Items: E (Part 1 of 2)

60 items, from Eagle-eye Elixir to Enfilading Arrow.

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Part: 1 2

Eagle-eye Elixir · Earplugs · Earplugs · Earth Elemental Wayfinder · Earthbinding · Earthbreaker · Earthglide Cloak · Earthsight Box · Earthspeaker Fleshgem · Ebon Fulcrum Lens · Eclipse · Ectoplasmic Tracer · Effervescent Ampoule · Effervescent Decoction · Egg Cream Fizz · Eidetic Potion · Eidolon Cape · Elder Sign · Eldritch Flare · Electric Eelskin · Electrocable · Electromuscular Stimulator · Elemental Ammunition · Elemental Gem · Elemental Wayfinder · Elite Disguise Kit · Elite Replacement Cosmetics · Elixir of Life · Elixir of Rejuvenation · Elven Absinthe · Elven Branched Spear · Elven Chain · Elven Curve Blade · Elysian Dew · Emberheart · Emerald Fulcrum Lens · Emerald Grasshopper · Emergency Disguise · Emergency Eye · Emetic Paste · Empathic Cords · Empathy Charm · Encompassing Lockpick · Endless Grimoire · Endless Grimoire · Energized Cartridge · Energizing · Energizing Lattice · Energizing Treat · Energy Adaptive · Energy Mutagen · Energy Mutagen · Energy Robe · Energy Robe of Acid · Energy Robe of Cold · Energy Robe of Electricity · Energy Robe of Fire · Energy-Resistant · Energy-Resistant · Enfilading Arrow

Eagle-eye Elixir

Item 1+

alchemical consumable elixir 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that is greater when attempting to find secret doors and traps.

Type lesser; Level 1; Price 4 gp

The bonus is +1, or +2 to find secret doors and traps.

Type moderate; Level 5; Price 27 gp

The bonus is +2, or +3 to find secret doors and traps.

Type greater; Level 10; Price 200 gp

The bonus is +3, or +4 to find secret doors and traps.

Type major; Level 16; Price 2,000 gp

The bonus is +3, or +4 to find secret doors and traps. Each time you pass within 10 feet of a secret door or trap, the GM automatically rolls a secret check for you to find it.

Core Rulebook, page 548.

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Earplugs

Item

Price 1 sp

Hands 1

Category Adventuring Gear

These small pieces of cloth and stuffing have been crafted to dramatically muffle sound and easily slide into and out of the ear canals of humanoid creatures. You can insert or remove earplugs from your ears or a willing creature's ears with a single Interact action using one hand. They take a –2 circumstance penalty to all auditory Perception checks but also gain a +2 circumstance bonus to saving throws against auditory effects.

Guns & Gears, page 178.

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Earplugs

Item

Price 1 cp

Category Adventuring Gear

Made of waxed cotton or cork, earplugs give you a +1 item bonus to saves against effects with the auditory trait. The earplugs make it difficult to hear, however, imposing a –2 item penalty on Perception checks involving sound. Inserting or removing the earplugs requires an Interact action.

LOPSG, page 114.

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Earth Elemental Wayfinder

Item 9

earth 

Price 600 gp

Usage worn

Category Worn Item

Trovousun Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder, these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Vofalais in exploring areas associated with their element. Each has the trait associated with its element.

Activate [>>] command; Effect The wayfinder casts its associated spell.

The wayfinder can cast 4th-level stoneskin. Additionally, you dig twice as quickly as normal.

Main Item: Elemental Wayfinder

LOPSG, page 122.

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Earthbinding

Rune 5

magical transmutation 

Price 125 gp

Usage etched onto a weapon

Category Rune

A weapon with this rune hums when touched to the ground.

Activate [R] command; Frequency once per hour; Requirements You critically hit a flying creature with the etched weapon; Effect The rune casts a DC 20 earthbind spell on the flying creature.

Treasure Vault, page 33.

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Earthbreaker

Item

razing shove two-hand d10 versatile P 

Price 4 gp

Bulk 2

Damage 1d6 bludgeoning

Hands 1

Category Martial Melee Weapon; Group Hammer

This massive hammer's metal head is shaped or molded with heavy metal wedges along its primary striking surface, enabling it to tear through shields and armor with ease.

Treasure Vault, page 25.

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Earthglide Cloak

Item 15

earth invested magical transmutation 

Price 6,500 gp

Usage worn cloak

Category Worn Item

This brown-and-gold robe covers you from head to toe. Its weighty fabric doesn't move with the wind, instead hanging still as if carved of stone.

Activate [>] Interact; Frequency once per hour; Effect You Burrow through dirt and stone up to your land Speed, leaving no tunnels or signs of your passing. If you end your movement inside solid stone, you are forcibly expelled into the nearest open area, taking 1d6 bludgeoning damage for every 5 feet between the end of your movement and the open area.

Advanced Player’s Guide, page 260.

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Earthsight Box

Item 9

uncommon divination magical scrying 

Price 575 gp

Usage held in 1 hand; Bulk L

Category Held

This fine wooden box is inlaid with Dwarven runes, with hinges and a clasp of forged iron.

The box contains a few handfuls of fine sand.

