Test Page
From Titan's Teeth
Contents
- 1 Linking and Templates
- 2 Database
- 3 Block Grid
- 4 Grid
- 5 Tabs
- 6 Include normal pages
- 7 Dusts
- 8 Grenades
- 9 Oils
- 10 Potions
- 11 Other
Linking and Templates
Formulae
Combat/Martial Spheres/Alchemy Sphere
Test
Crimson Seas | ||
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Traditions | NPCs | Magic Items |
Database
This is a Test
With a body to die for.OtherTest
I am less thrilled about this body. Kinda rubbish actually.OtherTest
I am less thrilled about this body. Kinda rubbish actually.Block Grid
Block grids are made from a ul.small-block-grid-# or ul.large-block-grid-#. These are ideal for blocked-in content generated by an application, as they do not require rows or even numbers of elements to display correctly.
These have a bit of flexibility since you have access to two separate grids between our built in 768px breakpoint. If you use the small-block-grid only, the grid will keep its spacing and configuration no matter the screen size. If you use large-block-grid only, the list items will stack on top of each other for small devices. If you use both of those classes combined, you can control the configuration and layout separately for each breakpoint.
- Hello
- Sweeties
- Do what the man says
- Duck
- This is the first panel of the basic tab example. You can place all sorts of content here including a grid.
- This is the first panel of the basic tab example. You can place all sorts of content here including a grid.
- This is the first panel of the basic tab example. You can place all sorts of content here including a grid.
- This is the first panel of the basic tab example. You can place all sorts of content here including a grid.
Grid
12 Wide
Basic Grids
Specify the widths of each column with the small-#, medium-#, and large-# classes.
Small grids expand to large screens easier than large grids cram into small screens.
Offset
Move blocks up to 11 columns to the right by using classes like .large-offset-1 and .small-offset-3.
Collapse/Uncollapse Rows
The collapse class lets you remove column gutters (padding).
There are times when you won't want each media query to be collapsed or uncollapsed. In this case, use the media query size you want and collapse or uncollapse and add that to your row element. Example removes the gutter at the large breakpoint and then adds the gutter to columns at medium and small.
Removes gutter at large media query
Removes gutter at large media query
Centered Columns
Center your columns by adding a class of small-centered to your column. Large will inherit small centering by default, but you can also center solely on large by applying a large-centered class. To uncenter on large screens use large-uncentered.
Tabs
This is the first panel of the basic tab example. You can place all sorts of content here including a grid.
This is the second panel of the basic tab example. This is the second panel of the basic tab example.
This is the third panel of the basic tab example. This is the third panel of the basic tab example.
This is the fourth panel of the basic tab example. This is the fourth panel of the basic tab example.
This is the first panel of the basic tab example. You can place all sorts of content here including a grid.
This is the second panel of the basic tab example. This is the second panel of the basic tab example.
This is the third panel of the basic tab example. This is the third panel of the basic tab example.
This is the fourth panel of the basic tab example. This is the fourth panel of the basic tab example.
Include normal pages
Dusts
A - Dusts
Acceleration Dust, Minor
Aura faint Time;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Time Sphere(Improved Haste); Cost 25 gp
Acceleration Dust, Superior
Aura faint Time;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Time Sphere(Improved Haste); Cost 100 gp
B - Dusts
Bleed Dust
Aura faint Blood;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Blood Sphere or Death Sphere; Cost 15 gp
S - Dusts
Stabilize Dust
Aura faint Life;
Slot none;
Description
This dust affects 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.
Construction Requirements
Craft Spell Container, Life Sphere; Cost 15 gp
T - Dusts
Touch of Fatigue Dust
Aura faint Death;
Slot none;
Description
The subject of this dust is immediately fatigued for 1 round.
This dust has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the dust’s duration expires.
Construction Requirements
Craft Spell Container, Death Sphere; Cost 15 gp
Grenades
C - Grenades
Crystal Grenade
Aura faint Destruction;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Destruction sphere, Explosive Orb, Crystal Blast; Cost 75 gp
O - Grenades
Orb of Light
Glass orb holding a light which glow like a torch.
Aura faint Light;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Light Sphere; Cost 75 gp
Orb of Radiant Imprisonment
Glass orb holding a light which glow like a torch.
Aura faint Light;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Light Sphere; Cost 75 gp
Orb of Stabilization
A glass orb holding a gently glowing white liquid, throwing light as a candle.
