Labyrinths & Liontaurs
Contents

Notes

Consumable Magic Items

Consumable items contain a finite amount of magical energy that is consumed as the item is used up, replicating a spell. Some consumables use all their energy in one go, like potions. Others use up some each time the item is activated, like wands. Other consumable items include scrolls and a wide assortment of other items. Potions, wands, and scrolls cannot replicate inherent spells.

If the consumable item replicates a particular spell, as potions, wands, and scrolls always do, then the caster level of the spell is always equal to the spell's level. Consumable items cannot be created with a higher caster level (exception: see scrolls, below). The saving throw DC is always 8 + spell level. If needed, roll 1d20 + the consumable's caster level for concentration checks and spell resistance. If an attack roll is needed, use your base attack bonus and relevant ability score.

On this page: Potions and Oils | Wands | Scrolls | Other Consumables

Potions and Oils

A potion or oil is a magic liquid that produces its effect when imbibed; it can be used only once. Potions must be drunk, oils applied to or rubbed on an object. In general, the rules for potions apply equally to oils. Potions vary incredibly in appearance.

Potions duplicate the effect of spells from levels one to six that target one or more creatures or objects. Inherent spells cannot be made into potions. A potion can only target one creature or object, even if the spell on which it is based can target more — a Potion of Haste affects only the drinker. The price of a potion is equal to the level of the spell × the minimum caster level × 25 gp. Note that a spell's level is always equal to the minimum caster level needed to cast it, so the cost is the level squared × 25 gp. Spells with a non-trivial material component cost cannot be made into a potion.

Potions are like spells cast upon the imbiber. The character taking the potion doesn't get to make any decisions about the effect — the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).

The person applying an oil is the effective caster, but the object is the target.

Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12. Potion vials are tiny and non-encumbering unless you have many; add one pound of encumbrance for every ten potions carried.

Identifying Potions: In addition to the standard methods of identification, PCs can inspect a potion or oil to attempt to determine the nature of the liquid inside. An Appraise or Craft Alchemy skill check can identify a potion by scent, color, and viscosity with a successful check against a DC of 10 plus twice the potion's spell level.

Activation: Drinking a potion or applying an oil requires no special skill, although the potion must be held in a hand, so you must have a hand free while it is being swallowed, administered, or applied. The user merely removes the stopper and swallows the potion or smears on the oil. Drinking a potion or using an oil is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container, preventing the character from drinking the potion or applying the oil.

A creature must be able to swallow a potion to use it. Because of this, skeletons, incorporeal creatures, and others may not be able to use potions.

A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature's throat. You can administer a potion to a handless creature, such as a druid's wild companion, but this requires a standard action for you as well as standard action for the creature.

Potion and Oils List

Potions can only duplicate the effects of the following spells, listed by level. For the details on a specific spell, please consult the Spell Lists.

Level 1 (25 gp)

Align Weapon (oil), Animate Rope (oil), Bless, Comprehend Languages, Cure Light Wounds, Detect Aberration, Detect Secret Doors, Disguise Self, Divine Favor, Endure Elements, Erase (oil), Grease (oil), Hide from Animals, Hide from Undead, Hold Portal (oil), Jump, Know Direction, Mage Armor, Magic Map (oil), Negate Aroma, Nereid's Grace, Obscure Object (oil), Pass without Trace, Remove Fear, Sanctuary, Shield, Shillelagh (oil), Speak with Animals.

Level 2 (100 gp)

Align Weapon (oil), Animate Rope (oil), Bless, Comprehend Languages, Cure Light Wounds, Detect Aberration, Detect Secret Doors, Disguise Self, Divine Favor, Endure Elements, Erase (oil), Grease (oil), Hide from Animals, Hide from Undead, Hold Portal (oil), Jump, Know Direction, Mage Armor, Magic Map (oil), Negate Aroma, Nereid's Grace, Obscure Object (oil), Pass without Trace, Remove Fear, Sanctuary, Shield, Shillelagh (oil), Speak with Animals.

