Items: W (Part 2 of 3)

60 items, from Warding Tattoo to Wine of the Blood.

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Part: 1 2 3

Warding Tattoo · Wardrobe Stone · Warhammer · Warning Snare · Warpglass · Warpglass Chunk · Warpglass Ingot · Warpglass Weapon · Warpwobble Poison · Warrior's Training Ring · Wasp Guard · Watch of Lost Ages · Watchful Portrait · Water Elemental Wayfinder · Water Purifier · Waterproof Firearm Carrying Case · Waterproof Journal · Waterproofing Wax · Waterskin · Wave Warding Tattoo · Waverider Barding · Wax Key Blank · Wayfinder · Weapon Harness · Weapon Potency · Weapon Shot · Weapon Siphon · Weapon-Weird Oil · Weeping Midnight · Western Star Aeon Stone · Wet Shock Snare · Wheel Blades · Wheel Spikes · Wheelbarrow · Whelming Scrimshaw · Whip · Whip Claw · Whip Feather Token · Whip Of Compliance · Whipstaff · Whirlwind Vial · Whisper Briolette · Whisper of the First Lie · Whisperer of Souls · Whispering Staff · Whistle of Calling · White Poppy Bewitching Bloom · Wig Of Holding · Wildwood Ink · Wildwood Ink · Wind and Fire Wheel · Wind at Your Back · Wind Ocarina · Wind-catcher · Wind-Catcher · Wind-up Cart · Wind-up Wings · Windlass Bolas · Windup Toy Carriage · Wine of the Blood

Warding Tattoo

Item 5

abjuration invested magical tattoo 

Price 140 gp

Usage tattooed on the body

Category Tattoo

Many cultures of Falavririak have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Neikhutaeth.

Activate [R] envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.
Main Item: Warding Tattoo

Secrets of Magic, page 165.

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Wardrobe Stone

Item 3+

uncommon illusion invested magical 

Usage held in 1 hand; Bulk L

Category Held

This large stone eye is the size of a fist and decorated with elaborate carvings of robes and other garments.

Activate (1 minute) (envision, Interact); Effect You enter a brief trance in which you envision yourself entering a large dressing room. You maneuver through the endless dressing-room mindscape and search for whatever articles of clothing, accessories, and other garments you desire.

After the activation, you gain the effects of illusory disguise, except that it only causes you to appear to be wearing the exact outfit you selected within the mindscape. The illusion also disguises the wardrobe stone to match your outfit and not appear out of place, such as by appearing to be a glove or bracelet, though it continues to occupy your hand while you're under the effects of illusory disguise.

You can actively Dismiss the Spell, but the effects are also dismissed immediately when you're no longer holding the wardrobe stone.

Type lesser; Level 3; Price 50 gp

Type moderate; Level 11; Price 1,250 gp

You gain a +2 item bonus to a specific Lore skill associated with your outfit, such as Carpentry Lore when wearing a carpenter's outfit or Cooking Lore when wearing a chef's outfit.

Activate (1 minute) (envision, Interact); Frequency once per day; Effect You cast prying eye.

Type greater; Level 20; Price 55,000 gp

You gain +3 item bonus to Perception checks involving sight and a +3 item bonus to a specific Lore skill associated with your outfit.

Activate (1 minute) (envision, Interact); Frequency once per day; Effect You cast prying eye.
Activate (10 minutes) (envision, Interact); Frequency once per day; Effect The wardrobe stone splits open and permanently transforms into a specific type of magical robe of your choosing. It can transform into any 20th-level or lower magical robe to which you have access, except for items that can't normally be Crafted, such as artifacts. This process is irreversible.

LOTGB, page 51.

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Warhammer

Item

shove 

Price 1 gp

Bulk 1

Damage 1d8 bludgeoning

Hands 1

Category Martial Melee Weapon; Group Hammer

This weapon has a wooden shaft ending in a large, heavy metal head. The head of the hammer might be single-sided or double-sided, but it's always capable of delivering powerful bludgeoning blows.

Core Rulebook, page 281.

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Warning Snare

Snare 4

auditory consumable mechanical snare trap 

Price 15 gp

Category Snare

Using materials specific to the area, you connect a sound-making component to a trip wire or a pressure plate.

This snare is like an alarm snare, but its subtle sound blends into ambient noise. You can detect this sound as long as you're within 1,000 feet of the snare and aren't prevented from hearing it. Other creatures in that area who are searching might notice the sound if their Perception check result meets or exceeds your Craft DC.

Core Rulebook, page 591.

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Warpglass

Material 17+

rare precious 

Category Material

Raw warpglass is an opalescent glassy material with surprising strength. When worked, it changes its appearance—though not its properties—to appear as random striations of other metals and types of stone.

Type warpglass chunk; Price 800 gp; Bulk L

Type warpglass ingot; Price 8,000 gp; Bulk 1

Type high-grade warpglass object; Level 17; Price 8,000 gp per Bulk

AoE6, page 74.

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Warpglass Chunk

Material 17+

rare precious 

Price 800 gp

Bulk L

Category Material

Raw warpglass is an opalescent glassy material with surprising strength. When worked, it changes its appearance—though not its properties—to appear as random striations of other metals and types of stone.

Main Item: Warpglass

AoE6, page 74.

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Warpglass Ingot

Material 17+

rare precious 

Price 8,000 gp

Bulk 1

Category Material

Raw warpglass is an opalescent glassy material with surprising strength. When worked, it changes its appearance—though not its properties—to appear as random striations of other metals and types of stone.

