Several new items and spells

originally posted by methvezem

Hope you can get something done with these rings of yours (The Ring of Wizardry I to IV were a long way out of my mind when a replied to your post ).
I’ve added wakefulness to the requirements of the de’utko armor. Thanks

Do you think that since DS is so interwined with psionics, it’d be ok to put universal (psionic) items into our creation list? The sycophant vestment is already present but as you remarked, many magic items would be considered illegal or heresy within the villages and the city-states, if not the wilderness. I was also thinking about the shipfloater dome which will be an universal item.

…and an item for the tempesting ceruleans:

[FONT=Papyrus]Fulgurite Pendant[/FONT]
Fulgurite Pendant: This pendant is made of multiple gold wires circling a two-inch long piece of blue-green with rust colored specks fulgurite: sand fused into glass by the power of a Tyr Storm’s lightnings. A cerulean can use the pendant as a focus which causes any spell he cast with the electricity descriptor to have the save DC against it increased by +1. It can also be used as a spell trigger item to cast shocking grasp three times per day, a shatter resembling a thunderclap once per day and chain lightning once per week.
Moderate evocation; CL 11th; Craft Wondrous Item, chain lightning, shatter, shocking grasp; Price 16,000 Cp.

Here a link to the image of the fulgurite pendant I described.

originally posted by Pennarin

The Bold proper names in the item descriptions mean that the characters in question appear in Faces of Athas (well, it will in the future :D).

Major Artifact Descriptions
These new major artifacts replace those found in Chapter 7 of the Dungeon Master’s Guide.

Animus Circlet
Animus Circlet: This minor artifact is an ivory and white onyx circlet worn around the neck, with a bronze clasp and hinge. Created by the sorceress Amiska half a King’s Age ago, the circlet was given as a gift to the Veiled Alliance of Tyr. The artifact vanished with its wearer a few years afterward in suspicious circumstances. The organization considers them lost.
The wearer was in fact intercepted by the Order, informed by the city’s local member on the nature of a strange new psionic creation in the hands of the Alliance. Comprised of psionic purists, the Order protects the dogmatic truth of learning and growing into one’s own psionic power with zeal, often hunting down psionic abominations and destroying or putting away psion or sorcerer’s foul inventions, which was the case for the Animus Circlet. The preserver’s body was disposed of and the circlet spirited away in the vaults of the Order, never to see the light of day.
For those who put on the circlet, all psionic classes become favored classes. Also, if for a reason or another the wearer has a penalty to XP while advancing in a psionic class, it sees its penalty erased as long as experience is gained while the circlet is in its possession. The penalty to XP is not lifted if advancing in a psionic prestige class.
Strong psychometabolism; ML 20th; Weight 1 lb.

Korgunard’s Annulus
This item is based off of descriptions found on pages 66-67 of Dragon Magazine #284.

Korgunard’s Annulus: Known simply as Korgunard’s Annulus, this device is a solid round bar of silver two feet in length whose extremities nearly join in a closed circle. On its surface are carved intricate flowing figures of mythical beings part human, part cloud. This is the only artifact that Korgunard ever crafted, using an ancient relic of the time of the Great Pantheon, a gift from Oronis. The object had been unearthed long ago from the elven ruins open which Oronis’ city was built. Since the death of Korgunard, the Annulus as been in the hands of a brown elf named Xaymon, a preserver apprentice of Korgunard, now on the run from Hamanu’s forces, hiding in the avangion’s secret retreat.
Wielding the Annulus by its middle reveals its properties to a user without the taint of defilement. At its most basic it is a spellbook of spells meant to rejuvenate nature and reinforce it. The spells are divine in nature, but count as arcane for the owner. The spells cannot be learned but can be prepared as with any arcane spell using the Annulus as a spellbook, by holding it and concentrating. It contains the following spells: create water, nurturing seeds, plant renewal, purify food and drink and rejuvenate.
Arguably its greatest power is insight. Someone who has owned the Annulus for a year starts to occasionally and inexplicably gain flashes of insight about past, present, and future events when dreaming (a character immune to sleep might gain the flashes if it concentrates in calm for an hour). This ability cannot be controlled and serves as a plot device.
Ultimately, the artifact is meant to facilitate the transition into an avangion. Oronis, unwilling to give a copy of the metamorphosis spell to any other student after the death of Nerad, was convinced by Korgunard to inscribe the spell into the item that would later become the Annulus. Any good-aligned owner of the Annulus, provided he meets the spell’s requirements, can at any time initiate the casting of the [insert name of the first avangion metamorphosis spell] spell, requiring the artifact as a spell focus. But the knowledge of the spell is not imparted on the owner, and as such can’t be learned or copied to another medium.
Overwhelming divination, transmutation and psychometabolism; CL 20th; ML 20th; Weight 10 lb.

