Psionic Items

Psicrowns

A psicrown is a special headband that stores several powers. Unlike dorjes (see page 167 XPH), which can contain a wide variety of powers, each psicrown is of a certain kind and holds specific powers. Unless otherwise stated, a psicrown has power points equal to 50 x its manifester level when created. These power points can be spent only on the powers that are contained in the psicrown.

Physical Description: A typical psicrown is large enough to fit on the head of a Medium creature. Some psicrowns are actually crownlike and heavily adorned, while others are simple headbands with crystal centerpieces. All psicrowns weigh less than 1 pound. Most psicrowns are metallic, but one could potentially be composed of any material. Metallic psicrowns have AC 10,10 hit points, hardness 8, and a break DC of 28. Psicrowns made of psionically reinforced silk have AC 7, 10 hit points, hardness 2, and a break DC of 24. Psicrowns can be made from other, more exotic materials, but all have at least the strength and durability of psicrowns made of psionically reinforced silk.

Activation: Psicrowns use the power trigger activation method, so manifesting a power from a psicrown is usually a standard action that does not provoke attacks of opportunity. (If the power being manifested, however, has a longer manifesting time than 1 standard action, it takes that long to manifest the power from a psicrown.) When activating a psicrown, the user spends power points contained in the psicrown on any one of the psicrown's powers. Powers activated from a psicrown can be augmented with additional power points from the psicrown itself, so long as the total number of power points spent does not exceed the user's manifester level. The user can't manifest a power from a psicrown using his own power points.

Psicrowns have immense utility because they pack so many capabilities into one item and because they use the wearer's ability score and relevant feats to set the DC for saves against their powers.

Unlike with other sorts of psionic items, the wearer can use his manifester level when activating the power of a psicrown if it's higher than the manifester level of the psicrown. Thus, psicrowns are far more potent on the head of a powerful psionic character. Not only are aspects of the power that depend on manifester level (range, duration, and so on) potentially greater, but powers from a psicrown are harder to dispel and have a better chance of overcoming a target's power resistance (especially if the wearer has the Power Penetration feat).

The minimum manifester level of a psicrown is 8th. The manifester level of a psicrown cannot be more than five levels higher than the minimum manifester level for the highest-level power in the psicrown.

Astral Legion

This psicrown has 900 power points. It is made from white silk interwoven with crystalline strands of thread. It allows use of the following power.

Aura/Manifester Level: Strong metacreativity; ML 18th.
Construction: Craft Psicrown, astral construct; Price 47,250 gp.
Source: Expanded Psionics Handbook

Beast

This psicrown has 450 power points. It is made from a prickly collection of bear claws and snake fangs. It allows use of the following powers.

Aura/Manifester Level: Moderate psychometabolism; ML 9th.
Construction: Craft Psicrown, claw of energy, duodimensional claw, prevenom, psionic lion's charge, and truevenom; Price 33,750 gp.
Source: Expanded Psionics Handbook

Cautious Warrior

This psicrown has 450 power points. It is made from a shining iron alloy, similar to the material of a metallic shield. It allows use of the following powers.

Aura/Manifester Level: Moderate psychometabolism; ML 9th.
Construction: Craft Psicrown, adapt body, body adjustment, defensive precognition, and inertial barrier; Price 32,063 gp.
Source: Expanded Psionics Handbook

Discerning Watcher

This psicrown has 450 power points. It is made from pure transparent crystal. It allows use of the following powers.

Aura/Manifester Level: Moderate clairsentience; ML 9th.
Construction: Craft Psicrown, aura sight, clairtangent hand, clairvoyant sense, psionic darkvision, psionic true seeing, remote viewing; Price 51,469 gp.
Source: Expanded Psionics Handbook

Dominator

This psicrown has 450 power points. It is made from gray iron and is shaped into an intricately fluted crown. It allows use of the following powers.

Aura/Manifester Level: Moderate telepathy; ML 9th.
Construction: Craft Psicrown, psionic charm, psionic dominate, and psionic suggestion; Price 20,250 gp.
Source: Expanded Psionics Handbook

Evader

This psicrown has 400 power points. It is made from silk, usually dyed emerald green, with an emerald crystal affixed to the material. It allows use of the following powers.

Aura/Manifester Level: Moderate psychoportation; ML 8th.
Construction: Craft Psicrown, catfall, hustle, psionic fly, psionic freedom of movement, wall walker; Price 28,500 gp.
Source: Expanded Psionics Handbook

Fiery Ruin

This psicrown has 750 power points. It is made from reddish iron and is shaped into a twisted circlet studded with reddish crystals. It allows use of the following powers.