Main Item: Warpglass

AoE6, page 74.

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Warpglass Weapon

Item 17

rare 

Usage varies by weapon; Bulk varies

Category Material

If you critically hit a creature with a Strike with a warpglass weapon, the target is affected by a warpwave and automatically fails its saving throw.

Type high-grade warpglass weapon; Level 17; Price 14,000 gp + 1,400 gp per Bulk; Craft Requirements at least 7,000 gp of warpglass + 700 gp per Bulk.

AoE6, page 75.

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Warpwobble Poison

Item 8

alchemical consumable injury mental poison 

Price 90 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

Warpwobble poison causes hallucinations of space bending and stretching, leading to vertigo and an inability to discern a stable place to move.

Saving Throw DC 26 Will; Maximum Duration 6 rounds; Stage 1 treat all squares as difficult terrain (1 round); Stage 2 treat all squares as greater difficult terrain (1 round); Stage 3 treat all squares as uneven ground (DC 26) treating a critical success to Balance as a success, and a success as a success but moving on greater difficult terrain (1 round)

Treasure Vault, page 71.

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Warrior's Training Ring

Item 5

uncommon divination invested 

Price 160 gp

Usage worn

Category Worn Item

This ring is utilitarian in design—indicating its martial use. Its band is decorated only with a simple, sharp-edged sculpture on the band's center. While wearing this ring, you add your level to your attack rolls with all weapons with which you are untrained.

Activate [F] envision; Frequency once per day; Trigger You make an attack with a weapon in which you're untrained; Effect You gain a +2 circumstance bonus to the attack roll. If you are an expert in any weapon, you instead gain a +4 circumstance bonus to the attack roll.

The Fall of Plaguestone, page 58.

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Wasp Guard

Item 8

invested magical necromancy 

Price 487 gp

Usage worn armor; Bulk 1

Category Armor

Druids and Faligaidox's faithful alike value this vindictive armor for its ability to turn away pests and exact revenge on foes in a manner that can easily turn coordinated enemies into a chaotic mass. Wasp guard is +1 studded leather studded with the carapaces of wasps, subtly diverting swarms away and granting a +1 item bonus to Reflex saving throws against Swarming Bites, Swarming Stings, and similar abilities from swarms.

Activate [R] envision; Frequency once per day; Trigger An enemy within 30 feet Strikes you with an attack; Effect You animate the exoskeletons of the wasp guard armor into a spectral swarm of wasps that seeks revenge for the slight. The swarm flies to the triggering enemy's space and swarms about them, dealing 1d8 persistent poison damage. If the affected enemy has any allies within 30 feet, the enemy can spend a single action, which has the manipulate trait, to shoo the swarm away. This ends the persistent damage on that enemy automatically, but the swarm instead moves to affect the enemy's ally.

Craft Requirements The initial raw materials must include 1 Bulk of wasp exoskeletons.

Treasure Vault, page 19.

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Watch of Lost Ages

Item 3

unique divination magical relic 

Aspects emotion (misery) and time

Usage held in 1 hand; Bulk L

Category Adventuring Gear

The origins of the watch of lost ages, a silver pocket watch, are enigmatic. Its construction matches no known culture, and its appearance shifts back and forth from battered and tarnished to shiny and new without cause or apparent reason. The watch exudes a sense of melancholy and loss, and anyone holding it is acutely aware of the impermanence of all things and the march of time, moving ever forward. This relic might show up in a mysterious ruin or spontaneously appear in a spellcaster's hand after they cast a time spell. The relic grants you a +1 item bonus to Recall Knowledge about historical subjects.

Minor Gifts fervor, sands of the hourglass

Major Gifts fervent spell, temporal pulse

Grand Gift time reversal

Treasure Vault, page 205.

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Watchful Portrait

Item 9

consumable divination magical scrying 

Price 125 gp

Usage held in 2 hands; Bulk 1

Activate [>] Interact

Category Consumable

A watchful portrait appears to be an innocuous depiction of a bored noble, unassuming relative, or unknown local celebrity.

You Activate the portrait by hanging it. While it's activated, you can use a single action with the concentrate trait to see through the eyes of the portrait instead of your own. You can do so while you're within 500 feet of the portrait, even if it's outside your line of sight or line of effect. You visually observe the area around the portrait from its perspective, using your own visual senses. While you're scrying through it, the portrait's eyes follow others more than usual. A creature that succeeds at a DC 30 Perception check notices this phenomenon. The scrying ends after 10 minutes or when you decide to stop watching through the portrait.

The painting loses its magic when the scrying ends, if 4 hours pass after you Activate it without you looking through it, or if you Activate a different watchful portrait. The portrait then remains a normal, non-magical work of art, but due to its rather bland subject matter, it is worth no more than 5 gp.

Treasure Vault, page 98.

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Water Elemental Wayfinder

Item 10

water 

Price 900 gp

Usage worn

Category Worn Item

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

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

The wayfinder can cast 4th-level hydraulic torrent.

Additionally, you gain the constant effects of water breathing.

Main Item: Elemental Wayfinder

LOPSG, page 122.

