Universal Items

Lesser Animal Totem
Aura Faint psychometabolism; ML 3rd; Slot Neck; Price 1,200 Cp

Crafted by the Seer's Dagada of Gulg, these statuettes are sculpted from blue agafari wood into the form of one of the animal spirits of the forest. A small bit of the animal is attached to the statuette that bears its likeness. Lesser animal totems are usually carried around the neck on a cord or leather strap. Someone taking a standard action to conjure a mental picture of the animal the statuette represents activates its animal affinity power. Once activated the statuette functions for the next 3 minutes. A lesser animal totem has 50 charges when created, with each use of the animal affinity power using one charge.

Craft Universal Item, animal affinity

Greater Animal Totem
Aura Moderate psychometabolism; ML 7th; Slot Neck; Price 7,400 Cp

These statuettes function as lesser animal totems, except when used by a character that has successfully passed the gulgan Forest Walk ritual. If such a character takes a standard action to conjure a mental picture of his body transforming into the form of his spirit totem, and if the statuette represents the same animal as the character's spirit totem, he can activate the statuette's metamorphosis power. Once activated this ability functions for the next 3 minutes. A greater animal totem has 50 charges when created, with each use of the animal affinity power using one charge and each use of the metamorphosis power using two charges.

Craft Universal Item, animal affinity, metamorphosis

Apparel of the Shipfloater
Aura Faint telepathy; ML 1st; Slot Headband & Hands; Price 3,200 Cp

This item consists of a leather skullcap with an iron-black, metallic-like psilomelane stone set in its front, just above the forehead, and a pair of finely woven gloves with a psilomelane sewn to the back of each hand. While wearing this apparel, the user greatly increase the psionically-induced bond he has with the obsidian engine he controls. The wearer gain a +8 circumstance bonus on Concentration check to control an obsidian engine. He must still stay psionically focused and remain in touch with the engine as normal.

Craft Universal Item, mindlink

Psionic Army Standards
These items are among the most often encountered magical items in the armies of the sorcerer-kings. To be effective, these standards must be affixed to a two-handed hafted weapon such as a halberd or lance. No more than one standard can be affixed to a weapon at any given time. An individual wielding the weapon upon which the army standard is attached may activate it as a standard action, regardless of the standard's specific effects.

Eagle Standard
Aura Faint psychometabolism; ML 4th; Slot None; Price 9,400 Cp; Weight 1 lb.

The ferocity of the draji warriors is further augmented by the use of this battlefield standard, using it to descend upon their foes like the fearless bird of prey portrayed upon it. Three times per day, the standard can affect the bearer and any allies within a 30-ft.-burst, centered on the item. Once during the next minute, each affected creature can make a full attack in the same round as a charge, as per the psionic lion's charge power.

Craft Universal Item, psionic lion's charge

Jaguar Standard
Aura Faint psychometabolism; ML 5th; Slot None; Price 18,000 Cp; Weight 1 lb.

The warriors of Draj are known for their speed and use of complicated movements in battle, many of which are due to the use of this standard. Three times per day, the standard can affect the bearer and any allies within a 30-ft.-burst, centered on the item. On the round following the standard's use, each affected creature gains an extra move action, as per the hustle power.

Craft Universal Item, hustle

Aura Mirror
Aura Moderate clairsentience; ML 7th; Slot None; Price 30,000 Cp; Weight 40 lb.

Primarily a defensive item, the aura mirror is found in noble and merchant houses, or templar halls, where it is used to study visitors without arousing suspicion. This crystalline device is usually about 4-feet square and framed in fine wood. The reflective paint on the back of the mirror is often made with ground lenses from the eyes of seers. It can be hung or placed on a surface and then activated by giving a command thought. The same command thought deactivates the mirror. When activated, the mirror shows the auras of whomever is reflected in it, in a cone–shaped emanation with a range of 60 ft. centered on the mirror, as if the area was subject to the aura sight power. The owner can discern the auras shown by the mirror as long as he is within 15 feet of the mirror. He will not be overwhelmed by the presence of a creature whose aura he detects that has 5 or more Hit Dice than he does. The mirror can be activated three times per day. Each use of the mirror lasts up to 70 minutes.

Craft Universal Item, aura sight

Bearer's Yoke
Aura Faint psychometabolism; ML 5th; Slot Chest; Price 30,000 Cp.

This harness made of worn mekillot leather completely encircles the chest, arms and legs of the wearer. While wearing the yoke, the carrying capacity of the character is considered as though its Strength was increased by 10 points.

Craft Universal Item, psionic lighten load

Blindfold of Perception
Faint psychometabolism; ML 1st; Slot Eyes; Price 2,000 Cp

When used to cover one's eyes and ears, this leather blindfold increases the perceptions of the wearer. The wearer can feel light and sound, and gains a +4 circumstance bonus to all Perception checks and is immune to gaze attacks. Spells and powers which affect the senses still work normally on the wearer. A blinded or deafened user can use the blindfold to temporarily regain its lost senses, although they gain none of the other bonuses of this item.

Craft Universal Item, synesthete

Boots of Resonance
Faint psychometabolism; ML 4th; Slot Feet; Price 19,200 Cp

These short leather boots, made from the cured hide of a sand worm, allow the wearer to move without any chance of being detected by creatures using tremorsense. In addition, twice per day the wearer can hit the ground with the sole of his boot, causing 4d4 points of non-lethal damage to any creatures currently using tremorsense within a 30-foot-radius burst, centered on the wearer.

Craft Universal Item, body equilibrium, stomp

Bracers of Corrosive Strikes
Aura Faint psychometabolism; ML 4th; Slot Wrists; Price 80,000 Cp; Weight 1.5 lb. Each piece of these bracers is constructed from the claw of a rampager, bound to the forearm by two crystal-studded straps made from the creature's hide. As a free action, taken at the beginning of the wearer's turn, a weapon held by the creature is affected as if by the dissolving weapon power, dealing 4d6 points of acid damage on his first successful attack with that weapon within the next 5 rounds. If the bracers' wearer is wielding two or more weapons, the effect is limited to a weapon of the wearers choice. Both bracers must be worn for the power to be effective.

Craft Universal Item, dissolving weapon

Bracers of the Spiked Carapace
Aura Strong psychometabolism; ML 7th; Slot Wrists; Price 15,000 Cp; Weight 2 lb.

Crafted for generations by powerful thri-kreen psions to help protect their clutch-mates from feral wasteland creatures, these pairs of bracers are made of the spiked bony hide of a giant boneclaw. A creature with at least a +3 natural armor bonus donning bracers of the spiked carapace gains a +3 enhancement bonus to its natural armor class as its hide or carapace visibly thickens. Bony or chitinous spikes also sprout everywhere, acting as armor spikes with which the creature is considered proficient. If any part of the +3 natural armor bonus required for this item to activate stems from an item, power, or spell, such as an amulet of natural armor, then the sprouting of the spikes causes the wielder to experience pain and suffer a -1 penalty to attack rolls, skill checks and saves, lasting one round.

Craft Universal Item, thicken skin

Circlet of Minds
Aura Moderate telepathy; ML 7th; Slot Headband; Price 10,080 Cp

The circlet of minds is worn on the head and consists of a silver chain to which is affixed chipped crystals from a dagorran growth. Upon mental command, once per day, this circlet splits your mind into two independent parts for up to 7 rounds, as per the schism power. Your second mind can take its first action on your turn in the round after the circlet is activated.

Craft Universal Item, schism

Circlet of Psychic Enervation
Aura Faint telepathy; ML 6th; Slot Headband Price; 15,120 Cp

This headband is made of the woven pliant bones of birds and encases three marine blue crystals, on the brow and temples. On the brow of a wilder this item is detrimental to those nearby. Three times per day, when the wilder uses his wild surge class feature, creatures with psionic powers or psi-like abilities within a 30 feet radius of the wilder must make a Will save (DC 13). A successful save results in an harmless wave of emotions washing over a creature. On a failed save, a creature who tries to manifest a power or use a psi-like ability for the duration of the wilder's wild surge runs a chance of suffering psychic enervation equal to 5% per manifester level added through the wilder's wild surge. A creature overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to the circlet bearer's wilder level, or loses one use of the psi-like ability it used.

