The Miniature Compass

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The Miniature Compass - a Talisman sortable guide by Archvillain Ediwir

Art by Sid the Queer aka @MiasMacaron

This guide is meant to be a sortable database for Talismans and other similar items.
To sort the items, click on the arrows on the headings and select from the dropdown
menus. This will hopefully help you find what you need for your character. Due to
space limitations, this guide has little discussion on the reason for ratings: the base
assumption is that all such items are situational, and should be swapped often.

Select the category you're interested in from the page list on the bottom to get started.

For more guides see the tab at the bottom, or join me at the Pathfinder2e subreddit or discord.gg/pathfinder2e for more
Updated 22/11/22 - Sections updated to Treasure Vault: Catalysts

Some more guides by me:

PubAlchem, an alchemist’s resource


The Sceptical Chymist, an in-depth Alchemist class guide
The Wololo Guide, an adventure conversion roadmap
The 25 Reasons to Play Pathfinder, an introductory collection
Off to See the Wizard, a guide to Foundry’s Rule Elements

Some more item-related guides, not by me:


The Complete Treasure Table by Cate Baxter
TALISMANS
Talismans are single use consumable items which must be attached to an item via the Affix a Talisman 10-minute a
They cover the role of purchaseable free actions, quickened buffs, or rider effects. An item can only carry one Talis
Some talismans are also fulus, meaning they are made of paper and more vulnerable to the elements.

General reminder:
A Talisman Cord can help you make the most of your Talismans by extending their lifespan!
See also the Rapid Affixture feat and Talisman Dabbler archetype for more.