Level 3 (225 gp)

Alter Self, Barkskin, Bear's Endurance, Blur, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Darkvision, Deadeye's Lore, Delay Poison, Detect Undead, Glide, Knock (oil), Make Whole (oil), Mirror Image, Protection From Arrows, Reduce Animal, Rope Trick (oil), Scent Trail, See Invisibility, Spell Penetration, Spider Climb, Steadfast, Tree Shape, Whispering Lore, Wood Shape (oil).

Level 4 (400 gp)

Aspect of the Bear, Burrow, Clairaudience/Clairvoyance, Eagle's Splendor, Fox's Cunning, Ghostly Disguise, Harvest Season (oil), Invisibility I, Levitate, Locate Object, Nature's Paths, Owl's Wisdom, Rage, Remove Paralysis, Restoration I, Share Memory, Speak with Plants, Tireless Pursuit, Tongues, Weapon of Awe (oil).

Level 5 (625 gp)

Beast Shape I, Cure Serious Wounds, Displacement, Gaseous Form, Gentle Repose (oil), Invisibility Purge, Magic Fangs, Magic Weapon II (oil), Meld into Stone, Protection from Energy, Remove Blindness/Deafness, Remove Disease, Shrink Item (oil), Speak with Dead (oil), Stone Shape (oil), Water Breathing, Water Walk.

Level 6 (900 gp)

Ape Walk, Arcane Sight, Blink, Dimension Door, Fly, Forewarning, Glibness, Haste, Magic Vestment (oil), Prayer, Remove Curse, Shadow Projection, Snare (oil).

Wands

A wand is a thin baton that contains a single arcane, divine, or natural spell of 8th level or lower. A wand has 50 charges when created — activation allows the use of the wand's spell one time. A wand that runs out of charges is just a stick. The price of a wand is equal to the level of the spell × the creator's caster level × 300 gp. If the wand has a material component cost, it is added to the base price and cost to create once for each charge (50 × material component cost). Wands are always created with a caster level equal to the spell level of the single spell the wand casts.

Spell Level Wand Cost Spell Level Wand Cost
1 300 5 7500
2 1200 6 10800
3 2700 7 14700
4 4800 8 19200

Physical Description: A wand is 6 to 12 inches long, 1/4 inch thick, and does not encumber you (count one pound against your encumbrance for every five you carry). Most wands are wood, but some are bone, metal, or even crystal. A typical wand has AC 7, 5 hit points, hardness 5, and a break DC of 16.

Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures). A wand may be used while grappling or while swallowed whole.

If you have the wand's spell on your known spells list, activating the wand costs but one charge. If you know a spell of the same type (arcane, divine, or natural), activating it costs three charges. If you do not know any spell of the same type, you may not use the wand (exception, see the Use Magic Device skill). The user must still determine what spell is stored in the item before they can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

Special Qualities: Roll d%. A 01-30 result indicates that something (a design, inscription, or the like) provides some clue to the wand's type (arcane, divine, natural); 31-60 reveals the school of magic; 61-90 reveals the spell's name; and 91-00 indicates no information at all.

Scrolls

A scroll is a spell (or collection of spells) that has been stored in written form. Scrolls use the spell completion activation method. A spell on a scroll can be used only once and cannot exceed 10th level. The writing vanishes from the scroll when the spell is activated. Using a scroll is basically like casting a spell.

A scroll can be created (or "scribed") with just one spell, or with multiple spells. A scroll with one spell can be dropped and discarded when used; a scroll with multiple spells retains value while any spells are on it, and is not discarded lightly.

A scroll with multiple spells can be scribed with a maximum number of spells equal to the level of the most potent spell scribed. A scroll with only level two spells can have at most two spells on it; a scroll with ninth level spells can have up to nine spells scribed. That means the most spells a scroll can have is 10, if at least one of them is a 10th level spell. For a scroll with multiple spells, all spells must be of the same kind (arcane, divine, or natural). A scroll with multiple spells can include spells of various spell levels, but all spells on the scroll have a caster level equal to the highest level spell on the scroll when it was scribed. This is an exception to the rule that consumable items can have a max caster level equal to the spell level.

Price: The price of a scroll with one spell is equal to the level of the spell × the creator's caster level × 10 gp. The caster level must be equal to the spell level. If the scroll has a material component cost, it is added to the base price and cost to create. For a scroll with multiple spells, the price is equal to the sum of the individual values.

