Akashic Treasures

Akashic treasures are magical adornments drawn from the annals of the akashic record that can be used to enhance or modify the abilities of the veil they adorn, or grant that veil new abilities. Veils can only be adorned with a single akashic treasure at a time. If an adorned veil is suppressed, the effects of any treasure adorning it is suppressed as well. Unless otherwise specified by the akashic treasure, you may only adorn it to a single one of your veils. The effects of akashic treasures are supernatural, unless specified otherwise by the treasure.

If an ability of an akashic treasure requires a saving throw, the DC of that saving throw is equal to 10 + the essence invested in the adorned veil + your veilweaving modifier. Akashic treasures can only adorn veils able to be shaped in at least one of the following slots: Hands, Feet, Head, Wrists, Shoulders, Headband, Neck, Belt, Chest, Body.

If an akashic treasure is adorned on a veil shared with another creature, that creature gains the benefits of the treasure instead of you, using your attributes when determining its effects. This applies for veils that are shaped on another creature as well, such as [title] veils. If one of your shaped veils is able to be shared with or shaped on multiple creatures, only a single creature gains the benefit of the treasure, chosen when you share or shape the veil.

If an adorned veil is unshaped and a new veil is shaped in its place the new veil is adorned with the akashic treasure in the first veil's place, unless specified otherwise by the ability used to reshape the veil (such as the transcendent’s twice-folded
veils class feature).

If you have the ability to grant creatures partial or total immunity to the effects of your veils, such as by the Selective Veils feat, those creatures also gain partial or total immunity to the effects of your treasures (as per the feature granting the immunity). If this immunity only applies to specific veils you have shaped, this benefit only extends to treasures adorning those veils.

### **Acidic Grooves**

When an adjacent creature hits you with a melee attack, when a creature maintains a grapple against you, or when you successfully grapple or maintain a grapple against another creature, that creature must succeed on a Fortitude save or take 1d4 acid damage, plus an additional 1d4 acid damage at 3rd level and every 2 levels thereafter. Each point of essence invested in the adorned veil increases the acid damage by +1. A given creature may only be affected by this treasure once per round.

### **Alchemical Channeling**

**Prerequisites:** Craft (alchemy) 1 rank

You may treat the adorned veil as if it were an alchemist’s lab for the purposes of crafting alchemical items. The adorned veil must remain shaped and unsuppressed for the duration of the crafting period to be used in this way. In addition to the normal +2 circumstance bonus to Craft (alchemy) checks granted by this alchemist’s lab, you gain a +1 insight bonus to Craft (alchemy) checks for each point of essence invested in the adorned veil.

### **Adamantium Ink**

When the adorned veil is invested with at least 1 point of essence, you gain DR 1/adamantine. This damage reduction stacks with other sources of damage reduction you possess, and is increased by an additional 1 per point of essence invested in the adorned veil beyond the first.

### **Ammunition Pouch**

This treasure produces an unlimited amount of mundane ammunition for manufactured projectile weapons. This treasure only produces the most basic forms of ammunition (arrows, bolts, black powder, firearm bullets, etc), and this ammunition fades away into nothingness after the attack that fires it resolves. If the ammunition otherwise leaves your person, or a weapon loaded with this ammunition leaves our person, the ammunition also fades away. Loading ammunition using this treasure requires the normal actions to do so, drawing ammunition from the treasure as part of loading the weapon.

### **Arcing Coils**

When a creature makes a melee attack against you, before they roll the attack you can discharge an arc of electricity at them as an attack of opportunity. The attacker must make a Reflex saving throw. If they fail, they take 1d4 points of electricity damage and suffer a -1 penalty to attack rolls until the end of the current turn. If they attacked you with a metal weapon, they receive a -2 penalty to this saving throw. The damage dealt by this ability increases by an additional 1d4 at 3rd level and every 2 levels thereafter. For every point of essence invested in the adorned veil, this ability deals an additional 1 point of electricity damage, and for every 2points of essence invested the penalty on attack rolls worsens by 1.

### **Blinkback Clips**

Your veil gains four clips which weapons can be attached to. Light weapons require one clip to attach them, one-handed weapons require two clips to attach them, and two-handed weapons require four clips to attach them. Attaching a weapon to or removing a weapon from these clips is a full-round action that provokes attacks of opportunity. You cannot attach weapons produced by a veil to these clips. You can draw a weapon attached to this treasure’s clips as a free action, even if it isn’t your turn. If an attached weapon leaves your person (such as by being thrown, being stolen, or you dropping it), you may teleport it back to its clip as a free action, even outside of your turn.

### **Blood Ruby**

As a standard action, you can make a melee touch attack that drains the life from a living creature. On a successful hit, that creature takes a number of points of damage equal to twice your veilweaving level, plus 2 per point of essence invested in the adorned veil. You gain a number of temporary hit points for 1 minute equal to the damage dealt. This ability has no effect on undead creatures and constructs.

### **Bloodsilk Wrappings**

This treasure must adorn a veil that produces a melee weapon. Once per round when you damage a creature with a weapon produced by the adorned veil, you can cause this treasure to cause the wound inflicted to be particularly severe, dealing additional bleed damage equal to twice the amount of essence invested in the adorned veil.

### **Boxer’s Wraps**

**Prerequisites:** Boxing sphere

This treasure must adorn a veil with a standard action ability that target’s a single creature. You may ready that ability in place of the readied melee attack using counter punch. That ability must target the creature that triggered the counter punch, and the ability does not provoke attacks of opportunity against the triggering creature if that attack would normally provoke attacks of opportunity (it still provokes against other creatures, if the ability normally provokes). If this ability deals damage, it gains a +2 competence bonus to its damage rolls per point of essence invested in the adorned veil.

You can apply (counter) talents to this ability as if it were the attack made as part of the counter punch. If the ability does not have an attack roll, it only counts as a successful counter punch for the purposes of these talents if the target fails their save against the ability. If the ability automatically affects the target, or if it has no attack roll or saving throw, it never counts as a successful counter punch for the purposes of (counter) talents.
If you do not have the Hair Trigger talent and this ability has a range longer than your natural reach, you treat its range as your natural reach. If you have the Hair Trigger talent, you may ready it using that talent. If that ability does not have a range increment and has a range longer than Close range, its range is instead treated as Close range for the purposes of this talent.

