Items: D (Part 2 of 4)

60 items, from Demon Mask to Dog.

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Part: 1 2 3 4

Demon Mask · Demon Mask · Demon Mask · Dependent · Deployable Cover · Deployable Cover · Depth Charge · Depth Charge I · Depth Charge Ii · Depth Charge Iii · Depth Charge Iv · Depth Charge V · Depth Charge Vi · Depth Charge Vii · Depth Gauge · Desktop Clock Timepiece · Desolation Locket · Detect Anathema Fulu · detecting · Detective's Kit · Detector Stone · Deteriorating Dust · Deteriorating Dust · Detonating Gears Snare · Devil's Bargain · Devil's Luck · Devil's Trident · Dezullon Fountain · Diadem of Intellect · Dikhounae Blight · Diluted Hype · Dimension Shot · Dimensional Knot · Dinosaur · Dinosaur Boots · Dinosaur Boots · Diplomat's Badge · Diplomat's Charcuterie · Discord Fulu · Disguise Kit · Disguise Kit · Disintegration Bolt · Dispelling Sliver · Dispersing Bullet · Disrupting · Disrupting · Disrupting Oil · Disrupting Oil · Diviner's Nose Chain · Diving Suit · Djezet · Djezet Alloy Ingot · Djezet Armor · Djezet Dose · Djezet Mass · Djezet Shield · Djezet Weapon · Dobem Diamond · Doctrine of Blissful Eternity · Dog

Demon Mask

Item 4

enchantment magical 

Price 85 gp

Usage worn mask

Category Worn Item

This terrifying mask resembles the visage of a leering demon and grants a +1 item bonus to Intimidation checks. Once per day, you can use the following activity.

Terrify [>>] (manipulate); Effect The mask casts a fear spell with a DC of 20. You choose the target.

Beginner Box, page 54.

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Demon Mask

Item 4+

enchantment invested magical 

Usage worn mask; Bulk L

Category Worn Item

This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to Intimidation checks.

Activate [>>] Interact; Frequency once per day; Effect The mask casts a fear spell with a DC of 20.

Type demon mask; Level 4; Price 85 gp

Type greater demon mask; Level 10; Price 900 gp

The mask grants a +2 item bonus. It casts 3rd-level fear with a DC of 29.

Core Rulebook, page 609.

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Demon Mask

Item 4

enchantment invested magical 

Price 85 gp

Usage worn mask; Bulk L

Category Worn Item

This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to Intimidation checks.

Activate [>>] Interact; Frequency once per day; Effect The mask casts a fear spell with a DC of 20.
Main Item: Demon Mask

Core Rulebook, page 609.

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Dependent

Item 9

rare cursed magical transmutation 

Usage curses gear used for skills or a weapon

Category Curse

The dependent curse makes an item function properly only under certain circumstances. Whenever you use the item to perform a skill check or use the weapon in combat, your degree of success is one worse than the result you rolled unless those specific conditions are met. The most common types of dependent curses are nocturnal or diurnal—functioning normally only at night or only during the day, respectively—but more restrictive curses do exist, such as a curse that restricts the item's use to underground or a curse that allows the item to function effectively only during autumn.

Gamemastery Guide, page 93.

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Deployable Cover

Item 1+

uncommon 

Usage held in 2 hands; Bulk 1

Category Held

This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a batonlike shape, and clamped shut. You can rapidly deploy it on the ground with an Interact action to create cover. Deployable cover is large enough to Take Cover behind, allowing you (and others) to gain standard cover when you use the Take Cover action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute.

Type deployable cover; Level 1; Price 15 gp

Type ballistic cover; Level 2; Price 35 gp

Specially crafted to protect against bullet fire, a ballistic cover also works against other physical projectiles, such as arrows, bolts, and thrown weapons. While a creature has cover from Taking Cover behind a ballistic cover, it gains resistance 2 to piercing damage from ranged weapons and ranged unarmed attacks.

Guns & Gears, page 64.

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Deployable Cover

Item 1

uncommon 

Price 15 gp

Usage held in 2 hands; Bulk 1

Category Held

This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a batonlike shape, and clamped shut. You can rapidly deploy it on the ground with an Interact action to create cover. Deployable cover is large enough to Take Cover behind, allowing you (and others) to gain standard cover when you use the Take Cover action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute.

Main Item: Deployable Cover

Guns & Gears, page 64.

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Depth Charge

Item 5+

consumable evocation magical 

Ammunition any

Category Consumable

Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water.

Type depth charge I; Level 5; Price 25 gp

This ammunition deals 3d6 bludgeoning damage with a DC of 20.

Type depth charge II; Level 7; Price 55 gp

This ammunition deals 5d6 bludgeoning damage with a DC of 24.

