Lay Magic

From Epic Path
Jump to: navigation, search

This is a list of all lay magic equipment available in the game, either for sale, or as craftable items. Lay magic constitutes more common, lower-powered magic items, which are often in use by the common folk, in addition to heroes or nobility. Some campaigns may be too low magic to permit the use of lay magic equipment. Consult your GM before purchasing any of these items, to ensure they exist in the campaign world.

Breeze Box

  • Cost: 2,100 gp
  • Weight: 175 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

A large wooden cabinet, inlaid with opal and mother of pearl traceries. When opened, it fills up to a 50-foot radius from the cabinet with gentle, cooling breezes, making even the hottest weather more comfortable.

Censer, Celestial

  • Cost: 20 gp
  • Weight: 5 lbs
  • Craftable? Yes
    • Skill: Profession (Blacksmith), Knowledge (Religion)
    • Check DC: 30, 25

This blessed thurible holds up to 10 pieces of incense, and burns at a rate of 1 stick per hour. If wielded in one hand during combat, it emits a cloying, scented smoke in a 5-foot radius around the wielder, causing all adjacent creatures to become Dazzled while they remain within the smoke. The wielder is not subject to this effect. The censer can only apply a single instance of the Dazzled condition per creature in the area, no matter how long they remain in the smoke. An affected creature immediately recovers from the Dazzled condition simply by moving out of the smoke.

The censer is not a weapon, and, if used as an improvised weapon, becomes Broken after the attack is resolved (hit or miss), losing its ability to dazzle nearby creatures until repaired (with a Make Whole (Spell), since it is technically a magic item).

Chest of Servants

  • Cost: 3,300 gp
  • Weight: 90 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

Opening this chest in a room of your house cleans and tidies the room immediately, and places any debris outside the closest door. Usable up to once per day.

Fire Quencher

  • Cost: 1,100 gp
  • Weight: 77 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

Open this small chest to pour water on fires anywhere within a 50-foot circle centered on the chest.

Food Chest

  • Cost: 1,800 gp
  • Weight: 55 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

Place cooked food in this chest to keep it fresh and edible forever. Also will fill up any container placed inside with fresh drinking water and warn if any dangerous food or drink is placed inside.

Gathering Basket

  • Cost: 100 gp
  • Weight: 3 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

A gathering basket is a loose weave of reeds, shaped into a large, shallow bowl. The bearer activates the basket with a command word (a standard action), and sweeps it through a space. Any objects in the space through which the basket is swept which match the basket's enchantment are gathered into the basket.

Gathering baskets are built such that they will only gather one specific type of item, which must be specified when the gathering basket is created. It is possible to create gathering baskets with broader restrictions, but the cost of the basket increases substantially. An example of a normal restriction would be a basket that collects strawberries, allowing the bearer to harvest them straight off the plants. While you could create a basket that could collect any fruit, it would cost several thousand gold. A basket that collects both fruits and nuts might cost tens of thousands of gold.

Gathering baskets can only collect items in a space through which the basket can be swept, so the matter being sorted through must be loose, pliant, or small. You can sweep a basket through a thicket of plants, for example, to harvest the fruits within, but you cannot sweep a basket through the rock of a cave wall to harvest gems or gold. You can use a basket to sift through sand or loose sediment (to pan for gold, for example), or to sort small, loose objects very quickly. You could pour a bunch of mixed coins through a basket which only gathers platinum coins, for example, and all the other coins would fall straight through the basket.

Gathering baskets can greatly speed up a harvest, though the labor involved is still fairly high. The bearer must still sweep the basket through each crop plant, and then carry the harvested foods back to some central storage area. However, they require almost no skill to use, and are fairly affordable. Larger farms will often have several baskets for each type of crop they produce, and a basket to get eggs from under the chickens (the chickens really hate having a basket pass through them, though).

Holy/Unholy Water

  • Cost: 25 gp (1 flask)
  • Weight: 1 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

Holy Water damages undead creatures and evil Outsiders with positive energy damage. A Holy Water (Flask) can be thrown as a splash weapon.

Treat this attack as a ranged Touch Attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the Holy Water out onto the target. Thus, you can douse an incorporeal creature with Holy Water only if you are adjacent to it. Doing so is a ranged Touch Attack that does not provoke attacks of opportunity.

A direct hit by a Holy Water (Flask) deals 2d4 points of positive energy damage to an Undead creatures or evil Outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Temples to good deities sell Holy Water at cost (making no profit). Holy Water is made using the Bless Water (Spell).

Knowledge Crystal (Blank)

  • Cost: 1 gp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Knowledge (Arcana)
    • Check DC: 25

Commonly called 'know-crystals', these magical crystals are extremely useful to scholars, mages, and sages of all sorts. Their power is simple yet profound. If they are placed upon a non-magical written work, be it a book, stack of notes, scroll, stone tablet, etc., and allowed to sit undisturbed for one full minute, the crystal will absorb the writing and retain it within itself.

The original document is not harmed in any way, but the copy is exact. The crystal will not translate any language. Crystals will not absorb any kind of magical messages or writing, and any type of protective spell will be triggered by attempting to copy them. Beyond that restriction, a crystal will hold several thousand books before being exhausted.

