Lay Magic
This is a list of all lay magic equipment available in the game, either for sale, or as craftable items. Lay magic constitutes more common, lower-powered magic items, which are often in use by the common folk, in addition to heroes or nobility. Some campaigns may be too low magic to permit the use of lay magic equipment. Consult your GM before purchasing any of these items, to ensure they exist in the campaign world.
Breeze Box [edit]
- Cost: 2,100 gp
- Weight: 175 lbs
A large wooden cabinet, inlaid with opal and mother of pearl traceries. When opened, it fills up to a 50-foot radius from the cabinet with gentle, cooling breezes, making even the hottest weather more comfortable.
- Crafting: Profession (Carpenter) (DC 37)
Censer, Celestial
- Cost: 20 gp
- Weight: 5 lbs
- Craftable? Yes
- Skill: Profession (Blacksmith), Knowledge (Religion)
- Check DC: 30, 25
This blessed thurible holds up to 10 pieces of incense, and burns at a rate of 1 stick per hour. If wielded in one hand during combat, it emits a cloying, scented smoke in a 5-foot radius around the wielder, causing all adjacent creatures to become Dazzled while they remain within the smoke. The wielder is not subject to this effect. The censer can only apply a single instance of the Dazzled condition per creature in the area, no matter how long they remain in the smoke. An affected creature immediately recovers from the Dazzled condition simply by moving out of the smoke.
The censer is not a weapon, and, if used as an improvised weapon, becomes Broken after the attack is resolved (hit or miss), losing its ability to dazzle nearby creatures until repaired (with a Make Whole, since it is technically a magic item).
Chest of Servants
- Cost: 3,300 gp
- Weight: 90 lbs
- Craftable? No
- Skill: -
- Check DC: -
Opening this chest in a room of your house cleans and tidies the room immediately, and places any debris outside the closest door. Usable up to once per day.
Fire Quencher
- Cost: 1,100 gp
- Weight: 77 lbs
- Craftable? No
- Skill: -
- Check DC: -
Open this small chest to pour water on fires anywhere within a 50-foot circle centered on the chest.
Food Chest
- Cost: 1,800 gp
- Weight: 55 lbs
- Craftable? No
- Skill: -
- Check DC: -
Place cooked food in this chest to keep it fresh and edible forever. Also will fill up any container placed inside with fresh drinking water and warn if any dangerous food or drink is placed inside.
Gathering Basket
- Cost: 100 gp
- Weight: 3 lbs
- Craftable? No
- Skill: -
- Check DC: -
A gathering basket is a loose weave of reeds, shaped into a large, shallow bowl. The bearer activates the basket with a command word (a standard action), and sweeps it through a space. Any objects in the space through which the basket is swept which match the basket's enchantment are gathered into the basket.
Gathering baskets are built such that they will only gather one specific type of item, which must be specified when the gathering basket is created. It is possible to create gathering baskets with broader restrictions, but the cost of the basket increases substantially. An example of a normal restriction would be a basket that collects strawberries, allowing the bearer to harvest them straight off the plants. While you could create a basket that could collect any fruit, it would cost several thousand gold. A basket that collects both fruits and nuts might cost tens of thousands of gold.
Gathering baskets can only collect items in a space through which the basket can be swept, so the matter being sorted through must be loose, pliant, or small. You can sweep a basket through a thicket of plants, for example, to harvest the fruits within, but you cannot sweep a basket through the rock of a cave wall to harvest gems or gold. You can use a basket to sift through sand or loose sediment (to pan for gold, for example), or to sort small, loose objects very quickly. You could pour a bunch of mixed coins through a basket which only gathers platinum coins, for example, and all the other coins would fall straight through the basket.
Gathering baskets can greatly speed up a harvest, though the labor involved is still fairly high. The bearer must still sweep the basket through each crop plant, and then carry the harvested foods back to some central storage area. However, they require almost no skill to use, and are fairly affordable. Larger farms will often have several baskets for each type of crop they produce, and a basket to get eggs from under the chickens (the chickens really hate having a basket pass through them, though).
Holy Water [edit]
- Cost: 50 gp
- Weight: 1 lbs
Holy Water damages any Undead or Outsider with an evil alignment (i.e. Lawful Evil, Pure Evil, or Chaotic Evil) with positive energy damage. A flask of Holy Water can be thrown as a splash weapon, or poured directly upon an adjacent target.
Throwing a flask of holy water is a Ranged Touch Attack with a range increment of 10 feet, and is resolved as a Splash Weapon. A flask breaks if it successfully strikes the body of a corporeal creature. A direct hit by a thrown flask of Holy Water deals 1d6+2 or more points of positive energy (energy, uncommon) damage to an evil-aligned Undead creature or an evil-aligned Outsider (assuming they were the target of the attack). In addition, each such creature within 5 feet of the point where the flask hits takes splash damage (ie, half damage) as positive energy damage from the splash.
If the attack misses its primary target, it scatters (per the splash weapon rules), and breaks when it hits the ground, instead. Any creatures in the space the flask breaks within, and creatures within all spaces within 5 feet of that target space, take splash damage as positive energy damage, but only if they are an evil-aligned Undead or an evil-aligned Outsider.
You can also pour holy water directly onto an adjacent target. This is the only way to directly target an incorporeal creature, for example. Note that Holy Water bypasses the damage reduction of an evil Undead or Outsider if used in this way. It IS Holy Water, after all.
Directly pouring Holy Water is a Melee Touch Attack that does not provoke attacks of opportunity. Pouring a flask of holy water does not cause splash damage to adjacent squares, but it also cannot scatter on a miss. On a successful hit, the target takes 1d6+2 or more points of positive energy damage, assuming they are an evil-aligned Undead, or an evil-aligned Outsider. If the target is missed by a poured flask of holy water, that creature still takes splash damage of positive energy damage (as long as it is an evil-aligned Undead or an evil-aligned Outsider).