Craft Universal Item, creator must have the wild surge class feature, fate link

Circlet of Psychic Extraction
Aura Strong telepathy; ML 13th; Slot Headband ; Price 32,760 Cp

This lead circlet, embedded with small black gemstones, is often used by shipfloaters to drain the mental energies of nearby psionic creatures to help fuel obsidian engines. Once per day, as a standard action, the wearer is able to drain power points from every psionic creature or character within a 15-ft.-radius burst, centered up to 55 feet away as if using power siphon. All targets within the sphere must succeed on a DC 20 Will save, or a connection of crackling energy is formed between the wearer and its victims. The connection drains 1d6 power points from each target every round in which the wearer maintains concentration (to a maximum of 13 rounds). The wearer gains half the power points from those drained (rounded down) from each target each round (subject to his normal maximum; points above this maximum are lost). The circlet of psychic extraction has no effect on nonpsionic targets or psionic creatures with a current power point reserve of 0.

Craft Universal Item, power siphon (AE 92)

Vampiric Circlet of Psychic Extraction
Aura Strong telepathy; ML 15th; Slot Headband; Price 43,200 Cp

As Circlet of Psychic Extraction, except the wearer gains drained power points from the subjects even if doing so would bring him over his normal maximum. The wearer of a vampiric circlet of psychic extraction can maintain concentration for up to 13 rounds. Power points the wearer gains in excess of his maximum fade after 8 hours if they are not spent before that time.

Craft Universal Item, bend reality, power siphon (AE 92)

Circlet of Resolve
Aura Moderate telepathy; ML 7th; Slot Headband; Price 8,000 Cp

Often used by nobles and those fearing that their actions will be influenced by psionic adversaries, this circlet of whitish-green olivine makes the wearer more determined in their actions. The circlet grants a +5 resistance bonus to Will saves.

Craft Universal Item, empty mind

Clasp of Delegation
Aura Moderate telepathy; ML 7th; Slot Neck; Price 42,000 Cp

This bronze clasp, equipped with a setting to hold a gem, is commonly found in the possession of practitioners of the Way attending the various Athasian psionic academies. It is used to free the wearer's mind from the necessity of maintaining concentration on manifested powers. The wearer must have the clasp on their person for a period of at least 1 hour in order to attune themselves to the item. Thereafter, the owner can use the power of the clasp of delegation whenever their psicrystal is mounted in the clasp's setting. As a swift action, the mounted psicrystal can be commanded to take over the responsibility of maintaining concentration on any single power the wearer has manifested and is already concentrating on, and can do so for up to 1 minute at a time, as per the solicit psicrystal power. If necessary, the psicrystal makes Concentration checks using the wearer's Concentration modifier with a +5 circumstance bonus.

Craft Universal Item, Extend Power, solicit psicrystal

Cloak of the Tagster
Aura Faint psychometabolism, psychoportation and telepathy; ML 5th; Slot Shoulders; Price 78,000 Cp. This short cloak is made from the spotted, yellowish-brown pelt of a tagster. It is often found in the possession of bards who use its power to fulfill some of their “darker” contracts. This cloak allows the wearer to land on their feet as per the catfall power (20 ft.), and bestows a +10 competence bonus to Acrobatics checks. Additionally, the cloak grants the ability to transform the wearer's hands into claws of the beast once per day for up to five hours, and use cloud mind against a single target once per day, with a duration of 5 minutes. While the competence bonus is a constant effect, each of the three powers can be activated as swift actions.

Craft Universal Item, catfall, claws of the beast, cloud mind

Crystal Pole
A crystal pole is a shaft of crystal 6 to 7 feet in length, with a sharpened, spearlike head at one of its end. A crystal pole is activated by plunging the sharp end into the ground, leaving the shaft freestanding. Any pole can be pulled out of the ground and reused at a later time. A crystal pole has AC 7, 15 hit points, a hardness of 8, and a break DC of 20.

Lesser Crystal Pole of Delaying
Aura Faint psychoportation; ML 1st; Slot None; Price 2,000 Cp; Weight 5 lb.

This crystal pole is mostly used in defended areas near routes that escaped slaves or enemy soldiers are known to use. When plunged into the ground, the pole creates a 60-foot-radius area of deceleration that affects every creature up to Medium size who fails a DC 11 Reflex save.

Craft Universal Item, Enlarge Power, deceleration

Greater Crystal Pole of Delaying
Faint psychoportation; ML 5th; Slot None; Price 10,000 Cp; Weight 5 lb.

This crystal pole is used mostly in defended areas around cities where giant or thri-kreen raiders are common. When plunged into the ground, the pole creates a 100-foot-radius area of deceleration that affects every creature up to Huge size who fails a DC 13 Reflex save.

Craft Universal Item, Enlarge Power, deceleration

Crystal Pole of Diffusion
Aura Moderate metacreativity; ML 9th; Slot None; Price 54,000 Cp; Weight 5 lb.

This crystal pole is used to counter the use of ectoplasmic creatures in times of war and to prevent ectoplasmic spying. When plunged into the ground, the pole creates a 60-ft.-radius area of dismiss ectoplasm that affects every creature, object, or effect composed of ectoplasm. Ectoplasmic creatures within or entering the area are forced to succeed aat a DC 14 Will save or immediately evaporate. A creature that is under the effect of ectoplasmic form that fails its saving throw is destroyed outright.

Craft Universal Item, Widen Power, dismiss ectoplasm

Crystal Pole of Diverting
Aura Strong psychoportation; ML 13th; Slot None; Price 182,000 Cp; Weight 5 lb.

This crystal pole is used mostly to prevent all forms of illegal access by teleportation into protected buildings or areas, often diverting their destination away from the protected area or into some kind of containment cell. Paranoid House Wavir is known to make extensive use of this type of pole. When plunged into the ground, the pole creates a 180-ft.-radius area protected by divert teleport that affects both incoming and outgoing teleportation attempts, be they magical or psionic in nature. Creatures failing a DC 20 Will save are diverted to a new destination, chosen by the person that plunged the pole into the ground at the time of planting. Creatures with power resistance can potentially resist this effect; the pole must make a manifester level check (1d20+13) versus the creature's power resistance to divert their teleportation.

Craft Universal Item, divert teleport

Crystal Pole of Interference
Aura Moderate telepathy; ML 9th; Slot None; Price 70,000 Cp; Weight 5 lb.

This crystal pole is used to counter the manifesting of psionic powers in places where their use is prohibited or unwanted. When plunged into the ground, a 30-ft.-radius area around the pole is filled with psychic static, interfering with the ability of psionic characters to manifest their powers or use psi–like abilities. All psionic activity within this area is affected as if manifested within the field of a catapsi power unless a Will DC 17 saving throw is made. As usual, the limit on the number of power points a subject can spend on a power, as per the catapsi power, remains in effect.

Craft Universal Item, catapsi

Crystal Pole of Navigation
Aura Moderate clairsentience; ML 7th; Slot None; Price 56,000 Cp; Weight 5 lb.

First created for the naval fleets of the Green Age, present day crystal poles of navigation are often used by those possessing silt-traveling ships and by the major Merchant Houses. Once a creature is attuned to a pole by being in contact with it for one minute, that pole acts as the fixed starting point of the anchored navigation power for that individual. Up to ten creatures can be attuned to the same pole. A creature already attuned to a pole can dismiss the effect by being in contact with the pole for a full round, or by dying. By using a command thought during the minute that a creature is attuning themselves to the pole, any other creature within 60 feet of the pole can become the designated target for the anchored navigation's mindlink effect.

Craft Universal Item, anchored navigation

Crystal Pole of Privacy
Aura Moderate clairsentience; ML 10th; Slot None; Price 60,000 Cp; Weight 5 lb.

