Items: M (Part 6 of 9)

60 items, from Mind-Swap Potion to Moderate Blight Bomb.

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Part: 1 2 3 4 5 6 7 8 9

Mind-Swap Potion · Mindfog Mist · Mindlance · Mindlock Shot · Mindsponge · Minor Animal Repellent · Minor Armory Bracelet · Minor Camp Shroud · Minor Elixir of Life · Minor Healing Potion · Minor Life Shot · Minor Moonlit Spellgun · Minor Numbing Tonic · Minor Oil of Unlife · Minor Potion of Retaliation · Minor Sapling Shield · Minor Sturdy Shield · Minor Vaccine · Minor Vaccine · Minor Wovenwood Shield · Minotaur Chair · Mirror · Mirror Goggles · Mirror Of Moreiremund · Mirror Of Sleeping Vigil · Mirror Robe · Mirror-ball Snare · Misdirecting Haversack · Misleading · Missive Mint · Mistform Elixir · Miter Of Communion · Mithral · Mithral Armor · Mithral Chunk · Mithral Ingot · Mithral Shield · Mithral Tree · Mithral Waffle Iron · Mithral Weapon · Mnemonic Acid · Moderate Ablative Armor Plating · Moderate Ablative Shield Plating · Moderate Acid Flask · Moderate Addiction Suppressant · Moderate Addiction Suppressant · Moderate Aether Marbles · Moderate Alchemical Chart · Moderate Alchemist's Fire · Moderate Alignment Ampoule · Moderate Animal Repellent · Moderate Antidote · Moderate Antiplague · Moderate Applereed Mutagen · Moderate Armory Bracelet · Moderate Bane Ammunition · Moderate Bestial Mutagen · Moderate Black Tendril Shot · Moderate Blast Boots · Moderate Blight Bomb

Mind-Swap Potion

Item 15

rare consumable magical mental necromancy possession potion 

Price 1,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Small bolts of brightly colored electricity flicker through the cloudy mind-swap potion. The potion often comes in a double-chambered flask, because when you drink it, you consume half the contents. If another creature of the same ancestry consumes the remainder of the contents within 1 minute, your minds swap per the effect of a critical success on a mind swap ritual (Secrets of Magic 151). The effects last for 24 hours or until one of you Dismisses the activation.

Treasure Vault, page 90.

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Mindfog Mist

Item 15

alchemical consumable inhaled poison 

Price 1,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

Mindfog mist can be used to undermine spellcasters, as its effect on a victim's mental faculties are swift and powerful.

Saving Throw DC 35 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 stupefied 2 (1 round); Stage 2 confused and stupefied 3 (1 round); Stage 3 confused and stupefied 4 (1 round)

Core Rulebook, page 553.

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Mindlance

Item 8

uncommon arcane enchantment mental 

Price 500 gp

Usage held in two hands; Bulk 2

Category Held

This +1 striking arquebusG&G is used by caravan guards to nonlethally—though powerfully—deter large game and bandits. When fired, the spark gun deals mental damage and adds the nonlethal trait to the attack. Each mindlance also includes a reinforced stock that benefits from any fundamental runes on the firearm. When you critically succeed at an attack roll with a mindlance, the target becomes frightened 2 unless it succeeds at a DC 24 Will save.

Treasure Vault, page 39.

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Mindlock Shot

Item 11

consumable enchantment magical 

Price 250 gp

Ammunition any

Activate [>>] command, envision

Category Consumable

Mindlock shot is made of luminous ectoplasm in a crystalline form. When you command this ammunition, you pick a Stride or Strike. If you hit a creature with the ammunition, it falls under a mental effect that makes it use its first action on its next turn to take the action you picked. It chooses exactly how to use that action, and if you choose Stride, the target can Step if doing so is beneficial for it. On a critical hit, the target must use its next 2 actions to do as you chose, within the same parameters.

Treasure Vault, page 82.

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Mindsponge

Item 9

unique mental necromancy occult 

Price 700 gp

Usage held in 1 hand; Bulk L

Category Held

A mindsponge appears as a misshapen gray sponge that unsettlingly resembles a malformed human brain. Though pliable in all the same ways as a damp sponge, a mindsponge has no ability to absorb water and, in fact, doesn't seem terribly porous at all. Instead, a mindsponge is used to absorb thoughts and memories from living creatures.

