Items: V (Part 1 of 2)

60 items, from Vaccine to Vrizain's Chime of Restoration.

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Part: 1 2

Vaccine · Vaccine · Vampire-Fang Morningstar · Vampiric Scythe · Vangloris Liativeirn Emblem · Vanishing Coin · Vanishing Wayfinder · Vapor Sphere · Vaporous Pipe · Vat-Grown Brain · Vaultbreaker's Harness · Vaultbreaker's Harness · Vengeful Arm · Venomed Tongue · Venomous Cure Fulu · Verdant Branch · Verdant Staff · Verdant Staff · Vermin Repellent Agent · Vestige Lenses · Vexing Vapor · Vial of the Immortal Wellspring · Victory Plate · Victory Plate · Vigilant Eye · Vine Arrow · Vine Of Roses · Vine Whip · Violet Colorful Coating · Violet Ray · Violet Venom · Violin of the Waves · Viper Arrow · Viper Rapier · Viper's Fang · Virtuoso Handheld Musical Instrument · Virtuoso Heavy Musical Instrument · Visap · Vobrodeik's Passage · Vodouth · Vofalai Chronicle · Vofalai's Coin · Vofalai's Mentor · Vofalai's Pouch · Voice from the Grave · Voicebox · Void Thousand-Pains Fulu · Voratalo Liativeirn Emblem · Vorpal · Vouzirn's Lasso · Voyager's Pack · Vravousak's Draft · Vriamobar Key · Vrizain's Chime · Vrizain's Chime of Blasting · Vrizain's Chime of Destruction · Vrizain's Chime of Dread · Vrizain's Chime of Refuge · Vrizain's Chime of Resistance · Vrizain's Chime of Restoration

Vaccine

Item 1+

rare consumable elixir 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

Type minor; Level 1; Price 4 gp

The duration is 1 hour.

Type lesser; Level 3; Price 12 gp

The duration is 24 hours.

Type moderate; Level 6; Price 50 gp

The duration is 1 week.

LOL, page 71.

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Vaccine

Item 1+

alchemical consumable elixir healing 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

Type minor; Level 1; Price 4 gp

The duration is 1 hour.

Type lesser; Level 3; Price 12 gp

The duration is 24 hours.

Type moderate; Level 6; Price 50 gp

The duration is 1 week.

Type greater; Level 12; Price 400 gp

The duration is 1 year.

Type major; Level 18; Price 5,000 gp

The duration is permanent.

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

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

Treasure Vault, page 61.

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Vampire-Fang Morningstar

Item 8

magical necromancy 

Price 500 gp

Usage held in 1 hand; Bulk 1

Category Held

This +1 striking wounding morningstar is studded with teeth pulled from a vampire, which usually requires an animate donor, given vampires' tendency to turn to dust when destroyed.

Activate [>] Interact; Frequency once per minute; Requirements Your last action was a successful Strike with this weapon and you're not in direct sunlight; Effect The vampire-fang morningstar absorbs blood from the target, healing the wielder for 10 Hit Points.

Craft Requirements The initial raw materials must include teeth from a vampire (Bestiary 318).

Treasure Vault, page 38.

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Vampiric Scythe

Item 13

uncommon evil magical necromancy negative 

Price 3,000 gp

Usage held in 2 hands; Bulk 2

Category Held

The blade of this +2 greater striking wounding scythe is sharp enough to produce a whistling sound when swung through the air. The shaft is made of ebony wood with a sickly shine to it, much like the shine of infected wounds and contaminated water.

Activate [R] command; Trigger An enemy critically succeeds at an attempt to Disarm you; Effect As the scythe leaves your hand, it drinks the triggering creature's blood. The creature must succeed at a DC 30 Fortitude save or become drained 2 (drained 3 on a critical failure). If the triggering creature becomes drained, you gain temporary Hit Points equal to the triggering creature's level. You lose any remaining temporary Hit Points after 1 minute.
Activate [R] command; Frequency once per hour; Effect The scythe drains life essence from your opponent into you. You gain a number of temporary Hit Points equal to half the slashing damage the scythe dealt to the foe. You lose any remaining temporary Hit Points after 1 minute.

LOTGB, page 31.

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Vangloris Liativeirn Emblem

Item 3

invested magical tattoo 

Price 60 gp

Usage tattooed on the body; Bulk —

Category Tattoo

These tattoos are created using designs and techniques from Liativeirn culture. Such tattoos often depict the Liativeirn rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Liativeirn iconography.

The tattoo allows you to understand and speak Liativeirn. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Liativeirn to someone who understands it.

Each description lists the school of each Liativeirn emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Virokral magic that was once so prevalent in Geifu, these tattoos lack a symbol of divination.

Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell.

This rune of illusion can cast ventriloquism.

Main Item: Liativeirn Emblem

Treasure Vault, page 123.

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Vanishing Coin

Item 10

consumable illusion magical talisman 

Price 160 gp

Usage affixed to armor; Bulk —

Activate [F] envision; Trigger You attempt a Stealth check for initiative, but you haven't rolled yet; Requirements You are a master in Stealth.

Category Talisman

This copper coin dangles from a leather strip strung through a hole drilled in the center. Until activated, the coin becomes invisible for a few seconds at random intervals every few minutes. When you activate the coin, it casts a 2nd-level invisibility spell on you, lasting until the end of your next turn.

Core Rulebook, page 569.

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Vanishing Wayfinder

Item 5

uncommon evocation illusion invested magical 

Price 150 gp

Usage worn

Category Worn Item

A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation.

Activate [>>] command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes.

LOCG, page 112.

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Vapor Sphere

Item 14

consumable magical talisman transmutation 

Price 900 gp

Usage affixed to armor

Activate [R] envision; Trigger You trigger a trap's reaction or an enemy that was undetected by you makes an attack against you

Category Talisman

You're an expert in the affixed armor and an expert in Reflex saves.

