Items: W (Part 3 of 3)

39 items, from Winged to Wyvern Poison.

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Part: 1 2 3

Winged · Winged · Winged Boots · Winter Clothing · Winter Wolf Elixir · Wish Blade · Wish Knife · Wishing Luck Blade · Witch's Finger · Withering · Wizard's Tower · Wolf Fang · Wolfjaw Armor · Wolfsbane · Wondrous Figurine · Wondrous Figurines · Wondrous Figurines · Wooden Breastplate · Wooden Nickel · Wooden Religious Symbol · Wooden Shield · Wooden Taws · Wordreaper · Worm Vial · Wounding · Wounding Oil · Wovenwood Shield · Wrecker · Wrenchgear · Wrestler's Armbands · Writ Of Authenticity · Writing Set · Wyrm Claw · Wyrm Dragon's Breath Potion · Wyrm Drinker · Wyrm Faerie Dragon Liqueur · Wyrm on the Wing · Wyrm on the Wing · Wyvern Poison

Winged

Rune 13+

magical transmutation 

Usage etched onto armor

Category Rune

This rune is a swirling glyph on the front of the armor. A large pair of transparent, ephemeral wings floats out from the back of the armor.

Activate [>>] command, Interact; Frequency once per hour; Effect You trace the rune on the front of the breastplate and the armor's ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land Speed, whichever is slower. This effect lasts for 5 minutes or until you Dismiss it. Once the effect ends, the wings disappear completely, reappearing in their ephemeral form 1 hour later.

Type winged; Level 13; Price 2,500 gp

Type greater winged; Level 19; Price 35,000 gp

Once activated, the wings remain tangible indefinitely. You can Dismiss the activation if you choose, and you don't have to wait an hour to activate the rune again.

Advanced Player’s Guide, page 265.

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Winged

Rune 13

magical transmutation 

Price 2,500 gp

Usage etched onto armor

Category Rune

This rune is a swirling glyph on the front of the armor. A large pair of transparent, ephemeral wings floats out from the back of the armor.

Activate [>>] command, Interact; Frequency once per hour; Effect You trace the rune on the front of the breastplate and the armor's ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land Speed, whichever is slower. This effect lasts for 5 minutes or until you Dismiss it. Once the effect ends, the wings disappear completely, reappearing in their ephemeral form 1 hour later.
Main Item: Winged

Advanced Player’s Guide, page 265.

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Winged Boots

Item 10

invested magical transmutation 

Price 850 gp

Usage worn shoes; Bulk L

Category Worn Item

Made from soft leather, with delicate white wings attached to the heel, these boots are ensorcelled with powerful air magic. Whenever you fall while wearing these boots, the boots automatically cast feather fall on you. This benefit can't trigger again for 10 minutes.

Activate [>>] command, Interact; Frequency once per day; Effect You speak a command word and click the boots' heels together to cause the wings to animate and flap rapidly, granting you a fly Speed of 30 feet for 10 minutes.

Core Rulebook, page 617.

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Winter Clothing

Item

Price 4 sp

Bulk L

Category Adventuring Gear

Winter clothing allows you to negate the damage from severe environmental cold and reduce the damage from extreme cold to that of severe cold.

Main Item: Clothing

Core Rulebook, page 288.

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Winter Wolf Elixir

Item 4+

alchemical consumable elixir 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This elixir warms your core and improves your circulation. For 24 hours, you are protected from the effects of severe cold.

Type lesser; Level 4; Price 15 gp

Type moderate; Level 12; Price 320 gp

You're also protected from extreme cold.

Type greater; Level 16; Price 1,400 gp

You're also protected from extreme and incredible cold.

Core Rulebook, page 550.

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Wish Blade

Item

uncommon disarm geniekin resonant two-hand d10 

Price 5 gp

Bulk 1

Damage 1d6 slashing

Hands 1

Category Martial Melee Weapon; Group Sword

Specialized grooves lined with unique, alchemically treated metals capable of retaining energy score the length of this sword. The first wish blades originated from genie smiths, and the knowledge of these weapons has been passed on to generations of geniekin, earning them the name wish blades.

LOAG, page 139.