### **Bracing Bands**

You treat your Strength score as 6 higher when determining your carrying capacity, plus an additional 2 per point of essence invested in the adorned veil.

### **Bronze Reinforcement**

You may draw the adorned veil in to a free hand and wield its magic as a shield, granting you a shield bonus to AC equal to 1 plus the amount of essence invested in the adorned veil when wielding it in this way. Wielding the veil in this way does not affect its normal abilities, and it is treated as a light shield for the purposes of abilities that require a shield. Unlike a normal shield, you may don or doff this shield as part of reinvesting your essence. It returns to its normal form if it leaves your hand, you do not need to be proficient with shield to wield it, and it cannot be used to make shield bashes. If the adorned veil is already able to produce a shield, this treasure instead increases the shield bonus granted by that shield by 1, plus 1 per two points of essence invested in the adorned veil.

### **Burning Embers**

As a standard action, you can set ablaze a creature or unattended object within Close range (25feet + 5 feet per two levels) of you.

An affected creature must make a Reflex saving throw. The creature catches fire on a failed saving throw, taking 1d6 points of fire damage immediately. At the beginning of each of its turns while on fire, it must make a new Reflex saving throw. If it succeeds, the fire goes out. If it fails, it takes the above damage again. These flames deal an additional 1d6 points of damage at 3rd level, and every 2 levels there after, and are further increased by +1 per point of essence invested in the adorned veil. A character on fire may automatically extinguish the flames by jumping into enough water to douse themselves. If no body of water is at hand, rolling on the ground (by falling prone and rolling as a move action) or smothering the fire with cloaks or the like (a standard action, which can be done by another creature) permits the character another save with a +4 bonus. An affected unattended object receives no saving throw against the effect. The flames created by this treasure cannot spread to other creatures or objects, and do not damage creatures and objects besides the flaming target. The flames otherwise provide heat and light as per a normal fire of the burning creature or object’s size.

### **Cat’s Eye Talisman**

You gain darkvision out to a range of 30 feet. If you already have darkvision, the range of your existing darkvision instead increases by 30 feet. For every point of essence invested in the adorned veil, the range of your darkvision increases by 10 feet.

### **Copper Conduits**

As a standard action, you can fire a 30-foot line of electricity. Creatures in this area must succeed on a Reflex save or take 1d4 electricity damage, plus an additional 1d4 electricity damage at 3rd level and every 2 levels thereafter. Each point of essence invested in the adorned veil increases the electricity damage by +1 and allows you to increase the length of this line by up to 5 feet.

### **Corroded Finish**

As a standard action, you can spray a burst of acid at a creature or unattended object within Close range (25 feet + 5 feet per two levels) of you.

An affected creature must make a Fortitude saving throw. On a failed save, the target suffers 1d12 points of acid damage and has their damage reduction and hardness reduced by 1 point for a number of rounds equal to your veilweaving modifier (minimum 2 rounds). This damage increases by 1d12 at 3th level and every 2 levels thereafter, and is further increased by +1 per point of essence invested in the adorned veil. The penalty to damage reduction and hardness applied by this ability stacks with itself, and each new application renews the duration of all ongoing applications. Undead, and other creatures normally immune to Fortitude saving throws, can be affected by this ability. Unattended objects do not receive a saving throw against this effect, and objects with a hardness of 20 or higher (before being reduced by any other effects) do not have their hardness reduced by this ability.

### **Cracked Effigy**

When you adorn this treasure, choose a creature type, as per the ranger’s favored enemy class feature. You gain a +1 insight bonus to attack and weapon damage rolls against creatures of the chosen type per point of essence invested in the adorned veil. If you have the favored enemy class feature
(or another ability or effect that functions similarly), the effects of this treasure do not stack with that ability (even if the bonuses are of different types). You can adorn this treasure multiple times, selecting a different creature type with each adornment.

### **Crushed Pommel**

This treasure must adorn a veil that produces a melee weapon. When making a sunder attempt using weapons produced by the adorned veil you do not provoke attacks of opportunity, and your successful sunder attempts using those weapons deal 2 points of additional damage, +2 per point of essence invested in the adorned veil.

### **Diamond Frets**

When you adorn this treasure, choose a single type of hand-held instrument. Once per turn as a free action, you can cause the adorned veil to coalesce within a free hand in the form of the chosen instrument. If it leaves your hands the adorned veil returns to its normal form. You gain a +2 insight bonus to Perform checks made using the adorned veil when it is in its instrument form, increasing by +1 per point of essence invested in the adorned veil. The adorned veil maintains its normal abilities while it takes the form of an instrument. While holding the adorned veil in its instrument form, you can use ghost sound as an at-will spell-like ability with a caster level equal to your veilweaving level.

If the adorned veil has the ability to produce a weapon or shield, when you adorn this veil you can instead choose to have the weapon or shield produced by the adorned veil modify its shape to function as the chosen instrument, gaining the benefits for performing using it as above in addition to functioning as a weapon or shield. The instrument formed in this way still requires the normal number of hands to play it.

### **Eagle’s Feather**

This treasure must adorn a veil that produces a ranged weapon, or have an ability that is performed as a ranged attack. Whenever you make a ranged attack with the adorned veil or with a weapon produced by the adorned veil, you may have the attack originate from a space within 25 feet + 5 feet per point of essence invested in the adorned veil of you. You must be able to perceive the target from your current space when determining concealment or other vision-based penalties, but you use the originating space when determining cover and line of effect.

### **Elementium Etching**

When you adorn this treasure, select one of the following energy types: acid, cold, electricity, or fire. As a ranged weapon attack, you may fire a ray of the chosen element from a free hand as a ranged touch attack against a target within Close range (25-ft. plus 5 feet per two veil weaver levels). A struck target takes 1d8 points of damage of the chosen element, plus an additional 2 points of damage per point of essence invested into the adorned veil. This damage increases by 1d8 at 5th level and every 4 levels thereafter. You can adorn this treasure multiple times, selecting a different energy type with each adornment. This ranged attack is treated as a ray for the purposes of feats like Weapon Focus, and is treated as a weapon for the purposes of effects that boost weapon attack and damage rolls (any bonus physical damage granted by these abilities is dealt as the chosen elemental damage type). The ray is considered a one-handed weapon for the purposes of two-weapon fighting, but you may only wield it with one hand in any given round. If you adorn this treasure multiple times, you can wield this treasure in each hand for each time you have it adorned.