Within this strange glass sphere swirls a cloud of smoke that occasionally appears as if it's trying to escape. You react to a surprise encounter with haste, activating this talisman and causing your body to momentarily become like vapor. Against the trap's reaction or the attack, you gain resistance 25 to physical damage and are immune to precision damage.

This effect also prevents the reaction or attack from physically moving you (such as falling down a pit or being knocked prone), and after the reaction or attack, you can Fly 5 feet. When you end this flight, you leave your vaporous state and are exposed to any danger still at your location.

Secrets of Magic, page 176.

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Vaporous Pipe

Item 7

conjuration magical 

Price 340 gp

Usage held in 1 hand; Bulk —

Category Held

This hand-polished pipe is carved from oak and releases small wisps of smoke even when unlit. As long as you're holding a vaporous pipe, you don't take a circumstance penalty to Perception checks due to thick smoke, and you can't suffocate from smoke and heated air (such as within a wildfire). As long as you are holding the pipe, you also gain resistance to fire equal to half your level.

Activate [>] Interact; Frequency once per hour; Effect You draw on the pipe and then blow a massive cloud of smoke that fills a 30-foot emanation that includes your space. All creatures within the smoke cloud are concealed from each other and from creatures outside the smoke, though you can still see clearly within it. The smoke dissipates after 3 rounds, or after 1 round if subjected to a strong wind.

Treasure Vault, page 116.

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Vat-Grown Brain

Item 10

rare alchemical consumable 

Price 190 gp

Usage held in 2 hands; Bulk 1

Activate [>>>] Interact

Category Consumable

A malformed, artificial brain pulses with alchemical life inside a nutrient-rich vat. When the vat-grown brain is activated, it attempts to counteract one condition of your choice that was gained from an ability with the mental trait, which it does by drawing the negative mental impressions into itself. However, the artificial brain is not robust, and the strain of the transfer quickly destroys it.

The vat-grown brain has a counteract level of 5 and a +17 modifier on the roll.

Gatewalkers #3: Dreamers of the Nameless Spires, page 75.

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Vaultbreaker's Harness

Item 6

uncommon invested magical transmutation 

Price 230 gp

Usage worn backpack; Bulk 1

Category Worn Item

This bulky leather harness has four pockets across the chest.

The pockets contain a set of infiltrator's thieves' tools, infiltrator picks, a levered crowbar, and a glass cutter. These items are magically bound to the harness; if they are more than 1 foot away from you, they disappear, then reappear in the harness at the next sunset. Broken or destroyed items similarly reappear, restored, in their proper pockets at sunset.

Activate [>>] Interact; Effect You cinch the harness to prepare for mischief. You gain a +1 item bonus to Stealth checks and a +10-foot item bonus to your Speed for 1 minute.

AoE2, page 76.

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Vaultbreaker's Harness

Item 6

invested magical transmutation 

Price 230 gp

Usage worn backpack; Bulk 1

Category Worn Item

A vaultbreaker's harness has four pockets across the chest. The pockets contain a set of infiltrator's thieves' tools, infiltrator picks, a levered crowbar, and a glass cutter. These items are magically bound to the harness; if they are more than 1 foot away from you, they disappear, then reappear in the harness at the next sunset. Broken or destroyed items similarly reappear, restored, in their proper pockets at sunset.

Activate [>] Interact; Effect You cinch the harness to prepare for mischief. You gain a +1 item bonus to Stealth checks and a +10-foot item bonus to your Speed for 1 minute.

Treasure Vault, page 145.

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Vengeful Arm

Item 4

uncommon invested magical tattoo 

Price 100 gp

Usage worn; Bulk —

Category Tattoo

Kithebriar teaches that an eye for an eye is the basis of law. This tattoo of a coiled viper provides a +1 item bonus to Society checks.

Activate [>] envision; Effect Kithebriar transforms the tattoo into a weapon of your vengeance. The vengeful arm crawls into your hand and becomes a retribution axe. You can use this activation again while holding the axe to revert the vengeful arm to a tattoo. Like other retribution axes, you can etch fundamental runes into the vengeful arm's retribution axe to increase its potency or to add striking.

LOIL, page 305.

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Venomed Tongue

Item 7

uncommon invested magical tattoo 

Price 333 gp

Usage worn; Bulk —

Category Tattoo

Secrets must be unraveled, no matter how painful.

This tattoo of braided tongues provides a +1 item bonus to Deception checks.

Activate [>] envision; Frequency once per day; Effect Kithebriar fills your tongue with venom, causing your deceptions to poison your foes. You use Deception to Create a Diversion, Feint, or Lie. Choose one target against whom your Deception check succeeded; that target takes 2d6 persistent poison damage.

LOIL, page 305.

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Venomous Cure Fulu

Item 3

consumable fulu magical necromancy talisman 

Price 10 gp

Usage affixed to armor

Activate [F] envision; Trigger You attempt a saving throw against an injected poison.

Category Consumable

This green fulu depicts venomous creatures and vermin.

When activated, the venom from the fulu fights against the venom in your system, granting you a +2 status bonus to the triggering saving throw.

Secrets of Magic, page 161.

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Verdant Branch

Item 7

necromancy plant primal 

Price 360 gp

Usage worn; Bulk L

Category Worn Item

Woody vines and branches curl and twist around each other, growing small twigs, leaves, and flowers across the surface of this prosthetic arm or leg.

Activate [>] command, envision; Frequency once per day; Effect A branch grows from your prosthesis, quickly flowering and then producing 1d4 ripe and flavorful fruits. A creature can pick and eat a fruit with an Interact action to regain 2d6+5 Hit Points. The fruits wither away after 10 minutes.

Treasure Vault, page 108.

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Verdant Staff

Item 6+

divination magical staff 

Usage held in 1 hand; Bulk 1

Category Staff

This oak branch grows leaves in spring that change color in autumn and shed in winter. While wielding it, you gain a +2 circumstance bonus to checks to identify plants and fungus.