Activate [>>] envision, Interact; Effect The mindsponge casts modify memory, but only to erase a memory—a mindsponge can't enhance memory clarity, alter memories, or add false memories.
Activate 1 minute (envision, Interact); Effect You use the mindsponge to harvest the memories and mental energy of a specially prepared target as it dies. To prepare the target (who must be willing or helpless), you must perform a 10-minute surgery to expose a portion of the target's brain without killing them. This requires a successful DC 28 Medicine (master) check; if you fail this check, the target dies before you can use the mindsponge.

Memories and psychic energy absorbed aren't taken from the target's soul but from energies temporarily infused within the body, so that a creature slain in this way who is later brought back to life retains their harvested memories and energy. The corpse of someone who has had their memories harvested is difficult to communicate with via talking corpse—treat the saving throw result against that spell as one degree of success lower than the actual result.

A mindsponge can store the memories and energy of up to four creatures at a time. Once full, it cannot be activated at all, other than to squeeze it as an Interact action with the envision trait, which causes all of the memories within to drip out as cold ectoplasm, which swiftly evaporates if not used or contained.

Gatewalkers #3: Dreamers of the Nameless Spires, page 77.

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Minor Animal Repellent

Item 1

alchemical consumable olfactory 

Price 3 gp

Usage held in 1 hand; Bulk L

Activate 1 minute Interact

Category Consumable

Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind.

You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal.

The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure).

The DC for saves is 15.

Main Item: Animal Repellent

Treasure Vault, page 52.

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Minor Armory Bracelet

Item 3

conjuration invested magical 

Price 50 gp

Usage worn; Bulk —

Category Worn Item

Several small charms shaped like weapons hang from an armory bracelet, which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms.

Activate [>>] envision, Interact; Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold.
Main Item: Armory Bracelet

Treasure Vault, page 153.

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Minor Camp Shroud

Item 4

uncommon consumable illusion magical 

Access Kaetiarn have access to this item.

Price 15 gp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

Knights make use of this magically treated powder to help hide their camps while traveling through the Staemorn or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen.

A creature outside the area that uses the Seek action or Search activity to examine the area or look for smoke and light coming from that direction can attempt a DC 18 Perception check to disbelieve the illusion.

Main Item: Camp Shroud

LOKL, page 89.

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Minor Elixir of Life

Item 1

alchemical consumable elixir healing 

Price 3 gp

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 1d6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.

Main Item: Elixir of Life

Core Rulebook, page 548.

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Minor Healing Potion

Item 1

consumable healing magical necromancy potion 

Price 4 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain 1d8 Hit Points.

Main Item: Healing Potion

Core Rulebook, page 563. Reprinted in BB.

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Minor Life Shot

Item 2

alchemical consumable healing 

Price 5 gp

Ammunition round

Activate [>] Interact

Category Consumable

Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it.

The ammunition restores 1d4 Hit Points, and the bonus is +1.

Main Item: Life Shot

Treasure Vault, page 43.

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Minor Moonlit Spellgun

Item 2

attack consumable evocation fire light magical spellgun 

Price 7 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact, Strike

Category Consumable

Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it's often carried by hunters of werecreatures, vampires, and devils.

You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet.

The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun's damage is treated as silver for the purposes of weaknesses, resistances, and the like.

Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it's also enfeebled 1 for 1 minute.Success The target takes full damage and is dazzled until the start of your next turn.

The damage is 1d8 at night, or 1d6 at other times.

Main Item: Moonlit Spellgun

Treasure Vault, page 97.

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Minor Numbing Tonic

Item 1

alchemical consumable elixir 

Price 4 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

You gain 2 temporary Hit Points.

Main Item: Numbing Tonic

Treasure Vault, page 60.

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Minor Oil of Unlife

Item 1

consumable magical necromancy negative oil 

Price 4 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Oil

This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or a living creature with negative healing, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points.

You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself.

The oil restores 1d8 Hit Points.

Main Item: Oil Of Unlife

Advanced Player’s Guide, page 258.

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Minor Potion of Retaliation

Item 1

consumable evocation magical potion 

Price 4 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer reminiscent of the energy it contains. For 1 minute after drinking a potion of retaliation, you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike.

The aura deals 1 damage.

Main Item: Potion Of Retaliation

Advanced Player’s Guide, page 259.

