Items: P (Part 2 of 3)

60 items, from Pickpocket's Tailoring to Potion of Stable Form.

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Part: 1 2 3

Pickpocket's Tailoring · Piercing Wind · Pig · Pillow Shield · Pink Rhomboid Aeon Stone · Pink Sprite Apple · Pinwheel · Pipes of Compulsion · Pipes of Compulsion · Piranha Kiss · Pirate Staff · Pistol Of Wonder · Piston Gauntlets · Piton · Plague Mask · Planar Ribbon · Plasma Hype · Plate Armor of the Deep · Plated Duster · Platinum Fortune's Coin · Playing Cards · Pocket Gala · Pocket Stage · Pocket Watch · Poi · Poison Concentrator · Poison Fizz · Poisoner's Staff · Poisoner's Staff · Poisonous Cloak · Poisonous Dagger · Polarizing Mace · Polytool · Pontoon · Poor Lock · Poor Manacles · Popdust · Poracha Fulu · Portable · Portable Altar · Portable Gaming Hall · Portable Hole · Portable Ram · Portable Ram · Portable Weapon Mount · Possibility Tome · Potency Crystal · Potion Of Disguise · Potion Of Expeditious Retreat · Potion of Flying · Potion Of Grounding · Potion of Leaping · Potion Of Minute Echoes · Potion of Quickness · Potion of Resistance · Potion Of Retaliation · Potion Of Shared Life · Potion Of Shared Memories · Potion Of Stable Form · Potion of Stable Form

Pickpocket's Tailoring

Item 4

uncommon 

Price 100 gp

Usage sewn into clothing

Category Clothing Adjustment

Pickpocket's tailoring modifies an existing outfit by adding concealed interior pockets and strategically opened seams for hiding small objects inside the lining. You gain a +1 item bonus to Stealth checks to Conceal an Object of light Bulk or less in the pockets. When you get a failure (but not a critical failure, which works as normal) on a Stealth check to Conceal such an Object, observers know you're concealing an object somewhere, but they don't find the object unless they succeed at a DC 20 Perception check to locate the seams in the garment.

LOTGB, page 50.

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Piercing Wind

Item

uncommon combination 

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

Price 15 gp

Bulk 1

Ranged

Traits concussive, fatal aim d10

Damage 1d6 piercing

Ammunition round; Range 40 ft.; Reload 1

Group Firearm

Melee

Traits critical fusion, finesse, forceful, sweep

Damage 1d4 slashing

Group Sword

Hands 1

Category Martial Ranged Weapon

Favored by caravan guards who traverse the Krougriaror Wastes, a piercing wind is similar to a jezail, in that you can carry it in one hand as long as the other hand's free, by holding it under one arm. Additionally, it's fitted with an underslung curved blade.

Guns & Gears, page 158.

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Pig

Item 0

Price 5 sp +

Category Pet

No entries found.

LOTG, page 103.

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Pillow Shield

Item 4

uncommon magical transmutation 

Price 80 gp

Usage held in one hand; Bulk 1

Category Held

The shield's blue enameled face is cool to the touch, and displays the moon's current phase at night. When you lay your head on the reverse side of this steel shield (Hardness 6, HP 36, BT 18), it becomes as pliant and supportive as the best pillows. If you complete a period of rest using the pillow shield, you can choose to transfer your recovery to the shield. Instead of recovering a number of Hit Points after resting (Core Rulebook 480), the shield is restored an equal number of Hit Points instead.

Activate [>>] command, envision; Effect The shield creates an area of vigilance. It casts alarm centered on itself; you decide whether it creates a mental alarm or an audible alarm. The alarm goes off at the end of the spell's duration or when triggered as normal, whichever comes first.

LOTGB, page 42.

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Pink Rhomboid Aeon Stone

Item 12

uncommon invested magical transmutation 

Price 1,900 gp

Usage worn; Bulk —

Category Worn Item

Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.

When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body.

You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again.

There are various types of aeon stones, each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder.

When you invest this stone, you gain 15 temporary Hit Points. If the stone's effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone, before then.

The resonant power allows you to cast the stabilize cantrip as a divine innate spell.

Main Item: Aeon Stone

Core Rulebook, page 604. Expanded in LOPSG, LOWG.

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Pink Sprite Apple

Item 4

alchemical consumable light 

Price 16 gp

Usage held in 1 hand; Bulk L

Activate 1 minute Interact

Category Consumable

A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected. The light matches the vibrant color of the apple's candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple.

Creatures in the bright light feel a burst of creativity, gaining a +1 item bonus to Performance checks.

Main Item: Sprite Apple

Treasure Vault, page 51.

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Pinwheel

Item 0

Usage held in 1 hand

Category Held

This paper and wood pinwheel spins when blown upon by a person or the wind.

LOTGB, page 59.

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Pipes of Compulsion

Item 4+

uncommon coda enchantment occult staff 

Usage held in 2 hands; Bulk L

Category Coda

These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn't function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to Diplomacy and Performance checks.

Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list.

Type pipes of compulsion; Level 4; Price 90 gp

Type greater pipes of compulsion; Level 8; Price 460 gp

Type major pipes of compulsion; Level 12; Price 1,900 gp

The item bonuses are +2.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Treasure Vault, page 137.