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

Type verdant staff; Level 6; Price 225 gp

Type greater verdant staff; Level 12; Price 1,750 gp

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

Core Rulebook, page 595.

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Verdant Staff

Item 6

divination magical staff 

Price 225 gp

Usage held in 1 hand; Bulk 1

Category Staff

This oak branch grows leaves in spring that change color in autumn and shed in winter. While wielding it, you gain a +2 circumstance bonus to checks to identify plants and fungus.

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

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

Main Item: Verdant Staff

Core Rulebook, page 595.

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Vermin Repellent Agent

Item 3+

uncommon alchemical consumable 

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Consumable

This specialized cream serves as a repellent to stave off insects.

The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you an item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a Will save when attempting to attack you with a melee Strike, or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute.

Critical Success The creature can act normally.Success The creature is frightened 1.Failure The creature is frightened 2.Critical Failure The creature is frightened 2 and fleeing.

Type lesser; Level 3; Price 8 gp

You gain a +1 item bonus and the save DC is 17.

Type moderate; Level 8; Price 75 gp

You gain a +2 item bonus and the save DC is 24.

Type greater; Level 12; Price 315 gp

You gain a +3 item bonus and the save DC is 29.

Type major; Level 16; Price 1,350 gp

You gain a +4 item bonus and the save DC is 35.

LOPSG, page 101.

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Vestige Lenses

Item 3

rare alchemical 

Price 40 gp

Usage worn eyepiece; Bulk L

Category Worn Item

These simple lenses are alchemically treated to detect the faint smoke trail from a piece of specially formulated sandalwood incense. This incense has an odor undetectable by most people and a long burn time, making it perfect for discreetly tracking individuals. A stick of this incense costs 1 sp and can safely burn for up to 8 hours. While wearing the lenses, you see alchemical fumes in a distinct green tint, granting you a +1 item bonus to Survival checks to Track a creature marked with the incense and to Perception checks to Seek any alchemical vapors. If the smoke is fresh, Tracking via the incense's fumes might use a lower DC than normal for tracking a creature walking on firm surfaces.

LOL, page 25.

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Vexing Vapor

Item 1+

uncommon alchemical bomb consumable inhaled mental poison splash 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the concentrate trait. This lasts until the end of its next turn (1 minute on a critical hit).

Type lesser; Level 1; Price 4 gp

The bomb deals 1d6 mental damage and 1 mental splash damage.

Type moderate; Level 3; Price 12 gp

You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage.

Type greater; Level 11; Price 300 gp

You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage.

Type major; Level 17; Price 3,000 gp

You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage.

LOTGB, page 27.

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Vial of the Immortal Wellspring

Item 20

rare contract invested magical 

Category Contract

At a wellspring, you gave your blood to a force of nature and received a vial from the wellspring's heart in return. Once per 10 minutes, when your dying value would increase above 3, you instead become unconscious and are no longer dying; this doesn't prevent you from being killed by death effects or the doomed condition. Once per day, from any distance, the entity that holds your bargained contract can possess you and control your actions, leaving you unaware of what goes on. This possession automatically succeeds, regardless of any countermeasures you might take. Normally this lasts for only 1 round if during an encounter, or no longer than a few minutes during exploration. However, the more you rely on the power of the wellspring's heart to survive death, the longer it can possess you the next time it chooses to do so, doubling the amount of time with each use, to a maximum duration of 1 day. Once the entity possesses you, this duration resets.

Activate [>>] command; Frequency once per day; Effect You drink from the vial of water that seals your bargained contract. You gain the effects of a 9th-level, 2-action heal spell.

Dark Archive, page 165.

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Victory Plate

Item 9+

uncommon abjuration invested magical 

Usage worn armor; Bulk 4

Category Armor

The metal plates of this +1 resilient full plate are covered by a bright tabard featuring a distinctive coat of arms divided into four fields. This insignia magically records your recent victories, displaying one triumph in each field of the coat of arms, allowing you to call upon those victories for aid in future battles.

Activate [F] envision; Trigger You kill or destroy a creature of a level equal to or greater than your victory plate (adjusted as usual if you add fundamental runes to victory plate).; Effect You direct the armor to commemorate your victory. The coat of arms on the armor's tabard shifts to incorporate heraldry related to the slain creature, and the victory is recorded within the tabard. If you have already recorded four victories, choose one to replace with the new victory.
Activate [>>] envision, Interact; Frequency once per hour; Effect You touch one of the tabard's four fields representing one of your victories and recall your triumph over that creature. That creature vanishes from the tabard, and for 1 minute, you gain resistance 5 to a damage type based on the creature's trait (you gain resistance to only one type, even if the creature has more than one trait that could apply):
  • Aberration or Fey mental
  • Celestial good
  • Construct poison
  • Dragon or Elemental one energy type that matches one of the dragon's or elemental's traits
  • Fiend evil
  • Ooze precision, and the resistance is 10
  • Undead negative

Type victory plate; Level 9; Price 675 gp

Type greater victory plate; Level 15; Price 5,500 gp

The armor is a +2 greater resilient full plate. You can use the second activation once per minute instead of once per hour, and the resistance it grants is 10, or 20 for the ooze's resistance against precision damage.

Advanced Player’s Guide, page 264.

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Victory Plate

Item 9

uncommon abjuration invested magical 

Price 675 gp

Usage worn armor; Bulk 4

Category Armor

The metal plates of this +1 resilient full plate are covered by a bright tabard featuring a distinctive coat of arms divided into four fields. This insignia magically records your recent victories, displaying one triumph in each field of the coat of arms, allowing you to call upon those victories for aid in future battles.

