Fantasian Orbs, Beta (Medium) 150 Type Application Effect Market Price Chaos Armor, Ring, Shield Gain DR 12/lawful 64,000 gp Chaos Wand* Offensive spells deal +4d6 additional damage to lawful creatures 64,000 gp Chaos Weapon* Weapon becomes chaotic and deals +4d6 additional damage to lawful creatures 64,000 gp Chaos Creature Gain a +4 luck bonus to saving throws Can use smite law 2/day 64,000 gp Earth Armor, Ring, Shield Gain Acid Resistance 20 64,000 gp Earth Wand* Deal +4d6 additional acid damage with offensive spells 64,000 gp Earth Weapon* Deal +4d6 additional acid damage on attacks 64,000 gp Earth Creature Gain a burrow speed equal to your speed and gain tremorsense (15 ft.) In addtion, you ignore difficult terrain created by earth (jagged rocks, mud, etc ) 64,000 gp Fire Armor, Ring, Shield Gain Fire Resistance 20 64,000 gp Fire Wand* Deal +4d6 additional fire damage with offensive spells 64,000 gp Fire Weapon* Deal +4d6 additional fire damage on attacks 64,000 gp Fire Creature Gain Fire Resistance 20 64,000 gp Holy Armor, Ring, Shield Gain DR 12/evil 64,000 gp Holy Wand* Cure spells cure 2d6 additional damage Offensive spells deal +4d6 additional damage to evil creatures 64,000 gp Holy Weapon* Weapon becomes good and deals +4d6 additional damage to evil creatures 64,000 gp Holy Creature Gain a +4 sacred bonus to saving throws Can use smite evil 2/day 64,000 gp Horror Armor, Ring, Shield Gain negative energy affinity and DR 12/bludgeoning and magic 64,000 gp Horror Wand* +4 caster level to spells with the death and fear descriptors 64,000 gp Horror Weapon* As epsilon (Will DC 18) If the creature is immune to fear, or already shaken, frightened, or panicked, it is sickened instead Recharge as a standard action 64,000 gp Horror Creature Use Charisma in place of Constitution to calculate hit points, saves, and abilities You also gain a +6 profane bonus on Fortitude saves 64,000 gp Ice Armor, Ring, Shield Gain Cold Resistance 20 64,000 gp Ice Wand* Deal +4d6 additional cold damage with offensive spells 64,000 gp Ice Weapon* Deal +4d6 additional cold damage on attacks 64,000 gp Ice Creature Gain a swim speed equal to your base speed and a +5 bonus on Acrobatics checks to move across ice and other slippery surfaces You are not considered flat-footed while moving in this way 64,000 gp Law Armor, Ring, Shield Gain DR 12/chaotic 64,000 gp Law Wand* Offensive spells deal +4d6 additional damage to chaotic creatures 64,000 gp Law Weapon* Weapon becomes lawful and deals +4d6 additional damage to chaotic creatures 64,000 gp Law Creature Gain a +4 luck bonus to saving throws Can use smite chaos 2/day 64,000 gp Shadow Armor, Ring, Shield Gain a +4 competence bonus to Stealth checks made to hide 64,000 gp Shadow Wand* +4 caster level to spells with the darkness and shadow descriptors 64,000 gp Shadow Weapon* Deal +4d6 damage when dealing precision damage 64,000 gp Shadow Creature Gain darkvision 120 feet or +120 feet to darkvision Cast deeper darkness 2/day 64,000 gp Sky Armor, Ring, Shield Gain Electricity Resistance 20 64,000 gp Sky Wand* Deal +4d6 additional electricity damage with offensive spells 64,000 gp Sky Weapon* Deal +4d6 additional electricity damage on attacks 64,000 gp Sky Creature Gain a fly speed equal to your base speed with good maneuverability and Hover as a bonus feat 64,000 gp Unholy Armor, Ring, Shield Gain DR 12/good 64,000 gp Unholy Wand* Inflict spells cure 2d6 additional damage Offensive spells deal +4d6 additional damage to good creatures 64,000 gp Unholy Weapon* Weapon becomes evil and deals +4d6 additional damage to good creatures 64,000 gp Unholy Creature Gain a +4 profane bonus to saving throws Can use smite good 2/day 64,000 gp * Rods and Staves count as both wands and weapons (if the rod can be used as a weapon)