{
	"item": [
		{
			"name": "Stone",
			"source": "TV",
			"page": 169,
			"type": "Material",
			"level": "0+",
			"category": "Material",
			"entries": [
				"Stone was one of the earliest materials used to create tools, and crafters can still fashion it into a variety of implements, weapons, and even armor. Simple stone objects are made from common materials such as flint or basalt, while exquisite stone objects might be made from crystal, obsidian, or semi-precious gems. Particularly notable stone armors or weapons might even be crafted entirely from a giant emerald, ruby, or sapphire, though they can still use the base statistics presented below. Stone can replace the striking surface of any melee weapon as long as it has no complex moving parts, and ammunition can be crafted with it. Stone can replace metal components in chain and composite armor; only plate armor that specifically describes itself as being made from stone can be crafted from this material.",
				{
					"type": "table",
					"labelRowIdx": [
						0
					],
					"colSizes": [
						2,
						1,
						1,
						1
					],
					"colStyles": [
						"text-left",
						"text-center",
						"text-center",
						"text-center"
					],
					"rows": [
						[
							"",
							"Hardness",
							"HP",
							"BT"
						],
						[
							"Thin Items",
							"4",
							"16",
							"8"
						],
						[
							"Items",
							"7",
							"24",
							"12"
						],
						[
							"Structures",
							"14",
							"48",
							"24"
						]
					]
				}
			],
			"generic": "G",
			"variants": [
				{
					"level": 0,
					"price": {
						"amount": 1,
						"coin": "sp",
						"note": "per Bulk"
					},
					"entries": [],
					"variantType": "low-grade stone object"
				}
			]
		},
		{
			"name": "Bone",
			"source": "TV",
			"page": 169,
			"type": "Material",
			"level": "0+",
			"category": "Material",
			"entries": [
				"A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are applicable to a variety of other sturdy animal-based products, such as chitin, horn, ivory, coral, and shell, which can also be classified as bone for the purposes of determining item statistics. Bone elements from certain beasts, like the horn of a unicorn or the spikes of a manticore, may even yield magical properties when worked by a skilled crafter.",
				{
					"type": "table",
					"labelRowIdx": [
						0
					],
					"colSizes": [
						2,
						1,
						1,
						1
					],
					"colStyles": [
						"text-left",
						"text-center",
						"text-center",
						"text-center"
					],
					"rows": [
						[
							"",
							"Hardness",
							"HP",
							"BT"
						],
						[
							"Thin Items",
							"4",
							"16",
							"8"
						],
						[
							"Items",
							"6",
							"24",
							"12"
						],
						[
							"Structures",
							"12",
							"48",
							"24"
						]
					]
				}
			],
			"generic": "G",
			"variants": [
				{
					"price": {
						"amount": 1,
						"coin": "sp"
					},
					"bulk": 1,
					"entries": [],
					"variantType": "bone specimen"
				},
				{
					"level": 0,
					"price": {
						"amount": 1,
						"coin": "sp",
						"note": "per Bulk"
					},
					"entries": [],
					"variantType": "bone object"
				}
			]
		},
		{
			"name": "Watch of Lost Ages",
			"source": "TV",
			"page": 205,
			"type": "Item",
			"level": 3,
			"traits": [
				"unique",
				"divination",
				"magical",
				"relic"
			],
			"bulk": "L",
			"usage": "held in 1 hand",
			"category": "Adventuring Gear",
			"entries": [
				"The origins of the watch of lost ages, a silver pocket watch, are enigmatic. Its construction matches no known culture, and its appearance shifts back and forth from battered and tarnished to shiny and new without cause or apparent reason. The watch exudes a sense of melancholy and loss, and anyone holding it is acutely aware of the impermanence of all things and the march of time, moving ever forward. This relic might show up in a mysterious ruin or spontaneously appear in a spellcaster's hand after they cast a time spell. The relic grants you a +1 item bonus to {@action Recall Knowledge} about historical subjects."
			],
			"aspects": [
				"emotion (misery)",
				"time"
			],
			"gifts": {
				"minor": [
					"fervor|TV",
					"sands of the hourglass|TV"
				],
				"major": [
					"fervent spell|TV",
					"temporal pulse|TV"
				],
				"grand": [
					"time reversal|TV"
				]
			}
		},
		{
			"name": "Sleuth's Pipe",
			"source": "TV",
			"page": 205,
			"type": "Item",
			"level": 3,
			"traits": [
				"unique",
				"abjuration",
				"magical",
				"relic"
			],
			"bulk": "L",
			"usage": "held in 1 hand",
			"category": "Adventuring Gear",
			"entries": [
				"A famed detective once owned the long, curved sleuth's pipe, taking it with them on investigations, keeping it in hand or mouth while cogitating. The pipe might have passed down through generations. Or, when an owner dies without heirs, it could go up for auction, be given to family friends, or remain at the scene of a crime to be found later. The sleuth's pipe has sapience that eventually awakens, allowing the relic to act as a helpful assistant in investigations. Even while this sapience sleeps within the pipe, it grants you a +1 item bonus to {@skill Perception} checks to {@action Sense Motive}, and if you're an {@class investigator|apg}, any checks you make to {@action Pursue a Lead|apg}."
			],
			"aspects": [
				"luck",
				"mind"
			],
			"gifts": {
				"minor": [
					"beginner's luck|TV",
					"repository of knowledge"
				],
				"major": [
					"intelligent relic (N)|TV",
					"steal luck|TV"
				],
				"grand": [
					"mental bastion"
				]
			}
		},
		{
			"name": "Phistophilus Fiddle",
			"source": "TV",
			"page": 205,
			"type": "Item",
			"level": 3,
			"traits": [
				"unique",
				"enchantment",
				"magical",
				"relic"
			],
			"hands": 2,
			"bulk": 1,
			"category": "Adventuring Gear",
			"entries": [
				"Made of pure gold with platinum strings, the phistophilus fiddle shouldn't be able to play a note\u2014but play it does, so beautifully that it can move almost any audience. The fiddle was stolen from the contract devil who created it, and the cunning fiend still wants to reclaim the instrument. Fiendish misfortunes often befall its owners, allowing it to switch hands. The fiddle is a {@item handheld virtuoso instrument}."
			],
			"aspects": [
				"artistry",
				"fiend (LE)"
			],
			"gifts": {
				"minor": [
					"little helper",
					"muse (Performance)|TV"
				],
				"major": [
					"charming|TV",
					"fiendish bargain"
				],
				"grand": [
					"artistic perfection (Performance)|TV"
				]
			}
		},
		{
			"name": "Inventor's Chair",
			"source": "TV",
			"page": 205,
			"type": "Item",
			"level": 4,
			"traits": [
				"unique",
				"enchantment",
				"magical",
				"relic"
			],
			"bulk": 3,
			"category": "Assistive Item",
			"subCategory": "Wheelchair",
			"entries": [
				"Initially crafted by a gifted inventor who no longer had the use of their legs, the inventor's chair is a {@item traveler's chair|lotgb}. It's a marvel of engineering, utilizing clockwork mechanisms to maneuver about. The chair comes equipped with {@item wheel blades|lotgb}, and portions of its frame contain sterling artisan's tools. The inventor's chair might be a family heirloom or a gift from someone who inherited it. It could instead sit unused in its inventor's abandoned estate, awaiting another user."
			],
			"aspects": [
				"artistry",
				"emotion (dedication)"
			],
			"gifts": {
				"minor": [
					"emotion surge|TV",
					"muse (Crafting)|TV"
				],
				"major": [
					"emotion conduit|TV",
					"enthralling|TV"
				],
				"grand": [
					"artistic perfection (Crafting)|TV"
				]
			}
		},
		{
			"name": "Fortune's Favor",
			"source": "TV",
			"page": 204,
			"type": "Item",
			"level": 3,
			"traits": [
				"unique",
				"enchantment",
				"fortune",
				"invested",
				"magical",
				"relic"
			],
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"Blessed by {@deity Nivi Rhombodazzle|LOGM}, this striking silver necklace is adorned with sparkling sapphires that draw the eye of any who see it. Over the years, this necklace has appeared in many paintings and illustrations, usually around the neck of a carefree and daring adventurer or a stylish rake gambling vast sums of coin. Finding this relic is always seen as a sign of great fortune to come, but when that luck runs out, the necklace is lost just as quickly. Wearing the relic, you quickly realize how distracting it can be, granting you a +1 item bonus on {@skill Deception} checks made to {@action Feint} and on {@skill Lore||Games Lore} checks made to gamble or determine the outcome of a game of chance."
			],
			"aspects": [
				"luck",
				"mind"
			],
			"gifts": {
				"minor": [
					"beginner's luck|TV",
					"whammy|TV"
				],
				"major": [
					"clean luck|TV",
					"perception filter"
				],
				"grand": [
					"against all odds|TV"
				]
			}
		},
		{
			"name": "Fan of the Four Winds",
			"source": "TV",
			"page": 204,
			"type": "Item",
			"level": 4,
			"traits": [
				"unique",
				"air",
				"evocation",
				"magical",
				"relic"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"The fan of the four winds once belonged to a sage of {@deity Gozreh} and was passed down as a sacred relic for generations to those found worthy. Since that time, no one has unlocked the fan's full powers, though many devout priests have used it to aid them in their travels. A worthy member of this order might receive the fan as a reward, as could a suitable helper of the clergy. The fan might also have been lost, allowing for a new wielder to find it. The fan of the four winds has the following activation.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You fan in a direction, and the fan casts gust of wind. If this casting is directed toward the sail of a vessel, it instead fills it with swirling air. The vessel gains a +10-foot circumstance bonus to its Speed for 8 hours."
					]
				}
			],
			"aspects": [
				"air"
			],
			"gifts": {
				"minor": [
					"feather steps",
					"wind barrier"
				],
				"major": [
					"lightning storm",
					"propelling winds"
				],
				"grand": [
					"living storm"
				]
			}
		},
		{
			"name": "Anchor of Aquatic Exploration",
			"source": "TV",
			"page": 114,
			"type": "Item",
			"level": 9,
			"traits": [
				"uncommon",
				"conjuration",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 690,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"No matter how often it's washed, the last crystals of salt rime never quite leave this pitted anchor. When you're holding the anchor of aquatic exploration, you can breathe underwater; however, you can't {@action Swim}, losing any {@action Swim} speed you have, automatically failing any {@skill Athletics} checks to {@action Swim}, and so on. Instead, when you enter a body of water, you sink to the bottom at a rate of 25 feet per round and can move across the bottom at your normal Speed. You're protected from {@trait environmental} effects of deep water such as pressure, cold temperatures, and any negative consequences of depressurization.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "minute"
					},
					"components": [
						"{@action Interact}"
					],
					"requirements": "You're underwater",
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You spend one minute digging the anchor into the seabed, after which the anchor casts a {@spell cozy cabin|APG} spell, summoning a sunken ship instead of a cabin. The sunken ship is filled with breathable air."
					]
				}
			]
		},
		{
			"name": "Battle Medic's Baton",
			"source": "TV",
			"page": 114,
			"type": "Item",
			"level": 3,
			"traits": [
				"magical",
				"necromancy"
			],
			"price": {
				"amount": 60,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"This short bronze rod has the form of a serpent coiled around it. While you hold it, you gain a +1 item bonus to {@skill Medicine} checks.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"requirements": "You have the Battle {@skill Medicine} action",
					"entries": [
						"You use Battle {@skill Medicine}. The target is temporarily immune to your Battle {@skill Medicine} for 1 hour instead of 1 day."
					]
				}
			]
		},
		{
			"name": "Bring Me Near",
			"source": "TV",
			"page": 114,
			"type": "Item",
			"level": 12,
			"traits": [
				"uncommon",
				"conjuration",
				"magical",
				"teleportation"
			],
			"price": {
				"amount": 1800,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"This collapsible fine spyglass consists of 3 leather tubes that slide into one another. The edge of each is trimmed in silver, and the lenses are made of finely crafted glass. While looking through it, you gain a +2 item bonus to any {@skill Perception} checks made involving sight.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "minute"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You focus on any spot you can see within 5 miles through the spyglass and rotate its parts in a meticulous order. You and up to 4 willing creatures adjacent to you are instantly teleported to that spot.",
						"If there's not enough room for everyone, only you are transported. If there's not enough room for you, the teleportation fails."
					]
				}
			]
		},
		{
			"name": "Cube of Recall",
			"source": "TV",
			"page": 114,
			"type": "Item",
			"level": 19,
			"traits": [
				"conjuration",
				"magical"
			],
			"price": {
				"amount": 40000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"This small cube has smooth matte sides. One side is black, the opposite side is white, and the other four are various shades of gray. Each side can be attuned to a location and then teleport you back to that spot in the blink of an eye.",
				{
					"type": "ability",
					"activity": {
						"number": 10,
						"unit": "minute"
					},
					"components": [
						"command",
						"envision",
						"{@action Interact}"
					],
					"entries": [
						"Pick one side of the cube and set it face up. You attune the cube to the location you currently occupy. Each side can be attuned to only one location. Once you use this action to attune to a location, the side you pick loses any previously attuned location."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 3,
						"unit": "action"
					},
					"components": [
						"command",
						"envision",
						"{@action Interact}"
					],
					"traits": [
						"teleportation"
					],
					"entries": [
						"While speaking a word of command and bringing the location into your mind, you push the corresponding side of the cube. You teleport to the location attuned to the side you press, within 100 feet of the attuned location, as long as that location is on the same planet. If it's not, your activation produces no effect, but the attunement remains."
					]
				}
			]
		},
		{
			"name": "Fortune's Coin",
			"source": "TV",
			"page": 114,
			"type": "Item",
			"level": "8+",
			"traits": [
				"divination",
				"fortune",
				"magical"
			],
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"category": "Held",
			"entries": [
				"This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. While it may seem nothing more than a curiosity, it's a powerful agent of fortune when activated.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"{@action Interact}"
					],
					"trigger": "You fail a check or attack",
					"entries": [
						"Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on the fiend closes. Either way, you're temporarily immune to fortune's coin for 1 hour. When all seven eyes are closed, the coin vanishes into a puff of smoke, disappearing forever. This activation is a {@trait fortune} effect, regardless of how the coin flip lands."
					]
				}
			],
			"variants": [
				{
					"level": 8,
					"price": {
						"amount": 450,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "fortune's coin"
				},
				{
					"level": 14,
					"price": {
						"amount": 4000,
						"coin": "gp"
					},
					"entries": [
						"This coin is platinum instead of gold. The seraph side grants you a 14 instead of a 12."
					],
					"variantType": "platinum fortune's coin"
				}
			],
			"generic": "G"
		},
		{
			"name": "Ghost Lantern",
			"source": "TV",
			"page": 115,
			"type": "Item",
			"level": 12,
			"traits": [
				"light",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 1850,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"Crafted from cold iron, this black hooded lantern has gray glass and lenses that emit a pale gray light when the lantern is lit. Anything this light falls on looks gray or desaturated.",
				"The lantern uses oil as a standard hooded lantern. The lantern's light shines within the Ethereal Plane as well as the Material Plane. On any other plane, the light functions as a normal hooded lantern.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"requirements": "The lantern's shutters are open",
					"entries": [
						"You concentrate on the lantern's light to soften the boundary between the Ethereal and Material Plane. Any creature in the lantern's bright light on the Material Plane gains the effects of the ghost touch property rune on all its weapons and unarmed attacks. If an affected weapon or attack is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain ghost touch.",
						"This benefit lasts for 5 minutes or until the shutters are closed, whichever comes first. It applies to a creature only while it's in the lantern's bright light, and if the creature leaves the light and returns it regains the benefit once more."
					]
				}
			]
		},
		{
			"name": "Horrid Figurine",
			"source": "TV",
			"page": 115,
			"type": "Item",
			"level": 8,
			"traits": [
				"magical",
				"necromancy"
			],
			"price": {
				"amount": 450,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"Carved in a putrid jade, the color of disease, this figurine is a bloated humanoid mass of writhing vermin and serpents, all rendered in disgusting detail. The creeping pattern is carved so they seem to move and contort the more one views the figurine. When activated, the effect is amplified to a disgusting or horrifying degree. The figurine can be activated twice per day. If you try to activate it a third time during a day, it dissolves into a puddle of non-magical, putrid glue, causing you to become {@condition sickened||sickened 3}.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"entries": [
						"Holding the figurine over your head and speaking one command word causes a wave of nausea in a 20-foot emanation. Each creature in the emanation must succeed at a DC 24 Fortitude save or become {@condition sickened||sickened 2}. You're immune to this effect."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"entries": [
						"Holding the figurine over your head and speaking a different command word causes those around to tremble in fear. Each creature in a 20-foot emanation must succeed at a DC 24 Will save or become {@condition frightened||frightened 3}. You're immune to this effect."
					]
				}
			]
		},
		{
			"name": "Jug of Fond Remembrance",
			"source": "TV",
			"page": 115,
			"type": "Item",
			"level": 4,
			"traits": [
				"conjuration",
				"magical"
			],
			"price": {
				"amount": 75,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"category": "Held",
			"entries": [
				"This large jug always seems to contain just enough of the holder's favorite alcohol to share with a friend. As long as you're holding the jug, you gain a +1 circumstance bonus to {@skill Diplomacy} checks. If you share a sip of the liquor from the jug with a creature, you gain a +2 circumstance bonus to your next {@skill Diplomacy} check to {@action Make an Impression} or {@action Request} something from that creature any time within the next month.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You take a long swig on the jug and then {@action Recall Knowledge} about a creature you can see, with a +2 circumstance bonus to the check. If you fail but don't critically fail this check, you get a success instead. You're then {@condition stupefied||stupefied 1} for 3 rounds."
					]
				}
			]
		},
		{
			"name": "Legerdemain Handkerchief",
			"source": "TV",
			"page": 115,
			"type": "Item",
			"level": 2,
			"traits": [
				"conjuration",
				"extradimensional",
				"magical"
			],
			"price": {
				"amount": 25,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"category": "Held",
			"entries": [
				"This frilled, silvery-gray handkerchief is a stylish tool for personal hygiene by all appearances, but it can be used to covertly make very small items vanish.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"requirements": "The handkerchief is entirely covering an item of negligible Bulk",
					"entries": [
						"The handkerchief transports the item it covers into its extradimensional space. The handkerchief can hold only one item within its extradimensional space at a time, so any item taken is replaced by any item already within the space. You can also use this action to expel an item already within the extradimensional space without replacing it.",
						"This activation can't be used on an attended item unless the creature with that item allows it. Placing the handkerchief over an item typically takes an {@action Interact} action."
					]
				}
			]
		},
		{
			"name": "Portable Hole",
			"source": "TV",
			"page": 115,
			"type": "Item",
			"level": 15,
			"traits": [
				"uncommon",
				"conjuration",
				"extradimensional",
				"magical"
			],
			"price": {
				"amount": 6000,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"Wispy, ethereal strands of carefully spun silk make up the substance of a portable hole, which sparkles with captive beams of starlight. It's linked to an extradimensional space in the shape of a pit, which can be accessed if the hole is fully opened.",
				"Portable holes and bags of holding are antithetical to one another. Rather than deactivating either, if one is placed inside the other, as typical for extradimensional spaces, a rift to the Astral Plane tears open and destroys both items.",
				"Any creature or unattended object within a 10-foot burst centered on the bag is sucked through to the Astral Plane, though a creature can avoid this with a successful DC 30 Reflex save. The whole process happens in a single blink of an eye.",
				{
					"type": "ability",
					"activity": {
						"number": 3,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"entries": [
						"You unfold the hole and open it fully, revealing an extradimensional space that stays in place. The hole is 6 feet across\u2014just big enough to cover a 5-foot square\u2014and 10 feet deep. The hole's depth is perpendicular to the surface, so it's most commonly placed on a floor to make a hole straight down or on a wall to create a horizontal passage through it. The only air in the hole is that which enters when it's opened, though if the hole goes through to open space, air can flow freely through the tunnel.",
						"Anyone can {@action Interact} to grab the hole by the edges and partially or fully fold it up. This closes the entrance to the extradimensional space. Any objects or creatures within the hole remain inside, and any that can't fit fully inside are ejected into the nearest open space. No matter how many items are in the portable hole, its Bulk never changes. Items can be stowed or retrieved only while the hole is fully open. A living creature placed inside has enough air for 10 minutes before it begins to suffocate, and it can attempt to {@action Escape} against a DC of 13. An item inside the hole provides no benefits unless it's retrieved first. Anything in the hole can't be detected by magic that detects only things on the same plane."
					]
				}
			]
		},
		{
			"name": "Sextant of the Night",
			"source": "TV",
			"page": 116,
			"type": "Item",
			"level": 4,
			"traits": [
				"divination",
				"magical"
			],
			"price": {
				"amount": 95,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"This finely wrought sextant is made from silver with several onyx mirrors and shades made from thin sets of crystal glass. A fine spyglass made of silver is affixed to the frame; removing the spyglass destroys the sextant. By all appearances, the sextant shouldn't function, as the shades and mirrors are swapped, but when you look through the spyglass, you see a night sky during the day and the sun during the night, as if day and night were inverted.",
				"When you use the sextant, you gain a +1 item bonus to {@skill Survival} checks, which increases to a +2 item bonus when you {@action Sense Direction}."
			]
		},
		{
			"name": "Standard of the Primeval Howl",
			"source": "TV",
			"page": 116,
			"type": "Item",
			"level": 10,
			"traits": [
				"enchantment",
				"magical",
				"mental"
			],
			"price": {
				"amount": 900,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"These standards are always constructed from uncut wood and a leather banner painted with the visage of a snarling beast\u2014a wolf, boar, bear, lion, dragon, or similarly imposing creature. And while it might become lost on a battlefield scattered with gaudier standards, its effect bolsters those around a competent leader. When carrying this banner, you gain a +1 item bonus to {@skill Intimidation} checks and initiative rolls, and creatures in a 20-foot emanation also gain a +1 item bonus to initiative checks.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"trigger": "An ally within 20 feet of you critically hits with a {@action Strike}",
					"requirements": "You have the {@feat Battle Cry} skill feat",
					"entries": [
						"You attempt to {@action Demoralize} the foe the {@action Strike} hit."
					]
				}
			]
		},
		{
			"name": "Vaporous Pipe",
			"source": "TV",
			"page": 116,
			"type": "Item",
			"level": 7,
			"traits": [
				"conjuration",
				"magical"
			],
			"price": {
				"amount": 340,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"category": "Held",
			"entries": [
				"This hand-polished pipe is carved from oak and releases small wisps of smoke even when unlit. As long as you're holding a vaporous pipe, you don't take a circumstance penalty to {@skill Perception} checks due to thick smoke, and you can't suffocate from smoke and heated air (such as within a wildfire). As long as you are holding the pipe, you also gain resistance to fire equal to half your level.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You draw on the pipe and then blow a massive cloud of smoke that fills a 30-foot emanation that includes your space. All creatures within the smoke cloud are {@condition concealed} from each other and from creatures outside the smoke, though you can still see clearly within it. The smoke dissipates after 3 rounds, or after 1 round if subjected to a strong wind."
					]
				}
			]
		},
		{
			"name": "Violin of the Waves",
			"source": "TV",
			"page": 116,
			"type": "Item",
			"level": 9,
			"traits": [
				"uncommon",
				"auditory",
				"evocation",
				"magical"
			],
			"price": {
				"amount": 700,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"This violin is crafted from finely wrought rosewood that emits a strong, but pleasant, smell of salt water and ocean life. It's engraved with images of sailors working and waves gently rolling. When you make a {@skill Performance} check using the violin of the waves, you gain a +2 item bonus to the check. This bonus increases to +3 if the performer is currently aboard a ship, walking on the ocean, or otherwise immediately adjacent to ocean water.",
				"The violin was created to play a specific tune, one that springs instantly into the mind of anyone who so much as casually strums the instrument. It's a tune of calm waters and safety, but also of pranks played upon shipmates and revelry.",
				{
					"type": "ability",
					"activity": {
						"number": 5,
						"unit": "minute"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"requirements": "You must be aboard a ship",
					"entries": [
						"You play the song. Once it's completed, the weather immediately calms to the normal as it would for the season, as control weather. For the next day, the weather remains in this state, unless affected by other {@trait magical} effects.",
						"Anyone aboard the ship finds their mind wanders when performing tasks however, daydreaming of drunken revelry or other forms of entertainment, and the crew of the ship takes a \u20132 status penalty to skill checks to do anything other than participate in such revelry."
					]
				}
			]
		},
		{
			"name": "Voice from the Grave",
			"source": "TV",
			"page": 117,
			"type": "Item",
			"level": 10,
			"traits": [
				"uncommon",
				"magical",
				"mental",
				"necromancy"
			],
			"price": {
				"amount": 1700,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"This onyx skull emits eerie whispers when on its own, but when held the skull enables you to speak with spirits and haunts you can see, even if you don't share a language. The voice from the grave translates anything the spirit or haunt says, using a language you understand, and translates your words for the spirit or haunt in kind. This doesn't make the target {@condition friendly} or even cooperative, but it does enable communication. The GM determines the language in the case of a haunt. You can't communicate with mindless spirits using the skull.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"The onyx skull casts a DC 27 {@spell charm} spell on one spirit or haunt you can communicate with using the skull.",
						"If you target a haunt that doesn't have a Will modifier, it automatically gets a failure on its save."
					]
				}
			]
		},
		{
			"name": "Wind at Your Back",
			"source": "TV",
			"page": 117,
			"type": "Item",
			"level": 5,
			"traits": [
				"air",
				"conjuration",
				"magical"
			],
			"price": {
				"amount": 130,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"This object can only be described as a gray, solidified, miniature cloud that feels spongy to the touch. The cloud is incredibly soft and can be easily lifted with little effort, though its ephemeral nature requires using two hands to ensure it doesn't slip from your grasp.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You blow across the surface of the cloud, and it floats free of you and calls up a strong breeze. For the next 8 hours, it floats behind you and your companions, increasing the amount of time the group can {@action Hustle} during exploration to the lowest Constitution modifier in the group × 20 instead of × 10. You must all remain within 100 feet to get the benefit.",
						"If you activate the item aboard a vehicle, you instead grant the vehicle a +10-foot circumstance bonus to its Speeds for 8 hours. If the vehicle is powered by wind, such as a sailing ship, the bonus increases to +20 feet.",
						"When the 8 hours are up, the cloud stops blowing and floats back into your hands."
					]
				}
			]
		},
		{
			"name": "Ancestral Geometry",
			"source": "TV",
			"page": 119,
			"type": "Item",
			"level": 2,
			"traits": [
				"uncommon",
				"abjuration",
				"invested",
				"magical",
				"tattoo"
			],
			"price": {
				"amount": 30,
				"coin": "gp"
			},
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"Geometric precision and perfect angles signify that an artist with exemplary knowledge of dwarven tattooing traditions created this body art. Your family's ancestral stories, recited throughout the tattooing process, bind your blood even tighter to theirs. During your daily preparations, you manifest a visitation by an ancestor\u2014possibly via a dream, a vision, or a magical trinket left by your bedroll. Roll {@dice 2d20} and record the highest result. Then roll {@dice 1d6} and note a type of saving throw:",
				"1\u20132 Fortitude, 3\u20134 Reflex, and 5\u20136 Will.",
				"In addition, until the next visitation, you gain a +1 item bonus to one {@skill Lore} skill related to the ancestor, as determined by the GM.",
				"Usually, the ancestor provides a kind of knowledge they believe you'll need. For dwarven ancestors, the {@skill Lore} skill is usually {@skill Lore||Architecture Lore}, {@skill Lore||Engineering Lore}, {@skill Lore||Genealogy Lore}, {@skill Lore||Labor Lore}, {@skill Lore||Mining Lore}, {@skill Lore||Warfare Lore}, or {@skill Lore} about a dwarven deity.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"traits": [
						"fortune"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You rolled a saving throw of the noted type",
					"entries": [
						"Replace the roll with the d20 roll from your ancestor's visitation."
					]
				}
			]
		},
		{
			"name": "Bewitching Bloom",
			"source": "TV",
			"page": 119,
			"type": "Item",
			"level": "2+",
			"traits": [
				"enchantment",
				"invested",
				"magical",
				"tattoo"
			],
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations.",
				"These blooms are colorful, elegant representations of distinct flower species, as determined by its type.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have."
					]
				}
			],
			"variants": [
				{
					"level": 15,
					"price": {
						"amount": 5500,
						"coin": "gp"
					},
					"entries": [
						"The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy's attack, or an effect created by an enemy, that damage can't reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn."
					],
					"variantType": "amaranth"
				},
				{
					"level": 7,
					"price": {
						"amount": 350,
						"coin": "gp"
					},
					"entries": [
						"A need for freedom trills through your ally's blood. Until the end of that ally's next turn, they gain a +2 status bonus to rolls to recover from the {@condition confused}, {@condition frightened}, {@condition grabbed}, {@condition paralyzed}, and {@condition restrained} conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to {@action Escape} being {@condition grabbed}, {@condition immobilized}, or {@condition restrained}, provided such an attempt is allowed."
					],
					"variantType": "bellflower"
				},
				{
					"level": 3,
					"price": {
						"amount": 50,
						"coin": "gp"
					},
					"entries": [
						"The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally's {@condition dying} value. The cherry blossom's activation can target an {@condition unconscious} or {@condition dying} ally."
					],
					"variantType": "cherry blossom"
				},
				{
					"level": 2,
					"price": {
						"amount": 25,
						"coin": "gp"
					},
					"entries": [
						"Memories bubble to the surface of your ally's mind. The ally attempts to {@action Recall Knowledge} with a +2 status bonus to the check from these vibrant memories."
					],
					"variantType": "lilac"
				},
				{
					"level": 9,
					"price": {
						"amount": 600,
						"coin": "gp"
					},
					"entries": [
						"A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against {@trait mental} effects for 1 minute. This bonus increases to +3 against {@trait emotion} effects."
					],
					"variantType": "lotus"
				},
				{
					"level": 6,
					"price": {
						"amount": 220,
						"coin": "gp"
					},
					"entries": [
						"Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to {@skill Diplomacy} checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature's attention. To do so, the ally must spend 1 action (which has the emotion, {@trait mental}, and {@trait visual} traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be {@condition fascinated} with your ally until the end of that ally's next turn. If the save succeeds or the effect ends, the target is temporarily immune to being {@condition fascinated} by any magnolia bewitching bloom for 24 hours."
					],
					"variantType": "magnolia"
				},
				{
					"level": 11,
					"price": {
						"amount": 1200,
						"coin": "gp"
					},
					"entries": [
						"Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-level {@spell command} spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall {@condition prone} and pays homage to your ally."
					],
					"variantType": "purple iris"
				},
				{
					"level": 4,
					"price": {
						"amount": 90,
						"coin": "gp"
					},
					"entries": [
						"The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved.",
						"While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear.",
						"This effect has the {@trait emotion} and {@trait mental} traits."
					],
					"variantType": "red rose"
				},
				{
					"level": 4,
					"price": {
						"amount": 80,
						"coin": "gp"
					},
					"entries": [
						"A sense of peace overwhelms the ally. The tattoo casts calm emotions or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn.",
						"Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success."
					],
					"variantType": "white poppy"
				}
			],
			"generic": "G"
		},
		{
			"name": "Boozy Bottle",
			"source": "TV",
			"page": 119,
			"type": "Item",
			"level": 5,
			"traits": [
				"abjuration",
				"invested",
				"magical",
				"tattoo"
			],
			"price": {
				"amount": 140,
				"coin": "gp"
			},
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"This tattoo depicts a container of alcohol, traditionally a small, uncorked brown bottle. You gain a +1 item bonus to saving throws against poison.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You fail (but don't critically fail) an initial saving throw against a poison, or you gain {@condition persistent damage||persistent poison damage}",
					"entries": [
						"You pick your poison. Calling out the name of a drink as though ordering at a bar, you negate the triggering poison. Instead, you gain the alcohol affliction (Pathfinder Gamemastery Guide 120) at stage 2. The DC of this magical alcohol is the DC of the triggering poison save or DC 20 for {@condition persistent damage||persistent poison damage}."
					]
				}
			]
		},
		{
			"name": "Bound Guardian",
			"source": "TV",
			"page": 120,
			"type": "Item",
			"level": 9,
			"traits": [
				"uncommon",
				"conjuration",
				"invested",
				"magical",
				"tattoo"
			],
			"price": {
				"amount": 675,
				"coin": "gp"
			},
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"A bound guardian is a {@creature tattoo guardian|B3} bonded to your skin, which you can temporarily animate to protect you. If your soul leaves your body, your {@creature tattoo guardian|B3} might be destroyed (see the sidebar, Bestiary 3 262).",
				{
					"type": "ability",
					"activity": {
						"number": 3,
						"unit": "action"
					},
					"components": [
						"command",
						"envision",
						"{@action Interact}"
					],
					"traits": [
						"conjuration"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You animate your tattoo guardian, otherwise using the duration and other parameters of a 4th-level {@spell summon construct} spell. You can have the guardian {@action Fly} Free as part of Activating your tattoo.",
						"If your tattoo guardian drops to 0 HP, the activation ends, and the inanimate tattoo returns to your skin."
					]
				}
			]
		},
		{
			"name": "Eye Slash",
			"source": "TV",
			"page": 120,
			"type": "Item",
			"level": "1+",
			"traits": [
				"divination",
				"invested",
				"magical",
				"tattoo"
			],
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye."
			],
			"generic": "G",
			"variants": [
				{
					"level": 1,
					"price": {
						"amount": 20,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "eye slash"
				},
				{
					"level": 4,
					"price": {
						"amount": 100,
						"coin": "gp"
					},
					"entries": [
						"The tattoo also grants you a +1 item bonus to {@skill Perception} checks that involve sight."
					],
					"variantType": "greater eye slash"
				},
				{
					"level": 9,
					"price": {
						"amount": 700,
						"coin": "gp"
					},
					"entries": [
						"The tattoo also grants you a +2 item bonus to {@skill Perception} checks that involve sight."
					],
					"variantType": "major eye slash"
				},
				{
					"level": 17,
					"price": {
						"amount": 15000,
						"coin": "gp"
					},
					"entries": [
						"The tattoo also grants you a +3 item bonus to {@skill Perception} checks that involve sight."
					],
					"variantType": "true eye slash"
				}
			]
		},
		{
			"name": "Faith Tattoo",
			"source": "TV",
			"page": 120,
			"type": "Item",
			"level": "4+",
			"traits": [
				"divine",
				"invested",
				"tattoo"
			],
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit.",
				"If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an {@ritual atone} ritual and meet the prerequisites thereafter.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The tattoo casts harm, heal, or the 1st-level spell from your deity's cleric spells. You can choose harm or heal only in accord with the deity's divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Also, the tattoo has as a trait the school of the spell the tattoo can cast."
					]
				}
			],
			"craftReq": [
				"silver worth 2 gp to include in the ink"
			],
			"prerequisites": "worshipper of a deity, alignment matching the deity's follower alignments",
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 80,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "faith tattoo"
				},
				{
					"level": 8,
					"price": {
						"amount": 425,
						"coin": "gp"
					},
					"entries": [
						"The spell is 3rd level, and its DC is 24."
					],
					"variantType": "greater faith tattoo"
				},
				{
					"level": 12,
					"price": {
						"amount": 1700,
						"coin": "gp"
					},
					"entries": [
						"The spell is 5th level, and its DC is 30."
					],
					"variantType": "major faith tattoo"
				},
				{
					"level": 16,
					"price": {
						"amount": 8000,
						"coin": "gp"
					},
					"entries": [
						"The spell is 7th level, and its DC is 35."
					],
					"variantType": "true faith tattoo"
				}
			],
			"generic": "G"
		},
		{
			"name": "Frostwalker Pattern",
			"source": "TV",
			"page": 120,
			"type": "Item",
			"level": 2,
			"traits": [
				"abjuration",
				"invested",
				"magical",
				"tattoo"
			],
			"price": {
				"amount": 30,
				"coin": "gp"
			},
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"Northern peoples design magical tattoos to protect against wintry weather, typically in geometric patterns with a combination of straight lines and whorls. This tattoo damage you take from severe environmental cold and reduces damage you take from extreme cold to equal that of severe cold.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"Until the end of your next turn, you ignore difficult terrain and greater difficult terrain from ice and snow and don't risk falling when crossing ice."
					]
				}
			]
		},
		{
			"name": "Homeward Swallow",
			"source": "TV",
			"page": 120,
			"type": "Item",
			"level": 5,
			"traits": [
				"uncommon",
				"divination",
				"invested",
				"magical",
				"tattoo"
			],
			"price": {
				"amount": 150,
				"coin": "gp"
			},
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"This small tattoo of a swallow always points toward your home. The tattooing must take place at a location you consider to be your home, or the magic fails to bind with the ink. When you travel to your home using teleportation that can be off target, such as teleport or plane shift, you arrive exactly at your home. If your home is destroyed or you come to believe a new place is your home, this tattoo fades from your skin.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"entries": [
						"You sense the direction toward your home."
					]
				}
			]
		},
		{
			"name": "Memoir Map",
			"source": "TV",
			"page": 120,
			"type": "Item",
			"level": 1,
			"traits": [
				"divination",
				"invested",
				"magical",
				"tattoo"
			],
			"price": {
				"amount": 13,
				"coin": "gp"
			},
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"Your journeys and the major events in your life that occur after you obtain this tattoo appear on it, your life story traced upon your skin. Each time you journey somewhere new or accomplish something noteworthy to you, a design or symbol appears, representing the event. The positions of these images are relative in location, but measurements aren't exact. A memoir map starts with an icon representing your location when you receive the tattoo, usually over the heart, and grows from there. Traveling to another plane causes a new portion to appear on a different part of your body to represent that plane. If you want a record of your life before you receive your memoir map, you can have the tattoo artist embellish the map to represent past events."
			]
		},
		{
			"name": "Mortal Chronicle",
			"source": "TV",
			"page": 121,
			"type": "Item",
			"level": 1,
			"traits": [
				"invested",
				"magical",
				"tattoo",
				"transmutation"
			],
			"price": {
				"amount": 10,
				"coin": "gp"
			},
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"Common among fatalists and adventurers with access to resurrection magic, mortal chronicles look like tombstones, funeral plaques, or simple scrolls bearing the wearer's name or nickname. If you die, the date and cause of your death appear on the tattoo. The cause is literal and inexact, failing to identify specifics; it could read \"beheaded\" or \"immolated\" but not \"beheaded by Amiri\" or \"murdered with fire. \" If you're raised from the dead, a mark on the tattoo indicates the date you reversed your death. The tattoo then expands enough to list your next death when it comes."
			]
		},
		{
			"name": "Navigator's Star",
			"source": "TV",
			"page": 121,
			"type": "Item",
			"level": 1,
			"traits": [
				"divination",
				"invested",
				"magical",
				"tattoo"
			],
			"price": {
				"amount": 18,
				"coin": "gp"
			},
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"A star inked on the back of the hand, usually between the thumb and forefinger, keeps you on the right path.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"entries": [
						"As you hold up your hand and align the star in view, you learn which direction you're facing."
					]
				}
			]
		},
		{
			"name": "Nemesis Name",
			"source": "TV",
			"page": 121,
			"type": "Item",
			"level": 9,
			"traits": [
				"enchantment",
				"invested",
				"magical",
				"tattoo"
			],
			"price": {
				"amount": 650,
				"coin": "gp"
			},
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"You want revenge badly enough that you tattoo your nemesis's name in a place you can easily see to remember your vow to settle the score. Anyone who sees the tattoo senses your hatred of the named being. Receiving a new nemesis name makes any you already have non-magical.",
				"You gain a +2 status bonus to damage rolls against the creature named on your tattoo, but this nemesis gains a +1 status bonus to damage rolls against you.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"traits": [
						"mental"
					],
					"frequency": {
						"number": 1,
						"unit": "round"
					},
					"requirements": "You can see your nemesis, and they're within 30 feet of you",
					"entries": [
						"You focus your hatred into a mental scream. Your nemesis takes {@damage 3d6} mental damage, which they can resist with a basic DC 26 Will save. You take half as much damage as your nemesis does, and you can't reduce this damage in any way."
					]
				}
			]
		},
		{
			"name": "One Hundred Victories",
			"source": "TV",
			"page": 121,
			"type": "Item",
			"level": 3,
			"traits": [
				"invested",
				"magical",
				"necromancy",
				"tattoo"
			],
			"price": {
				"amount": 60,
				"coin": "gp"
			},
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"One hundred cuts, healed into diamond-shaped scars, represent the ability to withstand the attacks of your enemies. Orc warriors covet these scar patterns and cluster them around what they consider to be their strongest assets\u2014a pattern around the heart signifies a warrior with great endurance, while one along the arms indicates great upper body strength.",
				"You gain a +1 item bonus to {@skill Intimidation} checks. If you have Ferocity (such as from the Orc Ferocity feat or a similar ability), the first time each day you use it, instead of remaining at 1 Hit Point, your Hit Points are set to an amount equal to your ancestry Hit Points, even if this amount is more than you had before using Ferocity."
			]
		},
		{
			"name": "Reading Glyphs",
			"source": "TV",
			"page": 121,
			"type": "Item",
			"level": 4,
			"traits": [
				"divination",
				"invested",
				"magical",
				"tattoo"
			],
			"price": {
				"amount": 90,
				"coin": "gp"
			},
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"These tattoos on your knuckles look like strange glyphs in an unknown language. If you press your fingertips to text in any language, these glyphs cycle in appearance through those of various extant languages. Encrypted text causes your glyphs to turn to a recognizable \"null\" symbol.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You sync the tattoos with the text your fingertips are touching.",
						"By running your fingers across the text, you translate it, with glyphs on your knuckles showing the translation in a language you can read. Your tattooed glyphs can't translate encrypted or encoded text, language couched in metaphor, and the like, subject to GM discretion."
					]
				}
			]
		},
		{
			"name": "Soaring Wings",
			"source": "TV",
			"page": 121,
			"type": "Item",
			"level": "9+",
			"traits": [
				"invested",
				"magical",
				"tattoo",
				"transmutation"
			],
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater."
					]
				}
			],
			"variants": [
				{
					"level": 9,
					"price": {
						"amount": 750,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "soaring wings"
				},
				{
					"level": 14,
					"price": {
						"amount": 3800,
						"coin": "gp"
					},
					"entries": [
						"You can activate the tattoo once per hour."
					],
					"variantType": "greater soaring wings"
				},
				{
					"level": 19,
					"price": {
						"amount": 38000,
						"coin": "gp"
					},
					"entries": [
						"You can activate the tattoo any number of times, and the effect lasts until you {@action Dismiss} the activation."
					],
					"variantType": "major soaring wings"
				}
			],
			"generic": "G"
		},
		{
			"name": "Staring Skull",
			"source": "TV",
			"page": 122,
			"type": "Item",
			"level": 8,
			"traits": [
				"abjuration",
				"invested",
				"magical",
				"tattoo"
			],
			"price": {
				"amount": 550,
				"coin": "gp"
			},
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"This tattoo usually depicts a humanoid skull with staring eyes in its sockets, but any creature with two eyes and a skull is possible, such as a wolf, phoenix, or psychopomp. When your {@condition dying} condition increases to a value that would kill you, this tattoo reduces your {@condition dying} value to 1 fewer than would kill you. If a {@trait death} effect would kill you\u2014provided the effect is from a creature of 8th level or lower or a spell of 4th level or lower\u2014this tattoo activates and keeps you alive instead. You can benefit from this ability only once per day. Each time the tattoo prevents you from {@condition dying}, one of its eyes disappears, the image now featuring either an empty socket or an eyepatch or other covering. After both eyes vanish, the tattoo becomes non-magical and no longer protects you. If you receive a new staring skull tattoo, any other you have loses its staring eyes and becomes non-magical."
			]
		},
		{
			"name": "Sun Sight",
			"source": "TV",
			"page": 122,
			"type": "Item",
			"level": 10,
			"traits": [
				"evocation",
				"invested",
				"magical",
				"tattoo"
			],
			"price": {
				"amount": 850,
				"coin": "gp"
			},
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"Placed under the eyes like rays of light, this tattoo burns away illusions with the unmerciful brilliance of the sun. You gain a +2 bonus to {@skill Perception} checks that involve sight. If you're {@condition dazzled}, you receive a new save at the start of each of your turns to end your {@condition dazzled} condition.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "varies",
						"entry": "{@as 1} to {@as 3}"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The tattoo casts a 4th-level {@spell scorching ray|SoM}, with the rays emitting from your eyes. The number of actions you spend Activating the tattoo determines scorching ray's number of rays. The tattoo also attempts to dispel each illusion on a creature hit by a ray (counteract level 5th, counteract modifier +19)."
					]
				}
			]
		},
		{
			"name": "Tooth and Claw Tattoo",
			"source": "TV",
			"page": 122,
			"type": "Item",
			"level": "6+",
			"traits": [
				"invested",
				"magical",
				"tattoo",
				"transmutation"
			],
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the {@skill Diplomacy} skill with animals of that kind. This tattoo is usually located on the body part or parts it's meant to transform\u2014on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"traits": [
						"morph"
					],
					"entries": [
						"You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog's jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"traits": [
						"polymorph"
					],
					"entries": [
						"The tattoo casts 3rd-level {@spell animal form} to transform you into the animal that matches your tattoo."
					]
				}
			],
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 250,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "tooth and claw tattoo"
				},
				{
					"level": 8,
					"price": {
						"amount": 500,
						"coin": "gp"
					},
					"entries": [
						"The tattoo casts 4th-level {@spell animal form} instead of 3rd."
					],
					"variantType": "greater tooth and claw tattoo"
				},
				{
					"level": 10,
					"price": {
						"amount": 1000,
						"coin": "gp"
					},
					"entries": [
						"The tattoo casts 5th-level {@spell animal form} instead of 3rd."
					],
					"variantType": "major tooth and claw tattoo"
				}
			],
			"generic": "G"
		},
		{
			"name": "Tradecraft Tattoo",
			"source": "TV",
			"page": 122,
			"type": "Item",
			"level": "9+",
			"traits": [
				"conjuration",
				"invested",
				"magical",
				"tattoo"
			],
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they take the form of artistic patterns or depict tools of the trade, such as anvils, paintbrushes, or trowels. You gain a +2 item bonus to {@skill Crafting} checks. Furthermore, when you roll a critical failure on a {@skill Crafting} check to {@action Earn Income}, treat it as a failure instead.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "minute"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The tattoo casts creation. You choose the item and its appearance, and whether the spell is 4th or 5th level."
					]
				}
			],
			"variants": [
				{
					"level": 9,
					"price": {
						"amount": 700,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "tradecraft tattoo"
				},
				{
					"level": 17,
					"price": {
						"amount": 13000,
						"coin": "gp"
					},
					"entries": [
						"The item bonus to {@skill Crafting} checks is +3. The {@spell creation} spell's duration is unlimited but ends when you Activate the tattoo again."
					],
					"variantType": "greater tradecraft tattoo"
				}
			],
			"generic": "G"
		},
		{
			"name": "Triangular Teeth",
			"source": "TV",
			"page": 122,
			"type": "Item",
			"level": 2,
			"traits": [
				"abjuration",
				"invested",
				"magical",
				"tattoo"
			],
			"price": {
				"amount": 33,
				"coin": "gp"
			},
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"Rows of triangles symbolizing shark teeth protect you from danger and enable you to take fierce retaliation against those who try to harm you. Seafarers, especially those on the seas of Minata, wear these tattoos in patterns, with multiple rows of regular triangles. You gain a +1 item bonus to {@skill Survival} checks to navigate bodies of water.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You would be hit by an attack against your AC",
					"entries": [
						"You gain a +1 circumstance bonus to AC against the attack, or a +2 circumstance bonus if the attacker is in water or has the amphibious, {@trait aquatic}, or {@trait water} trait. Whether the attack hits or misses, you gain a +2 status bonus to damage with the next {@action Strike} you make against the attacker before the end of your next turn."
					]
				}
			]
		},
		{
			"name": "Unbreakable Heart",
			"source": "TV",
			"page": 122,
			"type": "Item",
			"level": 3,
			"traits": [
				"enchantment",
				"invested",
				"magical",
				"tattoo"
			],
			"price": {
				"amount": 60,
				"coin": "gp"
			},
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"The name of your beloved adorns this stylized image of a heart.",
				"An unbreakable heart tattoo can be received only at the end of a successful heartbond ritual (Pathfinder Advanced Player's Guide 242), serving as your token. The other participant can have a token other than a tattoo if they wish. If you have more than one heartbond, each unbreakable heart you have serves as a token for only one of them.",
				"The love exuding from you grants you a +1 item bonus to {@skill Diplomacy} checks. When you use heartbond's activity to learn your beloved's present state, you can also grant them a small gift, choosing from the following options each time. Make your choice after learning their state.",
				{
					"type": "list",
					"items": [
						"Your beloved gains 5 temporary Hit Points that last for 10 minutes.",
						"The tattoo casts guidance on your beloved.",
						"The tattoo casts stabilize on your beloved.",
						"The tattoo casts light on your beloved's token from heartbond."
					]
				}
			]
		},
		{
			"name": "Varisian Emblem",
			"source": "TV",
			"page": 123,
			"type": "Item",
			"level": 3,
			"traits": [
				"invested",
				"magical",
				"tattoo"
			],
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"These tattoos are created using designs and techniques from Varisian culture. Such tattoos often depict the Varisian rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Varisian iconography.",
				"The tattoo allows you to understand and speak Varisian. If you already know that language, you instead gain a +1 item bonus on {@skill Diplomacy} checks you make when speaking Varisian to someone who understands it.",
				"Each description lists the school of each Varisian emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Thassilonian magic that was once so prevalent in Varisia, these tattoos lack a symbol of divination.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "varies",
						"entry": "The actions required to Activate the tattoo are the same as those needed to cast its spell"
					},
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The tattoo casts its spell."
					]
				}
			],
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 60,
						"coin": "gp"
					},
					"entries": [
						"This rune of transmutation can cast {@spell longstrider}."
					],
					"variantType": "avaria"
				},
				{
					"level": 3,
					"price": {
						"amount": 60,
						"coin": "gp"
					},
					"entries": [
						"This rune of abjuration can cast {@spell pass without trace}."
					],
					"variantType": "avidais"
				},
				{
					"level": 3,
					"price": {
						"amount": 60,
						"coin": "gp"
					},
					"entries": [
						"This rune of enchantment can cast {@spell liberating command|LOGM} (Pathfinder Lost Omens Gods & Magic 108)."
					],
					"variantType": "carnasia"
				},
				{
					"level": 3,
					"price": {
						"amount": 60,
						"coin": "gp"
					},
					"entries": [
						"This rune of conjuration can cast {@spell thoughtful gift|APG} (Advanced Player's Guide 226)."
					],
					"variantType": "idolis"
				},
				{
					"level": 3,
					"price": {
						"amount": 60,
						"coin": "gp"
					},
					"entries": [
						"This rune of evocation can cast {@spell concordant choir|SoM} (Secrets of Magic 96)."
					],
					"variantType": "ragario"
				},
				{
					"level": 3,
					"price": {
						"amount": 60,
						"coin": "gp"
					},
					"entries": [
						"This rune of illusion can cast {@spell ventriloquism}."
					],
					"variantType": "vangloris"
				},
				{
					"level": 3,
					"price": {
						"amount": 60,
						"coin": "gp"
					},
					"entries": [
						"This rune of necromancy can cast {@spell purify food and drink}."
					],
					"variantType": "voratalo"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wildwood Ink",
			"source": "TV",
			"page": 123,
			"type": "Item",
			"level": "4+",
			"traits": [
				"invested",
				"primal",
				"tattoo",
				"transmutation"
			],
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to {@skill Stealth} checks, which increases to +2 in forests.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "A creature would detect you by Seeking",
					"requirements": "You're in a forest or similar natural area",
					"entries": [
						"The tattoo casts tree shape on you before you can be noticed. The duration of this spell is 10 minutes.",
						"If you've already Activated the tattoo, you can supply a separate casting of tree shape to recharge the tattoo instead of having the spell's normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast {@spell tree shape} to recharge the tattoo after each use."
					]
				}
			],
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 80,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "wildwood ink"
				},
				{
					"level": 10,
					"price": {
						"amount": 900,
						"coin": "gp"
					},
					"entries": [
						"The item bonus to {@skill Stealth} checks is +2, or +3 in forests. Tree shape lasts up to 1 hour."
					],
					"variantType": "greater wildwood ink"
				},
				{
					"level": 17,
					"price": {
						"amount": 15000,
						"coin": "gp"
					},
					"entries": [
						"The item bonus to {@skill Stealth} checks is +3, or +4 in forests. Tree shape lasts up to 8 hours."
					],
					"variantType": "major wildwood ink"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wyrm on the Wing",
			"source": "TV",
			"page": 123,
			"type": "Item",
			"level": "9+",
			"traits": [
				"abjuration",
				"invested",
				"magical",
				"tattoo"
			],
			"usage": "tattooed on the body",
			"bulk": "\u2014",
			"category": "Tattoo",
			"entries": [
				"Depicting a majestic dragon in flight, this tattoo imparts the endurance and majesty of those powerful creatures. You gain resistance 5 to the damage type matching the dragon your tattoo depicts.",
				{
					"type": "list",
					"items": [
						"Black or Copper Acid",
						"Blue or Bronze Electricity",
						"Brass, Gold, or Red Fire",
						"Green Poison",
						"Silver or White Cold"
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The tattoo casts {@spell dragon wings} on you. You can add the dragon claws benefit only if you know that focus spell and spend 1 Focus Point when you Activate the tattoo."
					]
				}
			],
			"generic": "G",
			"variants": [
				{
					"level": 9,
					"price": {
						"amount": 700,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "wyrm on the wing"
				},
				{
					"level": 13,
					"price": {
						"amount": 2800,
						"coin": "gp"
					},
					"entries": [
						"The resistance increases to 10. The tattoo gains the following activation.",
						{
							"type": "ability",
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"components": [
								"command",
								"envision"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo."
							]
						}
					],
					"variantType": "greater wyrm on the wing"
				},
				{
					"level": 17,
					"price": {
						"amount": 13500,
						"coin": "gp"
					},
					"entries": [
						"The resistance increases to 15. The tattoo gains the activation of the greater type, but the dragon form is heightened to 8th level."
					],
					"variantType": "major wyrm on the wing"
				}
			]
		},
		{
			"name": "Beastmaster's Sigil",
			"source": "TV",
			"page": 124,
			"type": "Item",
			"level": "5+",
			"traits": [
				"conjuration",
				"magical",
				"spellheart"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"This silver disc displays an ever-changing etching of an animal. When you affix the beastmaster's sigil, the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19.",
				"A weapon can benefit from only the melee weapon benefit or ranged weapon benefit. A {@trait thrown} melee weapon gets the melee weapon benefit, and a {@trait combination} weapon gets only one benefit, which you choose when you affix the spellheart. If it's unclear which one should apply, the GM decides.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"The sigil grants you a +1 item bonus to saving throws against {@trait poison}."
							]
						},
						{
							"type": "item",
							"name": "Melee Weapon",
							"entries": [
								"The sigil grants you a +1 item bonus to {@skill Athletics} checks to {@action Trip}."
							]
						},
						{
							"type": "item",
							"name": "Ranged Weapon",
							"entries": [
								"If you critically hit with the affixed weapon, and the target is adjacent to a creature summoned with the sigil, the target takes {@damage 1d6} {@condition persistent damage||persistent bleed damage}."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell tame|SoM}."
					]
				}
			],
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 160,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 2nd-level {@spell summon animal} to summon a {@creature cave scorpion|B2} (armor), {@creature wolf} (melee weapon), or bat swarm (ranged weapon)."
							]
						}
					],
					"variantType": "beastmaster's sigil"
				},
				{
					"level": 7,
					"price": {
						"amount": 360,
						"coin": "gp"
					},
					"entries": [
						"The spell DC is 23 and the bleed damage is {@dice 2d6}.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 3rd-level {@spell summon animal} to summon a {@creature giant monitor lizard} (armor), {@creature wolverine|B2} (melee), or {@creature giant bat} (ranged)."
							]
						}
					],
					"variantType": "greater beastmaster's sigil"
				},
				{
					"level": 9,
					"price": {
						"amount": 700,
						"coin": "gp"
					},
					"entries": [
						"The spell DC is 25, the item bonuses are +2, and the bleed damage is {@dice 3d6}.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 4th-level {@spell summon animal} to summon a {@creature giant scorpion} (armor), {@creature dire wolf} (melee), or {@creature fen mosquito swarm|B2} (ranged)."
							]
						}
					],
					"variantType": "major beastmaster's sigil"
				}
			],
			"generic": "G"
		},
		{
			"name": "Brightbloom Posy",
			"source": "TV",
			"page": 125,
			"type": "Item",
			"level": "8+",
			"traits": [
				"conjuration",
				"magical",
				"plant",
				"spellheart"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon.",
				"The spell DC of any spell cast by activating this item is 24.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"You gain the ability to speak with flowers, as {@spell speak with plants}."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"({@trait disease}) After you cast a plant spell by activating the posy, pollen coats your weapon. Your next {@action Strike} causes the target to be {@condition sickened||sickened 1} on a hit ({@condition sickened||sickened 2} on a critical hit). If the creature attempts to recover, it sneezes rather than retching (rolling against the spellheart's spell DC). If you don't make a {@action Strike} by the end of your next turn, the pollen becomes inert. {@trait Plant} creatures are immune."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell tanglefoot}."
					]
				}
			],
			"variants": [
				{
					"level": 8,
					"price": {
						"amount": 450,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell soothing blossoms|SoM}."
							]
						}
					],
					"variantType": "brightbloom posy"
				},
				{
					"level": 11,
					"price": {
						"amount": 1300,
						"coin": "gp"
					},
					"entries": [
						"The spell DC is 28.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell soothing blossoms|SoM}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell petal storm|SoM}."
							]
						}
					],
					"variantType": "greater brightbloom posy"
				},
				{
					"level": 19,
					"price": {
						"amount": 36000,
						"coin": "gp"
					},
					"entries": [
						"The spell DC is 41.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 6th-level {@spell petal storm|SoM}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell burning blossoms|SoM}."
							]
						}
					],
					"variantType": "major brightbloom posy"
				}
			],
			"generic": "G"
		},
		{
			"name": "Desolation Locket",
			"source": "TV",
			"page": 125,
			"type": "Item",
			"level": "8+",
			"traits": [
				"enchantment",
				"magical",
				"spellheart"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"The desolation locket numbs you to further despair, and you gain a +2 item bonus to saving throws against {@trait emotion} effects."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"({@trait emotion}, {@trait mental}) After you cast an {@trait enchantment} spell by activating the locket, you emanate an aura of hopelessness in a 5-foot emanation until the start of your next turn. A creature that ends its turn in the aura must succeed at a Will saving throw against the locket's spell DC or become {@condition slowed||slowed 1} ({@condition slowed||slowed 2} on a critical failure) until the end of its next turn."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell haunting hymn|SoM}."
					]
				}
			],
			"variants": [
				{
					"level": 8,
					"price": {
						"amount": 470,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell agonizing despair|APG}."
							]
						}
					],
					"variantType": "desolation locket"
				},
				{
					"level": 13,
					"price": {
						"amount": 2800,
						"coin": "gp"
					},
					"entries": [
						"The item bonus when affixed to armor is +3, and the spell DC is 30.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 4th-level {@spell agonizing despair|APG}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell crushing despair}."
							]
						}
					],
					"variantType": "greater desolation locket"
				},
				{
					"level": 19,
					"price": {
						"amount": 34000,
						"coin": "gp"
					},
					"entries": [
						"The item bonus when affixed to armor is +4; when you critically fail a saving throw against an {@trait emotion} effect, you get a failure instead; and the spell DC is 41.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 7th-level {@spell crushing despair}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell canticle of everlasting grief|SoM}."
							]
						}
					],
					"variantType": "major desolation locket"
				}
			],
			"generic": "G"
		},
		{
			"name": "Enigma Mirror",
			"source": "TV",
			"page": 125,
			"type": "Item",
			"level": "7+",
			"traits": [
				"illusion",
				"magical",
				"spellheart"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language.",
				"The spell DC of any spell cast by activating this item is 23.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"After you cast an {@trait illusion} spell by activating the mirror, choose one ally within 30 feet. That ally gains a single illusory image, per {@spell mirror image}. The image lasts until the end of your next turn if not destroyed before then."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"After you cast an {@trait illusion} spell by activating the mirror, illusory copies of the weapon swirl in the air around it. You're affected by the {@spell thicket of knives|SoM} spell until the end of your next turn. The spell ends if you stop wielding the affixed weapon."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell forbidding ward}."
					]
				}
			],
			"variants": [
				{
					"level": 7,
					"price": {
						"amount": 325,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell mirror image}."
							]
						}
					],
					"variantType": "enigma mirror"
				},
				{
					"level": 10,
					"price": {
						"amount": 950,
						"coin": "gp"
					},
					"entries": [
						"The spell DC is 27.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell mirror's misfortune|SoM}."
							]
						}
					],
					"variantType": "greater enigma mirror"
				},
				{
					"level": 13,
					"price": {
						"amount": 2750,
						"coin": "gp"
					},
					"entries": [
						"The spell DC is 30.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell mirror's misfortune|SoM}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell mirror malefactors|SoM}."
							]
						}
					],
					"variantType": "major enigma mirror"
				}
			],
			"generic": "G"
		},
		{
			"name": "Ghostcaller's Planchette",
			"source": "TV",
			"page": 125,
			"type": "Item",
			"level": "12+",
			"traits": [
				"magical",
				"necromancy",
				"spellheart"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"This miniature wooden planchette is engraved with symbols designed to attract spirits. When affixed, the symbols begin to glow, and the planchette turns slightly insubstantial. The spell DC of any spell cast by activating this item is 29.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"After you cast a {@trait necromancy} spell by activating the planchette, you gain resistance 5 to all physical damage (except {@item ghost touch}) until the start of your next turn. Attacks by incorporeal creatures (such as a ghost's ghostly hand) count as {@item ghost touch}."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"After you cast a {@trait necromancy} spell by activating the planchette, the affixed weapon gains the effects of the {@item ghost touch} property rune until the end of your next turn."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell chill touch}."
					]
				}
			],
			"variants": [
				{
					"level": 12,
					"price": {
						"amount": 1750,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell invoke spirits|SoM}."
							]
						}
					],
					"variantType": "ghostcaller's planchette"
				},
				{
					"level": 18,
					"price": {
						"amount": 21000,
						"coin": "gp"
					},
					"entries": [
						"The resistance when affixed to armor is 10. When the planchette is affixed to a weapon, casting a necromancy spell by activating the planchette grants the weapon the effects of both the ghost touch and greater disrupting property runes. The spell DC is 38.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 7th-level {@spell invoke spirits|SoM}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell tempest of shades|SoM}."
							]
						}
					],
					"variantType": "greater ghostcaller's planchette"
				}
			],
			"generic": "G"
		},
		{
			"name": "Jolt Coil",
			"source": "TV",
			"page": 126,
			"type": "Item",
			"level": "3+",
			"traits": [
				"electricity",
				"evocation",
				"magical",
				"spellheart"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"You gain resistance 2 to electricity."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"After you cast an {@trait electricity} spell by activating the coil, your Strikes with the weapon deal an additional {@damage 1d4} electricity damage until the end of your next turn."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell electric arc}."
					]
				}
			],
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 60,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "jolt coil"
				},
				{
					"level": 8,
					"price": {
						"amount": 475,
						"coin": "gp"
					},
					"entries": [
						"Resistance when affixed to armor is 3, extra damage when affixed to a weapon is {@dice 1d6}, and the spell DC is 24.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell lightning bolt}."
							]
						}
					],
					"variantType": "greater jolt coil"
				},
				{
					"level": 12,
					"price": {
						"amount": 1750,
						"coin": "gp"
					},
					"entries": [
						"Resistance when affixed to armor is 5, extra damage when affixed to a weapon is {@dice 1d8}, and the spell DC is 29.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 4th-level {@spell lightning bolt}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell draw the lightning|SoM}."
							]
						}
					],
					"variantType": "major jolt coil"
				}
			],
			"generic": "G"
		},
		{
			"name": "Judgment Thurible",
			"source": "TV",
			"page": 126,
			"type": "Item",
			"level": "10+",
			"traits": [
				"evocation",
				"magical",
				"spellheart"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don't worship a deity or if your deity is true neutral. The spell DC of any spell cast by activating this item is 27.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"After you cast a spell by activating the thurible, the thurible casts {@spell circle of protection} on you, with a duration of 1 round. You choose the alignment, which must be one opposed by one of your deity's alignments."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"After you cast a spell by activating the thurible, the weapon gains your choice of an {@item anarchic}, {@item axiomatic}, {@item holy}, or {@item unholy} rune until the end of your next turn. You can choose a rune only if it matches an alignment your deity has ({@item anarchic} for {@trait chaotic}, {@item axiomatic} for {@trait lawful}, {@item holy} for {@trait good}, or {@item unholy} for {@trait evil})."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell divine lance}."
					]
				}
			],
			"variants": [
				{
					"level": 10,
					"price": {
						"amount": 975,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell divine wrath}."
							]
						}
					],
					"variantType": "judgment thurible"
				},
				{
					"level": 17,
					"price": {
						"amount": 14000,
						"coin": "gp"
					},
					"entries": [
						"The additional damage from the rune granted by the thurible is {@dice 2d6}, and the spell DC is 35.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 6th-level {@spell divine wrath}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell divine decree}."
							]
						}
					],
					"variantType": "greater judgment thurible"
				},
				{
					"level": 20,
					"price": {
						"amount": 65000,
						"coin": "gp"
					},
					"entries": [
						"The additional damage from the rune granted by the thurible is {@dice 2d6}, and the spell DC is 43.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 7th-level {@spell divine decree}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell summon deific herald|SoM}."
							]
						}
					],
					"variantType": "major judgment thurible"
				}
			],
			"generic": "G"
		},
		{
			"name": "Jyoti's Feather",
			"source": "TV",
			"page": 126,
			"type": "Item",
			"level": "10+",
			"traits": [
				"healing",
				"magical",
				"necromancy",
				"positive",
				"spellheart"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"A {@i jyoti's feather} is a shimmering red and gold feather, seeming almost metallic, although delicate and flexible to the touch. Though most aren't made from true jyoti feathers, as the reclusive outsiders avoid visitors from the Material Plane, their connection to positive energy lent the spellhearts their name.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"You gain a +2 item bonus to saving throws against {@trait death} effects and negative energy."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"The weapon has the {@item disrupting} rune while the feather is affixed."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell stabilize}."
					]
				}
			],
			"variants": [
				{
					"level": 10,
					"price": {
						"amount": 960,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell vital beacon}."
							]
						}
					],
					"variantType": "jyoti's feather"
				},
				{
					"level": 14,
					"price": {
						"amount": 4100,
						"coin": "gp"
					},
					"entries": [
						"The item bonus when affixed to armor is +3.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 5th-level {@spell vital beacon}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell healing well|SoM}."
							]
						}
					],
					"variantType": "greater jyoti's feather"
				},
				{
					"level": 16,
					"price": {
						"amount": 9400,
						"coin": "gp"
					},
					"entries": [
						"The item bonus when affixed to armor is +4, and the rune when affixed to a weapon is greater disrupting.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 6th-level {@spell heal}ing well."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell field of life}."
							]
						}
					],
					"variantType": "major jyoti's feather"
				}
			],
			"generic": "G"
		},
		{
			"name": "Lightweave Scarf",
			"source": "TV",
			"page": 127,
			"type": "Item",
			"level": "8+",
			"traits": [
				"illusion",
				"magical",
				"spellheart",
				"visual"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows. The spell DC of any spell cast by activating this item is 24.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"You gain a +2 item bonus to saving throws against illusions and {@skill Deception} checks to {@action Create a Diversion}."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"({@trait visual}) After you cast an {@trait illusion} spell by activating the scarf, the weapon is shrouded in a mesmerizing illusory pattern. Your next {@action Strike} causes the target to be {@condition confused} for 1 round if it hits. If you don't make a {@action Strike} by the end of your next turn, the illusion ends with no effect."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell dancing lights}."
					]
				}
			],
			"variants": [
				{
					"level": 8,
					"price": {
						"amount": 500,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell hypnotic pattern}."
							]
						}
					],
					"variantType": "lightweave scarf"
				},
				{
					"level": 15,
					"price": {
						"amount": 5500,
						"coin": "gp"
					},
					"entries": [
						"The item bonus when affixed to armor is +2, and spell DC is 34.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 6th-level {@spell hypnotic pattern}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell vibrant pattern}."
							]
						}
					],
					"variantType": "greater lightweave scarf"
				},
				{
					"level": 18,
					"price": {
						"amount": 22000,
						"coin": "gp"
					},
					"entries": [
						"Item bonus when affixed to armor is +3; when affixed to a weapon, creatures are {@condition confused} for 1 minute; and the spell DC is 38.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 8th-level {@spell vibrant pattern}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell scintillating pattern}."
							]
						}
					],
					"variantType": "major lightweave scarf"
				}
			],
			"generic": "G"
		},
		{
			"name": "Phantasmal Doorknob",
			"source": "TV",
			"page": 127,
			"type": "Item",
			"level": "6+",
			"traits": [
				"emotion",
				"illusion",
				"magical",
				"mental",
				"spellheart"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating this item is 20.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"You gain a +1 item bonus to {@skill Thievery} checks to {@action Pick a Lock}."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"If you critically succeed at a {@action Strike} with the weapon, the target is {@condition dazzled} until the end of its next turn."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell ghost sound}."
					]
				}
			],
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 215,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell phantasmal treasure|APG}."
							]
						}
					],
					"variantType": "phantasmal doorknob"
				},
				{
					"level": 10,
					"price": {
						"amount": 900,
						"coin": "gp"
					},
					"entries": [
						"The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is {@condition blinded} until the end of its next turn.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell phantasmal killer}."
							]
						}
					],
					"variantType": "greater phantasmal doorknob"
				},
				{
					"level": 15,
					"price": {
						"amount": 6000,
						"coin": "gp"
					},
					"entries": [
						"The item bonus when affixed to armor is +2, and the spell DC is 34. On a critical hit with a weapon the doorknob is affixed to, the target is {@condition blinded} until the end of its next turn.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 6th-level {@spell phantasmal killer}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell phantasmal calamity}."
							]
						}
					],
					"variantType": "major phantasmal doorknob"
				}
			],
			"generic": "G"
		},
		{
			"name": "Radiant Prism",
			"source": "TV",
			"page": 127,
			"type": "Item",
			"level": "16+",
			"traits": [
				"abjuration",
				"magical",
				"spellheart"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"Any armor or weapon this glass prism is affixed to glows softly with shifting colored lights. The spell DC of any spell cast by activating this item is 35.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"({@trait light}) After you cast an {@trait abjuration} spell by activating the prism, you glow with dim light in a multitude of shimmering hues, shedding light like a {@item torch} and making you {@condition concealed} until the end of your next turn."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"After you cast an {@trait abjuration} spell by activating the prism, your {@action Strike||Strikes} with the weapon gain the {@item brilliant|SoM} property rune until the end of your next turn."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell light}."
					]
				}
			],
			"variants": [
				{
					"level": 16,
					"price": {
						"amount": 8600,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell prismatic armor|SoM}."
							]
						}
					],
					"variantType": "radiant prism"
				},
				{
					"level": 18,
					"price": {
						"amount": 20500,
						"coin": "gp"
					},
					"entries": [
						"The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 38. The damage from the brilliant rune increases to {@dice 2d4} of each type.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell prismatic armor|SoM}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell prismatic wall}."
							]
						}
					],
					"variantType": "greater radiant prism"
				},
				{
					"level": 20,
					"price": {
						"amount": 64000,
						"coin": "gp"
					},
					"entries": [
						"The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 43. The rune is greater brilliant, and its damage is {@dice 3d4} of each type.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell prismatic armor|SoM}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell prismatic sphere}."
							]
						}
					],
					"variantType": "major radiant prism"
				}
			],
			"generic": "G"
		},
		{
			"name": "Resonating Fork",
			"source": "TV",
			"page": 128,
			"type": "Item",
			"level": "5+",
			"traits": [
				"evocation",
				"magical",
				"sonic",
				"spellheart"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"You gain resistance 2 to sonic damage and a +1 item bonus to saving throws against effects with the {@trait auditory} or {@trait sonic} trait."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"After you cast a {@trait sonic} spell by activating the fork, the weapon reverberates with trapped sound waves. Your next {@action Strike} causes the target to be {@condition deafened} for 1 round if it hits (or for 3 rounds on a critical hit). If you don't make a {@action Strike} by the end of your next turn, the sound waves dissipate with no effect."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell bullhorn|SoM}."
					]
				}
			],
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 140,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell biting words|SoM}."
							]
						}
					],
					"variantType": "resonating fork"
				},
				{
					"level": 7,
					"price": {
						"amount": 340,
						"coin": "gp"
					},
					"entries": [
						"The resistance is 5 and the item bonus is +2 when affixed to armor, the {@condition deafened} duration when affixed to a weapon is 3 rounds (1 minute on a critical success), the spell attack roll is +13, and the spell DC is 23.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 2nd-level {@spell biting words|SoM}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell sound burst}."
							]
						}
					],
					"variantType": "greater resonating fork"
				},
				{
					"level": 12,
					"price": {
						"amount": 1800,
						"coin": "gp"
					},
					"entries": [
						"The resistance is 10 and the item bonus is +2 when affixed to armor, the {@condition deafened} duration when affixed to a weapon is 1 minute (1 hour on a critical success), and the spell DC is 29.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 4th-level {@spell sound burst}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell painful vibrations|SoM}."
							]
						}
					],
					"variantType": "major resonating fork"
				}
			],
			"generic": "G"
		},
		{
			"name": "Rime Crystal",
			"source": "TV",
			"page": 128,
			"type": "Item",
			"level": "3+",
			"traits": [
				"cold",
				"evocation",
				"magical",
				"spellheart"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"You gain resistance 2 to cold."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"After you cast a {@trait cold} spell by activating the crystal, your {@action Strike||Strikes} with the weapon deal an additional {@damage 1d4} cold damage until the end of your next turn."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell ray of frost}."
					]
				}
			],
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 55,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "rime crystal"
				},
				{
					"level": 8,
					"price": {
						"amount": 425,
						"coin": "gp"
					},
					"entries": [
						"Resistance when affixed to armor is 5, extra damage when affixed to a weapon is {@dice 1d6}, the spell attack roll is +14, and the spell DC is 24.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 3rd-level {@spell chilling spray|LOGM}."
							]
						}
					],
					"variantType": "greater rime crystal"
				},
				{
					"level": 13,
					"price": {
						"amount": 2800,
						"coin": "gp"
					},
					"entries": [
						"Resistance when affixed to armor is 10, extra damage when affixed to a weapon is {@dice 1d8}, the spell attack roll is +20, and the spell DC is 30.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell ice storm|APG}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell cone of cold}."
							]
						}
					],
					"variantType": "major rime crystal"
				}
			],
			"generic": "G"
		},
		{
			"name": "Sanguine Fang",
			"source": "TV",
			"page": 128,
			"type": "Item",
			"level": "9+",
			"traits": [
				"magical",
				"necromancy",
				"negative",
				"spellheart"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"You gain resistance 3 to {@condition persistent damage||persistent bleed damage} and a +2 item bonus on saving throws against effects with the {@trait negative} trait."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"After you cast a {@trait necromancy} spell by activating the fang, your Strikes with the weapon deal {@damage 1d4} {@condition persistent damage||persistent bleed damage} until the end of your next turn."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell chill touch}."
					]
				}
			],
			"variants": [
				{
					"level": 9,
					"price": {
						"amount": 650,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell vampiric touch}."
							]
						}
					],
					"variantType": "sanguine fang"
				},
				{
					"level": 12,
					"price": {
						"amount": 1750,
						"coin": "gp"
					},
					"entries": [
						"The resistance is 5 when affixed to armor, the {@condition persistent damage||persistent bleed damage} is {@dice 1d6} when affixed to a weapon, and the spell DC is 29.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell sanguine mist|SoM}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 4th-level {@spell vampiric touch}."
							]
						}
					],
					"variantType": "greater sanguine fang"
				},
				{
					"level": 15,
					"price": {
						"amount": 5750,
						"coin": "gp"
					},
					"entries": [
						"The resistance is 10 and the item bonus is +3 when affixed to armor, the {@condition persistent damage||persistent bleed damage} is {@dice 2d6} when affixed to a weapon, and the spell DC is 34.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 5th-level {@spell vampiric touch}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell vampiric exsanguination}."
							]
						}
					],
					"variantType": "major sanguine fang"
				}
			],
			"generic": "G"
		},
		{
			"name": "Saurian Spike",
			"source": "TV",
			"page": 128,
			"type": "Item",
			"level": "9+",
			"traits": [
				"magical",
				"spellheart",
				"transmutation"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"You gain imprecise scent with a range of 30 feet."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"({@trait auditory}, {@trait emotion}, {@trait fear}, {@trait visual}) When you cast a {@trait polymorph} spell by activating the spike, your battle form is exceptionally fearsome. Each enemy in a 30-foot emanation must succeed at a DC 27 Will saving throw or become {@condition frightened||frightened 1} ({@condition frightened||frightened 2} on a critical failure)."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell gouging claw|SoM}."
					]
				}
			],
			"variants": [
				{
					"level": 9,
					"price": {
						"amount": 700,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell dinosaur form}."
							]
						}
					],
					"variantType": "saurian spike"
				},
				{
					"level": 11,
					"price": {
						"amount": 1400,
						"coin": "gp"
					},
					"entries": [
						"The range of the scent and fear emanation are both 60 feet. The save DC is 28.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 5th-level {@spell dinosaur form}."
							]
						}
					],
					"variantType": "greater saurian spike"
				},
				{
					"level": 15,
					"price": {
						"amount": 6500,
						"coin": "gp"
					},
					"entries": [
						"The range of the scent and fear emanation are both 60 feet. The scent is precise instead of imprecise, and creatures that fail their saves are {@condition frightened||frightened 2} ({@condition frightened||frightened 3} on a critical failure) with a DC 34 save.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 7th-level {@spell dinosaur form}."
							]
						}
					],
					"variantType": "major saurian spike"
				}
			],
			"generic": "G"
		},
		{
			"name": "Vigilant Eye",
			"source": "TV",
			"page": 129,
			"type": "Item",
			"level": "9+",
			"traits": [
				"divination",
				"magical",
				"spellheart"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye's pupil continually twitches and moves, scanning its bearer's surroundings.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"({@trait revelation}) You aren't {@condition flat-footed} to {@condition hidden} or {@condition undetected} creatures of the eye's level or lower, or creatures of the eye's level or lower using surprise attack, though you can still be flanked."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"When you make a {@action Strike} with the weapon against a target that's {@condition concealed}, {@condition hidden}, or {@condition undetected}, the DC of your flat check to target it is 4 if the target is {@condition concealed} or 10 if it's {@condition hidden} or {@condition undetected}."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell detect magic}."
					]
				}
			],
			"variants": [
				{
					"level": 9,
					"price": {
						"amount": 650,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell web of eyes|SoM}."
							]
						}
					],
					"variantType": "vigilant eye"
				},
				{
					"level": 11,
					"price": {
						"amount": 1250,
						"coin": "gp"
					},
					"entries": [
						"The flat check DC if the eye is affixed to a weapon is 3 if the target is {@condition concealed} or 9 if it's {@condition hidden}.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell clairvoyance}."
							]
						}
					],
					"variantType": "greater vigilant eye"
				},
				{
					"level": 13,
					"price": {
						"amount": 2700,
						"coin": "gp"
					},
					"entries": [
						"The flat check DC if the eye is affixed to a weapon is 2 if the target is {@condition concealed} or 8 if it's {@condition hidden}.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell clairvoyance}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell prying eye}."
							]
						}
					],
					"variantType": "major vigilant eye"
				}
			],
			"generic": "G"
		},
		{
			"name": "Warding Statuette",
			"source": "TV",
			"page": 129,
			"type": "Item",
			"level": "7+",
			"traits": [
				"abjuration",
				"force",
				"magical",
				"spellheart"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"This small figurine is carved from soapstone in the shape of a deity or guardian, facing both front and back to indicate unflagging vigilance. The spell attack roll of any spell cast by activating this item is +13.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"You gain resistance 1 against ranged weapon attacks."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"When you hit with a {@action Strike} using the affixed weapon, or when a spell effect you created by activating the statuette hits with a {@action Strike}, you can choose a creature adjacent to the creature that was hit. That creature gains a +1 status bonus to AC until the start of your next turn. No more than one creature can benefit from this each turn."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell shield}."
					]
				}
			],
			"variants": [
				{
					"level": 7,
					"price": {
						"amount": 325,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell spiritual weapon}."
							]
						}
					],
					"variantType": "warding statuette"
				},
				{
					"level": 13,
					"price": {
						"amount": 2600,
						"coin": "gp"
					},
					"entries": [
						"The resistance is 5 when affixed to armor, and the spell attack roll is +20.",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 5th-level {@spell spiritual weapon}."
							]
						},
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell spiritual guardian}."
