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8/7/2019 Compiled Equipment & Spell Services
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Compiled Equipment
& Spell Services
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Armor
Armor Cost Weight Improves AC by
Banded Mail 200 GP 35 lbs. 6
Chitin Armor 80 GP 30 lbs. 6
Hide Armor 15 GP 30 lbs. 4
Lamellar Armor 100 GP 35 lbs. 5
Brigandine Armor Armor Cost Weight Improves AC by
Brigandine 120 GP 35 lbs. 4
Oriental Brigandine 180 GP 30 lbs. 4
Chain Mail Armor Armor Cost Weight Improves AC by
Chain Mail 75 GP 40 lbs. 5
Dark Elven Chain 125,000 GP 25 lbs. 6
Elven Chain 125,000 GP 25 lbs. 6
CuirassArmor Cost Weight Improves AC by
Bronze Cuirass 125 GP 30 lbs. 4
Leather Cuirass 50 GP 20 lbs. 3
Wooden Cuirass 15 GP 10 lbs. 2
Gladitorial Armor Armor Cost Weight Improves AC by
Gallic Gladiator Armor 32 GP 20 lbs. 4
Samnite Gladiator Armor 82 GP 40 lbs. 5
Thracian Gladiator Armor 10 GP 10 lbs. 1
Half PlateArmor Cost Weight Improves AC by
Dark Elven Half Plate 225,000 GP 30 lbs. 8
Dwarven Half Plate 275,000 GP 40 lbs. 9
Elven Half Plate 225,000 GP 30 lbs. 8
Half Plate 2,500 GP 45 lbs. 7
Helmet *Helmet Cost Weight Improves AC by
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Cap 3 SP 1 lbs. 1
Coif 5 SP 1 lbs. 1
Sallet 5 GP 2 lbs. 2
Helm (Closed) 5 GP 4 lbs. 2
Helm (Open) 5 GP 4 lbs. 2Basinet 25 GP 5 lbs. 3
Great Helm 30 GP 6 lbs. 3
Leather Armor Armor Cost Weight Improves AC by
Leather 5 GP 15 lbs. 2
Gnomish Workman's Leather 35 GP 15 lbs. 3
Padded Leather 4 GP 10 lbs. 2
Studded Leather 20 GP 25 lbs. 3
Spiked Leather 20 GP 25 lbs. 3
PlateArmor Cost Weight Improves AC by
Ankheg Plate 3,250 GP 30 lbs. 7
Bronze Plate 400 GP 45 lbs. 6
Dwarven Plate 337,500 GP 65 lbs. 10
Dragon Scale Plate 23,750 GP 55 lbs. 10
Field Plate 2,000 GP 65 lbs. 8
Full Plate 5,750 GP 70 lbs. 9
Oriental Plate 750 GP 45 lbs. 7
Ring Mail Armor Cost Weight Improves AC by
Dark Elven Ring Mail 14,450 GP 20 lbs. 6
Elven Ring Mail 14,450 GP 20 lbs. 6Ring Mail 100 GP 30 lbs. 5
Scale Mail Armor Cost Weight Improves AC by
Coin Mail 10,000 GP 40 lbs. 3
Dragon Scale Mail 150,000 GP 45 lbs. 7
Oriental Scale Mail 240 GP 35 lbs. 4
Scale Mail 120 GP 40 lbs. 4Sea Elf Scale Mail 1,250 GP 30 lbs. 6
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Shield Shield Cost Weight Improves AC by
Body (Tower) Shield 10 GP 15 lbs. 2 **
Buckler 1 GP 3 lbs. 1
Kote (Oriental) 2 GP 2 lbs. 1
Medium (Kite) Shield 7 GP 10 lbs. 1
Small Shield 3 GP 5 lbs. 1
Splint Mail Armor Cost Weight Improves AC by
Splint Mail 80 GP 40 lbs. 6
Bone Mail 25 GP 30 lbs. 4
* Protects from critical strikes.** +2 versus missiles*** Worn as sleeves, conferring +1 to AC but still allowing the use of both hands.~ Helms and Thieves: Thieves suffer automatic penalties to hearing if a helm is worn. The
following descriptions include penalties to Hearing and Vision checks. If these rules are not used, the penalties for Vision checks should be ignored; for Hearing checks, substitute a -5%
penalty to the thief's Hear Noise ability for each -1 Hearing check modifier (e.g., a -3 to a Hearing check is a -15% to the thief's Hear Noise roll).
Open-Face Helmet Vision and Hearing: -1 penalty to Vision checks; -2 penalty to Hearing checks (such helms cover the ears entirely except for a small hole).
Closed-Face Helmet Vision and Hearing: When the visor is up, Vision and Hearing check penalties are identical for those of open-face helmets. Otherwise, the visored wearer suffers a -2 penalty to all Visionchecks and a -3 penalty to Hearing checks.
Great HelmVision and Hearing: -3 penalty to Vision checks; -4 penalty to Hearing checks.
Barding Light Barding
Barding Cost Weight Improves AC by
Leather Barding 150 GP 60 lbs. 2Padded Barding 150 60 lbs. 2
Medium Barding Barding Cost Weight Improves AC by
Brigandine Barding 1,000 GP 70 lbs. 3
Chain Barding 500 GP 70 lbs. 4
Dark Elven Chain Barding 95,000 GP 35 lbs. 6
Elven Chain Barding 95,000 GP 35 lbs. 6Ring Barding 80 GP 80 lbs. 3
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Scale Barding 1,000 GP 75 lbs. 3
Heavy Barding Barding Cost Weight Improves AC by
Banded Barding 1,750 GP 85 lbs. 5
Splint Barding 1,750 GP 85 lbs. 5
Plate Barding 2,000 GP 90 lbs. 7
Field Plate Barding 5,000 GP 90 lbs. 7
Full Plate Barding 14,000 GP 90 lbs. 8
Piecemeal Armor
Bonus to AC Per Type of PieceArmor Type Full Suit
Improves ACBreastplate Pauldrons
( Both / 1 )Greaves
( Both / 1)
Banded Mail 6 3 2 / 1 1 / 0
Brigandine 4 2 1 / 0 1 / 0
Bronze Plate 6 3 2 / 1 1 / 0
Chain Mail 5 2 2 / 1 1 / 0
Dark Elven Chain 5 4 2 / 1 1 / 0
Elven Chain 5 4 2 / 1 1 / 0
Field Plate 8 4 2 / 1 2 / 0
Full Plate 9 4 3 / 1 2 / 1
Plate Mail 7 3 2 / 1 2 / 1
Scale Mail 4 2 2 / 1 1 / 0
Splint Mail 6 3 2 / 1 1 / 0* Oriental Armor is the same as its western counterpart when determining piecemeal values.