Aura faint Life;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Life Sphere; Cost 12.5 gp
Oils
B - Oils
Oil of Bleeding Serum
Aura faint Enhancement;
Slot none;
Description
The affected weapon deals 2 points of bleed damage on a successful hit in addition to normal weapon damage. This effect lasts 4 minutes.
Construction Requirements
Craft Spell Container, Enhancement sphere (Ragged Edges(enhance)); Cost 400 gp
C - Oils
Oil of Carthus Rouge
Aura faint Enhancement;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Enhancement sphere (Ragged Edges(enhance)); Cost 625 gp
E - Oils
Elemental Oil
Aura faint Enhancement;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Enhancement sphere (Energy Enhancement(enhance)); Cost 400 gp
Electric Oil
Aura faint Destruction;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Destruction sphere (Electric Blast(blast type, electricity)); Cost 150 gp
Oil of Enhancement, Lesser
Aura faint Enhancement;
Slot none;
Description
The affected weapon, suit of armor, or shield gains a +1 enhancement bonus for 2 minutes.
Construction Requirements
Craft Spell Container, Enhancement sphere; Cost 100 gp
Oil of Enhancement, Common
Aura faint Enhancement;
Slot none;
Description
The affected weapon, suit of armor, or shield gains a +2 enhancement bonus for 5 minutes.
Construction Requirements
Craft Spell Container, Enhancement sphere; Cost 250 gp
Oil of Enhancement, Improved
Aura moderate Enhancement;
Slot none;
Description
The affected weapon, suit of armor, or shield gains a +3 enhancement bonus for 1 minute.
Construction Requirements
Craft Spell Container, Enhancement sphere; Cost 250 gp
Oil of Enhancement, Greater
Aura strong Enhancement;
Slot none;
Description
The affected weapon, suit of armor, or shield gains a +4 enhancement bonus for 1 and a half minutes.
Construction Requirements
Craft Spell Container, Enhancement sphere; Cost 375 gp
Oil of Enhancement, Greatest
Aura faint Enhancement;
Slot none;
Description
The affected weapon, suit of armor, or shield gains a +5 enhancement bonus for 2 minutes.
Construction Requirements
Craft Spell Container, Enhancement sphere; Cost 1,000 gp
F - Oils
Oil of Forged Reach
Aura faint Nature;
Slot none;
Description
The affected metal weapon has its reach extended by 5 feet for 4 minutes.
Construction Requirements
Craft Spell Container, Nature sphere (metal package, Forged Reach); Cost 400 gp
Oil of Freedom
Aura faint Fate;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Fate sphere (Freedom(word)); Cost 625 gp
H - Oils
Hallow Word Oil
Aura faint Fate;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Fate sphere; Cost 100 gp
K - Oils
Oil of Keen Edge
Aura faint Enhancement;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Enhancement sphere (Deadly Weapon(enhance)); Cost 400 gp
L - Oils
Light Oil
Aura faint Light;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Light Sphere; Cost 12.5 gp
M - Oils
Mending Oil
Aura faint Creation;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Creation Sphere; Cost 12.5 gp
S - Oils
Sanctify Corpse Oil
Aura faint Life;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Life Sphere; Cost 25 gp
Potions
A - Potions
Potion of Agility, Lesser
Aura faint Enhancement;
Slot none;
Description
This bright yellow potion provides a +2 enhancement bonus to Dexterity for 4 rounds when consumed.
Construction Requirements
Craft Spell Container, Enhancement sphere (Physical Enhancement(enhance)); Cost 200 gp
Armored Skin Potion, Greater
Aura faint Protection;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Protection Sphere; Cost 150 gp
Armored Magic Potion, Lesser
Aura faint Protection;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Protection Sphere (Armored Magic (aegis)); Cost 75 gp
B - Potions
Break Enchantment Potion
Aura faint Life;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Life sphere (Break Enchantment); Cost 225 gp
Potion of Breathlessness
Aura faint Protection;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Protection sphere (Breathless(aegis)); Cost 100 gp
Brew of Battle Reflexes
Aura faint Enhancement;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Enhancement sphere (Superior Reflexes(enhance)); Cost 250 gp
C - Potions
Potion of Cognition
Aura faint Enhancement;
Slot none;
Description
This bright white potion potion provides a +2 enhancement bonus to Intelligence for 4 rounds when consumed.