Base Information Requirements

Name Lv Price Attached to Benefit Weapon


Emergency Disguise (U) 1 3 gp armour Infiltration
Owlbear Claw 1 3 gp weapon Combat
Potency Crystal 1 4 gp weapon Combat
Silver Tripod 1 3 gp weapon Combat Firearm
Slippery Ribbon (U) 1 12 gp armour Skill (tumble)
Wolf Fang 1 4 gp armour Skill (trip)
Adaptive Cogwheel 2 5 gp weapon Combat Firearm
Bronze Bull Pendant 2 7 gp armour Skill (shove)
Crying Angel Pendant 2 7 gp armour Skill (first aid)
Effervescent Ampoule 2 7 gp armour Movement
Hunter's Bane 2 6 gp armour Perception
Jade Cat 2 6 gp armour Skill (balance)
Lover's Knot (U) 2 6 gp armour Healing
Mesmerizing Opal 2 7 gp armour Skill (feint)
Monkey Pin 2 6 gp armour Movement
Onyx Panther 2 7 gp armour Skill (sneak)
Savior Spike 2 7 gp armour Save (fall)
Conrasu Coin, arbiter (U) 3 7 gp armour Skill (impress)
Feather Step Stone 3 8 gp armour Movement
Indomitable Keepsake 3 12 gp armour Defense
Matchmaker Fulu 3 10 gp armour Skill (Impress)
Merciful Charm (U) 3 9 gp weapon Combat
Retrieval Prism 3 12 gp armour Utility
Snapleaf 3 9 gp armour Infiltration
Venomous Cure Fulu 3 10 gp armour Save (Poison)
Admonishing Band 4 20 gp weapon Feat Firearm
Blessed Ampoule (U) 4 15 gp weapon Combat Any (E)
Bloodseeker Beak 4 20 gp weapon Combat
Dragonbone Arrowhead 4 20 gp weapon Combat Melee (E)
Fear Gem 4 20 gp weapon Feat Melee
Dragon Turtle Scale 4 13 gp armour Movement
Energized Cartridge 4 20 gp weapon Combat Firearm, Crossbow
Fortifying Pebble (U) 4 13 gp shield Defense
Lion Badge (U) 4 15 gp armour Save (Fear)
Sniper's Bead 4 16 gp weapon Combat Firearm, Crossbow, 2h (M)
Mortalis Coin 4 20 gp armor Defense
Alchemist's Damper (U) 5 30 gp weapon Combat Firearm (E)
Eye of Enlightnment 5 25 gp weapon Skill (knowledge)
Fulu of the Drunken Monkey 5 25 gp armour Save (Poison)
Fulu of the Stoic Ox 5 25 gp armour Save (Disease)
Goblin-Eye Orb 5 24 gp weapon Perception Firearm, Crossbow (E)
Malleable Clay (U) 5 30 gp weapon Combat
Tiger Menuki 5 30 gp weapon Combat
Beckoning Cat Amulet (U) 5 26 gp armour Save (Reflex)
Emerald Grasshopper 5 30 gp armour Movement
Golden Branding Iron (U) 5 25 gp weapon Infiltration Firearm, Crossbow, 2h (E)
Oily Button (U) 5 30 gp armour Skill (disarm)
Mad Mammoth's Juke (R) 5 30 gp armour Defense
Rhino Hide Brooch (U) 5 280 gp armour Defense
Shark Tooth Charm 5 23 gp armour Skill (escape)
Sneaky Key 5 22 gp armour Skill (pick lock)
Copper Penny 5 30 gp armour Defense
Poracha Fulu 5 30 gp armour Defense (Persistent)
Binding Coil 6 50 gp weapon Skill (grapple)
Ghostbane Fulu 6 30 gp weapon Combat
Golden Silencer (U) 6 50 gp weapon Infiltration Firearm
Iron Cube 6 50 gp weapon Feat Melee (E)
Liquid Gold (U) 6 40 gp weapon Initiative Firearm, Crossbow, 1h
Peacemaker 6 35 gp weapon Defense Firearm, Crossbow
Peachwood Talisman (U) 6 40 gp armour Perception
Singing Muse (U) 6 250 gp armour Skill (perform)
Inventor's Fulu 6 50 gp innovation Combat
Snarling Badger (Lesser) 6 50 gp armour Combat
Murderer's Knot 7 66 gp weapon Combat Any (E)
Putrescent Glob (U) 7 65 gp weapon Combat Any (E)
Grim Trophy 7 55 gp armour Skill (intimidate)
Persistent Lodestone 7 55 gp weapon Combat Firearm
Swift Block Cabochon (U) 7 70 gp shield Defense
Whisper Briolette (U) 7 55 gp armour, clothes Infiltration
Dragonfly Fulu 7 60 gp armour Skill
Emergency Eye 7 60 gp armour Defense
Ensnaring Disk 7 70 gp shield Defense (Shield Block)
Escape Fulu 7 70 gp armour Defense/Skill
Grudgestone 7 70 gp weapon Combat
Detect Anathema Fulu (U) 8 100 gp armour Skill (Religion)
Gallows Tooth 8 100 gp weapon Combat Melee
Liquid Gold (U) 8 80 gp weapon Initiative Firearm, Crossbow, 1h
Jade Bauble 8 100 gp weapon Combat Melee (M)
Orchestral Brooch 8 100 gp armour Skill (perform)
Stormfeather 8 100 gp armour Movement
Runescribed Disk (U) 8 100 gp armour Movement
Chain of Stars 8 100 gp weapon (thrown) Combat
Basilisk Eye 9 150 gp shield Defense
Golden Branding Iron (U) 9 120 gp weapon Infiltration Firearm, Crossbow, 2h (E)
Indomitable Keepsake (Greater) 9 120 gp armour Defense
Ixamè's Eye (R) 9 150 gp headgear Perception
Rebound Fulu 9 125 gp shield Combat
Wooden Nickel 9 130 gp armour Utility
Conrasu Coin, bythos (U) 10 200 gp armour Defense
Golden Silencer (U) 10 200 gp weapon Infiltration Firearm
Iron Medallion 10 175 gp armour Save (Fear)
Lucky Rabbit's Foot (U) 10 175 gp armour Save (Reflex)
Mummified Bat 10 175 gp weapon Feat
Retrieval Prism (Greater) 10 200 gp armour Utility
Shockguard Coil (R) 10 175 gp shield Defense
Sniper's Bead (Greater) 10 160 gp weapon Combat Firearm, Crossbow, 2h (M)
Vanishing Coin 10 160 gp armour Initiative
Ruby Capacitor 10 180 gp staff Resources
Lion Claw 11 300 gp weapon Combat
Ghostshot Wrapping 11 300 gp weapon Infiltration Ranged
Golden Spur (U) 11 300 gp weapon Movement Firearm, Crossbow
Blending Brooch 11 275 gp armor Combat
Reverberating Stone 11 275 gp shield Combat
Balisse Feather 12 400 gp weapon Combat
Iron Equalizer 12 400 gp weapon Feat Any (M)
Eye of Apprehension 12 400 gp armour Initiative
Fade Band 12 320 gp armour Defense
Shrieking Skull 12 400 gp weapon Combat Firearm, Crossbow
Captivating Bauble 12 350 gp armour Utility
Dragonscale Cameo 12 400 gp armour Movement
Snarling Badger (Moderate) 12 400 gp armour Combat
Binding Coil 13 450 gp weapon Skill (grapple)
Golden Branding Iron (U) 13 450 gp weapon Infiltration Firearm, Crossbow, 2h (E)
Mending Lattice (U) 13 525 gp shield Defense
Reflecting Shard (U) 13 500 gp shield Defense
False Death Vial (U) 13 600 gp Unarmored DefenDefense
Dazing Coil 14 900 gp weapon Combat
Grinning Pugwampi (U) 14 700 gp weapon Combat
Vapor Sphere 14 900 gp armour Defense Armour (E)
Viper's Fang 14 850 gp weapon Feat Melee (M)
Iron Cudgel 14 900 gp weapon Feat Melee 2h (M)
Reflected Moonlight Fulu 14 750 gp armour Defense
Dragontooth Trophy 14 800 gp weapon Combat
Ruby Capacitor (Greater) 14 800 gp staff Resources
Indomitable Keepsake (Major) 15 1200 gp armour Defense
Grudgestone (Greater) 15 900 gp weapon Combat
Reverberating Stone (Greater) 15 1200 gp shield Combat
Flame Navette 16 1800 gp armour Feat
Ghost Dust 16 1800 gp armour Defense
Sniper's Bead (Major) 16 1600 gp weapon Combat Firearm, Crossbow, 2h (M)
Stormbreaker Fulu (U) 16 1900 gp armour Defense
Tusk and Fang Chain (U) 16 1800 gp armour Skill (grapple)
Dispelling Sliver 17 2400 gp weapon Combat Any (M)
Celestial Hair (R) 20 12500 gp armour Defense
a the Affix a Talisman 10-minute activity to function.
An item can only carry one Talisman.
able to the elements.