If a knowledge crystal is placed upon a blank sheet of paper (or a stone slate, desktop, parchment, or other suitable surface for writing) and left undisturbed for one full minute, it will activate once again, and will cause to appear upon the blank surface any document it contains, upon the command of its owner. A know-crystal must be owned for 24 hours before it is attuned to an owner.

The owner may command the crystal to display as many pages as desired, one at a time, and the writing will magically scamper about on the blank page to become whatever is needed. Most owners of large crystals prepare a list of the contents and place it within the crystal so they can keep track of whatever they have in it.

The price a crystal will command is almost totally dependent upon the knowledge within it. An empty crystal is valued at 1 gold.

Light Box

  • Cost: 900 gp
  • Weight: 80 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

This decorative pedestal can be activated with a command word (using a standard action) to provide a directionless, sourceless bright light in a 50-foot radius of itself. The light can be dismissed (turned off) with a swift action. There is no limit to the number of times per day the light box can be activated, though their magic has been known to grow quirky if turned off and on too many times per day.

Lightstone (Abundant)

  • Cost: 5,000 gp
  • Weight: 25 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

A lightstone is a piece of quartz that has an illumination dweomer cast upon it. They are by extremely useful, but also relatively simple to create, so they can be purchased almost anywhere. The enchantment is such that if the stone is turned right side up it lights, and if it is turned upside down the light ceases, but versions can be made that are always on, activate by a command word, activate by gesture, and several other variants.

A lightstone does not last forever, and usually must be renewed every few years. As a result, one of the most lucrative trades to get into, if you can find an open contract, is to get a job working as a street lighter for a city or town. Such places often employ teams of creators (individuals with Creator (Feat)) to maintain lightstones affixed to the top of columns scattered throughout the city, providing illumination on all the major streets and avenues to improve safety and reduce crime.

In combat, readying a lightstone from storage (such as a backpack or belt pouch) requires a move action, just like readying a potion. To activate a lightstone in combat once it is ready for use is a swift action.

An abundant lightstone casts bright light in a 160-foot radius, and dim light out to 320 feet.

Lightstone (Average)

  • Cost: 10 gp
  • Weight: 0.5 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

A lightstone is a piece of quartz that has an illumination dweomer cast upon it. They are by extremely useful, but also relatively simple to create, so they can be purchased almost anywhere. The enchantment is such that if the stone is turned right side up it lights, and if it is turned upside down the light ceases, but versions can be made that are always on, activate by a command word, activate by gesture, and several other variants.

A lightstone does not last forever, and usually must be renewed every few years. As a result, one of the most lucrative trades to get into, if you can find an open contract, is to get a job working as a street lighter for a city or town. Such places often employ teams of creators (individuals with Creator (Feat)) to maintain lightstones affixed to the top of columns scattered throughout the city, providing illumination on all the major streets and avenues to improve safety and reduce crime.

In combat, readying a lightstone from storage (such as a backpack or belt pouch) requires a move action, just like readying a potion. To activate a lightstone in combat once it is ready for use is a swift action.

An average lightstone casts bright light in a 20-foot radius, and dim light out to 40 feet.

Lightstone (Glorious)

  • Cost: 40,000 gp
  • Weight: 150 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

A lightstone is a piece of quartz that has an illumination dweomer cast upon it. They are by extremely useful, but also relatively simple to create, so they can be purchased almost anywhere. The enchantment is such that if the stone is turned right side up it lights, and if it is turned upside down the light ceases, but versions can be made that are always on, activate by a command word, activate by gesture, and several other variants.

A lightstone does not last forever, and usually must be renewed every few years. As a result, one of the most lucrative trades to get into, if you can find an open contract, is to get a job working as a street lighter for a city or town. Such places often employ teams of creators (individuals with Creator (Feat)) to maintain lightstones affixed to the top of columns scattered throughout the city, providing illumination on all the major streets and avenues to improve safety and reduce crime.

In combat, readying a lightstone from storage (such as a backpack or belt pouch) requires a move action, just like readying a potion. To activate a lightstone in combat once it is ready for use is a swift action.

A glorious lightstone casts bright light in a 300-foot radius, and dim light out to 600 feet.

Lightstone (Strong)

  • Cost: 80 gp
  • Weight: 1 lb
  • Craftable? No
    • Skill: -
    • Check DC: -

A lightstone is a piece of quartz that has an illumination dweomer cast upon it. They are by extremely useful, but also relatively simple to create, so they can be purchased almost anywhere. The enchantment is such that if the stone is turned right side up it lights, and if it is turned upside down the light ceases, but versions can be made that are always on, activate by a command word, activate by gesture, and several other variants.

A lightstone does not last forever, and usually must be renewed every few years. As a result, one of the most lucrative trades to get into, if you can find an open contract, is to get a job working as a street lighter for a city or town. Such places often employ teams of creators (individuals with Creator (Feat)) to maintain lightstones affixed to the top of columns scattered throughout the city, providing illumination on all the major streets and avenues to improve safety and reduce crime.

In combat, readying a lightstone from storage (such as a backpack or belt pouch) requires a move action, just like readying a potion. To activate a lightstone in combat once it is ready for use is a swift action.

