Compounds [Potions] (Consumable Items)
Table of Contents
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A creature with the Distill Compound feat is adept at creating potions, oils, and powders. Potions, oils, and powders are magical effects stored in physical form; they use the talent- based method of item creation, and are usable only once. A potion targets the creature who drinks the potion (one target with a range of personal), while oils target the creature or object is applied to (one target with a range of touch), while any effect that targets an area is a powder. It is possible to place a compound-like effect into another item as well (for example, a jewel that explodes when thrown or an apple that applies a potion-like effect when eaten, etc.).

A potion, oil, or powder has a base cost of 50 gp x caster level x complexity. If a potion, oil, or powder requires a saving throw, the DC is equal to 10 + 1/2 its caster level. Compounds are normally made with the Distill Compound feat, but can also be made with the Brew Potion feat if you are not using the new crafting feats.

Identifying Compounds: Compounds are generally identified with detect magic (or similar effect) paired with a Spellcraft check with a DC equal to 15 + the caster level of the compound. Alternatively, PCs can sample from each container they find to attempt to determine the nature of the liquid inside with a Perception check. The DC of this check is equal to 15 + 1/2 the caster level of the compound (although this DC might be higher for rare or unusual compounds).

A character may also use the Perception check to attempts to identify food or drink that has been spiked with the contents of a compound in poison form with a Perception check (just as if it were any other compound), but they have a 5% chance of poisoning themselves, unless they have the poison use ability. This process doesn’t consume the compound.


Packs

Packs are collections of compounds that may be sold in stores, handed out by patrons, or otherwise acquired as a set by parties.

Healing Pack

Price: 2650 gp
Healing packs include several common healing items that new adventurers in particular may need. Although the items within are not especially powerful, they offer the user a good chance to recover from many different ailments. A healing pack includes the following compounds:

  • Break Enchantment Potion x2
  • Cleansing Potion x4
  • Common Cure x10
  • Physician's Dust x4
  • Restoration Potion, Body
  • Restoration Potion, Mind
  • Restoration Potion, Soul
  • Spell Cleansing Elixir, Lesser

Hero's Pack

Price: 2650 gp
Hero's packs include several compounds geared towards warriors, offering them a selection of quick buffs when they expect a tough fight. A hero's pack includes the following:

  • Barkskin Elixir
  • Potion of Powerful Courage
  • Potion of Might +2
  • Protection Potion (uncommon)
  • Revitalization Potion, Minor x2
  • Size Increase Potion x2

Sneakster's Pack

Price: 3350 gp
Sneakster's packs include several compounds geared towards scouts and rogues, emphasizing potions that may come in handy when exploring ancient tombs and other underground environments. A sneakster's pack includes the following:

  • Acceleration Dust (superior)
  • Blessed Stick
  • Brew of the Dungeoneer
  • Infravision Lenses
  • Potion of Agility +2
  • Potion of Darkvision
  • See Hazard Potion (lesser)

Compounds

Acceleration Dust [CoP]

A cotton or satin pouch containing an electric blue powder.
Aura faint Time; CL 1st (minor), 2nd (superior)
Slot none; Price 50 gp (minor), 200 gp (superior); Weight 0.1 lbs.

Description
As a standard action, you may make a ranged touch attack against a square within 30 feet, affecting all creatures within 10 feet of the affected area. Alternatively, as a standard action, you may choose to pour the dust over a single creature.

  • Minor: Affected creatures gain +10 feet enhancement bonus to all forms of movement, as well as a +1 bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves for 1 round. If targeting a single creature, the effects last for 1 minute.
  • Superior: Affected creatures gain +10 feet enhancement bonus to all forms of movement, as well as a +1 bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. Additionally, affected targets may either make an additional attack at their highest base attack bonus when making a full attack, or make an additional attacks of opportunity during the round. An individual creature may only benefit from one such benefit per round; if they make a full attack with a bonus attack, they do not gain additional attacks of opportunity that round. This effect is not cumulative with similar effects, such as that provided by the haste spell or a speed weapon, and taking a full attack with a bonus attack from such a source counts as choosing that option for Haste that round. These effects last for 2 rounds. If targeting a single creature, the effects instead last for 2 minutes.

Construction Requirements
Distill Compound, Time sphere (Improved Haste); Cost 25 gp (minor), 100 gp (superior)

Acorn of Pummeling Branches [CoP]

Aura faint Nature; CL 2nd (Small), 3rd (Medium), 6th (Large), 12th (Huge), 18th (Gargantuan), 24th (Colossal)
Slot none; Price 300 gp (Small), 450 gp (Medium), 900 gp (Large), 1,800 gp (Huge), 2,700 gp (Gargantuan), 3,600 gp (Colossal); Weight -

Description
This single acorn, when struck against a hard surface, will activate, instantaneously growing an oak tree, whose size is based on the caster level of the item. The oak tree, once grown, will proceed to attack any enemies of its creator as if under the effects of the Nature sphere ability Pummel from the (plant) package for 3 rounds.

Table: Acorn of Pummeling Branches
Category Size Armor Class Hardness Hit Points Attack Damage Reach
Sprout Small 8 5 2 +2 1d4+1 5 ft.
Sapling Medium 7 5 5 +4 1d6+1 5 ft.
Young tree Large 6 5 15 +10 1d8+3 10 ft.
Juvenile tree Huge 5 5 50 +20 2d6+6 15 ft.
Adult tree Gargantuan 4 5 150 +31 3d6+9 20 ft.
Massive tree Colossal 3 5 500 +44 4d6+12 30 ft.

Construction Requirements
Distill Compound, Nature sphere ((plant) package, Create Nature (geomancing)); Cost 150 gp (Small), 225 gp (Medium), 450 gp (Large), 900 gp (Huge), 1,350 gp (Gargantuan), 1,800 gp (Colossal)

Anathema Poison [CoP]

This ruby vial contains what appears to be a rat skull brimming in essential oil.
Aura strong Death; CL 15th
Slot none; Price 2250 gp; Weight 0.1 lbs.

Description
When a creature drinks anathema poison (either willingly or when eating or drinking something secretly containing the potion), they must succeed a DC 17 Will save or be permanently cursed. The exact nature of the curse is never predetermined, but almost always seems to poetically match those who fall subject to it. GMs should reference the Curse (ghost strike) talent for suitable examples. Curses bestowed by this poison may be removed with the Break Enchantment talent from the Life sphere, or with a wish ritual or spell (or similar effect), but otherwise cannot be dispelled.

Construction Requirements
Distill Compound, Death sphere (Curse (ghost strike)); Cost 1125 gp

Animate Object Oil [CoP]

Aura faint Enhancement; CL 2nd (very weak), 4th (weak), 6th (mild), 8th (mediocre), 12th (strong), 16th (very strong), 22th (perfect)
Slot none; Price 300 gp (very weak), 600 gp (weak), 900 gp (mild), 1,200 gp (mediocre), 1,800 gp (strong), 2,400 gp (very strong), 3,200 gp (perfect); Weight 0.1 lbs.

Description
Rubbing this oil into an object for 1 minute will animate it, creating a construct under your control for an amount of time.

Table: Animate Object Oil
Potion Quality Maximum Object Size Armor Class Hardness Hit Points Attack (Damage) Duration
Very Weak Tiny 18 5 5 Slam +1 (1d2-2) 20 minutes
Weak Small 16 5 21 Slam +3 (1d3) 40 minutes
Mild Medium 14 5 36 Slam +5 (1d6+3) 1 hour
Mediocre Large 14 5 52 Slam +9 (1d6+9) 1 hour, 20 minutes
Strong Huge 15 5 78 Slam +15 (1d8+15) 2 hours
Very Strong Gargantuan 17 5 115 Slam +20 (2d6+21) 2 hours, 40 minutes
Perfect Colossal 18 5 151 Slam +23 (2d8+27) 3 hours, 40 minutes

Construction Requirements
Distill Compound, Enhancement sphere (Animate Object (enhance)); Cost 150 gp (very weak), 300 gp (weak), 450 gp (mild), 600 gp (mediocre), 900 gp (strong), 1,200 gp (very strong), 1,600 gp (perfect)

Armored Magic Potion [CoP]

A sturdy vial filled with a viscous blue liquid, usually sold with a lid or stopper embossed with a shield.
Aura faint Protection; CL 1st (lesser), 5th (common), 10th (uncommon), 15th (rare), 20th (legendary)
Slot none; Price 150 gp (lesser), 750 gp (common), 1,500 gp (uncommon), 2250 gp (rare), 3,000 gp (legendary); Weight 0.1 lbs.

Description
Most commonly purchased or brewed for and by adventurers, this potion grants protective armor for a limited time, based on the potion’s quality. This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures.

  • Lesser: +3 armor bonus and +1 shield bonus to armor class for 1 minute.
  • Common: +4 armor bonus and +2 shield bonus to armor class for 5 minutes.
  • Uncommon: +5 armor bonus and +3 shield bonus to armor class for 10 minutes.
  • Rare: +6 armor bonus and +4 shield bonus to armor class for 15 minutes.
  • Legendary: +7 armor bonus and +5 shield bonus to armor class for 20 minutes.

Construction Requirements
Distill Compound, Protection sphere (Armored Magic (aegis)); Cost 75 gp (lesser), 375 gp (common), 750 gp (uncommon), 1125 gp (rare), 1,500 gp (legendary)

Barkskin Elixir [CoP]

Stored in a maplewood container, this sappy substance is sometimes mistaken for syrup.
Aura moderate Nature; CL 3rd
Slot none; Price 150 gp; Weight 0.1 lbs.

Description
Drinking this elixir will grant a creature a +1 enhancement bonus to natural armor, and a +1 circumstance bonus to Stealth checks in natural terrain for 3 minutes. The creature temporarily loses the bonus to Stealth checks during any round that they moves more than 5 feet.

Construction Requirements
Distill Compound, Nature sphere ((plant) package, Nature’s Carapace (spirit)); Cost 75 gp

Battle Blessing [TS]

Aura faint War; CL 3rd
Weight 1/10 lbs.; Price 450 gp

Battle blessings contain a single (totem) talent of the War sphere that does not cost a spell point to use. When activated as a standard action, this consumable blessing creates the totem it contains in a 55-foot radius for 3 minutes. This totem is fixed in place once created and does not move. Caster level 4 Battle blessings cost 600 gp (300 gp to craft), while caster level 5 Battle blessings cost 750 gp (375 gp to craft). Common totems include the totem of speed (at caster level 5), the haunting totem, and the scourging totem (at caster level 4). Thoughtful adventurers often give these to companions or hirelings that can activate them at the start of a battle.

Construction Requirements
Distill Compound, War sphere (any (totem) talent); Cost 225 gp

Beast Warden Flask [CoP]

A flask made from a wild gnome’s skull and emblazoned with the symbol of the Beast Wardens.
Aura faint Alteration; CL 6th
Slot none; Price 1800 gp; Weight 0.1 lbs.

Description
A beast warden flask is poison to creatures not possessing the Lycanthrope casting tradition or the shapeshifter subtype. Otherwise, when consumed as a potion, it grants the drinker a powerful animalistic transformation.

Poison: The first round after consuming the poison, the drinker must succeed at a DC 13 Fortitude save or take 3d6 damage. In the second round, the drinker must succeed at a Fortitude save or be afflicted with the Seal Eyes trait. In the third round, the drinker must succeed at a Fortitude save or be afflicted with the Twist Legs trait. Finally in the fourth round, the drinker must succeed at a final Fortitude save or be afflicted with the Wrench Stomach trait. Any afflicted traits bestowed from the poison last for 1 hour, or until the poisoned is neutralized with an appropriate spell or sphere effect. Any attempts to polymorph or shapeshift while afflicted by the traits require a successful magic skill check made against a MSD of 17. Successfully polymorphing after the fourth round of the poison’s effects will remove all the afflicting traits. Specific information on each of the afflicted traits may be found in the Twisted Shapeshift talent.

Potion: The first round after consuming the potion, they shapeshift into a predatory animal of their choice. An unwilling creature may resist the shapeshift effect by succeeding a DC 13 Fortitude save. The form has a head, 4 legs with all the benefits of a quadruped, a 60 foot land speed, the scent ability, a bite attack (primary, 1d6 Medium, 1d4 Small), 2 claw attacks (primary, 1d4 Medium, 1d3 Small), and a +3 natural armor bonus.

In addition, if consumed by an official member of the Beast Wardens, they may apply a number of additional traits from Blank Transformation (or any other Alteration sphere talents they possess) to the shapeshift equal to the drinker’s Total PA (TPA) within the Beast Warden organization (minimum 1). The duration of the shapeshift lasts for 1 hour.

