell-bastion shield, you immediately know the name and level of the stored spell. A spell-bastion shield found as treasure has a 50% chance of having a spell of the GM's choice stored in it.

Activate [>] envision; Requirements Your spell-bastion shield is storing a spell, and you have your shield raised; Effect You prepare to unleash the stored spell on any foe that hits you until your next turn.
Activate [F] command; Trigger You use the Shield Block reaction against a foe that the stored spell can target; Requirements You have a spell stored in your spell-bastion shield, and you've activated the shield since your last turn in preparation for unleashing the spell; Effect You unleash the stored spell, which uses the target of the triggering attack as the target of the spell. This empties the spell from the shield and allows a spell to be cast into it again.
Activate [>] command; Effect You harmlessly expend the stored spell. This frees the shield to have a new spell cast into it.

LOTGB, page 89.

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Spell-eating Pitch

Item 12

uncommon consumable divine injury poison 

Price 325 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

This gummy resin contains sparkling motes of magical energy that dramatically impair your cognitive functions and dispel spells as you cast them. Spell energy manifests but then sputters out, as though drained away by the sparkling motes. While you're stupefied by this poison, the DC of flat checks to avoid disruption from the stupefied condition when you Cast a Spell is 5 + twice the stupefied value, rather than 5 + the stupefied value.

Saving Throw DC 31 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage and stupefied 1 (1 round); Stage 2 6d6 poison damage and stupefied 3 (1 round); Stage 3 7d6 poison damage and stupefied 4 (1 round)

Craft Requirements Supply one casting of 6th-level dispel magic.

AoE4, page 79.

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Spell-storing

Rune 13

uncommon abjuration magical 

Price 2,700 gp

Usage etched onto a melee weapon

Category Rune

A spell-storing rune creates a reservoir of eldritch energy within the etched weapon. A spellcaster can spend 1 minute to cast a spell of 3rd level or lower into the weapon. The spell must have a casting of 2 actions or fewer and must be able to target a creature other than the caster. The spell has no immediate effect—it is instead stored for later. When you wield a spell-storing weapon, you immediately know the name and level of the stored spell. A spell-storing weapon found as treasure has a 50% chance of having a spell of the GM's choice stored in it.

Activate [>] command; Requirements On your previous action this turn, you hit and damaged a creature with this weapon; Effect You unleash the stored spell, which uses the target of the triggering attack as the target of the spell. This empties the spell from the weapon and allows a spell to be cast into it again.

If the spell requires a spell attack roll, the result of your attack roll with the weapon determines the degree of success of the spell, and if the spell requires a saving throw, the DC is 30.

Activate [>] command; Effect Harmlessly expend the stored spell. This frees the weapon to have a new spell cast into it.

Core Rulebook, page 585.

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Spellbook (Blank)

Item

Price 1 gp

Bulk L

Hands 1

Category Adventuring Gear

A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.

Spellbooks

Carefully maintained and jealously guarded, there are few things more valuable to a wizard than a spellbook. These repositories of magical lore are often trapped and warded to ensure that no one meddles with the secrets inside.

Although spellbooks play a central role in a wizard's daily routine, other prepared spellcasting classes have been known to use spellbooks to record uncommon or even rare spells. Such a resource allows a caster to treat the spell like any other common spell, so long as they can reference the book during their daily preparations.

Core Rulebook, page 288.

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Spellbook Of Redundant Enchantment

Item 8

enchantment grimoire magical 

Price 420 gp

Bulk L

Category Grimoire

When opening the book, whispers can be heard on the wind, or laughter rings in the distance.

Activate [F] envision; Frequency once per day; Trigger You cast an enchantment spell prepared from this grimoire that has no effect because all targets critically succeeded on their saving throws; Effect You quickly divert the failed enchantment energy into yourself to retain your favored spell in place of another. You lose another spell you prepared of an equal or higher level to the triggering enchantment spell but retain the ability to cast the enchantment spell again.

Secrets of Magic, page 163.

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Spellbreaking

Rune 13

abjuration magical 

Price 3,000 gp

Usage etched onto armor

Category Rune

Counter-runes specific to a particular school of magic provide protections against that school. You gain a +1 status bonus to saving throws and AC against one school of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. The crafter chooses the school when creating the rune.

