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Momentary Magic

Source Treasure Vault pg. 73 1.1
While many magical items in an adventurer's toolkit might be carried over the course of their entire career, like a sword they ensorcell with ever more powerful runes, other magical items exist for a particular moment in time, meant to be used and then replaced. Talismans that attach to armor until their magic is used to avert disaster, catalysts whose only purpose is to be consumed during the casting of a spell to transform its effects, and many more types of magical items all fit within this broad category.

This chapter expands upon the existing types of magical consumables available within the game and introduces new types of consumables and consumable functions. Catalysts and fulus, originally introduced in Pathfinder Secrets of Magic, are expanded with new options. Magical missives are a new category of items comprised of letters, musical compositions, and drawings that have a variety of effects based on the content the user inscribes onto the page.

Wondrous consumables make up a diverse category of new magic items that come in a wide array of shapes, sizes, and functions. From simple point-and-fire spellguns that act as a hybrid of a wand and firearm to launch a single magical effect, to magical instruments inscribed with a one-time spell to summon an extraplanar creature into a musical battle, wondrous consumables can perform almost any function, though typically no more than once.

GMs seeking to get the most out of this section for their tables might have players look at a particular section of this chapter and suggest some items that suit their character's story or desired play style. While part of the fun of using consumables can be having a quirky or unusual effect come into play in an unexpected way, it can also be fun for players to get their hands on items that will allow them pull off a particular cinematic scene or trick that creates a memorable table event.

A GM might also drop magical consumables into an adventure to serve as solutions to a cunning puzzle or enemy whose nature is one the party is not particularly suited for. Whether a potion to help a bard remember a tricky piece of information or an oil to help a fighter battle a rust monster without having it devour their precious weapons and armor, consumables can be a fun and effective way to allow characters to engage with a story in a way that their normal skill set might not be fully suited for.

Missive

Source Treasure Vault pg. 84 1.1
A missive is a piece of magical stationery that must be crafted and composed before it can be activated. All missives have the missive and consumable traits. Missives are often constructed of paper, parchment, or vellum, but any other thin, portable material that can hold writing or embossing upon it can be crafted into missives. After being crafted, the missive is a blank sheet until a message is composed upon it, completing its magic.

Composing Missives

Source Treasure Vault pg. 84 1.1
Before a missive can be activated, it must be composed. Composing a missive means preparing the missive's contents—visual, tactile, or both. Then, the missive Activates when it's examined. Missive contents can include anything that might be written or embossed on writing material. Contents change the missive's effects only if the missive's description says they do. Composing a missive requires using the Compose Missive activity.

Compose Missive

Exploration Manipulate 
Source Treasure Vault pg. 84 1.1
You spend 10 minutes drawing, writing, or inscribing, covering the missive's surface with text, images, or embossing.

Activating Missives

Source Treasure Vault pg. 84 1.1
Unless otherwise stated in a missive's description, a missive is activated automatically when a creature holding or touching the missive reads or examines the missive's contents. Doing so requires an amount of time noted in the missive's description, but is typically 2 actions—one to open the missive or arrange it in their hands (Interact) and the other to absorb part of the contents (envision). A missive doesn't have to be read or examined in its entirety to be activated, nor does a creature need to know the missive is magical to Activate it. One can Activate missives unintentionally! The creature does need to be able to understand the missive to Activate it, however—a creature who speaks only Undercommon couldn't Activate a missive in Common. Someone who knows they hold a missive can avoid Activating it by not examining it, and possibly by Interacting to close it, if it's open.

Spellguns

Source Treasure Vault pg. 96 1.1
The spellgun trait appears on items that can generate a magical effect that flies out like a bullet. You can make either a spell attack roll with a spellgun or a ranged attack roll using your proficiency with simple firearms. Spellguns have a range increment, which applies regardless of which type of attack roll you make. Though you can use your modifier for simple firearms, a spellgun isn't actually a firearm. You don't get the damage of a firearm Strike, nor other benefits like critical specialization. Similarly, you can't load or reload a spellgun, affix talismans to one, attach scopes, affix attached weapons like bayonets or reinforced stocks, and so on.