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Table structure:

  • Name - Wikitext
  • Type - Wikitext
  • Subtype - Wikitext
  • Aura - Wikitext
  • CL - Integer
  • GL - Integer
  • Slot - Wikitext
  • Price - Float
  • Weight - Wikitext
  • Fluff - Wikitext
  • Description - Wikitext
  • Construction - Wikitext
  • ConstructionCost - Wikitext
  • ForPlayer - Boolean

This table has 331 rows altogether.

Page Name Type Subtype Aura CL GL Slot Price Weight Fluff Description Construction ConstructionCost ForPlayer
GM:Magic Items/Armor Darkleaf Hide Armor Armor 0 6 armor 775.0 10 lbs.
GM:Magic Items/Armor Darkleaf Studded Leather Armor Armor 0 7 armor 1,515.0 12.5 lbs.
GM:Magic Items/Armor Elusive Armor (generic) Armor faint Protection 4 8 armor 2,550.0 - Provides a +1 enhancement bonus to AC. This bonus is 1 higher against ranged weapon attacks (but not melee weapon attacks or spells). Infuse Item, Protection sphere 1275 gp
GM:Magic Items/Armor Elven Fullplate of Haste Armor faint Time 4 10 armor 7,900.0 25 lbs. This armor crafted from aug-gold grants the wearer greatly increased speed. Once per day the wearer of this armor can mentally trigger a speed-boosting enchantment which lasts for 4 minutes.

The wearer gains the ability to make an extra attack at its highest BAB whenever it makes a full attack action. This effect is not cumulative with similar effects, such as that provided by a speed weapon.

In addition the wearer received a 30 feet enhancement bonus (to a maximum of twice the subject’s normal speed) to all forms of movement, and a +1 bonus to attack rolls, as well as a +1 Dodge bonus to AC and Reflex saves.

Infuse Item, Time sphere(Improved Haste) 3,950 gp
GM:Magic Items/Armor Fleet Armor (generic) Armor faint Enhancement 3 5 armor 250.0 - A suit of heavy armor can be made fleet. A character running in fleet heavy armor may run at x4 his base speed, rather than the normal x3 for being in heavy armor. Infuse Item, Enhancement sphere 125 gp
GM:Magic Items/Armor Footman's Armor Armor faint Enhancement 1 6 armor 650.0 35 lb. Used for heavy foot troops (often assault troops), these suits are masterwork fleet banded mail. A character running in fleet heavy armor may run at x4 his base speed, rather than the normal x3 for being in heavy armor. This allows the foot troops to maneuver more easily to intercept foes. Infuse Item, Enhancement sphere 525 gp
GM:Magic Items/Armor Full Plate Armor Armor 0 7 armor 1,500.0 50 lbs.
GM:Magic Items/Armor Leavened Armor (generic) Armor faint Enhancement 3 6 armor 500.0 - A leavened suit of armor has half its normal weight. Infuse Item, Enhancement sphere 250 gp
GM:Magic Items/Armor Light Mail Armor faint Creation 3 8 armor 1,750.0 12.5 lb. Designed to provide maximum protection for minimum cost, light mail is a masterwork +1 leavened chain shirt. Weighing only 12.5 pounds this armor gives five times the protection of ordinary padded armor for only a fraction more weight. Infuse Item, Enhancement sphere 1,750 gp
GM:Magic Items/Armor Magic Armor +1 Armor faint Enhancement 3 7 armor 1,300.0
GM:Magic Items/Armor Masterwork Banded Mail Armor 0 5 armor 400.0 35 lbs.
GM:Magic Items/Armor Masterwork Breastplate Armor 0 5 armor 350.0 30 lbs.
GM:Magic Items/Armor Masterwork Chain Shirt Armor 0 5 armor 250.0 25 lbs.
GM:Magic Items/Armor Masterwork Half-Plate Armor Armor 0 6 armor 750.0 50 lbs.
GM:Magic Items/Armor Masterwork Studded Leather Armor Armor 0 4 armor 175.0 20 lbs.
GM:Magic Items/Armor Mithral Breastplate Armor 0 9 armor 4,200.0 15 lbs.
GM:Magic Items/Armor Mithral Shirt Armor 0 7 armor 1,100.0 12.5 lbs.
GM:Magic Items/Armor Remedy Armor (generic) Armor faint Protection 1 5 armor 250.0 - This special ability works against a specific weapon, including natural weapons (such as short sword, arrow, warhammer, claw, or unarmed strike) which is defined when the armor is imbued with the ability.

Against the specific weapon selected, the remedy armor grants DR 3/–.

Infuse Item, Protection sphere 125 gp
GM:Magic Items/Armor Restful Armor (generic) Armor faint Mind 1 5 armor 250.0 - A suit of medium or heavy armor can be made restful. A character trying to sleep in restful armor may make a Fortitude save to avoid being fatigued.

For Medium armor this is a DC 15 Fort save, for heavy armor it is a DC 20 Fort save.

Infuse Item, Mind sphere (Sleep(charm)) 125 gp
GM:Magic Items/Armor Supplying Armor (generic) Armor faint Enhancement 6 8 armor 2,250.0 - A supplying item increases the DCs for one combat sphere whose effects are based on a single Craft skill (such as the Alchemy, Tech, and Trap spheres), or for one combat sphere that requires saving throws from other characters but not attack rolls from you (such as many uses of the Athletics or Warleader spheres).