For example, a divine scroll contains a 5th level Cure Serious Wounds spell and four 1st level Cure Light Wounds spells. All spells on the scroll have a caster level of 5. The value of the scroll is 5 × 5 × 10 for the Cure Serious, and 4 × 1 × 5 × 10 for the four Cure Lights. Total value is 250 + 200 = 450 gp.

Physical Description: A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8-1/2 inches wide and 11 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8-1/2 inches) but is an extra foot or so long for each additional spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8. If you are tracking encumbrance, a scroll and its case weigh one pound.

To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. Most scroll cases are inscribed with magic symbols which often identify the owner or the spells stored on the scrolls inside. The symbols sometimes hide magic traps.

Activation: To activate a scroll, a spellcaster must read the spell written on it. This involves several steps and conditions.

Decipher the Writing: The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read magic spell or a successful Spellcraft check (DC 10 + spell level). Deciphering a scroll is a full-round action.

Deciphering a scroll to determine its contents does not activate its magic unless it is a specially prepared cursed scroll. A character can decipher the writing on a scroll in advance so that she can proceed directly to the next step when the time comes to use the scroll.

Activate the Spell: Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.

Body slot: Usually you hold a scroll in one or both hands to read it, but that is not necessary. You can read a scroll held by another character, or propped on a table or easel, etc.

To have any chance of activating a scroll spell, the scroll user must meet the following requirements.

If you meet both the requirements noted above, and your caster level is at least equal to the scroll's caster level, you can automatically activate the spell without a check. If your own caster level is lower than the scroll spell's caster level, then you have to make a caster level check (DC = scroll's caster level + 1) to cast the spell successfully. If you fail, you must make a DC 5 Wisdom check, using your even (Column B) Wisdom modifier to avoid a mishap (see Scroll Mishaps). A natural roll of 1 always fails, whatever the modifiers. Activating a scroll is a standard action (or the spell's casting time, whichever is longer) and it provokes attacks of opportunity exactly as casting a spell does.

Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. You decide all the variable effects of the spell. The writing for an activated spell disappears from the scroll as the spell is cast.

Scroll Mishaps: When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below.

Other Consumables

This is a catch-all category for consumables that don't fall into the other groups. Anyone can use the following items (unless specified otherwise in the description).

Physical Description: Varies.

Activation: Usually use-activated or command word, but details vary from item to item.

Ammunition of Sleep

Aura faint enchantment; CL 4th

Slot —; Price 4,000 gp; Weight

Description

This set of 20 arrows, blowgun darts, bolts, bullets, or shuriken is painted white and has white highlights. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (in the same amount as would lethal damage) and forces the target to make a DC 11 Will save or fall asleep.

Contruction Requirements Craft Magic Consumables, sleep; Cost 2,000 gp

Bead of Force

Aura moderate evocation; CL 10th

Slot —; Price 3,000 gp; Weight

Description

This small black sphere appears to be a lusterless pearl. A bead of force can be thrown up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, sending forth a burst that deals 5d6 points of force damage to all creatures within a 10-foot radius.

Once thrown, a bead of force functions like a resilient sphere spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses a creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic I spell or similar magic. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within. The explosion completely consumes the bead, making this a one-use item.

Contruction Requirements Craft Magic Consumables, resilient sphere; Cost 1,500 gp

Bracelet of Friends

Aura strong conjuration; CL 10th

Slot arms; Price 8,000 gp; Weight

Description

This silver charm bracelet has four charms upon it when created. The owner may designate one person known to him to be keyed to each charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (a standard action) along with his gear, as long as the owner and the called person are within 1,000 feet of each other. The keyed individual knows who is calling, and the bracelet of friends only functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless. A bracelet found with fewer than four charms is worth 25% less for each missing charm.

Contruction Requirements Craft Magic Consumables, dimension door; Cost 4,000 gp

Brooch of Shielding

Aura faint abjuration; CL 1st

Slot neck; Price 1,500 gp; Weight

Description

This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by the spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.