Treasure Vault, page 13.

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Spellender

Item 9

uncommon abjuration magical 

Price 600 gp

Usage held in 1 hand; Bulk L

Category Held

This knife is a +1 striking returning dagger with a wide blade and thick wooden handle. A prayer for protection from evil magic is carved into the handle in tiny script, running around the handle in a spiral. The grooves of the carved prayer provide a good grip on the knife and make it easy to catch when it returns to your hand.

Activate [R] envision; Frequency once per day; Effect The dagger casts a 4th-level dispel magic targeting the most powerful spell effect affecting the creature you critically hit. The counteract check is +15.

Strength of Thousands #2: Spoken on the Song Wind, page 76.

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Spellguard Blade

Item 7

abjuration magical 

Price 320 gp

Usage held in 1 hand; Bulk L

Category Held

The guard of this +1 striking main-gauche is inscribed with eldritch glyphs that guard against magic. When you are benefiting from the +1 circumstance bonus to AC from this weapon's parry trait, you also apply that circumstance bonus to your saving throws against spells that target you.

Advanced Player’s Guide, page 263.

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Spellguard Shield

Item 6

abjuration magical 

Price 250 gp

Usage held in 1 hand; Bulk 1

Category Shield; Group Shield

This shield bears eldritch glyphs to guard against magic. While you have this steel shield (Hardness 6, HP 24, BT 12) raised, you gain its circumstance bonus to saving throws against spells that target you (as well as to AC) and you can Shield Block spells that target you if you have that action.

Core Rulebook, page 588.

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Spellstrike Ammunition

Item 3+

consumable magical transmutation 

Ammunition any

Activate [>>] Cast a Spell

Category Ammunition

Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell into the ammunition. The spell must be of a spell level the ammunition can hold, and the spell must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.

The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll with the ammunition to determine the degree of success of the spell. If the spell requires a saving throw, the target attempts the save against your spell DC.

The maximum level of spell the ammunition can hold determines its item level and Price.

Type I; Level 3; Price 12 gp

Maximum Spell Level 1st.

Type II; Level 5; Price 30 gp

Maximum Spell Level 2nd.

Type III; Level 7; Price 70 gp

Maximum Spell Level 3rd.

Type IV; Level 9; Price 150 gp

Maximum Spell Level 4th.

Type V; Level 11; Price 300 gp

Maximum Spell Level 5th.

Type VI; Level 13; Price 600 gp

Maximum Spell Level 6th.

Type VII; Level 15; Price 1,300 gp

Maximum Spell Level 7th.

Type VIII; Level 17; Price 3,000 gp

Maximum Spell Level 8th.

Type IX; Level 19; Price 8,000 gp

Maximum Spell Level 9th.

Core Rulebook, page 560. Reprinted in BB.

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Spellstrike Ammunition (Type I)

Item 3

consumable magical transmutation 

Price 12 gp

Ammunition any

Activate [>>] Cast a Spell

Category Ammunition

Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell into the ammunition. The spell must be of a spell level the ammunition can hold (1st-level or lower), and the spell must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.

The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll with the ammunition to determine the degree of success of the spell. If the spell requires a saving throw, the target attempts the save against your spell DC.

Main Item: Spellstrike Ammunition

Core Rulebook, page 560. Reprinted in BB.

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Spellstrike Ammunition (Type II)

Item 5

consumable magical transmutation 

Price 30 gp

Ammunition any

Activate [>>] Cast a Spell

Category Ammunition

Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell into the ammunition. The spell must be of a spell level the ammunition can hold (2nd-level or lower), and the spell must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.

The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll with the ammunition to determine the degree of success of the spell. If the spell requires a saving throw, the target attempts the save against your spell DC.

Main Item: Spellstrike Ammunition

Core Rulebook, page 560. Reprinted in BB.

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Spellstrike Ammunition (Type III)

Item 7

consumable magical transmutation 

Price 70 gp

Ammunition any

Activate [>>] Cast a Spell

Category Ammunition

Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell into the ammunition. The spell must be of a spell level the ammunition can hold (3rd-level or lower), and the spell must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.

The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll with the ammunition to determine the degree of success of the spell. If the spell requires a saving throw, the target attempts the save against your spell DC.

