Gear Arcane Goods

Robes
 

Hood and Cowl
A hood can be added to any robe that does not already have one and, when used with a cowl (or more rarely, a mask) to cover the face, provides protection against inhaled gases of all sorts. While using a hood and cowl in combination does incur a -1 circumstance penalty to Perception/Wis checks when listening, they grant a +2 circumstance bonus to Con saves against inhaled gases and poisons.

Hood and Cowl: +5 gp; +1 lb.

 

Robe, Alchemist’s
The various concoctions and formulae an alchemist can create are of great use during adventures, especially to a mage. Since many of these wondrous mixtures duplicate, at least in part, spells, it behoves an arcane spellcaster to carry at least a few as a back-up. An alchemist’s robe features specially designed pockets and reinforced layers of padding to hold and protect alchemical items, while keeping them accessible. Up to 10 items weighing less than one pound each can be kept in the pockets of this robe and up to 4 larger items can be stored within its special harnesses. One of these items can be retrieved as a free action each round on the wearer’s turn.

Robe, Alchemist’s: 10 gp; 4 lb.

 

Robe, Arcane
Sometimes it is important that a spellcaster look impressively magical. This thick robe does the trick, having sweeping sleeves, elaborate embroidery and enough extra cloth in it to weigh down a frail scholar. While wearing it you have a +2 circumstance bonus to anyPersuasion or Intimidate/Cha checks made to convince another person of your magical power.

Robe, Arcane: 55 gp; 4 lb.

 

Robe, Combat
Spells and skill at arms can be a devastating combination, though the harsh weight and encumbrance of armour can severely limit a spellcaster’s effectiveness. Mages trained in the combat arts may still desire useful attire that caters to both needs, which is where the combat robe comes in. Designed with several useful pockets and cut to allow ease of motion, combat robes do not offer any inherent protection of their own, but they incorporate enough sections of padding to anchor defensive magic. Combat robes are always of masterwork quality and accept both enhancement bonuses and armour special properties. Combat robes also have six easily accessible pockets, similar in style to deep pockets robes.

Robe, Combat: Light Armour; 115 gp; AC +1;; 4 lb.

 

Robe, Deep Pockets
A favourite of arcane spellcasters who carry a wide range of material components, these robes offer a variety of places to tuck tiny items. These robes have small storage pockets sewn throughout their sleeves, inner surfaces and other areas, each designed to be easily accessible, even under the most stressful circumstances. The wearer of these robes may designate up to 24 Tiny or smaller items to hide within this clothing. The wearer may recover any of these items as a free action that does not provoke an attack of opportunity.

Robe, Deep Pockets: 7 gp; 4 lb.

 

Robe, Miser’s
This mundane-looking piece of clothing is a favourite amongst merchants, adventuring wizards and others who must normally carry gems, gold, jewels and other small, expensive trinkets into dangerous areas. A miser’s robe has small pockets set into its hems, each of which may be sewn shut with a small cache of coins tucked inside. This robe has four such pockets, each of which can hold one Tiny or smaller item or 25 coins. Finding these pockets requires a Investigate/Int (DC20) to notice the coins or jewels tucked between the robe’s cloth. Opening a sewn-shut pocket is a full-round action that draws an attack of opportunity. Once a pocket is open, it must be sewn shut with a needle, thread and a successful Craft (tailor) or Dexterity check (DC 10) in order to hide the items effectively.

Robe, Miser’s: Light Armour; 8 gp; AC +0; ; 4 lb.

 

Robe, Shadowsilk
Stealth and spells can be a lethal combination. A sudden blast of flames in a dark room can catch a target unaware, bypassing defences it would otherwise have active when expecting a fight. Since rattling scroll cases and pouches full of glass vials are not especially quiet, shadowsilk robes are constructed to silence these little give-aways and allow stealthy spellcasters to get the most from their skills. A shadowsilk robe is usually dyed black or dark grey and includes padded shoes and sound-absorbing panels, providing a +2 circumstance bonus to Stealth checks and hiding.

Robe, Shadowsilk: 35 gp; 4 lb. Robe,

 

Winterbane
Quilted and thickly padded, a winterbane robe is designed to keep in as much of the wearer’s body heat as possible. Winterbane robes can be laced closed from neck to ankles and come with a drawstring hood that can enclose almost all of the wearer’s face to provide maximum warmth. Wearing a winterbane robe reduces the amount of cold damage suffered each round due to exposure by 2 points. This stacks with any other kind of resistance against cold, as long as it does not come from clothing or armour. Wearing a winterbane robe in warm climates is a very quick way to suffer heat exhaustion and Games Masters are encouraged to apply appropriate penalties.

Robe, Winterbane: 20 gp; 9 lb.

 

Wizard’s Armour
An enhancement that may be added to an existing type of armour rather than a class of protective gear of its own, wizard’s armour is created by taking a typical armour design and modifying it to allow for greater freedom of movement. An existing suit of armour may not be modified in this manner. Instead, wizard’s armour must be created from scratch. To calculate the cost and effectiveness of wizard’s armour, select a base armour type, such as chainmail, and determine the cost and characteristics of a masterwork version. Then, increase the cost by 200 gp, decrease its armour bonus by 2, drop its weight by 5 pounds and reduce its arcane spell failure by 10%. A suit of wizard’s armour is considered to be the same armour type as its original armour. For example, wizard’s chainmail counts as medium armour.