The DC’s are increased by the item’s permanent enhancement bonus (maximum +5), and the GM is the final arbiter of whether or not a specific talent qualifies for benefiting from this special ability. This increase only applies to the base effects and talents of that sphere (including items made with the sphere); for example, if you are able to apply the effects of another sphere when a foe sets off a dart or snare trap, a supplying effect would not apply to those other spheres.

An item can gain this enchantment multiple times (applying its effects to a different qualifying sphere each time). Armorists may apply the supplying enchantment to their summoned armor; at the GM’s discretion, abilities from other classes that allow users to exchange enhancement bonuses for armor special abilities can also apply the supplying enchantment.

The price includes the price to make the armor spellforged (but not masterwork).

Infuse Item, Enhancement sphere, any sphere based on a Craft skill 1,275 gp
GM:Magic Items/Armor Surprise Armor Enchantment Set Armor strong Destruction and faint Warp 12 9 armor 5,150.0 - The surprise armor enchantment set turns a suit of armor, often cloth or clothing, into a +1 collapsible spell storing armor that can be quickly donned in emergencies to retaliate against attacks from enemies. While offensive blasts are popular, some adventurers get tricky and imbue these with beneficial talents, allowing their allies to strike them in order to accelerate the delivery of beneficial spells at the start of combat. Infuse Item, Destruction sphere, Warp sphere 2,575 gp
GM:Magic Items/Armor Tough Chain Mail Armor 0 5 armor 400.0 40 lbs.
GM:Magic Items/Armor Tough Chain Shirt Armor 0 5 armor 350.0 25 lbs.
GM:Magic Items/Armor Willing Armor (generic) Armor faint Telekinesis 1 6 armor 500.0 - Willing armor takes half as long to don or remove as it would normally under the same circumstances. Infuse Item, Telekinesis sphere 250 gp
GM:Magic Items/Magic Books Apprentice Chapbook of Rul Thaven Magic book Ritual Book faint Divination 2 4 none 140.0 1 lb. This slim book is carefully but amateurishly bound, with leather stretched tight across thin boards. The writing inside is fussy and crammed together, with words that are occasionally illegible. Eight of its pages contain spells; the final 10 pages are blank. A portrait of a plain woman, unsmiling, has been bound into the inside front cover.

Rituals
1stComprehend Languages, Detect Secret Doors, Detect Undead, Identify, Protection From Evil, Protection From Law, Summon Monster I

Craft Rituals, Ritual Caster feat, Divination sphere 70 gp
GM:Magic Items/Magic Books Arrowsong's Sorrow Magic book Ritual Book faint Destruction 5 7 none 960.0 1 lb. This drab leather tome is stamped plainly with elven lettering, appearing at first glance as little more than a journeyman’s treatise on spellcasting. Penned into almost every margin, however, are copious notes by an author who identifies herself only as “Arrowsong.” These annotations discuss numerous spellcasting fallacies made by the tome’s original authors and simple (yet effective) countermeasures that more martially inclined persons can use to disrupt spellcasting. The overall tone of Arrowsong’s notes is one of bitter melancholy, and an equal amount of space is dedicated to slanderous poetry directed toward Arrowsong’s parents and the book’s writers, who might be the same people.

Rituals
1stIdentify, Longshot, Magic Missile, Shield, True Strike
2ndAcid Arrow, Arrow Eruption, Protection From Arrows, Scorching Ray
3rdCloak of Winds, Fireball, Lightning Bolt

Craft Rituals, Ritual Caster feat, Destruction sphere 480 gp
GM:Magic Items/Magic Books Defensive Primer Magic book Ritual Book faint Destruction and Protection 1 3 none 80.0 1.5 lbs. This surprisingly ornate and heavy volume is more than three-quarters empty. Tightly written notes on the precepts of arcane defense and the vulnerabilities of supernatural entities fill the first two pages.

Rituals
1stBurning Hands, Detect Undead, Expeditious Retreat, Magic Missile, Protection From Evil, Ray of Enfeeblement, Shield

Craft Rituals, Ritual Caster feat, Destruction Sphere, Protection Sphere 70 gp
GM:Magic Items/Magic Books Diary of a Conspiracy Theorist Magic book Ritual Book faint Divination 4 5 none 240.0 1.5 lbs. This tattered book has a cover made from a thin sheet of lead and contains the ramblings of a thaumaturge who went insane, insisting that an unknown entity was out to get them. A number of similar ritual books have turned up each written by a different hand telling their own personal fall and descent into madness.

Rituals
0Detect Poison, Guidance
1stDetect Thoughts
2ndAugury

Craft Rituals, Ritual Caster feat, Divination sphere 60 gp
GM:Magic Items/Magic Books Novice Guide to Triage Magic book Ritual Book faint Life 2 4 none 140.0 1 lb. These bone-white books contain medical expertise on how to accurately sort the wounded, treat for shock, and bind bleeding wounds. Initially, these were handed out to soldiers by members of the White Lotus Cult, but distribution was eventually put to an end. Ironically, more patients had died by untrained novices when they spent minutes searching the books instead of binding the injured wounds, than those saved.