Construction Requirements
Distill Compound, Alteration sphere (Animalistic Transformation (transformation), Greater Transformation), Lycanthrope casting tradition or shapeshifter subtype; Cost 900 gp

Blessed Stick [TS]

Aura faint Fate; CL 3rd
Weight 1/10 lbs.; Price 450 gp

When you or one of your allies within 35 feet is making an attack roll, skill check, ability score check, or saving throw, you may snap this stick as an immediate action to allow them to make the roll twice and take the highest roll. You must use this item before the roll in question is made.

Construction Requirements
Distill Compound, Fate sphere (Bless (word)); Cost 225 gp

Blindfold Poison [CoP]

This glass vial contains an inky black liquid that smells of tar and pitch.
Aura moderate Dark; CL 4th
Slot none; Price 800 gp; Weight 0.1 lbs.

Description
When a creature drinks blindfold poison (either willingly or when eating or drinking something secretly containing the potion), they must succeed a DC 12 Will save or be blinded. At the end of each hour, the creature receives a new Will save to end the effect. After four hours, the effects of blindfold poison ends, regardless of their saving throws.

Construction Requirements
Distill Compound, Dark sphere (Imbue Shadow (shadow)); Cost 400 gp

Break Enchantment Potion [TS]

Aura faint Life; CL 3rd
Weight 1/10 lbs.; Price 450 gp

This potion cures effects as a restore from the Life sphere. In addition, you may roll 1d20+3 vs. the MSD of all magic effects with a duration affecting the drinker. On a success, the effects are dispelled. Roll once per effect. You may exclude certain effects if you know about them. This counts as break enchantment and remove curse for effects that require those spells to remove. You can pour the potion onto a cursed item, which suppresses the curse long enough to remove it.

Construction Requirements
Distill Compound, Life sphere (Break Enchantment); Cost 225 gp

Brew of Battle Reflexes [TS]

Aura faint Enhancement; CL 5th
Weight 1/10 lbs.; Price 500 gp

When consumed, this blood-red potion allows the drinker to make 2 additional attacks of opportunity each round, and to make attacks of opportunity while flat-footed, for 5 rounds. It also increases their initiative by 2 for the duration of the effect. These potions are especially popular with patrolling sentinels who expect to face large groups of enemies.

Construction Requirements
Distill Compound, Enhancement sphere (Superior Reflexes (enhance)); Cost 250 gp

Brew of the Dungeoneer

Aura faint Divination; CL 4th
Slot none; Price 800 gp; Weight -

Description
This milky grey substance has a musky smell and a taste of dirt and grime. Those that drink the potion gain a bonus of +2 to Disable Device and Perception checks related to traps, and the ability to disarm magic traps as if they possessed the trapfinding rogue class feature. The effects of the potion have a duration of 4 hours.

Construction Requirements
Distill Compound, Divination sphere (See Hazard (sense), Trapfinding (advanced, sense)); Cost 400 gp

Catfolk Guise Potion [CoP]

Aura faint Alteration; CL 1st (minor), 5th (moderate), 10th (superior)
Slot none; Price 100 gp (minor), 500 gp (moderate), 2,000 gp (superior); Weight 0.1 lbs.

Description
You shapeshift, gaining qualities of a catfolk for 1 minute. Mechanically, you gain the effects of Blank Transformation gaining claws as a natural attack. This is a polymorph effect.

  • Minor: 2 claw attacks (primary attacks, 1d4 Medium, 1d3 Small, requires arms); duration 1 minute
  • Moderate: 2 claw attacks and low-light vision; duration 5 minutes
  • Superior: 2 claw attacks, low-light vision, and powerful legs (always considered to have a running start when attempting Acrobatics checks to jump and treat your move speed as if it were 20 feet higher when determining the bonus or penalty to jump checks from movement speed. Additionally, your carrying capacity is increased by 50%); duration 10 minutes

Construction Requirements
Distill Compound, Alteration sphere (Powerful Limbs (superior only)); Cost 50 gp (minor), 250 gp (moderate), 1,000 gp (superior)

Clean Air Incense [CoP]

Aura moderate Nature; CL 5th
Slot none; Price 850 gp; Weight 0.1 lbs.

Description
Once lit (normally a full-round action, or a standard action with a tindertwig), this incense will continue to smoke in a 10-foot radius for 5 hours. Creatures who spend at least 5 minutes inside the smoke will find that any polluted or unbreathable gas or vapor inside the cloud converted into clean breathable air. This has no effect on supernatural or other magically created clouds (such as a vampire’s gaseous form or a cloudkill spell).

Construction Requirements
Distill Compound, Nature sphere ((air) package); Cost 425 gp

Cleansing Potion

Aura faint Life; CL 1st
Slot none; Price 50 gp; Weight 0.1 lbs.

Description
Made from blessed water, a cleansing potion removes the fatigued, sickened, and battered conditions, and lessens exhausted and nauseated by one step. If the status conditions healed or lessened are part of an ongoing effect, it only suppresses or reduces the effect for 1 round.

Construction Requirements
Distill Compound, Life sphere; Cost 25 gp

Cleansing Potion, Greater

Aura faint Life; CL 2nd
Slot none; Price 200 gp; Weight 0.1 lbs.

Description
Made from blessed water touched by a feather from an angelic being, this potion restores the same effects as the cleansing potion as well as completely removing the exhausted and nauseated conditions, and makes check with a +2 bonus against the DC of any poison or disease the target is suffering from, removing the poison or disease if successful.

Construction Requirements
Distill Compound, Life sphere (Restore Health (cure)); Cost 100 gp

Clear Skies Incense [CoP]

Aura faint Weather; CL 10th
Slot none; Price 650 gp; Weight 0.1 lbs.

Description
Once lit (normally a full-round action, or a standard action with a tindertwig), this incense will continue to smoke in a 10-foot square for 10 hours. Creatures who spend at least 10 minutes inside the cloud of smoke treat weather outside the smoke 2 steps less severe.

Construction Requirements
Distill Compound, Weather sphere (Clear Skies (mantle, all)); Cost 375 gp

Clearsight Dust [CoP]

Aura faint Dark; CL 3rd
Slot none; Price 450 gp; Weight 0.1 lbs.

Description
As a standard action, you may make a ranged touch attack against a square within 30 feet. All creatures within 10 feet of the hit square becomes immune to all negative effects of any areas of darkness you create for 30 minutes. This does not grant affected creatures the ability to see in your darkness if they do not already possess a way to do so, but it does allow creatures with darkvision to see in pure darkness. Alternatively, you may choose to pour the powder over a single creature; if you do the effect will instead linger for 3 hours.

Construction Requirements
Distill Compound, Dark sphere (Clearsight (meld)); Cost 225 gp

Common Cure

Aura faint Life; CL 1st
Slot none; Price 50 gp; Weight 0.1 lbs.

Description
The most common of healing items, this simple vial full of enchanted water tends to be the main tool of low-level adventurers trying to stave off death. A single potion heals 1d8+1 hit points.

Construction Requirements
Distill Compound, Life sphere; Cost 25 gp

Contingent Energy Resistance Potion [CoP]

A glass flask containing fluid that continuously shifts colour, usually sold with a lid or stopper embossed with a pentacle with 5 different colored points.
Aura faint Protection; CL 1st (minor), 5th (moderate), 15th (superior)
Slot none; Price 100 gp (minor), 500 gp (moderate), 1,500 gp (superior); Weight 0.1 lbs.

Description
The effects of this potion stay dormant until the first time the drinker would take energy damage, at which time the drinker gains energy resistance vs. that energy type for a limited time. If the potion does not trigger during its dormant period after use, the potion is wasted.

  • Minor: Energy resistance 10 for 1 minute; dormant 1 hour
  • Moderate: Energy resistance 15 for 5 minutes; dormant 5 hours
  • Superior: Energy resistance 30 for 15 minutes; dormant 15 hours

Construction Requirements
Distill Compound, Protection sphere (Energy Resistance (aegis, ward)); Cost 50 gp (minor), 250 gp (moderate), 750 gp (superior)

Crystal Grenade [CoP]

Aura faint Destruction; CL 1st (minor), 11th (moderate), 21th (superior)
Slot none; Price 150 gp (minor), 1,650 gp (moderate), 3,150 gp (superior); Weight 0.1 lbs.

Description
This grenade is considered a thrown splash weapon. It deals piercing damage in a radius burst centered on the target. Any creature receiving damage must succeed at a Reflex save or become entangled and unable to move. The affected area becomes overgrown with crystal and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or an Escape Artist check against the grenade’s save DC. A target may also destroy the crystal on a square or creature by dealing damage to the crystal. This removes the entangled condition from the creature and destroys the difficult terrain. The crystal disappears after 1 minute.

Grenade Quality Damage Area Burst Reflex Save Crystal Hit Points
Minor 1d4 piercing 10-ft. radius DC 10 3
Moderate 6d4 piercing 20-ft. radius DC 15 33
Superior 11d4 piercing 30-ft. radius DC 20 63

Construction Requirements
Distill Compound, Destruction sphere (Crystal Blast (blast type, crystal), Explosive Orb (blast shape)); Cost 75 gp (minor), 825 gp (moderate), 1,575 gp (superior)

Current Events Incense [CoP]

Aura faint Divination; CL 2nd
Slot none; Price 200 gp; Weight 0.1 lbs.

Description
Once lit (normally a full-round action, or a standard action with a tindertwig), this incense will continue to smoke in a 5-foot square for 1 minute. Any creature that spends at least 1 round inside the cloud of smoke may make a single Diplomacy check to gather information as though you had spent 1d4 hours talking to local people, without having to use an action to do so. An individual may not make more than one gather information check this way. Attempting multiple Diplomacy checks made by multiple creatures to gather information on the same topic always grants the same information as the first check.

Construction Requirements
Distill Compound, Divination sphere (Witness The City (divine)); Cost 100 gp

Cursed Stick [TS]

Aura faint Fate; CL 3rd
Weight 1/10 lbs.; Price 450 gp

When an enemy within 35 feet is making an attack roll, skill check, ability score check, or saving throw, you may snap the stick as an immediate action to force that target to make the roll twice and take the lower result. You must use this item before the roll in question is made. This is a curse effect. A creature can only be affected by a cursed stick once per day.

Construction Requirements
Distill Compound, Fate sphere (Curse (word)); Cost 225 gp

Dark Sacrifice Potion [CoP]

Aura faint Death; CL 3rd (minor), 5th (moderate), 12th (superior)
Slot none; Price 450 gp (minor), 1,000 gp (moderate), 3,000 gp (superior); Weight 0.1 lbs.

Description
This potion is usually only used by necromancers who believe that their end is nigh, but need just a few more seconds to accomplish their task. After imbibing this potion, if at any time during the potion’s duration, the drinker would take hit point damage that would reduce them to 0 hit points or less, they can as an immediate action sacrifice a mindless undead under their control within range, destroying it instantly; reduce the damage that the drinker would take by the sacrificed undead’s current hit points (to a minimum of 0). After sacrificing an undead, the potion’s duration immediately ends.

  • Minor: 3 round duration, 30 feet range
  • Moderate: 5 minute duration, 35 feet range
  • Superior: 2 hour duration, 55 feet range

Construction Requirements
Distill Compound, Death sphere (Dark Sacrifice); Cost 225 gp (minor), 500 gp (moderate), 1,500 gp (superior)

Deathlessness Potion

Aura faint Protection; CL 2nd
Slot none; Price 200 gp; Weight -

Description
This liquid has a barely visible pink hue when held to the light, and smells like earth after rainfall. The drinker of this potion gains the benefit of the Deathless aegis for 2 hours.

Construction Requirements
Distill Compound, Protection sphere (Deathless (aegis)); Cost 100 gp

Disposable Magic Sword [TS]

Aura strong Destruction; CL 20th
Weight 3 lbs.; Price 5,000 gp

Incredibly illegal in most areas and kept from wider circulation through a combination of the expense per use and difficulty of crafting them, disposable magic swords look like red-bladed longswords at first glance (although they make poor weapons and can only be used as improvised weapons if swung as one). However, when swung overhead as a standard action, they deal 20d4 sonic damage to all targets (including objects) in a 75-foot cone or a 300-foot line (Reflex DC 20 for half). This blast deals full damage to objects and ignores up to 10 points of hardness. As the name implies, disposable magic swords crumble after unleashing this magic blast.