Guide Section

Skill Save Effect Summary Consistent


Deception (T) Instantly creates a disguise. Quick Disguise feat improves effect. No
Single use critical specialisation on weapon crit. Yes
Weapon is +1 striking for one turn. level based
Stabilises a kickback weapon, but prevents it from moving. No
Acrobatics (E) Increases Speed enough to surpass enemy with Tumble Through No
Athletics (T) Adds Str modifier to trip damage. No
Turns a gun into another gun for 1 round. Runes remain. Yes
Athletics (T) Grants +2 to Shove, prevents critical failures. No
Medicine (T) Prevents critical failures. No
Acrobatics (E) Walk on water, avoid pressure plates. No
Survival (T) Helps detect unseen attackers Yes
Acrobatics (T) Reduces fall damage and grants mobility benefits to Balance. No
Medicine (T) Heals 2d6 as an action. If you have Battle Medicine, heals 2d6+7. level based
Prevents critical failures. Upscales successes to crits. Yes
Athletics (T) Climb much faster. No
Stealth (T) Increases Speed during Sneak. No
Reflex (E) Prevents critical failures. Upscales successes to crits. No
Grants a +2 to a single check, or +3 if the target is Lawful. No
Acrobatics (E) Ignores difficult terrain for one turn. No
Provides an HP buffer against firearm crits. 10 HP. Yes
Prevents critical failures. +2 to one Diplomacy check. No
Weapon gains the Nonlethal trait for 1 minute. No
Free action to retrieve a chosen linked item of 1 bulk or less. Yes
Allows to fall softly and invisibly. No
Grants a +2 to a single poison save. No
Intimidation (T) Grants or enhances Warning Shot. No
Converts damage to Good. No
Adds precision damage on flatfooted. Enhances Sneak attack. Yes
As an action, grants Thrown 20ft and Returning to melee weapon for 1Yes
Grants or enhances Intimidating Strike. No
Athletics (E) Grants swim speed for 1 minute. No
Converts damage to energy of choice, adds persistent damage on crit.Yes
Attached object takes reduced damage. Yes
Will (E) Reduces your Frightened level by 1 when you gain it. Yes
ossbow, 2h (M) Removes long range penalty up to 2 range increments. No
You become dying 1 instead of dying 2
Removes the penalties from kickback, once. No
Knowledge (E) When hitting an enemy, Recall Knowledge. Yes
Grants +2 to saves against a specific poison, for 1 minute. No
Grants +2 to saves against a specific disease, for 1 minute. No
Perception (E) Ignore concealment on the upcoming shot. Yes
Weapon becomes Versatile (any physical damage) for 1 minute. No
As a free action, grants Sweep for 1 minute. Yes
When you reroll a Reflex save, allies can also reroll. No
Athletics (E) Stretches the length of a High Jump. DC is fixed at 30. No
ossbow, 2h (E) You mark a target for a month. The mark is only visible to a few allies.Yes
Athletics (E) Enhances penalties and benefit of successful Disarms. Yes
Acrobatics (E) Escape from avalanches, collapses, or similar. No
Reactively grants resistance to physical damage. Yes
Acrobatics (E) Nearly ensures successful escapes from grapples. No
Thievery (E) Prevents critical failures. No
Activate it, then you can't be knocked prone
Can wear a bunch, negates persistent damage on a 1 to 1 basis.
Athletics (E) Allows a free action grapple on a creature hit. DC20 to Escape. Yes
Grants Ghost Touch against the chosen creature for 1 minute. No
Stealth (E) What it says on the tin. No noise, no flash, no screams. 10/10 sniper lilevel based
Grants or enhances Knockdown. No
Stealth (E) RAW, it's broken (no effect). Likely meant to let you draw with initiativeYes
Grants Sanctuary when stowing the weapon. Yes
Perception (E) Gives awareness of unseen Undead (1 min). Yes
Upscales successes to crits. Used for Bard focus spells. No
Fail instead of critically fail with actions that have the unstable trait. No
Get Heroism when you lose dying
Adds bleed damage on flatfooted. Enhanced Twist the Knife. Yes
Increase severity of Sickened, but prevents removing it. DC23. level based
Intimidate (E) Applies Demoralise to two targets. Yes
When missing, reload automatically Yes
Allows to use Shield Block without having the shield raised. No
Stealth (E) Single use telepathy. No
Skill bonuses to jumping, and jumping in mid air
Perception (E) You get a round of being able to see when you get blinded
Athletics (E) Use shield block to yeet (disarm) weapon out of hand, get a bonus.
Status Bonus to Escape and Stealth.
Punish a critical hit with a +3 S.Bonus to Damage Rolls against them for 1 minute.
Damages and brands the wearer if chosen anathema is committed. No
Intimidate (M) Flatfoots target opponent for 1 turn, no save. Yes
Stealth (E) The weapon loads as you draw it. Yes
Flatfoots all opponents for 1 turn, no save. Costs an action. No
Perform (M) Upscales successes to crits. Used for Bard focus spells. Also grants +No
Acrobatics (E) Quickened Fly, for 1 minute. Yes
Acrobatics (E) For a single move action, you do not trigger reactions. No
Shuriken fly out at up to 3 other targets, MAP doesn't increase till after all.
When blocking, can Slow opponent for 1 min. DC25. level based
ossbow, 2h (E) You mark a target for a year. The mark is only visible to a few allies. Yes
Provides an HP buffer against firearm crits. 20 HP. Yes
See through fog or mist for 1 minute. No
When blocking, damages opponent based on Hardness. Yes
Deception (M) Illusion makes 2 bulk of stuff seem valuable.
Grants a +2 to AC vs one attack, plus a 10ft move. Enhances Nimble Roll.
Yes
Stealth (E) What it says on the tin. No noise, no flash, no screams. 10/10 snipe4liflevel based
Will (M), Fighter Prevents critical failures. Upscales failure to success. Ongoing buff. No
Desnan item. Reroll a save against damage. If you fail, Stride. Yes
Perception (M) Grants or enhances Blind-Fight. Yes
Free action to retrieve any item on your person of 1 bulk or less. Yes
When shield blocking, deals damage and flatfoots (reflex save) level based
ossbow, 2h (M) Removes long range penalty up to 4 range increments. No
Stealth (M) Gain Invisibility (lv2) for one turn on initiative. Yes
Gives you a temporary extra charge for a staff that you lose at end of turn.
Stealth (M) Stride and Strike against an unaware enemy in one action. No
Prevents being revealed when shooting from hiding. No
Any Tradition (M) Teleport within10ft of target hit (within 120ft). Yes
Stealth (M) Will Save Invisibility on Initiative
Athletics (M) Shield must be raised, sonic damage cone when struck, fort save.
Debuffs target evildoer. DC29. Lasts 1 turn. level based
Grants or enhances Certain Strike. Press. No
Perception (M) Roll twice, take highest. No
Stealth (M) Grants Invisibility (lv2) when an attack misses you. Yes
Intimidation (E) Allows to Intimidate all creatures within 30ft of the target. Yes
Deception (M) or Diplomacy (M) Hour long ability to fascinate people with a minute's conversation.
5 minute 50 foot fly speed from a one action activation.
6th level Heroism when you lose the dying condition
Athletics (E) Allows a free action grapple on a creature hit. DC30 to Escape. Yes
ossbow, 2h (E) You mark a target permanently. The mark is only visible to a few alliesYes
Crafting (M) Negate damage and fully repairs item. Yes
Athletics (M) Reflect a spell using Athletics as the Counteract
Fake Your Death when reduced to 0, and teleport your stuff to a safe location nearby.
Stuns flatfooted target. DC31. level based
Imposes misfortune on a flatfooted target. DC33, effect on success. Yes
Reflex (E) Blocks a surprise attack or trap and moves you away. Yes
Grants or enhances Attack of Opportunity. Yes
Grants or enhances Brutal Finish. Press. No
Reroll a Save against a Death or Negative effect, and if you crit succeeds it becomes positive and turns o
Changes Damage Type to match the Dragon, full type change.
Adds Temporary charges to your staff, letting you cast more
Provides an HP buffer against firearm crits. 30 HP. Yes
Do more damage to a creature who critically hit you for a minute, scaled up edition
Athletics (M) Shield must be raised, sonic damage cone when struck, fort save.
Will (E) Grants or enhances Determination, which removes conditions. Yes
Stealth (L) Swiftly casts Invisibility (lv4) as you move. Yes
ossbow, 2h (M) Removes long range penalty up to maximum range (6 increments). No
Resists cold, electricity, sonic, difficult terrain or forced movement. Yes
Can Confuse enemy in a grapple. DC35, effect on success. Yes
Casts Dispel Magic (lv8, +29) on target hit. Can enhance Dispelling Slice. level based
Prevents critical failures or critical hits; debuff evil enemy (DC41). Yes
Powerful
Some
Very
Very
No
No
No
Some
Some
Some
Some
Some
Some
Very
Some
No
Some
Some
Some
Some
Some
Some
No
Some
Very
Some
Some
Very
Some
No
Very
Very
Very
Some
Very
Some