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Pipes of Compulsion

Item 4

uncommon coda enchantment occult staff 

Price 90 gp

Usage held in 2 hands; Bulk L

Category Coda

These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn't function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to Diplomacy and Performance checks.

Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Pipes of Compulsion

Treasure Vault, page 137.

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Piranha Kiss

Item

uncommon agile disarm finesse 

Price 4 sp

Bulk L

Damage 1d6 piercing

Hands 1

Category Martial Melee Weapon; Group Knife

Made of a jagged blade with teeth pointing toward a leather-wrapped hilt, these weapons are particularly effective at disarming opponents. Piranha kisses were occasionally used during the Vidric Revolution, and some Shikhaegaix carry them today. Members of the Shikhaegaix have access to this weapon.

LOTGB, page 107.

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Pirate Staff

Item 12

magical necromancy staff 

Price 2,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

Carved of driftwood stained white with the salt of the sea, a pirate staff has jewels and gold pieces embedded in the wood.

A skull and crossbones sit on top. When used as a weapon, the staff is a +2 striking fearsome staff. While wielding the staff, you gain a +2 circumstance bonus to Intimidation checks to Coerce.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
  • Cantrip gale blast , know direction
  • 1st seashell of stolen sound
  • 2nd obscuring mist, water breathing, water walk
  • 3rd mind of menace , water breathing
  • 4th solid fog, water walk
  • 5th flowing strike , traefibroum's curse

Craft Requirements Supply one casting of all listed levels of all listed spells.

Treasure Vault, page 133.

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Pistol Of Wonder

Item 13

rare chaotic evocation magical 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Category Held

This +2 greater striking flintlock pistol bears strange, jagged markings of erratic design and has an oddly squishy grip. It can be activated to produce a variety of unusual effects.

Activate [>>] command, Interact; Effect Choose a creature within 60 feet and roll a percentile die on the table below to determine the pistol's effect. If an entry lists a spell, the pistol Casts that Spell at the indicated level (or at its lowest level, if no level is listed). You make any decisions for a spell cast by the pistol unless otherwise indicated, except that it must only target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. The only exception to the limitation on targeting is if the effect specifically states it targets you. If the spell's range is less than 60 feet, increase the range to 60 feet.

Any spell DC required is DC 29, and any spell attack roll required is +21. If the pistol casts a spell on you, you don't get a saving throw or any other defense against it. Once activated, the pistol can't be activated again for 1d4 hours.

d% Wondrous Effect 1–2 The pistol casts phantom steed (4th level) to produce a pale horse adjacent to you; only you can ride it.

3 The target becomes a shiny metal color (bronze, copper, or iron) and any sound or speech becomes tinny and robotic in nature; this effect lasts 1 month.

4–5 The pistol casts dimensional anchor.

6 Modify memory (6th level) causes the target to forget you ever existed; you can't Sustain the Spell.

7–13 A short rod protrudes from the pistol and unfurls a small flag that reads "Bang!". The pistol can't be fired until the flag is removed, which requires a single Interact action.

14–16 You are pushed 30 feet directly away from the target; if you hit an object or creature, you stop, but take falling damage equal to the distance you moved (if you hit a creature, it takes the same amount of falling damage)

17–19 The target is pushed 30 feet directly away from you; if it hits an object or creature, it stops, but takes falling damage equal to the distance it moved (if it hits another creature, the other creature takes the same amount of falling damage)

20 You don't need to eat or drink for 1 week.

21–25 The pistol casts cloudkill.

26–30 The pistol casts heroism on you.

31 The pistol casts tree shape on you, except you appear as a Medium wooden grave marker bearing your name and the current date; you can't Dismiss the spell for 1 round.

32 The pistol casts mask of terror, except the target appears as a more fearsome and violent version of itself to all observers.

33–35 The target knows you have a bullet with its name on it; the first time you Strike the target with the pistol before the end of your next turn, roll the attack roll twice and take the highest result (this is a fortune effect)

36–37 The pistol casts cloak of colors on you with a duration of 1d10 rounds.

38–47 The pistol casts hydraulic push (4th level) as water streams from the pistol.

48–50 The pistol casts dimension door on you, teleporting you to the space adjacent to the target opposite your current position; if that space isn't clear, you instead teleport to the nearest open space.

51 The pistol casts disintegrate.

52 Dozens of tattered, nonmagical playing cards burst from the pistol's barrel.

53–54 Shadows crowd around the target, making all creatures concealed to the target while not in bright light; this effect lasts for 1 hour.

55–57 Normal vegetation within 30 feet of the target immediately dies and turns to ash.

58 The pistol casts dinosaur form on you to transform you into a triceratops; the pistol protrudes from the base of your front horn, and you can fire (but not reload) the pistol while in this form.

59 All non-artifact ammunition in your possession crumbles to dust.

60–69 You are quickened for 1 minute. You can use the extra action only to reload or fire the pistol.

70–71 The target is quickened for 1 minute. It can use the extra action only to Step or Stride.

72-79 The pistol casts phantasmal killer.

80–81 Dozens of bullet holes appear in the target's nonmagical clothing. The effect is purely cosmetic.

82–85 The pistol casts outcast's curse.