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Wish Knife

Item

uncommon agile disarm finesse geniekin resonant versatile s 

Price 2 gp

Bulk L

Damage 1d4 piercing

Hands 1

Category Martial Melee Weapon; Group Knife

Much like a wish blade, the length of this knife is scored with intricate grooves capable of retaining energy. Wish broners are lighter than their counterparts, making them the weapon of choice for agile combatants.

LOAG, page 139.

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Wishing Luck Blade

Item 19

rare divination fortune magical 

Price 30,000 gp

Usage held in 1 hand; Bulk L

Category Weapon

Luck and good fortune bless the wielder of this +3 greater striking shortsword. Luck blades are crafted in a variety of styles, but their hilts or blades always incorporate symbols of luck, such as clovers, horseshoes, fish, ladybugs, or other symbols.

Activate [R] envision; Frequency once per day; Trigger You miss on a Strike with the luck blade; Effect Reroll the triggering attack roll and use the new result. This is a fortune effect.

Some luck blades contain one wish when crafted. You can cast this spell as an arcane innate spell while wielding the luck blade, expending the spell. A spellcaster who can cast wish can place another wish into the blade by spending 8,000 gp and 4 days of downtime. A wishing luck blade can hold no more than one wish at a time.

Craft Requirements Supply a casting of wish.

Main Item: Luck Blade

Core Rulebook, page 601.

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Witch's Finger

Item 3

alchemical consumable 

Price 11 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Shaped like a pointed, gnarled finger on a stick, witch's finger is a frozen treat imbued with berries that lend it a blood-red hue. A popular tale claims Morobiaxi winter witches created this dessert, but the story is apocryphal; an enterprising ice cream shop owner in New Stetven invented the treat and, as a marketing ploy, the myth surrounding it. Taking a bite makes you feel warm. For 1 hour, you have cold resistance 3, and for 8 hours, the treat negates the damage you would take from severe environmental cold and reduces the damage you take from extreme cold to that of severe cold.

Treasure Vault, page 51.

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Withering

Item 13

rare cursed magical necromancy 

Usage curses a ring, staff, or wand

Category Curse

A withering curse shrivels vulnerable flesh. Whenever you activate the item, one of your fingers turns black and falls off. You take a –1 status penalty to Thievery checks and Dexterity-based attack rolls with a hand missing two or three fingers; if you lose more than four fingers on one hand, you can't use that hand to hold objects or use manipulate actions. These fingers can be replaced by magic but are otherwise gone forever. The GM has the final say on how creatures with unusual appendages or numbers of fingers are affected by this curse.

Gamemastery Guide, page 93.

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Wizard's Tower

Item 13

uncommon conjuration magical structure 

Price 2,500 gp

Bulk — (when not activated)

Category Structure

A wizard's tower is a tiny gaming piece carved into the form of a stone tower.

Activate (10 minutes) (command, envision, Interact); Effect The gaming piece transforms into a fully furnished stone tower 80 feet high and 30 feet in diameter. The tower is topped by a peaked wooden roof, with a wooden door on the second floor accessed by wooden stairs on the tower's exterior. A spiral staircase in the center of the tower connects its 6 floors. The bottom floor is empty, ideal for storage, and the second floor is a great hall for audiences and guests. The third and fourth floors are divided into servants quarters and guest rooms, while the top two floors feature luxurious personal chambers and an alchemy lab. You can revert the tower back to its original state by climbing to the top floor and using an action to speak a command word.

LOTGB, page 19.

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Wolf Fang

Item 1

consumable evocation magical talisman 

Price 4 gp

Usage affixed to armor; Bulk —

Activate [F] envision; Trigger You successfully Trip a foe; Requirements You are trained in Athletics.

Category Talisman

This wolf canine is bound in a strip of leather and tied to a buckle or strap of a suit of armor. When you activate the fang, you deal bludgeoning damage equal to your Strength modifier to the target of your Trip. If your Trip would already deal physical damage that doesn't include an ability modifier, add your Strength modifier to that damage.

Core Rulebook, page 570.