Wizard’s Armour: Heavy, Light or Medium Armour; +200 gp; AC -2; -5 lb.

 

Wizard’s Clothes
Robes can be a wonderful asset to an arcane spellcaster, providing ease of recognition as well as utility. There are times, however, when being readily identifiable as an arcane spellcaster is not a desirable thing. In these instances, clothes that serve many of the same roles as robes can prove invaluable. Virtually any set of garments can be converted into wizard’s clothes by simply adding accessible pockets, reinforcement for scroll packs, component pouches and various modifications to hold the tools of the trade. While wearing wizard’s clothes instead of robes does not grant an easily quantified game effect, the mage garbed in them may appreciate not immediately advertising his profession.

Wizard’s Clothes Modification: +10 gp per garment.

Alembic, Greater
A complex piece of glassware useful for alchemists, the greater alembic handles several mundane boiling and separating tasks automatically, allowing the user to concentrate on other, more important processes. This grants a +2 equipment bonus to any checks made when creating alchemical items. Greater alembics have to be replaced regularly; each one is good for creating three items and if it is not replaced at that time, the alchemist suffers a -2 penalty to Alchemy checks made while using it.

Alembic, Greater: 100 gp; 2 lb.

Antitoxin
After drinking antitoxin, a character gains a +5 alchemical bonus on all saving throws against poison for 1 hour.

Antitoxin: 50 gp per vial.

Barrister Case
A waterproof, armoured case capable of carrying four spellbooks (or similar-sized items), a barrister case is an effective way of carrying such valuable tomes in nigh-complete safety. Capable of resisting weapon strikes, elemental exposure and massive abuse, barrister cases have a hardness of 15 and 80 hit points due to skilled construction and the inclusion of rare materials. A layer of lead inside the case prevents most scrying attempts and no external attack can affect the case’s contents until its hit points have been exhausted.

Barrister Case: 250 gp; 15 lb.

 

Concealing Ring
This ring has a large stone set in an ornate setting. The setting contains a cunningly concealed hinge and clasp, allowing the stone to rotate aside. Under the stone is a small compartment, capable of containing a single dose of poison or other powder. Anyone using this ring gains advantage on Sleight of Hand/DEX skill checks to sneak the dose into food or drink.

Concealing Ring: 50 gp.

 

Dowsing Rods, Arcane
A set of silver-cored rods with slightly bent ends serving as handles, these items are used to find deposits of water or other hidden items. In the hands of someone benefiting from any form of detection spell, these rods provide a +1 circumstance bonus to any checks the spell may require, reduce the amount of time needed to detect something by one round, or allow increasingly detailed information one round faster. Only one such benefit can be gained and the Games Master determines which one, if any, is appropriate.

Dowsing Rods, Arcane: 300 gp; 1 lb.

 

Familiar’s Pack
A way for familiars and animal companions to travel in style, this pack is crafted to provide comfort and protection for its occupant. Food pouches, a bladder for water, washable bedding and litter collection are all amenities the familiar’s pack offers. If the familiar is subject to any attack that must pass through the pack to affect it, it gains a +4 cover bonus to its Armour Class. Reinforced plating can also be purchased, but this increases the pack’s weight and price; these extra panels provide a +1 armour bonus to the creature inside the pack at all times. This bonus stacks with any other form of armour bonus.

Familiar’s Pack: 90 gp; 4 lb.

Familiar’s Pack, Plated: 150 gp; 10 lb.

 

Firebane Parchment
This durable paper has been treated in a solution that gives it fire resistance 5. Important documents, such as scrolls and religious scripture, are frequently scribed on this parchment and wealthy wizards have spellbooks made from it. Creating the parchment requires an Alchemy skill check (DC 15).

Firebane Parchment: 10gp per sheet.

 

Fireproof Oil
Distilled from a variety of inflammable liquids, materials and reagents, fireproof oil increases the capacity for an item to resist the effects of fire and extreme heat. Each dose of this fluid may be used to coat one Medium-size or smaller object. For 24 hours after the solution is applied, the object gains fire resistance 5. Fireproof oil may not be used on living creatures, though constructs may gain its benefits. If spread on a living creature, the oil acts as a mild contact poison, dealing 1d2 points of temporary Constitution damage as its initial damage and 1d2 more points as its secondary effect, DC 12 Fortitude save to resist. A living creature’s skin absorbs the oil, causing the poison damage and denying the creature its protective qualities.

Fireproof Oil: 50 gp per dose; 1 lb.

 

Gelatinous Breath
This foul-smelling slime comes in a watertight leather pouch and can be inhaled through the nose and mouth to grant its user the ability to breathe underwater for 3d6x10 minutes. Once inhaled, the user must enter the water within a number of rounds equal to his Constitution score or begin suffocating as the gelatinous breath prevents air breathing for all but the last 1d6 minutes of its duration. Rare ingredients: Gelatinous breath is a distillation of the mucous cloud secreted by an aboleth. This ingredient must remain submerged in water until it is ready to be processed by an alchemist for inclusion in gelatinous breath. Gelatinous breath requires an Alchemy skill check (DC 35) to create.

Gelatinous Breath: 250 gp per dose; 1 lb.

 

Glitter
A pouch of glitter contains a powder that, when exposed to air, flares into brief luminescence. A pouch contains enough glitter to cover a single five-foot area. Everything in that area is covered with the glitter. When thrown, a bag of glitter works as a grenade-like weapon that does no damage. However, invisible or obscured creatures within the area of effect are clearly outlined for 1d4 rounds. At the end of that time the glitter burns itself out.