Construction Requirements
Distill Compound, Destruction sphere (Sculpt Blast (blast shape), Shattering Blast (blast type)); Cost 2,500 gp

Dissolution Oil [CoP]

This oily pitch smells of rotten eggs and is almost always stored in vials of glass or dense resin.
Aura moderate Creation; CL 6th
Slot none; Price 1,800 gp; Weight 0.1 lbs.

Description
As a standard action, you may make a ranged touch attack against a creature within 30 feet, targeting an attended non-magical object, magical object, or creature. Any target struck by the oil must succeed a DC 13 Fortitude saving throw or take 12d6 points of damage that bypassess all hardness, resistances, and damage reduction. Successfully making the saving throw reduces the damage taken to a mere 1d6+6 damage.

If this damage reduces a creature or object to 0 or fewer hit points, it is entirely disintegrated. Alternatively, you may as a standard action pour the dissolution oil over a single non-magical, unattended object; if you do the oil disintegrates as much as a 10-foot cube of nonliving matter.

Construction Requirements
Distill Compound, Creation sphere (Dissolution (advanced, alter), Potent Alteration); Cost 900 gp

Electric Oil [CoP]

Aura faint Destruction; CL 2nd (minor), 5th (moderate), 10th (superior)
Slot none; Price 300 gp (minor), 750 gp (moderate), 1,500 gp (superior); Weight 0.1 lbs.

Description
This oil may be applied to a weapon as a poison. If used to successfully strike a creature before 1 round passes, the weapon explodes with a burst of lightning, dealing an additional electricity damage to the target, based on the oil’s quality. If a weapon coated in this oil is used to attack a target made from metal or wearing metal armor, the attack is made with a +3 bonus.

  • Minor: +2d6 electricity damage
  • Moderate: +5d6 electricity damage
  • Superior: +10d6 electricity damage

Construction Requirements
Distill Compound, Destruction sphere (Electric Blast (blast type, electricity)); Cost 150 gp (minor), 375 gp (moderate), 750 gp (superior)

Elemental Oil [TS]

Aura faint Enhancement; CL 4th
Weight 1/10 lbs.; Price 800 gp

The affected weapon deals 1d6+2 points of acid, fire, cold, or electricity damage on a successful hit, in addition to normal weapon damage, chosen when it is used. This does not stack with the corrosive, flaming, frost, or shock weapon special abilities. The effect lasts 4 minutes.

Construction Requirements
Distill Compound, Enhancement sphere (Energy Enhancement (enhance)); Cost 400 gp

Elixir of Lifegiving [TS]

Aura strong Life; CL 20th
Weight 1/10 lbs.; Price 25,000 gp

An extraordinarily rare drink, and often sold for much more than the cost to create it, the elixir of lifegiving can bring a target back to life as long as they have been dead for less than 200 years and there is at least a small bit of their body to pour the elixir on (such as a pinch of ashes or a single finger). The target revives with full health, but one permanent negative level (or suffers -2 to their Constitution if they only have one Hit Dice; treat this as ability drain). The target does not suffer from any other ailments that may have afflicted them before dying, such as curses, diseases, or poisons. Elixirs of lifegiving do not work on creatures that have died of old age.

Construction Requirements
Distill Compound, Life sphere (Break Enchantment, Make Whole (advanced), Restore Senses (cure), Restore Spirit (cure), Resurrection (advanced), Resuscitate); Special creatures cannot bypass the requirements to craft this item by increasing the difficulty of their skill check; Cost 12,500 gp

Embalming Oil [CoP]

This palm and myrrh oil is generally stored in bone flask and is used by healers and necromancers alike.
Aura faint Death and Life; CL 10th
Slot none; Price 1,000 gp; Weight 0.1 lbs.

Description
Pouring this oil on a corpse or limb, will preserve the remains for upto 10 days. Doing so effectively extends the time limit on raising the creature from the dead. Days spent under the influence of this oil do not count against the time limit. Additionally, this makes transporting a slain (and thus decaying) comrade less unpleasant.

Construction Requirements
Distill Compound, Death sphere (Corpse Manipulation); Cost 500 gp

Extract Blood Construct Oil [CoP]

Aura faint Blood; CL 3rd (very weak), 6th (weak), 9th (mild), 15th (mediocre), 18th (strong), 21th (very strong), 24th (perfect)
Slot none; Price 450 gp (very weak), 900 gp (weak), 1,350 gp (mild), 2,250 gp (mediocre), 2,700 gp (strong), 3,150 gp (very strong), 3,600 gp (perfect); Weight 0.1 lbs.

Description
Pouring this oil on the corpse of a creature will draw out and animate the blood of the creature, creating a blood construct under your control for an amount of time. The size and time which the creature may not been dead yet depend on the oil quality.

Table: Extract Blood Construct Oil
Potion Quality Maximum Dead Body Size (maximum minutes dead) Hit Points Armor Class Attack (Damage) Duration
Very Weak Small (3 minutes) 5 13 Slam +4 (1d4+1) 30 minutes
Weak Medium (6 minutes) 21 13 Slam +5 (1d6+3) 1 hour
Mild Large (9 minutes) 42 15 Slam +7 (1d8+4) 1.5 hours
Mediocre Huge (15 minutes) 74 17 2 slams +12 (2d6+5) 2.5 hours
Strong Gargantuan (18 minutes) 95 20 2 slams +15 (3d6+7) 3 hours
Very Strong Colossal (21 minutes) 131 20 2 slams +21 (4d6+12) 3.5 hours
Perfect Colossal+ (24 minutes) 148 17 2 slams +24 (6d6+16) 4 hours

Construction Requirements
Distill Compound, Blood sphere (Extract Blood Construct); Cost 225 gp (very weak), 450 gp (weak), 675 gp (mild), 1,125 gp (mediocre), 1,350 gp (strong), 1,575 gp (very strong), 1,800 gp (perfect)

Faerie Flight Dust [CoP]

Aura faint Fallen Fey or Telekinesis; CL 7th
Slot none; Price 350 gp; Weight 0.1 lbs.

Description
As a standard action, you may make a ranged touch attack against a square within 30 feet. All creatures within 10 feet of the affected area gain supernatural flight, with a fly speed of 30 feet with maneuverability (poor) for 1 round. Alternatively, you may choose to pour the dust over a single creature, if you do, the effect of the dust lingers for 1 minute, granting and instead grants a fly speed of 30 feet with maneuverability (perfect) for the duration.

Construction Requirements
Distill Compound, Fallen Fey sphere (Fairy Flight (fey-blessing)) or Telekinesis (Flight); Cost 175 gp

Fire Poison [CoP]

This vial contains a fiery red liquid that bubbles in its container.
Aura moderate Destruction; CL 3rd (minor), 7th (moderate), 21st (superior)
Slot none; Price 300 gp (minor), 700 gp (moderate), 2,100 gp (superior); Weight 0.1 lbs.

Description
When a creature drinks fire poison (either willingly or when eating or drinking something secretly containing the potion), they suffer an amount of fire damage, based on the quality of the poison, and catch fire, suffering 1d6 damage per round until the fire is extinguished. A successful Fortitude save halves the damage and stops the target from catching fire.

  • Minor: 3d6 fire damage, DC 11
  • Moderate: 7d6 fire damage, DC 13
  • Superior: 21d6 fire damage, DC 20

Construction Requirements
Distill Compound, Destruction sphere (any (blast type) talent from the fire blast type group); Cost 150 gp (minor), 350 gp (moderate), 1,050 gp (superior)

Flash Step Dust [CoP]

This appears to be a lead jar filled with finely shaved shards of blue glass.
Aura faint Warp; CL 1st
Slot none; Price 50 gp; Weight 0.1 lbs.

Description
A favorite among troubadours and vigilantes who like to exit a scene with style. As a standard action, you may make a ranged touch attack against a square within 30 feet. All visible, conscious, and willing creatures within 10 feet of the affected area are teleported 25 feet in a direction of their choosing.

Alternatively, you may choose to pour the powder on a single visible and willing creature; if you do the creature is teleported 110 feet in a direction of your choosing. For the purpose of the single target effect, unconscious creatures are considered willing. Regardless if affecting a single or multiple creatures, each creature must have line of sight to their destination.

Construction Requirements
Distill Compound, Warp sphere; Cost 25 gp

Force Bubble Grenade [CoP]

Aura faint Protection; CL 5th
Slot none; Price 500 gp; Weight 0.1 lbs.

Description
This grenade is thrown as a thrown splash weapon. Instead of dealing damage, it creates a 35-foot radius field of force centered on the target. Creatures within 5 feet of the field’s boundary are shunted to the nearest empty space, and must succeed a DC 12 Reflex save or take 3d6 force damage. The field of force has 9 hit points, a Break DC of 17, and remains in place for 5 rounds or until destroyed, whichever comes first. In all other respects, the field of force is treated as a barrier created with the Protection sphere.

Construction Requirements
Distill Compound, Protection sphere (Distant Protection); Cost 250 gp

Form Breaker Oil [CoP]

A sticky concoction of colloidal silver, wolfsbane, and cold iron.
Aura moderate Alteration; CL 5th (lesser), 10th (greater)
Slot none; Price 250 gp (lesser), 1,500 gp (greater); Weight 0.1 lbs.

Description
Vials of form breaker oil may be thrown as splash weapons. You may attempt a magic skill check to dispel any Alteration sphere or polymorph effects on affected creatures. A creature that sustain a direct hit and has an effect dispelled cannot be affected by polymorph effects for the duration or until it scrapes the residue off.

  • Lesser: MSB +5, 5 round duration, standard action to scrape off.
  • Greater: MSB +10, 10 hour duration, 1 minute to scrape off.

Construction Requirements
Distill Compound; Counterspell or Form-Breaker mystic combat; Cost 125 gp (lesser), 750 gp (greater)

Gem of Energy Ward [TS]

Aura faint Protection; CL 4th
Weight 1/10 lbs.; Price 800 gp

Crushing this gem creates a 30-foot radius spherical area that dampens a certain energy type. All damage of one of the following types dealt in the area is reduced by 14: Acid, cold, electricity, fire, sonic. The element is determined when the gem is created. This defense lasts 4 minutes.

Construction Requirements
Distill Compound, Protection sphere (Energy Resistance (aegis, ward)); Cost 400 gp

Ghost Sight Potion [CoP]

Aura faint Divination; CL 2nd (lesser), 4th (moderate), 8th (greater)
Slot none; Price 200 gp (lesser), 600 gp (moderate), 1,600 gp (greater); Weight 0.1 lbs.

Description
You gain a special sense that grants you a bonus to Perception checks made to notice invisible or ethereal creatures. If you succeed at this check, the creature’s outline becomes visible to you. This negates both the usual penalties you would suffer attacking an invisible creature, and the bonuses the creature would normally gain against you. This continues until you lose line of sight to the creature, in which case you must succeed at a new Perception check to see them.

  • Lesser: +2 Perception, 2 minute duration.
  • Moderate: +4 Perception, 40 minute duration.
  • Greater: +8 Perception, 8 hour duration.

Construction Requirements
Distill Compound, Divination sphere (Ghost Sight (sense)); Cost 100 gp (lesser), 300 gp (moderate), 800 gp (greater)

Gourmand Dust [CoP]

This appears to be a grainy white powder with a strong aroma of cinnamon, cloves, and nutmeg, stored within a spice shaker.
Aura faint Divination; CL 2nd
Slot none; Price 200 gp; Weight 0.1 lbs.

Description
While primarily used by cooks and gourmands, it is also commonly found in the possession of the paranoid adventurer or noble. As a standard action, you may make a ranged touch attack against a square within 30 feet. All visible meals and drinks within 10 feet of the affected area radiate for 1 round if they contain a disease, drug, or poison. Food or drink that naturally contain a disease, drug, or poison, such as wine which has the drug alcohol, always glow and do not make such a distinction.

Alternatively, you may choose to pour the powder on a single meal; if you do the effects of the powder will continue to linger for 1 minute before fading away. While a meal radiates a glow from the presence of a harmful substance, a creature may attempt a Craft (alchemy) or Knowledge (nature) check DC equal to the harmful substance’s saving throw DC to identify the present substance. If a meal contains multiple diseases, drugs, or poisons, only the substance with the highest DC radiates and may be identified this way.

Construction Requirements
Distill Compound, Divination sphere; Cost 100 gp

Halfling Black Bread

Aura faint Life; CL 2nd
Slot none; Price 100 gp; Weight 1 lb.

Description
This bread is originally an invention of halflings who made it ‘with love’. Halfling love turned out to be a powerful combination of fermented herbs. A single slice of this bread is enough to grant the eater fast healing 1 for 2 minutes, and counts as a full meal for anyone that eats it.

