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Crafting & Treasure

Treasure comes in all sorts of forms, from humble copper coins to incredibly powerful and valuable magic items.

The GM controls the flow of items in the game as the PCs win them through adventures, find them for purchase, or acquire the formulas to make the items themselves.

Items can support characters by granting bonuses to their statistics, allowing them to cast more spells, and creating all sorts of effects that can’t be achieved in any other way.

Magic items come in many varieties, from enchanted swords that can harm even incorporeal undead to containers that can store a king’s ransom within a tiny space; many are permanent items that can be used repeatedly. Alchemical items, by contrast, are not intrinsically magical and are often consumed when used. Both have a variety of uses, from curing the sick to Lighting foes on fire. Some treasures are neither magical nor alchemical, but are instead crafted from Precious materials or using specialized expertise.

This section provides rules for using different kinds of items encountered in the game. Rules for distributing treasure and creating treasure hoards can be found in Game Mastering.

Using Items, beginning below, describes how to activate items and explains the statistics for items.

Table 11–1: Treasure by Level lists the options for treasures, arranged by level, category, and Price.

The catalog of items presents descriptions and rules for all sorts of different treasures that can appear in the game, sorted by category. This also includes a section on Precious materials found in the game world, which can give items unusual properties.

Using Items

This section presents the rules for how characters use alchemical items, magic items, and other special items during play.

The myriad types of items give their powerful boons in different ways. Some function automatically, while others need to be activated. While you need only swing a flaming greataxe to scorch foes, you need to invest a diadem of intellect for it to work, imbibe an elixir of life to heal yourself, activate slippers of spider climbing to walk up a wall, activate your mail of luck to protect yourself, and Cast a Spell using a magical scroll.

Characters acquire treasure from the glittering hoards of their foes, as rewards for defending the innocent, and as favors from the grand personalities they treat with. As they progress through their adventures and improve their station in the world, characters collect ever more fabulous items from enchanted armor and weapons to spell-infused staves.

Constant Abilities

Some magic items have abilities that always function.

You don’t have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an everburning torch always sheds light, and a flaming weapon deals fire damage every time it deals damage.

Investing Magic Items

Certain magic items convey their magical benefits only when worn and invested using the Invest an Item activity, tying them to your inner potential. These items have the invested trait. Many invested items have constant abilities that function all the time or that always trigger when you use the item—but only when they’re invested. If you don’t have an item invested, these abilities don’t work. If an invested item can be activated, you must have invested the item to activate it.

You can benefit from no more than 10 invested magic items each day. Because this limit is fairly high, and because it matters only for worn items, you probably won’t need to worry about reaching the limit until higher levels, when you’ve acquired many useful magic items to wear.

You can still gain the mundane benefits of an item if you don’t invest it. A suit of +1 Resilient armor still gives you its item bonus to AC when not invested, but it doesn’t give its magical bonus to saving throws, and winged boots still protect your feet even though you can’t activate them to fly. Entirely non-magical items don’t need to be invested.

Invest an Item

You invest your energy in an item with the invested trait as you don it. This process requires 1 or more Interact actions, usually taking the same amount of time it takes to don the item.

Once you’ve Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most invested items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item.

You can invest no more than 10 items per day. If you remove an invested item, it loses its investiture. The item still counts against your daily limit after it loses its investiture. You reset the limit during your daily preparations, at which point you Invest your Items anew. If you’re still wearing items you had invested the previous day, you can typically keep them invested on the new day, but they still count against your limit.

Activating Items

Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity.

Activating an Item works much like Casting a Spell, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item’s Activate entry.

If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description.

Activations are not necessarily magical—for instance, drinking an alchemical elixir isn’t usually a magical effect.

Activate an Item

Requirement(s) You can Activate an Item with the invested trait only if it’s invested by you. If the item requires you to Interact with it, you must be wielding it (if it’s a held item) or touching it with a free hand (if it’s another type of item).

You call forth the effect of an item by properly activating it. This is a special activity that takes a variable number of actions, as listed in the item’s stat block.

Some items can be activated as a reaction or free action. In this case, you Activate the Item as a reaction or free action (as appropriate) instead of as an activity. Such cases are noted in the item’s Activate entry in its stat block—for example, “Activate [reaction] command.”

Long Activation Times Some items take minutes or hours to activate. The Activate an Item activity for these items includes a mix of the listed activation components, but it’s not necessary to break down which one you’re providing at a given time. You can’t use other actions or reactions while activating such an item, though at the GM’s discretion, you might be able to speak a few sentences. As with other activities that take a long time, these activations have the exploration trait, and you can’t activate them in an encounter. If combat breaks out while you’re activating one, your activation is disrupted (see the Disrupting Activations sidebar).

Activation Components Each activation entry lists any components involved in the activation after the action icons or text, such as “[one-action] command.” The activation components, described below, add traits (listed in parentheses) and requirements to the activation. If you can’t provide the components, you fail to Activate the Item.

  • Command (auditory, concentrate)
  • Envision (concentrate)
  • Interact (manipulate)
  • Cast a Spell

Activation Components

An item’s activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below.

Command

This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and concentrate traits. You must be able to speak to provide this component.

Envision

This component is a specific image or phenomenon you need to imagine. Activate an Item gains the concentrate trait.

Interact

This component works like the Interact basic action.

Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action.

Cast a Spell

If an item lists “Cast a Spell” after “Activate,” the activation requires you to use the Cast a Spell activity to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component.

If the item can be used for a specific spell, the action icon for that spell is provided. If it’s an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it.

In this case, Activate an Item gains all the traits from the relevant components of the Cast a Spell activity.

Limited Activations

Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn’t refresh if another creature later invests or tries to activate the item.

Sustaining Activations

Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action. If an item’s description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration.

Sustain an Activation [one-action]

Concentrate

Requirements You have at least one magic item activation that you can sustain, and you are not fatigued.

Choose one magic item activation with a sustained duration you have in effect. The duration of that activation continues until the end of your next turn. Some activations may have slightly different or expanded effects if you sustain them.

Sustaining an Activation for more than 10 minutes (100 rounds) ends the activation and makes you fatigued unless the item’s description states a different maximum duration (such as “up to 1 minute” or “up to 1 hour”).

If your Sustain an Activation action is disrupted, the item’s effect immediately ends.

Dismissing Activations

Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action.

Dismiss [one-action]

Concentrate

You end one spell effect or magic item effect. This must be an effect that you are allowed to dismiss, as defined by the spell or item. Dismissal might end the effect entirely, or might end it just for a certain target or targets, depending on the spell or item.

Reading Items

Hundreds of items lie ahead. Each item is presented in a stat block, much like spells or feats. The example below shows the structure of an item stat block and gives a brief description of each entry. Entries appear only when applicable, so not all items will have every entry described here. Detailed rules governing aspects of the stat block specific to items appear after the stat block.

Item Name Item [Level]

Frequency (uncommon/rare) Trait 1 Trait 2…

Price This entry lists the item’s Price. An item that has multiple types includes Price for each type in its entry.

Ammunition Magic ammunition lists the types of ammunition available for that kind of item.

Usage This entry describes whether the item is held, worn, or affixed to or etched onto another item; Bulk The item’s Bulk is listed here. Runes don’t have a Bulk entry.


Activate The number of actions needed to Activate the Item appear here, followed by the components in parentheses. This entry appears here for consumables and lower in the stat block for permanent items that can be activated. This section might also have Frequency, Trigger, or Requirements entries as necessary.

Onset This entry appears if the item’s effect is delayed, which most often occurs with alchemical poisons. The onset is the amount of time that elapses between when a character Activates an Item and any effect occurs.

The section after the line describes the item and its constant abilities. If the item can be activated and doesn’t have an Activate entry above, that entry appears here in a paragraph beginning with “Activate.”


Type If multiple types of the item exist, entries here indicate the name of each type, its level, its Price, and any other relevant details or alterations from the above description.


Craft Requirements An item that has special requirements to be Crafted details those requirements here.

Level

An item’s level indicates what level of adventurer the item is best suited for. There’s no limit to the items a character can use, though. A 3rd-level character who finds an item of 4th level or higher while adventuring can use it normally. Likewise, they can purchase the item if they can find it for sale and can afford it.

When making items, a character’s level must be equal to or higher than the item’s level in order to Craft it. In addition to anything listed in the Craft Requirements entry in the item’s stat block, the crafter must have the appropriate skill proficiencies and feats, as well as the item’s formula; see the Craft activity for more information about these requirements.

Multiple Types

If multiple types of an item exist, the title line gives the minimum level followed by a plus symbol (“+”). The description includes information on the base version of the item, and the Type entries at the bottom of the stat block lists the specifics for each version, including the level, Price, and any modified or added abilities of the different types.

For some items, the types listed are upgrades to the base item. For other items, such as aeon stones and wondrous figurines, each type is distinct from the others.

Price

If an item is available for purchase, a character can typically buy it for the listed Price, and the character uses this Price when they use the Craft activity to make the item. If a character wants to sell an item, they can sell it for half its Price (or full Price, if the item was made on commission), assuming they’re able to find a buyer. The GM determines whether a buyer is available.

Usage

An item’s stat block includes a Usage entry that indicates whether a character must be holding or wearing the item in order to use it, or whether she instead must have it etched or affixed onto another item.

Held or Worn

If a character must wield the item to use it, this entry in the item’s stat block lists the word “held” along with the number of hands the character must use when wielding the item, such as “held in 1 hand.”

An item that needs to be worn to function lists “worn” as its usage. This is followed by another word if the character is limited to only one of that type of item. For instance, a character can wear any number of rings, so the entry for a ring would list only “worn.” However, if the Usage entry were “worn cloak,” then a character couldn’t wear another cloak on top of that one. It’s assumed that items are meant to be worn by humanoids; any item that can or must be worn by a different type of creature either states this in its description or has the companion trait. Most magic items a character must wear have the invested trait.

Affixed or Etched

Some items enhance other items. Talismans function only if affixed to other items. They have a Usage entry indicating the type or types of items to which a character can attach them, such as “affixed to armor.”

Runes must be etched onto permanent items, such as armor, weapons, or Runestones to grant their benefit. Adding or transferring a Rune takes downtime to accomplish. The Usage entry indicates the type or types of items a Rune can be etched into, such as “etched onto a weapon.”

Craft Requirements

An item might require the crafter to provide specific raw materials, supply spells, have a certain alignment, or meet other special requirements to Craft it. These appear in the Craft Requirements entry of the stat block. Every item also has default requirements. The crafter must provide half the item’s Price in raw materials (as explained in the Craft activity). In addition, creating alchemical items requires the Alchemical Crafting feat, creating magic items requires the Magical Crafting feat, and crafting snares requires the Snare Crafting feat. Finally, crafting higher-level items requires greater proficiency in Crafting.

Unless stated otherwise, creating items of 9th level and higher requires you to have the master proficiency rank in Crafting, and items of 16th level and higher require legendary Crafting.

Treasure Table

Table 11–1 lists the items and Runes appearing in this section. The table includes all the options of a given item level, organized by category and name. Each level has a section for consumables, followed by a section for permanent items. A superscript “U” indicates the item is uncommon, and a superscript “R” indicates it’s rare.

Table 11–1: Treasure By Level
1st-Level Consumables Category Price
Shining ammunition Ammunition 3 gp
Acid flask, lesser Bomb 3 gp
Alchemist’s fire, lesser Bomb 3 gp
Bottled Lightning, lesser Bomb 3 gp
Frost vial, lesser Bomb 3 gp
Tanglefoot bag, lesser Bomb 3 gp
Thunderstone, lesser Bomb 3 gp
Feather token, ladder Consumable 3 gp
Holy water Consumable 3 gp
Runestone Consumable 3 gp
Unholy water Consumable 3 gp
Antidote, lesser Elixir 3 gp
Antiplague, lesser Elixir 3 gp
Bestial mutagen, lesser Elixir 4 gp
Cheetah’s elixir, lesser Elixir 3 gp
Cognitive mutagen, lesser Elixir 4 gp
Eagle-eye elixir, lesser Elixir 4 gp
Elixir of life, minor Elixir 3 gp
Juggernaut mutagen, lesser Elixir 4 gp
Leaper’s elixir, lesser Elixir 3 gp
Quicksilver mutagen, lesser Elixir 4 gp
Serene mutagen, lesser Elixir 4 gp
Silvertongue mutagen, lesser Elixir 4 gp
Nectar of purification Oil 3 gp
Arsenic Poison 3 gp
Giant centipede venom Poison 4 gp
Healing potion, minor Potion 4 gp
Scroll of 1st-level spell Scroll 4 gp
Alarm snare Snare 3 gp
Caltrop snare Snare 3 gp
Hampering snare Snare 3 gp
Marking snare Snare 3 gp
Signaling snare Snare 3 gp
Spike snare Snare 3 gp
Owlbear claw Talisman 3 gp
Potency crystal Talisman 4 gp
Wolf fang Talisman 4 gp
Smokestick, lesser Tool 3 gp
Snake oil Tool 2 gp
Sunrod Tool 3 gp
Tindertwig Tool 2 sp
1st-Level Permanent Items Category Price
Half plate Armor 18 gp
Splint mail Armor 13 gp
Everburning torch Held 15 gp
Aeon stone, dull grayUncommon Worn 9 gp
2nd-Level Consumables Category Price
Feather token, holly bush Consumable 6 gp
Bravo’s brew, lesser Elixir 7 gp
Cat’s eye elixir Elixir 7 gp
Comprehension elixir, lesser Elixir 7 gp
Darkvision elixir, lesser Elixir 6 gp
Infiltrator’s elixir Elixir 6 gp
Oil of Potency Oil 7 gp
Oil of weightlessness Oil 6 gp
Belladonna Poison 5 gp
Black adder venom Poison 6 gp
Lethargy poisonUncommon Poison 7 gp
Bronze bull pendant Talisman 7 gp
Crying angel pendant Talisman 7 gp
Effervescent ampoule Talisman 7 gp
Hunter’s bane Talisman 6 gp
Jade cat Talisman 6 gp
Mesmerizing opal Talisman 7 gp
Monkey pin Talisman 6 gp
Onyx panther Talisman 7 gp
Savior spike Talisman 7 gp
Silversheen Tool 6 gp
2nd-Level Permanent Items Category Price
Full plate Armor 30 gp
Wondrous figurine, onyx dog Held 34 gp
+1 weapon Potency Rune 35 gp
Cold iron buckler, low-grade Shield 30 gp
Cold iron shield, low-grade Shield 34 gp
Silver buckler, low-grade Shield 30 gp
Silver shield, low-grade Shield 34 gp
+1 weapon Weapon 35 gp
Cold iron weapon, low-grade Weapon 40+ gp
Silver weapon, low-grade Weapon 40+ gp
+1 handwraps of mighty blows Worn 35 gp
Brooch of shieldingUncommon Worn 30 gp
Hand of the mage Worn 30 gp
Hat of disguise Worn 30 gp
WayfinderUncommon Worn 28 gp
3rd-Level Consumables Category Price
Beacon shot Ammunition 10 gp
Sleep arrow Ammunition 11 gp
Spellstrike ammunition 1st Ammunition 12 gp
Vine arrow Ammunition 10 gp
Acid flask, moderate Bomb 10 gp
Alchemist’s fire, moderate Bomb 10 gp
Bottled Lightning, moderate Bomb 10 gp
Frost vial, moderate Bomb 10 gp
Tanglefoot bag, moderate Bomb 10 gp
Thunderstone, moderate Bomb 10 gp
Feather token, bird Consumable 8 gp
Feather token, chest Consumable 10 gp
Bestial mutagen, moderate Elixir 12 gp
Cognitive mutagen, moderate Elixir 12 gp
Juggernaut mutagen, moderate Elixir 12 gp
Quicksilver mutagen, moderate Elixir 12 gp
Serene mutagen, moderate Elixir 12 gp
Silvertongue mutagen, moderate Elixir 12 gp
Oil of mending Oil 9 gp
Cytillesh oil Poison 10 gp
Graveroot Poison 10 gp
Healing potion, lesser Potion 12 gp
Potion of water breathing Potion 11 gp
Scroll of 2nd-level spell Scroll 12 gp
Feather step stone Talisman 8 gp
3rd-Level Permanent Items Category Price
Maestro’s instrument, lesser Held 60 gp
Thurible of revelation, lesser Held 55 gp
Returning Rune 55 gp
Shadow Rune 55 gp
Slick Rune 45 gp
Staff of fire Staff 60 gp
Wand of 1st-level spell Wand 60 gp
Fighter’s fork Weapon 50 gp
Retribution axe Weapon 60 gp
Bracelet of dashing Worn 58 gp
Bracers of missile deflection Worn 52 gp
Channel protection amuletUncommon Worn 56 gp
Coyote cloak Worn 60 gp
Crafter’s eyepiece Worn 60 gp
Dancing scarf Worn 60 gp
Doubling rings Worn 50 gp
Hat of the magi Worn 50 gp
Pendant of the occult Worn 60 gp
Persona mask Worn 50 gp
Tracker’s goggles Worn 60 gp
Ventriloquist’s ring Worn 60 gp
4th-Level Consumables Category Price
Climbing bolt Ammunition 15 gp
Viper arrow Ammunition 17 gp
Feather token, fan Consumable 15 gp
Bomber’s eye elixir, lesser Elixir 14 gp
Darkvision elixir, moderate Elixir 11 gp
Mistform elixir, lesser Elixir 18 gp
Salamander elixir, lesser Elixir 15 gp
Stone fist elixir Elixir 13 gp
Winter wolf elixir, lesser Elixir 15 gp
Barkskin potion Potion 15 gp
Invisibility potionUncommon Potion 20 gp
Shrinking potion, standard Potion 15 gp
Biting snare Snare 15 gp
Hobbling snareUncommon Snare 15 gp
Stalker bane snareUncommon Snare 15 gp
Trip snare Snare 15 gp
Warning snare Snare 15 gp
Bloodseeker beak Talisman 20 gp
Dragon turtle scale Talisman 13 gp
Fear gem Talisman 20 gp
4th-Level Permanent Items Category Price
Bag of holding type I Held 75 gp
Ghost touch Rune 75 gp
Striking Rune 65 gp
Sturdy shield, minor Shield 100 gp
Animal staff Staff 90 gp
Mentalist’s staff Staff 90 gp
Staff of Healing Staff 90 gp
Wand of widening 1st Wand 100 gp
+1 Striking weapon Weapon 100 gp
Alchemist goggles Worn 100 gp
+1 Striking handwraps of mighty blows Worn 100 gp
Demon mask Worn 85 gp
Healer’s gloves Worn 80 gp
Lifting belt Worn 80 gp
5th-Level Consumables Category Price
Spellstrike ammunition 2nd Ammunition 30 gp
Cheetah’s elixir, moderate Elixir 25 gp
Eagle-eye elixir, moderate Elixir 27 gp
Elixir of life, lesser Elixir 30 gp
Sea touch elixir, lesser Elixir 22 gp
Salve of slipperiness Oil 25 gp
Hunting spider venom Poison 25 gp
Potion of leaping Potion 21 gp
Scroll of 3rd-level spell Scroll 30 gp
Emerald grasshopper Talisman 30 gp
Shark tooth charm Talisman 23 gp
Sneaky key Talisman 22 gp
Tiger menuki Talisman 30 gp
5th-Level Permanent Items Category Price
+1 armor Armor 160 gp
Cold iron armor, low-grade Armor 140+ gp
Silver armor, low-grade Armor 140+ gp
Holy prayer beads, standardUncommon Held 160 gp
Skeleton key, standard Held 125 gp
+1 armor Potency Rune 160 gp
Glamered Rune 140 gp
Disrupting Rune 150 gp
Pocket stage Structure 138 gp
Wand of 2nd-level spell Wand 160 gp
Wand of continuation 1st Wand 160 gp
Wand of manifold missiles 1st Wand 160 gp
Caterwaul sling Weapon 155 gp
Dagger of venom Weapon 150 gp
Boots of elvenkind Worn 145 gp
Diplomat’s badge Worn 125 gp
Goggles of night Worn 150 gp
Necklace of fireballs type I Worn 44 gp
6th-Level Consumables Category Price
Dust of appearance Consumable 50 gp
Feather token, tree Consumable 38 gp
Antidote, moderate Elixir 35 gp
Antiplague, moderate Elixir 35 gp
Mistform elixir, moderate Elixir 56 gp
Oil of weightlessness, greater Oil 36 gp
Salve of antiparalysis Oil 40 gp
Giant scorpion venom Poison 40 gp
Healing potion, moderate Potion 50 gp
Potion of resistance, lesser Potion 45 gp
Potion of swimming, moderate Potion 50 gp
Truth potionUncommon Potion 46 gp
Iron cube Talisman 50 gp
6th-Level Permanent Items Category Price
Ghoul hideUncommon Armor 220 gp
Chime of openingUncommon Held 235 gp
Horn of fog Held 230 gp
Primeval mistletoe, standard Held 230 gp
Traveler’s any-tool Held 200 gp
Shifting Rune 225 gp
Lion’s shield Shield 245 gp
Spellguard Shield Shield 250 gp
Staff of abjuration Staff 230 gp
Staff of conjuration Staff 230 gp
Staff of divination Staff 230 gp
Staff of enchantment Staff 230 gp
Staff of evocation Staff 230 gp
Staff of illusion Staff 230 gp
Staff of necromancy Staff 230 gp
Staff of transmutation Staff 230 gp
Verdant staff Staff 225 gp
Wand of widening 2nd Wand 250 gp
Bloodletting kukriUncommon Weapon 240 gp
Twining staff Weapon 250 gp
Aeon stone, gold noduleUncommon Worn 230 gp
Choker of elocution Worn 200 gp
Clandestine cloakUncommon Worn 230 gp
Ring of energy resistance Worn 245 gp
Ring of the ram Worn 220 gp
7th-Level Consumables Category Price
Spellstrike ammunition 3rd Ammunition 70 gp
Feather token, anchor Consumable 55 gp
Comprehension elixir, greater Elixir 54 gp
Leaper’s elixir, greater Elixir 55 gp
Giant wasp venom Poison 55 gp
Malyass root paste Poison 55 gp
Dragon’s breath potion, young Potion 70 gp
Serum of sex shift Potion 60 gp
Scroll of 4th-level spell Scroll 70 gp
Grim trophy Talisman 55 gp
Murderer’s knot Talisman 66 gp
Swift block cabochonUncommon Talisman 70 gp
Smokestick, greater Tool 53 gp
7th-Level Permanent Items Category Price
Moonlit chain Armor 360 gp
Horseshoes of speed Companion 340 gp
Bag of holding type II Held 300 gp
Bottled air Held 320 gp
Decanter of endless water Held 320 gp
Wondrous figurine, jade serpent Held 340 gp
Wounding Rune 340 gp
Cold iron buckler, standard-grade Shield 300 gp
Cold iron shield, standard-grade Shield 340 gp
Silver buckler, standard-grade Shield 300 gp
Silver shield, standard-grade Shield 340 gp
Spined shield Shield 360 gp
Sturdy shield, lesser Shield 360 gp
Wand of 3rd-level spell Wand 360 gp
Wand of continuation 2nd Wand 360 gp
Aeon stone, clear spindleUncommon Worn 325 gp
Aeon stone, tourmaline sphereUncommon Worn 350 gp
Boots of bounding Worn 340 gp
Cloak of elvenkind Worn 360 gp
Gloves of storingUncommon Worn 340 gp
Hat of disguise, greater Worn 340 gp
Necklace of fireballs type II Worn 115 gp
Ring of sustenanceUncommon Worn 325 gp
Ring of wizardry type IUncommon Worn 360 gp
Slippers of spider climbing Worn 325 gp
8th-Level Consumables Category Price
Candle of truthUncommon Consumable 75 gp
Feather token, swan boat Consumable 76 gp
Darkvision elixir, greater Elixir 90 gp
Nettleweed residue Poison 75 gp
Wyvern poison Poison 80 gp
Potion of flying, standard Potion 100 gp
Potion of quickness Potion 90 gp
Shrinking potion, greater Potion 90 gp
Bomb snare Snare 75 gp
Grasping snareUncommon Snare 75 gp
Striking snare Snare 75 gp
Gallows tooth Talisman 100 gp
Jade bauble Talisman 100 gp
8th-Level Permanent Items Category Price
+1 Resilient armor Armor 500 gp
Collar of inconspicuousness Companion 475 gp
Rod of wonderRare Held 465 gp
Corrosive Rune 500 gp
Energy-resistant Rune 420 gp
Flaming Rune 500 gp
Frost Rune 500 gp
Invisibility Rune 500 gp
Resilient Rune 340 gp
Shock Rune 500 gp
Slick, greater Rune 450 gp
Thundering Rune 500 gp
Adamantine buckler, standard-gradeUncommon Shield 400 gp
Adamantine shield, standard-gradeUncommon Shield 440 gp
Darkwood buckler, standard-gradeUncommon Shield 400 gp
Darkwood shield, standard-gradeUncommon Shield 440 gp
Darkwood tower shield, standard-gradeUncommon Shield 560 gp
Dragonhide buckler, standard-gradeUncommon Shield 400 gp
Dragonhide shield, standard-gradeUncommon Shield 440 gp
Mithral buckler, standard-gradeUncommon Shield 400 gp
Mithral shield, standard-gradeUncommon Shield 440 gp
Animal staff, greater Staff 460 gp
Mentalist’s staff, greater Staff 450 gp
Staff of fire, greater Staff 450 gp
Staff of Healing, greater Staff 470 gp
Staff of illumination Staff 425 gp
Wand of smoldering fireballs 3rd Wand 500 gp
Wand of widening 3rd Wand 500 gp
Bracers of armor type I Worn 450 gp
9th-Level Consumables Category Price
Explosive ammunition, standard Ammunition 130 gp
Spellstrike ammunition 4th Ammunition 150 gp
Storm arrow Ammunition 130 gp
Dust of disappearance Consumable 135 gp
Feather token, whip Consumable 130 gp
Javelin of Lightning Consumable 110 gp
Cheetah’s elixir, greater Elixir 110 gp
Elixir of life, moderate Elixir 150 gp
Aligned oil Oil 140 gp
Lich dust Poison 110 gp
Spider root Poison 110 gp
Scroll of 5th-level spell Scroll 150 gp
9th-Level Permanent Items Category Price
Rhino hide Armor 700 gp
Collar of empathy Companion 600 gp
Horn of blasting Held 700 gp
Immovable Rod Held 600 gp
Triton’s conch Held 640 gp
Grievous Rune 700 gp
Shadow, greater Rune 650 gp
Dragonslayer’s ShieldUncommon Shield 670 gp
Force shieldUncommon Shield 650 gp
Wand of 4th-level spell Wand 700 gp
Wand of continuation 3rd Wand 700 gp
Wand of manifold missiles 3rd Wand 700 gp
Gloom blade Weapon 700 gp
Armbands of athleticism Worn 645 gp
Belt of the five kingsUncommon Worn 650 gp
Bracers of missile deflection, greater Worn 650 gp
Coyote cloak, greater Worn 650 gp
Dancing scarf, greater Worn 650 gp
Eye of the eagle Worn 700 gp
Hat of the magi, greater Worn 650 gp
Healer’s gloves, greater Worn 700 gp
Knapsack of halflingkindUncommon Worn 675 gp
Messenger’s ring Worn 700 gp
Necklace of fireballs type III Worn 300 gp
Pendant of the occult, greater Worn 650 gp
Persona mask, greater Worn 650 gp
Phylactery of faithfulness Worn 680 gp
Tracker’s goggles, greater Worn 660 gp
Ventriloquist’s ring, greater Worn 670 gp
10th-Level Consumables Category Price
Elemental gem Consumable 200 gp
Antidote, greater Elixir 160 gp
Antiplague, greater Elixir 160 gp
Bravo’s brew, moderate Elixir 150 gp
Eagle-eye elixir, greater Elixir 200 gp
Mistform elixir, greater Elixir 180 gp
Shadow Essence Poison 160 gp
Wolfsbane Poison 155 gp
Potion of resistance, moderate Potion 180 gp
Iron medallion Talisman 175 gp
Mummified bat Talisman 175 gp
Vanishing coin Talisman 160 gp
10th-Level Permanent Items Category Price
Breastplate of command Armor 1,000 gp
Electric eelskin Armor 950 gp
Barding of the zephyr Companion 900 gp
Maestro’s instrument, moderate Held 900 gp
Thurible of revelation, moderate Held 900 gp
Wondrous figurine, golden lions Held 900 gp
+2 weapon Potency Rune 935 gp
Invisibility, greater Rune 1,000 gp
Forge wardenUncommon Shield 975 gp
Sturdy shield, moderate Shield 1,000 gp
Staff of abjuration, greater Staff 900 gp
Staff of conjuration, greater Staff 900 gp
Staff of divination, greater Staff 900 gp
Staff of enchantment, greater Staff 900 gp
Staff of evocation, greater Staff 900 gp
Staff of illusion, greater Staff 900 gp
Staff of necromancy, greater Staff 900 gp
Staff of transmutation, greater Staff 900 gp
Explorer’s yurt Structure 880 gp
Wand of widening 4th Wand 1,000 gp
+2 Striking weapon Weapon 1,000 gp
Cold iron weapon, standard-grade Weapon 880+ gp
Silver weapon, standard-grade Weapon 880+ gp
+2 Striking handwraps of mighty blows Worn 1,000 gp
Cape of the mountebankUncommon Worn 980 gp
Choker of elocution, greater Worn 850 gp
Clandestine cloak, greaterUncommon Worn 900 gp
Cloak of the bat Worn 950 gp
Daredevil boots Worn 900 gp
Demon mask, greater Worn 900 gp
Druid’s vestments Worn 1,000 gp
Ring of counterspellsUncommon Worn 925 gp
Ring of energy resistance, greater Worn 975 gp
Ring of liesUncommon Worn 850 gp
Ring of wizardry type IIU Worn 1,000 gp
Winged boots Worn 850 gp
11th-Level Consumables Category Price
Spellstrike ammunition 5th Ammunition 300 gp
Acid flask, greater Bomb 250 gp
Alchemist’s fire, greater Bomb 250 gp
Bottled Lightning, greater Bomb 250 gp
Frost vial, greater Bomb 250 gp
Tanglefoot bag, greater Bomb 250 gp
Thunderstone, greater Bomb 250 gp
Bestial mutagen, greater Elixir 300 gp
Cognitive mutagen, greater Elixir 300 gp
Juggernaut mutagen, greater Elixir 300 gp
Quicksilver mutagen, greater Elixir 300 gp
Serene mutagen, greater Elixir 300 gp
Silvertongue mutagen, greater Elixir 300 gp
Oil of keen edgesUncommon Oil 250 gp
Oil of repulsion Oil 175 gp
BLightburn resin Poison 225 gp
Potion of swimming, greater Potion 250 gp
Scroll of 6th-level spell Scroll 300 gp
11th-Level Permanent Items Category Price
+2 Resilient armor Armor 1,400 gp
Cold iron armor, standard-grade Armor 1,200+ gp
Silver armor, standard-grade Armor 1,200+ gp
Bag of holding type III Held 1,200 gp
Holy prayer beads, greaterUncommon Held 1,400 gp
Skeleton key, greater Held 1,250 gp
+2 armor Potency Rune 1,060 gp
Anarchic Rune 1,400 gp
Axiomatic Rune 1,400 gp
Holy Rune 1,400 gp
Unholy Rune 1,400 gp
Arrow-catching shield Shield 1,350 gp
Floating shieldUncommon Shield 1,250 gp
Wand of 5th-level spell Wand 1,500 gp
Wand of continuation 4th Wand 1,400 gp
Adamantine weapon, standard-gradeUncommon Weapon 1,400+ gp
Darkwood weapon, standard-gradeUncommon Weapon 1,400+ gp
Mithral weapon, standard-gradeUncommon Weapon 1,400+ gp
Oathbow Weapon 1,300 gp
Alchemist goggles, greater Worn 1,400 gp
Boots of elvenkind, greater Worn 1,250 gp
Cassock of devotion Worn 1,150 gp
Crafter’s eyepiece, greater Worn 1,200 gp
Doubling rings, greater Worn 1,300 gp
Goggles of night, greater Worn 1,250 gp
Gorget of the primal roar Worn 1,250 gp
Necklace of fireballs type IV Worn 700 gp
Ring of maniacal devices Worn 1,175 gp
12th-Level Consumables Category Price
Penetrating ammunition Ammunition 400 gp
Salamander elixir, moderate Elixir 320 gp
Sea touch elixir, moderate Elixir 300 gp
Winter wolf elixir, moderate Elixir 320 gp
Oil of animationUncommon Oil 330 gp
Salve of antiparalysis, greater Oil 325 gp
Slumber wine Poison 325 gp
Dragon’s breath potion, adult Potion 400 gp
Healing potion, greater Potion 400 gp
Potion of tonguesUncommon Potion 320 gp
Bleeding spines snare Snare 320 gp
Scything blade snare Snare 320 gp
Stunning snare Snare 320 gp
Eye of apprehension Talisman 400 gp
Fade band Talisman 320 gp
Iron equalizer Talisman 400 gp
12th-Level Permanent Items Category Price
Adamantine armor, standard-gradeUncommon Armor 1,600+ gp
Darkwood armor, standard-gradeUncommon Armor 1,600+ gp
Dragonhide armor, standard-gradeUncommon Armor 1,600+ gp
Mithral armor, standard-gradeUncommon Armor 1,600+ gp
Broom of flying Held 1,900 gp
Marvelous medicines, standard Held 1,800 gp
Energy-resistant, greater Rune 1,650 gp
Fortification Rune 2,000 gp
Striking, greater Rune 1,065 gp
Animal staff, major Staff 1,900 gp
Mentalist’s staff, major Staff 1,800 gp
Staff of fire, major Staff 1,800 gp
Staff of Healing, major Staff 1,800 gp
Verdant staff, greater Staff 1,750 gp
Wand of smoldering fireballs 5th Wand 2,000 gp
Wand of widening 5th Wand 2,000 gp
+2 greater Striking weapon Weapon 2,000 gp
+2 greater Striking handwraps of mighty blows Worn 2,000 gp
Aeon stone, pink rhomboidUncommon Worn 1,900 gp
Berserker’s cloak Worn 2,000 gp
Cloak of elvenkind, greater Worn 1,750 gp
Ring of climbing Worn 1,750 gp
Ring of swimming Worn 1,750 gp
Ring of wizardry type IIIUncommon Worn 2,000 gp
13th-Level Consumables Category Price
Explosive ammunition, greater Ammunition 520 gp
Spellstrike ammunition 6th Ammunition 600 gp
Elixir of life, greater Elixir 600 gp
Deathcap powder Poison 450 gp
Purple worm venom Poison 500 gp
PanaceaUncommon Potion 450 gp
Scroll of 7th-level spell Scroll 600 gp
Mending latticeUncommon Talisman 525 gp
13th-Level Permanent Items Category Price
Celestial armor Armor 2,500 gp
Demon armor Armor 2,500 gp
Elven chain, standard-gradeUncommon Armor 2,500 gp
Mail of luck Armor 2,600 gp
Bag of holding type IV Held 2,400 gp
Wondrous figurine, marble elephant Held 2,700 gp
DancingUncommon Rune 2,700 gp
KeenUncommon Rune 3,000 gp
Spell-storingUncommon Rune 2,700 gp
Sturdy shield, greater Shield 3,000 gp
Wand of 6th-level spell Wand 3,000 gp
Wand of continuation 5th Wand 3,000 gp
Wand of manifold missiles 5th Wand 3,000 gp
Dwarven thrower Weapon 2,750 gp
Flame tongue Weapon 2,800 gp
Aeon stone, pale lavender ellipsoidUncommon Worn 2,200 gp
Boots of speed Worn 3,000 gp
Eye of fortune Worn 2,700 gp
Knapsack of halflingkind, greaterUncommon Worn 2,850 gp
Necklace of fireballs type V Worn 1,600 gp
Ring of the ram, greater Worn 2,700 gp
14th-Level Consumables Category Price
Ghost ammunition Ammunition 900 gp
Antidote, major Elixir 675 gp
Antiplague, major Elixir 675 gp
Bomber’s eye elixir, greater Elixir 700 gp
Potion of resistance, greater Potion 850 gp
Dazing Coil Talisman 900 gp
Iron cudgel Talisman 900 gp
Viper’s fang Talisman 850 gp
14th-Level Permanent Items Category Price
+2 greater Resilient armor Armor 4,500 gp
Horseshoes of speed, greater Companion 4,250 gp
Crystal ball, clear quartzUncommon Held 3,800 gp
Primeval mistletoe, greater Held 3,900 gp
Rod of negation Held 4,300 gp
Disrupting, greaterUncommon Rune 4,300 gp
Resilient, greater Rune 3,440 gp
Staff of abjuration, major Staff 4,000 gp
Staff of conjuration, major Staff 4,000 gp
Staff of divination, major Staff 4,000 gp
Staff of enchantment, major Staff 4,000 gp
Staff of evocation, major Staff 4,000 gp
Staff of illusion, major Staff 4,000 gp
Staff of necromancy, major Staff 4,000 gp
Staff of transmutation, major Staff 4,000 gp
Wand of widening 6th Wand 4,500 gp
Holy avengerUncommon Weapon 4,500 gp
Storm flash Weapon 4,000 gp
Boots of bounding, greater Worn 4,250 gp
Bracers of armor type II Worn 4,000 gp
Ring of energy resistance, major Worn 4,400 gp
Ring of wizardry type IVU Worn 4,500 gp
15th-Level Consumables Category Price
Disintegration boltUncommon Ammunition 1,300 gp
Spellstrike ammunition 7th Ammunition 1,300 gp
Stone bullet Ammunition 1,300 gp
Bravo’s brew, greater Elixir 700 gp
Elixir of life, major Elixir 1,300 gp
Sea touch elixir, greater Elixir 920 gp
Obfuscation oil Oil 1,200 gp
Dragon bile Poison 925 gp
Mindfog mist Poison 1,000 gp
Potion of flying, greater Potion 1,000 gp
Scroll of 8th-level spell Scroll 1,300 gp
15th-Level Permanent Items Category Price
Plate armor of the deepUncommon Armor 6,500 gp
Crystal ball, seleniteUncommon Held 7,000 gp
Wondrous figurine, obsidian steedUncommon Held 6,000 gp
AntimagicUncommon Rune 6,500 gp
Corrosive, greater Rune 6,500 gp
Flaming, greater Rune 6,500 gp
Frost, greater Rune 6,500 gp
Shock, greater Rune 6,500 gp
Thundering, greater Rune 6,500 gp
Cold iron buckler, high-grade Shield 5,000 gp
Cold iron shield, high-grade Shield 5,500 gp
Silver buckler, high-grade Shield 5,000 gp
Silver shield, high-grade Shield 5,500 gp
Wand of 7th-level spell Wand 6,500 gp
Wand of continuation 6th Wand 6,500 gp
Necklace of fireballs type VI Worn 4,200 gp
Robe of the archmagiUncommon Worn 6,500 gp
16th-Level Consumables Category Price
Eagle-eye elixir, major Elixir 2,000 gp
Salamander elixir, greater Elixir 1,400 gp
Winter wolf elixir, greater Elixir 1,400 gp
Brimstone fumes Poison 1,500 gp
Nightmare vapor Poison 1,400 gp
Truesight potion Potion 1,500 gp
Hail of arrows snare Snare 1,500 gp
Omnidirectional spear snare Snare 1,500 gp
Flame navette Talisman 1,800 gp
Ghost dust Talisman 1,800 gp
16th-Level Permanent Items Category Price
DragonplateUncommon Armor 10,000 gp
Crystal ball, moonstoneUncommon Held 7,500 gp
+3 weapon Potency Rune 8,935 gp
Slick, major Rune 9,000 gp
SpeedRare Rune 10,000 gp
Adamantine buckler, high-gradeUncommon Shield 8,000 gp
Adamantine shield, high-gradeUncommon Shield 8,800 gp
Darkwood buckler, high-gradeUncommon Shield 8,000 gp
Darkwood shield, high-gradeUncommon Shield 8,800 gp
Darkwood tower shield, high-gradeUncommon Shield 11,200 gp
Dragonhide buckler, high-gradeUncommon Shield 8,000 gp
Dragonhide shield, high-gradeUncommon Shield 8,800 gp
Floating shield, greater Shield 9,000 gp
Mithral buckler, high-gradeUncommon Shield 8,000 gp
Mithral shield, high-gradeUncommon Shield 8,800 gp
Sturdy shield, major Shield 10,000 gp
Staff of Healing, true Staff 9,200 gp
Staff of powerRare Staff 10,000 gp
Instant fortressUncommon Structure 9,300 gp
Wand of slaying 7th Wand 10,000 gp
Wand of smoldering fireballs 7th Wand 10,000 gp
Wand of widening 7th Wand 10,000 gp
+3 greater Striking weapon Weapon 10,000 gp
Cold iron weapon, high-grade Weapon 9,000+ gp
Frost brand Weapon 10,000 gp
Silver weapon, high-grade Weapon 9,000+ gp
+3 greater Striking handwraps of mighty blows Worn 10,000 gp
Aeon stone, orange prismUncommon Worn 9,750 gp
17th-Level Consumables Category Price
Spellstrike ammunition 8th Ammunition 3,000 gp
Acid flask, major Bomb 2,500 gp
Alchemist’s fire, major Bomb 2,500 gp
Bottled Lightning, major Bomb 2,500 gp
Frost vial, major Bomb 2,500 gp
Tanglefoot bag, major Bomb 2,500 gp
Thunderstone, major Bomb 2,500 gp
Bestial mutagen, major Elixir 3,000 gp
Cognitive mutagen, major Elixir 3,000 gp
Juggernaut mutagen, major Elixir 3,000 gp
Quicksilver mutagen, major Elixir 3,000 gp
Serene mutagen, major Elixir 3,000 gp
Silvertongue mutagen, major Elixir 3,000 gp
Hemlock Poison 2,250 gp
Dragon’s breath potion, wyrm Potion 3,000 gp
Scroll of 9th-level spell Scroll 3,000 gp
Dispelling sliver Talisman 2,400 gp
17th-Level Permanent Items Category Price
Anklets of alacrity Apex 15,000 gp
Belt of giant strength Apex 15,000 gp
Belt of regeneration Apex 15,000 gp
Circlet of persuasion Apex 15,000 gp
Diadem of intellect Apex 15,000 gp
Headband of inspired wisdom Apex 15,000 gp
Impenetrable scaleUncommon Armor 12,800 gp
Crystal ball, peridotUncommon Held 12,500 gp
EtherealUncommon Rune 13,500 gp
Shadow, major Rune 14,000 gp
VorpalRare Rune 15,000 gp
Orichalcum buckler, high-gradeRare Shield 12,000 gp
Orichalcum shield, high-gradeRare Shield 13,200 gp
Wand of 8th-level spell Wand 15,000 gp
Wand of continuation 7th Wand 15,000 gp
Wand of manifold missiles 7th Wand 15,000 gp
Adamantine weapon, high-gradeUncommon Weapon 13,500+ gp
Darkwood weapon, high-gradeUncommon Weapon 13,500+ gp
Flame tongue, greater Weapon 13,800 gp
Luck bladeRare Weapon 15,000 gp
Mithral weapon, high-gradeUncommon Weapon 13,500+ gp
Alchemist goggles, major Worn 15,000 gp
Armbands of athleticism, greater Worn 13,000 gp
Cloak of the bat, greater Worn 13,000 gp
Daredevil boots, greater Worn 14,000 gp
Dread blindfold Worn 15,000 gp
Messenger’s ring, greater Worn 13,500 gp
Necklace of fireballs type VII Worn 9,600 gp
Phylactery of faithfulness, greater Worn 13,000 gp
Robe of eyesUncommon Worn 13,000 gp
Voyager’s packUncommon Worn 14,800 gp
18th-Level Consumables Category Price
King’s sleep Poison 4,000 gp
Healing potion, major Potion 5,000 gp
Potion of undetectability Potion 4,400 gp
18th-Level Permanent Items Category Price
+3 greater Resilient armor Armor 24,000 gp
Breastplate of command, greater Armor 22,000 gp
Cold iron armor, high-grade Armor 20,000+ gp
Silver armor, high-grade Armor 20,000+ gp
Maestro’s instrument, greater Held 19,000 gp
Marvelous medicines, greater Held 19,000 gp
Possibility tome Held 22,000 gp
Thurible of revelation, greater Held 19,000 gp
+3 armor Potency Rune 20,560 gp
Fortification, greater Rune 24,000 gp
Indestructible shieldRare Shield 24,000 gp
Reflecting shieldUncommon Shield 18,000 gp
Wand of slaying 8th Wand 24,000 gp
Wand of widening 8th Wand 24,000 gp
Orichalcum weapon, high-gradeRare Weapon 22,500+ gp
Storm flash, greater Weapon 21,000 gp
Goggles of night, major Worn 20,000 gp
Inexplicable apparatus Worn 19,000 gp
Ring of maniacal devices, greater Worn 4,250 gp
19th-Level Consumables Category Price
Spellstrike ammunition 9th Ammunition 8,000 gp
Elixir of life, true Elixir 3,000 gp
Black lotus extract Poison 6,500 gp
Scroll of 10th-level spellUncommon Scroll 8,000 gp
19th-Level Permanent Items Category Price
Adamantine armor, high-gradeUncommon Armor 32,000+ gp
Darkwood armor, high-gradeUncommon Armor 32,000+ gp
Dragonhide armor, high-gradeUncommon Armor 32,000+ gp
Mithral armor, high-gradeUncommon Armor 32,000+ gp
Crystal ball, obsidianUncommon Held 32,000 gp
Striking, major Rune 31,065 gp
Sturdy shield, supreme Shield 40,000 gp
Wand of 9th-level spell Wand 40,000 gp
Wand of continuation 8th Wand 40,000 gp
+3 major Striking weapon Weapon 40,000 gp
Luck blade, wishingRare Weapon 30,000 gp
Mattock of the titansUncommon Weapon 36,000 gp
+3 major Striking handwraps of mighty blows Worn 40,000 gp
Aeon stone, lavender and green ellipsoidUncommon Worn 30,000 gp
Berserker’s cloak, greater Worn 40,000 gp
Robe of the archmagi, greaterUncommon Worn 32,000 gp
Third eye Worn 40,000 gp
20th-Level Consumables Items Category Price
Elixir of rejuvenationUncommon Elixir
Antimagic oilRare Oil 13,000 gp
Tears of death Poison 12,000 gp
Flying blade wheel snare Snare 10,000 gp
Instant evisceration snare Snare 10,000 gp
Philosopher’s stoneUncommon Tool
20th-Level Permanent Items Category Price
+3 major Resilient armor Armor 70,000 gp
Elven chain, high-gradeUncommon Armor 52,000+ gp
Orichalcum armor, high-gradeRare Armor 55,000+ gp
Resilient, major Rune 49,440 gp
Staff of the magiRare Staff 90,000 gp
Wand of slaying 9th Wand 70,000 gp
Wand of smoldering fireballs 9th Wand 70,000 gp
Wand of widening 9th Wand 70,000 gp
SkyhammerRare Weapon 70,000 gp
Bracers of armor type III Worn 60,000 gp
Ring of spell turningRare Worn 67,000 gp
Whisper of the first lieRare Worn 60,000 gp