Holy Water as described above is the least potent variety of this item, and can be blessed by almost any faithful worshiper upon consecrated ground. Higher level versions of this item are usually available, for an increasingly large fee. The time of a living saint is precious, after all.
See also Unholy Water.
Higher level versions of Holy Water offer improved damage, but cost more, as described in the [[{{subst:PAGENAME}}]] page. The GM has final say over whether higher level versions are available in your location (or campaign).
- Crafting: Profession (Glass Smith) (DC 17); requires 1 rank in Knowledge (Religion)
Knowledge Crystal (Blank)
- Cost: 1 gp
- Weight: 0.1 lbs
- Craftable? Yes
- Skill: Knowledge (Arcana)
- Check DC: 25
Commonly called 'know-crystals', these magical crystals are extremely useful to scholars, mages, and sages of all sorts. Their power is simple yet profound. If they are placed upon a non-magical written work, be it a book, stack of notes, scroll, stone tablet, etc., and allowed to sit undisturbed for one full minute, the crystal will absorb the writing and retain it within itself.
The original document is not harmed in any way, but the copy is exact. The crystal will not translate any language. Crystals will not absorb any kind of magical messages or writing, and any type of protective spell will be triggered by attempting to copy them. Beyond that restriction, a crystal will hold several thousand books before being exhausted.
If a knowledge crystal is placed upon a blank sheet of paper (or a stone slate, desktop, parchment, or other suitable surface for writing) and left undisturbed for one full minute, it will activate once again, and will cause to appear upon the blank surface any document it contains, upon the command of its owner. A know-crystal must be owned for 24 hours before it is attuned to an owner.
The owner may command the crystal to display as many pages as desired, one at a time, and the writing will magically scamper about on the blank page to become whatever is needed. Most owners of large crystals prepare a list of the contents and place it within the crystal so they can keep track of whatever they have in it.
The price a crystal will command is almost totally dependent upon the knowledge within it. An empty crystal is valued at 1 gold.
Light Box
- Cost: 900 gp
- Weight: 80 lbs
- Craftable? No
- Skill: -
- Check DC: -
This decorative pedestal can be activated with a command word (using a standard action) to provide a directionless, sourceless bright light in a 50-foot radius of itself. The light can be dismissed (turned off) with a swift action. There is no limit to the number of times per day the light box can be activated, though their magic has been known to grow quirky if turned off and on too many times per day.
Lightstone (Abundant)
- Cost: 5,000 gp
- Weight: 25 lbs
- Craftable? No
- Skill: -
- Check DC: -
A lightstone is a piece of quartz that has an illumination dweomer cast upon it. They are by extremely useful, but also relatively simple to create, so they can be purchased almost anywhere. The enchantment is such that if the stone is turned right side up it lights, and if it is turned upside down the light ceases, but versions can be made that are always on, activate by a command word, activate by gesture, and several other variants.
A lightstone does not last forever, and usually must be renewed every few years. As a result, one of the most lucrative trades to get into, if you can find an open contract, is to get a job working as a street lighter for a city or town. Such places often employ teams of creators (individuals with Creator (Feat)) to maintain lightstones affixed to the top of columns scattered throughout the city, providing illumination on all the major streets and avenues to improve safety and reduce crime.
In combat, readying a lightstone from storage (such as a backpack or belt pouch) requires a move action, just like readying a potion. To activate a lightstone in combat once it is ready for use is a swift action.
An abundant lightstone casts bright light in a 160-foot radius, and dim light out to 320 feet.
Lightstone (Average)
- Cost: 10 gp
- Weight: 0.5 lbs
- Craftable? No
- Skill: -
- Check DC: -
A lightstone is a piece of quartz that has an illumination dweomer cast upon it. They are by extremely useful, but also relatively simple to create, so they can be purchased almost anywhere. The enchantment is such that if the stone is turned right side up it lights, and if it is turned upside down the light ceases, but versions can be made that are always on, activate by a command word, activate by gesture, and several other variants.
A lightstone does not last forever, and usually must be renewed every few years. As a result, one of the most lucrative trades to get into, if you can find an open contract, is to get a job working as a street lighter for a city or town. Such places often employ teams of creators (individuals with Creator (Feat)) to maintain lightstones affixed to the top of columns scattered throughout the city, providing illumination on all the major streets and avenues to improve safety and reduce crime.
In combat, readying a lightstone from storage (such as a backpack or belt pouch) requires a move action, just like readying a potion. To activate a lightstone in combat once it is ready for use is a swift action.
An average lightstone casts bright light in a 20-foot radius, and dim light out to 40 feet.
Lightstone (Glorious)
- Cost: 40,000 gp
- Weight: 150 lbs
- Craftable? No
- Skill: -
- Check DC: -
A lightstone is a piece of quartz that has an illumination dweomer cast upon it. They are by extremely useful, but also relatively simple to create, so they can be purchased almost anywhere. The enchantment is such that if the stone is turned right side up it lights, and if it is turned upside down the light ceases, but versions can be made that are always on, activate by a command word, activate by gesture, and several other variants.
A lightstone does not last forever, and usually must be renewed every few years. As a result, one of the most lucrative trades to get into, if you can find an open contract, is to get a job working as a street lighter for a city or town. Such places often employ teams of creators (individuals with Creator (Feat)) to maintain lightstones affixed to the top of columns scattered throughout the city, providing illumination on all the major streets and avenues to improve safety and reduce crime.
In combat, readying a lightstone from storage (such as a backpack or belt pouch) requires a move action, just like readying a potion. To activate a lightstone in combat once it is ready for use is a swift action.
A glorious lightstone casts bright light in a 300-foot radius, and dim light out to 600 feet.