Aura/Manifester Level: Strong psychokinesis; ML 15th.
Construction: Craft Psicrown, energy ball, energy cone, energy missile, energy stun, fiery discorporation; Price 67,500 gp.
Source: Expanded Psionics Handbook

Gossamer Assailant

A gossamer assailant psicrown allows the wearer to trap, slow, or trip opponents.

This psicrown is constructed from small jade crystals and ectoplasm, giving it an almost ethereal look. It appears as an intricately woven band that fits comfortably over the temples. The strands of ectoplasm glisten in the light, giving the psicrown a pearlescent appearance. The crystals that decorate the psicrown are clustered in front, vaguely reminiscent of the eyes on a large hunting spider.

Activation: You can activate the psicrown as a standard action and use any one of the psionic powers listed below. Using a different power, or the same one in succession, requires another standard action.

Effect: This psicrown has 550 power points and allows the use of the following powers.

Aura/Manifester Level: Moderate metacreativity. ML 11th.
Construction: Craft Psicrown, catapsi, ectoplasmic cocoon, ectoplasmic swarm, and entangling ectoplasm, 40,219 gp, 3,218 XP, Weight: 1/2 lb. Price: 80,438 gp.
Source: Web

Great Dominator

This psicrown has 750 power points. It is made from black iron without further ornamentation. It allows use of the following powers.

Aura/Manifester Level: Strong telepathy; ML 15th.
Construction: Craft Psicrown, psionic charm, psionic dominate, and psionic suggestion; Price 45,000 gp.
Source: Expanded Psionics Handbook

Stygian Diabolist

The stygian diabolist psicrown taps into the Negative Energy Plane, sapping the strength and life force from the wearer's enemies.

This psicrown is carved from obsidian and bears a single large ruby, mounted in front. When used, the gem pulses with blood-red energy and the wielder's features become momentarily drawn and emaciated.

Activation: You can activate the psicrown as a standard action and use any one of the psionic powers listed below. Using a different power, or the same one in succession, requires another standard action.

Effect: This psicrown has 550 power points and allows the use of the following powers.

Aura/Manifester Level: Moderate psychometabolism. ML 11th.
Construction: Craft Psicrown, stygian bolt, stygian dominion, stygian ray, 37,950 gp, 3,036 XP, 56 days. Weight: 1/2 lb. Price: 75,900 gp.
Source: Web

Temporal Juggler

This psicrown has 850 power points. It is made from silk, usually dyed in several colors, with a clear crystal affixed to the material. It allows use of the following powers.

Aura/Manifester Level: Strong psychoportation; ML 17th.
Construction: Craft Psicrown, temporal acceleration, time hop, timeless body; Price 95,625 gp.
Source: Expanded Psionics Handbook

Traveler

This psicrown has 750 power points. It is made from silk, usually dyed emerald green, with an emerald crystal affixed to the material. It allows use of the following powers.

Aura/Manifester Level: Strong psychoportation; ML 15th.
Construction: Craft Psicrown, astral traveler, psionic dimension door, psionic greater teleport, psionic teleport; Price 80,156 gp.
Source: Expanded Psionics Handbook

Crystal Masks

A crystal mask is a psionically charged face mask of clear crystal that grants its wearer a particular ability. The examples described below appear much the same as any crystal mask - transparent and blurring the wearer's features. A crystal mask is a type of universal item. For details on crystal masks, see page 173 of Expanded Psionics Handbook.

Crystal Mask of Entrenched Psyche

This crystal mask prevents a psionic creature from using its psionic or psi-like abilities.

Description: When initially donned, the mask gives off a sharp crack of energy accompanied by the stink of burning flesh as the mask attempts to graft itself to the wearer.

Activation: As a standard action, the mask can be applied to a helpless psionic humanoid (or a creature with a humanoid-like head, such as an illithid). The mask automatically resizes to fit any size head. Nonpsionic creatures can wear the mask, but it has no effect on them. It's impossible to place the mask on a resisting creature.

Effect: If the wearer makes a DC 15 Will saving throw, the mask deals 1d6 points of damage as it tries to adhere to his face and fails, falling away.

If the wearer fails the save, the crystal mask of entrenched psyche affects him as the psychic containment power. The victim is immediately cut off from his psionic abilities, including psi-like abilities and manifested powers, as well as any racial extraordinary and supernatural abilities that are psionic in nature. The victim also takes 1d6 points of damage as the mask begins to graft to his face.

If the wearer donned the mask accidentally (as opposed to having it forced on him), he can attempt another saving throw 1 round later. If this second save succeeds, the mask falls away, but its residual effect continues to block his psionic abilities for 5 more rounds. If the second save fails, he takes an additional 1d6 points of damage as the mask settles permanently into place. Once the mask is in place, the wearer can remove it by dealing enough damage to the mask to destroy it. Unfortunately, the wearer takes as much damage as the mask does and doesn't benefit from the mask's hardness. The mask has hardness 10 and 50 hit points. Alternatively, the mask can be removed with powers such as psychic chirurgery and bend reality.