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Minor Sapling Shield

Item 3

magical transmutation 

Price 57 gp

Usage held in 1 hand; Bulk 2

Category Held

This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage.

Activate [>] envision; Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler.

The buckler has Hardness 3, HP 24, and BT 12.

Main Item: Sapling Shield

Treasure Vault, page 22.

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Minor Sturdy Shield

Item 4

abjuration magical 

Price 100 gp

Usage held in 1 hand; Bulk 1

AC Bonus undefined; Hardness 8; HP 64; BT 32

Category Shield; Group Shield

With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy.

The shield has Hardness 8, HP 64, and BT 32.

Main Item: Sturdy Shield

Core Rulebook, page 588.

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Minor Vaccine

Item 1

rare consumable elixir 

Price 4 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

The duration is 1 hour.

Main Item: Vaccine

LOL, page 71.

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Minor Vaccine

Item 1

alchemical consumable elixir healing 

Price 4 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

The duration is 1 hour.

Main Item: Vaccine

Treasure Vault, page 61.

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Minor Wovenwood Shield

Item 4

uncommon abjuration magical 

Price 85 gp

Usage held in one hand; Bulk 1

Category Held

This magically reinforced wooden shield is made by skilled Treikril mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it.

This shield has Hardness 5, Hit Points 40, and Broken Threshold 20.

Main Item: Wovenwood Shield

LOTGB, page 81.

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Minotaur Chair

Item 9

evocation magical 

Price 600 gp

Bulk 4

Category Wheelchair Assistive Item

A minotaur chair is a traveler's chair with chair storage, impulse control (see below), and +1 striking wounding wheel spikes (page 72). The wheel spikes can have runes upgraded, transferred, or added as normal. The chair magically stores the kinetic energy from movement throughout the day, allowing you to expend it to make a powerful rushing charge.

Activate [>>] Interact; Frequency once per hour; Effect You rush forward with the wheelchair in a powerful charge, bowling through foes who stand in the way. Stride in a straight line, moving through enemies' spaces and making an attack with the wheel spikes against every foe in the line. If the foe is prone, the following effects apply: the attack gains a +1 circumstance bonus to damage per weapon damage die, and the wounding rune deals 1d12 persistent bleed damage on a hit (or 3d6 persistent bleed damage on a critical hit)

Wheelchair uPgraDes A wheelchair can have upgrades added to its frame to improves its capabilities. The cost includes the installation of the upgrade.

LOTGB, page 71.

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Mirror

Item

Price 1 gp

Bulk —

Hands 1

Category Adventuring Gear

No entries found.

Core Rulebook, page 288.

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Mirror Goggles

Item 5+

abjuration invested magical 

Usage worn eyepiece; Bulk —

Category Worn Item

These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws against visual effects.

Activate [R] Interact; Trigger A creature within 60 feet targets you with a visual effect; Effect You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is sickened 1 (sickened 2 on a critical failure). The creature is temporarily immune for 1 hour.

Type lesser mirror goggles; Level 5; Price 135 gp

Type moderate mirror goggles; Level 11; Price 1,200 gp

The item bonus is +2, and the DC is 30.

Type greater mirror goggles; Level 18; Price 19,000 gp

The item bonus is +3, and the DC is 40.

Treasure Vault, page 147.

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Mirror Of Moreiremund

Item 25

unique artifact enchantment magical 

Usage bonded (see below); Bulk L

Category Artifact

The silvery glass of this oval mirror displays alluring sights. Its dark wooden frame is studded with small green gems and is carved with the shapes of a male figure on one edge of the glass and a female figure on the other side.

The mirror can form a bond with a spellcaster who has legendary proficiency in Arcana or Occultism, who becomes the mirror's owner. Regardless of where the mirror is, as long as the bond remains, the owner is aware of everything the mirror is currently reflecting and can use the mirror's activations.

Whenever an intelligent creature looks in the mirror, they see an image of a person, creature, or item they find irresistible—most often one they find attractive. The specific image varies depending on the observer, even when more than one creature is looking into the mirror at the same time. Observers are fascinated by the images in the mirror unless they succeed at a DC 35 Will save each round. On a failure, they stare blankly at the mirror for as long as it remains in view, and if it leaves their view, they stare toward the last place they saw the mirror for several minutes thereafter. This is an emotion, enchantment, incapacitation, and visual effect. Creatures that are fascinated by the mirror are so deeply entranced that they don't end their fascinated condition automatically even if a creature uses hostile actions against them or their allies; instead, they can attempt a DC 30 Will save to end the fascination. At the GM's discretion, a truly innocent creature or a creature that has renounced all worldly pleasures might be immune to the mirror's fascination.