Construction Requirements
Craft Spell Container, Enhancement sphere (Mental Enhancement(enhance)); Cost 200 gp
Potion of Confidence
Aura faint Enhancement;
Slot none;
Description
This bright white potion potion provides a +2 enhancement bonus to Charisma for 4 rounds when consumed.
Construction Requirements
Craft Spell Container, Enhancement sphere (Mental Enhancement(enhance)); Cost 200 gp
Contingent Energy Resistance Potion
Aura faint Protection;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Protection sphere (Energy Resistance(aegis, ward)); Cost 50 gp
D - Potions
Potion of Darkvision
Aura faint Dark;
Slot none;
Description
You gain darkvision 60 feet for 2 hours.
Construction Requirements
Craft Spell Container, Dark sphere (Darkvision(meld)); Cost 100 gp
Potion of Durability
Aura faint Enhancement;
Slot none;
Description
This bright green potion provides a +2 enhancement bonus to Constitution for 4 rounds when consumed.
Construction Requirements
Craft Spell Container, Enhancement sphere (Physical Enhancement(enhance)); Cost 200 gp
E - Potions
Elixir of Renewal
Aura faint Life and Enhancement;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Life Sphere, Enhancement Sphere; Cost 125 gp
Elixir of Spell Cleansing, Lesser
Aura faint Life;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Life Sphere, Break Enchantment; Cost 175 gp
Potion of Energy Resistance
Aura faint Protection;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Protection sphere (Energy Resistance(aegis, ward)); Cost 100 gp
G - Potions
Ghost Sight Potion
Aura faint Divination;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Protection sphere (Energy Resistance(aegis, ward)); Cost 400 gp
H - Potions
Healing Potion, Light
The brilliant white liquid in this bottle glows with a light that seems to pierce the universe itself.
Aura faint Life;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Life Sphere; Cost 25 gp
Healing Potion
The brilliant white liquid in this bottle glows with a light that seems to pierce the universe itself.
Aura faint Life;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Life Sphere; Cost 150 gp
Potion of Hide in Darkness
Aura faint Dark;
Slot none;
Description
You gain the hide in plain sight ability, though it only functions in dim light or darkness. This effect lasts 2 hours.
Construction Requirements
Craft Spell Container, Dark sphere (Hide In Darkness(meld)); Cost 100 gp
I - Potions
Potion of Insight
Aura faint Enhancement;
Slot none;
Description
This bright golden potion provides a +2 enhancement bonus to Wisdom for 4 rounds when consumed.
Construction Requirements
Craft Spell Container, Enhancement sphere (Mental Enhancement(enhance)); Cost 200 gp
J - Potions
Jump Potion
Aura faint Enhancement;
Slot none;
Description
The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps for 1 minute.
Construction Requirements
Craft Spell Container, Enhancement Sphere; Cost 25 gp
K - Potions
Keen Senses Potion
Aura faint Enhancement;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Enhancement Sphere; Cost 25 gp
M - Potions
Potion of Might
Aura faint Enhancement;
Slot none;
Description
This bright golden potion provides a +2 enhancement bonus to Strength for 4 rounds when consumed.
Construction Requirements
Craft Spell Container, Enhancement sphere (Physical Enhancement(enhance)); Cost 200 gp
R - Potions
Restoration Potion, Body
Aura faint Life;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Life sphere (Restore Health(cure)); Cost 100 gp
Restoration Potion, Mind
Aura faint Life;
Slot none;
Description
Removes the confused, dazed, dazzled, frightened, panicked, shaken, and staggered conditions, as well as temporary or magical removal of senses (including senses like tremorsense).
Construction Requirements
Craft Spell Container, Life sphere (Restore Senses(cure)); Cost 100 gp
Restoration Potion, Soul
Aura faint Life;
Slot none;
Description
Cures all ability damage and ability drain, as well as 1d4 points of sanity damage (if using the sanity rules).
Construction Requirements
Craft Spell Container, Life sphere (Restore Spirit(cure)); Cost 100 gp
Revitalization Potion
Aura faint Life;
Slot none;
Description
This shimmering green potion grants fast healing 1 for 2 minutes (20 hit points total).
Construction Requirements
Craft Spell Container, Life sphere (Revitalize)); Cost 100 gp
S - Potions
Sneakster's Brew
This weaker and simpler invisibility potion is used for quick getaways and fast attacks.