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Water Purifier

Item

uncommon 

Price 5 gp

Bulk L

Hands 2

Category Adventuring Gear

This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled with purifying agents contained between various perforated walls. The purifier attempts to counteract poisons and other toxins present in water or any other liquid poured into it. Alchemically-treated replacement filters can be purchased to more effectively filter out more dangerous substances, using the filter's listed level as the counteract level. The counteract modifier is +5 for the level 1 filter, +9 for the level 5 filter, and +17 for the level 10 filter. If you pour a liquid other than water, such as a potion or beverage, into the purifier, the filtration process negates the liquid's effects and ruins the taste. The center of the tube can be unscrewed from the ends to access and replace the chambers of purifying agents. Each filter can be used to cleanse up to 10 gallons of water at a rate of about 1 gallon every 20 minutes.

LOPSG, page 114.

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Waterproof Firearm Carrying Case

Item

Price 2 sp

Bulk L

Hands 2

Category Adventuring Gear

This buttoned, leather case protects a firearm and up to 6 rounds of ammunition from being damaged by water or other environmental effects.

Guns & Gears, page 178.

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Waterproof Journal

Item 1

uncommon 

Price 5 gp

Bulk 1

Category Adventuring Gear

This leather-bound tome is specially treated to protect from water damage and comes with a key and a treated slipcase that bears a simple lock to keep the tome secure. This journal is commonly used by adventuring scholars and ship navigators for recording their journeys.

LOPSG, page 31.

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Waterproofing Wax

Item 3

catalyst consumable magical 

Price 10 gp

Usage held in 1 hand; Bulk L

Category Consumable

Many books and spellbooks are treated in this wax formula to protect them from the elements, but waterproofing wax's liquid-repellent properties can be further applied to split up a grease spell into useful smaller sections. When the spell is cast in an area while using this catalyst, the conjured grease fills three 5-foot squares within 30 feet instead of its normal area; these squares don't need to be contiguous.

Secrets of Magic, page 169.

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Waterskin

Item

Price 5 cp

Bulk L

Hands 1

Category Adventuring Gear

When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.

Core Rulebook, page 288.

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Wave Warding Tattoo

Item 6

abjuration invested magical tattoo 

Price 220 gp

Usage tattooed on the body

Category Tattoo

Many cultures of Falavririak have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Neikhutaeth.

Activate [R] envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.

In addition to the normal triggers, you can activate the tattoo when you enter an environment where you can't breathe. When you activate the tattoo, it casts air bubble on you, in addition to the other effects.

Main Item: Warding Tattoo

Secrets of Magic, page 165.

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Waverider Barding

Item 5

uncommon companion invested primal transmutation 

Price 130 gp

Usage worn barding; Bulk L

Category Companion

This light barding is covered in wavelike patterns. The barding adjusts to fit your animal companion regardless of its shape.

Activate [>>] Interact; Frequency once per day; Effect You trace a finger along the wave patterns on the barding, granting your companion a swim Speed of 30 feet for 10 minutes. If your companion already had a swim Speed, it gains a +10-foot item bonus to its swim Speed for 10 minutes instead. Even if the companion doesn't have the mount special ability, it can still Swim while being ridden.

"Share a giggle, make a friend!" Trathoustol is a combination toy shop, joke shop, and empyreal shrine run by a fun-loving Staekhirn goblin and her siblings—a clever coral capuchin and a prank-pulling living doll.

LOTGB, page 55.

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Wax Key Blank

Item

uncommon 

Price 1 gp

Hands 2

Category Adventuring Gear

This small wooden or metal box is slightly larger than a typical large key and folds open along a hinge, revealing two halves filled with wax. When a key is placed within and the box closed, the wax is displaced by the key, leaving an accurate impression of its shape. Once the key is removed, the impression left behind will remain indefinitely and can later be used to cast a duplicate key. Inserting, impressing, or removing a key each requires an Interact action. The wax inside this blank can be reused, though it must be smoothed over between uses, erasing any previous impression.

LOPSG, page 114.

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Wayfinder

Item 2

uncommon evocation invested magical 

Price 28 gp

Usage worn; Bulk —

Category Worn Item

This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Trovousun Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass.

An indentation in the middle of the wayfinder can hold a single aeon stone. Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power.

If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders.

Activate [>] command; Effect The wayfinder is targeted by a 1st-level light spell.

Core Rulebook, page 617.

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Weapon Harness

Item 1

uncommon adjustment 

Price 6 gp

Usage applied to armor; Bulk L

Category Adjustment

A suit of armor with this adjustment incorporates short, flexible harnesses meant to connect weapons to each of its vambraces.

These harnesses can each be connected to a melee weapon of light Bulk or less. Attaching or removing a weapon takes an Interact action. Someone else can attach or remove a weapon if you're willing to let them or you're unable to act. You must remove a weapon from its mount before you can completely Release or otherwise stow it.

You gain a +1 circumstance bonus to your Reflex DC against attempts to Disarm you of a weapon connected to the armor. If the weapon would be knocked from your grasp or you would drop it, the weapon dangles from the bracer by its harness rather than falling to the ground. You can regain control of the weapon in the normal time it takes you to draw it. Attaching a weapon to a weapon harness prevents you from throwing it or using other abilities that would require it to leave your person.

Treasure Vault, page 11.

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Weapon Potency

Rune 2+

evocation magical 

Usage etched onto a weapon

Category Rune

Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property rune.

You can upgrade the weapon potency rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices.

Type +1 weapon potency; Level 2; Price 35 gp; Craft Requirements You are an expert in Crafting.

Type +2 weapon potency; Level 10; Price 935 gp; Craft Requirements You are a master in Crafting.

The item bonus to attack rolls is +2, and the weapon can be etched with two property runes.