Aura/Manifester Level: Strong telepathy. ML 15th.

Construction: Craft Universal Item, psychic containment, 60,000 gp, 4,800 XP, 60 days. Weight: 1/2 lb. Price: 120,000 gp.

Crystal Mask of Deluded Perception

This crystal mask traps a creature in a world of its own imagining.

Description: When initially donned, the mask gives off a sharp crack of energy accompanied by the stink of burning flesh as the mask attempts to graft itself to the wearer.

Activation: As a standard action, the mask can be applied to a helpless psionic humanoid (or a creature with a humanoid-like head, such as an illithid). The mask automatically resizes to fit any size head. Non-psionic creatures can wear the mask, but it has no effect on them. It's impossible to place the mask on a resisting creature.

Effect: If the wearer makes a DC 15 Will saving throw, the mask deals 1d6 points of damage as it tries to adhere to her face and fails, falling away.

If the wearer fails the save, the crystal mask of deluded perception affects her as cerebral phantasm. The victim begins to see horrors dredged up from her own subconscious, She also takes 1d6 points of damage as the mask begins to graft to her face.

If the wearer donned the mask accidentally (as opposed to having it forced on her), she can attempt another saving throw 1 round later. If this second save succeeds, the mask falls away, but she is dazed for 1 round. If the second save fails, she takes an additional 1d6 points of damage as the mask settles permanently into place. Once the mask is in place, the victim's senses are overlaid with horrible images that daze her, though she continues to scream, cry, and froth until exhaustion forces unconsciousness. When the wearer wakes the next morning, it is only to another day of dreadfulness. The wearer can remove the mask by dealing it enough damage to destroy it. Unfortunately, she takes as much damage as the mask does and doesn't benefit from the mask's hardness. The mask has hardness 10 and 50 hit points. Alternatively, the mask can be removed with powers such as psychic chirurgery and bend reality.

Aura/Manifester Level: Strong telepathy. ML 15th.

Construction: Craft Universal Item, cerebral phantasm, 10,000 gp, 4,800 XP, 60 days. Weight: 1/2 lb. Price: 120,000 gp.

Crystal Mask of Otherworldly Gaze

This crystal mask allows you to view other locations on the Material Plane as if you were on the Ethereal Plane. Description: When the mask is donned and activated, a wavy, silvery sphere rises from the center of the forehead on the mask, then quickly disappears onto the Ethereal Plane.

Activation: You can activate the worn mask once per day is a standard action.

Effect: When a crystal mask of otherworldly gaze is activated, it creates a sensor that duplicates the effect of the ethereal agent power. You must concentrate on the sensor to maintain it. If concentration lapses, the sensor stands inert; it fades after 5 rounds unless you renew your concentration. You can maintain your concentration up to a maximum of 90 minutes before the effect ends.

Aura/Manifester Level: Moderate clairsentience. ML 9th.

Construction: Craft Universal Item, ethereal agent, 8,100 gp, 648 XP, 9 days. Weight: 1/2 lb. Price: 16,200 gp.

Crystal Mask of Psychometry

This crystal mask allows you to view the recent past of the spot upon which you stand.

Description: When the mask is activated, the eyes of the mask glaze over with an inky black film, obscuring your present sight so that you can better view the past.

Activation: You can activate the worn mask once per day as a standard action.

Effect: When a crystal mask of psychometry is activated, you can see images of events that occurred within the local area in the recent past, as the psychometry power manifested by an 11th-level manifester.

Aura/Manifester Level: Moderate clairsentience. ML 11th.

Construction: Craft Universal Item, psychometry, 11,880 gp, 950 XP, 12 days. Weight: 1/2 lb. Price: 23,760 gp.

Crystal Mask of Terror

This crystal mask projects an aura of fear that affects everyone but the wearer.

Description: When a crystal mask of terror that you wear is activated, your features seem to melt and distort into an awful, horrifying mess of flesh, worms, mouths, and other frightening elements.

Activation: You can activate the worn mask once per day as a standard action.

Effect: When a crystal mask of terror is activated, one target within 100 feet, who is chosen by you and to which you have line of sight, is affected as if by the cerebral phantasm power. If the target fails a DC 15 Will saving throw, she sees the horror lurking in her subconscious on the face of the mask, takes 3d6 points of nonlethal damage, and is dazed for 1d4 rounds, though she continues to scream, cry, and froth during that time. If the target makes her Will save, she takes no damage and is nor dazed.