Aura faint Illusion;
Slot none;
Description
The imbiber can attempt Stealth checks to hide even while being observed and gains a +2 circumstance bonus to Stealth checks.
This does not grant the invisible condition, but counts as invisibility for effects that interact with it (such as spells that negate it), and therefore does not stack with the invisibility spell or other, similar effects.
If undetected by a creature, the imbiber gains total concealment against it, as well as a +2 bonus to attack rolls against it, and ignores its Dexterity bonus to armor class.
This effect lasts for 2 rounds before wearing off.
Construction Requirements
Craft Spell Container, Illusion sphere (Suppression(glamer)); Cost 100 gp
Stimulant of Sphere Focus, Lesser
Aura faint Enhancement, moderate other (depends on the affected sphere);
Slot none;
Description
This thick, opaque brew comes in different swirling colors, the combination of which represents the specific sphere that it affects. The stimulant grants the drinker a +1 enhancement bonus to the caster level of a specific sphere for one minute.
Construction Requirements
Craft Spell Container; Cost 50 gp
Stimulant of Sphere Focus
Aura faint Enhancement, moderate other (depends on the affected sphere);
Slot none;
Description
This thick, opaque brew comes in different swirling colors, the combination of which represents the specific sphere that it affects. The stimulant grants the drinker a +2 enhancement bonus to the caster level of a specific sphere for one minute.
Construction Requirements
Craft Spell Container; Cost 200 gp
T - Potions
Tincture of Beauty
This bitter, dusty potable makes the imbiber physically attractive.
Aura moderate Alteration and Mind;
Slot none;
Description
Physical features change (largely to the desire of the drinker), but the entire appearance of the imbiber also improve dramatically. The drinker gains a +5 bonus to all Charismabased skill checks and ability checks for 6 hours.
Drinking more than one tincture of beauty on the same day deals 1d2 Wisdom damage for each tincture after the first.
A tincture of beauty is addictive, with a minor addiction, Fortitude DC 12. For more information on addictions, see the Drugs and Addiction section of Chapter 8 of the GameMastery Guide. As with most addictive materials, it is outlawed in many places, though it is also forbidden in some areas as a charm effect.
Construction Requirements
Craft Spell Container, Alteration Sphere, Mind Sphere; Cost 625 gp
Tincture of Wrath
This potable has the appearance and taste of blood mixed with honey.
Aura moderate Alteration and Mind;
Slot none;
Description
A character drinking this fluid gains the ability to rage as a barbarian of a level equal to one-third the drinker’s level. A character already able to rage instead gains one additional rage power of his choice for which he qualifies.
The duration of this ability is 1 hour, though each rage follows the normal rules for raging.
A tincture of wrath is addictive, with a major addiction, Fortitude DC 20. For more information on addictions, see the Drugs and Addiction section of Chapter 8 of the GameMastery Guide. As with most addictive materials, it is outlawed in many places, though it is also forbidden in some areas because addicts who can rage is just a bad idea.
Construction Requirements
Craft Spell Container, Alteration Sphere, Mind Sphere; Cost 1000 gp
Other
Beads - small beads worn on a bracelet around the wrist. When an individual bead is crushed, the spell's effect occurs.
Biscuits or cookies of cure light wounds
Magic fruits. Instead of brewing a potion, the creator grows a fruit that bestow the effect upon the eater.
Herbs could be smoked in a pipe (one or two puffs causes the effect).
Incense sticks - elves use small sticks of incense made of rare materials, about twice the length of a matchstick. They burn quickly over any flame source (including the spark cantrip) and when the smoke is inhaled, the spell used to create it takes effect.
Inks smeared on the subject like war paint
Powders are inhaled
Rune tiles - dwarves inscribe runs on small ceramic tiles that, when broken, activate the spell within then.
Spellcryst - magically-infused inexpensive brittle crystals, usually stored within a tough wooden or metal box until needed. Crush to initiate the effect. Or throw at an ally/enemy.
Syringes - potion via injection
Tattoos - inks with mysterious ingredients tattoo images on the skin which can be activated with a touch - the ink is absorbed into the skin and the spell activates.
A - Other
Acorn of Pummeling Branches
Aura faint Nature;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Nature sphere, Grow Plants; Cost 225 gp
B - Other
Battle Blessing, Common
Aura faint War;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, War sphere (any totem talent); Cost 225 gp
Battle Blessing, Greater
Aura faint War;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, War sphere (any totem talent); Cost 300 gp
Battle Blessing, Greatest
Aura faint War;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, War sphere (any totem talent); Cost 375 gp
Blessed Stick
Aura faint Fate;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Fate sphere (bless(word)); Cost 225 gp
Bracer's of Fleeting Strength
This item takes the form of a pair of rough leather bracers.
