Magic Items
The magic items in these sections are divided into the categories outlined in Pathfinder RPG Ultimate Equipment, so you can use them with the treasure generator detailed in that book. If you're running an adventure that features an NPC with levels in one of the classes introduced in Occult Adventures, or you have a PC with levels in one of these classes, when determining treasure, consider either using items from this section before rolling randomly on the treasure generator, or adding these items to the treasure generator.
Rings
Rings bestow magical powers upon their wearers. Anyone can use a ring, but a character can gain the benefits of only two magic rings at a time.
Rings
Greater Major Ring | Price |
---|---|
Ring of psychic mastery | 50,000 gp |
Ring of the hidden psyche | 160,000 gp |
Ring of Psychic Mastery
Aura: strong (no school)CLl: 14th
Price: 50,000 gp
Weight: -
The large sapphire that adorns this platinum ring darkens in hue as its wearer depletes her psychic spellcasting potential. The gem turns black when the wearer's daily spells are exhausted or if the wearer has no ability to cast psychic spells. A ring of psychic mastery grants the caster 1 additional psychic spell per day for each spell level from 1st to 4th that she is capable of casting.
Ring of the Hidden Psyche
Aura: strong (no school)CLl: 18th
Price: 160,000 gp
Weight: -
This ring resembles a ring of psychic mastery, but its flawless sapphire serves as a vessel for the wearer's soul. It possesses all the abilities of a ring of psychic mastery in addition to the following effects.
The wearer's soul instantly enters the ring upon the wearer's death, even if her body is utterly destroyed. This counts as an object possession spell, except that the possessing soul cannot animate the ring and must instead wait for someone to wear it. From inside the ring, she can attempt a greater possession on anyone who voluntarily wears the ring (Will DC 23 negates). A successful save against the greater possession effect renders the new wearer immune to further such attempts for 24 hours. Dispelling the object possession effect on the ring banishes the soul from the ring to its appropriate afterlife. Otherwise, a soul can remain in the ring indefinitely. While in the ring, the soul knows when a creature has put on the ring. The soul can't otherwise sense the area around it or take actions other than attempting the greater possession effect.
A ring of the hidden psyche resists attempts to discern its true nature. detect magic reveals only the properties of a ring of psychic mastery, though identify or stronger magic can reveal the ring's full powers if the caster succeeds at a DC 23 Will save.
Rods
Rods are scepterlike devices that have unique magical powers and usually do not have any charges. Anyone can use a rod (though metamagic rods have no effect when used by creatures that cannot cast spells). Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.
Rods
Lesser Medium Rods | Price |
---|---|
Furious metamagic rod, lesser | 3,000 gp |
Logical metamagic rod, lesser | 3,000 gp |
Scarring metamagic rod, lesser | 3,000 gp |
Refocusing rod | 5,000 gp |
Fearsome metamagic rod, lesser | 9,000 gp |
Traumatic metamagic rod, lesser | 9,000 gp |
Furious metamagic rod | 11,000 gp |
Logical metamagic rod | 11,000 gp |
Scarring metamagic rod | 11,000 gp |
Lesser Major Rods | Price |
Furious metamagic rod, greater | 24,500 gp |
Logical metamagic rod, greater | 24,500 gp |
Scarring metamagic rod, greater | 24,500 gp |
Overflowing rod | 25,000 gp |
Witching rod | 31,000 gp |
Fearsome metamagic rod | 32,500 gp |
Traumatic metamagic rod | 32,500 gp |
Greater Major Rods | Price |
Fearsome metamagic rod, greater | 73,000 gp |
Traumatic metamagic rod, greater | 73,000 gp |
Hollow rod | 121,500 gp |
Caduceus rod | 142,000 gp |
CLl: 12th
Price: 142,000 gp
Weight: 3 lbs.
Two entwined wooden snakes run the length of this laurel rod, which is capped with a pair of brass wings. This mystical implement gives its possessor a +5 insight bonus on Craft (alchemy) checks and a +1 insight bonus on attack and damage rolls with alchemical items, including alchemists' bombs. When it's held in hand, the caduceus rod can be invoked five times per day to grant one of the following boons, each of which counts as a 6th-level spell-like ability.