86 The pistol vanishes, reappearing among your possessions once it can be activated again.

87–91 The pistol casts solid fog, but with swirling dust and sand instead of fog.

92–96 The pistol casts stoneskin on you, making your skin rough and leathery; the target ignores the resistance you gain from this spell, and the target's attacks don't reduce the spell's duration.

97–99 The pistol casts uncontrollable dance with a duration of 3 rounds, even on a failure or critical failure.

100 Reroll two results and apply both in the order rolled; further results of 100 on these rerolls have no effect.

No gunslinger's or arbalist's repertoire is complete without a selection of magical ammunition to amplify the effectiveness and impact of their shots. While many of the following options are limited to firearm rounds, others work for a variety of ammunition.

Guns & Gears, page 167.

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Piston Gauntlets

Item 13

uncommon clockwork divination magical 

Price 2,800 gp

Usage held in 1 hand; Bulk L

Category Held

The striking surface of this +2 greater striking flaming pantograph gauntletG&G releases a puff of fire each time it reaches the end of its linkage.

Activate [>>] command, Interact; Frequency once per day; Effect You supercharge the gauntlet's attack. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra two dice of weapon damage.

Treasure Vault, page 34.

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Piton

Item

Price 1 cp

Bulk —

Hands 1

Category Adventuring Gear

These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing.

Core Rulebook, page 288.

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Plague Mask

Item 1

Price 10 gp

Usage worn mask

Category Worn Item

A mask helps you use the Impersonate action to pass yourself off as someone you aren't.

This stylized bird mask is equipped with a basic filter. The plague mask attempts to counteract any inhaled poisons or airborne diseases each round you breathe. The same replacement filters used in water purifiers can be used with a plague mask, granting you the counteract modifier and effects of the filter for 20 minutes. Plague masks are uncommon items because the filters they use to protect from inhaled poisons and diseases are themselves uncommon. As such, you can buy a plague mask without a filter as a common item, though it's usually more cost-effective to buy a fine mask in the shape of a plague mask in that case.

Main Item: Mask

LOTGB, page 92.

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Planar Ribbon

Item 20

unique conjuration occult 

Price 60,000 gp

Usage held in 1 hand; Bulk L

Category Held

By twisting and twirling this ordinary-looking leather ribbon, you can temporarily bend a rift in space.

Activate 1 minute (command, envision, Interact); Effect The ribbon spins and swirls, creating a circular loop in the air through which you can spy on a creature on another plane. This has the effects of a scrying spell (DC 40) against the creature but functions more as a mundane —albeit interplanar—window; a similar loop appears before the target, and for the duration, both sides can clearly see and hear each other through the created portal, but nothing can pass through. You can Sustain the Activation to gain the effects of Sustaining the Spell.

This activation has the scrying trait.

Activate [>] Interact; Frequency once per round; Effect You extend the ribbon to brush against a foe up to 60 feet away. If that creature fails a DC 42 Reflex save, you exchange positions with the target and all of that creature's allies are flat-footed to you until the end of your turn. This activation has the teleportation trait.

Extinction Curse #6: The Apocalypse Prophet, page 75.

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Plasma Hype

Item 12

rare alchemical consumable drug ingested poison 

Price 400 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

A synthetic adrenaline supplement that increases awareness and reaction time. Plasma hype has been infused with a specific mixture of Vroukrian fluids and other alchemical reagents to improve upon the original hype formula.

Saving Throw DC 30 Fortitude; Maximum Duration 1 minute; Stage 1 +10-foot status bonus to speed, quickened and can use the additional action to Step, Stride, Climb, or Swim (1 round); Stage 2 quickened and can use the additional action to Step or Stride (1 round); Stage 3 drained 2 and stupefied 2 (1 round)

LOL, page 81.

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Plate Armor of the Deep

Item 15

uncommon abjuration invested magical 

Price 6,500 gp

Usage worn armor; Bulk 4

Category Armor

This suit of +2 greater resilient full plate is decorated with swirling, ornate motifs of waves and fish scales. While wearing it, you take no Speed reduction or check penalty from armor when Swimming, gain a +2 item bonus to Athletics checks to Swim, can breathe underwater, and can speak Aquan.

Core Rulebook, page 558.

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Plated Duster

Item 0

uncommon 

Price 2 gp

Bulk 1

Category Armor

These loose-fitting long coats of canvas or leather are lined with metal plates, offering wearers respite from Tobraid's dust storms and smog stains as well as modest protection against bullets and broners. While these dusters can't turn away gunfire entirely, their utility, affordability, and comfort ensure their popularity, especially among the city's shieldmarshals, who have adopted them as a sort of unofficial uniform. A plated duster can be donned with 2 Interact actions or as part of donning light armor.

When worn with light armor from the cloth, leather, or chain groups, a plated duster increases the armor's item bonus to AC by 1, worsens the armor's check penalty by 1, reduces the armor's Dex cap by 1, increases the Strength score required to ignore the armor check penalty and Speed penalty by 2, adds the noisy trait, and changes the armor's group to composite. This also makes the armor one step heavier (from light to medium), and you use the proficiency bonus appropriate to this adjusted armor type. You can't use a plated duster alongside an armored skirt or any other item that adjusts an armor's statistics.

