Items: S (Part 1 of 10)

60 items, from S Ring to Selenite Tattletale Orb.

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

S Ring · Saboteur's Friend · Sack (5) · Sack of Rotten Fruit · Saddlebags · Sage's Lash · Sai · Saints' Balm · Salamander Elixir · Salve of Antiparalysis · Salve of Antiparalysis · Salve of Slipperiness · Salvo Shield · Sambuca · Sampling Ammunition · Sandals of the Stag · Sandstorm Top · Sanguine Fang · Sanguine Klar · Sanguine Klar · Sanguine Mutagen · Sansetsukon · Sap · Sapling Shield · Saurian Spike · Savior Spike · Sawtooth Saber · Scale Mail · Scale of Gralu · Scarab Cuirass · Scarlet Mist · Scholar's Drop · Scholarly Journal · Scholarly Journal · Scholarly Journal Compendium · Scimitar · Scizore · Scizore of the Crab · Scope Of Limning · Scope Of Truth · Scorpion Whip · Scour · Scourge · Screech Shooter · Screech Shooter · Scroll · Scroll Case Of Simplicity · Scroll Robes · Scrollstaff · Scythe · Scything Blade Snare · Sea Touch Elixir · Sealing Chest · searching · Searing Suture · Seeking Bracelets · Seer's Flute · Seer's Flute · Selenite Crystal Ball · Selenite Tattletale Orb

S Ring

Item 10

focused invested magical 

Price 1,000 gp

Usage worn

Category Worn Item

Each specialist's ring is dedicated to a single school of magic, and the ring is covered in symbols and glyphs related to that school according to the creator's arcane studies. A specialist's ring has the trait corresponding to its school of magic. You gain a +2 item bonus to Arcana checks, and a +1 circumstance bonus to recognize magical effects and items of the specific school of magic.

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

Secrets of Magic, page 190.

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Saboteur's Friend

Item 4

alchemical consumable ingested poison 

Price 14 gp

Usage held in 1 hand

Activate [>] Interact

Category Poison

The euphemistically named saboteur's friend looks, smells, and tastes like an appetizing chocolate square. You lace the chocolate with reagents that induce a strong laxative effect.

Saboteur's friend is useful for incapacitating rather than dealing lasting harm. Unlike some poisons, saboteur's friend can have its sickened condition reduced (but changing to a higher or lower stage after a save applies any sickened condition listed for that stage, as normal).

Saving Throw DC 20 Fortitude; Onset 10 minutes; Maximum Duration 1 hour; Stage 1 sickened 1 (10 minutes); Stage 2 enfeebled 1 and sickened 2 (10 minutes); Stage 3 enfeebled 1, fatigued, and sickened 3 (10 minutes)

Treasure Vault, page 50.

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Sack (5)

Item

Price 1 cp for price of 5

Bulk L

Hands 1

Category Adventuring Gear

A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a sack with one hand, but must use two hands to transfer items in and out.

Core Rulebook, page 288.

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Sack of Rotten Fruit

Item 1

uncommon consumable 

Price 3 gp

Usage Held in 1 hand; Bulk L

Activate [>] Strike

Category Consumable

Each of these unassuming sacks contains enough rotting fruit to provide a fungus leshy with 1 week's worth of rations, along with clusters of stones to help press out the fruit's juices. When you Strike a creature with a sack of rotten fruit, the sack is consumed while the creature takes 1d4 bludgeoning damage and must attempt a DC 15 Fortitude save. On a failure, the creature is sickened 1. The range increment of a thrown sack of rotten fruit is 20 feet.

A Fistful of Flowers, page 15.

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Saddlebags

Item

Price 2 sp

Bulk L

Hands 2

Category Adventuring Gear

Saddlebags come in a pair. Each can hold up to 3 Bulk of items, and the first 1 Bulk of items in each doesn't count against your mount's Bulk limit. The Bulk value given is for saddlebags worn by a mount. If you are carrying or stowing saddlebags, they count as 1 Bulk instead of light Bulk.

Core Rulebook, page 288.

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Sage's Lash

Item 18

apex invested magical necromancy 

Price 24,000 gp

Usage worn belt

Category Apex

The thin, glittering strands of rope that comprise this thick belt appear to be spun gold. Strung along the front of the belt are a collection of four multicolored, perfectly spherical beads: jade, turquoise, quartz, and amethyst.

While wearing the lash, you gain a +3 item bonus to Religion.