Contruction Requirements Craft Magic Consumables, shield; Cost 750 gp

Candle of Invocation

Aura strong conjuration; CL 10th

Slot —; Price 8,000 gp; Weight 1/2 lb.

Description

These three special tapers are dedicated to good alignments: Lawful Good, Neutral Good, or Chaotic Good. Simply burning the candle generates a favorable aura for the individual if the candle's alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame. It must be held (wielded) while it is burning to be effective. The candle sheds dim light in a ten-foot radius. It burns for one hour, but the duration need not be continuous; it requires a standard action to light and a move action to snuff or blow out. It is snuffed by any moderate or stronger wind or if it is knocked out of the wielder's hand.

Contruction Requirements Craft Magic Consumables, bless, creator must be same alignment as candle created; Cost 4,000 gp

Candle of Truth

Aura faint enchantment; CL 3rd

Slot —; Price 1,000 gp; Weight 1/2 lb.

Description

This white tallow candle, when burned, calls into place a zone of truth spell (Will DC 13 negates) in a ten-foot radius centered on the candle. It must be held (wielded) while it is burning to be effective. The candle sheds dim light in a ten-foot radius. It burns for one hour, but the duration need not be continuous; it requires a standard action to light and a move action to snuff or blow out. It is snuffed by any moderate or stronger wind or if it is knocked out of the wielder's hand.

Contruction Requirements Craft Magic Consumables, zone of truth; Cost 500 gp

Chime of Opening

Aura moderate transmutation; CL 8th

Slot —; Price 1,500 gp; Weight 1 lb.

Description

A chime of opening is a hollow iron tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A chime of opening also automatically dispels a hold portal spell or even an arcane lock cast by a wizard of lower than 15th level.

The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck and a clear tone rings forth. The wielder can make a caster level check against the lock or binding, using the chime's caster level of 8th. The DC of this check is equal to the Disable Device DC to open the lock or binding. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four successful uses of a chime of opening to get it open. A silence spell negates the power of the device. A brand-new chime can be used a total of 10 times before it cracks and becomes useless.

Contruction Requirements Craft Magic Consumables, knock; Cost 750 gp

Deck of Illusions

Aura moderate illusion; CL 6th

Slot —; Price 8,100 gp; Weight 1/2 lb.

Description

This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of 34 cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.)

Playing CardTarot CardCreature
Ace of heartsIV. The EmperorRed dragon
King of heartsKnight of swordsMale human fighter and four guards
Queen of heartsQueen of stavesFemale human wizard
Jack of heartsKing of stavesMale human druid
Ten of heartsVII. The ChariotCloud giant
Nine of heartsPage of stavesEttin
Eight of heartsAce of cupsBugbear
Two of heartsFive of stavesGoblin
Playing CardTarot CardCreature
Ace of diamondsIII. The EmpressGlabrezu (demon)
King of diamondsTwo of cupsMale elf wizard and female apprentice
Queen of diamondsQueen of swordsHalf-elf ranger
Jack of diamondsXIV. TemperanceHarpy
Ten of diamondsSeven of stavesMale half-orc barbarian
Nine of diamondsFour of pentaclesOgre mage
Eight of diamondsAce of pentaclesGnoll
Two of diamondsSix of pentaclesKobold
Playing CardTarot CardCreature
Ace of spadesII. The High PriestessLich
King of spadesThree of staves Three human clerics
Queen of spadesFour of cupsMedusa
Jack of spadesKnight of pentaclesMale dwarf paladin
Ten of spadesSeven of swordsFrost giant
Nine of spadesThree of swordsTroll
Eight of spadesAce of swordsHobgoblin
Two of spadesFive of cupsGoblin
Playing CardTarot CardCreature
Ace of clubsVIII. StrengthIron golem
King of clubsPage of pentaclesThree halfling rogues
Queen of clubsTen of cupsPixies
Jack of clubsNine of pentaclesHalf-elf bard
Ten of clubsNine of stavesHill giant
Nine of clubsKing of swordsOgre
Eight of clubsAce of stavesOrc
Two of clubsFive of cupsKobold
Playing CardTarot CardCreature
JokerTwo of pentaclesIllusion of deck's owner
Joker (with trademark)Two of stavesIllusion of deck's owner (sex reversed)

A randomly generated deck is usually complete (11–100 on d%), but may be discovered (01–10) with 1d20 of its cards missing. If cards are missing, reduce the price by a corresponding amount.

