Pathfinder Second Edition
Compendium
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Magical Gear (Legacy)
The items on Table 6–12 are the magic items from Chapter 11 that a 1st-level character could most frequently access. The descriptions below are incomplete; the items’ full entries appear in Chapter 11. Your GM might allow you to start with other magic items from Chapter 11 on a case‑by‑case basis.
Table 6–12: Magical Gear
Consumable Magic Items | Price | Bulk |
---|---|---|
Holy water | 3 gp | L |
Unholy water | 3 gp | L |
Potions | Price | Bulk |
Minor healing potion | 4 gp | L |
Scrolls | Price | Bulk |
Scroll of a common 1st-level spell | 4 gp | L |
Talismans | Price | Bulk |
Potency crystal | 4 gp |
— |
Consumable Magic Items
You can typically purchase holy and unholy water in a settlement. Particularly good settlements tend to ban unholy water and evil settlements tend to ban holy water.Holy Water: You can throw holy water like a bomb, dealing 1d6 good damage and 1 good splash damage to fiends, undead, and other creatures with a weakness to good damage.
Unholy Water: You can throw unholy water like a bomb, dealing 1d6 evil damage to celestials and other creatures with a weakness to evil damage.
Potions
Potions are magic items you drink to gain a variety of benefits.Minor Healing Potion: After drinking a minor healing potion, you regain 1d8 Hit Points.
Scrolls
Scrolls are magical scriptures that hold the necessary magic to cast a particular spell without using your spell slots. The Price listed in the table is for a scroll with a common 1st‑level spell.Talismans
A talisman is a special, single-use item you affix to your armor, a weapon, or elsewhere, allowing you to activate the talisman later for a special benefit.Potency Crystal: When you affix the crystal to a weapon and activate it, this talisman empowers the weapon for the rest of the turn, granting it a +1 item bonus to attack rolls and a second weapon damage die.