TEXT: Liber
  Artefactorum
  A World of Nevermore Supplement
  by Joseph Miller
  Expeditious Retreat Press
  Requires the Use of True20 Adventure Roleplaying by Green Ronin Publishing for Use.
  Liber Artefactorum is a 36 page supplement containing complete rules for creating
  supernatural items for the True20 system, including:
  • Αrmor, shields, and weapons
  • Charms: single use items of particular feats or powers.
  • Devices: items imbued with special abilities
  • Enhancers: items that augment character by granting special abilities
  • Foci: items that improve the welders’ supernatural powers
  • Infusions: items infused with a single use of a supernatural power
  • Cursed Items: items that are cursed, incorrectly made, or corrupted by 
  outside forces
  • Intelligent Items: permanent supernatural items imbued with sentience
  Liber Artefactorum also introduced specifi c rules for creating supernatural items in 
  the world of Nevermore. Nevermore is an ever-changing world where reason fades 
  into myth and imagination. Featured in Green Ronin’s True 20 Worlds of Adventure, 
  it off ers a plethora of possible and even improbable adventures for those who 
  traverse its strange domains. Nevermore amplifi es and accentuates, twists and 
  skews, it is a place where nothing remains the same for long and all who walk its 
  lands, fey or mortal alike, are changed forever.
  Liber Artefactorum contains over 25 items of Nevermore, opening the dreamscape 
  for all who dare to venture.
  www.XRPshop.citymax.com
  www.EXP.citymax.com
  Liber Artefactorum
  
  Liber 
  Artefactorum
  A World of Nevermore Supplement
  by Joseph Miller
  Containing divers information pertaining to the supernatural items 
  of Nevermore and their methods of creation
  Expeditious Retreat Press
  
  Table of Contents
  Credits
  Author: Joseph Miller
  Cover Artist: Claudio Pozas
  Internal Artist: V Shane
  Editor: Joseph Browning
  Design and Layout: Suzi Yee and Joseph Browning
  Produced under license from Green Ronin Publishing, LLC
  True20 Adventure Roleplaying and its associated logo are Trademarks of Green Ronin Publishing, LLC
  Introduction ................................................................ 3
  Supernatural Item Overview.................................... 3
  Using Supernatural Items.................................. 3
  Size and Supernatural Items ............................. 4
  Supernatural Items on the Body....................... 4
  Saving Throws Against Supernatural Items... 4
  Damaging Supernatural Items.......................... 5
  Repairing Supernatural Items........................... 5
  Supernatural Items Descriptions ............................. 5
  Armor and Shields.............................................. 5
   
   
  Armor and Shield Special Abilities ........... 6
  Charms ................................................................. 7
  Devices ................................................................. 7
   
   
  Device Special Abilities............................... 8
  Enhancers............................................................. 9
   
   
  Enhancer Special Abilities .......................... 9
  Foci........................................................................ 11
   
   
  Focus Special Abilities................................. 12
  Infusions............................................................... 12
  Weapons............................................................... 13
   
   
  Weapon Special Abilities ............................ 13
  Cursed .................................................................. 15
   
   
  Common Curses .......................................... 15
   
   
  Characters and Curses ............................... 18
  Intelligent ............................................................. 18
   
   
  Intelligent Items as Characters .................. 18
   
   
  Intelligent Item Actions .............................. 19
   
   
  Special Purpose............................................ 20
   
   
  Dedicated Power.......................................... 20
   
   
  Items Against Characters............................ 20
  Creating Supernatural Items .................................... 21
  Creation Cost Modifi ers..................................... 22
  Adding New Special Abilities........................... 23
  Supernatural Items of Nevermore........................... 23
  Creating Supernatural Items in Nevermore ... 23
  Supernatural Item Descriptions........................ 24
  Armor and Shields.............................................. 24
   
   
  Armor of the Mount .................................... 24
   
   
  Hedge Lion Armor ...................................... 25
   
   
  Winter’s Shield ............................................. 25
  Devices ................................................................. 26
   
   
  Seelie Healing Kit ........................................ 26
   
   
  Instrument of the Wordsmith .................... 26
   
   
  Magic Beans.................................................. 27
  Enhancers............................................................. 27
   
   
  Mask of Discord........................................... 27
   
   
  Pouch of Fairy Dust..................................... 28
   
   
  Ring of Shadows .......................................... 28
  Foci........................................................................ 28
   
   
  Banner of Hope ............................................ 28
   
   
  Book of Faehalig........................................... 29
   
   
  Wand of the Wyrd ....................................... 29
  Weapons............................................................... 30
   
   
  Dread Hunter’s Bow.................................... 30
   
   
  Free Rider’s Weapon (Gwynudd) ............. 30
   
   
  Staff  of the Eye.............................................. 31
  Artifacts ................................................................ 31
   
   
  Andvarinaut ................................................. 31
   
   
  Draupnir........................................................ 32
   
   
  The Grail ....................................................... 32
  Cursed .................................................................. 32
   
   
  Amulet of the Night Witch......................... 33
   
   
  Arm of Diabolus .......................................... 33
   
   
  Dread Lion Armor ....................................... 34
  Intelligent ............................................................. 34
   
   
  Dream Founts............................................... 34
   
   
  Weyland’s Elementals ................................. 35
   
   
  Puck’s Pouch of Tricks................................. 36
  2
  
  3
  Using Supernatural Items
  To use a supernatural item, it must be activated, 
  To use a supernatural item, it must be activated, 
  although sometimes activation simply means pu� ing 
  although sometimes activation simply means pu� ing 
  a ring on your fi nger. Some items, once donned, 
  function constantly. Activating a supernatural item is 
  a standard action unless the item description indicates 
  otherwise. However, the casting time of a power is the 
  time required to activate the same power in an item, 
  regardless of the type of supernatural item, unless the 
  item description specifi cally states otherwise.
  The four ways to activate supernatural items are 
  described below.
  Power Completion: This is the activation method 
  for infusions. An infusion is a power, which awaits 
  completion via some sort of fi nishing action (fi nal 
  gestures, words and so on). An infusion can only be 
  used by an adept. Activating a power completion item 
  is a standard action.
  Power Trigger: Power trigger activation is similar 
  to power completion, but it is even simpler. No innate 
  access to a power is needed, just a special connection 
  to the supernatural and a single word that must be 
  spoken. Anyone who can use a power knows how 
  to use a power trigger item. The user must still 
  determine what power is stored in the item before he 
  can activate it. Activating a power trigger item takes 
  the same amount of time as the power it is emulating 
  or modifying and requires a fatigue save if the power 
  being used would normally require it.
  Command Word: If no activation method is 
  suggested either in the supernatural item description or 
  by the nature of the item, assume that a command word 
  is needed to activate it. Command word activation 
  means that a character speaks the word and the item 
  activates. No other special knowledge is needed.
  A command word can be a real word, but when 
  this is the case, the holder of the item runs the risk 
  of activating the item accidentally by speaking 
  the word in normal conversation. More o� en, the 
  command word is some seemingly nonsensical word, 
  or a word or phrase from an ancient language no 
  longer in common use. Activating a command word 
  supernatural item is a standard action.
  Sometimes the command word to activate an item 
  is wri� en right on the item. Occasionally, it might 
  be hidden within a pa� ern or design engraved on, 
  carved into, or built into the item, or the item might 
  bear a clue to the command word.
  The 
  Knowledge 
  (history) 
  and 
  Knowledge 
  (supernatural) skills might be useful in helping 
  to identify command words or deciphering clues 
  regarding them. A successful check against DC 30 is 
  needed to come up with the word itself. If that check 
  is failed, succeeding on a second check (DC 25) might 
  provide some insight into a clue.
  Introduction
  Supernatural items are found throughout fantasy 
  and legend. They come in all types of shapes and sizes 
  from fi ery swords to rings of power to the simplest 
  of magic beans. They can be acquired in any number 
  of ways by conquest, by quest, and even by chance. 
  No ma� er their origin, their form, or how they were 
  obtained one thing is for certain: in the hands of the right 
  (or wrong) person these supernatural items can change 
  the fortunes of their possessors and their worlds.
  Liber Artefactorum is designed to allow Narrators 
  and players alike the ability to explore the endless 
  potential of supernatural items in their campaigns. 
  This tome holds all that is necessary to use, design and 
  create supernatural items of every type imaginable for 
  whatever campaign se� ing and genre is needed. This 
  book also contains a section detailing items designed 
  for use in the Nevermore campaign se� ing published 
  by Expeditious Retreat Press.
  Supernatural Item 
  Overview
  Supernatural items are divided into categories: 
  armor (and shields), charms, devices, enhancers, 
  foci, infusions, and weapons. In addition, some 
  supernatural items are cursed or intelligent. Finally, a 
  few supernatural items are of such rarity and power 
  that they are considered to belong to a category of 
  their own: artifacts. Artifacts are classifi ed in turn as 
  minor (extremely rare but not one-of-a-kind items) or 
  major (each one unique and extremely potent).
  Armor 
  and 
  Shields: 
  Supernatural 
  armor 
  (including shields) off ers improved, supernatural 
  protection to the wearer. 
  Charms: A charm is an item imbued with the 
  single use of a particular feat or power. Common 
  charms include potions, oils, candles, herbs, crystals 
  and similar items.
  Devices: A device is an item imbued with special 
  abilities.
  Enhancers: An enhancer augments a character by 
  granting them special abilities. These objects include 
  supernatural jewelry, books, clothing and much more.
  Foci: A foci is an item (staff , wand, talisman, etc.), 
  which allows the user to improve their supernatural 
  powers.
  Infusions: An infusion is a power supernaturally 
  infused into an item so that it can be used later by an 
  adept. Common infusions are scrolls, gems, and rune 
  stones.
  Weapons: Supernatural weapons are created to 
  overcome damage reduction and can have a variety of 
  combat powers.
  
  4
  Use Activated: This type of item simply has 
  to be used in order to activate it. A character has to 
  to be used in order to activate it. A character has to 
  drink a potion, swing a sword, interpose a shield to 
  drink a potion, swing a sword, interpose a shield to 
  defl ect a blow in combat, look through a lens, sprinkle 
  defl ect a blow in combat, look through a lens, sprinkle 
  dust, wear a ring, or don a hat. Use activation is 
  generally straightforward and self-explanatory.
  Many use-activated items are objects that a 
  character wears. Continually functioning items 
  are practically always items that one wears. A few 
  must simply be in the character’s possession (on his 
  person). However, some items made for wearing must 
  still be activated. Although this activation sometimes 
  requires a command word (see above), usually it 
  means mentally willing the activation to happen. The 
  description of an item states whether a command 
  word is needed in such a case.
  Unless stated otherwise, activating a use-activated 
  supernatural item is either a standard action or not an 
  action at all. If the use of the item takes time before 
  a supernatural eff ect occurs, then use activation is a 
  standard action. If the item’s activation is subsumed 
  in its use and takes no extra time use activation is not 
  an action at all.
  Use activation does not mean that if you use an 
  item, you automatically know what it can do. You 
  must know (or at least guess) what the item can do 
  and then use the item in order to activate it, unless 
  the benefi t of the item comes automatically, such from 
  drinking a potion or swinging a sword.
  Size and Supernatural Items
  When an article of supernatural item is discovered, 
  most of the time size should not be an issue. Many 
  supernatural items are made to be easily adjustable, or 
  they adjust themselves supernaturally to the wearer. 
  Size should not keep characters of various kinds from 
  using supernatural items.
  There may be rare exceptions, especially with 
  racial specifi c items.
  Supernatural Items on the 
  Body
  Many supernatural items need to be donned by 
  a character who wants to employ them or benefi t 
  from their abilities. It’s possible for a creature with a 
  humanoid-shaped body to wear as many as fourteen 
  supernatural items at the same time. However, each 
  of those items must be worn on (or over) a particular 
  part of the body or wielded in one of their hands.
  A humanoid-shaped body can be decked out in 
  supernatural gear consisting of one item from each 
  of the following groups, keyed to which place on the 
  body the item is worn or wielded.
  •
  One headband, hat, helmet, or phylactery on
   
   
   
  the head
  •
  One pair of eye lenses or goggles on or over the
   
   
   
  eyes
  •
  One amulet, brooch, medallion, necklace,
   
   
   
  periapt, or scarab around the neck
  •
  One vest, vestment, or shirt on the torso
  •
  One robe or suit of armor on the body (over a
   
   
   
  vest, vestment, or shirt)
  •
  One belt around the waist (over a robe or suit of
   
   
   
  armor)
  •
  One cloak, cape, or mantle around the shoulders
   
   
   
  (over a robe or suit of armor)
  •
  One pair of bracers or bracelets on the arms or
   
   
   
  wrists
  •
  One glove, pair of gloves, or pair of gauntlets on
   
   
   
  the hands
  •
  One ring on each hand (or two rings on one
   
   
   
  hand)
  •
  One device, focus, shield or weapon in each
   
   
   
  hand.
  •
  One pair of boots or shoes on the feet
  Of course, a character may carry or possess as many 
  items of the same type as he wishes. However, additional 
  items beyond those listed above have no eff ect. 
  Some items can be worn or carried without taking 
  up space on a character’s body. The description of an 
  item indicates when an item has this property.
  Saving Throws Against 
  Supernatural Items
  Supernatural items produce powers or eff ects. 
  For a saving throw against a power or eff ect from 
  a supernatural item, the Diffi  culty is 10 + half the 
  item’s creator level, although there are some powers 
  which require opposed checks (ex: Creature Ward). 
  The creator may add his key ability to the item’s save 
  Diffi  culty by increasing the creation cost of an item by 
  an equal amount. The creator can choose to add only 
  a portion of his key ability bonus.
  a portion of his key ability bonus.
  Foci are an exception to the 
  Foci are an exception to the 
  rule. If an adept spends a 
  rule. If an adept spends a 
  Conviction point to use a 
  Conviction point to use a 
  focus, treat the saving throw 
  focus, treat the saving throw 
  as if the wielder used the 
  as if the wielder used the 
  power, including his adept 
  power, including his adept 
  level, key ability and any other 
  level, key ability and any other 
  modifi ers to save Diffi  culty he 
  modifi ers to save Diffi  culty he 
  might have. 
  Most item descriptions 
  Most item descriptions 
  give saving throw Diffi  culties 
  give saving throw Diffi  culties 
  for various eff ects, part-
  for various eff ects, part-
  icularly 
  when 
  the 
  icularly 
  when 
  the 
  eff ect has no exact 
  eff ect has no exact 
  power equivalent.
  
  5
  Damaging Supernatural Items
  A supernatural item does not need to make a saving 
  throw unless it is una� ended, it is specifi cally targeted 
  by the eff ect, or its wielder rolls a natural 1 on his save. 
  Supernatural items should always get a saving throw 
  against powers that might deal damage to them, even 
  against a� acks from which a non-supernatural item 
  would normally get no chance to save. Supernatural 
  items use the same saving throw bonus for all saves, 
  no ma� er what the type (Fortitude, Refl ex, or Will). 
  A supernatural item’s saving throw bonus equals 2 
  + one-half its creator level (round down). The only 
  exceptions to this are intelligent supernatural items, 
  which add their Wisdom scores to Will saves.
  Supernatural items, unless otherwise noted, take 
  damage as non-supernatural items of the same sort. A 
  damaged supernatural item continues to function, but 
  if it is destroyed, all its supernatural power is lost.
  Repairing Supernatural Items
  Some supernatural items take damage over the 
  course of an adventure. It costs no more to repair a 
  supernatural item with the Cra�  skill than it does to 
  repair its non-supernatural counterpart. 
  Supernatural Items 
  Descriptions
  Each general type of supernatural item gets an 
  overall description, followed by descriptions of specifi c 
  special abilities. General descriptions include notes on 
  activation, creation cost, Cra�  Diffi  culties, creator 
  level, market cost and other important rules to keep in 
  mind when using or designing particular supernatural 
  items. The special abilities have their powers detailed 
  and each of the following topics is covered in 
  notational form at the end of the description.
  Prerequisites: Certain requirements must be 
   Certain requirements must be 
  met in order for a character to create a supernatural 
  met in order for a character to create a supernatural 
  item. These include feats, powers and miscellaneous 
  requirements such as virtues, vices, race or the like. 
  The prerequisites for creation of an item are given 
  immediately following the item’s creator level. 
  Creation Cost: This represents the cost to create 
  an item via a Wealth check. 
  Creator Level: This entry gives the creator level 
  of the item, indicating its relative strength and the 
  minimum creator level needed to make the item. 
  This information is given in the form “CL: x,” where 
  “CL” is an abbreviation for creator level and “x” is an 
  ordinal number representing the creator level itself. 
  The creator level determines the item’s eff ective 
  power bonus (creator level + 3), saving throw 
  Diffi  culty (10 + half the adept level, rounded up), as 
  well as other level-dependent features of the item’s 
  powers. It also determines the power bonus that must 
  be contended with should the item come under the 
  eff ect a power, which seeks to suppress or remove its 
  special abilities.
  A continuous item is considered to take 10 on 
  opposed power checks.
  Armor and Shields
  Masterwork armor (and shields) can be imbued 
  with supernatural power, making it extraordinarily 
  light and comfortable. Supernatural armor has its 
  armor check penalty reduced by 2 (including the 
  benefi ts of being masterwork). In addition, other 
  supernatural abilities can be added to supernatural 
  armor and shields. 
  Body Slot
  Item Types
  Affi  nity
  Head
  Hat, helmet, etc.
  Audio, mental and interaction
  Eyes
  Goggles, lenses, etc.
  Visual
  Neck
  Amulet, brooch, etc.
  Protective, discernment and morale
  Torso (under)
  Garment, vest, etc.
  Role, background, and protection
  Torso (over)
  Robe
  Powers, power enhancing and protection
  Waist
  Belt
  Physical, role and background
  Back
  Cloak, cape, etc.
  Transformation, fl ight and protection
  Arms 
  Bracers, bracelets, etc.
  Combat and ally-based
  Hands
  Gloves, gauntlets, etc.
  Destructive, quickness and skill-use
  Finger
  Rings
  All special abilities
  Feet
  Boots, shoes, etc.
  Movement
  Body Slot Affi nity
  
  6
  Creation Cost: If the armor or shield is only 
  being imbued with the supernatural property it 
  being imbued with the supernatural property it 
  has a creation cost equal to the masterwork armor or 
  has a creation cost equal to the masterwork armor or 
  shield cost. However, if special abilities are being added 
  shield cost. However, if special abilities are being added 
  to the armor or shield (see Armor and Shield Special 
  Abilities), then add an amount to the creation cost equal 
  to the armor’s Toughness or shield’s Dodge bonus.
  Cra� : If the creator is cra� ing the item from 
  scratch, make a Cra�  check (Diffi  culty 25 for light and 
  medium armor and 30 for heavy armor; 25 for shields) 
  with the appropriate specialty (armorsmithing, 
  leatherworking, etc.).
  Creator Level: The supernatural property has a 
  creator level 1. The creator level of special abilities is 
  indicated under their individual entries.
  Market 
  Cost: 
  The 
  supernatural 
  property 
  increases the armor’s cost by +6, which includes 
  increases the armor’s cost by +6, which includes 
  the masterwork quality. 
  Supernatural armors or shields 
  Supernatural armors or shields 
  with special abilities have a market 
  with special abilities have a market 
  cost equal to their creation cost + 3.
  Armor and Shield Special 
  Abilities
  Supernatural 
  armor 
  and 
  shield can have one or more of the 
  special abilities detailed below.
  Acrobatics: 
  This 
  suit 
  of 
  armor grants its wearer a bonus 
  to Acrobatics checks.
  Prerequisites: A number of 
   A number of 
  ranks in the Acrobatics skill equal 
  ranks in the Acrobatics skill equal 
  to the bonus or Enhance Senses; 
  to the bonus or Enhance Senses; 
  Creation Cost: 15 + skill bonus; CL:
  CL:
  Skill bonus - 3.
  Animated: Upon command, an 
   Upon command, an 
  animated shield fl oats within 2 feet of 
  animated shield fl oats within 2 feet of 
  the wielder, protecting him as if he were 
  the wielder, protecting him as if he were 
  using it himself but freeing up both his 
  using it himself but freeing up both his 
  hands. Only one animated item can be 
  hands. Only one animated item can be 
  used by a character at a time. A character 
  used by a character at a time. A character 
  with an animated shield still takes any penalties 
  associated with shield use, such as armor check 
  penalty and nonprofi ciency.
  Prerequisites: Manipulate Object; Creation Cost: 28; 
  CL: 5.
  Damage Reduction, Physical: This suit of armor 
  absorbs physical damage, but is bypassed by a particular 
  type of damage (bludgeoning, piercing, or slashing).
  Prerequisites: Creature with physical damage 
  reduction or Body Control; Creation Cost: 12 + three 
  times the Toughness bonus granted; CL: 1 (+1, +2), 2 
  (+3), 4 (+4), 7 (+5).
  Damage Reduction, Supernatural: This suit of 
  armor absorbs physical damage, but is bypassed by 
  supernatural damage. 
  Prerequisites: Creature with supernatural damage 
  reduction or Body Control; Creation Cost: 15 + three 
  times the Toughness bonus granted; CL: 1 (+1), 2 (+2), 
  3 (+3), 4 (+4), 7 (+5).
  Dodging: This shield grants the user an increased 
  dodge bonus.
  Prerequisites: Combat Sense; Creation Cost: 15 + three 
  times the dodge bonus; CL: 1 (+1, +2, +3), 4 (+4), 7 (+5).
  Energy Resistance: This suit of armor or shield 
  protects against a particular type of elemental 
  damage (acid, cold, electrical, fi re, or sonic), as per the 
  Elemental Resistance power. 
  Prerequisites: 
  Creature 
  with 
  resistance 
  to 
  appropriate energy or Elemental Resistance; Creation 
  Cost: 24 + save bonus; CL: Equal to save bonus.
  Energy Immunity: This suit of armor grants its 
  wearer immunity to a particular type of 
  wearer immunity to a particular type of 
  elemental damage (acid, cold, electrical, 
  elemental damage (acid, cold, electrical, 
  fi re, or sonic).
  fi re, or sonic).
  Prerequisites: 
  Creature 
  with 
  immunity to appropriate energy 
  type or Elemental Resistance; 
  Creation Cost: 33; CL: 10.
  Feat: This suit of armor or shield 
  grants its user a defense-based 
  feat.
  Prerequisite: Defense-based feat 
  being granted; 
  being granted; Creation Cost: 15 + three 
  times the number of feats granted;
  times the number of feats granted; CL: 1 
  (+1), 2 (+2), 3 (+3), 4 (+4), 7 (+5).
  (+1), 2 (+2), 3 (+3), 4 (+4), 7 (+5).
  Fortifi cation:
  Fortifi cation: This suit of armor or shield 
  absorbs critical hit and sneak a� ack 
  absorbs critical hit and sneak a� ack 
  damage. 
  damage. 
  Prerequisites: 
  Prerequisites: Body Control; Creation 
  Cost: 12 + three times the amount of 
   12 + three times the amount of 
  damage ignored; 
  damage ignored; CL: CL: 1 (-1, -2), 2 (-3), 4 
  (-4), 7 (-5).
  (-4), 7 (-5).
  Fortitude: 
  Fortitude: This suit of armor grants the 
  wearer a bonus to Fortitude saving throws.
  wearer a bonus to Fortitude saving throws.
  Prerequisites:
  Prerequisites: Creature with Fortitude 
  save bonus equal to the item’s bonus or Body 
  save bonus equal to the item’s bonus or Body 
  Control; Creation Cost: 12 + three times the Fortitude 
  save bonus; CL: 1 (+1, +2), 2 (+3), 4 (+4), 7 (+5).
  Ghost Touch: This suit of armor or shield provides 
  protection against incorporeal creatures as if they 
  were solid creatures. In addition, the armor or shield 
  can be picked up and worn by incorporeal creatures 
  at any time. Essentially a ghost touch armor or shield 
  counts as either corporeal or incorporeal at any given 
  time, whichever is more benefi cial to the wearer.
  Prerequisites: Ghost Touch; Creation Cost: 24; CL: 1.
  Glamered: This suit of armor appears normal, but 
  upon command, the armor changes shape and form to 
  assume the appearance of a normal set of clothing. The 
  armor retains all its properties (including weight) when 
  glamered. Only a true seeing spell or similar magic 
  reveals the true nature of the armor when disguised.
  