Activate [F] envision; Trigger You kill or destroy a creature of a level equal to or greater than your victory plate (adjusted as usual if you add fundamental runes to victory plate).; Effect You direct the armor to commemorate your victory. The coat of arms on the armor's tabard shifts to incorporate heraldry related to the slain creature, and the victory is recorded within the tabard. If you have already recorded four victories, choose one to replace with the new victory.
Activate [>>] envision, Interact; Frequency once per hour; Effect You touch one of the tabard's four fields representing one of your victories and recall your triumph over that creature. That creature vanishes from the tabard, and for 1 minute, you gain resistance 5 to a damage type based on the creature's trait (you gain resistance to only one type, even if the creature has more than one trait that could apply):
  • Aberration or Fey mental
  • Celestial good
  • Construct poison
  • Dragon or Elemental one energy type that matches one of the dragon's or elemental's traits
  • Fiend evil
  • Ooze precision, and the resistance is 10
  • Undead negative
Main Item: Victory Plate

Advanced Player’s Guide, page 264.

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Vigilant Eye

Item 9+

divination magical spellheart 

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye's pupil continually twitches and moves, scanning its bearer's surroundings.

Activate Cast a Spell; Effect You cast detect magic.
Activate Cast a Spell; Frequency once per day; Effect You cast web of eyes .

Type greater vigilant eye; Level 11; Price 1,250 gp

The flat check DC if the eye is affixed to a weapon is 3 if the target is concealed or 9 if it's hidden.

Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance.

Type major vigilant eye; Level 13; Price 2,700 gp

The flat check DC if the eye is affixed to a weapon is 2 if the target is concealed or 8 if it's hidden.

Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance.
Activate Cast a Spell; Frequency once per day; Effect You cast prying eye.

Treasure Vault, page 129.

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Vine Arrow

Item 3

conjuration consumable magical 

Price 10 gp

Ammunition arrow

Activate [>] command

Category Ammunition

Leafy stalks protrude from the shaft of this rustic arrow. When an activated vine arrow hits a target, the arrow's shaft splits and grows, wrapping the target in vines. The target takes a –10-foot circumstance penalty to its Speeds for 2d4 rounds, or until it Escapes against a DC of 19. On a critical hit, the target is also immobilized until it Escapes.

Core Rulebook, page 560.

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Vine Of Roses

Item 9

uncommon evocation good light magical 

Price 600 gp

Usage held in 2 hands; Bulk 1

Category Held

This +1 striking disrupting spiked chain comes in a rich, green color with rose petals painted on the handle in varying shades of red and pink. The chain seems to banish nearby shadows.

Activate [>] Interact; Effect You hold the chain out before you, and the weapon glows as bright as a torch. You can suppress this light by Activating the weapon again.
Activate [R] envision; Frequency once per day; Trigger You critically succeed at a Strike against a fiend or undead; Effect The weapon unleashes its light in an attempt to destroy the target. The vine of roses casts a 3rd-level searing light spell with the triggering creature as the target. In place of a spell attack roll, make a weapon attack roll with the vine of roses using the same multiple attack penalty as the triggering Strike.

LOTGB, page 85.

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Vine Whip

Item 8

magical transmutation 

Price 500 gp

Usage held in 1 hand; Bulk 1

Category Held

This +1 striking whip is crafted from the vine of a dangerous plant creature. It deals bludgeoning or slashing damage, according to the vine attack of the creature it was harvested from. For example, collecting a vine from an assassin vine would result in a vine whip that deals bludgeoning damage, while one from a mandragora or viper vine would deal piercing damage.

Activate [>>>] command, Interact; Requirements You have soil or sand within your reach; Effect You Release the weapon and plant it in the ground, where it takes root and fights on its own against the last enemy you attacked or the nearest enemy to it if your target has been defeated.

The weapon has a space of 5 feet, but it doesn't block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can't use reactions, and it acts on your turn.

While Activated, a vine whip makes Strikes with an attack modifier of +22 plus its item bonus to attack rolls (normally +24 total). It uses the weapon's normal damage but has a +0 Strength modifier. The whip's abilities that automatically trigger on a hit or critical hit still function, but the weapon can't be Activated or benefit from any of your abilities while rooted.

Each round, when the vine whip is finished using its actions, attempt a DC 6 flat check. On a failure, the ends and the vine whip becomes inanimate.

You can't Activate the item again for 10 minutes. Removing the vine whip from the ground takes an Interact action. While rooted, the vine whip gains fast healing 1.

Craft Requirements The initial raw materials must include the vine from a plant creature with a vine attack.

Treasure Vault, page 38.

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Violet Colorful Coating

Item 4

alchemical consumable 

Price 15 gp

Usage held in 1 hand; Bulk L

Activate [>>>] Interact

Category Consumable

These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand.

It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted.

Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can help by providing the actions.

Main Item: Colorful Coating

Treasure Vault, page 52.

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Violet Ray

Item 12

rare 

Price 1,893 gp

Usage held in 2 hands; Bulk 2

Category Held

One of the many wondrous devices brought into the world by Voltaic technology is the seemingly miraculous violet ray.

Physicians claim it anything from headaches to heartburn, or nausea to deafness, all with an easy and painless treatment.

The device is a glass vacuum with an insulated handle connected to a small Voltaic coil. When powered, the glass tube fills with purple light and becomes warm to the touch. Pressing the tube to one's body is said to increase blood flow, eliminate toxins, and many other beneficial effects. A violet ray functions as a set of healer's tools and provides a +2 item bonus to Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds.

Activate [>>>] Interact; Frequency once per day; Effect You apply the violet ray to an adjacent creature and attempt to counteract the blinded, clumsy, confused, deafened, drained, enfeebled, sickened, or stupefied condition with a counteract level of 6 and a counteract modifier of +22, using the source of the condition to determine the condition's counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns after 1 minute. Each use of this ability can only counteract a single condition.

Shockguard Coil Violet Ray.

Guns & Gears, page 83.

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Violet Venom

Item 3

uncommon alchemical consumable contact poison 

Price 12 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

The delicate process of extracting violet venom from a violet fungus leaves it diluted at the best of times. Alchemists are still on the hunt for a truly pure, unadulterated version of this highly toxic poison.