A strong lightstone casts bright light in a 40-foot radius, and dim light out to 80 feet.

Lightstone (Superior)

  • Cost: 640 gp
  • Weight: 5 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

A lightstone is a piece of quartz that has an illumination dweomer cast upon it. They are by extremely useful, but also relatively simple to create, so they can be purchased almost anywhere. The enchantment is such that if the stone is turned right side up it lights, and if it is turned upside down the light ceases, but versions can be made that are always on, activate by a command word, activate by gesture, and several other variants.

A lightstone does not last forever, and usually must be renewed every few years. As a result, one of the most lucrative trades to get into, if you can find an open contract, is to get a job working as a street lighter for a city or town. Such places often employ teams of creators (individuals with Creator (Feat)) to maintain lightstones affixed to the top of columns scattered throughout the city, providing illumination on all the major streets and avenues to improve safety and reduce crime.

In combat, readying a lightstone from storage (such as a backpack or belt pouch) requires a move action, just like readying a potion. To activate a lightstone in combat once it is ready for use is a swift action.

A superior lightstone casts bright light in a 80-foot radius, and dim light out to 160 feet.

Lightstone (Weak)

  • Cost: 5 gp
  • Weight: 0.1 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

A lightstone is a piece of quartz that has an illumination dweomer cast upon it. They are by extremely useful, but also relatively simple to create, so they can be purchased almost anywhere. The enchantment is such that if the stone is turned right side up it lights, and if it is turned upside down the light ceases, but versions can be made that are always on, activate by a command word, activate by gesture, and several other variants.

A lightstone does not last forever, and usually must be renewed every few years. As a result, one of the most lucrative trades to get into, if you can find an open contract, is to get a job working as a street lighter for a city or town. Such places often employ teams of creators (individuals with Creator (Feat)) to maintain lightstones affixed to the top of columns scattered throughout the city, providing illumination on all the major streets and avenues to improve safety and reduce crime.

In combat, readying a lightstone from storage (such as a backpack or belt pouch) requires a move action, just like readying a potion. To activate a lightstone in combat once it is ready for use is a swift action.

A weak lightstone casts bright light in a 10-foot radius, and dim light out to 20 feet.

Moonrod

  • Cost: 10 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Blacksmith), Profession (Alchemist)
    • Check DC: 15, 30

This 1-foot-long, silver-tipped tin rod glows dimly when struck as a standard action. It sheds dim light in a 30-foot radius. However, the light given off by a moonrod is particularly easily to perceive for creatures with low-light vision. For such creatures, a moonrod increases the light level by one step (dark becomes dim, dim becomes bright) within a 60-foot radius. It glows for 6 hours, after which the silver tip is burned out and worthless.

Music Box

  • Cost: 4,000 gp
  • Weight: 150 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

A modest-sized mahogany box, approximately 2 feet per side, with deep carvings and bas relief of abstract, swooping shapes and symbols. When opened, the box emits an endless stream of beautiful music at a comfortable volume. The music can be halted simply by closing the lid of the box. The magic of such boxes usually wears off after around 10 years or so, and as they approach the end of their magic, the music becomes progressively more disturbing.

Palliative Headboard

  • Cost: 1,225 gp
  • Weight: 35 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

When you sleep in a bed with this headboard, you recover one hit point per 2 hours spent resting in the bed, in addition to any normal recovery you receive for sleeping.

Picture Book

  • Cost: 1,500 gp
  • Weight: 2 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

This book, when opened, always has a new, different picture of something interesting. Landscapes, buildings, people, animals, creatures, there's an unlimited number of these images.

Portable Fire, 150° F

  • Cost: 30 gp
  • Weight: 1 lb
  • Craftable? No
    • Skill: -
    • Check DC: -

Portable fires are very popular lay magic items, even among modest households. A portable fire is a swath of sturdy cloth which has been treated with elemental fire. The pieces of cloth are hot on one side, and cool on the other. Most of them have a border sewn onto them as well, in order to ease handling. By regulating the amount and intensity of the fire embedded in the cloth, the temperature of the cloth may be finely controlled.

The temperature range available range from cloth which is barely warm (often used in clothing) to cloth which is blindingly white hot (used by smiths for smelting and forging steel and dweomermetals). Unfortunately, the hotter the portable fire is, the less stable it becomes.

The coolest sorts radiate their gentle warmth no matter how roughly they are handled, and can thus be used in blankets and clothing. The warmer, household types (150 to 250 degrees) must be kept still (such as wrapped around a pot) or moved only slowly (carrying the pot to the table). The hottest household fires (450 degrees) must be kept still or they will quench. Fires used in light craftwork ( 800 to 2000 degrees) are so finicky they must be used on a solid stable surface, such as a stone table or a sand bed. The very hottest sorts used by smiths and alchemists (5000 degrees and up) are so delicate that they must be used inside specially constructed enclosures, as nearly any vibration, or even a stray breeze, will cause them to quench instantly.

If a portable fire is disturbed excessively the elemental fire flickers and "quenches", or stops producing heat. The temperature of the portable fire immediately falls to the surrounding temperature, but objects already heated cool normally.