  7
  Prerequisites: Illusion; Creation Cost: 24; CL: 1.
  Phasing: Upon command, thus suit of armor 
  makes its wearer incorporeal.
  Prerequisites: Phasing; Creation Cost: 33; CL: 10.
  Psychic Refl ection: Thus suit of armor refl ects 
  psychic a� acks back at the a� acker.
  Prerequisites: Psychic Refl ection and Psychic Shield; 
  Creation Cost: 23 + power bonus; CL: Power bonus – 3.
  Refl ex: This shield grants the wearer a bonus to 
  Refl ex saving throws.
  Prerequisites: Creature with Refl ex save bonus 
  equal to the item’s bonus or Supernatural Speed; 
  Creation Cost: 12 + three times the Refl ex save bonus; 
  CL: 1 (+1, +2), 2 (+3), 4 (+4), 6 (+5).
  Slick: This suit of armor grants its wearer a bonus 
  to Escape Artist checks.
  Prerequisites: A number of ranks in the Escape 
  Artist skill equal to the bonus or Water Shaping; 
  Creation Cost: 15 + skill bonus; CL: Skill bonus – 3.
  Stealth: This suit of armor grants its wearer a 
  bonus to Stealth checks.
  Prerequisites: A number of ranks in the Stealth skill 
  equal to the bonus or Illusion; Creation Cost: 15 + skill 
  bonus; CL: Skill bonus – 3.
  Supernatural Resistance: This suit of armor 
  or shield grants supernatural resistance versus all 
  supernatural powers and abilities used directly 
  against its wearer.
  Prerequisites: Creature with supernatural resistance 
  or Ward; Creation Cost: 17 + supernatural resistance 
  (minimum SR 11); CL: 5 + 1 per SR above 11.
  Toughness: This suit of armor grants the wearer 
  an increased Toughness bonus.
  Prerequisites: Creature with natural armor or Body 
  Control; Creation Cost: 18 + three times the Toughness 
  bonus; CL: 1 (+1), 2 (+2), 4 (+3), 7 (+4), 10 (+5).
  Will: This suit of armor or shield grants the 
  wearer a bonus to Will saving throws.
  Prerequisites: Creature with Will save bonus equal 
  to the item’s bonus or Psychic Shield; Creation Cost: 12 
  + three times the Will save bonus; CL: 1 (+1, +2), 2 (+3), 
  4 (+4), 6 (+5).
  Charms
  A charm is a small item containing a single use of 
  a supernatural power or one minute of use for a feat or 
  skill. When a charm is activated (a standard action), it 
  discharges the power it contains and then is rendered 
  useless. A character that uses a power contained in a 
  charm does not make fatigue saves. A charm’s bonus 
  with the power cannot exceed its creator’s bonus.
  Prerequisites: Feat, power, or skill the charm 
  grants.
  Creation Cost: There are a number of diff erent 
  types of charms and each one has its own method of 
  calculating creation cost. 
  •
  Feat Charms: A feat charm has a creation
   
   
   
  cost of 11.
  •
  Power Charms: A power charm has a creation
   A power charm has a creation
   
   
   
  cost of 7 + the charm’s power bonus. 
  •
  Skill Charms: A skill charm has a creation cost
   
   
   
  of 7 + the charm’s skill bonus.
  Cra� : If the creator is cra� ing the item from 
  scratch, make a Cra�  check (Diffi  culty 20) with the 
  appropriate specialty (brewing, woodworking, etc.).
  Creator Level: A feat charm has a creator level 
  equal to 1 (or its level prerequisite). A power or 
  skill charm has a creator level equal to the bonus – 3 
  (minimum 1).
  Market Cost: A feat charm has a market cost of 14. 
  Power and skill charms have market costs of 10 + the 
  charm’s bonus with the power or skill.
  Devices
  A device has inherent special abilities associated 
  with its use, which do not directly aff ect the user. 
  A device is a use activated item and can be used 
  by anyone, unless restrictions were placed upon it 
  during creation. If the eff ect of a device is continuous 
  it is always on as long as the device is worn or used. 
  However, some devices must be activated and as such 
  they take the same amount of time to activate as the 
  power it emulates or a standard action. Powers with 
  instantaneous eff ects can only be turned into non-
  continuous enhancers. A character that uses a power 
  granted by a device does not make fatigue saves.
  A power device is always considered to take 10 on 
  its power checks. This means that any use of a power, 
  which would require more than a take 10 to activate is 
  unavailable to the wearer. 
  Creation Cost: There are a number of diff erent 
  types of supernatural devices and each one has its own 
  method of calculating creation cost (See Device Special 
  Abilities). The creation cost of a device is limited by 
  the base item. Simple items can have a creation cost of 
  28 or less, moderate items 33 or less, complex items 43 
  or less, and advanced items have no limit.
  Cra� : If the creator is cra� ing the item from 
  scratch, make a Cra�  check (Diffi  culty 20 for simple; 
  25 for moderate; 30 for complex; and 35 for advanced) 
  with 
  the 
  appropriate 
  specialty 
  (blacksmithing, 
  leatherworking, etc.).
  Creation Cost Modifi ers: Each location on the 
  body, or body slot, has one or more affi  nities: a 
  word or phrase that describes the general function 
  or nature of devices designed for that body slot. 
  Body slot affi  nities are deliberately broad, abstract 
  categorizations, because a hard-and-fast rule cannot 
  cover the great variety among enhancers.
  Items that do not take up a body slot increase their 
  creation cost by 3. 
  Items that do not match the affi  nity for a particular 
  body slot should increase their creation cost by 2. 
  
  8
  Rings are a special type of device and are 
  considered to have an affi  nity for all categories of 
  considered to have an affi  nity for all categories of 
  general function and nature. Because of this ability all 
  general function and nature. Because of this ability all 
  rings increase their creation cost by 1. 
  rings increase their creation cost by 1. 
  Creator Level: The creator level of special abilities 
  is indicated under their individual entries.
  Market Cost: Supernatural devices have a market 
  cost equal to their creation cost + 3.
  Device Special Abilities
  Devices can have one or more of the special 
  abilities detailed below.
  Animated: Upon command, an animated device 
  fl oats within 2 feet of the wielder, and performs a 
  particular skill (see Skill special ability below for list 
  of appropriate skills) as if he were using it himself but 
  freeing up both his hands. Only one animated item can 
  be used by a character at a time. The animated device 
  uses the character’s skill bonus or its imbued skill 
  bonus, whichever is be� er, and takes any penalties 
  associated with the character’s skill use, such as armor 
  check penalty and nonprofi ciency.
  Prerequisites: Manipulate Object; Creation Cost: 25; 
  CL: 2.
  Animated, Improved: This device functions like 
  animated, except the animated device has a greater range 
  and a fl y speed of 30 feet with perfect maneuverability.
  Prerequisites: Manipulate Object; Creation Cost: 25 + 
  1 for every 10 � . of range; CL: 2 + 1 per 10 � . of range.
  Fast Cra� ing: This device lessens the amount 
  of time it takes to cra�  certain items. Choose 
  a particular specialty (armorsmithing, brewer, 
  weaponsmithing, etc.). When using this device to 
  cra�  items associated with the specialty reduce the 
  time to cra�  to half normal.
  Prerequisites: 5 ranks in the appropriate Cra�  skill, 
  must be imbued into a masterwork item, tool or toolkit 
  appropriate to the skill; Creation Cost: 25; CL: 2.
  Fast Cra� ing, Improved: This device functions 
  like fast cra� ing, except reduce the time to cra�  to one-
  quarter normal.
  Prerequisites: 10 ranks in the appropriate Cra�  
  skill, must be imbued into a masterwork item, tool or 
  toolkit appropriate to the skill; Creation Cost: 30; CL: 7.
  Feat: This device grants its user a skill-based feat.
  Prerequisites: Skill-based feat being grants and 
  must be imbued into a masterwork item, tool or 
  toolkit appropriate to the skill; Creation Cost: 15 + three 
  times the number of feats granted; CL: 1 (+1), 2 (+2), 3 
  (+3), 4 (+4), 7 (+5).
  Holding: This device appears to be a normal 
  container. However, this container opens into a non-
  dimensional space and its inside is larger than its 
  outside dimensions. Regardless of what is put into 
  the container, it weighs a fi xed amount. This weight, 
  and the limits in weight and volume of the container’s 
  contents, depend on the container’s type, as shown on 
  the Holding table.
  If the container is overloaded, or if sharp objects 
  pierce it (from inside or outside), the container 
  ruptures and is ruined. All contents are lost forever. 
  If the container is turned inside out or upside down, 
  its contents spill out, unharmed, but the container 
  must be put right before it can be used again. If living 
  creatures are placed within the container, they can 
  survive for up to 10 minutes, a� er which time they 
  suff ocate. Retrieving a specifi c item from a container 
  of holding is a move action, unless the container holds 
  more than an ordinary container would hold, in which 
  case retrieving a specifi c item is a full-round action.
  Prerequisites: Plane Shi� , must be imbued into 
  a container; Creation Cost: 24 (small), 27 (medium), 
  30 (large), and 33 (huge). This special ability can 
  be imbued into non-containers (such as gloves, 
  robes, etc.) by increasing the creation cost by 3; CL:
  1 (small), 4 (medium), 7 (large), and 10 (huge) + 3 for 
  non-containers.
  Quick Action: This device lessens the amount of 
  time to perform a particular skill. Full round actions 
  become standard actions, standard actions become 
  move actions, and move actions become free actions. 
  Halve the times of all actions that take more than a full 
  round action.
  Prerequisites: 10 ranks in the appropriate skill and 
  must be imbued into a masterwork item, tool or toolkit 
  appropriate to the skill; Creation Cost: 30; CL: 7.
  Power: This device grants the user a power that 
  can eff ect the environment or others, but not himself.
  Container
  Weight
  Weight Limit
  Volume Limit
  Examples
  Small
  5 lb.
  100 lb.
  10 cu. � .
  Pouch, small chest, a drawer
  Medium
  15 lb.
  250 lb.
  30 cu. � .
  Backpack, normal chest
  Large
  25 lb.
  500 lb.
  70 cu. � .
  Sack, large chest, short dresser
  Huge
  35 lb.
  1000 lb.
  150 cu. � .
  Bookshelf, tall dresser
  Holding
  
  9
  Prerequisites: Power being imbued; Creation Cost:
  20 + the power bonus + 3 for each additional power; 
  CL: Power bonus – 3.
  Skill: This device grants the user a bonus with a 
  skill that uses tools.
  Prerequisites: A number of ranks in the skill equal 
  to the bonus and must be imbued into a masterwork 
  item, tool or toolkit appropriate to the skill; Creation 
  Cost: 15 + the skill bonus. This bonus can be applied to 
  two related skills by increasing the creation cost by 3. 
  If the device this bonus is being imbued into normally 
  grants a masterwork bonus to the skill, than lower the 
  creation cost by 3; CL: Skill bonus – 3.
  Training: This device allows an untrained user to 
  employ a trained only skill.
  Prerequisites: Must be imbued into a masterwork 
  item, tool or toolkit appropriate to the skill; Creation 
  Cost: 15; CL: 1. 
  Enhancers
  An enhancer grants its wearer particular special 
  abilities not normally available to a character. An 
  enhancer is a use activated item and can be used by 
  anyone, unless restrictions were placed upon it during 
  creation. If the eff ect of an enhancer is continuous it is 
  always on as long as the enhancer is worn. However, 
  some enhancers must be activated and as such they 
  take the same amount of time to activate as the 
  power it emulates or a standard action. Powers with 
  instantaneous eff ects can only be turned into non-
  continuous enhancers. A character that uses a power 
  granted by an enhancer does not make fatigue saves.
  A power enhancer is always considered to Take 
  10 on its power checks. This means that any use of a 
  power, which would require more than a take 10 to 
  activate is unavailable to the wearer.
  Creation Cost: There are a number of diff erent 
  types of supernatural enhancers and each one has 
  its own method of calculating creation cost (See 
  Enhancer Special Abilities). The creation cost of an 
  enhancer is limited by the base item. Simple items can 
  have a creation cost of 28 or less, moderate items 33 
  or less, complex items 43 or less, and advanced items 
  have no limit.
  Cra� : If the creator is cra� ing the item from 
  scratch, make a Cra�  check (Diffi  culty 20 for simple; 
  25 for moderate; 30 for complex; and 35 for advanced) 
  with the appropriate specialty (blacksmithing, 
  leatherworking, etc.).
  Creation Cost Modifi ers: Enhancers have the 
   Enhancers have the 
  same body slot affi  nities as devices. 
  Creator Level: The creator level of special abilities 
  is indicated under their individual entries.
  Market Cost: Supernatural enhancers have a 
  market cost equal to their creation cost + 3.
  Enhancer Special Abilities
  Enhancers can have one or more of the special 
  abilities detailed below.
  Accuracy: This enhancer grants the user a bonus 
  to a� ack rolls.
  Prerequisites: Combat Sense; Creation Cost: 18 + 
  three times the a� ack bonus; CL: 1 (+1), 2 (+2), 4 (+3), 7 
  (+4), 10 (+5).
  Alternate Form: This enhancer allows the user to 
  shi�  shape into a predetermined type of humanoid 
  or animal.
  Prerequisites: Creature with alternate form or Self-
  Shaping; Creation Cost: 32 + 1 for each level above 9th 
  that the new humanoid or animal form requires; CL: 9 
  + 1 for each level above 9th.
  Amphibious: This enhancer allows the user to 
  breathe both air and water without diffi  culty.
  Prerequisites: Creature with amphibious ability or 
  Water Shaping; Creation Cost: 30; CL: 7.
  Blindsense: This enhancer grants the user 
  blindsense.
  Prerequisites: Creature with Blindsense or Enhance 
  Senses; Creation Cost: 33 + 1 per 10 feet of blindsense;
  CL: 10 + 1 per 10 feet of blindsense.
  Blindsight: This enhancer grants the user 
  blindsight.
  Prerequisites: Creature with Blindsight or Enhance 
  Senses; Creation Cost: 36 + 1 per 10 feet of blindsight;
  CL: 13 + 1 per 10 feet of blindsight.
  Boosting: This enhancer grants the user a bonus 
  to one of their ability scores.
  Prerequisites: Enhance Ability; Creation Cost: 21 + 
  three times the ability bonus; CL: 1 (+1), 4 (+2), 7 (+3), 
  10 (+4), 13 (+5).
  Burrowing: This enhancer grants the user a 
  burrow speed and allows him to tunnel through dirt, 
  but not through rock.
  Prerequisites: Creature with burrow speed or 
  Earth Shaping; Creation Cost: 24 + 3 for every 10 feet of 
  burrowing speed; CL: 4 (10 � .), 7 (20 � .), 10 (30 � .), 13 
  (40 � .), 16 (50 � .).
  Burrowing, Improved: This enhancer grants 
  the user a burrow speed and allows him to tunnel 
  through dirt and rock.
  Prerequisites: Creature with burrow speed or 
  Earth Shaping; Creation Cost: 27 + 3 for every 5 feet of 
  burrowing speed; CL: 7 (10 � .), 10 (20 � .), 13 (30 � .), 16 
  (40 � .), 19 (50 � .).
  
  10
  Climbing: This enhancer grants the user a 
  climb speed.
  climb speed.
  Prerequisites: Creature with climbing speed or 8 
  ranks in the Climb skill; 
  ranks in the Climb skill; Creation Cost: 21 + 3 for every 
  10 feet of climbing speed; CL: 1 (10 � .), 4 (20 � .), 7 (30 
  � .), 10 (40 � .), 13 (50 � .).
  Damage Reduction, Physical: This enhancer 
  absorbs physical damage, but is bypassed by a 
  particular type of damage (bludgeoning, piercing, or 
  slashing). 
  Prerequisites: Creature with physical damage 
  reduction or Body Control; Creation Cost: 15 + three 
  times the Toughness bonus granted; CL: 1 (+1), 2 (+2), 
  3 (+3), 4 (+4), 7 (+5).
  Damage Reduction, Supernatural: This enhancer 
  absorbs physical damage, but is bypassed by 
  supernatural damage. 
  Prerequisites: Creature with supernatural damage 
  reduction or Body Control; Creation Cost: 18 + three 
  times the Toughness bonus granted; CL: 1 (+1), 2 (+2), 
  4 (+3), 7 (+4), 10 (+5).
  Darkvision: This enhancer grants the user 
  darkvision.
  Prerequisites: Creature with darkvision or Enhance 
  Senses; Creation Cost: 27 + 1 per 20 feet of darkvision;
  CL: 4 + 1 per 20 feet of darkvision.
  Defl ecting: This enhancer grants the user a 
  defl ection bonus to Defense.
  Prerequisites: Energy Shaping; Creation Cost: 21 + 
  three times the defl ection bonus; CL: 1 (+1), 4 (+2), 7 
  (+3), 10 (+4), 13 (+5).
  Determination: This enhancer grants the user 
  the warrior’s Determination core ability. If used by 
  a character that already has the Determination core 
  ability it allows him to spend a Conviction point to 
  immediately erase all bruised and hurt conditions and 
  make an immediate recovery check to recover from 
  his worst condition.
  Prerequisites: Creature with the Determination 
  core ability; Creation Cost: 30; CL: 7.
  Dodging: This enhancer grants the user a dodge 
  bonus to Defense.
  Prerequisites: Combat Sense; Creation Cost: 18 + 
  three times the dodge bonus; CL: 1 (+1), 2 (+2), 4 (+3), 7 
  (+4), 10 (+5).
  Dwarvenkind: This enhancer grants the user the 
  Dwarf background bonus feats. If used by a dwarf 
  it grants him the Diehard and Favored Opponent 
  (goblins and giants) feats.
  Prerequisites: Dwarf or dwarven object; Creation 
  Cost: 30; CL: 7.
  Elvenkind: This enhancer grants the user the Elf 
  background bonus feats. If used by an elf it grants 
  him one supernatural power with Supernatural 
  Focus (the elf treats his total level as his adept level 
  for this power).
  Prerequisites: Elf or elven object; Creation Cost: 30;
  CL: 7.
  Energy Resistance: This enhancer protects 
  against a particular type of elemental damage (acid, 
  cold, electrical, fi re, or sonic), as per the Elemental 
  Resistance power.
  Prerequisites: Creature with resistance to the 
  appropriate energy or Elemental Resistance; Creation 
  Cost: 24 + save bonus; CL: Equal to save bonus.
  Energy Immunity: This enhancer grants its 
  wearer immunity to a particular type of elemental 
  damage (acid, cold, electrical, fi re, or sonic).
  Prerequisites: 
  Creature 
  with 
  immunity 
  to 
  appropriate energy or Elemental Resistance; Creation 
  Cost: 33; CL: 10.
  Expertise: This enhancer grants the user the 
  expert’s Expertise core ability. If used by a character 
  that already has the Expertise core ability it allows 
  him to spend a Conviction point to gain 4 temporary 
  ranks and Skill Focus or Skill Mastery in any skill.
  Prerequisites: Creature with the Expertise core 
  ability; Creation Cost: 30; CL: 7.
  Feat: This enhancer grants its user a feat.
  Prerequisites: Feat being granted; Creation Cost: 18 
  + three times the number of feats granted; CL: 1 (1), 2 
  (2), 4 (3), 7 (4), 10 (5).
  Flight: This enhancer grants the user a fl ight 
  speed with average maneuverability.
  Prerequisites: Creature with fl y speed and average 
  maneuverability or Wind Shaping; Creation Cost: 24 + 
  3 for every 20 feet of fl y speed; CL: 4 (20 � .), 7 (40 � .), 
  10 (60 � .), 13 (80 � .), 16 (100 � .), 19 (120 � .).
  Flight, Improved: This enhancer grants the user a 
  fl ight speed with good maneuverability.
  Prerequisites: Creature with fl y speed and good 
  maneuverability or Wind Shaping; Creation Cost: 24 + 
  3 for every 15 feet of fl y speed; CL: 4 (15 � .), 7 (30 � .), 
  10 (45 � .), 13 (60 � .), 16 (75 � .), 19 (90 � .).
  Flight, Greater: This enhancer grants the user a 
  fl ight speed with perfect maneuverability.
  Prerequisites: Creature with fl y speed and perfect 
  maneuverability or Wind Walking; Creation Cost: 30 + 
  3 for every 10 feet of fl y speed; CL: 10 (10 � .), 13 (20 � .), 
  16 (30 � .), 19 (40 � .).
  Fortitude: This enhancer grants the user a bonus 
  to Fortitude saving throws.
  