Contruction Requirements Craft Magic Consumables, major image; Cost 4,050 gp

Dust of Appearance

Aura faint conjuration; CL 5th

Slot —; Price 1,800 gp; Weight

Description

This powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. In this, it works just like the faerie fire spell. The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a –30 penalty on its Stealth checks. The dust's effect lasts for 5 minutes.

Dust of appearance is typically stored in small silk packets or hollow bone tubes.

Contruction Requirements Craft Magic Consumables, glitterdust; Cost 900 gp

Dust of Disappearance

Aura moderate illusion; CL 9th

Slot —; Price 3,500 gp; Weight

Description

This dust looks like dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible (as invisibility II). Normal vision can't see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance. Other factors, such as sound and smell, also allow possible detection. The greater invisibility bestowed by the dust lasts for 2d6 rounds. The invisible creature doesn't know when the duration will end.

Contruction Requirements Craft Magic Consumables, greater invisibility; Cost 1,750 gp

Dust of Dryness

Aura moderate transmutation; CL 10th

Slot —; Price 850 gp; Weight

Description

This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed into nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids.

If the dust is employed against an outsider with the elemental and water subtypes, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the creature even if its saving throw succeeds.

Contruction Requirements Craft Magic Consumables, control water; Cost 425 gp

Dust of Illusion

Aura moderate illusion; CL 6th

Slot —; Price 1,200 gp; Weight

Description

This unremarkable powder resembles chalk dust or powdered graphite. Stare at it, however, and the dust changes color and form. Put dust of illusion on a creature, and that creature is affected as if by a disguise self glamer, with the individual who sprinkles the dust envisioning the illusion desired. An unwilling target is allowed a DC 11 Reflex save to avoid the dust. The glamer lasts for 2 hours.

Contruction Requirements Craft Magic Consumables, disguise self; Cost 600 gp

Dust of Tracelessness

Aura faint transmutation; CL 3rd

Slot —; Price 250 gp; Weight

Description

This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.

A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal.

Contruction Requirements Craft Magic Consumables, pass without trace; Cost 125 gp

Elemental Gem

Aura moderate conjuration; CL 10th

Slot —; Price 3,000 gp; Weight

Description

An elemental gem comes in one of four different varieties. Each contains a conjuration spell attuned to a specific elemental plane (Air, Earth, Fire, or Water).

When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature's ally spell. The elemental is under the control of the creature that broke the gem.

The coloration of the gem varies with the type of elemental it summons. Air elemental gems are transparent, earth elemental gems are light brown, fire elemental gems are reddish orange, and water elemental gems are blue-green.

Contruction Requirements Craft Magic Consumables, summon nature's ally V; Cost 1,500 gp

Elixir of Fire Breath

Aura moderate evocation; CL 10th

Slot —; Price 800 gp; Weight

Description

This strange bubbling elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed.

Contruction Requirements Craft Magic Consumables, scorching ray; Cost 400 gp

Elixir of Goodness

Aura faint transmutation; CL 2nd

Slot —; Price 200 gp; Weight

Description

This elixir, administered to a helpless target, changes the creature's alignment permanently from evil or neutral to good, if it is willing to so change. If it is not, the target is slain. This elixer does not alter the creature's attitude toward the user.

Contruction Requirements Craft Magic Consumables, creator must be good in alignment; compel change of heart; Cost 100 gp

Elixir of Hiding

Aura faint illusion; CL 5th

Slot —; Price 250 gp; Weight

Description

A character drinking this liquid gains an intuitive ability to sneak and hide (+10 competence bonus on Stealth checks for 1 hour).

Contruction Requirements Craft Magic Consumables, invisibility; Cost 125 gp

Elixir of Love

Aura faint enchantment; CL 4th

Slot —; Price 150 gp; Weight

Description

This sweet-tasting liquid causes the character drinking it to become enraptured with the first creature she sees after consuming the draft (as charm person—the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates). The charm effect wears off in 1d3 hours.