Veiling Amulet
Veiling Amulet: This unique item is a piece of copper cut into the shape of Farcluun’s personal arcane mark and attached to a bandoleer. Farcluun created the Amulet as an attempt to hide himself from the eyes of the Sorcerer-Monarchs and the Order.
With a mental command it can shroud the wearer in a glamour that functions exactly like the permanent image spell; the nature of the glamour can be changed as a free action once per round. Spells and powers able to see through illusions, such as true seeing, do not reveal the glamour.
Furthermore the artifact hides the alignment and level of the wearer as per the power aura alteration; the apparent level of the wearer can be made higher by a number equal to one-half the wearer’s character level (rounded down) or lowered as many levels as desired. The auras of items, or of permanent powers or spells on the wearer’s person, Amulet included, can also be masked if so desired. Emanations such as abilities or spells that generate auras, like an arch defiler’s tainted aura, are blocked.
The subject is also under the protection of a mindblank effect.
Metafaculty can pierce the protective quality of the Amulet but only if the character attempting to obtain information from the wearer succeeds at a caster or manifester level check against a DC of 11 + the item’s caster or manifester level (as appropriate), or the wearer’s if its higher.
Overwhelming illusion and clairsentience; CL 20th; ML 20th.

originally posted by methvezem

Here’s a reviewed version of the ring of land’s desolation:

Torc of the Land’s Desolation
Torc of the Land’s Desolation:
This item is made of the intertwined supple branches, or hard and twisted brambles, from a plant that turned into an undead creature after having been almost destroyed thanks to the actions of a defiler. It is worned around the neck or upper arm.
Plant creatures caught within the defiling radius of the torc’s wearer suffer an additional 2 hp damage per spell level. This effect stacks with the Exterminating Raze feat.
Moderate necromancy; CL 9th; Craft Wondrous Item, blight; Price 2,000 Cp.

Thanks Pennarin

originally posted by methvezem

Her’s a first version of the shipfloater dome (tried not to complicate things too much while keeping the flavor) :

Obsidian Engine
Obsidian Engine:
The obsidian engine, also called the shipfloater dome, is the central part of a psionic-powered silt skimmer, keeping it from sinking into the dust. It’s a flawless, symetrical piece of obsidian, most of the time a half-sphere, located in the middle of the deck of the ship, from which a psionic web of thread-sized invisible conduits radiate to cover the entire hull.
For as long as a psionically focused creature touch the engine, it enable a skimmer with up to 5000 lbs of cargo (not including the weight of the engine) to stay afloat on silt and generate a movement rate of up to 60 feet per round. The engine absorb one power point from the user for 10 minutes of utilization. The last power point spent without renewal will cause the ship to slowly sink in the silt over next minute as more and more energy is dissipated within the psionic conduits. If the user stop touching the engine or lose its psionic focus, the ship stop moving and began to sink over the next minute. The user can also send mass missive at will with other users of obsidian engines present within a mile radius.
Strong psychokinesis; ML 15th; Craft Universal Item, mass missive, psionic telekinetic sphere; Price 175,000 Cp; Weight: 1,000 lbs.