Type +3 weapon potency; Level 16; Price 8,935 gp; Craft Requirements You are legendary in Crafting.

The item bonus to attack rolls is +3, and the weapon can be etched with three property runes.

Type +4 weapon potency; Level 23

The item bonus to attack rolls is +4, and the weapon can be etched with three property runes.

This version of the potency rune has been added by PF2eTools. This rune is not available for purchase or Crafting through mundane means. It only exists on Unique and/or Artifact weaponry, such as Axe Of The Dwarven Lords or Labrun.

Core Rulebook, page 581.

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Weapon Shot

Item 5+

conjuration consumable magical 

Ammunition any

Category Consumable

The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it.

It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon.

Activate [>] envision; Effect For the Strike with which you consume the ammunition, use the ammunition's fundamental runes, according to its type, instead of those of the weapon firing it.
Activate [>>] envision, Interact; Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition's fundamental runes, according to its type.

Type lesser; Level 5; Price 20 gp

The attack functions appropriately for a +1 striking weapon.

Type moderate; Level 10; Price 200 gp

The attack functions appropriately for a +2 striking weapon.

Type greater; Level 12; Price 400 gp

The attack functions appropriately for a +2 greater striking weapon.

Type major; Level 16; Price 2,000 gp

The attack functions appropriately for a +3 greater striking weapon.

Treasure Vault, page 83.

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Weapon Siphon

Item 1

adjustment alchemical 

Price 10 gp

Usage attached to a melee weapon; Bulk L

Activate [>] Interact

Category Adjustment

This set of tubing snakes down the striking surface of a weapon to deliver alchemical explosives. A single lesser alchemical bomb can be fitted to the weapon siphon as an Interact action. The bomb must be one that deals energy damage, such as an acid flask, alchemist's fire, bottled lightning, frost vial, or thunderstone. The next three attacks made with the weapon deal 1d4 damage of the bomb's damage type in addition to the weapon's normal damage. If the second and third attacks aren't all made within 1 minute of the first attack, the bomb's energy is wasted. These attacks never deal splash damage or other special effects of the bomb and aren't modified by any abilities that add to or modify a bomb's effect.

Adding a weapon siphon to a weapon throws off its balance, causing the multiple attack penalty with the weapon to be one greater than usual (usually –6 on a second attack and –11 on a third; or –5 and –10 with an agile weapon).

Treasure Vault, page 65.

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Weapon-Weird Oil

Item 7

consumable magical oil transmutation 

Price 55 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

Each dose of weapon-weird oil is keyed to a particular melee weapon group, selected from among axe, brawling, club, flail, hammer, knife, pick, polearm, shield, spear, and sword. The oil creates a synergy between skill and weapon, enabling you to wield the weapon in unexpected ways. You must have proficiency with the original weapon to benefit from the oil; however, you use your proficiency rank with the oil's keyed group instead of the weapon's original group. Also, you apply the critical specialization effect from the oil's keyed group instead of the weapon's normal critical specialization effect.

While the oil remains effective, the grievous rune and similar magic react as if the weapon belongs to the oil's group. A weapon can be coated in only one type of weapon-weird oil at a time. Any new application of this oil supersedes any previous one. These effects last for 1 hour.

Treasure Vault, page 87.

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Weeping Midnight

Item 16

uncommon alchemical consumable injury poison 

Price 1,400 gp

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Poison

Alchemists have refined the devastatingly allergenic pollen of the widow orchid to create this venom, which swiftly causes the victim's eyes to leak mucus and swell shut.

Saving Throw DC 36 Fortitude; Maximum Duration 6 rounds; Stage 1 6d6 poison damage and dazzled (1 round); Stage 2 7d6 poison damage, dazzled, and sickened 1 (1 round); Stage 3 8d6 poison damage and blinded (1 round)

Age of Ashes #5: Against the Scarlet Triad, page 79.

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Western Star Aeon Stone

Item 6

uncommon invested magical transmutation 

Price 225 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.

This aeon stone must be activated to provide a benefit.

Activate [>>] envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise.

The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise.

Main Item: Aeon Stone

LOPSG, page 122. Expanded in LOPSG, LOWG.

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Wet Shock Snare

Snare 5

uncommon consumable electricity mechanical snare trap 

Price 25 gp

Category Snare

A hidden copper plate conceals a bag of electric eels. When a creature steps on the plate, the eels become agitated, and the creature takes 4d8 electricity damage (DC 21 basic Reflex save). On a critical failure, the current causes the creature to become stunned 2. The eels are unharmed after use, but the mechanism is broken as usual for snares.

An intricate maze of well-ordered exhibits and shelves, the Historia Reliquary is almost more of a museum than a store. The front is covered with a heavy black curtain that is pinned in place with wooden stakes to prevent passersby from sneaking a look at what is inside.

Erikanesh charges a modest admission fee of one silver piece, though they happily waive it for anyone with items to add to the Reliquary's inventory.

LOTGB, page 27.

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Wheel Blades

Item 0

Price 5 sp

Category Wheelchair Upgrade Assistive Item

A set of large blades have been attached to your chair's wheels. While in the chair, you gain a wheel blade Strike.

Your wheel blade deals 1d4 slashing damage and has the agile, attached, and free-hand traits. A wheel blade is a simple melee weapon in the sword weapon group. You can etch weapon runes onto wheel blades. A wheelchair can only have one attached weapon.

LOTGB, page 72.

