Items: R (Part 1 of 3)

60 items, from Rabbit to Religious Symbol.

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Part: 1 2 3

Rabbit · Rabbit Heartening Missive · Raccoon · Radiant Lance · Radiant Prism · Radiant Spark · Ragario Liativeirn Emblem · Raining Broners Snare · Rampart Shield · Ranging Shot · Ranseur · Rapier · Rapier Pistol · Rat · Rat-catcher Trident · Ration Tonic · Ration Tonic · Rations (1 week) · Raucous · Ravenous · Razor Disc · Reading Glyphs · Reading Ring · Reading Ring · Ready · Ready · Reaper's Crescent · Reaper's Grasp · Reaper's Lancet · Reaper's Spellgun · Rebirth Potion · Rebor's Dawnlight Fulu · Rebound Fulu · Rebounding Breastplate · Recording Rod · Recovery Bladder · Red Colorful Coating · Red Rose Bewitching Bloom · Red-Handed Missive · Red-Rib Gill Mask · Redeemer's Pistol · Reducer Round · Reef Heart · Reef Heart · Refined Nevercold · Refined Pesh · Reflected Moonlight Fulu · Reflecting Shard · Reflecting Shard · Reflecting Shield · Reflexive Tattoo · Reforging Shield · Reimaer Charm · Reimaer Charm · Reinforced Portable Ram · Reinforced Stock · Reinforced Surcoat · Reinforced Wheels · Rejuvenation Celestial Peach · Religious Symbol

Rabbit

Item 0

Price 1 gp +

Category Pet

No entries found.

LOTG, page 103.

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Rabbit Heartening Missive

Item 6

abjuration consumable magical missive 

Price 50 gp

Usage held in 1 hand; Bulk —

Activate [>>] envision, Interact

Category Missive

You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours.

It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours.

If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non‑magical when it arrives. After imparting or losing its magic, the missive remains as a normal document.

Folded into a rabbit sitting on its haunches, this missive grants the recipient a sense of mischief and agility. The recipient gains a +1 item bonus to Reflex saves for the next 24 hours.

Main Item: Heartening Missive

Treasure Vault, page 85.

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Raccoon

Item 0

Price 5 gp

Category Pet

No entries found.

LOTG, page 103.

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Radiant Lance

Item 15

uncommon divine evocation fire good light 

Price 5,750 gp

Usage held in 2 hands; Bulk 2

Category Held

When wielded in battle, these silver lances blaze with light.

A radiant lance is a +2 greater striking holy flaming silver lance.

When wielded in battle, the radiant lance sheds bright light in a 60-foot radius. On a hit against an undead creature that is specifically vulnerable to sunlight, the lance bursts with a brilliant flash of light, and that undead must attempt a DC 35 Fortitude save. If the attack was a critical hit, the undead uses an outcome one degree of success worse than the result of its saving throw.

Success The undead is unaffected.Failure The undead is slowed 1 for 1 round.Critical Failure The undead is slowed 1 for 1 minute. Activate [>>] command, Interact; Frequency once per day; Effect You point the lance at a foe and call out, firing a beam with the effects of a 7th-level searing light.

LOCG, page 92.

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Radiant Prism

Item 16+

abjuration magical spellheart 

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

Any armor or weapon this glass prism is affixed to glows softly with shifting colored lights. The spell DC of any spell cast by activating this item is 35.

Activate Cast a Spell; Effect You cast light.
Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor .

Type greater radiant prism; Level 18; Price 20,500 gp

The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 38. The damage from the brilliant rune increases to 2d4 of each type.

Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor.
Activate Cast a Spell; Frequency once per day; Effect You cast prismatic wall.

Type major radiant prism; Level 20; Price 64,000 gp

The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 43. The rune is greater brilliant, and its damage is 3d4 of each type.

Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor.
Activate Cast a Spell; Frequency once per day; Effect You cast prismatic sphere.

Treasure Vault, page 127.

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Radiant Spark

Item 25

unique artifact conjuration occult 

Usage held in 1 hand; Bulk L

Category Artifact

This shining prism is bound within a golden frame. The bright glow within the artifact is the gleaming essence of celestials bound within it in ancient times. Each activation consumes a bit of this celestial energy, projecting the screams of the celestials into your mind. While holding the Radiant Spark, you gain a +2 item bonus to saving throws against divine spells and effects and you are aware of its powers. If you are good, while holding the Radiant Spark, you are sickened 3 and can't recover from this condition.

Activate [>>] envision, Interact; Effect The Radiant Spark casts a 10th-level dominate spell (DC 49) on a creature that isn't from the Material Plane. Celestials get an outcome one degree of success worse than the result of their save.
Activate [F] envision; Trigger You begin casting a planar binding ritual; Effect The Radiant Spark reduces the casting time of the ritual to 1 hour, and you don't need secondary casters for this ritual.
Activate [R] envision, Interact; Trigger The target critically fails their save against the Radiant Spark's dominate spell or you critically succeed at binding the target with the planar binding ritual using the artifact; Effect The target must attempt a DC 49 Will save and is immune to further attempts for 24 hours.Critical Success The target is unaffected.Success The target is drained 2.Failure The target dies and its essence is trapped within the Radiant Spark. It can be brought back to life only with powerful magic such as wish or miracle.Critical Failure As failure, and the target can't be brought back to life until the Radiant Spark is destroyed. Destruction An archfiend or evil demigod must willingly swap their essence with that of a celestial dominated or bound by the artifact, then critically fail the saving throw against having their essence consumed. This permanently destroys both the artifact and the fiend or demigod.