### **Elven Talisman**

This treasure must adorn a veil that produces a ranged weapon. As a standard action, you can make an attack using a ranged weapon produced by the adorned veil against all creatures in a line with a maximum length equal to 25 feet + 5 feet per point of essence invested in the adorned veil. Make a single attack roll, and compare it to the AC of each creature in the line. If this attack is a critical threat, make a confirmation roll against each creature individually. Each struck creature takes damage as if struck by the weapon. This attack provokes attacks of opportunity as normal for a ranged weapon attack, and only expends a single piece of mundane ammunition. If magical ammunition is used, only a single creature of your choice chosen before the attack rolls are made is affected by the additional effects provided by the magical ammunition.

### **Empty Vessel**

This treasure must adorn a veil that produces a weapon. As a standard action, you may make a single attack using a weapon produced by the adorned veil. On a hit, you deal additional damage equal to the amount of hit points you are missing, to a maximum of your veilweaving level + your veilweaving modifier + 2 for each point of essence invested in the adorned veil. This additional damage is not multiplied on a critical hit and ignores damage reduction, resistances, and hardness.

### **Ephemeral Silk**

The adorned veil is invisible, even when essence is invested into it. This doesn’t apply to the active effects of the adorned veil, weapons or natural weapons produced by a veil, or to any auras the adorned veil produces. Continuous effects of the veil are invisible, such as armor produced by the veil. You can choose to make the veil and its continuous effects visible or invisible once each turn as a free action. Weapons produced by a veil are not considered continuous effects, see Sidebar: 'What is an active effect, a continuous effect, or an aura?' below. When you use an active ability of an adorned veil while it is invisible, you can make a Bluff or Disguise check opposed by any observer’s Perception checks to conceal the effect from them. If the veil produces an obvious effect (such as a summoned creature or object) you suffer a -4 penalty to this check. If a creature fails this Perception check, they either do not notice the effect or do not realize you are the source of the effect (at your GM’s discretion). Creatures directly affected by a concealed effect who fail this Perception check know they have been affected by an effect, but do not know you are its source. You gain a +2 insight bonus to Bluff or Disguise checks made to conceal the effects of the invisible adorned veil, increasing by an additional 1 per point of essence invested in the adorned veil. If you conceal the effects of a veil that affects another creature while hidden using Stealth, you must make a Stealth check in addition to the Bluff or Disguise check to avoid revealing yourself. Observers apply their opposed Perception roll to both of these skill checks. If they don’t beat your Stealth check, using your veil’s effect while hidden does not reveal you.

### **Erudite’s Etchings**

When you adorn this treasure, select a single skill in which you have at least 1 rank. You gain a +2 circumstance bonus to that skill and you gain the skill unlock powers for that skill, gaining new abilities when you reach 5, 10, 15, and 20 ranks in the selected skill. You can adorn this treasure multiple times, selecting a different skill with each adornment.

### **Everyman’s Charm**

When you adorn this treasure, select a single skill. You treat that skill as a class skill, may make skill checks with that skill untrained, and gain a +2 insight bonus to checks made using that skill. This bonus increases by +1 per point of essence invested in the adorned veil. You can adorn this treasure multiple times, selecting a different skill with each adornment.

### **Extradimensional Tear**

You can store objects within an extradimensional space
inside of the adorned veil. This extradimensional space can store up to 8 cubic feet or 80 pounds of material. Objects stored within it are treated as weightless. Retrieving or storing any object stored within the extradimensional space is a move action that doesn’t provoke attacks of opportunity. If the veil is unshaped, any items stored within the veil spill out onto the ground within your space. If it is only temporarily unshaped (such as the adorned veil becoming a reserved veil by being folded), those items remain stored within the veil but cannot be accessed until the veil is shaped again, or until the veil is permanently unshaped. If this treasure is adorned to a veil in both your primary and reserved loadouts, the contents of this extradimensional space are shared between them.

### **Feather Charm**

You gain a +5 feet enhancement bonus to your base land speed per point of essence invested in the adorned veil.

### **Featherlight Tassels**

You can fall safely from any height, as if using featherfall. For every 5 feet you fall, you can move 5 feet laterally for every point of essence invested in the adorned veil.

### **Fisherman’s Hook**

As a standard action, you may reduce your AC by an amount up to your veilweaving modifier (minimum 1) until the start of your next turn. While you are suffering an AC penalty from this treasure, whenever you are attacked you may make an attack against that target using a melee weapon you are wielding (if the target is within reach) as a free action, even if it's not your turn. You gain a bonus to this attack roll equal to the amount of AC reduced by this treasure, and an insight bonus to your damage roll equal to the amount of essence invested in the adorned veil. This attack is treated as an attack of opportunity for purposes of class features, feats, and other abilities that affect attacks of opportunity, but does not consume your attack of opportunity for the round.

### **Flint-and-Steel Trimming**

As a part of reallocating your essence, you may suppress the adorned veil to gain 2 points of temporary essence, plus 1 additional point of temporary essence at character level 6, 12, and 18. This temporary essence cannot be burned, and is lost if the adorned veil is no longer suppressed. An adorned veil suppressed using this treasure can be unsuppressed as part of reinvesting your essence.

### **Flintlock Scabbard**

This treasure must adorn a veil that produces a melee
weapon. As a standard action, you can conjure or unsheathe a melee weapon produced by the adorned veil and make a single attack with a +10 bonus to its attack roll, +1 per point of essence invested in the adorned veil. You gain a +2 bonus to damage rolls with this attack per point of essence invested in the adorned veil. After this attack has been made, you cannot use this ability again for 1 minute.

### **Focusing Lens**

You gain the effects of detect magic as a constant ability out to a range of 5 feet. For every point of essence invested in the
adorned veil, the range of this ability increases by 5 feet. You are always considered to have concentrated on this effect for 3 rounds when determining its effects.

