Mythic Marvelous Items
Source: Mythic Champions of the Spheres
Astral Tome
Aura strong Death; CL 15th
Slot none; Price 60,000 gp; Weight 8 lbs.
This thick, heavily-secured book has a dark cover with an image of a silver humanoid connected to something unseen by a silvery thread. The interior of the book contains detailed written descriptions of every place any user of the book has visited through its powers. Once per day, a creature can read from this book to let themselves and up to seven additional willing creatures travel through the Astral Plane and connected areas, as the effects of the Death sphere Astral Travel advanced talent.
Once per day, a mythic creature can expend one use of mythic power to transport themselves and up to seven other willing creatures to any destination described in the book, even if that destination is cut off from the Astral Plane; this planar movement always brings the user to the closest safe space to their intended destination. This movement cannot go through antimagic fields, wards against planar travel, or defenses created by deities.
Construction Requirements
Craft Wondrous Item, Mythic Crafter, Death sphere (Astral Projection (advanced), Astral Travel (advanced), Project Spirit (advanced)); Cost 30,000 gp
Battlefield
Aura moderate Creation and Enhancement; CL 6th
Slot none; Price 14,400 gp; Weight 4 lbs.
This medallion has dozens of unique weapons stamped around the outside. Once per day, as a standard action, a user can activate the battlefield to summon countless weapons within close range (25 feet + 5 feet per 2 caster levels). This functions as the first-level armory arena ability of the lingchi warriorUSoP archetype except as modified here.
If the user expends one use of mythic power when activating the battlefield, all of the weapons come with +2 enhancement bonuses. The weapons created by this item last for one minute per caster level, but may be dismissed by the user as a free action.
Flask Shard Effect: Increase the caster level to the next increment of 4, increase the enhancement bonus on the weapons when expending mythic power by +1, and increase the number of uses per day by 1. Flask Shard Limit: +3
Construction Requirements
Craft Marvelous Item, Mythic Crafter, Enhanced Creation (dual sphere), Creation sphere (Divided Creation, Larger Creation), Enhancement sphere; Cost 7,200 gp
Blooddrinker
Aura moderate Blood; CL 6th
Slot none; Price 14,400 gp; Weight 4 lbs.
This slender needle looks like a wand at first glance, but tapers to a much finer point. Once per day, a creature holding a blooddrinker may use it to drain the life of their enemies. This acts as the Blood sphere Drain Lifeblood advanced talent, and requires establishing and maintaining blood control on the targets (which is done through this item). A blooddrinker can target 1 creature, plus one additional creature per 2 caster levels, and all targets must be within close range (25 feet + 5 feet per 2 caster levels).
A mythic creature may expend one use of mythic power when activating a blooddrinker to use their own casting DC (if it is higher than this item’s DC) and add their tier to the item’s DC. Mythic creatures who activate a blooddrinker this way regain 5 hit points per point of Constitution bleed they inflict with this item.
Flask Shard Effect: Increase the caster level to the next increment of 4, and increase the number of uses per day by 1. Flask Shard Limit: +4
Construction Requirements
Craft Marvelous Item, Mythic Crafter, Blood sphere (Drain Lifeblood (advanced), Mass Control [mass]); Cost 7,200 gp
Chronosphere
Aura strong Time; CL 15th
Slot none; Price 36,000 gp; Weight 2 lbs.
Chronospheres are golden spheres etched with powerful runes. Once per day, a creature may activate a chronosphere to envelop themselves or a creature they touch in a bubble that freezes the passage of time. This functions as the Time sphere Temporal Stasis advanced talent. A chronosphere becomes the bubble of frozen time while functioning; when the stasis ends, either because it was dispelled or met the conditions to shut off on its own, it reverts back into item form. It returns to being an item even if enveloped in something like an antimagic field, though it could not be used again until brought out of such an area. Chronospheres must recharge for at least 24 hours between uses, regardless of how long they functioned.
Construction Requirements
Craft Marvelous Item, Mythic Crafter, Time sphere (Temporal Stasis (advanced)); Cost 18,000 gp
Cry Of Condemnation
Aura strong Death; CL 15th
Slot none; Price 30,000 gp; Weight 2 lbs.
Once per day, as a standard action, a creature can squeeze this dried husk of a plant and curse one enemy in range (as the Death sphere Curse (ghost strike) talent). If successful, this curse is always vulnerability to a type of energy damage.