Miscellaneous Equipment
Animals
AnimalsEquipment Cost
Boar 10 GP
Bull 20 GP
Calf 5 GP
Camel 50 GP
Capon 3 CP
Cat 1 SP
Chicken 2 CP
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Cow 10 GP
Donkey, Mule, or Ass 8 GP
Falcon (trained) 1,000 GP
Goat 1 GP
Goose 5 CPGuinea Hen 2 CP
Hunting Cat (Jaguar, etc.) 5,000 GP
Ox 15 GP
Partridge 5 CP
Peacock 5 SP
Pig 3 GP
Pony 30 GP
Ram 4 GPSheep 2 GP
Songbird 10 SP
Swan 5 SP
Dog Equipment Cost
Guard 25 GP
Hunting 17 GPWar 20 GP
Elephant Equipment Cost
Labor 200 GP
War 500 GP
Horse
Equipment CostDraft 200 GP
Heavy War 400 GP
Light War 150 GP
Medium War 225 GP
Riding 75 GP
Pigeon
Equipment CostPigeon 1 CP
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Pigeon, Homing 100 GP
Daily Food
Food
Equipment CostAle (per gallon) 2 SP
Banquet (per person) 10 GP
Bread 5 CP
Cheese 4 SP
Common Wine (per bottle) 2 SP
Egg or fresh vegetables 1 CP
Grain / Stabling (per day) 5 SP
Honey 5 SP
Meat for one meal 1 SP
Small Beer (per gallon) 5 CP
Soup 5 CP
Household Provisioning Equipment Cost
Barrel of Pickled Fish 3 GP
Butter (per lb.) 2 SPCoarse Sugar (per lb.) 1 GP
Dry Rations (per week) 10 GP
Eggs (per 100) 8 SP
Figs (per lb.) 3 SP
Firewood (per day) 3 SP
Herbs (per lb.) 5 CP
Nuts (per lb.) 1 GP
Raisins (per lb.) 2 SP
Rice (per lb.) 2 SP
Salt (per lb.) 1 SP
Salted Herring (per 100) 1 GP
Spice, Exotic (per lb.) 15 GP
Spice, Rare (per lb.) 2 GP
Spice, Uncommon 1 GP
Tun of Cider (250 gal) 8 GP
Tun of Good Wine (250 gal) 20 GP
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Meals (per day)Equipment Cost
Common 3 SP
Good 5 SP
Poor 1 SP
Ingot
Ingots (per bar)Ingot Value
Adamantite 12,750 GP
Bronze 3 GP
Copper 1 GP
Dwarven Steel 25 GPGold 2500 GP
Iron 10 GP
Mithril 12,500 GP
Platinum 25,000 GP
Silver 250 GP
Steel 15 GP
Lodging
City Rooms (per month)Equipment Cost
Common Lodging 20 GP
Poor Lodging 6 SP
Seperate Latrine 2 GP
Inn Lodging (per day / week)
Equipment CostCommon Lodging 5 SP / 2 GP
Poor Lodging 5 CP / 2 SP
Miscellaneous Equipment
BeltsEquipment Cost
Belt 3 SP
Girdle 3 GP
Sash 2 SP
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Cloak Equipment Cost
Good Cloth 8 SP
Fine Fur 50 GP
Clothing Equipment Cost
Belt 3 SP
Breeches 2 GP
Cap, hat 1 SP
Gloves 1 GP
Gown, Common 12 SP
Hose 2 GPKnife Sheath 3 CP
Mittens 3 SP
Pin 6 GP
Plain Brooch 10 GP
Silk Jacket 80 GP
Surcoat 6 SP
Sword Scabbard, hanger,
baldric
4 GP
Tabard 6 SP
Toga 8 CP
Tunic 8 SP
Vest 6 SP
Footwear Equipment Cost
Boots, Riding 3 GPBoots, Soft 1 GP
Sandals 5 CP
Shoes 1 GP
RobesEquipment Cost
Common 9 SP
Embroidered 20 GP
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Services
ServicesEquipment Cost
Bath 3 CPClerk (per letter) 2 SP
Doctor, Leech, or Bleeding 3 GP
Guide, in city (per day) 2 SP
Lantern/Torchbearer (per night)
1 SP
Laundry (by load) 1 CP
Messenger, in city (per message)
1 SP
Minstrel (per performance) 3 GP
Mourner (per funeral) 2 SP
Teamster w/wagon 1 SP/Mile
Transport
ServicesEquipment Cost
Barge 500 GPCaravel 10,000 GP
Coaster 5,000 GP
Cog 10,000 GP
Curragh 500 GP
Drakkar 25,000 GP
Dromond 15,000 GP
Galleon 50,000 GP
Great Galley 30,000 GPKnarr 3,000 GP
Longship 10,000 GP
Raft or Small Keelboat 100 GP
Sail 20 GP
Sedan Chair 100 GP
Wagon or Cart Wheel 5 GP
CanoeEquipment Cost
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Small 30 GP
War 50 GP
CarriageEquipment Cost
Common 150 GP
Coach, Ornamented 7,000 GP
Chariot Equipment Cost
Riding 200 GP
War 500 GP
Oar Equipment Cost
Common 2 GP
Galley 10 GP* Movement rates for this equipment are given in the DMG.
Tack & Harness
Tack & HarnessEquipment Cost Weight
Bit and Bridle 15 GP 3 lbs.
Cart Harness 2 GP 10 lbs.
Halter 5 CP *
Horseshoes & Shoeing 1 GP 10 lbs.
Saddle Blanket 3 SP 4 lbs.
SaddleEquipment Cost Weight
Pack 5 GP 15 lbs.
Riding 10 GP 35 lbs.
Saddle BagsEquipment Cost Weight
Large 4 GP 8 lbs.
Small 3 GP 5 lbs.
YokeEquipment Cost Weight
Horse 5 GP 15 lbs.
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Ox 3 GP 20 lbs.* These items weigh little individually. Ten of these items weigh one pound.
Miscellaneous Equipment
Miscellaneous Equipment Equipment Cost Weight
Backpack 2 GP 2 lbs.
Barrel, small 2 GP 30 lbs.
Block and Tackle 5 GP 5 lbs.
Bolt Case 1 GP 1 lbs.
Bucket 5 SP 3 lbs.
Candle 1 CP *
Chalk 1 CP *Crampons 4 GP 2 lbs.
Fishhook 1 SP **
Fishing Net, 10 Ft Sq. 4 GP 5 lbs.
Flint and Steel 5 SP *
Glass bottle 10 GP *
Grappling hook 8 SP 4 lbs.
Holy Item (symbol, etc) 25 GP *
Hourglass 25 GP 1 lbs.Iron pot 5 SP 2 lbs.
Ladder, 10 ft. 5 CP 20 lbs.
Magnifying glass 100 GP *
Map or scroll case 8 SP lbs.
Merchant's scale 2 GP 1 lbs.
Mirror, small metal 10 GP *
Paper (per sheet) 2 GP **
Papyrus (per sheet) 8 SP **
Parchment (per sheet) 1 GP **
Piton 3 CP lbs.
Quiver 8 SP 1 lbs.
Sealing/Candle Wax 1 GP 1 lbs.
Sewing Needle 5 SP **
Signal Whistle 8 SP *
Signet Ring or Personal Seal 5 GP *Soap (per lb) 5 SP 1 lbs.
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Spyglass 1,000 GP 1 lbs.
Thieve's Picks 30 GP 1 lbs.
Torch 1 CP 1 lbs.
Water Clock 1,000 GP 200 lbs.
Whetstone 2 CP 1 lbs.Wineskin 8 SP 1 lbs.
Winter Blanket 5 SP 3 lbs.
Writing Ink (per vial) 8 GP *
Basket Equipment Cost Weight
Large 3 SP 1 lbs.
Small 7 SP lbs.
Chain (per ft.)Equipment Cost Weight
Heavy 4 GP 3 lbs.
Light 3 SP 1 lbs.