No
Some
Some
No
Very
Some
Some
Very
Some
No
Some
Very
Very
Very
No

Some
Very
Very
Very
Some
No
Some
No

Some
No
Very
No
Some
Very

Some
Very
No
Very
No
Very
Some

No
No
Some
Some
Some

Very
Very
Very
Very
Very
Yes
Some
Some
Some

Very
Some
Some

No
Very
No
Very
Very
Some
No
Very

location nearby.
Some
Some
Very
Very
Some
eeds it becomes positive and turns on it's creator.

Some

Very
Very
Some
Very
Some
Very
Some
FULU
Fulu are single use consumable items made of paper which must be affixed via a single action to function.
They have less limitations than talismans and can be attached to a variety of objects, but are vulnerable to the envi

General reminder:
Certain fulus are also Talismans! Those are covered in the Talisman section
and follow all the rules for Talismans, including affixture limits and times.

Base Information

Name Lv Price Attached to Benefit


Fulu of Fire Suppression 3 10 gp Area Safety
Fulu of Flood Suppression 3 10 gp Area Safety
Matchmaker Fulu 3 10 gp armour Skill (Impress)
Spirit-Sealing Fulu 3 10 gp Creature Combat
Venomous Cure Fulu 3 10 gp armour Save (Poison)
Magical Lock Fulu 4 15 gp Item Safety
Apotropaic Fulu 5 25 gp Area Warding
Fulu of the Drunken Monkey 5 25 gp armour Save (Poison)
Fulu of the Stoic Ox 5 25 gp armour Save (Disease)
Tracking Fulu 5 25 gp Item Espionage
Fulus of Concealment 6 40 gp Area Warding
Ghostbane Fulu 6 30 gp weapon Combat
Restful Sleep Fulu 6 32 gp Creature Warding
Detect Anathema Fulu (U) 8 100 gp armour Skill (Religion)
Rebound Fulu 9 125 gp shield Combat
Spirit-Sealing Fulu (Greater) 10 155 gp Creature Combat
Stormbreaker Fulu (U) 16 1900 gp armour Defense
must be affixed via a single action to function.
ed to a variety of objects, but are vulnerable to the environment.

alisman section
s and times.

Guide Section

Effect Summary Duration Powerful


When catching fire, extinguishes local fires (or counteracts magical fires) 1 week Some
When submerged, vaporises local water (or counteracts magical water) 1 week Some
Prevents critical failures. +2 to one Diplomacy check. No Some
Paralyses target undead (Will DC 17). 1 round Some
Grants a +2 to a single poison save. No Some
Locks an opening (window, door, container). The more fulu are applied, the stronger the lock. 1 hour Some
Wards and entrance against certain alignments and may Sicken intruders. DC 17. 1 year No
Grants +2 to saves against a specific poison, for 1 minute. No Some
Grants +2 to saves against a specific disease, for 1 minute. No No
Allows to follow an affixed target. 1 hour Very
Generate a localised Invisibility Sphere against the chosen creature type. 1 hour Very
Grants Ghost Touch against the chosen creature for 1 minute. No Very
Improves rest and protects against nightmares 1 hour No
Damages and brands the wearer if chosen anathema is committed. No Some
When blocking, damages opponent based on Hardness. Yes Some
Paralyses target undead (Will DC 27), with longer duration for critical failures. 1 round Some
Resists cold, electricity, sonic, difficult terrain or forced movement. Yes Very
GADGETS
Gadgets are single use consumables based on steam tech, clockwork, black powder, or some other form of early s
They cover the role of single-use items attached to your equipment, or sometimes held in one hand, and can be no
Due to the use of technology, almost all gadgets are uncommon or rare, though inventors and regions with access