LOIL, page 106.

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Platinum Fortune's Coin

Item 14

divination fortune magical 

Price 4,000 gp

Usage held in 1 hand; Bulk —

Category Held

This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. While it may seem nothing more than a curiosity, it's a powerful agent of fortune when activated.

Activate [R] Interact; Trigger You fail a check or attack; Effect Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on the fiend closes. Either way, you're temporarily immune to fortune's coin for 1 hour. When all seven eyes are closed, the coin vanishes into a puff of smoke, disappearing forever. This activation is a fortune effect, regardless of how the coin flip lands.

This coin is platinum instead of gold. The seraph side grants you a 14 instead of a 12.

Main Item: Fortune's Coin

Treasure Vault, page 114.

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Playing Cards

Item

Price 5 sp

Hands 2

Category Adventuring Gear

A standard deck of cards consists of 54 cards made from thick paper contained within a paper sleeve. The most common deck used for games and gambling is known as the Old Mage deck and features four suits themed with the four essences of magic, each with 13 cards, as well as two wildcards. The name and appearance of the deck varies from region to region, such as the Magician's Deck in Kheithoun or the Deck of Masks in the Neikhutaeth.

LOPSG, page 114.

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Pocket Gala

Item 16

uncommon conjuration magical structure 

Price 10,000 gp

Bulk L (when not activated)

Category Structure

This item appears to be a miniature stone replica of an aristocratic home or a simple castle.

Activate (10 minutes) (command, envision, Interact); Effect You place the figurine on the ground, and a harmonious note rings out as it grows into a spacious, elegant ballroom. The ballroom is 60 feet long, 45 feet wide, and features a ceiling that rises to a height of 20 feet. Elegant double doors on either end of the ballroom allow entry.

Inside, the ballroom is fully stocked with tables and chairs along both sides. A feasting table in the center of each seating area provides enough food and drink for up to 36 guests, and a cadre of unseen servants tend to guests' basic needs.

While inside, you can utter a command word to call forth music, which echoes through the ballroom. Repeating the command word can alter the dynamics of the music, such as the musical style or tempo, or stop the music entirely. A second command word produces a set of masked, illusory dancers that immediately take to the floor and begin dancing to the current music. When there's no music, the illusory guests chatter among themselves in a nonsense language. An illusory dancer will gladly dance with anyone who asks. Repeating the command word dismisses the dancers.

You can utter a third command word declaring the gala over to revert the ballroom to its original form. As it reverts, the illusory dancers clap and cheer for your hospitality. If you don't revert the ballroom on your own, it automatically returns to its original state at the next sunrise.

LOTGB, page 84.

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Pocket Stage

Item 5

conjuration magical structure 

Price 138 gp

Bulk L (when not activated)

Category Structure

This item appears to be a miniature replica of a theater.

It includes a small pocket full of minute set dressing and costumed paper dolls.

Activate (1 minute) (command, envision, Interact); Effect You place the miniature theater on the ground, filling it with any set dressing and up to six figures you choose. Then, you tap a rhythm on the miniature, causing it to grow into a modest stage 20 feet wide and 15 feet deep. It's dressed with the decorations you selected, and simple mannequins wear the costumes you chose. A wooden proscenium arch frames the stage, and simple curtains along the sides conceal the wings.

As a magical structure, the stage has the structure trait.

All the stage's set dressing is illusory and disappears if taken more than 20 feet from the stage. The costumes are physical but with illusory embellishments that fade at the same range, revealing only plain, white smocks.

Core Rulebook, page 596.

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Pocket Watch

Item 2

uncommon 

Price 25 gp

Usage held in 1 hand; Bulk L

Category Adventuring Gear

This timepiece is a marvel of clockwork and miniaturization; its gears, arbor, and mainspring are immaculately crafted and tuned to maximize precision and reduce time loss. This pocket watch has the properties of a clockwork dial, except it has a maximum duration of 24 hours and is available to characters from Tobraid.

LOIL, page 106.

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Poi

Item

uncommon agile backswing finesse nonlethal 

Price 2 sp

Bulk L

Damage 1d4 bludgeoning

Hands 1

Category Simple Melee Weapon; Group Flail

Poi are light weights tethered to ropes or chains. Performers swing the weights, usually one in each hand, in rhythmic patterns.

Extinction Curse #1: The Show Must Go On, page 77.

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Poison Concentrator

Item 5+

additive 1 alchemical 

Usage held in 2 hands; Bulk L

Category Held

This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same alchemical poison, creating a single concentrated poison with a +1 item bonus to its DC.

Type lesser poison concentrator; Level 5; Price 160 gp

The concentrator combines poisons of level 4 or lower.

Type moderate poison concentrator; Level 10; Price 960 gp

The concentrator combines poisons of level 9 or lower.

Type greater poison concentrator; Level 15; Price 5,900 gp

The concentrator combines poisons of level 14 or lower.

Type major poison concentrator; Level 19; Price 31,000 gp

The concentrator combines poisons of level 18 or lower.

Treasure Vault, page 64.

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Poison Fizz

Item 8+

alchemical consumable lozenge 

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have resistance to poison and an item bonus to saving throws against poison and being petrified.