Activate 1 minute (envision, Interact); Frequency once per day; Effect You hold the box closed and, while envisioning the earth around you, turn the box clockwise three times and then give it three slow tainobraies. When you open the box, the sand has arranged itself to replicate, in miniature, the stone terrain surrounding you, to a range of 60 feet. This shows details of paths; hills; embankments; boulders; and even artificial structures like walls, ditches, and tunnels, as long as they're made of stone and earth.

If you're underground, it reveals tunnels and voids in the earth within 60 feet at your current depth. The sand maintains its shape until you close the box.

Advanced Player’s Guide, page 260.

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Earthspeaker Fleshgem

Item 8

uncommon evocation invested primal 

Price 450 gp

Usage envision

Category Worn Item

Originally developed as a body modification by oreads, fleshgems are crystals that can be implanted in the skin of a creature of any ancestry. While a fleshgem can be applied anywhere on the body for cosmetic purposes, the most common usage among adventurers is to implant them at the base of the fingers, to be used like brass knuckles.

You siphon your fleshgem's power, and the earth around you erupts in crystal stalagmites.

Activate [>] to [>>] command; Frequency once per day; Requirements You are standing on the ground; Effect The ground around you erupts in a 10-foot burst of knee-high crystal shards that remain for 1 round, or 1 minute if you spent two actions. To all creatures other than you, the area is difficult terrain as well as hazardous terrain. Creatures that move through a space containing crystal shards take 2 piercing damage.

Main Item: Fleshgem

LOTGB, page 110.

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Ebon Fulcrum Lens

Item 12

unique invested necromancy occult 

Price 2,000 gp

Bulk L

Category Other

This strangest and most powerful of the fulcrum lenses resembles a chip of smooth obsidian containing three dark glimmers of Vaethiak's essence. Incorporeal creatures can touch and hold the Ebon Fulcrum Lens. While you have the Ebon Fulcrum Lens invested, and you're a corporeal creature, you become insubstantial, gain the incorporeal trait, and are drained 2. Your drained condition can't be reduced below 2 as long as you have the lens invested. You can activate the lens in the following ways. Both require expenditures of glimmers within the lens; once the lens is depleted of its three glimmers, it retains its ability to make corporeal creatures insubstantial but can't be used for its other abilities until its glimmers are restored (which generally requires a ritual or being steeped in an area of Vaethiak's power).

Activate [R] envision; Frequency once per day; Trigger you would be destroyed and are able to rejuvenate; Requirements At least one glimmer remains in the Ebon Fulcrum Lens; Effect For the first 24 hours after you rejuvenate, you gain a +1 item bonus to attack rolls, saving throws, and DCs. Reduce the number of glimmers remaining in the lens by 1.
Activate [>>] Interact; Frequency once per day; Requirements At least one glimmer remains in the Ebon Fulcrum Lens; Effect You draw upon a glimmer of Vaethiak's essence for power; reduce the number of glimmers remaining in the lens by 1. You're quickened for 1 minute and gain a +1 item bonus to attack rolls, saving throws, and DCs. You can use this extra action to Stride or Step, or for an action in a special ghost ability you have.

Abomination Vaults #3: Eyes of Empty Death, page 76.

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Eclipse

Item 8

unique evocation light magical 

Price 450 gp

Usage held in 1 hand; Bulk L

Category Held

This +1 returning striking cold iron starknife has an ornate central grip that depicts a silver dragon, the neck, wings, and tail of which wrap over and around the handle in knots to support the weapon's four cold iron blades. While the handle is polished to a mirrorlike shine, the blades of Eclipse are a flat black and entirely unreflective. Eclipse is also the portal key required to activate Dreamgate at Shalagraen's Ring.

Whenever you score a critical hit with Eclipse, the target creature's eyes are plunged into darkness; if that creature doesn't have darkvision, it is blinded for 1 round.

Activate [>] command; Frequency once per day; Effect Eclipse's blades glow like starlit night sky, causing it to shed light as a torch until you deactivate it as a single action, which has the concentrate trait.
Activate [R] envision; Frequency three times per day; Trigger You attempt a Stealth check to Hide or Sneak, but you haven't rolled yet; Effect You absorb light, gaining a +2 status bonus to the Stealth check.

Age of Ashes #2: Cult of Cinders, page 72.

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Ectoplasmic Tracer

Item 3

alchemical consumable 

Price 12 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

This sticky, fluorescing substance, stored in an atomizing nozzle, sprays all creatures within a 15-foot cone when released. This marks any incorporeal creatures in the cone for 1d4 days. Anyone attempting to Track a marked creature gains a +2 item bonus to the check. The tracer has no effect on corporeal creatures, nor incorporeal creatures not formed of spiritual essence, such as animate dreams that are purely mental in nature.

A marked creature that's aware of the tracer can attempt to remove it, but the process is lengthy and unpleasant. It takes 10 minutes of scraping through its incorporeal form to remove the tracer's effects.

Book of the Dead, page 19.

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Effervescent Ampoule

Item 2

consumable magical talisman transmutation 

Price 7 gp

Usage affixed to armor; Bulk —

Activate [>] Interact; Requirements You're an expert in Acrobatics.