AoE6, page 74.

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Ragario Liativeirn Emblem

Item 3

invested magical tattoo 

Price 60 gp

Usage tattooed on the body; Bulk —

Category Tattoo

These tattoos are created using designs and techniques from Liativeirn culture. Such tattoos often depict the Liativeirn rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Liativeirn iconography.

The tattoo allows you to understand and speak Liativeirn. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Liativeirn to someone who understands it.

Each description lists the school of each Liativeirn emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Virokral magic that was once so prevalent in Geifu, these tattoos lack a symbol of divination.

Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell.

This rune of evocation can cast concordant choir (Secrets of Magic 96).

Main Item: Liativeirn Emblem

Treasure Vault, page 123.

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Raining Broners Snare

Snare 10

uncommon consumable mechanical snare trap 

Price 170 gp

Category Snare

As soon as a creature enters the snare's square, it unleashes a barrage of broners at the creature from all directions, dealing 11d8 piercing damage (DC 29 basic Reflex).

LOTGB, page 43.

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Rampart Shield

Item 12

uncommon conjuration magical 

Price 1,900 gp

Usage held in one hand; Bulk 4

Category Held

This massive tower shield (Hardness 10, HP 60, BT 30) is painted a cool cyan green and is decorated with an image of Shoumeistai's mother-sphinx emerging from a cresting wave.

Activate [>>] Command; Frequency once per day; Effect You transform the shield into a 1-foot-thick, 10-foot-by-10-foot stone rampart topped with a battlement and adorned with the flags of Shoumeistai. If any part of the rampart would pass through any creatures or objects, the activation fails.

At the center of each 5-foot length of the rampart is an arrow slit. The rampart has AC 10, Hardness 15, and 30 Hit Points. The rampart is immune to critical hits and precision damage. Attacks that would destroy the rampart cause it to instead revert back to its shield form and drop to the ground in an open space below the rampart. When this happens, the shield loses 30 Hit Points. You can Dismiss the activation, causing the wall to revert back to its shield form. The shield then returns secured to your arm if you are adjacent to the rampart, or drops to the ground in an open space if you're not adjacent to the rampart. If neither destroyed nor Dismissed, the rampart reverts back to a shield automatically after 1 hour.

LOTGB, page 30.

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Ranging Shot

Item 3

consumable divination magical 

Price 9 gp

Ammunition any

Activate [>] command

Category Consumable

Strange striations and pits mark the head of a ranging shot. When the activated ammunition is fired, it sends out whistling pings along its path until it hits something or reaches its maximum range. As long as you can perceive the sounds the ammunition makes, you can tell exactly how far it has flown.

The sounds are audible to creatures who didn't Activate the ammunition, but they receive no special information from the ranging shot's whistling.

Treasure Vault, page 82.

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Ranseur

Item

disarm reach 

Price 2 gp

Bulk 2

Damage 1d10 piercing

Hands 2

Category Martial Melee Weapon; Group Polearm

This polearm is a long trident with a central prong that's longer than the other two.

Core Rulebook, page 281.

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Rapier

Item

deadly d8 disarm finesse 

Price 2 gp

Bulk 1

Damage 1d6 piercing

Hands 1

Category Martial Melee Weapon; Group Sword

The rapier is a long and thin piercing blade with a basket hilt. It is prized among many as a dueling weapon.

Core Rulebook, page 281.

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Rapier Pistol

Item

uncommon combination 

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

Price 10 gp

Bulk 1

Ranged

Traits concussive, fatal d8

Damage 1d4 piercing

Ammunition round; Range 30 ft.; Reload 1

Group Firearm

Melee

Traits critical fusion, deadly d8, disarm, finesse

Damage 1d4 piercing

Group Sword

Hands 1

Category Martial Ranged Weapon

This elegant weapon is shaped similarly to a rapier with a pistol down the length of the blade.

Guns & Gears, page 158.

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Rat

Item 0

Price 1 sp +

Category Pet

No entries found.

LOTG, page 103.

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Rat-catcher Trident

Item 11

uncommon conjuration magical 

Access follower of Zeinobraix

Price 1,200 gp

Usage held in 1 hand; Bulk 1

Category Held

The haft of this +2 striking trident is carved with intricate designs of swarming rodents sacred to Zeinobraix, the drowned god of the Stovrous River. When used against a swarm, it ignores the swarm's resistance to piercing damage, if any.

Activate [>] Interact; Frequency once per day; Effect While floating down a river on a raft or boat, you plunge the rat-catcher trident into the water. The trident casts a 5th-level control water spell on the body of water.

LOGM, page 123.

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Ration Tonic

Item 1+

conjuration consumable magical potion 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a ration tonic magically nourishes you with the equivalent of a day's worth of food and water.