  11
  Prerequisites: Creature with Fortitude save bonus 
  equal to the enhancer’s bonus or Body Control; 
  Creation Cost: 15 + three times the Fortitude save 
  bonus; CL: 1 (+1), 2 (+2), 3 (+3), 4 (+4), 7 (+5).
  Gnomishkind: This enhancer grants the user the 
  Gnome background bonus feats. If used by a gnome it 
  grants him one supernatural power with Supernatural 
  Focus (the gnome treats his total level as his adept 
  level for this power) and either Fascinate or Favored 
  Opponent (goblins).
  Prerequisites: Gnome or gnomish object; Creation 
  Cost: 30; CL: 7.
  Halfl ingkind: This enhancer grants the user the 
  Halfl ing background bonus feats. If used by a halfl ing 
  it grants him the Evasion and A� ack Specialization 
  (thrown weapon and sling) feats.
  Prerequisites: Halfl ing or halfl ing object; Creation 
  Cost: 30; CL: 7.
  Mimicry: This enhancer grants the user the 
  mimicry trait.
  Prerequisite: Creature with mimicry or Illusion; 
  Creation Cost: 36; CL: 13.
  Parrying: This enhancer grants the user a parry 
  bonus to Defense.
  Prerequisites: Combat Sense; Creation Cost: 15 + 
  three times the parry bonus; CL: 1 (+1), 2 (+2), 3 (+3), 4 
  (+4), 7 (+5).
  Power: This enhancer grants the user a power that 
  can eff ect himself, but not his environment or others.
  Prerequisites: Power being granted; Creation Cost:
  20 + the power bonus + 3 for each additional power;
  CL: Power bonus – 3.
  Refl ex: This enhancer grants the user a bonus to 
  Refl ex saving throws.
  Prerequisites: Creature with Refl ex save bonus 
  equal to the enhancer’s bonus or Supernatural Speed; 
  Creation Cost: 15 + three times the Refl ex save bonus; 
  CL: 1 (+1), 2 (+2), 3 (+3), 4 (+4), 7 (+5).
  Resistance: This enhancer grants the user a bonus 
  to Fortitude, Refl ex and Will saving throws.
  Prerequisites: Body Control, Psychic Shield, and 
  Supernatural Speed; Creation Cost: 18 + three times the 
  save bonus; CL: 1 (+1), 2 (+2), 4 (+3), 7 (+4), 10 (+5).
  Scent: This enhancer grants the user the scent trait.
  Prerequisites: Creature with scent or Enhance 
  Senses; Creation Cost: 33; CL: 10.
  Skill: This enhancer grants the user a bonus with 
  a skill that does not require tools.
  Prerequisites: A number of ranks in the skill equal 
  to the bonus; Creation Cost: 18 + the skill bonus. This 
  bonus can be applied to two related skills by increasing 
  the creation cost by 3. If the device this bonus is being 
  imbued into normally grants a masterwork bonus to 
  the skill, than lower the creation cost by 3; CL: Skill 
  bonus -3.
  Supernatural Resistance: This enhancer grants 
  supernatural resistance versus all supernatural powers 
  and abilities used directly against its wearer.
  Prerequisites: Creature with Supernatural 
  Resistance or Ward; Creation Cost: 20 + supernatural 
   20 + supernatural 
  resistance (minimum SR 11) CL: 8 + 1 per SR above 11.
   8 + 1 per SR above 11.
  Swimming: This enhancer grants the user a swim 
   This enhancer grants the user a swim 
  speed.
  Prerequisites: Creature with swimming speed or 
  Water Shaping; Creation Cost: 21 + 3 for every 10 feet of 
  swim speed; CL: 1 (10 � .), 4 (20 � .), 7 (30 � .), 10 (40 � .), 
  13 (50 � .).
  Talent: This enhancer grants the user the adept’s 
  The Talent core ability. If used by a character that 
  already has the Talent core ability it allows him 
  to spend a Conviction point to gain access to a 
  supernatural power with Supernatural Focus or to 
  erase any accumulated modifi ers to fatigue saving 
  throws for using powers and reduce their fatigue level 
  by one (exhausted to fatigued, fatigued to winded, 
  winded (so you are only winded by a fatigued result, 
  fatigued by an exhausted result, etc.).
  Prerequisites: Creature with The Talent core ability; 
  Creation Cost: 33; CL: 10.
  Toughness: This enhancer grants the user a bonus 
  to Toughness saves.
  Prerequisites: Creature with natural armor or Body 
  Control; Creation Cost: 21 + three times the Toughness 
  save bonus; CL: 1 (+1), 4 (+2), 7 (+3), 10 (+4), 13 (+5).
  Tremorsense: This enhancer grants the user 
  tremorsense.
  Prerequisites: Creature with tremorsense or 
  Enhance Senses; Creation Cost: 30 + 1 per 10 feet of 
  tremorsense; CL: 7 + 1 per 10 feet of tremorsense.
  Will: This enhancer grants the user a bonus to 
  Will saving throws.
  Prerequisites: Creature with Will save bonus equal 
  to the enhancer’s bonus or Psychic Shield; Creation 
  Cost: 15 + three times the Will save bonus; CL: 1 (+1), 2 
  (+2), 3 (+3), 4 (+4), 7 (+5).
  Foci
  A focus is a staff , wand, talisman or other casting 
  aid, which grants special abilities to its wielder or 
  wearer. A focus is a power trigger item and can be 
  used by anyone who can use a power. It takes the 
  same amount of time to activate the foci as the power 
  it is emulating or modifying. In addition, an adept that 
  uses a power granted by a focus must make fatigue 
  saves, if the power being used normally requires it. 
  Focused Power: When using a power focus an 
  adept can spend a Conviction point to use his own 
  adept level to determine the power’s save Diffi  culty, 
  bonus and other level-based eff ects.
  Creation Cost: There are a number of diff erent 
  types of supernatural enhancers and each one has its 
  own method of calculating creation cost (See Device 
  Special Abilities). The creation cost of a device is 
  limited by the base item. Talismans can have a creation 
  cost of 27 or less, wands 36 or less, staff s 45 or less, and 
  sanctuaries have no limit.
  
  12
  Cra� : If the creator is cra� ing the item 
  from scratch, make a Cra�  check (Diffi  culty 
  from scratch, make a Cra�  check (Diffi  culty 
  20 for talismans; 25 for wands; 30 for staff s; and 
  20 for talismans; 25 for wands; 30 for staff s; and 
  35 for sanctuaries) with the appropriate specialty 
  35 for sanctuaries) with the appropriate specialty 
  (woodworking, gemcu� ing, etc.).
  Creator Level: The creator level of special abilities 
  is indicated under their individual entries.
  Market Cost: Supernatural foci have a market 
   Supernatural foci have a market 
  cost equal to their creation cost + 3.
  Focus Special Abilities
  Foci can have one or more of the special 
  Foci can have one or more of the special 
  abilities detailed below.
  Aiming: This focus grants the user 
   This focus grants the user 
  a bonus to their ranged a� acks with 
  a bonus to their ranged a� acks with 
  powers.
  Prerequisites: 
  Combat 
  Sense; 
   
  Combat 
  Sense; 
  Creation Cost: 18 + three times the 
   18 + three times the 
  a� ack bonus granted; CL: 1 (+1), 2 (+2), 
   1 (+1), 2 (+2), 
  4 (+3), 7 (+4), 10 (+5).
  Concentrating: 
  This 
  focus 
  can 
   
  This 
  focus 
  can 
  concentrate on one power for the user.
  concentrate on one power for the user.
  Prerequisites: 
  13 
  ranks 
  in 
  the 
  13 
  ranks 
  in 
  the 
  Concentration skill; Creation Cost:
  Creation Cost: 33; CL: 10.
  Familiarity: This focus increases the user’s 
   This focus increases the user’s 
  familiarity with a particular type of opponent. 
  familiarity with a particular type of opponent. 
  It may be a type of creature, like animals or the 
  It may be a type of creature, like animals or the 
  undead; a profession, like soldiers or thieves; 
  undead; a profession, like soldiers or thieves; 
  or any other category the Narrator approves. 
  or any other category the Narrator approves. 
  Especially broad categories, like “all humanoids” 
  Especially broad categories, like “all humanoids” 
  or “all villains,” are not permi� ed.
  or “all villains,” are not permi� ed.
  Prerequisites: Mind Touch and Favored 
   Mind Touch and Favored 
  Opponent; Creation Cost: 27 + 3 for each level 
   27 + 3 for each level 
  of increased familiarity; CL: 7 (+1 level), 10 
  of increased familiarity; CL: 7 (+1 level), 10 
  (+2 levels), 13 (+3 levels), 16 (+4 levels), 19 
  (+2 levels), 13 (+3 levels), 16 (+4 levels), 19 
  (+5 levels).
  Feat: This focus grants its user an adept 
   This focus grants its user an adept 
  feat.
  Prerequisites: Adept feat being granted; 
   Adept feat being granted; 
  Creation Cost: 15 + three times the number of 
   15 + three times the number of 
  feats granted; CL: 1 (1), 2 (2), 3 (3), 4 (4), 7 (5).
   1 (1), 2 (2), 3 (3), 4 (4), 7 (5).
  Focusing: This focus grants the user a 
   This focus grants the user a 
  competence bonus with Concentration checks.
  competence bonus with Concentration checks.
  Prerequisites: A number of ranks in the 
   A number of ranks in the 
  Concentration skill equal to the bonus; 
  Concentration skill equal to the bonus; 
  Creation Cost: 15 + the skill bonus; 
   15 + the skill bonus; CL: Skill 
  bonus – 3.
  Maintaining: 
  This 
  focus 
  can 
   
  This 
  focus 
  can 
  maintain a power for the user. This 
  maintain a power for the user. This 
  means the wielder does not increase 
  means the wielder does not increase 
  the Diffi  culty of power checks, fatigue 
  the Diffi  culty of power checks, fatigue 
  saves, or Concentration checks by +2 
  saves, or Concentration checks by +2 
  for the power being maintained by this focus (though 
  for the power being maintained by this focus (though 
  powers not maintained by this focus do count). In 
  powers not maintained by this focus do count). In 
  addition, if the wielder does lose concentration on their 
  addition, if the wielder does lose concentration on their 
  powers this focus continues to maintain its power.
  Prerequisites: 7 ranks in the Concentration skill; 
  Creation Cost: 24 + three times the number of powers this 
  focus can maintain; CL: 4 (1), 7 (2), 10 (3), 13 (4), 16 (5).
  Power: This focus grants its user a power.
  Prerequisites: Power being granted; Creation Cost:
  17 + the power bonus + 3 for each additional power;
  CL: Power bonus – 3.
  Power Mastery: This focus allows the user to take 
  10 on power checks even when distracted or under 
  10 on power checks even when distracted or under 
  pressure. This focus does not allow the user to take 10 
  pressure. This focus does not allow the user to take 10 
  with powers that do not normally allow you to do so.
  with powers that do not normally allow you to do so.
  Prerequisites: 10 ranks in Knowledge 
   10 ranks in Knowledge 
  (supernatural); Creation Cost:
  Creation Cost: 30; CL: 7.
  Storing: This focus allows the 
  This focus allows the 
  user to store a power for later use. 
  user to store a power for later use. 
  To store a power the adept uses 
  To store a power the adept uses 
  the power normally (makes 
  the power normally (makes 
  power checks, fatigue saves, 
  power checks, fatigue saves, 
  etc.), but stores its eff ects in the 
  etc.), but stores its eff ects in the 
  focus for later use. The activation 
  focus for later use. The activation 
  time for using the stored power is 
  time for using the stored power is 
  the same as the time needed by the 
  the same as the time needed by the 
  relevant power. This use of the power 
  relevant power. This use of the power 
  does not require a fatigue save, nor 
  does not require a fatigue save, nor 
  does it count toward determining fatigue.
  does it count toward determining fatigue.
  The focus magically imparts to the user the 
  The focus magically imparts to the user the 
  name of the power currently stored within it.
  name of the power currently stored within it.
  Prerequisites: 
  10 
  ranks 
  in 
  Knowledge 
   
  10 
  ranks 
  in 
  Knowledge 
  (supernatural); Creation Cost: 
  Creation Cost: 33 + 3 for each 
  power use that can be stored;
  power use that can be stored; CL: 10 + 3 for each 
  power use that can be stored.
  power use that can be stored.
  Sustaining: This focus grants the user a bonus to 
  This focus grants the user a bonus to 
  Fatigue saves when using powers.
  Fatigue saves when using powers.
  Prerequisites: Body Control; 
   Body Control; Creation Cost: 12 + 
  three times the Fatigue save bonus; 
  three times the Fatigue save bonus; CL: 1 (+1, +2), 2 
  (+3), 4 (+4), 7 (+5).
  Infusions
  An infusion is an item infused with a single use 
  An infusion is an item infused with a single use 
  of a supernatural power. When an infusion is used (a 
  of a supernatural power. When an infusion is used (a 
  standard action), it discharges the power it contains 
  standard action), it discharges the power it contains 
  and then is rendered useless. An adept that uses a 
  and then is rendered useless. An adept that uses a 
  power contained in an infusion does not make fatigue 
  power contained in an infusion does not make fatigue 
  saves, nor does it count towards accumulating fatigue 
  saves, nor does it count towards accumulating fatigue 
  modifi ers. An infusion’s bonus with the power cannot 
  modifi ers. An infusion’s bonus with the power cannot 
  exceed its creator’s bonus.
  exceed its creator’s bonus.
  Prerequisites: Power the infusion grants. 
   Power the infusion grants. 
  Creation Cost:
  Creation Cost: An infusion has a creation cost 
  equal to 4 + the infusion’s power bonus.
  equal to 4 + the infusion’s power bonus.
  Cra� : If the creator is cra� ing the item from 
   If the creator is cra� ing the item from 
  scratch, make a Cra�  check (Diffi  culty 25) with the 
  scratch, make a Cra�  check (Diffi  culty 25) with the 
  appropriate specialty (scribing, gemcu� ing, etc.).
  appropriate specialty (scribing, gemcu� ing, etc.).
  Creator Level:
  Creator Level: The creator level is equal to its 
  power bonus – 3 (minimum 1).
  power bonus – 3 (minimum 1).
  Market Cost:
  Market Cost: An infusion has a market cost of 7 + 
  the infusion’s bonus with the power.
  the infusion’s bonus with the power.
  
  13
  Weapons
  A masterwork weapon can be imbued with 
  supernatural power, making it a supernatural 
  weapon. Supernatural weapons have the usual 
  properties of masterwork weapons, plus they can 
  overcome the damage reduction of certain creatures. 
  Since supernatural trumps all other means of 
  overcoming damage reduction, if a creature’s damage 
  reduction can be overcome at all, a supernatural 
  weapon will do so. In addition, other supernatural 
  traits, such as feats and special abilities, can be added 
  to supernatural weapons.
  Creation Cost: If the weapon is only being imbued 
  with the supernatural property it has a creation cost 
  equal to the masterwork weapon cost +2. However, if 
  special abilities are being added to the weapon (see 
  Weapon Special Abilities), then add an amount to the 
  creation cost equal to the weapon’s damage bonus.
  Cra� : If the creator is cra� ing the item from 
  scratch, make a Cra�  check (Diffi  culty 20 for simple 
  weapons and 25 for martial and exotic weapons) 
  with the appropriate specialty (weaponsmithing, 
  woodworking, etc.)
  Creator Level: The supernatural property has a 
  creator level 1. The creator level of special abilities is 
  indicated under their individual entries.
  Market 
  Cost: 
  The 
  supernatural 
  property 
  increases the weapon’s cost by +10, which includes the 
  masterwork quality. 
  Supernatural weapons with special abilities have 
  a market cost equal to their creation cost + 3.
  Weapon Special Abilities
  Supernatural weapons can have one or more of 
  the special abilities detailed below.
  Accuracy: This weapon grants the user a bonus to 
  their a� ack rolls.
  Prerequisites: Combat Sense; Creation Cost: 15 + 
  three times the a� ack bonus; CL: 1 (+1), 2 (+2), 3 (+3), 4 
  (+4), 7 (+5).
  Animated: Upon command, an animated weapon 
  fl oats within 2 feet of the wielder, and performs an 
  a� ack action as if he were using it himself but freeing 
  up both his hands. Only one animated item can be 
  used by a character at a time. The animated device 
  uses the character’s skill bonus or its imbued skill 
  bonus, whichever is be� er, and takes any penalties 
  associated with the character’s skill use, such as armor 
  check penalty and nonprofi ciency.
  Prerequisites: Manipulate Object; Creation Cost: 33;
  CL: 10.
  Animated, Improved: This device functions 
  like animated, except the animated device has a 
  greater range and a fl y speed of 30 feet with perfect 
  maneuverability.
  Prerequisites: Manipulate Object; Creation 
  Cost: 33 + 1 for every 10 � . of range; CL: 10 + 1 for 
   10 + 1 for 
  every 10 � . of range.
  Bane: This weapon act like a +1 accuracy weapon 
   weapon 
  that also deals extra damage against a particular 
  opponent. It may be a type of creature, like animals 
  or the undead; a profession, like soldiers or thieves; or 
  any other category the Narrator approves. Especially 
  broad categories, like “all humanoids” or “all 
  villains,” are not permi� ed. Against its designated 
  foe, this weapon increases its accuracy weapon bonus 
  to +3 and does +3 damage.
  Prerequisites: 
  Combat 
  Sense 
  and 
  Favored 
  Opponent; Creation Cost: 30 + 3 for each additional 
  type of foe; CL: 7 + 3 for each additional type of foe.
  Brilliant: Upon command, this weapon gives off  
  an aura of light.
  Prerequisites: Light Shaping; Creation Cost: 12 for 
  20-foot radius + 3 for each additional 10-foot radius. 
  Some brilliant weapons shed light continuously 
  and are quite obviously supernatural; CL: 1 (up to 
  60-foot radius), 4 (70-foot radius), 7 (80-foot radius), 
  10 (90-foot radius). Brilliant weapons that cannot be 
  concealed when drawn or shut off  their aura have 
  their creation cost and creator level reduced by 3.
  Corrupted: This weapon grants the wielder 
  an additional vice and Conviction point per day. 
  However this Conviction point can only be spent 
  on actions directly related to the pursuit or defense 
  of this vice. In addition, wherever the wielder is 
  a� acking someone opposed to its vice this weapon 
  acts like a bane weapon. 
  Prerequisites: Vice being granted, Combat Sense, 
  and Favored Opponent; Creation Cost: 33; CL: 10.
  Elemental: Upon command, this weapon is 
  imbued with damaging elemental energy (cold, 
  fi re, acid, or electricity), without harming either the 
  weapon or the wielder. The weapon does +2 damage, 
  in addition to its normal damage.
  Prerequisites: 
  Elemental 
  Weapon 
  of 
  the 
  appropriate type; Creation Cost: 27 + 3 per additional 
  energy type available; CL: 4 + 3 per additional energy 
  type available.
  Elemental Burst: This weapon acts like an 
  elemental weapon that also erupts with energy upon 
  striking a successful critical hit. In addition to the extra 
  energy damage from the energy weapon ability (see 
  above), an elemental burst weapon does +3 damage 
  on a successful critical hit (+4 if the weapon’s critical 
  bonus is +4).
  Even if the elemental ability is not active, the 
  weapon still deals its extra energy damage on a 
  successful critical hit.
  Prerequisites: 
  Elemental 
  Weapon 
  of 
  the 
  appropriate type; Creation Cost: 30 + 3 per additional 
  energy type available; CL: 7 + 3 per additional energy 
  type available.
  