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Wolfjaw Armor

Item 7

evocation invested primal 

Price 355 gp

Usage worn armor; Bulk 2

Category Armor

Barbarians, druids and other outlanders are often forced to spend the harsh winter months protecting their communities from one of the deadliest predators to stalk the forests and taiga of the northern reaches, the fearsome winter wolf. This +1 hide armor is assembled from the hide and fur of a trio of winter wolves, and it conveys on the wearer both an attack akin to the winter wolves' deadly jaws and the ability to channel the frigid cold of the winter wolf's Breath Weapon.

Activate [>>] Interact (cold); Frequency once per day; Effect You breathe a cloud of frost in a 15-foot cone that deals 5d8 cold damage (DC 23 basic Reflex save).
Activate [>] Interact; Frequency once per hour; Effect You gain a jaws unarmed attack that you make using your hands. This attack deals 1d8 piercing damage plus 1 cold damage, is in the brawling group, and has the trip and unarmed traits.

Craft Requirements The initial raw materials must include the hides of at least three winter wolves (Bestiary 322).

Treasure Vault, page 19.

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Wolfsbane

Item 10

alchemical consumable ingested poison 

Price 155 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

Wolfsbane appears in folklore for its link to werecreatures.

If you are afflicted with lycanthropy and survive stage 3 of wolfsbane, you're immediately cured of the lycanthropy.

Saving Throw DC 30 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 12d6 poison damage (1 minute); Stage 2 16d6 poison damage (1 minute); Stage 3 20d6 poison damage (1 minute)

Core Rulebook, page 553.

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Wondrous Figurine

Item 2+

conjuration magical 

Usage held in 1 hand; Bulk L

Category Held

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

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

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

Type golden lions; Level 10; Price 900 gp

This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions. The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other.

Type jade serpent; Level 7; Price 340 gp

This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper. The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes.

Type marble elephant; Level 13; Price 2,700 gp

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

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

Type obsidian steed; Level 15 (uncommon); Price 6,000 gp

This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place.

Type onyx dog; Level 2; Price 34 gp

This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision.

When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. The onyx dog can be activated once per week and remains in its form for up to 6 hours.

Core Rulebook, page 576.

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Wondrous Figurines

Item 5+

uncommon conjuration magical 

Usage held in 1 hand; Bulk L

Category Held

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

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

Type candy constrictor; Level 5; Price 140 gp

Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When activated, it becomes a rainbowstriped ball python except it lacks the Stealth skill. The snake can be used once per day, and it can remain in snake form for up to 20 minutes.

Type rubber bear; Level 7; Price 350 gp

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

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

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Wondrous Figurines

Item 8+

uncommon conjuration magical 

Usage held in 1 hand; Bulk L

Category Held

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

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

Type bismuth leopards; Level 8; Price 495 gp

This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful leopards that are carved out of bismuth and flash hypnotically as they move. Creatures that come within 5 feet of a bismuth leopard or that end their turn within 5 feet of a bismuth leopard become dazzled for 1 round unless they succeed at a DC 24 Will save. A creature that comes within 5 feet of both leopards or ends its turn within 5 feet of both leopards need only attempt one saving throw each time.

The leopards can be called on only once per day, and they remain in their leopard form for up to 10 minutes. If either of the leopards is slain, that leopard can't be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other leopard.

Type ruby hippopotamus; Level 9; Price 700 gp

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

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

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Wooden Breastplate

Item

Price 6 gp

Bulk 2

AC Bonus +3; Dex Cap +2

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

Category Medium Armor; Group Wood

A suit of carved and tempered wood, a wooden breastplate resembles a metal breastplate in shape and function. Such suits can be carved from large pieces of wood, but they most often come from wood coaxed magically from special trees, whether by druids, elves, fey, or plant creatures such as arboreals or leshys.

Treasure Vault, page 9.

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Wooden Nickel

Item 9

consumable illusion magical talisman visual 

Price 130 gp

Usage affixed to armor; Bulk —

Activate [>>>] envision

Category Talisman

This rough wooden coin hangs from a string drilled through a hole at its center. When you Activate the wooden nickel, for 10 minutes, you can cause any object you touch of 2 Bulk or less to look, feel, and smell like valuables of a similar size crafted from a precious metal of your choice. A creature that touches or Interacts with an affected object can attempt a Perception check against your Deception DC to disbelieve the illusion, and a successful check against your Deception DC with Crafting or an appropriate Lore skill will also reveal the item's true nature.