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Wheel Spikes

Item 0

Price 5 sp

Category Wheelchair Upgrade Assistive Item

A set of thick, sharp spikes have been added to the chair's wheels, granting you a piercing attack. While in the chair, you gain a wheel spike Strike. Your wheel spike deals 1d4 piercing damage and has the agile, attached, and free-hand traits. A wheel spike is a simple melee weapon in the knife weapon group. You can etch weapon runes onto wheel spikes.

A wheelchair can only have one attached weapon.

LOTGB, page 72.

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Wheelbarrow

Item 0

Price 5 sp

Usage held in 2 hands; Bulk 5

Category Held

This small, hand-propelled vehicle has a single wheel and is designed to carry large loads over a distance. A wheelbarrow can typically hold up to 5 Bulk of objects without issue. The GM might rule that it can hold more Bulk of particular items, such as sand, or less Bulk of other items, like awkwardly shaped rocks.

You can raise or place a wheelbarrow using an Interact action and can Stride your normal Speed while you have the wheelbarrow raised, though you're encumbered while pushing a wheelbarrow. You can Release a wheelbarrow as normal, but a loaded wheelbarrow has a chance of tipping over if you don't place it down with care. When you Release a wheelbarrow, attempt a DC 7 flat check. On a failure, the wheelbarrow tips over, spilling its contents into a randomly determined adjacent space.

"Of course I have a half-gallon of djezet in stock. And you're lucky I'm the one selling it, because frankly, whatever you plan to do with that would make a less professional merchant rather curious." Tesyovensku works out of a moderately-sized warehouse off the Bazaar proper that they rent out as storage to construction material suppliers. The warehouse is often full of wooden beams, bricks, and bags of cement as a result, giving it an aroma of fresh-milled lumber and damp stone.

LOTGB, page 93.

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Whelming Scrimshaw

Item 13

consumable curse magical necromancy 

Price 500 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact

Category Curse

An etching of some aquatic beast dragging a figure beneath the waves adorns the ivory of a whelming scrimshaw. When you Activate this item, you break it and choose one creature within 30 feet. The target must attempt a DC 30 Fortitude save; amphibious and aquatic creatures are immune.

Critical Success The creature is unaffected.Success The target becomes sickened 1 and unable to breathe until this sickened condition ends.Failure As success, but sickened 2.Critical Failure As success, but sickened 3.

Treasure Vault, page 99.

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Whip

Item

disarm finesse nonlethal reach trip 

Price 1 sp

Bulk 1

Damage 1d4 slashing

Hands 1

Category Martial Melee Weapon; Group Flail

This long strand of thick leather, often braided, delivers a painful but nonlethal slash at a distance, usually accompanied by a distinctive cracking sound.

Core Rulebook, page 281.

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Whip Claw

Item

uncommon catfolk finesse hampering reach 

Price 5 gp

Bulk 1

Damage 1d6 slashing

Hands 2

Category Advanced Melee Weapon; Group Flail

The whip claw is a long tether affixed to clawlike daggers, allowing the wielder to fling and retract them with deadly precision. Catfolk developed this weapon to provide extended reach when hunting dangerous animals and wield them with unmatched expertise.

LOAG, page 139.

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Whip Feather Token

Item 9

conjuration consumable magical 

Price 130 gp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

Each feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description.

This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing, at which point it vanishes.

If the whip's target isn't prone, the whip uses its actions to attempt to Trip that creature instead of making a Strike. The whip's total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a dancing weapon.

Main Item: Feather Token

Core Rulebook, page 570. Reprinted in BB.

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Whip Of Compliance

Item 9

uncommon enchantment magical 

Price 3,000 gp

Usage held, 1 hand; Bulk 1

Category Held

The handle of this braided leather +1 striking whip is made from the hairs of a variety of rare and mythical animals. When used against an animal, the whip of compliance can potentially force the target to follow your commands.

Activate [>] command; Effect Until the end of your current turn, any animals you Strike with the whip must attempt a DC 25 Will save.

On a failed or critically failed saving throw, the whip casts a 4th-level suggestion spell on the animal with a base duration of 1 round, and the spell loses the linguistic trait. The course of action must still fulfill suggestion's requirements. If you can cast spells, you can expend one of your spells of 4th level or higher as a part of activating the whip; if you do so, the suggestions this turn have their normal base duration.

Extinction Curse #2: Legacy of the Lost God, page 75.

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Whipstaff

Item

uncommon agile finesse monk parry sweep 

Price 3 gp

Bulk L

Damage 1d6 bludgeoning

Hands 2

Category Martial Melee Weapon; Group Club

The whipstaff is a 5-foot-long staff carved from alchemically treated wood. Exceptionally light and well-balanced, whipstaffs are favored by travelers and martial artists who prioritize speed over power.

Treasure Vault, page 25.

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Whirlwind Vial

Item 11

air alchemical consumable expandable 

Price 250 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact

Category Consumable

Opening this vial releases a mighty gust, forming into a fearsome Huge elemental hurricane. The elemental breathes a 30-foot cone of air. Each creature in the cone must succeed at a DC 28 Fortitude save or be knocked away from the elemental.

A creature knocked into a solid object stops moving and takes 4d6 bludgeoning damage.

Critical Success The creature is unaffected.Success The creature is pushed 10 feet.Failure The creature is pushed 20 feet.Critical Failure The creature is pushed 20 feet and knocked prone.