Category Talisman

Light spring water fizzes and bubbles within this small glass globe, spilling onto the affixed armor when activated. Until the end of your turn, the armor lets you move across water and other liquids as if they were solid ground. If you Stride or Step over a weight-sensitive pressure plate, you don't cause the plate to depress, which prevents you from triggering any device or hazard attached to the pressure plate. When the ampoule's effect ends, you sink, fall, break through flimsy ground, or land on pressure plates as normal for your current location.

Core Rulebook, page 566.

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Effervescent Decoction

Item 10

uncommon air consumable evocation magical potion 

Price 160 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This bubbly potion is purportedly made from winds gathered from the Krougriaror Wastes and distilled into a liquor.

For 1 hour after you imbibe the decoction, you can belch fizzy foam around willing creatures or unattended objects, surrounding them with a pink bubble. Once per minute, you can belch a bubble by using two Interact actions. This has effects similar to a levitate spell, except you can't control the bubbles; they rise 10 feet per round on their own. The bubble is sturdy enough to resist minor bumps or heavy winds, but if the item or creature takes any damage, the bubble pops, causing the levitation effect to end. If the creature surrounded by the bubble uses a move action rather than just ride within the bubble, the bubble also pops.

OoA3, page 76.

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Egg Cream Fizz

Item 5

alchemical consumable elixir 

Price 27 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Containing neither eggs nor cream, an egg cream fizz contains milk or nut milk, sparkling water, and flavored syrup, frothed and chilled. Upon drinking, you feel lighter and more buoyant, gaining a +5-foot item bonus to your Speed for 10 minutes.

During this time, you also gain another effect determined by the drink's syrup, which is chosen when the drink is created.

Treasure Vault, page 48.

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Eidetic Potion

Item 6

consumable divination magical potion 

Price 40 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Bright pink, pale lavender, and vibrant orange colors swirl through this purplish liquid, making the eidetic potion resemble an unforgettable sunset. When you drink this potion, for 1 round, anything you observe becomes locked into your memory. You can recall the memory perfectly and gain a +2 status bonus to create representations of that memory, whether using Crafting to create an artistic rendition or Society to create a Forgery. The memory remains locked for 1 week or until you benefit from the bonus it imparts for the first time, whichever comes first; afterward, it becomes a normal, fallible memory. You can only have a single memory locked in your mind at a time. Using this potion while you have a locked memory from a previous use makes the previously locked memory fallible but allows you to lock a new memory.

Treasure Vault, page 89.

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Eidolon Cape

Item 11

conjuration focused invested magical 

Price 1,400 gp

Usage worn cloak; Bulk L

Category Worn Item

Though it appears to be one elegant piece, an eidolon cape consists of a mantle for your shoulders and a detachable cape.

The cape is designed to resemble your eidolon, either with a direct likeness or with features reminiscent of your eidolon.

For instance, if your eidolon is a dragon, the cape might depict a stylized dragon, or it might have a pattern of colorful scales with gold trim. An eidolon cape features the sigil you share with your eidolon prominently in its design. You gain a +2 item bonus to the skill that matches your eidolon's tradition: Arcana for arcane, Religion for divine, Occultism for occult, or Nature for primal.

When you Manifest your Eidolon, the cape transforms into the eidolon, and when the eidolon unmanifests, it turns back into the cape. If the cape is attached to the mantle, it comes free immediately, and the eidolon appears adjacent to you as normal. If not, the eidolon appears in a space adjacent to the cape. With the cape detached, the mantle is still light Bulk, and the whole cloak remains invested. If the cape is out of range (beyond 100 feet, typically) or there's not enough open space for the eidolon to manifest, your attempt to Manifest your Eidolon fails.

Activate [F] envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a summoner link spell. If not used by the end of your turn, this Focus Point is lost.

Craft Requirements You are a summoner.

Treasure Vault, page 148.

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Elder Sign

Item 25

rare abjuration artifact occult 

Usage held in one hand; Bulk 1

Category Artifact

This stone tablet is carved with the symbol of a five-branched twig. There are only a limited number of elder signs, and each time one is destroyed, the universe's doom creeps inexorably closer. Reciting one of three different occult mantras (DC 20 Occultism check to do so correctly) allows three different activations. All three abilities work only on a creature connected to the Elder Mythos or a cosmic horror, such as a wendigo or gug; the activations refer to them as "eldritch creatures."

Activate [>>] command, envision, Interact; Effect The elder sign casts a 10th-level banishment spell on an eldritch creature. Even if the creature isn't extraplanar, the elder sign can still banish it, sending it back to the part of the Material Plane from which it originated. If the creature is a Great Old One, the elder sign banishes it automatically (as if it critically failed its save) but is then forever destroyed.
Activate [>>] command, envision, Interact; Effect The elder sign casts dispel magic on an effect from an eldritch creature, using a counteract level of 10 and +30 modifier for the roll.
Activate [>>] command, envision, Interact; Effect The elder sign casts dimensional lock, though it wards against travel by only eldritch creatures. Each time the elder sign casts dimensional lock in this way, the previous dimensional lock spell ends.