Chest Equipment Cost Weight
Large 2 GP 25 lbs.Small 1 GP 10 lbs.
Cloth (per 10 sq. yds)Equipment Cost Weight
Canvas 4 GP 1 lbs.
Common 7 GP 10 lbs.
Fine 50 GP 10 lbs.
Rich 100 GP 10 lbs.
LanternEquipment Cost Weight
Beacon 150 GP 50 lbs.
Bullseye 12 GP 3 lbs.
Hooded 7 GP 2 lbs.
Lock Equipment Cost Weight
Good 100 GP 1 lbs.
Poor 20 GP 1 lbs.
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Musical Instrument Equipment Cost Weight
Good 100 GP 1 lbs.
Poor 20 GP 1 lbs.
Oil (per flask)Equipment Cost Weight
Greek fire 10 GP 2 lbs.
Lamp 6 CP 1 lbs.
Perfume (per vial)Equipment Cost Weight
Common 5 GP *
Exotic 25 GP *
Rope (per 50 ft.)Equipment Cost Weight
Hemp 1 GP 20 lbs.
Silk 10 GP 8 lbs.
Sack Equipment Cost Weight
Large 2 SP 1/2 lbs.
Small 5 CP *
Tent Equipment Cost Weight
Large 25 GP 20 lbs.
Pavilion 100 GP 50 lbs.
Small 5 GP 10 lbs.* These items weigh little individually. Ten of these items weigh one pound.** These items have no appreciable weight and should not be considered for encumbranceunless hundreds are carried.
Thieves Equipment Table
ArmorCloth
Armor Cost Weight (lbs.) Improves AC by Legality
Black Bodysuit 10 GP 1lbs. 1 L / S Nightsuit 35 GP 10 lbs. 2 S / I
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Woodland Camo 10 GP 1lbs. 1 L / S
Leather Armor Cost Weight (lbs.) Improves AC by Legality
Padded Leather 4 GP 18 lbs. 2 L
Silenced Leather 25 GP 20 lbs. 2 S / I
Studded Leather 20 GP 25 lbs. 3 L / S
Spiked Leather 20 GP 25 lbs. 3 L / S
Rogue Weapons
Weapon Cost Weight(lbs.)
Size Type SpeedFactor
DamageS-M
DamageL
Legality
Brass Knuckles 1 GP 2 lbs. S B 2 1d6+1 1d6 S / I
Climbing Dagger 5 GP 1 lbs. S P 1 1d4 1d2 S / I
Envenoming Knife 12 GP 1 lbs. S P 2 1d4 1d3 I
Folding Bow 45 GP 2 lbs. S P 3 -- -- S / I
Garrote (Cord / Wire) 3 SP 1 lbs. M * 3 1d2 1d2 I
Katar 7 GP 1 lbs. S P 2 1d3 1d3 L / S
Needle (Syringe) 5 GP S P 1 1d2 1 S / I
Sap 1 GP S B 2 1d2 1d2 I
Slagknuckle Gloves 7 GP 2 lbs. S B 2 1d4+2 1d4+2 S / ISword Stick / Cane 15 GP 4 lbs. M P 3 1d4 1d6 S / I
These items weigh little individually. Ten of these weigh one pound.
Tools of the Trade
Item Cost Weight (lbs.) Legality
Arm Sling 3 CP L
Caltrops (10) 3 GP 1 lbs. L / S
Charcoal Bundle 2 CP LClimbing Spikes (10) 5 SP 4 lbs. L / S
Crowbar 6 SP 4 lbs. L / S
False Scabbard 12 GP 2 lbs. L / S
Folding Saw 2 GP 2 lbs. S / I
Funnel, Small 3 CP L
Glass Cutter 120 GP 1 lbs. S / I
Grappling Hook 2 GP 2 lbs. L
Grappling Hook Collapsable
3 GP 2 lbs. L
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Grappling Ladder (per 10 feet)
40 GP 8 lbs. S / I
Housebreaker's Harness 25 GP 2 lbs. I
Jeweler's Loupe 20 GP L
Keymaking Set 60 GP 6 lbs. I
Leather Straps 3 SP 1 lbs. L
Listening Cone 2 GP L
Loaded Dice 5 SP S / I
Lock Chisels (Set of 3) 2 GP S / I
Marbles (10) 2 CP 1 lbs. L
Marked Cards 3 CP S / I
Metal File 5 SP L / S
Mini Blade 5 CP LScent Vial 5 CP L / S
Skeleton Key 175 GP I
Spyglass 1,000 GP 1 lbs. L
Tar Paper 1 SP L
Wire (10 ft) 2 GP L / S
Wire Cutters 1 GP L / S
Water Shoes 5 GP 1 lbs. S / I
Wax Block 3 CP LWrist Sheath 5 SP S / I
These items weigh little individually. Ten of these weigh one pound.
Acid Item Cost Weight (lbs.) Legality
Strong Acid 75 GP 1 lbs. L / S
Weak Acid 50 GP 1 lbs. L / S
BootsItem Cost Weight (lbs.) Legality
Bladed Boots 15 GP 3 lbs. I
Clawed Overshoes 15 GP 1 lbs. I
False Heel Boots 20 GP 3 lbs. S / I
Footpad Boots (Silenced) 8 GP 3 lbs. S / I
Hidden Sheath Boots 30 GP 3 lbs. S / I
Hollow Boots 15 GP 3 lbs. S / I
Gloves
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Item Cost Weight (lbs.) Legality
Clawed Gloves 20 GP 1 lbs. I
Slagknuckle Gloves 7 GP 2 lbs. S / I
HacksawItem Cost Weight (lbs.) Legality
Common Hacksaw 5 GP 1 lbs. L / S
Superior Hacksaw 20 GP 1 lbs. L / S
Pellets (Per 10)Item Cost Weight (lbs.) Legality
Flash Pellets 5 SP L / S
Fuming Pellets 5 SP L / S
Smoke Pellets 5 SP IToxic Pellets 10 GP I
These items weigh little individually. Ten of these weigh one pound.
RingsItem Cost Weight (lbs.) Legality
Hollow Ring 3 GP S / I
Pin Ring 2 GP S / I
Razor Ring 2 GP S / I These items weigh little individually. Ten of these weigh one pound.
Thieves PicksItem Cost Weight (lbs.) Legality
Average Lockpicks 30 GP 1 lbs. I
Superior Lockpicks 60 GP 1 lbs. I
Master Lockpicks 90 GP 2 lbs. I
Poisons, Venoms, Toxins
Item (Per Vial) Cost Weight (lbs) Form Legality
Blinding Powder 5 GP Powder L / S
Botanical (Common) 5 SP Powder S / I
Botanical (Exotic) 15 GP Powder I
Choking Powder 8 GP Powder S / I
Insect Venom (Common) 5 SP Liquid S / I
Insect Venom (Exotic) 25 GP Liquid I
Snake Venom (Common) 8 SP Liquid S / I
Snake Venom (Exotic) 40 GP Liquid I
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These items weigh little individually. Ten of these weigh one pound.
Legality Legal (L) These items are not against the law and may be purchased or carried freely. Shady (S) Items which may be questionable in nature or cast suspicion upon their owner. Illegal (I) Items which are obviously used for criminal activities, thus against most laws.