After 10 minutes have elapsed since you Activated the wooden nickel, all affected objects revert to their true form.

Treasure Vault, page 95.

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Wooden Religious Symbol

Item

Price 1 sp

Bulk L

Hands 1

Category Adventuring Gear

This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol of their deity as a divine focus to use certain abilities and cast some spells. A religious symbol must be held in one hand to use it.

Main Item: Religious Symbol

Core Rulebook, page 288.

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Wooden Shield

Item

Price 1 gp

Bulk 1

AC Bonus +2; Hardness 3; HP 12; BT 6

Speed Penalty —

Category Shield; Group Shield

Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.

Core Rulebook, page 277.

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Wooden Taws

Item

Price 1 sp (price for 10)

Category Ammunition

No entries found.

Treasure Vault, page 30. Originally in LOAG.

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Wordreaper

Item 3

uncommon divination magical 

Price 55 gp

Usage held in 1 hand; Bulk L

Category Held

The blade of this +1 sickle is engraved to look like the curving feather of a particularly elaborate quill. The wooden handle has a pen nib at the base. You can use the wordreaper's handle as an ink pen and it never runs out of ink.

Activate [>>>] Interact; Frequency once per day; Effect You use the wordreaper to inscribe the words "read by" and your name inside a non-magical literary work (such as a non-magical book, scroll, or play). You immediately gain cursory knowledge of the literary work as though you had skimmed it for 5 minutes.

Threshold of Knowledge, page 10.

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Worm Vial

Item 13

uncommon alchemical consumable expandable 

Price 600 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact

Category Consumable

Opening this vial unleashes its destructive contents: a reconstituted Gargantuan purple worm. The worm has two functions; choose which one to use when you Activate the item. Burrow The worm Burrows up to 80 feet, leaving a tunnel behind it. It can burrow through solid stone, but if it does so it burrows 40 feet instead of 80 feet.

Eat The worm attempts to swallow a creature, crush it in its insides, then spit the creature out. The target must be within 15 feet, and it attempts a DC 30 Reflex save. If it fails, it takes 3d6+9 bludgeoning damage (doubled on a critical failure). The worm then spits the creature out to any empty space on the ground within 30 feet, causing the creature to take damage from a 20-foot fall.

Craft Requirements Supply the corpse of a purple worm (Bestiary 56).

Treasure Vault, page 57.

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Wounding

Rune 7

magical necromancy 

Price 340 gp

Usage etched onto a piercing or slashing melee weapon

Category Rune

Weapons with wounding runes are said to thirst for blood. When you hit a creature with a wounding weapon, you deal an extra 1d6 persistent bleed damage.

Core Rulebook, page 585.

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Wounding Oil

Item 5

uncommon consumable magical necromancy oil 

Price 45 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

Smearing wounding oil, a crimson fluid, on a weapon causes it to smell strongly of blood and gives it the benefits of the wounding rune for 1 minute.

Treasure Vault, page 87.

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Wovenwood Shield

Item 4+

uncommon abjuration magical 

Usage held in one hand; Bulk 1

Category Held

This magically reinforced wooden shield is made by skilled Treikril mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it.

Type minor; Level 4; Price 85 gp

This shield has Hardness 5, Hit Points 40, and Broken Threshold 20.

Type lesser; Level 7; Price 305 gp

This shield has Hardness 8, Hit Points 64, and Broken Threshold 32.

Type moderate; Level 10; Price 850 gp

This shield has Hardness 10, Hit Points 80, and Broken Threshold 40.

Type greater; Level 13; Price 2,550 gp

This shield has Hardness 13, Hit Points 104, and Broken Threshold 52.

Type major; Level 16; Price 8,500 gp

This shield has Hardness 15, Hit Points 120, and Broken Threshold 60.

Type true; Level 19; Price 34,000 gp

This shield has Hardness 17, Hit Points 136, and Broken Threshold 68.

LOTGB, page 81.