Glitter: 25 gp per pouch; 1 lb.

 

Grease
Grease is a tacky, oily paste that easily slips into the spaces between two objects. Grease acts as a lubricant, allowing things like hinges to work more easily. In addition to its mundane application, many thieves carry around a bit of grease to make passage into secured areas easier. Using grease grants a +2 circumstance bonus to picking rusted locks and adds a +1 circumstance bonus on stealthl checks to open doors. Each container of grease has enough material for ten uses.

Grease: 5 gp per container; ½ lb.

 

Ink
This is black ink. You can buy ink in other colours but it costs twice as much. A single vial of ink holds one ounce.

Ink: 8 gp per vial.

Ink, Coloured: 16 gp per vial.

 

Inkpen
A wooden stick with a special tip on one end. The tip draws ink in when dipped in a vial and leaves an ink trail when drawn across a surface.

Inkpen: 1 sp

 

Jester’s Bell
A useful tool for anyone worried about the presence of hidden gases, a jester’s bell is a wide strip of silk or other sheer cloth with a bell suspended on one end. The other end normally has a brass-riveted eyelet, allowing it to be hung wherever required. One round after setting up a jester’s bell, the pressure of any stray wind or moving gas will catch the ribbon and ring the bell. Alchemists hang these over their equipment to warn them of escaping vapours they might not be able to see or smell.

Jester’s Bell: 10 gp.

 

Mage’s Component Ring
Simple or ornate, component rings bear a hinged section where their main stone would normally be located. Within this compartment, enough materials can be stored to cast a single spell of the wearer’s choice. The Games Master may determine that some spells have components too bulky to be used in this way. Mage’s component rings are an excellent way to ensure that a vital spell’s materials are always on hand.

Mage’s Component Ring: 25 gp

 

Neverweather Satchel
Triple-sealed and crafted with several layers of leather and other materials, neverweather satchels are important carrying containers when protection from exposure is a must. Items in a neverweather pouch cannot get wet, even if the satchel is completely submerged and nondamaging extremes of heat or cold cannot penetrate its insulated construction. If the wearer fails a saving throw on a natural 1, normally resulting in damage to carried items, a neverweather satchel receives a save of its own using the wearer’s prof bonus or +5, whichever is higher. If this saving throw is successful, nothing within is damaged. Games Masters may determine that some damaging effects bypass the protection a neverweather satchel can provide. Neverweather Satchel: 110 gp; 5 lb.

 

Paper
A white sheet of paper made from cloth fibres.

Paper: 4 sp per sheet.

 

Parchment
Goat hide or sheepskin prepared for writing on.

Parchment: 2 sp per sheet.

 

Prism, Spell
An intricately cut glass prism, these items can only be made through the use of the Craft (gemcutting) skill. All of the formulae and incantations needed to cast a given spell can be engraved on one, revealing its secrets when light of the correct colour and intensity is shone through it at the proper angle. This allows a mage to encode a given spell, making it much more difficult to copy than just writing it in a spell book. Spell prisms provide a very stylish way to carry one’s arcane library. Spell prisms require a Craft (gemcutting) skill check (DC 25) to create.

Prism, Spell: 150 gp per spell level; 1 lb.

 

Scroll, Waterproof
This is a scroll written with waterproof inks on water-resistant parchments and then sealed in a watertight container. This process adds ten percent to the cost of the scroll. Non-waterproof scrolls are useless within five minutes of continuous exposure to water.

Scroll, Waterproof: 110% of scroll’s cost.

 

Scrollcase, Adamantine
This heavy, thick case is extraordinarily difficult to destroy. Powerful spellcasters, who commonly carry scrolls of wish, imprisonment or other mighty spells, prefer this case for its ability to shield its contents from all but the most destructive attacks. An adamantine scrollcase has hardness 20 and 8 hit points.

Scrollcase, Adamantine: 500 gp; ½ lb.

 

Scrollcase, Leather
A simple, hollow, leather tube designed to hold rolled-up sheaves of parchment, a scrollcase is a handy tool for preserving and protecting scrolls. A spell or attack must destroy the case before it can deal damage to the scroll inside. Each scrollcase may hold three scrolls. A leather scrollcase has hardness 2 and 1 hit point.

Scrollcase, Leather: 1 gp; ½ lb.

 

Scrollcase, Mithra
l Second only to adamantine in terms of toughness and durability, mithral is an acceptable substitute for arcane spellcasters who cannot afford adamantine cases to protect their scrolls. A mithral scrollcase has hardness 15 and 4 hit points.

Scrollcase, Mithral: 250 gp; ½ lb.

 

Scrollcase, Watertight
Constructed out of tin, the caps at either end of this scrollcase are sealed with wax to prevent water running inside and ruining the contents. Such items are much sought after at sea, for they are the only realistic way to protect maps and scrolls from damage.

Scrollcase, Watertight: 5 gp; ½ lb.