Rituals
0Stabilize
1stCure Light Wounds, Deathwatch, Remove Fear

Craft Rituals, Ritual Caster feat, Life sphere 35 gp
GM:Magic Items/Magic Books Songs of the Linnorm Kings Magic book Ritual Book faint Illusion and Enhancement 5 5 none 360.0 1 lb. This book’s cover is made of scales that are warm to the touch. Rituals

0Dancing Lights, Ghost Sound, Lullaby, Mage Hand, Mending, Resistance
1stCure Light Wounds, Heightened Awareness, Remove Fear
2ndMarching Chant, Path of Glory, Scare

Craft Rituals, Ritual Caster feat, Illusion Sphere, Enhancement Sphere 180 gp
GM:Magic Items/Magic Books The Swordsman's Analects Magic book Ritual Book faint Enhancement 3 5 none 240.0 1 lb. This book's worn leather cover is emblazoned with a winged sword with an eye at its hilt. Rituals

1stExpeditious Construction, Identify, Magic Weapon, Protection From Evil
2ndForce Sword, Human Potential

Craft Rituals, Ritual Caster feat, Enhancement Sphere 120 gp
GM:Magic Items/Magic Books Tome of Esoteric Research Magic book Ritual Book faint Divination 2 3 none 80.0 1 lb. It is not uncommon for a library established by the Blue Cowl organization to find a copy of this ritual book on its shelves. The ritual book usually has a blue leather cover with silver or grey stitching and embroidered lettering.

Rituals
0Detect Magic, Read Magic
1stIdentify

Craft Rituals, Ritual Caster feat, Divination Sphere 20 gp
GM:Magic Items/Magic Books Unamed Journal Magic book Ritual Book faint Enhancement 2 5 none 320.0 1 lb. This is a simple, unadorned spellbook. Notes on improving the efficiency of each spell crowd the margins, most of them hopelessly misguided.

Rituals
1stAlarm, Feather Fall, Obscuring Mist, Mount, Shield, Shocking Grasp, Silent Image, Sleep 2ndFox’s Cunning, Scorching Ray

Craft Rituals, Ritual Caster feat, Enhancement Sphere 160 gp
GM:Magic Items/Potions Acceleration Dust, Minor Potion Dust faint Time 1 2 none 50.0 0.1 lbs. As a standard action, you may make a ranged touch attack against a square within 30 feet, affecting all creatures within 10 feet of the affected area. Alternatively, as a standard action, you may choose to pour the dust over a single creature.

Affected creatures gain +10 feet enhancement bonus to all forms of movement, as well as a +1 bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves for 1 round.

If targeting a single creature, the effects last for 1 minute.

Craft Spell Container, Time Sphere(Improved Haste) 25 gp
GM:Magic Items/Potions Acceleration Dust, Superior Potion Dust faint Time 2 4 none 200.0 0.1 lbs. As a standard action, you may make a ranged touch attack against a square within 30 feet, affecting all creatures within 10 feet of the affected area. Alternatively, as a standard action, you may choose to pour the dust over a single creature.

Affected creatures gain +10 feet enhancement bonus to all forms of movement, as well as a +1 bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves.

Additionally, affected targets may either make an additional attack at their highest base attack bonus when making a full attack, or make an additional attacks of opportunity during the round. An individual creature may only benefit from one such benefit per round; if they make a full attack with a bonus attack, they do not gain additional attacks of opportunity that round. This effect is cumulative with similar effects, such as that provided by the haste spell or a speed weapon, and taking a full attack with a bonus attack from such a source counts as choosing that option for Haste that round.

These effects last for 2 rounds. If targeting a single creature, the effects instead last for 2 minutes.

Craft Spell Container, Time Sphere(Improved Haste) 100 gp
GM:Magic Items/Potions Acorn of Pummeling Branches Potion Potion faint Nature 3 6 none 450.0 - This single acorn, when struck against a hard surface, will activate, instantaneously growing a Medium-sized oak tree. The oak tree, once grown, will proceed to attack any enemies of its creator as if under the effects of the Nature sphere ability pummel from the plantlife geomancing package for 3 rounds.

The oak sapling has an AC of 8, hardness of 5, and 5 hit points, as well as a Strength score of 13, attack bonus of +4, and deals 1d6+1 bludgeoning damage with a reach of 5 feet.

Craft Spell Container, Nature sphere, Grow Plants 225 gp
GM:Magic Items/Potions Armored Magic Potion, Lesser Potion Potion faint Protection 1 4 none 150.0 0.1 lbs. Most commonly purchased or brewed for and by adventurers, this potion grants +3 armor bonus and +1 shield bonus to armor class for 1 minute. This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. Craft Spell Container, Protection Sphere (Armored Magic (aegis)) 75 gp
GM:Magic Items/Potions Armored Skin Potion, Greater Potion Potion faint Protection 1 5 none 300.0 - This potion toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus for 30 minutes.

The enhancement bonus provided by the potion stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

Craft Spell Container, Protection Sphere 150 gp
GM:Magic Items/Potions Battle Blessing, Common Potion Potion faint War 3 6 none 450.0 0.1 lbs. Battle blessings contain a single (totem) talent of the War sphere that does not cost a spell point to use. When activated as a standard action, this consumable blessing creates the totem it contains in a 55-foot radius for 3 minutes.

This totem is fixed in place once created and does not move.