Craft Requirements Supply magical residue from a slain elemental hurricane (Bestiary 145).

Treasure Vault, page 57.

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Whisper Briolette

Item 7

uncommon consumable divination magical mental talisman 

Price 55 gp

Usage affixed to armor or to an outfit if a character has no

Activate [>] envision; Requirements You are an expert in Stealth

Category Talisman

This teardrop-shaped gemstone has triangular facets and looks suitable for fancy attire, although close inspection shows that it's hollow. When it's activated, you can instantly impart up to 1 minute of speech (roughly 150 words) telepathically to any creatures you choose within 100 feet. You can impart this instantaneous telepathic message to creatures that you perceive and creatures hidden to you, but you can't do so to undetected creatures.

Once used, the whisper briolette becomes unusable and subtly vanishes within the next few minutes, rather than crumbling to dust.

AoE4, page 80.

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Whisper of the First Lie

Item 20

rare enchantment invested magical 

Price 60,000 gp

Usage worn; Bulk —

Category Worn Item

This delicate necklace contains bottled whispers distilled from a source on the Astral Plane rumored to be connected to the first lie ever told.

While wearing the necklace, you gain a +3 item bonus to Deception checks, and you can attempt to counteract effects that would force you to tell the truth or determine whether you are lying. Success on this counteract attempt lets you ignore the effect, rather than removing the effect entirely. The counteract level is 9, with a counteract modifier of +35.

Activate [>>>] Interact, envision, command; Effect You unstopper the vial and release the lie, creating the effect of a fabricated truth (DC 47). The vial is emptied and can never be activated again.

Craft Requirements Supply a casting of fabricated truth.

Core Rulebook, page 617.

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Whisperer of Souls

Item 28

unique artifact divine necromancy 

Usage held in 2 hands; Bulk 2

Category Artifact

This +4 major striking greater brilliant keen glaive binds the souls of powerful creatures it slays. The soul can't be returned to life by any means while imprisoned within the glaive and can be freed only by a deed of great benevolence or selflessness. While using the glaive as a weapon, whenever you reduce a sapient creature of 18th level or higher to 0 Hit Points or roll a critical success with a Strike against such a target, the creature must attempt a DC 50 Fortitude save.

Critical Success No additional effect.Success The glaive siphons the creature's essence, rendering it drained 1. If the creature dies from the Strike or while drained in this way, the creature's soul is bound in the glaive.Failure As success, but the creature is drained 2.Critical Failure As success, but the creature is drained 4.The glaive also has the following activations.
Activate [F] envision; Trigger You Strike with the Whisperer of Souls; Effect You choose whether the Strike deals lethal or nonlethal damage. If the glaive has a reason for doing so, such as slaying a creature whose soul the glaive can absorb, it can defy your choice if you fail a DC 50 Will save.
Activate [F] envision; Trigger You attempt an Occultism check to Decipher Writing, Identify Magic, Learn a Spell, or Recall Knowledge; Effect You listen to eldritch secrets the weapon whispers, gaining a +4 item bonus to the triggering check.
Activate [>>>] command, envision, Interact; Frequency once per week; Effect Attempt an Occultism check as if you cast the legend lore ritual about a subject. If you roll a success or critical success, you can repeat what the Whisperer of Souls relates to you about the subject. On a critical failure, you and the glaive are drawn into a murmuring void of cold, where your mind is assaulted by strange visions for an entire week. At the end of this time, you reappear and must attempt a DC 50 Will save.Success When you return, you can retrain one of your skills into a Lore skill about evil creatures or places, as if you had spent 1 week retraining.Failure As success, but you are stupefied 2 for 1 week.Critical Failure As success, but your alignment moves one step toward evil and you must retrain one of your skills into a Lore about evil creatures or places. You become obsessed with increasing your forbidden knowledge, turning to wicked forces that offer such secrets and compromising your morals further if you must.Destruction If the Whisperer of Souls is used to slay Baimoraimou's herald, it disintegrates, bringing about great evil in its wake.

Treasure Vault, page 180.

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Whispering Staff

Item 20

apex divination invested magical staff 

Price 70,000 gp

Usage held in 1 hand; Bulk 1

Category Apex

This gnarled wooden staff is carved with humanoid faces in various emotional states. When the staff is activated, the faces begin to whisper a variety of languages in sibilant tones, creating what seems to be nonsense to all but the staff's wielder or those they choose to affect. The staff functions as a major staff of divination. While using the staff, you gain a +3 item bonus to Decipher Writing, Identify Magic, and Recall Knowledge checks, regardless of the skill. When you invest the staff, you either increase your Intelligence score by 2 or increase it to 18, whichever is higher. You must select the skills and languages the first time you invest the item, and whenever you invest the same whispering staff, you get the same skills and languages you chose the first time.

Activate [>] envision (mental); Frequency once per round; Effect Through the staff's strange whispering, you gain a glimpse into the mind and desires of one creature you can see within 30 feet. Until the end of your next turn, that creature is flat-footed to you and takes a –2 circumstance penalty to saving throws against your spells.
Activate [>>] Interact (mental, misfortune); Frequency once per hour; Effect You point the staff at one creature you can see within 30 feet of you, causing the whispers to howl in that creature's mind. The target must attempt a DC 43 Will save. If it fails, whenever the creature attempts an attack roll, skill check, or saving throw, it must roll twice and take the worse roll. This lasts until the start of your next turn.
Activate [>>] envision (fortune, mental); Frequency once per day; Effect You twirl the staff in three consecutive circles and call for the whispers to speak up. For the next minute, you and all allies within a 30-foot emanation around you can hear your staff's whispers clearly and distinctly, gaining benefit from their advice and mental protection.