Contruction Requirements Craft Magic Consumables, charm person; Cost 75 gp

Elixir of Swimming

Aura faint transmutation; CL 2nd

Slot —; Price 250 gp; Weight

Description

This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on Swim checks for 1 hour).

Contruction Requirements Craft Magic Consumables, creator must have 5 ranks in the Swim skill; Cost 125 gp

Elixir of Truth

Aura faint enchantment; CL 5th

Slot —; Price 300 gp; Weight

Description

This elixir forces the drinker it to say nothing but the truth for 10 minutes (Will DC 13 negates). She must answer any questions put to her in that time, but with each question she can make a separate DC 13 Will save. If one of these secondary saves is successful, she doesn't break free of the truth-compelling enchantment but also doesn't have to answer that particular question (if she does answer, she must tell the truth). No more than one question can be asked each round. This is a mind-affecting compulsion enchantment. It has no taste and can be administered to a helpless target or slipped into a beverage with a slight of hand check to pickpocket.

Contruction Requirements Craft Magic Consumables, zone of truth; Cost 250 gp

Elixir of Tumbling

Aura faint transmutation; CL 5th

Slot —; Price 250 gp; Weight

Description

This draught of liquid grants the drinker the ability to tumble about, avoiding attacks and moving carefully across nearly any surface, granting a +10 competence bonus on Acrobatics checks for 1 hour.

Contruction Requirements Craft Magic Consumables, cat's grace; Cost 125 gp

Elixir of Vision

Aura faint divination; CL 2nd

Slot —; Price 250 gp; Weight

Description

Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Perception checks for 1 hour).

Contruction Requirements Craft Magic Consumables, gift of the liontaurs; Cost 125 gp

Feather Token

Aura strong conjuration; CL 10th

Slot —; Price 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 gp (swan boat), 400 gp (tree), 500 gp (whip); Weight

Description

Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed—even tokens with identical powers can be wildly different in appearance.

Anchor: A token that creates an anchor that moors a craft in water so as to render it immobile for up to 1 day.

Bird: A token that creates a small bird that can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it takes to carry the message.

Fan: A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.

Swan Boat: A token that forms a swan-like boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear, 32 Medium characters, or any equivalent combination. The boat lasts for 1 day.

Tree: A token that causes a great oak to spring into being (5-foot-diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.

Whip: A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of nonlethal damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 bonus on its combat maneuver checks) if it hits. The whip lasts no longer than 1 hour.

Contruction Requirements Craft Magic Consumables, creation-ii; Cost 25 gp (anchor), 150 gp (bird), 100 gp (fan), 225 gp (swan boat), 200 gp (tree), 250 gp (whip)

Gem of Brightness

Aura moderate evocation; CL 6th

Slot —; Price 10,000 gp; Weight

Description

This crystal appears to be a long, rough prism. Upon utterance of a command word, though, the gem's facets suddenly grow highly polished as the crystal emits bright light of one of three sorts.

A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical and its facets grow cloudy with a fine network of cracks.

Contruction Requirements Craft Magic Consumables, daylight; Cost 5,000 gp

Marvelous Pigments

Aura strong conjuration; CL 10th

Slot —; Price 4,000 gp; Weight

Description

These pigments enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the image. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.

Only normal, inanimate objects can be created. Creatures can't be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments—precious metals, gems, jewelry, ivory, and so on—appear to be valuable but are really made of tin, lead, glass, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp. The effect is instantaneous.

Contruction Requirements Craft Magic Consumables, creation II; Cost 2,000 gp

Missile of Death

Aura strong necromancy; CL 10th

Slot —; Price 3,000 gp; Weight

Description

This single arrow, blowgun dart, bolt, bullet, or shuriken is keyed to a particular type of monster — its magic is ineffective against people. If it strikes its target monster, the target must make a DC 20 Fortitude save or take 50 points of damage, in addition to whatever damage would normally follow a successful attack. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target).