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

Activate [>>] command, Interact; Effect You touch one of the jewels affixed to the sage's lash and speak a command word. Depending on the jewel, a different effect is produced that affects you and all living creatures in a 30-foot emanation. After the effect occurs, all four jewels disappear from the lash, reappearing at the next dawn.
  • Jade (healing, positive) Speak "purity" to produce a wave of green light that ends any sickened condition and any ongoing poison damage affecting creatures in the emanation.
  • Turquoise Speak "clarity" to grant all affected a +2 status bonus to their next Will save for 1 minute.
  • Quartz (healing, positive) Speak "lenity" to have each creature regain 30 Hit Points.
  • Amethyst (divination, light, revelation) Speak "verity" to emit a magical trail of light from the lash that reveals the location of each creature in the emanation. For 1 round, if they would be invisible, they become concealed instead, and if they would be undetected or unnoticed by a creature, they're hidden instead. A creature can attempt a DC 43 Stealth check to avoid the lash's detection.

Secrets of Magic, page 189.

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Sai

Item

uncommon agile disarm finesse monk versatile b 

Price 6 sp

Bulk L

Damage 1d4 piercing

Hands 1

Category Martial Melee Weapon; Group Knife

This piercing dagger is a metal spike flanked by a pair of prongs that can be used to trap an enemy's weapon.

Core Rulebook, page 281.

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Saints' Balm

Item 7

uncommon consumable healing magical necromancy oil 

Price 70 gp

Usage held in 1 hand

Activate [>] Interact

Category Oil

This luminescent paste is made from the powdered bones of a long-forgotten saint, mixed with herbs and blessed by a priest. It typically comes in a tightly sealed, palmsized dish etched with holy symbols. Applying saints' balm to yourself or a creature within reach restores 3d8+10 Hit Points to the creature to which it's applied.

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

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Salamander Elixir

Item 4+

alchemical consumable elixir 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This elixir is made from salamander scales to withstand fire. For 24 hours, you are protected from the effects of severe heat.

Type lesser; Level 4; Price 15 gp

Type moderate; Level 12; Price 320 gp

You're also protected from extreme heat.

Type greater; Level 16; Price 1,400 gp

You're also protected from extreme and incredible heat.

Core Rulebook, page 549.

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Salve of Antiparalysis

Item 6+

consumable healing magical necromancy oil 

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

Applying this filmy salve to a creature helps it overcome magical paralysis. The creature recovers as if it were the target of a 3rd-level remove paralysis spell.

Type salve of antiparalysis; Level 6; Price 40 gp

Type greater salve of antiparalysis; Level 12; Price 325 gp

A greater salve of antiparalysis can potentially remove petrification. The creature recovers as if it were the target of both a 6th-level remove paralysis spell and a stone to flesh spell.

Core Rulebook, page 562.

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Salve of Antiparalysis

Item 6

consumable healing magical necromancy oil 

Price 40 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

Applying this filmy salve to a creature helps it overcome magical paralysis. The creature recovers as if it were the target of a 3rd-level remove paralysis spell.

Main Item: Salve of Antiparalysis

Core Rulebook, page 562.

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Salve of Slipperiness

Item 5

consumable magical oil transmutation 

Price 25 gp

Bulk L

Activate [>] Interact

Category Oil

This greenish, persistent grease can be applied to armor to make it extremely slippery for 8 hours, granting the wearer a +2 item bonus to Acrobatics checks to Escape or to Squeeze.

Core Rulebook, page 562.

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Salvo Shield

Item

deflecting physical ranged 

Price 6 gp

Bulk 1

AC Bonus +2; Hardness 4; HP 20; BT 10

Category Shield; Group Shield

This specialized steel shield features an outer layer of angled wooden or steel plates, which help deflect or redirect incoming ranged projectiles but don't offer any additional protection against melee weapons.

Treasure Vault, page 21.

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Sambuca

Item 3

rare 

Price 120 gp

Category Siege Weapon

A sambuca is a long, covered troop bridge designed to help troops move from sea to land. Preparing it for use requires lashing together two galleys or other ships of similar size. The sambuca is then mounted across the ships on one end with its length suspended upward, and attached to pulleys fastened to the tops of the ships' masts. Once the ships are moved into position, the sambuca can be lowered to rest on a battlement or other surface, allowing troops to rush from the ships onto their intended destination.

The sambuca has AC 17, Fort +11, Ref +5, Hardness 8, HP 32 (BT 16), and object immunities. It's covered on all sides to protect those who cross, granting them greater cover. The end of the sambuca can be lowered by teams operating the pulleys in concert. This requires three crew members on each ship, and they can lower the far end of the sambuca by 15 feet each round they work.

Guns & Gears, page 177.

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Sampling Ammunition

Item 5

consumable magical necromancy 

Price 22 gp

Ammunition arrow, bolt

Category Consumable

The head of this arrow or bolt is a pointed glass cylinder with a hollow core. Upon hitting a corporeal creature, sampling ammunition captures a small portion of the target's skin, blood, and flesh. The sample falls to the ground below wherever the creature was hit. This sample is sealed and magically preserved inside its chamber, although it deteriorates normally once the cylinder is opened. Sampling ammunition can't collect samples from creatures made entirely of metal, stone, or other hard substances.