  14
  Feat: This weapon grants its user a weapon-
  based feat.
  based feat.
  Prerequisites: Weapon-based feat being granted; 
  Creation Cost:
  Creation Cost: 15 + three times the number of feats 
  grants; CL: 1 (+1), 2 (+2), 3 (+3), 4 (+4), 7 (+5).
  Ghost Touch: This weapon deals damage against 
  incorporeal creatures as if they were solid creatures. 
  In addition, the weapon can be picked up and wielded 
  by incorporeal creatures at any time. Essentially a 
  ghost touch weapon counts as either corporeal or 
  incorporeal at any given time, whichever is more 
  benefi cial to the wielder.
  Prerequisites: Ghost Touch; Creation Cost: 27; CL: 4.
  Merciful: This weapon does an extra +2 damage, 
  however all its damage is non-lethal. On command, 
  the weapon suppresses this ability until commanded 
  to resume it.
  Prerequisites: Psychic Blast; Creation Cost: 30; CL: 7.
  Pain: This weapon infl icts terrible pain on those 
  damaged by it. An opponent that takes damage from 
  this weapon makes a Will saving throw Diffi  culty 15. 
  If the save fails, the target is stunned for one round. 
  A successful Will save means the pain ability does 
  not aff ect the target. The target gets a +2 Will save 
  bonus for each successive use of the pain ability in 
  the same scene.
  Prerequisites: Pain; Creation Cost: 30; CL: 7.
  Parrying: This weapon grants the user a parry 
  bonus to Defense.
  Prerequisites: Combat Sense; Creation Cost: 12 + 
  three times the parry bonus; CL: 1 (+1, +2), 2 (+3), 4 
  (+4), 7 (+5).
  Returning: This special ability can only be placed 
  on a weapon that can be thrown. A returning weapon 
  fl ies through the air back to the creature that threw it. 
  It returns to the thrower just before the creature’s next 
  turn (and is therefore ready to use again in that turn).
  Catching a returning weapon when it comes 
  back is a free action. If the character can’t catch it, 
  or if the character has moved since throwing it, the 
  weapon drops to the ground in the square from 
  which it was thrown.
  Prerequisites: Manipulate Object; Creation Cost: 30;
  CL: 7.
  Seeking: Only ranged weapons can have the 
  seeking ability. The weapon veers toward its target, 
  negating any miss chances that would otherwise apply, 
  such as from concealment. The wielder still has to aim 
  the weapon at the right square. Arrows mistakenly 
  shot into an empty space, for example, do not veer and 
  hit invisible enemies, even if they are nearby.
  Prerequisites: Enhance Senses; Creation Cost: 30;
  CL: 7.
  Storing: This weapon allows an adept to store a 
  single power. The power must have an activation time 
  of 1 standard action and only aff ect one creature (or 
  object). Any time the weapon strikes a creature (or 
  object) and the creature (or object) suff ers a damage 
  condition from it, the weapon can immediately use 
  the power on that creature (or object) as a free action if 
  the wielder desires. This special ability is an exception 
  to the general rule that casting a spell from an item 
  takes at least as long as casting that spell normally. 
  To store a power the adept uses the power 
  normally (makes power checks, fatigue saves, etc.), 
  but stores its eff ects in the focus for later use. This use 
  of the power does not require a fatigue save, nor does 
  it count toward determining fatigue.
  The weapon magically imparts to the wielder the 
  name of the power currently stored within it.
  Prerequisites: 13 ranks in Knowledge (super-
  natural); Creation Cost: 36 + 3 for each power use that can 
  be stored; CL: 13 + 3 for each power that can be stored.
  Throwing: This ability can only be placed on a 
  melee weapon. A melee weapon cra� ed with this 
  ability gains a range increment of 10 feet and can be 
  thrown by a wielder profi cient in its normal use.
  Prerequisites: Manipulate Object; Creation Cost: 30;
  CL: 7.
  Traumatic: This weapon has its threat range 
  doubled. Weapons with a critical threat range of 20 
  increase to 19–20, while those with threat ranges of 
  19–20 increase to 17–20. This benefi t does not stack 
  with any other eff ect that expands the threat range of 
  a weapon (such as the Improved Critical feat).
  Prerequisites: Supernatural Weapon and Weapon 
  Training or Combat Bonus +3 or greater; Creation Cost:
  30; CL: 7.
  Vicious: When a vicious weapon strikes an 
  opponent, it creates a fl ash of disruptive energy that 
  resonates between the opponent and the wielder. 
  This energy deals an extra +3 points of damage to 
  the opponent and causes the wielder to make a 
  Toughness save Diffi  culty 17. Only melee weapons 
  can be vicious.
  Prerequisites: Harm; Creation Cost: 30; CL: 7.
  Virtuous: This weapon grants the wielder an 
  additional virtue and Conviction point per day. 
  However this Conviction point can only be spent 
  on actions directly related to the pursuit or defense 
  
  15
  of this virtue. In addition, wherever the wielder is 
  a� acking someone opposed to its virtue this weapon 
  acts like a bane weapon. 
  Prerequisites: Virtue being granted, Combat Sense, 
  and Favored Opponent; Creation Cost: 33; CL: 10.
  Cursed
  Some items are cursed, incorrectly made, or 
  corrupted by outside forces. Cursed items might be 
  particularly dangerous to the user, or they might be 
  normal items with a minor fl aw, an inconvenient 
  requirement, or an unpredictable nature.
  Creation Cost: A cursed item has the same creation 
  cost as its base item – the largest curse modifi er. For 
  each curse beyond the fi rst reduce the item’s creation 
  cost by 1.
  Creator Level: A cursed item has the same creator 
  level as its base item. 
  Market Cost: A cursed item has the same market 
  cost as its base item – the largest curse modifi er. For 
  each curse beyond the fi rst reduce the item’s creation 
  cost by 1.
  d20
  Situation
  Cost Modifi er
  Prerequisite
  1
  Temperature below freezing
  -2
  Cold Shaping
  2
  Temperature above freezing
  -1
  Fire Shaping
  3
  During the day
  -1
  Light Shaping
  4
  During the night
  -2
  Light Shaping
  5
  In direct sunlight
  -2
  Light Shaping
  6
  Out of direct sunlight
  -2
  Light Shaping
  7
  Underwater
  -3
  Water Shaping
  8
  Out of water
  -1
  Earth Shaping
  9
  Underground
  -2
  Earth Shaping
  10–11
  Aboveground
  -1
  Air Shaping
  12
  Within 10 feet of a random creature type
  -2
  Suggestion
  13
  Within 10 feet of a random race or kind of creature
  -3
  Suggestion
  14
  Within 10 feet of an adept
  -2
  Suggestion
  15
  Within 10 feet of a non-adept
  -1
  Suggestion
  16
  In the hands of a non-adept
  -2
  Suggestion
  17
  In the hands of an adept
  -3
  Suggestion
  18
  In the hands of a creature of a particular virtue/vice/gender
  -3
  Suggestion
  19
  On holy days or during particular astrological events
  -3
  Suggestion
  20
  Narrator’s choice1
  –
  –
  Dependent Situations
  1 Either pick one of the above that’s appropriate or create a dependent situation specifi cally for that item.
  Common Curses
  Cursed items are magic items with some sort 
  Cursed items are magic items with some sort 
  of potentially negative impact. Sometimes they’re 
  of potentially negative impact. Sometimes they’re 
  directly bad for the user; sometimes they’re just 
  directly bad for the user; sometimes they’re just 
  inconvenient. Occasionally they mix bad with good, 
  forcing characters to make diffi  cult choices. 
  Delusion: The user believes the item is what it 
  appears to be, yet it actually has no magical power 
  other than to deceive. The user is mentally fooled 
  into thinking the item is functioning and cannot be 
  convinced otherwise without the help of the Mind 
  Shaping power.
  Prerequisites: Illusion; Creation Cost Modifi er: -3.
  Opposite Eff ect or Target: These cursed items 
  malfunction, so that either they do the opposite of 
  what the creator intended, or they target the user 
  instead of someone else. The interesting point to keep 
  in mind here is that these items aren’t always bad to 
  have. Opposite-eff ect items include weapons that 
  impose penalties on a� ack and damage rolls rather 
  than bonuses. 
  Prerequisites: A number of ranks in Knowledge 
  (supernatural) equal to the creator level of the base 
  item + 3; Creation Cost Modifi er: -1.
  
  16
  Intermi� ent Functioning: The three varieties 
  of intermi� ent functioning items all function 
  of intermi� ent functioning items all function 
  perfectly as described-at least some of the time. 
  perfectly as described-at least some of the time. 
  The three varieties are unreliable, dependent and 
  The three varieties are unreliable, dependent and 
  uncontrolled items.
  Unreliable: Each time the item is activated, there 
  is a 5% chance (1 on d20) that it does not function. 
  The unreliable curse has a prerequisite of 5 ranks in 
  Knowledge (supernatural) and a cost modifi er of -1.
  Dependent: The item only functions in certain 
  situations. To determine the situation, its prerequisites, 
  and cost modifi er, either select a situation or roll on 
  the Dependent Situations table.
  Uncontrolled: An uncontrolled item occasionally 
  activates at random times. Roll d20 every day. On 
  a result of 1 the item activates at some random 
  point during that day. The uncontrolled curse has a 
  prerequisite of 5 ranks in Knowledge (supernatural) 
  and a cost modifi er of -1.
  Requirement: In a sense, a command word is a 
  requirement. Nevertheless, some items have much 
  more stringent requirements that must be met for 
  them to be usable. To keep an item with this kind 
  of curse functioning, one or more of the following 
  conditions must be met.
  Blood Lust: The item must draw blood when 
  wielded (weapons only). It cannot be put away or 
  exchanged for another weapon until it has scored a hit. 
  The blood lust requirement has a prerequisite of the 
  Harm or Suggestion power and a cost modifi er of -3.
  Exclusive: The character must discard all other 
  magic items. The exclusive requirement has a 
  prerequisite of the Severance power and a cost 
  modifi er of -6.
  Faith: The character must worship a particular 
  deity. The faith requirement has a prerequisite of 
  Suggestion and a cost modifi er of -3.
  Feast: The character must eat twice as normal. 
  The feast requirement has a prerequisite of the Body 
  Control power and a cost modifi er of -1.
  Fee, Greater: The character must sacrifi ce a point 
  of Wealth score per day. The greater fee requirement 
  has a prerequisite of the Plane Shi�  power and a cost 
  modifi er of -6.
  Fee, Lesser: The character must sacrifi ce a point 
  of Wealth score per week. The lesser fee requirement 
  has a prerequisite of the Plane Shi�  power and a cost 
  modifi er of -3.
  Holy Water: The item must be cleansed with holy 
  water each day. The holy water requirement has 
  a prerequisite of the Suggestion power and a cost 
  modifi er of -1.
  Lava: The item must be bathed in volcanic lava once 
  per month. The lava requirement has a prerequisite of 
  the Fire Shaping power and a cost modifi er of -3.
  Name: The character must change his name to a 
  specifi c name. The item only works for characters of 
  that name. The name requirement has a prerequisite 
  of the Suggestion power and a cost modifi er of -1.
  Pledge: The character must swear fealty to a 
  particular noble or his family. The pledge requirement 
  has a prerequisite of the Suggestion power and a cost 
  modifi er of -3.
  Power: The item must have a particular power 
  used upon it each day. The power requirement has 
  a prerequisite of the power that must be used on the 
  item and a cost modifi er of -3.
  Quest: The character must undergo a specifi c quest. 
  This is a one time quest, the item functions normally 
  therea� er. The quest requirement has a prerequisite of 
  the Suggestion power and a cost modifi er of -1.
  Role: The character must add a specifi c role at 
  the next opportunity. If the character already has this 
  role than they must increase their level in the specifi c 
  role. One time only and then item functions normally 
  therea� er. The role requirement has a prerequisite of 
  the Suggestion power and a cost modifi er of -2.
  Sacrifi ce: The character must sacrifi ce some part 
  of his life energy. The character sacrifi ces 1 point of 
  Constitution score. This loss is permanent as long as 
  the item is being used by the character at least once a 
  month. If the character ever stops using this item he 
  regains the lost Constitution a� er one month. The 
  sacrifi ce requirement has a prerequisite of the Drain 
  Vitality power and a cost modifi er of -3.
  Skill: The character must have a minimum number 
  of ranks in a particular skill. The skill requirement has 
  a prerequisite of access to a character with the target 
  skill ranks and a cost modifi er of -1 per 4 ranks.
  Slaying: The item must be used to kill a living creature 
  each day. The slaying requirement has a prerequisite of 
  the Harm power and a cost modifi er of -2.
  Sleep: The character must sleep twice as much as 
  normal. The sleep requirement has a prerequisite of 
  the Sleep power and a cost modifi er of -3.
  d20
  Curse
  1–3
  Delusion
  4–6
  Opposite eff ect or target
  7–9
  Intermi� ent functioning
  10–12
  Requirement
  13–15
  Drawback
  16–18
  Completely diff erent eff ect
  19–20
  Narrator’s choice 
  Common Curses
  
  17
  d20
  Drawback
  Cost 
  Modifi er
  Prerequisite
  1
  Character’s hair grows 1 inch longer.1
  -1
  Flesh Shaping
  2
  Character either shrinks or grows 1/2 inch.1
  -1
  Flesh Shaping
  3
  Temperature is 10°F cooler/warmer around item.
  -1
  Cold or Fire Shaping
  4
  Character’s hair/skin color changes.
  -1
  Flesh Shaping or Illusion
  5
  Character gains an identifying mark (ta� oo, etc.).
  -2
  Flesh Shaping or Illusion
  6
  Character’s gender/nature/race/creature type changes.
  -3
  Flesh Shaping or Suggestion
  7
  Character is affl  icted with a random disease that cannot 
  be cured.
  -3
  A diseased creature
  8
  Item continually emits a disturbing sound (moaning, 
  screaming, cursing, etc.).
  -3
  Illusion
  9
  Item looks ridiculous (garishly colored, silly shape, glows 
  bright pink, etc.).
  -2
  Illusion
  10
  Character becomes selfi shly possessive about the item.
  -3
  Suggestion
  11
  Character becomes paranoid about losing the item and 
  afraid of damage occurring to it.
  -3
  Suggestion
  12
  Character must a� ack nearest creature (5% chance 1 on a 
  d20 each day).
  -3
  Suggestion
  13
  Character is stunned for two rounds once item function is 
  fi nished (or randomly, 1/day).
  -3
  Pain
  14
  Character’s vision is blurry (-2 penalty on a� ack rolls, 
  saves and skill checks requiring vision). 
  -3
  Illusion
  15–16
  Character must make a Will save each day or take 1 point 
  of Intelligence, Wisdom, or Charisma damage.
  -3
  Psychic Blast
  17–18
  Character must make a Fortitude save each day or take 1 
  point of Strength, Dexterity, or Constitution damage.
  -3
  Drain Vitality
  19
  Character cannot use any powers.
  -3
  Severence
  20
  Narrator’s choice.2
  Drawbacks Table
  1 Only happens once.
  2 Either pick one of the above that’s appropriate or create a drawback specifi cally for that item.
  
  18
  Usage: The item must be used at least once 
  a day. It will not function again for its current 
  a day. It will not function again for its current 
  possessor if he fails to use it at least once per day. 
  possessor if he fails to use it at least once per day. 
  The usage requirement has a prerequisite of the 
  The usage requirement has a prerequisite of the 
  Suggestion power and a cost modifi er of -3.
  Requirements are so dependent upon suitability 
  to the item that they should never be determined 
  randomly. An item with a requirement that is also 
  intelligent o� en imposes its requirement through 
  its personality. If the requirement is not met, the 
  item ceases to function. If it is met, usually the item 
  functions for one day before the requirement must be 
  met again (although some requirements are one time 
  only, others monthly and still others continuous).
  Prerequisites: 5 ranks in Knowledge (supernatural) 
  (Unreliable), Dependent (see above), Requirement 
  (see above); Creation Cost Modifi er: -1 (Unreliable), 
  Dependent (see above), Requirement (see above).
  Drawback: Items with drawbacks are usually still 
  benefi cial to the possessor but they also carry some 
  negative aspect. Although sometimes drawbacks 
  occur only when the item is used (or held, in the 
  case of some items such as weapons), usually the 
  drawback remains with the character for as long as he 
  has the item.
  Roll on the Drawbacks table to generate a drawback 
  that (unless otherwise indicated) remains in eff ect as 
  long as the item is in the character’s possession.
  Characters and Curses 
  Just 
  as 
  a 
  character 
  shouldn’t 
  necessarily 
  immediately know what the special abilities of a 
  noncursed magic item is, he shouldn’t immediately 
  know that an item is cursed. Once he knows, however, 
  the item can be discarded unless some sort of 
  compulsion is placed upon it that compels the wielder 
  to keep and use it. 
  Compulsion: This special ability for cursed items 
  increases the creation cost by 17 + the Suggestion’s 
  power bonus. This counts as a new category of special 
  abilities and therefore if less expensive than the 
  base special ability adds only 10% of its total to the 
  creation cost. Any power that can normally suppress 
  or eliminate a Suggestion eff ect suppresses the 
  compulsion special ability (as well as the item’s other 
  special abilities) long enough for the character to get 
  rid of the item.
  Intelligent
  Supernatural items sometimes have intelligence 
  of their own. Supernaturally imbued with sentience, 
  these items think and feel the same way characters 
  do and should be treated as Narrator characters. 
  Intelligent items have extra abilities and sometimes 
  extraordinary powers and special purposes. Only 
  permanent supernatural items, as opposed to single-
  use items, can be intelligent. This means that charms 
  and infusions are never intelligent.
  Prerequisites: Requires access to the abilities, role, 
  skills, feats and powers to be imbued into the item. 
  Creation Cost: An intelligent item has the same 
  creation cost as its base item + the intelligent item’s 
  level.
  Adding the intelligent special ability requires the 
  adept to spend one Conviction point for each odd 
  level (including 1st). 
  For example, a 3rd-level intelligent item would 
  require an adept to spend 2 Conviction points.
  Creator Level: An intelligent item has the same 
  creator level as its base item + the intelligent item’s 
  level. 
  Market Cost: An intelligent item has the same 
  market cost as its base item + the intelligent item’s 
  level.
  Intelligent Items as Characters
  Creating an intelligent item works exactly like 
  creating a new character, except it is considered a 
  construct. 
  Ability Scores: An intelligent has Intelligence, 
  Wisdom and Charisma scores, but no Strength, 
  Dexterity, or Constitution scores.
  Background: 
  An 
  intelligent 
  item 
  has 
  no 
  background.
  Levels: An intelligent item gains levels as a 
  construct.
  Allowance: An intelligent item can spend a point 
  of Conviction to share one of the following with its 
  possessor for one day: combat bonus, saves, skill 
  ranks, feats, powers, communication abilities, or 
  sense abilities. 
  Toughness: An intelligent item has a Toughness 
  of +1, modifi ed by the item’s size and substance 
  toughness.
  Combat Bonus: An intelligent item uses its 
  possessor’s combat bonus when it is used to a� ack.
  Saves: An intelligent items uses the same saving 
  throw bonus for all saves, no ma� er what the type 
  (Fortitude, Refl ex, or Will). An intelligent item’s 
  saving throw bonus equals 2 + one-half its creator’s 
  adept level (round down). It also adds its Wisdom 
  score to Will saves.
  Skills, Feats and Powers: An intelligent item 
  gains the normal skill ranks (2 + Int) for a construct 
  and begins with two feats or powers. An intelligent 
  item gains an additional feat every third level.
  An intelligent item uses its construct levels to 
  determine its power’s eff ects.
  An intelligent item can also spend feat slots to 
  improve its communication or sense abilities or gain 
  special purposes and dedicated powers.
  Traits: An intelligent item has all the traits of a 
  construct.
  