Secondary Effect [>>] (poison) You bite the poison fizz to release its poisonous liquid center and spray green mist in a 15-foot cone. This deals poison damage with a basic Reflex save. A creature that critically fails is also blinded until the end of your next turn and is then temporarily immune to being blinded by poison fizz for 1 hour.

Type lesser; Level 8; Price 80 gp

The item bonus is +2, the damage is 3d6, and the DC is 24.

Type moderate; Level 12; Price 350 gp

The item bonus is +2, the damage is 4d6, and the DC is 29.

Type greater; Level 15; Price 1,000 gp

The item bonus is +3, the damage is 5d6, and the DC is 34.

Treasure Vault, page 50.

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Poisoner's Staff

Item 4+

uncommon conjuration magical necromancy staff 

Usage held in 1 hand; Bulk 1

Category Staff

This gnarled staff is covered with thorns and coated with a glistening lacquer that acts as a minor irritant.

While holding the staff, you aren't affected by its coating or thorns, and you reduce the DC of your flat checks to overcome persistent poison damage.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Type poisoner's staff; Level 4; Price 90 gp

You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 13.

Type greater poisoner's staff; Level 8; Price 450 gp

You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 10.

Type major poisoner's staff; Level 14; Price 4,000 gp

You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 5.

Craft Requirements Supply one casting of all listed levels of all listed spells.

AoE4, page 80.

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Poisoner's Staff

Item 4

uncommon conjuration magical necromancy staff 

Price 90 gp

Usage held in 1 hand; Bulk 1

Category Staff

This gnarled staff is covered with thorns and coated with a glistening lacquer that acts as a minor irritant.

While holding the staff, you aren't affected by its coating or thorns, and you reduce the DC of your flat checks to overcome persistent poison damage.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 13.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Poisoner's Staff

AoE4, page 80.

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Poisonous Cloak

Item 13+

rare cursed invested magical transmutation 

Usage worn cloak; Bulk L

Category Worn Item

This innocuous-looking cloak is associated with a type of poison, set at the cloak's creation. It often appears as a clandestine cloak or a cloak of the bat to the unaware. When you invest this cloak, you lose any resistance to poison damage, and anytime you take piercing or slashing damage in combat, you are exposed to the type of poison associated with the poisonous cloak with no onset, even if it's not an injury poison. Once the curse has activated for the first time, the cloak fuses to you.

Gamemastery Guide, page 91.

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Poisonous Dagger

Item 5

magical necromancy poison 

Price 150 gp

Category Weapon

This +1 striking dagger has an image of a snake emblazoned on its blade. When you critically succeed at an attack roll with the dagger, magical fangs emerge and poison the target, dealing 1d4 persistent poison damage.

Beginner Box, page 51.

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Polarizing Mace

Item 8

uncommon evocation magical 

Price 450 gp

Usage held in 1 hand; Bulk L

Category Held

Even grasping the amber handle of this +1 striking shock light mace makes your hair stand on end.

Activate [>>] command, Interact; Frequency once per day; Requirements The wielder of a grounding spike is within 30 feet; Effect A great surge of electricity connects your paired weapons. All creatures in a line between you and the wielder of the grounding spike take 4d12 electricity damage (DC 24 basic Reflex save). Special The polarizing mace pairs with the grounding spike.

Treasure Vault, page 34.

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Polytool

Item 1

uncommon agile modular b, p, or s 

Price 10 gp

Bulk 1

Damage 1d6 modular

Hands 1

Category Martial Melee Weapon; Group Sword

The polytool is a small metal rod with a number of simple tools folded inside. The user can extend a long ceramic blade, as well as an awl, a chisel, a file, flint and steel, a hook, an inkpen, a magnifying glass, pliers, scissors, and a small saw. The flint and steel can be used up to 10 times before needing to be replaced. Though inspired by advanced Vroukrian technology, the polytool is a simple enough feat of metalworking that any blacksmith could produce it—perfect for the goddess Lozurn to spread innovation farther than actual Vroukrian tech could reach.

Treasure Vault, page 25. Originally in LOGM.

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Pontoon

Item 9

magical transmutation 

Price 650 gp

Usage applied to footwear

Category Rune

Footwear with pontoon runes allows you to traverse waterways with ease. While wearing footwear with the rune, you can walk on the surface of water and other liquids without falling through. This offers no protection against damage the liquid deals. You can go under the liquid's surface, but you must Swim if you do.

Treasure Vault, page 144.

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Poor Lock

Item 0

Price 2 sp

Bulk —

Hands 2

Category Adventuring Gear

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

Main Item: Lock

Core Rulebook, page 288.

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Poor Manacles

Item 0

Price 2 sp

Bulk —

Hands 2

Category Adventuring Gear

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

Main Item: Manacles

Core Rulebook, page 288.

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Popdust

Item 1

uncommon alchemical consumable sonic 

Price 1 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

You can sprinkle popdust in an empty square adjacent to you.

The first creature that applies pressure to the popdust, such as by moving into that square, causes it to emit a series of thunderous cracks.

LOTGB, page 59.

