The following is an incomplete list of items that originated on the world of Mori.
(Submitted by Anuluen)
This amulet is made of jagged, seemingly grown crystal with a relief of a crysmal in the center. If worn within 30 feet of an active or manifested psionic power, or a creature capable of manifesting psionic powers, the amulet alerts its wearer with continuous gentle vibration. The amulet grants its wearer a +4 competence bonus to Appraise and Spot checks, and allows the wearer to dimension door once per day. With the crysmal relief intact, the wearer may spend ten minutes attuning herself to the amulet to activate its astral seed power. If she later perishes while wearing the amulet, the crysmal relief separates from the amulet and serves as the astral seed's storage crystal, allowing her to create a new body as normal. The crysmal relief may never be replaced once used, but the amulet's other powers continue to function.
Strong Metacreativity; ML 15th; Craft Universal Item, detect psionics, psionic dimension door, astral seed, creator must have 4 ranks in both Appraise and Spot; Price 61,200 gp.
These ornate wristbands grant the wearer proficiency in any one weapon. Each morning, the wearer must spend one minute attuning the bracers of proficiency to the weapon he desire to be proficient in that day; the proficiency granted cannot thereafter be changed for 24 hours. The benefits of bracers of proficiency do not stack with items or effects that grant proficiencies, or bonuses dependent upon proficiency.
Faint transmutation; CL 4th; Craft Wondrous Item, Craft Magic Arms and Armor; Price 2,000 gp; Weight 1 lb.
A font of magic most often takes the form of a ring or amulet. It contains a powerful magical conduit that increases the number of spells a prepared spellcaster can cast each day. Though it does not improve the number of spells such a spellcaster can prepare, each spell slot that a font of magic offers can be expended to cast a spell the wearer currently has prepared, instead of using the prepared spell. Fonts of magic are therefore highly prized for the versatility they offer to prepared spellcasters. Three varieties are commonly known: one that grants 20 1st-level spells, one that grants 5 2nd-level spells, and one that grants 1 3rd-level, 2 2nd-level, and 3 1st-level spells. Rumors of a fourth version that offers 1 4th-level spell and 1 2nd-level spell exist, but for the most part, efforts to produce higher-level varieties have been unsuccessful. Fonts of magic replenish while their wearers rest - if the wearer does not rest to regain spells, the font of magic will not regain its spent spell levels, either.
Because of the unusually complex process of manufacture, errors are often introduced into fonts of magic. Obvious errors are corrected, or destroyed, but 30% of fonts of magic have a flaw that only becomes apparent with use. When such a font is drained of more than half its spell levels, it has a 10% chance to become unresponsive in any given round. The wearer can make a Spellcraft check when casting (DC = 15 + spell level) to identify this problem immediately; if successful, any spell cast instead uses up the wearer's prepared slot for the spell. If it fails, the wearer continues to attempt to draw on the unresponsive font for the spell, causing the spell to fail. Because this error is relatively benign, even the flawed fonts of magic are considered highly desirable.
Moderate transmutation; CL 7th; Craft Wondrous Item, Extra Spell; Price 20,000 gp (all variants).
This red-gold horn summons a large number of humanoids to fight for the character who winds it. The horn can be blown just once every month. When the horn is blown, 1d100 commoners arrive. They attack anyone the user of the horn commands them to fight until they are all slain or until 1 hour has elapsed, whichever comes first. Each round that at least one commoner survives, 1d20 additional commoners arrive. The horns most typically summon human commoners, but varieties that summon dwarves and even orcs are not unheard of.
Moderate conjuration; CL 14th; Craft Wondrous Item, Summon Humanoid IV; Price 50,000 gp; Weight 2 lbs.
