Fantasian Orbs, Alpha (Major) Type Application Effect Market Price Chaos Armor, Ring, Shield Gain DR 15/lawful 100,000 gp Chaos Wand* Offensive spells deal +5d6 additional damage to lawful creatures 100,000 gp Chaos Weapon* Weapon becomes chaotic and deals +5d6 additional damage to lawful creatures 100,000 gp Chaos Creature Gain a +5 luck bonus to saving throws Can use smite law 2/day 100,000 gp Earth Armor, Ring, Shield Gain Acid Resistance 25 100,000 gp Earth Wand* Deal +5d6 additional acid damage with offensive spells 100,000 gp Earth Weapon* Deal +5d6 additional acid damage on attacks 100,000 gp Earth Creature Gain a burrow speed equal to your speed and gain tremorsense (20 ft.) In addtion, you ignore difficult terrain created by earth (jagged rocks, mud, etc ) 100,000 gp Fire Armor, Ring, Shield Gain Fire Resistance 25 100,000 gp Fire Wand* Deal +5d6 additional fire damage with offensive spells 100,000 gp Fire Weapon* Deal +5d6 additional fire damage on attacks 100,000 gp Fire Creature Gain Fire Resistance 25 100,000 gp Holy Armor, Ring, Shield Gain DR 15/evil 100,000 gp Holy Wand* Cure spells cure 2d6 additional damage Offensive spells deal +5d6 additional damage to evil creatures 100,000 gp Holy Weapon* Weapon becomes good and deals +5d6 additional damage to evil creatures 100,000 gp Holy Creature Gain a +5 sacred bonus to saving throws Can use smite evil 2/day 100,000 gp Horror Armor, Ring, Shield Gain negative energy affinity and DR 15/bludgeoning and magic 100,000 gp Horror Wand* +5 caster level to spells with the death and fear descriptors 100,000 gp Horror Weapon* As epsilon (Will DC 20) If the creature is immune to fear, or already shaken, frightened, or panicked, it is sickened instead Recharge as a swift action 100,000 gp Horror Creature Use Charisma in place of Constitution to calculate hit points, saves, and abilities You also gain a +8 profane bonus on Fortitude saves 100,000 gp Ice Armor, Ring, Shield Gain Cold Resistance 25 100,000 gp Ice Wand* Deal +5d6 additional cold damage with offensive spells 100,000 gp Ice Weapon* Deal +5d6 additional cold damage on attacks 100,000 gp Ice Creature Gain a swim speed equal to your base speed and a +10 bonus on Acrobatics checks to move across ice and other slippery surfaces You are not considered flatfooted while moving in this way 100,000 gp Law Armor, Ring, Shield Gain DR 15/chaotic 100,000 gp Law Wand* Offensive spells deal +5d6 additional damage to chaotic creatures 100,000 gp Law Weapon* Weapon becomes lawful and deals +5d6 additional damage to chaotic creatures 100,000 gp Law Creature Gain a +5 luck bonus to saving throws Can use smite chaos 2/day 100,000 gp Shadow Armor, Ring, Shield Gain a +5 competence bonus to Stealth checks made to hide 100,000 gp Shadow Wand* +5 caster level to spells with the darkness and shadow descriptors 100,000 gp Shadow Weapon* Deal +5d6 damage when dealing precision damage 100,000 gp Shadow Creature You can see in normal or magical darkness and can cast deeper darkness 2/day 100,000 gp Sky Armor, Ring, Shield Gain Electricity Resistance 25 100,000 gp Sky Wand* Deal +5d6 additional electricity damage with offensive spells 100,000 gp Sky Weapon* Deal +5d6 additional electricity damage on attacks 100,000 gp Sky Creature Gain a fly speed equal to your base speed with perfect maneuverability and Hover as a bonus feat 100,000 gp Unholy Armor, Ring, Shield Gain DR 15/good 100,000 gp Unholy Wand* Inflict spells cure 2d6 additional damage Offensive spells deal +5d6 additional damage to good creatures 100,000 gp Unholy Weapon* Weapon becomes evil and deals +5d6 additional damage to good creatures 100,000 gp Unholy Creature Gain a +5 profane bonus to saving throws Can use smite good 2/day 100,000 gp * Rods and Staves count as both wands and weapons (if the rod can be used as a weapon) 151