Alchemical Items

Alchemical items are not magical. They instead use the properties of volatile chemicals, exotic minerals, potent plants, and other substances, collectively referred to as alchemical reagents. As such, alchemical items don’t radiate magical auras, and they can’t be dismissed or affected by dispel magic. Their effects last for a set amount of time or until they are countered in some way, typically physically.

Sometimes the reactions of alchemical reagents create effects that seem magical, and at other times they straddle the line between purely reactive and the inexplicable.

Alchemists can infuse reagents with some of their own essence, allowing them to efficiently create short-lived alchemical items at no monetary cost. Even in these cases, alchemical items don’t radiate magic auras, instead using the alchemist’s infused essence as one additional catalyst for the item’s alchemical effects.

Rules for creating alchemical items are found in the Craft activity, and you must have the Alchemical Crafting skill feat to use Crafting to create alchemical items. Critically failing a Crafting check to make alchemical items often causes a dangerous effect, such as an explosion for a bomb or accidental exposure for a poison, in addition to losing some of the materials.

Some alchemical items have additional requirements beyond those stated in the Craft activity; these items list their requirements in a Craft Requirements entry.

All alchemical items have the alchemical trait. Most also have the consumable trait, which means that the item is used up once activated. The bomb, elixir, and poison traits indicate special categories of alchemical items. Alchemical items without any of these traits are called alchemical tools.

This section contains the following subcategories.

Table 11–2 lists alchemical items arranged by level and category, as a reference primarily for alchemist characters.

Table 11–2: Alchemical Items By Level
Level Item Category
1 Acid flask, lesser Bomb
1 Alchemist’s fire, lesser Bomb
1 Bottled Lightning, lesser Bomb
1 Frost vial, lesser Bomb
1 Tanglefoot bag, lesser Bomb
1 Thunderstone, lesser Bomb
1 Antidote, lesser Elixir
1 Antiplague, lesser Elixir
1 Bestial mutagen, lesser Elixir
Level Item Category
1 Cheetah’s elixir, lesser Elixir
1 Cognitive mutagen, lesser Elixir
1 Eagle-eye elixir, lesser Elixir
1 Elixir of life, lesser Elixir
1 Juggernaut mutagen, lesser Elixir
1 Leaper’s elixir, lesser Elixir
1 Quicksilver mutagen, lesser Elixir
1 Serene mutagen, lesser Elixir
1 Silvertongue mutagen, lesser Elixir
1 Arsenic Poison
1 Giant centipede venom Poison
1 Smokestick, lesser Tool
1 Snake oil Tool
1 Sunrod Tool
1 Tindertwig Tool
2 Bravo’s brew, lesser Elixir
2 Cat’s eye elixir Elixir
2 Comprehension elixir, lesser Elixir
2 Darkvision elixir, lesser Elixir
2 Infiltrator’s elixir Elixir
2 Belladonna Poison
2 Black adder venom Poison
2 Lethargy poison Poison
2 Silversheen Tool
3 Acid flask, moderate Bomb
3 Alchemist’s fire, moderate Bomb
3 Bottled Lightning, moderate Bomb
3 Frost vial, moderate Bomb
3 Tanglefoot bag, moderate Bomb
3 Thunderstone, moderate Bomb
3 Bestial mutagen, moderate Elixir
3 Cognitive mutagen, moderate Elixir
3 Juggernaut mutagen, moderate Elixir
3 Quicksilver mutagen, moderate Elixir
3 Serene mutagen, moderate Elixir
3 Silvertongue mutagen, moderate Elixir
3 Cytillesh oil Poison
3 Graveroot Poison
4 Bomber’s eye elixir, lesser Elixir
4 Darkvision elixir, moderate Elixir
4 Mistform elixir, lesser Elixir
4 Salamander elixir, lesser Elixir
4 Stone fist elixir Elixir
4 Winter wolf elixir, lesser Elixir
5 Cheetah’s elixir, moderate Elixir
5 Eagle-eye elixir, moderate Elixir
5 Elixir of life, lesser Elixir
5 Sea touch elixir, lesser Elixir
5 Hunting spider venom Poison
6 Antidote, moderate Elixir
6 Antiplague, moderate Elixir
6 Mistform elixir, moderate Elixir
6 Giant scorpion venom Poison
7 Comprehension elixir, greater Elixir
7 Leaper’s elixir, greater Elixir
Level Item Category
7 Giant wasp venom Poison
7 Malyass root paste Poison
7 Smokestick, greater Tool
8 Darkvision elixir, greater Elixir
8 Nettleweed residue Poison
8 Wyvern poison Poison
9 Cheetah’s elixir, greater Elixir
9 Elixir of life, moderate Elixir
9 Lich dust Poison
9 Spider root Poison
10 Antidote, greater Elixir
10 Antiplague, greater Elixir
10 Bravo’s brew, moderate Elixir
10 Eagle-eye elixir, greater Elixir
10 Mistform elixir, greater Elixir
10 Shadow essence Poison
10 Wolfsbane Poison
11 Acid flask, greater Bomb
11 Alchemist’s fire, greater Bomb
11 Bottled Lightning, greater Bomb
11 Frost vial, greater Bomb
11 Tanglefoot bag, greater Bomb
11 Thunderstone, greater Bomb
11 Bestial mutagen, greater Elixir
11 Cognitive mutagen, greater Elixir
11 Juggernaut mutagen, greater Elixir
11 Quicksilver mutagen, greater Elixir
11 Serene mutagen, greater Elixir
11 Silvertongue mutagen, greater Elixir
11 BLightburn resin Poison
12 Salamander elixir, greater Elixir
12 Sea touch elixir, moderate Elixir
12 Winter wolf elixir, moderate Elixir
12 Slumber wine Poison
13 Elixir of life, greater Elixir
13 Deathcap powder Poison
13 Purple worm venom Poison
14 Antidote, major Elixir
14 Antiplague, major Elixir
14 Bomber’s eye elixir, greater Elixir
15 Bravo’s brew, greater Elixir
15 Elixir of life, greater Elixir
15 Sea touch elixir, greater Elixir
15 Dragon bile Poison
15 Mindfog mist Poison
16 Eagle-eye elixir, major Elixir
16 Salamander elixir, greater Elixir
16 Winter wolf elixir, greater Elixir
16 Brimstone fumes Poison
16 Nightmare vapor Poison
17 Acid flask, major Bomb
17 Alchemist’s fire, major Bomb
17 Bottled Lightning, major Bomb
17 Frost vial, major Bomb
17 Tanglefoot bag, major Bomb
Level Item Category
17 Thunderstone, major Bomb
17 Bestial mutagen, major Elixir
17 Cognitive mutagen, major Elixir
17 Juggernaut mutagen, major Elixir
17 Quicksilver mutagen, major Elixir
17 Serene mutagen, major Elixir
17 Silvertongue mutagen, major Elixir
17 Hemlock Poison
18 King’s sleep Poison
19 Elixir of life, true Elixir
19 Black lotus extract Poison
20 Elixir of rejuvenation Elixir
20 Tears of death Poison
20 Philosopher’s stone Tool

Alchemical Bombs

An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects. Bombs have the bomb trait.

Bombs are martial thrown weapons with a range increment of 20 feet. When you throw a bomb, you make a weapon attack roll against the target’s AC, as you would for any other weapon. It takes one hand to draw, prepare, and throw a bomb. Due to the complexity involved in preparing bombs, Strikes to throw alchemical bombs gain the manipulate trait. The bomb is activated when thrown as a Strike—you don’t have to activate it separately.

Splash Trait

Most bombs also have the splash trait. When you use a thrown weapon with the splash trait, you don’t add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure), the target of the attack still takes the splash damage.

Add splash damage together with the initial damage against the target before applying the target’s resistance or weakness.

You don’t multiply splash damage on a critical hit.

For example, if you threw a lesser acid flask and hit your target, that creature would take 1d6 persistent acid damage and 1 acid splash damage. All other creatures within 5 feet of it would take 1 acid splash damage. On a critical hit, the target would take 2d6 persistent acid damage, but the splash damage would still be 1. If you missed, the target would take 1 splash damage. If you critically failed, no one would take any damage.

Acid Flask Item 1+

Acid Alchemical Bomb Consumable Splash

Usage held in 1 hand; Bulk L


Activate [one-action] Strike

This flask filled with corrosive acid deals 1 acid damage, the 544 listed persistent acid damage, and the listed acid splash damage. Many types grant an item bonus to attack rolls.


Type lesser; Level 1; Price 3 gp

It deals 1d6 persistent acid damage and 1 acid splash damage.

Type moderate; Level 3; Price 10 gp

You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent acid damage and 2 acid splash damage.

Type greater; Level 11; Price 250 gp

You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent acid damage and 3 acid splash damage.

Type major; Level 17; Price 2,500 gp

You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent acid damage and 4 acid splash damage.

Alchemist’s Fire Item 1+

Alchemical Bomb Consumable Fire Splash

Usage held in 1 hand; Bulk L

Activate [one-action] Strike

Alchemist’s fire is a combination of volatile liquids that ignite when exposed to air. Alchemist’s fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.


Type lesser; Level 1; Price 3 gp

The bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.

Type moderate; Level 3; Price 10 gp

You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage, 2 persistent fire damage, and 2 fire splash damage.

Type greater; Level 11; Price 250 gp

You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage.

Type major; Level 17; Price 2,500 gp

You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage, 4 persistent fire damage, and 4 fire splash damage.

Bottled Lightning Item 1+

Alchemical Bomb Consumable Electricity Splash

Usage held in 1 hand; Bulk L


Activate [one-action] Strike

Bottled Lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. Bottled Lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes flat-footed until the start of your next turn. Many types grant an item bonus to attack rolls.


Type lesser; Level 1; Price 3 gp

It deals 1d6 electricity damage and 1 electricity splash damage.

Type moderate; Level 3; Price 10 gp

You gain a +1 item bonus to attack rolls. The bomb deals 2d6 electricity damage and 2 electricity splash damage.

Type greater; Level 11; Price 250 gp

You gain a +2 item bonus to attack rolls. The bomb deals 3d6 electricity damage and 3 electricity splash damage.

Type major; Level 17; Price 2,500 gp

You gain a +3 item bonus to attack rolls. The bomb deals 4d6 electricity damage and 4 electricity splash damage.

Frost Vial Item 1+

Alchemical Bomb Cold Consumable Splash

Usage held in 1 hand; Bulk L


Activate [one-action] Strike

The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls.


Type lesser; Level 1; Price 3 gp

The bomb deals 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot penalty.

Type moderate; Level 3; Price 10 gp

You gain a +1 item bonus to attack rolls, the bomb deals 2d6 cold damage and 2 cold splash damage, and the target takes a –10-foot penalty.

Type greater; Level 11; Price 250 gp

You gain a +2 item bonus to attack rolls, the bomb deals 3d6 cold damage and 3 cold splash damage, and the target takes a –10-foot penalty.

Type major; Level 17; Price 2,500 gp

You gain a +3 item bonus to attack rolls, the bomb deals 4d6 cold damage and 4 cold splash damage, and the target takes a –15-foot penalty.

Tanglefoot Bag Item 1+

Alchemical Bomb Consumable

Usage held in 1 hand; Bulk L


Activate [one-action] Strike

A tanglefoot bag is filled with sticky substances.

When you hit a creature with a tanglefoot bag, that creature takes a status penalty to its Speeds for 1 minute.

Many types of tanglefoot bag also grant an item bonus on attack rolls.

On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water.

The target can end any effects by Escaping or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can provide the actions as well.


Type lesser; Level 1; Price 3 gp

The target takes a –10-foot penalty, and the Escape DC is 17.

Type moderate; Level 3; Price 10 gp

You gain a +1 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 19.

Type greater; Level 11; Price 250 gp

You gain a +2 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 28.

Type major; Level 17; Price 2,500 gp

You gain a +3 item bonus to attack rolls, the target takes a –20-foot penalty, and the Escape DC is 37.

Thunderstone Item 1+

Alchemical Bomb Consumable Sonic Splash

Usage held in 1 hand; Bulk L


Activate [one-action] Strike

When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed Sonic damage and Sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be deafened until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls.


Type lesser; Level 1; Price 3 gp

The bomb deals 1d4 Sonic damage and 1 Sonic splash damage, and the DC is 17.

Type moderate; Level 3; Price 10 gp

You gain a +1 item bonus to attack rolls. The bomb deals 2d4 Sonic damage and 2 Sonic splash damage, and the DC is 20.

Type greater; Level 11; Price 250 gp

You gain a +2 item bonus to attack rolls. The bomb deals 3d4 Sonic damage and 3 Sonic splash damage, and the DC is 28.

Type major; Level 17; Price 2,500 gp

You gain a +3 item bonus to attack rolls. The bomb deals 4d4 Sonic damage and 4 Sonic splash damage, and the DC is 36.

Alchemical Elixirs

Elixirs are alchemical liquids that are used by drinking them. They have the elixir trait. These potent concoctions grant the drinker some alchemical benefits. While all elixirs follow the same general rules, mutagens (described below) have additional rules that apply to their use.

Activating Elixirs

You usually Interact to activate an elixir as you drink it or feed it to another creature. You can feed an elixir only to a creature within reach that is either willing or unable to prevent you from doing so. You usually need only one hand to consume an elixir or feed it to another creature.

Mutagens

These elixirs, indicated by the mutagen trait, temporarily transmogrify the subject’s body and alter its mind. Typically, only alchemists have the expertise to craft mutagens, and some say they are the only ones reckless enough to use them.

A mutagen always conveys one or more beneficial effects (listed in the Benefit entry) paired with one or more detrimental effects (shown in the Drawback entry).

Mutagens are polymorph effects, meaning you can benefit from only one at a time (see the polymorph trait).

Antidote Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours.


Type lesser; Level 1; Price 3 gp

You gain a +2 item bonus.

Type moderate; Level 6; Price 35 gp

You gain a +3 item bonus.

Type greater; Level 10; Price 160 gp

You gain a +4 item bonus.

Type major; Level 14; Price 675 gp

You gain a +4 item bonus, and when you drink the antidote, you can immediately attempt a saving throw against one poison of 14th level or lower affecting you. If you succeed, the poison is neutralized.

Antiplague Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Antiplague can fortify the body’s defenses against diseases.

Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease’s progression.


Type lesser; Level 1; Price 3 gp

You gain a +2 item bonus.

Type moderate; Level 6; Price 35 gp

You gain a +3 item bonus.

Type greater; Level 10; Price 160 gp

You gain a +4 item bonus.

Type major; Level 14; Price 675 gp

You gain a +4 item bonus, and when you drink the antiplague, you can immediately attempt a saving throw against one disease of 14th level or lower affecting you. If you succeed, you are cured of the disease.

Bestial Mutagen Item 1+

Alchemical Consumable Elixir Mutagen Polymorph

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy.

Benefit(s) You gain an item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack with the agile trait and a jaws unarmed attack.

Drawback(s) You take a –1 penalty to AC and a –2 penalty to Reflex saves.


Type lesser; Level 1; Price 4 gp

You gain a +1 item bonus, your claw deals 1d4 slashing damage, your jaws deal 1d6 piercing damage, and the duration is 1 minute.

Type moderate; Level 3; Price 12 gp

You gain a +2 item bonus, your claw deals 1d6 slashing damage, your jaws deal 1d8 piercing damage, and the duration is 10 minutes.

Type greater; Level 11; Price 300 gp

You gain a +3 item bonus, your claw deals 1d8 slashing damage, your jaws deal 1d10 piercing damage, and the duration is 1 hour.

Type major; Level 17; Price 3,000 gp

You gain a +4 item bonus, your claw deals 1d8 slashing damage, your jaws deal 1d10 piercing damage, and the duration is 1 hour. You gain weapon specialization with the claws and jaws, or greater weapon specialization, if you already have weapon specialization with these unarmed attacks.

Bomber’s Eye Elixir Item 4+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb Strikes reduce the circumstance bonus to AC your targets gain from cover.


Type lesser; Level 4; Price 14 gp

Reduce your targets’ circumstance bonus by 1.

Type greater; Level 14; Price 700 gp

Reduce your targets’ circumstance bonus by 2.

Bravo’s Brew Item 2+

Alchemical Consumable Elixir Mental

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear.


Type lesser; Level 2; Price 7 gp

The bonus on Will saves is +1, or +2 against fear.

Type moderate; Level 10; Price 150 gp

The bonus on Will saves is +2, or +3 against fear.

Type greater; Level 15; Price 700 gp

The bonus on Will saves is +3, or +4 against fear. If you roll a success on a save against fear, you get a critical success instead.

Cat’s Eye Elixir Item 2

Alchemical Consumable Elixir

Price 7 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

After you consume this elixir, your vision sharpens and you become sensitive to even the most minute movements. For the next minute, you reduce the flat check to target hidden creatures to 5, and you don’t need to attempt a flat check to target concealed creatures. These benefits apply only against creatures within 30 feet of you.

Cheetah’s Elixir Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration.


Type lesser; Level 1; Price 3 gp

The bonus is +5 feet, and the duration is 1 minute.

Type moderate; Level 5; Price 25 gp

The bonus is +10 feet, and the duration is 10 minutes.

Type greater; Level 9; Price 110 gp

The bonus is +10 feet, and the duration is 1 hour.

Cognitive Mutagen Item 1+

Alchemical Consumable Elixir Mutagen Polymorph

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Your mind becomes clear and cognition flows freely, but physical matters seem ephemeral.

Benefit(s) You gain an item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge. Your critical failures on Recall Knowledge checks become failures instead.

Drawback(s) You take a –2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4.


Type lesser; Level 1; Price 4 gp

The bonus is +1, and the duration is 1 minute.

Type moderate; Level 3; Price 12 gp

The bonus is +2, and the duration is 10 minutes.

Type greater; Level 11; Price 300 gp

The bonus is +3, and the duration is 1 hour. You become trained in one Intelligence -based skill, chosen at creation.

Type major; Level 17; Price 3,000 gp

The bonus is +4, and the duration is 1 hour. You become trained in one skill, chosen at creation.

Comprehension Elixir Item 2+

Alchemical Consumable Elixir Mental

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

This bitter draught opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any words you read, so long as they are written in a common language. This elixir doesn’t automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to Decipher Writing.


Type lesser; Level 2; Price 7 gp

The duration is 1 minute.

Type greater; Level 7; Price 54 gp

The duration is 10 minutes.

Darkvision Elixir Item 2+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for the listed duration.


Type lesser; Level 2; Price 6 gp

The duration is 10 minutes.

Type moderate; Level 4; Price 11 gp

The duration is 1 hour.

Type greater; Level 8; Price 90 gp

The duration is 24 hours.

Eagle-Eye Elixir Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that is greater when attempting to find secret doors and traps.


Type lesser; Level 1; Price 4 gp

The bonus is +1, or +2 to find secret doors and traps.

Type moderate; Level 5; Price 27 gp

The bonus is +2, or +3 to find secret doors and traps.

Type greater; Level 10; Price 200 gp

The bonus is +3, or +4 to find secret doors and traps.

Type major; Level 16; Price 2,000 gp

The bonus is +3, or +4 to find secret doors and traps. Each time you pass within 10 feet of a secret door or trap, the GM automatically rolls a secret check for you to find it.

Elixir of Life Item 1+

Alchemical Consumable Elixir Healing

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Elixirs of life accelerate the body’s natural Healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.


Type minor; Level 1; Price 3 gp

The elixir restores 1d6 Hit Points, and the bonus is +1.

Type lesser; Level 5; Price 30 gp

The elixir restores 3d6+6 Hit Points and the bonus is +1.

Type moderate; Level 9; Price 150 gp

The elixir restores 5d6+12 Hit Points, and the bonus is +2.

Type greater; Level 13; Price 600 gp

The elixir restores 7d6+18 Hit Points, and the bonus is +2.

Type major; Level 15; Price 1,300 gp

The elixir restores 8d6+21 Hit Points, and the bonus is +3.

Type true; Level 19; Price 3,000 gp

The elixir restores 10d6+27 Hit Points, and the bonus is +4.

Elixir of Rejuvenation Item 20

Uncommon Alchemical Consumable Elixir

Price

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

The elixir of rejuvenation restores a creature to full health and eradicates toxins affecting it. When you drink this elixir, you’re restored to your maximum Hit Points, and all afflictions of 20th level or lower affecting you are removed.

You can instead administer this elixir to a creature that has been dead for a week or less. When you do, that creature is instantly brought back to life with 1 Hit Point and no spell slots, Focus Points, or other daily resources.


Craft Requirements philosopher’s stone, true elixir of life

Infiltrator’s Elixir Item 2

Alchemical Consumable Elixir Polymorph

Price 6 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Favored by spies and tricksters, an infiltrator’s elixir is used to alter your appearance. When imbibed, you take the shape of a humanoid creature of your size, but different enough so you might be unrecognizable. If you aren’t a humanoid, you might take on a form more similar to your own, at the GM’s discretion.

The creator of the elixir decides the basics of the appearance you transform into when you imbibe the elixir, including eye color, skin tone, and hair color. The elixir can’t change your form into that of a specific person. After the form takes hold, you retain it for the next 10 minutes.

Drinking this elixir counts as setting up a disguise to Impersonate. You gain a +4 status bonus to your Deception DC to avoid others seeing through your disguise, and you add your level to this DC even if untrained.

Juggernaut Mutagen Item 1+

Alchemical Consumable Elixir Mutagen Polymorph

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

After you drink this mutagen, your body becomes thick and sturdy. You exhibit a healthy glow, though you tend to be ponderous and unobservant.

Benefit(s) You gain an item bonus to Fortitude saves and the listed number of temporary Hit Points. Whenever you are at maximum Hit Points for at least 1 full minute, you regain the temporary Hit Points.

Drawback(s) You take a –2 penalty to Will saves, Perception checks, and initiative rolls.


Type lesser; Level 1; Price 4 gp

The bonus is +1, you gain 5 temporary Hit Points, and the duration is 1 minute.

Type moderate; Level 3; Price 12 gp

The bonus is +2, you gain 10 temporary Hit Points, and the duration is 10 minutes.

Type greater; Level 11; Price 300 gp

The bonus is +3, you gain 30 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead.

Type major; Level 17; Price 3,000 gp

The bonus is +4, you gain 45 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, 548 you get a critical success instead, and your critical failures on Fortitude saves become failures instead.

Leaper’s Elixir Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this elixir, you can High Jump or Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).


Type lesser; Level 1; Price 3 gp; Type greater; Level 7; Price 55 gp

The maximum vertical distance you can jump with a High Jump is the same as you can jump horizontally with a Long Jump.

Mistform Elixir Item 4+

Alchemical Consumable Elixir Illusion Visual

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

A faint mist emanates from your skin, making you concealed for the listed duration. As usual being concealed when your position is still obvious, you can’t use this concealment to Hide or Sneak.


Type lesser; Level 4; Price 18 gp

The duration is 3 rounds.

Type moderate; Level 6; Price 56 gp

The duration is 1 minute.

Type greater; Level 10; Price 180 gp

The duration is 5 minutes.

Quicksilver Mutagen Item 1+

Alchemical Consumable Elixir Mutagen Polymorph

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Your features become thin and angular. You become swifter and nimbler, but your body also becomes fragile.

Benefit(s) You gain an item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and ranged attack rolls, and you gain the listed status bonus to your Speed.

Drawback(s) You take damage equal to twice your level; you can’t recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves.


Type lesser; Level 1; Price 4 gp

The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute.

Type moderate; Level 3; Price 12 gp

The bonus to rolls is +2, the bonus to Speed is +10 feet, and the duration is 10 minutes.

Type greater; Level 11; Price 300 gp

The bonus to rolls is +3, the bonus to Speed is +15 feet, and the duration is 1 hour.

Type major; Level 17; Price 3,000 gp

The bonus to rolls is +4, the bonus to Speed is +20 feet, and the duration is 1 hour.

Salamander Elixir Item 4+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

This elixir is made from salamander scales to withstand fire. For 24 hours, you are protected from the effects of severe heat.


Type lesser; Level 4; Price 15 gp; Type moderate; Level 12; Price 320 gp

You’re also protected from extreme heat.

Type greater; Level 16; Price 1,400 gp

You’re also protected from extreme and incredible heat.

Sea Touch Elixir Item 5+

Alchemical Consumable Elixir Polymorph

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

This briny concoction alters the skin on your hands and feet.

The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the listed duration.


Type lesser; Level 5; Price 22 gp

The duration is 10 minutes.

Type moderate; Level 12; Price 300 gp

The duration is 1 hour, and you can breathe underwater.

Type greater; Level 15; Price 920 gp

The duration is 24 hours, and you can breathe underwater.

Serene Mutagen Item 1+

Alchemical Consumable Elixir Mutagen Polymorph

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

You gain inner serenity, focused on fine details and steeled against mental assaults, but you find violence off-putting.

Benefit(s) You gain an item bonus to Will saves and Perception, Medicine, Nature, Religion, and Survival checks.

This bonus improves when you attempt Will saves against mental effects.

Drawback(s) You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage.


Type lesser; Level 1; Price 4 gp

The bonus is +1, or +2 vs. mental, and the duration is 1 minute.

Type moderate; Level 3; Price 12 gp

The bonus is +2, or +3 vs. mental, and the duration is 10 minutes.

Type greater; Level 11; Price 300 gp

The bonus is +3, or +4 vs. mental, and the duration is 1 hour.

When you roll a success on a Will save against a mental effect, you get a critical success instead.

Type major; Level 17; Price 3,000 gp

The bonus is +4, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical success instead, and your critical failures on Will saves against mental effects become failures instead.

Silvertongue Mutagen Item 1+

Alchemical Consumable Elixir Mutagen Polymorph

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Your features become Striking and your voice becomes musical and commanding, though facts and figures become hazy for you and emotion clouds your ability to reason.

Benefit(s) You gain an item bonus to Deception, Diplomacy, Intimidation, and Performance checks. Your critical failures with any of these skill become failures instead.

Drawback(s) You take a –2 item penalty to Arcana, Crafting, Lore, Occultism, and Society checks. Choose one skill in which you are trained; for the duration, you become untrained in that skill. All your failures on checks to Recall Knowledge become critical failures.


Type lesser; Level 1; Price 4 gp

The bonus is +1, and the duration is 1 minute.

Type moderate; Level 3; Price 12 gp

The bonus is +2, and the duration is 10 minutes.

Type greater; Level 11; Price 300 gp

The bonus is +3, and the duration is 1 hour.

Type major; Level 17; Price 3,000 gp

The bonus is +4, and the duration is 1 hour.

Stone Fist Elixir Item 4

Alchemical Consumable Elixir Morph

Price 13 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Your fists become hard as stone. For 1 hour, your fists deal 1d6 bludgeoning damage and lose the nonlethal trait.

Winter Wolf Elixir Item 4+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

This elixir warms your core and improves your circulation. For 24 hours, you are protected from the effects of severe cold.


Type lesser; Level 4; Price 15 gp; Type moderate; Level 12; Price 320 gp

You’re also protected from extreme cold.

Type greater; Level 16; Price 1,400 gp

You’re also protected from extreme and incredible cold.

Alchemical Poisons

Alchemical poisons are potent toxins distilled or extracted from natural sources and made either stronger or easier to administer. Each poison’s stat block includes the Price and features for a single dose. Poison doses are typically kept in a vial or some other type of safe and secure container.

Applying alchemical poisons uses Interact actions. A poison typically requires one hand to pour into food or scatter in the air. Applying a poison to a weapon or another item requires two hands, with one hand holding the weapon or item. The Usage entry for a poison indicates the number of hands needed for a typical means of application, but the GM might determine that using poisons in other ways functions differently.

A creature attempts the listed saving throw as soon as it’s exposed to the poison; on a failed save, the creature advances to stage 1 of the poison after any listed onset time elapses.

Some poisons have the virulent trait. This means the poison is harder to remove once it has taken effect; (see Virulent Afflictions.)

Method of Exposure

Each alchemical poison has one of the following traits, which define how a creature can be exposed to that poison.

Contact: A contact poison is activated by applying it to an item or directly onto a living creature’s skin. The first creature to touch the affected item must attempt a saving throw against the poison; if the poison is applied directly, the creature must attempt a saving throw immediately when the poison touches its skin. Contact poisons are infeasible to apply to a creature via a weapon attack due to the logistics of delivering them without poisoning yourself. Typically, the onset time of a contact poison is 1 minute.

Ingested: An ingested poison is activated by applying it to food or drink to be consumed by a living creature, or by placing it directly into a living creature’s mouth. A creature attempts a saving throw against such a poison when it consumes the poison or the food or drink treated with the poison. The onset time of ingested poisons typically ranges anywhere from 1 minute to 1 day.

Inhaled: An inhaled poison is activated by unleashing it from its container. Once unleashed, the poison creates a cloud filling a 10-foot cube lasting for 1 minute or until a strong wind dissipates the cloud. Every creature entering this cloud is exposed to the poison and must attempt a saving throw against it; a creature aware of the poison before entering the cloud can use a single action to hold its breath and gain a +2 circumstance bonus to the saving throw for 1 round.

Injury: An injury poison is activated by applying it to a weapon, and it affects the target of the first Strike made using the poisoned weapon. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected.

Arsenic Item 1

Alchemical Consumable Ingested Poison

Price 3 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

This toxin is a compound of arsenic and other substances. You can’t reduce your sickened condition while affected.

Saving Throw DC 18 Fortitude; Onset 10 minutes; Maximum Duration 5 minutes; Stage 1 1d4 poison damage and sickened 1 (1 minute); Stage 2 1d6 poison damage and sickened 2 (1 minute); Stage 3 2d6 poison damage and sickened 3 (1 minute)

Belladonna Item 2

Alchemical Consumable Ingested Poison

Price 5 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Sometimes called “deadly nightshade,” belladonna is a widely available toxin produced from a plant similar to a tomato.

Saving Throw DC 19 Fortitude; Onset 10 minutes; Maximum Duration 30 minutes; Stage 1 dazzled (10 minutes); Stage 2 1d6 poison damage and sickened 1 (10 minutes); Stage 3 1d6 poison damage, confused, and sickened 1 (1 minute)

Black Adder Venom Item 2

Alchemical Consumable Injury Poison

Price 6 gp

Usage held in 2 hands; Bulk L


Activate [three-actions] Interact

Adder venom is a simple but effective way to enhance a weapon.

Saving Throw DC 18 Fortitude; Maximum Duration 3 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d6 poison damage (1 round)

Black Lotus Extract Item 19

Alchemical Consumable Contact Poison Virulent

Price 6,500 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Black lotus extract causes severe internal bleeding.

Saving Throw DC 42 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 15d6 poison damage and drained 1 (1 round); Stage 2 17d6 poison damage and drained 1 (1 round); Stage 3 20d6 poison damage and drained 2 (1 round)

Blightburn Resin Item 11

Alchemical Consumable Contact Poison

Price 225 gp

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

This tacky, hardened sap is harvested from trees infected by fungal blights and exposed to open flames.

Saving Throw DC 31 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 8d6 poison damage (1 round); Stage 2 10d6 poison damage (1 round); Stage 3 15d6 poison damage (1 round)

Brimstone Fumes Item 16

Alchemical Consumable Evil Inhaled Poison

Price 1,500 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Fumes from the forges of Hell drain health and strength alike.

Saving Throw DC 36 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 7d6 poison damage and enfeebled 1 (1 round); Stage 2 8d6 poison damage and enfeebled 2 (1 round); Stage 3 10d6 poison damage and enfeebled 3 (1 round)

Cytillesh Oil Item 3

Alchemical Consumable Injury Poison

Price 10 gp

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

This thick substance is distilled from the mind-robbing cytillesh fungus, though it lacks memory-altering capabilities.

Saving Throw DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d12 poison damage (1 round); Stage 3 2d10 poison damage (1 round)

Deathcap Powder Item 13

Alchemical Consumable Ingested Poison

Price 450 gp

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

The toxic deathcap mushroom can be dried, ground, and treated to form a flavorless powder with accelerated effects.

Saving Throw DC 33 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 13d6 poison damage (1 minute); Stage 2 17d6 poison damage and sickened 2 (1 minute); Stage 3 20d6 poison damage and sickened 3 (1 minute)

Dragon Bile Item 15

Alchemical Consumable Contact Poison

Price 925 gp

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

A mix of digestive juices and green dragon poison glands nauseates the victim as its flesh is digested from within.

Saving Throw DC 37 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 6d6 poison damage and sickened 2 (1 round); Stage 2 7d6 poison damage and sickened 3 (1 round); Stage 3 9d6 poison damage and sickened 4 (1 round)

Giant Centipede Venom Item 1

Alchemical Consumable Injury Poison

Price 4 gp

Usage held in 2 hands; Bulk L


Activate [three-actions] Interact

Giant centipede venom causes severe muscle stiffness.

Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round); Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)

Giant Scorpion Venom Item 6

Alchemical Consumable Injury Poison

Price 40 gp

Usage held in 2 hands; Bulk L


Activate [three-actions] Interact

Scorpion venom is excruciating and its effects are somewhat debilitating.

Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and enfeebled 1 (1 round); Stage 2 2d10 poison damage and enfeebled 1 (1 round); Stage 3 2d10 poison damage and enfeebled 2 (1 round)

Giant Wasp Venom Item 7

Alchemical Consumable Injury Poison

Price 55 gp

Usage held in 2 hands; Bulk L


Activate [three-actions] Interact

Giant wasp venom interferes with a victim’s movement.

Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and clumsy 1 (1 round); Stage 2 3d6 poison damage and clumsy 2 (1 round); Stage 3 4d6 poison and clumsy 2 (1 round)

Graveroot Item 3

Alchemical Consumable Injury Poison

Price 10 gp

Usage held in 2 hands; Bulk L


Activate [three-actions] Interact

The opaque white sap from the graveroot shrub clouds the mind.

Saving Throw DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d12 poison damage and stupefied 1 (1 round); Stage 3 2d6 poison damage and stupefied 2 (1 round)

Hemlock Item 17

Alchemical Consumable Ingested Poison

Price 2,250 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Concentrated hemlock is a particularly deadly toxin that halts muscle action—including that of the victim’s heart.

Saving Throw DC 40 Fortitude; Onset 30 minutes; Maximum Duration 60 minutes; Stage 1 17d6 poison damage and enfeebled 2 (10 minutes); Stage 2 21d6 poison damage and enfeebled 3 (10 minutes); Stage 3 26d6 poison damage and enfeebled 4 (10 minutes)

Hunting Spider Venom Item 5

Alchemical Consumable Injury Poison

Price 25 gp

Usage held in 2 hands; Bulk L


Activate [three-actions] Interact

This venom erodes its target’s defenses, aiding the spider in securing prey.

Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and flat-footed (1 round); Stage 2 1d12 poison damage, clumsy 1, and flat-footed (1 round); Stage 3 2d6 poison damage, clumsy 2, and flat-footed (1 round)

King’s Sleep Item 18

Alchemical Consumable Ingested Poison Virulent

Price 4,000 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

King’s sleep is an insidious long-term poison that can seem like a disease or even death from natural causes on a venerable target. The drained condition from king’s sleep is cumulative with each failed save and can’t be removed while the poison lasts.

Saving Throw DC 41 Fortitude; Onset 1 day; Stage 1 drained 1 (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 (1 day)

Lethargy Poison Item 2

Uncommon Alchemical Consumable Incapacitation Injury Poison Sleep

Price 7 gp

Usage held in 2 hands; Bulk L


Activate [three-actions] Interact

Lethargy poison is commonly used in hit-and-run tactics by drow and others who want their victims alive; the ambusher retreats until the poison sets in and the victim falls unconscious. Further exposure to lethargy poison does not require the target to attempt additional saving throws; only failing an saving throw against an ongoing exposure can progress its stage.

Saving Throw DC 18 Fortitude; Maximum Duration 4 hours; Stage 1 slowed 1 (1 round); Stage 2 slowed 1 (1 minute); Stage 3 unconscious with no Perception check to wake up (1 round)

Stage 4 unconscious with no Perception check to wake up (1d4 hours).

Lich Dust Item 9

Alchemical Consumable Ingested Poison

Price 110 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Dust salvaged from the remains of a destroyed lich has paralytic properties that make it a valuable poison.

Saving Throw DC 28 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 fatigued (1 minute); Stage 2 5d6 poison damage and fatigued (1 minute); Stage 3 5d6 poison damage, fatigued, and paralyzed (1 minute)

Malyass Root Paste Item 7

Alchemical Consumable Contact Poison

Price 55 gp

Usage held in 2 hands; Bulk L


Activate [three-actions] Interact

Malyass root paste sees use to impede opponents in athletic competitions, in addition to espionage and tracking.

Saving Throw DC 26 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 clumsy 1 and –10-foot status penalty to all Speeds (1 minute); Stage 2 clumsy 2 and –20-foot status penalty to all Speeds (1 minute); Stage 3 clumsy 3, flat-footed, and –30-foot status penalty to all Speeds

Mindfog Mist Item 15

Alchemical Consumable Inhaled Poison

Price 1,000 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Mindfog mist can be used to undermine spellcasters, as its effect on a victim’s mental faculties are swift and powerful.

Saving Throw DC 35 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 stupefied 2 (1 round); Stage 2 confused and stupefied 3 (1 round); Stage 3 confused and stupefied 4 (1 round)

Nettleweed Residue Item 8

Alchemical Consumable Contact Poison

Price 75 gp

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

Concentrated sap of stinging weeds makes an effective toxin.

Saving Throw DC 27 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 8d6 poison damage (1 minute); Stage 2 10d6 poison damage (1 minute); Stage 3 13d6 poison damage (1 minute)

Nightmare Vapor Item 16

Alchemical Consumable Inhaled Poison

Price 1,400 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Purportedly sourced from any number of outlandish locales, nightmare vapor is most often created by boiling the sweat collected from humanoids caught in the throes of terrible nightmares.

Saving Throw DC 36 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 confused (1 round); Stage 2 confused and flat-footed (1 round); Stage 3 confused, flatfooted, and stupefied 2 (1 round)

Purple Worm Venom Item 13

Alchemical Consumable Injury Poison

Price 500 gp

Usage held in 2 hands; Bulk L


Activate [three-actions] Interact

Venom from enormous purple worms leaves a victim weakened.

Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage and enfeebled 2 (1 round); Stage 2 6d6 poison damage and enfeebled 2 (1 round); Stage 3 8d6 poison and enfeebled 2 (1 round)

Shadow Essence Item 10

Alchemical Consumable Injury Negative Poison

Price 160 gp

Usage held in 2 hands; Bulk L


Activate [three-actions] Interact

Distilled from the Plane of Shadow, this oily substance imposes tenebrous effects. The enfeebled condition from shadow essence lasts for 24 hours.

Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 negative damage and 2d6 poison damage (1 round); Stage 2 3d6 negative damage, 2d6 poison damage, and enfeebled 1 (1 round); Stage 3 3d6 negative damage, 2d6 poison damage, and enfeebled 2 (1 round)

Slumber Wine Item 12

Alchemical Consumable Ingested Poison Sleep

Price 325 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Slumber wine sees its greatest use in games of intrigue, where an absence can be more devastating than injury.

Characters unconscious from slumber wine can’t wake up by any means while the poison lasts, don’t need to eat or drink while unconscious in this way, and appear to be recently dead unless an examiner succeeds at a DC 40 Medicine check.

Saving Throw DC 32 Fortitude; Onset 1 hour; Maximum Duration 7 days; Stage 1 unconscious (1 day); Stage 2 unconscious (2 days); Stage 3 unconscious (3 days).

Spider Root Item 9

Alchemical Consumable Contact Poison

Price 110 gp

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

A paste made by mashing the fine, threadlike roots of a certain creeper vine, spider root renders a victim clumsy and maladroit.

Saving Throw DC 28 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 8d6 poison damage and clumsy 1 (1 minute); Stage 2 9d6 poison damage and clumsy 2 (1 minute); Stage 3 10d6 poison damage and clumsy 3 (1 minute)

Tears of Death Item 20

Alchemical Consumable Contact Poison Virulent

Price 12,000 gp

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

Tears of death are among the most powerful of alchemical poisons, distilled from extracts of five other deadly poisons in just the right ratios.

Saving Throw DC 46 Fortitude; Onset 1 minute; Maximum Duration 10 minutes; Stage 1 18d6 poison damage and paralyzed (1 round); Stage 2 25d6 poison damage and paralyzed (1 minute); Stage 3 30d6 poison damage and paralyzed (1 minute)

Wolfsbane Item 10

Alchemical Consumable Ingested Poison

Price 155 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Wolfsbane appears in folklore for its link to werecreatures.

If you are afflicted with lycanthropy and survive stage 3 of wolfsbane, you’re immediately cured of the lycanthropy.

Saving Throw DC 30 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 12d6 poison damage (1 minute); Stage 2 16d6 poison damage (1 minute); Stage 3 20d6 poison damage (1 minute)

Wyvern Poison Item 8

Alchemical Consumable Injury Poison

Price 80 gp

Usage held in 2 hands; Bulk L


Activate [three-actions] Interact

Properly harvested and preserved, the poison from a wyvern’s sting is effective and direct.

Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage (1 round); Stage 2 6d6 poison damage (1 round); Stage 3 8d6 poison damage (1 round)

Alchemical Tools

Alchemical tools are consumable items you don’t drink.

Philosopher’s Stone Item 20

Uncommon Alchemical Consumable

Price

Usage held in 2 hands; Bulk 2


Activate [one-action] Interact or 1 or more days; see below

An alchemist with the Craft Philosopher’s Stone feat can create a philosopher’s stone once per month by spending 1 batch of infused reagents during their daily preparations using the advanced alchemy class feature. This is the only way to create a philosopher’s stone.

At a glance, a philosopher’s stone appears to be an ordinary, sooty piece of natural rock. Breaking the rock open with a Force Open action (DC 35) reveals a cavity at the stone’s heart. The cavity is lined with a rare type of quicksilver that can transmute base metals into Precious metals or create an elixir of rejuvenation.

To use the quicksilver, you must be legendary in Crafting and have the Alchemical Crafting feat. You can then use the stone’s quicksilver for one of two effects:

  • You can apply the stone’s quicksilver to an infused true elixir of life using an Interact action. This turns the elixir into an infused elixir of rejuvenation instantaneously. This doesn’t require any crafting time or additional materials.
  • You can spend up to a month of downtime applying the quicksilver either to iron to create silver or to lead to create gold. Treat this as a 20th-level task to Earn Income using Crafting, except that you create 500 gp worth of your chosen metal per day on a success or 750 gp worth per day on a critical success.

Silversheen Item 2

Alchemical Consumable

Price 6 gp

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

You can slather this silvery paste onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. Silversheen spoils quickly, so once you open a vial, you must use it all at once, rather than saving it. For the next hour, the weapon or ammunition counts as silver instead of its normal Precious material (such as cold iron) for any physical damage it deals.

Smokestick Item 1+

Alchemical Consumable

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.


Type lesser; Level 1; Price 3 gp

The radius of the burst is 5 feet.

Type greater; Level 7; Price 53 gp

The radius of the burst is 20 feet.

Snake Oil Item 1

Alchemical Consumable

Price 2 gp

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

You can apply snake oil onto a wound or other outward symptom of an affliction or condition (such as sores from a disease or discoloration from a poison). For the next hour, the symptom disappears and the wounded or afflicted creature doesn’t feel as if it still has the wound or affliction, though all effects remain. A creature can uncover the ruse by succeeding at a DC 17 Perception check, but only if it uses a Seek action to specifically examine the snake oil’s effects.

Sunrod Item 1

Alchemical Consumable Light

Price 3 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

This 1-foot-long, gold-tipped Rod glows after it’s struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim light to the next 40 feet).

Tindertwig Item 1

Alchemical Consumable Fire

Price 2 sp

Usage held in 1 hand; Bulk


Activate [one-action] Interact

An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel. You can ignite the tindertwig and touch it to a flammable object as part of the same Interact action.

Magic Armor

Suits of armor can be crafted from Precious materials or infused with magic to grant them abilities exceeding those of typical armor. Many suits of magic armor are created by etching Runes onto them.

The magic armor stat block lists the Price and attributes of the most common armors you can make with fundamental Runes. Other special suits of armor might be made of Precious materials, and some are specially crafted items all on their own.

Precious Material Armors

Suits of armor made of Precious materials are more expensive and sometimes grant special effects.

You can make leather armor out of dragonhide, wooden armor out of darkwood, and metal armor out of any Precious materials except for darkwood. Because armor’s Bulk is reduced when the armor is worn, use its carried Bulk when determining its material Price.

Adamantine Armor Item 12+

Uncommon

Usage worn armor; Bulk varies by armor

Adamantine armor has a shiny, black appearance and is amazingly durable.


Type standard-grade adamantine armor; Level 12; Price 1,600 gp + 160 gp per Bulk; Craft Requirements The initial raw materials must include adamantine worth at least 200 gp + 20 gp per Bulk.

Type high-grade adamantine armor; Level 19; Price 32,000 gp + 3,200 gp per Bulk; Craft Requirements The initial raw materials must include adamantine worth at least 16,000 gp + 1,600 gp per Bulk.

Cold Iron Armor Item 5+

Usage worn armor; Bulk varies by armor

Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an unarmed attack against a creature in cold iron armor becomes sickened 1. A creature with weakness to cold iron is sickened 1 as long as it wears cold iron armor.


Type low-grade cold iron armor; Level 5; Price 140 gp + 14 gp per Bulk; Craft Requirements The initial raw materials must include cold iron worth at least 70 sp + 7 sp per Bulk

Type standard-grade cold iron armor; Level 11; Price 1,200 gp + 120 gp per Bulk; Craft Requirements The initial raw materials must include at least 150 gp of cold iron + 15 gp per Bulk.

Type high-grade cold iron armor; Level 18; Price 20,000 gp + 2,000 gp per Bulk; Craft Requirements The initial raw materials must include cold iron worth at least 10,000 gp + 1,000 gp per Bulk.

Darkwood Armor Item 12+

Uncommon

Usage worn armor; Bulk varies by armor

Darkwood armor is 1 Bulk Lighter than normal (or Light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s easier to wear than normal wood armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet. (There are no types of wood armor in this book.)


Type standard-grade darkwood armor; Level 12; Price 1,600 gp + 160 gp per Bulk; Craft Requirements The initial raw materials must include darkwood worth at least 200 gp + 20 gp per Bulk.

Type high-grade darkwood armor; Level 19; Price 32,000 gp + 3,200 gp per Bulk; Craft Requirements The initial raw materials must include darkwood worth at least 16,000 gp + 1,600 gp per Bulk.

Dragonhide Armor Item 12+

Uncommon

Usage worn armor; Bulk varies by armor

Dragonhide armor is immune to one damage type based on the type of dragon it is made from. Wearing armor made from dragonhide also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal the corresponding damage type.


Type standard-grade dragonhide armor; Level 12; Price 1,600 gp + 160 gp per Bulk; Craft Requirements The initial raw materials must include dragonhide worth at least 200 gp + 20 gp per Bulk.

Type high-grade dragonhide armor; Level 19; Price 32,000 gp + 3,200 gp per Bulk; Craft Requirements The initial raw materials must include dragonhide worth at least 16,000 gp + 1,600 gp per Bulk.

Elven Chain Item 13+

Uncommon

Usage worn armor; Bulk 1

Elven chain is a chain shirt made of mithral that glitters in even the faintest Light. It grants a +2 item bonus to AC and has no check penalty.

Created by elven artisans employing ancient crafting techniques, elven chain is exceptionally quiet. Unlike other chain shirts—even other mithral chain shirts—elven chain does not have the noisy trait. This suit of armor can be etched with Runes like any other mithral chain shirt.


Type standard-grade elven chain; Level 13; Price 2,500 gp; Craft Requirements The initial raw materials must include mithral worth at least 3,125 sp.

Type high-grade elven chain; Level 20; Price 52,000 gp; Craft Requirements The initial raw materials must include mithral worth at least 26,000 gp.

Mithral Armor Item 12+

Uncommon

Usage worn armor; Bulk varies by armor

Mithral armor is 1 Bulk Lighter than normal (or Light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s easier to wear than normal metal armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet.


Type standard-grade mithral armor; Level 12; Price 1,600 gp + 160 gp per Bulk; Craft Requirements The initial raw materials must include mithral worth at least 200 gp + 20 gp per Bulk.

Type high-grade mithral armor; Level 19; Price 32,000 gp + 3,200 gp per Bulk; Craft Requirements The initial raw materials must include mithral worth at least 16,000 gp + 1,600 gp per Bulk.

Orichalcum Armor Item 20

Rare

Usage worn armor; Bulk varies by armor

Orichalcum armor can be etched with four magic property Runes instead of three due to the magical empowerment of orichalcum. If you are wearing armor made of orichalcum, the armor grants you insights into the future, granting you a +1 circumstance bonus to initiative rolls.


Type high-grade orichalcum armor; Level 20; Price 55,000 gp + 5,500 gp per Bulk; Craft Requirements The initial raw materials must include orichalcum worth at least 27,500 gp + 2,750 gp per Bulk.

Silver Armor Item 5+

Usage worn armor; Bulk varies by armor

Silver armor sickens certain creatures that touch it. A creature with weakness to silver that critically fails an unarmed attack against a creature in silver armor becomes sickened 1. A creature with weakness to silver is sickened 1 as long as it wears silver armor.


Type low-grade silver armor; Level 5; Price 140 gp + 14 gp per Bulk; Craft Requirements silver worth at least 70 sp + 7 sp per Bulk

Type standard-grade silver armor; Level 11; Price 1,200 gp + 120 gp per Bulk; Craft Requirements The initial raw materials must include silver worth at least 150 gp + 15 gp per Bulk.

Type high-grade silver armor; Level 18; Price 20,000 gp + 2,000 gp per Bulk; Craft Requirements The initial raw materials must include silver worth at least 10,000 gp + 1,000 gp per Bulk.

Basic Magic Armor

The most common special armors are suits of armor with some combination of armor Potency and Resilient Runes.

The following stat block provides a quick reference for these types of armor.

Magic Armor Item 5+

Abjuration Invested Magical

Usage worn armor; Bulk varies by armor

A suit of magic armor is simply a suit of armor or explorer’s clothing etched with fundamental Runes. An armor Potency Rune increases the armor’s item bonus to AC, and a Resilient Rune adds an item bonus to saving throws.

The Prices here are for all types of armor.

You don’t need to adjust the Price from leather armor to full plate or the like. These armors are made of standard materials, not Precious materials such as mithral.


Type +1 armor; Level 5; Price 160 gp

This armor has a +1 armor Potency Rune (increase the item bonus to AC by 1).

Type +1 Resilient armor; Level 8; Price 500 gp

This armor has a +1 armor Potency Rune (increase the item bonus to AC by 1) and a Resilient Rune (+1 item bonus to saves).

Type +2 Resilient armor; Level 11; Price 1,400 gp

This armor has a +2 armor Potency Rune (increase the item bonus to AC by 2) and a Resilient Rune (+1 item bonus to saves).

Type +2 greater Resilient armor; Level 14; Price 4,500 gp

This armor has a +2 armor Potency Rune (increase the item bonus to AC by 2) and a greater Resilient Rune (+2 item bonus to saves).

Type +3 greater Resilient armor; Level 18; Price 24,000 gp

This armor has a +3 armor Potency Rune (increase the item bonus to AC by 3) and a greater Resilient Rune (+2 item bonus to saves).

Type +3 major Resilient armor; Level 20; Price 70,000 gp

This armor has a +3 armor Potency Rune (increase the item bonus to AC by 3) and a major Resilient Rune (+3 item bonus to saves).

Specific Magic Armor

These suits of armor have abilities far different from what can be gained by etching Runes. A specific magic armor lists its fundamental Runes, which you can upgrade, add, or transfer as normal. You can’t etch any property Runes onto a specific armor that it doesn’t already have.

Breastplate of Command Item 10+

Enchantment Invested Magical

Usage worn armor; Bulk 2

This +1 Resilient breastplate is made from shining bronze overlaid with reinforcing golden panels in the shape of lion’s heads. Wearing this breastplate grants you a commanding aura. You gain a +2 item bonus to Diplomacy checks, but you take a –2 item penalty to Stealth checks to Hide and Sneak and Deception checks to Impersonate.


Activate [one-action] command; Frequency once per day; Effect You grant allies within 100 feet a +2 status bonus to saves against fear effects for 1 minute. When you activate this ability, each affected ally who’s frightened reduces their frightened value by 1.


Type breastplate of command; Level 10; Price 1,000 gp; Type greater breastplate of command; Level 18; Price 22,000 gp

The armor is a +2 greater Resilient breastplate. The item bonus and penalty increase to +3 and –3, respectively.

Celestial Armor Item 13

Divine Good Invested Transmutation

Price 2,500 gp

Usage worn armor; Bulk 1

This suit of +2 Resilient chain mail is made of fine white links of a strange and slightly translucent pale metal, and the sleeves and skirt are fashioned into smaller trails that resemble feathers. Unlike normal chain mail, celestial armor has no Speed reduction, its armor check penalty is 0, and its Bulk is 1.

You gain a +1 circumstance bonus to AC and saving throws against fiends. You appear radiant while you wear the armor, giving you a +2 item bonus to Diplomacy checks against all creatures except fiends.

If you are not good, you are drained 2 while wearing celestial armor. You can’t recover from this condition while wearing the armor.


Activate [one-action] command; Frequency once per day; Effect The armor sprouts glowing wings that grant you a fly Speed of 30 feet. The wings shed bright light in a 40-foot radius (and dim light to the next 40 feet). The wings fade away after 10 minutes.


Craft Requirements You are good.

Demon Armor Item 13

Divine Evil Invested Necromancy

Price 2,500 gp

Usage worn armor; Bulk 4

Crafted from black iron, this crude suit of +2 Resilient full plate is designed to make you look like a horned demon, with your face peering out of the screaming maw of the beast.

While wearing the armor, you can attack with the helmet’s horns. They are a martial melee weapon with the effects of a +2 weapon Potency Rune. They deal 2d8 piercing damage and have the deadly d12 trait. On a critical hit with the horns, the target must attempt a DC 30 Fortitude save against the Abyssal plague disease. The horns can’t be etched with any Runes.

If you aren’t evil, you’re drained 2 and can’t recover from this condition while wearing demon armor.


Activate [two-actions] command; Frequency once per day; Effect You cast dimension door.


Craft Requirements You are evil; supply one casting of dimension door.

Dragonplate Item 16

Uncommon Evocation Invested Magical

Price 10,000 gp

Usage worn armor; Bulk 4

This suit of +2 greater Resilient dragonhide full plate makes you look like a fearsome dragon. The armor comes in 10 varieties corresponding to the 10 common dragon types, though other varieties undoubtedly exist.


Activate [two-actions] Interact; Frequency once per day; Effect You unleash a bout of dragon breath with a shape, damage type, and saving throw corresponding to the type of dragon used to make the armor (shown on the table below). The breath weapon deals 14d6 damage; each creature in the area must attempt a DC 36 basic saving throw.

Dragon Type Protects Against Breath Weapon (Save)
Black or copper acid 30-foot line of acid (Reflex)
Blue or bronze electricity 30-foot line of electricity (Reflex)
Brass fire 30-foot line of fire (Reflex)
Green poison 15-foot cone of poison (Fortitude)
Gold or red fire 15-foot cone of fire (Reflex)
Silver or white cold 15-foot cone of cold (Reflex)

Craft Requirements The initial raw materials must include 1,250 gp of dragonhide.

Electric Eelskin Item 10

Invested Magical Transmutation

Price 950 gp

Usage worn armor; Bulk 1

Shining, slippery eelskin covers the plates of this +1 Resilient greater slick leather armor. The armor gives you the ability to breathe water and grants you a +2 item bonus to Athletics checks to Swim and Stealth checks you attempt in the water.


Activate [two-actions] command, Interact; Frequency once per hour; Effect You cast a 2nd-level shocking grasp with a DC of 29.


Craft Requirements Supply one casting of shocking grasp.

Ghoul Hide Item 6

Uncommon Invested Magical Necromancy

Price 220 gp

Usage worn armor; Bulk 2

Stitched together from pieces of ghoul skin, this suit of +1 hide armor grants you a +1 item bonus to saving throws against disease and paralysis and makes you immune to the paralysis of ghouls. Ghoul hide with a Resilient Rune increases the Resilient Rune’s item bonus to saving throws against disease and paralysis by 1 (maximum +4).

Ghoul hide hisses with sibilant hatred at the touch of elves. When worn by a creature with the elf trait, the armor gains the noisy trait.

Impenetrable Scale Item 17

Uncommon Abjuration Invested Magical

Price 12,800 gp

Usage worn armor; Bulk 3

Made of overlapping, lustrous black scales of standard-grade adamantine, this +2 greater Resilient fortification adamantine scale mail seems to momentarily thicken at the point of impact when hit. Whenever the armor’s fortification Rune successfully turns a significant foe’s critical hit into a normal hit, one of the scales on the armor turns violet. You gain resistance to physical damage equal to the number of violet scales, to a maximum of 8.

At dawn each day, all the violet scales return to normal.


Craft Requirements The initial raw materials must include 1,600 gp of adamantine.

Mail of Luck Item 13

Divination Invested Magical

Price 2,600 gp

Usage worn armor; Bulk 3

This suit of +2 Resilient splint mail has a large, green gemstone inset in a prominent location.


Activate [free-action] envision; Frequency once per day; Trigger You are hit or critically hit with an attack, but damage hasn’t been rolled yet; Effect You force the attacker to reroll the attack roll and use the worse result. This effect has the misfortune trait.

Activating the armor causes the gemstone to turn gray and become inert. You cannot activate the armor again until the stone returns to its original green color. The gem turns green again after 1 week or when a significant foe critically succeeds at an attack roll targeting you. (If an enemy rolls a critical success at an attack against you and you force the attacker to reroll that critical success, that critical success does not recharge the mail of luck.) Even if the armor’s power returns before a week has elapsed, it can’t be activated more than once per day.

Moonlit Chain Item 7

Divination Invested Magical

Price 360 gp

Usage worn armor; Bulk 2

This +1 silver chain shirt has a collar adorned with stitched images of the phases of the moon. You can see in moonlight as though you had low-light vision.


Activate [one-action] Interact; Frequency once per day; Effect You touch the stitched image of the new moon on the armor’s collar and suppress the dazzled condition for 1 minute.


Craft Requirements The initial raw materials must include 33 gp of silver.

Plate Armor of The Deep Item 15

Uncommon Abjuration Invested Magical

Price 6,500 gp

Usage worn armor; Bulk 4

This suit of +2 greater Resilient full plate is decorated with swirling, ornate motifs of waves and fish scales. While wearing it, you take no Speed reduction or check penalty from armor when Swimming, gain a +2 item bonus to Athletics checks to Swim, can breathe underwater, and can speak Aquan.

Rhino Hide Item 9

Invested Magical Transmutation

Price 700 gp

Usage worn armor; Bulk 2

This +1 Resilient hide armor is made from rhinoceros hide. It has an armor check penalty of –1 instead of –3. When you use the Sudden Charge class feat while wearing this armor, your Strike deals an additional 1d8 damage.


Craft Requirements The initial raw materials must include 320 gp of rhinoceros hide (a common material).

Consumables

This section includes magic items with the consumable trait. An item with this trait can be used only once. Unless stated otherwise, it is destroyed after activation. When a character creates consumable items, they can make them in batches of four, as described in the Craft activity.

Consumables includes the following subcategories, with any special rules appearing at the start of the section.

  • Ammunition
  • Oils
  • Potions
  • Scrolls
  • Talismans
  • Other Consumables

Ammunition

These magic items are ammunition for ranged weapons.

Each item’s stat block includes an Ammunition entry that lists which type of ammunition it can be Crafted as, or “any” if it’s not limited to any particular type. All stat blocks for ammunition omit the Usage and Bulk entries; use the standard rules in Equipment for the type of ammunition to determine reloading times and Bulk.

When using magic ammunition, use your ranged weapon’s fundamental Runes to determine the attack modifier and damage dice. Don’t add the effects of your weapon’s property Runes unless the ammunition states otherwise—the ammunition creates its own effects. Magic ammunition deals damage on a hit normally in addition to any listed effects unless its description states otherwise.

Regardless of whether an attack with magic ammunition hits or misses, launching the ammunition consumes its magic. Magic ammunition is made of normal materials, not Precious materials, unless stated otherwise.

Activated Ammunition

If magic ammunition doesn’t have an Activate entry, it’s activated automatically when it’s launched. Types of magic ammunition that have an Activate entry must be activated with additional actions before being used. Once you activate the ammunition, you must shoot it before the end of your turn. Otherwise, it deactivates (but it isn’t consumed) and you must activate it again before you can use it. If you shoot the ammunition without activating it first, it functions as non-magical ammunition and is still consumed.

The action required to activate the ammunition doesn’t alter how many actions it takes to reload. For example, you could activate a beacon shot arrow by touching it with 1 action, then draw and shoot the arrow as part of a Strike as normal. For a beacon shot bolt, you could activate it, load it into a crossbow, then shoot it, or load it into the crossbow, then activate it, and then shoot it.

Beacon Shot Item 3

Consumable Evocation Magical

Price 10 gp

Ammunition (arrow, bolt)


Activate [one-action] Interact

The shaft of a beacon shot is studded with tiny flecks of glimmering gemstones. When an activated beacon shot hits a target, it embeds itself into that target and spews sparks for 1 minute. If the target is invisible, it becomes merely hidden to creatures who would otherwise be unable to see it. The sparks also negate the concealed condition if the target was otherwise concealed.

A creature can remove the arrow or bolt by using an Interact basic action and succeeding at a DC 20 Athletics check.

Climbing Bolt Item 4

Conjuration Consumable Magical

Price 15 gp

Ammunition (bolt)

The shaft of this bolt is wrapped with fine twine. When the bolt strikes a solid surface, the twine unwinds and enlarges into a 50-foot-long rope, securely fastened to the surface the bolt struck. The rope can be pulled free with an Interact action and a successful DC 20 Athletics check.

Disintegration Bolt Item 15

Uncommon Consumable Evocation Magical

Price 1,300 gp

Ammunition (bolt)


Activate [one-action] Interact

The shaft of this bolt is scorched and blackened, and handling it coats your fingers with a fine black powder. When an activated disintegration bolt hits a target, it is subject to a disintegrate spell requiring a DC 34 Fortitude save. As with the spell, a critical hit on the attack roll causes the target’s saving throw outcome to be one degree worse.


Craft Requirements Supply one casting of disintegrate.

Explosive Ammunition Item 9+

Consumable Evocation Fire Magical

Ammunition (any)


Activate [one-action] Interact

This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, dealing 6d6 fire damage to each creature in the area (including the target). Each creature must attempt a DC 25 basic Reflex save.


Type standard; Level 9; Price 130 gp; Type greater; Level 13; Price 520 gp

The damage is 10d6 and the save DC is 30.

Ghost Ammunition Item 14

Magical Transmutation

Ammunition (any)

Price 900 gp

Ghost ammunition is cool to the touch. This ammunition has the benefits of the ghost touch property Rune and can fly through any obstacle except those that can block incorporeal creatures or effects. Though the ammunition penetrates barriers and ignores all cover, the target still benefits from the flat check from being concealed or hidden. You still can’t target an undetected creature without guessing.

After it is launched, the ammunition vanishes into mist.

However, in the dead of the night 1d4 days later, it reappears in the last quiver or other container it was taken from.

Penetrating Ammunition Item 12

Consumable Magical Transmutation

Price 400 gp

Ammunition (arrow, bolt)


Activate [one-action] Interact

This ammunition has a slender shape and a viciously pointed tip. When you activate and shoot penetrating ammunition, the Strike takes the shape of a 60-foot line originating from you.

Roll one attack roll and compare the result to the AC of each target in the line. The ammunition ignores up to 10 of a target’s resistance, and it can penetrate walls up to 1 foot thick with Hardness 10 or less. Each target that takes damage from this ammunition also takes 1d6 persistent bleed damage.

If your attack roll result is a natural 20, you improve your degree of success only against the first target in the line, but you can still score a critical hit on other targets if your result exceeds their AC by 10 or more. If you have access to your bow’s critical specialization effect, penetrating ammunition applies that effect only against a target in the last square of the line.

Shining Ammunition Item 1

Consumable Evocation Light Magical

Price 3 gp

Ammunition (any)

A piece of shining ammunition gives off a faint glow. When shot, this ammunition sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. If it hits a target, it sticks, causing the target to shed Light in the same radius. A creature can remove the ammunition with an Interact action, but the ammunition itself continues to glow for the rest of the duration or until destroyed.

Sleep Arrow Item 3

Consumable Enchantment Magical Mental Sleep

Price 11 gp

Ammunition (arrow)


Activate [one-action] Interact

Sleep arrows often have shafts of deep blue or black, and their fletching is exceptionally soft and downy. An activated sleep arrow deals no damage, but a living creature hit by it is subject to the effects of a sleep spell (DC 17).


Craft Requirements Supply one casting of sleep.

Spellstrike Ammunition Item 3+

Consumable Magical Transmutation

Ammunition (any)


Activate [two-actions] Cast a Spell

Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell into the ammunition. The spell must be of a spell level the ammunition can hold, and the spell must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn’t a valid target for the spell, the spell is lost.

The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll with the ammunition to determine the degree of success of the spell. If the spell requires a saving throw, the target attempts the save against your spell DC.

The maximum level of spell the ammunition can hold determines its item level and Price.


Type I; Level 3; Price 12 gp; Maximum Spell Level 1st

Type II; Level 5; Price 30 gp; Maximum Spell Level 2nd

Type III; Level 7; Price 70 gp; Maximum Spell Level 3rd

Type IV; Level 9; Price 150 gp; Maximum Spell Level 4th

Type V; Level 11; Price 300 gp; Maximum Spell Level 5th

Type VI; Level 13; Price 600 gp; Maximum Spell Level 6th

Type VII; Level 15; Price 1,300 gp; Maximum Spell Level 7th

Type VIII; Level 17; Price 3,000 gp; Maximum Spell Level 8th

Type IX; Level 19; Price 8,000 gp; Maximum Spell Level 9th

Stone Bullet Item 15

Consumable Magical Transmutation

Price 1,300 gp

Ammunition (sling bullet)


Activate [one-action] Interact

This sling bullet looks like a petrified serpent’s eye. A creature hit by an activated stone bullet is subject to the effects of a 6th-level flesh to stone spell (DC 34).


Craft Requirements Supply one casting of flesh to stone.

Storm Arrow Item 9

Air Consumable Electricity Evocation Magical

Price 130 gp

Ammunition (arrow)


Activate [one-action] Interact

The head of this arrow is made from gleaming copper.

When an activated storm arrow hits a target, it is buffeted by raging winds and struck by a bolt of Lightning that deals 3d12 electricity damage and the target must attempt a DC 25 Reflex saving throw. If this arrow is shot from a weapon with a shock property Rune, the save DC increases to 27, though the attack doesn’t benefit from the shock property Rune itself.

Critical Success The foe is unaffected.

Success The foe takes half damage and isn’t affected by the wind.

Failure The foe takes full damage and is buffeted by winds for 1 round, taking a –2 circumstance penalty to ranged attack rolls and a –10-foot circumstance penalty to its fly Speed.

Critical Failure As failure, but the foe takes double damage.

Vine Arrow Item 3

Conjuration Consumable Magical

Price 10 gp

Ammunition (arrow)


Activate [one-action] command Leafy stalks protrude from the shaft of this rustic arrow. When an activated vine arrow hits a target, the arrow’s shaft splits and grows, wrapping the target in vines. The target takes a –10-foot circumstance penalty to its Speeds for 2d4 rounds, or until it Escapes against a DC of 19. On a critical hit, the target is also immobilized until it Escapes.

Viper Arrow Item 4

Conjuration Consumable Magical

Price 17 gp

Ammunition (arrow)


Activate [one-action] command

The shaft of this arrow is covered in fine green scales, and its iron head comes to a pair of points almost like fangs. After an activated viper arrow hits a target, the arrow transforms into a viper. The target is affected by the viper’s poison, as if it had been bitten. The viper then lands in an open space adjacent to the target.

The viper has the summoned trait and acts at the end of your turn, even though you didn’t use the Sustain a Spell action. It is under the GM’s control, but it generally attacks the creature the arrow struck. The viper vanishes after 1 minute or when slain.


Craft Requirements Supply one casting of summon animal.

Oils

Oils are magical gels, ointments, pastes, or salves that are typically applied to an object and are used up in the process. They have the oil trait. Applying an oil usually takes two hands: one to hold the jar containing the oil, and another to extract the oil and apply it. You can only apply an oil to an item or creature within your reach. Because the process is so thorough, it is usually impossible to apply an oil to an unwilling target or an item in the possession of an unwilling target unless that target is paralyzed, petrified, or unconscious.

Antimagic Oil Item 20

Rare Abjuration Consumable Magical Oil

Price 13,000 gp

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

This oil contains energy that repels nearly all types of magic.

When you apply this oil to armor, the creature wearing the armor becomes immune to all spells, effects of magic items (the wearer’s and those of others), and effects with the magical trait for 1 minute. The oil affects neither the magic of the armor nor the fundamental Runes of weapons attacking the wearer.

Magical effects from a source of 20th level or higher, such as a deity, still function on the armor’s wearer.

Aligned Oil Item 9

Consumable Divine Evocation Oil

Price 140 gp

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

This oil fills a weapon with cosmic power of an alignment. Each aligned oil is crafted to one alignment: chaos, evil, good, or law (such as a good-aligned oil). A weapon anointed with this oil gains the effects of the property Rune matching its alignment: anarchic (chaos), axiomatic (law), holy (good), or unholy (evil).

This lasts for 1 minute.

Nectar of Purification Item 1

Consumable Magical Necromancy Oil

Price 3 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

A shimmering liquid, nectar of purification is often stored in bottles similar to those used for vinegar. This oil casts a 1st-level purify food and drink spell over any food or drink onto which it’s poured. The nectar evaporates as it takes effect, leaving the taste and texture of the food or drink unaltered.

Obfuscation Oil Item 15

Consumable Illusion Magical Oil

Price 1,200 gp

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

You can spread this blue-gray gel on a single item with a Bulk of 3 or less to ward it against magical detection. It becomes immune to divination magic of 8th level or lower (such as locate). This oil is permanent, but it can be removed with acid.

Removing the oil in this way usually takes 1 minute for objects with Bulk of 1 or less, or a number of minutes equal to the item’s Bulk.

Oil of Animation Item 12

Uncommon Consumable Magical Oil Transmutation

Price 330 gp

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

You can rub this bronze-colored oil onto a melee weapon to grant it the benefits of the dancing Rune. Once you fail a flat check for the weapon, causing it to fall, this effect ends.

Oil of Keen Edges Item 11

Uncommon Consumable Magical Oil Transmutation

Price 250 gp

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

When this silvery salve is applied to a melee weapon that deals piercing or slashing damage, the weapon grows sharper and more dangerous for 1 minute, granting it the benefits of the keen Rune.

Oil of Mending Item 3

Consumable Magical Oil Transmutation

Price 9 gp

Usage held in 2 hands; Bulk L


Activate [one-action1 minute (Interact)

A vial of oil of mending appears to have countless translucent threads swirling within. Applying this oil to an item casts a 2nd-level mending spell to repair the item.

Oil of Potency Item 2

Consumable Magical Oil Transmutation

Price 7 gp

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

When you apply this thick, viscous oil to a non-magical weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 Striking weapon, or, if it’s armor, it temporarily becomes +1 Resilient armor. This lasts for 1 minute.

Oil of Repulsion Item 11

Abjuration Consumable Magical Oil

Price 175 gp

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

This oil contains magnetically charged iron filings repelled into opposite ends of the vial. For 1 minute after you apply this oil to armor, any creature that hits you with a melee Strike must attempt a DC 28 Fortitude save with the following effects.

Success The creature is unaffected.

Failure The creature is pushed up to 10 feet away from you (the GM determines the direction).

Critical Failure As failure, and the creature is also knocked prone.

Oil of Weightlessness Item 2+

Consumable Magical Oil Transmutation

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour.


Type oil of weightlessness; Level 2; Price 6 gp; Type greater oil of weightlessness; Level 6; Price 36 gp

This oil can affect an item of 2 Bulk or less and lasts 8 hours.

Salve of Antiparalysis Item 6+

Consumable Healing Magical Necromancy Oil

Usage held in 2 hands; Bulk L


Activate [one-action] Interact

Applying this filmy salve to a creature helps it overcome magical paralysis. The creature recovers as if it were the target of a 3rd-level remove paralysis spell.


Type salve of antiparalysis; Level 6; Price 40 gp; Type greater salve of antiparalysis; Level 12; Price 325 gp

A greater salve of antiparalysis can potentially remove petrification. The creature recovers as if it were the target of both a 6th-level remove paralysis spell and a stone to flesh spell.

Salve of Slipperiness Item 5

Consumable Magical Oil Transmutation

Price 25 gp Usage held in 2 hands; Bulk L


Activate [one-action] Interact

This greenish, persistent grease can be applied to armor to make it extremely slippery for 8 hours, granting the wearer a +2 item bonus to Acrobatics checks to Escape or to Squeeze.

Potions

A potion is a magical liquid activated when you drink it, which uses it up. Potions have the potion trait. You can activate a potion with an Interact action as you drink it or feed it to another creature. You can feed a potion only to a creature that is within reach and willing or otherwise so helpless that it can’t resist. You usually need only one hand to consume a potion or feed it to another creature.

Barkskin Potion Item 4

Abjuration Consumable Potion Primal

Price 15 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

After you drink this bitter draft, your skin thickens like bark. You gain the effects of a 2nd-level barkskin spell for 10 minutes.

Dragon’s Breath Potion Item 7+

Consumable Evocation Magical Potion

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

This liquid contains blood from a certain type of dragon. For 1 hour after you imbibe the concoction, you can unleash a breath weapon used by that type of dragon. The Potency of the breath depends on the potion’s type, based on the age of the dragon whose blood was used to make the potion.

This potion has the trait matching the damage type of the breath weapon.

Exhaling dragon breath uses a single action. The damage type and the area of the dragon breath depend on the type of dragon blood in the potion, as shown in the table below.

Regardless of the dragon type, the breath weapon deals 4d6 damage, and each creature in the area must attempt a DC 23 basic save of a type determined by the type of the dragon.

After you use the breath weapon, you can’t do so again for 1d4 rounds.


Type young; Level 7; Price 70 gp; Type adult; Level 12; Price 400 gp

The damage is 6d6 and the save DC is 29.

Type wyrm; Level 17; Price 3,000 gp

The damage is 10d6 and the save DC is 37.

Dragon Type Breath Weapon Save
Black or copper 30-foot line of acid Reflex
Blue or bronze 30-foot line of electricity Reflex
Brass 30-foot line of fire Reflex
Green 15-foot cone of poison Fortitude
Gold or red 15-foot cone of fire Reflex
Silver or white 15-foot cone of cold Reflex

Healing Potion Item 1+

Consumable Healing Magical Necromancy Potion

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

A Healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker’s wounds heal rapidly. When you drink a Healing potion, you regain the listed number of Hit Points.