Lightstone (Strong)
- Cost: 80 gp
- Weight: 1 lb
- Craftable? No
- Skill: -
- Check DC: -
A lightstone is a piece of quartz that has an illumination dweomer cast upon it. They are by extremely useful, but also relatively simple to create, so they can be purchased almost anywhere. The enchantment is such that if the stone is turned right side up it lights, and if it is turned upside down the light ceases, but versions can be made that are always on, activate by a command word, activate by gesture, and several other variants.
A lightstone does not last forever, and usually must be renewed every few years. As a result, one of the most lucrative trades to get into, if you can find an open contract, is to get a job working as a street lighter for a city or town. Such places often employ teams of creators (individuals with Creator (Feat)) to maintain lightstones affixed to the top of columns scattered throughout the city, providing illumination on all the major streets and avenues to improve safety and reduce crime.
In combat, readying a lightstone from storage (such as a backpack or belt pouch) requires a move action, just like readying a potion. To activate a lightstone in combat once it is ready for use is a swift action.
A strong lightstone casts bright light in a 40-foot radius, and dim light out to 80 feet.
Lightstone (Superior)
- Cost: 640 gp
- Weight: 5 lbs
- Craftable? No
- Skill: -
- Check DC: -
A lightstone is a piece of quartz that has an illumination dweomer cast upon it. They are by extremely useful, but also relatively simple to create, so they can be purchased almost anywhere. The enchantment is such that if the stone is turned right side up it lights, and if it is turned upside down the light ceases, but versions can be made that are always on, activate by a command word, activate by gesture, and several other variants.
A lightstone does not last forever, and usually must be renewed every few years. As a result, one of the most lucrative trades to get into, if you can find an open contract, is to get a job working as a street lighter for a city or town. Such places often employ teams of creators (individuals with Creator (Feat)) to maintain lightstones affixed to the top of columns scattered throughout the city, providing illumination on all the major streets and avenues to improve safety and reduce crime.
In combat, readying a lightstone from storage (such as a backpack or belt pouch) requires a move action, just like readying a potion. To activate a lightstone in combat once it is ready for use is a swift action.
A superior lightstone casts bright light in a 80-foot radius, and dim light out to 160 feet.
Lightstone (Weak)
- Cost: 5 gp
- Weight: 0.1 lbs
- Craftable? No
- Skill: -
- Check DC: -
A lightstone is a piece of quartz that has an illumination dweomer cast upon it. They are by extremely useful, but also relatively simple to create, so they can be purchased almost anywhere. The enchantment is such that if the stone is turned right side up it lights, and if it is turned upside down the light ceases, but versions can be made that are always on, activate by a command word, activate by gesture, and several other variants.
A lightstone does not last forever, and usually must be renewed every few years. As a result, one of the most lucrative trades to get into, if you can find an open contract, is to get a job working as a street lighter for a city or town. Such places often employ teams of creators (individuals with Creator (Feat)) to maintain lightstones affixed to the top of columns scattered throughout the city, providing illumination on all the major streets and avenues to improve safety and reduce crime.
In combat, readying a lightstone from storage (such as a backpack or belt pouch) requires a move action, just like readying a potion. To activate a lightstone in combat once it is ready for use is a swift action.
A weak lightstone casts bright light in a 10-foot radius, and dim light out to 20 feet.
Manastone, Huge [edit]
- Cost: 10,000 gp
- Weight: 100 lbs
Manastones are small pseudo-crystals that are formed through a magic ritual requiring a circle of magic users. The manastone itself is technically not a physical object at all, despite feeling like a crystal. Instead, it is pure mana that has been coalesced and compressed into a stable form. They are not dangerous (particularly), and won't shatter or explode if dropped, though eating them is strongly discouraged.
Huge manastones can be used to power any large, community scale magic item which uses expendable charges, such as magical defenses around a mansion or castle. They can also be used to power large mystical vehicles, such as Crassis Engines or Alchemical Dirigibles. They are far too large for use with any hand-wielded device, but may be used with various siege weapons of a magical nature. A huge manastone starts with 5 'huge' charges. To use a huge manastone, you must emplace it in a magical Circle, which is usually built into or nearby to the feature the huge manastone is meant to power. Huge manastones can run such large features for a period of time, depending upon the feature. A street-cleaning magic might use one huge charge per decade, while a Thundergonne Siege Weapon might use five charges with every shot.
Placing a huge manastone in a circle requires a full hour of heavy lifting and exacting concentration. Once the hour has passed, the large-scale item gains 5 charges, up to its maximum, and the manastone is expended, crumbling to dust. Any charges over and above the maximum that the item can hold are wasted. You cannot partially discharge a manastone, or otherwise try to split how many charges are recharged; it's all or nothing.
- Crafting: Spellcraft (DC 150); requires that the creator(s) be in the presence of a ley line.
Manastone, Large [edit]
- Cost: 1,000 gp
- Weight: 5 lbs
Manastones are small pseudo-crystals that are formed through a magic ritual requiring a circle of magic users. The manastone itself is technically not a physical object at all, despite feeling like a crystal. Instead, it is pure mana that has been coalesced and compressed into a stable form. They are not dangerous (particularly), and won't shatter or explode if dropped, though eating them is strongly discouraged.
Large manastones can be used to power any two-handed hand-held magic item which uses expendable charges, such as staves (note that magic rods use a special small form of magic charges and are not compatible with large manastones). A large manastone starts with 15 'large' charges. To use a large manastone, you hold it in one hand, with the two-handed item you wish to empower in your other hand, and spend a full hour concentrating on the item. Once the hour has passed, the item gains 15 charges, up to its maximum (staves, for example, cannot contain more than 15 charges at once), and the manastone is expended, crumbling to dust. Any charges over and above the maximum that the item can hold are wasted. You cannot partially discharge a manastone, or otherwise try to split how many charges are recharged; it's all or nothing.
- Crafting: Spellcraft (DC 150); requires that the creator(s) be in the presence of a ley line.