							]
						}
					],
					"variantType": "greater warding statuette"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wyrm Claw",
			"source": "TV",
			"page": 129,
			"type": "Item",
			"level": "12+",
			"traits": [
				"conjuration",
				"magical",
				"spellheart"
			],
			"usage": "affixed to armor or a weapon",
			"bulk": "\u2014",
			"category": "Spellheart",
			"entries": [
				"The tip of a metallic dragon's claw is set into a band of silver. When you summon {@trait dragon||dragons} using the claw, you must choose metallic dragons.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Armor",
							"entries": [
								"After you cast a conjuration spell by activating the wyrm claw, you gain resistance 5 to acid, cold, electricity, and fire for the next minute."
							]
						},
						{
							"type": "item",
							"name": "Weapon",
							"entries": [
								"After you cast a conjuration spell by activating the claw, you gain a Breath Weapon activity that takes 2 actions and deals {@dice 6d6} damage with a DC 28 basic Reflex save. Choose the area and type of damage when you use Breath Weapon: a 30-foot line that deals acid, electricity, or fire, or a 15-foot cone that deals cold or fire. You can use this activity once before the end of your next turn."
							]
						}
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You cast {@spell gouging claw|SoM}."
					]
				}
			],
			"variants": [
				{
					"level": 12,
					"price": {
						"amount": 1000,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell summon dragon}."
							]
						}
					],
					"variantType": "wyrm claw"
				},
				{
					"level": 15,
					"price": {
						"amount": 6500,
						"coin": "gp"
					},
					"entries": [
						"Resistance when affixed to armor is 10, and damage from Breath Weapon when affixed to a weapon is {@dice 9d6} (DC 34).",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast 7th-level {@spell summon dragon}."
							]
						}
					],
					"variantType": "greater wyrm claw"
				},
				{
					"level": 19,
					"price": {
						"amount": 40000,
						"coin": "gp"
					},
					"entries": [
						"Resistance when affixed to armor is 15, and damage from Breath Weapon when affixed to a weapon is {@dice 12d6} (DC 41).",
						{
							"type": "ability",
							"components": [
								"{@action Cast a Spell}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You cast {@spell summon draconic legion|SoM}."
							]
						}
					],
					"variantType": "major wyrm claw"
				}
			],
			"generic": "G"
		},
		{
			"name": "Accursed Staff",
			"source": "TV",
			"page": 130,
			"type": "Item",
			"level": "6+",
			"traits": [
				"magical",
				"necromancy",
				"staff"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff, you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the {@trait curse} trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 250,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell daze}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell bane}, {@spell ill omen|LOGM}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell blood vendetta|APG}, {@spell warrior's regret|SoM}"
									]
								}
							]
						}
					],
					"variantType": "accursed staff"
				},
				{
					"level": 10,
					"price": {
						"amount": 900,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell claim curse|SoM}, {@spell cup of dust|LOGM}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell outcast's curse}, {@spell remove curse}, {@spell warrior's regret|SoM}"
									]
								}
							]
						}
					],
					"variantType": "greater accursed staff"
				},
				{
					"level": 14,
					"price": {
						"amount": 4000,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell inevitable disaster|SoM}, {@spell mariner's curse}"
									]
								},
								{
									"type": "item",
									"name": "6th",
									"entries": [
										"{@spell blinding fury|APG}, {@spell feeblemind}, {@spell remove curse}"
									]
								}
							]
						}
					],
					"variantType": "major accursed staff"
				}
			],
			"generic": "G"
		},
		{
			"name": "Beast Staff",
			"source": "TV",
			"page": 130,
			"type": "Item",
			"level": "7+",
			"traits": [
				"magical",
				"staff",
				"transmutation"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"The visages of beasts are carved into the painted wood of a beast staff, with a large head on top. When used as a weapon, the staff is a {@runeItem staff||+1 weapon potency||striking|}. While wielding the staff while you have it prepared, you're affected by {@spell speak with animals}. If you have {@feat Wild Empathy}, you gain a +1 circumstance bonus on checks using it.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 7,
					"price": {
						"amount": 340,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell gouging claw|SoM}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell magic fang}, {@spell pest form}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell animal form}, {@spell enlarge}"
									]
								}
							]
						}
					],
					"variantType": "beast staff"
				},
				{
					"level": 11,
					"price": {
						"amount": 1400,
						"coin": "gp"
					},
					"entries": [
						"Used as a weapon, the staff is a +2 striking staff. The circumstance bonus if you have Wild Empathy is +2.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell animal form}, {@spell insect form}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell animal form}, {@spell bestial curse|APG}, {@spell insect form}, {@spell pest form}"
									]
								}
							]
						}
					],
					"variantType": "greater beast staff"
				},
				{
					"level": 15,
					"price": {
						"amount": 6250,
						"coin": "gp"
					},
					"entries": [
						"Used as a weapon, the staff is a +2 greater striking staff. The circumstance bonus if you have Wild Empathy is +2.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell animal form}, {@spell insect form}, {@spell moon frenzy}"
									]
								},
								{
									"type": "item",
									"name": "6th",
									"entries": [
										"{@spell baleful polymorph}, {@spell moon frenzy}"
									]
								}
							]
						}
					],
					"variantType": "major beast staff"
				}
			],
			"generic": "G"
		},
		{
			"name": "Boreal Staff",
			"source": "TV",
			"page": 131,
			"type": "Item",
			"level": "8+",
			"traits": [
				"evocation",
				"magical",
				"staff"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a {@runeItem staff||+1 weapon potency||striking|}.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"interval": 10,
						"unit": "minute"
					},
					"entries": [
						"Attempt a {@action Strike} using the staff. That {@action Strike} deals {@dice 2d4} additional cold damage."
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 8,
					"price": {
						"amount": 500,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell ray of frost}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell chilling spray|LOGM}, {@spell snowball|LOWG}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell chilling spray|LOGM}, {@spell snowball|LOWG}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell chilling spray|LOGM}, {@spell elemental absorption|SoM} ({@trait water} only)"
									]
								}
							]
						}
					],
					"variantType": "boreal staff"
				},
				{
					"level": 12,
					"price": {
						"amount": 2750,
						"coin": "gp"
					},
					"entries": [
						"When used as a weapon, this is a +2 striking frost staff.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell chilling spray|LOGM}, {@spell ice storm|APG}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell cone of cold}, {@spell mantle of the frozen heart|SoM}"
									]
								}
							]
						}
					],
					"variantType": "greater boreal staff"
				},
				{
					"level": 17,
					"price": {
						"amount": 13500,
						"coin": "gp"
					},
					"entries": [
						"When used as a weapon, this is a +3 greater striking frost staff. The additional cold damage from the activation ignores cold resistance.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "6th",
									"entries": [
										"{@spell cone of cold}"
									]
								},
								{
									"type": "item",
									"name": "7th",
									"entries": [
										"{@spell cone of cold}, {@spell frigid flurry|SoM}"
									]
								}
							]
						}
					],
					"variantType": "major boreal staff"
				}
			],
			"generic": "G"
		},
		{
			"name": "Celestial Staff",
			"source": "TV",
			"page": 131,
			"type": "Item",
			"level": 17,
			"traits": [
				"uncommon",
				"good",
				"magical",
				"staff",
				"transmutation"
			],
			"price": {
				"amount": 14000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"Heavenly radiance shines from an active celestial staff, a golden staff capped with a pair of sculpted angel's wings. Used as a weapon, the staff is a {@runeItem staff||+2 weapon potency||greater striking||holy|}. While wielding a celestial staff, you gain a +1 circumstance bonus to saving throws against effects that have the {@trait evil} trait and effects created by {@trait evil} creatures. When you prepare this staff, if you're {@trait evil}, you become {@condition drained||drained 1} until your next daily preparations.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell divine lance} ({@trait good} only)"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell bless}, {@spell protection}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell continual flame}, {@spell inner radiance torrent|SoM}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell circle of protection}, {@spell sanctified ground}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell holy cascade}, {@spell inner radiance torrent|SoM}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell spiritual guardian}, {@spell summon celestial}"
									]
								},
								{
									"type": "item",
									"name": "6th",
									"entries": [
										"{@spell holy cascade}, {@spell summon celestial}"
									]
								},
								{
									"type": "item",
									"name": "7th",
									"entries": [
										"{@spell angel form|SoM}, {@spell inner radiance torrent|SoM}, {@spell summon celestial}"
									]
								}
							]
						}
					]
				}
			],
			"craftReq": [
				"You're good. Supply one casting of all listed levels of all listed spells."
			]
		},
		{
			"name": "Chronomancer Staff",
			"source": "TV",
			"page": 131,
			"type": "Item",
			"level": 17,
			"traits": [
				"rare",
				"divination",
				"magical",
				"staff"
			],
			"price": {
				"amount": 15000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"Clock faces and gears adorn the twisted iron shaft of a chronomancer staff, the hands of the clocks continually ticking or winding backward. Used as a weapon, the staff is a {@runeItem staff||+2 weapon potency||greater striking||speed|}. While wielding this staff, you also gain a +1 circumstance bonus to initiative rolls.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell time sense|DA}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell déjà vu|APG}, {@spell synchronize|SoM}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell loose time's arrow|DA}, {@spell synchronize|SoM}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell day's weight|SoM}, {@spell haste}, {@spell slow}, {@spell time jump|SoM}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell curse of lost time|APG}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell quicken time|DA}, {@spell rewinding step|SoM}, {@spell stagnate time|DA}"
									]
								},
								{
									"type": "item",
									"name": "6th",
									"entries": [
										"{@spell cast into time|SoM}, {@spell day's weight|SoM}"
									]
								},
								{
									"type": "item",
									"name": "7th",
									"entries": [
										"{@spell time beacon|LOGM}"
									]
								}
							]
						}
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			]
		},
		{
			"name": "Composer Staff",
			"source": "TV",
			"page": 131,
			"type": "Item",
			"level": "4+",
			"traits": [
				"enchantment",
				"magical",
				"staff"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"A composer staff is short and shaped like an elegant black conductor's baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to {@skill Performance} checks made with it.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 80,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell haunting hymn|SoM}, {@spell summon instrument|APG}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell concordant choir|SoM}"
									]
								}
							]
						}
					],
					"variantType": "composer staff"
				},
				{
					"level": 8,
					"price": {
						"amount": 480,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell sonata span|SoM}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell concordant choir|SoM}, {@spell roaring applause|SoM}, {@spell sculpt sound|APG}"
									]
								}
							]
						}
					],
					"variantType": "greater composer staff"
				},
				{
					"level": 12,
					"price": {
						"amount": 1800,
						"coin": "gp"
					},
					"entries": [
						"The item bonus is +2.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell infectious melody|SoM}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell concordant choir|SoM}, {@spell sculpt sound|APG}"
									]
								}
							]
						}
					],
					"variantType": "major composer staff"
				}
			],
			"generic": "G"
		},
		{
			"name": "Dragonprism Staff",
			"source": "TV",
			"page": 132,
			"type": "Item",
			"level": "14+",
			"traits": [
				"magical",
				"staff",
				"transmutation"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"A multi-hued array of scales covers a dragonprism staff, forming a gradient of color, and a dragon's claw holds a gem upon the staff's head. Dragons give allies these staves as a mark of esteem.",
				"While wielding a dragonprism staff you seem fiercer, gaining a +1 circumstance bonus to {@skill Intimidation} checks to {@action Demoralize}.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 14,
					"price": {
						"amount": 4500,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell gouging claw|SoM}, {@spell puff of poison|SoM}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell burning hands}, {@spell fear}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell acid arrow}, {@spell resist energy}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell fear}, {@spell lightning bolt}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell fly}, {@spell reflective scales|LOGM}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell cone of cold}, {@spell summon dragon}"
									]
								},
								{
									"type": "item",
									"name": "6th",
									"entries": [
										"{@spell dragon form}, {@spell reflective scales|LOGM}, {@spell summon dragon}"
									]
								}
							]
						}
					],
					"variantType": "dragonprism staff"
				},
				{
					"level": 20,
					"price": {
						"amount": 68000,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "7th",
									"entries": [
										"{@spell summon dragon}"
									]
								},
								{
									"type": "item",
									"name": "8th",
									"entries": [
										"{@spell dragon form}, {@spell summon dragon}"
									]
								},
								{
									"type": "item",
									"name": "9th",
									"entries": [
										"{@spell summon draconic legion|SoM}, {@spell summon dragon}"
									]
								}
							]
						}
					],
					"variantType": "greater dragonprism staff"
				}
			],
			"generic": "G"
		},
		{
			"name": "Gambler's Staff",
			"source": "TV",
			"page": 132,
			"type": "Item",
			"level": 12,
			"traits": [
				"uncommon",
				"divination",
				"magical",
				"staff"
			],
			"price": {
				"amount": 2000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"A small glass orb on the head of a gambler's staff holds a pair of six-sided dice that shift and roll within. Spellcasters who make their living via games of chance use gamblers' staves to encourage the odds in their favor. Most gambling dens ban players they discover using such magic items. A gambler's staff grants you a +2 circumstance bonus to checks to {@action Earn Income} from gambling (typically using {@skill Lore||Games Lore}). To get this benefit, the staff must be on your person during all the downtime you spend gambling.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell wash your luck|SoM}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell nudge the odds|SoM}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell lucky number|SoM}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell shift blame|SoM}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell read omens}, {@spell winning streak|SoM}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell nudge the odds|SoM}"
									]
								}
							]
						}
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			]
		},
		{
			"name": "Guardian Staff",
			"source": "TV",
			"page": 132,
			"type": "Item",
			"level": "6+",
			"traits": [
				"magical",
				"necromancy",
				"staff"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff's spells.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"entries": [
						"You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 circumstance bonus to AC until the start of your next turn. If you use this action again, any creature you previously granted this bonus to loses it."
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 250,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell forbidding ward}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell sanctuary}, {@spell spirit link}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell shield other}, {@spell spirit link}"
									]
								}
							]
						}
					],
					"variantType": "guardian staff"
				},
				{
					"level": 10,
					"price": {
						"amount": 900,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell life connection|SoM}, {@spell spirit link}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell freedom of movement}, {@spell spirit link}"
									]
								}
							]
						}
					],
					"variantType": "greater guardian staff"
				},
				{
					"level": 14,
					"price": {
						"amount": 4000,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell blessing of defiance|SoM}, {@spell death ward}, {@spell spirit link}"
									]
								},
								{
									"type": "item",
									"name": "6th",
									"entries": [
										"{@spell freedom of movement}, {@spell repulsion}, {@spell scintillating safeguard|APG}, {@spell spirit link}"
									]
								}
							]
						}
					],
					"variantType": "major guardian staff"
				}
			],
			"generic": "G"
		},
		{
			"name": "Hell Staff",
			"source": "TV",
			"page": 132,
			"type": "Item",
			"level": 17,
			"traits": [
				"uncommon",
				"conjuration",
				"evil",
				"magical",
				"staff"
			],
			"price": {
				"amount": 13000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"A hell staff is a tall, pointed staff forged of red-tinted steel with Infernal inscriptions that march neatly down its sides. At its top sits an inverted ruby pyramid divided into nine sections.",
				"Found mostly in Cheliax or other lands where diabolic influences hold sway, when used as a weapon the staff is a {@runeItem staff||+3 weapon potency||greater striking||axiomatic||unholy|}. When you prepare this staff, if you're chaotic or good, you become {@condition drained||drained 1} until your next daily preparations.",
				"The staff's {@spell summon lesser servitor|SoM} spell can be used only to summon animals with the {@trait fiend} trait, {@trait devil||devils}, or {@creature hell hound||hell hounds} (at 4th level). Its {@spell summon fiend} spell can summon only {@trait devil||devils} or {@creature hell hound||hell hounds}.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell divine lance} ({@trait evil} or {@trait lawful} only)"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell protection}, {@spell summon lesser servitor|SoM}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell summon lesser servitor|SoM}, {@spell undetectable alignment}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell chilling darkness}, {@spell summon lesser servitor|SoM}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell divine wrath} ({@trait evil} or {@trait lawful} only), {@spell summon lesser servitor|SoM}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell flame strike}, {@spell summon fiend}"
									]
								},
								{
									"type": "item",
									"name": "6th",
									"entries": [
										"{@spell devil form|SoM}, {@spell summon fiend}"
									]
								},
								{
									"type": "item",
									"name": "7th",
									"entries": [
										"{@spell divine decree} ({@trait evil} or {@trait lawful} only), {@spell summon fiend}"
									]
								}
							]
						}
					]
				}
			],
			"craftReq": [
				"You're {@trait lawful} {@trait evil}. Supply one casting of all listed levels of all listed spells."
			]
		},
		{
			"name": "Librarian Staff",
			"source": "TV",
			"page": 133,
			"type": "Item",
			"level": "6+",
			"traits": [
				"divination",
				"extradimensional",
				"magical",
				"staff"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves.",
				{
					"type": "ability",
					"activity": {
						"number": 3,
						"unit": "action"
					},
					"components": [
						"command",
						"envision",
						"{@action Interact}"
					],
					"entries": [
						"You store one portable text of 1 Bulk or less\u2014typically a book or scroll\u2014in an extradimensional space in the staff. You can also use this activation to retrieve one text stored in the staff. The staff can store up to 50 texts."
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 225,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell approximate|SoM}, {@spell read aura}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell pocket library|SoM}, {@spell quick sort|SoM}, {@spell share lore|LOGM}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell comprehend language}, {@spell timely tutor|SoM}"
									]
								}
							]
						}
					],
					"variantType": "librarian staff"
				},
				{
					"level": 12,
					"price": {
						"amount": 1750,
						"coin": "gp"
					},
					"entries": [
						"The staff can store up to 100 texts.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell comprehend language}, {@spell pocket library|SoM}, {@spell quick sort|SoM}, {@spell share lore|LOGM}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell comprehend language}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell quick sort|SoM}, {@spell share lore|LOGM}"
									]
								}
							]
						}
					],
					"variantType": "greater librarian staff"
				}
			],
			"generic": "G"
		},
		{
			"name": "Lyrakien Staff",
			"source": "TV",
			"page": 133,
			"type": "Item",
			"level": "6+",
			"traits": [
				"evocation",
				"magical",
				"staff"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff, a silver shaft that sparkles with the gentle glow of starlight. Desnans first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff, you gain a +1 circumstance bonus on saving throws against {@trait incapacitation} effects.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 225,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell guidance}, {@spell summon instrument|APG}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell concordant choir|SoM}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell guiding star|SoM}, {@spell remove paralysis}"
									]
								}
							]
						}
					],
					"variantType": "lyrakien staff"
				},
				{
					"level": 10,
					"price": {
						"amount": 920,
						"coin": "gp"
					},
					"entries": [
						"The circumstance bonus is +2.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell dream message}, {@spell safe passage|APG}, {@spell wanderer's guide}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell concordant choir|SoM}, {@spell dream message}, {@spell freedom of movement}, {@spell remove paralysis}"
									]
								}
							]
						}
					],
					"variantType": "greater lyrakien staff"
				},
				{
					"level": 16,
					"price": {
						"amount": 8600,
						"coin": "gp"
					},
					"entries": [
						"The circumstance bonus is +2.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell safe passage|APG}, {@spell summon celestial} ({@trait azata||azatas} only)"
									]
								},
								{
									"type": "item",
									"name": "6th",
									"entries": [
										"{@spell concordant choir|SoM}, {@spell zealous conviction}"
									]
								},
								{
									"type": "item",
									"name": "7th",
									"entries": [
										"{@spell cosmic form|SoM}, {@spell remove paralysis}"
									]
								}
							]
						}
					],
					"variantType": "major lyrakien staff"
				}
			],
			"generic": "G"
		},
		{
			"name": "Pirate Staff",
			"source": "TV",
			"page": 133,
			"type": "Item",
			"level": 12,
			"traits": [
				"magical",
				"necromancy",
				"staff"
			],
			"price": {
				"amount": 2000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"Carved of driftwood stained white with the salt of the sea, a pirate staff has jewels and gold pieces embedded in the wood.",
				"A skull and crossbones sit on top. When used as a weapon, the staff is a {@runeItem staff||+2 weapon potency||striking||fearsome|APG}. While wielding the staff, you gain a +2 circumstance bonus to {@skill Intimidation} checks to {@action Coerce}.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell gale blast|SoM}, {@spell know direction}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell seashell of stolen sound|SoM}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell obscuring mist}, {@spell water breathing}, {@spell water walk}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell mind of menace|SoM}, {@spell water breathing}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell solid fog}, {@spell water walk}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell flowing strike|SoM}, {@spell mariner's curse}"
									]
								}
							]
						}
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			]
		},
		{
			"name": "Socialite Staff",
			"source": "TV",
			"page": 134,
			"type": "Item",
			"level": 12,
			"traits": [
				"enchantment",
				"magical",
				"staff"
			],
			"price": {
				"amount": 1900,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"A socialite staff is designed as an ornate cane, its metal body glimmering with jewels and gold inlays. A sculpture carved from obsidian tops the head of the staff, its design depending on its wielder's taste. Common choices include birds, flowers, or family crests. While wielding a socialite staff, you gain a +2 circumstance bonus to {@action Make an Impression} on members of high society.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell read the air|SoM}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell charm}, {@spell restyle|SoM}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell befitting attire|SoM}, {@spell phantom crowd|SoM}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell bottomless stomach|SoM}, {@spell shift blame|SoM}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell befitting attire|SoM}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell befitting attire|SoM}, {@spell charm}, {@spell glimmer of charm|SoM}, {@spell suggestion}"
									]
								}
							]
						}
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			]
		},
		{
			"name": "Spellstriker Staff",
			"source": "TV",
			"page": 134,
			"type": "Item",
			"level": "7+",
			"traits": [
				"evocation",
				"magical",
				"staff"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a {@runeItem staff||+1 weapon potency||striking|}.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"trigger": "You use {@action Spellstrike|SoM} with a non-cantrip spell and miss with the {@action Strike}",
					"entries": [
						"An explosion of magical energy\u2014stored up for the {@action Spellstrike|SoM}\u2014explodes out. All creatures in a 5-foot emanation take {@dice 1d6} damage per level of the spell, with a basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Will instead of Reflex."
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"You have the magus's {@action Spellstrike|SoM} activity. Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 7,
					"price": {
						"amount": 360,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell produce flame}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell echoing weapon|SoM}, {@spell true strike}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell acid arrow}, {@spell telekinetic maneuver}"
									]
								}
							]
						}
					],
					"variantType": "spellstriker staff"
				},
				{
					"level": 11,
					"price": {
						"amount": 1400,
						"coin": "gp"
					},
					"entries": [
						"Used as a weapon, the staff is a {@runeItem staff||+2 weapon potency||striking||shifting|}.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell echoing weapon|SoM}, {@spell haste}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell acid arrow}, {@spell weapon storm}"
									]
								}
							]
						}
					],
					"variantType": "greater spellstriker staff"
				},
				{
					"level": 16,
					"price": {
						"amount": 8500,
						"coin": "gp"
					},
					"entries": [
						"Used as a weapon, the staff is a {@runeItem staff||+2 weapon potency||greater striking||shifting|}.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell blink charge|SoM}, {@spell echoing weapon|SoM}, {@spell vampiric touch}"
									]
								},
								{
									"type": "item",
									"name": "6th",
									"entries": [
										"{@spell acid arrow}, {@spell weapon storm}"
									]
								},
								{
									"type": "item",
									"name": "7th",
									"entries": [
										"{@spell blink charge|SoM}, {@spell true target}"
									]
								}
							]
						}
					],
					"variantType": "major spellstriker staff"
				}
			],
			"generic": "G"
		},
		{
			"name": "Spy Staff",
			"source": "TV",
			"page": 134,
			"type": "Item",
			"level": "7+",
			"traits": [
				"uncommon",
				"illusion",
				"magical",
				"staff"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff were agents of Andoran's Twilight Talons, but such staves have spread to espionage agencies throughout the Inner Sea region and beyond.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"entries": [
						"You change the shape and appearance of this staff to that of an ordinary handheld accessory of your choosing of the same Bulk. The staff's statistics don't change. Only a creature benefiting from true seeing or a similar effect can attempt to disbelieve this illusion, with a DC of 27."
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 7,
					"price": {
						"amount": 340,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"message"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell illusory disguise}, {@spell invisible item|APG}, {@spell message rune|LOGM}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell humanoid form}, {@spell illusory disguise}, {@spell misdirection}"
									]
								}
							]
						}
					],
					"variantType": "spy staff"
				},
				{
					"level": 11,
					"price": {
						"amount": 1175,
						"coin": "gp"
					},
					"entries": [
						"The DC to disbelieve the illusion disguising the staff is 32.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell clairaudience}, {@spell illusory disguise}, {@spell nondetection}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell clairvoyance}, {@spell private sanctum}"
									]
								}
							]
						}
					],
					"variantType": "greater spy staff"
				},
				{
					"level": 15,
					"price": {
						"amount": 5300,
						"coin": "gp"
					},
					"entries": [
						"The DC to disbelieve the illusion disguising the staff is 38.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell mind probe}, {@spell prying eye}"
									]
								},
								{
									"type": "item",
									"name": "6th",
									"entries": [
										"{@spell mislead}, {@spell scrying}"
									]
								}
							]
						}
					],
					"variantType": "major spy staff"
				}
			],
			"generic": "G"
		},
		{
			"name": "Staff of Air",
			"source": "TV",
			"page": 134,
			"type": "Item",
			"level": "3+",
			"traits": [
				"evocation",
				"magical",
				"staff"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air, you feel lighter on your feet, and you can {@action Step} into difficult terrain once per round.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 60,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell gale blast|SoM}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell air bubble}, {@spell gust of wind}"
									]
								}
							]
						}
					],
					"variantType": "staff of air"
				},
				{
					"level": 8,
					"price": {
						"amount": 450,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell ash cloud|SoM}, {@spell obscuring mist}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell blazing dive|SoM}, {@spell lightning bolt}, {@spell wall of wind}"
									]
								}
							]
						}
					],
					"variantType": "greater staff of air"
				},
				{
					"level": 12,
					"price": {
						"amount": 1800,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell air walk}, {@spell ash cloud|SoM}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell blazing dive|SoM}, {@spell lightning storm|APG}"
									]
								}
							]
						}
					],
					"variantType": "major staff of air"
				}
			],
			"generic": "G"
		},
		{
			"name": "Staff of Earth",
			"source": "TV",
			"page": 135,
			"type": "Item",
			"level": "3+",
			"traits": [
				"evocation",
				"magical",
				"staff"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"Geometric patterns are etched into the smooth brown and gray surface of a staff of earth, which makes a solid thud whenever tapped against the ground. While wielding a staff of earth, you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that {@action Shove} you or knock you {@condition prone}.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 60,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell scatter scree|SoM}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell pummeling rubble|APG}"
									]
								}
							]
						}
					],
					"variantType": "staff of earth"
				},
				{
					"level": 8,
					"price": {
						"amount": 450,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell expeditious excavation|LOGM}, {@spell pummeling rubble|APG}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell earthbind}, {@spell shifting sand|LOGM}"
									]
								}
							]
						}
					],
					"variantType": "greater staff of earth"
				},
				{
					"level": 12,
					"price": {
						"amount": 1800,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell expeditious excavation|LOGM}, {@spell shape stone}, {@spell spike stones|APG}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell blazing fissure|SoM}, {@spell wall of stone}"
									]
								}
							]
						}
					],
					"variantType": "major staff of earth"
				}
			],
			"generic": "G"
		},
		{
			"name": "Staff of Water",
			"source": "TV",
			"page": 135,
			"type": "Item",
			"level": "3+",
			"traits": [
				"evocation",
				"magical",
				"staff"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water, you have resistance 2 to fire.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 60,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell spout|SoM}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell create water}, {@spell hydraulic push}"
									]
								}
							]
						}
					],
					"variantType": "staff of water"
				},
				{
					"level": 8,
					"price": {
						"amount": 450,
						"coin": "gp"
					},
					"entries": [
						"The resistance is 5.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell quench|APG}, {@spell water walk}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell aqueous orb|APG}, {@spell wall of water|SoM}"
									]
								}
							]
						}
					],
					"variantType": "greater staff of water"
				},
				{
					"level": 12,
					"price": {
						"amount": 1800,
						"coin": "gp"
					},
					"entries": [
						"The resistance is 10.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell crashing wave|APG}, {@spell hydraulic torrent}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell control water}, {@spell geyser|SoM}"
									]
								}
							]
						}
					],
					"variantType": "major staff of water"
				}
			],
			"generic": "G"
		},
		{
			"name": "Zealot Staff",
			"source": "TV",
			"page": 135,
			"type": "Item",
			"level": 17,
			"traits": [
				"evocation",
				"magical",
				"staff"
			],
			"price": {
				"amount": 13000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"A zealot staff's color, iconography, and materials vary depending on the faith it's dedicated to. An Iomedaean staff might be forged of gold and shaped like an ornamental sword, while a Lamashtan one could instead be made of blackened iron depicting monstrous faces. Used as a weapon, the staff is a {@runeItem staff||+3 weapon potency||greater striking|}.",
				"The staff represents vehement support of the deity to whom the staff is dedicated, punishing defiance. When the staff's effects require choosing alignments, you can choose only that deity's alignments. No such staves exist for deities that are true neutral. When you prepare this staff, if you don't worship its deity, you become {@condition drained||drained 1} until your next daily preparations.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"trigger": "You hit with a {@action Strike} using the staff",
					"entries": [
						"Choose one of the represented deity's alignments besides neutral. You expend 1 charge from the staff and deal {@damage 1d4} damage per damage die of the staff. This damage is of the alignment type you chose."
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell divine lance}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell bane}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell brand the impenitent|LOGM}, {@spell spiritual weapon}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell crisis of faith}, {@spell warding aggression|SoM}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell anathematic reprisal}, {@spell spiritual weapon}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell divine wrath}"
									]
								},
								{
									"type": "item",
									"name": "6th",
									"entries": [
										"{@spell spiritual weapon}, {@spell zealous conviction}"
									]
								},
								{
									"type": "item",
									"name": "7th",
									"entries": [
										"{@spell divine decree}"
									]
								}
							]
						}
					]
				}
			],
			"craftReq": [
				"You worship the deity to which the staff is dedicated. Supply one casting of all listed spells."
			]
		},
		{
			"name": "Zombie Staff",
			"source": "TV",
			"page": 135,
			"type": "Item",
			"level": "7+",
			"traits": [
				"magical",
				"necromancy",
				"staff"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"entries": [
				"A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff's {@spell animate dead|APG} spells can be used only to animate undead that have flesh and an Intelligence modifier of \u20134 or lower.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from the staff to cast a spell from its list. If you cast {@spell animate dead|APG}, you can also cast {@spell protect companion|SoM} on the resulting minion as a free action."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 7,
					"price": {
						"amount": 330,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell protect companion|SoM}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell animate dead|APG}, {@spell necromancer's generosity|SoM}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell animate dead|APG}, {@spell final sacrifice|APG}"
									]
								}
							]
						}
					],
					"variantType": "zombie staff"
				},
				{
					"level": 11,
					"price": {
						"amount": 1200,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell animate dead|APG}, {@spell bind undead}, {@spell necromancer's generosity|SoM}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell animate dead|APG}, {@spell enervation|APG}, {@spell final sacrifice|APG}"
									]
								}
							]
						}
					],
					"variantType": "greater zombie staff"
				},
				{
					"level": 15,
					"price": {
						"amount": 5600,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell animate dead|APG}, {@spell necromancer's generosity|SoM}"
									]
								},
								{
									"type": "item",
									"name": "6th",
									"entries": [
										"{@spell animate dead|APG}, {@spell final sacrifice|APG}, {@spell necrotize|SoM}"
									]
								}
							]
						}
					],
					"variantType": "major zombie staff"
				}
			],
			"generic": "G"
		},
		{
			"name": "Bagpipes of Turmoil",
			"source": "TV",
			"page": 136,
			"type": "Item",
			"level": "4+",
			"traits": [
				"coda",
				"enchantment",
				"occult",
				"staff"
			],
			"usage": "held in 2 hands",
			"bulk": 1,
			"category": "Coda",
			"entries": [
				"While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer's enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to {@skill Performance} checks and to {@skill Intimidation} checks made to {@action Demoralize}.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from this instrument to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 90,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell daze}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell bane}"
									]
								}
							]
						}
					],
					"variantType": "bagpipes of turmoil"
				},
				{
					"level": 8,
					"price": {
						"amount": 460,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell deafness}, {@spell knock}, {@spell shatter}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell agonizing despair|APG}, {@spell paralyze}"
									]
								}
							]
						}
					],
					"variantType": "greater bagpipes of turmoil"
				},
				{
					"level": 12,
					"price": {
						"amount": 1900,
						"coin": "gp"
					},
					"entries": [
						"The item bonuses are +2.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell confusion}, {@spell painful vibrations|SoM}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell banishment}, {@spell crushing despair}, {@spell synaptic pulse}"
									]
								}
							]
						}
					],
					"variantType": "major bagpipes of turmoil"
				}
			],
			"generic": "G"
		},
		{
			"name": "Drums of War",
			"source": "TV",
			"page": 136,
			"type": "Item",
			"level": "4+",
			"traits": [
				"coda",
				"evocation",
				"occult",
				"staff"
			],
			"usage": "held in 2 hands",
			"bulk": 1,
			"category": "Coda",
			"entries": [
				"This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to {@skill Performance} checks and a +5-foot status bonus to your Speed.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from this instrument to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 90,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell shield}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell mage armor}, {@spell magic missile}, {@spell true strike}"
									]
								}
							]
						}
					],
					"variantType": "drums of war"
				},
				{
					"level": 8,
					"price": {
						"amount": 460,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell false life}, {@spell sound burst}, {@spell spiritual weapon}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell haste}, {@spell heroism}"
									]
								}
							]
						}
					],
					"variantType": "greater drums of war"
				},
				{
					"level": 12,
					"price": {
						"amount": 1900,
						"coin": "gp"
					},
					"entries": [
						"The item bonus to {@skill Performance} checks is +2.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell spell immunity}, {@spell tortoise and the hare|SoM}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell death ward}, {@spell quicken time|DA}, {@spell spell immunity}"
									]
								}
							]
						}
					],
					"variantType": "major drums of war"
				}
			],
			"generic": "G"
		},
		{
			"name": "Entertainer's Lute",
			"source": "TV",
			"page": 136,
			"type": "Item",
			"level": "4+",
			"traits": [
				"coda",
				"enchantment",
				"occult",
				"staff"
			],
			"usage": "held in 2 hands",
			"bulk": "L",
			"category": "Coda",
			"entries": [
				"This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you're currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it's favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to {@skill Diplomacy} and {@skill Performance} checks.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from this instrument to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 90,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell infectious enthusiasm|SoM}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell bless}, {@spell ventriloquism}"
									]
								}
							]
						}
					],
					"variantType": "entertainer's lute"
				},
				{
					"level": 8,
					"price": {
						"amount": 460,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell calm emotions}, {@spell mirror image}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell enthrall}, {@spell heroism}, {@spell illusory creature}"
									]
								}
							]
						}
					],
					"variantType": "greater entertainer's lute"
				},
				{
					"level": 12,
					"price": {
						"amount": 1900,
						"coin": "gp"
					},
					"entries": [
						"The item bonuses are +2.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell glibness}, {@spell infectious melody|SoM}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell hallucination}, {@spell illusory creature}, {@spell illusory scene}, {@spell suggestion}"
									]
								}
							]
						}
					],
					"variantType": "major entertainer's lute"
				}
			],
			"generic": "G"
		},
		{
			"name": "Fiddle of the Maestro",
			"source": "TV",
			"page": 136,
			"type": "Item",
			"level": 16,
			"traits": [
				"rare",
				"coda",
				"enchantment",
				"occult",
				"staff"
			],
			"price": {
				"amount": 10000,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"category": "Coda",
			"entries": [
				"This exquisite fiddle is perfectly carved and balanced to produce the purest sound while granting its player perfect balance and poise. It grants a +2 item bonus to {@skill Performance} checks. If you're a master in {@skill Performance}, while playing it you also gain a +1 status bonus to Reflex saves and a +1 item bonus to Dexterity-based skill checks. If you're legendary in {@skill Performance}, the bonuses are +2.",
				"When you {@action Perform} with the fiddle, you can choose to create a harsh and discordant note. You critically fail the {@skill Performance} check, shred the strings of the fiddle, and create an 8th-level {@spell sound burst}, with a 40-foot emanation around you instead of a 10-foot burst. The fiddle can't be played again until the strings are replaced at a cost of 200 gp.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from this instrument to cast a spell from its list.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrips",
									"entries": [
										"{@spell dancing lights}, {@spell ghost sound}, {@spell message}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell command}"
									]
								},
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell calm emotions}, {@spell faerie fire}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell enthrall}"
									]
								},
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell glibness}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell sending}"
									]
								},
								{
									"type": "item",
									"name": "6th",
									"entries": [
										"{@spell calm emotions}, {@spell dominate}, {@spell vibrant pattern}"
									]
								},
								{
									"type": "item",
									"name": "7th",
									"entries": [
										"{@spell dominate}, {@spell prismatic spray}, {@spell true target}, {@spell vibrant pattern}, {@spell visions of danger}"
									]
								}
							]
						}
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			]
		},
		{
			"name": "Pipes of Compulsion",
			"source": "TV",
			"page": 137,
			"type": "Item",
			"level": "4+",
			"traits": [
				"uncommon",
				"coda",
				"enchantment",
				"occult",
				"staff"
			],
			"usage": "held in 2 hands",
			"bulk": "L",
			"category": "Coda",
			"entries": [
				"These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn't function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to {@skill Diplomacy} and {@skill Performance} checks.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from this instrument to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 90,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell daze}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell charm}, {@spell command}, {@spell fear}"
									]
								}
							]
						}
					],
					"variantType": "pipes of compulsion"
				},
				{
					"level": 8,
					"price": {
						"amount": 460,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell hideous laughter}, {@spell touch of idiocy}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell charm}, {@spell hypnotic pattern}, {@spell mind reading}, {@spell zone of truth}"
									]
								}
							]
						}
					],
					"variantType": "greater pipes of compulsion"
				},
				{
					"level": 12,
					"price": {
						"amount": 1900,
						"coin": "gp"
					},
					"entries": [
						"The item bonuses are +2.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell confusion}, {@spell suggestion}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell charm}, {@spell glimmer of charm|SoM}, {@spell suggestion}, {@spell telepathy}"
									]
								}
							]
						}
					],
					"variantType": "major pipes of compulsion"
				}
			],
			"generic": "G"
		},
		{
			"name": "Seer's Flute",
			"source": "TV",
			"page": 137,
			"type": "Item",
			"level": "4+",
			"traits": [
				"uncommon",
				"coda",
				"divination",
				"occult",
				"staff"
			],
			"usage": "held in 2 hands",
			"bulk": "L",
			"category": "Coda",
			"entries": [
				"This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to {@skill Perception} checks and {@skill Performance} checks.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from this instrument to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 90,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell guidance}, {@spell read aura}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell detect alignment}"
									]
								}
							]
						}
					],
					"variantType": "seer's flute"
				},
				{
					"level": 8,
					"price": {
						"amount": 460,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell augury}, {@spell see invisibility}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell clairaudience}, {@spell hypercognition}, {@spell wanderer's guide}"
									]
								}
							]
						}
					],
					"variantType": "greater seer's flute"
				},
				{
					"level": 12,
					"price": {
						"amount": 1900,
						"coin": "gp"
					},
					"entries": [
						"The item bonuses are +2.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell clairvoyance}, {@spell read omens}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell inevitable disaster|SoM}, {@spell prying eye}, {@spell tongues}"
									]
								}
							]
						}
					],
					"variantType": "major seer's flute"
				}
			],
			"generic": "G"
		},
		{
			"name": "Trickster's Mandolin",
			"source": "TV",
			"page": 137,
			"type": "Item",
			"level": "4+",
			"traits": [
				"coda",
				"illusion",
				"occult",
				"staff"
			],
			"usage": "held in 2 hands",
			"bulk": "L",
			"category": "Coda",
			"entries": [
				"Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to {@skill Deception} and {@skill Performance} checks.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"entries": [
						"You change the instrument's color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands to play."
					]
				},
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"You expend a number of charges from this instrument to cast a spell from its list."
					]
				}
			],
			"craftReq": [
				"Supply one casting of all listed levels of all listed spells."
			],
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 90,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "Cantrip",
									"entries": [
										"{@spell prestidigitation}"
									]
								},
								{
									"type": "item",
									"name": "1st",
									"entries": [
										"{@spell illusory disguise}, {@spell item facade}, {@spell ventriloquism}"
									]
								}
							]
						}
					],
					"variantType": "trickster's mandolin"
				},
				{
					"level": 8,
					"price": {
						"amount": 460,
						"coin": "gp"
					},
					"entries": [
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "2nd",
									"entries": [
										"{@spell illusory creature}, {@spell illusory disguise}, {@spell invisibility}, {@spell mirror image}"
									]
								},
								{
									"type": "item",
									"name": "3rd",
									"entries": [
										"{@spell illusory disguise}, {@spell phantom prison|SoM}, {@spell sculpt sound|APG}"
									]
								}
							]
						}
					],
					"variantType": "greater trickster's mandolin"
				},
				{
					"level": 12,
					"price": {
						"amount": 1900,
						"coin": "gp"
					},
					"entries": [
						"The item bonuses are +2.",
						{
							"type": "list",
							"items": [
								{
									"type": "item",
									"name": "4th",
									"entries": [
										"{@spell confusion}, {@spell invisibility}, {@spell veil}"
									]
								},
								{
									"type": "item",
									"name": "5th",
									"entries": [
										"{@spell hallucination}, {@spell illusory scene}, {@spell veil}"
									]
								}
							]
						}
					],
					"variantType": "major trickster's mandolin"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Choking Mist",
			"source": "TV",
			"page": 138,
			"type": "Item",
			"level": "6+",
			"traits": [
				"conjuration",
				"magical",
				"wand",
				"water"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"This blackened wood wand has a smoldering tip, emitting a slight trail of steam.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast the wand's spell, but the mist prevents creatures from being able to breathe in its area. They must hold their breath or start {@quickref suffocating|CRB|3|drowning and suffocating}."
					]
				}
			],
			"craftReq": [
				"Supply a casting of obscuring mist or solid fog."
			],
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 250,
						"coin": "gp"
					},
					"entries": [
						"The spell is obscuring mist."
					],
					"variantType": "2nd-level spell"
				},
				{
					"level": 10,
					"price": {
						"amount": 1000,
						"coin": "gp"
					},
					"entries": [
						"The spell is solid fog."
					],
					"variantType": "4th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Chromatic Burst",
			"source": "TV",
			"page": 138,
			"type": "Item",
			"level": "10+",
			"traits": [
				"abjuration",
				"light",
				"magical",
				"wand"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"This intricately carved quartz wand changes color, cycling through the colors of the rainbow.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell chromatic armor|SoM} (Secrets of Magic 95) of the indicated level. Additionally, the target can use the Chromatic Armor Burst action."
					]
				},
				{
					"name": "Chromatic Armor Burst",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"traits": [
						"concentrate",
						"evocation",
						"light",
						"magical"
					],
					"requirements": "You're affected by chromatic armor created by the wand of chromatic burst",
					"entries": [
						"Choose one color of the chromatic armor the wand created for you. The spell ends and light of that color flashes brightly in a 20-foot emanation. Creatures in the area take damage of the type associated with the color you chose, with a basic Reflex save against your spell DC; the amount of damage depends on the wand's type. This action has the trait corresponding to the damage type you chose."
					],
					"type": "ability"
				}
			],
			"craftReq": [
				"Supply a casting of chromatic armor of the appropriate level."
			],
			"variants": [
				{
					"level": 10,
					"price": {
						"amount": 1000,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@dice 4d6}."
					],
					"variantType": "4th-level spell"
				},
				{
					"level": 16,
					"price": {
						"amount": 10000,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@dice 8d6}."
					],
					"variantType": "7th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Clinging Rime",
			"source": "TV",
			"page": 139,
			"type": "Item",
			"level": "16+",
			"traits": [
				"cold",
				"evocation",
				"magical",
				"wand",
				"water"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"A thin layer of frost coats this gnarled holly wand.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell frigid flurry|SoM} (Secrets of Magic 108) of the indicated level. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes {@condition persistent damage||persistent cold damage} with the amount determined by the wand's type."
					]
				}
			],
			"craftReq": [
				"Supply a casting of frigid flurry of the appropriate level."
			],
			"variants": [
				{
					"level": 16,
					"price": {
						"amount": 10000,
						"coin": "gp"
					},
					"entries": [
						"The {@condition persistent damage||persistent cold damage} is {@dice 1d6}."
					],
					"variantType": "7th-level spell"
				},
				{
					"level": 18,
					"price": {
						"amount": 24000,
						"coin": "gp"
					},
					"entries": [
						"The {@condition persistent damage||persistent cold damage} is {@dice 2d6}."
					],
					"variantType": "8th-level spell"
				},
				{
					"level": 20,
					"price": {
						"amount": 70000,
						"coin": "gp"
					},
					"entries": [
						"The {@condition persistent damage||persistent cold damage} is {@dice 3d6}."
					],
					"variantType": "9th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Contagious Frailty",
			"source": "TV",
			"page": 139,
			"type": "Item",
			"level": 5,
			"traits": [
				"magical",
				"necromancy",
				"wand"
			],
			"price": {
				"amount": 160,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"Cracks and healed fractures spiderweb the shaft of this bone wand, worsening each time the wand is used. The bone's worn epiphysis forms the wand's pommel, and black leather wraps around the handle.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell ray of enfeeblement}. After you cast the spell, if the target is {@condition enfeebled}, it releases a 10-foot emanation that doesn't include itself. Each creature in that area must attempt a Fortitude save as if struck by the ray of enfeeblement but gets an outcome one degree of success better than it rolled."
					]
				}
			],
			"craftReq": [
				"Supply a casting of ray of enfeeblement."
			]
		},
		{
			"name": "Wand of Crushing Leaps",
			"source": "TV",
			"page": 139,
			"type": "Item",
			"level": 4,
			"traits": [
				"magical",
				"transmutation",
				"wand"
			],
			"price": {
				"amount": 80,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"category": "Wand",
			"entries": [
				"This supple, light wooden wand drifts to the ground like a feather or leaf when dropped, landing unharmed. A thin coil of metal wraps around the wand's handle.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell jump}, but can jump up to 60 feet. When you land you shatter the ground, making each creature in a 5-foot emanation {@condition flat-footed} until the start of its next turn.",
						"In addition, the space you land in and all squares in the emanation become difficult terrain for 1 minute."
					]
				}
			],
			"craftReq": [
				"Supply a casting of 1st-level {@spell jump}."
			]
		},
		{
			"name": "Wand of Dazzling Rays",
			"source": "TV",
			"page": 139,
			"type": "Item",
			"level": "8+",
			"traits": [
				"evocation",
				"fire",
				"good",
				"light",
				"magical",
				"wand"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell searing light} of the indicated level, dazzling your target with the beam's intensity. A creature that takes damage from the spell is {@condition blinded} for 1 round and {@condition dazzled} for a number of rounds equal to the spell level. On a critical success on the attack roll, the target is also {@condition blinded} for as long as it's {@condition dazzled} from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the {@condition blinded} condition on a success (but remaining {@condition dazzled})."
					]
				}
			],
			"variants": [
				{
					"level": 8,
					"price": {
						"amount": 500,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "3rd-level spell"
				},
				{
					"level": 10,
					"price": {
						"amount": 1000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "4th-level spell"
				},
				{
					"level": 12,
					"price": {
						"amount": 2000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "5th-level spell"
				},
				{
					"level": 14,
					"price": {
						"amount": 4500,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "6th-level spell"
				},
				{
					"level": 16,
					"price": {
						"amount": 10000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "7th-level spell"
				},
				{
					"level": 18,
					"price": {
						"amount": 24000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "8th-level spell"
				},
				{
					"level": 20,
					"price": {
						"amount": 70000,
						"coin": "gp"
					},
					"craftReq": [
						"Supply a casting of searing light of the appropriate level."
					],
					"entries": [],
					"variantType": "9th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Dumbfounding Doom",
			"source": "TV",
			"page": 139,
			"type": "Item",
			"level": "8+",
			"traits": [
				"divination",
				"emotion",
				"fear",
				"incapacitation",
				"magical",
				"mental",
				"prediction",
				"wand"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell impending doom|SoM} (Secrets of Magic 110) of the indicated level, showing the target a potential death that's gruesome and absurd. If the target becomes {@condition frightened} by the spell, it also becomes {@condition stupefied} with a value 1 higher than the {@condition frightened} value. This lasts for the duration of the spell."
					]
				}
			],
			"variants": [
				{
					"level": 8,
					"price": {
						"amount": 500,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "3rd-level spell"
				},
				{
					"level": 10,
					"price": {
						"amount": 1000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "4th-level spell"
				},
				{
					"level": 12,
					"price": {
						"amount": 2000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "5th-level spell"
				},
				{
					"level": 14,
					"price": {
						"amount": 4500,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "6th-level spell"
				},
				{
					"level": 16,
					"price": {
						"amount": 10000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "7th-level spell"
				},
				{
					"level": 18,
					"price": {
						"amount": 24000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "8th-level spell"
				},
				{
					"level": 20,
					"price": {
						"amount": 70000,
						"coin": "gp"
					},
					"craftReq": [
						"Supply a casting of impending doom of the appropriate level."
					],
					"entries": [],
					"variantType": "9th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Hawthorn",
			"source": "TV",
			"page": 140,
			"type": "Item",
			"level": "6+",
			"traits": [
				"abjuration",
				"magical",
				"plant",
				"wand"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell barkskin} of the indicated level, and the target sprouts long thorns like those of a hawthorn tree.",
						"While barkskin lasts, any creature that hits the target with an unarmed {@action Strike} or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand's type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target's turns."
					]
				}
			],
			"craftReq": [
				"Supply a casting of barkskin of the appropriate level."
			],
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 250,
						"coin": "gp"
					},
					"entries": [
						"The thorns deal {@damage 1d4} piercing damage."
					],
					"variantType": "2nd-level spell"
				},
				{
					"level": 10,
					"price": {
						"amount": 1000,
						"coin": "gp"
					},
					"entries": [
						"The thorns deal {@damage 2d4} piercing damage."
					],
					"variantType": "4th-level spell"
				},
				{
					"level": 14,
					"price": {
						"amount": 4500,
						"coin": "gp"
					},
					"entries": [
						"The thorns deal {@damage 3d4} piercing damage."
					],
					"variantType": "6th-level spell"
				},
				{
					"level": 18,
					"price": {
						"amount": 24000,
						"coin": "gp"
					},
					"entries": [
						"The thorns deal {@damage 4d4} piercing damage."
					],
					"variantType": "8th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Hybrid Form",
			"source": "TV",
			"page": 140,
			"type": "Item",
			"level": "6+",
			"traits": [
				"uncommon",
				"magical",
				"polymorph",
				"transmutation",
				"wand"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw {@action Strike} you prefer. The GM determines which abilities overlap and which are cumulative."
					]
				}
			],
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 200,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "2nd-level spell"
				},
				{
					"level": 8,
					"price": {
						"amount": 450,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "3rd-level spell"
				},
				{
					"level": 10,
					"price": {
						"amount": 850,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "4th-level spell"
				},
				{
					"level": 12,
					"price": {
						"amount": 1750,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "5th-level spell"
				},
				{
					"level": 14,
					"price": {
						"amount": 3750,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "6th-level spell"
				},
				{
					"level": 16,
					"price": {
						"amount": 8000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "7th-level spell"
				},
				{
					"level": 18,
					"price": {
						"amount": 19000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "8th-level spell"
				},
				{
					"level": 20,
					"price": {
						"amount": 55000,
						"coin": "gp"
					},
					"craftReq": [
						"Supply a casting of a spell of the appropriate level. The spell must have a casting time of {@as 1} or {@as 2} must have the {@trait polymorph} trait, and must allow more than one choice of battle form."
					],
					"entries": [],
					"variantType": "9th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Legerdemain",
			"source": "TV",
			"page": 140,
			"type": "Item",
			"level": "4+",
			"traits": [
				"magical",
				"wand"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You Cast the Spell."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"traits": [
						"emotion",
						"illusion",
						"light",
						"mental",
						"visual"
					],
					"requirements": "The last action you took this turn was to {@action Cast a Spell} from the wand",
					"entries": [
						"You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used {@condition hostile} actions against it. On a failure, the creature becomes {@condition fascinated} with you until the end of your next turn. The fascination ends if the target is subject to a {@condition hostile} act, or if another creature succeeds at a {@skill Diplomacy} or {@skill Intimidation} check against it.",
						"The spotlight follows you wherever you move. You can't be {@condition concealed} while in the spotlight. The effect ends if you become {@condition invisible}, attempt a {@skill Stealth} check, or {@action Dismiss} the activation.",
						"You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, {@action Sustain an Activation} has the {@trait manipulate} trait. Sustaining extends the spotlight, and keeps {@condition fascinated} creatures {@condition fascinated}, but doesn't cause creatures not already {@condition fascinated} to become {@condition fascinated}."
					]
				}
			],
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 100,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "1st-level spell"
				},
				{
					"level": 6,
					"price": {
						"amount": 250,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "2nd-level spell"
				},
				{
					"level": 8,
					"price": {
						"amount": 500,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "3rd-level spell"
				},
				{
					"level": 10,
					"price": {
						"amount": 1000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "4th-level spell"
				},
				{
					"level": 12,
					"price": {
						"amount": 2000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "5th-level spell"
				},
				{
					"level": 14,
					"price": {
						"amount": 4500,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "6th-level spell"
				},
				{
					"level": 16,
					"price": {
						"amount": 10000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "7th-level spell"
				},
				{
					"level": 18,
					"price": {
						"amount": 24000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "8th-level spell"
				},
				{
					"level": 20,
					"price": {
						"amount": 70000,
						"coin": "gp"
					},
					"craftReq": [
						"Supply a casting of a spell of the appropriate level."
					],
					"entries": [],
					"variantType": "9th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Mental Purification",
			"source": "TV",
			"page": 140,
			"type": "Item",
			"level": "4+",
			"traits": [
				"emotion",
				"enchantment",
				"healing",
				"magical",
				"mental",
				"wand"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell soothe} of the indicated level, and can attempt to counteract one {@trait mental} effect on the same target. Treat the {@spell soothe} spell's level as 1 higher for this counteract check."
					]
				}
			],
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 110,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "1st-level spell"
				},
				{
					"level": 6,
					"price": {
						"amount": 250,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "2nd-level spell"
				},
				{
					"level": 8,
					"price": {
						"amount": 500,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "3rd-level spell"
				},
				{
					"level": 10,
					"price": {
						"amount": 1400,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "4th-level spell"
				},
				{
					"level": 12,
					"price": {
						"amount": 3000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "5th-level spell"
				},
				{
					"level": 14,
					"price": {
						"amount": 4500,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "6th-level spell"
				},
				{
					"level": 16,
					"price": {
						"amount": 10000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "7th-level spell"
				},
				{
					"level": 18,
					"price": {
						"amount": 24000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "8th-level spell"
				},
				{
					"level": 20,
					"price": {
						"amount": 70000,
						"coin": "gp"
					},
					"craftReq": [
						"Supply a casting of soothe of the appropriate level."
					],
					"entries": [],
					"variantType": "9th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Mercy",
			"source": "TV",
			"page": 141,
			"type": "Item",
			"level": "4+",
			"traits": [
				"magical",
				"wand"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You Cast the Spell, and can choose to give it the {@trait nonlethal} trait."
					]
				}
			],
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 75,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "1st-level spell"
				},
				{
					"level": 6,
					"price": {
						"amount": 200,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "2nd-level spell"
				},
				{
					"level": 8,
					"price": {
						"amount": 425,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "3rd-level spell"
				},
				{
					"level": 10,
					"price": {
						"amount": 850,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "4th-level spell"
				},
				{
					"level": 12,
					"price": {
						"amount": 1650,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "5th-level spell"
				},
				{
					"level": 14,
					"price": {
						"amount": 3600,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "6th-level spell"
				},
				{
					"level": 16,
					"price": {
						"amount": 7900,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "7th-level spell"
				},
				{
					"level": 18,
					"price": {
						"amount": 19000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "8th-level spell"
				},
				{
					"level": 20,
					"price": {
						"amount": 52000,
						"coin": "gp"
					},
					"craftReq": [
						"Supply a casting of a spell of the appropriate level. The spell must have a casting time of {@as 1} or {@as 2} it must deal damage, and it can't have the death, {@trait negative}, or {@trait nonlethal} traits."
					],
					"entries": [],
					"variantType": "9th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Noisome Acid",
			"source": "TV",
			"page": 141,
			"type": "Item",
			"level": "6+",
			"traits": [
				"acid",
				"evocation",
				"magical",
				"wand"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"This greasy stick emits a stomach-churning scent when held in hand.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell acid arrow} of the indicated level. A creature that takes initial acid damage from this spell become {@condition sickened||sickened 1}. Use your spell DC if the creature attempts to recover from this sickness. This is an {@trait olfactory} effect."
					]
				}
			],
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 250,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "2nd-level spell"
				},
				{
					"level": 10,
					"price": {
						"amount": 1000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "4th-level spell"
				},
				{
					"level": 14,
					"price": {
						"amount": 4500,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "6th-level spell"
				},
				{
					"level": 18,
					"price": {
						"amount": 24000,
						"coin": "gp"
					},
					"craftReq": [
						"Supply a casting of acid arrow of the appropriate level."
					],
					"entries": [],
					"variantType": "8th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Paralytic Shock",
			"source": "TV",
			"page": 141,
			"type": "Item",
			"level": "8+",
			"traits": [
				"electricity",
				"enchantment",
				"magical",
				"mental",
				"wand"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"A two-pronged metal rod, this wand has a handle coated in thick rubber. Each prong ends in a copper coil. When Activated, the wand produces a loud zapping sound.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell paralyze}, electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains {@condition stunned} or {@condition paralyzed} due to the spell. The amount of damage depends on the wand's type."
					]
				}
			],
			"craftReq": [
				"Supply a casting of paralyze of the appropriate level."
			],
			"variants": [
				{
					"level": 8,
					"price": {
						"amount": 500,
						"coin": "gp"
					},
					"entries": [
						"The electrocution deals {@damage 1d12} electricity damage."
					],
					"variantType": "3rd-level spell"
				},
				{
					"level": 16,
					"price": {
						"amount": 10000,
						"coin": "gp"
					},
					"entries": [
						"The electrocution deals {@damage 2d12} electricity damage."
					],
					"variantType": "7th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Pernicious Poison",
			"source": "TV",
			"page": 141,
			"type": "Item",
			"level": "4+",
			"traits": [
				"magical",
				"necromancy",
				"poison",
				"wand"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Poison",
			"entries": [
				"This wand is made of chitin, topped with a hooked barb that weeps droplets of foul-smelling, green fluid when you Activate the wand.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You {@action Cast a Spell} determined by the wand's type. The poison the spell delivers gains the {@trait virulent} trait."
					]
				}
			],
			"craftReq": [
				"Supply a casting of spider sting or purple worm sting."
			],
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 100,
						"coin": "gp"
					},
					"entries": [
						"The spell is spider sting."
					],
					"variantType": "1st-level spell"
				},
				{
					"level": 14,
					"price": {
						"amount": 4500,
						"coin": "gp"
					},
					"entries": [
						"The spell is purple worm sting."
					],
					"variantType": "6th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Reaching",
			"source": "TV",
			"page": 141,
			"type": "Item",
			"level": "4+",
			"traits": [
				"magical",
				"wand"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"This long, slender wand is constructed of silver, polished to a mirror shine.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet."
					]
				}
			],
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 100,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "1st-level spell"
				},
				{
					"level": 6,
					"price": {
						"amount": 250,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "2nd-level spell"
				},
				{
					"level": 8,
					"price": {
						"amount": 500,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "3rd-level spell"
				},
				{
					"level": 10,
					"price": {
						"amount": 1000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "4th-level spell"
				},
				{
					"level": 12,
					"price": {
						"amount": 2000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "5th-level spell"
				},
				{
					"level": 14,
					"price": {
						"amount": 4500,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "6th-level spell"
				},
				{
					"level": 16,
					"price": {
						"amount": 10000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "7th-level spell"
				},
				{
					"level": 18,
					"price": {
						"amount": 24000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "8th-level spell"
				},
				{
					"level": 20,
					"price": {
						"amount": 70000,
						"coin": "gp"
					},
					"craftReq": [
						"Supply a casting of a spell of the appropriate level. The spell must have a casting time of {@as 1} or {@as 2} and must have a range."
					],
					"entries": [],
					"variantType": "9th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Refracting Rays",
			"source": "TV",
			"page": 142,
			"type": "Item",
			"level": "11+",
			"traits": [
				"uncommon",
				"evocation",
				"light",
				"magical",
				"wand"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell chromatic ray|SoM} (Secrets of Magic 95) of the indicated level. After you cast the spell, if you hit the target, the light refracts to another creature within 30 feet of the first target. Roll your spell attack roll and to determine the ray's color separately for each target. The ray continues to refract each time it hits. The refraction ceases if you miss any target, and you can end the refraction at any point. You can't target the same creature more than once, and you must have line of effect to all targets."
					]
				}
			],
			"variants": [
				{
					"level": 11,
					"price": {
						"amount": 1400,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "4th-level spell"
				},
				{
					"level": 15,
					"price": {
						"amount": 6500,
						"coin": "gp"
					},
					"craftReq": [
						"Supply a casting of chromatic ray of the appropriate level."
					],
					"entries": [],
					"variantType": "6th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Rolling Flames",
			"source": "TV",
			"page": 142,
			"type": "Item",
			"level": "6+",
			"traits": [
				"evocation",
				"fire",
				"magical",
				"wand"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell flaming sphere} of the indicated level. The ground in the sphere's square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand's type. If a creature in the flames doesn't move on its turn, it takes the damage for each of the squares it's in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it)."
					]
				}
			],
			"craftReq": [
				"Supply a casting of flaming sphere of the appropriate level."
			],
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 250,
						"coin": "gp"
					},
					"entries": [
						"The rolling flames deal 1 fire damage."
					],
					"variantType": "2nd-level spell"
				},
				{
					"level": 8,
					"price": {
						"amount": 500,
						"coin": "gp"
					},
					"entries": [
						"The rolling flames deal 2 fire damage."
					],
					"variantType": "3rd-level spell"
				},
				{
					"level": 10,
					"price": {
						"amount": 1000,
						"coin": "gp"
					},
					"entries": [
						"The rolling flames deal 3 fire damage."
					],
					"variantType": "4th-level spell"
				},
				{
					"level": 12,
					"price": {
						"amount": 2000,
						"coin": "gp"
					},
					"entries": [
						"The rolling flames deal 4 fire damage."
					],
					"variantType": "5th-level spell"
				},
				{
					"level": 14,
					"price": {
						"amount": 4500,
						"coin": "gp"
					},
					"entries": [
						"The rolling flames deal 5 fire damage."
					],
					"variantType": "6th-level spell"
				},
				{
					"level": 16,
					"price": {
						"amount": 10000,
						"coin": "gp"
					},
					"entries": [
						"The rolling flames deal 6 fire damage."
					],
					"variantType": "7th-level spell"
				},
				{
					"level": 18,
					"price": {
						"amount": 24000,
						"coin": "gp"
					},
					"entries": [
						"The rolling flames deal 7 fire damage."
					],
					"variantType": "8th-level spell"
				},
				{
					"level": 20,
					"price": {
						"amount": 70000,
						"coin": "gp"
					},
					"entries": [
						"The rolling flames deal 8 fire damage."
					],
					"variantType": "9th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Shattering Images",
			"source": "TV",
			"page": 142,
			"type": "Item",
			"level": 6,
			"traits": [
				"illusion",
				"magical",
				"visual",
				"wand"
			],
			"price": {
				"amount": 250,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"Shattered pieces of a glass mirror, formed into a reflective mosaic, comprise the irregular shaft of this wand. The handle is black and polished smooth, the pommel capped with a tiny reflective orb.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell mirror image}. Each time an image is destroyed, the image shatters into sharp fragments of glass. If the creature that destroyed the image is adjacent to you, it takes 5 slashing damage."
					]
				}
			],
			"craftReq": [
				"Supply a casting of mirror image."
			]
		},
		{
			"name": "Wand of Shrouded Step",
			"source": "TV",
			"page": 142,
			"type": "Item",
			"level": 4,
			"traits": [
				"magical",
				"transmutation",
				"wand"
			],
			"price": {
				"amount": 80,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"When you move this delicately carved poplar wand, it looks indistinct, leaving a trail of afterimages in its wake.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell fleet step}. For the duration of the spell, you're also {@condition concealed} while you {@action Stride}."
					]
				}
			],
			"craftReq": [
				"Supply a casting of fleet step."
			]
		},
		{
			"name": "Wand of Teeming Ghosts",
			"source": "TV",
			"page": 142,
			"type": "Item",
			"level": "6+",
			"traits": [
				"uncommon",
				"magical",
				"necromancy",
				"wand"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell false life} of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"trigger": "You successfully impart the {@condition frightened||frightened 1} condition on a creature",
					"requirements": "You have at least 1 temporary Hit Point from false life",
					"entries": [
						"You end false life and increase the creature's {@condition frightened} condition value to 2."
					]
				}
			],
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 250,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "2nd-level spell"
				},
				{
					"level": 8,
					"price": {
						"amount": 500,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "3rd-level spell"
				},
				{
					"level": 10,
					"price": {
						"amount": 1000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "4th-level spell"
				},
				{
					"level": 12,
					"price": {
						"amount": 2000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "5th-level spell"
				},
				{
					"level": 14,
					"price": {
						"amount": 4500,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "6th-level spell"
				},
				{
					"level": 16,
					"price": {
						"amount": 10000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "7th-level spell"
				},
				{
					"level": 18,
					"price": {
						"amount": 24000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "8th-level spell"
				},
				{
					"level": 20,
					"price": {
						"amount": 70000,
						"coin": "gp"
					},
					"craftReq": [
						"Supply a casting of false life of the appropriate level."
					],
					"entries": [],
					"variantType": "9th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of the Ash Puppet",
			"source": "TV",
			"page": 143,
			"type": "Item",
			"level": 14,
			"traits": [
				"evocation",
				"magical",
				"wand"
			],
			"price": {
				"amount": 4500,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"This wand is composed of ash that has been compressed, shaped, and sealed with a clear lacquer. When you trace the wand's tip along a solid surface, it leaves a black trail of charcoal. Writing with the wand in this way never damages or wears the wand down.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell disintegrate}. If the spell reduces a living creature to fine powder, you animate that creature's ashes into a sulfur zombie (Pathfinder Bestiary 3 303) with the same general appearance as the disintegrated creature.",
						"You control this sulfur zombie, which gains the {@trait minion} and {@trait summoned} traits. You can issue a verbal command to the sulfur zombie as a single action with the {@trait auditory} and {@trait concentrate} traits. The sulfur zombie crumbles into inanimate ash when reduced to 0 Hit Points or after 1 minute, whichever comes first."
					]
				}
			],
			"craftReq": [
				"Supply a casting of disintegrate."
			]
		},
		{
			"name": "Wand of the Pampered Pet",
			"source": "TV",
			"page": 143,
			"type": "Item",
			"level": 4,
			"traits": [
				"conjuration",
				"extradimensional",
				"magical",
				"wand"
			],
			"price": {
				"amount": 75,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"This extravagant wand is made of gold and capped with a large, sparkling gemstone. Its handle is wrapped in plush, padded fabric.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell pet cache|APG} (Advanced Player's Guide 222) but the accommodations inside the extradimensional space are luxurious and spacious. The food is delicious gourmet cuisine tailored to the pet's palate, the habitat is the perfect temperature and environment for the pet, complete with comfortable bed or lounging area. A pair of phantom hands pamper the pet, patting, grooming, or playing with it at the creature's whim."
					]
				}
			],
			"craftReq": [
				"Supply a casting of pet cache."
			]
		},
		{
			"name": "Wand of Tormented Slumber",
			"source": "TV",
			"page": 143,
			"type": "Item",
			"level": 10,
			"traits": [
				"enchantment",
				"magical",
				"mental",
				"sleep",
				"wand"
			],
			"price": {
				"amount": 1000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"The carved talon of an unidentifiable beast comprises this wand. Blood-stained cloth wraps the thicker part of the talon, which acts as a handle.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast 4th-level {@spell sleep}, but the slumbering creatures have terrifying nightmares. A creature knocked {@condition unconscious} by this spell takes {@damage 1d6} {@condition persistent damage||persistent mental damage}. This damage wakes the creature from unconsciousness only if it deals 4 or more damage on a single roll. If the creature awakens from its unconsciousness due to damage (whether it was the {@condition persistent damage||persistent mental damage} or not), it's {@condition frightened||frightened 1}. If it awakens from damage on its own turn, the creature doesn't reduce its {@condition frightened} condition automatically on that turn."
					]
				}
			],
			"craftReq": [
				"Supply a casting of 4th-level {@spell sleep}."
			]
		},
		{
			"name": "Wand of Toxic Blades",
			"source": "TV",
			"page": 143,
			"type": "Item",
			"level": "15+",
			"traits": [
				"evocation",
				"force",
				"magical",
				"poison",
				"wand"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Poison",
			"entries": [
				"This slender metal wand is tinted green and small images of bladed weapons are etched on its surface.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell blade barrier} of the indicated level. Damage from the wall also exposes the damaged creature to a poison determined by the wand's type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn."
					]
				}
			],
			"craftReq": [
				"Supply a casting of blade barrier of the appropriate level."
			],
			"variants": [
				{
					"level": 15,
					"price": {
						"amount": 6000,
						"coin": "gp"
					},
					"entries": [
						"The poison is purple worm venom (Core Rulebook 553)."
					],
					"variantType": "6th-level spell"
				},
				{
					"level": 17,
					"price": {
						"amount": 14000,
						"coin": "gp"
					},
					"entries": [
						"The poison is dragon bile (Core Rulebook 551) with no onset."
					],
					"variantType": "7th-level spell"
				},
				{
					"level": 19,
					"price": {
						"amount": 37500,
						"coin": "gp"
					},
					"entries": [
						"The poison is cerulean scourge (Advanced Player's Guide 254)."
					],
					"variantType": "8th-level spell"
				}
			],
			"generic": "G"
		},
		{
			"name": "Wand of Traitorous Thoughts",
			"source": "TV",
			"page": 143,
			"type": "Item",
			"level": 12,
			"traits": [
				"uncommon",
				"divination",
				"magical",
				"mental",
				"wand"
			],
			"price": {
				"amount": 2000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"When you hold this sleek, shiny gray wand, you hear a faint chorus of overlapping whispers.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell mind probe}. The first time the target rolls a success at a {@skill Deception} check to mislead your probe, it gets a result one step worse than it rolled.",
						"This means you learn the answer if the target's {@skill Deception} check would have succeeded, and you learn nothing rather than believing a falsehood if the check would have been a critical success."
					]
				}
			],
			"craftReq": [
				"Supply a casting of mind probe."
			]
		},
		{
			"name": "Wand of Wearying Dance",
			"source": "TV",
			"page": 143,
			"type": "Item",
			"level": 18,
			"traits": [
				"enchantment",
				"magical",
				"mental",
				"wand"
			],
			"price": {
				"amount": 24000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"This colorfully painted wand has a few jingling bells tied to the pommel.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"frequency": {
						"number": 1,
						"unit": "day",
						"overcharge": true
					},
					"entries": [
						"You cast {@spell uncontrollable dance}. When the spell's duration ends, if the target was forced to dance for 1 minute, it becomes {@condition fatigued}."
					]
				}
			],
			"craftReq": [
				"Supply a casting of uncontrollable dance."
			]
		},
		{
			"name": "Catching",
			"source": "TV",
			"page": 144,
			"type": "Item",
			"level": 8,
			"traits": [
				"abjuration",
				"magical"
			],
			"price": {
				"amount": 425,
				"coin": "gp"
			},
			"usage": "applied to shield",
			"category": "Rune",
			"entries": [
				"A catching rune creates a small, magical vacuum that attempts to pull weapons away from opponents. If you can attempt to {@action Disarm} as part of a Shield Block, such as with the Disarming Block feat (Advanced Player's Guide 159) or this rune's activated ability, a catching shield grants you a +1 circumstance bonus to such {@action Disarm} attempts.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"trigger": "You Shield Block a melee {@action Strike} made with a held weapon",
					"entries": [
						"You attempt to {@action Disarm} the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free."
					]
				}
			]
		},
		{
			"name": "Menacing",
			"source": "TV",
			"page": 144,
			"type": "Item",
			"level": "3+",
			"traits": [
				"enchantment",
				"magical"
			],
			"usage": "applied any visible article of clothing",
			"category": "Rune",
			"entries": [
				"Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to {@skill Intimidation} checks to {@action Coerce} others."
			],
			"generic": "G",
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 50,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "menacing"
				},
				{
					"level": 10,
					"price": {
						"amount": 900,
						"coin": "gp"
					},
					"entries": [
						"This rune grants a +2 item bonus and has an activation.",
						{
							"type": "ability",
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"components": [
								"command",
								"{@action Interact}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"The rune casts a 3rd-level {@spell fear} spell (DC 25)."
							]
						}
					],
					"variantType": "greater menacing"
				}
			]
		},
		{
			"name": "Pontoon",
			"source": "TV",
			"page": 144,
			"type": "Item",
			"level": 9,
			"traits": [
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 650,
				"coin": "gp"
			},
			"usage": "applied to footwear",
			"category": "Rune",
			"entries": [
				"Footwear with pontoon runes allows you to traverse waterways with ease. While wearing footwear with the rune, you can walk on the surface of water and other liquids without falling through. This offers no protection against damage the liquid deals. You can go under the liquid's surface, but you must {@action Swim} if you do."
			]
		},
		{
			"name": "Preserving",
			"source": "TV",
			"page": 144,
			"type": "Item",
			"level": "3+",
			"traits": [
				"magical",
				"necromancy"
			],
			"usage": "applied to a basket, bag, or other container",
			"category": "Rune",
			"entries": [
				"Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink inside a container with a preserving rune remains fresher for longer, taking ten times as long to spoil. This feature doesn't prolong the duration of alchemical items."
			],
			"generic": "G",
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 45,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "preserving"
				},
				{
					"level": 8,
					"price": {
						"amount": 450,
						"coin": "gp"
					},
					"entries": [
						"Non-magical food and drink inside the container never spoil, and the rune has an activation.",
						{
							"type": "ability",
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"components": [
								"command",
								"{@action Interact}"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"The container casts purify food and drink on all the food and drink within."
							]
						}
					],
					"variantType": "greater preserving"
				}
			]
		},
		{
			"name": "Retaliation",
			"source": "TV",
			"page": 144,
			"type": "Item",
			"level": "6+",
			"traits": [
				"evocation",
				"magical"
			],
			"usage": "applied to shield",
			"category": "Rune",
			"entries": [
				"Shields with a retaliation rune use the impact of weapons to generate blasts of explosive force that counterattack foes.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"trigger": "You Shield Block a melee {@action Strike}",
					"entries": [
						"You unleash force damage against the creature that made the triggering attack. This attack deals {@damage 4d4} force damage (DC 20 basic Reflex save)."
					]
				}
			],
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 250,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "lesser retaliation"
				},
				{
					"level": 10,
					"price": {
						"amount": 1000,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@damage 8d4} force damage and the save DC is 27."
					],
					"variantType": "moderate retaliation"
				},
				{
					"level": 14,
					"price": {
						"amount": 4500,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@damage 12d4} force damage and the save DC is 31."
					],
					"variantType": "greater retaliation"
				},
				{
					"level": 19,
					"price": {
						"amount": 40000,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@damage 16d4} force damage and the save DC is 41."
					],
					"variantType": "major retaliation"
				}
			],
			"generic": "G"
		},
		{
			"name": "Trackless",
			"source": "TV",
			"page": 145,
			"type": "Item",
			"level": "6+",
			"traits": [
				"abjuration",
				"magical"
			],
			"usage": "applied to footwear",
			"category": "Rune",
			"entries": [
				"Trackless runes are common among hunters and trappers, as well as thieves and anyone {@condition fleeing} pursuit. While wearing trackless footwear, you have a +4 item bonus to the DC to track you. However, this bonus doesn't stack with the status bonus from pass without trace."
			],
			"generic": "G",
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 225,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "trackless"
				},
				{
					"level": 10,
					"price": {
						"amount": 900,
						"coin": "gp"
					},
					"entries": [
						"The rune has an activation.",
						{
							"type": "ability",
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"components": [
								"command",
								"envision"
							],
							"frequency": {
								"number": 1,
								"unit": "day"
							},
							"entries": [
								"You extend the effect of your rune out to a 20-foot emanation. The emanation remains for 8 hours, affecting up to 10 creatures of your choice within the area. You can {@action Dismiss} this effect."
							]
						}
					],
					"variantType": "greater trackless"
				}
			]
		},
		{
			"name": "Alchemist's Haversack",
			"source": "TV",
			"page": 145,
			"type": "Item",
			"level": 11,
			"traits": [
				"conjuration",
				"extradimensional",
				"invested",
				"magical"
			],
			"price": {
				"amount": 1400,
				"coin": "gp"
			},
			"usage": "worn backpack",
			"bulk": 1,
			"category": "Worn",
			"entries": [
				"An alchemist's haversack is a sturdy leather backpack with two compartments. The main section contains an extradimensional space equivalent to a bag of holding type II, perfect for carrying bulkier alchemist equipment. A secondary partition can hold 2 Bulk of items, 1 of which doesn't count against your Bulk limit.",
				"This second compartment can also be activated (see below). Two shoulder straps and a thick belt for the waist hold the haversack on the wearer securely. These straps have pouches and loops for keeping alchemical items handy. They also contain magically expanded alchemist's tools that grant you a +2 item bonus to {@skill Crafting} checks to create alchemical items.",
				"Water and undesirable material can't seep into the haversack, which cleans itself once per hour. When you reach in any part of the haversack, the item you sought is the first one you find.",
				"Also, the haversack preserves mundane ingredients, food, and drink inside, so they stay fresh indefinitely. This feature doesn't prolong the duration of magic or alchemical items.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"requirements": "You gain batches of infused reagents during your daily preparations",
					"entries": [
						"You pull one additional batch of infused reagents from the satchel's secondary compartment. If you fail to use these reagents by the end of your next turn, they're lost."
					]
				}
			],
			"craftReq": [
				"You are an alchemist."
			]
		},
		{
			"name": "Everyneed Pack",
			"source": "TV",
			"page": 145,
			"type": "Item",
			"level": "3+",
			"traits": [
				"uncommon",
				"conjuration",
				"invested",
				"magical"
			],
			"usage": "worn backpack",
			"bulk": 1,
			"category": "Worn",
			"entries": [
				"Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 8 gp have been removed from it.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "minute"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less."
					]
				}
			],
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 20,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "everyneed pack"
				},
				{
					"level": 7,
					"price": {
						"amount": 100,
						"coin": "gp"
					},
					"entries": [
						"A pocket contains mundane gear worth no more than 5 gp each. When you activate the pack, you can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack becomes a mundane backpack after 45 gp worth of items are removed."
					],
					"variantType": "greater everyneed pack"
				}
			],
			"generic": "G"
		},
		{
			"name": "Vaultbreaker's Harness",
			"source": "TV",
			"page": 145,
			"type": "Item",
			"level": 6,
			"traits": [
				"invested",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 230,
				"coin": "gp"
			},
			"usage": "worn backpack",
			"bulk": 1,
			"category": "Worn",
			"entries": [
				"A vaultbreaker's harness has four pockets across the chest. The pockets contain a set of infiltrator's thieves' tools, infiltrator picks, a levered crowbar, and a glass cutter. These items are magically bound to the harness; if they are more than 1 foot away from you, they disappear, then reappear in the harness at the next sunset. {@condition Broken} or destroyed items similarly reappear, restored, in their proper pockets at sunset.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"entries": [
						"You cinch the harness to prepare for mischief. You gain a +1 item bonus to {@skill Stealth} checks and a +10-foot item bonus to your Speed for 1 minute."
					]
				}
			]
		},
		{
			"name": "Bellflower Toolbelt",
			"source": "TV",
			"page": 145,
			"otherSources": {
				"Originally": [
					"AoA3|71"
				]
			},
			"type": "Item",
			"level": 6,
			"traits": [
				"rare",
				"invested",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 220,
				"coin": "gp"
			},
			"usage": "worn belt",
			"bulk": 1,
			"category": "Worn",
			"entries": [
				"Different versions of the bellflower toolbelt are customized to appear to suit specific trades, so a belt used for carpentry would look different from a belt for baking.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"entries": [
						"You place an object of up to 1 Bulk into the belt, transforming that object into a tool befitting the trade for which the belt was created. Each object remains transformed until it has been removed from the belt for 24 hours or someone uses a single {@action Interact} action to return it to its normal form. If enough transformed items are in it, the belt can be used as artisan's tools for that trade."