General reminder:
The Gadget Specialist inventor feat is the most reliable way to deploy gadgets every day!
See also the Contingency Gadgets feat for versatility and Ubiquitous Gadgets for more.
** the Magnetic Suit lacks both a rarity
Base Information Limitations

Name Lv Price Usage Benefit Rarity


Blast Boots (Lesser) 1 3 gp on footwear Movement Uncommon
Clockwork Goggles 1 3 gp lenses Perception Uncommon
Cryomister (Lesser) 1 3 gp 1 hand Control Uncommon
Impact Foam Chassis (Lesser) 1 3 gp on armour Defense Uncommon
Ablative Armor Plating (Lesser) 1 4 gp on armour Defense Uncommon
Ablative Shield Plating (Lesser) 1 4 gp on shield Defense Uncommon
Explosive Mine (Lesser) 1 4 gp held, 2h Hazard Uncommon
Flare Beacon (Lesser) 1 4 gp held, 1h Perception Uncommon
Instant Spy 2 5 gp held, 1h Infiltration Uncommon
Smoke Fan 2 5 gp held, 1h Perception Uncommon
Spring-Loaded Net Launcher 2 6 gp held, 1h Control Uncommon
Wind-Up Cart 2 6 gp held, 2h Movement Uncommon
Cauterizing Torch 2 10 gp held, 1h Cleansing Uncommon
Blast Boots (Moderate) 3 11 gp on footwear Movement Uncommon
Ablative Armor Plating (Moderate) 3 12 gp on armour Defense Uncommon
Ablative Shield Plating (Moderatre) 3 12 gp on shield Defense Uncommon
Periscopic Viewfinder 3 12 gp held, 1h Perception Rare
Etheric Essence Disruptor (Lesser) 3 60 gp held, 1h Antimagic Uncommon
Material Essence Disruptor (Lesser) 3 60 gp held, 1h Antimagic Uncommon
Clockwork Goggles (Greater) 4 15 gp lenses Perception Uncommon
Impact Foam Chassis (Moderate) 4 15 gp on armour Defense Uncommon
Chameleon Suit 4 16 gp on armour Infiltration Uncommon
Galvasphere 4 20 gp held, 1h Combat Rare
Magnetic Suit** 4 20 gp on armour Defense Common
Gadget Skates 5 21 gp on footwear Movement Uncommon
Cryomister (Moderate) 5 25 gp 2 hand Control Uncommon
Gecko Pads 5 25 gp on hands Movement Uncommon
Electromuscular Stimulator 5 30 gp worn Combat Rare
Flare Beacon (Moderate) 6 35 gp held, 1h Perception Uncommon
Explosive Mine (Moderate) 6 40 gp held, 2h Hazard Uncommon
Ablative Armor Plating (Greater) 7 70 gp on armour Defense Uncommon
Ablative Shield Plating (Greater) 7 70 gp on shield Defense Uncommon
Etheric Essence Disruptor (Moderate) 7 360 gp held, 1h Antimagic Uncommon
Material Essence Disruptor (Moderate) 7 360 gp held, 1h Antimagic Uncommon
Smoke Fan (Greater) 8 75 gp held, 1h Perception Uncommon
Chameleon Suit (Greater) 8 80 gp on armour Infiltration Uncommon
Clockwork Goggles (Major) 8 80 gp lenses Perception Uncommon
Clockwork Spider Bomb 8 100 gp held, 1h Combat Uncommon
Gecko Pads (Greater) 9 125 gp on hands Movement Uncommon
Blast Boots (Greater) 9 140 gp on footwear Movement Uncommon
Impact Foam Chassis (Greater) 9 150 gp on armour Defense Uncommon
Flare Beacon (Greater) 10 180 gp held, 1h Perception Uncommon
Magnetic Suit (Greater)** 10 200 gp on armour Defense Common
Cryomister (Greater) 11 250 gp 3 hand Control Uncommon
Etheric Essence Disruptor (Greater) 11 1,400 gp held, 1h Antimagic Uncommon
Material Essence Disruptor (Greater) 11 1,400 gp held, 1h Antimagic Uncommon
Chameleon Suit (Major) 12 320 gp on armour Infiltration Uncommon
Explosive Mine (Greater) 12 400 gp held, 2h Hazard Uncommon
Ablative Armor Plating (Major) 13 600 gp on armour Defense Uncommon
Ablative Shield Plating (Major) 13 600 gp on shield Defense Uncommon
Impact Foam Chassis (Major) 14 650 gp on armour Defense Uncommon
Etheric Essence Disruptor (Major) 15 6,500 gp held, 1h Antimagic Uncommon
Material Essence Disruptor (Major) 15 6,500 gp held, 1h Antimagic Uncommon
Flare Beacon (Major) 16 1,500 gp held, 1h Perception Uncommon
Magnetic Suit (Major)** 16 2,000 gp on armour Defense Common
Cryomister (Major) 17 2,500 gp 4 hand Control Uncommon
Blast Boots (Major) 17 2,750 gp on footwear Movement Uncommon
Explosive Mine (Major) 18 4,000 gp held, 2h Hazard Uncommon
Ablative Armor Plating (True) 19 8,000 gp on armour Defense Uncommon
Ablative Shield Plating (True) 19 8,000 gp on shield Defense Uncommon
der, or some other form of early science.
held in one hand, and can be normally worn over magic items.
ventors and regions with access to inventors* have access to uncommon gadgets.

*Regions affected are Absalom, New Thassilon,


Alkenstar, Dongun Hold, or especially technological
regions of Arcadia like the Deadshot Lands.

