This is a catchall category for any
psionic item that doesn't fall into the other groups. Anyone can use a universal item (unless specified otherwise in the description).
Physical Description: Varies.
Activation: Usually
command thought, but details vary from item to item.
Table: Minor Universal Items
|
d%
|
Item
|
Market Price
|
01-04
|
Shard (+1, any one skill) |
10 gp |
05-07
|
Shard (+2, any one skill) |
40 gp |
08-10
|
Crawling tattoo (any 1st level) |
50 gp |
11-14
|
Crawling tattoo of concussion
|
50 gp |
15-18
|
Shard (+3, any one skill) |
90 gp |
19-21
|
Shard (+4, any one skill) |
160 gp |
22-24
|
Shard (+5, any one skill) |
250 gp |
25-28
|
Crawling tattoo (any 2nd level) |
300 gp |
29-31
|
Pearl, brain lock
|
300 gp |
32-35
|
Shard (+6, any one skill) |
360 gp |
36-38
|
Shard (+7, any one skill) |
490 gp |
39-41
|
Boots of stomping
|
600 gp |
42-44
|
Shard (+8, any one skill) |
640 gp |
45-47
|
Crawling tattoo (any 3rd level) |
750 gp |
48-50
|
Crawling tattoo of energy bolt
|
750 gp |
51-53
|
Pearl, breath crisis
|
750 gp |
54-56
|
Shard (+9, any one skill) |
810 gp |
57-59
|
Boots of landing
|
1,000 gp |
60-63
|
Psionic restraints, lesser
|
1,000 gp |
64-67
|
Shard (+10, any one skill) |
1,000 gp |
68-71
|
Pearl, personality parasite
|
1,400 gp |
72-75
|
Crystal mask of knowledge
|
2,500 gp |
76-79
|
Crystal mask of languages
|
2,500 gp |
80-85
|
Eyes of expanded vision
|
3,000 gp |
86-89
|
Gloves of object reading
|
3,000 gp |
90-92
|
Mirror of suggestion
|
3,600 gp |
93-94
|
Psionic restraints, average
|
6,000 gp |
95-97
|
Torc of free will
|
6,000 gp |
98-100
|
Boots of skating
|
7,000 gp |
Table: Medium Universal Items
|
d%
|
Item
|
Market Price
|
01-04
|
Psionatrix of clairsentience
|
8,000 gp |
05-08
|
Psionatrix of metacreativity
|
8,000 gp |
09-12
|
Psionatrix of psychokinesis
|
8,000 gp |
13-16
|
Psionatrix of psychometabolism
|
8,000 gp |
17-20
|
Psionatrix of psychoportation
|
8,000 gp |
21-25
|
Psionatrix of telepathy
|
8,000 gp |
26-27
|
Third eye penetrate
|
8,000 gp |
28-29
|
Mirror of time hop
|
9,000 gp |
30-31
|
Crystal mask of detection
|
10,000 gp |
32-33
|
Crystal mask of discernment
|
10,000 gp |
34-35
|
Crystal mask of dread
|
10,000 gp |
36-38
|
Crystal mask of psionic craft
|
10,000 gp |
39-41
|
Ring of self-sufficiency
|
10,000 gp |
42-43
|
Skin of nimbleness
|
10,000 gp |
44-45
|
Third eye aware
|
10,000 gp |
46-47
|
Third eye concentrate
|
10,000 gp |
48-49
|
Third eye gather
|
10,000 gp |
50-52
|
Eyes of power leech
|
10,080 gp |
53-55
|
Third eye powerthieve
|
10,080 gp |
56-58
|
Third eye view
|
10,180 gp |
59-61
|
Crystal mask of mindarmor
|
10,667 gp |
62-63
|
Psionic restraints, greater
|
12,000 gp |
64-65
|
Torc of leech freedom
|
12,000 gp |
66-68
|
Gloves of titan's grip
|
14,000 gp |
69-70
|
Skin of the claw
|
16,000 gp |
71-72
|
Amulet of catapsi
|
16,200 gp |
73-74
|
Skin of the chameleon
|
18,000 gp |
75-76
|
Pearl, mind seed
|
18,500 gp |
77-78
|
Mirror of mind switch
|
19,800 gp |
79-80
|
Eyes of power leech, vampiric
|
20,160 gp |
81-82
|
Crystal mask of insightful detection
|
20,250 gp |
83-84
|
Crystal anchor, body
|
24,000 gp |
85-86
|
Crystal anchor, comprehension
|
24,000 gp |
87-88
|
Crystal anchor, creation
|
24,000 gp |
89-90
|
Crystal anchor, energy
|
24,000 gp |
91
|
Crystal anchor, ghost
|
24,000 gp |
92-93
|
Crystal anchor, mind
|
24,000 gp |
94-95
|
Crystal anchor, travel
|
24,000 gp |
96-97
|
Psionic restraints, damping
|
24,000 gp |
98-100
|
Third eye sense
|
24,000 gp |
Table: Major Universal Items
|
d%
|
Item
|
Market Price
|
01-08
|
Skin of the defender
|
32,000 gp |
09-16
|
Torc of power preservation
|
36,000 gp |
17-24
|
Boots of temporal acceleration