Activate [>>] envision (emotion, enchantment, incapacitation, visual); Effect You force a creature looking at the mirror to attempt an additional Will save against the mirror's fascination effect, even if they succeeded at their save.
Activate [>>>] command (emotion, enchantment, incapacitation); Requirements The target must be fascinated by the mirror; Effect You control the target for 30 days, with the effect of a critically failed saving throw against dominate. If the victim sees the mirror again at any point before this duration expires, the control extends for an additional 30 days from the moment it looked at the mirror again. While there is no initial saving throw, the DC to break free due to commands against the creature's nature is 35.

Destruction The Mirror of Moreiremund shatters into a thousand pieces if an intelligent but completely innocent creature resists the mirror's attraction and then accidentally drops it.

Gamemastery Guide, page 110.

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Mirror Of Sleeping Vigil

Item 7

uncommon illusion invested magical sleep 

Price 300 gp

Usage worn; Bulk L

Category Worn Item

This jeweled mirror grants you gain greater control over your dreaming self. While invested, you can watch over your sleeping body from the Dreamlands, letting you see your own body and a 5-foot emanation around you, though you can't hear, smell, or use other senses from your dreaming self.

You do not take the –4 status penalty to visual Perception checks in that area or gain the blinded condition from being unconscious against creatures in that area. As long as you fell asleep voluntarily and not from a sleep effect, you can automatically wake up from sleep if there is visible activity around you.

LOTGB, page 111.

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Mirror Robe

Item 3

uncommon illusion invested magical 

Price 55 gp

Usage worn clothing; Bulk L

Category Worn Item

Thousands of small, reflective, mirrored glass shards have been carefully stitched down this long silk duster.

Activate [>] Interact; Requirements The mirror robe was last activated to draw attention toward you, or you haven't used the mirror robe today; Effect The mirror robe Creates a Diversion for you with a +9 Deception modifier.
Activate [>] Interact (visual); Requirements The mirror robe was last activated to divert attention away from you and you are hidden or undetected by at least one foe; Effect You draw attention toward yourself. Choose one foe to which you were hidden or undetected. You reveal yourself to all, becoming observed. The foe you chose diverts its attention to you, becoming flat-footed to your allies until the beginning of your next turn. If you are invisible or otherwise can't become observed, you can't use this activation.

LOTGB, page 50.

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Mirror-ball Snare

Snare 6

uncommon consumable mechanical snare trap visual 

Price 40 gp

Category Snare

A mixture of metal shavings and flash powder inside this small, mirrored sphere ignites when disturbed, causing the ball to flash and spin. When a creature enters the square, the ball pops into the air, and all creatures within 10 feet who can see the mirror ball must succeed at a DC 22 Fortitude save or become dazzled for 1 round. On a critical failure, affected creatures are instead dazzled for 1 minute.

LOTGB, page 26.

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Misdirecting Haversack

Item 6

uncommon illusion magical 

Price 200 gp

Usage held in 1 hand; Bulk L

Category Held

This brown leather satchel is made from a heavily oiled and rustic leather. The satchel is large enough to hold up to 1 Bulk worth of items.

Activate 1 minute (envision, Interact); Effect Documents inside the haversack become magically disguised as documents of a similar type but with misleading information. Anyone inspecting a document notices the disguise with a successful DC 20 Perception check, but determining the actual text requires a successful DC 20 Society check to Decipher Writing. This lasts until you use this activation again, which ends the effect for all previously disguised documents; until you use the second activation to end the effect for a single document; or until a document in the haversack remains outside the haversack for at least 1 hour, ending the effect for that document.
Activate [>] command; Effect You revert one of the documents back to its original state.

LOTGB, page 10.

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Misleading

Rune 16

illusion magical 

Price 8,000 gp

Usage etched onto light armor

Category Rune

This rune attempts to obfuscate your location through illusory trickery. When you're concealed, the DC of the flat check to target you with an effect is 6 instead of 5.

Activate [>>] command, envision; Frequency once per day; Effect The armor casts mislead, affecting you. It lasts until the end of your next turn.

Treasure Vault, page 13.