Construction Requirements
Distill Compound, Life sphere, creator must be a halfling; Cost 50 gp

Hallow Word Oil [CoP]

Aura faint Fate; CL 2nd
Slot none; Price 200 gp; Weight 0.1 lb.

Description
Applying this oil to a creature bestows the effects of the Hallow word for 2 minutes. Mechanically, they gain a +1 sacred bonus to attack rolls, AC, and saving throws made by evil creatures. For the duration, they also gain immunity to any spell or effect that possesses or exercises mental control over them (including enchantment charm effects and enchantment compulsion effects), so long as the effect originates from an evil alignment. If already possessed, they instead gain a new save against the possession.

Construction Requirements
Distill Compound, Fate sphere; Cost 100 gp

Healing Potion, Standard [TS]

Aura faint Life; CL 2nd
Weight 1/10 lbs.; Price 200 gp

Instantly heals 2d8+2 hit points. This is a positive energy effect, and thus harms undead rather than healing them. You may apply the potion to an undead creature with a melee touch attack, and they receive a Will save (DC 11) to halve the damage.

Construction Requirements
Distill Compound, Life sphere (any 1 (cure) talent); Cost 100 gp

Healing Potion, Improved [TS]

Aura faint Life; CL 3rd
Weight 1/10 lbs.; Price 450 gp

Instantly heals 3d8+3 hit points. This is a positive energy effect, and thus harms undead rather than healing them. You may apply the potion to an undead creature with a melee touch attack, and they receive a Will save (DC 11) to halve the damage.

Construction Requirements
Distill Compound, Life sphere (any 2 (cure) talents); Cost 225 gp

Healing Potion, Greater [TS]

Aura faint Life; CL 4th
Weight 1/10 lbs.; Price 800 gp

This potion instantly heals 4d8+4 hit points. This is a positive energy effect, and thus harms undead rather than healing them. You may apply the potion to an undead creature with a melee touch attack, and they receive a Will save (DC 12) to halve the damage.

Construction Requirements
Distill Compound, Life sphere (any 3 (cure) talents); Cost 400 gp

Hemorrhage Poison [CoP]

This glass vial contains burgundy liquid that smells of garlic.
Aura moderate Blood; CL 1st (lesser), 5th (greater)
Slot none; Price 50 gp (lesser), 500 gp (greater); Weight 0.1 lbs.

Description
When a creature drinks hemorrhage poison (either willingly or when eating or drinking something secretly containing the potion), they must succeed a Fortitude save or begin to take bleed damage for the duration, based on the quality of the poison. Creatures who are at half their maximum hit points (wounded) or currently taking bleed damage take a -4 penalty to the save. A creature poisoned, may stop further bleed damage with a DC 15 Heal check or any amount of magical healing.

  • Lesser: 1 bleed damage, DC 10 Fortitude save, bleed duration 1 round.
  • Greater: 5 bleed damage, DC 12 Fortitude save, bleed duration 5 rounds.

Construction Requirements
Distill Compound, Blood sphere (Hemorrhage (greater only)); Cost 25 gp (lesser), 250 gp (greater)

Incendiary Grenade

Aura faint Destruction; CL 5th
Slot none; Price 1,000 gp; Weight -

Description
This grenade is thrown as a thrown splash weapon. It deals 5d6 fire damage in a 15-foot radius burst centered on the target. Any target or object that takes damage must succeed on a DC 12 Reflex save or catch on fire, taking 1d6 fire damage per round until extinguished or takes no damage for 2 consecutive rounds. Each round the target may attempt another Reflex save to extinguish the flames. Rolling on the ground or using a blanket to smother the flames (a full-round action) grants the target a +4 bonus to that round’s saving throw.

Construction Requirements
Distill Compound, Destruction sphere (Explosive Orb (blast shape), Fire Blast (blast type, fire)); Cost 500 gp

Infiltration Potion [CoP]

This thick, mud-like slop is odorless and tasteless until prepared for consumption, which is done by adding a sample of a specific individual (usually a hair clipping). After adding the creature sample, the brew begins to bubble forth odors like unto the creature.
Aura moderate Alteration; CL 6th (lesser, greater)
Slot none; Price 900 gp (lesser), 1,500 gp (greater); Weight 0.1 lb.

Description
Those that drink this potion will find themselves under the effects of the Alteration shapeshift ability for 1 hour. The form and traits of the shapeshift are dependant both on the added sample and the strength of the potion.

  • Lesser: Anthropomorphic Transformation (non-humanoid sample) or Perfect Imitation (humanoid sample); 2 traits of their choice from the Blank Transformation, which they may apply to the shapeshift effect.
  • Greater: Anthropomorphic Transformation (non-humanoid sample) or Perfect Imitation (humanoid sample); Mimicry trait (Humanoid sample) or Roar trait (non-humanoid sample), and 2 traits of their choice from the Blank Transformation, which they may apply to the shapeshift effect.

Construction Requirements
Distill Compound, Alteration sphere (Greater Transformation (greater only), Perfect Imitation, Vocal Transformation (greater only)); Cost 450 gp (lesser), 750 gp (greater)

Infravision Lenses [TS]

Aura weak light; CL 5th
Slot eyes; Weight 1/10 lbs.; Price 500 gp

These disposable goggles contain special liquid between the lenses, and when activated the liquids mix and activate, granting the user infravision for 50 minutes.

This allows them to ignore the miss chance for less than total concealment on living creatures. In addition, the target is capable of tracking living creatures by the heat they leave in their tracks. So long as the trail is no more than an hour old, the ground condition is never treated as worse than soft ground (DC 10), though strong temperature conditions (such as winter snow or a desert noon) can negate this benefit.

Construction Requirements
Distill Compound, Light sphere (Infravision (lens)); Cost 250 gp

Judge Mint [Jester's HB]

“The taste of judgement is bittersweet. And refreshing.” -Judge-King Sandalphon
Aura faint Fate; CL 3rd
Slot none; Price 600 gp; Weight 0.1 lbs.

Judge mints can be consumed to grant the benefits of one consecration centered on the target with a 20-foot radius for 1 minute. If the consecration has conditions or decisions which are normally made when cast, they are made when the judge mint is consumed (such as choosing an alignment for the Divine Pressure consecration). These mints are oddly refreshing, but can make the consumer feel odd things such as a heightened sense of purpose, guilt, or responsibility.

Construction Requirements
Distill Compound, Fate sphere (any (consecration) talent); Cost 300 gp

Light of True Magic

Aura faint Protection; CL 5th
Slot none; Price 2,500 gp; Weight 0.1 lbs.

Description
This gemstone glows faintly with ethereal light. It is made of pure magic, which reacts violently with anti-magical effects. When brought into a Spell Ward, antimagic field or similar effect, it immediately evaporates, and its energy fills the void the effect creates. No damage is done, but the effect is destroyed, or suppressed for 1d4 minutes if it is a permanent effect or a magic item. The gem does not need to be deliberately used - a character need merely have it in their possession and enter a magic suppressing field for it to function. A character with multiple gemstones will find that they all evaporate upon entering a field. The exception is extradimensional spaces - a light of true magic in a bag of holding or another extradimensional space will not activate if the bag is brought into an antimagic field or similar, as it is not truly in the field. Pulling a light of true magic out of such an extradimensional space, however, which are rendered inaccessible within antimagic fields, can be its own ordeal.

Construction Requirements
Distill Compound, Protection sphere (Spell Ward (aegis, ward)); Cost 1,250 gp

Love Everlasting Potion

Aura moderate Mind; CL 10th
Slot none; Price 4,000 gp; Weight .5 lbs.

Description
This potion causes any creature who drinks it to fall madly in love with the first creature he or she perceives. The drinker’s attitude toward that creature becomes helpful. If a romantic attraction is possible toward the first person viewed, the drinker falls in love with that person. Otherwise, the drinker’s love is a platonic adoration. The effects of this potion are permanent unless removed by the Counterspell feat, the Break Enchantment talent, or through some similar means.

Construction Requirements
Distill Compound, Mind sphere; Cost 2,000 gp

Magic Detection Incense [CoP]

Aura faint Divination; CL 1st
Slot none; Price 50 gp; Weight 0.1 lbs.

Description
Once lit (normally a full-round action, or a standard action with a tindertwig), this incense will continue to smoke in a 5-foot square for 5 minutes. Every minute that a creature spends inside the cloud of smoke, they can divine and identify magical auras of one creature, object, or phenomena as if using detect magic.

Construction Requirements
Distill Compound, Divination sphere; Cost 25 gp

Magical Competence Dust

Aura faint Divination; CL 1st
Slot none; Price 50 gp; Weight -

Description
This silvery dust which is normally kept in small black velvet pouches are most often used by wizards and inquisitors. While wizards use this powder on guild applicants before allowing apprenticeship, inquisitors utilize this item as evidence, misleading or not, of witchcraft. As a standard action, you may make a ranged touch attack against a square within 30 feet. All visible creatures within 10 feet of the affected area radiate as if under the effects of Detect Spellcaster for 1 round.

Alternatively, you may choose to pour the powder on an immobilized target; if you do the effects of Detect Spellcaster will continue to linger for 1 minute before fading away.

Construction Requirements
Distill Compound, Divination sphere (Detect Spellcaster (divine)); Cost 25 gp

Mana Nail [TS]

Aura moderate Mana; CL 7th
Slot none; Price 25,000 gp; Weight 0.05 lbs.

These two-inch nails appear to be made out of metal, but are strangely translucent at the same time. By pressing a mana nail into their skin as a standard action, the user gains a pool of charges equal to their casting ability modifier.

The user can spend these charges to activate sphere effects and supernatural effects while in a magic dead zone, at a cost of one charge per effect used. If the abilities in question have a cost or a limited number of uses (besides the charge cost for this item), they cost twice as much as usual. Sphere effects with no cost instead cost 1 spell point. The user can also activate their passive or ongoing sphere and supernatural effects for one round by expending two charges of this item. If the user wishes to activate additional abilities in the magic dead zone after expending all of the charges, they can do so up to their normal limit per day, but each additional ability causes them to become fatigued and requires a successful concentration check (DC 15 + 1/2 the user’s level, rounded down, minimum 1) or it fizzles out. Each passive ability the user wants to use also requires such a check. If the mana nail would cause the user to be fatigued when they already have the fatigued condition, they become exhausted. A user cannot draw on a mana nail to activate any effects while they are exhausted, regardless of the condition that caused the exhaustion. Fatigue or exhaustion caused by a mana nail bypasses immunity to these effects.

A mana nail is consumed on use, and a character cannot benefit from the effects of more than one mana nail at a time. Its charges otherwise remain indefinitely (although they do not increase if the user’s casting ability modifier increases after using the nail).

Construction Requirements
Distill Compound, Mana sphere; Cost 12,500 gp

Author's Note: Magic dead zones are not the same as antimagic fields. This item does not help in regular antimagic fields, but would work in areas like a demiplane where magic is normally unavailable. For a mana nail, a magic dead zone is any area where magic is typically unavailable due to a feature of the area (such as a planar trait, localized damage to magic fields, a deity cursing the region, or other qualities that may exist in your game, as determined by the GM), but not areas where magic is unavailable in the short-term due to the actions of spellcasters, certain monsters, and so on. Most magic dead zones are long-term or permanent, but temporary magic dead zones may exist. Antimagic fields in particular do not create magic dead zones, but some effects described as being like antimagic fields (such as certain planar traits) can create magic dead zones.

Manipulation Poison [CoP]

When opened a soft lavender mist rises from the glass vial.
Aura moderate Mind; CL 11th
Slot none; Price 550 gp; Weight 0.1 lbs.

Description
When a creature drinks manipulation poison (either willingly or when eating or drinking something secretly containing the potion), they must succeed a Will save or be compelled to obey the first valid request given it. Very simple requests allow for a DC 17 Will save, while basic requests all for a DC 15 Will save. The creature will not be compelled to do anything it would not normally do. Once a valid request is given, the creature performs the suggested action until it finishes, or for 11 hours, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons”). If the condition is not met before this duration expires, the activity is not performed. This is an enchantment compulsion mind-affecting ability.

Construction Requirements
Distill Compound, Mind sphere; Cost 275 gp

Monstrous Transformation Potion

Aura moderate Alteration; CL 5th
Slot none; Price 750 gp; Weight .5 lbs.

Description
This potion transforms the drinker into a ferocious monster, granting them a bite attack and 2 claw attacks for 5 minutes.

Construction Requirements
Distill Compound, Alteration sphere; Cost 375 gp

Mother’s Mercy

Aura faint Life; CL 2nd
Slot none; Price 200 gp; Weight 0.1 lbs.