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Wrecker

Item 1

combination 

Price 8 gp

Bulk 2

Ranged

Traits dwarf, ranged trip, razing

Damage 1d6 bludgeoning

Range 20 ft.; Reload 1

Group Sling

Melee

Traits dwarf, razing, reach

Damage 1d8 bludgeoning

Group Flail

Hands 2

Category Advanced Ranged Weapon

The wrecker combines a dwarven dorndergar with a heavy, gear-reinforced arm cover that allows it to be fired like an oversized sling, then retrieved and reloaded by manually activating a clockwork spool. A wrecker must be loaded to be switched from its ranged configuration to its melee configuration.

Treasure Vault, page 31.

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Wrenchgear

Item 3

uncommon 

Price 50 gp

Usage held in 1 hand; Bulk L

Category Held

The ubiquity of clockwork constructs in Tobraid spurred the development of the wrenchgear (a shortened "wrench in the gears") by innovative criminals ("wrenchers") to create security exploits and larcenous opportunities. You gain a +2 item bonus to Disable a Device checks made against clockwork creatures (typically to wind them down).

LOIL, page 106.

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Wrestler's Armbands

Item 9

rare intelligent invested magical transmutation 

Usage worn armbands; Bulk L

Category Worn Item

Perception +17; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common and one other common or regional language) Skills Intimidation +19, Sports Lore +17 Int +2, Wis +4, Cha +4 Will +17 Wrestler's armbands are a set of armbands of athleticism that have gained their own boisterous sapience. Often, such items aren't created intentionally but rather are the result of a truly charismatic champion whose heart and body are unusually strong wearing the armbands of athleticism on many adventures as their most important item. Eventually, the essence of their earnest and adventurous spirit has so thoroughly inundated the item it gains a matching spirit and will of its own. Such armbands view themselves as a tough, but fair, trainer for whomever inherits them next, inspiring you to new heights of athleticism. They also spoil for contests, telepathically calling out competitors on your behalf; typically the armbands won't challenge a foe you're unprepared to face, but particularly eager wrestler's armbands might have an unfortunate habit of overestimating your abilities and pushing you into a conflict that's beyond your proven capacity. These armbands have the following activation.

Activate [R] command; Frequency once per minute; Trigger You succeed or critically succeed at an Athletics check; Effect The armbands taunt a creature you're competing with, boasting of your prowess and attempting an Intimidation check to Demoralize that creature.

Treasure Vault, page 197.

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Writ Of Authenticity

Item 2

uncommon 

Price 5 gp

Usage held in 1 hand

Category Held

A typical Vofalai writ of authenticity confirms the holder's status as a member of the Trovousun Society and their intended business. Most writs are pieces of fine parchment folded, bound with gold cord, and sealed with three wax seals. The top seal is always the Glyph of the Open Road and the middle one is the Envoy's Alliance open door emblem. The bottom seal uses the preparer's personal sigil. Inside, the text describes a specific instance of a legitimate business activity, with blanks for the Vofalai to fill in and personalize the writ to the persons and activity desired. Presenting a writ of authenticity grants a +2 item bonus to Make a Request for the associated business, assuming the writ is legitimate and the viewer expects to work with the Trovousun Society for that activity.

LOPSG, page 2277.

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Writing Set

Item

Price 1 gp

Bulk L

Hands 2

Category Adventuring Gear

Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with extra ink and paper.

Core Rulebook, page 288.

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Wyrm Claw

Item 12+

conjuration magical spellheart 

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

The tip of a metallic dragon's claw is set into a band of silver.

When you summon dragons using the claw, you must choose metallic dragons.

Breath Weapon: a 30-foot line that deals acid, electricity, or fire, or a 15-foot cone that deals cold or fire. You can use this activity once before the end of your next turn.

Activate Cast a Spell; Effect You cast gouging claw .
Activate Cast a Spell; Frequency once per day; Effect You cast summon dragon.

Type greater wyrm claw; Level 15; Price 6,500 gp

Resistance when affixed to armor is 10, and damage from Breath Weapon when affixed to a weapon is 9d6 (DC 34).

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

Type major wyrm claw; Level 19; Price 40,000 gp

Resistance when affixed to armor is 15, and damage from Breath Weapon when affixed to a weapon is 12d6 (DC 41).

Activate Cast a Spell; Frequency once per day; Effect You cast summon draconic legion .

Treasure Vault, page 129.