					]
				}
			]
		},
		{
			"name": "Bravery Baldric",
			"source": "TV",
			"page": 145,
			"type": "Item",
			"level": "5+",
			"traits": [
				"invested",
				"magical"
			],
			"usage": "worn",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a {@trait fear} effect or reduce your {@condition frightened} condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"requirements": "The baldric has a charge",
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"One charge in the baldric expires, and you gain its benefit, according to its type."
					]
				}
			],
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 150,
						"coin": "gp"
					},
					"entries": [
						"The baldric is grass green when charged, and it grants you the effects of fleet step. This baldric has the {@trait transmutation} trait."
					],
					"variantType": "fleet"
				},
				{
					"level": 11,
					"price": {
						"amount": 1250,
						"coin": "gp"
					},
					"entries": [
						"The baldric is light blue when charged, and it grants you the effects of fly. This baldric has the {@trait transmutation} trait."
					],
					"variantType": "flight"
				},
				{
					"level": 9,
					"price": {
						"amount": 700,
						"coin": "gp"
					},
					"entries": [
						"The baldric is silver when charged, and it grants you the effects of haste. This baldric has the {@trait transmutation} trait."
					],
					"variantType": "haste"
				},
				{
					"level": 7,
					"price": {
						"amount": 350,
						"coin": "gp"
					},
					"entries": [
						"The baldric is golden when charged, and it grants you the effects of a 2nd-level {@spell restoration}. This baldric has the {@trait healing} and {@trait necromancy} traits."
					],
					"variantType": "restoration"
				},
				{
					"level": 11,
					"price": {
						"amount": 1300,
						"coin": "gp"
					},
					"entries": [
						"As the restoration baldric, but it grants 4th-level {@spell restoration}."
					],
					"variantType": "restoration, greater"
				},
				{
					"level": 11,
					"price": {
						"amount": 1400,
						"coin": "gp"
					},
					"entries": [
						"The baldric is dark gray when charged, and it grants you the effects of stoneskin. This baldric has the {@trait abjuration} trait."
					],
					"variantType": "stoneskin"
				}
			],
			"generic": "G"
		},
		{
			"name": "Clockwork Cloak",
			"source": "TV",
			"page": 146,
			"type": "Item",
			"level": 18,
			"traits": [
				"uncommon",
				"clockwork",
				"invested",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 20000,
				"coin": "gp"
			},
			"usage": "worn cloak",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"Paper-thin interlocking cogs and gears make up the bronze clockwork cloak.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You're struck by a melee attack with a held weapon",
					"entries": [
						"The folds of the cloak attempt to divert the attack and catch the weapon in the cloak's gears. Make an {@skill Athletics} check to {@action Disarm} the attacking creature."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"entries": [
						"You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don't need to eat, drink, or sleep. You remain aware of your surroundings but take a \u20134 penalty to {@skill Perception} checks. You can stay in standby mode indefinitely, although your body ages normally. You can leave standby mode as a free action. If you do so to initiate combat, you gain a +2 item bonus to your initiative roll."
					]
				}
			]
		},
		{
			"name": "Fearless Sash",
			"source": "TV",
			"page": 146,
			"type": "Item",
			"level": 7,
			"traits": [
				"abjuration",
				"invested",
				"magical"
			],
			"price": {
				"amount": 325,
				"coin": "gp"
			},
			"usage": "worn belt",
			"category": "Worn",
			"entries": [
				"A feeling of security radiates out from this sash made of fine yellow fabric. You gain a +1 status bonus to saves against fear.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You and each ally in a 5-foot emanation reduce your {@condition frightened} values by 1."
					]
				}
			]
		},
		{
			"name": "Sure-Step Crampons",
			"source": "TV",
			"page": 146,
			"type": "Item",
			"level": 6,
			"traits": [
				"invested",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 210,
				"coin": "gp"
			},
			"usage": "worn shoes",
			"bulk": 1,
			"category": "Worn",
			"entries": [
				"Sure-step crampons are sturdy leather boots with warm fur lining and magically augmented steel crampons that offer the wearer better purchase on ice. They allow you to walk across ice without difficulty, ignoring the uneven ground and difficult terrain caused by ice, and reducing greater difficult terrain caused by ice to difficult terrain.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"requirements": "You're standing on an earthen, icy, or wooden surface",
					"entries": [
						"You dig the crampons into the spot where you're standing, offering additional support until the next time you move. You gain a +2 circumstance bonus to your Fortitude and Reflex DCs against attempts to {@action Shove} or {@action Trip} you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you {@condition prone}. The bonus lasts until you move from your current spot."
					]
				}
			]
		},
		{
			"name": "Thrower's Bandolier",
			"source": "TV",
			"page": 146,
			"type": "Item",
			"level": 3,
			"traits": [
				"conjuration",
				"invested",
				"magical"
			],
			"price": {
				"amount": 60,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"This bandolier is covered in straps and pouches capable of holding up to 2 Bulk of one-handed thrown weapons. A thrower's bandolier has a +1 weapon potency rune etched into it, and it can be etched with runes as though it were a one-handed thrown weapon. When you invest the thrower's bandolier, you can attune it to all the weapons sheathed in it (this ends any previous attunements made with the bandolier). Whenever you draw a weapon from the bandolier, the bandolier's runes are replicated onto that weapon. Any runes already on the weapon are suppressed, and any runes previously replicated to a different weapon in this way are removed, returning it to normal.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"entries": [
						"All weapons attuned to the bandolier, not including any weapons you're currently wielding, return to the bandolier."
					]
				}
			]
		},
		{
			"name": "Clarity Goggles",
			"source": "TV",
			"page": 146,
			"type": "Item",
			"level": "8+",
			"traits": [
				"divination",
				"invested",
				"magical"
			],
			"usage": "worn eyepiece",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture of them. While wearing the goggles, you gain a +1 item bonus to visual {@skill Perception} checks.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your {@skill Perception} bonus against any {@trait illusion} effect created by a 3rd-level or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes."
					]
				}
			],
			"variants": [
				{
					"level": 8,
					"price": {
						"amount": 425,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "lesser clarity goggles"
				},
				{
					"level": 13,
					"price": {
						"amount": 2450,
						"coin": "gp"
					},
					"entries": [
						"The goggles grant a +2 item bonus. They work against effects created by 6th-level or lower spells or a creature of 13th level or lower."
					],
					"variantType": "moderate clarity goggles"
				},
				{
					"level": 19,
					"price": {
						"amount": 32500,
						"coin": "gp"
					},
					"entries": [
						"The goggles grant a +3 item bonus. They work against effects created by 9th-level or lower spells or a creature of 19th level or lower."
					],
					"variantType": "greater clarity goggles"
				}
			],
			"generic": "G"
		},
		{
			"name": "Mirror Goggles",
			"source": "TV",
			"page": 147,
			"type": "Item",
			"level": "5+",
			"traits": [
				"abjuration",
				"invested",
				"magical"
			],
			"usage": "worn eyepiece",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual {@skill Perception} checks and to saving throws against {@trait visual} effects.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"{@action Interact}"
					],
					"trigger": "A creature within 60 feet targets you with a {@trait visual} effect",
					"entries": [
						"You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is {@condition sickened||sickened 1} ({@condition sickened||sickened 2} on a critical failure). The creature is temporarily immune for 1 hour."
					]
				}
			],
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 135,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "lesser mirror goggles"
				},
				{
					"level": 11,
					"price": {
						"amount": 1200,
						"coin": "gp"
					},
					"entries": [
						"The item bonus is +2, and the DC is 30."
					],
					"variantType": "moderate mirror goggles"
				},
				{
					"level": 18,
					"price": {
						"amount": 19000,
						"coin": "gp"
					},
					"entries": [
						"The item bonus is +3, and the DC is 40."
					],
					"variantType": "greater mirror goggles"
				}
			],
			"generic": "G"
		},
		{
			"name": "Spectacles of Inquiry",
			"source": "TV",
			"page": 147,
			"type": "Item",
			"level": 12,
			"traits": [
				"divination",
				"invested",
				"magical"
			],
			"price": {
				"amount": 1750,
				"coin": "gp"
			},
			"usage": "worn eyepiece",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"Anything viewed through these thin spectacles looks crisp and clear, and the earpieces accentuate sounds around you. You gain a +2 item bonus to {@skill Perception} checks.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"The spectacles key in on someone to show you their social cues in perfect clarity. Choose a creature you can see. You gain a +3 item bonus on {@skill Perception} checks you make to use {@action Sense Motive} against that creature. This benefit lasts until you Activate the item again in this way.",
						"If you're an investigator, you can use this activation as part of the action you take to {@action Devise a Stratagem|APG} or {@action Pursue a Lead|APG}, and you can do the latter even though you can't see the creature. You must choose the same creature you chose for {@action Devise a Stratagem|APG} or {@action Pursue a Lead|APG}."
					]
				}
			],
			"craftReq": [
				"You are an investigator."
			]
		},
		{
			"name": "Spectacles of Piercing Sight",
			"source": "TV",
			"page": 147,
			"type": "Item",
			"level": 18,
			"traits": [
				"rare",
				"divination",
				"invested",
				"magical"
			],
			"price": {
				"amount": 24000,
				"coin": "gp"
			},
			"usage": "worn eyepiece",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"With lenses set in a silver frame, spectacles of piercing sight grant you a +3 item bonus to visual {@skill Perception} checks.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You can see into and through solid matter for 1 minute. This vision can pierce through solid materials up to 20 feet away as if looking at something in normal light even if no illumination is available. You can see through up to 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt. A thin sheet of lead blocks this vision entirely."
					]
				}
			]
		},
		{
			"name": "Accompaniment Cloak",
			"source": "TV",
			"page": 147,
			"type": "Item",
			"level": 11,
			"traits": [
				"focused",
				"illusion",
				"invested",
				"occult"
			],
			"price": {
				"amount": 1300,
				"coin": "gp"
			},
			"usage": "worn cloak",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"This lush velvet capelet is embroidered with images of musicians playing a wide variety of instruments. The images animate when you make art, remaining embroidered, but smoothly unknitting and reknitting in time with your performance. The figures play music that perfectly accompanies your instrument, voice, or movements, granting you a +2 item bonus to {@skill Performance} checks.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You gain 1 Focus Point, which you can use only to cast a bard composition spell. If not used by the end of your turn, this Focus Point is lost."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You peel the musicians from the garment and fling them around you. The cloak casts a 4th-level {@spell phantom crowd|SoM} spell (DC 28); each of the 10-foot squares must be adjacent to you. The crowd looks like the musicians on the garment and continues to accompany your {@skill Performance} checks. You can Sustain this effect as described in the spell."
					]
				}
			],
			"craftReq": [
				"You are a bard."
			]
		},
		{
			"name": "Bloodline Robe",
			"source": "TV",
			"page": 147,
			"type": "Item",
			"level": 12,
			"traits": [
				"focused",
				"invested",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 2000,
				"coin": "gp"
			},
			"usage": "worn garment",
			"bulk": 1,
			"category": "Worn",
			"entries": [
				"Each bloodline robe has a design that befits a particular sorcerer bloodline, depicting creatures of that bloodline or using styles common among them. You gain a +2 item bonus to each of your bloodline skills.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"requirements": "You're benefiting from your blood magic effect",
					"entries": [
						"You're {@condition quickened} on your next turn.",
						"You can use the extra action only as part of Casting a bloodline spell."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You gain 1 Focus Point, which you can use only to cast a sorcerer bloodline spell. If not used by the end of your turn, this Focus Point is lost."
					]
				}
			],
			"craftReq": [
				"You are a sorcerer of the bloodline tied to the robe."
			]
		},
		{
			"name": "Bracers of Devotion",
			"source": "TV",
			"page": 148,
			"type": "Item",
			"level": 11,
			"traits": [
				"abjuration",
				"divine",
				"focused",
				"invested"
			],
			"price": {
				"amount": 1400,
				"coin": "gp"
			},
			"usage": "worn bracers",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"Champions adorn these bracers with the symbol of their deity or the text of the tenets they follow. While they're clasped around your forearms, reassuring focus and devotion flow into you through them. Each time you spend a Focus Point to cast a devotion spell, your divine ally gains a benefit until the start of your next turn, depending on its type.",
				{
					"type": "list",
					"items": [
						"Blade Ally The bracers hold your weapon in place. You gain a +2 item bonus against attempts to {@action Disarm} you of your blade ally.",
						"Shield Ally While raised, the shield grants you resistance 10 to evil damage if you follow the tenets of good, or resistance to good damage if you follow the tenets of evil.",
						"Steed Ally The mount gains a +10-foot status bonus to all its Speeds."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You gain 1 Focus Point, which you can use only to cast a champion devotion spell. If not used by the end of your turn, this Focus Point is lost."
					]
				}
			],
			"craftReq": [
				"You are a champion."
			]
		},
		{
			"name": "Cloister Robe",
			"source": "TV",
			"page": 148,
			"type": "Item",
			"level": "9+",
			"traits": [
				"abjuration",
				"divine",
				"invested"
			],
			"usage": "worn garment",
			"bulk": 1,
			"category": "Worn",
			"entries": [
				"The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit.",
				"The robe is +1 resilient explorer's clothing and grants a +1 item bonus to {@skill Religion} checks. The robe doesn't grant any benefits to a wearer who doesn't worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity's domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe's level."
			],
			"craftReq": [
				"You are a cleric who worships the deity tied to the robe."
			],
			"generic": "G",
			"variants": [
				{
					"level": 9,
					"price": {
						"amount": 600,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "lesser cloister robe"
				},
				{
					"level": 12,
					"price": {
						"amount": 1800,
						"coin": "gp"
					},
					"entries": [
						"The robe is +2 resilient explorer's clothing, and it grants a +2 item bonus to {@skill Religion} checks."
					],
					"variantType": "moderate cloister robe"
				},
				{
					"level": 15,
					"price": {
						"amount": 6000,
						"coin": "gp"
					},
					"entries": [
						"The robe is +2 greater resilient explorer's clothing with the {@trait focused} trait. It also has the skill bonuses and activation of a cassock of devotion."
					],
					"variantType": "greater cloister robe"
				},
				{
					"level": 19,
					"price": {
						"amount": 32000,
						"coin": "gp"
					},
					"entries": [
						"As greater cloister robe, but the robe is +3 greater resilient explorer's clothing."
					],
					"variantType": "major cloister robe"
				}
			]
		},
		{
			"name": "Dragon Rune Bracelet",
			"source": "TV",
			"page": 148,
			"type": "Item",
			"level": 11,
			"traits": [
				"enchantment",
				"focused",
				"invested",
				"magical"
			],
			"price": {
				"amount": 1400,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"A dragon rune bracelet is a gold bangle formed around the scale of a famous dragon. The bracelet is etched with esoteric symbols or words in Draconic that indicate kinship with dragons. As many types of dragon rune bracelet exist as there are types of dragons, though bracelets associated with uncommon or rare dragons have the same rarity as the dragon.",
				"While wearing a dragon rune bracelet, you gain a +2 item bonus to {@skill Diplomacy} checks while interacting with dragons of the same type as the bracelet's scale (such as red dragons or cloud dragons). You also gain a +2 item bonus to saving throws against {@trait fear} effects from any kind of dragon.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You gain 1 Focus Point, which you can spend only to cast a sorcerer draconic bloodline spell. If not used by the end of your turn, this Focus Point is lost."
					]
				}
			],
			"craftReq": [
				"You are a sorcerer of a draconic bloodline."
			]
		},
		{
			"name": "Eidolon Cape",
			"source": "TV",
			"page": 148,
			"type": "Item",
			"level": 11,
			"traits": [
				"conjuration",
				"focused",
				"invested",
				"magical"
			],
			"price": {
				"amount": 1400,
				"coin": "gp"
			},
			"usage": "worn cloak",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"Though it appears to be one elegant piece, an eidolon cape consists of a mantle for your shoulders and a detachable cape.",
				"The cape is designed to resemble your eidolon, either with a direct likeness or with features reminiscent of your eidolon.",
				"For instance, if your eidolon is a dragon, the cape might depict a stylized dragon, or it might have a pattern of colorful scales with gold trim. An eidolon cape features the sigil you share with your eidolon prominently in its design. You gain a +2 item bonus to the skill that matches your eidolon's tradition: {@skill Arcana} for arcane, {@skill Religion} for divine, {@skill Occultism} for occult, or {@skill Nature} for primal.",
				"When you Manifest your Eidolon, the cape transforms into the eidolon, and when the eidolon unmanifests, it turns back into the cape. If the cape is attached to the mantle, it comes free immediately, and the eidolon appears adjacent to you as normal. If not, the eidolon appears in a space adjacent to the cape. With the cape detached, the mantle is still light Bulk, and the whole cloak remains invested. If the cape is out of range (beyond 100 feet, typically) or there's not enough open space for the eidolon to manifest, your attempt to Manifest your Eidolon fails.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You gain 1 Focus Point, which you can use only to cast a summoner link spell. If not used by the end of your turn, this Focus Point is lost."
					]
				}
			],
			"craftReq": [
				"You are a summoner."
			]
		},
		{
			"name": "Hexing Jar",
			"source": "TV",
			"page": 148,
			"type": "Item",
			"level": 11,
			"traits": [
				"enchantment",
				"focused",
				"invested",
				"magical"
			],
			"price": {
				"amount": 1200,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"Dangling from a simple cord, a hexing jar houses rich soil. When a witch who has invested the jar wears it overnight, a miniature thing grows from the soil. Your patron chooses the form, commonly including glowing mushrooms, venus flytraps, mandragora roots, or undead hands reaching up. The thing whispers secrets it learned from your patron, giving you a +2 item bonus to your patron skill.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You gain 1 Focus Point, which you can use only to cast a witch hex spell.",
						"If not used by the end of your turn, this Focus Point is lost."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"trigger": "You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast",
					"entries": [
						"The thing in the jar becomes more energetic\u2014glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages you until the start of your next turn, granting you and your familiar a +1 status bonus to AC and saving throws and a +2 status bonus against {@trait mental} effects."
					]
				}
			],
			"craftReq": [
				"You are a witch."
			]
		},
		{
			"name": "Ki-Channeling Beads",
			"source": "TV",
			"page": 150,
			"type": "Item",
			"level": 11,
			"traits": [
				"divination",
				"divine",
				"focused",
				"invested"
			],
			"price": {
				"amount": 1300,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"As you move your body, ki flows into ki-channeling beads you wear and have invested, making them one with your life force. In their usual form, beads are spheres of wood, but versions customized to different martial orders are common. You gain a +2 item bonus to {@skill Religion} checks.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You gain 1 Focus Point, which you can use only to cast a divine monk ki spell. If not used by the end of your turn, this Focus Point is lost."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"requirements": "You have just Refocused by meditating",
					"entries": [
						"While meditating, you searched your feelings for a portent of the future. You're affected by an {@spell augury} spell."
					]
				}
			],
			"craftReq": [
				"You are a monk with divine ki spells."
			]
		},
		{
			"name": "Mask of Uncanny Breath",
			"source": "TV",
			"page": 150,
			"type": "Item",
			"level": 11,
			"traits": [
				"focused",
				"invested",
				"necromancy",
				"occult"
			],
			"price": {
				"amount": 1200,
				"coin": "gp"
			},
			"usage": "worn mask",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"A thin wooden mask carved in the shape of a skull, monstrous face, or eerily featureless visage, a mask of uncanny breath fully covers your face. While wearing it, each breath you take feels cool and pure, perfectly flowing to feed your ki. You gain resistance 10 to inhaled poisons and can breathe in an airless or toxic environment. When you breathe in, fragments of bizarre knowledge flow through you, granting you a +2 item bonus to {@skill Occultism} checks.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You gain 1 Focus Point, which you can use only to cast an occult monk ki spell. If not used by the end of your turn, this Focus Point is lost."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "Your unarmed {@action Strike} hits a creature that breathes",
					"entries": [
						"The mask contorts and inhales, sucking breath from your target's lungs. The target falls {@condition unconscious} but doesn't fall {@condition prone} or drop what it's holding. It wakes up at the end of your turn if it hasn't been woken up already."
					]
				}
			],
			"craftReq": [
				"You are a monk with occult ki spells."
			]
		},
		{
			"name": "Master Magus Ring",
			"source": "TV",
			"page": 150,
			"type": "Item",
			"level": 11,
			"traits": [
				"arcane",
				"conjuration",
				"focused",
				"invested"
			],
			"price": {
				"amount": 1250,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"Elegant jewelry such as the master magus ring adorns experienced magi. Each ring has a significant metal and symbol to represent a particular hybrid study, such as a heavy iron ring with an icon of a mountain for inexorable iron, or glittering silver with a shield-like emblem for sparkling targe.",
				"You gain a +2 item bonus to {@skill Arcana} checks.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You gain 1 Focus Point, which you can use only to cast a magus conflux spell. If not used by the end of your turn, this Focus Point is lost."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The ring transports you and any items you're wearing and holding from your current space to an unoccupied space you can see within a range equal to your Speed. If this would bring another creature with you\u2014even if you're carrying it in an extradimensional container\u2014the activation fails and is used."
					]
				}
			],
			"craftReq": [
				"You are a magus."
			]
		},
		{
			"name": "Mind's Light Circlet",
			"source": "TV",
			"page": 150,
			"type": "Item",
			"level": 11,
			"traits": [
				"enchantment",
				"focused",
				"invested",
				"light",
				"occult"
			],
			"price": {
				"amount": 1200,
				"coin": "gp"
			},
			"usage": "worn headwear",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"Gemstones of many colors adorn the silver of a mind's light circlet. When you're charged with mental power, the jewels scintillate with light, with different gems resonating based on your emotions. If you have at least 1 Focus Point, the gems cast dim light in a 10-foot radius. When you amp a spell, the light increases to bright light in a 20-foot radius (and dim light to the next 20 feet) until the start of your next turn.",
				"You gain a +2 item bonus to {@skill Occultism} checks. You also gain the following amp, which you can apply to any of your psi cantrips that have a target or area, much like an amp gained from a feat (Pathfinder Dark Archive 10). Amp You transfer some of the magical luminescence from the mind's light circlet to one of the creatures. Choose a creature targeted by the spell or in its area. Until the start of your next turn, that creature sheds bright light in a 20-foot radius (and dim light to the next 20 feet) and can't be {@condition concealed}. If the creature is {@condition invisible}, it's {@condition concealed} while alight, rather than being {@condition undetected}.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You gain 1 Focus Point, which you can use only to use a psychic amp. If not used by the end of your turn, this Focus Point is lost."
					]
				}
			],
			"craftReq": [
				"You are a psychic."
			]
		},
		{
			"name": "Oracular Crown",
			"source": "TV",
			"page": 151,
			"type": "Item",
			"level": 11,
			"traits": [
				"divine",
				"focused",
				"invested",
				"necromancy"
			],
			"price": {
				"amount": 1200,
				"coin": "gp"
			},
			"usage": "worn headwear",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"Patterns themed to your curse cover your oracular crown. As your curse worsens, the appearance of the crown changes, introducing extreme angles, stronger colors, or other indications of the intensity of your curse. Similarly, it gets closer to its natural form when you reduce the effects of your curse. You gain a +2 item bonus to {@skill Religion} checks.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You gain 1 Focus Point, which you can use only to cast an oracle revelation spell. If not used by the end of your turn, this Focus Point is lost."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"traits": [
						"healing",
						"necromancy",
						"positive"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"requirements": "Your oracular curse is at its minor stage or higher",
					"entries": [
						"You regain {@dice 3d8} Hit Points. This amount increases to {@dice 5d8} if your curse is at its moderate stage or {@dice 7d8} if it's at its major stage. If you have negative healing, this activation has the {@trait negative} trait and not the {@trait healing} and {@trait positive} traits."
					]
				}
			],
			"craftReq": [
				"You are an oracle."
			]
		},
		{
			"name": "Warden's Signet",
			"source": "TV",
			"page": 151,
			"type": "Item",
			"level": 11,
			"traits": [
				"abjuration",
				"focused",
				"invested",
				"magical"
			],
			"price": {
				"amount": 1250,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"This symbol shows your dedication to the magic practiced by some rangers. Most rangers wear it on an amulet, ring, or piercing. You gain a +2 item bonus to {@skill Nature} checks.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You gain 1 Focus Point, which you can use only to cast a ranger warden spell. When you use this Focus Point, the warden's signet also casts a 4th-level {@spell barkskin} spell on you. If not used by the end of your turn, this Focus Point is lost."
					]
				}
			],
			"craftReq": [
				"You are a ranger with at least one warden spell."
			]
		},
		{
			"name": "Thunderblast Slippers",
			"source": "TV",
			"page": 151,
			"type": "Item",
			"level": "9+",
			"traits": [
				"evocation",
				"invested",
				"magical",
				"sonic"
			],
			"usage": "worn footwear",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to {@skill Acrobatics} checks.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You move like the wind, with precision and speed. You {@action Stride} up to 60 feet; this movement doesn't trigger reactions. When you stop, if you've moved at least 30 feet from where you started, you release a thunderous 5-foot emanation that deals {@damage 2d6} bludgeoning damage and {@damage 2d6} sonic damage with a DC 25 basic Fortitude save. A creature that critically fails its save is also knocked {@condition prone}."
					]
				}
			],
			"variants": [
				{
					"level": 9,
					"price": {
						"amount": 650,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "thunderblast slippers"
				},
				{
					"level": 15,
					"price": {
						"amount": 6500,
						"coin": "gp"
					},
					"entries": [
						"The distance you can {@action Stride} increases to 120 feet, the damage is {@dice 3d6} of each type, and the Fortitude DC is 34.",
						"Headwear"
					],
					"variantType": "greater thunderblast slippers"
				}
			],
			"generic": "G"
		},
		{
			"name": "Candlecap",
			"source": "TV",
			"page": 151,
			"type": "Item",
			"level": 1,
			"traits": [
				"evocation",
				"invested",
				"light",
				"magical"
			],
			"price": {
				"amount": 12,
				"coin": "gp"
			},
			"usage": "worn headwear",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"The crown of a candlecap is stitched leather sewn in the shape of a small bowl. Fixed inside the bowl is a melted nub of wax with a small black wick.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"entries": [
						"You shake your head, and the candle wick ignites. The candlecap sheds dim light in a 20-foot radius. The candle doesn't require oxygen and can't be smothered or quenched. Activating the candlecap again douses the light."
					]
				}
			]
		},
		{
			"name": "Cassisian Helmet",
			"source": "TV",
			"page": 151,
			"type": "Item",
			"level": 6,
			"traits": [
				"abjuration",
				"invested",
				"magical"
			],
			"price": {
				"amount": 225,
				"coin": "gp"
			},
			"usage": "worn headwear",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"A small, feathered wing is attached to either side of this ornate brass helmet. A visor on the front lowers to cover your face. While wearing the cassisian helmet, you gain a +1 status bonus to AC and saves against evil creatures and effects.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"Lowering the visor, you send out eye beams that deal your choice of {@damage 2d6} cold or fire damage (DC 20 basic Reflex save) to all creatures in a 15-foot line."
					]
				}
			]
		},
		{
			"name": "Crown of the Companion",
			"source": "TV",
			"page": 151,
			"type": "Item",
			"level": 6,
			"traits": [
				"uncommon",
				"healing",
				"invested",
				"magical",
				"necromancy",
				"positive"
			],
			"price": {
				"amount": 250,
				"coin": "gp"
			},
			"usage": "worn headwear",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"Stories tell of a king who once loved his subjects so much he was willing to give his own life energy for them, using an object like the crown of the companion. Whether true or not, this majestic wooden crown bears elaborate carvings depicting that tale with images of a regal figure giving increasingly of themself to a throng of needy subjects. While wearing this crown, you gain a +1 item bonus to {@skill Diplomacy} checks.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You bow to an ally within 30 feet, creating a magical bond between the two of you as if you cast {@spell shield other} targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers {@dice 4d8} Hit Points and you recover half of what they recover."
					]
				}
			]
		},
		{
			"name": "Cayden's Tankard",
			"source": "TV",
			"page": 178,
			"type": "Item",
			"level": 25,
			"traits": [
				"unique",
				"artifact",
				"divine",
				"transmutation"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Artifact",
			"entries": [
				"This ordinary-looking silver tankard functions as a +4 major striking hopeful GB returning light hammer when wielded as a weapon. Imbued with {@deity Cayden Cailean}'s courage, you are immune to {@trait fear} effects. Any liquid poured into the tankard transforms into a strong, alcoholic ambrosia that remains contained safely within until you drink it. Drinking the ambrosia Activates the tankard, with one of the following effects. If you aren't the one blessed to borrow the tankard, you are {@condition drained||drained 4} and {@condition enfeebled||enfeebled 4} while holding it, and its magic doesn't function for you.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"{@action Interact}"
					],
					"trigger": "You are targeted or included in the area of a {@trait fear} effect",
					"entries": [
						"Calmly swigging a drink on the battlefield turns your foe's attempt to frighten you against them. The {@trait fear} effect is counteracted for all targets, and the creature that created the effect must attempt a saving throw as if it alone were the original target of the effect."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You drink from the tankard, ending the {@condition controlled}, {@condition grabbed}, {@condition immobilized}, {@condition paralyzed}, {@condition restrained}, and {@condition slowed} conditions on yourself and creatures of your choice within 120 feet of you, as well as anything giving such targets a circumstance penalty to Speed. Any effect causing these conditions ends, and if the source of the effect is an item, that item can't produce the effect for 1 week, provided it is of a level lower than the tankard's. If a target needs to {@action Escape} an effect imposing any of these conditions, it automatically does so on its next attempt. You can Activate this ability even if one of the listed conditions would normally prevent you from doing so (such as {@condition paralyzed})."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You enhance yourself with a shard of Cayden's divine fortune and cast {@spell indestructibility|APG}."
					]
				}
			],
			"destruction": [
				"If a lawful evil creature carries Cayden's Tankard into the Starstone Cathedral, drinks from it, and returns outside with it, the tankard shatters."
			]
		},
		{
			"name": "Coldstar Pistols",
			"source": "TV",
			"page": 178,
			"type": "Item",
			"level": 23,
			"traits": [
				"unique",
				"artifact",
				"evocation",
				"magical"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Artifact",
			"entries": [
				"One dueling pistol in this paired set is etched with flames along its barrel, while the other is etched with icicles. In these separate forms, one gun comprising the Coldstar Pistols functions as a +3 greater striking greater flaming dueling pistol and the other as a +3 greater striking greater frost dueling pistol. When joined, the guns form a double-barreled weapon that functions as a +4 major striking greater flaming greater frost dueling pistol. The combined form has a range increment of 120 feet. In either form, the Coldstar Pistols have the agile, concealable, concussive, and fatal d10 traits. As star guns, the Coldstar Pistols run on magic and don't use ammunition or black powder.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"entries": [
						"You switch the Coldstar Pistols from one form to the other. Attempt a {@skill Deception} check to {@action Feint} with a +4 circumstance bonus."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "round"
					},
					"entries": [
						"Make two Strikes against one target, taking the highest of the two attack rolls and applying it to both attacks. Your multiple attack penalty increases only after these Strikes. Destruction If Deft Onki's name and deeds ever fade from mortal memory entirely, the Coldstar Pistols can be destroyed like a normal object."
					]
				}
			]
		},
		{
			"name": "Forgotten Signet",
			"source": "TV",
			"page": 179,
			"type": "Item",
			"level": 21,
			"traits": [
				"rare",
				"artifact",
				"enchantment",
				"invested",
				"magical"
			],
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Artifact",
			"entries": [
				"At the center of this silver ring gleams an obsidian gem, its surface emblazoned with a bloodred rune of forgetting. While wearing a forgotten signet, you're subjected to mind blank (+32 counteract bonus) and easily fade from others' memory. Sapient creatures must attempt a DC 42 Will save each time you depart from their company or they forget you entirely.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The creature's memories of you are normal."
						],
						"Success": [
							"The creature remembers you and your interactions but has difficulty describing either to others. Each time they attempt to share information about these subjects with someone else, they relate only confusing or unclear details about you and this interaction."
						],
						"Failure": [
							"The creature remembers your existence but no details about you or your interactions. For example, they remember speaking with an individual of your most basic biological traits, such as a human woman, but not your name, appearance, or other specific features."
						],
						"Critical Failure": [
							"The creature retains no memories of you or this interaction. Destruction If a creature learns the true name of a forgotten signet's wearer and makes it public knowledge, that forgotten signet tarnishes and breaks in two."
						]
					}
				}
			]
		},
		{
			"name": "Ghosthand's Comet",
			"source": "TV",
			"page": 179,
			"type": "Item",
			"level": 23,
			"traits": [
				"unique",
				"artifact",
				"magical",
				"transmutation"
			],
			"usage": "held in 2 hands",
			"bulk": 2,
			"category": "Artifact",
			"entries": [
				"The barrel of this long rifle is translucent in places, forming a swirled pattern along the metal, and its stock is formed of crimson wood. Ghosthand's Comet is a +4 major striking {@item bane|SoM|beast‑bane} {@item greater impactful|SoM} advanced firearm with a range increment of 300 feet. It deals {@damage 5d8} force damage and has the backstabber, concussive, kickback, and fatal d12 traits. As a star gun, Ghosthand's Comet runs on magic and doesn't use ammunition or black powder. The weapon is silent when fired.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"trigger": "You attempt a ranged {@action Strike} with Ghosthand's Comet",
					"entries": [
						"For the triggering {@action Strike}, Ghosthand's Comet changes its damage type to your choice of acid, cold, electricity, fire, or sonic."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"entries": [
						"On your next attempt at a ranged {@action Strike} with Ghosthand's Comet, the shot phases through any material or magical obstacle, such as a wall of force, in its path, ignoring all cover. You must attempt the {@action Strike} by the end of your turn or this effect is lost."
					]
				}
			],
			"destruction": [
				"If the {@creature Grim Reaper} slays the wielder of Ghosthand's Comet, the Reaper's scythe, as it strikes the killing blow, is destined to slice the star gun in half."
			]
		},
		{
			"name": "Perfected Robes",
			"source": "TV",
			"page": 179,
			"type": "Item",
			"level": 22,
			"traits": [
				"rare",
				"artifact",
				"divination",
				"divine",
				"invested"
			],
			"usage": "worn",
			"bulk": "L",
			"category": "Artifact",
			"entries": [
				"These unadorned white robes, fastened with simple brass pins in the shape of a human hand, can't be soiled or blemished. While wearing perfected robes, you don't need to eat, sleep, or drink, but you can if you choose to. The robes bless you with constant true seeing (+32 counteract bonus). A creature who dons these robes without earning them is {@condition clumsy||clumsy 3}, {@condition enfeebled||enfeebled 3}, and {@condition stupefied||stupefied 3} while wearing them, gaining the true seeing but otherwise unable to use the robes' magic.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "minute"
					},
					"entries": [
						"If your next action is to attempt a d20 roll with which you have legendary proficiency, roll twice and take the better result. This is a {@trait fortune} effect."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You cast {@spell avatar}, gaining the abilities for {@deity Irori}."
					]
				}
			],
			"destruction": [
				"If the wearer ever willingly turns from the path of self-perfection into corruption or overindulgence, their perfected robes crumble to nothing."
			]
		},
		{
			"name": "Scale of Igroon",
			"source": "TV",
			"page": 180,
			"type": "Item",
			"level": 21,
			"traits": [
				"rare",
				"abjuration",
				"artifact",
				"primal"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Artifact",
			"entries": [
				"Carved from a scale of the kaiju Igroon, this jagged shield refracts light around it in a shimmering haze. A scale of Igroon (Hardness 20, HP 160, BT 80) recovers 4 Hit Points at the start of its wielder's turn. When you {@action Raise a Shield}, you can use the Shield Block reaction with the scale of Igroon to block an attack or effect that deals acid, cold, electricity, fire, force, or sonic damage as well as physical damage.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"requirements": "You're in an area of bright or dim light",
					"entries": [
						"You angle the shield to refract light.",
						"Until the start of your next turn, you gain a +4 item bonus to {@skill Stealth} checks to {@action Hide} and {@action Sneak} and can do so while {@condition observed}. This bonus ends if you Activate another ability or use the Shield Block reaction."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"requirements": "You're in an area of bright light",
					"entries": [
						"You angle the shield at a target within 60 feet, reflecting light into its eyes. It must attempt a DC 42 Fortitude save.",
						{
							"type": "successDegree",
							"entries": {
								"Critical Success": [
									"The target is unaffected."
								],
								"Success": [
									"The target is {@condition blinded} until its next turn begins."
								],
								"Failure": [
									"The target is {@condition blinded} for 1 minute."
								],
								"Critical Failure": [
									"The target is {@condition blinded} for {@dice 2d4} hours."
								]
							}
						}
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"{@action Interact}"
					],
					"trigger": "You use Shield Block and prevent yourself from taking energy damage from a line, ray, or a direct attack, including a {@spell magic missile} spell",
					"entries": [
						"You reflect the energy along a trajectory you choose. The effect travels only up to its remaining range, using its original parameters if it strikes other targets."
					]
				}
			],
			"destruction": [
				"If a deity, {@trait kaiju}, spawn of a deity, titan, or being of similar power stomps on a scale of Igroon while in absolute darkness, the shield is destroyed permanently."
			]
		},
		{
			"name": "Starfaring Cloak",
			"source": "TV",
			"page": 180,
			"type": "Item",
			"level": 24,
			"traits": [
				"rare",
				"artifact",
				"conjuration",
				"divine",
				"invested",
				"light"
			],
			"usage": "worn",
			"bulk": "L",
			"category": "Artifact",
			"entries": [
				"The swirling folds of a starfaring cloak appear to contain the night sky, with the stars rotating hypnotically through its firmament shedding dim light to a range of 10 feet. While wearing the cloak, you gain a +10-foot item bonus to your Speed and a fly Speed equal to your Speed. You can survive comfortably without breathing, in the void of space, and in severe or extreme cold or heat. Also, you gain sustenance from starlight and sunlight, so if you're outdoors for an hour or more per day, you don't need to eat or drink. While wearing the cloak, you can navigate perfectly and unerringly by looking up at the sky.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You make an attack roll, skill check, or saving throw",
					"entries": [
						"Reroll the triggering roll and take the higher result. This is a {@trait fortune} effect."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The cloak casts sleep at 4th level (DC 42)."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 3,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "week"
					},
					"entries": [
						"The cloak casts teleport at 10th level. If you name no destination, it teleports you to a random planet in a random location that's safe for you."
					]
				}
			],
			"destruction": [
				"If the wearer of a starfaring cloak is bound by {@ritual imprisonment} for a century and a day, the cloak dissolves into light. This time is reduced to a year and a day if the wearer is placed in eternal slumber by {@ritual imprisonment} and subjected to the {@spell nightmare} spell once per day."
			]
		},
		{
			"name": "Whisperer of Souls",
			"source": "TV",
			"page": 180,
			"type": "Item",
			"level": 28,
			"traits": [
				"unique",
				"artifact",
				"divine",
				"necromancy"
			],
			"usage": "held in 2 hands",
			"bulk": 2,
			"category": "Artifact",
			"entries": [
				"This +4 major striking {@item greater brilliant|SoM} {@item keen} {@item glaive} binds the souls of powerful creatures it slays. The soul can't be returned to life by any means while imprisoned within the glaive and can be freed only by a deed of great benevolence or selflessness. While using the glaive as a weapon, whenever you reduce a sapient creature of 18th level or higher to 0 Hit Points or roll a critical success with a {@action Strike} against such a target, the creature must attempt a DC 50 Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"No additional effect."
						],
						"Success": [
							"The glaive siphons the creature's essence, rendering it {@condition drained||drained 1}. If the creature dies from the {@action Strike} or while {@condition drained} in this way, the creature's soul is bound in the glaive."
						],
						"Failure": [
							"As success, but the creature is {@condition drained||drained 2}."
						],
						"Critical Failure": [
							"As success, but the creature is {@condition drained||drained 4}.",
							"The glaive also has the following activations."
						]
					}
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"trigger": "You {@action Strike} with the Whisperer of Souls",
					"entries": [
						"You choose whether the {@action Strike} deals lethal or nonlethal damage. If the glaive has a reason for doing so, such as slaying a creature whose soul the glaive can absorb, it can defy your choice if you fail a DC 50 Will save."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"trigger": "You attempt an {@skill Occultism} check to {@action Decipher Writing}, {@action Identify Magic}, {@action Learn a Spell}, or {@action Recall Knowledge}",
					"entries": [
						"You listen to eldritch secrets the weapon whispers, gaining a +4 item bonus to the triggering check."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 3,
						"unit": "action"
					},
					"components": [
						"command",
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "week"
					},
					"entries": [
						"Attempt an {@skill Occultism} check as if you cast the legend lore ritual about a subject. If you roll a success or critical success, you can repeat what the Whisperer of Souls relates to you about the subject. On a critical failure, you and the glaive are drawn into a murmuring void of cold, where your mind is assaulted by strange visions for an entire week. At the end of this time, you reappear and must attempt a DC 50 Will save.",
						{
							"type": "successDegree",
							"entries": {
								"Success": [
									"When you return, you can retrain one of your skills into a {@skill Lore} skill about evil creatures or places, as if you had spent 1 week retraining."
								],
								"Failure": [
									"As success, but you are {@condition stupefied||stupefied 2} for 1 week."
								],
								"Critical Failure": [
									"As success, but your alignment moves one step toward evil and you must retrain one of your skills into a {@skill Lore} about evil creatures or places. You become obsessed with increasing your forbidden knowledge, turning to wicked forces that offer such secrets and compromising your morals further if you must."
								]
							}
						}
					]
				}
			],
			"destruction": [
				"If the Whisperer of Souls is used to slay {@deity Shelyn||Shelyn's} herald, it disintegrates, bringing about great evil in its wake."
			]
		},
		{
			"name": "Ursine Avenger Hood",
			"source": "TV",
			"page": 183,
			"type": "Item",
			"level": 2,
			"traits": [
				"unique",
				"artifact",
				"invested",
				"primal",
				"transmutation"
			],
			"usage": "worn",
			"bulk": "L",
			"category": "Artifact",
			"entries": [
				"A gift passed from warrior to warrior, this cowl is made from a cave bear's skull and fur. Once invested, the wearer gains a +1 item bonus to {@skill Nature} checks to {@action Command an Animal}, which increases to +2 if the animal is a bear. The wearer of the hood feels a constant longing for the wilderness and wild places and takes a \u20131 item penalty to all {@skill Diplomacy} checks to {@action Gather Information} or {@action Make an Impression} if they go more than 5 days inside a large town or city without spending at least 4 hours in the wilderness."
			],
			"destruction": [
				"Soak the Ursine Avenger Hood in the blood of a linnorm that is at least 16th level and then burn it in a fire that uses only oak and chrysanthemum as fuel."
			]
		},
		{
			"name": "Gelid Shard",
			"source": "TV",
			"page": 184,
			"type": "Item",
			"level": 2,
			"traits": [
				"rare",
				"arcane",
				"artifact",
				"cold",
				"invested"
			],
			"category": "Artifact",
			"entries": [
				"This crystal shard shimmers with its own light even as it seems to draw the heat out of its surroundings. Plunging it into your heart grants you the tranquil lethality of deepest winter, but the more you draw upon its power, the colder your heart grows. Your frozen heart dulls your emotions. When you gain a bonus from an {@trait emotion} effect, that bonus is reduced by 1, to a minimum of 0. At 10th level, the bonus is reduced by 2. Your dulled emotions make it hard to relate to others; the DC of checks to {@action Make an Impression} or {@action Request} a favor of other creatures, or to {@action Aid} in such attempts, is increased by +2. You gain resistance to cold equal to your level and a +2 status bonus to all saves against {@trait emotion} effects."
			],
			"destruction": [
				"The gelid shard must be left exposed in the {@place Plane of Fire|GMG} for a week and a day, then smashed with an adamantine hammer by someone who felt true love for the shard's creator."
			]
		},
		{
			"name": "Bellicose Dagger",
			"source": "TV",
			"page": 190,
			"type": "Item",
			"level": 7,
			"traits": [
				"rare",
				"cursed",
				"magical",
				"necromancy"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"The hilt of a bellicose dagger is etched with the word for \"war\" in various languages. Having absorbed the spirit of violence over the course of its existence, the weapon now craves bloodshed. A bellicose dagger is a {@runeItem dagger||+1 weapon potency||striking||wounding|}. However, anytime you interact with creatures, no matter the context, you must succeed at a DC 25 Will save or else find you have, as a reaction, drawn the dagger. When you use the bellicose dagger as a weapon for the first time, it fuses to you. While it's in your possession, you take a \u20132 circumstance penalty to {@skill Diplomacy} checks and skill checks to avoid fighting, such as {@skill Deception} checks to trick your way out of a scuffle or {@skill Stealth} checks to sneak past enemies."
			]
		},
		{
			"name": "Bower Fruit",
			"source": "TV",
			"page": 190,
			"type": "Item",
			"level": 13,
			"traits": [
				"rare",
				"consumable",
				"cursed",
				"necromancy",
				"primal"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Bower fruit got its name from its association with the Green Mother, a fey Eldest with a fondness for plants and manipulation, whose domain is known as the Hanging Bower. She uses these cursed fruits to keep mortals in her thrall, but it's unknown whether she created them or simply popularized their use.",
				"A bower fruit condemns a non-fey who tastes it to never again be satisfied with Material Plane fare. Any fruit can be cursed in this manner, but stone fruits such as peaches, plums, mangoes, and lychees are most common. Upon activating a bower fruit by eating it, the fruit casts a 6th-level {@spell feast of ashes|LOGM} (Pathfinder Lost Omens Gods & Magic 107) on you (DC 30). This curse is permanent, but food from the First World, rather than no food, can sate your accursed hunger.",
				"If you sate your hunger this way, you gain an addiction (Gamemastery Guide 120) as if First World food and drink were a drug for you (DC 30)."
			]
		},
		{
			"name": "Phantom Piano",
			"source": "TV",
			"page": 196,
			"type": "Item",
			"level": 12,
			"traits": [
				"rare",
				"enchantment",
				"focused",
				"intelligent",
				"occult"
			],
			"usage": "Held in 2 Hands",
			"bulk": 16,
			"category": "Held",
			"perception": {
				"default": 22,
				"senses": {
					"precise": [
						"vision 30 feet"
					],
					"imprecise": [
						"hearing 30 feet"
					]
				}
			},
			"communication": [
				{
					"name": "telepathy",
					"notes": "any languages the possessing spirit knew in life"
				}
			],
			"skills": {
				"Diplomacy": {
					"default": 23
				},
				"Music Lore": {
					"default": 23
				},
				"Performance": {
					"default": 25
				},
				"Society": {
					"default": 21
				}
			},
			"abilityMods": {
				"Int": 3,
				"Wis": 4,
				"Cha": 5
			},
			"savingThrows": {
				"Will": {
					"default": 22
				}
			},
			"entries": [
				"When a skilled musician dies before reaching their full potential or accomplishing an important goal, their soul might refuse to move on to the Boneyard. Rather than becoming undead, the spirit possesses an instrument they played in life, turning it into an intelligent item and a virtuoso instrument. (Other phantom instruments exist, but most are heavy.) A phantom piano offers a bargain to any bard or other skilled musician who finds it: receive musical aid as you dedicate yourself to reaching the success the spirit felt they were denied in life. The piano refuses to play for those who reject this deal. If you accept, the piano asks only that you practice with it and perform for increasingly refined and august audiences, requiring a successful {@skill Performance} check appropriate to your proficiency level.",
				"The piano sets no strict timeline, but at the GM's discretion, if you go too long without making progress, the piano can cease cooperating with you until it's satisfied with your dedication once again.",
				"While you keep up your end of the bargain, the piano grants you a +2 item bonus to {@skill Performance} checks made with it. The piano also provides access to composition spells based on your {@skill Performance} proficiency rank, as if you had the corresponding feat. The spells you can use comprise a cumulative list, but you can cast them only when using the piano. You must spend the actions and Focus Points required to cast these spells.",
				{
					"type": "pf2-options",
					"items": [
						{
							"type": "item",
							"name": "Trained",
							"entries": [
								"{@spell inspire competence}, {@spell inspire courage}"
							]
						},
						{
							"type": "item",
							"name": "Expert",
							"entries": [
								"{@spell hymn of healing|APG}, {@spell inspire defense}"
							]
						},
						{
							"type": "item",
							"name": "Master",
							"entries": [
								"{@spell symphony of the unfettered heart|APG}"
							]
						},
						{
							"type": "item",
							"name": "Legendary",
							"entries": [
								"{@spell soothing ballad}"
							]
						}
					]
				},
				"A phantom piano has the following activations.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"entries": [
						"The piano shrinks down to a figurine of light Bulk compact enough to store in a pouch, or from figurine form back to instrument form. In figurine form, the piano doesn't function as an instrument or provide magic other than this activation."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You gain 1 Focus Point, which you can spend only to {@action Cast a Spell} the piano provides you."
					]
				}
			]
		},
		{
			"name": "Corruption Cassock",
			"source": "TV",
			"page": 190,
			"type": "Item",
			"level": 11,
			"traits": [
				"rare",
				"cursed",
				"divination",
				"divine",
				"focused",
				"intelligent",
				"invested"
			],
			"usage": "worn garment",
			"bulk": "L",
			"category": "Worn",
			"perception": {
				"default": 20,
				"senses": {
					"precise": [
						"vision 30 feet"
					],
					"imprecise": [
						"hearing 30 feet"
					],
					"constant": [
						"{@spell detect alignment}"
					]
				}
			},
			"communication": [
				{
					"name": "telepathy",
					"notes": "{@language Celestial}, {@language Common}, four other languages"
				}
			],
			"skills": {
				"Deception": {
					"default": 21
				},
				"Diplomacy": {
					"default": 19
				},
				"Religion": {
					"default": 19
				},
				"Society": {
					"default": 21
				}
			},
			"abilityMods": {
				"Int": 2,
				"Wis": 5,
				"Cha": 4
			},
			"savingThrows": {
				"Will": {
					"default": 20
				}
			},
			"entries": [
				"Devotees of non-evil faiths fear and loathe corruption cassocks, each of which is dedicated to an evil deity. When the garment chooses a target, such as when it senses a worshipper of a good or neutral deity, it alters its form to match another deity's iconography, appearing to be a cassock of devotion for that deity. Once donned, the cassock tries to subtly sway its wearer to the worship of its deity.",
				"If the wearer begins to succumb, the corruption cassock gradually reverts to its true appearance, replacing its false iconography as its wearer converts.",
				"A corruption cassock functions as a cassock of devotion for any wearer it chooses. Once you invest the cassock, it fuses to you. The cassock has the alignment trait of its deity (LE, NE, or CE), and while you remain loyal to another deity, you believe it grants you a +2 item bonus to {@skill Religion} checks and a +1 item bonus to the divine skill of the deity to whom you believe the cassock is dedicated. It does neither. The GM secretly adjusts your checks with those skills, causing you to fail at religious tasks more often. If you have multiple equal or lower item bonuses to the affected skills, the cassock takes precedence, negating those bonuses. If you convert to following the cassock's true evil deity, however, these bonuses function normally for you. If you attempt to {@action Cast a Spell} with an alignment trait that doesn't match the cassock's, it can force you to attempt a DC 28 Will save. On a failure, you're {@condition stupefied||stupefied 1} for one minute ({@condition stupefied||stupefied 2} on a critical failure). A corruption cassock uses this ability to convince you that your deity has forsaken you.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity you believe the cassock is dedicated to. If you don't spend this Focus Point by the end of this turn, it's lost.",
						"However, when you use this activation, the corruption cassock can instead cast a domain spell of the same level from its deity. It does so only to confuse and dismay you, harming your faith."
					]
				}
			]
		},
		{
			"name": "Crushing Coils",
			"source": "TV",
			"page": 191,
			"type": "Item",
			"level": 5,
			"traits": [
				"rare",
				"cursed",
				"evocation",
				"invested",
				"magical"
			],
			"usage": "worn armor",
			"bulk": 1,
			"category": "Armor",
			"entries": [
				"Made from constrictor snakeskin, the strips of this +1 leather armor wrap around you like an anaconda might wrap around its victim. The first time you roll a 1 on any attack roll or check after donning the armor, it fuses with you and constricts. It constricts anytime you roll a 1 on any attack roll or check thereafter. When the armor constricts, you're {@condition restrained} for 1 round.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"entries": [
						"The armor wraps around you, allowing you to don it by the time the activation finishes."
					]
				}
			]
		},
		{
			"name": "Draconic Toxin Bottle",
			"source": "TV",
			"page": 191,
			"type": "Item",
			"level": 7,
			"traits": [
				"rare",
				"air",
				"conjuration",
				"consumable",
				"cursed",
				"magical"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Consumable",
			"entries": [
				"This glass bottle appears to be a dragon's breath potion of a specific dragon type (usually red) but has been polluted, making it toxic to use.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"entries": [
						"You drink from the bottle and must succeed at a DC 25 Fortitude saving throw or become {@condition sickened||sickened 1} ({@condition sickened||sickened 2} on a critical failure) and immediately vomit the potion directly onto yourself, taking damage as though you had failed a save against a standard dragon's breath potion (Core Rulebook 562). If you succeed at your Fortitude save, you become {@condition sickened||sickened 1} but otherwise are able to unleash a breath weapon as normal for a dragon's breath potion of the appropriate type."
					]
				}
			]
		},
		{
			"name": "Dullahan Codex",
			"source": "TV",
			"page": 191,
			"type": "Item",
			"level": 20,
			"traits": [
				"unique",
				"cursed",
				"grimoire",
				"magical",
				"necromancy"
			],
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"The origins of the notorious Dullahan Codex are shrouded in mystery. Some legends claim it belongs to a dullahan whose head was taken by the Grim Reaper. Others attribute its creation to a powerful necromancer whose name has been lost to time. Whatever the truth, the grimoire has passed down through the ages, sometimes via mortal hands and other times mysteriously appearing among the possessions of its next target. It deserves its reputation for dooming those who possess it to die, but scholars debate whether the codex causes this fate or merely acts as its harbinger.",
				"The Dullahan Codex is a jet-black tome bearing a single rune embossed on its cover, and it functions as a true endless grimoire (Secrets of Magic 162). Inside, scrawled across its parchment pages in a delicate, spidery script, is a lengthy list of names that always appears in a reader's native alphabet. The grimoire isn't sentient, but it selects its owners, quickly passing out of the hands of those it doesn't choose. An intended victim's name appears on the list of names.",
				"If your name is on the list and you touch the volume or read from its pages, you must attempt a DC 45 Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The codex disappears, moving on to a new victim."
						],
						"Success": [
							"The codex fuses to you."
						],
						"Failure": [
							"The codex fuses to you, and you become {@condition doomed||doomed 1}."
						],
						"Critical Failure": [
							"As failure, but you're {@condition doomed||doomed 2}.",
							"If you attempt to get rid of the codex while it's fused to you, it returns to your possession within an hour. Each day the codex is fused to you, you must attempt another Will saving throw, but a critical success does nothing. The {@condition doomed} value from the codex can decrease only after it's no longer fused to you; once it's fused to you, you remain its intended victim unless you complete a freedom ritual aimed at ending this 10th-level effect. (On a critical failure with this ritual, the codex adds all casters to its list.) You can redirect the curse by inscribing another person's name in the grimoire and succeeding at a DC 40 {@skill Arcana} or {@skill Occultism} check. Doing so is an evil act. If the curse is ritually ended or redirected, or the chosen victim dies, the codex moves on to a new victim."
						]
					}
				}
			]
		},
		{
			"name": "Gaffe Glasses",
			"source": "TV",
			"page": 191,
			"type": "Item",
			"level": 3,
			"traits": [
				"rare",
				"cursed",
				"divination",
				"invested",
				"magical"
			],
			"usage": "worn eyepiece",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"These wire-rim glasses appear to be glasses of sociability (Secrets of Magic 185), making you think they grant a +1 item bonus to {@skill Diplomacy} when they grant none. The GM secretly adjusts your {@skill Diplomacy} checks to ignore the bonus, and if you have multiple +1 item bonuses to {@skill Diplomacy}, the glasses take precedence, negating those bonuses.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"entries": [
						"Like glasses of sociability, with the same limitations, you stare at another creature. If you've met and exchanged names, you expect to instantly remember the target's name. However, you recall the worst possible incorrect name, such as mistaking a famous artist for their hated rival. This blunder doesn't prevent you from realizing the creature's real name after you've been corrected. Once you use this activation, the glasses fuse to you."
					]
				}
			]
		},
		{
			"name": "Hat of Disagreeable Disguise",
			"source": "TV",
			"page": 191,
			"type": "Item",
			"level": "2+",
			"traits": [
				"rare",
				"cursed",
				"illusion",
				"invested",
				"magical"
			],
			"usage": "worn headwear",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"This elegant hat appears to be and functions as a hat of disguise. When you invest the hat, it fuses to you.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "minute"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"Like a hat of disguise, the hat casts a 1st-level {@spell illusory disguise} spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you're trying to sneak past guards or lending you the seeming of a pauper if you're trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won't. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can't {@action Dismiss} the spell."
					]
				}
			],
			"variants": [
				{
					"level": 2,
					"entries": [],
					"variantType": "hat of disagreeable disguise"
				},
				{
					"level": 7,
					"entries": [
						"You can Activate the hat as a 2-action activity any number of times per day, the illusory disguise is 2nd level (allowing it to malfunction with sound and smell), and the DC is 23."
					],
					"variantType": "greater hat of disagreeable disguise"
				}
			],
			"generic": "G"
		},
		{
			"name": "Heckling Tools",
			"source": "TV",
			"page": 192,
			"type": "Item",
			"level": 3,
			"traits": [
				"rare",
				"cursed",
				"enchantment",
				"intelligent",
				"magical"
			],
			"usage": "held in 2 hands",
			"bulk": "as tools of the normal type",
			"category": "Held",
			"perception": {
				"default": 9,
				"senses": {
					"precise": [
						"vision 30 feet"
					],
					"imprecise": [
						"hearing 30 feet"
					]
				}
			},
			"communication": [
				{
					"name": "telepathy",
					"notes": "two common languages"
				}
			],
			"skills": {
				"Intimidation": {
					"default": 9
				},
				"one skill associated with their use": {
					"default": 9
				}
			},
			"abilityMods": {
				"Int": 2,
				"Wis": 2,
				"Cha": 2
			},
			"savingThrows": {
				"Will": {
					"default": 7
				}
			},
			"entries": [
				"Tools that are severely misused or left in malevolent circumstances can develop malicious sapience, dedicated to critiquing those who use them. Such heckling tools are often born from implements useful to adventurers because such people are the likely to misuse tools or leave them in a corrupting situation. When you first set to using the tools, they fuse to you. Used for their intended purpose, the tools telepathically badger and disparage you, mocking your abilities and giving you ill-founded advice. You must succeed at a DC 19 Will save to realize this badgering comes from the tools and not your own negative thoughts. Instead of the tool's usual bonus, you take a \u20132 circumstance penalty to checks made using heckling tools. Once you realize the tools are cursed, you can suppress their {@trait negative} effects, gaining their typical bonus for 24 hours if you succeed at a DC 17 {@skill Deception} or {@skill Diplomacy} check to placate them, often by offering obsequious, public admiration."
			]
		},
		{
			"name": "Luckless Dice",
			"source": "TV",
			"page": 192,
			"type": "Item",
			"level": 2,
			"traits": [
				"rare",
				"cursed",
				"magical",
				"misfortune",
				"transmutation"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"Carved of bone, luckless dice appear to be a set of loaded dice (Pathfinder Lost Omens Grand Bazaar 58). If unsuccessfully identified as cursed, luckless dice seem to hold a minor enchantment that improves your luck. However, they fuse to you when you use them, cursing you with ill fortune. Luckless dice don't grant a bonus on {@skill Lore||Games Lore} checks. Instead, when you use them to gamble, the GM rolls secretly, granting you the lower result. Once you realize the dice are cursed, the GM can instead allow you to roll twice and take the lower result."
			]
		},
		{
			"name": "Mother Maw",
			"source": "TV",
			"page": 192,
			"type": "Item",
			"level": 15,
			"traits": [
				"rare",
				"conjuration",
				"cursed",
				"extradimensional",
				"magical"
			],
			"usage": "placed on a surface",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"This item appears to be and functions as a portable hole (page 115), but it's actually the maw of an alien extradimensional creature akin to and older than a bag of devouring. Any animal or vegetable matter put in the hole has a chance of triggering the creature's interest. Whenever you reach into the hole to retrieve an item or place an animal or plant product within the bag, roll a DC {@flatDC 11} flat check. On a success, the hole ignores the intrusion. On a failure, the mother maw devours the triggering material, removing it from existence.",
				"The maw can't eat artifacts. If the triggering material isn't entirely inside the maw, such as when someone reaches inside, the mother maw attempts to pull it completely inside using a {@action Grapple} action with a +28 {@skill Athletics} bonus. On a success, it devours the victim or object.",
				"Whenever the maw critically fails the {@skill Athletics} check, it regurgitates one creature or object it previously devoured. The condition of the vomited creature or object depends on its resilience and the time it has spent inside the maw. Typically, the maw spews forth items it finds difficult to digest, such as those made of adamantine or protected by magic. It can and does regurgitate remains, though."
			]
		},
		{
			"name": "Ring of Ravenousness",
			"source": "TV",
			"page": 192,
			"type": "Item",
			"level": 7,
			"traits": [
				"rare",
				"conjuration",
				"cursed",
				"invested",
				"magical"
			],
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"Carved of acacia wood, a ring of ravenousness is inlaid with a geometric pattern. The ring appears to be a ring of sustenance. Once you invest it, though, it fuses to you, its effects activating immediately. While wearing the ring, you require twice the normal amount of food and drink for a creature your size to avoid starvation and thirst."
			]
		},
		{
			"name": "Shared-Pain Sankeit",
			"source": "TV",
			"page": 192,
			"type": "Item",
			"level": 14,
			"traits": [
				"rare",
				"cursed",
				"invested",
				"magical",
				"necromancy"
			],
			"usage": "worn armor",
			"bulk": 3,
			"category": "Armor",
			"entries": [
				"A shared‑pain sankeit seems to be an impressive suit of +2 resilient fortification darkwood sankeit (page 9) shaped to resemble a mighty linnorm. However, it protects you by drawing on the health of your nearby allies. When you roll the flat check for the armor's fortification rune, it protects you normally when you roll a 20. When you roll a 17, 18, or 19, though, the GM determines damage for the critical hit normally, then distributes half to you and the other half evenly among allies within 30 feet of you. If no ally is within range to take the distributed damage, the fortification rune fails to function. This effect manifests the first time an attacker scores a critical hit on you, after which the armor fuses with you."
			]
		},
		{
			"name": "Shrieking Key",
			"source": "TV",
			"page": 192,
			"type": "Item",
			"level": 5,
			"traits": [
				"rare",
				"cursed",
				"magical",
				"transmutation"
			],
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"category": "Held",
			"entries": [
				"A skull-topped metal shrieking key appears to be a skeleton key, useful in place of thieves' tools when attempting to {@action Pick a Lock}. A shrieking key has no activation, however. When you use it to {@action Pick a Lock}, the key emits a loud shriek audible for 500 feet despite ambient noise. Physical barriers still block or muffle the shriek as normal. You also take a \u20132 circumstance penalty to the {@skill Thievery} check rather than enjoying a bonus. After you attempt such a check with the key the first time, it fuses to you, returning to your possession if discarded. To use another device to {@action Pick a Lock}, you must first succeed at a DC 20 Will save."
			]
		},
		{
			"name": "Sluggish Bracelet",
			"source": "TV",
			"page": 193,
			"type": "Item",
			"level": 3,
			"traits": [
				"rare",
				"cursed",
				"invested",
				"magical",
				"transmutation"
			],
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"A silver charm bracelet, a sluggish bracelet appears to be a bracelet of dashing, granting you a +1 item bonus to {@skill Acrobatics} checks. If the curse goes unrecognized, you think you can Activate it to gain a +10-foot status bonus to your Speed for 1 minute. Instead, its activation is as follows.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"entries": [
						"You take a \u201310-foot penalty to your Speed for 1 minute, and the bracelet fuses to you.",
						"Thereafter, it grants you no bonus to {@skill Acrobatics} checks, and it imposes a \u20135-foot status penalty to your Speed."
					]
				}
			]
		},
		{
			"name": "Spurned Lute",
			"source": "TV",
			"page": 193,
			"type": "Item",
			"level": 5,
			"traits": [
				"rare",
				"cursed",
				"enchantment",
				"magical"
			],
			"usage": "held in 2 hands",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"Made of a deep-brown rosewood, a spurned lute is adorned with carved flowers. The lute appears to be and functions as a virtuoso instrument. (Other spurned instruments exist, but the lute is the least rare.) This lute has a jealous streak, demanding total loyalty from its \"partner\" musician. After you play the lute for the first time, it fuses to you. If you go a day without using it to {@action Perform}, you become {@condition stupefied||stupefied 1} until you next do so. After that, when you attempt a {@skill Performance} check using an instrument other than the lute, you take a \u20134 circumstance penalty to do so, and you must succeed at a DC 20 Will save or become {@condition stupefied||stupefied 1} for 1 minute."
			]
		},
		{
			"name": "Tattletale Orb",
			"source": "TV",
			"page": 193,
			"type": "Item",
			"level": "14+",
			"traits": [
				"rare",
				"cursed",
				"divination",
				"magical",
				"scrying"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"A tattletale orb is a polished crystal sphere that appears to function as a crystal ball. If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb's type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your {@spell scrying} spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb's type, to use another such device.",
				"Tattletale orbs come in the same types as crystal balls, with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball."
			],
			"generic": "G",
			"variants": [
				{
					"level": 14,
					"entries": [],
					"variantType": "clear quartz"
				},
				{
					"level": 15,
					"entries": [
						"The target is temporarily immune to the orb's see invisibility for 24 hours and can choose to be {@condition invisible} to the orb's scrying during that time."
					],
					"variantType": "selenite"
				},
				{
					"level": 16,
					"entries": [
						"The target is temporarily immune to the orb's mind reading for 24 hours and can use mind reading against you instead, as if the target used the orb."
					],
					"variantType": "moonstone"
				},
				{
					"level": 17,
					"entries": [
						"The target can send you one telepathic demand."
					],
					"variantType": "peridot"
				},
				{
					"level": 19,
					"entries": [
						"The target is temporarily immune to the orb's true seeing for 24 hours. During that time, you see a false vision of the target's choice if you scry on the target. Despite being higher level than the spell, you can't disbelieve this illusion if scrying through the orb."
					],
					"variantType": "obsidian"
				}
			]
		},
		{
			"name": "Unfathomable Stargazer",
			"source": "TV",
			"page": 193,
			"type": "Item",
			"level": 15,
			"traits": [
				"rare",
				"cursed",
				"divination",
				"magical"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"An unfathomable stargazer is a handheld brass telescope etched with constellations, the patterns of which form bizarre, shifting runes. You can observe the night sky with an unfathomable stargazer, however, the constellations you glimpse through the telescope distort with expanding and contracting fields of darkness among them. You use {@skill Occultism} instead of {@skill Perception} or {@skill Lore||Astronomy Lore} when observing the skies with this item, and gain a +2 item bonus on all checks to do so. Once you use it, it fuses to you, and you must succeed at a DC 35 Will save to use another device to observe the stars, including your naked eyes. The telescope imposes a \u20134 circumstance penalty to {@skill Survival} checks to {@action Sense Direction} or navigate. If you critically fail this {@skill Survival} check, you're subjected to warp mind (DC 34) as you glimpse something horrifying and alien amid the darkness."
			]
		},
		{
			"name": "Arboreal Staff",
			"source": "TV",
			"page": 193,
			"type": "Item",
			"level": 12,
			"traits": [
				"rare",
				"divination",
				"intelligent",
				"primal",
				"staff"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Staff",
			"perception": {
				"default": 25,
				"senses": {
					"precise": [
						"vision (low-light) 60 feet"
					],
					"imprecise": [
						"hearing 30 feet",
						"tremorsense 30 feet (only when touching the ground)"
					]
				}
			},
			"communication": [
				{
					"name": "speech",
					"notes": "{@language Arboreal}, {@language Common}, {@language Sylvan}; {@spell speak with plants}"
				}
			],
			"skills": {
				"Diplomacy": {
					"default": 22
				},
				"Forest Lore": {
					"default": 25
				},
				"Nature": {
					"default": 25
				}
			},
			"abilityMods": {
				"Int": 4,
				"Wis": 6,
				"Cha": 4
			},
			"savingThrows": {
				"Will": {
					"default": 27
				}
			},
			"entries": [
				"Rather than passing on when they feel their death approaching, a rare few elderly arboreals undergo a ritual of preservation. This rite fuses the arboreal's consciousness into a branch, allowing their spirit to live on within the object. The branch functions as a greater verdant staff, though the arboreal spirit allows only partners willing to safeguard nature to use the staff's spells. An arboreal who decides to become an arboreal staff is more connected to shorter-lived species than others of their kind. Most choose to endure to share their knowledge with future generations, but they take a long view in ways that can be frustrating to their wielders.",
				"In addition to the activation and spells of a greater verdant staff, an arboreal staff can cast the spells it holds as if it were the staff's wielder, though it usually does so only to benefit a partner. The staff also has earthbind available as a 3rd-level spell."
			]
		},
		{
			"name": "Bleachguard Doll",
			"source": "TV",
			"page": 194,
			"type": "Item",
			"level": 8,
			"traits": [
				"rare",
				"conjuration",
				"intelligent",
				"magical"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"perception": {
				"default": 16,
				"senses": {
					"precise": [
						"vision (low-light) 30 feet"
					],
					"imprecise": [
						"hearing 30 feet"
					]
				}
			},
			"communication": [
				{
					"name": "speech",
					"notes": "one language spoken by the doll's creator"
				}
			],
			"skills": {
				"One Intelligence-, Wisdom-, or Charisma-based skill chosen by the creator at": {
					"default": 16
				}
			},
			"abilityMods": {
				"Int": 3,
				"Wis": 3,
				"Cha": 3
			},
			"savingThrows": {
				"Will": {
					"default": 16
				}
			},
			"entries": [
				"Rather than seeking out new experiences to stave off the Bleaching, gnome spellcasters with the right know-how can infuse a small fragment of their consciousness into a doll, then send the doll off with a crew of adventurers to experience new things. Such gnomes might have difficulties that keep them from exploring or might be preoccupied with other pursuits, but the doll acts as an intermediary, transmitting the benefits of new experiences to its creator via a potent, but passive, psychic link. A bleachguard doll has the alignment and demeanor of its creator, but new experiences can cause the two to diverge. The doll's creator is neither able to control it nor are they constantly aware of its activities. If the original creator perishes, the doll sometimes becomes inert (essentially {@condition dying} as well), sometimes remains an intelligent item, and sometimes becomes a normal soulbound doll (Bestiary 304), diminished in power but with some of the item's capabilities.",
				"Once per day, the doll sends its creator a dream of the day's events. Each bleachguard doll can cast the cantrips light (3rd level), prestidigitation, and one other 3rd-level cantrip, along with one spell (at 3rd level) that can be cast once per day. The creator chooses the cantrip and spells, which can't require an attack roll or saving throw, during the doll's creation.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"entries": [
						"The bleachguard doll casts one of its available cantrips or spells."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The bleachguard doll animates per summon construct as a soulbound doll, retaining pertinent item statistics, cantrips, and its spell instead of those of the soulbound doll. The soulbound doll can {@action Cast a Spell} only if the bleachguard doll has a use of that spell remaining for the day. When reduced to 0 Hit Points or this activation ends, the bleachguard doll becomes inert but repairs itself at the rate of 1 Hit Point per hour. This activation is unavailable until the doll has 23 Hit Points again."
					]
				}
			]
		},
		{
			"name": "Dawnflower Beads",
			"source": "TV",
			"page": 194,
			"type": "Item",
			"level": 11,
			"traits": [
				"rare",
				"divine",
				"healing",
				"intelligent",
				"necromancy",
				"positive"
			],
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"category": "Held",
			"perception": {
				"default": 20,
				"senses": {
					"precise": [
						"vision 30 feet"
					],
					"imprecise": [
						"hearing 30 feet"
					]
				}
			},
			"communication": [
				{
					"name": "speech",
					"notes": "{@language Celestial}, {@language Common}, and two other common languages"
				}
			],
			"skills": {
				"Diplomacy": {
					"default": 21
				},
				"Medicine": {
					"default": 22
				},
				"Religion": {
					"default": 19
				},
				"Sarenrae Lore": {
					"default": 23
				}
			},
			"abilityMods": {
				"Int": 2,
				"Wis": 5,
				"Cha": 4
			},
			"savingThrows": {
				"Will": {
					"default": 20
				}
			},
			"entries": [
				"Prayer beads given prolonged exposure to spiritual energies at sacred Sarenite sites can attain sapience as Dawnflower beads. Other such objects hold the spirits of Sarenite priests who dedicated themselves to their work beyond death. Dawnflower beads function as greater holy prayer beads. They don't re-attune to other deities but allow any good or neutral divine spellcaster to use them, though they attempt to talk their wielder out of morally questionable acts. Add positive luminance to the beads' spell list, available to be cast once per day. Dawnflower beads also have the following activation.",
				{
					"type": "ability",
					"components": [
						"{@action Cast a Spell}"
					],
					"entries": [
						"The beads cast 4th-level {@spell light}."
					]
				}
			]
		},
		{
			"name": "Faerie Queen's Bower",
			"source": "TV",
			"page": 194,
			"type": "Item",
			"level": 13,
			"traits": [
				"rare",
				"divine",
				"good",
				"intelligent",
				"invested",
				"transmutation"
			],
			"usage": "worn armor",
			"bulk": 1,
			"category": "Armor",
			"perception": {
				"default": 23,
				"senses": {
					"precise": [
						"vision (darkvision) 60 feet"
					],
					"imprecise": [
						"hearing 30 feet"
					]
				}
			},
			"communication": [
				{
					"name": "telepathy",
					"notes": "{@language Celestial}, {@language Common}"
				}
			],
			"skills": {
				"Diplomacy": {
					"default": 25
				},
				"Religion": {
					"default": 25
				}
			},
			"abilityMods": {
				"Int": 4,
				"Wis": 4,
				"Cha": 6
			},
			"savingThrows": {
				"Will": {
					"default": 25
				}
			},
			"entries": [
				"A suit of autumn's embrace armor (page 14) can gain sapience when lovingly crafted by a fae monarch of sufficient power; a suit of faerie queen's bower is one such example. The armor is happy to give you and your companions counsel, hoping to guide you on a path of benevolence and aid you in battles against forces that seek to cause harm to the natural world. It refuses access to its magic to anyone who causes undue harm to plants or animals. In addition to the features and activation of autumn's embrace, faerie queen's bower has the following activation.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The armor casts 4th-level {@spell safe passage|APG} (Advanced Player's Guide 224), with the protected area beginning from your square and extending to a place of relative safety."
					]
				}
			]
		},
		{
			"name": "Inquisitive Quill",
			"source": "TV",
			"page": 194,
			"type": "Item",
			"level": 4,
			"traits": [
				"rare",
				"divination",
				"intelligent",
				"magical"
			],
			"usage": "held in 1 hand or free-standing",
			"bulk": "\u2014",
			"category": "Held",
			"perception": {
				"default": 11,
				"senses": {
					"precise": [
						"vision 60 feet"
					],
					"imprecise": [
						"hearing 30 feet"
					]
				}
			},
			"communication": [
				{
					"name": "speech",
					"notes": "five languages"
				}
			],
			"skills": {
				"Arcana": {
					"default": 12
				},
				"Nature": {
					"default": 9
				},
				"Occultism": {
					"default": 10
				},
				"Religion": {
					"default": 9
				},
				"Scribing Lore": {
					"default": 12
				},
				"Society": {
					"default": 10
				}
			},
			"abilityMods": {
				"Int": 4,
				"Wis": 3,
				"Cha": 1
			},
			"savingThrows": {
				"Will": {
					"default": 11
				}
			},
			"entries": [
				"A colorful feather adorns an inquisitive quill, which never runs out of ink. Essentially a Tiny construct, an inquisitive quill can stand on its own when given a surface, balancing as it writes or stands. (Drawing a line gives it an effective Speed of 5 feet.) It has strong curiosity, eagerly writing any information offered to it, often acting as a scribe for its partner. The quill copies text and drawings it can see or transcribes dictation it hears. It writes at a rate that rivals that of an expert scribe."
			]
		},
		{
			"name": "Kindled Tome",
			"source": "TV",
			"page": 195,
			"type": "Item",
			"level": 11,
			"traits": [
				"rare",
				"evocation",
				"grimoire",
				"intelligent",
				"magical"
			],
			"bulk": "L",
			"category": "Grimoire",
			"perception": {
				"default": 17,
				"senses": {
					"precise": [
						"vision 30 feet"
					],
					"imprecise": [
						"hearing 30 feet",
						"sense of heat 30 feet"
					]
				}
			},
			"communication": [
				{
					"name": "telepathy",
					"notes": "{@language Common}, {@language Ignan}, and two other common languages"
				}
			],
			"skills": {
				"Arcana": {
					"default": 21
				},
				"Fire Lore": {
					"default": 23
				},
				"Nature": {
					"default": 17
				}
			},
			"abilityMods": {
				"Int": 4,
				"Wis": 0,
				"Cha": 5
			},
			"savingThrows": {
				"Will": {
					"default": 17
				}
			},
			"entries": [
				"A kindled tome is a {@item book of lingering blaze|SoM|book of lingering blazes} awakened to sapience and imbued with an enthusiasm for fire. It encourages you to learn new fire spells to inscribe within its pages. When you attempt a skill check to {@action Learn a Spell} to add a spell with the {@trait fire} trait to the kindled tome, you treat your result as one step better than you rolled. The tome can be disparaging about other spells as \"a waste of good page space,\" especially if those spells have the {@trait cold} or {@trait water} traits.",
				"In addition to the activation of a book of lingering blazes, a kindled tome has the following activations.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"trigger": "You {@action Cast a Spell} with the {@trait fire} trait",
					"entries": [
						"The tome makes the flames linger, dealing {@damage 2d6} {@condition persistent damage||persistent fire damage} to all you hit with or who fail the saving throw against the effect (doubling on a critical success on a spell attack and on a critical failure on a saving throw)."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The tome casts fireball at 5th level to your specifications."
					]
				}
			]
		},
		{
			"name": "Majordomo Torc",
			"source": "TV",
			"page": 195,
			"type": "Item",
			"level": 6,
			"traits": [
				"rare",
				"enchantment",
				"intelligent",
				"invested",
				"magical"
			],
			"usage": "worn",
			"bulk": "L",
			"category": "Worn",
			"perception": {
				"default": 13,
				"senses": {
					"precise": [
						"vision 30 feet"
					],
					"imprecise": [
						"hearing 30 feet"
					]
				}
			},
			"communication": [
				{
					"name": "speech",
					"notes": "{@language Common} and 1 imparted language"
				}
			],
			"skills": {
				"Diplomacy": {
					"default": 13
				},
				"Nobility Lore": {
					"default": 13
				},
				"Society": {
					"default": 13
				}
			},
			"abilityMods": {
				"Int": 3,
				"Wis": 3,
				"Cha": 3
			},
			"savingThrows": {
				"Will": {
					"default": 14
				}
			},
			"entries": [
				"Forged in platinum, a majordomo torc is engraved with heraldic insignias along with one language's alphabet, much like a choker of elocution. You gain a +1 item bonus to {@skill Society} checks and the ability to understand, speak, and write the torc's language. Your excellent elocution reduces the DC of the flat check to perform an auditory action while {@condition deafened} from 5 to 3.",
				"Upon being invested, the torc appoints itself your majordomo and, given the chance, takes over coordinating your social calendar, engagements, and wardrobe. A majordomo torc has a prim, fussy disposition, and although it defers to you, it can grow sardonic if you frequently ignore its advice. The torc has the following activation.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The majordomo torc casts {@spell befitting attire|SoM} on you, usually to your specifications. However the torc can also choose the appearance of the illusion for you."
					]
				}
			]
		},
		{
			"name": "Pathfinder's Mentor",
			"source": "TV",
			"page": 196,
			"type": "Item",
			"level": 6,
			"traits": [
				"rare",
				"divination",
				"intelligent",
				"invested",
				"magical"
			],
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"perception": {
				"default": 15,
				"senses": {
					"precise": [
						"vision 30 feet"
					],
					"imprecise": [
						"hearing 30 feet"
					]
				}
			},
			"communication": [
				{
					"name": "telepathy",
					"notes": "{@language Common} and two other common languages"
				}
			],
			"skills": {
				"Pathfinder Lore": {
					"default": 15
				},
				"Survival": {
					"default": 13
				},
				"Society": {
					"default": 13
				}
			},
			"abilityMods": {
				"Int": 3,
				"Wis": 3,
				"Cha": 1
			},
			"savingThrows": {
				"Will": {
					"default": 14
				}
			},
			"entries": [
				"A Pathfinder's mentor is a bi‑resonant wayfinder (Pathfinder Lost Omens World Guide 17) that has developed sapience. Most Pathfinder's mentors are eager explorers that object to staying in one location for long, urging their bearers toward ancient ruins to explore, relics to study, and discoveries to make. To this end, the wayfinder acts as a guide, making {@skill Survival} checks on your behalf during your travels. A Pathfinder's mentor also has the following activations.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"entries": [
						"The wayfinder casts know direction on you."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "minute"
					},
					"components": [
						"command",
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The wayfinder casts {@spell wanderer's guide} on you."