(Freely inspired by the works of Denning and Stigliano)

originally posted by methvezem

The new version I came up with for the ring of sorcerous knowlege:

Circlet of Sorcerous Knowledge
Circlet of Sorcerous Knowledge:
This plain looking circlet is useful only to wizards, and often used as another method by royal agents to infiltrate the Veiled Alliance. The wearer gain the use of three additional levels worth of specific arcane spells per day. The energy utilized by these spell is gathered when the wizard stores the chosen spells in the circlet. Cantrips counts as one-half level for this purpose. Casting a stored spell is a move-equivalent action provoking an attack of opportunity.
Moderate transmutation; CL 7th; Craft Wondrous Item, mnemonic enhancer; Price 56,000 Cp.

originally posted by methvezem

Didn’t do my homework here, I hadn’t read about the myrmeleon PrC in the PrC document. Done so and the ring is really the same as the orb of power so I’ll go with your last idea for an item replacing it:

This new cursed item complement those found in Chapter 7 of the Dungeon Master’s Guide.
[b]Specific cursed item

Bracelet of Life
Bracelet of Life:[/b] This wide inix-leather bracelet has finger length splinters of agafari wood woven into it. It is used by druid to hinder unrepentant defiler from destroying nature. Since then, it has been donned willingly by royal agents to help infiltrate Veiled Alliance cells. A defiler casting a spell while wearing this bracelet is prevented from taking too much energy from the surrounding plant life. He does not defile while casting his spells but suffer from a –1 penalty to caster level. He cannot extend the casting time of her spells nor use any Raze feats. The bracelet can only be removed by a druid or by the wearer receiving a remove curse.
Moderate abjuration; CL 9th; Craft Wondrous Item, conversion; Price 4,000 Cp.

originally posted by methvezem

Hullan’s Tar Sphere
Hullan’s tar sphere:
This warm 4-inches glass sphere is filled with tar taken from the bubbling pits near Giustenal. When successfully thrown at an opponent as a ranged touch attack, the sphere breaks and boiling tar engulf the target, causing him 2d6 points of fire damage in the first round and 1d6 points of fire damage for the next 5 rounds. In addition, the target is considered under the effect of the slow spell for the same length of time.
Moderate transmutation; CL 6th; Craft Wondrous Item, fireball, slow; Price 1,575 Cp; Weight: 2 lb.

originally posted by methvezem

Here’s an universal item for (psionic) cat lovers:

Cloak of the Tagster
Cloak of the Tagster:
This short cloak is made from the spotted, yellowish-brown pelt of a tagster. It is often found in the possession of bards who uses its power to fulfil some darker contracts. It allows the wearer to land on its feet as per the catfall (20 ft) power at will and bestow a +10 competence bonus to Balance and Jump check. In addition, the cloak grant the ability to transform the wearer’s hands into claws of the beast once per day for up to five hours, each dealing 1d6 points of damage, and use cloud mind, once per day, on one creature for up to 5 minutes. These three powers can be used as swift action.
Faint telepathy; CL 5th; Craft Universal Item, catfall, claws of the beast, cloud mind; Price 78,000 Cp.

originally posted by methvezem

The following item is inspired by the branding devices that can be found in The Book of Eldritch Might, but is especially designed for use on Athas:

Brand of Psionic Suppression
Brand of Psionic Suppression:
This device burns into flesh magicals marks that prove detrimental to the branded creature. The brand must be heated in a very hot flame for five minutes before it can be used; it cools after only one minute and must be reheated. A brand is applied in the same manner as a coup de grace, so it is impossible to brand someone in normal combat without first subduing or incapacitating the opponent. The brand remains effective for 5d10 days, after which the mark vanishes.
The brand created looks like a brain wrapped in brambleweeds. Branded creatures can neither manifest powers nor use psi-like abilities. This brand can be used only once per day.
Strong Abjuration; ML 13th; Craft Wondrous Item, antimagic field, limited wish; Price 59,800 Cp; Weight: 2 lbs.