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Missive Mint

Item 1

alchemical auditory consumable linguistic 

Price 3 gp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

This white mint with a chalky coating appears to be a normal candy unless someone examining it succeeds at a DC 15 Crafting check to Identify Alchemy. If the crafter has the powerful alchemy class feature, this DC is their class DC instead, if it's higher. The mint's crafter can imbue a missive mint with a message containing up to 25 words while creating it. Someone who consumes the missive mint hears the message in a fizzing voice as the mint's coating bubbles away, which takes the same amount of time as it would to speak the message. The mint's eater has no way of knowing who the original sender was, what they sound like, or who the message was intended for.

Treasure Vault, page 49.

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Mistform Elixir

Item 4+

alchemical consumable elixir illusion visual 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

A faint mist emanates from your skin, making you concealed for the listed duration. As usual being concealed when your position is still obvious, you can't use this concealment to Hide or Sneak.

Type lesser; Level 4; Price 18 gp

The duration is 3 rounds.

Type moderate; Level 6; Price 56 gp

The duration is 1 minute.

Type greater; Level 10; Price 180 gp

The duration is 5 minutes.

Core Rulebook, page 549.

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Miter Of Communion

Item 10

uncommon divination invested magical 

Price 800 gp

Usage worn headwear; Bulk L

Category Worn Item

This ornate headgear comes in many different shapes and sizes, though most are elaborately decorated with motifs of the deity whose honor in which it was made. The miter brings you spiritually closer to your deity's servitors, granting you a +2 item bonus to Religion checks.

Activate 1 minute (command); Effect You chant for a minute about a task at hand for the coming week to cast a 4th-level read omens spell that grants you cryptic but useful advice.

LOGM, page 123.

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Mithral

Material 8+

uncommon precious 

Category Material

Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced 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 this material is based on the item's normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item.

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

Type mithral chunk; Price 500 gp; Bulk L

Type mithral ingot; Price 5,000 gp; Bulk 1

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

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

Core Rulebook, page 579.

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Mithral Armor

Item 12+

uncommon 

Usage worn armor; Bulk varies by armor

Category Material

Mithral 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 metal armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet.

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

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

Core Rulebook, page 556.

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Mithral Chunk

Material 8+

uncommon precious 

Price 500 gp

Bulk L

Category Material

Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced 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 this material is based on the item's normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item.

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

Core Rulebook, page 579.

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Mithral Ingot

Material 8+

uncommon precious 

Price 5,000 gp

Bulk 1

Category Material

Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced 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 this material is based on the item's normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item.

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

Core Rulebook, page 579.

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Mithral Shield

Item 8+

uncommon 

Usage varies by shield

Category Shield; Group Shield

Mithral 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). When used for a shield bash, they are treated as silver weapons.

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

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

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

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

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

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

Type high-grade mithral shield; Level 16; Price 8,800 gp; Craft Requirements Craft Bulk 1; Requirements at least 4,400 gp of mithral

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

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

Core Rulebook, page 586.

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Mithral Tree

Item

uncommon concussive elf fatal d10 parry 

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

Price 9 gp

Bulk 1

Damage 1d6 piercing

Ammunition rounds; Range 150 ft.; Reload 1

Hands 2

Category Martial Ranged Weapon; Group Firearm

Neither mithral nor a tree, this long gun takes its name from the legends of the elves of Vrutaen and is most commonly found within the nation. An elegant weapon, a mithral tree does somewhat resemble a tree; its fanned stock and long, sweeping barrel reinforced with metal rings enable a wielder to parry melee attacks while moving back into safe firing range.

Guns & Gears, page 151.

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Mithral Waffle Iron

Item 8

uncommon 

Price 355 gp

Bulk 1

Category Adventuring Gear

This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook.

The plates of this waffle iron are made of standard-grade mithral rather than iron and might bear an imprint on the plates. As with other mithral cookware, food rarely sticks to a mithral waffle iron. As it's made of mithral, this is an uncommon item.

Main Item: Waffle Iron

LOTGB, page 93.

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Mithral Weapon

Item 11+

uncommon 

Usage varies by weapon; Bulk varies by weapon

Category Material

Mithral weapons are slightly lighter than silver. A mithral weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk).

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

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

Core Rulebook, page 599.