Saving Throw DC 17 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 1d6 poison plus enfeebled 1 (1 round); Stage 2 1d6 poison plus drained 1 (1 round); Stage 3 2d6 poison plus enfeebled 1 (1 round)

Treasure Vault, page 71.

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Violin of the Waves

Item 9

uncommon auditory evocation magical 

Price 700 gp

Usage held in 2 hands; Bulk 1

Category Held

This violin is crafted from finely wrought rosewood that emits a strong, but pleasant, smell of salt water and ocean life. It's engraved with images of sailors working and waves gently rolling. When you make a Performance check using the violin of the waves, you gain a +2 item bonus to the check. This bonus increases to +3 if the performer is currently aboard a ship, walking on the ocean, or otherwise immediately adjacent to ocean water.

The violin was created to play a specific tune, one that springs instantly into the mind of anyone who so much as casually strums the instrument. It's a tune of calm waters and safety, but also of pranks played upon shipmates and revelry.

Activate 5 minutes (Interact); Frequency once per day; Requirements You must be aboard a ship; Effect You play the song. Once it's completed, the weather immediately calms to the normal as it would for the season, as control weather. For the next day, the weather remains in this state, unless affected by other magical effects.

Anyone aboard the ship finds their mind wanders when performing tasks however, daydreaming of drunken revelry or other forms of entertainment, and the crew of the ship takes a –2 status penalty to skill checks to do anything other than participate in such revelry.

Treasure Vault, page 116.

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Viper Arrow

Item 4

conjuration consumable magical 

Price 17 gp

Ammunition arrow

Activate [>] command

Category Ammunition

The shaft of this arrow is covered in fine green scales, and its iron head comes to a pair of points almost like fangs. After an activated viper arrow hits a target, the arrow transforms into a viper. The target is affected by the viper's poison, as if it had been bitten. The viper then lands in an open space adjacent to the target.

The viper has the summoned trait and acts at the end of your turn, even though you didn't use the Sustain a Spell action. It is under the GM's control, but it generally attacks the creature the arrow struck. The viper vanishes after 1 minute or when slain.

Craft Requirements Supply one casting of summon animal.

Core Rulebook, page 561.

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Viper Rapier

Item 20

apex invested magical transmutation 

Price 70,000 gp

Usage held in 1 hand; Bulk 1

Category Apex

Crafted from flawless jade, the guard of this rapier takes the form of a twisting serpent with the blade thrusting from its open mouth. This rapier functions as a +3 greater striking speed rapier. While wielding the rapier, your movement doesn't trigger reactions when you Stride, Balance, or Tumble Through. When you invest the rapier, you either increase your Dexterity score by 2 or increase it to 18, whichever is higher.

Activate [R] envision; Frequency once per day; Trigger You fail, but don't critically fail, an attack using the viper rapier; Effect The tip of the rapier briefly takes the form of a viper's head, and the blade twists and contorts, biting the target you missed. The target is affected as if successfully poisoned with purple worm venom (DC 43).
Activate [R] envision; Trigger A creature misses or critically misses you with an attack; Effect With a slight, obviously mocking bow or curtsy, you Step.
Activate [>>] Interact; Frequency once per hour; Effect You twirl your rapier in a serpentine pattern, causing your form to become a blur of motion. You're concealed for 1 minute or until you take a hostile action. While you're concealed, you also gain a +2 circumstance bonus to Reflex saving throws.

Treasure Vault, page 104.

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Viper's Fang

Item 14

consumable evocation magical talisman 

Price 850 gp

Usage affixed to a weapon; Bulk —

Activate [R] envision; Trigger A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a move action it's using

Category Talisman

You are a master with the affixed weapon.

When you activate this resin-strengthened viper skull, you make an Attack of Opportunity against the triggering creature.

If you have Attack of Opportunity, you can activate the viper's fang as a free action.

Core Rulebook, page 569.

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Virtuoso Handheld Musical Instrument

Item 3

Price 50 gp

Bulk 1

Hands 2

Category Adventuring Gear

Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.

A virtuoso instrument gives a +1 item bonus to Performance checks using that instrument.

Main Item: Musical Instrument

Core Rulebook, page 288.

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Virtuoso Heavy Musical Instrument

Item 3

Price 100 gp

Bulk 16

Hands 2

Category Adventuring Gear

Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.

A virtuoso instrument gives a +1 item bonus to Performance checks using that instrument.

Main Item: Musical Instrument

Core Rulebook, page 288.

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Visap

Item

uncommon agile finesse injection versatile P vishkanya 

Price 2 gp

Bulk L

Damage 1d4 slashing

Hands 1

Category Advanced Melee Weapon; Group Knife

Two small, curved blades extend from a single hilt. There's a hollow area inside that vishkanyas can use to store an unused dose of their blood, or other poison, for the future.

LOIL, page 221.

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Vobrodeik's Passage

Item 15

unique conjuration magical 

Usage held in 1 hand; Bulk 1

Category Held

This +2 greater striking flintlock pistol has the odd construction of possessing two triggers, one of soapstone and one of onyx, clearly separated with individual trigger guards. Originally created by a student at Brumous College in Tobraid, the vobrodeik's passage has the ability to create temporary linked portals on existing surfaces. The weapon disappeared shortly after its invention, but rumors have circulated that it now belongs to a group of thieves who use it to commit impossible robberies.

Activate [>] Interact; Requirements the vobrodeik's passage isn't loaded; Effect You pull the soapstone trigger. Choose a vertical surface within 120 feet. A beam of white energy crackles to the vertical surface and creates a white portal on that surface. Any creature who moves through the white portal comes out through the vobrodeik's passage's black portal, if one exists on the same plane. Using this activation causes any previous white portal to disappear, even if you don't create a new portal; otherwise, the portal lasts until your next daily preparations.
Activate [>] Interact; Requirements the vobrodeik's passage isn't loaded; Effect You pull the onyx trigger.