Dark Archive, page 63.

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Sandals of the Stag

Item 18

apex invested magical transmutation 

Price 24,000 gp

Usage worn sandals; Bulk L

Category Apex

These sturdy leather sandals feature straps that wrap up to the knees. Etched in the leather are intricate patterns of stags leaping through the forest. You gain a +5-foot item bonus to your land Speed and a +3 item bonus on Athletics checks when attempting to High Jump or Long Jump. When you invest the sandals, you either increase your Strength score by 2 or increase it to 18, whichever is higher.

Activate [R] envision; Frequency once per minute; Trigger You attempt a High Jump or Long Jump but you didn't Stride at least 10 feet; Effect You can attempt the jump normally. It doesn't automatically fail.

Treasure Vault, page 104.

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Sandstorm Top

Item 13

rare evocation magical 

Price 3,000 gp

Usage held in one hand; Bulk L

Category Held

On Louthail holidays, children reenacted legendary battles of deities by playing with magical tops. Though the paint on this wooden top has long since faded, its magical runes once gleamed yellow-gold and fiery orange, evoking the color of the sky during a sandstorm. To set the top in motion, wind a string around its bottom and upward along its body, and then throw it while gripping the string.

Activate [>] Interact; Frequency once per day; Effect You throw the sandstorm top 10 feet away from you. For 1 minute, as it spins, the top generates a magical sandstorm in a 5-foot radius. Any creature that starts its turn in the area or moves into the area takes 4d6 slashing damage (DC 30 basic Reflex save). Additionally, a creature within the sandstorm must hold its breath or begin suffocating.

LOMM, page 65.

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Sanguine Fang

Item 9+

magical necromancy negative spellheart 

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

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

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

Type greater sanguine fang; Level 12; Price 1,750 gp

The resistance is 5 when affixed to armor, the persistent bleed damage is 1d6 when affixed to a weapon, and the spell DC is 29.

Activate Cast a Spell; Frequency once per day; Effect You cast sanguine mist .
Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level vampiric touch.

Type major sanguine fang; Level 15; Price 5,750 gp

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

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

Treasure Vault, page 128.

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Sanguine Klar

Item 9+

magical necromancy 

Usage held in 1 hand; Bulk 1

Category Held

This +1 striking wounding klar (Hardness 8, HP 64, BT 32) is built with spikes made of beasts' fangs.

Activate [F] envision; Frequency once per round; Trigger You or a creature within 5 feet of you suffers bleed damage; Effect The sanguine klar regains a number of Hit Points equal to the bleed damage, up to an amount equal to its Hardness.

Type sanguine klar; Level 9; Price 650 gp

Type greater; Level 14; Price 3,700 gp

A greater sanguine klar (Hardness 13, HP 100, and BT 50) is a +2 greater striking wounding klar, and its activation can be triggered by bleed damage at a range of 30 feet.

Treasure Vault, page 22.

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Sanguine Klar

Item 9

magical necromancy 

Price 650 gp

Usage held in 1 hand; Bulk 1

Category Held

This +1 striking wounding klar (Hardness 8, HP 64, BT 32) is built with spikes made of beasts' fangs.

Activate [F] envision; Frequency once per round; Trigger You or a creature within 5 feet of you suffers bleed damage; Effect The sanguine klar regains a number of Hit Points equal to the bleed damage, up to an amount equal to its Hardness.
Main Item: Sanguine Klar

Treasure Vault, page 22.

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Sanguine Mutagen

Item 1+

alchemical consumable elixir mutagen polymorph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

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

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

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

Type lesser; Level 1; Price 3 gp

The bonus is +1 (or +2 against disease, poison, or fatigued), and the duration is 1 minute.

Type moderate; Level 3; Price 12 gp

The bonus is +2 (or +3 against disease, poison, or fatigued), and the duration is 10 minutes.

Type greater; Level 11; Price 300 gp

The bonus is +3 (or +4 against disease, poison, or fatigued), and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead.

Type major; Level 17; Price 3,000 gp

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

Treasure Vault, page 60.

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Sansetsukon

Item

uncommon backswing disarm monk parry 

Price 2 gp

Bulk 2

Damage 1d8 bludgeoning

Hands 2

Category Martial Melee Weapon; Group Flail

The sansetsukon, also known as a sanjiegun or three-section staff, is made up of three wooden staff segments, each about 14 inches in length. The staff sections are connected by short lengths of cord or chain, similar to nunchaku.

Treasure Vault, page 25.

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Sap

Item

agile nonlethal 

Price 1 sp

Bulk L

Damage 1d6 bludgeoning

Hands 1

Category Martial Melee Weapon; Group Club

A sap has a soft wrapping around a dense core, typically a leather sheath around a lead rod. Its head is wider than its grip to disperse the force of a blow, as the weapon's purpose is to knock out its victim rather than to draw blood.