The tonic has a subtle, pleasant taste, its particulars chosen when the potion is crafted.

Type ration tonic; Level 1; Price 3 gp

Type greater ration tonic; Level 7; Price 55 gp

A greater ration tonic nourishes you for 1 week instead of 1 day, distributing the nourishment in a constant and healthy flow across the week.

Advanced Player’s Guide, page 259.

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Ration Tonic

Item 1

conjuration consumable magical potion 

Price 3 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a ration tonic magically nourishes you with the equivalent of a day's worth of food and water.

The tonic has a subtle, pleasant taste, its particulars chosen when the potion is crafted.

Main Item: Ration Tonic

Advanced Player’s Guide, page 259.

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Rations (1 week)

Item

Price 4 sp for one week's worth

Bulk L

Hands 1

Category Adventuring Gear

No entries found.

Core Rulebook, page 288.

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Raucous

Item 3

rare cursed magical transmutation 

Usage curses gear or a weapon

Category Curse

While more annoying than deadly, a raucous curse is the bane of subtlety. Whenever you use the affected item, you must loudly yell what you are attempting to do with it, ruining any attempts at stealth. Failure to announce your action or speak at an appropriate volume automatically causes the attempted action to become a critical failure.

Gamemastery Guide, page 93.

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Ravenous

Item 1

rare cursed evocation magical 

Usage curses a ring, staff, or wand

Category Curse

A ravenous curse draws power from the wielder's body. Whenever you activate the item, you become incredibly hungry and immediately begin to starve (Core Rulebook 500). You require 10 times as much food as normal for the next day.

Gamemastery Guide, page 93.

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Razor Disc

Item

integrated 1d6 S shield throw 20 ft. 

Price 5 gp

Bulk 1

AC Bonus +1; Hardness 4; HP 16; BT 8

Category Shield; Group Shield

Several small blades line the outside edge of this steel shield. This specialized throwing shield is common among warriors in the Falalugreid Expanse, where its blades can cut down foliage as it flies.

Treasure Vault, page 21.

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Reading Glyphs

Item 4

divination invested magical tattoo 

Price 90 gp

Usage tattooed on the body; Bulk —

Category Tattoo

These tattoos on your knuckles look like strange glyphs in an unknown language. If you press your fingertips to text in any language, these glyphs cycle in appearance through those of various extant languages. Encrypted text causes your glyphs to turn to a recognizable "null" symbol.

Activate [>] command; Frequency once per day; Effect You sync the tattoos with the text your fingertips are touching.

By running your fingers across the text, you translate it, with glyphs on your knuckles showing the translation in a language you can read. Your tattooed glyphs can't translate encrypted or encoded text, language couched in metaphor, and the like, subject to GM discretion.

Treasure Vault, page 121.

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Reading Ring

Item 1+

divination magical 

Usage worn

Category Reading Assistive Item

A reading ring is personalized to its user and capable of reading only languages in which the user is fluent. Each ring is unique and can't be used by anyone other than its specific bonded user. A reading ring is bonded to its user in a process that taps into the user's inner potential, similar to an invested item, except the process takes 10 minutes, is permanent, and doesn't count toward your number of invested items. You can wear the ring in various ways, often either on a finger or a chain worn about your person if you can't have it on a digit. You can use the reading ring to read text by taking an Interact action, and you read with the ring at roughly the same rate as a visual reader. There is no limit to how often you can use the ring to read in this manner.

Type reading ring; Level 1; Price 15 gp

Type greater reading ring; Level 12; Price 1,800 gp

A greater reading ring has the same function as the standard ring, except it can read any written language and enable the wearer to comprehend what it reads.

LOTGB, page 69.

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Reading Ring

Item 1

divination magical 

Price 15 gp

Usage worn

Category Reading Assistive Item

A reading ring is personalized to its user and capable of reading only languages in which the user is fluent. Each ring is unique and can't be used by anyone other than its specific bonded user. A reading ring is bonded to its user in a process that taps into the user's inner potential, similar to an invested item, except the process takes 10 minutes, is permanent, and doesn't count toward your number of invested items. You can wear the ring in various ways, often either on a finger or a chain worn about your person if you can't have it on a digit. You can use the reading ring to read text by taking an Interact action, and you read with the ring at roughly the same rate as a visual reader. There is no limit to how often you can use the ring to read in this manner.

Main Item: Reading Ring

LOTGB, page 69.

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Ready

Rune 6+

evocation magical 

Usage etched onto armor

Category Rune

A ready rune draws component pieces of a suit of armor toward one another, making it easier and faster to get into. You can don light armor with this rune as a 3-action activity or medium or heavy armor with this rune in 1 minute.

Type ready; Level 6; Price 200 gp

Type greater ready; Level 11; Price 1,200 gp

You can don light armor with a greater ready rune as a single action, or medium or heavy armor with a greater ready rune as a 3-action activity.

Advanced Player’s Guide, page 262.

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Ready

Rune 6

evocation magical 

Price 200 gp

Usage etched onto armor

Category Rune

A ready rune draws component pieces of a suit of armor toward one another, making it easier and faster to get into. You can don light armor with this rune as a 3-action activity or medium or heavy armor with this rune in 1 minute.