 

 

Scroll Dispenser
Finding the right scroll during a heated combat can be difficult when contending not only with hostile creatures attempting to tear the spellcaster’s head off, but also the accumulated junk and supplies so common in an adventurer’s pack. The scroll dispenser alleviates this problem by allowing spellcasters to store up to twenty scrolls (five scrolls in four different compartments) in a single metal tube. When a release stud is pressed at the bottom tip of the tube, the next scroll in the corresponding compartment slides out from the bottom of the tube into the caster’s waiting hand (the scroll may be retrieved with only one hand). If the dispenser is worn on a belt or harness, retrieving a scroll is a free action, but does provoke an attack of opportunity. Players should note the contents of each compartment and the order of scrolls within.

Scroll Dispenser: 150 gp; 2 lb.

 

Spell Component Pouch
A small, watertight, leather, belt pouch with many small compartments. A spellcaster with a spell component pouch is assumed to have all the material components and focuses he needs except those that have a listed cost, divine focuses or 24 ARCANE SORCERY focuses that would not fit in a pouch (such as the natural pool that a druid needs to cast scrying).

Spell Component Pouch: 5 gp; ¼ lb.

 

Spellbook, Wizard’s
A large, leather-bound book that serves as a wizard’s reference. A spellbook has 100 pages of parchment and each spell takes up two pages per level (one page for 0-level spells). When purchased this book is empty.

Spellbook, Wizard’s (blank): 15 gp; 3 lb.

 

Sunrod
This one-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30- foot radius and glows for six hours, after which the gold tip is burned out and worthless.

Sunrod: 2 gp; 1 lb.

 

Travelling Chest
A three-foot by twofoot rolling chest on a leash, travelling chests are a common hallmark of arcane spellcasters constantly on the go. A travelling chest can contain an entire, carefully-packed, alchemy lab, a full supply of components for an experienced spellcaster, vital scrolls and potions, or any number of arcane paraphernalia, allowing only one-quarter of its weight to apply to the bearer’s movement encumbrance. This benefit only applies on passable terrain.

Travelling Chest; 100 gp; 10 lb.

Universal Stylus
A wood, bone, or metal (usually silver) shaft about nine inches long, the universal stylus has a hollow writing end that accepts several different types of point. This allows one stylus to be used for various forms of calligraphy and provides a single handle for the multitude of nibs required for scroll creation. The cost of the universal stylus can be subtracted from the base cost of creating a scroll, as it only needs to be bought once. However, the cost of creating a scroll cannot be reduced below one half of its base cost when the stylus’s cost is deducted.

Alembic, Greater
A complex piece of glassware useful for alchemists, the greater alembic handles several mundane boiling and separating tasks automatically, allowing the user to concentrate on other, more important processes. This grants a +2 equipment bonus to any checks made when creating alchemical items. Greater alembics have to be replaced regularly; each one is good for creating three items and if it is not replaced at that time, the alchemist suffers a -2 penalty to Alchemy checks made while using it.

Alembic, Greater: 100 gp; 2 lb.

Antitoxin
After drinking antitoxin, a character gains a +5 alchemical bonus on all saving throws against poison for 1 hour.

Antitoxin: 50 gp per vial.

Barrister Case
A waterproof, armoured case capable of carrying four spellbooks (or similar-sized items), a barrister case is an effective way of carrying such valuable tomes in nigh-complete safety. Capable of resisting weapon strikes, elemental exposure and massive abuse, barrister cases have a hardness of 15 and 80 hit points due to skilled construction and the inclusion of rare materials. A layer of lead inside the case prevents most scrying attempts and no external attack can affect the case’s contents until its hit points have been exhausted.

Barrister Case: 250 gp; 15 lb.

 

Concealing Ring
This ring has a large stone set in an ornate setting. The setting contains a cunningly concealed hinge and clasp, allowing the stone to rotate aside. Under the stone is a small compartment, capable of containing a single dose of poison or other powder. Anyone using this ring gains advantage on Sleight of Hand/DEX skill checks to sneak the dose into food or drink.

Concealing Ring: 50 gp.

 

Dowsing Rods, Arcane
A set of silver-cored rods with slightly bent ends serving as handles, these items are used to find deposits of water or other hidden items. In the hands of someone benefiting from any form of detection spell, these rods provide a +1 circumstance bonus to any checks the spell may require, reduce the amount of time needed to detect something by one round, or allow increasingly detailed information one round faster. Only one such benefit can be gained and the Games Master determines which one, if any, is appropriate.

Dowsing Rods, Arcane: 300 gp; 1 lb.

 

Familiar’s Pack
A way for familiars and animal companions to travel in style, this pack is crafted to provide comfort and protection for its occupant. Food pouches, a bladder for water, washable bedding and litter collection are all amenities the familiar’s pack offers. If the familiar is subject to any attack that must pass through the pack to affect it, it gains a +4 cover bonus to its Armour Class. Reinforced plating can also be purchased, but this increases the pack’s weight and price; these extra panels provide a +1 armour bonus to the creature inside the pack at all times. This bonus stacks with any other form of armour bonus.

Familiar’s Pack: 90 gp; 4 lb.

Familiar’s Pack, Plated: 150 gp; 10 lb.

 

Firebane Parchment
This durable paper has been treated in a solution that gives it fire resistance 5. Important documents, such as scrolls and religious scripture, are frequently scribed on this parchment and wealthy wizards have spellbooks made from it. Creating the parchment requires an Alchemy skill check (DC 15).

Firebane Parchment: 10gp per sheet.