Main Item: Spellstrike Ammunition

Core Rulebook, page 560. Reprinted in BB.

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Spellstrike Ammunition (Type IV)

Item 9

consumable magical transmutation 

Price 150 gp

Ammunition any

Activate [>>] Cast a Spell

Category Ammunition

Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell into the ammunition. The spell must be of a spell level the ammunition can hold (4th-level or lower), and the spell must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.

The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll with the ammunition to determine the degree of success of the spell. If the spell requires a saving throw, the target attempts the save against your spell DC.

Main Item: Spellstrike Ammunition

Core Rulebook, page 560. Reprinted in BB.

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Spellstrike Ammunition (Type IX)

Item 19

consumable magical transmutation 

Price 8,000 gp

Ammunition any

Activate [>>] Cast a Spell

Category Ammunition

Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell into the ammunition. The spell must be of a spell level the ammunition can hold (9th-level or lower), and the spell must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.

The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll with the ammunition to determine the degree of success of the spell. If the spell requires a saving throw, the target attempts the save against your spell DC.

Main Item: Spellstrike Ammunition

Core Rulebook, page 560. Reprinted in BB.

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Spellstrike Ammunition (Type V)

Item 11

consumable magical transmutation 

Price 300 gp

Ammunition any

Activate [>>] Cast a Spell

Category Ammunition

Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell into the ammunition. The spell must be of a spell level the ammunition can hold (5th-level or lower), and the spell must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.

The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll with the ammunition to determine the degree of success of the spell. If the spell requires a saving throw, the target attempts the save against your spell DC.

Main Item: Spellstrike Ammunition

Core Rulebook, page 560. Reprinted in BB.

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Spellstrike Ammunition (Type VI)

Item 13

consumable magical transmutation 

Price 600 gp

Ammunition any

Activate [>>] Cast a Spell

Category Ammunition

Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell into the ammunition. The spell must be of a spell level the ammunition can hold (6th-level or lower), and the spell must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.

The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll with the ammunition to determine the degree of success of the spell. If the spell requires a saving throw, the target attempts the save against your spell DC.

Main Item: Spellstrike Ammunition

Core Rulebook, page 560. Reprinted in BB.

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Spellstrike Ammunition (Type VII)

Item 15

consumable magical transmutation 

Price 1,300 gp

Ammunition any

Activate [>>] Cast a Spell

Category Ammunition

Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell into the ammunition. The spell must be of a spell level the ammunition can hold (7th-level or lower), and the spell must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.

The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll with the ammunition to determine the degree of success of the spell. If the spell requires a saving throw, the target attempts the save against your spell DC.

Main Item: Spellstrike Ammunition

Core Rulebook, page 560. Reprinted in BB.

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Spellstrike Ammunition (Type VIII)

Item 17

consumable magical transmutation 

Price 3,000 gp

Ammunition any

Activate [>>] Cast a Spell

Category Ammunition

Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell into the ammunition. The spell must be of a spell level the ammunition can hold (8th-level or lower), and the spell must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.

The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll with the ammunition to determine the degree of success of the spell. If the spell requires a saving throw, the target attempts the save against your spell DC.

Main Item: Spellstrike Ammunition

Core Rulebook, page 560. Reprinted in BB.

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Spellstriker Staff

Item 7+

evocation magical staff 

Usage held in 1 hand; Bulk 1

Category Staff

A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff.

Activate [F] envision; Frequency once per hour; Trigger You use Spellstrike with a non-cantrip spell and miss with the Strike; Effect An explosion of magical energy—stored up for the Spellstrike—explodes out. All creatures in a 5-foot emanation take 1d6 damage per level of the spell, with a basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Will instead of Reflex.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Type spellstriker staff; Level 7; Price 360 gp

Type greater spellstriker staff; Level 11; Price 1,400 gp

Used as a weapon, the staff is a +2 striking shifting staff.

Type major spellstriker staff; Level 16; Price 8,500 gp

Used as a weapon, the staff is a +2 greater striking shifting staff.

Craft Requirements You have the magus's Spellstrike activity. Supply one casting of all listed levels of all listed spells.

Treasure Vault, page 134.