Type minor; Level 1; Price 4 gp

The potion restores 1d8 Hit Points.

Type lesser; Level 3; Price 12 gp

The potion restores 2d8+5 Hit Points.

Type moderate; Level 6; Price 50 gp

The potion restores 3d8+10 Hit Points.

Type greater; Level 12; Price 400 gp

The potion restores 6d8+20 Hit Points.

Type major; Level 18; Price 5,000 gp

The potion restores 8d8+30 Hit Points.

Invisibility Potion Item 4

Uncommon Consumable Illusion Magical Potion

Price 20 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

An invisibility potion is colorless and oddly Lightweight. Upon drinking it, you gain the effects of a 2nd-level invisibility spell.

Panacea Item 13

Uncommon Consumable Healing Magical Necromancy Potion

Price 450 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

This potion appears to shift colors, and no two observers describe it in the same way. When consumed, it attempts to counteract all curses and diseases affecting you, as well as the blinded and deafened conditions from spells affecting you.

The potion has a counteract level of 7 and a +20 modifier for the roll.

Potion of Flying Item 8+

Consumable Magical Potion Transmutation

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 minute.


Type standard; Level 8; Price 100 gp; Type greater; Level 15; Price 1,000 gp

The fly Speed lasts for 1 hour.

Potion of Leaping Item 5

Consumable Magical Potion Transmutation

Price 21 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

For 1 minute after you drink this fizzy potion, whenever you Leap, you gain the effect of the 1st-level jump spell.

Potion of Quickness Item 8

Consumable Magical Potion Transmutation

Price 90 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Drinking this silver potion grants you the effects of haste for 1 minute.

Potion of Resistance Item 6+

Abjuration Consumable Magical Potion

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Drinking this thick, fortifying potion grants resistance against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or Sonic damage (and is called a lesser potion of fire resistance or the like).


Type lesser; Level 6; Price 45 gp

You gain resistance 5 to the appropriate energy type.

Type moderate; Level 10; Price 180 gp

You gain resistance 10 to the appropriate energy type.

Type greater; Level 14; Price 850 gp

You gain resistance 15 to the appropriate energy type.

Potion of Swimming Item 6+

Consumable Magical Potion Transmutation

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

This potion tastes like salt water, and sandy grit settles to the bottom of its container. When you drink it, you gain a swim Speed equal to your land Speed for 10 minutes.


Type moderate; Level 6; Price 50 gp; Type greater; Level 11; Price 250 gp

The swim Speed lasts for 1 hour.

Potion of Tongues Item 12

Uncommon Consumable Divination Magical Potion

Price 320 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

This sour potion enlivens your tongue with unusual flavors and uncommon eloquence, allowing you to speak and understand all languages for 4 hours after you drink it. This doesn’t allow you to read these languages in their written form.

Potion of Undetectability Item 18

Consumable Illusion Magical Potion

Price 4,400 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Drinking this dull-black liquid makes you undetectable to divinations. This grants the same effects as mind blank, but without the bonus against mental effects. You also gain the effects of a 4th-level invisibility spell, which protects against see invisibility spells of 8th level and lower and has a DC of 36 against true seeing. The potion’s effects last for 10 minutes.

Potion of Water Breathing Item 3

Consumable Magical Potion Transmutation

Price 11 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

This filmy, gray potion smells of an old fish midden and tastes even worse. After drinking this potion, you gain the effects of a 2nd-level water breathing spell for 1 hour.

Shrinking Potion Item 4+

Consumable Magical Potion Transmutation

Usage held in 1 hand; Bulk L


Activate [one-action] Interact; Onset 1 minute

This fungus-flavored potion conveys the effects of the shrink spell to make you and all your gear smaller. After the onset, you remain small for 10 minutes.


Type standard; Level 4; Price 15 gp; Type greater; Level 8; Price 90 gp

This potion has no onset, lasts for 1 hour, and grants the effects of a 4th-level shrink spell. In addition, you gain a +2 item bonus to Stealth checks while shrunken.

Serum of Sex Shift Item 7

Consumable Magical Potion Transmutation

Price 60 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Upon drinking this potion, your biology instantly transforms to take on a set of sexual characteristics of your choice, changing your appearance and physiology accordingly. You have mild control over the details of this change, but you retain a strong “family resemblance” to your former appearance.

The magic functions instantaneously and can’t be counteracted. Your new anatomy is as healthy and functional as your previous body’s, potentially allowing you to procreate (depending on your ancestry’s biology). Drinking a subsequent serum of sex shift allows you to either revert back to your original form or adopt other sexual characteristics, as you choose. The elixir has no effect if you are pregnant or from an ancestry with no sexual differentiation. Most ancestries have a wide spectrum of sexual differentiation, some common, others more rare.

Truesight Potion Item 16

Consumable Divination Magical Potion

Price 1,500 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

Upon drinking this clear, refreshing potion, you can see things as they actually are. You gain the benefits of a 7th-level true seeing spell that has a counteract modifier of +25.

Truth Potion Item 6

Uncommon Consumable Enchantment Magical Mental Potion

Price 46 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Interact

For 10 minutes after drinking this astringent potion, you can’t intentionally lie and may be compelled to tell the truth.

Upon drinking the potion, attempt a DC 19 Will save. You can voluntarily fail or critically fail.

Success The potion does not affect you.

Failure When you speak, you must tell the truth.

Critical Failure As failure, and when someone asks you a question, you must attempt another DC 19 Will saving throw. If you fail this saving throw, you must answer the question truthfully if you are able to do so; if you succeed, you are temporarily immune to further attempts to ask the same question within the potion’s duration.

Scrolls

A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of magic missile (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.

If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single Recall Knowledge action and automatically succeed at identifying the scroll’s spell. If it’s not, you must use Identify Magic to learn what spell the scroll holds.

Casting a Spell from a Scroll

Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.

To Cast a Spell from a scroll, the spell must appear on your spell list. Because you’re the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).

Any physical material components and costs are provided when a scroll is created, so you don’t need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.

Scroll Statistics

All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated.

Varying Statistics

Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to Cast the Spell are added to the scroll’s Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll’s rarity matches the spell’s rarity.

The traits for a scroll vary based on the spell it contains.

A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it.

Table 11–3: Scroll Statistics
Spell Level Item Level Scroll Price
1 1 4 gp
2 3 12 gp
3 5 30 gp
4 7 70 gp
5 9 150 gp
6 11 300 gp
7 13 600 gp
8 15 1,300 gp
9 17 3,000 gp
10 19 8,000 gp

Crafting a Scroll

The process to Craft a scroll is much like that to Craft any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either Cast that Spell during the crafting process, or someone else must do so in your presence. Casting that Spell doesn’t produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.

You can’t Craft a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell.

Like other consumables, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted.

Sample Scrolls

A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.

Scroll of Glitterdust Item 3

Consumable Evocation Magical Scroll

Price 12 gp

Usage held in 1 hand; Bulk L


Activate [two-actions] Cast a Spell

This scroll can be used to cast glitterdust as a 2nd-level spell.


Craft Requirements Supply one casting of glitterdust.

Scroll of Illusory Disguise Item 1

Consumable Illusion Magical Scroll

Price 3 gp

Usage held in 1 hand; Bulk L


Activate [two-actions] Cast a Spell

This scroll can cast illusory disguise as a 1st-level spell.


Craft Requirements Supply one casting of illusory disguise.

Talismans

An item with the talisman trait is a magical charm, gem, stone, or other small object affixed to armor, a shield, or a weapon (called the affixed item). Each talisman holds a sliver of combat knowledge or magical energy that can be unleashed for a momentary boost of power or enhanced ability. Many talismans can be activated as a free action when you use a particular action or activity. A talisman is a consumable item and has the talisman trait.

You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently, usually crumbling into a fine dust.

Affixing a Talisman

Each talisman’s stat block indicates the type of item it can be affixed to. Affixing or removing requires using the Affix a Talisman activity. A single talisman can be affixed to only one item at a time, and an item can have only one talisman affixed to it at a time.

Affix a Talisman

Exploration Manipulate

Requirements You must use a repair kit.

You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the repair kit with both hands. You can also use this activity to remove a talisman. If more than one talisman is affixed to an item, the talismans are suppressed; none of them can be activated.

Sample Talismans

These are but a few of the talismans available.

Bloodseeker Beak Item 4

Consumable Magical Necromancy Talisman

Price 20 gp

Usage affixed to a weapon; Bulk


Activate [free-action] envision; Trigger You hit a flat-footed creature with the affixed weapon.

This long, hollow proboscis is harvested from the notorious bloodseeker beast and drips a trickle of blood. When you activate the beak, you deal an extra 1d4 precision damage on your damage roll. If you deal sneak attack damage to the creature, you also deal 1d4 persistent bleed damage.

Bronze Bull Pendant Item 2

Consumable Evocation Magical Talisman

Price 7 gp

Usage affixed to armor; Bulk


Activate [free-action] envision; Trigger You attempt an Athletics check to Shove, but you haven’t rolled yet; Requirements You are trained in Athletics.

This pendant is forged from grainy steel and depicts a snorting bull’s face. The pendant must be attached to the chest area or on a shoulder guard. When you activate the pendant, you gain a +2 status bonus to the Athletics check to Shove, and if you roll a critical failure on the check, you get a failure instead.

Crying Angel Pendant Item 2

Consumable Divine Necromancy Talisman

Price 7 gp

Usage affixed to armor; Bulk


Activate [free-action] envision; Trigger You critically fail to Administer First Aid; Requirements You are trained in Medicine.

When you activate this alabaster pendant, your critical failure becomes a normal failure instead.

Dazing Coil Item 14

Consumable Enchantment Magical Talisman

Price 900 gp

Usage affixed to a weapon; Bulk


Activate [free-action] envision; Trigger You deal damage to a flat-footed creature with the affixed weapon.

This knot of copper wire reshapes itself in a new pattern every time its affixed weapon deals damage. When you activate the coil, the damaged creature must succeed at a DC 31 Will save or be stunned 1. If it critically fails, it instead becomes stunned 2.

Dispelling Sliver Item 17

Abjuration Consumable Magical Talisman

Price 2,400 gp

Usage affixed to a weapon; Bulk


Activate [free-action] envision; Trigger Your Strike damages a target; Requirements You’re a master with the affixed weapon.

Made from a treated sliver of cold iron, this talisman allows you to counteract magical effects. When you activate the dispelling sliver, it attempts to counteract a single spell active on the target, with the effects of an 8th-level dispel magic spell.

If you activate the talisman on a successful Dispelling Slice, the talisman attempts to counteract all spells active on the target.

Dragon Turtle Scale Item 4

Consumable Magical Transmutation Talisman

Price 13 gp

Usage affixed to armor; Bulk


Activate [one-action] envision; Requirements You’re an expert in Athletics.

This shimmering green scale is usually attached to a golden clasp or chain. When you activate the scale, for 1 minute you gain a swim Speed equal to half your land Speed.

Effervescent Ampoule Item 2

Consumable Magical Transmutation Talisman

Price 7 gp

Usage affixed to armor; Bulk


Activate [one-action] Interact; Requirements You’re an expert in Acrobatics.

Light spring water fizzes and bubbles within this small glass globe, spilling onto the affixed armor when activated. Until the end of your turn, the armor lets you move across water and other liquids as if they were solid ground. If you Stride or Step over a weight-sensitive pressure plate, you don’t cause the plate to depress, which prevents you from triggering any device or hazard attached to the pressure plate. When the ampoule’s effect ends, you sink, fall, break through flimsy ground, or land on pressure plates as normal for your current location.

Emerald Grasshopper Item 5

Consumable Magical Transmutation Talisman

Price 30 gp

Usage affixed to armor; Bulk


Activate [free-action] envision; Trigger You attempt a High Jump but haven’t rolled yet; Requirements You are an expert in Athletics.

This metal grasshopper studded with emeralds is usually clasped to the legs of a suit of armor. When you activate it, if you succeed at the Athletics check, you Leap up to 50 feet vertically and up to 10 feet horizontally. If you critically succeed, you can Leap up to 75 feet vertically and 20 feet horizontally. If you don’t end your jump on solid ground, you flutter in the air until the end of your turn, then fall harmlessly at a rate of 60 feet per round until you reach the ground.

Eye of Apprehension Item 12

Consumable Divination Fortune Talisman

Price 400 gp

Usage affixed to armor; Bulk


Activate [free-action] envision; Trigger You are about to roll Perception for initiative but haven’t rolled yet; Requirements You are a master in Perception.

This round piece of cymophane’s silky inclusion makes it look like a cat’s eye. While affixed, it makes you jittery. When you activate it, roll Perception twice and use the higher result.

Fade Band Item 12

Consumable Illusion Magical Talisman

Price 320 gp

Usage affixed to armor; Bulk


Activate [free-action] envision; Trigger An attack misses you; Requirements You are a master in Stealth.

This thin, silvery wire wraps around your armor. When you activate the band, it casts a 2nd-level invisibility spell on you.

Fear Gem Item 4

Consumable Enchantment Fear Magical Mental Talisman

Price 20 gp

Usage affixed to a weapon; Bulk


Activate [two-actions] Intimidating Strike

Dark smoke seems to writhe within this obsidian gem. When you activate the gem, you make an Intimidating Strike, as the fighter feat.

If you have the Intimidating Strike feat, increase the frightened condition value from this Intimidating Strike to frightened 2, or frightened 3 on a critical hit.

Feather Step Stone Item 3

Consumable Magical Talisman Transmutation

Price 8 gp

Usage affixed to armor; Bulk


Activate [free-action] envision; Trigger You Stride or Step; Requirements You are an expert in Acrobatics.

This stone, usually shaped as a cabochon, is a small chunk of amber with a bit of feather or a flying insect caught within it.

When you activate the stone, you ignore the effects of any difficult terrain and greater difficult terrain you move through until the end of your turn.

Flame Navette Item 16

Abjuration Consumable Magical Talisman

Price 1,800 gp

Usage affixed to armor; Bulk


Activate [one-action] envision; Requirements You’re an expert in Will saves.

This piece of bronzite is shaped like an oval with points at both ends. It has a carved flame at its center and is traditionally worn over the heart. You can activate only one flame navette per day. When you activate the navette, you gain the benefit of the fighter’s Determination class feat, with a counteract modifier of +22. If you have the Determination feat, you can use your own modifier if it’s better.

Gallows Tooth Item 8

Consumable Divination Magical Talisman

Price 100 gp

Usage affixed to a weapon; Bulk


Activate [free-action] Interact; Trigger You attack an adjacent creature and haven’t rolled your attack roll; Requirements You’re a master in Intimidation.

This grisly molar hangs from a cord threaded through a tiny hole just above its dried, exposed root. When you activate this talisman, the creature you’re attacking becomes flat-footed until the end of the current turn.

Ghost Dust Item 16

Consumable Illusion Occult Talisman

Price 1,800 gp

Usage affixed to armor; Bulk


Activate [free-action] envision; Trigger You use an action with the move trait; Requirements You are legendary in Stealth.

This small vial is filled with a grayish-green dust rendered from dried ectoplasm. When you activate the dust, it casts a 4th-level invisibility spell on you. This comes into effect before you move during the triggering action.

Grim Trophy Item 7

Consumable Enchantment Magical Talisman

Price 55 gp

Usage affixed to armor; Bulk


Activate [free-action] envision; Trigger You attempt an Intimidation check to Coerce or Demoralize, but you haven’t rolled yet; Requirements You are an expert in Intimidation.

This talisman comes in many forms, most often a severed piece of a humanoid creature displayed in some gruesome manner. When you activate the trophy, select two targets and compare your Intimidation check result to both of their DCs.

Hunter’s Bane Item 2

Consumable Divination Magical Talisman

Price 6 gp

Usage affixed to armor; Bulk


Activate [free-action] envision; Trigger An undetected enemy hits you with an attack; Requirements You are trained in Survival.

This talisman is a ring of dried, interwoven leaves. When you activate the hunter’s bane, you sense the exact location of the attacker, making it hidden from you instead of undetected. If the attacker is behind lead, the hunter’s bane fails and is wasted.

Iron Cube Item 6

Consumable Evocation Magical Talisman

Price 50 gp

Usage affixed to a weapon; Bulk


Activate [two-actions] Knockdown; Requirements You are an expert with the affixed weapon.

This cube of blackened iron is affixed to a weapon with an iron chain. When you activate the cube, you use Knockdown, as the fighter feat.

If you have the Knockdown feat, ignore its normal size restrictions.

Iron Cudgel Item 14

Consumable Evocation Magical Talisman

Price 900 gp

Usage affixed to a weapon; Bulk


Activate [one-action] Brutal Finish; Requirements You are a master with the affixed weapon.

This miniature iron cudgel is typically affixed to a weapon by an iron chain. When you activate the cudgel, you use Brutal Finish, as the fighter feat. You must meet the normal requirements, including those of the press trait.

If you have the Brutal Finish feat, add two additional weapon damage dice on a success or a failure.

Iron Equalizer Item 12

Consumable Evocation Magical Talisman

Price 400 gp

Usage affixed to a weapon; Bulk


Activate [one-action] Certain Strike; Requirements You are a master with the affixed weapon.

This small iron band has a shifting weight that helps equalize the affixed weapon’s balance. When you activate it, you use Certain Strike, as the fighter feat. You must meet the normal requirements, including those of the press trait.

If you have the Certain Strike feat, the failure effect increases to deal the weapon’s normal damage.

Iron Medallion Item 10

Abjuration Consumable Magical Talisman

Price 175 gp

Usage affixed to armor; Bulk


Activate [free-action] envision; Trigger You attempt a Will save against a fear effect but haven’t rolled yet; Requirements You have master proficiency in Will saves or have the bravery class feature.

This small medallion is shaped like a shield.

When you activate it, you gain a +2 status bonus to saves against fear for 1 minute. On the triggering save, if the outcome of your roll is a failure, you get a success instead or if the outcome is a critical failure, you get a failure instead.

Jade Bauble Item 8

Consumable Enchantment Magical Mental Talisman

Price 100 gp

Usage affixed to a melee weapon; Bulk


Activate [one-action] command; Requirements You are a master with the affixed weapon.

This bit of jade is usually carved in the shape of a duelist, or sometimes a multi-armed creature.

When you activate the bauble, it magically draws the attention of foes. Until the start of your next turn, enemies within the reach of the weapon the talisman is affixed to are flat-footed.

Jade Cat Item 2

Abjuration Consumable Magical Talisman

Price 6 gp

Usage affixed to armor; Bulk


Activate [free-action] command; Trigger You fall or attempt an Acrobatics check to Balance; Requirements You are trained in Acrobatics.

A thumb-sized feline carved of rare stone, the jade cat is typically worn as a pendant upon a suit of armor. For 1 minute after you activate the cat, you treat all falls as 20 feet shorter, you are not flat-footed when you Balance, and narrow surfaces and uneven ground are not difficult terrain for you.

Mending Lattice Item 13

Uncommon Abjuration Consumable Magical Talisman

Price 525 gp

Usage affixed to a shield or weapon; Bulk


Activate [free-action] command; Trigger The affixed item would take damage; Requirements You are a master in Crafting.

This lattice of reinforced iron is shaped into a perfect octagon. When you activate it, it negates the damage and instantly and completely repairs the affixed item.

Mesmerizing Opal Item 2

Consumable Enchantment Magical Talisman

Price 7 gp

Usage affixed to armor; Bulk


Activate [free-action] envision; Trigger You attempt a Deception check to Feint, but you haven’t rolled yet.

This silver-bound opal pendant is afire with iridescence.

When you activate it, if the outcome of your triggering Deception check is a critical failure, you get a failure instead (or if the outcome is a success, you get a critical success instead).

Monkey Pin Item 2

Consumable Transmutation Magical Talisman

Price 6 gp

Usage affixed to armor; Bulk


Activate [one-action] Climb; Requirements You are trained in Athletics.

This small brass pin is in the shape of a monkey climbing a tree. When you activate this talisman, use a Climb action.

If you succeed, you move your full Speed during the Climb. If you roll a critical failure, you get a failure instead.

Mummified Bat Item 10

Consumable Divination Magical Talisman

Price 175 gp

Usage affixed to a weapon; Bulk


Activate [one-action] command; Requirements You are a master in Perception.

This talisman is the magically treated corpse of a tiny bat bound in papyrus. When you activate the bat, the affixed weapon detects vibrations around you and guides your perception. You gain the benefits of the fighter Blind-Fight class feat for 1 minute.

If you have the Blind-Fight feat, you gain imprecise echolocation with a range of 30 feet for 1 minute. This makes creatures that would be undetected by you because you can’t see them hidden instead.

Murderer’s Knot Item 7

Consumable Evocation Magical Talisman

Price 66 gp

Usage affixed to a weapon; Bulk


Activate [free-action] command; Trigger You damage a flat-footed creature with a Strike using the affixed weapon; Requirements You are an expert with the affixed weapon.

This black strand of leather is tied to look like a peace knot when the weapon is stowed, but it doesn’t hamper drawing 568 the weapon. When you activate the knot, the creature you damaged takes 1d6 persistent bleed damage.

If you have the Twist the Knife feat, the talisman instead deals persistent bleed damage equal to your sneak attack damage.

Onyx Panther Item 2

Consumable Magical Transmutation Talisman

Price 7 gp

Usage affixed to armor; Bulk


Activate [free-action] envision; Trigger You use a Sneak action; Requirements You are trained in Stealth.

This small stone is a stylized panther shape. When you activate it, you can move your full Speed (instead of half) during the triggering Sneak and any other time you Sneak this turn.

Owlbear Claw Item 1

Consumable Evocation Magical Talisman

Price 3 gp

Usage affixed to a weapon; Bulk


Activate [free-action] envision; Trigger You critically succeed at an attack roll with the affixed weapon.

This claw set in an iron clasp and chain isn’t always the claw of an owlbear. When you activate the claw, the triggering attack gains the weapon’s critical specialization effect.

Potency Crystal Item 1

Consumable Evocation Magical Talisman

Price 4 gp

Usage affixed to a weapon; Bulk


Activate [free-action] envision; Trigger You make an attack with the affixed weapon, but you haven’t rolled yet.

This fluorite crystal glows with a strange phosphorescence.

When you activate the crystal, the weapon becomes a +1 Striking weapon for the rest of the turn, gaining a +1 item bonus to the attack roll and increasing the damage on a hit to two weapon damage dice.

Savior Spike Item 2

Abjuration Consumable Force Magical Talisman

Price 7 gp

Usage affixed to armor; Bulk


Activate [free-action] command; Trigger You attempt to Grab an Edge but haven’t rolled; Requirements You’re an expert in Reflex.

This pyramid-shaped spike is attached to an armor’s chest piece. When you activate the spike, it shoots a strand of force to help you gain purchase. If you roll a success on the triggering attempt, you get a critical success instead (if you roll a critical failure, you get a failure instead).

Shark Tooth Charm Item 5

Abjuration Consumable Magical Talisman

Price 23 gp

Usage affixed to armor; Bulk


Activate [free-action] command; Trigger You attempt to Escape using Acrobatics for your roll, but you haven’t rolled yet; Requirements You are an expert in Acrobatics.

This dried seaweed bracelet is lined with charms shaped like small shark teeth. When you activate the bracelet, if you roll a success on the triggering check, you get a critical success instead (if you roll a critical failure, you get a failure instead). If you fail the Acrobatics check against a grabbing creature, the creature must either release you as a free action or take 2d8 piercing damage as shark’s teeth momentarily emerge from your skin.

Sneaky Key Item 5

Consumable Evocation Magical Talisman

Price 22 gp

Usage affixed to armor; Bulk


Activate [one-action] Interact; Requirements You are an expert in Thievery.

This small silver skeleton key can be pinned to armor or a sleeve. When you turn the key to activate it, for the next minute, if the outcome of any your attempts to Pick a Lock is a critical failure, you get a failure instead.

Swift Block Cabochon Item 7

Uncommon Abjuration Consumable Magical Talisman

Price 70 gp

Usage affixed to a shield; Bulk


Activate [free-action] envision; Trigger You take damage from a physical attack while you don’t have the affixed shield raised.

This clear quartz cabochon attaches to the center of your shield. When you activate the cabochon, you use the Shield Block reaction even if you hadn’t raised the affixed shield (and even if you don’t normally have that reaction).

Tiger Menuki Item 5

Consumable Magical Transmutation Talisman

Price 30 gp

Usage affixed to a weapon; Bulk


Activate [free-action] envision; Trigger You Strike with the affixed weapon.

This tiger formed of pewter snarls viciously from your weapon’s grip. When you activate the tiger, the affixed weapon gains the sweep trait for the triggering attack and all other attacks for 1 minute.

Vanishing Coin Item 10

Consumable Illusion Magical Talisman

Price 160 gp

Usage affixed to armor; Bulk


Activate [free-action] envision; Trigger You attempt a Stealth check for initiative, but you haven’t rolled yet; Requirements You are a master in Stealth.

This copper coin dangles from a leather strip strung through a hole drilled in the center. Until activated, the coin becomes invisible for a few seconds at random intervals every few minutes. When you activate the coin, it casts a 2nd-level invisibility spell on you, lasting until the end of your next turn.

Viper’s Fang Item 14

Consumable Evocation Magical Talisman

Price 850 gp

Usage affixed to a weapon; Bulk


Activate [reaction] envision; Trigger A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a move action it’s using; Requirements You are a master with the affixed weapon.

When you activate this resin-strengthened viper skull, you make an Attack of Opportunity against the triggering creature.

If you have Attack of Opportunity, you can activate the viper’s fang as a free action.

Wolf Fang Item 1

Consumable Evocation Magical Talisman

Price 4 gp

Usage affixed to armor; Bulk


Activate [free-action] envision; Trigger

You successfully Trip a foe; Requirements You are trained in Athletics.

This wolf canine is bound in a strip of leather and tied to a buckle or strap of a suit of armor. When you activate the fang, you deal bludgeoning damage equal to your Strength modifier to the target of your Trip. If your Trip would already deal physical damage that doesn’t include an ability modifier, add your Strength modifier to that damage.

Other Consumables

Though many consumables are grouped into specific categories, such as potions and talismans, some consumables don’t fit into those categories.

This section includes magic items with the consumable trait. An item with this trait can be used only once. Unless stated otherwise, it is destroyed after activation. When a character creates consumable items, they can make them in batches of four, as described in the Craft activity. Consumables includes the following subcategories, with any special rules appearing at the start of the section.

Candle of Truth Item 8

Uncommon Consumable Enchantment Magical Mental

Price 75 gp

Usage held in 1 hand; Bulk


Activate [one-action] Interact

This tapered candle has a golden wick that burns with white fire.

You activate the candle by Lighting it, which causes creatures within 10 feet of the candle to find it difficult to tell falsehoods.

Creatures in the area receive a –4 status penalty to Lie.

In addition, when first entering the affected area, each creature (including you) must succeed at a DC 26 Will save or be unable to tell any deliberate lies while within 10 feet of the lit candle. This lasts for as long as the candle is lit. Once lit, the candle burns for 10 minutes, and it cannot be extinguished.

Dust of Appearance Item 6

Consumable Divination Magical

Price 50 gp

Usage held in 1 hand; Bulk


Activate [one-action] Interact

Stored in a small reed, this powder looks like a fine metallic dust. When you fling it in the air, it coats all creatures in a 10-foot burst centered on a point within 5 feet of you. For 1 minute, the coated creatures can’t be concealed or invisible, nor can they benefit from mirror image or similar abilities that create illusory duplicates. Any illusions in the area of 3rd level or lower are revealed as such, although this does not end their effect.

Dust of Disappearance Item 9

Consumable Illusion Magical

Price 135 gp

Usage held in 1 hand; Bulk


Activate [one-action] Interact

This powder shimmers like a thousand tiny motes of Light.

Activating the dust by sprinkling it on yourself or a creature within reach casts a 4th-level invisibility spell with a duration of 1 minute on that creature. This invisibility can’t be negated or seen through by any spell of 3rd level or lower or any item of 5th level or lower.

Elemental Gem Item 10

Conjuration Consumable Magical

Price 200 gp

Usage held in 1 hand; Bulk


Activate [two-actions] command, Interact

You shout the name of an elemental lord and dash this glassy gem against a hard surface to activate it. It cracks open, casting a 5th-level summon elemental spell to summon forth an elemental you control as long as you spend an action each round to Sustain the Activation.

This gem comes in four varieties: transparent for a living whirlwind, light brown for a living landslide, reddish orange for a living wildfire, and blue-green for a living waterfall.

Feather Token Item 1+

Conjuration Consumable Magical

Usage held in 1 hand; Bulk


Activate [one-action] Interact

Each feather token appears to be a simple feather from some exotic bird. The feather’s shaft, dipped in gold, bears a single arcane Rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description.


Type anchor; Level 7; Price 55 gp

This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40).


Type bird; Level 3; Price 8 gp

When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient.

The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, 570 your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified.


Type chest; Level 3; Price 10 gp

When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest.


Type fan; Level 4; Price 15 gp

Activating this feather requires you to fan it in a given direction.

If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20).


Type holly bush; Level 2; Price 6 gp

When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries.

While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn’t heal you if you don’t eat it within the span of your Interact action.

If activated on soil, the plant continues to grow and thrive (although it doesn’t produce any more Healing berries). If activated elsewhere, it withers and dies within 1d4 days.


Type ladder; Level 1; Price 3 gp

When activated, this feather transforms permanently into a 20-foot-long wooden ladder.


Type swan boat; Level 8; Price 76 gp

This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day.


Type tree; Level 6; Price 38 gp

This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable.


Type whip; Level 9; Price 130 gp

This feather transforms into a +1 Striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing, at which point it vanishes.

If the whip’s target isn’t prone, the whip uses its actions to attempt to Trip that creature instead of making a Strike. The whip’s total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a dancing weapon.

Holy Water Item 1

Consumable Divine Good Splash

Price 3 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Strike

This vial contains water blessed by a good deity. You activate a vial of holy water by throwing it as a Strike. It’s a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn’t add the manipulate trait to the attack made with it.

Holy water deals 1d6 good damage and 1 good splash damage. It damages only fiends, undead, and creatures that have a weakness to good damage.

Javelin of Lightning Item 9

Consumable Electricity Evocation Magical

Price 110 gp

Usage held in 1 hand; Bulk L


Activate [two-actions] command, Interact

This item looks like a normal javelin carved with lightning-bolt motifs. If thrown without being activated, it wobbles in the air and fails to strike true. When you Activate the javelin, your command makes the carvings crackle with electricity. You then hurl the javelin. It shatters immediately after leaving your hand and unleashes its magic as a 4th-level Lightning bolt originating from your space. The bolt deals 5d12 electricity damage and has a Reflex save DC of 25.


Craft Requirements Supply a casting of Lightning bolt (4th level).

Runestone Item 1

Consumable Magical

Price 3 gp

Usage held in 1 hand; Bulk L

This flat piece of hard stone is specially prepared for etching a magical fundamental Rune or property Rune. You can etch only one Rune upon a stone. Once the stone is etched, it gains the magic school trait of the Rune etched upon it. When a Rune is transferred from the Runestone to another object, the Runestone cracks and is destroyed. The Price listed is for an empty stone; a stone holding a Rune adds the Price of the Rune.

Unholy Water Item 1

Consumable Divine Evil Splash

Price 3 gp

Usage held in 1 hand; Bulk L


Activate [one-action] Strike

An evil deity’s malice lies within this vial of water. You activate a vial of unholy water by throwing it as a Strike. It’s a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn’t add the manipulate trait to the attack made with it.

Unholy water deals 1d6 evil damage and 1 evil splash damage.

It damages only celestials and creatures that have a weakness to evil damage.

Held Items

These items need to be held to use them. Weapons, wands, and staves follow special rules and have their own sections.

Name Level Price Bulk
Everburning Torch 1 15 gp L
Pathfinder’s Coin 2 30 gp
Wondrous Figurine (Onyx Dog) 2 34 gp
Thurible of Revelation (Lesser) 3 55 gp
Maestro’s Instrument (Lesser) 3 60 gp
Bag of Holding (Type I) 4 75 gp
Skeleton Key 5 125 gp
Holy Prayer Beads 5 160 gp
Traveler’s Any-Tool 6 200 gp 1
Insistent Door Knocker 6 225 gp 1
Horn of Fog 6 230 gp 1
Primeval Mistletoe 6 230 gp
Chime of Opening 6 235 gp L
Bag of Holding (Type II) 7 300 gp
Bottled Air 7 320 gp L
Decanter of Endless Water 7 320 gp L
Wondrous Figurine (Jade Serpent) 7 340 gp
Dragon’s Eye Charm 7 360 gp L
Rod of Wonder 8 465 gp L
Cursed Dreamstone 9 L
Immovable Rod 9 600 gp 1
Triton’s Conch 9 640 gp L
Dreamstone 9 700 gp L
Horn of Blasting 9 700 gp L
Maestro’s Instrument (Moderate) 10 900 gp
Thurible of Revelation (Moderate) 10 900 gp
Wondrous Figurine (Golden Lions) 10 900 gp
Greater Insistent Door Knocker 11 125 gp 1
Bag of Holding (Type III) 11 1,200 gp
Skeleton Key (Greater) 11 1,250 gp
Holy Prayer Beads (Greater) 11 1,400 gp
Lich Phylactery 12 1,600 gp
Marvelous Medicines 12 1,800 gp
Broom of Flying 12 1,900 gp 1
Bag of Holding (Type IV) 13 2,400 gp
Wondrous Figurine (Marble Elephant) 13 2,700 gp
Crystal Ball (Clear Quartz) 14 3,800 gp
Primeval Mistletoe (Greater) 14 3,900 gp
Rod of Negation 14 4,300 gp 1
Demilich Eye Gem 15 3,000 gp (can’t be crafted)
Wondrous Figurine (Obsidian Steed) 15 6,000 gp
Crystal Ball (Selenite) 15 7,000 gp
Crystal Ball (Moonstone) 16 7,500 gp
Guiding Chisel 16 10,000 gp 1
Crystal Ball (Peridot) 17 12,500 gp
Major Insistent Door Knocker 17 13,500 gp 1
Maestro’s Instrument (Greater 18 19,000 gp
Marvelous Medicines (Greater) 18 19,000 gp
Thurible of Revelation (Greater) 18 19,000 gp
Possibility Tome 18 22,000 gp 2
Crystal Ball (Obsidian) 19 32,000 gp

Bag of Holding Item 4+

Conjuration Extradimensional Magical

Usage held in 2 hands; Bulk 1

Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an Extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn’t change the Bulk of the bag of holding itself. The amount of Bulk the bag’s Extradimensional space can hold depends on its type.

You can Interact with the bag of holding to put items in or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside.

If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it’s turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it’s retrieved first. An item in the bag can’t be detected by magic that detects only things on the same plane.


Type I; Level 4; Price 75 gp; Capacity 25 Bulk


Type II; Level 7; Price 300 gp; Capacity 50 Bulk


Type III; Level 11; Price 1,200 gp; Capacity 100 Bulk


Type IV; Level 13; Price 2,400 gp; Capacity 150 Bulk

Bottled Air Item 7

Air Conjuration Magical

Price 320 gp

Usage held in 1 hand; Bulk L

Appearing to be an ordinary corked glass bottle, this item contains a limitless supply of fresh air. You must uncork the bottle with an Interact action before you can activate it.


Activate [one-action] Interact; Effect You draw a breath of air from the bottle. This allows you to breathe even in an airless or toxic environment. Air doesn’t escape the mouth of the bottle, so leaving the open bottle in an airless environment doesn’t change the environment.

Broom of Flying Item 12

Magical Transmutation

Price 1,900 gp

Usage held in 1 hand; Bulk 1

This broom has a tenuous connection to gravity, and it tends to drift even while stowed. You can ride on the broom using one hand to guide it, and the broom can carry up to one passenger in addition to you. The broom moves at a fly Speed of 20 feet.

The broom can carry only so much, taking a –10?foot penalty to its Speed if laden with more than 20 Bulk, and crashing to the ground if it carries more than 30 Bulk.


Activate [two-actions] command, Interact; Effect You name a destination on the same plane, and the broom speeds toward it at a fly Speed of 40 feet. You must either clutch the broom with two hands in order to ride it, or you need to release the broom to send it off with no rider. If you don’t have a good idea of the location, layout, and general direction of the destination, or if your named destination is on another plane, the broom wanders aimlessly, circling back to its starting location after 30 minutes.

If the broom carries a rider, this activation lasts until 4 hours pass (typically 16 miles of travel), the broom reaches its destination, or you Dismiss the activation.

If the broom doesn’t have a rider, the activation lasts until the broom reaches its destination. When the activation ends, the broom floats to the ground and can’t be activated again for 1 hour.

Chime of Opening Item 6

Uncommon Evocation Magical

Price 235 gp

Usage held in 2 hands; Bulk L

This hollow mithral tube is about a foot long and bears engravings reminiscent of open locks and broken chains.

The chime can be activated 10 times before it cracks and becomes useless.


Activate [one-action] Interact; Effect You aim the chime at a container, door, or lock you want to open and strike the chime. The chime sends out magical vibrations that attempt a Thievery check against the lock’s DC, with a Thievery bonus of +13. This targets only one lock or binding at a time, so you might need to activate the chime multiple times to open a target with several forms of protection.

Crystal Ball Item 14+

Uncommon Divination Magical Scrying

Usage held in 1 hand; Bulk L

This polished crystal sphere enhances Scrying magic. Any visual information received through a spell with the Scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a Scrying spell by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target.

The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones.


Activate 1 minute (command, envision, Interact); Frequency once per hour; Effect The crystal ball casts clairvoyance to your specifications.


Activate 10 minutes (command, envision, Interact); Frequency twice per day; Effect The crystal ball casts a DC 33 Scrying spell to your specifications.


Type clear quartz; Level 14; Price 3,800 gp; Type selenite; Level 15; Price 7,000 gp

Scrying is DC 36 and gives you the benefits of see invisibility on the target.


Type moonstone; Level 16; Price 7,500 gp

Scrying is DC 37 and gives you the benefits of mind reading on the target, using the same save DC.


Type peridot; Level 17; Price 12,500 gp

Scrying is DC 39 and gives you the benefits of telepathy for communicating with the target.


Type obsidian; Level 19; Price 32,000 gp

Scrying is DC 41 and gives you the benefits of true seeing for anything you watch through it.

Decanter of Endless Water Item 7

Conjuration Magical Water

Price 320; Bulk L

This item looks like an ordinary glass flask full of water.

The stopper can’t be removed unless you speak one of the item’s three command words, each of which causes water to pour forth in a different way. Pulling the stopper straight out creates fresh water, and rotating it as you pull creates salt water. Any effect of the decanter lasts until the decanter is plugged (with its own stopper, a finger, or the like).


Activate [one-action] command, Interact; Effect Speaking “stream,” you cause water to pour out at a rate of 1 gallon per round.


Activate [one-action] command, Interact; Effect Speaking “fountain,” you cause water to pour out in a 5-foot-long stream at a rate of 5 gallons per round.


Activate [one-action] command, Interact; Effect Speaking “geyser,” you cause a powerful deluge of water to erupt at a rate of 15 gallons per round. You can direct the stream at a creature, subjecting it to the effects of hydraulic push (spell attack roll +15). You can repeat this once per round as long as the geyser continues, spending an Interact action to direct the geyser each time.

Everburning Torch Item 1

Evocation Light Magical

Price 15 gp

Usage held in 1 hand; Bulk L

An everburning torch is one of the most common applications of permanent magic. This torch sheds Light constantly, requiring no oxygen and generating no heat.

The flame can be covered or hidden, but can’t be smothered or quenched.

Holy Prayer Beads Item 5+

Uncommon Divine Healing Necromancy Positive

Usage held in 1 hand; Bulk

This strand of ordinary-looking prayer beads glows with a soft Light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity’s religious symbol and iconography. The beads don’t transform or function for an evil spellcaster.

Whenever you cast a divine spell from your own spell slots while holding the prayer beads, you recover 1 Hit Point; this is a Positive Healing effect. If the spell you cast was a Healing spell, you can grant this additional Healing to one of the spell’s targets instead of yourself.


Activate Cast a Spell; Effect Cast bless or heal, each once per day.


Type standard; Level 5; Price 160 gp; Type greater; Level 11; Price 1,400 gp

You recover 1d4 Hit Points instead of 1 Hit Point when casting divine spells from your spell slots.

Change the beads’ list of spells to the 4th-level versions of bless, divine wrath (matching one component of your deity’s alignment), heal, neutralize poison, and remove disease. You can cast each of these once per day.


Craft Requirements You have a spellcasting class feature with the divine tradition.

Horn of Blasting Item 9

Evocation Sonic

Price 700 gp

Usage held in 1 hand; Bulk L

A horn of blasting is a bright brass trumpet. It can be played as an instrument, granting a +2 item bonus to your Performance check.