Main Item: Ready

Advanced Player’s Guide, page 262.

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Reaper's Crescent

Item 9

uncommon evocation light magical 

Price 575 gp

Usage held in 1 hand; Bulk L

Category Held

The blade of this alabaster +1 striking sickle grows thick and pitted as the moon waxes, and it thins to a sharp sliver as the moon wanes. Moonlight also causes a second rune on the blade to change shape with the moon's phases: during the new and crescent moon, the weapon has the ghost touch rune; during the quarter moon, the fearsome rune; and during the gibbous and full moon, the wounding rune.

When wielded under moonlight of any strength, the reaper's crescent deals additional cold damage equal to the number of damage dice.

Treasure Vault, page 35.

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Reaper's Grasp

Item 11

unique evil magical necromancy 

Usage held in 2 hands; Bulk 2

Category Held

This +2 striking arquebus has an ashwood stock plated with worked silver, featuring a mosaic of agonized skulls carved into the metal. The mere mention of Falumoraekro's infamous final blades is enough to make any mortal creature shudder. Used to execute political opponents in the nation's constant civil war, these guillotines hold the souls of those they execute, preventing them from reaching a natural afterlife. When one of the final blades was destroyed in 4710, some of the metal from its remains made its way to Tobraid and was reforged into a deadly firearm that retained the guillotine's soul-stealing properties.

Whenever the reaper's grasp kills a sapient living or undead creature, a portion of that creature's soul is drawn inexorably into the weapon, and another skull is added to the mosaic as if scrawled by an invisible hand, to a maximum of 10 souls. Creatures whose souls are protected by outside forces, such as a lich's soul cage, are immune to this effect, though the process, while painful, does not prevent the soul from going to the afterlife or being resurrected.

Keep track of the level of each creature whose souls are stored in the reaper's grasp.

Activate [>] envision (evil); Requirements There's at least one soul stored in the reaper's grasp; Effect You channel the necromantic energy of a soul stored in the weapon into your next attack, increasing the attack's destructive power. Choose a soul stored in the weapon. The next Strike you make with the reaper's grasp before the end of your turn deals an additional negative damage equal to twice the level of the creature whose soul you chose.

Using this ability releases the chosen soul, and a skull on the mosaic fades away.

Activate [>] envision (evil); Requirements There's at least one soul stored in the reaper's grasp; Effect You channel the necromantic energy of a soul stored in the weapon into a mantle around you, protecting you from harm. Choose a soul stored in the weapon. You gain temporary Hit Points equal to three times the level of the creature whose soul you chose, which last until the end of your next turn. Using this ability releases the chosen soul, and a skull on the mosaic fades away.

Guns & Gears, page 165.

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Reaper's Lancet

Item 5

unique magical necromancy poison 

Price 200 gp

Usage held in 1 hand; Bulk 1

Category Poison

Khafiar Dosai himself designed this custom skull-topped +1 striking exquisite sword cane and had it gilded in high-quality gold. Its first victim was the very smith whom Dosai commissioned to craft the weapon, so the means of its construction are a secret known only to Dosai. The magic of the Reaper's Lancet applies to both the blade and the sheath, making them each effectively a +1 striking weapon, but only if both are wielded by the same creature—if the two components are shared between creatures, only the blade retains the rune's magic.

Reaper's Lancet has a hidden reservoir inside the skull that automatically applies a new dose of poison to the blade after the previous dose was expended with a successful Strike. The reservoir must be filled manually (a process requiring 1 minute) and is large enough to hold only 3 doses at a time. Any sort of injury-delivered poison can be placed in it, though all doses must be of the same poison. The Price of the poison is not reflected in this weapon's listed Price.

Activate [R] Interact; Trigger You damage a creature with; Effect You poison the creature you hit with the poison currently in the reservoir.

AoE1, page 81.

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Reaper's Spellgun

Item 13

attack consumable death magical necromancy negative spellgun 

Price 600 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact, Strike

Category Consumable

A rod of blackened bone with a bulb at one end comprises a reaper's spellgun, which feels heavier than it looks. 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 fires a shadowy ray, then dissolves into gray mist.

Critical Success The target takes 4d6 negative damage and is drained 2 and doomed 1. If it had fewer than half its maximum Hit Points after taking the negative damage, it's drained 3 instead. If the Hit Point loss from being drained drops the creature to 0 Hit Points, it dies.Success As critical success, but for the drained condition, the target is drained 1, or drained 2 if it had fewer than half its maximum HP.

Treasure Vault, page 97.

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Rebirth Potion

Item 9

rare consumable magical potion transmutation 

Price 150 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

A small bit from a humanoid—such as a hair, scale, or feather—steeps in the clear liquid of a rebirth potion. When the potion is created, this bit determines the ancestry and heritage the potion changes the imbiber to. After you drink the potion, you transform into that ancestry over 8 hours during your next period of rest, finishing the transformation after the 8 hours are up. Throughout this time, you are clumsy 2, enfeebled 2, and stupefied 2. Once the transformation is complete, the potion's magic ends and can't be counteracted. Replace your ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of your new ancestry. You lose your ancestry feats, selecting replacements valid for your new ancestry. You have mild control over the change, but you end up with a unique appearance fitting for your new ancestry, and some quirks of your body remain, such as relative age, general health, scars, and missing digits, limbs, or organs.