					]
				}
			]
		},
		{
			"name": "Purloining Cloak",
			"source": "TV",
			"page": 196,
			"type": "Item",
			"level": 18,
			"traits": [
				"rare",
				"apex",
				"intelligent",
				"invested",
				"magical",
				"transmutation"
			],
			"usage": "worn cloak",
			"bulk": "L",
			"category": "Apex",
			"perception": {
				"default": 30,
				"senses": {
					"precise": [
						"vision 30 feet"
					],
					"imprecise": [
						"hearing 30 feet"
					]
				}
			},
			"communication": [
				{
					"name": "speech",
					"notes": "{@language Common} and two other languages, usually regional and ancestral"
				}
			],
			"skills": {
				"Society": {
					"default": 31
				},
				"Thievery": {
					"default": 31
				},
				"Underworld Lore": {
					"default": 31
				}
			},
			"abilityMods": {
				"Int": 5,
				"Wis": 5,
				"Cha": 5
			},
			"savingThrows": {
				"Will": {
					"default": 30
				}
			},
			"entries": [
				"Each purloining cloak is a mercurial mantle once worn by a legendary thief or two. The cloak became infused with a daredevil spirit and a penchant for high-stakes thievery. If its owner isn't willing to partake in such activities, the cloak tries to convince them to sell or give it to someone who will. A purloining cloak can use tendrils of its cloth to attempt {@skill Thievery} checks to {@action Palm an Object} or {@action Steal}, proudly offering you its loot later. In addition to those of a mercurial mantle, a purloining cloak has the following activations.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"entries": [
						"The cloak casts 2nd-level {@spell illusory disguise} on you, usually to your specifications. However the cloak can choose the appearance of the illusion for you."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"entries": [
						"The cloak assesses the price of valuables it can see. This valuation doesn't include the value of features the cloak can't discern, such as magical properties."
					]
				}
			]
		},
		{
			"name": "Toolkit of Bronze Whispers",
			"source": "TV",
			"page": 197,
			"type": "Item",
			"level": 5,
			"traits": [
				"rare",
				"divine",
				"intelligent",
				"transmutation"
			],
			"usage": "held in 2 hands",
			"bulk": 2,
			"category": "Held",
			"perception": {
				"default": 12,
				"senses": {
					"precise": [
						"vision 30 feet"
					],
					"imprecise": [
						"hearing 30 feet"
					]
				}
			},
			"communication": [
				{
					"name": "telepathy",
					"notes": "{@language Common} and two other common languages"
				}
			],
			"skills": {
				"Clockwork Lore": {
					"default": 15
				},
				"Crafting": {
					"default": 13
				},
				"Religion": {
					"default": 11
				}
			},
			"abilityMods": {
				"Int": 4,
				"Wis": 3,
				"Cha": 0
			},
			"savingThrows": {
				"Will": {
					"default": 12
				}
			},
			"entries": [
				"Sacred to the faith of {@deity Brigh|LOGM}, a toolkit of bronze whispers has been used with such devotion it has developed a consciousness and personality that can be a blessing to a partnered crafter. A toolkit of bronze whispers functions as a set of sterling artisan's tools. Such toolkits focus on new creations and enthusiastically suggest crafting techniques to wielders. A toolkit of bronze whispers knows common item formulas of its level or lower and any other formulas the GM chooses. It can teach these formulas. You must still spend the time to copy a formula before you can use it."
			]
		},
		{
			"name": "Toshigami Blossom",
			"source": "TV",
			"page": 197,
			"type": "Item",
			"level": 15,
			"traits": [
				"rare",
				"abjuration",
				"intelligent",
				"invested",
				"primal"
			],
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"perception": {
				"default": 30,
				"senses": {
					"precise": [
						"vision (darkvision) 30 feet"
					],
					"imprecise": [
						"hearing 30 feet"
					]
				}
			},
			"communication": [
				{
					"name": "telepathy",
					"notes": "{@language Common} and two other common languages; {@spell speak with plants}"
				}
			],
			"skills": {
				"Diplomacy": {
					"default": 28
				},
				"Medicine": {
					"default": 32
				},
				"Nature": {
					"default": 32
				}
			},
			"abilityMods": {
				"Int": 6,
				"Wis": 10,
				"Cha": 5
			},
			"savingThrows": {
				"Will": {
					"default": 32
				}
			},
			"entries": [
				"An encounter with a toshigami, the enigmatic kami who protect cherry trees, is rare, though often sought after and treasured by those who achieve such an encounter. Only a handful of mortals can truthfully claim to have seen a toshigami, let alone met one, though many popular fireside tales tell of virtuous souls receiving a toshigami's blessing to fight for a worthy cause. Such stories have a basis in fact; every so often, a toshigami gives a worthy mortal a flower from their ward, time-locked in perfect bloom and granted sapience. Such toshigami blossoms are more sociable than their creators. Like toshigami, a blossom has a strong curiosity about the mortal world. If you wear a toshigami blossom, it can intercede for you, helping you make a good impression.",
				"A toshigami blossom has the following activations.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The blossom casts tree stride on you to your specifications. If you target only cherry trees, the spell is cast at 6th level."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"The blossom casts soothing blossoms (Secrets of Magic 129) to your specifications."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "minute"
					},
					"entries": [
						"The blossom sends a flurry of cherry blossoms outward in a 20-foot burst that lasts 1 round. You and your allies can see through these blossoms. To all other creatures, creatures within the cloud of blossoms become {@condition concealed}, and creatures outside the cloud become {@condition concealed} to creatures within it. When you or an ally succeeds with a {@action Strike} against a creature in the blossoms, the {@action Strike} deals an additional {@damage 1d6} mental damage and an additional {@damage 1d6} negative damage to living creatures, or an additional {@damage 1d6} positive damage to undead."
					]
				}
			]
		},
		{
			"name": "Wrestler's Armbands",
			"source": "TV",
			"page": 197,
			"type": "Item",
			"level": 9,
			"traits": [
				"rare",
				"intelligent",
				"invested",
				"magical",
				"transmutation"
			],
			"usage": "worn armbands",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"{@skill Perception} +17; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common and one other common or regional language) Skills {@skill Intimidation} +19, {@skill Lore||Sports Lore} +17 Int +2, Wis +4, Cha +4 Will +17 Wrestler's armbands are a set of armbands of athleticism that have gained their own boisterous sapience. Often, such items aren't created intentionally but rather are the result of a truly charismatic champion whose heart and body are unusually strong wearing the armbands of athleticism on many adventures as their most important item. Eventually, the essence of their earnest and adventurous spirit has so thoroughly inundated the item it gains a matching spirit and will of its own. Such armbands view themselves as a tough, but fair, trainer for whomever inherits them next, inspiring you to new heights of athleticism. They also spoil for contests, telepathically calling out competitors on your behalf; typically the armbands won't challenge a foe you're unprepared to face, but particularly eager wrestler's armbands might have an unfortunate habit of overestimating your abilities and pushing you into a conflict that's beyond your proven capacity. These armbands have the following activation.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "minute"
					},
					"trigger": "You succeed or critically succeed at an {@skill Athletics} check",
					"entries": [
						"The armbands taunt a creature you're competing with, boasting of your prowess and attempting an {@skill Intimidation} check to {@action Demoralize} that creature."
					]
				}
			]
		},
		{
			"name": "Druid's Crown",
			"source": "TV",
			"page": 151,
			"type": "Item",
			"level": 6,
			"traits": [
				"invested",
				"primal",
				"transmutation"
			],
			"price": {
				"amount": 220,
				"coin": "gp"
			},
			"usage": "worn headwear",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"Made of materials scavenged from wild places, a druid's crown can be rebuilt for a variety of benefits. The crown grants you a +1 item bonus to a skill, and can be activated to cast a spell, both depending on the material used to build the crown, as listed on the table below. If you invest and wear {@item druid's vestments} along with the crown, the crown's item bonus increases by 1 and its spell's DC rises to 27. You can invest this item only if you're a {@class druid}. When you do, as a 10-minute activity that has the {@trait manipulate} trait, you can disassemble and rebuild the crown with different materials, changing its item bonus and spell accordingly.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The crown casts its spell at 2nd level (DC 20)."
					]
				},
				{
					"type": "table",
					"source": "TV",
					"page": 152,
					"labelRowIdx": [
						0
					],
					"rows": [
						[
							"Material",
							"Item Bonus",
							"Spell"
						],
						[
							"Antlers",
							"{@skill Intimidation}",
							"{@spell Enlarge}"
						],
						[
							"Flowers",
							"{@skill Diplomacy}",
							"{@spell Animal allies|SoM}"
						],
						[
							"Leaves",
							"{@skill Stealth}",
							"{@spell Tree shape}"
						]
					]
				}
			],
			"craftReq": [
				"You are a {@class druid}."
			]
		},
		{
			"name": "Headbands of Translocation",
			"source": "TV",
			"page": 152,
			"type": "Item",
			"level": 16,
			"traits": [
				"uncommon",
				"conjuration",
				"invested",
				"magical",
				"teleportation"
			],
			"price": {
				"amount": 10000,
				"coin": "gp"
			},
			"usage": "worn headwear",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"Headbands of translocation are silk bands that come in pairs and usually feature a prominent symbol of a nation or team. If both wearers Invest their headbands at the same time and think of the same symbol while doing so, both headbands change to display that symbol until they are removed. If you both have invested your headbands, you can {@action Aid} each other without taking an action to prepare, and when you roll a critical failure when attempting to {@action Aid} an ally with a paired headband, you get a failure instead.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, provided you are within 1 mile of each other."
					]
				}
			]
		},
		{
			"name": "Helm of Underwater Action",
			"source": "TV",
			"page": 152,
			"type": "Item",
			"level": "9+",
			"traits": [
				"invested",
				"magical",
				"transmutation"
			],
			"usage": "worn headwear",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"A helm of underwater action is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and speak clearly underwater. You also have a +1 item bonus to {@skill Athletics} checks to {@action Swim}.",
				{
					"type": "ability",
					"activity": {
						"number": 3,
						"unit": "action"
					},
					"components": [
						"command",
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You can breathe underwater for 8 hours.",
						"During this time, you have a swim Speed equal to your land Speed."
					]
				}
			],
			"variants": [
				{
					"level": 9,
					"price": {
						"amount": 660,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "helm of underwater action"
				},
				{
					"level": 13,
					"price": {
						"amount": 2700,
						"coin": "gp"
					},
					"entries": [
						"The helm grants a +2 item bonus. Its activation lasts until your next daily preparations."
					],
					"variantType": "greater helm of underwater action"
				}
			],
			"generic": "G"
		},
		{
			"name": "Instinct Crown",
			"source": "TV",
			"page": 152,
			"type": "Item",
			"level": 10,
			"traits": [
				"invested",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 900,
				"coin": "gp"
			},
			"usage": "worn headwear",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"An instinct crown is a magical headpiece imbued with the essence of instincts that barbarians draw upon in combat. Each crown is fashioned to represent the instinct it's tied to, such as a wolf's head for an animal instinct crown or a simple helmet with Jotun runes for a giant instinct crown. When worn, the crown allows you to tap further into your instincts, granting you even greater benefits if the crown's essence matches your instinct. You must be able to {@action Rage} to use the crown's activations.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You roll initiative",
					"entries": [
						"You {@action Rage}, gaining 10 additional temporary Hit Points."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"requirements": "The crown's instinct matches your barbarian instinct",
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You {@action Rage} and draw upon your instinct to gain a boon, as follows.",
						"Animal: Your bestial instincts take over, granting you greater ferocity. You can {@action Stride} as part of the activation, and you gain 10 additional temporary Hit Points. Until the end of your rage, you deal 3 additional damage with your animal's unarmed attacks, and those unarmed attacks gain the deadly d8 trait.",
						"Dragon: The might of dragons surrounds you in the form of dancing flames, whirling ice, or another appropriate manifestation. Until the end of your rage, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take {@dice 2d6} damage each time they do. The damage type is that of your dragon's breath weapon.",
						"Fury: Your boundless fury allows you push past your natural limits, moving with unmatched speed. You become {@condition quickened} until the end of your rage. You can use your extra action only to {@action Stride} or {@action Strike}.",
						"Giant: If you have the space to do so and aren't already, you become Large. Your equipment grows with you but returns to its natural size if removed. Increase your reach by 5 feet (or by 10 feet if you were Tiny). You deal 2 additional damage when using your larger weapon. Also, when you {@action Stride} along the ground, you can shatter the earth with your footfalls, and any squares you move through become difficult terrain. You ignore the difficult terrain you create. The ground reverts to normal when your rage ends.",
						"Spirit: You take on the partial form of a spirit, becoming somewhat incorporeal. Your raging resistance applies to all physical damage and poison damage, although you halve this resistance against magical attacks.",
						"Superstition: Your body fights off the effects of magic with even greater effect. Until the end of your rage, when you attempt a saving throw against magic, roll twice and take the higher result. This is a {@trait fortune} effect. Also, your raging resistance applies to all magic traditions while you rage."
					]
				}
			]
		},
		{
			"name": "Tactician's Helm",
			"source": "TV",
			"page": 152,
			"type": "Item",
			"level": 5,
			"traits": [
				"invested",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 160,
				"coin": "gp"
			},
			"usage": "worn headwear",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"Repurposing and enchanting a helmet worn by a battlefield commander can create a tactician's helm, imparting knowledge of battlefield tactics that feeds off your minor victories. The helm grants you a +1 item bonus to {@skill Lore||Warfare Lore} checks. Also, a jewel adorns the brow of the helmet. This jewel becomes charged each time you hit a creature with an {@action Attack of Opportunity}. A tactician's helm can hold up to 2 charges, and its charges reset to 0 when you invest it.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"requirements": "The helm's jewel is charged",
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"One charge in the helm's jewel expires, and you choose one of the following effects.",
						{
							"type": "list",
							"items": [
								"Charge! {@action Stride} twice.",
								"Move It! You gain a +2 status bonus to {@skill Acrobatics} and {@skill Athletics} checks until the end of this turn.",
								"Protect! If you're wielding a shield, {@action Stride} to a space adjacent to an ally, then Raise your Shield.",
								"Re-Arm! {@action Interact} up to three times. Each of these actions must be used to do something on Table 6\u20132: Changing Equipment (Core Rulebook 273)."
							]
						}
					]
				}
			]
		},
		{
			"name": "Armory Bracelet",
			"source": "TV",
			"page": 153,
			"type": "Item",
			"level": "3+",
			"traits": [
				"conjuration",
				"invested",
				"magical"
			],
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"Several small charms shaped like weapons hang from an armory bracelet, which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a {@item +1 weapon potency||+1} {@item striking} weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold."
					]
				}
			],
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 50,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "minor armory bracelet"
				},
				{
					"level": 5,
					"price": {
						"amount": 150,
						"coin": "gp"
					},
					"entries": [
						"The weapon reverts to a +1 weapon instead of a normal weapon."
					],
					"variantType": "lesser armory bracelet"
				},
				{
					"level": 8,
					"price": {
						"amount": 450,
						"coin": "gp"
					},
					"entries": [
						"The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward."
					],
					"variantType": "moderate armory bracelet"
				},
				{
					"level": 11,
					"price": {
						"amount": 1350,
						"coin": "gp"
					},
					"entries": [
						"The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward."
					],
					"variantType": "greater armory bracelet"
				},
				{
					"level": 15,
					"price": {
						"amount": 6000,
						"coin": "gp"
					},
					"entries": [
						"The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward."
					],
					"variantType": "major armory bracelet"
				}
			],
			"generic": "G"
		},
		{
			"name": "Corpseward Pendant",
			"source": "TV",
			"page": 153,
			"type": "Item",
			"level": 5,
			"traits": [
				"uncommon",
				"abjuration",
				"invested",
				"magical"
			],
			"price": {
				"amount": 150,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"A corpseward pendant is usually shaped like the skull of a humanoid or small animal.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You become undetectable to undead creatures for 10 minutes. Undead can't see, hear, or smell you, or detect you with sensory capabilities such as tremorsense. A creature can attempt a DC 18 Will saving throw to ignore this effect. If an undead has reason to believe that {@condition undetected} opponents are present, it can still attempt to {@action Seek} or {@action Strike} you. If you attempt to use a positive spell to damage undead, use Command Undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant's effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours."
					]
				}
			]
		},
		{
			"name": "Ethersight Ring",
			"source": "TV",
			"page": 153,
			"type": "Item",
			"level": 7,
			"traits": [
				"uncommon",
				"divination",
				"invested",
				"magical",
				"revelation"
			],
			"price": {
				"amount": 325,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"An ethersight ring is a glass band containing a swirling cloud of gray smoke. When you invest the ring, the smoke becomes as transparent as the glass encapsulating it, and you can see clearly into the Ethereal Plane with a range of 60 feet.",
				"Whether or not you have invested the ring, you are visible to creatures in the Ethereal Plane within the same range while wearing it. Although you can see these creatures and they can see you, you can affect each other only with abilities that cross between the Ethereal Plane and the Material Plane."
			]
		},
		{
			"name": "Hunter's Arrowhead",
			"source": "TV",
			"page": 153,
			"otherSources": {
				"Originally": [
					"AoA1|77"
				]
			},
			"type": "Item",
			"level": 4,
			"traits": [
				"rare",
				"enchantment",
				"invested",
				"magical"
			],
			"price": {
				"amount": 80,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"A hunter's arrowhead is meant to be worn as a charm, such as a pendant, or carried in a pocket or quiver. The arrowhead is etched with images sacred to the elven god {@deity Ketephys|LOGM}. While you wear or carry the arrowhead, it infuses you with great skill at hunting, and you gain a +1 item bonus to {@skill Survival} checks and attack rolls against any creature you've currently designated as your prey with {@action Hunt Prey}. A hunter's arrowhead is also a religious symbol of {@deity Ketephys|LOGM}.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You would miss with an attack made with a bow",
					"entries": [
						"You gain a +2 circumstance bonus to your attack roll, possibly turning a miss into a hit."
					]
				}
			]
		},
		{
			"name": "Pactmaster's Grace",
			"source": "TV",
			"page": 153,
			"type": "Item",
			"level": 14,
			"traits": [
				"uncommon",
				"divination",
				"invested",
				"magical"
			],
			"price": {
				"amount": 4000,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"Granted by Katapesh's Pactmasters to influential merchants, exceptional Zephyr Guards, and favorite retainers, a pactmaster's grace is a crystal-studded blue platinum ring that sharpens the wearer's urban instincts. While invested, the ring grants a +2 item bonus to saving throws while you are in an urban setting, and this increases to a +3 item bonus if you have legendary proficiency in {@skill Lore||Guild Lore}, {@skill Lore||Katapesh Lore}, {@skill Lore||Mercantile Lore}, or {@skill Society}. You also gain a +3 item bonus to {@skill Lore||Mercantile Lore} checks while wearing the ring, and you can attempt checks that require a proficiency rank of master in {@skill Society}."
			]
		},
		{
			"name": "Ring of Discretion",
			"source": "TV",
			"page": 154,
			"type": "Item",
			"level": 1,
			"traits": [
				"illusion",
				"invested",
				"magical",
				"visual"
			],
			"price": {
				"amount": 15,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"A ring of discretion magically conceals any armor and sheathed weapons you're wearing by either turning them {@condition invisible} or creating the illusion of ordinary clothes. The ring doesn't change your appearance beyond concealing weapons and armor. As soon as you wield a weapon affected by the ring, the weapon becomes obvious to onlookers and is no longer affected until you sheathe the weapon for at least 1 minute. A creature can use the {@action Seek} action to examine you and disbelieve this illusion (DC 15), and it can attempt to do so without using an action each time it hits you with an attack."
			]
		},
		{
			"name": "Spiritsight Ring",
			"source": "TV",
			"page": 154,
			"type": "Item",
			"level": 6,
			"traits": [
				"uncommon",
				"divination",
				"invested",
				"magical"
			],
			"price": {
				"amount": 225,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"The opal set in the intricately carved ivory spiritsight ring eventually becomes translucent and tickles your finger whenever an incorporeal creature is nearby. When in the presence of a nearby incorporeal creature, even if it's within a solid object, you eventually detect the creature, though you might not do so instantly, and you can't pinpoint the location.",
				"This acts as a vague sense, like humans' sense of smell. An incorporeal creature trying to hide its presence from this sense attempts a {@skill Stealth} check against your {@skill Perception} DC to hide from your vague sense, as normal for attempting to foil special senses. You gain a +2 item bonus when using the {@action Seek} action to find {@condition hidden} or {@condition undetected} incorporeal creatures within 30 feet of you."
			]
		},
		{
			"name": "Swarmeater's Clasp",
			"source": "TV",
			"page": 154,
			"type": "Item",
			"level": 8,
			"traits": [
				"abjuration",
				"invested",
				"magical"
			],
			"price": {
				"amount": 460,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"A swarmeater's clasp features carved reliefs of verminous, swarming creatures. When you wear the clasp, you gain resistance 10 to physical damage from swarm creatures.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"requirements": "a swarm creature is within your reach",
					"entries": [
						"You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover {@dice 3d10+8} Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive {@trait healing} effect."
					]
				}
			]
		},
		{
			"name": "Goz Mask",
			"source": "TV",
			"page": 154,
			"type": "Item",
			"level": "2+",
			"traits": [
				"invested",
				"magical",
				"transmutation"
			],
			"usage": "worn mask",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute."
					]
				}
			],
			"variants": [
				{
					"level": 2,
					"price": {
						"amount": 30,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "goz mask"
				},
				{
					"level": 6,
					"price": {
						"amount": 240,
						"coin": "gp"
					},
					"entries": [
						"The effect lasts for 10 minutes."
					],
					"variantType": "greater goz mask"
				},
				{
					"level": 12,
					"price": {
						"amount": 1900,
						"coin": "gp"
					},
					"entries": [
						"The mask gives you darkvision and allows you to ignore all concealment from any {@trait environmental} effects for 1 hour."
					],
					"variantType": "major goz mask"
				}
			],
			"generic": "G"
		},
		{
			"name": "Herd Mask",
			"source": "TV",
			"page": 154,
			"type": "Item",
			"level": 6,
			"traits": [
				"uncommon",
				"conjuration",
				"invested",
				"magical",
				"teleportation"
			],
			"price": {
				"amount": 210,
				"coin": "gp"
			},
			"usage": "worn mask",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"All herd masks are linked to at least one other herd mask and are usually sold in sets of multiple masks. Linked herd masks look like one another, with only the slightest of differences to tell them apart.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate {@skill Perception} check against the lower of your or the other wearer's {@skill Deception} DCs to {@action Impersonate} each other. On a failure, they don't realize the swap occurred."
					]
				}
			],
			"craftReq": [
				"Supply a casting of dimension door. You can link a herd mask you create to another herd mask in your possession when you finish crafting it, which causes it to be linked to the chosen mask as well as all other herd masks that are also linked to the chosen mask."
			]
		},
		{
			"name": "Mask of Mercy",
			"source": "TV",
			"page": 154,
			"type": "Item",
			"level": 4,
			"traits": [
				"invested",
				"magical",
				"necromancy"
			],
			"price": {
				"amount": 100,
				"coin": "gp"
			},
			"usage": "worn mask",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"This porcelain or alabaster mask portrays an angelic visage of kindness and mercy. The mask grants a +1 item bonus to {@skill Medicine} checks.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"traits": [
						"fortune"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You are about to roll a variable number of Hit Points you restore from an action with the {@trait healing} trait",
					"entries": [
						"Roll twice to determine the number of Hit Points you restore and take the higher result."
					]
				}
			]
		},
		{
			"name": "Mask of the Cursed Eye",
			"source": "TV",
			"page": 155,
			"type": "Item",
			"level": 8,
			"traits": [
				"uncommon",
				"invested",
				"magical",
				"necromancy"
			],
			"price": {
				"amount": 475,
				"coin": "gp"
			},
			"usage": "worn mask",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"A mask of the cursed eye is decorated with at least one wide, staring eye. The first time each day a creature on your plane that you can't perceive targets you with a divination spell, the creature must attempt a DC 24 Will save. This effect is automatic and does not require you to Activate the item.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The creature is unaffected."
						],
						"Success": [
							"The creature is unaffected. You know you've been targeted with a divination spell, but the mask gives you no additional information."
						],
						"Failure": [
							"The creature is {@condition sickened||sickened 1} and {@condition dazzled} for 1 minute.",
							"You know you've been targeted with a divination spell, but the mask gives you no additional information."
						],
						"Critical Failure": [
							"The creature is {@condition sickened||sickened 2} and {@condition dazzled} for 10 minutes, and the spell is disrupted. You gain a brief mental glimpse of the triggering creature and learn its approximate distance and direction."
						]
					}
				}
			]
		},
		{
			"name": "Rhinoceros Mask",
			"source": "TV",
			"page": 155,
			"type": "Item",
			"level": "4+",
			"traits": [
				"uncommon",
				"invested",
				"magical",
				"transmutation"
			],
			"usage": "worn mask",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you {@action Stride} at least 10 feet, your next melee {@action Strike} before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit."
			],
			"generic": "G",
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 90,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "rhinoceros mask"
				},
				{
					"level": 8,
					"price": {
						"amount": 425,
						"coin": "gp"
					},
					"entries": [
						"Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less."
					],
					"variantType": "greater rhinoceros mask"
				}
			]
		},
		{
			"name": "Shapespeak Mask",
			"source": "TV",
			"page": 155,
			"type": "Item",
			"level": 4,
			"traits": [
				"invested",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 80,
				"coin": "gp"
			},
			"usage": "worn mask",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"A shapespeak mask is carved into the shape of an animal, usually tailored to a species of beast that the user favors. While wearing this mask, you can speak when polymorphed into an animal. The mask removes no other limitations, such as the inability to cast spells while transformed."
			]
		},
		{
			"name": "Skinsaw Mask",
			"source": "TV",
			"page": 155,
			"type": "Item",
			"level": 3,
			"traits": [
				"uncommon",
				"divination",
				"divine",
				"evil",
				"invested"
			],
			"price": {
				"amount": 50,
				"coin": "gp"
			},
			"usage": "worn mask",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"A patchwork of humanoid flesh makes up a skinsaw mask, which is stitched together with black silk or wire. It is distinctive for its bulbous orange eye\u2014crafted from a magical glass bauble\u2014and wide row of teeth. When worn, the mask amplifies your ability to sense fear in other creatures. You know the value of the {@condition frightened} condition of any {@condition observed} creature, and you gain a +1 item bonus to {@skill Perception} checks to {@action Seek} {@condition frightened} creatures. Whenever you deal precision damage to a {@condition frightened} creature, you deal 1 additional precision damage. If you aren't evil, you are {@condition drained||drained 2} while wearing a skinsaw mask."
			]
		},
		{
			"name": "Skittering Mask",
			"source": "TV",
			"page": 155,
			"type": "Item",
			"level": "2+",
			"traits": [
				"invested",
				"magical",
				"transmutation"
			],
			"usage": "worn mask",
			"bulk": 1,
			"category": "Worn",
			"entries": [
				"A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you begin your turn {@condition unconscious} and within 25 feet of an enemy, skittering metallic insect legs emerge from the holes in the mask and {@action Step} 5 feet away from the nearest enemy, dragging your body along with the mask.",
				"If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to {@condition hidden} or {@condition undetected} enemies, nor can it distinguish that a creature not acting openly {@condition hostile} is an enemy."
			],
			"generic": "G",
			"variants": [
				{
					"level": 2,
					"price": {
						"amount": 30,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "skittering mask"
				},
				{
					"level": 8,
					"price": {
						"amount": 500,
						"coin": "gp"
					},
					"entries": [
						"The mask Steps 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn {@condition unconscious} and within 25 feet of an enemy, the mask Steps 15 feet away from the nearest enemy again. An ally can signal the mask with a single action, which has the {@trait auditory} and {@trait concentrate} traits. If the mask hears the signal, it attempts to move you towards that ally when it Steps away from the nearest enemy."
					],
					"variantType": "greater skittering mask"
				}
			]
		},
		{
			"name": "Tlil Mask",
			"source": "TV",
			"page": 155,
			"type": "Item",
			"level": "5+",
			"traits": [
				"uncommon",
				"invested",
				"magical",
				"transmutation"
			],
			"usage": "worn mask",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"Colorful, beaded tlil masks are commonly found on the distant continent of Arcadia, but trade between the two regions means that they can also be found in the Mwangi Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can't be {@condition concealed} from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to {@action Hide} or {@action Sneak}, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute."
					]
				}
			],
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 130,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "tlil mask"
				},
				{
					"level": 9,
					"price": {
						"amount": 600,
						"coin": "gp"
					},
					"entries": [
						"The effect lasts for 10 minutes."
					],
					"variantType": "greater tlil mask"
				}
			],
			"generic": "G"
		},
		{
			"name": "Armor Latches",
			"source": "TV",
			"page": 11,
			"type": "Item",
			"level": 1,
			"traits": [
				"adjustment"
			],
			"price": {
				"amount": 4,
				"coin": "gp"
			},
			"usage": "applied to armor",
			"bulk": "\u2014",
			"category": "Adjustment",
			"entries": [
				"This armor is easily doffed. A set of armor with armor latches gains the {@trait noisy} trait; you can't add latches to armor that already possesses the {@trait noisy} trait. You can remove a set of armor with armor latches with a 3-action activity, which has the {@trait manipulate} trait. This doesn't affect the time it takes to don the armor."
			]
		},
		{
			"name": "Storage",
			"source": "TV",
			"page": 11,
			"type": "Item",
			"level": 0,
			"traits": [
				"adjustment"
			],
			"price": {
				"amount": 1,
				"coin": "gp"
			},
			"usage": "applied to armor or unarmored defense clothing",
			"bulk": "L",
			"category": "Adjustment",
			"entries": [
				"The storage adjustment fits the armor or clothing with belts, buckles, pouches, and loops for holding and storing tools. Countless fasteners make the armor as jangly as {@item chain mail}.",
				"While wearing armor with this adjustment, you can wear up to 3 Bulk of tools instead of the usual 2. However, the armor acquires the {@trait noisy} trait. If it already has the {@trait noisy} trait, increase its penalty to {@skill Stealth} checks by 1."
			]
		},
		{
			"name": "Weapon Harness",
			"source": "TV",
			"page": 11,
			"type": "Item",
			"level": 1,
			"traits": [
				"uncommon",
				"adjustment"
			],
			"price": {
				"amount": 6,
				"coin": "gp"
			},
			"usage": "applied to armor",
			"bulk": "L",
			"category": "Adjustment",
			"entries": [
				"A suit of armor with this adjustment incorporates short, flexible harnesses meant to connect weapons to each of its vambraces.",
				"These harnesses can each be connected to a melee weapon of light Bulk or less. Attaching or removing a weapon takes an {@action Interact} action. Someone else can attach or remove a weapon if you're willing to let them or you're unable to act. You must remove a weapon from its mount before you can completely {@action Release} or otherwise stow it.",
				"You gain a +1 circumstance bonus to your Reflex DC against attempts to {@action Disarm} you of a weapon connected to the armor. If the weapon would be knocked from your grasp or you would drop it, the weapon dangles from the bracer by its harness rather than falling to the ground. You can regain control of the weapon in the normal time it takes you to draw it. Attaching a weapon to a weapon harness prevents you from throwing it or using other abilities that would require it to leave your person."
			]
		},
		{
			"name": "Advancing",
			"source": "TV",
			"page": 12,
			"type": "Rune",
			"level": "9+",
			"traits": [
				"magical",
				"necromancy"
			],
			"usage": "etched onto heavy armor",
			"category": "Rune",
			"appliesTo": [
				"Armor"
			],
			"entries": [
				"This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"command"
					],
					"requirements": "Your last action or activity reduced an enemy to 0 Hit Points",
					"entries": [
						"You {@action Stride} up to 15 feet. This movement doesn't trigger reactions. You can {@action Burrow}, {@action Climb}, {@action Fly}, or {@action Swim} instead of Striding if you have the corresponding movement type."
					]
				}
			],
			"variants": [
				{
					"level": 9,
					"price": {
						"amount": 625,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "advancing"
				},
				{
					"level": 16,
					"price": {
						"amount": 8000,
						"coin": "gp"
					},
					"entries": [
						"You can {@action Stride} up to your Speed instead of 15 feet."
					],
					"variantType": "greater advancing"
				}
			],
			"generic": "G"
		},
		{
			"name": "Aim-Aiding",
			"source": "TV",
			"page": 12,
			"type": "Rune",
			"level": 6,
			"traits": [
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 225,
				"coin": "gp"
			},
			"usage": "etched onto armor",
			"category": "Rune",
			"appliesTo": [
				"Armor"
			],
			"entries": [
				"Armor etched with this rune aids in routing ranged attacks aimed at an enemy around you. You don't provide enemies cover against your allies' ranged attacks."
			]
		},
		{
			"name": "Assisting",
			"source": "TV",
			"page": 12,
			"type": "Rune",
			"level": 5,
			"traits": [
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 125,
				"coin": "gp"
			},
			"usage": "etched onto armor",
			"category": "Rune",
			"appliesTo": [
				"Armor"
			],
			"entries": [
				"Your armor provides support for your joints or advanced prostheses for missing limbs, holding your body in place and easing physical symptoms. This replicates the benefits of any number of splints, supports, and prostheses (Pathfinder Lost Omens Grand Bazaar 68\u201369). When you invest the armor, you determine how many such supports you want, and where on your body they assist you.",
				"In addition, the extra support and structure provided by the armor allows you to transport more than you would otherwise normally be able to. You can carry Bulk equal to 6 + your Strength modifier before becoming {@condition encumbered}, and you can hold and carry a total Bulk of up to 11 + your Strength modifier."
			]
		},
		{
			"name": "Energy Adaptive",
			"source": "TV",
			"page": 12,
			"type": "Rune",
			"level": 13,
			"traits": [
				"abjuration",
				"magical"
			],
			"price": {
				"amount": 2600,
				"coin": "gp"
			},
			"usage": "etched onto armor",
			"category": "Rune",
			"appliesTo": [
				"Armor"
			],
			"entries": [
				"A complex pattern of protective symbols gives protection against various forms of energy, but only part of the runic structure can be active at a given time.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"trigger": "You take acid, cold, electricity, or fire damage",
					"entries": [
						"You gain resistance 5 to the triggering damage type. This doesn't apply to the triggering damage. This resistance lasts until you Activate this rune again or the armor is no longer invested by you."
					]
				}
			]
		},
		{
			"name": "Gliding",
			"source": "TV",
			"page": 12,
			"type": "Rune",
			"level": 8,
			"traits": [
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 450,
				"coin": "gp"
			},
			"usage": "etched onto armor",
			"category": "Rune",
			"appliesTo": [
				"Armor"
			],
			"entries": [
				"The armor allows you to make a {@condition controlled} descent.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"entries": [
						"You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. Provided you spend at least 1 action gliding on your turn and haven't yet reached the ground, you remain in the air at the end of your turn. Otherwise, you fall."
					]
				}
			]
		},
		{
			"name": "Immovable",
			"source": "TV",
			"page": 12,
			"type": "Rune",
			"level": 12,
			"traits": [
				"uncommon",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 1800,
				"coin": "gp"
			},
			"usage": "etched onto armor",
			"category": "Rune",
			"appliesTo": [
				"Armor"
			],
			"entries": [
				"This rune utilizes magical principles used in an immovable rod (Core Rulebook 574).",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"Your armor anchors you in place, even defying gravity, rendering you {@condition immobilized} until you {@action Dismiss} the Activation. While you're {@condition immobilized} in this way, you can be moved only if a creature succeeds at a DC 40 {@skill Athletics} check to {@action Force Open} your armor. You can also be moved if 8,000 pounds of pressure are placed upon you, though this is likely fatal."
					]
				}
			]
		},
		{
			"name": "Magnetizing",
			"source": "TV",
			"page": 13,
			"type": "Rune",
			"level": 10,
			"traits": [
				"evocation",
				"magical"
			],
			"price": {
				"amount": 900,
				"coin": "gp"
			},
			"usage": "etched onto metal armor",
			"category": "Rune",
			"appliesTo": [
				"Armor"
			],
			"entries": [
				"This rune alters the magnetic polarity of your armor, making other metal items drawn to it ever so slightly. You can amplify the magnetic power of the armor to keep another creature from getting away from you.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"requirements": "A creature adjacent to you is made of metal or wearing metal armor",
					"entries": [
						"You magnetize your armor. If you or the target attempt to move away from one another, treat each square as difficult terrain. This doesn't affect movement that keeps you the same distance from one another, so you could still {@action Step} if you remained adjacent to the target. This effect ends once either of you is no longer adjacent to the other at the end of an action.",
						"This Activation might work on some creatures partially made of metal, such as those with metal scales, as determined by the GM. Likewise, the GM might determine some metal creatures are non-magnetic, depending on the metal they're made of."
					]
				}
			]
		},
		{
			"name": "Misleading",
			"source": "TV",
			"page": 13,
			"type": "Rune",
			"level": 16,
			"traits": [
				"illusion",
				"magical"
			],
			"price": {
				"amount": 8000,
				"coin": "gp"
			},
			"usage": "etched onto light armor",
			"category": "Rune",
			"appliesTo": [
				"Armor"
			],
			"entries": [
				"This rune attempts to obfuscate your location through illusory trickery. When you're {@condition concealed}, the DC of the flat check to target you with an effect is 6 instead of 5.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The armor casts mislead, affecting you. It lasts until the end of your next turn."
					]
				}
			]
		},
		{
			"name": "Portable",
			"source": "TV",
			"page": 13,
			"type": "Rune",
			"level": 9,
			"traits": [
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 660,
				"coin": "gp"
			},
			"usage": "etched onto armor",
			"category": "Rune",
			"appliesTo": [
				"Armor"
			],
			"entries": [
				"This rune allows your armor to collapse into a disguised, portable form.",
				{
					"type": "ability",
					"activity": {
						"number": 3,
						"unit": "action"
					},
					"components": [
						"command",
						"envision",
						"{@action Interact}"
					],
					"entries": [
						"You doff your armor, which folds into another wearable object, such as a bangle or amulet with light Bulk. This wearable object has features that hint at the armor it hides. You aren't wearing the armor while it's in this form, but at the GM's discretion, you can still activate properties that might feasibly come from the wearable item the armor has become. If the armor is in its portable form, you can use this activation to revert it to armor, which you can don in 1 minute."
					]
				}
			]
		},
		{
			"name": "Quenching",
			"source": "TV",
			"page": 13,
			"type": "Rune",
			"level": "6+",
			"traits": [
				"abjuration",
				"magical"
			],
			"usage": "etched onto armor",
			"category": "Rune",
			"appliesTo": [
				"Armor"
			],
			"entries": [
				"This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end {@condition persistent damage||persistent acid} or fire damage affecting you from 15 to 12 (7 with particularly effective assistance)."
			],
			"generic": "G",
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 250,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "quenching"
				},
				{
					"level": 10,
					"price": {
						"amount": 1000,
						"coin": "gp"
					},
					"entries": [
						"The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance)."
					],
					"variantType": "greater quenching"
				},
				{
					"level": 14,
					"price": {
						"amount": 4500,
						"coin": "gp"
					},
					"entries": [
						"The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance)."
					],
					"variantType": "major quenching"
				},
				{
					"level": 18,
					"price": {
						"amount": 24000,
						"coin": "gp"
					},
					"entries": [
						"The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the {@condition persistent damage||persistent acid} or fire damage)."
					],
					"variantType": "true quenching"
				}
			]
		},
		{
			"name": "Spellbreaking",
			"source": "TV",
			"page": 13,
			"type": "Rune",
			"level": 13,
			"traits": [
				"abjuration",
				"magical"
			],
			"price": {
				"amount": 3000,
				"coin": "gp"
			},
			"usage": "etched onto armor",
			"category": "Rune",
			"appliesTo": [
				"Armor"
			],
			"entries": [
				"Counter-runes specific to a particular school of magic provide protections against that school. You gain a +1 status bonus to saving throws and AC against one school of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. The crafter chooses the school when creating the rune."
			]
		},
		{
			"name": "Swallow-Spike",
			"source": "TV",
			"page": 13,
			"type": "Rune",
			"level": "6+",
			"traits": [
				"magical",
				"transmutation"
			],
			"usage": "etched onto armor",
			"category": "Rune",
			"appliesTo": [
				"Armor"
			],
			"entries": [
				"Your armor responds to your desire to break free of a creature grabbing you by growing spikes.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"traits": [
						"attack"
					],
					"trigger": "You become {@condition grabbed}, {@condition restrained}, or otherwise held {@condition immobilized} in a creature's grasp, such as by being engulfed or swallowed",
					"entries": [
						"Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals {@damage 2d6} piercing damage. If the creature is swallowing or engulfing you, the attack deals an additional {@dice 1d6} damage, and damage from this attack can cut you free if it equals or exceeds the Rupture value of the immobilizing ability. This attack gets an item bonus to the attack roll equal to the armor's item bonus to your AC and an item bonus to damage equal to double that amount."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"traits": [
						"attack"
					],
					"requirements": "You're being held {@condition immobilized} as described in the rune's other activation",
					"entries": [
						"Your armor attacks the creature immobilizing you.",
						"The armor makes a melee attack against the creature, as described in the rune's other activation."
					]
				}
			],
			"variants": [
				{
					"variantType": "swallow-spike",
					"name": "swallow-spike",
					"level": 6,
					"price": {
						"amount": 200,
						"coin": "gp"
					},
					"entries": []
				},
				{
					"variantType": "greater",
					"level": 12,
					"price": {
						"amount": 1750,
						"coin": "gp"
					},
					"entries": [
						"The attack modifier increases to +22, the damage increases to {@dice 3d6}, and the extra damage to an engulfing or swallowing creature increases to {@dice 2d6}."
					]
				},
				{
					"variantType": "major",
					"level": 16,
					"price": {
						"amount": 19250,
						"coin": "gp"
					},
					"entries": [
						"The attack modifier increases to +28, the damage increases to {@dice 5d6}, and the extra damage to an engulfing or swallowing creature increases to {@dice 3d6}."
					]
				}
			],
			"generic": "G"
		},
		{
			"name": "Arachnid Harness",
			"source": "TV",
			"page": 14,
			"type": "Item",
			"level": "7+",
			"traits": [
				"invested",
				"magical",
				"transmutation"
			],
			"usage": "worn armor",
			"bulk": 1,
			"category": "Armor",
			"entries": [
				"This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs free as you climb. If you use all your free limbs to help you {@action Climb}, your climb Speed equals your land Speed."
					]
				}
			],
			"variants": [
				{
					"variantType": "arachnid harness",
					"name": "arachnid harness",
					"level": 7,
					"price": {
						"amount": 360,
						"coin": "gp"
					},
					"craftReq": [
						"The initial raw materials must include four intact legs from an {@creature ogre spider|b2}."
					],
					"entries": []
				},
				{
					"variantType": "greater",
					"name": "greater arachnid harness",
					"level": 9,
					"price": {
						"amount": 700,
						"coin": "gp"
					},
					"craftReq": [
						"The initial raw materials must include four intact legs from a {@creature goliath spider}. The armor is {@runeItem leather armor||+1 armor potency||resilient|}, the resistance is 5, and the harness can be activated once every 10 minutes."
					],
					"entries": []
				}
			],
			"generic": "G"
		},
		{
			"name": "Autumn's Embrace",
			"source": "TV",
			"page": 14,
			"type": "Item",
			"level": 12,
			"traits": [
				"conjuration",
				"invested",
				"magical"
			],
			"price": {
				"amount": 2000,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 1,
			"category": "Armor",
			"entries": [
				"Woven by fey seamstresses as rewards for servants of nature, countless leaves continually changing colors in autumnal hues comprise autumn's embrace, a suit of +2 invisibility resilient leaf weave. Leaves shed from the armor as they might fall in autumn. When activating the armor's invisibility property rune, you disappear in a swirl of colorful leaves.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"traits": [
						"aura"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You call forth a storm of leaves from autumn's embrace. These leaves swirl in a 20-foot emanation for 1 minute. Creatures within the area are {@condition concealed}, and creatures outside the area are {@condition concealed} to creatures within the leaves. However, you can see through this concealment. You can {@action Dismiss} the activation."
					]
				}
			]
		},
		{
			"name": "Bastion of the Inheritor",
			"source": "TV",
			"page": 14,
			"type": "Item",
			"level": 12,
			"traits": [
				"uncommon",
				"enchantment",
				"invested",
				"magical"
			],
			"price": {
				"amount": 1750,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 5,
			"category": "Armor",
			"entries": [
				"Worn by {@deity Iomedae}'s prestigious knights, this +2 resilient bastion plate is emblazoned with the Inheritor's religious symbol and sports a white cloak. While the cloak is white, this armor grants you a +2 item bonus to {@skill Diplomacy} checks to {@action Make an Impression}, provided your target has no enmity toward {@deity Iomedae}.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"entries": [
						"The armor's cloak becomes red for 1 minute. As long as the cloak is red, you gain the benefits of the armor's deflect melee trait without needing to spend an additional action to activate it during each turn."
					]
				}
			],
			"craftReq": [
				"You worship {@deity Iomedae}."
			]
		},
		{
			"name": "Black Hole Armor",
			"source": "TV",
			"page": 14,
			"type": "Item",
			"level": 16,
			"traits": [
				"abjuration",
				"invested",
				"magical"
			],
			"price": {
				"amount": 8500,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 5,
			"category": "Armor",
			"entries": [
				"The joints of this black +2 greater resilient fortification {@item fortress plate|TV} look like swirling vortices of silver. Non-magical ammunition and thrown weapons aimed at you are destroyed after they hit you and deal damage or miss you. You also have resistance 10 to physical damage from ranged attacks.",
				"When an enemy's ranged attack misses you or hits you and deals no damage, the armor absorbs the projectile.",
				"When it has absorbed six projectiles, the armor glows at the joints.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "minute"
					},
					"trigger": "A ranged weapon {@action Strike} targets a creature within 20 feet of you and the attacker hasn't yet rolled its attack",
					"entries": [
						"The triggering {@action Strike} targets you instead of its intended target."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"requirements": "The black hole armor has absorbed six or more projectiles",
					"entries": [
						"All the projectiles absorbed by the armor appear out of thin air, as though transported there, falling in a 10-foot burst within 120 feet of you. Each creature in the burst takes {@damage 10d8} piercing damage with a DC 35 Reflex save. The absorbed projectiles are all expended, and the armor's joints stop glowing."
					]
				}
			]
		},
		{
			"name": "Blade Byrnie",
			"source": "TV",
			"page": 15,
			"type": "Item",
			"level": "7+",
			"traits": [
				"conjuration",
				"invested",
				"magical"
			],
			"usage": "worn armor",
			"bulk": 1,
			"category": "Armor",
			"entries": [
				"Instead of chain links, this {@runeItem chain shirt||+1 armor potency|} is assembled from metal \"leaves\" that each resemble a small blade.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"entries": [
						"You pull a link from the armor, which transforms into a {@runeItem dagger||+1 weapon potency||striking|}. The dagger disappears and reappears as a link in the armor after you {@action Strike} with it, or at the end of this turn if you don't make a {@action Strike}. You can Activate the blade byrnie in place of an {@action Interact} action to draw a weapon for abilities such as the {@feat Quick Draw (Rogue)} feat.",
						"Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a {@item +2 weapon potency} rune if the armor has a {@item +2 armor potency} rune, or a {@item +3 weapon potency} rune if the armor has a {@item +3 armor potency} rune."
					]
				}
			],
			"generic": "G",
			"variants": [
				{
					"level": 7,
					"price": {
						"amount": 360,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "blade byrnie"
				},
				{
					"variantType": "greater",
					"name": "greater blade byrnie",
					"level": 13,
					"price": {
						"amount": 3000,
						"coin": "gp"
					},
					"entries": [
						"The armor is a +2 resilient chain shirt. The daggers are +2 greater striking daggers."
					]
				},
				{
					"level": 19,
					"price": {
						"amount": 35000,
						"coin": "gp"
					},
					"entries": [
						"The armor is a +3 greater resilient chain shirt. The daggers are +3 greater striking daggers."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Devil's Bargain",
			"source": "TV",
			"page": 15,
			"type": "Item",
			"level": 6,
			"traits": [
				"uncommon",
				"divination",
				"evil",
				"invested",
				"magical"
			],
			"price": {
				"amount": 250,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": "L",
			"category": "Armor",
			"entries": [
				"Those favored by {@deity Asmodeus} can be found wearing this +1 studded leather, which is lacquered in red and black.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"traits": [
						"fortune"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You critically fail an attack roll, check, or saving throw",
					"entries": [
						"You offer a prayer to {@deity Asmodeus}, who accepts under a reciprocal condition. Reroll the triggering roll with a +2 circumstance bonus and use the higher result.",
						"If this reroll improves your degree of success, the GM can later reroll one {@action Strike} against you, one saving throw against your abilities, or one secret check or saving throw you make. This is a {@trait fortune} effect if used on a {@action Strike} or save against you, or a {@trait misfortune} effect if used on your secret check or saving throw. The GM must use this reroll before the end of the last day you activated the armor."
					]
				}
			]
		},
		{
			"name": "Dragon Turtle Plate",
			"source": "TV",
			"page": 15,
			"type": "Item",
			"level": 9,
			"traits": [
				"abjuration",
				"invested",
				"magical"
			],
			"price": {
				"amount": 700,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 3,
			"category": "Armor",
			"entries": [
				"This harness of +1 resilient half plate is made from the shell plates of a dragon turtle and has the {@trait aquadynamic} trait (page 8). Fashioned from organic material, the suit is one of the few heavy armors not anathema to druids.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"{@action Interact}"
					],
					"trigger": "A creature adjacent to you targets you with a melee attack",
					"entries": [
						"You roll the hefty plates of the dragon turtle armor toward the attacker to gain a +1 circumstance bonus to AC against the triggering attack."
					]
				}
			],
			"craftReq": [
				"The initial raw materials must include the shell of a dragon turtle (Bestiary 128)."
			]
		},
		{
			"name": "Energizing Lattice",
			"source": "TV",
			"page": 15,
			"type": "Item",
			"level": 13,
			"traits": [
				"evocation",
				"invested",
				"light",
				"magical"
			],
			"price": {
				"amount": 3000,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 2,
			"category": "Armor",
			"entries": [
				"This suit of +2 resilient fortification lattice armor has latticework of fine golden wire. After negating a critical hit with its fortification rune, the latticework glows for 1 minute, shedding bright light in a 20-foot radius (and dim light for the next 20 feet). You can {@action Dismiss} this light.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"traits": [
						"force"
					],
					"requirements": "The energizing lattice is glowing because it negated an enemy's critical hit",
					"entries": [
						"You release the lattice's energy and make a weapon or unarmed attack {@action Strike} that deals {@dice 6d6} additional force damage. If your {@action Strike} fails, but doesn't critically fail, the target still takes half the force damage.",
						"The latticework ceases glowing after the {@action Strike}."
					]
				}
			]
		},
		{
			"name": "Immortal Bastion",
			"source": "TV",
			"page": 15,
			"type": "Item",
			"level": 20,
			"traits": [
				"abjuration",
				"invested",
				"magical"
			],
			"price": {
				"amount": 70000,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 5,
			"category": "Armor",
			"entries": [
				"This impressive +3 greater resilient greater fortification bastion plate is built like an impregnable castle, with multiple layers of defense and no weak points. When you activate the armor's deflect melee trait, you gain a +2 circumstance bonus to AC against melee attacks instead of +1, and you gain 10 temporary Hit Points that last until the start of your next turn.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You are reduced to 0 Hit Points or would die from a {@trait death} effect",
					"entries": [
						"You drop to 1 Hit Point instead of being reduced to 0 HP or {@condition dying}, and you gain 100 temporary Hit Points that last until the start of your next turn."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You would gain or increase the {@condition doomed} or {@condition wounded} condition",
					"entries": [
						"You avoid gaining or increasing the condition. If the triggering effect imposes both {@condition doomed} and {@condition wounded}, choose only one to prevent. This doesn't remove either of the conditions if you already have them, nor does it prevent the same triggering effect from giving or increasing the prevented condition later."
					]
				}
			]
		},
		{
			"name": "8-Round Magazine",
			"source": "TV",
			"page": 30,
			"bulk": "L",
			"category": "Ammunition",
			"price": {
				"coin": "sp",
				"amount": 2
			},
			"entries": []
		},
		{
			"name": "Wooden Taws",
			"otherSources": {
				"Originally": [
					"LOAG|139"
				]
			},
			"source": "TV",
			"page": 30,
			"type": "Item",
			"price": {
				"coin": "sp",
				"amount": 1,
				"note": "(price for 10)"
			},
			"entries": [],
			"category": "Ammunition"
		},
		{
			"name": "Spray Pellets",
			"source": "TV",
			"page": 30,
			"bulk": "L",
			"category": "Ammunition",
			"price": {
				"coin": "sp",
				"amount": 1,
				"note": "(price for 10)"
			},
			"entries": []
		},
		{
			"name": "Library Robes",
			"source": "TV",
			"page": 15,
			"type": "Item",
			"level": "9+",
			"traits": [
				"invested",
				"magical",
				"transmutation"
			],
			"usage": "worn armor",
			"bulk": "L",
			"category": "Armor",
			"entries": [
				"These +1 resilient scroll robes magically store a spell for you.",
				"During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' {@trait inscribed} trait, but without needing to go through the normal scribing process.",
				"You must provide the minimum amount of materials to {@action Craft} one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in {@skill Crafting}, nor do you need the Magical {@skill Crafting} feat. Using this ability erases any scroll already inscribed on the robe."
			],
			"generic": "G",
			"variants": [
				{
					"level": 9,
					"price": {
						"amount": 700,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "library robes"
				},
				{
					"level": 12,
					"price": {
						"amount": 2000,
						"coin": "gp"
					},
					"entries": [
						"The armor is +2 resilient scroll robes, and the spell can be 6th level or lower."
					],
					"variantType": "greater library robes"
				},
				{
					"level": 15,
					"price": {
						"amount": 6000,
						"coin": "gp"
					},
					"entries": [
						"The armor is +2 greater resilient scroll robes, and the spell can be 8th level or lower."
					],
					"variantType": "major library robes"
				},
				{
					"level": 19,
					"price": {
						"amount": 36000,
						"coin": "gp"
					},
					"entries": [
						"The armor is +3 greater resilient scroll robes, and the spell can be 9th level or lower."
					],
					"variantType": "true library robes"
				}
			]
		},
		{
			"name": "Linnorm's Sankeit",
			"source": "TV",
			"page": 18,
			"type": "Item",
			"level": 18,
			"traits": [
				"uncommon",
				"evocation",
				"invested",
				"magical"
			],
			"price": {
				"amount": 22750,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 2,
			"category": "Armor",
			"entries": [
				"The first suit of +3 greater resilient antimagic sankeit made in this fashion was crafted for the Varki linnorm king Nankou, after he claimed his title by slaying a taiga linnorm. By Varki tradition, the armor was crafted using some of the slain linnorm's body to decorate the breastplate and helm, which imbued the armor with several of the linnorm's natural abilities. Though the helm is shaped like the beast's head, a linnorm's actual head would be too large for a proper helmet.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You breathe a 60-foot cone of electrified vapor, dealing {@damage 17d6} electricity damage to creatures in the area (DC 38 basic Reflex save). The electrified mist persists in the area for 2 rounds, dealing {@damage 5d6} electricity damage (DC 38 basic Reflex save) to each creature that ends its turn in the mist. If you slew the linnorm this armor is made from, you can use the higher of your class DC or spell DC instead of the listed DCs for this effect."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"{@action Interact}"
					],
					"trigger": "A creature adjacent to you targets you with a melee attack",
					"entries": [
						"The creature takes {@damage 4d6} piercing damage as previously {@condition invisible} magical spines leap outwards from the armor to punish them for the attack."
					]
				}
			],
			"craftReq": [
				"The initial raw materials must include the hide and skull of a taiga linnorm (Bestiary 2 164)."
			]
		},
		{
			"name": "Ouroboros Buckles",
			"source": "TV",
			"page": 18,
			"type": "Item",
			"level": 19,
			"traits": [
				"rare",
				"invested",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 40000,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 1,
			"category": "Armor",
			"entries": [
				"This ominous-looking +3 greater resilient greater acid-resistant buckle armor is deep red in color, favored by assassins who worship {@deity Norgorber} or {@deity Asmodeus}, and if unfastened, the many belts and buckles writhe like living snakes. Ouroboros buckles have the {@trait comfort} trait. However, while wearing ouroboros buckles, the unfathomable concept of infinity pulls at your mind, and each time you awaken, you'd swear the armor hissed into your ear while you were asleep. The hissing suggested secret wisdom to you in Aklo, though you only ever remember it vaguely, like a fading dream.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You call forth the cursed regenerative blood of an ouroboros to recover from your wounds. You gain regeneration 15 (Pathfinder Bestiary 343) for 1 minute; fire damage deactivates this regeneration. Each time you regain Hit Points from this regeneration, if you're in your normal form, you collapse into a Large swarm of Tiny snakes. This is a {@trait polymorph} effect that changes you into a battle form.",
						"When you're a swarm of snakes, you gain low-light vision, imprecise scent (30 feet), a Speed of 20 feet, a climb Speed of 20 feet, and a swim Speed of 20 feet. You have an AC of 16 + your level and ignore your armor's check penalty and Speed reduction. Also, you gain resistance 5 to physical damage and weakness 5 to area damage and {@trait splash} damage. You can use none of your normal Strikes. Instead, you can use Swarming Bites, a single action that deals {@damage 4d4} piercing damage plus {@damage 2d6} poison damage to creatures in your space with a DC 41 basic Reflex save.",
						"If you're in this battle form and are already at full HP when your regeneration occurs, the snakes instantaneously slither together, and you transform into your original form."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "minute"
					},
					"trigger": "A foe within 15 feet hits you with a {@action Strike} that deals slashing or piercing damage",
					"entries": [
						"Your ouroboros buckles spray acidic blood in a 15-foot cone toward the foe, dealing {@damage 5d6} acid damage with a DC 41 basic Reflex save."
					]
				}
			],
			"craftReq": [
				"The initial raw materials must include blood from an ouroboros (Bestiary 3 194) to tan the leather."
			]
		},
		{
			"name": "Reef Heart",
			"source": "TV",
			"page": 18,
			"type": "Item",
			"level": "12+",
			"traits": [
				"conjuration",
				"invested",
				"magical"
			],
			"usage": "worn armor",
			"bulk": 2,
			"category": "Armor",
			"entries": [
				"This +2 resilient coral armor, often favored by allies of merfolk and aquatic elves, is made of living coral carefully harvested from the ocean depths. Legends speak of a variety of similar coral armors with distinct powers, but surface-dwellers know of reef heart as a magic armor that makes it easier for them to travel under the sea. Reef heart enables you to breathe underwater and gives you a swim Speed equal to half your land Speed.",
				{
					"type": "ability",
					"activity": {
						"number": 3,
						"unit": "action"
					},
					"components": [
						"command",
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You cast {@spell coral eruption|SoM} (Pathfinder Secrets of Magic 96). If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the magical coral remains in place for 1 year, it becomes non-magical coral from which a reef might grow."
					]
				}
			],
			"generic": "G",
			"variants": [
				{
					"level": 12,
					"price": {
						"amount": 2000,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "reef heart"
				},
				{
					"variantType": "greater",
					"level": 15,
					"price": {
						"amount": 6500,
						"coin": "gp"
					},
					"entries": [
						"The reef heart is +2 greater resilient coral armor, the swim Speed is equal to your full land Speed, and the coral eruption is 7th level."
					]
				}
			]
		},
		{
			"name": "Remorhaz Armor",
			"source": "TV",
			"page": 19,
			"type": "Item",
			"level": 10,
			"traits": [
				"uncommon",
				"evocation",
				"fire",
				"invested",
				"magical"
			],
			"price": {
				"amount": 975,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 2,
			"category": "Armor",
			"entries": [
				"This +1 resilient fire-resistant niyaháat is often created to mark the passage of an Erutaki warrior into adulthood, formed from the chitinous plates of a remorhaz, with larger pieces protecting the chest, shoulders, and head. As you fight, the armor glows red hot.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The armor is sheathed in a fire shield."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You're dealt 30 or more fire damage, before any reduction from your fire resistance",
					"requirements": "You've used the fire shield activation already today",
					"entries": [
						"The fire shield activation recharges."
					]
				}
			],
			"craftReq": [
				"The initial raw materials must include the carapace of a remorhaz (Bestiary 280)."
			]
		},
		{
			"name": "Rusting Carapace",
			"source": "TV",
			"page": 19,
			"type": "Item",
			"level": 8,
			"traits": [
				"uncommon",
				"evocation",
				"invested",
				"magical"
			],
			"price": {
				"amount": 476,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 1,
			"category": "Armor",
			"entries": [
				"This +1 leather lamellar armor incorporates the plates of a rust monster's hide, woven together with the creature's own antennae and sinew into a functional set of armor. While wearing the rusting carapace, you gain a +2 item bonus to your Reflex save to prevent an object you're holding from being affected by rust; this also increases your Reflex DC to avoid being Disarmed by a rust monster's Antenna Disarm ability.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"Feathery antennae extend from between the segments of the rusting hide and brush against a nearby metal creature, non-magical metal hazard, or non-magical metal item of up to 1 Bulk, with the effects of rusting grasp. The DC is 24."
					]
				}
			],
			"craftReq": [
				"The initial raw materials must include the hide of a rust monster (Bestiary 283)."
			]
		},
		{
			"name": "Trollhound Vest",
			"source": "TV",
			"page": 19,
			"type": "Item",
			"level": 6,
			"traits": [
				"uncommon",
				"invested",
				"magical",
				"necromancy"
			],
			"price": {
				"amount": 230,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 2,
			"category": "Armor",
			"entries": [
				"This suit of +1 hide armor is sickly green and covered in thick warts and nodules, fashioned from the hide of a trollhound and imbued with some of the beast's vitality.",
				"Wearing this armor gives you a \u20131 circumstance penalty to all checks made using {@skill Diplomacy} to interact with trolls and a +1 circumstance bonus to {@skill Diplomacy} checks used to {@action Make an Impression} in communities traditionally plagued by troll attacks.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"{@action Interact}"
					],
					"trigger": "You take damage from a melee attack while you have half or fewer of your normal maximum Hit Points",
					"entries": [
						"Your body knits itself back together, healing you for {@dice 3d8} Hit Points."
					]
				}
			],
			"craftReq": [
				"The initial raw materials must include the hides of at least two trollhounds (Bestiary 2 268)."
			]
		},
		{
			"name": "Wasp Guard",
			"source": "TV",
			"page": 19,
			"type": "Item",
			"level": 8,
			"traits": [
				"invested",
				"magical",
				"necromancy"
			],
			"price": {
				"amount": 487,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 1,
			"category": "Armor",
			"entries": [
				"Druids and {@deity Calistria}'s faithful alike value this vindictive armor for its ability to turn away pests and exact revenge on foes in a manner that can easily turn coordinated enemies into a chaotic mass. Wasp guard is +1 studded leather studded with the carapaces of wasps, subtly diverting swarms away and granting a +1 item bonus to Reflex saving throws against Swarming Bites, Swarming Stings, and similar abilities from swarms.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "An enemy within 30 feet Strikes you with an attack",
					"entries": [
						"You animate the exoskeletons of the wasp guard armor into a spectral swarm of wasps that seeks revenge for the slight. The swarm flies to the triggering enemy's space and swarms about them, dealing {@damage 1d8} {@condition persistent damage||persistent poison damage}. If the affected enemy has any allies within 30 feet, the enemy can spend a single action, which has the {@trait manipulate} trait, to shoo the swarm away. This ends the {@condition persistent damage} on that enemy automatically, but the swarm instead moves to affect the enemy's ally."
					]
				}
			],
			"craftReq": [
				"The initial raw materials must include 1 Bulk of wasp exoskeletons."
			]
		},
		{
			"name": "Wolfjaw Armor",
			"source": "TV",
			"page": 19,
			"type": "Item",
			"level": 7,
			"traits": [
				"evocation",
				"invested",
				"primal"
			],
			"price": {
				"amount": 355,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 2,
			"category": "Armor",
			"entries": [
				"Barbarians, druids and other outlanders are often forced to spend the harsh winter months protecting their communities from one of the deadliest predators to stalk the forests and taiga of the northern reaches, the fearsome winter wolf. This +1 hide armor is assembled from the hide and fur of a trio of winter wolves, and it conveys on the wearer both an attack akin to the winter wolves' deadly jaws and the ability to channel the frigid cold of the winter wolf's Breath Weapon.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"traits": [
						"cold"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You breathe a cloud of frost in a 15-foot cone that deals {@damage 5d8} cold damage (DC 23 basic Reflex save)."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You gain a jaws unarmed attack that you make using your hands. This attack deals {@damage 1d8} piercing damage plus 1 cold damage, is in the {@group brawling} group, and has the {@trait trip} and {@trait unarmed} traits."
					]
				}
			],
			"craftReq": [
				"The initial raw materials must include the hides of at least three winter wolves (Bestiary 322)."
			]
		},
		{
			"name": "Clockwork Shield",
			"source": "TV",
			"page": 22,
			"type": "Item",
			"level": "11+",
			"traits": [
				"magical",
				"transmutation"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"This brass-coated, steel shield (Hardness 12, HP 90, BT 45) has +2 striking shield spikes made of bronze gears.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The shield's gears begin to spin, subtly adjusting the shield's position as you fight. You gain an extra reaction this turn and at the start of each of your turns for the next minute that you can use only to Shield Block."
					]
				}
			],
			"variants": [
				{
					"level": 11,
					"price": {
						"amount": 1300,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "clockwork shield"
				},
				{
					"variantType": "greater",
					"level": 18,
					"price": {
						"amount": 22000,
						"coin": "gp"
					},
					"entries": [
						"A greater clockwork shield's (Hardness 17, HP 130, and BT 65) gears are +3 greater striking shield spikes."
					]
				}
			],
			"generic": "G"
		},
		{
			"name": "Bane Ammunition",
			"source": "TV",
			"page": 42,
			"type": "Item",
			"level": "1+",
			"traits": [
				"alchemical",
				"consumable",
				"poison"
			],
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Poison",
			"entries": [
				"Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature\u2014aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes {@condition persistent damage||persistent poison damage} in addition to the damage the attack normally deals."
			],
			"generic": "G",
			"variants": [
				{
					"level": 1,
					"price": {
						"amount": 3,
						"coin": "gp"
					},
					"entries": [
						"The ammunition deals {@damage 1d4} {@condition persistent damage||persistent poison damage}."
					],
					"variantType": "lesser"
				},
				{
					"level": 5,
					"price": {
						"amount": 25,
						"coin": "gp"
					},
					"entries": [
						"The ammunition deals {@damage 2d6} {@condition persistent damage||persistent poison damage}."
					],
					"variantType": "moderate"
				},
				{
					"level": 11,
					"price": {
						"amount": 250,
						"coin": "gp"
					},
					"entries": [
						"The ammunition deals {@damage 3d6} {@condition persistent damage||persistent poison damage}."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Blister Ammunition",
			"source": "TV",
			"page": 42,
			"type": "Item",
			"level": "5+",
			"traits": [
				"alchemical",
				"consumable",
				"poison"
			],
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Poison",
			"entries": [
				"Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is {@condition dazzled} for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC {@flatDC 8} flat check, losing the action on a failure. An affected creature can use a single {@action Interact} action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 {@action Interact} actions scratching and sneezing. These {@action Interact} actions don't need to be consecutive."
			],
			"generic": "G",
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 21,
						"coin": "gp"
					},
					"entries": [
						"The maximum duration is 3 rounds, and the Fortitude DC is 19."
					],
					"variantType": "lesser"
				},
				{
					"level": 11,
					"price": {
						"amount": 210,
						"coin": "gp"
					},
					"entries": [
						"The maximum duration is 6 rounds, and the Fortitude DC is 28."
					],
					"variantType": "moderate"
				},
				{
					"level": 16,
					"price": {
						"amount": 1400,
						"coin": "gp"
					},
					"entries": [
						"The maximum duration is 10 rounds, and the Fortitude DC is 35."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Elemental Ammunition",
			"source": "TV",
			"page": 42,
			"type": "Item",
			"level": "1+",
			"traits": [
				"alchemical",
				"consumable",
				"splash"
			],
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing {@condition persistent damage||persistent acid}, cold, electricity, fire, or poison damage to the target and {@trait splash} damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type."
			],
			"generic": "G",
			"variants": [
				{
					"level": 1,
					"price": {
						"amount": 3,
						"coin": "gp"
					},
					"entries": [
						"The ammunition deals 1 {@condition persistent damage} and 1 {@trait splash} damage."
					],
					"variantType": "lesser"
				},
				{
					"level": 5,
					"price": {
						"amount": 21,
						"coin": "gp"
					},
					"entries": [
						"The ammunition deals {@damage 2d4} {@condition persistent damage} and 2 {@trait splash} damage."
					],
					"variantType": "moderate"
				},
				{
					"level": 11,
					"price": {
						"amount": 210,
						"coin": "gp"
					},
					"entries": [
						"The ammunition deals {@damage 3d4} {@condition persistent damage} and 3 {@trait splash} damage."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Freeze Ammunition",
			"source": "TV",
			"page": 42,
			"type": "Item",
			"level": 5,
			"traits": [
				"alchemical",
				"cold",
				"consumable",
				"splash"
			],
			"price": {
				"amount": 28,
				"coin": "gp"
			},
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"Freeze ammunition carries chilling reagents that activate on contact with the target. A creature hit by activated freeze ammunition takes cold damage instead of the weapon's normal damage type, plus 2 cold {@trait splash} damage. Hitting a 5-foot-square surface successfully with freeze ammunition deals 2 cold {@trait splash} damage and covers the space in a layer of ice. Each creature standing on the icy surface must succeed at a DC 20 Reflex save or {@skill Acrobatics} check or else fall {@condition prone}.",
				"Creatures using an action to move onto the icy surface must attempt either a Reflex save or an {@skill Acrobatics} check to {@action Balance}. Creatures that {@action Step} or {@action Crawl} don't need to attempt a check or save. The ice melts after 1 minute, although unusually hot or cold temperatures can change this duration at the GM's discretion. Dealing at least 1 point of fire damage to the ice removes it instantly."
			]
		},
		{
			"name": "Life Shot",
			"source": "TV",
			"page": 43,
			"type": "Item",
			"level": "2+",
			"traits": [
				"alchemical",
				"consumable",
				"healing"
			],
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"ammunition": [
				"round"
			],
			"category": "Consumable",
			"entries": [
				"Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a {@trait fortune} effect). A target willing to be hit by this attack is {@condition flat-footed} against it."
			],
			"generic": "G",
			"variants": [
				{
					"level": 2,
					"price": {
						"amount": 5,
						"coin": "gp"
					},
					"entries": [
						"The ammunition restores {@dice 1d4} Hit Points, and the bonus is +1."
					],
					"variantType": "minor"
				},
				{
					"level": 6,
					"price": {
						"amount": 50,
						"coin": "gp"
					},
					"entries": [
						"The ammunition restores {@dice 3d4+3} Hit Points, and the bonus is +1."
					],
					"variantType": "lesser"
				},
				{
					"level": 10,
					"price": {
						"amount": 200,
						"coin": "gp"
					},
					"entries": [
						"The ammunition restores {@dice 5d4+7} Hit Points, and the bonus is +2."
					],
					"variantType": "moderate"
				},
				{
					"level": 14,
					"price": {
						"amount": 750,
						"coin": "gp"
					},
					"entries": [
						"The ammunition restores {@dice 7d4+10} Hit Points, and the bonus is +2."
					],
					"variantType": "greater"
				},
				{
					"level": 16,
					"price": {
						"amount": 1500,
						"coin": "gp"
					},
					"entries": [
						"The ammunition restores {@dice 8d4+11} Hit Points, and the bonus is +3."
					],
					"variantType": "major"
				},
				{
					"level": 20,
					"price": {
						"amount": 9000,
						"coin": "gp"
					},
					"entries": [
						"The ammunition restores {@dice 10d4+14} Hit Points, and the bonus is +4."
					],
					"variantType": "true"
				}
			]
		},
		{
			"name": "Ooze Ammunition",
			"source": "TV",
			"page": 43,
			"type": "Item",
			"level": "2+",
			"traits": [
				"acid",
				"alchemical",
				"consumable"
			],
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and {@condition persistent damage||persistent acid damage} until it ends the effects. On a critical hit, the creature is {@condition immobilized} for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. These {@action Escape} actions don't need to be consecutive, and other creatures can provide the actions, although doing so deals half the ammunition's {@condition persistent damage||persistent acid damage} to the assisting creature. A creature that ends the effect still takes the {@condition persistent damage} that turn."
			],
			"generic": "G",
			"variants": [
				{
					"level": 2,
					"price": {
						"amount": 7,
						"coin": "gp"
					},
					"entries": [
						"The ammunition deals {@damage 1d4} {@condition persistent damage||persistent acid damage} and imposes a \u20135-foot penalty to Speed, and the {@action Escape} DC is 16."
					],
					"variantType": "lesser"
				},
				{
					"level": 6,
					"price": {
						"amount": 42,
						"coin": "gp"
					},
					"entries": [
						"The ammunition deals {@damage 2d4} {@condition persistent damage||persistent acid damage} and imposes a \u201310-foot penalty to Speed, and the {@action Escape} DC is 20."
					],
					"variantType": "moderate"
				},
				{
					"level": 12,
					"price": {
						"amount": 350,
						"coin": "gp"
					},
					"entries": [
						"The ammunition deals {@damage 3d4} {@condition persistent damage||persistent acid damage} and imposes a \u201310-foot penalty to Speed, and the {@action Escape} DC is 29."
					],
					"variantType": "greater"
				},
				{
					"level": 18,
					"price": {
						"amount": 3250,
						"coin": "gp"
					},
					"entries": [
						"The ammunition deals {@damage 4d4} {@condition persistent damage||persistent acid damage} and imposes a \u201315-foot penalty to Speed, and the {@action Escape} DC is 38."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Rusting Ammunition",
			"source": "TV",
			"page": 43,
			"type": "Item",
			"level": "13+",
			"traits": [
				"alchemical",
				"consumable",
				"force"
			],
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"Rusting ammunition is made using a rust monster's saliva and, when activated, deals damage to objects or creatures primarily made of metal. The target takes {@condition persistent damage} for a duration determined by the type of ammunition used. A creature that drops to 0 Hit Points while taking this {@condition persistent damage} crumbles into fine powder; its gear remains. The ammunition's type determines the maximum amount of an object that's destroyed."
			],
			"craftReq": [
				"Supply the saliva of a rust monster (Bestiary 283)."
			],
			"generic": "G",
			"variants": [
				{
					"level": 13,
					"price": {
						"amount": 600,
						"coin": "gp"
					},
					"entries": [
						"The ammunition deals {@damage 3d8} {@condition persistent damage} for up to 5 rounds. For an object, the ammunition destroys a 5-foot cube."
					],
					"variantType": "moderate"
				},
				{
					"level": 18,
					"price": {
						"amount": 3600,
						"coin": "gp"
					},
					"entries": [
						"The ammunition deals {@damage 4d8} {@condition persistent damage} for up to 6 rounds. For an object, the ammunition destroys a 10-foot cube."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Blightburn Bomb",
			"source": "TV",
			"page": 44,
			"type": "Item",
			"level": "15+",
			"traits": [
				"uncommon",
				"alchemical",
				"bomb",
				"consumable",
				"disease",
				"poison",
				"splash"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Strike}"
				]
			},
			"category": "Bomb",
			"entries": [
				"Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants an item bonus to attack rolls and deals poison damage, {@condition persistent damage||persistent poison damage}, and poison {@trait splash} damage, according to the bomb's type. A creature that takes the {@condition persistent damage||persistent poison damage} deals the {@trait splash} damage again from its current position as the radiation continues to harm nearby creatures. The {@condition persistent damage} can last up to 1 minute.",
				"Blightburn bombs also expose the primary target to {@disease blightburn sickness|TV} at the listed Fortitude DC."
			],
			"generic": "G",
			"variants": [
				{
					"level": 15,
					"price": {
						"amount": 1200,
						"coin": "gp"
					},
					"entries": [
						"You gain a +2 item bonus to attack rolls, and the bomb deals {@damage 3d6} poison damage, {@damage 3d4} {@condition persistent damage||persistent poison damage}, and 3 poison {@trait splash} damage. The Fortitude DC is 34."
					],
					"variantType": "blightburn bomb"
				},
				{
					"level": 20,
					"price": {
						"amount": 12000,
						"coin": "gp"
					},
					"entries": [
						"You gain a +3 item bonus to attack rolls, and the bomb deals {@damage 4d6} poison damage, {@damage 4d4} {@condition persistent damage||persistent poison damage}, and 4 poison {@trait splash} damage. The Fortitude DC is 43."
					],
					"variantType": "greater blightburn bomb"
				}
			]
		},
		{
			"name": "Boulder Seed",
			"source": "TV",
			"page": 44,
			"type": "Item",
			"level": "12+",
			"traits": [
				"alchemical",
				"bomb",
				"consumable",
				"splash"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Strike}"
				]
			},
			"category": "Bomb",
			"entries": [
				"This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A boulder seed grants an item bonus to attack rolls and deals bludgeoning damage and bludgeoning {@trait splash} damage, according to the bomb's type. When activated, the bomb fills a 5-foot cube with hardened foam, which has stats according to the bomb's type and which pushes a primary target of a certain size or smaller occupying that space 5 feet away from you. On a critical hit, the target also falls {@condition prone}. The splash zone fills with rubble, creating difficult terrain. The \"boulder\" the bomb creates fails all saving throws and loses 1 Hardness per round, disintegrating into fine powder when the boulder's Hardness is reduced to 0. At that time, the difficult terrain the bomb created also disappears."
			],
			"generic": "G",
			"variants": [
				{
					"level": 12,
					"price": {
						"amount": 360,
						"coin": "gp"
					},
					"entries": [
						"You gain a +2 item bonus to attack rolls, and the bomb deals {@damage 3d4} bludgeoning damage plus 3 bludgeoning {@trait splash} damage. It creates a boulder as hard as wood (Hardness 5, HP 20) that pushes Medium or smaller targets."
					],
					"variantType": "boulder seed"
				},
				{
					"level": 18,
					"price": {
						"amount": 3600,
						"coin": "gp"
					},
					"entries": [
						"You gain a +3 item bonus to attack rolls, and the bomb deals {@damage 4d4} bludgeoning damage plus 4 bludgeoning {@trait splash} damage. It creates a boulder as hard as stone (Hardness 10, HP 40) that pushes Large or smaller targets."
					],
					"variantType": "greater boulder seed"
				}
			]
		},
		{
			"name": "Lodestone Bomb",
			"source": "TV",
			"page": 44,
			"type": "Item",
			"level": "12+",
			"traits": [
				"alchemical",
				"bomb",
				"consumable",
				"force",
				"splash"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Strike}"
				]
			},
			"category": "Bomb",
			"entries": [
				"Lodestone bombs hold reactive ionized minerals preserved in a dormant state until {@condition broken}. The bomb grants an item bonus to attack rolls and deals force damage and force {@trait splash} damage, according to the bomb's type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes {@condition persistent damage||persistent force damage} and is {@condition clumsy||clumsy 1} and {@condition enfeebled||enfeebled 1} while taking the {@condition persistent damage}. The {@condition persistent damage} can last up to 1 minute."
			],
			"generic": "G",
			"variants": [
				{
					"level": 12,
					"price": {
						"amount": 400,
						"coin": "gp"
					},
					"entries": [
						"You gain a +2 item bonus to attack rolls, and the bomb deals {@damage 3d4} force damage plus 2 force {@trait splash} damage. The bomb deals {@damage 2d4} {@condition persistent damage||persistent force damage} to applicable targets."
					],
					"variantType": "lodestone bomb"
				},
				{
					"level": 18,
					"price": {
						"amount": 4500,
						"coin": "gp"
					},
					"entries": [
						"You gain a +3 item bonus to attack rolls, and the bomb deals {@damage 4d4} force damage plus 3 force {@trait splash} damage. The bomb deals {@damage 3d4} {@condition persistent damage||persistent force damage} to applicable targets."
					],
					"variantType": "greater lodestone bomb"
				}
			]
		},
		{
			"name": "Shatterstone",
			"source": "TV",
			"page": 44,
			"type": "Item",
			"level": "12+",
			"traits": [
				"alchemical",
				"bomb",
				"consumable",
				"sonic",
				"splash"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Strike}"
				]
			},
			"category": "Bomb",
			"entries": [
				"A shatterstone is a small ceramic orb, much like a thunderstone.",
				"Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants an item bonus to attack rolls and deals sonic damage and sonic {@trait splash} damage, according to the bomb's type. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a Fortitude saving throw at the listed DC or be {@condition deafened} until the end of their next turn."