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

Construction: Craft Universal Item, cerebral phantasm, 2,700 gp, 216 XP, 3 days. Weight: 1/2 lb. Price: 5,400 gp.

Crystal Mask of Visual Insight

This crystal mask allows you to briefly ignore the concealment of any nearby creature.

Description: When the mask is donned and activated, the eyes of this mask light up, glowing with a blue radiance.

Activation: You can activate the worn mask three times per day as a swift action.

Effect: When a crystal mask of visual insight that you wear is activated, you can ignore the effects of concealment (but not invisibility) enjoyed by any creature within 30 feet for 1 round. Regardless of what effect is creating concealment - such as fog, shadow, or absolute darkness - you can see through it to any targets in range for a brief moment. Aura/Manifester Level: Strong clairsentience. ML 15th.

Construction: Craft Universal Item, moment of insight, 5,400 gp, 432 XP, 6 days. Weight: 1/2 lb. Price: 10,800 gp.

Psychoactive Skins

A psychoactive skin is a psionically charged mass of ectoplasm that grows to cover its wearer's body, forming a second skin

that grants a specific psionic ability. A psychoactive skin is a type of universal item. For details on psychoactive skins, see page 175 of Expanded Psionics Handbook.

Skin of the Celestial

A skin of the celestial allows you to take on the celestial template for a short period of time.

Description: At first sight, this skin appears to be a white glob of ectoplasm approximately 6 inches in diameter. When donned, it melds over your skin, becoming a stainless white epidermis complete with a shimmering golden halo.

Activation: As a standard action, you can activate the skin by projecting a command thought, causing it to spread over your body. The skin's effect lasts for 7 rounds, after which it automatically removes itself from you and shrinks back down to its quiescent state (a small glob of ectoplasm). A skin of the celestial can be activated once per day.

Effect: The skin grants you the benefit of the celestial template. Each time the skin is activated, you gain the template for 7 rounds.

Aura/Manifester Level: Moderate psychometabolism. ML 10th.

Construction: Craft Universal Item, planar apotheosis, 5,000 gp, 400 XP, 10 days. Weight: 1 lb. Price: 10,000 gp.

Skin of Celestial Embrace

The skin of celestial embrace allows you to take on the half-celestial template for a short period of time.

Description: At first sight, this skin appears to be a pearlescent glob of ectoplasm approximately 6 inches in diameter. When donned, it melds over your skin, becoming an iridescent white epidermis complete with a shimmering golden halo.

Activation: As a standard action, you can activate the skin by projecting a command thought, causing it to spread over your body. The skin's effect lasts for 15 rounds, after which it automatically removes itself from you and shrinks back down to its quiescent state (a small glob of ectoplasm). A skin of celestial embrace can be activated once per day.

Effect: The skin grants you the benefit of the half-celestial template. Each time the skin is activated, you gain the template for 15 rounds.

Aura/Manifester Level: Strong psychometabolism. ML 15th.

Construction: Craft Universal Item, planar embrace, 24,000 gp, 1,920 XP, 48 days. Weight: 1 lb. Price: 48,000 gp.

Skin of Ectoplasmic Armor

A skin of ectoplasmic armor covers you in a suit of protective armor.

Description: Ar first sight, this skin appears robe a silver ball of ectoplasm approximately 6 inches in diameter. When donned, it appears as a suit of silvery, ectoplasmic full plate armor. The armor feels soft to the touch, though it immediately becomes as hard as iron at the exact spot of contact if struck with any kind of force.

Activation: As a standard action, you can activate the skin by projecting a command thought, causing it to spread over your body. The same command thought causes the skin to shrink back down to its original form. The skin can be activated at will.

Effect: A skin of ectoplasmic armor gives you a +8 armor bonus (which does not stack with armor bonuses provided by other armor, powers, spells, or effects). The skin is somewhat bulky and penalizes you with a +2 maximum Dexterity bonus, an armor check penalty of -6, and a 25% arcane spell failure chance. The skin does not penalize your speed. Successfully dispelling this psychoactive skin causes it to shrink back to its original form and remain inert for 1d4 rounds.

Aura/Manifester Level: Moderate metacreativity. ML 9th.

Construction: Craft Universal Item, 1,500 gp, 120 XP, 15 days. Weight: 1 lb. Price: 3,000 gp.

Skin of the Fiend

A skin of the fiend allows you to take on the fiendish template for a short period of time.

Description: At first sight, this skin appears to be a red glob of ectoplasm approximately 6 inches in diameter. When donned, it melds over your skin, becoming a deep red epidermis complete with tiny horns on the forehead.