Craft Spell Container, War sphere (any totem talent) 225 gp
GM:Magic Items/Potions Battle Blessing, Greater Potion Potion faint War 4 6 none 600.0 0.1 lbs. Battle blessings contain a single (totem) talent of the War sphere that does not cost a spell point to use. When activated as a standard action, this consumable blessing creates the totem it contains in a 55-foot radius for 3 minutes.

This totem is fixed in place once created and does not move.

Craft Spell Container, War sphere (any totem talent) 300 gp
GM:Magic Items/Potions Battle Blessing, Greatest Potion Potion faint War 3 6 none 750.0 0.1 lbs. Battle blessings contain a single (totem) talent of the War sphere that does not cost a spell point to use. When activated as a standard action, this consumable blessing creates the totem it contains in a 55-foot radius for 3 minutes.

This totem is fixed in place once created and does not move.

Craft Spell Container, War sphere (any totem talent) 375 gp
GM:Magic Items/Potions Bleed Dust Potion Dust faint Blood 1 2 none 30.0 - This dust causes an unconscious creature that is below 0 hit points but stabilized to resume dying.

Target an unconscious creature that has -1 or fewer hit points. That creature takes 1 bleed damage per round, as if caused by a wound. The creature can be stabilized later normally. This dust causes an unconscious creature that is already bleeding to take 1 point of damage.

Craft Spell Container, Blood Sphere or Death Sphere 15 gp
GM:Magic Items/Potions Blessed Stick Potion Potion faint Fate 3 6 none 450.0 0.1 lbs. When you or one of your allies within 35 feet is making an attack roll, skill check, ability score check, or saving throw, you may snap this stick as an immediate action to allow them to make the roll twice and take the highest roll.

You must use this item before the roll in question is made.

Craft Spell Container, Fate sphere (bless(word)) 225 gp
GM:Magic Items/Potions Bracer's of Fleeting Strength Potion Potion faint Enhancement 3 5 none 300.0 - This item takes the form of a pair of rough leather bracers. Wearing these bracers does not activate the item. Tightening the straps on the bracers as a standard action does. When activated the bracers grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

After 3 minutes the leather of the bracers fall apart, ending the effect.

Craft Spell Container, Enhancement sphere 150 gp
GM:Magic Items/Potions Break Enchantment Potion Potion Potion faint Life 3 6 none 450.0 0.1 lbs. This potion cures effects as a restore from the Life sphere.

In addition, you may roll 1d20+3 vs. the MSD of all magic effects with a duration affecting the drinker. On a success, the effects are dispelled. Roll once per effect. You may exclude certain effects if you know about them. This counts as break enchantment and remove curse for effects that require those spells to remove. You can pour the potion onto a cursed item, which suppresses the curse long enough to remove it.

Craft Spell Container, Life sphere (Break Enchantment) 225 gp
GM:Magic Items/Potions Brew of Battle Reflexes Potion Potion faint Enhancement 5 6 none 500.0 0.1 lbs. When consumed, this blood-red potion allows the drinker to make 2 additional attacks of opportunity each round, and to make attacks of opportunity while flat-footed, for 5 rounds.

It also increases their initiative by 2 for the duration of the effect.

Craft Spell Container, Enhancement sphere (Superior Reflexes(enhance)) 250 gp
GM:Magic Items/Potions Circlet of Fleeting Intelligence Potion Potion faint Enhancement 3 5 none 300.0 - This item takes the form of a plain golden circlet. When worn the circlet grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier.

After 3 minutes the circlet cracks into pieces, which then dissolve into a grey powder.

Craft Spell Container, Enhancement sphere 150 gp
GM:Magic Items/Potions Contingent Energy Resistance Potion Potion Potion faint Protection 1 3 none 100.0 0.1 lbs. The effects of this potion stay dormant for up to 1 hour, until the first time the drinker would take energy damage, at which time the drinker gains energy resistance 10 vs. that energy type for 1 minute.

If the potion does not trigger during its dormant period after use, the potion is wasted.

Craft Spell Container, Protection sphere (Energy Resistance(aegis, ward)) 50 gp
GM:Magic Items/Potions Crystal Grenade Potion Grenade faint Destruction 1 4 none 150.0 - This grenade is considered a thrown splash weapon. It deals 1d4 piercing damage in an 10-ft. radius burst centered on the target. Any creature receiving damage must make a DC 10 Reflex save or become entangled and unable to move. The affected area becomes overgrown with crystal and counts as difficult terrain.

Breaking free of the entangled condition is a move action, requiring either a Strength check or an Escape Artist check against the grenade’s save DC. A target may also destroy the crystal on a square or creature by dealing 3 damage per caster level (normally CL 1) to the crystal. This removes the entangled condition from the creature and destroys the difficult terrain. The crystal disappears after 1 minute.

Craft Spell Container, Destruction sphere, Explosive Orb, Crystal Blast 75 gp
GM:Magic Items/Potions Crystal of Shock Resistance Potion Potion faint Protection 3 5 none 300.0 - Dug from far below ground, the insides of this crystal seems to crackle with energy. When crushed as a standard action, the crystal the subject gains resist electricity 10 for 30 minutes, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points.

Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.

Craft Spell Container, Protection sphere 150 gp
GM:Magic Items/Potions Current Events Incense Potion Potion faint Divination 2 4 none 200.0 0.1 lbs. Once lit (normally a full-round action, or a standard action with a tindertwig), this incense will continue to smoke in a 5-foot square for 1 minute.