Activate [one-action] Interact; Frequency once per round; Effect When you activate the horn by blowing into it with destructive intent, you create a blast note targeting one creature or object within 30 feet. The blast deals 3d6 Sonic damage. (DC 28 basic Fortitude save).


Activate [two-actions] Interact; Frequency once per day; Effect You can blow even louder to create an intense blast wave in a 30-foot cone that deals 8d6 Sonic damage. Each creature attempts a DC 28 Fortitude save with the following effects.

Critical Success The creature takes no damage.

Success The creature takes half damage.

Failure The creature takes full damage and is deafened for 2d6 rounds.

Horn of Fog Item 6

Conjuration Magical Water

Price 230 gp

Usage held in 1 hand; Bulk 1

This large ram’s horn perpetually glistens with tiny droplets of water, much like condensation.


Activate [two-actions] Interact; Frequency once per hour; Effect You activate the horn by blowing deeply into it, causing it to issue forth a low blast and cast a 2nd-level obscuring mist spell. You can Dismiss the mist at any time by blowing a second note on the horn using an Interact action.

Immovable Rod Item 9

Magical Transmutation

Price 600 gp

Usage held in 1 hand; Bulk 1

This flat iron bar is almost completely nondescript, except for one small button appearing on its surface.


Activate [one-action] Interact; You push the button to anchor the Rod in place. It doesn’t move, defying gravity if need be. If the button is pushed again, the Rod deactivates, ending the anchoring magic. While anchored, the Rod can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses

Athletics to Force Open the Rod with a DC of 40 (though most intelligent creatures can just push the button to release the rod).

Maestro’s Instrument Item 3+

Enchantment Magical

Usage held in 2 hands; Bulk 1

A maestro’s instrument can be crafted in the form of any variety of handheld musical instrument. A maestro’s instrument grants you a +1 item bonus to Performance checks while playing music with the instrument.


Activate [two-actions] Interact; Frequency once per day; Effect You can play the instrument to produce the effects of a charm spell.


Type lesser; Level 3; Price 60 gp; Type moderate; Level 10; Price 900 gp

The item bonus is +2, and the charm spell is 4th level.


Type greater; Level 18; Price 19,000 gp

The item bonus is +3, and the charm spell is 8th level.


Craft Requirements You must supply a casting of charm of the appropriate level.

Marvelous Medicines Item 12+

Magical Necromancy

Usage held in 2 hands; Bulk 1

This set of healer’s tools contains a seemingly endless supply of bandages, herbs, and Healing items of impeccable quality, granting you a +2 item bonus to Medicine checks.


Activate [one-action] Treat Poison or 8 hours (Treat Disease); Effect You can activate the tools when you use them to Treat Poison in order to produce the effects of neutralize poison, or when you Treat Disease in order to produce the effects of remove disease. Once these medicines have been used to treat a patient’s poison or disease, they can’t be used again to treat the same affliction for that patient.


Type standard; Level 12; Price 1,800 gp; Type greater; Level 18; Price 19,000 gp

The tools grant a +3 item bonus, and the spells are heightened to 6th level.

Possibility Tome Item 18

Magical Divination

Price 22,000 gp

Usage held in 2 hands; Bulk 2

An array of semiprecious stones is set into the ornate silver and beaten copper cover of this thick and weighty tome. If you open the book before it’s been activated, its vellum pages are blank and pristine, but once activated, words dance and swim onto the pages before your eyes.


Activate 10 minutes (envision, Interact); Effect As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: Arcana, Crafting, Medicine, Nature, Occultism, Religion, Society, or a single subcategory of Lore. The book’s pages fill with information about that skill, though only you can see the information. While the pages are full, you can spend an Interact action perusing the book just before attempting a check to Recall Knowledge with the chosen skill. This grants you a +3 item bonus to the check, and if you roll a critical failure, you get a failure instead.

The information within the book disappears after 24 hours or when the tome is activated again.

Primeval Mistletoe Item 6+

Primal Transmutation

Usage held in 1 hand; Bulk

This sprig of berry-festooned holly and mistletoe doesn’t wilt or rot. It can be used as a primal focus, and it also grants the creature holding it a +1 item bonus to Nature checks.


Activate [two-actions] Interact; Frequency once per 10 minutes; Effect You squeeze juice from one of the berries and smear it onto a non-magical club or staff to cast shillelagh upon it.


Activate [two-actions] Interact; Frequency once per day; Effect You can twine the sprig around the wrist of one hand and touch a tree to cast tree shape upon yourself, except instead of a becoming a tree, you become a vine on the touched tree.


Type standard; Level 6; Price 230 gp; Type greater; Level 14; Price 3,900 gp

The sprig grants a +2 bonus and can be activated in one additional way: Activate [two-actions] Interact; Frequency once per day; Effect You plant the primeval mistletoe into an area of natural earth or stone. Once planted, the plant immediately sprouts into an area of holly bushes that don’t impede movement and that pulse with Positive energy, replicating the effects of a field of life spell. This lasts for up to 1 minute, as long as you continue to Sustain the Activation. When this magic ends, the holly bushes revert back into the original primeval mistletoe.

Rod of Negation Item 14

Abjuration Magical

Price 4,300 gp

Usage held in 1 hand; Bulk 1

This long, plain, leaden Rod can disrupt magic.


Activate [two-actions] Interact; Effect This Rod emits a thin, gray beam that negates a spell or magic item, casting a 6th-level dispel magic spell with a counteract modifier of +23. Once activated, the Rod can’t be activated again for 2d6 hours.

Rod of Wonder Item 8

Rare Chaotic Evocation Magical

Price 465 gp

Usage held in 1 hand; Bulk L

This peculiar Rod is strange and unpredictable. Each time it is activated, it produces one of a variety of effects at random.


Activate [two-actions] command, Interact; Effect Choose a creature within 60 feet and roll d% on the table below to determine the rod’s effect. If an entry lists only a spell name, the Rod casts that spell at its lowest level. You make any decisions for a spell cast by the Rod unless otherwise indicated, except that it must target the creature you chose, or the creature you chose must be the center of the spell’s area, if it has an area but no targets. If the spell’s range is less than 60 feet, increase the range to 60 feet.

Any spell DC required is DC 27, and any spell attack roll required is +17. If the Rod casts a spell on you, you don’t get a saving throw or other defense against it.

Once activated, the Rod can’t be activated again for 1d4 hours.

d% Wondrous Effect
1–3 Leaves grow from the target; they last 24 hours
4–8 Darkness
9 Summon a giant stag beetle (5th-level summon animal)
10–13 A stream of 600 large and colorful butterflies pours forth, fluttering in a 20-foot burst for 2 rounds; creatures are blinded while in the cloud of butterflies
14–15 All the target’s weapons animate with the effects of the dancing Rune
16–25 Lightning bolt
26–29 Grass grows in a 60-foot cone in front of the rod, or existing grass grows at 10 × normal rate
30 Target turns blue, green, or purple with an unlimited duration
31 Summon an elephant (6th-level summon animal)
32–34 Heavy rain falls in a 60-foot radius around you for 1 round
35–38 Stinking cloud
39 Summon an ineffective mouse (1st-level summon animal)
40–42 Vibrant pattern, with a 1-round duration
43–44 The Rod casts mirror image on you 45–46 Gust of wind
47–48 The non-living, unattended object closest to the target (up to 30 cubic feet in size) turns ethereal for an unlimited duration
49–53 Slow
54 You turn blue, green, or purple with an unlimited duration
55–59 The Rod casts pest form on you, lasting 1d4 rounds
60–61 1d4 × 10 gems, each worth 1 sp, shoot from the rod, dealing 1 piercing damage to each creature in a 15-foot cone
62 Sleep, with a 100-foot burst
63–72 Fireball
73–77 Mind reading
78–80 Roll again; the target believes you created the effect of the second roll
81–84 Enlarge
85–87 Target is coated in nectar, making it clumsy 1 for 1 round
88–92 Faerie fire
93–97 The Rod casts invisibility on you 98–100 The Rod casts shrink on you, lasting 1 day

Skeleton Key Item 5+

Magical Transmutation

Usage held in 1 hand; Bulk

A grinning skull tops the bow of this macabre key. This key can be used in place of thieves’ tools when attempting to Pick a Lock, and it grants a +1 item bonus to the Thievery check.

If the skeleton key becomes broken due to a critical failure on the check, it works as normal thieves’ tools and loses its benefits until repaired.


Activate [free-action] Interact; Frequency once per day; Trigger You attempt to Pick a Lock but haven’t rolled yet; Effect The key casts knock on the lock you’re trying to pick.


Type standard; Level 5; Price 125 gp; Type greater; Level 11; Price 1,250 gp

The key grants a +2 item bonus, and you can activate the key once per hour.

Thurible of Revelation Item 3+

Divination Divine

Usage held in 1 hand; Bulk 1

This brass censer dangles on a length of chain.

Most thuribles of revelation are adorned with swirling Celestial text, though some are iron and feature Infernal or Abyssal text.


Activate [two-actions] Interact; Cost incense worth at least 5 gp; Effect You Light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to Religion checks, and any critical failure you roll when you Decipher Writing of a religious nature is a failure instead.


Type lesser; Level 3; Price 55 gp; Type moderate; Level 10; Price 900 gp

The thurible grants a +2 bonus. Once per day, when you activate the thurible, you can increase its revelations. During that activation, you can hold the thurible up to your eyes with an Interact action to gain the effects of see invisibility for 1 round by peering through the smoke.


Type greater; Level 18; Price 19,000 gp

The thurible grants a +3 bonus. The greater version shares the once-per-day enhanced revelations of the moderate version, except peering through the smoke also grants you the effects of true seeing.

Traveler’s Any-Tool Item 6

Magical Transmutation

Price 200 gp

Usage held in 2 hands; Bulk 1

Before it’s activated, this item appears to be an ash Rod capped with steel on either end.


Activate [two-actions] Interact, envision; Effect You imagine a specific simple tool, and the any-tool transforms into it. This transforms the wooden portion into any haft and the metal caps into spades, hammer heads, or the like, allowing for most basic tools but nothing more complex. You can return the item to its Rod form with an Interact action.

Triton’s Conch Item 9

Magical Transmutation

Price 640 gp

Usage held in 1 hand; Bulk L

If you put this large opalescent conch shell to your ear, you can hear the sound of the roaring sea crashing against the shore.


Activate [one-action] Interact (auditory); Effect You can raise the conch to your lips and blow into it, letting out a long, rumbling note. For the next minute, you and all allies who were within 30 feet of you when you activated the conch gain a +2 item bonus to Athletics checks to Swim and can breathe under water.

Wondrous Figurine Item 2+

Conjuration Magical

Usage held in 1 hand; Bulk L

Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals.


Activate [two-actions] command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below.

If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost.


Type golden lions; Level 10; Price 900 gp

This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions. The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn’t prevent you from summoning the other.


Type jade serpent; Level 7; Price 340 gp

This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper. The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes.


Type marble elephant; Level 13; Price 2,700 gp

Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be called upon no more than four times per month.

It remains for 24 hours as long as it is being used as a beast of burden or for transport. If it attempts an attack or otherwise engages in combat, it reverts to statuette form after 1d4 rounds.


Type obsidian steed; Level 15 (uncommon); Price 6,000 gp

This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won’t use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place.


Type onyx dog; Level 2; Price 34 gp

This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision.

When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. The onyx dog can be activated once per week and remains in its form for up to 6 hours.

Materials

Most items are made from readily available materials— usually leather, wood, or steel—but some weapons and armor are made from more exotic materials, giving them unique properties and other advantages. Weapons made from Precious materials are better able to harm certain creatures, and armor of these materials provides enhanced protection.

Most materials are metals; they can be used to make metal weapons and armor. The GM is the final arbiter of what items can be made using a material. An item can be made with no more than one Precious material, and only an expert in Crafting can create it. Some rare and exotic materials require master or even legendary proficiency.

A material’s Price depends on how hard it is to work, its scarcity, and its purity; most items made with Precious materials use an alloy, blend, or coating rather than using the material in its purest form. The three grades of purity for Precious materials are low-grade, standard-grade, and high-grade. Regardless of a Precious material’s purity, an item made from it gains the full effects of the Precious material, but creating higher-level items and more powerful magic Runes with Precious material requires greater purity.

Some Precious materials are available only at certain grades. For instance, adamantine can’t be low-grade, and orichalcum must be high-grade. Items made of materials with a lower grade than expected for the item’s level, or of a higher grade than necessary, will mention the Precious material’s grade.

Material Statistics

Table 11–4 below provides the Hardness, Hit Points, Broken Threshold, and example items for some types of common materials. The table has separate entries for thin items (like shields), ordinary items (like armor), and reinforced or durable structures (such as walls).

Stone is a catchall for any hard stone, such as granite and marble. Likewise, wood covers ordinary woods, such as oak and pine. Metal weapons and armor are assumed to be made of iron or steel unless noted otherwise.

If an object consists of more than one material, the GM typically uses the statistics for the strongest material involved. For instance, breaking a wall made of paper panels over a woven wooden framework would require damaging thin wood, not paper. However, the GM might choose the weaker material based on the item’s function. For instance, breaking the wooden handle of a hammer rather than its iron head would still render the item unusable. Sometimes an item is even less sturdy than the Hardness and Hit Points provided for a thin object; for instance, a twig doesn’t take 9 damage to break, even though it’s made of thin wood. Similarly, a particularly sturdy item or structure might have even higher Hardness and Hit Points. Certain structures, particularly thick walls, are so reinforced that you have to break them down over time with tools.

Precious Materials

Materials with the Precious trait can be substituted for base materials. For example, a hammer’s head could be made of adamantine instead of iron. Items made of a Precious material cost more than typical items; not only does Precious material cost more, but the crafter must invest more time working with it. In addition, more powerful items require Precious materials of greater purity.

Table 11–4: Material Hardness, Hit Points, and Broken Threshold
Material Hardness HP BT Example Items
Paper 0 1 Book pages, paper fan, scroll
Thin cloth 0 1 Kite, silk dress, undershirt
Thin glass 0 1 Bottle, spectacles, window pane
Cloth 1 4 2 Cloth armor, heavy jacket, sack, tent
Glass 1 4 2 Glass block, glass table, heavy vase
Glass structure 2 8 4 Glass block wall
Thin leather 2 8 4 Backpack, jacket, pouch, strap, whip
Thin rope 2 8 4 Standard adventuring rope
Thin wood 3 12 6 Chair, club, sapling, wooden shield
Leather 4 16 8 Leather armor, saddle
Rope 4 16 8 Industrial rope, ship rigging
Thin stone 4 16 8 Chalkboard, slate tiles, stone cladding
Thin iron or steel 5 20 10 Chain, steel shield, sword
Wood 5 20 10 Chest, simple door, table, tree trunk
Stone 7 28 14 Paving stone, statue
Iron or steel 9 36 18 Anvil, iron or steel armor, stove
Wooden structure 10 40 20 Reinforced door, wooden wall
Stone structure 14 56 28 Stone wall
Iron or steel structure 18 72 36 Iron plate wall

A number of Precious materials are described below. The Price entry for each material gives the Price of a simple non-magical item made of that material, based on its Bulk (if the item is Lighter than 1 Bulk, use the price for 1 Bulk), as well as Prices for different amounts of the material itself.

Prices for armor, shields, and weapons made of Precious material are in the Armor, Shields, and Weapons sections of this section.

Crafting with Precious Materials

Only an expert crafter can create a low-grade item, only a master can create a standard-grade item, and only a legendary crafter can create a high-grade item. In addition, to Craft with a Precious material, your character level must be equal to or greater than that of the material.

Low-grade items can be used in the creation of magic items of up to 8th level, and they can hold Runes of up to 8th level. Standard-grade items can be used to create magic items of up to 15th level and can hold Runes of up to 15th level. High-grade items use the purest form of the Precious material, and can be used to Craft magic items of any level holding any Runes. Using purer forms of common materials is so relatively inexpensive that the Price is included in any magic item.

When you Craft an item that incorporates a Precious material, your initial raw materials for the item must include that material; at least 10% of the investment must be of the material for low-grade, at least 25% for standard-grade, and all of it for high-grade. For instance, a low-grade silver object of 1 Bulk costs 20 gp. of the 10 gp of raw materials you provide when you start to Craft the item, at least 1 gp must be silver. The raw materials you spend to complete the item don’t have to consist of the Precious material, though the GM might rule otherwise in certain cases.

After creating an item with a Precious material, you can use Craft to improve its grade, paying the Price difference and providing a sufficient amount of the Precious material.

Name Level Price Bulk
Cold Iron Chunk 10 gp L
Silver Chunk 10 gp L
Mithral Chunk 50 gp L
Cold Iron Ingot 100 gp 1
Silver Ingot 100 gp 1
Adamantine Chunk 500 gp L
Darkwood Branch 500 gp L
Mithral Ingot 500 gp 1
Orichalcum Chunk 1,000 gp L
Adamantine Ingot 5,000 gp 1
Darkwood Lumber 5,000 gp 1
Orichalcum Ingot 10,000 gp 1
Cold Iron Object (Low-Grade) 2 20 gp (per Bulk)
Silver Object (Low-Grade) 2 20 gp (per Bulk)
Cold Iron Object (Standard-Grade) 7 250 gp (per Bulk)
Silver Object (Standard-Grade) 7 250 gp (per Bulk)
Adamantine Object (Standard-Grade) 8 350 gp (per Bulk)
Darkwood Object (Standard-Grade) 8 350 gp (per Bulk)
Dragonhide Object (Standard-Grade) 8 350 gp (per Bulk)
Mithral Object (Low-Grade) 8 350 gp (per Bulk)
Cold Iron Object (High-Grade) 15 4,500 gp (per Bulk)
Silver Object (High-Grade) 15 4,500 gp (per Bulk)
Adamantine Object (High-Grade) 16 6,000 gp (per Bulk)
Darkwood Object (High-Grade) 16 6,000 gp (per Bulk)
Dragonhide Object (High-Grade) 16 6,000 gp (per Bulk)
Mithral Object (High-Grade) 16 6,000 gp (per Bulk)
Orichalcum Object (High-Grade) 17 1,000 gp (per Bulk)

Adamantine Material 8+

Uncommon Precious

Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge.


Type adamantine chunk; Price 500 gp; Bulk L


Type adamantine ingot; Price 5,000 gp; Bulk 1


Type standard-grade adamantine object; Level 8; Price 350 gp per Bulk


Type high-grade adamantine object; Level 16; Price 6,000 gp per Bulk

Adamantine Items
Grade of Item Hardness HP BT
Thin Items
Standard-grade 10 40 20
High-grade 13 52 26
Items
Standard-grade 14 56 28
High-grade 17 68 34
Structures
Standard-grade 28 112 56
High-grade 34 136 68

Cold Iron Material 2+

Precious

Weapons made from cold iron are deadly to demons and fey alike.

Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items.


Type cold iron chunk; Price 10 gp; Bulk L


Type cold iron ingot; Price 100 gp; Bulk 1


Type low-grade cold iron object; Level 2; Price 20 gp per Bulk


Type standard-grade cold iron object; Level 7; Price 250 gp per Bulk


Type high-grade cold iron object; Level 15; Price 4,500 gp per Bulk

Cold Iron Items
Grade of Item Hardness HP BT
Thin Items
Low-grade 5 20 10
Standard-grade 7 28 14
High-grade 10 40 20
Items
Low-grade 9 36 18
Standard-grade 11 44 22
High-grade 14 56 28
Structures
Low-grade 18 72 36
Standard-grade 22 88 44
High-grade 28 112 56

Darkwood Material 0+

Uncommon Precious

Darkwood is a very Lightweight wood found primarily in oldgrowth forests; it is dark as ebony but has a slight purple tint. A darkwood item’s Bulk is reduced by 1 (or to Light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item’s normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item.


Type darkwood branch; Price 500 gp; Bulk L


Type darkwood lumber; Price 5,000 gp; Bulk 1


Type standard-grade darkwood object; Level 8; Price 350 gp per Bulk


Type high-grade darkwood object; Level 16; Price 6,000 gp

Darkwood Items
Grade of Item Hardness HP BT
Thin Items
Standard-grade 5 20 10
High-grade 8 32 16
Items
Standard-grade 7 28 14
High-grade 10 40 20
Structures
Standard-grade 14 56 28
High-grade 20 80 40

Dragonhide Material 8+

Uncommon Precious

The hide and scales of a dragon can be used to Craft any item normally made of ordinary leather or hide. Dragonhide varies in color from blue to glittering gold, depending on the dragon it came from. Due to the scales’ resiliency, it can also be used to Craft armor usually made out of metal plates (such as a breastplate, half plate, and full plate), allowing such armor to be made without metal. Dragonhide objects are immune to one damage type, depending on the type of dragon (see the table below).


Type standard-grade dragonhide object; Level 8; Price 350 gp per Bulk


Type high-grade dragonhide object; Level 16; Price 6,000 gp per Bulk

Dragon Type Resistance
Black or copper Acid
Blue or bronze Electricity
Brass, gold, or red Fire
Green Poison
Silver or white Cold
Dragonhide Items
Hardness HP BT
Thin Items
Standard-grade 4 16 8
High-grade 8 32 16
Items
Standard-grade 7 28 14
High-grade 11 44 22

Mithral Material 8+

Uncommon Precious

Mithral is renowned for its Lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly Lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is Lighter than one made of iron or steel: the item’s Bulk is reduced by 1 (reduced to Light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item’s normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item.


Type mithral chunk; Price 500 gp; Bulk L


Type mithral ingot; Price 5,000 gp; Bulk 1


Type standard-grade mithral object; Level 8; Price 350 gp per Bulk


Type high-grade mithral object; Level 16; Price 6,000 gp per Bulk

Mithral Items
Grade of Item Hardness HP BT
Thin Items
Standard-grade 5 20 10
High-grade 8 32 16
Items
Standard-grade 9 36 18
High-grade 12 48 24
Structures
Standard-grade 18 72 36
High-grade 24 96 48

Orichalcum Material 17+

Rare Precious

The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn’t as physically sturdy as adamantine, but orichalcum’s time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn’t destroyed, it repairs itself completely 24 hours later.


Type orichalcum chunk; Price 1,000 gp; Bulk L


Type orichalcum ingot; Price 10,000 gp; Bulk 1


Type high-grade orichalcum object; Level 17; Price 10,000 gp per Bulk

Orichalcum Items
Type of Item Hardness HP BT
Thin Items
High-grade 16 64 32
Items
High-grade 18 72 36
Structures
High-grade 35 140 70

Silver Material 2+

Precious

Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated.


Type silver chunk; Price 10 gp; Bulk L


Type silver ingot; Price 100 gp; Bulk 1


Type low-grade silver object; Level 2; Price 20 gp per Bulk


Type standard-grade silver object; Level 7; Price 250 gp per Bulk


Type high-grade silver object; Level 15; Price 4,500 gp per Bulk

Silver Items
Grade of Item Hardness HP BT
Thin Items
Low-grade 3 12 6
Standard-grade 5 20 10
High-grade 8 32 16
Items
Low-grade 5 20 10
Standard-grade 7 28 14
High-grade 10 40 20
Structures
Low-grade 10 40 20
Standard-grade 14 56 28
High-grade 20 80 40

Runes

Most magic weapons and armor gain their enhancements from potent eldritch Runes etched into them. These Runes allow for in-depth customization of items.

Runes must be physically engraved on items through a special process to convey their effects. They take two forms: fundamental Runes and property Runes. Fundamental Runes offer the most basic and essential benefits: a weapon Potency Rune adds a bonus to a weapon’s attack rolls, and the Striking Rune adds extra weapon damage dice. An armor Potency Rune increases the armor’s item bonus to AC, and the Resilient Rune grants a bonus to the wearer’s saving throws. Property Runes, by contrast, grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a Rune that grants energy resistance or one that adds fire damage to a weapon’s attacks.

The number of property Runes a weapon or armor can have is equal to the value of its Potency Rune. A +1 weapon can have one property Rune, but it could hold another if the +1 weapon Potency Rune were upgraded to a +2 weapon Potency Rune. Since the Striking and Resilient Runes are fundamental Runes, they don’t count against this limit.

An item with Runes is typically referred to by the value of its Potency Rune, followed by any other fundamental Runes, then the names of any property Runes, and ends with the name of the base item. For example, you might have a +1 longsword or +2 greater Resilient fire-resistant chain mail.

Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with Runes etched onto it is equal to the highest level among the base item and all Runes etched on it; therefore, a +1 Striking mace (a 4th-level item) with a disrupting Rune (a 5th-level Rune) would be a 5th-level item.

Each Rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the Rune’s stat block. Explorer’s clothing can have armor Runes etched on it even though it’s not armor, but because it’s not in the light, medium, or heavy armor category, it can’t have Runes requiring any of those categories.

Investiture

If a suit of armor has any Runes, it has the invested trait, requiring you to invest it to get its magical benefits.

Rune Formulas

The Price of a Rune’s formula is the same as the Price of a formula for an item of the same level; it can be acquired in the same way as an item formula.

The Etching Process

Etching a Rune on an item follows the same process as using the Craft activity to make an item. You must have the formula for the Rune, the item you’re adding the Rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the Rune. The Rune has no effect until you complete the Craft activity. You can etch only one Rune at a time.

Transferring Runes

You can transfer Runes between one item and another, including a Runestone. This also uses the Craft activity. This lets you either move one Rune from one item to another or swap a Rune on one item with a Rune on the other item. To swap, the Runes must be of the same form (fundamental or property).

If an item can have two or more property Runes, you decide which Runes to swap and which to leave when transferring. If you attempt to transfer a Rune to an item that can’t accept it, such as transferring a melee weapon Rune to a ranged weapon, you get an automatic critical failure on your Crafting check. If you transfer a Potency Rune, you might end up with property Runes on an item that can’t benefit from them. These property Runes go dormant until transferred to an item with the necessary Potency Rune or until you etch the appropriate Potency Rune on the item bearing them.

The DC of the Crafting check to transfer a Rune is determined by the item level of the Rune being transferred, and the Price of the transfer is 10% of the Rune’s Price, unless transferring from a Runestone, which is free. If you’re swapping, use the higher level and higher Price between the two Runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a Rune or swap a pair of Runes, and you can continue to work over additional days to get a discount, as usual with Craft.

Fundamental Runes

Four fundamental Runes produce the most essential magic of protection and destruction: armor Potency and Resilient Runes for armor, and weapon Potency and Striking Runes for weapons. A Potency Rune is what makes a weapon a magic weapon or armor magic armor.

An item can have only one fundamental Rune of each type, though etching a stronger Rune can upgrade an existing Rune to the more powerful version (as described in each Rune’s entry). As you level up, you typically alternate between increasing an item’s Potency Rune and its Striking or Resilient Rune when you can afford to.

Fundamental Rune Etched Onto Benefit

Armor Potency Armor Increase item bonus to AC and determine maximum number of property Runes

Resilient Armor Grant item bonus to saves

Weapon Potency Weapon Grant an item bonus to attack rolls and determine maximum number of property Runes

Striking Weapon Increase weapon damage dice

Fundamental Armor Runes

Armor Potency Rune 5+

Abjuration Magical

Usage etched onto armor Magic wards deflect attacks. Increase the armor’s item bonus to AC by 1. The armor can be etched with one property Rune.

You can upgrade the armor Potency Rune already etched on a suit of armor to a stronger version, increasing the values of the existing Rune to those of the new Rune. You must have the formula of the stronger Rune to do so, and the Price of the upgrade is the difference between the two Runes’ Prices.


Type +1 armor Potency; Level 5; Price 160 gp; Craft Requirements You are an expert in Crafting.


Type +2 armor Potency; Level 11; Price 1,060 gp; Craft Requirements You are a master in Crafting. Increase the armor’s item bonus to AC by 2, and the armor can be etched with two property Runes.


Type +3 armor Potency; Level 18; Price 20,560 gp; Craft Requirements You are legendary in Crafting. Increase the armor’s item bonus to AC by 3, and the armor can be etched with three property Runes.

Resilient Rune 8+

Abjuration Magical

Usage etched onto armor Resilient Runes imbue armor with additional protective magic.

This grants the wearer a +1 item bonus to saving throws.

You can upgrade the Resilient Rune already etched on a suit of armor to a stronger version, increasing the values of the existing Rune to those of the new Rune. You must have the formula of the stronger Rune to do so, and the Price of the upgrade is the difference between the two Runes’ Prices.


Type Resilient; Level 8; Price 340 gp; Type greater Resilient; Level 14; Price 3,440 gp

The armor grants a +2 item bonus to saving throws.


Type major Resilient; Level 20; Price 49,440 gp

The armor grants a +3 item bonus to saving throws.

Fundamental Weapon Runes

Striking Rune 4+

Evocation Magical

Usage etched onto a weapon

A Striking Rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 Striking dagger would deal 2d4 damage instead of 1d4 damage.

You can upgrade the Striking Rune already etched on a weapon to a stronger version, increasing the values of the existing Rune to those of the new Rune. You must have the formula of the stronger Rune to do so, and the Price of the upgrade is the difference between the two Runes’ Prices.


Type Striking; Level 4; Price 65 gp; Type greater Striking; Level 12; Price 1,065 gp

The weapon deals three weapon damage dice.


Type major Striking; Level 19; Price 31,065 gp

The weapon deals four weapon damage dice.

Weapon Potency Rune 2+

Evocation Magical

Usage etched onto a weapon Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property Rune.

You can upgrade the weapon Potency Rune already etched on a weapon to a stronger version, increasing the values of the existing Rune to those of the new Rune. You must have the formula of the stronger Rune to do so, and the Price of the upgrade is the difference between the two Runes’ Prices.


Type +1 weapon Potency; Level 2; Price 35 gp; Craft Requirements You are an expert in Crafting.


Type +2 weapon Potency; Level 10; Price 935 gp; Craft Requirements You are a master in Crafting.

The item bonus to attack rolls is +2, and the weapon can be etched with two property Runes.


Type +3 weapon Potency; Level 16; Price 8,935 gp; Craft Requirements You are legendary in Crafting.

The item bonus to attack rolls is +3, and the weapon can be etched with three property Runes.

Upgrading Armor and Weapon Runes

You’ll often want to upgrade the fundamental Runes of magic armor or a magic weapon you already have. This requires upgrading each Rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item’s level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don’t include progressions that aren’t as likely to come up, like turning a +1 weapon directly into a +1 greater Striking weapon.

Table 11–5: Armor Upgrade Prices
Starting Armor Improved Armor Price and Process
+1 armor +1 Resilient armor 340 gp to etch Resilient (8th level)
+1 Resilient armor +2 Resilient armor 900 gp to etch +2 armor Potency (11th level)
+2 Resilient armor +2 greater Resilient armor 3,100 gp to etch greater Resilient (14th level)
+2 greater Resilient armor +3 greater Resilient armor 19,500 gp to etch +3 armor Potency (18th level)
+3 greater Resilient armor +3 major Resilient armor 46,000 gp to etch major Resilient (20th level)
Table 11–6: Weapon Upgrade Prices
Starting Weapon Improved Weapon Price and Process
+1 weapon +1 Striking weapon 65 gp to etch Striking (4th level)
+1 Striking weapon +2 Striking weapon 900 gp to etch +2 weapon Potency (10th level)
+2 Striking weapon +2 greater Striking weapon 1,000 gp to etch greater Striking (12th level)
+2 greater Striking weapon +3 greater Striking weapon 8,000 gp to etch +3 weapon Potency (16th level)
+3 greater Striking weapon +3 major Striking weapon 30,000 gp to etch major Striking (19th level)
Table 11-6: Armor Upgrade Prices
Starting Armor Improved Armor Price and Process
+1 armor +1 resilient armor 340 gp to etch resilient (8th level)
+1 resilient armor +2 resilient armor 900 gp to etch +2 armor potency (11th level)
+2 resilient armor +2 greater resilient armor 3,100 gp to etch greater resilient (14th level)
+2 greater resilient armor +3 greater resilient armor 19,500 gp to etch +3 armor potency (18th level)
+3 greater resilient armor +3 major resilient armor 46,000 gp to etch major resilient (20th level)

Property Runes

Property Runes add special abilities to armor or a weapon in addition to the item’s fundamental Runes. If a suit of armor or a weapon has multiple etchings of the same Rune, only the highest-level one applies. You can upgrade a property Rune to a higher-level type of that Rune in the same way you would upgrade a fundamental Rune.

Rune abilities that must be activated follow the rules for activating magic items.

Armor Property Runes

Antimagic Rune 15

Uncommon Abjuration Magical

Price 6,500 gp

Usage etched onto armor

This intricate Rune displaces spell energy, granting you a +1 status bonus to saving throws against magical effects.


Activate [reaction] command; Frequency once per day; Trigger A spell targets you or includes you in its area; Effect The armor attempts to counteract the triggering spell with the effect of a 7th-level dispel magic spell and a counteract modifier of +26.


Craft Requirements Supply one casting of dispel magic.

Energy-Resistant Rune 8+

Abjuration Magical

Usage etched onto armor

These symbols convey protective forces from the Elemental Planes. You gain resistance 5 to acid, cold, electricity, or fire.

The crafter chooses the damage type when creating the Rune.

Multiple energy-resistant Runes can be etched onto a suit of armor; rather than using only the highest-level effect, each must provide resistance to a different damage type. For instance, a +2 acid-resistant greater fire-resistant breastplate would give you acid resistance 5 and fire resistance 10.


Type energy-resistant; Level 8; Price 420 gp; Type greater energy-resistant; Level 12; Price 1,650 gp

You gain resistance 10 to the specified damage type.

Ethereal Rune 17

Uncommon Conjuration Magical

Price 13,500 gp

Usage etched onto armor An ethereal Rune replicates armor on the Ethereal Plane.


Activate [one-action] command; Frequency once per day; Effect You gain the effects of an ethereal jaunt spell. This doesn’t require concentration and lasts for 10 minutes or until you choose to return to material form as a free action.


Craft Requirements Supply a casting of 9th level ethereal jaunt.

Fortification Rune 12+

Abjuration Magical

Usage etched onto medium or heavy armor

A fortification Rune wards against the most deadly attacks.

Each time you’re critically hit while wearing the etched armor, attempt a DC 17 flat check. On a success, it becomes a normal hit. This property thickens the armor, increasing its Bulk by 1 and the Strength required to reduce its penalties by 2.


Type fortification; Level 12; Price 2,000 gp; Type greater fortification; Level 18; Price 24,000 gp

The flat check DC is 14.

Glamered Rune 5

Illusion Magical

Price 140 gp

Usage etched onto armor

This armor can be disguised with a mere thought.


Activate [one-action] envision; Effect You change the shape and appearance of this armor to appear as ordinary or fine clothes of your imagining. The armor’s statistics do not change. Only a creature that is benefiting from true seeing or a similar effect can attempt to disbelieve this illusion, with a DC of 25.

Invisibility Rune 8+

Illusion Magical

Usage etched onto Light armor Light seems to partially penetrate this armor.


Activate [one-action] command; Frequency once per day; Effect Whispering the command word, you become invisible for 1 minute, gaining the effects of a 2nd-level invisibility spell.


Type invisibility; Level 8; Price 500 gp; Type greater invisibility; Level 10; Price 1,000 gp

You can activate the armor up to three times per day.


Craft Requirements Supply one casting of invisibility.

Shadow Rune 5+

Magical Transmutation

Usage etched onto light or medium nonmetallic armor Armor with this Rune becomes hazy black. You gain a +1 item bonus to Stealth checks while wearing the armor.


Type shadow; Level 3; Price 55 gp; Type greater shadow; Level 9; Price 650 gp

The item bonus is +2.


Type major shadow; Level 17; Price 14,000 gp

The item bonus is +3.

Slick Rune 3+

Magical Transmutation

Usage etched onto armor

This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to Acrobatics checks to Escape and Squeeze.


Type slick; Level 3; Price 45 gp; Type greater slick; Level 8; Price 450 gp

The item bonus is +2.


Type major slick; Level 16; Price 9,000 gp

The item bonus is +3.

Weapon Property Runes

Anarchic Rune 11

Chaotic Evocation Magical

Price 1,400 gp

Usage etched onto a weapon without an axiomatic Rune

An anarchic Rune is jagged and asymmetrical, channeling chaotic energy. A weapon with this Rune deals an additional 1d6 chaotic damage against lawful targets. If you are lawful, you are enfeebled 2 while carrying or wielding this weapon.

When you critically succeed at a Strike with this weapon against a lawful creature, roll 1d6. On a 1 or 2, you deal double minimum damage; on a 3 or 4, double your damage normally; on a 5 or 6, you deal double maximum damage.


Craft Requirements You are chaotic.

Axiomatic Rune 11

Evocation Lawful Magical

Price 1,400 gp

Usage etched onto a weapon without an anarchic Rune

Complex and symmetrical, an axiomatic Rune imbues a weapon with lawful energy. A weapon with this Rune deals an additional 1d6 lawful damage against chaotic targets. If you are chaotic, you are enfeebled 2 while carrying or wielding this weapon.

When you critically succeed at an attack roll with this weapon against a chaotic creature, instead of rolling, count each weapon damage die as average damage rounded up (3 for d4, 4 for d6, 5 for d8, 6 for d10, 7 for d12).


Craft Requirements You are lawful.

Corrosive Rune 8+

Acid Conjuration Magical

Usage etched onto a weapon Acid sizzles across the surface of the weapon. When you hit with the weapon, add 1d6 acid damage to the damage dealt.

In addition, on a critical hit, the target’s armor (if any) takes 3d6 acid damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead.


Type corrosive; Level 8; Price 500 gp; Type greater corrosive; Level 15; Price 6,500 gp

The acid damage dealt by this weapon ignores the target’s acid resistance. Increase the acid damage dealt to armor or a shield on a critical hit to 6d6.

Dancing Rune 13

Uncommon Evocation Magical

Price 2,700 gp

Usage etched onto a melee weapon

A dancing weapon flies autonomously and strikes your foes.


Activate [two-actions] command, Interact; Effect You Release the weapon and it dances through the air, fighting on its own against the last enemy you attacked, or the nearest enemy to it if your target has been defeated. At the end of your turn each round, the weapon can Fly up to its fly Speed of 40 feet, and then can either Fly again or Strike one creature within its reach.

The weapon has a space of 5 feet, but it doesn’t block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can’t move through an enemy’s space. The weapon can’t use reactions, and its Fly actions don’t trigger reactions.

While it’s activated, a dancing weapon makes Strikes with an attack modifier of +24 plus its item bonus to attack rolls. It uses the weapon’s normal damage but has a +0 Strength modifier.

The weapon’s abilities that automatically trigger on a hit or critical hit still function, but the weapon can’t be activated or benefit from any of your abilities while dancing.

Each round, when the weapon is finished using its actions, attempt a DC 6 flat check. On a failure, the activation ends and the weapon falls to the ground. You can’t activate the item again for 10 minutes.

Disrupting Rune 5+

Magical Necromancy

Usage etched onto a melee weapon

A disrupting weapon pulses with Positive energy, dealing an extra 1d6 Positive damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn.


Type disrupting; Level 5; Price 150 gp; Type greater disrupting; Level 14 (uncommon); Price 4,300 gp

Increase the extra damage to 2d6. On a critical hit, instead of being enfeebled 1, the undead creature must attempt a DC 34 Fortitude save with the following effects. This is an incapacitation effect.

Critical Success It’s enfeebled 1 until the end of your next turn.

Success It’s enfeebled 2 until the end of your next turn.

Failure It’s enfeebled 3 until the end of your next turn.

Critical Failure It’s destroyed.

Flaming Rune 8+

Conjuration Fire Magical

Usage etched onto a weapon

This weapon is empowered by flickering flame. The weapon deals an additional 1d6 fire damage on a successful Strike, plus 1d10 persistent fire damage on a critical hit.


Type flaming; Level 8; Price 500 gp; Type greater flaming; Level 15; Price 6,500 gp

Increase the persistent damage on a critical hit to 2d10. Fire damage dealt by this weapon (including the persistent fire damage) ignores the target’s fire resistance.

Frost Rune 8+

Cold Conjuration Magical

Usage etched onto a weapon

This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 24 Fortitude save.


Type frost; Level 8; Price 500 gp; Type greater frost; Level 15; Price 6,500 gp

The save DC is 34. Cold damage dealt by this weapon ignores the target’s cold resistance.

Ghost Touch Rune 4

Magical Transmutation

Price 75 gp

Usage etched onto a melee weapon

The weapon can harm creatures without physical form. A ghost touch weapon is particularly effective against incorporeal creatures, which almost always have a specific weakness to ghost touch weapons. Incorporeal creatures can touch, hold, and wield ghost touch weapons (unlike most physical objects).

Grievous Rune 9

Enchantment Magical

Price 700 gp

Usage etched onto a weapon

When your attack roll with this weapon is a critical hit and gains the critical specialization effect, you gain an additional benefit depending on the weapon group.

