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These items allow you to expend your free 0-level manifestations to activate the item. You must be psionic to use these items, though you do not need to meet the key ability requirements for manifesting the power, and you do not need to have the power on your class power list to activate the item. Single-use items (the glob, potions, and oils) can be used only once and are destroyed on use. Activating these items costs one free 0-level manifestation. These items may be activated once per round, though some have durations long enough that they don't need to be activated every round. The exception to this is the Circlet of Intuition, which may be activated once per day.
Random Generation: To generate a talent item randomly, roll on Table 1-1: Talent Items.
Table 1-1: Talent Items
Belt of Floating: When activated, this leather belt, which is adorned with a polished brass buckle, grants the effects of the float power on its wearer for 1 hour.
Bio-Boost Bracers: These fine brass bracers, once activated, glow with an eerie green glow and grant the wearer the effects of the bio-booster power for 1 hour. The bracers must be worn to gain the benefits.
Boots of Burst: When activated, these boots grant the wearer the effects of the burst power for 1 round. These boots are made from fine leather and adorned with brass rivets.
Boots of Volitation: When activated, these fine black leather boots grant the wearer the effects of the volitation power for 1 hour.
Bracelet of Bolts: When activated, this polished brass bracelet causes an arrow, bolt, or sling stone to appear in your hand as the bolt power. The bracelet keeps the object for 1 hour or until used. This bracelet is special in that can be combined with the bracelet of thrust and become one bracelet. The combined bracelet can be activated as a single item. The effect is as the bracelet of bolts, though all ammunition created also has the effects of the thrust power applied to it.
Bracelet of Thrust: This polished brass bracelet, once activated, grants the effects of the thrust power. This bracelet is special in that can be combined with the bracelet of bolts and become one bracelet. The combined bracelet can be activated as a single item. The effect is as the bracelet of bolts, however all ammunition created also has the effects of the thrust power applied to it.
Buckle of Verve: This brass buckle can be used on any nonmagical or nonpsionic belt, boot, sash, strap, and so on, that normally uses a buckle. When activated, it grants the wearer the effects of the verve power for 1 minute.
Cap of Befuddlement: When activated, this black leather cap, which is adorned with brass rivets along its rim, grants you the ability to befuddle an opponent as though you manifested the befuddle power.
Circlet of Awareness: This polished brass headband, once activated, glows with an eerie green light. The wearer is granted the effects of the awareness power for 1 hour. The circlet must be worn to gain the benefits.
Circlet of Intuition: This polished brass headband, once activated, grants its wearer the effects of the intuition power once per day.
Coin of Decision: Once activated, this brass coin can be flipped and grants the effects of the inkling power to the user. This item must be activated each time you wish to use it. Using this coin counts toward your daily limit of uses of the inkling power.
Eyes of Elfsight: Once activated, these brass-rimmed red crystal lenses grant the wearer the effects of the elfsight power for up to 1 hour.
Eyes of Light: These brass-rimmed clear crystal lenses, once activated, grant the wearer the effects of the my light power for up to 1 hour.
Fur-Covered Slippers: These leather slippers, covered in fine catlike fur, grant the wearer the effects of the catfall power for 1 hour when activated.
Gem of Detection: This small ruby gemstone, once activated, will glow in the presence of psionics (60-foot radius) and grants the effects of the detect psionics power to anyone holding the gem.
Glob of Ectoplasm: This small glob of sticky, silver ectoplasm, once activated, repairs an object as the ectoplasmic repair power. This item can be used only once.
Gloves of Force: Once activated, these fine silvery silken gloves grant the wearer the effects of the force power. Activating the item is a standard action, but gaining the benefits of the power is a free action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.
Gloves of Kinetic Manipulation: These fine leather gloves, adorned with several brass rivets, can be activated in one of two ways. They can either grant the wearer the effects of the far hand power provided the wearer maintains concentration as normal, or they can manifest the far punch power.
Hourglass of Time: This small brass and crystal hourglass is nonfunctional as a timepiece, but when activated, it grants the benefits of the chrono sense power to anyone holding the hourglass.
Key of Opening/Closing: This brass key, once activated, grants the holder the effects of the open/close power.
Memory Cube: This small, 1-inch wide brass cube, once activated, grants the effects of the memory recall power.