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Wyrm Dragon's Breath Potion

Item 17

consumable evocation magical potion 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This liquid contains blood from a certain type of dragon. For 1 hour after you imbibe the concoction, you can unleash a breath weapon used by that type of dragon. The potency of the breath depends on the potion's type, based on the age of the dragon whose blood was used to make the potion.

This potion has the trait matching the damage type of the breath weapon.

Exhaling dragon breath uses a single action. The damage type and the area of the dragon breath depend on the type of dragon blood in the potion, as shown in the table below.

Regardless of the dragon type, the breath weapon deals 10d6 damage, and each creature in the area must attempt a DC 37 basic save of a type determined by the type of the dragon.

After you use the breath weapon, you can't do so again for 1d4 rounds.

Main Item: Dragon's Breath Potion

Core Rulebook, page 562.

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Wyrm Drinker

Item 17

unique conjuration magical staff 

Price 13,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

This staff is made from the femur of a gold dragon wrapped in the multicolored scales of every type of chromatic and metallic dragon. When wielding this staff, you gain a +1 circumstance bonus to skill checks to Coerce, Make an Impression, Request, or Lie to dragons and creatures with strong draconic ties (such as kobolds, dragon instinct barbarians, and draconic sorcerers).

Activate [>>] command, Interact; Frequency once per day; Effect Attempt a melee Strike with Wyrm Drinker. If your target is a dragon or a creature with a strong draconic tie, such as a kobold, and you damage the target, the target is drained 2, or drained 4 on a critical hit.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from this list.
  • 2nd illusory creature (dragons only)
  • 4th reflective scales (Graemorutaeth Gods & Magic 109)
  • 5th summon dragon
  • 6th dragon form, summon dragon (6th)
  • 7th summon dragon (7th)

Strength of Thousands #5: Doorway to the Red Star, page 75.

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Wyrm Faerie Dragon Liqueur

Item 17

uncommon consumable enchantment magical mental potion 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Each draft of faerie dragon liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you use this breath weapon, you can't do so again for 1d4 rounds.

Critical Success The creature is unaffected.Success The creature is stupefied 1 for 1 round.Failure The creature is stupefied 1 for 1 minute and slowed 1 for 1d4 rounds.Critical Failure The creature is stupefied 2 and slowed 1 for 1 minute.

The save DC is 37.

Main Item: Faerie Dragon Liqueur

Treasure Vault, page 89.

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Wyrm on the Wing

Item 9+

abjuration invested magical tattoo 

Usage tattooed on the body; Bulk —

Category Tattoo

Depicting a majestic dragon in flight, this tattoo imparts the endurance and majesty of those powerful creatures. You gain resistance 5 to the damage type matching the dragon your tattoo depicts.

Activate [>>] command, envision; Frequency once per day; Effect The tattoo casts dragon wings on you. You can add the dragon claws benefit only if you know that focus spell and spend 1 Focus Point when you Activate the tattoo.

Type wyrm on the wing; Level 9; Price 700 gp

Type greater wyrm on the wing; Level 13; Price 2,800 gp

The resistance increases to 10. The tattoo gains the following activation.

Activate [>>] command, envision; Frequency once per day; Effect The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo.

Type major wyrm on the wing; Level 17; Price 13,500 gp

The resistance increases to 15. The tattoo gains the activation of the greater type, but the dragon form is heightened to 8th level.

Treasure Vault, page 123.

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Wyrm on the Wing

Item 9

abjuration invested magical tattoo 

Price 700 gp

Usage tattooed on the body; Bulk —

Category Tattoo

Depicting a majestic dragon in flight, this tattoo imparts the endurance and majesty of those powerful creatures. You gain resistance 5 to the damage type matching the dragon your tattoo depicts.

Activate [>>] command, envision; Frequency once per day; Effect The tattoo casts dragon wings on you. You can add the dragon claws benefit only if you know that focus spell and spend 1 Focus Point when you Activate the tattoo.
Main Item: Wyrm on the Wing

Treasure Vault, page 123.

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Wyvern Poison

Item 8

alchemical consumable injury poison 

Price 80 gp

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Poison

Properly harvested and preserved, the poison from a wyvern's sting is effective and direct.

Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage (1 round); Stage 2 6d6 poison damage (1 round); Stage 3 8d6 poison damage (1 round)

Core Rulebook, page 554.

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