Type depth charge III; Level 10; Price 165 gp

This ammunition deals 7d6 bludgeoning damage with a DC of 28.

Type depth charge IV; Level 12; Price 330 gp

This ammunition deals 9d6 bludgeoning damage with a DC of 30.

Type depth charge V; Level 14; Price 660 gp

This ammunition deals 11d6 bludgeoning damage with a DC of 32.

Type depth charge VI; Level 16; Price 1,500 gp

This ammunition deals 13d6 bludgeoning damage with a DC of 36.

Type depth charge VII; Level 18; Price 3,200 gp

This ammunition deals 15d6 bludgeoning damage with a DC of 39.

Treasure Vault, page 81.

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Depth Charge I

Item 5

consumable evocation magical 

Price 25 gp

Ammunition any

Category Consumable

Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water.

This ammunition deals 3d6 bludgeoning damage with a DC of 20.

Main Item: Depth Charge

Treasure Vault, page 81.

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Depth Charge Ii

Item 7

consumable evocation magical 

Price 55 gp

Ammunition any

Category Consumable

Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water.

This ammunition deals 5d6 bludgeoning damage with a DC of 24.

Main Item: Depth Charge

Treasure Vault, page 81.

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Depth Charge Iii

Item 10

consumable evocation magical 

Price 165 gp

Ammunition any

Category Consumable

Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water.

This ammunition deals 7d6 bludgeoning damage with a DC of 28.

Main Item: Depth Charge

Treasure Vault, page 81.

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Depth Charge Iv

Item 12

consumable evocation magical 

Price 330 gp

Ammunition any

Category Consumable

Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water.

This ammunition deals 9d6 bludgeoning damage with a DC of 30.

Main Item: Depth Charge

Treasure Vault, page 81.

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Depth Charge V

Item 14

consumable evocation magical 

Price 660 gp

Ammunition any

Category Consumable

Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water.

This ammunition deals 11d6 bludgeoning damage with a DC of 32.

Main Item: Depth Charge

Treasure Vault, page 81.

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Depth Charge Vi

Item 16

consumable evocation magical 

Price 1,500 gp

Ammunition any

Category Consumable

Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water.

This ammunition deals 13d6 bludgeoning damage with a DC of 36.

Main Item: Depth Charge

Treasure Vault, page 81.

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Depth Charge Vii

Item 18

consumable evocation magical 

Price 3,200 gp

Ammunition any

Category Consumable

Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water.

This ammunition deals 15d6 bludgeoning damage with a DC of 39.

Main Item: Depth Charge

Treasure Vault, page 81.

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Depth Gauge

Item

uncommon 

Price 1 gp

Bulk L

Hands 2

Category Adventuring Gear

This simple tool consists of a small iron weight attached to a thin rope that is marked at regular intervals (typically every foot). It can be used to measure the depth of a hole or body of water by dropping the weight down into unknown depths and counting the markings on the rope. It can also be used as a plumb bob.

LOPSG, page 114.

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Desktop Clock Timepiece

Item 1

uncommon clockwork 

Price 10 gp

Bulk 3

Category Adventuring Gear

Clockwork timepieces come in a variety of sizes and aesthetic styles, but they're all designed to display the accurate time of day down to the second.

Clockwork timepieces have a 24-hour activation cycle, after which they must wound in a process that takes 1 minute to complete.

Desktop clocks have been designed to be small enough to only take up a quarter of a typical writing desk's surface area, but they're still too bulky and heavy to be lugged around casually.

Main Item: Timepiece

Guns & Gears, page 89.

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Desolation Locket

Item 8+

enchantment magical spellheart 

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24.

Activate Cast a Spell; Effect You cast haunting hymn .
Activate Cast a Spell; Frequency once per day; Effect You cast agonizing despair .

Type greater desolation locket; Level 13; Price 2,800 gp

The item bonus when affixed to armor is +3, and the spell DC is 30.

Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level agonizing despair.
Activate Cast a Spell; Frequency once per day; Effect You cast crushing despair.

Type major desolation locket; Level 19; Price 34,000 gp

The item bonus when affixed to armor is +4; when you critically fail a saving throw against an emotion effect, you get a failure instead; and the spell DC is 41.

Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level crushing despair.
Activate Cast a Spell; Frequency once per day; Effect You cast canticle of everlasting grief .

Treasure Vault, page 125.

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Detect Anathema Fulu

Item 8

uncommon abjuration consumable fulu magical talisman 

Price 100 gp

Usage affixed to armor

Category Consumable

Given to undisciplined acolytes at risk of breaking their vows, this fulu activates on its own if its wearer begins to perform an act anathema to a specific deity or cause, decided at the time of crafting. The fulu heats up when activated, giving you enough warning to correct your actions; if you proceed, the fulu immolates in a burst of flame. This deals 4d6 fire damage and brands your skin until you receive an appropriate atone ritual. Either way, activating the fulu consumes it.