Aura faint Enhancement;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Enhancement sphere; Cost 150 gp
C - Other
Circlet of Fleeting Intelligence
This item takes the form of a plain golden circlet.
Aura faint Enhancement;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Enhancement sphere; Cost 150 gp
Crystal of Shock Resistance
Dug from far below ground, the insides of this crystal seems to crackle with energy.
Aura faint Protection;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Protection sphere; Cost 150 gp
Current Events Incense
Aura faint Divination;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Divination sphere (Witness The City(divine)); Cost 100 gp
D - Other
Dust of Projectile Protection
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.
Aura faint Protection;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Protection sphere; Cost 150 gp
F - Other
Faerie Flight Dust
Aura faint Fallen Fey or Telekinesis;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Fallen Fey sphere(Fairy Flight (fey-blessing)) or Telekinesis(Flight); Cost 175 gp
Flash Step Dust
A favorite among troubadours and vigilantes who like to exit a scene with style.
Aura faint Warp;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Warp sphere; Cost 25 gp
Form Breaker Oil
A sticky concoction of colloidal silver, wolfsbane, and cold iron.
Aura moderate Alteration;
Slot none;
Description
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).
Construction Requirements
Craft Spell Container, Counterspell or Form-Breaker mystic combat; Cost 125 gp
G - Other
Gem of Energy Ward
Aura faint Protection;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Protection sphere (Energy Resistance(aegis, ward)); Cost 400 gp
Gourmand Dust
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.
Aura faint Divination;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Divination sphere; Cost 100 gp
I - Other
Incense of Elemental Endurance
These sticks of incense burn easily when inserted into any flame.
Aura faint Protection;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Protection Sphere; Cost 25 gp
Infravision Lenses
Aura faint Light;
Slot eyes;
Description
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.
Construction Requirements
Craft Spell Container, Light Sphere (Infravision(lens)); Cost 250 gp
R - Other
Ring of Fleeting Charisma
This item takes the form of a plain golden ring.
Aura faint Enhancement;
Slot none;
Description
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.
Construction Requirements
Craft Spell Container, Enhancement sphere; Cost 150 gp
S - Other
Seal of Cold Flame
A clay seal of soft clay with an elven rune impressed.
Aura faint Light;
Slot none;
Description
When the seal is pressed against an object with intent, a flame, equivalent in brightness to a torch, springs forth from the seal. The seal burns away, but the flame stays burning on the object.
The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A cold flame can be covered and hidden but not smothered or quenched.
This spell counter and dispel darkness spells of CL 3 or below.
Construction Requirements
Craft Spell Container, Light sphere; Cost 150 gp
Slip of Codespeaking
A slip of paper containing a string of characters in a weird script.
Aura faint Enhancement;
Slot none;
Description
If two characters hold the slip of paper and rip it in two, both recipients gain the ability to speak a new language for 30 minutes. This language sounds like random, babbling syllables to anyone not under the influence of the spell, but the targets understand each other perfectly.
Anyone using codespeak can read and write in this new language as well. Once the spell expires, however, any coded writing suddenly appears as gibberish. If a group of individuals become the targets of a Slip of Codespeaking again, created by the same caster with the same formula, they can once again read any coded writings. A dedicated codebreaker can crack such writing’s code, deciphering it one page at a time with a series of DC 30 Linguistics checks.
Comprehend languages doesn’t enable a caster to understand the language of another’s codespeak spell, but it does reveal that the targets are speaking a magical language. Tongues translates codespeak normally.
Construction Requirements
Craft Spell Container, Enhancement sphere; Cost 150 gp
Spider's Chalk
A pouch of white chalk.
Aura faint Enhancement;
Slot none;
Description
After vigorously rubbing the chalk into the skin of the subject's hands as a standard action, the subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner.
The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
Construction Requirements
Craft Spell Container, Enhancement sphere; Cost 150 gp
T - Other
Twigs of Invisibility
Aura faint Illusion;
Slot none;
Description
If a creature snaps this twig, it becomes invisible. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Construction Requirements
Craft Spell Container, Illusion Sphere, Illusion talent; Cost 150 gp