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Poracha Fulu

Item 5

uncommon abjuration consumable fulu magical talisman 

Price 30 gp

Usage affixed to armor; Bulk —

Category Talisman

Folklore from near the Forest of Spirits tells of the origin of the poracha fulu. Once, a traveler saved an eight‑legged feline who turned out to be a poracha prince. In return, the prince gave the traveler a fulu that later prevented a fast‑acting poison from slaying them. Traditionally, one wears a string of up to nine poracha fulus, which counts as one talisman. Each time you take persistent damage, one poracha fulu affixed to you negates the damage and crumbles to dust. This response is automatic, but you can use a free action (envision) to prevent your fulus from responding. If you do, any poracha fulus affixed to you never respond to that persistent damage.

Treasure Vault, page 78.

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Portable

Rune 9

magical transmutation 

Price 660 gp

Usage etched onto armor

Category Rune

This rune allows your armor to collapse into a disguised, portable form.

Activate [>>>] command, envision, Interact; Effect You doff your armor, which folds into another wearable object, such as a bangle or amulet with light Bulk. This wearable object has features that hint at the armor it hides. You aren't wearing the armor while it's in this form, but at the GM's discretion, you can still activate properties that might feasibly come from the wearable item the armor has become. If the armor is in its portable form, you can use this activation to revert it to armor, which you can don in 1 minute.

Treasure Vault, page 13.

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Portable Altar

Item 3

uncommon 

Access Kaetiarn have access to this item.

Price 25 gp

Bulk 3

Hands 2

Category Adventuring Gear

This travel-ready kit contains a small altar featuring a deity's iconography. The altar's top can be lifted to reveal a compartment for materials of no more than light Bulk (such as candles, incense, oils, and small texts). The altar grants a +1 item bonus to checks made to conduct religious rites using Performance or Religion.

LOKL, page 86.

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Portable Gaming Hall

Item 8

uncommon conjuration magical structure 

Price 500 gp

Bulk L (when not activated)

Category Structure

A portable gaming hall resembles a miniature roulette wheel, except it's marked with indecipherable runes, not numbers.

Activate (1 minute) (command, envision, Interact); Effect The wheel grows into a circular room 30 feet in diameter, with a door on one side. Six chairs surround a circular table, 10 feet in diameter. The underside of the table contains retractable drawers full of dice, harrow cards, game pieces, and other gambling accouterments. A gallon of ale or a similar drink with a spigot near the bottom hangs on the door, replenishing to a full gallon each day; you can also bring in your own drinks if you require more than the gaming hall provides.

You can flip the central table over as a 3-action activity, which has the manipulate trait, to revert the gaming hall to its original form.

LOTGB, page 26.

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Portable Hole

Item 15

uncommon conjuration extradimensional magical 

Price 6,000 gp

Usage held in 2 hands; Bulk L

Category Held

Wispy, ethereal strands of carefully spun silk make up the substance of a portable hole, which sparkles with captive beams of starlight. It's linked to an extradimensional space in the shape of a pit, which can be accessed if the hole is fully opened.

Portable holes and bags of holding are antithetical to one another. Rather than deactivating either, if one is placed inside the other, as typical for extradimensional spaces, a rift to the Astral Plane tears open and destroys both items.

Any creature or unattended object within a 10-foot burst centered on the bag is sucked through to the Astral Plane, though a creature can avoid this with a successful DC 30 Reflex save. The whole process happens in a single blink of an eye.

Activate [>>>] Interact; Effect You unfold the hole and open it fully, revealing an extradimensional space that stays in place. The hole is 6 feet across—just big enough to cover a 5-foot square—and 10 feet deep. The hole's depth is perpendicular to the surface, so it's most commonly placed on a floor to make a hole straight down or on a wall to create a horizontal passage through it. The only air in the hole is that which enters when it's opened, though if the hole goes through to open space, air can flow freely through the tunnel.

Anyone can Interact to grab the hole by the edges and partially or fully fold it up. This closes the entrance to the extradimensional space. Any objects or creatures within the hole remain inside, and any that can't fit fully inside are ejected into the nearest open space. No matter how many items are in the portable hole, its Bulk never changes. Items can be stowed or retrieved only while the hole is fully open. A living creature placed inside has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the hole provides no benefits unless it's retrieved first. Anything in the hole can't be detected by magic that detects only things on the same plane.

Treasure Vault, page 115.

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Portable Ram

Item 3+

Usage held in 2 hands; Bulk 3

Category Held

A portable ram is a handheld, ironshod wooden beam designed to knock open doors, gates, and other similar obstacles. You gain a +1 item bonus to checks to Force Open these obstacles.

Type portable ram; Level 3; Price 20 gp

Type reinforced portable ram; Level 9; Price 600 gp

A reinforced portable ram grants you a +2 item bonus to checks to Force Open obstacles.

LOTGB, page 92.

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Portable Ram

Item 3

Price 20 gp

Usage held in 2 hands; Bulk 3

Category Held

A portable ram is a handheld, ironshod wooden beam designed to knock open doors, gates, and other similar obstacles. You gain a +1 item bonus to checks to Force Open these obstacles.

Main Item: Portable Ram

LOTGB, page 92.

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Portable Weapon Mount

Item 1+

uncommon 

Bulk 1

Category Stabilizers Customization

Powerful firearms like the arquebus were originally used to defend fortifications or ships, mounted on casements or pintles to steady their aim and offset their recoil. More mobile means of stabilizing weapons with kickback were developed as firearms began to spread across the Graikitain Sea.