Secrets of Magic, page 159.

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detecting

Item 10

uncommon divination invested magical 

Price 1,000 gp

Usage held in 1 hand; Bulk –

Activate [>] Interact

Category Held

An exploration lens is a magical glass lens designed for a bull's-eye lantern. When light from the lantern passes through the lens, it alters the light to make it easier to perform a common exploration activity with the lantern. You can find more information about exploration activities related to these lenses on page 496 of the Core Rulebook. Alternatively, an exploration lens can be installed in a wayfinder like an aeon stone. In this case, light (such as that from a lantern, torch, or light spell) must still pass through the lens and you must hold the wayfinder in your hand for it to function.

There are several different types of exploration lens, each granting benefits with a different type of exploration activity.

Each type of lens is distinguishable from all the other types by holding it up to a bright light.

When held up to light, this lens sparkles as though infused with glitter. While Detecting Magic in exploration mode, when the lantern's light falls upon something you detect as magical, it pulsates faintly. This makes it easier to triangulate the magic, since you can use the cone of the bull's-eye lantern instead of the circular pulse of detect magic. You also gain a +2 item bonus to checks to Identify Magic within the light.

Main Item: Exploration Lens

Strength of Thousands #3: Hurricane’s Howl, page 76.

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Detective's Kit

Item 3

Price 25 gp

Bulk 1

Hands 2

Category Adventuring Gear

This leather satchel contains empty vials, a pair of tweezers, a supply of small linen cloths, a set of brass calipers and a knotted string for measuring distances, several pieces of chalk, a pen, and a blank notebook for keeping notes. Every component of a detective's kit is of exceeding quality, and thus a detective's kit adds a +1 item bonus to checks to investigate a crime scene, a clue, or similar details.

Advanced Player’s Guide, page 248.

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Detector Stone

Item 7

uncommon divination invested magical 

Access Kaetiarn have access to this item.

Price 360 gp

Usage worn; Bulk —

Category Worn Item

During their journeys across the Staemorn, the Kaetiarn found several smoky, gemstone-like objects that knights refer to as detector stones. Some of the knights' Falutairnn allies believe the stones are aeon stones corrupted by the same energies that corrupted the Staemorn, though they don't display the characteristic orbiting behavior of aeon stones when invested. Despite the controversy, many knights use the stones for their ability to detect the presence of undead.

While you have a detector stone invested, it glows faintly when an undead creature is within 30 feet of you, unless the undead is hidden or disguised with a Deception or Stealth result of 20 or higher. An invested stone may be carried in a pocket, but some knights set them in necklaces, bracelets, or weapon hilts.

Activate [>] envision; Frequency once per minute; Effect You channel your life-force into the stone, empowering it temporarily. The stone can detect undead within 60 feet of you, rather than 30 feet, until the end of your turn. Undead hiding or disguising themselves must make an additional Deception or Stealth check to remain disguised or hidden from the activation, and the DC of the check is 23 rather than 20.
Activate [>>] envision, Interact; Frequency once per hour; Effect You focus on the stone as it glows, and your eyes glow with the same tainted light. You detect the auras of evil undead in a 30-foot radius around you and learn each aura's location and strength. This has the effects of a 2nd-level detect alignment spell but only detects evil undead.

LOKL, page 90.

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Deteriorating Dust

Item 4+

uncommon consumable evocation magical 

Access follower of Vroustiam

Usage held in 1 hand

Category Consumable

Contained in a specially enchanted small leather or hide sack, deteriorating dust is a potent caustic agent and a prized item among Vroustiam's more discreet followers.

Activate [>>] Interact; Effect You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object immediately begins to rust, melt, or otherwise fall apart.

For the listed time, the object takes constant damage; if the object has a Hardness, then the dust gradually reduces the object's Hardness instead. If the deteriorating dust is still active after the object's Hardness is reduced to 0, it deals damage to the object as previously described. If the object survives, reduced Hardness returns after the dust's duration expires, but any damage remains.

Type deteriorating dust; Level 4; Price 15 gp

The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days.

Type extended deteriorating dust; Level 6; Price 45 gp

The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 1 week.

Type caustic deteriorating dust; Level 9; Price 105 gp

The affected object takes 1 damage per hour (24 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days.

LOGM, page 122.

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Deteriorating Dust

Item 4

uncommon consumable evocation magical 

Access follower of Vroustiam

Price 15 gp

Usage held in 1 hand

Category Consumable

Contained in a specially enchanted small leather or hide sack, deteriorating dust is a potent caustic agent and a prized item among Vroustiam's more discreet followers.

Activate [>>] Interact; Effect You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object immediately begins to rust, melt, or otherwise fall apart.