Manastone, Small [edit]
- Cost: 500 gp
- Weight: 1 lbs
Manastones are small pseudo-crystals that are formed through a magic ritual requiring a circle of magic users. The manastone itself is technically not a physical object at all, despite feeling like a crystal. Instead, it is pure mana that has been coalesced and compressed into a stable form. They are not dangerous (particularly), and won't shatter or explode if dropped, though eating them is strongly discouraged.
Small manastones can be used to power any one-handed hand-held magic item which uses expendable charges, such as rods (note that magic staves use a special form of large magic charges and are not compatible with small manastones). A small manastone starts with 50 charges. To use a small manastone, you hold it in the same hand as the item you wish to empower, and spend a full hour concentrating on the item. Once the hour has passed, the item gains 50 charges, up to its maximum (rods, for example, cannot contain more than 50 charges at once), and the manastone is expended, crumbling to dust. Any charges over and above the maximum that the item can hold are wasted. You cannot partially discharge a manastone, or otherwise try to split how many charges are recharged; it's all or nothing.
- Crafting: Spellcraft (DC 150); requires that the creator(s) be in the presence of a ley line.
Moonrod
- Cost: 10 gp
- Weight: 1 lb
- Craftable? Yes
- Skill: Profession (Blacksmith), Profession (Alchemist)
- Check DC: 15, 30
This 1-foot-long, silver-tipped tin rod glows dimly when struck as a standard action. It sheds dim light in a 30-foot radius. However, the light given off by a moonrod is particularly easily to perceive for creatures with low-light vision. For such creatures, a moonrod increases the light level by one step (dark becomes dim, dim becomes bright) within a 60-foot radius. It glows for 6 hours, after which the silver tip is burned out and worthless.
Music Box
- Cost: 4,000 gp
- Weight: 150 lbs
- Craftable? No
- Skill: -
- Check DC: -
A modest-sized mahogany box, approximately 2 feet per side, with deep carvings and bas relief of abstract, swooping shapes and symbols. When opened, the box emits an endless stream of beautiful music at a comfortable volume. The music can be halted simply by closing the lid of the box. The magic of such boxes usually wears off after around 10 years or so, and as they approach the end of their magic, the music becomes progressively more disturbing.
Palliative Headboard
- Cost: 1,225 gp
- Weight: 35 lbs
- Craftable? No
- Skill: -
- Check DC: -
When you sleep in a bed with this headboard, you recover one hit point per 2 hours spent resting in the bed, in addition to any normal recovery you receive for sleeping.
Picture Book
- Cost: 1,500 gp
- Weight: 2 lbs
- Craftable? No
- Skill: -
- Check DC: -
This book, when opened, always has a new, different picture of something interesting. Landscapes, buildings, people, animals, creatures, there's an unlimited number of these images.
Portable Fire, 150° F
- Cost: 30 gp
- Weight: 1 lb
- Craftable? No
- Skill: -
- Check DC: -
Portable fires are very popular lay magic items, even among modest households. A portable fire is a swath of sturdy cloth which has been treated with elemental fire. The pieces of cloth are hot on one side, and cool on the other. Most of them have a border sewn onto them as well, in order to ease handling. By regulating the amount and intensity of the fire embedded in the cloth, the temperature of the cloth may be finely controlled.
The temperature range available range from cloth which is barely warm (often used in clothing) to cloth which is blindingly white hot (used by smiths for smelting and forging steel and dweomermetals). Unfortunately, the hotter the portable fire is, the less stable it becomes.
The coolest sorts radiate their gentle warmth no matter how roughly they are handled, and can thus be used in blankets and clothing. The warmer, household types (150 to 250 degrees) must be kept still (such as wrapped around a pot) or moved only slowly (carrying the pot to the table). The hottest household fires (450 degrees) must be kept still or they will quench. Fires used in light craftwork ( 800 to 2000 degrees) are so finicky they must be used on a solid stable surface, such as a stone table or a sand bed. The very hottest sorts used by smiths and alchemists (5000 degrees and up) are so delicate that they must be used inside specially constructed enclosures, as nearly any vibration, or even a stray breeze, will cause them to quench instantly.
If a portable fire is disturbed excessively the elemental fire flickers and "quenches", or stops producing heat. The temperature of the portable fire immediately falls to the surrounding temperature, but objects already heated cool normally.
All portable fires may also be quenched by folding them up, so that their hot surfaces are turned in upon one another. Once quenched, to activate a portable fire is very simple: you unfold it. After being unfolded it takes anywhere from several seconds ( for a 150 degree fire) to several minutes for very hot fires) to begin working again.
Portable fires only emit their heat in one direction, and the backside of the cloth remains room temperature. They are completely fireproof, but provide no protection to their wearer if worn.
A 150° F portable fire is most typically used to warm up food, or as a hot compress. If the Environmental Effects rules are being used, it grants immunity to cold weather effects to a single square. This can be used under a bed, for example, and one or more creatures can squeeze to get into the space.
Portable Fire, 2000° F
- Cost: 100 gp
- Weight: 1 lb
- Craftable? No
- Skill: -
- Check DC: -
Portable fires are very popular lay magic items, even among modest households. A portable fire is a swath of sturdy cloth which has been treated with elemental fire. The pieces of cloth are hot on one side, and cool on the other. Most of them have a border sewn onto them as well, in order to ease handling. By regulating the amount and intensity of the fire embedded in the cloth, the temperature of the cloth may be finely controlled.
The temperature range available range from cloth which is barely warm (often used in clothing) to cloth which is blindingly white hot (used by smiths for smelting and forging steel and dweomermetals). Unfortunately, the hotter the portable fire is, the less stable it becomes.
