Clarion of Calehar
Lior's Bow
Shard Staff of Námion
Sigil Wands
Yothrat Staff

Clarion of Calehar: This large war horn is inscribed with runes of the Celestial alphabet. When the horn is blown by a good-aligned character it summons 2d4+1 lantern archons, 1d4+1 hound archons, or 1 ghaele eladrin (musician’s choice), who fight for the character who summoned them. The horn can be blown just once every thirty-three days. Optionally, the horn may be used to summon one planetar, but may not be blown again for any purpose until 33 years have passed. A good-aligned character may summon lantern archons, hound archons, and ghaele with relative impunity, but a planetar may confiscate the horn if it deems the cause of its summoning unjust. Celestials fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.

Caster Level: 20th; Possessor: Seviamos.

Lior's Bow: The hunting bow of the deity Lior, this Large +3 composite greatbow (+8 Strength) is made from the antlers of the giant stag Tannuu. In the hands of a good-aligned ranger, Lior's bow is a +5 weapon that deals an extra 2d6 points of sacred damage against all evil opponents and favored enemies (regardless of alignment). It bestows three negative levels on any evil creature attempting to wield it. The negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never results in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Caster Level: 20th; Possessor: Hatame.

Shard Staff of Námion: This arcane staff is carved from polished bone and tipped with the shardstone Námion. It allows the wielder to cast the following spells:

Furthermore, all ray spells cast by the wielder are focused (add +1 to the DC for all saving throws against ray spells cast by the wielder). The shardstone has one additional property: the effect of any ray spell cast by the wielder may be changed to a 30-foot radius burst centered on the caster. A ray burst hits all targets (friend or foe) within 10 feet. Targets within 30 feet are allowed a Reflex save to avoid the burst. Any targets that do not avoid the effect are treated as if they were hit by the ray spell. Any target with total cover with respect to the caster is not affected. A ray burst uses up 3 charges.

Caster Level: 7th; Possessor: Nimlinor.

Sigil Wands: These magic rods are manufactured by the Abnoctim for use by college wizards. Each rod is a spell-trigger item that enables a wizard to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with medium range (100 feet + 10 feet/level of spell discharged) that deals 1d6 points of damage per level of the spell used to create the effect (no saving throw). Example: A wizard may swap a memorized 3rd level spell for a bolt of arcane fire that has a range of 130 feet and deals 3d6 points of damage with a successful hit.

Caster Level: 9th.

Yothrat Staff: A timber salvaged from the Horsgald yothrat, this +1 anarchic quarterstaff is always damp, saturated with rain and the tears of the Idreshim people. In addition to its own magical enhancement, the weapon has the following special properties:

Caster Level: 7th; Possessor: Yngvarr.