The standard tripod takes an Interact action to deploy using one hand.

Type monopod; Level 1; Price 2 sp

Gagraesud are lighter and can be deployed with a single hand using the same action as drawing the firearm. They still require an Interact action to retrieve. Gagraesud are less stable than a tripod, and firing a kickback weapon from a monopod without the necessary Strength reduces the penalty to a –1 circumstance penalty instead of removing it entirely.

Type tripod, shielded; Level 3; Price 50 gp

A shielded tripod resembles a squat shield on a tripod. You can deploy and retrieve a shielded tripod with an Interact action, as normal, but while a shielded tripod is in your square, you can use the Take Cover action to gain standard cover behind the tripod's shield. You can't use this cover to Hide or Sneak, as normal for times when your cover still leaves your position obvious.

Guns & Gears, page 182.

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Possibility Tome

Item 18

divination magical 

Price 22,000 gp

Usage held in 2 hands; Bulk 2

Category Held

An array of semiprecious stones is set into the ornate silver and beaten copper cover of this thick and weighty tome. If you open the book before it's been activated, its vellum pages are blank and pristine, but once activated, words dance and swim onto the pages before your eyes.

Activate 10 minutes (envision, Interact); Effect As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: Arcana, Crafting, Medicine, Nature, Occultism, Religion, Society, or a single subcategory of Lore. The book's pages fill with information about that skill, though only you can see the information. While the pages are full, you can spend an Interact action perusing the book just before attempting a check to Recall Knowledge with the chosen skill. This grants you a +3 item bonus to the check, and if you roll a critical failure, you get a failure instead.

The information within the book disappears after 24 hours or when the tome is activated again.

Core Rulebook, page 574.

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Potency Crystal

Item 1

consumable evocation magical talisman 

Price 4 gp

Usage affixed to a weapon; Bulk —

Activate [F] envision; Trigger You make an attack with the affixed weapon, but you haven't rolled yet.

Category Talisman

This fluorite crystal glows with a strange phosphorescence.

When you activate the crystal, the weapon becomes a +1 striking weapon for the rest of the turn, gaining a +1 item bonus to the attack roll and increasing the damage on a hit to two weapon damage dice.

Core Rulebook, page 569.

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Potion Of Disguise

Item 5+

uncommon consumable magical polymorph potion transmutation 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Upon imbibing this potion, you take on the appearance of a specific type of creature for 2d12 hours. The type of creature is determined when the potion is created. For example, you might have a potion of elf disguise or potion of frog disguise. Drinking the potion doesn't impart the knowledge of how long the effect lasts; the GM rolls the duration in secret.

The disguise doesn't change your traits or statistics, nor does it give you any of the special abilities of the creature you're imitating. It might affect what items you can hold or wear (for example, your new form might lack opposable thumbs). The potion shrinks you down to a minimum of size Small, or maintains your size if the creature is your size or larger. For example, if you are Medium and drink a potion of fire giant disguise, you'll take on the appearance of a fire giant but remain Medium. The creature has to be of a specific kind, such as "leopard" or "lion" rather than just "cat," or "fire giant" or "ogre" rather than just "giant," but the potion can't cause you to mimic a specific individual creature.

The effects of this potion use the same rules as the Impersonate activity of Deception. Onlookers always assume you're the chosen type of creature unless they're actively Seeking. You gain a +4 status bonus to your Deception DC against such Perception checks and add your level even if untrained.

Type lesser; Level 5; Price 30 gp; Craft Requirements Initial raw materials must include a bit of blood, hair, or flesh of the creature the potion will allow the drinker to imitate.

Type moderate; Level 8; Price 100 gp; Craft Requirements Initial raw materials must include a bit of blood, hair, or flesh of the creature the potion will allow the drinker to imitate. The potion can increase your size if the creature is larger than you, to a maximum of Large, and it can shrink you to a creature of size Tiny. This doesn't change any of your statistics, with the exception of reducing your reach to 0 feet as a Tiny creature.

Type greater; Level 11; Price 300 gp

While drinking a greater potion of disguise, if you picture the specific form you want to transform into, the potion will change you into that form. You can attempt to Impersonate a specific individual, though you still need to roll Deception.

Advanced Player’s Guide, page 258.

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Potion Of Expeditious Retreat

Item 1

consumable magical potion transmutation 

Price 3 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become fleeing for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are fleeing. You immediately Stride.

Advanced Player’s Guide, page 258.

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Potion of Flying

Item 8+

consumable magical potion transmutation 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 minute.

Type standard; Level 8; Price 100 gp

Type greater; Level 15; Price 1,000 gp

The fly Speed lasts for 1 hour.

Core Rulebook, page 563.

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Potion Of Grounding

Item 10

abjuration consumable electricity magical potion 

Price 185 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Sparks flash within this amber syrup. Drinking this potion turns you into a living lightning rod for 1 minute, drawing nearby electricity to strike you instead of allies. You gain the following reaction while the effect lasts.

