Items: D (Part 1 of 4)

60 items, from Dabiagur's Cloak to Demon Armor.

#ABCDEFGHIJKLMNOPQRSTUVWXYZ

Part: 1 2 3 4

Dabiagur's Cloak · Dabiagur's Cloak · Dagger · Dagger Of Eternal Sleep · Dagger of Venom · Dagger Pistol · Daibiamias's Elixir · Daikrekri's Fork · Daikyu · Damored's Feather · Dancer's Spear · Dancing · Dancing Lamentation · Dancing Scarf · Dancing Scarf · Dandpatta · Daredevil Boots · Daredevil Boots · Darkvision Elixir · Darkvision Scope · Darkvision Scope · Darkwood · Darkwood Armor · Darkwood Branch · Darkwood Lumber · Darkwood Shield · Darkwood Weapon · Dart · Dart Shield · Dart Umbrella · Dawnlight · Dawnlight · Day Goggles · Daylight Vapor · Dazing Coil · Dazzling Rosary · Dazzling Rosary · Deadweight Mutagen · Deadweight Snare · Deafening Music Box · Death Coil · Death Knell Powder · Death Knell Powder · Deathcap Powder · Deathless · Deathless Light · Decanter of Endless Water · Deck Of Illusions · Deck Of Many Things · Deck Of Mischief · Deepdread Claw · Defiled Costa · Deflecting Branch · Degenerating · Deishound's Soup · Delve Scale · Demilich Eye Gem · Demolishing · Demolition Fulu · Demon Armor

Dabiagur's Cloak

Item 12+

invested primal transmutation 

Usage worn cloak; Bulk 1

Category Worn Item

This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear's ferocity. If you have the Rage action, while raging you grow jaws that deal 1d10 piercing damage and claws that deal 1d6 slashing damage and have the agile trait.

This transformation is a morph effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +1 weapon potency rune and a striking rune with these attacks (gaining a +1 item bonus to attack rolls and increasing the weapon damage dice by one).

If you have an animal instinct and the bestial rage instinct ability, instead of gaining these unarmed attacks, your unarmed attacks from the bestial rage instinct ability gain the benefits of a +2 weapon potency rune and a greater striking rune (granting a +2 item bonus to attack rolls and increasing the weapon damage dice by two).

Type dabiagur's cloak; Level 12; Price 2,000 gp

Type greater dabiagur's cloak; Level 19; Price 40,000 gp

You gain the benefits of a +2 weapon potency rune and a greater striking rune, or a +3 weapon potency rune and a major striking rune if you have an animal instinct and the bestial rage instinct ability.

Craft Requirements You are a barbarian with the animal instinct.

Core Rulebook, page 606.

Open in the interactive list

Dabiagur's Cloak

Item 12

invested primal transmutation 

Price 2,000 gp

Usage worn cloak; Bulk 1

Category Worn Item

This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear's ferocity. If you have the Rage action, while raging you grow jaws that deal 1d10 piercing damage and claws that deal 1d6 slashing damage and have the agile trait.

This transformation is a morph effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +1 weapon potency rune and a striking rune with these attacks (gaining a +1 item bonus to attack rolls and increasing the weapon damage dice by one).

If you have an animal instinct and the bestial rage instinct ability, instead of gaining these unarmed attacks, your unarmed attacks from the bestial rage instinct ability gain the benefits of a +2 weapon potency rune and a greater striking rune (granting a +2 item bonus to attack rolls and increasing the weapon damage dice by two).

Craft Requirements You are a barbarian with the animal instinct.

Main Item: Dabiagur's Cloak

Core Rulebook, page 606.

Open in the interactive list

Dagger

Item

agile finesse thrown 10 ft. versatile s 

Price 2 sp

Bulk L

Damage 1d4 piercing

Hands 1

Category Simple Melee Weapon; Group Knife

This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.

Core Rulebook, page 280.

Open in the interactive list

Dagger Of Eternal Sleep

Item 5

uncommon consumable magical necromancy 

Access follower of Rushoux

Price 25 gp

Usage held in 1 hand; Bulk L

Category Consumable

This tiny serrated dagger looks like a miniature sawtooth sabre. Until activated, it is too small and ornamental to function as a weapon, which might allow it to be passed off as a weapon-shaped decoration.

Activate [>] Interact; Effect You transform the dagger of eternal sleep into a +1 grievous striking dagger and Strike an unconscious target with the dagger. If you are not in an encounter or otherwise threatened and you roll a hit with your Strike, you get a critical hit instead. The damage from the Strike and the bleed from the critical specialization effect do not awaken the target, though the target becomes temporarily immune to this effect until the next time it wakes up, meaning further daggers of eternal sleep awaken it as normal. The dagger disintegrates immediately after use.

LOGM, page 121.

Open in the interactive list

Dagger of Venom

Item 5

magical necromancy poison 

Price 150 gp

Usage held in 1 hand; Bulk L

Category Weapon

The serrated blade of this +1 striking dagger has a greenish tinge, and the hilt is sculpted to look like the head of a serpent about to strike. When you critically succeed at an attack roll with the dagger of venom, the target becomes sickened 1 unless it succeeds at a DC 19 Fortitude save. This is a poison effect. In addition, you can activate the dagger to poison a creature with a more potent poison.

Activate [F] Interact; Frequency once per day; Effect You poison the creature you hit with dagger venom.

Dagger Venom (poison) Saving Throw DC 21 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison damage and enfeebled 1.

Core Rulebook, page 600.