Oil of Binding/Loosening: This silvery oil, once activated (upon application), causes two objects to either slide more easily against each other or bind against each other as the bind/loosen power; the effect is chosen when the oil is activated. This item can be used only once.
Potion of Altered Senses: Once activated, this potion can be poured onto any food or drink and it alters the taste and smell of the food for anyone who eats it as though they were affected by the alter smell/taste power. The choice of how food is affected, positively or negatively, is determined when the potion is brewed. The potion's effect lasts for 3 hours once activated. This item can be used only once.
Psychoactive Skin of Lesser Natural Armor: This psychoactive skin, once activated, grants the wearer the effects of the lesser natural armor power for 1 hour.
Ring of Minor Psionic Energy: Once activated, this fine brass ring, adorned with five colored crystal stones (green, blue, yellow, purple, and red), manifests one of the following powers (acid splash, chilling mist, deafening burst, electric jolt, or finger of fire) that the wearer can target as normal.
Ring of Webbing: This polished brass ring sparkles with 8 aquamarine gemstones. Once activated, the ring grants the wearer the effects of the webbing power for up to 1 hour.
Shadow Puppet: Once activated, this small hand puppet made from black cloth and adorned with a head made of brass grants the wearer the ability to manipulate a shadow as the control shadow power for 1 minute.
Sphere of Direction: This item appears as a small brass arrow suspended inside a polished crystal sphere (1 inch across). Once activated the sphere can be held and grants anyone holding it the effects of the know direction power.
Sphere of Hovering: About an inch in diameter, this polished brass sphere, once activated, acts as an ioun stone and orbits your head. As long as the brass sphere remains in orbit, a hover field is created, as the power, for up to 10 hours.
Spider Stone: This polished crystal sphere, once activated, is bathed in a thin layer of ectoplasm that changes shape to that of an astral spider. It acts as an astral spider for up to 10 minutes.
Square of Healing: This 4-inch-square piece of red silk cloth, once activated, can be placed on a wounded creature, healing a single point of damage as the minor body adjustment power.
Talon Rings: These eight finely crafted brass rings, once activated, grant the wearer the effects of the talon power for up to 10 minutes. Four rings must be worn on each hand, and they count as a single magic ring for purposes of determining how many magic rings can be worn.
Telempathic Ring: Once activated, the crystal stone in this polished brass ring changes to a random color. Any creature you touch has its mood altered for 1 minute as though affected by the telempathic projection power. You choose how creatures are affected just before they make their Will save.
Third Eye of Dazing: This emerald third eye, when activated, grants the wearer the ability to affect one target as though the daze power were manifested on them.
Third Eye of Sending: This sapphire third eye, when activated, grants the wearer the ability to send a single telepathic message in a manner similar to the missive power.
Third Eye of Third Eye: The clear crystal third eye, once activated, disappears as though absorbed by the skin and is replaced with a functioning eye. The wearer gains the effects of the third eye power for a period of 1 hour. This third eye does not affect the functioning of a standard third eye item and instead uses the magic item slot reserved for headbands and helmets.
Torc of Alteration: Once activated, this polished brass necklace grants the wearer the effects of both the facial alteration and dermal alteration powers for 1 hour.
Torch of My Light: When activated,this hollow brass rod produces a white flame at one end of the rod. The flame burns like a standard torch. The flame lasts up to 3 hours and can be extinguished as a normal flame.
Trinket Tool: This item appears a small brass sphere; however, when activated, it changes shape as though the trinket power were manifested. It can take the form of any tool or implement that the psion has knowledge of, up to 10 cubic inches in size. It will keep its form for 1 hour before returning to that of a sphere.
Whistle of Distraction: Once activated, this small brass whistle can be blown to produce the effects of the distract power on all living creatures within 25 feet. The effect wears off after 1 round unless you blow the whistle again. Blowing the whistle creates no discernable sound. Activating the items is a standard action, but blowing the whistle is a free action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.
Xenostone: This small crystal pyramid (1 inch in diameter), once activated, can be placed on a target to determine their health as if the xenoscope power had been used on the target.
Game Resources: To use the material in this article to its fullest, check out the Psionics Handbook. Of course, you'll also want to keep the Player's Handbook, Dungeon Master's Guide, and the Monster Manualhandy!
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