Description
Originally passed off as nothing more than snake oil due to its difficulty in use, this small bottle of seven secret ingredients has life-saving properties. Once imbibed, it restores 1d8+2 hit points. If poured down the throat of a creature that has died in the previous round, it restores the same number of hit points, and if the target’s new hit point total is greater than the negative of its Constitution score, then it comes back to life and stabilizes at its new hit point total. Otherwise, the creature remains dead. Creatures brought back to life in this manner gain a temporary negative level.

Construction Requirements
Distill Compound, Life sphere (Resuscitate); Cost 100 gp

Object Repair Oil [CoP]

This oily liquid releases fumes in the open air that cause some to become light-headed.
Aura faint Creation; CL 1st (lesser), 4th (greater)
Slot none; Price 50 gp (lesser), 800 gp (greater); Weight 0.1 lbs.

Description
You may repair a damaged object, restoring a number of hit points based upon the quality of the oil. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. This ability cannot restore warped or transmuted items, but it can still repair damage done to such items.

  • Lesser: 1d4 hit points restored.
  • Greater: 1d6+4 hit points restored. In addition, the oil can also target magical objects, attended objects, or animated targets such as golems. While this means that the oil may repair broken magical items, the object repair oil cannot restore the magic to such an object unless the targeted item’s caster level is equal to or less than 4. Items with charges (such as wands) and single- use items (such as potions and scrolls) cannot be repaired in this way.

Construction Requirements
Distill Compound, Creation sphere (Potent Alteration (greater only)); Cost 25 gp (lesser), 400 gp (greater)

Oil of Bleeding Serum [TS]

Aura faint Enhancement; CL 4th
Weight 1/10 lbs.; Price 800 gp

The affected weapon deals 2 points of bleed damage on a successful hit in addition to normal weapon damage. This effect lasts 4 minutes.

Construction Requirements
Distill Compound, Enhancement sphere (Ragged Edges (enhance)); Cost 400 gp

Oil of Carthus Rouge [TS]

Aura faint Enhancement; CL 5th
Weight 1/10 lbs.; Price 1,250 gp

The affected weapon deals 5 points of bleed damage on a successful hit in addition to its normal weapon damage. This effect lasts 5 minutes.

Construction Requirements
Distill Compound, Enhancement sphere (Ragged Edges (enhance)); Cost 625 gp

Oil of Enhancement [TS]

Aura faint (+1/+2), moderate (+3), or strong (+4/+5) Enhancement; CL 2nd (+1), 5th (+2), 10th (+3), 15th (+4), or 20th (+5)
Weight 1/10 lbs.; Price 200 gp (+1), 500 gp (+2/+3), 750 gp (+4), or 1,000 gp (+5)

The affected weapon, suit of armor, or shield gains a +1 to +5 enhancement bonus for 2 minutes (+1), 5 minutes (+2), 1 minute (+3), 1 and a half minutes (+4), or 2 minutes (+5). This overlaps (and therefore does not stack with) any enhancement bonus already possessed by the item. The duration of the +3 to +5 oils can be multiplied by 10 by doubling their cost.

Construction Requirements
Distill Compound, Enhancement sphere; Cost 100 gp (+1), 250 gp (+2/+3), 375 gp (+4), or 500 gp (+5)

Oil of Forged Reach [TS]

Aura faint Nature; CL 4th
Weight 1/10 lbs.; Price 800 gp

The affected metal weapon has its reach extended by 5 feet for 4 minutes.

Construction Requirements
Distill Compound, Nature sphere ((metal) package, Forged Reach); Cost 400 gp

Oil of Freedom [TS]

Aura faint Fate; CL 5th
Weight 1/10 lbs.; Price 1,250 gp

The oiled target may move and attack normally, unaffected by magical or mundane effects that would impede its action. This includes paralysis, slow effects, entanglement, etc. All combat maneuver checks made to grapple the target automatically fail, and the subject automatically succeeds at any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. The subject may even move and attack normally while underwater, provided that the weapon is wielded in the hand rather than hurled. This does not, however, grant waterbreathing. This effect lasts 5 minutes.

Construction Requirements
Distill Compound, Fate sphere (Freedom (word)); Cost 625 gp

Oil of Keen Edge [TS]

Aura faint Enhancement; CL 4th
Weight 1/10 lbs.; Price 800 gp

The affected slashing or piercing weapon’s critical threat range doubles. This does not stack with any other effect that doubles a weapon’s crit range. It also gains a +1 bonus to critical confirmation rolls. This enhancement lasts 4 minutes.

Construction Requirements
Distill Compound, Enhancement sphere (Deadly Weapon (enhance)); Cost 400 gp

Past Sight Dust [CoP]

This amber dust which is normally kept in small gilded leather pouches and are most often used by inquisitors and investigators.
Aura faint Divination and Time; CL 2nd
Slot none; Price 200 gp; Weight 0.1 lbs.

Description
While inquisitors use this item as a way to track the movement of criminals, investigators utilize this powder to better understand the crime scene. As a standard action, you may make a ranged touch attack against a square within 30 feet. A 15-foot radius burst centered on the affected area radiate as if under the effects of Divine Time for 1 minute, allowing you to examine past events that took place no more than 2 hours ago. Once each round, you may fast forward or rewind the divination to specific moment during those 2 hours.

Construction Requirements
Distill Compound, Divination sphere, Time sphere; Cost 100 gp

Physician’s Dust

Aura faint Divination; CL 1st
Slot none; Price 50 gp; Weight -

Description
As a standard action, you may make a ranged touch attack against a square within 30 feet. All visible living creatures within 10 feet of the affected area have their afflictions and wounds glow as if under the effects of Divine Life for 1 round and they stabilize if dying. Alternatively, you may choose to pour the dust over a single living creature, if you do, the effects of the dust linger for 1 minute, granting fast healing 1 for the duration.

Construction Requirements
Distill Compound, Divination sphere, Life sphere (Revitalize); Cost 25 gp

Potion of Agility [TS]

Aura faint (+2), moderate (+4), or strong (+6) Enhancement; CL 4th (+2), 7th (+4), or 14th (+6)
Weight 1/10 lbs.; Price 400 gp (+2), 700 gp (+4), or 1,400 gp (+6)

This bright yellow potion provides a +2/+4/+6 enhancement bonus to Dexterity for 4/7/14 rounds when consumed.

Construction Requirements
Distill Compound, Enhancement sphere (Physical Enhancement (enhance)); Cost 200 gp (+2), 350 gp (+4), or 700 gp (+6)

Potion of the Amphibian [TS]

Aura faint (lesser), moderate (greater/superior) Alteration; CL 5th (lesser), 6th (greater), 8th (superior)
Weight 1/10 lbs.; Price 1,000 gp (lesser), 1,800 gp (greater), or 3,200 gp (superior)

You gain the amphibious subtype, the ability to breathe water, and a 40 feet swim speed for 5 minutes (lesser), 1 hour (greater), or 8 hours (superior). This is a shapeshift and does not stack with other polymorph effects.

Construction Requirements
Distill Compound, Alteration sphere (Aquan Transformation (transformation)); Cost 500 gp (lesser), 900 gp (greater), 1,600 gp (superior)

Potion of Breathlessness [TS]

Aura faint Protection; CL 2nd
Weight 1/10 lbs.; Price 200 gp

For the next 2 minutes, you no longer need to breathe to survive. You become immune to effects that require breathing (such as inhaled poison), can survive underwater, or even in a vacuum. This does not give immunity to cloud or gas attacks that do not require breathing.

Construction Requirements
Distill Compound, Protection sphere (Breathless (aegis)); Cost 100 gp

Potion of Cognition [TS]

Aura faint (+2), moderate (+4), or strong (+6) Enhancement; CL 4th (+2), 7th (+4), or 14th (+6)
Weight 1/10 lbs.; Price 400 gp (+2), 700 gp (+4), or 1,400 gp (+6)

This bright white potion potion provides a +2/+4/+6 enhancement bonus to Intelligence for 4/7/14 rounds when consumed.

Construction Requirements
Distill Compound, Enhancement sphere (Mental Enhancement (enhance)); Cost 200 gp (+2), 350 gp (+4), or 700 gp (+6)

Potion of Confidence [TS]

Aura faint (+2), moderate (+4), or strong (+6) Enhancement; CL 4th (+2), 7th (+4), or 14th (+6)
Weight 1/10 lbs.; Price 400 gp (+2), 700 gp (+4), or 1,400 gp (+6)

This bright pink potion provides a +2/+4/+6 enhancement bonus to Charisma for 4/7/14 rounds when consumed.

Construction Requirements
Distill Compound, Enhancement sphere (Mental Enhancement (enhance)); Cost 200 gp (+2), 350 gp (+4), or 700 gp (+6)

Potion of Darkvision [TS]

Aura faint Dark; CL 2nd
Weight 1/10 lbs.; Price 200 gp

You gain darkvision 60 feet for 2 hours.

Construction Requirements
Distill Compound, Dark sphere (Darkvision (meld)); Cost 100 gp

Potion of Durability [TS]

Aura faint (+2), moderate (+4), or strong (+6) Enhancement; CL 4th (+2), 7th (+4), or 14th (+6)
Weight 1/10 lbs.; Price 400 gp (+2), 700 gp (+4), or 1,400 gp (+6)

This bright green potion provides a +2/+4/+6 enhancement bonus to Constitution for 4/7/14 rounds when consumed.

Construction Requirements
Distill Compound, Enhancement sphere (Physical Enhancement (enhance)); Cost 200 gp (+2), 350 gp (+4), or 700 gp (+6)

Potion of Energy Resistance [TS]

Aura faint Protection; CL 2nd
Weight 1/10 lbs.; Price 200 gp

You gain energy resistance 12 to one of the following for 2 minutes: acid, cold, electricity, fire, sonic. The element is determined at the time this item is created.

Construction Requirements
Distill Compound, Protection sphere (Energy Resistance (aegis, ward)); Cost 100 gp

Potion of Enlargement/Reduction [TS]

Aura faint Alteration; CL 4th (lesser) or 5th (greater)
Weight 1/10 lbs.; Price 800 gp (lesser) or 1,000 gp (greater)

You grow or shrink by one size category (lesser) or two size categories (greater), with the appropriate changes to your attacks, ability scores, skills, space, and reach. This lasts for 4 minutes (lesser) or 5 minutes (greater), and cannot increase you above large size or below tiny size. This is a shapeshift and does not stack with other polymorph effects.

Construction Requirements
Distill Compound, Alteration sphere (Size Change); Cost 400 gp (lesser) or 500 gp (greater)

Potion of Hide In Darkness [TS]

Aura faint Dark; CL 2nd
Weight 1/10 lbs.; Price 200 gp

You gain the hide in plain sight ability, though it only functions in dim light or darkness. This effect lasts 2 hours.

Construction Requirements
Distill Compound, Dark sphere (Hide In Darkness (meld)); Cost 100 gp

Potion of Insight [TS]

Aura faint (+2), moderate (+4), or strong (+6) Enhancement; CL 4th (+2), 7th (+4), or 14th (+6)
Weight 1/10 lbs.; Price 400 gp (+2), 700 gp (+4), or 1,400 gp (+6)

This bright golden potion provides a +2/+4/+6 enhancement bonus to Wisdom for 4/7/14 rounds when consumed.

Construction Requirements
Distill Compound, Enhancement sphere (Mental Enhancement (enhance)); Cost 200 gp (+2), 350 gp (+4), or 700 gp (+6)

Potion of Might [TS]

Aura faint (+2), moderate (+4), or strong (+6) Enhancement; CL 4th (+2), 7th (+4), or 14th (+6)
Weight 1/10 lbs.; Price 400 gp (+2), 700 gp (+4), or 1,400 gp (+6)

This bright red potion provides a +2/+4/+6 enhancement bonus to Strength for 4/7/14 rounds when consumed.

Construction Requirements
Distill Compound, Enhancement sphere (Physical Enhancement (enhance)); Cost 200 gp (+2), 350 gp (+4), or 700 gp (+6)

Potion of Powerful Courage [TS]

Aura faint Mind; CL 5th
Weight 1/10 lbs.; Price 1,250 gp

You gain a +2 morale bonus to attack rolls, saving throws, skill checks, and ability checks for 5 minutes. You are also immune to fear and gain 5 temporary hit points for the duration of the potion.

