Consumables

Pathfinder Core Rulebook (Second Edition), page 559

This section includes magic items with the consumable trait. An item with this trait can be used only once. Unless stated otherwise, it is destroyed after activation. When a character creates consumable items, they can make them in batches of four, as described in the Craft activity. Consumables includes the following subcategories, with any special rules appearing at the start of the section.

  • Ammunition** begins on this page.
  • Oils** appear on page 561.
  • Potions** are described on page 562.
  • Scrolls** are listed on page 564.
  • Talismans** begin on page 565.
  • Other Consumables** begins on page 570.

Ammunition

These magic items are ammunition for ranged weapons. Each item’s stat block includes an Ammunition entry that lists which type of ammunition it can be Crafted as, or “any” if it’s not limited to any particular type. All stat blocks for ammunition omit the Usage and Bulk entries; use the standard rules in Chapter 6: Equipment for the type of ammunition to determine reloading times and Bulk.

When using magic ammunition, use your ranged weapon’s fundamental runes to determine the attack modifier and damage dice. Don’t add the effects of your weapon’s property runes unless the ammunition states otherwise—the ammunition creates its own effects. Magic ammunition deals damage on a hit normally in addition to any listed effects unless its description states otherwise.

Regardless of whether an attack with magic ammunition hits or misses, launching the ammunition consumes its magic. Magic ammunition is made of normal materials, not precious materials, unless stated otherwise.

Activated Ammunition

If magic ammunition doesn’t have an Activate entry, it’s activated automatically when it’s launched. Types of magic ammunition that have an Activate entry must be activated with additional actions before being used. Once you activate the ammunition, you must shoot it before the end of your turn. Otherwise, it deactivates (but it isn’t consumed) and you must activate it again before you can use it. If you shoot the ammunition without activating it first, it functions as non-magical ammunition and is still consumed.

The action required to activate the ammunition doesn’t alter how many actions it takes to reload. For example, you could activate a beacon shot arrow by touching it with 1 action, then draw and shoot the arrow as part of a Strike as normal. For a beacon shot bolt, you could activate it, load it into a crossbow, then shoot it, or load it into the crossbow, then activate it, and then shoot it.

Oils

Oils are magical gels, ointments, pastes, or salves that are typically applied to an object and are used up in the process. They have the oil trait. Applying an oil usually takes two hands: one to hold the jar containing the oil, and another to extract the oil and apply it. You can only apply an oil to an item or creature within your reach. Because the process is so thorough, it is usually impossible to apply an oil to an unwilling target or an item in the possession of an unwilling target unless that target is paralyzed, petrified, or unconscious.

Potions

A potion is a magical liquid activated when you drink it, which uses it up. Potions have the potion trait. You can activate a potion with an Interact action as you drink it or feed it to another creature. You can feed a potion only to a creature that is within reach and willing or otherwise so helpless that it can’t resist. You usually need only one hand to consume a potion or feed it to another creature.

Scrolls

A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of magic missile (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.

If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single Recall Knowledge action and automatically succeed at identifying the scroll’s spell. If it’s not, you must use Identify Magic (page 238) to learn what spell the scroll holds.

Casting a Spell from a Scroll

Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.

To Cast a Spell from a scroll, the spell must appear on your spell list. Because you’re the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).

Any physical material components and costs are provided when a scroll is created, so you don’t need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.

Scroll Statistics

All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated.

Varying Statistics

Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to Cast the Spell are added to the scroll’s Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll’s rarity matches the spell’s rarity.

The traits for a scroll vary based on the spell it contains. A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it.

Crafting a Scroll

The process to Craft a scroll is much like that to Craft any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either Cast that Spell during the crafting process, or someone else must do so in your presence. Casting that Spell doesn’t produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot. You can’t Craft a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell.

Like other consumables, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted.

Sample Scrolls

A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.

Talismans

An item with the talisman trait is a magical charm, gem, stone, or other small object affixed to armor, a shield, or a weapon (called the affixed item). Each talisman holds a sliver of combat knowledge or magical energy that can be unleashed for a momentary boost of power or enhanced ability. Many talismans can be activated as a free action when you use a particular action or activity. A talisman is a consumable item and has the talisman trait.

You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently, usually crumbling into a fine dust.

Affixing a Talisman

Each talisman’s stat block indicates the type of item it can be affixed to. Affixing or removing requires using the Affix a Talisman activity. A single talisman can be affixed to only one item at a time, and an item can have only one talisman affixed to it at a time.

Talismans

These are but a few of the talismans available.

Other Consumables

Though many consumables are grouped into specific categories, such as potions and talismans, some consumables don’t fit into those categories.