Core Rulebook, page 281.

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Sapling Shield

Item 3+

magical transmutation 

Usage held in 1 hand; Bulk 2

Category Held

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

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

Type minor; Level 3; Price 57 gp

The buckler has Hardness 3, HP 24, and BT 12.

Type lesser; Level 6; Price 240 gp

The buckler has Hardness 6, HP 48, and BT 24.

Type moderate; Level 9; Price 680 gp

The buckler has Hardness 8, HP 64, and BT 32.

Type greater; Level 12; Price 1,820 gp

The buckler has Hardness 11, HP 88, and BT 44.

Type major; Level 15; Price 5,860 gp

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

Type true; Level 18; Price 20,220 gp

The buckler has Hardness 15, HP 120, and BT 60.

Treasure Vault, page 22.

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Saurian Spike

Item 9+

magical spellheart transmutation 

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence.

Activate Cast a Spell; Effect You cast gouging claw .
Activate Cast a Spell; Frequency once per day; Effect You cast dinosaur form.

Type greater saurian spike; Level 11; Price 1,400 gp

The range of the scent and fear emanation are both 60 feet. The save DC is 28.

Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level dinosaur form.

Type major saurian spike; Level 15; Price 6,500 gp

The range of the scent and fear emanation are both 60 feet. The scent is precise instead of imprecise, and creatures that fail their saves are frightened 2 (frightened 3 on a critical failure) with a DC 34 save.

Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level dinosaur form.

Treasure Vault, page 128.

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Savior Spike

Item 2

abjuration consumable force magical talisman 

Price 7 gp

Usage affixed to armor; Bulk —

Activate [F] command; Trigger You attempt to Grab an Edge but haven't rolled; Requirements You're an expert in Reflex.

Category Talisman

This pyramid-shaped spike is attached to an armor's chest piece. When you activate the spike, it shoots a strand of force to help you gain purchase. If you roll a success on the triggering attempt, you get a critical success instead (if you roll a critical failure, you get a failure instead).

Core Rulebook, page 569.

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Sawtooth Saber

Item

uncommon agile finesse twin 

Price 5 gp

Bulk L

Damage 1d6 slashing

Hands 1

Category Advanced Melee Weapon; Group Sword

The signature weapon of the Tranithair Mantis assassins, this curved blade is serrated like a saw, hence the name.

Core Rulebook, page 281.

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Scale Mail

Item

Price 4 gp

Bulk 2

AC Bonus +3; Dex Cap +2

Strength 14; Check Penalty –2; Speed Penalty –5 ft.

Category Medium Armor; Group Composite

Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.

Core Rulebook, page 275.

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Scale of Gralu

Item 21

rare abjuration artifact primal 

Usage held in 1 hand; Bulk L

Category Artifact

Carved from a scale of the kaiju Gralu, this jagged shield refracts light around it in a shimmering haze. A scale of Gralu (Hardness 20, HP 160, BT 80) recovers 4 Hit Points at the start of its wielder's turn. When you Raise a Shield, you can use the Shield Block reaction with the scale of Gralu to block an attack or effect that deals acid, cold, electricity, fire, force, or sonic damage as well as physical damage.

Activate [>] Interact; Requirements You're in an area of bright or dim light; Effect You angle the shield to refract light.

Until the start of your next turn, you gain a +4 item bonus to Stealth checks to Hide and Sneak and can do so while observed. This bonus ends if you Activate another ability or use the Shield Block reaction.

Activate [>] Interact; Requirements You're in an area of bright light; Effect You angle the shield at a target within 60 feet, reflecting light into its eyes. It must attempt a DC 42 Fortitude save.Critical Success The target is unaffected.Success The target is blinded until its next turn begins.Failure The target is blinded for 1 minute.Critical Failure The target is blinded for 2d4 hours.
Activate [F] Interact; Trigger You use Shield Block and prevent yourself from taking energy damage from a line, ray, or a direct attack, including a magic missile spell; Effect You reflect the energy along a trajectory you choose. The effect travels only up to its remaining range, using its original parameters if it strikes other targets.

Destruction If a deity, kaiju, spawn of a deity, titan, or being of similar power stomps on a scale of Gralu while in absolute darkness, the shield is destroyed permanently.

Treasure Vault, page 180.

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Scarab Cuirass

Item 10

uncommon abjuration invested magical 

Price 1,000 gp

Usage worn armor; Bulk 1

Category Armor

The cuirass of this +1 deathless (see above) resilient leather armor, stitched to resemble an Staimorairn scarab beetle, feels strangely chitinous. You gain resistance 5 to negative damage.

Activate [>>] command, Interact; Effect You cast a 1st-level pest form. You can only become a scarab beetle.

Craft Requirements Supply one casting of pest form.

LOTGB, page 10.