Activation: As a standard action, you can activate the skin by projecting a command thought, causing it to spread over your body. The skin's effect lasts for 7 rounds, after which it automatically removes itself from you and shrinks back down to its quiescent state (a small glob of ectoplasm). A skin of the fiend can be activated once per day.

Effect: The skin grants you the benefit of the fiendish template. Each time the skin is activated, you gain the template for 7 rounds.

Aura/Manifester Level: Moderate psychometabolism. ML 10th.

Construction: Craft Universal Item, planar apotheosis, 5,000 gp, 400 XP, 5 days. Weight: 1 lb. Price: 10,000 gp.

Skin of Fiendish Embrace

A skin of fiendish embrace allows you to take on the half-fiend template for a short period of time.

Description: Ar first sight, this skin appears to be a dull reddish-brown glob of ectoplasm approximately 6 inches in diameter. When donned, it melds over your skin, becoming a glistening, blood-red epidermis complete with horns on the forehead that are the color of bloodied bones.

Activation: As a standard action, you can activate the skin by projecting a command thought, causing it to spread over your body. The skin's effect lasts for 15 rounds, after which it automatically removes itself from you and shrinks back down to its quiescent stare (a small glob of ectoplasm). A skin of fiendish embrace can be activated once per day.

Effect: The skin grants you the benefit of the half-fiend template. Each time the skin is activated, you gain the template for 15 rounds.

Aura/Manifester Level: Strong psychometabolism. ML 15th.

Construction: Craft Universal Item, planar embrace, 24,000 gp, 1,920 XP, 48 days. Weight: 1 lb Price: 48,000 gp.

Skin of Power Damping

A skin of power damping protects you from the full brunt of damaging (or beneficial) powers.

Description: At first sight, this skin appears to be a blue ball of ectoplasm approximately 6 inches in diameter. When donned, it melds over your skin, becoming a translucent bluish epidermis.

Activation: As a standard action, you can project a command thought, causing the skin to spread over your body. The skin's true effect is not always active. To activate the effect you take an immediate action while wearing the skin. The skin can be activated three times per day.

Effect: When the skin is activated, you are protected for 1 round from the vagaries of force directed against you. All variable, numeric effects of any power, psi-like ability, spell, or spell-like ability that affect you are decreased to their minimum possible values. For instance, if you are struck by an energy ray augmented to deal 5d6 points of damage, you take only 5 points of damage. You are likewise shielded from beneficial effects.

If the power, psi-like ability, spell, or spell-like ability affects an area - energy ball, for example - its effect is minimized only for you. Other creatures in the area are affected normally.

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

Construction: Craft Universal Item, damp power, 5,400 gp, 432 XP, 6 days. Weight: 1 lb. Price: 10,800 gp.

Stacked Psionatrices

A psionatrix is a multifaceted crystal worn as an amulet. One basic psionatrix exists for each of the six psionic disciplines. Each of the six basic psionatrices described on page 175 of Expanded Psionics Handbook grants a +1 enhancement bonus to save DCs of a particular discipline of power.

There is more to learn about psionatrices, though. Each one appears as a slender, disc-shaped crystal with a hole at the center. While most users of these psionic items run an amulet chain through the hole, the opening is primarily useful as a guide for stringing more than one psionatrix together. When two or more psionatrices are stacked in this fashion (either on the string of an amulet or with a rigid wire), the crystal discs adhere to each other, in effect creating a single psionic item with variable power output.

When you wear a stacked psionatrix, you can access its power by spending a standard action to rotate the discs in the stack to a new configuration. In effect, you can gain the benefits of several psionic items while only taking up one space on your body to wear all of them.

Up to six psionatrices can be stacked together to form a single stacked psionatrix. None of the six basic psionatrices described in Expanded Psionics Handbook can be stacked together. Instead, each of those serves as the foundation of its own stack.

Description: Each psionatrix described below appears as a clear crystal disc with no distinguishing marks. Any psionic creature or character who holds a disc can determine the psionic discipline to which the disc has affinity. When activated, this disc glows with the radiance of a candle.

Activation: Each psionatrix described below is inert until stacked with any one of the base psionatrices from Expanded

Psionics Handbook; the base psionatrix doesn't have to match the aura discipline of a stacked psionatrix. As a standard action, the owner of a stacked psionatrix can rotate the discs to generate each special effect. The effect of each psionatrix in the stack can be generated once per day.

Psionatrix of Air Control

As part of a psionatix stack, this crystal disc grants you the use of control air. This disc has an affinity for the psychokinesis discipline.

Effect: When this disc in the stack is activated, you gain the benefit of control air as if manifested by a 3rd-level manifester.

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

Construction: Craft Universal Item, control air, 810 gp, 65 XP. 1 day. Weight: 1/6 lb. (per disc in stack). Price: 1,620 gp.