Whenever you and your affected allies attempt to Recall Knowledge or attempt a saving throw against a mental effect, you roll twice and take the better result. This is a fortune effect.

Treasure Vault, page 105.

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Whistle of Calling

Item 15

uncommon conjuration magical 

Access Kaetiarn have access to this item.

Price 6,300 gp

Usage held in 1 hand; Bulk —

Category Held

A whistle of calling appears to be a simple brass whistle. It changes slightly in appearance depending on the type of creature to which it's attuned, depicting small carvings of hooves, feather patterns, claws, or other appropriate motifs.

Activate 10 minutes (Interact); Effect You blow the whistle at different tones in the presence of a companion or another allied creature willing to be your mount. At the end of the 10 minutes, the whistle is attuned to that creature.

The whistle can be attuned to only one creature at any time, but you can attune it to a new one with another 10-minute activation.

Activate [>>] Interact; Frequency once per day; Effect You blow the whistle and the creature to which it is attuned teleports instantly from as far as 1 mile away to an unoccupied space within 30 feet of you. The whistle has no effect if the attuned creature is dead, on another plane, or outside the range.

LOKL, page 91.

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White Poppy Bewitching Bloom

Item 4

enchantment invested magical tattoo 

Price 80 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.

A sense of peace overwhelms the ally. The tattoo casts calm emotions or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn.

Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.

Main Item: Bewitching Bloom

Treasure Vault, page 119.

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Wig Of Holding

Item 3

uncommon conjuration extradimensional invested magical 

Price 45 gp

Usage worn headwear; Bulk L

Category Worn Item

Wigs of holding are created from planar fibers and contain small extradimensional spaces accessible within the hair.

They can hold up to four items of light Bulk inside them, and Bulk held within the wig of holding doesn't increase the Bulk of the wig itself. You can Interact with a wig of holding to put items inside or remove items from it, and you can do so more easily than with a mundane container. It only takes a single Interact action to withdraw these items, like a worn item, rather than taking two Interact actions, like a stowed item.

LOTGB, page 51.

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Wildwood Ink

Item 4+

invested primal tattoo transmutation 

Usage tattooed on the body; Bulk —

Category Tattoo

These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to Stealth checks, which increases to +2 in forests.

Activate [R] Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You're in a forest or similar natural area; Effect The tattoo casts tree shape on you before you can be noticed. The duration of this spell is 10 minutes.

If you've already Activated the tattoo, you can supply a separate casting of tree shape to recharge the tattoo instead of having the spell's normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast tree shape to recharge the tattoo after each use.

Type wildwood ink; Level 4; Price 80 gp

Type greater wildwood ink; Level 10; Price 900 gp

The item bonus to Stealth checks is +2, or +3 in forests. Tree shape lasts up to 1 hour.

Type major wildwood ink; Level 17; Price 15,000 gp

The item bonus to Stealth checks is +3, or +4 in forests. Tree shape lasts up to 8 hours.

Treasure Vault, page 123.

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Wildwood Ink

Item 4

invested primal tattoo transmutation 

Price 80 gp

Usage tattooed on the body; Bulk —

Category Tattoo

These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to Stealth checks, which increases to +2 in forests.

Activate [R] Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You're in a forest or similar natural area; Effect The tattoo casts tree shape on you before you can be noticed. The duration of this spell is 10 minutes.

If you've already Activated the tattoo, you can supply a separate casting of tree shape to recharge the tattoo instead of having the spell's normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast tree shape to recharge the tattoo after each use.

Main Item: Wildwood Ink

Treasure Vault, page 123.

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Wind and Fire Wheel

Item

uncommon agile disarm finesse monk parry twin versatile p 

Access If the player character come from a region in Moutriavriam, this weapon is common

Price 2 gp

Bulk L

Damage 1d6 slashing

Hands 1

Category Advanced Melee Weapon; Group Knife

This large, flat steel ring features several protruding blades typically stylized to resemble flames.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 76.

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Wind at Your Back

Item 5

air conjuration magical 

Price 130 gp

Usage held in 2 hands; Bulk L

Category Held

This object can only be described as a gray, solidified, miniature cloud that feels spongy to the touch. The cloud is incredibly soft and can be easily lifted with little effort, though its ephemeral nature requires using two hands to ensure it doesn't slip from your grasp.

Activate [>] Interact; Frequency once per day; Effect You blow across the surface of the cloud, and it floats free of you and calls up a strong breeze. For the next 8 hours, it floats behind you and your companions, increasing the amount of time the group can Hustle during exploration to the lowest Constitution modifier in the group × 20 instead of × 10. You must all remain within 100 feet to get the benefit.

If you activate the item aboard a vehicle, you instead grant the vehicle a +10-foot circumstance bonus to its Speeds for 8 hours. If the vehicle is powered by wind, such as a sailing ship, the bonus increases to +20 feet.

When the 8 hours are up, the cloud stops blowing and floats back into your hands.

Treasure Vault, page 117.

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Wind Ocarina

Item 6

air aura consumable evocation magical 

Price 50 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Consumable

A blue finish decorates the ceramic body of a wind ocarina. When you play a note on this ocarina, for 1 minute, winds sweep into strong gusts in a 5-foot emanation around you. The winds have the following effects.