			],
			"generic": "G",
			"variants": [
				{
					"level": 12,
					"price": {
						"amount": 380,
						"coin": "gp"
					},
					"entries": [
						"You gain a +2 item bonus to attack rolls, and the bomb deals {@damage 3d6} sonic damage and 3 sonic {@trait splash} damage. The Fortitude DC is 30."
					],
					"variantType": "shatterstone"
				},
				{
					"level": 18,
					"price": {
						"amount": 3800,
						"coin": "gp"
					},
					"entries": [
						"You gain a +3 item bonus to attack rolls, and the bomb deals {@damage 4d6} sonic damage and 4 sonic {@trait splash} damage. The Fortitude DC is 40."
					],
					"variantType": "greater shatterstone"
				}
			]
		},
		{
			"name": "Skunk Bomb",
			"source": "TV",
			"page": 45,
			"type": "Item",
			"level": "1+",
			"traits": [
				"alchemical",
				"bomb",
				"consumable",
				"olfactory",
				"poison",
				"splash"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Strike}"
				]
			},
			"category": "Bomb",
			"entries": [
				"Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison {@trait splash} damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target is unaffected."
						],
						"Success": [
							"The target is {@condition sickened||sickened 1}."
						],
						"Failure": [
							"The target is {@condition sickened||sickened 1} and {@condition slowed||slowed 1} while {@condition sickened}."
						],
						"Critical Failure": [
							"The target is {@condition blinded} for 1 round, {@condition sickened||sickened 2}, and {@condition slowed||slowed 1} while {@condition sickened}.",
							"Creatures {@condition sickened} by the bomb emit an odor that lasts 10 minutes after the {@condition sickened} condition ends (or 1 hour if they were also {@condition blinded}). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to {@action Track} the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent."
						]
					}
				}
			],
			"generic": "G",
			"variants": [
				{
					"level": 1,
					"price": {
						"amount": 4,
						"coin": "gp"
					},
					"entries": [
						"The bomb deals {@damage 1d4} poison damage and 1 poison {@trait splash} damage. The Fortitude DC is 15."
					],
					"variantType": "lesser"
				},
				{
					"level": 3,
					"price": {
						"amount": 12,
						"coin": "gp"
					},
					"entries": [
						"You gain a +1 item bonus to attack rolls. The bomb deals {@damage 2d4} poison damage and 2 poison {@trait splash} damage. The Fortitude DC is 17."
					],
					"variantType": "moderate"
				},
				{
					"level": 11,
					"price": {
						"amount": 240,
						"coin": "gp"
					},
					"entries": [
						"You gain a +2 item bonus to attack rolls. The bomb deals {@damage 3d4} poison damage and 3 poison {@trait splash} damage. The Fortitude DC is 28."
					],
					"variantType": "greater"
				},
				{
					"level": 17,
					"price": {
						"amount": 2400,
						"coin": "gp"
					},
					"entries": [
						"You gain a +3 item bonus to attack rolls. The bomb deals {@damage 4d4} poison damage and 4 poison {@trait splash} damage. The Fortitude DC is 37."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Assassin Vine Wine",
			"source": "TV",
			"page": 47,
			"type": "Item",
			"level": "9+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir"
			],
			"price": {
				"amount": 130,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"{@skill Crafting} wine from assassin vine berries is a dangerous process, but the resulting ruby-red drink is rich and heady. Alchemical reagents added during fermentation concentrate the vine's connection to its environment and impart them onto the imbiber. For 1 minute after drinking a glass of assassin vine wine, you have tremorsense at a range of 30 feet."
			],
			"generic": "G",
			"variants": [
				{
					"level": 9,
					"price": {
						"amount": 130,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "assassin vine wine"
				},
				{
					"level": 12,
					"price": {
						"amount": 350,
						"coin": "gp"
					},
					"entries": [
						"Assassin vine wine that has been aged for several years\u2014or artificially aged with alchemy\u2014develops both a greater complexity of flavor and a stronger connection to an assassin vine's bond with nature. When you drink the wine, vegetation in a 20-foot emanation around you begins to writhe, becoming difficult terrain until the start of your next turn."
					],
					"variantType": "aged assassin vine wine"
				}
			]
		},
		{
			"name": "Auric Noodles",
			"source": "TV",
			"page": 47,
			"type": "Item",
			"level": 3,
			"traits": [
				"alchemical",
				"consumable",
				"processed"
			],
			"price": {
				"amount": 10,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 10,
					"unit": "minute"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Auric noodles are boiled, then pan-fried and tossed with sliced vegetables and a sticky, savory sauce incorporating alchemical reagents. After you eat the noodles, they boost your ability to sense magic for 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to checks to {@action Identify Magic}, and you can move at full speed while using the {@action Detect Magic} exploration activity."
			]
		},
		{
			"name": "Cooperative Waffles",
			"source": "TV",
			"page": 47,
			"type": "Item",
			"level": "2+",
			"traits": [
				"alchemical",
				"consumable",
				"processed"
			],
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 10,
					"unit": "minute"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who share the batch. You can split the waffles with one other creature. After you both eat half of the waffles to Activate them, when one of you uses {@action Follow the Expert} to follow the other, the circumstance bonus granted is 1 higher. The waffles' bonus lasts 24 hours or until you next make your daily preparations, whichever comes first. You can only be linked to one creature in this way at a time; if either of you eats cooperative waffles again, the effect of your previous waffles ends."
			],
			"generic": "G",
			"variants": [
				{
					"level": 2,
					"price": {
						"amount": 5,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "cooperative waffles"
				},
				{
					"level": 5,
					"price": {
						"amount": 25,
						"coin": "gp"
					},
					"entries": [
						"The benefit of the waffles also applies when one of you successfully Aids a skill check the other attempts."
					],
					"variantType": "greater cooperative waffles"
				}
			]
		},
		{
			"name": "Crackling Bubble Gum",
			"source": "TV",
			"page": 47,
			"type": "Item",
			"level": "5+",
			"traits": [
				"alchemical",
				"consumable",
				"lozenge"
			],
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"category": "Consumable",
			"entries": [
				"This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against {@trait auditory} and {@trait sonic} effects.",
				{
					"name": "Secondary Effect",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"traits": [
						"sonic"
					],
					"entries": [
						"You blow a bubble with the gum until it pops, after which it becomes inert. The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a \u201310-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 {@action Interact} actions. These actions don't have to be consecutive, and other creatures can provide the actions as well."
					],
					"type": "ability"
				}
			],
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 30,
						"coin": "gp"
					},
					"entries": [
						"The item bonus is +1, the damage is {@dice 4d4}, and the DC is 19."
					],
					"variantType": "lesser"
				},
				{
					"level": 9,
					"price": {
						"amount": 150,
						"coin": "gp"
					},
					"entries": [
						"The item bonus is +2, the damage is {@dice 6d4}, and the DC is 25."
					],
					"variantType": "moderate"
				},
				{
					"level": 13,
					"price": {
						"amount": 450,
						"coin": "gp"
					},
					"entries": [
						"The item bonus is +2, the damage is {@dice 8d4}, and the DC is 30."
					],
					"variantType": "greater"
				},
				{
					"level": 15,
					"price": {
						"amount": 1000,
						"coin": "gp"
					},
					"entries": [
						"The item bonus is +3, the damage is {@dice 9d4}, and the DC is 34."
					],
					"variantType": "major"
				}
			],
			"generic": "G"
		},
		{
			"name": "Delve Scale",
			"source": "TV",
			"page": 47,
			"type": "Item",
			"level": 10,
			"traits": [
				"alchemical",
				"consumable"
			],
			"price": {
				"amount": 155,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"If fried, a bulette's thick forefoot scales render into crunchy snacks. Alchemists add reagents to the frying oil to enhance the scales' properties and flavor. For 1 minute after eating a delve scale, you gain a burrow Speed of 15 feet and a +2 item bonus to {@skill Athletics} checks to {@action High Jump} or {@action Long Jump}."
			]
		},
		{
			"name": "Diplomat's Charcuterie",
			"source": "TV",
			"page": 47,
			"type": "Item",
			"level": 3,
			"traits": [
				"alchemical",
				"consumable",
				"processed"
			],
			"price": {
				"amount": 9,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 10,
					"unit": "minute"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A common sight at political gatherings, a diplomat's charcuterie has fine meats, cheeses, nuts, fruits, and other finger foods mixed with reagents to engender friendly feelings between those consuming them. Contents of the plate vary by chef and the intended palates, from the hearty sausages and hard cheese of charcuterie from the Lands of the Linnorm Kings to the hot-pepper cheese curds and smoked almonds of Thuvian platters. After {@action Activate an Item||Activating} the charcuterie by eating it, you gain a +1 item bonus to {@skill Diplomacy} checks to {@action Make an Impression} and {@skill Perception} checks to {@action Sense Motive}. These bonuses last 24 hours or until you make your next daily preparations, whichever comes first."
			]
		},
		{
			"name": "Egg Cream Fizz",
			"source": "TV",
			"page": 48,
			"type": "Item",
			"level": 5,
			"traits": [
				"alchemical",
				"consumable",
				"elixir"
			],
			"price": {
				"amount": 27,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"Containing neither eggs nor cream, an egg cream fizz contains milk or nut milk, sparkling water, and flavored syrup, frothed and chilled. Upon drinking, you feel lighter and more buoyant, gaining a +5-foot item bonus to your Speed for 10 minutes.",
				"During this time, you also gain another effect determined by the drink's syrup, which is chosen when the drink is created.",
				{
					"type": "list",
					"items": [
						"Chocolate You gain a +1 item bonus to {@skill Acrobatics} checks to {@action Balance}, {@action Maneuver in Flight}, and {@action Squeeze}.",
						"Strawberry You gain a +1 item bonus to {@skill Athletics} checks to {@action Climb}, {@action Leap}, and {@action Swim}.",
						"Vanilla You can {@action Step} into difficult terrain."
					]
				}
			]
		},
		{
			"name": "Firefoot Popcorn",
			"source": "TV",
			"page": 48,
			"type": "Item",
			"level": 8,
			"traits": [
				"alchemical",
				"consumable"
			],
			"price": {
				"amount": 75,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"When you consume firefoot popcorn, for 1 minute, you can {@action Leap} double the normal distance. You can also attempt to {@action High Jump} or {@action Long Jump} as a single action. If you do, you don't perform the initial {@action Stride} (nor do you fall if you don't {@action Stride} 10 feet). Each time you {@action Leap} 10 feet or more, your feet make a popping sound that can be heard from at least 100 feet, and the space you left fills with waves of intense heat. For 1 minute, that square is hazardous terrain that deals {@damage 1d6} fire damage to any creature that moves into it."
			]
		},
		{
			"name": "Fury Cocktail",
			"source": "TV",
			"page": 48,
			"type": "Item",
			"level": "4+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir",
				"mutagen",
				"polymorph"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages.",
				"Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created.",
				{
					"type": "list",
					"items": [
						"Animalistic Lemon juice and powdered claws or talons are added to the cocktail. You gain an unarmed attack in the {@group brawling} group of your choice between a jaws attack that deals {@damage 1d6} piercing damage or a claw attack that has the {@trait agile} trait and deals {@damage 1d4} slashing damage.",
						"Double This cocktail is just stronger, with more ginger and more rum. You gain resistance 1 to physical damage. The resistance increases to 2 for a moderate fury cocktail or 5 for a greater fury cocktail.",
						"Mournful A few flower petals add a powerful aroma to the drink. You gain resistance 1 to negative damage, or resistance 1 to positive damage if you have negative healing. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail.",
						"Skeptical A splash of bitters gives the drink a more complex flavor. You gain a +1 item bonus to saves against magic. This bonus is +2 for a moderate fury cocktail or +3 for a greater fury cocktail.",
						"Titanic Yuzu juice and powdered giant hair are added to this cocktail. If you're Medium or smaller, you gain the following effects: you become Large, are {@condition clumsy||clumsy 1}, and increase your reach by 5 feet (or by 10 feet if you started out Tiny).",
						"Wyrmhide Pomegranate juice and elemental reagents are added to the cocktail. You gain resistance 1 to acid, cold, electricity, fire, and poison damage. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Drawback You take a \u20131 penalty to AC and a \u20132 penalty to"
					]
				},
				"Reflex saves."
			],
			"generic": "G",
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 15,
						"coin": "gp"
					},
					"entries": [
						"You gain a +2 item bonus to melee attack rolls, and the duration is 10 minutes."
					],
					"variantType": "lesser"
				},
				{
					"level": 12,
					"price": {
						"amount": 360,
						"coin": "gp"
					},
					"entries": [
						"You gain a +3 item bonus to melee attack rolls, and the duration is 1 hour."
					],
					"variantType": "moderate"
				},
				{
					"level": 18,
					"price": {
						"amount": 4000,
						"coin": "gp"
					},
					"entries": [
						"You gain a +4 item bonus to melee attack rolls, and the duration is 1 hour."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Galvanic Chew",
			"source": "TV",
			"page": 48,
			"type": "Item",
			"level": 8,
			"traits": [
				"alchemical",
				"consumable",
				"lozenge"
			],
			"price": {
				"amount": 75,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A galvanic chew is a processed ball of dried electric eel, roasted until chewy and coated in spicy, reagent-infused powder that tingles with electricity as you chew. For up to 1 hour, you have resistance 5 to electricity.",
				{
					"name": "Secondary Effect",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"traits": [
						"electricity"
					],
					"trigger": "You're hit by a melee attack or touched by a creature",
					"entries": [
						"You channel electricity into the triggering creature, which must succeed at a DC 24 Fortitude save or be {@condition stunned||stunned 1} (or {@condition stunned||stunned 2} on a critical failure). The chew becomes inert. You're then temporarily immune to galvanic chews for 24 hours or until the next time you make your daily preparations."
					],
					"type": "ability"
				}
			]
		},
		{
			"name": "Ginger Chew",
			"source": "TV",
			"page": 49,
			"type": "Item",
			"level": 5,
			"traits": [
				"alchemical",
				"consumable",
				"lozenge"
			],
			"price": {
				"amount": 28,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"category": "Consumable",
			"entries": [
				"This chewy ginger candy aids digestion and soothes unsettled stomachs. A ginger chew lasts for 1 hour and grants you a +1 item bonus to Fortitude saves against being {@condition sickened}.",
				{
					"name": "Secondary Effect",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"entries": [
						"Reduce your {@condition sickened} value by 1, if any. The chew becomes inert."
					],
					"type": "ability"
				}
			]
		},
		{
			"name": "Insight Coffee",
			"source": "TV",
			"page": 49,
			"type": "Item",
			"level": "6+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation.",
				"For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it (Advanced Player's Guide 58). You also gain an item bonus to checks to {@action Recall Knowledge} with a skill determined by the blend chosen when the item is crafted.",
				{
					"type": "list",
					"items": [
						"Double Coffee {@skill Religion}",
						"Hazelnut {@skill Nature}",
						"Mocha {@skill Arcana}",
						"Vanilla {@skill Society}",
						"Pumpkin Spice {@skill Occultism}",
						"Toffee {@skill Medicine}"
					]
				}
			],
			"generic": "G",
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 40,
						"coin": "gp"
					},
					"entries": [
						"The item bonus is +2."
					],
					"variantType": "lesser"
				},
				{
					"level": 12,
					"price": {
						"amount": 375,
						"coin": "gp"
					},
					"entries": [
						"The item bonus is +3."
					],
					"variantType": "moderate"
				},
				{
					"level": 19,
					"price": {
						"amount": 7500,
						"coin": "gp"
					},
					"entries": [
						"The item bonus is +4."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Journeybread",
			"source": "TV",
			"page": 49,
			"type": "Item",
			"level": "1+",
			"traits": [
				"uncommon",
				"alchemical",
				"consumable"
			],
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need for a day. If you subsist on nothing else for a week, you become temporarily immune to journeybread until you eat real food and drink water normally for 24 hours."
			],
			"generic": "G",
			"variants": [
				{
					"level": 1,
					"price": {
						"amount": 3,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "journeybread"
				},
				{
					"level": 4,
					"price": {
						"amount": 15,
						"coin": "gp"
					},
					"entries": [
						"In addition to the benefits of journeybread, power journeybread grants you a +1 item bonus to {@skill Athletics} checks to {@action Climb}, {@action Force Open}, and {@action Swim}, and to Fortitude saving throws against being {@condition sickened}. The number of minutes you can {@action Hustle} changes to your Constitution modifier × 20. These benefits last for 4 hours."
					],
					"variantType": "power journeybread"
				}
			]
		},
		{
			"name": "Mender's Soup",
			"source": "TV",
			"page": 49,
			"type": "Item",
			"level": 2,
			"traits": [
				"alchemical",
				"consumable",
				"processed"
			],
			"price": {
				"amount": 5,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 10,
					"unit": "minute"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"This hot, broth-based soup typically contains tubers, leeks, zesty spices, reagents, and if desired, the meat of livestock.",
				"Civic authorities commission batches of mender's soup for workers if a tricky job is on the agenda. After you eat the soup, its effects last 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to {@skill Crafting} checks to {@action Repair} and restore an additional 5 Hit Points to items you successfully {@action Repair} during this time.",
				"If you eat mender's soup over the entire period required to attempt a {@skill Crafting} check to {@action Craft} (typically a minimum of eating the soup each day for 4 days), the +1 bonus from the soup can be applied to that check, too."
			]
		},
		{
			"name": "Missive Mint",
			"source": "TV",
			"page": 49,
			"type": "Item",
			"level": 1,
			"traits": [
				"alchemical",
				"auditory",
				"consumable",
				"linguistic"
			],
			"price": {
				"amount": 3,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"This white mint with a chalky coating appears to be a normal candy unless someone examining it succeeds at a DC 15 {@skill Crafting} check to {@action Identify Alchemy}. If the crafter has the {@feat powerful alchemy} class feature, this DC is their class DC instead, if it's higher. The mint's crafter can imbue a missive mint with a message containing up to 25 words while creating it. Someone who consumes the missive mint hears the message in a fizzing voice as the mint's coating bubbles away, which takes the same amount of time as it would to speak the message. The mint's eater has no way of knowing who the original sender was, what they sound like, or who the message was intended for."
			]
		},
		{
			"name": "Owlbear Egg",
			"source": "TV",
			"page": 50,
			"type": "Item",
			"level": 7,
			"traits": [
				"alchemical",
				"auditory",
				"consumable",
				"emotion",
				"fear",
				"mental"
			],
			"price": {
				"amount": 60,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Not only are owlbear eggs delicious when boiled, but when infused with a mix of alchemical reagents, they also make you emit a long screech much like an owlbear's. All creatures in a 30-foot emanation must attempt a DC 23 Will save. Regardless of the result, creatures in the area are temporarily immune to this screech for 1 minute.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The creature is unaffected."
						],
						"Success": [
							"The creature is {@condition frightened||frightened 1}."
						],
						"Failure": [
							"The creature is {@condition frightened||frightened 2}."
						],
						"Critical Failure": [
							"The creature is {@condition frightened||frightened 3} and {@condition fleeing} for 1 round."
						]
					}
				}
			]
		},
		{
			"name": "Phantom Roll",
			"source": "TV",
			"page": 50,
			"type": "Item",
			"level": 4,
			"traits": [
				"alchemical",
				"consumable"
			],
			"price": {
				"amount": 13,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 10,
					"unit": "minute"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A phantom roll contains vegetables, greens, and fine, clear noodles, all wrapped in transparent, edible starch paper and alchemically treated and laced with a tangy sauce. Upon eating the roll, you gain a +1 item bonus to {@skill Stealth} checks you attempt during the {@action Avoid Notice} exploration activity. You can also {@action Avoid Notice} at full Speed or combine it with {@action Investigate} or {@action Scout} while moving at half Speed. These effects expire 24 hours after you eat the roll or when you make your next daily preparations, whichever comes first."
			]
		},
		{
			"name": "Poison Fizz",
			"source": "TV",
			"page": 50,
			"type": "Item",
			"level": "8+",
			"traits": [
				"alchemical",
				"consumable",
				"lozenge"
			],
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have resistance to poison and an item bonus to saving throws against poison and being {@condition petrified}.",
				{
					"name": "Secondary Effect",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"traits": [
						"poison"
					],
					"entries": [
						"You bite the poison fizz to release its poisonous liquid center and spray green mist in a 15-foot cone. This deals poison damage with a basic Reflex save. A creature that critically fails is also {@condition blinded} until the end of your next turn and is then temporarily immune to being {@condition blinded} by poison fizz for 1 hour."
					],
					"type": "ability"
				}
			],
			"variants": [
				{
					"level": 8,
					"price": {
						"amount": 80,
						"coin": "gp"
					},
					"entries": [
						"The item bonus is +2, the damage is {@dice 3d6}, and the DC is 24."
					],
					"variantType": "lesser"
				},
				{
					"level": 12,
					"price": {
						"amount": 350,
						"coin": "gp"
					},
					"entries": [
						"The item bonus is +2, the damage is {@dice 4d6}, and the DC is 29."
					],
					"variantType": "moderate"
				},
				{
					"level": 15,
					"price": {
						"amount": 1000,
						"coin": "gp"
					},
					"entries": [
						"The item bonus is +3, the damage is {@dice 5d6}, and the DC is 34."
					],
					"variantType": "greater"
				}
			],
			"generic": "G"
		},
		{
			"name": "Pucker Pickle",
			"source": "TV",
			"page": 50,
			"type": "Item",
			"level": 5,
			"traits": [
				"alchemical",
				"consumable",
				"poison"
			],
			"price": {
				"amount": 30,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Sharp and pungent, but tasty, pucker pickles were created by goblin alchemists working to avoid being eaten by larger creatures. For 1 hour after eating a pucker pickle, you smell slightly of pickle, but you have a horrendous taste. Once a creature hits you with a {@action Strike} using an attack that allows it to taste you, such as a jaws {@action Strike}, it takes a \u20132 circumstance penalty to further attacks against you that allow it to taste you, including attacks like Grappling or Tripping you using its jaws or Swallowing you Whole. Creatures, especially animals, often choose other targets after tasting you. Any creature that Engulfs you or Swallows you Whole is {@condition sickened||sickened 1}. If it spends an action retching to reduce the {@condition sickened} condition, you can attempt to {@action Escape} as a reaction."
			]
		},
		{
			"name": "Saboteur's Friend",
			"source": "TV",
			"page": 50,
			"type": "Item",
			"level": 4,
			"traits": [
				"alchemical",
				"consumable",
				"ingested",
				"poison"
			],
			"price": {
				"amount": 14,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"The euphemistically named saboteur's friend looks, smells, and tastes like an appetizing chocolate square. You lace the chocolate with reagents that induce a strong laxative effect.",
				"Saboteur's friend is useful for incapacitating rather than dealing lasting harm. Unlike some poisons, saboteur's friend can have its {@condition sickened} condition reduced (but changing to a higher or lower stage after a save applies any {@condition sickened} condition listed for that stage, as normal).",
				{
					"type": "affliction",
					"DC": 20,
					"savingThrow": "Fortitude",
					"onset": "10 minutes",
					"maxDuration": "1 hour",
					"stages": [
						{
							"stage": 1,
							"entry": "{@condition sickened||sickened 1}",
							"duration": "10 minutes"
						},
						{
							"stage": 2,
							"entry": "{@condition enfeebled||enfeebled 1} and {@condition sickened||sickened 2}",
							"duration": "10 minutes"
						},
						{
							"stage": 3,
							"entry": "{@condition enfeebled||enfeebled 1}, {@condition fatigued}, and {@condition sickened||sickened 3}",
							"duration": "10 minutes"
						}
					]
				}
			]
		},
		{
			"name": "Scholar's Drop",
			"source": "TV",
			"page": 50,
			"type": "Item",
			"level": 6,
			"traits": [
				"alchemical",
				"consumable",
				"lozenge"
			],
			"price": {
				"amount": 40,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"category": "Consumable",
			"entries": [
				"University students in Katapesh first used the scholar's drop to gain an edge over their academic rivals, but the candy has since spread across Golarion. The flavor of this hard, sugar-coated candy is highly refreshing and based on lemon and green tea. For 1 hour, you gain a +1 item bonus to saving throws against effects that could render you {@condition fatigued}.",
				{
					"name": "Secondary Effect",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"requirements": "You're {@condition fatigued}",
					"entries": [
						"Ignore the effects of the {@condition fatigued} condition for 10 minutes. The drop's other effects end for you, and when the 10 minutes are up, you're temporarily immune to scholar's drops for 1 hour. If you use this effect three times in a single day, you become temporarily immune to scholar's drops entirely until you get a full night's rest."
					],
					"type": "ability"
				}
			]
		},
		{
			"name": "Silver Crescent",
			"source": "TV",
			"page": 50,
			"type": "Item",
			"level": "6+",
			"traits": [
				"alchemical",
				"consumable",
				"light",
				"lozenge"
			],
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"category": "Consumable",
			"entries": [
				"A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against {@trait olfactory} effects according to the crescent's type. While shedding this light, you can't be {@condition concealed} if you're visible, and if you're {@condition invisible}, you're {@condition concealed} instead rather than being {@condition undetected}.",
				{
					"name": "Secondary Effect",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"entries": [
						"A ray of light descends on a 5-foot square of your choice within 120 feet. Any creature in that space takes positive damage with a basic Reflex save and is {@condition dazzled} until the end of its next turn on a failed save.",
						"This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert."
					],
					"type": "ability"
				}
			],
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 35,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +1, the DC is 20, and the ray deals {@dice 4d6} damage."
					],
					"variantType": "lesser"
				},
				{
					"level": 11,
					"price": {
						"amount": 235,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +2, the DC is 28, and the ray deals {@dice 7d6} damage."
					],
					"variantType": "moderate"
				},
				{
					"level": 16,
					"price": {
						"amount": 1400,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +3, the DC is 35, and the ray deals {@dice 9d6} damage."
					],
					"variantType": "greater"
				}
			],
			"generic": "G"
		},
		{
			"name": "Soothing Toddy",
			"source": "TV",
			"page": 51,
			"type": "Item",
			"level": 6,
			"traits": [
				"alchemical",
				"consumable",
				"elixir"
			],
			"price": {
				"amount": 45,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"Hot tea with a comforting, flowery aroma, a soothing toddy grants you a +1 item bonus to saving throws against {@trait emotion} effects and against effects with a trait determined by the liquor mixed into the tea when it's created. These benefits last for 1 hour.",
				{
					"type": "list",
					"items": [
						"Amaretto {@trait Auditory}",
						"Limoncello {@trait Olfactory}",
						"Whiskey {@trait Visual}"
					]
				}
			]
		},
		{
			"name": "Sprite Apple",
			"source": "TV",
			"page": 51,
			"type": "Item",
			"level": "3+",
			"traits": [
				"alchemical",
				"consumable",
				"light"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "minute"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can't be {@condition concealed} if you're visible, and if you're {@condition invisible}, you're {@condition concealed} instead rather than being {@condition undetected}. The light matches the vibrant color of the apple's candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple."
			],
			"generic": "G",
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 26,
						"coin": "gp"
					},
					"entries": [
						"Creatures in the bright light feel more in tune with nature, gaining a +1 item bonus to {@skill Nature} checks and to {@skill Diplomacy} checks attempted against animals or plants (if they have the {@feat wild empathy} class feature or some other ability to make such checks)."
					],
					"variantType": "chartreuse sprite apple"
				},
				{
					"level": 3,
					"price": {
						"amount": 10,
						"coin": "gp"
					},
					"entries": [
						"Creatures in the bright light feel kind and inviting, taking a \u20131 item penalty to their Will DC against {@skill Diplomacy} checks."
					],
					"variantType": "golden sprite apple"
				},
				{
					"level": 4,
					"price": {
						"amount": 16,
						"coin": "gp"
					},
					"entries": [
						"Creatures in the bright light feel a burst of creativity, gaining a +1 item bonus to {@skill Performance} checks."
					],
					"variantType": "pink sprite apple"
				},
				{
					"level": 6,
					"price": {
						"amount": 41,
						"coin": "gp"
					},
					"entries": [
						"Creatures in the bright light feel a sense of calm, gaining a +1 item bonus to saving throws against {@trait fear} effects."
					],
					"variantType": "teal sprite apple"
				}
			]
		},
		{
			"name": "Tracker's Stew",
			"source": "TV",
			"page": 51,
			"type": "Item",
			"level": 3,
			"traits": [
				"alchemical",
				"consumable",
				"processed"
			],
			"price": {
				"amount": 10,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 10,
					"unit": "minute"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Alchemical reagents add punch to tracker's stew: a rich, fiery mixture of tomatoes, ground nuts, onions, and tubers, often with poultry added. It's usually served with or over rice or noodles. Once you've eaten the stew, it improves your ability to sense and follow tracks for 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to {@skill Survival} checks to {@action Cover Tracks} and {@action Track}. You can do either while moving at full speed or both while moving at half speed."
			]
		},
		{
			"name": "Warding Punch",
			"source": "TV",
			"page": 51,
			"type": "Item",
			"level": 7,
			"traits": [
				"alchemical",
				"consumable",
				"elixir"
			],
			"price": {
				"amount": 60,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"Based on a Thassilonian recipe, warding punch is made from red or white wine combined with fruits, other alcohols, and alchemical reagents. Its alchemical properties provide protection against a specific school of magic depending on the ingredients chosen when it's created, granting a +1 item bonus to saving throws against spells from that school for 10 minutes.",
				{
					"type": "list",
					"items": [
						"Beer or Cider Transmutation",
						"Brown Spirits Necromancy",
						"Clear Spirits Evocation",
						"Fruit Cordials Abjuration",
						"Fruit Juice Illusion",
						"Nut Liqueurs Conjuration",
						"Spiced Spirits Enchantment"
					]
				}
			]
		},
		{
			"name": "Witch's Finger",
			"source": "TV",
			"page": 51,
			"type": "Item",
			"level": 3,
			"traits": [
				"alchemical",
				"consumable"
			],
			"price": {
				"amount": 11,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Shaped like a pointed, gnarled finger on a stick, witch's finger is a frozen treat imbued with berries that lend it a blood-red hue. A popular tale claims Irriseni winter witches created this dessert, but the story is apocryphal; an enterprising ice cream shop owner in New Stetven invented the treat and, as a marketing ploy, the myth surrounding it. Taking a bite makes you feel warm. For 1 hour, you have cold resistance 3, and for 8 hours, the treat negates the damage you would take from severe environmental cold and reduces the damage you take from extreme cold to that of severe cold."
			]
		},
		{
			"name": "Animal Repellent",
			"source": "TV",
			"page": 52,
			"type": "Item",
			"level": "1+",
			"traits": [
				"alchemical",
				"consumable",
				"olfactory"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "minute"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals\u2014for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of \u20133 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind.",
				"You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple {@action Interact} actions). The designated kind of animal can smell the repellent from three times as far away as normal.",
				"The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become {@condition sickened||sickened 1} (or {@condition sickened||sickened 2} on a critical failure)."
			],
			"generic": "G",
			"variants": [
				{
					"level": 1,
					"price": {
						"amount": 3,
						"coin": "gp"
					},
					"entries": [
						"The DC for saves is 15."
					],
					"variantType": "minor"
				},
				{
					"level": 4,
					"price": {
						"amount": 15,
						"coin": "gp"
					},
					"entries": [
						"The DC for saves is 18."
					],
					"variantType": "lesser"
				},
				{
					"level": 8,
					"price": {
						"amount": 75,
						"coin": "gp"
					},
					"entries": [
						"The DC for saves is 24."
					],
					"variantType": "moderate"
				},
				{
					"level": 12,
					"price": {
						"amount": 350,
						"coin": "gp"
					},
					"entries": [
						"The DC for saves is 29."
					],
					"variantType": "greater"
				},
				{
					"level": 16,
					"price": {
						"amount": 1600,
						"coin": "gp"
					},
					"entries": [
						"The DC for saves is 35."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Camouflage Dye",
			"source": "TV",
			"page": 52,
			"type": "Item",
			"level": "3+",
			"traits": [
				"alchemical",
				"consumable"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their surroundings. When you Activate the dye by sprinkling it on yourself or a creature within reach, the target and its clothing change colors, blending into their surroundings until the target makes a sudden movement.",
				"The target can {@action Hide} or {@action Sneak} without cover or concealment for 10 minutes. If the target uses a {@condition hostile} action or moves at more than half its Speed, after that action is completed, the effects of camouflage powder end and the creature ceases to be {@condition hidden} or {@condition undetected}."
			],
			"generic": "G",
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 10,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "lesser"
				},
				{
					"level": 7,
					"price": {
						"amount": 60,
						"coin": "gp"
					},
					"entries": [
						"The dye lasts 1 minute, and the effects don't end if the target uses a {@condition hostile} action or moves at more than half its Speed."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Colorful Coating",
			"source": "TV",
			"page": 52,
			"type": "Item",
			"level": "3+",
			"traits": [
				"alchemical",
				"consumable"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 3,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand.",
				"It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted."
			],
			"generic": "G",
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 8,
						"coin": "gp"
					},
					"entries": [
						"Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that's loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface's collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for {@skill Athletics} checks to {@action Force Open} the coated surface."
					],
					"variantType": "blue colorful coating"
				},
				{
					"level": 3,
					"price": {
						"amount": 10,
						"coin": "gp"
					},
					"entries": [
						"Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to {@action Balance} of 20. A creature that Steps or Crawls doesn't have to attempt to {@action Balance}. The coating also makes a coated wall or ceiling harder to climb. It imposes a +2 circumstance penalty to checks to {@action Climb} the coated surface.",
						"Yellow colorful coating and green colorful coating have opposite effects. If they're both applied to the same surface, they negate one another."
					],
					"variantType": "green colorful coating"
				},
				{
					"level": 3,
					"price": {
						"amount": 10,
						"coin": "gp"
					},
					"entries": [
						"Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object's Hardness as 2 lower and deals {@damage 1d4} acid damage to the object each round. The damage this coating deals remains after the coating becomes inert."
					],
					"variantType": "indigo colorful coating"
				},
				{
					"level": 3,
					"price": {
						"amount": 12,
						"coin": "gp"
					},
					"entries": [
						"Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating's surface. The square becomes hazardous terrain, dealing {@damage 1d4} acid damage to any creature that moves through it. A creature can take this acid damage only once per round."
					],
					"variantType": "orange colorful coating"
				},
				{
					"level": 3,
					"price": {
						"amount": 10,
						"coin": "gp"
					},
					"entries": [
						"Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as reverse gravity."
					],
					"variantType": "red colorful coating"
				},
				{
					"level": 4,
					"price": {
						"amount": 15,
						"coin": "gp"
					},
					"entries": [
						"Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a \u201315-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is {@condition immobilized} in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 {@action Interact} actions to remove the sticky substances. These {@action Interact} actions don't have to be consecutive, and other creatures can help by providing the actions."
					],
					"variantType": "violet colorful coating"
				},
				{
					"level": 3,
					"price": {
						"amount": 8,
						"coin": "gp"
					},
					"entries": [
						"Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square's surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can't affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface's terrain.",
						"The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to {@action Climb} the coated surface."
					],
					"variantType": "yellow colorful coating"
				}
			]
		},
		{
			"name": "Emetic Paste",
			"source": "TV",
			"page": 53,
			"type": "Item",
			"level": "2+",
			"traits": [
				"alchemical",
				"consumable",
				"healing"
			],
			"price": {
				"amount": 5,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"{@condition Sickened} creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a {@condition sickened} creature within reach, typically on the throat. The paste makes it easy for the {@condition sickened} creature to purge, granting it an immediate Fortitude save to reduce its {@condition sickened} condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the {@condition sickened} condition for 1 hour."
			],
			"generic": "G",
			"variants": [
				{
					"level": 2,
					"price": {
						"amount": 5,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +2."
					],
					"variantType": "lesser"
				},
				{
					"level": 9,
					"price": {
						"amount": 120,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +3."
					],
					"variantType": "moderate"
				},
				{
					"level": 14,
					"price": {
						"amount": 700,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +4."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Gearbinder Oil",
			"source": "TV",
			"page": 54,
			"type": "Item",
			"level": "6+",
			"traits": [
				"alchemical",
				"consumable",
				"incapacitation"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works.",
				"The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, {@trait manipulate}, or {@trait move} trait, it must attempt a Fortitude save against a DC determined by the oil's type. A mechanism that's {@condition slowed||slowed 2} or more by gearbinder oil also can't use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The oil becomes inert, and the effect ends."
						],
						"Success": [
							"The target reduces its {@condition slowed} condition by 1. If the {@condition slowed} condition's value is 0, the effect ends."
						],
						"Failure": [
							"The target increases its {@condition slowed} condition by 1, to a maximum of {@condition slowed||slowed 3}."
						],
						"Critical Failure": [
							"The target increases its {@condition slowed} condition by 2, to a maximum of {@condition slowed||slowed 3}."
						]
					}
				}
			],
			"generic": "G",
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 45,
						"coin": "gp"
					},
					"entries": [
						"The DC for saves is 20."
					],
					"variantType": "lesser"
				},
				{
					"level": 12,
					"price": {
						"amount": 390,
						"coin": "gp"
					},
					"entries": [
						"The DC for saves is 29."
					],
					"variantType": "moderate"
				},
				{
					"level": 18,
					"price": {
						"amount": 4500,
						"coin": "gp"
					},
					"entries": [
						"The DC for saves is 38."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Healing Vapor",
			"source": "TV",
			"page": 54,
			"type": "Item",
			"level": "4+",
			"traits": [
				"alchemical",
				"consumable",
				"healing"
			],
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 3,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery.",
				"When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows."
			],
			"generic": "G",
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 20,
						"coin": "gp"
					},
					"entries": [
						"Each creature regains 1 Hit Point every 2 minutes and gets a +1 bonus."
					],
					"variantType": "lesser"
				},
				{
					"level": 8,
					"price": {
						"amount": 100,
						"coin": "gp"
					},
					"entries": [
						"Each creature regains 1 Hit Point every minute and gets a +1 bonus."
					],
					"variantType": "moderate"
				},
				{
					"level": 12,
					"price": {
						"amount": 400,
						"coin": "gp"
					},
					"entries": [
						"Each creature regains 2 Hit Points every minute and gets a +2 bonus."
					],
					"variantType": "greater"
				},
				{
					"level": 17,
					"price": {
						"amount": 3000,
						"coin": "gp"
					},
					"entries": [
						"Each creature regains 3 Hit Points every minute and gets a +3 bonus."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Implosion Dust",
			"source": "TV",
			"page": 54,
			"type": "Item",
			"level": "6+",
			"traits": [
				"alchemical",
				"consumable"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It's effective at weakening water elementals, air elementals, oozes, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The dust becomes inert, and the creature returns to its normal size."
						],
						"Success": [
							"The target increases in size one step, up to its normal size. If it's at its normal size after the increase, the effect ends."
						],
						"Failure": [
							"The target decreases in size one step, to a minimum of Tiny. The reach of each of its Strikes decreases by 5 feet, to a minimum of 5 feet if the creature is Small or larger, or a minimum of 0 feet if the creature is Tiny.",
							"Shrinking also imposes a status penalty to the creature's physical melee damage. This penalty is \u20132 for every step lower than its normal size the creature is."
						],
						"Critical Failure": [
							"As failure, but the target decreases in size by two steps."
						]
					}
				}
			],
			"generic": "G",
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 40,
						"coin": "gp"
					},
					"entries": [
						"The save DC is 20."
					],
					"variantType": "lesser"
				},
				{
					"level": 12,
					"price": {
						"amount": 370,
						"coin": "gp"
					},
					"entries": [
						"The save DC is 29."
					],
					"variantType": "moderate"
				},
				{
					"level": 18,
					"price": {
						"amount": 4100,
						"coin": "gp"
					},
					"entries": [
						"The save DC is 38."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Revealing Mist",
			"source": "TV",
			"page": 55,
			"type": "Item",
			"level": "3+",
			"traits": [
				"alchemical",
				"consumable"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn't affect visibility but causes {@condition invisible} creatures in the area to be {@condition concealed} rather than {@condition undetected}. Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first."
			],
			"generic": "G",
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 9,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "lesser"
				},
				{
					"level": 7,
					"price": {
						"amount": 60,
						"coin": "gp"
					},
					"entries": [
						"The mist spreads in a 30-foot cone instead of a 15-foot cone."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Sense-Dulling Hood",
			"source": "TV",
			"page": 55,
			"type": "Item",
			"level": "6+",
			"traits": [
				"alchemical",
				"consumable"
			],
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Sometimes, an enemy's dangerous special ability makes relatively standard sensory capabilities a liability. From otyugh stench to a harpy's song, plenty of creatures use their prey's senses against them. A sense-dulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, {@trait olfactory}, and {@trait visual} effects for a time, according to the mask's type. Since it dulls your senses without depriving you of them, the mask also imposes a \u20131 penalty to rolls and checks using {@skill Perception} for the same duration."
			],
			"generic": "G",
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 40,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +2, and the duration is 10 minutes."
					],
					"variantType": "lesser"
				},
				{
					"level": 12,
					"price": {
						"amount": 350,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +4, and the duration is 1 hour."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Soothing Powder",
			"source": "TV",
			"page": 55,
			"type": "Item",
			"level": "5+",
			"traits": [
				"alchemical",
				"consumable",
				"healing"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Soothing powders are remedies made to stop a particular type of {@condition persistent damage}. Each damage type requires a different formula, with the most popular being bleed soothing powder, poison soothing powder, fire soothing powder, and acid soothing powder. You Activate soothing powder by sprinkling it on yourself or another creature within reach. The target can immediately attempt a new flat check to remove {@condition persistent damage} the powder works against. This powder lowers the DC to 10, as normal for a particularly appropriate type of help."
			],
			"generic": "G",
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 30,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "lesser"
				},
				{
					"level": 11,
					"price": {
						"amount": 210,
						"coin": "gp"
					},
					"entries": [
						"In addition to the effects described above, the powder persists for 1 minute, lowering the DCs of flat checks against that type of {@condition persistent damage} due to particularly effective assistance."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Sparkler",
			"source": "TV",
			"page": 55,
			"type": "Item",
			"level": 1,
			"traits": [
				"uncommon",
				"alchemical",
				"consumable",
				"fire"
			],
			"access": "Sparklers are common in Tian Xia and Vudra and can be Crafted by those who can specifically {@action Craft} fireworks (such as a fireworks technician; Guns & Gears 134).",
			"price": {
				"amount": 4,
				"coin": "sp"
			},
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A sparkler gives off colorful sparks, burning for 1 minute. It provides bright light in a 10-foot radius (and dim light for the next 10 feet). While the sparkler burns, you can use it as an improvised weapon, dealing 1 fire damage on a hit.",
				"On a critical hit, you cause the target to become {@condition dazzled} for 1 round.",
				"You can touch a sparkler to a flammable object as part of the same {@action Interact} action you use to Activate it or as an {@action Interact} action while the sparkler is already activated. If you do so, the sparkler can ignite flammable objects the way a tindertwig does."
			]
		},
		{
			"name": "Bottled Roc",
			"source": "TV",
			"page": 56,
			"type": "Item",
			"level": 9,
			"traits": [
				"alchemical",
				"consumable",
				"expandable"
			],
			"price": {
				"amount": 140,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"This bottle contains a shrunken bird preserved with its feathers intact. When opened, the contents reconstitute into a Gargantuan effigy of a great roc, which can appear in the air instead of on the ground. The roc Grabs up to two creatures, then Flies up to 90 feet and Releases the creatures. The creatures must be within 15 feet of the roc for it to Grab them; if any of them are unwilling to be {@condition grabbed}, the roc must {@action Grapple} them with a +17 {@skill Athletics} modifier or fail to pick them up."
			],
			"craftReq": [
				"Supply the corpse of a roc (Bestiary 281)."
			]
		},
		{
			"name": "Ghost Ampoule",
			"source": "TV",
			"page": 56,
			"type": "Item",
			"level": 4,
			"traits": [
				"alchemical",
				"auditory",
				"consumable",
				"divine",
				"emotion",
				"enchantment",
				"expandable",
				"fear",
				"mental"
			],
			"price": {
				"amount": 20,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A daub of ectoplasm twitches within this glass container, faintly glowing with ghostly light. When opened it forms the echo of a departed spirit, which looks like a Medium ghost. You can throw the ampoule up to 30 feet when you Activate it.",
				"The ghost utters a final lament, forcing each living creature in a 15-foot emanation except you to attempt a DC 18 Will save.",
				"On a failure, a creature becomes {@condition frightened||frightened 2} (or {@condition frightened||frightened 3} on a critical failure)."
			],
			"craftReq": [
				"Supply ectoplasmic residue from a destroyed ghost."
			]
		},
		{
			"name": "Hippogriff in a Jar",
			"source": "TV",
			"page": 56,
			"type": "Item",
			"level": 5,
			"traits": [
				"alchemical",
				"consumable",
				"expandable"
			],
			"price": {
				"amount": 30,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"This bottle contains a shrunken hippogriff. When opened, the contents reconstitute into a Large effigy of a hippogriff. The hippogriff waits up to 1 round and allows two creatures to mount it, then Flies up to 65 feet and waits 1 more round to give the mounted creatures time to dismount. Creatures who are still mounted on the hippogriff when it dissolves fall {@condition prone} in the space where the hippogriff corpse ends its movement."
			],
			"craftReq": [
				"Supply a hippogriff corpse (Bestiary 2 143)."
			]
		},
		{
			"name": "Kraken Bottle",
			"source": "TV",
			"page": 56,
			"type": "Item",
			"level": 18,
			"traits": [
				"uncommon",
				"alchemical",
				"consumable",
				"expandable"
			],
			"price": {
				"amount": 5000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Coiled tentacles make it all but impossible to see anything else inside this ampoule. When opened, a Gargantuan kraken bursts forth, which can appear in water instead of on the ground. Its arms attempt to grasp up to four creatures with a reach of 60 feet. The kraken repositions {@condition grabbed} creatures to a different space within its reach unless the target succeeds at a DC 38 Fortitude save.",
				"If the kraken is in water, it then releases a cloud of ink in an 80-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are {@condition undetected}, can't use their sense of smell, and are exposed to kraken ink poison (Bestiary 214). The cloud dissipates after 1 minute."
			],
			"craftReq": [
				"Supply the corpse of a kraken."
			]
		},
		{
			"name": "Mukradi Jar",
			"source": "TV",
			"page": 56,
			"type": "Item",
			"level": 15,
			"traits": [
				"alchemical",
				"consumable",
				"expandable"
			],
			"price": {
				"amount": 1300,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A miniature mukradi, its chitin shrunken and pale, is coiled within this jar. Its hollow form grows to a Gargantuan shell when you open the jar. It emits one of three breath weapons, chosen by you. Each creature in the area must attempt a DC 34 basic Reflex save.",
				{
					"type": "list",
					"items": [
						"Acid Maw (acid) 10-foot-wide, 60-foot line of acid dealing {@damage 12d6} acid damage.",
						"Flame Maw (fire) 60-foot cone of fire dealing {@damage 12d6} fire damage.",
						"Shock Maw (electricity) 120-foot line of electricity dealing {@damage 12d6} electricity damage."
					]
				}
			],
			"craftReq": [
				"Supply a mukradi corpse (Bestiary 239)."
			]
		},
		{
			"name": "Octopus Bottle",
			"source": "TV",
			"page": 57,
			"type": "Item",
			"level": 8,
			"traits": [
				"uncommon",
				"alchemical",
				"consumable",
				"expandable"
			],
			"price": {
				"amount": 100,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Miniature octopus arms press up against the sides of this bottle, obscuring the rest of its contents. When opened, a Huge octopus bursts forth, which can appear in water instead of on the ground. Its arms attempt to grasp a creature with a reach of 15 feet. The octopus repositions that creature to a different space within its reach unless the target succeeds at a DC 24 Fortitude save.",
				"If the octopus is in water, it then releases a cloud of ink in a 30-foot emanation. This cloud has no effect outside of water.",
				"Creatures inside the cloud are {@condition undetected} and can't use their sense of smell. The cloud dissipates after 1 minute."
			],
			"craftReq": [
				"Supply a giant octopus corpse (Bestiary 250)."
			]
		},
		{
			"name": "Tyrant Ampoule",
			"source": "TV",
			"page": 57,
			"type": "Item",
			"level": 10,
			"traits": [
				"alchemical",
				"consumable",
				"expandable"
			],
			"price": {
				"amount": 175,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"The body of a fearsome tyrannosaurus is shrunken and contained in this bottle, its desiccated form barely constrained within the glass. The effigy of a Gargantuan tyrannosaurus forms when you open the bottle, causing devastation as it rampages. The tyrannosaurus Strides up to 40 feet. It can move through the spaces of Huge or smaller creatures and can attempt to Trample each creature whose space it enters, dealing {@damage 2d10+12} bludgeoning damage with a DC 27 basic Reflex save. It can attempt to Trample each creature only once."
			],
			"craftReq": [
				"Supply the corpse of a tyrannosaurus (Bestiary 101)."
			]
		},
		{
			"name": "Whirlwind Vial",
			"source": "TV",
			"page": 57,
			"type": "Item",
			"level": 11,
			"traits": [
				"air",
				"alchemical",
				"consumable",
				"expandable"
			],
			"price": {
				"amount": 250,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Opening this vial releases a mighty gust, forming into a fearsome Huge elemental hurricane. The elemental breathes a 30-foot cone of air. Each creature in the cone must succeed at a DC 28 Fortitude save or be knocked away from the elemental.",
				"A creature knocked into a solid object stops moving and takes {@damage 4d6} bludgeoning damage.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The creature is unaffected."
						],
						"Success": [
							"The creature is pushed 10 feet."
						],
						"Failure": [
							"The creature is pushed 20 feet."
						],
						"Critical Failure": [
							"The creature is pushed 20 feet and knocked {@condition prone}."
						]
					}
				}
			],
			"craftReq": [
				"Supply magical residue from a slain elemental hurricane (Bestiary 145)."
			]
		},
		{
			"name": "Worm Vial",
			"source": "TV",
			"page": 57,
			"type": "Item",
			"level": 13,
			"traits": [
				"uncommon",
				"alchemical",
				"consumable",
				"expandable"
			],
			"price": {
				"amount": 600,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Opening this vial unleashes its destructive contents: a reconstituted Gargantuan purple worm. The worm has two functions; choose which one to use when you Activate the item. {@action Burrow} The worm Burrows up to 80 feet, leaving a tunnel behind it. It can burrow through solid stone, but if it does so it burrows 40 feet instead of 80 feet.",
				"Eat The worm attempts to swallow a creature, crush it in its insides, then spit the creature out. The target must be within 15 feet, and it attempts a DC 30 Reflex save. If it fails, it takes {@damage 3d6+9} bludgeoning damage (doubled on a critical failure). The worm then spits the creature out to any empty space on the ground within 30 feet, causing the creature to take damage from a 20-foot fall."
			],
			"craftReq": [
				"Supply the corpse of a purple worm (Bestiary 56)."
			]
		},
		{
			"name": "Addiction Suppressant",
			"source": "TV",
			"page": 58,
			"type": "Item",
			"level": "1+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir",
				"healing"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant.",
				"For every drug, a specific suppressant must be crafted\u2014no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug's addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work."
			],
			"generic": "G",
			"variants": [
				{
					"level": 1,
					"price": {
						"amount": 2,
						"coin": "gp"
					},
					"entries": [
						"You gain a +1 item bonus."
					],
					"variantType": "lesser"
				},
				{
					"level": 6,
					"price": {
						"amount": 30,
						"coin": "gp"
					},
					"entries": [
						"You gain a +2 item bonus."
					],
					"variantType": "moderate"
				},
				{
					"level": 10,
					"price": {
						"amount": 140,
						"coin": "gp"
					},
					"entries": [
						"You gain a +3 item bonus."
					],
					"variantType": "greater"
				},
				{
					"level": 14,
					"price": {
						"amount": 500,
						"coin": "gp"
					},
					"entries": [
						"You gain a +4 item bonus.",
						"Special An addiction suppressant has the same rarity as the specific drug it's crafted to suppress."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Blood Booster",
			"source": "TV",
			"page": 59,
			"type": "Item",
			"level": "3+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir",
				"healing"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"This elixir bolsters your body's natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to {@condition persistent damage||persistent bleed} and {@condition persistent damage||persistent poison damage}, and you lower the DC for any flat checks to end {@condition persistent damage||persistent bleed} or {@condition persistent damage||persistent poison damage} as if you received particularly appropriate aid.",
				"At the GM's discretion, blood booster elixirs can also automatically counteract non-magical effects that specifically rely on thinning the drinker's blood, such as a skull peeler's (Bestiary 3 243) anticoagulant."
			],
			"generic": "G",
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 9,
						"coin": "gp"
					},
					"entries": [
						"The resistance is 5."
					],
					"variantType": "lesser"
				},
				{
					"level": 11,
					"price": {
						"amount": 225,
						"coin": "gp"
					},
					"entries": [
						"The resistance is 10."
					],
					"variantType": "moderate"
				},
				{
					"level": 18,
					"price": {
						"amount": 3400,
						"coin": "gp"
					},
					"entries": [
						"The resistance is 20."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Choker-Arm Mutagen",
			"source": "TV",
			"page": 59,
			"type": "Item",
			"level": "1+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir",
				"mutagen",
				"polymorph"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to {@skill Acrobatics} checks to {@action Escape}, {@action Squeeze}, and {@action Tumble Through}, and you increase your reach by the listed amount.",
				"Drawback You take a \u20131 penalty to {@skill Athletics} checks, {@skill Stealth} checks, {@skill Thievery} checks, and attack rolls, and a \u20131 penalty per damage die to all weapon and unarmed attack damage."
			],
			"generic": "G",
			"variants": [
				{
					"level": 1,
					"price": {
						"amount": 3,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +1, your reach increases by 5 feet, and the duration is 1 minute."
					],
					"variantType": "lesser"
				},
				{
					"level": 3,
					"price": {
						"amount": 12,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +2, your reach increases by 5 feet, and the duration is 10 minutes."
					],
					"variantType": "moderate"
				},
				{
					"level": 11,
					"price": {
						"amount": 300,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +3, your reach increases by 10 feet, and the duration is 1 hour."
					],
					"variantType": "greater"
				},
				{
					"level": 17,
					"price": {
						"amount": 3000,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +4, your reach increases by 15 feet, and the duration is 1 hour."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Chromatic Jellyfish Oil",
			"source": "TV",
			"page": 59,
			"type": "Item",
			"level": "9+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil's type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to {@action Squeeze}, and you can move 5 feet per round when you successfully {@action Squeeze} (or 10 feet per round on a critical success). You can also {@action Crawl} at half your Speed."
			],
			"generic": "G",
			"variants": [
				{
					"level": 9,
					"price": {
						"amount": 120,
						"coin": "gp"
					},
					"entries": [
						"The oil grants resistance 5."
					],
					"variantType": "lesser"
				},
				{
					"level": 14,
					"price": {
						"amount": 800,
						"coin": "gp"
					},
					"entries": [
						"The oil grants resistance 10."
					],
					"variantType": "moderate"
				},
				{
					"level": 19,
					"price": {
						"amount": 5200,
						"coin": "gp"
					},
					"entries": [
						"The oil grants resistance 15."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Contagion Metabolizer",
			"source": "TV",
			"page": 59,
			"type": "Item",
			"level": "5+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir",
				"healing"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease\u2014the counteract check doesn't happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour.",
				"If you're a chirurgeon alchemist and have powerful alchemy, you can substitute your statistics when you create a contagion metabolizer using {@action Quick Alchemy}, if your stats are higher. This replaces the counteract level with half your level rounded up and the counteract modifier with your class DC \u2013 10."
			],
			"generic": "G",
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 30,
						"coin": "gp"
					},
					"entries": [
						"The elixir has a counteract level of 3 and a +11 counteract modifier."
					],
					"variantType": "lesser"
				},
				{
					"level": 11,
					"price": {
						"amount": 300,
						"coin": "gp"
					},
					"entries": [
						"The elixir has a counteract level of 6 and a +19 counteract modifier."
					],
					"variantType": "moderate"
				},
				{
					"level": 19,
					"price": {
						"amount": 8000,
						"coin": "gp"
					},
					"entries": [
						"The elixir has a counteract level of 10 and a +30 counteract modifier."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Deadweight Mutagen",
			"source": "TV",
			"page": 59,
			"type": "Item",
			"level": "1+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir",
				"mutagen",
				"polymorph"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around.",
				"Benefit You gain an item bonus to {@skill Athletics} checks to {@action Shove} and {@action Trip}, to your Fortitude and Reflex DCs against attempts to {@action Shove} or {@action Trip} you, and to saving throws against effects that attempt to force you to move or knock you {@condition prone}. Drawback You gain the {@condition encumbered} condition and can't remove it while under the effects of the mutagen."
			],
			"generic": "G",
			"variants": [
				{
					"level": 1,
					"price": {
						"amount": 3,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +1, and the duration is 1 minute."
					],
					"variantType": "lesser"
				},
				{
					"level": 3,
					"price": {
						"amount": 12,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +2, and the duration is 10 minutes."
					],
					"variantType": "moderate"
				},
				{
					"level": 11,
					"price": {
						"amount": 300,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +3, and the duration is 1 hour. You can attempt to {@action Shove} or {@action Trip} creatures up to two sizes larger than you."
					],
					"variantType": "greater"
				},
				{
					"level": 17,
					"price": {
						"amount": 3000,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +4, and the duration is 1 hour. You can attempt to {@action Shove} or {@action Trip} creatures up to three sizes larger than you."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Energy Mutagen",
			"source": "TV",
			"page": 60,
			"type": "Item",
			"level": "1+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir",
				"mutagen",
				"polymorph"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in {@condition controlled} bursts.",
				"Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type.",
				"Drawback You gain weakness 5 to the other three energy types."
			],
			"generic": "G",
			"variants": [
				{
					"level": 1,
					"price": {
						"amount": 4,
						"coin": "gp"
					},
					"entries": [
						"You gain resistance 5, add 1 damage on a hit with a melee weapon, and the duration is 1 minute."
					],
					"variantType": "lesser"
				},
				{
					"level": 3,
					"price": {
						"amount": 12,
						"coin": "gp"
					},
					"entries": [
						"You gain resistance 10, add {@dice 1d4} damage on a hit with a melee weapon, and the duration is 10 minutes."
					],
					"variantType": "moderate"
				},
				{
					"level": 11,
					"price": {
						"amount": 300,
						"coin": "gp"
					},
					"entries": [
						"You gain resistance 15, add {@dice 1d6} damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals {@dice 2d6} damage of the attuned type for every full 10 minutes of duration remaining (maximum {@dice 8d6}) to each creature in the area, with a DC 25 basic Reflex save."
					],
					"variantType": "greater"
				},
				{
					"level": 17,
					"price": {
						"amount": 3000,
						"coin": "gp"
					},
					"entries": [
						"You gain resistance 20, add {@dice 2d6} damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals {@dice 3d6} damage of the attuned type for every full 10 minutes of duration remaining (maximum {@dice 12d6}) to each creature in the area, with a DC 32 basic Reflex save."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Numbing Tonic",
			"source": "TV",
			"page": 60,
			"type": "Item",
			"level": "1+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute."
			],
			"generic": "G",
			"variants": [
				{
					"level": 1,
					"price": {
						"amount": 4,
						"coin": "gp"
					},
					"entries": [
						"You gain 2 temporary Hit Points."
					],
					"variantType": "minor"
				},
				{
					"level": 5,
					"price": {
						"amount": 30,
						"coin": "gp"
					},
					"entries": [
						"You gain 5 temporary Hit Points."
					],
					"variantType": "lesser"
				},
				{
					"level": 9,
					"price": {
						"amount": 150,
						"coin": "gp"
					},
					"entries": [
						"You gain 10 temporary Hit Points."
					],
					"variantType": "moderate"
				},
				{
					"level": 13,
					"price": {
						"amount": 600,
						"coin": "gp"
					},
					"entries": [
						"You gain 15 temporary Hit Points."
					],
					"variantType": "greater"
				},
				{
					"level": 16,
					"price": {
						"amount": 1400,
						"coin": "gp"
					},
					"entries": [
						"You gain 20 temporary Hit Points."
					],
					"variantType": "major"
				},
				{
					"level": 19,
					"price": {
						"amount": 8000,
						"coin": "gp"
					},
					"entries": [
						"You gain 25 temporary Hit Points."
					],
					"variantType": "true"
				}
			]
		},
		{
			"name": "Sanguine Mutagen",
			"source": "TV",
			"page": 60,
			"type": "Item",
			"level": "1+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir",
				"mutagen",
				"polymorph"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood.",
				"Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the {@trait disease} trait, {@trait poison} trait, or would give you the {@condition fatigued} condition.",
				"Drawback Whenever you take piercing or slashing damage, you take {@damage 1d6} {@condition persistent damage||persistent bleed damage}."
			],
			"generic": "G",
			"variants": [
				{
					"level": 1,
					"price": {
						"amount": 3,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +1 (or +2 against disease, poison, or {@condition fatigued}), and the duration is 1 minute."
					],
					"variantType": "lesser"
				},
				{
					"level": 3,
					"price": {
						"amount": 12,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +2 (or +3 against disease, poison, or {@condition fatigued}), and the duration is 10 minutes."
					],
					"variantType": "moderate"
				},
				{
					"level": 11,
					"price": {
						"amount": 300,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +3 (or +4 against disease, poison, or {@condition fatigued}), and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the {@condition fatigued} condition, you get a critical success instead."
					],
					"variantType": "greater"
				},
				{
					"level": 17,
					"price": {
						"amount": 3000,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +4, and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the {@condition fatigued} condition, you get a critical success instead and your critical failures on such saves become failures instead."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Soothing Tonic",
			"source": "TV",
			"page": 60,
			"type": "Item",
			"level": "2+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir",
				"healing"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time.",
				"You gain fast healing for 1 minute in an amount depending on the tonic's type."
			],
			"generic": "G",
			"variants": [
				{
					"level": 2,
					"price": {
						"amount": 7,
						"coin": "gp"
					},
					"entries": [
						"You gain fast healing 1."
					],
					"variantType": "lesser"
				},
				{
					"level": 5,
					"price": {
						"amount": 28,
						"coin": "gp"
					},
					"entries": [
						"You gain fast healing 3."
					],
					"variantType": "moderate"
				},
				{
					"level": 10,
					"price": {
						"amount": 185,
						"coin": "gp"
					},
					"entries": [
						"You gain fast healing 5."
					],
					"variantType": "greater"
				},
				{
					"level": 17,
					"price": {
						"amount": 2700,
						"coin": "gp"
					},
					"entries": [
						"You gain fast healing 10."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Spiderfoot Brew",
			"source": "TV",
			"page": 61,
			"type": "Item",
			"level": "3+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir",
				"morph"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"This sticky fluid is made from the silk glands of giant spiders.",
				"When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to {@skill Athletics} checks made to {@action Climb} for the listed duration."
			],
			"generic": "G",
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 12,
						"coin": "gp"
					},
					"entries": [
						"The climb Speed is 15 feet, the item bonus is +1, and the duration is 1 minute."
					],
					"variantType": "lesser"
				},
				{
					"level": 9,
					"price": {
						"amount": 150,
						"coin": "gp"
					},
					"entries": [
						"The climb Speed is 20 feet, the item bonus is +2, and the duration is 10 minutes."
					],
					"variantType": "moderate"
				},
				{
					"level": 17,
					"price": {
						"amount": 2500,
						"coin": "gp"
					},
					"entries": [
						"The climb Speed is 25 feet, the item bonus is +3, and the duration is 1 hour."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Stone Body Mutagen",
			"source": "TV",
			"page": 61,
			"type": "Item",
			"level": "5+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir",
				"mutagen",
				"polymorph"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount.",
				"Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a \u20132 penalty to Reflex saves."
			],
			"generic": "G",
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 22,
						"coin": "gp"
					},
					"entries": [
						"You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes."
					],
					"variantType": "lesser"
				},
				{
					"level": 12,
					"price": {
						"amount": 300,
						"coin": "gp"
					},
					"entries": [
						"You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour."
					],
					"variantType": "moderate"
				},
				{
					"level": 15,
					"price": {
						"amount": 920,
						"coin": "gp"
					},
					"entries": [
						"You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Theatrical Mutagen",
			"source": "TV",
			"page": 61,
			"type": "Item",
			"level": "1+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir",
				"mutagen",
				"polymorph"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"Developed and widely used by students at the Kitharodian Academy in Oppara, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks.",
				"Benefit You gain the listed item bonus to {@skill Acrobatics} checks, {@skill Crafting} checks, and {@skill Performance} checks. If you're untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed.",
				"Drawback You take a \u20131 penalty to {@skill Perception} checks and Will saves. After any round where you don't spend at least 1 action to {@action Interact} with an object, {@action Perform}, {@action Step}, or {@action Stride}, you're {@condition flat-footed} until the start of your next turn."
			],
			"generic": "G",
			"variants": [
				{
					"level": 1,
					"price": {
						"amount": 3,
						"coin": "gp"
					},
					"entries": [
						"The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute."
					],
					"variantType": "lesser"
				},
				{
					"level": 3,
					"price": {
						"amount": 12,
						"coin": "gp"
					},
					"entries": [
						"The bonus to rolls is +2, the bonus to Speed is +5 feet, and the duration is 1 minute."
					],
					"variantType": "moderate"
				},
				{
					"level": 11,
					"price": {
						"amount": 300,
						"coin": "gp"
					},
					"entries": [
						"The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes."
					],
					"variantType": "greater"
				},
				{
					"level": 17,
					"price": {
						"amount": 3000,
						"coin": "gp"
					},
					"entries": [
						"The bonus to rolls is +4, the bonus to Speed is +10 feet, and the duration is 1 hour."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Vaccine",
			"source": "TV",
			"page": 61,
			"type": "Item",
			"level": "1+",
			"traits": [
				"alchemical",
				"consumable",
				"elixir",
				"healing"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Elixir",
			"entries": [
				"A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat."
			],
			"generic": "G",
			"variants": [
				{
					"level": 1,
					"price": {
						"amount": 4,
						"coin": "gp"
					},
					"entries": [
						"The duration is 1 hour."
					],
					"variantType": "minor"
				},
				{
					"level": 3,
					"price": {
						"amount": 12,
						"coin": "gp"
					},
					"entries": [
						"The duration is 24 hours."
					],
					"variantType": "lesser"
				},
				{
					"level": 6,
					"price": {
						"amount": 50,
						"coin": "gp"
					},
					"entries": [
						"The duration is 1 week."
					],
					"variantType": "moderate"
				},
				{
					"level": 12,
					"price": {
						"amount": 400,
						"coin": "gp"
					},
					"entries": [
						"The duration is 1 year."
					],
					"variantType": "greater"
				},
				{
					"level": 18,
					"price": {
						"amount": 5000,
						"coin": "gp"
					},
					"entries": [
						"The duration is permanent.",
						"{@skill Crafting} Requirements Creating a vaccine requires a sample of the disease in question.",
						"Special A vaccine is the same rarity as the disease it's designed to prevent, or as the creature who inflicts the disease if the disease itself doesn't list a rarity."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Alchemical Chart",
			"source": "TV",
			"page": 62,
			"type": "Item",
			"level": "4+",
			"traits": [
				"alchemical"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using {@action Quick Alchemy}, the items you create of the listed level remain potent for 1 additional round."
			],
			"generic": "G",
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 100,
						"coin": "gp"
					},
					"entries": [
						"The chart works for {@action Quick Alchemy} items of level 4 or lower."
					],
					"variantType": "lesser alchemical chart"
				},
				{
					"level": 12,
					"price": {
						"amount": 1750,
						"coin": "gp"
					},
					"entries": [
						"The chart works for {@action Quick Alchemy} items of level 12 or lower."
					],
					"variantType": "moderate alchemical chart"
				},
				{
					"level": 18,
					"price": {
						"amount": 19000,
						"coin": "gp"
					},
					"entries": [
						"The chart works for {@action Quick Alchemy} items of level 18 or lower."
					],
					"variantType": "greater alchemical chart"
				}
			]
		},
		{
			"name": "Alchemist's Flamethrower",
			"source": "TV",
			"page": 63,
			"type": "Item",
			"level": 2,
			"traits": [
				"rare",
				"alchemical",
				"fire"
			],
			"price": {
				"amount": 35,
				"coin": "gp"
			},
			"usage": "held in two hands",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"This long cylinder is topped by a pair of brass sockets and a collection of polished pipes and tubes. A total of two vials of alchemist's fire must be loaded into the sockets at the base of the weapon and the tubes cleaned and primed. Properly loading the flamethrower in this way takes 1 minute. When the trigger on a loaded flamethrower is pulled, the alchemist's fire is siphoned into the rifle and shot out of the muzzle in a line of fire. The damage dealt by a flamethrower is determined by the strength of the weakest alchemist's fire loaded into the flamethrower.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"traits": [
						"fire"
					],
					"requirements": "The flamethrower is loaded",
					"entries": [
						"You pull the trigger, expending both loaded alchemist's fires to shoot a line of fire. Creatures in the area take fire damage based on the weakest alchemist's fire loaded into the flamethrower, as noted below. Creatures that critically fail the basic Reflex save additionally take the listed {@condition persistent damage||persistent fire damage}.",
						{
							"type": "list",
							"items": [
								"Lesser Alchemist's Fire: The flamethrower deals {@damage 1d8} fire damage (DC 15 basic Reflex save) in a 30-foot line. 1 {@condition persistent damage||persistent fire damage}.",
								"Moderate Alchemist's Fire: The flamethrower deals {@damage 2d8} fire damage (DC 17 basic Reflex save) in a 60-foot line. 2 {@condition persistent damage||persistent fire damage}.",
								"Greater Alchemist's Fire: The flamethrower deals {@damage 6d8} fire damage (DC 28 basic Reflex save) in a 90-foot line. 3 {@condition persistent damage||persistent fire damage}.",
								"Major Alchemist's Fire: The flamethrower deals {@damage 10d8} fire damage (DC 37 basic Reflex save) in a 120-foot line. 4 {@condition persistent damage||persistent fire damage}."
							]
						}
					]
				}
			]
		},
		{
			"name": "Bomb Coagulant Alembic",
			"source": "TV",
			"page": 63,
			"type": "Item",
			"level": 5,
			"traits": [
				"additive <0>",
				"alchemical"
			],
			"price": {
				"amount": 150,
				"coin": "gp"
			},
			"usage": "held in two hands",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"This apparatus increases the viscosity of the reagents in alchemical bombs, to {@trait deadly} effect. As a 10-minute activity that has the {@trait manipulate} trait, you can use a bomb coagulant alembic to distill the contents of one alchemical bomb that deals {@trait splash} damage into a stickier substance. After distilling, the bomb deals no {@trait splash} damage but instead deals {@condition persistent damage} equal to and of the same type as its original {@trait splash} damage. If the bomb already deals {@condition persistent damage}, distilling increases that damage by the bomb's original {@trait splash} damage."
			]
		},
		{
			"name": "Bone Dreadnought Plate",
			"source": "TV",
			"page": 63,
			"type": "Item",
			"level": 10,
			"traits": [
				"alchemical"
			],
			"price": {
				"amount": 1000,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 5,
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Armor",
			"entries": [
				"This suit of bone-based {@item fortress plate|TV} is a masterpiece of alchemical science. This armor has a receiver that can hold a single {@item lodestone bomb|TV}, which takes 3 {@action Interact} actions to install. A loaded suit of bone dreadnought plate can be activated to cause the bomb to shift numerous small plates and hinges, offering a wide variety of protections, granting you resistance to cold, electricity, fire, piercing, and slashing damage equal to the loaded lodestone bomb's {@trait splash} damage. These effects last for 20 minutes, but each time you're hit by an attack that deals damage of one of these types, decrease the remaining duration by 1 minute. Once activated, the armor can't be deactivated. The armor uses up the lodestone bomb during the duration and can't be activated again until a new one is installed."
			]
		},
		{
			"name": "Collar of the Shifting Spider",
			"source": "TV",
			"page": 63,
			"type": "Item",
			"level": 5,
			"traits": [
				"alchemical"
			],
			"price": {
				"amount": 133,
				"coin": "gp"
			},
			"usage": "worn collar",
			"bulk": 1,
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Worn",
			"entries": [
				"This intimidating collar contains a hollow central tube and ends in twin metal points shaped like spider fangs. The collar can be filled with an alchemical mutagen as an {@action Interact} action. As a free action triggered when you roll initiative, you can activate the collar, causing the metal points to dig into your neck, inflicting 1 piercing damage and injecting the mutagen directly into your bloodstream. This has the same effect as if you drank the mutagen conventionally, except the duration of the mutagen is halved due to the more direct administration."
			]
		},
		{
			"name": "Dread Helm",
			"source": "TV",
			"page": 63,
			"type": "Item",
			"level": 4,
			"traits": [
				"alchemical",
				"aura",
				"emotion",
				"fear",
				"mental"
			],
			"price": {
				"amount": 100,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Worn",
			"entries": [
				"The faceplate of a dread helm has a fierce visage that magnifies the effects of fear. Cleverly {@condition concealed} within is a reservoir that can hold a single dread ampoule (Advanced Player's Guide 253), which takes 3 {@action Interact} actions to install.",
				"A loaded dread helm can be activated to atomize the dread ampoule, creating a fear-inducing mist that hangs around your face. The mist grants an item bonus to {@skill Intimidation} checks equal to the dread ampoule's item bonus. The mist also deals mental damage equal to the dread ampoule's {@trait splash} damage to all creatures within a 5-foot emanation other than you. The effects last for 3 rounds, consuming the dread ampoule, and once the atomization process has begun it can't be deactivated."
			]
		},
		{
			"name": "Injection Reservoir",
			"source": "TV",
			"page": 63,
			"type": "Item",
			"level": 1,
			"traits": [
				"adjustment",
				"alchemical"
			],
			"price": {
				"amount": 10,
				"coin": "gp"
			},
			"usage": "applied to a non-injection melee weapon that deals piercing damage; Bulk L",
			"bulk": "L",
			"category": "Adjustment",
			"entries": [
				"This reservoir and spring-loaded needle can be attached to a weapon to let it inject deadly poisons. Additionally, the reservoir can be filled with an injury poison. Immediately after a successful attack with the adjusted weapon, you can inject the target with the loaded poison by activating the reservoir with an {@action Interact} action. Refilling the reservoir with a new poison requires 3 {@action Interact} actions and uses both hands.",
				"Adding an injection reservoir to a weapon throws off its balance, causing the multiple attack penalty with the weapon to be one greater than usual (usually \u20136 on a second attack and \u201311 on a third; or \u20135 and \u201310 with an agile weapon)."
			]
		},
		{
			"name": "Living Leaf Weave",
			"source": "TV",
			"page": 64,
			"type": "Item",
			"level": 5,
			"traits": [
				"alchemical",
				"healing",
				"plant"
			],
			"price": {
				"amount": 160,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 1,
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Armor",
			"entries": [
				"This suit of {@item leaf weave|TV|leaf weave armor} is specially modified to metabolize the alchemical accelerants in medicinal compounds.",
				"A special receptacle in the armor can hold an elixir of life, which takes 3 {@action Interact} actions to install. A loaded suit of living leaf weave can be activated to grow slithering vines from the armor, granting an item bonus to {@skill Athletics} checks to {@action Grapple}, to your Fortitude DC to resist {@action Grapple}, {@action Disarm}, or {@action Shove} attempts, and to your Reflex DCs to resist {@action Trip} attempts. The effects last for 3 rounds, consuming the elixir of life, and once the reaction has begun it can't be deactivated."
			]
		},
		{
			"name": "Magnetic Shield",
			"source": "TV",
			"page": 64,
			"type": "Item",
			"level": 5,
			"traits": [
				"alchemical",
				"aura"
			],
			"price": {
				"amount": 130,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Held",
			"entries": [
				"Copper rings spiral around this steel shield. Twin electrical probes near the grip can socket into a jar of moderate (or higher leveled) bottled lightning, which takes 3 {@action Interact} actions to install. A loaded magnetic shield can be activated to convert it into an electromagnet. When an activated magnetic shield is raised, the circumstance bonus increases by 1 against attacks made with weapons primarily made of metal. If you use a Shield Block against a creature attacking you with such a weapon, you also gain a +1 item bonus to {@action Disarm} attempts against that weapon until the end of your next turn. The shield remains charged for 3 rounds, consuming the bottled lightning, and once the reaction has begun it can't be deactivated."
			]
		},
		{
			"name": "Ooze Skin",
			"source": "TV",
			"page": 64,
			"type": "Item",
			"level": 5,
			"traits": [
				"alchemical"
			],
			"price": {
				"amount": 150,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 1,
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Armor",
			"entries": [
				"This leather armor has been treated with extract from oozes, which can be reactivated in the presence of a strong acid. A receptacle in the armor can hold an acid flask, which takes 3 {@action Interact} actions to install. A loaded suit of ooze skin can be activated to cause the leather to weep slippery protoplasm, granting an item bonus to {@action Escape} and {@action Squeeze} checks equal to the acid flask's item bonus. The protoplasm also irritates the skin on prolonged contact, causing any creature that grapples or swallows you to take acid damage equal to the acid flask's {@trait splash} damage. Ooze skin remains activated for a number of rounds equal to the level of the acid flask installed. The effects consume the acid flask, and once the reaction has begun it can't be deactivated."
			]
		},
		{
			"name": "Poison Concentrator",
			"source": "TV",
			"page": 64,
			"type": "Item",
			"level": "5+",
			"traits": [
				"additive <1>",
				"alchemical"
			],
			"usage": "held in 2 hands",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the {@trait manipulate} trait, you can use a poison concentrator to combine two doses of the same alchemical poison, creating a single concentrated poison with a +1 item bonus to its DC."
			],
			"generic": "G",
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 160,
						"coin": "gp"
					},
					"entries": [
						"The concentrator combines poisons of level 4 or lower."
					],
					"variantType": "lesser poison concentrator"
				},
				{
					"level": 10,
					"price": {
						"amount": 960,
						"coin": "gp"
					},
					"entries": [
						"The concentrator combines poisons of level 9 or lower."
					],
					"variantType": "moderate poison concentrator"
				},
				{
					"level": 15,
					"price": {
						"amount": 5900,
						"coin": "gp"
					},
					"entries": [
						"The concentrator combines poisons of level 14 or lower."
					],
					"variantType": "greater poison concentrator"
				},
				{
					"level": 19,
					"price": {
						"amount": 31000,
						"coin": "gp"
					},
					"entries": [
						"The concentrator combines poisons of level 18 or lower."
					],
					"variantType": "major poison concentrator"
				}
			]
		},
		{
			"name": "Powered Full Plate",
			"source": "TV",
			"page": 64,
			"type": "Item",
			"level": 7,
			"traits": [
				"rare",
				"alchemical"
			],
			"price": {
				"amount": 360,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 4,
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Armor",
			"entries": [
				"Stasian actuators help the limbs of this full plate move of their own accord, as long as they're supplied with power. A chamber in the chest plate can hold a single bottled lightning, which takes 3 {@action Interact} actions to install. A loaded suit of powered full plate can be activated to lower the armor's Strength requirement by 1 plus the item bonus of the loaded bomb. The armor's normal penalties still apply, based on this altered Strength. However, add the bottled lightning's item bonus to your {@skill Athletics} checks to {@action Force Open}, {@action High Jump}, {@action Long Jump}, and {@action Shove}. These effects last for 10 minutes. The armor uses up the bottled lightning during the duration and can't be activated again until a new one is installed."
			]
		},
		{
			"name": "Remote Trigger",
			"source": "TV",
			"page": 65,
			"type": "Item",
			"level": 5,
			"traits": [
				"alchemical"
			],
			"price": {
				"amount": 125,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Held",
			"entries": [
				"This trigger array uses thunderstones and crystals to remotely detonate alchemical bombs through harmonic vibrations. When a switch on the trigger is flipped up, the remote trigger begins to emit infrasonic pulses that slowly build up over the course of 30 minutes in up to three alchemical bombs placed next to the trigger (the trigger can be left to attune during your daily preparations). You can later activate the trigger to detonate one or more of the attuned bombs as long as they're within 60 feet. Bombs detonated in this way deal their {@trait splash} damage as if they had missed a target in the square where they were triggered."
			]
		},
		{
			"name": "Sun Dazzler",
			"source": "TV",
			"page": 65,
			"type": "Item",
			"level": 8,
			"traits": [
				"alchemical",
				"light",
				"visual"
			],
			"price": {
				"amount": 450,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Held",
			"entries": [
				"This metallic tube has a complex array of lenses and prisms at one end and a hatch at the other. The hatch can be unlocked, loaded with a sunrod, and refastened using 3 {@action Interact} actions.",
				"A loaded sun dazzler can be activated to burn the sunrod to dust in a single focused flash, creating a 30-foot cone of scintillating light. All creatures in the cone must attempt a DC 24 Fortitude save, with the following effects.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The creature is unaffected."
						],
						"Success": [
							"The creature is {@condition dazzled} for 1 round."
						],
						"Failure": [
							"The creature is {@condition blinded} for 1 round or until it spends an {@action Interact} action to rub its eyes, ending the {@condition blinded} condition."
						],
						"Critical Failure": [
							"The creature is {@condition blinded} for 1 round."
