New Equipment and Magic Items
Item Description
Cost
Notes
Potion as potion of cure light wounds 50gp Sweet smelling, purple liquid
Hi-Potion as potion of cure moderate wounds 300gp Bitter, red liquid
X-Potion as potion of cure serious wounds 750gp Strong flavored, blue liquid
Ether able to recall one 0-level spell 500gp Sour, blue liquid
Hi-Ether able to recall one 0-1st level spell 750gp Sour, deep blue liquid
Elixir restores full hp, lesser restoration as the spell 7777gp Sweet tasting, clear liquid
Antidote as potion of neutralize poison 750gp Foul, black liquid
Eye Drops as potion of remove blindness 750gp Milky white ointment
Echo Screen as potion of remove deafness 750gp Sickly, grey ointment
Soft as the stone to flesh spell (petrified creatures only) 750gp Small, golden needle
Remedy as potions of neutralize poison/ remove disease/ and remove blindness 2100gp Tasteless, clear liquid

Phoenix Down: The feathers that remain after the death and rebirth of a phoenix have powerful healing properties. If placed upon an disabled (0 hp) or unconscious (-1 to -9hp) character, she will awaken and regain 1d8+1 hp. The feather disappears in a burst of non-harmful flame. Caster Level: 3rd; Prerequisites: Craft Wondrous Item, cure light wounds; Market Price: 500gp; Weight:--

Gysahl Greens:A small green plant, similar to the onion, is special due to the healing effect it has on chocobos. Chocobo’s love the taste of a gysahl, which taste like thistle petals, and it has been use as bait in capturing wild chocobos. Other types have been recorded but the gysahl is the most common. When a chocobo eats a gysahl green it gains 1d8 hp. Market Price: 100gp; Weight:--

Buster Blade: A buster blade is a massive sword, too large to use in one hand without special training; thus, it is an exotic weapon. A Medium size character can use a buster blade two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.

Cost Damage

Critical
Range
Increasment
Weight
Type
40 gp 1d10 18-20/x2 -- 12 lb. Slashing

Keyblade :An odd weapon indeed, the keyblade is a +1 short sword that is shaped like a ridiculously large key. The power within the sword is quite useful, allowing the wielder to use the knock or arcane lock spell three times a day and once per week the wielder can use the spell passwall. A keyblade comes with a kingdom keychain initially. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, Arcane Lock, Knock, Passwall; Market Price: 2,500gp; Cost to Create:1600 gp + 100 XP.; Weight:4 lb

Brotherhood : A sword made of pure water. The brotherhood has been handed down for generations as a family heirloom. This +1 longsword is formed from the waters of an ancient spring hundreds of years ago by a water weird as a gift to a human ranger who saved the pool from the forces of darkness seeking to destroy its crystal waters. In addition to its normal damage the brotherhood also deals a bonus of 1d4 points of water damage. If used against any aquatic type creature though the damage is halved. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, control water, create water; Market Price: 2,800gp; Cost to Create:1700 gp + 120 XP.; Weight:4 lb

Genji Armor : This ancient armor has been used through the generations by the greatest warriors of all time. Jet black, this armor looks well used but is as strong as the day it was first forged 1500 years ago. This +2 silent moves full plate grants its wearer the quick draw and the lightning reflexes feats. Due to the superior construction, this armor weighs half as much as armor of the same type. Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, haste, silence; Market Price: 6000gp; Cost to Create:3500 gp + 200 XP.

Moogle Suit: This +1 hide armor is made to resemble a large moogle, right down to the small red ball on the head. While wearing this suit, the user is able to speak and understand the moogles language and gains a +10 bonus to all diplomacy checks when dealing with moogles. Caster Level: 5th; Prerequisites:: Craft Magic Arms and Armor, Comprehend Languages; Market Price: 2500 gp; Cost to Create: 1600 gp +100 XP; Weight: --

Ribbon: This lovely silk ribbon inlaid with silver threading makes the wearer immune to disease, including supernatural diseases, and gains a +4 luck saving throw bonus against any type of poison. Caster Level: 10th; Prerequisites: Craft Wondrous Item, neutralize poison, remove disease; Market Price: 11,000gp; Weight:--

Fairy Earrings :Created by a mage in the Seelie Court for the fairy queen during the summer solstice celebration. A pair of silver earrings resembles a tiny set of wings but upon closer examination, hundreds of delicately carved images of fairies in various stages of celebration can be seen. The wearer of these earrings gains a +2 DC bonus to all saving throws against all spells with the air descriptor that she casts and gains +2 bonus to all saving throws against all spells with the air descriptor. Both must be worn for them to work.Caster Level: 14th; Prerequisites: Craft Wondrous Item, creator must be fey,creator must have the feat spell focus (air); Market Price: 12,000gp; Weight: --