This crystal pole is used to counter remote viewing and scrying attempts to spy within the residences of the powerful. One such pole is used in the Veiled Alliance headquarters located beneath the King's Palace in Draj. When plunged into the ground, a 100-ft.-radius area around the pole (including all creatures and objects within it) becomes difficult to detect by clairsentience powers such as clairvoyant sense, remote viewing, or psionic true seeing. If a clairsentience power or similar effect is targeted within that area, the manifester of the power must succeed at a DC 23 manifester level check or the power fails.

Craft Universal Item, escape detection

Crystal Pole of Visibility
Aura Moderate psychokinesis; ML 9th; Slot None; Price 54,000 Cp; Weight 5 lb.

This crystal pole is used to counter the invisible creatures trying to spy on or infiltrate private locations. When plunged into the ground, the pole creates a 50-ft.-radius area of eradicate invisibility that disrupts and negates all types of invisibility unless those affected succeed at a DC 20 manifester (or caster) level check.

Craft Universal Item, eradicate invisibility

Cube of Incorporeal Desert
Aura Strong telepathy; ML 17th; Slot None; Price 61,200 Cp; Weight 2 lb.

Carved from a block of sandstone, each face of this small cube has been polished until they are as smooth as glass. Wavy bands of various hues circle around the cube, indicating a stratified origin.

Once per day, the possessor of the cube of incorporeal desert can activate it with a command thought while putting it down or throwing it as a ranged touch attack with a range increment of 20 feet. The next creature with 100 or fewer hit points that touches or his hit by the activated cube has its senses pinched off from the real world, instead perceiving that they are in a surreal, quiet desert where nothing lives and no wind blows. In reality the creature has entered a catatonic state, becoming completely oblivious to its real surroundings and even unable to eat or drink by itself unless taken care off. In its mind, the creature roams eternally through the endless dunes constructed by the cube until the eventual death of its body, most likely brought about by starvation or dehydration. A cube that has affected a creature becomes harmless and can be picked up by anyone without any risks.

The cube can be deactivated by a second command thought from the creature that originally activated it if they are within 5 feet of the cube; any affected creature remains in its catatonic state until freed. A creature can also be freed from its catatonic state by the use of a microcosm, psychic chirurgery or reality revision power, or with the use of a miracle or wish spell. A cube of incorporeal desert can affect no more than one creature per day, although there is no limit to the number of creatures that may be affected by its power at any given time.

Craft Universal Item, microcosm

Dew Reservoir
Aura Faint psychometabolism; ML 3th; Slot Neck; Price 12,000 Cp

This teardrop-shaped, hollow glass periapt is filled with crystal-clear, pure water. As long as the amulet is worn, the wearer does not need any water to survive and will not suffer from thirst. If the wearer was already suffering from thirst, their condition does not deteriorate further but fluids will be needed to restore them to their normal condition. Furthermore, the wearer is immune to any attacks that deal damage by draining water from the target, such as the parching weapon ability, the effect of a desiccating rod, the dehydration curse of the tagelmoust of the tormented, the horrid wilting spell, or the grappling attack of a thrax.

Craft Universal Item, sustenance

Dimensional Vest
Aura Moderate psychoportation; ML 7th; Slot Chest; Price 2,500 Cp; Weight 1/2 lb.

This nondescript vest is made from drake's hide. Three times per day, it allows the wearer to use the Sleight of Hand skill to take small objects, such as a dagger or a small purse, from a creature within line of sight, as if he were next to the creature.

Craft Universal Item, psionic dimension door

Dust of Psionic Invisibility
Aura Faint telepathy; CL 3rd; Slot None; Price 750 Cp

This fine powder appears to be normal sand. A single handful of this substance flung into the air coats objects within a 5-foot radius, rendering them undetectable to psionic powers, such as detect psionics or read thoughts. The dust's effect lasts for 10 minutes. The effect of the dust is instantaneous, and no psionic aura lingers afterward from the use of this dust.

Craft Universal Item, cloud mind, conceal thoughts

Fighting Tattoos
Aura Faint metacreativity; ML (see table below); Slot None; Price (see table below).

These tattoos resemble standard psionic tattoos, although their effects are offensive rather than beneficial in nature. Unlike a psionic tattoo, a fighting tattoo is only scribed with the astral construct power. The scriber of the tattoo chooses at the time of scribing what level the astral construct will be, restricted by his own manifester level as per the power's description, as well as which special abilities the construct possesses from the appropriate menus. Otherwise, fighting tattoos are treated as any other psionic tattoo until they are activated by the wearer.

The wearer of a fighting tattoo can tap the tattoo as a standard action that draws attacks of opportunity, mentally specifying a target (to which the wearer must have line of sight). The designated target can be an object. This animates the tattoo which drops to the ground, transforms into an astral construct of solidified ectoplasm, and moves toward the target. The original wearer need no longer concentrate on the tattoo once activated.

The astral construct moves toward its designated target in the same round it is activated. It is treated as a construct of the appropriate type, as decided upon when the tattoo was scribed. Should the target be killed, teleport away or otherwise “remove” itself before the fighting tattoo reaches it, the construct ceases movement, taking no actions unless the target reappears or returns to life; should this happen, the wearer can transform the construct back into a tattoo by touching it as a standard action, causing it to flow back upon his body in its tattoo form.

A fighting tattoo that reaches its designated target will attack to the best of its abilities. A fighting tattoo has a duration of 1 round per manifester level of the scriber of the tattoo, beginning on the round in which it first attacks its target. It continues to act normally on the last round of its duration and dissipates at the end of its turn. A fighting tattoo that makes at least one attack against its target fades away after its duration expires, regardless of whether or not the target is killed. A fighting tattoo that has attacked a target and is subsequently unable to continue the attack (due to the target's death, teleporting away, etc.) will cease moving, acting as if an inanimate object, until either its duration expires or the target is once again a viable target for attack.

If the astral construct is destroyed, a fighting tattoo shatters and evaporates. If it comes under the effect of the dismiss ectoplasm power, the astral construct must succeed at its Will saving throw or else it evaporates.

Craft Universal Item, astral construct

Folding Cloak
Aura Moderate psychoportation; ML 9th; Slot Shoulders; Price 10,080 Cp; Weight 1 lb.

On command and once per day, this cloak made from the skin of a cloud ray allows the wearer to use the fold space power. When activatesd, the cloak seems to fold in upon itself, until it and the wearer vanish completely.

Craft Universal Item, fold space

Fordorran Cloak
Aura Moderate psychometabolism and telepathy; ML 6th; Slot Shoulders; Price 21,400 Cp; Weight: 1 lb.

This pale brown hooded cloak is fashioned from the short-furred, underbelly skin of a fordorran. Thrice per day, the wearer can use an augmented aversion (Will DC 14) on a target up to 40 feet away that will last for 7 hours. The only exception is that the object of the implanted aversion must be the cloak's wearer.

Once per day, on command, the wearer can will the cloak to emit an horrendous stench in a 30-feet radius spread. Everyone within the radius must make a DC 14 Fortitude save each round for 1 minute or be nauseated for that specific round. The wearer is unaffected by the cloak's stench ability.

In addition, when worn with the hood drawn over the head, the cloak gives the wearer a +2 resistance bonus on saves against inhaled substances, such as attack forms and inhaled poisons or drugs.

Craft Universal Item, aversion

Gloves of War
Aura Moderate psychometabolism; ML 7th; Slot Hands; Price 22,500 Cp.

While wearing these gloves made from bits of bone sewn together with kirre gut and the hide from a nightmare beast, the wearer can use animal affinity and claws of the beast, as the powers. Each of these effects lasts for a maximum of 7 rounds per use, up to three uses per day, each.