The affected object takes 1 damage per 3 hours (8 damage per day); if the object has a Hardness, then the dust gradually reduces the object's Hardness instead by 1 per hour. The effect lasts for 3 days. If the deteriorating dust is still active after the object's Hardness is reduced to 0, it deals damage to the object as previously described. If the object survives, reduced Hardness returns after the dust's duration expires, but any damage remains.

Main Item: Deteriorating Dust

LOGM, page 122.

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Detonating Gears Snare

Snare 3

auditory clockwork consumable mechanical snare trap 

Price 12 gp

Category Snare

This snare uses clockwork stressed almost to the breaking point, which activates with a powerful explosion that deals 3d8 piercing damage to the first creature entering the snare's square. The creature must attempt a DC 19 Reflex saving throw.

Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and 3 persistent bleed damage.Critical Failure The creature takes double damage and 6 persistent bleed damage.

Guns & Gears, page 79.

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Devil's Bargain

Item 6

uncommon divination evil invested magical 

Price 250 gp

Usage worn armor; Bulk L

Category Armor

Those favored by Khaezaithus can be found wearing this +1 studded leather, which is lacquered in red and black.

Activate [R] envision (fortune); Frequency once per day; Trigger You critically fail an attack roll, check, or saving throw; Effect You offer a prayer to Khaezaithus, who accepts under a reciprocal condition. Reroll the triggering roll with a +2 circumstance bonus and use the higher result.

If this reroll improves your degree of success, the GM can later reroll one Strike against you, one saving throw against your abilities, or one secret check or saving throw you make. This is a fortune effect if used on a Strike or save against you, or a misfortune effect if used on your secret check or saving throw. The GM must use this reroll before the end of the last day you activated the armor.

Treasure Vault, page 15.

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Devil's Luck

Item 3

rare contract enchantment fortune invested magical 

Devil imp; Decipher Writing Arcana, Occultism, Society

Category Contract

You've bargained with an imp, one of the least powerful devils, for a fragment of infernal luck.

Benefit Once per day, you can roll a saving throw twice and use the higher result.

Payment At the termination of your mortal life, your soul must serve the imp for 100 years.

Hidden Condition The "termination of mortal life" clause is carefully worded to hasten your demise. You can't use the benefit against a death effect, and if you roll a failure on a saving throw against a death effect, you get a critical failure instead.

Termination Clause If you critically fail a saving throw against a death effect and do not die, the contract becomes unenforceable on its terms and is voided.

Abomination Vaults #2: Hands of the Devil, page 74.

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Devil's Trident

Item 9

unique enchantment magical 

Price 100 gp

Usage held in 1 hand; Bulk 1

Category Weapon

This +1 striking returning trident is made of an ancient black metal that glistens unnaturally and is cold to the touch. The prongs of this trident drip with metallic lake water. Strikes with the Devil's Trident trigger the weaknesses of any creature with a weakness to water.

Activate [R] command; Trigger You critically hit a creature; Effect The target must succeed at a DC 25 Fortitude save or become infected with sewer haze
Activate [>>] envision, Interact; Frequency once per hour; Effect The trident casts 3rd-level quench with a DC of 25 and a counteract modifier of +15. You can Sustain the Spell as normal.
Activate [>>>] envision, Interact; Frequency once per day; Effect You call upon the corrupted power of the trident to stay a foe. Attempt a Strike. On a hit, the trident casts 3rd-level paralyze on the target (DC 25). If the Strike was a critical hit, the target is stunned 1 even if it critically succeeds at the save.

LOMM, page 47.

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Dezullon Fountain

Item 11

acid conjuration magical plant 

Price 1,300 gp

Usage held in 2 hands; Bulk 1

Category Held

A dezullon fountain is a distinct type of +2 striking air repeaterG&G made from the still-living pitcher of a dezullon, dealing acid damage instead of the gun's normal piercing damage.

Activate [>] command; Frequency once per day; Effect The next creature you successfully Strike with this weapon is exposed to amnesia venom.Amnesia Venom (mental, poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 flat-footed (1 round); Stage 2 flat-footed and clumsy 1 (1 round); Stage 3 confused, flat-footed, and clumsy 2 (1 round)

Craft Requirements The initial raw materials must include a pitcher from a dezullon (Bestiary 94) or similar creature.

Treasure Vault, page 36.

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Diadem of Intellect

Item 17

apex divination invested magical 

Price 15,000 gp

Usage worn circlet; Bulk L

Category Apex

An elegant, colorful gem cut into a complex geometric pattern is slotted into a narrow metal band that fits around your brow. You gain a +3 item bonus to checks to Recall Knowledge, regardless of the skill. When you invest the diadem, you either increase your Intelligence score by 2 or increase it to 18, whichever would give you a higher score. This gives you additional trained skills and languages, as normal for increasing your Intelligence score. You must select skills and languages the first time you invest the item, and whenever you invest the same diadem of intellect, you get the same skills and languages you chose the first time.