  19
  Substance Toughness
  Substance
  Toughness
  Paper
  –10
  Glass
  0
  Ice
  0
  Paper
  0
  Rope
  0
  Soil
  2
  Wood
  5
  Stone
  8
  Iron
  10
  Steel
  15
  Communication: Like a character, an intelligent 
  item understands the native language of its creator 
  plus one additional language per point of Intelligence 
  bonus. 
  Choose 
  appropriate 
  languages, 
  taking 
  into account the item’s origin and purposes. Some 
  intelligent items communicate through empathy, 
  others by speech, and a few by telepathy. 
  Empathic intelligent items use urges and 
  sometimes emotions that encourage or discourage 
  certain courses of action. All intelligent items have 
  this special ability.
  Speaking intelligent items speak the native 
  language of the creator plus one language per point 
  of Intelligence bonus. The item can also read any 
  languages it can speak. Intelligent items that can speak 
  must spend one of their feat slots on this special ability.
  Telepathic intelligent items can communicate 
  telepathically with the wielder and others as if they 
  have the Mind Touch power. Intelligent items that 
  have telepathy must spend two feat slots to gain 
  telepathy (one for speech and another for the Mind 
  Touch power).
  Senses: An intelligent item has a limited ability 
  to sense its surroundings. All intelligent items have 
  60 feet of vision (Night Vision and Darkvision) and 
  hearing. The intelligent item’s range can be increased 
  by 60 feet for each feat slot spent. In addition, some 
  intelligent items gain the blindsense ability. This 
  special ability can only be added to items with the 
  telepathy special ability and each feat slot spent grants 
  30 feet of blindsense. 
  Ego: Ego is a measure of the total power and 
  force of personality that an item possesses. Only 
  a� er all aspects of an item have been generated 
  can its Ego score be calculated. An item’s Ego score 
  helps determine whether the item or the character is 
  dominant in their relationship, as detailed below.
  The item’s Ego score is equal to its creator level 
  + 1 for speech + 1 for telepathy + 2 for each special 
  purpose + 2 for each dedicated power + the item’s 
  highest mental ability score (Intelligence, Wisdom, 
  highest mental ability score (Intelligence, Wisdom, 
  or Charisma).
  For example, a warrior’s (3rd-level) knife of traumatic 
  warrior’s (3rd-level) knife of traumatic 
  accuracy (+5) without a special purpose would have an 
  Ego score of 22 (15 for creator level + 1 for speech + 1 
  for telepathy + 5 Wisdom).
  Nature: An intelligence item also has a nature 
  (virtue and vice) and Conviction. Its virtue and vice 
  is determined by its creator at the beginning of its 
  creation. 
  Any character whose virtue or vice does 
  not correspond to the virtue or vice the item has 
  immediately suff ers one of the following conditions if 
  he so much as picks up the item (unless it is currently 
  drained): ability damaged (1 point; any one ability 
  score), deafened, fatigued, shaken, or sickened. This 
  condition remains as long as the item is in hand and 
  cannot be overcome in any way, other than spending 
  Conviction. Spending a point of Conviction allows 
  the wielder to ignore the condition for one day. This 
  condition is cumulative with any other penalties the 
  item might already place on inappropriate wielders.
  Items with Ego scores of 20 to 29 can cause the 
  ability damaged (2 points; any one ability score), 
  blinded, exhausted, nauseated, or slowed conditions 
  and cost two Conviction to ignore for one day. 
  Items with Ego scores of 30 or higher can cause 
  the ability damaged (3 points; to any one score), 
  ability drained (1 point; any one score), or wounded 
  (once per hour) conditions and cost three Conviction 
  to ignore for one day.
  This drawback is already included in the creation 
  and market cost of intelligent items.
  If an intelligent item allows individuals without 
  the appropriate virtue or vice to use it without 
  infl icting a condition on them, then increase the 
  creation cost and creator level by 3 and lower the 
  item’s Ego by 2.
  Conviction: An intelligent item has the same 
  amount of Conviction as a character of its level and 
  can spend Conviction for its possessor if they have at 
  least one virtue or vice in common.
  Intelligent Item Actions
  Unlike most supernatural items, intelligent items 
  can activate their own powers without waiting for a 
  command word from their owner. Intelligent items act 
  during their owner’s turn in the initiative order (or on 
  their own if they have no current owner).
  If the item uses a power (or any other action) 
  that requires a fatigue save, it still makes the save 
  but instead of suff ering a level of fatigue it suff ers a 
  level of stain. There are four stain levels: weakened, 
  stressed, strained and drained.
  Weakened: The item suff ers a –1 penalty to 
  all mental ability scores and cannot use full-round 
  
  20
  actions. A weakened item that suff ers an 
  additional strain result becomes stressed.
  additional strain result becomes stressed.
  Stressed: The item suff ers a –2 penalty to all 
  mental ability scores and cannot use full-round 
  mental ability scores and cannot use full-round 
  actions. A stressed item that suff ers an additional 
  strain result becomes strained.
  Strained: The item suff ers a –3 penalty to all 
  mental ability scores and cannot use standard actions. 
  A strained item that suff ers an additional strain result 
  becomes drained.
  Drained: The item is “unconscious” with all of its 
  powers (even its virtue and vice power) suppressed 
  for ten hours.
  Conviction: An intelligent item can spend 
  a Conviction point at any time to eliminate the 
  cumulative fatigue save modifi er, se� ing it back to +0.
  Special Purpose
  By spending one of its feats an intelligent item 
  can gain a special purpose along with one dedicated 
  power. An item’s special purpose must suit the type 
  and nature of the item and should always be treated 
  reasonably. A purpose of “defeat/slay adepts” doesn’t 
  mean that the sword forces the wielder to kill every 
  adept he sees. Nor does it mean that the sword 
  believes it is possible to kill every adept in the world. 
  It does mean that the item hates adepts and wants to 
  bring the local adept faction to ruin, as well as end the 
  rule of an adept queen in a nearby land. Likewise, a 
  purpose of “defend elves” does not mean that if the 
  wielder is an elf, he only wants to help himself. It 
  means that the item wants to be used in furthering the 
  cause of elves, stamping out their enemies and aiding 
  their leaders. A purpose of “defeat/slay all” isn’t just 
  a ma� er of self-preservation. It means that the item 
  will not rest (or let its wielder rest) until it places itself 
  above all others.
  Dedicated Power
  A dedicated power operates only when an 
  intelligent item is in pursuit of its special purpose. 
  This determination is always made by the item. It 
  should always be easy and straightforward to see how 
  the ends justify the means. Unlike its other powers, an 
  intelligent item can refuse to use its dedicated power 
  even if the owner is dominant (see Items against 
  Characters, below).
  An intelligent item can gain an additional two 
  dedicated powers for one of its special purposes for 
  each feat he spends.
  Items Against Characters
  When an item has an Ego of its own, it has a will 
  of its own. The item is, of course, absolutely true to 
  its nature and special purpose. If the character who 
  possesses the item is not true to that nature or the 
  item’s special purpose, then a personality confl ict 
  between item and character results. Similarly, any item 
  with an Ego score of 20 or higher always considers 
  itself superior to any character and a personality 
  confl ict results if the possessor does not always agree 
  with the item.
  When a personality confl ict occurs, the possessor 
  must make a Will saving throw with the Diffi  culty 
  equal to the item’s Ego. If the possessor succeeds, he is 
  dominant. If he fails, the item is dominant. Dominance 
  lasts for one day or until a critical situation occurs 
  (such as a major ba� le, a serious threat to either the 
  item or the character and so on). Should an item 
  gain dominance, it resists the character’s desires and 
  demands concessions such as any of the following.
  •
  Removal of associates or items whose nature
   
   
  or personality is distasteful to the item.
  •
  The character divesting herself of all other
   
   
  magic items or items of a certain type.
  •
  Obedience from the character so the item can
   
   
  direct where they go for its own purposes.
  •
  Immediate seeking out and slaying of 
   
   
  creatures hateful to the item.
  •
  Magical protections and devices to protect the
   
   
  item from molestation when it is not in use.
  d20
  Purpose
  1–2
  Defeat/slay a particular virtue or vice
  3–4
  Defend a particular virtue or vice
  5–6
  Defeat/slay adepts (including power-using 
  adversaries)
  7–8
  Defend adepts (including power-using 
  adversaries)
  9–10
  Defeat/aid nonspellcasters
  11
  Defeat/aid a particular creature type (see the 
  bane special ability for choices)
  12
  Defeat/aid a particular race or kind of 
  creature
  13–14
  Defend a particular race or kind of creature
  15–16
  Defeat/slay the servants of a specifi c deity
  17–18
  Defend the servants and interests of a 
  specifi c deity
  19
  Defeat/slay all (other than the item and the 
  wielder)
  20
  Narrator’s choice
  Intelligent Item Purpose
  
  21
  •
  That the character carry the item with him on 
   
   
  all occasions.
  •
  That the character relinquish the item in 
   
   
  favor of a more suitable possessor due to 
   
   
  alignment diff erences or conduct.
  •
  In extreme circumstances, the item can resort
   
   
  to even harsher measures, such as the 
   
   
  following acts:
   
   
  •
  Force its possessor into combat.
   
   
  •
  Refuse to strike opponents.
   
   
  •
  Strike at its wielder or his associates.
   
   
  •
  Force its possessor to surrender to an 
   
   
   
   
  opponent.
   
   
  •
  Cause itself to drop from the character’s 
   
   
   
   
  grasp.
  Naturally, such actions are unlikely when 
  harmony reigns between the character’s and item’s 
  natures or when their purposes and personalities are 
  well matched. Even so, an item might wish to have a 
  lesser character possess it in order to easily establish 
  and maintain dominance over him, or a higher-level 
  possessor so as to be� er accomplish its goals.
  All supernatural items with personalities desire to 
  play an important role in whatever activity is under way, 
  particularly combat. Such items are rivals of each other, 
  even if they are of the same nature. No intelligent item 
  wants to share its wielder with others. An intelligent 
  item is aware of the presence of any other intelligent 
  item within 60 feet and most intelligent items try their 
  best to mislead or distract their host so that he ignores 
  or destroys the rival. Of course, the item’s nature might 
  change this sort of behavior. 
  Items with personalities are never totally 
  controlled or silenced by the characters who possess 
  them, even though they may never successfully 
  control their possessors. They may be powerless 
  to force their demands but remain undaunted and 
  continue to air their wishes and demands.
  Creating Supernatural 
  Items
  To create supernatural items, adepts invest time, 
  wealth and at times some of their own personal energy 
  (in the form of Conviction) in an item’s creation.
  Imbue Item: Creating supernatural items requires 
  the Imbue Item feat. 
  Prerequisites: Supernatural items require access 
  to certain powers, feats, skills, and the like before 
  they can be created. These prerequisites are indicated 
  in each supernatural item entry and require that 
  the creator have access to them himself or through 
  someone who is present during the creation process.
  A power prerequisite may be provided by a 
  character who has access to the power or through the 
  use of a spell completion or spell trigger supernatural 
  item. It is possible for more than one character 
  to cooperate in the creation of an item, with each 
  to cooperate in the creation of an item, with each 
  participant providing one or more of the prerequisites. 
  participant providing one or more of the prerequisites. 
  In some cases, cooperation may even be necessary.
  If two or more characters cooperate to create an 
  item, they must agree among themselves who will be 
  considered the creator for the purpose of determining 
  the item’s creator level. 
  When two prerequisites are separated by “or,” only 
  one of those powers is required to create the item. This is 
  in addition to the prerequisites previously mentioned.
  Creation Cost: This includes the cost of gathering 
  the necessary raw materials and supernatural 
  supplies to create the item. The creation cost can be 
  modifi ed by the number of special abilities imbued 
  into a supernatural item as well as other factors (see 
  Creation Cost Modifi ers). 
  Only masterwork items may be imbued to 
  become supernatural armor, devices, foci, enhancers, 
  and weapons. Items that are not of these types may or 
  may not be masterwork items.
  Conviction Cost: Each special ability added to a 
  supernatural armor (or shield), device, enhancer, focus 
  or weapon requires the expenditure of one Conviction 
  point. These Conviction points must be spent by the 
  creator or by a willing subject who has access to one of 
  the prerequisites the creator needs to access. 
  Creation Area: The creator also needs a fairly 
  quiet, comfortable and well-lit place in which to work. 
  Creation Time: Supernatural items take an 
  amount of time to imbue with supernatural properties 
  based on the creation cost of the item (see Creation 
  Time table). 
  Daily Work: The adept works for 8 hours each 
  day. He cannot rush the process by working longer 
  each day. But the days need not be consecutive and 
  the adept can use the rest of his time as he sees fi t.
  Creation Limit: An adept can create only one item 
  at a time. If a character starts creating a new item, the 
  creation costs of the old item are wasted.
  Creation Time
  Creation Cost
  Creation Time1
  1–24
  8 hrs.
  25–27
  16 hrs.
  28–30
  32 hrs.
  31–33
  64 hrs.
  34–36
  128 hrs.
  37–39
  256 hrs.
  40–42
  512 hrs.
  +3/+3
  x2
   Charms and infusions only take 8 hours to create despite their 
  creation cost. 
   Charms and infusions only take 8 hours to create despite their 
  creation cost. 
   Charms and infusions only take 8 hours to create despite their 
  
  22
  Creator Level: An adept can imbue an item with 
  a creator level lesser than or equal to their own. If two 
  or more characters cooperate to create an item, they 
  must agree among themselves who will be considered 
  the creator for the purpose of determining the item’s 
  creator level. 
  This information is given in the special ability 
  entries in the form “CL: x,” where “CL” is an 
  abbreviation for creator level and “x” is an ordinal 
  number representing the creator level itself. For 
  supernatural items with special abilities from diff erent 
  categories use the highest creator level.
  Power Bonus: A supernatural item’s power bonus 
  cannot exceed its creator’s bonus.
  Market Cost: A supernatural item’s market cost is 
  equal to its creation cost + 3 (for a market mark-up).
  For example, a supernatural ba� leaxe would have a 
  market cost of 19 (16 for creation + 3 for mark-up).
  Creation Cost Modifiers
  Many 
  factors 
  must 
  be 
  considered 
  when 
  determining the creation cost of supernatural items. 
  Note that the market cost examples of pre-made items 
  already take into account these modifi ers.
  Cra� ing Modifi er: If creating an item from 
  scratch, then make a Cra�  check with the appropriate 
  specialty. The Diffi  culty of the check is dependant 
  upon the item being created. If the Cra�  check 
  succeeds, lower the creation cost by 3. If the Cra�  
  check fails, the creation cost remains unchanged, the 
  creator loses a day’s worth of work and if the Diffi  culty 
  was 25 or higher his Wealth score is reduced by 1.
  Item Specifi c Modifi ers: Some supernatural 
  item types have creation cost modifi ers. These are 
  explained within each supernatural item section.
  Feat Imbuing Modifi ers: Feats with prerequisites 
  have an increased creation cost and are considered 
  to grant their prerequisite in regards to using the 
  imbued feat.
  Ability Prerequisites: Increase the creation cost by 3 
  for each ability bonus above +1.
  Feat Prerequisites: Each prerequisite feat increases 
  the creation cost by 3.
  Level Prerequisites: If a feat requires a certain level 
  of experience, then increase the creation cost by 1 for 
  each level above 1st.
  Role Prerequisites: Non-general feats have their 
  creation cost increased by 3. 
  Skill Prerequisites: If a feat requires training in a 
  skill increase the creation cost by 3 and treat the user as 
  if they have 4 ranks in this skill, if they do not already 
  has them. If it has a minimum skill rank above 4, then 
  increase the creation cost by 1 for each rank above 4.
  For example, a Lucky charm would grant the user 
  a +1 Charisma (if he has less than a +1 Charisma) for 
  purposes of determining his bonus to Fortitude, Refl ex 
  and Will saving throws. However, the user would not 
  be considered to have a +1 Charisma for the purpose 
  of Charisma-based skill checks. A Lucky charm would 
  have a creation cost of 13 (10 + 3 prerequisite).
  A helm of leadership has a prerequisite of 6th-level 
  and increases the creation cost by 5. The user would 
  be considered to be 6th-level when using this feat, but 
  not for any other reason. A helm of leadership would 
  have a creation cost of 23 (15 for Leadership + 3 
  prerequisite + 5 levels).
  A hide in plain sight charm has a prerequisite of 
  13 ranks in Stealth. This increases the creation cost 
  by 9. The user would be considered to have 13 ranks 
  in Stealth when using this feat, but would not have 
  those ranks when not using Hide in Plain Sight. A hide 
  in plain sight charm would have a creation cost of 25 
  (10 + 6 prerequisites [Stealth trained and expert] + 9 
  skill ranks).
  Power 
  Imbuing 
  Modifi ers: 
  The 
  following 
  creation cost modifi ers apply to supernatural, armor 
  and shield, devices, enhancers, foci and weapons.
  Continuous: If a continuous supernatural item 
  has an eff ect based on a power with a duration of 1 
  minute (10 rounds) or less, including concentration, 
  increase the creation cost by 2. If the duration of the 
  power is maintenance to 1 hour there is no change in 
  cost. If the duration of the power is greater than 1 hour 
  or constant cut the cost by 2. If an item has multiple 
  powers apply the worst modifi er.
  Fatiguing: If a supernatural item is based on a 
  fatiguing power, but does not require a Fatigue save 
  when used, then increase the cost by 1. If an item has 
  multiple fatiguing powers, only apply this modifi er 
  once.
  Key Ability: The creator may add his key ability 
  to the item’s save Diffi  culty by increasing the creation 
  cost of an item by an equal amount. The creator can 
  choose to add only a portion of his key ability bonus.
  Limited Power: If an item grants only a particular 
  eff ect of a power or is only being used as a prerequisite 
  for a power add 1 to the creation cost, instead of the 
  normal 3. For example, a device that only grants the 
  Notice eff ect for Enhance Senses power or Mind Touch 
  only in regards to the item’s Mind Shaping power.
  Multiple 
  Special 
  Abilities 
  Modifi er: 
  For 
  supernatural items with special abilities from 
  diff erent categories use the following formula: 
  
  23
  Calculate the creation cost of the single most costly 
  category of abilities, then add 10% of the value of 
  the other categories, round to nearest whole number 
  (minimum +1).
  For example, boots of jumping (+5) and improved 
  speed would have a creation cost of 25 (23 for skill + 2 
  [21 x .1] for Improved Speed).
  A hat of diplomacy (+5), a� ractive, second chance 
  (diplomacy) and heart reading (+5) would have a 
  creation cost of 30 (25 for Heart Reading + 5 [47 x .1] 
  for A� ractive, Second Chance and skill bonus).
  Non-Continuous Modifi er: A non-continuous 
  item’s creation cost decreases by 1 if it is useable only 
  four times per day, 2 if it is useable only three times 
  per day, 3 if it is useable only twice per day, or 4 if it is 
  useable only once per day. 
  If the item is a single use item decrease the 
  creation cost by 13.
  Non-power-based items with a use per day 
  restriction are activated as standard actions and 
  have a duration of 1 minute (10 rounds), whereas 
  power-based items have the same activation time and 
  duration as the power being used. 
  For example, a lantern of Light Shaping (+5; 3/day) 
  would have a creation cost of 23 (23 for power [25 - 2]).
  A cloak of evasion (1/day) would have a creation 
  cost of 20 (20 for Evasion [24 - 4]).
  Other Considerations: Once you have a fi nal cost 
  fi gure, reduce that number if any of the following 
  conditions applies:
  Item Requires Skill or Feat to Use: Some items 
  require a specifi c skill or feat to get them to function. 
  This factor should reduce the creation cost by 1 for 
  every feat, 4 skill ranks, and/or 5 points of Diffi  culty 
  to a skill check that is required. If the skill check is 
  continuous (i.e. every round), then reduce the creation 
  cost by 2. 
  Item Requires Conviction to Use: Some items require 
  conviction to get them to function. This factor should 
  reduce the creation cost by 2.
  Item Requires Specifi c Role, Background, Virtue, or 
  Vice to Use: Even more restrictive than requiring a feat 
  or skill, this limitation reduces the creation cost by 3. 
  Each requirement from this category beyond the fi rst 
  reduces the creation cost by an additional 1.
  Adding New Special Abilities
  A creator can add new special abilities to 
  permanent supernatural items (armors, enhancers, 
  foci, tools, and weapons) without restriction. The 
  creation cost for a new trait is equal to what it would 
  have cost to create the item with the ability during its 
  original enchantment - 1. 
  For example, a wand of heart shaping (+5) and 
  supernatural focus (heart shaping) could add the 
  Quicken Power feat as a new ability for a creation cost 
  of 25 (22 for Heart Shaping + 3 for feats [21 x .1] 
  - 1).
  Boots of trackless could add Stealth +10 as a new 
  could add Stealth +10 as a new 
  ability for a creation cost of 30 (28 for skill bonus + 3 
  ability for a creation cost of 30 (28 for skill bonus + 3 
  for Trackless [27 x .1] - 1).
  A crown of animal handling (+5) and animal empathy 
  could add the Beast Link (+5 bonus) power as a new 
  ability for a creation cost of 28 (25 for Beastlink + 4 [44 
  x .1] for skill bonus and feat - 1).
  Supernatural Items of 
  Nevermore
  The Nevermore campaign se� ing is a world where 
  almost anything is possible, especially in regards to 
  the supernatural. The items included in this section 
  are just a sampling of what can be created using Liber 
  Artefactorum’s supernatural item creation rules and the 
  unique story elements available in the dreamlands.
  Creating Supernatural Items in 
  Nevermore
  Supernatural (and mundane) items can be created 
  by conventional or dream cra� ing.
  Conventional Cra� ing: This method of item 
  creation uses the normal rules for cra� ing, except 
  creation times for items are halved in Nevermore. 
  You may also add +5 or +10 to the Diffi  culty to cra�  an 
  item to reduce the cra� ing time to one-quarter or one-
  eighth normal, respectively.
  Dream Cra� ing: This ability allows you to create 
  items out of pure thought and make them permanent 
  through the use of the special substance known as 
  neverite. The following rules replace the dream cra� ing 
  rules for supernatural items presented in the Nevermore 
  chapter in the True20: Worlds of Adventure sourcebook. 
  Temporary Supernatural Items: When dream cra� ing 
  temporary supernatural items spend a number of 
  Dream Conviction points equal to half (rounded 
  down) the normal amount needed to imbue the item’s 
  special abilities plus the amount needed to create the 
  object (1 for simple, 2 for moderate, 4 for complex, 8 
  for advanced, and 12 for fantastic). Make a Cra�  check 
  using the Diffi  culties presented in the Cra�  section of 
  each supernatural item entry.
  If your Cra�  check succeeds, you make the 
  supernatural item. No Wealth check is made in either 
  case. If the Cra�  check fails, you do not produce a 
  useable result, and the Dream Conviction is wasted. 
  Permanent Supernatural Items: When dream 
  cra� ing permanent supernatural items spend a 
  number of Dream Conviction points equal to the 
  normal amount needed to imbue the item’s special 
  abilities plus the amount needed to create the object 
  (2 for simple, 4 for moderate, 8 for complex, 16 for 
  