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Scarlet Mist

Item 8

alchemical consumable injury poison 

Price 80 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

Derived from a mixture of krooth venom and an agitating agent, scarlet mist causes bleeding that turns into a foaming mist. When a creature under the effects of scarlet mist takes persistent bleed damage from the toxin, creatures within 5 feet take the splash damage. The persistent damage can't be staunched until the poison's effects end. A creature that can't bleed doesn't take the bleed damage or cause the splash damage but can still take the poison damage.

Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage, 1d4 persistent bleed damage, and 1 poison splash damage (1 round); Stage 2 3d6 poison damage, 2d4 persistent bleed damage, and 2 poison splash damage (1 round); Stage 3 3d6 poison damage, 3d4 persistent bleed damage, and 3 poison splash damage (1 round)

Treasure Vault, page 70.

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Scholar's Drop

Item 6

alchemical consumable lozenge 

Price 40 gp

Usage held in 1 hand; Bulk —

Category Consumable

University students in Vokhiago first used the scholar's drop to gain an edge over their academic rivals, but the candy has since spread across Falavririak. The flavor of this hard, sugar-coated candy is highly refreshing and based on lemon and green tea. For 1 hour, you gain a +1 item bonus to saving throws against effects that could render you fatigued.

Secondary Effect [>>] Requirements You're fatigued; Effect Ignore the effects of the fatigued condition for 10 minutes. The drop's other effects end for you, and when the 10 minutes are up, you're temporarily immune to scholar's drops for 1 hour. If you use this effect three times in a single day, you become temporarily immune to scholar's drops entirely until you get a full night's rest.

Treasure Vault, page 50.

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Scholarly Journal

Item 3

uncommon 

Bulk L

Hands 1

Category Adventuring Gear

Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to Recall Knowledge about the subject, you gain a +1 item bonus to the check. The GM determines what scholarly journals are available in any location.

Type Scholarly Journal; Price 6 gp

Type Scholarly Journal Compendium; Level 3; Price 30 gp

A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city.

Core Rulebook, page 288.

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Scholarly Journal

Item 3

uncommon 

Price 6 gp

Bulk L

Hands 1

Category Adventuring Gear

Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to Recall Knowledge about the subject, you gain a +1 item bonus to the check. The GM determines what scholarly journals are available in any location.

Main Item: Scholarly Journal

Core Rulebook, page 288.

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Scholarly Journal Compendium

Item 3

uncommon 

Price 30 gp

Bulk L

Hands 2

Category Adventuring Gear

Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to Recall Knowledge about the subject, you gain a +1 item bonus to the check. The GM determines what scholarly journals are available in any location.

A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city.

Main Item: Scholarly Journal

Core Rulebook, page 288.

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Scimitar

Item

forceful sweep 

Price 1 gp

Bulk 1

Damage 1d6 slashing

Hands 1

Category Martial Melee Weapon; Group Sword

This one-handed curved blade is sharp on one side.

Core Rulebook, page 281.

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Scizore

Item

disarm parry 

Price 9 sp

Bulk L

Damage 1d6 slashing

Hands 1

Category Martial Melee Weapon; Group Knife

A scizore is a gauntlet or protective leather tube worn over the forearm and featuring a half-moon blade mounted to the end of the cap on a short pole.

Treasure Vault, page 25.

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Scizore of the Crab

Item 5

magical transmutation 

Price 150 gp

Usage worn on 1 hand; Bulk 1

Category Worn Item

A scizore of the crab is a +1 scizore (page 25) that has the grapple trait in addition to its normal weapon traits.

Activate [>] Interact; Requirements Your last action was a successful Strike with this weapon, or you have a creature grabbed with this weapon; Effect The target is grabbed until the end of your next turn. A grabbed creature can use the Escape action to get out of the Grab, and the Grab ends for a grabbed creature if you move away from it. This functions as the Grab creature ability.
Activate [>] Interact; Frequency once per round; Requirements You have a creature grabbed with this weapon; Effect The crab claw animates and pinches open and shut, dealing slashing damage equal to the scizore of the crab's number of damage dice.

Craft Requirements The initial raw materials must include a claw from a giant crab (Bestiary 2 55) or similar creature.

Treasure Vault, page 36.

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Scope Of Limning

Item 10

magical transmutation 

Price 900 gp

Usage attached ; Bulk L

Category Scope Customization

The dwarven gunsmiths of Zouzeikod originally created these scopes to help them clear out vermin in underground areas. This scope captures the sound that echoes off a creature hit by the firearm and transforms it into light, illuminating the target for all to see.

Activate [>] Interact (auditory, light, transmutation); Effect If your next Strike from the weapon to which the scope is attached hits a creature, the sound of the impact transforms into light, causing the creature to glow until the end of your next turn. A visible creature can't be concealed while they glow. If a creature is invisible, they're concealed while glowing, rather than being undetected. Because the effect requires a solid impact, incorporeal creatures are unaffected unless the bullet can deal force damage or has the effects of the ghost touch property rune.