Open in the interactive list

Dagger Pistol

Item

uncommon combination 

Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth

Price 8 gp

Bulk L

Ranged

Traits concussive, fatal d8

Damage 1d4 piercing

Ammunition round; Range 30 ft.; Reload 1

Group Firearm

Melee

Traits agile, critical fusion, finesse, thrown 10 ft., versatile p

Damage 1d4 piercing

Group Knife

Hands 1

Category Martial Ranged Weapon

This weapon, favored by rangers and other wilderness wanderers, takes the form of a stoutly built pistol with a dagger blade attached beneath the barrel and extending out past the muzzle.

Guns & Gears, page 158.

Open in the interactive list

Daibiamias's Elixir

Item 1+

uncommon alchemical consumable elixir 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery.

You gain an item bonus to Perception checks and Perception DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves.

Type lesser; Level 1; Price 4 gp

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

Type moderate; Level 6; Price 50 gp

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

Type greater; Level 11; Price 300 gp

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

AV1, page 78.

Open in the interactive list

Daikrekri's Fork

Item

uncommon agile backstabber deadly d6 finesse halfling thrown 20 ft. 

Price 1 gp

Bulk L

Damage 1d4 piercing

Hands 1

Category Martial Melee Weapon; Group Spear

This halfling weapon looks like a long, two-pronged fork and is used as both a weapon and a cooking implement.

Core Rulebook, page 281.

Open in the interactive list

Daikyu

Item

uncommon propulsive 

Price 8 gp

Bulk 2

Damage 1d8 piercing

Ammunition Arrow; Range 80 ft.; Reload 0

Hands 1+

Category Advanced Ranged Weapon; Group Bow

This asymmetrical bow, made of laminated bamboo, wood, and leather, stands 6 feet or more in height. Using a daikyu while mounted limits its firing range to your left side.

Advanced Player’s Guide, page 248.

Open in the interactive list

Damored's Feather

Item 10+

healing magical necromancy positive spellheart 

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

A damored's feather is a shimmering red and gold feather, seeming almost metallic, although delicate and flexible to the touch.

Though most aren't made from true damored feathers, as the reclusive outsiders avoid visitors from the Material Plane, their connection to positive energy lent the spellhearts their name.

Activate Cast a Spell; Effect You cast stabilize.
Activate Cast a Spell; Frequency once per day; Effect You cast vital beacon.

Type greater damored's feather; Level 14; Price 4,100 gp

The item bonus when affixed to armor is +3.

Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level vital beacon.
Activate Cast a Spell; Frequency once per day; Effect You cast healing well .

Type major damored's feather; Level 16; Price 9,400 gp

The item bonus when affixed to armor is +4, and the rune when affixed to a weapon is greater disrupting.

Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level healing well.
Activate Cast a Spell; Frequency once per day; Effect You cast field of life.

Treasure Vault, page 126.

Open in the interactive list

Dancer's Spear

Item

backswing finesse reach sweep versatile B 

Price 3 gp

Bulk 1

Damage 1d6 piercing

Hands 2

Category Martial Melee Weapon; Group Spear

Traditionally a favored weapon in Laikrath for settling disputes between military leaders, the dancer's spear has seen a recent resurgence in popularity in the neighboring kingdom of Graeloumorouk, largely due to its effectiveness at striking down attacking skeletons and other undead from a relatively safe distance. A dancer's spear has a 7-foot-long wooden haft capped with a triangular metal blade at one end, counterbalanced on the other end with a reinforced metal sleeve that, in a pinch, can be used as an effective striking surface.

Treasure Vault, page 25.

Open in the interactive list

Dancing

Rune 13

uncommon evocation magical 

Price 2,700 gp

Usage etched onto a melee weapon

Category Rune

A dancing weapon flies autonomously and strikes your foes.

Activate [>>] command, Interact; Effect You Release the weapon and it dances through the air, fighting on its own against the last enemy you attacked, or the nearest enemy to it if your target has been defeated. At the end of your turn each round, the weapon can Fly up to its fly Speed of 40 feet, and then can either Fly again or Strike one creature within its reach.

The weapon has a space of 5 feet, but it doesn't block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can't move through an enemy's space. The weapon can't use reactions, and its Fly actions don't trigger reactions.

While it's activated, a dancing weapon makes Strikes with an attack modifier of +24 plus its item bonus to attack rolls. It uses the weapon's normal damage but has a +0 Strength modifier.

The weapon's abilities that automatically trigger on a hit or critical hit still function, but the weapon can't be activated or benefit from any of your abilities while dancing.

Each round, when the weapon is finished using its actions, attempt a DC 6 flat check. On a failure, the activation ends and the weapon falls to the ground. You can't activate the item again for 10 minutes.

Core Rulebook, page 583.

Open in the interactive list

Dancing Lamentation

Item 11

alchemical consumable injury poison 

Price 240 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

This toxin erratically stimulates the limbs, forcing unexpected shifts in momentum. The result resembles a gangly, lurching dance. At the start of each turn, the victim takes one or more Steps in a random direction if able. This movement is forced and doesn't count against the victim's actions for the round.

Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison damage and 1 Step of forced movement (1 round); Stage 2 6d6 poison damage, clumsy 1, and 1 Step of forced movement (1 round); Stage 3 8d6 poison damage, clumsy 2, 2 Steps of forced movement (1 round)

Treasure Vault, page 68.

Open in the interactive list

Dancing Scarf

Item 3+

illusion invested magical visual 

Usage worn belt; Bulk —

Category Worn Item

This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to Performance checks to dance.

Activate [>] Interact; Requirements On your most recent action, you succeeded at a Performance check to dance; Effect You become concealed until the beginning of your next turn.