Psionatrix of Animal Affinity

As part of a psionatrix stack, this crystal disc grants you the use of animal affinity. This disc has an affinity for the psychometabolism discipline.

Effect: When this disc in the stack is activated, you gain the benefit of animal affinity as if manifested by a 3rd-level manifester.

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

Construction: Craft Universal Item, animal affinity, 810 gp, 65 XP, 1 day. Weight: 1/6 lb. (per disc in stack). Price: 1,620 gp.

Psionatrix of the Chameleon

As part of a psionatrix stack, this crystal disc grants you the use of chameleon. This disc has an affinity for the psychometabolism discipline.

Effect: When this disc in the stack is activated, you gain the benefit of chameleon as if manifested by a 3rd-level manifester.

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

Construction: Craft Universal Item, chameleon, 810 gp, 65 XP, 1 day. Weight: 1/6 lb. (per disc in stack). Price: 1,620 gp.

Psionatrix of Clairvoyant Sense

As part of a psionatrix stack, this crystal disc grants you the use of clairvoyant sense. This disc has an affinity for the clairsentience discipline.

Effect: When this disc in the stack is activated, you gain the benefit of clairvoyant sense as if manifested by a 3rd-level manifester.

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

Construction: Craft Universal Item, clairvoyant sense, 810 gp, 65 XP, 1 day. Weight: 1/6 lb. (per disc in stack). Price: 1,620 gp.

Psionatrix of Concealinq Amorpha

As part of a psionatrix stack, this crystal disc grants you the use of greater concealing amorpha. This disc has an affinity for the metacreativity discipline.

Effect: When this disc in the stack is activated, you gain the benefit of greater concealing amorpha as if manifested by a 5th-level manifester.

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

Construction: Craft Universal Item, greater concealing amorpha, 2,025 gp, 162 XP, 3 days. Weight: 1/6 lb. (per disc in stack). Price: 4,050 gp.

Psionatrix of Damage Repair

As part of a psionatrix stack, this crystal disc grants you the use of psionic repair damage. This disc has an affinity for the metacreativity discipline.

Effect: When this disc in the stack is activated, you gain the benefit of psionic repair damage as if manifested by a 3rd-level manifester.

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

Construction: Craft Universal Item, psionic repair damage, 810 gp, 65 XP, 1 day. Weight: 1/6 lb. (per disc in stack). Price: 1,620 gp.

Psionatrix of Dimension Swap

As part of a psionatrix stack, this crystal disc grants you the use of dimension swap. This disc has an affinity for the psychoportation discipline.

Effect: When this disc in the stack is activated, you gain the benefit of dimension swap as if manifested by a 3rd-level manifester.

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

Construction: Craft Universal Item, dimension swap, 810 gp, 65 XP, 1 day. Weight: 1/6 lb. (per disc in stack). Price: 1,620 gp.

Psionatrix of False Sensory Input

As part of a psionatrix stack, this crystal disc grants you the use of false sensory input. This disc has an affinity for the telepathy discipline.

Effect: When this disc in the stack is activated, you gain the benefit of false sensory input as if manifested by a 5th-level manifester.

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

Construction: Craft Universal Item, false sensory input, 2,025 gp, 162 XP, 3 days. Weight: 1/6 lb. (per disc in stack). Price: 4,050 gp.

Psionatrix of Levitation

As part of a psionatrix stack, this crystal disc grants you the use of psionic levitate. This disc has an affinity for the psychoportation discipline.

Effect: When this disc in the stack is activated, you gain the benefit of psionic levitate as if manifested by a 3rd-level manifester.

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

Construction: Craft Universal Item, psionic levitate, 810 gp, 65 XP, 1 day. Weight: 1/6 lb. (per disc in stack). Price: 1,620 gp.

Psionatrix of Psychic Sensitivity

As part of a psionatrix stack, this crystal disc grants you the use of sensitivity to psychic impressions. This disc has an affinity for the clairsentience discipline.

Effect: When this disc in the stack is activated, you gain the benefit of sensitivity to psychic impressions as if manifested by a 3rd-level manifester.

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

Construction: Craft Universal Item, sensitivity to psychic impressions, 810 gp, 65 XP, 1 day. Weight: 1/6 lb. (per disc in stack). Price: 1,620 gp.

Psionatrix of Stunning Energy

As part of a psionatrix stack, this crystal disc grants you the use of energy stun. This disc has an affinity for the psychokinesis discipline.

Effect: When this disc in the stack is activated, you gain the benefit of energy stun as if manifested by a 3rd-level manifester.

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

Construction: Craft Universal Item, energy stun, 810 gp, 65 XP, 1 day. Weight: 1/6 lb. (per disc in stack). Price: 1,620 gp.