### **Four Pointed Star**

As a move action, you may focus the energies of this treasure to empower the next attack you make before the beginning of your next turn. That attack gains a bonus to attack rolls equal to your veilweaving modifier (minimum 1),
and deals an additional 3 damage per point of essence invested in the adorned veil. This damage is of the same type as the attack that triggered this ability, and is not multiplied on a critical hit. If the attack modified by this effect affects or attacks multiple targets, these bonuses are only applied against a single target chosen before the attack is rolled. If the attack rolls a single attack roll that is compared to multiple creature’s AC, the bonus to attack rolls is applied against only the chosen target. If this ability is active when you roll initiative, its effects end immediately.

### **Gemstone Array**

This treasure must adorn a veil that produces a weapon. When you adorn this treasure, select one of the following energy types: acid, cold, electricity, or fire. As a standard action, you may make an attack with a weapon produced by the adorned veil. All physical damage dealt by this attack is converted to the selected energy type. After this attack, the elemental effect lingers on the weapon for one minute, granting a +1 bonus to damage rolls with that weapon, increasing by a further +1 for each point of essence invested in the adorned veil at the time the above attack was made. This bonus damage is of the energy type selected when you adorned this treasure and isn’t multiplied on a critical hit. If you use this ability multiple times, this bonus damage stacks with itself and the duration of the effect is renewed each time you use the ability. When you roll initiative these bonuses are lost.

You can adorn this treasure multiple times, selecting a different energy type with each adornment.

### **Glittering Aquamarine**

You gain the ability to breathe underwater and a swim speed equal to your base land speed. Instead of the normal racial bonus to Swim checks, you gain a racial bonus equal to +2 per point of essence invested in the adorned veil.

### **Glowing Menacing Garnet**

The adorned veil is always visible, even if you do not have any essence invested in it. You gain a +2 insight bonus to Intimidate, increasing by an additional +1 per point of essence invested in the adorned veil.

### **Gunpowder Diamond**

Whenever you hit with an attack, you may suppress the adorned veil for 1d4 rounds. If you do, that attack deals an additional 1d6 points of force damage, plus an additional 1d6
points of force damage at 5th and every 4 levels thereafter. If the attack was made using the adorned veil or a weapon produced by the adorned veil, the adorned veil is suppressed after the attack is resolved.

### **Hell’s Obsidian**

As a part of reallocating your essence, you may cause yourself to burn with hellish flames. Each round at the end of your turn, creatures within or adjacent to your space (other than you) must succeed on a Reflex saving throw or take 1d3
points of fire damage, plus an additional 1d3 fire damage at 3rd level and every 2 levels thereafter. Each point of essence invested in the adorned veil increases the fire damage by +1. You may end this effect as part of reallocating your essence, and it automatically ends if you lose consciousness.

### **Heraldic Banner**

**Prerequisites:** Warleader sphere

The adorned veil aids you as a tool in your commands, granting you an insight bonus on Diplomacy checks equal to the number of points of essence invested in the adorned veil. If you have the Conductor drawback, it applies a bonus to your Perform skill you have gained ranks in due to that drawback instead.

Additionally, while the adorned veil is unsuppressed it projects a heraldic banner behind you that features the iconography of an order, family, or other group you hold allegiance to, chosen when you adorn this veil. This banner counts as you holding a flag of that group for the purposes of Warleader sphere talents, such as the Heraldry talent.

### **Heraldic Sigil**

The adorned veil gains the [title] descriptor . You cannot bind this veil using the rajah’s empowered titles ability, or similar effects that allow you to bind a title without needing to bind it to its normal chakra slot. If this veil is reshaped, the new veil shaped in its place is entitled to the same creature as the original adorned veil. If this veil is unshaped using the transcendent’s twice-folded veils ability (or a similar effect that allows veils and their adorned treasures to be unshaped and then later reshaped), the adorned veil is shaped upon the original entitled creature when the veil once again becomes shaped, even if they are not in range of you. You can adorn this treasure multiple times.

### **Hexen Poppet**

Once per day when you fail a saving throw, you can choose to sacrifice the hexen poppet in its place, negating the effect. You can use this treasure an additional time each day at 9th level, and again at 17th level.

### **Hoarfrost Filigree**

As a standard action, you can briefly supercool the air in a
15-foot cone. Creatures in this area must succeed on a Fortitude save or take 1d4 cold damage, plus an additional
1d4 cold damage at 3rd level and every 2 levels thereafter. Each point of essence invested in the adorned veil increases the cold damage by +1, and for every 2 points of essence invested you may increase the range of this cone by up to 5 feet. Undead and other creatures normally immune to Fortitude saving throws can be affected by this ability.

### **Honed Edge**

When you adorn this treasure, choose a single weapon in which you are proficient. You may draw the adorned veil into a free hand, altering its shape so that it can be wielded as the chosen weapon. It still retains its normal abilities and properties while in the shape of a weapon. This weapon counts as a magic weapon for the purposes of by passing damage reduction. Unlike a normal weapon, you may draw this weapon as a free action on your turn. If it leaves your hand, the veil returns to its normal form. If the weapon is thrown, it instead reforms in your hand as the chosen weapon after the attack is resolved. If the chosen weapon is a projectile weapon, it produces its own mundane ammunition but must be loaded as a normal weapon of the chosen type. If the chosen weapon is a firearm it cannot misfire. Wielding the veil in this way counts as a weapon produced by an [Enhanced (weapon)] veil for the purposes of your class features and abilities, however, it cannot be enhanced with magic weapon properties or upgraded with special materials as if it were such a veil. For every point of essence invested in the adorned veil, you gain a +1 insight bonus to attack rolls and a +2 insight bonus to damage rolls made with the weapon created by this treasure. If this treasure adorns a veil that can already produce its own manufactured weapon, when not using the weapon created by this treasure you gain a +1 insight bonus to damage rolls with weapons produced by the adorned veil per point of essence invested in it. This insight bonus stacks with any insight bonuses to damage rolls granted by the adorned veil. If the adorned veil has one of the following elemental descriptors, upon adorning this veil you can choose for the bonus to damage granted for essence invested in the adorned veil to instead match one of those types: Acid, Cold, Electricity, Fire, Sonic. It is still treated as an insight bonus to damage rolls for the purposes of bonus stacking.