Axe You can damage a third creature, with the same restrictions.

Bow The Athletics check to pull the missile free is DC 20.

Brawling The target takes a –4 circumstance penalty to its save.

Club You can knock the target up to 15 feet away.

Dart The base persistent bleed damage increases to 2d6.

Flail You move the target 5 feet. You can’t move it away from you, but you can move it in another direction of your choice.

Hammer You can also knock the target 5 feet away from you.

Knife The target takes a –5-foot status penalty to its Speed while it has the persistent bleed damage.

Pick The extra damage from the critical specialization effect increases to 4 per weapon damage die.

Polearm You can move the target up to 10 feet.

Shield You can knock the target up to 10 feet away.

Sling The target also takes a –10-foot status penalty to its Speed for 1 round if it fails the save.

Spear The enfeebled condition lasts for 2 rounds.

Sword The target is flat-footed until the end of your next turn.

Holy Rune 11

Evocation Good Magical

Price 1,400 gp

Usage etched onto a weapon without an unholy Rune

Holy weapons command powerful celestial energy. A weapon with this Rune deals an extra 1d6 good damage against evil targets. If you are evil, you are enfeebled 2 while carrying or wielding this weapon.


Activate [reaction] command; Frequency once per day; Trigger

You critically succeed at an attack roll against an evil creature with the weapon; Effect You regain HP equal to double the evil creature’s level. This is a good, Positive, Healing effect.


Craft Requirements You are good.

Keen Rune 13

Uncommon Magical Transmutation

Price 3,000 gp

Usage etched onto a piercing or slashing melee weapon

The edges of a keen weapon are preternaturally sharp. Attacks with this weapon are a critical hit on a 19 on the die as long as that result is a success. This property has no effect on a 19 if the result would be a failure.

Returning Rune 3

Evocation Magical

Price 55 gp

Usage etched onto a thrown weapon

When you make a thrown Strike with this weapon, it flies back to your hand after the Strike is complete. If your hands are full when the weapon returns, it falls to the ground in your space.

Shifting Rune 6

Magical Transmutation

Price 225 gp

Usage etched onto a melee weapon With a moment of manipulation, you can shift this weapon into a different weapon with a similar form.


Activate [one-action] Interact; Effect The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon’s Runes and any Precious material it’s made of apply to the weapon’s new shape. Any property Runes that can’t apply to the new form are suppressed until the item takes a shape to which they can apply.

Shock Rune 8+

Electricity Evocation Magical

Usage etched onto a weapon Electric arcs crisscross this weapon, dealing an extra 1d6 electricity damage on a hit. On a critical hit, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target.


Type shock; Level 8; Price 500 gp; Type greater shock; Level 15; Price 6,500 gp

Electricity damage dealt by this weapon ignores the target’s electricity resistance (and the other creatures’ on a critical hit).

Speed Rune 16

Rare Magical Transmutation

Price 10,000 gp

Usage etched onto a weapon

Attacks with a speed weapon are supernaturally swift. While wielding a speed weapon, you gain the quickened condition, but you can use the additional action granted only to make a Strike with the etched weapon.

Spell-Storing Rune 13

Uncommon Abjuration Magical

Price 2,700 gp

Usage etched onto a melee weapon

A spell-storing Rune creates a reservoir of eldritch energy within the etched weapon. A spellcaster can spend 1 minute to cast a spell of 3rd level or lower into the weapon. The spell must have a casting of 2 actions or fewer and must be able to target a creature other than the caster. The spell has no immediate effect—it is instead stored for later. When you wield a spell-storing weapon, you immediately know the name and level of the stored spell. A spell-storing weapon found as treasure has a 50% chance of having a spell of the GM’s choice stored in it.


Activate [one-action] command; Requirements On your previous action this turn, you hit and damaged a creature with this weapon; Effect You unleash the stored spell, which uses the target of the triggering attack as the target of the spell. This empties the spell from the weapon and allows a spell to be cast into it again.

If the spell requires a spell attack roll, the result of your attack roll with the weapon determines the degree of success of the spell, and if the spell requires a saving throw, the DC is 30.


Activate [one-action] command; Effect Harmlessly expend the stored spell. This frees the weapon to have a new spell cast into it.

Thundering Rune 8+

Evocation Magical Sonic

Usage etched onto a weapon

This weapon lets out a peal of thunder when it hits, dealing an extra 1d6 Sonic damage on a successful Strike. On a critical hit, the target has to succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure).


Type thundering; Level 8; Price 500 gp; Type greater thundering; Level 15; Price 6,500 gp

The save DC is 34, and the deafness is permanent. Sonic damage dealt by this weapon ignores the target’s Sonic resistance.

Unholy Rune 11

Evil Evocation Magical

Price 1,400 gp

Usage etched onto a weapon without a holy Rune

An unholy Rune instills fiendish power into the etched weapon.

A weapon with this Rune deals an additional 1d6 evil damage when it hits a good target. If you are good, you are enfeebled 2 while carrying or wielding this weapon.


Activate [reaction] command; Frequency once per day; Trigger You critically succeed at an attack roll against a good creature with the weapon; Effect The target takes persistent bleed damage equal to 1d8 per weapon damage die of the etched weapon.


Craft Requirements You are evil.

Vorpal Rune 17

Rare Evocation Magical

Price 15,000 gp

Usage etched onto a slashing melee weapon Originally created as a means of slaying the legendary jabberwock, vorpal weapons prove equally effective against nearly any foe with a head.


Activate [reaction] envision (death, incapacitation); Trigger You roll a natural 20 on a Strike with the weapon, critically succeed, and deal slashing damage. The target must have a head; Effect The target must succeed at a DC 37 Fortitude save or be decapitated. This kills any creature except ones that don’t require a head to live. For creatures with multiple heads, this usually kills the creature only if you sever its last head.

Wounding Rune 7

Magical Necromancy

Price 340 gp

Usage etched onto a piercing or slashing melee weapon Weapons with wounding Runes are said to thirst for blood.

When you hit a creature with a wounding weapon, you deal an extra 1d6 persistent bleed damage. On a critical hit, it instead deals 1d12 persistent bleed damage.

Shields

All magic shields are specific items with a wide variety of protective effects, as described in their entries. Unlike magic armor, magic shields can’t be etched with Runes.

Precious Material Shields

Shields made of Precious materials are more expensive and have different durabilities. You can make bucklers and most shields out of any of these Precious materials, but only darkwood can be used to make tower shields.

Adamantine Shield Item 8+

Uncommon

Usage varies by shield

Adamantine shields are particularly sturdy, and when used for a shield bash, they are adamantine weapons.


Type standard-grade adamantine buckler; Level 8; Price 400 gp; Bulk L; Craft Requirements adamantine worth at least 50 gp

The shield has Hardness 8, HP 32, and BT 16.


Type standard-grade adamantine shield; Level 8; Price 440; Bulk 1; Craft Requirements adamantine worth at least 55 gp

The shield has Hardness 10, HP 40, and BT 20.


Type high-grade adamantine buckler; Level 16; Price 8,000 gp; Bulk L; Craft Requirements adamantine worth at least 4,000 gp

The shield has Hardness 11, HP 44, and BT 22.


Type high-grade adamantine shield; Level 16; Price 8,800 gp; Bulk 1; Craft Requirements adamantine worth at least 4,400 gp

The shield has Hardness 13, HP 52, and BT 26.

Cold Iron Shield Item 2+

Usage varies by shield

Cold iron shields don’t typically have an additional effect, though when used for a shield bash, they are cold iron weapons.


Type low-grade cold iron buckler; Level 2; Price 30 gp; Craft Bulk L; Requirements cold iron worth at least 15 sp

The shield has Hardness 3, HP 12, and BT 6.


Type low-grade cold iron shield; Level 2; Price 34 gp; Craft Bulk 1; Requirements cold iron worth at least 17 sp

The shield has Hardness 5, HP 20, and BT 10.


Type standard-grade cold iron buckler; Level 7; Price 300 gp; Bulk L; Craft Requirements cold iron worth at least 375 sp

The shield has Hardness 5, HP 20, and BT 10.


Type standard-grade cold iron shield; Level 7; Price 340 gp; Bulk 1; Craft Requirements cold iron worth at least 425 sp

The shield has Hardness 7, HP 28, and BT 14.


Type high-grade cold iron buckler; Level 15; Price 5,000 gp; Bulk L; Craft Requirements cold iron worth at least 2,500 gp

The shield has Hardness 8, HP 32, and BT 16.


Type high-grade cold iron shield; Level 15; Price 5,500 gp; Bulk 1; Craft Requirements cold iron worth at least 2,750 gp

The shield has Hardness 10, HP 40, and BT 20.

Darkwood Shield Item 8+

Uncommon

Usage varies by shield

Darkwood shields are 1 Bulk Lighter than normal (or Light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk).


Type standard-grade darkwood buckler; Level 8; Price 400 gp; Bulk L; Craft Requirements darkwood worth at least 50 gp

The shield has Hardness 3, HP 12, and BT 6.


Type standard-grade darkwood shield; Level 8; Price 440 gp; Bulk L; Craft Requirements darkwood worth at least 55 gp

The shield has Hardness 5, HP 20, and BT 10.


Type standard-grade darkwood tower shield; Level 8; Price 560 gp; Bulk 3; Craft Requirements darkwood worth at least 70 gp

The shield has Hardness 5, HP 20, and BT 10.


Type high-grade darkwood buckler; Level 16; Price 8,000 gp; Bulk L; Craft Requirements darkwood worth at least 4,000 gp

The shield has Hardness 6, HP 24, and BT 12.


Type high-grade darkwood shield; Level 16; Price 8,800 gp; Bulk L; Craft Requirements darkwood worth at least 4,400 gp

The shield has Hardness 8, HP 32, and BT 16.


Type high-grade darkwood tower shield; Level 16; Price 11,200 gp; Bulk 3; Craft Requirements darkwood worth at least 5,600 gp

The shield has Hardness 8, HP 32, and BT 16.

Dragonhide Shield Item 8+

Uncommon

Usage varies by shield

Dragonhide shields are each immune to one damage type based on the type of dragon (see Dragonhide).


Type standard-grade dragonhide buckler; Level 8; Price 400 gp; Bulk L; Craft Requirements dragonhide worth at least 50 gp

The shield has Hardness 2, HP 8, and BT 4.


Type standard-grade dragonhide shield; Level 8; Price 440 gp; Bulk 1; Craft Requirements dragonhide worth at least 55 gp

The shield has Hardness 4, HP 16, and BT 8.


Type high-grade dragonhide buckler; Level 16; Price 8,000 gp; Bulk L; Craft Requirements dragonhide worth at least 4,000 gp

The shield has Hardness 5, HP 20, and BT 10.


Type high-grade dragonhide shield; Level 16; Price 8,800 gp; Bulk 1; Craft Requirements dragonhide worth at least 4,400 gp

The shield has Hardness 7, HP 28, and BT 14.

Mithral Shield Item 8+

Uncommon

Usage varies by shield

Mithral shields are 1 Bulk Lighter than normal (or Light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). When used for a shield bash, they are treated as silver weapons.


Type standard-grade mithral buckler; Level 8; Price 400 gp; Bulk L; Craft Requirements mithral worth at least 50 gp

The shield has Hardness 3, HP 12, and BT 6.


Type standard-grade mithral shield; Level 8; Price 440 gp; Bulk 1; Craft Requirements mithral worth at least 55 gp

The shield has Hardness 5, HP 20, BT 10.


Type high-grade mithral buckler; Level 16; Price 8,000 gp; Bulk L; Craft Requirements mithral worth at least 4,000 gp

The shield has Hardness 6, HP 24, and BT 12.


Type high-grade mithral shield; Level 16; Price 8,800 gp; Craft Bulk 1; Requirements at least 4,400 gp of mithral

The shield has Hardness 8, HP 32, and BT 16.

Orichalcum Shield Item 17+

Rare

Usage varies by shield

Orichalcum shields’ time-bending properties are particularly useful for keeping them intact. The first time each day an orichalcum shield would be destroyed, it is instead left with 1 Hit Point and the broken condition.


Type high-grade orichalcum buckler; Level 17; Price 12,000 gp; Bulk L; Craft Requirements orichalcum worth at least 6,000 gp

The shield has Hardness 14, HP 56, and BT 28.


Type high-grade orichalcum shield; Level 17; Price 13,200 gp; Bulk 1; Craft Requirements orichalcum worth at least 6,600 gp

The shield has Hardness 16, HP 64, and BT 32.

Silver Shield Item 2+

Usage varies by shield

Silver shields don’t typically have an additional effect, though when used for a shield bash, they are silver weapons.


Type low-grade silver buckler; Level 2; Price 30 gp; Bulk L; Craft Requirements silver worth at least 15 sp

The shield has Hardness 1, HP 4, and BT 2.


Type low-grade silver shield; Level 2; Price 34 gp; Bulk 1; Craft Requirements silver worth at least 17 sp

The shield has Hardness 3, HP 12, and BT 6.


Type standard-grade silver buckler; Level 7; Price 300 gp; Bulk L; Craft Requirements silver worth at least 375 sp

The shield has Hardness 3, HP 12, BT 6.


Type standard-grade silver shield; Level 7; Price 340 gp; Bulk 1; Craft Requirements silver worth at least 425 sp

The shield has Hardness 5, HP 20, and BT 10.


Type high-grade silver buckler; Level 15; Price 5,000 gp; Bulk L; Craft Requirements silver worth at least 2,500 gp

The shield has Hardness 6, HP 24, and BT 12.


Type high-grade silver shield; Level 15; Price 5,500 gp; Bulk 1; Craft Requirements silver worth at least 2,750 gp

The shield has Hardness 8 HP 32, and BT 16.

Specific Shields

These shields have unique abilities that differentiate them from their typical counterparts.

Arrow-Catching Shield Item 11

Abjuration Magical

Price 1,350 gp

Usage held in 1 hand; Bulk 1

This wooden shield (Hardness 6, HP 24, BT 12) is carved with images of overlapping fletched arrows.


Activate [reaction] Interact; Trigger A ranged weapon Strike targets a creature within 15 feet of you when you have this shield raised, and the attacker has not yet rolled their attack; Effect The triggering Strike targets you instead of its normal target. If it hits, you gain the effects of the Shield Block reaction.

Dragonslayer’s Shield Item 9

Uncommon Abjuration Magical

Price 670 gp

Usage held in 1 hand; Bulk 1

A dragonslayer’s shield is a steel shield covered with dragonhide from a certain type of dragon, which distinguishes each shield from the others. While raised, this steel shield (Hardness 8, HP 32, BT 16) grants its circumstance bonus to Reflex saves against area effects (as well as to AC, as normal).

While you hold the shield, it also grants you a +2 circumstance bonus to Will saves against a dragon’s frightful presence ability. The shield has resistance 10 against the damage type corresponding to the type of dragon whose hide was used in its creation (see dragonhide); this applies after reducing the damage for Hardness, so when you use Shield Block, the dragonslayer’s shield takes 18 less damage from attacks of that damage type. You can use Shield Block against attacks that deal damage of that type.


Craft Requirements The initial raw materials must include at least 30 gp of dragonhide.

Floating Shield Item 11+

Uncommon Magical

Usage strapped to 1 hand; Bulk L

A floating shield is usually carved with wing motifs. This buckler (Hardness 6, HP 24, BT 12) can protect you on its own.


Activate [one-action] Interact; Frequency once per day; Effect The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the Shield. Because you’re not wielding the shield, you can’t use reactions such as Shield Block with the shield, but you gain its benefits even when using both of your hands. After 1 minute, the shield drops to the ground, ending its floating effect. While the shield is adjacent to you, you can Interact to grasp it, ending its floating effect early.


Type floating shield; Level 11; Price 1,250 gp; Type greater floating shield; Level 16; Price 9,000 gp

You can activate the shield any number of times per day.

Force Shield Item 9

Uncommon Evocation Force Magical

Price 650 gp

Usage held in 1 hand; Bulk L

The edges of this elaborately engraved steel shield (Hardness 8, HP 32, BT 16) bear tiny glass tiles set in mosaic patterns.


Activate [one-action] command; Frequency once per day; Effect The shield surrounds you with a bubble of force that protects you from harm, granting you resistance 5 to physical damage for 1 minute. The bubble disappears if you cease holding the shield.

Forge Warden Item 10

Uncommon Abjuration Magical

Price 975 gp

Usage held in 1 hand; Bulk 1

The religious symbol of Father of the Dwarves, the forge god—an ornate hammer of dwarven construction—adorns the face of this steel shield (Hardness 6, HP 24, BT 12). The shield is a religious symbol of Father of the Dwarves.

You and any adjacent allies have fire resistance 5 while you have the shield raised. When used for a Shield Block, the forge warden rings out like the hammer strike of a blacksmith, and the symbol glows as if lit by the fires of a furnace.


Activate [free-action] command (fire); Trigger You use the forge warden to Shield Block an adjacent creature’s attack and the shield takes damage; Effect The attacking creature takes 2d6 fire damage.

Indestructible Shield Item 18

Rare Abjuration Magical

Price 24,000 gp

Usage held in 1 hand; Bulk 1

An indestructible shield is a high-grade adamantine shield (Hardness 13, HP 90) that can withstand just about any damage. It can be damaged only by a disintegrate spell (roll damage as if against a creature that failed its save) or by an artifact tied to destruction, such as a sphere of annihilation.


Craft Requirements The raw materials must include at least 4,400 gp of adamantine.

Lion’s Shield Item 6

Conjuration Magical

Price 245 gp

Usage held in 1 hand; Bulk 1

This steel shield (Hardness 6, HP 36, BT 18) is forged into the shape of a roaring lion’s head.

The lion’s head functions as +1 Striking shield boss that can’t be removed from the shield.


Activate [one-action] Raise a Shield; Frequency once per day; Effect You animate the lion’s head. You Raise the Shield and make a melee Strike with it as part of the same action. The shield’s biting maw is a martial melee weapon that deals 2d6 piercing damage and has the deadly 1d6 trait; it can’t be enhanced by Runes. The shield remains animated for 1 minute, during which time you can Strike with it each time you Raise the Shield, as well as with a Strike action.

Reflecting Shield Item 18

Uncommon Abjuration Magical

Price 18,000 gp

Usage held in 1 hand; Bulk L

This high-grade silver buckler (Hardness 6, HP 24, BT 12) is polished to a mirrorlike sheen. The shield functions as a spellguard shield (see below) that can also reflect spells.


Activate [reaction] command; Frequency once per day; Trigger

You are targeted by a spell; Requirements The reflecting shield is raised; Effect You attempt to reflect the spell on its caster, with the effects of a 9th-level spell turning with a counteract modifier of +40.


Craft Requirements Supply one casting of spell turning, and the initial raw materials must include at least 2,750 gp of silver.

Spellguard Shield Item 6

Abjuration Magical

Price 250 gp

Usage held in 1 hand; Bulk 1

This shield bears eldritch glyphs to guard against magic. While you have this steel shield (Hardness 6, HP 24, BT 12) raised, you gain its circumstance bonus to saving throws against spells that target you (as well as to AC).

Spined Shield Item 7

Evocation Magical

Price 360 gp

Usage held in 1 hand; Bulk 1

Five jagged spines project from the surface of this steel shield (Hardness 6, HP 24, BT 12). The spines are +1 Striking shield spikes. When you use the Shield Block reaction with this shield, the spines take the damage before the shield itself does. When the shield would take damage (after applying Hardness), one spine snaps off per 6 damage, reducing the damage by 6. The shield takes any remaining damage. When there are no spines left, the shield takes damage as normal.

When all the spines are gone, you lose the ability to attack with them until the spines regenerate the next day.


Activate [one-action] Interact; Effect You shoot one of the shield’s spines at a target. A fired spine uses the spikes’ statistics, but it is a martial ranged weapon with a range increment of 120 feet.

Sturdy Shield Item 4+

Abjuration Magical

Usage held in 1 hand; Bulk 1

With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy.


Type minor; Level 4; Price 100 gp

The shield has Hardness 8, HP 64, and BT 32.


Type lesser; Level 7; Price 360 gp

The shield has Hardness 10, HP 80, and BT 40.


Type moderate; Level 10; Price 1,000 gp

The shield has Hardness 13, HP 104, and BT 52.


Type greater; Level 13; Price 3,000 gp

The shield has Hardness 15, HP 120, and BT 60.


Type major; Level 16; Price 10,000 gp

The shield has Hardness 17, HP 136, and BT 68.


Type supreme; Level 19; Price 40,000 gp

The shield has Hardness 20, HP 160, and BT 80.

Snares

Snares are small annoyances and simple traps you can create using the Crafting skill if you have the Snare Crafting feat. Creating a snare requires a snare kit and an amount of raw materials worth the amount listed in the snare’s Price entry. Unlike other items, found snares cannot be collected or sold in their complete form. Snares have the snare trait.

Crafting Snares

A snare is built within a single 5-foot square. Once constructed, it can’t be moved without destroying (and often triggering) the snare.

You must have the Snare Crafting feat to create snares.

You can spend 1 minute to Craft a snare at its listed Price.

If you want to Craft a snare at a discount, you must spend downtime as described in the Craft activity.

Some snares have additional requirements beyond those stated in the Craft activity; these snares list their requirements in a Craft Requirements entry.

Detecting Snares

Creatures can detect snares as they would any trap or hazard, using the creator’s Crafting DC as the snare’s Stealth DC. As you become better at creating snares, your snares become harder to detect by those with lesser ability. If you are an expert in Crafting, only a creature that is trained in Perception can find your snares; if you are a master in Crafting, only a creature that is an expert in Perception can find your snares; and if you are legendary in Crafting, only a creature that is a master in Perception can find your snares.

If your proficiency rank is expert or better in Crafting, only creatures actively searching can find your snares.

Triggering Snares

Unless stated otherwise in a snare’s description, when a Small or larger creature enters a snare’s square, the snare’s effect occurs and then the snare is destroyed.

Disabling Snares

Once a creature discovers a snare, it can disable it much like it can other physical traps, using the Disable a Device action of the Thievery skill and using the Crafting DC of the snare’s creator as the DC. As you become better at creating snares, your snares become harder to disable by those with lesser ability. If you are an expert in Crafting, only a creature that is trained in Thievery can disable them; if you are a master in Crafting, only a creature that is an expert in Thievery can disable them; and if you are legendary in Crafting, only a creature that is a master in Thievery can disable them.

You can automatically disarm a snare that you personally Crafted without triggering it by spending an Interact action while adjacent to the snare.

Name Level Price
Alarm Snare 1 3 gp
Caltrop Snare 1 3 gp
Hampering Snare 1 3 gp
Marking Snare 1 3 gp
Signaling Snare 1 3 gp
Spike Snare 1 3 gp
Biting Snare 4 15 gp
Hobbling Snare 4 15 gp
Stalker Bane Snare 4 15 gp
Trip Snare 4 15 gp
Warning Snare 4 15 gp
Bomb Snare 8 75 gp
Grasping Snare 8 75 gp
Striking Snare 8 75 gp
Bleeding Spines Snare 12 320 gp
Scything Blade Snare 12 320 gp
Stunning Snare 12 320 gp
Hail of Arrows Snare 16 1,500 gp
Omnidirectional Spear Snare 16 1,500 gp
Flying Blade Wheel Snare 20 10,000 gp
Instant Evisceration Snare 20 10,000 gp

Alarm Snare Snare 1

Auditory Consumable Mechanical Snare Trap

Price 3 gp

You create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you create an alarm snare, you designate a range between 100 to 500 feet at which it can be heard. When a Small or larger creature enters the square, the snare makes a noise loud enough that it can be heard by all creatures in the range you designated.

Biting Snare Snare 4

Consumable Mechanical Snare Trap

Price 15 gp

The snare’s jaws shut on the leg of a creature that steps on it. The snare deals 5d6 piercing damage to the first creature that enters its square; that creature must attempt a DC 18 Reflex save.

Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage and takes a –10-foot status penalty to its Speed until it recovers at least 1 Hit Point.

Bleeding Spines Snare Snare 12

Consumable Mechanical Snare Trap

Price 320 gp

When a creature enters the square, spines covered in numerous jagged thorns protrude out to stab it, dealing 8d8 piercing damage and 2d8 persistent bleed damage. The creature must attempt a DC 31 basic Reflex saving throw. After the initial trigger, the spines retract and protrude again repeatedly for 1 minute, forcing any creature that enters the space or ends its turn in the space to attempt a Reflex save against the spines’ damage.

Bomb Snare Snare 8

Consumable Mechanical Snare Trap

Price 75 gp

You create a snare that catalyzes three 3rd-level moderate alchemical bombs of the same type to explode when a creature enters the snare’s square. The target and all creatures in adjacent squares must attempt a DC 26 Reflex save, as the snare deals damage equal to three times the direct hit damage from one of the component bombs (for example, 6d6 electricity damage from bottled Lightning) with no splash damage or other effects.

Critical Success The creature is unaffected.

Success The creature takes half damage and no other effects.

Failure The creature takes full damage. It also takes all other effects of a direct hit from one of the component bombs (such as flat-footed from bottled Lightning or persistent damage from an acid flask).

Critical Failure The creature takes double damage, plus all other effects of a direct hit (as failure).


Craft Requirements Supply six of the same damaging 3rd-level moderate alchemical bomb.

Caltrop Snare Snare 1

Consumable Mechanical Snare Trap

Price 3 gp

This snare consists of a hidden canister of caltrops attached to a trip wire. When the snare is triggered, it flings the caltrops into either the snare’s square or a square adjacent to the snare. You choose which square when you set up the snare.

If the caltrops scatter into the same square as a creature, that creature must attempt the Acrobatics check immediately.


Craft Requirements Supply a container of caltrops.

Flying Blade Wheel Snare Snare 20

Consumable Mechanical Snare Trap

Price 10,000 gp

When a creature enters the square, a deadly flying wheel of spinning blades launches at it, making a Strike with an attack modifier of +33 and dealing 8d8 slashing damage. Once on each of your turns, you can use an Interact action within 120 feet of the wheel to cause it to Fly up to 60 feet toward the creature it’s chasing and make another Strike if it’s within 5 feet of its target after it moves. After 1 minute, the spinning ceases and the wheel falls to the ground. Creatures can destroy the wheel to stop it (AC 37, Fort +29, Ref +20, HP 200, Hardness 10, object immunities).

Grasping Snare Snare 8

Uncommon Consumable Mechanical Snare Trap

Price 75 gp

You rig vines and ropes to hold a creature in place. The first creature to enter the square must attempt a DC 26 Reflex save, with the following effects.

Critical Success The creature is unaffected.

Success The creature takes a –5-foot status penalty to its Speed for 1 minute or until it Escapes (DC 26).

Failure The creature is immobilized for 1 round, then takes a –5-foot status penalty to its Speed for 1 minute. Both effects end early if it Escapes (DC 26)

Critical Failure The creature is immobilized for 1 minute or until it Escapes (DC 26).

Hail of Arrows Snare Snare 16

Consumable Mechanical Snare Trap

Price 1,500 gp

When a creature enters the snare’s square, it releases hundreds upon hundreds of carefully prepared arrows, blanketing a 20-foot radius around the snare’s square with massive arrow fire that deals 18d6 piercing damage. Creatures in the area must attempt a DC 37 basic Reflex saving throw.

Hampering Snare Snare 1

Consumable Mechanical Snare Trap

Price 3 gp

You arrange brambles, wires, sticky goo, or other materials to interfere with a creature’s movement. The square with this snare, as well as three adjacent squares (to form a 10-foot-by-10-foot area), become difficult terrain when the first creature enters the snare’s square. The difficult terrain affects the creature’s movement right away, including its movement into the triggering square, and it lasts for 1d4 rounds after the snare is triggered. A creature can use an Interact action to clear the difficult terrain out of a single square early.

Hobbling Snare Snare 4

Uncommon Consumable Mechanical Snare Trap

Price 15 gp

You rig vines, ropes, or wires to cinch tight around a creature that triggers this snare. The first creature to enter the square must attempt a DC 20 Reflex save.

Critical Success The creature is unaffected.

Success The creature takes a –5-foot status penalty to its Speed for 1 minute or until it Escapes (DC 18).

Failure As success, but the penalty is –10 feet.

Critical Failure As success, but the penalty is –20 feet.

Instant Evisceration Snare Snare 20

Consumable Mechanical Snare Trap

Price 10,000 gp

When a creature enters the snare’s square, the snare releases an unbelievable arsenal of blades, dealing 24d8 piercing damage (DC 45 basic Reflex).

Marking Snare Snare 1

Consumable Mechanical Snare Trap

Price 3 gp

This snare is often used to mark intruders for later tracking or identification. When you create this snare, you must decide whether to make it a dye or a scent marker. Either type of marking grants a +2 circumstance bonus to Track the creature for up to 24 hours or until the dye or scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). A creature that enters a square of the snare must attempt a DC 17 Reflex save.

Success The creature is unaffected.

Failure The snare marks the creature.

Critical Failure The snare marks the creature, and the creature is blinded until the end of its next turn.

Omnidirectional Spear Snare Snare 16

Consumable Mechanical Snare Trap

Price 1,500 gp

As soon as a creature enters the snare’s square, the snare unleashes wickedly powerful spears at the creature from all directions, dealing 19d8 piercing damage (DC 37 basic Reflex).

Scything Blade Snare Snare 12

Consumable Mechanical Snare Trap

Price 320 gp

This snare sends a powerful series of scything blades to slice through a creature entering the snare’s square, dealing 14d8 slashing damage (DC 31 basic Reflex).

Signaling Snare Snare 1

Consumable Mechanical Snare Trap

Price 3 gp

A subtle snare used in hunting or tracking, a signaling snare often consists of carefully prepared earth, piled sand or stones, specific arrangements of vegetation, and so forth.

When a creature enters a square of a signaling snare, nothing happens to the creature, but instead it causes a small, unobtrusive disruption to the terrain that allows the snare’s creator or another creature who knows what to look for to determine whether a creature of the appropriate size entered the square.

Spike Snare Snare 1

Consumable Mechanical Snare Trap

Price 3 gp

This basic snare consists of hidden spikes that rely on a creature’s momentum to lacerate or potentially impale it as it enters the snare’s square, dealing 2d8 piercing damage. The creature must attempt a DC 17 basic Reflex saving throw.

Stalker Bane Snare Snare 4

Uncommon Consumable Mechanical Snare Trap

Price 15 gp

This snare explodes in a burst of cloying powder that can cling to a creature stepping into its square. A creature that enters the square of a stalker bane snare must attempt a DC 20 Reflex save.

Critical Success The target is unaffected.

Success Powder sticks to the target, causing it to leave behind telltale footprints. Being invisible makes the target hidden, rather than undetected, to creatures that could see it if it weren’t invisible.

Failure Powder clumps on the target, constantly flaking away.

Being invisible makes the target concealed, rather than hidden or undetected, to creatures that could see it if it weren’t invisible.

Critical Failure As failure, and the creature is blinded until the end of its next turn.

Striking Snare Snare 8

Consumable Mechanical Snare Trap

Price 75 gp

You affix a trip line or other trigger to a group of either stones or wooden stakes to strike a creature that enters the snare’s square. The creature must attempt a DC 26 basic Reflex saving throw. If you choose stones, the snare deals 9d8 bludgeoning damage; if you choose spikes, it deals 9d8 piercing damage.

Stunning Snare Snare 12

Consumable Mechanical Snare Trap

Price 320 gp

You rig a snare to disorient a creature with a quick bash, leaving it with little ability to defend itself. The trap deals 6d6 bludgeoning damage to the first creature to enter its square; that creature must attempt a DC 31 Reflex save.

Critical Success The creature is unaffected.

Success The creature takes half damage and is flat-footed for 1 round and stunned 1.

Failure The creature takes full damage and is flat-footed for 1 round and stunned 2.

Critical Failure The creature takes double damage and is flat-footed for 1 minute and stunned 4.

Trip Snare Snare 4

Consumable Mechanical Snare Trap

Price 15 gp

You set a cunning wire to trip a creature. A Medium or smaller creature that enters this snare’s square must attempt a DC 20 Reflex save.

If you want to create a trip snare to trip a larger creature, you must create a group of contiguous snares of a length equal to the edge of that larger creature’s space, and the creature must be moving such that it moves into the full set of snares.

For example, three trip snares in a 15-foot-line can trip a Huge creature coming down a corridor into the line of snares.

Critical Success The creature is unaffected.

Success The creature is flat-footed until the start of its next turn.

Failure The creature falls prone.

Critical Failure The creature falls prone and takes 1d6 bludgeoning damage.

Warning Snare Snare 4

Auditory Consumable Mechanical Snare Trap

Price 15 gp

Using materials specific to the area, you connect a sound?making component to a trip wire or a pressure plate.

This snare is like an alarm snare, but its subtle sound blends into ambient noise. You can detect this sound as long as you’re within 1,000 feet of the snare and aren’t prevented from hearing it. Other creatures in that area who are searching might notice the sound if their Perception check result meets or exceeds your Craft DC.

Staves

A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells and can hold more charges—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.

Casting Spells from a Staff

A staff gains charges when someone prepares it for the day.

The person who prepared a staff can expend the charges to cast spells from it. You can Cast a Spell from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell’s level. Casting a Spell from a staff requires holding the staff (typically in one hand) and Activating the staff by Casting the Spell, which takes the spell’s normal number of actions.

Use your spell attack roll and spell DC when Casting a Spell from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.

Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).

Casting Cantrips from a Staff

If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip’s level is heightened to the same level as cantrips you cast.

Preparing a Staff

During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the highest level of spell you’re able to cast. You don’t need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren’t used within 24 hours, they’re lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff’s spells on your spell list.

Prepared Spellcasters

A prepared spellcaster—such as a cleric, druid, or wizard— can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can’t expend more than one spell in this way each day. For example, if a wizard can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but he could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell.

Spontaneous Spellcasters

A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot.

This doesn’t change the number of actions it takes to cast the spell. For example, if S-NAME can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff.

She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster.

Attacking with a Staff

Staves are also staff weapons, included in their Price. They can be etched with Runes as normal for a staff.

This doesn’t alter any of their spellcasting abilities.

Name Level Price Bulk
Staff of Fire 3 60 gp 1
Animal Staff 4 90 gp 1
Staff of Healing 4 90 gp 1
Mentalist’s Staff 4 230 gp 1
Verdant Staff 6 225 gp 1
Staff of Abjuration 6 230 gp 1
Staff of Conjuration 6 230 gp 1
Staff of Divination 6 230 gp 1
Staff of Enchantment 6 230 gp 1
Staff of Evocation 6 230 gp 1
Staff of Illusion 6 230 gp 1
Staff of Necromancy 6 230 gp 1
Staff of Transmutation 6 230 gp 1
Staff of Illumination 8 425 gp 1
Staff of Fire (Greater) 8 450 gp 1
Animal Staff (Greater) 8 460 gp 1
Staff of Healing (Greater) 8 470 gp 1
Mentalist’s Staff (Greater) 8 900 gp 1
Staff of Abjuration (Greater) 10 900 gp 1
Staff of Conjuration (Greater) 10 900 gp 1
Staff of Divination (Greater) 10 900 gp 1
Staff of Enchantment (Greater) 10 900 gp 1
Staff of Evocation (Greater) 10 900 gp 1
Staff of Illusion (Greater) 10 900 gp 1
Staff of Necromancy (Greater) 10 900 gp 1
Staff of Transmutation (Greater) 10 900 gp 1
Verdant Staff (Greater) 12 1,750 gp 1
Staff of Fire (Major) 12 1,800 gp 1
Staff of Healing (Major) 12 1,800 gp 1
Animal Staff (Major) 12 1,900 gp 1
Mentalist’s Staff (Major) 12 4,000 gp 1
Staff of Abjuration (Major) 14 4,000 gp 1
Staff of Conjuration (Major) 14 4,000 gp 1
Staff of Divination (Major) 14 4,000 gp 1
Staff of Enchantment (Major) 14 4,000 gp 1
Staff of Evocation (Major) 14 4,000 gp 1
Staff of Illusion (Major) 14 4,000 gp 1
Staff of Necromancy (Major) 14 4,000 gp 1
Staff of Transmutation (Major) 14 4,000 gp 1
Staff of Healing (True) 16 9,200 gp 1
Staff of Power 16 10,000 gp 1
Staff of the Magi 20 90,000 gp 1

Animal Staff Item 4+

Divination Magical Staff

Usage held in 1 hand; Bulk 1

This staff is topped with carved animal and monster heads.

While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify animals.


Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.


Type animal staff; Level 4; Price 90 gp

Type greater animal staff; Level 8; Price 460 gp

Type major animal staff; Level 12; Price 1,900 gp

Craft Requirements Supply one casting of all listed levels of all listed spells.

Mentalist’s Staff Item 4+

Divination Magical Staff

Usage held in 1 hand; Bulk 1

This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to checks to identify mental magic.


Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.


Type mentalist’s staff; Level 4; Price 90 gp

Type greater mentalist’s staff; Level 8; Price 450 gp

Type major mentalist’s staff; Level 12; Price 1,800 gp

Craft Requirements Supply one casting of all listed levels of all listed spells.

Staff of Abjuration Item 6+

Abjuration Magical Staff

Usage held in 1 hand; Bulk 1

This intricately carved wooden staff is warm to the touch and thrums with inner energy. While wielding the staff, you gain a +2 circumstance bonus to checks to identify abjuration magic.


Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.


Type staff of abjuration; Level 6; Price 230 gp

Type greater staff of abjuration; Level 10; Price 900 gp

Type major staff of abjuration; Level 14; Price 4,000 gp

Craft Requirements Supply one casting of all listed levels of all listed spells.

Staff of Conjuration Item 6+

Conjuration Magical Staff

Usage held in 1 hand; Bulk 1

This ash staff is decorated with animals; wielding it, you gain a +2 circumstance bonus to checks to identify conjuration magic.


Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.


Type staff of conjuration; Level 6; Price 230 gp

Type greater staff of conjuration; Level 10; Price 900 gp

  • 3rd stinking cloud, summon construct, summon elemental
  • 4th creation, phantom steed, summon construct, summon elemental

Type major staff of conjuration; Level 14; Price 4,000 gp

  • 5th black tentacles, summon construct, summon elemental
  • 6th phantom steed, summon construct, summon elemental

Craft Requirements Supply one casting of all listed levels of all listed spells.

Staff of Divination Item 6+

Divination Magical Staff

Usage held in 1 hand; Bulk 1

Semiprecious gemstones emerge, seemingly at random, from the surface of this gnarled wooden staff. While wielding it, you gain a +2 circumstance bonus to checks to identify divination magic.


Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.


Type staff of divination; Level 6; Price 230 gp

Type greater staff of divination; Level 10; Price 900 gp

Type major staff of divination; Level 14; Price 4,000 gp

  • 5th prying eye, sending
  • 6th telepathy, true seeing Craft Requirements Supply one casting of all listed levels of all listed spells.

Staff of Enchantment Item 6+

Enchantment Magical Staff

Usage held in 1 hand; Bulk 1

A mesmerizing gemstone caps the head of this handsomely crafted wooden staff. While wielding the staff, you gain a +2 circumstance bonus to checks to identify enchantment magic.


Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.


Type staff of enchantment; Level 6; Price 230 gp

Type greater staff of enchantment; Level 10; Price 900 gp

Type major staff of enchantment; Level 14 (uncommon); Price 4,000 gp

Craft Requirements Supply one casting of all listed levels of all listed spells.

Staff of Evocation Item 6+

Evocation Magical Staff

Usage held in 1 hand; Bulk 1

This staff is tapered at the base and carved into a gemstudded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify evocation magic.


Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.


Type staff of evocation; Level 6; Price 230 gp

Type greater staff of evocation; Level 10; Price 900 gp

Type major staff of evocation; Level 14; Price 4,000 gp

Craft Requirements Supply one casting of all listed levels of all listed spells.

Staff of Fire Item 3+

Evocation Magical Staff

Usage held in 1 hand; Bulk 1

This staff resembles a blackened and burned length of ashen wood. It smells faintly of soot and glows as if lit by embers.

You can use an Interact action to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame.


Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.


Type staff of fire; Level 3; Price 60 gp

Type greater staff of fire; Level 8; Price 450 gp

Type major staff of fire; Level 12; Price 1,800 gp

Craft Requirements Supply one casting of all listed levels of all listed spells.

Staff of Healing Item 4+

Magical Necromancy Staff

Usage held in 1 hand; Bulk 1

Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. A staff of Healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or using charges from the staff.


Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.


Type staff of Healing; Level 4; Price 90 gp

The item bonus granted to heal spells is +1.

  • Cantrip stabilize
  • 1st heal

Type greater staff of Healing; Level 8; Price 470 gp

The item bonus granted to heal spells is +2.

Type major staff of Healing; Level 12; Price 1,800 gp

The item bonus granted to heal spells is +3.