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Spellstriker Staff

Item 7

evocation magical staff 

Price 360 gp

Usage held in 1 hand; Bulk 1

Category Staff

A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff.

Activate [F] envision; Frequency once per hour; Trigger You use Spellstrike with a non-cantrip spell and miss with the Strike; Effect An explosion of magical energy—stored up for the Spellstrike—explodes out. All creatures in a 5-foot emanation take 1d6 damage per level of the spell, with a basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Will instead of Reflex.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements You have the magus's Spellstrike activity. Supply one casting of all listed levels of all listed spells.

Main Item: Spellstriker Staff

Treasure Vault, page 134.

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Sphere Barricade Stone

Item 6

uncommon conjuration consumable magical structure 

Price 40 gp

Bulk — (when not activated)

Activate [>>] command, Interact

Category Structure

The ancient inhabitants of Geimiax crafted these magic rocks to construct defenses quickly. In its stone form, a barricade stone appears to be a simple pebble with an unnaturally geometric shape. The size and shape of the stone's final form depends on the type of barricade stone.

When you activate the barricade stone, you drop it on the ground, throw it up to 20 feet away, or sling it using a sling weapon. Upon landing, the stone instantly and permanently expands. The stone grows to its maximum size. While normally items with the structure trait put creatures in their area inside the structure, this effect creates solid stone, so it can't be placed in an area where there are creatures. While it's likely to take some time even with the right tools, an activated barricade stone can be destroyed the same as any normal stone structure (Hardness 14, HP 56).

This smooth marble keeps its shape when activated, growing into a spherical boulder 10 feet in diameter.

If stationary, the boulder can be pushed 5 feet with a successful DC 24 Athletics check. If the marble was thrown or slung, the boulder retains its momentum, moving 25 feet away from you each round. A creature in the boulder's way takes 4d6 bludgeoning damage (DC 20 basic Reflex save; on a failure, the creature is knocked prone).

Main Item: Barricade Stone

Strength of Thousands #3: Hurricane’s Howl, page 75.

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Sphere Of Annihilation

Item 27

rare artifact magical transmutation 

Category Artifact

A sphere of annihilation is a floating black sphere that pulls any matter that comes into contact with it into a void, destroying it utterly. Anything or anyone destroyed by the sphere can be brought back only by a deity's direct intervention. The sphere can't be counteracted by dispel magic or similar effects.

The sphere stays entirely still until caused to move by a creature controlling it. Taking control of the sphere requires succeeding at an attempt to activate it. A talisman of the sphere (see below) makes it easier to control the sphere.

Activate [>] command; Requirements You are within 40 feet of the sphere; Effect You attempt a DC 30 Arcana or Occultism check to take control of the sphere. If someone else already controls the sphere, this check uses their Will DC if higher. If you succeed, you take control of the sphere. If you fail, the sphere moves 10 feet closer to you (or 20 feet on a critical failure). You keep control as long as you remain within 80 feet of the sphere and Sustain the Activation each round.

When you Sustain the Activation, you must attempt a DC 30 Arcana or Occultism check. If you succeed, you direct the sphere to move up to 10 feet in a straight line (or up to 20 feet on a critical success). On a failure, you lose control of the sphere, and it moves 10 feet closer to you in a straight line (or 20 feet on a critical failure)

Destruction When a gate spell is cast such that its rift overlaps a sphere of annihilation, roll d%. On a result of 1–50, the sphere is destroyed; on a 51–85, the spell is disrupted; and on a 86–100, everything within an 180-foot emanation of the sphere is pulled to another plane through a tear in the spatial fabric. If a rod of cancellation touches the sphere, both items explode, dealing 14d6 bludgeoning damage (DC 35 basic Reflex save) to everything in a 60-foot burst from the point of their destruction.

Gamemastery Guide, page 113.

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Spider

Item 0

Price 2 sp +

Category Pet

No entries found.

LOTG, page 103.

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Spider Chair

Item 12

uncommon clockwork magical 

Price 1,800 gp

Bulk 3

Category Wheelchair Assistive Item

This clockwork traveler's chair has spinnerets and spider legs that allow it to roll up walls, fire web lines to pull you to a location, and obstruct foes with webs. While using the chair, you gain a climb Speed equal to your Speed.

