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Pathfinder Second Edition

Compendium

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Magical Gear (Legacy)

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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.

Attributes

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