Type true staff of Healing; Level 16; Price 9,200 gp

The item bonus granted to heal spells is +4.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Staff of Illumination Item 8

Evocation Magical Staff

Price 425 gp

Usage held in 1 hand; Bulk 1

This simple iron staff is capped with a faceted, clear gem.


Activate [one-action] Interact; Effect The gem at the top of the staff glows as a torch, shedding bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes.


Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Staff of Illusion Item 6+

Illusion Magical Staff

Usage held in 1 hand; Bulk 1

This ornately designed metal staff shines with Precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you desire flashes across its surface.

While wielding the staff, you gain a +2 circumstance bonus to checks to identify illusion magic.


Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.


Type staff of illusion; Level 6; Price 230 gp

Type greater staff of illusion; Level 10; Price 900 gp

Type major staff of illusion; Level 14; Price 4,000 gp

Craft Requirements Supply one casting of all listed levels of all listed spells.

Staff of Necromancy Item 6+

Magical Necromancy Staff

Usage held in 1 hand; Bulk 1

This twisted and grim-looking staff is adorned with hideous skull and bone motifs. While wielding the staff, you gain a +2 circumstance bonus to checks to identify necromancy magic.


Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.


Type staff of necromancy; Level 6; Price 230 gp

Type greater staff of necromancy; Level 10; Price 900 gp

Type major staff of necromancy; Level 14; Price 4,000 gp

Craft Requirements Supply one casting of all listed levels of all listed spells.

Staff of Power Item 16

Rare Evocation Magical Staff

Price 10,000 gp

Usage held in 1 hand; Bulk 1

This staff of magically hardened wood is topped with a silver sculpture depicting magical runic symbols. When used as a weapon, a staff of power is a +2 greater Striking staff.

Voluntarily destroying a staff of power unleashes an incredible blast of energy. When wielding the staff, you can Interact to break it. This releases a 30-foot-burst magical explosion centered on the staff. This deals 2d8 force damage per charge remaining in the staff (DC 40 basic Reflex save).

You automatically critically fail your save. A creature reduced to 0 Hit Points by this damage dies instantly; this is a death effect.


Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Staff of the Magi Item 20

Rare Evocation Magical Staff

Price 90,000 gp

Usage held in 1 hand; Bulk 1

Sigils and Runes of ancient and powerful magic cover the iron cladding on this long wooden staff. A staff of the magi is a +3 major Striking staff, and when wielding it you gain a +1 circumstance bonus to saving throws against spells.

Voluntarily destroying a staff of the magi unleashes a truly devastating wave of arcane energy that surges out, dissipating with distance. When wielding the staff, you can break it using an Interact action. This releases a 30-foot?burst magical explosion centered on the staff. This deals 2d10 force damage per charge remaining in the staff (DC 40 basic Reflex save), You automatically critically fail your save. The explosion continues to echo beyond the initial blast zone, dealing half as much damage to creatures beyond 30 feet but within a 60-foot burst. A creature reduced to 0 Hit Points by this damage dies instantly; this is a death effect.


Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Staff of Transmutation Item 6+

Magical Staff Transmutation

Usage held in 1 hand; Bulk 1

A glass orb atop this metal staff contains fine, undulating sand.

While wielding the staff, you gain a +2 circumstance bonus to checks to identify transmutation magic.


Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.


Type staff of transmutation; Level 6; Price 230 gp

Type greater staff of transmutation; Level 10; Price 900 gp

Type major staff of transmutation; Level 14; Price 4,000 gp

Craft Requirements Supply one casting of all listed levels of all listed spells.

Verdant Staff Item 6+

Divination Magical Staff

Usage held in 1 hand; Bulk 1

This oak branch grows leaves in spring that change color in autumn and shed in winter. While wielding it, you gain a +2 circumstance bonus to Nature checks to identify plants.


Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.


Type verdant staff; Level 6; Price 225 gp

Type greater verdant staff; Level 12; Price 1,750 gp

Craft Requirements Supply one casting of all listed levels of all listed spells.

Structures

These items create structures of significant size, typically by growing from their more manageable, normal forms.

All these items have the structure trait, described in the sidebar below.

Explorer’s Yurt Item 10

Conjuration Magical Structure

Price 880 gp; Bulk 1 (when not activated)

Before activation, this item appears to be nothing more than a simple rolled-up tent, barely large enough to fit four Medium creatures. Despite attempts to clean it, the tent is perpetually smudged with dirt in various places.


Activate (10 minutes) Interact; Frequency once per day; Effect The rolled-up tent expands into a spacious yurt complete with a fire pit, 10 bedrolls, various cooking utensils, and basic food and water.

The yurt can house and feed you and up to nine other Medium creatures that eat roughly as much as a human does; they need not attempt a Survival check to Subsist when you use the yurt. Fires and Light inside the yurt do not extend illumination into the area surrounding the yurt, making it harder to spot from a distance.

A large loop of red cloth hangs from one wall. If this loop is pulled, which takes an Interact action, the entire yurt immediately folds back up into its deactivated form, ready for further travel.

Instant Fortress Item 16

Uncommon Conjuration Magical Structure

Price 9,300 gp; Bulk L (when not activated)

This metal cube is small enough to fit in your palm. Close inspection reveals fine lines in the dark gray metal, as though the cube were folded thousands of times.


Activate [three-actions] command, Interact; Effect You toss the cube on the ground, and it immediately unfolds into an adamantine fortress.

The fortress is 20 feet square and 30 feet high, with adamantine stairs leading up to three sets of battlements at heights of 10 feet and 20 feet and at the top. Arrow slits along the lower battlements and crenelations at the top provide standard cover to anyone within the fortress. There’s no roof, leaving an open, 10-foot-square vertical shaft through the center of the structure.

As a magical structure, the fortress has the structure trait.

Because it expands outward, the fortress can’t catch creatures inside it as a magical structure normally does. Instead, it pushes those creatures back. It can’t push a creature into a surface or hazard this way, and stops expanding if that would happen.

The fortress has a single door in the center of one wall on the ground level, and the door appears directly in front of you when you activate the fortress. Provided you’re within 100 feet of the door, you can cause the door to open or slam shut and lock by spending a single action to issue a verbal command, which has the auditory trait. The DC to Force Open the door or Pick its Lock is 40.

You can instantly return the instant fortress to its cube form by spending a single action to issue a verbal command, which has the auditory trait. Once deactivated, the fortress can’t be activated again for 4 hours.

If the fortress becomes damaged, it can be repaired only with a remake spell or by someone who is legendary at Crafting.

Pocket Stage Item 5

Conjuration Magical Structure

Price 138 gp; Bulk L (when not activated)

This item appears to be a miniature replica of a theater.

It includes a small pocket full of minute set dressing and costumed paper dolls.


Activate (1 minute) command, envision, Interact; Effect You place the miniature theater on the ground, filling it with any set dressing and up to six figures you choose. Then, you tap a rhythm on the miniature, causing it to grow into a modest stage 20 feet wide and 15 feet deep. It’s dressed with the decorations you selected, and simple mannequins wear the costumes you chose. A wooden proscenium arch frames the stage, and simple curtains along the sides conceal the wings.

As a magical structure, the stage has the structure trait.

All the stage’s set dressing is illusory and disappears if taken more than 20 feet from the stage. The costumes are physical but with illusory embellishments that fade at the same range, revealing only plain, white smocks.

The Structure Trait

An item with the structure trait creates a magical building or other structure when activated. The item must be activated on a plot of land free of other structures.

The structure adapts to the natural terrain, adopting the structural requirements for being built there. The structure adjusts around small features such as ponds or spires of rock, but it can’t be created on water or other nonsolid surfaces. If activated on snow, sand dunes, or other soft surfaces with a solid surface underneath, the structure’s foundation (if any) reaches the solid ground. If an item with this trait is activated on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a DC 3 flat check each day; on a failure, the structure begins to sink or collapse.

The structure doesn’t harm creatures within the area when it appears, and it can’t be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the structure when the item is activated ends up unharmed inside the complete structure and always has a clear path of escape. A creature inside the structure when the activation ends isn’t harmed, and it lands harmlessly on the ground if it was on an upper level of the structure.

Wands

Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created.

Cantrips, focus spells, and rituals can’t be placed in wands.

If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single Recall Knowledge action and automatically succeed.

If it’s not, you must Identify Magic.

Casting Spells from a Wand

A wand contains a spell that can be cast once per day.

Casting a spell from a wand requires holding the wand in one hand and activating the item with a Cast a Spell activity using the normal number of actions for the spell.

To cast a spell from a wand, it must be on your spell list. Because you’re the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.

A spell cast from a wand doesn’t require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.

Overcharging a Wand After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. Cast the Spell again, then roll a DC 10 flat check. On a success, the wand is broken. On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it’s already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast.

Wand Statistics

A wand’s base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.

Varying Statistics

Each type of wand has a Level and Price determined by the spell’s level. The wand’s rarity matches the spell’s rarity.

The item’s traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it.

Crafting a Wand For the most part, the process to Craft a wand is like that to Craft any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn’t have its normal effects; instead, the magic is captured inside the wand. The caster doesn’t need to pay any cost of the spell.

The casting must come from a spellcaster expending a spell slot. You can’t make a wand from a spell that comes from another magic item, for example.

Magic Wand

The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the magical and wand traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply “wand of,” followed by the spell’s name.

Magic Wand Item 3+

Magical Wand

Usage held in 1 hand; Bulk L

This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.


Activate (Cast a Spell); Frequency once per day, plus overcharge; You Cast the Spell at the indicated level.


Type 1st-level spell; Level 3; Price 60 gp; Type 2nd-level spell; Level 5; Price 160 gp; Type 3rd-level spell; Level 7; Price 360 gp; Type 4th-level spell; Level 9; Price 700 gp; Type 5th-level spell; Level 11; Price 1,500 gp; Type 6th-level spell; Level 13; Price 3,000 gp; Type 7th-level spell; Level 15; Price 6,500 gp; Type 8th-level spell; Level 17; Price 15,000 gp; Type 9th-level spell; Level 19; Price 40,000 gp


Craft Requirements Supply a listed-level casting of the spell.

Example Magic Wand

This example magic wand has the heal spell.

Wand of Heal Item 3+

Magical Necromancy Positive Wand

Usage held in 1 hand; Bulk L

The golden end caps on this white wooden wand are adorned with ruby cabochons.


Activate (Cast a Spell); Frequency once per day, plus overcharge; You cast a heal spell at the indicated level.


Type 1st-level spell; Level 3; Price 60 gp; Type 2nd-level spell; Level 5; Price 160 gp; Type 3rd-level spell; Level 7; Price 360 gp; Type 4th-level spell; Level 9; Price 700 gp; Type 5th-level spell; Level 11; Price 1,500 gp; Type 6th-level spell; Level 13; Price 3,000 gp; Type 7th-level spell; Level 15; Price 6,500 gp; Type 8th-level spell; Level 17; Price 15,000 gp; Type 9th-level spell; Level 19; Price 40,000 gp


Craft Requirements Supply a listed-level casting of heal.

Specialty Wands

Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spell’s effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold.

Wand of Continuation Item 5+

Magical Wand

Usage held in 1 hand; Bulk L

This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.


Activate (Cast a Spell); Frequency once per day, plus overcharge; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions]; Effect You Cast the Spell, and its duration is increased by half.


Type 1st-level spell; Level 5; Price 160 gp; Type 2nd-level spell; Level 7; Price 360 gp; Type 3rd-level spell; Level 9; Price 700 gp; Type 4th-level spell; Level 11; Price 1,400 gp; Type 5th-level spell; Level 13; Price 3,000 gp; Type 6th-level spell; Level 15; Price 6,500 gp; Type 7th-level spell; Level 17; Price 15,000 gp; Type 8th-level spell; Level 19; Price 40,000 gp


Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of [one-action] or [two-actions] and a duration no less than 10 minutes and no greater than 1 hour.

Wand of Manifold Missiles Item 5+

Evocation Force Magical Wand

Usage held in 1 hand; Bulk L

This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection.


Activate (Cast a Spell); Frequency once per day, plus overcharge; Effect You cast magic missile of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of magic missile. Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again.


Type 1st-level spell; Level 5; Price 160 gp; Type 3rd-level spell; Level 9; Price 700 gp; Type 5th-level spell; Level 13; Price 3,000 gp; Type 7th-level spell; Level 17; Price 15,000 gp


Craft Requirements Supply a casting of magic missile of the appropriate level.

Wand of Slaying Item 16+

Illusion Magical Wand

Usage held in 1 hand; Bulk L

This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face.


Activate (Cast a Spell); Frequency once per day, plus overcharge; Effect You cast finger of death of the indicated level. If the spell slays its target, the corpse releases negative energy in a 20-foot emanation, dealing negative damage equal to double the spell’s level.


Type 7th level spell; Level 16; Price 10,000 gp; Type 8th level spell; Level 18; Price 24,000 gp; Type 9th level spell; Level 20; Price 70,000 gp


Craft Requirements Supply a casting of finger of death of the appropriate level.

Wand of Smoldering Fireballs Item 8+

Evocation Fire Magical Wand

Usage held in 1 hand; Bulk L

This blackened, heavily burned stick smells faintly of bat guano.


Activate (Cast a Spell); Frequency once per day, plus overcharge; Effect You cast fireball of the indicated level. Each creature that fails its save takes persistent fire damage.


Type 3rd-level spell; Level 8; Price 500 gp; Persistent Damage 1d6


Type 5th-level spell; Level 12; Price 2,000 gp; Persistent Damage 2d6


Type 7th-level spell; Level 16; Price 10,000 gp; Persistent Damage 3d6


Type 9th-level spell; Level 20; Price 70,000 gp; Persistent Damage 4d6


Craft Requirements Supply a casting of fireball of the appropriate level.

Wand of Widening Item 4+

Magical Wand

Usage held in 1 hand; Bulk L

The end of this wand is forked instead of tapered.


Activate (Cast a Spell); Frequency once per day, plus overcharge; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions]; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line.


Type 1st-level spell; Level 4; Price 100 gp; Type 2nd-level spell; Level 6; Price 250 gp; Type 3rd-level spell; Level 8; Price 500 gp; Type 4th-level spell; Level 10; Price 1,000 gp; Type 5th-level spell; Level 12; Price 2,000 gp; Type 6th-level spell; Level 14; Price 4,500 gp; Type 7th-level spell; Level 16; Price 10,000 gp; Type 8th-level spell; Level 18; Price 24,000 gp; Type 9th-level spell; Level 20; Price 70,000 gp


Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of [one-action] or [two-actions], can’t have a duration, and must have an area of burst (10 feet or more), cone, or line.

Weapons

Weapons can be crafted from Precious materials or infused with magic to grant them powerful and unusual abilities.

Precious Material Weapons

Weapons made of Precious materials are more expensive and sometimes have special effects. You can make metal weapons out of any of these materials except darkwood, and wooden weapons out of darkwood. To determine the Price of 10 pieces of ammunition, use the base Price for a single weapon, without adding any extra for Bulk.

Adamantine Weapon Item 11+

Uncommon

Usage varies by weapon; Bulk varies by weapon Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much Hardness as usual, unless the object’s Hardness is greater than that of the adamantine weapon.


Type standard-grade adamantine weapon; Level 11; Price 1,400 gp + 140 gp per Bulk; Craft Requirements at least 175 gp of adamantine + 17.5 gp per Bulk


Type high-grade adamantine weapon; Level 17; Price 13,500 gp + 1,350 gp per Bulk; Craft Requirements at least 6,750 gp of adamantine + 675 gp per Bulk

Cold Iron Weapon Item 2+

Usage varies by weapon; Bulk varies by weapon Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey.


Type low-grade cold iron weapon; Level 2; Price 40 gp + 4 gp per Bulk; Craft Requirements at least 20 sp of cold iron + 2 sp per Bulk


Type standard-grade cold iron weapon; Level 10; Price 880 gp + 88 gp per Bulk; Craft Requirements at least 110 gp of cold iron + 11 gp per Bulk


Type high-grade cold iron weapon; Level 16; Price 9,000 gp + 900 gp per Bulk; Craft Requirements at least 4,500 gp of cold iron + 450 gp per Bulk

Darkwood Weapon Item 11+

Uncommon

Usage varies by weapon; Bulk varies by weapon Darkwood weapons are as dark as ebony, with a slight purple tint. A darkwood weapon’s Bulk is reduced by 1 (or to Light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk).


Type standard grade darkwood weapon; Level 11; Price 1,400 gp + 140 gp per Bulk; Craft Requirements at least 175 gp of darkwood + 17.5 gp per Bulk


Type high-grade darkwood weapon; Level 17; Price 13,500 gp + 1,350 gp per Bulk; Craft Requirements at least 6,750 gp of darkwood + 675 gp per Bulk

Mithral Weapon Item 11+

Uncommon

Usage varies by weapon; Bulk varies by weapon Mithral weapons are slightly Lighter than silver. A mithral weapon is 1 Bulk Lighter than normal (or Light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk).


Type standard-grade mithral weapon; Level 11; Price 1,400 gp + 140 gp per Bulk; Craft Requirements at least 175 gp of mithral + 17.5 gp per Bulk


Type high-grade mithral weapon; Level 17; Price 13,500 gp + 1,350 gp per Bulk; Craft Requirements at least 6,750 gp of mithral + 675 gp per Bulk

Orichalcum Weapon Item 18

Rare

Usage varies by weapon; Bulk varies by weapon Orichalcum weapons can have four magic property Runes instead of three.

Due to orichalcum’s temporal properties, etching the speed weapon property Rune onto an orichalcum weapon costs half the normal Price (though transferring the Rune to a weapon made of another material requires you to first pay the remaining Price and then pay the cost to transfer).


Type high-grade orichalcum weapon; Level 18; Price 22,500 gp + 2,250 gp per Bulk; Craft Requirements at least 11,250 gp of orichalcum + 1,125 gp per Bulk

Silver Weapon Item 2+

Usage varies by weapon; Bulk varies by weapon

Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils.


Type low-grade silver weapon; Level 2; Price 40 gp + 4 gp per Bulk; Craft Requirements at least 20 sp of silver + 2 sp per Bulk


Type standard-grade silver weapon; Level 10; Price 880 gp + 88 gp per Bulk; Craft Requirements at least 110 gp of silver + 11 gp per Bulk


Type high-grade silver weapon; Level 16; Price 9,000 gp + 900 gp per Bulk; Craft Requirements at least 4,500 gp of silver + 450 gp per Bulk

Basic Magic Weapon

Many magic weapons are created by etching Runes onto them. The magic weapon stat block covers the Prices and attributes of the most common weapons you can make with only fundamental Runes.

Magic Weapon Item 2+

Evocation Magical

Usage held in 1 hand

A magic weapon is a weapon etched with only fundamental Runes. A weapon Potency Rune gives an item bonus to attack rolls with the weapon, and a Striking Rune increases the weapon’s number of weapon damage dice.

The Prices here are for all types of weapons. You don’t need to adjust the Price from a club to a greataxe or the like. These weapons are made of standard materials, not Precious materials such as cold iron.


Type +1 weapon; Level 2; Price 35 gp

This weapon has a +1 weapon Potency Rune (+1 item bonus to attack rolls with the weapon).


Type +1 Striking weapon; Level 4; Price 100 gp

This weapon has a +1 weapon Potency Rune (+1 item bonus to attack rolls with the weapon) and a Striking Rune (one extra damage die).


Type +2 Striking weapon; Level 10; Price 1,000 gp

This weapon has a +2 weapon Potency Rune (+2 item bonus to attack rolls with the weapon) and a Striking Rune (one additional damage die).


Type +2 greater Striking weapon; Level 12; Price 2,000 gp

This weapon has a +2 weapon Potency Rune (+2 item bonus to attack rolls with the weapon) and a greater Striking Rune (two extra damage dice).


Type +3 greater Striking weapon; Level 16; Price 10,000 gp

This weapon has a +3 weapon Potency Rune (+3 item bonus to attack rolls with the weapon) and a greater Striking Rune (two extra damage dice).


Type +3 major Striking weapon; Level 19; Price 40,000 gp

This weapon has a +3 weapon Potency Rune (+3 item bonus to attack rolls with the weapon) and a major Striking Rune (three extra damage dice).

Specific Magic Weapons

These weapons have abilities far different from what can be gained by simply etching Runes. A specific magic weapon lists its fundamental Runes, which you can upgrade, add, or transfer as normal. You can’t etch any property Runes onto a specific weapon that it doesn’t already have.

Bloodletting Kukri Item 6

Uncommon Magical Necromancy

Price 240 gp

Usage held in 1 hand; Bulk L

This +1 Striking kukri has a crimson blade that shimmers eerily in bright light. On a critical hit, the kukri deals 1d8 persistent bleed damage. If the target didn’t already have persistent bleed damage when you scored the critical hit, you also gain 1d8 temporary Hit Points.

Caterwaul Sling Item 5

Evocation Magical

Price 155 gp

Usage held in 1 hand; Bulk L

Made of shiny brown leather, this +1 Striking sling has a single white thread interwoven into its cord.


Activate [two-actions] Interact (Sonic); Frequency once per day; Effect You pull the white thread free, then whirl the sling in circles at high speed. It lets out an ear-piercing wave of sound.

Each creature in a 30-foot cone takes 4d6 Sonic damage (DC 21 basic Fortitude save). Any creature that fails is deafened for 1 round, or 1 hour on a critical failure.

Dagger of Venom Item 5

Magical Necromancy Poison

Price 150 gp

Usage held in 1 hand; Bulk L

The serrated blade of this +1 Striking dagger has a greenish tinge, and the hilt is sculpted to look like the head of a serpent about to strike. When you critically succeed at an attack roll with the dagger of venom, the target becomes sickened 1 unless it succeeds at a DC 19 Fortitude save. This is a poison effect. In addition, you can activate the dagger to poison a creature with a more potent poison.


Activate [free-action] Interact; Frequency once per day; Trigger

You damage a creature with the dagger of venom; Effect You poison the creature you hit with dagger venom.

Dagger Venom (poison); Saving Throw Fortitude DC 21; Maximum Duration 4 rounds. Stage 1 1d8 poison damage and enfeebled 1.

Dwarven Thrower Item 13

Evocation Magical

Price 2,750 gp

Usage held in 1 hand; Bulk 1

This +2 Striking warhammer is inlaid with Precious metals and decorated with geometric patterns in a dwarven style. If you’re a dwarf, a dwarven thrower functions for you as a +2 greater Striking returning warhammer with the thrown 30 feet trait, and your attacks with the hammer deal 1d8 additional damage against giants.

Fighter’s Fork Item 3

Magical Transmutation

Price 50 gp

Usage held in 1 or 2 hands; Bulk 1

This +1 trident, usually engraved with a decorative pattern resembling fish scales, is a common weapon among warriors of aquatic ancestries.


Activate [one-action] Interact; Effect You extend or shorten the trident’s haft. When extended, the trident requires two hands to wield and gains the reach trait, but loses the trident’s normal thrown trait.

Flame Tongue Item 13+

Evocation Fire Magical

Usage held in 1 hand; Bulk 1

This +2 greater Striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius.


Activate [two-actions] command, Interact; Effect You cast the produce flame cantrip from the sword as a 7th-level arcane 600 spell, using your melee attack modifier with flametongue as your spell attack modifier.


Type flame tongue; Level 13; Price 2,800 gp; Type greater flame tongue; Level 17; Price 13,800 gp

This is a +3 greater Striking greater flaming longsword. When you activate the sword to cast produce flame, the spell is 9th level.


Activate [one-action] command; Frequency once per day; Effect A 10-foot emanation of flame radiates from the greater flame tongue for 1 minute. All weapon and unarmed attacks by you and your allies within the area gain the effect of the flaming property Rune.

Frost Brand Item 16

Cold Evocation Magical

Price 10,000 gp

Usage held in 2 hands; Bulk 2

The blade of this +2 greater Striking greater frost greatsword appears to be nothing but icy shards. The frost brand automatically extinguishes non-magical fires in a 20-foot emanation. While wielding it, you gain fire resistance 5.


Activate [two-actions] command, Interact; Effect You swing the frost brand into the area of an ongoing magical fire, and the blade attempts to counteract the fire with a counteract modifier of +27. If it fails, it can’t attempt to counteract the same fire again.

Gloom Blade Item 9

Evocation Magical

Price 700 gp

Usage held in 1 hand; Bulk L

As black as coal, this blade grows more potent in darkness. While in bright light, it functions as a +1 shortsword and doesn’t appear to radiate a magic aura to detect magic or similar spells unless the spells are 4th level or higher.

In dim light or darkness, the gloom blade becomes a +2 Striking shortsword. Whenever you use the gloom blade to attack a creature you’re undetected by, you deal 1d6 additional precision damage.

To upgrade the gloom blade’s fundamental Runes, start with the base +1 shortsword, but if you improve it beyond a +2 Striking shortsword, the Runes apply in dim light or darkness as well.

Holy Avenger Item 14

Uncommon Divine Evocation Lawful Good

Price 4,500 gp

Usage held in 1 hand; Bulk 1

The gleaming holy avenger is the iconic weapon of powerful paladins. The crossbar of this +2 greater Striking holy cold iron longsword is styled to look like angel wings.

Tradition holds that those who see their reflection in a holy avenger’s highly polished blade have their faults laid bare. If you are evil, you are enfeebled 2 while carrying or wielding this weapon.


Activate [two-actions] command, Interact; Frequency once per hour; Effect You command the sword and point it at a creature you can see. The sword casts detect alignment to detect evil, but this targets only the selected creature instead of detecting in an area.

Paladin Wielder If you’re a champion of the paladin cause, you also gain the following two benefits.

  • When you critically hit an evil creature with the holy avenger, the creature is slowed 1 and enfeebled 2 for 1 round.
  • You can activate the sword in the following way.

Activate [one-action] command; Frequency once per day; Requirements You hit a creature using the holy avenger on your previous action; Effect You cast dispel magic at the same level as your champion focus spells. It must target an illusion the creature you hit created, a spell affecting the creature you hit, or an item the creature you hit wears or carries. The spell or item you attempt to counteract must be within 120 feet of you.


Craft Requirements You are a champion with the paladin cause; supply a casting of detect alignment and dispel magic.

The initial raw materials must include 120 gp of cold iron.

Luck Blade Item 17+

Rare Divination Fortune Magical

Usage held in 1 hand; Bulk L

Luck and good fortune bless the wielder of this +3 greater Striking shortsword. Luck blades are crafted in a variety of styles, but their hilts or blades always incorporate symbols of luck, such as clovers, horseshoes, fish, ladybugs, or other symbols.


Activate [reaction] envision; Frequency once per day; Trigger You miss on a Strike with the luck blade; Effect Reroll the triggering attack roll and use the new result. This is a fortune effect.


Type luck blade; Level 17; Price 15,000 gp; Type wishing luck blade; Level 19; Price 30,000 gp

Some luck blades contain one wish when crafted. You can cast this spell as an arcane innate spell while wielding the luck blade, expending the spell. A spellcaster who can cast wish can place another wish into the blade by spending 8,000 gp and 4 days of downtime. A wishing luck blade can hold no more than one wish at a time.


Craft Requirements Supply a casting of wish.

Mattock of the Titans Item 19

Uncommon Evocation Magical

Price 36,000 gp

Usage held in 2 hands; Bulk 16

This 15-foot-long adamantine digging tool is far too big for even a Large creature to wield, though if you’re a Small or larger creature, you can wield it while wearing a belt of giant strength, as though it were appropriately sized for you and had 2 Bulk. The GM might also allow you to wield the mattock if you have some other means of wielding oversized weapons, such as if you’re a Large barbarian with the giant instinct or are a Huge creature. When it’s used as a weapon, the mattock of the titans has the statistics of a +3 greater Striking keen adamantine great pick.

While you’re wielding the mattock of the titans, you gain a +3 item bonus to Athletics checks. You can use it to loosen or push soft earth at a rate of 1 minute per 5-foot cube or smash through solid stone at the rate of 5 minutes per 5-foot-cube.


Activate [two-actions] Interact; Frequency once per day; Effect You dig furiously with the mattock to non-magically replicate the effects of an earthquake spell.


Craft Requirements You are a titan, and the initial raw materials must include 8,100 gp of adamantine.

Oathbow Item 11

Divination Magical

Price 1,300 gp

Usage held in 1 hand; Bulk 2

Constructed of a flexible, white wood and with ornate, twisting designs carved into its surface, this +2 Striking composite longbow appears to have been made by elves. Sometimes when you loose an arrow, its whistling in flight sounds like a voice whispering in Elven, wishing for the swift defeat of your enemies.


Activate [one-action] command; Effect You swear an oath to destroy one creature you can see. For the next 7 days or until that creature is slain, your attacks with the bow against that creature deal 1d6 additional damage, and you gain a +2 circumstance bonus to Survival checks to Track that creature. Your critical hits against the target gain the bow’s critical specialization effect; if they would already do so, they instead increase the DC of the Athletics check to Escape when critically hit to DC 20.

After you activate the bow, you can’t activate it again for 7 days. If you kill the creature you’ve sworn an oath against, the oath ends and you need to wait only 10 minutes before you can activate it again.

Retribution Axe Item 3

Enchantment Magical

Price 60 gp

Usage held in 2 hands; Bulk 2

The blade of this +1 greataxe bears a design of a human skull. Whenever a creature damages you with an attack, the skull changes its appearance to look like the face of that creature. You gain a +2 circumstance bonus to your next damage roll against that creature before the end of your next turn.

Because the face reshapes each time you’re damaged, you get the additional damage only if you attack the creature that damaged you most recently.

Sky Hammer Item 20

Rare Evocation Magical

Price 70,000 gp

Usage held in 1 hand; Bulk 1

The sturdy, steel head of this +3 major Striking flaming shock orichalcum warhammer is shaped like a blazing comet.


Activate [reaction] command; Trigger Your attack roll with the sky hammer is a critical success; Effect A 6th-level arcane fireball spell explodes, centered on the sky hammer. The spell DC is 45. You are immune to the fireball’s effect, though your allies are not.


Craft Requirements Supply a casting of fireball (6th level), and the initial raw materials must include 12,375 gp of orichalcum.

Storm Flash Item 14+

Electricity Evocation Magical

Usage held in 1 hand; Bulk 1

This +2 greater Striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it’s wielded. When out of its sheath under an open sky, the blade causes storm clouds to gather slowly above.


Activate [two-actions] command, envision; Frequency once per day; Effect You cast a 6th-level Lightning bolt (DC 33).


Activate [reaction] command; Frequency once per 10 minutes; Trigger An electricity effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area; Effect You try to divert the electricity off course, to be absorbed by storm flash. Choose one eligible creature to protect and roll a melee attack roll against the DC of the electricity effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect.


Type storm flash; Level 14; Price 4,000 gp; Type greater storm flash; Level 18; Price 21,000 gp

This is a +3 greater Striking greater shock rapier. When activating the sword to cast Lightning bolt, the spell is 8th level.

Twining Staff Item 6

Magical Transmutation

Price 250 gp

Usage held in 1 or 2 hands; Bulk — to 2

Appearing to be just a small, flat disc made of twigs, this item can grow and shrink.


Activate [one-action] Interact; Effect You cause the twigs to rapidly grow or contract, reshaping into a +1 Striking staff, a +1 Striking bo staff, or its disc form. In its disc form, it has negligible Bulk and must be held in one hand to be activated. In the other forms, it has the same Bulk as a normal weapon of its type. You can switch your grip as part of the activation.

When you expand the item, you can use the force of the expansion to High Jump or to try to Force Open a door or the like by wedging the disc into a gap before activation. The staff makes the Athletics check with a +15 modifier.

Worn Items

This section includes magic items you wear. Most have the invested trait, which means you can wear no more than 10. Worn items include the following subcategories, with special rules appearing at the start of the section.

Apex Items

When you Invest an Item that has the apex trait, it improves one of your ability scores, either increasing it by 2 or to a total of 18, whichever grants the higher score. This gives you all the benefits of the new ability score until the investiture runs out: increasing Intelligence lets you become trained in an additional skill and learn a new language, increasing Constitution gives you more Hit Points, and so on.

An apex item grants this benefit only the first time it’s invested within a 24-hour period, and you can benefit from only one apex item at a time. If you attempt to invest an apex item when you already have one invested, you don’t gain the ability score increase, though you do gain any other effects of Investing the Item.

Anklets of Alacrity Item 17

Apex Invested Magical Transmutation

Price 15,000 gp

Usage worn anklets; Bulk

These gem-studded golden anklets give you a +3 item bonus to Acrobatics checks. When you invest the anklets, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score.


Activate [one-action] Interact; Frequency once per day; Effect You click the anklets together, gaining a +20-foot status bonus to all your Speeds and the effects of water walk for the next 10 minutes.

Belt of Giant Strength Item 17

Apex Invested Magical Transmutation

Price 15,000 gp

Usage worn belt; Bulk L

This thick leather belt is decorated with a buckle carved from glittering quartz in the shape of a fist. You gain a +3 item bonus to Athletics checks and a +2 circumstance bonus to Athletics checks to lift a heavy object, Escape, and Force Open. When you invest the belt, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score.


Activate [reaction] Interact; Trigger You are targeted by a thrown rock attack, or a rock would fall on you; Effect Attempt an Athletics check to grab the triggering rock. Use the Athletics DC of the creature throwing the rock, the DC of the hazard or other effect, or DC 35 if no other DC is applicable. You must have a free hand to catch the rock, but you can release anything you’re holding in a hand as part of this reaction.

Success You safely catch the rock, take no damage, and are now holding the rock.

Failure You take half damage.

Critical Failure You take full damage.

Belt of Regeneration Item 17

Apex Invested Magical Necromancy

Price 15,000 gp

Usage worn belt; Bulk L

This belt is crafted from rubbery troll hide that’s green and orange in color. You gain 15 temporary Hit Points the first time you invest the belt in a day. When you invest the belt, you either increase your Constitution score by 2 or increase it to 18, whichever would give you a higher score.


Activate [one-action] Interact; Frequency once per day; Effect You tighten the belt one notch to gain a regeneration effect. For 2d4 rounds, at the start of your turn each round, you recover 15 Hit Points unless you took acid or fire damage since the start of your previous turn.

Circlet of Persuasion Item 17

Apex Enchantment Invested Magical

Price 15,000 gp

Usage worn circlet; Bulk

This elegant silver band often resembles curling fig leaves and fits around your brow. You gain a +2 item bonus to Deception and Diplomacy checks.

When you invest the circlet, you either increase your Charisma score by 2 or increase it to 18, whichever would give you a higher score.


Activate [two-actions] envision; Frequency once per hour; Effect You cast a 4th-level charm spell (DC 38).

Diadem of Intellect Item 17

Apex Divination Invested Magical

Price 15,000 gp

Usage worn circlet; Bulk L

An elegant, colorful gem cut into a complex geometric pattern is slotted into a narrow metal band that fits around your brow. You gain a +3 item bonus to checks to Recall Knowledge, regardless of the skill. When you invest the diadem, you either increase your Intelligence score by 2 or increase it to 18, whichever would give you a higher score. This gives you additional trained skills and languages, as normal for increasing your Intelligence score. You must select skills and languages the first time you invest the item, and whenever you invest the same diadem of intellect, you get the same skills and languages you chose the first time.


Activate [one-action] envision; Frequency once per hour; Effect You gain the effects of hypercognition.

Headband of Inspired Wisdom Item 17

Abjuration Apex Invested Magical

Price 15,000 gp

Usage worn circlet; Bulk

This simple cloth headband remains pristine and clean at all times, no matter the circumstances. When you invest the headband, you either increase your Wisdom score by 2 or increase it to 18, whichever would give you a higher score.


Activate [one-action] envision; Frequency once per day; Effect When you are considering a course of action, you get a gut feeling about whether it’s a good idea. You gain the effects of an augury spell, except that you receive the result from your own instincts rather than an external source.


Activate [reaction] envision (fortune); Frequency once per hour; Trigger You fail a saving throw against an effect that makes you confused, fascinated, or stupefied; Effect The headband of inspired wisdom clears your mind. You can reroll the saving throw and use the better result.

Companion Items

You might want to acquire items that benefit an animal or beast that assists you. These items have the companion trait, meaning they function only for animal companions, familiars, and similar creatures. If it’s unclear whether a creature can benefit from such an item, the GM decides.

Investing Companion Items

Any worn companion item needs to be invested. However, your companion needs to invest it rather than you doing so. This requires you to use the Invest an Item activity alongside your companion. A companion has an investiture limit of two items (instead of the 10-item limit a player character has).

Barding of the Zephyr Item 10

Companion Invested Primal Transmutation

Price 900 gp

Usage worn barding; Bulk L

This Light barding is covered in stylized wind motifs. When you suit up your animal companion, the barding adjusts to fit your animal companion regardless of its shape.

When your companion falls, wind picks it up from below; it gains the effects of feather fall.


Activate [two-actions] Interact; Frequency once per day; Effect You trace a finger along the wind motifs on the barding, granting your companion wearing the barding a fly Speed of 30 feet for 10 minutes. Even if the companion doesn’t have the mount special ability, it can still Fly while being ridden.

Collar of Empathy Item 9

Companion Divination Invested Primal

Price 600 gp

Usage worn collar (companion) and worn bracelet (you); Bulk 1

This ornate collar of intertwined leather strips of contrasting colors is paired with a bracelet of a similar construction.

When you wear and invest the bracelet and your companion wears and invests the collar, you gain a stronger connection to each other. You and your companion can always sense each others’ emotional states and basic physical wants and needs.


Activate [one-action] envision; Effect You perceive through your animal companion’s senses instead of your own. You can Sustain the Activation. You are unaware of your own surroundings for as long as you are using your animal companion’s senses.

In addition to the obvious use when you are separated from your companion, this ability might allow you to notice sounds, scents, and other stimuli that your companion’s senses register but yours alone don’t.

Collar of Inconspicuousness Item 8

Companion Invested Primal Transmutation

Price 475 gp

Usage worn collar; Bulk 1

This leather collar’s worn and almost threadbare look belies its magical nature. When your companion wears and invests the collar, it gains the ability to change its appearance from that of a ferocious animal into a more inconspicuous form.


Activate [one-action] envision; Effect You touch your animal companion to transform it into a nonthreatening Tiny creature of the same family or a similar creature (for instance, a house cat instead of a tiger, or a puppy instead of a wolf). This has the effects of pest form (2nd level, or 4th level if your companion can fly). The effect lasts until you Dismiss it.

Horseshoes of Speed Item 7+

Companion Invested Primal Transmutation

Usage worn horseshoes; Bulk 1

When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically.


Type horseshoes of speed; Level 7; Price 340 gp; Type greater horseshoes of speed; Level 14; Price 4,250 gp

The bonus to Speed is +10 feet, and the bonus to Athletics checks is +3.

Other Worn Items

There are a wide variety of items you can wear.

Aeon Stone Item 1+

Uncommon Invested Magical Transmutation

Usage worn; Bulk

Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of 604 crystal tools used by otherworldly entities to construct the universe in primeval times.

When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body.

You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again.

There are various types of aeon stones, each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder.


Type clear spindle; Level 7; Price 325 gp

You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over.

The resonant power allows you to cast air bubble as a primal innate spell once per day.


Type dull gray; Level 1; Price 9 gp

A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone. It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame.

Dull gray aeon stones have no resonant power.


Type gold nodule; Level 6; Price 230 gp

When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language.

The resonant power allows you to cast comprehend language as an occult innate spell once per day.


Type lavender and green ellipsoid; Level 19; Price 30,000 gp

This functions as a pale lavender ellipsoid aeon stone, but it casts an 8th-level dispel magic spell with a counteract modifier of +31.

The resonant power allows you to cast detect magic and read aura as arcane innate spells at will.


Type orange prism; Level 16; Price 9,750 gp

An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone.


Activate [one-action] envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted.


Type pale lavender ellipsoid; Level 13; Price 2,200 gp

This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell.


Activate [reaction] envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you.

Each time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone.


Type pink rhomboid; Level 12; Price 1,900 gp

When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone, before then.

The resonant power allows you to cast the stabilize cantrip as a divine innate spell.


Type tourmaline sphere; Level 7; Price 350 gp

When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone. You can benefit from this ability only once per day, even if you have multiple such stones.

The resonant power allows you to cast 1st-level heal as a divine innate spell once per day.

Alchemist Goggles Item 4+

Invested Magical Transmutation

Usage worn eyepiece; Bulk

These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to Crafting checks to Craft alchemical items and a +1 item bonus to attack rolls with alchemical bombs. You can also ignore lesser cover when making Strikes with alchemical bombs.


Type alchemist goggles; Level 4; Price 100 gp; Type greater alchemist goggles; Level 11; Price 1,400 gp

The item bonuses are both +2.


Type major alchemist goggles; Level 17; Price 15,000 gp

The item bonuses are both +3.