Destruction The only way to destroy an elder sign is to use it to banish a Great Old One.

Gamemastery Guide, page 108.

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Eldritch Flare

Item 15

alchemical consumable injury poison 

Price 1,100 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

This poison draws power from the magic of its victim. If a creature under the effects of eldritch flare Casts a Spell, excess magical energy feeds back into the toxin, increasing the DC of the poison by 2 that round. In addition, if the spell deals damage, the poison deals half its damage as one of the types of damage the spell deals (the other half remains poison damage). If the target is immune or has resistance to the spell's damage, the poison deals half its damage as mental damage instead. If the victim casts no spells during a round while affected, the poison still deals its poison damage.

Saving Throw DC 35 Fortitude; Maximum Duration 6 rounds; Stage 1 8d6 damage (1 round); Stage 2 10d6 damage (1 round); Stage 3 12d6 damage (1 round)

Treasure Vault, page 68.

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Electric Eelskin

Item 10

invested magical transmutation 

Price 950 gp

Usage worn armor; Bulk 1

Category Armor

Shining, slippery eelskin covers the plates of this +1 resilient greater slick leather armor. The armor gives you the ability to breathe water and grants you a +2 item bonus to Athletics checks to Swim and Stealth checks you attempt in the water.

Activate [>>] command, Interact; Frequency once per hour; Effect You cast a 2nd-level shocking grasp with a spell attack modifier of +19.

Craft Requirements Supply one casting of shocking grasp.

Core Rulebook, page 557.

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Electrocable

Item 3

rare electricity fire 

Price 45 gp

Usage held in 2 hands; Bulk L

Category Held

This footlong length of conductive cable is capped on both ends by grounded handles containing Voltaic coils. These coils can be turned on or off as a single action. While on, the coils electrify the cable, dealing 1d6 electricity and 1d6 fire damage in a thin precise line to anything the cable touches, though the cable is too unwieldy to use as a weapon. Electrocables are typically used to "cut" a thin straight line through metal. They ignore 10 points of a metal object's hardness.

Guns & Gears, page 87.

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Electromuscular Stimulator

Item 5

rare consumable gadget 

Price 30 gp

Usage worn; Bulk 1

Activate [>>] Interact

Category Consumable

This rare gadget uses Voltaic technology to grant someone a burst of activity, though its use can be painful. The electromuscular stimulator must be carefully attached to you, requiring 1 minute to do so. You can attach an electromuscular stimulator to yourself. When you Activate an attached electromuscular stimulator, roll a Crafting check, using the Crafting modifier of the creature who attached the stimulator to you, with a DC equal to the standard DC for your level. The effects of the activation depend on the result of the Crafting check.

Critical Success You gain the quickened condition for 1 minute and can use the extra action each round only to Stride or Strike.Success As critical success, but you also take 3 persistent electrical damage.Failure You gain the quickened condition for 2 rounds and can use the extra action each round only to Stride or Strike. You take 3 persistent electrical damage.Critical Failure You take 2d6 electrical damage and 3 persistent electrical damage.

Guns & Gears, page 68.

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Elemental Ammunition

Item 1+

alchemical consumable splash 

Ammunition any

Activate [>] Interact

Category Consumable

When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type.

Type lesser; Level 1; Price 3 gp

The ammunition deals 1 persistent damage and 1 splash damage.

Type moderate; Level 5; Price 21 gp

The ammunition deals 2d4 persistent damage and 2 splash damage.

Type greater; Level 11; Price 210 gp

The ammunition deals 3d4 persistent damage and 3 splash damage.

Treasure Vault, page 42.

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Elemental Gem

Item 10

conjuration consumable magical 

Price 200 gp

Usage held in 1 hand; Bulk —

Activate [>>] command, Interact

Category Consumable

You shout the name of an elemental lord and dash this glassy gem against a hard surface to activate it. It cracks open, casting a 5th-level summon elemental spell to summon forth an elemental you control as long as you spend an action each round to Sustain the Activation.

This gem comes in four varieties: transparent for a living whirlwind, light brown for a living landslide, reddish orange for a living wildfire, and blue-green for a living waterfall.

Core Rulebook, page 570.

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Elemental Wayfinder

Item 9+

uncommon evocation invested magical 

Usage worn

Category Worn Item

Trovousun Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder, these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Vofalais in exploring areas associated with their element. Each has the trait associated with its element.

Activate [>>] command; Effect The wayfinder casts its associated spell.

Type air; Level 9 (air); Price 650 gp

The wayfinder can cast 4th-level lightning bolt. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes.

Type earth; Level 9 (earth); Price 600 gp

The wayfinder can cast 4th-level stoneskin. Additionally, you dig twice as quickly as normal.

Type fire; Level 9 (fire); Price 700 gp

The wayfinder can cast 4th-level fireball. Additionally, you gain resistance 5 to fire.

Type water; Level 10 (water); Price 900 gp

The wayfinder can cast 4th-level hydraulic torrent.

Additionally, you gain the constant effects of water breathing.

LOPSG, page 122.

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Elite Disguise Kit

Item 3

Price 40 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.

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

Main Item: Disguise Kit

Core Rulebook, page 288.