Drinking a rebirth potion of your current ancestry works normally, allowing you to rearrange some of the cited ancestry elements and change your appearance (provided you abide by the potion's limitations regarding health and age).

Treasure Vault, page 90.

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Rebor's Dawnlight Fulu

Item 9

uncommon consumable divination fulu magical 

Price 120 gp

Usage held in 2 hands; Bulk —

Activate [>>>] command, envision, Interact

Category Consumable

A rebor's dawnlight fulu is a stack of pages that resembles joss paper, used to locate the remains of the lost. When you Activate the fulu you envision a specific object or deceased creature you're familiar with and want to find. You then rip the fulu into pieces and let them drift in the wind. If the item or creature you seek is within 500 feet, the pieces flutter through the air and land on the target, or on the surface closest to a buried or otherwise obscured target. If the torn fulu lands or fails to locate the desired target, its magic ends.

Treasure Vault, page 78.

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Rebound Fulu

Item 9

abjuration consumable fulu magical talisman 

Price 125 gp

Usage affixed to a shield

Activate [F] envision; Trigger You use the Shield

Category Consumable

Block reaction with the shield to which this fulu is affixed.

The bronze-colored ink on this pale, silvery talisman sharply reflects light, enough that it seems to glow. When you activate the fulu, it reflects your foe's violence back against them. The foe that triggered the Shield Block reaction takes damage equal to your shield's Hardness or the damage they would have dealt before the Shield Block reaction, whichever is less.

Secrets of Magic, page 160.

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Rebounding Breastplate

Item 20

evocation force magical 

Price 70,000 gp

Usage worn armor

Category Armor

This +3 greater resilient greater fortification breastplate absorbs impacts for later release. While wearing the armor, you gain resistance 5 to bludgeoning, piercing, and slashing damage and resistance 10 to force damage.

Keep track of how much damage the armor prevents from enemy attacks, as the armor absorbs that damage.

After 1 minute, the absorbed damage disperses harmlessly and resets to 0. Only damage caused by foes or hazards powers the armor, not damage you take from yourself, allies, or the environment.

Activate [>] Interact; Requirements Your armor has absorbed at least 30 damage; Effect The absorbed energy explodes from your armor in a pulse of force. Creatures in a 30-foot emanation take 10d6 force damage with a DC 43 basic Fortitude save. On a failure, they're pushed 10 feet away from you, and on a critical failure, they're pushed 20 feet away from you and fall prone. The armor's absorbed damage resets to 0.

Secrets of Magic, page 188.

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Recording Rod

Item 3+

uncommon consumable divination magical scrying 

Usage varies; Bulk 1

Category Consumable

This smooth metal bar is short enough to fit in one hand. It has several inset gemstone buttons on one end and a small lens on the other.

Popular with law enforcement and blackmailers alike, recording rods allow users to capture and replay incriminating scenes and are often concealed and triggered covertly to avoid raising the subject's suspicion.

Activate [>] Interact; Effect When activated, the rod records anything it sees and hears for 1 minute. Its lens acts as both eye and ear with precise vision and imprecise hearing. This recorded sequence can then be played back as many times as desired, the sights and sounds communicated telepathically to the rod's holder. The rod's recording sequence can be triggered manually by a person holding it, or it can be programmed to begin recording automatically in response to a specified stimulus, such as nearby movement or a specific trigger word spoken in its vicinity.

For basic recording rods, once activated, the rod records for 1 minute, after which it loses its recording ability but can replay that same scene over and over.

Rarer and more expensive reusable versions of the recording rod operate similarly, but the recording function can be enabled a second time by permanently erasing the memory currently stored on the rod. A reusable recording rod lacks the consumable trait.

Type basic; Level 3; Price 20 gp

Type reusable; Level 5 (uncommon, divination, magical, scrying); Price 60 gp

AoE1, page 80.

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Recovery Bladder

Item 3

rare consumable 

Price 10 gp

Bulk L (8 if inflated)

Activate [>] Interact

Category Consumable

Tattletail developed this tether-covered bladder to help divers in Saethul's Crater Lake recover heavy salvage or escape dangerous underwater beasts. Pulling the ripcord causes a small, pressurized air tank to instantly inflate the bladder to the size of a rowboat, forcing up to 16 Bulk of attached items or creatures to jet to the surface of the water at a rate of 60 feet per round. Pulling the ripcord, or removing or affixing something to one of the many tethers on the recovery bladder, takes an Interact action. A recovery bladder can only be used once, as the quick inflation permanently stretches the bladder, and only a few tinkerers have the skills and equipment to refill a pressurized air tank.

LOTGB, page 19.

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Red Colorful Coating

Item 3

alchemical consumable 

Price 10 gp

Usage held in 1 hand; Bulk L

Activate [>>>] Interact

Category Consumable

These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand.

It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted.

Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as reverse gravity.

Main Item: Colorful Coating

Treasure Vault, page 52.