|
43,200 gp |
25-32
|
Third eye repudiate
|
43,200 gp |
33-40
|
Skin of fiery response
|
60,000 gp |
41-49
|
Skin of the troll
|
61,200 gp |
50-57
|
Skin of the hero
|
77,500 gp |
58-63
|
Skin of the spider
|
79,080 gp |
64-72
|
Skin of proteus
|
84,000 gp |
73-80
|
Third eye expose
|
112,000 gp |
81-87
|
Third eye conceal
|
120,000 gp |
88-92
|
Third eye dominate
|
120,000 gp |
93-97
|
Skin of iron
|
129,600 gp |
98-100
|
Skin of the psion
|
151,000 gp |
Universal Item Descriptions
Universal items can be configured to do just about anything.
Standard universal items are described below.
Amulet of Catapsi: This copper amulet aids the wearer against other
psionic characters. Once per day, the wearer can mentally
command the
catapsi power, which blankets a 30- foot-radius area surrounding the wearer in telepathic noise for 9 rounds. Each time other
psionic characters within this range attempt to manifest a power, they must succeed on a DC 17 Will save or pay 4 more points than they otherwise would for each power manifestation. The limit on the number of
power points a subject can spend on a power remains in effect, so the subject may not be able to manifest his or her highest-level powers.
Boots of Landing: These boots allow the wearer to recover instantly from a fall and can absorb some
damage from
falling once per day. The wearer lands on her feet no matter how far she falls, and takes 2 fewer
dice of
damage from the fall than normal.
Boots of Skating: These boots allow the wearer to slide along the ground at will as if using the
skate power.
Boots of Stomping: These boots allow the wearer to use
stomp as the power three times per day (Reflex save DC 13) when the wearer stomps her feet.
Boots of Temporal Acceleration: These boots allow the wearer to
speed up his own time frame for 2 rounds as if using the power
temporal acceleration. The wearer can use this power once per day.
The wearer of a
crawling tattoo can tap the tattoo as a
standard action that provokes
attacks of opportunity, mentally specifying a target (to which the wearer must have line of sight). Instead of manifesting its stored power, the tattoo animates, drops to the ground, and scuttles toward the target. The original wearer need no longer concentrate on the tattoo once animated.
The animated tattoo moves toward its designated target in the same round when it is activated. Treat it as a Fine construct that has AC 18, 10
hit points, a hardness of 5,
speed 30 feet, and a bonus on
attack rolls equal to the wearer's
manifester level + his key
ability modifier.
Crawling tattoos, unlike true constructs, are subject to illusions,
darkness, fog, and similar effects. Should the target be killed,
teleport away, or otherwise absent itself before the animated tattoo reaches it, the wearer can reclaim the tattoo. If it is destroyed, a
crawling tattoo shatters and evaporates.
A
crawling tattoo must enter the target's square to attack and thus provokes
attacks of opportunity as it passes through the target's threatened area. The tattoo makes one touch attack per round thereafter until it strikes its target or is destroyed. On a successful attack, the power scribed in the
crawling tattoo affects the target if the target fails the appropriate
saving throw; however, powers that normally allow a Reflex
saving throw automatically affect the touched target.
Crawling tattoos can ferry beneficial powers as well as harmful ones, and a target can allow the tattoo's touch attack to succeed if he or she desires.
Two examples of
crawling tattoos are described below; many more types are possible.
Market Price: The cost of a
crawling tattoo depends on the level of the power scribed in it.