Activate [>] envision; Frequency once per hour; Effect You gain the effects of hypercognition.

Core Rulebook, page 603.

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Dikhounae Blight

Item 12

rare alchemical consumable contact poison virulent 

Price 350 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact

Category Poison

This oily, dark purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim's blood flow to their extremities and turn their lungs into a soft jelly. A victim of dikhounae blight is recognizable by the pores of their fingertips weeping an inky oil that coats their hands and makes it difficult to hold things. Each round, at the beginning of their turn, a creature affected by dikhounae blight must succeed at a flat DC 5 check or drop one random item they're holding.

Saving Throw DC 32 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 6d6 poison damage (1 round); Stage 2 8d6 poison damage (1 round); Stage 3 10d6 poison damage and confused (1 round)

AoE3, page 78.

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Diluted Hype

Item 5

uncommon alchemical consumable drug ingested poison 

Price 20 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

A synthetic adrenaline supplement that increases awareness and reaction time. Diluted hype has been mixed with saltwater to allow for cheaper mass production.

Saving Throw DC 21 Fortitude; Maximum Duration 1 minute; Stage 1 quickened and can use the additional action to Step (1 round); Stage 2 stupefied 1 (1 round); Stage 3 drained 1 and stupefied 1 (1 round)

LOL, page 81.

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Dimension Shot

Item 12

conjuration consumable magical 

Price 360 gp

Ammunition any

Activate [>>] command, envision

Category Consumable

Dimension shot is deep blue black, but motes of light play upon it like stars in the night sky. The activated ammunition allows you to teleport to a location near where the ammunition hits.

If you hit a creature, you can teleport to an unoccupied space adjacent to that creature. If you fire at a square, you can teleport to a space that contains that square or an unoccupied space adjacent to it. The teleportation fails if no unoccupied space is available to you.

Treasure Vault, page 81.

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Dimensional Knot

Item 7

catalyst consumable magical 

Price 60 gp

Usage held in 1 hand; Bulk L

Category Consumable

Baimoraimouites originally crafted this complex knot of vibrant string for bracelets meant to tie the destinies of two people together. Now, however, spellcasters of all religions use them to enhance their capacity with teleportation magic. Adding this catalyst to a 4th-level dimension door spell allows you to bring a single willing adjacent creature along with you; however, the teleportation is somewhat disorienting for them, causing them to become stunned 1.

Secrets of Magic, page 168.

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Dinosaur

Item 0

Price 10 gp +

Category Pet

No entries found.

LOTG, page 103.

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Dinosaur Boots

Item 10+

uncommon invested magical transmutation 

Usage worn; Bulk 1

Category Worn Item

The tough, scaled leather of these heavy boots comes from a mighty dinosaur, granting you the steadiness of a lumbering beast. Any time an action or effect would cause you to make a forced movement, roll a DC 17 flat check. On a success, the forced movement fails to affect you.

Activate [>] command (magical, morph, transmutation); Frequency once per day; Effect You grow, gaining the effects of enlarge for 1 minute. During that time, you gain dinosaur features; your legs and feet transform into a dinosaur's.

You gain a foot unarmed attack that has the same statistics as your fist unarmed attack, except its damage die is increased from 1d4 to 1d6. Once during the duration, you can use the Trample 3-action activity (Bestiary 344) to Trample creatures one size smaller than you or smaller. This deals an amount of damage to each creature equal to that of your foot unarmed attack (including any extra weapon damage dice, bonuses, or additional damage as normal), with a DC 27 basic Reflex save. You can Dismiss the activation.

Type dinosaur boots; Level 10; Price 950 gp

Type greater dinosaur boots; Level 16; Price 9,500 gp

The activation makes you grow to size Huge, if you choose, with the effects of 4th-level enlarge. Either way, the damage die of your foot unarmed attack increases from 1d4 to 1d8, and you can use Trample as many times as you want during the activation.

LOTGB, page 42.

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Dinosaur Boots

Item 10

uncommon invested magical transmutation 

Price 950 gp

Usage worn; Bulk 1

Category Worn Item

The tough, scaled leather of these heavy boots comes from a mighty dinosaur, granting you the steadiness of a lumbering beast. Any time an action or effect would cause you to make a forced movement, roll a DC 17 flat check. On a success, the forced movement fails to affect you.

Activate [>] command (magical, morph, transmutation); Frequency once per day; Effect You grow, gaining the effects of enlarge for 1 minute. During that time, you gain dinosaur features; your legs and feet transform into a dinosaur's.