Type dancing scarf; Level 3; Price 60 gp

Type greater dancing scarf; Level 9; Price 650 gp

The scarf grants a +2 bonus. When you activate the scarf, you can also Stride up to half your Speed or Step.

Core Rulebook, page 609.

Open in the interactive list

Dancing Scarf

Item 3

illusion invested magical visual 

Price 60 gp

Usage worn belt; Bulk —

Category Worn Item

This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to Performance checks to dance.

Activate [>] Interact; Requirements On your most recent action, you succeeded at a Performance check to dance; Effect You become concealed until the beginning of your next turn.
Main Item: Dancing Scarf

Core Rulebook, page 609.

Open in the interactive list

Dandpatta

Item

uncommon agile twin 

Price 8 sp

Bulk L

Damage 1d6 slashing

Hands 1

Category Martial Melee Weapon; Group Sword

This long, narrow blade is attached to a gauntlet that also acts as a handguard.

LOIL, page 221.

Open in the interactive list

Daredevil Boots

Item 10+

abjuration invested magical 

Usage worn shoes; Bulk L

Category Worn Item

These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item bonus to Acrobatics checks and a +1 circumstance bonus to checks to Tumble Through an enemy's space.

The boots can grip solid surfaces and help you avoid a fall, allowing you to use the Grab an Edge reaction even if your hands aren't free. You treat falls as 10 feet shorter or, if you have the Cat Fall feat, treat your proficiency rank in Acrobatics as one degree better to determine the benefits of that feat. If you have Cat Fall and are already legendary in Acrobatics, you can choose the speed of your fall, from 60 feet per round up to normal falling speed.

Type daredevil boots; Level 10; Price 900 gp

Type greater daredevil boots; Level 17; Price 14,000 gp

The bonus to Acrobatics checks is +3, and the bonus to Tumble Through is +2. The boots can be activated.

Activate [>>] command; Frequency once per day; Effect The boots cast freedom of movement on you.

Core Rulebook, page 609.

Open in the interactive list

Daredevil Boots

Item 10

abjuration invested magical 

Price 900 gp

Usage worn shoes; Bulk L

Category Worn Item

These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item bonus to Acrobatics checks and a +1 circumstance bonus to checks to Tumble Through an enemy's space.

The boots can grip solid surfaces and help you avoid a fall, allowing you to use the Grab an Edge reaction even if your hands aren't free. You treat falls as 10 feet shorter or, if you have the Cat Fall feat, treat your proficiency rank in Acrobatics as one degree better to determine the benefits of that feat. If you have Cat Fall and are already legendary in Acrobatics, you can choose the speed of your fall, from 60 feet per round up to normal falling speed.

Main Item: Daredevil Boots

Core Rulebook, page 609.

Open in the interactive list

Darkvision Elixir

Item 2+

alchemical consumable elixir 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

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

Type lesser; Level 2; Price 6 gp

The duration is 10 minutes.

Type moderate; Level 4; Price 11 gp

The duration is 1 hour.

Type greater; Level 8; Price 90 gp

The duration is 24 hours.

Core Rulebook, page 547.

Open in the interactive list

Darkvision Scope

Item 5+

divination magical 

Usage attached ; Bulk L

Category Scope Customization

These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical properties into their design. While relatively useless under normal lighting conditions, these crystals can help bring things into focus when used in dim light. The scope is then given an enchantment to enhance these properties for use in darkness. The scope grants you a +1 item bonus to Perception checks involving sight in areas of dim light visible through the scope (as well as in areas of darkness, if the scope has been activated).

Activate [>] Interact; Effect You gain darkvision until the beginning of your next turn, as long as you continue to look through the scope.

Type darkvision scope; Level 5; Price 160 gp

Type greater darkvision scope; Level 15; Price 5,500 gp

The item bonus is +2 and activating the scope grants greater darkvision until the beginning of your next turn, as long as you continue to look through the scope.

Guns & Gears, page 180.

Open in the interactive list

Darkvision Scope

Item 5

divination magical 

Price 160 gp

Usage attached ; Bulk L

Category Scope Customization

These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical properties into their design. While relatively useless under normal lighting conditions, these crystals can help bring things into focus when used in dim light. The scope is then given an enchantment to enhance these properties for use in darkness. The scope grants you a +1 item bonus to Perception checks involving sight in areas of dim light visible through the scope (as well as in areas of darkness, if the scope has been activated).

Activate [>] Interact; Effect You gain darkvision until the beginning of your next turn, as long as you continue to look through the scope.
Main Item: Darkvision Scope

Guns & Gears, page 180.

Open in the interactive list

Darkwood

Material 8+

uncommon precious 

Category Material

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

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

Type darkwood branch; Price 500 gp; Bulk L

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

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

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

Core Rulebook, page 578.

Open in the interactive list

Darkwood Armor

Item 12+

uncommon 

Usage worn armor; Bulk varies by armor

Category Material

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

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

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

Core Rulebook, page 555.

Open in the interactive list

Darkwood Branch

Material 8+

uncommon precious 

Price 500 gp

Bulk L

Category Material

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

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

Core Rulebook, page 578.

Open in the interactive list

Darkwood Lumber

Material 8+

uncommon precious 

Price 5,000 gp

Bulk 1

Category Material

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

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

Core Rulebook, page 578.

Open in the interactive list

Darkwood Shield

Item 8+

uncommon 

Usage varies by shield

Category Material

Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk).