All portable fires may also be quenched by folding them up, so that their hot surfaces are turned in upon one another. Once quenched, to activate a portable fire is very simple: you unfold it. After being unfolded it takes anywhere from several seconds ( for a 150 degree fire) to several minutes for very hot fires) to begin working again.

Portable fires only emit their heat in one direction, and the backside of the cloth remains room temperature. They are completely fireproof, but provide no protection to their wearer if worn.

A 150° F portable fire is most typically used to warm up food, or as a hot compress.

Portable Fire, 2000° F

  • Cost: 100 gp
  • Weight: 1 lb
  • Craftable? No
    • Skill: -
    • Check DC: -

Portable fires are very popular lay magic items, even among modest households. A portable fire is a swath of sturdy cloth which has been treated with elemental fire. The pieces of cloth are hot on one side, and cool on the other. Most of them have a border sewn onto them as well, in order to ease handling. By regulating the amount and intensity of the fire embedded in the cloth, the temperature of the cloth may be finely controlled.

The temperature range available range from cloth which is barely warm (often used in clothing) to cloth which is blindingly white hot (used by smiths for smelting and forging steel and dweomermetals). Unfortunately, the hotter the portable fire is, the less stable it becomes.

The coolest sorts radiate their gentle warmth no matter how roughly they are handled, and can thus be used in blankets and clothing. The warmer, household types (150 to 250 degrees) must be kept still (such as wrapped around a pot) or moved only slowly (carrying the pot to the table). The hottest household fires (450 degrees) must be kept still or they will quench. Fires used in light craftwork ( 800 to 2000 degrees) are so finicky they must be used on a solid stable surface, such as a stone table or a sand bed. The very hottest sorts used by smiths and alchemists (5000 degrees and up) are so delicate that they must be used inside specially constructed enclosures, as nearly any vibration, or even a stray breeze, will cause them to quench instantly.

If a portable fire is disturbed excessively the elemental fire flickers and "quenches", or stops producing heat. The temperature of the portable fire immediately falls to the surrounding temperature, but objects already heated cool normally.

All portable fires may also be quenched by folding them up, so that their hot surfaces are turned in upon one another. Once quenched, to activate a portable fire is very simple: you unfold it. After being unfolded it takes anywhere from several seconds ( for a 150 degree fire) to several minutes for very hot fires) to begin working again.

Portable fires only emit their heat in one direction, and the backside of the cloth remains room temperature. They are completely fireproof, but provide no protection to their wearer if worn.

A 2,000° F portable fire is most typically used for firing pottery, smelting, and quenching metals.

Portable Fire, 250° F

  • Cost: 20 gp
  • Weight: 1 lb
  • Craftable? No
    • Skill: -
    • Check DC: -

Portable fires are very popular lay magic items, even among modest households. A portable fire is a swath of sturdy cloth which has been treated with elemental fire. The pieces of cloth are hot on one side, and cool on the other. Most of them have a border sewn onto them as well, in order to ease handling. By regulating the amount and intensity of the fire embedded in the cloth, the temperature of the cloth may be finely controlled.

The temperature range available range from cloth which is barely warm (often used in clothing) to cloth which is blindingly white hot (used by smiths for smelting and forging steel and dweomermetals). Unfortunately, the hotter the portable fire is, the less stable it becomes.

The coolest sorts radiate their gentle warmth no matter how roughly they are handled, and can thus be used in blankets and clothing. The warmer, household types (150 to 250 degrees) must be kept still (such as wrapped around a pot) or moved only slowly (carrying the pot to the table). The hottest household fires (450 degrees) must be kept still or they will quench. Fires used in light craftwork ( 800 to 2000 degrees) are so finicky they must be used on a solid stable surface, such as a stone table or a sand bed. The very hottest sorts used by smiths and alchemists (5000 degrees and up) are so delicate that they must be used inside specially constructed enclosures, as nearly any vibration, or even a stray breeze, will cause them to quench instantly.

If a portable fire is disturbed excessively the elemental fire flickers and "quenches", or stops producing heat. The temperature of the portable fire immediately falls to the surrounding temperature, but objects already heated cool normally.

All portable fires may also be quenched by folding them up, so that their hot surfaces are turned in upon one another. Once quenched, to activate a portable fire is very simple: you unfold it. After being unfolded it takes anywhere from several seconds ( for a 150 degree fire) to several minutes for very hot fires) to begin working again.

Portable fires only emit their heat in one direction, and the backside of the cloth remains room temperature. They are completely fireproof, but provide no protection to their wearer if worn.

A 250° F portable fire is most typically used for cooking food and boiling water.

Portable Fire, 450° F

  • Cost: 40 gp
  • Weight: 1 lb
  • Craftable? No
    • Skill: -
    • Check DC: -

Portable fires are very popular lay magic items, even among modest households. A portable fire is a swath of sturdy cloth which has been treated with elemental fire. The pieces of cloth are hot on one side, and cool on the other. Most of them have a border sewn onto them as well, in order to ease handling. By regulating the amount and intensity of the fire embedded in the cloth, the temperature of the cloth may be finely controlled.

The temperature range available range from cloth which is barely warm (often used in clothing) to cloth which is blindingly white hot (used by smiths for smelting and forging steel and dweomermetals). Unfortunately, the hotter the portable fire is, the less stable it becomes.