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Red Rose Bewitching Bloom

Item 4

enchantment invested magical tattoo 

Price 90 gp

Usage tattooed on the body; Bulk —

Category Tattoo

While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations.

These blooms are colorful, elegant representations of distinct flower species, as determined by its type.

Activate [>>] envision; Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have.

The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved.

While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear.

This effect has the emotion and mental traits.

Main Item: Bewitching Bloom

Treasure Vault, page 119.

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Red-Handed Missive

Item 7

consumable curse magical missive transmutation 

Price 60 gp

Usage held in 1 hand; Bulk —

Activate [>>] envision, Interact

Category Curse

Composed to look like an important document, a red-handed missive is a trap used by those who suspect someone has been going through their correspondence. If activated, the missive dissolves into red dye that coats anything touching the missive. Magic in the dye prevents it from washing off for 1 week.

Treasure Vault, page 85.

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Red-Rib Gill Mask

Item 2+

rare alchemical consumable 

Usage worn mask; Bulk L

Activate [>] Interact

Category Consumable

This mask is made from the gills of the red-rib salamander, an amphibious creature unique to Lifalol Lake. Once activated, the mask intensifies the odors of gaseous toxins, allowing you to automatically detect toxic fumes within 30 feet and their approximate source (making the source undetected instead of unnoticed). You can't wear other masks while you're wearing a red-rib gill mask.

After Activating the mask, you also gain the listed item bonus to Fortitude saves against inhaled effects; this bonus is increased against the deadly volcanic gas known around Lifalol Lake as Dead Man's Breath, and possibly against other similar volcanic gases at the GM's discretion.

Type lesser; Level 2; Price 7 gp

The item bonus is +1, or +2 against Dead Man's Breath, and the duration is 10 minutes.

Type moderate; Level 8; Price 100 gp

The item bonus is +2, or +3 against Dead Man's Breath, and the duration is 1 hour.

Type greater; Level 14; Price 700 gp

The item bonus is +3, or +4 against Dead Man's Breath, and the duration is 8 hours.

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

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Redeemer's Pistol

Item 11

unique abjuration good magical mental 

Price 1,400 gp

Usage held in 1 hand; Bulk L

Category Held

This +2 striking dueling pistol (Guns & Gears 152) is fashioned from silvery steel that glistens with a radiant light. You can choose to make a nonlethal attack with the redeemer's pistol without taking a –2 penalty; if you do so, the attack deals 1d6 additional mental damage. You can also call forth the redemptive spirit within the gun to pass judgment on your foes.

Activate [R] command; Frequency once per day; Trigger An enemy within 30 feet damages you; Effect The protective spirit within the gun imposes a vision of redemption in your foe's mind. The foe must choose one of the following options.
  • You're unharmed by the triggering damage.
  • You gain resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn and takes 4 persistent good damage.

OoA3, page 73.

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Reducer Round

Item 5

uncommon consumable magical transmutation 

Price 25 gp

Ammunition round

Activate [>] Interact

Category Consumable

This bullet is fashioned from a rubbery substance and stamped with the image of a diminutive ant twitching in surprise. The bullet deals no damage on a successful hit. Instead, the target must attempt a DC 19 Fortitude save.

Success The target is unaffected.Failure The target shrinks to Tiny size for 1d4 rounds.Its reach becomes 0 feet, and it's enfeebled 1 for this duration.Critical Failure The target shrinks to Tiny size for 1 minute.Its reach becomes 0 feet, and it's enfeebled 2 for this duration.

OoA3, page 75.

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Reef Heart

Item 12+

conjuration invested magical 

Usage worn armor; Bulk 2

Category Armor

This +2 resilient coral armor, often favored by allies of merfolk and aquatic elves, is made of living coral carefully harvested from the ocean depths. Legends speak of a variety of similar coral armors with distinct powers, but surface-dwellers know of reef heart as a magic armor that makes it easier for them to travel under the sea. Reef heart enables you to breathe underwater and gives you a swim Speed equal to half your land Speed.

Activate [>>>] command, envision, Interact; Frequency once per day; Effect You cast coral eruption (Secrets of Magic 96). If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the magical coral remains in place for 1 year, it becomes non-magical coral from which a reef might grow.

Type reef heart; Level 12; Price 2,000 gp

Type greater; Level 15; Price 6,500 gp

The reef heart is +2 greater resilient coral armor, the swim Speed is equal to your full land Speed, and the coral eruption is 7th level.

Treasure Vault, page 18.

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Reef Heart

Item 12

conjuration invested magical 

Price 2,000 gp

Usage worn armor; Bulk 2

Category Armor

This +2 resilient coral armor, often favored by allies of merfolk and aquatic elves, is made of living coral carefully harvested from the ocean depths. Legends speak of a variety of similar coral armors with distinct powers, but surface-dwellers know of reef heart as a magic armor that makes it easier for them to travel under the sea. Reef heart enables you to breathe underwater and gives you a swim Speed equal to half your land Speed.

Activate [>>>] command, envision, Interact; Frequency once per day; Effect You cast coral eruption (Secrets of Magic 96). If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the magical coral remains in place for 1 year, it becomes non-magical coral from which a reef might grow.
Main Item: Reef Heart

Treasure Vault, page 18.