You gain a foot unarmed attack that has the same statistics as your fist unarmed attack, except its damage die is increased from 1d4 to 1d6. Once during the duration, you can use the Trample 3-action activity (Bestiary 344) to Trample creatures one size smaller than you or smaller. This deals an amount of damage to each creature equal to that of your foot unarmed attack (including any extra weapon damage dice, bonuses, or additional damage as normal), with a DC 27 basic Reflex save. You can Dismiss the activation.

Main Item: Dinosaur Boots

LOTGB, page 42.

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Diplomat's Badge

Item 5

enchantment invested magical 

Price 125 gp

Usage worn; Bulk —

Category Worn Item

When displayed prominently, this brass badge makes creatures find you more agreeable. You gain a +1 item bonus to Diplomacy checks.

Activate [>] Recall Knowledge; Frequency once per day; Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge's bonus increases to +2 for Diplomacy checks with creatures of that group for the rest of the day.

Core Rulebook, page 609.

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Diplomat's Charcuterie

Item 3

alchemical consumable processed 

Price 9 gp

Usage held in 2 hands; Bulk L

Activate 10 minutes Interact

Category Consumable

A common sight at political gatherings, a diplomat's charcuterie has fine meats, cheeses, nuts, fruits, and other finger foods mixed with reagents to engender friendly feelings between those consuming them. Contents of the plate vary by chef and the intended palates, from the hearty sausages and hard cheese of charcuterie from the Robreind to the hot-pepper cheese curds and smoked almonds of Fifalavadn platters. After Activating the charcuterie by eating it, you gain a +1 item bonus to Diplomacy checks to Make an Impression and Perception checks to Sense Motive. These bonuses last 24 hours or until you make your next daily preparations, whichever comes first.

Treasure Vault, page 47.

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Discord Fulu

Item 5

consumable enchantment fulu magical misfortune 

Price 22 gp

Usage affixed to a creature; Bulk —

Duration 1 hour

Category Consumable

Incorporating green in its writing, a discord fulu is a popular but unethical tool often deployed on romantic rivals to foil their advances. While the fulu is affixed to it, a creature treats its attitude toward other creatures as one step worse than it is. The creature also takes a –1 status penalty to Diplomacy checks. The first failure the creature rolls on a Diplomacy check becomes a critical failure instead, and the fulu turns to ash, ending its effect.

Treasure Vault, page 77.

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Disguise Kit

Item

Price 2 gp

Bulk L

Hands 2

Category Adventuring Gear

This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it.

Type Base; Price 2 gp

Type Elite; Level 3; Price 40 gp

An elite disguise kit adds a +1 item bonus to relevant checks.

Core Rulebook, page 288.

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Disguise Kit

Item

Price 2 gp

Bulk L

Hands 2

Category Adventuring Gear

This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it.

Main Item: Disguise Kit

Core Rulebook, page 288.

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Disintegration Bolt

Item 15

uncommon consumable evocation magical 

Price 1,300 gp

Ammunition bolt

Activate [>] Interact

Category Ammunition

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

Craft Requirements Supply one casting of disintegrate.

Core Rulebook, page 559.

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Dispelling Sliver

Item 17

abjuration consumable magical talisman 

Price 2,400 gp

Usage affixed to a weapon; Bulk —

Activate [F] envision; Trigger Your Strike damages a target; Requirements You're a master with the affixed weapon.

Category Talisman

Made from a treated sliver of cold iron, this talisman allows you to counteract magical effects. When you activate the dispelling sliver, it attempts to counteract a single spell active on the target, with the effects of an 8th-level dispel magic spell (counteract modifier +29).

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

Core Rulebook, page 566.

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Dispersing Bullet

Item 6

ammunition consumable evocation magical 

Price 50 gp

Ammunition sling bullet

Activate [>] Interact

Category Ammunition

The metals used to forge this lead shot were taken from a variety of continents and barely stay together. When an activated dispersing bullet hits a target, the bullet scatters into a sphere of metal shards as the metals try to return to their places of origin. All creatures in a 10-foot emanation around the target of the attack (and not including the target) must succeed at a DC 21 Fortitude save or be pushed 10 feet from the target (15 feet on a critical failure).

Secrets of Magic, page 173.

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Disrupting

Rune 5+

magical necromancy 

Usage etched onto a melee weapon

Category Rune

A disrupting weapon pulses with positive energy, dealing an extra 1d6 positive damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn.

Type disrupting; Level 5; Price 150 gp

Type greater disrupting; Level 14 (uncommon); Price 4,300 gp

Increase the extra damage to 2d6. On a critical hit, instead of being enfeebled 1, the undead creature must attempt a DC 34 Fortitude save with the following effects. This is an incapacitation effect.