The rod awakens all sleeping creatures within a 40-foot-radius burst centered on the wielder. Creatures in the burst gain immunity to sleep effects for 1 minute.
Exchange
The wielder transmutes one of his prepared alchemical extracts into an extract of another formula in his formula book of equal or lower level.
All dying (–1 or fewer hit points) creatures in a 40-foot-radius burst centered on the wielder die. Each such creature can attempt a DC 19 Fortitude save to instead take 1d6 points of negative energy damage. This is a death effect.
Revive
The wielder targets a creature within 40 feet with empowered breath of life.
As deep slumber, except that it affects a 20-foot-radius burst centered on the wielder, can affect up to 20 HD of creatures, and has a Will save DC of 19. The wielder of the rod is unaffected and can choose to exclude up to four other targets from the effects.
Aura: strong (no school)CLl: 17th
Price: varies
Weight: 1 lb.
The wielder of this rod can cast up to three spells per day that make enemies shaken as though using the Fearsome Spell feat.
Aura: strong (no school)CLl: 17th
Price: varies
Weight: 1 lb.
The wielder of this metamagic rod can cast up to three spells per day that channel her anger as though using the Furious Spell feat.
Aura: strong (no school)CLl: 15th
Price: 121,500 gp
Weight: 5 lbs.
Slightly smaller and shorter than vril staves, hollow rods are hollow silver tubes covered in intricate glyphs and small, flute-like keys. Three times per day, a kineticist can utilize the hollow rod in conjunction with a blast wild talent or the kinetic healer wild talent to augment that talent's destructive or healing capabilities, treating the wild talent as maximized. A hollow rod can't be used on a wild talent affected by metakinesis.
Aura: strong (no school)CLl: 17th
Price: varies
Weight: 1 lb.
The wielder of this rod can cast up to three spells per day without emotion components as though using the Logical Spell feat.
Aura: moderate evocationCLl: 10th
Price: 25,000 gp
Weight: 1 lb.
An overflowing rod amplifies and focuses the side effects of a kineticist's burn. While holding the rod, the kineticist counts as 3 levels higher for the purpose of determining the effects of her elemental overflow ability. If used by a character without elemental overflow, the rod grants its wielder the benefit of elemental overflow as a 3rd-level kineticist (which is generally helpful only to low-level kineticists or kineticists with archetypes that replace elemental overflow with another class feature).
Aura: moderate (no school)CLl: 10th
Price: 5,000 gp
Weight: 1 lb.
Once per day, a refocusing rod allows an occultist to transfer mental focus using the shift focus class feature without losing any points of focus. He can move focus from one implement into the rod, and then from the rod into another implement, by spending twice as long as it normally takes him to shift focus (because he's making two transfers). The occultist must transfer the focus from the rod within 10 minutes or the focus is lost.
If an occultist chooses a refocusing rod as one of his implements for the day, he can instead use this ability to transfer focus into the rod and leave it there or transfer focus he already stored in the rod into another implement. In either of these cases, no points of focus are lost in the transfer and it takes the normal amount of time to shift focus instead of twice as long. If the refocusing rod is not one of the occultist's implements for the day, mental focus stored in it can't be used for any purpose except transference to another implement.
Any mental focus transferred into the rod still belongs to the occultist who transferred it. The rod can't be used to transfer mental focus between two users.
Aura: strong (no school)Lesser scarring metamagic rod 3,000 gpCLl: 17th
Price: varies
Weight: 1 lb.
The wielder of this rod can cast up to three spells per day that weaken her target's will as though using the Scarring Spell feat.
Aura: strong (no school)CLl: 17th
Price: varies
Weight: 1 lb.
The wielder of this rod can cast up to three spells per day that cause nightmares as though using the Traumatic Spell feat.
Aura: moderate transmutationCLl: 11th
Price: 31,000 gp
Weight: 1 lb.
This especially powerful dowsing rod is typically made of a branch from an ancient tree or shafts forged of rare metals. When used for the dowsing skill unlock in place of a mundane dowsing rod, a witching rod provides a +5 circumstance bonus on the Survival check.