Power Level
|
Market Price
|
1st
|
50 gp |
2nd
|
300 gp |
3rd
|
750 gp |
Crystal Anchor: A
crystal anchor is a shaft of transparent crystal 4 to 5 feet in length, with a sharpened, spearlike head on one end. It ensnares the minds of those within range who manifest powers of a specified
psionic discipline. The triggering discipline is specified at the time of creation.
A
crystal anchor is activated by plunging the sharp head into the ground, leaving the shaft freestanding. It projects an invisible, 30-foot-radius field. If a power from the speci- fied discipline is manifested within this range, the manifester must succeed on a Will save (DC 15 +
power level) or become subject to an effect similar to
brain lock, except that the effect is permanent until dispelled or dismissed by the individual who initially drove the
crystal anchor into the earth. Any anchor can be pulled out of the ground and reused at a later time.
When a
crystal anchor successfully ensnares a target, a slender filament of insubstantial ectoplasm connects the victim to the shaft, even one outside the original area of the field.
A
crystal anchor can attempt to ensnare a victim only five times per day. Previously caught targets can remain caught day after day and do not count against this daily limit on attempts.
An anchor's owner can designate certain creatures to be unaffected by the anchor; such creatures need not make a
saving throw and do not count against the daily limit on attempts. One
crystal anchor can ensnare multiple targets simultaneously, and multiple
crystal anchors can share overlapping fields.
Anchors that activate when a specific power is manifested in range are also possible, but are rarer.
Crystal Masks: Each of the various types of
crystal masks fits over the face of any Medium or Small humanoid, with slits for eyes and nostrils. The mask is transparent, although it distorts the wearer's features. Leather straps attached to small holes on the sides of a mask enable the owner to affix the mask to his face.
A
crystal mask is treated as eyewear or goggles for the purpose of determining which items can be worn on the body.
Crystal Mask of Dread: The wearer of a
crystal mask of dread can attempt to frighten other beings to her will. The wearer makes all
Intimidate checks with a +10 competence bonus.
Eyes of Expanded Vision: These crystal lenses fit over the user's eyes to expand his field of
vision.
Flanking opponents gain only a +1 bonus when attacking the user instead of +2 (rogues still get their full sneak attack
damage because the wearer is still flanked). The wearer gains a +1 enhancement bonus on
Spot checks but takes a -2 penalty on saves against
gaze attacks.
Eyes of Power Leech: These crystal lenses fit over the user's eyes. Once per day, the wearer is able to drain
power points from another
psionic creature or character by meeting its gaze as if using
power leech. A selected target within 40 feet must succeed on a DC 16 Will save, or a connection of crackling energy is formed between the wearer and the victim. The connection drains 1d6
power points from the target for every round in which the wearer maintains
concentration (to a maximum of 7 rounds). The wearer gains 1
power point from those drained from the target each round (subject to his normal maximum; points he cannot gain immediately are lost).
If the wearer has only one lens, the DC of the Will save is 14 instead of 16.
Eyes of Power Leech, Vampiric: As
eyes of power leech, except the wearer gains drained
power points from the subject even if doing so would bring him over his normal maximum. The wearer of
vampiric eyes of power leech can maintain
concentration for up to 13 rounds.
Power points the wearer gains in excess of his maximum fade after 8 hours if they are not spent before that time.
Gloves of Object Reading: While wearing these gloves, the user can learn the details of an inanimate object's previous owner if he handles the object, as if manifesting the
object reading power.
Gloves of Titan's Grip: While wearing these oversize gloves, the user gains a +8 enhancement bonus on
grapple checks. The power is activated when the user enters a
grapple. The enhancement bonus lasts for a maximum of 7 rounds per use, up to three uses per day.
Mirror of Mind Switch: This small hand mirror manifests its power once per day against a creature that sees its reflection within it, as a
gaze attack with a range of 30 feet. Potential victims can attempt to avert their eyes or look away as they would from a normal
gaze attack. A creature meeting its own gaze in the mirror must succeed on a DC 19 Will save, or its mind and the mind of the mirror's wielder switch, as if by the
mind switch power. Because the mirror is small, only a single creature can meet its own gaze. The wielder of the mirror is not affected by
seeing himself.
Mirror of Suggestion: This small hand mirror manifests its power up to twice per day against creatures that see their reflections within it, as a
gaze attack with a range of 30 feet. Potential victims can attempt to avert their eyes or look away as they would from a normal
gaze attack. A creature meeting its own gaze in the mirror must succeed on a DC 13 Will save or be affected by a
suggestion chosen by the mirror's wielder. Because the mirror is small, only a single creature can meet its own gaze each round. The wielder of the mirror is not affected by
seeing herself.