Any creature that spends at least 1 round inside the cloud of smoke may make a single Diplomacy check to gather information as though you had spent 1d4 hours talking to local people, without having to use an action to do so.

An individual may not make more than one gather information check this way. Attempting multiple Diplomacy checks made by multiple creatures to gather information on the same topic always grants the same information as the first check.

Craft Spell Container, Divination sphere (Witness The City(divine)) 100 gp
GM:Magic Items/Potions Dust of Projectile Protection Potion Potion faint Protection 3 5 none 300.0 - When this ochre dust is thrown into the air, it gets caught by an invisible wind that winds it around the subject in a swirling cocoon. The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. This doesn’t grant you the ability to damage creatures with similar damage reduction.

Once the dust has prevented a total of 30 points of damage, it is discharged.

Craft Spell Container, Protection sphere 150 gp
GM:Magic Items/Potions Electric Oil Potion Oil faint Destruction 2 5 none 300.0 0.1 lbs. This oil may be applied to a weapon as a poison. If used to successfully strike a creature before 1 round passes, the weapon explodes with a burst of lightning, dealing an additional 2d6 electricity damage to the target.

If a weapon coated in this oil is used to attack a target made from metal or wearing metal armor, the attack is made with a +3 bonus.

Craft Spell Container, Destruction sphere (Electric Blast(blast type, electricity)) 150 gp
GM:Magic Items/Potions Elemental Oil Potion Oil faint Enhancement 4 6 none 800.0 0.1 lbs. The affected weapon deals 1d6+2 points of acid/fire/cold/electricity damage on a successful hit, in addition to normal weapon damage, chosen when it is used. This does not stack with the corrosive, flaming, frost, or shock weapon special abilities. The effect lasts 4 minutes. Craft Spell Container, Enhancement sphere (Energy Enhancement(enhance)) 400 gp
GM:Magic Items/Potions Elixir of Renewal Potion Potion faint Life and Enhancement 1 5 none 250.0 - This potion is much sought after not because of its power, but because of its legendary sweet taste which leaves the drinker euphoric afterward. Its low combustion temperature makes it unsuitable for use in baking, but it is often used to flavor the drinks of the very rich.

When a person drinks the elixir, they regain 2 spell points that can only increase their current spell point pool to a maximum of 4 (or up to their true maximum, if that is lower). Drinking the elixir also causes the drinker to be dazed for one round. A drinker can only benefit from this potion once per day.

Craft Spell Container, Life Sphere, Enhancement Sphere 125 gp
GM:Magic Items/Potions Elixir of Spell Cleansing, Lesser Potion Potion faint Life 5 5 none 250.0 - An emergency tool for removing enchantments in a hurry.

When a person drinks the elixir, he may choose a single ongoing magical effect affecting him. The elixir makes an magic skill check with an MSB of +5 to dispel the effect, as the Counterspell feat.

Craft Spell Container, Life Sphere, Break Enchantment 175 gp
GM:Magic Items/Potions Faerie Flight Dust Potion Potion faint Fallen Fey or Telekinesis 7 5 none 350.0 0.1 lbs. As a standard action, you may make a ranged touch attack against a square within 30 feet. All creatures within 10 feet of the affected area gain supernatural flight, with a fly speed of 30 feet with maneuverability (poor) for 1 round.

Alternatively, you may choose to pour the dust over a single creature, if you do, the effect of the dust lingers for 1 minute, granting and instead grants a fly speed of 30 feet with maneuverability (perfect) for the duration.

Craft Spell Container, Fallen Fey sphere(Fairy Flight (fey-blessing)) or Telekinesis(Flight) 175 gp
GM:Magic Items/Potions Flash Step Dust Potion Potion faint Warp 1 2 none 50.0 0.1 lbs. A favorite among troubadours and vigilantes who like to exit a scene with style. As a standard action, you may make a ranged touch attack against a square within 30 feet. All visible, conscious, and willing creatures within 10 feet of the affected area are teleported 25 feet in a direction of their choosing.

Alternatively, you may choose to pour the powder on a single visible and willing creature; if you do the creature is teleported 110 feet in a direction of your choosing. For the purpose of the single target effect, unconscious creatures are considered willing.

Regardless if affecting a single or multiple creatures, each creature must have line of sight to their destination.

Craft Spell Container, Warp sphere 25 gp
GM:Magic Items/Potions Form Breaker Oil Potion Potion moderate Alteration 5 5 none 250.0 0.1 lbs. A sticky concoction of colloidal silver, wolfsbane, and cold iron. Vials of form breaker oil may be thrown as splash weapons. You may attempt a magic skill check with MSB +5 to dispel any Alteration sphere or polymorph effects on affected creatures. A creature that sustain a direct hit and has an effect dispelled cannot be affected by polymorph effects for 5 rounds or until it scrapes the residue off (which requires a standard action). Craft Spell Container, Counterspell or Form-Breaker mystic combat 125 gp
GM:Magic Items/Potions Gem of Energy Ward Potion Potion faint Protection 4 6 none 800.0 0.1 lbs. Crushing this gem creates a 30-foot radius spherical area that dampens a certain energy type. All damage of one of the following types dealt in the area is reduced by 14: Acid, cold, electricity, fire, sonic. The element is determined when the gem is created.