Type standard-grade darkwood buckler; Level 8; Price 400 gp; Bulk L; Craft Requirements darkwood worth at least 50 gp

The shield has Hardness 3, HP 12, and BT 6.

Type standard-grade darkwood shield; Level 8; Price 440 gp; Bulk L; Craft Requirements darkwood worth at least 55 gp

The shield has Hardness 5, HP 20, and BT 10.

Type standard-grade darkwood tower shield; Level 8; Price 560 gp; Bulk 3; Craft Requirements darkwood worth at least 70 gp

The shield has Hardness 5, HP 20, and BT 10.

Type high-grade darkwood buckler; Level 16; Price 8,000 gp; Bulk L; Craft Requirements darkwood worth at least 4,000 gp

The shield has Hardness 6, HP 24, and BT 12.

Type high-grade darkwood shield; Level 16; Price 8,800 gp; Bulk L; Craft Requirements darkwood worth at least 4,400 gp

The shield has Hardness 8, HP 32, and BT 16.

Type high-grade darkwood tower shield; Level 16; Price 11,200 gp; Bulk 3; Craft Requirements darkwood worth at least 5,600 gp

The shield has Hardness 8, HP 32, and BT 16.

Core Rulebook, page 586.

Open in the interactive list

Darkwood Weapon

Item 11+

uncommon 

Usage varies by weapon; Bulk varies by weapon

Category Material

Darkwood weapons are as dark as ebony, with a slight purple tint. A darkwood weapon's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk).

Type standard grade darkwood weapon; Level 11; Price 1,400 gp + 140 gp per Bulk; Craft Requirements at least 175 gp of darkwood + 17.5 gp per Bulk.

Type high-grade darkwood weapon; Level 17; Price 13,500 gp + 1,350 gp per Bulk; Craft Requirements at least 6,750 gp of darkwood + 675 gp per Bulk.

Core Rulebook, page 599.

Open in the interactive list

Dart

Item

agile thrown 

Price 1 cp

Bulk L

Damage 1d4 piercing

Range 20 ft.

Hands 1

Category Simple Ranged Weapon; Group Dart

This thrown weapon is larger than an arrow but shorter than a javelin. It typically has a short shaft of wood ending in a metal tip and is sometimes stabilized by feathers or fur.

Core Rulebook, page 281.

Open in the interactive list

Dart Shield

Item

launching dart 

Price 8 gp

Bulk 1

AC Bonus +1; Hardness 3; HP 12; BT 6

Category Shield; Group Shield

This wooden shield features a spring-loaded device on its surface that can fire darts with powerful force. A small mechanism within the shield allows you to fire a dart even while actively holding the shield or blocking with it.

Treasure Vault, page 21.

Open in the interactive list

Dart Umbrella

Item 0

uncommon agile concealable nonlethal 

Price 1 gp

Bulk 1

Damage 1 piercing

Range 30 ft.; Reload 1

Hands 1

Category Martial Ranged Weapon; Group Dart

This umbrella fires tiny blowgun darts from its ferrule with a twist of the handle. The darts are loaded into the shaft, and though the damage they deal is minimal, the dart umbrella is an inconspicuous weapon easy to slip past inspections.

Guns & Gears, page 63.

Open in the interactive list

Dawnlight

Item 3+

uncommon divine evocation 

Usage held in 1 hand; Bulk L

Category Held

This shining symbol of Bedrud depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess.

Activate Cast a Spell; Frequency once per day; Effect The dawnlight casts 1st-level disrupt undead or light. The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the light trait is treated as though its counteract level were 1 higher for counteracting darkness.

Type dawnlight; Level 3; Price 60 gp

Type greater; Level 7; Price 320 gp

Whenever you successfully counteract magical darkness while holding this symbol, the clash of magic unleashes a momentary flash of light. Creatures with darkvision in the area of the light spell or targeted by it must succeed at a DC 23 Fortitude save or be dazzled for 1 round. Those with light blindness are also exposed to bright light.

Change the list of spells to 3rd-level versions of disrupt undead, light, and searing light. The spell attack roll and counteract modifier are +13.

Type major; Level 11; Price 1,300 gp

A major dawnlight creates a flash of light like a greater dawnlight, but the DC is 28. Change the list of spells to 5th-level versions of disrupt undead and light, and 4th-level versions of searing light and vital beacon. The spell attack roll and counteract modifier are +18.

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

Book of the Dead, page 18.

Open in the interactive list

Dawnlight

Item 3

uncommon divine evocation 

Price 60 gp

Usage held in 1 hand; Bulk L

Category Held

This shining symbol of Bedrud depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess.

Activate Cast a Spell; Frequency once per day; Effect The dawnlight casts 1st-level disrupt undead or light. The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the light trait is treated as though its counteract level were 1 higher for counteracting darkness.

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

Main Item: Dawnlight

Book of the Dead, page 18.

Open in the interactive list

Day Goggles

Item 2

uncommon 

Price 30 gp

Usage worn eyepiece; Bulk L

Category Worn Item

The darkened lenses of these goggles protect sensitive eyes from bright light but make seeing in the dark more difficult.

While wearing day goggles, you gain a +1 item bonus to saving throws against visual light effects. However, while wearing the goggles, you take a –2 item penalty to visual Perception checks and you treat areas of bright light as dim light and areas of dim light as darkness for the purpose of whether you can see. While this is normally a disadvantage, if you have light blindness, you aren't dazzled in bright light as long as you continue wearing the day goggles, since to your eyes, there is only dim light. You can wear the goggles around your neck or on your forehead, granting no benefits, but allowing you to move them over your eyes with a single Interact action, without having to withdraw them first.