Chocowhistle: This small silver whistle is often given to SOLDIER members who have chocobo mounts. Each whistle is keyed to a single chocobo, when blown the keyed chocobo, no matter where it is, can hear the sound and is drawn to the holder of the chocowhistle. The chocobo will take the fastest route but will avoid any obstacles such as fire and gorges. Caster Level: 3rd; Prerequisites: Craft Wondrous Item, sending; Market Price: 1,500gp; Weight: --

Chocobracelet: A simple silver bracelet that grants the wearer better control of his or her chocobo mount, giving a bonus of +10 to all ride (chocobo) checks. It also allows the wearer to heal his or her mount once per day as per the Heal Mount spell.Caster Level: 5th; Prerequisites: Craft Wondrous Item, creator must have at least 10 ranks in ride(chocobo), heal mount; Market Price: 2,500gp; Weight: --

Ring of the Chocobo: This golden ring is crafted with a feather pattern all around its edge. It grants it wearer with amazing fleetness of foot, enabling its user to run in great leaps and bounds. As a free action, the speed and maximum jumping distances both double for the user.Caster Level: 2nd; Prerequisites: Forge Ring, Expeditious Retreat; Market Price: 2200 gp; Weight: --

Safety Bit:The safety bit is a small semicircle tube of metal that fits along the top and bottom teeth. When placed in the mouth the user is unable to verbally communicate or use spells or items that have a verbal requirement, but protect the user from all forms of death spells, (disintegration, power word kill, ect.) but not from non magical death such as death from massive damage, a assassins death attack, or petrification. All saving throws against a death spell is automatically won. With a thought the tube bonds to the teeth keeping them together or releasing the bond.Caster Level: 12th; Prerequisites: Craft Wondrous Item, death ward, silence; Market Price: 15,500gp; Weight: --

Airship: The wonder of the sky, a sailing vessel that floats on air instead of water. Once a common sight, now they are the long forgotten legends of old, but every once and a while one is unearthed or the blueprints are discovered in ancient ruins. The magic of an airship is in the control rod, a bar of silver with a cylinder of gold slid over each end. The rod is linked to ten (or more depending on the size of the ship) levitation plates affixed to the underside of the ship, which are traditionally made from the shells of adamantoise. The plates allow the ship to rise into the air and prevent it from entering water as a normal ship would, and the broad beam allows it to land on large flat surfaces without listing. The ship’s horizontal movement is at the mercy of the wind, although its sails and supplemental magic from the plates allow it to turn with clumsy maneuverability. With some minor modifications, such adding propellers, an airship is able to travel without the need of wind. The vertical movement of the ship is controlled by the rod and allows it to rise or fall at a speed of 45 feet. An airship is in all other respects like a standard sailing ship with respect to crew and dimensions.Caster Level:15th; Prerequisites: Craft Wondrous Item, fly, levitate; Market Price: 700,000 gp; Cost to Create: 355,000 gp +27,600 XP; Weight: 20 tons

Ultimate Weapon:A weapon of mass power, this great blade was once wielded by the Ultima Weapon. It is said that who wields the weapon is granted powers beyond even that of the gods. The Ultimate Weapon is a +10 mortalbane* unerring accuracy greatsword. The blade is made of an unbreakable crystal that, when used in battle, seems to glow a light blue. Caster Level: 50th; Weight:23 lb

*Mortalbane:A mortalbane weapon excels at striking all types of creatures. Against any non-outsider, its effective enhancement bonus is +4 better than its normal bonus. Further, it deals +4d6 points of bonus damage against the foe, and if it scores a successful critical hit against the foe, that creature must make a Fortitude save (DC30) or be destroyed instantly and turned to dust. (This even affects creatures immune to critical hits or death magic). Against any outsider type creature, the damage is halved (rounded down).Caster Level: 50th; Prerequisites: Craft Magic Arms and Armor, summon monster ix; Market Price: +10 bonus.

Emblem of Omega:The emblem of omega is a disk the size of an open palm affixed to an adamantine chain. The disk itself is comprised of an unknown metal; so black that seems to absorb the light. Runes seem to move and form upon the surface, sometimes glowing with unholy light only to fade away like a forgotten memory. Etched upon the back of the emblem is the personal symbol of the fallen priest Omega. The wearer of this mighty artifact gains a strange black aura to those viewing under a true seeing spell. The wearer of the emblem is undetectable to all forms of scrying, and a immunity to detect thoughts, discern lies, and any attempt to discern alignment, even by the gods themselves. The black disk also imbues its wearer the following abilities; +5 armor bonus to AC, spell resistance 20, +1 resistance bonus to all saving throws, and the ability to overcome the spell resistance of others as the spell penetration feat.