Magnetic Suit lacks both a rarity tag and the Gadget trait, which I believe to be an error. It's also VERY weirdly worded.
Guide Section

Usage Actions Effect Summary Consistent


Attached 1 action Allows you to Jump without a running start. No
Worn 2 actions Grant low-light vision. 10 minutes. Yes
Thrown 1 action Creates difficult terrain and cold damage in a 5ft burst Yes
Attached Passive Foam reduces fall damage by 40ft, but traps you if not broken. No
Attached 10 minutes Grants 5 temporary HP for 1 minute. No
Attached 10 minutes Grants 5 temporary HP for 1 minute to a shield. No
Deployed 2 actions Explodes when stepped on. 5ft radius. No
Thrown 2 actions Shines like a torch, descending 10ft per round. Can dazzle. No
Deployed 1 action Records up to 1 hour of sounds around it. No
Interact 1 action Coloured smoke grants concealment within 5ft for 1 minute. Yes
Interact 1 action Longer-ranged net (60ft instead of 20ft). No
Deployed 1 action Cart that moves itself forward for 1 minute (300ft) and carries 4 bulk. No
Interact 1 action Can stop bleed. No
Attached 1 action Allows you to Jump an extra 30 feet without a running start. Yes
Attached 10 minutes Grants 10 temporary HP for 10 minutes. Yes
Attached 10 minutes Grants 10 temporary HP for 10 minutes to a shield. No
Interact 1 action Reveals the map/area around you, but not secret areas. No
Held 2 actions Can counteract divine or occult spells. lv2, bonus +7. Yes
Held 2 actions Can counteract arcane or primal spells. lv2, bonus +7. Yes
Worn 2 actions Grant darkvision. 10 minutes. Yes
Attached Passive Foam reduces fall damage by 100ft, but traps you if not broken. No
Attached 2 actions You can Hide without concealment (but not Sneak) for 1 minute. Yes
Deployed 2 actions Animates a corpse as a construct-type zombie for 1 minute. No
Attached Passive You grant AC and Athletics bonuses or penalties to yourself and otherYes
Interact 1 action Move at double speed once per turn for up to 1 minute. Hard to manouNo
Thrown 1 action Creates difficult terrain and cold damage in a 10ft burst Yes
Attached 2 actions Gain a Climb speed for 1 minute. No
Interact 2 actions Shocks you into speed. Quickens for up to 1 minute, but deals damagYes
Thrown 2 actions Shines like a bright light, descending 10ft per round. Can dazzle. No
Deployed 2 actions Explodes when stepped on. 5ft radius. No
Attached 10 minutes Grants 20 temporary HP for 1 hour. Yes
Attached 10 minutes Grants 20 temporary HP for 1 hour to a shield. No
Held 2 actions Can counteract divine or occult spells. lv4, bonus +13. Yes
Held 2 actions Can counteract arcane or primal spells. lv4, bonus +13. Yes
Interact 1 action Coloured smoke grants concealment within 20ft for 1 minute. Yes
Attached 2 actions You can Hide without concealment (but not Sneak) for 10 minutes. Yes
Worn 2 actions Grant darkvision and see invisibility. 10 minutes. Yes
Deployed 1 action Slowly crawls forward until attacked, then explodes for 5d6 fire within 5No
Attached 2 actions Gain a Climb speed for 1 hour. No
Attached 1 action Allows you to Jump great lengths for 1 minute. Yes
Attached Passive Foam reduces fall damage by 200ft, but traps you if not broken. No
Thrown 2 actions Shines like a lighthouse, descending 10ft per round. Can dazzle and blNo
Attached Passive You grant AC and Athletics bonuses or penalties to yourself and otherYes
Thrown 1 action Creates difficult terrain and cold damage in a 15ft burst Yes
Held 2 actions Can counteract divine or occult spells. lv6, bonus +18. Yes
Held 2 actions Can counteract arcane or primal spells. lv6, bonus +18. Yes
Attached 2 actions You can Hide without concealment (but not Sneak) for 1 hour. Yes
Deployed 2 actions Explodes when stepped on. 5ft radius. No
Attached 10 minutes Grants 30 temporary HP for 1 hour. Yes
Attached 10 minutes Grants 30 temporary HP for 1 hour to a shield. No
Attached Passive Foam reduces fall damage by 400ft, but traps you if not broken. No
Held 2 actions Can counteract divine or occult spells. lv8, bonus +24. Yes
Held 2 actions Can counteract arcane or primal spells. lv8, bonus +24. Yes
Thrown 2 actions Shines like a m*****cker, descending 10ft per round. Can dazzle and bYes
Attached Passive You grant AC and Athletics bonuses or penalties to yourself and otherYes
Thrown 1 action Creates difficult terrain and cold damage in a 20ft burst Yes
Attached 1 action Allows you to Fly for 1 minute, but makes you Clumsy. Yes
Deployed 2 actions Explodes when stepped on. 10ft radius. No
Attached 10 minutes Grants 40 temporary HP for 1 hour. Yes
Attached 10 minutes Grants 40 temporary HP for 1 hour to a shield. No
VERY weirdly worded.