Guns & Gears, page 87.

Open in the interactive list

Daylight Vapor

Item 13

uncommon consumable divine inhaled poison 

Price 500 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

This heavier-than-air mist emits a soft glow. While this poison lasts, it causes its victims to shine from within with agonizing, brilliant radiance. This effect has the light trait (although the poison itself doesn't, so only the light effect can be counteracted by darkness effects). The sickened condition from daylight vapor can't be removed while the poison lasts, and when the victim enters an area of magical darkness, the poison attempts to counteract the darkness with a counteract modifier of +21. If the poison fails, it can't attempt to counteract the same darkness again.

Saving Throw DC 31 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 4d6 poison damage and sickened 1 (1 round); Stage 2 6d6 poison damage and sickened 2 (1 round); Stage 3 10d6 damage and sickened 3 (1 round)

Craft Requirements Supply one casting of sunburst.

AoE4, page 77.

Open in the interactive list

Dazing Coil

Item 14

consumable enchantment magical talisman 

Price 900 gp

Usage affixed to a weapon; Bulk —

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

Category Talisman

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

Core Rulebook, page 566.

Open in the interactive list

Dazzling Rosary

Item 4+

catalyst consumable magical 

Usage held in 1 hand; Bulk L

Category Consumable

When energy courses through these lustrous beads, they glow brightly in the sacred colors of the spellcaster's faith. A spiritual weapon empowered with this catalyst flashes with bright light when it critically Strikes a target, causing the target to be dazzled until the beginning of your next turn. The type of rosary determines the maximum spell level of spiritual weapon that can use the rosary as a catalyst.

Type dazzling rosary; Level 4; Price 15 gp

The rosary can be used with a spiritual weapon of 4th level or below.

Type greater dazzling rosary; Level 12; Price 350 gp

The rosary can be used with a spiritual weapon of any spell level.

Secrets of Magic, page 168.

Open in the interactive list

Dazzling Rosary

Item 4

catalyst consumable magical 

Price 15 gp

Usage held in 1 hand; Bulk L

Category Consumable

When energy courses through these lustrous beads, they glow brightly in the sacred colors of the spellcaster's faith. A spiritual weapon empowered with this catalyst flashes with bright light when it critically Strikes a target, causing the target to be dazzled until the beginning of your next turn. The type of rosary determines the maximum spell level of spiritual weapon that can use the rosary as a catalyst.

The rosary can be used with a spiritual weapon of 4th level or below.

Main Item: Dazzling Rosary

Secrets of Magic, page 168.

Open in the interactive list

Deadweight Mutagen

Item 1+

alchemical consumable elixir mutagen polymorph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around.

Benefit You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. Drawback You gain the encumbered condition and can't remove it while under the effects of the mutagen.

Type lesser; Level 1; Price 3 gp

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

Type moderate; Level 3; Price 12 gp

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

Type greater; Level 11; Price 300 gp

The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you.

Type major; Level 17; Price 3,000 gp

The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.

Treasure Vault, page 59.

Open in the interactive list

Deadweight Snare

Snare 2

uncommon consumable kobold mechanical snare trap 

Price 6 gp

Category Snare

This snare is made of magnetized weights and heavy ropes rigged to a trip wire or pressure plate. When a creature enters the square, the magnets and ropes deploy, weighing down the creature's weapons and limbs. The creature must attempt a DC 18 Reflex save.

Critical Success The creature is unaffected.Success The creature takes a –1 status penalty to attack rolls for 1 round or until it Escapes (DC 18).Failure The creature takes a –2 status penalty to attack rolls for 1 minute or until it Escapes (DC 18).Critical Failure As failure, but the creature drops any metallic items it's holding.

LOTGB, page 14.

Open in the interactive list

Deafening Music Box

Item 8

uncommon auditory evocation magical 

Price 500 gp

Usage held in 2 hands; Bulk 1

Category Held

Symbols of musical notes decorate this gold-framed wooden cube measuring just under 1 foot by 1 foot. A funnel-shaped trumpet protrudes from the box's top at an angle, though it feels surprisingly light. The box has a large button on its side, and it must be set down on a flat surface in order to activate it; while it's activated, the rumbling and churning gears inside the box make it impossible to carry without dropping it.

Activate [>] Interact; Effect You press the button on the side of the music box, causing it to erupt with a cacophonous and discordant melody for 1 minute while it plays its entire melody, and it can't be shut off prematurely.

The music is so loud that any creature within 60 feet must succeed at a DC 24 Fortitude save or become deafened for as long as they remain within 60 feet of the music box, and for 1 minute thereafter. On a critical success, a creature need not make any more saves and is temporarily immune to the deafening music box for the next 24 hours; on a success, the creature must attempt a new save each round it remains within 60 feet of the music box.

AoE2, page 75.

Open in the interactive list

Death Coil

Snare 20

rare consumable electricity mechanical snare trap 

Price 9,000 gp

Category Snare

This modified Voltaic coil of metal and glass stands about three feet tall. It activates when at least three creatures are within 20 feet of it, or if at least one creature stays within 20 feet of it for more than 1 round. It then lashes out with a torrent of electrical energy dealing 7d12 electricity damage to all creatures within 20 feet of it. Due to the fact that it doesn't trigger immediately when a creature enters its square, abilities like Surprise Snare (Advanced Player's Guide 194) don't work with a death coil. Creatures within that area must attempt a DC 43 Fortitude saving throw.

Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and is stunned 2.Critical Failure The creature takes double damage is stunned 4.

Guns & Gears, page 79.

