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Other Universal Items

POWERS, MANTLES AND ITEMS OTHER UNIVERSAL ITEMS

Unlike psicrowns, crystal masks, psychoactive skins, and other items, many types of psionic items do not follow a general pattern of creation. This section describes a number of miscellaneous universal psionic items.

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Crystal Anchor of Alertness

When planted in the ground, this crystal anchor grants all creatures in the affected area an enhanced ability to see and hear. For details on crystal anchors, see page 172 of Expanded

Psionics Handbook.

Description: A crystal anchor of alertness is a shaft of transparent crystal 4 feet in length, with a sharpened, spearlike head on one end. The crystal anchor has Armor Class 7, 15 hit points, a hardness of 8, and a break DC of 20. When activated, the shaft burns with a clear light, providing illumination equal to that of a lantern.

Activation: The crystal anchor is activated by plunging the sharp head into the ground, leaving the shaft freestanding (a standard action). The effect is deactivated by pulling the shaft out of the ground. The anchor can be used any number of times per day.

Effect: When activated, a crystal anchor of alertness radiates a field of alertness such that all creatures within 30 feet of the anchor gain a +5 bonus on their Spot and Listen checks.

Aura/Manifester Level: Faint telepathy. ML 5th.

Construction: Craft Universal Item, zone of alertness, 2,500 gp, 200 XP, 3 days.

Weight: 1/2 lb.

Price: 10,000 gp.

Crystalline Spider Bead

A crystalline spider bead can erupt to unleash a swarm of ectoplasmic spiders upon anyone in the area.

Description: A crystalline spider bead is a small spider carved from crystal, about 4 inches in diameter. A faint amber light shines from within the bead. Close observers can notice that the eyes on the crystalline spider bead appear to move to follow those nearby.

After being thrown and activated, a crystalline spider bead explodes (and is destroyed), unleashing an ectoplasmic swarm (page 129) a sparkling swarm of gem-encrusted spiders that attack the nearest creature.

Activation: As a standard action, you shout the command word and throw the crystalline spider bead to a point within 30 feet where you would like the swarm to appear. The command word is what activates the item, which means the bead can be placed in advance and triggered with the command word by anyone standing within 30 feet of the item. At the beginning of the activator's next round of actions, the bead explodes and unleashes an ectoplasmic swarm. The ectoplasmic swarm remains active for 7 rounds before disappearing back onto the Astral Plane.

Effect: A crystalline spider bead calls an ectoplasmic swarm that attacks the nearest creature in the round after it is activated. If the victim dies or is trapped within an ectoplasmic cocoon, the swarm moves on to attack the next closest creature, and so on until it disappears, returning to the Astral Plane.

If you have one or more crystalline spider beads, keep the statistics for an ectoplasmic swarm handy, along with details regarding the ectoplasmic cocoon power.

Aura/Manifester Level: Moderate psychoportation. ML 7th.

Construction: Craft Universal Item, ectoplasmic swarm, 700 gp, 56 XP, 2 days.

Weight: 1/4 lb.

Price: 1,400 gp.

Elemental Effigy

An elemental effigy becomes one of the four kinds of elemental stewards (page 130) arctine, emberling, geodite, or tempestan for a short time, as determined by the carving of the effigy itself.

Description: Each of the four kinds of elemental effigy appears to be a miniature statuette of an elemental steward about 3 to 5 inches high. Though carved from stone, each effigy has its own unique feel. The emberling effigy is warm to the touch, while the arctine effigy is cool. The geodite effigy emits a very low hum that can be heard if the statuette is held up to the ear, while the tempestan effigy is prone to static electric discharge.

When activated, an elemental effigy becomes an elemental steward of the appropriate type and serves the owner of the effigy for a brief period. The steward always considers the creature that activated the elemental effigy to be the item's owner, which might or might not be true.

Activation: As a standard action, you set the effigy on the ground and utter the command word (typically, the name of the elemental steward).

Effect: Once activated, in the following round the effigy grows into the appropriate elemental steward of regular size. The elemental steward obeys and serves the owner of the effigy.

If an elemental effigy is broken or destroyed in its statuette form, it is forever ruined and has no more magic or power.

If the elemental steward is slain, it reverts to statuette form and can be used again at a later time (though no sooner than one week).

An elemental effigy can maintain its steward form for up to 12 hours per day, but the duration need not be continuous.

If you have an elemental effigy, keep the statistics for the appropriate elemental steward handy.

Aura/Manifester Level: Strong psychoportation. ML 16th.

Construction: Craft Universal Item, elemental steward, 6,000 gp, 240 XP, 6 days.

Weight: 1 lb.

Price: 25,000 gp.

Quiver of Energy

Arrows or bolts placed into this quiver deal extra energy damage when drawn forth again. Each quiver is associated with a specific energy type (cold, electricity, fire, or sonic).

Description: This quiver, constructed of supple tan leather, is large enough to hold up to 20 arrows or bolts. Each quiver is embroidered in a way that calls to mind the energy type associated with the quiver. Ravaging bolts of lightning decorate an electricity quiver's exterior, silver embroidery covers the entire surface of a cold quiver, a fire quiver is inlaid with golden embroidery, and a sonic quiver is devoid of ornamentation.