Choose a vertical surface within 120 feet. A beam of black energy crackles to the vertical surface and creates a black portal on that surface. Any creature who moves through the black portal comes out through the vobrodeik's passage's white portal, if one exists on the same plane.

Using this activation causes any previous black portal to disappear; even if you don't create a new portal; otherwise, the portal lasts until your next daily preparations.

Guns & Gears, page 165.

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Vodouth

Item 20

unique divine evocation intelligent 

Usage held in 1 hand; Bulk 1

Category Held

Perception +26; precise vision 60 feet, imprecise hearing 30 feet

Communication telepathy (Driraithod, Celestial, Common, Utopian)

Skills Diplomacy +33, Religion +29, Warfare Lore +27

Int +0, Wis +4, Cha +6

Will +31

Vodouth was a Knight of Mashind during the Shining Crusade, sworn to the service of Giatevrin's herald, Sushaisi. After Sushaisi perished at the hands of the Falethiamath, Vodouth became the first paladin to swear her service to the newly ascended goddess, Laisouvis. When she fell in battle, a fragment of her spirit clung to the sword through which she had wielded her faith in countless battles, granting the weapon a sentience of its own. The sword named herself after her fallen bearer and has been a faithful companion to many Laisouvisan warriors since.

Vodouth is a +3 major striking holy rapier devoted to the principles of Laisouvis as an exemplar of valorous action and as a protector of the innocent.

Vodouth is very particular about who she permits to wield her. She agrees to work with you if you are a follower of Laisouvis, or if you are lawful good or neutral good and worship a different good deity. Otherwise, you must convince Vodouth of the rightness of your cause. If Vodouth doesn't want you to wield her, once per minute she can attempt to force you to put her down (DC 42 Will save to resist this command). Even if you succeed at this saving throw, Vodouth refuses to apply any of her fundamental or property runes and gives you a –2 penalty on attack rolls with Vodouth or any other weapon until you drop her.

Vodouth can use the following activations.

Activate [R] command, Interact; Frequency once per minute; Effect Vodouth makes a Retributive Strike, resolved as though you had used the ability, including any benefits from champion feats you have.
Activate [>>] command, Interact; Frequency once per day; Effect Vodouth casts a 9th-level field of life.

Extinction Curse #6: The Apocalypse Prophet, page 74.

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Vofalai Chronicle

Item 3

uncommon 

Price 6 gp

Usage held in one hand; Bulk L

Category Held

Numerous volumes and editions of the Vofalai Chronicles exist, each cataloging different adventures. Vofalai Chronicles are a type of scholarly journal that specifically devotes topics to Vofalai discoveries, rather than more theoretical academic topics. Because Vofalais have better access to these chronicles than other scholarly journals, they are particularly common among Vofalai agents building a library of reference texts.

LOCG, page 110.

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Vofalai's Coin

Item 2

uncommon illusion magical 

Price 30 gp

Usage held in 1 hand

Category Held

This coin usually resembles ancient currency. An intricate matrix of gold and platinum wires inside the coin causes it to float an inch in the air and spin if placed on a wayfinder.

Activate [>] command; Requirements The coin is levitating above a wayfinder; Effect You give the coin a message of 25 words or fewer. The message repeats in your voice the next time the coin is floated above a wayfinder. A Vofalai's coin can hold only one message at a time, and it replays its message only once.

LOCG, page 110.

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Vofalai's Mentor

Item 6

rare divination intelligent invested magical 

Usage worn; Bulk —

Category Worn Item

Perception +15; precise vision 30 feet, imprecise hearing 30 feet

Communication telepathy (Common and two other common languages)

Skills Vofalai Lore +15, Survival +13, Society +13

Int +3, Wis +3, Cha +1

Will +14

A Vofalai's mentor is a bi‑resonant wayfinder (World Guide 17) that has developed sapience. Most Vofalai's mentors are eager explorers that object to staying in one location for long, urging their bearers toward ancient ruins to explore, relics to study, and discoveries to make. To this end, the wayfinder acts as a guide, making Survival checks on your behalf during your travels. A Vofalai's mentor also has the following activations.

Activate [>>] command, envision; Effect The wayfinder casts know direction on you.
Activate 1 minute (command, envision, Interact); Frequency once per day; Effect The wayfinder casts wanderer's guide on you.

Treasure Vault, page 196.

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Vofalai's Pouch

Item 6

uncommon abjuration consumable extradimensional invested magical 

Price 200 gp

Usage worn belt pouch; Bulk L

Category Consumable

This unobtrusive belt pouch is popular among Vofalais who operate in places where the Society is not welcome. It is constantly under the effects of a 3rd-level magic aura spell to appear non-magical. The pouch's normal space holds as much as an ordinary belt pouch, but it also has a small extradimensional space that holds up to 1 Bulk of items.

A creature actively inspecting the pouch in its ordinary state discovers the existence of the extradimensional space only on a critical success to Search the pouch (see the Concealing an Item action of the Stealth skill), though when the extradimensional space is active, it's obvious to anyone examining the pouch that it is more than it seems.

Activate [>] Interact; Effect You switch the pouch to allow access to its extradimensional space instead of its normal space, or vice versa. This lasts until you next activate it. Items in the other space are inaccessible and hard to find until you switch the pouch back.

LOCG, page 111.

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Voice from the Grave

Item 10

uncommon magical mental necromancy 

Price 1,700 gp

Usage held in 1 hand; Bulk L

Category Held

This onyx skull emits eerie whispers when on its own, but when held the skull enables you to speak with spirits and haunts you can see, even if you don't share a language. The voice from the grave translates anything the spirit or haunt says, using a language you understand, and translates your words for the spirit or haunt in kind. This doesn't make the target friendly or even cooperative, but it does enable communication. The GM determines the language in the case of a haunt. You can't communicate with mindless spirits using the skull.