 

Fireproof Oil
Distilled from a variety of inflammable liquids, materials and reagents, fireproof oil increases the capacity for an item to resist the effects of fire and extreme heat. Each dose of this fluid may be used to coat one Medium-size or smaller object. For 24 hours after the solution is applied, the object gains fire resistance 5. Fireproof oil may not be used on living creatures, though constructs may gain its benefits. If spread on a living creature, the oil acts as a mild contact poison, dealing 1d2 points of temporary Constitution damage as its initial damage and 1d2 more points as its secondary effect, DC 12 Fortitude save to resist. A living creature’s skin absorbs the oil, causing the poison damage and denying the creature its protective qualities.

Fireproof Oil: 50 gp per dose; 1 lb.

 

Gelatinous Breath
This foul-smelling slime comes in a watertight leather pouch and can be inhaled through the nose and mouth to grant its user the ability to breathe underwater for 3d6x10 minutes. Once inhaled, the user must enter the water within a number of rounds equal to his Constitution score or begin suffocating as the gelatinous breath prevents air breathing for all but the last 1d6 minutes of its duration. Rare ingredients: Gelatinous breath is a distillation of the mucous cloud secreted by an aboleth. This ingredient must remain submerged in water until it is ready to be processed by an alchemist for inclusion in gelatinous breath. Gelatinous breath requires an Alchemy skill check (DC 35) to create.

Gelatinous Breath: 250 gp per dose; 1 lb.

 

Glitter
A pouch of glitter contains a powder that, when exposed to air, flares into brief luminescence. A pouch contains enough glitter to cover a single five-foot area. Everything in that area is covered with the glitter. When thrown, a bag of glitter works as a grenade-like weapon that does no damage. However, invisible or obscured creatures within the area of effect are clearly outlined for 1d4 rounds. At the end of that time the glitter burns itself out.

Glitter: 25 gp per pouch; 1 lb.

 

Grease
Grease is a tacky, oily paste that easily slips into the spaces between two objects. Grease acts as a lubricant, allowing things like hinges to work more easily. In addition to its mundane application, many thieves carry around a bit of grease to make passage into secured areas easier. Using grease grants a +2 circumstance bonus to picking rusted locks and adds a +1 circumstance bonus on stealthl checks to open doors. Each container of grease has enough material for ten uses.

Grease: 5 gp per container; ½ lb.

 

Ink
This is black ink. You can buy ink in other colours but it costs twice as much. A single vial of ink holds one ounce.

Ink: 8 gp per vial.

Ink, Coloured: 16 gp per vial.

 

Inkpen
A wooden stick with a special tip on one end. The tip draws ink in when dipped in a vial and leaves an ink trail when drawn across a surface.

Inkpen: 1 sp

 

Jester’s Bell
A useful tool for anyone worried about the presence of hidden gases, a jester’s bell is a wide strip of silk or other sheer cloth with a bell suspended on one end. The other end normally has a brass-riveted eyelet, allowing it to be hung wherever required. One round after setting up a jester’s bell, the pressure of any stray wind or moving gas will catch the ribbon and ring the bell. Alchemists hang these over their equipment to warn them of escaping vapours they might not be able to see or smell.

Jester’s Bell: 10 gp.

 

Mage’s Component Ring
Simple or ornate, component rings bear a hinged section where their main stone would normally be located. Within this compartment, enough materials can be stored to cast a single spell of the wearer’s choice. The Games Master may determine that some spells have components too bulky to be used in this way. Mage’s component rings are an excellent way to ensure that a vital spell’s materials are always on hand.

Mage’s Component Ring: 25 gp

 

Neverweather Satchel
Triple-sealed and crafted with several layers of leather and other materials, neverweather satchels are important carrying containers when protection from exposure is a must. Items in a neverweather pouch cannot get wet, even if the satchel is completely submerged and nondamaging extremes of heat or cold cannot penetrate its insulated construction. If the wearer fails a saving throw on a natural 1, normally resulting in damage to carried items, a neverweather satchel receives a save of its own using the wearer’s prof bonus or +5, whichever is higher. If this saving throw is successful, nothing within is damaged. Games Masters may determine that some damaging effects bypass the protection a neverweather satchel can provide. Neverweather Satchel: 110 gp; 5 lb.

 

Paper
A white sheet of paper made from cloth fibres.

Paper: 4 sp per sheet.

 

Parchment
Goat hide or sheepskin prepared for writing on.

Parchment: 2 sp per sheet.

 

Prism, Spell
An intricately cut glass prism, these items can only be made through the use of the Craft (gemcutting) skill. All of the formulae and incantations needed to cast a given spell can be engraved on one, revealing its secrets when light of the correct colour and intensity is shone through it at the proper angle. This allows a mage to encode a given spell, making it much more difficult to copy than just writing it in a spell book. Spell prisms provide a very stylish way to carry one’s arcane library. Spell prisms require a Craft (gemcutting) skill check (DC 25) to create.

Prism, Spell: 150 gp per spell level; 1 lb.

 

Scroll, Waterproof
This is a scroll written with waterproof inks on water-resistant parchments and then sealed in a watertight container. This process adds ten percent to the cost of the scroll. Non-waterproof scrolls are useless within five minutes of continuous exposure to water.

Scroll, Waterproof: 110% of scroll’s cost.

 

Scrollcase, Adamantine
This heavy, thick case is extraordinarily difficult to destroy. Powerful spellcasters, who commonly carry scrolls of wish, imprisonment or other mighty spells, prefer this case for its ability to shield its contents from all but the most destructive attacks. An adamantine scrollcase has hardness 20 and 8 hit points.