Treasure Vault, page 99.

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Wind-catcher

Rune 7+

uncommon evocation magical 

Usage applied to a wind-powered vehicle

Category Rune

This rune is invested by the captain or pilot of the vehicle.

The vehicle gains a +5-foot item bonus to its Speed. If lack of wind prevents the vehicle from moving, it can still move at a Speed of 5 feet.

Type wind-catcher; Level 7; Price 350 gp

Type greater wind-catcher; Level 14; Price 4,250 gp

The bonus to Speed is +10 feet, and the minimum speed is 10 feet.

LOTGB, page 89.

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Wind-Catcher

Rune 7

uncommon evocation magical 

Price 350 gp

Usage applied to a wind-powered vehicle

Category Rune

This rune is invested by the captain or pilot of the vehicle.

The vehicle gains a +5-foot item bonus to its Speed. If lack of wind prevents the vehicle from moving, it can still move at a Speed of 5 feet.

Main Item: Wind-catcher

LOTGB, page 89.

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Wind-up Cart

Item 2

uncommon clockwork consumable gadget 

Price 6 gp

Usage held in 2 hands; Bulk 2

Activate [>] Interact

Category Consumable

This primitive device can be cobbled together from springs, wheels, and scrap and is commonly used to carry rocks or other dead weight forward to trigger traps. It can be loaded with up to 4 Bulk of items. Most creatures aren't small enough to fit on the cart, and even for Tiny creatures, it makes for a choppy ride; while riding the cart, a creature gains two actions at the start of each of its turns, instead of three. Once activated, the cart moves forward at a speed of 30 feet per round on your turn for up to 1 minute. If it strikes an obstruction, it attempts to continue its movement, pushing with an Athletics bonus of +5, once per round. The wind-up cart has AC 15, Hardness 2, 24 Hit Points, and a Break Threshold of 12. After its 1-minute duration completes, the cart collapses back into scrap.

Guns & Gears, page 71.

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Wind-up Wings

Item 3+

rare clockwork 

Usage attached

Category Weapon Customization

These delicate clockwork wings enable thrown weapons to soar through the air at high speeds, performing turns and other aerial maneuvers midflight. Wind-up wings also have different types of special effects depending on the type.

Wind-up wings must be attached to a thrown weapon and wound to function. A thrown weapon with an attached set of wind-up wings can't have anything else attached to it, or the wings cease to function.

Attaching or detaching a pair of wind-up wings to a thrown weapon requires a repair kit, and the process takes 10 minutes. Winding an attached pair of wind-up wings takes three Interact actions. There are a variety of wind-up wings, with different effects.

Type flutterback wind-up wings; Level 3; Price 50 gp

When you make a thrown Strike with the weapon to which a pair of flutterback wind-up wings are attached, and the wings are wound, the wings fly the weapon back to your hand after the Strike is complete. If your hands are full when the weapon returns, the wings hover in place three feet above the ground. At the end of your turn, the wings are wound down; they don't function again until wound. If you aren't holding the weapon when the flutterback wind-up wings become wound down, the weapon falls to the ground.

Type homing wind-up wings; Level 12; Price 1,800 gp

When you make a thrown Strike with the weapon to which a pair of homing wind-up wings are attached, and the wings are wound, the wings seek out your target, flying through cover and avoiding obstacles. You ignore the target's concealed condition and reduce the target's cover by one step (lesser cover to no cover, standard cover to lesser cover, or greater cover to standard cover). After the Strike is complete, the wings are wound down; they don't function again until wound.

Guns & Gears, page 65.

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Windlass Bolas

Item 6

clockwork magical transmutation 

Price 200 gp

Usage held in 1 hand; Bulk L

Category Held

Clockwork mechanisms tick away inside the weights of these +1 striking returning bolas, spooling out more cord in midair.

Activate [>] Interact; Frequency once per day; Effect The cord of the bola snakes out as you throw it, allowing the weapon to wrap around a group of enemies. You use the bolas to attempt a ranged Trip against all creatures in a 5-foot radius burst within the weapon's first range increment. Roll a separate Athletics check for each target. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts.

Treasure Vault, page 34.

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Windup Toy Carriage

Item 2

Price 5 gp

Usage held with two hands; Bulk L

Category Adventuring Gear

A miniature toy carriage is carved from wood and has fully functioning wheels. It can vary in size from 2 to 8 inches long, too small for even Tiny creatures to ride. If pushed or propelled, obstacles and terrain might slow, stop, tip, or divert the carriage's course.

A tiny crank protrudes from the side of this carriage. If the crank is wound and the carriage is released on the ground, the carriage propels in a straight line at a Speed of 10 feet.

Each Interact action spent winding the crank propels the carriage for 1 round. A windup toy carriage can be wound for a maximum of 9 actions total, at which point it's too tight to wind further.

Main Item: Toy Carriage

LOTGB, page 59.

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Wine of the Blood

Item 5

rare consumable healing magical necromancy potion 

Price 30 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This wine, prepared using the blood of a creature with overwhelming vitality, soothes the body, mind, and spirit with a temporary sense of euphoria and rest. When you drink wine of the blood, you recover 2d10 Hit Points.

Additionally, the wine attempts to counteract every negative emotion effect affecting you, with a counteract level of 3 and a counteract modifier of +9. Lastly, you gain a +1 status bonus to all Will saves, or a +2 status bonus against emotion effects, for 1 minute.

Dark Archive, page 114.

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