The coolest sorts radiate their gentle warmth no matter how roughly they are handled, and can thus be used in blankets and clothing. The warmer, household types (150 to 250 degrees) must be kept still (such as wrapped around a pot) or moved only slowly (carrying the pot to the table). The hottest household fires (450 degrees) must be kept still or they will quench. Fires used in light craftwork ( 800 to 2000 degrees) are so finicky they must be used on a solid stable surface, such as a stone table or a sand bed. The very hottest sorts used by smiths and alchemists (5000 degrees and up) are so delicate that they must be used inside specially constructed enclosures, as nearly any vibration, or even a stray breeze, will cause them to quench instantly.

If a portable fire is disturbed excessively the elemental fire flickers and "quenches", or stops producing heat. The temperature of the portable fire immediately falls to the surrounding temperature, but objects already heated cool normally.

All portable fires may also be quenched by folding them up, so that their hot surfaces are turned in upon one another. Once quenched, to activate a portable fire is very simple: you unfold it. After being unfolded it takes anywhere from several seconds ( for a 150 degree fire) to several minutes for very hot fires) to begin working again.

Portable fires only emit their heat in one direction, and the backside of the cloth remains room temperature. They are completely fireproof, but provide no protection to their wearer if worn.

A 450° F portable fire is most typically used for baking and braising foods.

Portable Fire, 5000° F

  • Cost: 300 gp
  • Weight: 1 lb
  • Craftable? No
    • Skill: -
    • Check DC: -

Portable fires are very popular lay magic items, even among modest households. A portable fire is a swath of sturdy cloth which has been treated with elemental fire. The pieces of cloth are hot on one side, and cool on the other. Most of them have a border sewn onto them as well, in order to ease handling. By regulating the amount and intensity of the fire embedded in the cloth, the temperature of the cloth may be finely controlled.

The temperature range available range from cloth which is barely warm (often used in clothing) to cloth which is blindingly white hot (used by smiths for smelting and forging steel and dweomermetals). Unfortunately, the hotter the portable fire is, the less stable it becomes.

The coolest sorts radiate their gentle warmth no matter how roughly they are handled, and can thus be used in blankets and clothing. The warmer, household types (150 to 250 degrees) must be kept still (such as wrapped around a pot) or moved only slowly (carrying the pot to the table). The hottest household fires (450 degrees) must be kept still or they will quench. Fires used in light craftwork ( 800 to 2000 degrees) are so finicky they must be used on a solid stable surface, such as a stone table or a sand bed. The very hottest sorts used by smiths and alchemists (5000 degrees and up) are so delicate that they must be used inside specially constructed enclosures, as nearly any vibration, or even a stray breeze, will cause them to quench instantly.

If a portable fire is disturbed excessively the elemental fire flickers and "quenches", or stops producing heat. The temperature of the portable fire immediately falls to the surrounding temperature, but objects already heated cool normally.

All portable fires may also be quenched by folding them up, so that their hot surfaces are turned in upon one another. Once quenched, to activate a portable fire is very simple: you unfold it. After being unfolded it takes anywhere from several seconds ( for a 150 degree fire) to several minutes for very hot fires) to begin working again.

Portable fires only emit their heat in one direction, and the backside of the cloth remains room temperature. They are completely fireproof, but provide no protection to their wearer if worn.

A 5,000° F portable fire is most typically used to forge iron, baking lime, and glassmaking.

Portable Fire, 80° F

  • Cost: 50 gp
  • Weight: 1 lb
  • Craftable? No
    • Skill: -
    • Check DC: -

Portable fires are very popular lay magic items, even among modest households. A portable fire is a swath of sturdy cloth which has been treated with elemental fire. The pieces of cloth are hot on one side, and cool on the other. Most of them have a border sewn onto them as well, in order to ease handling. By regulating the amount and intensity of the fire embedded in the cloth, the temperature of the cloth may be finely controlled.

The temperature range available range from cloth which is barely warm (often used in clothing) to cloth which is blindingly white hot (used by smiths for smelting and forging steel and dweomermetals). Unfortunately, the hotter the portable fire is, the less stable it becomes.

The coolest sorts radiate their gentle warmth no matter how roughly they are handled, and can thus be used in blankets and clothing. The warmer, household types (150 to 250 degrees) must be kept still (such as wrapped around a pot) or moved only slowly (carrying the pot to the table). The hottest household fires (450 degrees) must be kept still or they will quench. Fires used in light craftwork ( 800 to 2000 degrees) are so finicky they must be used on a solid stable surface, such as a stone table or a sand bed. The very hottest sorts used by smiths and alchemists (5000 degrees and up) are so delicate that they must be used inside specially constructed enclosures, as nearly any vibration, or even a stray breeze, will cause them to quench instantly.

If a portable fire is disturbed excessively the elemental fire flickers and "quenches", or stops producing heat. The temperature of the portable fire immediately falls to the surrounding temperature, but objects already heated cool normally.

All portable fires may also be quenched by folding them up, so that their hot surfaces are turned in upon one another. Once quenched, to activate a portable fire is very simple: you unfold it. After being unfolded it takes anywhere from several seconds ( for a 150 degree fire) to several minutes for very hot fires) to begin working again.