Weapons
Miscellaneous WeaponsWeapon Cost Weight
(lbs.)Size Type Speed
FactorDamage
S-MDamage
L
Alhulak 1 SP 9 lbs. M B/P 5 1d6 1d6
Bridle Cutter 3 GP 4 lbs. M S 4 1d4 1d3
Cahulaks > 1 SP 12 lbs. M B/P 5 1d6 1d6
Caltrop 2 SP S P N/A 1 1d2
Chain > 5 SP 3 lbs. L B 5 1d4+1 1d4
Chain & Sickle > 3 GP 3 lbs. L B/P 6 1d6 1d4
Chatkcha 5 GP lbs. S P 2 1d6+2 1d6+2
Lasso 5 SP 3 lbs. L -- 10 -- --
Mancatcher > 30 GP 8 lbs. L -- 7 -- --
Meteor Hammer > 4 GP 2 lbs. L B 6 1d8 1d6
Nunchaku 1 GP 3 lbs. M B 3 1d6 1d6
Net 5 GP 10 lbs. M -- 10 -- --
Sai 5 SP 2 lbs. S P/B 3 1d4 1d2
Trident 15 GP 5 lbs. L P 7 1H 1d6+12H 1d8+1
1H 3d42H 3d4
AxeWeapon Cost Weight
(lbs)Size Type Speed
FactorDamage
S-MDamage
L
Battle Axe 5 GP 7 lbs. M S 7 1d8 1d8Carrikal 5 GP 6 lbs. M S 5 1d6+1 1d8
Great Axe 9 GP 12 lbs. L S 9 2d4 2d6
Hand Axe 4 GP 5 lbs. S S 5 1d6 1d6
Hurlbat 5 GP 6 lbs. M P 5 1d6 1d4
Shoka 6 GP 7 lbs. M S 7 1d6+1 1d6+1
Throwing Axe 4 GP 4 lbs. S P 5 1d6 1d4
Pick Axe 3 SP 8 lbs. M P 8 1d8 1d6
Zaghnal 14 GP 5 lbs. S P 5 1d4+1 1d6+1
Club
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Weapon Cost Weight(lbs.)
Size Type SpeedFactor
DamageS-M
DamageL
Belaying Pin 2 CP 2 lbs. S B 4 1d3 1d3
Club -- 3 lbs. M B 4 1d6 1d4
Knobkerrie 10 SP 4 lbs. M B 4 1d6 1d4+1
Nightstick 2 GP 1 lbs. M B 3 1d4+1 1d4+1
Shillelagh 5 SP 3 lbs. M B 4 1d6 1d4
Singing Sticks 5 CP 1 lbs. S B 2 1d6 1d4
Tonfa 1 SP 1 lbs. S M 3 1d4 1d4
Dagger Weapon Cost Weight
(lbs.)Size Type Speed
FactorDamage
S-MDamage
L
Cord & Dagger 2 GP 1 lbs. S B/S 6 1d4 1d4Dagger or Dirk 2 GP 1 lbs. S P 2 1d4 1d3
Grand Katar 7 GP 3 lbs. M P 4 1d6 1d4
Jambiya 4 GP 1 lbs. S P/S 3 1d4 1d4
Katar 7 GP 1 lbs. S P 2 1d3 1d3
Kerambit 2 GP 1 lbs. S P 1 1d4 1d2
Kukri 3 GP 2 lbs. S S 3 1d4 1d4
Main-Gauche 3 GP 2 lbs. S P/S 2 1d4 1d3
Parrying Dagger 5 GP 1 lbs. S P 2 1d3 1d3
Puchik 5 GP 1 lbs. S P/S 2 1d4+1 1d4+1
Punch Dagger 2 GP 1 lbs. S P 2 1d3 1d3
Stiletto 5 GP lbs. S P 2 1d3 1d6
Tanto * 3 GP 1 lbs. S S/P 2 1d4 1d3
Throwing Dagger 3 GP S P 1 1d4 1d4
Yoroi-Toshi * 5 GP 1 lbs. S S/P 1 1d4 1d4 These items weigh little individually. Ten of these weigh one pound.* This weapon receives a +2 to hit vs. all metal armor because of its armor piercing properties .
Flail Weapon Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Bladeback Flail 20 GP 25 lbs. L B 9 1d8+1 2d6
Footman's Flail 15 GP 15 lbs. M B 7 1d6+1 2d4
Horseman's Flail 8 GP 5 lbs. M B 6 1d4 1d4+1
Morningstar 10 GP 12 lbs. M P/B 7 2d4 1d6+1
Scourge 1 GP 2 lbs. S -- 5 1d4 1d2
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Gaff / Hook Weapon Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Attached 2 GP 2 lbs. S P 2 1d4 1d3
Held 5 SP 2 lbs. S P 2 1d4 1d3
Hammer Weapon Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Maul 6 GP 20 lbs. L B 10 2H 1d12 2H 1d10
Throwing Hammer 5 SP 3 lbs. S B 4 1d4 1d4
Warhammer 2 GP 6 lbs. M B 4 1d4+1 1d4
Workman's Hammer 5 SP 2 lbs. S B 2 1d6+1 1d4
Hand Weapon Cost Weight
(lbs)Size Type Speed
FactorDamage
S-MDamage
L
Bagh Nakh 4 SP 1 lbs. S P 2 1d2 1d2
Bladed Cestus 9 GP 3 lbs. S S 2 1d4 1d3
Cestus 25 SP 2 lbs. S B 2 1d4 1d4
Clawed Cestus 9 GP 4 lbs. S S 2 1d4 1d3
Coin Blades 15 GP 2 lbs. S P/S 3 1d6 1d4
Emei 2 GP 1 lbs. S P 2 1d4 1d6Glove Spike 2 GP 2 lbs. S P 2 1d4+1 1d4
Hora 1 GP lbs. S B 1 1d3 1d3
Nekode (ClimbingClaws)
1 GP lbs. S S 2 1d4 1d3
Slagknuckle Gloves 1 GP 1 lbs. S B 2 1d6+1 1d4+1
Talid 4 GP 1 lbs. S P/S/B 2 1d6 1d6-1
Tekagi-shuko 1 SP 1 lbs. S S 2 1d6+1 1d4+1
Weighted Cestus 5 GP 5 lbs. S B 4 1d6 2d4
Wind-and-fire Wheels 8 GP 2 lbs S P/S 3 1d6 1d4
Wrist Razor 1 SP 1 lbs. S S 2 1d6+1 1d4+1
Yawara 2 GP 1 lbs. S B 2 1d6 1d4+1
HarpoonWeapon Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Light Harpoon 20 GP 3 lbs. L P 7 1d4+1 1d6+1
Heavy Harpoon 25 GP 7 lbs. L P 7 2d4 2d6
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Bec De Corbin 8 GP 10 lbs. L P/B 9 1d8 1d6
Bill Guisarme 7 GP 15 lbs. L P/S 10 2d4 1d10
Fauchard 5 GP 7 lbs. L P/S 8 1d6 1d8
Fauchard Fork 8 GP 9 lbs. L P/S 8 1d8 1d10
Glaive * 6 GP 8 lbs. L S 8 1d6 1d10Glaive Guisarme 10 GP 10 lbs. L P/S 9 2d4 2d6
Guisarme 5 GP 8 lbs. L S 8 2d4 1d8
Guisarme Voulge 8 GP 15 lbs. L P/S 10 2d4 2d4
Gythka (Thri-Kreen) 15 GP 5 lbs. M P 6 1d6 1d6
Halberd 10 GP 15 lbs. L P/S 9 1d10 2d6
Hook Fauchard 10 GP 8 lbs. L P/S 9 1d4 1d4
Impaler 4 SP 5 lbs. M P 5 1d8 1d8
Lotilus 15 GP 10 lbs. L P/S/B 8 1d10 1d12Lucern Hammer * * 10 GP 15 lbs. L P/S 9 2d4 1d6