Divert Lightning [R] command (electricity); Frequency once per hour; Requirements You aren't immune to electricity; Effect A creature within 30 feet of you is targeted by an electricity effect or is in the area of an electricity effect. Effect You draw the electricity to yourself like a lightning rod in order to shield the target. If the triggering effect was targeted, it targets you instead of the triggering creature. If it was an area effect, it leaps from the triggering creature's space to fill your space instead.

This doesn't divert lightning from any other creatures targeted by or in the area of the lightning. You're automatically hit by or automatically fail your save against the effect. You then can't Divert Lightning for 1d4 rounds.

Secrets of Magic, page 174.

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Potion of Leaping

Item 5

consumable magical potion transmutation 

Price 21 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

For 1 minute after you drink this fizzy potion, whenever you Leap, you gain the effect of the 1st-level jump spell.

Core Rulebook, page 563. Reprinted in BB.

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Potion Of Minute Echoes

Item 9

consumable divination magical potion 

Price 125 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

No matter how carefully you open this bottle, it always lets out an audible, echoing pop. For 1 minute after drinking this potion, you gain a +2 status bonus to Perception checks to hear.

In addition, each time you Seek, your hearing becomes a precise sense until the beginning of your next turn, allowing you to pinpoint creatures' locations and otherwise perceive the world in detail by listening to the sound of echoes.

Secrets of Magic, page 175.

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Potion of Quickness

Item 8

consumable magical potion transmutation 

Price 90 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Drinking this silver potion grants you the effects of haste for 1 minute.

Core Rulebook, page 563.

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Potion of Resistance

Item 6+

abjuration consumable magical potion 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Drinking this thick, fortifying potion grants resistance against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or sonic damage (and is called a lesser potion of fire resistance or the like).

Type lesser; Level 6; Price 45 gp

You gain resistance 5 to the appropriate energy type.

Type moderate; Level 10; Price 180 gp

You gain resistance 10 to the appropriate energy type.

Type greater; Level 14; Price 850 gp

You gain resistance 15 to the appropriate energy type.

Core Rulebook, page 563. Reprinted in BB.

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Potion Of Retaliation

Item 1+

consumable evocation magical potion 

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.

Type minor; Level 1; Price 4 gp

The aura deals 1 damage.

Type lesser; Level 3; Price 12 gp

The aura deals 1d4 damage.

Type moderate; Level 6; Price 50 gp

The aura deals 2d4 damage.

Type greater; Level 12; Price 400 gp

The aura deals 3d6 damage.

Type major; Level 18; Price 5,000 gp

The aura deals 4d8 damage.

Advanced Player’s Guide, page 259.

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Potion Of Shared Life

Item 8

consumable magical necromancy potion 

Price 95 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Two swirling liquids fill this flask, each slightly distinct in color and brightness from the other. When you drink this potion, you consume only half of the contents. If another willing creature consumes the remainder of the contents within 1 minute, your vitalities become linked for 1 minute from the moment the second one of you drinks. The two of you share breath, so as long as you're within 60 feet of one another, neither of you can begin suffocating unless you're both suffocating. You both gain the following reaction.

Share Life [R] Trigger Your linked ally takes damage and is within 60 feet; Effect The ally takes half damage from the triggering effect (rounded down), and you lose a number of Hit Points equal to the remainder of the damage. You can't trigger this reaction to share damage caused by your ally using this reaction.

Secrets of Magic, page 175.

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Potion Of Shared Memories

Item 1

consumable divination magical mental potion 

Price 4 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

A potion of shared memories can transfer recollections from one creature to another. To place a memory in the potion, you must hold the vial and focus on a particular memory for 1 minute. This memory must be of a single event, location, person, or otherwise encompass a span of about 1 minute.

The clear fluid takes on a shimmering hue reminiscent of the stored memory and gains a slightly sweet taste.

Upon consuming the potion, the drinker vividly recalls the memory, and thereafter can remember it as easily as a memory they actually experienced. An unwilling drinker can refuse to absorb the memory.

Advanced Player’s Guide, page 259.

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Potion Of Stable Form

Item 10+

abjuration consumable magical potion 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This aromatic potion is brewed from the white flowers and black roots of the magical herb moly. When you drink this potion, it immediately attempts to counteract all hostile transmutation effects affecting you. For the next hour, you gain an item bonus against transmutation effects, which is greater against polymorph effects. If you roll a success against a polymorph effect during that time, you get a critical success instead.

Type potion of stable form; Level 10; Price 180 gp

The counteract level is 5, and the counteract check modifier is +17. The item bonus is +2, or +3 vs. polymorph.

Type greater potion of stable form; Level 16; Price 1,800 gp

The counteract level is 8, and the counteract check modifier is +25. The item bonus is +3, or +4 vs. polymorph.

Secrets of Magic, page 175.

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Potion of Stable Form

Item 10

abjuration consumable magical potion 

Price 180 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This aromatic potion is brewed from the white flowers and black roots of the magical herb moly. When you drink this potion, it immediately attempts to counteract all hostile transmutation effects affecting you. The counteract level is 5, and the counteract check modifier is +17. For the next hour, you gain a +2 item bonus against transmutation effects, or +3 against polymorph effects. If you roll a success against a polymorph effect during that time, you get a critical success instead.

Main Item: Potion Of Stable Form

Secrets of Magic, page 175.

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