Contruction Requirements Craft Magic Consumables, slay living; Cost 1,500 gp

Necklace of Fireballs

Aura moderate evocation; CL 10th

Slot neck; Price 1,650 gp (type I), 2,700 gp (type II), 4,350 gp (type III), 5,400 gp (type IV), 5,850 gp (type V), 8,100 gp (type VI), 8,700 gp (type VII); Weight 1 lb.

Description

This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half).

Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.

Necklace of Fireballs
Necklace10d69d68d67d66d65d64d63d62d6Market Price
Type I121,650 gp
Type II1222,700 gp
Type III1244,350 gp
Type IV12245,400 gp
Type V12225,850 gp
Type VI12248,100 gp
Type VII122228,700 gp

Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above.

If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.

Contruction Requirements Craft Magic Consumables, fireball; Cost 825 gp (type I), 1,350 gp (type II), 2,175 gp (type III), 2,700 gp (type IV), 2,925 gp (type V), 4,050 gp (type VI), 4,350 gp (type VII)

Restorative Ointment

Aura faint conjuration; CL 5th

Slot —; Price 1,000 gp; Weight 1/2 lb.

Description

A jar of this unguent is 3 inches in diameter and 1 inch deep, and contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison with a +5 bonus on the check). Applied to a diseased area, it removes disease (as remove disease with a +5 bonus on the check). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds).

Contruction Requirements Craft Magic Consumables, cure light wounds, neutralize poison, remove disease; Cost 500 gp

Salve of Slipperiness

Aura moderate conjuration; CL 6th

Slot —; Price 1,000 gp; Weight

Description

This substance provides a +20 competence bonus on all Escape Artist checks and combat maneuver checks made to escape from a grapple. The salve also grants a +10 competence bonus to the wearer's Combat Maneuver Defense for the purpose of avoiding grapple attempts. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, the area should be treated as a long-lasting grease spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine).

Salve of slipperiness is needed to coat the inside of a container meant to hold sovereign glue.

Contruction Requirements Craft Magic Consumables, grease; Cost 500 gp

Screaming Ammo

Aura faint enchantment; CL 5th

Slot —; Price 5,000 gp; Weight

Description

This set of 20 arrows, blowgun darts, bolts, bullets, or shuriken scream when fired, forcing all your enemies within 20 feet of the path of the missile to succeed on a DC 14 Will save or become shaken. This is a mind-affecting fear effect.

Contruction Requirements Craft Magic Consumables, doom; Cost 2,500 gp

Silversheen

Aura faint transmutation; CL 5th

Slot —; Price 250 gp; Weight

Description

This shimmering paste-like substance can be applied to a weapon as a standard action. It gives the weapon the beneficial properties of silver for 1 hour, replacing the properties of any other material it might have. One vial coats a single melee weapon or 20 units of ammunition.

Contruction Requirements Craft Magic Consumables; Cost 125 gp

Sovereign Glue

Aura strong transmutation; CL 10th

Slot —; Price 1,000 gp ; Weight

Description

This pale amber substance is thick and viscous. A flask of sovereign glue, when found, holds one dose of the stuff. This one-ounce dose of adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when universal solvent is applied to the bond. Sovereign glue is dissolved by universal solvent.

Contruction Requirements Craft Magic Consumables, make whole; Cost 500 gp

Stone Salve

Aura strong abjuration and transmutation; CL 10th

Slot —; Price 4,000 gp per ounce; Weight

Description

This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to flesh spell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a stoneskin spell.

Contruction Requirements Craft Magic Consumables, stoneskin; Cost 2,000 gp

Unguent of Timelessness

Aura faint transmutation; CL 3rd

Slot —; Price 150 gp; Weight

Description

When applied to any matter that was once alive, such as wood, paper, or a dead body, this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as four Medium objects.

Contruction Requirements Craft Magic Consumables, gentle repose; Cost 75 gp

Universal Solvent

Aura faint transmutation; CL 3rd

Slot —; Price 50 gp; Weight

Description

This substance has the unique property of being able to dissolve sovereign glue, tanglefoot bags, and all other adhesives. Applying the solvent is a standard action.

Contruction Requirements Craft Magic Consumables, acid arrow; Cost 25 gp