### **Icy Glyphs**

As an immediate action, you can freeze yourself in ice to protect your self from harm. You can not move from your space (willingly or unwillingly), you can only take purely mental actions, and you are treated as flat-footed. The ice surrounding you grants you temporary hit points equal to your veilweaving modifier + your veilweaving level + 3 per point of essence invested in the adorned veil, and you gain a bonus to your natural armor equal to 1 + 1 per point of essence invested in the adorned veil. These temporary hit points and the increase to your natural armor stack with other sources of temporary hit points and natural armor. This effect ends at the beginning of your next turn, or when the temporary hit points granted by this treasure are lost. Being treated as flat-footed from this treasure ignores any immunities to being flat-footed you might possess.

### **Iron Ink**

This treasure must adorn a veil that grants an armor, natural armor, or shield bonus to AC, or grants you a suit of armor or shield. For each point of essence invested in the adorned veil, you may apply 1 point of armor, natural armor, or shield AC granted by that veil, or a suit of armor or shield produced by that veil, to your touch AC and against the attacks of incorporeal creatures. This cannot exceed the total amount of granted by the adorned veil.

### **Jeweled Serpent**

This treasure must adorn a veil that produces a melee weapon. You can store a dose of injury poison within this treasure, to a maximum number of stored doses equal to your veilweaving modifier (minimum 1). As a swift action, you may apply a dose of poison stored within the treasure to a weapon created by the adorned veil (consuming the stored poison in the process). Storing and applying poisons using this treasure imposes no risk of accidentally poisoning yourself. When you apply a poison using this treasure, it uses the adorned veil’s saving throw DC instead of the poison’s normal saving throw DC. Poison applied to a weapon this way persists until you successfully strike a creature with it, until the weapon is dismissed, or until 1 minute passes. You can extract a dose of poison stored within this veil as a standard action. If the veil is unshaped without extracting the poison, the doses remain stored within this treasure until the next time you adorn it to a veil.

### **Keyhole**

As a standard action, you may teleport up to 15 feet, plus 5 feet per point of essence invested in the adorned veil. You must be able to perceive the location you wish to teleport to using this effect.

### **Kintsugi Design**

When you roll initiative, you gain temporary hit points equal to your veilweaving level + 2 per point of essence invested in the adorned veil. These temporary hit points persist until combat is over, and then for 1 minute thereafter. If these temporary hit points are lost while in combat, whenever you reinvest your essence in combat you may restore a number of these lost temporary hit points equal to 2 per point of essence invested in the adorned veil (determined after you finish determining where you invested your essence), up to the treasure’s normal temporary hit point maximum.

### **Lion’s Fang**

As a standard action, you may make a powerful roar that inspires your allies. Until the end of your next turn, you and allies that can hear you within Close range (25-ft. plus5-ft. per two veilweaver levels) gain a morale bonus to AC and CMD equal to the amount of essence invested in the adorned veil, a morale bonus to attack rolls and CMB equal to 1 + 1 per two points of essence invested, and a morale bonus on damage rolls equal to twice the number of points of essence invested. If this ability is active when you roll initiative, its effects end immediately.

### **Luckstone Fragment**

When you adorn this treasure as part of shaping your veils for the day, roll two d20s. The results of these die rolls are stored within this treasure. Whenever you roll a d20, you may replace the results of that roll with the results of one of the d20 rolls stored within this veil. Using this ability expends the stored result. At 5th level, and every 4 levels thereafter, you may roll and store the results of an additional d20 each day. The next time you rest and reshape your veils, any stored rolls that are unused are lost.

### **Luminescent Ink**

The damage you take from magical and supernatural effects is reduced by 1 + 1 per point of essence invested in the adorned veil. Against magical weapon and natural attacks, this reduction only applies to non-physical damage dealt by those attacks (such as the fire damage dealt by a flaming weapon, or bonus elemental damage dealt by supernatural effect that modifies a weapon such as additional damage dealt by an Enhanced [weapon] veil). This reduction in damage applies before any elemental resistances or hardness you possess.

### **Manticore’s Spine**

This treasure must adorn a veil that produces a ranged
weapon. As a standard action, you can make an attack using a
ranged weapon produced by the adorned veil against all creatures in a cone with a maximum length equal to 15 feet + 5 feet per two points of essence invested in the adorned veil. Make a single attack roll, and compare it to the AC of each creature in the cone. If this attack is a critical threat, make a confirmation roll against each creature individually. Each struck creature takes damage as if struck by the weapon. This attack provokes attacks of opportunity as normal for a ranged weapon attack, and only expends a single piece of mundane ammunition. If magical ammunition is used, only a single creature of your choice chosen before the attack rolls are made is affected by the additional effects provided by the magical ammunition.

### **Matryoshka Design**

When you adorn this treasure, choose a single minor veil . This treasure gains the effects of the selected minor veil, treated as if it were invested with the same amount of essence invested in the adorned veil. This treasure is not treated as a veil, and the effects of this minor veil do not interfere with other veils of the slot the chosen minor veil is normally shaped in. In addition to the above link, the rules for minor veils can also be found printed in Akashic Staples, published by Studio
M—.

### **Mirror Shard**

Whenever you are attacked by a weapon while wielding a melee weapon with which you are proficient, you may attempt to deflect the attack as an immediate action. Make an attack roll with a -5 penalty using a melee weapon you are wielding. If your attack roll is greater than or equal to the attacking creature’s result, you negate the attack. Each point of essence invested in the adorned veil grants you a +1 bonus to this attack roll. If you burn 1 point of essence as part of activating this ability, you can attempt to deflect an attack as an attack of opportunity instead of as an immediate action. You may choose to use this ability after the results of the triggering attack are determined, but before you take damage.

### **Mithral Inlay**

This treasure must adorn a veil that produces a melee weapon. When making attack rolls using a melee weapon produced by the adorned veil you may use the higher of your Dexterity or Strength for attack rolls, and it counts as a weapon that gains the benefits of Weapon Finesse for the purposes of feats and abilities that affect those weapons. Being able to adorn this treasure counts as the Weapon Finesse feat for the purposes of feat prerequisites, but any feats you gain using this treasure as a prerequisite may only be used with weapons produced by a veil adorned with this treasure.