Military Fork * 10 GP 8 lbs. L P/S 9 1d8 2d4
Naginata 8 GP 10 lbs. L P/S 8 1d8 1d10
Partisan * * 10 GP 8 lbs. L P 9 1d6 1d6+1
Ranseur * * 6 GP 7 lbs. L P 8 2d4 2d4
Rutterkin Polearm 10 GP 8 lbs. L P/S 8 1d10 1d8
Spetum * * 1 GP 7 lbs. L P 8 1d6+1 2d6
Trikal 12 GP 8 lbs. L B/S 8 1d10 1d10
Voulge * * 5 GP 12 lbs. L S 10 2d4 2d4
ScytheWeapon Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Scythe 9 SP 8 lbs. L P/S 8 1d6+1 1d8
War Scythe 15 GP 12 lbs. L P/S 8 2d6 1d8+2
SickleWeapon Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Kama 6 SP 2 lbs. S S 3 1d4+1 1d4
Sickle 5 SP 3 lbs. S S 3 1d4+1 1d4
Spear Weapon Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Long Spear 5 GP 8 lbs. L P 1H 82H 8
1H 1d82H 2d6
1H 1d8+12H 3d6
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Spear 8 SP 5 lbs. M P 1H 62H 6
1H 1d6+12H 1d8+1
1H 1d62H 2d6
Short Spear 5 SP 4 lbs. M P 6 1d6 1d6
Spike
Weapon Cost Weight Size Type SpeedFactor
DamageS M
DamageL
Spike, Elbow 1 GP 2 lbs. S S 2 1d4 1d4
Spike, Head 10 GP 10 lbs. M P 4 1d6 1d8
Spike, Knee 3 GP 2 lbs. S P 1 1d4 1d4
Staff Weapon Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Brandistock 15 GP 5 lbs. M P 4 1d6 1d6Flindbar 8 GP 6 lbs. M B 4 1d4 1d4
Hanbo (Half Staff) 5 CP 1 lbs. S B 2 1d4 1d2
Jo Staff 1 SP 1 lbs. M B 4 1d6 1d3
Quarterstaff 5 SP 4 lbs. L B 4 1d6 1d6
Rod 4 SP 2 lbs. M B 8 1d2 1d2
Shepherd's Crook 8 SP 6 lbs. L B 5 1d6 1d4
Tetsu-Bo (Iron Staff) 5 GP 7 lbs. L B 7 1d8 1d8
Staff Sling Weapon Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Hoopak 1 SP 2lbs. S B 10 by ammotype
by ammotype
Staff Sling 2 SP 2 lbs. M B 11 by ammotype
by ammotype
Stinkpot 1 SP 2 lbs. S B 11 1d3 1d3
Sword Weapon Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Basilard 7 GP 3 lbs. S P/S 3 1d4+1 1d6+1
Bastard Sword 25 GP 10 lbs. M S 1H 62H 8
1H 1d82H 2d4
1H 1d122H 2d8
Bokken 3 GP 4 lbs. M B 1H 52H 5
1H 1d42H 1d6
1H 1d22H 1d4
Broad Sword 10 GP 6 lbs. M S 5 2d4 1d6+1
Butterfly Sword 5 GP 3 lbs. S P/S 4 1d6+1 1d6
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Chain Sword */*** 225 GP 7 lbs. M S 5 1d8 1d10
Claymore 25 GP 10 lbs. L S 8 2d4 2d8
Cutlass 12 GP 4 lbs. M S 5 1d6 1d8
Drusus / Gladius 50 GP 3 lbs. M S 3 1d6+1 1d8+1
Epee 15 GP 3 lbs. M P 4 1d6+1 1d8+1Falcata 10 GP 7 lbs. M S 8 2d4 1d6
Falchion 17 GP 5 lbs. M S 5 1d6+1 2d4
Flamberge 30 GP 21 lbs. L S 9 1d8+1 2d8
Great Scimitar (2H) 75 GP 10 lbs. L S 10 2d8 4d4
Great Sword (2H) 75 GP 20 lbs. L S 10 1d12 3d8
Hook Sword 15 GP 4 lbs. M S 5 1d8+1 1d8
Katana (1H) 100 GP 6 lbs. M P/S 4 1d10 1d12
Katana (2H) 100 GP 7 lbs. L P/S 5 2d6 2d6Khopesh 10 GP 7 lbs. M S 9 2d4 1d6
Kora 11 Gp 4 lbs. M S 4 1d6+1 1d6+1
Kris Blade 12 GP 5 lbs. M S 5 1d8+1 1d10+1
Long Sword 15 GP 4 lbs. M S 5 1d8 1d12
Maca 25 GP 6 lbs. M S 5 1d8 1d6
Machete 5 GP 4 lbs. M S 4 1d8 1d8
Ninja-to 12 GP 5 lbs. M P/S 4 1d8 1d6
No-Daichi 50 GP 15 lbs. L S 10 1d10 3d6
Parang 3 GP 5 lbs. M S 5 1d8 1d8
Rapier 15 GP 3 lbs. M P 4 1d6+1 1d8+1
Sabre 17 GP 5 lbs. M S 4 1d6+1 1d8+1
Scimitar 15 GP 4 lbs. M S 5 1d8 1d8
Shamshir 17 GP 5 lbs M P/S 4 1d6+1 1d8+1
Short Sword 10 GP 3 lbs. M P 3 1d6 1d8
Shotel 10 GP 7 lbs. M S 9 1d6 1d6Sword Cane 25 GP 4 lbs. M P/S 4 1d6 1d4+1
Tetsu-to 35 GP 9 lbs. L S 12 1d12 3d6
Tulwar 17 GP 5 lbs. M S 4 1d6+1 1d8+1
Two Handed Sword 50 GP 15 lbs. L S 10 1d10 3d6
Wakizashi 50 GP 3 lbs. S P/S 3 1d6 1d6
WhipWeapon Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Bullwhip 6 SP 4 lbs. L B 9 1d3 1d2
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Chain Whip 5 GP 4 lbs. L B 7 1d6 1d4
Oriental Chain Whip 8 GP 5 lbs. L B 6 1d6 1d6
Razor Whip *** 16 GP 4 lbs. L S/P 7 1d8+1 1d6+1
Weighted Whip 10 GP 7 lbs. L B 8 1d6+1 1d6+1
Whip 1 SP 2 lbs. M -- 8 1d2 1This weapon may be used to make entangling attacks.*** This weapon available only if allowed by the DM.
* 1 This weapon inflicts double damage against charging creatures of L or greater size.** 2This weapon can dismount a rider on a successful hit.*** 3This weapon available only if allowed by the DM.@ 4 This weapon inflicts double damage when used from the back of a charging mount.# 5 This weapon inflicts double damage when firmly set to receive a charge.^ 6 This weapon receives a +2 to hit vs. all metal armor because of its armor piercing
properties.~ 7 Weapon may be thrown or wielded in hand to hand combat.> 8 This weapon may be used to make entangling attacks. 9 These items weigh little individually. Ten of these weigh one pound.