  24
  advanced, and 24 for fantastic). Make a Cra�  
  check using the Diffi  culties presented in the Cra�  
  check using the Diffi  culties presented in the Cra�  
  section of each supernatural item entry plus the 
  section of each supernatural item entry plus the 
  Dream Cra� ing Modifi er (+5 for faint supernatural 
  Dream Cra� ing Modifi er (+5 for faint supernatural 
  items, +10 for moderate, +15 for strong, and +20 for 
  overwhelming). 
  If your Cra�  check succeeds, you make the 
  supernatural item and must make a Wealth check 
  equal to the creation cost of the supernatural item. 
  If your Wealth check is successful, the item is created 
  without any trouble. However, if your Wealth check 
  fails the item becomes cursed in some way. The 
  number of curses added to the item depends upon 
  how much you failed your check by and what curses 
  are placed upon the item by the Narrator. The curses 
  added to the supernatural item should have a total 
  curse modifi er equal to the amount by which you 
  failed your Wealth check. 
  If the Cra�  check fails, you do not produce a 
  useable result, the Dream Conviction is wasted, but 
  no Wealth check is made.
  Supernatural Item Descriptions
  Each supernatural item category gets an overall 
  description, followed by descriptions of specifi c items. 
  General descriptions provide insights into what kinds 
  of supernatural items can found in Nevermore. 
  Specifi c items detail their powers and include a short 
  history and adventure hook to help Narrators and 
  players to use them in their campaigns. The following 
  topics are also covered in notational form for each of 
  the specifi c items presented below.
  Aura: The Second Sight power can be used to 
  reveal the presence of a supernatural item (Diffi  culty 
  10 or Psychic Shield result if held by a character 
  currently using this power) and the power associated 
  with a supernatural item (Diffi  culty 15 or Psychic 
  Shield result + 5). As a full-round action, a character 
  with Second Sight can determine the strength of the 
  aura an item emits (See Supernatural Aura table). 
  This information, when applicable, is given at the 
  beginning of the item’s notational entry.
  Creator Level: This entry gives the creator level of 
  an item.
  Prerequisites: The prerequisites for creating an 
  item are given in this section.
  Creation Cost: The cost to create an item via a 
  Wealth check. 
  Market Cost: The cost to purchase an item via a 
  Wealth check.
  Weight: 
  The 
  notational 
  entry 
  for 
  many 
  supernatural items ends with a value for the item’s 
  weight. When a weight fi gure is not given, the item has 
  no weight worth noting (for purposes of determining 
  how much of a load a character can carry).
  Armor and Shields
  Supernatural armors and shields found in 
  Nevermore are as varied as the heroes who adventure 
  within the dreamlands. In this world the armor and 
  shield of Achilles might be waiting to be unearthed 
  from a long forgo� en ba� lefi eld, while Hercules’s 
  lion skin armor might lay buried within an ancient 
  crypt. There is no limitation on what kind of armors 
  and shield an adventurer can fi nd in Nevermore 
  from antique Japanese samurai armor to futuristic 
  mechanical ba� le suits.
  Armor of the Mount
  This rainbow hued suit of armor is fashioned out 
  of neverite and has an image of the Mount etched 
  upon its breastplate. The wearer of this armor is 
  considered to be within the realm of the Mount no 
  ma� er where he is in Nevermore. He is protected by 
  a 30-foot ward against nightmares and Unseelie fey 
  (Will save Diffi  culty 16) and gains a +5 bonus to Cra�  
  checks. In addition, he is immune to the disrupting 
  a� ack trait of progeny.
  History: The armors of the Mount were fi rst 
  designed and created by the dreamlord Aeden for his 
  order of the Mount and has served them well in their 
  service to the realm. However, the secrets to creating 
  this armor were not kept for long and now many 
  visitors to the Tradesmen’s Court can fi nd a few suits 
  of this armor for sale.
  Hooks: A young and gi� ed artifi cer with a special 
  knack for forging items out of neverite has recently 
  disappeared from his workshop. When the order 
  of the Mount investigated one of the breastplates 
  hanging on his wall told them his master was abducted 
  a� er discovering a secret technique for working with 
  neverite. The breastplate does not know what this 
  discovery was, but he does know where his master 
  is. Well mostly. It can tell the direction of his master 
  relative to itself. A� er determining that the artifi cer 
  is no longer within the Mount the order has sought 
  the help of trustworthy adventurers willing to follow 
  the breastplate to the smith and keep his secrets from 
  falling into the wrong hands.
  Aura: Strong
  Creator Level: 3
  Prerequisites: Ward, 5 ranks in Cra� , a neverite 
  gem from the Mount, and a progeny
  Supernatural Aura
  Creation Cost
  Aura Strength
  28 or less
  Faint
  29–33
  Moderate
  34–43
  Strong
  44+
  Overwhelming (artifact)
  
  25
  Creation Cost: 34 (breastplate); 35 (plate-mail); 36 
  (full plate) 
  34 = 26 Ward (20 Ward + 6 power bonus + 2 
  Concentration – 2 limited) + 4 other categories ([20 + 
  18] x .1) + 4 breastplate
  Market Cost: 37 (breastplate); 38 (plate-mail); 39 
  (full plate)
  Weight: 30 lb. (breastplate); 40 lb. (plate-mail); 50 
  lb. (full plate)
  Hedge Lion Armor
  This suit of armor is created from the silver hide 
  of a hedge lion and is treated as a suit of supernatural 
  studded leather with a natural armor bonus to 
  studded leather with a natural armor bonus to 
  Toughness. In addition, the wearer of this armor 
  Toughness. In addition, the wearer of this armor 
  can detect the presence of nightmares and 
  can detect the presence of nightmares and 
  diaboli within 300 feet as per the Sense Minds 
  diaboli within 300 feet as per the Sense Minds 
  power.
  History: These armors are worn by 
   These armors are worn by 
  Ordo’s hedge wardens and are extremely 
  Ordo’s hedge wardens and are extremely 
  useful in hunting down and destroying 
  useful in hunting down and destroying 
  any nightmares or diaboli trying to 
  any nightmares or diaboli trying to 
  make their way past the Hedge and 
  make their way past the Hedge and 
  into the southern domains. These 
  into the southern domains. These 
  armors are also highly sought a� er 
  armors are also highly sought a� er 
  by other groups and individuals 
  by other groups and individuals 
  dedicated 
  to 
  hunting 
  down 
  dedicated 
  to 
  hunting 
  down 
  nightmares and diaboli, such as the 
  nightmares and diaboli, such as the 
  dread hunters. Ordo only allows 
  dread hunters. Ordo only allows 
  a certain number of hedge lions 
  a certain number of hedge lions 
  to be taken each year and only 
  to be taken each year and only 
  during specifi c hunting seasons. 
  during specifi c hunting seasons. 
  Poachers are not tolerated and 
  Poachers are not tolerated and 
  will be hunted down by hedge 
  will be hunted down by hedge 
  wardens who discover them.
  Hooks: The hedge lion 
   The hedge lion 
  hunting season is about to 
  hunting season is about to 
  begin and a hunting expedition 
  begin and a hunting expedition 
  is seeking out both those 
  is seeking out both those 
  interested in obtaining hedge 
  interested in obtaining hedge 
  lion’s hides and those who wish 
  lion’s hides and those who wish 
  to hunt a hedge lion. As previous 
  to hunt a hedge lion. As previous 
  expeditions have proven, taking 
  expeditions have proven, taking 
  down a hedge lion can be very 
  down a hedge lion can be very 
  dangerous as they tend to move 
  dangerous as they tend to move 
  in packs and are o� en found near 
  in packs and are o� en found near 
  nightmares and diaboli, which 
  nightmares and diaboli, which 
  only complicates the hunt.
  Aura: Moderate (+2 Toughness); 
   Moderate (+2 Toughness); 
  Strong (+4 Toughness)
  Creator Level: 7 
  Prerequisites: Sense Minds and hedge 
   Sense Minds and hedge 
  lion skin
  Creation Cost: 32 (+2 Toughness); 35 (+4 
  Toughness)
  32 = 28 Sense Minds (20 Sense Minds + 10 power 
  bonus – 2 limited) + 2 Toughness (24 x .1) + 2 Studded
  35 = 30 Toughness + 3 Sense Minds (28 x .1) + 
  2 Studded
  Market Cost: 35 (+2 Toughness); 38 (+4 
   35 (+2 Toughness); 38 (+4 
  Toughness)
  Weight: 20 lb.
  Winter’s Shield
  This silvery shield is covered with a thick layer 
  of frost and ice. Upon command, the shield’s wearer 
  can use the Cold Aura power. In addition, the wearer 
  reduces the damage potential of fi re and cold based 
  a� acks by 2 points. A source of fi re or cold damage 
  reduced to 0 or less has no eff ect on the shield’s wearer.
  History: These shields were fi rst created 
   These shields were fi rst created 
  by the servants of Nyxis, including the 
  by the servants of Nyxis, including the 
  dreamlord Aeden, during the Age of 
  dreamlord Aeden, during the Age of 
  Strife in order to protect her realm 
  Strife in order to protect her realm 
  from the onslaught of Sirena’s 
  from the onslaught of Sirena’s 
  army. Like the participants in the 
  army. Like the participants in the 
  last ba� le of the War of Songs 
  last ba� le of the War of Songs 
  these 
  shields 
  have 
  sca� ered 
  these 
  shields 
  have 
  sca� ered 
  throughout Nevermore since the 
  throughout Nevermore since the 
  beginning of the Age of Serenity. 
  beginning of the Age of Serenity. 
  Some 
  hang 
  proudly 
  upon 
  Some 
  hang 
  proudly 
  upon 
  walls, others are carried by 
  walls, others are carried by 
  adventurers, and some are still 
  adventurers, and some are still 
  worn by the dour defenders of 
  worn by the dour defenders of 
  the realm of Nyxia.
  the realm of Nyxia.
  Hooks: Nyxis has recently 
  sent a number of Frozen Ones, 
  sent a number of Frozen Ones, 
  her sworn servitors, to other 
  her sworn servitors, to other 
  domains to fi nd those who 
  domains to fi nd those who 
  still have winter shields. These 
  still have winter shields. These 
  servants have been given the 
  servants have been given the 
  task to convince the possessor’s 
  task to convince the possessor’s 
  of the shields to return them 
  of the shields to return them 
  to her service or give up 
  to her service or give up 
  their shield. This has caused 
  their shield. This has caused 
  a number of incidents through 
  a number of incidents through 
  Nevermore, especially since these 
  Nevermore, especially since these 
  shields are owned by all manner 
  shields are owned by all manner 
  of 
  individuals 
  from 
  unwi� ing 
  of 
  individuals 
  from 
  unwi� ing 
  adventures to powerful dreamlords.
  adventures to powerful dreamlords.
  Aura: Faint
   Faint
  Creator Level:
  Creator Level: 1
  Prerequisites:
  Prerequisites: Cold Shaping, Elemental 
  Aura (Cold)
  Creation Cost: 26 (small shield); 27 (medium 
   26 (small shield); 27 (medium 
  shield); 28 (large shield)
  shield); 28 (large shield)
  26 = 25 Powers (20 Cold Aura + 4 power bonus + 1 
  26 = 25 Powers (20 Cold Aura + 4 power bonus + 1 
  Cold Shaping) + 1 small shield
  Cold Shaping) + 1 small shield
  27 = 25 Powers (20 Cold Aura + 4 power bonus + 1 
  27 = 25 Powers (20 Cold Aura + 4 power bonus + 1 
  Cold Shaping) + 2 medium shield
  Cold Shaping) + 2 medium shield
  28 = 25 Powers (20 Cold Aura + 4 power bonus + 1 
  Cold Shaping) + 3 large shield
  
  26
  Market Cost: 29 (small shield); 30 (medium 
  shield); 31 (large shield)
  shield); 31 (large shield)
  Weight: 5 lb. (small shield); 8 lb. (medium shield); 
  15 lb. (large shield)
  15 lb. (large shield)
  Devices
  Supernatural devices within Nevermore came in 
  also all shapes and sizes. The inspiration for these 
  items can spring from anywhere within the worlds of 
  fi ction and myth. Perhaps an Arabian magical carpet 
  is needed to escape the evil vizier or a crystal ball 
  to gaze into the future? No ma� er the need there is 
  always a device to fi ll it in the dreamlands.
  Seelie Healing Kit
  This satchel is decorated with glowing fl owers and 
  contains a healing kit fi lled with supernatural herbs 
  and tools, which the Seelie fey use to diagnose and 
  treat ailments. If the user of this healing kit has 4 ranks 
  in Medicine and a compassionate nature he gains a 
  +5 bonus to Medicine checks. In addition, all actions 
  associated with the Medicine skill are quickened. Full 
  round actions become standard actions, standard 
  actions become move actions, and all other Medicine 
  check times are halved.
  History: The roots of the Heart Tree are renowned 
  for the healing herbs that grow around them. 
  However they can only be harvested and used by 
  certain individuals without losing their potency. It has 
  been rumored through the years that through the use 
  of one of these healing kits it has even been possible to 
  bring the dead back to life, though to do so would be 
  an improbable deed (Diffi  culty 30; requires 12 ranks in 
  Medicine).
  Hooks: Ever since the Heart Tree was poisoned 
  the herbs used to create Seelie healing kits have been 
  withering. However, one of the harvesters came 
  across a dying blue rose that spoke of a hidden glade 
  somewhere in the Nightwood where an ancient spring 
  resides and with it a colony of healing herbs. When the 
  blue rose died a tiny map was found upon one of its 
  petals. Some believed the map leads to one of the lost 
  springs needed to cure the Heart Tree, others wonder 
  if it is a wild goose chase planted by one of Mab’s 
  minions, or perhaps it is something else. 
  Aura: Faint
  Creator Level: 7
  Prerequisites: 10 ranks in Medicine and a 
  masterwork healer’s kit
  Creation Cost: 28
  28 = 30 Quick action + 2 skill bonus (20 x .1) – 4 (– 2 
  skill ranks – 3 Compassionate)
  Market Cost: 31
  Weight: 1 lb.
  Instrument of the Wordsmith
  This musical instrument is an elaborately 
  cra� ed instrument ranging in color from honeyed-
  brown to cherry red. If played by a performer with 
  Fascinate, Skill Focus (Perform: poetry or one musical 
  instrument), Suggestion and at least 8 ranks in two 
  Perform skills (poetry and one musical instrument), 
  then this item can be used to create Heart Shaping, 
  Illusion, and Mind Shaping eff ects in regards to those 
  he is interacting with.
  History: These musical instruments have been 
  the hallmarks of the wordsmiths of Poesi since their 
  inception, but many performers have adopted their 
  use. These instruments are renowned for their ability 
  to aff ect the minds and hearts of others and though 
  musical instruments are perhaps the most common 
  incarnations of these items they are not the only 
  ones. There are wordsmiths that use pens as their 
  instruments though they have the limitation of only 
  working on those who read what the pens have set 
  down on paper.
  Hooks: It has recently been discovered that there 
  is a mysterious writer who has been using his pen to 
  infl uence unsuspecting victims into providing him 
  with information, wealth, items, and other things. 
  There has been no rhyme or reason behind those he 
  targets, but some fear this writer if le�  to his own 
  devices will grow even bolder and set in motion some 
  nefarious plot.
  Aura: Moderate (power bonus +10); Strong 
  (power bonus +15); -1 level if a pen
  Creator Level: 7 (power bonus +10); 12 (power 
  bonus +15); -6 if a pen
  Prerequisites: 8 ranks in Perform (poetry and one 
  musical instrument), Fascinate, Skill Focus (Perform: 
  poetry or one musical instrument), Suggestion (feat or 
  power), Heart Shaping, Illusion and Mind Shaping
  Creation Cost: 33 (power bonus +10); 38 (power 
  bonus +15); -6 if a pen
  33 = 40 Powers (20 Heart Shaping + 10 power 
  bonus + 6 extra powers + 2 Concentration + 1 Fatiguing 
  + 1 limited power) – 7 (– 3 feats – 4 skill ranks) 
  
  27
  38 = 40 Powers (20 Heart Shaping + 15 power 
  bonus + 6 extra powers + 2 Concentration + 1 Fatiguing 
  + 1 limited power) – 7 (– 3 feats – 4 skill ranks) 
  Market Cost: 36 (power bonus +10); 41 (power 
  bonus +15); -6 if a pen
  Weight: 5 lb.; – if a pen
  Magic Beans
  These brown beans have no distinguishing 
  features. However, if they are planted in the ground 
  by a child with a curious nature they grow into a bean 
  stalk that reaches up to the clouds. It is impossible to 
  know what is at the top of the bean stalk, but there is 
  almost always an adventure awaiting those who make 
  the climb.
  History: Magic beans are a rare sight in the world 
  of Nevermore. It is believed that only a few know 
  the secrets to creating them and these “bean sellers” 
  rarely sell their beans to anyone, except curious li� le 
  children. No one knows why they do this, but they 
  have been wandering the land ever since the end of 
  the Age of Strife.
  Hooks: Someone has go� en a hold of the secret 
  of creating magical beans and there are a growing 
  number of curious li� le children who have climbed up 
  the bean stalk never to return. This has concerned the 
  bean sellers greatly and they are hiring adventurers to 
  track down this rogue bean seller and put an end to 
  his nefarious deeds. 
  A large beanstalk stretches into the clouds and a 
  worried mother kneels at its bo� om. Her son, Jack, has 
  gone up the beanstalk, but has not returned. Is Jack still 
  alive or boiled into an ogre’s stew? Has some unforeseen 
  twist turned this tale on its head endangering not only 
  Jack, but also those who climb a� er him? And who sold 
  Jack his magic beans and why?
  Aura: Moderate
  Creator Level: 12
  Prerequisites: Plant Growth, Teleport, and a child 
  with a curious nature
  Creation Cost: 23
  23 = 37 Powers (20 Teleport + 15 power bonus + 1 
  fatiguing + 1 limited power) + 3 no body slot – 17 (-3 
  curious nature – 1 child background – 13 single use)
  Market Cost: 36; an object with a cost of 10 
  or less (for children only)
  Weight: –
  Enhancers
  Supernatural enhancers are just as numerous 
  and varied as devices. Famous enhancers that can 
  be found in Nevermore include the ring of Gyges 
  mentioned in Plato’s Republic and the belt worn by Sir 
  Gawain when he encountered the Green Knight. Of 
  course even more unique and amazing enhancers can 
  be uncovered within the dreamlands through quests, 
  happy accidents, and guarded treasures.
  Mask of Discord
  This misshapen mask is fashioned from dri� wood 
  with seaweeds for hair. If the wearer has a deceitful 
  nature and 8 ranks in the Bluff  and Disguise skills, 
  then he gains the Mimicry special ability and comes 
  under the constant eff ects of the Psychic Shield and 
  Self-Shaping powers. This mask also grants its wearer 
  the ability to use the Heart Reading and Heart Shaping 
  (hatred and rage only) powers at will.
  History: These masks were created by the 
  dreamlord Sirena for use by her secret society of 
  Discordant Voices. Though it is rare to fi nd one of 
  these for sell there are a few artifi cers who know 
  how to create them or at least objects quite similar to 
  them. Nevertheless, it is a dangerous business selling 
  or working with these items as Sirena’s servants have 
  made a point of silencing those who might give away 
  their secrets.
  Hooks: It is feared that there is an agent of the 
  Discordant Voices in the local area. There have been 
  a series of strange incidents of late including brawls, 
  duels, and other misunderstandings in which two or 
  more people have suddenly been at odds with each 
  other. The most recent clue that seems to indicate the 
  involvement of a Discordant Voice was the revelation 
  that one of the area’s important fi gures was seen in 
  two entirely diff erent places at the same time.
  Aura: Moderate
  Creator Level: 12
  Prerequisites: Deceitful nature, 8 ranks in Bluff  
  and Disguise, Self-Shaping, Heart Reading, Heart 
  Shaping, and a creature with the mimicry ability.
  Creation Cost: 33
  33 = 36 Mimicry + 4 (20 Self-Shaping + 15 Power 
  bonus +6 for extra powers + 2 limited powers [Body 
  Control and Heart Shaping] + 1 fatiguing) – 7 (-3 
  Deceitful – 4 skill ranks)
  Market Cost: 36
  Weight: 3 lb.
  