A witching rod can not only detect bodies of water, grave sites, and metal deposits, but can also manipulate substances or souls related to them. The rod can produce the effects of control water, speak with dead (DC 14), or stone shape. Though this ability can typically be used only once per day, a wielder with the ability to use the dowsing occult skill unlock more than once per day can instead produce a spell effect one additional time per day for each additional use of dowsing she has. This doesn't require her to expend uses of dowsing. Only one creature can produce extra uses of the witching rod in this way each day.
Scrolls
Scrolls are divided based on the type of magic used to create the scroll; psychic spellcasters create psychic scrolls in much the same way arcane spellcasters create arcane scrolls and divine spellcasters create divine scrolls. Psychic scrolls follow all the same rules as other scrolls. A psychic scroll is a spell completion item that requires the user to decipher and read the scroll. The user must also provide all necessary components except material and focus components (which were provided by the scroll's creator). This includes thought and emotion components.
Normally, there's a 70% chance a scroll will be arcane and a 30% chance it will be divine. When determining treasure randomly in a game that includes psychic magic, use the table below instead.
Random Scrolls
d% | Spell Type |
---|---|
1–59 | Arcane scroll |
60–84 | Divine scroll |
85–100 | Psychic scroll |
Staves
A staff is a long shaft that stores several spells. Staves usually hold spells grouped by a theme and sometimes possess other abilities that they grant to the wielder. A staff has 10 charges when created but can be recharged by a spellcaster with the appropriate spells.
Staves
Greater Major Staff | Price |
---|---|
Vril staff | 200,000 gp |
Vril Staff
Aura: strong transmutationCLl: 15th
Price: 200,000 gp
Weight: 5 lbs.
This hollow, silver staff is covered in intricate glyphs and flute-like keys, and allows use of the following spells:
- mage hand (1 charge)
- cure light wounds (1 charge)
- cure moderate wounds (2 charges)
- Telekinesis (2 charges)
- repulsion (3 charges)
If the wielder of a vril staff is a spellcaster, as a standard action, she can expend 1 charge and sacrifice a prepared spell or unused spell slot of 1st level or higher to channel the power through the staff as a blast of raw magical energy known as vril. This ray resolves as a ranged touch attack with a range of 30 feet, and the wielder chooses whether it deals damage or heals. The amount of damage dealt or healed by the ray is equal to 1d6 points per level of the spell sacrificed + 1 point per caster level of the wielder.
In the hands of a kineticist, the staff functions differently. By spending 1 charge from the staff as part of her kinetic blast, the kineticist can use a new basic energy blast called a vril blast. This blast deals untyped damage. A vril blast works only with form and substance infusions that specify that they work on any blast. If the kineticist instead spends 3 charges, her vril blast's intensity increases and it ignores spell resistance. A kineticist can use a vril staff without attempting a Use Magic Device check.
A spellcaster can recharge a vril staff normally. A kineticist can restore a single charge to a vril staff by accepting 3 points of burn.
Wondrous Items
"Wondrous item" is a catchall category for anything that doesn't fall into other groups (such as weapons, staves, and so on). Wondrous items are a diverse group. Some must be worn in a specific magic item slot in order to work, while others must merely be possessed and utilized. Anyone can use a wondrous item unless the item's description specifies otherwise. Many of the items presented here require the user to have some psychic connection to function, as specified in the item's description.
There are two main categories of wondrous items: slotted and slotless. Slotted items take up a magic item slot, and must be worn by those who want to benefit from them.
CLl: 3rd
Price: 1,400 gp
Weight: 5 lbs.
These small clay vessels are fired in shapes representing various small animals—fish, lizards, mice, and sparrows are the most common. If a pot's user places a living animal matching the pot's form within, the user can communicate with the animal through whispers, as speak with animals. This ability functions three times per day.
Aura: moderate necromancyCLl: 11th
Price: 1,500 gp
Weight: 1 lb.
Crafted from collected ectoplasm and wax, candles of spirit protection ward off creatures from the spirit world. To function, a candle of spirit protection must be placed in the desired area. When it's lit, fine lines of smoke coil out, creating a circular line of smoke in a 10-foot radius around the candle. This area is protected against intrusion by astrally projected creatures, ethereal creatures, haunts, incorporeal creatures, mediums channeling a spirit, and phantoms, and at the GM's discretion can affect other spirits or creatures made of ectoplasm. Such creatures can't enter the area of effect, and act as though they were affected by an antilife shell that specifically targets them and no other creatures.