Craft Universal Item, animal affinity, claws of the beast

Incense of Contemplation
Aura Moderate telepathy; ML 7th; Slot None; Price: 4,900 Cp

This block of aromatic incense, crafted from diverse psionic-enhancing plants, is visually indistinguishable from ordinary incense until lit. It sees much use in the psionic schools and personal sanctums of knowledgeable adepts of the Way. When burning, the characteristic aroma and vividely-hued smoke of this special incense is recognizable by anyone making a DC 15 Psicraft check. When a psion lights a block of incense of contemplation and then spends 8 hours meditating nearby, the incense enables him to manifest all applicable powers as though affected by the Maximize Power feat, upon expending his psionic focus as normal. However, all the powers manifested in this way are at their normal cost, not costing 4 additional power points (as with the regular metapsionic feat). Each block of incense burns for 8 hours, and the effects persist for 24 hours.

Craft Universal Item, Maximize Power

Jolting Pole
Aura Faint psychometabolism; ML 1st; Slot None; Price 250 Cp

This item is commonly used for prodding along stubborn mekillots and other beasts of burden. It is also frequently used by templars conducting interrogations. The lengths of the poles differ, but they all have an obsidian point on one end that delivers a psychokinetic jolt to creatures it touches. The jolt is a force effect that inflicts 1 point of nonlethal damage with a successful melee touch attack.

Craft Universal Item, hammer

Kiliaba Unujoko
Aura Moderate psychokinesis and telepathy; ML 7th; Slot None; Price 60,480 Cp

Masterfully crafted from the finest woods found in the Crescent Forest, these drum sticks, carved in the form of interlaced, skeletal, dancing bodies, are always found in pairs. The kiliaba unujoko, gulg for “kiliaba that enthral the weak-willed,” is one of the instruments that gave the bardic dagadas of Gulg their reputation for being dangerous to the weak of mind.

When played on a percussion instrument by a character with the Perform (percussion instruments) skill, the kiliaba creates a hypnotic rhythm that forces everyone within a 40-ft.-radius to dance uncontrollably unless they succeed on a DC 16 Will save. The subjects are incapable of attacking or performing physical activities of any sort besides dancing, but can still take purely mental actions (such as manifesting powers). A dancing creature loses its Dexterity bonus to Armor Class.

Once per day, by succeeding on a DC 20 Perform (percussion instruments) check, the person drumming with the kiliaba unujoko creates a self-destructive rhythm that forces one target within 120 feet, chosen by the performer, to make a DC 16 Will save or suffer the effects of the death urge power. The performer can maintain the death urge on the same target by successfully making the Perform skill check each round.

Craft Universal item, control body, death urge

Mantle of the Cloud Ray
Aura Faint psychokinesis and psychoportation; ML 3rd; Slot Body; Price 14,400 Cp; Weight 1 lb.

This regal garment is made from the mottled, dark blue and gray leather of the majestic cloud ray. Sleeveless and fastened at the neck and feet, this mantle has on the back a part of the muscular tissue forming the dorsal ridge of the ray.

While worn, the mantle grants the wearer DR 10/magic against ranged weapons. In addition, on command, the wearer is able to levitate (as the defy gravity power). The effect is dismissible. The mantle works for a total of 30 minutes per day. This duration needs not be continuous.

Craft Universal Item, inertial armor, defy gravity

Masenqo of the Water Drake
Aura Faint telepathy; ML 5th; Slot None; Price 9,000 Cp; Weight 2 lbs. This one-stringed spike fiddle is tuned by a single, large peg. Its square-shaped resonator is covered by tightened aprig skin, and its single string is played using a small bow. The masenquo of the water drake is often played by elven bards in the elven markets to put customers into a mood better geared towards “appropriation.”

When played by a person who succeeds on a DC 15 Perform (stringed instruments) check, the music of the masenquo duplicates the effects of attraction against one specific listener within 35 feet unless the target succeeds on a DC 14 Will save. Even after the music is stopped, the subject will continue to be affected by the attraction for 5 more hours, during which time the player of the masenquo will benefit from a +4 bonus on interaction checks involving the subject (such as Bluff, Diplomacy, Intimidate, and Sense Motive).

Craft Universal Item, attraction

Mask of the Braxat
Aura Moderate psychometabolism; ML 7th; Slot Head; Price 25,200 Cp; Weight 1 lb.

Created from the facial chitin of a braxat, upon command, this mask enables the wearer to spit a globe of acid at an opponent up to 40 feet away, as a standard action. If the wearer succeeds at a ranged touch attack, the opponent takes 4d6 points of acid damage. This mask may be activated three times per day.

Craft Universal Item, exhalation of the black dragon

Medallion of the Last Combatant
Aura Moderate telepathy; ML 10th; Slot Chest; Price 21,600 Cp.

This 4-inch golden, oval medallion is crafted in the form of a howling, featureless face. This item is attached to a leather harness and worn on the front of the chest. It is often found in the possession of dwarven leaders who leads other dwarves willing to sacrifice themselves for their focus and those who lead them, as well as callous army commanders who transfer any damage they suffer to their subordinates or surrounding slaves.

Two times each day, the wearer of the medallion is able to transfer his wounds to other creatures surrounding him. Once activated, the wearer can, on his next turn or after, make a successful touch attack to transfer up to 25 point of damage (or less, if he so choose) he has suffered to a touched target. Up to 12 points of damage not transfered to the touched target can be transferred to another target within 20 feet from the wearer. Finally, up to 6 points of damage not transfered to the previous targets can be transferred to an additional target within 20 feet from the wearer. Unwilling targets who succeed at a DC 15 Will save suffer only half damage.

The wearer immediately regains hit points equal to the amount of damage transferred to the targets. A target cannot be brought below 0 hit point by the transferred damage. Any point of damage that would bring the target below 0 hit point needs to be transferred to another target. The transferred damage is empathic in nature, so powers and abilities such as damage reduction or regeneration do not lessen or change this damage. The wearer cannot transfer damage if he is unconscious or unable to take mental actions. The damage transferred has no type, so even if the subjects have immunity to the type of damage the wearer originally took, the transfer occurs normally and deals hit points damage to the subject.

Craft Universal Item, hostile empathic transfer

Metapsionic Damaru
This necklace is composed of a silver chain to which is attached a 5-inch long crystal and, depending on the item's power, a number of smaller crystals to each side of it. Normal damaru possess a central crystal and a single smaller crystal on each side, lesser damaru possess only the central crystal, and greater damaru sport two smaller crystals on each side. The metapsionic damaru was perfected during the Green Age in one of the great psionic academies of the time, long before the advent of magic, and are still used and created today by those practicing the Way of the Unseen.

Metapsionic damaru hold the essence of a metapsionic feat, allowing the wearer to use the feat without changing the power point cost of the altered power. All the damaru described here are use-activated (manifesting powers in a threatened area still draws attacks of opportunity). A manifester may only use one metapsionic damaru on any given power, but it is permissible to combine a damaru with metapsionic feats possessed by the damaru's wearer. In this case, only the feats possessed by the wearer adjust the power point cost of the power being manifested. The power point cost of the feat imparted by the metapsionic damaru does not count against the maximum number of power points a manifester can expend on a single power. Possession of a metapsionic damaru does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day.

Normal, Lesser and Greater Metamagic Damaru: Normal metapsionic damaru can be used with powers of 6th level or lower. Lesser damaru can be used with powers of 3rd level or lower, while greater damaru can be used with powers of 9th level or lower.

Empower Metapsionic
Aura Strong (no discipline); ML 17th; Slot Neck; Price 9,000 Cp (lesser), 32,500 Cp (normal), 73,000 Cp (greater)

The wearer can manifest up to three powers per day that are empowered as though using the Empower Power feat.

Craft Universal Item, Empower Power

Enlarge Metapsionic
Aura Strong (no discipline); ML 17th; Slot Neck; Price 3,000 Cp (lesser), 11,000 Cp (normal), 24,500 Cp (greater)

The wearer can manifest up to three powers per day that are enlarged as though using the Enlarge Power feat.

Craft Universal Item, Enlarge Power

Extend Metapsionic
Aura Strong (no discipline); ML 17th; Slot Neck; Price 3,000 Cp (lesser), 11,000 Cp (normal), 24,500 Cp (greater)

The wearer can manifest up to three powers per day that are extended as though using the Extend Power feat.