While this normally has a DC 17 Will saving throw to negate, a mythic creature can expend one use of mythic power when activating the cry of condemnation to instead target up to seven creatures in close range (60 feet) and use their save DC for the Death sphere (if higher), adding their tier to the normal save DC.
Flask Shard Effect: Increase the number of uses per day by 1. Flask Shard Limit: +2
Construction Requirements
Craft Marvelous Item, Mythic Crafter, Death sphere (Curse, Greater Curse (advanced)); Cost 15,000 gp
Dark And Darker
Aura moderate Dark; CL 10th
Slot hands; Price 36,000 gp; Weight 3 lbs.
This pitch-black glove has even darker runes etched into the fabric, although the entire glove is so black to begin with that they are nearly impossible for creatures to make out. Once per day, by shouting this item’s name as a standard action, a creature wearing this item can transform into darkness (as the Dark sphere One With The Void advanced talent) for 1 minute per caster level. Creatures that attack you while you are in an area of darkness must roll twice and take the worse result. This effect can be ended as a swift action, as described in that talent.
A mythic creature can expend one use of mythic power while activating this item to also apply the effects of the Dark sphere Edge Of NightJHB talent to their shadowy form.
Flask Shard Effect: Increase the caster level to the next increment of 4, and increase the number of uses per day by 1. Flask Shard Limit: +2
Construction Requirements
Craft Marvelous Item, Mythic Crafter, Dark sphere (Edge Of Night (darkness), One With The Void (advanced), Step Through Darkness (meld)); Cost 18,000 gp
Forward Momentum
Aura weak War; CL 2nd
Slot feet; Price 1,600 gp; Weight 6 lbs.
This set of durable shoes is emblazoned with marks denoting the glories of combat. Once a day, as a standard action, a creature can activate these boots to create a momentum pool with the effects of the War sphere Aggressive Momentum (momentum) talent. This pool’s size is equal to the forward momentum’s caster level plus its effective casting ability modifier (which is 1/2 its caster level), starting with three points. This momentum pool lasts for one hour per caster level and can only be refilled by reusing this item; creatures cannot spend spell points to refill it.
A mythic creature may expend one use of mythic power when activating the forward momentum to increase the maximum size of this momentum pool by their tier.
Flask Shard Effect: Increase the item’s caster level to the next increment of 5 and increase the number of uses per day by 1. Additional uses while the momentum pool is in effect raise it to its normal cap; any extra points are lost. At +2, this momentum pool also offers the effects of the War sphere Cooperative Momentum (momentum) talent (from The Warden by Drop Dead Studios). At +3, this momentum pool also offers the effects of the Damaging Momentum (momentum) talent. At +4, this momentum pool also offers the effects of the Marauding Momentum (momentum) talent. Flask Shard Limit: +4
Construction Requirements
Craft Marvelous Item, Mythic Crafter, War sphere (Aggressive Momentum (momentum), Cooperative Momentum (momentum), Damaging Momentum (momentum), Marauding Momentum (momentum)); Cost 800 gp
Fusion Rings
Aura moderate Alteration; CL 8th
Slot ring; Price 25,600 gp; Weight 4 lbs.
These rings come in a variety of shapes and styles, but always come in pairs and must be worn by two different creatures. If the wearers of a pair of fusion rings are adjacent to each other and activate them at the same time (either with one creature using a readied action and the other creature using a standard action, or both creatures using readied actions together), they can fuse for eight minutes as the Alteration sphere Fusion advanced talent. Both creatures must be actively willing to use these items; if either creature is under the control of a mind-affecting talent or does not otherwise genuinely want to fuse with the other creature, the fusion rings automatically fail. If fusion rings are used by two mythic creatures, they may choose to average out their mythic power at the end of the fusion so that each of them end up with the same amount of power (if any power would be leftover, it is lost).
Construction Requirements
Craft Marvelous Item, Mythic Crafter, Alteration sphere (Fusion (advanced), Mass Alteration [mass]); Cost 12,800 gp
Gatestone
Aura overwhelming Warp; CL 21st
Slot none; Price 176,400 gp; Weight 3 lbs.
This carved crystal appears to have a circular hole in the middle that goes deeper than its size could possibly allow, regardless of which angle the viewer looks at it from. Once per day a creature can use a gatestone to create a portal (as the Warp sphere Portal advanced talent) leading to any destination not protected from planar travel. The user must have some idea of their destination, as described in the Warp sphere True Teleport advanced talent (and augmented by the Universal Teleport advanced talent for its accuracy), but this destination can otherwise be on any plane. The portal created remains for 21 hours unless dispelled or otherwise negated.