This circular gold medallion was originally the brainchild of a scholar named Altheil, who crafted one as a gift to his longtime companion in thanks for her saving his life. When a character with the rage class feature dons the medallion, she instantly realizes its use. Three times per day, when the wearer of a mirrorrage medallion enters a rage, she appears to split into three different people, as per the spell mirror image. In actuality, only one of these is the actual wearer; the other two are figments. At the same time, the wearer gains the benefit of the shield spell, as though cast by a 3rd-level wizard. These effects may be dispelled or disrupted normally. If they are not, they continue until they would normally terminate. The wearer cannot choose to not activate the effect; if the medallion is worn when rage is entered, it will activate, unless it is out of daily uses.
Because of its exceptional utility and activation speed, the mirrorrage medallion proved to be a popular design, and it was widely copied by adventurers and artificers. As a result, several variants are available, including a higher-level variant with improved duration and a higher number of images, and one that casts additional spells over the course of two rounds. All require the expenditure of one daily rage to be activated.
Faint illusion; CL 3rd; Craft Wondrous Item, Mirror Image, Quicken Spell or Sudden Quicken, Shield; Price 6,300 gp.
(High-level variant: 9 images. Faint illusion; CL 12th; Craft Wondrous Item, Empower Spell, Maximize Spell or Sudden Maximize, Mirror Image, Quicken Spell or Sudden Quicken, Shield; Price 35,280 gp.)
(Additional spell variant: The round after activation only, the wearer gains the ability to sacrifice 10 hit points to add +5d6 damage to one attack. Faint illusion; CL 3rd; Craft Wondrous Item, Divine Sacrifice, Mirror Image, Quicken Spell or Sudden Quicken, Shield; Price 7,560 gp.)
This silver pendant necklace is covered with fiery red sigils and feels warm to the touch. The wearer benefits from a continual endure elements spell. Every 24 hours, the pendant extrudes a small red bead, which can be detached and thrown as though from a necklace of fireballs, exploding on contact as a 5d6 damage fireball. The necklace produces up to four attached beads, after which no more beads will be produced until some are detached. Detached beads that are not thrown explode in 1d4 rounds.
Faint evocation; CL 5th; Craft Wondrous Item, Endure Elements, Fireball; Price 33,000 gp.
Made for arcane spellcasters, this thick leather bracer has been inlaid with golden runes. The wearer of a shield bracer loses one 1st-level arcane spell slot, and benefits from a continual shield as cast by a 1st-level wizard. If the bracer is donned by someone without a spare 1st-level arcane slot, it does not function. The shield effect may be dispelled normally, but it reactivates again automatically on the wearer's turn.
Faint abjuration; CL 1st; Craft Wondrous Item, Craft Magic Arms and Armor, Shield; Price 5,600 gp.
This flexible metal coil looks rusted and bears an irregular edge. In addition to being a whip +1, three times per day, it can affect an object struck with the rusting grasp spell. It also completely protects the wielder and her gear from rust (magical or otherwise), including the attack of a rust monster.
Moderate transmutation; CL 9th; Craft Magic Arms and Armor, rusting grasp; Price 42,501 gp; Weight 2 lbs.
To all examination or divination, Argonne's Last Mistake appears to simply be a very strangely shaped +1 vicious silver shortsword. Wielding it in combat gives the wearer a sense of indescribable joy, leading them to seek out combat for no reason other than to experience this feeling. Each time the wielder is struck by an enemy, she gains a cumulative +1 morale bonus to attacks that lasts until the end of combat. Unfortunately, she gains a cumulative -1 penalty to Armor Class each time as well. In addition, Argonne's Last Mistake functions as a vicious weapon, dealing an extra 2d6 damage to opponents per hit, and 1d6 damage to the wielder. Unlike most vicious weapons, the damage dealt to the wielder is not readily apparent, and requires a heal check DC 20 to notice. The harmful side effects are never apparent to the one who wields the sword, and she will flatly refuse to believe they exist, even if presented with evidence.
Penalties and bonuses caused by Argonne's Last Mistake remain until the end of combat even if the wielder is disarmed, but disappear if the weapon is destroyed. Any damage dealt remains.
Moderate transmutation; CL 30th; Craft Magic Arms and Armor, enervation, modify memory, wish.
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