A creature with Mythic Craft Wondrous Item can ignore the skill prerequisites Activation: Spend hours working the forge’s controls with any Craft or Use Magic Device check (DC 30) A creature of the forge’s race gains a +5 insight bonus on these checks A creature with Mythic Craft Wondrous Item can expend up to mythic power for each mythic rank it possesses to automatically succeed at such check Once work begins, the forge continues operating until hours has passed or the current in-progress magic item is complete Checks not made while the forge continues to operate count as failures by or more (see below) Recharge: A creature can only endure the forge for day per 10 character levels or mythic rank (these not stack) A creature of the forge’s race can endure the forge for day per character levels or days per mythic rank After the forge is used to complete 80,000 gp worth of magic items, it falls dormant for year unless a creature expends one use of mythic power to restore its function A creature can only ever expend use of mythic power per mythic rank it possesses in this way Benefit: Each successful hour of crafting counts as day of progress on a magic item as if the crafter met all caster level, feat, and spell requirements to craft it Upon the item’s completion, it becomes a part of the creature within the forge (the crafter or another creature, willing or unwilling) This changes the creature’s type to outsider with the native and augmented subtype for its race It also means the item cannot be removed from the creature in any way short of a mage’s disjunction, miracle, or wish spell, all of which destroy the item in the process Mythic creatures can expend a use of mythic power to remove the item, turning it into a regular magic item On a failure, no progress is made, and on a failure by or more, the forge malfunctions and falls dormant for year Aura: Overwhelming transmutation Destruction: A forge that malfunctions times is destroyed, but can be repaired by spending its value in materials and casting miracle or wish to generate a mending effect times in succession Otherwise, destroying a forge of creation requires magic that would permanently damage the world itself and is typically unavailable even to mythic mortals Value: 80,000 gp Healing Oasis Description: A remote oasis in a vast and deadly desert Palm trees and small shrubs encircle a pool of cool, clear water Lore: Geography, local, or nature The oasis and its healing powers have been used for the benefit of desert traders, raiders, and tribes alike for centuries • (DC 10): The pool’s waters are drinkable, and the various fruits (mostly figs and some local berries) provided by the surrounding flora are safe to eat • (DC 20): Resting at the oasis allows a creature to heal even from wounds inflicted by life-draining undead • (DC 25): It is said that the oasis could even restore a creature to life, albeit at great cost Activation: Harvest and eat some of the plants, sleep in the oasis, or place a corpse in the pool Recharge: The plants produce up to 2d4 berries, herbs, or fruits per day, and the pool’s waters can heal up to creatures per day before it falls dormant for 24 hours Benefit: The harvested plants acts as goodberries (lasting days before spoiling) Resting at the oasis for at least hours allows a character to heal as though they had received a full day of long-term care (regaining hit points per level and healing points of ability damage to each ability score) Ability drain may be healed as though it were ability damage for this purpose If a corpse is placed in the pool, it is revived within minute, as if by raise dead Aura: Moderate conjuration (healing) Destruction: Returning a creature to life using the pool destroys the oasis permanently All remaining plants wither and the pool itself dries up Value: 7,250 gp Lingering Element Description: When a passage between the material and elemental planes is created (such as with a gate spell) and left open for too long, magic can flow in from those realities, transforming the surrounding area into their likeness Creatures passing through the area may take on aspects of those planes for a short time Individually, these areas are named for the planes from which they spawn, such as lingering fire or lingering earth Lore: Arcana, history, or planes Aspects of the native plane can be seen by all—lakes of fire, floating chunks of earth, freestanding pockets of water, or air currents strong enough to support structures • (DC 10): The area is not just an anomaly, but a lingering element With some further study, one may be able to tap into its potential to either draw away the tainted power or use it for a temporary boost • (DC 15): While within the lingering element, a creature may gain resistance to elemental damage of the appropriate type • (DC 20): Reveals the activation, recharge, and destruction of the lingering element Prerequisites: Character level 3rd, must not be immune to damage of the type associated with the lingering element Activation: Each round, a creature within the lingering element takes 3d6 damage of a type associated with the lingering element’s plane (cold for air, acid for earth, fire for fire, and electricity for water) After rounds, up to creatures gain the benefits of the lingering element Recharge: After creatures have gained the benefits of the lingering element, it falls dormant for year Benefit: The creature gains resistance to elemental damage of the appropriate type for year A creature that already has resistance is immune to this effect Aura: Moderate abjuration, strong evocation Destruction: Summoning a creature whose native plane opposes that of the lingering element while within it causes the element to fall dormant, as does opening a gate to such a plane If the creature or gate remain for at least rounds, the area is destroyed Alternatively, a creature that summons at least creatures or opens gates can spend rounds changing the plane to which the lingering element is tied Value: 1,200 gp (3rd) Lingering Power Description: The immediate area is saturated in magic left over after a battle between two powerful creatures, particularly those tied directly to a type of magic, such as chromatic and metallic dragons (arcane), angels and devils (divine), fey (nature), or aberrations (psychic) The presence of the magic is obvious to anybody who enters the area Afterimages are scorched onto the ground or nearby walls, or hanging in the air on a cloud of freezing or acidic fog 161