Psionatrix of Thought Reading

As part of a psionatrix stack, this crystal disc grants you the use of read thoughts. This disc has an affinity for the telepathy discipline.

Effect: When this disc in the stack is activated, you gain the benefit of read thoughts as if manifested by a 3rd-level manifester.

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

Construction: Craft Universal Item, read thoughts, 810 gp, 65 XP, 1 day. Weight: 1/6 lb. (per disc in stack). Price: 1,620 gp

Psionic Bands

Psionic bands come in pairs, one is worn on each hand. Each pair of bands described below rakes up space on the body as a pair of gloves or gauntlets.

Bands of the Blazing Arc

This pair of metallic bands is capable of projecting fire in a small, cone-shaped burst.

Description: These metallic bands are finely crafted. Each bears a small red crystal that rests across the top of the knuckles. Flames etched into the steel give the bands a fiery appearance.

When the bands are activated, each band's crystal glows brightly as waves of searing heat project our from the wearers outstretched hands. A faint aroma of brimstone is present after activation.

Activation: To activate the bands, you give a mental command while simultaneously bringing both worn bands together so they touch (a standard action). The bands can be activated three times per day.

Effect: When activated, the bands project a 15-foot cone-shaped burst of flame that deals 4d4+4 points of fire damage to anything caught in the area. A DC 14 Reflex saving throw reduces the damage by half.

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

Construction: Craft Universal Item, energy arc, 2,835 gp, 226 XP, 3 days.

Variants: Bands have been created for the other energy types common to psionic energy powers. Bands of the electric arc deal 4d4 points of electricity damage with a save DC of 16, bands of the frozen arc deal 4d4+4 points of cold damage with a save DC of 14, and bands of the thundering arc ignore hardness and deal 4d4-4 points of sonic damage with a save DC of 14. These variants have no change in cost or aura.

Weight: 1/2 lb. Price: 6,300 gp.

Bands of Ethereal Abduction

This pair of metallic bands allows you to send troublesome foes onto the Ethereal Plane.

Description: These metallic bands are finely crafted. Each bears a small clear crystal that rests across the top of the knuckles. The bands are thin and almost translucent in bright light. When activated, the crystals glow with a pale white light.

Activation: To activate the bands, you give a mental command while simultaneously bringing both worn bands together so they touch (a standard action). The bands can be activated once per day.

Effect: When activated, the bands project a 15-foot cone-shaped burst that has a chance of sending foes tumbling headlong onto the Ethereal Plane. A DC 19 Will saving throw negates the effect. Creatures that fail their saving throws are forced temporarily onto the Ethereal Plane along with their equipment. They remain there for 11 rounds unless they have another way of leaving. The bands can also be used from the Ethereal Plane against a target that exists on the Material Plane, pulling the target to your ethereal location.

Aura/Manifester Level: Moderate psychoportation. ML 11th.

Construction: Craft Universal Item, ethereal abduction, 23,760 gp, 1,900 XP, 24 days. Weight: 1/2 lb. Price: 47,530 gp.

Bands of Extended Range

This pair of metallic bands allows you to increase the range of thrown weapons.

Description: These metallic bands are finely crafted. Each bears a small violet crystal that rests across the top of the knuckles. When activated, the crystals generate a purplish aura that encompasses the wearer's hands.

Activation: To activate the bands, you need only put them on.

Effect: Whenever you wear the bands and use a throwing weapon (classified as a weapon typically capable of being thrown), the bands give the weapon a telekinetic push, doubling its range increment as if you enjoyed the effect of extend range.

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

Construction: Craft Universal Item, extend range, 1,000 gp, 80 XP, 1 day. Weight: 1/2 lb. Price: 2,000 gp.

Bands of Mindfire

This pair of metallic bands allows you to inflict a mentally crippling disease upon those you touch.

Description: These metallic bands are finely crafted. Each bears a small amber crystal that rests across the top of the knuckles. The bands appear to be pitted and decayed, even though the metal they are composed of is quite sound.

When the bands are activated, the crystals glow brightly. A sickly, grayish-brown aura encompasses the hands of the wearer.

Activation: To activate the bands, you give a mental command while simultaneously bringing both worn bands together so they touch (a standard action). The bands can be activated once per day.

Effect: When activated, the bands project a 15-foot cone-shaped burst of mental sickness that has a chance of affecting those in the area with the mindfire disease. A DC 14 Fortitude saving throw negates the effect. Creatures that fail their saving throws contract a virulent form of mindfire.

Mindfire has no incubation period; a victim immediately takes 1d4 points of Intelligence damage. Each day thereafter, the victim must succeed on a DC 14 Fortitude saving throw or take another 1d4 points of Intelligence damage. If the victim makes her Fortitude save for two days in a row, she fights off mindfire and recovers, taking no more damage.