Ranged Weapons
BowWeapon Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Composite Long Bow 100 GP 3 lbs. L P 7 by ammotype
by ammotype
Composite Short Bow 75 GP 2 lbs. M P 6 by ammotype
by ammotype
Daikyu 100 GP 4 lbs. L P 8 by ammotype
by ammotype
Folding Short Bow 45 GP 2 lbs. M P 7 by ammotype
by ammotype
Long Bow 75 GP 3 lbs. L P 8 by ammotype
by ammotype
Short Bow 30 GP 2 lbs. M P 7 by ammotype
by ammotype
CrossbowWeapon Cost Weight
(lbs.)Size Type Speed
FactorDamage
S MDamage
Arbalest 1,500 GP 12 lbs. M P 12 2d6 2d6
Chu Ko No 7,250 GP 6 lbs. M P 3 1d6 1d6
Hand Crossbow 300 GP 3 lbs. S P 5 1d3 1d2
Heavy Crossbow 50 GP 14 lbs. M P 10 1d4+1 1d6+1
Light Crossbow 35 GP 7 lbs. M P 7 1d4 1d4
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Dart Weapon Cost Weight
(lbs.)Size Type Speed
FactorDamage
S -MDamage
L
Dart 5 SP lbs. S P 2 1d3 1d3
Small Dart 7 SP S P 2 1 1Throwing Spike 3 SP lbs. S P 2 1d2 1d2
These items weigh little individually. Ten of these weigh one pound.
Firearms *** Weapon Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Arquebus 1,250 GP 10 lbs. M P 15 1d10 1d10
Blunderbus 925 GP 10 lbs. M P 15 1d4 1d6
Caliver 300 GP 11 lbs. M P 12 1d10 1d12Hand Pistol 725 GP 6 lbs. S P 15 1d8 1d8
Musket 1,750 GP 10 lbs. M P 15 1d12 1d12
Miscellaneous Ranged Weapon Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Blowgun 5 GP 2 lbs. L P 5 By ammotype
by ammotype
Bolas 5 SP 1 lbs. M B 6 1d3 1d2
Boomerang 5 SP 1 lbs. M B 6 1d6 1d4
Chakram 10 GP 2 lbs. S S 3 1d4 1d6
Javelin 5 CP 2 lbs. M P 1H 42H 4
1H 1d4+12H 1d4+1
1H 1d42H 1d6
Kpinga 8 GP 3 lbs M P/S 3 1d6 1d4
Sling 5 CP S -- 6 by ammotype
by ammotype
Trident 15 GP 5 lbs. L P 7 1d6+1 3d4
ShurikenWeapon Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Large Shuriken 5 SP lbs. S P 2 1d6 1d4
Small Shuriken 3 SP S P 2 1d4 1d4 These items weigh little individually. Ten of these weigh one pound.
Ammunition Arrows
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Ammunition Cost Weight(lbs.)
Size Type SpeedFactor
DamageS-M
DamageL
Armor Piercer ^ 6 SP M P -- 1d4 1d4
Flight Arrow 3 SP/12 M P -- 1d6 1d6
Sheaf Arrow 3 SP/6 M P -- 1d4 1d4
Stone Arrow (Flight) 3 CP/12 M P -- 1d4 1d4
BoltsAmmunition Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Armor Piercing Bolt 3 GP/10 S P -- By weapontype
By weapontype
Chu Ko No Clip 7 GP 2 lbs. S P -- By weapontype
By weapontype
Barbed Bolt 3 GP/10 S P -- By weapontype +1
By weapontype +1
Bolt 5 SP/10 S P -- By weapontype
By weapontype
BulletsAmmunition Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Bullet 2 GP S P -- +2 +1
Musketball 3 SP S P -- +1 +1
Shot (Arquebus or Blunderbus only)
9 SP S P -- By range(See below)
By range(See below)
Slug 5 SP S P -- +1 +1
Round 2 GP S P -- + 1 +2
Shot Damage Short Range Medium Range Long Range
Arquebus 10 yds.
3d8
20 yds.
3d6
30 yds.
1d10Blunderbus 5 yds.
3d810 yds.
3d620 yds.1d10
Darts / NeedlesAmmunition Cost Weight Size Type Speed
FactorDamage
S MDamage
L
Blowgun Dart 2 CP/5 S P -- 1d2 1d2
Barbed Dart 2 CP/5 S P -- 1d2+1 1d2+1
Needle 1 S/5 S P -- 1 1
Sling Ammunition
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Ammunition Cost Weight Size Type SpeedFactor
DamageS M
DamageL
Sling Bullet 1 SP/5 S B -- 1d4+1 1d6
Sling Stone -- lbs. S B -- 1d4 1d4
* This weapon inflicts double damage against charging creatures of L or greater size.** This weapon can dismount a rider on a successful hit.*** This weapon available only if allowed by the DM.
@ This weapon inflicts double damage when used from the back of a charging mount.# This weapon inflicts double damage when firmly set to receive a charge.^ This weapon receives a +2 to hit vs. all metal armor because of its armor piercing properties.~ Weapon may be thrown or wielded in hand to hand combat.> This weapon may be used to make entangling attacks.` See special damage table.
These items weigh little individually. Ten of these weigh one pound.
Throwing Flask Damage Table
Substance Initial Damage Sustained Damage Duration
Acid (Strong) 1d8 1d6 4 Rounds
Acid (Weak) 1d4 1d4+1 2 Rounds
Alchemical Fire 3d6 2d6 4 Rounds (2 if fullysubmerged)
Fire Oil 2d6 1d6 2 Rounds
Missile Weapon Ranges
Weapon Rate of Fire Short Range Medium Range Long Range
Blowgun 2/1 10 yds 20 yds 30 yds
Bolas 1/1 10 yds 20 yds 30 yds
Cahulaks 1 2 yds. 3 yds. 4 yds.
Chain 1 3 yds. 6 yds. 9 yds.
Chain & Sickle 1 1 yds. 2 yds. 3 yds.
Chakram 1 15 yds. 25 yds. 35 yds.
Chatkcha 2/1 10 yds. 20 yds. 30 yds.
Club 1 5 yds. 10 yds. 15 yds.
Cord & Dagger 1 3 yds. 6 yds. 9 yds.
Dagger 2/1 10 yds. 20 yds. 30 yds.
Dart 3/1 10 yds. 20 yds. 40 yds.
Gythka 1 10 yds. 20 yds. 30 yds.
Hand Axe 1 10 yds. 20 yds. 30 yds.Harpoon 2/1 10 yds. 20 yds. 30 yds.
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Javelin 1 20 yds. 40 yds. 60 yds.
Knife 2/1 10 yds. 20 yds. 30 yds.
Kpinga 1 10 yds. 20 yds. 30 yds.
Meteor Hammer 1/3 2 yds. 4 yds. 6 yds.
Shuriken (Large) 3/1 5 yds. 10 yds. 15 yds.Shuriken (Small) 3/1 5 yds. 10 yds. 15 yds.
Sling Bullet 1 50 yds. 100 yds. 150 yds.
Sling Stone 1 40 yds. 80 yds. 120 yds.
Spear 1 10 yds. 20 yds. 30 yds.
Staff Sling Bullet 2/1 25 yds. 50 yds. 75 yds.
Staff Sling Stone 2/1 15 yds. 30 yds. 45 yds.