Portable fires only emit their heat in one direction, and the backside of the cloth remains room temperature. They are completely fireproof, but provide no protection to their wearer if worn.

An 80° F portable fire is most typically used in cold-weather clothing and blankets, to keep the wearer warm.

Portable Fire, 800° F

  • Cost: 80 gp
  • Weight: 1 lb
  • Craftable? No
    • Skill: -
    • Check DC: -

Portable fires are very popular lay magic items, even among modest households. A portable fire is a swath of sturdy cloth which has been treated with elemental fire. The pieces of cloth are hot on one side, and cool on the other. Most of them have a border sewn onto them as well, in order to ease handling. By regulating the amount and intensity of the fire embedded in the cloth, the temperature of the cloth may be finely controlled.

The temperature range available range from cloth which is barely warm (often used in clothing) to cloth which is blindingly white hot (used by smiths for smelting and forging steel and dweomermetals). Unfortunately, the hotter the portable fire is, the less stable it becomes.

The coolest sorts radiate their gentle warmth no matter how roughly they are handled, and can thus be used in blankets and clothing. The warmer, household types (150 to 250 degrees) must be kept still (such as wrapped around a pot) or moved only slowly (carrying the pot to the table). The hottest household fires (450 degrees) must be kept still or they will quench. Fires used in light craftwork ( 800 to 2000 degrees) are so finicky they must be used on a solid stable surface, such as a stone table or a sand bed. The very hottest sorts used by smiths and alchemists (5000 degrees and up) are so delicate that they must be used inside specially constructed enclosures, as nearly any vibration, or even a stray breeze, will cause them to quench instantly.

If a portable fire is disturbed excessively the elemental fire flickers and "quenches", or stops producing heat. The temperature of the portable fire immediately falls to the surrounding temperature, but objects already heated cool normally.

All portable fires may also be quenched by folding them up, so that their hot surfaces are turned in upon one another. Once quenched, to activate a portable fire is very simple: you unfold it. After being unfolded it takes anywhere from several seconds ( for a 150 degree fire) to several minutes for very hot fires) to begin working again.

Portable fires only emit their heat in one direction, and the backside of the cloth remains room temperature. They are completely fireproof, but provide no protection to their wearer if worn.

An 800° F portable fire is most typically used for drying silk, setting dyes, and curing leather.

Portable Fire, 8000° F

  • Cost: 500 gp
  • Weight: 1 lb
  • Craftable? No
    • Skill: -
    • Check DC: -

Portable fires are very popular lay magic items, even among modest households. A portable fire is a swath of sturdy cloth which has been treated with elemental fire. The pieces of cloth are hot on one side, and cool on the other. Most of them have a border sewn onto them as well, in order to ease handling. By regulating the amount and intensity of the fire embedded in the cloth, the temperature of the cloth may be finely controlled.

The temperature range available range from cloth which is barely warm (often used in clothing) to cloth which is blindingly white hot (used by smiths for smelting and forging steel and dweomermetals). Unfortunately, the hotter the portable fire is, the less stable it becomes.

The coolest sorts radiate their gentle warmth no matter how roughly they are handled, and can thus be used in blankets and clothing. The warmer, household types (150 to 250 degrees) must be kept still (such as wrapped around a pot) or moved only slowly (carrying the pot to the table). The hottest household fires (450 degrees) must be kept still or they will quench. Fires used in light craftwork ( 800 to 2000 degrees) are so finicky they must be used on a solid stable surface, such as a stone table or a sand bed. The very hottest sorts used by smiths and alchemists (5000 degrees and up) are so delicate that they must be used inside specially constructed enclosures, as nearly any vibration, or even a stray breeze, will cause them to quench instantly.

If a portable fire is disturbed excessively the elemental fire flickers and "quenches", or stops producing heat. The temperature of the portable fire immediately falls to the surrounding temperature, but objects already heated cool normally.

All portable fires may also be quenched by folding them up, so that their hot surfaces are turned in upon one another. Once quenched, to activate a portable fire is very simple: you unfold it. After being unfolded it takes anywhere from several seconds ( for a 150 degree fire) to several minutes for very hot fires) to begin working again.

Portable fires only emit their heat in one direction, and the backside of the cloth remains room temperature. They are completely fireproof, but provide no protection to their wearer if worn.

An 8,000° F portable fire is most typically used for alchemical experiments and magical forges.

Pot, Folding

  • Cost: 10 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Leathersmith), Profession (Alchemist)
    • Check DC: 25, 25

A folding pot is a cooking pot made of specially-treated leather, which can be rolled up and carried in a backpack, but is still sturdy enough to hang over a camp fire when preparing food. The folding pot is impervious to fire, but allows heat to pass through it just like a metal pot. It is lightweight, easy to clean, and easy to stow into your pack when you need to break camp for a new day. They also make great gifts.

Pouch, War Spirit

  • Cost: 50 gp
  • Weight: 0.5 lbs
  • Craftable? Yes
    • Skill: Profession (Leathersmith), Knowledge (Arcana)
    • Check DC: 20, 35

This tiny bundle of sacred herbs and bones supposedly attracts the attention of helpful battle-spirits. By crushing the pouch as a standard action, the bearer gains 1d4+1 temporary hit points. These temporary hit points go away after 10 minutes, or after they are removed through damage. Temporary hit points do not stack; instead only the largest available amount is used. Once used, the spirit pouch is destroyed.