originally posted by Pennarin

Cloak of the Tagster: A psychoactive skin of the claw gives the use of claws of the beast at will. Its restrictive in that only a wearer with levels in psychic warrior can use it. It costs 16,000 gp.
A ring of self-sifficiency gives a continuous +10 bonus to a single skill. Price: 10,000 gp.
A ring of feater falling costs 2,200 gp.
For the use of cloud mind I have no idea though. Probably 12,000 gp if an item allowing that kind of use corresponds to “Use-activated” on Table 7-33.

So I would price a cloak to 16,000 + 2x10,000 + 2,200 + 12,000 = 50,200 Cp

Band of Familiar Protection
Band of Familiar Protection: This band offers a familiar continual magical protection in the form of an armor bonus of +1 to +10 to AC.
Faint abjuration; CL 3rd; Craft Wondrous Item, protect familiar†, caster must be of a level at least three times greater than the bonus of the band; Price 1,000 Cp (band +1); 4,000 Cp (band +2); 9,000 Cp (band +3); 16,000 Cp (band +4); 25,000 Cp (band +5); 36,000 Cp (band +6); 49,000 Cp (band +7); 64,000 Cp (band +8); 81,000 Cp (band +9); 100,000 Cp (band +10).
† This spell can be found in The Complete Book of Eldritch Might (Malhavoc Press).

Band of Friend Masking
Band of Friend Masking: This band renders a familiar who wears it invisible to sight as if you cast invisibility upon it. It must remain in physical contact with its master or it becomes visible. This effect cannot be shared.
Faint illusion; CL 3rd; Craft Wondrous Item, invisible familiar†; Price 6,000 Cp.
† This spell can be found in The Complete Book of Eldritch Might (Malhavoc Press).

Mask of Fell Defiling
Mask of Fell Defiling: This wooden mask is coated with ivory black and sculpted in the shape of a carbonized face.
Any creature caught within the defiling radius of a defiler wearing a mask of fell defiling must succeed at a DC 16 Will save or become frightened. On a successful save it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.
Moderate necromancy; CL 10th; Craft Wondrous Item, Heighten Spell, cause fear, must be a defiler; Price 10,000 Cp; Weight 3 lb.

Specific Cursed Item
This new cursed item supplements the cursed items found in Chapter 7 of the Dungeon Master’s Guide.

Bracelet of Corruption
Bracelet of Corruption: This snake-skin bracelet registers as a bracelet of protection (as a ring of protection) to detect spells unless a caster succeeds at a DC 16 Will save. It is used by royal defilers and templars to hinder the actions of the Veiled Alliance by tricking cell members into enforcing requital on their own.
A preserver casting a spell while wearing this bracelet is prevented from giving energy back to the surrounding plant life, and as a result cannot preserve and becomes automatically tainted. The bracelet can only be removed by a druid or after a remove curse spell has been applied.
Moderate necromancy; CL 7th; Craft Wondrous Item, bestow curse, Nystul’s magic aura, creator must be a defiler; Price 4,000 Cp.

originally posted by methvezem

To complement your familiar-related items:

Ring of Inanimate Friend
Ring of Inanimate Friend:
The wearer of this ring can transform instantaneously its familiar into a tiny sandstone statue by touching and willing it. This use-activated effect is similar to a statue spell and can be used up to three times per day, lasting for 1 hour per use, dismissible by touching again the familiar. During the time spent as a statue, the familiar loses the use of the improved invasion, speak with master and speak with animals of its type special abilities.
Strong transmutation; CL 13th; Forge Ring, statue; Price 36,400 Cp.