Open in the interactive list

Death Knell Powder

Item 14

uncommon consumable divine injury poison 

Price 625 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

This poison is made from toxic spores of death knell mushrooms, which are reduced to a gray powder and suffused with necromantic energy. If you're reduced to 0 Hit Points while under the effect of death knell powder, you must succeed at a DC 34 Will save or die (this is a death effect). If you die, a random creature adjacent to you is bolstered by your departing life force and gains 20 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.

Saving Throw DC 34 Fortitude; Maximum Duration 6 rounds; Stage 1 7d6 poison damage (1 round); Stage 2 9d6 poison damage (1 round); Stage 3 12d6 poison damage (1 round)

Craft Requirements Supply one casting of death knell.

AoE4, page 77.

Open in the interactive list

Death Knell Powder

Item 14

uncommon alchemical consumable divine injury necromancy poison 

Price 625 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact

Category Poison

This poison is made from toxic spores reduced to a gray powder and suffused with necromantic energy. If a creature is reduced to 0 Hit Points while under the effect of death knell powder, it must succeed at a DC 34 Will save or die (this is a death effect). If a creature dies from death knell powder, a random creature adjacent to the victim is bolstered by its departing life force and gains 20 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.

Saving Throw DC 34 Fortitude; Maximum Duration 6 rounds; Stage 1 7d6 poison damage (1 round); Stage 2 9d6 poison damage (1 round); Stage 3 12d6 poison damage (1 round)

Craft Requirements Supply one casting of death knell.

Treasure Vault, page 68.

Open in the interactive list

Deathcap Powder

Item 13

alchemical consumable ingested poison 

Price 450 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

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

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

Core Rulebook, page 551.

Open in the interactive list

Deathless

Rune 7

uncommon healing magical necromancy 

Price 330 gp

Usage etched onto armor

Category Rune

These symbols fortify your body's grasp on your soul, keeping it tethered when death approaches.

Activate [R] envision; Frequency once per day; Trigger You gain the doomed or wounded condition; Effect You reduce the value of the triggering condition by 1.

LOTGB, page 10.

Open in the interactive list

Deathless Light

Item 10

uncommon catalyst consumable magical 

Price 165 gp

Usage held in 1 hand; Bulk L

Activate [>] envision

Category Consumable

This glowing piece of flesh increases the spell level of a spell with the light trait by 1 (maximum 7) when determining whether the spell's light will shine in magical darkness or counteract a darkness spell.

Strength of Thousands #4: Secrets of the Temple-City, page 85.

Open in the interactive list

Decanter of Endless Water

Item 7

conjuration magical water 

Price 320 gp

Usage held in 2 hands; Bulk L

Category Held

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

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

Activate [>] command, Interact; Effect Speaking "stream," you cause water to pour out at a rate of 1 gallon per round.
Activate [>] command, Interact; Effect Speaking "fountain," you cause water to pour out in a 5-foot-long stream at a rate of 5 gallons per round.
Activate [>] command, Interact; Effect Speaking "geyser," you cause a powerful deluge of water to erupt at a rate of 15 gallons per round. You can direct the stream at a creature, subjecting it to the effects of hydraulic push (spell attack roll +15). You can repeat this once per round as long as the geyser continues, spending an Interact action to direct the geyser each time.

Core Rulebook, page 573.

Open in the interactive list

Deck Of Illusions

Item 6

uncommon illusion magical 

Price 200 gp

Usage held in 2 hands

Category Held

This set of 34 parchment cards usually comes in a velvet bag or simple leather wrap. Each card depicts a different creature, monster, or other being that, when the deck is activated, immediately appears as a believable, life-size illusion. You can look at the card's artwork, but no magical effect takes place until you Activate the deck, shuffling and drawing randomly.

Activate [>] envision, Interact; Effect You draw a card, chosen randomly from the remaining cards in the deck, and throw it to the ground to create an illusion of the creature depicted. The image is an illusory creature, except it has a range of only 30 feet from where the card was thrown and the illusion lasts until destroyed or until anyone moves or damages the card. The creature takes its actions once on your turn if you're within 60 feet of the card and Sustain the Activation. The illusion ends if you don't Sustain it, or if you activate a new card from the deck.

Secrets of Magic, page 182.

Open in the interactive list

Deck Of Many Things

Item 22

rare artifact magical transmutation 

Usage held in 1 hand

Category Artifact

These 22 cards of heavy vellum, usually stored in a box or a pouch, bear images or glyphs depicting symbols of magical power. Looking at a card without activating it shows the card face but has no magical effect. Once the deck is face down, the cards randomize themselves—if you look at the top card multiple times, you may find it changes. Any card removed from the deck goes missing after a few seconds, reappearing in the deck. Advice on randomly selecting cards appears on page 108.

Activate [>] envision, Interact; Effect You declare how many cards you will draw facedown from the deck, then draw your first card. The card takes effect immediately. Any further cards must be drawn within the next hour, and any card you don't voluntarily draw flits off the deck and affects you anyway. You can never activate the same deck of many things again.

Once a card is drawn, it produces its effect immediately and then disappears back into the deck, which immediately shuffles itself. (The Dullard and Jester are exceptions, as described in their entries below.) The effects of each card are as follows.