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Elite Replacement Cosmetics

Item 3

Price 5 sp

Bulk —

Category Adventuring Gear

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.

Main Item: Replacement Cosmetics

Core Rulebook, page 288.

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Elixir of Life

Item 1+

alchemical consumable elixir healing 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Elixirs of life accelerate the body's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.

Type minor; Level 1; Price 3 gp

The elixir restores 1d6 Hit Points, and the bonus is +1.

Type lesser; Level 5; Price 30 gp

The elixir restores 3d6+6 Hit Points and the bonus is +1.

Type moderate; Level 9; Price 150 gp

The elixir restores 5d6+12 Hit Points, and the bonus is +2.

Type greater; Level 13; Price 600 gp

The elixir restores 7d6+18 Hit Points, and the bonus is +2.

Type major; Level 15; Price 1,300 gp

The elixir restores 8d6+21 Hit Points, and the bonus is +3.

Type true; Level 19; Price 3,000 gp

The elixir restores 10d6+27 Hit Points, and the bonus is +4.

Core Rulebook, page 548.

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Elixir of Rejuvenation

Item 20

uncommon alchemical consumable elixir healing 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

The elixir of rejuvenation restores a creature to full health and eradicates toxins affecting it. When you drink this elixir, you're restored to your maximum Hit Points, and all afflictions of 20th level or lower affecting you are removed.

You can instead administer this elixir to a creature that has been dead for a week or less. When you do, that creature is instantly brought back to life with 1 Hit Point and no spell slots, Focus Points, or other daily resources.

Craft Requirements philosopher's stone, true elixir of life.

Core Rulebook, page 548.

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Elven Absinthe

Item 5

alchemical consumable drug ingested poison 

Price 25 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

Specialists in Thaebaikhil prepare this emerald-green beverage.

Saving Throw DC 20 Fortitude; Onset 1 hour; Maximum Duration 1 day; Stage 1 +2 item bonus to Diplomacy and Performance checks (1 hour); Stage 2 drained 2 (1 hour); Stage 3 stupefied 4 (1 hour)

Gamemastery Guide, page 121.

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Elven Branched Spear

Item

uncommon deadly d8 elf finesse reach 

Price 3 gp

Bulk 1

Damage 1d6 piercing

Hands 2

Category Martial Melee Weapon; Group Spear

Several short branches project from this delicate spear's shaft, each angled forward and tipped with a leaflike blade.

LOTGB, page 107.

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Elven Chain

Item 13+

uncommon 

Usage worn armor; Bulk L

Category Armor

Elven chain is a chain shirt made of mithral that glitters in even the faintest light. It has no check penalty.

Created by elven artisans employing ancient crafting techniques, elven chain is exceptionally quiet. Unlike other chain shirts—even other mithral chain shirts—elven chain does not have the noisy trait. This suit of armor can be etched with runes like any other mithral chain shirt.

Type standard-grade elven chain; Level 13; Price 2,500 gp; Craft Requirements The initial raw materials must include mithral worth at least 3,125 sp.

Type high-grade elven chain; Level 20; Price 52,000 gp; Craft Requirements The initial raw materials must include mithral worth at least 26,000 gp.

Core Rulebook, page 555.

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Elven Curve Blade

Item

uncommon elf finesse forceful 

Price 4 gp

Bulk 2

Damage 1d8 slashing

Hands 2

Category Martial Melee Weapon; Group Sword

Essentially a longer version of the scimitar, this traditional elven weapon has a thinner blade than its cousin.

Core Rulebook, page 281.

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Elysian Dew

Item 12

uncommon consumable enchantment magical potion 

Price 375 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

When you drink sweet, sky-blue Elysian dew, for 1 minute, you gain a 10-foot aura that evokes the vitality of Elysium, causing nearby objects to seem more colorful and plants to stand taller.

You and any ally that starts its turn in the emanation gain 5 temporary Hit Points, a +1 item bonus to saving throws, and a +1 item bonus to Acrobatics and Athletics checks until the start of your or the ally's next turn. If you're evil and drink this potion, it fails to work, and you must succeed at a DC 30 Fortitude save or the potion renders you drained 2.

Treasure Vault, page 89.

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Emberheart

Item 18

apex invested magical necromancy 

Price 24,000 gp

Usage worn

Category Apex

This small, heart-shaped amulet appears to be sculpted from stone with a single streak of dim light running through, like an ember just beneath ashes. When worn, the amulet gives off a gentle warmth, akin to being near a fireplace. You gain poison resistance 15 when wearing this amulet.

When you invest the amulet, you either increase your Constitution score by 2 or increase it to 18, whichever would give you a higher score.

Activate [>>] Interact (healing, magical, necromancy, positive); Frequency once per day; Effect You hold the amulet aloft as a ripple of warm orange light exudes outward. Each ally in a 30-foot emanation regains 30 Hit Points and gains a +3 status bonus to Fortitude saves until the end of their next turn.

Secrets of Magic, page 184.

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Emerald Fulcrum Lens

Item 10

unique invested necromancy negative occult 

Price 1,000 gp

Bulk 3

Category Other

This concave green lens is pitted and flawed; its jagged edges can cut those who don't handle it with care. While you have the Emerald Fulcrum Lens invested, your flesh appears waxen and pallid. You gain negative healing and harm spells gain a +4 status bonus to the Hit Points they restore to you.