ItemCategoryLevelPriceBulkUsage
Beacon ShotConsumables 310 gp ——
Climbing BoltConsumables 415 gp ——
Disintegration BoltConsumables 151,300 gp ——
Explosive AmmunitionConsumables 9130 gp ——
Ghost AmmunitionConsumables 14900 gp ——
Penetrating AmmunitionConsumables 12400 gp ——
Shining AmmunitionConsumables 13 gp ——
Sleep ArrowConsumables 311 gp ——
Spellstrike AmmunitionConsumables 312 gp ——
Stone BulletConsumables 151,300 gp ——
Storm ArrowConsumables 9130 gp ——
Vine ArrowConsumables 310 gp ——
Viper ArrowConsumables 417 gp ——
Antimagic OilConsumables 2013,000 gp Lheld in 2 hands
Aligned OilConsumables 9140 gp Lheld in 2 hands
Nectar of PurificationConsumables 13 gp Lheld in 1 hand
Obfuscation OilConsumables 151,200 gp Lheld in 2 hands
Oil of AnimationConsumables 12330 gp Lheld in 2 hands
Oil of Keen EdgesConsumables 11250 gp Lheld in 2 hands
Oil of MendingConsumables 39 gp Lheld in 2 hands
Oil of PotencyConsumables 27 gp Lheld in 2 hands
Oil of RepulsionConsumables 11175 gp Lheld in 2 hands
Oil of WeightlessnessConsumables 26 gp Lheld in 2 hands
Salve of AntiparalysisConsumables 640 gp Lheld in 2 hands
Salve of SlipperinessConsumables 525 gp Lheld in 2 hands
Barkskin PotionConsumables 415 gp Lheld in 1 hand
Dragon’s Breath PotionConsumables 770 gp Lheld in 1 hand
Healing PotionConsumables 14 gp Lheld in 1 hand
Invisibility PotionConsumables 420 gp —held in 1 hand; Bulk L
PanaceaConsumables 13450 gp Lheld in 1 hand
Potion of FlyingConsumables 8100 gp Lheld in 1 hand
Potion of LeapingConsumables 521 gp Lheld in 1 hand
Potion of QuicknessConsumables 890 gp Lheld in 1 hand
Potion of ResistanceConsumables 645 gp Lheld in 1 hand
Potion of SwimmingConsumables 650 gp Lheld in 1 hand
Potion of TonguesConsumables 12320 gp Lheld in 1 hand
Potion of UndetectabilityConsumables 184,400 gp Lheld in 1 hand
Potion of Water BreathingConsumables 311 gp Lheld in 1 hand
Shrinking PotionConsumables 415 gp Lheld in 1 hand
Serum of Sex ShiftConsumables 760 gp Lheld in 1 hand
Truesight PotionConsumables 161,500 gp Lheld in 1 hand
Truth PotionConsumables 646 gp Lheld in 1 hand
Scroll of GlitterdustConsumables 312 gp Lheld in 1 hand
Scroll of Illusory DisguiseConsumables 13 gp Lheld in 1 hand
Bloodseeker BeakConsumables 420 gp —affixed to a weapon
Bronze Bull PendantConsumables 27 gp —affixed to armor
Crying Angel PendantConsumables 27 gp —affixed to armor
Dazing CoilConsumables 14900 gp —affixed to a weapon
Dispelling SliverConsumables 172,400 gp —affixed to a weapon
Dragon Turtle ScaleConsumables 413 gp —affixed to armor
Effervescent AmpouleConsumables 27 gp —affixed to armor
Emerald GrasshopperConsumables 530 gp —affixed to armor
Eye of ApprehensionConsumables 12400 gp —affixed to armor
Fade BandConsumables 12320 gp —affixed to armor
Fear GemConsumables 420 gp —affixed to a weapon
Feather Step StoneConsumables 38 gp —affixed to armor
Flame NavetteConsumables 161,800 gp —affixed to armor
Gallows ToothConsumables 8100 gp —affixed to a weapon
Ghost DustConsumables 161,800 gp —affixed to armor
Grim TrophyConsumables 755 gp —affixed to armor
Hunter’s BaneConsumables 26 gp —affixed to armor
Iron CubeConsumables 650 gp —affixed to a weapon
Iron CudgelConsumables 14900 gp —affixed to a weapon
Iron EqualizerConsumables 12400 gp —affixed to a weapon
Iron MedallionConsumables 10175 gp —affixed to armor
Jade BaubleConsumables 8100 gp —affixed to a melee weapon
Jade CatConsumables 26 gp —affixed to armor
Mending LatticeConsumables 13525 gp —affixed to a shield or weapon
Mesmerizing OpalConsumables 27 gp —affixed to armor
Monkey PinConsumables 26 gp —affixed to armor
Mummified BatConsumables 10175 gp —affixed to a weapon
Murderer’s KnotConsumables 766 gp —affixed to a weapon
Onyx PantherConsumables 27 gp —affixed to armor
Owlbear ClawConsumables 13 gp —affixed to a weapon
Potency CrystalConsumables 14 gp —affixed to a weapon
Savior SpikeConsumables 27 gp —affixed to armor
Shark Tooth CharmConsumables 523 gp —affixed to armor
Sneaky KeyConsumables 522 gp —affixed to armor
Swift Block CabochonConsumables 770 gp —affixed to a shield
Tiger MenukiConsumables 530 gp —affixed to a weapon
Vanishing CoinConsumables 10160 gp —affixed to armor
Viper’s FangConsumables 14850 gp —affixed to a weapon
Wolf FangConsumables 14 gp —affixed to armor
Candle of TruthConsumables 875 gp —held in 1 hand
Dust of AppearanceConsumables 650 gp —held in 1 hand
Dust of DisappearanceConsumables 9135 gp —held in 1 hand
Elemental GemConsumables 10200 gp —held in 1 hand
Feather TokenConsumables 155 gp —held in 1 hand
Holy WaterConsumables 13 gp Lheld in 1 hand
Javelin of LightningConsumables 9110 gp Lheld in 1 hand
RunestoneConsumables 13 gp Lheld in 1 hand
Unholy WaterConsumables 13 gp Lheld in 1 hand