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Mnemonic Acid

Item 8

uncommon alchemical consumable elixir 

Price 75 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This translucent yellow-green liquid has a sharp, tangy odor and an oily sheen. It's mildly acidic and can cause a minor rash after prolonged contact with skin. To unlock its true potential, you must submerge a piece of an intelligent creature's brain matter in the acid and allow the material to completely dissolve. This takes 2d10 minutes, during which time the mnemonic acid bubbles and steams eagerly.

Once the brain matter fully dissolves, you can consume the acid as an Interact action to experience a powerful vision and relive one of the memories of the creature whose brain matter was dissolved. You have no control over which memory you experience, although such visions are almost always of memories that were meaningful to the owner of the dissolved brain matter. The memory might be of a single event or a series of related and interconnected events; the memory lasts no longer than 10 minutes, and you're blind to the world around you for the duration.

Each dose of mnemonic acid requires roughly 10% of the brain matter of the creature whose visions are to be experienced, meaning that up to 10 different memories from the same creature can be experienced, each with a different dose of mnemonic acid, before the brain matter is exhausted.

AoE3, page 78.

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Moderate Ablative Armor Plating

Item 3

uncommon consumable gadget 

Price 12 gp

Usage attached ; Bulk 1

Category Consumable

Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement.

The process of attaching the plating takes 10 minutes and grants the wearer of the armor 10 temporary Hit Points that last for 10 minutes or until lost. Removing the plating early destroys it.

Main Item: Ablative Armor Plating

Guns & Gears, page 66.

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Moderate Ablative Shield Plating

Item 3

uncommon consumable gadget 

Price 12 gp

Usage attached ; Bulk 1

Category Consumable

Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can't attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes.

When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield 10 temporary Hit Points that last for 10 minutes or until lost. Removing the plating early destroys it.

Main Item: Ablative Shield Plating

Guns & Gears, page 67.

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Moderate Acid Flask

Item 3

acid alchemical bomb consumable splash 

Price 10 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This flask filled with corrosive acid deals 1 acid damage, 2d6 persistent acid damage and 2 acid splash damage. You gain a +1 item bonus to attack rolls.

Main Item: Acid Flask

Core Rulebook, page 544.

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Moderate Addiction Suppressant

Item 6

rare consumable elixir 

Price 30 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain a +2 item bonus against the ongoing save against the drug's addiction.

Main Item: Addiction Suppressant

LOL, page 72.

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Moderate Addiction Suppressant

Item 6

alchemical consumable elixir healing 

Price 30 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant.

For every drug, a specific suppressant must be crafted—no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug's addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work.

You gain a +2 item bonus.

Main Item: Addiction Suppressant

Treasure Vault, page 58.

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Moderate Aether Marbles

Item 12

uncommon bomb consumable force splash 

Price 360 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls.

Surfaces in the splash area are filled with twisting eddies of force, which are difficult terrain for incorporeal creatures but not for corporeal ones. The force eddies in a square disperse after an incorporeal creature enters the square.

You gain a +2 item bonus to attack rolls. The bomb deals 3d6 force damage and 3 force splash damage.

Main Item: Aether Marbles

Gatewalkers #3: Dreamers of the Nameless Spires, page 75.

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Moderate Alchemical Chart

Item 12

alchemical 

Price 1,750 gp

Usage held in 1 hand; Bulk L

Category Held

This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using Quick Alchemy, the items you create of the listed level remain potent for 1 additional round.

The chart works for Quick Alchemy items of level 12 or lower.

Main Item: Alchemical Chart

Treasure Vault, page 62.

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Moderate Alchemist's Fire

Item 3

alchemical bomb consumable fire splash 

Price 10 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Alchemist's fire is a combination of volatile liquids that ignite when exposed to air.

You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage, 2 persistent fire damage, and 2 fire splash damage.

Main Item: Alchemist's Fire

Core Rulebook, page 545.

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Moderate Alignment Ampoule

Item 3

uncommon alchemical bomb consumable 

Price 12 gp

Usage held in 1 hand; Bulk L

Category Bomb

This glass sphere is divided into four quarters, each of which contains a different material aligned with good, evil, chaos, or law, such as shavings from a holy relic or dried flowers that grew near a planar rift to the Abyss. You gain a +1 item bonus to attack rolls. When moderate alignment ampoule strikes a creature with a weakness to good, evil, chaos, or law, it deals 1d4 damage and 2 splash damage, which matches the creature's highest weakness. This damage is always based on the weaknesses of the initial target of the attack.