Scrollcase, Adamantine: 500 gp; ½ lb.

 

Scrollcase, Leather
A simple, hollow, leather tube designed to hold rolled-up sheaves of parchment, a scrollcase is a handy tool for preserving and protecting scrolls. A spell or attack must destroy the case before it can deal damage to the scroll inside. Each scrollcase may hold three scrolls. A leather scrollcase has hardness 2 and 1 hit point.

Scrollcase, Leather: 1 gp; ½ lb.

 

Scrollcase, Mithra
l Second only to adamantine in terms of toughness and durability, mithral is an acceptable substitute for arcane spellcasters who cannot afford adamantine cases to protect their scrolls. A mithral scrollcase has hardness 15 and 4 hit points.

Scrollcase, Mithral: 250 gp; ½ lb.

 

Scrollcase, Watertight
Constructed out of tin, the caps at either end of this scrollcase are sealed with wax to prevent water running inside and ruining the contents. Such items are much sought after at sea, for they are the only realistic way to protect maps and scrolls from damage.

Scrollcase, Watertight: 5 gp; ½ lb.

 

 

Scroll Dispenser
Finding the right scroll during a heated combat can be difficult when contending not only with hostile creatures attempting to tear the spellcaster’s head off, but also the accumulated junk and supplies so common in an adventurer’s pack. The scroll dispenser alleviates this problem by allowing spellcasters to store up to twenty scrolls (five scrolls in four different compartments) in a single metal tube. When a release stud is pressed at the bottom tip of the tube, the next scroll in the corresponding compartment slides out from the bottom of the tube into the caster’s waiting hand (the scroll may be retrieved with only one hand). If the dispenser is worn on a belt or harness, retrieving a scroll is a free action, but does provoke an attack of opportunity. Players should note the contents of each compartment and the order of scrolls within.

Scroll Dispenser: 150 gp; 2 lb.

 

Spell Component Pouch
A small, watertight, leather, belt pouch with many small compartments. A spellcaster with a spell component pouch is assumed to have all the material components and focuses he needs except those that have a listed cost, divine focuses or 24 ARCANE SORCERY focuses that would not fit in a pouch (such as the natural pool that a druid needs to cast scrying).

Spell Component Pouch: 5 gp; ¼ lb.

 

Spellbook, Wizard’s
A large, leather-bound book that serves as a wizard’s reference. A spellbook has 100 pages of parchment and each spell takes up two pages per level (one page for 0-level spells). When purchased this book is empty.

Spellbook, Wizard’s (blank): 15 gp; 3 lb.

 

Sunrod
This one-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30- foot radius and glows for six hours, after which the gold tip is burned out and worthless.

Sunrod: 2 gp; 1 lb.

 

Travelling Chest
A three-foot by twofoot rolling chest on a leash, travelling chests are a common hallmark of arcane spellcasters constantly on the go. A travelling chest can contain an entire, carefully-packed, alchemy lab, a full supply of components for an experienced spellcaster, vital scrolls and potions, or any number of arcane paraphernalia, allowing only one-quarter of its weight to apply to the bearer’s movement encumbrance. This benefit only applies on passable terrain.

Travelling Chest; 100 gp; 10 lb.

Universal Stylus
A wood, bone, or metal (usually silver) shaft about nine inches long, the universal stylus has a hollow writing end that accepts several different types of point. This allows one stylus to be used for various forms of calligraphy and provides a single handle for the multitude of nibs required for scroll creation. The cost of the universal stylus can be subtracted from the base cost of creating a scroll, as it only needs to be bought once. However, the cost of creating a scroll cannot be reduced below one half of its base cost when the stylus’s cost is deducted.

Universal Stylus: 25 gp; 1 lb.

Acid
You can throw a flask of acid as a grenade-like weapon.

Acid: 10 gp per flask; 1 lb.

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Acidic Tar
This thin glass flask contains a quantity of sticky, acidic tar. If hurled at a target, the flask breaks open and the acidic tar deals 1d6 points of damage per round, remaining effective for 1d4 rounds or until washed off. If struck characters are wearing armour, the armour must also make a Reflex saving throw (DC 12) or be destroyed. Creatures within five feet of the point of impact take 1d4 points of damage from splashes. These creatures are in no danger of losing equipment to the acid.

Acidic Tar: 50 gp per flask; ½ lb.

 

Alchemist’s Fire
Alchemist’s fire is a sticky, adhesive substance that ignites when exposed to air. You can throw a flask of alchemist’s fire as a grenade-like weapon. On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus, while leaping into a lake or magically extinguishing automatically smothers the flames.

Alchemist’s Fire: 20 gp per flask; 1½ lb.

 

Appraisal Kit
An appraisal kit contains a variety of tools for identifying substances, alloys and methods of manufacture. Using an appraisal kit grants you a +2 circumstance bonus to any skill check to determine the value of a specific object. The kit contains enough disposable materials to be useful for twenty skill checks.

Appraisal Kit: 25 gp; 5 lb.

 

Appraisal Kit, Masterwork
A masterwork appraisal kit is identical to the appraisal kit in form and function. However the superior make and quality of the kit allow it to be used for thirty skill checks rather than twenty and provide a +3 circumstance bonus to any skill check to determine the value of a specific object. Appraisal Kit, Masterwork: 75 gp; 5 lb

 

Burning Glove
This thick leather glove has an interior lining of fire resistant hide; its surface covered with sticky tar and a variety of reagents. As a standard action the wearer may ignite the glove, which then burns for three rounds. During that time any unarmed attack made by the wearer is a touch attack that causes 1d6 fire damage. The wearer takes one point of fire damage every round. Each glove can only be used once.