You can also activate the lens in the following ways.

Activate [>>] Interact (healing); Frequency once per day; Effect You grasp the Emerald Fulcrum Lens in one hand, regain 30 Hit Points, and gain a +2 item bonus to saving throws against magic for 1 round.
Activate [>>] Interact (attack, possession); Effect as Crimson Fulcrum Lens, but the melee spell attack modifier is +20.

Abomination Vaults #3: Eyes of Empty Death, page 76.

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Emerald Grasshopper

Item 5

consumable magical talisman transmutation 

Price 30 gp

Usage affixed to armor; Bulk —

Activate [F] envision; Trigger You attempt a High Jump but haven't rolled yet; Requirements You are an expert in Athletics.

Category Talisman

This metal grasshopper studded with emeralds is usually clasped to the legs of a suit of armor. When you activate it, if you succeed at the Athletics check, you Leap up to 50 feet vertically and up to 10 feet horizontally. If you critically succeed, you can Leap up to 75 feet vertically and 20 feet horizontally. If you don't end your jump on solid ground, you flutter in the air until the end of your turn, then fall harmlessly at a rate of 60 feet per round until you reach the ground.

Core Rulebook, page 566.

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Emergency Disguise

Item 1

uncommon conjuration consumable magical talisman 

Price 3 gp

Usage affixed to armor; Bulk –

Activate [>] envision; Requirements You're trained in Deception.

Category Talisman

In Woodsedge Lodge, this thin red ribbon, typically worn around the neck, symbolizes the reach of Falumoraekro's soul-trapping guillotines, the infamous final blades. Each of these talismans stores a specific disguise, chosen at the time of its creation. When activated, the talisman applies a disguise to its wearer, allowing them to Impersonate without taking the time to assemble a convincing disguise first. The components the disguise creates can appear to be worth up to 3 gp total.

The instant nature of the disguise leaves a few traces of its haphazard nature, imposing a –2 circumstance penalty on checks to Impersonate using the disguise.

Wearers with the Quick Disguise feat don't take this penalty. Any objects created as a part of the disguise disappear after 24 hours or after you remove them.

LOPSG, page 109.

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Emergency Eye

Item 7

consumable divination magical talisman 

Price 60 gp

Usage affixed to armor; Bulk —

Activate [F] command; Trigger You become blinded, or an effect otherwise impedes your vision; Requirements You are an expert in Perception.

Category Talisman

This eye, harvested from a monster, looks like it's peacefully sleeping but gives you a backup when you can't use your eyes.

When the eye is activated, the eyelid pops open, and the eye stares frantically about. You see through the eye with normal vision until the end of your next turn, when the eye withers and flakes away.

Treasure Vault, page 93.

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Emetic Paste

Item 2+

alchemical consumable healing 

Price 5 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within reach, typically on the throat. The paste makes it easy for the sickened creature to purge, granting it an immediate Fortitude save to reduce its sickened condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the sickened condition for 1 hour.

Type lesser; Level 2; Price 5 gp

The bonus is +2.

Type moderate; Level 9; Price 120 gp

The bonus is +3.

Type greater; Level 14; Price 700 gp

The bonus is +4.

Treasure Vault, page 53.

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Empathic Cords

Item 8

rare divination invested magical mental 

Price 450 gp

Usage worn

Category Worn Item

These intracately braided lenghts of leather, twince, and ribbon can be worn around the neck. Empathic cords function only with the other cord in their pair and must be crafted together. If one cord becomes broken, the other dissolves in to non-magical dust. The Price listed above is for a pair of cords. The creatures wearing a pair of empathic cords can sense each other's feelings and communicate empathically, no matter how far away they are, as long as the creatures are on the same planet.

Activate command, Interact; Frequency once per day; Effect You cast message, targeting the creature wearing the matching cord. The range of this message is planetary.

PFUM.

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Empathy Charm

Item 2

uncommon companion divination enchantment magical 

Price 35 gp

Usage affixed to harness; Bulk —

Category Companion

This charm, usually placed on an animal companion's collar, contains a single strand of your hair, as well as one of your animal companion's, creating a link that better transmits emotional cues to a trained psychological assistance animal.

Activate [R] envision; Frequency once per day; Trigger You attempt a saving throw against an emotion effect; Requirements Your animal companion wearing the empathy charm is within 10 feet; Effect Your animal companion senses the effect and attempts to calm you. You gain a +1 circumstance bonus against the triggering save.

Treasure Vault, page 106.

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Encompassing Lockpick

Item 8

uncommon conjuration extradimensional magical 

Price 450 gp

Usage held in 1 hand; Bulk L

Category Held

This lockpick houses a small compartment containing many smaller picks and other miniature tools. The lockpick itself is surprisingly malleable, belying the components within. An almost-impossible number of other tools are hidden in the compartment, including an entire set of infiltrator thieves' tools and any replacement picks, an elite disguise kit and any replacement cosmetics, and an extreme climber's kit, all while still somehow remaining only light Bulk. This makes the encompassing lockpick a favorite discreet option for rogues infiltrating high society events, as formal wear generally has few pockets and only allows a character to wear a single tool kit of light Bulk.