Activate [>] Interact; Frequency once per minute; Effect The chair shoots a web line at a solid wall, floor, or ceiling up to 60 feet away and then pulls itself and you to that location.
Activate [>>>] Interact; Frequency once per hour; Effect You cause the chair to launch an enormous web to hinder your foes, with the effects of a 4th-level web spell.

Guns & Gears, page 91.

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Spider Gun

Item 6+

uncommon evocation magical 

Usage held in 2 hands; Bulk 2

Category Beast Gun Weapon

A spider gun is a +1 striking weapon. It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take persistent poison damage equal to 1d4 + the number of weapon damage dice.

A spider gun does not add critical specialization effects.

The gun can be activated to fire webbing that hampers other creatures.

Activate [>] Interact (conjuration, magical); Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an Athletics check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it's immobilized for 1 round or until it Escapes (DC 20) or destroys the webbing.

Type spider gun; Level 6; Price 250 gp

Type greater spider gun; Level 9; Price 1,400 gp

The gun's webbing requires at least 15 slashing damage or 5 fire damage to clear away and the DC is 25.

Type major spider gun; Level 15; Price 6,500 gp; Craft Requirements The initial raw materials for the spider gun must include the fangs and spinneret of a giant spider or other Large spider.

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

Guns & Gears, page 155.

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Spider Gun

Item 6

uncommon evocation magical 

Price 250 gp

Usage held in 2 hands; Bulk 2

Category Beast Gun Weapon

A spider gun is a +1 striking weapon. It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take persistent poison damage equal to 1d4 + the number of weapon damage dice.

A spider gun does not add critical specialization effects.

The gun can be activated to fire webbing that hampers other creatures.

Activate [>] Interact (conjuration, magical); Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an Athletics check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it's immobilized for 1 round or until it Escapes (DC 20) or destroys the webbing.
Main Item: Spider Gun

Guns & Gears, page 155.

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Spider Root

Item 9

alchemical consumable contact poison 

Price 110 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Poison

A paste made by mashing the fine, threadlike roots of a certain creeper vine, spider root renders a victim clumsy and maladroit.

Saving Throw DC 28 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 8d6 poison damage and clumsy 1 (1 minute); Stage 2 9d6 poison damage and clumsy 2 (1 minute); Stage 3 10d6 poison damage and clumsy 3 (1 minute)

Core Rulebook, page 553.

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Spiderfoot Brew

Item 3+

uncommon alchemical consumable elixir polymorph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This gelatinous, sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny clinging hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to climb for the listed duration.

Type lesser; Level 3; Price 12 gp

The climb speed is 15 feet, the item bonus is +1, and the duration is 1 minute.

Type greater; Level 9; Price 150 gp

The climb speed is 20 feet, the item bonus is +2, and the duration is 10 minutes.

Type major; Level 17; Price 2,500 gp

The climb speed is 25 feet, the item bonus is +3, and the duration is 1 hour.

PFUM.

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Spiderfoot Brew

Item 3+

alchemical consumable elixir morph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This sticky fluid is made from the silk glands of giant spiders.

When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to Climb for the listed duration.

Type lesser; Level 3; Price 12 gp

The climb Speed is 15 feet, the item bonus is +1, and the duration is 1 minute.

Type moderate; Level 9; Price 150 gp

The climb Speed is 20 feet, the item bonus is +2, and the duration is 10 minutes.

Type greater; Level 17; Price 2,500 gp

The climb Speed is 25 feet, the item bonus is +3, and the duration is 1 hour.

Treasure Vault, page 61.

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Spike Launcher

Item 6

uncommon evocation magical 

Price 250 gp

Usage held in 1 or 2 hands; Bulk 2

Category Beast Gun Weapon

Built from the spiked tail of a manticore, a spike launcher is designed to launch large, spear-like projectiles. A spike launcher is a +1 striking weapon. It's a distinct type of martial firearm that deals 1d8 piercing damage. It has the backstabber, fatal aim d12, and kickback traits with a range increment of 120 feet and reload 2. It uses the critical specialization of the bow weapon group, rather than the firearm critical specialization.