Mirror of Time Hop: This small hand mirror manifests its power up to twice per day against creatures that see their reflections within it, as a
gaze attack with a range of 30 feet. Potential victims can attempt to avert their eyes or look away as they would from a normal
gaze attack. A creature meeting its own gaze in the mirror must succeed on a DC 14 Will save or be pushed forward in time by 5 rounds, as if subject to the
time hop power. Because the mirror is small, only a single creature can meet its own gaze each round. The wielder of the mirror is not affected by
seeing herself.
Pearl, Brain Lock: This tiny pearly sphere speeds toward its target when hurled by its owner. He can hurl the pearl at any target within 130 feet that he can see and to which he has line of effect. If the target fails a DC 13 Will
saving throw, the pearl seems to impact and then enter the flesh of the target. The target stands mentally paralyzed, as if by
brain lock, for 3 rounds. The use destroys the item.
Pearl, Breath Crisis: This tiny pearly sphere speeds toward its target when hurled by its owner. He can hurl the pearl at any target within 150 feet that he can see and to which he has line of effect. If the target fails a DC 14 Will
saving throw, the pearl seems to impact and then enter the flesh of the target. The target is affected as if by
crisis of breath for 5 minutes. The use destroys the item.
Pearl, Mind Seed: This tiny pearly sphere instantly takes on the skin tone and texture of whatever creature handles it. It speeds toward its target when hurled by its owner. He can hurl the pearl at any target within 150 feet that he can see and to which he has line of effect. If the target fails a DC 22 Will
saving throw, the pearl seems to impact and then enter the flesh of the target. The target is affected as if by a
mind seed power, with the pearl's wielder acting as the manifester. The use destroys the item.
Pearl, Personality Parasite: This tiny pearly sphere speeds toward its target when hurled by its owner. He can hurl the pearl at any target within 130 feet that he can see and to which he has line of effect. If the target fails a DC 16 Will
saving throw, the pearl seems to impact and then enter the flesh of the target. The target is affected as if by
personality parasite for 5 rounds. The use destroys the item.
Psionatrix: Each of these multifaceted crystals is worn as an amulet. Unless noted otherwise, a
psionatrix adds a +1 enhancement bonus to the save DC when the wearer uses powers of the discipline to which the
psionatrix is keyed.
Restraint Type
|
Allowed Power Points/Round
|
Market Price
|
Lesser |
5
|
1,000 gp |
Average |
3
|
6,000 gp |
Greater |
1
|
12,000 gp |
Damping |
0
|
24,000 gp |
Psychoactive Skins: Psychoactive skins (also sometimes called ectoshells) are fistsized globs of psionically charged ectoplasm. As a
standard action, a
psychoactive skin spreads over and covers a Medium or smaller creature that projects the proper
command thought; the same
command thought causes the skin to shrink back down to its former size. Each of the various
psychoactive skins is charged with one of a wide array of powers that constantly affect the wearer.
A deployed skin completely covers the wearer and all his equipment like a second skin, allowing the wearer to see, hear, and breathe normally. It rolls away from various parts of the body as needed, such as when the wearer needs to eat or access a backpack. Held items or items specifically excluded are not covered by a
psychoactive skin.
Up to three skins can be worn simultaneously, although only the outermost is active in any given round (the powers of hidden skins cannot be manifested). Skin layers can be changed with a
command thought as a
standard action, which causes a lower-layer skin to come to the surface.
Skin of the Chameleon: This
psychoactive skin adjusts to surrounding textures and colors, continually granting the wearer a +10 enhancement bonus on
Hide checks.
Skin of the Defender: This
psychoactive skin continually grants the wearer a +4 bonus to natural armor.
Skin of Fiery Response: This
psychoactive skin answers the first attack made against the wearer in each round with an automatically manifested and targeted "ectoburst" against the attacker. The
burst ejects from the skin on the wearer's turn, making a
ranged touch attack as described in the
energy retort power, but the energy type chosen is always fire. If the attack hits, the target takes 2d6 points of fire
damage as the ectoburst flames up and is consumed. This attack does not in any way hinder the wearer, count against her total actions for the round, or provoke
attacks of opportunity.
Skin of Proteus: This
psychoactive skin continually affects the wearer as the
metamorphosis power. While in a form other than his natural form, the wearer does not appear to be wearing the skin.