The coolest sorts radiate their gentle warmth no matter how roughly they are handled, and can thus be used in blankets and clothing. The warmer, household types (150 to 250 degrees) must be kept still (such as wrapped around a pot) or moved only slowly (carrying the pot to the table). The hottest household fires (450 degrees) must be kept still or they will quench. Fires used in light craftwork ( 800 to 2000 degrees) are so finicky they must be used on a solid stable surface, such as a stone table or a sand bed. The very hottest sorts used by smiths and alchemists (5000 degrees and up) are so delicate that they must be used inside specially constructed enclosures, as nearly any vibration, or even a stray breeze, will cause them to quench instantly.
If a portable fire is disturbed excessively the elemental fire flickers and "quenches", or stops producing heat. The temperature of the portable fire immediately falls to the surrounding temperature, but objects already heated cool normally.
All portable fires may also be quenched by folding them up, so that their hot surfaces are turned in upon one another. Once quenched, to activate a portable fire is very simple: you unfold it. After being unfolded it takes anywhere from several seconds ( for a 150 degree fire) to several minutes for very hot fires) to begin working again.
Portable fires only emit their heat in one direction, and the backside of the cloth remains room temperature. They are completely fireproof, but provide no protection to their wearer if worn.
A 2,000° F portable fire is most typically used for firing pottery, smelting, and quenching metals. If the Environmental Effects rules are being used, it grants immunity to cold weather effects to a single square, and all squares within twenty-five feet (an 11x11 square space).
Portable Fire, 250° F
- Cost: 20 gp
- Weight: 1 lb
- Craftable? No
- Skill: -
- Check DC: -
Portable fires are very popular lay magic items, even among modest households. A portable fire is a swath of sturdy cloth which has been treated with elemental fire. The pieces of cloth are hot on one side, and cool on the other. Most of them have a border sewn onto them as well, in order to ease handling. By regulating the amount and intensity of the fire embedded in the cloth, the temperature of the cloth may be finely controlled.
The temperature range available range from cloth which is barely warm (often used in clothing) to cloth which is blindingly white hot (used by smiths for smelting and forging steel and dweomermetals). Unfortunately, the hotter the portable fire is, the less stable it becomes.
The coolest sorts radiate their gentle warmth no matter how roughly they are handled, and can thus be used in blankets and clothing. The warmer, household types (150 to 250 degrees) must be kept still (such as wrapped around a pot) or moved only slowly (carrying the pot to the table). The hottest household fires (450 degrees) must be kept still or they will quench. Fires used in light craftwork ( 800 to 2000 degrees) are so finicky they must be used on a solid stable surface, such as a stone table or a sand bed. The very hottest sorts used by smiths and alchemists (5000 degrees and up) are so delicate that they must be used inside specially constructed enclosures, as nearly any vibration, or even a stray breeze, will cause them to quench instantly.
If a portable fire is disturbed excessively the elemental fire flickers and "quenches", or stops producing heat. The temperature of the portable fire immediately falls to the surrounding temperature, but objects already heated cool normally.
All portable fires may also be quenched by folding them up, so that their hot surfaces are turned in upon one another. Once quenched, to activate a portable fire is very simple: you unfold it. After being unfolded it takes anywhere from several seconds ( for a 150 degree fire) to several minutes for very hot fires) to begin working again.
Portable fires only emit their heat in one direction, and the backside of the cloth remains room temperature. They are completely fireproof, but provide no protection to their wearer if worn.
A 250° F portable fire is most typically used for cooking food and boiling water. If the Environmental Effects rules are being used, it grants immunity to cold weather effects to a single square, and all adjacent squares.
Portable Fire, 450° F
- Cost: 40 gp
- Weight: 1 lb
- Craftable? No
- Skill: -
- Check DC: -
Portable fires are very popular lay magic items, even among modest households. A portable fire is a swath of sturdy cloth which has been treated with elemental fire. The pieces of cloth are hot on one side, and cool on the other. Most of them have a border sewn onto them as well, in order to ease handling. By regulating the amount and intensity of the fire embedded in the cloth, the temperature of the cloth may be finely controlled.
The temperature range available range from cloth which is barely warm (often used in clothing) to cloth which is blindingly white hot (used by smiths for smelting and forging steel and dweomermetals). Unfortunately, the hotter the portable fire is, the less stable it becomes.
The coolest sorts radiate their gentle warmth no matter how roughly they are handled, and can thus be used in blankets and clothing. The warmer, household types (150 to 250 degrees) must be kept still (such as wrapped around a pot) or moved only slowly (carrying the pot to the table). The hottest household fires (450 degrees) must be kept still or they will quench. Fires used in light craftwork ( 800 to 2000 degrees) are so finicky they must be used on a solid stable surface, such as a stone table or a sand bed. The very hottest sorts used by smiths and alchemists (5000 degrees and up) are so delicate that they must be used inside specially constructed enclosures, as nearly any vibration, or even a stray breeze, will cause them to quench instantly.
If a portable fire is disturbed excessively the elemental fire flickers and "quenches", or stops producing heat. The temperature of the portable fire immediately falls to the surrounding temperature, but objects already heated cool normally.
All portable fires may also be quenched by folding them up, so that their hot surfaces are turned in upon one another. Once quenched, to activate a portable fire is very simple: you unfold it. After being unfolded it takes anywhere from several seconds ( for a 150 degree fire) to several minutes for very hot fires) to begin working again.
Portable fires only emit their heat in one direction, and the backside of the cloth remains room temperature. They are completely fireproof, but provide no protection to their wearer if worn.
A 450° F portable fire is most typically used for baking and braising foods. If the Environmental Effects rules are being used, it grants immunity to cold weather effects to a single square, and all squares within ten feet.
Portable Fire, 5000° F
- Cost: 300 gp
- Weight: 1 lb
- Craftable? No
- Skill: -
- Check DC: -
Portable fires are very popular lay magic items, even among modest households. A portable fire is a swath of sturdy cloth which has been treated with elemental fire. The pieces of cloth are hot on one side, and cool on the other. Most of them have a border sewn onto them as well, in order to ease handling. By regulating the amount and intensity of the fire embedded in the cloth, the temperature of the cloth may be finely controlled.