						]
					}
				}
			]
		},
		{
			"name": "Tanglefoot Extruder",
			"source": "TV",
			"page": 65,
			"type": "Item",
			"level": 3,
			"traits": [
				"alchemical"
			],
			"price": {
				"amount": 50,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Held",
			"entries": [
				"This portable nozzle-and-trigger assembly based on spider spinnerets can extrude and weave alchemical adhesives into temporary constructions. As an {@action Interact} action, you can attach a tanglefoot bag to the extruder. A loaded tanglefoot extruder can be activated to consume the attached tanglefoot bag and convert it into a 30-foot rope, whip, or net, depending on the nozzle die you choose when activating the device. The created object lasts for 1 hour. The DC to {@action Escape} a created rope (if used to bind a creature) or net is equal to the consumed tanglefoot bag's DC and Escaping destroys the created object."
			]
		},
		{
			"name": "Troll Hide",
			"source": "TV",
			"page": 65,
			"type": "Item",
			"level": 15,
			"traits": [
				"alchemical",
				"healing"
			],
			"price": {
				"amount": 6000,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 2,
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Armor",
			"entries": [
				"Tissue from a living troll has been integrated through this hide armor. This armor has two organic receptacles on its back that can each hold a single elixir of life. One elixir takes 3 {@action Interact} actions to install. For the armor to function properly, each elixir must be the same level. A loaded suit of troll hide can be activated, causing regenerating tissue from the armor to fill your wounds. At the start of each round, you regain Hit Points equal to the level of the loaded elixirs.",
				"Each time you regain at least 13 Hit Points from the armor, you regrow one damaged or ruined organ. During a round that you regain 9 or more Hit Points from the armor, you can reattach severed body parts by spending an {@action Interact} action to hold the body part to the area it was severed from. If you take acid or fire damage, the armor deactivates until the end of your next turn. In the event the armor itself is damaged, it will restore its own Hit Points before it resumes healing you. The regeneration lasts for 8 rounds. Once activated, the armor can't be deactivated. The armor uses up the elixirs of life during the duration and can't be activated again until two new ones are installed."
			]
		},
		{
			"name": "Weapon Siphon",
			"source": "TV",
			"page": 65,
			"type": "Item",
			"level": 1,
			"traits": [
				"adjustment",
				"alchemical"
			],
			"price": {
				"amount": 10,
				"coin": "gp"
			},
			"usage": "attached to a melee weapon",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Adjustment",
			"entries": [
				"This set of tubing snakes down the striking surface of a weapon to deliver alchemical explosives. A single lesser alchemical bomb can be fitted to the weapon siphon as an {@action Interact} action. The bomb must be one that deals energy damage, such as an {@item acid flask (generic)||acid flask}, {@item alchemist's fire (generic)||alchemist's fire}, {@item bottled lightning (generic)||bottled lightning}, {@item frost vial (generic)||frost vial}, or {@item thunderstone (generic)||thunderstone}. The next three attacks made with the weapon deal {@damage 1d4} damage of the bomb's damage type in addition to the weapon's normal damage. If the second and third attacks aren't all made within 1 minute of the first attack, the bomb's energy is wasted. These attacks never deal {@trait splash} damage or other special effects of the bomb and aren't modified by any abilities that add to or modify a bomb's effect.",
				"Adding a weapon siphon to a weapon throws off its balance, causing the multiple attack penalty with the weapon to be one greater than usual (usually \u20136 on a second attack and \u201311 on a third; or \u20135 and \u201310 with an agile weapon)."
			]
		},
		{
			"name": "Achaekek's Kiss",
			"source": "TV",
			"page": 66,
			"type": "Item",
			"level": 20,
			"traits": [
				"rare",
				"alchemical",
				"consumable",
				"injury",
				"poison"
			],
			"access": "member of the Red Mantis assassins",
			"price": {
				"amount": 13000,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Kept as a closely guarded secret by the deadly members of the Red Mantis assassins, this poison is treated with reverence for its ability to end lives. If the victim dies while affected by this poison, its body decomposes to nothing in 1 minute, leaving only its gear behind. Non-magical preservation can't protect the tainted corpse. Gentle repose works on the poisoned body only if cast as a 5th-level spell and the caster succeeds at a counteract check against the poison's saving throw DC when casting the spell. Even if cast successfully, gentle repose only works as if it had been cast at 2nd level.",
				{
					"type": "affliction",
					"DC": 42,
					"savingThrow": "Fortitude",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 7d12} poison damage and {@condition doomed||doomed 1}",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 9d12} poison damage and {@condition doomed||doomed 2}",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@damage 11d12} poison damage and {@condition doomed||doomed 3}",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Antipode Oil",
			"source": "TV",
			"page": 67,
			"type": "Item",
			"level": 6,
			"traits": [
				"alchemical",
				"consumable",
				"injury",
				"poison",
				"virulent"
			],
			"price": {
				"amount": 45,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Prepared from brown mold, this liquid oscillates between rapidly absorbing and releasing heat from its victim. Each round the type of damage dealt by this poison changes, starting with cold, then fire, then cold, and so on. If the victim of this poison takes cold damage from a source other than the oil, reduce the save DC to 22 for 1 round. If the victim takes fire damage from a source other than the oil, increase the save DC to 25 for 1 round.",
				{
					"type": "affliction",
					"DC": 24,
					"savingThrow": "Fortitude",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 2d6} cold or fire damage",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 3d6} cold or fire damage",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Bralani Breath",
			"source": "TV",
			"page": 74,
			"type": "Item",
			"level": "3+",
			"traits": [
				"catalyst",
				"consumable",
				"magical"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 3,
					"unit": "action",
					"entry": "{@action Cast a Spell}"
				},
				"note": "(add 1 action)"
			},
			"category": "Consumable",
			"entries": [
				"Bralani breath is a species of mint with small, green flowers, said to grow on battlefields where the opposing sides were equally matched. Sprigs of the flowers blow gently in a breeze of their own creation. If you cast {@spell mage armor} using bralani breath, you release a small blast of concussive air in an emanation of a size that depends on the catalyst's type.",
				"Some unattended objects are pushed away from you. Large or smaller creatures must succeed at a Fortitude save equal to your spell save DC or be pushed the same distance away from you."
			],
			"generic": "G",
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 11,
						"coin": "gp"
					},
					"entries": [
						"Objects of 1 Bulk or less and creatures that fail the save are pushed 5 feet."
					],
					"variantType": "bralani breath"
				},
				{
					"level": 9,
					"price": {
						"amount": 110,
						"coin": "gp"
					},
					"entries": [
						"Objects of 1 Bulk or less and creatures that fail the save are pushed 10 feet. Objects of up to 2 Bulk are pushed 5 feet, and Huge creatures must succeed at the save or be pushed 5 feet."
					],
					"variantType": "greater bralani breath"
				}
			]
		},
		{
			"name": "Dragon Throat Scale",
			"source": "TV",
			"page": 74,
			"type": "Item",
			"level": 7,
			"traits": [
				"catalyst",
				"consumable",
				"magical"
			],
			"price": {
				"amount": 55,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"components": [
					"{@action Cast a Spell}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Dragon scales of all sorts can be powerful magical reagents, infusing magic with the might of their breath. When used to cast {@spell magic missile}, a scale from a dragon's throat causes the spell to lose the {@trait force} trait and damage type. Instead, the spell has the damage type of the breath weapon belonging to the dragon the scale came from, along with that trait.",
				"Damage types are associated with the following dragons, with uncommon dragons noted with an asterisk.",
				"Acid: Black, brine*, copper Cold: Silver, white Electricity: Blue, bronze, cloud*, sky* Fire: Brass, gold, magma*, red, underworld* Mental: Sovereign* Negative: Umbral* Poison: Green"
			]
		},
		{
			"name": "Euphoric Loop",
			"source": "TV",
			"page": 74,
			"type": "Item",
			"level": "5+",
			"traits": [
				"catalyst",
				"consumable",
				"magical"
			],
			"price": {
				"amount": 5,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"components": [
					"{@action Cast a Spell}"
				]
			},
			"category": "Consumable",
			"entries": [
				"This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a {@spell charm} spell, the enchantment creates a blissful experience for one target of your choice.",
				"When the spell ends, even if you {@action Dismiss} it, the sudden mental dissonance between the charmed state and reality forces the target to attempt a Will save against your spell DC.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target is unaffected."
						],
						"Success": [
							"The target is {@condition stunned||stunned 1} or, if the spell ended because of a {@condition hostile} action, {@condition confused} for 1 round."
						],
						"Failure": [
							"The target is {@condition stunned||stunned 2} or, if the spell ended because of a {@condition hostile} action, {@condition confused} for 1 round."
						],
						"Critical Failure": [
							"The target is {@condition stunned||stunned 3} or, if the spell ended because of a {@condition hostile} action, {@condition confused} for 2 rounds."
						]
					}
				}
			],
			"generic": "G",
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 30,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "euphoric loop"
				},
				{
					"level": 13,
					"price": {
						"amount": 450,
						"coin": "gp"
					},
					"entries": [
						"The catalyst affects all targets of the {@spell charm} spell, up to 10."
					],
					"variantType": "greater euphoric loop"
				}
			]
		},
		{
			"name": "Fearcracker",
			"source": "TV",
			"page": 74,
			"type": "Item",
			"level": 5,
			"traits": [
				"catalyst",
				"consumable",
				"magical"
			],
			"price": {
				"amount": 25,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"components": [
					"{@action Cast a Spell}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A fearcracker contains fragments of {@condition broken} mirrors and reagents that pop and smoke when consumed. When thrown down in your space as part of a {@spell mirror image} spell, your and your images' appearance twists nightmarishly. When an image is destroyed, it \"dies\" in a disturbing fashion, rendering the attacker {@condition frightened||frightened 1}. This aspect of the spell has the emotion, {@trait fear}, and {@trait mental} traits."
			]
		},
		{
			"name": "Gravemist Taper",
			"source": "TV",
			"page": 74,
			"type": "Item",
			"level": 5,
			"traits": [
				"catalyst",
				"consumable",
				"magical"
			],
			"price": {
				"amount": 25,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"components": [
					"{@action Cast a Spell}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A gravemist taper is a conical candle with symbols of terror and death carved into the wax. The taper can be used as a catalyst when casting an {@spell obscuring mist} spell, burning the taper away, coloring the mist gray, and filling the mist with ghastly, shadowy shapes. The flat check to overcome the {@condition concealed} state from the mist rises to 7, and a creature who fails such a check becomes {@condition frightened||frightened 1}. This aspect of the spell has the emotion, {@trait fear}, and {@trait mental} traits."
			]
		},
		{
			"name": "Nevercold",
			"source": "TV",
			"page": 75,
			"type": "Item",
			"level": "10+",
			"traits": [
				"catalyst",
				"consumable",
				"magical"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 3,
					"unit": "action",
					"entry": "{@action Cast a Spell}"
				},
				"note": "(add 1 action)"
			},
			"category": "Consumable",
			"entries": [
				"Nevercold, sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World. True to its name, nevercold remains warm to the touch. If you use nevercold to cast {@spell fire shield}, the spell's duration increases by 1 minute, the cold resistance you gain from it lasts 1 hour, and you're protected from the effects of severe cold for 8 hours."
			],
			"generic": "G",
			"variants": [
				{
					"level": 10,
					"price": {
						"amount": 180,
						"coin": "gp"
					},
					"entries": [
						"The catalyst affects 4th‑level {@spell fire shield}."
					],
					"variantType": "nevercold"
				},
				{
					"level": 14,
					"price": {
						"amount": 720,
						"coin": "gp"
					},
					"entries": [
						"The catalyst affects 6th‑level or lower fire shield, and the protection from severe cold lasts 24 hours."
					],
					"variantType": "compressed nevercold"
				},
				{
					"level": 18,
					"price": {
						"amount": 3600,
						"coin": "gp"
					},
					"entries": [
						"The catalyst affects 8th‑level or lower fire shield, and the protection from severe cold lasts 24 hours."
					],
					"variantType": "refined nevercold"
				}
			]
		},
		{
			"name": "Nightpitch",
			"source": "TV",
			"page": 75,
			"type": "Item",
			"level": 5,
			"traits": [
				"catalyst",
				"consumable",
				"magical"
			],
			"price": {
				"amount": 60,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"components": [
					"{@action Cast a Spell}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A pellet of tar mixed with the fur of a nocturnal creature, such as a bat, nightpitch used to cast a {@spell darkness} spell makes the area of the darkness difficult terrain."
			]
		},
		{
			"name": "Seventh Prism",
			"source": "TV",
			"page": 75,
			"type": "Item",
			"level": "3+",
			"traits": [
				"catalyst",
				"consumable",
				"magical"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"components": [
					"{@action Cast a Spell}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Beloved by the church of the Seventh Veil, a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use a seventh prism to cast {@spell color spray}, targets are {@condition dazzled} for twice as long as their saving throw indicates.",
				"On a critical failure, the target is {@condition dazzled} for 1 minute after its {@condition blinded} condition ends. Motes of shifting rainbow hues cloud the eyes, making it difficult to see details."
			],
			"generic": "G",
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 10,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "triangular seventh prism"
				},
				{
					"level": 7,
					"price": {
						"amount": 52,
						"coin": "gp"
					},
					"entries": [
						"The area increases to a 20‑foot cone, and the DC for the flat check against the target being {@condition concealed} increases to 7."
					],
					"variantType": "pentagonal seventh prism"
				}
			]
		},
		{
			"name": "Anathema Fulu",
			"source": "TV",
			"page": 76,
			"type": "Item",
			"level": 11,
			"traits": [
				"abjuration",
				"consumable",
				"fulu",
				"magical"
			],
			"price": {
				"amount": 250,
				"coin": "gp"
			},
			"usage": "affixed to the ground in four spaces along a circle with a 20‑foot radius",
			"bulk": "\u2014",
			"category": "Consumable",
			"entries": [
				"First used by aasimars of Tianjing to weaken qlippoth, an anathema fulu comes in four pieces, one placed in each cardinal direction. Choose one of the following traits when activating the fulus: celestial, elemental, fey, fiend, monitor, or undead. If a creature with that trait starts its turn in the area, it must succeed at a DC 30 Fortitude saving throw or become {@condition sickened||sickened 2} until the start of its next turn. On a critical success, the creature becomes temporarily immune to any anathema fulus for 1 hour. Regardless of the save result, if you subsequently cast {@spell banishment} on such a creature in the area, the creature takes the \u20132 penalty described in that spell for using a material component that's anathema to that creature.",
				"The fulu acts as that component; you don't need to add it. If a creature affected by this penalty rolls a saving throw against banishment, the caster can use a free action to force the result one step lower. Doing so burns the whole fulu out, ending the effect. If any of the fulu's pieces are moved or destroyed after activation, the effect ends."
			],
			"duration": {
				"number": 1,
				"unit": "hour"
			}
		},
		{
			"name": "Demolition Fulu",
			"source": "TV",
			"page": 76,
			"type": "Item",
			"level": "3+",
			"traits": [
				"consumable",
				"evocation",
				"fulu",
				"magical"
			],
			"usage": "affixed to an object or structure",
			"bulk": "\u2014",
			"category": "Consumable",
			"entries": [
				"A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it's affixed to by an amount equal to the fulu's level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a {@skill Stealth} DC to detect it and {@skill Thievery} DC to disable it according to its type."
			],
			"generic": "G",
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 12,
						"coin": "gp"
					},
					"entries": [
						"Sometimes called the moth fulu, good for destroying softer objects; {@damage 3d6} bludgeoning damage, DC 17."
					],
					"variantType": "lesser"
				},
				{
					"level": 11,
					"price": {
						"amount": 275,
						"coin": "gp"
					},
					"entries": [
						"Sometimes called the termite fulu, good for destroying wood objects; {@damage 6d6} bludgeoning damage, DC 28."
					],
					"variantType": "moderate"
				},
				{
					"level": 17,
					"price": {
						"amount": 2750,
						"coin": "gp"
					},
					"entries": [
						"Sometimes called the rust fulu, good for destroying metal objects; {@damage 10d6} bludgeoning damage, DC 37."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Discord Fulu",
			"source": "TV",
			"page": 77,
			"type": "Item",
			"level": 5,
			"traits": [
				"consumable",
				"enchantment",
				"fulu",
				"magical",
				"misfortune"
			],
			"price": {
				"amount": 22,
				"coin": "gp"
			},
			"usage": "affixed to a creature",
			"bulk": "\u2014",
			"category": "Consumable",
			"entries": [
				"Incorporating green in its writing, a discord fulu is a popular but unethical tool often deployed on romantic rivals to foil their advances. While the fulu is affixed to it, a creature treats its attitude toward other creatures as one step worse than it is. The creature also takes a \u20131 status penalty to {@skill Diplomacy} checks. The first failure the creature rolls on a {@skill Diplomacy} check becomes a critical failure instead, and the fulu turns to ash, ending its effect."
			],
			"duration": {
				"number": 1,
				"unit": "hour"
			}
		},
		{
			"name": "Dragonfly Fulu",
			"source": "TV",
			"page": 77,
			"type": "Item",
			"level": 7,
			"traits": [
				"consumable",
				"fulu",
				"magical",
				"talisman",
				"transmutation"
			],
			"price": {
				"amount": 60,
				"coin": "gp"
			},
			"usage": "affixed to armor",
			"bulk": "\u2014",
			"activate": {
				"trigger": "You take the {@action Leap} action.",
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"envision"
				]
			},
			"category": "Talisman",
			"entries": [
				"Tradition says the dragonfly fulu should be affixed to the upper back, like the wings of an insect. When you Activate this fulu, you gain a +2 status bonus to {@skill Athletics} checks to {@action High Jump} or {@action Long Jump} for 1 minute. During this time, you can attempt an {@skill Athletics} check to {@action High Jump} or {@action Long Jump} as a single action without the {@action Stride} requirement. You can also {@action High Jump} or {@action Long Jump} from a nonsolid substance, such as air or water, but if you use this power of the fulu, its effects ends after you jump."
			]
		},
		{
			"name": "Escape Fulu",
			"source": "TV",
			"page": 77,
			"type": "Item",
			"level": 7,
			"traits": [
				"consumable",
				"fulu",
				"magical",
				"talisman",
				"transmutation"
			],
			"price": {
				"amount": 70,
				"coin": "gp"
			},
			"usage": "affixed to armor",
			"bulk": "\u2014",
			"activate": {
				"trigger": "You attempt to {@action Escape}.",
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"envision"
				]
			},
			"category": "Talisman",
			"entries": [
				"The escape fulu is a charm common among wealthy people, who wear the talisman in case of kidnapping. When you Activate this fulu for 1 minute you gain a +2 status bonus to your attempts to {@action Escape} as well as to {@skill Stealth} checks to {@action Hide} and {@action Sneak}."
			]
		},
		{
			"name": "Ghost Courier Fulu",
			"source": "TV",
			"page": 77,
			"type": "Item",
			"level": 8,
			"traits": [
				"conjuration",
				"consumable",
				"fulu",
				"magical"
			],
			"price": {
				"amount": 100,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"command",
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"The inscription on a ghost courier fulu leaves space for a message, and a prominent red stamp indicates which ghost delivery fulu this fulu homes in on (see below). When you Activate this fulu you dictate a message up to 25 words long that then magically appears on the paper in the language you spoke. The fulu then disappears into the Ethereal Plane, arriving at the assigned ghost delivery fulu in {@dice 2d10} hours, provided that fulu is within 500 miles. There, the fulu's magic dissipates, but the message remains. If the fulu takes any damage in transit, it has a 50% chance to drop back into the Material Plane, intact but bereft of magic."
			]
		},
		{
			"name": "Ghost Delivery Fulu",
			"source": "TV",
			"page": 77,
			"type": "Item",
			"level": 8,
			"traits": [
				"consumable",
				"divination",
				"fulu",
				"magical"
			],
			"price": {
				"amount": 100,
				"coin": "gp"
			},
			"usage": "affixed to structure, object, or creature",
			"bulk": "\u2014",
			"category": "Consumable",
			"entries": [
				"A ghost delivery fulu's inscription resembles a dovecote with spirits around it, and it has a prominent stamp in red wax.",
				"This fulu activates once affixed, becoming the homing location of ghost courier fulus with a matching stamp. Delivered ghost courier fulu messages (see above) stick to the ghost delivery fulu but can be easily removed."
			],
			"duration": {
				"number": 1,
				"unit": "week"
			}
		},
		{
			"name": "Golden Breath Fulu",
			"source": "TV",
			"page": 77,
			"type": "Item",
			"level": 20,
			"traits": [
				"uncommon",
				"consumable",
				"fulu",
				"healing",
				"magical",
				"necromancy",
				"positive",
				"talisman"
			],
			"price": {
				"amount": 8100,
				"coin": "gp"
			},
			"usage": "affixed to armor",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"envision"
				],
				"trigger": "You take damage."
			},
			"category": "Talisman",
			"entries": [
				"An enterprising chirurgeon reversed the forces evoked by a void {@item thousand-pains fulu|TV} to create the golden breath fulu, which fortifies ki and the body as elements move out of balance. When you Activate this fulu, you regain 75 Hit Points and attempt a flat check to end any {@condition persistent damage} affecting you. The fulu is particularly appropriate help for ending any {@condition persistent damage}. Also, if you would regain more Hit Points from the fulu than your maximum, you can gain the excess as temporary Hit Points or distribute the excess among creatures of your choice within 30 feet. The temporary Hit Points last for 1 minute."
			]
		},
		{
			"name": "Inventor's Fulu",
			"source": "TV",
			"page": 78,
			"type": "Item",
			"level": 6,
			"traits": [
				"consumable",
				"fulu",
				"magical",
				"talisman",
				"transmutation"
			],
			"price": {
				"amount": 50,
				"coin": "gp"
			},
			"usage": "affixed to an innovation",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"envision"
				],
				"trigger": "You critically fail an action with the {@trait unstable} trait."
			},
			"category": "Talisman",
			"entries": [
				"Some inventors in Tian Xia put fried snacks near their innovations, a charm to make devices behave as intended. The practice rubbed off on other inventors, who replaced the food with a drawing on an inventor's fulu. When you Activate the fulu, your critical failure becomes a failure, and you can spend just 1 minute to return your innovation to full functionality.",
				"The fulu then burns up, and its effects end."
			]
		},
		{
			"name": "Kaiju Fulu",
			"source": "TV",
			"page": 78,
			"type": "Item",
			"level": 13,
			"traits": [
				"uncommon",
				"abjuration",
				"consumable",
				"fulu",
				"magical"
			],
			"price": {
				"amount": 500,
				"coin": "gp"
			},
			"usage": "affixed to a load‑bearing wall or pillar",
			"bulk": "\u2014",
			"category": "Consumable",
			"entries": [
				"Despite the name, a kaiju fulu protects a building against damage of all sorts. When an affixed structure no larger than 100 feet × 100 feet and up to 50 feet tall takes damage, the structure is as hard as standard‑grade adamantine against that damage and any damage that occurs within 1 hour thereafter.",
				"The fulu then crumbles to dust, and its effects end."
			],
			"duration": {
				"number": 1,
				"unit": "week"
			}
		},
		{
			"name": "Mourner's Dawnlight Fulu",
			"source": "TV",
			"page": 78,
			"type": "Item",
			"level": 9,
			"traits": [
				"uncommon",
				"consumable",
				"divination",
				"fulu",
				"magical"
			],
			"price": {
				"amount": 120,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 3,
					"unit": "action"
				},
				"components": [
					"command",
					"envision",
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A mourner's dawnlight fulu is a stack of pages that resembles joss paper, used to locate the remains of the lost. When you Activate the fulu you envision a specific object or deceased creature you're familiar with and want to find. You then rip the fulu into pieces and let them drift in the wind. If the item or creature you seek is within 500 feet, the pieces flutter through the air and land on the target, or on the surface closest to a buried or otherwise obscured target. If the torn fulu lands or fails to locate the desired target, its magic ends."
			]
		},
		{
			"name": "Poracha Fulu",
			"source": "TV",
			"page": 78,
			"type": "Item",
			"level": 5,
			"traits": [
				"uncommon",
				"abjuration",
				"consumable",
				"fulu",
				"magical",
				"talisman"
			],
			"price": {
				"amount": 30,
				"coin": "gp"
			},
			"usage": "affixed to armor",
			"bulk": "\u2014",
			"category": "Talisman",
			"entries": [
				"Folklore from near the Forest of Spirits tells of the origin of the poracha fulu. Once, a traveler saved an eight‑legged feline who turned out to be a poracha prince. In return, the prince gave the traveler a fulu that later prevented a fast‑acting poison from slaying them. Traditionally, one wears a string of up to nine poracha fulus, which counts as one talisman. Each time you take {@condition persistent damage}, one poracha fulu affixed to you negates the damage and crumbles to dust. This response is automatic, but you can use a free action (envision) to prevent your fulus from responding. If you do, any poracha fulus affixed to you never respond to that {@condition persistent damage}."
			]
		},
		{
			"name": "Reflected Moonlight Fulu",
			"source": "TV",
			"page": 78,
			"type": "Item",
			"level": 14,
			"traits": [
				"abjuration",
				"consumable",
				"fortune",
				"fulu",
				"magical",
				"talisman"
			],
			"price": {
				"amount": 750,
				"coin": "gp"
			},
			"usage": "affixed to armor",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "reaction"
				},
				"components": [
					"envision"
				],
				"trigger": "You fail to save against a {@trait negative} or {@trait death} effect."
			},
			"category": "Talisman",
			"entries": [
				"An acolyte accidentally left fulu paper outdoors overnight during a divine ceremony to {@deity Tsukiyo|LOGM} conducted only during a supermoon, creating the first reflected moonlight fulu. When you Activate this fulu, you reroll your saving throw against the triggering effect and take the better result. If this new roll is a critical success, the effect is reflected on its creator, who's treated as the effect's target, with any negative damage converted to positive. A reflected effect or spell affects only the original creator, even if it was an area spell or one that affects more than one creature."
			]
		},
		{
			"name": "Sentry Fulu",
			"source": "TV",
			"page": 78,
			"type": "Item",
			"level": 4,
			"traits": [
				"abjuration",
				"consumable",
				"fulu",
				"magical"
			],
			"price": {
				"amount": 15,
				"coin": "gp"
			},
			"usage": "affixed to the ground",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 3,
					"unit": "action"
				},
				"components": [
					"command",
					"envision",
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A sentry fulu depicts an armed guard. When you activate the fulu, it takes the shape of a Tiny humanoid guard made of paper and keeps watch over an area in a 20‑foot burst. The guard has a {@skill Perception} DC of 20, along with precise visual senses and imprecise hearing and vibrational sense to detect creatures moving in its area, including through the air. You dictate whether the guard remains still in its area or patrols it; if the latter, you also determine the path the guard takes, at a Speed of 25 feet. You also determine a password others must give the guard to bypass it. If a creature enters the area without giving the password, the sentry creates either an audible or mental alarm. An audible alarm has the sound and volume of a human shouting, as well as the {@trait auditory} trait, allowing each creature that can hear it to attempt a DC 15 {@skill Perception} check to wake up if they're asleep. The mental alert reaches you if you're within 60 feet of the active guard (see below). The guard remains active for 8 hours, and then the fulu is consumed. If you have more than one sentry fulu, you can set up several that function as a unit, provided their areas touch or overlap.",
				"When one sounds its alarm, the alarm passes through all of them, so you must be within range of only one to hear it or receive the mental alert. Creatures that give the correct password to one sentry fulu in a unit need not give that password again to the others. The destruction of one fulu‑created guard in a unit sets off the alarm in others in connected areas."
			]
		},
		{
			"name": "Stumbling Fulu",
			"source": "TV",
			"page": 79,
			"type": "Item",
			"level": 3,
			"traits": [
				"consumable",
				"fulu",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 10,
				"coin": "gp"
			},
			"usage": "affixed to armor",
			"bulk": "\u2014",
			"category": "Consumable",
			"entries": [
				"The kitsune who first created a stumbling fulu advised the user to tuck the fulu under the target's belt for maximum effect.",
				"When the creature to which the fulu is affixed completes a {@action Stride} action, the creature must attempt a DC 17 Reflex save. On a failure, some element of the armor the fulu is affixed to comes undone, making the wearer {@condition clumsy||clumsy 1}. On a critical failure, the target falls {@condition prone} and is {@condition clumsy||clumsy 2}. The {@condition clumsy} condition remains until the target takes a total of 1 {@action Interact} action, plus 1 additional {@action Interact} action per value of the {@condition clumsy} condition above 1, to properly reclothe itself. Once the fulu activates, it burns up, its magic lasting only as long as the conditions it has imposed."
			],
			"duration": {
				"number": 1,
				"unit": "hour"
			}
		},
		{
			"name": "Thousand-Pains Fulu",
			"source": "TV",
			"page": 79,
			"type": "Item",
			"level": "5+",
			"traits": [
				"uncommon",
				"consumable",
				"fulu",
				"magical",
				"necromancy"
			],
			"usage": "affixed to a creature",
			"bulk": "\u2014",
			"category": "Consumable",
			"entries": [
				"Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu's type.",
				{
					"type": "successDegree",
					"entries": {
						"Failure": [
							"or critical failure primes the target for {@condition persistent damage} triggered by a specific condition that must be met within the fulu's duration."
						]
					}
				}
			],
			"generic": "G",
			"variants": [
				{
					"level": 17,
					"price": {
						"amount": 2700,
						"coin": "gp"
					},
					"entries": [
						"Though this green fulu looks inviting, it has a foreboding aura.",
						"The DC is 35, and the fulu deals {@damage 10d8} poison damage, causing the target's body to respond adversely to their ki. On a failure or critical failure, if the target takes fire damage, it takes {@damage 2d8} {@condition persistent damage||persistent poison damage} as well. These effects have the {@trait poison} trait."
					],
					"variantType": "burl thousand-pains fulu"
				},
				{
					"level": 8,
					"price": {
						"amount": 90,
						"coin": "gp"
					},
					"entries": [
						"This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals {@damage 5d6} slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the {@trait manipulate} or {@trait move} trait on each of its turns, it takes {@damage 1d6} {@condition persistent damage||persistent slashing damage}."
					],
					"variantType": "blade thousand-pains fulu"
				},
				{
					"level": 14,
					"price": {
						"amount": 630,
						"coin": "gp"
					},
					"entries": [
						"Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals {@damage 10d6} cold damage as the target's ki warps and drains. On a failure or critical failure, if the target takes damage from a {@trait poison} or {@trait disease} effect or becomes {@condition sickened}, it takes {@damage 2d6} {@condition persistent damage||persistent cold damage}. These effects have the {@trait cold} trait."
					],
					"variantType": "icicle thousand-pains fulu"
				},
				{
					"level": 11,
					"price": {
						"amount": 270,
						"coin": "gp"
					},
					"entries": [
						"Picking up this white fulu feels like you've stabbed your hand with a pin. The DC is 27, and the fulu deals {@damage 7d6} piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the {@trait move} trait, it takes {@damage 2d6} {@condition persistent damage||persistent piercing damage}."
					],
					"variantType": "needle thousand-pains fulu"
				},
				{
					"level": 5,
					"price": {
						"amount": 30,
						"coin": "gp"
					},
					"entries": [
						"This fulu's yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals {@damage 3d6} bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes {@damage 1d6} {@condition persistent damage||persistent bludgeoning damage} as well."
					],
					"variantType": "stone thousand-pains fulu"
				},
				{
					"level": 20,
					"price": {
						"amount": 8100,
						"coin": "gp"
					},
					"entries": [
						"The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals {@damage 12d10} negative damage by dissipating the target's ki. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes {@damage 2d10} {@condition persistent damage||persistent negative damage} as well. These effects have the {@trait death} and {@trait negative} traits. Each time the target takes this {@condition persistent damage}, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the {@condition persistent damage} taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute."
					],
					"variantType": "void thousand-pains fulu"
				}
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			}
		},
		{
			"name": "Black Tendril Shot",
			"source": "TV",
			"page": 80,
			"type": "Item",
			"level": "7+",
			"traits": [
				"conjuration",
				"consumable",
				"magical"
			],
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"command"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"A glistening, tar‑like substance that's displeasing to the touch coats a black tendril shot. When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition's effects last until the target Escapes. DCs for the saving throw and {@action Escape} vary by type.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target is {@condition slowed||slowed 1} but gains a +2 circumstance bonus to {@action Escape} the ammunition's effect."
						],
						"Success": [
							"The target is {@condition slowed||slowed 1}."
						],
						"Failure": [
							"The target is {@condition slowed||slowed 2} and {@condition deafened}."
						],
						"Critical Failure": [
							"The target is {@condition slowed||slowed 2}, {@condition blinded}, and {@condition deafened}."
						]
					}
				}
			],
			"generic": "G",
			"variants": [
				{
					"level": 7,
					"price": {
						"amount": 60,
						"coin": "gp"
					},
					"entries": [
						"Both DCs are 25."
					],
					"variantType": "lesser"
				},
				{
					"level": 12,
					"price": {
						"amount": 360,
						"coin": "gp"
					},
					"entries": [
						"Both DCs are 31."
					],
					"variantType": "moderate"
				},
				{
					"level": 17,
					"price": {
						"amount": 2160,
						"coin": "gp"
					},
					"entries": [
						"Both DCs are 39."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Bola Shot",
			"source": "TV",
			"page": 80,
			"type": "Item",
			"level": 5,
			"traits": [
				"consumable",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 25,
				"coin": "gp"
			},
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"command"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"This ammunition bears a rune with three lines radiating out, each ending in a circle. When an activated bola shot hits a target, it deals nonlethal bludgeoning damage. Compare the attack roll to the target's Reflex DC to determine the shot's other effects.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target falls {@condition prone} and is {@condition stunned||stunned 1}."
						],
						"Success": [
							"The target falls {@condition prone}."
						],
						"Failure": [
							"No additional effect."
						]
					}
				}
			]
		},
		{
			"name": "Conduit Shot",
			"source": "TV",
			"page": 80,
			"type": "Item",
			"level": "6+",
			"traits": [
				"consumable",
				"magical",
				"transmutation"
			],
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"command"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"Fine lines of djezet sparkle in conduit shot. When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 3rd level or lower; has an area of a burst, cone, or line; and does not have a duration, the djezet in the ammunition flares in striations of red light, increasing the area of that spell. Add 5 feet to the radius of a burst that has a radius of at least 10 feet or to the length of a cone or line normally 15 feet long or smaller. For a larger cone or line, add 10 feet to the length. These increases are based on the spell's original area, ignoring any increases due to other effects, such as the Widen Spell feat. Increasing a spell's area destroys the ammunition, which otherwise remains active for 1 minute."
			],
			"generic": "G",
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 50,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "lesser"
				},
				{
					"level": 10,
					"price": {
						"amount": 200,
						"coin": "gp"
					},
					"entries": [
						"The spell can be 5th level or lower."
					],
					"variantType": "moderate"
				},
				{
					"level": 14,
					"price": {
						"amount": 600,
						"coin": "gp"
					},
					"entries": [
						"The spell can be 7th level or lower."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Depth Charge",
			"source": "TV",
			"page": 81,
			"type": "Item",
			"level": "5+",
			"traits": [
				"consumable",
				"evocation",
				"magical"
			],
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water."
			],
			"generic": "G",
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 25,
						"coin": "gp"
					},
					"entries": [
						"This ammunition deals {@damage 3d6} bludgeoning damage with a DC of 20."
					],
					"variantType": "depth charge I"
				},
				{
					"level": 7,
					"price": {
						"amount": 55,
						"coin": "gp"
					},
					"entries": [
						"This ammunition deals {@damage 5d6} bludgeoning damage with a DC of 24."
					],
					"variantType": "depth charge II"
				},
				{
					"level": 10,
					"price": {
						"amount": 165,
						"coin": "gp"
					},
					"entries": [
						"This ammunition deals {@damage 7d6} bludgeoning damage with a DC of 28."
					],
					"variantType": "depth charge III"
				},
				{
					"level": 12,
					"price": {
						"amount": 330,
						"coin": "gp"
					},
					"entries": [
						"This ammunition deals {@damage 9d6} bludgeoning damage with a DC of 30."
					],
					"variantType": "depth charge IV"
				},
				{
					"level": 14,
					"price": {
						"amount": 660,
						"coin": "gp"
					},
					"entries": [
						"This ammunition deals {@damage 11d6} bludgeoning damage with a DC of 32."
					],
					"variantType": "depth charge V"
				},
				{
					"level": 16,
					"price": {
						"amount": 1500,
						"coin": "gp"
					},
					"entries": [
						"This ammunition deals {@damage 13d6} bludgeoning damage with a DC of 36."
					],
					"variantType": "depth charge VI"
				},
				{
					"level": 18,
					"price": {
						"amount": 3200,
						"coin": "gp"
					},
					"entries": [
						"This ammunition deals {@damage 15d6} bludgeoning damage with a DC of 39."
					],
					"variantType": "depth charge VII"
				}
			]
		},
		{
			"name": "Dimension Shot",
			"source": "TV",
			"page": 81,
			"type": "Item",
			"level": 12,
			"traits": [
				"conjuration",
				"consumable",
				"magical"
			],
			"price": {
				"amount": 360,
				"coin": "gp"
			},
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"command",
					"envision"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"Dimension shot is deep blue black, but motes of light play upon it like stars in the night sky. The activated ammunition allows you to teleport to a location near where the ammunition hits.",
				"If you hit a creature, you can teleport to an unoccupied space adjacent to that creature. If you fire at a square, you can teleport to a space that contains that square or an unoccupied space adjacent to it. The teleportation fails if no unoccupied space is available to you."
			]
		},
		{
			"name": "Fate Shot",
			"source": "TV",
			"page": 81,
			"type": "Item",
			"level": 6,
			"traits": [
				"consumable",
				"divination",
				"magical"
			],
			"price": {
				"amount": 50,
				"coin": "gp"
			},
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"command"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"Fate shot is made of a nickel‑steel alloy carved with the smiling face of a comedic player on one side, while the other side holds the frown of a tragic dramatist. When you hit a target with this ammunition, roll a DC {@flatDC 11} flat check. On a success, treat all the damage dice for your attack as though they rolled the average damage +1, rounded up (for example, a fate shot arrow fired from a shortbow would normally deal {@dice 1d6}, which has an average of 3.5, so you deal 5 damage). This doesn't affect additional damage dice that only happen on a critical hit, such as those added by the {@trait deadly} trait. On a failure, roll the damage, but your target takes half damage, and you take the remaining amount as mental damage."
			]
		},
		{
			"name": "Garrote Shot",
			"source": "TV",
			"page": 81,
			"type": "Item",
			"level": 15,
			"traits": [
				"consumable",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 1200,
				"coin": "gp"
			},
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"command"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"Wiry designs mark the silvery coating on a garrote shot. When the activated ammunition hits a target, it transforms into a silvery garrote that wraps around one of the target's appendages, dealing {@damage 2d12} {@condition persistent damage||persistent slashing damage}. On a critical hit, it wraps around the target's throat if it has one, and the target can't breathe until the {@condition persistent damage} ends. If the {@condition persistent damage} kills the target, the garrote severs the appendage it's wrapped around."
			]
		},
		{
			"name": "Imp Shot",
			"source": "TV",
			"page": 82,
			"type": "Item",
			"level": 5,
			"traits": [
				"conjuration",
				"consumable",
				"magical"
			],
			"price": {
				"amount": 24,
				"coin": "gp"
			},
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"command"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"This black‑and‑red ammunition contains an egg‑shaped capsule. When an activated imp shot hits, the capsule cracks open and releases a manifestation that resembles a Tiny imp that can't act in any way or provide benefits outside those described here.",
				"If the {@action Strike} misses the target, the imp appears, makes a rude gesture at you, and vanishes in a puff of sulfuric smoke. On a hit, though, the imp harries the target for up to 1 minute, remaining in the target's space, slapping, nipping, hurling insults, and moving with the target as it moves. A creature harried by the imp is {@condition flat‑footed} and takes a \u20132 circumstance penalty to attack rolls and skill checks. At the start of your turn on each round while the imp is active, you must attempt a DC {@flatDC 11} flat check. On a failure, the imp makes a final vulgar gesture at the target and vanishes in a cloud of brimstone."
			]
		},
		{
			"name": "Lightning Rod Shot",
			"source": "TV",
			"page": 82,
			"type": "Item",
			"level": 7,
			"traits": [
				"consumable",
				"evocation",
				"magical"
			],
			"price": {
				"amount": 60,
				"coin": "gp"
			},
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"command"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"Made from a shaft of silver with a gleaming copper tip, the lightning rod shot crackles with electricity as it flies through the air. When a lightning rod shot strikes a target, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, it falls to the ground and becomes inactive. If the target of this shot is within 10 feet of any creature or target that takes electricity damage, the target of this shot takes 1 electricity damage for each die of damage taken by the nearby creature or target. If the target of this shot takes electricity damage from a spell or attack, it also takes 1 additional electricity damage for each die of damage dealt. If the spell or attack allows a saving throw to reduce the damage, the target of this shot takes a \u20131 circumstance penalty to the save. This shot remains active for 1 minute, after which it falls to the ground and crumbles to dust."
			]
		},
		{
			"name": "Magnetic Shot",
			"source": "TV",
			"page": 82,
			"type": "Item",
			"level": "7+",
			"traits": [
				"consumable",
				"evocation",
				"magical"
			],
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"envision"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot. When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type."
			],
			"generic": "G",
			"variants": [
				{
					"level": 7,
					"price": {
						"amount": 60,
						"coin": "gp"
					},
					"entries": [
						"The ammunition grants a +1 circumstance bonus to the attack roll, deals two additional weapon damage dice, and is deadly d8."
					],
					"variantType": "lesser"
				},
				{
					"level": 12,
					"price": {
						"amount": 360,
						"coin": "gp"
					},
					"entries": [
						"The ammo grants a +1 circumstance bonus to the attack roll, deals three additional weapon damage dice, and is deadly d10."
					],
					"variantType": "moderate"
				},
				{
					"level": 17,
					"price": {
						"amount": 2200,
						"coin": "gp"
					},
					"entries": [
						"The ammunition grants a +2 circumstance bonus to the attack roll, deals four additional weapon damage dice, and is deadly d12."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Mindlock Shot",
			"source": "TV",
			"page": 82,
			"type": "Item",
			"level": 11,
			"traits": [
				"consumable",
				"enchantment",
				"magical"
			],
			"price": {
				"amount": 250,
				"coin": "gp"
			},
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"command",
					"envision"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"Mindlock shot is made of luminous ectoplasm in a crystalline form. When you command this ammunition, you pick a {@action Stride} or {@action Strike}. If you hit a creature with the ammunition, it falls under a {@trait mental} effect that makes it use its first action on its next turn to take the action you picked. It chooses exactly how to use that action, and if you choose {@action Stride}, the target can {@action Step} if doing so is beneficial for it. On a critical hit, the target must use its next 2 actions to do as you chose, within the same parameters."
			]
		},
		{
			"name": "Ranging Shot",
			"source": "TV",
			"page": 82,
			"type": "Item",
			"level": 3,
			"traits": [
				"consumable",
				"divination",
				"magical"
			],
			"price": {
				"amount": 9,
				"coin": "gp"
			},
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"command"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"Strange striations and pits mark the head of a ranging shot. When the activated ammunition is fired, it sends out whistling pings along its path until it hits something or reaches its maximum range. As long as you can perceive the sounds the ammunition makes, you can tell exactly how far it has flown.",
				"The sounds are audible to creatures who didn't Activate the ammunition, but they receive no special information from the ranging shot's whistling."
			]
		},
		{
			"name": "Sighting Shot",
			"source": "TV",
			"page": 82,
			"type": "Item",
			"level": 8,
			"traits": [
				"consumable",
				"divination",
				"light",
				"magical"
			],
			"price": {
				"amount": 72,
				"coin": "gp"
			},
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"command",
					"envision"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"Eyes are carved onto a sighting shot. When you Activate the ammunition, it glows, shedding bright light for 20 feet and dim light for 20 feet beyond that. If you shot the activated ammunition, your mind swirls with images of what the sighting shot passed and hit as if you sprinted along the ammunition's course. You see this path as if with your normal visual senses. Once a sighting shot hits anything or reaches its maximum range, it stops transmitting images to you. A sighting shot's light is visible to creatures who didn't Activate the ammunition, but they receive no special information from it."
			]
		},
		{
			"name": "Spell Echo Shot",
			"source": "TV",
			"page": 83,
			"type": "Item",
			"level": 19,
			"traits": [
				"consumable",
				"evocation",
				"magical"
			],
			"price": {
				"amount": 5500,
				"coin": "gp"
			},
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"command"
				]
			},
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"Generous amounts of djezet and orichalcum mix in a spell echo shot. When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for.",
				"When spell echo shot strikes a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 5th level or lower; has an area of a burst, cone, or line; and does not have a duration, the materials in the ammunition immediately duplicate that spell with the same parameters. A duplicated spell can't be duplicated again by another effect. Duplicating a spell destroys the ammunition, which otherwise remains active for 1 minute."
			]
		},
		{
			"name": "Weapon Shot",
			"source": "TV",
			"page": 83,
			"type": "Item",
			"level": "5+",
			"traits": [
				"conjuration",
				"consumable",
				"magical"
			],
			"ammunition": [
				"any"
			],
			"category": "Consumable",
			"entries": [
				"The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it.",
				"It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"entries": [
						"For the {@action Strike} with which you consume the ammunition, use the ammunition's fundamental runes, according to its type, instead of those of the weapon firing it."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"entries": [
						"A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the {@action Strike} with which it functions, the weapon uses the ammunition's fundamental runes, according to its type."
					]
				}
			],
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 20,
						"coin": "gp"
					},
					"entries": [
						"The attack functions appropriately for a +1 striking weapon."
					],
					"variantType": "lesser"
				},
				{
					"level": 10,
					"price": {
						"amount": 200,
						"coin": "gp"
					},
					"entries": [
						"The attack functions appropriately for a +2 striking weapon."
					],
					"variantType": "moderate"
				},
				{
					"level": 12,
					"price": {
						"amount": 400,
						"coin": "gp"
					},
					"entries": [
						"The attack functions appropriately for a +2 greater striking weapon."
					],
					"variantType": "greater"
				},
				{
					"level": 16,
					"price": {
						"amount": 2000,
						"coin": "gp"
					},
					"entries": [
						"The attack functions appropriately for a +3 greater striking weapon."
					],
					"variantType": "major"
				}
			],
			"generic": "G"
		},
		{
			"name": "Cayden's Brew",
			"source": "TV",
			"page": 88,
			"type": "Item",
			"level": "8+",
			"traits": [
				"conjuration",
				"consumable",
				"magical",
				"poison",
				"potion"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Cayden's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against {@trait fear} effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you use this breath weapon, you can't do so again for {@dice 1d4} rounds.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The creature is unaffected."
						],
						"Success": [
							"The creature is {@condition clumsy||clumsy 1} and {@condition stupefied||stupefied 1} for 1 round."
						],
						"Failure": [
							"The creature is {@condition clumsy||clumsy 1} and {@condition stupefied||stupefied 1} for {@dice 1d4} rounds."
						],
						"Critical Failure": [
							"The creature becomes {@condition clumsy||clumsy 2}, {@condition stupefied||stupefied 2}, and {@condition sickened||sickened 1}. The {@condition clumsy} and {@condition stupefied} conditions last until {@dice 1d4} rounds after the {@condition sickened} condition ends."
						]
					}
				}
			],
			"generic": "G",
			"variants": [
				{
					"level": 8,
					"price": {
						"amount": 80,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "Cayden's brew"
				},
				{
					"level": 13,
					"price": {
						"amount": 480,
						"coin": "gp"
					},
					"entries": [
						"The save DC is 31."
					],
					"variantType": "double Cayden's brew"
				},
				{
					"level": 18,
					"price": {
						"amount": 3200,
						"coin": "gp"
					},
					"entries": [
						"The save DC is 40."
					],
					"variantType": "triple Cayden's brew"
				}
			]
		},
		{
			"name": "Cloning Potion",
			"source": "TV",
			"page": 88,
			"type": "Item",
			"level": 18,
			"traits": [
				"rare",
				"conjuration",
				"consumable",
				"magical",
				"potion"
			],
			"price": {
				"amount": 5000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Potion",
			"entries": [
				"When you drink a cloning potion, you split in two, one version of you remaining in your space and the other moving into an adjacent space. Your clone, which has the {@trait minion} trait, looks like you and remains for 1 minute. Provided you are both on the same plane, you can command your clone telepathically with a single action with the {@trait concentrate} trait. You can also issue verbal commands, as normal for a minion. As an action that has the {@trait concentrate} trait, you can sense through your clone. When you do, you lose all sensory information from your own body. You can {@action Dismiss} this sense-sharing effect.",
				"You and your clone share Hit Points, and the clone uses your statistics. Spells and effects target you and your clone as if you are separate creatures. The clone can Activate your abilities and Cast your Spells, limited by its number of actions, but you share elements such as use limits, frequency, and spell slots. In other words, your clone using one of your resources works as if you did so in or from your clone's space. Your clone has gear identical to your own, excepting artifacts and consumables. Any item taken from the clone melts into silvery dust within seconds, with ammunition or thrown objects lasting just long enough to travel to and possibly hit their target.",
				"When the duration lapses, your clone melts into silvery dust. You become temporarily immune to cloning potion for {@dice 1d4} days."
			]
		},
		{
			"name": "Eidetic Potion",
			"source": "TV",
			"page": 89,
			"type": "Item",
			"level": 6,
			"traits": [
				"consumable",
				"divination",
				"magical",
				"potion"
			],
			"price": {
				"amount": 40,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Potion",
			"entries": [
				"Bright pink, pale lavender, and vibrant orange colors swirl through this purplish liquid, making the eidetic potion resemble an unforgettable sunset. When you drink this potion, for 1 round, anything you observe becomes locked into your memory. You can recall the memory perfectly and gain a +2 status bonus to create representations of that memory, whether using {@skill Crafting} to create an artistic rendition or {@skill Society} to create a Forgery. The memory remains locked for 1 week or until you benefit from the bonus it imparts for the first time, whichever comes first; afterward, it becomes a normal, fallible memory. You can only have a single memory locked in your mind at a time. Using this potion while you have a locked memory from a previous use makes the previously locked memory fallible but allows you to lock a new memory."
			]
		},
		{
			"name": "Elysian Dew",
			"source": "TV",
			"page": 89,
			"type": "Item",
			"level": 12,
			"traits": [
				"uncommon",
				"consumable",
				"enchantment",
				"magical",
				"potion"
			],
			"price": {
				"amount": 375,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Potion",
			"entries": [
				"When you drink sweet, sky-blue Elysian dew, for 1 minute, you gain a 10-foot aura that evokes the vitality of Elysium, causing nearby objects to seem more colorful and plants to stand taller.",
				"You and any ally that starts its turn in the emanation gain 5 temporary Hit Points, a +1 item bonus to saving throws, and a +1 item bonus to {@skill Acrobatics} and {@skill Athletics} checks until the start of your or the ally's next turn. If you're evil and drink this potion, it fails to work, and you must succeed at a DC 30 Fortitude save or the potion renders you {@condition drained||drained 2}."
			]
		},
		{
			"name": "Empath's Cordial",
			"source": "TV",
			"page": 89,
			"type": "Item",
			"level": 7,
			"traits": [
				"consumable",
				"divination",
				"magical",
				"mental",
				"potion"
			],
			"price": {
				"amount": 65,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Potion",
			"entries": [
				"The pale liquid of empath's cordial changes color to reflect the mood of the creature nearest to it\u2014turning blue for calm, red for anger, and green for envious, among other hues. For 1 hour after you drink this potion, you can sense the presence of general emotions, such as hostility toward you or the presence of an {@trait emotion} effect impacting a creature's emotions, within 30 feet.",
				"A creature that failed a saving throw against calm emotions can't be detected. This potion doesn't allow you to automatically tell what emotions a specific creature is experiencing, but you can attempt a {@skill Perception} check with a +2 item bonus (DC set by the GM) to discern that information. The potion also grants you a +1 item bonus to {@skill Perception} checks to {@action Sense Motive} against creatures whose emotions you can sense."
			]
		},
		{
			"name": "Enigma-Sight Potion",
			"source": "TV",
			"page": 89,
			"type": "Item",
			"level": 11,
			"traits": [
				"consumable",
				"divination",
				"magical",
				"potion",
				"revelation"
			],
			"price": {
				"amount": 250,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Potion",
			"entries": [
				"A vial of this enigma-sight potion seems to contain fragments of kaleidoscopic crystal that reflect mind-bending scenes. However, these \"crystals\" act like liquid when poured or consumed. Drinking the potion grants you the effects of a {@spell true seeing} spell, except that you use your {@skill Perception} modifier and your level for the secret counteract check instead of the normal counteract modifier and spell level. However, if you critically fail the secret counteract check the effect grants, your mind fills in false, nightmarish information. You become {@condition stupefied||stupefied 1} for {@dice 1d4} rounds and {@condition stunned||stunned 1} as your brain struggles to process what you see."
			]
		},
		{
			"name": "Faerie Dragon Liqueur",
			"source": "TV",
			"page": 89,
			"type": "Item",
			"level": "7+",
			"traits": [
				"uncommon",
				"consumable",
				"enchantment",
				"magical",
				"mental",
				"potion"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Potion",
			"entries": [
				"Each draft of faerie dragon liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you use this breath weapon, you can't do so again for {@dice 1d4} rounds.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The creature is unaffected."
						],
						"Success": [
							"The creature is {@condition stupefied||stupefied 1} for 1 round."
						],
						"Failure": [
							"The creature is {@condition stupefied||stupefied 1} for 1 minute and {@condition slowed||slowed 1} for {@dice 1d4} rounds."
						],
						"Critical Failure": [
							"The creature is {@condition stupefied||stupefied 2} and {@condition slowed||slowed 1} for 1 minute."
						]
					}
				}
			],
			"generic": "G",
			"variants": [
				{
					"level": 7,
					"price": {
						"amount": 70,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "young faerie dragon liqueur"
				},
				{
					"level": 12,
					"price": {
						"amount": 400,
						"coin": "gp"
					},
					"entries": [
						"The save DC is 29."
					],
					"variantType": "adult faerie dragon liqueur"
				},
				{
					"level": 17,
					"price": {
						"amount": 3000,
						"coin": "gp"
					},
					"entries": [
						"The save DC is 37."
					],
					"variantType": "wyrm faerie dragon liqueur"
				}
			]
		},
		{
			"name": "Hovering Potion",
			"source": "TV",
			"page": 90,
			"type": "Item",
			"level": 7,
			"traits": [
				"consumable",
				"evocation",
				"magical",
				"potion"
			],
			"price": {
				"amount": 55,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Potion",
			"entries": [
				"A foamy, cloudy liquid, hovering potion enables you to defy gravity for 5 minutes. By default, the potion causes you to float several inches off the ground. If you take a {@action Stride} action, you can move 10 feet up or down in the air. You can instead {@action Climb} at your full Speed or {@action Stride} to move along a horizontal surface at half your Speed. The GM determines which surfaces can be climbed or moved across this way. If you fall while this potion is in effect, you can use the {@action Arrest a Fall} reaction as if you had a fly Speed. If you have a fly Speed, you remain airborne at the end of your turn, even if you didn't use a {@action Fly} action this round."
			]
		},
		{
			"name": "Immovable Potion",
			"source": "TV",
			"page": 90,
			"type": "Item",
			"level": 10,
			"traits": [
				"consumable",
				"magical",
				"potion",
				"transmutation"
			],
			"price": {
				"amount": 160,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Potion",
			"entries": [
				"When you drink the thick, slate-colored immovable potion, you become anchored in place, even defying gravity, rendering you {@condition immobilized} for 1 minute or until you {@action Dismiss} the activation.",
				"While you are {@condition immobilized} this way, the DC to move you from your place, including knocking you {@condition prone}, is 40."
			]
		},
		{
			"name": "Mind-Swap Potion",
			"source": "TV",
			"page": 90,
			"type": "Item",
			"level": 15,
			"traits": [
				"rare",
				"consumable",
				"magical",
				"mental",
				"necromancy",
				"possession",
				"potion"
			],
			"price": {
				"amount": 1000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Potion",
			"entries": [
				"Small bolts of brightly colored electricity flicker through the cloudy mind-swap potion. The potion often comes in a double-chambered flask, because when you drink it, you consume half the contents. If another creature of the same ancestry consumes the remainder of the contents within 1 minute, your minds swap per the effect of a critical success on a mind swap ritual (Secrets of Magic 151). The effects last for 24 hours or until one of you Dismisses the activation."
			]
		},
		{
			"name": "Quenching Potion",
			"source": "TV",
			"page": 90,
			"type": "Item",
			"level": 8,
			"traits": [
				"consumable",
				"magical",
				"necromancy",
				"potion"
			],
			"price": {
				"amount": 85,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Potion",
			"entries": [
				"Quenching potion is a clear liquid that tastes like fresh, cool spring water. Drinking this potion or pouring it over yourself completely hydrates you and cleanses your system. Immediately attempt a flat check to end any {@condition persistent damage||persistent acid}, fire, negative, or poison damage affecting you, and attempt a new saving throw against any poison affecting you. Poison can't progress to a worse stage due to this saving throw.",
				"The potion counts as a particularly appropriate type of help against {@condition persistent damage||persistent acid}, fire, negative, and poison damage."
			]
		},
		{
			"name": "Rebirth Potion",
			"source": "TV",
			"page": 90,
			"type": "Item",
			"level": 9,
			"traits": [
				"rare",
				"consumable",
				"magical",
				"potion",
				"transmutation"
			],
			"price": {
				"amount": 150,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Potion",
			"entries": [
				"A small bit from a humanoid\u2014such as a hair, scale, or feather\u2014steeps in the clear liquid of a rebirth potion. When the potion is created, this bit determines the ancestry and heritage the potion changes the imbiber to. After you drink the potion, you transform into that ancestry over 8 hours during your next period of rest, finishing the transformation after the 8 hours are up. Throughout this time, you are {@condition clumsy||clumsy 2}, {@condition enfeebled||enfeebled 2}, and {@condition stupefied||stupefied 2}. Once the transformation is complete, the potion's magic ends and can't be counteracted. Replace your ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of your new ancestry. You lose your ancestry feats, selecting replacements valid for your new ancestry. You have mild control over the change, but you end up with a unique appearance fitting for your new ancestry, and some quirks of your body remain, such as relative age, general health, scars, and missing digits, limbs, or organs.",
				"Drinking a rebirth potion of your current ancestry works normally, allowing you to rearrange some of the cited ancestry elements and change your appearance (provided you abide by the potion's limitations regarding health and age)."
			]
		},
		{
			"name": "Roaring Potion",
			"source": "TV",
			"page": 90,
			"type": "Item",
			"level": "8+",
			"traits": [
				"consumable",
				"evocation",
				"magical",
				"potion",
				"sonic"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Potion",
			"entries": [
				"Ripples move constantly through a roaring potion, a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"entries": [
						"You gain the effects of a {@spell bullhorn|SoM} spell. You can {@action Dismiss} the activation."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"special": "once every {@dice 1d4} rounds"
					},
					"entries": [
						"You emit a scream in a 15-foot cone that deals {@damage 4d4} sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw.",
						{
							"type": "successDegree",
							"entries": {
								"Critical Success": [
									"The creature is unaffected."
								],
								"Success": [
									"The creature takes half damage."
								],
								"Failure": [
									"The creature takes full damage and is {@condition frightened||frightened 1}."
								],
								"Critical Failure": [
									"The creature takes double damage and is {@condition frightened||frightened 2}."
								]
							}
						}
					]
				}
			],
			"variants": [
				{
					"level": 8,
					"price": {
						"amount": 90,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "lesser"
				},
				{
					"level": 13,
					"price": {
						"amount": 550,
						"coin": "gp"
					},
					"entries": [
						"You gain the effects of a 5th-level {@spell bullhorn|SoM} spell. The damage is {@dice 6d4} and the save DC is 30."
					],
					"variantType": "moderate"
				},
				{
					"level": 18,
					"price": {
						"amount": 3600,
						"coin": "gp"
					},
					"entries": [
						"You gain the effects of a 7th-level {@spell bullhorn|SoM} spell. The damage is {@dice 10d4} and the save DC is 38."
					],
					"variantType": "greater"
				}
			],
			"generic": "G"
		},
		{
			"name": "Rovagug's Mud",
			"source": "TV",
			"page": 90,
			"type": "Item",
			"level": "13+",
			"traits": [
				"consumable",
				"evocation",
				"magical",
				"potion"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Potion",
			"entries": [
				"{@deity Rovagug||Rovagug's} mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against {@trait incapacitation} effects. Also, you can use a single action to breathe out a 20-foot cone of bitter vapor that causes an earth-shaking rumble that can be heard for 100 feet.",
				"Creatures and objects in the area take {@dice 5d6} damage (DC 30 basic Fortitude save), decreasing Hardness by 5. An object's Hardness remains lowered for {@dice 1d4} rounds, and you can't use this breath again for the same amount of time."
			],
			"generic": "G",
			"variants": [
				{
					"level": 13,
					"price": {
						"amount": 600,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "Rovagug's mud"
				},
				{
					"level": 18,
					"price": {
						"amount": 4800,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@dice 8d6}, the save DC is 38, and Hardness decreases by 10."
					],
					"variantType": "greater Rovagug's mud"
				}
			]
		},
		{
			"name": "Starsong Nectar",
			"source": "TV",
			"page": 91,
			"type": "Item",
			"level": 20,
			"traits": [
				"rare",
				"consumable",
				"divination",
				"fortune",
				"magical",
				"potion"
			],
			"price": {
				"amount": 14000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Potion",
			"entries": [
				"A liquid with the appearance of an expressive night sky and a taste that's sheer pleasure, starsong nectar grants you cheerful confidence and incredible luck for 10 minutes after you drink it. However, if you show too much caution at any point during this time (GM's discretion), you must succeed at a DC {@flatDC 6} flat check or the potion's effects end. While the potion lasts, you gain a +3 status bonus to attack rolls, initiative rolls, {@skill Perception} checks, saving throws, and skill checks, and you aren't {@condition flat-footed} against {@condition undetected} creatures or when flanked. You are temporarily immune to this potion for 24 hours once its effects end. While the potion lasts, though, if you take a moment to imagine the future, you choose the best courses of action. This aspect of the potion grants you the following activation.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "round"
					},
					"entries": [
						"Until the start of your next turn, roll two d20s for any attack rolls, {@skill Perception} checks, saving throws, and skill checks you make and take the higher result."
					]
				}
			]
		},
		{
			"name": "Sure-Step Potion",
			"source": "TV",
			"page": 91,
			"type": "Item",
			"level": 4,
			"traits": [
				"consumable",
				"magical",
				"potion",
				"transmutation"
			],
			"price": {
				"amount": 17,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Potion",
			"entries": [
				"The light-brown liquid of a sure-step potion helps you find your footing. After drinking it, you gain a +1 item bonus to {@skill Acrobatics} checks to {@action Balance} for 1 hour. In addition, you can {@action Step} into difficult terrain, and you aren't {@condition flat-footed} on uneven ground."
			]
		},
		{
			"name": "Tentacle Potion",
			"source": "TV",
			"page": 91,
			"type": "Item",
			"level": "6+",
			"traits": [
				"consumable",
				"magical",
				"potion",
				"transmutation"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Potion",
			"entries": [
				"Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm.",
				"Your clothing doesn't need to accommodate this limb of ghostly matter, which can extrude through your clothing and armor. The limb lasts 1 hour, and you can {@action Dismiss} the activation. You can't hide or disguise the tentacle. You can use the limb to perform simple {@action Interact} actions, such as opening an unlocked door. Your limb can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish. You can't use it to hold items. At one time, you can have only one extra limb from any version of this potion. Stronger tentacle potions replace the effects of weaker ones.",
				"If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type."
			],
			"generic": "G",
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 33,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "lesser"
				},
				{
					"level": 10,
					"price": {
						"amount": 155,
						"coin": "gp"
					},
					"entries": [
						"As lesser, but you can use the limb to hold an item of up to light Bulk. You can also use the whole limb to hold onto a suitable anchor point, such as a tree branch, balcony, or rocky outcropping, subject to the GM's discretion. While using your limb this way, you have free use of all your other limbs, so you can perform tasks that require both hands. This potion lasts 8 hours."
					],
					"variantType": "moderate"
				},
				{
					"level": 14,
					"price": {
						"amount": 660,
						"coin": "gp"
					},
					"entries": [
						"As moderate, but the tail can hold an item of up to 1 Bulk or be used as a second hand to help hold an item of up to 2 Bulk. You can also use the limb to make an unarmed attack that deals {@damage 1d6} bludgeoning damage and has the {@trait sweep} trait. This potion lasts 24 hours."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Amnemonic Charm",
			"source": "TV",
			"page": 92,
			"type": "Item",
			"level": 9,
			"traits": [
				"uncommon",
				"consumable",
				"divination",
				"magical",
				"talisman"
			],
			"price": {
				"amount": 140,
				"coin": "gp"
			},
			"usage": "affixed to armor",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"envision"
				],
				"trigger": "You fail or critically fail a {@skill Deception}, {@skill Diplomacy}, or {@skill Intimidation} check to {@action Coerce}, {@action Lie}, {@action Make an Impression}, or {@action Request}",
				"requirements": "You're a master in the skill you failed with."
			},
			"category": "Talisman",
			"entries": [
				"This ornate locket, usually containing a faceless, humanoid portrait, is typically worn on a chain around the neck or attached to your clothing. When activated, the charm casts a DC 26 {@spell modify memory} spell against a single target of the check, removing all memory of your failed attempt and potentially allowing you to make another attempt. The effect can't remove more than 3 minutes of memories from its target."
			]
		},
		{
			"name": "Blending Brooch",
			"source": "TV",
			"page": 92,
			"type": "Item",
			"level": 11,
			"traits": [
				"consumable",
				"illusion",
				"magical",
				"talisman"
			],
			"price": {
				"amount": 275,
				"coin": "gp"
			},
			"usage": "affixed to armor",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"envision"
				],
				"trigger": "You roll initiative using {@skill Stealth} and can see a creature",
				"requirements": "You are a master in {@skill Stealth}."
			},
			"category": "Talisman",
			"entries": [
				"This small, matte-black pin always seems to be on the periphery of your vision, even when you stare directly at it. When you Activate the talisman, choose one creature you can see. You become {@condition invisible} to that creature unless it succeeds at a DC 28 Will save. This effect lasts for 1 minute or until the target hits you with an attack, whichever comes first."
			]
		},
		{
			"name": "Captivating Bauble",
			"source": "TV",
			"page": 92,
			"type": "Item",
			"level": 12,
			"traits": [
				"auditory",
				"consumable",
				"emotion",
				"enchantment",
				"linguistic",
				"magical",
				"talisman",
				"visual"
			],
			"price": {
				"amount": 350,
				"coin": "gp"
			},
			"usage": "affixed to armor",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 3,
					"unit": "action"
				},
				"components": [
					"envision",
					"{@action Interact}"
				],
				"requirements": "You are a master in {@skill Deception} or {@skill Diplomacy}."
			},
			"category": "Talisman",
			"entries": [
				"This talisman appears as an ornate piece of jewelry of the highest quality. When you Activate it, your speech and mannerisms become supernaturally compelling for up to 1 hour. By engaging an intelligent creature in conversation for at least 1 minute, you can cause them to become {@condition fascinated} unless they succeed at a DC 30 Will save. This fascination lasts for as long as you continue conversing or until you move at least 20 feet away. When the effect ends, the target becomes temporarily immune for 24 hours.",
				"If you or any ally within 120 feet takes an overtly {@condition hostile} action while a creature is {@condition fascinated} by the bauble, the bauble burns out in a shower of sparks and all its effects end."
			]
		},
		{
			"name": "Chain of Stars",
			"source": "TV",
			"page": 92,
			"type": "Item",
			"level": 8,
			"traits": [
				"consumable",
				"evocation",
				"force",
				"magical",
				"talisman"
			],
			"price": {
				"amount": 100,
				"coin": "gp"
			},
			"usage": "affixed to a thrown weapon",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"envision"
				],
				"trigger": "You hit a creature with the affixed weapon."
			},
			"category": "Talisman",
			"entries": [
				"This delicate mithral chain strung with tiny shuriken is wound tightly around the handle of the affixed weapon. When you Activate the chain three {@runeItem shuriken||+1 weapon potency||striking|} made from magical force materialize in the target's space and split off to attack other creatures. Attempt up to three shuriken Strikes that must each target a different creature and can't target the creature you hit to trigger this talisman. These Strikes use your attack modifier but originate from the hit creature's space.",
				"These attacks count toward your multiple attack penalty, but the penalty doesn't increase until after all three attacks have been made. The shuriken deal force damage instead of their normal type, and each shuriken vanishes after its attack."
			]
		},
		{
			"name": "Copper Penny",
			"source": "TV",
			"page": 92,
			"type": "Item",
			"level": 5,
			"traits": [
				"consumable",
				"magical",
				"talisman",
				"transmutation"
			],
			"price": {
				"amount": 30,
				"coin": "gp"
			},
			"usage": "affixed to explorer's clothing (or another item in the unarmored defense category)",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"envision"
				],
				"trigger": "You are knocked {@condition prone}",
				"requirements": "You're an expert in {@skill Acrobatics}, and you are unarmored."
			},
			"category": "Talisman",
			"entries": [
				"This plain copper coin is typically affixed near the feet, on a pant leg or hem. When you Activate it, you {@action Stand} and can't be knocked {@condition prone} again on the current turn."
			]
		},
		{
			"name": "Dragonclaw Scutcheon",
			"source": "TV",
			"page": 92,
			"type": "Item",
			"level": 16,
			"traits": [
				"abjuration",
				"consumable",
				"magical",
				"talisman"
			],
			"price": {
				"amount": 1600,
				"coin": "gp"
			},
			"usage": "affixed to a shield",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"envision"
				],
				"trigger": "You would take damage of a type depending on the talisman's dragon type: acid, cold, electricity, fire, or poison damage",
				"prerequisites": "You have the affixed shield raised."
			},
			"category": "Talisman",
			"entries": [
				"This decorative shield emblem contains the gilded claw of a dragon mounted in a setting of high-grade adamantine alloy. It protects against a damage type depending on the type of dragon the claw came from (see the sidebar). When you Activate the scutcheon you and all of your carried wielded, or worn items gain immunity to all damage of that type until the end of your next turn.",
				"If you have a dragonclaw scutcheon, dragonscale cameo, and dragontooth trophy attached to your items, and they all correspond to the same type of dragon, you gain an extra benefit. When you Activate any of these talismans, you gain the ability to cast an 8th-level, DC 35 {@spell dragon breath} focus spell (Core Rulebook 403) as an innate spell once before the end of your next turn. Use the dragon type that matches the talismans; you can Cast the Spell this way without spending a Focus Point.",
				"Because each talisman disintegrates when used, you can't get this benefit again until you've attached a replacement."
			],
			"craftReq": [
				"Supply one claw from an adult or older dragon."
			]
		},
		{
			"name": "Dragonscale Cameo",
			"source": "TV",
			"page": 93,
			"type": "Item",
			"level": 12,
			"traits": [
				"consumable",
				"magical",
				"morph",
				"talisman",
				"transmutation"
			],
			"price": {
				"amount": 400,
				"coin": "gp"
			},
			"usage": "affixed to armor",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"envision"
				]
			},
			"category": "Talisman",
			"entries": [
				"This ornamental pin, consisting of a single preserved dragon scale from a chromatic or metallic dragon mounted in a setting of precious metal, is typically affixed between the shoulder blades. When you Activate the pin, a pair of draconic wings matching the color of the scale unfurl from your shoulders, granting you a fly Speed of 50 feet for 5 minutes."
			],
			"craftReq": [
				"Supply one scale from an adult or older dragon."
			]
		},
		{
			"name": "Dragontooth Trophy",
			"source": "TV",
			"page": 93,
			"type": "Item",
			"level": 14,
			"traits": [
				"consumable",
				"evocation",
				"magical",
				"talisman"
			],
			"price": {
				"amount": 800,
				"coin": "gp"
			},
			"usage": "affixed to a weapon",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"envision"
				],
				"trigger": "You succeed at a {@action Strike} with the affixed weapon."
			},
			"category": "Talisman",
			"entries": [
				"This imposing fang is engraved with an intricate arrangement of symbols, glyphs, and patterns and dangles from a leather strap bound to the hilt of the affixed weapon. When you Activate the trophy your weapon is momentarily transformed into a magical construct of draconic fury. On the triggering {@action Strike} and until the end of your next turn, the damage type of the affixed weapon changes to the type matching the dragon the claw came from (see the sidebar). This change overrides the {@trait versatile} trait and similar abilities."
			],
			"craftReq": [
				"Supply one tooth from an adult or older dragon."
			]
		},
		{
			"name": "Emergency Eye",
			"source": "TV",
			"page": 93,
			"type": "Item",
			"level": 7,
			"traits": [
				"consumable",
				"divination",
				"magical",
				"talisman"
			],
			"price": {
				"amount": 60,
				"coin": "gp"
			},
			"usage": "affixed to armor",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"command"
				],
				"trigger": "You become {@condition blinded}, or an effect otherwise impedes your vision",
				"requirements": "You are an expert in {@skill Perception}."
			},
			"category": "Talisman",
			"entries": [
				"This eye, harvested from a monster, looks like it's peacefully sleeping but gives you a backup when you can't use your eyes.",
				"When the eye is activated, the eyelid pops open, and the eye stares frantically about. You see through the eye with normal vision until the end of your next turn, when the eye withers and flakes away."
			]
		},
		{
			"name": "Ensnaring Disk",
			"source": "TV",
			"page": 93,
			"type": "Item",
			"level": 7,
			"traits": [
				"consumable",
				"evocation",
				"magical",
				"talisman"
			],
			"price": {
				"amount": 70,
				"coin": "gp"
			},
			"usage": "affixed to a shield",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"envision"
				],
				"trigger": "You use the affixed shield to Shield Block a melee weapon attack",
				"requirements": "You are an expert in {@skill Athletics}."
			},
			"category": "Talisman",
			"entries": [
				"This coin-sized metal disk is inscribed with arcane symbols and mounted on the inner surface of a shield. When you Activate the disk, the triggering weapon momentarily sticks to your shield, allowing you to attempt to {@action Disarm} it from its wielder with a +2 item bonus. If you roll a critical failure on this check, you get a failure instead."
			]
		},
		{
			"name": "False Death Vial",
			"source": "TV",
			"page": 93,
			"type": "Item",
			"level": "13+",
			"traits": [
				"uncommon",
				"conjuration",
				"consumable",
				"magical",
				"talisman"
			],
			"usage": "affixed to explorer's clothing (or another item in the unarmored defense category)",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"envision"
				],
				"trigger": "You would be reduced to 0 Hit Points by damage but not immediately killed",
				"requirements": "You are unarmored."
			},
			"category": "Talisman",
			"entries": [
				"This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing.",
				"When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your {@condition wounded} condition increases by 1, and the talisman casts drop dead on you. You and any items you're wearing and holding are instantly transported from your current space to a clear space of your choice within range. You take no damage from the triggering effect. If you are carrying another creature (even one contained inside an extradimensional container), it's left behind in your original space."
			],
			"generic": "G",
			"variants": [
				{
					"level": 13,
					"price": {
						"amount": 600,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "false death vial"
				},
				{
					"level": 16,
					"price": {
						"amount": 2000,
						"coin": "gp"
					},
					"entries": [
						"The talisman also teleports you to a clear space of your choice that you can see within 120 feet. This also transports any items you're wearing and holding with you, but if this would bring another creature with you\u2014even if you're carrying it in an extradimensional container\u2014the teleportation is canceled.",
						"This effect has the {@trait teleportation} trait."
					],
					"variantType": "greater false death vial"
				}
			]
		},
		{
			"name": "Grinning Pugwampi",
			"source": "TV",
			"page": 94,
			"otherSources": {
				"Originally": [
					"AoA5|77"
				]
			},
			"type": "Item",
			"level": 14,
			"traits": [
				"uncommon",
				"consumable",
				"enchantment",
				"magical",
				"misfortune",
				"talisman"
			],
			"price": {
				"amount": 700,
				"coin": "gp"
			},
			"usage": "affixed to a weapon",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"envision"
				],
				"trigger": "You damage a {@condition flat-footed} creature with the affixed weapon."
			},
			"category": "Talisman",
			"entries": [
				"This bone statuette of a sneering gremlin crumbles to dust when activated, imparting a fraction of its subject's infamous misfortune on those you strike. The damaged creature must attempt a DC 33 Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The creature is unaffected."
						],
						"Success": [
							"The creature must roll twice and take the worse result on the next check it attempts."
						],
						"Failure": [
							"The creature must roll twice and take the worse result on all checks until the end of its next turn."
						]
					}
				}
			]
		},
		{
			"name": "Grudgestone",
			"source": "TV",
			"page": 94,
			"type": "Item",
			"level": "7+",
			"traits": [
				"consumable",
				"evocation",
				"magical",
				"talisman"
			],
			"usage": "affixed to a weapon",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"envision"
				],
				"trigger": "A creature critically hits you."
			},
			"category": "Talisman",
			"entries": [
				"This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of cloth wrapped around its grip. When you Activate the grudgestone, your Strikes with the affixed weapon against the triggering creature gain a +3 status bonus to damage rolls for 1 minute or until the target dies, whichever comes first."
			],
			"generic": "G",
			"variants": [
				{
					"level": 7,
					"price": {
						"amount": 70,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "grudgestone"
				},
				{
					"level": 15,
					"price": {
						"amount": 900,
						"coin": "gp"
					},
					"entries": [
						"The bonus is +5."
					],
					"variantType": "greater grudgestone"
				}
			]
		},
		{
			"name": "Hungering Maw",
			"source": "TV",
			"page": 94,
			"type": "Item",
			"level": 17,
			"traits": [
				"uncommon",
				"abjuration",
				"consumable",
				"magical",
				"necromancy",
				"talisman"
			],
			"price": {
				"amount": 2200,
				"coin": "gp"
			},
			"usage": "affixed to armor",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"command"
				],
				"trigger": "You attempt a saving throw against a {@trait possession} effect",
				"requirements": "You are a master in Will saves."
			},
			"category": "Talisman",
			"entries": [
				"A shining onyx gemstone clutched in a pair of black steel jaws, this pendant is a potent defense against {@condition hostile} spirits and other beings who commandeer the bodies of others. When you Activate it, you gain a +4 item bonus to your saving throw against the triggering effect. If your result prevents you from being possessed, the creature that attempted to possess you is subject to a DC 37 {@spell bind soul} spell, which can trap it in the talisman as if it had recently died. The talisman's magic is exhausted after use, but a soul trapped this way remains imprisoned inside, as detailed in the spell description. Starting at the end of its next turn, the trapped creature gets a new save to end the effect at the end of each of its turns."
			]
		},
		{
			"name": "Mortalis Coin",
			"source": "TV",
			"page": 94,
			"type": "Item",
			"level": 4,
			"traits": [
				"consumable",
				"magical",
				"necromancy",
				"talisman"
			],
			"price": {
				"amount": 20,
				"coin": "gp"
			},
			"usage": "affixed to armor",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"envision"
				],
				"trigger": "You are reduced to 0 Hit Points by damage but not immediately killed",
				"requirements": "You are an expert in Fortitude saves."
			},
			"category": "Talisman",
			"entries": [
				"This small golden coin is usually stamped with the image of a boar or other resilient creature. If the triggering damage would cause you to become {@condition dying||dying 2} (typically due to a critical hit or your critical failure), you become {@condition dying||dying 1} instead. In addition, for 10 minutes, you die from the {@condition dying} condition at {@condition dying||dying 5}, rather than {@condition dying||dying 4}."
			]
		},
		{
			"name": "Reflecting Shard",
			"source": "TV",
			"page": 94,
			"type": "Item",
			"level": "13+",
			"traits": [
				"uncommon",
				"abjuration",
				"consumable",
				"magical",
				"talisman"
			],
			"usage": "affixed to a shield",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "reaction"
				},
				"components": [
					"command"
				],
				"trigger": "You are targeted by a spell of 5th level or lower",
				"requirements": "You're a master in"
			},
			"category": "Talisman",
			"entries": [
				"{@skill Athletics}, and you have the affixed shield raised.",
				"This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell back at its caster with spell turning, using your {@skill Athletics} modifier for the counteract check. The talisman's counteract level is 7th."
			],
			"generic": "G",
			"variants": [
				{
					"level": 13,
					"price": {
						"amount": 500,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "reflecting shard"
				},
				{
					"level": 17,
					"price": {
						"amount": 2500,
						"coin": "gp"
					},
					"entries": [
						"The talisman can reflect spells of any level, and its counteract level is 9th."
					],
					"variantType": "greater reflecting shard"
				}
			]
		},
		{
			"name": "Reverberating Stone",
			"source": "TV",
			"page": 94,
			"type": "Item",
			"level": "11+",
			"traits": [
				"consumable",
				"evocation",
				"magical",
				"talisman"
			],
			"usage": "affixed to a shield",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"envision"
				],
				"trigger": "You use the affixed shield to Shield Block a melee attack",
				"requirements": "You're a master in {@skill Athletics}, and you have the affixed shield raised."
			},
			"category": "Talisman",
			"entries": [
				"This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the talisman, the gem shatters, releasing a powerful shockwave in a 15-foot cone that must include the enemy who struck the triggering blow, if possible. Each creature in the cone takes {@damage 2d6} sonic damage with a DC 28 basic Fortitude save. Any creature that fails its save is pushed 5 feet away from you (or 10 feet on a critical failure)."