Craft Universal Item, Extend Power

Maximize Metapsionic
Aura Strong (no discipline); ML 17th; Slot Neck; Price 14,000 Cp (lesser), 54,000 Cp (normal), 121,500 Cp (greater)

The wearer can manifest up to three powers per day that are maximized as though using the Maximize Power feat.

Craft Universal Item, Maximize Power

Quicken Metapsionic
Aura Strong (no discipline); ML 17th; Slot Neck; Price 35,000 Cp (lesser), 75,500 Cp (normal), 170,000 Cp (greater)

The wearer can manifest up to three powers per day that are quickened as though using the Quicken Power feat.

Craft Universal Item, Quicken Power

Widen Metapsionic
Aura Strong (no discipline); ML 17th; Slot Neck; Price 14,000 Cp (lesser), 54,000 Cp (normal), 121,500 Cp (greater)

The wearer can manifest up to three powers per day that are widened as though using the Widen Power feat.

Craft Universal Item, Widen Power

Mizmar of the Fire Drake
Strong psychokinesis; ML 12th; Slot None; Price 24,000 Cp; Weight 3 lb.

This clarinet is made from two hollowed-out burnflower stems that have been lashed together. It is often found in the hands of elven performers who use it to enhance their daily celebrations, and also to cause mischief with those who have wronged them or their tribe.

When played by a creature who succeeds on a DC 15 Perform (wind instruments) check, the pipes create an eerie tune enabling them to control flames. As long as the mizmar is played, the user can control the intensity and movement of a Tiny, nonmagical fire source within 200 feet, as per the description of the psionic power. On each subsequent round of playing, a successful, new Perform check enables the player to decrease or increase the size of the fire by one step, or to extinguish a single fire or up to Large size. When the music stops, the fire returns to its original size.

Craft Universal Item, control flames

Mnemonic Crystal
Aura Faint metacreativity; ML 3rd; Slot None; Price (See Table); Weight 1 lb.

This item is indistinguishable from a cognizance crystal. The crystal is extremely useful for those who have information they wish to store, but wish that it cannot be easily found.

A mnemonic crystal can hold a specified amount of information, based on the power of the item. The user waves the crystal over whatever information or data he wishes to store in the item, which is then saved in the device. The crystal contains “pages” of information, and each page filled requires a move action. The pages can be filled with spells without paying the 100 gp per page material cost, just like using a blessed book.

A creature wishing to use the information contained within a mnemonic crystal must first attune itself to it. To attune the crystal to its owner requires one hour of meditation with the crystal, after which the user has access to the contents of the item, and may erase information as he desires. The information is accessed at the same speed a user would have read it, including any limitations on language or deciphering the text or spells, if any. Only one creature may be attuned to a crystal at a time.

A typical mnemonic crystal weighs approximately 1 pound, has AC 7, 10 hit points, a hardness of 8, and a break DC of 16.

Craft Universal Item, ghost writing

Musical Bow of the Air Drake
Aura Moderate psychokinesis; ML 8th; Slot None; Price 28,800 Cp; Weight 3 lbs.

This crescent-shaped wooden staff has its two ends joined together by a string made of sinew. Aaracokra bards often use it to control the air surrounding their aeries when they come under attack or while performing for a Hraak'thunn.

When played by a creature who succeeds on a DC 15 Perform (stringed instruments) check, the musical bow creates a vibrating sound enabling the creature to control air. As long as the musical bow is played, the user can control the speed and direction of surrounding winds within a 50-ft.-radius. The wind speed can be increased or decreased by up to 60 miles per hour and its direction changed by as much as 90 degrees. Creatures and characters caught within the affected area are subject to the effects of wind as described in the. When the music stops, the wind immediately returns to its original speed and direction.

Craft Universal Item, control air

Needle of Knowing
Aura Moderate clairsentience; ML 7th; Slot None; Price 15,000 Cp

This large bone needle is carved from the tooth of a tigone. In order to work, the needle must be floating in liquid. It allows the possessor to use anchored navigation once per day and know direction and location three times per day.

Craft Universal Item, anchored navigation, know direction and location

Obsidian Engine
Aura Moderate to strong psychokinesis; ML see below; Slot None; Price see below; Weight see below

The obsidian engine, also called a shipfloater dome or floater helm, is the central part of a psionically-buoyant silt vessel, keeping it from sinking into the dust. It's a flawless, symetrical piece of obsidian, most of the time a half-sphere, located in the middle of the ship's deck, from which a psionic web of thread-sized invisible conduits radiates to cover the entire hull. Only one such device can be attuned to a ship.

Using an engine is a standard action. For as long as a psionically focused creature touches the engine, makes a Concentration check, with the DC as noted on Table 3-7: Obsidian Engine, and maintains concentration and physical contact with the engine, it will enable a silt vehicle of the appropriate size, and its cargo (including the weight of the engine), to stay afloat on silt. The engine only provides the means to keep the vessel afloat; it does not provide lateral motion. Most ships use wind or long poles to propel themselves forward.

A character capable of using an obsidian engine is known as a “shipfloater” or “helmsman.” Under safe circumstances, i.e. when the vessel is not in immediate danger of sinking, the shipfloater may take 10 or take 20 on their Concentration check to establish control, or may take 10 in order to take over concentration from another shipfloater. A shipfloater who is well rested can maintain concentration for eight hours without further checks, but beyond eight hours, must make additional Concentration checks each hour to maintain concentration, and additionally suffers the effects of a forced march. A shipfloater must make a Concentration check each round the vessel is in danger of sinking, or if he is personally attacked.

If the pilot stops touching the engine, loses their psionic focus, loses concentration, or controls the engine for the maximum length of time as a forced march—and isn't replaced by another shipfloater—the ship stops moving and begins to sink. If a shipfloater does not take control of the obsidian engine within one round, the vessel will immediately sink to the bottom.

The pilot can also send mass missive at will to other users of obsidian engines within a one-mile radius.

Craft Universal Item, mass missive, telekinetic sphere

Oracular Lenses
Aura Moderate clairsentience; ML 7th; Slot Eyes; Price 58,000 Cp

The lenses of these goggles are made from a dark, almost opaque crystal, but otherwise look identical to the goggles worn by silt-sailors and the desert traders to keep sand and silt out of one's eyes. When worn in combat, the wearer no longer sees things as they currently are, but rather peers a fraction of a second into the future, allowing him to better land blows while evading those of his opponent. The wearer gains a +3 insight bonus to his attack rolls, AC, and saving throws. If caught in a situation where his Dexterity bonus isn't applied to his Armor Class, the bonus these lenses grant to the wearer's AC and saving throws do not apply.

Craft Universal Item, defensive precognition, offensive precognition

Phrenic Mask
Aura Moderate metacreativity; ML 7th; Slot Head; Price 56,000 Cp; Weight 5 lb.

Coming in a wide variety of forms and materials, ranging from leather straps to ivory bands, sawed-off fronts of skulls to intricate metal lattices, a phrenic mask covers the face and the brow of its wearer. In the middle of the brow, there is always a hole in which a gem can be mounted. A manifester wearing a phrenic mask and manifesting a power might enhance the power if it is of the descriptor or discipline that the currently-mounted gem is set to enhance. Switching a mounted gem for a different one takes 1 minute. Only one gem may be fitted to a phrenic mask at a time. See Athasian Precious Stones and Gems for more information on the various gems that can be mounted on a phrenic mask.

Craft Universal Item, creator must be 7th level

Psychometron
A psychometron is an unadorned circlet that was a common sight during the Green Age. Most were made of silver, although other precious metals were used as well. These items were created in a time when mastery of the powers of the mind was at its highest and were used by many different groups, most notably by the proctors and law-keepers of the various cities and domains of that ancient time. Today, the only common use of psychometrons is within the domain of the Mind Lords of the Last Sea, although some can still be found adorning the skulls of skeletons buried throughout the millennia-old ruins dotting the Tablelands.