If a creature has multiple eligible weaknesses, randomly determine the damage type. An alignment ampoule has no effect against creatures that don't have a weakness to the ampoule's associated alignment types.

Main Item: Alignment Ampoule

LOPSG, page 39.

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Moderate Animal Repellent

Item 8

alchemical consumable olfactory 

Price 75 gp

Usage held in 1 hand; Bulk L

Activate 1 minute Interact

Category Consumable

Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind.

You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal.

The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure).

The DC for saves is 24.

Main Item: Animal Repellent

Treasure Vault, page 52.

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Moderate Antidote

Item 6

alchemical consumable elixir healing 

Price 35 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

An antidote protects you against toxins. Upon drinking an antidote, you gain a +3 item bonus to Fortitude saving throws against poisons for 6 hours.

Main Item: Antidote

Core Rulebook, page 546.

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Moderate Antiplague

Item 6

alchemical consumable elixir healing 

Price 35 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Antiplague can fortify the body's defenses against diseases.

Upon drinking an antiplague, you gain a +3 item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression.

Main Item: Antiplague

Core Rulebook, page 546.

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Moderate Applereed Mutagen

Item 12

rare alchemical consumable elixir mutagen polymorph 

Price 400 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This gummy liquid disproportionately lengthens your legs, causing you to grow but making your movement awkward. The effect is very noticeable unless your clothes can adequately conceal it.

Benefit You gain a +3 item bonus to Athletics checks and you gain +15 feet status bonus to your Speed. In addition, you grow one size larger, but your larger size does not have any additional effects beyond the potential change in space.

Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves.

The duration is 10 minutes.

Main Item: Applereed Mutagen

LOL, page 86.

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Moderate Armory Bracelet

Item 8

conjuration invested magical 

Price 450 gp

Usage worn; Bulk —

Category Worn Item

Several small charms shaped like weapons hang from an armory bracelet, which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms.

Activate [>>] envision, Interact; Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold.

The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward.

Main Item: Armory Bracelet

Treasure Vault, page 153.

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Moderate Bane Ammunition

Item 5

alchemical consumable poison 

Price 25 gp

Ammunition any

Activate [>] Interact

Category Poison

Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature—aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes persistent poison damage in addition to the damage the attack normally deals.

The ammunition deals 2d6 persistent poison damage.

Main Item: Bane Ammunition

Treasure Vault, page 42.

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Moderate Bestial Mutagen

Item 3

alchemical consumable elixir mutagen polymorph 

Price 12 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy.

Benefit You gain a +2 item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack that deals 1d6 slashing damage and has the agile trait and a jaws unarmed attack that deals 1d8 piercing damage. The duration is 10 minutes.

Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves.

Main Item: Bestial Mutagen

Core Rulebook, page 546.

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Moderate Black Tendril Shot

Item 12

conjuration consumable magical 

Price 360 gp

Ammunition any

Activate [>] command

Category Consumable

A glistening, tar‑like substance that's displeasing to the touch coats a black tendril shot. When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition's effects last until the target Escapes. DCs for the saving throw and Escape vary by type.

Critical Success The target is slowed 1 but gains a +2 circumstance bonus to Escape the ammunition's effect.Success The target is slowed 1.Failure The target is slowed 2 and deafened.Critical Failure The target is slowed 2, blinded, and deafened.

Both DCs are 31.

Main Item: Black Tendril Shot

Treasure Vault, page 80.

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Moderate Blast Boots

Item 3

uncommon consumable gadget 

Price 11 gp

Usage worn (attached to footwear or feet); Bulk L

Activate [>] Interact

Category Consumable

These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 minute. When you Activate the moderate blast boots, you can High Jump or Long Jump, without the need to Stride first. When you Activate the moderate blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 30 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 45 feet.

Main Item: Blast Boots

Guns & Gears, page 67.

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Moderate Blight Bomb

Item 3

alchemical bomb consumable poison splash 

Price 10 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Blight bombs contain volatile toxic chemicals that rot flesh. A moderate blight bomb deals 2d6 poison damage, 2d4 persistent poison damage, and 2 poison splash damage. You gain a +1 item bonus to attack rolls.

Main Item: Blight Bomb

Advanced Player’s Guide, page 252.

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