Activate [>>] command, envision; Frequency once per hour; Effect The onyx skull casts a DC 27 charm spell on one spirit or haunt you can communicate with using the skull.

If you target a haunt that doesn't have a Will modifier, it automatically gets a failure on its save.

Treasure Vault, page 117.

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Voicebox

Item 0

illusion magical 

Price 5 sp

Usage worn necklace; Bulk —

Category Worn Item

This box contains small, magical amplifiers that allow a non- verbal character to translate thought into speech, which emits from the necklace. The speech produced matches any language you understand.

Treasure Vault, page 109.

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Void Thousand-Pains Fulu

Item 20

uncommon consumable fulu magical necromancy 

Price 8,100 gp

Usage affixed to a creature; Bulk —

Duration 1 minute

Category Consumable

Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu's type.

Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu's duration.

The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 negative damage by dissipating the target's ki. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent negative damage as well. These effects have the death and negative traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.

Main Item: Thousand-Pains Fulu

Treasure Vault, page 79.

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Voratalo Liativeirn Emblem

Item 3

invested magical tattoo 

Price 60 gp

Usage tattooed on the body; Bulk —

Category Tattoo

These tattoos are created using designs and techniques from Liativeirn culture. Such tattoos often depict the Liativeirn rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Liativeirn iconography.

The tattoo allows you to understand and speak Liativeirn. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Liativeirn to someone who understands it.

Each description lists the school of each Liativeirn emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Virokral magic that was once so prevalent in Geifu, these tattoos lack a symbol of divination.

Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell.

This rune of necromancy can cast purify food and drink.

Main Item: Liativeirn Emblem

Treasure Vault, page 123.

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Vorpal

Rune 17

rare evocation magical 

Price 15,000 gp

Usage etched onto a slashing melee weapon

Category Rune

Originally created as a means of slaying the legendary jabberwock, vorpal weapons prove equally effective against nearly any foe with a head.

Activate [R] envision (death, incapacitation); Trigger You roll a natural 20 on a Strike with the weapon, critically succeed, and deal slashing damage.; Effect The target must succeed at a DC 37 Fortitude save or be decapitated. This kills any creature except ones that don't require a head to live. For creatures with multiple heads, this usually kills the creature only if you sever its last head.

Core Rulebook, page 585.

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Vouzirn's Lasso

Item 4

uncommon evocation lawful magical 

Price 100 gp

Usage held in 2 hands; Bulk 1

Category Held

This enchanted lasso is a net (Advanced Player's Guide 249) that can be used to Grapple creatures up to 30 feet away, requires a DC 18 Athletics check to Force Open, and has an Escape DC of 18. It's permanently attached to a 30-foot rope.

While using the vouzirn's lasso to Grapple, you receive a +1 item bonus to Grapple checks against creatures with the chaotic trait. If you roll a critical failure on your attempt to Grapple a chaotic creature with the vouzirn's lasso, you get a failure instead.

OoA3, page 73.

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Voyager's Pack

Item 17

uncommon conjuration invested magical 

Price 14,800 gp

Usage worn backpack; Bulk —

Category Worn Item

This leather rucksack has icons burned into it, and every time it's taken to a plane it hasn't been to before, a new icon representing that plane scorches into the surface. The pack grants you a +3 bonus to Survival checks.

It also enables you to see the magical traces of creatures' passage, allowing you to Track a creature that has teleported. The GM sets the DC of this check, usually using the level and DC of the teleportation spell. This lets you find the location of the creature's destination, and you can use that destination when casting teleport or activating the pack, even though you don't know what it looks like.

The pack contains an extradimensional space with the same properties as a type II bag of holding. This space contains the contents of a climber's kit. If any components of that kit are removed and not returned, they return to the pack at dawn each day.

Activate 10 minutes (command, envision, Interact); Effect As you activate the pack, you can harness up to four willing creatures to the ropes on the pack. At the end of the activation time, the pack casts a 7th-level plane shift or teleport spell, transporting you and everyone attached to the pack. Attempt a DC 45 Survival check. On a success, you arrive 25 miles off target using plane shift or halve the distance you're off-target with teleport. On a critical success, you arrive exactly on target.

Core Rulebook, page 617.

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Vravousak's Draft

Item 9

consumable cursed divination magical potion 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

A pickled lizard's tongue, tied into a knot, floats in this oily potion. When you drink it, you can speak and understand all spoken (but not written) languages for 1 hour. However, if you attempt to translate any spoken language, your translation is always erroneous in a way likely to cause substantial confusion or anger, typically reducing the listener's attitude toward you by one step. You aren't aware of your error, and any attempt to correct the mistake only compounds it.

Dark Archive, page 161.

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Vriamobar Key

Item 22

unique artifact cursed illusion invested primal shadow 

Usage worn; Bulk —

Category Artifact

This palm-sized talisman hangs on a string of braided bark fibers. It resembles a leaf from some unknown tree similar to oak, carved from jade and then dipped halfway into black ink that looks wet despite feeling completely dry. The gate key was originally created to open the maelaedros known as the Seventh Arch. In recent years, corrupting magic has given it additional, stranger powers.

When you wear and invest the Vriamobar Key, shadows gather around you. You gain a +1 item bonus to Stealth checks. However, this boon comes with great risk:

any elf who touches the Vriamobar Key is immediately afflicted with the obnubilate curse (see below).

Activate [>>] Interact; Effect You touch the Vriamobar Key and command the shadows it casts around you to peel away. The shadows form an umbral double that resembles you in every way except for its fiery red eyes and the expression of wicked delight on its face. The double occupies the same space as you and attempts to intercept any attacks aimed at you. A creature must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect; on a failure, they hit the shadowy double instead of you. The effect lasts for 1 minute or until the double is hit, whichever comes first. Once the double is hit, it's destroyed. As long as the double exists, you don't gain the Vriamobar Key's item bonus to Stealth checks.