This defense lasts 4 minutes.

Craft Spell Container, Protection sphere (Energy Resistance(aegis, ward)) 400 gp
GM:Magic Items/Potions Ghost Sight Potion Potion Potion faint Divination 2 4 none 200.0 0.1 lbs. You gain a special sense that grants you a +2 bonus to Perception checks made to notice invisible or ethereal creatures. This effect lasts 2 minutes.

If you succeed at this check, the creature’s outline becomes visible to you. This negates both the usual penalties you would suffer attacking an invisible creature, and the bonuses the creature would normally gain against you. This continues until you lose line of sight to the creature, in which case you must succeed at a new Perception check to see them.

Craft Spell Container, Protection sphere (Energy Resistance(aegis, ward)) 400 gp
GM:Magic Items/Potions Gourmand Dust Potion Potion faint Divination 2 4 none 200.0 0.1 lbs. This appears to be a grainy white powder with a strong aroma of cinnamon, cloves, and nutmeg, stored within a spice shaker. While primarily used by cooks and gourmands, it is also commonly found in the possession of the paranoid adventurer or noble. As a standard action, you may make a ranged touch attack against a square within 30 feet. All visible meals and drinks within 10 feet of the affected area radiate for 1 round if they contain a disease, drug, or poison. Food or drink that naturally contain a disease, drug, or poison, such as wine which has the drug alcohol, always glow and do not make such a distinction.

Alternatively, you may choose to pour the powder on a single meal; if you do the effects of the powder will continue to linger for 1 minute before fading away.

While a meal radiates a glow from the presence of a harmful substance, a creature may attempt a Craft (alchemy) or Knowledge (nature) check DC equal to the harmful substance’s saving throw DC to identify the present substance. If a meal contains multiple diseases, drugs, or poisons, only the substance with the highest DC radiates and may be identified this way.

Craft Spell Container, Divination sphere 100 gp
GM:Magic Items/Potions Hallow Word Oil Potion Oil faint Fate 2 4 none 200.0 0.1 lbs. Applying this oil to a creature bestows the effects of the Hallow word for 2 minutes. Mechanically, they gain a +1 sacred bonus to attack rolls, AC, and saving throws made by evil creatures.

For the duration, they also gain immunity to any spell or effect that possesses or exercises mental control over them (including enchantment charm effects and enchantment compulsion effects), so long as the effect originates from an evil alignment.

If already possessed, they instead gain a new save against the possession.

Craft Spell Container, Fate sphere 100 gp
GM:Magic Items/Potions Healing Potion Potion Potion faint Life 3 5 none 300.0 - The brilliant white liquid in this bottle glows with a light that seems to pierce the universe itself. When drinking this potion, you imbibe pure positive energy that cures 19 points of damage.

Since undead are powered by negative energy, this potion deals damage to them instead of curing their wounds if they drink it. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

An opened bottle throws light in a 5 feet radius.

Craft Spell Container, Life Sphere 150 gp
GM:Magic Items/Potions Healing Potion, Light Potion Potion faint Life 1 2 none 50.0 - The brilliant white liquid in this bottle glows with a light that seems to pierce the universe itself. When drinking this potion, you imbibe pure positive energy that cures 9 points of damage.

Since undead are powered by negative energy, this potion deals damage to them instead of curing their wounds if they drink it. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

An opened bottle throws light in a 2½ feet radius.

Craft Spell Container, Life Sphere 25 gp
GM:Magic Items/Potions Incense of Elemental Endurance Potion Potion faint Protection 1 2 none 50.0 - These sticks of incense burn easily when inserted into any flame. A creature that breathes this incense suffers no harm from being in a hot or cold environment for 24 hours. Once the smoke is breathed by a single creature, the incense stick immediately extinguishes and the smoke dissipates.

It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature’s equipment is likewise protected.

Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Craft Spell Container, Protection Sphere 25 gp
GM:Magic Items/Potions Infravision Lenses Potion Potion faint Light 5 6 eyes 500.0 0.1 lbs. These disposable goggles contain special liquid between the lenses, and when activated the liquids mix and activate, granting the user infravision for 50 minutes.

This allows them to ignore the miss chance for less than total concealment on living creatures.

In addition, the target is capable of tracking living creatures by the heat they leave in their tracks. So long as the trail is no more than an hour old, the ground condition is never treated as worse than soft ground (DC 10), though strong temperature conditions (such as winter snow or a desert noon) can negate this benefit.

Craft Spell Container, Light Sphere (Infravision(lens)) 250 gp
GM:Magic Items/Potions Jump Potion Potion Potion faint Enhancement 1 2 none 50.0 - The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps for 1 minute. Craft Spell Container, Enhancement Sphere 25 gp
GM:Magic Items/Potions Keen Senses Potion Potion Potion faint Enhancement 1 2 none 50.0 - The subject gains a +2 competence bonus on Perception checks and gains low-light vision for 1 minute.

Subjects that have low-light vision double the distance they can see under the effects of this spell.

Craft Spell Container, Enhancement Sphere 25 gp
GM:Magic Items/Potions Light Oil Potion Oil faint Light 1 1 none 25.0 - This oil causes the affected object to glow like a torch for 10 minutes, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect.

Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Craft Spell Container, Light Sphere 12.5 gp
GM:Magic Items/Potions Mending Oil Potion Oil faint Creation 1 1 none 25.0 - This spell repairs damaged objects up to 1 lb. in weight, restoring 1d4 hit points to the object. Multiple applications of the oil can be used to mend larger items. Two applications used to mend a 1 lb. item will restore 2d4 hit points, while two applications used to mend a 2 lb. item will restore 1d4 hit points.

If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function.

This oil does not affect creatures (including constructs). This oil has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Craft Spell Container, Creation Sphere 12.5 gp
GM:Magic Items/Potions Oil of Bleeding Serum Potion Oil faint Enhancement 4 6 none 800.0 0.1 lbs. The affected weapon deals 2 points of bleed damage on a successful hit in addition to normal weapon damage. This effect lasts 4 minutes. Craft Spell Container, Enhancement sphere (Ragged Edges(enhance)) 400 gp
GM:Magic Items/Potions Oil of Carthus Rouge Potion Oil faint Enhancement 5 7 none 1,250.0 0.1 lbs. The affected weapon deals 5 points of bleed damage on a successful hit in addition to its normal weapon damage. This effect lasts 5 minutes. Craft Spell Container, Enhancement sphere (Ragged Edges(enhance)) 625 gp
GM:Magic Items/Potions Oil of Enhancement, Common Potion Oil faint Enhancement 5 6 none 500.0 0.1 lbs. The affected weapon, suit of armor, or shield gains a +2 enhancement bonus for 5 minutes. Craft Spell Container, Enhancement sphere 250 gp
GM:Magic Items/Potions Oil of Enhancement, Greater Potion Oil strong Enhancement 15 6 none 750.0 0.1 lbs. The affected weapon, suit of armor, or shield gains a +4 enhancement bonus for 1 and a half minutes. Craft Spell Container, Enhancement sphere 375 gp
GM:Magic Items/Potions Oil of Enhancement, Greatest Potion Oil faint Enhancement 20 7 none 1,000.0 0.1 lbs. The affected weapon, suit of armor, or shield gains a +5 enhancement bonus for 2 minutes. Craft Spell Container, Enhancement sphere 1,000 gp
GM:Magic Items/Potions Oil of Enhancement, Improved Potion Oil moderate Enhancement 10 6 none 500.0 0.1 lbs. The affected weapon, suit of armor, or shield gains a +3 enhancement bonus for 1 minute. Craft Spell Container, Enhancement sphere 250 gp
GM:Magic Items/Potions Oil of Enhancement, Lesser Potion Oil faint Enhancement 2 4 none 200.0 0.1 lbs. The affected weapon, suit of armor, or shield gains a +1 enhancement bonus for 2 minutes. Craft Spell Container, Enhancement sphere 100 gp
GM:Magic Items/Potions Oil of Forged Reach Potion Oil faint Nature 4 6 none 800.0 0.1 lbs. The affected metal weapon has its reach extended by 5 feet for 4 minutes. Craft Spell Container, Nature sphere (metal package, Forged Reach) 400 gp
GM:Magic Items/Potions Oil of Freedom Potion Oil faint Fate 5 7 none 1,250.0 0.1 lbs. The oiled target may move and attack normally, unaffected by magical or mundane effects that would impede its action. This includes paralysis, slow effects, entanglement, etc. All combat maneuver checks made to grapple the target automatically fail, and the subject automatically succeeds at any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

The subject may even move and attack normally while underwater, provided that the weapon is wielded in the hand rather than hurled. This does not, however, grant waterbreathing.

This effect lasts 5 minutes.

Craft Spell Container, Fate sphere (Freedom(word)) 625 gp
GM:Magic Items/Potions Oil of Keen Edge Potion Oil faint Enhancement 4 6 none 800.0 0.1 lbs. The affected slashing or piercing weapon’s critical threat range doubles. This does not stack with any other effect that doubles a weapon’s crit range. It also gains a +1 bonus to critical confirmation rolls. This enhancement lasts 4 minutes. Craft Spell Container, Enhancement sphere (Deadly Weapon(enhance)) 400 gp
GM:Magic Items/Potions Orb of Light Potion Grenade faint Light 3 0 none 150.0 - Glass orb holding a light which glow like a torch. If the orb is broken, such as by throwing it on the floor, the light flashes and blinds those within 30 feet that look in its direction (Fortitude DC 13 leaves them merely dazzled). Either effect lasts for 1 round. Craft Spell Container, Light Sphere 75 gp
GM:Magic Items/Potions Orb of Radiant Imprisonment Potion Grenade faint Light 5 0 none 250.0 - Glass orb holding a light which glow like a torch. If the orb is broken at the feet of a target, such as by throwing it on the floor, the light reaches out and enfolds the target in a prison of light. The target is entangled and must pass a Fortitude save each round or also be staggered for that round. Craft Spell Container, Light Sphere 75 gp
GM:Magic Items/Potions Orb of Stabilization Potion Potion faint Life 1 1 none 25.0 - A glass orb holding a gently glowing white liquid, throwing light as a candle. When the liquid hits a living creature that has –1 or fewer hit points and are bleeding from a wound, that creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it may start bleeding again. Craft Spell Container, Life Sphere 12.5 gp
GM:Magic Items/Potions Potion of Agility, Lesser Potion Potion faint Enhancement 4 5 none 400.0 - This bright yellow potion provides a +2 enhancement bonus to Dexterity for 4 rounds when consumed. Craft Spell Container, Enhancement sphere (Physical Enhancement(enhance)) 200 gp
GM:Magic Items/Potions Potion of Breathlessness Potion Potion faint Protection 2 4 none 200.0 0.1 lbs. For the next 2 minutes, you no longer need to breathe to survive. You become immune to effects that require breathing (such as inhaled poison), can survive underwater, or even in a vacuum.