  • Balance Your alignment changes to a radically different one. If you fail to adhere to that alignment, you lose a level and all the benefits you gained at that level. Your XP total doesn't change when you lose a level this way.
  • Comet If you alone defeat the next low-threat or harder hostile enemy or enemies you encounter, you gain enough XP to reach the next level. Otherwise, you gain no benefit.
  • Donjon You're imprisoned by a 10th-level imprisonment ritual. This uses the prison option, typically sequestering you in a distant part of the world. You also lose all your items. Cease drawing cards.
  • Dullard Immediately reduce your Intelligence score by 1d4+1. You can then draw an additional card, and the Dullard card then disappears forever.
  • Euryale (curse) A medusa's image curses you with a permanent –1 status penalty to all saving throws. This can be removed by only a deity or the Fates card.
  • The Fates The Fates respin the fabric of reality to save you from any situation you choose. This can reverse even a past event, and you can make the decision instantly even if the event would slay you. This intervention saves only you, not anyone else affected by the event. There's no limit on how long you can wait before using this effect.
  • Flames A fiend becomes filled with anger, jealousy, envy, or some other reason to despise you. Its hatred for you doesn't cease until either it or you is dead. It attacks you or otherwise attempts to foil you within 1d20 days. The GM determines the specifics of the fiend.
  • Fool You lose 1d10×100 XP unless you choose to draw two more cards.
  • Gem Gain your choice of 25 pieces of jewelry worth 200 gp each or 50 gems worth 100 gp each.
  • Jester You can either draw two more cards or gain 1d10×100 XP. The card then disappears forever.
  • Key Gain a magic weapon of 12th level or higher. The GM determines the item and what runes it has, if any.
  • Knight A palace guard (page 206) arrives and swears unfailing loyalty to you.
  • Moon Roll 1d4 to determine how many wishes the card grants you, which also affects the phase of the moon depicted on the card (1: crescent moon; 2: half moon; 3: gibbous moon; 4: full moon). These wishes each take one action to speak and have the effect of a wish spell.
  • Rogue One NPC ally becomes filled with hatred and immediately turns against you forever. The NPC might keep this hatred secret until an opportune moment.
  • Ruin You lose all your nonmagical possessions, including any wealth and property.
  • Skull You must immediately battle a lesser death (Bestiary 197). If slain in the battle, you can never be revived, except by a deity.
  • Star Gain an ability boost you must use immediately on one ability score of your choice.
  • Sun Gain 1,000 XP and a beneficial permanent magic item of 6th to 11th level, chosen by the GM.
  • Talons All your magic items disappear permanently, except for the deck and any artifact of higher level than the deck.
  • Throne You gain a permanent +4 status bonus to Diplomacy checks, and you now own a small castle in any open area you wish. You must choose its location within 1 hour.
  • Vizier Upon request, you can learn the solution to any one problem or the correct answer to any one question, unless that information is obscured by a deity. This doesn't necessarily give you the means to act on that solution. You have 1 year to take the vizier's advice or lose its benefits.
  • The Void Your mind becomes trapped forever. This card is fickle, but it often throws the psyche into a prison in an object on a distant plane or planet. Wish or similarly powerful magic can reveal your psyche's location, but it doesn't bring you back. Your comatose body continues to function. Cease drawing cards.

Destruction Trick the Grim Reaper into drawing the Skull card.

Gamemastery Guide, page 107.

Open in the interactive list

Deck Of Mischief

Item 4

uncommon illusion magical 

Price 75 gp

Usage held in 2 hands

Category Held

This deck of 54 cards appears nearly identical to standard playing cards. Comprised of four thematic suits of 13 cards each, as well as two wildcards, the deck of mischief is a favorite of scoundrels who prefer not to leave their games to chance—or to at least nudge the odds in their favor. If you know how to activate the deck, you can illusorily transform the ace and face cards into other cards in the deck.

The deck is true to its name and less likely to comply with your wishes if not well cared for. While surprisingly resistant to the elements, a waterlogged, dirty, or battered deck may not function as desired, giving you incorrect information about which cards are still in the deck or failing to hold the illusion at a critical moment. If a deck becomes incomplete due to damaged or missing cards, it rapidly loses its deceptive capabilities and might even purposefully sabotage you.

Activate [>] You learn which of the ace and face cards are still in the deck. You can then swap the apparent face of an ace or face card in your hand (if you have any) with the face of one still in the deck. A creature who Seeks or touches the card can attempt to disbelieve this illusion (Perception DC 20).

Secrets of Magic, page 183.

Open in the interactive list

Deepdread Claw

Item 14

rare evocation invested magical 

Price 4,000 gp

Usage held in 1 or 2 hands; Bulk 1

Category Held

One of a set of four identical spears collectively known as the Four Claws of the Deepdread, this weapon is fashioned from a single seamless piece of matte-black metal with a razored silver edge. In bright light, it functions as a +1 striking spear, but in darkness or dim light, it becomes a +2 greater striking spear. You can upgrade its fundamental runes as normal for a specific weapon, starting from a +2 greater striking spear, but its fundamental runes are always one type worse in bright light.

Activate [>] command; Effect You establish a telepathic link with someone else wielding a deepdread claw, enabling you to telepathically communicate with the creature while they possess the deepdread claw regardless of distance, so long as you remain on the same plane. You can end a telepathic link you create or that you are part of as an action, which has the concentrate trait.
Activate [>>] command, Interact; Frequency once per day; Effect You cast 4th-level darkness. You can see clearly in this darkness.

LOL, page 28.

Open in the interactive list

Defiled Costa

Item 14

rare catalyst consumable magical 

Price 900 gp

Usage held in one hand; Bulk L

Activate [>] envision

Category Consumable

This still-bloody rib was taken from a priest of Trishil at the moment they passed into undeath and has a constant stench of decay. The first time any creature critically fails its saving throw against a mask of terror spell cast using this catalyst, it also takes 6d10 mental damage, with a basic Fortitude save against the spell's DC, as it lives through the memory of having its rib torn from its body. Once any creature takes this damage, the defiled costa's effect ends, and no other creatures take the damage, even if they critically fail.

