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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.

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).

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.

Alchemical Tools

Alchemical tools are consumable items you don’t drink.

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.

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.

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.

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.

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.

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.

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.

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.

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

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.

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

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.

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.

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.

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.

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.

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).

Other Worn Items

There are a wide variety of items you can wear.

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.

Section 15: Copyright Notice

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

This is not the complete license attribution - see the full license for this page