This does not give immunity to cloud or gas attacks that do not require breathing.

Craft Spell Container, Protection sphere (Breathless(aegis)) 100 gp
GM:Magic Items/Potions Potion of Cognition Potion Potion faint Enhancement 4 5 none 400.0 0.1 lbs. This bright white potion potion provides a +2 enhancement bonus to Intelligence for 4 rounds when consumed. Craft Spell Container, Enhancement sphere (Mental Enhancement(enhance)) 200 gp
GM:Magic Items/Potions Potion of Confidence Potion Potion faint Enhancement 4 5 none 400.0 0.1 lbs. This bright white potion potion provides a +2 enhancement bonus to Charisma for 4 rounds when consumed. Craft Spell Container, Enhancement sphere (Mental Enhancement(enhance)) 200 gp
GM:Magic Items/Potions Potion of Darkvision Potion Potion faint Dark 2 4 none 200.0 0.1 lbs. You gain darkvision 60 feet for 2 hours. Craft Spell Container, Dark sphere (Darkvision(meld)) 100 gp
GM:Magic Items/Potions Potion of Durability Potion Potion faint Enhancement 4 5 none 400.0 0.1 lbs. This bright green potion provides a +2 enhancement bonus to Constitution for 4 rounds when consumed. Craft Spell Container, Enhancement sphere (Physical Enhancement(enhance)) 200 gp
GM:Magic Items/Potions Potion of Energy Resistance Potion Potion faint Protection 2 4 none 200.0 0.1 lbs. You gain energy resistance 12 to one of the following for 2 minutes: acid, cold, electricity, fire, sonic. The element is determined at the time this item is created. Craft Spell Container, Protection sphere (Energy Resistance(aegis, ward)) 100 gp
GM:Magic Items/Potions Potion of Hide in Darkness Potion Potion faint Dark 2 4 none 200.0 0.1 lbs. You gain the hide in plain sight ability, though it only functions in dim light or darkness. This effect lasts 2 hours. Craft Spell Container, Dark sphere (Hide In Darkness(meld)) 100 gp
GM:Magic Items/Potions Potion of Insight Potion Potion faint Enhancement 4 5 none 400.0 0.1 lbs. This bright golden potion provides a +2 enhancement bonus to Wisdom for 4 rounds when consumed. Craft Spell Container, Enhancement sphere (Mental Enhancement(enhance)) 200 gp
GM:Magic Items/Potions Potion of Might Potion Potion faint Enhancement 4 5 none 400.0 0.1 lbs. This bright golden potion provides a +2 enhancement bonus to Strength for 4 rounds when consumed. Craft Spell Container, Enhancement sphere (Physical Enhancement(enhance)) 200 gp
GM:Magic Items/Potions Restoration Potion, Body Potion Potion faint Life 2 4 none 200.0 0.1 lbs Removes the battered, exhausted, fatigued, nauseated, and sickened conditions. The drinker can also attempt a magic skill check (using the level of the potion’s creator as their own) to remove any diseases or poisons. Craft Spell Container, Life sphere (Restore Health(cure)) 100 gp
GM:Magic Items/Potions Restoration Potion, Mind Potion Potion faint Life 2 4 none 200.0 0.1 lbs Removes the confused, dazed, dazzled, frightened, panicked, shaken, and staggered conditions, as well as temporary or magical removal of senses (including senses like tremorsense). Craft Spell Container, Life sphere (Restore Senses(cure)) 100 gp
GM:Magic Items/Potions Restoration Potion, Soul Potion Potion faint Life 2 4 none 200.0 0.1 lbs Cures all ability damage and ability drain, as well as 1d4 points of sanity damage (if using the sanity rules). Craft Spell Container, Life sphere (Restore Spirit(cure)) 100 gp
GM:Magic Items/Potions Revitalization Potion Potion Potion faint Life 2 4 none 200.0 0.1 lbs This shimmering green potion grants fast healing 1 for 2 minutes (20 hit points total). Craft Spell Container, Life sphere (Revitalize)) 100 gp
GM:Magic Items/Potions Ring of Fleeting Charisma Potion Potion faint Enhancement 3 5 none 300.0 - This item takes the form of a plain golden ring. Wearing the ring does not activate its power. This requires an effort of will that takes a standard action. Once activated, the ring grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier.

After 3 minutes the effect ends. 5 minutes after that, the ring cracks into pieces, which then dissolve into a grey powder.

Craft Spell Container, Enhancement sphere 150 gp
GM:Magic Items/Potions Sanctify Corpse Oil Potion Oil faint Life 1 2 none 50.0 - This oil blesses a corpse with positive energy, preventing it from being turned into an undead creature. Attempts to raise the corpse as an undead automatically fail. If the corpse is of a person slain by a creature that creates undead out of its slain foes (such as a shadow, vampire, or wraith) that effect also fails. Craft Spell Container, Life Sphere 25 gp

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