Many different types of psychometrons existed during the height of the Green Age, each with its own unique purpose, but all share a number of basic abilities. While worn, any psychometron gives a +5 competence bonus to Diplomacy and Sense Motive checks. The wearer also gains a +2 bonus to any Charisma checks made to exert control over the target of a mind-affecting power he manifests, such as when using psionic charm person to make a creature take actions they normally wouldn't, as well as to opposed Charisma checks when two or more manifesters try to affect the same target in a similar situation. Any power with the compulsion descriptor that is manifested by the wearer has its save DC increased by 1. This bonus stacks with bonuses from the Psionic Endowment and Greater Psionic Endowment feats. The other, unique abilities granted by a specific psychometron are listed below under each description.

Indagator Psychometron
Aura Faint clairsentience; ML 3rd; Slot Headband; Price 33,920 Cp During the Green Age, this psychometron was used by law-keepers during investigations to analyze the location and objects found at the scene of a crime. Nowadays they are mostly found in the hands of historians and chroniclers who use them to unravel the mysteries of the past. Twice per day, with a command thought, the wearer can use sensitivity to psychic impressions in a 30-ft.-radius spread, maintaining the power with concentration up to a maximum of 30 minutes. The psychometron enables the wearer to sense distinct events at ten times the normal rate; one distinct event is sensed for every minute of concentration. Sensitivity extends into the past to a maximum of 30 years.

Five times per day, after having sensed one of the historical visions of a given location, the wearer can use psionic locate object upon one object he has seen as if he had observed that particular item firsthand. The object is detected if it is within a 520–ft.-radius.

Additionally, five times per day, the wearer can concentrate his attention on an object he touches, using object reading on it while maintaining concentration up to a maximum of 3 minutes. The indagator psychometron grants the wearer a 95% chance of successfully identifying all the former owners, in sequence, with only a 5% chance of skipping a specific owner.

Craft Universal Item, object reading, psionic locate object, sensitivity to psychic impressions

Monitor Psychometron
Aura Moderate clairsentience; ML 7th; Slot Headband; Price 37,160 Cp

This psychometron is used to detect the personality and social status of individuals. During the Green Age this psychometron stood on the borderline of social acceptance: It couldn't read other's thoughts, but could still be interpreted as intruding upon an individual's right to free choice by revealing details of their lives through perception of their auras. Twice per day, with a command thought, the wearer can use aura sight in a 60-ft.-cone for one hour. If the wearer wants to gather more information than a first round observation, he must stay immobile during the time he uses the power, scanning the same cone-shaped area for a longer time. After three rounds, the wearer can concentrate his attention upon a specific target within the cone, using aura reading to gather further, specific information upon the chosen target. The monitor psychometron protects the wearer from the overwhelming presence of auras, such as when viewing a creature that has 5 or more Hit Dice than the user.

Craft Universal Item, aura reading, aura sight

Quintessence Distiller
Aura Moderate metacreativity; ML 7th; Slot None; Price 224,000 Cp; Weight 50 lb.

This slightly convex, circular sandstone plate, 2 feet in diameter, is topped by a small sandstone column that functions as a solar clock. When inactive and properly set up, this solar clock works as expected; when the distiller is active, however, the column's shadow does not correspond to that of sun's current position in the sky. At the base of the column lies a deep groove within the sandstone plate that runs clear to the plate's border, through which the collapsed quintessence of time forms and flows until it falls into a specially-made reservoir of similarly-carved sandstone. These rare items are mostly found functioning deep beneath psionic academies and the houses of the powerful, creating quintessence for obscure uses in places where its presence won't hinder the psionic activities of its possessors.

The quintessence distiller is activated and stopped through a command thought of an individual in contact with the item, although it automatically stops functioning when its reservoir is full. The reservoir can hold up to 10 pounds of quintessence before reaching maximum capacity. The reservoir is removable, and must be completely empty before the distiller may be activated. The quintessence distiller slowly collapses time at the rate of 1 ounce per hour; it takes nearly a week (160 hours) to completely fill the reservoir. The collapsed quintessence can be used to seal objects and even creatures from the effect of time as per the quintessence power. The amount of quintessence required to cover a creature or object depends on the target's size, as noted on the following table: Note that for each pound of quintessence in a container (including the distiller's reservoir), or present on a creature or object, psionic characters and creatures within a 5-foot radius of the accumulated quintessence are hindered in their psionic abilities. Powers require twice as many power points to manifest unless the manifester makes a successful DC 16 Will save each time he or she attempts to manifest a power. Also, manifesting a psi-like ability under these circumstances requires a full-round action rather than a standard action. Note that any accumulation of quintessence, even if unrelated to this item, follows these rules (as described in the quintessence power's description).

Craft Universal Item, quintessence

Ring of Coolness
Aura Moderate psychometabolism; ML 9th; Slot Ring; Price 2,000 Cp; Weight 2 lb.

This item is a carved jade band engraved with stylized representations of water spirits. It keeps the wearer comfortably cool even on the hottest Athasian afternoons. The wearer of the ring of coolness is immune to any nonlethal damage dealt by heat exposure from the environment, although lethal environmental damage, as well as heat or fire damage caused by other sources including mundane or supernatural flames or fire such as torches or energy attacks is in no way negated.

Craft Universal Item, adapt body

Ring of Psionic Mind Shielding
Aura Moderate telepathy; ML 3rd; Slot Ring; Price 8,000 Cp

This ring functions as its magical equivalent, the ring of mind shielding, except that it protects its wearer from psionic attempts to reading one's thoughts, not magical ones. (This assumes the “Psionics is Different” rule is in effect. If not, his ring functions exactly as its magical equivalent, offering protection from both psionic and magical effects).

Craft Universal Item, cloud mind

Ring of Retribution
Aura Moderate psychometabolism; ML 7th; Slot Ring; Price 9,560 Cp

This slim, silver ring is crafted to resemble a coiled serpent, with a pair of small, crimson rubies inset into the precious metal to form the snake's eyes. The rubies glint whenever poison is nearby, as per the psionic detect poison power, and the wearer gains a +4 bonus to his Wisdom check to determine the exact type of poison present. The wearer can use the ring's other ability, called retribution, once per day. Upon mental command, the wearer becomes immune to poison for 1 minute, as per the neutralize poison spell. This ability does not, however, neutralize any poison already in the wearer. While retribution is active, whenever the ring's wearer would normally be affected by a poison attack, such as a dagger coated with an injury poison or a thrown sphere of poisonous gas, the attacker becomes subject to his own poison. A creature immune to its own poison is unaffected by the retribution ability.

Craft Universal Item, antidote simulation, hostile empathic transfer, psionic detect poison

Slave's Leash
Faint telepathy; ML 5th; Slot Chest; Price 3,750 Cp.

This wide strap, made from cured silt horror leather, is worn around the upper chest. Tightly sewn at its center is a small crystal. The leash is used to keep important ― and unruly ― slaves under control by overseers and slavers. The crystal is always a shard broken off of a larger crystal, which is referred to as the controlling crystal. The possessor of the controlling crystal can activate the power of any leashes created with a shard from the controlling crystal.

When given a mental command by the possessor of the controlling crystal, one or more of the related slave's leashes within 300 feet produce a crisis of breath effect upon their wearer. This effect lasts until dismissed (as a standard action) by the possessor of the controlling crystal. The activator can freely choose which leash-wearing individuals to effect, anywhere from a single individual to all of them, and can likewise dismiss the effect on any individuals desired. The crisis of breath can also be negated by manifesting dispel psionics on the affected creature(s), or by using that power on the controlling crystal itself, thereby freeing all creatures linked to it if the dispel attempt is successful.

If the wearer of a leash tries to tamper with it or otherwise remove the item, the crisis of breath automatically takes effect, lasting until dismissed by the possessor of the controlling crystal or until the item itself is physically removed from the wearer. Only a creature possessing the controlling crystal that corresponds to a given leash may safely remove the item.

A controlling crystal can yield up to 10 crystal shards for use in the creation of slave's leashes, and thus can control up to 10 leashes at once. A typical slave's leash has hardness 2, 10 hit points, AC 7, and a break DC of 20. Note that a single controlling crystal can have any combination of lesser, normal or greater slave's leashes “connected” to it.