The temperature range available range from cloth which is barely warm (often used in clothing) to cloth which is blindingly white hot (used by smiths for smelting and forging steel and dweomermetals). Unfortunately, the hotter the portable fire is, the less stable it becomes.
The coolest sorts radiate their gentle warmth no matter how roughly they are handled, and can thus be used in blankets and clothing. The warmer, household types (150 to 250 degrees) must be kept still (such as wrapped around a pot) or moved only slowly (carrying the pot to the table). The hottest household fires (450 degrees) must be kept still or they will quench. Fires used in light craftwork ( 800 to 2000 degrees) are so finicky they must be used on a solid stable surface, such as a stone table or a sand bed. The very hottest sorts used by smiths and alchemists (5000 degrees and up) are so delicate that they must be used inside specially constructed enclosures, as nearly any vibration, or even a stray breeze, will cause them to quench instantly.
If a portable fire is disturbed excessively the elemental fire flickers and "quenches", or stops producing heat. The temperature of the portable fire immediately falls to the surrounding temperature, but objects already heated cool normally.
All portable fires may also be quenched by folding them up, so that their hot surfaces are turned in upon one another. Once quenched, to activate a portable fire is very simple: you unfold it. After being unfolded it takes anywhere from several seconds ( for a 150 degree fire) to several minutes for very hot fires) to begin working again.
Portable fires only emit their heat in one direction, and the backside of the cloth remains room temperature. They are completely fireproof, but provide no protection to their wearer if worn.
A 5,000° F portable fire is most typically used to forge iron, baking lime, and glassmaking.
Portable Fire, 80° F
- Cost: 50 gp
- Weight: 1 lb
- Craftable? No
- Skill: -
- Check DC: -
Portable fires are very popular lay magic items, even among modest households. A portable fire is a swath of sturdy cloth which has been treated with elemental fire. The pieces of cloth are hot on one side, and cool on the other. Most of them have a border sewn onto them as well, in order to ease handling. By regulating the amount and intensity of the fire embedded in the cloth, the temperature of the cloth may be finely controlled.
The temperature range available range from cloth which is barely warm (often used in clothing) to cloth which is blindingly white hot (used by smiths for smelting and forging steel and dweomermetals). Unfortunately, the hotter the portable fire is, the less stable it becomes.
The coolest sorts radiate their gentle warmth no matter how roughly they are handled, and can thus be used in blankets and clothing. The warmer, household types (150 to 250 degrees) must be kept still (such as wrapped around a pot) or moved only slowly (carrying the pot to the table). The hottest household fires (450 degrees) must be kept still or they will quench. Fires used in light craftwork ( 800 to 2000 degrees) are so finicky they must be used on a solid stable surface, such as a stone table or a sand bed. The very hottest sorts used by smiths and alchemists (5000 degrees and up) are so delicate that they must be used inside specially constructed enclosures, as nearly any vibration, or even a stray breeze, will cause them to quench instantly.
If a portable fire is disturbed excessively the elemental fire flickers and "quenches", or stops producing heat. The temperature of the portable fire immediately falls to the surrounding temperature, but objects already heated cool normally.
All portable fires may also be quenched by folding them up, so that their hot surfaces are turned in upon one another. Once quenched, to activate a portable fire is very simple: you unfold it. After being unfolded it takes anywhere from several seconds ( for a 150 degree fire) to several minutes for very hot fires) to begin working again.
Portable fires only emit their heat in one direction, and the backside of the cloth remains room temperature. They are completely fireproof, but provide no protection to their wearer if worn.
An 80° F portable fire is most typically used in cold-weather clothing and blankets, to keep the wearer warm. If the Environmental Effects rules are being used, it grants immunity to cold weather effects to a single person when worn.
Portable Fire, 800° F
- Cost: 80 gp
- Weight: 1 lb
- Craftable? No
- Skill: -
- Check DC: -
Portable fires are very popular lay magic items, even among modest households. A portable fire is a swath of sturdy cloth which has been treated with elemental fire. The pieces of cloth are hot on one side, and cool on the other. Most of them have a border sewn onto them as well, in order to ease handling. By regulating the amount and intensity of the fire embedded in the cloth, the temperature of the cloth may be finely controlled.
The temperature range available range from cloth which is barely warm (often used in clothing) to cloth which is blindingly white hot (used by smiths for smelting and forging steel and dweomermetals). Unfortunately, the hotter the portable fire is, the less stable it becomes.
The coolest sorts radiate their gentle warmth no matter how roughly they are handled, and can thus be used in blankets and clothing. The warmer, household types (150 to 250 degrees) must be kept still (such as wrapped around a pot) or moved only slowly (carrying the pot to the table). The hottest household fires (450 degrees) must be kept still or they will quench. Fires used in light craftwork ( 800 to 2000 degrees) are so finicky they must be used on a solid stable surface, such as a stone table or a sand bed. The very hottest sorts used by smiths and alchemists (5000 degrees and up) are so delicate that they must be used inside specially constructed enclosures, as nearly any vibration, or even a stray breeze, will cause them to quench instantly.
If a portable fire is disturbed excessively the elemental fire flickers and "quenches", or stops producing heat. The temperature of the portable fire immediately falls to the surrounding temperature, but objects already heated cool normally.
All portable fires may also be quenched by folding them up, so that their hot surfaces are turned in upon one another. Once quenched, to activate a portable fire is very simple: you unfold it. After being unfolded it takes anywhere from several seconds ( for a 150 degree fire) to several minutes for very hot fires) to begin working again.
Portable fires only emit their heat in one direction, and the backside of the cloth remains room temperature. They are completely fireproof, but provide no protection to their wearer if worn.