Throwing Axe 2/1 10 yds. 20 yds. 30 yds.
Throwing Dagger 2/1 10 yds. 20 yds. 30 yds.Throwing Flask 2/1 5 yds. 10 yds. 15 yds.
Throwing Hammer 1 10 yds. 20 yds. 30 yds.
Throwing Spike 3/1 10 yds. 20 yds. 30 yds.
Trident 1 5 yds. 10 yds. 15 yds.
BowsBow Rate of Fire Short Range Medium Range Long Range
Comp. Long Bow -- -- -- --Flight Arrow 2/1 70 yds 140 yds 210 yds
Sheaf Arrow 2/1 40 yds 80 yds 170 yds
Comp. Short Bow -- -- -- --
Sheaf Arrow 2/1 40 yds 80 yds 170 yds
Daikyu -- -- -- --
Flight Arrow 2/1 70 yds 140 yds 210 yds
Sheaf Arrow 2/1 40 yds 80 yds 170 yds
Long Bow -- -- -- --
Flight Arrow 2/1 70 yds. 140 yds. 210 yds.
Sheaf Arrow 2/1 40 yds 80 yds 170 yds
Short Bow -- -- -- --
Sheaf Arrow 2/1 40 yds 80 yds 170 yds
CrossbowsCrossbow Rate of Fire Short Range Medium Range Long Range
Arbalest 1/2 80 yds. 160 yds. 240 yds.Chu Ko No 1/2 30 yds. 60 yds. 90 yds.
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Hand Crossbow 1 20 yds. 40 yds. 60 yds.
Heavy Crossbow 1/2 80 yds. 160 yds. 240 yds.
Light Crossbow 1 60 yds. 120 yds. 180 yds.
FirearmsFirearm Rate of Fire Short Range Medium Range Long Range
Arquebus 1/3 10 yds 20 yds 30 yds
Caliver 1/2 10 yds 20 yds 30 yds
Blunderbus 1/3 5 yds 10 yds 20 yds
Hand Pistol 1/2 10 yds 20 yds 30 yds
Musket 1/3 20 yds 30 yds 40 yds* Firearms (if allowed) double all range modifiers.* Each range category (Short, Medium, or Long) includes attacks from distances equal to or less
than the given range. Thus, a heavy crossbow fired at a target 136 yards away uses the mediumrange modifier.* The attack roll modifiers for range are -2 for medium range and -5 for long range.* Firearms (if allowed) double all range modifiers.
Basic PotionsPotion Cost Availability
Potion of Cure Disease 750 GP C
Potion of Extra Healing 1,000 GP U
Potion of Healing 400 GP CPotion of Infravision 500 GP U
Potion of Invisibility 500 GP U
Potion of Mirrored Eyes 1,400 GP R
Potion of Neutralization 600 GP U
Potion of Nutrition 500 GP U
Potion of Rest 500 GP U
Potion of Sobriety 400 GP C
Potion of Sustenance 250 GP U
Basic Spell Component Table
Component Name Cost Availability
Acid Crystals 1,250 GP R
Adder's Stomach 5 GP C
Agate 10 GP C
Bear Fur 8 CP C
Bat Fur 3 CP C
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Bat Guano 1 CP C
Beeswax 2 CP C
Bell 1 GP C
Bone 2 GP U
Bromine Salts 4 GP UBurr 1 CP C
Butter 5 CP C
Candle 3 CP C
Caterpillar Cocoon 2 SP C
Coal 1 CP C
Colored Sand * 5 SP C
Cured Leather 10 SP C
Chalk 2 CP CChameleon Skin 20 GP U
Crushed Black Pearl 1,000 GP R
Crystal Bead 5 GP C
Earth 1 SP C
Eye of Newt 3 CP C
Fleece 1 CP C
Flint 5 CP C
Fine Black Silk 100 GP U
Fine Cloth (Strip) 3 CP C
Fine Mirror 100 GP U
Fine Sand * 3 CP C
Firefly 1 CP C
Gargoyle's Horn 400 GP R
Golden Needle 5 SP C
Golden Tube 100 SP UGum Arabic 3 SP C
Grasshoppers Hind Leg * 2 CP C
Grave Dirt 3 CP C
Gravestone Chip 5 SP U
Ground Mica 8 SP U
Hemispherical Diamond 150 GP U
Honeycomb 2 CP C
Iron Filings 3 SP CIron Pyrite 5 GP C
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Leomund's Trap Dust 200 GP U
Legume Seeds * 2 CP C
Lodestone 5 CP U
Luckstone 25,000 GP VR
Lump of Soft Clay 3 SP CLump of Wax 1 CP C
Mercury * 10 GP U
Mica (Chip) 3 SP C
Mushroom Spore 5 SP C
Nitre/Sulphur Beads * 45 GP U
Oil 5 SP C
Pitch 5 CP C
Phosphor 5 GP UPhosphorescent Moss 3 CP C
Poison Ivy Leaf 5 CP C
Prism 2 GP C
Rose Petals 3 SP C
Salt 5 CP C
Set of Nutshells 1 CP C
Sheet Iron (Small Piece) 3 GP C
Skeletons Bone (Small Piece) 5 GP C
Skunk Cabbage Leaves 1 CP C
Small Horn 8 SP U
Small Glass Cone 10 GP C
Snake Scale 1 CP C
Snake Tongue 1 CP C
Soil Mixture 3 GP C
Soot * 1 CP CSquare of Red Cloth 1 CP C
Square of Silk 5 SP C
Split Dried Peas * 1 CP C
Spider Web (Small Piece) 1 CP C
String 1 CP C
Sulphur 3 SP C
Talc * 1 CP C
Tallow 1 CP CTentacle 3 GP U
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Thin Silk 1 GP C
Tiny Bag 5 CP C
True Seeing Ointment 300 GP U
Turtle Shell 3 SP C
Vermilion * 5 SP CWing of Bat 5 CP C
Wool (Small Piece) 1 CP C
Wood (Small Piece) 1 CP C
White Flour * 1 SP C
Parchment 5 SP C
Pearl 100 GP U
Pork Rind 1 CP C
Ziggurat Clay Model 9 SP C
Blood Component Name Cost Availability
Dragon Blood 1,250 GP VR
Troll Blood 400 GP R
Vampire Blood 750 GP VR
Dust Component Name Cost Availability
Corpse Dust 15 GP U
Diamond Dust (Coarse) 100 GP R
Diamond Dust (Fine) 300 GP R
Emerald Dust 500 GP R
Dust 1 CP C
Granite Dust 5 SP U
Gra ve Dust 25 SP U
Illusionary Wall Dust 400 GP R
Lich Dust 1,000 GP VR
Temporal Stasis Dust 100 GP R
EssenceComponent Name Cost Availability
Essence of Boggart 2,757 GP VR
Essence of Spectre 825 GP VR
Essence of Will o' Wisp 3,000 GP VR
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Feather Component Name Cost Availability
Cockatrice Feather 50 GP U
Feather (Common) 1 CP C
Feather (Exotic) 3 CP C
Wing Feather 1 CP C
Owl Feather 5 CP C
Ink Component Name Cost Availability
Lead Based Ink 300 GP VR
Kraken Ink 7,500 GP VR
Tako Ink 400 GP U
PowdersComponent Name Cost Availability
Powdered Amber 50 GP U
Powdered Bone 2 SP C
Powdered Diamond 5,000 GP VR
Powdered Carbon 2 CP C
Powedered Citrine 25 GP U
Powdered Corn Extract 2 SP CPowdered Corundrum 500 GP R
Powdered Garlic 3 CP C
Powdered Herring Scale 3 SP C
Powdered Lime 3 CP C
Powdered Luckstone 30,000 GP VR
Powdered Iron 10 GP U
Powdered Pineal Gland 25 GP U
Powdered Rhubarb Leaf 2 CP C
Powdered Silver 18 GP U
Powdered Sulphur 5 SP C
Powedered Topaz 250 GP U
RodsComponent Name Cost Availability
Amber 25 GP U
Crystal 15 GP UGlass 5 GP C
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Glass (Hollow) 5 GP C
Silver 10 GP R
WireComponent Name Cost Availability
Copper 5 SP C
Gold 5 GP U
Silver 3 GP U
Steel 10 GP U*enough for 10 individual uses.