			],
			"generic": "G",
			"variants": [
				{
					"level": 11,
					"price": {
						"amount": 275,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "reverberating stone"
				},
				{
					"level": 15,
					"price": {
						"amount": 1200,
						"coin": "gp"
					},
					"entries": [
						"The cone is 30 feet, the damage is {@dice 3d6}, and the DC is 34."
					],
					"variantType": "greater reverberating stone"
				}
			]
		},
		{
			"name": "Ruby Capacitor",
			"source": "TV",
			"page": 95,
			"type": "Item",
			"level": "10+",
			"traits": [
				"consumable",
				"evocation",
				"magical",
				"talisman"
			],
			"usage": "affixed to a magical staff",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"{@action Interact}"
				],
				"requirements": "You prepared the staff."
			},
			"category": "Talisman",
			"entries": [
				"This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn."
			],
			"generic": "G",
			"variants": [
				{
					"level": 10,
					"price": {
						"amount": 180,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "ruby capacitor"
				},
				{
					"level": 14,
					"price": {
						"amount": 800,
						"coin": "gp"
					},
					"entries": [
						"The number of temporary charges increases to 3."
					],
					"variantType": "greater ruby capacitor"
				},
				{
					"level": 18,
					"price": {
						"amount": 4500,
						"coin": "gp"
					},
					"entries": [
						"The number of temporary charges increases to 5."
					],
					"variantType": "major ruby capacitor"
				}
			]
		},
		{
			"name": "Snarling Badger",
			"source": "TV",
			"page": 95,
			"type": "Item",
			"level": "6+",
			"traits": [
				"consumable",
				"enchantment",
				"magical",
				"mental",
				"talisman"
			],
			"usage": "affixed to armor",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "free"
				},
				"components": [
					"command"
				],
				"trigger": "You lose the {@condition dying} condition",
				"requirements": "You have a {@condition wounded} value of 1 or more."
			},
			"category": "Talisman",
			"entries": [
				"This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the {@condition wounded} condition, the heroism ends immediately."
			],
			"generic": "G",
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 50,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "lesser snarling badger"
				},
				{
					"level": 12,
					"price": {
						"amount": 400,
						"coin": "gp"
					},
					"entries": [
						"The heroism is 6th level."
					],
					"variantType": "moderate snarling badger"
				},
				{
					"level": 18,
					"price": {
						"amount": 5000,
						"coin": "gp"
					},
					"entries": [
						"The heroism is 9th level."
					],
					"variantType": "greater snarling badger"
				}
			]
		},
		{
			"name": "Wooden Nickel",
			"source": "TV",
			"page": 95,
			"type": "Item",
			"level": 9,
			"traits": [
				"consumable",
				"illusion",
				"magical",
				"talisman",
				"visual"
			],
			"price": {
				"amount": 130,
				"coin": "gp"
			},
			"usage": "affixed to armor",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 3,
					"unit": "action"
				},
				"components": [
					"envision"
				],
				"prerequisites": "You are a master in {@skill Deception}."
			},
			"category": "Talisman",
			"entries": [
				"This rough wooden coin hangs from a string drilled through a hole at its center. When you Activate the wooden nickel, for 10 minutes, you can cause any object you touch of 2 Bulk or less to look, feel, and smell like valuables of a similar size crafted from a precious metal of your choice. A creature that touches or {@action Interact||Interacts} with an affected object can attempt a {@skill Perception} check against your {@skill Deception} DC to disbelieve the illusion, and a successful check against your {@skill Deception} DC with {@skill Crafting} or an appropriate {@skill Lore} skill will also reveal the item's true nature.",
				"After 10 minutes have elapsed since you Activated the wooden nickel, all affected objects revert to their true form."
			]
		},
		{
			"name": "Bargainer's Instrument",
			"source": "TV",
			"page": 96,
			"type": "Item",
			"level": 15,
			"traits": [
				"rare",
				"conjuration",
				"consumable",
				"magical"
			],
			"price": {
				"amount": 1000,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "hour"
				},
				"components": [
					"envision",
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A bargainer's instrument is a musical implement. The most typical version is a violin made from maple and spruce, its body stained so deep a purple it appears almost black. When activated, the instrument casts a planar binding ritual to conjure a willing extraplanar talent to compete with you in performance.",
				"The contest could be a musical battle, a dance-off, an oratorical debate\u2014the two of you could even use entirely different types of performance. The loser of the bout is magically bound to perform a task of the winner's choice within 1 week. The contest consists of taking turns to {@action Perform}, starting with your opponent. The {@skill Performance} check's DC is the higher of the opponent's {@skill Perception} DC or Will DC, though the two parties can mutually agree to use an impartial judge instead. The first to reach four successes wins, with each critical successes counting as two successes. If you play the bargainer's instrument as part of your performance, it grants you a +2 item bonus to the {@skill Performance} checks.",
				"After the contest, the conjured creature can choose to return to where it came from or remain where you conjured it. The loser must endeavor to complete the task by all reasonable means within 1 week. Failing to complete it is shameful but has no further consequences. The instrument loses its magic and remains a non-magical virtuoso instrument."
			]
		},
		{
			"name": "Bewildering Spellgun",
			"source": "TV",
			"page": 96,
			"type": "Item",
			"level": 9,
			"traits": [
				"attack",
				"consumable",
				"emotion",
				"enchantment",
				"magical",
				"mental",
				"spellgun"
			],
			"price": {
				"amount": 140,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}",
					"{@action Strike}"
				]
			},
			"category": "Consumable",
			"entries": [
				"When stared at, a bewildering spellgun seems to warp the space around it, creating a mind-bending sensation. Whispers of gibberish arise from it, making their way to nearby ears despite any other sounds in the area. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 15 feet. Once fired, the spellgun twists in your hand and melts away.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target is {@condition confused} for 1 minute."
						],
						"Success": [
							"The target is {@condition confused} for 1 minute but can attempt a DC 25 Will save at the end of each of its turns to end the effect."
						]
					}
				}
			]
		},
		{
			"name": "Energizing Treat",
			"source": "TV",
			"page": 96,
			"type": "Item",
			"level": 7,
			"traits": [
				"consumable",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 70,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"An energizing treat is a treat made from meat or grains. When you feed your animal companion or familiar an energizing treat, it's {@condition quickened} for 1 minute. It can use the extra action each round only for {@action Strike}, {@action Stride}, and Support actions, and it can do so only if it normally has those actions available and you take the proper action to command it."
			]
		},
		{
			"name": "Familiar Morsel",
			"source": "TV",
			"page": 96,
			"type": "Item",
			"level": 5,
			"traits": [
				"consumable",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 30,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Familiar morsels are little treats that come in a wide variety of flavors that appeal to numerous creatures. Each morsel is keyed to one familiar ability at its creation. When you feed the morsel to your familiar, it gains that familiar ability for 1 hour. If your familiar doesn't meet the requirements, or if it already has an ability from a familiar morsel, the morsel is nothing more than a pleasing snack, its magic wasted."
			]
		},
		{
			"name": "Marvelous Pigment",
			"source": "TV",
			"page": 97,
			"type": "Item",
			"level": 12,
			"traits": [
				"uncommon",
				"conjuration",
				"consumable",
				"magical"
			],
			"price": {
				"amount": 325,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 10,
					"unit": "minute"
				},
				"components": [
					"envision",
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Marvelous pigment comes in a small container of shifting, multicolored paint that can magically create an object painted with it. The pigment is applied with a stick tipped with bristles, hair, or fur. The paint flows as you Activate the marvelous pigment and changes color at your whim as you paint. The paint can cover a 10-foot-square, two-dimensional surface.",
				"When you're done painting, attempt a DC 30 {@skill Crafting} check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The object you painted emerges from the surface as a real, permanent object no larger than 10 feet in any dimension. It's non-magical and inanimate and has no value except to certain art collectors. If you paint a creature, machine, or form of energy (such as a campfire), these depictions appear only as inanimate sculptures. The created object has a painterly appearance that clearly marks its unusual origin, but is as real as any other."
						],
						"Success": [
							"As critical success, but the object constantly sheds flakes of paint until it falls apart, destroyed, after 24 hours."
						],
						"Failure": [
							"The pigments leave a painting that doesn't quite look right and doesn't become an object."
						],
						"Critical Failure": [
							"Is it a dog? Whatever you made is a pretty lousy painting and doesn't resemble what you set out to make."
						]
					}
				}
			]
		},
		{
			"name": "Moonlit Spellgun",
			"source": "TV",
			"page": 97,
			"type": "Item",
			"level": "2+",
			"traits": [
				"attack",
				"consumable",
				"evocation",
				"fire",
				"light",
				"magical",
				"spellgun"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}",
					"{@action Strike}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it's often carried by hunters of werecreatures, vampires, and devils.",
				"You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet.",
				"The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun's damage is treated as silver for the purposes of weaknesses, resistances, and the like.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target takes double damage and is {@condition dazzled} until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it's also {@condition enfeebled||enfeebled 1} for 1 minute."
						],
						"Success": [
							"The target takes full damage and is {@condition dazzled} until the start of your next turn."
						]
					}
				}
			],
			"generic": "G",
			"variants": [
				{
					"level": 2,
					"price": {
						"amount": 7,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@dice 1d8} at night, or {@dice 1d6} at other times."
					],
					"variantType": "minor"
				},
				{
					"level": 5,
					"price": {
						"amount": 30,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@dice 3d8} at night, or {@dice 3d6} at other times."
					],
					"variantType": "lesser"
				},
				{
					"level": 9,
					"price": {
						"amount": 150,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@dice 7d8} at night, or {@dice 7d6} at other times."
					],
					"variantType": "moderate"
				},
				{
					"level": 13,
					"price": {
						"amount": 600,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@dice 12d8} at night, or {@dice 12d6} at other times."
					],
					"variantType": "greater"
				},
				{
					"level": 17,
					"price": {
						"amount": 3000,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@dice 18d8} at night, or {@dice 18d6} at other times."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Neophyte's Fipple",
			"source": "TV",
			"page": 97,
			"type": "Item",
			"level": 3,
			"traits": [
				"consumable",
				"illusion",
				"magical"
			],
			"price": {
				"amount": 8,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Perform}"
				],
				"requirements": "You are untrained in {@skill Performance}."
			},
			"category": "Consumable",
			"entries": [
				"Made of polished wood, a neophyte's fipple is a block flute enchanted to guarantee melodic sound. When you {@action Perform} a song on the fipple to Activate it, your ability modifier, proficiency bonus, and item bonus for the {@skill Performance} check total +7, regardless of what they would normally be. Add other bonuses and penalties to the check normally. Once the magic is used, the fipple remains as a mundane instrument."
			]
		},
		{
			"name": "Potion Patch",
			"source": "TV",
			"page": 97,
			"type": "Item",
			"level": "4+",
			"traits": [
				"consumable",
				"magical",
				"transmutation"
			],
			"usage": "worn",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"command"
				],
				"requirements": "You must have the potion patch affixed to your skin."
			},
			"category": "Consumable",
			"entries": [
				"A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the {@trait manipulate} trait. A patch has a maximum level of potion it can absorb, depending on the patch's type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch's magic is negated after it's used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first."
			],
			"generic": "G",
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 20,
						"coin": "gp"
					},
					"entries": [
						"The potion must be 10th level or lower."
					],
					"variantType": "lesser"
				},
				{
					"level": 8,
					"price": {
						"amount": 100,
						"coin": "gp"
					},
					"entries": [
						"The potion must be 15th level or lower."
					],
					"variantType": "moderate"
				},
				{
					"level": 13,
					"price": {
						"amount": 600,
						"coin": "gp"
					},
					"entries": [
						"The potion can be any level."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Reaper's Spellgun",
			"source": "TV",
			"page": 97,
			"type": "Item",
			"level": 13,
			"traits": [
				"attack",
				"consumable",
				"death",
				"magical",
				"necromancy",
				"negative",
				"spellgun"
			],
			"price": {
				"amount": 600,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}",
					"{@action Strike}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A rod of blackened bone with a bulb at one end comprises a reaper's spellgun, which feels heavier than it looks. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a shadowy ray, then dissolves into gray mist.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target takes {@damage 4d6} negative damage and is {@condition drained||drained 2} and {@condition doomed||doomed 1}. If it had fewer than half its maximum Hit Points after taking the negative damage, it's {@condition drained||drained 3} instead. If the Hit Point loss from being {@condition drained} drops the creature to 0 Hit Points, it dies."
						],
						"Success": [
							"As critical success, but for the {@condition drained} condition, the target is {@condition drained||drained 1}, or {@condition drained||drained 2} if it had fewer than half its maximum HP."
						]
					}
				}
			]
		},
		{
			"name": "Sparking Spellgun",
			"source": "TV",
			"page": 98,
			"type": "Item",
			"level": "5+",
			"traits": [
				"attack",
				"consumable",
				"evocation",
				"fire",
				"magical",
				"spellgun"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}",
					"{@action Strike}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and {@condition persistent damage||persistent fire damage} according to its type.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target takes double damage, takes double {@condition persistent damage}, is {@condition blinded} for 1 round, and is {@condition dazzled} while the {@condition persistent damage} lasts."
						],
						"Success": [
							"The target takes full damage, full {@condition persistent damage}, and is {@condition dazzled} while the {@condition persistent damage} lasts."
						]
					}
				}
			],
			"generic": "G",
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 30,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@dice 4d6}, and the {@condition persistent damage} is {@dice 1d4}."
					],
					"variantType": "lesser"
				},
				{
					"level": 9,
					"price": {
						"amount": 150,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@dice 7d6}, and the {@condition persistent damage} is {@dice 3d4}."
					],
					"variantType": "moderate"
				},
				{
					"level": 13,
					"price": {
						"amount": 600,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@dice 10d6}, and the {@condition persistent damage} is {@dice 5d4}."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Spiritual Warhorn",
			"source": "TV",
			"page": 98,
			"type": "Item",
			"level": "5+",
			"traits": [
				"conjuration",
				"consumable",
				"force",
				"magical"
			],
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a {@action Strike} for {@damage 2d6} force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies.",
				"Once the magic is used, the warhorn remains as a non-magical musical instrument."
			],
			"generic": "G",
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 30,
						"coin": "gp"
					},
					"entries": [
						"Two warriors manifest with a +11 attack modifier."
					],
					"variantType": "lesser"
				},
				{
					"level": 9,
					"price": {
						"amount": 150,
						"coin": "gp"
					},
					"entries": [
						"Four warriors manifest with a +17 attack modifier."
					],
					"variantType": "moderate"
				},
				{
					"level": 13,
					"price": {
						"amount": 600,
						"coin": "gp"
					},
					"entries": [
						"Six warriors manifest with a +22 attack modifier."
					],
					"variantType": "greater"
				},
				{
					"level": 17,
					"price": {
						"amount": 3000,
						"coin": "gp"
					},
					"entries": [
						"Eight warriors manifest with a +29 attack modifier."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Talespinner's Lyre",
			"source": "TV",
			"page": 98,
			"type": "Item",
			"level": 11,
			"traits": [
				"uncommon",
				"auditory",
				"consumable",
				"illusion",
				"magical",
				"olfactory",
				"visual"
			],
			"price": {
				"amount": 235,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"envision",
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Plucking a talespinner's lyre while focusing on an event you witnessed causes the instrument to create an illusion in a 50-foot emanation that plays out your memory of the event in real time, complete with sights, sounds, and smells. You can Sustain the Activation for up to 1 minute to keep it playing. The scene reproduces only what's in its area, including nothing beyond that even if present in the memory. The scene is realistic, but all observers can clearly tell it's an illusion. Observers can't interact with the scene directly nor can they taste or touch elements of it to get a sensation you didn't personally experience, but they can attempt skill checks to discern more about the scene without altering its contents. For example, no one could see something you didn't, such as the true form of a creature polymorphed into a squirrel, but an observer might be able to use {@skill Perception} and {@action Sense Motive} to discern the squirrel was acting unlike a squirrel should.",
				"Once the magic is used, the lyre remains as a non-magical virtuoso instrument."
			]
		},
		{
			"name": "Torrent Spellgun",
			"source": "TV",
			"page": 98,
			"type": "Item",
			"level": "3+",
			"traits": [
				"attack",
				"consumable",
				"evocation",
				"magical",
				"spellgun",
				"water"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}",
					"{@action Strike}"
				]
			},
			"category": "Consumable",
			"entries": [
				"Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target takes double damage and is knocked back 10 feet."
						],
						"Success": [
							"The target takes full damage and is knocked back 5 feet."
						]
					}
				}
			],
			"generic": "G",
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 12,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@dice 2d6}."
					],
					"variantType": "lesser"
				},
				{
					"level": 7,
					"price": {
						"amount": 70,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@dice 7d6}."
					],
					"variantType": "moderate"
				},
				{
					"level": 11,
					"price": {
						"amount": 275,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@dice 12d6}."
					],
					"variantType": "greater"
				},
				{
					"level": 15,
					"price": {
						"amount": 1250,
						"coin": "gp"
					},
					"entries": [
						"The damage is {@dice 16d6}."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Watchful Portrait",
			"source": "TV",
			"page": 98,
			"type": "Item",
			"level": 9,
			"traits": [
				"consumable",
				"divination",
				"magical",
				"scrying"
			],
			"price": {
				"amount": 125,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": 1,
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A watchful portrait appears to be an innocuous depiction of a bored noble, unassuming relative, or unknown local celebrity.",
				"You Activate the portrait by hanging it. While it's activated, you can use a single action with the {@trait concentrate} trait to see through the eyes of the portrait instead of your own. You can do so while you're within 500 feet of the portrait, even if it's outside your line of sight or line of effect. You visually observe the area around the portrait from its perspective, using your own visual senses. While you're scrying through it, the portrait's eyes follow others more than usual. A creature that succeeds at a DC 30 {@skill Perception} check notices this phenomenon. The scrying ends after 10 minutes or when you decide to stop watching through the portrait.",
				"The painting loses its magic when the scrying ends, if 4 hours pass after you Activate it without you looking through it, or if you Activate a different watchful portrait. The portrait then remains a normal, non-magical work of art, but due to its rather bland subject matter, it is worth no more than 5 gp."
			]
		},
		{
			"name": "Whelming Scrimshaw",
			"source": "TV",
			"page": 99,
			"type": "Item",
			"level": 13,
			"traits": [
				"consumable",
				"curse",
				"magical",
				"necromancy"
			],
			"price": {
				"amount": 500,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Curse",
			"entries": [
				"An etching of some aquatic beast dragging a figure beneath the waves adorns the ivory of a whelming scrimshaw. When you Activate this item, you break it and choose one creature within 30 feet. The target must attempt a DC 30 Fortitude save; amphibious and aquatic creatures are immune.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The creature is unaffected."
						],
						"Success": [
							"The target becomes {@condition sickened||sickened 1} and unable to breathe until this {@condition sickened} condition ends."
						],
						"Failure": [
							"As success, but {@condition sickened||sickened 2}."
						],
						"Critical Failure": [
							"As success, but {@condition sickened||sickened 3}."
						]
					}
				}
			]
		},
		{
			"name": "Wind Ocarina",
			"source": "TV",
			"page": 99,
			"type": "Item",
			"level": 6,
			"traits": [
				"air",
				"aura",
				"consumable",
				"evocation",
				"magical"
			],
			"price": {
				"amount": 50,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Consumable",
			"entries": [
				"A blue finish decorates the ceramic body of a wind ocarina. When you play a note on this ocarina, for 1 minute, winds sweep into strong gusts in a 5-foot emanation around you. The winds have the following effects.",
				{
					"type": "list",
					"items": [
						"Ammunition from physical ranged attacks\u2014such as arrows, bolts, sling bullets, and other objects of comparable size\u2014can't pass through the area. Passing through the area causes attacks with bigger ranged weapons, such as thrown weapons, to take a \u20132 circumstance penalty to their attack rolls if their paths pass through the emanation. Massive ranged weapons and spell effects that don't create physical objects can pass through the emanation with no penalty.",
						"The area is difficult terrain to creatures attempting to move through it.",
						"Gases, including creatures in gaseous form, can't pass through the emanation. When the emanation arises, such gases are removed from the area, including your space.",
						"The area, including your space, has breathable air. Once the magic is used, the ocarina remains a non-magical virtuoso musical instrument."
					]
				}
			]
		},
		{
			"name": "Amulet of the Third Eye",
			"source": "TV",
			"page": 102,
			"type": "Item",
			"level": 17,
			"traits": [
				"apex",
				"divination",
				"invested",
				"magical"
			],
			"price": {
				"amount": 15000,
				"coin": "gp"
			},
			"usage": "worn amulet",
			"bulk": "L",
			"category": "Apex",
			"entries": [
				"This large brass medallion hangs low on the torso. It's shaped in the form of an unblinking eye, with a ring of turquoise as the iris and an orb of jet serving as the pupil. The amulet grants you a +2 item bonus to {@skill Perception} checks. When you invest the amulet, you either increase your Wisdom score by 2 or increase it to 18, whichever is higher.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You cast {@spell true seeing}."
					]
				}
			]
		},
		{
			"name": "Armbands of the Gorgon",
			"source": "TV",
			"page": 102,
			"type": "Item",
			"level": 17,
			"traits": [
				"apex",
				"invested",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 15000,
				"coin": "gp"
			},
			"usage": "worn armbands",
			"bulk": "L",
			"category": "Apex",
			"entries": [
				"Each of these shining, bluish-gray metal armbands is adorned with the plated visage of a gorgon's head. When targeted by a spell or effect with the {@trait incapacitation} effect, you treat the result of your save as if it were one degree of success better, and the result of any check made to inflict such an effect on you as one degree of success worse (as if you were more than twice the level of the spell or effect targeting you). When you invest the armbands, you either increase your Constitution score by 2 or increase it to 18, whichever is higher.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You clap the bracers together and remove a single condition of your choice currently afflicting you. If the condition is permanent, it's instead suppressed for 1 hour."
					]
				}
			]
		},
		{
			"name": "Artificer Spectacles",
			"source": "TV",
			"page": 102,
			"type": "Item",
			"level": 17,
			"traits": [
				"apex",
				"divination",
				"invested",
				"magical"
			],
			"price": {
				"amount": 15000,
				"coin": "gp"
			},
			"usage": "worn eyeglasses",
			"bulk": "\u2014",
			"category": "Apex",
			"entries": [
				"These seemingly ordinary rectangular eyeglasses feature clear lenses framed in copper. When invested and worn, they rest perfectly on the bridge of the nose and can only be removed by the wearer. You gain a +3 item bonus to {@skill Crafting} checks and any skill check made to {@action Identify Magic}.",
				"When you invest the spectacles, you either increase your Intelligence score by 2 or increase it to 18, whichever is higher. You must select the skills and languages the first time you invest the item, and whenever you invest the same artificer spectacles, you get the same skills and languages you chose the first time.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You cast a 3rd-level {@spell mending} spell on an item you touch."
					]
				}
			]
		},
		{
			"name": "Avalanche Boots",
			"source": "TV",
			"page": 102,
			"type": "Item",
			"level": 17,
			"traits": [
				"apex",
				"invested",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 15000,
				"coin": "gp"
			},
			"usage": "worn boots",
			"bulk": 1,
			"category": "Apex",
			"entries": [
				"While the insides of these boots are comfortable, fur-lined leather, the outsides are a jumble of slate plates, giving the impression of a rockslide. You gain a +3 item bonus to {@skill Athletics} checks and a +2 circumstance bonus to {@action Force Open} and {@action Shove}.",
				"When you invest the boots, you either increase your Strength score by 2 or increase it to 18, whichever is higher.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"trigger": "You succeed or critically succeed with a {@action Shove}",
					"entries": [
						"If the {@action Shove} was a success, you push your opponent up to 10 feet instead of 5 feet. If the {@action Shove} was a critical success, you push your opponent up to 20 feet, and you can then choose to knock them {@condition prone}."
					]
				}
			]
		},
		{
			"name": "Beguiling Crown",
			"source": "TV",
			"page": 103,
			"type": "Item",
			"level": 20,
			"traits": [
				"uncommon",
				"apex",
				"enchantment",
				"invested",
				"magical"
			],
			"price": {
				"amount": 80000,
				"coin": "gp"
			},
			"usage": "worn crown",
			"bulk": 2,
			"category": "Apex",
			"entries": [
				"This hugely massive crown is bedazzled with glimmering jewels and enchanted with powerful magics that make the gold seem to ripple and surge like strange glimmering tide pools. While uncomfortable to wear, the crown beguiles those within the wearer's presence. Creatures within 30 feet of you automatically improve their attitude toward you by one step (up to {@condition friendly}). This doesn't prevent {@condition hostile} creatures from attacking you, but it might give you a chance to talk to them before they strike. The dazzling nature of the crown makes it hard for you to read the intentions of others, and you take a \u20134 status penalty to your {@skill Perception} DC when someone uses {@skill Deception} against you. When you invest the crown, you either increase your Charisma score by 2 or increase it to 18, whichever is higher.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "round"
					},
					"entries": [
						"You're the subject of the {@spell sanctuary} spell until the end of your next turn."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"trigger": "A creature succeeds at an attack roll against you",
					"entries": [
						"The creature must succeed at a DC 41 Will save or the attack roll becomes a failure and the target is {@condition friendly} to you until the end of its turn. On a critical failure, the target becomes {@condition friendly} to you, drops to their knees, and begs your forgiveness for 1 minute or until another creature takes a {@condition hostile} action against them."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"traits": [
						"fortune",
						"mental"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"Choose one living creature within 30 feet of you. That creature must succeed at a DC 41 Will saving throw or become {@condition helpful} to you for the next 24 hours. If they succeed, they become {@condition friendly} to you for 1 hour. If they critically succeed they're immune to this effect for 1 year."
					]
				}
			]
		},
		{
			"name": "Breastplate of the Mountain",
			"source": "TV",
			"page": 103,
			"type": "Item",
			"level": 20,
			"traits": [
				"abjuration",
				"apex",
				"invested",
				"magical"
			],
			"price": {
				"amount": 70000,
				"coin": "gp"
			},
			"usage": "worn armor",
			"bulk": 2,
			"category": "Apex",
			"entries": [
				"Constructed of dull gray metal, this breastplate is decorated with the symbol of a craggy black mountaintop. This breastplate functions as a +3 greater resilient breastplate. When you're Shoved or otherwise forced to move, you can reduce the amount you move by up to 10 feet. When you invest the breastplate, you either increase your Constitution score by 2 or increase it to 18, whichever is higher.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You pound a solid and constant rhythm on your breastplate and cast a 7th-level regeneration spell on yourself."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"With a single tap, you gain immunity to poison for 1 minute."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You fail or critically fail a Fortitude saving throw",
					"entries": [
						"If you failed the saving throw, it becomes a success. If you critically failed, it becomes a failure instead."
					]
				}
			]
		},
		{
			"name": "Dragon Handwraps",
			"source": "TV",
			"page": 103,
			"type": "Item",
			"level": 20,
			"traits": [
				"apex",
				"invested",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 80000,
				"coin": "gp"
			},
			"usage": "worn gloves",
			"bulk": "\u2014",
			"category": "Apex",
			"entries": [
				"These silken handwraps feature intricate embroidery of a serpentine red dragon adorned with golden thread. The handwraps function as +3 major striking greater flaming handwraps of mighty blows. You also gain a +4 item bonus to {@skill Athletics} checks made to {@action Grapple} or {@action Shove}. When you invest the handwraps, you either increase your Strength score by 2 or increase it to 18, whichever is higher.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You slap the bottom of your palms with hands splayed outward, casting a 7th-level {@spell burning hands} spell (DC 41)."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"trigger": "You succeed or critically succeed with a {@action Grapple}",
					"entries": [
						"You gain a +2 status bonus to your {@skill Athletics} DC against any checks made to {@action Escape} your grapple until the end of your next turn."
					]
				}
			]
		},
		{
			"name": "Laurel of the Empath",
			"source": "TV",
			"page": 103,
			"type": "Item",
			"level": 20,
			"traits": [
				"apex",
				"divination",
				"fortune",
				"invested",
				"magical"
			],
			"price": {
				"amount": 70000,
				"coin": "gp"
			},
			"usage": "worn cap",
			"bulk": "\u2014",
			"category": "Apex",
			"entries": [
				"This silvery, woven ring of leaves sits on top of the head. While wearing it, when you roll {@skill Perception} for initiative, you can roll twice and take the higher result. This is a {@trait fortune} effect. Whenever you spend at least 1 minute talking with a living creature, you automatically become aware of its attitude toward you. When you invest the laurel, you either increase your Wisdom score by 2 or increase it to 18, whichever is higher.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "minute"
					},
					"trigger": "You're hit by an attack",
					"entries": [
						"You take half damage from the triggering attack."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"trigger": "You fail, but don't critically fail, a saving throw",
					"entries": [
						"You anticipate the danger and guard against it, often in unconventional or almost inconceivable ways. Treat the failed saving throw as a success."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 10,
						"unit": "minute"
					},
					"traits": [
						"fortune",
						"mental"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You spend 10 minutes talking with one living creature, conversing in inspirational, religious, or philosophical terms. You gain valuable insights into the personality of your target\u2014their alignment, hopes, dreams, and fears. When the ritual is over, you gain a +4 item bonus to all {@skill Perception} checks made concerning the target for one month. Also, the target gains inspirational insight, allowing the target to use one of the two reactions listed above once during the next 24 hours."
					]
				}
			]
		},
		{
			"name": "Mantle of Amazing Health",
			"source": "TV",
			"page": 104,
			"type": "Item",
			"level": 19,
			"traits": [
				"apex",
				"invested",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 40000,
				"coin": "gp"
			},
			"usage": "worn cape",
			"bulk": "L",
			"category": "Apex",
			"entries": [
				"This ragged cloak doesn't appear to be anything special at first glance, seemingly made from mangy black bear fur with various rings of blackened iron piercing the edge of the skin. While somewhat off-putting, the mantle grants a +2 status bonus to all Fortitude saving throws against disease and poison. When you invest the mantle, you either increase your Constitution score by 2 or increase it to 18, whichever is higher.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "round"
					},
					"trigger": "You take damage",
					"entries": [
						"Drawing the cloak around you, you reduce the damage taken by 10."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"If you're currently afflicted by a poison or a disease, you can hold the cloak tight to your body and immediately attempt a saving throw to end the effect. If that saving throw succeeds, you end the effect of either the poison or disease no matter the stage of the affliction. Furthermore, you gain immunity to that poison or disease for 24 hours."
					]
				}
			]
		},
		{
			"name": "Pilferer's Gloves",
			"source": "TV",
			"page": 104,
			"type": "Item",
			"level": 17,
			"traits": [
				"apex",
				"invested",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 15000,
				"coin": "gp"
			},
			"usage": "worn gloves",
			"bulk": "L",
			"category": "Apex",
			"entries": [
				"Made of soft and subtle black leather, these gloves fit tightly but aren't uncomfortable and don't impede your sense of touch. As long as you're trained in {@skill Thievery} while wearing these gloves, you're always considered one skill rank higher than your actual rank. If you possess a Legendary skill rank in {@skill Thievery}, you gain a +2 item bonus to {@skill Thievery} checks instead. When you invest the gloves, you either increase your Dexterity score by 2 or increase it to 18, whichever is higher.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You fail or critically fail a {@skill Thievery} skill check",
					"entries": [
						"If you failed the {@skill Thievery} skill check, you succeed at that check instead. If you critically failed, you fail instead."
					]
				}
			]
		},
		{
			"name": "Sandals of the Stag",
			"source": "TV",
			"page": 104,
			"type": "Item",
			"level": 18,
			"traits": [
				"apex",
				"invested",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 24000,
				"coin": "gp"
			},
			"usage": "worn sandals",
			"bulk": "L",
			"category": "Apex",
			"entries": [
				"These sturdy leather sandals feature straps that wrap up to the knees. Etched in the leather are intricate patterns of stags leaping through the forest. You gain a +5-foot item bonus to your land Speed and a +3 item bonus on {@skill Athletics} checks when attempting to {@action High Jump} or {@action Long Jump}. When you invest the sandals, you either increase your Strength score by 2 or increase it to 18, whichever is higher.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "minute"
					},
					"trigger": "You attempt a {@action High Jump} or {@action Long Jump} but you didn't {@action Stride} at least 10 feet",
					"entries": [
						"You can attempt the jump normally. It doesn't automatically fail."
					]
				}
			]
		},
		{
			"name": "Shadowmist Cape",
			"source": "TV",
			"page": 104,
			"type": "Item",
			"level": 19,
			"traits": [
				"apex",
				"invested",
				"illusion",
				"magical"
			],
			"price": {
				"amount": 40000,
				"coin": "gp"
			},
			"usage": "worn cape",
			"bulk": "L",
			"category": "Apex",
			"entries": [
				"This black cape flows more like a vaporous liquid than fabric. The cape grants you a +3 item bonus to {@skill Stealth} checks. When you invest the cape, you either increase your Dexterity score by 2 or increase it to 18, whichever is higher.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"trigger": "A creature misses you with an attack",
					"entries": [
						"Attempt a {@skill Stealth} check against the triggering creature's {@skill Perception} DC. If you roll a success, you're {@condition hidden} from that creature until the end of your next turn or until right after you use a {@condition hostile} action against that creature. If you roll a critical success, you're {@condition hidden} from that creature until the end of your next turn, even if you use {@condition hostile} actions against that creature."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"With a twirl of the cape, you transform yourself into a puff of gray smoke. You cast {@spell gaseous form} on yourself."
					]
				}
			]
		},
		{
			"name": "Troubadour's Cap",
			"source": "TV",
			"page": 104,
			"type": "Item",
			"level": 17,
			"traits": [
				"apex",
				"enchantment",
				"invested",
				"magical"
			],
			"price": {
				"amount": 15000,
				"coin": "gp"
			},
			"usage": "worn cap",
			"bulk": "\u2014",
			"category": "Apex",
			"entries": [
				"This jaunty cap can take the form and color of any type of hat you wish upon investing the item, but it always has a peacock feather jutting out from one side. You gain a +2 item bonus to {@skill Diplomacy} and {@skill Performance} checks while wearing the cap.",
				"When you invest the cap, you either increase your Charisma score by 2 or increase it to 18, whichever is higher.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You cast {@spell hypnotic pattern} (DC 37)."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"Picking the feather from your cap, you throw it toward a target, casting prismatic spray (DC 35)."
					]
				}
			]
		},
		{
			"name": "Viper Rapier",
			"source": "TV",
			"page": 104,
			"type": "Item",
			"level": 20,
			"traits": [
				"apex",
				"invested",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 70000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Apex",
			"entries": [
				"Crafted from flawless jade, the guard of this rapier takes the form of a twisting serpent with the blade thrusting from its open mouth. This rapier functions as a +3 greater striking speed rapier. While wielding the rapier, your movement doesn't trigger reactions when you {@action Stride}, {@action Balance}, or {@action Tumble Through}. When you invest the rapier, you either increase your Dexterity score by 2 or increase it to 18, whichever is higher.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You fail, but don't critically fail, an attack using the viper rapier",
					"entries": [
						"The tip of the rapier briefly takes the form of a viper's head, and the blade twists and contorts, biting the target you missed. The target is affected as if successfully poisoned with purple worm venom (DC 43)."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"trigger": "A creature misses or critically misses you with an attack",
					"entries": [
						"With a slight, obviously mocking bow or curtsy, you {@action Step}."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You twirl your rapier in a serpentine pattern, causing your form to become a blur of motion. You're {@condition concealed} for 1 minute or until you take a {@condition hostile} action. While you're {@condition concealed}, you also gain a +2 circumstance bonus to Reflex saving throws."
					]
				}
			]
		},
		{
			"name": "Whispering Staff",
			"source": "TV",
			"page": 105,
			"type": "Item",
			"level": 20,
			"traits": [
				"apex",
				"divination",
				"invested",
				"magical",
				"staff"
			],
			"price": {
				"amount": 70000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Apex",
			"entries": [
				"This gnarled wooden staff is carved with humanoid faces in various emotional states. When the staff is activated, the faces begin to whisper a variety of languages in sibilant tones, creating what seems to be nonsense to all but the staff's wielder or those they choose to affect. The staff functions as a major staff of divination. While using the staff, you gain a +3 item bonus to {@action Decipher Writing}, {@action Identify Magic}, and {@action Recall Knowledge} checks, regardless of the skill. When you invest the staff, you either increase your Intelligence score by 2 or increase it to 18, whichever is higher. You must select the skills and languages the first time you invest the item, and whenever you invest the same whispering staff, you get the same skills and languages you chose the first time.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"traits": [
						"mental"
					],
					"frequency": {
						"number": 1,
						"unit": "round"
					},
					"entries": [
						"Through the staff's strange whispering, you gain a glimpse into the mind and desires of one creature you can see within 30 feet. Until the end of your next turn, that creature is {@condition flat-footed} to you and takes a \u20132 circumstance penalty to saving throws against your spells."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"traits": [
						"mental",
						"misfortune"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You point the staff at one creature you can see within 30 feet of you, causing the whispers to howl in that creature's mind. The target must attempt a DC 43 Will save. If it fails, whenever the creature attempts an attack roll, skill check, or saving throw, it must roll twice and take the worse roll. This lasts until the start of your next turn."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"traits": [
						"fortune",
						"mental"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You twirl the staff in three consecutive circles and call for the whispers to speak up. For the next minute, you and all allies within a 30-foot emanation around you can hear your staff's whispers clearly and distinctly, gaining benefit from their advice and mental protection.",
						"Whenever you and your affected allies attempt to {@action Recall Knowledge} or attempt a saving throw against a {@trait mental} effect, you roll twice and take the better result. This is a {@trait fortune} effect."
					]
				}
			]
		},
		{
			"name": "Basic Companion Chair",
			"source": "TV",
			"page": 106,
			"type": "Item",
			"level": 0,
			"traits": [
				"companion",
				"barding"
			],
			"price": {
				"amount": 4,
				"coin": "sp"
			},
			"bulk": 1,
			"category": "Companion",
			"entries": [
				"Light barding around the torso connects via struts to a number of wheels to assist animal companions' movement.",
				"Companion chairs can be fitted for animal companions of any shape or size and have two- and four-wheel configurations depending on the level of physical support needed. Like the basic chair, a companion chair is ideal for everyday use but not more strenuous activity, making it more common among non-adventurers."
			]
		},
		{
			"name": "Traveling Companion's Chair",
			"source": "TV",
			"page": 106,
			"type": "Item",
			"level": 1,
			"traits": [
				"companion",
				"barding"
			],
			"price": {
				"amount": 4,
				"coin": "gp"
			},
			"bulk": 1,
			"category": "Companion",
			"entries": [
				"This more robust assembly is well suited for longer travel and all manner of adventuring. As with the traveler's chair, small mechanisms built into the wheels and support struts allow the user to traverse up and down stairs without any additional difficulty (though moving up stairs is still difficult terrain, just like for other adventurers) and move without additional difficulty through ladders, uneven ground, and other common adventuring terrain."
			]
		},
		{
			"name": "Guide Harness",
			"source": "TV",
			"page": 106,
			"type": "Item",
			"level": 1,
			"traits": [
				"companion"
			],
			"price": {
				"amount": 5,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": 1,
			"category": "Companion",
			"entries": [
				"The grip of this guide harness fits comfortably in the hand. Guide harnesses are purpose-built for low-sight or blind adventurers who have guide animals. Usually fastened with side straps placed through a martingale, guide harnesses can be easily reconfigured to allow them to be worn by any animal companion."
			]
		},
		{
			"name": "Olfactory Stimulators",
			"source": "TV",
			"page": 106,
			"type": "Item",
			"level": 1,
			"traits": [
				"magical"
			],
			"price": {
				"amount": 5,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A creature wearing olfactory stimulators gains a sense of smell, which is as precise as an average member of its species, as well as the scent special ability if members of its species typically have that ability.",
				"Olfactory stimulators can be fitted to animal companions as well as sapient creatures; stimulators produced for companion use have the {@trait companion} trait."
			]
		},
		{
			"name": "Bloodhound Olfactory Stimulators",
			"source": "TV",
			"page": 106,
			"type": "Item",
			"level": 5,
			"traits": [
				"magical"
			],
			"price": {
				"amount": 136,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"These olfactory stimulators can be enhanced to better localize scents.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"Your olfactory stimulators twitch as they gather even more information. You gain imprecise scent with a range of 30 feet for 1 minute."
					]
				}
			]
		},
		{
			"name": "Empathy Charm",
			"source": "TV",
			"page": 106,
			"type": "Item",
			"level": 2,
			"traits": [
				"uncommon",
				"companion",
				"divination",
				"enchantment",
				"magical"
			],
			"price": {
				"amount": 35,
				"coin": "gp"
			},
			"usage": "affixed to harness",
			"bulk": "\u2014",
			"category": "Companion",
			"entries": [
				"This charm, usually placed on an animal companion's collar, contains a single strand of your hair, as well as one of your animal companion's, creating a link that better transmits emotional cues to a trained psychological assistance animal.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You attempt a saving throw against an {@trait emotion} effect",
					"requirements": "Your animal companion wearing the empathy charm is within 10 feet",
					"entries": [
						"Your animal companion senses the effect and attempts to calm you. You gain a +1 circumstance bonus against the triggering save."
					]
				}
			]
		},
		{
			"name": "Basic Face Mask",
			"source": "TV",
			"page": 107,
			"type": "Item",
			"level": 0,
			"price": {
				"amount": 3,
				"coin": "sp"
			},
			"usage": "worn",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"This simple cloth mask, sewn to closely fit your face, is fastened by two sets of strings drawn across your face and secured behind your head. While wearing the mask, you gain a +1 item bonus on any initial saves to avoid contracting airborne diseases, such as choking death or tuberculosis."
			]
		},
		{
			"name": "Bootstrap Respirator",
			"source": "TV",
			"page": 107,
			"type": "Item",
			"level": 8,
			"traits": [
				"uncommon",
				"mechanical"
			],
			"price": {
				"amount": 450,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"The city of Riddleport is notorious for its noxious air and water. While some inhabitants tolerate the haze, most wear bootstrap respirators to filter out as many of the pollutants as possible. Designed by dwarf smiths operating the Gas Forges, the flexible face mask of a bootstrap respirator fits snugly over your mouth and nose, fastened by two adjustable leather straps. A manual pump inserted into your footwear or under the arm circulates air through tubes and over filters fitted into the front of the mask. While wearing a bootstrap respirator, you gain a +1 item bonus to any saves that require you to smell or taste, such as inhaled poisons and airborne diseases."
			]
		},
		{
			"name": "Wand Cane",
			"source": "TV",
			"page": 107,
			"type": "Item",
			"level": 4,
			"traits": [
				"magical",
				"wand"
			],
			"price": {
				"amount": 100,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Wand",
			"entries": [
				"Though it appears to be a basic cane, the inner workings of the wand cane are an intricate network of lenses and magical circuits, with a slot at the top to insert a wand. The wand cane then spends 1 minute attuning to the wand, after which the wand can be used through the cane."
			]
		},
		{
			"name": "Batsbreath Cane",
			"source": "TV",
			"page": 107,
			"type": "Item",
			"level": 10,
			"traits": [
				"evocation",
				"magical",
				"sonic"
			],
			"price": {
				"amount": 950,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"A specialized {@runeItem probing cane|LOTGB|+1 weapon potency||striking||thundering|} made from strengthened spruce wood, a batsbreath cane is distinctive for its brass tip. The tip covers a small hollow in the wood that houses quartz crystals infused with latent storm magic.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You strike the cane firmly against the ground, causing a pin within the brass tip to tap the crystals and emit a sonic pulse. The pulse reverberates in a 60-foot radius for the next minute, with the cane acting as an antenna to receive the echoes. For 1 minute, as long as you remain in the area and are holding the cane, you gain hearing as a precise sense."
					]
				}
			]
		},
		{
			"name": "Magical Prosthetic Eye",
			"source": "TV",
			"page": 107,
			"type": "Item",
			"level": 1,
			"traits": [
				"divination",
				"magical"
			],
			"price": {
				"amount": 5,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"This prosthetic eye converts visible light into a telepathic signal that is relayed to the wearer's mind using divination magic. As the wearer's mind must process the telepathic signal in the same way as it would a nerve impulse, the acuity and other abilities related to the vision provided by the magical prosthetic eye matches that of other members of your ancestry (for instance, a goblin with a magical prosthetic eye would be able to see in darkvision, while a human wearing the same prosthetic would need illumination). You can remove or replace a magical prosthetic eye using an {@action Interact} action."
			]
		},
		{
			"name": "Falconsight Eye",
			"source": "TV",
			"page": 108,
			"type": "Item",
			"level": 6,
			"traits": [
				"uncommon",
				"divination",
				"magical"
			],
			"price": {
				"amount": 200,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"This prosthetic eye resembles that of a bird of prey. Along with the abilities of the magical prosthetic eye, it allows you to strike foes at greater range and with impressive accuracy.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You become keenly aware of your foes, even those seemingly out of reach. For 1 minute, you can close your eyes as a free action to see through a ranged weapon you're wielding, which reduces the penalty for firing into your weapon's second range increment from \u20132 to 0. This effect doesn't negate the {@condition blinded} condition."
					]
				}
			]
		},
		{
			"name": "Gossip's Eye",
			"source": "TV",
			"page": 108,
			"type": "Item",
			"level": 8,
			"traits": [
				"divination",
				"magical"
			],
			"price": {
				"amount": 30,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"These discrete prosthetics have been the secret behind more than a few salacious rumors getting out among Taldan high society. This functions like a magical prosthetic eye, but with an added benefit.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You whisper \"spy for me\" to the eye, which removes itself from your eye socket and begins to relay its signal to you even at range. Although it can't move on its own, you can place the eye in a discrete location (using your {@skill Stealth} DC) to avoid detection. For 10 minutes, you can see what the eye sees as long as you're within 100 feet of the eye. The eye's signal can penetrate most barriers but is blocked by lead of any thickness, as well as denser materials. The eye's signal is visual only."
					]
				}
			]
		},
		{
			"name": "Spyglass Eye",
			"source": "TV",
			"page": 108,
			"type": "Item",
			"level": 5,
			"traits": [
				"divination",
				"magical"
			],
			"price": {
				"amount": 160,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"Polished to a perfect surface and incredibly clear, this special magical prosthetic eye allows you to clearly see small details as well as things a great distance away.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"A magical lens of hardened air comes into being in front of the eye, allowing you to see as though you were looking through a fine spyglass for 1 minute."
					]
				}
			]
		},
		{
			"name": "Aether Appendage",
			"source": "TV",
			"page": 108,
			"type": "Item",
			"level": 5,
			"traits": [
				"uncommon",
				"incorporeal",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 160,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"This otherworldly prosthetic arm is the product of psychopomp magic. An aether appendage is incorporeal so long as no item is being held in the hand or worn on the arm. As an envision action, you can cause the arm to become corporeal until the end of your turn, allowing it to make Strikes or grasp objects. It remains corporeal if you're holding an item or it's wearing an item at the end of your turn. Your unarmed attack Strikes made with the aether appendage become magical. If they're already magical, they instead gain the effect of the ghost touch property rune.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"requirements": "You're holding a non-magical item of light or negligible Bulk",
					"entries": [
						"The item becomes incorporeal for 1 minute. Your aether appendage can use the incorporeal item normally."
					]
				}
			]
		},
		{
			"name": "Spring Heel",
			"source": "TV",
			"page": 108,
			"type": "Item",
			"level": 5,
			"traits": [
				"uncommon",
				"clockwork",
				"mechanical"
			],
			"price": {
				"amount": 150,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": 1,
			"category": "Worn",
			"entries": [
				"Fitted into each of these prosthetic legs is a large spring, tightly bound around a collapsible shaft. When released, the spring unspools rapidly and the shaft telescopes out and back, returning to its compressed form and catapulting you forward.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You {@action Stride} up to twice your speed or {@action Leap} up to 20 feet horizontally and 5 feet vertically."
					]
				}
			]
		},
		{
			"name": "Verdant Branch",
			"source": "TV",
			"page": 108,
			"type": "Item",
			"level": 7,
			"traits": [
				"necromancy",
				"plant",
				"primal"
			],
			"price": {
				"amount": 360,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"Woody vines and branches curl and twist around each other, growing small twigs, leaves, and flowers across the surface of this prosthetic arm or leg.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"A branch grows from your prosthesis, quickly flowering and then producing {@dice 1d4} ripe and flavorful fruits. A creature can pick and eat a fruit with an {@action Interact} action to regain {@dice 2d6+5} Hit Points. The fruits wither away after 10 minutes."
					]
				}
			]
		},
		{
			"name": "Extendable Tail",
			"source": "TV",
			"page": 108,
			"type": "Item",
			"level": 3,
			"traits": [
				"mechanical"
			],
			"price": {
				"amount": 10,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": 1,
			"category": "Worn",
			"entries": [
				"Built with collapsible poles and expanding hoops, this tail can extend to a length of 20 feet. While it's no more prehensile than a tail of a typical member of your ancestry, it ends with an anchor that you can secure around a sturdy object with an {@action Interact} action. While the tail is anchored, you can't move more than 20 feet from that spot, but you can use the tail to lower yourself up to 20 feet, as if it were a length of rope. You can use another {@action Interact} action to disengage the anchor and retract your tail."
			]
		},
		{
			"name": "Apparition Gloves",
			"source": "TV",
			"page": 109,
			"type": "Item",
			"level": 2,
			"traits": [
				"illusion",
				"magical"
			],
			"price": {
				"amount": 25,
				"coin": "gp"
			},
			"usage": "worn gloves",
			"bulk": "L",
			"category": "Worn",
			"entries": [
				"This set of gloves translates whatever the wearer says into the signed version of that language by projecting a ghostly, translucent version of the wearer's hands in front of them. The apparition is a purely visual illusion used for communication, so it can't move on its own, nor can it hold or manipulate objects, or attack."
			]
		},
		{
			"name": "Tremorsensors",
			"source": "TV",
			"page": 109,
			"type": "Item",
			"level": 4,
			"traits": [
				"uncommon",
				"adjustment",
				"mechanical"
			],
			"price": {
				"amount": 100,
				"coin": "gp"
			},
			"usage": "affixed to armor",
			"bulk": "L",
			"category": "Adjustment",
			"entries": [
				"These small, metallic devices resemble squashed spheres. They each contain a tiny gyroscope that's incredibly sensitive to vibrations in the earth. While typically worn on one's footwear, the device can be affixed to any part of your armor.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You stomp a foot, clap your hands, or create some other source of sound, gaining tremorsense as an imprecise sense with a range of 20 feet for the next 10 minutes."
					]
				}
			]
		},
		{
			"name": "Voicebox",
			"source": "TV",
			"page": 109,
			"type": "Item",
			"level": 0,
			"traits": [
				"illusion",
				"magical"
			],
			"price": {
				"amount": 5,
				"coin": "sp"
			},
			"usage": "worn necklace",
			"bulk": "\u2014",
			"category": "Worn",
			"entries": [
				"This box contains small, magical amplifiers that allow a non- verbal character to translate thought into speech, which emits from the necklace. The speech produced matches any language you understand."
			]
		},
		{
			"name": "Thrasher Tail",
			"source": "TV",
			"page": 109,
			"type": "Item",
			"level": 9,
			"traits": [
				"rare",
				"clockwork",
				"kobold",
				"mechanical"
			],
			"price": {
				"amount": 620,
				"coin": "gp"
			},
			"usage": "worn",
			"bulk": 1,
			"category": "Worn",
			"entries": [
				"Kobolds admire well-designed objects, especially if it gives them an opportunity to pack it with traps and surprises. This prosthetic tail hides numerous blades and spikes, tensioned and wound around a spring-loaded trigger at the base of the prosthesis.",
				"Resetting and reattaching a sprung thrasher tail takes 10 minutes.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"trigger": "You're {@condition grabbed}",
					"entries": [
						"Your tail comes off in your opponent's hand, and the mechanism unwinds, causing the blades and spikes to protrude and the tail to spin and thrash. The tail deals {@damage 8d6} slashing damage to the opponent who has you {@condition grabbed} with a DC 25 basic Reflex save. Regardless of the result of their save, you're no longer {@condition grabbed}."
					]
				}
			]
		},
		{
			"name": "Amazing Pop-Up Book",
			"source": "TV",
			"page": 110,
			"type": "Item",
			"level": 11,
			"traits": [
				"uncommon",
				"grimoire",
				"illusion",
				"magical"
			],
			"price": {
				"amount": 1250,
				"coin": "gp"
			},
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"Goblin wizards invented the amazing pop-up book to store their spells without written words, though the tradition has been spreading to illusionists from other cultures. These grimoires have colorful covers and open to reveal three-dimensional scenes illustrating various spells. Goblins delight in constructing the books just right so a terrifying creature, like a horse or dog, pops up toward the reader each time a page is turned.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"traits": [
						"metamagic"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"If your next action is to cast an illusion spell prepared from this grimoire that creates illusory terrain or creatures, such as hallucinatory terrain, you draw forth the pop-up scene. If a creature succeeds, but doesn't critically succeed, at a saving throw to disbelieve the illusion, then just as their mind recognizes the illusion, a startling\u2014though obviously false\u2014illusion pops up somewhere unexpected in their field of vision, visible to only them, dealing mental damage equal to the spell's level."
					]
				}
			]
		},
		{
			"name": "Architect's Pattern Book",
			"source": "TV",
			"page": 110,
			"type": "Item",
			"level": 6,
			"traits": [
				"uncommon",
				"conjuration",
				"grimoire",
				"magical"
			],
			"price": {
				"amount": 240,
				"coin": "gp"
			},
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"Typically created by wizards who are hobbyists or professional architects, an architect's pattern book allows the caster to customize certain spells that create magical structures or domiciles, adding recreational areas such as an indoor bathhouse, gaming room, swimming pool, or similar luxury.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"traits": [
						"metamagic"
					],
					"frequency": {
						"number": 1,
						"unit": "week"
					},
					"entries": [
						"If your next action is to cast a {@spell cozy cabin|APG}, {@spell magnificent mansion} or {@spell resplendent mansion} spell, you add a room to the structure that is up to 10 feet per side per level of the spell. This room is outfitted with all the accoutrements for a particular type of recreation, determined by you when you cast the spell. Any character who spends at least 1 hour using this recreational facility and then sleeps a full 8 hours inside the location created by the spell is exceptionally well-rested. They regain double the amount of Hit Points they would normally receive for an 8-hour rest, and when they make the next day's preparations, they gain a +1 circumstance bonus to {@skill Athletics} checks and Will saves for the next 12 hours."
					]
				}
			]
		},
		{
			"name": "Book of Warding Prayers",
			"source": "TV",
			"page": 111,
			"type": "Item",
			"level": 8,
			"traits": [
				"divine",
				"grimoire",
				"transmutation"
			],
			"price": {
				"amount": 425,
				"coin": "gp"
			},
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"Script in a language of the Outer Planes adorns this book's spine, and a deity's symbol is etched on its cover. Books of warding prayers are each devoted to a particular deity and are also a religious symbol of that deity.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "Your last action was to cast a prepared divine spell granted by your deity",
					"entries": [
						"Choose chaotic, evil, good, or lawful; you can't choose a type that's part of your deity's alignment. You and all allies within 30 feet are suffused with your deity's protection, gaining resistance 10 to damage of that type for 1 minute."
					]
				}
			]
		},
		{
			"name": "Codex of Destruction and Renewal",
			"source": "TV",
			"page": 111,
			"type": "Item",
			"level": 20,
			"traits": [
				"rare",
				"grimoire",
				"magical",
				"necromancy"
			],
			"price": {
				"amount": 70000,
				"coin": "gp"
			},
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"An unsmiling mask, half obsidian and half ivory, is embossed on the cover of this weighty tome, the opposite color forming the background of each half. Each codex of destruction and renewal is said to contain a fragment of the knowledge {@deity Nethys} gained in his apotheosis and they're sacred to his church.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"traits": [
						"metamagic"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"If your next action is to cast a damage-dealing evocation spell prepared from this grimoire, the spell wreaks even greater destruction. The spell ignores 10 resistance and you reroll any damage dice that roll a 1. If the spell reduces a creature to 0 Hit Points, they're torn apart at an infinitesimal level, not even leaving a fine ash; this is a {@trait death} effect."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"traits": [
						"metamagic"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"If your next action is to cast a necromancy spell prepared from this grimoire that restores Hit Points, the spell renews the target constantly and perfectly. The spell grants the target regeneration 20, restoring 20 Hit Points at the start of its turn and preventing the target both from {@condition dying} due to damage and from its {@condition dying} condition increasing to a value that would result in its death. Each time the creature regains Hit Points from regeneration, it regrows all damaged or ruined organs; it can also regrow any severed body parts as a free action immediately after the body part is severed, with the original crumbling to ash.",
						"The effect lasts for 4 rounds."
					]
				}
			]
		},
		{
			"name": "Communion Mat",
			"source": "TV",
			"page": 111,
			"type": "Item",
			"level": 14,
			"traits": [
				"divination",
				"grimoire",
				"magical"
			],
			"price": {
				"amount": 3750,
				"coin": "gp"
			},
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"This pageless grimoire is made up of two durable covers that open to display a small ritual circle. When you first invest the grimoire, you and your familiar each press a limb to a corner of the mat. The ritual circle then morphs to one matching the tradition of your patron, the spells contained in your familiar appearing in the margins. During your daily preparations, your familiar performs a small jaunt around the open ritual circle to strengthen its connection to your patron.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"traits": [
						"metamagic"
					],
					"frequency": {
						"number": 1,
						"interval": 10,
						"unit": "minute"
					},
					"entries": [
						"If your next action is to cast one of the granted spells from your patron's theme or one of the spells your familiar learned from a lesson, your patron takes notice that you're putting their power to good use and strengthens your familiar with a surge of magic. Your familiar Sustains one of your Spells."
					]
				}
			]
		},
		{
			"name": "Corrosive Engravings",
			"source": "TV",
			"page": 111,
			"type": "Item",
			"level": 5,
			"traits": [
				"acid",
				"conjuration",
				"grimoire",
				"magical"
			],
			"price": {
				"amount": 140,
				"coin": "gp"
			},
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"These tin sheets are bound in brass and show significant signs of erosion. The grimoire's title is acid-etched, and flipping between the sheets leaves your fingers covered in flecks of rust and powdery metal.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"If your next action is to cast an acid or poison spell that deals {@condition persistent damage}, any creature who takes {@condition persistent damage} from the spell is also {@condition sickened||sickened 2} until the {@condition persistent damage} ends. Using an action to retch can reduce the {@condition sickened} value as normal, but it can't reduce the {@condition sickened} value below 1 until the {@condition persistent damage} ends."
					]
				}
			]
		},
		{
			"name": "Courtier's Pillow Book",
			"source": "TV",
			"page": 112,
			"type": "Item",
			"level": 6,
			"traits": [
				"enchantment",
				"grimoire",
				"magical"
			],
			"price": {
				"amount": 250,
				"coin": "gp"
			},
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"This elegant journal has a detailed social dossier on the owner's acquaintances. When you make your daily preparations, you can inscribe a secret or embarrassing foible about a specific individual that you know to be true or have on good authority.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"If your next action is to cast an enchantment spell on a target about whom you've written an entry in the book, you can state that secret or foible before Casting the Spell to give the target a \u20131 circumstance penalty to their saving throw against the spell.",
						"The inscription then disappears from the grimoire."
					]
				}
			]
		},
		{
			"name": "Draxie's Recipe Book",
			"source": "TV",
			"page": 112,
			"type": "Item",
			"level": 4,
			"traits": [
				"grimoire",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 90,
				"coin": "gp"
			},
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"This tiny recipe book was created by a famous draxie chef, but it instantly resizes to fit the hand and eyes of the reader. While most of the pages are blank and ready to receive spells, the first four pages are taken up by a complex seasoning recipe that requires a casting of glitterdust.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"If your next action is to cast a {@spell glitterdust} spell, all creatures within the spell's area who don't critically succeed at their save are covered with a spicy red powder. Any attempt to grab or grapple a creature affected in this way, or to swallow such a creature whole, gains a +1 circumstance bonus to the attempt, or a +2 circumstance bonus if the attempt is made using a jaws or similar mouth-based attack, due to the target's extra deliciousness and savory smell. An affected creature can remove the powder by thoroughly cleaning themselves (a process that typically takes about 10 minutes) or by completely immersing themselves in water.",
						"This ability can also be used to properly season up to 100 pounds of prepared food within the area of the {@spell glitterdust} spell instantaneously."
					]
				}
			]
		},
		{
			"name": "Harrow Spellcards",
			"source": "TV",
			"page": 112,
			"type": "Item",
			"level": 8,
			"traits": [
				"uncommon",
				"divination",
				"grimoire",
				"magical"
			],
			"price": {
				"amount": 475,
				"coin": "gp"
			},
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"Crafted of sturdy paper, each card of this harrow deck showcases a beautiful watercolor illustration with space to inscribe a spell below. When shuffled, its cards seem to fly between one another of their own accord.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"traits": [
						"fortune"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "Your last action was to cast a divination spell prepared from this grimoire",
					"entries": [
						"You draw forth a card to gain insight into future challenges you'll face. Draw a card from a harrow deck or roll {@dice 1d6}: 1 = hammers ({@skill Athletics}), 2 = keys ({@skill Acrobatics}), 3 = shields ({@skill Survival}), 4 = books (any {@action Recall Knowledge}), 5 = stars ({@skill Religion}), 6 = crowns ({@skill Diplomacy}). The next time you attempt a check of the same type as your result, roll twice and take the better result, as the spirits of the harrow guide your actions. If not used by your next daily preparations, this benefit disappears."
					]
				}
			]
		},
		{
			"name": "Illuminated Folio",
			"source": "TV",
			"page": 112,
			"type": "Item",
			"level": 14,
			"traits": [
				"conjuration",
				"grimoire",
				"magical"
			],
			"price": {
				"amount": 4200,
				"coin": "gp"
			},
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"The pages of this part-spellbook, part-bestiary are illustrated with all manner of creatures, magical and mundane. The illustrations shift and move around the page when examined.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"traits": [
						"metamagic"
					],
					"entries": [
						"If your next action is to cast a conjuration spell prepared from this grimoire that summons one or more creatures, you summon creatures from the illuminated folio rather than their usual source. These summoned creatures appear as living illustrations, granting them resistance to physical damage equal to half their level and weakness 5 to fire and to any ability with the {@trait water} trait.",
						"They can also fold themselves up to pass through spaces only an inch or so wide as part of their movement."
					]
				}
			]
		},
		{
			"name": "Linguist's Dictionary",
			"source": "TV",
			"page": 112,
			"type": "Item",
			"level": "9+",
			"traits": [
				"divination",
				"grimoire",
				"magical"
			],
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"Bound in sturdy leather, this thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"requirements": "Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as comprehend languages or tongues",
					"entries": [
						"The grimoire absorbs knowledge of one language translated this way (caster's choice if more than one), allowing its bearer to communicate on a rudimentary level in that language even after the spell's duration has elapsed. The linguist's dictionary can hold one language at a time."
					]
				}
			],
			"variants": [
				{
					"level": 9,
					"price": {
						"amount": 650,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "linguist's dictionary"
				},
				{
					"level": 12,
					"price": {
						"amount": 1750,
						"coin": "gp"
					},
					"entries": [
						"The dictionary can hold three languages at a time."
					],
					"variantType": "greater linguist's dictionary"
				}
			],
			"generic": "G"
		},
		{
			"name": "Maw of Hungry Shadows",
			"source": "TV",
			"page": 112,
			"type": "Item",
			"level": 18,
			"traits": [
				"conjuration",
				"grimoire",
				"incapacitation",
				"magical",
				"shadow",
				"teleportation"
			],
			"price": {
				"amount": 21000,
				"coin": "gp"
			},
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"Shadows swirl around this soot-black tome, swallowing up any light that touches them. A faint whispering emanates from the grimoire's pages when opened.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "Your last action was to cast a spell prepared from this grimoire that has the {@trait shadow} trait",
					"entries": [
						"Your shadow, and that of the tome, elongates and reaches hungrily for one foe within 30 feet, who must attempt a Fortitude save.",
						{
							"type": "successDegree",
							"entries": {
								"Critical Success": [
									"The creature is unaffected."
								],
								"Success": [
									"The creature is {@condition blinded} for 1 round and {@condition drained||drained 1} as the shadows scrape across it."
								],
								"Failure": [
									"The creature is {@condition blinded} for 1 minute and {@condition drained||drained 2} as the shadows seize it."
								],
								"Critical Failure": [
									"As failure, but the shadows also pull the creature into the tome, teleporting it to the Shadow Plane."
								]
							}
						}
					]
				}
			]
		},
		{
			"name": "Spell Duelist's Siphon",
			"source": "TV",
			"page": 113,
			"type": "Item",
			"level": 12,
			"traits": [
				"abjuration",
				"grimoire",
				"magical"
			],
			"price": {
				"amount": 1750,
				"coin": "gp"
			},
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"Metal clasps line the spine of this book, and diagrams displaying proper somatic casting forms are etched into its cover.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "You're targeted with an arcane spell attack and you have this grimoire raised",
					"requirements": "You have the {@feat Raise a Tome|SoM} feat",
					"entries": [
						"The grimoire attempts to absorb knowledge of the spell targeting you. You attempt to counteract the triggering spell. If you succeed, the spell is absorbed into the grimoire, and the diagrams on the cover change to indicate the somatic gestures and sigils for the counteracted spell. While the grimoire contains a spell, you can spend a spell slot of the same or higher level as the spell in the grimoire to cast that spell instead, heightened to the appropriate level (if you spent a higher-level spell slot). After you cast the spell, it's expended from the grimoire."
					]
				}
			]
		},
		{
			"name": "Tome of Restorative Cleansing",
			"source": "TV",
			"page": 113,
			"type": "Item",
			"level": "5+",
			"traits": [
				"grimoire",
				"magical",
				"necromancy"
			],
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"traits": [
						"healing",
						"necromancy",
						"positive"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"requirements": "Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally",
					"entries": [
						"Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour."
					]
				}
			],
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 130,
						"coin": "gp"
					},
					"entries": [
						"The creature gains {@dice 1d8} temporary Hit Points."
					],
					"variantType": "lesser tome of restorative cleansing"
				},
				{
					"level": 9,
					"price": {
						"amount": 600,
						"coin": "gp"
					},
					"entries": [
						"The creature gains {@dice 2d8} temporary Hit Points."
					],
					"variantType": "moderate tome of restorative cleansing"
				},
				{
					"level": 14,
					"price": {
						"amount": 3750,
						"coin": "gp"
					},
					"entries": [
						"The creature gains {@dice 3d8} temporary Hit Points."
					],
					"variantType": "greater tome of restorative cleansing"
				}
			],
			"generic": "G"
		},
		{
			"name": "Tome of Scintillating Sleet",
			"source": "TV",
			"page": 113,
			"type": "Item",
			"level": 8,
			"traits": [
				"cold",
				"evocation",
				"grimoire",
				"primal"
			],
			"price": {
				"amount": 430,
				"coin": "gp"
			},
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"The first 12 pages of this tome tell the same story in two languages: 6 pages in Skald and 6 pages in the ancient Jotun dialect used by saumen kar, a species of ice-dwelling humanoids.",
				"The story is a tale of a saumen kar stricken with snow blindness after spending too long under the sun building snow giants.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"If your next action is to cast a cold spell that deals damage, all creatures damaged by the spell are also {@condition dazzled} for 3 rounds by light refracting and reflecting within and around the spell's chilling effects. If an affected creature critically failed its save against the required spell, or if you critically succeeded on your spell attack roll against the creature, it's instead {@condition blinded} for 1 round and then {@condition dazzled} for 3 rounds."
					]
				}
			]
		},
		{
			"name": "Undertaker's Manifest",
			"source": "TV",
			"page": 113,
			"type": "Item",
			"level": 6,
			"traits": [
				"darkness",
				"evocation",
				"grimoire",
				"magical",
				"shadow"
			],
			"price": {
				"amount": 220,
				"coin": "gp"
			},
			"bulk": "L",
			"category": "Grimoire",
			"entries": [
				"This grim collection of spreadsheets is used both by undertakers who occasionally need to avoid the notice of their more restless clients, and by industrious necromancers looking to avoid catching the notice of cemetery guards and vigilant undertakers.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"If your next action is to cast a necromancy spell, the spell's casting is accompanied by a roiling cloud of shadow that spills out around you, creating dim light in a 30-foot emanation centered on you for the next 3 rounds. This has no effect on areas where the lighting level is already darker than dim light."
					]
				}
			]
		},
		{
			"name": "Confabulator",
			"source": "TV",
			"page": 109,
			"type": "Item",
			"level": 3,
			"traits": [
				"uncommon",
				"illusion",
				"magical"
			],
			"price": {
				"amount": 55,
				"coin": "gp"
			},
			"usage": "Affixed to instrument",
			"bulk": "L",
			"category": "Assistive Item",
			"entries": [
				"This device attaches to any non-percussive musical instrument, allowing a non-verbal character to shape the sounds of the instrument into speech. The speech can be any language the character understands, and the sound of the speech resembles the instrument the device is attached to. You also gain a +1 item bonus to {@skill Performance} checks made with the instrument."
			]
		},
		{
			"name": "Chair of Inventions",
			"source": "TV",
			"page": 109,
			"type": "Item",
			"level": 8,
			"traits": [
				"conjuration",
				"magical"
			],
			"price": {
				"amount": 875,
				"coin": "gp"
			},
			"bulk": 1,
			"category": "Assistive Item",
			"entries": [
				"This wheelchair is outfitted with a variety of tools and devices to assist with the creation and production of a number of mechanical implements. While seated in a chair of inventions, you have a worn superb repair kit (Core Rulebook 291) that doesn't count against your Bulk limit or maximum worn items.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"The chair deploys a complete expanded alchemist's lab (Core Rulebook 287). The chair is immobile while this lab is deployed, but levers and gears in the chair allow you to easily retrieve and access everything you need from both the attached superb repair kit and the deployed lab to {@action Craft}. This setup is highly efficient and gives you a +2 circumstance bonus to {@action Earn Income} using {@skill Crafting}."
					]
				}
			]
		},
		{
			"name": "Captivating Score",
			"source": "TV",
			"page": 84,
			"type": "Item",
			"level": 11,
			"traits": [
				"auditory",
				"consumable",
				"emotion",
				"enchantment",
				"incapacitation",
				"magical",
				"mental",
				"missive"
			],
			"price": {
				"amount": 250,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"envision",
					"{@action Interact}"
				]
			},
			"category": "Missive",
			"entries": [
				"A captivating score is a piece of parchment prepared for musical notation, long enough for a short song. You must be trained in {@skill Performance} to properly compose this missive (or trained in an appropriate {@skill Lore} skill your GM allows). You choose one of the emotions described below and write a musical composition to convey that emotion about a subject of your choice, typically a person or group. When activated, the missive plays a note‑perfect rendition of the inscribed score.",
				"Each creature that can hear the score must succeed at a DC 28 Will save or be influenced to feel the emotion you chose toward the subject of your composition. This lasts for 1 hour, typically returning the creature to its initial attitude unless new events have altered their attitude long‑term.",
				{
					"type": "list",
					"items": [
						"Positive Your song engenders sympathy, adoration, joy, or a similar emotion. An affected creature's attitude toward the subject improves by one step, such as from {@condition indifferent} to {@condition friendly}.",
						"Negative Your song spurs anger, sadness, jealousy, or a similar emotion. An affected creature's attitude toward the subject worsens by one step, such as from {@condition indifferent} to {@condition unfriendly}. When composing this missive, you can add a small notation or illustration of a type of instrument. If you do, the music sounds like that instrument, and if you didn't specify, it sounds vaguely like a recorder. The choice of a louder instrument doesn't make the music carry farther."
					]
				}
			]
		},
		{
			"name": "Explosive Missive",
			"source": "TV",
			"page": 84,
			"type": "Item",
			"level": 4,
			"traits": [
				"consumable",
				"evocation",
				"magical",
				"missive"
			],
			"price": {
				"amount": 13,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"envision",
					"{@action Interact}"
				]
			},
			"category": "Missive",
			"entries": [
				"An explosive missive is slightly warm to the touch, regardless of the surrounding environment. When composed and then activated, the missive explodes. The tenor of what you write or the theme of your illustration determines the damage type and adds the corresponding trait to the missive: acid for a caustic inscription, cold for an aloof one, electricity for an energetic one, fire for an angry one, or sonic for an overly emphatic one. The missive deals {@dice 4d6} damage to each creature in a 5‑foot burst from a corner of the missive's space (DC 18 basic Reflex save). A creature who rolls a critical failure also takes {@damage 1d4} {@condition persistent damage} of the same type. The missive burns to ash while releasing its magic."
			]
		},
		{
			"name": "Glimmering Missive",
			"source": "TV",
			"page": 85,
			"type": "Item",
			"level": 4,
			"traits": [
				"consumable",
				"evocation",
				"light",
				"magical",
				"missive"
			],
			"price": {
				"amount": 20,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"envision",
					"{@action Interact}"
				]
			},
			"category": "Missive",
			"entries": [
				"A glimmering missive sparkles as you compose it. When activated, it explodes, disintegrating into a shower of multicolored motes in a 10‑foot burst from a corner of the missive's space. Creatures in the area are covered in sparkling dust that remains luminous for 1 hour. Visible creatures can't be {@condition concealed} while covered by the luminous dust; any {@condition invisible} creatures are {@condition concealed} while covered in the luminous dust, rather than being {@condition undetected}."
			]
		},
		{
			"name": "Heartening Missive",
			"source": "TV",
			"page": 85,
			"type": "Item",
			"level": "5+",
			"traits": [
				"abjuration",
				"consumable",
				"magical",
				"missive"
			],
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"envision",
					"{@action Interact}"
				]
			},
			"category": "Missive",
			"entries": [
				"You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours.",
				"It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours.",
				"If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non‑magical when it arrives. After imparting or losing its magic, the missive remains as a normal document."
			],
			"generic": "G",
			"variants": [
				{
					"level": 6,
					"price": {
						"amount": 50,
						"coin": "gp"
					},
					"entries": [
						"Folded into a bull, this missive grants the recipient a sense of solidity. The recipient gains a +1 item bonus to Fortitude saves for the next 24 hours."
					],
					"variantType": "bull heartening missive"
				},
				{
					"level": 5,
					"price": {
						"amount": 25,
						"coin": "gp"
					},
					"entries": [
						"Folded into a delicate butterfly, this missive grants the recipient a sense of grace and poise. Once during the next 24 hours, when the recipient fails a {@skill Diplomacy} or {@skill Performance} check, they can improve the result from a failure to a success or from a critical failure to a failure. This is a {@trait fortune} effect."
					],
					"variantType": "butterfly heartening missive"
				},
				{
					"level": 6,
					"price": {
						"amount": 50,
						"coin": "gp"
					},
					"entries": [
						"Folded into a rabbit sitting on its haunches, this missive grants the recipient a sense of mischief and agility. The recipient gains a +1 item bonus to Reflex saves for the next 24 hours."
					],
					"variantType": "rabbit heartening missive"
				},
				{
					"level": 6,
					"price": {
						"amount": 50,
						"coin": "gp"
					},
					"entries": [
						"Folded into a square‑shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will saves for the next 24 hours."
					],
					"variantType": "turtle heartening missive"
				}
			]
		},
		{
			"name": "Messenger Missive",
			"source": "TV",
			"page": 85,
			"type": "Item",
			"level": "4+",
			"traits": [
				"consumable",
				"divination",
				"magical",
				"missive"
			],
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"envision",
					"{@action Interact}"
				]
			},
			"category": "Missive",
			"entries": [
				"A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect to be in that location as a recipient; if you don't, the first creature in the location to touch the missive is treated as the recipient. Once you finish composing the missive, it folds itself into the shape of a bird and Flies at a Speed of 45 feet (15 miles per hour) toward the location for up to 24 hours. It alights near its recipient or in their hand. When activated, the missive becomes non‑magical but retains its contents. If it fails to reach its recipient in 24 hours, the missive burns to ash."
			],
			"generic": "G",
			"variants": [
				{
					"level": 4,
					"price": {
						"amount": 18,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "messenger missive"
				},
				{
					"level": 7,
					"price": {
						"amount": 60,
						"coin": "gp"
					},
					"entries": [
						"You can write up to four locations on the missive, one on each edge of the paper; you can include a recipient for each location, as well. When you finish composing the missive, it folds into four identical missive birds, each one flying to one of the locations carrying the same message."
					],
					"variantType": "multiple messenger missive"
				}
			]
		},
		{
			"name": "Red-Handed Missive",
			"source": "TV",
			"page": 85,
			"type": "Item",
			"level": 7,
			"traits": [
				"consumable",
				"curse",
				"magical",
				"missive",
				"transmutation"
			],
			"price": {
				"amount": 60,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"envision",
					"{@action Interact}"
				]
			},
			"category": "Curse",
			"entries": [
				"Composed to look like an important document, a red-handed missive is a trap used by those who suspect someone has been going through their correspondence. If activated, the missive dissolves into red dye that coats anything touching the missive. Magic in the dye prevents it from washing off for 1 week."
			]
		},
		{
			"name": "Stage Fright Missive",
			"source": "TV",
			"page": 85,
			"type": "Item",
			"level": 5,
			"traits": [
				"consumable",
				"curse",
				"enchantment",
				"magical",
				"mental",
				"missive"
			],
			"price": {
				"amount": 22,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"envision",
					"{@action Interact}"
				]
			},
			"category": "Curse",
			"entries": [
				"Composing a stage fright missive usually involves creating a scathing review, insulting letter, or embarrassing image that ridicules the recipient. The activating creature must succeed at a DC 20 Will save or be overcome with embarrassment for 1 hour, taking a \u20131 status penalty to {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, and {@skill Performance} checks. During this time, if the creature attempts to speak or perform in front of an audience, they become {@condition sickened||sickened 1}. When they recover from this {@condition sickened} condition, the missive's effects end. You choose when composing the missive whether it remains as a non‑magical document or burns to ash after imparting its magic."
			]
		},
		{
			"name": "Anticorrosion Oil",
			"source": "TV",
			"page": 86,
			"type": "Item",
			"level": 2,
			"traits": [
				"consumable",
				"magical",
				"oil",
				"transmutation"
			],
			"price": {
				"amount": 6,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Oil",
			"entries": [
				"You can coat objects of 6 Bulk or less with anticorrosion oil. For 24 hours, the object takes half damage from acid and from all effects that specifically cause it to rust or corrode, such as contact with a rust monster's antennae."
			]
		},
		{
			"name": "Bane Oil",
			"source": "TV",
			"page": 86,
			"type": "Item",
			"level": 3,
			"traits": [
				"uncommon",
				"consumable",
				"divination",
				"magical",
				"oil"
			],
			"price": {
				"amount": 12,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Oil",
			"entries": [
				"Bane oil comes in as many forms as the bane weapon property rune. Coating a weapon with the oil gives the weapon the benefit of one type of bane rune for 1 minute. A weapon can be coated in only one type of bane oil at a time. Any new application of this oil supersedes any previous one. If a weapon has the bane rune, this oil has no effect if it's of the same type as the rune."
			]
		},
		{
			"name": "Disrupting Oil",
			"source": "TV",
			"page": 86,
			"type": "Item",
			"level": "3+",
			"traits": [
				"uncommon",
				"consumable",
				"magical",
				"necromancy",
				"oil"
			],
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Oil",
			"entries": [
				"A pearlescent fluid, disrupting oil applied to a weapon grants the benefits of a disrupting rune for 1 minute."
			],
			"generic": "G",
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 10,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "disrupting oil"
				},
				{
					"level": 11,
					"price": {
						"amount": 250,
						"coin": "gp"
					},
					"entries": [
						"The oil acts as a greater disrupting rune with a save DC of 30."
					],
					"variantType": "greater disrupting oil"
				}
			]
		},
		{
			"name": "Fundamental Oil",
			"source": "TV",
			"page": 86,
			"type": "Item",
			"level": 11,
			"traits": [
				"uncommon",
				"consumable",
				"evocation",
				"magical",
				"oil"
			],
			"price": {
				"amount": 220,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Oil",
			"entries": [
				"Made of elemental salts and essences from the Inner Sphere or where such planes leak onto the Material Plane, fundamental oil is anathema to elementals and other creatures with a weakness to elemental damage. A weapon anointed with this oil acts as bane oil to elementals, but the damage type is the same as the target's greatest weakness if the target has weakness to acid, cold, electricity, fire, or sonic damage. If it has none of these, the additional damage is the same type as the weapon's damage type. These effects last 1 minute."
			]
		},
		{
			"name": "Life-Boosting Oil",
			"source": "TV",
			"page": 86,
			"type": "Item",
			"level": "3+",
			"traits": [
				"uncommon",
				"consumable",
				"healing",
				"magical",
				"necromancy",
				"oil"
			],
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Oil",
			"entries": [
				"When you apply sticky, stinging life-boosting oil, you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not."
			],
			"generic": "G",
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 12,
						"coin": "gp"
					},
					"entries": [
						"The oil grants fast healing 3."
					],
					"variantType": "lesser"
				},
				{
					"level": 7,
					"price": {
						"amount": 70,
						"coin": "gp"
					},
					"entries": [
						"The oil grants fast healing 6."