Guns & Gears, page 182.

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Scope Of Truth

Item 13

divination magical 

Price 3,000 gp

Usage attached ; Bulk L

Category Scope Customization

The scope of truth is a bit bigger than most to accommodate larger lenses, which have been magically prepared with tiny shards from crystal balls to reveal the truth. The scope grants you a +2 item bonus to Perception checks made to Seek in areas you can see through the scope.

Activate [>>] Interact; Frequency once per day; Effect For the next 10 minutes, you can see things through the scope as they actually are. The GM rolls a secret counteract check with a +20 counteract modifier and a counteract level of 7 against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it, not to end the spell or effect. For instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the spell.

Guns & Gears, page 182.

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Scorpion Whip

Item

uncommon disarm finesse reach trip 

Price 5 sp

Bulk L

Damage 1d4 slashing

Hands 1

Category Martial Melee Weapon; Group Flail

A scorpion whip has a series of razor-sharp blades set along its tip. Unlike ordinary whips, a scorpion whip doesn't have the nonlethal trait, making it deadlier in combat but less effective when the wielder seeks to bring in foes alive.

Extinction Curse #1: The Show Must Go On, page 77.

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Scour

Item 8

uncommon alchemical consumable drug ingested inhaled poison 

Price 80 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

This gritty powder improves responsiveness but suppresses thoughts and leaves you weakened. The saving throw for addiction to scour is DC 30, and the addiction is virulent.

Saving Throw DC 25 Fortitude; Onset 1 hour; Maximum Duration 6 hours; Stage 1 stupefied 2 and +2 item bonus to Reflex saves and Dexterity-based skill checks (1 hour); Stage 2 fatigued (1 hour); Stage 3 drained 2 and fatigued (1 hour)

Gamemastery Guide, page 121.

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Scourge

Item 0

agile disarm finesse nonlethal sweep 

Price 1 sp

Bulk 1

Damage 1d4 slashing

Hands 1

Category Martial Melee Weapon; Group Flail

A scourge—also known as a cat-o'-nine-tails—is a set of several knotted cords made from cotton or leather and attached to a handle. While most scourges are more suitable for torture than combat, the weapons used by the Order of the Scourge have metal barbs woven in to pierce clothing and armor. The scourge is a martial melee weapon.

LOCG, page 80.

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Screech Shooter

Item 9+

uncommon evocation magical 

Usage held in 2 hands; Bulk 2

Category Beast Gun Weapon

Built from the larynx of an owlbear, terror shrike, or similar animal that possesses a frightening screech or similar special ability, a screech shooter is a special +1 striking harmona gun designed to fire terrifying blasts of sound. A screech shooter deals sonic damage but can otherwise be used like a normal harmona gun.

Activate [>>] Interact (emotion, enchantment, fear, magical, mental); Frequency once per hour; Effect The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save.Critical Success The creature is unaffected.Success The creature is frightened 1.Failure The creature is frightened 2.Critical Failure The creature is frightened 3 and fleeing for 1 round.

Type screech shooter; Level 9; Price 700 gp

Type greater screech shooter; Level 13; Price 3,000 gp

A greater screech shooter is a +2 greater striking harmona gun. The DC for the activation is 30 and it affects creatures in a 40-foot emanation.

Type major screech shooter; Level 17; Price 15,000 gp; Craft Requirements The initial raw materials must include the larynx of a creature with a frightening screech.

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

Guns & Gears, page 155.

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Screech Shooter

Item 9

uncommon evocation magical 

Price 700 gp

Usage held in 2 hands; Bulk 2

Category Beast Gun Weapon

Built from the larynx of an owlbear, terror shrike, or similar animal that possesses a frightening screech or similar special ability, a screech shooter is a special +1 striking harmona gun designed to fire terrifying blasts of sound. A screech shooter deals sonic damage but can otherwise be used like a normal harmona gun.

Activate [>>] Interact (emotion, enchantment, fear, magical, mental); Frequency once per hour; Effect The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save.Critical Success The creature is unaffected.Success The creature is frightened 1.Failure The creature is frightened 2.Critical Failure The creature is frightened 3 and fleeing for 1 round.
Main Item: Screech Shooter

Guns & Gears, page 155.

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Scroll

Item 1+

consumable magical scroll 

Usage held in 1 hand; Bulk L

Activate Cast a Spell

Category Scroll

A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of magic missile (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.

If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single Recall Knowledge action and automatically succeed at identifying the scroll's spell. If it's not, you must use Identify Magic to learn what spell the scroll holds.

Casting a Spell from a Scroll

Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.

To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).

Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.

See the following for more details on the rules for Scrolls.

Type 1st-level spell; Level 1; Price 4 gp; Craft Requirements Supply a 1st-level casting of the spell.