originally posted by methvezem

Dessicating Rod
Dessicating Rod:
This rod is crafted from the thigh-bone of a thrax, with a series of gaunt, dehydrated faces carved in a spiral around it. The dessicating rod is often used by silt and sun clerics to drain water from living creatures.
The rod acts as a +1 club that deals no hit point damage. Instead, the wielder deals 1d6+5 points of Constitution damage to any creature touched with the rod (by making a melee touch attack). Oozes, plants and creatures with the aquatic subtype are more susceptible to this attack and instead takes 1d8+5 points of Constitution damage. In either case, the defender negates the effect with a DC 22 Fortitude save.
Strong necromancy; CL 15h; Craft Magic Arms and Armors, Craft Rod, horrid wilting; Price 60,000 Cp.

Boots of Resonance
Boots of Resonance:
These short leather boots made from the cured hide of a sand worm allow the wearer to move without any chance of being detected by creatures using tremorsense. In addition, twice per day, the wearer can hit the ground with the sole of its boots and causes 4d4 points of non-lethal damage to all creature currently using tremorsense in a 30 feet radius.
Faint psychometabolism; ML 4th; Craft Universal Item, body equilibrium, stomp; Price 19,200 Cp.

originally posted by methvezem

I’d like to know when we make the distinction between a minor and a major artifacts since minor artifacts are not necessarly unique items, just that they cannot be made anymore, while major are unique items. If we follow these guidelines, every artifacts we created up to now are supposed to be major…

Minor Artifact Descriptions
This new minor artifact replace those found in Chapter 7 of the Dungeon Master’s Guide. It is a unique item.

The Hunger
The Hunger:
The artifact known as the Hunger is a 8-inches circular bronze plastron engraved at its center with the figure of a quartered and screaming man with small, smooth spheres of obsidian located at the ends of its hands and feet, and on its chest. Five equidistant slots surround the plastron, allowing leather straps to secure it to the chest of its possessor. It was used as armor by the defiler warlord Amen Thal the Devourer, general to the armies of the Champion Uyness of Waverly during the Cleansing Wars. Amen Thal’s addiction to life energy was legendary and said to know no bound.
This plastron surrounds any wearer with an invisible field of force granting a +9 armor bonus and enables him to determine the location and number of orcs and orc-blooded creatures in a 1 mile radius around it, requiring concentrating as a full-round action. Only if the wearer is a wizard does the plastron’s true power is revealed: the ability to gather even greater life energy from the soil and plants surrounding him, boosting his spells. In effect, when gathering energy the caster can no longer stop its flow, and as a result cannot preserve but gains great defiling power.
First the wearer’s defiling radius becomes 10 feet per spell slot level expended. Also, all plant life, including plant creatures, is utterly destroyed within the first half of the defiling radius; other creatures experience agonizing pain and suffer a -2 penalty to attack rolls, skill checks and saves, lasting one round. Plants and creatures in the second half of the defiling radius are subject to the normal effects of defiling.
The terrain where the energy is gathered is treated as two categories better when spells are cast while wearing the plastron; in abundant terrain, the bonuses to spell save DCs and caster level checks are increased by an additional +1.
Lastly, every applicable spell cast by the wearer of the Hunger is considered widened and maximized.
The simple act of putting on the Hunger renders a wizard tainted, and after casting a spell with the plastron in its possession the wizard becomes an instant defiler. In addition, once the plastron is used, the wizard becomes addicted to the rush of life energy and will not cast spells without wearing the plastron, unless succeeding at a DC 25 Will save each time he wants to gather energy. Only conversion, reality revision or wish can free a wizard from the hold of the plastron. In the case of a casting of conversion, the caster of the spell must pay four times the XP cost (2,000 XP).
Overwhelming necromancy; CL 20th; Weight 10 lbs

(Thanks Pennarin for the editing)

originally posted by Pennarin

I just saw that the artifact’s name should be the Hunger instead of the Hungry. Its written “The Hunger” in the title, but “the Hunger” in the text, so that a creaure possessing this artifact writes “ring of protection +1, Hunger, brooch…” on his sheet.