Summoning Stones

Summoning Stones:Summoning stones appear to be orbs made of precious stones the size of a small child's fist. When the orb is held and the correct command word is spoken, it summons a being of immense power and skill. The creature obeys and servers its owner. As artifacts of great power, these stones seem near unbreakable. When a summoned beast is defeated it returns to where it came from and can not be summoned again for 1d6 days. All creatures can be summoned once every other day for a period of 15 rounds. After the summoned creature is defeated or returns after the time limit, the stone turns a dull gray with only a hint of the original colors until they are able to be summoned again.

Shiva: Shiva is a goddess of chilling beauty. Her power lies within the ice and snow of a distant land. When summoned she will aid her allies by casting great spells for she rarely battles in hand to hand combat. Shiva has all the statistics of an advanced ice mephit with the following exceptions; Shiva is able to cast all spells with the cold decripter as a 15th level spellcaster. Shiva's stone is a icy blue in hue.

Ifrit: A great demon of the flame, Ifrit resembles a great lupine creature with enormous ebony horns. He is able to call forth unholy flames that will scorch most anything, and if that fails Ifrit will shred his opponents with his mighty claws. Ifrit has all the statistics of a effrite except for the following; Ifrit losses the spell-like abilities wish, gaseous form, invisibility, permanent image, and polymorph self. Ifrit gains the spell-like abilities fireball, fire shield, fire storm, flame strike, and meteor swarm(large sphere only). Ifrit's stone is a deep burnt red.

Ramuh: A great wizard of ages past, Ramuh has the power to summon forth the powers of lightning. Using spells now lost to mortals, Ramuh has no equal in the arts. Ramuh is a 15th wizard who knows most of the elemental spells in the players handbook except that they all are electrical based, (as with the energy substitution feat), because of a wish Ramuh made long ago. Ramuh's stone is a golden amber.

Carbuncle: This small green furred animal has huge ears and a ruby set in its forehead. This shy fellow rarely has anything to do with combat but can be a valuable ally with his natural abilities. Carbuncle has the ability to cast a powerful spell called Ruby's Light. This spell is similar to spell reflection that lasts 1d6 rounds. Carbuncle is also able to use at will as a 15th level sorcerer; protection from elements, protection from arrows, and protection from evil/good/lawful/chaos. Carbuncle's stone is ruby red.

Odin: The greatest warrior to have ever walked the earth, none could best him with his blade Vengeance, a +5 bane(monstrous humanoids) ghost touch keen speed vaporial longsword, nor outmatch his mighty spear Gungnir, a +5 distance ghost touch keen returning shortspear. Appearing upon his eight legged warhorse Sleipnir, Odin slashes through the enemy ranks with devastating results. Odin is a 20th level fighter. Odin's stone is ebony black.

Bahamut: Lord of all dragons, Bahamut has no equal. Massive in size he moves with catlike grace, flying over his enemies, dazzling them with scales of platinum and releasing great gouts of devastation. Bahamut aids those who need it most, the defender of the defenceless. Bahamut has all the stats, (but not the abilities), of an great wyrm force dragon with the following exception; Bahamut's flying speed is 400 ft. (perfect), Bahamut is immune to sleep and paralysis, and all elemental damage. Bahamut's breath weapon is a non-elemental cone of force, 60 ft., damage 30d12, Ref half (DC 45). Bahamut's stone is a brilliant silver.

Phoenix: Phoenix appears in a brilliant eruption of flame, the phoenix resembles an immense bird of prey. It measures between 10 and 15 feet from beak to tail, but its wingspan can be as wide as 40 feet. By far the most striking feature, however, is its plumage. All of its feathers are engulfed in flame – a mix of dancing scarlet, crimson and orange. Phoenix has all the statistics of a phoenix except for the following; Phoenix is able to cast Raise dead as the spell as a 15th level cleric, this spell is cast automatically on one random ally upon summoning Phoenix and the range becomes long(400 ft. + 40 ft./level). Unlike all other summons, Phoenix only remains with the party for 1d6 rounds then upon its last round uses its immolation ability, allied creatures are immune, and dissapers but no new phoenix arrives. Phoenix's stone is a fiery mix of scarlet, crimson, and orange. Overwhelming conjuration; CL 25th; Weight: --