Construction Requirements
Distill Compound, Mind sphere (Courage (charm), Powerful Charm); Cost 625 gp

Potion of Waterwalking [TS]

Aura faint Nature; CL 5th
Weight 1/10 lbs.; Price 1,250 gp

You can walk on water for the next 5 minutes. Water and all other liquid becomes solid to you, allowing you to move over it as if it were normal ground. Especially turbulent water (such as during a storm) may count as difficult terrain. You may always choose to sink into the water and swim if you so desire, in which case you are considered to have a swim speed equal to your land speed, granting you all the usual benefits of a swim speed, including a racial +8 bonus to Swim checks. This does not, however, grant you the ability to breath underwater.

Construction Requirements
Distill Compound, Nature sphere ((water) package), Nature’s Movement (spirit)); Cost 625 gp

Potion of Winged Flight [TS]

Aura faint (lesser) or moderate (greater/superior) Alteration; CL 5th (lesser), 6th (greater), or 8th (superior)
Weight 1/10 lbs.; Price 1,000 gp (lesser), 1,800 gp (greater), or 3,200 gp (superior)

You grow a pair of wings, and gain a fly speed of 30 feet with poor maneuverability and 2 secondary wing attacks (1d4, 1d3 small). This transformation lasts 5 minutes (lesser), 1 hour (greater), or 8 hours (superior). This is a shapeshift and does not stack with other polymorph effects.

Construction Requirements
Distill Compound, Alteration sphere (Avian Transformation (transformation)); Cost 500 gp (lesser), 900 gp (greater), or 1,600 gp (superior)

Protection Potion [CoP]

This off-white creamy fluid smells like flowers and has a slightly sweet taste.
Aura faint Protection; CL 1st (lesser), 5th (common), 10th (uncommon), 15th (rare), 20th (legendary)
Slot none; Price 50 gp (lesser), 250 gp (common), 500 gp (uncommon), 750 gp (rare), 1,000 gp (legendary); Weight 0.1 lbs.

Description
When imbibed, the potion gives the drinker a deflection bonus to their armor class for an amount of time based on the quality of the potion.

  • Lesser: +1 deflection bonus to armor class for 1 hour.
  • Common: +2 deflection bonus to armor class for 5 hours.
  • Uncommon: +3 deflection bonus to armor class for 10 hours.
  • Rare: +4 deflection bonus to armor class for 15 hours.
  • Legendary: +5 deflection bonus to armor class for 20 hours.

Construction Requirements
Distill Compound, Protection sphere; Cost 25 gp (lesser), 125 gp (common), 250 gp (uncommon), 375 gp (rare), 500 gp (legendary)

Quintessential Oil

Aura faint Enhancement; CL 1st
Slot none; Price 500 gp; Weight -

Description
This is a thick, clear-ish oil that takes on a color when imbued with a sphere ability. Any sphere caster can imbue this oil with a sphere ability that affects a single creature. Doing so uses any spell points required. The next creature to touch the oil becomes subject to that effect. Imbuing the oil takes as long as using the sphere ability, and once imbued, the oil remains effective for 4 hours; if not used on a target before the time expires, the oil congeals and becomes useless.

The oil is thick enough and potent enough to be used as a contact poison, and may be applied to a weapon.

Construction Requirements
Distill Compound; Cost 250 gp

Relic Blessing Oil [CoP]

Aura faint Fate; CL 2nd
Slot none; Price 200 gp; Weight 0.1 lbs.

Description
This oil sanctifies an object temporarily with divine power, allowing the object to be treated as a universal divine focus for all purposes. Additionally, if the object annointed is a weapon, it becomes chaotic, evil, good, or lawful, as you choose. As an aligned object, it overcomes that type of damage reduction, and deals an additional 2d6 damage to creatures of the opposite chosen alignment. These benefits last 2 minutes after anointing.

Construction Requirements
Distill Compound, Fate sphere (Align Object (word)); Cost 100 gp

Renewal Elixir

Aura faint Enhancement and Life; CL 1st
Slot none; Price 250 gp; Weight -

Description
This potion is much sought after not because of its power, but because of its legendary sweet taste which leaves the drinker euphoric afterward. Its low combustion temperature makes it unsuitable for use in baking, but it is often used to flavor the drinks of the very rich.

When a person drinks the elixir, they regain 2 spell points that can only increase their current spell point pool to a maximum of 4 (or up to their true maximum, if that is lower). Drinking the elixir also causes the drinker to be dazed for one round. A drinker can only benefit from this potion once per day.

Construction Requirements
Distill Compound, Enhancement sphere, Life sphere; Cost 125 gp

Restoration Potion, Body [TS]

Aura faint Life; CL 2nd
Weight 1/10 lbs.; Price 200 gp

Removes the battered, exhausted, fatigued, nauseated, and sickened conditions. The drinker can also attempt a magic skill check (using the level of the potion’s creator as their own) to remove any diseases or poisons.

Construction Requirements
Distill Compound, Life sphere (Restore Health (cure)); Cost 100 gp

Restoration Potion, Mind [TS]

Aura faint Life; CL 2nd
Weight 1/10 lbs.; Price 200 gp

Removes the confused, dazed, dazzled, frightened, panicked, shaken, and staggered conditions, as well as temporary or magical removal of senses (including senses like tremorsense).

Construction Requirements
Distill Compound, Life sphere (Restore Senses (cure)); Cost 100 gp

Restoration Potion, Soul [TS]

Aura faint Life; CL 2nd
Weight 1/10 lbs.; Price 200 gp

Cures all ability damage and ability drain, as well as 1d4 points of sanity damage (if using the sanity rules).

Construction Requirements
Distill Compound, Life sphere (Restore Spirit (cure)); Cost 100 gp

Revealing Dust [CoP]

A wool or silk pouch containing a metallic golden powder.
Aura faint Light; CL 6th (minor), 12th (moderate), 24th (superior)
Slot none; Price 600 gp (minor), 1,800 gp (moderate), 3,600 gp (superior); Weight 0.1 lbs.

Description
As a standard action, you may make a ranged touch attack against a square within 30 feet, affecting all creatures within 10 feet of the affected area. Alternatively, as a standard action, you may choose to pour the dust over a single creature.

  • Minor: Affected creatures glow, emitting light as a candle, suffering a -20 penalty on Stealth checks, and negate all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects. These effects last for 1 round. If targeting a single creature, the effects last for 1 minute.
  • Moderate: Affected creatures glow, emitting light as a torch, suffering a -20 penalty on Stealth checks, suppressing any invisibility condition affecting the target, and negate all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects. These effects last for 5 rounds. If targeting a single creature, the effects last for 5 minutes.
  • Superior: Affected creatures glow, emitting bright light in 90-foot radius, suffering a -20 penalty on Stealth checks, suppressing any invisibility condition affecting the target, and negate all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects. All creatures and objects lose all the benefits of invisibility for as long as they are within the bright light emitted from the targets. These effects last for 2 minutes. If targeting a single creature, the effects last for 20 minutes.

Construction Requirements
Distill Compound, Light sphere (Revealing Light (superior only)); Cost 300 gp (minor), 900 gp (moderate), 1,800 gp (superior)

Reveal Alignment Consecration Oil [CoP]

Normally stowed in a clay bottle, this oil carries an aroma of rosemary.
Aura faint Fate; CL 3rd
Slot none; Price 450 gp; Weight 0.1 lbs.

Description
You may as a standard action pour this oil over a single creature revealing the creature’s alignment for all to be seen. The exact manifestation is unique to each observer—some might see a good creature with a halo and an evil creature with horns, while others might hear musical themes and chords evoking an alignment—but however it does the interpretation is unambiguous in the observer’s mind. (A GM may provide only the alignment, leaving the exact signs each PC perceives up to their players.) An observer must still be able to sense a creature in order to discern its alignment, usually with sight but also with senses like blindsense. The effect of this consecration last for 30 minutes. This oil may be filled into an aspergillum as a splash weapon, imparting the compound's effects as a splash effect instead of inflicting splash damage.

Construction Requirements
Distill Compound, Fate sphere (Reveal Alignment (consecration)); Cost 225 gp

Revitalization Potion, Minor [TS]

Aura faint Life; CL 2nd
Weight 1/10 lbs.; Price 200 gp

This shimmering green potion grants fast healing 1 for 2 minutes (20 hit points total).

Construction Requirements
Distill Compound, Life sphere (Revitalize); Cost 100 gp

Revitalization Potion, Standard [TS]

Aura faint Life; CL 3rd
Weight 1/10 lbs.; Price 450 gp

This shimmering green potion grants fast healing 2 for 3 minutes (60 hit points total).

Construction Requirements
Distill Compound, Life sphere (any (cure) talent, Revitalize); Cost 225 gp

Revitalization Potion, Improved [TS]

Aura faint Life; CL 4th
Weight 1/10 lbs.; Price 800 gp

This shimmering green potion grants fast healing 3 for 4 minutes (120 hit points total).

Construction Requirements
Distill Compound, Life sphere (any (cure) talent x2, Revitalize); Cost 400 gp

Revitalization Potion, Greater [TS]

Aura faint Life; Caster Level 5th
Weight 1/10 lbs.; Price 1,250 gp

This shimmering green potion grants fast healing 4 for 5 minutes (200 hit points total).

Construction Requirements
Distill Compound, Life sphere (any (cure) talent x3, Revitalize); Cost 625 gp

Revitalization Potion, Superior [TS]

Aura moderate Life; CL 6th
Weight 1/10 lbs.; Price 1,800 gp

This shimmering green potion grants fast healing 5 for 6 minutes (300 hit points total).

Construction Requirements
Distill Compound, Life sphere (any (cure) talent x4, Revitalize); Cost 900 gp

Runesight Potion [CoP]

This potion smells of patchouli, and can often be found in satchels of arcane adepts and apprentices.
Aura faint Divination; CL 1st
Slot none; Price 50 gp; Weight 0.1 lbs.

Description
After drinking this potion, the creature’s vision distorts allowing them to read magical writing, but making it impossible to read anything else for the potion’s duration. The effects last for 1 hour.

Construction Requirements
Distill Compound, Divination sphere; Cost 25 gp

Saving Stone

Aura faint Protection; CL 2nd
Slot none; Price 200 gp; Weight 0.1 lbs.

Description
This small, glass-like sphere can be thrown as an improvised weapon, but the target of its effect is always the environment, not whomever might be present when it breaks. Once broken, it creates a ward, chosen at the time of creation. The ward has a duration of 2 minutes.

Construction Requirements
Distill Compound, Protection sphere, creator must possess the talent to be granted; Cost 100 gp

Scrying Incense [CoP]

Aura moderate Divination; CL 5th (lesser), 10th (greater)
Slot none; Price 750 gp (lesser), 2,500 gp (greater); Weight 0.1 lbs.

Description
Once lit (normally a full-round action, or a standard action with a tindertwig), this incense will continue to smoke in a 5-foot square for 1 hour. Any creature that spends at least 1 minute inside the cloud of smoke may, as a full-round action, create a single scrying sensor within range on the same plane, transferring their point of view to that point. They do not need light of sight or line of effect, but the desired target must be known—a place or object familiar to them, or an obvious one such as a distance and direction. Once the sensor has been placed, they may see and hear anything within 10 feet of the location of the sensor. A creature inside the cloud of smoke may only create and control a single scrying sensor at a time. If a scrying sensor is dispelled by another creature, the incense immediately stops smoking and the effect ends.

  • Lesser: Sensor range (150 feet), sensor speed (0 feet). The scrying sensor can be detected with a successful DC 25 Perception check, and dispelled (MSD 16). While the lessor sensor possesses a movement speed of 0 feet, once each round as a full-round action the sensor’s owner may create a new scrying sensor in a different location within range, dismissing the older sensor.
  • Greater: Sensor range (any distance, but not across planes), sensor speed (150 feet). Instead of targeting a location or object like the lesser version, they may observe a creature. If targeting a creature, they are allowed a DC 15 Will save to resist being viewed, which is subject to the same modifiers as the Scrying advanced talent. If the save fails, they attach the sensor to the creature, which follows the creature to a maximum of the sensor’s movement speed. If the saving throw succeeds, the incense immediately stops smoking and the effect ends. The scrying sensor can be detected with a successful DC 30 Perception check, and dispelled (MSD 21).

Construction Requirements
Distill Compound, Divination sphere (Greater Divine (greater only), Scrying (advanced, greater only), Viewing (divine)); Cost 375 gp (lesser), 1,250 gp (greater)

See Hazard Potion [CoP]

Aura faint Divination; CL 4th (lesser), 8th (greater)
Slot none; Price 800 gp (lesser), 3,200 gp (greater); Weight 0.1 lbs.