Activate [>>>] Interact (evocation, magical); Requirements The spike launcher is loaded; Effect The spike launcher fires a volley of smaller spikes in a 10-foot burst centered anywhere within its range.

Make a Strike with the spike launcher against each creature in the area. On a success, the spike causes the creature to take a –5-foot status penalty to their Speed.

On a critical success, the creature becomes immobilized instead. In either case, the creature, or an adjacent creature, can use an Interact action to remove the spike and end the penalty or immobilized condition.

Craft Requirements The initial raw materials must include the tail of a manticore.

Guns & Gears, page 156.

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Spike Snare

Snare 1

consumable mechanical snare trap 

Price 3 gp

Category Snare

This basic snare consists of hidden spikes that rely on a creature's momentum to lacerate or potentially impale it as it enters the snare's square, dealing 2d8 piercing damage. The creature must attempt a DC 17 basic Reflex saving throw.

Core Rulebook, page 591.

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Spiked Chain

Item

uncommon disarm finesse trip 

Price 3 gp

Bulk 1

Damage 1d8 slashing

Hands 2

Category Martial Melee Weapon; Group Flail

This 4-foot-long length of chain is covered with barbs and has spikes on one or both ends. Some feature metal hoops used as handgrips.

Core Rulebook, page 281.

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Spiked Gauntlet

Item

agile free-hand 

Price 3 sp

Bulk L

Damage 1d4 piercing

Hands 1

Category Simple Melee Weapon; Group Brawling

Providing the same defensive function as a standard gauntlet, this version has a group of spikes protruding from the knuckles to deliver piercing damage with a punch.

Core Rulebook, page 280.

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Spined Shield

Item 7

evocation magical 

Price 360 gp

Usage held in 1 hand; Bulk 1

Category Shield; Group Shield

Five jagged spines project from the surface of this steel shield (Hardness 6, HP 24, BT 12). The spines are +1 striking shield spikes. When you use the Shield Block reaction with this shield, the spines take the damage before the shield itself does. When the shield would take damage (after applying Hardness), one spine snaps off per 6 damage, reducing the damage by 6. The shield takes any remaining damage. When there are no spines left, the shield takes damage as normal.

When all the spines are gone, you lose the ability to attack with them until the spines regenerate the next day.

Activate [>] Interact; Effect You shoot one of the shield's spines at a target. A fired spine uses the spikes' statistics, but it is a martial ranged weapon with a range increment of 120 feet.

Core Rulebook, page 588.

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Spiral Rapier

Item

uncommon disarm finesse parry 

Price 5 gp

Bulk 1

Damage 1d6 piercing

Hands 1

Category Advanced Melee Weapon; Group Sword

An old Kraesud dueling weapon from the empire's height, this rapier has a thicker blade than normal, which is shaped into a corkscrew-like spiral well suited to catching enemy weapons. Characters from Kheithoun have access to the spiral rapier.

LOTGB, page 107.

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Spirit Snare

Snare 8

rare consumable electricity mechanical snare trap 

Price 90 gp

Category Snare

This complicated snare is affixed with various crystals and Voltaic coils attached to strange electrical relays, working.

Guns & Gears, page 80.

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Spirit-sealing Fulu

Item 3+

consumable fulu incapacitation magical necromancy 

Usage affixed to one undead creature

Duration 1 round (or 4 rounds)

Category Consumable

This classic fulu seals the negative energy within an undead, freezing it in its tracks. Upon affixing, the target undead must attempt a Will save or be paralyzed for 1 round.

Type spirit-sealing fulu; Level 3; Price 10 gp

The DC is 17.

Type greater spirit-sealing fulu; Level 10; Price 155 gp

The DC is 27. On a critical failure, the undead is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.

Secrets of Magic, page 160.

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Spirit-Sealing Fulu

Item 3

consumable fulu incapacitation magical necromancy 

Price 10 gp

Usage affixed to one undead creature

Duration 1 round (or 4 rounds)

Category Consumable

This classic fulu seals the negative energy within an undead, freezing it in its tracks. Upon affixing, the target undead must attempt a DC 17 Will save or be paralyzed for 1 round.

Main Item: Spirit-sealing Fulu

Secrets of Magic, page 160.