Skin of the Troll: This
psychoactive skin continually allows a living wearer to
heal more quickly. The wearer heals 5 points of
damage per minute. Except for the slower rate of
healing, this skin affects its wearer as if the wearer were under the effect of a continual
true metabolism power.
Ring of Self-Sufficiency: This crystalline
ring continually grants the wearer a +10 competence bonus on
Autohypnosis checks.
Shards: These universal items are tiny fragments of cast-off crystal imprinted with minuscule bits of
psionic power. Using a
shard requires grasping it and projecting a
command thought as a
standard action (most
shards telepathically whisper their
command word into the minds of living creatures who handle them). A
shard grants a temporary competence bonus on one specific skill, ranging from +1 to +10. The granted bonus lasts until the skill is used or 10 rounds pass, whichever comes first. Once its effect is activated, a
shard disintegrates immediately, whether or not the bonus granted by the
shard is eventually used.
Moderate
psychometabolism; ML 7th;
Craft Universal Item, creator must have ranks in the specified skill at least equal to the imprinted bonus; Price 10 gp (+1), 40 gp (+2), 90 gp (+3), 160 gp (+4), 250 gp (+5), 360 gp (+6), 490 gp (+7), 640 gp (+8), 810 gp (+9), or 1,000 gp (+10).
Third Eyes: These objects appear as small crystals, always with at least one wide, flat facet, and contain a variety of powers. When the owner uses the proper
command thought, the crystal adheres to the center of his forehead (the same
command thought causes the
third eye to disengage). Only one
third eye can be worn at a time.
A
third eye is treated as eyewear or goggles for the purpose of determining which items can be worn on the body.
Aware: This kind of
third eye continually grants the wearer a +10 competence bonus on
Spot checks.
Conceal: While worn, a
third eye conceal protects the wearer from view by all devices, powers, and spells that detect, inf luence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by
clairsentience powers or effects (except for
metafaculty); this item affects the wearer as if he enjoyed the benefit of the
psionic mind blank power.
Concentrate: This kind of
third eye continually grants the wearer a +10 competence bonus on
Concentration checks.
Dominate: The wearer of a
third eye dominate can attempt to dominate a subject as with the power
psionic dominate, augmented to target any creature type it can affect, once per day (save DC 18).
Expose: The wearer of this kind of
third eye always knows when someone lies directly to him.
Powerthieve: While worn, a
third eye powerthieve allows the wearer to borrow one power from a
psionic target within 40 feet once per day. If the target fails a DC 16 Will save, it instantly loses one power of the wearer's choice, and the wearer instantly gains temporary
knowledge of this power.
The wearer can manifest the borrowed power normally if she has sufficient
power points to pay for its cost. The wearer retains
knowledge of the power for up to 70 minutes, at which time she loses
knowledge of the power and the former owner regains it, regardless of the distance between them. If the former owner is dead, the wearer still loses the borrowed power.
Repudiate: While worn, this powerful item allows the wearer to manifest
dispel psionics once per day with a +20 modifier on the dispel check (the wearer uses the +20 modifier in place of his
manifester level).
View: The wearer of this kind of
third eye can spin a quasireal version of himself and send it over virtually any distance or into other planes of existence, as if manifesting the
remote viewing power, once per day.
A torc is treated as an amulet for the purpose of determining which items can be worn on the body.
Torc of Leech Freedom: This item is a band inlaid with precious metal, worn around the neck or upper arm. The wearer of a
torc of leech freedom automatically resists up to two uses of
power leech against him per day.
A torc is treated as an amulet for the purpose of determining which items can be worn on the body.
Torc of Power Preservation: This item is a band inlaid with precious metal, worn around the neck or upper arm. The wearer of a
torc of power preservation manifests all powers by paying
power points equal to the standard cost minus 1 (minimum of 1).
A torc is treated as an amulet for the purpose of determining which items can be worn on the body.
Backfire: The imbedded
psionic effect of the
cursed item targets the user instead of its intended target.
Exhausting: A
cursed item of this sort resembles a normal
psionic item with a power that can be freely activated, but it instead drains the user of
power points whenever he activates its power.
Subversive: A
cursed item of this sort appears identical to a standard
psionic item. However, it holds an inner malice for the wearer, whose
saving throws take a constant -2 penalty. The owner isn't instantly aware of this penalty but may become aware after a while, when it becomes clear that he fails saves that others make with the same result on the
saving throw.
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