A mythic creature can expend one use of mythic power while activating a gatestone to restrict travel such that it can only move one direction. Anything that goes even partially through such a one-way portal is sucked entirely through; anything too large to fit through the portal does not cross through at all.
Construction Requirements
Craft Marvelous Item, Mythic Crafter, Warp sphere (Distant Teleport, Enduring Portal (advanced), Mass Teleport [mass], Planeshift (advanced), Portal (advanced), Teleport Beacon, True Teleport (advanced), Universal Teleport (advanced), Unwilling Teleport, Wormhole (space)); Cost 88,200 gp
Marks Of Command
Aura faint Mana; CL 15th
Slot hands; Price 75,000 gp; Weight -
These marks appear as three colored tattoos on the back of the user’s hand, often in a design unique to the bearer. As an action whose type is determined by the effect used, a creature with the marks of command can activate them to grant one of the following effects to an ally within close range (25 feet + 5 feet per two character levels):
- Increase their next attack roll by three times the user’s tier (standard action)
- Allow their next attack roll to ignore miss effects (such as miss chance or incorporeality), assuming they are otherwise capable of hitting the target (standard action)
- Restore half of the target’s hit points, up to their normal maximum hit points (standard action)
- Reduce the damage dealt from one attack or effect by 75% (immediate action)
- Increase a saving throw by twice the user’s tier (immediate action)
- Teleport the ally to any safe square adjacent to the user (standard action)
Any benefits not used within one minute are lost, and the benefits do not stack with those from other marks of command. One tattoo fades and loses its color each time this item is activated, and the marks of command can only be used as long as at least one tattoo is not faded. The tattoos regain their color at a rate of one per 24 hours. Marks of command cannot be used if a creature has another magical item equipped in their hands slot, and a creature cannot have multiple copies of this item, even if they attempt to tattoo it in a different slot.
Construction Requirements
Inscribe Magical Tattoo, Mythic Crafter, Life sphere, Mana sphere, Time sphere, Warp sphere; Cost 37,500 gp
Wiki Note: This is a magical tattoo, not a marvelous item, but it doesn’t need its own page just for that.
Modifying Grip
Aura strong Creation; CL 15th
Slot special, see text; Price 36,000 gp; Weight 1 lb.
This item can be attached to the grip of any weapon, such as the end of a spear or the inside of a gauntlet. Once per day, as a standard action, a creature can activate a modifying grip to envelop the weapon it’s attached to with adamantine, cold iron, or silver for 15 rounds. This functionally replaces the normal material the weapon is made out of.
A mythic creature may expend one use of mythic power when activating this item to instead envelop the weapon in planar energies matching their alignment (except neutral; see below), although this reduces the duration to 5 rounds. For example, if a chaotic good creature uses this effect, their weapon would be enveloped in the powers of chaos and good. This transforms all of the damage the weapon would deal into energy of that type (and this is applied after all other modifiers), or half of each type if the weapon has two types of damage. These planar energies deal 50% more damage to creatures of the opposite alignment, regular damage to creatures in-between, and 50% less damage to creatures with the same alignment. The user may replace any neutral component in their alignment with acid, cold, electricity, fire, or sonic damage. For example, a lawful neutral character could envelop their weapon in lawful and acid energies, doing half of each type. These changes never harm the weapon or the user.
A creature cannot use the foe-biting effect on any attack made with a modifying grip, nor any other effects similar to foe-biting.
Flask Shard Effect: Increase the number of uses per day by 1. Flask Shard Limit: +2
Construction Requirements
Craft Marvelous Item, Mythic Crafter, Creation sphere (Change Material (alter), Expanded Materials (material), Mythical Material Maker (advanced, material)); Cost 18,000 gp
Resurrection Sphere
Aura strong Life; CL 20th
Slot none; Price 720,000 gp; Weight 3 lbs.
Resurrection spheres are among the most-prized magical items in existence. Although not actually artifacts, the sheer time and cost of creating them keeps them out of the hands of all but the wealthiest and most well-connected individuals. By spending one minute to activate it, the holder of a resurrection sphere can use it to bring one creature within 75 feet back to life, as the effects of the Life sphere Resurrection and Supreme Resurrection advanced talents. This counts as using miracle or wish for the purpose of effects that require using those spells to revive a creature. By expending five uses of mythic power and one minute to activate the resurrection sphere, a mythic user can instead revive up to 20 creatures within 75 feet.