Type greater; Level 17; Price 2,500 gp

A creature who critically fails against this save is killed instantly. This effect has the incapacitation trait.

LOIL, page 177.

Open in the interactive list

Deflecting Branch

Item 14

uncommon abjuration magical 

Price 4,500 gp

Usage held in 2 hands; Bulk 2

Category Held

This massive branch has been cut into a general club shape but still bears several knots and has a number of runes carved along its length. The deflecting branch is a +2 greater striking greatclub. On a critical hit, you knock the target prone.

Activate [R] Interact; Frequency once per minute; Trigger You are the target of a physical ranged attack; Requirements You're aware of the attack and are not flat-footed against it; Effect You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have knocked it away. You can't use this ability to deflect unusually massive ranged projectiles (such as boulders or ballista bolts).
Activate [F] Interact; Frequency once per hour; Trigger You knock away a physical ranged attack by using the deflecting branch's other activation; Effect You swing the club and reflect the oncoming attack. The attack is redirected toward a creature within 60 feet. Make a ranged attack against the creature using your highest proficiency with a ranged weapon.

Strength of Thousands #4: Secrets of the Temple-City, page 75.

Open in the interactive list

Degenerating

Item 5

rare acid cursed magical necromancy 

Usage curses a weapon

Category Curse

Failure makes the weapon crumble. Whenever you critically fail an attack roll with the weapon, the degenerating curse deals 1d10 acid damage to the weapon, ignoring its Hardness and resistances.

Gamemastery Guide, page 93.

Open in the interactive list

Deishound's Soup

Item 2

alchemical consumable processed 

Price 5 gp

Usage held in 2 hands; Bulk L

Activate 10 minutes Interact

Category Consumable

This hot, broth-based soup typically contains tubers, leeks, zesty spices, reagents, and if desired, the meat of livestock.

Civic authorities commission batches of deishound's soup for workers if a tricky job is on the agenda. After you eat the soup, its effects last 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to Crafting checks to Repair and restore an additional 5 Hit Points to items you successfully Repair during this time.

If you eat deishound's soup over the entire period required to attempt a Crafting check to Craft (typically a minimum of eating the soup each day for 4 days), the +1 bonus from the soup can be applied to that check, too.

Treasure Vault, page 49.

Open in the interactive list

Delve Scale

Item 10

alchemical consumable 

Price 155 gp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

If fried, a bulette's thick forefoot scales render into crunchy snacks. Alchemists add reagents to the frying oil to enhance the scales' properties and flavor. For 1 minute after eating a delve scale, you gain a burrow Speed of 15 feet and a +2 item bonus to Athletics checks to High Jump or Long Jump.

Treasure Vault, page 47.

Open in the interactive list

Demilich Eye Gem

Item 15

rare arcane 

Price 3,000 gp (can't be crafted)

Usage held in 1 hand; Bulk —

Category Held

This glowing gem is harvested from a demilich and has an 8th-level spell magically bonded to it. This item has the traits of the spell it contains.

Activate command, Interact; Frequency once per day; Effect The gem casts the 8th-level spell it contains. This activation uses the same number of actions as Casting the Spell. Once the spell is cast, the gem's glow fades, but returns 24 hours later, when the spell can be used once again.

Craft Requirements Demilich eye gems can't be crafted.

Bestiary, page 223.

Open in the interactive list

Demolishing

Item 6

rare evocation magical 

Price 225 gp

Usage etched onto a weapon

Category Rune

A demolishing weapon is made to destroy constructs. Damage inflicted on a construct with a demolishing weapon continues to spread throughout the creature—cracks form, linkages fail, surfaces erode—and otherwise dismantle its body. When you damage a construct using a demolishing weapon, you deal an extra 1d6 persistent force damage. On a critical hit, you deal an extra 1d12 persistent force damage instead.

PFUM.

Open in the interactive list

Demolition Fulu

Item 3+

consumable evocation fulu magical 

Usage affixed to an object or structure; Bulk —

Category Consumable

A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it's affixed to by an amount equal to the fulu's level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a Stealth DC to detect it and Thievery DC to disable it according to its type.

Type lesser; Level 3; Price 12 gp

Sometimes called the moth fulu, good for destroying softer objects; 3d6 bludgeoning damage, DC 17.

Type moderate; Level 11; Price 275 gp

Sometimes called the termite fulu, good for destroying wood objects; 6d6 bludgeoning damage, DC 28.

Type greater; Level 17; Price 2,750 gp

Sometimes called the rust fulu, good for destroying metal objects; 10d6 bludgeoning damage, DC 37.

Treasure Vault, page 76.

Open in the interactive list

Demon Armor

Item 13

divine evil invested necromancy 

Price 2,500 gp

Usage worn armor; Bulk 4

Category Armor

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

While wearing the armor, you can attack with the helmet's horns. They are a martial melee weapon with the effects of a +2 weapon potency rune. They deal 2d8 piercing damage and have the deadly d12 trait. On a critical hit with the horns, the target must attempt a DC 30 Fortitude save against the Abyssal plague disease (page 316). The horns can't be etched with any runes.

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

Activate [>>] command; Frequency once per day; Effect You cast dimension door.

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

Core Rulebook, page 557.

Open in the interactive list

Part: 1 2 3 4

#ABCDEFGHIJKLMNOPQRSTUVWXYZ