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Spirit-Singer

Item 5+

rare 

Category Adventuring Gear

Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit-singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren't actively Searching for it, due to the distortions of the spirit-singer's music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer's music and that can't otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit-singer in a particular position and uses both hands to play.

Type spirit-singer; Level 5; Price 150 gp; Bulk 16

Type handheld spirit-singer; Level 6; Price 200 gp; Bulk 1

Type incredible spirit-singer; Level 11; Price 1,250 gp; Bulk 16

This spirit-singer is fine-tuned to the point that you can analyze its song more intricately. Increase the item bonus to Performance checks near spiritual disturbances, and the item bonus to detecting haunts and incorporeal undead to +2. While playing the spirit-singer, you can notice haunts that normally require you to have a master proficiency in Perception to detect.

Type incredible handheld spirit-singer; Level 12; Price 1,650 gp; Bulk 1

This spirit-singer functions just like an incredible spirit-singer, except for its Usage and Bulk.

Guns & Gears, page 83.

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Spirit-Singer

Item 5

rare 

Price 150 gp

Bulk 16

Category Adventuring Gear

Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit-singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren't actively Searching for it, due to the distortions of the spirit-singer's music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer's music and that can't otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit-singer in a particular position and uses both hands to play.

Main Item: Spirit-Singer

Guns & Gears, page 83.

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Spiritsight Crossbow

Item 8

uncommon conjuration magical teleportation 

Price 450 gp

Usage held in 2 hands; Bulk 2

Category Held

This +1 striking ghost touch crossbow has an array of crystalline lenses and silver fittings along the stock and feels strangely light.

Activate [>] envision; Frequency once per minute; Effect You aim through the crossbow's crystalline lenses, gaining imprecise vision onto the Ethereal Plane with a range of 60 feet in addition to your normal senses for the rest of your turn. While this effect lasts, your next Strike with the spiritsight crossbow can also affect targets on the Ethereal Plane during the first 60 feet of its flight.

Advanced Player’s Guide, page 263.

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Spiritsight Ring

Item 6

uncommon divination invested magical 

Price 225 gp

Usage worn; Bulk —

Category Worn Item

The opal set in the intricately carved ivory spiritsight ring eventually becomes translucent and tickles your finger whenever an incorporeal creature is nearby. When in the presence of a nearby incorporeal creature, even if it's within a solid object, you eventually detect the creature, though you might not do so instantly, and you can't pinpoint the location.

This acts as a vague sense, like humans' sense of smell. An incorporeal creature trying to hide its presence from this sense attempts a Stealth check against your Perception DC to hide from your vague sense, as normal for attempting to foil special senses. You gain a +2 item bonus when using the Seek action to find hidden or undetected incorporeal creatures within 30 feet of you.

Treasure Vault, page 154.

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Spiritual Warhorn

Item 5+

conjuration consumable force magical 

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Consumable

A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies.

Once the magic is used, the warhorn remains as a non-magical musical instrument.

Type lesser; Level 5; Price 30 gp

Two warriors manifest with a +11 attack modifier.

Type moderate; Level 9; Price 150 gp

Four warriors manifest with a +17 attack modifier.

Type greater; Level 13; Price 600 gp

Six warriors manifest with a +22 attack modifier.

Type major; Level 17; Price 3,000 gp

Eight warriors manifest with a +29 attack modifier.

Treasure Vault, page 98.

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Splint

Item 0

Price 5 sp

Usage worn

Category Supports and Splints Assistive Item

Splints can be applied to the following joints: finger, hand, wrist, elbow, knee, and shin. They are strapped to the desired area but are more rigid in structure than supports and braces, with metal or wooden bars pulled firmly against the bone structure to provide constant support (ring splints only attach to a single digit)

They are a little less flexible, but you still have full use of your limbs and fingers when using one. You still have full mobility of the limb when not wearing it, but the limb becomes painful and feels less secure without the extra support it normally has, which might present physical symptoms.

LOTGB, page 69.

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Splint Mail

Item 1

Price 13 gp

Bulk 3

AC Bonus +5; Dex Cap +1

Strength 16; Check Penalty –3; Speed Penalty –10 ft.

Category Heavy Armor; Group Composite

This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor and a pair of gauntlets.

Core Rulebook, page 275.

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