Burning Glove: 50 gp per glove; 1 lb

 

Chortle Bomb
These glass flasks contain a few ounces of chortle dander. When thrown or dropped, the flasks break on impact and the dander explodes into the air. Anyone within five feet of the area of impact must succeed at a Fortitude save (DC 16) or fall into painful fits of laughter and choking. Those affected are unable to perform any other actions for 1d4+1 rounds.

Chortle Bomb: 100 gp; ½ lb.

 

Concentration Pie
A favourite among wizards and sorcerers, concentration pies are small tarts stuffed with sweet fruit that has been treated in a delicate alchemical concoction. The sweet pies are a common snack during times of magic study and research, prompting bakeries near arcane universities to employ alchemists to keep them in supply. Baking the alchemical ingredients into a pastry allows the otherwise unstable properties to remain potent for up to 10 days. Creating the pie requires both an Alchemy skill check (DC 20) and a Profession (baker) check (DC 15). When a concentration pie is consumed during a day spent studying a spell to be transferred into a spellbook, a +1 bonus is added to the Spellcraft check required at the end of the day. In periods of longer research, such as developing a new spell, a concentration pie must be eaten during each day of study to gain the +1 bonus. A concentration pie does not give a bonus to identifying spells and magically altered materials, even when combined with read magic or detect magic.

Concentration Pie: 25 gp; ½ lb.

 

Flare Paste
Flare paste is a heavy, black, slightly sticky substance that comes in a thick glass jar. The jar contains enough of the paste to cover a 10-foot by 10-foot area. When ignited, the paste burns for two rounds, doing 1d4 damage per round to anyone that touches it. The paste burns bright white and ignites any flammable materials that touch it while it burns.

Flare Paste: 5 gp per jar; 2 lb.

 

Foxfire
Foxfire is the common name for the faintly luminous oil made by many alchemists. This oil does not provide enough light to see by, but does clearly outline whatever it covers in low light or darkness conditions. When thrown at a target treat foxfire as a grenade-like weapon. Anyone hit by foxfire or within five feet of the point of impact takes no damage. However, anyone targeting them with an attack has a +1 circumstance bonus to hit for 1d4 rounds. Fox Fire: 10 gp per flask; ½ lb.

 

Gallowgum
The name of this sticky black gel comes from a gnome’s comment about its use; ‘This stuff’ll hang anything… or anyone’. One half-inch square of gallowgum will suspend five pounds of material at any angle from any surface solid enough to hold the weight without crumbling. Removing an item held by gallowgum after it has been in contact with it for one full minute (including one’s self, which encourages swift use) requires a Strength check (DC 20). If this check is higher than the Break DC of the item itself, a Reflex saving throw (DC 15) is needed to keep from damaging the item during removal. Damaging a person in this way inflicts 1d6 slashing damage. Gallowgum requires an Alchemy skill check to create (DC 20).

Gallowgum: 10 gp per ½ inch square.

 

Hastening Oil
The alchemical opposite of gallowgum, hastening oil makes an item or person coated with it extremely resistant to any form of adhesion (coating a Small or Medium-size target requires 10 full applications of this oil). Hastening oil adds a +10 circumstance bonus to all Escape Artist checks, makes the anointed target immune to web spells and similar effects and adds a +2 circumstance bonus to Open Lock checks if applied to the inside of a locking mechanism. Hastening oil wears off after two hours of exposure to air and can be removed with any alcohol-based solution. A single flask contains enough hastening oil for 10 applications.

Hastening Oil: 300 gp per flask; 1 lb.

 

Ice Cutter
Ice represents a great danger to the average traveller, not just in terms of cold but also in terms of its tendency to cover all useable gear and make it impossible to get at. Ice cutter is a combination of two substances that, when poured onto ice, melts it at the rate of one inch per round. Each vial of ice cutter can cover a five-foot square and cut though up to four inches of ice.

Ice Cutter: 15 gp per application; 1 lb.

 

Ice-Maker I
n the hot lands of the south and in the tropics many men would kill for something cold to drink. Ice-maker is a non-toxic alchemical mixture that, when mixed and poured into water, chills the water down below the freezing point. A single pouch of ice-maker can freeze a five-foot square of still liquid in ten minutes.

Ice-Maker: 25 gp per pouch; 1 lb

 

Identification Kit
Sometimes an alchemist does not have the space to carry around an entire lab, but does need to identify potions. The identification kit was designed to meet this need. It contains carefully measured reagents, a few simple tools and a variety of vials. Using the kit gives the alchemist a +2 circumstance bonus on all rolls to identify potions. The kit contains enough material for 10 uses. Identification Kit: 30 gp; 4 lb.

 

Identification Kit, Masterwork
The masterwork identification kit is identical in function to the identification kit. However, it contains enough reagents for 20 uses and weighs one-half again as much as an identification kit. Identification Kit, Masterwork: 80 gp; 6 lb.