Type 2nd-level spell; Level 3; Price 12 gp; Craft Requirements Supply a 2nd-level casting of the spell.

Type 3rd-level spell; Level 5; Price 30 gp; Craft Requirements Supply a 3rd-level casting of the spell.

Type 4th-level spell; Level 7; Price 70 gp; Craft Requirements Supply a 4th-level casting of the spell.

Type 5th-level spell; Level 9; Price 150 gp; Craft Requirements Supply a 5th-level casting of the spell.

Type 6th-level spell; Level 11; Price 300 gp; Craft Requirements Supply a 6th-level casting of the spell.

Type 7th-level spell; Level 13; Price 600 gp; Craft Requirements Supply a 7th-level casting of the spell.

Type 8th-level spell; Level 15; Price 1,300 gp; Craft Requirements Supply a 8th-level casting of the spell.

Type 9th-level spell; Level 17; Price 3,000 gp; Craft Requirements Supply a 9th-level casting of the spell.

Type 10th-level spell; Level 19; Price 8,000 gp; Craft Requirements Supply a 10th-level casting of the spell.

Craft Requirements Supply a listed-level casting of the spell.

Core Rulebook, page 564.

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Scroll Case Of Simplicity

Item 4

uncommon invested magical transmutation 

Usage held in 1 hand

Category Held

The four different types of scroll cases of simplicity often bear adornments appropriate to their magical tradition, such as angelic wings or otherworldly lettering. On the inside, intricate runic diagrams spiral out to surround the scroll stored within. A scroll placed within the case can be converted into energy to cast consistently useful spells depending on its type. You must be able to cast spells of a given tradition to use a scroll case of simplicity of a corresponding type.

Activate [>] Interact; Requirements The scroll case contains a single scroll of a 1st-level spell; Effect You transfer the scroll's energy into the scroll case, consuming the scroll, and you can immediately begin casting one of the scroll case's spells. If you use any action other than to Cast a Spell from the scroll case after activating the scroll case of simplicity, the scroll and its energy are lost.

LOCG, page 111.

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Scroll Robes

Item

inscribed 

Price 15 sp

Bulk L

AC Bonus +0; Dex Cap +5

Strength —; Check Penalty —; Speed Penalty —

Category Unarmored Armor; Group Cloth

Scroll robes are composed of paper alchemically treated for strength and flexibility. A layered structure prevents cutting and tearing, and for the purpose of calculating damage, the robes are considered to be cloth. The paper accepts all sorts of decoration, including magical writing, as detailed in the inscribed trait.

Treasure Vault, page 9.

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Scrollstaff

Item 1

uncommon magical transmutation 

Price 12 gp

Usage held, 1 hand; Bulk 1

Category Simple Weapon

A band of pliant wood encircles the head of this slender mahogany staff.

The Falutairn created the first scrollstaves millennia ago, and even the few scrollstaves found beyond the organization often incorporate Falutairnn iconography as an homage to their source.

A scrollstaff serves as a weapon just like an ordinary staff and can be improved via runes like any other staff. In addition, if you are capable of creating magical scrolls, you can inscribe a single scroll onto the staff's head for the same cost as normal for Crafting the scroll. If necessary, you can embed a required material focus into the staff as part of the same Craft activity.

As long as you are holding the staff, you can cast the spell from the staff's head.

Casting the written spell works just like casting from a scroll, but you can perform the necessary material component with the staff, even if you don't have a free hand.

Once you cast the inscribed spell, any material focus remains embedded in the staff until removed as an Interact action.

The staff can hold only a single scroll at a time. If you inscribe a new scroll before casting the previous spell, you replace the existing spell and remove any previous material focus as part of the Craft activity to write the new scroll.

LOCG, page 100.

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Scythe

Item

deadly d10 trip 

Price 2 gp

Bulk 2

Damage 1d10 slashing

Hands 2

Category Martial Melee Weapon; Group Polearm

Derived from a farming tool used to mow down long grains and cereals, this weapon has a long wooden shaft with protruding handles, capped with a curved blade set at a right angle.

Core Rulebook, page 281.

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Scything Blade Snare

Snare 12

consumable mechanical snare trap 

Price 320 gp

Category Snare

This snare sends a powerful series of scything blades to slice through a creature entering the snare's square, dealing 14d8 slashing damage (DC 31 basic Reflex).

Core Rulebook, page 591.

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Sea Touch Elixir

Item 5+

alchemical consumable elixir polymorph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This briny concoction alters the skin on your hands and feet.

The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the listed duration.

Type lesser; Level 5; Price 22 gp

The duration is 10 minutes.

Type moderate; Level 12; Price 300 gp

The duration is 1 hour, and you can breathe underwater.

Type greater; Level 15; Price 920 gp

The duration is 24 hours, and you can breathe underwater.