Description
You gain a special sense that grants you a free Perception check to notice traps and hazards within 10 feet of you, be they mechanical (trip wires, dart throwers, etc.), magical (rune spells, sigils, etc.), or natural (quicksand, pit falls, etc.).

  • Lesser: 4 hour duration. The lesser version of this potion does not give you insight on bypassing or disabling such traps or hazards.
  • Greater: 8 hour duration. The greater version of this potion also grants you a +1d4+1 insight bonus on the free Perception check to notice a trap or hazard, and a +1d4+1 insight bonus on any Disable Device checks made to disable a trap or hazard discovered by the free Perception check.

Construction Requirements
Distill Compound, Divination sphere (Divine Future (divine) (greater only), See Hazards (sense)); Cost 400 gp (lesser), 1,600 gp (greater)

Seed of Life

Aura moderate Life; CL 10th
Slot none; Price 5,000 gp; Weight 0.1 lbs.

Description
This seed (harvested from a dryad’s tree) is attuned to the forces of life, and if carefully prepared and planted inside the heart of a creature that died within 24 hours, can even return them to life. The seed quickly grows into a tree that consumes the target’s body, but produces a large seed pod after 24 hours that produces a complete copy of that body, returned to life (if the target’s soul is willing to return). A body returned to life in this fashion suffers no negative levels, but is inflicted with weakness as their body returns to normal; they gain the sickened condition for 1 week which nothing, not even magic, can remove. A target can be returned to life only once with a seed of life; if a second seed is used on the same creature, the second, plant-born body cannot fully nourish a tree of life, causing the seed to die. This restriction ends after 1 year.

Construction Requirements
Distill Compound, Life sphere (Resurrection (advanced), Resuscitate), creator must have 5 ranks in Knowledge (nature); Cost 2,500 gp

Serendipity Consecration Oil [CoP]

Normally stowed in a clay bottle, this oil carries an aroma of frankincense.
Aura faint Fate; CL 2nd
Slot none; Price 200 gp; Weight 0.1 lbs.

Description
You may as a standard action pour this oil over a single creature granting a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. The effect of this consecration last for 20 minutes. This oil may be filled into an aspergillum as a splash weapon, imparting the compound's effects as a splash effect instead of inflicting splash damage.

Construction Requirements
Distill Compound, Fate sphere; Cost 100 gp

Shinigami’s Cloth [Gravecaller's HB]

Aura faint Enhancement; CL 3rd
Slot none; Price 300 gp; Weight 0 lb.

Description
This elegant cloth, often woven as a handkerchief, glows faintly in the moonlight.

When used to polish, dust, or otherwise clean one weapon or piece of armor as a move action, the equipment begins to glow faintly with soft moonlight, emitting dim-light in a 5-foot radius and granting the equipment the ghost touch armor or weapon special ability (as appropriate) for 3 minutes.

After being used this way, the shinigami’s cloth loses its magic, but is still a very finely made handkerchief.

Construction Requirements
Distill Compound, Enhancement (Spectral Enhancement (enhance)); Cost 150 gp

Sidhe Visage Potion [CoP]

Aura faint Fallen Fey; CL 5th
Slot none; Price 1,000 gp; Weight 0.1 lbs.

Description
You are treated as a fey and no longer count as your previous creature type for all purposes including spells, magic items, etc., but you do not gain any of the benefits of the fey type or lose the benefits of your previous creature type, and still possess any subtypes you previously possessed (thus, an elf using this ability would be treated as a fey with the elf subtype). In addition, you gain a +2 bonus to all Charisma-based skill and ability checks. These effects last for 5 hours.

Construction Requirements
Distill Compound, Fallen Fey sphere (Fey Beauty); Cost 500 gp

Size Increase Potion [CoP]

Aura faint Alteration; CL 2nd
Slot none; Price 100 gp; Weight 0.1 lbs.

Description
The drinker of this potion increase their size category by 1 step (maximum Large) for 2 minutes. This is a polymorph effect.

Construction Requirements
Distill Compound, Alteration sphere (Size Change); Cost 50 gp

Size Reduction Potion [CoP]

Aura faint Alteration; CL 2nd
Slot none; Price 100 gp; Weight 0.1 lbs.

Description
The drinker of this potion decreases their size category by 1 step (minimum Tiny) for 2 minutes. This is a polymorph effect.

Construction Requirements
Distill Compound, Alteration sphere (Size Change); Cost 50 gp

Sneakster’s Brew [TS]

Aura faint Illusion; Caster Level 2nd
Slot None; Weight 1/10 lbs.; Price 200 gp

This weaker and simpler invisibility potion is used for quick getaways and fast attacks. The imbiber can attempt Stealth checks to hide even while being observed and gains a +2 circumstance bonus to Stealth checks. This does not grant the invisible condition, but counts as invisibility for effects that interact with it (such as spells that negate it), and therefore does not stack with the invisibility spell or other, similar effects. If undetected by a creature, the imbiber gains total concealment against it, as well as a +2 bonus to attack rolls against it, and ignores its Dexterity bonus to armor class. This effect lasts for 2 rounds before wearing off.

Construction Requirements
Distill Compound, Illusion sphere (Suppression (glamer)); Cost 100 gp

Spell Cleansing Elixir, Lesser

Aura faint Life; CL 5th
Slot none; Price 250 gp; Weight -

Description
An emergency tool for removing enchantments in a hurry. When a person drinks the elixir, he may choose a single ongoing magical effect affecting him. The elixir attempts a magic skill check with an MSB of +5 to dispel the effect, as the Counterspell feat.

Construction Requirements
Distill Compound, Life sphere (Break Enchantment); Cost 175 gp

Spell Cleansing Elixir, Greater

Aura moderate Life; CL 10th
Slot none; Price 1,000 gp; Weight -

Description
An emergency tool for removing enchantments in a hurry. When a person drinks the elixir, he may choose up to 3 ongoing magical effects affecting him. The elixir attempts a magic skill check with an MSB of +10 to dispel the effects, as the Improved Counterspell feat.

Construction Requirements
Distill Compound, Life sphere (Break Enchantment); Cost 500 gp

Sphere Focus Stimulant

Aura faint Enhancement, moderate other (depends on the affected sphere); CL 3rd (+1), 6th (+2), 9th (+3), 12th (+4), 15th (+5)
Slot none; Price 100 gp (+1), 400 gp (+2), 900 gp (+3), 1,200 gp (+4), 1,500 gp (+5); Weight -

Description
This thick, opaque brew comes in different swirling colors, the combination of which represents the specific sphere that it affects. The stimulant grants the drinker an enhancement bonus to the caster level of a specific sphere for one minute. The crafter must possess a caster level of at least 3x the enhancement bonus granted, and cannot exceed an enhancement bonus of +5.

Construction Requirements
Distill Compound; Cost 50 gp (+1), 200 gp (+2), 450 gp (+3), 600 gp (+4), 750 gp (+5)

Splinter Orb

Aura faint Death; CL 1st
Slot none; Price 150 gp; Weight

Description
Splinter orbs (sometimes called “bone balls”) are roughly the size of an apple consisting of hundreds of shards of bone worked into a sphere. To use it one simply smashes the orb, which immediately reforms into a Medium-sized skeleton, ready for reanimation. These skeletons are most commonly human (or whatever race the creator belong to), but the bones of more exotic creatures are certainly usable, provided such a corpse is available during creation. Necromancers who want readily available minions but are for whatever reason unable to bring them out in the open sometimes coat these balls with a thin layer of clay which is then decorated further to disguise them, and sometimes even incorporated into other things like clothing. Since these items use a single corpse, the bodies of specific individuals can be broken down for ease of transport and then remade at a later date.

Construction Requirements
Distill Compound, Death sphere (Corpse Manipulation), one dead body; Cost 75 gp

Stoneskin Elixir [CoP]

Stored in a ceramic container, this chalky substance is sometimes mistaken for wet cement.
Aura moderate Nature; CL 4th
Slot none; Price 400 gp; Weight 0.1 lbs.

Description
Drinking this elixir will grant a creature DR 2/adamantine for 4 minutes. Once the damage reduction has reduced 40 damage the elixir’s effects immediately end, even if its duration has not expired.

Construction Requirements
Distill Compound, Nature sphere ((earth) package, Nature’s Carapace (spirit)); Cost 200 gp

Stricture Consecration Oil [CoP]

Normally stowed in a clay bottle, this oil carries an aroma of lemongrass.
Aura faint Fate; CL 5th
Slot none; Price 750 gp; Weight 0.1 lbs.

Description
You may as a standard action pour this oil over a single creature declaring a course of action that is at most one sentence long and whether this action is to be avoided or emulated. Example strictures include “No one can attack”, “everyone must trade fairly”, etc. If your stricture would cause a creature to attack itself or perform another obviously suicidal action, they are immune to that stricture. The creature is allowed a DC 12 Will save to negate this requirement and allow itself to act normally.

If a creature succeeds at their saving throw, they become immune to that stricture for the rest of its duration. The effect of this consecration last for 5 minutes. This oil may be filled into an aspergillum as a splash weapon, imparting the compound's effects as a splash effect instead of inflicting splash damage.

Construction Requirements
Distill Compound, Fate sphere (Stricture (consecration)); Cost 375 gp

Troll’s Claret

Aura moderate Life; CL 10th
Slot none; Price 1,500 gp; Weight 0.1 lbs.

Description
Typically found in red mason jars and not to be used by the squeamish, this combination of troll’s blood, root of a living tree, and several other alchemical reagents is a powerful salve when used correctly. When applied on the target, troll’s claret grants the target fast healing 1 for 10 minutes, and they are healed of all broken bones, severed body parts (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), and ruined organs. This also restores sight, hearing, and other permanent loss of senses. If body parts to be reattached are not present, they require 2d10 rounds to regrow. This cannot bring a creature back from the dead nor function on a creature that is already dead.

Construction Requirements
Distill Compound, Life sphere (Break Enchantment, Make Whole, Restore Senses (cure), Restore Spirit (cure), Revitalize); Cost 750 gp

Truth Serum [TS]

Aura faint Fate; Caster Level 5th
Weight 1/10 lbs.; Price 1,250 gp

The creature drinking this liquid must succeed at a DC 12 Will save or be unable to deliberately or intentionally lie for 5 minutes. This is a curse effect.

Construction Requirements
Distill Compound, Fate sphere (Truth (word)); Cost 625 gp

Vanishing Dust [CoP]

A wool or silk pouch containing a metallic silver powder.
Aura faint Illusion; CL 6th (minor), 12th (moderate), 24th (superior)
Slot none; Price 600 gp (minor), 1,800 gp (moderate), 3,600 gp (superior); Weight 0.1 lbs.

Description
As a standard action, you may make a ranged touch attack against a square within 30 feet, affecting all creatures within 10 feet of the affected area. Alternatively, as a standard action, you may choose to pour the dust over a single creature.

  • Minor: Affected creatures may attempt Stealth checks to hide even while being observed, and count as invisible for the purpose of effects that interact with in (such as spells that negate or see through it) and gain a +6 circumstance bonus to Stealth checks. While undetected by a creature, you gain total concealment against it, as well as a +2 bonus to attack rolls against it, and you may ignore its Dexterity bonus to AC. These effects last for 1 round. If targeting a single creature, the effects last for 1 minute.
  • Moderate: Affected creatures may attempt Stealth checks to hide even while being observed, and count as invisible for the purpose of effects that interact with in (such as spells that negate or see through it) and gain a +12 circumstance bonus to Stealth checks. While undetected by a creature, you gain total concealment against it, as well as a +2 bonus to attack rolls against it, and you may ignore its Dexterity bonus to AC. These effects last for 5 rounds. If targeting a single creature, the effects last for 5 minutes.
  • Superior: Affected creatures become completely invisible, gaining a +20 bonus to Stealth (increased to +40 if standing still), and possess total concealment even when detected. These effects last for 2 minutes. If targeting a single creature, the effects last for 20 minutes.

Construction Requirements
Distill Compound, Illusion sphere (Suppression (glamer), Advanced Invisibility (advanced, superior only)); Cost 300 gp (minor), 900 gp (moderate), 1,800 gp (superior)

Vitalist’s Secret Tonic

Aura faint Life; CL 5th
Slot none; Price 1,250 gp; Weight 0.1 lbs.

Description
The formula for this varies wildly, as it has been discovered and rediscovered numerous times over the years. Drinking this can heal many conditions, provided those conditions have not been allowed to linger for more than 24 hours. It heals dazzled, shaken, staggered, battered, fatigued, sickened, and heals 1d4 points of ability damage to the most damaged ability score. It also lessens panicked, frightened, exhausted, and nauseated by one step.