### **Nondescript Swatch**

This treasure and the adorned veil do not detect as magical effects and do not appear to be obviously magical. You treat Disguise as a class skill when disguising it, and you gain a +2 insight bonus to Disguise checks made to disguise the effects of the adorned veil, increasing by +1 per point of essence invested in the adorned veil. Creatures who see you use the activated abilities of the adorned veil while it is disguised may make a Perception check opposed by your Disguise check to identify the adorned veil as the source of the ability and allows them to attempt to identify the veil and its effects as normal. If you remove or invest essence in the adorned veil after disguising it, the effective Disguise check made to disguise the veil is adjusted accordingly. You can adorn this treasure multiple times.

### **One-dozen Wooden Splinters**

This treasure must adorn a veil that produced a ranged weapon. As a standard action, you can make an attack using a ranged weapon produced by the adorned veil against all creatures in a 5-foot radius spread within the weapon’s first range increment. For every 3 points of essence invested in the adorned veil, you may increase the radius of this spread by 5 feet. Make a single attack roll, and compare it to the AC of each creature in the area. If this attack is a critical threat, make a confirmation roll against each creature individually. Each struck creature takes damage as if struck by the weapon. This attack provokes attacks of opportunity as normal for a ranged weapon attack, and only expends a single piece of mundane ammunition. If magical ammunition is used, only a single creature of your choice chosen before the attack rolls are made is affected by the additional effects provided by the magical ammunition.

### **Orichalcum Gilding**

This treasure must adorn a veil that produces armor or provides an effect that otherwise acts as and doesn’t stack with worn armor (such as the Chitinplate or Unyielding veils). The armor check penalty of the armor or effect produced by the adorned veil is reduced by an amount equal to your Strength modifier (to a minimum ACP of 0). If this reduces the ACP of the armor or effect to 0 (or if its ACP is already 0 before being reduced) and the armor or effect would normally slow your movement, it no longer does so. For every 1 by which your Strength modifier exceeds the armor or effect’s ACP, you gain a +1 armor bonus to your AC that stacks with other armor bonuses to AC you possess. This bonus doesn’t stack with any other ability that would allow you to add your Strength modifier to your AC (no matter the type of those bonuses).

### **Ouroboros Stitching**

This adorned veil is not suppressed in an antimagic field (or similar effect) and cannot be dispelled using dispel magic (or similar supernatural and magical effects). It can still be sundered or affected by other extraordinary effects that can disrupt magical effects.

### **Polished Skystone**

Once per round as part of making an attack roll during your turn, you may make a free combat maneuver check against the target. This combat maneuver is considered a bull rush, reposition, or drag for purposes of determining any bonuses to your CMB or the target’s CMD (which ever is most beneficial for you), but is not considered as such a maneuver for the purposes of your abilities that trigger off those maneuvers. After the attack is resolved, if the combat maneuver is successful you may move the target 5-ft., plus 5-ft. for every 5 that you beat the target’s CMD. This may move the target upwards; if so, the target falls at the end of your turn.

### **Profane Symbol**

As a standard action, you can touch a creature healed by negative energy and restore a number of points of damage equal to 2 + 2 per point of essence invested in the adorned veil. An individual creature may only be healed a number of times per day by this treasure equal to your 1 + your veilweaving modifier (minimum 2). Alternatively, you can use this treasure to make a melee touch attack against a creature damaged by negative energy as a standard action, dealing 1d8 points of damage on a successful attack. This damage increases by an additional 1d8 at 3rd level, and every 2 levels thereafter, and is further increased by +1 per point of essence invested in the adorned veil. This damage bypasses all forms of damage reduction and resistances.

### **Pulsestone**

As part of reinvesting your essence, you may choose to heal 2 hit points and gain fast healing 1 for 2 rounds (fast healing occurs at the beginning of your turn). This ability may only be used a number of times per day equal to 1 + your veilweaving modifier (minimum 2). For each point of essence invested in the adorned veil after reinvesting your essence, you heal 2 additional hit points and the fast healing persists for an additional 2 rounds. If this ability is used again while you are already benefiting from this abilities’ fast healing, the second application adds the duration of its fast healing to the first.

### **Quartz Talisman**

When you adorn this treasure, select one of the following energy types: acid, cold, electricity, or fire. You gain energy resistance against your chosen energy type equal to your veilweaving modifier (minimum 1). If you already possess that type of energy resistance, it increases by this same amount. For each point of essence invested in the adorned veil, your chosen type of energy resistance increases by 2. You can adorn this treasure multiple times, selecting a different energy type with each adornment.

### **Rainbow Ribbon**

This treasure must adorn a veil that can produce a manufactured melee weapon. As part of reinvesting your essence, you can release a manufactured melee weapon produced by the adorned veil and allow it to move and attack separately from you. You are considered to be wielding the weapon for all purposes, and may move the weapon up to 15 feet once each round as a free action. The weapon is considered to occupy a 5-foot space, can share spaces with other creatures, and you may attack using this weapon as if you were in its space (you must still be able to perceive the creature from your current space, and you do not threaten attacks of opportunity from the weapon’s space). If a creature attempts to sunder the veil, they can do so against the weapon, or the veil. You may return the weapon to your space or end this effect as part of reinvesting your essence, returning the weapon to your hand, or dismissing the weapon if you do not have the free hands to wield it. If you end your turn with the weapon more than 60 feet away from you, the weapon is dismissed and this effect ends.

### **Reagent Powder**

For each point of essence invested in the adorned veil, you gain a +1 bonus to veilweaving level checks to overcome spell resistance when utilizing your veils.

### **Sacred Symbol**

As a standard action, you can touch a creature healed by positive energy and restore a number of points of damage equal to 2 + 2 per point of essence invested in the adorned veil. An individual creature may only be healed a number of times per day by this treasure equal to your 1 + your veilweaving modifier (minimum 2). Alternatively, you can use this treasure to make a melee touch attack against a creature damaged by positive energy as a standard action, dealing 1d8 points of damage on a successful attack. This damage increases by an additional 1d8
at 3rd level, and every 2 levels thereafter, and is further increased by +1 per point of essence invested in the adorned veil. This damage bypasses all forms of damage reduction and resistances.