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Refined Nevercold

Item 18

catalyst consumable magical 

Price 3,600 gp

Usage held in 1 hand; Bulk L

Activate Cast a Spell (add 1 action)

Category Consumable

Nevercold, sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the Kaineizex. True to its name, nevercold remains warm to the touch. If you use nevercold to cast fire shield, the spell's duration increases by 1 minute, the cold resistance you gain from it lasts 1 hour, and you're protected from the effects of severe cold for 8 hours.

The catalyst affects 8th‑level or lower fire shield, and the protection from severe cold lasts 24 hours.

Main Item: Nevercold

Treasure Vault, page 75.

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Refined Pesh

Item 1

alchemical consumable drug ingested inhaled poison 

Price 2 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

When eaten or smoked, pesh gives users a sense of well-being, sometimes with hallucinations, aggression, and exhaustion.

Saving Throw DC 12 Fortitude; Onset 1 minute; Maximum Duration 6 hours; Stage 1 stupefied 1 and a +2 item bonus to saves versus fear effects (1 minute); Stage 2 1 temporary Hit Point per level , +2 item bonus to saves versus fear effects, clumsy 1, and stupefied 1 (first time you reach this stage only); Stage 3 clumsy 2 and stupefied 2 (1 hour)

Gamemastery Guide, page 120.

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Reflected Moonlight Fulu

Item 14

abjuration consumable fortune fulu magical talisman 

Price 750 gp

Usage affixed to armor; Bulk —

Activate [R] envision; Trigger You fail to save against a negative or death effect.

Category Talisman

An acolyte accidentally left fulu paper outdoors overnight during a divine ceremony to Sheineroun conducted only during a supermoon, creating the first reflected moonlight fulu. When you Activate this fulu, you reroll your saving throw against the triggering effect and take the better result. If this new roll is a critical success, the effect is reflected on its creator, who's treated as the effect's target, with any negative damage converted to positive. A reflected effect or spell affects only the original creator, even if it was an area spell or one that affects more than one creature.

Treasure Vault, page 78.

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Reflecting Shard

Item 13+

uncommon abjuration consumable magical talisman 

Usage affixed to a shield; Bulk —

Activate [R] command; Trigger You are targeted by a spell of 5th level or lower; Requirements You're a master in

Category Talisman

Athletics, and you have the affixed shield raised.

This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell back at its caster with spell turning, using your Athletics modifier for the counteract check. The talisman's counteract level is 7th.

Type reflecting shard; Level 13; Price 500 gp

Type greater reflecting shard; Level 17; Price 2,500 gp

The talisman can reflect spells of any level, and its counteract level is 9th.

Treasure Vault, page 94.

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Reflecting Shard

Item 13

uncommon abjuration consumable magical talisman 

Price 500 gp

Usage affixed to a shield; Bulk —

Activate [R] command; Trigger You are targeted by a spell of 5th level or lower; Requirements You're a master in

Category Talisman

Athletics, and you have the affixed shield raised.

This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell back at its caster with spell turning, using your Athletics modifier for the counteract check. The talisman's counteract level is 7th.

Main Item: Reflecting Shard

Treasure Vault, page 94.

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Reflecting Shield

Item 18

uncommon abjuration magical 

Price 18,000 gp

Usage held in 1 hand; Bulk L

Category Shield; Group Shield

This high-grade silver buckler (Hardness 6, HP 24, BT 12) is polished to a mirrorlike sheen. The shield functions as a spellguard shield (see below) that can also reflect spells.

Activate [R] command; Frequency once per day; Requirements The reflecting shield is raised; Effect You attempt to reflect the spell on its caster, with the effects of a 9th-level spell turning with a counteract modifier of +30.

Craft Requirements Supply one casting of spell turning, and the initial raw materials must include at least 2,750 gp of silver.

Core Rulebook, page 588.

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Reflexive Tattoo

Item 7

uncommon invested magical necromancy tattoo 

Price 350 gp

Usage tattoo

Category Tattoo

This subtle pattern of complex dots, sunbursts, and lines is difficult to make out, as it's a near match for the wearer's skin tone. Serving as a barrier facing inward, this tattoo prevents ostentatious expressions of spells that are internal to you, making them easier to hide.

Activate [>] Interact (concentrate, manipulate, metamagic); Frequency once per day; Effect If the next action you use is to Cast a Spell of 2nd level or lower that affects or targets only you, you can hide that you're casting it.

This has the same effect as the Conceal Spell feat (Core Rulebook 210).

LOTGB, page 38.

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Reforging Shield

Item 15

rare abjuration magical 

Price 6,000 gp

Usage held in 1 hand; Bulk 1

AC Bonus +2; Hardness 15; HP 120; BT 60

Category Held

This steel shield contains a smoldering core of magma that never cools. Whenever the reforging shield's current Hit Points are below its Break Threshold, the shield recovers 5 Hit Points at the start of its wielder's turn each round until it is no longer broken. Each time a character Repairs the shield, the shield recovers double the number of Hit Points. The shield has Hardness 15, HP 120, and BT 60.