LOTGB, page 10.

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Endless Grimoire

Item 6+

divination grimoire magical 

Bulk L

Category Grimoire

When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +1 item bonus to checks to Learn a Spell if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 1st-level spell.

Type Endless Grimoire; Level 6; Price 230 gp

Type Greater Endless Grimoire; Level 10; Price 900 gp

The item bonus is +2, and the additional spell is 3rd level.

Type Major Endless Grimoire; Level 14; Price 4,000 gp

The item bonus is +2, and the additional spell is 5th level.

Type True Endless Grimoire; Level 18; Price 23,000 gp

The item bonus is +3, and the additional spell is 7th level.

Secrets of Magic, page 162.

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Endless Grimoire

Item 6

divination grimoire magical 

Price 230 gp

Bulk L

Category Grimoire

When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. undefined

Main Item: Endless Grimoire

Secrets of Magic, page 162.

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Energized Cartridge

Item 4

consumable magical talisman transmutation 

Price 20 gp

Usage affixed to a firearm or crossbow; Bulk -

Activate [F] envision; Trigger You attempt an attack roll with the affixed firearm or crossbow; Requirements You're trained in use of the affixed firearm or crossbow.

Category Talisman

This simple brass shell casing contains trace amounts of alchemical ingredients and is usually attached to the underside of the affixed weapon's barrel. When activated, it causes the ammunition fired from the affixed weapon to transform into your choice of acid, cold, electricity, or fire, dealing damage of the appropriate energy type instead of its usual damage as well as 1d6 persistent damage of the same type on a critical hit.

Guns & Gears, page 184.

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Energizing

Rune 6

uncommon abjuration magical 

Price 250 gp

Usage etched onto a weapon

Category Rune

A weapon with this rune can absorb energy damage to empower it.

Activate [R] envision; Trigger You take acid, cold, electricity, fire, or sonic damage; Effect The weapon becomes imbued with the triggering energy type. It deals an additional 1d8 damage of the triggering type until the end of your next turn. As normal, if you use this reaction again during the duration, the damage doesn't combine; instead, change the 1d8 damage to the new triggering type of damage and change the duration to the end of your next turn.

LOTGB, page 10.

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Energizing Lattice

Item 13

evocation invested light magical 

Price 3,000 gp

Usage worn armor; Bulk 2

Category Armor

This suit of +2 resilient fortification lattice armor has latticework of fine golden wire. After negating a critical hit with its fortification rune, the latticework glows for 1 minute, shedding bright light in a 20-foot radius (and dim light for the next 20 feet). You can Dismiss this light.

Activate [>>] envision (force); Requirements The energizing lattice is glowing because it negated an enemy's critical hit; Effect You release the lattice's energy and make a weapon or unarmed attack Strike that deals 6d6 additional force damage. If your Strike fails, but doesn't critically fail, the target still takes half the force damage.

The latticework ceases glowing after the Strike.

Treasure Vault, page 15.

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Energizing Treat

Item 7

consumable magical transmutation 

Price 70 gp

Usage held in 1 hand

Activate [>] Interact

Category Consumable

An energizing treat is a treat made from meat or grains. When you feed your animal companion or familiar an energizing treat, it's quickened for 1 minute. It can use the extra action each round only for Strike, Stride, and Support actions, and it can do so only if it normally has those actions available and you take the proper action to command it.

Treasure Vault, page 96.

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Energy Adaptive

Rune 13

abjuration magical 

Price 2,600 gp

Usage etched onto armor

Category Rune

A complex pattern of protective symbols gives protection against various forms of energy, but only part of the runic structure can be active at a given time.

Activate [R] envision; Frequency once per hour; Trigger You take acid, cold, electricity, or fire damage; Effect You gain resistance 5 to the triggering damage type. This doesn't apply to the triggering damage. This resistance lasts until you Activate this rune again or the armor is no longer invested by you.

Treasure Vault, page 12.

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Energy Mutagen

Item 1+

uncommon alchemical consumable elixir mutagen polymorph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire.

When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts.

Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type.

Drawback You gain weakness 5 to the other three energy types.

Type lesser; Level 1; Price 4 gp

You gain resistance 5, add 1 point of damage on a hit with a melee weapon, and the duration is 1 minute.

Type moderate; Level 3; Price 12 gp

You gain resistance 10, add 1d4 damage on a hit with a melee weapon, and the duration is 10 minutes.

Type greater; Level 11; Price 300 gp

You gain resistance 15, add 1d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy that deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (DC 25 basic Reflex save).

Type major; Level 17; Price 3,000 gp

You gain resistance 20, add 2d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy that deals 3d6 damage of the attuned type for every full 10 minutes of duration remaining (DC 32 basic Reflex save).

The Fall of Plaguestone, page 56.

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Energy Mutagen

Item 1+

alchemical consumable elixir mutagen polymorph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts.

Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type.

Drawback You gain weakness 5 to the other three energy types.