Rope, Spider's Silk (50 ft.)

  • Cost: 100 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Profession (Weaving), Knowledge (Nature)
    • Check DC: 45, 30

This 50-foot length of rope is woven of strands of silk from monstrous spiders. It is lightweight, and considerably stronger than the traditional hempen rope. Spider's silk rope can only be sundered by a slashing weapon or a weapon with the sunder weapon quality, has a maneuver defense of 10, and a durability of 2.

Salve of Slipperiness

This substance provides a +2 Competence Bonus on all Escape Artist checks made to escape from a grapple. The salve also grants a +1 Competence Bonus to the wearer’s Maneuver Defense for the purpose of avoiding grapple attempts. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, the area should be treated as a long-lasting Grease spell. When applied to a character, that character automatically fails all climb checks.

The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine).

Salve of slipperiness is needed to coat the inside of a container meant to hold sovereign glue.

This is a consumable item — once it is used, it is expended and cannot be used again.

Serenity Quilt

  • Cost: 500 gp
  • Weight: 3.5 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

A cuddly blanket that soothes you to sleep.

Sovereign Glue

This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of Salve of Slipperiness, and each time any of the bonding agent is poured from the flask, a new application of the Salve of Slipperiness must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container. A flask of sovereign glue, when found, holds anywhere from 1 to 7 ounces of the stuff (1d8–1, minimum 1), with the other ounce of the flask’s capacity taken up by the Salve of Slipperiness. One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when Universal Solvent is applied to the bond. Sovereign glue is dissolved by Universal Solvent.

This is a consumable item — once it is used, it is expended and cannot be used again.

Spice Box

  • Cost: 125 gp
  • Weight: 1 lb
  • Craftable? No
    • Skill: -
    • Check DC: -

A brass cylinder with numerous tiny holes on one of its flat sides. When shaken, holes-down, over food, it greatly improves the taste. What's that? No! No, good sir (or ma'am)! A spice box is no mere salt shaker! It enhances the flavor of any food, whether savory or sweet, spicy or tart, bringing forward the most delicious elements of its origins. It can turn even the most pallid and bland of thin, watery gruels into a delightful, tongue-cavorting, life-changing, thin, watery gruel. Hmm? Well, of course it can't do anything about the food's texture. But you won't care. Trust me.

Caution should be taken not to use the spice box on foods which are poisonous, as they will become delicious and irresistible. And that would be dangerous and wrong.

Sunrod

  • Cost: 2 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Blacksmith), Profession (Alchemist)
    • Check DC: 15, 25

This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light, dim light becomes bright light). A sunrod does not increase the light level in bright light, nor can it increase the light level in magical darkness or true darkness. It glows for 6 hours, after which the gold tip is burned out and worthless.

Torch, Everburning

  • Cost: 110 gp
  • Weight: 1 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon.

Turning Stone, Huge

  • Cost: 10,000 gp
  • Weight: 100 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

Turning Stones are the 'newest' form of magical crystals in the Empire, dating back only a few thousand years. A Turning Stone is used to power charged magic items. Turning Stones come in four common sizes: small, medium, large, and huge.

Huge Turning Stones are used to power very large items such as ley ships, golems and constructs of size huge or larger, and the magical defenses of smaller fortresses. A huge Turning Stone weighs around 100 pounds and costs around twenty gold when empty. Huge Turning Stones hold huge charges which are ten times as powerful as a large charge. A huge Turning Stone holds 100 huge charges and typically costs 100 gold per charge, so a fully charged huge Turning Stone is worth 10,000 gold.

Huge charges may be used as large charges to power constructs if you make a Use Magical Devices roll against a target of 28 + the caster level of the device being powered. If you succeed on this roll by 5 or more, only 1/10th of a huge charge is expended.

Note that there is some degree of danger to using incorrectly-sized magical charges! If you fail the Use Magical Device roll, you inflict 1 point of sonic and force damage to yourself and all within five feet of you for each point you missed the roll by. Yes, you can deliberately fail a Use Magical Devices roll to inflict damage. It's extremely hard on you, though.

If you need more mana than a huge Turning Stone, hire a mage circle or build a turning house.

Turning Stone, Large

  • Cost: 1,010 gp
  • Weight: 10 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

Turning Stones are the 'newest' form of magical crystals in the Empire, dating back only a few thousand years. A Turning Stone is used to power charged magic items. Turning Stones come in four common sizes: small, medium, large, and huge.

Large Turning Stones are used to power larger items such as siege bombards, catapults, trebuchets and snails, golems and constructs up to size large, and ley carriages. A large Turning Stone weighs ten pounds and costs ten gold when empty. Large Turning Stones hold large charges which are ten times as powerful as a standard charge. A large Turning Stone holds 50 large charges, and typically costs 20 gold per charge, so a fully charged large Turning Stone is worth 1010 gold.

