The 2e-WG Big Test
Pathfinder Second Edition

Player syndication

Snapshot · Oct 8, 2026, 3:31 PM

  • The 2e-WG Big Test
    • Acts
      • actA1a1
        • encounterE1Encounter at Farpoint
          • shopMagic Shop (city, lvl 7)
          • shopManual Shop
    • Trash
      • shopAlchemical Shop (city, lvl 7)

Magic Shop (city, lvl 7)

Magic Shop (city, lvl 7)

Level 0

QtyNamePriceLevelRarity
3 ×Tengu Feather Fan
You (and only you) can cast tengu magic with the Wave Fan activation. If your fan is lost or destroyed, you can create a replacement during your daily preparations; if you do so, your previous fan falls apart into mundane feathers. Your tengu feather fan contains a 1st-rank _gust of wind_ spell. Further feats might add more spells and grant you additional activations of your tengu feather fan, but you can never have more than three activations per day, no matter how many such feats you have. Activate—Wave Fan (manipulate) Effect You cast your choice of one spell contained in your tengu feather fan. You can instead cast a cantrip you've gained from a heritage or an ancestry feat; this doesn't use up one of the fan's daily activations. This activation takes the spell's normal number of actions. The spell's DC is your class DC or spell DC, whichever is higher.
0

Level 1

QtyNamePriceLevelRarity
41 ×Everlight Crystal
An everlight crystal is one of the most common applications of permanent magic. This stone or gem sheds magical bright light constantly in a 20-foot radius (and dim light for the next 20 feet). The light requires no oxygen, generates no heat, and can’t be extinguised, though the crystal can be covered.
15 gp1
41 ×Purifying Spoon (Tablespoon)
A phrase of luck is carved into the handle of this wooden tablespoon. While a variety of other cutlery with similar properties exists, a spoon is often the most convenient and inconspicuous to carry. Activate—Purify ◆◆ (manipulate); Frequency once per day; Effect You stir the spoon in food or drink, casting cleanse cuisine on the substance as you stir. This small spoon can purify up to 8 gallons of food or drink.
20 gp1
35 ×Walking Cauldron
This iron cauldron stands upon sturdy iron crow's feet. A walking cauldron has a land Speed of 25 feet and can be used as a suitable tool to Craft potions, oils, or other liquids. As a single action, which has the auditory and concentrate traits, you can command the cauldron to either follow you or to stand in place. When following you, the cauldron does its best to remain within 30 feet of you, but its ungainly movements are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count. It can carry up to 2 Bulk of ingredients for potions or other liquids inside of itself while following you, but if overloaded or if you put anything else inside it, it stands in place and refuses to move until 10 minutes after you remove the excess.
12 gp1
8 ×Wolliped Fleece
◆Cast a Spell (add one action) * * * A small bundle of wolliped fleece contains the memory of winter snows. Adding this catalyst to a casting of chilling spray coats all squares within the area of effect with a thin layer of ice. These squares become difficult terrain until the beginning of your next turn.
4 gp1

Level 2

QtyNamePriceLevelRarity
44 ×Bronze Bull Pendant
◆◆ (concentrate) This pendant is forged from grainy steel and depicts a snorting bull's face. The pendant must be attached to the chest area or on a shoulder guard. When you activate the pendant, attempt an Athletics check to Shove with a +1 item bonus to check. Increase the distance you Shove your target to 10 feet on a success or 20 feet on a critical success.
7 gp2
39 ×Formula: Bronze Bull Pendant2 gp*2
9 ×Jade Cat
◆◇ (concentrate) Trigger You fall or attempt an Acrobatics check to Balance A thumb-sized feline carved of rare stone, the jade cat is typically worn as a pendant upon a suit of armor. For 1 minute after you activate the cat, you treat all falls as 20 feet shorter, you are not off-guard when you Balance, and narrow surfaces and uneven ground are not difficult terrain for you.
6 gp2
11 ×Formula: Jade Cat2 gp*2

Level 3

QtyNamePriceLevelRarity
47 ×Candle of Inflamed Passions
◆◆ (manipulate) This blood-red candle is made from wax derived from oil shale found in certain parts of the Plane of Fire. The wick burns with a flame that flickers and dances even if there's no draft to stir it. You activate the candle by lighting it, which causes creatures within 10 feet of the candle to find their emotions running high. Creatures in the area take a -1 status penalty to saving throws against emotion effects. Once lit, the candle burns for 10 minutes. If extinguished, it can't be relit.
10 gp3
20 ×Formula: Candle of Inflamed Passions3 gp*3
6 ×Cheery Chime
This single crystalline wind chime occasionally jingles as if blown against another chime by a soothing breeze. * Armor You gain a +1 item bonus to saving throws against emotion effects. * Weapon After you cast an emotion spell by Activating the cheery chime, your Strikes with the weapon deal an additional 1d4 mental damage until the end of your next turn. ◆Cast a Spell; Effect You cast infectious enthusiasm.
45 gp3
7 ×Hundred Stings
◆Cast a Spell * * * Golden bee-shaped charms with deceptively sharp stingers feature along the length of this gold chain, which often draws blood when handled improperly. When used as a catalyst to cast an animated assault spell, you can change the damage type to piercing.
10 gp3
40 ×Formula: Hundred Stings3 gp*3
40 ×Oil of Mending
◆ minute (manipulate) A vial of oil of mending appears to have countless translucent threads swirling within. Applying this oil to an item casts a 2nd-rank _mending_ spell to repair the item.
9 gp3
15 ×Spry Sinews (Lesser)
The tendons in your legs are uncommonly stretchy. When you Leap, you increase the horizontal distance of your Leap by 5 feet and the vertical distance by 3 feet.
55 gp3
43 ×Vine Arrow
Ammunition arrow; Bulk — ◆◆ (concentrate) Leafy stalks protrude from the shaft of this rustic arrow. When an activated vine arrow hits a target, the arrow's shaft splits and grows, wrapping the target in vines. The target takes a -10-foot circumstance penalty to its Speeds for 2d4 rounds, or until it Escapes against a DC of 19. On a critical hit, the target is also immobilized until it Escapes.
10 gp3
35 ×Formula: Vine Arrow3 gp*3