Construction Requirements
Distill Compound, Life sphere; Cost 625 gp

Wellspring Bucket [CoP]

Most commonly made with wood that is associated with the element of water (such as alder, birch, or willow), these 1-gallon buckets come with a tight sealed lid. On its outer side, a wellspring bucket portrays scenes with beaches, rivers, waterfalls, and rain.
Aura faint Nature ((water) package); CL 1st
Slot none; Price 150 gp; Weight 2 lbs.

Description
When used, the wellspring bucket will create fresh pure water as an instantaneous effect. This magical item may be activated in one of two ways, chosen at the time of use.

As a move action, the bucket will begin to overfill with fresh pure water at the rate of 1 gallon per round (for 4 minutes), or until 38 gallons of water have been created, whichever comes first. If after initial activation, the wellspring bucket is brought into an area where magic does not function such as an antimagic field, any water created will remain (as the water itself is instantaneous), but the bucket for that duration will not create more water until the buckets magic is no longer suppressed. Any duration inside the antimagic field (or similar effect) counts against the 4 minute duration of the wellspring bucket.

As a standard action, the bucket may be emptied into a square within reach, dumping all 38 gallons of fresh pure water out instantaneously (38 gallons is enough to fill a 5-foot square).

Unlike most compounds, a wellspring bucket has 5 hit points, and a hardness of 5; if a wellspring bucket is broken before activation, the bucket instantaneously spills out all 38 gallons of fresh pure water into the 5-foot square that it is in.

Construction Requirements
Distill Compound, Nature sphere ((water) package, Create Nature (geomancing)); Cost 75 gp

Whetstone Of Honed Edges [CoP]

A whetstone that when held up in the light glows faintly.
Aura faint Enhancement; CL 2nd (lesser), 6th (moderate), 12th (strong), 18th (overwhelming)
Slot none; Price 200 gp (lesser), 600 gp (moderate), 1,200 gp (strong), 1,800 gp (overwhelming); Weight 0.1 lbs.

Description
When used for 1 consecutive minute to sharpen a slashing or piercing melee weapon, the whetstone crumbles to dust but bestows to the melee weapon improved critical hit probability for a time determined by the quality of whetstone.

  • Lesser: keen special ability, 2 hours.
  • Moderate: keen special ability and +2 bonus to critical hit confirmation rolls, 6 hours.
  • Strong: keen special ability and +4 bonus to critical hit confirmation rolls, 12 hours.
  • Overwhelming: keen special ability and +6 bonus to critical hit confirmation rolls, 18 hours.

Construction Requirements
Distill Compound, Enhancement sphere (Deadly Weapon (enhance)); Cost 100 gp (lesser), 300 gp (moderate), 600 gp (strong), 900 gp (overwhelming)


Transformation Potions [TS]

Transformation potions are drinks that shift the user into a different form for 24 hours. This transformation functions like the Permanent Transformation advanced talent while active (although it is not actually this talent), and as such cannot be dispelled or negated by anti-magic fields, although it can be removed by a reversal potion, the Break Enchantment Life talent, the polymorph any object spell, and similar effects. Consuming another transformation potion replaces the effects of the first. Remember that most transformation potions do not change the drinker’s creature type. As a shapeshift, transformation potions do not stack with most other effects that provide Alteration traits.

Transformation Potion of Arachnophilia [TS]

Aura moderate Alteration; CL 6th
Weight 1/10 lbs.; Price 1,800 gp

This potion transforms the drinker into a spider of the same size, as the base Vermin Transformation (transformation) talent. The drinker also gains a poison effect for their bite attack and the ability to create webs, as described in the Vermin Transformation talent.

Construction Requirements
Distill Compound, Alteration sphere (Permanent Transformation (advanced), Vermin Transformation (transformation)); Cost 900 gp

Transformation Potion of Arachnophilia, Enlarging [TS]

Aura moderate Alteration; CL 8th
Weight 1/10 lbs.; Price 3,200 gp

This potion transforms the drinker into a spider one size category larger (maximum Huge), as the base Vermin Transformation (transformation) talent. The drinker also gains a poison effect for their bite attack and the ability to create webs, as described in the Vermin Transformation talent.

Construction Requirements
Distill Compound, Alteration sphere (Permanent Transformation (advanced), Size Change, Vermin Transformation (transformation)); Cost 1,600 gp

Want Another Type Of Mount?

You can easily convert the /arachnophilia potions into drinks that allow for many other types of mounts. Just change the (transformation) talent to the appropriate type of creature and select up to two additional traits, either from that talent or from those offered through Blank Transformation (which are always available). It would take up far too much space to list every possible mount-focused potion, so treat these two options as templates.

Transformation Potion of Colossal Form [TS]

Aura moderate Alteration; CL 6th
Weight 1/10 lbs.; Price 1,800 gp

This potion increases (or, more rarely, decreases) the creature to Large size, changing their ability scores as described in the Size Change talent. Although dreamt of by many scrawny young warriors who want to bulk up into heroes, experienced heroes recognize that being permanently Large is often troublesome when trying to enter buildings designed for smaller creatures or traveling through tight underground passageways where such bulk could prevent movement entirely, and such individuals often get temporary size-changing potions instead. Orc tribal leaders are known to be fond of these.

Construction Requirements
Distill Compound, Alteration sphere (Permanent Transformation (advanced), Size Change); Cost 900 gp

Transformation Potion of Construct Form [TS]

Aura moderate Alteration; CL 6th
Weight 1/10 lbs.; Price 1,800 gp

This potion gives the drinker the form of a bipedal construct, as the effects of the Object Transformation (transformation) talent. The drinker also gains DR 3/adamantine and 2 slam attacks (primary, 1d4 Medium, 1d3 Small) on their arms.

Construction Requirements
Distill Compound, Alteration sphere (Object Transformation (transformation), Permanent Transformation (advanced)); Cost 900 gp

Transformation Potion of Dragonoid Form [TS]

Aura moderate Alteration; CL 10th
Weight 1/10 lbs.; Price 3,000 gp

This potion grants the drinker the powers of a dragon. While it does not change their basic form, it does provide a +4 natural armor bonus and a breath weapon of one type available through the Dragon Transformation (transformation) talent, including doubled size. These potions often include additional (and sometimes multiple) cosmetic changes, such as providing the appearance of scales, a tail, or a dragon’s face, though these provide no additional mechanical benefits. Rumors exist of greater versions of this potion that also grant wings and the ability to fly.

Construction Requirements
Distill Compound, Alteration sphere (Dragon Transformation (transformation), Permanent Transformation (advanced)); Cost 1,500 gp

Transformation Potion of Fey Form [TS]

Aura strong Alteration and Fallen Fey; CL 15th
Weight 1/10 lbs.; Price 9,000 gp

This potion transforms the drinker into a fey creature. This changes their creature type to fey (without otherwise changing their statistics) and grants a fly speed of 70 feet with maneuverability (average) thanks to the new wings sprouting out of their back. This potion also provides a cosmetic appearance suitable to the new fey form.

Construction Requirements
Distill Compound, Alteration sphere (Avian Transformation (transformation), Permanent Transformation (advanced)), Fallen Fey sphere (Fey Initiation); Cost 4,500 gp

Transformation Potion of Fey Form, Shrinking [TS]

Aura strong Alteration and Fallen Fey; CL 15th
Weight 1/10 lbs.; Price 9,750 gp

This potion transforms the drinker into a Tiny-sized fey creature. This changes their creature type to fey (without otherwise changing their statistics) and grants a fly speed of 70 feet with maneuverability (average) thanks to the new wings sprouting out of their back. This potion also provides a cosmetic appearance suitable to the new fey form.

Construction Requirements
Distill Compound, Alteration sphere (Avian Transformation (transformation), Permanent Transformation (advanced), Size Change), Fallen Fey sphere (Fey Initiation); Cost 4,875 gp

Transformation Potion of Flight [TS]

Aura moderate (lesser/improved) or strong (greater/superior) Alteration; CL 6th (lesser), 10th (improved), 15th (greater), or 20th (superior)
Weight 1/10 lbs.; Price 1,800 gp (lesser), 3,000 gp (improved), 4,500 gp (greater), or 6,000 gp (superior)

This potion grants wings to the drinker. Lesser potions grant a 30 feet fly speed and maneuverability (clumsy). Improved potions grant a 50 feet fly speed and maneuverability (poor). Greater potions grant a 70 feet fly speed and maneuverability (average). Superior potions grant a 90 feet fly speed and maneuverability (good). This potion does not otherwise change the drinker’s form, but also does not stack with other transformation potions unless brewed as part of them. Though relatively inexpensive, the extensive technical skill required for brewing these potions means only the lesser versions are commonly found in stores.

Construction Requirements
Distill Compound, Alteration sphere (Avian Transformation (transformation), Permanent Transformation (advanced)); Cost 900 gp (lesser), 1,500 gp (improved), 2,250 gp (greater), or 3,000 gp (superior)

Transformation Potion of Humanoid Form [TS]

Aura moderate Alteration; CL 6th
Weight 1/10 lbs.; Price 1,800 gp

This potion gives the drinker the form of a humanoid creature, such as a human or an elf, as the effects of the Anthropomorphic Transformation (transformation) talent. The drinker retains their natural attacks, special abilities, and movement types, and sometimes resembles the appearance of their original form (such as ears, a tail, skin color, or other distinguishing features).

Construction Requirements
Distill Compound, Alteration sphere (Anthropomorphic Transformation (transformation), Permanent Transformation (advanced)); Cost 900 gp

Transformation Potion of Humanoid Form, Precise [TS]

Aura moderate Alteration; CL 9th
Weight 1/10 lbs.; Price 4,050 gp

This potion gives the drinker the form of a specific humanoid creature, chosen when the potion is brewed, and otherwise uses the effects of the Anthropomorphic Transformation (transformation) talent. The drinker retains their natural attacks, special abilities, and movement types.

Construction Requirements
Distill Compound, Alteration sphere (Anthropomorphic Transformation (transformation), Perfect Imitation, Permanent Transformation (advanced)); Cost 2,025 gp

Transformation Potion of Lamia Form [TS]

Aura moderate Alteration; CL 9th
Weight 1/10 lbs.; Price 4,050 gp

This potion transforms a bipedal drinker’s legs into a single long tail that provides a 40 feet land speed and a 20 feet climb speed. This tail may also function as a stinger, a tail slap, or a prehensile tail, which is determined when this potion is brewed; these function as described in the Additional Limbs talent.

Construction Requirements
Distill Compound, Alteration sphere (Additional Limbs, Anthropomorphic Transformation (transformation), Permanent Transformation (advanced), Serpentine Transformation (transformation)); Cost 2,025 gp

Transformation Potion of Therianthropy [TS]

Aura faint Alteration; CL 5th
Weight 1/10 lbs.; Price 1,250 gp

This potion grants the drinker the cosmetic traits of a specific animal, chosen when the potion is made. For example, it may give the user modified ears and a tail, cause them to sprout fur, or gain other visual traits associated with that particular creature. This potion can provide multiple cosmetic alterations. This transformation potion also grants darkvision 60 feet.

Construction Requirements
Distill Compound, Alteration sphere (Permanent Transformation (advanced)); Cost 625 gp

Transformation Potion of Undead Form [TS]

Aura moderate Alteration; CL 8th
Weight 1/10 lbs.; Price 3,200 gp

This potion gives the drinker the appearance of an undead creature of their species, often a zombie or skeleton. The drinker counts as undead when determining the effects of positive and negative energy, gains a +2 racial bonus against death effects, disease, mind-affecting effects, paralysis, poison, sleep, and stunning, and DR 5/slashing (if more fleshy than skeletal) or DR 5/bludgeoning (if more skeletal than fleshy). While not a true undead transformation, most people are unlikely to know the difference, and this potion is often illegal as a result.

Construction Requirements
Distill Compound, Alteration sphere (Permanent Transformation (advanced), Undead Body); Cost 1,600 gp

Reversal Potion [TS]

Aura faint Alteration; CL 5th
Weight 1/10 lbs.; Price 1,250 gp

This potion reverses all shapeshifts on a creature, returning them to their original and unaltered form. This does not apply to shapeshifts that are treated as a natural part of the creature’s body, such as transformations provided by the Form Of Power mythic boon. As a general rule, most shapeshifts are not considered natural parts of a creature’s body and can be reversed by this potion.

Construction Requirements
Distill Compound, Alteration sphere (Permanent Transformation (advanced)) or Life sphere (Break Enchantment); Cost 625 gp


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