Large charges may be used as regular charges to power personal magical items if you make a Use Magical Device roll against a target of 25 + the caster level of the magic item being powered. If you succeed on this roll by 5 or more, only 1/10th of a large charge is expended.

A Large Turning Stone can be used to provide Huge charges at a cost of ten Large charges to one Huge charge if you make a Use Magical Device roll against a target of 10 + the caster level of the device being charged.

Note that there is some degree of danger to using incorrectly-sized magical charges! If you fail the Use Magical Device roll, you inflict one point of sonic and force damage to yourself and all within five feet of you for each point you missed the roll by. Yes, you can deliberately fail a Use Magical Devices roll to inflict damage. It's extremely hard on you, though.

Turning Stone, Medium

  • Cost: 1,005 gp
  • Weight: 0.5 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

Turning Stones are the 'newest' form of magical crystals in the Empire, dating back only a few thousand years. A Turning Stone is used to power charged magic items. Turning Stones come in four common sizes: small, medium, large, and huge.

Medium Turning Stones are exactly as small Turning Stones, simply bigger. To use a medium Turning Stone, you hold it in one hand while wielding the item you wish to empower in your other hand. If you make a Use Magical Device roll against a target number of 15, you may use the Turning Stone regardless of where it is on your person (though not in an extradimensional storage device) to power a magic item you are using. This check must be performed each time the Turning Stone is used, and failure means nothing happens. The item in question must have at least enough remaining charges within it to power any and all abilities you wish to use. A medium Turning Stone holds up to 100 charges, weighs 1/2 pound, and costs 5 gp if empty. Each charge costs 10 gp, so a medium Turning Stone, fully charged, is worth 1,005 gold.

A Medium Turning Stone can be used to provide Large charges at a cost of ten charges to one Large charge if you make a Use Magical Device roll against a target of 15 + the caster level of the device being powered. Furthermore, a Medium Turning Stone that is fully charged can provide one Huge charge if you make a Use Magical Device roll against a target of 35 + the caster level of the device being powered.

Note that there is some degree of danger to using incorrectly-sized magical charges! If you fail the Use Magical Device roll, you inflict one point of sonic and force damage to yourself and all within five feet of you for each point you missed the roll by. Yes, you can deliberately fail a Use Magical Devices roll to inflict damage. It's extremely hard on you, though.

Turning Stone, Small

  • Cost: 500 gp
  • Weight: 0.1 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

Turning Stones are the 'newest' form of magical crystals in the Empire, dating back only a few thousand years. A Turning Stone is used to power charged magic items. Turning Stones come in four common sizes: small, medium, large, and huge.

Small Turning Stones can be used to power any item which uses charges, such as wands (note that magic staves use a special form of magic charges and are not compatible with Turning Stones). A small Turning Stone starts with 50 charges. To use a small Turning Stone, you hold it in the same hand as the item you wish to empower. If you make a Use Magical Device roll against a target number of 15, you may use the Turning Stone regardless of where it is on your person (though not in an extradimensional storage device) to power a magic item you are using. This check must be performed each time the Turning Stone is used, and failure means nothing happens. The item in question must have at least enough remaining charges within it to power any and all abilities you wish to use. A small Turning Stone weighs 1/10th of a pound and costs 1 gp if empty. Charging a small Turning Stone typically costs 10 gold per charge, so a fully charged small Turning Stone is worth 500 gold.

Universal Solvent

This substance has the unique property of being able to dissolve Sovereign Glue, Tanglefoot Bags, and all other adhesives. Applying the solvent is a standard action.

This is a consumable item — once it is used, it is expended and cannot be used again.

Wardrobe of Cleanliness

  • Cost: 3,000 gp
  • Weight: 350 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

Place dirty clothes inside, close chest. After one minute, open chest and all clothes are clean, repaired to a new state, perfumed, and neatly folded. Other versions allow you to stand inside them, which cleans both you and your clothes.

Watch, Alchemical

  • Cost: 250 gp
  • Weight: 1 lbs
  • Craftable? Yes
    • Skill: Profession (Blacksmith), Profession (Alchemist)
    • Check DC: 50, 65

A small, metal pocket watch, comprised of tiny gears, several somewhat volatile chemicals, and something slimy and possibly alive. It allows the bearer to determine the time of day, even when indoors or underground. It takes a very serious mind to care what time it is when you're in the middle of a room full of mummies, but for a mere 250 gold, you can win the respect of all your peers by doing just that.

Water Stone

  • Cost: 15 gp
  • Weight: 0.1 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

Water stones are very simple but extremely handy magic rocks. If a water stone is kept wet, it continually oozes a fine seepage of fresh clear water. A water stone will produce between three quarts and ten quarts of water per day, enough to keep the average man alive and healthy. If water stones are stored or used close together, they stop working, so people who own more than one have to be careful with them. In general, if more than four water stones occupy a single 5 foot square for more than a few days, they all stop working and have to be replaced.

These stones are made in droves for use by the military, which issues them to troops in the field. They are typically carried in a canteen, and as long as there is any water in the canteen the stone will continually make more. Many troopers take the stones out of their canteens and keep them in their mouths instead, which means that they get all the water they need, don't have to keep drinking all the time, and don't have to carry the weight of a continually full canteen all day.

Water stones are readily available to civilians as well.