Core Rulebook, page 549.

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Sealing Chest

Item 4+

uncommon abjuration magical 

Usage held in 2 hands; Bulk L

Category Held

Vigilant Seal members use these containers when transporting samples and relics.

The containers are soundproof, airtight, and studded with lead sheets, mistletoe, and other materials that block magical auras. Up to 1 Bulk of objects can be placed inside a sealing chest; the magic auras and curses of any objects placed within the chest cannot extend beyond the box unless they are of a greater level than the chest. Artifacts and similarly powerful items are unaffected regardless of level. Many cursed items prevent their bearer from removing them, but a successful remove curse gives enough time to stash the item in the chest.

Type lesser; Level 4; Price 75 gp

Type moderate; Level 7; Price 300 gp

Type greater; Level 11; Price 1,250 gp

Type major; Level 14; Price 3,750 gp

LOPSG, page 38.

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searching

Item 14

uncommon divination invested magical 

Price 4,000 gp

Usage held in 1 hand; Bulk –

Activate [>] Interact

Category Held

An exploration lens is a magical glass lens designed for a bull's-eye lantern. When light from the lantern passes through the lens, it alters the light to make it easier to perform a common exploration activity with the lantern. You can find more information about exploration activities related to these lenses on page 496 of the Core Rulebook. Alternatively, an exploration lens can be installed in a wayfinder like an aeon stone. In this case, light (such as that from a lantern, torch, or light spell) must still pass through the lens and you must hold the wayfinder in your hand for it to function.

There are several different types of exploration lens, each granting benefits with a different type of exploration activity.

Each type of lens is distinguishable from all the other types by holding it up to a bright light.

This lens has an opalescent sheen when held up to light. The lens subtly outlines hidden doors and concealed hazards, granting you a +2 item bonus to Perception checks to spot such features while Searching.

Even if you aren't Searching, you get a check to find traps that normally require you to Search.

Main Item: Exploration Lens

Strength of Thousands #3: Hurricane’s Howl, page 76.

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Searing Suture

Item 1+

uncommon alchemical consumable fire 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Activating this black powder–infused alchemical bandage cauterizes wounds. You can apply a searing suture to yourself or an adjacent willing creature as you activate it. The target creature takes 1d6 fire damage and can immediately attempt a flat check to remove the persistent bleed damage—the DC of this flat check depends on the type of searing suture applied. When applied against a bleed effect that is lower level than the searing suture, the flat check is automatically successful.

Type lesser; Level 1; Price 3 gp

The flat check DC is 15.

Type greater; Level 9; Price 120 gp

The flat check DC is 5.

OoA1, page 77.

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Seeking Bracelets

Item 3

uncommon abjuration consumable magical 

Price 12 gp

Usage worn bracelet; Bulk —

Activate [>>] envision, Interact

Category Consumable

Both beaded bracelets in this pair have an even larger bead in their center. The bracelets are magically linked and only interact with their counterpart from the same pair. When you crush the largest bead to activate the bracelet, it creates a mental alert in the mind of the wearer of the paired bracelet. This alert works at any distance as long as both bracelets are on the same plane.

Threshold of Knowledge, page 10.

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Seer's Flute

Item 4+

uncommon coda divination occult staff 

Usage held in 2 hands; Bulk L

Category Coda

This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to Perception checks and Performance checks.

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

Type seer's flute; Level 4; Price 90 gp

Type greater seer's flute; Level 8; Price 460 gp

Type major seer's flute; Level 12; Price 1,900 gp

The item bonuses are +2.

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

Treasure Vault, page 137.

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Seer's Flute

Item 4

uncommon coda divination occult staff 

Price 90 gp

Usage held in 2 hands; Bulk L

Category Coda

This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to Perception checks and Performance checks.

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

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

Main Item: Seer's Flute

Treasure Vault, page 137.

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Selenite Crystal Ball

Item 15

uncommon divination magical scrying 

Price 7,000 gp

Usage held in 1 hand; Bulk L

Category Held

This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a scrying spell by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target.

The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones.

Activate 1 minute (command, envision, Interact); Effect The crystal ball casts clairvoyance to your specifications.
Activate 10 minutes (command, envision, Interact); Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications.

Scrying is DC 36 and gives you the benefits of see invisibility on the target.

Main Item: Crystal Ball

Core Rulebook, page 572.

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Selenite Tattletale Orb

Item 15

rare cursed divination magical scrying 

Usage held in 1 hand; Bulk 1

Category Held

A tattletale orb is a polished crystal sphere that appears to function as a crystal ball. If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb's type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb's type, to use another such device.

Tattletale orbs come in the same types as crystal balls, with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball.

The target is temporarily immune to the orb's see invisibility for 24 hours and can choose to be invisible to the orb's scrying during that time.

Main Item: Tattletale Orb

Treasure Vault, page 193.

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