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.
| Item | Category | Level | Price | Bulk | Usage |
|---|---|---|---|---|---|
| Beacon Shot | Consumables | 3 | 10 gp | — | — |
| Climbing Bolt | Consumables | 4 | 15 gp | — | — |
| Disintegration Bolt | Consumables | 15 | 1,300 gp | — | — |
| Explosive Ammunition | Consumables | 9 | 130 gp | — | — |
| Ghost Ammunition | Consumables | 14 | 900 gp | — | — |
| Penetrating Ammunition | Consumables | 12 | 400 gp | — | — |
| Shining Ammunition | Consumables | 1 | 3 gp | — | — |
| Sleep Arrow | Consumables | 3 | 11 gp | — | — |
| Spellstrike Ammunition | Consumables | 3 | 12 gp | — | — |
| Stone Bullet | Consumables | 15 | 1,300 gp | — | — |
| Storm Arrow | Consumables | 9 | 130 gp | — | — |
| Vine Arrow | Consumables | 3 | 10 gp | — | — |
| Viper Arrow | Consumables | 4 | 17 gp | — | — |
| Antimagic Oil | Consumables | 20 | 13,000 gp | L | held in 2 hands |
| Aligned Oil | Consumables | 9 | 140 gp | L | held in 2 hands |
| Nectar of Purification | Consumables | 1 | 3 gp | L | held in 1 hand |
| Obfuscation Oil | Consumables | 15 | 1,200 gp | L | held in 2 hands |
| Oil of Animation | Consumables | 12 | 330 gp | L | held in 2 hands |
| Oil of Keen Edges | Consumables | 11 | 250 gp | L | held in 2 hands |
| Oil of Mending | Consumables | 3 | 9 gp | L | held in 2 hands |
| Oil of Potency | Consumables | 2 | 7 gp | L | held in 2 hands |
| Oil of Repulsion | Consumables | 11 | 175 gp | L | held in 2 hands |
| Oil of Weightlessness | Consumables | 2 | 6 gp | L | held in 2 hands |
| Salve of Antiparalysis | Consumables | 6 | 40 gp | L | held in 2 hands |
| Salve of Slipperiness | Consumables | 5 | 25 gp | L | held in 2 hands |
| Barkskin Potion | Consumables | 4 | 15 gp | L | held in 1 hand |
| Dragon’s Breath Potion | Consumables | 7 | 70 gp | L | held in 1 hand |
| Healing Potion | Consumables | 1 | 4 gp | L | held in 1 hand |
| Invisibility Potion | Consumables | 4 | 20 gp | — | held in 1 hand; Bulk L |
| Panacea | Consumables | 13 | 450 gp | L | held in 1 hand |
| Potion of Flying | Consumables | 8 | 100 gp | L | held in 1 hand |
| Potion of Leaping | Consumables | 5 | 21 gp | L | held in 1 hand |
| Potion of Quickness | Consumables | 8 | 90 gp | L | held in 1 hand |
| Potion of Resistance | Consumables | 6 | 45 gp | L | held in 1 hand |
| Potion of Swimming | Consumables | 6 | 50 gp | L | held in 1 hand |
| Potion of Tongues | Consumables | 12 | 320 gp | L | held in 1 hand |
| Potion of Undetectability | Consumables | 18 | 4,400 gp | L | held in 1 hand |
| Potion of Water Breathing | Consumables | 3 | 11 gp | L | held in 1 hand |
| Shrinking Potion | Consumables | 4 | 15 gp | L | held in 1 hand |
| Serum of Sex Shift | Consumables | 7 | 60 gp | L | held in 1 hand |
| Truesight Potion | Consumables | 16 | 1,500 gp | L | held in 1 hand |
| Truth Potion | Consumables | 6 | 46 gp | L | held in 1 hand |
| Scroll of Glitterdust | Consumables | 3 | 12 gp | L | held in 1 hand |
| Scroll of Illusory Disguise | Consumables | 1 | 3 gp | L | held in 1 hand |
| Bloodseeker Beak | Consumables | 4 | 20 gp | — | affixed to a weapon |
| Bronze Bull Pendant | Consumables | 2 | 7 gp | — | affixed to armor |