An 800° F portable fire is most typically used for drying silk, setting dyes, and curing leather. If the Environmental Effects rules are being used, it grants immunity to cold weather effects to a single square, and all squares within fifteen feet (a 7x7 square space).
Portable Fire, 8000° F
- Cost: 500 gp
- Weight: 1 lb
- Craftable? No
- Skill: -
- Check DC: -
Portable fires are very popular lay magic items, even among modest households. A portable fire is a swath of sturdy cloth which has been treated with elemental fire. The pieces of cloth are hot on one side, and cool on the other. Most of them have a border sewn onto them as well, in order to ease handling. By regulating the amount and intensity of the fire embedded in the cloth, the temperature of the cloth may be finely controlled.
The temperature range available range from cloth which is barely warm (often used in clothing) to cloth which is blindingly white hot (used by smiths for smelting and forging steel and dweomermetals). Unfortunately, the hotter the portable fire is, the less stable it becomes.
The coolest sorts radiate their gentle warmth no matter how roughly they are handled, and can thus be used in blankets and clothing. The warmer, household types (150 to 250 degrees) must be kept still (such as wrapped around a pot) or moved only slowly (carrying the pot to the table). The hottest household fires (450 degrees) must be kept still or they will quench. Fires used in light craftwork ( 800 to 2000 degrees) are so finicky they must be used on a solid stable surface, such as a stone table or a sand bed. The very hottest sorts used by smiths and alchemists (5000 degrees and up) are so delicate that they must be used inside specially constructed enclosures, as nearly any vibration, or even a stray breeze, will cause them to quench instantly.
If a portable fire is disturbed excessively the elemental fire flickers and "quenches", or stops producing heat. The temperature of the portable fire immediately falls to the surrounding temperature, but objects already heated cool normally.
All portable fires may also be quenched by folding them up, so that their hot surfaces are turned in upon one another. Once quenched, to activate a portable fire is very simple: you unfold it. After being unfolded it takes anywhere from several seconds ( for a 150 degree fire) to several minutes for very hot fires) to begin working again.
Portable fires only emit their heat in one direction, and the backside of the cloth remains room temperature. They are completely fireproof, but provide no protection to their wearer if worn.
An 8,000° F portable fire is most typically used for alchemical experiments and magical forges.
Pot, Folding
- Cost: 10 gp
- Weight: 1 lb
- Craftable? Yes
- Skill: Profession (Leathersmith), Profession (Alchemist)
- Check DC: 25, 25
A folding pot is a cooking pot made of specially-treated leather, which can be rolled up and carried in a backpack, but is still sturdy enough to hang over a camp fire when preparing food. The folding pot is impervious to fire, but allows heat to pass through it just like a metal pot. It is lightweight, easy to clean, and easy to stow into your pack when you need to break camp for a new day. They also make great gifts.
Pouch, War Spirit
- Cost: 50 gp
- Weight: 0.5 lbs
- Craftable? Yes
- Skill: Profession (Leathersmith), Knowledge (Arcana)
- Check DC: 20, 35
This tiny bundle of sacred herbs and bones supposedly attracts the attention of helpful battle-spirits. By crushing the pouch as a standard action, the bearer gains 1d4+1 temporary hit points. These temporary hit points go away after 10 minutes, or after they are removed through damage. Temporary hit points do not stack; instead only the largest available amount is used. Once used, the spirit pouch is destroyed.
Rope, Spider Silk [edit]
- Cost: 100 gp
- Weight: 2 lbs
This 50-foot length of rope is woven of strands of silk from monstrous spiders that has been elaborately woven, and treated with an alchemical solvent to eliminate any stickiness on its surface. It is lightweight, and considerably stronger than the traditional hempen rope, or even (normal) silk rope. A spider silk rope can hold up to 1,200 pounds of weight suspended from it, and can reduce the DC of Movement checks to climb, or Might checks to maintain a grip on steep or vertical surfaces.
Spider's silk rope can only be sundered by a slashing weapon or a weapon with the sunder weapon quality. The DC to escape spider silk rope bonds is equal to 20 + the CR (challenge rating) of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. Spider silk rope has a sunder DC of 19, and 2 points of durability.
This item is considered lay magic. Lay magic is a lesser form of magic item that is fairly common in a highly magical setting. Generally speaking, lay magic items may not be purchased at character creation, and they may be completely unavailable in low fantasy or magic-scarce campaign settings. Consult your GM.
- Crafting: Profession (Weaver) (DC 37); requires Creator (Feat)
Salve of Slipperiness
- Cost: 1,000 gp
- Weight: 0.1 lbs
- Craftable? Yes
- Skill: Creator (Feat), Grease (Sorcerer/Wizard Spell)
- Check DC: Varies (see individual item writeups).
This substance provides a +2 Competence Bonus on all Escape Artist checks made to escape from a grapple. The salve also grants a +1 Competence Bonus to the wearer's 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. When applied to a character, that character automatically fails all climb checks.
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.
This is a consumable item — once it is used, it is expended and cannot be used again.
Serenity Quilt
- Cost: 500 gp
- Weight: 3.5 lbs
- Craftable? No
- Skill: -
- Check DC: -
A cuddly blanket that soothes you to sleep. Renders the user immune to cold-based environmental damage, but can only be used while prone and not moving. Provides no protection from normal damage, such as that from monsters, traps, or other hazards.
Sovereign Glue
- Cost: 2,300 gp
- Weight: 0.5 lbs
- Craftable? Yes
- Skill: Creator (Feat), Make Whole
- Check DC: Varies (see various item writeups).
This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of Salve of Slipperiness, and each time any of the bonding agent is poured from the flask, a new application of the Salve of Slipperiness must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container. A flask of sovereign glue, when found, holds anywhere from 1 to 7 ounces of the stuff (1d8-1, minimum 1), with the other ounce of the flask's capacity taken up by the Salve of Slipperiness. One ounce of this 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.