Brooch, Familiar’s
Brooch, Familiar’s: This brooch is usually made of everyday materials―such as ivory or bone―but metal examples exist. Its is carved or shaped in the form of one’s familiar, although a wizard with a different type of familiar than the one represented by the brooch can also benefit from it.
The familiar whose master boasts such an item is treated as having a master four levels higher. A familiar’s natural armor and Intelligence can increase in the epic range in this way but only familiar special abilities gained at less than 20th level are affected.
Moderate transmutation; CL 5th; Craft Wondrous Item, enhance familiar; Price 13,000 Cp.

originally posted by Pennarin

Another minor artifact. Its image can be found here.
The clouting, magebane and skillful magic weapon special abilities are from Complete Arcane.
Clouting: when hit, succeed at a Will save or be repelled 10 ft., or fall down if physically prevented
Magebane: bane weapon against arcane spellcasters
Skillful: proficiency with the weapon, BAB becomes 3/4 wielder’s level
Thundering: like a Flaming Burst weapon, but sonic-based

The Cleaver
The Cleaver: Said to have been owned by the defiler warlord Merovech during the Preserver Jihad, the sword known as the Cleaver was made specifically to crush the forces arrayed against Rajaat at the time. Not forged by Rajaat himself but rather by one of his defiler assistants, it is less powerful than its sister swords the Scorcher, the Scourge and the Silencer. Merovech survived until the Cleansing Wars, during which he served under the Slayer of Elves and is thought to have died in the siege of an elven magical fortress.
The Cleaver is made of a dark gray alloy stronger than enchanted metal, known as vorpal steel. The double-edged blade ends in the way of forked tongues, with a pointed ridge appearing on each side of the blade at equidistant points between tip and guard. The hue of the alloy becomes darker near the tip, an effect from its forging process. The handle is unusually long and clearly made to be handled by two hands, its guard forged in the form of an open mandible.
The Cleaver is a +6 clouting magebane skillful thundering bastard sword. The wielder gains the use of the Great Cleave feat, as well as spell resistance 21. The wielder can make a cleave attack whenever a creature is successfully driven back by the clouting effect (or falls down if such movement is impossible).
Faint necromancy, moderate abjuration and conjuration, overwhelming transmutation; ML 21st; Weight 6 lb.

originally posted by methvezem

Is the clouting effectof the Cleaver always in effect or only on a hit?

The rod of withering in the DMG is a +1 club that inflicts no damage

I think that some artifacts should give power but also some drawback to the user, a little like the artifacts from PAoA.

Blindfold of Perception
Blindfold of Perception:
When put over the eyes and the ears, this leather blindfold increase your perceptions. The wearer choose if he wishes to feel light or feel sound, changing from one mode to the next as a swift action. While feeling light, the wearer gain a +4 circumstance bonus to all Spot and Search checks and is immune to gaze attacks. While feeling sounds, he gain a +4 circumstance bonus on Listen checks. Spells and powers which affects the senses still work normally on the wearer. A blinded or deafened user can use the blindfold to temporarly regain its lost senses, without benefit of the bonuses.
Faint psychometabolism; ML 1st; Craft Universal Item, synesthete; Price: 2,000 Cp.

originally posted by methvezem

I’ve edited the Hunger. +9 armor bonus plus some free metamagic.
I wanted to create items using defiler’s ashes but since you already made one such item, I continued the series of blowpipes created by the defiler Denier. :wink: Please comment.