Age of Ashes #4: Fires of the Haunted City, page 74.

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Reimaer Charm

Item 12+

rare divination invested magical 

Usage held in 1 hand; Bulk —

Category Held

Reimaer serve as scribes and messengers to psychopomps. They are rare outside of the Vreitaistian, so it's common for psychopomps venturing to other planes to carry a reimaer facsimile to aid in their travels. This tiny icon of a masked raven emits twittering sounds in perfect accompaniment to your performances. You gain a +2 item bonus to Performance checks to play an instrument, orate, or sing. You can cast sending once per day as a divine innate spell.

Activate [>>>] Interact; Effect You twist the base of the charm, and the twittering it emits becomes helpful words to boost your arguments. You lose the item bonus to Performance checks and gain a +2 item bonus to Diplomacy checks to make Requests until you use this activation again.
Activate [>] Interact; Frequency once per day; Effect You gain lifesense as an imprecise sense with a range of 30 feet for 1 hour as long as you continue to hold the charm. This allows you to sense the life force that animates living creatures and the perverse force that animates the dead, though you can't distinguish between the two.

Type reimaer charm; Level 12; Price 1,900 gp

Type greater reimaer charm; Level 18; Price 19,000 gp

The item bonus to Performance or Diplomacy is +3. You gain lifesense as long as you are holding the charm, and you don't need to activate it.

Night of the Gray Death, page 63.

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Reimaer Charm

Item 12

rare divination invested magical 

Price 1,900 gp

Usage held in 1 hand; Bulk —

Category Held

Reimaer serve as scribes and messengers to psychopomps. They are rare outside of the Vreitaistian, so it's common for psychopomps venturing to other planes to carry a reimaer facsimile to aid in their travels. This tiny icon of a masked raven emits twittering sounds in perfect accompaniment to your performances. You gain a +2 item bonus to Performance checks to play an instrument, orate, or sing. You can cast sending once per day as a divine innate spell.

Activate [>>>] Interact; Effect You twist the base of the charm, and the twittering it emits becomes helpful words to boost your arguments. You lose the item bonus to Performance checks and gain a +2 item bonus to Diplomacy checks to make Requests until you use this activation again.
Activate [>] Interact; Frequency once per day; Effect You gain lifesense as an imprecise sense with a range of 30 feet for 1 hour as long as you continue to hold the charm. This allows you to sense the life force that animates living creatures and the perverse force that animates the dead, though you can't distinguish between the two.
Main Item: Reimaer Charm

Night of the Gray Death, page 63.

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Reinforced Portable Ram

Item 9

Price 600 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.

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

Main Item: Portable Ram

LOTGB, page 92.

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Reinforced Stock

Item

attached to crossbow or firearm finesse two-hand d6 

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

Price 2 sp

Bulk L

Damage 1d4 bludgeoning

Hands 1 or 2*

Category Martial Melee Weapon; Group Club

A reinforced stock is a weighted crossbow, firearm haft, or grip customized for striking in melee.

*An attached bayonet or reinforced stock requires the same number of hands as the weapon it's attached to. A detached bayonet requires one hand.

Guns & Gears, page 150.

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Reinforced Surcoat

Item 0

uncommon adjustment 

Price 2 gp

Usage applied to medium or heavy armor; Bulk L

Category Armor Adjustment

This surcoat is made of thick fabric and light chain, designed to protect vital areas. When you are critically hit by an attack, you gain physical resistance equal to 2 + the value of the armor's potency rune against the attack's damage.

If the armor is in the chain armor group and you have its armor specialization effect, you instead increase the physical resistance from the chain armor specialization by 2. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit. However, the reinforced surcoat increases the Speed penalty of your armor by 5 feet.

LOTGB, page 104.

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Reinforced Wheels

Item 0

Price 5 sp

Category Wheelchair Upgrade Assistive Item

The chair's wheels have been reinforced with tough, metal rims or a metal cap. While in the chair, you gain a wheel Strike. Your wheel deals 1d4 bludgeoning damage and has the agile, attached, and free-hand traits. A reinforced wheel is a simple melee weapon in the club weapon group. You can etch weapon runes onto reinforced wheels. A wheelchair can only have one attached weapon.

LOTGB, page 72.

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Rejuvenation Celestial Peach

Item 17

rare consumable divine healing magical necromancy positive 

Price 3,000 gp

Usage held in one hand; Bulk L

Activate [>] Interact

Category Consumable

Among Hao Jin's most precious treasures are three living plants, the last surviving celestial peach trees taken from the mountains of Chu Ye. One of the trees grows pearls in place of flowers, but the other two bear fruit that is far more valuable. Eating one of these small red peaches can heal even the most grievous of injuries.

You gain the effects of 7th-level neutralize poison, regenerate, remove curse and remove disease spells. The peach has a counteract modifier of +27.

Main Item: Celestial Peach

LOL, page 48.

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Religious Symbol

Item

Bulk L

Hands 1

Category Adventuring Gear

This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol of their deity as a divine focus to use certain abilities and cast some spells. A religious symbol must be held in one hand to use it.

Type Wooden; Price 1 sp

Type Silver; Price 2 gp

Core Rulebook, page 288.

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