| Crying Angel Pendant | Consumables | 2 | 7 gp | — | affixed to armor |
| Dazing Coil | Consumables | 14 | 900 gp | — | affixed to a weapon |
| Dispelling Sliver | Consumables | 17 | 2,400 gp | — | affixed to a weapon |
| Dragon Turtle Scale | Consumables | 4 | 13 gp | — | affixed to armor |
| Effervescent Ampoule | Consumables | 2 | 7 gp | — | affixed to armor |
| Emerald Grasshopper | Consumables | 5 | 30 gp | — | affixed to armor |
| Eye of Apprehension | Consumables | 12 | 400 gp | — | affixed to armor |
| Fade Band | Consumables | 12 | 320 gp | — | affixed to armor |
| Fear Gem | Consumables | 4 | 20 gp | — | affixed to a weapon |
| Feather Step Stone | Consumables | 3 | 8 gp | — | affixed to armor |
| Flame Navette | Consumables | 16 | 1,800 gp | — | affixed to armor |
| Gallows Tooth | Consumables | 8 | 100 gp | — | affixed to a weapon |
| Ghost Dust | Consumables | 16 | 1,800 gp | — | affixed to armor |
| Grim Trophy | Consumables | 7 | 55 gp | — | affixed to armor |
| Hunter’s Bane | Consumables | 2 | 6 gp | — | affixed to armor |
| Iron Cube | Consumables | 6 | 50 gp | — | affixed to a weapon |
| Iron Cudgel | Consumables | 14 | 900 gp | — | affixed to a weapon |
| Iron Equalizer | Consumables | 12 | 400 gp | — | affixed to a weapon |
| Iron Medallion | Consumables | 10 | 175 gp | — | affixed to armor |
| Jade Bauble | Consumables | 8 | 100 gp | — | affixed to a melee weapon |
| Jade Cat | Consumables | 2 | 6 gp | — | affixed to armor |
| Mending Lattice | Consumables | 13 | 525 gp | — | affixed to a shield or weapon |
| Mesmerizing Opal | Consumables | 2 | 7 gp | — | affixed to armor |
| Monkey Pin | Consumables | 2 | 6 gp | — | affixed to armor |
| Mummified Bat | Consumables | 10 | 175 gp | — | affixed to a weapon |
| Murderer’s Knot | Consumables | 7 | 66 gp | — | affixed to a weapon |
| Onyx Panther | Consumables | 2 | 7 gp | — | affixed to armor |
| Owlbear Claw | Consumables | 1 | 3 gp | — | affixed to a weapon |
| Potency Crystal | Consumables | 1 | 4 gp | — | affixed to a weapon |
| Savior Spike | Consumables | 2 | 7 gp | — | affixed to armor |
| Shark Tooth Charm | Consumables | 5 | 23 gp | — | affixed to armor |
| Sneaky Key | Consumables | 5 | 22 gp | — | affixed to armor |
| Swift Block Cabochon | Consumables | 7 | 70 gp | — | affixed to a shield |
| Tiger Menuki | Consumables | 5 | 30 gp | — | affixed to a weapon |
| Vanishing Coin | Consumables | 10 | 160 gp | — | affixed to armor |
| Viper’s Fang | Consumables | 14 | 850 gp | — | affixed to a weapon |
| Wolf Fang | Consumables | 1 | 4 gp | — | affixed to armor |
| Candle of Truth | Consumables | 8 | 75 gp | — | held in 1 hand |
| Dust of Appearance | Consumables | 6 | 50 gp | — | held in 1 hand |
| Dust of Disappearance | Consumables | 9 | 135 gp | — | held in 1 hand |
| Elemental Gem | Consumables | 10 | 200 gp | — | held in 1 hand |
| Feather Token | Consumables | 1 | 55 gp | — | held in 1 hand |
| Holy Water | Consumables | 1 | 3 gp | L | held in 1 hand |
| Javelin of Lightning | Consumables | 9 | 110 gp | L | held in 1 hand |
| Runestone | Consumables | 1 | 3 gp | L | held in 1 hand |
| Unholy Water | Consumables | 1 | 3 gp | L | held in 1 hand |