Tormentor’s Pipe
Tormentor’s Pipe: This small horn blowpipe is carved like a spiral of teeth, all pointing toward its mouth.
When defiler’s ash is inserted in the tube it becomes a powerful sorcerous poison. If blown on a living target it causes wracking pains and agony, resulting in a –4 penalty on attack rolls, skill checks and ability checks, for 1 hour. The target is entitled to a DC 17 Fortitude save to negate the effect. When attempting to blow the ash on a target, treat the blowpipe as a blowgun with half the range. Filling a blowpipe is a move action that provokes attacks of opportunity.
Moderate necromancy; CL 9th; Craft Wondrous Item, symbol of pain; Price 67,500 Cp; Weight 2 lb.

Languor Pipe
Languor Pipe: This small ceramic blowpipe is sculpted in the form of several worn visages, with the angled mouth of the last one serving as the blowpipe’s mouth.
When defiler’s ash is inserted in the tube it becomes a powerful sorcerous poison. If blown on a living target it causes extreme fatigue, making the target exhausted for 1 hour. When attempting to blow the ash on a target, treat the blowpipe as a blowgun with half the range. Filling a blowpipe is a move action that provokes attacks of opportunity.
Strong necromancy; CL 13th; Craft Wondrous Item, waves of exhaustion; Price 136,500 Cp; Weight 2 lb.

(edited name and text. Thanks penn)

originally posted by methvezem

If anyone as ideas or would like some items to appears, let us know :wink:

Bead of Agony
Bead of Agony:
The surface of this small, hard chitin-like sphere is graven with a pair of wings of a black-veined agony beetle, complete with dark, transverse lines. The user can throw it up to 60 feet with no range penalties. If both wings are pressed simultaneously (as a free action) just before the bead is hurled, it burst upon sharp impact, transforming into four agony beetles (see Terrors of the Dead Lands) that fly to attach themselves to the nearest living creatures other than the thrower. The beetles fight until slain or until no living creatures other than the thrower remain within 120 feet of the bead’s impact point. Producing the agony beetles by pressing the wings and throwing it destroys the bead.
Faint conjuration; CL 5th; Craft Wondrous Item, summon monster III; Price 4,500 Cp.

originally posted by methvezem

Here’s another item to give your familiar a longer lifespan:

Satchel of Safe Haven
Satchel of Safe Haven: This plain-looking satchel provides an access to the Gray that can be used as a refuge for a Tiny or smaller familiar. Once inside, the familiar can only be called back by its master, as a standard action, by inserting a hand into the satchel and willing it. The familiar can remain indefinitly in the satchel, which is being airproof, water and silt-tight while sealed. A familiar within the satchel is considered phased, so cannot attack, cast spells targetting, nor affect creatures on Athas Prime, but being still aware of its surrounding within 60 feet. As the magic of the satchel keep it near its entry point, the familiar cannot move farther within the Gray. The familiar is unaffected by force and abjuration effect affecting creatures in the Gray unless they affect the satchel itself. During the time spent in the satchel, a familiar confers no benefits to its master and loses its familiar special abilities
Faint conjuration; CL 3rd; Craft Wondrous Item, familiar pocket†; Price 12,000 Cp.
† This spell can be found in The Complete Arcane and Tome and Blood.

originally posted by methvezem

This is the first in a series of four instruments:

Mizmar of the Fire Drake
Mizmar of the Fire Drake:
This clarinet is made from two hollowed out stems of burnflowers lashed together. It is often found in the hands of elven performers who use it to enhance their daily celebrations, and also to make some mischiefs against those who have wronged them or their tribe. When played by a person who succeeds on a DC 15 Perform (wind instruments) check, the pipes create an eerie tune enabling him to control flames as per the psionic power. Also, as long as the the mizmar is played, the user can control the intensity and movement of a Tiny nonmagical fire source present within 200 feet. For every additional round of playing, and with a successful Perform check, the size of the fire can be decreased or increased by one step toward extinguishment up to being Large in size. When the music stops, the control stops and the fire returns to its original size.
Strong psychokinesis; ML 12th; Craft Universal item, control flames; Price 24,000 Cp; Weight: 3 lbs.

An image and the sounds of the mizmar can be found here