Critical Success It's enfeebled 1 until the end of your next turn.Success It's enfeebled 2 until the end of your next turn.Failure It's enfeebled 3 until the end of your next turn.Critical Failure It's destroyed.

Core Rulebook, page 584.

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Disrupting

Rune 5

magical necromancy 

Price 150 gp

Usage etched onto a melee weapon

Category Rune

A disrupting weapon pulses with positive energy, dealing an extra 1d6 positive damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn.

Main Item: Disrupting

Core Rulebook, page 584.

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Disrupting Oil

Item 3+

uncommon consumable magical necromancy oil 

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

A pearlescent fluid, disrupting oil applied to a weapon grants the benefits of a disrupting rune for 1 minute.

Type disrupting oil; Level 3; Price 10 gp

Type greater disrupting oil; Level 11; Price 250 gp

The oil acts as a greater disrupting rune with a save DC of 30.

Treasure Vault, page 86.

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Disrupting Oil

Item 3

uncommon consumable magical necromancy oil 

Price 10 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

A pearlescent fluid, disrupting oil applied to a weapon grants the benefits of a disrupting rune for 1 minute.

Main Item: Disrupting Oil

Treasure Vault, page 86.

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Diviner's Nose Chain

Item 9

uncommon divination magical 

Price 650 gp

Usage worn; Bulk –

Category Worn Item

The diviner's nose chain is worn by attaching piercings to the ear and nose, creating a connection between the senses of hearing and smell. The diviner's nose chain grants you scent out to 30 feet as an imprecise sense, and a +1 item bonus to checks to Seek or Sense Motive.

LOPSG, page 78.

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Diving Suit

Item 3

Price 100 gp

Usage worn clothing; Bulk 1

Category Worn Item

Diving suits are bulky, waterproofed leather outfits with copper helmets, worn by divers and underwater salvagers.

The suit grants a +1 item bonus to Swim checks made underwater, and the helmet features tubes for connecting bottled air. When connected to a diving suit, bottled air doesn't need to be held and can be used to breathe as a free action. If you wear armor over a diving suit, you become clumsy 1 until you remove the diving suit.

LOTGB, page 19.

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Djezet

Material 0+

rare precious 

Category Material

This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name "quickiron" in some places.

Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it "tiger iron." When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses (page 98).

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

Type djezet mass; Price 600 gp; Bulk L

Type djezet alloy ingot; Price 6,000 gp; Bulk 1

Type standard-grade djezet alloy object; Level 8; Price 400 gp per Bulk

Type high-grade djezet alloy object; Level 16; Price 7,000 gp per Bulk

LOTGB, page 97.

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Djezet Alloy Ingot

Material 0+

rare precious 

Price 6,000 gp

Bulk 1

Category Material

This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name "quickiron" in some places.

Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it "tiger iron." When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses (page 98).

Djezet Alloy Items
Hardness
HP
BT
Thin Items
Standard-grade
5
20
10
High-grade
8
32
16
Items
Standard-grade
9
36
18
High-grade
12
48
24
Structures
Standard-grade
18
72
36
High-grade
24
96
48
Main Item: Djezet

LOTGB, page 97.

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Djezet Armor

Item 12+

rare 

Usage worn armor; Bulk varies by armor

Category Material

Armor made of djezet alloy is easy to enchant. Transferring runes onto djezet armor from other armor waives the usual 1/10 cost to etch the rune. This benefit has no effect on the cost of the rune itself or on the cost to transfer a rune off djezet armor onto a non-djezet armor. High-grade djezet armor can be etched with an additional property rune (to a maximum of four instead of three for +3 armor).

Type standard-grade djezet armor; Level 12; Price 1,800 gp + 180 gp per Bulk; Craft Requirements The initial raw materials must include at least 225 gp of djezet + 22.5 gp per Bulk.

Type high-grade djezet armor; Level 19; Price 35,000 gp + 3,500 gp per Bulk; Craft Requirements The initial raw materials must include at least 17,500 gp of djezet + 1,750 gp per Bulk.

LOTGB, page 98.

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Djezet Dose

Item 13

rare consumable magical 

Price 600 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Some mages carry vials of djezet for its magic-enhancing properties. When you drink a djezet dose, if your next action is to Cast a Spell, you can apply the effects of the Reach Spell (Core Rulebook 122) or Widen Spell (Core Rulebook 134) metamagic feats.

Craft Requirements At least 300 gp of djezet.

LOTGB, page 98.

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Djezet Mass

Material 0+

rare precious 

Price 600 gp

Bulk L

Category Material

This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name "quickiron" in some places.

Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it "tiger iron." When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses (page 98).

Djezet Alloy Items
Hardness
HP
BT
Thin Items
Standard-grade
5
20
10
High-grade
8
32
16
Items
Standard-grade
9
36
18
High-grade
12
48
24
Structures
Standard-grade
18
72
36
High-grade
24
96
48
Main Item: Djezet

LOTGB, page 97.