Type lesser; Level 1; Price 4 gp

You gain resistance 5, add 1 damage on a hit with a melee weapon, and the duration is 1 minute.

Type moderate; Level 3; Price 12 gp

You gain resistance 10, add 1d4 damage on a hit with a melee weapon, and the duration is 10 minutes.

Type greater; Level 11; Price 300 gp

You gain resistance 15, add 1d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 8d6) to each creature in the area, with a DC 25 basic Reflex save.

Type major; Level 17; Price 3,000 gp

You gain resistance 20, add 2d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 3d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 12d6) to each creature in the area, with a DC 32 basic Reflex save.

Treasure Vault, page 60.

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Energy Robe

Item 7+

uncommon invested magical transmutation 

Usage worn clothing; Bulk L

Category Worn Item

This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids.

Activate [>>] command, Interact; Frequency once per day; Effect You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type.

Type energy robe of fire; Level 7; Price 320 gp

You gain resistance 5 to fire. When the robe is activated, you gain a +30-foot status bonus to Speed for 1 minute as flames shoot out behind you to speed you up.

Type energy robe of cold; Level 8; Price 450 gp

You gain resistance 5 to cold. When the robe is activated, you gain the effects of water walk for 1 minute, as you momentarily flash freeze the surface of water as you walk across it.

Type energy robe of acid; Level 9; Price 575 gp

You gain resistance 5 to acid. When the robe is activated, you gain a climb Speed equal to your Speed, as the acid on your hands grants you easier handholds.

Type energy robe of electricity; Level 10; Price 900 gp

You gain resistance 5 to electricity. When the robe is activated, you gain a fly Speed equal to your Speed for 1 minute.

LOTGB, page 50.

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Energy Robe of Acid

Item 9

uncommon invested magical transmutation 

Price 575 gp

Usage worn clothing; Bulk L

Category Worn Item

This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids.

Activate [>>] command, Interact; Frequency once per day; Effect You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type.

You gain resistance 5 to acid. When the robe is activated, you gain a climb Speed equal to your Speed, as the acid on your hands grants you easier handholds.

Main Item: Energy Robe

LOTGB, page 50.

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Energy Robe of Cold

Item 8

uncommon invested magical transmutation 

Price 450 gp

Usage worn clothing; Bulk L

Category Worn Item

This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids.

Activate [>>] command, Interact; Frequency once per day; Effect You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type.

You gain resistance 5 to cold. When the robe is activated, you gain the effects of water walk for 1 minute, as you momentarily flash freeze the surface of water as you walk across it.

Main Item: Energy Robe

LOTGB, page 50.

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Energy Robe of Electricity

Item 10

uncommon invested magical transmutation 

Price 900 gp

Usage worn clothing; Bulk L

Category Worn Item

This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids.

Activate [>>] command, Interact; Frequency once per day; Effect You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type.

You gain resistance 5 to electricity. When the robe is activated, you gain a fly Speed equal to your Speed for 1 minute.

Main Item: Energy Robe

LOTGB, page 50.

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Energy Robe of Fire

Item 7

uncommon invested magical transmutation 

Price 320 gp

Usage worn clothing; Bulk L

Category Worn Item

This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids.

Activate [>>] command, Interact; Frequency once per day; Effect You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type.

You gain resistance 5 to fire. When the robe is activated, you gain a +30-foot status bonus to Speed for 1 minute as flames shoot out behind you to speed you up.

Main Item: Energy Robe

LOTGB, page 50.

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Energy-Resistant

Rune 8+

abjuration magical 

Usage etched onto armor

Category Rune

These symbols convey protective forces from the Elemental Planes. You gain resistance 5 to acid, cold, electricity, or fire.

The crafter chooses the damage type when creating the rune.

Multiple energy-resistant runes can be etched onto a suit of armor; rather than using only the highest-level effect, each must provide resistance to a different damage type. For instance, a +2 acid-resistant greater fire-resistant breastplate would give you acid resistance 5 and fire resistance 10.

Type energy-resistant; Level 8; Price 420 gp

Type greater energy-resistant; Level 12; Price 1,650 gp

You gain resistance 10 to the specified damage type.

Core Rulebook, page 582.

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Energy-Resistant

Rune 8

abjuration magical 

Price 420 gp

Usage etched onto armor

Category Rune

These symbols convey protective forces from the Elemental Planes. You gain resistance 5 to acid, cold, electricity, or fire.

The crafter chooses the damage type when creating the rune.

Multiple energy-resistant runes can be etched onto a suit of armor; rather than using only the highest-level effect, each must provide resistance to a different damage type. For instance, a +2 acid-resistant greater fire-resistant breastplate would give you acid resistance 5 and fire resistance 10.

Main Item: Energy-Resistant

Core Rulebook, page 582.

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Enfilading Arrow

Item 9

uncommon conjuration consumable magical 

Price 125 gp

Ammunition Arrow

Activate [>] Interact

Category Consumable

This arrow splits at the far end of the shaft into five branching arrowheads, making it impractical for single targets but deadly in combat.

When you fire an activated enfilading arrow, it sails upward and shatters into countless copies. The arrows then rain Bellwether Lodge Wares.

LOTGB, page 14.

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