### **Sealing Wax**

As a standard action you can touch a broken or destroyed item of Small size or smaller and restore a number of hit points to it equal to 1d4 + 2 per point of essence invested in the adorned veil. A destroyed item must have all of its pieces present to be restored using this veil. If a broken item is restored above half its original hit points it loses the broken condition. You can use this ability to repair magic items if they have a caster level equal to or lower than your veilweaving, but repairing a destroyed magic item does not restore its magical effects.

### **Shattered Stone**

While you are touching the ground, you may make a powerful stomp that upends the earth as a standard action. Enemies touching the ground within 5 feet of you must succeed on a Reflex save or take 1d4 points of bludgeoning and piercing damage, plus an additional 1d4 bludgeoning and piercing damage at 3rd level and every 2 levels thereafter. Each point of essence invested in the adorned veil increases the damage by +1, and for every two points of essence invested you may increase the radius by up to 5 feet.

### **Shattering Cracks**

**Prerequisites:** Barroom sphere

This treasure must adorn a veil that produces a manufactured weapon. You may treat the weapon produced by the adorned veil as if it had the fragile quality for the purposes of the Barroom sphere .If this weapon is granted the broken condition, that condition persists until you meditate for 1 minute. If the weapon would be destroyed by a Barroom sphere talent, the veil is instead suppressed for 1d4 rounds. After this suppression ends, the weapons produced by the veil are still considered to be broken until you meditate to remove the condition.

If the veil has the capability to produce multiple weapons, granting a weapon the broken condition applies to only the instance of that created weapon, and meditating for 1 minute restores all of the veil’s weapons. This broken condition persists between summoning of that weapon and the hand that weapon is summoned to. For example: If you adorn a veil that can produce daggers, and you break the dagger you are wielding in your main hand, every dagger you summon into your main hand is considered to be broken until you meditate to repair the veil.

**Special:** This treasure can be adorned multiple times.

### **Shielded Spiral**

**Prerequisites:** Shield sphere

This treasure must adorn a veil that produces a melee weapon or empowers or modifies a manufactured melee weapon. You may use the weapon produced or modified by the adorned veil as a shield for the purposes of the Shield sphere and Shield sphere talents. If such a talent would allow you to make a shield bash, or deal damage as per a shield bash, you make an attack with the adorned veil’s weapon or deal damage with that weapon instead. This only counts as a shield bash for the purpose of Shield sphere talents, not any other effects of abilities.

### **Spiked Chains**

As a standard action, you can lay a field of nearly-invisible spikes on the ground in an adjacent space. Any creature other than yourself who moves on foot into this space takes 1d4 points of piercing damage plus 1 point per point of essence invested in the adorned veil. If a creature takes at least 1point of damage from these spikes, they must make Reflex saving throw. On a failed save, the creature suffers injuries to their feet and legs that slow its land speed by half. This penalty lasts for 24 hours, or until the injured creature recovers lost hit points from magical healing, fast healing, or regeneration. Another creature can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against this effect’s save DC. These spikes persist until you use this ability again, until you choose to dismiss them as a free action on your turn, or until the adorned veil is suppressed or unshaped. These spikes are also particularly hard to spot; a creature must make a Perception check with a DC of 25 + the number of points of essence invested in the adorned veil. If a creature sees you place the spikes, they may make this Perception check immediately at no action cost with a +10 bonus. If they fail, they know you placed spikes but do not know which spaces they were placed in. If detected, these spikes can be sundered as if they were the adorned veil. Successfully sundering them destroys the spikes (it doesn’t suppress the adorned veil). For each point of essence invested in the adorned veil, you may place an additional field of spikes. These additional spikes must either be placed in a space adjacent to you, or in a space contiguous with another field of spikes. A creature takes damage from each space of spikes it moves through on a given round, and must make a saving throw for each space. Each space of your field of spikes is considered a single effect for the purposes of sundering and destroying them. When 3 points of essence are invested in the adorned veil, these spikes are treated as both silver and cold iron for the purposes of overcoming damage reduction, and ignore the first 10 points of a creature’s hardness. When 6 points of essence are invested, they are also treated as adamantine and ignore the first 20 points of a creature’s hardness.

### **Steel Bands**

The hardness of the adorned veil is increased by your veilweaving modifier (minimum 1). If the adorned veil is sundered and the duration of the suppression caused by it being sundered is determined by a roll, that roll is always treated as if it rolled the lowest possible value.

### **Steel Core**

This treasure must adorn a veil that produces a melee weapon. Melee weapons produced by the adorned veil add 1.5x their Strength modifier to damage instead of just their Strength modifier. Two-handed weapons add 2x their Strength modifier to damage instead of 1.5x their Strength modifier. If a weapon produced by the adorned veil is wielded in your off-hand, it does not have its Strength modifier to damage rolls halved.

### **Talentkeeper’s Opal**

Adorning this treasure grants you a single combat or magic talent of your choice. You cannot gain a base sphere using this talent, you must meet the prerequisites for the chosen talent, and this talent is considered to be a temporary talent. If the adorned veil is suppressed, the talent is considered to be lost for the duration of the suppression (ending any ongoing effects created using that talent).

**Special:** This treasure can be adorned multiple times, granting a different talent each time it is adorned.

### **Tiny Chisel**

Your attacks ignore DR and Hardness equal to the amount of essence invested in the adorned veil. Against constructs, objects, and veils, add your veilweaver modifier (minimum 1)
to the amount of DR and hardness you ignore.

### **Torch Carving**

The adorned veil sheds normal light out to a maximum range of 20 feet plus 10 feet per point of essence invested in it, and then increases the light level by 1 step out to an equal range, up to normal light. You can choose to extinguish, change the radius the light, change the color of the light, or reignite this light as part of reinvesting your essence.

### **Translucent Kerchief**

You can create a single unseen servant as per the spell as a standard action using your veilweaving level as your caster level. It persists until destroyed or until you dismiss it as a free action on your turn. It gains a bonus to its Strength score equal to the number of points of essence invested in the adorned veil. If you use this ability while you already have an unseen servant created by this treasure, the first is dismissed.