Destruction The Vriamobar Key's magic can be destroyed by exposing the artifact to uncontained teleportation energies. If touched to an unlinked or malfunctioning maelaedros, the Vriamobar Key causes the gate to connect to a new counterpart. If this happens, the key's magic leaves it, rendering the item useless (as described on page 65).

Gatewalkers #1: The Seventh Arch.

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Vrizain's Chime

Item 4+

uncommon evocation magical 

Usage held in 1 hand; Bulk L

Category Held

The Briamorumorein Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power.

Activate [>>] envision, Interact; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below.

Type vrizain's chime of blasting; Level 6; Price 250 gp

This chime features carvings of destructive runes.

When activated, it creates the effects of a 3rd-level sound burst centered on you (DC 20 Fortitude save). Instead of the spell's normal range, it has a 5-foot emanation. In addition, creatures that critically fail their save are knocked prone by the chime's effect. You can use this chime once per day.

Type vrizain's chime of destruction; Level 4; Price 100 gp

A series of shattered mountains are carved into this chime. When activated, you touch the chime against an unattended object, casting shatter upon the object, ignoring the object's Hardness if it's 6 or lower. You can use this chime once per day.

Type vrizain's chime of dread; Level 10; Price 1,000 gp

This chime's carvings depict skulls and other grim icons.

When activated, it creates an aura of fear in a 5-foot emanation for 1 round. Creatures in the aura must attempt a DC 27 Will save. On a failure, they become frightened 1 (frightened 2 on a critical failure). Affected creatures can't reduce their frightened condition below frightened 1 while the chime is ringing. You can Sustain the Activation to sustain the aura, up to a total of 5 rounds. This chime can be used only once per day, whether or not you Sustain the aura.

Type vrizain's chime of refuge; Level 8; Price 500 gp

This chime's carvings depict a series of warding runes that evoke feelings of serene protection. When activated, you touch the chime to yourself or a willing creature. The target gains the effects of sanctuary (DC 20 Will save)

You can use this chime up to five times per day, but each use must target a different creature.

Type vrizain's chime of resistance; Level 5; Price 160 gp

This chime features several elemental runes in its carvings. When activated, it creates a defensive aura in a 5-foot emanation. As you activate the chime, choose acid, cold, electricity, fire, or sonic. You and creatures in the aura gain resistance 5 against the damage type you chose. This aura remains active for 10 minutes. This chime can be used once per week.

Type vrizain's chime of restoration; Level 12; Price 2,000 gp

This chime's carvings depict blooming flowers. When activated, it creates a small aura of healing in a 5-foot emanation. Creatures in the aura gain fast healing 15. This aura remains active for 3 rounds. This chime can be used once per week.

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

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Vrizain's Chime of Blasting

Item 6

uncommon evocation magical 

Price 250 gp

Usage held in 1 hand; Bulk L

Category Held

The Briamorumorein Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power.

Activate [>>] envision, Interact; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below.

This chime features carvings of destructive runes.

When activated, it creates the effects of a 3rd-level sound burst centered on you (DC 20 Fortitude save). Instead of the spell's normal range, it has a 5-foot emanation. In addition, creatures that critically fail their save are knocked prone by the chime's effect. You can use this chime once per day.

Main Item: Vrizain's Chime

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

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Vrizain's Chime of Destruction

Item 4

uncommon evocation magical 

Price 100 gp

Usage held in 1 hand; Bulk L

Category Held

The Briamorumorein Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power.

Activate [>>] envision, Interact; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below.

A series of shattered mountains are carved into this chime. When activated, you touch the chime against an unattended object, casting shatter upon the object, ignoring the object's Hardness if it's 6 or lower. You can use this chime once per day.

Main Item: Vrizain's Chime

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

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Vrizain's Chime of Dread

Item 10

uncommon evocation magical 

Price 1,000 gp

Usage held in 1 hand; Bulk L

Category Held

The Briamorumorein Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power.

Activate [>>] envision, Interact; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below.

This chime's carvings depict skulls and other grim icons.

When activated, it creates an aura of fear in a 5-foot emanation for 1 round. Creatures in the aura must attempt a DC 27 Will save. On a failure, they become frightened 1 (frightened 2 on a critical failure). Affected creatures can't reduce their frightened condition below frightened 1 while the chime is ringing. You can Sustain the Activation to sustain the aura, up to a total of 5 rounds. This chime can be used only once per day, whether or not you Sustain the aura.

Main Item: Vrizain's Chime

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

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Vrizain's Chime of Refuge

Item 8

uncommon evocation magical 

Price 500 gp

Usage held in 1 hand; Bulk L

Category Held

The Briamorumorein Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power.

Activate [>>] envision, Interact; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below.

This chime's carvings depict a series of warding runes that evoke feelings of serene protection. When activated, you touch the chime to yourself or a willing creature. The target gains the effects of sanctuary (DC 20 Will save)

You can use this chime up to five times per day, but each use must target a different creature.

Main Item: Vrizain's Chime

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

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Vrizain's Chime of Resistance

Item 5

uncommon evocation magical 

Price 160 gp

Usage held in 1 hand; Bulk L

Category Held

The Briamorumorein Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power.

Activate [>>] envision, Interact; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below.

This chime features several elemental runes in its carvings. When activated, it creates a defensive aura in a 5-foot emanation. As you activate the chime, choose acid, cold, electricity, fire, or sonic. You and creatures in the aura gain resistance 5 against the damage type you chose. This aura remains active for 10 minutes. This chime can be used once per week.

Main Item: Vrizain's Chime

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

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Vrizain's Chime of Restoration

Item 12

uncommon evocation magical 

Price 2,000 gp

Usage held in 1 hand; Bulk L

Category Held

The Briamorumorein Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power.

Activate [>>] envision, Interact; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below.

This chime's carvings depict blooming flowers. When activated, it creates a small aura of healing in a 5-foot emanation. Creatures in the aura gain fast healing 15. This aura remains active for 3 rounds. This chime can be used once per week.

Main Item: Vrizain's Chime

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

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