The candle can't be moved once it is lit; attempting to do so ends the effect. Otherwise, a lit candle of spirit protection burns for 1 hour. Either way, the candle is expended after one use.
Aura: faint abjurationCLl: 1st
Price: 2,800 gp
Weight: 2 lbs.
This protective ward is fashioned from a thin, supple piece of wood bound in a circle, and then woven with sinew to create a weblike pattern. Dreamcatchers are often decorated with beads and feathers. More elaborate dreamcatchers might be made of gold or silver instead, and decorated with dangling jewels and metal figurines.
A dreamcatcher protects its sleeping owner from malicious influences. The owner gains a +2 sacred bonus on saving throws while asleep. Further, any ability damage or ability drain he takes during this time is reduced by 1 point (to a minimum of 0 points).
Aura: faint divinationCLl: 1st
Price: 375 gp
Weight: -
The possessor activates this well-worn gold coin by rubbing it between her thumb and forefinger while willing it to function. The false coin can be activated only by creatures with the Psychic Sensitivity feat or the ability to cast psychic spells. Once activated, the coin maintains a link to the creature that activated it, and if passed along to someone else, it shares empathic cues about its new possessor with the creature that activated it. This empathic link gives the activator a +2 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the coin's current possessor. In addition, the possessor takes a –1 penalty on saving throws against spells with the emotion, fear, or scrying descriptors cast by the coin's activator. While activated, the coin appears nonmagical as though protected by magical aura (Will DC 11).
The link between the activator and the coin persists for 1 week, after which the coin loses all of its powers and becomes a mundane coin.
Aura: strong conjuration and abjurationCLl: 12th
Price: 180,000 gp
Weight: 2,500 lbs.
A flying skiff is a long, flat-bottomed vehicle akin to a naval ship, and is covered in metallic veins. Without a psychic pilot, a flying skiff acts in all regards as a keelboat. A single Large direct-fire siege engine can be mounted on the front of a flying skiff.
A control helmet that fits a Small, Medium, or Large creature is linked by long, curling cables to the metal veins of the skiff. Whenever a psychic creature (one with levels in an occult class, the Psychic Sensitivity feat, or the ability to use psychic spell-like abilities) wears the control helmet, the flying skiff gains the following abilities.
- The skiff can fly with a maximum speed of 100 feet and acceleration of 30 feet.
- The skiff gains fast healing 5 when reduced below half its starting hit points. Damage above this threshold must be repaired normally.
Along with the abilities granted to the flying skiff when piloted by a psychic creature, the pilot gains the following additional abilities.
- Anytime the pilot casts one of the following psychic spells, the spell affects the entire crew of the flying skiffintellect fortress, mental barrier, thought shield, and tower of iron will. This includes all variants of these spells. The effect ends for a creature that departs the skiff before the spell's duration ends.
- The pilot can aim and fire the siege weapon on the flying skiff with her mind (using the same number of actions this would normally take). This does not grant her the ability to reload the siege weapon with her mind.
- Once per day, the pilot can take a full-round action to transport the flying skiff and all crew onboard as plane shift.
CLl: 12th
Price: 80,000 gp
Weight: 100 lbs.
A flying sled is a small vehicle akin to a rowboat, and is covered in metallic veins. The sled can hold one occupant. A psychic pilot can the control the craft. Without a psychic pilot, a flying sled acts in all regards as a rowboat.
A control helmet that fits a Small or Medium creature is linked by cables to the metal veins of the sled. When a psychic creature (one with levels in an occult class, the Psychic Sensitivity feat, or the ability to use psychic spell-like abilities) wears the control helmet, the flying sled gains the following abilities.
- The sled can fly with a maximum speed of 100 feet and acceleration of 30 feet.
- The sled gains fast healing 2 when reduced below half its starting hit points. Damage above this threshold must be repaired normally.
Along with the abilities granted to the flying sled when piloted by a psychic creature, the pilot gains the following additional ability.
- Once per day, the pilot can take a full-round action to transport herself and the flying sled between the Astral Plane and the Material Plane. This ability otherwise functions as plane shift.