Craft Universal Item, Enlarge Power, crisis of breath

Greater Slave's Leash
Aura Strong telepathy; ML 13th; Slot Chest; Price 22,750 Cp

This item is identical to a slave's leash, except that the activated effect is crisis of life.

Craft Universal Item, Enlarge Power, crisis of life

Lesser Slave's Leash
Aura Faint telepathy; ML 1st; Slot Chest; Price 250 Cp

This leather strap functions as a slave's leash, except that the effect activated is psionic daze, and the activation range is limited to 50 feet.

Craft Universal Item, Enlarge Power, psionic daze

Sun Cloak
Aura Moderate psychometabolism; ML 5th; Slot Shoulders; Price 7,200 Cp; Weight 1 lb.

Fashioned from green plant fibers, this cloak bestows a +2 circumstance bonus to saves against cold-based attacks. By staying motionless in a sunny area for at least 2 rounds, the wearer is able to heal lost hit points as per the photosynthesis power (AE101). After at least one minute, the wearer satisfies the needs of a single meal and half of his daily water requirement. The cloak works for a total of up to 10 minutes per day; this duration need not be continuous.

Craft Universal Item, photosynthesis, specified energy adaptation

Sycophant Vestment
Aura Faint telepathy; ML 3rd; Slot Body; Price 14,000 Cp

This fine attire is woven from the highest-quality cloth and most often worn by the rich and powerful of the various city-states. It is worn primarily by nobles and templars who often engage in the various circles of political intrigue. While worn, such a vestment adjusts the attitude of everyone encountered by the wearer by one step in a positive direction, as per the NPC interaction rules listed in the Core Rulebook, and gives a +10 competence bonus to Diplomacy checks. The wearer can also use a standard action to us compelling voice once per day, with the subject entitled to a DC 15 Will save to negate the effect.

Craft Universal Item, compelling voice, telempathic projection

Tama of the Earth Drake
Aura Moderate psychometabolism and psychokinesis; ML 7th; Slot None; Price 75,600 Cp; Weight 2 lbs.

This double-headed, hourglass-shaped drum has each end covered by stretched sand howler skin attached by to the drum by numerous cords. These cords are configured in such a way that the player can change the pitch of the drum by squeezing or stretching them in various ways. Belgoi often use these drums while other members of their tribe assault their victims.

When played by a person who has the Perform (percussion instruments) skill, the tama enables the player to anchor himself to the underlying fabric of the material plane as if manifesting the immovability power. This effect remains for as long as the user plays.

By succeeding on a DC 15 Perform (percussion instruments) check, the person playing the tama can create a concussion blast affecting one target within 170 feet, dealing 3d6 points of force damage. This secondary ability may only be used once every two rounds, and may be used while maintaining the immovability effect; failing at the Perform check does not cause the immovability effect to end, although it does count towards the limit of how often the concussion blast ability may be used.

Craft Universal Item, concussion blast, immovability

Third Eye Long Touch
Aura Faint telekinesis; ML 1st; Slot Eyes; Price 2,000 Cp

The wearer of this kind of third eye can use his touch attacks as if they were ranged touch attacks with a 30-foot range increment. It does not actually grant reach, and so does not help provide a flanking bonus or allow the wearer to make attacks of opportunity at any range greater than normal. The wearer uses his normal melee attack bonuses and normally affects the target with the effect of his touch if it hits, though the target of the attacks can benefit from cover or concealment.

Craft Universal Item, far hand

Tokchaka
These egg-shaped crystals are made from dasl and sized to fit a Medium creature's hand. They are venerated by the kreen with the same, neigh-religious zeal as is the dasl chatkcha, as they are also seen as a part of the kreen, having been produced from their own bodies. Tokchakas see various uses in the hands of the kreen psions, or chakak, who create them using the kreen's venomous saliva and a mixture of sand and special herbs. It takes 10 days to make enough dasl to create a tokchaka. A typical tokchaka has hardness 7, 45 hit points, AC 7, and a break DC of 23.

Klik Tokchaka
Aura Moderate telepathy; ML 9th; Slot None; Price 1,100 Cp (+1), 1,400 Cp (+2), 1,900 Cp (+3), 2,600 Cp (+4), 3,500 Cp (+5), 4,600 Cp (+6), 5,900 Cp (+7), 7,400 Cp (+8), 9,100 Cp (+9), 11,000 Cp (+10); Weight 5 lb.

The klik tokchaka, or teacher of knowledge, is used to transfer a chakak's memories into the crystal in order to preserve his knowledge for other chakaks to use. When held, this tokchaka imparts increased knowledge upon its wielder. Depending upon how many generations of chakaks have imparted their knowledge into the tokchaka, its amassed knowledge can vary greatly.

When the klik tokchaka is held, the wielder can make any Knowledge (geography, history, local, and nature) skill checks as if they have ranks in that skill, and also gain a +1 competence bonus to each of these skills. This bonus increases by +1 for each “generation” of the egg beyond the first, to a maximum bonus of +10. Any kreen can add a generation by using mindlink upon the tokchaka as a target, just before his death. Once done, the kreen instantly dies and its soul cannot be retrieved for the purposes of raise dead or other similar spells or powers, even by a wish spell.

At the DM's discretion, a klik tokchaka can trigger thri-kreen racial memories when used, with higher generation eggs having greater triggering chances.

Craft Universal Item, mindlink, creator must be a kreen with the Kiltektet feat

Thosa Tokchaka
Moderate telepathy; ML 11th; Slot None; Price 16,500 Cp; Weight 5 lb.

The thosa tokchaka, or home of life, is in fact a container for storing a kreen psion's essence until he finds a new host body. When a thosa tokchaka is within range, a kreen psion can manifest true mind switch with the egg as a target, without expending the usual negative levels. The tokchaka is considered the new body for all purposes. While in the tokchaka the psion is still aware of his surroundings, but is only able to manifest psionic powers; they cannot interact with the environment in any other way. If the psion later manifests true mind switch again, he must suffer the temporary negative levels; only when a psion's mind initially enters the thosa tokchaka does he not suffer the temporary negative levels. Since dasl is an imperfect material for storing a living creature's psyche ― unlike obsidian ― the psyche of the kreen psion can only stay within a thosa tokchaka for a maximum of 11 days, after which the psyche is lost and the kreen psion is considered dead.

Craft Universal Item, true mind switch

Tho-dul'kreen Tokchaka
Aura Strong psychoportation; ML 13th; Slot None; Price 9,100 Cp; Weight 5 lb.

The tho-dul'kreen tokchaka, or experience of the moving people, is a rare tokchaka that contains the racial memories of places and locations visited by untold generations of kreen.

Once per week, when the tho-dul'kreen tokchaka is held by a kreen and a command thought is mentally projected into it, the holder and up to thirteen other creatures are drawn along a crystalline arc of remembrance, to the edge of conscious thought and into the racial memories of the kreen race. The additional creatures brought along with the holder must be touching at least one other participant, at least one of which must be in physical contact with the tokchaka holder. Every kreen physically enters the part of their racial memory that deals with locations and the paths to get there, leaving nothing behind.

In the racial memories, the holder of the tokchaka moves through a recollection of places, regions, and sites that have been visited by kreen everywhere, since the beginning of time. For every minute he moves through racial memories, he can choose to physically displace himself up to five miles away in the real world. Thus, the holder can use the tokchaka to travel rapidly by physically entering places subconsciously known by every kreen, moving the desired distance, and then “stepping back” into the real world at the desired location. The holder always arrives at the desired location. The holder can travel along these racial memories for up to 13 hours uninterrupted.

Any kreen that come along when the tokchaka is activated also make the transition to the borders of unconscious racial memories. A kreen that stops touching the others becomes separated from the holder and wanders off into these memories, becoming hopelessly lost. After 1 hour, any lost kreen return to the real world as many as 1,000 miles (d%×10) away from their starting point, in a completely random direction.