Powerful
No
No
No
Very
No
No
Some
No
Very
Some
Some
No
Some
Some
Some
No
Some
Very
Very
Some
Some
Very
No
Very
Some
Some
Some
Very
No
Some
Very
No
Very
Very
Some
Very
Very
No
Some
Very
Some
Some
Very
Some
Very
Very
Very
Some
Some
No
No
Very
Very
Some
Very
Some
Some
Some
Some
No
Spellhearts
Spellhearts are permanent items which must be affixed to an item via the Affix a Spellheart 10-minute activity to fun
They count as talismans for the affixture limit and always grant the user a cantrip. Greater spellhearts also grant a 1

General reminder:
Spellhearts are not affected by abilities that improve the use of Talismans!
Each spellheart has a defensive effect when attached to armour and another when attached to weapons (see filter)
On cantrips, you can use your own Spell Attack and DC if it's better!
Base Information

Name Lv Price Granted Spell Weapon Benefit


Flaming Star 3 55 gp produce flame Striking
Grim Sandglass 3 55 gp chill touch Striking
Perfect Droplet 3 55 gp spout Mobility
Trinity Geode 3 60 gp scatter scree Striking
Polished Demon Horn (U) 3 55 gp daze Striking
Pickled Demon Tongue (U) 3 60 gp acid splash Striking
Five-Feather Wreath 4 90 gp gale blast Mobility
Polished Demon Horn (U) (greater) 8 450 gp fear Striking
Pickled Demon Tongue (U) (greater) 8 460 gp acidic burst Striking
Five-Feather Wreath (greater) 8 425 gp wall of wind Mobility
Flaming Star (greater) 8 425 gp fireball Striking
Grim Sandglass (greater) 8 450 gp harm / heal Striking
Perfect Droplet (greater) 8 450 gp aqueous orb / feet tMobility
Trinity Geode (greater) 8 460 gp meld into stone Striking
Polished Demon Horn (U) (major) 12 1750 gp agonizing despair Striking
Pickled Demon Tongue (U) (major) 12 1750 gp acid arrow Striking
Five-Feather Wreath (major) 12 1750 gp air walk Mobility
Flaming Star (major) 12 1750 gp wall of fire Striking
Grim Sandglass (major) 12 2000 gp enervation / restoraStriking
Perfect Droplet (major) 12 1800 gp hydraulic torrent Mobility
Trinity Geode (major) 12 1900 gp spike stones Striking
em via the Affix a Spellheart 10-minute activity to function.
the user a cantrip. Greater spellhearts also grant a 1/day spell and Major spellheart heighten that spell and add a second one.

r and another when attached to weapons (see filter).

Guide Section

Effect Summary Key Spell


Either resist fire 2, or enhance your Strikes with 1d4 fire until the end of next turn. Fire
Either resist negative 2, or enhance your Strikes with 1d4 negative until the end of next turn. Necromancy
Either resist 2 against water effects or creatures, or become able to move through creatures. Water
Either grants temporary resistance 1 to physical or enhance Strikes with 1d4 bludgeoning. Earth
Either resist evil/chaotic 2, or enhance your Strikes with 1d4 mental until the end of next turn. Enchantment
Either resist acid and demons 2, or enhance your Strikes with 1d4 acid until the end of next turn. Acid
Either boosts Acrobatics and resist fall damage 2, or grants a single Fly action for 10 ft. Air
Either resist evil/chaotic 5, or enhance your Strikes with 1d6 mental until the end of next turn. Enchantment
Either resist acid and demons 5, or enhance your Strikes with 1d6 acid until the end of next turn. Acid
Either boosts Acrobatics and resist fall damage 5, or grants a single Fly action for 25 ft. Air
Either resist fire 5, or enhance your Strikes with 1d6 fire until the end of next turn. Fire
Either resist negative 5, or enhance your Strikes with 1d6 negative until the end of next turn. Necromancy
Either resist 5 against water effects or creatures, or become able to move through creatures. Water
Either grants temporary resistance 3 to physical or enhance Strikes with 1d6 bludgeoning. Earth
Either resist evil/chaotic 10, or enhance your Strikes with 1d8 mental until the end of next turn. Enchantment
Either resist acid and demons 10, or enhance your Strikes with 1d8 acid until the end of next turn. Acid
Either boosts Acrobatics and resist fall damage 10, or grants a single Fly action for 40 ft. Air
Either resist fire 10, or enhance your Strikes with 1d8 fire until the end of next turn. Fire
Either resist negative 10, or enhance your Strikes with 1d8 negative until the end of next turn. Necromancy
Either resist 10 against water effects or creatures, or become able to move through creatures. Water
Either grants temporary resistance 5 to physical or enhance Strikes with 1d8 bludgeoning. Earth
pell and add a second one.

Rating
***
***
****
***

***

****
***
***
*
***

*****
***
***
*
***
Catalysts
Catalysts are single use consumable components which can be used as part of Casting a Spell.
They function as booster or rider effects for specific spells and can help enhance your spellcasting.

Note that rating on situationality and power here take into account the basic idea that you intended to cast the spell