					],
					"variantType": "moderate"
				},
				{
					"level": 11,
					"price": {
						"amount": 300,
						"coin": "gp"
					},
					"entries": [
						"The oil grants fast healing 10."
					],
					"variantType": "greater"
				},
				{
					"level": 15,
					"price": {
						"amount": 1300,
						"coin": "gp"
					},
					"entries": [
						"The oil grants fast healing 15."
					],
					"variantType": "major"
				}
			]
		},
		{
			"name": "Merciful Balm",
			"source": "TV",
			"page": 86,
			"type": "Item",
			"level": 1,
			"traits": [
				"abjuration",
				"consumable",
				"magical",
				"oil"
			],
			"price": {
				"amount": 3,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Oil",
			"entries": [
				"Smelling strongly of herbs and pine resin, merciful balm is a thick, sticky paste that can be used to anoint a weapon, granting the weapon the {@trait nonlethal} trait for 1 hour."
			]
		},
		{
			"name": "Oil of Ownership",
			"source": "TV",
			"page": 86,
			"type": "Item",
			"level": "3+",
			"traits": [
				"consumable",
				"magical",
				"oil",
				"transmutation"
			],
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Oil",
			"entries": [
				"You can coat objects of 6 Bulk or less with oil of ownership, or \"red‑handed oil\" as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won't wash off for a length of time that depends on the oil's type."
			],
			"generic": "G",
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 8,
						"coin": "gp"
					},
					"entries": [
						"The stain lasts 24 hours."
					],
					"variantType": "lesser"
				},
				{
					"level": 7,
					"price": {
						"amount": 55,
						"coin": "gp"
					},
					"entries": [
						"The stain lasts 1 week."
					],
					"variantType": "moderate"
				},
				{
					"level": 11,
					"price": {
						"amount": 210,
						"coin": "gp"
					},
					"entries": [
						"The stain lasts 1 month."
					],
					"variantType": "greater"
				}
			]
		},
		{
			"name": "Oil of Skating",
			"source": "TV",
			"page": 87,
			"type": "Item",
			"level": 2,
			"traits": [
				"consumable",
				"magical",
				"oil",
				"transmutation"
			],
			"price": {
				"amount": 5,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Oil",
			"entries": [
				"This thin, slippery oil shimmers with a golden hue. Coating your shoes or feet with oil of skating enables you to skate quickly along flat surfaces for 1 hour. You gain a +10‑foot status bonus to your Speed, which doubles if you move on a downhill surface. You lose this bonus if moving on difficult terrain, greater difficult terrain, or uneven ground. Also, you treat any uphill movement as moving on difficult terrain while your feet are oiled and treat the results of any {@skill Acrobatics} checks made to {@action Balance} as one degree worse."
			]
		},
		{
			"name": "Oil of Swiftness",
			"source": "TV",
			"page": 87,
			"type": "Item",
			"level": 6,
			"traits": [
				"uncommon",
				"consumable",
				"magical",
				"oil",
				"transmutation"
			],
			"price": {
				"amount": 50,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Oil",
			"entries": [
				"Anoint a weapon with oil of swiftness, which hisses upon application, to give it the benefits of the speed rune for 1 minute."
			]
		},
		{
			"name": "Serpent Oil",
			"source": "TV",
			"page": 87,
			"type": "Item",
			"level": "3+",
			"traits": [
				"consumable",
				"magical",
				"oil",
				"transmutation"
			],
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Oil",
			"entries": [
				"This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the {@trait minion} trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed."
			],
			"generic": "G",
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 8,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "lesser"
				},
				{
					"level": 5,
					"price": {
						"amount": 24,
						"coin": "gp"
					},
					"entries": [
						"The oil can be applied to a Small object, producing a sea snake (Pathfinder Bestiary 2 245), or a Medium object, producing a ball python."
					],
					"variantType": "moderate"
				},
				{
					"level": 7,
					"price": {
						"amount": 56,
						"coin": "gp"
					},
					"entries": [
						"The oil can be applied to a Medium object, producing a giant viper."
					],
					"variantType": "greater"
				},
				{
					"level": 11,
					"price": {
						"amount": 225,
						"coin": "gp"
					},
					"entries": [
						"The oil can be applied to a Large object, producing an emperor cobra (Pathfinder Bestiary 2 245)."
					],
					"variantType": "major"
				},
				{
					"level": 15,
					"price": {
						"amount": 1100,
						"coin": "gp"
					},
					"entries": [
						"The oil can be applied to a Huge object, producing a giant anaconda."
					],
					"variantType": "true"
				}
			]
		},
		{
			"name": "Weapon-Weird Oil",
			"source": "TV",
			"page": 87,
			"type": "Item",
			"level": 7,
			"traits": [
				"consumable",
				"magical",
				"oil",
				"transmutation"
			],
			"price": {
				"amount": 55,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Oil",
			"entries": [
				"Each dose of weapon-weird oil is keyed to a particular melee weapon group, selected from among axe, brawling, club, flail, hammer, knife, pick, polearm, shield, spear, and sword. The oil creates a synergy between skill and weapon, enabling you to wield the weapon in unexpected ways. You must have proficiency with the original weapon to benefit from the oil; however, you use your proficiency rank with the oil's keyed group instead of the weapon's original group. Also, you apply the critical specialization effect from the oil's keyed group instead of the weapon's normal critical specialization effect.",
				"While the oil remains effective, the grievous rune and similar magic react as if the weapon belongs to the oil's group. A weapon can be coated in only one type of weapon-weird oil at a time. Any new application of this oil supersedes any previous one. These effects last for 1 hour."
			]
		},
		{
			"name": "Wounding Oil",
			"source": "TV",
			"page": 87,
			"type": "Item",
			"level": 5,
			"traits": [
				"uncommon",
				"consumable",
				"magical",
				"necromancy",
				"oil"
			],
			"price": {
				"amount": 45,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Oil",
			"entries": [
				"Smearing wounding oil, a crimson fluid, on a weapon causes it to smell strongly of blood and gives it the benefits of the wounding rune for 1 minute."
			]
		},
		{
			"name": "Astringent Venom",
			"source": "TV",
			"page": 67,
			"type": "Item",
			"level": 12,
			"traits": [
				"alchemical",
				"consumable",
				"contact",
				"poison",
				"virulent"
			],
			"price": {
				"amount": 350,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 3,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"This oily, dark-purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim's blood flow to their extremities and turn their lungs into a soft jelly. A victim of astringent venom is recognizable by the frostbite-like hue of their hands as they loose circulation to their extremities, making it difficult for them to hold things. Each round at the beginning of their turn, a creature affected by astringent venom must succeed at a flat",
				{
					"type": "affliction",
					"name": "DC 5 check or drop one random item they're holding.",
					"DC": 32,
					"savingThrow": "Fortitude",
					"onset": "1 round",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 6d6} poison damage",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 8d6} poison damage",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@damage 10d6} poison damage and {@condition confused}",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Blisterwort",
			"source": "TV",
			"page": 67,
			"type": "Item",
			"level": 11,
			"traits": [
				"alchemical",
				"consumable",
				"injury",
				"poison"
			],
			"price": {
				"amount": 280,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"This clear, viscous liquid causes lesions and blisters that spread quickly. The victim's pain response increases and flesh breaks easily under physical stress.",
				{
					"type": "affliction",
					"DC": 30,
					"savingThrow": "Fortitude",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 4d6} poison damage and weakness 2 to physical and force damage"
						},
						{
							"stage": 2,
							"entry": "{@damage 5d6} poison damage and weakness 4 to physical and force damage"
						},
						{
							"stage": 3,
							"entry": "{@damage 7d6} poison damage and weakness 6 to physical and force damage"
						}
					]
				}
			]
		},
		{
			"name": "Blue Dragonfly Poison",
			"source": "TV",
			"page": 67,
			"type": "Item",
			"level": 3,
			"traits": [
				"uncommon",
				"alchemical",
				"consumable",
				"ingested",
				"poison"
			],
			"price": {
				"amount": 7,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Boggards brew a potent toxin made from blue dragonflies. Swampseers consume this mixture to awaken their divine powers, but the poison causes debilitating hallucinations in most other creatures.",
				{
					"type": "affliction",
					"DC": 17,
					"savingThrow": "Fortitude",
					"onset": "10 minutes",
					"maxDuration": "30 minutes",
					"stages": [
						{
							"stage": 1,
							"entry": "{@condition dazzled}",
							"duration": "10 minutes"
						},
						{
							"stage": 2,
							"entry": "{@condition dazzled} and {@condition frightened||frightened 1}",
							"duration": "10 minutes"
						},
						{
							"stage": 3,
							"entry": "{@condition frightened||frightened 1} and {@condition confused||confused 1}",
							"duration": "1 minute"
						}
					]
				}
			]
		},
		{
			"name": "Breathtaking Vapor",
			"source": "TV",
			"page": 67,
			"type": "Item",
			"level": 17,
			"traits": [
				"uncommon",
				"alchemical",
				"consumable",
				"inhaled",
				"poison"
			],
			"price": {
				"amount": 3000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"This colorless mist has a mild, waxy scent that precedes acute shortness of breath. Creatures that don't need to breathe can still take the poison's damage but are immune to its other effects.",
				{
					"type": "affliction",
					"DC": 38,
					"savingThrow": "Fortitude",
					"onset": "1 round",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 6d6} poison damage, {@condition drained||drained 1}, and can't breathe"
						},
						{
							"stage": 2,
							"entry": "{@damage 8d6} poison damage, {@condition drained||drained 2}, and reduce remaining air by 1 additional round"
						},
						{
							"stage": 3,
							"entry": "{@damage 10d6} poison damage, {@condition drained||drained 3}, and reduce remaining air by 2 additional rounds"
						}
					]
				}
			]
		},
		{
			"name": "Brightshade",
			"source": "TV",
			"page": 67,
			"type": "Item",
			"level": 4,
			"traits": [
				"alchemical",
				"consumable",
				"injury",
				"poison",
				"positive"
			],
			"price": {
				"amount": 18,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Brewed from a plant native to the First World, brightshade destroys tissue, living or dead. Victims of this poison take poison damage if they're alive and positive damage if they're undead.",
				{
					"type": "affliction",
					"DC": 21,
					"savingThrow": "Fortitude",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 1d6} poison or positive damage",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 2d6} poison or positive damage",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Careless Delight",
			"source": "TV",
			"page": 67,
			"type": "Item",
			"level": 9,
			"traits": [
				"alchemical",
				"consumable",
				"ingested",
				"mental",
				"poison"
			],
			"price": {
				"amount": 130,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Sometimes called liquid persuasion, this sweet-tasting tincture induces euphoria that lowers inhibitions and increases trust. The status penalty from being {@condition stupefied} due to this poison doubles when applied to {@skill Deception} checks to detect a {@action Lie}, Perception checks to {@action Sense Motive}, and Perception DCs.",
				{
					"type": "affliction",
					"DC": 28,
					"savingThrow": "Fortitude",
					"onset": "1 minute",
					"maxDuration": "10 minutes",
					"stages": [
						{
							"stage": 1,
							"entry": "{@condition stupefied||stupefied 1}",
							"duration": "1 minute"
						},
						{
							"stage": 2,
							"entry": "{@condition stupefied||stupefied 2}",
							"duration": "1 minute"
						},
						{
							"stage": 3,
							"entry": "{@condition stupefied||stupefied 3}, and the victim's attitude toward others improves by one step",
							"duration": "1 minute"
						}
					]
				}
			]
		},
		{
			"name": "Choleric Contagion",
			"source": "TV",
			"page": 67,
			"type": "Item",
			"level": 18,
			"traits": [
				"alchemical",
				"consumable",
				"injury",
				"poison"
			],
			"price": {
				"amount": 4200,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"This vile poison is contagious, causing the victim's skin to secrete the toxin, allowing it to spread to others. While under the effects of choleric contagion, the first time during per round the victim succeeds at an attack roll with an unarmed attack against another creature, the target of the attack is exposed to the poison.",
				{
					"type": "affliction",
					"DC": 40,
					"savingThrow": "Fortitude",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 6d10} poison damage",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 8d10} poison damage",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@damage 10d10} poison damage",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Clown Monarch",
			"source": "TV",
			"page": 68,
			"type": "Item",
			"level": 5,
			"traits": [
				"alchemical",
				"consumable",
				"injury",
				"poison"
			],
			"price": {
				"amount": 21,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"A victim of clown monarch is amusing to behold as they repeatedly suffer slapstick pratfalls. This poison disrupts the victim's sense of balance.",
				{
					"type": "affliction",
					"DC": 22,
					"savingThrow": "Fortitude",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "falls {@condition prone} and must succeed at a DC {@flatDC 5} flat check when attempting a {@action Stand} action or the action fails and is lost",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "as stage 1 but the DC is 10",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "as stage 1 but the DC is 15",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Clubhead Poison",
			"source": "TV",
			"page": 68,
			"type": "Item",
			"level": 12,
			"traits": [
				"alchemical",
				"consumable",
				"injury",
				"poison"
			],
			"price": {
				"amount": 340,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"This poison is named for the strain of fungi from which it's distilled. Hallucinations assail the victim's mind, causing them to see imaginary foes.",
				{
					"type": "affliction",
					"DC": 32,
					"savingThrow": "Fortitude",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 3d8} poison damage, {@condition flat-footed}, and can't take reactions",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 4d8} poison damage, {@condition flat-footed}, can't take reactions, {@condition stunned||stunned 1}",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@damage 5d8} poison damage, {@condition flat-footed}, can't take reactions, and {@condition stunned||stunned 1}",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Curare",
			"source": "TV",
			"page": 68,
			"type": "Item",
			"level": 8,
			"traits": [
				"alchemical",
				"consumable",
				"incapacitation",
				"injury",
				"poison"
			],
			"price": {
				"amount": 100,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Hunters all over Golarion favor curare, a potent paralytic derived from boiled tree bark.",
				{
					"type": "affliction",
					"DC": 25,
					"savingThrow": "Fortitude",
					"maxDuration": "6 rounds (but see stage 3)",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 2d6} poison damage, {@condition clumsy||clumsy 1}, and {@condition enfeebled||enfeebled 1}",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 3d6} poison damage, {@condition clumsy||clumsy 2}, {@condition enfeebled||enfeebled 2}, and {@condition slowed||slowed 1}",
							"duration": "1 minute"
						},
						{
							"stage": 3,
							"entry": "{@damage 4d6} poison damage, {@condition clumsy||clumsy 2}, {@condition enfeebled||enfeebled 2}, and {@condition slowed||slowed 1}. If the victim fails the saving throw while at Stage 3, the poison ends and the victim is {@condition paralyzed} for {@dice 2d6} minutes.",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Dancing Lamentation",
			"source": "TV",
			"page": 68,
			"type": "Item",
			"level": 11,
			"traits": [
				"alchemical",
				"consumable",
				"injury",
				"poison"
			],
			"price": {
				"amount": 240,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"This toxin erratically stimulates the limbs, forcing unexpected shifts in momentum. The result resembles a gangly, lurching dance. At the start of each turn, the victim takes one or more Steps in a random direction if able. This movement is forced and doesn't count against the victim's actions for the round.",
				{
					"type": "affliction",
					"DC": 30,
					"savingThrow": "Fortitude",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 4d6} poison damage and 1 {@action Step} of forced movement",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 6d6} poison damage, {@condition clumsy||clumsy 1}, and 1 {@action Step} of forced movement",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@damage 8d6} poison damage, {@condition clumsy||clumsy 2}, 2 Steps of forced movement",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Death Knell Powder",
			"source": "TV",
			"page": 68,
			"type": "Item",
			"level": 14,
			"traits": [
				"uncommon",
				"alchemical",
				"consumable",
				"divine",
				"injury",
				"necromancy",
				"poison"
			],
			"price": {
				"amount": 625,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"This poison is made from toxic spores reduced to a gray powder and suffused with necromantic energy. If a creature is reduced to 0 Hit Points while under the effect of death knell powder, it must succeed at a DC 34 Will save or die (this is a {@trait death} effect). If a creature dies from death knell powder, a random creature adjacent to the victim is bolstered by its departing life force and gains 20 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.",
				{
					"type": "affliction",
					"DC": 34,
					"savingThrow": "Fortitude",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 7d6} poison damage",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 9d6} poison damage",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@damage 12d6} poison damage",
							"duration": "1 round"
						}
					]
				}
			],
			"craftReq": [
				"Supply one casting of death knell."
			]
		},
		{
			"name": "Eldritch Flare",
			"source": "TV",
			"page": 68,
			"type": "Item",
			"level": 15,
			"traits": [
				"alchemical",
				"consumable",
				"injury",
				"poison"
			],
			"price": {
				"amount": 1100,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"This poison draws power from the magic of its victim. If a creature under the effects of eldritch flare Casts a Spell, excess magical energy feeds back into the toxin, increasing the DC of the poison by 2 that round. In addition, if the spell deals damage, the poison deals half its damage as one of the types of damage the spell deals (the other half remains poison damage). If the target is immune or has resistance to the spell's damage, the poison deals half its damage as mental damage instead. If the victim casts no spells during a round while affected, the poison still deals its poison damage.",
				{
					"type": "affliction",
					"DC": 35,
					"savingThrow": "Fortitude",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@dice 8d6} damage",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@dice 10d6} damage",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@dice 12d6} damage",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "False Hope",
			"source": "TV",
			"page": 68,
			"type": "Item",
			"level": 17,
			"traits": [
				"alchemical",
				"consumable",
				"injury",
				"poison",
				"virulent"
			],
			"price": {
				"amount": 2600,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"This poison is an insidious distillation of the venom of the boomslang snake. It acts slowly and cyclically, giving its victim a false sense that the poison has failed to take hold or its effects have ended. The GM makes the target's saving throws in secret during any stage that has no effect.",
				{
					"type": "affliction",
					"DC": 37,
					"savingThrow": "Fortitude",
					"maxDuration": "10 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "no effect",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 10d8} poison damage",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "no effect"
						},
						{
							"stage": 4,
							"entry": "{@damage 12d8} poison damage",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Gorgon's Breath",
			"source": "TV",
			"page": 69,
			"otherSources": {
				"Originally": [
					"AoA5|78"
				]
			},
			"type": "Item",
			"level": 13,
			"traits": [
				"uncommon",
				"alchemical",
				"consumable",
				"inhaled",
				"poison"
			],
			"price": {
				"amount": 475,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Gorgon's breath is a fine powder that can easily enter living creatures' bloodstreams through their lungs before binding to mucous membranes and causing any nearby soft tissues to harden.",
				{
					"type": "affliction",
					"DC": 32,
					"savingThrow": "Fortitude",
					"onset": "1 round",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@condition slowed||slowed 1}",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 4d6} bludgeoning damage and {@condition slowed||slowed 1}",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@condition petrified}",
							"duration": "1 round"
						},
						{
							"stage": 4,
							"entry": "{@condition petrified} permanently"
						}
					]
				}
			]
		},
		{
			"name": "Hunger Oil",
			"source": "TV",
			"page": 69,
			"type": "Item",
			"level": 11,
			"traits": [
				"uncommon",
				"alchemical",
				"consumable",
				"contact",
				"divine",
				"necromancy",
				"poison"
			],
			"price": {
				"amount": 235,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 3,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Rendered from the fat of corporeal undead creatures and infused with ghoulish magic, this yellowish oil causes its victims to experience stabbing hunger pangs that only living flesh can abate. If the victim eats at least a mouthful of humanoid flesh, it ignores the {@condition enfeebled} condition from hunger oil for 1 minute.",
				"Victims under the effect of hunger oil regain only half as many Hit Points from healing effects unless they've eaten at least a mouthful of humanoid flesh in the last minute.",
				{
					"type": "affliction",
					"DC": 30,
					"savingThrow": "Fortitude",
					"onset": "1 minute",
					"maxDuration": "6 minutes",
					"stages": [
						{
							"stage": 1,
							"entry": "{@condition enfeebled||enfeebled 2}",
							"duration": "1 minute"
						},
						{
							"stage": 2,
							"entry": "{@condition enfeebled||enfeebled 3}",
							"duration": "1 minute"
						},
						{
							"stage": 3,
							"entry": "{@condition enfeebled||enfeebled 4}",
							"duration": "1d4 minutes"
						}
					]
				}
			],
			"craftReq": [
				"Supply one casting of ghoulish cravings."
			]
		},
		{
			"name": "Liar's Demise",
			"source": "TV",
			"page": 69,
			"type": "Item",
			"level": 14,
			"traits": [
				"uncommon",
				"alchemical",
				"consumable",
				"contact",
				"divine",
				"enchantment",
				"poison"
			],
			"price": {
				"amount": 650,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 3,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"This thick green cream quickly seeps into victim's skin. In addition to causing painful swelling in the brain, liar's demise compels the victim to speak only the truth. While under the effect of liar's demise, the victim takes the listed poison damage and mental damage for any time they voluntarily and knowingly tell a lie, due to the poison's increased blood pressure to their brain. They take this damage once per round at most, even if they lie several times in rapid succession. The victim is aware of this effect and can choose to not answer or give only evasive, technically truthful, answers\u2014this is a {@trait mental} effect.",
				{
					"type": "affliction",
					"DC": 34,
					"savingThrow": "Fortitude",
					"onset": "1 minute",
					"maxDuration": "6 minutes",
					"stages": [
						{
							"stage": 1,
							"entry": "{@condition stupefied||stupefied 1}, {@damage 3d6} poison damage and {@damage 3d6} mental damage for lying",
							"duration": "1 minute"
						},
						{
							"stage": 2,
							"entry": "{@condition stupefied||stupefied 2}, {@damage 4d6} poison damage and {@damage 4d6} mental damage for lying",
							"duration": "1 minute"
						},
						{
							"stage": 3,
							"entry": "{@condition stupefied||stupefied 3}, {@damage 5d6} poison damage and {@damage 5d6} mental damage for lying, and the damage becomes a {@trait death} effect. If it reduces the victim to 0 Hit Points, the victim's head explodes, causing death",
							"duration": "1 minute"
						}
					]
				}
			],
			"craftReq": [
				"Supply one casting of zone of truth."
			]
		},
		{
			"name": "Looter's Lethargy",
			"source": "TV",
			"page": 69,
			"type": "Item",
			"level": 2,
			"traits": [
				"uncommon",
				"alchemical",
				"consumable",
				"contact",
				"poison"
			],
			"price": {
				"amount": 6,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 3,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"The poison known as looter's lethargy ensures no thieves are strong enough to walk off with pilfered treasures.",
				"Commonly smeared on locks, chests, and even valuable items themselves, the poison slowly saps the strength of those who touch it. Nearby guardians can then simply follow the resulting trail of discarded valuables to find the weakened trespasser.",
				{
					"type": "affliction",
					"DC": 19,
					"savingThrow": "Fortitude",
					"onset": "1 minute",
					"maxDuration": "1 hour",
					"stages": [
						{
							"stage": 1,
							"entry": "reduce Bulk limit by 3",
							"duration": "1 minute"
						},
						{
							"stage": 2,
							"entry": "{@condition flat-footed}, reduce Bulk limit by 4",
							"duration": "10 minutes"
						},
						{
							"stage": 3,
							"entry": "{@condition flat-footed}, reduce Bulk limit by 5",
							"duration": "10 minutes"
						}
					]
				}
			]
		},
		{
			"name": "Mustard Powder",
			"source": "TV",
			"page": 70,
			"type": "Item",
			"level": 5,
			"traits": [
				"alchemical",
				"consumable",
				"inhaled",
				"poison"
			],
			"price": {
				"amount": 25,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Concocted from the formulas provided by otherworldly refugees to Irrisen, mustard powder is rumored to be devastating to entire armies with proper dispersal. Recipes have quickly spread across Golarion. Mustard powder's {@condition sickened} condition ends when the poison's other effects do.",
				{
					"type": "affliction",
					"DC": 22,
					"savingThrow": "Fortitude",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 1d6} poison damage and {@condition dazzled}",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 2d4} poison damage, {@condition dazzled}, {@condition sickened||sickened 1}, and unable to smell",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@damage 2d6} poison damage, {@condition dazzled}, {@condition sickened||sickened 2}, and unable to smell",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Nightmare Salt",
			"source": "TV",
			"page": 70,
			"otherSources": {
				"Originally": [
					"AoA5|79"
				]
			},
			"type": "Item",
			"level": 20,
			"traits": [
				"rare",
				"alchemical",
				"consumable",
				"ingested",
				"poison"
			],
			"price": {
				"amount": 14000,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"This potent poison consists of crystals whose flavor and appearance mimics edible salt but whose effects are deadly; victims experience periods of waking nightmares that overload the senses and eventually result in death through a combination of shock and exhaustion.",
				{
					"type": "affliction",
					"DC": 43,
					"savingThrow": "Fortitude",
					"onset": "1 hour",
					"maxDuration": "5 days",
					"stages": [
						{
							"stage": 1,
							"entry": "{@condition frightened||frightened 2} once every {@dice 1d4} hours, plus {@condition fatigued}",
							"duration": "1 day"
						},
						{
							"stage": 2,
							"entry": "{@condition confused} for 1 minute once every {@dice 1d4} hours, plus {@condition frightened||frightened 3} and {@condition fatigued}",
							"duration": "1 day"
						},
						{
							"stage": 3,
							"entry": "{@condition frightened||frightened 3}, plus {@condition confused} for {@dice 1d4} minutes, once every hour, plus {@condition fatigued}",
							"duration": "1 day"
						},
						{
							"stage": 4,
							"entry": "death"
						}
					]
				}
			]
		},
		{
			"name": "Pale Fade",
			"source": "TV",
			"page": 70,
			"type": "Item",
			"level": 19,
			"traits": [
				"alchemical",
				"consumable",
				"injury",
				"poison"
			],
			"price": {
				"amount": 6000,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Pale fade is a white ointment with a sharp, earthy scent. The poison rapidly desiccates flesh, which then crumbles and forms a cloud of pallid dust. If the victim is {@condition concealed} by this poison, then the cloud of dust also conceals other creatures from the victim.",
				{
					"type": "affliction",
					"DC": 42,
					"savingThrow": "Fortitude",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 10d6} poison damage and {@condition drained||drained 1}",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 12d6} poison damage, {@condition drained||drained 1}, and {@condition concealed}",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@damage 15d6} poison damage, {@condition drained||drained 1}, and {@condition concealed}",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Pummel-Growth Toxin",
			"source": "TV",
			"page": 70,
			"type": "Item",
			"level": 13,
			"traits": [
				"alchemical",
				"consumable",
				"injury",
				"morph",
				"poison"
			],
			"price": {
				"amount": 550,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"This substance is the result of a failed alchemical experiment to regrow a severed arm. An extra outsized, uncontrolled limb of the sort used for manipulation grows from the victim's body. The limb initially flails about, throwing the creature off-balance. Once it \"matures,\" the limb pummels the victim instead. The limb can't deal its bludgeoning damage if the victim is unable to take actions. Upon recovery from the poison, the extra limb withers and falls off.",
				{
					"type": "affliction",
					"DC": 32,
					"savingThrow": "Fortitude",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 4d6} poison damage, {@condition clumsy||clumsy 1}, and must succeed at a DC {@flatDC 5} flat check to perform an action with the {@trait manipulate} trait or the action fails and is lost",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 4d6} poison damage, {@condition clumsy||clumsy 1}, {@condition slowed||slowed 1}, {@damage 2d6} bludgeoning damage",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@damage 4d6} poison damage, {@condition clumsy||clumsy 2}, {@condition slowed||slowed 2}, {@damage 4d6} bludgeoning damage",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Scarlet Mist",
			"source": "TV",
			"page": 70,
			"type": "Item",
			"level": 8,
			"traits": [
				"alchemical",
				"consumable",
				"injury",
				"poison"
			],
			"price": {
				"amount": 80,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Derived from a mixture of krooth venom and an agitating agent, scarlet mist causes bleeding that turns into a foaming mist. When a creature under the effects of scarlet mist takes {@condition persistent damage||persistent bleed damage} from the toxin, creatures within 5 feet take the {@trait splash} damage. The {@condition persistent damage} can't be staunched until the poison's effects end. A creature that can't bleed doesn't take the bleed damage or cause the {@trait splash} damage but can still take the poison damage.",
				{
					"type": "affliction",
					"DC": 25,
					"savingThrow": "Fortitude",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 3d6} poison damage, {@damage 1d4} {@condition persistent damage||persistent bleed damage}, and 1 poison {@trait splash} damage",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 3d6} poison damage, {@damage 2d4} {@condition persistent damage||persistent bleed damage}, and 2 poison {@trait splash} damage",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@damage 3d6} poison damage, {@damage 3d4} {@condition persistent damage||persistent bleed damage}, and 3 poison {@trait splash} damage",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Sight-Theft Grit",
			"source": "TV",
			"page": 70,
			"type": "Item",
			"level": 9,
			"traits": [
				"uncommon",
				"alchemical",
				"consumable",
				"divine",
				"ingested",
				"necromancy",
				"poison"
			],
			"price": {
				"amount": 115,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"This blackish grit seems to absorb light and resembles particularly dark flakes of black pepper. Infused with the {@spell blindness} spell, sight-theft grit causes the victim's sight to dim and then depart altogether. The {@condition blinded} condition from this poison lasts for an additional 24 hours once the poison has run its course.",
				{
					"type": "affliction",
					"DC": 28,
					"savingThrow": "Fortitude",
					"onset": "10 minutes",
					"maxDuration": "14 hours",
					"stages": [
						{
							"stage": 1,
							"entry": "{@condition dazzled} and a \u20132 status penalty to visual {@skill Perception} checks",
							"duration": "1 hour"
						},
						{
							"stage": 2,
							"entry": "{@condition dazzled} and a \u20134 status penalty to visual {@skill Perception} checks",
							"duration": "1 hour"
						},
						{
							"stage": 3,
							"entry": "{@condition blinded}",
							"duration": "2d6 hours"
						}
					]
				}
			],
			"craftReq": [
				"Supply one casting of blindness."
			]
		},
		{
			"name": "Smother Shroud",
			"source": "TV",
			"page": 70,
			"type": "Item",
			"level": 7,
			"traits": [
				"alchemical",
				"consumable",
				"injury",
				"poison"
			],
			"price": {
				"amount": 60,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Smother shroud robs a victim of distinguishing features, making it difficult for anyone to identify the corpse.",
				"Swelling and distention of facial features makes the victim unrecognizable. Increase the DC of any checks made to identify a creature under the effects of smother shroud by twice the stage of the poison. If the victim dies while under the effects of this poison, its corpse retains an inability to take actions with the {@trait auditory} trait, and if it tries to speak and fails, it counts against responses to the {@spell talking corpse} spell.",
				{
					"type": "affliction",
					"DC": 22,
					"savingThrow": "Fortitude",
					"maxDuration": "10 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 2d4} poison damage and {@condition dazzled}",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 3d4} poison damage, {@condition dazzled}, a \u20134 status penalty to {@skill Perception} checks to hear and smell, and must succeed at a DC {@flatDC 10} flat check to take actions with the {@trait auditory} trait or the action is lost",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@damage 4d4} poison damage, {@condition blinded}, {@condition deafened}, unable to smell, unable to take actions with the {@trait auditory} trait, and unable to breathe"
						}
					]
				}
			]
		},
		{
			"name": "Spear Frog Poison",
			"source": "TV",
			"page": 71,
			"type": "Item",
			"level": 1,
			"traits": [
				"alchemical",
				"consumable",
				"injury",
				"poison"
			],
			"price": {
				"amount": 3,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Harvested from the skin of the poisonous spear frog, this toxin causes a burning rash and weakness in the limbs. Each frog yields enough toxin to {@action Craft} one dose of spear frog poison.",
				{
					"type": "affliction",
					"DC": 15,
					"savingThrow": "Fortitude",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 1d4} poison damage",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 1d6} poison damage and {@condition enfeebled||enfeebled 1}",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Stupor Poison",
			"source": "TV",
			"page": 71,
			"type": "Item",
			"level": 7,
			"traits": [
				"uncommon",
				"alchemical",
				"consumable",
				"incapacitation",
				"injury",
				"poison",
				"sleep"
			],
			"price": {
				"amount": 16,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Stupor poison is a more potent distillation of lethargy poison.",
				"Further exposure to stupor poison doesn't require the target to attempt additional saving throws; only failing a saving throw against an ongoing exposure can progress its stage.",
				{
					"type": "affliction",
					"DC": 20,
					"savingThrow": "Fortitude",
					"maxDuration": "6 hours",
					"stages": [
						{
							"stage": 1,
							"entry": "{@condition slowed||slowed 1} and {@condition flat-footed}",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@condition slowed||slowed 2} and {@condition flat-footed}",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@condition unconscious} with no {@skill Perception} check to wake up",
							"duration": "1 round"
						},
						{
							"stage": 4,
							"entry": "{@condition unconscious} with no {@skill Perception} check to wake up",
							"duration": "1d6 hours"
						}
					]
				}
			]
		},
		{
			"name": "Taster's Folly",
			"source": "TV",
			"page": 71,
			"type": "Item",
			"level": 4,
			"traits": [
				"alchemical",
				"consumable",
				"ingested",
				"poison"
			],
			"price": {
				"amount": 20,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Devised to bypass detection, a dose of taster's folly consists of two compounds that aren't mixed but placed in the contents of one meal. Each compound is harmless on its own. The DC to {@action Recall Knowledge} about this poison from one of its components is 23 and attempts to use magic to detect the unmixed components require a successful DC 23 counteract check. The onset period begins only if a victim consumes both compounds during the same hour. If the two compounds mix prior to consumption, they become toxic and are detectable as such. The {@condition sickened} condition can't be ended until the poison's effects end.",
				{
					"type": "affliction",
					"DC": 21,
					"savingThrow": "Fortitude",
					"onset": "10 minutes",
					"maxDuration": "6 minutes",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 2d4} poison damage",
							"duration": "1 minute"
						},
						{
							"stage": 2,
							"entry": "{@damage 3d4} poison damage and {@condition sickened||sickened 1}",
							"duration": "1 minute"
						},
						{
							"stage": 3,
							"entry": "{@damage 4d4} poison damage and {@condition sickened||sickened 1}",
							"duration": "1 minute"
						}
					]
				}
			]
		},
		{
			"name": "Unending Itch",
			"source": "TV",
			"page": 71,
			"type": "Item",
			"level": 14,
			"traits": [
				"alchemical",
				"consumable",
				"injury",
				"poison",
				"virulent"
			],
			"price": {
				"amount": 700,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Invented to cause a lengthy and unpleasant demise, this poison manifests as an itch that can't be soothed. The victim experiences the poison damage as irritation rather than pain or sickness and must succeed at a DC 34 {@skill Perception} check to realize they're poisoned. The poison can also be identified with a DC 34 {@skill Medicine} check. Once the victim has lost half or more of its Hit Points, the DC drops to 30 for either check. As long as the victim doesn't realize it's poisoned, the GM makes its saving throws in secret.",
				{
					"type": "affliction",
					"DC": 34,
					"savingThrow": "Fortitude",
					"maxDuration": "5 minutes; Stages 1\u20135 {@damage 1d6} poison damage (1 round)",
					"stages": []
				}
			]
		},
		{
			"name": "Violet Venom",
			"source": "TV",
			"page": 71,
			"type": "Item",
			"level": 3,
			"traits": [
				"uncommon",
				"alchemical",
				"consumable",
				"contact",
				"poison"
			],
			"price": {
				"amount": 12,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"The delicate process of extracting violet venom from a violet fungus leaves it diluted at the best of times. Alchemists are still on the hunt for a truly pure, unadulterated version of this highly toxic poison.",
				{
					"type": "affliction",
					"DC": 17,
					"savingThrow": "Fortitude",
					"onset": "1 minute",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 1d6} poison plus {@condition enfeebled||enfeebled 1}",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 1d6} poison plus {@condition drained||drained 1}",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@damage 2d6} poison plus {@condition enfeebled||enfeebled 1}",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Warpwobble Poison",
			"source": "TV",
			"page": 71,
			"type": "Item",
			"level": 8,
			"traits": [
				"alchemical",
				"consumable",
				"injury",
				"mental",
				"poison"
			],
			"price": {
				"amount": 90,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"components": [
					"{@action Interact}"
				]
			},
			"category": "Poison",
			"entries": [
				"Warpwobble poison causes hallucinations of space bending and stretching, leading to vertigo and an inability to discern a stable place to move.",
				{
					"type": "affliction",
					"DC": 26,
					"savingThrow": "Will",
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "treat all squares as difficult terrain",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "treat all squares as greater difficult terrain",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "treat all squares as uneven ground (DC 26) treating a critical success to {@action Balance} as a success, and a success as a success but moving on greater difficult terrain",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Helmsman's Recourse",
			"source": "TV",
			"page": 22,
			"type": "Item",
			"level": "5+",
			"traits": [
				"magical",
				"transmutation"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"This standard-grade darkwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus to {@skill Lore||Sailing Lore} and to {@skill Athletics} checks to {@action Swim}.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"requirements": "You're in a body of water",
					"entries": [
						"For 10 minutes, you don't sink if you haven't succeeded at a {@action Swim} action on a turn, and if you're submerged, you automatically ascend 10 feet at the end of your turn."
					]
				}
			],
			"variants": [
				{
					"level": 5,
					"price": {
						"amount": 150,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "helmsman's recourse"
				},
				{
					"variantType": "greater",
					"level": 7,
					"price": {
						"amount": 625,
						"coin": "gp"
					},
					"shieldData": {
						"hardness": 8,
						"hp": 60,
						"bt": 30
					},
					"entries": [
						"The shield has Hardness 8, HP 60, and BT 30, and when you Activate the shield, it casts {@spell water walk} on you."
					]
				},
				{
					"level": 11,
					"price": {
						"amount": 2650,
						"coin": "gp"
					},
					"shieldData": {
						"hardness": 11,
						"hp": 80,
						"bt": 40
					},
					"entries": [
						"The shield has Hardness 11, HP 80, and BT 40; the item bonus is +2; and when you Activate the shield, you can breathe underwater for 10 minutes."
					],
					"variantType": "major helmsman's recourse"
				}
			],
			"generic": "G"
		},
		{
			"name": "Sanguine Klar",
			"source": "TV",
			"page": 22,
			"type": "Item",
			"level": "9+",
			"traits": [
				"magical",
				"necromancy"
			],
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"This {@runeItem klar|TV|+1 weapon potency||striking||wounding|} (Hardness 8, HP 64, BT 32) is built with spikes made of beasts' fangs.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "round"
					},
					"trigger": "You or a creature within 5 feet of you suffers bleed damage",
					"entries": [
						"The sanguine klar regains a number of Hit Points equal to the bleed damage, up to an amount equal to its Hardness."
					]
				}
			],
			"variants": [
				{
					"level": 9,
					"price": {
						"amount": 650,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "sanguine klar"
				},
				{
					"variantType": "greater sanguine klar",
					"level": 14,
					"price": {
						"amount": 3700,
						"coin": "gp"
					},
					"entries": [
						"A greater sanguine klar (Hardness 13, HP 100, and BT 50) is a +2 greater striking wounding klar, and its activation can be triggered by bleed damage at a range of 30 feet."
					]
				}
			],
			"generic": "G"
		},
		{
			"name": "Sapling Shield",
			"source": "TV",
			"page": 22,
			"type": "Item",
			"level": "3+",
			"traits": [
				"magical",
				"transmutation"
			],
			"usage": "held in 1 hand",
			"bulk": 2,
			"category": "Held",
			"entries": [
				"This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"envision"
					],
					"entries": [
						"The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to {@action Take Cover}. It keeps the same Hit Points and {@condition Broken} Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler."
					]
				}
			],
			"variants": [
				{
					"level": 3,
					"price": {
						"amount": 57,
						"coin": "gp"
					},
					"entries": [
						"The buckler has Hardness 3, HP 24, and BT 12."
					],
					"variantType": "minor"
				},
				{
					"level": 6,
					"price": {
						"amount": 240,
						"coin": "gp"
					},
					"entries": [
						"The buckler has Hardness 6, HP 48, and BT 24."
					],
					"variantType": "lesser"
				},
				{
					"level": 9,
					"price": {
						"amount": 680,
						"coin": "gp"
					},
					"entries": [
						"The buckler has Hardness 8, HP 64, and BT 32."
					],
					"variantType": "moderate"
				},
				{
					"variantType": "greater",
					"name": "greater",
					"level": 12,
					"price": {
						"amount": 1820,
						"coin": "gp"
					},
					"entries": [
						"The buckler has Hardness 11, HP 88, and BT 44."
					]
				},
				{
					"level": 15,
					"price": {
						"amount": 5860,
						"coin": "gp"
					},
					"entries": [
						"The buckler has Hardness 13, HP 104, and BT 52."
					],
					"variantType": "major"
				},
				{
					"level": 18,
					"price": {
						"amount": 20220,
						"coin": "gp"
					},
					"entries": [
						"The buckler has Hardness 15, HP 120, and BT 60."
					],
					"variantType": "true"
				}
			],
			"generic": "G"
		},
		{
			"name": "Starfall Shield",
			"source": "TV",
			"page": 22,
			"type": "Item",
			"level": 19,
			"traits": [
				"uncommon",
				"evocation",
				"magical"
			],
			"price": {
				"amount": 23000,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"This high-grade adamantine heavy rondache (Hardness 17, HP 100, BT 50) bears a +3 greater striking shield boss and has dents that resemble craters on its surface. While wielding the shield, you have fire resistance 15.",
				{
					"type": "ability",
					"activity": {
						"number": 3,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You {@action Stride} up to three times. This movement doesn't trigger reactions and ignores difficult terrain. At the end of your movement, you deal {@damage 6d10} bludgeoning damage in a 10-foot emanation and {@damage 14d6} fire damage in a 40-foot emanation (DC 40 basic Reflex save, with the results applying to both the bludgeoning and fire damage). The space where you end your movement and all adjacent spaces become difficult terrain for 1 minute, and the shield glows red-hot for 10 minutes, during which it gains the effect of the greater flaming property rune."
					]
				}
			]
		},
		{
			"name": "Turnabout Shield",
			"source": "TV",
			"page": 23,
			"type": "Item",
			"level": 9,
			"traits": [
				"abjuration",
				"magical"
			],
			"price": {
				"amount": 600,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"The face of this standard-grade silver salvo shield (Hardness 7, HP 28, BT 14) is polished to a mirror finish.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"interval": 10,
						"unit": "minute"
					},
					"trigger": "A ranged {@action Strike} using ammunition such as arrows, bolts, or bullets (but not siege rounds or larger projectiles) misses you",
					"requirements": "You have the turnabout shield raised",
					"entries": [
						"The ammunition enters the shield and is redirected with the same force with which it was originally fired. Make a ranged {@action Strike} using the ammunition with an attack modifier of +19, targeting a creature within 60 feet."
					]
				}
			]
		},
		{
			"name": "Warding Escutcheon",
			"source": "TV",
			"page": 23,
			"type": "Item",
			"level": "9+",
			"traits": [
				"conjuration",
				"magical"
			],
			"usage": "held in 1 hand",
			"bulk": 4,
			"category": "Held",
			"entries": [
				"An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20).",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all passage. The door has the same Hardness, HP, and {@condition Broken} Threshold as the shield, with {@skill Athletics} and {@skill Thievery} DCs of 25 to open. The door remains in place for 1 hour, until it's opened or {@condition broken}, or until you spend an action to end this effect, at which point the shield returns to your hand (or falls to the ground in your space if your hands are full)."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "minute"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast {@spell cozy cabin|APG}, with the shield becoming the door."
					]
				}
			],
			"variants": [
				{
					"level": 9,
					"price": {
						"amount": 625,
						"coin": "gp"
					},
					"entries": [],
					"variantType": "warding escutcheon"
				},
				{
					"variantType": "greater",
					"level": 20,
					"price": {
						"amount": 55000,
						"coin": "gp"
					},
					"shieldData": {
						"hardness": 20,
						"hp": 80,
						"bt": 40
					},
					"entries": [
						"The DCs are 43, and using the second activation casts resplendent mansion, forming a tall stone keep."
					]
				}
			],
			"generic": "G"
		},
		{
			"name": "Authorized",
			"source": "TV",
			"page": 32,
			"type": "Rune",
			"level": 3,
			"traits": [
				"abjuration",
				"magical"
			],
			"price": {
				"amount": 50,
				"coin": "gp"
			},
			"usage": "etched onto a weapon",
			"category": "Rune",
			"appliesTo": [
				"Weapon"
			],
			"entries": [
				"Sharp needles impale anyone who attempts to wield this weapon other than its rightful owner. Each authorized rune is etched with the blood of a specific creature. If any other creature wields the weapon, needles immediately erupt from the weapon's hilt or shaft, dealing {@damage 1d8} piercing damage plus {@damage 1d4} {@condition persistent damage||persistent bleed damage} to the wielder. If the weapon has a {@item striking} rune, this damage increases to {@damage 1d8} per damage die and {@damage 1d4} {@condition persistent damage} per damage die; this counts only the weapon's base die and dice from the {@item striking} rune.",
				"The {@condition persistent damage||persistent bleed damage} can't end while the creature still holds the weapon. The spikes retract once the creature lets go.",
				"When the rune is crafted, the crafter can choose to broaden the criteria for who can safely wield the item, expanding the users to creatures with a particular alignment, bloodline, or patron deity, as the crafter chooses. This criterion must be shared by the creature who contributed the blood for the rune."
			]
		},
		{
			"name": "Coating",
			"source": "TV",
			"page": 32,
			"type": "Rune",
			"level": 9,
			"traits": [
				"conjuration",
				"extradimensional",
				"magical"
			],
			"price": {
				"amount": 700,
				"coin": "gp"
			},
			"usage": "etched onto a weapon",
			"category": "Rune",
			"appliesTo": [
				"Weapon"
			],
			"entries": [
				"When etched, this rune creates an extradimensional space that links to the weapon that wields it. The space can hold up to 1 Bulk but can contain only poisons and magic oils that could be applied to the weapon. Stowing or retrieving an item in the space requires an {@action Interact} action, except when using the rune's activation.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"requirements": "At least one magic oil or poison is stored inside the rune's extradimensional space",
					"entries": [
						"For 1 minute, you can apply stored oils and poisons to the weapon without needing any hands free. Applying them takes the same number of actions as normal. An oil or poison applied this way pours directly from the extradimensional space onto the weapon, and when it's fully applied, its empty vial is ejected."
					]
				}
			]
		},
		{
			"name": "Earthbinding",
			"source": "TV",
			"page": 33,
			"type": "Rune",
			"level": 5,
			"traits": [
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 125,
				"coin": "gp"
			},
			"usage": "etched onto a weapon",
			"category": "Rune",
			"appliesTo": [
				"Weapon"
			],
			"entries": [
				"A weapon with this rune hums when touched to the ground.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"requirements": "You critically hit a flying creature with the etched weapon",
					"entries": [
						"The rune casts a DC 20 {@spell earthbind} spell on the flying creature."
					]
				}
			]
		},
		{
			"name": "Flurrying",
			"source": "TV",
			"page": 33,
			"type": "Rune",
			"level": 7,
			"traits": [
				"evocation",
				"magical"
			],
			"price": {
				"amount": 360,
				"coin": "gp"
			},
			"usage": "etched onto a melee weapon with the {@trait monk} trait",
			"category": "Rune",
			"appliesTo": [
				"Weapon"
			],
			"entries": [
				"When you make a {@action Flurry of Blows} using the etched weapon and your first {@action Strike} reduces a creature to 0 Hit Points, you can make your second {@action Strike} with an echo of the weapon, increasing the reach to 30 feet.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"traits": [
						"evocation",
						"force"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The weapon casts a {@spell spiritual weapon} spell.",
						"The ghostly weapon looks like the etched weapon. Use your normal attack bonus and damage for the weapon instead of the damage listed in the spell, but use your Wisdom modifier instead of Strength when determining damage. You can choose to make a {@action Flurry of Blows} instead of a {@action Strike} when the spiritual weapon attacks; this still counts as your flourish for the turn.",
						"You can Sustain this activation in the same manner as the spell."
					]
				}
			]
		},
		{
			"name": "Impossible",
			"source": "TV",
			"page": 33,
			"type": "Rune",
			"level": 20,
			"traits": [
				"conjuration",
				"magical"
			],
			"price": {
				"amount": 70000,
				"coin": "gp"
			},
			"usage": "etched onto a weapon",
			"category": "Rune",
			"appliesTo": [
				"Weapon"
			],
			"entries": [
				"This rune makes a weapon capable of impossible offense and defense. The etched weapon is immune to dispel magic and similar effects that could counteract its magic. If it's a ranged weapon or thrown weapon, its range increment is doubled.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"traits": [
						"teleportation"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You and the weapon flash to a perfect attacking position, then return to where you started. Make a {@action Strike} with the etched weapon against one creature you can see, even if the target is beyond the weapon's reach or range. On this {@action Strike}, ignore any circumstance penalty, status penalty, and range increment penalty."
					]
				}
			]
		},
		{
			"name": "Merciful",
			"source": "TV",
			"page": 33,
			"type": "Rune",
			"level": 4,
			"traits": [
				"abjuration",
				"magical",
				"mental"
			],
			"price": {
				"amount": 70,
				"coin": "gp"
			},
			"usage": "etched onto a weapon",
			"category": "Rune",
			"appliesTo": [
				"Weapon"
			],
			"entries": [
				"Merciful weapons are sheathed in an unmistakable wispy green aura recognized by both gladiators and guards around the world. A merciful weapon has the {@trait nonlethal} trait and can't be used to make a lethal attack. Any {@condition persistent damage} the weapon would deal is negated.",
				"On a critical hit, a merciful weapon causes the target to become {@condition fascinated} with the weapon's wielder for 1 minute, as the target is bombarded with feelings of guilt and remorse. This is a {@trait mental} effect. If you have access to the weapon's critical specialization effect, you choose whether to use it or the merciful effect."
			]
		},
		{
			"hasFluff": true,
			"name": "Pacifying",
			"source": "TV",
			"page": 33,
			"type": "Rune",
			"level": 5,
			"traits": [
				"enchantment",
				"magical"
			],
			"price": {
				"amount": 150,
				"coin": "gp"
			},
			"usage": "etched onto a weapon",
			"category": "Rune",
			"appliesTo": [
				"Weapon"
			],
			"entries": [
				"This rune turns weapons into instruments of peacemaking.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"components": [
						"command"
					],
					"traits": [
						"mental"
					],
					"trigger": "You damage a creature with the etched weapon",
					"entries": [
						"The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a \u20132 penalty to attack rolls on any attacks that aren't nonlethal for 1 minute, and the creature also experiences a clear psychic warning that they should stop making attacks that could kill."
					]
				}
			]
		},
		{
			"name": "Swarming",
			"source": "TV",
			"page": 33,
			"type": "Rune",
			"level": 9,
			"traits": [
				"conjuration",
				"magical"
			],
			"price": {
				"amount": 700,
				"coin": "gp"
			},
			"usage": "etched onto a thrown weapon",
			"category": "Rune",
			"appliesTo": [
				"Weapon"
			],
			"entries": [
				"Able to copy itself many times over when thrown until the air is filled with deadly blades, a swarming weapon turns a single weapon into a shower of devastation.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"envision"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You fling your weapon and it multiplies as it flies through the air, filling a 30-foot cone. All creatures within the area take damage equal to double the weapon's number of damage dice, with a DC 27 basic Reflex save."
					]
				}
			]
		},
		{
			"hasFluff": true,
			"name": "Piston Gauntlets",
			"source": "TV",
			"page": 34,
			"type": "Item",
			"level": 13,
			"traits": [
				"uncommon",
				"clockwork",
				"divination",
				"magical"
			],
			"price": {
				"amount": 2800,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"The striking surface of this {@runeItem pantograph gauntlet|G&G|+2 weapon potency||greater striking||flaming|} releases a puff of fire each time it reaches the end of its linkage.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"You supercharge the gauntlet's attack. Make a melee {@action Strike}. This counts as two attacks when calculating your multiple attack penalty. If this {@action Strike} hits, you deal an extra two dice of weapon damage."
					]
				}
			]
		},
		{
			"hasFluff": true,
			"name": "Windlass Bolas",
			"source": "TV",
			"page": 34,
			"type": "Item",
			"level": 6,
			"traits": [
				"clockwork",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 200,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"Clockwork mechanisms tick away inside the weights of these {@runeItem bola|TV|+1 weapon potency||striking||returning||+1 striking returning bolas}, spooling out more cord in midair.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The cord of the bola snakes out as you throw it, allowing the weapon to wrap around a group of enemies. You use the bolas to attempt a ranged {@action Trip} against all creatures in a 5-foot radius burst within the weapon's first range increment. Roll a separate {@skill Athletics} check for each target. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts."
					]
				}
			]
		},
		{
			"hasFluff": true,
			"name": "Grounding Spike",
			"source": "TV",
			"page": 34,
			"type": "Item",
			"level": 8,
			"traits": [
				"uncommon",
				"evocation",
				"magical"
			],
			"price": {
				"amount": 450,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"Metal caps the bottom of this {@runeItem dancer's spear|TV|+1 weapon potency|striking||thundering|} and its point gives off the faint smell of ozone. If you hit a target that has been struck by a polarizing mace within the last round, you deal additional electricity damage to the target equal to the number of grounding spike's damage dice. If you critically hit such a target, the creature is {@condition flat-footed} until the start of your next turn.",
				"Special The grounding spike pairs with the polarizing mace."
			]
		},
		{
			"hasFluff": true,
			"name": "Polarizing Mace",
			"source": "TV",
			"page": 34,
			"type": "Item",
			"level": 8,
			"traits": [
				"uncommon",
				"evocation",
				"magical"
			],
			"price": {
				"amount": 450,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"Even grasping the amber handle of this {@runeItem light mace||+1 weapon potency||striking||shock|} makes your hair stand on end.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"requirements": "The wielder of a grounding spike is within 30 feet",
					"entries": [
						"A great surge of electricity connects your paired weapons. All creatures in a line between you and the wielder of the grounding spike take {@damage 4d12} electricity damage (DC 24 basic Reflex save). Special The polarizing mace pairs with the grounding spike."
					]
				}
			]
		},
		{
			"hasFluff": true,
			"name": "Rime Foil",
			"source": "TV",
			"page": 34,
			"type": "Item",
			"level": 11,
			"traits": [
				"uncommon",
				"evocation",
				"magical"
			],
			"price": {
				"amount": 1400,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"The steely blue blade of this +2 striking frost rapier emerges from a hilt wrapped in thick leather and trimmed in fur to protect the wielder's hand.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"requirements": "You hit a creature using the rime foil as your last action",
					"entries": [
						"You cast 5th-level {@spell phantom prison|SoM} on the target (DC 22 Will to disbelieve). If the target has been damaged by a shattered plan in the last round, the DC is instead 24. Special The rime foil pairs with the shattered plan."
					]
				}
			]
		},
		{
			"hasFluff": true,
			"name": "Shattered Plan",
			"source": "TV",
			"page": 35,
			"type": "Item",
			"level": 11,
			"traits": [
				"uncommon",
				"divination",
				"magical"
			],
			"price": {
				"amount": 1400,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"Though the body of this +2 striking {@item impactful|SoM} {@item boomerang|TV} is riddled with glowing hairline cracks, the weapon feels reassuringly solid in the hand. If you damage a target that has been struck by a rime foil within the last round, you bruise its chilled body, and the target takes a \u20135-foot penalty to all its Speeds, or a \u201310-foot penalty on a critical hit.",
				"Special The shattered plan pairs with the rime foil."
			]
		},
		{
			"hasFluff": true,
			"name": "Blessed Reformer",
			"source": "TV",
			"page": 35,
			"type": "Item",
			"level": 14,
			"traits": [
				"uncommon",
				"divine",
				"evocation",
				"good"
			],
			"price": {
				"amount": 4500,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"The Celestial word for \"repent\" is etched in golden lettering on the shaft of this +2 greater striking {@item merciful|TV} mithral {@item warhammer}. An evil-aligned creature is {@condition enfeebled||enfeebled 2} when carrying or wielding this weapon.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You hold your weapon aloft, calling on righteousness to steel your resolve. You cast {@spell protection} on yourself and you must select evil as the chosen alignment.",
						"Redeemer Wielder If you're a champion of the redeemer cause, you also gain the following two benefits.",
						{
							"type": "list",
							"items": [
								"When you critically hit an evil creature with the blessed reformer, until the end of your next turn, the target takes a \u201310-foot penalty to its Speeds and can't {@action Step}.",
								"You can Activate the weapon in the following way."
							]
						}
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"requirements": "You hit a creature using the blessed reformer as your last action",
					"entries": [
						"You cast {@spell calm emotions} at the same level as your champion focus spells. It must target the creature you hit, and the creature takes a status penalty on its save against the spell equal to the blessed reformer's number of weapon damage dice."
					]
				}
			],
			"craftReq": [
				"You're a champion with the redeemer cause. The initial materials must include 140 gp of mithral."
			]
		},
		{
			"hasFluff": true,
			"name": "Reaper's Crescent",
			"source": "TV",
			"page": 35,
			"type": "Item",
			"level": 9,
			"traits": [
				"uncommon",
				"evocation",
				"light",
				"magical"
			],
			"price": {
				"amount": 575,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"The blade of this alabaster {@runeItem sickle||+1 weapon potency||striking|} grows thick and pitted as the moon waxes, and it thins to a sharp sliver as the moon wanes. Moonlight also causes a second rune on the blade to change shape with the moon's phases: during the new and crescent moon, the weapon has the ghost touch rune; during the quarter moon, the fearsome rune; and during the gibbous and full moon, the wounding rune.",
				"When wielded under moonlight of any strength, the reaper's crescent deals additional cold damage equal to the number of damage dice."
			]
		},
		{
			"hasFluff": true,
			"name": "Stargazer",
			"source": "TV",
			"page": 35,
			"type": "Item",
			"level": 14,
			"traits": [
				"uncommon",
				"divination",
				"invested",
				"magical",
				"scrying"
			],
			"price": {
				"amount": 6500,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"When you invest this clear quartz crystal ball, it orbits your head like an aeon stone. As long as you have the stargazer invested, you can use an {@action Interact} action to direct it to orbit one of your hands where you can telekinetically smash the orb into foes, wielding it as a +2 greater striking returning club.",
				"While you're directing the stargazer, your hand is full, and you can send it back to your head with another {@action Interact} action.",
				"On a critical hit, the stargazer pulses with hypnotic starlight, dazzling the struck creature for 1 round. A stargazer doesn't add critical specialization effects."
			]
		},
		{
			"hasFluff": true,
			"name": "Alghollthu Lash",
			"source": "TV",
			"page": 35,
			"type": "Item",
			"level": 7,
			"traits": [
				"uncommon",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 350,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"This fleshy {@runeItem whip||+1 weapon potency||striking|} is obviously crafted from the tentacle of some fearsome beast, likely an alghollthu, and constantly drips slime.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The next creature you successfully {@action Strike} with this weapon is exposed to alghollthu slime.",
						{
							"type": "affliction",
							"name": "Alghollthu Slime",
							"traits": [
								"curse",
								"occult"
							],
							"DC": 25,
							"savingThrow": "Fortitude",
							"note": "A {@spell remove disease} spell can counteract this curse, but immunity to disease offers no protection against it.",
							"stages": [
								{
									"stage": 1,
									"entry": "no ill effect",
									"duration": "1 round"
								},
								{
									"stage": 2,
									"entry": "the victim's skin softens, making the creature {@condition drained||drained 1}",
									"duration": "1 round"
								},
								{
									"stage": 3,
									"entry": "the victim's skin transforms into a clear, slimy membrane, making it {@condition drained||drained 2} until the curse ends; every hour this membrane remains dry, the creature's {@condition drained} condition increases by 1",
									"duration": "permanent"
								}
							]
						}
					]
				}
			],
			"craftReq": [
				"The initial raw materials must include a tentacle from an alghollthu (Bestiary 14)."
			]
		},
		{
			"name": "Cinnamon Seers",
			"source": "TV",
			"page": 47,
			"type": "Item",
			"level": 4,
			"traits": [
				"alchemical",
				"consumable",
				"lozenge"
			],
			"price": {
				"amount": 14,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "\u2014",
			"category": "Consumable",
			"entries": [
				"Zippy, alchemically treated cinnamon suffuses cinnamon seers, a rock candy with a lively taste that provides a mental boost. A cinnamon seer remains in your mouth for 1 hour, its stimulating flavor granting you a +1 item bonus to checks to Recall Knowledge.",
				{
					"name": "Secondary Effect",
					"activity": {
						"unit": "reaction",
						"number": 1
					},
					"traits": [
						"fortune"
					],
					"trigger": "You gain no information from a {@action Recall Knowledge} check",
					"entries": [
						"Reroll the triggering check. If this was a secret check, the GM rerolls rather than you; the candy doesn't give you any insight into what the GM rolled, so in that case, you're rerolling based only on guesswork. The seer becomes inert. You become temporarily immune to cinnamon seers until the next time you make your daily preparations."
					],
					"type": "ability"
				}
			]
		},
		{
			"name": "Alchemical Gauntlet",
			"source": "TV",
			"page": 62,
			"type": "Item",
			"level": 1,
			"traits": [
				"alchemical"
			],
			"price": {
				"amount": 10,
				"coin": "gp"
			},
			"category": "Adventuring Gear",
			"entries": [
				"An alchemical gauntlet emits small alchemical detonations when it makes contact with a foe. As an {@action Interact} action, you can place a bomb into a metal bracket near the wrist of the gauntlet. The bomb must be one that deals energy damage, such as an {@item acid flask (generic)||acid flask}, {@item alchemist's fire (generic)||alchemist's fire}, {@item bottled lightning (generic)||bottled lightning}, {@item frost vial (generic)||frost vial}, or {@item thunderstone (generic)||thunderstone}. The next three attacks made with the gauntlet deal {@damage 1d4} damage of the bomb's damage type in addition to the gauntlet's normal damage. If the second and third attacks aren't all made within 1 minute of the first attack, the bomb's energy is wasted. These attacks never deal {@trait splash} damage or other special effects of the bomb and aren't modified by any abilities that add to or modify a bomb's effect."
			]
		},
		{
			"name": "Trueshape Bomb",
			"source": "TV",
			"page": 45,
			"type": "Item",
			"level": "12+",
			"traits": [
				"alchemical",
				"bomb",
				"consumable",
				"poison",
				"splash"
			],
			"usage": "held in 1 hand",
			"bulk": "L",
			"activate": {
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"components": [
					"{@action Strike}"
				]
			},
			"category": "Bomb",
			"entries": [
				"Concentrated wolfsbane and other anti-shapechanger reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, {@condition persistent damage||persistent poison damage}, and poison {@trait splash} damage, according to their type. If the primary target is under the effects of a {@trait morph} or {@trait polymorph} effect, it must succeed at a Fortitude saving throw at the bomb's listed DC, or else the effects end and the creature returns to its normal form. Targets taking {@condition persistent damage||persistent poison damage} from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a {@trait morph} or {@trait polymorph} effect.",
				"The {@condition persistent damage} can last up to 1 minute."
			],
			"generic": "G",
			"variants": [
				{
					"level": 12,
					"price": {
						"amount": 375,
						"coin": "gp"
					},
					"entries": [
						"You gain a +2 item bonus to attack rolls, and the bomb deals {@damage 3d6} poison damage, {@damage 3d4} {@condition persistent damage||persistent poison damage}, and 3 poison {@trait splash} damage. The Fortitude DC is 30."
					],
					"variantType": "trueshape bomb"
				},
				{
					"level": 18,
					"price": {
						"amount": 3750,
						"coin": "gp"
					},
					"entries": [
						"You gain a +3 item bonus to attack rolls, and the bomb deals {@damage 4d6} poison damage, {@damage 4d4} {@condition persistent damage||persistent poison damage}, and 4 poison {@trait splash} damage. The Fortitude DC is 40."
					],
					"variantType": "greater trueshape bomb"
				}
			]
		},
		{
			"hasFluff": true,
			"name": "Alicorn Lance",
			"source": "TV",
			"page": 36,
			"type": "Item",
			"level": 5,
			"traits": [
				"uncommon",
				"evocation",
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 150,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 2,
			"category": "Held",
			"entries": [
				"This white {@runeItem lance||+1 weapon potency||striking|} is made from the horn of a unicorn, willingly granted at the end of its lifetime. In addition to its normal damage, it deals 1 good damage on successful attacks.",
				"You can make the lance glow like a torch or suppress its light by using an action, which has the {@trait concentrate} trait.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"traits": [
						"magical",
						"necromancy"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You evoke the spirit of the unicorn that donated the alicorn lance's horn, which you ride in a shining charge.",
						"Move up to twice your Speed and make a {@action Strike} with the alicorn lance; you gain the effects of the lance's {@trait jousting} trait on this {@action Strike}. If you were already mounted when you Activate the horn, the unicorn spirit takes shape around your steed, granting it a +10\u2013foot status bonus to its Speed for the charge."
					]
				}
			],
			"craftReq": [
				"The initial raw materials must include a horn willingly gifted by a unicorn. In rare instances, an alicorn lance can be made with a forcibly taken horn. However this heinous act pollutes the horn's magic, causing it to glow with a sickly red light, deal evil damage instead of good damage, and make the unicorn spirit evoked in the charge to whinny visibly in pain."
			]
		},
		{
			"hasFluff": true,
			"name": "Dezullon Fountain",
			"source": "TV",
			"page": 36,
			"type": "Item",
			"level": 11,
			"traits": [
				"acid",
				"conjuration",
				"magical",
				"plant"
			],
			"price": {
				"amount": 1300,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"A dezullon fountain is a distinct type of {@runeItem air repeater|G&G|+2 weapon potency||striking|} made from the still-living pitcher of a dezullon, dealing acid damage instead of the gun's normal piercing damage.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The next creature you successfully {@action Strike} with this weapon is exposed to amnesia venom.",
						{
							"type": "affliction",
							"name": "Amnesia Venom",
							"traits": [
								"mental",
								"poison"
							],
							"DC": 29,
							"savingThrow": "Fortitude",
							"maxDuration": "6 rounds",
							"stages": [
								{
									"stage": 1,
									"entry": "{@condition flat-footed}",
									"duration": "1 round"
								},
								{
									"stage": 2,
									"entry": "{@condition flat-footed} and {@condition clumsy||clumsy 1}",
									"duration": "1 round"
								},
								{
									"stage": 3,
									"entry": "{@condition confused}, {@condition flat-footed}, and {@condition clumsy||clumsy 2}",
									"duration": "1 round"
								}
							]
						}
					]
				}
			],
			"craftReq": [
				"The initial raw materials must include a pitcher from a dezullon (Bestiary 94) or similar creature."
			]
		},
		{
			"hasFluff": true,
			"name": "Dragonscale Staff",
			"source": "TV",
			"page": 36,
			"type": "Item",
			"level": 6,
			"traits": [
				"abjuration",
				"magical"
			],
			"price": {
				"amount": 240,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": 2,
			"category": "Held",
			"entries": [
				"This {@runeItem bo staff||+1 weapon potency||striking|} is covered in scales shed by or harvested from a dragon. When benefiting from the circumstance bonus to AC granted by the bo staff's {@trait parry} trait, you also gain resistance 5 to acid, cold, electricity, fire, or poison, according to the type of damage dealt by the breath weapon of the dragon that provided the scales; for instance, a staff made with scales taken from a white dragon would provide cold resistance. When this resistance prevents you from taking damage, the dragonscale staff deals an additional 1 damage of the type matching its resistance for 1 round."
			],
			"craftReq": [
				"The initial raw materials must include scales from a dragon with a breath weapon that deals acid, cold, electricity, fire, or poison damage."
			]
		},
		{
			"hasFluff": true,
			"name": "Dragontooth Club",
			"source": "TV",
			"page": 36,
			"type": "Item",
			"level": 12,
			"traits": [
				"evocation",
				"magical"
			],
			"price": {
				"amount": 1800,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 2,
			"category": "Held",
			"entries": [
				"Dragon teeth line the edges of this +2 greater striking {@item leiomano|TV}. The leiomano also has a flaming, frost, shock, or corrosive rune, as appropriate for the dragon from which the teeth were taken, which also grants the weapon the associated {@trait energy} trait (for instance, fire for a club made with teeth taken from a red dragon).",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"traits": [
						"evocation",
						"magical"
					],
					"frequency": {
						"number": 1,
						"unit": "minute"
					},
					"entries": [
						"You swing the leiomano, sending several of the dragon teeth shooting through the air on jets of energy. The dragon teeth deal {@damage 3d6} piercing damage and {@dice 3d6} damage of the energy type corresponding to the weapon in a 15-foot cone (DC 29 basic Reflex save). The teeth hunt down their targets, correcting their flight in midair, which reduces any circumstance bonus from cover by 2."
					]
				}
			],
			"craftReq": [
				"The initial raw materials must include teeth from a dragon with a breath weapon that deals acid, cold, electricity, fire, or poison damage."
			]
		},
		{
			"hasFluff": true,
			"name": "Ghast Stiletto",
			"source": "TV",
			"page": 36,
			"type": "Item",
			"level": 3,
			"traits": [
				"magical",
				"necromancy"
			],
			"price": {
				"amount": 60,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"A ghast stiletto is a +1 dagger wrapped in the still-undead skin of a ghast. While you wield the dagger, you gain a +1 status bonus to all saves against paralysis.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"traits": [
						"divine",
						"necromancy",
						"olfactory"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"The ghast stiletto afflicts the next living target struck by the dagger with a terrible wound that emits the foul stench of the grave. For the next minute, the target creature, as well as any creatures within a 10-foot emanation, must succeed at a DC 16 Fortitude save or become {@condition sickened||sickened 1} (plus {@condition slowed||slowed 1} as long as it's {@condition sickened} on a critical failure). While within the emanation, the creature takes a \u20132 circumstance penalty to saves against disease and to recover from the {@condition sickened} condition.",
						"A creature that succeeds at its save is temporarily immune for 1 minute."
					]
				}
			],
			"craftReq": [
				"The initial raw materials must include skin from a ghast."
			]
		},
		{
			"hasFluff": true,
			"name": "Scizore of the Crab",
			"source": "TV",
			"page": 36,
			"type": "Item",
			"level": 5,
			"traits": [
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 150,
				"coin": "gp"
			},
			"usage": "worn on 1 hand",
			"bulk": 1,
			"category": "Worn",
			"entries": [
				"A scizore of the crab is a +1 scizore (page 25) that has the {@trait grapple} trait in addition to its normal weapon traits.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"requirements": "Your last action was a successful {@action Strike} with this weapon, or you have a creature {@condition grabbed} with this weapon",
					"entries": [
						"The target is {@condition grabbed} until the end of your next turn. A {@condition grabbed} creature can use the {@action Escape} action to get out of the Grab, and the Grab ends for a {@condition grabbed} creature if you move away from it. This functions as the Grab creature ability."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "round"
					},
					"requirements": "You have a creature {@condition grabbed} with this weapon",
					"entries": [
						"The crab claw animates and pinches open and shut, dealing slashing damage equal to the scizore of the crab's number of damage dice."
					]
				}
			],
			"craftReq": [
				"The initial raw materials must include a claw from a giant crab (Bestiary 2 55) or similar creature."
			]
		},
		{
			"hasFluff": true,
			"name": "Vampire-Fang Morningstar",
			"source": "TV",
			"page": 38,
			"type": "Item",
			"level": 8,
			"traits": [
				"magical",
				"necromancy"
			],
			"price": {
				"amount": 500,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"This {@item morningstar||+1 weapon potency||striking||wounding|} is studded with teeth pulled from a vampire, which usually requires an animate donor, given vampires' tendency to turn to dust when destroyed.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "minute"
					},
					"requirements": "Your last action was a successful {@action Strike} with this weapon and you're not in direct sunlight",
					"entries": [
						"The vampire-fang morningstar absorbs blood from the target, healing the wielder for 10 Hit Points."
					]
				}
			],
			"craftReq": [
				"The initial raw materials must include teeth from a vampire (Bestiary 318)."
			]
		},
		{
			"hasFluff": true,
			"name": "Vine Whip",
			"source": "TV",
			"page": 38,
			"type": "Item",
			"level": 8,
			"traits": [
				"magical",
				"transmutation"
			],
			"price": {
				"amount": 500,
				"coin": "gp"
			},
			"usage": "held in 1 hand",
			"bulk": 1,
			"category": "Held",
			"entries": [
				"This {@runeItem whip||+1 weapon potency||striking|} is crafted from the vine of a dangerous plant creature. It deals bludgeoning or slashing damage, according to the vine attack of the creature it was harvested from. For example, collecting a vine from an assassin vine would result in a vine whip that deals bludgeoning damage, while one from a mandragora or viper vine would deal piercing damage.",
				{
					"type": "ability",
					"activity": {
						"number": 3,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"requirements": "You have soil or sand within your reach",
					"entries": [
						"You {@action Release} the weapon and plant it in the ground, where it takes root and fights on its own against the last enemy you attacked or the nearest enemy to it if your target has been defeated.",
						"The weapon has a space of 5 feet, but it doesn't block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can't use reactions, and it acts on your turn.",
						"While Activated, a vine whip makes Strikes with an attack modifier of +22 plus its item bonus to attack rolls (normally +24 total). It uses the weapon's normal damage but has a +0 Strength modifier. The whip's abilities that automatically trigger on a hit or critical hit still function, but the weapon can't be Activated or benefit from any of your abilities while rooted.",
						"Each round, when the vine whip is finished using its actions, attempt a DC {@flatDC 6} flat check. On a failure, the ends and the vine whip becomes inanimate."
					]
				},
				"You can't Activate the item again for 10 minutes. Removing the vine whip from the ground takes an {@action Interact} action. While rooted, the vine whip gains fast healing 1."
			],
			"craftReq": [
				"The initial raw materials must include the vine from a plant creature with a vine attack."
			]
		},
		{
			"hasFluff": true,
			"name": "Kaldemash's Lament",
			"source": "TV",
			"page": 38,
			"type": "Item",
			"level": 20,
			"traits": [
				"unique",
				"arcane",
				"evocation"
			],
			"usage": "held in one hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"Resembling little more than a simple iron pipe with a handle, Kaldemash's Lament is one of the most well-known star guns in all of Arcadia. Legends state the Crowned Regent Kaldemash helped forge one of the first star guns millennia ago. While the star gun served Kaldemash as a powerful weapon, its most notable achievement was the accidental killing of one of Kaldemash's greatest friends. This death is what caused the regent to recognize the true destructive power of the star guns and led to him developing the Star Code, a set of rules of engagement and proper use of firearms still in use in Arcadia today. Although Kaldemash never named the weapon himself, all legends that mention the weapon refer to it as Kaldemash's Lament.",
				"The legendary weapon is a +3 major striking speed advanced firearm with a range increment of 90 feet. It deals {@damage 4d6} force damage (with the major striking rune included) and has the concealable, concussive, and fatal d10 traits. You don't take a penalty when dealing nonlethal damage with the weapon. Like most star guns, Kaldemash's Lament uses magic to function and doesn't require ammunition or black powder. If you use Kaldemash's Lament as part of a duel in which all parties are in agreement on the terms, the gun's supernatural instincts help you make the quickest draw. You roll twice and take the higher result on your initiative roll for the duel; this is a {@trait fortune} effect. In addition, you can draw Kaldemash's Lament as a free action at the start of your turn during the duel. If you attempt to fire the star gun in bad faith at a dueling opponent once they have surrendered, been defeated, or the duel is over, Kaldemash's Lament flies out of your hand and you can't pick it up, hold it, or wield it for 10 minutes.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "free"
					},
					"components": [
						"envision"
					],
					"trigger": "You target a creature with an attack",
					"entries": [
						"You adjust the damage that Kaldemash's Lament deals before firing. Kaldemash's Lament's damage type changes to either electricity, fire, or force until you change the type again."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"command",
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "minute"
					},
					"entries": [
						"You leave Kaldemash's Lament to fire on its own. You release the star gun and it begins to move independently, flying through the air and firing. You still gain the benefits of the gun's speed rune while it's moving independently. It has a space of 5 feet but doesn't block or impede enemies attempting to move through that space. It always remains within 30 feet of you and intentionally resists being taken or otherwise moved; all attempts to Grab it fail. Kaldemash's Lament moves this way for 3 rounds, after which it returns to your hand. If you don't have a free hand to hold it, the gun instead holsters itself on your person.",
						"While Kaldemash's Lament is moving independently, you can command it to make a {@action Strike} against a creature as an action, which has the {@trait concentrate} trait. It makes a ranged {@action Strike} using your attack modifier while wielding it or a +31 bonus, whichever is higher. This attack increases your multiple attack penalty as normal, and the gun uses your multiple attack penalty when determining its attack bonus. Since the star gun is constantly moving and attempting to line up the appropriate shot, creatures it targets are {@condition flat-footed} to the gun's attacks."
					]
				},
				{
					"type": "ability",
					"activity": {
						"number": 3,
						"unit": "action"
					},
					"components": [
						"envision",
						"{@action Interact}"
					],
					"entries": [
						"You unleash a barrage of attacks in an instant. You deal {@action Strike} damage to all creatures in a 30-foot cone (DC 45 basic Reflex save). This barrage counts as three attacks for your multiple attack penalty."
					]
				}
			]
		},
		{
			"hasFluff": true,
			"name": "Mindlance",
			"source": "TV",
			"page": 39,
			"type": "Item",
			"level": 8,
			"traits": [
				"uncommon",
				"arcane",
				"enchantment",
				"mental"
			],
			"price": {
				"amount": 500,
				"coin": "gp"
			},
			"usage": "held in two hands",
			"bulk": 2,
			"category": "Held",
			"entries": [
				"This {@runeItem arquebus|G&G|+1 weapon potency||striking|} is used by caravan guards to nonlethally\u2014though powerfully\u2014deter large game and bandits. When fired, the spark gun deals mental damage and adds the {@trait nonlethal} trait to the attack. Each mindlance also includes a reinforced stock that benefits from any fundamental runes on the firearm. When you critically succeed at an attack roll with a mindlance, the target becomes {@condition frightened||frightened 2} unless it succeeds at a DC 24 Will save."
			]
		},
		{
			"hasFluff": true,
			"name": "Solar Shellflower",
			"source": "TV",
			"page": 39,
			"type": "Item",
			"level": 5,
			"traits": [
				"uncommon",
				"arcane",
				"evocation",
				"fire"
			],
			"price": {
				"amount": 160,
				"coin": "gp"
			},
			"usage": "held in two hands",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"This {@runeItem flintlock musket|G&G|+1 weapon potency||striking|} features multiple triangular panels that can be folded out of the stock, like the petals of a tigridia flower, that collect sunlight and feed it into the spark gun's core. All damage dealt by a solar shellflower is fire damage.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"One of the panels from the solar shellflower detaches and unfurls into a tigridia-shaped construct of flame. For the next 1 minute, whenever you {@action Strike} an enemy with the solar shellflower, the construct fires a smaller jet of fire that automatically hits the target, dealing {@dice 3d4} additional {@condition persistent damage||persistent fire damage} or twice that on a critical hit. The solar shellflower usually requires a full day to replenish enough solar energy to recharge this Activation, but if used in an environment with especially strong sunlight, such as in a desert, cliff above the clouds, or near the summer solstice, it can recharge in 1 hour instead."
					]
				}
			]
		},
		{
			"hasFluff": true,
			"name": "Spark Dancer",
			"source": "TV",
			"page": 39,
			"type": "Item",
			"level": 13,
			"traits": [
				"uncommon",
				"arcane",
				"evocation",
				"fire"
			],
			"price": {
				"amount": 2900,
				"coin": "gp"
			},
			"usage": "held in one hand",
			"bulk": "L",
			"category": "Held",
			"entries": [
				"This {@runeItem pepperbox|G&G|+2 weapon potency||greater striking|} cycles through several magical cores, swapping in new ones while the previous ones cool. The gun deals fire or electricity damage, alternating with each attack as it rotates cores. Arcadian gunslingers liken the rotating cores to a group of dancers, each taking their turn in the spotlight.",
				{
					"type": "ability",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"entries": [
						"The spark dancer casts either fireball or lightning bolt, depending on whether the current core would deal fire or electricity damage, as a 7th-level arcane spell (DC 30)."
					]
				}
			]
		},
		{
			"hasFluff": true,
			"name": "Thundercrasher",
			"source": "TV",
			"page": 39,
			"type": "Item",
			"level": 5,
			"traits": [
				"uncommon",
				"arcane",
				"evocation"
			],
			"price": {
				"amount": 155,
				"coin": "gp"
			},
			"usage": "held in 2 hands",
			"bulk": 2,
			"category": "Held",
			"entries": [
				"While looking straight down the barrel of this {@runeItem blunderbuss|G&G|+1 weapon potency||striking|}, the spark gun's magical core is visible amid several reflectors. All damage dealt by a thundercrasher is sonic damage. On a critical hit, the target must succeed at a Fortitude save against your class DC or be {@condition deafened} for 1 minute.",
				{
					"type": "ability",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"components": [
						"{@action Interact}"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"You overload the thundercrasher to emit chaotic sonic frequencies that soften earth and stone. When you next fire the thundercrasher it also partially liquefies any natural earth or stone surfaces within range of its {@trait scatter} trait, making the area difficult terrain."
					]
				}
			]
		}
	]
}