Level 4

QtyNamePriceLevelRarity
38 ×Dragon Turtle Scale
◆◆ (concentrate); Requirements You're trained in Athletics. This shimmering green scale is usually attached to a golden clasp or chain. When you activate the scale, for 1 minute you gain a swim Speed equal to half your land Speed.
13 gp4
33 ×Thorn Triad
From each corner of this carved, triangular badge extends a long, sharp thorn. The spell DC of any spell cast by activating this item is 18. * Armor After you cast a plant spell by activating the triad, you gain resistance 2 to bludgeoning and piercing damage and weakness 3 to fire until the end of your next turn, or double the resistance for a non-cantrip spell. * Weapon After you cast a plant spell by activating the triad, thorns erupt from the weapon. Your Strikes with the weapon deal an additional 1d4 persistent bleed damage until the end of your next turn. ◆Cast a Spell; Effect You cast timber.
90 gp4

Level 5

QtyNamePriceLevelRarity
44 ×Freezing Ammunition
◆◆ (manipulate) * * * This chilly ammunition is dark blue and cold to the touch. When activated freezing ammunition hits a target, the target must succeed at a DC 19 Fortitude save or be slowed 1 for 1 round by the intense cold (slowed 1 for 1 minute on a critical failure).
25 gp5
6 ×Formula: Freezing Ammunition8 gp*5
12 ×Potion of Disguise (Lesser)
◆◆ (manipulate) * * * Upon imbibing this potion, you take on the appearance of a specific type of creature for 2d12 hours. The type of creature is determined when the potion is created. For example, you might have a potion of elf disguise or potion of frog disguise. Drinking the potion doesn’t impart the knowledge of how long the effect lasts; the GM rolls the duration in secret. The disguise doesn’t change your traits or statistics, nor does it give you any of the special abilities of the creature you’re imitating. It might affect what items you can hold or wear (for example, your new form might lack opposable thumbs). The potion shrinks you down to a minimum of size Small or maintains your size if the creature is your size or larger. For example, if you are Medium and drink a potion of fire giant disguise, you’ll take on the appearance of a fire giant but remain Medium. The creature has to be of a specific kind, such as “leopard” or “lion” rather than just “cat,” or “fire giant” or “ogre” rather than just “giant,” but the potion can’t cause you to mimic a specific individual creature. The effects of this potion use the same rules as the Impersonate activity of Deception. Onlookers always assume you’re the chosen type of creature unless they’re actively Seeking. You gain a +4 status bonus to your Deception DC against such Perception checks and add your level even if untrained.
30 gp5uncommon
47 ×Formula: Potion of Disguise (Lesser)8 gp*5

Level 6

QtyNamePriceLevelRarity
25 ×Spider Gun
A spider gun is a _+1_ _striking_ weapon. It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take persistent poison damage equal to 1d4 + the number of weapon damage dice. A spider gun does not add critical specialization effects. The gun can be activated to fire webbing that hampers other creatures. Activate—Web Shot ◆ (manipulate); Frequency once per round; Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an Athletics check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it's immobilized for 1 round or until it Escapes (DC 20) or destroys the webbing.
250 gp6uncommon
20 ×Staff of Metal
This cylindrical iron staff has colored segments on both ends, one red and one blue. When you Strike with the staff, you gain a +1 circumstance bonus to the attack roll if the target is wearing metal armor or is primarily made of metal. ◆Cast a Spell Effect You expend a number of charges from the staff to cast a spell from its list. * Cantrips \[\[Detect Metal\]\] * 1st \[\[Conductive Weapon\]\], \[\[Shielded Arm\]\] * 2nd \[\[Magnetic Attraction\]\], \[\[Magnetic Repulsion\]\]
250 gp6

Level 7

QtyNamePriceLevelRarity
20 ×Jar of Shifting Sands
This small, ceramic jar is full, holding approximately a quarter gallon of sand. When poured out, the jar immediately begins to conjure more sand. It is said, however improbably, that one of these jars is responsible for creating at least one desert in the world. Activate—Avalanche of Sand ◆ (manipulate) You cause sand to pour out of the jar at a rate of 1 gallon per round. This doesn’t end until the cap is placed back on the jar as an Interact action. Activate—Spill Sand ◆◆ (concentrate, manipulate) You quickly pour sand over an adjacent square, making it difficult terrain. You can’t use either of the jar’s activations for 1 minute.
320 gp7
3 ×Formula: Jar of Shifting Sands18 gp*7

Read-only syndicated snapshot · Player syndication · Syndicated Oct 8, 2026, 3:31 PM. Content updates when the author syndicates again in Adventure Maker.

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