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

Construction: Craft Universal Item, mindfire, 5,500 gp, 440 XP, 6 days. Weight: 1/2 lb. Price: 11,000 gp.

Other Universal Items

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

Crystal Anchor of Alertness

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

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

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

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

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

Construction: Craft Universal Item, zone of alertness, 2,500 gp, 200 XP, 3 days. Weight: 1/2 lb. Price: 10,000 gp.

Crystalline Spider Bead

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

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

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

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

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

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

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

Construction: Craft Universal Item, ectoplasmic swarm, 700 gp, 56 XP, 2 days. Weight: 1/4 lb. Price: 1,400 gp.

Elemental Effigy

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

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

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

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

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

If an elemental effigy is broken or destroyed in its statuette form, it is forever ruined and has no more magic or power. If the elemental steward is slain, it reverts to statuette form and can be used again at a later time (though no sooner than one week).

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

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

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

Construction: Craft Universal Item, elemental steward, 6,000 gp, 240 XP, 6 days. Weight: 1 lb. Price: 25,000 gp.

Quiver of Energy

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

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

Nonmagical arrows and bolts placed in the quiver are charged with the associated energy type. When drawn from the quiver, the projectiles shower sparks of electricity, trail steamy vapor, drop fiery sparks, or emit a low hum, as appropriate to the energy type. When fired, they leave a dissipating trail of energy in their wake.

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

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

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

Construction: Craft Universal Item, energy missile, 7,875 gp, 630 XP, 15 days. Weight: 1 lb. (3 lb. when full). Price: 15,750 gp.

Quiver of Etherealness

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

Description: This quiver, constructed of supple black leather, is large enough to hold up to 20 arrows or bolts. Spidery silver embroidery covers the entire surface of the quiver. The silver webs seem to fade in and our while under observation, giving the quiver an otherworldly look in strong light.

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

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

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

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

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

Construction: Craft Universal Item, ethereal volley, 7,875 gp, 630 XP, 15 days. Weight: 1 lb. (3 lb. when full). Price: 15,750 gp.

Saddle of the Inspired Mount

When a mount is equipped with this saddle, its speed increases and its rider can negate hits made against her mount. Description: This saddle is constructed from the finest leather, dark and richly appointed in a severe military style. The leather is inlaid with rounded pieces of glossy black obsidian, and the buckles and stirrup irons are fashioned from solid mithral.

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

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

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

Construction: Craft Universal Item, inspire mount, 2,700 gp, 216 XP, 3 days. Weight: 30 lb. Price: 5,400 gp.

Sandals of Springing

These sandals allow you to make extraordinarily long jumps.

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

The sandals grow or shrink to fir any creature from size Small to size Large. They are extremely comfortable to wear, even while walking long distances.

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

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

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

Construction: Craft Universal Item, mighty spring, 3,000 gp, 240 XP, 6 days. Weight: 1 lb. Price: 6,000 gp.

Shroud of Oblivion

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

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

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

You must possess at least 4 power points to activate this psionic item successfully. Nonpsionic characters can use a shroud of oblivion only by making a successful Use Psionic Device check to emulate a class feature.

Effect: When activated, a shroud of oblivion gives you the benefit of stygian veil.

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

Construction: Craft Universal Item, stygian veil, 11,850 gp, 948 XP, 12 days. Weight: 1/2 lb. Price: 23,700 gp.

Vile Items

Dark Heart of Vollus: Originally created by Vollus, a grim psion obsessed with keeping his Psychometabolism powers as he embraced his death, the dark heart grants an undead creature a Constitution score of 18 for the purposes of manifesting powers and saving throws only. It does not grant bonus hit points.

A dark heart is a shiny black crystal about the size of a human heart weighing roughly 4 pounds. When inserted into the body cavity where the subject's heart used to be, it begins to pulse with an ominous red glow, and a faint sound similar to that of a heartbeat can be heard with each pulse. Over the course of a round, hundreds of shimmering black strands resembling a circulatory system stretch out from the heart, burrowing through skin and bone, and attaching themselves to all parts of the undead creature.

While the heart does not grant the undead a true metabolism, it does allow them to manifest any Psychometabolism powers that do not rely on the manifester having a metabolism. For example, an undead psion with this could manifest talons but could not manifest vigor. The heart also grants a +4 bonus on Fortitude saves. The heart functions only when placed in a corporeal psionic undead.

Manifester Level: 18th; Prerequisites: Craft Universal Item, psionic reality alteration; Market Price: 225,000 gp; Weight: 4 lb.


Psionics
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