Nonmagical arrows and bolts placed in the quiver are charged with the associated energy type. When drawn

from the quiver, the projectiles shower sparks of electricity, trail steamy vapor, drop fiery sparks, or emit a low hum, as appropriate to the energy type. When fired, they leave a dissipating trail of energy in their wake.

Activation: To activate the power of a quiver, the projectiles must be left to rest within it for at least 1 round prior to withdrawing them.

Effect: Arrows or bolts placed within a quiver of energy and left there for at least 1 round deal an extra 1d6 points of damage when they successfully hit. This damage is of the energy type associated with the quiver. The quiver can hold a maximum of 20 arrows or bolts (or any combination of the two adding up to 20). A projectile loses the special ability after it is used in an attack.

Aura/Manifester Level: Moderate psychokinesis. ML 7th.

Construction: Craft Universal Item, energy missile, 7,875 gp, 630 XP, 15 days.

Weight: 1 lb. (3 lb. when full).

Price: 15,750 gp.

Quiver of Etherealness

Arrows or bolts placed into this quiver affect creatures on the Ethereal Plane when drawn forth again.

Description: This quiver, constructed of supple black leather, is large enough to hold up to 20 arrows or bolts.

Spidery silver embroidery covers the entire surface of the quiver. The silver webs seem to fade in and out while under observation, giving the quiver an otherworldly look in strong light.

Arrows and bolts placed in the quiver are imbued with a misty, ghostlike quality, becoming almost transparent. When drawn from the quiver, the projectiles maintain their ghostly quality, leaving swirling mist trails in their wake when they are fired.

Activation: To activate the power of a quiver, the projectiles must be left to rest within it for at least 1 round prior to withdrawing them.

Effect: Arrows or bolts placed within a quiver of etherealness and left there for at least 1 round can then be used to attack an ethereal creature while still on the Material Plane. The quiver can hold a maximum of 20 arrows or bolts (or any combination of the two adding up to 20). A projectile loses the special ability after it is used in an attack.

Arrows or bolts removed from a quiver of etherealness are also treated as if possessing the ghost touch weapon special ability, and thus are potent against incorporeal creatures as well.

Aura/Manifester Level: Moderate psychokinesis. ML 7th.

Construction: Craft Universal Item, ethereal volley, 7,875 gp, 630 XP, 15 days.

Weight: 1 lb. (3 lb. when full).

Price: 15,750 gp.

Saddle of the Inspired Mount

When amount is equipped with this saddle, its speed increases and its rider can negate hits made against her mount.

Description: This saddle is constructed from the finest leather, dark and richly appointed in a severe military style. The leather is inlaid with rounded pieces of glossy black obsidian, and the buckles and stirrup irons are fashioned from solid mithral.

A saddle of the inspired mount automatically adjusts to fit any size mount. The saddle does not count toward the creature's encumbrance, since it is extraordinarily comfortable to bear. It even conforms to fit both standard and exotic mounts.

Activation: The saddle's power is triggered by mental command as a standard action. The saddle can be activated three times per day.

Effect: When a saddle of the inspired mount being worn by your mount is activated, the speed of your mount increases by 20 feet. Additionally, you can attempt to negate a hit on your mount as though you possessed the Mounted Combat feat. If you already have the Mounted Combat feat, the saddle instead grants you a +10 competence bonus on your Ride check when attempting to negate a hit on your mount. The effect of the saddle lasts for 5 rounds once activated, but it ends immediately after you attempt a Ride check to negate a hit on your mount, regardless of whether the check succeeds.

Aura/Manifester Level: Faint psychometabolism. ML 5th.

Construction: Craft Universal Item, inspire mount, 2,700 gp, 216 XP, 3 days.

Weight: 30 lb.

Price: 5,400 gp.

Sandals of Springing

These sandals allow you to make extraordinarily long jumps.

Description: Sandals of springing appear to be exceptionally well-made leather sandals with laces that wrap around the wearer's calf. A large, smooth, hemispherical blue crystal, inset into a silver clasp, binds the laces at the top of the shin, just below the knees.

The sandals grow or shrink to fit any creature from size

Small to size Large. They are extremely comfortable to wear, even while walking long distances.

Activation: The sandals are activated by use. You need only jump, and a powerful telekinetic field propels you through the air, creating a cloud of dust (as appropriate) with each jump.

Effect: These sandals grant you a +15 enhancement bonus on Jump checks.

Aura/Manifester Level: Faint psychokinesis. ML 3rd.

Construction: Craft Universal Item, mighty spring, 3,000 gp, 240 XP, 6 days.

Weight: 1 lb.

Price: 6,000 gp.

Shroud of Oblivion

This shroud gives you the appearance and abilities of an undead creature.

Description: A shroud of oblivion is a diaphanous burial veil that can be worn over the entire body. While unworn, the shroud appears dingy and bloodstained. When you wear it, it becomes translucent, but your features and form become partially obscured by shadows.

Activation: To activate a shroud, it must be pulled over the head of a psionic creature and 4 power points must be expended, all as part of a standard action. A shroud changes size to accommodate the creature that wears it. A shroud can be activated once a day for a period of 13 minutes.

You must possess at least 4 power points to activate this psionic item successfully. Nonpsionic characters can use a

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