### **Unnerving Patina**

You gain the unnatural aura universal monster ability. In addition to animals, this ability applies to vermin with an Intelligence score of 2 or less. The DC for this aura is equal to
20 + your veilweaving modifier + the number of points of essence invested in the adorned veil.

### **Veiled Snare**

**Prerequisites:** Trap sphere

This treasure must adorn a veil with a standard action ability. When placing a trap, you may imbue the trap with the adorned veil’s qualifying standard action ability. Placing the trap takes the longer of your trap placement time and a standard action.

If placed as a dart, the effect targets (for a targeted effect)or is centered on the nearest corner of the space of (for an area effect) the first creature the dart strikes. You may choose to forgo dart damage to resolve the attack against touch AC.

If placed as a snare, the creature triggering the trap is the target of a targeted effect, while the corner of a square the trap occupies chosen by you when the trap is set is the point of origin for an area effect.

Regardless of method, cones, lines, and other shapes resolve themselves in a direction chosen when the trap is set. Any costs required to use the effect (such as essence burn, daily uses, etc) are spent when the trap is placed and cannot be recovered until after the trap has been triggered or disarmed. If the adorned veil is suppressed or unshaped, the trap is harmlessly disarmed as well. Effects that target multiple creatures only target the struck (for a dart) or triggering (for a snare) creature. All choices regarding the adorned veil’s ability must be made when the trap is set and cannot be changed. You may not choose to concentrate on an effect placed in a trap.

### **Voidsphere**

This treasure must adorn a veil that produces a melee weapon. As part of reallocating your essence, you may empower your next melee attack with a weapon produced by the adorned veil until the end of your next turn. The empowered attack may target a creature within 20 feet + 5 feet per point of essence invested in the adorned veil. This does not increase the area you threaten with your weapon, and you must have line of sight and line of effect to the target. Resolve the attack normally, as if the targeted creature was within your melee reach. If you use this attack to grapple a creature, that creature is moved to a space within the normal reach for grapples made using that weapon. This movement does not provoke attacks of opportunity.

### **Warding Vortex**

You can exist comfortably in conditions between -10 and 110 degrees Fahrenheit without having to make Fortitude saving throws. For every point of essence invested in the adorned veil, the minimum temperature you can exist comfortably in is reduced by 5 degrees, and the maximum temperature is increased by 5 degrees (for example, between -15 and 115
with 1 point of essence).

### **White Dragon Fang**

Whenever an adjacent creature hits you with a melee attack, or when a creature maintains a grapple against you, you can use an attack of opportunity to retaliate against that creature with a burst of icy shards. That creature must succeed on a Reflex saving throw or take 1d4 cold damage, plus an additional 1d4 cold damage at 3rd level and every 2 levels thereafter. Each point of essence invested in the adorned veil increases the cold damage by +1.

### **Windstorm Filigree**

Whenever you reallocate your essence, you may begin or end a windstorm centered on your space with a 10 foot radius. Ranged projectile weapon attacks originating within or made against creatures within this area (including your own) suffer a -2 penalty to attack rolls, worsening by an additional -1 per two points of essence invested in the adorned veil.

### **Wolfhound Pin**

You gain the scent universal monster ability. You gain a +2
insight bonus on Perception checks to detect a creature by smell, and on Survival checks to track a creature by smell. Each point of essence invested in the adorned veil increases this insight bonus by 1.

### **Xeric Sandstone**

You do not need to eat or drink as long as you have this treasure adorning one of your veils. Once you have had this treasure adorning one of your veils for at least an hour, any hunger or dehydration you may have been suffering from is alleviated as if you had something to eat and drink. You are also resistant to dehydration, gaining a +1 insight bonus to any saving throws against effects that would dehydrate you, +1 per point of essence invested in the adorned veil. If the adorned veil is unshaped or suppressed, you return to the state of hunger or thirst you had before adorning this treasure.

### **Yearning Locket**

When you adorn this treasure, choose a single creature that you have met or seen up close (within 30 feet) at least once. You are constantly aware of the distance and direction to the chosen creature. A creature protected from divination effects cannot have its location discerned using this treasure. By meditating for 1 hour you can change the creature chosen using this treasure. If the chosen creature would not be willing for you to determine its location, you are notified of such and may choose new creatures until one would be willing. Chosen creatures are not aware of your attempt to determine their location with this treasure. If a creature becomes unwilling after you have affected them using this treasure, you lose the ability to determine their location.

### **Zoic Entwinement**

Animals with an Intelligence score of 1 or 2 have their starting attitude towards you improved by one step. Additionally, you can use the Diplomacy skill on such animals, gaining a +2 insight bonus to the roll. This bonus increases by +1 per point of essence invested in the adorned veil. Such animals understand your words, but cannot speak with you. You can use Diplomacy in this way to make requests of such animals or to improve their attitude, but you cannot use them to gather information.

## **Sidebar: What is an active effect, a continuous effect, or an aura?**

For the purposes of akashic treasures, an active effect, continuous effect, and an aura are defined as per below:

An active effect is an effect which requires an action to activate, or is activated as part of an action. These effects can be instantaneous, have a set duration, or continue indefinitely until a condition is met. Examples of active effects would be conjuring a weapon using an [Enhanced (weapon)] veil, a veil’s spell-like ability, a veil’s instantaneous damaging ability, or an effect that triggers when the veilweaver moves.

A continuous effect is one which is granted passively by the veil and generally only affects the veilweaver who shaped it. If the effect can be disabled or re-enabled by spending an action, it still counts as a continuous effect as long as it isn’t ended by a specific condition (outside of the veil being suppressed or the veilweaver being slain or knocked unconscious). Examples of continuous effects would be armor granted by an [Enhanced (armor)] veil, a bonus to skills, or a bonus to your natural armor.

An aura is a continuous effect that affects targets within a designated area around the veilweaver, whether positively or negatively, without requiring any action on the veilweaver's part. Examples of aura effects would be a fiery halo that damages creatures within 5 feet of you, a fearsome mien that causes creatures within 10 feet to become shaken, or a repulsive field that causes enemies to treat the area around you as difficult terrain.

Veils often deviate from these effects to create edge cases that may not fit nicely into any of the above categories, in such a case what category the effect falls into should be determined by your GM.