Armbands of Athleticism Item 9+

Invested Magical Transmutation

Usage worn armbands; Bulk L

Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when performing athletic exercises. While fastened to your upper arms, the armbands give you a +2 item bonus to Athletics checks. In addition, whenever you use an action to Climb or Swim and you succeed at the Athletics check, add a +5-foot item bonus to the distance you move.


Type armbands of athleticism; Level 9; Price 645 gp; Type greater armbands of athleticism; Level 17; Price 13,000 gp

The bonus to Athletics checks is +3, and the bonus to a successful check to Climb or Swim is +10 feet.

Belt of the Five Kings Item 9

Uncommon Enchantment Invested Magical

Price 650 gp

Usage worn belt; Bulk L

Made from interlocking plates of silver and gold, this heavy belt bears stylized miniature images of five kingly dwarves. You gain a +1 circumstance bonus to Diplomacy checks to Make an Impression with dwarves or make a Request from dwarves. You also gain a +1 circumstance bonus to Intimidation checks against giants and orcs.

The belt also grants you darkvision and the ability to understand, speak, and write the Dwarven language.


Activate [one-action] Interact; Frequency once per day; Requirements You are a dwarf; Effect You tighten the belt one notch to gain temporary Hit Points equal to your level and grant allies within 20 feet of you darkvision. Both effects last for 10 minutes.

Berserker’s Cloak Item 12+

Invested Primal Transmutation

Usage worn cloak; Bulk 1

This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear’s ferocity. If you have the Rage action, while raging you grow jaws that deal 1d10 piercing damage and claws that deal 1d6 slashing damage and have the agile trait.

This transformation is a morph effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +1 weapon Potency Rune and a Striking Rune with these attacks (gaining a +1 item bonus to attack rolls and increasing the weapon damage dice by one).

If you have an animal instinct (see the barbarian) and the bestial rage instinct ability, instead of gaining these unarmed attacks, your unarmed attacks from the bestial rage instinct ability gain the benefits of a +2 weapon Potency Rune and a greater Striking Rune (granting a +2 item bonus to attack rolls and increasing the weapon damage dice by two).


Type berserker’s cloak; Level 12; Price 2,000 gp; Type greater berserker’s cloak; Level 19; Price 40,000 gp

You gain the benefits of a +2 weapon Potency Rune and a greater Striking Rune, or a +3 weapon Potency Rune and a major Striking Rune if you have an animal instinct and the bestial rage instinct ability.


Craft Requirements You are a barbarian with the animal instinct.

Boots of Bounding Item 7+

Invested Magical Transmutation

Usage worn shoes; Bulk L

The springy soles of these sturdy leather boots cushion your feet and make each step Lighter. These boots give you a +5-foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.


Type boots of bounding; Level 7; Price 340 gp; Type greater boots of bounding; Level 14; Price 4,250 gp

The bonus to Speed is +10 feet, and the bonus to High Jump and Long Jump is +3.

Boots of Elvenkind Item 5+

Invested Magical Transmutation

Usage worn shoes; Bulk L

These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to Acrobatics checks.


Activate [free-action] envision; Frequency once per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. If you’re wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn.


Type boots of elvenkind; Level 5; Price 145 gp; Type greater boots of elvenkind; Level 11; Price 1,250 gp

The boots grant a +2 bonus. If you’re also wearing a cloak of elvenkind, greater boots of elvenkind constantly grant the effects of pass without trace (DC 30) in forest environments.

Boots of Speed Item 13

Invested Magical Transmutation

Price 3,000 gp

Usage worn shoes; Bulk L

These sleek red boots make your legs feel like they’re bursting with energy. You gain a +5-foot item bonus to your land Speed and to any climb or swim Speeds you have.


Activate [one-action] Interact; Frequency once per day; Effect You click the heels of the boots together and gain the quickened condition for 1 minute. You can use the extra action to Stride, Climb, or Swim. (You must still attempt an Athletics check for the Climb and Swim actions unless you have the appropriate movement type.)

Bracelet of Dashing Item 3

Invested Magical Transmutation

Price 58 gp

Usage worn; Bulk L

This jangling, silvery bracelet makes you Lighter on your feet, giving you a +1 item bonus to Acrobatics checks.


Activate [one-action] command; Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute.

Bracers of Armor Item 8+

Abjuration Invested Magical

Usage worn bracers; Bulk L

These stiff leather armguards grant you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5. You can affix talismans to bracers of armor as though they were Light armor.


Type I; Level 8; Price 450 gp; Type II; Level 14; Price 4,000 gp

The item bonus to AC and saves is +2.


Type III; Level 20; Price 60,000 gp

The item bonus to AC and saves is +3.

Bracers of Missile Deflection Item 3

Abjuration Invested Magical

Usage worn bracers; Bulk L

These bracers are made from plates of durable mithral and gleam like the summer sun.


Activate [reaction] Interact; Frequency once per day; Trigger

A ranged weapon attack hits you but doesn’t critically hit; Requirements You are aware of the attack and not flat?footed; Effect The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you.


Type bracers of missile deflection; Level 3; Price 52 gp; Type greater bracers of missile deflection; Level 9; Price 650 gp

You can activate the bracers once every 10 minutes.

Brooch of Shielding Item 2

Uncommon Abjuration Invested Magical

Price 30 gp

Usage worn; Bulk

This piece of silver or gold jewelry is adorned with miniature images of kite shields and can be used to fasten a cloak or cape. The brooch automatically absorbs magic missile spells targeting you. A brooch of shielding can absorb 30 individual magic missiles before it melts and becomes useless.

Sometimes when found, a brooch of shielding has already absorbed a number of missiles.

Cape of the Mountebank Item 10

Uncommon Conjuration Invested Magical

Price 980 gp

Usage worn cloak; Bulk L

This bright red-and-gold cape is often interlaced with glittery threads and serves as a distraction. While wearing the cape, you gain a +2 item bonus to Deception checks.


Activate [two-actions] Interact; Frequency once per day; Effect You cast dimension door. The space you leave and the one you appear in are filled with puffs of smoke that make anyone within concealed until they leave the smoke or the end of your next turn, at which point the smoke dissipates.

Strong winds immediately disperse the smoke.

Cassock of Devotion Item 11

Divination Divine Focused Invested

Price 1,150 gp

Usage worn garment; Bulk L

Each cassock of devotion depicts scenes related to the domains of a certain deity. It serves as a religious symbol of that deity, and it doesn’t need to be wielded to provide that benefit. You gain a +2 item bonus to Religion checks and a +1 item bonus to the divine skill of the deity to whom the cassock is dedicated.


Activate [free-action] envision; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity the cassock is dedicated to. If you don’t spend this Focus Point by the end of this turn, it is lost.


Craft Requirements You are a cleric who worships the deity tied to the cassock.

Channel Protection Amulet Item 3

Uncommon Abjuration Invested Magical

Price 56 gp

Usage worn; Bulk

This nugget of polished tektite is trapped in a cage of braided wire and hangs from a silken cord. When wearing this amulet, you gain resistance 5 against damage from harm spells if you’re living, or against heal spells if you’re undead.

Choker of Elocution Item 6+

Enchantment Invested Magical

Usage worn collar; Bulk L

This platinum choker bears characters from a language’s alphabet, and it gives knowledge of that language and the associated culture’s customs. You gain a +1 item bonus to Society checks and the ability to understand, speak, and write the chosen language.

Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3.


Type choker of elocution; Level 6; Price 200 gp; Type greater choker of elocution; Level 10; Price 850 gp

The item bonus is +2. The choker bears characters from three languages and grants fluency in all three.


Craft Requirements You know the language or languages the choker grants.

Clandestine Cloak Item 6+

Uncommon Illusion Invested Magical

Usage worn cloak; Bulk L

When you pull up the hood of this nondescript gray cloak (an Interact action), you become drab and uninteresting, gaining a +1 item bonus to Stealth checks and to Deception checks to Impersonate a forgettable background character, such as a servant, but also taking a –1 item penalty to Diplomacy and Intimidation checks.


Activate [two-actions] envision, Interact; Frequency once per day; Effect You pull the cloak’s hood up and gain the benefits of nondetection for 1 hour or until you pull the hood back down, whichever comes first.


Type clandestine cloak; Level 6; Price 230 gp; Type greater clandestine cloak; Level 10; Price 900 gp

The item bonus is +2, and when you activate the cloak, you gain the benefits of 5th-level nondetection for 8 hours.

Cloak of Elvenkind Item 7+

Illusion Invested Magical

Usage worn cloak; Bulk L

This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast the ghost sound cantrip as an arcane innate spell. When you adjust the cloak’s clasp (an Interact action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +1 item bonus to Stealth checks.


Activate [two-actions] Interact; Frequency once per day; Effect You draw the hood up and gain the effects of invisibility, with the spell’s normal duration or until you pull the hood back down, whichever comes first. If you’re also wearing boots of elvenkind, you can activate this ability twice per day.


Type cloak of elvenkind; Level 7; Price 360 gp; Type greater cloak of elvenkind; Level 12; Price 1,750 gp

The cloak grants a +2 item bonus, and the effects of 4th-level invisibility. If you’re also wearing boots of elvenkind, the greater cloak of elvenkind allows you to Sneak in forest environments even when creatures are currently observing you.

Cloak of the Bat Item 10+

Invested Magical Transmutation

Usage worn cloak; Bulk L

Sewn from several long strips of luxurious brown and black silk, this cloak grants you a +2 item bonus to Stealth checks as well as to Acrobatics checks to Maneuver in Flight. You can also use your feet to hang from any surface that can support your weight, without requiring any check, though you still must attempt Athletics checks to Climb in order to move around while inverted.


Activate [two-actions] command, Interact; Frequency once per day; Effect You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by casting a 4th-level pest form spell on you.


Type cloak of the bat; Level 10; Price 950 gp; Type greater cloak of the bat; Level 17; Price 13,000 gp

The item bonus is +3, and you can activate the cloak any number of times per day.

Coyote Cloak Item 3+

Divination Invested Magical

Usage worn cloak; Bulk

This dusty coat is made of mangy brown-and-gray coyote fur.

You gain a +1 item bonus to Survival checks. If you critically succeed at your Survival check to Subsist, you can feed twice as many additional creatures.


Type coyote cloak; Level 3; Price 60 gp; Type greater coyote cloak; Level 9; Price 650 gp

The cloak grants a +2 item bonus, and if you critically succeed at a Survival check to Subsist, you can feed four times as many additional creatures.

Crafter’s Eyepiece Item 3+

Invested Magical Transmutation

Usage worn eyepiece; Bulk

This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts. While worn, this eyepiece gives you a +1 item bonus to Crafting checks. When you Repair an item, increase the Hit Points restored by 15 per proficiency rank instead of 10.


Type crafter’s eyepiece; Level 3; Price 60 gp; Type greater crafter’s eyepiece; Level 11; Price 1,200 gp

The eyepiece grants a +2 item bonus and can be activated.


Activate 1 minute (Interact); Frequency once per day; Effect You calibrate the eyepiece to have it cast a 5th-level creation spell over the course of 1 minute to construct a temporary item.

Dancing Scarf Item 3+

Illusion Invested Magical Visual

Usage worn belt; Bulk

This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to Performance checks to dance.


Activate [one-action] Interact; Requirements On your most recent action, you succeeded at a Performance check to dance; Effect You become concealed until the beginning of your next turn.


Type dancing scarf; Level 3; Price 60 gp; Type greater dancing scarf; Level 9; Price 650 gp

The scarf grants a +2 bonus. When you activate the scarf, you can also Stride up to half your Speed or Step.

Daredevil Boots Item 10+

Abjuration Invested Magical

Usage worn shoes; Bulk L

These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item bonus to Acrobatics checks and a +1 circumstance bonus to checks to Tumble Through an enemy’s space.

The boots can grip solid surfaces and help you avoid a fall, allowing you to use the Grab an Edge reaction even if your hands aren’t free. You treat falls as 10 feet shorter or, if you have the Cat Fall feat, treat your proficiency rank in Acrobatics as one degree better to determine the benefits of that feat. If you have Cat Fall and are already legendary in Acrobatics, you can choose the speed of your fall, from 60 feet per round up to normal falling speed.


Type daredevil boots; Level 10; Price 900 gp; Type greater daredevil boots; Level 17; Price 14,000 gp

The bonus to Acrobatics checks is +3, and the bonus to Tumble

Through is +2. The boots can be activated.


Activate [two-actions] command; Frequency once per day; Effect The boots cast freedom of movement on you.

Demon Mask Item 4+

Enchantment Invested Magical

Usage worn mask; Bulk L

This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to Intimidation checks.


Activate [two-actions] Interact; Frequency once per day; Effect The mask casts a fear spell with a DC of 20.


Type demon mask; Level 4; Price 85 gp; Type greater demon mask; Level 10; Price 900 gp

The mask grants a +2 item bonus. It casts 3rd-level fear with a DC of 29.

Diplomat’s Badge Item 5

Enchantment Invested Magical

Price 125 gp

Usage worn; Bulk

When displayed prominently, this brass badge makes creatures find you more agreeable. You gain a +1 item bonus to Diplomacy checks.


Activate [one-action] Recall Knowledge; Frequency once per day; Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge’s bonus increases to +2 for Diplomacy checks with creatures of that group for the rest of the day.

Doubling Rings Item 3+

Evocation Invested Magical

Usage worn; Bulk

This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon’s fundamental Runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental Runes are weapon Potency and Striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental Runes on the weapon in the hand wearing the iron ring are suppressed.

The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn’t apply to thrown attacks or if you’re holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield).


Type doubling rings; Level 3; Price 50 gp; Type greater doubling rings; Level 11; Price 1,300 gp

The rings also replicate property Runes from the weapon in the gold-ringed hand, so long as the weapon in the iron-ringed hand meets all the prerequisites for a given Rune and is not a specific weapon. The weapon in the iron-ringed hand gains the benefits of those Runes. All its own Runes are suppressed.

When you invest the rings, you can elect for the rings to transfer only fundamental Runes, in which case they function as standard doubling rings.

Dread Blindfold Item 17

Emotion Enchantment Fear Invested Magical Mental

Price 15,000 gp

Usage worn eyepiece; Bulk

When tied over your eyes, this ragged strip of black linen gives you a +3 item bonus to Intimidation checks and darkvision. You can see through the blindfold, but only using darkvision.

The first time a particular creature sees you in a day, it must succeed at a DC 37 Will save or be frightened 1. This is an emotion, fear, and mental effect, and your allies become immune to it after about a week.


Activate [free-action] command; Frequency once per minute; Trigger You damage a creature with a Strike; Effect Your target is gripped by intense fear. This has the effect of a DC 37 phantasmal killer spell, but it is an enchantment instead of an illusion. The creature is then temporarily immune for 24 hours.

Druid’s Vestments Item 10

Focused Invested Primal Transmutation

Price 1,000 gp

Usage worn garment; Bulk L

This brown-and-green tunic is embroidered with patterns that resemble interlocking elk antlers. You gain a +2 item bonus to Nature checks.


Activate [free-action] envision; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast an order spell. If you don’t spend this Focus Point by the end of this turn, it is lost.


Craft Requirements You are a druid.

Eye of Fortune Item 13

Divination Invested Magical

Price 2,700 gp

Usage worn eyepiece; Bulk

Adherents of The Hunter, god of the hunt, create these magical eye patches. An eye of fortune has a jeweled eye symbol on its front, allowing you to magically see through the eye patch as though it were transparent.


Activate [free-action] envision (fortune); Trigger You attack a concealed or hidden creature and haven’t attempted the flat check yet; Effect You can roll the flat check for the concealed or hidden condition twice and use the higher result.

Eyes of the Eagle Item 9

Invested Magical Transmutation

Price 700 gp

Usage worn eyepiece; Bulk

These lenses of amber crystal fit over your eyes. They grant you low-light vision and a +2 item bonus to Perception checks that involve sight.

Gloves of Storing Item 7

Uncommon Extradimensional Invested Magical Transmutation

Price 340 gp

Usage worn gloves; Bulk

An item can be stored inside these supple leather gloves, held in an Extradimensional space. When an item is inside the glove, an image of the item appears as a simple, stitched pattern on the back of each glove.

Many gloves of storing are found with an item already inside.


Activate [one-action] Interact; Requirements No item is stored in the gloves; Effect One item you’re holding with a Bulk of 1 or less vanishes into the gloves’ Extradimensional space.


Activate [free-action] Interact; Requirements An item is stored in the gloves, and you have a free hand; Effect The item stored in the gloves appears in your hand. The gloves can’t be activated again for 1 minute.

Goggles of Night Item 5+

Invested Magical Transmutation

Usage worn eyepiece; Bulk

The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight.


Activate [one-action] Interact; Frequency once per day; Effect Rotating the lenses 90 degrees, you gain darkvision for 1 hour.


Type goggles of night; Level 5; Price 150 gp; Type greater goggles of night; Level 11; Price 1,250 gp

The item bonus is +2, and the darkvision lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first.


Type major goggles of night; Level 18; Price 20,000 gp

The item bonus is +3, and the goggles grant greater darkvision, which lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first.

Gorget of the Primal Roar Item 11

Enchantment Invested Magical

Price 1,250 gp

Usage worn collar; Bulk L

This engraved darkwood gorget seems to vibrate with ferocity, granting you a +2 item bonus to Intimidation checks.


Activate [one-action] command; Frequency once during the duration of each polymorph effect; Requirements You’re in a non-humanoid form via a polymorph effect; Effect You unleash a bestial roar, attempting a single Intimidation check compared to the Will DCs of all enemies within 30 feet to impose the effects below. Though this activation has the command component, you can issue this command without the need for language.

Critical Success The creature is frightened 2.

Success The creature is frightened 1.

Failure The creature is unaffected.

Hand of the Mage Item 2

Evocation Invested Magical

Price 30 gp

Usage worn; Bulk L

This mummified elf hand hangs on a golden chain, its gnarled fingers locked in a peculiar pattern.


Activate [two-actions] command, envision; Effect You cast mage hand.

Handwraps of Mighty Blows Item 2+

Invested Magical Transmutation

Usage worn gloves; Bulk

As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon Runes etched into them to give your unarmed attacks the benefits of those Runes, making your unarmed attacks work like magic weapons. For example, +1 Striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead).

You can upgrade, add, and transfer Runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property Runes apply only when they would be applicable to the unarmed attack you’re using. For example, a property that must be applied to a slashing weapon wouldn’t function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack.

The entries below list the most typical combinations of fundamental Runes.


Type +1 handwraps of mighty blows; Level 2; Price 35 gp; Type +1 Striking handwraps of mighty blows; Level 4; Price 100 gp; Type +2 Striking handwraps of mighty blows; Level 10; Price 1,000 gp; Type +2 greater Striking handwraps of mighty blows; Level 12; Price 2,000 gp; Type +3 greater Striking handwraps of mighty blows; Level 16; Price 10,000 gp; Type +3 major Striking handwraps of mighty blows; Level 19; Price 40,000 gp

Hat of Disguise Item 2+

Illusion Invested Magical

Usage worn headwear; Bulk

This ordinary-looking hat allows you to cloak yourself in illusions.


Activate 1 minute (Interact); Frequency once per day; Effect The hat casts a 1st-level illusory disguise spell on you.

While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear.


Type hat of disguise; Level 2; Price 30 gp; Type greater hat of disguise; Level 7; Price 340 gp

You can activate the hat as a 2-action activity, you can activate it any number of times per day, and the illusory disguise is 2nd level.

Hat of the Magi Item 3+

Arcane Conjuration Invested

Usage worn headwear; Bulk

This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or Runes. It grants you a +1 item bonus to Arcana checks and allows you to cast the prestidigitation cantrip as an arcane innate spell.


Type hat of the magi; Level 3; Price 50 gp; Type greater hat of the magi; Level 9; Price 650 gp

This larger, fancier hat grants a +2 bonus and can be activated.


Activate [three-actions] Cast a Spell; Frequency once per day; Effect You cast a 4th-level arcane summon elemental spell.

Healer’s Gloves Item 4+

Invested Magical Necromancy

Usage worn gloves; Bulk L

These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.


Activate [one-action] Interact; Frequency once per day; Effect You can soothe a willing, adjacent creature’s wounds, restoring 2d6+7 Hit Points to that creature. This is a Positive Healing effect. You can’t harm undead with this Healing.


Type healer’s gloves; Level 4; Price 80 gp; Type greater healer’s gloves; Level 9; Price 700 gp

The gloves provide a +2 bonus and restore 4d6+15 Hit Points.

Inexplicable Apparatus Item 18

Invested Magical Transmutation

Price 19,000 gp

Usage worn garment; Bulk 2

This strange and intricate harness fits snugly to the torso.

Once you invest the apparatus, numerous artificial limbs with various tools, clamps, and lenses whirl into action, following your mental commands effortlessly.

When using this apparatus, you gain a +3 item bonus to Crafting checks to Craft, Earn Income, and Repair, and you reduce the minimum time required to Craft an item to 1 day. If you succeed at your Crafting check and spend more downtime to continue work on the item after the minimum number of days, each day you spend reduces the remaining raw material cost by an amount based on your level + 1 and your proficiency rank in Crafting; on a critical success, each day reduces the remaining raw material cost by an amount based on your level + 2 and your proficiency rank. If you are 20th level, on a critical success your progress is 50 gp, 100 gp, 200 gp, or 350 gp for trained, expert, master, or legendary proficiency, respectively.


Activate [two-actions] command, Interact; Frequency once per day; Effect You command the apparatus to magically jury-rig an item you hold or that’s within 5 feet of you. The item is repaired, as a 3rd-level mending spell. This lasts for 10 minutes, after which the item returns to its previous state of disrepair unless you’ve Repaired it before then.

Knapsack of Halflingkind Item 9+

Uncommon Conjuration Extradimensional Healing Invested Magical

Usage worn backpack; Bulk L

This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an Extradimensional space equivalent to a type II bag of holding.

The second compartment has no lining. You can pull forth cookware and cooking utensils from it. Once they have been used to prepare a meal, the items transform into plates and silverware, and they evaporate once the meal has been eaten, taking any leftovers with them. The cookware reappears cleaned in the compartment 1 hour later. The compartment provides only kitchenware, not any food.

The third compartment is lined with plush purple velvet and contains berry tarts wrapped in parchment paper. A creature can unwrap and eat one tart with an Interact action to regain 2d8+4 Hit Points. The knapsack produces four tarts per day, which appear at breakfast time. Any tarts not eaten by the end of the day evaporate.


Type knapsack of halflingkind; Level 9; Price 675 gp; Type greater knapsack of halflingkind; Level 13; Price 2,850 gp

The berry tarts each restore 4d8+8 Hit Points, and the bag has two additional compartments, each of which can be Activated with an Interact action.

The fourth compartment is lined in golden velvet. Once per day, you can draw a lucky magic sling bullet from this compartment. If you attack with this sling bullet, you roll twice and use the better result on your attack roll and your damage roll. This is a fortune effect. The stone becomes non-magical if not hurled by the end of your turn. Once activated, this compartment stitches itself shut until the next day.

The bag’s fifth compartment is lined in black wool. Once per day, you can unfold this compartment into a 5-foot-diameter portal on the ground. The first person to Step into the portal from an adjacent square is teleported away. This has the same effect as an 5th-level dimension door spell, except the affected creature takes the knapsack with them. When the portal is used, or at the start of your next turn if it hasn’t been used, 612 the compartment closes automatically and can’t be unfolded until the next day.

Lifting Belt Item 4

Invested Magical Transmutation

Price 80 gp

Usage worn belt; Bulk L

This wide leather belt grants you a +1 item bonus to Athletics checks and increases the amount you can easily carry. You can carry Bulk equal to 6 + your Strength modifier before becoming encumbered, and you can hold and carry a total Bulk up to 11 + your Strength modifier.


Activate [two-actions] Interact; Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn.

Messenger’s Ring Item 9+

Enchantment Invested Magical

Usage worn; Bulk

This silver signet ring changes to match the insignia of a lord or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to Diplomacy checks and lets you cast message as an arcane innate spell at will.


Activate 1 minute (envision); Frequency once per day; Effect The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the lord or organization represented by the ring.


Type messenger’s ring; Level 9; Price 700 gp; Type greater messenger’s ring; Level 17; Price 13,500 gp

The ring grants a +3 bonus and can be activated in an additional way.


Activate [three-actions] command; Frequency once per hour; Effect The ring casts sending to your specifications.

Necklace of Fireballs Item 5+

Evocation Invested Magical

Usage worn; Bulk

This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads.

Numerous varieties of the necklace of fireballs exist. Each has a different basic Reflex save DC and includes a combination of spheres dealing different amounts of damage, as listed for each type below. When all the beads are gone, the necklace becomes a non-magical hemp string.


Activate [one-action] Interact; Effect You detach a sphere from the necklace, causing it to glow with orange Light. After you activate a sphere, if you or anyone else hurls it (an Interact action with the ranged trait), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM’s discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead.


Type I; Level 5; Price 44 gp

One 6d6, two 4d6 (DC 21)


Type II; Level 7; Price 115 gp

One 8d6, one 6d6, two 4d6 (DC 25)


Type III; Level 9; Price 300 gp

One 10d6, two 8d6, two 6d6 (DC 27)


Type IV; Level 11; Price 700 gp

One 12d6, two 10d6, three 8d6 (DC 30)


Type V; Level 13; Price 1,600 gp

One 14d6, two 12d6, four 10d6 (DC 32)


Type VI; Level 15; Price 4,200 gp

One 16d6, three 14d6, four 12d6 (DC 36)


Type VII; Level 17; Price 9,600 gp

One 18d6, three 16d6, five 14d6 (DC 39)

Pendant of the Occult Item 3+

Divination Invested Occult

Usage worn; Bulk

This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the guidance cantrip as an occult innate spell.


Type pendant of the occult; Level 3; Price 60 gp; Type greater pendant of the occult; Level 9; Price 650 gp

The pendant grants a +2 item bonus and can be activated.


Activate 10 minutes (Cast a Spell); Frequency once per day; Effect You cast a 4th-level dream message spell.

Persona Mask Item 3+

Fortune Illusion Invested Magical

Usage worn mask; Bulk

Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to Performance checks while acting, orating, performing comedy, or singing.


Activate [one-action] envision; Effect You change the mask’s appearance into an artistic rendition of a dramatic character of your choice.


Type persona mask; Level 3; Price 50 gp; Type greater persona mask; Level 9; Price 650 gp

The mask grants a +2 bonus and can be activated.


Activate [reaction] envision (fortune); Frequency once per day; Trigger You fail a Performance check that benefits from the mask’s bonus; Effect You change the mask’s character and reroll the Performance check, using the second result.

Phylactery of Faithfulness Item 9+

Divination Divine Invested

Usage worn circlet; Bulk L

This tiny box holds a fragment of religious scripture sacred to a particular deity. The box is worn by affixing it to a leather cord and tying it around your head just above your brow. You don’t gain any benefit from the phylactery if you don’t worship the affiliated deity. The phylactery grants you religious wisdom, which manifests as a +2 item bonus to Religion checks. Just before you perform an action that would be anathema to the phylactery’s deity, the phylactery warns you of the potential transgression in time for you to change your mind.


Activate [one-action] envision; Frequency once per day; Effect You ask for guidance about a particular course of action, gaining the effects of an augury spell.


Type phylactery of faithfulness; Level 9; Price 680 gp; Type greater phylactery of faithfulness; Level 17; Price 13,000 gp

The phylactery grants a +3 item bonus, and you can activate it once every 30 minutes.


Craft Requirements You worship the phylactery’s deity.

Ring of Climbing Item 12

Invested Magical Transmutation

Price 1,750 gp

Usage worn; Bulk

Claw-like prongs on his thick golden band bears extend to dig deep into sheer surfaces when you are Climbing. This ring grants you a climb Speed equal to half your land Speed.

Penalties to your Speed (including those from your armor) apply before halving.

Ring of Counterspells Item 10

Uncommon Abjuration Invested Magical

Price 925 gp

Usage worn; Bulk

This ornate silver ring bears two competing geometric designs of brightly colored and wildly clashing inlaid gemstones. A spellcaster can cast a single spell into this ring as long as no spell is currently stored within, expending the normal time, costs, and so forth to Cast the Spell. The spell’s effect doesn’t occur; the spell’s power is instead stored within the ring.

When you invest a ring of counterspells, you immediately know the name and level of the spell stored inside, if any. A ring of counterspells found as treasure has a 50% chance of having a spell stored in it. The GM determines that spell.


Activate [reaction] envision; Trigger You are targeted by or within the area of the spell stored within the ring; Effect You can attempt to counteract the triggering spell, using the level of the spell stored in the ring and a counteract modifier of +19.

Once you do, the stored spell’s energy is spent, and the ring is empty.


Activate [one-action] command; Effect You harmlessly expend the stored spell, having no effect but emptying the ring so that another spell can be cast into it.

Ring of Energy Resistance Item 6+

Abjuration Invested Magical

Usage worn; Bulk

This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or Sonic. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a ring of fire resistance might be capped with a ruby, whereas a ring of cold resistance features a sapphire instead.


Type ring of energy resistance; Level 6; Price 245 gp; Type greater ring of energy resistance; Level 10; Price 975 gp

The ring grants resistance 10.


Type major ring of energy resistance; Level 14; Price 4,400 gp

The ring grants resistance 15.

Ring of Lies Item 10

Uncommon Enchantment Invested Magical

Price 850 gp

Usage worn; Bulk

This plain silver ring has an almost oily sheen. While wearing the ring, you gain a +2 item bonus to Deception checks.


Activate [two-actions] Interact; Effect Snapping your fingers on the hand that wears the ring causes the ring to cast glibness on you with no visual manifestations of a spell being cast.

Ring of Maniacal Devices Item 11+

Divination Invested Magical

Usage worn; Bulk

This ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an Interact action to pull a set of thieves’ tools from the ring. These tools appear in your hand and fold back into the ring if they would leave your possession. They grant you a +2 item bonus to Thievery checks to Disable a Device and to Pick a Lock, and the ring’s insights grant you the same bonus to Crafting checks to Craft and Repair snares and traps.


Activate 10 minutes (Interact); Frequency once per day; Effect You create a 4th-level glyph of warding containing fireball. You can have only one glyph of warding from a ring of maniacal devices active at a time, even if you have multiple rings, and the spell ends if you lose your investiture in the ring.


Type ring of maniacal devices; Level 11; Price 1,175 gp; Type greater ring of maniacal devices; Level 18; Price 4,250 gp

The ring grants a +3 bonus. Activating it creates an 8th-level glyph of warding containing your choice of either prismatic spray or 7th-level fireball.

Ring of Spell Turning Item 20

Rare Abjuration Invested Magical

Price 67,000 gp

Usage worn; Bulk

This golden ring has three diamonds set into its face.


Activate [reaction] envision; Trigger You are targeted by a spell; Effect The ring replicates the effects of an 8th-level spell turning with a counteract modifier of +35, possibly causing the triggering spell to reflect back on its caster. The ring can reflect no more than 9 total levels of spells per day. If you activate the ring to reflect a spell that would exceed this limit, the attempt fails, but the attempted usage of the ring does not count toward the daily limit.

Ring of Sustenance Item 7

Uncommon Conjuration Invested Magical

Price 325 gp

Usage worn; Bulk

This polished wooden ring constantly refreshes your body and mind. You don’t need to eat or drink while wearing it, and you need only 2 hours of sleep per day to gain the benefits of 8 hours of sleep. A ring of sustenance doesn’t function until it’s been worn and invested continuously for a week. Removing it resets this interval.

Ring of Swimming Item 12

Invested Magical Transmutation

Price 1,750 gp

Usage worn; Bulk

This blue metal ring grants you a swim Speed equal to half your land Speed. Penalties to your Speed (including from your armor) apply before halving.

Ring of the Ram Item 6+

Evocation Force Invested Magical

Usage worn; Bulk

This heavy iron ring is shaped to look like the head of a ram, with curling horns.


Activate [one-action] or more (Interact); Frequency once per minute; Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save.

Critical Success The target is unaffected.

Success The target takes half damage and is pushed half the distance.

Failure The target takes full damage and is pushed the full distance.

Critical Failure The target takes double damage and is pushed twice the distance.


Type ring of the ram; Level 6; Price 220 gp; Type greater ring of the ram; Level 13; Price 2,700 gp

The ring deals 3d6 force damage per action spent, and the save DC is 32. When you activate the ring using 3 actions, you can disperse the force into multiple magical rams, targeting all creatures in a 30-foot cone instead of one target within 60 feet.

Ring of Wizardry Item 7+

Uncommon Arcane Divination Invested

Usage worn; Bulk

This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry, you gain a +1 item bonus to Arcana checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells.

If you take off the ring for any reason, you lose the additional spell slots. You can’t gain spell slots from more than one ring of wizardry per day, nor can a single ring of wizardry grant spell slots more than once per day.

If you can cast arcane spells in a variety of different ways (such as if you are a draconic bloodline sorcerer with the wizard multiclass archetype), you can divide the spell slots as you wish among your various sources of arcane spells.


Type I; Level 7; Price 360 gp; Type II; Level 10; Price 1,000 gp

The bonus is +2, and the ring grants two 2nd-level spell slots and one 1st-level spell slot.


Type III; Level 12; Price 2,000 gp

The bonus is +2, and the ring grants two 3rd-level spell slots and one 2nd-level spell slot.


Type IV; Level 14; Price 4,500 gp

The bonus is +2, and the ring grants two 4th-level spell slots and one 3rd-level spell slot.


Craft Requirements You have a spellcasting class feature with the arcane tradition.

Robe of Eyes Item 17

Uncommon Divination Invested Magical

Price 13,000 gp

Usage worn garment; Bulk 1

This garment appears to be an ordinary robe until donned, at which point numerous strange and alien eyes of varied shapes and colors open and blink across its fabric. While wearing the robe, you gain a +3 item bonus to Perception checks, and you constantly benefit from the effects of a 2nd-level see invisibility spell.

You can also see powerful magic auras. The highest-level magic aura within 30 feet of you glows in a color that reveals its school to you and allows you to determine where the effect originates. This can narrow down the origin point of the effect to a 5-foot-cube, but not more precisely than that.

The robe of eyes is not without its dangers. If any spell with the Light trait is cast on you or your square while you are wearing the robe, you are blinded for a number of rounds equal to the spell’s level unless you succeed at a Fortitude save against the spell’s DC.


Activate [one-action] Interact; Effect You pluck an eye from the robe and toss it into the air, where it turns invisible and floats to a destination you choose, with the same effect as a 5th-level prying eye spell.

You can Sustain the Activation just as you would be able to Sustain the Spell.

Robe of The Archmagi Item 15+

Uncommon Abjuration Arcane Invested

Usage worn garment; Bulk 1

Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are white, neutral robes are gray, and evil robes are black. An evil or good robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead stupefied 2 while wearing a robe of the archmagi. This condition can’t be removed in any way until you remove the robe.

The robes are +2 greater Resilient explorer’s clothing, and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 5 to damage from arcane spells.


Activate [reaction] command; Frequency once per day; Trigger You attempt a saving throw against an arcane spell, but you haven’t rolled yet; Effect You automatically succeed at your save against the triggering arcane spell.


Type robe of the archmagi; Level 15; Price 6,500 gp; Type greater robe of the archmagi; Level 19; Price 32,000 gp

The resistance against arcane spells is 10.

You can activate the robe when you or an ally within 30 feet attempts a saving throw against an arcane spell, and the robe grants either you or the ally a success on the triggering saving throw; you still can activate it only once per day.


Craft Requirements You are an arcane spellcaster.

Slippers of Spider Climbing Item 7

Invested Magical Transmutation

Price 325 gp

Usage worn shoes; Bulk L

These soft slippers are made of fine gray silk. If the slippers are left unattended for a while, they tend to attract spiders that nest inside.


Activate [one-action] command; Frequency once per hour; Effect Tiny, hairlike tendrils extend from the slippers’ soles, allowing you to walk on vertical surfaces or even to move upside down along ceilings. For 1 minute, you gain a 20-foot climb Speed and you don’t need to use your hands to Climb. However, the slippers require decent traction for you to walk on a wall, so they provide no benefit when you’re moving across greased, icy, or oiled surfaces.

Third Eye Item 19

Divination Invested Magical

Price 40,000 gp

Usage worn; Bulk

When invested, this ornate crown and its incandescent gemstone meld into your head and take the form of a tattoo.

This grants you otherworldly sight and allows you to read auras. No one but you can manipulate the third eye while it’s invested by you. Your heightened senses and ability to sense emotional auras grant you a +3 item bonus to Perception checks.

You continuously see magic auras, as a 9th-level detect magic spell, except you see the location of all auras within 30 feet, not just the strongest. If you use a Seek action to study a creature you can see, you can perceive an aura that conveys knowledge of that creature’s health, including all conditions and afflictions it has and an approximate percentage of its remaining Hit Points.


Activate [two-actions] envision, command; Frequency once per day; Effect You gain the effects of an 8th-level true seeing spell.

Tracker’s Goggles Item 3+

Divination Invested Magical

Usage worn eyepiece; Bulk

These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to Survival checks to Sense Direction and Track. If you fail a check to Track, you can try again after 30 minutes rather than an hour.


Type tracker’s goggles; Level 3; Price 60 gp; Type greater tracker’s goggles; Level 9; Price 660 gp

The goggles grant a +2 bonus. If you fail a check to Track, you can try again after 15 minutes rather than an hour.

Ventriloquist’s Ring Item 3+

Illusion Invested Magical

Usage worn; Bulk

This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to Deception checks.


Activate [two-actions] Interact; Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19).


Type ventriloquist’s ring; Level 3; Price 60 gp; Type greater ventriloquist’s ring; Level 9; Price 670 gp

The ring grants a +2 bonus. When you activate the ring, you gain the effects of 2nd-level ventriloquism (DC 27).

You can activate the ring any number of times per day.

Voyager’s Pack Item 17

Uncommon Conjuration Invested Magical

Price 14,800 gp

Usage worn backpack; Bulk

This leather rucksack has icons burned into it, and every time it’s taken to a plane it hasn’t been to before, a new icon representing that plane scorches into the surface. The pack grants you a +3 bonus to Survival checks.

It also enables you to see the magical traces of creatures’ passage, allowing you to Track a creature that has teleported. The GM sets the DC of this check, usually using the level and DC of the teleportation spell. This lets you find the location of the creature’s destination, and you can use that destination when casting teleport or activating the pack, even though you don’t know what it looks like.

The pack contains an Extradimensional space with the same properties as a type II bag of holding. This space contains the contents of a climber’s kit. If any components of that kit are removed and not returned, they return to the pack at dawn each day.


Activate 10 minutes (command, envision, Interact); Effect As you activate the pack, you can harness up to four willing creatures to the ropes on the pack. At the end of the activation time, the pack casts a 7th-level plane shift or teleport spell, transporting you and everyone attached to the pack. Attempt a DC 45 Survival check. On a success, you arrive 25 miles off target using plane shift or halve the distance you’re off-target with teleport. On a critical success, you arrive exactly on target.

Wayfinder Item 2

Uncommon Evocation Invested Magical

Price 28 gp

Usage worn; Bulk

This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones.

A wayfinder functions as a compass.

An indentation in the middle of the wayfinder can hold a single aeon stone. Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power.

If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders.


Activate [one-action] command; Effect The wayfinder is targeted by a 1st-level light spell.

Whisper of the First Lie Item 20

Rare Enchantment Invested Magical

Price 60,000 gp

Usage worn; Bulk

This delicate necklace contains bottled whispers distilled from a source on the Astral Plane rumored to be connected to the first lie ever told.

While wearing the necklace, you gain a +3 item bonus to Deception checks, and you can attempt to counteract effects that would force you to tell the truth or determine whether you are lying. Success on this counteract attempt lets you ignore the effect, rather than removing the effect entirely. The counteract level is 9, with a counteract modifier of +35.


Activate [three-actions] Interact, envision, command; Effect You unstopper the vial and release the lie, creating the effect of a fabricated truth (DC 47). The vial is emptied and can never be activated again.


Craft Requirements Supply a casting of fabricated truth.

Winged Boots Item 10

Invested Magical Transmutation

Price 850 gp

Usage worn shoes; Bulk L

Made from soft leather, with delicate white wings attached to the heel, these boots are ensorcelled with powerful air magic. Whenever you fall while wearing these boots, the boots automatically cast feather fall on you. This benefit can’t trigger again for 10 minutes.


Activate [two-actions] command, Interact; Frequency once per day; Effect You speak a command word and click the boots’ heels together to cause the wings to animate and flap rapidly, granting you a fly Speed of 30 feet for 10 minutes.

Tattoos

A tattoo is a type of item that is drawn or cut into a creature’s skin and usually takes the form of images or symbols.

Name Level Price
Blessed Tattoo 4 90 gp

Artifacts

No description provided for Artifacts.

Name Level Price Bulk
Eye of the Wise 11 L
Final Blade 20 40
Blackaxe 25 2
Section 15: Copyright Notice
Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.