  28
  Pouch of Fairy Dust
  This small leather pouch is fi lled with sparkling 
  dust. A single pinch of this substance fl ung over a 
  subject can grant them a fl y speed of 60 feet with 
  perfect maneuverability. However, the subject must 
  make a Concentration check (Diffi  culty 10) to focus 
  their minds upon happy thoughts in order to fl y. 
  This Concentration check must be made every round, 
  until the subject’s feet touch the ground or they lose 
  concentration and fall to the ground. The subject may 
  take 10 on his Concentration checks as long as he is 
  not distracted or under pressure. The pouch may be 
  used once per cycle.
  History: Fairy dust was fi rst created by the 
  Seelie fey during the Age of Rebirth and has grown 
  in popularity ever since. There is an annual festival 
  dedicated to fairy dust with events specifi cally 
  designed to take full advantage of its eff ects.
  Hooks: The annual Fairy Dust festival is about 
  to begin and the Seelie fey are seeking out sources of 
  fairy dust and inviting their friends to the celebration. 
  There will be a number of tournaments, balls, and 
  feasts to be had during the triad of festivities. The 
  carnival atmosphere means plenty of opportunities 
  for adventure and misadventure alike.
  Aura: Faint
  Creator Level: 9
  Power Bonus: +12
  Prerequisites: Wind Walking and subject with a 
  happy nature
  Creation Cost: 27
  27 = 28 Wind Walking (20 Wind Walking + 12 
  power bonus – 4 1/cycle) + 3 no body slot – 4 (-2 
  Concentration check -2 continuous check)
  Market Cost: 30
  Weight: 1 lb.
  Ring of Shadows
  Ring of Shadows
  This ring is carved 
  out 
  of 
  the 
  dark 
  out 
  of 
  the 
  dark 
  heartwood of a shadow 
  heartwood of a shadow 
  alder and has a black 
  opal set into its face. If 
  opal set into its face. If 
  the wearer of the ring is 
  the wearer of the ring is 
  an expert with 8 ranks in 
  an expert with 8 ranks in 
  the Stealth skill and the Skill 
  the Stealth skill and the Skill 
  Focus (Stealth) feat he can use the Light Shaping 
  power at will in any area of shadowy illumination. 
  History: These rings are closely associated with 
  the order of spies and informants known as the Silent 
  Watchers. These agents of the dreamlord Lokanan use 
  their rings to keep an eye on other dreamlords and 
  important fi gures since the end of the Age of Strife. 
  Only artifi cers aligned with the Silent Watch know 
  exactly how to create these rings. However, almost 
  anything is for sale within the Shadow Keep’s black 
  market and it is not uncommon for a few rings to make 
  there way into the hands of heroes and villains alike.
  Hooks: There is a group of professional and highly 
  skilled thieves who have performed a number of high 
  profi le heists over the past year stealing everything 
  from shipments of neverite to priceless artifacts. They 
  call themselves the Seven Shadows and always leave a 
  ring of shadows with an ornate seven etched on its back 
  as their calling card. These Seven Shadows have prices 
  on their heads in numerous realms, but there have been 
  few takers since the last couple groups of investigators 
  have turned up dead with rings on their fi ngers.
  Aura: Faint
  Creator Level: 12
  Prerequisites: Expert with 8 ranks in Stealth and 
  Skill Focus (Stealth) and Light Shaping
  Creation Cost: 28
  28 = 34 Light Shaping (20 Light Shaping + 15 
  power bonus + 1 Fatiguing – 2 limited) + 1 ring – 6 (-1 
  Skill Focus -2 skill ranks – 3 expert)
  Market Cost: 32
  Weight: –
  Foci
  Supernatural foci are wondrous items wielded 
  by those with mastery over supernatural powers. 
  They are a common sight in the dreamlands with 
  some of the most notable ones being Merlin’s staff  
  and the standing stones of Stonehenge. These items 
  are o� en created to champion specifi c causes within 
  Nevermore and wielded by its adepts with great and 
  terrible eff ects.
  Banner of Hope
  This azure banner with a white starburst is carried 
  upon an ornately carved branch of golden wood 
  taken from Mergia’s Garden in the Golden City. If the 
  wielder of this banner has a hopeful nature and 8 ranks 
  in the Diplomacy and Medicine skills, then he can use 
  certain powers upon those within 30 feet depending 
  upon their a� itude towards him. The wielder can use 
  the Heart Shaping (hope) or Cure power on those with 
  friendly or be� er a� itudes. Conversely, the wielder 
  can use Heart Shaping (friendship) or Psychic Blast on 
  those with indiff erent or worse a� itudes. In addition, 
  as a move action this banner can be turned into a 
  
  29
  quarterstaff . It is wielded as a merciful quarterstaff  
  against mortals, fey and dreamspawn, while it acts as 
  a bane quarterstaff  against nightmares and diaboli.
  History: These banners were designed to be 
  carried by the dreamlord Mergia’s hopebearers a� er 
  she founded the Golden City, but are such eff ective 
  weapons against both nightmares and diaboli that 
  they have become popular tool of like-minded adepts. 
  Banners carried by adventurers o� en replace the 
  hopebearer’s starburst with some other appropriate 
  symbol.
  Hooks: Bands of diaboli have been rumored 
  to be carrying crimson banners with a black fl ame 
  upon them. These banners are said to cause hatred 
  and despair and can counteract the banners of hope. 
  Fanning the fl ames of these rumors are reports of 
  hopebearers and their guardians being ambushed 
  and killed throughout Nevermore. There are a 
  number of adventuring groups who have been hired 
  to investigate these rumors by various dreamlords 
  and if possible to obtain one of these crimson banners 
  for study.
  Aura: Moderate 
  Creator Level: 12
  Prerequisites: 
  Combat 
  Sense, 
  Cure, 
  Heart 
  Shaping, Psychic Blast and a subject with a hopeful 
  nature, 8 ranks in Diplomacy and Medicine and 
  Favored Opponent
  Creation Cost: 30 
  29 = 33 (17 + 15 power bonus +2 limited powers 
  + 1 Widen eff ect + 1 special eff ect (allies or foes) – 2 
  limited) + 3 quarterstaff  ([30 + 2] x .1) – 7 (-3 Hopeful 
  – 4 skill ranks)
  Market Cost: 33
  Weight: 4 lb.
  Book of Faehalig
  This leather bound book has the image of the 
  Heart Tree imprinted upon it or engraved upon a gem 
  set into its cover. If the reader has a faithful, hopeful, 
  or loving nature, 8 ranks in the Concentration and 
  Knowledge (theology) skills and the Dedicated 
  (Faehalig) feat, then he can meditate upon the 
  meaning of the book for one minute to gain access to 
  one of the following powers for the rest of the cycle: 
  Body Control, Cure, Cure Blindness/Deafness, Cure 
  Disease, Cure Poison, Imbue Life, or Visions.
  History: The Books of Faehalig are the holy books 
  of the fey. The fi rst of these books was given to Oberon 
  when he arrived in Nevermore and has grown over 
  the centuries as he and other exarches of the Heart 
  have added to it. A� er the sacrifi ce of Menhalig at 
  the end of the Age of Strife many of the exarches 
  have wri� en much more thoroughly upon the role of 
  mortals in Faehalig’s plan.
  Hooks: While doing inventory a librarian 
  discovered an undocumented book among the 
  shelves. It had the appearance of a Book of Faehalig, 
  however the Heart Tree was replaced with an Obsidian 
  Tree, the symbol of Mab’s realm. A� er researching the 
  book he realized that it was a rare copy of the Book 
  of Lilith and began taking notes upon its contents. 
  Soon a� erward the book, the librarian, and his 
  notes disappeared. The only clue le�  behind was the 
  following phrase scrawled in blood, “The seeds of 
  discord shall yield a bloody harvest.” Some believe 
  Lilith’s nightspinners silenced the librarian before his 
  work could be completed, while others wonder if he 
  was dabbling in things best le�  alone, then there are 
  a few who are most concerned with the message and 
  what it means.
  Aura: Moderate
  Creator Level: 9
  Prerequisites: 
  Body 
  Control, 
  Cure, 
  Cure 
  Blindness/Deafness, Cure Disease, Cure Poison, 
  Imbue Life, Visions, and a subject with a faithful 
  nature, Dedicated to Faehalig, and has 8 ranks in 
  Knowledge (theology).
  Creation Cost: 30
  29 = 36 (17 power + 12 power bonus + 6 limited 
  powers + 1 fatiguing) – 6 [-1 background, - 1 feat – 4 
  skill ranks]) 
  Market Cost: 33
  Weight: 5 lb.
  Wand of the Wyrd
  This wand has a neverite shard fi xed to its head. 
  If the wielder of this staff  has an unpredictable nature, 
  the Dream Blood feat, and 8 ranks in Knowledge 
  (supernatural), then he and all those within 30 feet 
  of him are considered to be within the domain of the 
  Wyrd no ma� er where they are in Nevermore. Apply a 
  +10 domain modifi er to Dream Shi� s and a +5 domain 
  modifi er to the Diffi  culty of Backlash checks made 
  in this area. In addition, all creatures within 30 feet 
  in this area. In addition, all creatures within 30 feet 
  can use the improbable deed 
  can use the improbable deed 
  and unbelievable challenge 
  and unbelievable challenge 
  Dream Conviction abilities 
  Dream Conviction abilities 
  without expending Dream 
  without expending Dream 
  Conviction. 
  This 
  Conviction. 
  This 
  wand also 
  wand also 
  
  30
  grants access to the Empower, Quicken Power, 
  and Widen Power feats and a +4 bonus on Fatigue 
  and Widen Power feats and a +4 bonus on Fatigue 
  saves when dream weaving. There are a few untainted 
  saves when dream weaving. There are a few untainted 
  wands le� , which require a friendly nature.
  wands le� , which require a friendly nature.
  History: These wands were fi rst created by the 
  dreamlord Hellena during the Age of Strife for the 
  weavers of the Wyrd. This noble society of adepts 
  protected her realm and studied the arts of dream 
  weaving. However, when Hellena’s realm fell to 
  Diabolus’s nightmarish hordes many of the weavers 
  were either killed or tainted. Now this once respected 
  organization is in ta� ers and those who still serve it 
  are feared for their unpredictable natures.
  Hooks: It has been rumored that there is a group 
  of weavers of the Wyrd who have remained untainted 
  by the fall of Hellena and are striving to free their 
  friends from whatever curse has befallen them. It is 
  believed that Mergia, Justina, and Ordo are working 
  with these remnants to restore their mother’s lost 
  order and have o� en used adventurers to help them 
  in this pursuit.
  Aura: Moderate
  Creator Level: 7
  Prerequisites: Body Control, Empower, Quicken 
  Power, Widen Power, and a neverite shard from the 
  Wyrd
  Creation Cost: 30
  35 = 25 Dream Shi�  + 8 Feats/Dream Conviction/
  Fatigue save/Backlash ( [18 + 24 + 21 + 20] x .1) – 3 
  nature – 2 skill ranks – 1 Dream Blood
  Market Cost: 33
  Weight: –
  Weapons
  Supernatural weapons have played a pivotal 
  role throughout Nevermore’s history. In truth, 
  they are perhaps the most infl uential items as their 
  masters have either sought to destroy or protect the 
  dreamlands. These legendary weapons include such 
  weapons as Excalibur, Thor’s hammer Mjolnir, David’s 
  sling, and Cupid’s arrows and each of these awaits the 
  fi rm grip of a hero to return to its former glory. 
  Dread Hunter’s Bow
  This ashen bow has the blindfolded visage of 
  the dreamlord Bhlendhl just above its neverite grip. 
  If the wielder of this bow is a warrior with 8 ranks 
  in Survival and the Favored Opponent (nightmares/
  diaboli) and Track feats, then this bow acts like a bane 
  weapon with the seeking special ability for one scene. 
  Against non-nightmares or diaboli or in the hands of 
  a wielder who does not meet the requirements, this 
  weapon acts as a +1 bow. 
  History: These bows were created for use by the 
  dread hunters. This order of warriors is tireless in their 
  task of tracking down and destroying nightmares and 
  diaboli throughout Nevermore. These bows have 
  been eff ective weapons in keeping these creatures 
  at bay since the beginning of the Age of Serenity 
  and now they can be found for sell throughout the 
  dreamlands, especially since the drastic increase in 
  disturbances caused by nightmares and diaboli in the 
  last few years.
  Hooks: A neverite laden caravan seeks protection 
  during its journey. It has been sent by a dreamlord 
  in hopes of obtaining a stockpile of weapons to use 
  against nightmares and diaboli who are harrying their 
  followers. Due to its sensitive nature very few have 
  been told about this caravan’s nature or its destination, 
  the Wending Refuge. Still there are a few trustworthy 
  individuals who have been given the guardianship of 
  this caravan and the task of hiring guards to see it to 
  and from its destination.
  Aura: Moderate
  Creator Level: 10
  Prerequisites: Combat Sense, Enhance Senses, 
  and a subject with 8 ranks in Survival, Favored 
  Opponent (nightmares and diaboli) and Track
  Creation Cost: 31 (longbow); 30 (short bow)
  31 = 33 Bane + 3 (seeking 30 x .1) + 3 longbow – 8 
  (- 3 Warrior – 2 skill – 2 Feats)
  30 = 33 Bane + 3 (seeking 30 x .1) + 2 short bow – 8 
  (- 3 Warrior – 2 skill – 2 Feats)
  Market Cost: 34 (longbow); 33 (shortbow)
  Weight: 4 lb. (longbow); 2 lb. (shortbow)
  Free Rider’s Weapon (Gwynudd)
  These weapons are simple in design, but fearsome 
  in eff ect. If the wielder of the weapon is a warrior 
  with the Vehicular Combat and Spirited Charge feats 
  and 8 ranks in the Intimidate and Ride skills, the 
  weapon grants the frightful presence special ability. 
  The frightful presence is activated whenever the 
  wielder charges, whether he is on a mount or on foot. 
  Opponents, even those normally immune to mind-
  infl uencing eff ects, within 30 feet of the wielder must 
  make a Will save (Diffi  culty 16) or become shaken for 
  two rounds for each point the save failed. An opponent 
  that succeeds on the saving throw is immune to this 
  weapon’s frightful presence for 24 hours.
  
  31
  History: 
  These 
  weapons 
  were 
  forged 
  by 
  Gwynudd during the Age of Strife when he was in 
  the service of Nyxis’s sons. Since the end of the War of 
  Songs, Gwynudd and his free riders have used these 
  weapons to keep nightmares and diaboli at bay. Free 
  rider weapons are rarely found or sold outside of the 
  Free Camp as the only way to obtain one is to perform 
  some service or complete a quest for Gwynudd or one 
  of his free riders.
  Hooks: The adventurers come upon the site of 
  a recent ba� le between a group of free riders and 
  diaboli. There is only a single free rider le�  alive and 
  he is heavily injured along with his mount. He asks 
  the adventurers to escort him back to the Free Camp 
  so he can report his fi ndings to Gwynudd. If asked 
  what he has discovered he relates how his band of free 
  riders stumbled upon the mouth of a heavily guarded 
  cavern. He believes the diaboli are using the cavern to 
  travel beneath the Hedge Mountains and infi ltrate the 
  Eye and other domains to the south.
  Aura: Moderate
  Creator Level: 10
  Prerequisites: A warrior with the Vehicular 
  Combat and Spirited Charge feats and 8 ranks in 
  the Intimidate and Ride skills and a creature with 
  frightful presence
  Creation Cost: 30
  33 = (33 Frightful Presence [shaken] + 3 special 
  eff ect) + 3 weapon – 9 restrictions (-3 warrior -2 feats, 
  - 4 skills)
  Market Cost: 33
  Weight: 6 lb. (ba� leaxe); 4 lb. (sword); 6 lb. (spear); 
  5 lb. (warhammer)
  Staff of the Eye
  This supernatural quarterstaff  is crowned by a 
  rainbow hued neverite gem fashioned in the shape of 
  an eye. If the wielder of this staff  has a truthful nature 
  and 12 ranks in Sense Motive, then he is considered 
  to be within the realm of Veratis no ma� er where he 
  is in Nevermore. He gains a +5 bonus to Knowledge 
  checks and everyone within 30 feet of him comes 
  under a Suggestion (as per the power) to tell 
  the truth (Will save Diffi  culty 16). Anyone who 
  the truth (Will save Diffi  culty 16). Anyone who 
  commits a crime or tells a lie within the staff ’s range 
  commits a crime or tells a lie within the staff ’s range 
  comes under the immediate eff ects of a Mind Probe 
  comes under the immediate eff ects of a Mind Probe 
  from the wielder of the staff  (Will save Diffi  culty 16). 
  In addition, the wielder and everyone in range of the 
  staff  are treated as if they are within the Eye for the 
  purpose of determining Dream Shi�  and Backlash 
  checks (-10 modifi er) and double the normal amount 
  of Dream Conviction points needed to activate Dream 
  Conviction abilities.
  History: These staff s were created when the 
  dreamlord Justina established the magi of the Eye as 
  her servants and advisors. The unique image of the 
  staff  has become a symbol of the magi and is rarely 
  found in the hands of someone who is not a magus.
  Hooks: A magus of the Eye seeks an escort to the 
  domains of the Hedge, the Heartlands, the Wyrd, and 
  the Dreadlands. He wishes to collect neverite gems 
  from each of these domains in hopes of constructing 
  a staff  based upon the supernatural concepts, which 
  lay behind the design of the staff  of the Eye. He keeps 
  the details of what he expects to create to himself, 
  though he believes his experiment will prove to be 
  “eye-opening” if it works.
  Aura: Moderate
  Creator Level: 7
  Prerequisites: Suggestion, Mind Probe, a neverite 
  gem from Veratis, and subject with truthful nature, 
  Dedicated to Justina, and with 12 ranks of Sense 
  Motive and 5 ranks in any Knowledge skill
  Creation Cost: 34
  34 = 30 Powers (15 [17 – 2 limited power] + 10 
  power bonus [+6 for Mind Probe + 15 for Suggestion] 
  + 1 fatiguing + 2 Concentration + 2 limited power) + 10 
  Dream Conviction/Knowledge/Dream Shi� /Backlash 
  ([30 + 20 + 25 + 25] x .1) – 6 (-3 Virtue, -3 skill ranks)
  Market Cost: 37
  Weight: 4 lb.
  Artifacts
  Artifacts are rare and amazing items that are 
  of even greater renowned and power then those 
  previously discussed. They have abilities beyond 
  those of simple supernatural items and are truly 
  the stuff  of legends playing important roles in 
  Nevermore’s history. 
  Andvarinaut
  This simple golden ring has a knack for fi nding 
  treasure. This special ability works exactly like the 
  Sense Minds power, except the ring senses items 
  with a sale value of 15 or greater that reside within 
  3,000 feet. The wearer senses the presence of precious 
  items, their approximate number, their general type 
  (neverite, jewelry, supernatural items, and so forth), 
  
  32
  and their approximate location. The larger the 
  number of precious items, the more general the 
  number of precious items, the more general the 
  information tends to be. Psychic Shield opposes this 
  information tends to be. Psychic Shield opposes this 
  special ability (Diffi  culty 25). A successful Psychic 
  special ability (Diffi  culty 25). A successful Psychic 
  Shield allows a creature and any items on it to go 
  unnoticed. The wearer can focus his a� empt to Sense 
  Wealth on a particular place he can see. Unfortunately, 
  this ring is also cursed. The wearer becomes selfi shly 
  possessive about the item and may not take the ring 
  off  without spending three Dream Conviction points. 
  In addition, anyone within 3,000 feet that has a greedy 
  nature must make a Will save (Diffi  culty 20) or 
  come under the compulsion to take Andvarinaut for 
  themselves. Creatures under this compulsion will do 
  anything to get a hold of the ring, though they receive 
  a new Will save every cycle. 
  History: This ring was originally cra� ed by a 
  dwarf named Andvari. However, Loki stole it from 
  him and the dwarf cursed the object to bring doom 
  upon anyone who kept it. Soon realizing the potency 
  of the curse Loki gave the ring to Hreidmar who was 
  killed by his son Fafnir. Fafnir was in turn killed by the 
  mortal hero Sigurd who gave the ring to his beloved 
  Brynhildr. Through treachery and deception both 
  Sigurd and Brynhildr died. Since then the ring has 
  had many owners and each one has been slain or meet 
  an untimely end. It is believed that only by returning 
  the ring to Andvari can the curse be undone.
  Hooks: There has been a rash of robberies, 
  disappearances, and murders in the local area. There 
  are witnesses who claim to have seen men fi ghting 
  over a ring. Some whisper that this ring must be the 
  infamous Andvarinaut. If so it is the fi rst appearance 
  of this legendary item in many years and does not 
  bode well for those caught within its web of greed.
  Aura: Overwhelming (Major)
  Weight: –
  Draupnir
  This elaborately designed arm ring is fashioned 
  from gold and is a source of endless wealth. Every 
  nine cycles this arm ring spawns eight masterwork 
  arm rings of the same appearance, though 
  arm rings of the same appearance, though 
  not possessed of any supernatural 
  not possessed of any supernatural 
  qualities. Each of these arm rings 
  qualities. Each of these arm rings 
  has a sale value of 15, but more 
  has a sale value of 15, but more 
  importantly 
  to 
  artifi cers 
  importantly 
  to 
  artifi cers 
  they can be imbued with 
  they can be imbued with 
  supernatural abilities more 
  supernatural abilities more 
  easily than other objects (-3 
  easily than other objects (-3 
  creation cost modifi er).
  History: This arm ring 
   This arm ring 
  was created by the dwarves 
  was created by the dwarves 
  Brokk and Eiti as part of 
  Brokk and Eiti as part of 
  a wager with Loki, which 
  a wager with Loki, which 
  included two other items Thor’s 
  included two other items Thor’s 
  hammer, Mjollnir, and the glowing boar Gullinbursti. 
  A� er winning the wager the dwarves gave these 
  items to Odin, who possessed them until the Waters 
  of Forgetfulness fl ooded the dreamlands at the 
  beginning of the Forgo� en Age. 
  Hooks: A treasure hunter believes he has discovered 
  the resting place of Draupnir. Through meticulous 
  research in libraries around the dreamlands he has 
  discovered what he believes to be a secret code. The 
  clues have led him to various places and the latest one 
  seems to indicate that he needs to go to the Dreadlands. 
  He fears there will be a great deal of danger on this 
  journey and is seeking to hire adventurers to help him 
  break the code and recover Draupnir and any other 
  treasures hidden along with it.
  Aura: Overwhelming (Major)
  Weight: 5 lb.
  The Grail
  This simple vessel is cra� ed out of wood from 
  the Heart Tree. Those who drink from the Grail 
  immediately gain an aspect. In addition, the Grail can 
  return one mortal or fey back to life each year.
  History: The Grail was created by Faehalig for the 
  Seelie fey who drink the sap of the Heart Tree from it 
  when they reach their maturity. This rite of passage is a 
  great cause for celebration in the southern Heartlands 
  and takes place during the festival of Cadence. When 
  it is not being used it is kept in the underground realm 
  of Annwn within the labyrinthine Hall of Mirrors.
  Hooks: The Grail has been stolen! Through 
  scheming and sorcery someone has made their way 
  through the Hall of Mirrors and taken the Grail from 
  its resting place. It is unknown as to who stole this 
  precious object or for what purpose, but the Seelie 
  court fears the worst. It could have been taken by 
  servants of Diabolus, Sirena, Mab, or some other 
  dreamlord who desires to weaken the Seelie or return 
  another to life with the powers of the Grail.
  Aura: Overwhelming (Major)
  Weight: 1 lb.
  Cursed
  Cursed
  Cursed 
  items 
  are 
  a 
  common motif throughout 
  fi ction and mythology and 
  Nevermore is no diff erent. 
  These items seem to be 
  boons at fi rst, but as time 
  passes 
  the 
  tragedy 
  of 
  these objects grows. These 
  cursed items are dangerous 
  cursed items are dangerous 
  elements in many tales of yore 
  elements in many tales of yore 
  and in some cases are only become 
  and in some cases are only become 
  cursed a� er they are stolen or at the 
  cursed a� er they are stolen or at the 
  violent death of the previous owner.
  violent death of the previous owner.
  