Construction Requirements
Craft Marvelous Item, Mythic Crafter, Life sphere (Break Enchantment, Greater Resurrection (advanced), Make Whole (advanced), Restore Senses (cure), Restore Spirit (cure), Resurrection (advanced), Resuscitate, Supreme Resurrection (advanced)); Cost 360,000 gp
Seed Of Life
Aura moderate Nature; CL 10th
Slot none; Price 28,000 gp; Weight 1/10 lb.
This tiny seed contains a truly enormous amount of natural energies. Once a day, as a standard action, a creature can place a seed of life within a sufficiently-large area of natural elements and create an elemental from it. This functions as the Nature sphere Zoetic Geomancy advanced talent. The seed of life is aware of the user’s intent and will always use the correct element it is in contact with. The seed is not consumed when creating an elemental and can be retrieved afterward. A mythic creature can expend one use of mythic power while activating this item to combine two elements when creating a geomancy- born elemental. Elementals created this way can change between being of either element as a swift action, which may change their statistics (except for their hit points, which should stay as whatever is determined by the form they started in).
Flask Shard Effect: Increase the number of uses per day by 1. Flask Shard Limit: +2
Construction Requirements
Craft Wondrous Item, Mythic Crafter, Nature sphere (Deep Nature, Zoetic Geomancy); Cost 14,000 gp
Wand Of False Reality
Aura moderate Illusion; CL 6th
Slot none; Price 14,400 gp; Weight 2 lbs.
This slender wand occasionally changes shape, appearing to be made of different materials, a different design, or even a different length from the last time somebody looked at it. Once per day, as a standard action, a creature can activate a wand of false reality to create a blur in reality that wards off attacks and effects by imposing a 50% miss chance on anything that passes through it. This functions as using the Illusion sphere Blur (glamer) talent to create a 5-foot cube of affected space within close range (25 feet + 5 feet per 2 caster levels), with the additional effect of the Spell Disruption advanced talent. The blur in reality lasts for 1 round per caster level.
A mythic creature can expend one use of mythic power when activating this item to affect one additional 5-foot cube of space per tier. All affected spaces must be connected and within close range, but can otherwise take any shape. When a creature expends mythic power this way, the maximum miss chance of this item increases to 75% (and improves as described in the Blur (glamer) talent).
Flask Shard Effect: Increase the caster level to the next increment of 5, and increase the uses per day by 1. A wand of false reality cannot create more than one blur in reality at a time, and using it while an existing effect exists will erase the previous one. Flask Shard Limit: +3
Construction Requirements
Craft Marvelous Item, Mythic Crafter, Illusion sphere (Blur (glamer), Manipulate Aura (sensory, magic), Spell Disruption (advanced)); Cost 7,200 gp
White Dwarf
Aura moderate Light; CL 10th
Slot none; Price 36,000 gp; Weight 4 lbs.
This hooded iron lantern seems drab and dull at first. However, once per day, a creature can activate the lantern as a standard action and create a tiny star within it. This sheds bright light in a radius of 55 feet that qualifies as daylight for all purposes, including damaging or destroying creatures harmed by daylight. In addition, it sheds regular bright light for another 55 feet (totaling 110 feet of bright light), and normal light for another 110 feet beyond that. The star remains for 10 minutes before snuffing itself out.
A mythic creature may expend one use of mythic power when activating a white dwarf to have it shed daylight in a two mile radius for one round, after which it sheds light as normal while activated. Any creature (except the user) looking towards a white dwarf when it is activated with mythic power must succeed at a Reflex save (DC 10 + 1/2 the user’s character level + the user’s highest mental ability modifier + the user’s tier) or be permanently blinded. This is a visual effect and does not work on any creature that cannot see. Any effect with the darkness descriptor (including all effects of the Dark sphere) in range of this enhanced light is automatically dispelled unless its caster level is higher than the user’s caster level plus their mythic tier. Darkness effects created by mythic creatures add their creator’s tier to their caster level to determine if they are dispelled by this effect.
In addition to its primary effects, a user may have a white dwarf shed normal light in a radius of 30 feet by speaking a command word; repeating the command word turns it off, but this light can otherwise last indefinitely.
Flask Shard Effect: Increase the number of uses per day by 1. Flask Shard Limit: +2
Construction Requirements
Craft Marvelous Item, Mythic Crafter, Light sphere (Intensity Control, Star Genesis (advanced)); Cost 18,000 gp
Archived: Original version (from before Ultimate Spheres of Power)