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Djezet Shield

Item 9+

rare 

Usage varies by shield

Category Material

The burnished red faces of djezet-alloy shields attract effects made of pure magic. While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger.

When taking energy damage from a spell, the shield's listed Hardness doubles.

Type standard-grade djezet buckler; Level 9; Price 600 gp; Bulk L; Craft Requirements djezet worth at least 75 gp The shield has Hardness 3, HP 12, and BT 6.

Type standard-grade djezet shield; Level 9; Price 660 gp; Bulk 1; Craft Requirements djezet worth at least 82.5 gp The shield has Hardness 5, HP 20, and BT 10.

Type high-grade djezet buckler; Level 16; Price 8,000 gp; Bulk L; Craft Requirements djezet worth at least 4,000 gp The shield has Hardness 6, HP 24, and BT 12.

Type high-grade djezet shield; Level 16; Price 8,800 gp; Bulk 1; Craft Requirements djezet worth at least 4,400 gp The shield has Hardness 8, HP 32, and BT 16.

LOTGB, page 98.

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Djezet Weapon

Item 12+

rare 

Usage varies by weapon; Bulk varies by weapon

Category Material

The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target to lose one prepared spell or one spontaneous spell slot unless the target succeeds at a Will save (DC 30 for standard-grade or DC 40 for high-grade). The spell is randomly selected from among the caster's highest three spell levels (and then from among the spells prepared in that level, for a prepared spellcaster).

Type standard-grade djezet weapon; Level 12; Price 1,800 gp + 180 gp per Bulk; Craft Requirements at least 225 gp of djezet + 22.5 gp per Bulk.

Type high-grade djezet weapon; Level 18; Price 22,000 gp; Craft Requirements at least 11,000 gp of djezet + 1,100 gp per Bulk.

LOTGB, page 98.

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Dobem Diamond

Item 22

unique artifact divine evocation 

Usage held in 1 hand; Bulk 1

Category Artifact

The hilt of this +3 major striking axiomatic spell-storing longsword is simple and elegant. The blade itself is made of throneglass—a clear, jewellike crafting material with a razor-sharp edge, capable of absorbing psychic magic and redirecting it at the wielder's enemies.

Whenever the Dobem Diamond is in an area of dim or brighter light, it glows faintly, as if reflecting the light of a setting sun.

While wielding the Dobem Diamond, you gain a +2 item bonus on saving throws against mental effects. You can never harm yourself with the Dobem Diamond, even if confused.

If you ever travel farther than 100 miles from the Isle of Dobem while in possession of the Dobem Diamond, the sword becomes impossibly heavy; you are encumbered as long as you carry the sword and remain outside of this area. If you relinquish the Dobem Diamond while away from Dobem, the sword gradually makes its way back to the isle over the course of a year.

Activate [>] Interact; Frequency once per day; Effect You attempt a melee Strike with the Dobem Diamond against a creature within reach. On a hit, you deal damage as normal and the target's mind is inflicted with a powerful disruptive energy.

When the creature attempts to Cast a Spell, it must attempt a DC 44 Will save; on a failure, the spell fails and both the spell and the actions spent to cast it are lost. This effect lasts for up to 1 minute.

Activate [F] envision; Frequency once per round; Trigger You damage an aberration with the Dobem; Effect You deal an additional 2d8 force damage to the struck creature.
Activate [>>] command, Interact; Frequency once per day; Effect You hold the Dobem Diamond aloft and proclaim your might in a booming voice. You cast overwhelming presence (DC 42)

Destruction A deity who ascended to divinity via the Test of the Falelil can damage and destroy the Dobem Diamond as if it were not an artifact.

Extinction Curse #6: The Apocalypse Prophet, page 68.

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Doctrine of Blissful Eternity

Item 7

uncommon grimoire magical necromancy 

Price 340 gp

Bulk L

Category Grimoire

The bones of small animals decorate the cover of this tome, creating a pattern that resembles a gross perversion of Grobreil's holy symbol.

Activate [R] command; Frequency once per day; Trigger An undead minion you summoned or created using a spell prepared from this grimoire takes damage that would bring it to 0 Hit Points; Effect You call out and demand the undead to remain, reaching out with tendrils of negative energy that preserves your minion so it might continue to serve you. Expend a spell slot in which you've prepared a harm spell to restore 1d8 Hit Points to your undead minion per level of the expended spell slot, before applying the damage. If this prevents the minion from being reduced to 0 Hit Points, it isn't destroyed.

LOIL, page 178.

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Dog

Item 0

Price 2 sp +

Category Pet

No entries found.

LOTG, page 103.

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