  33
  Amulet of the Night Witch
  This silver amulet is fashioned in the likeness 
  of Lilith and is crowned with precious gems. If the 
  wearer of this talisman is an adept that is Dedicated 
  to Lilith (as per the feat), he can use the Mind Reading 
  and Psychic Shield powers (as if this item was a focus). 
  If this amulet is worn (or seen) by a creature that is not 
  Dedicated to Lilith, then it appears to be a simple piece 
  of jewelry with no special powers. A non-Dedicated 
  creature that is wearing the amulet must make a Will 
  save (Diffi  culty 15) to take it off . If he fails, he must 
  wear the amulet for the rest of the cycle and must wait 
  until the next cycle to try again. In addition, adepts that 
  are Dedicated to Lilith can detect an amulet worn by a 
  are Dedicated to Lilith can detect an amulet worn by a 
  non-Dedicated creature within 300 feet 
  non-Dedicated creature within 300 feet 
  and use the following powers on him: 
  and use the following powers on him: 
  Mind Reading, Mind Probe, 
  Mind Reading, Mind Probe, 
  Mind Shaping, Scrying, and 
  Mind Shaping, Scrying, and 
  Suggestion. 
  History: 
  No 
  one 
   
  No 
  one 
  knows 
  exactly 
  when 
  knows 
  exactly 
  when 
  and who created them, 
  and who created them, 
  but these amulets are 
  but these amulets are 
  infamous 
  throughout 
  infamous 
  throughout 
  dreamlands 
  for 
  the 
  dreamlands 
  for 
  the 
  amount of harm they 
  amount of harm they 
  have done to Nevermore 
  have done to Nevermore 
  and its inhabitants. It 
  and its inhabitants. It 
  is believed that it was 
  is believed that it was 
  through 
  the 
  use 
  of 
  through 
  the 
  use 
  of 
  these amulets that Mab 
  these amulets that Mab 
  and her minions were 
  and her minions were 
  able to bring about the 
  able to bring about the 
  Age of Strife between the mortals 
  Age of Strife between the mortals 
  that nearly destroyed them. They have been such 
  that nearly destroyed them. They have been such 
  eff ective tools in manipulating others that a few 
  eff ective tools in manipulating others that a few 
  disreputable artifi cers have created their own versions 
  disreputable artifi cers have created their own versions 
  of these items and use them for their own ends. It is 
  of these items and use them for their own ends. It is 
  not uncommon for other objects to be used for these 
  not uncommon for other objects to be used for these 
  objects from brooches to rings though all of them 
  objects from brooches to rings though all of them 
  have a particular identifying mark once the illusion 
  have a particular identifying mark once the illusion 
  masking them is suppressed.
  masking them is suppressed.
  Hooks: Recently a well-respected councilor of one 
  of the dreamlords was arrested a� er a� empting to pass 
  on sensitive information about the realm’s defenses. 
  A� er interrogating him it was discovered that he had 
  a ring within his possession with the identifying mark 
  of Lilith. It is unknown as to how complicate this 
  councilor was in his dealings with the nightspinners 
  or whether he was manipulated by them through the 
  ring. However, it is obvious to the dreamlord and 
  his servants that a cell of nightspinners are working 
  within the realm and they must be tracked down and 
  stopped before it is too late.
  Aura: Moderate
  Creator Level: 7
  Prerequisites: Dominate, Illusion, Mind 
  Reading and Psychic Shield
  Creation Cost: 33 
  30 = 37 (17 power + 10 power bonus + 3 additional 
  30 = 37 (17 power + 10 power bonus + 3 additional 
  powers + 1 special eff ect [no range] + 6 limited power) 
  – 4 (Adept & Dedicated or non-Dedicated cursed)
  Market Cost: 36
  Weight: –
  Arm of Diabolus 
  This misshapen and inky black arm can be 
  strapped over the arm. If the wearer swears fealty to 
  Diabolus and kills one living thing each day, then the 
  arm will allow itself to be worn and grants its wearer 
  arm will allow itself to be worn and grants its wearer 
  a supernatural claw a� ack (+3 Damage) along 
  a supernatural claw a� ack (+3 Damage) along 
  with the nightmare’s disrupting a� ack 
  with the nightmare’s disrupting a� ack 
  special ability. In addition, the wearer 
  special ability. In addition, the wearer 
  can use the Dominate power (Will save 
  can use the Dominate power (Will save 
  Diffi  culty 16) to control nightmares 
  Diffi  culty 16) to control nightmares 
  (but not diaboli). Lastly, the character 
  (but not diaboli). Lastly, the character 
  gains the nightmare subtype for the 
  gains the nightmare subtype for the 
  purposes of powers and other eff ects 
  purposes of powers and other eff ects 
  based on creature type.
  based on creature type.
  History:
  History: These arms were fi rst 
  created by the dreadbringers, one 
  created by the dreadbringers, one 
  of the most feared secret societies 
  of the most feared secret societies 
  in Nevermore. These mortals are 
  in Nevermore. These mortals are 
  the sworn servants of Diabolus 
  and bring death and destruction 
  wherever they go. They use these 
  items and others like them to 
  corrupt and train other mortals in 
  the hopes of one day transforming 
  the hopes of one day transforming 
  them into full-fl edged diaboli.
  them into full-fl edged diaboli.
  Hooks:
  Hooks: The have been an increased 
  number of incidents involving the 
  number of incidents involving the 
  dreadbringers 
  over 
  the 
  past 
  few 
  dreadbringers 
  over 
  the 
  past 
  few 
  years. It has become all too common 
  years. It has become all too common 
  to hear terrible stories of men and 
  to hear terrible stories of men and 
  women wearing arms of Diabolus and 
  women wearing arms of Diabolus and 
  commanding 
  nightmares. 
  As 
  such 
  a 
  commanding 
  nightmares. 
  As 
  such 
  a 
  number of dreamlords have off ered bounties 
  number of dreamlords have off ered bounties 
  for those who are able to capture, and in some cases 
  kill, these servants of Diabolus. It is especially desired 
  by some that these items be taken for study in hopes 
  of understanding how to be� er combat them. 
  Aura: Strong
  Creator Level: 12
  Prerequisites: Dominate, Supernatural Weapon, 
  and a nightmare
  Creation Cost: 36
  36 = 35 (20 + 15 power bonus – 2 limited + 1 fatiguing 
  +1 limited power) + 3 disrupting a� ack + 3 claw - 5 Curses 
  (-3 fealty – 1 killing curse – 1 nightmare subtype)
  Market Cost: 39
  Weight: 20 lb.
  
  34
  Dread Lion Armor
  This suit of armor appears 
  This suit of armor appears 
  almost exactly like hedge lion 
  almost exactly like hedge lion 
  almost exactly like hedge lion 
  armor, except it has been bathed 
  armor, except it has been bathed 
  armor, except it has been bathed 
  in the blood of a nightmare and 
  in the blood of a nightmare and 
  glows crimson when it is worn. It 
  glows crimson when it is worn. It 
  is treated as a suit of supernatural 
  is treated as a suit of supernatural 
  studded leather with a natural armor 
  studded leather with a natural armor 
  bonus to Toughness. In addition, the 
  bonus to Toughness. In addition, the 
  wearer of this armor comes under the 
  wearer of this armor comes under the 
  delusion that they are wearing hedge 
  delusion that they are wearing hedge 
  lion armor. Unfortunately, this delusion 
  lion armor. Unfortunately, this delusion 
  is made even more terrible by the item’s 
  is made even more terrible by the item’s 
  actual power, which detects the presence 
  actual power, which detects the presence 
  of dreamspawn and dreamborn within 
  of dreamspawn and dreamborn within 
  300 feet as per the Sense Minds power. 
  300 feet as per the Sense Minds power. 
  The wearer perceives these creatures as 
  The wearer perceives these creatures as 
  nightmares and diaboli and only the use 
  nightmares and diaboli and only the use 
  of the Mind Shaping power (Diffi  culty 
  of the Mind Shaping power (Diffi  culty 
  24) can convince the wearer of the truth 
  24) can convince the wearer of the truth 
  about these creatures and the armor.
  about these creatures and the armor.
  History: These armors have only appeared in 
  Nevermore over the past few years, but they have 
  had a devastating eff ect turning some of the most 
  eff ective and powerful protectors of the dreamlands 
  into deadly tools of chaos. Many dreamlords in 
  have off ered rewards for those who discover who is 
  creating these armors and stopping them.
  Hooks: There is a rogue hedge warden within 
  the local area who is stalking down and killing 
  dreamspawn and dreamborn with deadly effi  ciency. 
  His raids have been quick and brutal and it is said 
  that he glows crimson red. Ordo has dispatched 
  hedge wardens to the area, but they have been unable 
  to track him down. He seems to know exactly where 
  they are and has already killed one of their number 
  in ambush. The hedge wardens want to take the 
  rogue hedge warden alive and are enlisting the aid of 
  adventurers in the area to help them.
  Aura: Moderate (+2 Toughness); Strong (+4 
  Toughness)
  Creator Level: 11 
  Prerequisites: A number of ranks in Knowledge 
  (supernatural) equal to creator level + 3, Sense Minds, 
  Illusion, hedge lion skin, and a nightmare
  Creation Cost: 33 (+2 Toughness); 34 (+4 
  Toughness)
  33 = 33 Sense Minds (20 Sense Minds + 14 power 
  bonus + 1 limited power – 2 limited) + 2 Toughness (24 
  x .1) + 2 Studded – 4 (curses)
  34 = 33 Sense Minds + 3 Toughness (30 x .1) + 2 
  Studded – 4 (curses)
  Market Cost: 36 (+2 Toughness); 37 (+4 Toughness)
  Weight: 20 lb.
  Intelligent
  Intelligent
  Intelligent 
  items 
  are 
  unique 
  supernatural objects with their own 
  supernatural objects with their own 
  personalities and powers. They 
  personalities and powers. They 
  can be helpful or hindering, and 
  at times downright dangerous. 
  They have agendas of their own 
  They have agendas of their own 
  and they can even at times possess 
  and they can even at times possess 
  their users. These items are much 
  their users. These items are much 
  more common in Nevermore than in 
  more common in Nevermore than in 
  other se� ings and are even in some 
  other se� ings and are even in some 
  cases infl uential fi gures in its tales.
  cases infl uential fi gures in its tales.
  Dream Founts
  Dream Founts
  These 
  areas 
  of 
  supernatural 
  power 
  manifest 
  themselves 
  in 
  power 
  manifest 
  themselves 
  in 
  many forms from pristine springs 
  many forms from pristine springs 
  to standing stones. They allow their 
  to standing stones. They allow their 
  users to transform their surroundings 
  users to transform their surroundings 
  to their whim via the use of dream 
  to their whim via the use of dream 
  weaving. There are three types of dream 
  weaving. There are three types of dream 
  founts. Lesser dream founts are treated as 3rd-level 
  intelligent items. Greater dream founts are treated as 
  9th-level intelligent items. Superior dream founts are 
  treated as 18th-level intelligent items. A dream fount 
  typically uses its Dream Conviction to dream weave or 
  aiding another in dream weaving. A dream fount can 
  suff er backlashes, just like a normal character. There 
  are some dream founts, which can be used by anyone 
  without the normal worries about confl icts of nature. 
  History: Dream founts emerged at the end of the 
  Forgo� en Age. No one is certain of their exact origin, 
  but what is evident is that these dream founts have 
  an innate ability to change their surroundings and 
  amplify the dream weaves of others. Dream founts 
  are rare and for this reason the fi nding one can be a 
  mixed blessing as its power will draw the a� ention of 
  those who would use it for their own ends.
  Hooks: A� er the last dream shi�  a series of pillars 
  erupted from the ground and when it is revealed to 
  be a dream heart all manner of trouble starts. Some 
  in the local area want to use it to be� er their lives, 
  others want it for themselves, and then there are the 
  adventurers who have started to fl ock to the pillars in 
  order to study, use or seize them.
  Aura: 
  Moderate 
  (lesser); 
  Strong 
  (greater); 
  Overwhelming (superior)
  Weight: Varies
  Weyland’s Elementals
  These supernatural weapons are imbued with 
  powerful elemental spirits. 
  Erde: This hammer is sculpted out of a block of 
  enchanted granite and is a 6th-level intelligent +5 
  traumatic warhammer with the following stats: 
  Abilities: Int +0, Wis +6, Cha +1
  
  35
  Toughness: +9
  Combat Bonus: +9 (+5 accuracy)
  Saves: Fortitude +5, Refl ex +5, Will +11
  Skills: Cra�  (blacksmithing) 9, Notice 9 (+15)
  Feats: Weapon Training
  Traits: Darkvision 60 � ., Night Vision, Powers 
  (Wisdom, rank 9, save Diffi  culty 19; Earth Resistance, 
  Earth Shaping), Speaking
  Ego: 26
  Nature: Steadfast and Unbending
  Dream Conviction: 10
  Brand: This ba� leaxe is created out of layered and 
  sharpened dragon scales and is a 6th-level intelligent 
  +5 fi re burst ba� leaxe with the following stats: 
  Abilities: Int +1, Wis +0, Cha +6
  Toughness: +11
  Combat Bonus: +9 (+5 accuracy)
  Saves: Fortitude +5, Refl ex +5, Will +5
  Skills: Cra�  (weaponsmithing) 9 (+10), Intimidate 
  9 (+15), Notice 9
  Feats: Weapon Training
  Traits: Darkvision 60 � ., Night Vision, Powers 
  (Charisma, rank 9, save Diffi  culty 19; Fire Resistance, 
  Fire Shaping), Speaking
  Ego: 26
  Nature: Bold and Reckless
  Dream Conviction: 10
  Wasser: This crystalline sword of bluish 
   This crystalline sword of bluish 
  ice is a 6th-level intelligent 
  ice is a 6th-level intelligent +5 cold 
  burst sword with the following 
   with the following 
  stats: 
  Abilities: Int +1, Wis +6, 
   Int +1, Wis +6, 
  Cha +0
  Toughness: +11
  Combat Bonus: +9 (+5 
   +9 (+5 
  accuracy)
  Saves: 
  Fortitude 
  +5, 
   
  Fortitude 
  +5, 
  Refl ex +5, Will +11
  Skills: Cra�  (brewing) 
   Cra�  (brewing) 
  9 (+10), Sense Motive 9 (+15), 
  9 (+10), Sense Motive 9 (+15), 
  Notice 9 (+15)
  Feats: Weapon Training
  Traits: Darkvision 60 � ., Night 
   Darkvision 60 � ., Night 
  Vision, Powers (Wisdom, rank 9, save 
  Vision, Powers (Wisdom, rank 9, save 
  Diffi  culty 19; Cold Resistance, Cold 
  Diffi  culty 19; Cold Resistance, Cold 
  Shaping), Speaking
  Ego: 26
  Nature: Prudent and Taciturn
   Prudent and Taciturn
  Dream Conviction: 10
  Wind: This spear is fashioned from 
   This spear is fashioned from 
  the feather of a roc and is a 6th-level 
  the feather of a roc and is a 6th-level 
  intelligent +5 electricity burst spear
  +5 electricity burst spear with the 
  following stats: 
  Abilities: Int +6, Wis +0, Cha +1
   Int +6, Wis +0, Cha +1
  Toughness: +6
  Combat Bonus: +9 (+5 accuracy)
   +9 (+5 accuracy)
  Saves: Fortitude +5, Refl ex +5, Will +5
   Fortitude +5, Refl ex +5, Will +5
  Skills: Bluff  9 (+10), Knowledge (art, history, 
  physical sciences, and supernatural) 9 (+15), 
  physical sciences, and supernatural) 9 (+15), 
  Language 9 (Dwarven*, Elven*, English, French, 
  Language 9 (Dwarven*, Elven*, English, French, 
  German, Greek, Italian, Latin, Old Norse*, Portuguese, 
  German, Greek, Italian, Latin, Old Norse*, Portuguese, 
  Romanian, Russian, Seelie*, Trollish*, and Unseelie*; 
  *starting languages), Notice 9, Search 9 (+15)
  Feats: Weapon Training
  Traits: Darkvision 60 � ., Night Vision, Powers 
  (Intelligence, rank 9, save Diffi  culty 19; Wind 
  Resistance, Wind Shaping), Speaking
  Ego: 26
  Nature: Clever and Capricious
  Dream Conviction: 10
  History: These four supernatural weapons were 
  designed and created by Weyland the Smith and are 
  renowned for the roles they have played throughout 
  Nevermore’s history. They were fi rst created for 
  Queen Mab (Erde and Brand) and Oberon (Wasser 
  and Wind) during the Age of Rebirth and wielded 
  against each other during the Fey War. These weapons 
  were lost during the Forgo� en Age, only to be found 
  again amongst the mortals. Erde found its way into 
  the possession of Aeden, Brand into the clutches of 
  Diabolus, Wasser into the hands of Morpheus, and 
  Wind into the hands of Sirena. These weapons were 
  lost in the a� ermath of the War of Songs, though it is 
  believed Aeden still holds Erde in safekeeping. 
  Hooks: There is a legend, which tells that 
  Weyland’s “Elementals” were taken a� er 
  Weyland’s “Elementals” were taken a� er 
  the War of Songs by a mysterious 
  the War of Songs by a mysterious 
  fi gure and will only be found by 
  fi gure and will only be found by 
  those who are destined to protect 
  those who are destined to protect 
  the dreamlands from the terrors 
  the dreamlands from the terrors 
  of the next age. It is believed 
  of the next age. It is believed 
  that Aeden was allowed 
  to keep his weapon under 
  the promise to relinquish 
  it when another comes and 
  proves his worthiness to 
  wield the hammer. There 
  are also rumors that Diabolus, 
  are also rumors that Diabolus, 
  Mab, Oberon, Nyxis, and Sirena 
  Mab, Oberon, Nyxis, and Sirena 
  are actively looking for these 
  are actively looking for these 
  weapons and anyone who might 
  weapons and anyone who might 
  discover their whereabouts will need to 
  discover their whereabouts will need to 
  be very wary of their previous owners.
  be very wary of their previous owners.
  Aura: Strong
   Strong
  Creator Level:
  Creator Level: 13
  Prerequisites:
  Prerequisites: Elemental Weapon and 
  subjects with the appropriate skills, feats, 
  subjects with the appropriate skills, feats, 
  powers, and nature.
  powers, and nature.
  Creation Cost:
  Creation Cost: 42
  42 = 30 Elemental Burst or Traumatic + 3 
  42 = 30 Elemental Burst or Traumatic + 3 
  accuracy (30 x .1) + 3 weapon + 6th level
  accuracy (30 x .1) + 3 weapon + 6th level
  Market Cost: 45
  Weight: 6 lb. (ba� leaxe); 4 lb. (sword); 6 lb. 
   6 lb. (ba� leaxe); 4 lb. (sword); 6 lb. 
  (spear); 5 lb. (hammer)
  (spear); 5 lb. (hammer)
  
  Open Game License Version 1.0a
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave 
  Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; 
  Authors Bill Slavicsek, Jeff  Grubb, Rich Redman, Charles Ryan, Eric Cagle, David 
  Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. 
  Cordell, John Tynes, Andy Collins, and JD Wiker.Advanced Player’s Guide, Copyright 
  2004, White Wolf Publishing, Inc. Blue Rose, Copyright 2005, Green Ronin Publishing; 
  Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir, and John 
  Snead.Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights 
  reserved.Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve 
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  Kenson.Unearthed Arcana, Copyright 2003, Wizards of the Coast, Inc.; Andy Collins, 
  Jesse Decker, David Noonan, Rich Redman.True20 Adventure Roleplaying, Copyright 
  2005, Green Ronin Publishing; Author Steve Kenson.Caliphate Nights, Copyright 
  2006, Paradigm Concepts; Author Aaron Infante-Levy Lux Aeternum, Copyright 2006, 
  BlackWyrm Games; Author Ryan Wolfe, with Dave Ma� ingly, Aaron Sullivan, and 
  Derrick Thomas.Mecha vs. Kaĳ u, Copyright 2006, Big Finger Games; Author Johnathan 
  WrightBorrowed Time, Copyright 2006, Golden Elm Media; Authors Bruce Baugh and 
  David Bolack
  Liber Artefactorum, Copyright 2006, Expeditious Retreat Press, Author Joseph Miller.
  All game statistics derived from the SRD are deemed open 
  content. All names and stories are Product Identity.
  36
  Puck’s Pouch of Tricks
  This ordinary-looking leather pouch and belt is a 
  9th-level intelligent 
  9th-level intelligent improved animated pouch of holding
  with the following stats:
  with the following stats:
  Abilities: Int +5, Wis +0, Cha +2
  Toughness: +1
  Combat Bonus: +6
  Saves: Fortitude +5, Refl ex +5, Will +11
  Skills: Bluff  12 (+14), Disable Device 12 (+17), 
  Escape Artist 12, Notice 12, Search 12 (+17), Sleight of 
  Hand 12, and Stealth 12
  Feats: Special Purpose (Defend free-spirited and 
  mischievous individuals; Dedicated Power: Psychic 
  Blast)
  Speed: Fly 30 � .
  Traits: Darkvision 60 � ., Night Vision, Powers 
  (Intelligence, rank 12, save Diffi  culty 20; Apport, 
  Illusion, Manipulate Object), Speaking
  Ego: 26
  Nature: Free-spirited and (playfully) Mischievous
  Dream Conviction: 14
  History: These pouches were created by Puck 
  for his own amusement. No one knows how many of 
  them are sca� ered about the dreamlands, but it can 
  be very readily apparent when one is around. Though 
  these pouches are known for their mischievous nature 
  they are also known for their odd loyalty to their 
  owners whom they help get into and out of trouble.
  Hooks: The adventurers are approached by a 
  magical pouch that has just escaped from its previous 
  owner and needs protection. In return the pouch off ers 
  to “pull its own weight” until they can get it safely to 
  the southern Heartlands and its rightful owner. If the 
  party takes guardianship of the pouch, they get much 
  more than they bargained for as it seems the pouch has 
  stolen something of great value from its former master. 
  Aura: Strong
  Creator Level: 14
  Prerequisites: Plane Shi�  and subjects with the 
  appropriate skills, feats, powers, and nature.
  Creation Cost: 39
  39 = 28 (Improved animated) + 2 Holding (24 x .1) 
  + 9 levels
  Market Cost: 42
  Weight: 5 lb.
  
SOURCE: textdata/thevault/True20 System (d20)/3rd party/True20 - Campaign Setting - Liber Artefactorum.pdf