AvailabilityCommon (C) - Available to all, even the most basic backwater villages.Uncommon (U) - Available in most large alchemy shops or established townships.
Rare (R) - May be available to only a few of the finest shops in the largest cities.Very Rare (VR) - Usually, must be procured through questing or at great labor / expense.
Spell Services
Spell Spell Level Caster Level Base Cost
Bless 1 st 1st Cleric 10 GP
Comprehend Languages 1 st 1st Wizard 10 GP
Continual Light 4 th C 2 nd W 5 th C 3 rd W 35 GP
Control Weather 7 th C 6 th W 15 th C 12 th W 660 GPCure Critical Wounds 5 th 5 th Cleric 280 GP
Cure Disease 3 rd 5 th Cleric 150 GP
Cure Light Wounds 1 st 1st Cleric 10 GP
Cure Serious Wounds 4 th 7 th Cleric 150 GP
Enchanted Weapon 4 th 6th Wizard 400 GP
Enchant An Item 6 th 12 th Wizard 660 GP
Gate 9 th 18 th Wizard 1,530 GP
Heal 6 th 11 th Cleric 660 GP
Identify 1 st 1st Wizard 110 GP
Legend Lore 6 th 12 th Wizard 910 GP
Limited Wish 7 th 14 th Wizard 925 GP
Locate Object 3 rd C 2 nd W 4 th C 3 rd W 40 GP
Neutralize Poison 4 th 7 th Cleric 125 GP
Permanency 8 th 16 th Wizard Varies (880 GP base)
Raise Dead 5th
9th
Cleric 950 GPReincarnate 7 th C 12 th W 15 th Cleric 280 GP
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Restoration 7 th 15 th Cleric 380 GP
Resurrection 7 th 15 th Cleric 1,410 GP
Remove Curse 3 rd C 4 th W 5 th C 6 th W 150 GP
Remove Paralysis 3 rd 5 th Cleric 100 GP
Speak With Dead 3rd
5th
Cleric 250 GPTeleport 5 th 7th Wizard 900 GP *
Teleport Without Error 7 th 14 th Wizard 1,820 GP *
Tongues 4 th C 3 rd W 7 th C 5 th W 150 GP
Wish 9 th 18 th Wizard 50,000 GP*prices are doubled if the caster knows the area to be dangerous or hostile.
Limited Wish as a ServiceThrough use of the limited wish spell as a service, the following effects can be achieved for a 24
hour period from the time of casting.
Lesser Empowering - Can affect 1 to 4 individuals. Improves AC by 2, improves saving throws by2, and improves THACO by 1. For the duration of the spell all non-weapon proficiency checksmade by the affected individuals receive a +1 bonus, and rogues add 10% to their rogue abilities (toa maximum of 95%).
Lesser Magic Resistance - Affects 1 to 4 individuals, + 25% to base magic resistance for duration of the spell.
Restore Party - Affects 1 to 4 individuals restoring them to full health and negating / curing most
maladies. The effects are instant and permanent barring further exposure to damage or malady.
Restore Attribute - Affects 1 individual restoring attributes lost due to maladies or caused by theattacks of certain creatures.
Restore Youth - Regress the physical aging of 1 individual by 1d4 years these effects areinstantaneous and permanent, natural aging resumes after casting.
Revive - Revives a recently slain corpse as per the Resurrection spell without a survival check,chance of failure, or aging the caster. Corpse must be whole (or all pieces, remains, present), andcannot have died of old age. Will not restore an individual who has been reduced to ashes.
Wish as a ServiceThrough use of the wish spell as a service, the following effects can be achieved for a 24 hour
period from the time of casting. Some effects created by Wish are permanent (noted by *).
Greater Empowering - Can affect 1 to 4 individuals. Improves AC by 6, improves saving throws by4, and improves THACO by 1. For the duration of the spell all non-weapon proficiency checksmade by the affected individuals receive a +1 bonus, and rogues add 25% to their rogue abilities (toa maximum of 95%). Affected individuals also gain immunity to normal weapons for the durationof this spell.
Greater Magic Resistance - Affects 1 to 4 individuals, + 50% to base magic resistance for durationof the spell.
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* Increase Attribute - Affects 1 person and 1 attribute chosen at the time of casting. The attribute is permanently increased by 1 point. With the power of the wish spell it is possible to permanentlyincrease an attribute above racial restrictions but the cost of doing is greater (see table)
Immunity - Grants immunity to all poisons whether mundane or magical, and all mundanemaladies, for the duration of the spell.
Resurrection - Revives a recently slain corpse as per the Resurrection spell without a survivalcheck, chance of failure, or aging the caster. The corpse need not be whole. This will even work onindividuals reduced to ash. The only restriction is that it cannot bring someone back who diednaturally of old age.
Restore Youth - Regress the physical aging of 1 individual by 2d4 years these effects areinstantaneous and permanent, natural aging resumes after casting.
Increasing an attribute by WishUsing Wish it is possible to permanently increase an attribute above its racially allowed limit. Thecost per increase up to the racial maximum is 50,000 gp per casting. The absolute maximumallowed for any attribute for any individual is 23. Any further casting of wish in attempt to increasean attribute beyond 23 is wasted.
Increase Cost
+1 above racial maximum 125,000 GP
+2 above racial maximum 250,000 GP
+3 above racial maximum 500,000 GP
+4 above racial maximum 1,000,000 GP
+5 above racial maximum 2,500,000 GP
Permanency SpellsThe Permanency spell affects the duration of certain other spells making the duration permanent. Itcan be used in conjunction with the following
Personal Effect Spells: Comprehend Languages, Detect Invisibility, Detect Life, Detect Magic, Detect Undead, Infravision, Know Alignment, Protection From Cantrips, Protection From Evil/Good, Protection From Normal Missiles, Read Magic, Tongues, Unseen Servant, Water/Air Breathing.
Object / Creature / Area Effect Spells: Enlarge, Fear, Glassee, Gust of Wind ,Hand of Darkness, Invisibility, Magic Mouth, Prismatic Sphere, Scare, Stinking Cloud, Wall of Fire, Wall of Force,Wall Of Ice, Wind Wall, Web.
Object / Area Spells: Alarm, Audible Glamer, Dancing Lights, Solid Fog, Wall of Fire, Distance Distortion, Teleport.
The formula for determining the cost of a permanent spell is Spell Level x 110 + 1080 + the cost of any material components for the desired spell.