Fantasian Orbs, Epsilon (Minor)
Type
Application
Effect
Market Price
Chaos
Armor, Ring, Shield
Gain DR 3/lawful.
4,000 gp
Chaos
Wand*
Offensive spells deal +1d6 additional damage to lawful creatures.
4,000 gp
Chaos
Weapon*
Weapon becomes chaotic and deals +1d6 additional damage to lawful creatures.
4,000 gp
Chaos
Creature
Gain a +1 luck bonus to saving throws. Can use smite law 1/day.
4,000 gp
Earth
Armor, Ring, Shield
Gain Acid Resistance 5.
4,000 gp
Earth
Wand*
Deal +1d6 additional acid damage with offensive spells.
4,000 gp
Earth
Weapon*
Deal +1d6 additional acid damage on attacks.
4,000 gp
Earth
Creature
Gain a burrow speed equal to half your speed and gain tremorsense (5 ft.)
4,000 gp
Fire
Armor, Ring, Shield
Gain Fire Resistance 5.
4,000 gp
Fire
Wand*
Deal +1d6 additional fire damage with offensive spells.
4,000 gp
Fire
Weapon*
Deal +1d6 additional fire damage on attacks.
4,000 gp
Fire
Creature
Gain Fire Resistance 5.
4,000 gp
Holy
Armor, Ring, Shield
Gain DR 3/evil
4,000 gp
Holy
Wand*
Cure spells cure 1d6 additional damage. Offensive spells deal +1d6 additional
damage to evil creatures.
4,000 gp
Holy
Weapon*
Weapon becomes good and deals +1d6 additional damage to evil creatures.
4,000 gp
Holy
Creature
Gain a +1 sacred bonus to saving throws. Can use smite evil 1/day.
4,000 gp
Horror
Armor, Ring, Shield
Gain negative energy affinity and DR 3/bludgeoning and magic.
4,000 gp
Horror
Wand*
+1 caster level to spells with the death and fear descriptors.
4,000 gp
Horror
Weapon*
The weapon counts as spellstoring with fear stored inside. You can recharge the
spell as a full-round action up to 3 times per day. (Will DC 14)
4,000 gp
Horror
Creature
Uses Charisma in place of Constitution to calculate hit points, saves, and abilities.
4,000 gp
Ice
Armor, Ring, Shield
Gain Cold Resistance 5.
4,000 gp
Ice
Wand*
Deal +1d6 additional cold damage with offensive spells.
4,000 gp
Ice
Weapon*
Deal +1d6 additional cold damage on attacks.
4,000 gp
Ice
Creature
Gain a swim speed equal to half your base speed.
4,000 gp
Law
Armor, Ring, Shield
Gain DR 3/chaotic.
4,000 gp
Law
Wand*
Offensive spells deal +1d6 additional damage to chaotic creatures.
4,000 gp
Law
Weapon*
Weapon becomes lawful and deals +1d6 additional damage to chaotic creatures.
4,000 gp
Law
Creature
Gain a +1 luck bonus to saving throws. Can use smite chaos 1/day.
4,000 gp
Shadow
Armor, Ring, Shield
Gain a +4 competence bonus to Stealth checks made to hide.
4,000 gp
Shadow
Wand*
+1 caster level to spells with the darkness and shadow descriptors.
4,000 gp
Shadow
Weapon*
Deal +1d6 damage when dealing precision damage
4,000 gp
Shadow
Creature
Gain darkvision 60 feet or +60 feet to darkvision. Cast darkness 1/day.
4,000 gp
Sky
Armor, Ring, Shield
Gain Electricity Resistance 5.
4,000 gp
Sky
Wand*
Deal +1d6 additional electricity damage with offensive spells.
4,000 gp
Sky
Weapon*
Deal +1d6 additional electricity damage on attacks.
4,000 gp
Sky
Creature
Gain a fly speed equal to half your base speed with poor maneuverability.
4,000 gp
Unholy
Armor, Ring, Shield
Gain DR 3/good
4,000 gp
Unholy
Wand*
Inflict spells cure 1d6 additional damage. Offensive spells deal +1d6 additional
damage to good creatures.
4,000 gp
Unholy
Weapon*
Weapon becomes evil and deals +1d6 additional damage to good creatures.
4,000 gp
Unholy
Creature
Gain a +1 profane bonus to saving throws. Can use smite good 1/day.
4,000 gp
* Rods and Staves count as both wands and weapons (if the rod can be used as a weapon).
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