Four-Leaf Clover
Aura: faint evocationCLl: 5th
Price: 3,750 gp
Weight: -
This curio is a four-leaf clover that was harvested from the wild and preserved. Typically encased in glass or crystal, four-leaf clovers are sometimes pressed, bronzed, or protected through other means. A creature with a four-leaf clover in her possession can call upon an extra boost of luck before attempting a single ability check, saving throw, or skill check. She gains a +2 luck bonus on that check. This ability functions three times per day, and requires a free action that the owner can perform even when it's not her turn.
Aura: moderate necromancyCLl: 6th
Price: 16,000 gp
Weight: 1/2 lb.
A ganji doll is a fetish tied so intimately to its intended victim that good or ill can be done to the target through the doll itself. During the item's creation, the creator must choose a humanoid creature to bind the doll to. This requires the creator to obtain and craft a bit of the intended target's body—typically hair, blood, or a tooth—into the fetish. Once this has been done, the ganji doll affects no other creature aside from the bound target. The target of the ganji doll can't be changed after crafting is complete.
Once the doll has been created, three times per day, any bearer can employ the doll to create any one of the following effects. These effects target only the creature bound to the doll. The target takes a –2 penalty on all saving throws against these effects.
Covering the doll's head with a cloth blinds the target for 1 minute (Will DC 16 negates).
Damage
Stabbing the doll with a sharp instrument, waving it over an open flame, wrapping a cord around the doll's neck, or otherwise damaging the doll causes the target to take 3d6 points of damage (Fortitude DC 16 half). This damage ignores all resistances and immunities.
Touch Spell
The ganji doll functions as the bound target for the purpose of any spell with a range of touch. The target receives the effect of any spell cast upon the doll (up to the doll's limit of three effects per day) as if the caster had actually touched him. The target can attempt saving throws against such spells, if allowed, as normal, but takes the –2 penalty imposed by the doll. Beneficial spells, such as cure light wounds, can also be used in this manner.
Aura: moderate necromancyCLl: 12th
Price: 36,000 gp
Weight: 1/2 lb.
A greater ganji doll looks similar to and functions as the normal version, except that it can be used 5 times per day, imposes a –4 penalty on the target's saving throws against its effects, and has the following altered or additional special abilities in addition to all the abilities of a ganji doll.
Damage
Damaging the doll causes the target to take 6d6 points of damage (Fortitude DC 16 half). This damage ignores all resistances and immunities.
Aura: moderate abjurationCLl: 7th
Price: 1,400 gp
Weight: 1/2 lb.
When sprinkled on the ground, this mixture of salt and powdered iron forms a barrier that is invisible and impenetrable for spirits. Ghost powder is typically found in bags or tubes, and a single dose of ghost powder can trace a line up to 50 feet in length; it can be used in 5-foot increments. Corporeal creatures can cross a line of ghost powder, but ethereal and incorporeal creatures are blocked as though the line were a wall of force. Teleportation effects can cross a line of ghost powder, as can an incorporeal creature possessing a corporeal creature. The barrier created is 10 feet high. It prevents incorporeal creatures from crossing through the floor directly beneath it, and if the barrier reaches the ceiling, it prevents them from crossing through the ceiling directly above. In addition, if ghost powder is sprinkled in front of every entrance (including chimneys, air vents, and the like) of a building, it prevents incorporeal creatures from entering the building through the walls, floor, and ceiling in their entirety. Sweeping away the ghost powder destroys the barrier, but incorporeal and ethereal creatures can't disturb the powder or affect it with their abilities unless they deal enough damage to destroy the barrier itself. When laid down quickly (up to 10 feet can be spread as a standard action), the effects of ghost powder last for 1 hour. If the powder is laid down carefully (taking 1 minute for every 5 feet), the effects last 8 hours.
Cursed Items
Perhaps the most dangerous and insidious of all cursed items are those magic items whose intended functions are completely replaced by a curse. Yet even these items can have their uses, particularly as traps or weapons. The following are provided as specific examples of cursed items. Instead of prerequisites for construction, a typical cursed item is associated with one or more ordinary magic items whose botched creation might result in the cursed item. Cursed items can be sold as if they were the item they appear to be, provided the curse is not known to the buyer.