Base Information Tradition

Name Lv Price Affected Spell Benefit Arcane Divine


Thunderbird Tuft (Lesser) 1 3 gp Shocking Grasp Defensive Yes
Soothing Scents 3 10 gp Soothe Cleansing
Waterproofing Wax 3 10 gp Grease Terrain Yes
Bralani Breath 3 11 gp Mage Armor Defensive Yes
Seventh Prism (Triangular) 3 10 gp Color Spray Control Yes
Dazzling Rosary 4 15 gp Spiritual Weapon Control Yes
Grave Token (U) 4 18 gp Harm Range Yes
Euphoric Loop 5 30 gp Charm Control Yes
Fearcracker 5 25 gp Mirror Image Defense Yes
Gravemist Taper 5 25 gp Obscuring Mist Terrain Yes
Nightpitch 5 60 gp Darkness Terrain Yes Yes
Firestarter Pellets 5 25 gp Fireball Damage Yes
Healer's Gel (Lesser) 5 25 gp Heal Defensive Yes
Shimmering Dust 5 25 gp Glitterdust Control Yes
Thunderbird Tuft (Moderate) 5 25 gp Shocking Grasp Defensive Yes
Unsullied Blood (Lesser) (U) 5 30 gp Vampiric Touch Defensive Yes Yes
Dragon Throat Scale 7 55 gp Magic Missile Damage Yes
Seventh Prism (Pentagonal) 7 52 gp Color Spray Control Yes
Dimensional Knot 7 60 gp Dimension Door Mobility Yes
Swirling Sand (R) 7 52 gp Suggestion Control Yes
Unsullied Blood (Moderate) (U) 8 85 gp Vampiric Touch Defensive Yes Yes
Bralani Breath (Greater) 9 110 gp Mage Armor Defensive Yes
Healer's Gel (Moderate) 9 125 gp Heal Defensive Yes
Noxious Incense 9 125 gp Wall of Fire Terrain Yes
Thunderbird Tuft (Greater) 9 125 gp Shocking Grasp Defensive Yes
Nevercold 10 180 gp Fire Shield Defensive Yes
Bottled Screams (U) 10 200 gp Seal Fate Damage Yes Yes
Deathless Light (U) 10 165 gp Any Light Steady Yes Yes
Firestarter Pellets (Greater) 10 175 gp Fireball Damage Yes
Unsullied Blood (Greater) (U) 10 200 gp Vampiric Maiden Defensive Yes Yes
Vultures Wing (U) 10 200 gp Ray of Enfeeb. Control Yes Yes
Dazzling Rosary (Greater) 12 350 gp Spiritual Weapon Control Yes
Shadow Ash (R) 12 750 gp Animate Dead Defensive Yes Yes
Euphoric Loop (Greater) 13 450 gp Charm Control Yes
Healer's Gel (Greater) 13 500 gp Heal Defensive Yes
Thunderbird Tuft (Major) 13 500 gp Shocking Grasp Defensive Yes
Force Tiles 13 525 gp Wall of Force Terrain Yes
Nevercold (Compressed) 14 720 gp Fire Shield Defensive Yes
Defiled Costa (R) 14 900 gp Mask of Terror Damage Yes
Noxious Incense (Greater) 14 750 gp Wall of Fire Terrain Yes
Unsullied Blood (Major) (U) 14 900 gp Vampiric Ex. Defensive Yes Yes
Firestarter Pellets (Major) 15 1200 gp Fireball Damage Yes
Defiled Costa (Greater) (R) 17 2500 gp Mask of Terror Damage Yes
Nevercold (Refined) 18 3,600 gp Fire Shield Defensive Yes
spellcasting.

ou intended to cast the spell in the first place, and are thus rated on "when you would benefit from this spell" as context.

Guide Section

Occult Primal Effect Summary Consistent


Yes Electricity damages attackers (1d4) for 1 round, more if metallic. Yes
Yes Your Soothe spell reduces the Frightened condition. Yes
Yes Allows to split and spread the Grease area. Yes
Yes Push creatures away from you. Costs an action. No
Yes The Dazzled condition lasts longer. No
Yes Creatures critically hit are Dazzled for one turn. Max lv4 spell. Yes
Yes Grants Harm additional range. No
Yes Yes When the effect ends, the target is Stunned (or Confused if in combat)No
Yes Whenever an image is destroyed, the attacker becomes Frightened 1.Yes
Yes Improves concealment from the cloud and causes Frightened on a misYes
Yes Yes Makes the area difficult terrain even for creatures with Darkvision. No
Yes Creatures affected continue to burn for 1d6 persistent fire damage. Yes
Yes One affected creature gains 5 temporary hit points. Yes
Yes Affected creature shine and suffer penalties to Stealth. No
Yes Electricity damages attackers (1d4) for 1 minute, more if metallic. Yes
Yes Converts half the temporary hit point regained into permanent hit pointYes
Yes Changes Magic Missile's damage type. Yes
Yes The area increases, Dazzled lasts longer and has higher DC. Yes
Yes Allows to bring a creature with you (but causes it to be Stunned). No
Yes Forces a target to spin in place, which triggers attacks of opportunity. Yes
Yes Converts half the temporary hit point regained into permanent hit pointYes
Yes Push creatures further away from you. Costs an action. No
Yes One affected creature gains 10 temporary hit points. Yes
Yes Smoke conceals creature adjecent to the Wall. Max lv6 spell. No
Yes Electricity damages attackers (2d4) for 1 minute, more if metallic. Yes
Yes The effects last longer, but require an extra casting action. Max 4th levNo
Yes Adds 1d6 persistent damage to a failed save (2d6 on a crit fail). Yes
Yes Yes Affected spells are harder to counteract with Darkness. No
Yes Creatures affected continue to burn for 2d6 persistent fire damage. Yes
Yes Converts half the temporary hit point regained into permanent hit pointYes
Yes Grants Heighten 5th: the spell affects a cone of 30ft. Yes
Yes Creatures critically hit are Dazzled for one turn. Any level spell. Yes
Yes Hitting your undead causes damage and drained 1. Undead may resurYes
Yes Yes When the effect ends, the targets are Stunned (or Confused if in combNo
Yes One affected creature gains 15 temporary hit points. Yes
Yes Electricity damages attackers (3d4) for 1 minute, more if metallic. Yes
Yes The wall is larger, taller, and damages creatures that touch it. Yes
Yes The effects last longer, but require an extra casting action. Max 6th levNo
Yes Yes Adds 6d10 damage (once) to critical failure. Yes
Yes Smoke conceals creature adjecent to the Wall. Any level spell. No
Yes Converts half the temporary hit point regained into permanent hit pointYes
Yes Creatures affected continue to burn for 3d6 persistent fire damage. Yes
Yes Yes Adds instant death (once) to critical failure. Incapacitation. Yes
Yes The effects last longer, but require an extra casting action. Max 8th levNo
rom this spell" as context.

Powerful
Some
Very
Some
No
Some
Some
Some
Some
Some
Some
Some
Very
Some
No
Some
Some
Some
Very
Very
Some
Some
No
Some
Some
Some
No
Very
No
Very
Some
Very
Very
Very
Some
Some
Some
Some
No
Some
Some
Some
Very
Very
No

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