This is a consumable item — once it is used, it is expended and cannot be used again.
Spice Box
- Cost: 125 gp
- Weight: 1 lb
- Craftable? No
- Skill: -
- Check DC: -
A brass cylinder with numerous tiny holes on one of its flat sides. When shaken, holes-down, over food, it greatly improves the taste. What's that? No! No, good sir (or ma'am)! A spice box is no mere salt shaker! It enhances the flavor of any food, whether savory or sweet, spicy or tart, bringing forward the most delicious elements of its origins. It can turn even the most pallid and bland of thin, watery gruels into a delightful, tongue-cavorting, life-changing, thin, watery gruel. Hmm? Well, of course it can't do anything about the food's texture. But you won't care. Trust me.
Caution should be taken not to use the spice box on foods which are poisonous, as they will become delicious and irresistible. And that would be dangerous and wrong.
Sunrod
- Cost: 2 gp
- Weight: 1 lb
- Craftable? Yes
- Skill: Profession (Blacksmith), Profession (Alchemist)
- Check DC: 15, 25
This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light, dim light becomes bright light). A sunrod does not increase the light level in bright light, nor can it increase the light level in magical darkness or true darkness. It glows for 6 hours, after which the gold tip is burned out and worthless.
Torch, Everburning
- Cost: 110 gp
- Weight: 1 lbs
- Craftable? No
- Skill: -
- Check DC: -
This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon.
Unholy Water [edit]
- Cost: 50 gp
- Weight: 1 lbs
Unholy water damages any Undead or Outsider with a good alignment (i.e. Lawful Good, Pure Good, or Chaotic Good) with negative energy damage. A flask of unholy water can be thrown as a splash weapon, or poured directly upon an adjacent target.
Throwing a flask of unholy water is a Ranged Touch Attack with a range increment of 10 feet, and is resolved as a Splash Weapon. A flask breaks if it successfully strikes the body of a corporeal creature. A direct hit by a thrown flask of unholy water deals 1d6+2 points (or more) of negative energy (energy, uncommon) damage to a good-aligned Undead creature or a good-aligned Outsider (assuming they were the target of the attack). In addition, each such creature within 5 feet of the point where the flask hits takes splash damage (ie, half damage) as negative energy damage from the splash.
If the attack misses its primary target, it scatters (per the splash weapon rules), and breaks when it hits the ground, instead. Any creatures in the space the flask breaks within, and creatures within all spaces within 5 feet of that target space, take splash weapon damage (half damage) as negative energy damage, but only if they are a good-aligned Undead or a good-aligned Outsider.
You can also pour unholy water directly onto an adjacent target. This is the only way to directly target an incorporeal creature, for example. Note that if poured upon an incorporeal Undead or Outsider, Unholy Water bypasses the damage reduction of the creature.
Pouring Unholy Water this way is a Melee Touch Attack that does not provoke attacks of opportunity. Pouring a flask of unholy water does not cause splash damage to adjacent squares, but it also cannot scatter on a miss. On a successful hit, the target takes 1d6+2 points (or more) of negative energy damage, assuming they are a good-aligned Undead, or a good-aligned Outsider. If the target is missed by a poured flask of unholy water, that creature still takes splash weapon damage (ie, half) as negative energy damage (as long as it is a good-aligned Undead or a good-aligned Outsider).
Temples to evil-aligned deities sell unholy water at a slight profit. They would charge more, but there just aren't that many good-aligned undead creatures. See also Holy Water.
Higher level versions of Unholy Water offer improved damage, but cost more, as described in the [[{{subst:PAGENAME}}]] page. The GM has final say over whether higher level versions are available in your location (or campaign).
- Crafting: Profession (Glass Smith) (DC 17); requires 1 rank in Knowledge (Religion)
Universal Solvent
- Cost: 100 gp
- Weight: 0.5 lbs
- Craftable? Yes
- Skill: Creator (Feat)
- Check DC: Varies (see various item writeups).
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.
This is a consumable item — once it is used, it is expended and cannot be used again.
Wardrobe of Cleanliness
- Cost: 3,000 gp
- Weight: 350 lbs
- Craftable? No
- Skill: -
- Check DC: -
Place dirty clothes inside, close chest. After one minute, open chest and all clothes are clean, repaired to a new state, perfumed, and neatly folded. Other versions allow you to stand inside them, which cleans both you and your clothes.
Watch, Alchemical
- Cost: 250 gp
- Weight: 1 lbs
- Craftable? Yes
- Skill: Profession (Blacksmith), Profession (Alchemist)
- Check DC: 50, 65
A small, metal pocket watch, comprised of tiny gears, several somewhat volatile chemicals, and something slimy and possibly alive. It allows the bearer to determine the time of day, even when indoors or underground. It takes a very serious mind to care what time it is when you're in the middle of a room full of mummies, but for a mere 250 gold, you can win the respect of all your peers by doing just that.
Water Stone
- Cost: 15 gp
- Weight: 0.1 lbs
- Craftable? No
- Skill: -
- Check DC: -
Water stones are very simple but extremely handy magic rocks. If a water stone is kept wet, it continually oozes a fine seepage of fresh clear water. A water stone will produce between three quarts and ten quarts of water per day, enough to keep the average man alive and healthy. If water stones are stored or used close together, they stop working, so people who own more than one have to be careful with them. In general, if more than four water stones occupy a single 5 foot square for more than a few days, they all stop working and have to be replaced.
These stones are made in droves for use by the military, which issues them to troops in the field. They are typically carried in a canteen, and as long as there is any water in the canteen the stone will continually make more. Many troopers take the stones out of their canteens and keep them in their mouths instead, which means that they get all the water they need, don't have to keep drinking all the time, and don't have to carry the weight of a continually full canteen all day.
Water stones are readily available to civilians as well.