 

Paralysis Pellet
Effective only when their sticky contents come in contact with the skin, these one-inch-wide glass pellets require a successful ranged attack to hit an opponent. Creatures struck with the pellet must make a successful Fortitude save (DC 13) or be paralysed for 1d6 minutes.Rare ingredients: The paralysing secretions of a carrion crawler tentacle are required to create a paralysis pellet. Enough material can be processed from a single tentacle to make one paralysis pellet. The paralysing substance must be placed in a tightly sealed container within one week of its separation from the carrion crawler or become inactive. Paralysis pellets require an Alchemy skill check (DC 30) and a Craft (glassblowing) check (DC 15) to create)

Paralysis Pellet: 100 gp per pellet; ½ lb.

 

Prism, Alchemical
Similar to a spell prism, alchemical prisms are used to detail all of the processes needed to make a particular alchemical item. They also incorporate a special light focus that needs to be applied to the materials during some crucial step during its construction. Without the prism (or knowledge of exactly what light to shine and where), the creation can not be completed. Alchemical prisms offer a special way to protect the secret of a new invention. Alchemical prisms require a Craft (gemcutting) skill check (DC 25) to create.

Prism, Alchemical: 500 gp; 1 lb.

 

Purity Stone
This greyish stone (roughly the size of a young child’s fist) can be placed in any large goblet. When drinking from a goblet with a purity stone in it the drinker gains a +4 circumstance bonus to any Fortitude saves caused by poisons ingested from the goblet, as the stone weakens the poison. The purity stone cannot be used to treat a person who has already been poisoned. A single stone can weaken poison in up to a gallon of liquid.

Purity Stone: 20 gp; ½ lb.

 

Ruler, Wizard’s Cloth
Fifty feet of thin silk ribbon, this item is normally used by apprentices to learn the various diameters and ranges of common spells. For more experienced mages, it still serves as a precise measuring device and a constant reminder of correct range estimates. Carrying a wizard’s cloth ruler grants a +2 circumstance bonus to Spellcraft and Knowledge (arcana) checks made to identify spells when range or area of effect are a contributing factor.

Ruler, Wizard’s Cloth: 80 gp; 1 lb.

 

Rust Orb
The alchemical concoction inside these threeinch-wide glass orbs causes metal to corrode very quickly. The affected item falls to pieces in one round, becoming useless. The size of the object is immaterial; a full suit of armour rusts away as quickly as a sword. Magic armour and weapons, as well as other enchanted items made of metal, must succeed at a Reflex save (DC 15) or be dissolved. Striking a target with a rust orb requires a successful ranged touch attack. Rare ingredients: The primary ingredient used in creating a rust orb is a pair of rust monster antennae. Removing the antennae from a dead rust monster requires a Strength check (DC 20) to pull them out or some non-metal means of cutting them off. Once a rust monster is killed, the antennae must be properly treated within two days or become useless for creating a rust orb. Creating a rust orb requires an Alchemy skill check (DC 35) and a Craft (glassblowing) skill check (DC 15).

Rust Orb: 550 gp; 1 lb.

 

Smokestick
This alchemically-treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube. The stick is consumed after one round and the smoke dissipates naturally.

Smokestick: 20 gp

 

Stinging Smoke
This glass flask contains a light, acrid dust. When the flask breaks open, the dust flies into the air in a great cloud, looking like smoke. The dust is extremely painful to the eyes, causing all within 10 feet of the point of impact to make a Fortitude save (DC 14) or be forced to shut their eyes, becoming effectively blinded. The cloud lasts 2d4 rounds before dissipating.

Stinging Smoke: 35 gp; ½ lb

 

Surgeons Kit
This kit of knives and sharpened flints incorporates very little metal. The mystical qualities of the items have been cleansed through intensive rituals and allow an arcane spellcaster to safely extract materials and body parts from creatures without contaminating them. The character using this kit receives a +2 circumstance bonus to all Heal checks made to extract materials from a dead creature.

Surgeons Kit: 65 gp; 2 lb.

 

Tanglefoot Bag
Tanglefoot bags can be thrown as a grenade-like weapon. When the round, leather bag is thrown against a creature (as a ranged touch attack), the bag comes apart and the goo bursts out, entangling the target and becoming tough and resilient on exposure to air. An entangled creature suffers a -2 penalty to attack rolls and a -4 penalty to effective Dexterity. The entangled character must make a Reflex save (DC 15) or be glued to the floor, unable to move. Even with a successful save, the target can only move at half speed. A character that is glued to the floor can break free with a successful Strength check (DC 27) or by dealing 15 points of damage to the goo with a slashing weapon. A character trying to scrape goo off themselves, or another character assisting, does not need to make an attack roll; hitting the goo is automatic, after which the character who hit makes a damage roll to see how much of the goo he happened to scrape off. Once free, a character can move at half speed. A character capable of spellcasting who is bound by the goo must make a Concentration check (DC 15) to cast a spell. The goo becomes brittle and fragile after 10 minutes.

Tanglefoot Bag: 50 gp; 4 lb.

 

Thunderstone
Thunderstones can be thrown as grenade-like weapons. When they strike a hard surface (or are struck hard), they create a deafening bang (a sonic attack). Creatures within a 10-foot radius must make Fortitude saves (DC 15) or be deafened. Deaf creatures, in addition to the obvious effects, suffer a -4 penalty on initiative and a 20% chance to miscast and lose any spell with a verbal component that they try to cast.

Thunderstone: 30 gp; 1 lb.

 

Tindertwig
The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one takes at least a standard action. Tindertwig: 1 gp