Craft Universal Item, dream travel

Torc of Anger
Aura Moderate psychometabolism; ML 10th; Slot Neck; Price 24,000 Cp; Weight 2 lb.

This torc, formed from beaten, blackened iron, confers the ability to better channel one's destructive emotions. The more the damage and pain the wearer is subjected to, the farther his anger drives him into a combat frenzy. The torc is worn around the neck or upper arm and must be worn continuously for one full day, while the creature remains at full hit points, before it provides any benefit from its power.

During an encounter, if the wearer loses 25% or more of his normal hit point total, he gains DR 2/- and a +1 morale bonus to attack and damage rolls for the reminder of the encounter. Once at 50% of his normal hit point total, these bonuses increase to DR 3/- and a +2 morale bonus to attack and damage rolls. Once the damage total reaches or exceeds 75% of his normal hit point total, the bonuses once again increase to DR 4/- and a +4 morale bonus to attack and damage rolls. Finally, when he loses 90% or more of his normal hit point total, the bonuses increase to DR 5/- and a +8 morale bonus to attack and damage rolls. Once the torc has bestowed any of its power to the wearer, its ability cannot be used again until the wearer has first been restored to full hit points.

Craft Universal Item, biofeedback, strength of my enemy

Torc of Passion
Moderate telepathy; ML 10th; Slot Neck; Price 13,000 Cp; Weight 2 lb.

This torc is created from beaten silver and confers a heightened ability to channel one's emotions into manifested powers. The wearer's ability to wild surge is treated as if they are a wilder four levels higher than their current level. If donned by a character with the Overchannel feat, the torc lets her use a part of her emotions to counter the physical demands of overchanneling, reducing the damage to d6's. Additionally, any character wearing the torc gains the ability to overchannel a power she knows, once per day, to increase her effective manifester level by one without taking any damage; this ability does not stack with the Overchannel feat and cannot be used while wild surging.

Craft Universal Item, creator must be able to wild surge

Torc of Iron Will
Aura Moderate telepathy; ML 9th; Slot Neck; Price 18,000 Cp; Weight 2 lb.

This item is a band inlaid pieces from the skull of an id fiend with fine iron threads, worn around the neck or upper arm. The wearer of a torc of iron will automatically receive power resistance 19 against mind-affecting powers for 1 round, twice per day. This effect is activated as an immediate action by mental command.

Craft Universal Item, tower of iron will

Torc of Surging
Aura Strong psychometabolism; ML 15th; Slot Wrists; Price 60,000 Cp; Weight 2 lb.

This brass torc is worn around the arm and greatly increases a wilder's abilities. The duration of the wearer's surging euphoria is class feature increases from rounds to minutes, and the character also gains fast healing 1 for the duration of the surging euphoria.

Craft Universal Item, bend reality

Torc of Vengeance
Aura Strong psychometabolism; ML 12th; Slot Neck; Price 29,000 Cp; Weight 2 lb. This large torc, forged from dull, heavy lead, confers the ability to better channel one's vengeful emotions; the more the wearer is damaged by an opponent, the more his hate drives him to kill. The torc is worn around the neck, and must be worn continuously for at least one full day for the wearer to benefit from its power.

Once per day, activated as a free action at the beginning of any combat round, the torc's wearer gains a +1 morale bonus to melee attack and damage rolls against the next opponent that successfully damages him with a melee attack. This bonus lasts until the specified opponent is dead or destroyed, or if the opponent leaves the encounter by any means and does not return before any other enemies are defeated. If the wearer suffers no melee damage between the time he activates the torc and the end of the round, the torc's ability is deactivated and does not count against its daily use limit. Each additional time the specified opponent damages the wearer with a melee attack during the same encounter, the morale bonus increases by an additional +1, to a maximum bonus of +10.

Once the torc has been activated and an opponent has been specified, it drives the wearer into an emotional state that makes it difficult to stop attacking that opponent. This emotional state begins as soon as the wearer receives the morale bonus and ends when the opponent is disabled, dying, or dead, or if the wearer succeeds at a Will save with a DC of 15 + the current morale bonus conferred by the torc. The Will save may be taken once per round, immediately before the torc wearer's action, if the wearer so desires. On a failed save the wearer must take any steps necessary to make melee attacks against the opponent, but can make a new save the next round. Once the opponent is disabled, dying, or dead, or the Will save is successful, the morale bonus disappears and the torc cannot be activated again that day.

Craft Universal Item, strength of my enemy

Vatic Talisman
Aura Faint clairsentience; ML 3rd; Slot None; Price 50 Cp (+1); 200 Cp (+2); 450 Cp (+3); 800 Cp (+4); 1,250 Cp (+5); 1,800 Cp (+6); 2,450 Cp (+7); 3,200 Cp (+8); 4,050 Cp (+9); 5,000 Cp (+10).

These are common, functional “luck charms” sold by elven traders, who call them akotoja (“fate stealer”). The item's more official name, vatic talisman, is the name used by the learned psions who create these items to gain useful insight into future events.

A vatic talisman can be mentally activated as a standard action, giving a one-time insight bonus, varying in power from +1 to +10, to an attack roll, damage roll, saving throw, or skill check. Once activated, this bonus can be used any time within a period of time equal to (10 x items bonus) minutes. For example, a +2 vatic talisman must be used within 20 minutes of its activation while a +10 vatic talisman can be used up to 100 minutes later. Once the duration expires or the bonus is used (whichever comes first), the talisman becomes useless, valued only for ornamentation.

Craft Universal Item, manifester must be of a level at least three times greater than the bonus of the talisman, precognition

Veil of Lies
Aura Faint telepathy; ML 1st; Slot Head; Price 2,000 Cp.

This veil's appearance ranges from that of a simple silk scarf to a noblewoman's fine, embroidered veil. It is worn by those who wish to keep their true opinions hidden from others. The wearer of the veil is under the effect of a continual conceal thoughts power.

Craft Universal Item, conceal thoughts

Wind Howdah
Aura Moderate psychoportation and psychokinesis; ML 8th; Slot None; Price 32,000 Cp; Weight 25 lb.

This round, 10-foot diameter platform is most often crafted out of a bamboo-like weed, woven into a stiff mesh that is stretched to cover a polished frame of erdlu bones. Situated at the center of the platform is a 10-foot tall pole to which is affixed a triangular sail, held straight by a perpendicular bar.

By holding the perpendicular bar, a passenger can psychokinetically pilot the wind howdah. As a move action, the pilot can mentally direct the vehicle to move up or down as much as 20 feet each round, or move horizontally at a speed of 20 feet per round with average maneuverability. Mentally controlling the vehicle for long periods of time is trying, and a pilot doing so is fatigued as if walking (see Overland Movement). The pilot can, if desired, use the howdah for more than 8 hours, counting it as a forced march for the purpose of fatigue and other effects.

A wind howdah can carry up to 500 pounds while moving at full speed; for every additional 50 pounds, reduce the vertical or horizontal movement per 5 feet per round. Once the weight exceeds 700 pounds, there is a 1% chance per additional pound, per round, that the vehicle will cease to function and plummet to the ground, the pilot, passengers, and vehicle itself taking falling damage depending on the height they were at. Once this happens, the vehicle will only start working again once the load is reduced to 500 pounds or less..

Craft Universal Item, psionic levitate, telekinetic force

Wrappings of Detachment
Aura Moderate telepathy; ML 11th; Slot Body; Price 36,400 Cp; Weight 2 lb.

These wrappings are commonly associated with the brown vestments worn by those few, unaffiliated elves who give up their tribal allegiance for a life of solitude, hoping to better attain psionic perfection. Despite the relative commonness of this type of wrapping, they can be found in a variety of different materials, styles and various somber hues. Regardless of their appearance, they can always be used to hide the features of the wearer and are universally recognized as a denotation of their personal detachment from the surrounding world. The wearer gains the use of the Cloak Dance feat, even if he does not meet the prerequisites for it. The wrappings also allow the wearer to use mass cloud mind as the power once per day (Will save DC 19).

Craft Universal Item, creator must have 10 ranks in Stealth, mass cloud mind